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)
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
Weapons (Choose one)
Simple Weapons
Two Simple Weapons and One Martial Weapon
Choose one Gear Proficiency
Equipment
Convert Conduit
Choose one Basic Biotech Mod or $1,500
Armor (Choose one):
Corporate Meshweave Suit and $500
Meshweave and Ballistic Shield
$1,500
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.
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”)
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”)
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.
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)

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/