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)
Origins
Origins: Lineage
Solborn
Attributes
Average Height 5 to 6 Feet Tall.
Average Lifespan 150 to 200 Years.
Base Earth Gravity Speed 30 Feet.
+1 Build.
Choose three of the following:
+1 to either Affect or Brain.
1 Basic Biotech Mod.
1 Gear Proficiency.
Choose either Biological or Mental Resistance (Half Damage).
$2,500
Born to the planets or moons of Sol, the home system of Earth and humanity. They are often perceived as privileged by outsiders, though this not true as often as expected. Though incredibly diverse, the roots of tradition and culture runs deep in those from humanity's birthplace, and they often exhibit a strong sense of terrestrial pride. Not all are strictly from Earth itself, but even most colonial Sol residents live under a familiar artificial gravity and diverse environments, which have shaped their physical and mental attributes.
Those upon and near the home world of humanity have increased access to medical technology, with well-established governments that meet the basic needs for most citizens. Their society is built upon the history of countless cultures and civilizations, culminating in a rich tapestry of customs and languages. Education, innovation, and progress are highly valued, as they see themselves as stewards of human history, which sometimes comes across as a sense of superiority over other lineages.
Being well adapted to Earth (or Earth-like) gravity and atmosphere, Solborn have a fairly balanced physical and mental abilities. They are highly adaptable in capability; however, they can find facing extreme environments challenging, such as deep space and new worlds. They often face conflict with outsiders due to a clash in ideals and perceptions of social class.
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Proximaborn
Attributes
Average Height 4 to 5 Feet Tall.
Average Lifespan 100 to 150 Years.
Base Earth Gravity Speed 35 Feet.
High Gravity Resistance.
+1 Brawn.
Choose two of the following:
+1 to either Assess or Brain.
Low Light Vision 60 Feet.
Choose either Mental or Thermal Resistance (Half Damage).
Radiation Resistance (Advantage on Saves vs Radiation Sickness, and No Additional Fatigue over Long Rest).
A Street Motorcycle.
Those born on the first interstellar colony planet of Proxima Centauri b, known locally as “Anglada,” Proximaborn are the hardy inhabitants of a high-gravity world with extreme environments.
With higher gravity than Earth, and a millennium of history separate from the home system, the people of the Proxima Centauri system are stout and strong of body and conviction. Growing up with such challenges has forged them into a resilient people. They are known for their strength, endurance, and unyielding spirit.
Culturally paradoxical, the people of Anglada are shaped by the planet’s harsh conditions, relying upon one another to survive and thrive in such a demanding world. Yet, their world is ruled by vast corporate military city-states, constantly fighting for power and resources. Much like an ancient feudal caste system, nobility and serf live very different lives.
Physically, Proximaborn are typically more robust, with greater muscle mass and bone density to cope with their planet’s high gravity. The increased gravity places strain upon the body, usually leading to stunted stature, increased heart and organ stress, and premature wrinkles and sagging of features.
Their training and upbringing also make them excellent engineers and survivalists. However, they may also face prejudice or misunderstanding from others who view them as brutes rather than intellectuals.
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Voidborn
Attributes
Average Height 6 to 7 Feet Tall.
Average Lifespan 80 to 100 Years.
Base Earth Gravity Speed 30 Feet.
Low Gravity Resistance.
Hold Breath for Twice as Long as Normal ((1 + Build) * 2 Minutes).
+1 Balance.
Choose two of the following:
+1 to either Avoid or Assess.
4 hour Long Rest.
Low Light Vision 60 Feet.
Climb Speed Equal to Base Move Speed.
Thermal Resistance (Half Damage).
Radiation Resistance (Advantage on Saves vs Radiation Sickness, and No Additional Fatigue over Long Rest).
Having spent most of their lives in between worlds, they are travelers and residents of the many ships and outposts without a planet underfoot. Their bodies have adapted to these conditions, resulting in a unique physiology and perspective on life. Those of the “void” are quick in spirit, seeing themselves as the true denizens of space, with a deep understanding of its vastness and intricacies.
Voidborn are a culture of ingenuity, as living in the void of space requires constant problem-solving and innovation. Resourcefulness is deeply ingrained in society as nomadic as theirs. Community is crucial, as the confined spaces of spacecraft and stations necessitate strong social bonds and cooperation.
Physiologically, Voidborn are taller, lighter, and more agile, having adapted to low-gravity conditions. Yet this comes at a cost, as exposure to cosmic radiation for extended periods comes with great risks, most leading to a lower expected lifespan. Voidborn have increased rates of genetic mutations, such as extra fingers, elongated limbs and extremities, and higher risks of cancer and tumors.
They often struggle with agoraphobia, finding open skies and crowds are foreign and challenging. Outsiders may perceive them as detached or aloof, as they are less grounded in both the literal and social sense.
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Synthetic
Attributes
Any Height 3-9 Feet Tall, Though Typically Exactly 6 Feet Tall.
Does Not Age.
Does Not Sleep, Though Needs 4 Hours Long Rest for "Recompiling.”
Biological Resistance (Half Damage).
Base Earth Gravity Speed 30 Feet.
High & Low Gravity Resistance.
Choose two of the following:
+1 to either Affect, Attack, Avoid, or Assess
+1 to either Balance, Brain, Brawn, or Build
Low Light Vision 60 feet
+10 Feet Move Speed
30 Feet Flight Speed (Loud Jets)
Mimicry (Change Face, Skin, Height, and Such over a Short Rest)
Choose either Electrical or Thermal resistance (Half Damage)
Created by man, they are designed as fully artificial humanoid androids. Their structure contains silicon-based biological components for self-healing and synthetic neural networks. Synthetics are a relatively new addition to human society, crossing the divide between robot and person, creating philosophically difficult pressures upon society. Though they are often compared to robots, these beings are fully self-aware in ways unlike any mere machine.
Synthetic people vary widely, between unperceivable from flesh-and-blood human to openly foregone rejection of the human form for the purity of robotic function. As they strive to carve their own identities in civilization, their culture is evolving drastically. They often seek to emulate human emotions and relationships. Synthetics value logic, efficiency, and precision, but many also pursue creative and emotional endeavors to explore their own humanity.
Their silicon-based neutral networks are comprised of biological-like matter, not too dissimilar from their human ancestral creators. Caloric intake is a necessity for even a synthetic metabolism, as is waste management. Consumption of glucose nutrients are required for upkeep, though they can process typical human foods. The mind has energy needs, regardless of composition.
Synthetics face significant challenges in gaining acceptance and understanding from biological humans. They often grapple with questions of identity, purpose, and autonomy, striving to be seen as more than mere machines. Socially, they can be met with suspicion or prejudice, and must work to prove their worth. The journey of a Synthetic is one of self-discovery and integration, as they seek to balance their artificial origins with their aspirations for individuality and acceptance.
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Origins: Heritage
Proficiency and Equipment
Each character gains the following as part of their Heritage:
Choose one Gear Proficiency.
Choose one Social Proficiency.
A set of Formal Clothing, or a set of Street Clothing and $150.
Choose an Equipment Package (See Equipment: General).
Occupation
Choose an occupation as part of the character’s origin story:
Corporate
White-collar office worker, familiar with the bureaucracy of business and government.
+1 Avoid and +1 Brain.
Suggested Gear Proficiency: Forgery or Software.
Suggested Social Proficiency: Corporate Insider or Influential Family.
Laborer
Blue-collar worker, typically focused on materials, manufacturing, or shipping.
+1 Affect and +1 Build.
Suggested Gear Proficiency: Vehicles or Hardware.
Suggested Social Proficiency: Gang Liaison or Streetwise Operative.
Trader
Salesperson merchant skilled in dealing with both the blue and white-collar worlds.
+1 Assess and +1 Brain.
Suggested Gear Proficiency: Vehicles or Gambling.
Suggested Social Proficiency: Gang Liaison or Resistance Operative.
Scientist
Expanding technological understanding of the universe.
+1 Affect and +1 Brain.
Suggested Gear Proficiency: Science or Medicine.
Suggested Social Proficiency: Corporate Insider or Networking Maven.
Explorer
Constantly traveling to new planets and asteroids, surveying and cataloging findings for corporate and personal interests.
+1 Assess and +1 Balance.
Suggested Gear Proficiency: Science or Hardware.
Suggested Social Proficiency: Renegade Journalist or Resistance Operative.
Bodyguard
Whether the personal detail of some CEO, or merely the bouncer of the local dive bar, you are trained for physicality.
+1 Assess and +1 Brawn.
Suggested Gear Proficiency: Vehicles or Weapons.
Suggested Social Proficiency: Streetwise Operative or Law Enforcement Connection.
Diplomat
Peace is a thin veil for the militant corporations and factions that run the worlds, openly or in secret. You have learned how to broker deals and avoid bloodshed, most of the time.
+1 Affect and +1 Brain.
Suggested Gear Proficiency: Disguise or Forgery.
Suggested Social Proficiency: Networking Maven or Media Influencer.
Custom
You do not quite fit any particular mold, and prefer to write your own story. Great!
+1 to and one Ability modifier.
+1 to any one Body modifier.
Choose one Gear Proficiency.
Choose one Social Proficiency.

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/