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Basic Rules (Beta v 20241127)

Quick Start Guide

Characters have one Major Action and two Minor Actions on their turn, in any order.

Major Action rolls use a d20 and add both an “A” (Ability) and a “B” (Body) to the roll.Minor Action rolls use a d20 and add either an “A” (Ability) or a “B” (Body).Minor Action weapon Attacks do not add the “B” modifier to damage.


Example Actions:

  • Attack = d20 + Attack + Brawn (if melee) or Balance (if ranged or finesse)

  • Manifest a Surge = d20 + (Attack or Affect as required) + Brain

  • Grapple\Shove = d20 + Affect + Brawn

  • Dodge\Escape\Hide = d20 + Avoid + Balance

  • Insight\Search = d20 + Assess + Brain

  • Deceive\Persuade = d20 + Affect + Brain

Check with GM for situational use of different non-standard A or B points for a check.


Social proficiencies, as found in Origins, grant Advantage to specific situations.

Using weapons, armor, or tools without proficiency imposes Disadvantages and restrictions.


Attack vs Avoid, tied rolls go to the Attacker. Affect or Assess vs Avoid, tied rolls go to the Defender.


Defense rolls are d20 + Avoid + an appropriate Body modifier (typically Balance).


Dodge Action, double the Avoid modifier on Defense rolls until next turn.


*d# “Damage Dice” = number of dice rolled for damage. + to hit / 2, rounded down, minimum 1.

Example: +2 Attack, +2 Balance, +1 from “Aim Assist v1.0” Biotech Mod, -1 point of Fatigue.

Major Action to Attack with a Medium pistol, rated for #d6 +Balance damage.+Attack +Balance +Mods –Fatigue+2 +2 +1 -1 = +4 to the d20 Attack roll.4 / 2 = 2d6 +2 damage.

Minor Action, use only Attack or Balance, not both, and do not add Balance to the damage.+Attack +Mods –Fatigue+2 +1 -1 = +2 to the d20 Attack roll.2 / 2 = 1d6 damage.


Critical Hit: On a natural 20, roll damage as normal then also add the max roll of the dice.

Critical Miss: On a natural 1, automatic miss.  Two natural 1’s in a row, gain 0.1 Potential.


Armor reduces damage, with varied resistance against damage types.  Check item descriptions.


Multi-attack Penalty: multiple Attacks on a turn with the same weapon, each Attack after the first is at Disadvantage.  Using a second weapon in a different hand avoids this penalty.


Maximum Stamina is equal to the combination of all “A” (Ability) and “B” (Body) points.Stamina points regenerate on a Long Rest, and are used for certain Features or Abilities.


Stamina Limit: The maximum Stamina spent on abilities on a character’s turn, such as manifesting a Surge, is equal to half the character’s level, rounded up.

“Overclock”: Characters can use Fatigue in place of (or in additional to) Stamina for abilities and Surges; Fatigue used for Surges and abilities can push past the Stamina Limit on a turn.

Accumulated Fatigue points are subtracted from every d20 roll. If Fatigue reaches 10, the character dies. Fatigue is reduced by up to a character’s Build modifier (minimum 1) over a Long Rest.

If a character’s Hit Points fall to 0 or below, they are Dying.  Another character may attempt a Difficulty 10 (Affect or Assess) + Brain roll to stabilize a dying character.  If a dying character is not stabilized within 1d4+1 rounds, the character dies. The dying character speaks falteringly, and at the cost of a round of dying may choose to crawl (half speed) or use the Assist action (adding “A” or “B” to an ally’s roll).

Short rest is usually 1 hour, healing 1d8 + Build.  Can take a number of rests per day equal to the character’s Level.  A Long rest is typically 8 hours, heal Level times (1d8 + Build).

On your turn: Major, Minor, Minor.

 

Major Actions (A + B):

  • Attack using a Weapon.

  • Manifest a Surge or use a Feature. *

  • Assist, add an A or B to an ally's roll.

  • Disengage, preventing Opportunity Attacks.

  • Dodge, double Avoid modifier for Defense rolls this turn.

  • Escape a Grapple, Avoid + (Balance or Brawn).

  • Grapple, Affect + Brawn vs target's Avoid + (Balance or Brawn).

  • Hide, Avoid + Balance.

  • Hold an Action ready as a Reaction.

  • Shove, push 5 feet, Attack + Brawn vs target's Avoid + (Balance or Brawn).

  • Affect, to physically or socially influence or control something or someone (A & B).

  • Assess, to think about, search, or examine something (A & B).


Minor Actions (A or B):

  • Move up to your speed (See Below).

  • Attack using an Off-Hand Light Weapon, do not add Body modifier to damage.

  • Manifest a Surge or use a Feature. *

  • Affect, to physically or socially influence or control something or someone (A or B).

  • Assess, to think about, search, or examine something (A or B).


Reactions:

  • Opportunity Attack, melee vs an enemy leaving your reach.

  • Held Action, releasing an Action place on Hold.

  • Manifest a Surge or use a Feature. *


Move (Minor Action):

  • Stand Up, using 10 feet of movement speed.

  • High Jump, number of feet equal to 13 + Brawn if running, half if standing high jump.

  • Long Jump, number of feet equal to 10 + Brawn if running, half if standing long jump.

  • Move half speed: Climb, Swim, Crawl, Difficult Terrain, Grapple Move.

  • Moving as a Minor Action may be split by other Major or Minor Action activity.


Spend Potential (once per round):

  • Grant Advantage on any one d20 roll

  • Add a # of points to the d20 roll (does not automatically count as a Critical)

  • Gain an additional Reaction for your character

  • Use in place of Stamina for features or abilities (such as for a Surge)

  • Add extra damage (costs #points = 1d#, example: 4 points = extra 1d4 damage, max 1d12)

  • Spend points to subtract the amount from any one damage roll


Environmental:

  • Lightly Obscured, disadvantage to sight based Actions.

  • Heavily Obscured, blind beyond 5 feet.

  • Bright Light, normal vision.

  • Low Light, lightly obscured.

  • Darkness, heavily obscured.

  • Low light vision converts Darkness to Low Light, and Low Light to Bright Light.

  • Half Cover, +2 to Defense (Avoid + Balance).

  • Three-quarters Cover, +5 to Defense (Avoid + Balance).

  • Full Cover, concealed and cannot be directly targeted.

  • Flanked, enemy is between 2 allies, allies get +2 Attack.


* Surges and Features may use Major Actions, Minor Actions, Reactions, or may require longer activation times; see Surge or Feature description for details.

Anglada-Proxima.jpg

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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