Revolution Campaign Guide (V1.0)

Total Page:16

File Type:pdf, Size:1020Kb

Revolution Campaign Guide (V1.0) r E volution V O L U T I O N T H E C A M P A I G N r E volution V O L U T I O N T H E C A M P A I G N iNTRODUCTION "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon.” Welcome to 2084. Welcome to the Sixth World. Welcome to the REVOLUTION. This is a guide to the REVOLUTION campaign, a story of cyberpunk conspiracy, apocalypse, and horror that we will tell together about magical revolutions, technological evolutions, and whether somewhere between them there’s a future for Mankind at all. Though your characters will begin as street-level shadowrunners—elite criminals for hire living on the fringes of society—they’ll be drawn into the ultimate war, and maybe even eventually become one of the near-mythical midnighters, those elite of the elite who pull off runs on the Corporate Court’s orbital headquarters and against spirit gods in their astral courts. REVOLUTION is about hope and despair. It is about people and the conflicting priorities of human civilization, daring to ask how far our race has truly come since we climbed down from the trees, and whether or not we’ll even still be human at the end of our evolution. The world of rEvolution is like an apocalyptic Garden of Eden trapped in a cellular "eclipse phase,” the period between when a cell is infected by a virus and when the virus appears within the cell and transforms it. During this period, the cell does not appear to be infected, but it is. Like this Schrödinger’s infection, the Sixth World contains the secrets and spoils of both good and evil, of ignorance and enlightenment, of barbarity and virtue. Whether a prison or a playground, reality is what we make of it. The impending techno-magical Singularity of this viral transformation can break our shackles or deepen our illusions, but only we can decide. As a campaign, REVOLUTION presents this world to your characters who are faced with this inhospitable future. They’ll need to make a stand in the coming revolutions that will influence the evolution of their lives and the fate of those around them, if not the world and civilization at large—for better or for worse. It’s up to them. WHAT’S IN THIS GUIDE This guide covers the basic information you’ll need to create a character and jump into our session zero, when the group will gather and collaboratively create a shadowrunner team, a city to call home, and a shared objective to kick off the campaign. Don’t worry about actually creating your character now or even coming up with a concrete concept, all of that can wait until session zero. For now, look over this guide to get a general idea of what your choices are. If you’re confused about something or want more info on a given topic, feel free to ask me for more. The first section covers the numerous Available Races that you can choose to play as. The second section is about the Sixth World itself, from its history to its culture. The third section explains the possible Citizenships & Backgrounds that your character might hail from. Finally, the fourth section is about your character’s Archetypes & Concepts, explaining the common positions you’ll find on a shadowrunner team. Menehune (Transoceanic Islands): Even hairier than the AVAILABLE BASE RACES average dwarf, menehune are well-adapted to oceanic life, with leaner In 2084, humanity isn't what it used to be. The changes wrought by the builds, a layer of insulating fat, and nictitating membranes that allow appearance of magic and runaway technological development have them to see underwater. More affable and compliant than most dwarfs, resulted in a colorful mélange of new races. Broadly, humanity 2.0 can be they are a seamlessly-integrated, accepted, and visible part of the sorted into four categories—classic humans, metatypes like elves and Polynesian cultures they hail from. orks, metasapients like pixies and sasquatches, and transhumans like infomorphs and genetically-enhanced parahumans. ELVES No other metahuman culture has had the obvious world-changing effects HUMANS as elves have. Three nations in Africa, Europe, and North America, A shrinking minority, humans are still found anywhere civilization is. isolated neighborhoods in almost every major sprawl, personalities acting Earth’s many ethnic and racial groups form the foundation for all other as a primary face or voice for almost every major world power, and a metatypes and transhumans. Their abundance prior to the appearance of natural monopolization of the entertainment industry. Lithe, almond- magic gives them a sense of unity in their humanity that has only grown eyed, and silky haired, elves are the new standard of metahuman beauty. with the rise of the megacorporations and decline of nation-states. More isolationist and ethnocentric than even dwarfs, elves grow up with Though baseline humans are rapidly dwindling, those that remain are a sense of superiority that’s little discouraged by their incredible natural much the same as they were at the beginning of the century. charm and athleticism. Few elves dare to go against this hierarchical Nartaki (Indian Subcontinent): Curiously, humans do in fact culture, and are widely shunned for doing so. Elves are theorized to have possess one metavariant: the nartaki. They resemble humans with the a lifespan measured in centuries, and have enhanced low-light vision. exception of blue, red, or gold skin and an additional pair of arms. Most Dryads (Any): Small, slender, and with hair that changes color have entered into a form of Hindu priesthood and seek to live a simple with the seasons, dryads are considered to have an unearthly grace and and unrestricted lifestyle in pursuit of magical Enlightenment. beauty beautiful even by elven standards. Unique among metatypes, all reported dryads are females, and unlike other metatypes possess no particular region of origin. Consequently, dryads lack any singular, in- METATYPES depth culture. The metavariant is drawn to natural environments, and There are four metatypes that appeared in the early years of the they tend to stay away from highly polluted areas. This is due to their Awakening: dwarfs, elves, orks, and trolls. Collectively, they make up ability symbiotically bond with their surroundings. over half of metahumanity, and metatype-human tension has risen as Nocturna (Europe): Referred to as Night Ones, nocturna their population continues to grow. All metatypes have pointed ears, resemble bestial elves, with dark fur from deep blue to violet covering with some variance among metavariants. Except where noted, all their entire faces and bodies. A reclusive nature and hypersensitivity to metatypes share the ethnic background of their parents. bright light make this metavariant nocturnal, making it difficult for them to fit into standard society. But this relative invisibility has also helped DWARFS hide them from the worst discrimination, allowing them to carve out a Dwarfs possess an unparalleled ability to fit into any locale or culture in niche in the societies and businesses of the night. Natural hunters, they the world. Typically just over a meter tall with barrel-like builds and are particularly quick and possess powerful hearing. ample body hair, they are stoic, silent, and strong-willed as a culture. No Wakyambi (Southern Africa): Wakyambi are thinner, more long- metatype is as socially and culturally close-knit—some say xenophobic— limbed, and up to a whole meter taller than even standard elves. as dwarfs are, making them the subject of as nearly as many bigoted Incredibly uncommon and reclusive, they rarely have contact outside conspiracy theories as the long-lived elves. Though slow to react both their hunter-gatherer tribes, which are worshipped by surrounding locals. culturally and physically, they are incredibly durable in body and soul, More nimble, cunning, and instinctive than the average elf, they possess impressively strong, longer lived than humans, and possess an uncanny sense of prescient survivalism. thermographic vision. Unfortunately, their diminutive stature makes life in Xapiri Thëpë (Amazonian Basin): These odd metavariants the Sixth World more costly than for most. resemble small elves that are partially or entirely green-skinned due to a Gnomes (Central Europe/Asia Minor): Even smaller than secondary skin layer containing chloroplasts, which expands as the xapiri baseline dwarfs, gnomes’ youthful forms are compensated for by the thëpë ages. Xapiri thëpë have their own tribal culture and nature religion ability to rapidly process information. Overcoming their low numbers, completely separate from the rest of the world. The few that ever leave gnomes have found niches throughout urban environments, including are usually exiles, runaways, or diplomats, the last the most common. many in the shadows. They possess a strange resistance to spells that has Their ability to photometabolize makes them particularly vulnerable to made them a frequent target for kidnappings and experimentation. pollution, and they have less rational thought processes. Hanuman (Southern Indian Subcontinent): Hanuman resemble monkeys more than dwarfs, with elongated limbs, feet, and hands; ORKS profuse hair except on the face; a prehensile tail; and an agile frame. The most populous metatype by far—comprising almost a quarter of the Their lack of status in Hindu culture leads hanuman that move away from global population—orks nonetheless haven’t had the same success with their villages and attempt to integrate with the modern world while living carving out their own identities and nations as elves and dwarfs have. in a social purgatory—a shadow realm that often leaves them away from Bulkier than humans in terms of both height and muscle, with lower home, without citizenship, and thrust into new subcultures.
Recommended publications
  • The Archaen Codex the ARCHAENCODEX
    The Archaen Codex THE ARCHAENCODEX Lost Secrets of the Forgotten Age 0 1992 by SMS and Wizards of the Coast, Inc. by Stephan Michael Sechi WOC 2202 Design: Stephan Michael Sechi Design Contributions: George Lowe. Jeff Goldman. David Sandberg, Thomas Lents Design and Development Director: James E. Hays, Jr. Talislanta Archivist: D. Gene Frye Editing: Beverly Marshall Saling Production Director: Lisa Stevens Art Director: Jesper Myrfors Layout Design: Jesper Myrfors, Lisa Stevens Typesetting, Layout, and Paste-up: Melissa Gustafson Cover Art: Dameon Willich Front Cover Border: Ron Spencer Interior Illustrations: Rick Emond, Jesper Myrfors, Anson Maddocks. Richard Thomas Cartography: Eric Hotz, Jeff Goldman Illuminated Letters: Kurt Cagle Nifty Interior Borders: Jesper Myrfors Appendix and Index: Beverly Marshall Saling Talislanta Logo: Rich Kaalaas The Apothecary Mailing blst If you would like to be on the mailing list for our bi-randomly released company newsletter, The Apoth- ecary,send your name and address to: The Apothecuy P.O. Box 707 Renton, WA 98057-0707 By the way, we are interested in your comments. Please don't hesitate to write and tell us what you did or didn't like. Who Are We? Wizards of the Coast is a company of dedicated gaming professionals based in Seattle, Washington. Our goal is to manufacture the highest quality and most innovative products possible. To this end, we have adopted a policy of Continuous Quality Improvement (CQI) as a means to best serve the gaming industry. This includes you. At Wizards of the Coast, releasing a product that is "good enough" is not good enough. Quality is a foundation we build from, not just a slogan we stamp on the cover.
    [Show full text]
  • The Ultimate Super Mage ™ by Dean Shomshak
    The Ultimate Super Mage ™ by Dean Shomshak HERO PLUS™ The Ultimate Super Mage™ Version 1.1 by Dean Shomshak Editor/Developer: Bruce Harlick Illustrations: Storn Cook Charts: Scott A.H. Ruggels Solitaire Illustration: Greg Smith Pagemaking & Layout: Bruce Harlick Graphic Design: Karl Wu Editorial Contributions: Steve Peterson, Ray Greer, George MacDonald, Steven S. Long Proof Reader: Maggi Perkins Managing Editor: Bruce Harlick Copyright @1996 by Hero Games. All rights reserved. Hero System, Fantasy Hero, Champions, Hero Games and Star Hero are all registered trademarks of Hero Games. Acrobat and the Acrobat logo are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. All other trademarks and registered trademarks are properties of their owners. Published by Hero Plus, a division of Hero Games. Hero Plus Hero Plus is an electronic publishing company, using the latest technology to bring products to customers more efficiently, more rapidly, and at competitive prices. Hero Plus can be reached at [email protected]. Let us know what you think! Send us your mailing address (email and snail mail) and we’ll make sure you’re informed of our latest products. Visit our Web Site at http://www.herogames.com Contents Introduction .............................................7 The White School.............................................. 27 How To Use This Book .................................. 7 The Black School............................................... 27 A Personal Disclaimer...................................
    [Show full text]
  • Shadow of the Demon Lord: Mortals of Urth by Iganon
    Shadow of the Demon Lord: Mortals of Urth By IGanon In the beginning, there was God, all-powerful, infinite, and alone. Craving companionship, God spoke the first words of power and created the Demiurge and was satisfied. The Demiurge, an extension of God, begun to crave more and more, and so spoke the words of power to create millions of genies from its own body. These genies in turn spoke the words of power and plundered the body of God to create worlds and stars without number, creating an entire multiverse. Yet the more the genies took from God, the more God diminished, and what was once all-powerful, and infinite grew weak and limited, having both substance and form stolen. Not content with stealing from God, the genies stole from the Demiurge too, taking so much the Demiurge split into innumerable fragments. The Divine, reduced to little more than a creature of spite and hatred, was reduced to a mad thing lurking in the void between universes, left only with spite, hatred and the insane craving to undo everything that had been done. It was God no longer, now it is the Demon Lord. The innumerable fragments of what once was the Demiurge, still an extension of the Demon Lord, became the first demons, flitting from world to world, wreaking havoc and devastation and preparing each world for the arrival of the Hunger in the Void, the Demon Lord. The universe that contains the planet Urth, this reality, is the latest one to fall under the Shadow of the Demon Lord.
    [Show full text]
  • Introduction Armageddon, the Apocalypse, the End of Times. Throughout History, Mankind Has Always Wondered About The
    ● Introduction ○ Armageddon, the apocalypse, the end of times. Throughout history, mankind has always wondered about the fabled end of the world and how it would come about. Would the forces of nature finally decide we are unworthy? Would the greater forces, both holy and unholy, finally come for us? Would we fall due to our own carelessness, as we began to contaminate the place we call home? So many ways we could possibly fall, so many ways our end could occur. So when the end of days finally came, what brought about our doom could never have been foreseen. You want to know what terrible apocalypse finally attempted to bring humanity to it’s knees? ○ Everything. ○ It wasn’t one event to end us, nor was it multiple events over a course of time. Rather many catastrophes, be it scientific or arcane, had occurred at once. The sheer strain of which had separated our once unified earth into separate planets, kept apart by dimensional barriers. In each of these new universes, a new armageddon has occurred, transforming the culture and creating new societies. ○ Yes, societies. It seems that even this event couldn’t quite keep humanity down. Though we are struggling to survive, and there are still hostilities between our separate cultures, we are still around, ready to keep fighting for our freedom if need be. That is where you come in. You see, these worlds have many needs, and som are of the violent or even supernatural sort. You are what some would consider a freelancer; a person willing to do odd jobs in exchange for compensation.
    [Show full text]
  • Pathfinder Roleplaying Game Rulebooks
    The following superscript notations are used to denote official Pathfinder Roleplaying Game rulebooks: ACG = Pathfinder Roleplaying Game Advanced Class Guide APG = Pathfinder Roleplaying Game Advanced Player’s Guide ARG = Pathfinder Roleplaying Game Advanced Race Guide B1 = Pathfinder Roleplaying Game Bestiary B2 = Pathfinder Roleplaying Game Bestiary 2 B3 = Pathfinder Roleplaying Game Bestiary 3 B4 = Pathfinder Roleplaying Game Bestiary 4 B5 = Pathfinder Roleplaying Game Bestiary 5 BOS = Softcover companion for characters with the power of shadow in their blood GMG = Pathfinder Roleplaying Game Gamemastery Guide ISB = Softcover guide bestiary of monsters native to the inland sea in the official Pathfinder campaign setting ISM = Softcover guide to magic in the inland sea in the official Pathfinder campaign setting NPCC = Pathfinder Roleplaying Game NPC Codex OA = Pathfinder Roleplaying Game Occult Adventures POTR = Softcover guide to people from the riverlands in the official Pathfinder campaign setting POTS = Softcover guide to people from other planets or stars in the official Pathfinder campaign setting PU = Pathfinder Roleplaying Game Pathfinder Unchained TG = Softcover guide to technology in the Pathfinder Roleplaying Game. UCam = Pathfinder Roleplaying Game Ultimate Campaign UC = Pathfinder Roleplaying Game Ultimate Combat UE = Pathfinder Roleplaying Game Ultimate Equipment UI = Pathfinder Roleplaying Game Ultimate Intrigue UM = Pathfinder Roleplaying Game Ultimate Magic Sample file WHAT YOU WILL FIND INSIDE MAGITECH ARCHETYPES:
    [Show full text]
  • Twodee's Shadowrun Storytime, Including but Not Limited to the Full Chapter 15 and Chapters 21 and 21.5
    1 TwoDee’s Shadowrun Storytime Written by TwoDee Edited and Compiled by Jarboot!!j4xjG8Gxyo4 Further Edited and Compiled by Impatient Asshole Anon What follows is arguably the best series of storytime threads ever created. If you're any sort of fan of Shadowrun—whether you're a new GM, newbie player, or even a veteran—this prose will really help flesh out what sort of fun you can have with the system and setting. It's nearly 400 pages and about 130,000 words, so download this to read on your phone/laptop/ebook/commlink, because this will take a while. I'm Jarboot, a fellow fa/tg/uy and Shadowrun fan. Someone suggested that someone make a compilation of this story for easier reading, so I figured I could do it. Editing is minimal, but I fixed a lot of spelling and general syntax error, most of which were mentioned by TwoDee in a post following the original. There are some little Jackpoint-esque comments from other people from the threads included in the document, which are differentiated by a green color and indented text. I may have included a picture or two in there, too. Also, 2D likes to do some foreshadowing at some points, so keep track of the greentexted dates if you feel confused. All these threads (except number 3, which you can search for using some of the other tags) can be found by searching for the “shadowrun storytime” tag on the /tg/ archive. Jarboot is an extremely helpful fa/tg/uy, but this particular Anon is an impatient asshole who wanted a fully updated version of TwoDee's Shadowrun Storytime, including but not limited to the full Chapter 15 and Chapters 21 and 21.5.
    [Show full text]
  • GURPS ​ Monster Hunters
    GURPS Monster Hunters ​ By Anon Heart, v0.6 You know, anon, there are things out there. Creatures that go bump in the night. Beasts, born of the vile darkness, haunting your fair cities, searching for prey. And some... some aren’t even of this world. Aliens such as Greys or Devourers, attacking innocents, harvesting them for their own ends. And those that are aren’t much better, vampires, werewolves, and other such beasts, creatures of the night. But you’re here now, Anon! You’re going to save everyone. ​ But you can’t do this alone, and not as- well, okay, you might be able to do it as you are. Take 1000 CP anyway. Ah, but who are you, this time around? Why are you hunting these creatures who haunt the dark? Drop In [Free]: ... Does there need to be a reason? You’re a jumper, there’s some monsters, just do what comes naturally. Revenge [Free]: It’s because of these creatures that you’ve been turned! You’ve become an inhuman of some sort, a vampire, a werewolf, a demon, or an outcast angel! You’re not really sure how those last two work, since those are things you’re generally born as, but don’t question it anon! For Humanity [Free]: These monsters... how dare they walk the same earth as humans? Purge them, and cleanse the world for humans, and make the world a better place! Guidance From Above [Free]: Either because you received guidance from your god, because your divinations indicated it might be a good idea, or because you caught a glimpse of a future that strongly suggested you should, your powers are what lead you into this fight.
    [Show full text]
  • Shadowrun SAGA
    A Rules Supplement for the SAGA Gaming System Rowan WalkingWolf Written & Published by Rowan WalkingWolf, 2016 Questions, Comments, & Contributions: [email protected] All SAGA products available for free on the Matrix Node @: yggdrasildistro.wordpress.com For those with respect for intellectual property laws: Contents are protected under the Creative Commons Attribution-Non- Commercial-Share-Alike 4.0 International license. You are free to copy and make derivative works for non-commercial purposes, provided you credit me and your work is likewise sharealike. For those who give no fucks about ludicrous civilized notions of possession and property: This work is Anti-Copyright. Do what you will, provided it's not for profit, and please credit me when using this material. Plagiarize, steal, reprint, republish, redistribute! CONTENTS What's This Supplement All About, Chummer? ......................................................................... 2 Races & Meta-Races ........................................... 2 The Matrix & Decking …........................................ 5 Arsenal: Weapons & Armor Errata ......... 14 Cyberware & Essence ….................................. 51 Totems & Spirit Guides …................................. 59 Non-Shamanic Magic ….........................….......... 61 Drone Rigging, Rigger ….................................... 63 Shadowrun-SAGA Character Sheet.. 65 1 What's This Supplement All About, Chummer? As a universal system, SAGA ruleset can be used to run campaigns in any setting imaginable. The purpose of this supplement is to bring Shadowrun – arguably one of the coolest, most memorable, and most enjoyable RPG settings ever created – to the SAGA gaming system. To be clear, this supplement is NOT in any way a comprehensive campaign setting. There's little detailed world/setting information herein, and there's really little need for it, as said information is easily accessed on the Matrix via the Shadowrun wiki and by torrenting official 4th/5th edition Shadowrun PDFs.
    [Show full text]
  • Technological Afterness and After-Humans in Realive and Upgrade
    Dossiê (DIS)ABLING BODY AND CONSCIOUSNESS: TECHNOLOGICAL AFTERNESS AND AFTER-HUMANS IN REALIVE AND UPGRADE (DES)ABILITANDO CORPO E CONSCIÊNCIA: POSTERIDADE TECNOLÓGICA E APÓS-HUMANOS EM REALIVE E UPGRADE Asijit Datta* ABSTRACT My paper talks about post-human spaces and technological afterness associated with the physiognomy of humans. Mechanical alteration in biological mechanisms is directly experienced in seizing of organic consciousness. The rupture in consciousness splits it into two distinct parts—one belonging to the disappearing human, the other to the emerging cybernetic. The new being is not another human, but (an)other human, an evolved different sameness. In the film Realive (2016) we encounter an extension of the self beyond death by re-placing it into another body. However, this enhancement diffuses all ‘natural’ responses and meaning-making vehicles, primarily the cognizance of death and mortality. In a classic Frankensteinian restoration, Marc is reanimated in 2084 through extensive methods of cryonization under the banner ‘Lazarus project’. The post-human ‘humachines’ dissolve the position of the teleological man and stretch DNA to digitality. Upgrade (2018) shows us the metamorphosis of Grey Trace, a luddite, by an installed biomechanical enhancer chip, Stem. The roach-like implant not only erases Grey’s quadriplegic body, but ironically ‘desires’ to possess and manoeuver the host’s body. Robotic consciousness in these assimilated after- humans is borrowed consciousness activated by infusing the evanescent biological particle – life. Nanotechnology, molecular machines, nerve manipulators, cameras implanted inside the brain, self-generating nanobots, artificial mechanical limbs have emerged as elements of posthuman utopia/dystopia. Paradoxically, in both the films the protagonists, after their reanimation and upgradation, try to return to their original position of death and disability.
    [Show full text]
  • GURPS Classic Technomancer
    By David L. Pulver Additional Material by S. John Ross and Daniel U. Thibault Edited by Sean M. Punch Illustrated by Dan Smith, Kurt Brugel and Ray Lunceford Additional Illustrations by Glenn Grant, John Lucas, David Plunket, Shea Ryan, Ashley Underwood and Clifford VanMeter Cover by Alan Rabinowitz GURPS System Design ! Steve Jackson Chief Operations Officer ! Gene Seabolt GURPS Line Editor ! Sean Punch Design, Production and Typography ! Jack Elmy Print Buying ! Melissa Brunson Art Direction ! Alain H. Dawson GURPS Errata Coordinator ! Hunter Johnson Special Thanks: Hubert Bartels, Jim Duncan and Tim Pulver. Playtesters: Mark Cogan, Peter Donald, John Dunn, John Freiler, James Galloway, Leonardo Holschuh, Robert Huss, John Karakash, Stephen Mann, Phil Masters, Peter Meilinger, John Nowak, Nana Yaw Ofori, Daniel Rice, Mike Sands, Dalton Spence, David Starner, Jeff Stone, Geoff Underwood, Andy Vetromile, Phillip Weiss, and the other Pyramid playtesters. Note: GURPS Technomancer is completely unrelated to White Wolf’s MAGE: The Ascension roleplaying game and does not in any way challenge the copyrights and terms used therein. GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Technomancer, Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Technomancer is copyright © 1998 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. ISBN 1-55634-359-0 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION ..............................4 NECROMANTIC SPELLS.................... 27 About the Author ............................
    [Show full text]
  • Religions of Mystara
    BY MARCO DALMONTE BBOOOOKK TTWWOO RREELLIIGGIIOONNSS OOFF MMYYSSTTAARRAA This work is a freeware manual in the form of an e–book: a paper version of the “Codex Immortalis” does not exist and it never will nor will it be published for financial gain. This manual is freely downloadable from the net and it is possible to freely print it out in part or in its totality. Any activity of sale, gain or profit is prohibited, such as the alteration of the present document; any form of non-profit making distribution must however be authorized previously by the author (for any request, refer to the e–mail address of the author of the current book). The imagery present in this document has been taken from the net without the consent of its owners: the owners of such can write to the e–mail address shown on the following page and I will see to the immediate removal of his work. Dungeons & Dragons®, D&D® and the Mystara™ setting are registered marks of TSR Inc., a division of Wizards of the Coast Inc.: their use isn’t in any way a form of competition for their intellectual property nor, however, does it imply TSR Inc. approval or permission. Any part of this work that refers to Third Edition and to “d20 System”: this latter (and the relevant logo) are registered marks of Wizards of the Coast, Inc. and are used according to the terms in the d20 System License version 6.0. It is possible to obtain a copy of this license on the www.wizards.com/d20 site.
    [Show full text]
  • Consolidated Character Options List
    Consolidated Character Options List • Ghostwise SCAG BM Compiled from the Player’s Handbook, Dungeon Master’s • Half-Spawn Guide (DMG), Elemental Evil Supplement (EE), Sword Coast • Lightfoot Adventurer Guide (SCAG), Curse of Strahd (CoS), The Blood • Revenant UA Magic (BM) PDF from the http://www.dmsguild.com/, • Stout Adventurers Leauge PDFs for Backgrounds (AL) Half-Orc (http://dndadventurersleague.org/downloads/), Plane Shift: Human Zendikar (PS:Z) and Unearthed Arcana Articles (UA). • Half-Spawn BM • Revenant UA Races Kor PS:Z PS:Z Bullet points indicate subraces. Merfolk Aarakocra EE • Cosi Creed PS:Z Aasimar DMG • Emeria Creed PS:Z Changeling UA • Half-Spawn BM Dragonborn • Revenant UA • Revenant UA • Ula Creed PS:Z Dwarf Minotaur (Krynn) UA • Gray Dwarf (Duergar) SCAG Shifter UA • Half-Spawn BM • Beasthide UA • Hill Dwarf • Cliffwalk UA • Mountain Dwarf • Half-Spawn BM • Revenant UA • Longstride UA Elf • Razorclaw UA • Dark Elf (Drow) • Revenant UA • Eladrin DMG • Wildhunt UA • Half-Spawn BM Tiefling • High Elf • Abyssal UA • Revenant UA • Infernal UA • Wood Elf • Revenant UA Elf (Zedikar) PS:Z Vampire PS:Z • Half-Spawn BM Warforged UA • Joraga Nation PS:Z • Mul Daya Nation PS:Z Classes • Revenant UA Bullet points indicate class paths. • Tajuru Nation PS:Z Barbarian SCAG Genasi EE • Path of the Battlerager • Air Genasi EE • Path of the Berserker SCAG • Earth Genasi EE • Path of the Totem Warrior (Bear, Eagle, Elk , SCAG • Fire Genasi EE Tiger , Wolf) • Half-Spawn BM Bard • Revenant UA • College of Lore • Water Genasi EE • College
    [Show full text]