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INTRODUCTION ........................................................................ 3

CREDITS & LEGALS .................................................................. 3

A BRIEF FUTURE HISTORY ....................................................... 4

CLASSES .................................................................................. 6

RACES .................................................................................... 16

BACKGROUNDS ...................................................................... 17

SKILLS ................................................................................... 18

EQUIPMENT ............................................................................ 20

ADVENTURE - WELCOME TO THE FUTURE ............................. 22

ADVENTURE - EYE OF THE TIGRESS ....................................... 28

CREATURE STATS .................................................................. 35

SAMPLE NAMES ...................................................................... 36

2
Introduction
The Forgotten Realms... in the year 5000!
A global apocalypse has left the world unrecognizable. Magic is all but forgotten and science reigns
supreme. The Torillian Federation stretches over a thousand planets, united by their resistance to
the all-consuming Illithid Collective. The homeworld itself is half megapolis, and half radioactive
wasteland.
Prepare for adventure beyond anything you have seen before...

Credits & Legals


Design: M.T. Black

Additional Writing: Pete Spahn, Tyler Omichinski, Jeremy Forbing


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.

3
A Brief Future History
by Delila Ren, (former) professor of history humans and orcs. My people, the gnomes,
tried to stay out of that stuff. No sign of the
Hey, you want to hear a story? The history
elves at that time, either most people
of the world in five minutes just five
thought they were myth. Anyway, we
credits. I know what Im talking about I
historians call this the Middle Era though
used to have credentials, before they took
everyone else calls it the Middle Ages.
them from me. Look at me now, bumming
change from kids on a park bench. Lots of prejudice against orcs about this
time, and it kept getting worse. Everywhere
Ok two credits.
they were the lower classes - slaves and
Youve all heard stories of the ancient world, manual labor. And soldiers too - often
right? Academics call it the Mythic Era. Its reluctantly. Orcs fighting orcs because of the
all heroes and magic and monsters. Youve spears and whips at their back, driving them
got dragon gods, demon lords, giant kings forward.
no-one believes a word of it these days, of
The gnomes were better off by the time of
course. Myself - sometimes I wonder
the scientific revolution, about a thousand
Archaeology? Well, you go back 3,000 or so years ago, they were in guilds and societies
years and things become very fuzzy. One of and universities around the world, playing a
the few things that has come down to us, key role in scientific advance.
strangely, is the calendar system. We still
Historians say that the Modern Era started
label all our years DR but no-one knows
around this time (we like having labels for
what DR stands for anymore!
such things). Technology keeps getting
Anyway, the main reason we know so little better and better. Suddenly, in 4449DR,
about back then is because of the theres the kind of thing no one predicted -
Devastation. Were talking about 2500DR the return of the elves! Some people called it
give or take a few hundred years. Something an invasion, but thats cause we didnt
big happens, like the reset button has been know they used to be around, and had just
pressed on the whole planet. Thats the been in hiding all this time. Things looked
Devastation. like they could turn nasty for a while, but
No-one knows quite what happened was it everyone finally settled down.
a global flood, a massive ice age, a poisoned But if youre an orc, life goes from bad to
atmosphere, or a huge burst of solar worse. You see technology making life easier
radiation? Maybe something different. and better for everyone but you. Youre the
Maybe a combination of things the last ones to get running water. Youre the
archaeology is crazy inconsistent. Anyway, last ones to get electricity. Cars are
civilization is wiped out, mass extinctions invented, and everyone can afford one but
everywhere, and people are thrown back into you. It always feels like your diseases take
the stone age. just a bit longer to develop treatment for, or
But civilization gets back on its feet pretty that the technology you can afford is just a
rapidly. Within a couple of hundred years bit behind.
you have towns and cities again and They havent all been just accepting fate,
kingdoms and empires and wars and so on. though soon after the scientific revolution
Lots of wars, actually especially between you had the Orc States established on the

4
western continents, and they did all right for Everything seems to be going well when in
themselves. But the whole situation was a 4788 the pointy ears cut themselves off
powder keg. I mean, try to imagine how thats the Elvish Exodus. They set up their
terrified all these groups are of each other, own group of planets called the Enclave, few
and the weapons theyre getting better and go in and few come out. The public reason is
better. It doesnt take much before they all that they never forgave the humans for
start to kill each other. nuking half the planet. Personally, I just
dont think they like anyone else. Certainly
And so we come to the Great War, starting in
makes you wonder what theyre up to.
4527 by most peoples reckoning. Orcs
versus everyone. It ends when the gnomes Colonisation continues and soon there are
invent nukes and the humans use em to hundreds of worlds that have been settled,
glass the orc continent. All those liberated mostly independent. All is going well - and
orcs are vaporized and the rest are forced then they show up - the Illithid Collective.
into indentures and other crummy positions Like something out of our nightmares,
to pay off war debts. stealing minds and committing all sorts of
atrocities. Makes my spine turn to jelly.
Orcs are bottom of the pile again, and it
looks like the clock has been turned back The Illithid War starts in 4894 and lasts
about a thousand years. But history takes fifteen long years, even bringing the elves
another surprising twist at this point. Only a back from their self-involved exile to help.
couple of decades after the war we have the Finally, the Collective retreats.
civil rights movement and orc liberation and
And this is the genesis of the Torillian
all that. Major legislation passed in most
Federation it starts out as more of a
jurisdictions, the indenture scheme
mutual defence treaty than anything. Even
scrapped, the end of segregation etc.
the elves, reluctantly, agree to take part.
Prejudice didnt disappear overnight, but it
Since then, the Federation has grown in
was a big step forward.
power, and not everyone likes it either.
Once everyone started to play nice for a little
Either way, it meant that we were prepared
while, things sped up. In 4590 we had the
when the Collective returns for the Second
first space flight, and less than a hundred
Illithid War. Your grandma will remember
years later we go interstellar. Then, things
that one two years of fighting from 4947.
get crazy. We get the first colonies in 4712.
But the battles were never as bloody as the
Epiphany and Dalliance. Ataraxia. Just a
first time round, and if you ask me, this
handful at first, but between corporate
wasnt no war. This was a scouting mission,
interests and non-governments and
a skirmish. The real war is still coming; its
governments themselves, weve got the start
just over the horizon.
of the Diaspora. Everyone starts to spread
out, to find their own plot of land and say That brings us right up until now the year
this is mine. Soon weve dozens of worlds. 5000. And its already looking like a doozy...

5
Classes
Note that this supplement assumes you Skills: Choose two skills from Acrobatics,
have the D&D 5e Players Handbook. Animal Handling, Athletics, History, Insight,
Intimidation, Perception, Vehicle Handling
The Forgotten Realms 5000 campaign
setting uses four classes the fighter, the and Survival.
rogue, the engineer, and the psion. Other
Equipment
classes can be added in the future. The
You start with the following equipment, in
setting is envisioned as low-magic/no-
addition to any equipment granted by your
magic, but of course you are free to do as
background:
you wish! Information up to level 10 only
has been supplied. Urban armor
Laser pistol
Fighter Laser rifle or carbine
Fighters are well-rounded combat Fone
specialists, trained to handle the most Knife
dangerous situations.
Fighting Style
Level Features The following fighting styles replace those in
1 Fighting Style, Second Wind the Players Handbook.
2 Action Surge (one use)
3 Martial Archetype feature Brawler
4 Ability Score Improvement You are an expert at close-quarters fighting.
5 Extra Attack When making melee attacks, whether bare-
6 Ability Score Improvement handed or using a weapon, you have
7 Martial Archetype feature advantage on attack rolls.
8 Ability Score Improvement
Overwatch
9 Indomitable (one use)
You may select one ally as your overwatch
10 Martial Archetype feature
target, so long as they are in short-range
Hit Points and within your line of sight. If an enemy
Hit Dice: 1d10 per fighter level should attack that ally, you can make an
attack against the enemy as a reaction.
Hit Points at 1st Level: 10 + your
Constitution modifier Tank
While you are wearing armor (including a
Hit Points at Higher Levels: 1d10 (or 6) +
survival suit), you gain a +2 bonus to AC.
your Constitution modifier per level after 1st
Saving Throws: Strength, Constitution
Two-Weapon Fighting
When you engage in two-weapon fighting,
Proficiencies you can add your ability modifier to the
damage of the second attack.
Armor: All

Weapons: All Martial Archetypes


You may elect to follow the Tough archetype
Tools: None
or the Gunslinger archetype.

6
Tough 1 Expertise, Sneak Attack
You have honed your body into a finely 2 Cunning Action
tuned combat machine. 3 Roguish Archetype feature
4 Ability Score Improvement
Improved Critical 5 Uncanny Dodge
Beginning when you choose this archetype 6 Expertise
at 3rd level, your weapon attacks score a 7 Evasion
critical hit when you roll 19 or 20. 8 Ability Score Improvement
Remarkable Athlete 9 Roguish Archetype feature
Starting at 7th level, you can add half your 10 Ability Score Improvement
proficiency bonus (round up) to any Hit Points
Strength, Dexterity, or Constitution check Hit Dice: 1d8 per rogue level
you make that doesnt already use your
proficiency bonus. Hit Points at 1st Level: 8 + your
Constitution modifier
In addition, when you make a running long
jump, the distance you can cover increases Hit Points at Higher Levels: 1d8 (or 5) +
by a meter. your Constitution modifier per level after 1st

Additional Fighting Style Saving Throws: Dexterity, Intelligence


At 10th level, you can choose a second
option from the Fighting Style class feature. Proficiencies
Armor: Survival suit, urban armor
Gunslinger
Countless hours of practice have turned you Weapons: Simple weapons
into a deadly marksman.
Tools: Security kit
Deadshot
Skills: Choose any two skills.
Starting at 3rd level, you no longer suffer
disadvantage when attacking at long range, Equipment
and ignore all cover penalties.
You start with the following equipment, in
Quickdraw addition to any equipment granted by your
Starting at 7th level, you gain a +2 to background:
initiative when using a gun. Laser pistol
Favorite Weapon Concussion rod
Starting at 10th level, you may select a Fone
specific gun as a favorite. The weapon in
Survival suit
question may well have a backstory for
example, a rifle passed down through the Roguish Archetypes
family. While using that weapon, you have You may elect to follow the Swindler or
advantage on all attack rolls. Gambler archetype.

Rogue Swindler
You are a superb charlatan and confidence
Rogues are clever, subtle, streetwise trickster, making your way through the
professionals, accustomed to operating on world using fraud and deception.
the wrong side of the law.

Level Features

7
Deceptive Charm
Starting at 3rd level, you can use your action Engineer
to make a Charisma (Persuasion) check Engineers are masters of technology, using
contested by a creatures Wisdom (Insight) their remarkable technical skills to create
check. The creature must be able to hear amazing results. They are good all-rounders,
and understand you, and must not be with abilities ranging from software security
actively hostile. through to heavy vehicle repair.
If you succeed, you charm the creature for
Level Features
one hour (as per the spell). While charmed, a
1 Gadget Guy, Minor Invention
creature regards you as a friendly
2 Tool Buff
acquaintance, and you have advantage on
3 Engineer Archetype
any Charisma (Deception) or Charisma
4 Minor Invention
(Persuasion) checks you make against it.
5 Jack of all Trades
Nobodys Fool 6 Major Invention
Your long relationship with trickery means 7 Engineer Archetype
you are very hard to deceive and are very 8 Ability Score Improvement
good at finding hidden things. Starting at 9th 9 Brains Over Brawn
level, you have advantage on Wisdom 10 Engineer Archetype
(Insight) and Wisdom (Perception) checks. Hit Points
Gambler Hit Dice: 1d6 per engineer level
All of life is a game, really. You place your
Hit Points at 1st Level: 6 + your
bet, collect your winnings, or rue your
Constitution modifier
losses, then line up to play again. You seem
to win more often than you lose its not a Hit Points at Higher Levels: 1d6 (or 4) +
skill, its a gift. There is no greater arena of your Constitution modifier per level after 1st
play than the adventurers life the dangers
Saving Throws: Intelligence, Wisdom
are great but the rewards are greater. You
like your odds. Proficiencies
Fortunes Friend Armor: Survival suit
There is no denying it you are just plain
Weapons: Simple weapons
lucky. Things seem to work out for you more
often than for other people. Starting at 3rd Tools: Security kit, universal tool
level, when you roll a 1 on the d20 for an
Skills: You have the Technology skill. You
attack roll, ability check, or saving throw,
must also choose two from History,
you can reroll the die and must use the new
Investigation, Nature, Insight, Medicine,
roll.
Perception, and Survival.
Golden Streak
Success breeds success, and once things Equipment
start going well for you, they seem to keep You start with the following equipment, in
going well. Starting at 9th level, when you addition to any equipment granted by your
make an attack roll, ability check, or saving background:
throw, you may choose to use your most
Laser pistol
recent d20 roll instead. You must complete a
short or long rest before using this ability Survival suit
again. Fone

8
Security kit Alternatively, you may use this feature to
Universal tool construct a small robotic companion. This
robot will only be able to lift a small amount
Gadget Guy of weight, but can possess a sophisticated
You make a habit of collecting handy little intelligence and vocabulary (if you wish).
gadgets and can often find something useful
in your pockets or backpack. Such items are Tool Buff
small and general purpose. Example gadgets You can buff a tool or weapon to enhance
include things such as a motion sensor, its functionality. The process takes one
laser tripwire, mini speaker or tracking hour, and the effect lasts for six hours.
device. Anyone using the gadget during that time
will gain a +1 on any attack rolls, ability
To find a gadget, tell the DM what you are
checks or saving throws made with it. For
looking for, then make a DC 10 Intelligence
example, if you buff a laser pistol, anyone
check. If it succeeds, you have that gadget
using that pistol will gain a +1 bonus to hit
on you and can use it. The DM may increase
for the next six hours.
the DC if the item you want is particularly
unusual. You can buff a number of items equal to
your level, up to five items. You must
Keep a list of the gadgets you find this way.
complete a long rest before using this
You can find a maximum of 2+ your level
arduous ability again.
gadgets. However, you may discard a gadget
from a full list, and find another to replace Jack of all Trades
it.
Your wide-ranging study means you have a
Here is a typical example: good general knowledge of just about
everything. You can attempt any skill you
Fighter: The battery is dead and we are are not proficient in using half your
stuck in the desert and miles from proficiency bonus.
anywhere! If only we had a solar-powered
battery recharger
Major Invention
This is like the minor invention above,
Engineer: Just a tick, let me have a look in except that the device matches the effect of a
my backpack. [makes Intelligence check, gets 1st-level spell. The invention may be used
15] A-ha I knew I had one of those up to 3 times before requiring a long rest for
recharging and minor fixes.
somewhere!
Brains Over Brawn
Minor Invention What you lack in physical prowess, you
You create a new and unique device, which make up for in brain power. You may use
you can use as often as you wish. The device your intelligence modifier for any ability
must roughly match the effect of a cantrip- check (including attack rolls) that would
level spell in the Players Handbook. You normally require the use of your strength or
should create a brief physical description of dexterity modifier.
the device, and adjust any spell necessary to
fit the science fiction genre. For example, Engineering Archetypes
your device might be a wrist-mounted You may elect to follow the Hacker or
weapon called a "Cryobeam", and which has Inventor archetype.
the same effect as the "Ray of Frost" cantrip.

9
Hacker 3 Psion Archetype feature 14
You are an expert at circumventing 4 Ability Score Improvement 17
electronic security systems. 5 Psion Archetype feature 27
6 Ability Score Improvement 32
Cyberwarrior 7 Psion Archetype feature 38
Starting at 3rd level, you have advantage on 8 Ability Score Improvement 44
all security kit checks made with your 9 Potent Psionics 57
normal action. 10 Consumptive Power 64
Cyberwizard Hit Points
Starting at 7th level, if you fail a security kit Hit Dice: 1d8 per psion level
check you can immediately try again as a
bonus action. Hit Points at 1st Level: 8 + your
Constitution modifier
Cybermaster
Starting at 10th level, if you fail a security kit Hit Points at Higher Levels: 1d8 (or 5) +
check you can choose to succeed instead. your Constitution modifier per level after 1st
You must take a short or long rest before
Saving Throws: Intelligence, Wisdom
using this ability again.

Inventor Proficiencies
You are a highly creative engineer who is Armor: Survival suit
constantly creating new devices and tools. Weapons: Simple weapons
Minor Inventor Tools: None
At level 3 you create two new minor
inventions. Skills: Choose two skills from Arcana,
History, Insight, Medicine, Nature,
Major Inventor
Perception, Religion, and Vehicle Handling.
At level 7 you create two new major
inventions. Equipment
Master Inventor You start with the following equipment, in
At level 10 you create a "2nd-level" device, addition to any equipment granted by your
which may be used up to 3 times before background:
requiring a long rest for recharging and Laser pistol
minor fixes.
Survival suit

Psion Fone
Knife
Psions possess a strange and mysterious
form of power called psionics. They can read Psionics
minds, fade into invisibility, manifest As a student of psionics, you can master
weapons of psychic force, bend objects and use psionic powers, including
around them to their will, and more, using manifestations, the rules for which appear
only their inner strength. at the end of this class description.

Psi Psionic Attack Form


Level Features Points You learn a psionic attack form at 1st level.
1 Psionics, Psion Archetype, 4 As an action, you target one creature you
Telekinesis, Telepathy can see within 120 feet of you. The target
2 Psychic Recovery 6 must succeed on an Intelligence saving

10
throw or take 1d8 damage. The type of point maximum. Your psi point total returns
damage inflicted depends on the attack form to its maximum when you finish a long rest.
you choose, and each attack form also has The number of psi points you have cant go
an additional effect on targets who fail their below 0 or over your maximum.
saving throw, as shown on the table below.
Psi Limit
Attack Damage Though you have access to a potent amount
Form Type Extra Effect of psionic energy, it takes training and
Distracted Psychic Target doesnt know practice to channel that energy. There is a
Sense it was attacked and limit on the number of psi points you can
has disadvantage on
spend to activate a psionic manifestation or
Wisdom checks
psion class feature. The limit is based on
against you until
the end of its next your psion level, as shown on the table
turn below. For example, as a 3rd-level psion,
Mind Slam Force If target took any you can spend no more than 3 psi points on
force damage from a manifestation each time you use it, no
this psionic attack matter how many psi points you have.
form and is Large or
smaller, it falls Psion Level Psi Limit
prone if it is within 1 2
60 feet of you. 2 2
Mind Thrust Psychic Target cannot take 3 3
reactions until the 4 3
end of its next turn 5 5
Psychic Force Target moves up to
6 5
Hammer 10 feet in a direction
7 6
of your choice if it is
Large or smaller 8 6
Pyrokinesis Fire Target takes an 9 7
additional 1d4 fire 10 7
damage at the start
of its next turn
Psionic Manifestation
You can use any psionic attack form you A psionic manifestation is an extraordinary
know at will, without spending any psi expression of your psychic power. The
points. You learn a second psionic attack psionic manifestations you can learn are
form at 3rd level and a third one at 7th level. listed at the end of this class description.
The damage for all your psionic attack forms You begin at 1st level knowing 4 psionic
increases to 2d8 when you reach 5th level. manifestations. You learn one additional
manifestation when you reach 3rd level, 5th
Psi Points level, 7th level, and 9th level in your psion
You have an internal reservoir of energy class. If the minimum cost for a psionic
represented by psi points. You use them to manifestation is higher than your psi limit,
fuel certain psion class features as well as you cannot use that manifestation.
your psionic manifestations (described
below). Psionic Ability
Choose Intelligence, Wisdom, or Charisma
The number of psi points you have is based as your psionic ability for your psionic
on your psion level, as shown in the Psi manifestations. You use the modifier for the
Points column of the Psion table at the chosen ability score when setting the saving
beginning of this class description. The throw DC for a psionic manifestation or
number shown for your level is your psi psionic attack form, or when making an

11
attack roll with a psionic manifestation, as Starting at 2nd level, you can draw vigor
follows: from the psi energy you use to power your
Psionic save DC = 8 + your proficiency bonus + psionic manifestations.
your psionic ability score modifier Immediately after you spend psi points on a
Manifestation attack modifier = your psionic manifestation or psion class feature,
proficiency bonus + your psionic ability score you can take a bonus action to regain hit
modifier
points equal to the number of psi points you
Telekinesis spent.
At 1st level, you can move objects with your
mind. You can use your action to Potent Psionics
manipulate or move one object within 30 At 9th level, you gain the ability to infuse
feet of you. The object cant weigh more than your weapon attacks with psychic energy.
10 pounds, and you cant affect an object Once on each of your turns when you hit a
being worn or carried by another creature. If creature with a weapon, you can deal an
the object is loose, you can move it up to 30 extra 1d8 psychic damage to that target.
feet in any direction. This talent allows you In addition, you add your Intelligence
to open an unlocked door, pour out a beer modifier to any damage roll you make for a
stein, and so on. The object falls to the psionic talent.
ground at the end of your turn if you leave it
suspended in midair. In addition, you can Consumptive Power
use a bonus action to touch a creature that At 10th level, you gain the ability to sacrifice
has 0 hit points and stabilize it. your physical durability in exchange for
psionic power. When activating a psionic
Telepathy manifestation, you can pay its psi point cost
At 1st level, your mind awakens to the with your hit points, instead of using any psi
ability to communicate via telepathy. You points. Your current hit points and hit point
can telepathically speak to any creature you maximum are both reduced by the number
can see within 120 feet of you in this of hit points you spend. This reduction cant
manner. You dont need to share a language be lessened in any way, and the reduction to
with the creature for it to understand your your hit point maximum lasts until you
telepathic messages, but the creature must finish a long rest.
be able to understand at least one language
or be telepathic itself. Once you use this feature, you cant use it
again until you finish a long rest
You can choose to concentrate on this
feature as an action, gaining the ability to Psion Archetypes
use this feature with up to six creatures at You may elect to follow the Metamind or Soul
once. However, whenever you take damage, Knife archetype.
you must roll Constitution saving throw
against a DC equal to 10 or half the damage Metamind
(whichever is higher). If you fail, you lose You seek to unlock the full potential of your
your concentration, and can only use this mind by transcending the physical, hoping
feature on one creature at a time until you to attain a state of being focused on pure
use an action to concentrate again. intellect and mental energy.
Exacting Query
Psychic Recovery
At 1st level, you can spend 2 psi points as
an action to target one creature you can
communicate with via telepathy. The target

12
must make an Intelligence saving throw. On a deadly weapon of pure psychic energy that
a failed save, the target truthfully answers you can use to cleave through foes.
one question you ask it via telepathy. On a
Martial Psionics
successful save, the target is unaffected, and
At 1st level, you gain proficiency with urban
you cant use this ability on it again until
armor and martial weapons. Whenever you
you finish a long rest. A creature is immune
attack with a melee weapon or unarmed
to this ability if it is immune to being
strike, you can inflict psychic damage
charmed.
instead of the normal damage for that
Metamind Talent weapon.
At 1st level, you gain proficiency with two of
Soul Knife
the following skills of your choice: Animal
Starting at 1st level, you gain the ability to
Handling, Deception, Insight, Intimidation,
manifest a blade of psychic energy. As a
Investigation, Perception, and Persuasion. In
bonus action, you create scintillating knives
addition, you learn one additional psionic
of energy that project from both of your fists.
manifestation of your choice.
You cant hold anything in your hands while
Precognitive Telepathy manifesting these blades. You can dismiss
At 3rd level, in response to an attack hitting them as a bonus action.
you, you can spend 3 psi points as a
For you, a soul knife is a martial melee
reaction to impose disadvantage on that
weapon with the light and finesse properties.
attack roll, possibly causing it to miss.
It deals 1d8 psychic damage on a hit.
Mind Control
As a bonus action, you can prepare to use
At 5th level, you can spend 5 psi points as
the blades to parry; you gain a +2 bonus to
an action to target one creature you can
AC until the start of your next turn or until
communicate with via telepathy. The target you are incapacitated.
must make an Intelligence saving throw. On
a failed save, you choose the targets In addition, as a bonus action, you can
movement and action on its next turn. On a spend a number of psi points up to your psi
successful save, the target is unaffected, and limit to imbue your soul knife or unarmed
you cant use this ability on it again until strike with psychic energy. The next time
you finish a long rest. A creature is immune you hit with it before the end of your turn, it
to this ability if it is immune to being deals an extra 1d10 psychic damage per psi
charmed. point spent.

Mind Surge Psionic Weapon


Starting at 7th level, you can use your Starting at 1st level, as a bonus action, you
overwhelming psychic strength to batter can spend 1 psi point to attack using pure
down an opponents defenses. You can psychic energy that bypasses physical
impose disadvantage on a targets saving defenses. The next melee attack you make
throw against a psionic manifestation or before the end of your turn ignores the
psychic attack form you use. Once you use targets armor, requiring no attack roll.
this feature, you cannot do so again until Instead, the target makes a Dexterity saving
you finish a short or long rest. throw against this manifestation. On a failed
save, the target takes the attacks normal
Soul Knife damage and suffers its additional effects. On
You learn to master many forms of armed a successful save, the target takes half
and unarmed combat, but can also manifest damage from the attack but suffers no

13
additional effects that would normally be Blur of Motion (2 psi). As an action, you
imposed on a hit. cause yourself to be invisible during any of
your movement during the current turn.
Offensive Battlemind
Command to Strike (3 psi). As an action,
Starting at 3rd level, you can spend psi
points to augment your soul knifes attack choose one ally you can see within 60 feet of
rolls and damage. You gain a bonus to you. That ally can use their reaction to
attack and damage rolls with your soul immediately take the Attack action. You
knives depending on the number of psi choose the targets.
points spent, as shown on the table below. Coordinated Movement (2 psi). As a
This bonus lasts for 10 minutes. bonus action, choose up to five allies you
Psi Points Attack and Damage Bonus can see within 60 feet of you. Each of those
2 +1 allies can use their reaction to move up to
5 +2 half their speed, following a path of your
7 +4 choice.
Defensive Battlemind Ego Whip (17 psi). As an action, choose
Starting at 5th level, as a reaction when you one creature you can see within 60 feet of
are hit by an attack, you can spend 5 psi you. The target takes 1d8 psychic damage
points to avoid the attack. The attack per psi point spent on this ability. If you
misses, and you move up to 5 feet without spend 3 or more psi points, you may choose
provoking opportunity attacks. to also force the target to make an
Intelligence saving throw. On a failed save,
Consumptive Knife the creature is filled with self-doubt, leaving
Starting at 7th level, whenever you slay an it able to use its action on its next turn only
enemy creature with a soul knife attack, you to take the Dodge, Disengage, or Hide
immediately regain 2 psi points. action. However, if the target makes a
successful saving throw, the psychic damage
Psionic Manifestations it takes from this effect is halved.
You know a number of psionic Force Strike (17 psi). As a bonus action,
manifestations you can activate with psi you gain a bonus to your next damage roll
points. Each manifestation specifies the type against a target you hit with a melee attack
of action and number of psi points it during the current turn. The bonus equals
requires. The psi point cost of each +1d6 per psi point spent, and the bonus
manifestation appears in parentheses after damage is the same type as the attack. If the
its name. You must spend that number of attack has more than one damage type, you
psi points to use that option, while abiding choose which one to use for the bonus
by your psi limit. If you dont have enough damage. If you spend 3 or more psi points,
psi points left, or the cost is above your psi you may choose to also force the target to
limit, you cant use the option. Some options make a Strength saving throw. If it fails, it is
show a range of psi points, rather than a knocked 10 feet away from you per psi point
specific cost. To use that option, you must spent. The target moves in a straight line. If
spend a number of points within that point it hits an object, this movement immediately
range, still abiding by your psi limit. ends. However, if the target makes a
The psionic manifestations you can learn successful saving throw, the psychic damage
are listed alphabetically below: it takes from this effect is halved.
Agile Defense (2 psi). You take the Dodge Inertial Armor (2 psi). As an action, you
action as a bonus action. sheathe yourself in an intangible field of
magical force. For 8 hours, your base AC is
14 + your Dexterity modifier, and you gain

14
resistance to force damage. This effect ends save, the target is unaffected, and you cant
if you are wearing or don armor. use this ability on it again until you finish a
Mend Wounds (17 psi). As an action, you long rest. A creature is immune to this
can spend psi points to restore hit points to ability if it is immune to being charmed.
one creature you touch. The creature Psychic Crush (7 psi). As an action, you
regains 1d8 hit points per psi point spent. create a 20-foot cube of psychic energy
Mighty Leap (17 psi). As part of your within 120 feet of you. Each creature in that
movement, you jump in any direction up to area must make an Intelligence saving
20 feet per psi point spent. throw. On a failed save, a target takes 8d8
Mind Blast (6 psi). As an action, you psychic damage and is stunned until the
unleash devastating psychic energy in a 60- end of your next turn. On a successful save,
foot cone. Each creature in that area must a target takes half as much damage.
make an Intelligence saving throw, taking Psychic Parry (17 psi). As a reaction
8d8 psychic damage on a failed save, or half when you make an Intelligence, a Wisdom,
as much damage on a successful one. You or a Charisma saving throw, you gain a +1
can increase the damage by 2d8 if you bonus to that saving throw for each psi
spend 1 more psi point on this ability. point you spend on this ability. You can use
Move Object (2-7 psi). Choose one object this ability after rolling the die but before
you can see within 60 feet of you that isnt suffering the results.
being worn or carried by another creature Push (17 psi). As an action, choose one
and that isnt secured in place. It cant be creature you can see within 60 feet of you.
larger than 20 feet on a side, and its The target must make a Strength saving
maximum weight depends on the psi points throw. On a failed save, it takes 1d8 force
spent on this ability, as shown below. As an damage per psi point spent and is pushed
action, you move the object up to 60 feet, up to 5 feet per point spent in a straight line
and you must keep the object within sight away from you. On a successful save, it
during this movement. If the object ends this takes half as much damage.
movement in the air, it falls. If the object Rapid Step (17 psi). As a bonus action,
would fall on a creature, the creature must you increase your walking speed by 10 feet
succeed on a DC 10 Dexterity saving throw per psi point spent until the end of the
or take damage as listed on the table below: current turn. If you have a climbing or
Psi Points Maximum Bludgeoning swimming speed, this increase applies to
Spent Weight Damage that speed as well.
2 10 kg. 2d6 Shared Precognition (7 psi). When you
3 25 kg. 4d6 roll initiative, you can grant yourself and up
5 100 kg. 6d6 to five creatures of your choice within 60 feet
6 250 kg. 7d6 of you a +10 bonus to initiative.
7 500 kg. 8d6 Surge of Action (5 psi). As a bonus action,
Occluded Mind (2 psi). As an action, target you can Dash or make one weapon attack.
one creature you can communicate with via Surge of Speed (2 psi). As a bonus action,
telepathy. The target must make an you gain two benefits until the end of the
Intelligence saving throw. On a failed save, current turn: you dont provoke opportunity
the target believes one statement of your attacks, and you have a climbing speed
choice for the next 5 minutes that you equal to your walking speed.
communicate to it via telepathy. The Unwavering Eye (2 psi). As a bonus
statement can be up to ten words long, and action, you gain advantage on Wisdom
it must describe you or a creature or an checks for 1 minute.
object the target can see. On a successful

15
Races
Other Notes
This supplement provides information on
three of the major races in the Torillian
Federation gnomes, humans, and orcs.
Other races can be easily added to the Language
setting at the DMs discretion. The entire federation speaks a single
language, formally known as Torillian.
Gnome There are dialects and idioms that are
peculiar to different planets and regions,
Gnomes are vibrant, affable, inquisitive, but these generally do not impair
and clever. They are usually found on the communication. There are some
most civilized worlds in the Torillian communities that preserve ancient ethnic
Federation, and tend to dominate languages for cultural and spiritual
academic, engineering and scientific roles. reasons, but these are rare.
Less intellectually gifted gnomes work in
roles that expose them to lots of social Race Relations
interaction, such as sales. Gnomes generally like everyone, though
they can be nervous about the notorious
Gnome traits are as per those found in the
bad temper of orcs. Humans and orcs have
Players Handbook, except you should also
a long history of conflict but have
increase your constitution score by 1.
developed a grudging respect for each
There are no subraces in this setting.
other, especially after fighting side by side

Human in the Illithid War.

Humans are the most adaptable,


Religion
adventurous, and ambitious of all the races About half of the population identify as
in the Torillian Federation. They are found atheist or agnostic. A fifth of the population
on most planets and occupying all are monotheistic, while a further fifth are
positions in society. They are capable taoist, following the spiritual teachings of
leaders, and are often at the head of large an ancient preacher. The remainder of the
organisations. Human traits are as per population have very diverse spiritual
those found in the Players Handbook. beliefs. Recent years have seen a tiny
revival in the worship of ancient pagan
Orc deities.

Orcs are strong, aggressive, energetic, and Movement


chaotic. They can be found on most planets All movement is in meters per round in this
of the Federation, and they gravitate to less setting. Divide the movement score in the
intellectual vocations. Orcs have a high Players Handbook by 3, rounding down.
risk-tolerance and many are successful That is the new movement score for the
entrepreneurs. creature.

Orc traits are as per those defined for Half- Names


Orcs in the Players Handbook. Pure Orcs,
Sample names are supplied at the end of
as such, no longer exist.
this document.

16
Backgrounds
The following backgrounds from the Players
Handbook may be used, though some have
d6 Ideal
been given modern names. Obviously, you
1 Community. No-one is an island. All
will need to remove any anachronisms
civilized people should work to strengthen
when using these. Multiply starting money social bonds
by 10 to determine the number of credits 2 Freedom. Autonomy and freedom of
the character has. choice are the highest political values
3 Aspiration. The desire to be successful
Original Name FR5000 Name
drives me to get up every morning
Acolyte Disciple
4 Greed. Im in it for the money
Entertainer Entertainer
5 Power. If I become powerful, I can do as I
Folk Hero Local Celebrity
wish
Hermit Recluse 6 Fame. I want history to remember my
Noble Dilettante accomplishments
Outlander Off-worlder
Sage Academic
d6 Bond
In addition, a new background called the 1 I owe my previous employer a large sum of
money
Professional has been defined.
2 I hurt someone badly and they have never

Professional
forgiven me
3 I owe all my success to my brother
4 I still dream about my first love
Office workers, desk jockeys, lawyers,
5 I will do anything to prove myself superior
accountants, insurance agents, financial
to a rival from my past
advisors, clerks, sales personnel, real 6 My parents were ruined by a powerful
estate agents, and a variety of managers business tycoon, and I have sworn revenge
fall within the scope of this occupation.
Skill Proficiencies: Insight, Persuasion d6 Flaw

Equipment: A business suit and 200 1 Im never satisfied with what I have
2 Im often very afraid, but try to hide it
credits
3 I can be very critical of other people
d6 Personality Trait 4 Im poor at following orders
1 I am highly organised, determined and 5 I have a substance addiction
decisive
6 I have trouble trusting anyone
2 I am very adaptable to changing
circumstances nothing worries me
3 I am the life of the party
4 I am thoughtful and reserved. I like to think
before speaking
5 I am very detail oriented. I like to know
everything before deciding
6 I am a passionate person who cares deeply
about my values

17
Skills
Forgotten Realms 5000 uses the skills
Dexterity
defined in the Players Handbook, as well as
Dexterity measures agility, reflexes, and
two new ones. The skills are listed below -
balance.
Strength
Acrobatics. Your Dexterity (Acrobatics)
o Athletics
check covers your attempt to stay on your
Dexterity feet in a tricky situation, such as when
o Acrobatics youre trying to run across a sheet of ice,
o Sleight of Hand balance on a tightrope, or stay upright on a
rocking ships deck.
o Stealth
o Vehicle Handling (new) Sleight of Hand. Whenever you attempt an
act of legerdemain or manual trickery, such
Intelligence
as planting something on someone else or
o Arcana concealing an object on your person, make
o History a Dexterity (Sleight of Hand) check.
o Investigation
Stealth. Make a Dexterity (Stealth) check
o Nature when you attempt to conceal yourself from
o Religion enemies, slink past guards, slip away
o Technology (new) without being noticed, or sneak up on
someone without being seen or heard.
Wisdom
o Animal Handling Vehicle Handling. You use this skill when
you attempt a challenging maneuver in a
o Insight
ground vehicle or space ship.
o Medicine
o Perception Constitution
o Survival Constitution measures health, stamina,
Charisma and vital force.

o Deception Intelligence
o Intimidation Intelligence measures mental acuity,
o Performance accuracy of recall, and the ability to
o Persuasion reason.

Arcana. This skill measures your ability to


Strength
recall lore about spells, magic items,
Strength measures bodily power, athletic
eldritch symbols, and magical traditions.
training, and the extent to which you can
exert raw physical force. History. This skill measures your ability to
recall lore about historical events,
Athletics. This skill covers difficult
legendary people, past disputes, recent
situations you encounter while climbing,
wars, and lost civilizations.
jumping, or swimming.

18
Investigation. When you look around for Perception. Your Wisdom (Perception)
clues and make deductions based on those check lets you spot, hear, or otherwise
clues, you make an Intelligence detect the presence of something. It
(Investigation) check. You might deduce the measures your general awareness of your
location of a hidden object, discern from surroundings and the keenness of your
the appearance of a wound what kind of senses.
weapon dealt it, or determine the weakest
Survival. The GM might ask you to make a
point in a tunnel that could cause it to
Wisdom (Survival) check to follow tracks,
collapse.
hunt wild game, guide your group through
Nature. Your Intelligence (Nature) check frozen wastelands, identify signs that
measures your ability to recall lore about owlbears live nearby, predict the weather,
terrain, plants and animals, the weather, or avoid quicksand and other natural
and natural cycles. hazards.

Religion. Your Intelligence (Religion) check Charisma


measures your ability to recall lore about
Charisma measures your ability to interact
deities, rites and prayers, religious
effectively with others. It includes such
hierarchies, holy symbols, and the
factors as confidence and eloquence, and it
practices of secret cults.
can represent a charming or commanding
Technology. Use this skill when trying to personality.
understand or use technology of any sort.
Deception. This skill determines whether
Wisdom you can convincingly hide the truth, either
verbally or through your actions.
Wisdom reflects how attuned you are to the
world around you and represents Intimidation. When you attempt to
perceptiveness and intuition. influence someone through overt threats,
hostile actions, and physical violence, the
Animal Handling. When there is any
GM might ask you to use this skill.
question whether you can calm down a
domesticated animal, keep a mount from Performance. This skill determines how
getting spooked, or check to control your well you can delight an audience with
mount when you attempt a risky music, dance, acting, storytelling, or some
maneuver. other form of entertainment.

Insight. Your Wisdom (Insight) check Persuasion. When you attempt to influence
decides whether you can determine the someone or a group of people with tact,
true intentions of a creature, such as when social graces, or good nature, the GM might
searching out a lie or predicting someones ask you to use this skill.
next move. Doing so involves gleaning clues
from body language, speech habits, and
changes in mannerisms.

Medicine. A Wisdom (Medicine) check lets


you try to stabilize a dying companion or
diagnose an illness.

19
Equipment
Money snowstorm. It also recycles sweat and
urine, meaning a person can live 5 to 6
The basic unit of money is the Torillian
days in a survival suit without water.
Federation Credit, usually just called a
credit. In the following tables, all costs are Urban Armor. Using the survival suit as a
in credits. foundation, urban armor adds defensive
plates over vital areas to provide a very
Basic Weapons high level of protection. It is still light
Weapon range is in meters. N/A indicates a enough to be concealed under (heavy)
melee weapon. regular clothing.
Type Damage Range Cost Combat Armor. Heavy defensive plates
Knife 1d4 piercing N/A 50 cover all vital areas of the body providing
Truncheon 1d6 bludgeoning N/A 50 outstanding protection. The armor does
Blade 1d8 slashing N/A 150 impede mobility, however, and it is too
Laser Pistol 2d4 radiant 20/50 200 bulky to be concealed.
Concussion Rod 1d8 stun N/A 250
Tools
Martial Weapons Tool Cost

Weapon range is in meters. Security kit 500


Universal tool 500
Type Damage Range Cost
Laser Carbine 2d8 radiant 30/75 500 Security Kit. This tool consists of a tiny
Laser Rifle 2d8 radiant 30/100 500 portable computer, a collection of security
Plasma Pistol 2d6+2 fire 15/40 1000
programs and various hardware interfaces.
Concussion Rifle 1d10 thunder 20/50 1000
Proficiency with this kit lets you add your
Needle Gun 2d8 piercing 15/40 1000
Cryonic Rifle 3d6 cold 15/40 1500 proficiency bonus to any ability checks you
Lightning Gun 3d6 lightning 15/40 1500 make when hacking a security device. You
do not need to be physically connected to a
device to hack it the security kit can
Armour
operate wirelessly to a range of 50m.
Armour Armour Class (AC) Cost
Survival Suit 13+DEX Modifier 750 When hacking a device, you typically need
Urban Armor 15+DEX Modifier (max 2) 1500 to overcome one or more firewalls, each
Combat Armor 18 2000 with their own DC. Once you have
bypassed the firewalls, you can disable the
Survival Suit. This suit covers the body device next round. More information will be
from neck to toes and to the wrists (gloves provided in the sample adventure.
optional). It is light and flexible and easily
concealed under ordinary clothes, but Universal Tool. This remarkable device
provides excellent protection against all has a head that can reshape itself into
ballistic and energy damage. The suit also almost any physical tool, including a
regulates body temperature and can keep a hammer, drill, spanner, jack-hammer or
body comfortable and healthy in even a small welder. Proficiency with this
environments ranging from a desert to a tool lets you add your proficiency bonus to

20
any ability checks you make when Healing Pack. If applied to a sick or
repairing or modifying machinery. injured person it will heal 1d6 points of
damage. If the person applying the pack
Other Equipment has Wisdom (Medicine), then the healing is
Equipment Cost 1d8+1.
Backpack 100
It is recommended that only two packs be
Canteen 30
used per day per person. On the third and
Duracable (50m) 50
subsequent uses, the patient must make a
Fire Starter 25
DC 10 Constitution check or go to -1 hit
Fone 50
points and start making death saves. If the
Glow Lamp 50
person administering the pack has Wisdom
Grappler 50 (Medicine), then the patient has advantage
Healing Pack 40 on the Constitution roll.
Portable Oven 75
Purifier 25 Shelter. A one-person portable shelter that
Shelter 200 erects itself and folds itself up again into a
Survival Rations 1/day very compact roll. While erected, it is self-
heated and has a very comfortable
Most of the items are self-explanatory. The mattress built into the floor.
others are described below.

Fone. Small portable communications


device, usually mounted on the forearm or
neck. Voice or touch controlled, and
constantly hooked into the Net.

21
Adventure - Welcome to the Future
Following is an introductory adventure notices the PCs and makes a beeline for
called Welcome to the Future, set in the their table with his followers.
world of Forgotten Realms 5000. It should
He begins the typical bully routine - You
take 3-4 hours to complete, and is
cant sit here, this is my table, etc. Unless
designed for 1st level characters. You may
the PCs can persuade or intimidate Tembo
need to improvise some of the setting
(DC 15 for either), things will escalate until
details as you go. Unless specified
the bullies pull out their concussion rods
otherwise, assume NPCs have the stats of a
and attack.
commoner. The party should include an
engineer, and will also find a rogue useful. They will only fight until one of their
members goes down, and then they will
1. Introduction retreat, crying out, Mr Sin will hear about
this!
New Waterdeep is introduced and the PCs
The bartender will be unperturbed by the
have some trouble with the locals. They
fight, though he will insist the PCs remove
meet their client and learn about the job.
any bodies and pay for any damage.
A Seedy Tavern The Fixer
Read the following -
Soon afterwards, their fixer (that is, their
Some people call you fortune-hunters, agent) will arrive. Her name is Dalena
Tamm, and she is a very large human
opportunists, or mercenaries. You prefer
woman, with a loud and abrasive
the term 'freelancer' or troubleshooter.
personality. If the fight damaged the bar,
You do the sorts of jobs that no-one else she will survey it with a curled lip and say,
can or will. Causing trouble again, guys?
You and your companions have been Dalena has a nice and easy job for them
staying in Sector ZZA57 in Toril City - a a missing persons case. The pay is 1000
neighborhood known as New Waterdeep. credits each plus expenses. The client is a
Rent is cheap here, and life is cheaper. The local councilor by the name of Jamila
few cops on this beat are either corrupt or Valk. Dalena gives the PCs an address
its an office in Town Hall. She has
overworked. Jobs in your line of work are
organized a meeting for that afternoon.
easy to come by here.
If the PCs research the client on the Net
You are sitting in an unfamiliar bar named (DC 10 Intelligence (Investigation)
The Flying Shuttle, waiting to meet your check), they will learn that she is known
fixer. It is a very seedy bar, even by the low in politics as an effective but uptight do-
standards of New Waterdeep. gooder.

As the PCs are deciding whose round it is, The Job


four orc bullies walk in the door. The Jamila Valk is a short and slender woman
leader, whose name is Tembo Wacera, in her fifties, with neat dark hair. She is
wearing a professional gray business suit

22
when she meets the team. She appears result in confiscation of the gun, and the
very nervous, and will tell the PCs that she levy of a summary fine. Assume the PCs
has never dealt with people in your line of do not have permits.
business before.
Carrying a rifle about on the street will
She begins with some background. The last attract police attention quickly. A carbine
few months she has been pushing an will fit comfortably in a backpack or bag,
urban renewal project called Welcome to however.
the Future. Using a large federal grant, it
will involve new schools, new parks, and a 2. New Waterdeep
massive increase in the police force. It will
transform New Waterdeep. The PCs travel about the city, chasing clues
to Tanias whereabouts. They find their way
Since the project commenced, she has been to an illegal casino.
receiving death threats, presumably from
the local crime syndicates. She has ignored Random Encounters
these to date. Then, a week ago, her 24yo The following optional random encounters
daughter Tania Valk went missing. She can be used while the team travel around
stopped returning calls, her house-mate the city. You can find names for the NPCs
says she hasnt been home, and her in the Sample Names section.
workplace say she has not been seen.
Corrupt Cops
The day before yesterday Jamila received
As the PCs pass a narrow alley, they hear
an anonymous message that simply said
sounds of violence and cries of pain. If they
If you want to see her again, stop what you enter the alley, they will see two cops, an
orc and a human, beating up a middle-
are doing. There will be no more warnings.
aged man.
Mr Sin.
The man is the owner of a local
Jamila is out of her mind with worry. She convenience store, and the cops are
can provide the PCs with the following shaking him down for a protection
information: payment. If the PCs intervene, the cops will
be displeased, and will make their lives in
Tanias address and fone number
New Waterdeep difficult via random stops
Her workplace (Waterdeep Development etc. The man will be grateful, however, and
Corporation) may be a useful source of local information
A recent pic and full description (you and his store might become a safe house
can define her appearance) for the team.
Jamila doesnt know any of Tanias friends. The Other Son
Tanias father lives offworld and is not in
The team pass a woman in a door holding a
touch with her, as far as she knows. She
boy, crying bitterly. If they talk to her, they
has not approached the police as they are
will discover that her son was roughed up
either corrupt or useless.
by some local bullies. Whats worrying her
is that her older son has gone looking for
Guns in New Waterdeep
the bullies to
Laser pistols and rifles are legal, provided
the carrier has a permit. Being caught in Crying woman with son who was beat up.
possession of a gun without a permit will Older son has gone after them to teach the

23
leader a lesson. She pleads with the PCs to father, Edvard Lekk. He is a mining
find him and bring him back. engineer working on the planet Tymber. He
has not heard from Tania for six months,
Classmate
and will be very alarmed if he is told she is
The most educated member of the team is
missing.
suddenly approached by a woman on the
street. She is the PCs roommate from Tanias Fone
college, and they havent seen each other in
Tanias fone goes straight through to
years. She tells all about her stellar career
voicemail. They can hack into her voice
in marketing, and wants to know what the
messages using a security kit and a DC
PC has accomplished since college.
15 Intelligence check. There are messages
She then asks to have a private word with going back a week. They will hear a couple
the PC. It turns out she is a casual drug of innocuous messages from her colleagues
user and owes money to her dealer, who is and roommate, and increasingly frantic
getting aggressive. She is good for the cash, messages from her mother.
but needs another few days to collect it.
The PCs friends look tough, so perhaps There is also one message from a male who
they could have a word with the dealer...? doesnt identify himself, saying, Just
checking that we are still on for the Jungle
Red Herrings Inn tonight. The message is a week old.
Following are a few dead ends the PCs
might chase up Tanias Apartment
Tania lives in a small 2-bedroom apartment
Tanias Workplace in a nice part of town. When the PCs arrive
Tania works as an account manager at the her house-mate, Jon Kane, will answer the
Waterdeep Development Corporation. Her buzzer. He is a little wary. A DC 10
colleagues have not heard from her for a Wisdom (Persuasion) check will see him
week and are worried. They describe her as
let just one of the team into the apartment
effective and driven in her job. One or two
to talk.
of them socialize with her, but they have
not been out with her recently. Jon is a rather shy computer engineer. He
has not seen Tania for a week, and is very
Missing Persons worried. She went out one night and never
If they approach the police, they will be told came home all her clothing and her travel
to make an appointment with Missing bag are still in her bedroom.
Persons the first one available will be a
week away. When they finally get in, a Regarding friends, he says that she mostly
bored looking detective will ask them socialized with people from work. However,
questions, then inform them that policy is she was recently seeing a new man by the
not to treat an adult as missing until at name of Jakub Tooms. If asked his
least 8 weeks after the last sighting. If impressions, hell say disapprovingly that
shown the message, the response will be, he thought Jakub was a bit rough.
probably a hoax. He actually has a pic of Jakub on his fone
he took it surreptitiously the first time
Tanias Father
Jakub visited. If asked why, he will shrug
With a lot of difficult searching on the Net
and say, just in case. Jakub is
(DC 25 Intelligence (Investigation)
check), the PCs can track down Tanias

24
conventionally handsome, but is frowning The Jungle Inn is a small, low-key bar in
nastily in the pic. the middle of the entertainment district.
Once they have the name, the team can
3. Jakub Tooms easily locate it using the Net.
The bar opens at six and does not seem
The team learn more about Tanias new
very popular. There is a single bartender,
boyfriend.
and no more than a dozen or so patrons.
Finding Jakub The Door
There are several ways that the team might There is a door marked Private at the
find out more information about Jakub. back of the bar being guarded by a minor
Search the Net thug. He knows most of the regular casino
A DC 10 Intelligence (Investigation) patrons by sight, so will not let the team
check on the Net will reveal that Jakub enter. If the team say they were sent there
Tooms is the owner of a small bar called by Jakub Tooms or Mr Sin, and make a
The Jungle Inn. DC 15 Wisdom (Persuasion) roll, he will
let them through.
A subsequent DC 15 Intelligence
If a fight breaks out, the patrons will flee
(Investigation) check will reveal that
and the bartender will pull out a laser
Jakub was recently acquitted of assault
pistol (treat him as a commoner). The
charges, and is said to have links with
other minor thug will also emerge from the
known criminals.
casino (see below) after one round of
The Cops combat.
If the team head to the nearest police
The Casino
station, an orc police officer named Shafira
Behind the door marked Private is a
Keino will attend to them. If the team can
single large room that operates as an illegal
give a plausible reason for seeking him out
casino. There are eight tables here running
and succeed on a DC 15 Wisdom
various card and dice games. Gambling is
(Persuasion) check, Officer Keino will tell
legal in most parts of Toril City - however it
them that Jakub Tooms own the Jungle is heavily taxed, and so illegal casinos have
Inn. flourished.
She will also add that he is bad news. If There is a minor thug near the door,
the team press and make a DC 20 Wisdom employed by Jakub to keep an eye on
(Persuasion) check, she will admit that the things. The casino manager is a short,
Jungle Inn is known to be an illegal casino, round man with a pencil moustache named
and that Tooms is linked with the Mr Sin Ivan Masing. Ivan works directly for Jakub
crime syndicate. Tooms, and has the following information
Criminal Contact Jakub is part of the Mr Sin crime
If anyone has the criminal contact feature, syndicate
they can use it to find out that Jakub Mr Sin is actively trying to undermine
Tooms owns the Jungle Inn, which is a the Welcome to the Future project
front for an illegal casino. Jakub is most likely at home

The Jungle Inn

25
Jakubs address is Apartment 85E in a and several intelligence checks. The
building named Felicity Square statistics for the autoguard are shown in
The team can intimidate this information the Creature Stats section. The entry
out of Ivan (DC 15), or persuade him to under Firewall shows how many
part with it for a bribe (1000 credits and firewalls must be penetrated, and what
DC 20). If they can get hold of his fone and the DC of each is. After all firewalls are
penetrated, it takes one more round to
hack through the locking screen (a
disable the autoguard.
security kit and a DC 10 Intelligence
check), they can also find the address. Once the attack starts, the autoguard will
realised it is being hacked. It will take a
4. Felicity Square round for it to orient on the source of the
hack, and then it will move toward the
The PCs close in on Jakub Tooms and source, firing.
Tania. But there is a final surprise in store
for them. Apartment 85E
It takes only a few seconds for the
Felicity Square is a modern apartment
turbolifts to reach the 85th floor. The floor
block in the affluent sector of New
has a single corridor about 40m long with a
Waterdeep. It is very tall and narrow,
bank of lifts at either end, and three
consisting of 110 floors with 6 apartments
apartment doors on either side. Apartment
per floor, designated A through F.
E is the middle apartment on the south
The Concierge side. The door is locked, but can be hacked
The ground floor is a light-filled foyer with opened with a security kit and a DC 10
lots of floor to ceiling windows and two sets Intelligence check.
of turbolifts. There is one main entrance
(closed) which is controlled via an external
robot concierge, who is actually an Bedroom
autoguard I. Bedroom
The autoguard will only open the door for
residents. If someone claims to be a guest, Bath
it will buzz the apartment and will only
open the door open receiving confirmation
from the resident.
The autoguard can't be bargained with. It Kitchen
Living Room
can't be reasoned with. It doesn't feel pity,
or remorse, or fear. If anyone attempts to
break into the foyer, it will attack.
If the autoguard is destroyed or disabled, 8m
the door can be opened with a security kit
The Living Room
and a DC 10 Intelligence check.
In Jakubs living room are his gang - two
Hacking the Autoguard minor thugs and three bullies. Tembo
Wacera is one of the bullies (if he is still
The autoguard can be hacked and alive). If there was a firefight with the
disabled wirelessly using a security kit autoguard downstairs, the gang will be

26
alert with weapons ready. However, if the concussion rod she has been holding
team managed to penetrate the building behind her back, leap up and attack them.
quietly, they have a very good chance of
surprising the gang. Tanias Tale
A few months ago, Tania developed a taste
Other Rooms
for gambling at the Jungle Inn, and its
The remaining rooms in Jakubs apartment
there that she met Jakub. The two became
contain typical household items and
an item, and she has effectively been part
nothing of special value. Jakub and Tania
of the gang for some time.
are in the main bedroom see Turnabout,
below. Jakub told her that he had been ordered
to thwart her mothers project, and it was
Turnabout Tania who came up with the kidnapping
The main bedroom contains the usual idea.
bedroom furniture. Tania Valk is sitting in
a chair near the window, her hands 5. Conclusion
apparently tied behind her back. Jakub
Tania will not willingly return to her
Tooms is standing next to her, pulling her
mother, and will fight the team until killed
head back by the hair and pointing a gun
or knocked unconscious. If Jakub is killed
at her head. He says
she will be inconsolable.
I dont know how you found me, but this If the team return Tania to her mother,
stops here! Mr Sin is on his way with a they will be paid the agreed fee. If Tania
small army he will be here in minutes. was killed, Jamila will be devastated, but
Turn and leave now and you might just get will still pay the fee so long as the team
away alive. Otherwise, the councilors werent obviously negligent.

daughter is dead! A few days after the credits are paid, each
member of the team receives the following
Play out the scene and see where it goes. anonymous message -
Mr Sin is not really on his way Jakub
wouldnt dare let him know how badly the I know who you are and what you have
plan has gone awry. done. Best that you leave New Waterdeep

If the team attack Jakub or get too near the and never return. Mr Sin.
chair, Tania will suddenly whip out the

27
Adventure - Eye of the Tigress
Eye of the Tigress is an introductory transporting it for Kristinya. As he
adventure set in the world of Forgotten approached Toril, he contacted a crew of his
Realms 5000. The adventure takes place in mates to steal the cargo from the Tigress.
orbit above the planet Toril, and involves the
Once in orbit, Jaali went to the cargo hold
recovery of a stranded ship and its deadly
to prepare the containers, but accidentally
cargo. Eye of the Tigress presents a mixture
disabled the containment control on the
of investigation, combat and the use of
crate holding the Creeping Doom (see New
technical skills.
Monsters). The Doom escaped, killed Jaali
This adventure should take 3-4 hours to and most of the creatures in the Cargo Hold,
complete, and is designed for 1st2nd level and then rampaged throughout the ship.
characters. The party should include an
When Tessa realized the creature had
engineer.
escaped, she fled to the walk-in refrigerator
You may need to improvise some of the in the ships Galley and attempted a
setting details as you go. Unless specified desperate plan.
otherwise, assume NPCs have the stats of a
The Eye of the Tigress has since gone
commoner.
dark, orbiting slowly around Toril and it is
only a matter of time before local authorities
Background spot it.

Kristinya Raud is the owner of Raud Exotic Kristinya Raud


Imports and Merchandising, based in the
Kristinya is a lithe human female with red
city of New Waterdeep. Her office is in a
hair and a perpetual scowl. Kristinya lost
seedy part of the city, and Kristinya is
her left eye years ago, in a space battle
known to buy, sell, and trade illegal goods
against Eudoxian pirates. Her cybernetic
and services. She has recently begun to
eye can see in several spectrums, and only
dabble in the trade of nasty alien lifeforms,
adds to her fearsome demeanor.
which are a popular commodity amongst the
crime bosses of New Waterdeep. Kristinya is the owner of Raud Exotic
Imports and Merchandising, which is in a
Kristinya recently sent one of her ships, the
shady section of New Waterdeep. Although
Eye of the Tigress, to pick up several
Kristinya dabbles in smuggling,
captured lifeforms from planets scattered
loansharking, and extortion, she mainly
throughout the galaxy. The ship was crewed
acts as a middleman, using her import
by an orc named Jaali Songok, his human
company as a front to broker sales of illegal
copilot Tessa Slade, and a starship robot
goods and services.
named 00-GG (pr. Double-oh-Jeejee).
Kristinya keeps several disreputable
The crew traveled to several systems, smugglers on her payroll, but often hires
including the jungle planet Tempest where outside help for jobs when she does not
they acquired a lifeform known as the want to draw attention to herself or her
Creeping Doom. Jaali recognized that he business.
could make more by selling the Creeping
Doom to another crime boss than

28
The Job
leaving hanging wires, twisted access
panels, and broken pipes and lines along
with a trail of viscous yellow-brown slime.
A friend or fixer suggests the party contact a
human named Kristinya Raud. Anyone
Lights
making a DC 15 History check will know
The main power has been disabled (see
that Raud is involved in many shady
Galley, below), so the ship is dark except for
dealings.
emergency red and green lights running
Kristinya will be pleased to see the party, as along the floor. The Creeping Doom seeps
she urgently requires help. She tells them into every crack and crevice as it moves,
that one of her ships, the Eye of the Tigress, and this causes lights to flicker, intercoms
is currently drifting in low orbit above Toril. to squawk with white noise, and equipment
The ships pilot Jaali Songok transmitted its to fall in other parts of the ship.
arrival, but there has been no
communication with the Tigress since. She Life Support
offers to pay 500 credits if the party agree Although life support and gravity is still
to retrieve the vessel and its cargo. functioning (for now), the cooling system
has been disabled (see Galley, below) and
If the PCs ask Kristinya why she hasnt
the ship is uncomfortably hot and humid.
contacted Orbital Search and Rescue, she
All doors are airtight, but must be opened
cryptically tells them: Lets just say I would
manually because the power is off.
like to avoid any Federal entanglements. If
asked about the mission of the ship, she will Airlock
say that client confidentiality prevents her
The shuttle will automatically dock with the
from saying anything. If asked if the ships
Tigresss airlock. The locking mechanism is
cargo is safe, she will say, Yes, of course. A
filled with a brown crystalline substance.
DC 20 Insight check at this point will
This substance is the frozen remnants of the
reveal that she is being somewhat
Creeping Doom after it accidentally opened
dishonest.
the airlock, and may provide a clue as to
how to destroy the creature. It can be
Shuttle Trip
scraped away using a Universal Tool (the
Raud arranges a down-market trans-orbital
user must don a space suit). The person
shuttle (with autopilot) to take them to the
must make a DC 15 Athletics check with
Eye of the Tigress. The trip to the ship takes
the tool or suffer 1 level of exhaustion.
about two hours; the shuttle will wait about
20 minutes for the party to disembark. If Cockpit
they have not done so by then, it will return
A pipe has blown in the cockpit, spraying
to New Waterdeep. There is a single space
out clouds of scalding steam. Any PC
suit on the shuttle.
attempting to fix the leak will need to make

Eye of the Tigress


a DC 12 Athletics check to get over to the
pipe while avoiding the steam on failure
they suffer 1d6 fire damage.
The Eye of the Tigress is an antiquated light
freighter. The ship is sparsely furnished, but Once at the pipe, they can fix the leak
normally well maintained. Currently, simply using a Universal Tool and a DC 10
however, the amorphous mass known as the Technology check.
Creeping Doom is roiling through the ship,

29
Once the steam has cleared away,
they will be able to access the
console. They will see that it is
locked down because the main
power is cut. Once main power is
restored, the console can be used to
pilot the ship normally.

Captains Quarters
This is the private quarters of the
orc pilot Jaali Songok. A red light
blinks beside a small vidscreen. If
the screen is activated (there is no
security), the PCs see a video
message from an orc named Nudg
Ordo: Jaali. Why you not answer?
Well be there soon. Have that cargo
ready for transport. Big payday
coming. Nudg, out.
If the PCs scroll through Jaalis
previous messages, they find
several unanswered video messages
from Kristinya Raud. They also find
several communications logs
between Jaali and Nudg in the
equivalent of the systems Trash
bin. (Jaali thought he had deleted
these messages, but he did not fully
understand how the comm system
works.) These messages detail a
plan to steal the Tigresss exotic
cargo, particularly something Jaali
calls the killer brown blob.

Crews Quarters
The crews quarters consist of four
wall-mounted bunks, and is
capable of housing as many
crewmen. There are four space suits
hanging in a closet.
To save on costs, only the engineer
and co-pilot, Tessa Slade, went
along on this transport. Her
personal effects include some cheap
clothing, a few trinkets and about
50 credits in hard currency.

30
The party will also notice that her personal A DC 12 Technology check will determine
journal is on one of the consoles, though it that the ships main power has been hard-
is currently locked out. A DC 15 routed through the ships Galley, and that
Intelligence check using a Security is why everything else is running on
Toolkit will enable them to access the emergency power. The power can only be
journal. safely brought back online by manually
closing the connection from the Galley.
Tessas Journal
The party will learn the following from Cargo Bay
Tessas journal - This cargo bay contains over a dozen live-
cargo containers of varying sizes. These
Tessa is one of Kristinyas most trusted
have been torn apart and scattered across
retainers
the bay. The feathers, bones, and scales of
Tessa is a skilled engineer who perhaps several exotic alien lifeforms are mixed in
lacks some confidence, and is prone to with the wreckage--even these deadly alien
make silly mistakes creatures were no match for the Creeping
Tessa was quite unhappy to be paired Doom.
with Jaali on this trip as she finds him
Anyone making a DC 12 Nature check will
obnoxious and untrustworthy
determine there are orc remains amongst
The ship visited the planets Tempest the carnage. This is all that remains of
and Frisshia on this trip, met with Jaali.
poachers, and bought about a dozen
exotic lifeforms to smuggle back to Toril. Two of the containers provide clues to the
The matter of fact way she discusses Creeping Dooms weakness to cold.
this suggests that she is an experienced Brown slime covers the container that once
smuggler held the Creeping Doom. Unlike the other
They picked up a particularly nasty containers, it has been ripped open from the
creature from Tempest, that the locals inside. A DC 10 Technology check will
called the Creeping Doom. She notes reveal that the container has a sophisticated
that they need to keep the container system designed to keep the interior hot and
warm as cold will kill it. humid.
In the final entry, Tessa says she is glad Only one container in the Cargo Bay is
they are nearly home, and she also undisturbed. This refrigerated container
notes that Jaali is behaving very contains an Ikasr (ice panther) from the
secretively. frozen wastelands of Frisshia. A cluster of
Engineering brown crystals (frozen remnants of the
Creeping Doom) is stuck to the side of the
The Engineering section is dark except for
containers vent. This is a clue that points
the emergency red and green lights. Large
towards the Creeping Dooms weakness. If
panels of steel glass wall off the engines and
the Ikasr is released, it attacks the PCs until
other major systems, all of them still
humming quietly on emergency power. it is killed (treat as a regular panther with
immunity to cold attacks).
An engineer with a Universal Tool will be
able to open one of the panels and access Mess Hall
the systems beyond. An examination shows
that all are in working order.

31
This mess hall doubles as a rec room. In The Creeping Doom is constantly moving
addition to a small dining table, the leisure throughout the ship in search of prey. Loud
area contains a large vidscreen, VR noises or other commotion attract its
equipment, and holographic games. attention. Otherwise, the GM can assume
the Creeping Doom stumbles upon the PCs
The starship robot 00-GG (Double-oh-
after they have explored several
Jeejee) is lying disassembled on the floor.
compartments.
The Creeping Doom pulled the robot apart
in search of food. A DC 15 Intelligence The Creeping Doom travels through the
check using a Universal Tool is required to bulkheads, surrounding the PCs and
repair the robot. exploding from several different directions in
a mass of brown, tarry tentacles. The
If repaired, 00-GG tells the PCs that it heard
creature attacks until it suffers 15 points of
screams coming from the Cargo Bay. It
damage, or until it suffers any amount of
waited in the Mess Hall, uncertain of what
cold damage.
to do, but was soon attacked and destroyed
by the Creeping Doom. If this happens, the Creeping Doom retreats
to another part of the ship to regenerate.
If asked about the creature, 00-GG tells the
Once healed, it resumes its hunt for the
PCs that it came from the jungle planet
party, attacking as above. This means the
Tempest and that they were instructed to
PCs can expect to be attacked regularly.
transport it in an extremely warm and
humid shipping container. If the PCs flee from the Creeping Doom, it
pursues them throughout the ship,
Galley bypassing locked doors (via the bulkheads)
This galley is where food is stored and in 1d6 rounds.
prepared. The walk-in refrigerator is freezing
cold and contains the frozen body of the Destroying the Doom
engineer, Tessa Slade.
The Creeping Doom regenerates damage
Upon realizing the Creeping Doom was free, (even after it reaches zero hit points) and
Tessa fled to the refrigerator then hacked cannot be killed by normal means. Its only
into the engineering systems. Her plan was weakness is extreme cold. The PCs have at
to reroute the main power and flood the least two ways to expose the creature to this
ship with coolant gas. Unfortunately, she kind of cold. Either option stops the
made a careless mistake and filled the Creeping Doom, freezing its core into a
refrigerator with the freezing gas instead. hardened gel and turning its body into a
She died instantly. mass of lifeless brown crystals.
Tessas datapad is still connected to the The first option is to open all the airlocks
access panel. Anyone making a DC 15 and blast doors throughout the ship,
Technology check will be able to subjecting the entire vessel to explosive
understand from it what her plan was. decompression. This causes all objects (and
Anyone making a DC 15 Technology check people) aboard the vessel to be sucked out
will be able to restore main power to the into the vacuum of space. The Creeping
ship from this panel. Doom is expelled into space and is lost
forever.
Under Attack! Another method is to complete what Tessa
Slade was trying to do and flood the ship

32
New Monster
with coolant gas. The gas is lethal to most
lifeforms, so the PCs must have proper
protective gear on (or perhaps hide in the
The following New Monster is encountered
refrigerator!) before attempting this. If this
in Cold Eye of the Tigress.
happens, the PCs may still retrieve the
Creeping Dooms core, which may partially
satisfy Kristinya (see below).
Creeping Doom
Large Ooze, unaligned
The PCs may well devise another means of
destroying the Doom. Armour Class 8

Conclusion Hit Points 45 (6d10 + 12)

Speed 5 m.
Once the Creeping Doom is overcome, the
PCs must return the Eye of the Tigress to STR 15 (+2) INT 2 (-4)
the surface of Toril. If the adventure went
DEX 6 (-2) WIS 6 (-2)
very smoothly, the GM may wish to
introduce a few further complications - CON 14 (+2) CHA 1 (-5)

Drudg and his three orcs (minor thugs) Senses blindsight 20 m., passive
may arrive in a skiff to collect the Perception 8
Creeping Doom from Jaali Songok. The
Damage Resistances bludgeoning, fire
party may need to convince them to
leave, or fight them off. Damage Immunities lightning, slashing,
The damaged ship may begin breaking thunder
apart upon reentry, requiring
Condition Immunities blinded, charmed,
Technology and Universal Tool checks to
deafened, exhaustion, frightened, prone
repair malfunctioning systems, reinforce
the hull integrity, or manually engage Damage Vulnerabilities cold
certain safety gear.
Challenge 2 (450 XP)
The autopilot system might malfunction,
requiring a series of Vehicle Handling Amorphous. Can move through a space as
checks to safely bring the ship down. narrow as 10cm wide without squeezing.
New Waterdeep Immigration might Spider Climb. Can climb difficult surfaces,
intercept the ship and must bluff (or including upside down on a ceiling.
bribe) their way past an official to avoid
an inspection. Regeneration. Regenerates at the rate of 3
hp per round. Cannot regenerate cold
Kristinya is fuming if the Creeping Doom is
damage.
not recovered. She has lost a lot of money
on this venture and has angered her buyers. Actions
She will, however, honour her agreement
with the party. Pseudopod. Melee Weapon Attack: +4 to
hit, reach 2m., one target. Hit: 5 (2d4)
As a follow-up adventure, she may hire the bludgeoning damage.
PCs to travel to Tempest and retrieve
another container of Creeping Doom. She The Creeping Doom is an amorphous brown
may well have further smuggling jobs for the slime-like lifeform from the jungle planet
PCs in future. Tempest. Its body consists of a large, flowing

33
mass that is constantly searching for prey.
Its core is a gelatinous tumor that
contains its nerve center and vital organs.
The Creeping Doom feeds on the dead cells
of living organisms, growing larger and
stronger with each meal. It prefers to devout
fresh kills, but may feed on carrion. Dead
cells are absorbed directly into the
creatures body. A typical human can be
devoured (except for its bones) in
approximately 1d6 rounds.
Exposure to cold causes the creatures slime
to crystallize and fall off.

34
Creature Stats
Autoguard I Bully
Medium construct Medium humanoid

Armour Class 16 (metal casing) Armour Class 13 (survival suit)

Hit Points 27 Hit Points 5

Firewall 15/20 Speed 10 m.

Speed 10 m. STR 10 (+0) INT 10 (+0)

STR 10 (+0) INT 10 (+0) DEX 10 (+0) WIS 10 (+0)

DEX 14 (+2) WIS 14 (+2) CON 10 (+0) CHA 10 (+0)

CON 10 (+0) CHA 10 (+0) Senses Passive Perception 10

Senses Passive Perception 12 Challenge 1/8 (25 XP)

Challenge 1 (200 XP) Actions

Actions Concussion Rod. Melee Weapon Attack:


+0 to hit, one target. Hit: 5 (1d8) stun
Laser Carbine. Ranged Weapon Attack: +4
damage.
to hit, range 30/75 m., one target. Hit: 11
(2d8+2) radiant damage.
Minor Thug
These security robots are typically
Medium humanoid
cylindrical, stand about 2m tall, have
retractable arms and weapon, and are Armour Class 14 (survival suit)
mounted on a hoverpad.
Hit Points 12

Speed 10 m.

STR 10 (+0) INT 10 (+0)


DEX 13 (+1) WIS 10 (+0)
CON 10 (+0) CHA 10 (+0)

Senses Passive Perception 10

Challenge 1/4 (50 XP)

Actions

Laser Pistol. Ranged Weapon Attack: +1


to hit, range 20/50 m., one target. Hit: 6
(2d4+1) radiant damage.

35
Sample Names
Following are some sample names. None of Enzi, Faraji, Haji, Hanisi, Hasani, Idi, Jaali,
the lists are exhaustive. Jabari, Jahi, Jela, Jelani, Jimoh, Joshi,
Jumaane, Jumah, Kanu, Khamisi, Kito,
Human Male Kitwana, Kondo, Mansa, Mbita, Mhina,
Musa, Neema, Omari, Omarion, Rashidi,
Ales, Andl, Arnost, Beda, Bohdan, Bonifac, Rehema, Saka, Salene, Sefu, Sudi,
Bozidar, Dal, Dalibor, Damek, Dobromil, Suhuba, Tembo, Zahur, Zakia, Zuberi
Dominik, Dusan, Edvard, Filip, Gabek,
Havel, Honza, Ivan, Jakub, Jarek, Jarmil,
Johan, Josef, Kaja, Kajik, Karel, Koloman,
Orc Female
Kornel, Krystof, Leos, Lukas, Marek, Adia, Aisha, Aleela, Alika, Asha, Ashante,
Matous, Michal, Milan, Milos, Mirek, Ashanti, Asia, Asiah, Asya, Aziza, Barika,
Patrik, Pavel, Radek, Radim, Radko, Rados, Batini, Bina, Chiku, Dalila, Eshe, Hadiya,
Rostik, Simon, Tomas, Vilem, Vinck, Vit Hasina, Jaha, Jahaira, Jina, Jokia, Kaisa,
Kaluwa, Kamara, Kamaria, Kameke, Kani,
Human Female Kesi, Koffi, Kudio, Leta, Marini, Mashika,
Panya, Penda, Ramla, Rasheda, Raziya,
Adela, Alica, Alina, Andila, Aneta, Antonie, Sanura, Shafira, Shanee, Tabia, Tisa,
Berta, Bora, Dalena, Dalibora, Dalka, Yiesha, Zahara, Zahra, Zainabu, Zalika
Dominika, Dorota, Dusana, Eliska, Emlia,
Filipa, Frantiska, Hana, Iva, Ivana, Izabela,
Jarmila, Johana, Jolana, Josefa, Julia,
Orc Family
Kaja, Karolina, Katarina, Kristyna, Libena, Arusei, Barmasai, Barsosio, Bethwell, Bett,
Lida, Magdalena, Maria, Marketa, Marta, Birech, Biwott, Cheboi, Chelanga, Chelimo,
Matylda, Milada, Nada, Nadeja, Radomila, Cherono, Jeptoo, Kamau, Keino, Kemei,
Simona, Tatna, Tereza, Vra, Vlasta, Zofie, Kibet, Kigen, Kilel, Kimaiyo, Kimutai,
Zoja, Zuzana Kinyor, Kiplimo, Kirui, Kitur, Koech, Kogo,
Kosgei, Kuria, Kwambai, Lagat, Limo,
Human Family Macharia, Maiyo, Makau, Mutahi, Mutai,
Oduya, Rono, Rotich, Ruto, Sang, Sigei,
Aare, Aasmae, Aavik, Allik, Alver, Janes, Songok, Tanui, Tergat, Too, Wacera,
Jogi, Kabin, Kalda, Kallas, Kang, Kapp, Wangari, Wanjiru
Karner, Kass, Kiv, Klavan, Korjus, Kross,
Laar, Laas, Laht, Lek, Lepp, Levandi, Lill,
Linna, Mai, Malk, Mand, Mannik, Mark,
Gnome Forename
Masing, Meri, Mets, Mitt, Parn, Piip, Raud, Ai, Aimi, Aina, Airi, Amarane, Amaya, Ami,
Rebane, Rummo, Ruutel, Saar, Sepp, Amiri, Asa, Asami, Aya, Ayame, Bon, Chie,
Sibul, Tamm, Tarvas, Teder, Tooms, Vaher, Chiharu, Chin, Dai, Daichi, Dalila, Emi,
Valk Eri, Gen, Gin, Haru, Haruna, Hide, Hina,
Hiro, Hiroshi, Hisano, Hisao, Hoshi, Inari,
Orc Male Ino, Mai, Mami, Mamoru, Manabu,
Manami, Mareo, Marise, Maro, Masa,
Abasi, Annan, Ashon, Ashur, Azizi, Badru, Masami, Masao, Masumi, Mei, Mi, Michi,
Bakari, Bwana, Chane, Chuma, Dauid, Miho, Minori, Mio, Miu, Miwa, Miya, Moe,

36
Momoe, Mura, Nami, Nana, Nao, Naomi, Senne, Sephora, Seraglio, Serendipity,
Nishi, Noa, Nobio, Nori, Norio, Ran, Rei, Silhouette , Solon, Stormie, Straton,
Reizo, Ren, Rie, Rin, Ringo, Rio, Ryoichi, Summer, Talisman, Tallon, Taro, Tempest,
Ryou, Sachi, Sadao, Sanyu, Shigeo, Shin, Theron, Tryst, Tymber, Vestigial, Vino,
Shiori, Sho, Shou, Sora, Sumi, Suzu, Woebegone, Xanthe, Yolo, Zani, Zenobia
Washi, Yama, Yasu, Yo, Yori, Yoshi
Star Ships
Gnome Surname Acute Angler, Bent Compass, Black
Ando, Aoki, Chiba, Endo, Goto, Harada, Ribbon, Blue Wolf, Broken Arrow, Broken
Hirano, Imai, Ishida, Ishii, Kaneko, Kondo, Wings, Creeping Light, Crystal Man,
Kubo, Kudo, Maeda, Matsuda, Miura, Curious Constellation, Darling Dart,
Murata, Nakano, Ogawa, Ohno, Okada, Daybreak on Demesne, Divine Comedy,
Ono, Ota, Otsuka, Saito, Takada, Takagi, Dread Mouse, Dulcet Dynasty, Eye of the
Takeda, Tamura, Uchida, Ueno, Wada, Tigress, Fast Dancer, Fearless Fate, Fluid
Fate, Forgotten Queen, Fortress Red,
Planets Fugacious Blood, Golden Gorgon, Golden
Reaper, Gray Cross, Gray Ranger, Green
Acacius, Agathon, Ajax, Albin, Alcaeus, Growler, Indigo Liberation, Majestick
Amore, Anthem, Artemios, Ataraxia, Memento, Mind and Matter, Misfit Fury,
Auroror, Blayde, Braven, Bucolic, Old-Fashioned Farago, Paradise Poker
Bungalow, Cassander, Castle, Cheska, Face, Postmans Return, Rambling Potato,
Cosmas, Cyan, Dagon, Dalliance, Scarlet Scavenger, Scarlet Wolf, Singing
Demesne, Denim, Diaphanous, Diokles, Blue, Sleepless Sunrise, Tin Yo-Yo, Two
Dion, Dior, Dulcet, Dusk, Ebullience, Percent, Wrathful Stars
Elision, Elixir, Elowen, Ember, Ember,
Embroca, Ephemeral, Epiphany, Erasmos,
Ethereal, Eudoxia, Eutropia, Evanesce,
Major Corporations
Fugacious, Gaiana, Galenos, Gambol, Torillian Dusk Capital
Glamour, Gossamer, Guru, Halcyon, Elision Goods and Services
Harbinger, Harbor, Heron, Holiday,
General Products Limited
Hyacinth, Imbroglio, Juju, Kallias, Kapri,
Kassandra, Kleon, Kyros, Labyrinth, Toril Technical Corporation
Languor, Lilt, Lorde, Lynix, Mahogany, Mahogany Trading Company
Matix, Meliton, Melrose, Merci, Moiety, Megacorp
Monet, Moody, Nemesis, Neo, Onix, Quoram Development Corporation
Panacea, Panoply, Pareidolia, Pastiche,
Talisman Trading
Patch, Pelagia, Petrichor, Photina, Piers,
Portia, Pyrrhica, Quoram, Ravel, Redolent, Tymber City Mining Company
Rhoda, Rhythm, Saffron, Salima, Scintilla,

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