OK this is still a work in progress but I have been pounding away at a Shadowrun/Modern d20 upgrade using the 5th edition. Here are the basics so far. I am still working on the GM section for vehicles and upgrades and how is all going to work. Also this is really big so I split it between three posts
If you have time and are interested let me know what you think...
[sblock=BASIC HOUSERULES/5th ED. UPDATES]
Using the 5
th edition as a basic rules set, with the following updates…
Character Levels, Heroic Levels and Class Levels: all characters (not just Heroic characters) gain the following – base Proficiency Bonus, a Feat at 1
st level, then another Feat every 3 levels (3
rd, 6
th, 9
th, etc.), and Attribute Bonus +1 to two different Attributes every 4 levels, starting at 4
th (4
th, 8
th, 12
th, etc.). The seven Heroic Classes (Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough) each gain – Three core Talents at 1
st level plus one additional talent every odd level after that (3
rd, 5
th, etc.) and a Bonus Class Feat every even level (2
nd, 4
th, 6
th, etc.). These feats must be chosen from the Class Bonus Feat list. Heroic characters also gain Karma Points.
Karma Points: All Heroic characters gain 5 + ½ (round down) their level in Karma Points. These points can be used to affect any 1d20 roll, but you can only spend one Karma in a round. Karma points add 1d4+1 to any 1d20 roll (attack roll, saving throw, etc.) and can also be used to activate certain Talents. Unspent Karma Points are lost when you raise a level (and gain this levels points). Certain Talents and Feats and grant you additional Karma Points, high dice to add to your d20 and new uses.
Proficiency Bonuses, Trained Skills and
Base Attack Bonus: per D&D 5
th edition. Unless specified elsewhere, the DC for Skill is found in 5
th ed. Player’s Handbook pg. 174
Circumstance Bonuses: Unlike standard 5
th, there are bonuses from various talents and feats, but the same ‘types’ of bonus do not stack. Basic types: equipment, insight, magic, moral or rage.
Talents, Feats and
Skills: Using 5
th ed. Skills but renaming a couple, new ones and new usage. Talents tend to be of greater usefulness and abilities over Feats which are much less powerful (more common) then in 5
th.
Proficiency: Armors include Light, Medium and Heavy. Weapons include Simple, Martial (as 5
th ed.), Light Firearms (pistols, machine pistols, etc.), Heavy Firearms (rifles, assault rifles, shotguns, etc.), Heavy Weapons (machine guns, grenade launchers, etc.) and Super Heavy Weapons (tank cannons, rocket launchers, heavy missile launchers, etc.). Vehicle include Bike (motorbike), Drone, Wheeled, Hover, Tracked, Rotor, VTOL, Jet, and Watercraft.
Granting Advantage: in order to grant advantage for a non-attack skill, tool or vehicle ability check, the individual wishing to ‘aid another’ must also be proficient with the skill, tool or vehicle.
Firing into Melee Combat and
Ranged attacks while prone: Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.
Passive Insight and
Investigation for causal, “what you noticed without actively looking” (pg. 177).
Wound Damage Threshold: whenever you take damage in excess of your threshold you suffer the Reeling Condition (see New Conditions below). Your Would Damage Threshold is equal to 15 + Proficiency Bonus + Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer these affects (see Vehicles).
Additional Conditions – Reeling (see Condition in the PHB): you suffered a wound that has caused a great deal of pain and now is effecting your ability to react.
* You suffer Disadvantage to all Attacks, Skills and Ability checks.
* If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that exceeds your Wound Damage Threshold), you are
Stunned for one round. After this lost round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
* In order to recover from Reeling, at the end of your round (after you have taken all your actions) attempt a Constitution or Wisdom (whichever is better) saving throw vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, but maximum DC 20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the Condition.
* You can instead spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed but without advantage.
Slow Natural Healing: option found in DMG 5
th ed. pg. 267. Also round down for the number of Hit Dice you regain after a Long Rest (instead of round up; minimum 1 per Long Rest).
Also, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).
Second Wind: When a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to try and try to recover partially back from the brink. On your turn, you can use a Bonus Action and regain hit points equal to your highest Hit Die (if multi-classed) +/- Constitution modifier + you Heroic Character level. This does not count as spending a Hit Die to recover (as after a Short or Long Rest). Once you have used this ability, you must finish a long rest before you can use it again.
Full Round Action and
Free Actions: A full round action takes up the creatures full round, including their action, movement (Move 0 remaining), bonus and reactions. A free action take none of these.
Mind-Effecting: many talents and feats are listed as mind-effecting. These talents and feats only affect living, sentient beings, nor spirits or elementals. Mind-effecting fear don’t work against sentient’s immune to fear.
Armor Class and
Hardness: Armor provides a bonus to deflection (making you harder to hit) but to a lesser degree and also reduces the damage by a set amount (as Damage Reduction and Hardness from 3
rd edition). Hardness affects bludgeoning, piercing and slashing damage. It provides ½ its ranging to pure ‘force’ like damaging attacks from magic. Other energy types are only covered if the entry specifies it does so.
NEW SITUATIONS AND ACTIONS
*Aim: if the attacker does not move on her turn (Move 0; and this also means no other maneuvers that cost any movement), she can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When she does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Has no effect on full cover.
* Autofire: When using an Autofire weapon feature (i.e. firing at least 10 rounds of ammunition), the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. The attack can also “Brace” as a maneuver but this drops her Move is 0 (with no movement cost from other features) and takes a Bonus action to reduce the penalty to -2. However bracing grant advantage from all attacks against you until the start of your next turn. For concentrating fire a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d6 damage). For the second option, the attacker must get at least a 10 with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).
* Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, dirt, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. Note that when benefiting from Full Cover, it cost the attacker ½ its movement to “pop-out” and fire/attack and then drop back behind cover on its round.
* Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws vs. area of affect spells or weapons that you just reacted too. [/sblock]
[sblock=CHARACTER CREATION, RACES AND BACKGRONDS]
* Assign Attribute Points: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
* Choose a Race: pick one from the list below.
* Choose a Background: provide additional skills, proficiencies and some starting gear and cash.
* Choose a Class: Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skill, Tools, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have Three Core Talents that the character gets at character creation only. If the character multi-classes, then they only can take one of the Core Talents. Class Bonus Feats must be chosen from the lists provided. All character’s generic Feat choices can be chosen from any feat that the character meets the Prerequisites.
* Assign Gear: Record your starting gear and cash. Purchase any additional gear.
* Pick Two Contacts: See Contacts later, you gain two indifferent low-end contacts to start.
RACIAL NOTES
NEW Sense, in addition to those found on 5
th pg. 183.
Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscure.
Languages: all characters begin with the ability speak, read and write in their native Language plus one additional language of choice.
Attribute Maximums: Character’s maximum Attributes are 20 +/- the racial ability score modifier.
HUMAN TRAITS
Ability Score Modifier: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 30 feet.
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
Outgoing: You gain +1 Karma point over the standard Karma Points each level.
DWARF TRAITS
Ability Score Modifier: Constitution +2, Wisdom +2, Charisma -1
Medium Sized and Speed: base 20 feet a round. Note that a dwarf’s base speed is not reduces by heavy encumbrance (up to your Strength score x10, see Skills below).
Dark Vision: dwarfs can see up to 60ft in the dark per the PHB pg. 183.
Hardy: dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take their Second Wind and with any Hit Dice recovery rolls after a Short or Long Rest. They gain +2 to their Wound Damage Threshold and an additional +1 to recovering from the
Reeling condition.
Resistance: dwarfs have advantage on saving throws vs. toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.
ELF TRAITS
Ability Score Modifier: Dexterity +2, Charisma +2, Constitution -1
Medium Sized and Speed: base 40 feet.
Alluring: elfs are naturally attractive to most people and have advantage on both Deception and Persuasion checks in person, where they can be seen by the subject who understands them.
Low-Light Vision: elfs see well in the dark (see rules above).
Perceptive: elfs start with proficiency in Wisdom (Perception) skill for free.
ORK TRAITS
Ability Score Modifier: Strength +2, Constitution +2, Intelligence -1
Medium Sized and Speed: base 30 feet.
Aggressive: everyone knows that orks are born brawlers. Orks start with the Brawler feat for free.
Low-Light Vision: orks see well in the dark (see rules above).
Menacing: orks gain proficiency in the Charisma (Intimidate) skill for free.
Relentless Endurance: when an ork is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point. Orks can’t use this feature against until after they finish a long rest.
TROLL TRAITS
Ability Score Modifier: Strength +4, Constitution +2, Dexterity -1, Intelligence -1, Charisma -1
Large Sized and Speed: base 30 feet. Trolls can carry the Strength x8 as a base load.
Big: Trolls start with +2 hits points at 1
st level and gain an additional +1 every level after that.
Dark Vision: trolls can see up to 60ft in the dark per the PHB pg. 183.
Dermal Plating: trolls have thick armored like skin. This provides a +1 natural Hardness. This bonus stakes with any other Hardness that applies to them.
Reach: due to their size trolls have a reach of 10 feet instead of 5 feet.
Scary: trolls are big and so due to their size, they can use their Strength ability modifier instead of their Charisma modifier for this skill.
Large Sized: The average male troll is around 96” tall and weighs 500lbs, while females average 90” tall and 440lbs. Trolls take up two-squares (instead of 4) and clothing, armor and most weapons are not made for their sized beings. As such they must purchase larger sized gear to fit their frames, etc. Increase the base cost for firearms by 50% (bigger grip and triggers, etc.), while armor and clothing weigh and cost twice as much as for a medium creature. Trolls are big targets and suffer a -1 to their Armor Class. Trolls deal the versatile damage with melee weapons one-handed and can use melee two-handed weapons in one hand.
BACKGROUNDS
Academic: You worked for one of the colleges or universities of the day. Note that most are corporate sponsored if not outright owned by one. Many Mages attended some of the various Arcana Schools to learn about magic (not all as some Street Mages are taught by one person).
Skill Proficiencies: Computer Use plus one of Arcana, Life Science, Physical Science or Technology
Tool Proficiency: One Tool kit or Vehicle proficiency of your choice
Languages: One language or your choice
Equipment: Two sets of middle-class clothes, one of the following - Arcane, Life Science, Medicine, Physical Science, or Religion, added to their comlink proficiency, a credstik with 150¥.
Affluent: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.
Skill Proficiency: Deception or Persuasion
Tool Proficiency: One musical instrument and one game set of choice
Languages: Two languages of your choice
Equipment: Four sets high-class clothing, a boosted comlink (broadcast 2, firewall 20, Int 16, Wis 12), a credstik with 500¥.
Athletic: This background is for a person who spent much, if not most of their young and formative years training form and competing in various athletic sports. Urban Combat, Football, Basketball, the Olympics, National competitions, etc. all might encompass this background.
Skill Proficiencies: Athletics, plus either Acrobatics or Intimidate
Tools Proficiency: One gaming set and one vehicle type of choice
Equipment: Two set of middle-class clothing, one set of your past athletic uniform, a past trophy, a credstik with 150¥ on it.
Celebrity: Perhaps you were on reality Sim-Sense show, maybe you hit a billion views on the Matrix, or you were the lead singed in last years a one-hit wonder group. You could be an actor, an extreme sportsman, an underground brawler, etc. Whatever the case, people often recognize you.
Skill Proficiencies: Performance and Persuasion
Tool Proficiency: a Disguise kit, plus one type of musical instrument or one game set
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150¥, one flashy costume, two set of middle-class clothing, a credstik with 150¥.
Corporation: former Wage-Slave, the Suite, Corporate-drone who went to work six days a week, ten-hours a day and was loyal. In the world of Shadowrun, Mega-Corporations are rules unto themselves and wield incredible powers. They are the nation-states of the Modern World.
Skill Proficiencies: Computer Use
Tool Proficiencies: Two tool sets or vehicles or gaming sets of your choice
Languages: One languages of your choice
Equipment: Two sets of middle-class clothing, a credstik with 250¥.
Criminal: You use to work for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms.
Skill Proficiencies: Pick any two of Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands or Stealth
Tool Proficiencies: either a Disguise kit, Game set, GenLock glove, MagLock kit or Thieves Tools
Equipment: Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.
Disciple: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.
Skill Proficiencies: Religion, plus two of the following – Animal Handling, Arcane, Athletics, Gather Information, History, Life Science, Medicine, Persuasion, Physical Science, Survival or Technology
Languages: One language of your choice
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 100¥, two sets of middle-class clothes, Religion proficiency added to comlink proficiency, a credstik with 50¥.
Intelligence: You use to work for an intelligence agency as a spy. Corporate, Government, Criminal, all the big powers employ such people for covert operations against each other. You job probably involved gathering intelligence on the competition or even real terrorists.
Skill Proficiencies: Computer Use and either Gather Information or Investigation
Tool Proficiencies: either a Disguise kit, Forgery kit, or MagLock kit.
Languages: One Languages of your choice
Equipment: Two sets of middle-class clothes, a Disguise Kit or Forgery kit, a credstik with 150¥.
Law Enforcement: You were a cop (corporate or national marshal, etc.) or private investigator. Whatever the case you worked the streets of big city and have a lot of knowledge and knowhow when it comes to dealing with both criminals and your everyday folks just trying to get by.
Skill Proficiencies: Investigation and one of Gather Information, Intimidation or Persuasion
Tools Proficiencies: One vehicle type of choice (most likely wheeled)
Languages: One Languages of your choice
Equipment: Two sets of middle-class clothes, a credstik with 150¥.
Military: You have experience as a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying a million dollar jet.
Skill Proficiencies: Athletics plus one of the following – Intimidate, Stealth or Survival
Armor or Weapon Proficiencies: One of the following – either Light, Medium or Heavy Armor Proficiency, or Heavy Firearms, Heavy Weapons or Super-Heavy weapons
Tools Proficiencies: One vehicle type of choice
Equipment: Old military BDUs, two sets of middle-class clothing, a credstik with 150¥
Occult: With the return of magic to the Sixth World, there are huge number of strange occult orders, secret societies, social clubs, and magical teaching groups spread throughout the world. Even those without any magical talent often join due to a fascination with the arcane.
Skill Proficiencies: Arcana plus one of History, Insight, Investigation or Survival.
Languages: One Languages of your choice
Equipment: Two sets of middle-class clothes, a minor fetish with a magical aura too it, a credstik with 150¥.
Security: You were a professional counterspy, bodyguard or secret policemen. Generally worked for one of the major corporations or various government agencies, but you could have been just a rent-a-cop who worked down the local strip mall.
Skill Proficiencies: Investigation, plus either Intimidate or Perception
Tools Proficiencies: One vehicle type of choice
Equipment: Two sets of middle-class clothes, a credstik with 150¥.
Street: You grew up in one of the Barrens or non-entity parts of the urban sprawl. Millions of non-persons (no SIN) have been born, grown up and died without any government or corporation knowing or caring that they existed at all.
Skill Proficiencies: Deception, Stealth and Survival
Equipment: One set of lower-class clothing, a backpack, bedroll blanket, a credstik with 10¥.
Survivalist: while not common in the sprawls, there are hundreds of small, back-to-earth and nature groups hiding out in various out of the way locations shattered across the globe. Most just want to be left alone while others are awaiting the end of the world. Some give up the lifestyle to return to the sprawls, growing weary of the isolation.
Skill Proficiencies: Animal Handling, Athletics and Survival
Equipment: Two sets of survivalist clothing/outfits, one set of middle-class clothing, a survival knife, a credstik with 50¥. [/sblock]
[sblock=CLASSES]
ADEPTS
An adept is an awakened metahuman whose magic is focused inward, into the body and soul of the person. This can make them strong and faster with the ability to perform great feats of athleticism and/or wildly unrealistic martial arts.
Note that if you take this class you are not normally allowed to take any levels in Magic-User (see Initiation below). You also cannot take any other classes Talent Trees that include Cybernetics.
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Light Firearms, Marital weapons, Simple weapons
Tools: One of choice (one basic tool, a musical instrument or one vehicle type)
Saving Throw: Dexterity and Wisdom.
Skills: Choose two from among Acrobatics, Arcana, Athletics, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Sleight of Hands, Stealth or Religion.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* (a) Lined Coat armor or (b) extra 200¥ spare cash
* Colt Manhunter with Concealable Hostler, 100 round regular ammunition and 2 spare magazines.
* (a) Longsword¹ or (b) Battle Axe¹ or (c) Compound Longbow with 20 arrows¹ & quiver or (d) Katana¹ (finesse longsword) or (e) a second Colt Manhunter with Concealable Hostler and 2 spare magazines.
* Two simple weapons or one other martial weapon of choice worth*
¹ If slashing or piercing weapons, they can have the Keen Blade modification added. For bows and crossbow the arrows have the modifier instead.
* A basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
* An extra 200¥ in spare cash
THREE CORE TALENTS: any 3 Physical Adept Powers (see below, must qualify). If multi-classing after 1
st level your first talent pick must come from the Physical Adept Power Talents (must still must qualify).
PHYSICAL ADEPT TALENT TREE
The adept gains various magical powers that enhance his body in some way.
Astral Perception: You can perceive into the Astral Plane as a bonus action (reaction to end automatically). This makes you vulnerable to astral attacks and beings who are projecting within the realm but you can also attack and affect them as normal (dealing normal damage, etc. to them). It is also very distracting imposing Disadvantage on all attack rolls and skill or ability checks that require sight.
Babel: By listening to a language that you presently cannot speak or reading a text you cannot presently read, you can spend a short 5 round Ritual (no other actions) and gain the ability to speak or read it. This affect lasts for one hour after you have performed the ritual before your understanding fades. You can use this ability again after a short or long rest.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Elemental Strike: You can enshroud your hands with elemental energy to strike your foes with greater force. As a free action at the beginning of your round you to charge your unarmed damage (including any Killing Hands dice) to one elemental type (Acid, Cold, Fire, Lightning, Radiant or Thunder). The attack also deals a secondary affect automatically (see Spells – Elemental Bolt for Secondary Effect. The adept’s strike deals this also). This effect last until the start of your next turn. You can maintain this effect for a number of rounds equal to your Wisdom modifier (they do not have to be one round after another, just a number of times). You must complete a long rest to use this ability again. You must choose which elemental you wish when you take this talent and it cannot be changed later.
Enhanced Physical Attribute: Your physical form has been enhanced. You gain +2 bonus to either you Strength, your Dexterity or your Constitution. This allows you also to exceed your characteristic maximum by 2 (or 4, see below). You can take this talent multiple times, each time it applies to a different physical attribute. Once you have taken all three attribute you can take this talent one additional time, applying it to your Strength, Dexterity or Constitution.
Enhanced Reflex: You can move unnaturally fast when you want to. You gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics.
Extreme Athlete: You have Advantage with Strength (Athletic) skill checks when climbing, swimming or jumping. Furthermore you increase you base speed by +10ft per round and you require no movement to stand from a prone position. Finally add 10ft to your base horizontal and vertical leaping distance.
Facial Sculpt: With a short 5 round Ritual, you transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't become quadruped. This ability also does not change your clothing. You must concentrate on this ability to maintain it but otherwise can use it as often as you wish.
Foresight: You have advantage with Dexterity (Initiative) checks.
Prerequisite: Trained with Initiative.
Improved Abilities: Pick one of the following skills – Acrobatics, Deception, Gather Information, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Sleight of Hands or Stealth. You have advantage with this skill.
Improved Dodge: You can take the Dodge action as a Bonus action. You can use this ability a number of times equal to your Wisdom ability modifier. You regain these uses after a short or long rest.
Improved Weapon Master: With the weapon the adept picked for her Weapon Master talent she now gains her full level as bonus magic damage with these attacks and +2 magic bonus to attack rolls with this one specific type of weapon. This does not stack with the Knee Blade modifier.
Prerequisite: Weapon Master.
Kinesics Voice: You can alter your voice patters in such a way as the make others friendly to you. This talent works exactly like Winning Smile under the Face’s Diplomatic Talent Tree ability. Targets save DC vs. this ability is 8 + your proficiency bonus + your Wisdom bonus.
Killing Hands: Your hands can deal deadly damage. When you first take this talent, add +1d4 bludgeoning damage to your unarmed attack (for a medium size creature the base is 1d3, so it becomes 1d3+1d4 bludgeoning damage). Your unarmed strike gains the weapon properties of finesse and light (meaning you can also make off-hand attacks with the Two Weapon attack ability). At 5
th level adept this damage becomes +1d6 bludgeoning, at 10
th level adept it is +1d8, at 15
th level adept is it +1d10 and finally at 20
th level adept it becomes +1d12. If you have any other feat the increase your base unarmed damage remember these dice are separate (i.e. with the Martial Arts feat a 1
st level Troll Adept with the Killing Hands talent would dead 2d6 bludgeoning damage).
Mental Cloaking: With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Targets are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This affect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.
Mystical Armor: As your understanding of the magic of your body grows you learn to better deal with external threats to it. The adept gains 2 points of Hardness but does not add to any armor worn or shield carried. This Hardness protects against all magical spell damage also. This damage reduction increases by another 1 point for every 5 levels of adept she gains (5
th, 10
th, 15
th and 20
th adept level).
Sprint: When you take the Dash action, your base movement speed is increased by 15 feet for your movements (so if you normal movement speed is 30 feet, when you take the Dash Action you can move up to 90 feet, 45 feet from your normal speed and 45 feet with the Dash). Also when you take the Dash action you ignore difficult terrain penalties to your movement.
Unarmed Defense: When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5
th level adept, +2 at 10
th level adept, etc.).
Visions: You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a DC 15 to gain additional information and a ‘feeling’ of the target’s possible future (within a few days).
Prerequisite: Astral Perception.
Weapon Master: pick one specific melee or range weapon (simple or martial; cannot have keen blade) from the PHB or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept.
INITIATE TALENT TREE
This tree allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These abilities all require the adept to be at least 5
th level and some require even greater levels in adept before they are available.
Attunement: You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept.
Prerequisite: Adept 5+.
Centering: This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again.
Prerequisite: Adept 9+.
Masking: This ability allows the Adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) to others. In order to pierce this mask is an action with an Intelligence (Investigation) check vs. a DC of 8 + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept.
Prerequisite: Adept 5+.
Mystic: This advance form allows the adept to begin to expand his magical abilities to gain one of the Magic-Users Core abilities – either Astral Projection, Spell-Casting or Summoning. When you take this talent you gain one of these core abilities at the same time. After that you can take Magic-User talents that relate to your ability. If Astral Projection you gain the normal astral attributes, while spell casting and summoning grant you magic points and magnitude.
Prerequisite: Adept 7+.
MAGICAL FOCUS (WEAPONS) TALENT TREE
This tree provides the adept with magical weapons to grant numerous bonuses. You cannot take any of the talents more than once. After character creation they also cost the adept money (¥) unless they acquired one through thief, etc. Weapon focus must be based on the PHB simple or martial weapons and cannot have the Keen Blade upgrades listed in equipment.
Weapon Focus (attune): You can spend a Karma to attune a melee weapon that you possess. Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. This bonus works for you alone.
Prerequisite: Adept 3+. (Cost normal weapon +2,000¥)
Weapon Focus (empower): You can spend a Karma point to empower a melee weapon you possess. Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals one additional weapon die of damage (a sword would deal 2d8 slashing damage, etc.). This bonus works for you alone.
Prerequisite: Adept level 3+. (Cost normal weapon +2,000¥)
Class Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (Medium), Athlete, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Danger Sense, Deadly Aim, Defensive Duelist, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Extra Second Wind, Far Shot, Feinting Attack, Goading Attack, Improved Critical, Improved Mobility, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Quick Draw, Quick Reload, Shake it Off, Sidestep, Sniper, Superior Critical, Suppressing Fire, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Focus and Whirlwind Attack.
FACE
The face is a talker, a negotiator, a conman, a leader. This is type of character who knows a guy on every corner or every city, who knows where to get “stuff” and how to talk to everyone. Ambassadors and street hustlers, corporate marketers and Mr. Johnsons, street fixers and illegal gun salesman.
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Light Firearms, Simple weapons
Tools: Any two of choice (one or two basic tools, musical instruments or vehicle types)
Languages: Any two of choice.
Saving Throw: Wisdom and Charisma.
Skills: Choose five from among Computer Use, Deception, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Performance, Persuasion, Religion or Technology.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* Armored Business Suit
* (a) Colt American L36 or (b) Hammerli 620S or (c) HK-MP5 TX with a Concealable Hostler, 100 rounds of regular ammunition and 2 extra clips (or speed loads with the Hammerli).
* Two simple melee weapons of chose (if blade or piercing weapon, can add Keen Blade modifier)
* (a) Mercury Comet (sedan) or (b) Fort Spiral 1I5Ti (sports care) or (c) middle class apartment (6 months paid) with a 3 sets of upper-class clothing
* (a) Disguise kit or (b) Medical kit or (c) Patch set of 2 Antidote, 2 Stim, 2 Tranq and 2 Trauma
* A boosted comlink (broadcast 1, firewall 20 with, Int 14, Wis 12)
* An extra 400¥ in spare cash.
THREE CORE TALENTS: You can take any three Face class talents that he qualifies for as his core talents.
Many Face talents must be resisted with a Saving Throw. Your Face save DC is 8 + your proficiency bonus + your Charisma ability modifier.
CHARISMATIC TALENT TREE
This tree cover those the smooth talkers of the world. All of these talents are mind-affecting.
Cutting Words. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understand you. The target must make an Intelligence saving throw. If it fails that creature is at Disadvantage on its next Attack roll that they make (but only one if it can attack multiple times) before the end of your next turn.
Prerequisite: Proficiency in either Intimidation or Persuasion.
I Know a Guy: You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). This takes 1d6 hours in game time.
Prerequisite: Proficiency in Gather Information.
One in a Million: As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again.
Prerequisite: Face 5+, Willing Smile.
Salesman: You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%).
Prerequisite: Proficiency in either Deception or Persuasion.
Sharper Words: You are really good at insulting people or causing them to become flustered with your words. On your action, as a Bonus action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence saving throw. Any that fail this save are at Disadvantage on all of their attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their Reaction and a Karma point to end the effect automatically.
Prerequisite: Face 5+, Cutting Words, Proficiency in either Intimidation or Persuasion.
Shocking Words: As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the
Stunned condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled.
Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in either Intimidation or Persuasion.
Willing Smile: As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma saving throw. If they fail their save they gain the
Charmed Condition (5th ed. pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the
charmed condition in this way at one time.
INFLUENCE TALENT TREE
All of these talents are mind-affecting.
Coordinate: You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules).
Demand Surrender: Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a short or long rest.
Prerequisite: Presence.
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Weaken Resolve: If a successful attack roll is also equal to or greater than the target’s Wound Damage Threshold, you can spend your Reaction and force the target to make a Charisma saving throw. If they fail this save you impose the
frightened condition (5th ed. pg. 290) until the end of your next round. This is a mind-affecting fear ability.
Prerequisite: Presence.
Trust: As an Attack Action, one ally who can see or hear you can immediately use her Reaction to make one weapon attack. If the attack hits, it adds your Charisma modifier to the damage result from the attack.
INSPIRATION TALENT TREE
Note that all of these talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Valor (see below).
Bolster Ally: As an Action, you can bolster one ally who can see and hear you, automatically removing the
Reeling Condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; if its next attack misses, it loses the bonus granted by the talent.
Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re
Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the
Reeling Condition onto an opponent, you can spend your Reaction to impose the
Stunned Condition onto that target for one round instead.
Prerequisite: Inspire Confidence, Ignite Fervor.
Valor: You can spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 50 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it finishes a long rest.
Prerequisite: Charisma 13+
LEADERSHIP TALENT TREE
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.
Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. An ally loses this bonus immediately if they can’t see or hear from you for one full round or if you are
incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are
incapacitated or reduced to 0 hit points.
Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the
Frightened Condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus.
Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest.
Prerequisite: Born Leader.
Bonus Class Feats: Action Surge, Actor, Armor Proficiency (Medium), Athlete, Careful Shot, Charging Fire, Charmed Life, Contacts, Covering Fire, Defensive Duelist, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Surgical Expertise and Weapon Proficiency
FIGHTER
The fighter is a general term for anyone who fights. They include mercenaries, security guards, soldiers, martial artists, and brawlers. Fighters tend to be trained to multiple types of weapons and often wear various types of heavier armor.
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light, Medium
Weapons: Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons
Tools: One of choice (one basic tool, one musical instrument or one vehicle)
Saving Throw: Strength and Constitution.
Skills: Choose two from among Acrobatics, Athletics, Deception, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Persuasion, Stealth or Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* (a) Armored Jacket or (b) Flak Vest with Insert Plates
* (a) Ares Predator or (b) Rugar Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
* (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi II SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
* Two simple weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
* (a) Suzuki Mirage or (b) Harley Davidson Scorpion (bikes) or (c) FN HAR assault rifle or (d) Ranger Arms SM-4 sniper rifle or (e) Mossberg AM-CMDT shotgun or (f) Arms-Tech MGL-12 grenade launcher. Plus 100 regular rounds of ammunition and 2 extra clips or for the Arms-Tech gain any 20 grenades except White Phosphorous.
* One basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
* An extra 200¥
THREE CORE TALENTS: You may choice any three Fighter Talents that you qualify for as your core talents. You can also pick all of your starting talents from the Generic Cybernetics Talent Tree.
BRAWLER TALENT TREE
Expert Brawler: You are an expert in dirty fighting. You gain a +2 insight bonus to all melee attack and damage rolls using an improvised weapon or with unarmed strikes.
Prerequisite: Brawler feat.
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the
Grabbed condition you also have Advantage on your attack rolls.
Gun Club: You gain your proficiency bonus using a gun as a weapon in melee and increase the damage dice by one step. Normally a light firearm acts as a club while a heavy firearm and heavy weapon as greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle butt attacks as light melee weapons (Two-Weapon fighting 5th ed. pg. 195).
Melee Smash: You deal +2 points of damage with all melee attacks.
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. The target an oppose roll with a Constitution save vs. your Melee attack result. If you win, the target is
stunned until the end of your next turn.
Prerequisite: Melee Smash.
Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your firearm as a club. If you have a rifle mounted bayonet you could use that attack instead.
Prerequisite: Gun Club.
Unbalance Opponent: As a Bonus action designate one foe that is no more than one size category larger or smaller then you, in melee with you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you. The opponent’s modifiers still apply to damage. You can use this talent against an adjacent foes each round you spend a Bonus action.
Prerequisite: Expert Grappler.
COMMANDO TALENT TREE
These talents tend to come to those with military training but also well trained civilians (such as police SWAT or Corporate High Threat Response Teams, etc.)
Battle Analysis: As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You also gain a +2 insight bonus to your attack rolls against all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round.
Between the Eyes: Before making a ranged attack roll you can spend a Bonus action and gain advantage with the attack. If both attack rolls would hit, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier. You regain these uses after a short or long rest.
Cover Fire: When you make a weapon ranged attack with Autofire (see new Maneuvers), you and all allies within 30 feet of you that you can see, gain ½ Cover bonus (5th ed. pg. 196) until the start of your next turn. Allies must remain with this 30 foot area of you to gain bonus but you do not need to see them for the rest of the round for them to gain the benefit.
Prerequisite: Battle Analysis.
Demolitionist: You have Advantage to use Tools (Explosives) checks to place explosive devices and explosives set by you do +2d weapon dice of damage. You can take this talent multiple times, each time you due, explosives that you set do an additional +2d weapon damage dice, the effects stacks (up to a maximum of double the weapon damage dice).
Slow is Smooth: When you move, you can reduce your speed by ½ and pull one ally within 5ft with you that same distance. If you use the Disengage action, the ally also disengages for free.
GUNSLINGER TALENT TREE
All of these Talents require that the fighter be using a light firearm and have the Point Blank Shot feat.
Debilitating Shot: If you aim before making a range attack, and if your attack hits, you can spend a Karma Point to automatically impose the
Reeling condition onto the target (recovers normally) in addition to normal damage. If the attack would already impose
Reeling condition you can instead impose the S
tunned condition (recovers as normal) on the target.
Prerequisite: Fighter 5+.
Improved Quick Draw: If you are carrying a light firearm (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normally). If you are not surprised in the first round of combat you can make a single weapon ranged attack with a light firearm at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage to anyone who has not reacted yet on the first round.
Prerequisite: Quick Draw feat, Fighter 5+.
Knockdown Shot: If you aim before making a ranged attack, you can spend your Reaction also and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not any larger.
Trigger Work: You take no penalty on weapon ranged attack with a light firearm when using the Double-Tap or Burst Fire weapon features. You can also use a light firearms to make Opportunity attacks.
WEAPON SPECIALIST TALENT TREE
This talent tree allows the Fighter special training with weapons.
Devastating Attack: Whenever you make a successful attack against a target, you treat your target’s Wound Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs.
reeling (see Conditions).
Prerequisite: Proficiency with the weapon.
Greater Weapon Focus: Choose one exotic weapon or weapon group. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group. This bonus stacks with the bonus granted by the Weapon Focus feat. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group.
Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Fighter 5+.
Greater Weapon Specialization: Choose one exotic weapon or weapon group. You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group.
Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group, Fighter 7+.
Trusty Sidearm: When wielding a light firearm you add ½ (round down) your levels in Fighter, to your damage with these weapons.
Prerequisite: Fighter 5+.
Weapon Specialization: Chose a single exotic weapon or weapon group, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group.
Prerequisite: Weapon Focus in chosen exotic weapon or weapon group.
Bonus Class Feats: Action Surge, Armor Proficiency (Heavy), Athlete, Brawler, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Concentration Fire, Contacts, Covering Fire, Crush, Deadly Aim, Defensive Duelist, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Far Shot, Feinting Attack, Goading Attack, Heavy Weapon Experts, Improved Critical, Improved Wound Damage Threshold, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Quick Draw, Quick Reload, Reckless Attack, Shake it Off, Shield Proficiency, Sidestep, Sniper, Superior Critical, Suppressing Fire, Survivor, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Focus and Whirlwind Attack
INFILTRATOR
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Heavy Firearms, Light Firearms, Marital weapons, Simple weapons
Tools: Thieves kit, plus one of GenLock Gloves or Maglock Passkey, plus one additional Tool set of choice
Saving Throw: Dexterity and Intelligence
Skills: Choose three from among Acrobatics, Athletics, Computer Use, Gather Information, Initiative, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Persuasion, Stealth or Technology.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* (a) Reinforced Armored Clothing or (b) Lined Coat or (c) Undercover Vest
* (a) Colt Manhunter or (b) Ares Predator, either with a Silencer, a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
* (a) Second pistol as above or (b) HK-MP5 TX or (c) HK 227S SMG with a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
* Two simple melee weapons or one other martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
* Thieves Kit and Sobvocal Microphone
* (a) GenLock Glove or (b) Maglock Passkey kit
* (a) Suzuki Mirage (bike) or (b) Mercury Comet (sedan)
* One basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
* An extra 300¥
THREE CORE TALENTS: You may choice any three Infiltrator Talents that you qualify for as your core talents. You can also pick any one starting talents from the Generic Cybernetics Talent Tree.
COVERT-OP TALENT TREE
This talents are specialized talents of getting into place others don’t want you there without being noticed.
Guide Others: You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20ft of you and who can hear and see you (they can use comlink to hear you silent subvocalized communications), you grant all of them advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent.
Prerequisite: Improved Stealth.
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (5th ed. pg. 182) to use your Stealth to surprise others.
Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Dexterity (Stealth) checks. All other conditions still effect how or if you can make the check.
Security Foil: You know how to maximum either breaking and entering gear. Pick one tool set of either a GenLock, MagLock or Thieves Tools that you are proficient with. You know have advantage with that particular tool when trying to bypass a lock or security system. You can take this talent up to three times, each time gain the benefits with a different tool set.
Prerequisite: Proficiency in the tool set.
Urban Climber: You know how to scale modern buildings and structures. When using Strength (Athletics) in urban area you double any equipment bonuses you would gain and you don’t grant others advantage with their attack rolls against you while you are climbing. Finally you not at disadvantage to Dexterity (Stealth) check if moving more than ¼ speed.
Prerequisite: Proficiency with Strength (Athletics).
Total Concealment: You know how to use cover. When you have at least ½ cover (5th ed. pg. 196) you can treat it ¾ cover and ¾ cover as total cover.
Prerequisite: Hidden Movement, Improved Stealth.
COMBAT AWARENESS TALENT TREE
This tree covers awareness of ones surrounds and the ability to get out of the way of danger quickly.
Acute Senses: You have Advantage on Wisdom (Perception) skill check.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and whirlwind attack. On a successful Dexterity saving throw you suffer no damage.
Prerequisite: Acute Senses.
Instincts: If you are surprised at the beginning of combat and are not
incapacitated, you may act normally on your first turn as if you were not surprised.
Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: gain Advantage on Dexterity (Initiative) checks.
Prerequisite: Acute Senses
Keen Shot: You ignore light obscured and ½ cover on attack rolls verse foes in these conditions.
Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you.
Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 30 feet and you.
Prerequisite: Acute Senses, Uncanny Dodge.
SKIMISHER TALENT TREE
This tree cover the sneaky infiltrator in combat who strikes with surprise and hidden advantages.
Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the
Reeling condition.
Deceptive Shot: Select one target that you can see and is within 50ft. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn.
Prerequisite: Infiltartor 3+.
Disruptive: By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a light firearm, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, but it cannot be combined with weapon property features of Autofire.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a light firearm ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet.
Prerequisite: Intelligence 13+.
Skirmisher: If you move at least 15 feet before you attack and end your move in a different space than where you started, you gain Advantage on your next attack (only the first one made after movement).
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d6 (max +10d6)
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. One opponents within 30 feet of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only to the very next check.
Prerequisite: Disruptive.
Bonus Class Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (Medium), Athlete, Careful Shot, Charging Fire, Contacts, Covering Fire, Danger Sense, Deadly Aim, Defensive Duelist, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Far Shot, Feinting Attack, Gimmick, Goading Attack, Improved Critical, Improved Mobility, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mobility, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Focus, Weapon Proficiency, Whirlwind Attack and Widget Bag
MAGIC USER
These awakened characters are the spell casters and summoners of the Sixth World. They include both the Hermetic Mage and Shaman which a character must to follow either.
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 12 + your Constitution mod.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Light Firearms, Simple weapons
Tools: Any one of choice (basic tool, a musical instrument or vehicle)
Languages: Any one of choice.
Saving Throw: Intelligence and Wisdom.
Skills: Choose two from among Arcane, Deception, History, Insight, Intimidate, Medicine, Perception, Persuasion, Sleight of Hands or Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* One suit of Armored Clothing
* (a) Colt American L36 or (b) Colt Manhunter pistol or (c) Remington Roomsweeper with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips (not for the Remington)
* One magical focus (granting you either +1 magic bonus to your Magical attack bonus or +1 to your Conjuring check).
* Two simple melee weapons of choice (if slashing or piercing damage can have the Keen Blade modifier added)
* One basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
* An extra 200¥
THREE CORE TALENTS: All magic-users, regardless of type, require the 3 core talents at 1
st level – Astral Perception and Projection, Spell-Casting and Summoning. If multi-classing after 1
st level your first talent pick must come from the Core magic-user talents.
Magic Points and Magnitude: All magic users gain Magic Points that are used to fuel their magical casting and summoning abilities and a Magnitude rating which determines how powerful a spell they can cast or creature they can summon safely.
Magic Points are equal to the tradition’s defining attribute. This increases by a number of additional points equal to the magic user’s tradition’s defining attribute modifier every level in Magic User they achieves after first. A magic user recovers 1d6 points per level (i.e. a 3
rd level magic user recovers 3d6 points) after a short rest or 2d6 per level after a long rest, unless otherwise noted. During either rest a magic user can spend Hit Dice to recover the above amounts instead of hit points (i.e. a 3
rd level magic user who spends one of his Hit Dice for magic point recover regains another 3d6 during the short rest or 6d6 from a long rest). A magic user can instead spend a Karma Point to regain the short rest amount any time as an Action (i.e. a 3
rd level magic user spends a karma point to regain 3d6 magic points as an Action). Finally, as an action, the magic user can also gain one level of Exhaustion and regain the short rest amount at any time (i.e. a 3
rd level magic user can take an action and one level of Exhaustion to regain 3d6 magic points). There are also feats and talents the can give you additional Magic Points and speed up the recovery of these points.
Magnitude Rating of all beginning magic users starts at 3. This is the “safe” level that a magic user can cast his spells at or the force level of a spirit, the higher the magnitude the greater the spell or spirit! A magic user can cast a spell or summon a spirit up to 3 levels over his magnitude level (i.e. a 3
rd level magic user can cast up to a 6 magnitude spell) but when they do so in addition to the Magic point cost it also costs them 1d4 hit points damage per Magnitude level (not just the level over the caster’s safe level; i.e. a 3
rd level magic user casting a magnitude 6 spell suffers 6d4 hit points of damage). This damage ignores all Hardness or Resistance that the caster or summoner currently has, regardless of the source. There are talents that can increase a magic user’s Magnitude Rating.
Hermetic Mages use their Intelligence modifier while Shamanic character use their Wisdom modifier as their Tradition’s defining attribute.
Base Magical Save is 8 + your proficiency modifier + your Tradition’s ability modifies. Your Magical attack modifier is equal to your Proficiency + your Tradition’s ability modifier. Miscellaneous modifiers can apply.
All magic users suffer from the Strain of Cybernetic implants. For every two points of Strain (round up) is a penalty of -1 to all attack rolls, skill and ability checks and saving while in Astral Space, a -1 to the magic users Magical attack modifier and a reduction of your Magical saves DC by one.
CORE MAGIC USER TALENT TREE
Astral Perception and Projection: this is the ability of the magic user to perceive and project into the astral plane. In order to switch over to astral perception as a bonus action (reaction to end automatically). This makes you vulnerable to astral attacks and beings who are projecting within the realm but you can also attack and affect them as normal (dealing normal damage, etc. to them). It is also very distracting imposing Disadvantage on all attack rolls and skill or ability checks that require sight. In order to astral project ones spirit into the astral plane or from the astral plane back into their body requires a one-minute ritual (10 rounds). Each hour spent in Astral Space deals one level of Exhaustion to the caster. While projecting he can ignore this fatigue but it can kill him if he remain too long. After returning to your meat body these exhaustion points are all removed after a short or long rest. See Astral Space below.
Spell-Casting: this is the ability of the magic user to cast spells. Spells cost 1 Magic Point per Magnitude. Any spell that allows a saving throw uses the DC listed above while those that are attack rolls us the Magic Attack bonus. When you first take this talent you gain three Spell choices (see listed below under Spells).
Summoning: this is the ability of the magic user to summon either Elementals (if a Hermitic Mage) or Natural Spirits (if Shamanic). Summoning is an ability check using the summoner’s Charisma ability modifier plus their proficiency bonus plus any other miscellaneous (from a magic item, etc.) as their Conjuring Check. Conjuring an element or spirit has a base cost of 2 Magic Points per Magnitude. When you first take this talent you can chose two type of Elementals (if you are hermitic mage) or natural spirits (shamanic). See Elementals and Spirits below. Note that a Conjuring Check is considered an Attack action to attempt.
EMPOWERED TALENT TREE
This tree provides the magic user improvements in astral space, casting spells or when conjuring spirits.
Astral Warrior: When you are astral projecting or perceiving you gain advantage on any melee attacks verses another astral being and your unarmed astral damage increases to 1d8 plus your intelligence modifier. You also gain a Resistance to all damage you take but only for your astral body while projecting.
Astral Seeker: You gain advantage when doing Astral Searches and if you exceed the DC by 5 or more you also halve the basic time required to do the search.
Mentor Spirit: You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide.
* Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting.
* Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point per Magnitude (minimum one). This can be combine with any other talent or focus that reduces Magic point cost but always with a minimum of 1.
* Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost to 1 per Magnitude with one elemental or spirit type of choice.
* Gain a +2 magical bonus to one appropriate skill of choice.
Spell Expert: You gain some expertise with one specific spell that you must chose when you take this talent. When you take this talent it gains one of the following advantages. If the spell deals damage you increase it by +2d for free. If the spell requires a saving throw you increase the DC that target must achieve by +3. If the spell uses some skill roll you gain Advantage with that skill with this spell. If it requires a skill roll being used again you then you impose Disadvantage with that skill when used against the spell.
Spell Shielding: As a Bonus action you gain a Hardness of 2 verses all magical damage types and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your Tradition’s ability modifier. You can take this talent a second time but you must be a Magic User 5
th+ to do so. Your Hardness verse magical damage increases to 5 points and your saving throw bonus verses spells increase to +4.
INITIATE TALENT TREE
This tree allows a magic user to increase their overall magically power, including magnitude rating, but delving deeper into the mysteries of magical power.
Channeling: This quick ritual must be perform costs all the caster’s movement speed that round (Move 0). The caster can cast any one spell at one higher level of magnitude safely (no hit point damage) and with advantage on any magical attack roll or she can impose disadvantage on any save or skill check to get past the spell. The caster must take a long rest to use this ritual again. The caster could take this talent multiple times, each time she can perform this ritual an additional time before she must complete a long rest.
Prerequisite: Magic User 5+.
Increased Magnitude Rating: This talent can be first talent at 5
th level and increases the caster’s safe Magnitude ranting by +1 (to 4). This does not increase the over-casting limit. The magic user can take this talent a second time at 9
th level magic user granting another +1 to her Magnitude rating (increasing it to 5). The magic user can take this talent a third time at 13
th level magic user granting another +1 to her Magnitude rating (increasing it to 6). The magic user can take this talent a final time at 17
th level magic user for an additional +1 to her Magnitude rating (for a final 7).
Prerequisite: Magic User 5+.
Invoking: This summoning ability allows the conjurer to have two spirits or elementals in his service at one time.
Prerequisite: Magic User 9+, Magnitude 4+, Summoning core talent.
Masking: This ability allows the magic user to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane (non-awakened) to others. In order to pierce this mask is an action with an Intelligence (Investigation) check vs. a DC of 8 + the magic user proficiency bonus + the Tradition’s ability modifier + ½ (round down) her level’s in Magic User.
Prerequisite: Magic User 5+.
Quickening: This allows a magic user to use two spells that requires Concentration at the same time! Normally a spell caster cannot cast a second spell that requires concentration without dropping the one he is maintaining. This can be taken a second time, but requires that caster to be of Magic User level 11+ to do so. This allows the magic user to concentrate on three spells at one time. Either effect can be combined with a Sustaining Focus (see focus below).
Prerequisite: Magic User 5+, Spell-Casting core talent.
Treading: This ritual allows the magic user to safely summon a spirit that is one higher than his base magnitude rating without suffering the damage of doing so. It also grants the summon advantage on his Summoning check roll when gaining this greater spirit. The magic user must complete a long rest to use this ability again.
Prerequisite: Magic User 5+, Conjuring core talent.
Summon Spirit Ally: This ability allows a magic user to summon a permanent spirit companion. The magnitude of the spirit can be no greater than the magic user’s base magnitude and the ritual requires a one day ritual per magnitude of spirit to be summoned, where the magic user can perform no other actions but eating and sleeping. After summoned the spirits will grow in power if the magic user raises his magnitude rating. Spirits summoned in this way tend to also be very personalized and more ‘detailed’ than a normally summoned spirit and they have a personality (often formed partially by the summoner). If the spirit is ever destroyed the magic user suffer a reduction of her magnitude rating of ½ the spirits rating. These points return a 1 magnitude rating per 1d6 days. When her magnitude has returned to normal she can again perform the ritual to re-summon a new spirit ally.
Prerequisite: Magic User 5+, Conjuring core talent.
MAGICAL FOCUS TALENT TREE
This tree provides the magic user magical items to grant numerous bonuses. After character creation they also cost the magic user money (¥) unless they acquired one through thief, etc. A character cannot take the same focus twice, nor can she take more than four total times from this tree. Weapon focus must be based on the PHB simple or martial weapons and cannot have the Keen Blade upgrades listed in equipment.
Banishing Focus: This focus grants the magic user advantage when attempting to banish spirits and elementals. (Cost 4,000¥, Wt. 1lb)
Casting Focus: This focus grants the magic user special focus with one specific spell that must be chosen when this talent is taken. If the spell uses the caster Magic attack bonus it grants advantage on that check. If the spell requires a saving throw, that save it at disadvantage. These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Conjuring Focus: This focus grants the magic user greater control over one specific elemental or natural spirit type. This must be chosen when this talent is taken. It grants advantage on the magic user’s Conjuring Check when summoning this one specific element or spirit. This ability requires a short or long rest to regain its use again. (Cost 4,000¥, Wt. 1lb)
Power Focus: These powerful focus help a magic user in multiple ways. First all spells or spirits summoned by the caster cost one less Magic point (but still a minimum of 1). Second it grants advantage with Spell attack bonus. Third it imposes disadvantage on saving throws against a spell cast by the magic user. These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest.
Prerequisite: Magic User 5+ (Cost 10,000¥, Wt. 1lb)
Siphoning Focus: These focus allow the magic user more magical energy. All spells cast or spirits summoned by the caster cost one less Magic point (but still minimum 1). These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Sustaining Focus: This popular focus allows the magic user to concentrate better. One spell that requires concentration does not count as the magic user concentrating on it (allowing her to concentrate on two spells at once). These ability can be used a number of times that the caster wishes equal to her Tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Weapon Focus (attune): You can spend a Karma to attune a melee weapon that you possess. Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. This bonus works for you alone.
Prerequisite: Magic User level 3+. (Cost normal weapon +2,000¥)
Weapon Focus (empower): You can spend a Karma point to empower a melee weapon you possess. Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals one additional weapon die of damage (a sword would deal 2d8 slashing damage, etc.). This bonus works for you alone.
Prerequisite: Magic User level 3+. (Cost normal weapon +2,000¥)
Bonus Class Feats: Action Surge, Additional Magic Points, Armor Proficiency (Light, Medium), Careful Shot, Charging Fire, Combat Caster, Contacts, Covering Fire, Danger Sense, Deadly Aim, Defensive Duelist, Determined, Disarming Strike, Double Attack, Duel Weapon, Durable, Extra Second Wind, Far Shot, Feinting Attack, Improved Critical, Improved Determinedness, Maneuvering Attack, Martial Arts, Meditation, Melee Defense, New Spell, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Refresh, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Triple Attack and Weapon Proficiency
TECH
Tech range from mechanics, riggers and computer hackers.
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light
Weapons: Heavy Firearms, Light Firearms, Simple weapons
Tools: Tools (Repair) plus any one of choice (basic tool, a musical instrument or vehicle)
Saving Throw: Intelligence and Wisdom
Skills: Choose four from among Athletics, Computer Use, History, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Persuasion, Physical Science, Stealth or Technology.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* (a) Undercover Vest or (b) Lined Coat
* (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter or (d) Ares Predator pistol with Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazines (or speed loaders)
* Two simple melee weapons or one other martial weapon of choice (if slashing or piercing damage can add the Keen Blade modifier)
* One Repair Kit
* (a) Drone or (b) Hacker’s com or (c) or Mechanic garage or (d) Rigged Vehicle (see Core Abilities)
* One boosted comlink (broadcast 3, firewall 15, Int 14, Wis 10) and a Datajack Implant (Strain 1)
* An extra 500¥
THREE CORE TALENTS: pick one of the overall talent trees (Drone Master, Hacker, Mechanic or Rigger). Each has a ‘core’ talent that you must take and then pick two other talents from the same tree. After 1
st level through multi-classing you must take the ‘core’ talent when you first talent choice.
You can also pick any two starting talents from the Generic Cybernetics Talent Tree.
DRONE MASTER TALENT TREE
Prerequisite: Vehicle (Drones), Vehicle Rigger Control (VRC) cybernetic implant.
Drone Rigger (Core Ability): You are a specialized drone rigger. Any drone, vehicle or security system that you control with either AR or with full emersion, perform their actions on your initiative. Also any drones under your control add your proficiency bonus to thier Armor Class, attack bonus to hit and any damage rolls as well as well as to its saving throws, ability and skill checks. You can order them move as a no action on your part. As a bonus action you can order one drone to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct all of the drones to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can order one drone to take all of its actions. These actions are distracting though and you are at Disadvantage for all of your personal attacks and checks (not saving throws). If you use the full emersion ability with your VRC to control one drone you gain a +2 insight bonus to your attack bonus as well as the saving throws and ability checks with the drone. At 11
th level if you have multi-attacks in a round (via Double or Triple Attack feats) all drones under your control can also make multiple attacks. If you are
incapacitated or reduced to 0 hit points or if a drone is outside its communications range its action must be on ‘autopilot’ or it does not act at all. If this class is chosen at character creation, the Drone Master gains either a Combat, Recon or Stealth Drone for free. The Combat Drone can have two light or medium firearms installed while the Recon and Stealth have one light firearm installed for free (after character creation must purchase drones and weapons separately).
A.I. Upgrade: You have upgraded your starting drone with an enhanced A.I. processor (+6 Intelligence), meaning it is a no action by you for the drone to take the Attack, Dash, Disengage, Dodge or Help action each round. If you are
incapacitated or reduces to 0 hit points or if the drone is not in direct contact with you the drone it can still take these actions. If you take a Bonus action the drone can take a full action that round. You can only take this upgrade at character creation. Otherwise you must pay for it, see Drone Upgrades.
Best Friends: You have grant any drone under your control an Intelligence save vs. Hacking.
Drone Hacking: Through you VRC you may attempt to hack an enemy drone or syder system. As an action make an Intelligence (Computer Use) skill vs. the drones Firewall. If you succeed you impose the
charmed condition onto an autopilot systems. However if another operator is controlling the drone (or you have Best Friends talent) it gains an Intelligence save DC 8 + your proficiency bonus + your Intelligence modifier. If the drone fails you knock the operator out of the system (see Dumpshock, if it is under direct control) and the drone gains the
charmed condition. You can order this drone or system as if you owned it but you must maintain concentration each round with at least a bonus action. Any round you stop concentrating on the drone it loses the
charmed conditions with you.
Upgrade Drones: You can perform basic upgrades with drones, as a mechanic can (mechanics can of course perform basic upgrades on all systems). See Gear.
HACKER TALENT TREE
Prerequisite: trained in Intelligence (Computer Use) skill.
Custom Persona (Core talent): Anyone who using emersion when accessing the Matrix uses an aviator that somewhat reflects their personality. Most wageslaves just use the company personas with a few minor personal touches (or long as they are deemed appropriate by the corp.), but illegal counsel-cowboys (and girls) like to build custom personas with a lot of illegal software added on. Your Decker has built out a better than average persona that she can use when running the Matrix. At its basic level its Matrix stats are Strength 14 and Constitution 14, Matrix HP 20 + 5 points per level, AC is 13 + you Intelligence modifier, Hardness 4, Attack 1d6 + Strength modifier, Scan and Search (Perception and Investigation), both equal to your proficiency bonus + Intelligence modifier, and either Sleaze 4 (Disguising your Persona in the Matrix) or Spoof 4 (Invisibility in the Matrix) 12 + your Intelligence bonus + your proficiency modifier. See the Matrix below. You can only use your Persona when you are using emersion (also see the Matrix below for a description). If you took this talent after character creation it costs you an additional 6,000¥ to cobbled together your custom persona. If this class is chosen at character creation, the Hacker also gains a Hacker’s Com – upgraded comlink (Broadcast 3, Firewall 20, Intelligence 16, Wis 12, proficiency bonus +3, full emersion).
Hacking Expert: While you are using full emersion into the Matrix you have Advantage on Intelligence (Computer Use) skill when attempting to Hack a network system to improve its access attitude towards you.
Hyper-Drive: While using full emersion into the Matrix, you can add your Tech class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You must take a short or long rest in order to use this talent again. You can take this Talent multiple times, allowing you add your Infiltrator level as a bonus to an additional check before you next short or long rest.
Prerequisite: Hacking Expert.
Master Hacker: While using full emersion into the Matrix you have Advantage with any one d20 (be it an attack, saving throw, skill check, etc.) a round. You can chose when to use this ability but before you roll. You can take this Talent multiple times, allowing you to have Advantage on an additional check made in the same round during combat.
Prerequisite: Hacking Expert.
Matrix Warrior: Whenever you roll a natural 20 on an attack roll made while using full emersion within the Matrix, you gain one temporary Karma point. You must use this Karma point before you next short or long rest or it is lost.
Tracer: You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to a network to search out information.
MECHANIC TALENT TREE
Prerequisite: Tools (Repair). This tree allows a tech to not only repair and maintain gear, vehicles and weapons but also to add upgrades to these systems and even make discovers to push the bounds of technology.
Mechanic (Core Talent): You start with the Widget Bag feat for free. This is a bag of miscellaneous spare parts, useful material and salvage. Whenever you use a Repair kit to repair damage you add your Tech’s level as a bonus to the amount of hit points repaired. You can add all basic upgrades to weapons, armor and vehicles (see GM section). If this class is chosen at character creation, the Mechanic also gains a Workshop garage with all the tools need for major repairs and modification. This can be located in the Barrens or off a ligament garage somewhere in the city proper.
Advanced Upgrade: pick one of the following – Armor, Drones, Electrical, Vehicles or Weapons. You can now add advanced upgrades to these types of devices. You can take this edge multiple times, each time it applies to a new type of device.
Grenade Expert: When you throw grenades you add your proficiency bonus to the damage.
Hot Wire: You have advantage on any Tools (Repair) check to hotwire a system in combat. Also, if you succeed on your check by +5 the damage does not get worst at the end of the encounter (see Vehicles).
MacGyver: You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200¥ worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make a Technology skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
Pure Engineer: When you make an Intelligence (Technology) or Tools (Repair kit) check you set it as a natural 20. You must complete a long rest to use this feature again. Also any repairs that you perform cost 20% less in supplies going forward.
Prerequisite: Tech level 5+.
Sapper: With a Tools (Explosive) DC 15 check and 2 full rounds, you increase the damage of set explosives by +1d damage (+2d if you rolled a 20+ on the check). With a separate Tools (Explosive) DC 15 check and 2 full rounds, you increase the DC of any save required by the explosive by your Proficiency bonus.
RIGGER TALENT TREE
Prerequisite: Vehicle – at least one type, Vehicle Rigger Control (VRC) cybernetic implant.
Rigger (Core Talent): You are one with your machine. Any vehicles, drones or security systems that you are controlling with your VRC via AR or emersion act on your initiative. You can control one vehicle and add your proficiency bonus to the vehicle’s AC and you gain an additional +2 insight on all of its attacks, saves, skills and ability checks with that vehicle. Also, if you have the Vehicle Combat feat you regain the use of your Reaction once per round if you had used it to reduce the damage from an attack that just hit you. If you are
incapacitated or reduced to 0 hit points of if a system is outside your range, they cannot act except when on Autopilot and can't do much more the Attack, Dash or Dodge in their round. If this talent is chosen at character creation, the Rigger also gains either a Mercury Comet, Ford Spiral II5Ti or GMC Bulldog Step Van all with Rigger upgrade for free. The Comet and Spiral also come with a free pop-out hidden weapon mount with one heavy weapon mounted in the vehicle for free (if taken after character creation).
Combat Ace: You are an ace when in control of a vehicle. As a bonus action you grant yourself Advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are operating. You must complete a short or long rest to use this talent again.
Prerequisite: Tech level 5+.
Counter Maneuver: If a vehicle or creature hits your vehicle while it is moving with a physical attack (ram or a melee attack), you can make ram attack against the target as a reaction (see Ram). If you hit, add one damage die to the damage dice base. Your vehicles only suffers ¼ of the same value.
Defensive Driving/Flying: As a bonus action, you gain a +2 bonus to your vehicle’s AC and any saving throws the vehicle you control until the beginning of your next turn. This can be combine with the Dodge maneuver.
Drop The Hammer: As a bonus action, you can increase your vehicle’s speed by ½ it Base Speed until the start of your next turn. You are not at disadvantage with any other Maneuver check you might preform before the beginning of your next turn.
Full Throttle: You are at Advantage with your Vehicle checks when attempting to ‘
Increase Speed maneuver.
Inside Out: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a
Reeling, or
Stunned conditions that is affecting your vehicle at the time. You need to take a short or long rest to use this ability again.
Prerequisite: Tech level 5+.
Kamikaze: As an action, you can make a ram against another vehicle or creature with your vehicle, you are
not at disadvantage if they target is at least your size or larger. If you hit, add two damage dice to your total damage. Your vehicles suffers the same value. If you hit with this attack (and are still alive), you cannot use it again until you finish a long rest.
Keep it Together: When a vehicle you are operating takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Tech + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest.
Quick Trigger: Whenever an enemy vehicle moves out of space equal to or less than ½ your weapons range that you control, you may make a single Opportunity weapons attack against the vehicle as a Reaction.
The Best There Is: Before you roll, you use a Bonus action and assume that you rolled a ‘natural 20’ on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are operating. You must complete a long rest to use this ability again.
Prerequisite: Tech level 11+.
Vehicle Evasion: If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you failed your saving throw and no damage if you succeed with your save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable.
Prerequisite: Tech level 3+.
Upgrade Vehicles: You can perform basic upgrades with non-drone vehicles, as a mechanic can (mechanics can of course perform basic upgrades on all systems). See Gear.
Bonus Class Feats: Action Surge, Armor Proficiency (Heavy, Medium), Bullet Storm, Brutal Critical, Careful Shot, Charging Fire, Concentration Fire, Contacts, Covering Fire, Cybernetic Surgery, Deadly Aim, Defensive Duelist, Determined, Disarming Strike, Do Science on it!, Double Attack, Duel Weapon, Extra Second Wind, Far Shot, Feinting Attack, First Aid, Frigging love Science, Gimmick, Improved Critical, Improved Determinedness, Linguist, Lunging Attack, Maneuvering Attack, Martial Arts, Medic, Menacing Attack, Melee Defense, Mobility, Outwit and Outsmart, Pack Tactics, Parry, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Surgical Expertise, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency and Widget Bag.
TOUGH
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 20 + your Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
PROFICIENCIES
Armor: Light, Medium
Weapons: Heavy firearms, Heavy Weapons, Light firearms, Marital weapons, Simple weapons
Tools: One of choice (basic tool, a musical instrument or vehicle)
Saving Throw: Constitution and Wisdom
Skills: Choose two from among Athletics, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Persuasion or Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
* (a) Armored Jacket or (b) Flak Vest with Insert Plates
* (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
* (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi II SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
* (a) AK-97 Assault Rifle or (b) Mossberg AM-CMDT shotgun with 100 rounds of regular ammunition and 2 extra magazine clips.
* Two simple weapons or one martial weapon of choice (if slashing or piercing damage the weapon can have the Keen Blade added)
* (a) Suzuki Mirage or (b) Harley Davidson Scorpion (bikes) or (c) Mercury Comet (sedan) or (d) an extra 1,000¥
* One basic comlink (broadcast 1, firewall 15, Int 12, Wis 10)
* An extra 200¥
THREE CORE TALENTS: You may choice any three Tough Talents that you qualify for as your core talents. You can also pick any two starting talents from the Generic Cybernetics Talent Tree.
ARMOR SPECIALIST TALENT TREE
You have enhanced trained in how to wear armor more effectively.
Armor Mastery: When wearing medium armor, you can add up to 3, rather than 2, to your Armor Class, if you have a Dexterity bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class, if your Dexterity is a 12 or higher. Finally, wearing light or medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) check that normally would nor verse Strength (Athletics) skill for heavy armor.
Prerequisite: Second Skin.
Juggernaut: While you are wearing medium or heavy armor you reduce all damage from ballistic, bludgeoning, piercing and slashing weapons by 3 (this is not Hardness and not subject to normal reductions from AP weapons).
Prerequisite: Armored Mastery, Second Skin, must be wearing medium or heavy armor.
Second Skin: While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total by you when demining encumbrance and increase the armor’s Hardness and Armor Class bonus by +1 each.
BRUTE TALENT TREE
This tree covers both brute power to overcome obstacles but also berserk like rage.
Brick: You can shrug of damage. With an Action and by spending a Karma point you gain Resistance to all damage (including all magical damage and energy damage
except for Necromancy and Psychic damage). This abilities lasts for 1 minute (10 rounds). You must complete a short or long rest to use this ability again.
Extreme Effort: You can push yourself to the extreme physically. Spend your Bonus action on your turn, you have Advantage on all Strength and Constitution ability or skill checks. This affect lasts until the end of your next turn.
Hard Target: Bricks often seem to be hard to slow down. Spend a Reaction and end one effect of the following Condition –
Frightened, Reeling, or
Stunned. You must complete a short or long rest before you can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest.
Prerequisite: Tough level 5+.
Improved Toughness: Your character is well built or hardy. You gain an additional +2 hit point each level that you have and each time you gain a new level. This stacks with the Toughness feat.
Indomitable: You can ignore the pain. As a Reaction, you can instantly recover from the
Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Rage: You can fly into a rage as a Bonus Action. While raging, you gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to your proficiency bonus. However you cannot use skills that require patience and concentration (Dexterity, Intelligence, Wisdom and Charisma skills except Initiative, Intimidate and Perception). This rage last a number of rounds equal to 5 + your Constitution modifier (although you can end it early as an Action). At the end of the rage, your gains one level
Exhaustion. You must complete a long rest before he can use this trait again.
Tough as Nails: You really know how to take a hit in combat. As an Action, you gain your heroic level plus your Strength and Constitution modifiers (your choice) in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a long rest.
Survivor: You attain the pinnacle of resilience in battle. At the start of each of your turns, you retain hit points equal to 5 + your Constitution modifier whenever you are less than ½ your HP maximum. You don’t gain this benefit if you have 0 hit points.
Prerequisite: Tough level 17+.
Unstoppable: You are a relentless warriors on the battlefield. As a reaction, any time you suffer an attack that would drop her to 0 Hit Points, you instead is dropped to 1 HP for every Heroic level you have. When you use this talent you also ignore any conditions that were cause by this attack (Frightened, Reeling, etc.) until the end of your next turn. You must complete a short or long rest to use this ability again.
Prerequisite: Tough level 5+.
DEFENDER TALENT TREE
These talents include protecting allies or others from harm and looking like the biggest threat around.
Comrades in Arms: If any ally within 10ft of you suffers a critical hit, you have advantage on attack rolls against the creature that made the attack until the end of your next turn.
Covering Fire: Before taking a ranged Attack action, you suffer disadvantage on all attack rolls until the start of your next turn. All allies who you can see gain a +1 bonus to their AC and advantage on all saving throws against any targets you attack until the beginning of your next turn.
Draw Fire: You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action on your round make yourself more threatening and those foes that you can see and who can hear and see you, and understand you are at a Disadvantage when making any ‘ranged’ attacks against anyone but you until the start of your next turn.
Harm’s Way: You often act as a protector, knowing when to move into harm’s way to shield an ally. As a Reaction you can to shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You also have
Resistance (PBH pg. 194) to this damage if it is ballistic, bludgeoning, piercing or slashing damage! You cannot shield an ally from area-of-effect attacks damage in this way.
Imposing Frame: If you don’t move (and acted as if you spend your entire movement this round) you gain +1 bonus to your AC and provide ½ Cover to all allies within 5ft until the beginning of your next round. You also have advantage against being moved against your will.
GUNNER TALENT TREE
This tree covers heavy weapons that are either fixed or mounted onto a vehicle or used with a Weapon Gimbal Harness. They all require Weapon Proficiency (Heavy Weapons) or (Super Heavy Weapons).
Expert Gunner: You gain a +1 insight bonus on attack rolls and a +1d on weapon die to damage rolls, made when using a weapon mounted on a vehicle or fixed location.
Quick Trigger: You can use a heavy or super-heavy weapon to make an Opportunity attack against a vehicle of medium size or larger, which moves out of or within ½ of the basic range of the weapon if readied. You must be able to see the vehicle as it is moving.
Prerequisite: Expert Gunner
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the
Stunned Condition instead of the normal
Reeling Condition, onto it (recovers normally).
Prerequisite: Expert Gunner
Bonus Class Feats: Action Surge, Armor Proficiency (Heavy), Athlete, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Concentration Fire, Contacts, Covering Fire, Crush, Deadly Aim, Determined, Disarming Strike, Double Attack, Dreadful Rage, Duel Weapon, Durable, Extra Rage, Extra Second Wind, Far Shot, Goading Attack, Heavy Weapon Expert, Improved Critical, Improved Determinedness, Improved Wound Damage Threshold, Lunging Attack, Martial Arts, Martial Arts Expert, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Quick Draw, Reckless Attack, Relentless Rage, Shake it Off, Shield Proficiency, Sidestep, Skill Expertise, Skill Proficiency, Superior Critical, Suppressing Fire, Survivor, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Focus and Weapon Proficiency.
MULTI-CLASSING
Multi-Class Prerequisites
Adept – Dexterity and Wisdom 13+. The character can have no Cybernetic talents or any levels in Magic User
Face – Charisma 13+.
Fighter – Strength 13+.
Infiltrator – Dexterity 13+.
Magic User – Intelligence (if Hermetic) or Wisdom (if Shamanic) 13+ and Charisma 13+. The character may not have any levels in Adept.
Tech – Intelligence 13+.
Tough – Constitution 13+.
Bonuses for Multi-classing – all multi-class characters gain one (and only one) of the Three Core Talents of the class. Then they gain any two proficiencies of either Armor, Weapons, Tools or Languages that the class would normally gain automatically at 1
st level.
GENERIC TALENT TREES
These talents can be taken by any class so long as you meet all the prerequisites required.
CYBERNETIC TALENT TREE
Many runners have implants installed into their bodies. The Cybernetics talent can only be taken at character creation. The remaining three maybe taken at a later level.
Cybernetics: With it you gain up to 6 points of Cyberware. You can take this Talent twice but only if you take both of them at character creations.
Cyber-Psychic Alignment: The character’s mind and body are aligned strongly enough to allow for two points of Cybernetic Strain without adverse effects on the awakened beings.
Improved Cyber-Psychic Alignment: An awaken character can now handle four points of such Strain.
Upgradable: Your body can better handle the strain of implants from Bioware and Cyberware. You increase your Strain maximum limit before adverse effects by 5 points.
FORTUNE TALENT TREE
This tree covers the luck that a lot of illegal types rely on to get the job done.
Fool’s Luck: As an Action, you can spend a Karma Point and gain one of the following benefits each round, for 1 minute (10 rounds) or until you are
Incapacitated or reduced to 0 hit points. Gain the Karma Die as a bonus to one attack roll each round, gain the Karma Die as a bonus to any one skill check each round, or gain the Karma Die rolled a luck bonus to your Armor Class defense score each round (you must roll the Karma die each round). You must complete a short or long rest to use talent again.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can use your Reaction to gain another Action that must be taken immediately.
Gambler: You have Advantage on all Game sets tools, and games of chance.
Knack: You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have seen the results of your roll). You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time before requiring a rest.
MILITARY TACTIC TALENT TREE
This tree covers more formal military training. These talents are all mind-affecting.
Assault Tactics: You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional damage equal to your Intelligence modifier onto the target with their first successful melee or ranged attack (even if they have multiple attacks in a round), before the start of your next turn.
Prerequisite: Level 3+
Command Cover: You can use your allies as a shield. You gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to your Heroic level (+5 maximum).
Prerequisite: Intelligence 13+
Control the Battle Theatre: You have an eye for when hostilities are about to being. When rolling for initiative, you and each ally that can see and hear you has advantage on his or her initiative roll.
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As a Bonus action you and all allies who can see, hear and understand you gains Advantage on their next attack roll (but only one if they have multiple ones) and you impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn.
Prerequisite: Intelligence 13+, Heroic level 5+
Elevate Strategy: As a bonus action, select a number of allies whom you can see and who can hear and understand you, up to your Intelligence modifier. The targeted allies immediately gains either a move up to their speed, or can take a bonus action for free. Targeted ally still gets their normal turn when it comes up.
Prerequisite: Intelligence 13+, Heroic level 5+
Field Tactics: You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 50ft improve any Cover bonus they have by one step (5th ed. pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn.
Prerequisite: Heroic level 3+
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack (she take the remaining). Similarly, as a Reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). You take the remaining damage.
Prerequisite: Deployment Tactics.
Reverse Course of Action: As an action, all enemies you can see must make an Intelligence saving throw vs. a DC 8 + your proficiency modifier + your Intelligence modifier. If they fail, they are at disadvantage for all attacks, ability checks and saves until the end of your next turn.
Prerequisite: Heroic level 9+.
Shift Battle Theater: As a bonus action, select one ally that you can see and who can hear and understand you. That ally can either make Disengage action for free on her turn or can move immediately up to 30 feet.
SHADOWRUN TEAM TALENT TREE
You have been on a Shadowrun team for a while and this helps you pick up a lot of interesting skills.
Advance and Retreat: You know how to move in combat. You can take a Dash or Disengage action as a Bonus action. When you move with either of these actions you speed increases by +10ft.
Boost Ally: You allies rely on you as much as you reply on them. Spend a Reaction to grant one ally that you can see and who can see and hear and understand you. That ally may move up to their base speed Move for free so long as she uses this move before the start of your next turn. You can also spend a Bonus action to grant the same ally an additional Bonus action so long as he uses it before the start of your next turn.
Prerequisite: Heroic level 7+.
Glory: When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one).
Prerequisite: Heroic level 5+.
Hunter’s Mark: With an Aim maneuver you can use a Bonus action and spend a Karma point to make the target of your aim. For the remained of that combat or until you are
incapacitated or reduced to 0 HP, you can apply your Hunter’s Mark feature against the target. Treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs.
Reeling (see Conditions). This stacks with the Devastation talent.
Prerequisite: Heroic Level 5+.
Hunter’s Target: Against the target of your Hunter’s Mark talent, whenever you successful hit this target you can spend your reaction and a bonus on damage rolls equal to your Proficiency bonus. The bonus ends if you are
incapacitated or reduced to 0 hit points or if your target is
Incapacitated or reduced to 0 hit points.
Prerequisite: Hunter’s Mark, Heroic level 7+.
Improved Boost Ally: Spend your Action to grant one ally who you can see and whom can hear, see and understand you. That ally gains an additional Action that they can use at any time so long as they use it before the start of your next turn (then it is wasted).
Prerequisite: Boost Ally, Heroic level 11+.
I’ve Been Around: You know the street of your home town well. You have advantage with Intelligence (History) and Charisma (Gather Information) checks when it comes to streetwise like information.
Notorious: You are renowned throughout the underworld and on the streets. You gain advantage on Charisma (Intimidate) checks.
Prerequisite: Heroic level 5+.
Prime Runner: You are a runner of some renowned now and people act accordingly. Even people who don’t know you seem to sense something about the way you carry yourself. All foes that are of lower level then you are (heroic or not) suffer a -2 fear penalty to all their attack rolls, skills and ability rolls and any saving throws that you impose onto them when making these checks against you. This is a mind-based fear ability.
Prerequisite: Heroic level 7+.
Ruthless Negotiator: You have a keen mind when negotiator contacts, jobs, selling hot-goods, etc. You have advantage with Wisdom (Insight) checks.
STREET DOC TALENT TREE
All of the following talents have
Prerequisite: Wisdom (Medicine) and you must be carrying a Medical Kit on your person.
Diagnose and Cure: As an action, you use your medical kit on a willing creature you are touching. The target gains advantage on its next Strength, Constitution, Intelligence or Wisdom saving throw. A creature cannot have more than one advantage on them but once used it can be applied to them again.
Don’t’ you die on me! The Medic requires a Medical kit to use this ability and it costs the Medical kit one unit of supplies. As an action make a Medicine skill check DC 20 on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point. The creature is Stunned until the beginning of the doc’s next round.
Prerequisite: Tech level 11+.
Physician Heal Thyself: As a bonus action, you recover hit points equal to your Wisdom modifier + your heroic level. Once you have used this ability, you must complete a short or long rest to use it again. You can take this ability again, allowing you to use this feature an additional before requiring a rest.
Race to the Fallen: You can use the Disengage action as a reaction so long as you move at least 10 feet directly towards an ally on the same turn.
SURVIVALIST TALENT TREE
You are comfortable in the wilderness and away from the bright lights of modern day urban sprawl.
Beast Friend: You have a way with animals and now have Advantage with Wisdom (Animal Handling) skill checks. With domesticated animals you can train them to learn tricks, etc.
Explorer: You have Advantage on any Wisdom (Survival) skills checks.
Survivalist: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area.
Prerequisite: Explore.[/sblock]
[sblock=SKILLS, TOOLS & PROFICIENCIES]
STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See 5th ed. pg. 175-6 for most uses.
Carrying Capacity: Your standard carrying load is your Strength x 5 lbs. Small is Strength x 3, Tiny x1, Large x8, Huge x15, Gargantuan x30, Colossal x50. You can carry up to double that but your movement speed is reduces by 10 feet a round and you lose any Class bonus to Armor Class. If you are wearing armor your maximum Dexterity bonus to Armor Class is reduced to 2. You can carry up to four time your standard load but your movement speed is reduced to 5 feet a round, you grant advantage on all attack rolls against you, you have disadvantage with Dexterity and Strength saving throws, ability modifiers and skill checks.
DEXTERITY
Acrobatics: per 5th ed. pg. 176-177. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC 18 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check vs. DC 15. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check vs. DC 20 to gain the Disengage action as a Bonus action. Acrobatics is also used when making natural flying maneuver checks like flying through obstacles, etc.
Initiative (new): allowing a person to add their proficiency bonus and/or expertise.
Sleight of Hand: per 5th ed. pg. 177
Stealth: per 5th ed. pg. 177
CONSTITUTION
None.
INTELLIGENCE
Arcana: per 5th ed. pg. 177, includes understanding astral space and aura reading, magical traditions, identifying spells, spirits and elementals, magical items, etc.
Computer Use (new, see below): Your Intelligence (Computer Use) skill is use and program computers. You can also reprogram and update or erase a golem memory banks.
History: per 5th ed. pg. 177
Investigation: per 5th ed. pg. 178
Life Sciences (includes/renamed Nature): per 5th ed. pg. 178, includes life sciences and biology. Also used to identify non-spirit Para-Creatures.
Physical Science (new, see below): includes astronomy, geography, planetology, etc.
Religion: per 5th ed. pg. 178
Technology (new, see below): This skill covers understanding and working with most technological devices (not fixing them; that requires tools, see below). This is also used to identify a piece of technology and know its function. Can be used to design new technology.
WISDOM
Animal Handling: per 5th ed. pg. 178
Insight: per 5th ed. pg. 178
Medicine: per 5th ed. pg. 178.
Perception: per 5th ed. pg. 178
Survival: per 5th ed. pg. 178
CHARISMA
Deception: per 5th ed. pg. 178
Gather Information (new, see below): The Charisma (Gather Information) ability is used when getting a lay of the land, finding out who’s who and where you might find those whom don’t want to be found. Generally it takes around an hour of asking questions in most civilized areas to make a check.
Intimidate: per 5th ed. pg. 178
Performance: per 5th ed. pg. 178
Persuasion: per 5th ed. pg. 178
TOOL SETS
Artisan Tools (Int) – this is only a partial list found in 5th ed. pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. Basically they work the way they do as listed in 5th ed. including alchemy supplies. Most are Intelligence based skills but with the GM permission they might be Wisdom or Charisma if the player can come up with a good reason.
Disguise Kit (Cha): 250¥, Wt. 4 lbs. Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near).
Explosives Kit (Int): 200¥, Wt. 10 lbs. All the necessary tools (not the raw materials though) for creating, rigging or disarming bombs and explosives (Military).
Forgery Kit (Int): 250¥, Wt. 2 lbs. An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices.
Hand Scanners (Int) – You are trained with various types of hand-held scanner systems (see Gear).
Repair Kit (Int) – Advanced tool repair kit that is required to do all electrical and mechanical repairs to a weapon, drones, vehicle or devices. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. Cost 250¥, Wt. 10 lbs.
GenLock Glove (Int) – This skin tight glove allows the user to mimic different genetic codes that can bypass a gen-lock pad reader. Cost 1,500¥, Wt. 2lbs (Illegal).
MagLock Passkey Kit (Int) – Specialized tools for bypassing electronic magnetic-locks. It is illegal for anyone who doesn’t have the proper license, such as law enforcement, to own one. Cost 1,000¥, Wt. 2lbs (Illegal).
Thieves tools (Dex) – old-school lockpicks and tools for mechanical locks and doors (not overly common but still used in poor areas). Cost 50¥, Wt. 1 lb. Autopicker grants advantage on this roll. Cost 250¥ (Illegal)
GAME SETS
Gaming Sets (Cha) – there are various types as follows…
- Card set – various card games. Cost 1-25¥, Wt. none.
- Dice set – various dice games, common on lower tech worlds. Cost 1-25¥, Wt. none.
- Gambling Tables – including things like roulette wheel, etc. Cost 1,000+¥, Wt. 100+lbs.
MEDICLAL TOOLS
Drug kit: not a required kit use, if you are training in Wisdom (Medicine) you can use a drug kit. A drug kit includes a hypospray injector (see Gear) and comes with space for 20 vials of various drugs (see Medicine in Gear; cost does not include the drugs). Cost 50¥, Wt. 3 lbs.
Healing and Herbalist Kits are not found in most of the Shadowrun setting.
Medical Kit (Wis) – Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. If you are trained in Medicine you are also trained with a Medical kit. A fully stocked Medical kit comes with a hypospray injector (see Gear) and has units of supplies for 10 base uses. Cost 600¥, Wt. 20 lbs. (Restocking a medical kit costs 25¥ and wt. 1 lb. per expended use of supplies). The kits have a variety of uses, each requiring one unit of supplies:
* As an action, grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized.
* Grant up to six creatures (including healer) Advantage on their Hit Dice rolls during a short or long rest.
* Attempt surgery in the field but double the time requires and the check is at Disadvantage. DCs are variable but usually start at 15.
* Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease).
Surgical Kit (Wis) – Semi-portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Wisdom (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours). Cost 1,000¥, Wt. 40 lbs.
MUSICAL INSTRUMENTS
Musical Instrument (Cha) – on Earth there are literally thousands of different musical instruments on every inhabited planet. An average instrument costs 50¥, Wt. 5 lbs. Electrical instruments that can synthetize almost any sounds start at 150¥, Wt. 1 lb.
EXPANDED SKILL USE DESCRIPTION
Computer Use (Intelligence)
Access Information (requires the computer attitude of indifferent or better): Getting information from a computer system requires that you are connected to the appropriate network (via the Matrix and then have made your way past the systems Firewall) and that you have located the file that you seek (depending on if it was hidden or secured ‘behind’ another Firewall layer)
Systems Attitude
Hostile: Treats you as a hostile intruder, alerting any IC and attempts to trace your information and isolate or destroy you connection.
Unfriendly: Treats you as an unauthorized users and blocks your access to its programs and information (raising additional Firewalls and alerting any system IC).
Indifferent: Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands).
Friendly: Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
Helpful: Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).
Gather Information (Charisma)
TBD
Physical Science (Intelligence)
TBD
Technology (Intelligence)
TBD[/sblock]
[sblock=Feats]
Feats that are not listed under Bonus Class feats can be only taken as general feats at 1
st level and every 3 levels after that so long as you meet all Prerequisites.
Acrobatic Strike,
Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee Attack Action against this opponent has Advantage (but only the first one).
Action Surge,
Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
Actor. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.
Additional Magic Points,
Prerequisite: Magic User 1+. You gain an additional 5 Magic Points to your total. You can take this feat multiple times, each time adding an additional 5 Magic Points to your total.
Armor Proficiency (Heavy),
Prerequisite: Proficiency with Armor (Medium). You gain proficiency with heavy armor.
Armor Proficiency (Light). You gain proficiency with light armor.
Armor Proficiency (Medium),
Prerequisite: Proficiency with Armor (Light). You gain proficiency with medium armor.
Athlete. When you are prone you only require 5 feet of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 5 feet, rather than the normal 10 feet and you have Advantage with the ability check to try.
Bullet Storm,
Prerequisite: Strength 13+, Weapon Proficiency (Light or Heavy Firearms). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect (see Auto Fire in Special Situations and Actions) from a 10x10ft area-of-affect to either a 10x15ft area or a 5x25ft straight line area. If you are using a Heavy Autofire weapon you can change the 15x15ft area-of-affect to a 15x20ft area or a 10x30ft area instead.
Bravery. You are hard to scare. You have advantage on any save against the
frightened condition.
Brawler. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with improvised weapons and your unarmed damage increases to 1d4 (1d6 for large size). Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack as part of your Attack action.
Brutal Critical,
Prerequisite: Improved Critical, level 5+. You roll one additional weapon damage die when determining the extra damage for a critical hit.
Careful Shot,
Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result. These effects do not stack with the extra damage provided by Deadly Aim. Nor can you use it with weapon property of Autofire.
Charger. If you move at least 10 feet in a straight line immediately before taking this Bonus Action, you add an additional +1d weapon dice of damage to the damage roll with a successful melee attack (i.e. with a sword you would deal 2d8 damage, or 3d8 with a critical hit).
Charging Fire,
Prerequisite: level 4+. When you take the Dash Action, you can take your normal Attack Action at the end of your movement as a Bonus action if you are making a ranged attacks this turn.
Charmed Life,
Prerequisite: Heroic character levels. When you spend a Karma Point to adjust the result of a 1d20 attack, ability or skill check, you roll 1d8+1, instead of 1d4 +1. Also you can spend two Karma Points in a round instead of only one.
Combat Caster,
Prerequisite: Magic-User 1+. You now have Advantage on your Constitution save to maintain your Concentration with a magic power when you take damage.
Concentrating Fire. You know how to work within a unit to combine your fire against your enemies. You grant +2 damage to an adjacent ally who is firing at the same foe with a range weapon attack. If there are two adjacent ally with this feat, the bonus stacks to +4 maximum.
Contacts. You gain either two basic contacts that are indifferent to you or one moderate contact who is friendly to you. You can take this talent multiple times, each time picking what kind of contacts you want.
Crush,
Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you can immediately deal bludgeoning damage equal to your unarmed or natural weapon damage, whichever is greater, as a Reaction.
Cybernetic Surgery,
Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC 15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent
Reeling condition on the subject until a surgery is used to remove it.
Danger Sense. You have an uncanny sense of when things nearby aren’t what they should be. Any effects that you cannot see such as from a trap’s attack, etc. is at a Disadvantage against you. Also once a round as a Reaction, an unseen attack does not gain an Advantage against you. You can’t be
blinded, deafened or
incapacitated to gain these benefits.
Deadly Aim,
Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim feat. Nor can you use it with a weapon properties of Autofire, Burst Fire or Double Tap.
Defensive Duelist,
Prerequisite: Dexterity 13+. When you are wielding a finesse weapon with which you are proficient and another creature hit you with a melee attack, you can use your Reaction to add your proficiency bonus to your Armor Class vs. that attack, potentially causing the attack to miss.
Determined. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.
Disarming Strike,
Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength Ability check DC vs. the damage that you dealt with your successful strike (and add your Intelligence modifier to this DC but not the damage). On a failed check, it drops one object of your choice at its feet.
Do Science on it! You can double your proficiency bonus on any one class skill or tool you are proficient with that you do not have Expertise with. You must complete a rest before you can use this ability again.
Double Attack,
Prerequisite: level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Dreadful Rage,
Prerequisite: Rage talent. While you are raging you gain
Resistance to ballistic, bludgeoning, piercing, and slashing damage.
Dual Weapon,
Prerequisite: Dexterity 13+. You gain a +1 to your Armor Class while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one a round.
Duel Weapon Mastery,
Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you now get to add the ability modifier bonus damage to damage with your bonus attack.
Durable,
Prerequisite: Constitution 13+. You have Advantage on any Hit dice rolls spend during a rest (short or long)
and when you use your Second Wind. Finally you may re-roll any 1's that come up on these rolls (until you roll a 2 or above).
Extra Rage,
Prerequisite: Rage talent. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you take the feat, you can rage one additional time per long rest.
Extra Second Wind. You can take an additional Second Wind before your next long rest, instead only requiring a short rest to renew the feature for one additional time between rests. You can take this feat multiple times, each time you take the feat, you can regain the use of Second Wind an additional time after competing an additional short rest but before requiring a long rest.
Far Shot,
Prerequisite: Point Blank Shot. You now triple the base weapon range with ranged weapons (i.e. your range with a Colt Manhunter changes from 50/250 to 150/250).
Feinting Attack,
Prerequisite: Intelligence 13+. Using a Bonus action on your Attack, you choice one creature within your 2 meters of you. You have Advantage on your next attack (but only one attack) verses this target and if you hit with this attack, you add your Intelligence bonus to damage. You can only use this ability a number of time equal to your Intelligence modifier before you must complete a short or long rest.
First Aid. This character to use their Action to attempt a Wisdom (Medicine) check on behalf of a creature afflicted with the
Reeling or
Stunned condition vs. the base damage DC that cause the condition. A successful check removes the condition. If the check exceeds the DC by +5 he instead removes both conditions (if the creatures is suffering from both). This feat adds two additional capabilities to the medical kit, costing one unit of supplies per application for the first capability. First a character with this feat may use an Action and immediately heal a stabilized creature 1d6+4 HPs, plus an additional number of HPs equal to the creature's total Hit Dice plus the healer's Wisdom modifier. A creature may only benefit from this feature after taking a short or long rest. Second, while using a Medical Kit to stabilize a dying creature, if the healer's skill check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed by the same amount as listed above.
Frigging love Science. As a bonus action you have advantage on
one of the following skill checks – Computer Use, Life Science, Medicine, Physical Science, Technology or any Tool proficiency you have. You must complete a short or long rest to use this ability again. You can take this feat again, each time allowing you to use this ability before requiring a rest.
Gimmick,
Prerequisite: Proficiency with Intelligence (Computer Use). You can issue a routine command to a computer that you have been granted access too as a Bonus action instead of an Action. This would allow you to make two commands in a turn or take some other Action.
Goading Attack. You can attempt to goad a target into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and if your attack roll hits any attack rolls by the target against any foes that is not you are at Disadvantage until the end of your next turn.
Heavy Melee-Weapon Expert,
Prerequisite: Strength 13+. When wielding a heavy melee weapon two-handed you re-roll all 1s and 2s when rolling your damage dice.
Improved Critical,
Prerequisite: level 3+. Your weapon attacks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).
Improved Determinedness.
Prerequisite: Proficiency in the same saving throw. Pick a saving throw that you are proficient with and add +2 to your saving throw total with it. You can take this feat multiple times, each time it applies to a different saving throw that you are proficient with.
Improved Wound Damage Threshold. You increase your wound damage threshold by 5, and you gain a +1 bonus to your Constitution or Wisdom checks to recover from the
Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add +1 bonus to your check to recover from the
Reeling Condition.
Improved Mobility,
Prerequisite: Dexterity 13+, Mobility. You speed increases by +10ft, and when you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. Finally, all creatures that can make opportunity attacks against you, do so at Disadvantage so long as you moved at least 10ft that round.
Linguist. You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence DC 20 check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 insight to this roll.
Luck,
Prerequisite: Heroic character. The maximum number of Karma Points per level increases by three and you gain three additional Karma Points each time you level. Also you can spend two Karma Dice a round instead of only one. You can take this Feat one additional time, granting you an additional six Karma Points each level.
Lunging Attack. When making a melee weapon attack on your turn, increase your reach by 5 feet for one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 5 feet.
Maneuvering Attack. When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Martial Arts. Your unarmed strike deal 1d4 bludgeoning damage (1d6 if you are Large size) and gain a +1 bonus to Armor Class. Also when you take an Attack action with a melee strike on your turn you can spend a Bonus Action to make an additional unarmed martial arts strike in the same round.
Martial Arts Expert,
Prerequisite: Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage (1d8 for Large size) and you no longer need to spend a bonus action to gain one additional melee martial strike attack when you take a melee Attack action on your round (it’s a free action now).
Martial Arts Master,
Prerequisite: Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage (1d10 for Large size) and you gain an additional +1 bonus to your Armor Class (stacks with Martial Arts).
Medic. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls also gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a DC 10 check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before they can benefit from this use again.
Meditation,
Prerequisite: Magic User 1+. Your calm state of mind allows you to better recover lost Magic Points. While taking a rest increase the die type for recovering magic points to 1d8 per level for a short rest and 2d8 per level for a long rest (including spending a Hit Dice).
Menacing Attack. When you hit a creature with a weapon attack, you can spend your Bonus action to frighten the target. The target must make a Charisma saving throw DC 8 + your proficiency bonus + you Charisma bonus. If the target fails it is
frightened of you until the end of your next turn. If the target is equal to or exceeds your character’s level, it can spend a Karma Point as a Reaction to remove the condition instantly.
Melee Defense,
Prerequisite: Intelligence 13+. If you are wielding a weapon you are proficiency with you can use your Proficiency bonus to instead to try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, you increase your Armor Class by a like amount but only verses melee attacks. You can’t lower you attack bonus any lower then you proficiency bonus, and these penalties and bonuses last until the start of your next round.
Mighty Swing,
Prerequisite: Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d weapon die of damage with the attack. If you have multiple attacks, this only applies to one of your attacks (your choice but before you roll attack). You cannot combine this damage with the Power Attack feat.
Mobility,
Prerequisite: Dexterity 13+. If you make a melee attack vs. a creature, you don’t provoke opportunity attacks from that creature until your next turn, whether you hit or not.
New Spell,
Prerequisite: Magic Users 1+. You learn how to cast one additional spell. You can take this feat multiple times, each time learning a new spell that you currently don’t know.
New Spirit Type,
Prerequisite: Magic Users 1+. You can now summon one additional type of spirit that is allowed by your tradition. You can take this feat multiple times, each time gaining the ability to summon a different type of spirits that you tradition allows (up to a maximum of 8 types).
Outwit and Outthink. On your action and until the end of your next turn, you can make ranged attacks using your Intelligence, Wisdom or Charisma modifier for attack and damage (You choice). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
Over Watch. You are adept at providing cover from enemies appear where you don’t want them to be. While wielding a firearm you can, as a bonus action, designate one 5ft area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon (expending one round of ammunition if the attack is triggered). You can use both the DT and Burst Fire weapon features when making this attack. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead. With autofire you also expend 10 rounds (or 20 with a heavy autofire weapon) of ammunition if you the area is triggered.
Pack Tactics. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry,
Prerequisite: Strength 13+. As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ an specific attack).
Pin. If you succeed on a grappling attack (5th ed. pg. 199), not only does the target subject gain the
Grappled Condition but also the
Restrained Condition (5th ed. pg. 292) until the end of your next turn.
Point Blank Shot. You gain +1 to attack rolls and damage rolls with ranged weapons against opponents within the weapons base range.
Power Attack,
Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your melee damage roll by a twice the amount (i.e. lowering proficiency bonus to attack by -2 gains +4 bonus to melee damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. You cannot combine this with Might Swing feat.
Precise Shot,
Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks.
Push,
Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 5 feet in any direction as a Bonus Action. You cannot use push on an opponent with an ‘imposed’ Move of 0 (like from being grappled or restrained) and you can’t move your opponent into a solid object or into another creature’s fighting space.
Quick Draw. You can draw or stow any number of weapons one handed weapons on your action, instead of normally only being able to draw or stow one. You can also switching firing modes between Auto-Fire, Burst Fire and Single Fire with only 5ft of movement (see weapon properties).
Quick Refresh,
Prerequisite: Magic-User 1+. You can regain magical energy more effectively in combat. When you spend a Karma point or take a level of Exhaustion to regain magic points you gain back 1d8 per level.
Quick Reload. With a firearm with the following weapon feature you can reload one round per 5ft of Move speed for a Feed firearm and 5ft of Move for a Reload firearm or 10ft to collect spent magazines, etc.
Reckless Attack,
Prerequisite: level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn.
Relentless Rage,
Prerequisite: Rage talent, level 10+. Your rage keeps you fighting despite grievous wounds. If you drop to 0 hit points while you are using your Rage trait, make a DC 10 Constitution saving throw. If you succeed you instead drop to 1 hit points. Each time you use this feature after the first time, increase the DC by 5. If you fail you fall to 0 Hit Points and are unconscious. When you finish a short or long rest, the DC resets at 10.
Science, Not a Soldier. When you take the Disengage action, you can make a single ranged attack as part of the action but you only deal ½ your normal damage.
Shake it Off,
Prerequisite: Constitution 13+. You make your recover vs. the
Reeling condition at the beginning of your round, not at the end. If you fail you can still use your action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks this round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks this round.
Shield Proficiency. You are proficient with all shield use and can gain the maximum benefit from their use.
Sidestep,
Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep a specific attack).
Skill Expertise,
Prerequisite: Proficiency with Skill, Tool, Musical Instrument or Vehicle. You apply your Proficiency bonus twice with this skill, tool, instrument or vehicle. You can take this feat multiple times, it applies to a different proficient with each time.
Skill Proficiency. You gain your Proficiency bonus with a skill, tool, musical instrument or vehicle that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with a new, previously untrained skill, tool, instrument or vehicle.
Slippery. You are hard to pin down. You have advantage on any save or check that imposes the
Grabbed condition. This has no effect on the
restrained condition however.
Sniper,
Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Heavy Firearm or Heavy Weapon and when you take the Aim maneuver, as an action you make a single ranged attack at advantage so long as your target is at least 50 feet
away from you. If both the dice rolled to make this attack would have resulted in a success, add +2d weapon damage die to the final damage (i.e. an assault rifle that deals 2d8+2 damage deals 4d8+2 damage and 6d8+2 with a critical hit). This feat cannot be used with weapon properties Autofire, Burst Fire or Double Tap. You also cannot apply Deadly Aim feat with this attack.
Superior Critical,
Prerequisite: Improved Critical, level 12+. You weapon attacks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).
Suppressing Fire. With much practice, you have become skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save (DC 8 + your proficiency bonus + your Dexterity bonus) or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. A creature that suffered damage from your Autofire attack itself is at disadvantage to this save.
Surgical Expertise,
Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a normal roll (not at a Disadvantage) in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
Suspicious. You don’t trust easily. You have advantage on any save or check to resist the
Charmed condition.
Take a Knee. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement this round (Move 0 remaining), you can make one additional range Attack as part of your attack action. You cannot use the weapon features Autofire with this feat. You also cannot use this feat if you are within melee reach of an enemy’s attacks.
Throw Opponent,
Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 5 feet beyond your reach and takes bludgeoning damage equal to your unarmed attack damage.
Throwing Expert. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn (if you have one in your off hand).
Toughness. You gain +1 hit point each level that you have and each time you gain a new level.
Trip. When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a contested ability check of your Strength (Athletics) check vs. your opponents Strength (Athletics) or Dexterity (Acrobatics) check (they can choice which). If you win, the target falls prone. You cannot use the Pin and Trip feat in the same round.
Triple Attack,
Prerequisite: Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Vehicle Combat,
Prerequisite: Proficient with vehicle you are piloting or driving. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You are also considered proficient with any of the vehicles weapons that you are piloting or driving.
Weapon Focus,
Prerequisite: Proficiency with weapon. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Weapon Proficiency. Choose one of the following weapon groups – simple weapons, martial weapons, light firearms, heavy firearms, heavy weapons or super heavy weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack,
Prerequisite: Dexterity 13+, Intelligence 13+, Melee Defense. This is a special kind of Area of Effect attack, affecting everyone within your
reach; make one attack roll and damage roll, and apply the results to every target in range. Apply full damage to creatures you hit, or ½ damage to those that you missed (so long as you also got at least a 10 with your attack roll). If you have multiple attacks you can choice to use this feat with each attack or only apply it as often as you want. You cannot use this feat as an Opportunity attack.
Widget Bag. You have a bag for of useful spare parts for almost any situation. The total amount of parts and savage that you have is worth 200¥ +50¥ per Heroic level. During a rest you can scavenge for spare parts and components in most areas and gain an additional 1d4 x10¥ for a short rest (but only once a day) and 1d6 x25¥ with a long rest. [/sblock]