Basic Rules (Beta v 20241127)
Index
Introduction
Gameplay
Building a Character
Character Sheet (Download)
Origins
Lineage
Heritage
Classes
Conjurer
Convert
Combatant
Cunning
Ad Hoc Features
Proficiencies
Social
Gear
Equipment
Armor & Weapons
Gear
Biotech
Surges
Quick Start Guide
Flowchart (Download)
Classes
Class: Conjurer
An expression of raw power, harnessing the universe to bend it to their will, the Conjurers push the limits of science to control reality.
Proficiencies
Light Armor.
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Weapons (Choose one):
2 Simple Weapons.
Plasma and Laser Weapons.
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Choose two Gear Proficiencies.
Equipment
Conjurer Conduit.
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Choose two Basic Biotech Mods or $3,000.
Armor (Choose one):
Bike Jacket and $500.
Meshweave.
$1,000.
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Weapons (Choose one):
Dagger and Taser Gun with 10 ammo.
Handgun with 20 ammo.
Laser Pistol with 20 ammo.
Recall
Swap one Surge for another from the same list on a Short Rest.
Recovery
Recover a number of Stamina points equal to your current Level on a Short Rest. This feature can be used once per Long Rest.
Subclass: Elemental
Surges
Choose two Surges from the EMF Conduit list.
(You may also choose Basic or Custom Surges.)
Control
+1 to Affect or Brain.
Evoker
Choose a damage type: Electrical, Thermal. Surges and Pulses that deal this type of damage deal additional damage equal to the character’s current level.
Extra Feature
Choose a Feature from either the Conjurer Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Burn
Manifest time: Major Action
Range: 120 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Balance). If the Offense roll meets or beats the Defense roll, the target takes *d10 Thermal damage.
(* see “Damage Dice”)
Volt Lash
Manifest time: Major Action
Range: 15 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Brawn). If the Offense roll meets or beats the Defense roll, the target is pulled 10 feet closer, and if the target is pulled within 5 feet, it takes *d8 Electrical damage.
(* see “Damage Dice”)
Mag Lev
Manifest time: Major Action
Range: 30 feet
Duration: 1 minute
Stamina: 0 points
Description:
An invisible force moves within range to manipulate objects using an Action. The force cannot lift more than 10 pounds, and does not have enough force to cause harm.
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Subclass: Psychic
Surges
Choose two Surges from the Hacker Conduit list.
(You may also choose Basic or Custom Surges.)
Sympathy
+1 to Assess or Brain
Pain
Surges and Pulses that deal Mental damage deal additional damage equal to the character’s current level.
Extra Feature
Choose a Feature from either the Conjurer Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Migraine
Manifest time: Major Action
Range: 60 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Brain). If the Offense roll meets or beats the Defense roll, the target takes *d6 Mental damage, and the target must subtract 1d4 from its next Avoid roll before the end of your next turn.
(* see “Damage Dice”)
Impede
Manifest time: Major Action
Range: 60 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Brain). If the Offense roll meets or beats the Defense roll, the target takes *d4 Mental damage, and the target has Disadvantage on its next Attack roll before the end of its next turn.
(* see “Damage Dice”)
Whisper
Manifest time: Major Action
Range: 120 feet
Duration: 1 round
Stamina: 0 points
Description:
Choose a target creature or object within range. Until the end of the target’s next turn, you and the target may communicate telepathically over existing brain implants.
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Subclass: Illusionist
Surges
Choose two Surges from the Prism Conduit list.
(You may also choose Basic or Custom Surges.)
Diversion
+1 to Affect or Assess
Plain Sight
By subtly shifting light and shadow to conceal themselves, the character gains a bonus when attempting to hide their actions. The character gains half of their current level (rounded up) added to Affect checks for their rolls involving stealth, physical deception, or sleight of hand.
Extra Feature
Choose a Feature from either the Conjurer Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Singe
Manifest time: Major Action
Range: 60 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Balance). The target gains no benefit from partial cover for this Defense roll. If the Offense roll meets or beats the Defense roll, the target takes *d8 Thermal damage.
(* see “Damage Dice”)
Radiance
Manifest time: Major Action
Range: 5 feet
Duration: Instant
Stamina: 0 points
Description:
Each target creature or object within range must roll Defense (Avoid + Build) vs your Offense (Attack + Brain). If the Offense roll meets or beats the Defense roll, the target takes *d6 Thermal damage.
(* see “Damage Dice”)
Projection
Manifest time: Major Action
Range: 30 feet
Duration: 1 minute
Stamina: 0 points
Description:
Create a sound or holographic image within range. The maximum size of the image can be within a cube a number of feet up to your (Affect + Brain).
Creatures may investigate the image or sound with (Assess + Brain) vs your (Affect + Brain) to discern the illusion.
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Conjurer Feature Options
Learn a Pulse
Choose an additional Pulse from any Conjurer subclass list.
Summon Drone
Create a small Drone under your command. The Drone cannot attack, but can move objects weighing up to 5 pounds. It can receive commands while within 100 feet, and as an Action can share visual/audio data wirelessly with you while within 1 mile. Only one drone can be active at a time.
Choose one:
Overwatch Drone: Flight, Fast
Spider Drone: Climbing, Infiltration
Spy Drone: Stealth, Silent
Improved Drone
(Required: Summon Drone, Level 5)
Add all of the following benefits to your drone:
The drone’s HP becomes equal to your level
The drone’s Brain increases to +0
The drone speed doubles
The drone gains an Attack that deals 1d4+Balance Electrical damage
Surges can be manifested through the drone
Active Mind
You no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend the time doing light activity, such as reading or keeping watch.
Apparition Mastery
You can manifest Apparition with no Stamina cost. This Surge functions as if it were manifest using 1 Stamina.
Beguiling Influence
When attempting to deceive or persuade (Affect + Brain), roll with Advantage.
Buffer Mastery
You can manifest Buffer with no Stamina cost. This Surge functions as if it were manifest using 1 Stamina.
Code Speaker
Communicate directly with machine minds within 30 feet telepathically.
Distant
Spend a Stamina point to double the range of a Surge, provided it already has a range of 5 feet or more.
A range of touch is increased to 30 feet.
Empower
Spend a Stamina point to reroll a number of damage dice up to your Brain modifier (minimum 1).
Extend
Spend a Stamina point to double the duration of a Surge, provided it already has a duration of 1 minute or longer.
Heighten
Spend 3 Stamina points to impose Disadvantage on a Defense roll for a target of a Surge.
Interlock
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is within 100 miles, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Invigorate
Use 2 Stamina points to reduce 1 Fatigue on yourself or an ally.
Mask
You can manifest Overlay on yourself at will. This effect acts as if using 1 Stamina.
Quicken
Spend 2 Stamina points to change the Manifest time for a Surge from a Major Action to a Minor Action.
Rebuke
When hit by an attacker that you can see within 30 feet of you, you can use your reaction to deal damage to the attacker equal to your Brain modifier and push it up to 10 feet away from you. The damage is mental for Psychic, thermal for Elemental, or electrical for Illusionist.
Response
When making an Opportunity Attack, you can manifest a Surge instead of a weapon Attack. The Surge must target one creature and must use an Action.
Shroud
You can manifest Cloaking at will, without expending a spell slot.
Subtle
Spend a Stamina point to hide the manifesting of a Surge.
Twin
When manifesting a Surge that does not have a range of self and targets only one creature, double the number of Stamina points being spent on the Surge to target a second creature within range as well (minimum 1 additional Stamina point). This feature can exceed the Stamina limit.
Visual Translator
You can read and understand all writing.
Deflection
(Required: Level 5)
As a reaction when you take damage, you can entomb yourself in a force field, which dissipates at the end of your next turn. The force field has 10 HP per level, which takes as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to thermal damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the force field dissipates.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Mortician
Manifest Salvage at will, without expending Stamina. This Surge is manifest as if using Stamina equal to your level divided by 2, rounded up.
Probing Vision
Gain a bonus to see through illusions and camouflage. When performing an appropriate Assess roll, add half your level divided by 2, rounded up.
Sedate
Manifest Slow without expending Stamina. This Surge is manifest as if using Stamina equal to your level divided by 2, rounded up. This feature can be used once per rest.
Surge Specialist
Add +1 to Affect and Attack rolls for Surges associated with your Subclass (Elemental = EMF, Psychic = Hacker, Illusionist = Prism)
Surge Expert
(Required: Surge Specialist)
Add +2 to Affect and Attack rolls for Surges associated with your Subclass (Elemental = EMF, Psychic = Hacker, Illusionist = Prism)
Surge Mastery
(Required: Surge Expert)
Add +3 to Affect and Attack rolls for Surges associated with your Subclass (Elemental = EMF, Psychic = Hacker, Illusionist = Prism)
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Class: Convert
The universe speaks through the Converts, who embrace their place amongst unseen the forces of nature and the subatomic.
Proficiencies
Light Armor and Shields
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Weapons (Choose one)
Simple Weapons
Two Simple Weapons and One Martial Weapon
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Choose one Gear Proficiency
Equipment
Convert Conduit
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Choose one Basic Biotech Mod or $1,500
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Armor (Choose one):
Corporate Meshweave Suit and $500
Meshweave and Ballistic Shield
$1,500
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Weapons (Choose one):
Dagger and Taser Gun with 10 ammo
Handgun with 20 ammo
Laser Pistol with 20 ammo
Plasma Cutter and Dart Gun
Meta
When using a Major Action to manifest a Surge or Pulse, you can spend a Stamina point to do up to one of the following:
Double the range.
Reduce the Major Action to a Minor Action.
Target a second creature, provided the Surge or Pulse typically has only one target.
Sacrifice
As an Action, gain a point of Fatigue and recover your Stamina points to maximum instantly. This feature can be used once per Short or Long Rest.
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Subclass: Divine
Surges
Choose two Surges from the Quantum Conduit list.
(You may also choose Basic or Custom Surges.)
Observation
+1 to Assess or Brain
Reality Warp
As an Action, you can attempt to affect the fate of your enemies. Choose a number of creatures equal to your Brain modifier within 30 feet. The targets roll Defense Avoid + Brain vs your Offense Affect + Brain. On a failure, the targets are Frightened and take a point of Fatigue. The affected targets may repeat the Defense roll at the beginning of each of their turns to end the Frightened condition.
You can use this feature once per short or long rest.
Extra Feature
Choose a Feature from either the Convert Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Entanglement
Manifest time: Major Action
Range: 15 feet
Duration: 1 hour
Stamina: 0 points
Description:
Choose a target within range. If it is hostile, roll Offense (Affect + Brain) vs their Defense (Avoid + Brain). If the Defense roll fails to meet or beat the Offense roll, the hostile target is bound to you. Friendly targets may choose to fail the roll automatically.
While bound, you know the direction of the target’s location and the direction of movement if in motion.
Once per turn, add an extra 1d6 to damage or healing a bound target receives from one of your Surges.
The number of targets that can be bound to you at a time is equal to your Affect modifier.
Repair
Manifest time: 1 minute
Range: Touch
Duration: Instant
Stamina: 0 points
Description:
Repairs a break or tear in a non-living object you touch, such as broken chain link, two halves of a broken keycard, a torn jacket, or an air leak in a suit or window. As long as the break or tear is no larger than 1 foot in any dimension, you can mend it, leaving no trace of the former damage.
Shockwave
Manifest time: Major Action
Range: Self
Duration: Instant
Stamina: 0 points
Description:
Each target creature or object within 5 feet must roll Defense (Avoid + Build) vs your Offense (Attack + Brain). If the Offense roll meets or beats the Defense roll, the target takes *d6 Kinetic damage.
(* see “Damage Dice”)
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Subclass: Natural
Surges
Choose two Surges from the Chem Conduit list.
(You may also choose Basic or Custom Surges.)
Intune
+1 to Affect or Brain
Intoxication
As an Action, you can attempt to disorient your enemies. Choose a number of creatures equal to your Brain modifier within 30 feet. The targets roll Defense Avoid + Build vs your Offense Affect + Brain. On a failure, the targets are Poisoned and take a point of Fatigue. The Poisoned condition lasts for one minute.
You can use this feature once per rest.
Extra Feature
Choose a Feature from either the Convert Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Infest
Manifest time: Major Action
Range: 30 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Build). If the Offense roll meets or beats the Defense roll, the target takes *d6 Biological damage, and must move 5 feet in a random direction if it is not blocked and has a move speed. This does not provoke opportunity attacks.
(* see “Damage Dice”)
Mercy
Manifest time: Minor Action *
Range: Touch *
Duration: Instant
Stamina: 0 points
Description:
You touch a dying biological creature, stabilizing them instantly.
* You may choose to use a Major Action instead and increase the range to 5 feet times your Affect modifier.
Splash
Manifest time: Major Action
Range: 60 feet
Duration: Instant
Stamina: 0 points
Description:
Choose up to two target creature or object within range that are within 5 feet of each other. Roll Offense (Attack + Brain) vs their Defense (Avoid + Balance). If the Offense roll meets or beats the Defense roll, the target takes *d6 Biological damage.
(* see “Damage Dice”)
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Subclass: Zealot
Surges
Choose two Surges from the Mass Conduit list.
(You may also choose Basic or Custom Surges.)
Equilibrium
+1 to Balance or Brain
Inhibit
As an Action, you can attempt to hinder your enemies. Choose a number of creatures equal to your Brain modifier within 30 feet. The targets roll Defense Avoid + Brawn vs your Offense Affect + Brain. On a failure, the targets are Grappled and take a point of Fatigue. The affected targets may repeat the Defense roll at the beginning of each of their turns to end the Grappled condition.
You can use this feature once per rest.
Extra Feature
Choose a Feature from either the Convert Feature Options or Ad Hoc Feature Options.
Pulse
(Choose one):
Blast
Manifest time: Major Action
Range: 120 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Balance). If the Offense roll meets or beats the Defense roll, the target takes *d10 Kinetic damage.
(* see “Damage Dice”)
Thrust
Manifest time: Major Action
Range: 30 feet
Duration: Instant
Stamina: 0 points
Description:
Choose a target medium or smaller creature or object within range. Roll Offense (Affect + Brain) vs their Defense (Avoid + Brawn). If the Offense roll meets or beats the Defense roll, the target is pushed away 5 feet times your Affect modifier.
Gravity Shift
Manifest time: Major Action
Range: 30 feet
Duration: Instant, up to 1 hour
Stamina: 0 points
Description:
Choose a point on the ground within range. The affected area includes a number of 5-foot cubes equal to your Affect modifier. You can manipulate the area in the following ways:
• If the ground is loose, such as dirt or rubble, you can excavate it and move it to an adjacent location.
• You may choose to increase or decrease the gravitational pull of the area by up to 0.5 G. This effect lasts for up to 1 hour, and does not stack.
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Convert Feature Options
Learn a Pulse
Choose an additional Pulse from any Convert subclass list.
Detection
As an Action, spend a Stamina point to detect anomalies (such as Surges), and which field (Conduit) they come from. Lasts 10 minutes.
Diversify
(Repeatable at levels 5, 10, 15, and 20.)
Learn a Surge from a different Conduit list, manifesting it as if it was from your own.
Warded
(Repeatable at levels 5, 10, 15, and 20.)
Gain 50% resistance to one of the following chosen damage types: Mental, Biological, or Electrical. If you already have 50% resistance, increase it to 75%, and gain Advantage on Avoid rolls against Attacks that deal the damage type.
Aura
(Repeatable at levels 5, 10, 15, and 20.)
Choose any one damage type: Kinetic, Thermal, Biological, Mental, or Electrical. You and creatures within 10 feet of you gain a bonus equal to your Brain modifier added to Avoid rolls against Attacks and area effects dealing the chosen damage type.
Cleanse
As an Action, spend a Stamina point to remove an affliction, such as a disease or radiation poisoning, from a creature within touching distance. You can do this a number of times per day equal to your Brain modifier.
Paramedic
You gain the ability to prepare and administer a special Nanobot infused serum that can restore a creature to life, provided it died within the past minute and its head and major organs are still reasonably intact. This serum costs $3,000 in materials and takes an hour to create.
To activate and use the serum, spend a Major Action attending to the dead creature, then make a Difficulty 20 Affect + Brain roll. The creature then comes back to life, unconscious at 0 HP. The serum is not spent on a failed attempt.
Surge Specialist
Add +1 to Affect and Attack rolls for Surges associated with your Subclass (Divine = Quantum, Natural = Chem, Zealot = Mass)
Surge Expert
(Required: Surge Specialist)
Add +2 to Affect and Attack rolls for Surges associated with your Subclass (Divine = Quantum, Natural = Chem, Zealot = Mass)
Surge Mastery
(Required: Surge Expert)
Add +3 to Affect and Attack rolls for Surges associated with your Subclass (Divine = Quantum, Natural = Chem, Zealot = Mass)
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Class: Combatant
War is life. Combatants have seen the true nature of humanity’s brutality, been bathed in it, and emerged from it hardened for battle.
Proficiencies
All Armor, Shields, and Weapons
Equipment
Choose one Basic Biotech Mod or $1,500
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Armor (Choose one):
Combat Suit and Ballistic Shield
Armored Jacket and $500
Used Tactical
$5,000
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Melee Weapons (Choose one):
Dagger/Knife
Hammer/Tomahawk
Plasma Cutter
Plasma Sword
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Ranged Weapons (Choose one):
Medium Pistol with 20 ammo
Rifle with 20 ammo
Sniper Rifle with 10 ammo
Overdrive
Spend a number of Stamina points (up to half your level) to add to all your d20 rolls until the beginning of your next turn. After 1 minute, gain a Fatigue point.
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Subclass: Commando
Tough Build
+1 Build (Max increased by +1).
Bare Chested
When rolling Defense Avoid + Balance, also add + Build to the roll, if you are not wearing armor.
Threat Matrix
You have Advantage rolling Defense Avoid + Balance against area effects.
Heedless
You can choose to gain Advantage to Attack + Brawn rolls this turn, at a cost. Enemies will then gain Advantage to Attacks against you until your next turn.
Overclocked Fury
As a Minor Action, spend a Stamina point to gain the following for up to one minute:
50% Kinetic damage resistance
Advantage to (Affect or Avoid) + Brawn rolls
Add Build to melee weapon damage (minimum +1)
You cannot use Conduits to manifest Surges while this feature is in effect.
You can dismiss this effect using a Minor Action.
Extra Feature
Choose a Feature from either the Combatant Feature Options or Ad Hoc Feature Options.
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Subclass: Sniper
Conduit
Gain a special Conduit restricted to either EMF or Mass Conduit list, and learn one Surge from that list.
Trained Observer
+1 Assess or Brain.
Chosen Foe
Choose an associated target group:
Corporate
Street Gang
Military and Law Enforcement
Synthetic
You gain Advantage on Assess rolls to track or recall knowledge about this group.
Radar Sweep
As an action, spend a Stamina point to scan for creatures and machines within 1 mile. You can tell how many, creature type, distance, and direction. The effect lasts one round.
Extra Feature
Choose a Feature from either the Combatant Feature Options or Ad Hoc Feature Options.
Acquire Target
Manifest time: Major or Minor Action
Range: 90 feet
Duration: Up to 1 hour
Stamina: 1 point
Description:
Choose a target creature within range. For the next hour, you deal an extra 1d4 damage to the target when you hit it with a weapon Attack, and you have Advantage on any Assess rolls to find the target. If the target drops below 0 HP, you can use a Minor Action within the next one round to choose a new target without expending additional Stamina.
At Higher Levels:
Increase the dice size by one category for each additional Stamina spent, maximum 5 Stamina for 1d12.
1 Stamina = 1d4
2 Stamina = 1d6
3 Stamina = 1d8
4 Stamina = 1d10
5 Stamina = 1d12
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Subclass: Soldier
Combat Experience
+1 Balance or Brawn.
Chrono Burst
Spend a Stamina point to gain an additional Minor Action on your turn.
Weapon attacks made using this feature are not subject to the multi-attack penalty. You do not gain Disadvantage if you use this Minor Action to Attack with a weapon that has already been used this turn.
Rejuvenate
As a Minor Action, spend a Stamina point to heal 1d10 + your level. This can be used once per short or long rest.
Still a Flesh Wound
Spend a Stamina point, and a missed Attack still does half damage!
Cannot have Disadvantage on the Attack roll to use this.
Combat Tactics
Choose an option from Combat Tactics.
Extra Feature
Choose a Feature from either the Combatant Feature Options or Ad Hoc Feature Options.
Combat Tactics
You adopt a particular style of combat as your specialty. Choose one of the following options. You cannot take a Combat Tactics option more than once, even if you later get to choose again.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to Defense (Avoid + Balance) rolls.
Double Tap
You do not receive the multi-attack penalty and can make multiple Attacks on a turn with the same weapon without taking Disadvantage.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Energy Weapons
You gain a +2 bonus to attack rolls you make with laser and plasma weapons.
Grappler
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to Defense (Avoid + Balance) rolls.
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons.
Through and Through
When a hit from an Attack with a weapon targeting one creature reduces a target to 0 HP, you can choose for the damage to continue to another target. Roll Attack for the next target in a line if using a ranged weapon, or within melee reach if a melee weapon; on a hit, the remaining damage from the initial Attack is applied to this Attack.
Tunnel Fighter
As a Minor Action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your Reaction, and you can use your Reaction to make a melee attack against a creature that moves while in melee even while remaining within your reach.
Two-Weapon Fighting
When you use a different weapon to make another Attack on your Minor Action, you can add your B (Body) modifier to the Attack and damage as if using a Major Action.
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Combatant Feature Options
Additional Combat Tactics
Choose an additional option from the Combat Tactics list.
Beatdown
On a hit, spend a Stamina point to grant allies a +2 bonus to damage against the same target on the next hit before your next turn.
Brutal Critical
When attacking with a weapon, add one extra weapon damage dice on a critical hit.
Create Cover
Using an Action, you fire covering shots with a ranged weapon to protect an ally or location. Enemy Attacks against the covered target are reduced by your Attack or Affect modifier, whichever is higher.
Guided Strike
Spend a Stamina point to Add your Attack modifier to an attack made by an ally within 5 feet of you.
Gunslinger
When you use both a Major Action and a Minor Action to Move on a turn, you may also make a single Attack with a one-handed ranged weapon as an extra Minor Action.
Hearty
Add Brawn to HP each level.
Improved Chrono Burst
(Required: Soldier)
When using Chrono Burst, it is now a Major Action. Also gain an additional Reaction.
Additionally, gain Advantage to Avoid + Balance rolls until the beginning of your next turn.
Improved Critical
Critical hits on 19-20.
Improved Overclocked Fury
(Required: Commando)
When using Overclocked Fury, it now lasts up to 1 hour and you now have 50% resistance to all damage types.
I've Only Begun to Fight
When your health drops below 50%, you gain +10 feet move speed and +1 to Attack rolls.
When your health drops below 25%, one of your Minor Actions on your turn now becomes a full Major Action and you gain +2 to Attack rolls.
Knockdown
On a critical hit, the target is knocked prone.
Leadership
As a Reaction, spend a Stamina point to add one of your A or B modifiers (as relevant to the roll) to an allied character’s d20 roll.
Not Over Yet
When your health is at 50% or lower, gain an extra +2 to attack and damage.
Over Here
If an ally is within melee range of your target, spend a Stamina point to add 1d4 to your Attack and damage rolls.
Overwatch
As part of your Attack, spend a Stamina point to enable an ally to use their Reaction to Opportunity Attack the same target.
Piercing
On a hit, spend a Stamina point to pierce through a target's armor, halving their damage reduction for this attack.
Protector
Spend a Stamina point to apply your shield's damage reduction to an ally within 5 feet.
Retribution
When you drop below half HP, you can use your Reaction to make a weapon Attack.
Samurai
Using a katana or plasma melee weapon, can use a Reaction to reduce a ranged weapon Attack by 1d8.
First draw of a melee weapon during combat, gain Advantage on your first Attack. If a hit, double your normal Body (Balance or Brawn) bonus to the damage.
Shooter
Use a ranged weapon within melee without disadvantage, and can use ranged weapons for Opportunity Attacks.
Spin Shove
Spend a Stamina point, and all enemies within melee must make an opposed Avoid + Brawn roll vs your Affect + Brawn or be pushed back 5 feet.
Suppressive Fire
Turn a missed Attack into an intimidation. On a missed ranged weapon Attack against a target, roll Affect+Balance against that target's Avoid+Brain. If the target fails, they have Disadvantage on Attacks until the end of their next turn.
Tactics
As part of your Attack, spend a Stamina point to enable an ally move up to their speed as a Reaction.
Teamwork
On a hit, spend a Stamina point to grant allies a +2 bonus to their next Attack roll against the same target before your next turn.
You're in Here With Me
When more than one enemy is within melee range, spend a Stamina to make a sweeping Attack with a melee weapon against all enemies within melee range.
Roll once for the Attack and damage, and each target makes a separate Avoid roll. Targets that succeed on the Avoid roll still take half damage.
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Class: Cunning
People are still people, regardless of augmentation. They can be manipulated, understood, seen through. The Cunning are always one step ahead, reading their mark for the time to strike.
Proficiencies
Light and Medium Armor.
Simple Weapons.
Choose one Martial Weapon.
Choose two Gear or Social Proficiencies.
Equipment
Choose two Basic Biotech Mods or $3,000
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Armor (Choose one):
Combat Suit and Ballistic Shield
Corporate Meshweave Suit and $1,000
No armor and $2,000
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Melee Weapons (Choose one):
Dagger
Brass Knuckles
Taser with 40 ammo
Plasma Cutter
Katana
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Ranged Weapons (Choose one):
Two Light Pistols with 20 ammo
Laser Pistol with 20 ammo
Sniper Rifle with 10 ammo
Resonance Overload
For the next 1 minute, you can spend a Stamina point to re-roll any d20 you rolled. You may only do this once per roll. Regardless of the number of times used, after 1 minute from the first use you gain a point of Fatigue.
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Subclass: Martial
Centered
+1 Balance (Max increased to +6).
Hand-to-Hand Combat
Your body is a weapon. You gain an unarmed melee weapon attack, using Attack + Balance or Brawn, dealing *d4 Kinetic damage.
Your Minor Action unarmed melee Attacks use both Attack + Balance or Brawn, as if using a Major Action.
Mind over Matter
You can choose to add your Brain modifier to HP instead of Build.
Unarmored Defense
Add Brain as well to any Defense Avoid + Balance rolls when not wearing armor.
Unarmored Movement
Move speed +10 when not wearing armor.
Extra Feature
Choose a Feature from either the Cunning Feature Options or Ad Hoc Feature Options.
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Subclass: Charismatic
Conduit
Gain a special Conduit restricted to either Quantum or Hacker Surges, and learn one Surge from that list.
Skilled
+1 to Affect or Assess.
Tactics
As a Major or Minor Action, spend Stamina to command Allies to use their Reaction to Attack or Move up to their speed. This ability costs 1 Stamina per target.
Sociable
You gain an extra Social Proficiency.
Extra Feature
Choose a Feature from either the Cunning Feature Options or Ad Hoc Feature Options.
Pulse
Inspire
Manifest time: Major or Minor Action
Range: 60 feet
Duration: Up to 1 hour
Stamina: 1 point
Description:
Grant a character within range an extra 1d4 to any one d20 roll of their choice within the next 1 hour.
At Higher Levels:
Increase the dice size by one category for each additional Stamina spent, at a maximum of 5 Stamina for 1d12.
1 Stamina = 1d4
2 Stamina = 1d6
3 Stamina = 1d8
4 Stamina = 1d10
5 Stamina = 1d12
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Subclass: Stealth
On Your Toes
+1 Avoid or Balance
Cunning Action
Once per turn as a Minor Action, you can do one of the following on your turn:
Assess + Body: Perform an Assess roll with including a Body Modifier, as if using a Major Action.
Dash: Move up to twice your full movement speed in a single Minor Action.
Disengage: Prevent Opportunity Attacks during movement this turn.
Dodge: Add Avoid an additional time to your Defense rolls this round.
Hide: Attempt to use half cover, lightly obscured, or better to evade detection, using Avoid + Balance, as if using a Major Action.
Deadly Aim
If you have Advantage to the Attack or an ally is within melee range of the target, add 1d6 to the damage.
Spend Stamina points to add 1d6 extra damage for each point spent (maximum points equal to your level / 2, rounded up).
Steady Aim
Use both Minor Actions on your turn to grant Advantage to your Major Action Attack on this turn.
Center of Balance
You can choose to add your Balance modifier to HP instead of Build.
Break and Enter
Perform hacking and lockpicking as a Minor Action. Get 1 free re-roll immediately for free when rolling Security Complexity dice.
Extra Feature
Choose a Feature from either the Cunning Feature Options or Ad Hoc Feature Options.
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Cunning Feature Options
Bleed
On a hit, spend Stamina points to cause some damage to carry over additional rounds. Roll 1d4 for the number of rounds, and 1d4 times the number of Stamina points spent (maximum level/2, round up).
Bring It
Spend a Stamina point to gain a bonus to Attack roll when in melee with more than one enemy. Add +1 to Attack for each enemy within melee range of you.
Countermeasures
When an enemy attempts to use Affect + Brain against a target you can see within 30 feet, you can attempt to interrupt the process as a Reaction. Spend a stamina point, and roll Affect + Brain against the enemy. On a success, the enemy's attempt is thwarted.
Defensive Fighter
As part of an Attack action, spend a Stamina point to take the Dodge Action.
Devil’s Dance
On a hit with a weapon against a target within 5 feet, spend a Stamina point to swap spaces with the target.
Do Over
On a miss, spend a Stamina point to gain a +5 bonus against that same target on your next Attack.
Evade
(Required: Level 5)
When rolling Avoid + Balance against an effect that would normally deal half damage on a successful roll, instead take no damage on a success, and take half damage on a failure.
Expedite
Spend a Stamina point to double your movement speed this turn.
Firewall
(Required: Charismatic level 5)
As a Minor Action, you focus your Conduit to shield the minds of yourself and chosen friendly targets within 30 feet of you. Until the beginning of your next turn, those shielded gain Advantage to Avoid + Brain rolls.
Focused Aim
On a miss, you can add Stamina points to the Attack roll to turn it into a hit, using a number of Stamina up to equal to half your character’s level (rounded up).
Getaway
As part of an Attack, spend a Stamina point to ensure the target cannot Opportunity Attack you.
Gleam the Cube
Spend a stamina to lower hacking or lockpicking difficulty by 1 category, reducing the Security Complexity by 1 (minimum 2 dice).
Hamstrung
On a hit, the target of your Opportunity Attack has Disadvantage on their next Attack.
Harder They Fall
Bonus +1 to Attack and Avoid rolls vs larger enemies.
Hold Up
On a hit, spend a Stamina point to halve the target's speed for 1 round.
Impede
On a hit, spend a Stamina point to cause the target's next Attack roll to be at Disadvantage.
Improved Unarmed Fighting
(Required: Martial)
Your unarmed strikes deal Kinetic damage equal to *d6 + your Brawn modifier. If you strike with two free hands, the *d6 becomes a *d8.
Mobile
After moving at least 10 feet, spend a Stamina point to gain a +2 bonus to Attack rolls this turn.
On the Move
As part of an Attack Action, spend a Stamina point to Move up to half your speed.
Pay Attention
On a hit with a weapon, spend a Stamina point to cause the target to have disadvantage to Attack anyone other than you until your next turn.
Push
On a hit, spend a Stamina point to push the target of an Attack 5 feet back.
Reflect
While you are wielding a melee weapon, and when you are attacked by a ranged weapon, you can spend 1 Stamina and use your Reaction to add +Avoid an additional time to your Defense roll. If the shot misses, you can reflect or ricochet the Attack to a new target using your Offense Attack + Balance vs the target's Defense Avoid + Balance.
Roll With It
Spend a Stamina point to turn a critical hit against you to a normal hit.
Senseless
(Required: Martial level 5)
On a hit with a weapon Attack, spend a Stamina point, and the target must make an Avoid + Build roll vs your Affect + Brain roll. On a failure, the target is Stunned until the end of its next turn.
Serpentine
When using the Dodge action, spend a Stamina point to also Move up to your speed.
Surrounded
As part of an attack, spend a Stamina point to reduce the target's next attack roll by the number of enemies within melee of the target.
Switch
Spend a Stamina point to swap places with an ally within melee range. Add your Avoid modifier (minimum +1) to improve their Avoid rolls until your next turn as long as the ally is within melee of you.
Trickshot
On a missed ranged weapon Attack, use a Minor Action to re-roll the Attack.
Your ranged weapon Attacks ignore half and three-quarters cover.
If a damage dice roll is a 1, you can re-roll that dice once.
Tumble
After moving at least 10 feet, spend a Stamina point to gain a +2 bonus to Defense Avoid + Balance rolls this turn.
Upper Hand
Choose an enemy within melee range that you have Attacked on your turn, whether hit or miss. If the enemy attacks you before your next turn, you can use your Reaction to Attack them before their Attack hits you.
Inhuman Reflex
(Required: Level 5)
When you are hit by an Attack that you can see the source of, you can use your Reaction to halve the damage against yourself.
Wheelman
You can use your Reaction to double your Avoid bonus when driving.
If while driving you succeed on an Avoid roll and your vehicle would still take half damage, your vehicle takes no damage instead.
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Ad Hoc Feature Options
The following Features are available to all characters, and may be acquired instead of subclass feature options.
Biotech Mod Options
Gain a Basic Biotech Mod
(Minimum level 1, Repeatable)
Gain an Advanced Biotech Mod
(Minimum level 5, Repeatable)
Gain an Epic Biotech Mod
(Minimum level 10, Repeatable)
Conduit and Surge Options
Conjurers and Converts can learn a number of Surges equal to their current class level. Combatant and Cunning can learn a number of Surges (if proficient with a Conduit) equal to half their class level, rounded down (minimum 1).
Learn a new Surge
(Repeatable)
Add a Surge to your list using a Conduit for which your character is already proficient.
Gain a Basic Conduit
(Repeatable)
Acquire and learn how to use a Conduit you currently do not have, along with one associated Surge.
Surges using this new Conduit can only be manifest using 1 Stamina.
Upgrade a Basic Conduit to Advanced
(Minimum level 5, can be repeated)
When manifesting a Surge with this Conduit, add +1 to all related d20 and damage rolls.
Upgrade an Advanced Conduit to Epic
(Minimum level 10, can be repeated)
When manifesting a Surge with this Conduit, add +2 to all related d20 and damage rolls.
Proficiency Options
Gain a Gear or Social Proficiency
(Repeatable)
Choose a new Gear or Social Proficiency.
(See Origins: Heritage)

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Unum © 2024 by Jason Groce is licensed under Creative Commons Attribution 4.0 International. To view a copy of this license, visit https://creativecommons.org/licenses/by/4.0/