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Basic Rules (Beta v 20241127)

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)

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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/

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