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)
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
Armor (Choose one):
Combat Suit and Ballistic Shield
Armored Jacket and $500
Used Tactical
$5,000
Melee Weapons (Choose one):
Dagger/Knife
Hammer/Tomahawk
Plasma Cutter
Plasma Sword
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.
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.
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
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.
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.

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/