hello there! I hope you are ready for an info dump cause boy howdy has a lot of thought gone into this. THINGS TO NOTE FIRST: games will occur weekly on Sunday nights at 8:30pm EST (session 1 being Sunday October 26th) Discord is a must, decent quality mic, English speaking, good manners, etc. IT IS AGAINST the roll20 code of conduct to respond to a post you are not interested in joining or does not reflect the posters wishes so please don't advertise your discord here. A BRIEF PLOT SUMMARY: on the dominion planet of Hecce (hec-ce or hec-key) it is that time again! the final stretch of elections for the grand city's new prime minister, at this time there are 3 candidates however two of them are losing traction due to scandals and ongoing investigations. late on a Saturday night you all receive mysterious messages on your phones asking each of you to come immediately to the shady way bar in the lower city slums for a job offer no one could ever refuse. As this is some spooky sci-fi universe made up by me, a man with like negative hours of sleep there is some convoluted changes to character creation to take in mind. All races are allowed (elf, gnome, orc, etc.) with the addition of synth, a humanoid robot capable of mimicking human thought and movement flawlessly that requires power instead of rest or food. All players regardless of race or class will start with a Dominic brand smartphone and 100 credits. AS FOR CLASSES (INFO DUMP INCOMING): These are only level 1 overviews to avoid writing a book which is sketchy I know but BARBARIAN: Hit Dice : 1d12 per barbarian level Hit Points at 1st Level : 12 + your Constitution modifier Hit Points at Higher Levels : 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Armor : Light Armor , Medium Armor , shields Weapons: Simple Weapons , martial Weapons Tools: None Saving Throws : Strength , Constitution Skills : Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival AS FOR EQUIPMENT, you receive "the grid" a light armor that projects a thin shield over your body absorbing damage while wearing the grid with no other armors your AC becomes 11+dex+con. you receive a shockmace, a martial weapon structured like a mace with a trigger at its handle that electrifies the maces head that deals 1d4 bludgeoning and 1d4 lightning damage. you may choose to receive a forge hammer or a roaring axe, both weapons consume energy to deal elemental damage the hammer doing bludgeoning and fire well the axe does slashing and force, every attack with either of these weapons consumes 1 energy charge of the weapons max of 10 (both the hammer and axe come fully charged). you receive 15 extra admonium charges (the common energy battery) as well as 2 syringes of Rage2 a chemical compound running amuck on the black market and in the city slums, you may use a bonus action to inject yourself with Rage2 to gain its benefits for 5 minutes, resistance to physical damage and advantage on strength rolls as well as +5 to melee attack damage rolls. BARD: Hit Dice : 1d8 per bard level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per bard level after 1st Armor: Light Armor Weapons: simple Weapons , firearms, longswords, rapiers, shortswords Tools: three musical instruments of your choice Skills: Choose any three. AS FOR EQUIPMENT, you receive a quickening rapier or a prisma longsword, the rapier consuming energy to receive an extra attack if your dexterity is higher then that of your targets where as the longsword just has a higher damage dice. you receive a diplomats pass or an entertainers pass, whichever pass you choose giving your phone an upgrade to retrieve and access information about either politicians and their campaigns and personal info OR in depth access to media outlets and their sources. you receive any instrument of your choice. you receive a combat vest that can be worn under your clothes, increasing your AC to 13 and a small knife. CLERIC: Hit Dice : 1d8 per cleric level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per cleric level after 1st Armor: Light Armor , Medium Armor , shields Weapons: simple Weapons Tools: none Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion AS FOR EQUIPMENT, you receive either a shockmace or a powerhammer, simple weapons that require no energy and deal either lightning damage(mace) or impact damage(hammer). you receive your choice of a combat vest to be worn under your clothes increasing your AC to 13 or generation 2 combat armor which must be worn over clothing as medium armor which increases your AC to 14. you receive a old blaster pistol which consumes 2 of its 10 max energy charges to fire a single plasma round dealing searing damage(the blaster comes loaded with its 10 charges). you receive 10 additional charges of admonium as well as 10 syringes of Power5, as a bonus action Power5 can be injected into yourself or an ally to restore health based on your wisdom modifier. you receive a holy symbol of your choice and a energy shield, the shield raising your AC by 2 as well as producing dim light well drawn. DRUID: Hit Dice : 1d8 per druid level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per druid level after 1st Armor: Light Armor , Medium Armor , shields Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Skills : Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival AS FOR EQUIPMENT, you receive a small shield which raises your AC by 1. you receive either a prisma longsword or a forcehammer. you receive a combat vest which raises your AC to 13. you receive 5 syringes of wild tounge which when injected give you the ability to speak with small animals. you also know druidic a secret language spoken by other druids. FIGHTER: Hit Dice : 1d10 per fighter level Hit Points at 1st Level : 10 + your Constitution modifier Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per fighter level after 1st Armor: Light Armor , Medium Armor , Heavy Armor , shields Weapons: simple Weapons , martial Weapons Tools: none Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival AS FOR EQUIPMENT, you receive generation 2 combat armor or a combat vest. you receive a shockmace and a energy shield OR 2 prisma longswords. you receive a old blaster pistol(loaded with 10 charges) OR a throwing knife. at level 1 you may also choose your fighting style, replacing archery with firearms expert which is a plus 3 to ranged attack rolls. you also receive 1 syringe of great wind, which when injected gives you temporary health for 5 minutes equal to your current health. MONK: Hit Dice : 1d8 per monk level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per monk level after 1st Armor : none Weapons: simple Weapons , shortswords Tools: any one type of artisan's tools or any one musical instrument of your choice Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth AS FOR EQUIPMENT, you receive a prisma shortsword. you receive 10 throwing darts. you receive the grid, making your AC 11+dex+con well wearing no other armors. you also gain martial arts: • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons . • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn , you can make one unarmed strike as a Bonus Action . For example, if you take the Attack action and Attack with a Quarterstaff , you can also make an unarmed strike as a Bonus Action , assuming you haven't already taken a Bonus Action this turn. PALADIN: Hit Dice : 1d10 per paladin level Hit Points at 1st Level : 10 + your Constitution modifier Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per paladin level after 1st Armor : Light Armor , Medium Armor , Heavy Armor , shields Weapons : simple Weapons , martial Weapons Tools : none Skills : Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion AS FOR EQUIPMENT, you receive a shockmace OR a prisma longsword OR a forgehammer. you receive a power riot sheild which increases your AC by 3. you receive generation 3 combat armor which increases your AC to 15. you receive a holy symbol of your choice. you also receive a feild medics engine which heals nearby allies in exchange for energy. RANGER: Hit Dice : 1d10 per ranger level Hit Points at 1st Level : 10 + your Constitution modifier Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per ranger level after 1st Armor : Light Armor , Medium Armor , shields Weapons : simple Weapons , martial Weapons Tools: none Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival AS FOR EQUIPMENT, you receive a combat vest OR generation 2 combat armor. you receive a prisma shortsword OR two throwing knives. you receive either an explorers pass or a creatures pass, upgrading your phone to either display local geography or display known wildlife for the area. you also receive the MR12 longbow and 15 charges for it, the MR12 is a long range laser rifle with a crossbow look that fires one deadly accurate charge. you also get to choose a favored enemy and terrain. ROGUE: Hit Dice : 1d8 per rogue level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per rogue level after 1st Armor : Light Armor Weapons: simple Weapons , firearms, longswords, rapiers, shortswords Tools: Thieves' Tools Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth AS FOR EQUIPMENT, you receive a rapier of quickening or a prisma shortsword. you receive a thugs pistol and 10 charges. you receive upgrades to your phone that give you access to dark parts of the web for favors and information. you receive a combat vest. you receive two throwing knives and theives tools. SORCERER: Hit Dice : 1d6 per sorcerer level Hit Points at 1st Level : 6 + your Constitution modifier Hit Points at Higher Levels : 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Armor : none Weapons : daggers, darts, slings, quarterstaffs, firearms Tools : none Skills : Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion AS FOR EQUIPMENT, you receive an old blaster pistol and 10 charges or a thugs pistol with 10 charges. you receive a machine hackers kit OR a hand repulser. you receive two throwing knives. you also receive a energy siphon, a complex device that you may use to redirect energy through machinery. WARLOCK: Hit Dice : 1d8 per warlock level Hit Points at 1st Level : 8 + your Constitution modifier Hit Points at Higher Levels : 1d8 (or 5) + your Constitution modifier per warlock level after 1st Armor: Light Armor Weapons: simple Weapons Tools: none Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion AS FOR EQUIPMENT, you receive an old blaster pistol and 10 charges. you receive a machine hackers kit OR a death siphon, a wrist mounted blade that siphons blood and converts it into energy. you receive an upgrade to your phone that gives you access to the black market and dark contacts. you receive a combat vest. you receive two throwing knives and a prisma longsword. WIZARD(AKA ANYONE WITH A UNHEALTHY LOVE OF STAR WARS): Hit Dice : 1d6 per wizard level Hit Points at 1st Level : 6 + your Constitution modifier Hit Points at Higher Levels : 1d6 (or 4) + your Constitution modifier per wizard level after 1st Armor: none Weapons: daggers, darts, slings, quarterstaffs, firearms, splitter swords Tools: none Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion AS FOR EQUIPMENT, you receive a splitter sword a energy sword that deals high damage but consumes energy as long as the blade is deployed. you receive 20 admonium charges. you receive a kinetic glove giving you the ability to move a object or creature equal or less then your carrying capacity. you receive either a scholars pass or a diplomats pass, upgrading your phone to either access logged records or access information on local government. If you have any other questions or concerns feel free to PM me! and AGAIN do not advertise your own discord servers in this thread even if it is a "gathering place"