This are two playbooks for Jared Sinclair's 6E, introducing some weird science to your campaign's world.
The Tinker has built themselves a robot friend! Upgrade and program your robot to kill, or love, or both.
The Grafter harvests parts from monsters and uses the power of zoology to graft them onto themselves and their friends to "help."
Use both to bring man, machine, and beast all together in wonderful harmony.
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