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Edelira Longinotti

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Jul 9, 2024, 11:24:19 AM7/9/24
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Originally, I had set down a series of rules in a Google Word document for a D&D campaign I was running set in Shadowrun's Amazonia (in Brazil). It started as a series of gun rules that I adapted, followed by vehicle rules, then subclasses, and cybernetics, and so on.

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As more and more was added to the document to meet the needs for my campaign, after most of a year of (nearly) weekly games, I realized that the rules I had written had become a book. I made the decision that I wanted to try my hand at making a real book, with formatting, art, flavor text, and other bits and bobs.

While I realize my book could never be up to the standards of an official published piece like Xanathar's Guide to Everything or Tasha's Cauldron of Everything, it was a fun challenge to produce something I could be proud of.

The Technomancer's Textbook is free, and there is no Patreon or any other method of paying for it. The art used in this book was used without the explicit permission of those who made it, and so the book cannot be sold. The amazing artists' credits are on page 269 through 273.

If, for some reason, you still want to support me, then the best thing you can do is to donate money to a charity and let me know on the Technomancer's Hideout channel in Discord. I recommend one of the following:

Also, this book has rude language and curse words in it, and has references to sex work, drug use, and violence, as well as some blood in the art. The cyberpunk genre is not known for its family-friendly themes. Consider yourself warned.

I have spent quite a lot of time considering the balance aspects of the features presented in this book, from subclasses to feats. I feel they represent options that are powerful, desirable, yet within the parameters set by official content.

That said, I am not a QA tester, nor do I have a dedicated team to playtest this material. I am sure that I have overlooked the power balance or scaling of one or another feature, simply because I have not had the chance to test everything.

While I cannot promise that every option in this book is well-balanced, this is a living document that will be updated in the future. If you encounter a feature of this book that turns out to be unbalanced, unfun, or overly complicated in play, please make a constructive post in the suggestions channel on the Technomancer's Hideout Discord channel so that I can reevaluate it and potentially update it in the next version.

The Table of Contents on the next page has clickable links to each section. At the end of the book, there are indexes for creatures, vehicles, and AIs. The index has a clickable link to each relevant stat block.

The genre of cyberpunk appears in movies, books, television series, and video games, to the point that the visual style and themes have become iconic. The visuals include an endless sea of sprawl, neon-lit streets, towering skyscrapers, and grimey alleyways. The themes, stemming from the mix of low-life and high tech, focus on vast amoral megacorporations, out-of-control wealth disparity, criminals struggling to survive, dehumanization, and other lovely topics. The world is flavored with cybernetics, artificial intelligence, the parallel world of cyberspace, big guns, and fast vehicles.

While there are many tabletop games that have been developed specifically for cyberpunk settings, many DMs have trouble convincing players to learn and use an entirely different system from Dungeons and Dragons. This can be especially true if the player has only ever played fifth edition D&D, and wants to continue playing with familiar rules. This book melds together these familiar rules with the cyberpunk trappings, letting DMs and players alike play comfortably in these exciting settings.

This book is intended for use by both players and Dungeon Masters for supplementing fifth edition D&D campaigns in cyberpunk settings. The rules are also flexible enough to be adapted for modern or science fiction campaigns.

Fifth edition has earned praise for its simplistic, yet flavorful and elegant approach to the D&D system. This book attempts to embody that concept in its philosophy. Where possible, additional complexity over the base system is kept to a minimum.

Firearms are designed to be competitive and flexible for any given combat situation. This is done intentionally to incentivize their use over options available in the base game of D&D. While medieval weapons can still be brought into a firefight, and the base rules of D&D still apply, most of the combat options and features in this book will focus on firearms.

The traditional starting equipment of leather, chainmail, and crossbows may be out of place in your Cyberpunk setting. Some martial firearms, such as the rocket launcher or gatling gun are not meant to be available as starting equipment.

Mastery of the modern battlefield requires a hybrid approach of technology and magic, and no combat specialist epitomizes this approach better than the Mech Pilot. Armed and armored in an enchanted mobile suit, the battle mech is a flexible weapons platform built to be reconfigurable. This allows it to fit into any tactical situation on evolving battlefields.

The armor is powered by your magic, and any creature other than you that dons the battle mech receives no benefits, they cannot use its properties, and the creature's movement speed becomes 0. The armor continues to be a battle mech until you creature another battle mech.

Also at 3rd level, you can adjust your armor for a given combat situation. When you create your battle mech, choose one of the following modes: hellion, valkyrie, or titan. The mode you choose gives you special benefits while you wear the battle mech, and determines its properties as armor per the Battle Mech Armor table.

Titan. You cast the enlarge/reduce spell on yourself without somatic or material components and without requiring your concentration. While you are under the effect of the spell, you gain temporary hit points equal to your artificer level at the end of each turn. When you use your Rebuff feature against a target, you can deal 1d6 thunder damage to every target of your choice within 10 feet of it.

Valkyrie. When you use your Blitz feature, you instead deal an extra 1d8 lightning damage for every 10 feet you move in a straight line straight toward a target before hitting it with a weapon attack, to a maximum of 4d8.

Heavy metal, rusty junkyard scrap, and a bad attitude all wrapped into one package. The Street Savage is one mean motherfucker who specializes in launching as much lead as possible at any stupid sonnofabitch that looks at you cross-eyed. Preferably from a monster truck.

Bola Launcher. As an attack with this firearm, you can launch a bola at a creature. A bola functions similarly to a net, except that it is range 20/60, and you can make your normal number of attacks. You can reload this launcher over the course of a short or long rest.

Grapple Harpoon. This weapon can launch a harpoon at a target. It functions similarly to a spear gun except that it is range 30/60. When you hit a creature with a harpoon from this weapon, and the target is a creature your size or smaller, you can make a contested Strength (Athletics) check to pull it next to you and grapple it with a free hand. If there is no open adjacent space, then the creature stops in the nearest available open space and is not grappled. Alternatively, if the target is larger than you, you can choose to be pulled to it. However, this does not grapple it.

If a creature other than you attempts to use one of your savage accessories or the firearm it is attached to, the attempt will fail and the firearm will malfunction, causing the creature to take 2d4 slashing or piercing damage (your choice).

At 6th level, you become a fierce road warrior who gives new meaning to the term muscle car. If you enter a rage while you are driving a vehicle, the benefits of your rage also apply to your vehicle until the rage ends.

The bards of this college tend to be loud, in both voice and appearance. The image of the punk rocker with a colorful mohawk and glowing LED tattoos is iconic, but the seed of rebellion can take root in even the most forgettable of office workers.

At 3rd level, you can use the Bardic Inspiration feature on any creature who you can hear or see, and who can hear or see you, regardless of range. This includes creatures that can hear or see you through digital means, such as a camera or smartphone.

As a bonus action, you can expend one use of your Bardic Inspiration on a creature you can see or who can hear you other than yourself within 60 feet of you to use one of the following Rebellious Shout options of your choice. If the creature is unwilling, it can make a Constitution saving throw against your spell save DC. On a successful save, the creature is not moved and suffers no effects.

Rise Up. The creature regains hit points equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier and is pulled up to 10 feet closer to you. If the creature is prone, it can use its reaction to stand up. A creature cannot be the target of this ability again until they have finished a short or long rest.

Fuck Off. The creature takes thunder damage equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier. If the creature is Large or smaller, it is pushed up to 10 feet away from you.

At 6th level, you can speak up when you see someone being oppressed and harden their resolve. As a reaction, when a creature within 30 feet of you makes a saving throw against being frightened or charmed, you can start a performance per the Countercharm feature. The creature gains advantage on the saving throw as part of the performance.

Starting at 14th level, the power of your voice is magnified to establishment-shattering levels. When you use your Rebellious Shout, you can also target creatures of your choice within 10 feet of your original target, and they are affected by your Rebellious Shout option.

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