300 Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores // Appendices // Appendix B: Bots Bots are AI that exist as pure data (unless you consider the hardware they are on as a body). Their function is almost exclusively to provide knowledge, expertise, and social engagement. Bots are like NPCs except for as noted below. Daemon AI. If a character has the custom daemon upgrade (see Chapter 5: Upgrades), Bots can used as a daemon’s AI, replacing the basic AI described in Chapter 6: Daemons. A character cannot have multiple bots running on their daemon at one time. Bots can also be installed as the AI in a vehicle, instead of using the factory installed AI. Vehicle AI. Bots can be installed as the AI in a vehicle, using the skill listed in their stat block. If the bot is already your daemon AI, it takes one full round to connect to the vehicle. Calculator. All bots can perform mathematical calculations instantly. Cannot use applied skills. Bot’s skill proficiencies can’t be applied, due to their lack of a body. For example, bots can’t use Intelligence (Mechanics) to fix a car without hands, but it can use the Help action with non-combat related Intelligence ability checks. No senses. Bots don’t have any sense (since they don’t have bodies), however when connected to a vehicle or camera, they can use that as their sensory apparatus. No physical Ability Scores. Bots don’t have any STR, DEX, or CON scores. Proficiency Bonus. Bots don’t have a challenge rating, so their proficiency bonus is listed directly in their stat block. Upgrades. Bots can be modified to have higher ability scores, or additional skill proficiencies. Each additional +2 to an ability score (to a maximum of 18), or skill proficiency adds シ5,000 to the price of the bot. Abilities. All anthroids, drones, and droids have the following abilities: Calculator. The AI can perform mathematical calculations instantly. Eidetic memory. The AI has virtually unlimited capacity for memory, and it is able to record experiences whenever the user directs it. Listed below are some of the various bots available on the market in GeneFunk 2090. Driver 3.4 Bot STR DEX CON INT WIS CHA - - - 18 (+4) 16 (+3) 11 (+0) Skills Computers +7, Drive +10, Mechanics +10 Languages Any three Proficiency Bonus +3 Driving Software. Driver 3.4 uses Intelligence (Drive) instead of Dexterity (Drive). Tested Skill Software. If Driver rolls below a 10 on an ability check, the roll automatically becomes a 10. A favorite among fast car enthusiasts, Driver 3.4 is an expert stunt driving bot, far superior to factory AI for vehicles. Friendo Bot STR DEX CON INT WIS CHA - - - 12 (+1) 12 (+1) 12 (+1) Skills Computers +3, Deception +3, Insight +3, Social Science +3 Languages Any three Proficiency Bonus +2 Friendo is your basic friendship/lover AI. Friendo Ultra Bot STR DEX CON INT WIS CHA - - - 14 (+2) 14 (+2) 14 (+2) Skills Computers +4, Deception +4, Insight +6, Persuasion +4, Social Science +6 Languages Any three Proficiency Bonus +3 Friendo Ultra is the extra step up for people wanting particularly life-like AI.
// GeneFunk 2090 // 301 Appendix B: Bots Paragon 4 Bot STR DEX CON INT WIS CHA - - - 14 (+2) 14 (+2) 14 (+2) Skills Computers + 4, Drive +4, Insight +4, Persuasion +4, Social Science +4 Languages Any six Proficiency Bonus +2 Driving Software. Paragon 4 uses Intelligence (Drive) instead of Dexterity (Drive). Paragon 4 is a general-purpose AI that is good at a great deal of things. Paragon 5 Bot STR DEX CON INT WIS CHA - - - 16 (+4) 16 (+3) 16 (+3) Skills Computers + 6, Drive +6, Insight +6, Persuasion +6, Social Science +6 Languages Any nine Proficiency Bonus +3 Driving Software. Paragon 5 uses Intelligence (Drive) instead of Dexterity (Drive). Tested Skill Software. If Paragon 5 rolls below a 10 on an ability check, the roll automatically becomes a 10. Paragon 5 is even better than 4! Paragon 6 Bot STR DEX CON INT WIS CHA - - - 18 (+4) 18 (+4) 18 (+4) Skills Computers + 8, Drive +8, Insight +8, Persuasion +8, Social Science +8 Languages Any twelve Proficiency Bonus +4 Driving Software. Paragon 6 uses Intelligence (Drive) instead of Dexterity (Drive). Tested Skill Software. If Paragon 6 rolls below a 10 on an ability check, the roll automatically becomes a 10. Paragon 6 is even better than 5! Net Monkey Bot STR DEX CON INT WIS CHA - - - 12 (+1) 10 (+0) 10 (+0) Skills Computers +5, Mechanics +3 Languages Any three Proficiency Bonus +2 A basic helper for navigating the net, and using software. Net Monkey Pro Bot STR DEX CON INT WIS CHA - - - 18 (+4) 10 (+0) 10 (+0) Skills Computers +8, Mechanics +6 Languages Any three Proficiency Bonus +2 A more advanced helper for anything computer related. Science Guy I Bot STR DEX CON INT WIS CHA - - - 14 (+2) 10 (+0) 10 (+0) Skills Life Science +6, Mechanics +4, Physical Science +6, Social Science +4, Computers + 4 Languages Any three Proficiency Bonus +2 A mainstay of researchers and science enthusiasts. Science Guy II Bot STR DEX CON INT WIS CHA - - - 18 (+4) 10 (+0) 10 (+0) Skills Computers + 7, Life Science +10, Mechanics +10, Physical Science +10, Social Science +7 Languages Any three Proficiency Bonus +3 A nerd-bot found in R+D departments.
302 Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores // Appendices // Appendix C: Bioengineered Bestiary Bioengineered beasts are NPCs that characters may come across as either friends or foes. Transgenic Frankenstein’s monsters, or lovable wondrous pets, depending on your disposition (and the disposition of the beast itself). Listed below are just a few of the hundreds of bioengineered beats that might be encountered. Deinonychus+ Medium Animal Armor Class 13 (natural armor) Hit Points 13 (3d8) Speed 15 m. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 10 (+0) 1 (-5) 10 (+0) 7 (-2) Skills Perception +2 Senses Passive Perception 12 Challenge 1/4 (50 XP) Pounce. If the deinonychus moves at least 6 meters straight toward a character and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 7 (1d8+3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 8 (1d10+3) slashing damage, or 12 (2d8+3) if the attack is used with pounce. A bioengineered predatory dinosaur. Dinocrocuta Large Animal Armor Class 14 (natural armor) Damage Reduction 2 Hit Points 51 (6d10+18) Speed 15 m. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3 Senses Acute Olfaction, Passive Perception 13 Challenge 1 (200 XP) Keen Smell. Dinocrocuta has advantage on Wisdom (Perception) checks that rely on smell. Rampage. When the Dinocrocuta reduces a target to 0 hit points with a melee attack on its turn, the Dinocrocuta can take a bonus action to move up to half its speed and make a bite attack. Actions Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 12 (2d6+5) armor piercing, piercing damage. Dinocrocuta is a resurrected prehistoric giant hyena-like predator, with jaws easily capable of crushing bone like twigs. There are transgenic wildlife preserves where it is hunted as large game, but there are stories of populations getting into the wild as well. Dire-Skunk Medium Animal Armor Class 11 (natural armor) Damage Reduction 2 Hit Points 15 (6d10+18) Speed 9 m., burrow 1.5 m. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 5 (-3) Skills Perception +3 Senses Acute Olfaction, Darkvision, Passive Perception 13 Challenge 1/4 (50 XP) Keen Smell. The dire-skunk has advantage on Wisdom (Perception) checks that rely on smell. Rampage. When the dire-skunk reduces a target to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. Actions Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 12 (2d6+5) piercing damage. Spray (1/encounter). The Dire-Skunk can spray a 6-meter cone in front of them, and each creature that is in the area of effect must make a DC 13 Con save against poison. On a failed save, the creature spends its action that turn retching and reeling, and must repeat the save on each of their turns until they succeed. Creatures that don’t need to breathe or are immune to poison automatically succeed on
// GeneFunk 2090 // 303 Appendix C: Bioengineered Bestiary this saving throw. Additionally, even if the target succeeds on the saving throw, they are covered in the obnoxious odor, and any attempts made to track them or spot them via smell are made with advantage, and they suffer disadvantage on any Charisma ability checks where the stink is a factor. Two hours of dedicated scrubbing and cleaning with soap and water is required to remove the stink. Dire-Skunks are the results of crossing skunks, wolverines, and plenty of myostatin and growth hormone gene tweaks. They are wolf sized predators that can douse you with noxious spray, and are prized as home defense pets. Occisorsaurus Rex Huge Animal Armor Class 16 (natural armor) Damage Reduction 2 Hit Points 136 (13d12+52) Speed 15 m., climb 9 m. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 19 (+4) 2 (-4) 13 (+1) 9 (-1) Skills Perception +4 Senses Acute Olfaction, Passive Perception 14 Challenge 8 (3,900 XP) Keen Smell. Occisorsaurus rex has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The Occisorsaurus rex makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +12 to hit, reach 3 m., one target. Hit: 35 (4d12+9) piercing damage. Tail. Melee Weapon Attack: +12 to hit, reach 3 m., one target. Hit: 22 (3d8+9) piercing damage and 6 (1d12) poison damage. Occisorsaurus rex, meaning “king killer reptile”, came from the imaginations of researchers who felt that a Tyrannosaurus rex was too weak. Why not add a venomous barb to the tail, elongated arms for climbing, and increased agility? It is illegal in almost every country, and is used in transgenic blood-sports, primarily produced through the Bosque Oscuro in South America. Psymicid Tiny Animal Armor Class 11 Hit Points 1 (1d2) Speed 3 m., climb 3 m. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 3 (-4) Skills Stealth +5 Senses Passive Perception 10 Challenge 1/8 (25 XP) Burrow. When a psymicid succeeds at a bite attack, they may burrow into the flesh of a living creature as a bonus action. After they burrow, they make their way to the brain in 2d6 rounds. Removing a burrowed psymicid requires an action from an adjacent ally, and a successful DC 15 Intelligence (Life Science) check. They cannot be removed after they make it to the brain. Once in the brain, a surgery costing 10,000 satoshi is required to remove the psymicid. If it is not removed from the brain in 1d4 days, the infected creature has their Intelligence, Wisdom, and Charisma scores reduced to 6, and a pair of blue-banded horns form on their head over the course of the following day. In addition, the infected creature becomes incredibly violent towards any other creature that is not infected with a psymicid, attacking even their own friends and family on sight. There is no cure at this point of the infection. Actions Bite. Melee Weapon Attack: +3 to hit, reach 1.5 m., one target. Hit: 1 (1) piercing damage. Psymicids are the result of a biological weapons program initiated in the Bosque Oscuro, though the project was aborted due to the indiscriminate nature of the psymicids. While some memories and personality of their former selfs remain, infected people act so violently that they are usually put down. The victims of psymicids still roam the Bosque Oscuro, and these bugs are traded on the biohack blackmarket.
304 // Appendices // Quillion Large Animal Armor Class 15 (natural armor) Damage Reduction 2 Hit Points 52 (7d10+14) Speed 15 m., climb 9 m. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 15 (+2) 4 (-2) 13 (+1) 9 (-1) Skills Perception +3, Stealth +7 Senses Acute Olfaction, Passive Perception 13 Challenge 3 (700 XP) Cloakers. As a free action, the quillion can become invisible. Keen Smell. The quillion has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the quillion moves at least 6 meters toward a target and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the quillion can make both one bite and one quill attack against it as a bonus action. Quilled. Any melee attack against the quillion allows it to make a quill attack as a reaction (see below). Actions Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 10 (1d10+5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 12 (2d6+5) slashing damage. Quills. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 8 (1d6+5) piercing damage and 5 (1d10) poison damage. Quillions result from military technology, an attempt to weaponize large cats for guerrilla warfare. It ended up being a disaster, but the genome is still sometimes used to produces these monstrosities covered in black venomous quills. Oh, and they can blend perfectly with their environment thanks to rapid-response chromatophores that mimic their environment. Rad-Scorp Large Animal Armor Class 17 (natural armor) Damage Reduction 4 Hit Points 59 (7d10+21) Speed 15 m. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 17 (+3) 1 (-5) 9 (-1) 3 (-4) Senses Blindsight 18m., Passive Perception 9 Challenge 3 (700 XP) Scary Kills. When the Rad-Scorp reduces a target to 0 hit points with a melee attack on its turn, everyone within 9 meters must make a DC 12 Charisma saving throw or become frightened until the end of their next turn. Actions Multiattack. The Rad-Scorp makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 8 (1d8+4) bludgeoning damage and the target is grappled (escape DC 14). The Rad-Scorp has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +6 to hit, reach 3 m., one target. Hit: 9 (1d10+4) piercing damage and 11 (2d10) poison damage. Rad-Scorps are an homage to post-apocolyptic fiction, a product to meet the demand people had to make theoretical sci-fi a reality. Though they appear like the arthropod we know and love, their physiology is quite different, and they possess a closed circulatory system and powerful lungs to accommodate their large size. Recombinant Ape Medium Animal Armor Class 13 Hit Points 15 (3d8+2) Speed 9 m., burrow 1.5 m. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 7 (-2) Skills Athletics +6, Perception +3 Senses Passive Perception 13 Challenge 1/4 (50 XP) Furious Fists. If the ape hits with their punch attack, they may immediately make one other punch attack on the same target. This ability can only be used once per turn. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 305 Actions Punch. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 7 (1d6+4) bludgeoning damage. A bioengineered ape, be it a chimpanzee, gorilla, or orangutan. Recombinant Bird of Prey Small Animal Armor Class 14 Hit Points 9 (2d6+2) Speed 3 m., fly 21 m. STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 12 (+1) 2 (-4) 14 (+2) 7 (-2) Skills Perception +4 Senses Passive Perception 14 Challenge 1/4 (50 XP) Keen Sight. The bird of prey has advantage on Wisdom (Perception) checks that rely on sight. Dive Bomb. If the bird of prey moves at least 9 meters straight toward a character, the bird of prey can make a claw attack with advantage. If it hits it with a claw attack on the same turn, that target must succeed on a DC 8 Strength saving throw or be knocked prone. If the target is prone, the bird of prey can make one bite attack against it as a bonus action. Actions Claw. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 6 (1d4+4) piercing damage, or 11 (2d6+4) if the attack is used with dive bomb. A bioengineered raptor, be it a large eagle, hawk, or owl. Recombinant Boar Medium Animal Armor Class 11 (natural armor) Hit Points 15 (3d8+3) Speed 12 m. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 12 (+1) 3 (-4) 9 (-1) 7 (-2) Senses Passive Perception 14 Challenge 1/4 (50 XP) Charge. If the recombinant boar moves at least 6 meters straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 4 (1d8) slashing damage. If the target is a character, it must succeed on a DC 14 Strength saving throw or be knocked prone. Relentless (1/encounter). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Gore. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 11 (1d8+4) piercing damage. A bioengineered boar, fierce and tough. Recombinant Canine Medium Animal Armor Class 13 (natural armor) Hit Points 13 (2d8+4) Speed 12 m. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3 Senses Acute Olfaction, Passive Perception 13 Challenge 1/4 (50 XP) Keen Hearing and Smelling. The recombinant canine has advantage on Wisdom (Perception) checks that rely on hearing or smelling. Pack Tactics. The recombinant wolf has advantage on an attack roll against a target if at least one of their allies is within 1.5 meters of the target and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 10 (2d6+3) piercing damage. The target must succeed on a DC 12 Strength saving throw or be knocked prone. A bioengineered canine, including large dogs, hyenas, and wolves.
306 // Appendices // Keen Hearing and Sight. The recombinant canine has advantage on Wisdom (Perception) checks that rely on hearing or sight. Pounce. If the feline moves at least 6 meters straight toward a character and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the feline can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 7 (1d8+3) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 6 (1d6+3) piercing damage. A bioengineered large cat, including panthers, lions, cougars, and tigers. Recombinant Lizard Large Animal Armor Class 12 (natural armor) Hit Points 19 (3d10+3) Speed 9 m. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Senses Passive Perception 10 Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 11 (2d6+4) piercing damage and 1d4 (2) poison damage. A bioengineered large reptile, like a Komodo dragon or crocodilian. Swarm of Super Rats Medium Swarm of Tiny Animals Armor Class 13 Hit Points 31 (7d8) Speed 9 m. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 3 (-4) Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained, Stunned Damage Resistances Bludgeoning, Piercing, Slashing Damage Vulnerability Any damage that affects more than a 1.5 meter square Senses Darkvision, Passive Perception 10 Challenge 1/4 (50 XP) Recombinant Constrictor Large Animal Armor Class 12 (natural armor) Hit Points 14 (2d10+3) Speed 9 m. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Skills Perception +3 Senses Blindsight 1.5 m, Passive Perception 10 Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 6 (1d4+4) bludgeoning damage, the target suffers a level of exhaustion, and is grappled (escape DC 16). Until this grapple ends, the character is restrained, and the recombinant constrictor can’t constrict another target. A bioengineered constrictor snake, including pythons and anacondas. Recombinant Equine Large Animal Armor Class 11 Hit Points 15 (2d10+4) Speed 18 m. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 3 (-4) 11 (+0) 7 (-2) Senses Passive Perception 10 Challenge 1/4 (50 XP) Actions Hooves. Melee Weapon Attack: +6 to hit, reach 1.5 m., one target. Hit: 9 (2d4+4) piercing damage. A bioengineered horse, pony, mule, or zebra. Recombinant Feline Medium Animal Armor Class 13 Hit Points 13 (3d8) Speed 15 m., climb 12m. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Skills Perception +4, Stealth +7 Senses Darkvision, Passive Perception 14 Challenge 1/4 (50 XP) Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 307 Damage Resistances Bludgeoning, Piercing, Slashing Damage Vulnerability Any damage that affects more than a 1.5 meter square Senses Darkvision, Passive Perception 10 Challenge 1/4 (50 XP) Swarm. The swarm can occupy another character’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bird. The swarm can’t regain hit points or gain temporary hit points. They heal by breeding, and recover 5 hit points every long rest. Actions Beaks. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 10 (3d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. A swarm of dozens of bioengineered birds, like ravens or pigeons. Keen Smell. The rats has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another character’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. They heal by breeding, and recover 5 hit points every long rest. Actions Bites. Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 13 (3d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hit points or fewer. A swarm of dozens of bioengineered rats. Swarm of Terror Birds Medium Swarm of Tiny Animals Armor Class 13 Hit Points 31 (7d8) Speed 3 m., fly 15 m. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 6 (-2) Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained, Stunned
308 // Appendices // Appendix D: Corporate Logos Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 309 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. 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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Chase rules adapted under the OGL from https://geek-related.com/ This printing of GeneFunk 2090 is done under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, Inc. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Appendix D: Corporate Logos
SCORE MOD STR SAVE DEX CON INT WIS CHA SCORE MOD SAVE SCORE MOD SAVE SCORE MOD SAVE SCORE MOD SAVE SCORE MOD SAVE PASSIVE PERCEPTION PASSIVE INSIGHT Acute Olfaction Darkvision Macrovision Microvision Penetration Spectrum SENSES EQUIPMENT EQUIPMENT NAME BONUS DAMAGE RANGE PROPERTIES NAME BONUS DAMAGE RANGE PROPERTIES NAME BONUS DAMAGE RANGE PROPERTIES UPGRADES FEATURES AND TRAITS WEAPON PROFICIENCIES ARMOR PROFICIENCIES Simple Martial Melee Martial Ranged Light Medium Heavy GENEFUNK 2090 CLASS AND LEVEL GENOME BACKGROUNDS CADRE CHARACTER NAME EXPERIENCE POINTS APPEARANCE STRENGTH SKILLS DEXTERITY SKILLS INTELLIGENCE SKILLS WISDOM SKILLS CHARISMA SKILLS Athletics Acrobatics Drive Sleight of Hand Stealth Bureaucracy Computers Investigation Life Science Mechanics Physical Science Social Science Streetwise Insight Perception Survival Deception Intimidation Performance Persuasion D8 D10 D12 EXP. PROF. PROF. NAME BONUS DAMAGE RANGE PROPERTIES PROFICIENCY BONUS DAMAGE REDUCTION ARMOR CLASS MAXIMUM HIT POINTS TEMP. HIT POINTS INITIATIVE SPEED DEATH SAVES CURRENT HIT POINTS HIT DICE ATTACKS RESISTANCES MOSAIC SATOSHI (シ) SCORE
ADDITIONAL EQUIPMENT NAME BONUS DAMAGE RANGE PROPERTIES NAME BONUS DAMAGE RANGE PROPERTIES NAME BONUS DAMAGE RANGE PROPERTIES ADDITIONAL FEATURES AND TRAITS CONTRACT NOTES GENEFUNK 2090 IDEALS BONDS FLAWS PERSONALITY TRAITS ADDITIONAL ATTACKS ALLIES AND ENEMIES APPEARANCE CADRE LOGO
HACK NAME LAUNCH LEVEL TYPE TIME EFFECT LEVEL 3 SLOTS LEVEL 4 SLOTS LEVEL 1 SLOTS LEVEL 2 SLOTS LEVEL 5 SLOTS HACK ATTACK BONUS HACK SAVE DC GENEFUNK CHARACTER NAME 2090
DISCREET. Elite. DISPOSABLE. avigate a biopunk world with your allies, a group of transhuman mercs specializing in investigation and violence. Plasticity of genes and form redefine human nature. A supercomputer flows through your blood and mind-hacking runs amok. Do you have what it takes to survive? Get upgraded or get ganked. N This book contains everything you need to create characters and battle vicious cyborgs, run heists, or maneuver corporate intrigue in the world of GeneFunk 2090. Genefunk 2090