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)
Surges
Basic Surges
These basic surges serve as a baseline for custom creations, and can be used with all Conduits.
Single Target
Manifest time: Major Action
Range: *
Duration: Instant
Stamina: 1 point
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + ?). If the Offense roll meets or beats the Defense roll, the target takes ** damage.
*Range and Damage Dice (Choose one):
Range touch and 1d12 damage, target takes half damage on a miss.
Range 30 feet and 1d12 damage.
Range 60 feet and 1d10 damage.
Range 120 feet and 1d8 damage.
Range 30 feet and 1d4+1 guaranteed damage that cannot miss.
Conduit Type / Damage Type:
Hacker / Mental or Electrical
Chem / Biological or Thermal
Mass / Kinetic or Thermal
Quantum / Mental or Biological
EMF / Electrical or Thermal
Prism / Electrical or Kinetic
Damage Type / Defense Rolls (Avoid+B):
Kinetic / Balance
Thermal / Build
Electrical / Balance
Biological / Build
Mental / Brain
Additional Stamina points:
Add 1 extra damage dice for each additional Stamina point.
Multiple Targets
Manifest time: Major Action
Range: *
Duration: Instant
Stamina: 1 point
Description:
Creatures and objects within the area roll Defense (Avoid + ?) vs your Offense (Attack + Brain). If the Offense roll meets or beats the Defense roll, the target takes 1d8 damage.
*Range and area of effect (Choose one):
Choose a point within 60 feet with a 10-foot radius.
Create a 15-foot 90-degree cone emanating from your position, and deal half damage on a miss.
Choose up to 2 targets within 60 feet.
All targets in a 30-foot line.
Conduit Type / Damage Type:
Hacker / Mental or Electrical
Chem / Biological or Thermal
Mass / Kinetic or Thermal
Quantum / Mental or Biological
EMF / Electrical or Thermal
Prism / Electrical or Kinetic
Damage Type / Defense Rolls (Avoid+B):
Kinetic / Balance
Thermal / Build
Electrical / Balance
Biological / Build
Mental / Brain
Additional Stamina points (choose):
Add 1d8 damage.
Increase the radius or cone by 5 feet.
Choose an additional target within range.
All targets take half damage on a miss.
Conjurer Conduit: EMF
Arc
Manifest time: Major Action
Range: 60 feet line
Conduit: EMF
Duration: Instant
Stamina: 1 point
Description:
All creatures in a 60 feet line take 1d8 of Electrical damage. Affected creatures roll Defense Avoid + Balance (vs your Attack + Brain) for half damage.
Higher Levels:
Add an additional 1d8 for each additional Stamina point.
Buffer
Manifest time: Major Action
Range: Self
Conduit: EMF
Duration: 8 hours
Stamina: 1 point
Description:
You create a force field around their body that reduces electrical, kinetic, and thermal damage by 1d6.
Higher Levels:
Reduce the damage by 2 more points for each additional Stamina point.
Dampen
Manifest time: Major or Minor Action
Range: 30 feet
Conduit: EMF
Duration: 1 minute
Stamina: 1 point
Description:
For a chosen target character, reduce Kinetic, Electrical, and Thermal damage by 1d6. (Not stackable.)
Higher Levels:
1 additional target for each additional Stamina Point spent.
Deflect
Manifest time: Reaction
Range: Self
Conduit: EMF
Duration: Instant
Stamina: 1 point
Description:
Add +2 to your Defense rolls until the beginning of your next turn (stacks with other effects, such as Dodge).
Higher Levels:
Add +1 additional point to your Defense rolls for each additional Stamina point.
EMP
Manifest time: Major Action
Range: 60 feet
Conduit: EMF
Duration: 1 round
Stamina: 1 point
Description:
An electomagnetic pulse (EMP) instantly affects targets in a 5-foot radius area in range, which roll Defense Build+Avoid (vs your Brain+Attack). On a failure, targets with biotech or mechanical components are Stunned for the duration. Weapons and items that use energy cells or electricity are disabled for the duration.
Higher Levels:
Add an additional 5-foot radius and 1d4 electrical damage for each additional Stamina point.
Induction
Manifest time: Major Action
Range: 60 feet
Conduit: EMF
Duration: 1 round
Stamina: 1 point
Description:
At the start of the Target's turn, they take 1d6 of Thermal damage for every 2 points added (A+B) to the Offense (round down), rolling Defense Avoid + Balance (vs your Brain+Affect) for half damage.
Higher Levels:
1 additional round for each additional Stamina Point, target repeats save beginning of each round.
Magnetism
Manifest time: Major Action
Range: 60 feet
Conduit: EMF
Duration: Instant
Stamina: 0 points
Description:
Push or pull a metallic object up to 1 pound in any direction up to 10 feet. If the object is in the air, it falls at the end of your turn.
Higher Levels:
Multiply the maximum weight by 10 and add 10 feet for each additional Stamina point.
Static Armor
Manifest time: Major Action
Range: Self
Conduit: EMF
Duration: 4 rounds
Stamina: 1 point
Description:
When you are hit by a melee Attack, you deal 1d6 Electrical damage back to the attacker. This effect dissipates upon use.
Higher Levels:
Increase damage by 1d6 and double the duration for each additional Stamina point.
Conjurer Conduit: Hacker
Alarm
Manifest time: 1 Minute
Range: Touch
Conduit: Hacker
Duration: 8 hours
Stamina: 1 point
Description:
Set a sensor in a space with a 10 foot radius. For the duration, your are aware of any intrusion into the space by creatures of objects not designated as approved.
Higher Levels:
You may set a trap within the area, dealing 1d8 Electrical damage for every additional Stamina point. Affected targets roll Defense (Avoid + Balance) vs your Offense (Attack + Brain), with Offense determined when the trap is created.
Control
Manifest time: Major Action
Range: 60 feet
Conduit: Hacker
Duration: 1 round
Stamina: 1 point
Description:
Choose a target within range. Roll Offense (Affect+Brain) vs their Defense (Avoid+Brain). If the Defense fails to meet or beat the Offense, then it must use its turn to follow your commands, provided they do not cause it to harm itself or an ally.
Higher Levels:
The duration is extended by 1 round for each additional Stamina point. The target may attempt another Defense roll at the end of each turn.
Dazzle
Manifest time: Major or Minor Action
Range: 120 feet
Conduit: Hacker
Duration: 1 round
Stamina: 1 point
Description:
Choose a point within range, affecting a 15-foot radius. Creatures within must roll Avoid + Brain vs your Affect + Brain. On a failure, the affected creatures’ actions are at disadvantage and movement is reduced by 10 feet.
Higher Levels:
Double the duration and reduce speed by 5 feet for each additional Stamina point.
Dissonance
Manifest time: Major Action
Range: 60 feet
Conduit: Hacker
Duration: Instant
Stamina: 1 point
Description:
Choose a target within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Brain). The target takes 1d10 Mental damage, taking half damage if the Defense roll meets or beats the Offense roll.
If the target Defense fails, the target must use its reaction to move its speed as far from you as possible, provided it has a reaction available and can safely flee.
Higher Levels:
Add 1d10 Mental damage for each additional Stamina point.
Overlay
Manifest time: Major Action
Range: Touch
Conduit: Hacker
Duration: 1 hour
Stamina: 1 point
Description:
Your appearance, including face, clothing, and equipment, becomes overlaid in illusion for creatures with synthetic minds and implants. The illusion may appear a foot larger or smaller, and must have the same number of limbs. Creatures may use Assess + Brain vs your Affect + Brain to see through the illusion.
Higher Levels:
Add 1 willing target creature and 1 hour for each additional Stamina point.
Salvage
Manifest time: Major Action
Range: Touch
Conduit: Hacker
Duration: 10 minutes
Stamina: 1 point
Description:
Analyze the cybernetic implants and/or electronic memory components of a deceased person or robot, revealing an answer to a question. Once complete, the remains are inert and no longer contain viable data.
Higher Levels:
Ask one additional question for each additional Stamina point.
Spike
Manifest time: Major Action
Range: 120 feet
Conduit: Hacker
Duration: Instant
Stamina: 1 point
Description:
Choose a target within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Brain). The target takes 1d10 Mental damage, taking half damage if the Defense roll meets or beats the Offense roll.
If the target Defense fails, the target cannot be hidden from you, and gains no benefit from invisibility against you.
Higher Levels:
Add 1d10 Mental damage for each additional Stamina point.
Stun
Manifest time: Major Action
Range: 120 feet
Conduit: Hacker
Duration: 1 round
Stamina: 1 point
Description:
Choose a target within range. Roll Offense (Affect + Brain) vs their Defense (Avoid + Brain). If the target Defense fails, it is stunned for 1 round.
Higher Levels:
The duration is extended by 1 round for each additional Stamina point. The target may attempt another Defense roll at the end of each turn to end the effect.
Conjurer Conduit: Prism
Apparition
Manifest time: Major Action
Range: 60 feet
Conduit: Prism
Duration: 1 minute
Stamina: 1 point
Description:
Create a visual and auditory holographic illusion of your choice within a 5-foot cube in range. Creatures may make a d20+Brain+Assess (vs your Brain+Affect) to determine the reality of the hologram.
Higher Levels:
Double the time for each additional Stamina point.
Cloaking
Manifest time: Major Action
Range: Touch
Conduit: Prism
Duration: 1 hour
Stamina: 1 point
Description:
Bend light around a creature, rendering them invisible. The creature gains Advantage to Attack and Avoid rolls while this is active. The effect ends for the creature if they use an Affect or Attack action or manifest a Pulse or Surge.
Higher Levels:
Target 1 additional creature for each additional Stamina point spent.
Distract
Manifest time: Reaction
Range: 60 feet
Conduit: Prism
Duration: Instant
Stamina: 1 point
Description:
Create a visual or auditory distraction, causing the target to reroll a d20 roll they just made, taking the lower result.
Higher Levels:
The target continues to be distracted, forced to reroll and taking the lower result to their next d20 rolls, repeat for each additional Stamina point.
Hardlight Construct
Manifest time: Major Action
Range: 30 feet
Conduit: Prism
Duration: 10 minutes
Stamina: 1 point
Description:
Create a physical construct medium creature of "hardlight" of choice. It has 1 HP, -1 to all A and B stats, and a melee Major Action Attack of -2 to hit and 1d4-1 damage. It has one Major Action per turn acting on your turn to your verbal or mental commands. The construct vanishes if it is further than 120 feet from you.
Higher Levels:
For each additional Stamina point, add +10 minutes, +5 HP, and +1 to all modifiers (max +5), and #d4+B damage.
1 Stamina: 10 min, 1 HP, -1 A/B, -2/1d4-1
2 Stamina: 20 min, 6 HP, +0 A/B, +0/1d4
3 Stamina: 30 min, 11 HP, +1 A/B, +2/1d4+1
4 Stamina: 40 min, 16 HP, +2 A/B, +4/2d4+2
5 Stamina: 50 min, 21 HP, +3 A/B, +6/3d4+3
6 Stamina: 60 min, 26 HP, +4 A/B, +8/4d4+4
7 Stamina: 70 min, 31 HP, +5 A/B, +10/5d4+5
8 Stamina: 80 min, 36 HP, +5 A/B, +10/5d4+5
9 Stamina: 90 min, 41 HP, +5 A/B, +10/5d4+5
10 Stamina: 100 min, 46 HP, +5 A/B, +10/5d4+5
Illuminate
Manifest time: Major or Minor Action
Range: 120 feet
Conduit: Prism
Duration: 1 minute
Stamina: 0 points
Description:
Create a ball of floating light within range. The ball manifests dim light for 20 feet, and can be moved anywhere within 120 feet of your position as a Minor Action.
Higher Levels:
While active, you can spend a point of Stamina to use an Action to attempt to blind a target, the target rolling Defense Avoid+Build (vs your Offense Affect+Brain). On a failure, the target is then blinded for 1 minute, repeating the save at the end of each of its turns. The light is extinguished.
Prismatic Missiles
Manifest time: Major Action
Range: 120 feet
Conduit: Prism
Duration: Instant
Stamina: 1 point
Description:
Three prismatic holographic hardlight projections form and pierce into targets within range. Each target of your choice is dealt 1d4+1 Kinetic damage.
Higher Levels:
Add 1 additional projection dealing 1d4+1 Kinetic damage to a target for each additional Stamina point spent.
Replica
Manifest time: Major or Minor Action
Range: Self
Conduit: Prism
Duration: 1 minute
Stamina: 1 point
Description:
A holographic duplicate appears by your side, interposing with your position. When hit by an Attack, roll a d20. On 10 or higher, the duplicate is hit instead and is destroyed. Duplicates ignore all other effects, including area affect damage.
Higher Levels:
Create 1 extra duplicate for each additional Stamina point.
Convert Conduit: Quantum
Decay
Manifest time: Major Action
Range: 120 feet
Conduit: Quantum
Duration: Instant
Stamina: 1 point
Description:
The very subatomic particles in the area lose coherence, ripping apart reality itself. Choose a point within range with a radius of 5 feet. Anything in the area must Defense Build+Avoid (vs your Brain+Affect) for half damage, taking 1d6 kinetic damage and 1d6 biological damage on a fail and half as much on a save.
Higher Levels:
Add 5-foot radius, 1d6 kinetic, and 1d6 biological damage for each additional Stamina point spent.
Determinism
Manifest time: Reaction
Range: Sight
Conduit: Quantum
Duration: Instant
Stamina: 1 point
Description:
Re-roll any single d20 roll.
Higher Levels:
Add or subtract 1 point to the d20 result for each additional Stamina point.
Fast
Manifest time: Major Action
Range: 30 feet
Conduit: Quantum
Duration: 1 round
Stamina: 1 point
Description:
The target gains an additional Action on its turn, and its movement speed is increased by 50% for the duration. When the effect ends, the target takes 1 point of Fatigue.
Higher Levels:
Double the duration for each additional Stamina point.
Locate
Manifest time: Major Action
Range: Self
Conduit: Quantum
Duration: 10 minutes
Stamina: 1 point
Description:
Find the direction and distance to a specific item or creature you are familiar with, within a 1 mile radius.
Higher Levels:
Increase radius by double for each additional Stamina Point.
Restore
Manifest time: Major Action
Range: Touch
Conduit: Quantum
Duration: Instant
Stamina: 1 point
Description:
Warp reality to heal wounds. Restore HP equal to 1d8 + Brain modifier.
Higher Levels:
Add an additional 1d8 for each additional Stamina point.
Schrodinger
Manifest time: Major or Minor Action
Range: 120 feet
Conduit: Quantum
Duration: 1 minute
Stamina: 1 point
Description:
Target a dying character. They are held in stasis for the duration or until another character interacts with them, pausing the countdown until death.
Higher Levels:
Double the duration for each additional Stamina point.
Slow
Manifest time: Major Action
Range: 60 feet
Conduit: Quantum
Duration: 1 round
Stamina: 1 point
Description:
The target must make a Defense (Avoid + Brain) vs your (Affect + Brain). On a failure. the target takes a -2 to Defense rolls, its speed is halved, and it cannot use Reactions. On its turn, it can only take two Minor Actions. The target may repeat the Defense (Avoid + Brain) vs your (Affect + Brain) at the end of each of its turns to attempt to end the effect.
Higher Levels:
Double the duration for each additional Stamina point.
Tunnel
Manifest time: Major or Minor Action
Range: 30 feet
Conduit: Quantum
Duration: Instant
Stamina: 1 point
Description:
Create a wormhole between you and a space within range. You may step through and back, reach through with a weapon or object, or push or pull something or someone through. The wormhole closes at the end of your turn.
Higher Levels:
Increase the range by 30 feet for each additional Stamina point.
Convert Conduit: Chem
Analysis
Manifest time: Major Action
Range: 30 feet
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Analyze a chemical compound, solid or gas or liquid, such as bodily fluid or liquid or airborne toxins, and gain detailed readings. This may include comparison (such as DNA match), danger (such as damage effects), and age of the compound.
Higher Levels:
Extend the scan to trace or locate sources of similar compounds within 300 feet (for example, following a trail of blood) for 5 minutes for each additional Stamina point.
Biohazard
Manifest time: Major Action
Range: 60 feet
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Choose a point within range with a 5-foot radius. Creatures and objects within the area roll Defense (Avoid + Build) vs your Offense (Attack + Brain). The target takes 1d10 Biological damage, taking half damage if the Defense roll meets or beats the Offense roll.
If the target Defense fails, the creature is Poisoned for 1 hour.
Higher Levels:
Add 1d10 Biological damage and 5-foot radius for each additional Stamina point.
Biorepair
Manifest time: Major or Minor Action
Range: Self
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Create a serum containing powerful drugs and nanobots that heals biological wounds. When injected, the serum heals 2d4 + your Brain modifier (determined at serum creation).
The serum may be injected via a dart or syringe. Expires after 24 hours.
Higher Levels:
Add 1d4 healing for each additional Stamina point.
Cure Sickness
Manifest time: Major or Minor Action
Range: Self
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Create a serum containing powerful drugs and nanobots that removes Radiation Sickness and Poisoned conditions.
The serum may be injected via a dart or syringe. Expires after 24 hours.
Higher Levels:
Remove 1 level of Fatigue for each additional Stamina point spent.
Desiccate
Manifest time: Major Action
Range: 60 feet
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Choose a target creature or object within range. Roll Offense (Attack + Brain) vs their Defense (Avoid + Build). The target takes 1d10 Biological damage, taking half damage if the Defense roll meets or beats the Offense roll
If the target Defense fails, the creature takes 1 point of Fatigue.
Higher Levels:
Add 1d10 Biological damage for each additional Stamina point.
Nanoswarm
Manifest time: Major Action
Range: 60 feet
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
A cloud of nanobots fills a 5 foot radius. Target up to 2 creatures in this space, each receiving 1d4 healing or Biological damage, your choice for each.
Higher Levels:
Add 1 additional target affected within the radius, add 1d4 healing or damage to each target, and increase the radius by 5 feet per additional Stamina point.
Rush
Manifest time: Major Action
Range: Self
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Create a serum containing powerful hormones and drugs that will boost a creature’s abilities. Once injected, the drug is active for 1 minute.
When injected, the target gains an additional Action on its turn, and its movement speed increases by 10 feet. for the duration. The target also temporarily gains 5 HP and Max HP while affected. When the serum wears off, the affected creature’s HP and Max HP reduces back to normal, and the creature gains a point of Fatigue.
The serum may be injected via a dart or syringe. Expires after 24 hours.
Higher Levels:
Add 5 feet of speed, 5 temporary HP, and 5 temporary Max HP for each additional Stamina Point spent.
Toxin
Manifest time: Major or Minor Action
Range: Self
Conduit: Chem
Duration: Instant
Stamina: 1 point
Description:
Create a serum containing bio-toxins and acids that deal Biological damage. When injected, the serum inflicts 2d4 + your Brain modifier (determined at serum creation). The affected creature must roll Avoid + Build vs the total damage, becoming Poisoned on a failure.
The serum may be injected via a dart or syringe. Expires after 24 hours.
Higher Levels:
Add 1d4 Biological damage for each additional Stamina point.
Convert Conduit: Mass
Bubble Nucleation
Manifest time: Major Action
Range: Self
Conduit: Mass
Duration: 1 minute
Stamina: 1 point
Description:
A spinning bubble in space-time reality appears, its surface appearing mirrored and solid as light warps around it.
The sphere is roughly 3 feet in diameter, and emits an intense high-pitched grinding sound. When this sphere touches something, it begins to break down at a subatomic level.
You can move this bubble up to 30 feet as a Minor Action, and can move it through objects and creatures. Each object or creature can only be affected once per turn.
When the bubble occupies or moves through the same space as an object or creature, they must make an Avoid + Build roll vs. your Affect + Brain roll. On a failure, they take 1d4 thermal and 1d4 kinetic damage. On a success, they take half damage.
Higher Levels:
Increase the speed by 5 feet and the damage by 1d4 thermal and 1d4 kinetic for each additional Stamina spent.
Each time this surge is used, it is like a ripple on the surface tension of the universe. Some theorists fear that too much pressure from such ripples could send a cascading tear in the fabric of reality, re-writing physics as vacuum decay causes the Higgs field to settle into a new state of increased stability. Take solace that death would be instantaneous for the universe.
Heavy
Manifest time: Major Action
Range: 60 feet
Conduit: Mass
Duration: 1 round
Stamina: 1 point
Description:
10-foot radius at point in range, creatures starting turn there move at half speed, affected targets roll Defense Build+Avoid (vs your Brain+Affect) for half damage and no speed reduction. 1d8 Kinetic damage to all creatures in radius for every 2 points added (A+B) to the Offense roll (round down).
Higher Levels:
Add an additional 1d8 for each additional Stamina point spent.
Leap
Manifest time: Major or Minor Action
Range: 30 feet
Conduit: Mass
Duration: Instant
Stamina: 1 point
Description:
Teleport yourself to a location you can see within range.
Higher Levels:
Increase the range by 30 feet for each additional Stamina point spent.
Levitate
Manifest time: Major Action
Range: Touch
Conduit: Mass
Duration: 1 minute
Stamina: 1 point
Description:
The target gains a flight speed of 10 feet.
Higher Levels:
Add 1 minute, 10 feet of speed, and 1 additional target for each additional Stamina point spent.
Inertial Dampening
Manifest time: Reaction
Range: 60 feet
Conduit: Mass
Duration: Instant
Stamina: 1 point
Description:
Choose up to 3 targets within range that are falling. For affected creatures, falling speed is reduced to 60 feet per round until reaching a solid surface, and they take no falling damage.
Higher Levels:
Add 1 target for each additional Stamina point spent.
Slam
Manifest time: Reaction
Range: Self
Conduit: Mass
Duration: Instant
Stamina: 1 point
Description:
On a hit with a melee weapon, add 2d8 of Kinetic damage to the target. Add an additional 1d8 if the target is not biological or synthetic.
Higher Levels:
Add 1d8 for each additional Stamina point spent.
Singularity
Manifest time: Major Action
Range: 90 feet
Conduit: Mass
Duration: Instant
Stamina: 1 point
Description:
Create a gravitational well at a point within range. All creatures and objects within a 10-foot radius are pulled towards the point, taking 2d6 Kinetic damage. Creatures may roll a Defense Brawn + Avoid to take half damage and not pulled inward.
Anything destroyed or killed in the center is rendered into a sphere of ruined matter.
Higher Levels:
Add 1d6 kinetic damage and add 5 feet of radius for each additional Stamina point spent.

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/