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Basic Rules (Beta v 20241127)

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


Armor (Choose one):

  • Combat Suit and Ballistic Shield

  • Corporate Meshweave Suit and $1,000

  • No armor and $2,000


Melee Weapons (Choose one):

  • Dagger

  • Brass Knuckles

  • Taser with 40 ammo

  • Plasma Cutter

  • Katana


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.

 

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.


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.


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

 

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.

 

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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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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