Investigations and Androids Supplement
Investigations and Androids Supplement
Investigations and Androids Supplement
patreon.com/OffWorldRPG
I t e m s ..............................................................................10
Stims...................................................................10
Additional Items..................................................10
Equipment Packs.................................................12
Loot Tables............................................................12
A C
d20 Adjective d20 Location
1 stranded 1 the ocean
2 purple 2 a vast field of poppies
3 flying 3 a space station
4 impoverished 4 a transport shuttle
5 terrified 5 a volcanic crater
6 lounging 6 crowded street
7 overturned 7 a desert
8 damaged 8 a lagoon
9 wounded 9 your father’s home
10 bleeding 10 your apartment
11 smiling 11 an empty shopping center
12 mythical 12 a dried hillock
13 panicked 13 a frozen wasteland
14 convalescent 14 your lover’s car
15 endangered 15 a foreign country
16 lean 16 an ethereal dreamscape
17 parched 17 a tilled field
18 tawny 18 an endless car park
19 mute 19 a claustrophobic grocers
20 jittering 20 a butchers shop
B D
d20 Noun d20 Question
1 elephant 1 What do you do?
2 power generator 2 Who do you call?
3 butterfly 3 Why don’t you shout?
4 murder of crows 4 How do you react?
5 asp 5 What does it remind you of?
6 drone 6 How does it make you feel?
7 tortoise 7 Does it seem familiar?
8 school of marlins 8 Where does it make you want to go?
9 giraffe 9 Why don’t you ignore it?
10 squad of soldiers 10 What does it do next?
11 turkey 11 How much is it worth to you?
12 puppy 12 What historical figure does it remind you of?
13 crowd of supplicants 13 Does it cause you to panic?
14 diplomat 14 Can you hear it?
15 owl 15 What would your mother say?
16 squadron of dragoons 16 Is it funny to you? Funny how?
17 baby porcupine 17 Are you afraid?
18 ostrich leg 18 What was the last thing you ate?
19 sloth 19 When did it get here? You?
20 android 20 Will it live?
The Tail System they are going. Each time the target’s attention is
drawn away from the party, the players can close a
distance of 5 feet without being noticed. Any other time
You move through the dense crowd, bodies jostling you
left and right, your eyes focused on the street ahead. they try to approach the target, an additional Tail Alert
Just a few more blocks and you’re there, but no one should be rolled.
must see you enter. You look over your shoulder. The How many Tail Alert checks should there be if
crowd continues to shuffle along as you catch the eyes the players are only trying to follow a target and how
of a man in a tan coat. His gaze darts away. Probably long should a pursuit last? The short answer is, as
nothing. You turn one corner, then another, and long as it stays entertaining. That said, the difficulty of
another. The man in the tan coat is gone. You breathe the tail can be proportional to the number of Tail Alert
a sigh of relief and walk up the final stretch of road. rolls you do. The table below provides suggestions for
Just as you’re about to turn towards the door, a ruffle the number of checks needed to complete a tail.
of tan fabric across the street catches your eye. Without
Tail Difficulty
turning your head you clock the man and keep on
Difficulty Number of Tail Alerts
walking. Your rendezvous will have to wait a while.
Oblivious Target 2
Almost every good noir, whether it takes place
A Little Distracted 4
in postwar Europe or on a space station orbiting a
Keeps an Eye Out 6
distant moon, involves a game of cat and mouse. The
Observant Target 8
rules presented in this section are meant to emulate
On Edge Target 10
that feeling of tension and paranoia.
Paranoid Target 12
That said, too many mechanics can slow down
gameplay. There’s nothing tense or exciting about If the players are identified as tails, the target can
making players perform roll after roll to see if they choose to run and instigate a chase, or they can try to
notice a tail that may or may not exist. Instead, when loose the party per the rules below.
players are being tailed, simply perform a single stealth
check by the tail against the players passive perception
(or active perception if they choose to “keep an eye L osing a T ail
out.”) This will keep the session moving. If the players If they know they are being followed, players can run,
notice a tail, then it’s time to up the stakes. Use the causing a chase as outlined in the DMG. However, they
Losing A Tail section to help the players covertly escape can also attempt to covertly lose the tail. This is done
their pursuers. by amassing 3 distraction points.
A distraction point is earned by succeeding
T ailin g A T a r g et on a performance or stealth roll to “blend in” with the
crowd. This check is rolled against an active perception
When the players are following a target they must take roll by the character tailing the party. This check can
care not to be noticed. For every minute of pursuit, roll be done for each player or for the party as a whole,
a Tail Alert on the table below. depending on circumstances.
If the party passes, they blend into the crowd
and gain 1 distraction point. If they fail, they loose 1
Tail Alert distraction point. If the party fails by 5 or more, the tail
d20 Item
gains 5 feet on his or her target. If the tail is ever within
1-9 Nothing Happens. 5 feet of the target and their goal is to apprehend a
10-15 Target’s Attention is drawn away from the party. character, they will attempt to grapple the target and
16-20 Target’s Attention is drawn towards the party. call for reinforcements.
Players successfully lose the target once they
If attention is drawn towards the party, each member have 3 distraction points.
within 20 feet of the target must perform a stealth As with the tailing system, when players are
check to try and duck out of the way. The DC for this loosing a tail, any creativity should be generously
check should be the passive perception of the target rewarded. Feel free to roll on the Urban Chase
being followed. Complications table on DMG 252. If players come up
On a failed check, the tailing party member with creative approaches to blend in or duck behind a
fails to hide and is noticed. If the party is noticed distraction, give them advantage on the performance or
three times, they are identified as a tail. A failure of 5 stealth check.
or more counts as two notices. A critical failure counts The “losing a tail” system is not that different
as 3 notices and the party is IDed as a tail immediately. from standard 5e chases, but it is meant to role-
If the players are creative about using their play differently and generally ends a lot faster. The
surroundings to remain unnoticed, be fairly generous complications might be similar, but what players do
with granting advantage on these checks. The idea with them can be more subtle. Ultimately, whatever
is to make them feel like sleuths narrowly avoiding your players find the most entertaining is best, but
detection. hopefully this points-based system gives you another
Depending on the scenario, the players will tool between “single stealth check” and “out in the open
either want to apprehend the target, or track where chase.”
Vehicles and Piloting available number of charges can be added before or
after the result of the pilot die are determined. However,
You power up the controls of the skycar and it begins to you only have one chance to add energy charges per
lift up from the ground. The metallic screech from the maneuver. This represents either planning ahead or
engine tells you that you’ve probably done something “punching it” during the maneuver.
wrong, but it’s too late now. You’re in the air and
they’re right behind you! You pull sharply to the right,
skimming under the overpass and narrowly avoiding a
crash. Just a few more moves like that and you might
Sample Piloting Check
James and Keiko are co-piloting a police spinner.
actually get free.
They are being pursued by an enemy and decide to
Vehicles in “Investigations and Androids”
dive towards oncoming traffic and then between two
require occasional skill checks to pilot and maneuver.
buildings. It’s a bold maneuver so the GM requires 3
These are meant to create more dynamic chases and
successes, each with a DC of 17.
give multiple players active ways of participating in a
pursuit.
James and Keiko both roll a d20. James gets
a 5, but Keiko rolls an 18 and adds her Dexterity
T akeo ff A n d L a n d in g modifier of +2. This means her final value for the check
is 20, which counts as two successes.
Each vehicle listed below has a Takeoff/Landing DC.
Like normal DCs, the players must meet or beat this Because they haven’t used any energy charges
value in order to operate the vehicle. However, because yet, James and Keiko decide to “punch it” and add two
these ships are made with usability in mind, the skill more dice to the check, spending two energy charges.
check can be performed with insight, technology, or The pilot (in this case James) rolls two d20s, getting
machine handling, whichever the player is best at. a 10 and a 14. The ships base maneuverability is +4,
The effects of takeoff and landing results are making the second roll an 18, and a success. They
outlined in the tables below. have 3 successes and performs the maneuver.
Common Biomods
Biomod Cost Effect
Neural
Boosted Reflexes 800 credits You move fast and are harder to hit. Gain 1 AC
Deceptive Processing 400 credits You analyze minute reactions in conversations. Gain +2 on Deception checks.
Enhanced Intuition 400 credits You process more variables in a given situation. Gain +2 to Insight Checks
Optical
Darkvision 300 credits You can see in the dark for 80 feet, though everything is tinted green.
Deep Scanner 600 credits You gain +1 to Perception (including passive Perception).
Decryptive Vision 300 credits You gain advantage on checks to determine optical illusions.
Improved Tracking 700 credits You can track moving targets better. Gain +1 to all ranged attack rolls.
Dermal
Repellent Coating 200 credits You are resistant to poison damage.
Absorptive Coating 400 credits Light reflections on your skin are diminished. Gain +2 to Stealth checks.
Tempered Coating 500 credits You are resistant to fire damage.
Internal
Assistive Nanobots 1200 credits Your Constitution is increased by 1
Synapse Conduction 1200 credits Your Dexterity is increased by 1
Muscular (Upper Body)
Increased Strength 1200 credits Your Strength is Increased by 1.
Forceful Hit 700 credits You hit harder than ever. Gain +1 to all melee attack rolls.
Muscular (Lower Body)
Boosted Speed 400 credits You glide across the ground like never before. Gain +5 ft of movement speed.
Tightened Ligaments 200 credits You’ve got hops. Your jump distance is increased by 5 feet.
Weapons and Attachments A tt ac hmen t s
Why fight someone with a hammer when there’s a The other major adjustment is that many weapons on
pistol in your belt? Maybe because that hammer has an the list below can be modified with attachments that
electric stun attachment that will paralyze your well- improve their capabilities. Each weapon lists a number
armored enemy just long enough for you to escape. of “mod slots” that can be used to add attachments. If
Weapons in “Investigations and Androids” there is a dash, the weapon is not modifiable.
function similarly to those in 5e with a few notable Some modifications can only be attached to
adjustments. The first is thematic. Although melee specific weapons. This is outlined on the Attachments
weapons exist and can be very effective, ranged table below. Unlike enchantments, attachments
weapons are more consistent with the supplement’s can be detached from one weapon and used on
theme. As such, they feature prominently in the table another. Emptying a slot should involve some cost
below. Most have cartridges that must be reloaded and a long rest (5-10 credits is reasonable depending
as an action after a number of shots. Feel free to use on complexity). Some TechPowers require specific
as many or as few of these weapons as you see fit. 5e modification before they can be used. Any attachments
weapons can be used as well, though they have no mod that add a damage type (fire, lightning) cause a weapon
slots. to be “powered,” the equivalent of 5e magic weapons.
Common Weapons
Weapon Cost Damage Weight Mod Slots Properties
Simple Melee Weapons
Billy club 5 credits 1d6 bludgeoning 5lbs - -
Icepick 5 credits 1d6 slashing 3 lbs - thrown (range20/60)
Stun Spear 3 credits 1d6 piercing 2 lbs 1 thrown (range 40, 100), upgradeable
Simple Ranged Weapons
Hand Blaster 20 credits 1d6 piercing 3lbs - Ammunition (range 50/120) reload (3 shots)
Blaster 25 credits 1d8 piercing 4bls 1 Ammunition (range 60/150) reload (5 shots)
Martial Melee Weapons
Baton 10 credits 1d6 bludgeoning 3lbs - light
Electro Axe 30 credits 1d12 slashing 7lbs 1 two-handed, upgradeable
Stun Lance 40 credits 2d6 piercing 8 lbs 2 two-handed, upgradeable
Powerhammer 40 credits 1d8 bludgeoning 5 lbs 1 versatile, upgradeable
Martial Ranged Weapons
Heavy Blaster 40 credits 2d6 piercing 5lbs 2 Ammunition (range 60/150) reload (5 shots)
Rifle 90 credits 2d6 piercing 10lbs 2 Ammunition (range 120, 360) reload (5 shots)
two handed
Heavy Rifle 120 credits 2d8 piercing 15 lbs 3 Ammunition (range 150, 360) reload (5 shots)
two handed
Repeating Rifle 200 credits 2d6 piercing 25 lbs 3 Ammunition (range 60/120) reload (12 shots)
Fires twice per attack (perform 2 attack rolls)
two headed, requires STR 13
Common Attachments
Attachment Cost(credits) Effect Compatible Weapons
Extended Clip 30 +2 ammo before reload All blasters and rifles
Composite Grip 60 +1 to attack rolls All blasters and rifles, stun lance,
electro axe, powerhammer
Stopping Power 30 +1 to damage rolls All blasters and rifles
Scope 80 +1 to attack rolls All rifles
Tactical Scope 200 +2 to attack rolls All rifles
AI Assisted Scope 300 +3 to attack rolls All rifles
Barrel Choke 50 -1 to attack rolls, +2 to damage rolls Heavy blaster, all rifles
Long Barrel 50 +2 to attack rolls, -1 to damage rolls Heavy blaster, all rifles
Electrifying Attachment 40 +1 lightning damage. Enables associated powers. All blasters and rifles, electro axe
Incendiary Attachment 40 +1 fire damage. Enables associated powers. All blasters and rifles
Plasma Attachment 40 +1 ammo before reload. Enables associated powers. All blasters and rifles
Net Gun 30 Enables associated powers. All blasters and rifles
Nonlethal Ammunition 60 Targets brought to 0 HP by this weapon are always All blasters and rifles
knocked unconscious, not killed.
Pulse Stunner 80 Target must succeed a DC15 Constitution check or All rifles, stun lance, electro axe,
become stunned for 1 turn. powerhammer
A rmo r
Sometimes you want to look fashionable, but other this supplement. They function identically to armor in
times...other times you’d rather just avoid getting standard 5e and are here to add color to the campaign.
shot. The following pieces of armor are presented as Special Armor has a few unique effects noted on the
thematically consistent options for campaigns run with table below.
Common Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Duster 10 credits 11 + Dex Modifier - - 8 lbs
Armored Coat 30 credits 12 + Dex Modifier - - 12 lbs
Medium Armor
Kevlar Shirt 40 credits 13 + Dex Modifier (max 2) - - 8 lbs
Kevlar Vest 40 credits 14 + Dex Modifier (max 2) - Disadvantage 15 lbs
Heavy Armor
Kevlar Doublet 80 credits 16 Str 12 Disadvantage 20 lbs
Kinetic Plating 150 credits 17 Str 14 Disadvantage 30 lbs
Shields
Riot Shields 20 credits +2 - - 5 lbs
Special Armor
Kinetic Absorber 150 credits 14 + Dex (max 2) If hit with a ranged Str 13 Disadvantage 10 lbs
attack, your next attack does +2 damage.
Electrified Vest 150 credits 12 + Dex Modifier. If hit with a melee - - 4 lbs
attack, the attacker must succeed a
DC15 Constitution check or become
stunned for 1 turn.
ITEMS
Medical Stim: Heals 2d4+2 hit points to the
The fight is over but your partner lays in the street and injected character. Injecting the stim costs one action
there are more attackers on the way. Time is short. regardless of the number of charges used.
You inject him with a medical stim. He stirs, but it’s Adrenaline Stim: The injected character gains
not enough. You use another stim, then another. Pretty +10 movement speed for their next two turns and has
soon he’s bleeding more from the injections than the advantage on any attacks made during those turns.
bullet wounds, but he starts to rise. You really wish Injecting the stim costs one action regardless of the
you knew how to use these things properly. number of charges used.
“Investigations and Androids” has a number of
unique items, presented below. Some, like nanopowder,
take the place of various spell ingredients in classic 5e. A ddi t ional I t ems
They are meant to be a simplified and thematic catch- Adventuring Items
all. Others have new functions. Stims, in particular, Item Cost Weight (lbs)
operate a little differently than other items. 3D Printer 20 credits 10
Battery Core 10 credits 1
Blaster Rounds 10 for 1 credit 1/4
S tims Calorie Bar Rations
Data Core
1 credit 1/4
15 credits 1
Stims are medical injectors filled with a cocktail of Drink Synthesizer 20 credits 10
complex and fast acting chemicals and nanobots. They Hacking Tool 10 credits 1/2
come in two forms, health stims and adrenaline stims. Investigative Scanner 40 credits 10
Regardless of the type, it costs one action Light Sticks 1 credit 1/2
to inject yourself, or another character, with a stim. Magnetic Pitons 1 credit 1
Doing so triggers the stim’s effect. Each stim has three Nanopowder 15 credits 1/2
charges, meaning it can be used three times before Nanosmoke Solution 10 credits 1/2
being depleted, but only by a character proficient Net Terminal 1 credit per use 150
in medicine. If a character without a proficiency in Noise Maker 2 credits 1/4
medicine uses a stim, it is depleted immediately, Patch Kit 4 credits 1/2
regardless of the number of charges left. Some Restraints 10 credits 2
TechPowers also use stims, in which case they specify Rifle Rounds 10 for 2 credits 1/4
the number of charges used. A tracker is provided in Sedative 10 credits 1/4
the appendix to help you track stim charges. Each stim Spark Caster 2 credits 1/4
costs 20 credits. Synthetic Rope 5 credits 5
3D Printer (artisan’s tools): A small boxy it can also be thrown to emit a sound. The sound is a
device about 1ft long and half a foot wide, the 3D repetitive clicking that can be heard up to 20 feet away
printer allows its user to craft small items on the go. and commences once the noise maker hits the ground.
The matter recombinator uses specific material that It can be shut off or destroyed. It has an AC of 2 and 1
costs twice as much as the item being produced. HP.
Battery Core: This concentrated Lithium Patch Kit: These epoxy tubes are used to
battery is used to power numerous devices, including repair damage to spacesuits and armor. They are
Investigative Scanners and various terminals. crucial for combat encounters that occur in a vacuum
Blaster Rounds: Ammunition has been largely or near hazardous materials. Using the kit will fix one
standardized by the consortium of mega-corporations. tear or puncture, up to a foot long. Applying the epoxy
As a result, all blasters use the same cartridges for takes half a minute.
ammunition. Restraints: Controlled by a simple mag lock,
Calorie Bar Rations: Extremely dense and these restraints can be used to bind a human or
potently nutritious, if lacking in flavor, these condensed android. They require a successful DC20 Dexterity
bars provide a day’s worth of caloric intake for a check to escape or a DC20 Strength check to break.
normal sized person. They can also be picked with thieves’ tools and a
Data Core: These small electronic devices can successful DC 15 Dexterity check, or Hacked with an
function as stores of information or central processing interface jack and a DC15 Hacking check.
units used to operate larger devices. Rifle Rounds: Ammunition has been largely
Drink Synthesizer (artisans tools): A small standardized by the consortium of mega-corporations.
cylindrical device about 1 ft long, the drink synthesizer As a result, all rifles use the same cartridges for
allows its user to create any drinkable object of their ammunition.
choice at three times the cost of the drink being Sedative: A chemical compound that can be
created. used in TechPowers or placed in an empty injector.
Hacking Tool: This single use tools runs A target injected with sedatives must pass a DC15
coroutines during a hacking attempt. The user adds +3 Constitution check or fall asleep for 4 hours. If
to any hacking attempt conducted with the tool. The the character injecting the sedative is proficient in
tool is used up even if the hacking attempt fails. medicine, the DC for the check is raised to 18.
Investigative Scanner: This device can be Spark Caster: A small electronic device that
placed on the ground to scan a location up to 30x30 sparks when triggered. It creates light for 20 feet and
ft. The scan gives +5 to Perception and Investigation can ignite flammable materials. Spark casters are
checks to the user for a duration of up to 20 minutes. frequently used in TechPowers (traps for example). They
Each use consumes 1 battery core. can be shut off or destroyed. Spark Casters have an
Light Sticks: These plastic sticks can be AC of 2 and 1 HP. When shutting them off, a character
snapped to create light in a 25-foot radius and dim must perform a DC10 Dexterity check or suffer 2 fire
light for an additional 15 feet. The light lasts for 1 hour. damage.
Magnetic Pitons: These powerful pitons will Synthetic Rope: A thin sturdy rope that can
attach to any magnetic surface and can be released be used to tie people or as an aid for climbing. It has
via a small electric pulse. They also have sharp tipped 4 hit-points and can be burst or cut with a DC18
drills that can puncture non-magnetic surfaces, but Strength check. A character spending 5 minutes
beware of hull breaches. sawing will be able to cut the rope without performing
Nanopowder: It may seem like a pile of gray a check.
dust to the untrained eye, but a student of technology
knows its true power. A collection of programmable
nanobots, this powder can be used to cast powerful
TechPowers, creating spectacular effects and attacks.
Nanosmoke Solution: Nanopowder’s more
common cousin. This solution is made of recycled
nanopowder and the microscopic robots have less
functionality. It is used as a component in many low to
mid level TechPowers.
NetTerminal: Need to access the net but
don’t have an ISP? Net Terminals allow you to look up
information on anything, for a charge of 1 credit per
use. Learning complicated information requires a DC15
Investigation or Technology check. Accessing material
hidden behind security measures requires a Hacking
check with a DC determined by the GM.
Noise Maker: A small speaker with various
sensors that trigger its sonic alarm. The noise maker
is used in several TechPowers (traps for example) but
E quip m e n t P a c k s Advanced Technology
d20 Item
Forensics Pack: Includes a backpack, 1-10 nothing
crowbar, 10 light sticks, 10 magnetic pitons, 10 calorie 11-13 battery core
bar rations, 1 canteen, 50 feet of synthetic rope, 1 14-15 data core
investigative scanner and 1 health stim. 16 hacking tool
Enforcers Pack: Includes a backpack, sleeping 17-18 nanosmoke solution
bag, mess kit, 10 light sticks, 10 calorie bar rations, 1 19 nanopowder
canteen, 50 feet of synthetic rope, 20 blaster rounds, 2 20 1 random technological device (roll on table below).
sets of restraints, 1 adrenaline stim and 1 health stim.
Medics Pack: Includes a backpack, thermal
blanket, 10 light sticks, nanosmoke solution, 5 calorie Technological Devices
d20 Item
bar rations, 1 canteen, 3 health stims and 1 adrenaline
stim. 1-9 3D printer
Hackers Pack: Includes a backpack, 10 light 10-18 drink synthesizer
sticks, 1 hacking tool, nanosmoke solution, 1 medical 19-20 investigative scanner
stim and 1 spark-caster.
Common Equipment
d20 Item Medical Items
d20 Item
1-10 nothing
1-6 nothing
11-13 1d4 calorie bar rations
7-9 health stim
14-15 1d4 magnetic pitons
10-12 adrenaline stim
16-17 restraints
13-15 1d4 calorie bars
18-19 20 feet of synthetic rope
16-18 patch kit
20 1d4 net terminal credits (only usable on net
19-20 sedative
terminals)
Enemy Possessions
Common Items d20 Item
d20 Item 1-3 nothing
1-5 nothing 4-5 1d10 credits
6-7 1d4 calorie bar rations 6-7 1d10 blaster rounds
8-9 1d4 magnetic pitons 8-9 1d8 rifle rounds
10-11 restraints 10-11 noise maker
12-13 20 feet of synthetic rope 12-13 spark caster
14 1d4 net terminal credits (only usable on net 14 battery core
terminals) 15 hacking tool
15-16 1d4 light sticks 16 health stim
17-18 noise maker 17 adrenaline stim
19 spark caster 18 1d4 calorie bars
20 patch kit 19 patch kit
20 sedative
Part 2: Character Creation
Changes to Character Creation T ec h P o wers and D rone B o ts
Character creation in Investigations and Androids How do you create extravagant powers and ephemeral
functions similarly to creation in 5e. You should choose effects in a world without magic. By using technology
a race, class, background, etc. to create your character. of course!
As a final step, players also have the option to Among the many thematic adjustments made
roll and see if their characters are androids. To do this, in this supplement, the changes made to spells are
follow the rules outlined in the “Players as Androids” probably the most extensive. Each spell’s components,
section in Part 1. range, and effects have been adjusted in order to be
consistent with the worlds and systems created by
C las s e s , R a c e s , a n d B ac k g ro u n d s Investigations and Androids. They have also been
renamed TechPowers, to reinforce their technological
This supplement provides modified races and classes, origin. Similarly, cantrips are now Runs.
as well as several entirely new backgrounds. The In most cases, the changes mean a
classes are modified versions of 5e counterparts, simplification of ingredients. Almost every TechPower
however, many of the changes are significant. Much of based on a spell with material components now uses
the terminology has been changed to be thematically nanopowder or nanosmoke solution, greatly simplifying
consistent and many abilities and powers have been what a player requires to cast them. However, some
adjusted to work better with the skills and items used spells involve lifting objects, or creating shields or
in this supplement. The 4 classes presented below are floating weapons. These require something a little
the Blade Agent, Combat Medic, Code Runner and Pit more...present than nanopowder. The primary
Fighter. component for these powers is a DroneBot, a floating
There are also 9 thematically consistent races, robotic drone capable of executing a multitude of
all of which are technically human but provide different functions.
buffs and feats based on their origin. In the case of A player must obtain a DroneBot before being
both classes and races, the 5e counterpart is listed in able to cast TechPowers that require it. For this reason
the header of each section. it is suggested that GMs make them available fairly
Four entirely new backgrounds are also early in the campaign.
presented, each with wholly unique personality traits, DroneBots have an AC of 18 and 8 hit points,
ideals, flaws, and bonds. though some powers reduce or increase these values.
They can therefore be damaged in battle. However,
because they are constantly moving, attacks against
Why Modified Classes, Races, and Spells? DroneBots always have disadvantage. If a bot is
Why use modified versions of 5e assets and not just brought to zero hit points it must be repaired.
make new classes, races, and spells? The short answer Repairing a bot can be done by a player, or at
is that Investigations and Androids is meant to help an appropriate mechanic. Having a mechanic repair a
players and GMs tell certain types of stories, and this DroneBot generally costs 50 credits. Doing it yourself
goal is better served using an existing toolset. costs 10 credits worth of material and a successful
For me, roleplaying is about inhabiting a DC15 Technology or Machine Handling check. The
character and a world, and the purpose of this check can only be performed at the end of a long rest.
supplement is to allow players and GMs to create
thematic characters and environments that they want
to spend time in. Creating balanced classes that work
well together requires a great deal of playtesting but
by using modified 5e material, its possible to ensure
thematically appropriate characters that still play well
with the broader ruleset.
Additionally it also makes running the
campaign simpler for GMs. By referencing 5e
counterparts, GMs can look up rule clarifications and
adjustments, as well as pull from their own store of
knowledge about spells, abilities, and characters.
The goal of Investigations and Androids is not
to reinvent the wheel, but rather, to allow more vehicles
to use a wheel we already know well. Hopefully you
find these changes satisfying and worthwhile. It was
certainly an exciting and illuminating process putting
the supplement together.
Blade Agent 5e Base Class: Ranger
As a Blade Agent, you gain the following class features.
C lose and P ersonal
When you engage in two-weapon fighting (with melee
H it P o i nts weapons only), you can add your ability modifier to the
Hit Dice: 1d10 per Blade Agent level damage of the second attack.
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (avg: 6) + your S t rong B earings
constitution modifier per Blade Agent level after 1st As a trained Blade Agent, you are a master of assessing
the situation and terrain around you. This grants you
P rofi c i e nc i e s the following benefits.
M ac h i n e A wa r e ne s s F ast F ee t
Beginning at 3rd level, your prowess as a Blade Agent Beginning at 8th level, you can use the Dash action as
allows you to interact more skillfully with machines a bonus action on your turn
around you. You gain the ability to connect with
machines via an interface jack.
You can use an action to “jack-in” to any B lend I n
simple machine within reach, and can communicate Starting at 10th level, you can blend into a crowd to
simple ideas to the machine, as well as read it’s basic avoid detection and track suspects.
commands. Doing so, you can learn its last operator, When you attempt a Stealth check while
current commands, and actions you can take (if any) to surround by 8 or more NPCS, you gain a +5 bonus
persuade it to not attack. to your ability check roll. Additionally, creatures that
attempt to detect you take a −10 penalty to their
Wisdom (Perception) checks until the start of your
P oli c e D i v i s i on next turn. You lose this benefit if you move out of the
crowd either voluntarily or because of some external
At 3rd level, you are assigned a specific police devision. effect. You are still automatically detected if any effect
Choose from the following two division positions: SWAT or action causes you to no longer be hidden. If you are
or Investigator, both detailed at the end of the class still hidden on your next turn, you can continue to
description. Your choice grants you features at 3rd blend in and gain this benefit until you are detected.
level and again at 5th, 7th, 11th, and 15th level.
Should you ever side with androids in a way
deemed unsuitable for your position, you will be
stripped of your police division and associated abilities.
L urke r immediately after its attack, provided that you can see
the creature.
Starting at 14th level, you can use the Hide action as a Crowd Control: Once on each of your turns when you
bonus action on your turn. Also, you can’t be tracked make a weapon attack, you can make another attack
unless you willingly choose to leave a trail, or the with the same weapon against a different creature that
tracker is using room wide sensors (scrying). is within 5 feet of the original target and within range
of your weapon.
P rim e H u nt e r E xtra A tt a ck
At 18th level, you’ve honed your combat prowess to Beginning at 5th level, you can attack twice, instead
detect even cloaked enemies, or those hiding in the of once, whenever you take the Attack action on your
dark. When you attack a creature you can’t see, your turn.
inability to see it doesn’t impose disadvantage on your
attack rolls against it.
You are also aware of the location of any D efensi ve T act i cs
invisible creature within 30 feet of you, provided that At 7th level, you gain one of the following features of
the creature isn’t hidden from you and you aren’t your choice.
blinded or deafened. Get Moving: Opportunity attacks against you are made
with disadvantage.
Bunker Up: When a creature hits you with an attack,
A ndro i d ’ s N i g h t m a r e you gain a +4 bonus to AC against all subsequent
Your extensive experience and intuition has made you attacks made by that creature for the rest of the turn.
an unparalleled martial expert. At 20th level, once on Steel Will: You have advantage on saving throws
each of your turns, you can add your Wisdom modifier against being frightened.
to the attack roll or the damage roll of an attack you
make. You can choose to use this feature before or after
the roll, but before any effects of the roll are applied.
M ultia tt a ck
At 11th level, you gain one of the following features of
Additionally, when fighting androids, your
your choice.
encyclopedic knowledge of their construction makes
Unload: You can use your action to make a ranged
you adept at finding their weak spots. A natural attack
attack against any number of creatures within 10 feet
roll of 18, 19, and 20 all count as critical hits when
of a point you can see within your weapon’s range. You
fighting androids.
must have ammunition for each target, and you make a
separate attack roll for each target.
Strike Out: You can use your action to make melee
Police Divisions
Blade Agents come in a variety of styles, some more
attacks against any number of creatures within 5 feet
of you, with a separate attack roll for each target.
akin to brute force hunters, and others more prone
to careful and methodical investigation. Each division
has their own ideas about the best way to retire S uperior D efensi ve T act i cs
troublesome androids. At 15th level, you gain one of the following features of
your choice.
SWAT Resilient: When you are subjected to an effect, such
as a fire stream or an electric shock, that allows you
Blade Agents attached to SWAT units are particularly to make a Dexterity saving throw to take only half
strong at facing opponents in combat and focus most damage, you instead take no damage if you succeed on
of their training on martial prowess. Androids might a saving throw, and only half damage if you fail.
be built to be stronger and faster than humans, but Deflection: When a hostile creature misses you with
SWAT Blade Agents can retire even the most dangerous a melee attack, you can use your reaction to force that
androids. creature to repeat the same attack against another
creature (other than itself) of your choice.
D esign a te d T a r g et Withstand the Blow: When an attacker that you can
At 3rd level, you gain one of the following features of see hits you with an attack, you can use your reaction
your choice. to halve the attack’s damage against you
Hit ‘Em Again: You are merciless when facing enemies.
When you hit a creature with a weapon attack, the
creature takes an extra 1d8 damage if it’s below its hit
point maximum. You can deal this extra damage only
once per turn.
The Bigger They Are: When a Large or larger enemy
within 5 feet of you hits or misses you with an attack,
you can use your reaction to attack that creature
I nves ti g at o r D isgra ced C op / S ympa thizer
Androids aren’t just strong and fast, they’re also Some Blade Agents just don’t have it in them to retire
cunning and meticulous, able to cover their tracks and skinjobs. Those who don’t show enough grit are
hide anywhere from dense cities to distant spaceports. stripped of their badge and gun and cast out of the
Investigators are the officers tasked with locating and fold. Some even become hunted themselves.
pursuing these elusive targets, using their intelligence The GM can decide during the campaign to
and intuition to make short work of would-be escapees. strip a Blade Agent of their official status, causing the
character to lose his or her division benefits. This can
A mbu s h E x p e rt happen if the agent openly assists a target, or even
At 3rd level, you master the art of the ambush. On your as a result of agency politics. When this happens, a
first turn during combat, you gain a +10 bonus to your character immediately loses all of their Police Division
speed, and if you use the Attack action, you can make Features and instead gains the features below, up to
one additional attack. their appropriate level and any subsequent features as
You are also adept at evading enemies that rely they level up.
on darkvision. Such creatures gain no benefit when For example, if a 6th level Investigator is
attempting to detect you in dark or dim conditions. stripped of their position, he or she would lose Ambush
Additionally, when the GM determines if you can hide Expert, all Gadget Man Powers, and Extra attack, but
from a creature, that creature gains no benefit from its would gain Retirement and Trigger Finger,
darkvision
R et iremen t
G adge t M a n Choose one of the following.
Android Friend: If there is a android in your group or
At 3rd level, your optical implants (or glasses if you
party, they aid you in combat, adding +1 to your AC.
choose) grant you darkvision out to a range of 90 feet.
They can also choose to take a hit for you, in which
You also gain access to additional tech powers
case they must decide to take the hit before damage is
at 3rd, 5th, 9th, 13th, and 15th level. Once you gain
rolled, but after the attack is rolled. This can only be
a Gadget Man power, it counts as a Blade Agent tech
done once until a long rest is completed.
power for you but doesn’t count against the number of
Lone Wolf: If there is no friend or enemy within 20ft of
Blade Agent powers you know.
you during combat, gain 1d4 to your attack roll. This
Gadget Man Tech Powers ability has four uses, which are reset after completing a
Blade Agent Level Tech Power long rest.
3rd Disguise
5th Rope Trick T rigger F inger
9th Sensor Scramble Beginning at 5th level, you can attack twice, instead
13th Greater Cloaking of once, whenever you take the Attack action on your
17th Urban Explorer turn, but you must be using a pistol, blaster, or other
single handed ranged weapon. You can also reload
without spending an action.
E x tra A tta c k You cannot dual wield when using this ability.
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
turn.
K now n Q uant i ty
Beginning at 7th level, gain advantage on all
Persuasion and Intimidation rolls against known
U nc an ny R e s o lve androids, and disadvantage on all Persuasion or
At 7th level, you gain proficiency in Wisdom saving Intimidation rolls against police officers, or similar
throws. authority figures.
U nrel e n ti n g D ouble T ap
Starting at 11th level, once on each of your turns when Starting at 11th level, once on each of your turns when
you miss with an attack, you can make another attack. you hit with an attack, you can make another attack.
However, doing so causes the next attack against you to
U nt ouc h ab l e have advantage.
At 15th level, whenever a creature attacks you and
does not have advantage, you can use your reaction I ndomi t ab le
to impose disadvantage on the creature’s attack roll At 15th level. whenever you are attacked, you can
against you. You can use this feature before or after use your reaction to add +5 to your AC, but doing so
the attack roll is made, but it must be used before the gives you disadvantage on your next attack. You can
outcome of the roll is determined. use this feature before or after the attack roll is made,
but it must be used before the outcome of the roll is
determined.
Blade Agent Tech-Power List
L evel 1 T e ch -P o we r s
A dren a l i n e B u r st C ure W ounds (C ure W ounds )
1st level transmutation 1st level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: self Range: touch
Components: Adrenaline Stim Components: 1 medical stim
Duration: Conc. Up to minute Duration: Instantaneous
You move like lightning, dashing past your enemies. A creature that you touch regains hit points equal to
Your movement doesn’t provoke opportunity attacks. 1d8 plus your PowerCasting modifier. Using this ability
Before the power ends, you can give yourself consumes one charge of the medical stim. You may
advantage on one weapon attack roll. That attack deals also boost the stim, healing an additional 1d6 by using
an extra 1d8 force damage. Hit or miss, your walking another charge, and 1d4 by using the final charge.
speed increases by 30 feet until the end of that turn. Boosting cannot be spread across multiple stims.
At higher levels: The initial use of the stim heals an
additional 1d8 for each power slot level above 1st.
A dren a l i n e J u m p (J u m p )
1st level transmutation
Casting Time: 1 action
Range: touch D et ect A nomaly ( det e ct magi c )
Components: Adrenaline Stim 1st level divination (ritual)
Duration: 1 minute Casting Time: 1 action
The target’s jump distance is tripled until the power Range: Self
ends. Consumes 1 stim charge. Components: None
Duration: Conc. up to 10 minutes
You hone your senses and scan the surroundings for
A dren a l i n e R u s h (L o n gs t r i de r ) any irregularities that aren’t traps. You immediately
1st level transmutation spot anything out of the ordinary, present with 30 feet.
Casting Time: 1 action This power detects anomalies in the same room
Range: touch as you, and can be used to infer clues about a crime
Components: Adrenaline Stim scene, but cannot be used to locate traps.
Duration: 1 minute
The target’s speed increases by 10 feet until the power
ends. Consumes 1 stim charge.
At higher Levels: You can target one additional
M ac hine C ont rol (A nimal F riendship )
creature for each slot level above 1st. 1st level enchantment
Casting Time: 1 action
Range: touch
Components: 1 interface jack
A larm Duration: 24 hours
1st level abjuration (ritual) Choose a machine that you can reach and attach
Casting Time: 1 minute your interface jack to. If the Machine’s intelligence is
Range: 30 feet above an 8 the power fails, otherwise it must pass a
Components: 1 spark caster or 1 noise maker Wisdom save or be charmed by you. If you or one your
Duration: 8 hours companions harms it, the power ends.
Choose an area that is no larger than a 20-foot At higher levels: You can simultaneously control one
cube. Until the tech-power ends, an alarm alerts you additional machine for each slot above 2, but each
whenever a Tiny or larger creature touches or enters must be interfaced with individually.
the area. When you set the alarm, you can designate
creatures that won’t set off the alarm.
The component you use will determine if your
alarm is audible or visual. An audible alarm produces
a screeching noise for 10 seconds within 60 feet. A
visual alarm will create a bright strobing flash for 10
seconds, visible up to 200 feet away.
M ulti s h ot S et T rap
1st level conjuration 1st level abjuration
Casting Time: 1 bonus action Casting Time: 1 minute
Range: self Range: touch
Components: None Components: Rope (25 feet), Trap Kit
Duration: Conc. Up to 1 minute Duration: 8 hours
The next time you hit with a ranged weapon attack, in An expert in laying traps, you use your thin rope to
addition to the normal effects of the attack, the target either lay a 5-foot radius snare trap, or a snapping
and each creature within 5 feet of it must make a tripwire that extends up to 25 feet. The trip wire must
Dexterity save. A creature takes 1d10 piercing damage be attached to an object at either end. The snare must
on a failed save, or half as much on a success. have a ceiling or raised surface to attach to.
At Higher Levels: The damage increases by 1d10 for The trap triggers when a Small, Medium,
each slot level above 1st, to a maximum of 6d10 or Large creature moves into the power’s radius, or
crosses the trip wire. That creature must succeed on a
Dexterity saving throw or be trapped. The snare pulls
it upwards, leaving it hanging upside down 3 feet above
N et G u n the ground. The tripwire snaps around the creatures
1st level conjuration feet, toppling them. In both cases the creature is
Casting Time: 1 action restrained.
Range: Self The creature can make a Dexterity saving
Components: Net gun attachment throw at the end of each of its turns, ending the effect
Duration: 1 minute on itself on a success. The trap can only be triggered
once, and the rope can be picked up after being used.
The next time you hit an enemy with a weapon attack,
the target must succeed on a Strength save or be
restrained until the power ends. A Large or bigger
creature has advantage on this save. S moke G renade (F og C loud )
While restrained by this power, the target takes 1st level conjuration
1d6 piercing damage at the start of each of its turns. Casting Time: 1 action
The creature restrained or one that can touch the Range: 120 feet
creature can use its action to make a Strength check Components: Nanosmoke Solution
against your power save DC. On a success, the target is Duration: Up to 10 minutes
freed. You throw a pellet-like grenade within range of you,
creating a 20-foot-radius sphere of smoke, until a wind
of at least 10 miles per hour blows it away, or until the
R efle cti ve C o at power ends. The fog is centered on a point you choose,
spreading around corners and heavily obscuring the
1st level abjuration
area it fills and blocking line of sight.
Casting Time: 1 reaction At Higher Levels: The fog becomes larger by 20 feet for
Range: self each power level you cast this power above the first.
Components: wearing duster or armored coat
Duration: 1 round
When hit with acid, cold, fire, lightning, or thunder
damage, you can use your reaction to have resistance
to it until the start of your next turn, including against
the triggering attack. Also, the first time you hit with
T arget L ock
1st level conjuration
a melee attack on your next turn, the target takes an
extra 1d6 of the damage type. Casting Time: 1 bonus action
At Higher Levels: The extra damage increases by 1d6 Range: 90 feet
for each slot level above 1st. Components: None
Duration: Conc. Up to 1 hour
Until the power ends, you deal an extra 1d6 damage
to a creature you can see whenever you hit it with a
weapon attack, and you have advantage on Perception
and Survival checks to find it. If the target drops to 0
hit points before this power ends, you can use a bonus
action on a subsequent turn to mark a new creature.
At Higher Levels: When you cast this power using a
spell slot of 3rd or 4th level, you can concentrate for up
to 8 hours. If you use a slot of 5th level or higher, you
can concentrate for up to 24 hours.
L evel 2 T ec h -P o we r s
B ulle t T r a p D efensi ve C oat (B arkskin )
2nd level transmutation 2nd level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: self
Components: 4 bullets or similar ammunition, trap kit Components: wearing duster or armored coat
Duration: 8 hours Duration: Conc. Up to 1 hour
Until the power ends, whenever a creature other than You sure know how to move in a coat. You move and
you comes within 30 feet of four pieces of ammunition dodge, billowing the fabric around you and making
set on the ground for the first time on a turn or ends you harder to hit. Your AC cannot be reduced below 16
its turn there, they must succeed on a Dexterity save while the power lasts.
or take 1d6 piercing damage. One of the ammunition
is then destroyed. The power ends if no ammunition
remains.
When you cast this power, you can designate a
creature and the spell will ignore them. F ind T raps (F ind T raps )
At Higher Levels: The amount of ammunition 2nd level divination
that can be affected increases by two for each slot Casting Time: 1 action
above 2nd. Range: 120 feet
Components: None
Duration: Instantaneous
C rimin a l E l e m en t (L o c a t e A n i m al s o r P l a n ts ) The basic nature of any traps within range becomes
2nd level divination known to you, though you do not learn their location.
Casting Time: 1 action (ritual) Natural weaknesses in the environment are not
Range: self considered traps for the purposes of this power, but
Components: none any environmental feature that might harm you or
Duration: Instantaneous result in some undesirable consequence, and was set
up by someone intentionally to do so, is.
You contact your extensive police network to locate the
nearest black market or illegal goods dealer within 5
miles (if one exists). When interacting with characters
at the market, you have advantage on Intimidation
checks if your party is not outnumbered by more than L oca te O bject (L oc at e O bj e ct )
2 to 1. 2nd level divination
Casting Time: 1 action
Range: self
C ure C o n di t i o n (L e s s e r R e s to r a t i o n ) Components: none
2nd level abjuration Duration: Conc. Up to 10 minutes
Casting Time: 1 action Your contacts provide you with information about
Range: touch where to find specific goods. You may describe one
Components: medical stim item, and your informants will tell you where it can be
Duration: Instantaneous found within the present location.
You touch a creature and it is no longer blinded, This ability does not work if you are in a
deafened, paralyzed, or poisoned. Only one condition communications lockdown.
can be ended per casting. One charge of the medical
stim is used to cast the power.
N ightv ision A ugmen t at ion (D ark vision )
D eafe ni n g B l a s t 2nd level transmutation
2nd level illusion Casting Time: 1 action
Range: self
Casting Time: 1 action
Components: None
Range: 120 feet
Duration: 8 hours
Components: Nanosmoke Solution
Duration: Up to 10 Minutes Your optical implants now allow you to gain 60 feet of
darkvision, allowing you to see clearly in dim light and
You toss a pellet that erupts into a thick choking gas.
see in the dark as though it were dim light.
Creatures within a 20-foot sphere emanating from a
point you choose, cannot speak or make verbal sounds.
P ass W i t h o ut T r ace (P a s s W i t h o ut T r a c e ) L evel 3 T ec h -P o wers
2nd level abjuration
Casting Time: 1 action
Range: self D ayligh t (D ayligh t )
Components: none 3rd level conjuration
Duration: Conc. Up to 1 hour Casting Time: 1 action
You are an expert at tailing targets and can assist Range: 60 feet
those around in you staying unseen. Each creature Components: LED
you choose has a +10 to Stealth checks and can’t be Duration: up to 10 minutes
tracked except by technological means. This effect only Ah, ah ah! When choosing this ability, your contacts
applies if a creature is within 30 feet of you, both at the deliver you a Super LED light source. Using it, you can
time of casting and for the duration. You can choose create a 60-foot-radius sphere of light spreading from a
yourself as well. A creature that receives this bonus point you choose. The sphere is bright light and sheds
leaves behind no traces of its passage. dim light for an additional 60 feet.
If you chose an object you are holding or one
that isn’t being worn or carried, you can attach the
P oison E x p e rt (P r ot e ct i o n f r o m P o i s on ) LED so the light shines from and moves with the
object. Completely covering the object with something
2nd level abjuration opaque blocks the light.
Casting Time: 1 action
Range: touch
Components: 1 medical stim
Duration: 1 hour D ensi t y A dj ustmen t (W a ter W alk )
You neutralize one poison you can name, or one at 3rd level transmutation
random, from a creature that is poisoned. While the
Casting Time: 1 action (ritual)
power lasts, the target has advantage against being
Range: 30 feet
poisoned and resistance to poison damage. Uses one
Components: Nanosmoke solution
charge of the medical stim.
Duration: 1 hour
You can manipulate the nanosmoke to create a thin,
variable density layer under the feet of up to 6 willing
creatures. They gain the ability to move across liquid
P oli c e C o nta ct (A n i m al m e s s e n ge r ) as if it were solid ground. Lava still deals damage from
2nd level enchantment its heat. If you target a creature submerged in liquid,
Casting Time: 1 action (ritual) the target floats to the surface at a rate of 60 feet per
Range: 30 feet round.
Components: none Because the nanosmoke is constantly in
Duration: up to 10 minutes flux, characters using it to transverse liquid have a
Your extensive police contacts are available for support. disadvantage on any Dexterity checks made.
You can contact and speak with any police officer, or
similar authority figure, within 50 miles.
Conversations will proceed as normal, with
all associated checks. Once used, you cannot call the E lect ric A mmo
same contact again for at least 1 hour. 3rd level transmutation
Casting Time: 1 action
Range: self
Components: 1 electrifying attachment
Duration: up to 1 minute
S pike T r a p (S p i k e G r o wt h ) The next time you make a ranged weapon attack, the
2nd level transmutation weapon’s ammunition becomes charged with electricity.
Casting Time: 1 action Make the attack roll as normal. The target takes 4d8
Range: touch lightning damage on a hit, or half as much damage on
Components: Trap kit a miss. This replaces the weapon’s normal attack.
Duration: 10 minutes once triggered Hit or miss, each creature within 10 feet of the
The ground in a 20-foot radius becomes difficult target must make a Dexterity save. Each creature takes
terrain for the duration. When a creature moves into or 2d8 electric damage on a failed save, or half damage on
within the area, it takes 2d4 piercing damage for every a success. The weapon or ammunition then returns to
5 feet it travels. Any creature that can’t see the area its normal form.
at the time of casting must make a Perception check At Higher Levels: The damage for both effects of the
against your spell save DC to recognize it as hazardous. power increases by 1d8 for each slot level above 3rd.
F or ti f y i ng S p e ec h (P r o t ect i o n f r o m E n e rgy ) R e B reat her (W a ter B rea t hing )
3rd level abjuration 3rd level transmutation
Casting Time: 1 action Casting Time: 1 action (ritual)
Range: touch Range: self (30 feet)
Components: None Components: Rebreather, Nanosmoke solution
Duration: Conc. Up to 1 Hour Duration: 8 hour
Touch a willing creature. They have resistance to one When choosing this ability, your contacts deliver you
damage type of your choice: acid, cold, fire, lightning, a pack of 6 rebreathers. They must be physically
or thunder. delivered or picked up at the GM’s discretion.
Due to the biolocks involved, only you can
activate the rebreahters, but afterwards you can pass
I n cen di a r y A m m o them along to other creatures to use. The rebreathers
each last 8 hours, after the time of activation, and
3rd level transmutation
allow the user to breathe underwater or in a vacuum.
Casting Time: 1 action They do not protect from the other effects of either
Range: self environment.
Components: 1 incendiary attachment If you loose one or more of your rebreathers, a
Duration: up to 1 minute replacement can be obtained for 20 credits and can be
You activate a clip of ammunition. When a target is hit delivered in any human occupied location.
by a ranged weapon attack using the ammunition, the
target takes an extra 1d6 fire damage. The power ends
on a piece of ammunition whether it hits or misses,
and it can only affect up to 12 pieces of ammo in total. S ensor S cram ble
At Higher Levels: The number of pieces of 3rd level abjuration
ammunition you can affect with this spell increases by Casting Time: 1 action
two for each slot level above 3rd. Range: touch
Components: Nanopowder
Duration: 8 hours
M ac h i n e C h a o s (P l a n t G r o wth ) You’re an expert at masking biological and electric
3rd level transmutation signatures. A target you touch can’t be targeted by
Casting Time: 1 action divination powers or seen by sensors. The target can
Range: 150 feet be a creature, place, or object no larger than 10 feet in
Components: Non any dimension.
Duration: Instantaneous
If you cast this power using 1 action, all normal
machines in a 100-foot radius centered on a point
begin behaving erratically and sparking. Moving S moke W all (W ind W all )
through the area spends 4 feet of movement for every 3rd level evocation
1 foot moved. You can exclude areas of any size within Casting Time: 1 action
the spell’s area from being affected. Range: 120 feet
Components: Nanosmoke solution
Duration: Conc. Up to 1 minute
M ac h i n e L a n g ua g e (S p e a k w i t h P l a n ts ) You make a wall of smoke up to 50 feet long, 15 feet
3rd level transmutation high, and 1 foot thick, and can shape it any way you
Casting Time: 1 action choose so long as it makes one continuous path along
Range: self (30 feet) the ground. When the wall appears, each creature in
Components: interface jack its area must make a Strength save. A creature takes
Duration: 10 minutes 3d8 bludgeoning damage on a failed save, or half
You can interact with and question machines within 30 damage on a success. The smoke keeps gases at bay.
feet of you about events in the power’s area within the Small or smaller flying creatures or objects,
past day. You can also turn difficult terrain caused by can’t pass through the wall. Loose, lightweight
machines into ordinary terrain and vice versa. It lasts materials brought into the wall fly upward. Bullets,
for the duration. bolts, and other ordinary projectiles launched at
Machines can perform other tasks on your targets behind the wall automatically miss.
behalf, at the GM’s discretion. The power doesn’t
enable machines to terminate themselves, but they
can freely move arms, conveyor belts, and other
components.
This power can cause a machine to release a
restrained creature.
S pray A n d P r ay L oca te T arget (L oc a te C rea t ure )
3rd level conjuration 4th level divination
Casting Time: 1 action Casting Time: 1 action
Range: self (60ft cone) Range: self
Components: ammunition (full clip) Components: None
Duration: up to 10 minutes Duration: Conc. Up to 1 minute
You pull the trigger until it goes click. A cone of Your contacts are indispensable. Describe or name a
weapon fire shoots forward and each creature in a character familiar to you. Your informants will track
60-foot cone must make a Dexterity save. It takes 3d8 the character’s location, as long as its within 1000
damage on a failed save, or half on a successful one. feet of you. If the character is in motion, you know
The damage type is the same as the weapon’s. the direction of its movement. The spell can locate
a specific character known to you or the nearest of
a specific kind, as long as you have seen it while
within 30 feet of it. This spell can’t locate a character
L evel 4 T e ch -P o we r s if running water at least 10 feet wide blocks a direct
path between you and the creature, or if you are in a
A dren a l i n e S u r ge (F r e ed o m of M o ve m e nt ) communications lockdown.
4th level abjuration
Casting Time: 1 action
Range: touch
Components: 1 adrenaline stim
Duration: 1 hour
Inject a willing creature. Its movement is unaffected
by difficult terrain, and powers and tech effects
can’t reduce its speed or cause it to be paralyzed or
restrained.
The target can spend 5 feet of movement to
automatically escape from non-power restraints.
Additionally, being underwater imposes no penalties on
its movement or attacks.
G rav T r a p
4th level conjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: trap kit
Duration: Conc. Up to 1 minute
You’re a master at tossing out traps, even on the fly.
You throw a hook trap in an unoccupied space you can
see. When you cast this power, you can make the trap
strike a creature up to 30 feet from it, if you can see
the target. The creature must pass a Dexterity save or
be pulled 20 feet directly toward the trap.
Until the spell ends, you can use your bonus
action to have the trap lash out again.
I nspira t i o na l D u st er (S t o n es k i n )
4th level abjuration
Casting Time: 1 action
Range: touch
Components: wearing duster or armored coat
Duration: Conc. Up to 1 hour
The duster just looks way too cool. Until the spell ends,
the target has resistance to non-power bludgeoning,
piercing, and slashing damage
L evel 5 T ec h -P o we r s R et iremen t
5th level conjuration
Casting Time: 1 bonus action
G rena d e Range: 120 feet
5th level conjuration Components: none
Casting Time: 1 action Duration: 1 minute
Range: 150 feet You are the ultimate android hunter. Choose any
Components: ammunition known android in range. Your attacks against them
Duration: Instantaneous have advantage. For the next attack you make against
Each creature in a 40-foot-radius, sphere centered on the target, you may also add 1d10 to the attack roll
a point of your choosing must make a Dexterity save. and another 1d10 to the damage roll if that attack hits.
A creature takes 8d8 damage on a failed save, or half If you target a non-android, you only gain
damage on a success. The damage type is the same as advantage against the target but no additional dice.
that of the ammunition or weapon.
H ippo cr a t i c S t r i ke : A ngel of W ar
You’re here to help. At 6th level, when a creature within H ardened V et eran
30 feet of you makes an attack roll, you can use your At 17th level, you gain resistance to bludgeoning,
reaction to grant that creature a +10 bonus to the roll, piercing, and slashing damage from non-power
using your Hippocratic Strike. You make this choice weapons.
after you see the roll, but before the GM says whether
the attack hits or misses.
N eu tr a l iz e P o i s on (P u r if y F o o d a n d D r i nk ) L evel 2 T ec h -P o wers
1st level transmutation
Casting Time: 1 action (ritual)
Range: touch
A bili t y B oost er (E nhan c e a bilit y )
2nd level transmutation
Components: none
Duration: Instantaneous Casting Time: 1 action
Range: touch
Food and drink within a 5-foot-radius sphere centered
Components: 1 adrenaline stim
on a point is rendered free of poison and disease.
Duration: Conc. Up to 1 hour
A creature you inject gains one of the following effects
until the power ends. It consumes 1 charge of the
adrenaline stim.
R anged H e a l in g (H e a l in g W o r d ) • Extra Endurance: The target has advantage on
Constitution checks. It also gains 2d6 temporary hit
1st level evocation
points, which are lost when the spell ends.
Casting Time: 1 bonus action • Boosted Strength: The target has advantage on
Range: 60 feet Strength checks, and its carrying capacity doubles.
Components: 1 medical stim • Heightened Reflexes: The target has advantage
Duration: Instantaneous on Dexterity checks. It also doesn’t take damage from
You fire a medical stim at a friendly target. A creature falling 20 feet or less if it isn’t incapacitated.
you can see regains hit points equal to 2d8 + your • Social Prowess: The target has advantage on
spellcasting ability modifier. This spell has no effect on Charisma checks.
machines or constructs. The power uses up the entire • Augmented Insight: The target has advantage on
medical stim, regardless of how many charges were left. Intelligence checks.
At Higher Levels: The healing increases by 1d8 for • Situational Awareness: The target has advantage
each slot level above 1st. on Wisdom checks.
At Higher Levels: You can target one additional
creature for each slot level above 2nd.
A ssau lt D r o ne B ot (S p i r i t u a l W e a p o n ) C ure C ondi t ion (L esser R es t ora tion )
2nd level evocation 2nd level abjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: touch
Components: DroneBot Components: medical stim
Duration: 1 minute Duration: Instantaneous
You activate your DroneBot using a combat protocol. You touch a creature and it is no longer blinded,
When you cast the power, you can make a melee power deafened, paralyzed, or poisoned. Only one condition
attack against a creature within 5 feet of the DroneBot. can be ended per casting. One charge of medical stim
On a hit, the target takes 1d8 force damage + your is used to cast the power.
PowerCasting ability modifier.
As a bonus action, you can move the DroneBot
up to 20 feet and repeat the attack against a creature
within 5 feet of it. D eafening B last (S ilen c e )
At Higher Levels: The damage increases by 1d8 for 2nd level illusion
every two slot levels above the 2nd. Casting Time: 1 action
Range: 120 feet
Components: Nanosmoke Solution
Duration: Up to 10 Minutes
You toss a pellet that erupts into a thick choking gas.
A ssis t i ve I n f u s ion (A i d ) Creatures within a 20-foot sphere emanating from a
2nd level abjuration point you choose, cannot speak or make verbal sounds.
Casting Time: 1 action
Range: 30 feet
Components: adrenaline stim
Duration: 8 hours F ind T raps (F ind T raps )
You fire a stim burst at three creatures of your choice. 2nd level divination
Their current and maximum hit points increase by 5 Casting Time: 1 action
while the power lasts. This ability uses up the stim, Range: 120 feet
regardless of how many charges are left. Components: None
At Higher Levels: The hit points are increased by an Duration: Instantaneous
additional 5 for each slot level above 2nd. The basic nature of any traps within range becomes
known to you, though you do not learn their location.
Natural weaknesses in the environment are not
considered traps for the purposes of this power, but
any environmental feature that might harm you or
C alm E m ot i o ns (C a l m E m ot i o ns ) result in some undesirable consequence, and was set
2nd level enchantment up by someone intentionally to do so, is.
Casting Time: 1 action
Range: 60 feet
Components: none
Duration: Conc. Up to 1 minute H ealing B urst (P rayer of H ealing )
You are an expert negotiator, able to defuse almost any 2nd level evocation
situation. Each humanoid in a 20-foot-radius sphere
Casting Time: 10 minutes
must make a Charisma saving throw. A creature can
Range: 30 feet
choose to fail this save. If a creature fails its saving
Components: 1 medical stim
throw, choose one of the following effects:
Duration: Instantaneous
• You can suppress any effect causing them to be
charmed or frightened. When this power ends, any Up to six creatures of your choice that you can see
suppressed effect resumes, provided that its duration regain hit points equal to 2d8 + your PowerCasting
has not expired. ability modifier. This power has no effect on machines
• You can make them indifferent about creatures or constructs. It consumes the remainder of the stim.
of your choice that they’re hostile towards. This At Higher Levels: The healing increases by 1d8 for
indifference ends if the target takes damage or if it each slot level above 2nd.
witnesses any of its friends being harmed.
When the power ends, the creature becomes
hostile again, unless the GM rules otherwise
M agne ti c D e f l ector (W a r d in g B o n d ) P redi ct ive A lgori thm (A ugury )
2nd level abjuration 2nd level divination
Casting Time: 1 action Casting Time: 1 minute (ritual)
Range: touch Range: self
Components: None Components: none
Duration: 1 hour Duration: Instantaneous
You touch a target and activate the magnetic field on You run a complex algorithm that can predict the
your gauntlet. While the target is within 60 feet of you, outcome of an action you intend to do within the next
it gains a +1 bonus to AC and saving throws, and it 30 minutes. It will output the most likely result, given
has resistance to all damage. Also, each time it takes current parameters. If you ask again before doing
damage, you take the same amount of damage. The the action, there is a 25% chance the reading will be
power ends if you drop to 0 hit points or if you and random. The readings are as follows
the target become separated by more than 60 feet. It • if things turn out well: favorable outcome
also ends if the power is cast again on either of the predicted
connected creatures. You can dismiss the power as an • if things turn out poorly: Unfavorable outcome
action. predicted
• if things turn out good and bad: Simultaneous
favorable and unfavorable results predicted
• if nothing particularly good or bad happens: neutral
outcome predicted
P ersis t e nt LED (C o nt i n ua l F l a m e )
2nd level evocation
Casting Time: 1 action
Range: touch S t abilize t he D ying (G en t le R epose )
Components: none 2nd level necromancy
Duration: until dispelled Casting Time: 1 action (ritual)
You activate a bight LED light that can be attached to Range: touch
any object you touch. It emits no heat and consumes Components: 1 medical stim
no oxygen. The LED can be covered or hidden, but not Duration: 1 day
turned off except if you choose to do so. For the duration, the target is protected from decay
and can’t die, unless it takes additional damage equal
to its total hit points, after already falling to zero hit
points. The power also extends the time a dying target
can be revivified,
P oison E x p e rt (P r ot e ct i o n f r o m P o i s on )
2nd level abjuration
Casting Time: 1 action
Range: touch
Components: 1 medical stim
T aser S t un (H old P erson )
Duration: 1 hour 2nd level enchantment
You neutralize one poison you can name, or one at Casting Time: 1 action
random, from a creature that is poisoned. While the Range: touch
power lasts, the target has advantage against being Components: none
poisoned and resistance to poison damage. Uses one Duration: 1 day
charge of the medical stim. A humanoid that you can see becomes paralyzed
unless they succeed on a Wisdom saving throw. At the
end of its turns, it can make another Wisdom save,
ending the paralysis on a success.
At Higher Levels: You can target one additional
humanoid, all within 30 feet of each other, for each
level above 2nd.
T arge t e d F l a s h B ang (B l i nd n e s s /D e a f n es s ) V eraci t y A nalysis (Z one of T ru th )
2nd level necromancy 2nd level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: none Components: none
Duration: 1 minute Duration: 10 minutes
A creature you can see becomes blinded or deafened You run a complex program that can asses if a subject
unless they succeed at a Constitution saving throw. is telling the truth. A creature that starts its turn or
At the end of its turns, the creature can make another enters the 15-foot sphere area you designate can no
save. If successful, the power ends. longer outright lie without the program alerting you,
At Higher Levels: You can target one additional unless it succeeds on a Charisma saving throw. You
creature for each slot level above 2nd. are aware of who passes and who fails and the affected
creatures are aware of the restriction.
O ppre s s ive S m o k e (S p i r i t G u a r di a n s )
3rd level conjuration
Casting Time: 1 action
R evi vify (R evivify )
3rd level abjuration
Range: self (15 foot radius)
Components: nanosmoke solution Casting Time: 1 action
Duration: Conc. Up to 10 minutes Range: touch
Components: 2 medical stims
You run the nanosmoke through a centrifuge that Duration: Instantaneous
disperses it with an electric charge. It creates a sphere
of smoke around you with a 15 foot radius. Any Touch a creature that’s flatlined (died) in the last
creature entering the sphere must make a Wisdom minute. It revives with 1 hit point. This power can’t
saving throw or take 3d8 radiant damage. On a revive a creature that died of old age, and it can’t
success, the creature takes half damage. restore missing body parts. The medical stims are
At Higher Levels: The damage increases by 1d8 for consumed.
each slot level above 3rd.
S ensor H ac k (S c rying )
P ro te cti ve D r o ne (G u a r di a n o f F a i t h ) 5th level divination
4th level conjuration Casting Time: 10 minutes
Casting Time: 1 action Range: Self
Range: 30 feet Components: 200 credits
Components: DroneBot Duration: Conc. Up to 10 minutes
Duration: 8 hours You might not be an expert hacker, but the darknet
You run a protective protocol with your DroneBot. It has plenty of people who’ll codebreak for you. You
occupies a space you designate. Any hostile creature can track and hear a creature anywhere in the
that moves within 10 feet of the drone for the first time system, so long as its location contains sensors (most
must pass a Dexterity save. It takes 20 radiant damage inhabited spaces). The target must make a Wisdom
on a failed save, or half damage on a success. The save, modified by how well you know it and the sort of
drone deactivates when it’s dealt a total of 60 damage. physical connection you have. If it knows you’re casting
this power, it can fail the save voluntarily.
S hower of S parks
3rd level evocation
Casting Time: 1 action
Range: self (30 foot radius)
Components: none
Duration: Conc. Up to 1 minute
Your gauntlet showers sparks at all nearby enemies,
making it difficult for them to avoid hits. In a 30-foot
radius around you, you and your allies deal an extra
1d4 radiant damage with weapon attacks.
You know how to hit an enemy with flare. Beginning 9th +4 Theatrical Critical 4 +3
at 9th level, you can roll one additional weapon (1 die)
damage die when determining the extra damage for a 10th +4 Gym Feature 4 +3
critical hit with a melee attack. This increases to two 11th +4 The Show Must 4 +3
additional dice at 13th level and three additional dice Go On
at 17th level. 12th +4 Ability Score 5 +3
Improvement
13th Theatrical Critical
T he S h o w M u st G o O n +5
(2 die)
5 +3
You can’t exit a fight before it’s over. Starting at 11th 14th +5 Gym Feature 5 +3
level, your rage can keep you fighting despite grievous 15th +5 Persistent Rage 5 +3
wounds. If you drop to 0 hit points while you’re 16th +5 Ability Score 5 +4
raging and don’t die outright, you can make a DC 10 Improvement
Constitution saving throw. If you succeed, you drop to 17th +6 Theatrical Critical 6 +4
1 hit point instead. (3 die)
Each time you use this feature after the first, 18th +6 Brute Force 6 +4
the DC increases by 5. When you finish a short or long 19th +6 Ability Score 6 +4
rest, the DC resets to 10. Improvement
20th +6 Ultimate Fighter unlimited +4
P ersis te nt R a g e
Beginning at 15th level, your rage is so fierce that M us cle F or ce G ym
it ends early only if you fall unconscious or if you
They didn’t put much thought into that name did they?
choose to end it.
But that’s kind of their style. This gym emphasizes
aggressive and reckless combat over stodgy tactics.
B rut e F o rc e The audience loves it, even if the performers sometimes
Beginning at 18th level, if your total for a Strength come out of it worse for wear...or dead.
check is less than your Strength score, you can use
that score in place of the total. F renzied B erserker
You go hog wild. Starting when you choose this path
U ltim a te F i g ht er at 3rd level, you can go into a frenzy when you rage. If
At 20th level, you become an unmatched gladiator. you do so, for the duration of your rage you can make a
Your Strength and Constitution scores increase by 4. single melee weapon attack as a bonus action on each
Your maximum for those scores is now 24. of your turns after this one. When your rage ends, you
suffer one level of exhaustion.
V aria n t T r a i ts
If your campaign uses the optional feat rules from chapter 5
of the Players Handbook, your GM might allow these variant
S t ation B orn
You’ve spent your life in and around space stations,
traits, all of which replace the humans Ability Score Increase
fixing what needs to be fixed, and taking a few burns
trait.
along the way. Life out in the deep ain’t easy, but you
Ability Score Increase: Two Different ability scores of
learn.
your choice increase by 1
Ability Score Increase: Your Wisdom score
Skills: You gain proficiency in one skill of your choice.
increases by 1.
Feat: You gain one feat of your choice.
Spacer Toughness: Your hit point maximum
increases by 1, and it increases by 1 every time you
gain a level.
F ar S p ac e C o l on i a l 5E: D warf
Raised on the furthest colonies, ranging from stations
to asteroid mines, FarSpace Colonials are strong
A st roid B orn
and stalwart workers, but have less experience with Not a great place to raise a child, but your caretakers
the institutions of the inner colonies. Due to the made do, even if they required a lot of hard labor from
difficult conditions of their upbringing, FarSpacers’ you. You’re tough, but ready to work...or fend off the
augmentations emphasize heartiness and survival, occasional bandit raid.
making them stronger than most other humans. Ability Score Increase: Your Strength score
These augmentations are mostly sub-dermal, but as increases by 2.
a result of limited resources in the deep colonies, they Colonial Preparedness: You have proficiency with light
sometimes have exposed composite appendages or and medium armor.
plates.
S pa ce r 5E: H alfling
Darkvision: Your optical implants allow you to see
in the dark. You can see in dim light within 60 feet of
You were raised in space, moving from station to ship, you as if it were bright light, and in darkness as if it
and back again. You’ve rarely, if ever, set foot planet- were dim light, though in dim light you can see only in
side. shades of green and can’t discern color.
Ability Score Increase: Your Dexterity score Keen Senses: You have proficiency in the Perception
increases by 2. Skill.
Alignment: Spacers tend towards a chaotic alignment Cosmopolitan Sense: You know a grifter when you
with some skewing good or evil depending on their see one. You have advantage on saving throws against
upbringing. being charmed and powers can’t put you to sleep.
Size: Spacers are smaller than other humans, usually Easy Sleeper: You only need to sleep for 4 hours a day,
around 5 feet tall. Regardless of your position in that augmenting the rest of your time with energy stims or
range, your size is Medium. drinks. During the 4 hours of sleep, you can still make
Speed: Your base walking speed is 25 feet. Perception checks if appropriate.
Spacer’s Luck: When you roll a 1 on an attack roll, Languages: You can speak, read, and write Spacer
ability check, or saving throw, you can re-roll the die English, and Hindi.
and must use the new result. Subgroup: You may choose one of the three ShipBorn
Undaunted: You have advantage on saving throws subgroups below, based on the colony ship you grew
against being frightened.. up on.
Languages: You can speak, read, and write Spacer
English, and Spanish. R esearc h V essel
Subgroup: You may choose one of the two Spacer These ships go from colony to colony trading in
subgroups below. scientific goods and knowledge.
Ability Score Increase: Your Intelligence score
T ech R a t increases by 2.
Away Mission Training: You have proficiency with
You move through vents like a pro, which isn’t blasters and heavy blasters.
surprising since you’ve had to fix circuits in Coding Lessons: You know one run from the Code
crawlspaces since you were 6. Runner Run list. Intelligence is your PowerCasting
Ability Score Increase: Your Charisma Score ability for it.
increases by 1. Linguistic Classes: You can speak, read, and write
Avoidance Training: You can attempt to hide even either Spanish or Mandarin.
when you’re under only minimal cover.
N et C e l eb r it y 3
4
I can’t stand fans and avoid them at all cost.
I judge people by their status and net worth.
With colony life being as bleak as it is, many people 5 I’m overly gregarious and eager to talk to anyone
turn to the net to fill the cosmic void. Every now and who’ll listen.
then, someone is cast into the spotlight and gains a 6 I look for any opportunity to promote myself and my
following amongst the billions of viewers. Whether you brand.
wanted it or not, you’re one of the lucky few. You’ve 7 I’m wary of new people, but pretend to like them.
taken advantage of your celebrity and know how to 8 I avoid press and cameras like the plague.
play to your fans, even if you don’t always want to.
Skill Proficiencies: Performance, Deception
Tool Proficiencies: NetTerminal, Disguise Kit d6 Ideal
Equipment: A high end or niche branded article of 1 Greed: I want what I want, when I want it (Evil)
clothing of your choice. a simple disguise, a chit with 2 Charity: I use my influence to help those around me
40 credits. as best as I can (Good)
3 Structured: I wake up at the same time every day
and follow a rigid schedule (Lawful)
C laim t o F a m e 4 People: Honestly, I just like the attention (Neutral)
You were doing your thing for a long time before you 5 Creativity: I change up my show and personality as
suddenly shot to prominence, but in this day and often as needed to keep it fresh (Chaotic)
age, when it happens, it happens fast. Choose the 6 Self-Improvement: I’m more than just a meme (Any)
profession that made you famous from the table
below, or roll for a result. You can also create your own
profession with the GM’s approval.
d6 Bond
d10 Career d10 Career 1 My outfit and clothes are hugely important to me. I’ll
1 Musician Politician go nuts if anyone damages them.
6
2 Newscaster War Hero 2 I want to become anonymous, whatever it takes.
7
3 Streamer Writer 3 I left some people behind when I became famous and
8
4 Adult Entertainer Hero Pilot I’d do whatever I can to make it up to them.
9
5 Cage Fighter Disaster Survivor 4 I must destroy my rival’s reputation.
10
5 My persona is paramount to me and I’ll protect the
image I’ve made at all costs.
I want to expand my fame and personal empire.
F eatu r e : F a m i l ia r F a ce 6
d6 Ideal
S pyma st e r 1 Might: Information is a weapon (Evil)
Your observations were not done in a vacuum. Choose 2 Friendship: If I learn something that could hurt a
an employer from the list below, or roll to see who friend, I don’t use it against them (Good)
assigned your targets. Alternatively, you can create a 3 Power: If we don’t observe the masses, we can never
different spymaster with the GM’s approval. be sure we’re safe (Lawful)
4 Independence: Absolute privacy is freedom (Chaotic)
d8 Employer 5 Creativity: I can think of a thousand ways to track
1 Government Agency down leads and information (Chaotic)
2 Mega-Corporation 6 Honesty: It’s better to know who’s watching (Any)
3 Police Force
4 CryptoAnarchist Collective
5 Colonial Rebels d6 Bond
6 Military Forces
1 I have a deeply personal secret even another monitor
7 Human Rights Group
would have a hard time learning. No one can know.
8 Self-Employed
2 I uncovered a terrible secret I won’t reveal to anyone
3 I learned about an exploited person, and do what I
can to protect them from afar. They don’t know me.
F eatu r e : C a r e f ul W atc her 4 My datapad is my life. No one can touch it.
You know how to keep your eyes peeled for danger 5 I became a monitor after someone I loved was killed
and when to double-check your own work. You have in mysterious circumstances. I never learned how.
advantage on Initiative rolls and once per day when 6 I have a bone to pick with those who expose other
you fail a Perception or Investigation check you can people’s information.
re-roll the check, but you must use the new result. You
cannot use this feature again until completing a long
rest. d6 Flaw
1 I faked my death and can’t let my employer find out.
2 I have a constant urge to rifle through material for
S ugges t e d C h a r act eris ti cs 3
information on a person or place.
I once learned something I should not have and now
Monitors are patient and observant people, often
the people in question are after me.
stepping back from the spotlight in order to observe
4 I reveal information at inopportune moments.
the situation around them. They have a tendency to
5 I destroyed the database on my way out. They’re not
become invisible within crowds and draw very little
happy about it and I can’t go back.
attention to themselves.
6 I would kill to access deep secrets
C olon i a l R e f u ge e S ugges t ed C haract eris ti cs
You were forced to leave your colony in a hurry and As a colonial refugee, you tend to be self reliant and
haven’t had a proper home since. You’ve acquired a single minded when it comes to survival. However,
nomadic nature, drifting from place to place and job you understand the value of a helping hand and have
to job, but the memories of your sudden flight from sympathy for those in a similar situation, or at least
danger still linger. You avoid strong connections to you know the value of being owed a favor.
others and what skills you’ve learned have come from
experience or mentors who passed by just as quickly d8 Personality Trait
as they came. 1 I don’t expect anyone to stick around for long.
2 I expect danger around every corner and can never
Skill Proficiencies: Acrobatics, Survival sit still for very long.
Tool Proficiencies: 3DPrinter, thieves tools 3 I’m suspicious of anyone who claims to be my friend
Equipment: Civilian clothes, a memento from your 4 I long for a place to call home
colony, an adrenaline stim, and a chit containing 10 5 I believe those in dire straights need as much help
credits as I’m able to give them
6 I believe those in dire straights are prime targets for
R easo n f o r E s ca pe 7
extortion or exploitation
I won’t go back there. Ever! And I won’t talk about it.
You were forced out of your colony and cast out into the 8 I hate being out in the colonies and feel vulnerable
expanse without a home. Choose a reason from the list so far away from the core planets
below, or roll to see why you left your home planet or
station. Alternatively, you can create a different reason
d6 Ideal
with the GM’s approval.
1 Might: Other’s weakness is my strength (Evil)
2 Generosity: I’ll help those whose situation reminds
d8 Reason for Colony Departure me of my own, no matter the cost (Good)
1 Bandit Raid 3 Power: If only we had a stronger government, then
2 Plague maybe this wouldn’t have happened (Lawful)
3 Ran afoul of the authorities 4 Freedom: I want to roam forever (Chaotic)
4 Colony Collapse (economic) 5 People: If we work together, we can rebuild what we
5 Natural Disaster lost, and maybe make it more to our taste (Neutral)
6 Personal Shame 6 Self-Knowledge: You must know your strengths and
7 Military Occupation weaknesses, since you’re all you can count on. (Any)
8 Mysterious Disappearances began occurring
d6 Bond
d6 Flaw
1 I steal often, just in case the items come in handy.
2 I did something terrible back on my home colony and
I’m terrified someone will find out.
3 The people I owe money to are eager to get it back
and they have eyes everywhere.
4 I don’t trust anyone.
5 I’ll ruin relationships early because I figure every-
thing ends up falling apart eventually anyways
6 I tend to flee when things get really bad. How do you
think I made it out of the colony?
C orp or a ti o n R a i s e d S ugges t ed C haract eris ti cs
Whether you were born to biological parents or created Corporation Raised characters are either highly
in tube, your childhood was not your own. You’re rebellious against authority (having escaped a rigid life)
human (probably) but your caretakers hardly treated or they are staunch advocates for structure and law. If
you as such. Following a strict schedule you learned an option below does not match your subtype, feel free
skills that others deemed useful and underwent to re-roll on the table.
periods of indoctrination, often boarded in schools
with similar children. Depending on the specifics of
your corporation, you were then sold off or pressed d8 Personality Trait
into service for a company or government. How you 1 I view people as commodities.
ended up in the general population, if at all, is another 2 I hate when someone tries to control me and I’ll lash
matter. out against authority figures.
3 I avoid big businesses like the plague. Buy local!
Skill Proficiencies: Technology, Biotics 4 Structure gives life meaning.
Tool Proficiencies: 3D Printers, Food Synthesizers 5 I prefer to stay on the move and don’t feel comfort-
Equipment: Fine clothes, a portable food synthesizer, able in large crowds.
and a chit with 15 credits 6 I believe that authority figures are always right and I
do what I can to fulfill their wishes.
7 I can’t stand pencil pushers.
C orp or a t e L i b e r at ion 8 I think criminals and deviants are repulsive and I
Did you escape the corporation or were you released for don’t mind letting them know.
a specific purpose? Choose one and then select or roll a
means of escape/liberation option below.
d6 Ideal
If you escaped from the corporation choose or roll a d4. 1 Power: I desire absolute control (Evil)
2 Structured: Fulfilling one’s duty is of paramount
d4 Means of Escape importance (Lawful)
1 I hacked my way out, leaving a bloody mess behind. 3 Live and Let Live: Each person has their own prob-
2 A benevolent benefactor helped free me from my lems to deal with (Neutral).
captors. 4 Self-Improvement: I aim to be better than I am (Any)
3 I rose through the ranks until I had just enough 5 Free Thinking: I question everything I’ve been taught
autonomy to slip away. and anything I learn. (Chaotic)
4 I hacked my way out...digitally this time. 6 Greater-Good: I want to take down anyone who op-
presses people (Good)
Number of A ct ions
The multipliers for Monsters Multiplier
encounter difficulty based Multiattack: This character makes two melee attacks
1 x1 each turn.
on the number of enemies 2 x1.5
are below. This information 3-6 x2
is from the DMG and Punch: Melee Weapon Attack: +4 to hit, reach 5 feet,
7-10 x2.5 one target. Hit 4 (1d4+2) bludgeoning damage.
reproduced here only for 11-14 x3
convenience. 15 or more x4 Industrial Wrench: Melee Weapon Attack: +4 to hit,
reach 10 ft., one target. Hit 5 (1d6+2) bludgeoning
damage. If the target is medium or smaller, it is
grappled (escape DC 14) and the Lev C cannot use this
attack on another target until the grapple ends.
L ev B A n d roi d
Medium humanoid, neutral
L e v A A n d ro i d
Medium humanoid, neutral
STR 13 (+1) Armor Class: 12 (dermal armor) STR 19 (+4) Armor Class: 13 (dermal armor)
Hit Points: 35 (6d8 +8) Hit Points: 79 (13d8+21)
DEX 11 (+0) Speed: 30 feet DEX 15 (+2) Speed: 30 feet
Closed System: Androids don’t require oxygen and Closed System: Androids don’t require oxygen and
can survive indefinitely without air. They can also can survive indefinitely without air. They can also
survive in a vacuum as long as no cut exposes their survive in a vacuum as long as no cut exposes their
internal fluids. Otherwise, these will evaporate in internal fluids. Otherwise, these will evaporate in
about an hour. halting operation. They can be revived about an hour. halting operation. They can be revived
by injecting additional android “blood.” by injecting additional android “blood.”
Relentless: The Lev B has advantage on melee attacks Flexible Limbs: The Lev A has advantage on ability
against any creature that doesn’t have all of it’s hit- checks and saving throws made to escape a grapple.
points.
PowerCasting: The Lev A is an 8th level powercaster.
PowerCasting: The Lev B is a 6th level powercaster. Its Its PowerCasting ability is Wisdom (power save DC14,
PowerCasting ability is Wisdom (power save DC12, +4 +6 to hit with power attacks). The Lev A has the
to hit with power attacks). The Lev B has the following following powers prepared.
powers prepared.
Runs (at will): extra LED, encouraging touch, scorching
Runs (at will): extra LED, encouraging touch spark
1st level (4 slots): tactical encouragement, detect 1st level (4 slots): localized scrambling, detect anomaly,
anomaly, confounding shot deflecting shot
2nd level (3 slots): taser stun, assault DroneBot 2nd level (3 slots): taser stun, assault DroneBot
3rd level (3 slots): sensor scramble, beacon of hope 3rd level (3 slots): fire bomb, beacon of hope
4th level (2 slots): recon bot, adrenal recovery
A ct i o ns
Multiattack: This character makes two melee attacks
A ct ions
each turn. Multiattack: This character makes two melee attacks
each turn.
Punch: Melee Weapon Attack: +3 to hit, reach 5 feet,
one target. Hit 3 (1d4+1) bludgeoning damage. Stun Spear: Melee Weapon Attack: +3 to hit, reach 5
feet, one target. Hit 6 (1d6+3) piercing damage plus 11
Kick: Melee Weapon Attack: +3 to hit, reach 5 feet, one (3d6) lightning damage.
target. Hit 3 (1d4+1) bludgeoning damage.
Punch: Melee Weapon Attack: +6 to hit, reach 5 feet,
one target. Hit 5 (1d4+3) bludgeoning damage.
S ta ti o n C r i m in a l s S c ave n ge r C a p t a i n
Scavengers operate at the fringes of inhabited space, Medium humanoid, chaotic evil
striking out when opportunity presents itself. They’re
fast, ruthless, and usually greedy. Their on-station STR 15 (+2) Armor Class: 14 (duster)
counterpart is the tougher station thug. Hit Points: 55 (10d8 +10)
DEX 15 (+2) Speed: 30 feet
S cave n ge r
Medium humanoid, chaotic evil
CON 14 (+2) Saving Throws: Str +4, Dex +5,
Wis +2
INT 14 (+2)
STR 11 (+0) Armor Class: 12 (duster) Skills: Athletics +4, Deception +4
Hit Points: 11 (2d8 +2) Senses: Passive Perception 10
WIS 11 (+0) Languages: Spacer English, Soviet
DEX 12 (+1) Speed: 30 feet
Russian
CHA 14 (+2) Challenge: 1 (200XP)
CON 12 (+1) Senses: Passive Perception 10
Languages: Spacer English Gunslinger: During combat, this character will always
INT 10 (+0) Challenge: 1/8 (25XP) use a ranged attack, even with disadvantage, unless
disarmed.
WIS 10 (+0)
A ct ions
CHA 10 (+0) Multishot: This character fires twice with their blaster,
making two ranged attacks each turn.
Gunslinger: During combat, this character will always
use a ranged attack, even with disadvantage, unless Blaster: Ranged Weapon Attack: +4 to hit, range
disarmed. 60/150, one target. Hit 5 (1d8+1) piercing damage.
A ctions Baton: Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hand Blaster: Ranged Weapon Attack: +3 to hit, range target. Hit 4 (1d6+1) bludgeoning damage.
50/120, one target. Hit 4 (1d6+1) piercing damage.
Baton: Melee Weapon Attack: +3 to hit, reach 5 ft., one R eact ions
target. Hit 4 (1d6+1) bludgeoning damage. Lucky Deflection: This character adds 2 to its AC
against one ranged attack that would hit it. To do so,
the the scavenger captain must see the attacker.
S ta ti o n T h u g
Medium humanoid, any non-good alignment
A ctio ns
Multiattack: This character makes two melee attacks
each turn.
STR 11 (+0) Armor Class: 14 (armored coat) STR 13 (+1) Armor Class: 16 (Kevlar vest)
Hit Points: 31 (6d8 +4) Hit Points: 15 (2d8 +2)
DEX 14 (+2) Speed: 35 feet DEX 14 (+2) Speed: 30 feet
Multishot: This character makes two ranged attacks CON 14 (+2) Saving Throws: Con +4, Wis +2
each turn.
Senses: Passive Perception 10
INT 11 (+0) Languages: Spacer English
Hand Blaster: Ranged Weapon Attack: +4 to hit, range
Challenge: 1 (200XP)
50/120, one target. Hit 5 (1d6+2) piercing damage. WIS 11 (+0)
Power Hammer: Melee Weapon Attack: +4 to hit, reach CHA 15 (+2)
5 ft., one target. Hit 6 (1d8+2) bludgeoning damage.
Brave: The riot guard has advantage on saving throws
against being frightened.
G uar ds
Most stations and colonies have an extensive police A ct ions
force that helps maintain order. The individuals Multishot: This character fires twice with their hand
making up these departments are usually residents blaster, making two ranged attacks each turn.
looking for steady employment, as policing is one of the
most consistent jobs in the distant colonies. Hand Blaster: Ranged Weapon Attack: +3 to hit, range
Still, the pay is minimal and the work arduous 50/120, one target. Hit 4 (1d6+1) piercing damage.
and thankless. As a result many guards are prone to
corruption and maleficence. It is not uncommon to find Stun Lance: Melee Weapon Attack: +5 to hit, reach 5
crooked cops in the colonies that are working at the ft., one target. Hit 10 (2d6+3) piercing damage.
behest of corporations rather than residents. In many
cases, these relationships are institutionally ingrained.
The righteous among them face an uphill
R eact ions
battle, but they do exist, often in larger numbers Lucky Deflection: This character adds 2 to its AC
than residents give them credit for. Guards tend to be against one ranged attack that would hit it. To do so,
detached and matter-of-fact, with some more prone to the the scavenger captain must see the attacker.
violence than others.
C om m a n de r
Medium humanoid, any alignment
C o l on i a l S o l di e r
Medium humanoid, any alignment
STR 15 (+2) Armor Class: 16 (Kevlar doublet) STR 15 (+2) Armor Class: 17 (kinetic plating)
Hit Points: 120 (15d8 +52) Hit Points: 52 (9d8 +12)
DEX 18 (+4) Speed: 30 feet DEX 15 (+2) Speed: 30 feet
R eact i o ns
Lucky Deflection (ranged and melee): This character
adds 3 to its AC against one attack that would hit it. To
do so, the the scavenger captain must see the attacker.
R ob ot s
Robots make up a large part of a colony’s workforce,
C l e a ni n g B o t
Medium machine, any non-good alignment
doing the jobs many people would rather avoid...or the
jobs that a corporation would rather have a controlled STR 12 (+1) Armor Class: 11 (natural armor)
machine do. They’re functional and generally low on Hit Points: 11 (2d10)
frills. DEX 11 (+0) Speed: 25 feet
INT 8 (-1)
powered attacks
Condition Immunities: poisoned,
A ct ions
unconscious, charmed Utility Shovel (Billy club): Melee Weapon Attack: +2 to
WIS 10 (+0) Senses: darkvision, passive hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning
Perception 10 damage.
CHA 8 (-1) Languages: Spacer English
Challenge: 1 (200XP)
Robo Swarm: If fighting with at least 3 other machine STR 13 (+1) Armor Class: 15 (natural armor)
Hit Points: 20 (3d10 +4)
allies (total of 4 or more), the defense bot gets
advantage on one attack each turn. DEX 13 (+1) Speed: 30 feet
R iot e r
Medium humanoid, any chaotic alignment
CON 14 (+2) Skills: Perception +3
Senses: passive Perception 13
STR 14 (+2) Armor Class: 11 (duster) INT 3 (-4) Languages: none
Hit Points: 26 (5d8+4)
Challenge: 0 (10XP)
DEX 11 (+0) Speed: 30 feet WIS 12 (+1)
CON 15 (+2) CHA 4 (-3)
Senses: Passive Perception 10
Languages: Spacer English, any
INT 10 (+0) additional language
Pack Tactics: The alley dog has advantage on a melee
attack roll against a creature if at least one of the alley
Challenge: 1/2 (100XP)
WIS 12 (+1) dog’s allies is within 5 feet of the creature and isn’t
incapacitated.
CHA 11 (+0) A ct ions
Pack Tactics: The rioter has advantage on a melee Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one
attack roll against a creature if at least one of the target. Hit 4 (1d6+1) piercing damage.
station thug’s allies is within 5 feet of the creature and
isn’t incapacitated.
A ct io ns
S y n th et i c W o l f
medium beast, unaligned
Multiattack: This character makes two melee attacks STR 16 (+3) Armor Class: 13 (natural armor)
each turn. Hit Points: 26 (4d10+4)
DEX 13 (+1) Speed: 40 feet
Billyclub: Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 5 (1d6+2) bludgeoning damage. CON 13 (+1) Skills: Perception +4
Senses: passive Perception 14,
INT 6 (-2) darkvision
Languages: none
WIS 11 (+0)
S tati o n R e s i de n t
Medium humanoid, any alignment CHA 9 (-1)
Challenge: 1/2 (100XP)
STR 10 (+0) Armor Class: 10 Keen Senses: The synthetic wolf has advantage on
Hit Points: 6 (1d8+2) Wisdom (Perception) checks that rely on hearing or
DEX 10 (+0) Speed: 30 feet smell.
STR 3 (-4) Armor Class: 11 STR 12 (+1) Armor Class: 15 (Kevlar shirt)
Hit Points: 2 (1d4) Hit Points: 44 (7d8 +12)
DEX 13 (+1) Speed: 5 feet, fly 50 feet DEX 14 (+2) Speed: 30 feet
A ct io ns
Multishot/Multiattack: This character makes two
attacks each turn.