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Published by icblake03, 2021-09-06 17:19:06

DnDestiny Players Guidebook

1_DnDestiny_PlayersGuidebook_v1.1.2

CHAPTER 3: GHOSTS

N ot even the Ghosts themselves know how the Cra�ed in Light. Your Ghost is resistant to
Traveler made them, but every Ghost bludgeoning, kine�c, piercing, and slashing damage,
innately knows why: to find and resurrect and it has a damage point value equal to 5 + the
those capable of wielding the Traveler’s Light. Each Ghost’s level. However, your Ghost has a
Ghost ins�nc�vely seeks a single individual among vulnerability to Darkness damage, and when your
the countless dead sca�ered throughout the solar Ghost takes Darkness damage, its hit point
system, and each searches interminably un�l that maximum is reduced by the same amount.
person’s remains are found and revived. Many have
searched for centuries, ever since the end of the Memory Bank. Ghosts have a number of
Collapse, and have yet to find their counterparts. memory slots equal to 15 �mes their Intelligence
score. Using a mind-bendingly sophis�cated
Those who do find their des�ned charges form combina�on of the Traveler’s technology and
indissoluble bonds with their Risen, becoming common transmat protocols, your Ghost can
inseparable companions and fulfilling key support download items and store them in its memory slots.
func�ons as well as providing the connec�on to the Every item the Ghost downloads requires at least
Traveler that gives Risen (also known as Lightbearers one memory slot to store. Some items are large
or Guardians) their power and allows Ghosts to enough or complex enough that they require
revive them from death. However, if destroyed, mul�ple memory slots in order for a Ghost to
Ghosts themselves cannot return and cannot be download them into its memory.
replaced.
Some items do not need mul�ple memory slots
Creating Your Ghost to store extra quan��es of the item. These items
can be compressed into a single memory slot, or
Before you make your Ghost, think about the kind of into a single set of memory slots, which is called
rela�onship you two have. Do you mostly get along, stacking the item. When reading an item's memory
or does your Ghost o�en ques�on why it chose you? details, the first number is the number of slots the
Addi�onally, decide with your Architect and fireteam item requires, and the second number is the
how Ghosts will be role-played, if at all. Will maximum number per stack of that item.
everyone make their own Ghost, or will you be
assigned a random Ghost another player made? Will Naturally Stealthy. A Ghost can a�empt to hide
you make your own Ghost, but another player at the even when it is only obscured by a creature or
table plays them for you? There are a myriad of object that is at least one size larger than itself.
interes�ng dynamics and op�ons for you and your
fireteam to explore! Universal Interface. Your Ghost is proficient in
the Technology skill.
Ghost Traits
Ultralight. Your Ghost’s weight limit is 7 lbs. It
All Ghosts have a variety of universal traits as a cannot li�, push, pull, or drag a weight in excess of
result of their crea�on. this limit. If your Ghost is ever carrying a physical
weight in excess of its weight limit, it is considered
Ability Score Increase. One of your Ghost's ability Restrained.
scores increases by 2, and a different ability score
increases by 1. Integrated Communica�ons. Your Ghost is able
to detect, read, and communicate across most
Size. While Ghosts can vary in size depending on digital and quantum signals. They can record video
the type of shell they equip, the core of the Ghost and audio, and they can always communicate
can fit into the palm of a human hand. Your Ghost's internally with their Guardian via neural symbiosis.
size is Tiny.
Ghost Features
Speed. Your Ghost only has 30 feet of flying
speed, and it can hover in place. You and your Ghost are inseparable, but there will
be �mes when your Ghost must act on its own. Your
Languages. Your Ghost can speak, read, and Ghost has its own hit points, set of skills, and
write City common, the Risen language, and one bonuses to those skills, takes its ini�a�ve on your
other language of its choice. It understands and can ini�a�ve, and can take its own ac�ons, bonus
interpret RSL. ac�ons, and reac�ons.

Living Machine. Even though your Ghost is a Hit Points
construct, it has a personality and level of
intelligence no different from other sen�ent bio�c Hit Dice: 1d6 per Ghost level
life. Your Ghost is considered a living creature, and it Health Points at 1st level: 6 + your Ghost’s
appears on scanners as one. It is immune to disease,
and it does not need to eat, sleep, or drink, though Cons�tu�on modifier
it can choose to enter a rest state to defragment its Health Points at higher levels: 1d6 (or 4) + your
digital memory if it wants to.
Ghost’s Cons�tu�on modifier per Ghost level
Dungeons & Des�ny v1.1.2 a�er 1st

98

CHAPTER 2: GHOSTS

Proficiencies recovered from the item is equal to one third of the
amount of glimmer originally in the item.
Armor: Ghost shells
Vehicles: Jumpships (autopilot programming only) Pocket Backpack
Saving Throws: Dexterity, Intelligence
Skills: Choose any 5 A�er it connects itself to you for the very first �me,
your Ghost gains access to a small pocket of
Ability Score Increase extradimensional space a�ached to your person.
Your Ghost can choose to use either its ac�on or
Your Ghost’s star�ng ability scores are determined bonus ac�on to enter or leave the pocket backpack
using the same method that determined your own on its turn, if it is within 5 feet of you. Your Ghost
star�ng ability scores. Furthermore, when your cannot be harmed while within its pocket backpack,
Ghost reaches 4th level, and again at 8th, 12th, and only your Ghost can enter or interact with its
16th, and 19th level, you can increase one of its own pocket backpack.
ability scores of your choice by 2, or you can
increase two of its ability scores of your choice by 1. If you ever die permanently, your Ghost is
As normal, you can’t increase an ability score above removed from the pocket backpack immediately,
20 using this feature. and cannot reenter it.

Your Architect will determine what level your A Ghost’s interac�on with the outside world is
Ghost can start at, and how your Ghost gains limited while within its pocket backpack. It can s�ll
experience points. Your Ghost’s level does not need communicate with you, and it can interact with
to be the same as your level, though typically, the signals. A Ghost can read an incoming broadcast, for
Ghost does start at the same level as you, and it example, or speak over a local communica�on
gains a level whenever you gain a level. network, but if a Ghost wants to interact with a
physical object, it must exit its pocket backpack.
Restoration
Equipment Swap
Your Ghost is able to use the Light to heal your
injuries and revive you from almost any death, Even from within its pocket backpack, your Ghost is
spending a use of this feature in order to take the able to assist you in small ways. One of these ways is
Heal or Resurrect ac�on, as described in Chapter 7. to switch out the items you have equipped with
Your Ghost can invoke this feature a maximum items it has stored in its memory. As an ac�on, your
number of �mes equal to its level. Ghost can take one item you are carrying or wearing
and store the item in its memory at the same �me it
When your Ghost completes a long rest, it withdraws one item from its memory and places it in
regains a number of spent uses of Restora�on, equal your hands. For worn items, your Ghost is able to
to half of the Ghost’s maximum number of uses instantly transmat the item off of or onto your
(minimum of one Restora�on use recovered). For person. In order for your Ghost to store an item, it
example, if your Ghost has a Restora�on use must have enough space in its memory.
maximum of four, it would regain up to two uses
Restora�on when it completes a long rest. A Ghost Quick Thinking
cannot have more uses of Restora�on than its
maximum. Your Ghost's computa�onal mind and quick reflexes
allows it to move and act quickly. It can take the
Glimmer Programming Dash, Disengage, or Hide ac�ons as bonus ac�ons
on each of its turns.
Glimmer is a type of programmable ma�er that can
be turned into any abio�c material, object, or Addi�onally, if your Ghost is within 5 feet of you
construct, such as a pile of copper ore, a handful of when it is forced to make a saving throw from an
weapon parts, or, with sufficient glimmer, even a effect it can perceive, such as being forced to make a
fully func�onal Tower frame. payload saving throw from a creature it can see, it
can choose to use its reac�on to disappear into its
Your Ghost is capable of programming glimmer. pocket backpack immediately, removing itself from
As an ac�on, it can program up to 2,000 bits of the area of the effect and nega�ng the need to make
glimmer into an abio�c item that does not require the saving throw at all.
a�unement (see Chapter 6 for a�unement rules).
This glimmer is spent when your Ghost does this. If a creature makes an a�ack against your Ghost
How many bits of glimmer it takes to create a that misses, or if your Ghost takes damage, it can
specific item is determined by the item’s purchase also choose to use its reac�on to disappear into its
cost, or by your Architect. pocket backpack, if it is within 5 feet of you.

Reverse Programming Scanners

If an item is made up of glimmer, either in part or in As an ac�on your Ghost can scan the local area. It
whole, your Ghost can use an ac�on to reduce it can choose to scan in a sphere with a radius of 5
back to raw glimmer. The amount of glimmer that is feet, centered on itself, or it can choose to scan in a
15-foot cone origina�ng from itself. It must be
99
Dungeons & Des�ny v1.1.2
CHAPTER 2: GHOSTS

outside its pocket backpack to do this. Your Ghost
learns the loca�on of any living creatures within
range, as well as any other informa�on at the
discre�on of the Architect.

Starting Equipment

Some Ghosts find their Guardians right away, but
others do not find their Guardians so quickly. Some
search for decades, or even centuries, traveling as
far as the Reef or beyond to find the single someone
they can align with.

Whatever the case, during its travels, your Ghost
has had the opportunity to collect gear and items
which it bequeaths to you when it resurrects you for
the first �me. Choose one item from each of the
following op�ons to determine the equipment you
have at 1st level:

• A generalist shell for your Ghost.
• Either (a) a simple melee weapon, or (b) a simple

firearm of your choice and 5 simple ammo
magazines.
• Either (a) leather armor, (b) makeshi� armor, or
(c) plasteel armor.
• Either (a) a combat bow and 20 arrows for it, (b)
a common mar�al firearm of your choice and 3
magazines for it, or (c) a mar�al melee weapon
of your choice.
• 5d4 x 100 glimmer, which you can choose to
spend on addi�onal equipment your Ghost has
ready for you.
• A trinket from the trinket table, or another
trinket of your choice (discuss with your
Architect).

At the Architect’s discre�on, your
Ghost may have addi�onal gear or
glimmer determined by its travels
prior to finding you.

Dungeons & Des�ny v1.1.2 100

CHAPTER 2: GHOSTS

This page inten�onally le� blank.

101 Dungeons & Des�ny v1.1.2

CHAPTER 4: CHARACTER DETAILS

CHAPTER 4: CHARACTER DETAILS

R isen are more than their class and ability Old Adult. You were clearly in the older age
scores. They’re individuals with hero ranges of your race when you died. You likely exhibit
complexes, some�mes ques�onable decision- outward traits of this development, such as greying
making skills, and in most cases, complete loss of hair, dull pigmenta�on, or a natural armor that has
any memory of their previous lives. These factors, heavy signs of wear and tear.
along with their individual experiences, ideals,
bonds, and flaws, create a unique character that is Ancient Adult. You died at an age that was
yours—for be�er or worse.
Random Age
Character Appearance
d8 Age Group
You are welcome to choose whatever details you 1-2 Young adult
want for your character’s appearance. If you’re not 3-4 Mature adult
sure where to begin or if you’re simply interested in 5-6 Old adult
seeing how the dice roll, you can use the tables and 7-8 Ancient adult
informa�on below to help determine your beyond the average lifespan of your race. Though
character’s outward appearance. you are now a Risen creature and no longer feel the
pains of your old age, your outward appearance
Race likely exhibits the extremes of your age.

Roll on the table below to randomly determine your Height and Weight
race. Use a d6 if you are only selec�ng from the
races of humanity, or a d8 if you have the op�on of If you want to randomly determine your height and
selec�ng from unconven�onal races as well. If you weight, you can use the following informa�on to do
only want to pick from the unconven�onal races, roll so. Roll the indicated dice for your race’s size
a d10. modifier first. Add the result to the formulas for
height and weight. Keep in mind this does not
Random Race Race represent the full spectrum of creature sizes
Awoken available for every race, and as with all details of
d6 d10 d8 Exo your appearance, you are welcome to decide them
1-2 1 Human yourself rather than roll the dice.
3-4 2 Cabal
5-6 3 Eliksni Awoken or Human
Krill
1-2 4 Psion Size Modifier = 2d8
3-4 5 Vex Height = 4 feet + 9 inches + your size modifier in
5-6 6
7-8 7 inches
9-10 8 Weight in pounds = 100 + (5 × your size modifier)

Age Exo (Model “AB-U”)

Risen typically take on a physical appearance Size Modifier = 2d6
indica�ve of the age they were when they died. Height = 5 feet + 2 inches + your size modifier
Because there are so many varia�ons of average Weight in pounds = 160 + (5 × your size modifier)
lifespan across the races, you will have to use your
best judgment when picking exactly what your age Exo (Model “CT-HD” Or “JSYK”)
was when you died. You can use the table below to
give yourself a star�ng point for choosing your age Size Modifier = 2d6
at death. Height = 5 feet + 1 inch + your size modifier in inches
Weight in pounds = 140 + (5 × your size modifier)
These are the general descrip�ons of each age
group. Cabal

Young Adult. You just recently reached an age of Size Modifier = 2d8
maturity for your race when you died. Height = 6 feet + 6 inches + your size modifier in

Mature Adult. While no longer a young adult, inches
you weren’t alive long enough to be considered an Weight in pounds = 750 + (5 × your size modifier)
old member of your race when you died.

Dungeons & Des�ny v1.1.2 102

CHAPTER 4: CHARACTER DETAILS

Eliksni (Vandal) Psion

Size Modifier = 2d6 Size Modifier = 2d6
Height = 5 feet + 1 inches + your size modifier in Height = 3 feet + 8 inches + your size modifier in

inches inches
Weight in pounds = 130 + (5 × your size modifier) Weight in pounds = 35 + (5 × your size modifier)

Eliksni (Captain) Random Extra Details

Size Modifier = 2d6 d20 Detail
Height = 6 feet + 1 inch + your size modifier in inches 1 Missing one or more teeth
Weight in pounds = 220 + (5 × your size modifier) 2 Visual/hearing aid
3 Missing limb
Eliksni (Baron) 4 Mul�ple scars
5 Heterochromia
Size Modifier = 2d8 6 Prominent birthmark
Height = 8 feet + 1 inches + your size modifier in 7 Simple ta�oo
8 Walks with a limp
inches 9 Discolored skin or pla�ng
Weight in pounds = 365 + (5 × your size modifier) 10 Missing toe or finger
11 Cle� chin
Krill (Acolyte) 12 Extravagant ta�oo
13 Albinism or melanism
Size Modifier = 2d6 14 Spines
Height = 4 feet + 10 inches + your size modifier in 15 Missing an ear and/or eye
16 Freckles, moles, or vi�ligo
inches 17 Extra digit on hand or foot
Weight in pounds = 100 + (5 × your size modifier) 18 One arm shorter than the other
19 Unusually colored hair
Krill (Knight Morph) 20 Single prominent scar

Size Modifier = 2d8
Height = 6 feet + 6 inches + your size modifier in

inches
Weight in pounds = 280 + (5 × your size modifier)

Krill (Mother Morph)

Size Modifier = 2d6
Height = 6 feet + 1 inch + your size modifier in inches
Weight in pounds = 115 + (5 × your size modifier)

103 Dungeons & Des�ny v1.1.2

CHAPTER 4: CHARACTER DETAILS

Vex (Goblin) Random Manner of Speech

Size Modifier = 1d4 d20 Manner of Speech
Height = 5 feet + 11 inches + your size modifier in 1 Stu�ers
2 Compulsive allitera�on
inches 3 Excessive verbosity
Weight in pounds = 210 + (5 × your size modifier) 4 Laconic
5 Unusually flat or bubbly tone
Vex (Hobgoblin) 6 Drawls
7 Stentorian
Size Modifier = 1d4 8 Whispers/mu�ers
Height = 6 feet + 1 inches + your size modifier in 9 Has a lilt
10 Hal�ng
inches 11 Compulsive rhyming
Weight in pounds = 220 + (5 × your size modifier) 12 Frequent uptalk
13 Unusually rapid or slow
Vex (Minotaur) 14 Has a thick accent
15 Frequent talks to self
Size Modifier = 1d6 16 Very urbane
Height = 7 feet + 5 inch + your size modifier in inches 17 Uses vocal fry
Weight in pounds = 360 + (5 × your size modifier) 18 Trails off o�en
19 Uses many filler words
Extra Details 20 Strikingly eloquent

You can roll on the table below as much or as li�le character.
as you like to determine any extra details about your
physical appearance. Use your best discre�on, as Values
some details may not apply due to the inherent
traits of your race. For example, a psion cannot have Your character’s values are the beliefs, people, and
unusually colored hair—unless they want to wear a things your character considers important aspects of
wig, of course! their life, and are what your character would risk
their safety—or even the safety of others—to
Personality Details defend or uphold. Some characters have no values,
some have only a few, and some have so many there
Like your character’s appearance, you are welcome is no way they can possibly uphold all of them,
to decide your character’s personality from the pu�ng themselves in the precarious posi�on of
ground up. Many people may find it more enjoyable o�en having to choose one over another.
to discover their character’s personality as they play,
rather than deciding anything beyond broad strokes Another way to think of values is to consider
at the outset of a campaign. However, if you’re what mo�vates your character. The three most
unsure where to start or if you’re just looking for common character mo�va�ons are money,
inspira�on, the tables in this sec�on can help. interpersonal rela�onships (friendship, family, love,

Keep in mind that no aspect of any character is Charmed And Frightened Duration
one-dimensional. People are nuanced, and it’s
perfectly normal and natural for context or The dura�on of the Charmed and Frightened effects
perspec�ve to change how your character behaves, described in Vices and Fears, respec�vely, is le�
whether that change is short-term or a complete undetermined because what cons�tutes a
altera�on of their core personality. One of your reasonable dura�on for those effects can vary
character’s traits may even be that they adopt greatly depending on the vice or fear you pick, and
completely different personali�es based on who the situa�onal context. Work with your Architect to
they’re working with! determine a reasonable dura�on for the effect if
your character fails their saving throw.
Manner of Speech

Whether your character speaks vocally, exclusively
through wri�ng, or through a sign language,
consider one of the following cornerstones of your
character’s manner of speech and try to incorporate
it into your role-play.

Odd Habits

Even the most “normal” among us has an odd habit
or two. Some�mes people will only eat food in a
certain way, or have a peculiar rou�ne for cleaning
their house that feels wrong to change. The table
below has a short list of possible odd habits for your

Dungeons & Des�ny v1.1.2 104

CHAPTER 4: CHARACTER DETAILS

Random Habits Random Vices

d20 Habit d20 Vice
1 Compulsive weapon reloading 1 Gilded/glowing/gaudy armor
2 Fidgets 2 Wormspore
3 Polishes Ghost excessively 3 Trashy Hunter romance noveliza�ons
4 Frequent quota�on 4 Angry VanNet pos�ng
5 Humming/singing 5 Roman�cizing the Darkness
6 Speaks in third person 6 Loot obsessed
7 Unusually �dy or messy 7 Ahamkara conspiracy theorist
8 Trench ar�st 8 Power tripper
9 Nail bi�ng/picking 9 Compulsive no�fica�on checking
10 Lip chewing 10 Bad musical taste
11 Preoccupied with wildlife 11 Collec�on comple�on
12 Distrac�ngly expressive eyebrows 12 Vex tech
13 Frequent anecdotes 13 Hive studies
14 Peculiar hobby 14 Heavy ammo hoarding
15 Needlessly argumenta�ve 15 Sparrow racing
16 Frequent finger-snapping 16 Esoteric Warlock wri�ngs
17 Compulsive exercise 17 Sartorial struggle
18 Special handshake 18 Celebrity gossip
19 Coin/pen/knife tricks 19 Nihilis�c pessimism
20 Tinkering 20 Paracausal pranks

Random Values Random Fears

d20 Value d20 Fear
1 Self-preserva�on 1 Losing the Light
2 Defense of the Traveler 2 NLS jumps
3 Personal integrity 3 Transmat malfunc�on
4 Protec�ng the vulnerable 4 Ghost abandonment
5 Honor/social status 5 Specific enemy race or type
6 Social cohesion 6 Other Guardians
7 Fireteam camaraderie 7 Past life iden�ty
8 Humanity's survival, at any cost 8 Temporal excision
9 Individual liberty 9 The Nine
10 Self-discipline 10 Radiolarian contamina�on
11 Technological advancement 11 Accidentally harming Lightless
12 Scien�fic knowledge 12 Gear failure
13 Cultural preserva�on 13 Triskaidekaphobia
14 Mar�al prowess 14 Fireteam death
15 Aesthe�c beauty 15 Ghost switching
16 Lightbearer superiority 16 Ridicule
17 Material acquisi�on 17 Patrol beacons
18 Inner peace 18 Immortal boredom
19 Orderliness 19 Triangular shapes
20 Flourishing complexity 20 Entropy

105 Dungeons & Des�ny v1.1.2

CHAPTER 4: CHARACTER DETAILS

etc.), and power. Typically, your character’s values Why You Died
will fall into one of those very broad categories, but
don’t just stop there when choosing what your d20 Cause of Death
character cares about. A good prac�ce is to 1 Wildfire
incorporate some nuance into their values, or even a 2 Lost in the wilderness
contradic�on of values, which sets you up for more 3 Didn't survive the pilgrim road
interes�ng and dynamic role-play opportuni�es in 4 Clan or family war
the future. 5 Tsunami
6 Allergic reac�on
Vices 7 Drowned
8 Killed while scavenging
Whether virtuous or vicious in general, everyone has 9 Building collapse or cave-in
some habit, taste, or preference that qualifies as a 10 Failed Exo prototype
vice. Whatever they are, the key quality of a vice is 11 Chronic disease
your character’s weakness to it or around it. 12 Deal gone wrong
13 Jumpship malfunc�on
At your Architect’s discre�on, when you pick a 14 Animal a�ack
vice for your character, and your character is 15 Old age
exposed to that vice, they must succeed on a DC 10 16 Caught in a crossfire
Wisdom saving throw or they become Charmed by 17 Organ failure
the vice. If the vice is something being offered by 18 Botched surgery
another creature, the character is Charmed by that 19 Failed experimental medicine
creature instead. Your character can repeat the 20 Sinkhole
saving throw at the end of each of their turns,
ending the effect on itself on a success. If your Where You Died
character succeeds on their saving throw, or if the
effect ends on them, they become immune to being d20 Loca�on
Charmed by their vice for the next 24 hours. 1 Ves�an Outpost, The Reef
2 Mumbai Push, Earth
Fears 3 Mare Cognitum, Luna
4 The Last Safe City, Earth
No ma�er how strong, agile, or smart your character 5 Old Chicago, Earth
is, chances are there is at least one thing they fear 6 Maat Mons, Venus
deeply. Much like when presented with a vice, 7 Fields of Glass, Mercury
characters don’t act like themselves when they’re 8 Eos Chasma, Mars
around their fears. The strong can crumble, the 9 European Dead Zone, Earth
quick can stumble, and the intelligent can suddenly 10 Caloris Spires, Mercury
find themselves at a complete loss, unsure what to 11 Old Russia, Earth
do. 12 Ishtar Sink, Venus
13 Hellas Basin, Mars
Consider carefully how your character responds 14 Tangled Shore, The Reef
to their fear. Do they become aggressive, or 15 New Pacific Arcology, Titan
frigh�ul? Everyone reacts differently to their fear, 16 Echo Mesa, Io
and irra�onal fears o�en provoke irra�onal ac�ons. 17 Arcadian Valley, Nessus
18 Ocean of Storms, Luna
At your Architect’s discre�on, if you pick a fear 19 Meridian Bay, Mars
for your character, whenever your character is 20 Phobos, moon of Mars
presented with their fear they must make a DC 10
Wisdom saving throw, becoming Frightened on a
failed save. Your character can repeat the saving
throw at the end of each of their turns, ending the
effect on yourself on a success. If your character
succeeds on their saving throw, or if the effect ends
on them, they become immune to being Frightened
by their fear for the next 24 hours.

How Long You’ve Been Dead

d4 Time Spent Being Dead
1 Less than five minutes
2 1d4 years
3 1d4 decades
4 1d4 centuries

Dungeons & Des�ny v1.1.2 106

CHAPTER 4: CHARACTER DETAILS

Your Death learning the language of the Risen.

There’s no ge�ng around it: at some point in your Modern Human Languages
past, you died for the very first �me. Perhaps you
went peacefully in your sleep, or perhaps an These languages survived the Collapse or were
argument got too heated, or perhaps you wandered developed by post-Collapse human socie�es.
off the trail on a hiking trip and no one managed to
find you. However it happened, you died—but don’t Ancient Human Languages
fret, you were later resurrected by your Ghost.
These languages are no longer commonly known,
The tables in this sec�on can be used to help and most are lost to �me. This is not an exhaus�ve
determine some of the details surrounding your first list of ancient human languages. There are many
death. Considering the total memory loss that more wai�ng to be rediscovered!
usually accompanies being resurrected for the first
�me, you may not be aware of these details. Alien Languages

Languages Languages spoken by nonhumans, or par�cularly
isolated communi�es of humans are referred to as
To be proficient with a language is to be able to alien languages.
read, write, and speak that language fluently.
Modern Human Languages
All Risen are resurrected knowing a common
Risen language. This language allows Risen creatures Language Typical Speakers Script
to instantly communicate with other Risen upon
resurrec�on, and to bypass any communica�on Chinese Western and Southern Characters or
barriers that might exist in a group of people reborn
from all over the Sol system. Asians Pinyin

Including the ability to read, write, and speak English Eastern Europeans La�n
Risen, Risen creatures can also inherently
understand RSL, or Risen Sign Language, though City Common Ci�zens of the Last City La�n
they may not be able to make the signs without
properly educa�ng themselves. Risen Risen creatures La�n

Ci�zens of the Last City generally speak a Risen Sign Risen, deaf and/or mute —
common language that is a mixture of English,
Chinese, and Russian. This language developed over Language (RSL) ci�zens of the Last City
centuries of post-Collapse cultural intermingling.
Risen usually have to spend some �me learning this Russian Northern and Central Cyrillic
language, just as Ci�zens usually have to spend �me Spanish Asians La�n

Speech Central Americans and Awoken script
Western South
Americans

Distributary Awoken

Ancient Human Languages

Language Script

Arabic Semi�c

French La�n

German La�n

Hebrew Semi�c

Japanese Hiragana

Taiwanese Hokkien Characters or Daī-ghî tōng-iōng
pīng-im

Alien Languages

Language Typical Speakers Script
Eliksni
Eliksni Eliksni, Ree�orn Awoken d#ggHL
Runes
Hexinary Vex Ulurant

Krill Hive

Ulurant Cabal

107 Dungeons & Des�ny v1.1.2

CHAPTER 4: CHARACTER DETAILS

Background around less-than-savory folk, smuggling wormspore
and figh�ng in the Dri�er’s Gambit.
Every story has a beginning, and all Guardians start
the same: as confused Risen, lost and uncertain Star�ng from the �me you are first resurrected,
paracausal toddlers who just crawled out of the you can choose one Risen life founda�on, so long as
grave and may or may not be ready to take on the you meet reasonable circumstances for selec�ng
challenges that await in the wilds. that founda�on. Decide on a founda�on for your
character, and then discuss with your Architect what
Risen ac�ons your character may have to take in order to
qualify for the founda�on.
Chosen from the dead by the Traveler’s Ghosts,
Risen are those rare few able to wield the Light as a Foundation Feature
weapon. Risen are the only ones who can choose a
Guardian class, and those who are Risen must Founda�ons are meant to be a defining
choose a Guardian class as soon as they become characteris�c of your Guardian, reflec�ng either a
Risen. core belief or a major choice your Guardian has
made. Every founda�on comes with a feature that
Some Risen have been dead for centuries; supports that core belief or choice, and provides a
others, merely minutes. Regardless of how long you concrete effect on the character.
were dead, when your Ghost first resurrects you as a
Risen creature, you lose all memory of your past life. Many founda�ons have variants to the feature
Maybe you were a criminal, maybe you were a they provide, most of which one could reasonably
saint—it no longer ma�ers. You are reborn into your expect their Guardian to achieve a�er a certain
second life with a blank slate. amount of �me and dedica�on to the founda�on. If
a founda�on has a variant feature, and your
...At least, more or less blank. It is not unheard of Architect determines that you reasonably qualify for
for some habits and skills to linger from your past it, you can choose the variant feature instead.
life. When making your character, determine what
sort of person you were in your past life and work Proficiencies and Equipment
with your Architect to determine what, if anything,
carried over. If your race grants you a language, do The founda�on you choose grants you two skill
you s�ll remember that language? Do you have proficiencies, and possibly a number of addi�onal
fragmentary memories of your past life, or any living proficiencies or items of equipment. These
rela�ves? It’s also a good idea to determine when addi�onal proficiencies are either toolkit, vehicle, or
and where you died, and how your Ghost found you. language proficiencies, or some combina�on
Proficiencies: Risen language, RSL, and choose any thereof.

one skill, toolkit, vehicle, or addi�onal language If your character already has a proficiency that a
to be proficient in. Your choice should be founda�on grants, that does not mean they can
reflec�ve of your experiences in your past life. double their proficiency bonus for it. Instead, you
Equipment: You have what equipment your Ghost is can choose to subs�tute that proficiency with a
able to provide for you (see Chapter 3 for more). different proficiency of the same kind. This means
you can subs�tute one vehicle proficiency with
Feature: Ghost another vehicle proficiency, but you cannot
subs�tute a vehicle proficiency for a language
As a Risen you have a Ghost, a �ny construct made proficiency.
by the Traveler, now your inseparable companion.
Your Ghost is the conduit to your power as a When it comes to skills, the proficiency you
Guardian. Without it, you cannot wield the Light or subs�tute must be another skill governed by the
advance in any Guardian class. same ability. For example, you can swap a
founda�on’s given Survival proficiency with
Your Ghost is considered its own creature and proficiency in Insight, because they are both
has its own thoughts, feelings, opinions, and desires. governed by Wisdom. You could not swap Survival
See Chapter 3 for more informa�on on how to for Decep�on.
create your Ghost, and what it can do.
Changing Your Foundation
Foundations
Because Guardians are typically very long-lived, it is
Though your background may be lost to you, not unheard of for their founda�ons to change
remembered only in fragments or not at all, what throughout their lives. Your Guardian may spend
you do with your second life is en�rely yours to their first decade as a Crucible contender, but
decide. Maybe you become an agent of the perhaps grows bored and subsequently becomes an
Vanguard, and dedicate your life to suppor�ng the agent of the Vanguard.
Last City and providing for its needs. Maybe you
become a Crucible combatant, figh�ng your way up When you switch your character’s founda�on,
the leaderboards with the hope of achieving a you lose the feature of your previous founda�on and
championship. Or maybe you spend your �me gain the feature of your new founda�on. You do not
inherently lose any of the proficiencies of your
previous founda�on, nor do you inherently gain the
proficiencies of your new founda�on. Instead you

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may choose to lose proficiencies from your previous Agent Of The Vanguard
founda�on in order to gain proficiencies from your
new founda�on. For every proficiency you choose to As an agent of the Vanguard, you devote your �me
lose from your previous founda�on, you can gain and resources to assist the organized Guardian
one proficiency granted by your new founda�on. leadership with their mission to protect and
This is meant to reflect how skills diminish when not strengthen the Last City. You might be a field
in prac�ce. opera�ve, performing strikes and patrols to keep the
enemies of humanity at bay. Or maybe you are a
The circumstances of your switch in founda�on scout, scavenging resources and gathering
determine how quickly the change happens. Discuss informa�on to support Vanguard opera�ons. You
with your Architect whether or not you immediately might even be an assassin, one of the few Guardians
switch founda�ons, or if the change is gradual over trusted to eliminate high-value targets swi�ly and
�me. silently. The du�es of a Vanguard agent are varied
and o�en change over �me.
Multiple Foundations
Discuss with your Architect what your primary
At your Architect’s discre�on, you may be able to duty is as an agent of the Vanguard. Whenever the
benefit from up to two founda�ons at a �me, one Vanguard has need of a Guardian to fulfill that duty,
primary founda�on and one secondary founda�on. you can expect them to call on you as their go-to
You gain all the benefits of your primary founda�on, agent. Failure to comply with an order from the
but you only gain the feature of your secondary Vanguard may result in loss of esteem, privileges, or
founda�on. There must s�ll be reasonable rank. Betrayal or abdica�on of your du�es might
circumstances for you to have both founda�ons as result in Vanguard retalia�on against you.
part of your character. Because of the amount of
�me and resources even a single founda�on Skill Proficiencies: Persuasion and either Athle�cs or
requires in order for it to be considered founda�onal Acroba�cs
to your character, it is not reasonable to have more
than two founda�ons. Addi�onal Proficiencies: Weaponsmithing toolkit,
City common (language)
You can change your primary founda�on by
following the process outlined above in Changing Feature: Vanguard Connection
Founda�ons. When you change your secondary
founda�on, you only lose your previous secondary You have ready access to standard equipment
founda�on’s feature and you only gain your new provided by the Vanguard, which you can borrow to
secondary founda�on’s feature. assist in your Vanguard-sanc�oned opera�ons. If any
of your equipment breaks, you can get it fixed when
Creating a Foundation you visit the Tower. If you don’t have a jumpship or
sparrow, the Vanguard will provide temporary
If you can’t find a founda�on that fits your character, transporta�on at no charge. Finally, while opera�ng
you can work with your Architect to create one using in the field, if you encounter any other Vanguard
the steps below. Your Architect may also use these agents or creatures who are allied with the
steps to create unique founda�ons to choose from, Vanguard or the Last City, you can request aid from
that suit the campaign you’re playing in. them. This aid may come in the form of shelter,
glimmer, food, equipment, or help in combat, and
1. Name your founda�on and describe what makes may be limited depending on who exactly you
it a founda�onal part of a character. What does encounter.
picking this founda�on mean? How does it
shape one’s life? Variant Feature: Officer

2. Choose any two skills as the skill proficiencies As an officer of the Vanguard, you are a senior agent
granted by the founda�on. elevated into a posi�on of command over other
Guardians. The command may be small, such as
3. (Op�onal) Choose up to two toolkits, vehicles, control over a single fireteam, or you may be in
or languages as addi�onal proficiencies granted charge of mul�ple fireteams as you direct their
by the founda�on. opera�ons toward goals assigned to you by your
superiors. Who you command may change over
4. (Op�onal) Choose the equipment the �me. Regardless, those loyal to the Vanguard
founda�on provides, if any. recognize your rank and will defer to you if you have
authority to command them. You can invoke your
5. Decide the founda�on's feature. You can choose rank to requisi�on equipment and supplies for
an exis�ng founda�on feature and copy it Vanguard-sanc�oned opera�ons you perform, and
completely, alter an exis�ng founda�on feature, you can purchase equipment, including exo�c
or create a whole new founda�on feature. equipment, through the Vanguard at a small
Founda�on features should not provide any discount.
mechanical benefit to a character, but should be
solely for the purposes of character
development and role-play.

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Variant Feature: Ikora’s Hidden

Warlock Vanguard Ikora Rey oversees the Hidden, a
secre�ve group of Guardians deployed as
intelligence opera�ves for the City. Through long
and especially dis�nguished service to the Vanguard,
you have been inducted into this clandes�ne group.
You may work exclusively as a Hidden agent, or you
may operate under the guise of another
posi�on, perhaps as a regular Vanguard
opera�ve, perhaps as an apparently
unaffiliated Guardian. You are entrusted
with extremely sensi�ve intelligence and
Vanguard secrets, which you must protect
at all costs. Discuss with your Architect
what your role is as a Hidden agent, and if
you work undercover, what that cover is
and what you must do to maintain it.

Whatever your cover or other ac�vi�es
may be, your first and highest commitment is
to your duty as one of the Hidden. You report
directly to Ikora, and the orders you receive
from her take priority over anything else.
Everything you do is to pursue your objec�ves
as a Hidden agent, so work with your Architect
to determine how your Hidden du�es align with
what you outwardly appear to be doing—
especially if your fireteam members are not also
Hidden, or are not aware of your being a Hidden
agent.

Awoken Loyalist service has been long and faithful, and you have
sworn fealty to the Queen, you may be accepted as
Many Awoken Guardians find their way to the an insider, and possibly even hold official �tle or
Ree�orn Awoken hoping to reconnect with their rank among the Ree�orn. In such a role, your
origins or seeking answers about their past lives. responsibili�es and du�es are extensive, and the
Even a�er death and resurrec�on, the otherworldly assistance you can request (or command) from the
connec�on between Awoken is strong, and some Awoken is accordingly greater.
Guardians come to feel more at home among their
fellow Awoken than with humanity’s other survivors Consult with your Architect to determine your
in the Last City. Although generally the Reef prefers standing among the Awoken, including the extent of
to keep Guardians at a distance, occasionally those your service and responsibili�es, and the nature of
Awoken who return as Lightbearers prepared to your contacts and what they might be willing or able
offer fealty to the Queen may find a place in her to do for you. Also keep in mind that Awoken
service. Guardians are o�en recognized by Ree�orn Awoken
who knew them before they died—but taboo
Skill Proficiencies: Choose two from Arcana, History, forbids speaking of it. Because of this and other
and Insight reasons, Risen Awoken are likely to always remain
out of place among the Ree�orn. Consider how this
Addi�onal Proficiencies: One alien language of your tension may affect your posi�on as a loyalist.
choice
Criminal
Equipment: A sidearm
Despite what the Vanguard wants, not all Guardians
Feature: Save The Queen are dedicated to protec�ng and upli�ing humanity.

Whether or not you are on good terms with the
Vanguard, your first and deepest loyalty is to the
Awoken of the Reef, and Queen Mara Sov. You may
even have sworn oaths to this effect. Your allegiance
to the Reef comes with responsibili�es and rewards
depending on the nature and extent of your service.
If you have only an informal commitment, you may
be called upon to assist Corsair opera�ons or
provide aid to other Awoken agents. In turn, you can
request assistance yourself, whether material or
informa�onal, from your Reef contacts. If your

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Some Guardians are truly out for themselves, and Variant Feature: Pirate
are more concerned with securing their next payday
than with ensuring humanity’s survival. Others Supply and demand are
simply chafe under the imposi�on of the Vanguard’s perpetually uncertain under
assumed authority, and would rather control their the constant threat of hos�le
own lives and carry on with their own business, aliens—but as a spacefaring
regardless of restric�ons and regula�ons. entrepreneur, your business
is founded on one
Skill Proficiencies: Decep�on, Stealth unshakeable principle:
Addi�onal Proficiencies: Thieves’ toolkit, one alien there’s always something
good to steal. As a pirate,
language of your choice you make your living by
recognizing opportuni�es to
Feature: Underworld Access acquire goods in transit at
weak points in the supply
You know at least one trustworthy contact in the chain. Perhaps you steal
criminal underbelly of the Sol system, and you can from other humans (in
generally get in touch with this person easily. Your which case you are probably
contact may be an insider in a crime syndicate, a generally reviled), but there
purveyor of less-than-legal goods and services, or an are plenty of a�rac�ve
infamous individual such as the Spider. Discuss the targets in Cabal supply
nature of your contact, and what your contact is depots, Fallen caches, and
willing to do for you, with your Architect. Regardless, other storehouses of
you can almost always assume that working with humanity’s enemies. For the
your contact will come with a price, anything from benefit of your fireteam, or
plain glimmer to leveraging your talents for an for your own needs, you can
objec�ve the contact wishes to pursue. tap into these resources, or
stashes you’ve le� in place
to permit hot merchandise
to cool down. Discuss with
your Architect what kinds of
supplies or gear you may be
able to obtain this way, and
what you have to do to
obtain it. Your underworld
contact is probably another
pirate, maybe a member of
your current or former pirate crew, or a facilitator of
your crew’s opera�ons. You probably also have
access to jumpships and cargo ships belonging to
your crew, if you don’t have your own.
At your Architect’s discre�on, you may also have
knowledge of the loca�on of a huge cache, maybe a
trove of Golden Age tech, another pirate’s hidden
loot, or the res�ng place of a wrecked treasure ship.
Acquiring this loot could be one of your long-term
goals, and may even be part of your mo�va�on for
joining a fireteam.

Variant Feature: Smuggler

In a world of scarcity threatened on all sides by
extrasolar invaders, there is great demand for
certain commodi�es that can’t easily be obtained
legally. You fill the economic niche created by this
state of affairs, facilita�ng the transfer and provision
of goods not normally available in the open market.
Your underworld contact is a (rela�vely) reliable
fence who’s willing to deal in stolen or contraband
wares. Thanks to your web of dealings and contacts,
you know how to acquire anything—and when you
say anything, you mean anything. If there ever is
something you don’t know how to find, you know
someone who does. Your professional exper�se also
entails a ready ap�tude for finding places to keep

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things hidden, including on your own person. If you during the length of the contract.
have a jumpship, you are able to rig it with
concealed cargo compartments. Cryptarch

Crucible Contender While most Guardians only know cryptarchs as the
people who decrypt engrams, you know that being a
There are many areas of compe��on when it comes cryptarch is so much more. It is devo�ng your life to
to the Crucible, covering everything from sweeping the pursuit of knowledge and the advancement of
big team ba�les involving refurbished vehicles to understanding, typically in one focused area of
small tournaments that only last a weekend. As a study, though par�cularly long-lived Guardian
Crucible contender you have chosen to focus on a cryptarchs may collect numerous degrees and
par�cular area of compe��on. You spend the become experts in mul�ple disciplines. Unlike
majority of your �me prac�cing and compe�ng in civilian cryptarchs, Guardian cryptarchs are in the
the Crucible, and a not insignificant part of your free posi�on of being able to directly hunt for
�me is spent tracking the Crucible standings and informa�on they seek in the wilds, so it’s very
tac�cal meta. You might s�ll occasionally work for common for them to also serve as expedi�on
the Vanguard or for others, especially if others offer leaders rather than staying inside the halls of
to employ your demonstrated combat capabili�es— Cryptarchy libraries.
but your primary focus is the Crucible.
When you choose this founda�on, make sure to
Though you may not ac�vely be seeking fame clarify with your Architect what your chosen area of
and glory, you have discovered you are good enough study is and what that means to your character. You
to consistently win matches, and you enjoy at least a may have du�es as a cryptarch that your Architect
modicum of the privileges such success brings. will expect you to perform in your down�me, such
as a�ending classes to maintain your skill
Skill Proficiencies: In�mida�on and either Athle�cs proficiencies, or recording the findings of your
or Acroba�cs recent studies in the Archives.

Addi�onal Proficiencies: Armorsmithing toolkit, Skill Proficiencies: Inves�ga�on, Insight
weaponsmithing toolkit Addi�onal Proficiencies: Choose any two toolkits or

Feature: Rookie of the Year two languages, or one toolkit and one language
Equipment: Tablet computer
You can expect other people who follow the
rankings of your chosen area of compe��on to have Feature: Scholar
heard of you, though their opinion of you may not
always be posi�ve. Those who do have a favorable You can access the basic Cryptarch archives and
opinion of you are generally willing to provide you can decode engrams at no cost. For whatever you
with free food and beverages for the chance to get don’t know, you know how to contact someone who
to hang out with you for a while. You can also easily does know, be they in your own department or not.
request private matches without much wait �me, You can also borrow basic, unrestricted equipment
and should you decide to switch areas of from your department of study for predetermined
compe��on you want to engage in, you’ll generally lengths of �me. For example, if your department is
find it easier to get in contact with mid-�er or higher film and television, you can borrow gear such as
compe�tors in your new area and possibly team up cameras, microphones, and ligh�ng equipment, but
with them. you may not be able to borrow the only remaining
copy of an ancient film. Discuss the limits of what
Variant Feature: Champion you can access with your Architect.

A�er compe�ng in the Crucible for a considerable Variant Feature: Leading Expert
�me, you have finally achieved a championship �tle.
You are considered the best of the best in your A�er dedica�ng yourself to an area of study for
chosen area of ba�le, and being a champion means some �me you have become a foremost authority in
you’ve gained the a�en�on of the City’s weapon that field. Other scholars and students defer to your
foundries, who are eager to sponsor Guardians such knowledge and wisdom in your chosen area, and
as yourself. Sponsorship means you can expect a you have access to the Cryptarchy’s restricted files
large sum of glimmer when you sign the contract, and equipment related to your field. You also have a
and you can borrow from the arsenal of the foundry friend or two in the departments of other areas of
at no cost, though borrowing exo�c weapons may study, and should you need something you can’t
s�ll have an associated cost. What the foundry will access yourself, they may be able to quietly provide
require of you in return can vary and should be it for you.
discussed with your Architect. Generally, you can
expect that the foundry will require you to Dead Orbiter
exclusively use their equipment when compe�ng in
the Crucible or appearing on broadcasts, and to Because you recognize the fundamentally vulnerable
appear in any adver�sements the foundry records situa�on of humanity’s survivors on Earth, you
joined Dead Orbit to be a part of the effort to

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restore the infrastructure necessary to realize the humanity’s amazing technological achievements
Golden Age aspira�on of interstellar travel. Although then—which the survivors of humanity s�ll rely
as a Guardian you value the gi� of the Light, you upon now—were all machines, when it comes down
can’t ignore that the Traveler’s presence a�racts one to it. Somebody has to know how to work those
threat a�er another. Humanity can only hope to be machines. As an engineer, you make it your business
safe by depar�ng the cradle of Earth, and seeking to know how technology works, rather than just use
new homes among the stars. it without a second thought, like many Guardians
do.
Skill Proficiencies: Inves�ga�on, Survival
Addi�onal Proficiencies: Electronics toolkit, vehicle Skill Proficiencies: Technology, Inves�ga�on
Addi�onal Proficiencies: Electrician’s toolkit
toolkit
Feature: Glimmer Tinkerer
Feature: Satellite
Almost all technologies Guardians use rely on
As a rank-and-file member of Dead Orbit, you glimmer, so one of the best things anyone can do to
contribute resources and effort to the fac�on’s improve the efficiency of any technological system is
mission of salvaging and construc�ng ships, with the to eliminate wasteful glimmer usage. By careful
ul�mate aim of building a fleet capable of journeys refinement of glimmer-programming techniques,
into deep space. Your membership may require you you have significantly streamlined the synthesis
to donate glimmer or materials to the cause, or process. When you or your Ghost produce
report informa�on that may be per�nent to the something by programming glimmer, reduce the
leadership’s objec�ves. You may also be called upon glimmer cost by 10%.
to par�cipate in Dead Orbit opera�ons, such as
missions to secure salvage opportuni�es, Exo Seeker
interplanetary scou�ng throughout the Sol system,
and humanitarian efforts to use the Dead Orbit fleet All Exos are bound by their unknown origin and
to provide evacua�on or reloca�on transport. uncertain former purpose. Some try to ignore the
inescapable ques�ons underlying existence as an
In exchange for your service, your supervising Exo, but you are unable to set them aside. Whatever
arach and other contacts in Dead Orbit can provide other commitments you have, your highest
you gear from the fac�on armory, access to mo�va�on is finding answers about your own
equipment and salvaged technology that may not be nature as an Exo, and uncovering the lost history of
easily available otherwise, and will some�mes offer Exos’ existence.
informa�on from Dead Orbit’s wide-ranging
intelligence-gathering that may be circumstan�ally Skill Proficiencies: History and either Inves�ga�on
useful to you. or Technology

Variant Feature: Ascending Orbit Feature: Tortured Dreams

A�er long service to Dead Orbit, you have a�ained Almost every Exo knows the dream of a vast
moderately high standing in the fac�on leadership, ba�lefield, an endless war, dying friends—and a
perhaps even as an arach, a rank blending the roles dark place, somehow familiar, somewhere just
of chapter leader and ship captain. You may be beyond the horizon of recollec�on. Many Exos
involved in the organiza�on or administra�on of ignore these dreams, but you know they are seeds
Dead Orbit’s opera�ons, and you could also lead a of the truth about your origin. In your quest to learn
group of fac�on opera�ves, or even command one about these dreams, you have interviewed many
of the sizable ships of the Dead Orbit fleet. Other other Exos, and developed a network of Exo
Dead Orbit members heed your authority, and you acquaintances and contacts. Comparing your
have some pull within the fac�on to call for the dreams has sharpened the sense of remembering
fleet’s support when you need it. something just below the surface of your
awareness—but you don’t yet know what it is.
Consult with your Architect to decide under what
circumstances and in what ways you can direct ships You were resurrected in possession of an
of the Dead Orbit fleet. The assistance they provide uniden�fied relic (perhaps a data-storage device you
could range from minor things, like delivering can’t access, a book of notes you can’t decipher, or
supplies or providing transport for small groups, to an image of a place you don’t recognize, yet feel
major interven�ons such as conduc�ng large salvage drawn to) or an uncanny, vivid memory of a loca�on
opera�ons or full-scale evacua�ons. Your Architect (a Golden Age ruin, a derelict ship, or a hidden
will also help determine how much and what kind of bunker)—or possibly both. This item or loca�on
intelligence you receive from other Dead Orbit features prominently in your recurring Exo
leaders. nightmares, and you have heard other Exos men�on
it as well. Work with your Architect to determine
Engineer what this item or loca�on may be, how you can
pursue learning about it, and what the ramifica�ons
The wonders of the Golden Age were enabled by the
Traveler’s mysterious powers of paracausality, but

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of uncovering its secrets could be for you and your Skill Proficiencies: Inves�ga�on, Insight
fireteam. Addi�onal Proficiencies: Weaponsmithing toolkit

Freelancer Feature: Si Vis Pacem

As a freelancer, you value nothing more than your Future War Cult calls upon all its members to
individuality and right to determine the course of contribute to their ongoing efforts to maintain and
your own life. However, this does not mean you improve their own ba�le readiness, as well as to
shun other organiza�ons en�rely. For example, you gather intelligence and some�mes conduct
might cooperate loosely with the Vanguard because interven�ons informed by the forecas�ng and
you don’t want to end up an enemy of the City, or prognos�ca�on of the Cult’s leadership. In return,
you might work with one of the City’s fac�ons to members are equipped with weapons and armor,
reap the benefits of their favor. What being a and are some�mes foretold of coming events that
freelancer does mean is that you are, at all �mes, may be relevant to their current deployment. Your
your number one client and most trusted friend. As line of communica�on to the War Cult will
far as you’re concerned, the system is falling apart at occasionally direct you to complete certain
the seams out there, and it’s everyone for themself. objec�ves, and may offer insigh�ul (if cryp�c)
informa�on about what may be to come in your
Skill Proficiencies: Percep�on, Persuasion present situa�on. However, you are typically not at
Addi�onal Proficiencies: Medical toolkit, one alien liberty to divulge your instruc�ons or prophe�c
intelligence to nonmembers.
language of your choice

Feature: Agent for Hire Variant Feature: War Prophet

You’re always on the prowl for a high-scoring job, A�er years of diligent service and many �ers of
and you know how to find such jobs throughout the ini�a�on, you have become a fairly high-status
Sol system using a web of contacts, most of which member of Future War Cult’s leadership. You may
you can only trust as far as you can throw. These directly command a cell of subordinate members, or
jobs are anything from Vanguard strike opera�ons to perhaps oversee a par�cular area of the War Cult’s
boun�es on wanted targets, including other opera�ons. Most significantly, you are permi�ed
Guardians. Whatever it is, you always know what some access to the Device, an experimental Golden
you can do to get the biggest payday, and you can Age machine modeled on Vex gate technology,
generally make sure you’re at the top of the list of which the War Cult uses to temporally displace
candidates, even if your means aren’t always what consciousness and thereby a�empt to observe
others would consider above board. possible futures. You are also able to consult the
CHASM records, which chronicle use of the Device
Variant Feature: Renegade since before the Collapse.

As a renegade, you have taken the steps to swear off With both the Device and the CHASM records at
working with the Tower and the Last City. Perhaps your disposal, you are able to seek prophe�c
the Tower Guardians were just too so� for your intelligence when you wish. Work with your
taste, or perhaps a threat you know of wasn’t being Architect to determine what this intelligence is on a
taken seriously enough. Regardless of why you cut case-by-case basis. Your Architect may impose a
�es, your goals should s�ll fall along the lines of limit on the number of �mes you can solicit this
opposing the Darkness—you aren’t a Dredgen, a�er intelligence on a monthly basis.
all. Though the Vanguard may not hold you in high
regard, they might yet s�ll reach out to you in �mes Influencer
of need. You also have one trustworthy contact who
can give you reliable informa�on on the underworld Guardian life is a subject of great fascina�on to the
of the Sol system and who can get you into and out regular people of the Last City, and even to new
of the Last City without being no�ced. Guardians, who haven’t yet figured out what
immortality is all about. Fortunately they have you
Future War Cultist to show them, if they give you a follow. In addi�on
to your Vanguard du�es or other Guardian
You joined the Future War Cult because you occupa�ons, you are a popular, trendse�ng figure in
recognize the common sense in its warning that VanNet forums and on the City’s social networks.
humanity’s survivors should prepare for coming and
worsening conflict as the many threats to the Skill Proficiencies: Performance, Persuasion
Traveler and the Last City �ghten around the Sol
system. Despite the fac�on’s reputa�on for secrecy Feature: Clout
and bizarre prognos�ca�on, you see the real good
its members have done to make ready for ba�les Your high follower count means you are well enough
others dismissed as unlikely and to aid those in known to be recognized almost anywhere in the Last
danger from threats others didn’t see coming. City, and very possibly by other Guardians off-world.
While there’s always a chance of running into a few
haters, for the most part your followers are adoring

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and excited to spot you. They will reliably approach Consensus, and New Monarchy’s leaders may offer
you in public and ask to capture images of poli�cal protec�on if you should run afoul of the
themselves with you, and very commonly they will Vanguard or other authori�es.
offer you drinks, food, and supplies. You may even
be able to ask them collec�vely for help or favors. Pilgrim Guardian
However, maintaining this popularity and goodwill is
hard work. Your followers expect frequent posts, Whether you are a Titan old enough to have been a
and if you fail to keep the nets up to date with your member of the actual Pilgrim Guard, the first Titan
ac�vity or don’t get enough engagement, your order, which preceded the City Age, or you came
follower count may drop, reducing the scope of your later to answer their old calling, you devote yourself
influence. Discuss with your Architect how to track to the protec�on of refugees traveling the many
this, and how it will affect you and your party. pilgrim roads of Earth. Perhaps a forma�ve
experience during your first journey to the Last City
New Monarchist led you to this work, or perhaps you feel a
par�cularly keen sympathy for the mortal survivors
Frustrated with the Last City’s government, which of humanity, s�ll sca�ered in small pockets across
you feel is ineffectual, or roman�cally turning the globe. Whatever your reasons, your paramount
toward ancient tradi�on and its sense of nobility, concern is helping the Lightless pass safely through
you joined New Monarchy to support its project of the dangers of the wilds to reach the rela�ve safety
replacing the Consensus with a single individual of the City.
leader of incomparable moral authority. You believe
such a king is necessary to unify humanity and Skill Proficiencies: Animal Handling, Survival, and
reclaim the glory of the Golden Age. either Medicine or Nature

Skill Proficiencies: Persuasion and your choice of Addi�onal Proficiencies: Armorsmithing toolkit or
either Decep�on or In�mida�on weaponsmithing toolkit

Feature: Royalist Feature: Life on the Road

Members of New Monarchy are expected to Your devo�on to protec�ng humanity’s survivors
represent the fac�on’s ideology in whatever circles means you spend most of your �me on Earth,
they move, as well as commit some amount of �me, beyond the City walls. You live on the pilgrim roads,
effort, or resources to the fac�on. Your sponsor or in the ruins of the Golden Age, and in the open
leader in New Monarchy may call on you to perform wilds, and go wherever people seeking the City
tasks for the fac�on, to levy glimmer or other could use your help. Your familiarity with the wilds is
resources, or to invite you to represent the fac�on in as much of value to pilgrim caravans as your figh�ng
some way. In return for your contribu�ons, you have prowess: a�er years of scou�ng, char�ng, and
access to New Monarchy’s stores of weapons, providing escort, you know most of Earth’s terrain
armor, and supplies, and can request loans or be�er than almost anyone alive. You o�en know of
dona�ons of equipment and resources to fulfill shortcuts, can assess the rela�ve dangers of
situa�onal needs—especially when doing so reflects different routes, and are almost always able to find a
posi�vely on the fac�on’s image. safe place for a short rest.

Variant Feature: Kingmaker Pilot

You have served New Monarchy well, whether There’s steering a ship, and there’s being a pilot. You
steadfastly for a long �me or with noteworthy know the difference, and you’re the la�er. You can
demonstra�ons of your ability and largesse in a handle the s�ck on anything from a sluggish freight
shorter period. Either way, you have secured hauler to a hijacked Fallen skiff to a bleeding-edge
respected standing in the fac�on leadership, and are tac�cal jumpship, and everything in between. You’re
well known to the executors. You have considerable happy just so long as you get to fly something.
influence within the fac�on, effec�vely enabling you
to command other members of lower standing, and Skill Proficiencies: Technology and either
en�tling you to draw upon New Monarchy’s Inves�ga�on, Insight, or Performance
considerable material wealth and poli�cal influence.
Work with your Architect to determine how o�en Addi�onal Proficiencies: Vehicle toolkit
and to what extent you are able to call on these
resources. Feature: Spacenoid

Addi�onally, your favored status in New However you acquired and used your pilo�ng skills,
Monarchy enables you to stand somewhat apart your love of jumpships has led you to spend a great
from the City’s government and the Vanguard, if deal of �me in space. You cannot become
your interests should happen to diverge. In disoriented in microgravity or zero-gravity
consulta�on with your Architect, you may receive condi�ons. Your familiarity with interplanetary
informa�on typically only available to the traffic and typical flight paths enables you to avoid
certain unnatural hazards of space travel, like pirates
and other ship-based a�ackers. Whether or not you

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own a jumpship of your own, your connec�ons to
other pilots probably enable you to find a ship in a
pinch (at your Architect’s discre�on).

SRL Racer

Sparrows were invented in the Golden Age for swi�
all-terrain transport, and have been the conveyance
of choice for Lightbearers since the Dark Age, before
Guardians were even called Guardians. For you,
however, riding a sparrow isn’t about ge�ng around.
You’re a racer, and riding a sparrow is a state of being,
a way of life—a fine art.

Skill Proficiencies: Acroba�cs, Performance
Addi�onal Proficiencies: Vehicle toolkit
Equipment: Sparrow

Feature: Sparrow Trickster

Almost all Guardians know how to ride a sparrow, but
you elevate it beyond a mere func�onal competency
to a level of ar�ul refinement few can match. You
devote a considerable por�on of your personal
resources to maintain a precision-tuned, high-end
sparrow, and you can ride it over anything. Terrain
other Guardians would consider unsafe or even
impassible is just another challenge for you to sail
over, probably while pulling out-of-saddle tricks in the
air. You can also comfortably ride at speeds most
Guardians would find bowel-crushing, if they even
had sparrows that could reach that kind of velocity
without redlining and exploding. Off the racecourse,
these special skills can be of use to your fireteam in
certain situa�ons.

You will need to work out with your Architect what
it costs you to maintain your custom sparrow, and
how much �me you must devote to racing, if you
par�cipate professionally in the Sparrow Racing
League.

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CHAPTER 5: EQUIPMENT

T he average scene in the Tower is bustling: Measuring Glimmer
Guardians moving about singly and in groups,
lining up at the vaults or at Banshee’s The smallest quan�ta�ve unit of glimmer is referred
workshop, visi�ng Tower personnel to exchange to as a single bit. Physically, a bit is hardly bigger
scavenged resources for glimmer. Several frames act than the average pinkie nail of a human. Bits can be
as merchants for Guardians and civilians alike, added together to save physical space. The Glimmer
selling everything from highly specialized weapons Dimensions table lists the size of perfect cubes of
to imprac�cally gaudy baubles. glimmer, but glimmer can come in imperfect cuboid
forms or crystals of varying size. The term for the
For a Guardian, having access to Tower amount of glimmer in a cube or object is bit depth.
equipment and services is essen�al. The difference
between life and final death could be a ma�er of Ghosts can store up to 250,000 bits of glimmer in
having the right equipment for the job or not. a single memory slot.
Guardian gear is more than just weapons and armor:
it is engram decoders and hacked Cabal security When it comes to mercan�le transac�ons, the
keys; it is glass needles and Vanguard relay beacons; price of goods is almost always listed as how many
it is plasma cu�ers and ascendant raisins. This bits it costs, or simply how much glimmer is required
chapter details the essen�al, the unusual, and the to make the item in ques�on. An object that
mundane equipment Guardians commonly need to requires 1,000 bits of glimmer to make is o�en listed
face the threats against humanity. For exo�c simply as cos�ng 1,000 glimmer—with perhaps a bit
equipment, refer to the Dungeons & Des�ny extra, for the service of programming and rendering
Architect’s Guide. the object.

Wealth & Glimmer Glimmer Dimensions

Wealth is measured almost universally across the Amount (Bit Depth) Perfect Cube Size Weight
solar system in terms of glimmer: white-blue, 0.01 lb.
brightly shining programmable cubes of ma�er from 1 bit 0.5”
the Golden Age that can be turned into any non- 0.5 lb.
living substance or object. In some far-flung, lost, or 10 bits 1” 1 lb.
forgo�en corners of the system, wealth may be 2 lb.
measured in material goods instead, but such places 100 bits 2” 4 lb.
are few and far between. 8 lb.
1,000 bits 4”
The Golden Age of humanity le� behind an
untold amount of glimmer. Some�mes Guardians 10,000 bits 8”
can find a few bits here and there while rummaging
through a ruined house; other �mes, they may 100,000 bits 16”
stumble across an unimaginable amount in a vault
deep beneath a ruined metropolis. But more o�en Glimmer Mining
than not, Guardians will receive glimmer from
others, either taking it from enemies or by trading It is believed that during the Golden Age, glimmer
goods or services. was so abundant people rarely used any other
material to create anything non-organic. Indeed,
Any item that was made out of glimmer, either in many of the surviving ruins of the Golden Age s�ll
part or in whole, can be reduced back to a third of retain func�onality because they are made of the
the bits of glimmer used to create the item. Parts seemingly �meless glimmer, and despite the best
that were not made out of glimmer remain as efforts of the best minds they remain unhackable,
physical pieces. Ghosts and the average scanner can thus preven�ng anyone from deconstruc�ng them
easily detect if an item is glimmer-made or not, or back to raw glimmer.
how much of the object consists of glimmer-made
materials. However, Earth in par�cular saw so much
glimmer usage that glimmer par�cles are ubiquitous
Glimmer-made objects can be programmed to be in the ecosystem, much like par�culate microplas�cs
irreversible, though a very good hacker can get were before the Golden Age. Because of this,
around this. Glimmer is also suscep�ble to glitching, glimmer can be mined from naturally concentrated
resul�ng in objects that may be rendered… a bit off. veins, if you have highly specialized machinery and
These items may appear in an odd color, have don’t mind tearing up the earth to do it.
strange geometry ju�ng out of them, or have
unique proper�es other than what their Engrams
construc�on should entail.
Engrams are encrypted dodecahedrons of glimmer
Dungeons & Des�ny v1.1.2 that, when decrypted, render into a single,
predetermined item. Decryp�ng an engram is no
easy task. Most Guardians rely on the studied

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Cryptarchy to decrypt their engrams rather than Li�. You can easily li� a weight if, were you to
leaving the task to their Ghosts. This is especially add the item to your carried inventory, you would
true for more difficult engrams, because a botched not be in excess of your weight limit. If li�ing the
decryp�on a�empt can decohere an engram’s item would put you in excess of your weight limit,
contents into mere glimmer rather than whatever you must make a Strength (Athle�cs) check to li�
item was worth hiding in encoded form. the item, following the DC as described for carrying
excess weight.
Only items that are made completely of glimmer
can be turned into engrams. More informa�on on Push or Drag. You can easily push or drag a
engrams, including decryp�on DCs, is provided in weight, in pounds, equal to half your weight limit.
the Architect’s Guide. You do not need to make an ability check to push or
drag a weight equal to or less than this amount. If
Weight Limit you a�empt to push or drag a weight above this
amount, you must make a Strength (Athle�cs) check.
Your Strength score determines the amount of The DC starts at 11 and may increase or decrease at
weight, in pounds, you can carry, li�, push, or pull the discre�on of your Architect. If you succeed on
easily. Your size, as well as poten�al class features, this check, you can easily push or drag the weight
can alter this amount. un�l the start of your next turn, but it costs 2 feet of
your movement speed for every 1 foot you wish to
Weight Limit. For Medium creatures, your weight push or drag the weight.
limit is your Strength score mul�plied by 15. This is
the weight (in pounds) that you can easily carry on Flying or Hovering. A creature cannot use its fly
your person, which is high enough that most or hover speed if it is carrying an amount that is
characters don’t usually have to worry about it. more than half its weight limit. If the creature is
Whatever you can’t carry on your person, your flying or hovering when it gains a carried weight in
Ghost may be able to store within its memory (see excess of half its weight limit, it must succeed on a
Chapter 3). DC 11 Strength (Athle�cs) check or it immediately
begins to fall. The DC for this ability check may
Excess Weight. You can a�empt to carry a weight increase or decrease at the discre�on of your
greater than your weight limit if you make a Architect.
successful Strength (Athle�cs) check to do so. The
DC for this ability check starts at 11 and may Size and Strength. Bigger creatures can easily
increase or decrease at the discre�on of your carry more weight, while smaller creatures cannot.
Architect. If you succeed on this check, you can carry For each size category you are above Medium, up to
the Massive size category, you double your weight
the excess weight, but it limit. For each size category below Medium, you
costs 2 feet of your halve your weight limit.
movement speed
for every 1 foot Massive and Above. For Massive or greater
you wish to creatures, you follow the same rules described for
move while weight limit and what you can easily push, drag, or
carrying excess li�, but your weight limit is your Strength score
weight. You mul�plied by 150. Addi�onally, instead of your
must make this weight limit increasing based on your size category,
ability check at it increases based on your space. For every 100 feet
the start of each of of space you are above 100 �. by 100 �., (either in a
your turns. single direc�on or in a combina�on of direc�on,
such as by being 150 �. by 150 �. in size, or 200 �.
Size Categories by 100 �. in size), double your weight limit.

Size Space Armor

Tiny 2½ by 2½ �. The universe of Des�ny is a vast tapestry made up of
many different races and cultures, each with its own
Small or Medium 5 by 5 �. level of technology. For this reason, adventurers
have access to a variety of armor types, ranging
Large 10 by 10 �. from basic leather to bulletproof vests to fully
armored spacesuits. However, if a Guardian wants to
Huge 15 by 15 �. make the most of their Light, they are best off using
Guardian armor.
Gargantuan 20 by 20 �. or greater, but less
than 100 by 100 �. The Armor table describes the different kinds of
armor available to Guardians and their Ghosts.
Massive 100 by 100 �. or greater, but less When you equip an armor set, the AC from the
than 1,000 by 1,000 �. armor set applies to you as a whole. If you were to
take off individual parts of your armor, such as your
Titanic 1,000 by 1,000 �. or greater, but helmet or chest piece, your Architect may decide to
less than 10,000 by 10,000 �. lower your AC at their discre�on.

Colossal 10,000 by 10,000 �. or greater, but All Guardian armor incorporates a space-grade,
less than 100,000 by 100,000 �.
Dungeons & Des�ny v1.1.2
Cosmic 100,000 by 100,000 �. or greater

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Armor Cost Armor Class (AC) Str Stealth Memory Weight

Armor 400 gl 11 + Dex mod — Disadvantage 4/1 13 lb.
Light Armor 1,000 gl 11 + Dex mod —— 4/1 15 lb.
12,500 gl 12 + Dex mod —— 5/1 18 lb.
Padded
Leather 1,000 gl 12 + Dex mod (max 2) —— 4/1 17 lb.
Spinweave 5,000 gl 13 + Dex mod (max 2) —— 5/1 25 lb.
Medium Armor 5,000 gl 14 + Dex mod (max 2) — Disadvantage 5/1 50 lb.
Makeshi� 10,000 gl 14 + Dex mod (max 2) —— 5/1 25 lb.
Spinwire 25,000 gl 15 + Dex mod (max 2) — Disadvantage 5/1 45 lb.
Reinforced
Plastwire 2,500 gl 14 — — 5/1 45 lb.
Spinplate 7,500 gl 16 Str 13 Disadvantage 5/1 60 lb.
Heavy Armor 15,000 gl 17 Str 15 Disadvantage 5/1 65 lb.
Half-plast 45,000 gl 18 Str 15 Disadvantage 6/1 70 lb.
Plasteel
For�fied — 12 + Dex mod —— ——
Relic 300 gl 13 + Dex mod —— 3/1 2 lb.
Ghost Shells
No Shell
Generalist

skin�ght undersuit that is sealed while the wearer determines your base Armor Class.
has their helmet donned and locked with the Heavy Armor. Heavier armor interferes with the
undersuit.
wearer’s ability to move quickly, stealthily, and
Armor Proficiency. Anyone can put on a helmet freely. If the Armor table shows “Str 13” or “Str 15”
or gauntlets, but only those proficient in the armor in the Strength (Str) column for an armor type, the
can make the most of it. Your class gives you armor reduces the wearer’s speed to 10 feet unless
proficiency with certain types of armor. If you lack the wearer has a Strength score equal to or higher
proficiency with a type of armor and try to wear it, than the listed score. Addi�onally, if the Armor table
you have disadvantage on any ability check, saving shows “Disadvantage” in the Stealth column, the
throw, or a�ack roll you make that requires your wearer has disadvantage on Dexterity (Stealth)
Strength, Dexterity, or Cons�tu�on score. checks they make.

Armor Class (AC). The armor you wear

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Light Armor Heavy armor doesn’t let you add your Dexterity
modifier to your Armor Class, but it also doesn’t
Made from flexible and thin materials, light armor is penalize you if you have a nega�ve Dexterity
favored by agile Guardians since it offers protec�on modifier.
without limi�ng mobility. If you wear light armor,
you add your Dexterity modifier to the base number Half-plast. The lightest of the heavy armors, the
from your armor type to determine your Armor pla�ng on this is made of plasteel, and the undersuit
Class. is a thick material that helps regulate the user’s
body temperature.
Padded. Padded armor is merely thick layers of
clothing on top of the skin�ght spacesuit under all Plasteel. A full set of plasteel armor, with
Guardian armor. It is typically worn by Warlocks. overlapping plates to protect the joints.

Leather. Called leather mostly for its texture For�fied. Like plasteel, but reinforced with bulky
rather than composi�on, leather armor is woven yet incredibly sturdy relic iron. The wearer might
with sapphire wire, a sturdy and silent material that turn to mush inside the suit, but the suit itself is
provides addi�onal protec�on around the chest, incredibly durable, stainless, and scratch-resistant.
neck, and across the back.
Relic. A large, cumbersome armor set covered in
Spinweave. This armor is made by a special heavy plates of relic iron. The undersuit u�lizes a
process that laces the sapphire wire with spinmetal, higher-output thermoregula�on system to prevent
providing addi�onal protec�on without sacrificing the wearer from overhea�ng in even slightly warm
movement or stealth. condi�ons.

Medium Armor Class Items

Medium armor offers more protec�on than light When it comes to tradi�onal class items, such as
armor, but it also impairs movement more, and can cloaks, marks, and bonds, D&Des�ny does not have
make moving stealthily difficult. If you wear medium any rules for who can wear what. D&Des�ny is
armor, you add your Dexterity modifier, to a inspired by the Des�ny video games, and it follows
maximum of +2, to the base number from your certain rules and mechanics for the sake of
armor type to determine your Armor Class. gameplay, but D&Des�ny is meant to be a less
restricted interpreta�on of the Des�ny universe. In
Makeshi�. This armor is mostly a hodgepodge of imagining the Des�ny se�ng as a real world, there's
other armor pieces. It is commonly worn by folk no reason why a Titan couldn't wear a cloak, why a
who lack access to the tools and materials to create Warlock couldn't wear a mark, or why a Hunter
be�er armor—as well as lazy Hunters. couldn't wear a bond. (There are plenty of reasons
why a Hunter shouldn't wear a bond, but that's
Spinwire. Made of a sapphire wire undersuit and neither here nor there.)
sparsely overlaid with spinmetal reinforcement, this
light yet sturdy armor offers good protec�on Ghost Shells
without being noisy.
Ghosts have dis�nct personali�es and tastes, and
Reinforced. This armor uses a system of layering o�en sport a vibrant appearance to reflect their
spinmetal plates in key loca�ons, affixed to the style. They do this by modifying their shells, rigid
undersuit with special pins. These pins leave less casings of metal and plasteel that come in many
room on the undersuit for sapphire wire, which different shapes, colors, and forms. Ghost shells
makes finesse movement more difficult to achieve. aren't just fashion statements: your Ghost's shell
Civilians call it “squeaky armor.” grants it an armor class, as seen in the Armor table,
and may provide addi�onal benefits.
Plastwire. This armor uses the spinwire model
but almost en�rely replaces the reinforcing No shell. Without the protec�ve enclosure of a
components with plasteel. With a more shell, a Ghost is a vulnerable ball.
sophis�cated interleaving of suppor�ng pla�ng with
sapphire wire, this armor is able to reduce almost all Generalist. A classic, lightweight Ghost shell
noise it makes. made of spinmetal and plasteel.

Spinplate. A weighty armor type that almost Weapons
completely covers the wearer in spinmetal pla�ng,
though it leaves many of the joints free of pla�ng for Your class grants proficiency in certain weapons,
as much movement as possible. reflec�ng both the class's focus and the tools you
are reborn to use. Different classes specialize in
Heavy Armor different weapons, and each class’ features will
further emphasize that speciality. A Bladedancer will
Of all the armor types, heavy armor offers the best get far more use out of a sniper rifle than a Striker
protec�on. These suits of armor cover the en�re will, but the Striker will do be�er with a broadsword
body in pla�ng, and even have special pieces to help than a Bladedancer will. Weapon proficiency is part
protect the joints, too. Only proficient warriors can of what makes each class unique.
manage its weight and bulk. If you are not proficient
in heavy armor, your total movement speed is
reduced to 10 feet, and you cannot use any flying or
hover speed, while wearing heavy armor.

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General Weapons

Name Cost Damage Memory Weight Proper�es

Simple melee weapons 6 lb. Agile, finesse, thrown (20/60)
7 lb. Agile, thrown (20/60)
Dagger 500 gl 1d4 piercing 2/1
1d4 bludgeoning 2/1 12 lb. Heavy, two-handed
Throwing hammer 500 gl 11 lb. Heavy, two-handed
One-handed, versa�le (1d10)
Mar�al melee weapons 8 lb. Heavy, two-handed
15 lb. Agile, finesse
Greataxe 2,250 gl 1d12 slashing 3/1 Finesse, one-handed
2d6 slashing 3/1 7 lb. One-handed, versa�le (1d10)
Broadsword 2,500 gl 1d8 slashing 3/1 5 lb.
2d6 bludgeoning 4/1 7 lb. Ammuni�on, special, two-handed
Longsword 1,500 gl 1d6 piercing 3/1
1d8 piercing 3/1 15 lb.
Heavy Maul 2,500 gl 1d8 bludgeoning 3/1

Shortsword 1,250 gl

Smallsword 1,500 gl

Warhammer 1,500 gl

Mar�al ranged weapons

Combat bow 3,000 gl 1d8 kine�c 4/1

Weapon Proficiency Other General Weapons

Your class grants you proficiency with certain There are far more general weapons available for
weapons, categories of weapons, or weapon you to use in D&Des�ny beyond those listed in the
archetypes. The two weapon categories are simple General Weapons table. This includes the halberd,
and mar�al. Most classes can use all simple glaive, pike, crossbow, and net, just to name a few.
weapons with proficiency, while proficiency with Any weapon that can be used in a 5e game can be
mar�al weapons is usually different for each class. used in Dungeons & Des�ny.

In addi�on to category, each weapon belongs to weapon). At the end of the ba�le, you can recover
an archetype: melee, ranged, or firearm. Melee half your expended ammuni�on by taking a minute
weapons, like daggers and longswords, are used to to search the ba�lefield.
a�ack targets within 5 feet. Ranged weapons, like
combat bows, are used to a�ack targets at a If you use a weapon that has the ammuni�on
distance. Firearms are designed to a�ack targets at property to make a melee a�ack, you treat the
many different ranges. weapon as an improvised weapon.

Proficiency with a weapon allows you to add your Cumbersome. This weapon's magazine takes
proficiency bonus to the a�ack roll for any a�ack longer to reload than most weapons. If you run out
you make with that weapon. If you make an a�ack of shots with this weapon, you must use an ac�on to
roll using a weapon with which you lack proficiency, reload it. While no weapons inherently start with
you do not add your proficiency bonus to the a�ack this property, some weapon perks grant this
roll. You never add your proficiency bonus to the property. See Chapter 6 for more informa�on on
damage roll of a weapon. weapon perks.

General Weapon Properties Elemental. This weapon deals arc, solar, or void
damage, which is determined at the �me of the
Many weapons have special proper�es related to weapon’s crea�on. The damage type this weapon
their use, as shown in the General Weapons table deals cannot be altered once chosen.
and the Firearms table. The following general
weapon proper�es have been taken from the 5th Finesse. When making an a�ack with a finesse
edi�on SRD and edited for D&Des�ny. weapon, you use your choice of your Strength or
Dexterity modifier for the a�ack and damage rolls.
Agile. An agile weapon is small and easy to You must use the same modifier for both rolls.
handle, making it ideal for use when figh�ng with
two weapons. An agile weapon can be held in one Heavy. Small creatures have disadvantage on
hand and used for an o�and weapon a�ack. See a�ack rolls with heavy weapons. A heavy weapon's
Chapter 7 for more details on dual-wielding. size and bulk make it too large for a Small creature
to use effec�vely.
Ammuni�on. You can use a weapon that has the
ammuni�on property to make a ranged a�ack only if Loading. When you use an ac�on, bonus ac�on,
you have ammuni�on to fire from the weapon. Each or reac�on to take a shot with this weapon, you can
�me you a�ack with the weapon, you expend one only a�ack once with this weapon as your ac�on,
piece of ammuni�on. Drawing the ammuni�on from bonus ac�on, or reac�on, and your a�ack with this
a quiver, case, or other container is part of the weapon must be the only a�ack you make using
a�ack (you need a free hand to load a one-handed
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your ac�on, bonus ac�on, or reac�on. This is due to Firearm Properties
the �me required to load and/or make and a�ack
with this weapon. Proper�es unique to firearms are described below.
Any property from the general weapon property
For example, you can not invoke the Extra A�ack table works the same for firearms.
feature if you take a shot with this weapon, and you
cannot take a shot with this weapon as part of the Universal Firearm Proper�es. All firearms are
Extra A�ack feature if you already took a shot with considered two-handed weapons unless they have
another weapon on your turn. the one-handed or agile property. In that case, they
do not have the two-handed property.
One-Handed. This weapon only requires one
hand to hold. Even so, a one-handed weapon cannot Automa�c Fire. This weapon fires mul�ple
be used for an o�and weapon a�ack. See Chapter rounds per shot, gran�ng it a higher than average
7 for more details on dual-wielding. chance of dealing damage in its upper ranges. When
you deal damage with this weapon, roll an
Range. A weapon that can be used to make a addi�onal damage die and drop the lowest roll from
ranged a�ack has a range in parentheses a�er the your total for that a�ack. Do this a�er accoun�ng
ammuni�on or thrown property. The range lists two for the effects of a cri�cal hit.
numbers. The first is the weapon's effec�ve range,
and the second indicates the weapon's extended Elemental. This weapon deals arc, solar, or void
range. When a�acking a target beyond a weapon’s damage, which is determined at the �me of the
effec�ve range, you have disadvantage on the a�ack weapon’s crea�on. The damage type this weapon
roll. You can't a�ack a target beyond the weapon's deals cannot be altered once chosen.
extended range.
Energy Projec�les. This weapon fires coherent
Reach. This weapon adds 5 feet to your reach directed energy pulses or beams as projec�les, and
when you a�ack with it, as well as when can damage all creatures in a line up to this
determining your reach for opportunity a�acks with weapon’s effec�ve range while not Aiming, or up to
it. the weapon’s extended range while you are Aiming.
In order to do this, your a�ack must reduce the first
Special. A weapon with the special property has target to 0 hit points, and your a�ack roll must also
unusual rules governing its use, explained in the beat the AC of the next subsequent target.
weapon's descrip�on (see "Special Weapons").
High-Impact. This weapon treats damage point
Thrown. If a weapon has the thrown property, values as reduced by an amount equal to twice your
you can throw the weapon to make a ranged a�ack. proficiency bonus, for the purpose of determining if
If the weapon is a melee weapon, you use the same an a�ack with it deals damage. See Chapter 7 for
ability modifier for that a�ack roll and damage roll more informa�on on damage point values.
that you would use for a melee a�ack with the
weapon. For example, if you throw a throwing High Recoil. The kickback on this weapon is
hammer, you use your Strength, but if you throw a severe enough that you must use your Strength
dagger, you can use either your Strength or your modifier when determining the a�ack and damage
Dexterity, since the dagger has the finesse property. rolls of this weapon, regardless whether it is a melee
or ranged weapon.
Two-handed. This weapon requires two hands
when you a�ack with it. If you are not holding it Payload. Payload weapons fire explosive or high-
with both of your hands, you cannot make an a�ack yield rounds that have a no�ceable impact radius,
with it. A two-handed weapon cannot be used for an indicated in parentheses a�er the payload property.
o�and weapon a�ack. See Chapter 7 for more When you make an a�ack with this weapon, instead
details on dual-wielding. of making an a�ack roll, you choose a space on a
hard surface you can see within range of the
Versa�le. This weapon can be used with one or weapon. All targets within the impact radius of the
two hands. A damage value in parentheses appears space you choose must make a payload saving
with this property. This is the damage the weapon throw, which is a Dexterity saving throw with the DC
uses when two hands are used to make a melee described below. For example, a Payload weapon
a�ack with it. with a 5-foot radius causes all targets within 5 feet
of the impact point to make a payload saving throw.
Firearms Payload DC = 8 + your proficiency bonus + your

Firearms are a unique type of weapon that can be Strength or Dexterity modifier, the same as the
used at mul�ple different ranges. Though they are modifier you use for rolling damage for the
listed as simple or mar�al weapons, having weapon
proficiency with simple or mar�al weapons does not You only add your proficiency bonus to the DC of
automa�cally mean you have proficiency with the payload saving throw if you are proficient with
simple or mar�al firearms. You specifically need the weapon. Targets take the damage of this
simple firearm or mar�al firearm proficiency to use weapon on a failed save, or half as much damage on
your proficiency bonus with firearms. a success. For more informa�on on payload
weapons, see Chapter 7.
Firearms can be modified and upgraded using Scope. Some weapons have three range values,
glimmer. See Chapter 6 for more informa�on. which are (in order): the effec�ve range, the

123 Dungeons & Des�ny v1.1.2

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Simple Firearms

Firearm Cost Damage Scope Range Band Memory Weight
close 4/1 10 lb.
Auto rifle 1,750 gl 1d6 kine�c 30/40/75 close 2/1 6 lb.
medium 4/1 9 lb.
Other proper�es: Automa�c fire, high recoil, shot capacity (8) medium 4/1 8 lb.
close 2/1 3 lb.
Hand cannon 1,500 gl 1d8 kine�c 25/50/90 close 2/1 4 lb.
medium 4/1 8 lb.
Other proper�es: Finesse, one-handed, shot capacity (6)

Pulse rifle 2,500 gl 2d4 kine�c 20/60/120

Other proper�es: Finesse, shot capacity (5)

Scout rifle 2,000 gl 1d8 kine�c 15/120/240

Other proper�es: Shot capacity (6)

Sidearm 1,250 gl 1d6 kine�c 20/30/40

Other proper�es: Agile, shot capacity (6)

Submachine gun 1,250 gl 1d4 kine�c 10/15/30

Other proper�es: Agile, automa�c fire, high recoil, shot capacity (6)

Trace rifle 2,500 gl 1d6 (elemental) 40/40/40

Other proper�es: Finesse, shot capacity (8), special

Martial Firearms

Firearm Cost Damage Scope Range Band Memory Weight
18 lb.
Fusion Rifle 3,000 gl 2d6 (elemental) 15/25/30 medium 4/1 18 lb.
21 lb.
Other proper�es: Loading, energy projec�les, finesse, shot capacity (5) 12 lb.
25 lb.
Grenade launcher 3,500 gl 1d10 explosive kine�c 20/50/120 medium 4/1 15 lb.
12 lb.
Other proper�es: Finesse, high-impact, shot capacity (4), special

Light machine gun 3,750 gl 1d10 kine�c 20/40/80 close 5/1

Other proper�es: Automa�c fire, high-impact, high recoil, shot capacity (5)

Linear fusion rifle 3,250 gl 2d6 (elemental) 15/120/340 long 4/1

Other proper�es: Loading, energy projec�les, shot capacity (3)

Rocket launcher 4,000 gl 2d10 explosive kine�c 30/50/80 close 5/1

Other proper�es: High-impact, high recoil, heavy, loading, payload (5 feet), shot capacity (2)

Shotgun 3,000 gl 1d10 kine�c 10/15/20 close 4/1

Other proper�es: High-impact, high recoil, shot capacity (5)

Sniper rifle 3,750 gl 1d10 kine�c 0/300/600 long 5/1

Other proper�es: High-impact, shot capacity (5)

extended range, and the maximum range. Tracking Shot Capacity
Collec�vely, these ranges are referred to as the
Scope of the weapon. While not Aiming, you can Though we list the shot capacity of weapons, and
take a shot with the weapon normally up to the we have magazine items in our Addi�onal Gear list,
weapon’s effec�ve range. When you take a shot with tracking your shot capacity and/or magazine
a weapon against a target that is within the consump�on is almost en�rely op�onal. We
weapon’s extended range, you are granted designed the game in such a way that, unless your
disadvantage on the a�ack roll. If you are not weapon costs an ac�on or bonus ac�on to use, it
Aiming, you cannot take a shot against a target will not impact the balance of the game to ignore
beyond the weapon’s extended range. shot capacity. We assume your Ghost is able to
synthesize ammuni�on for you regularly and
However, if you are Aiming and you take a shot reliably.
with a weapon that has a Scope, you a�ack normally
Of course, if you enjoy tracking your shot
up to the weapon’s extended range instead, and capacity and magazine consump�on, it’s perfectly
only while Aiming can you take a shot against a fine to do so!
target that is within the weapon’s maximum range.
Shots in a weapon’s maximum range are always
granted disadvantage.

Dungeons & Des�ny v1.1.2 124

CHAPTER 5: EQUIPMENT

Additional Gear

Item Memory Weight Cost Item Memory Weight Cost
Hammock 4/1 4 lb. 2,000 gl
Ammuni�on .02 lb 10 gl Handcuffs 1/99 1 lb.
1 lb. 250 gl Human voice synth 2/1 4 lb. 50 gl
Arrow 1/99 2 lb. 1,000 gl Hun�ng trap 1/50 25 lb. 3,000 gl
100 gl Knife belt 3/50 4 lb.
Mar�al magazine 1/50 1/2 lb. 750 gl Ladder, collapsable 5/1 12 lb. 750 gl
3 lb. 200 gl LED light, handheld 2/1 2 lb. 1,500 gl
Rockets 4/10 1,500 gl Lighter 2/1 2 lb. 5,000 gl
.01 lb. 1,000 gl Lock, digital 2/1 1 lb. 2,000 gl
Simple magazine 1/50 2 lb. 300 gl Lock, mechanical 2/10 3 lb. 2,000 gl
3 lb. Megaphone 2/1 3 lb. 5,000 gl
Backpack 3/10 7 lb. 50 gl Mo�on-ac�vated 2/1 3 lb. 3,000 gl
1 lb. 50 gl camera 2,000 gl
Ba�ery 2/50 3 lb. Night vision armor 6,000 gl
augmenta�on
Binoculars 2/50 Oil (1 quart)
Pillow
Blanket, heated 4/10 Plasma cu�er
Pliers
Blanket, wool 3/50 Portable generator
Portable heater
Book 1/99 Quiver
Ra�on (1 day)
Box of 100 nails 1/1 Relay beacon
Relay beacon,
Bucket, 1 gal 1/50 2 lb. 250 gl quantum — — 500 gl
Scissors
Bungee cord 1/99 1 lb. 50 gl Shovel 1/1 2 lb. 1,000 gl
Camera, digital Signal booster
Cell phone 3/1 5 lb. 9,000 gl Signal flare, gun 1/50 1 lb. 250 gl
Chalk (1 s�ck) Signal flare, s�ck
Class Item 4/1 2 lb. 20,000 gl Signal jammer 2/1 10 lb. 5,000 gl
Hunter cloak Sleeping bag
Titan mark 1/99 .01 lb. 10 gl Spacesuit 1/99 1 lb. 100 gl
Warlock bond Surveillance drone
Clothing Tarp, 10x10 �. 6/1 30 lb. 45,000 gl
Casual wear Tarp, 5x5 �.
1/10 3 lb. 1,000 gl Telescope 4/1 25 lb. 20,000 gl
Tent, two-person
1/10 2 lb. 250 gl Water bo�le 1/99 1 lb. 50 gl
Water filter
3/1 3 lb. 3,000 gl Waterproof box 2/99 2 lb. 20 gl
Wire cable, 50 �.
Wrench 2/1 10 lb. 5,000 gl

3/10 3 lb. 150 gl 5/1 15 lb. 37,500 gl

Formal wear 3/10 4 lb. 750 gl 1/99 1 lb. 50 gl
Rain poncho 1/99 5 lb. 25 gl
Winter coat 3/10 1 lb. 30 gl 1/2 lb. 3,000 gl
Computer, desktop 2/1 3 lb. 3,000 gl
Computer, tablet 3/10 3 lb. 300 gl 2/1 1/4 lb. 2,000 gl
Crowbar 2/10 1 lb 3,000 gl
Duct tape, 100 �. 7/1 15 lb. 52,500 gl 2/1 5 lb. 750 gl
Electric drill 1/50 10 lb. 24,000 gl
Ether container 4/1 4 lb. 20,000 gl 6/1 8 lb. 22,500 gl
Large 3/1 4 lb. 550 gl
Medium 1/99 5 lb. 25 gl 11/50 2 lb. 200 gl
Small 4/50 25 lb. 37,500 gl
Firewood bundle 1/50 3 lb. 50 gl 5/1 40 lb. 18,000 gl
Floodlight 12/1 1 lb. 25 gl
Fold-out cot 2/1 7 lb. 3,000 gl 1/99 2 lb. 1500 gl
Folding chair 2/50 18 lb. 250 gl
Gas mask 1/10 5 lb. 500 gl 1/10 12 lb. 100 gl
Gasoline (1 gal) 1/10 3 lb. 250 gl 1/99 3 lb. 250 gl
1/10 2 lb. 100 gl 1/50
3/10 12 lb. 1,500 gl
10 lb. 15,000 gl
5/1 18 lb. 6,000 gl
4/1 5 lb. 300 gl
3/50 1 lb. 3,000 gl
2/1 6 lb. 2,000 gl
2/1

125 Dungeons & Des�ny v1.1.2

CHAPTER 5: EQUIPMENT

You cannot take a shot against a target that is On Glimmer And Value
outside the weapon’s maximum range, regardless of
whether or not you are Aiming. Many of the tables in this chapter list a “cost” for
items in terms of glimmer. Unlike tradi�onal money,
Scope Range Band. A sub-func�on of the Scope an item’s glimmer cost is not an arbitrary value: it is
property is the Scope Range Band. The range band literally the amount of glimmer required to make
determines the penalty for using that weapon in the item out of glimmer. An item that costs 2,000
close combat. glimmer to make will cost 2,000 glimmer regardless
of supply or demand.
Close: You do not have any inherent close combat
penal�es. Weapons with the close range band Occasionally, a method of encoding will be
are o�en referred to as close-range weapons. discovered that may reduce the cost of
programming certain items because it increases the
Medium: If you are taking a shot against a target efficiency of every bit of glimmer that goes into the
within 5 feet of you that isn’t Incapacitated, you item. This is usually the result of years-long studies
have disadvantage on your a�ack, even while with many, many, many trials behind them.
under the effects of the Aiming condi�on.
Weapons with the medium range band are o�en use in the modern theater of war. It has a scope of
referred to as medium-range weapons. 20/100/200 (medium). The standard arrows it
shoots deal kine�c damage on a hit. Unlike firearms,
Long: If you are taking a shot against a creature the combat bow is rela�vely silent.
within 10 feet of you that isn’t Incapacitated, you
have disadvantage on your a�ack, even while Grenade launcher. Rounds fired from a grenade
under the effects of the Aiming condi�on. launcher can be lobbed in an upward arc, allowing
Weapons with the long range band are o�en you to indirectly a�ack targets behind obstacles
referred to as long-range weapons.
126
Shot Capacity. Some weapons hold their
ammuni�on in an a�ached magazine. The amount CHAPTER 5: EQUIPMENT
of ammuni�on a weapon’s magazine can hold
determines the number of shots, or ranged a�acks,
you can make with that weapon before you have to
reload it with a new magazine of ammuni�on. That
number is indicated in parentheses. If you are
proficient with the weapon you can reload it using
an item interac�on on your turn, otherwise it will
cost your ac�on to reload the weapon.

Improvised Weapons

Some�mes characters don't have their weapons and
have to a�ack with whatever is at hand. An
improvised weapon includes any object you can
wield in one or two hands, such as broken glass, a
table leg, a frying pan, a wagon wheel, or a dead
Guardian.

O�en, an improvised weapon is similar to an
actual weapon and can be treated as such. For
example, a table leg is akin to a club, and an iron
girder is similar to a greathammer. At the Architect's
op�on, a character proficient with a weapon can
use an improvised object as if it were that weapon,
and use their proficiency bonus with the improvised
weapon.

An object that bears no resemblance to a
weapon deals 1d4 damage (the Architect assigns a
damage type appropriate to the object). If a
character uses a ranged weapon to make a melee
a�ack, or throws a melee weapon that does not
have the thrown property, it also deals 1d4 damage.
An improvised thrown weapon has an effec�ve
range of 20 feet and an extended range of 60 feet.

Special Weapons

Weapons with special rules are described here.
Combat bow. The combat bow is designed for

Dungeons & Des�ny v1.1.2

such as walls, cliffs, or other obstruc�ons blocking dissipates and becomes ineffec�ve
your line of sight or path to the target. When you beyond that range. You cannot take a
shoot a grenade launcher in this way, each foot of shot against a target beyond the
height of the obstruc�on you are a�emp�ng to weapon’s listed range. When you take a
shoot over reduces all ranges of the grenade shot with a trace rifle, you must always
launcher by twice as much for that shot. For make your a�ack against the first target
example, if you are a�emp�ng to shoot a grenade in the line of your a�ack.
round over a 10-foot wall, all ranges of the grenade
launcher are reduced by 20 feet. Additional Gear

Trace rifle. Trace rifles always fire a line of energy You may wish to purchase or otherwise
up to the weapon’s listed range, which quickly acquire addi�onal items to assist you.
The Addi�onal Gear table lists the most
127 common items you may be able to find
or purchase in your travels, but it is not
CHAPTER 5: EQUIPMENT an exhaus�ve list. Discuss with your
Architect the cost or means of acquiring
an item you want that is not listed. The
sec�on below addresses addi�onal gear
items that have special rules or require
further explana�on.

Binoculars. An op�cal instrument
used for viewing distant objects. When
held to your eyes, you can use this
device to view all objects within a 15-
foot cube area that is up to 600 feet
away from you as if it were only 20 feet
away.

Ba�ery. Most modern devices use a
universal ba�ery pack. Solar-charged
ba�eries can be recharged by se�ng
them out in full, bright sun for 8 hours.
The lifespan of a ba�ery is determined
by the device it is used with.

Blanket, heated. Heated blankets are
powered by a universal ba�ery. While
turned on, the blanket will keep a
Medium creature warm for up to 8
hours.

Camera, digital. A device that can be
used to record high-defini�on images.
They use a universal ba�ery, which lasts
6 hours.

Cell phone. A complex, �ny device
that allows for person-to-person
communica�on when both the caller and
receiver are within range of a cell tower,
or a Vanguard relay beacon. A basic cell
phone can only perform audio or text
communica�on, while a smartphone can
also perform all the func�ons of a tablet
computer.

Computer. Computers can perform a
variety of tasks. Desktop computers (includes the
tower, monitor, keyboard, and mouse) require a
power outlet or portable generator to func�on, and
can perform intensive tasks such as image or video
edi�ng. Tablet computers can’t perform intensive
tasks but they are easily portable, using a universal
ba�ery that has a 3-hour lifespan. Tablet computers
consume no ba�ery while dormant.

Electric drill. A handheld device for drilling
screws into surfaces. Comes with a standard set of
drill bits. This device can be used con�nuously for

Dungeons & Des�ny v1.1.2

up to 4 hours. clearly from up to 600 feet away. It also has a bu�on
Ether container. Special container device for that, while held down, will cause the device to make
a rising siren noise that can be heard for the same
carrying Eliksni ether. A small container can hold 10 distance. This device can be used con�nuously for
ra�ons of ether, a medium container can hold 25 24 hours.
ra�ons, and a large container can hold 100 ra�ons.
Mo�on-ac�vated camera. A camera device that
Floodlight. A portable device that shines bright records a series of images when it detects the
light in a 60-foot cone, and dim light 100 feet mo�on of a Small or larger creature in a 15-foot
beyond that. It uses a special ba�ery that costs cone in front of it. It can transmit these images to a
1,000 glimmer and lasts for 8 hours of con�nuous connected device within 200 feet of it that is
use. capable of receiving image files.

Gas mask. This ba�ery-powered device filters Night vision armor augmenta�on. An
out most airborne toxins, poisons, viruses, and other augmenta�on for Guardian helmets that alters the
contaminants. It can be used con�nuously for up to visor. If you’re wearing a helmet with this
24 hours. augmenta�on, you can see in dim light within 30
feet of you as if it were bright light, and in darkness
Handcuffs. A pair of lockable linked metal rings as if it were dim light.
for securing a creature’s wrists in close proximity to
each other, usually affixed in a way to hold the Plasma cu�er. Good for cu�ng through up to 3
creature’s arms behind their back. Each ring has a inches of steel or weaker metals. Loud and bright
hinged ratchet arm, which prevents the ring from when used. Burns wood, melts plas�c. Deals 1d4 fire
opening once it has been closed. Standard handcuffs damage against a creature.
can fit on the wrists of a Medium or smaller
creature. DC 17 Strength check to break. Portable generator. A device roughly 2 feet wide
and 2 feet tall. It acts as a power outlet, providing up
Human voice synth. A vocal modulator device to 3,000 wa�s to devices plugged into it. The
worn over the mouth, used by Eliksni to speak generator requires gasoline to run, and it lasts for 6
human languages. It can be used con�nuously for up hours per gallon of gasoline.
to 8 hours.
Portable heater. A device that looks like an
Hun�ng trap. Colloquially called a bear trap, oversized hooded lantern roughly 1 foot tall. When
when you use your ac�on to set it, this trap forms a powered on, it can provide comfortable hea�ng for
saw-toothed steel ring that snaps shut when a all creatures within a 15-foot radius. It uses a special
creature steps on a pressure plate in the center. The ba�ery that costs 2,500 glimmer, and can be used
trap is affixed by a heavy chain to another object, con�nuously for up to 24 hours.
such as a tree or a spike driven into the ground. A
creature that steps on the plate must succeed on a Quiver. A quiver for use with combat bows. It can
DC 13 Dexterity saving throw or take 1d4 piercing hold up to 100 arrows. Its memory is 1/1 while it has
damage and stop moving. Therea�er, un�l the any arrows in it.
creature breaks free of the trap, its movement is
limited by the length of the chain (typically 3 feet Relay beacon. When ac�vated, this device can
long). A creature can use its ac�on to make a DC 13 connect anyone within 6 miles to the Vanguard
Strength check, freeing itself or another creature network. This beacon can be used for
within its reach on a success. Each failed check deals communica�on or to transmat items to and from a
1 piercing damage to the trapped creature. Guardian’s vault if the beacon, through one
connec�on a�er the other, is able to link back to the
Knife belt. Allows a creature to easily carry up to Tower. These beacons can be blocked by condi�ons
6 daggers or knives. Op�onally, the daggers or like dense physical terrain and signal jammers.
knives may be secured. It costs an ac�on to
unsecure a dagger or knife, but daggers and knives Relay beacon, quantum. Advanced relay beacon
secured by the belt cannot be removed without device that connects to Vanguard comm nets using
aler�ng the wearer. quantum-entangled signaling. Ignores distance to
other quantum beacons. Creatures within 6 miles of
Ladder, collapsable. When fully extended this the beacon can connect to it.
ladder is 15 feet tall and 1 foot wide. When
collapsed, it is 2 feet tall and 2 feet wide. Signal booster. A �ny device that amplifies
signals it receives, extending the radius of signals by
LED light. Also called a flashlight or torch, this 500 feet.
device shines bright light in a 15-foot cone, and dim
light 10 feet beyond that. It uses a universal ba�ery, Signal flare. Device that produces a bright, and
and can be le� on for up to 8 hours. usually colorful, light. Signal flare s�cks are used by
twis�ng the cap; signal flare guns shoot a small ball
Lighter. As an ac�on, a creature can use this �ny of light that arcs through the air. Hi�ng a creature
device to create a small flame (deals 1 fire damage). with a lit signal flare deals 1 fire damage.
Ignites kindling and other sources of fuel for a fire.
Signal jammer. Device that spams junk signals,
Lock. A mechanical lock requires a physical key to corrup�ng all local signals and making it difficult or
open it. A digital lock is a device, usually one built impossible to communicate via signal-based devices
into the object it is locking, that can require anything within 300 feet of it.
from a specific biometric reading (re�na, fingerprint,
voice) to basic keycode input to open. Sleeping bag. A comfortable, insulated zipper
bag large enough for a Medium creature. Water-
Megaphone. A device that, when spoken into, resistant, and provides ample protec�on against
amplifies the volume of your voice so it can be heard cold weather, but not below freezing temperatures.

Dungeons & Des�ny v1.1.2 128

CHAPTER 5: EQUIPMENT

Spacesuit. Lightweight space-grade, fully sealed Common Toolkits
suit. It has a 4-hour supply of oxygen. Addi�onal
oxygen sources can be a�ached or exchanged on the Item Cost Memory Weight
suit (500 glimmer per container). The suit is Armorsmithing toolkit 25 lb.
considered a device in and of itself, and is powered 7,500 gl 5/1 12 lb.
with a ba�ery that can run con�nuously for 24 32 lb.
hours. Climbing toolkit 1,000 gl 3/1 10 lb.
10 lb.
Surveillance drone. These Tiny constructs have 1 Cooking toolkit 7,500 gl 5/1 55 lb.
hit point, an AC of 18, and a flying speed of 40 feet. 8 lb.
They can connect to a tablet computer and be used Electronics toolkit 7,500 gl 5/1 3 lb.
to gather visual informa�on. They can only operate
within 1 mile of the controller. Medical toolkit 6,000 gl 4/1 150 lb.
35 lb.
Telescope. A device that uses a universal ba�ery SCUBA toolkit 24,000 gl 5/1 5 lb.
(6-hour lifespan) that allows an observer to view
distant objects. Sewing toolkit 4,500 gl 3/1

Water bo�le. Holds 4 days’ worth of water. Self- Thieves’ toolkit 5,000 gl 5/1
filters most common contaminants. Dentproof,
heatproof, bullet-resistant. Vehicle toolkit 52,500 gl 6/1

Water filter. A small object that can be a�ached Weaponsmithing toolkit 7,500 gl 5/1
to hoses, water bo�les, or faucets to filter out most
common contaminants, including dirt or debris, Whi�ling toolkit 1,000 gl 3/1
from water that passes through the filter. Needs to
be cleaned between uses. Climbing toolkit. This toolkit consists of a
climbing harness, bag of powdered chalk, 1,000 feet
Waterproof box. A small box 1 foot wide, 6 of 600-pound rope, a wide selec�on of carabiners,
inches deep, and 6 inches tall. When sealed, water and a climbing pick.
cannot enter it.
Cooking toolkit. A set of cooking utensils coupled
Wire cable. Several individual steel wires with a portable induc�on burner. Requires a ba�ery
wrapped in a helix pa�ern that resembles rope, and or portable charger to func�on. Commonly
treated for durability. Can hold up to 14,000 pounds adver�sed as having enough cookware to feed a
and doesn't corrode in outdoor condi�ons. fireteam.

Toolkits Electronics toolkit. A toolbox with standard
equipment for working with electronics such as LED
Toolkits help you perform tasks that require specific lights, computers, and basic constructs. Contents
equipment, such as repairing a firearm or building a include a mul�meter, pliers, a small box of fuses,
computer. The use of a toolkit is not �ed to a single electrical tape, a screwdriver with interchangeable
ability score. Whenever you make an ability check bits, an an�-sta�c wrist wrap, and a small selec�on
using a toolkit, your Architect will decide which of commonly used screws, nuts, washers, and plas�c
ability score applies. For example, when using a clips. You can use the toolkit to, over the course of
thieves’ toolkit to pick a mechanical lock, your an hour, repair a damaged computer or VI construct,
Architect might ask you to make a Dexterity check such as the dashboard of a jumpship or a scorpius
with the thieves' toolkit. However, if you try to turret, for an amount of health points equal to 2d4 +
install a keylogger onto a computer using your your Technology modifier. Most repairs can be
thieves’ toolkit, your Architect might ask for an performed solely using an electronics toolkit, though
Intelligence check with your thieves' toolkit instead. your Architect may rule that specialized equipment
or addi�onal resources are required for some kinds
Your race, class, background, and features give of repairs.
you proficiency with certain toolkits. Like proficiency
with weapons, if you are proficient with a toolkit, Medical toolkit. Gauze, general-purpose
you can add your proficiency bonus to any check you an�microbials, Exo-grade replacement pla�ng, liquid
make that uses that toolkit. welders, and more fill this handy, travel-sized box
with a friendly green caduceus on the lid. This
Toolkit Contents and Uses toolkit has 10 uses. If you are proficient with the
toolkit, tou can use your ac�on to spend a use to
The general contents of toolkits are described stabilize a dying creature, or you can heal a creature
below. for an amount of health points equal to 1d4 + your
Medicine modifier. You cannot use this toolkit to
Armorsmithing toolkit. A typical armorsmithing heal constructs such as a shank, and you cannot use
kit includes tools such as a screwdriver set, sewing this toolkit to heal a creature that has not been
needles of various sizes, a handheld spot welder, stabilized first.
soldering rod, clamps, hyperglue, and replacement
parts for circuitry. When used in conjunc�on with You can spend 2,500 glimmer to restore a use of
armor parts and appropriate resources, these kits your medical toolkit. Most wounds sustained in the
can be used to fix most armor, including exo�c field by humans and aliens alike can be treated with
armor. They can also be used to improve the AC of this toolkit, though your Architect may rule that a
Guardian armor (see Chapter 6).
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CHAPTER 5: EQUIPMENT

Vehicle Cost Size Top Atmospheric Speed Weight Limit
Sparrows
15,000 gl Medium 140 mph 520 lb.
S-20 Cavalier 12,000 gl Medium 160 mph 320 lb.
S-20 Nomad 13,000 gl Medium 150 mph 380 lb.
S-20 Seeker
Jumpships 600,000 gl Gargantuan 535 mph 11 tons
Arcadia 900,000 gl Gargantuan 800 mph 6 tons
Kestrel 700,000 gl Gargantuan 650 mph
Phaeton 900,000 gl Gargantuan 600 mph 18 tons
Regulus 30 tons
Other 65,000 gl Huge 12 mph
Bulk Freighter 702,000 gl Gargantuan 560 mph 2 tons
Hawk 20 tons

par�cularly severe or uncommon type of wound repairs.
requires addi�onal gear or resources to treat. Weaponsmithing toolkit. Not too dissimilar from

SCUBA toolkit. Wetsuit, rebreather, tool belt, an armorsmithing toolkit, a weaponsmithing toolkit
waterproof pen and small whiteboard, and a single has one vital difference: a portable, glimmer-fed
tank of oxygen good for approximately 2 hours of CNC printer and matching program for a tablet
use. computer (though Ghosts can o�en act as a
subs�tute and interface with the printer directly).
Sewing toolkit. A small portable sewing machine This CNC printer is par�cularly required for
accompanies a selec�on of threads, needles, pins, weaponsmithing because while armor parts are
and other assorted, easy-to-carry sewing supplies in generally interchangeable, firearm components tend
this toolkit. This toolkit is sufficient to fix most to be highly specialized and unique from weapon to
minor rips and tears in clothing, or to make simple weapon. These toolkits can be used to add perks to
altera�ons. certain kinds of weapons (see Chapter 6).

Thieves’ toolkit. While this set does include Whi�ling toolkit. Includes most basic tools for
more tradi�onal thieves’ tools, such as a file, a set carving wood, such as a hook knife, sloyd knife,
of lock picks, and a small mirror mounted on an detail knife, polishing compound and strap, wood
extendable metal handle, it also includes less spoon blank, and a pair of cut-resistant gloves.
archaic instruments, including a small thumb drive
loaded with a hacker’s API and a bundle of cables Vehicles
for connec�ng any tablet computer to almost every
conceivable type of device. Tablet sold separately. Vehicles are a cri�cal element of a Guardian’s
This toolkit can be used to pick mechanical locks, equipment. Whether for transpor�ng cargo,
override digital locks, install keyloggers, rapidly copy reaching the distant corners of the Sol system, or
server data, or to take the Hack ac�on on applicable delivering much-needed air support to the
devices, to name a few uses. While the possible ba�lefield, the right vehicle can make a huge
applica�ons of this toolkit are varied, they are not difference.
limitless: your Architect may rule that you need
more specialized or robust gear to perform the The vehicle table shows the cost, speed, size, and
ac�on you want to take. weight limits of the common vehicles available to
Guardians. Other vehicles, such as a Fallen skiff or a
Vehicle toolkit. O�en called a portable garage, a Hive tombship, might be acquired through
vehicle toolkit has everything from basic wrenches adventurous means, at the discre�on of your
to a self-assembling collapsible engine hoist. Architect. Further details on vehicles, including
Considered a must for anyone who owns a jumpship mechanics for how they func�on in combat or
or sparrow. You can use the toolkit to, over the during an encounter, are described in the Architect’s
course of an hour, repair a damaged vehicle for an Guide.
amount of health points equal to 2d4 + your
Technology modifier. Common repairs can be Vehicle proficiency. Your class, race, and certain
performed in this way, but your Architect may rule features grant you proficiency with one or more
that some form of specialized equipment or vehicles. Like most tools, there is no single ability
addi�onal resources are required for some kinds of that governs all the func�ons of a vehicle. For

Dungeons & Des�ny v1.1.2 130

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example, your Architect might call for a Dexterity being in orbit of a planet, moon, or black hole.
check to navigate your vehicle through a rocky field, Vehicles opera�ng outside the bounds of a
or an Intelligence check to interpret the scanner significant gravita�onal pull have an unlimited
readout on the console. Proficiency with a vehicle weight limit.
allows you to add your proficiency bonus to all
checks made with that vehicle, regardless of If a space-capable vehicle is within the
governing ability. atmosphere of a planet, and it is carrying a weight
in excess of its weight limit, it cannot move and, if
Speed. The speed listed is the maximum airborne, will begin to plummet.
atmospheric speed of the vehicle in a straight line,
measured in miles per hour. Vehicles that are Vehicle Descriptions
capable of interstellar flight may be able to reach
near-light speed (NLS), but only when opera�ng Descrip�ons of individual vehicle types are listed
outside of a planet’s atmosphere, and only when below, along with any special features individual
equipped with an NLS drive. The fric�on caused by vehicles may have.
the planetary atmosphere would catastrophically
incinerate most vehicles if they tried to reach such Sparrows
speeds within the atmosphere.
Quick, lightweight, and rela�vely inconspicuous,
Depending on the condi�ons, a vehicle’s speed sparrows are the bread and bu�er of Guardian
may vary greatly. A strong headwind could reduce a ground transporta�on. They’re cheap to build and
vehicle’s speed by half, or a tailwind could double easy to operate, perfect for the high-octane life of a
the speed of the vehicle. Stronger or weaker gravity Guardian. In addi�on, they come with a built-in
can also affect vehicle movement. Confer with your boost func�on, which can significantly increase the
Architect when it comes to handling vehicle speeds sparrow’s speed at the cost of maneuverability.
outside of typical condi�ons. Sparrows, unlike most other vehicles, are also small
enough that they can be transma�ed, and take up
Weight limit. Vehicles, unlike creatures, have a 50/1 memory.
set weight limit that is calculated by the design of
the vehicle, not by its size category. The weight limit Jumpships
of the vehicle is the final amount, in pounds, the
vehicle can carry. An expensive and precious commodity, jumpships
are the fastest form of in-atmosphere travel and,
Space travel. The weight limit for vehicles only
applies to vehicles opera�ng within an atmosphere, Dungeons & Des�ny v1.1.2
or within a significant gravita�onal pull, such as

131

CHAPTER 5: EQUIPMENT

should they be equipped with an NLS drive, they
give Guardians access to the stars.

Most jumpships come with a suite of
func�onality, including compartment pressuriza�on,
air condi�oning, autopilot, radio, basic scanners,
an�-detec�on methods, and short-range transmat
capabili�es for shi�ing cargo or crew members in
and out of the jumpship. When ascending into
space, jumpships u�lize a frac�onal por�on of their
equipped NLS drive’s propulsion to achieve escape
velocity.

Bulk Freighter

Also called pilgrim cars, bulk freighters are large,
box-like hovercra� used for transpor�ng materials
or people over land. They are slow but heavily
armored, easy to make, and can be linked together
to form long trains that only require a single driver
or programmed autopilot func�on. Each individual
freighter car is equipped with a safety hatch big
enough for a Medium creature on the top and
underside, as well as two large bay doors, one on
each broadside.

Hawk

A hawk is a troop carrier aircra� used by the
Vanguard and others in and around the Last City.
They are typically used to make cargo deliveries to
and from the City and the Tower, or to transport
Guardians to their assignments, if they have no
transport of their own.

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Trinkets d100 Trinket
31
d100 Trinket A photo of a woman si�ng at the edge of a
1 A shard of an unknown Ghost. 32 lake, grinning at the camera.

2 A piece of colored glass. 33 An ultra-rare Shaxx card from the Guardian
34 trading card game.
3 Empty lips�ck case with the relief of a hibiscus 35
flower. A styrofoam head.
36
4 An expired coupon for a spicy ramen shop. 37 A cat plushie.
38
5 A box of raisins. Pearl showing signs of having been in the
39 vacuum of space. Dated to be roughly 50,000
6 A keychain photo with a picture of a ki�en years old.
clinging to the edge with the words “hang in 40
there!” in curly font. A belt buckle that says "BAMF."
41
7 Jewelry box shaped like an engram, no obvious A container of Exo polish.
keyhole. 42
A whistle with the word “CALE” etched into it,
8 An ancient piece of technology with the word 43 next to an etching of a kale leaf.
“NOKIA” s�ll embossed on the back. 44
45 A spent air horn that can only make a pathe�c
9 A metal pin in the shape of a cartoon mouse. 46 toot.
47
10 A vial of rainbow gli�er. A coil of thin metal wound in a circle, wiggles a
48 lot.
11 A rock with seven numbers carved into it, with a 49
space between the third and fourth numbers. 50 A jar of sourdough starter, es�mated to be over
2,000 years old.
12 An old memory s�ck that cannot be accessed by 51
any modern technology, including your Ghost. 52 A polished rock that has an uncanny
53 resemblance to Jupiter.
13 A plas�c cube divided into three ver�cal
quadrants and three horizontal quadrants. Each 54 A piece of metal with the number 1-1-7 on it.
quadrant can be twisted. 55
56 A hat with the SRL logo on it.
14 A deck of old playing cards missing the ace of
spades. 57 An invita�on to a lecture by Master Rahool.

15 A copy of Hunter of the Heart, signed by the 58 A toy car with a bat-shaped symbol on it.
author.
59 A blue collar for a domes�cated animal, the
16 A clear rubber ball with a plas�c toy inside. 60 name it once bore now illegible due to �me.
61
17 A broken controller for a video game console. A hat made out of spinmetal foil.

18 A s�cker book. A scarf with pockets at the ends.

19 A small plas�c figurine of a mouse-like creature A strange piece of black plas�c with the words
with a lightning bolt for a tail. “AWESOME MIX VOL 1” wri�en on the outside.
Inside, there is a dark brown magne�c tape
20 An ar�choke that has been exposed to a Hive wrapped around two cylinders.
summoning ritual. Glows green.
A bullet shell with a name carved on it.
21 A bunny keychain.
Silver flask with six tally marks etched into it.
22 An ancient recording device. There is no film,
but the Cryptarchs say you can s�ll see the past Well-worn gloves made from unhackable
when you look through it. glimmer, age unknown.

23 An old page of sheet music. The only parts s�ll A package of yellow pastries with cream filling.
legible read “HOPE FOR THE FUTURE.”
A s�ck of celery.
24 A purple plas�c unicorn.
A blue plas�c card with a magne�c strip on the
25 A small green crystal that becomes darker the back and an unintelligible word wri�en in
longer you look at it. yellow on the front.

26 A map of a world that seems to be on the back A piece of leather with an embroidered emblem
of a turtle. of a wolf on it.

27 A ring that bears an unknown symbol. Small cat statue that has a persistent, faint
chime, and smells vaguely of mint.
28 A box of glimmer-shaped sweets.
A marble that looks like the Traveler.
29 A necklace made from scales and teeth.
Fingerless gloves that look like an animal’s paw.
30 A �e-dye T-shirt.
A picture of an ancient astronaut with the
133 le�ers “aeiou” drawn into a speech bubble.

CHAPTER 5: EQUIPMENT Dungeons & Des�ny v1.1.2

d100 Trinket d100 Trinket
62 92 An ancient recipe for so-called 'buffalo' chicken
A hand-kni�ed, blue hat with the le�ers “AK” in wings.
63 gold. 93
94 Shredded remains of a Fallen house banner.
64 A plas�c name tag with a name that is not yours 95
printed on it. The name tag is blue with a yellow 96 A so�-knit Ghost-sized hat.
65 asterisk in the corner. 97
Two yellow-and-black tail feathers.
66 A carefully preserved movie �cket from the year 98
67 2136. 99 An old book.
68 100
69 A 1:5 scale model of a Gjallarhorn that shoots A briefcase filled with black and white circular
foam darts. chips.
70
A glass bo�le with a toy colony ship inside. Feathers from a yellow bird.
71
72 A conch shell. A pamphlet for the Cult of Osiris.

73 An unfinished blueprint for a weapon. A book about how to play a game called
Dragons in Dungeons.
74 An outdated work order for the installa�on and
75 calibra�on of a cascade driver array.

76 An avocado with an unusual amount of
radia�on coming from it.
77
78 An old Swiss army knife, s�ll good.
79
80 A small plas�c circular device with a long-dead
81 display screen and a cute pixelated animal on
the case.
82
A small bone that seems to whisper to you if
83 you hold it right next to your ear.
84
85 A silver locket with only a bit of ash inside.

86 A shard from a Sunbreaker’s hammer that is
87 always hot to the touch.
88
A stuffed white cat a�ached to a pair of plas�c
89 bongos.

90 A bo�lecap.

91 A small nau�lus fossil that came from Io.

A travel mug with the Crucible logo on it.

A rainbow rubber bracelet.

A strange coin made of a bronze-like metal with
a green gem in the center, warm to the touch.

A ragged doll made from llama wool, and filled
with so� pine needles.

A clear plas�c bag full of plas�c chips.

A small green toy helmet with an orange visor.

Slivers of glass used by the Vex. Isotopic da�ng
suggests their age ranges across billions of years
into the past and future.

A package of Zavala Snacks.

A red flower that never wilts.

A red, green, and white card with text from an
ancient language inside.

An embroidered patch with a single red-and-
white stripe and the text 'N7' on it.

The Cryptarchy’s best guess for this item is
'magic Vex block.'

A �ny goat made out of straw, with a bronze
bell �ed around its neck.

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135 Dungeons & Des�ny v1.1.2

CHAPTER 6: CUSTOMIZATION

CHAPTER 6: CUSTOMIZATION

T he power of your Light abili�es isn't the only func�on and may even fall apart if you a�empt to
thing that develops with you. As you grow in use it.
strength, knowledge, and wealth, certain
equipment upgrades will become available to you. Upgrading a weapon’s �er does not provide any
Also during your travels, you may come across exo�c inherent bonuses to that weapon. The only bonuses
weapons, armor, ar�facts, or devices. These items you get for upgrading a weapon’s �er come from the
have unique perks, proper�es, or other effects that perk you pick.
are not covered in this chapter. More informa�on on
exo�c equipment is included in the Architect’s Picking a Perk
Guide.
Every class of weapon has a unique list of perks that
Weapon Upgrades you can choose from for each �er of the weapon.
The list of available perks for each weapon class can
Weapons come in four �ers, �er 0 through �er 3. All be found in the Weapon Perk Combina�ons sec�on
weapons described in Chapter 5 are considered Tier of this chapter. Because of the way weapons are
0 weapons. Higher �ers can be purchased or dis- constructed, not all weapons can be built with all
covered during your adventures, whether through weapon perks, and not all weapon perks can be
finding a lost weapon locker, using a weapon- used in conjunc�on with each other.
smithing toolkit to make the upgrade yourself, or
obtaining the services of a weaponsmith. The cost of each perk is included in the purchase
of the slot. You must pick a perk for a slot before you
The cost of upgrading your weapon is detailed in can use the weapon.
the Weapon Tiers table. This is the price whether
you are upgrading the weapon with your own Changing a Perk
weaponsmithing toolkit, or if a dedicated weapon-
smith does the job for you. You can spend 1,000 glimmer to switch a perk your
weapon has for another perk it could have in that
You cannot skip �ers when upgrading a weapon. slot. You lose the effects of the old perk and gain the
You must upgrade one �er at a �me, and it takes 1 effects of the new perk. Changing a perk in this way
hour of work to complete an a�empt at upgrading a requires a successful weaponsmithing toolkit check,
weapon (you can make this a�empt during a short or the skilled hand of a dedicated weaponsmith to
rest). You will need to complete a skill challenge with do the job for you.
three successes in order to upgrade your weapon,
the DC for which is listed in the Weapon Tiers table. Order of Operations
At least one ability check in this skill challenge must
involve a weaponsmithing toolkit. If you fail the skill When determining how perks affect a weapon, you
challenge, you s�ll spend the glimmer, but your first start with the proper�es of the weapon as
weapon is not upgraded. defined in Chatper 5. Perks alter, change, or add
onto the proper�es of the weapon in the order they
Perks are applied: Slot 1 perks affect the weapon first,
then Slot 2, and finally Slot 3.
Upgrading your perk-compa�ble weapon unlocks a
new perk slot for that weapon, which allows you to Perk Terminology
purchase a weapon perk, a feature for your weapon
that enhances or alters its func�on. Weapons can Many perks involve specific terminology.
have up to three perks, one for each perk slot. The Increase damage die size. When you increase a
�er of the weapon corresponds to the highest
available perk slot for it. When you have an open weapon’s damage die size, the number of dice you
perk slot, you must select a perk for that slot, roll for damage stays the same, but the value of
otherwise your weapon is not complete. It will not those dice go to the next size up. A d4 becomes a
d6, a d6 becomes a d8, a d8 becomes a d10, and a
d10 becomes a d12. Damage die sizes cannot be

Weapon Tiers Cost Perk Slots Weaponsmithing DC
See Chapter 5 None —
Weapon Tier Slot 1 13
Tier 0 1,000 gl Slot 1, Slot 2 15
Tier 1 2,500 gl Slot 1, Slot 2, Slot 3 17
Tier 2 5,000 gl
Tier 3

Dungeons & Des�ny v1.1.2 136

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increased beyond d12. Close-range weapons. Range bands cannot be
Decrease damage die size. The number of dice decreased below Close. Reducing the range band
does not alter the weapon’s range values.
you roll for damage stays the same, but the value of Increase or decrease all ranges. The
those dice goes to the next size down. A d12 effec�ve, extended, and maximum ranges of
becomes a d10, a d10 becomes a d8, a d8 becomes the weapon all increase or decrease by the
a d6, and a d6 becomes a d4. Damage die sizes amount specified. A range value can never be
cannot be decreased below d4. less than 0.
Increase or decrease specific
Increase range band. When a perk men�ons that range. If a perk increases or
a weapon’s range band is increased, this means decreases only a specific range of a
Close-range weapons become Medium-range weapon, this means that only that range’s
weapons, and Medium-range weapons become value is affected. For example, a perk that
Long-range weapons. Range bands cannot be alters the effec�ve range of a weapon only
increased beyond Long. Increasing a weapon’s range affects the first number listed in the weapon’s
band does not alter the range values of the weapon. range values. A weapon’s effec�ve range
cannot be made greater than its extended
Decrease range band. When a perk says to range, and a weapon’s extended range cannot
decrease your weapon’s range band, that means be made greater than its maximum range.
Long-range weapons become Medium-range Likewise, a weapon’s extended range cannot be
weapons, and Medium-range weapons become made less than its effec�ve range, and a weapon’s

maximum range cannot be made less than its
extended range.

Weapon saving throw. If a perk causes a saving
throw, unless the perk says otherwise, the DC is
equal to 8 + your proficiency bonus + which-ever
modifier you will use for your damage roll with the
weapon. This is also referred to as the weapon’s
saving throw DC or the weapon DC. You only add
your proficiency bonus to a weapon DC if you are
proficient with the weapon.

Situa�onal benefits. You only gain that effect(s)
of a perk while you are in the situa�on described by
the perk. Once the described condi�ons no longer
apply, any effects of the perk end. For example, if a
perk says the damage die size of the weapon is
increased when you take a shot with it while Aiming,
the weapon’s damage die size is only increased
while you are Aiming with that weapon. If you stop
Aiming, the weapon’s damage die size returns to
normal.

Stacking benefits. By default, the effects of
weapon perks do not stack with themselves. This
means that once you have gained the benefit of a
perk, you cannot gain the benefit of that perk again
even if you have a completely different weapon that
has the same perk. A perk must specifically state
that it can stack with itself in order to do so. If a perk
has an effect that can stack, and that effect lasts for
a given dura�on, whenever you gain a new stack of
that perk you reset the dura�on of the effect.

Auto Rifle Combat Bow

Slot 1 Slot 1 Slot 2 Slot 3
Firing Line Archer's Tempo
Focused Fire Slot 2 Slot 3 Field Scout Elemental Final Round
Hip Fire Exhumed Crowd Control Hidden Hand
Explosive Rounds Demoli�onist Full Draw High-impact
High-impact One-two Punch
Lightweight Tap the Trigger Natural String Rangefinder
Rangefinder
Unflinching Shoot to Loot

Snapshot

Threat Detector
Sights

137 Dungeons & Des�ny v1.1.2

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Fusion Rifle Grenade Launcher

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3
Demoli�onist Full Court
Accelerated Coils Ba�le Runner One-two Punch Perfect Balance Elemental Ricochet Rounds
Shield Breaker S�cky Grenades
Enhanced Ba�ery High-impact Surrounded Crowd Control Exhumed Wave Grenades

Par�cle Sca�ering Osmosis Vola�le Launch Osmosis

Rangefinder Rangefinder

Snapshot Snapshot

Hand Cannon Light Machine Gun

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3
Army of One Army of One
Focused Fire Exhumed Crowd Control Firing Line Armor-piercing Rounds Demoli�onist
Final Round Persistence
Opening Shot Explosive Rounds Luck in the Focused Fire Elemental Vorpal Weapon
Chamber
Outlaw High-impact Tap the Trigger Explosive Rounds

Rangefinder Rangefinder

Snapshot

Snapshot Threat Detector Sights

Linear Fusion Rifle Pulse Rifle

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3
Final Round Demoli�onist
Accelerated Coils High-Impact Mulligan Featherweight Exhumed
Vorpal Weapon Bolt Hidden Hand
Shield Breaker Lightweight Luck in the Chamber
Ricochet Rounds
Enhanced Ba�ery Osmosis Focused Fire Lightweight

Rangefinder Headseeker Rangefinder

Snapshot Snapshot

Threat Detector Unflinching
Sights

Rocket Launcher Scout Rifle

Slot 1 Slot 2 Slot 3

Slot 1 Slot 2 Slot 3 Field Scout Explosive Rounds Army of One
Army of One
Dual Barrel Ba�le Runner Black Powder Take a Knee High-impact Luck in the
Cluster Bombs Chamber
Heavy Payload Elemental Demoli�onist
Javelin
Impact Casing Rangefinder Zen Moment Lightweight Rapid Hit

Tracking Snapshot Rangefinder Vorpal Weapon

Snapshot

Threat Detector Sights

Shotgun

Slot 1 Slot 2 Slot 3 Sidearm

Precision Frame Armor-piercing Rounds Final Round Slot 1 Slot 2 Slot 3
Demoli�onist
Rifled Barrel Ba�le Runner One-two Punch Featherweight Bolt Ba�le Runner Rapid Hit
Swashbuckler
Shot Package Elemental Surrounded Perfect Balance Elemental Tap the Trigger
Vorpal Weapon
Exhumed Trench Barrel Under Pressure Lightweight

Snapshot Osmosis

Rangefinder

Snapshot

Dungeons & Des�ny v1.1.2 138

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Sniper Rifle Submachine Gun

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3
Final Round Crowd Control
Box Breathing Armor-Piercing Rounds Rapid Hit Hip Fire Ba�le Runner One-two Punch
Take a Knee Surrounded
Opening Shot Elemental Lightweight Frame Explosive Rounds Swashbuckler
Tap the Trigger
Rifled Barrel Explosive Rounds Secret Round High-Impact

Rangefinder Lightweight

Snapshot Rangefinder

Threat Detector Sights Snapshot

Trace Rifle

Slot 1 Slot 2 Slot 3
Augmented Focus
Enhanced Ba�ery Exhumed Persistence
Vorpal Weapon
Firing Line Extended Barrel

Supercharger High-impact

Lightweight

Osmosis

Melee Weapon (Any)

Slot 1 Slot 2 Slot 3
Adap�ve Frame (requires Finesse property)
Elemental Shot Capacity Enduring Edge Burst Frame (requires Reach property)
Caster Frame (requires one-handed bulk)
Honed Edge Heavy Frame (requires two-handed bulk or Versa�le property)
Whirlwind Frame (requires Heavy property)
Jagged Edge

Transmat Hilt

139 Dungeons & Des�ny v1.1.2

CHAPTER 6: CUSTOMIZATION

List of Perks damage roll.
Alterna�vely, as an ac�on you can spend 10 shots
Perks are listed in alphabe�cal order.
Accelerated Coils. The number of damage dice to launch a heavy bolt of energy from this weapon.
Treat this a�ack as if the weapon had the Thrown
this weapon has is reduced by one, and it loses the (40/80) property, and if the a�ack hits, all other
Loading property. targets within 5 feet of the original target must
make a Dexterity saving throw, taking half the
Adap�ve Frame (requires Finesse property). damage of this weapon's hit on a failed save. In
Once on your turn, if you miss with an a�ack with addi�on, the original target must make a
this weapon, you can spend 5 shots to make an Cons�tu�on saving throw at the start of its next
addi�onal a�ack with this weapon. turn. It takes half the damage of this weapon again
on a failed save.
Archer's Tempo. If you hit a hos�le creature with
a shot from this weapon, you gain a bonus +1 to the These a�acks deal the damage type chosen in
a�ack roll of the next shot you take with this the weapon's Elemental Shot Capacity perk, not its
weapon, if that shot is made before the end of your normal damage type.
next turn. This bonus can stack up to a maximum of
+3, but is lost if you do not take a shot with this Cluster Bombs. This weapon gains the Loading
weapon on your turn. property. A�er resolving the payload effect of this
weapon, all targets that failed their payload saving
Armor-piercing Rounds. The rounds fired from throw take an addi�onal 1d8 explosive damage
this weapon can pierce most barriers, but are (same type as the weapon's damage type).
blocked by 1 inch of metal, 2 inches of stone, or 3
feet of wood or dirt. These rounds can also damage Crowd Control. When you kill a hos�le creature
all creatures in a line up to this weapon’s effec�ve with a shot from this weapon, this weapon gains a
range (while Aiming, up to extended range instead). bonus +2 to its damage rolls for the next minute.
In order to do this, your a�ack must have killed the
first target, and your a�ack roll must beat the AC of Demoli�onist. If you kill a hos�le creature with a
the next subsequent target. Subsequent targets take shot from this weapon, you have advantage on
the same damage of the original target. grenade recharge rolls you make for the next
minute. This benefit ends early if you are
Army of One. If you kill a hos�le creature with a Incapacitated, if you regain a grenade ability charge,
shot from this weapon, you can make a melee ability or if you stop holding this weapon.
recharge roll and a grenade ability recharge roll.
Dual Barrel. This weapon's Payload impact
Augmented Focus. The damage die size of this becomes a 5-foot diameter, its damage die size is
weapon increases by two. reduced by two, and it loses the Loading property.

Ba�le Runner. If you kill a hos�le creature with a Elemental. This weapon's damage type changes
shot from this weapon, your base walking speed to one of the following: arc, solar, or void. You
increases by 10 feet for the next minute. The effect cannot alter this choice once made, and you cannot
of this perk is lost early if you switch weapons or remove this perk once it has been applied.
stop holding this weapon. The effect of this perk
cannot stack with itself regardless of the number of Elemental Shot Capacity. When you add this
weapons you are holding that have this perk. perk to your weapon choose one of the following
damage types: arc, solar, void. You cannot alter this
Black Powder. This weapon's Payload DC choice once made.
increases by 2.
This weapon gains the Shot Capacity (20)
Box Breathing. This weapon gains an addi�onal property. When you deal damage with this weapon,
damage die, and it gains the Loading property. If you you can spend 1 shot to deal the chosen damage
begin Aiming with this weapon on your turn, and type instead of this weapon's normal damage. Any
you do not take any ac�on or bonus ac�on on your �me you make any a�ack with this weapon that
turn, you have advantage on any shots you take with results in spending a shot from this weapon's shot
this weapon on your following turn. capacity, you can choose to deal the chosen damage
type instead of this weapon's normal damage.
Burst Frame (requires Reach property). This
weapon gains the Cumbersome property. As an Enduring Edge. This weapon's shot capacity
ac�on, you may spend 5 shots to launch a burst of increases by 10.
energy. This burst uses this weapon's normal traits,
but gains the payload property with an impact line Enhanced Ba�ery. The damage die size of this
of 20 feet, origina�ng from you, instead of an impact weapon is increased by one, it gains a bonus +1 to
radius. damage rolls when you take a shot with it, and all
ranges of this weapon are increased by 10 feet.
This a�ack deals the damage type chosen in the
weapon's Elemental Shot Capacity perk, not its Exhumed. You can take a shot with this weapon
normal damage type. once on the turn that you are revived from death.
You have advantage on your a�ack roll for that shot.
Caster Frame (requires one-handed bulk). This
weapon gains the Cumbersome property, and its Explosive Rounds. This weapon deals explosive-
weapon DC increases by 2. As an ac�on, you may type damage. For example, if the weapon only dealt
spend 5 shots to launch a bolt of energy from this kine�c damage before, it would now deal explosive
weapon. Treat this a�ack as if the weapon had the kine�c damage.
Thrown (40/80) property, and if the a�ack hits, you
can add an addi�onal damage die to the a�ack's Extended Barrel. The range of this weapon
increases by 15 feet.
Dungeons & Des�ny v1.1.2
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CHAPTER 6: CUSTOMIZATION

Automa�c Fire property. a�ack rolls with it.
Field Scout. If there are no creatures within 10 Impact Casing. The weapon's damage die size

feet of you that you are aware of, you gain a bonus decreases by one. When you take a shot with this
+2 to a�ack and damage rolls when you take a shot weapon, you can choose a specific target within
with this weapon. range and make an a�ack roll against it. On a hit the
target becomes the origin for the Payload effect of
Final Round. Your cri�cal hit range is increased by this weapon, the target automa�cally fails their
1 when you take a shot with this weapon. If you take Payload saving throw, and you roll one addi�onal
a shot with this weapon and score a cri�cal hit, you damage die against the chosen target only (all other
can add a bonus damage die to this weapon's targets affected by the Payload effect take damage
damage roll before accoun�ng for the effects of the as normal). On a miss the target is s�ll the origin for
cri�cal hit. this weapon's Payload effect, but the target
automa�cally succeeds on their Payload saving
Firing Line. When two or more allied creatures throw. Resolve the Payload effect for other targets
you are aware of are within 30 feet of you, you have within range as normal.
a bonus +1 to a�ack and damage rolls with this
weapon. Jagged Edge. This weapon's damage die size is
increased by one, and it has a bonus +2 to its
Focused Fire. The range band of this weapon is damage rolls.
increased, the effec�ve range is reduced by 10 feet,
and the extended range is increased by 10 feet. Javelin. All ranges of this weapon increase by 30
When you take a shot with this weapon while feet, and the damage die size of this weapon
Aiming, the damage die size of this weapon is increases by one. This benefit applies a�er all other
increased by one. Finally, if this weapon has the High range increases or decreases are calculated for the
Recoil property, this weapon loses the High Recoil weapon.
property and gains the Finesse property instead.
Lightweight. If you start your turn while holding
Full Court. If you take a shot with this weapon this weapon in your hands, your speed increases by
against a target within this weapon's extended 5 feet un�l the end of your turn. You cannot gain the
range, this weapon gains an addi�onal damage die benefit of the Lightweight perk more than once
in its damage roll for that a�ack. If the target is regardless of how many weapons you are holding
within this weapon's maximum range, this weapon with this perk.
gains two addi�onal damage dice instead.
Lightweight Frame. The damage die size of this
Full Draw. This weapon's range band is weapon decreases by one. If this weapon has the
increased, it gains the Loading and Finesse High Recoil property, it loses the High Recoil
proper�es, its damage die size is increased by one, property and gains the Finesse property instead.
and it gains an addi�onal damage die.
Luck in the Chamber. When you roll damage for
Headseeker. If you hit with a shot with this a shot from this weapon, roll a d6. Your shot has a
weapon while Aiming, and you roll a 1 or a 2 on any bonus +5 to damage if the d6 lands on a 5, or a
of this weapon's damage dice, you can re-roll those bonus +6 to damage if it lands on 6.
damage dice one �me. You must use the new result,
even if it's a 1 or a 2. Mulligan. If you miss with a shot from this
weapon on your turn, you can roll a d6. On a roll of
Heavy Frame (requires two-handed bulk or 6, one shot is refunded to this weapon’s magazine,
Versa�le property). This weapon gains the and you can make an addi�onal a�ack with this
Cumbersome property, and its cri�cal hit range is weapon.
increased by 2. As your ac�on, you can spend 5
shots to make a two-handed a�ack that, if it hits, Natural String. This weapon's damage die size is
gains two addi�onal damage dice for its damage roll. decreased by one. Once on your turn, if you miss
In addi�on, on a hit with this powerful a�ack, the with a shot from this weapon, you can roll a d6. On a
target must make a Strength saving throw or be roll of 5–6, you can re-roll your a�ack roll for the
knocked Prone. missed shot. You must use the new roll.

This a�ack deals the damage type chosen in the One-two Punch. If you hit a hos�le creature with
weapon's Elemental Shot Capacity perk, not its a shot from this weapon, the next melee a�ack you
normal damage type. make before the end of your next turn has its
damage increased by 1d6.
Heavy Payload. The Payload radius of this
weapon becomes 10 feet, and the damage die size Opening Shot. If you take a shot with this
decreases by one. weapon against a creature that is unaware of your
presence, or that has not taken a turn yet in the
Hidden Hand. When you take a shot with this ini�a�ve order, you have a bonus +3 to the a�ack
weapon while Aiming, you gain a bonus +2 to this and damage rolls of that shot.
weapon's a�ack roll.
Osmosis. When you spend a grenade ability
High-impact. This weapon treats damage point charge while holding this weapon, you can choose to
values as reduced by an amount equal to twice your alter this weapon's damage type to match the type
proficiency bonus, for the purpose of determining if of Light you use. This change lasts for the next
an a�ack with it deals damage. minute, but is lost early if you stop holding this
weapon.
Hip Fire. This weapon has a bonus +2 to a�ack
rolls when you take a shot with it while you are not Outlaw. When you take a shot with this weapon
Aiming. while Aiming, you have a bonus +2 to your a�ack

Honed Edge. This weapon has a bonus +2 to Dungeons & Des�ny v1.1.2

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roll. When you take a shot with this weapon while using the smart rounds in this weapon. Your Ghost
not Aiming, you have a bonus +2 to your damage can do this even from within its pocket backpack,
roll. but can only transfer one item per shot. This
weapon requires special ammuni�on that costs an
Par�cle Sca�ering. This weapon loses the Energy addi�onal 500 glimmer to purchase per magazine.
Projec�les property and its firearm ranges, its range
band becomes Close, and it gains the Payload Shot Package. All ranges of this weapon increase
property with an impact cone instead of a radius. by 5 feet. You gain a bonus +1 to a�ack and damage
The impact cone is 15 feet, origina�ng from you. rolls when you take a shot with this weapon.

Perfect Balance. This weapon has a bonus +2 to Snapshot. It costs 10 less feet of movement to
its a�ack roll when you take a shot with it, and it has begin Aiming with this weapon.
the Finesse property.
S�cky Grenades. This weapon fires grenades that
Persistence. When you take a shot with this s�ck to the first hard surface they hit, including
weapon while Aiming, you can add a bonus +1 to hit creatures and unmounted objects. A�er s�cking to a
when you take your next shot with this weapon, if surface, the first creature to enter the grenade's
that shot is taken before the end of your next turn. space causes the grenade to detonate. All creatures
The effect of this perk can stack with itself to a that share the same space as the grenade must
maximum of +3, but is lost if you do not take a shot make a Dexterity saving throw, taking the damage of
with this weapon on your turn, or if you end your this weapon on a failed save, or half as much on a
turn without Aiming. success.

Precision Frame. The range band of this weapon If you a�empt to s�ck this weapon's grenades to
is increased, the extended and maximum ranges of a creature, make an a�ack roll like normal. On a hit
this weapon increase by 10 feet each, and the the grenade detonates immediately and the
damage die size of this weapon increases by one creature automa�cally fails their Dexterity saving
when you take a shot with it while Aiming. Finally, if throw. On a miss, the grenade falls to the ground
this weapon has the High Recoil property, this beneath the creature's feet and detonates like
weapon loses the High Recoil property and gains the normal.
Finesse property instead.
Grenades fired from this weapon will remain in
Rangefinder. The scope values of this weapon place for up to 1 minute, or un�l they are
increase by half of their current value. Round down detonated. If you reload this weapon, any ac�ve
to the nearest mul�ple of 5 when you do this. For grenades detonate immediately.
example, a weapon with ranges of 35/50/90 would
see its ranges become 50/75/135. Supercharger. This weapon gains the Automa�c
Fire property, and a bonus +1 to its damage rolls.
Rapid Hit. If you hit a hos�le creature with a shot
from this weapon, you gain a bonus +1 to the Surrounded. If you take a shot with this weapon
damage roll of the next shot you take with this when two or more hos�le creatures are within 15
weapon if that shot is made before the end of your feet of you, you have advantage on your a�ack roll
next turn and if it hits the same target as before. for that shot. You can only benefit from this perk
This bonus can stack up to a maximum of +5, but is once on your turn.
lost if you do not take a shot with this weapon on
your turn or if you make an a�ack against another Swashbuckler. When you deal 6 or more damage
target. to a hos�le creature from a shot with this weapon,
you can make a melee ability recharge roll.
Ricochet Rounds. When you take a shot with this
weapon and miss, roll a d6. On a 5 or 6, you can Take a Knee. While Combat-Prone, this weapon
choose one other target within 10 feet of your has a bonus +1 to a�ack and damage rolls.
original target to a�ack instead, using your original
a�ack roll. If your original a�ack roll would hit the Tap the Trigger. You have advantage on the first
new target, roll damage against the new target. a�ack roll you make with this weapon when you
take a shot with it on your turn, but only if you were
Rifled Barrel. This weapon gains a bonus +2 to its already holding this weapon at the start of your
damage rolls when you take a shot with it. turn. If you make more than one a�ack with this
weapon on your turn, or if you stop holding this
Secret Round. This damage of this weapon is weapon before the start of your next turn, you lose
increased by 1d4. the effect of this perk on your next turn.

Shield Breaker. The damage die size of this Threat Detector Sights. While you are Aiming
weapon is increased by one if you take a shot and holding this weapon in your hands, you have
against a target that has energy shield points. If a advantage on Wisdom (Percep�on) checks you make
shot from this weapon reduces a target's energy to detect the loca�on of hos�le creatures, and you
shield points to 0, an explosion of energy erupts do not have disadvantage on a�ack rolls you make
from the creature. It and all other targets within 5 against creatures under the effects of ac�ve
feet of it take 1d6 damage of the same type as the camouflage.
elemental alignment of the target's energy shields. If
no alignment is stated, the damage type is kine�c. Tracking. When you take a shot with this weapon
while Aiming, you can choose one target for the
Shoot to Loot. If you hit a small item with a shot round to track. That creature becomes the impact
from this weapon, one that weighs less than 7 lbs point of the round, and it has disadvantage on its
and is not being worn or carried, your Ghost can use payload saving throw. If that creature uses a
its reac�on to transmat that item into its memory reac�on that results in it moving, you can move the
impact point to be within 5 feet of the tracked
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creature a�er they complete their reac�on. If the Dungeons & Des�ny v1.1.2
creature ends its reac�on behind cover, the impact
point becomes that cover, which can affect the
creature's saving throw like normal.

Transmat Hilt. As a free ac�on on your turn, you
can recall the weapon from its current posi�on into
your hands. To do this, you must be within 60 feet of
the weapon, and there must not be a barrier that
prevents transmat.

Trench Barrel. If you hit a hos�le creature with a
melee a�ack, un�l the end of your next turn, this
weapon's gains a bonus +2 to damage rolls.

Under Pressure. If you have 0 energy shield
points, you have advantage on shots you take with
this weapon.

Unflinching. If you are Aiming with this weapon
when you are forced to make a Strength or Dexterity
saving throw, you can use your reac�on to have
advantage on the saving throw.

Vola�le Launch. The damage die size of this
weapon increases by one.

Vorpal Weapon. If you hit an Elite, Major, or
Ultra creature with a shot from this weapon, this
weapon gains an addi�onal damage die for that
shot.

Wave Grenades. The range of this weapon
becomes 60 feet (it loses its firearm ranges), it gains
the Loading property, and it gains the Payload
property with an impact line instead of radius. When
you take a shot with this weapon, choose a space on
a hard surface within range. The grenade fired by
this weapon detonates on that surface and creates a
20 foot line across the surface, going in a direc�on
away from you. This line ends early if the surface is
less than 20 feet long. All creatures standing on the
line must make a payload saving throw against the
damage of this weapon.

Whirlwind Frame (requires Heavy property).
This weapon gains the Cumbersome property, and
gains a +1 bonus to a�ack and damage rolls. As an
ac�on, you may spend 10 shots to perform a
whirlwind a�ack. Make an a�ack against all targets
within 5 feet of you. You do this by making a single
a�ack roll and comparing the result to every
affected target’s AC. Make a separate damage roll
for every target you hit.

This a�ack deals the damage type chosen in the
weapon's Elemental Shot Capacity perk, not its
normal damage type.

Zen Moment. Every �me you hit a hos�le
creature with a shot from this weapon while Aiming,
you gain a bonus +1 to the a�ack rolls of shots you
take with this weapon for the next minute. This
bonus can stack up to a maximum of +3, but is lost if
you take any damage.

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CHAPTER 6: CUSTOMIZATION

Armor Reinforcement You cannot skip stages when reinforcing armor.
You must reinforce the armor 1 stage at a �me, and
By using an armorsmithing toolkit, or by purchasing it takes 1 hour of work to complete an a�empt at
the service of an armorsmith, you can improve the reinforcing armor (you can make this a�empt during
AC bonus provided by a set of armor. All armor a short rest). You will need to complete a skill
comes in one of four levels of reinforcement, from challenge with three successes in order to reinforce
stage 0 to stage 3. The stage-0 version of Guardian your armor, the DC for which is listed in the Armor
armor can be found in Chapter 5. Reinforcements table. At least one ability check in
this skill challenge must involve an armorsmithing
The cost of reinforcing your armor is detailed in toolkit. If you fail the skill challenge, you s�ll spend
the Armor Reinforcements table. This is the price the glimmer, but your armor’s reinforcement stage is
whether you are reinforcing the armor with your not increased.
own armorsmithing toolkit, or if a dedicated
armorsmith does the job for you. Keep in mind that
most armorsmiths will charge an addi�onal fee for
their labor.

Armor Reinforcements

Stage AC Bonus (not cumula�ve) Cost Armorsmithing DC

Light Armor See Chapter 5 —
25,000 gl 13
Stage 0 See Chapter 5 50,000 gl 15
17
Stage 1 +1 AC 110,000 gl

Stage 2 +2 AC See Chapter 5 15
30,000 gl 17
Stage 3 +3 AC 55,000 gl 19

Medium Armor 115,000 gl —
17
Stage 0 See Chapter 5 See Chapter 5 19
35,000 gl 21
Stage 1 +1 AC 60,000 gl

Stage 2 +2 AC 120,000 gl

Stage 3 +3 AC

Heavy Armor

Stage 0 See Chapter 5

Stage 1 +1 AC

Stage 2 +2 AC

Stage 3 +3 AC

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CHAPTER 6: CUSTOMIZATION

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CHAPTER 72: COLAMSBSEATS

CHAPTER 7: COMBAT

T his chapter covers the unique aspects of without sufficiently sophis�cated programming to
combat in D&Des�ny. What is not covered be considered intelligent, such as an LED lamp or a
here is covered in the core rules of 5th edi�on. megaphone) cannot be hacked. Constructs that are
marked as a virtual intelligence (VI) are considered
Actions in Combat devices and can be hacked. Any creature with the
living machine feature is an ar�ficial intelligence and
The ac�on op�ons provided by the core 5e rules are cannot be hacked.
A�ack, Cast a Spell, Dash, Disengage, Dodge, Help,
Hide, Ready, Search, and Use an Object. D&Des�ny You always need a thieves' toolkit or a Ghost to
adds the Aim, Cast a Light Ability, Hack, Reload, and hack a virtual intelligence. They are just too complex
Revive ac�on op�ons. and too nuanced to hack efficiently otherwise,
unless you have several days worth of �me to first
Aim peruse all the code, and then several more days to
shi� it around and debug your changes.
Once on your turn, you can choose to spend 15 feet
of your movement in order to focus on your a�ack The Hack Action
with a weapon, gran�ng yourself the Aiming
condi�on, which lasts un�l the start of your next You can use the Hack ac�on to determine the result
turn. You can't begin Aiming if you don't have of your a�empt to hack a device. Due to the
enough movement le� or if you don’t have enough complexity of the process and how intermingled
movement to do so. systems become while performing a hack, only one
creature may a�empt to hack a device at a �me.
Creatures who are Aiming have the following Even so, a creature can benefit from the Help ac�on
effects applied to them: while hacking.
• If you take a shot with a weapon that has scope
Make an Intelligence (Technology) check against
ranges, you can take that shot normally up to the a DC of 8 + the proficiency bonus of the device + the
weapon’s extended range. You can also take a Intelligence modifier of the device. If the device has
shot with the weapon against a target within its neither a proficiency bonus nor an Intelligence
maximum range, but that a�ack is granted modifier, the DC is 8 unless specified otherwise.
disadvantage.
• You cannot make an a�ack of opportunity. On a successful check, you gain one hacking
success. On a failed check, you gain one hacking
Cast a Light Ability failure. You must keep taking this ac�on un�l you get
three of a kind. If you have not yet accumulated
Cas�ng a Light ability—either your grenade, melee, three of a kind, and you do not take the Hack ac�on
superclass, or super ability—is separate from the on your turn, you automa�cally accumulate one
A�ack ac�on, even if the Light ability requires a hacking failure.
Light a�ack roll. The ac�on cost of cas�ng a Light
ability is described by the Light ability. See Chapter 8 If you accumulate three hacking failures before
for more informa�on on Light abili�es. you accumulate three hacking successes, the
device's defensive systems react and make the
Hacking Devices device immune to the Hack ac�on for the next 24
hours.
Hacking is an archaic term that refers to the act of
bypassing digital locks or firewalls, i.e. to hack your If you accumulate three hacking successes before
way past cybersecurity measures. Hacking can be a accumula�ng three hacking failures, you assume
very simple act, such as using a keylogger, or it could control of the device. Control of the device means
be a very complex process, such as a�emp�ng to you can decide to turn the device on or off, you can
slip into a secured network from an outside loca�on. access any files stored in the device, or, if the device
has ac�on op�ons, you can use your ac�on to
Typically, a creature needs more than proficiency interact with the device, which allows you to select
in the Technology skill in order to hack something: one of the device’s ac�ons to perform.
they also need access to specialized tools found in a
thieves' toolkit. Ghosts can also easily step in, since The full range of what a creature can do with a
they have a means of universally interfacing with hacked device is determined by the Architect.
most computer and machine systems and have the
necessary capabili�es for hacking built into their There may be certain condi�ons associated with
very being. either a�emp�ng to Hack a device, or with
maintaining control of a successfully hacked device.
Only devices can be hacked. An ar�fact, ar�ficial If so, the device will describe any special condi�ons
intelligence (AI), or a ‘dumb’ device (a device or limits, or they will be determined by your
Architect.

A creature who has control over a device may
choose to give control to another creature.

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CHAPTER 72: COLAMSBSEATS

Other Means of Hacking and the resurrected Guardian gain an overshield.
The overshield’s dura�on is the same for both of
Gaining access to a device, be it a missile defense you, and it lasts un�l the start of the next turn of the
system or a personal tablet computer, may not creature who took the Revive ac�on.
always require the Hack ac�on, depending on your
approach. For example, if you're a�emp�ng to plant Free Actions
a keylogger, your Architect may require a Sleight-of-
Hand check instead, or a combined Stealth and Some�mes, what you want to do can be performed
Technology check. A�er that, it just becomes a so quickly and easily that it requires no ac�on or
ma�er of �me un�l the keylogger picks up the bonus ac�on, such as talking to a teammate or
device’s password. You might also be able to steal a performing an emote. This type of ac�on is referred
keycard or make a false fingerprint to bypass a to as a free ac�on. You can take any number of free
device’s cybersecurity measures. Par�cularly shoddy ac�ons on your turn, but you cannot perform the
devices might even be suscep�ble to ‘hacks’ like same free ac�on more than once.
holding down the reset bu�on for ten seconds,
restoring the device to factory default se�ngs. Your Architect has the authority to decide if you
are taking too many free ac�ons on one turn, or if
Always discuss with your Architect what op�ons circumstances change what would normally be a
you have for hacking a device. Generally speaking, free ac�on into an ac�on or bonus ac�on.
you can assume you will have to take the Hack
ac�on unless your Architect provides another Switching Weapons
op�on.
You can switch between weapons on your turn as
Reload a free ac�on, unless the weapon has a property or
perk that states otherwise. You cannot switch
The Reload ac�on allows you to replace a weapon’s weapons during a reac�on or an a�ack of
magazine with another appropriate magazine you opportunity.
have available, effec�vely refilling the shot capacity
of that weapon. Simple firearms require simple A Note on the Attack Action
magazines, mar�al firearms require mar�al
magazines, and rocket launchers require rockets. Regardless of the number of hands you have, or the
number of weapons you are holding, you can only
You can reload weapons you are proficient with make a single a�ack when you take the A�ack
as your item interac�on on your turn. If you are not ac�on. If a feature allows you to a�ack more than
proficient with a weapon that needs to be reloaded, once when you take the A�ack ac�on, you only get
you must use your ac�on to reload it. You can an addi�onal number of a�acks as described by that
choose to reload a firearm before its shot capacity feature.
reaches 0, but you s�ll spend a full magazine to
reload it. When you take the A�ack ac�on while dual-
wielding, the ac�on is called your primary weapon
Revive a�ack. See “Dual-Wielding” for more informa�on.

When a Ghost is unable to resurrect its Guardian on Ghost Actions
its own, you can use the Revive ac�on to assist it.
You channel your Light into a willing Ghost within 5 Only your Ghost can take the Capture Light,
feet of you who has captured its dead Guardian’s Resurrect, or Heal ac�ons.
Light, and the Ghost of the dead Guardian can take
the Resurrect ac�on as a reac�on, if it is not in an Capture Light
Oppressive Darkness zone. If it does this, both you
If you have to make an RTL saving throw and your
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