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)
Equipment: Armor and Weapons
Armor
Armor | Type | Damage Reduction | Value |
Bike Jacket | Light | -1 Kinetic | $500 |
Meshweave | Light | -1 Kinetic, -1 Thermal | $1,000 |
Combat Suit | Light | -2 Kinetic, -1 Thermal | $4,500 |
Corporate Meshweave Suit | Medium | -2 Kinetic, -1 Electrical | $1,000 |
Armored Jacket | Medium | -3 Kinetic, -1 Thermal | $5,000 |
Plated Vest | Medium | -3 Kinetic, -1 Electrical, -2 Thermal | $40,000 |
Shock Armor | Medium | -4 Kinetic, -2 Electrical, -1 Thermal | $75,000 |
Used Tactical | Heavy | -3 Kinetic, -1 Electrical, -1 Thermal | $30,000 |
Tactical | Heavy | -4 Kinetic, -1 Electrical, -2 Thermal | $75,000 |
Heavy Tactical | Heavy | -5 Kinetic, -2 Electrical, -2 Thermal | $200,000 |
Battle Armor | Heavy | -6 Kinetic, -3 Electrical, -3 Thermal | $1,500,000 |
Ballistic Shield | Shield | -1 Kinetic | $1,000 |
Bike Jacket
Good for road rash, but not much use against bullets.
Meshweave
Easily integrated into clothing, a street-smart choice against being shanked.
Combat Suit
The #1 choice for cops and bouncers that need to avoid a bullet.
Corporate Meshweave Suit
Executive attire for assassination prevention.
Armored Jacket
A good choice whether expecting gang violence of military battlefield.
Plated Vest
For when you are the first one through the door.
Shock Armor
The modern grunt sees more than just bullets in today’s battlefield.
Used Tactical
It may be second-hand, but it might just keep you alive.
Tactical
For the discerning space marine.
Heavy Tactical
High-ranking space marines with a bit more flare.
Battle Armor
Massive and bulky, covering the user head to toe in metal.
Ballistic Shield
A handheld collapsible protection field, deflecting blade or bullet hopefully just enough.
If not proficient, medium armor reduces speed by 5 feet, and heavy armor by 10 feet. Characters cannot manifest Surges when wearing armor in which they are not proficient.
Armor Modifications
Emergency Atmospheric Protection
$500. Applies to existing armor, built-in to be hidden. Can be deployed automatically, seals and protects wearer from suffocation or drowning, providing 2 hours of air. Recharges over Long Rest.
Emergency Airbag
$200. Applies to existing armor, built-in to be hidden. Can be deployed automatically, reducing fall damage by 50%. Recharges over Long Rest.
Grounded
$5,000. Applies to existing armor. When the character takes Electrical damage, they can use a Reaction to reduce the amount of damage by 1d10. This damage can be transferred to a target within melee range as part of this Reaction.
Improved Damage Resistance
Increase the Resistance of a chosen Damage Type for a given piece of armor: Kinetic, Thermal, or Electric damage.
Light Armor is limited to -6 Resistance for any specific Damage Type.
Medium Armor is limited to -9 Resistance for any specific Damage Type.
Heavy Armor is limited to -12 Resistance for any specific Damage Type.
Damage Reduction Level | Modification Cost |
-1 | $2,500 |
-2 | $5,000 |
-3 | $10,000 |
-4 | $25,000 |
-5 | $50,000 |
-6 | $100,000 |
-7 | $250,000 |
-8 | $500,000 |
-9 | $1,000,000 |
-10 | $2,500,000 |
-11 | $5,000,000 |
-12 | $10,000,000 |
Weapons
If not proficient in the weapon, Attacks are at Disadvantage and Damage Dice is set at 1d#.
Simple Weapons | Damage* | Properties | Value |
Dagger/Knife | *d4 Kinetic | Melee, Thrown 20/60, Finesse | $200 |
Brass Knuckles | *d4 Kinetic | Melee | $200 |
Baton/Pipe/Cudgel | *d6 Kinetic | Melee | $100 |
Hammer/Tomahawk | *d6 Kinetic | Melee, Thrown 20/60 | $200 |
Taser | *d4 Electrical | Melee, Ammunition [10], Energy, Special | $1,500 |
Taser Gun/Stun baton | *d4 Electrical | Ranged 15/30, Ammunition [5], Energy | $1,500 |
Light Pistol | *d4 Kinetic | Ranged 80/240, Ammunition [10] | $1,000 |
Medium Pistol | *d6 Kinetic | Ranged 80/240, Ammunition [10] | $2,500 |
Laser Pistol | *d4 Thermal | Ranged 80/320, Ammunition [10], Energy | $4,000 |
Dart Gun | Special | Ranged 80/160, Ammunition [1], Special | $1,000 |
Martial Weapons | Damage* | Properties | Value |
Nanotube Coil | *d4 Kinetic | Melee, Finesse, Reach 10, Exotic, Special | $1,000 |
Plasma Cutter | *d6 Thermal | Melee, Finesse, Energy | $1,000 |
Plasma Sword | *d8 Thermal | Melee, Finesse, Versatile (*d10), Energy | $4,000 |
Katana | *d8 Kinetic | Melee, Finesse, Versatile (*d10) | $2,500 |
Heavy Pistol | *d8 Kinetic | Ranged 80/320, Ammunition [10], Heavy | $3,500 |
Light Submachinegun | *d4 Kinetic | Ranged 100/300, Ammunition [10], Special | $3,000 |
Medium Submachinegun | *2d4 Kinetic | Ranged 120/360, Ammunition [10], Two-Handed, Special | $6,000 |
Heavy Submachinegun | *3d4 Kinetic | Ranged 120/360, Ammunition [10], Heavy, Two-Handed, Special | $9,000 |
Sledgehammer | *d12 Kinetic | Melee, Heavy, Two-Handed | $500 |
Garrote Monowire | *d12 Kinetic | Melee, Two-Handed, Exotic, Special | $2,000 |
Shotgun | *2d6 Kinetic | Ranged 30/60, Ammunition [5], Heavy, Two-Handed, Special | $7,500 |
Rifle | *d8 Kinetic | Ranged 60/120, Ammunition [10], Two-Handed | $5,000 |
Laser Rifle | *d8 Thermal | Ranged 60/120, Ammunition [10], Two-Handed, Energy | $7,500 |
Sniper Rifle | *d10 Kinetic | Ranged 150/600, Ammunition [5], Heavy, Two-Handed | $5,000 |
Railgun | *d12 Kinetic | Ranged 30/60, Ammunition [5], Two-Handed, Exotic | $10,000 |
Needler | *2d4 Kinetic | Ranged 30/60, Ammunition [10], Two-Handed, Exotic, Special | $10,000 |
Microwaver | *2d4 Thermal | Ranged 20-foot cone, Ammunition [5], Energy, Exotic, Special | $10,000 |
Flamethrower | 4d6 Thermal | Ranged 20/40, Loading [1], Exotic, Special | $20,000 |
Laser Cannon | 4d12 Kinetic | Range 400/800, Loading [1], Heavy, Two-Handed, Exotic, Special | $40,000 |
Rocket Launcher | 4d6 Kinetic + 4d6 Thermal | Ranged 120, Loading [1], Heavy, Two-Handed, Exotic, Special | $40,000 |
Plasma Cannon | 4d6 Thermal + 4d6 Electrical | Ranged 120, Loading [1], Heavy, Two-Handed, Exotic, Special | $40,000 |
* see “Damage Dice”
Weapon Attributes
Ammunition [#]
Reloading a weapon with the Ammunition property uses a free Object Interaction on a turn. Ammunition (bullets, shells, darts, energy cells, etc.) cost $1 each.
Energy
Plasma and Laser weapons that use Energy cells are affected by electromagnetic fields, such as an EMP, which render them temporarily disabled.
Overload: As an Action, a character that is proficient in Energy weapons may short circuit this weapon and throw it, causing it to explode upon impact and dealing damage in a 10-foot radius. Roll damage as per a normal successful hit for the given weapon. Creatures and objects within the radius may make an Avoid + Balance roll to take half damage. The weapon is then rendered destroyed.
Exotic
Unusual in design, typically not found in your average shop.
Finesse
Choose to use Balance or Brawn modifier for Attacks and damage with this weapon.
Heavy
Creatures must have a minimum +2 Brawn to use this weapon, or else Attacks are with Disadvantage.
Loading [#]
Reloading this weapon uses a Minor Action. Ammo costs $100 each.
Melee
Made for hand-to-hand combat.
Ranged #/#
A weapon’s ranged attack, defined by two numbers for the effective range it can hit. The first number is the normal range, and the second the long range. Attacks made at long range are at Disadvantage,
Reach #
The distance a melee weapon can hit.
Special
See the weapon’s properties under Special Weapons for details.
Thrown #/#
This melee weapon can be thrown at a target. If the weapon is not Finesse, use Brawn.
Two-Handed
This weapon requires two hands to attack with it.
Versatile
Using this weapon two-handed increases the damage, as defined in the properties.
Special Weapons
Dart Gun
Syringes: Uses syringe darts that can contain a liquid of choice, such as serums, drugs, or poisons.
Flamethrower
Attack: Single target, range 20/40, 4d6 thermal damage. Applies Burning.
Sweeping Attack: 15-foot cone, 4d4 thermal damage. Applies Burning.
Burning: Targets are set on fire (if environment allows), and must use a Minor Action to put out the fire. Burning targets take 1d4 Thermal damage at the start of their turn.
Garrote Monowire
To Attack with this weapon, the target first must be Grappled.
Assassinate: If Attacking with Advantage, a hit is automatically a critical.
Laser Cannon
Requires a Major Action to Attack.
Microwaver
Attacks with this weapon affect all targets within a 20-foot 90-degree cone. Targets still take half damage on a missed Attack.
Nanotube Coil
A retractable whip made of highly-durable carbon nanotubes. Attacks with this weapon have a reach of 10 feet.
Sonic Crack: Major Action. Choose a point within 10 feet. Creatures within 5 feet make an Avoid + Build vs your Affect + Balance. On a failure, they are Deafened until their next turn ends.
Tether: Major Action. Attack a medium or smaller creature or object within 10 feet. On a successful Attack, the target is grappled, and may be pulled 5 feet closer.
Plasma Cannon
Requires a Major Action to Attack.
10-foot Radius Explosion Difficulty 15 Half.
Rocket Launcher
Requires a Major Action to Attack.
20-foot Radius Explosion Difficulty 15 Half.
Shotgun
Buckshot: The weapon may optionally fire in a 15-foot cone. Each target rolls Avoid + Balance against the Attack, dealing *d6 damage on a hit.
Submachineguns
Full-Auto: Optionally, the weapon can be used to attack up to 3 targets within a 90-degree arc within range. Each target rolls Avoid + Balance against the Attack, and damage is divided by the number of targets (rounded down, minimum 1 damage).
Tasers
Stun: On a hit, the target must roll Avoid + Build Difficulty 13, or become Stunned for 1d4 rounds. The target may repeat the roll at the end of their turn each round.
Weapon Modifications
Upgraded weapon options are each applicable once on a given weapon.
Bayonet
Attach a dagger or plasma cutter to a two-handed ranged weapon. This counts as a separate weapon, which would allow you to use both the melee and ranged weapons in the same turn and avoid the multi-attack penalty. $100 (plus the cost of the dagger or plasma cutter)
Double Ammunition Capacity
Double the number of shots for a ranged weapon before the need to reload. $1,000
Damage Enhancement
Add Thermal or Electrical Damage (+1d6) to a Kinetic weapon. Applicable to melee, gun, or rifle. $5,000
Gold-Plated
No real mechanical benefit, but cool as hell. $5,000
Grenade Launcher
Attach to a two-handed ranged weapon. Increases the range of thrown grenades to 120 feet. $1,000
Gun Cam
Record footage using an attached camera for later viewing. $100
Over-Under
Combine a rifle with either a shotgun or flamethrower. Must have both weapons to combine. Both count as separate weapons, which would allow you to use both ranged weapons in the same turn and avoid the multi-attack penalty.
Plastic and Ceramic
Applicable to Kinetic weapons. The weapon is no longer affected by magnets or metal detectors. $2,000
Scope
Use as a Minor Action to grant Advantage to your next Attack roll this turn. You cannot use movement during this turn. Applicable to dart gun, railgun, pistols, submachineguns, and rifles.
Silencer
Firing this weapon does not reveal your location, allowing you to retain your hidden status. $2,000
Smart Aim Accessory
Allows use of Brain or Brawn instead of Balance for ranged weapon attacks. $2,000
Explosives
EMP Grenade
Throw 60 feet, 30-foot radius, Difficulty 14 Avoid + Build or stun robots and disable equipment for 1 minute, electronic communications suppressed for 100 feet, $6,000
Flashbang
Throw 60 feet, 10-foot radius, Difficulty 13 Avoid + Build or blind and deaf until end of next turn, $4,500
Detonation Cord
5-foot rope explosive, 60-foot remote wire trigger, 5-foot radius, 1d6 kinetic damage, $1,000
Frag Grenade
Throw 60 feet, 10-foot radius, 4d6 kinetic damage, Difficulty 13 Avoid + Balance half, $5,000
Napalm Grenade
Throw 60 feet, 10-foot radius, 3d6 thermal damage and burning each turn 1d6 thermal, Difficulty 13 Avoid + Balance half and not burning, $5,500
Pipe Bomb
Throw 60 feet, 10-foot radius, 3d6 kinetic damage, Difficulty 14 Avoid + Balance half, double damage to objects and structures, can have a fuse up to 10 minutes, $5,500
Plastic Explosive
Timed up to 1 week, 40-foot radius, 8d6 kinetic, Difficulty 14 Avoid + Balance half, double damage to objects and structures, $40,000
Claymore
30-foot cone, trigger by range or transceiver, 6d6 kinetic, Difficulty 14 Avoid + Balance half, $8,000
Smoke Grenade
Throw 60 feet, 20-foot radius, heavily obscured, $4,000
Tear Gas
Throw 60 feet, 20-foot radius, Difficulty 14 Avoid + Build or Poisoned and Stunned, $10,000

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/