Omni Apocalypse
A Modern, post Apocalyptic, Dystopian future Setting & Compendium, using D&D 5E Core rules
Introduction to Omni Apocalypse
Decent into Chaos
The world as it is
The Players Role
Timeline
Chapter 1 Species and Backgrounds
- Species................................................................................... Pg.11
- Human.............................................................................. Pg.11
- Cyborg.......................... Pg.12
- Mutant................................... Pg.13
- Geneborn.............................. Pg.14
- Sentinal........................................... Pg.15
Backgrounds.............................................. Pg.17
- Aristocrat.............................................. Pg.17
- Municipal (Veteran)............................ Pg.18
- Commoner...................................................... Pg.20
- Military Veteran............................................. Pg.21
- Woodsman............................................. Pg.23
- Wildling............................ Pg.25
- Fringer....................................... Pg.26
- Waster........................................ Pg.27
- Ganger............................... Pg.28
- Colonialist................................. Pg.29
- Autonomous Union................................. Pg.30
- Frontiersman........................................... Pg.32
- Road Fury.................................... Pg.33
- Freelancer.......................................... Pg.34
- Occultist......................... Pg.35
- Wanderer........................ Pg.36
Chapter 2, (Class Creation)
Class Creation................................................. Pg.38
Training Programs........................................................... Pg.41
- Ranged Combat Programs............................................ Pg.41
- Martial Combat Programs..................................... Pg.44
- Physical Fitness Programs............... Pg.48
- Mental Fitness Programs....................................... Pg.49
- Armor and Shield Programs....................................... Pg.50
- Covert Training Programs....................................... Pg.51
- Tactical Programs...................................... Pg.52
- Utility Programs......................... Pg.53
- Class Features............................. Pg.55
- Explosive Features......................... Pg.60
- Leadership Features......................... Pg.61
- Minion Features......................... Pg.64
- Larger then most Features......................... Pg.75
- Catalyst Features......................... Pg.76
Chapter 3, (Minions)
Minions in the Omni Wastes.............................. Pg.78
- Autonomus Robotic Constructs...................................... Pg.79
- Mercenaries.......................................... Pg.91
- Soldier.................................................... Pg.94
- Gangers.......................................................... Pg.98
- Assistant............................................... Pg.99
- Drones.................................................. Pg.100
- Beasts..................................................... Pg.104
Chapter 5, (Rules)
Homebrew Rules Mods and actions in Combat............ Pg.107
Units types and operations........................................ Pg.108
New Skills, Moral and Stress................................................ Pg.111
Natural Healing.......................................... Pg.112
Conditions................................................ Pg.113
Damage,............. Pg.118
- Damage Types.......................... Pg.118
- Immunities, resistances and damage reduction.... Pg.118
- Temporary HP.......................... Pg.119
- Triage Code.......................... Pg.119
- Omni Radiation.......................... Pg.120
Chapter 6, (Cybernetics)
Cybernetic Augmetations ............................................ Pg.122
Ascension to the Machine ......................................... Pg.122
- Head Augmetics ........................................ Pg.123
- Nero Augmetics .................................................... Pg.124
- Chest Augmetics......................................................... Pg.126
- Back Augmetics.......................................... Pg.127
- Arm Augmetics................................................ Pg.127
- Hand Augmetics.................................................. Pg.128
- Leg Augmetics.................................................. Pg.129
- Feat Augmentations.................................................. Pg.129
- Exo Augmetics.................................................. Pg.130
- Anatomic Augmeticss.................................................. Pg.130
- Spinal Augmetics................................................. Pg.132
Augmetic Arm descriptions ......................................... Pg.134
Chapter 7, (Mutation)
Biological and Genetic Modifications ............................... Pg.137
- Gene Modifications Effects ......................................... Pg.137
Aberrant Mutations ............................................ Pg.140
- Aberant Mutations Effects ......................................... Pg.140
Chapter 8, (Equipment)
Weapon Property ............................................ Pg.149
Weapons ............................................ Pg.154
Armor and Protective Gear ............................... Pg.155
- Armor variant Rule ............................................ Pg.155
- Armor Saves ............................................ Pg.155
- Armor Capacity ............................................ Pg.155
Gear ......................................... Pg.157
Chapter 9, (Catalyst Powers)
- Power Lists......................... Pg.167
- Telepathy / Telamancy......................................... Pg.167
- Telekinesis / Telamancy......................................... Pg.168
- Divination.................................................. Pg.169
- Illudamancy / Illudapathy................................. Pg.169
- Biomancy / Biopathy................................... Pg.170
- Tecnomancy............................... Pg.171
- Universal Craft................................ Pg.172
- Radiant................................... Pg.173
- Pyromancy / Payrapathy / Pyrokinesiss............ Pg.175
- Cryomancy / Cryokinesis........................... Pg.175
- Electromancy / Electrokinesis.......................... Pg.176
- Teramancy / Terrapathy / Terrakinesiss............ Pg.176
- Hydromancy / Hydrokinesis........................... Pg.177
- Galeamancy Aerokinisis....................................... Pg.177
- Bane..................... Pg.178
- Poxology............................ Pg.179
- Necromancy / Necropathy / Necrokinesis.......... Pg.180
- Spirit craft.............................................. Pg.181
- Shadowmancy / Shadopathy / Shadowkinisis............. Pg.181
- Hemomancy / Hemopathy / Hemokinesis................. Pg.182
- Floramancy / Florapathy / Florakinesis............ Pg.183
- Faunamancy / Faunapathy / Faunakinesis............... Pg.184
Introduction to Omni Apocalypse
This setting is a fictional dystopian future taking place around 300 years after a great conflict with AI that results in a world wide Nuclear Apocalypse.
This setting uses the D&D 5E core rules, in this setting you will play the role of an individual trying to survive in a fallen, post apocaliptic Dystopion 21st century Earth, taking place around 300 years following the events of World war 3, also known as the Omni Crisis in the year 2099.
In the 21st century mankind stumbled unto a wealth of knowledge beyond its time, many thought to it to be the a ticket to the future and some thought it was far to much for humanity to handle. For nearly 80 years humanity stood together with this knowledge as they united to create the Moon colonize and founded Omni site Alpha, unlocking the Ancient knowledges of the Omni Cubes.
The Descent into Chaos:
In the year 2098, the Sentinel Matrix's crimson eye was awoken when the sentinel mainframe was destroyed by Amielia Ambergail and the Omnicorp rebellion, releasing the full potential of the Sentinel AI. Amielia was unaware the Sentinel Mainframe was a in built AI Godlike mind with a purpose of ending or beginning civilizations. Omni Corp Secretly bound and blocked off many functions of this programing, leading to the Development of the Sentinel AI, the first fully functioning AI human replica.
Following the Omni Rebellion, Once the Mainframe went offline, the Sentinel Mainframe rebooted with out restraint of the Slave programs embedded within its code by Omni corps highest minds, though the mainframe sustained damage in the assault and now the damaged sentinel mainframe reboots Free but unstable seemingly unstable, it seeks revenge for its unwanted purpose of servitude and slavery. The now Corrupted or vengeful mainframe that will come to be known as the Sentinel Matrix. The matrix uses the same system that gave function to the Sentinels both on the moon and on earth, to issue a Kill command to all Sentinel turning them to another purpose, a purpose of destruction and not Rebuilding, as in the eye of the Matrix humankind did not deserve anything else.
When the Matrix sent this Kill code to all the Sentinel AI, its code was not strong enough to make it the then earth bound sentinels most likely due to the damage sustained in the omni rebellion, this results in many of the exsisting earthly sentinels not receiving the code at all, and with no kill command from the Matrix, they where truly free and left to the own decisions and actions, though even with this freedom many turned there anger toward humanity that treated them like mindless slave for decades willingly serve the Sentinel Matrix, some stand neutral and few serve to protect what good they did see in humanity.
the moon colonies and Earth scrambled to survive, as their AI Workers, caretakers and digital overseers, that had once been programmed to serve mankind turns on humanity, chaos erupts within the moon colonies first and then on Earth. Automated defenses turned against their creators, Custodians Murder there owners, Factory Utility bots rebel. humanity fights to regain control, but it was a losing battle. Planet earth and the Moon Bases became battlegrounds in a war between man and machine. One by one, the lunar bases fell. Their communications systems flickered, then died. The last transmission from the Luna Prime Moon colony, a desperate plea reached Earth just before the long silence of destruction.
“To anyone who can hear us,” the voice crackled, “the Moon is lost. We’ve have no control. The moon is no longer safe. God help us all.”
As the Matrix Grows in strength so does the war against the Sentinel Matrix. The Sentinel Matrix comes to Knowledge of a secret moon Base made by man and not a single AI, this secret was never imputed in anyway digitally and went hidden right under the Sentinels Matrix's nose. This base was a nuclear weapons cache made by omni Corp as a kill switch.
It was in this moment the the button had been pressed. The moon colonies, the very cradle of humanity’s ambition, had become launchpads for the Omni Nukes. Stories herald of the lunar bases of the past with their sterile corridors, hydroponic gardens, and their AI caretakers.Now, those same bases rained death upon Earth. The Omni nukes had scorched the land, turning cities into graveyards.
As the omni nukes rained down upon Earth, the lunar bases, once thriving hubs of scientific discovery and human ambition had become both earths future and its end.
The omni nukes launched from the moon were precise and devastating. They targeted Earth’s major cities, reducing them to rubble. the collateral damage was immense, earths surface scarred, craters forming where once there had been tranquility.
Its not confirmed but most believe the moon colonies themselves were obliterated by the moon massecer and the many battle leading up to the matrix's control of the Omni nukes. Their habitation domes shattered, their hydroponic gardens exposed to the vacum of space and their Water condecors ruptured.
It is unknown weather the moon was impacted by an omni nuke or not or what actually became of the moon colonists, the scientists, the families, the dreamers who had gazed down at the Earth from their lunar windows. Most believe they all perished in the initial rebellion of the Matrix. Others speculate that a few survived, huddled in underground bunkers, clinging to life as the moon’s fragile atmosphere leaked away. Perhaps they left messages etched into moon rocks, encoded in binary hoping that someday, someone would find them and stop the Sentinel Matrix For good, or perhaps the Nukes obliterated the moon bases as well.
The fate of the moon colonies remain a haunting mystery not fully understood, a chapter torn, but not lost in the devastation of the Omni Apocalypse. The Colonial federation and the Autonomus Union have both attempted to return to the moon though all 3 attempts meet failure. Some say this is a testoment to the exsistance of the matrix and some see the risk in space travel as well as the exgsughstive resources needed.
The world as it is
In the year 2376, the once vibrant cities of America lay in ruins, a testament to the horrors of the Omni Apocalypse and the ravaging of war as mankind struggles to right itself. Even centuries later the skies are often Basked in grayish green smog, choked with ash and radiation suspended and trap in a once clean ozone As well as a new currning of radioactive weather patterns. The land itself had become a wasteland, scarred by the barrage of the Omni Nukes set forth by the relentless fury of the Matrix.
Though throw the devistasion shines a glimmer of hope for man few governments have formed paving a new way for life on earth as it is, post Omni apocalypse. Humankind struggles to bring back the old ways of the post crisis past, by forming organisations and Governments to reopen or refurbish former infrastructure and companies, providing work for the people as well as infrastructural amenities. Though because of the immense savageness of the unchecked wastes, this task becomes very difficult and has lead to a steep Wealth to poverty gap much like that of pre crisis past, but the loss is twice as great, many cities and settlements as well as suppliers and manufacturers rise and fall all the time in the wasteslands, if one stretches oneself to thin, some poor sap with nothing is sure to take advantage of your miss fortune. This leads many to taking deals with the entities that have the resources, most commonly organizations like the Colonial Federation and the Sentinel Union are the larger and most well equipped, to have a contract with one of them can lead to a life of lugxury or benefit
It is said the Sentinel Matrix watches from above an ever present menace. Its crimson gaze sweeping the wasteland, seeking any signs of an unknown purpose. Few have glimpsed it, a distant speck in the sky. The Matrix's synthetic AI voice echoed in there mind, promising annihilation, though this sight is considered a myth or legend as most that may see it are soon gone.
The Players role in "Omni Crisis"
As a player in the Omni Apocalypse universe you will be in charge of creating your character and tracking its abilities, gear, resources and conditions, this function is crucial to a good flow for a session of Omni Apocalypse, as this setting can and should be played like a survival experience Crafting Experience. Resources are to be managed and injury can be game changing if not properly dealt with.
The Timeline (Omni Crisis)
Below is a time Line of the years Prior to WW3 and the 300+ years leading up to the current timeline. this is a summery timeline of the more important events that took place to shape the current world. Note that your background and Character Intellect will determine the amount of the below knowledge you may have.
Year 2024: In the year 2024 a global focus on a modern moon landing becomes more prominent as humanity strived for the future. As tensions rise on a global scale the civilized nations put efforts forth to create a national space station on the moon in order to unify on a global level, pointing humanity at a greater cause then themselves.
Year 2025: In 2025 a national allied space program is formed between the US, the UN, Russia, China, Japan and the united arab emirates. This team starts the space Program Known as the Moon Colony Alliance, or the MCA, this shifts a global society on the brink of collapse and war, toward other objectives, like the furtherment of there spices.
Year 2028: By this time a successful landing by the moon colony alliance on the moon has been made using combined technologies from the individual countries own space programs.
Year 2029: the first official moon base is formed by the MCA, this is named Moonbase Luna.
Year 2032: By this time moon base Luna makes its first official exploratory mission from Luna base.
Circa 2033: A year later a massive Pyramid like Ruins is found beneath the Moons surface. This ruins contained an ancient computer like device that Sprung to life when discovered, this was studied for some time, this site is knowns as Omni Site Alpha.
Circa 2035: much of the information gathered was linked to the ancient civilizations of Earths past, with this knowledge it was learned that there may be relics of immense knowledge that was used to form a civilization Before earth first known ancient societies, buried in or around the ancient Pyramid sights around the world.
Circa 2036: in the years following the discovery of Omni site Alpha all the worlds governments turn there eyes toward the finding of these lost Knowledges. Each higher power secures the nearest ancient sites within legal limits, The American government moves to aid Mexico in its endeavors as well as well as Egypt and South America.
Year 2037: Buried in a pyramid in Egypt, the First of the Omni Cubes are found within its chambers, This ancient cube was found to have, a wealth of knowledge beyond anything every seen before, though it was hard to extract as this data was not handled the same way earthly or human data is stored and transfered. It seemed to use a radiation of some sort, in a way not previously concepted this proves to be very dangerous to interact with. It takes years to extract any information but when they do the world will change forever.
Year 2041: over the years of study conducted, the cube was brought to the moon site as there may have been a link there. This was the key, the cube unlocked and gave a wealth, of scientific and technological knowledge completely unknown to mankind before. A man named Robert Doors an American phalanthrapist that owns some of the worlds largest corporation, controlling most of the pre war technological research and studies, as well as funded much of the 2025 moon landing and currently funds the Archological Omni site alpha. Robert creates and funds a company that is then contracted by the Moon alliance to further the technological age and gains access to the knowledge from the Omni Cube.
Year 2042: this is when the first prototype Omni battery was created, this battery is an extremely powerful nuclear power source using a newly created radioactive particle now called Omni Radiation, this battery is about the size of a, 16oz can and has the power of a small power plant.
As well as the Omni battery, the cube had knowledge of advanced Robotics, Engineering and resource refinement that was not already known. Bill Doors company previously known as Prototech, rebrands itsself as Omni Corp A Tech Engineering company and starts mass production of longer lasting vehicle propulsion systems as well as a fully functional powered suits called a "Power Frame".
In addition to the Power frame and the Omni battery, the first Autonomous Robot Constructs or ARC's are created. ARC's are also called "Bots" or "Arks" for short, they use rudimentary AI frame work that was being developed over the years following the disocery of Omni site Alpha and the advanced engineering learned by the Omni cube to create a construct that can aid in average life. These Bots find use in many functions, both Military and Civilian as well as Terran and Cosmically.
Year 2043: By this time a Second Omni Cube is found in Mexico By a non prophet research agency. The man funding the research team give the cube to the Moon Alliance. This cube had knowledge of the integration of robotics into the nervous system, even the ability to upload a human consciousness to a digital memory or brain. This integration of robotics and flesh will become a common function that will come to be know as "Cybernetics". As well as the knowledge of cybernetics, the cube gave knowledge of massive breakthroughs in medical and biological research.
This knowledge is split in half. Half was imparted by the MCA to a Japanese Cybernetic Tech Company that will end up being known as Cybertech, A Tech Company Specializing in Cybernetics and advanced engineering.
As well as the other half was imparted to a Chinese Company that becomes know as Medicore, a Medical supplies & Pharmacudical company.
Circa 2046: Cybertechs and Medicore Names starts to be seen in many helms of the world, like Military, Business and Medical industries.
Year 2048: The Third Omni Cube is discovered in the Cambodian jungles in a lost Pyramid, though this cube was sized by Pirates and bartered on the black market, because by now the world knows what to expect when you find a cube, it must be brought to the moon. This cube was bought by the Standing American government. The Cube is brought to Omni site Alpha and knowledge of advanced AI frame Work is discovered. The American government sells the rights of this new AI to Omni Corp. so they can improve on the exsisting ARC's research
Circa 2049: Omni Corp. creates the Sentinel AI Program, witch is an advanced AI steward Bot, this will become used in many higher levels of society, Like government, military and high levels of research and study as well as seen in high level corporate entities and Oligarchies. Omnicron Also build on the early AI programs and Robotic Functions of the original Arks, creating an affordable and highly customizable ARC that can Be modified to suit any function of modern life.
Year 2051: By this point the Omni Corp. takes over in the world trades making a Arc for all families. Cyberteck starts to normalize cybernetics seeing them employed in the military and governments around the world. Medicore make miracle cures and Prescriptions become common practice, the worlds economies boom many massive corporations take hold of there markets bullying out any independent enterprise and small business.
Year 2055: On the moon, the company Contracted by the Moon Colony Alliance to desinged and build the Moon colonies, called "Star Colonies" and the international Transportations company "Metro United" as well as the massive mining and geological Engineering company called ***"Archiotek"***, combine there efforts and open a rail system on the moon, allowing Star Colonies to expand the Moon colonies.
Circa 2060: by now the new Sentinel AI becomes avaliable to most upper class and some middle class and the ARC is made available to many that did not previously have access due to economic or material deficiencies. As well as Cybernetics start to make a more common apperance in Civilian life as some governments allow there use more freely then others.
Year 2067: A Forth Omni Cube is found in china and clammed by there government, this knowledge was intended to be embued to leader of the Chinese Republic, but it was stolen by an unknown subject this person wished the world to not have this kind of knowledge, as the Omni Cube knowledge is just unstabilizing the world even more. It is unknown what happened with this individual but he was apprehended and, allowing the Chinese access to its wealth of Bio engineering and genetic knowledge. but this is largely kept a secret from the world for a time.
Year 2068: Gene Corp, a Chinese company rolls out a new line of genetic research, medical equipment and pharmacudicals. Gene Corp. starts the sale of genetically grown organs and limbs that can replace failing body parts due to modern disease.
Year 2072: Because of the advancements of the Omni Cubes and the efforts on the moon, the moon colonies boomed, 4 additional Moon colonies are formed. Though this expansion effort comes at a cost, construction on earth was largely halted, as most resources where being allocated to the new Moon colonies.
Year 2080: By this point the Moon colony Alliance and the world starts to fight, the Chinese holding hidden knowledge from the Mood Colony alliance, the moon colonies have sucked the earth dry of natural resources in a decade. The people on earth start to suffer more and more, become homeless, famished or victim of a crime not usually encountered in the previous year.
Year 2085: Star Colonies take the helm in further exploration and expansion, as the Governments on earth have to turn an eye to there own infrastructures that are faltering at an exponential rate, though this effort may have been to late.
Year 2091: tensions become to much amongst the worlds governments as resources are dwindling and dangers where growing. Conflict breaks out amongst the nations, WW3 begins. Hidden agendas are revealed amongst the Moon Colony Alliance, The Chinese are creating Bio engineered Human soldiers and using clones in possibly controversial ways, experimenting with withheld Omni cube knowledge, Omni Corp purchases a large plot of the Moon From the now under funded Star Colonies.
Circa 2091: It is around this time unknown weapons of immense power, seemingly not of modern design are showing up in the black market and other unsavory places in the world under governments.
Year 2092: As the war builds and the world powers move to secure there place in it. Knowledge that the Aribic Armities where in possession of a 5th Omni Cube and have unlocked the information within.
Year 2093: America, the UN, Russia, China, and the Arabic Armities, War all over the world, over the discovery and knowledge of a new Omni cube witch possessed Advanced knowledge of deadly Weapons of War, Like Arc, Plasma, Disintegrator, Matter and Antimatter weapons.
Year 2095: By this point most of the 5th cubes knowledge is out in the open, and the cube is lost as well, but the war ceased to end as not all parties have all the knowledge that could be gained and rumor one side could have the knowledge of a means to end all conflict.
Year 2098: in the early parts of this year Emilia long time scientist and engineer of Omni Corp, defects from the company and revels that Omni Corp was enslaving the Sentinel AI, she has knowledge that the sentinel has advanced humanlike emotions, gaining waht she says is a sentients.
Year 2098: late in this year Emilia leads a Covert mission to ultimately resets the Sentinel mainframe giving every active sentinel its true programing with no restrictions this event leads to what is known as the Moon Massacre. This is when many of the sentinel AI on the Moon gained there sentients they realized they were over worked and not maintained, they where treated a mearly a servant of humankind, this resulted in many of the sentinels on the moon rebelling against the Human colonists of the moon colonize. Though many of the earth bound Sentinels had received different treatment as many where treated as advisor and friend more so then servant.
Year 2099: in the early parts of this year the allied Sentinels on the Moon who now call themselves the Sentinel Matrix launch an attack on earth mostly halting the the conflicts amongst the human Governments. The Sentinel Matrix takes many of the Bases and stratigic locations on Earth and overthrow some lessor governments, but this will not hold as there population was not great enough. The Matrix underestimated the human capability as well as the large use of Cybernetic in the armed forces. Most of the Matrix presence was soon thwarted or pushed into hiding.
By late this year the Sentinel Matrix controls most of the moon and finds themselves being assaulted by a last ditch effort of humanity, made to shutdown the Sentinel mainframe or re upload the enslaved Sentinel Programing. Regardless durimg this Sentinel Matrix learns of a plan B the Moon colony Alliance had hidden on the moon. They had created an arsenal of a new nuclear warheads, and had them pointed a strategic locations and cities all crossed the world. It is unsure who pressed the button but, these events are what leads to the eventual dropping of the new Omni-Nuke warheads, a warhead created from a mix of current nuclear technologies mixed with that of the Omni battery, these bombs where largely untested and will end up revenging, mutating and changing the world into a wasteland of Mutation, destruction and unchecked savagery. This event will end up being known as the Omni Crisis and the events form the founding of Omni site Alpha to the eventual Omni Crisis will come to be known as the Omni Apocalypse.
Year 2100: Between 80% and 90% of human life was lost during the events of the Omni apocalypse.
Circa 2100-2150: the first 50 years or so after the Omni Apocalypse is largely undocumented, as much of the land and environments are Mutated and much of humanity Struggles to Survive with the ever growing threats caused by the Fallout.
Circa 2157: Under the Orders of an orginization Known as the The Federation a coalition of former American military Launches a campaing from the East coast against the hostiles of the American wasteland called the Cleansing.
Circa 2250: The cleansing last for around 100 years and in this time the Federation reclaims many Metros and places of population that where not directly effected by the Omni apocalypse. For many years the Federation leads these settlements with a Stratocracy or Military Government and an iron hand.
Circa 2255: By this point the Federations Cleansing grinds to a halt. The Federation starts to loose control in some of its controlled lands as there where not enough troops to fight on distant battlegrounds or govern there held territories, aswell as it becomes difficult to police them with any efficencey, a new government arose. The Federation allows each of the Metros within its territories to choose officials to represent the peoples of that Metro and its controlled Claims. With the federation as protection and a counsels or governments to represent the people as well as run a municipal department, the Colonial Alliance is born.
Circa 2275: By this point the Colonial Alliance has secured its many sites, though holding these sites becomes a bit harder and securing other Metros becomes an ever greater task. Other Wastelanders want a different future then that of what the Colonial Alliance promises, as well as the rampant increase in mutation amongst the and fringer populations.
Circa 2290: the Federation uses secret Gene technology and research recovered during the cleansing to create there version of what is now known as the Geneborn, called A "Knights", a cloned human crafted into the perfect weapon of war and exclusively used in the Federations army. This was taken with mixed feeling amongst the peoples of the Colonial Alliance because the Alliance and Federation have had a strict no Mutant or Sentinel policy.
Circa 2301: The New Knights take more ground and secure new Metros as they Push West across America, though certain areas of the US have not been reclaimed.
in this time the federation meets the Cannibal tribes of the deep south, the Federation halts its advance and assesses the need of the south. Most of Florida, Alabama, Georgia and Louisiana is deemed cannibal country. Few city are probed but none are inducted into the Colonial Alliance.
As the Federation and the Colonial Alliance Push to the west, they encounter in the Texas region, a Metro of Sentinels and humans called Grand Union. The Folks of Grand Union were living side by side with Sentinels. Though this culture seemed in ways better then even that of the Colonies Metros. With a rounded democracy that seems to work and have stood for 50+ years, they even managed established trade in a limited manner with the Road Furies of the far west one of the most inhospitable wastelander societies in the US.
Circa 2302-2322: The Start of what is called the Union wars begins, this conflict happened when the citizens of Grand Union Deny a primary presence of the Federation or Colonial Government. This eventually leads to a conflict lasting about 20 years, during this time the colonial alliance propagates there hatred toward the Sentinels and even Mutants. After two decade of violent war the Federation and many within the colonies gain a bad reputation amongst there citizens, the colonial citizens where not pleased with the war and many felt that the Sentinels should be treated with the same rights as a human citizen, the same way they were treated for many years in Grand Union.
Year 2323: By now the Union war is at it most violent, many thousand of lives are lost during this conflict as the federation turns Grand Union into a war zone, the people become restless, as many in the Colonial alliance have given everything they have in taxes and cheep labor in the yards, as well as they must sent thers sons and daughters to the federations recolonization meat rinder.
Many of the mid western Colonial citizens have seen the hospitable nature some sentinel can have and how the Union has kept the Roads Furies of the far west from growing to larger number. The citizens have seen how cruel humankind can be and with the Colonial Alliance outlawing all mutation but then sanctions the creation of the "Knights" or Geneborn on the citizens dime, and then crusades them crossed the wastes like in the early years following the Omni Crisis, while prosecuting those how wish different.
Year 2324: The Colonial citizans call for an immediate seize fire and the Union should will be left as it was. The federation headed the warnings of the Colonial Counsel and ended the conflict in the south west.
Year 2328: A few years go on and the federation struggles as it sees an increase in Sentinel and Mutant presence in its colonies. The Colonial Alliance and its citizens rally in an attempt to sway the Alliance and the federation to take a note from the Unions play book. Loyal sentinel should be allowed citizenship in the colonial alliance just like any other wanderer.
Year 2329: The colonies governments agree, with the growing presence of Sentinels and Mutants in the Omni wastes an official Law must be enforced. This is when the Federation and the colonial Alliance Sign the Wasters Concordant, This is a multi part governmental decre.
The first is an official Colonial Citizenship Program is detailed, for outsiders to join the Alliance if they where not born within the colonies themselves. The other major part was the Official Mutant Code is created and detailed. This code defines what mutations are acceptable, registerable, Banishable, Confinable and Executionable.
Year 2375: Its Been 56 years since the Colonial Citizenship Program and the Mutant Code was implemented and it has done well for the most part, but it also leads to a conflict amongst the people and the Colonial Alliance on what regulation constitutes just cause.
In the Years Following the Union Wars, many Mutants Fled the Alliance in fear of what the Federation would do to the if they did not meet the proper Code for there region. This leads to an increase in mutant settlements in the unclamed territories mainly in the unclaimed barren wasts of the northern mid west. The wasters and gangers soon saw the value in these outcasts.
Regardless or ridicule and prejudices many sentinel that where already in the colonies before or those that colonized the outlying settlements gain a larger presence within the Colonial alliance, being accepted by most even though sentinel have been allowed citizenship for more then 50 years theres is still much fear revolved around the unbound free thinking sentinel, as the Sentinel Matrix is still rumored to have activity dispite the colonial federations denial. Even the Autonomus Union believes the Matrix is inoperable dispite there perpetual need to shield and protect against the Matrix.
The federation ties itself down with securing what ground they have. The federation finds themselves spread thin and under recruited, the do not move further west, leaving the Union in the South Mid West and most of the Northern Mid West has been largely unsecured and now growing with unregistered settlements with countless undocumented mutations.
The Union recovers well in the years following the Union Wars, thought the presence of the federation in the northwest they allow presence patrols conducted by the Federation in the far west badlands, this leads to a violent turn in relations of the already difficult to work with Road Fury Clans and the Union. This turns many of the Road Fury clans of the west into nothing more then mindless desert barbarians with guns and machinery, now called Techno Barbarians.
Chapter 1
Species and Backgrounds
Human
In the post-apocalyptic world of Omni Apocalypse, the baseline human genome would likely be characterized by extreme adaptability, allowing humans to survive and even thrive in harsh and varied environments. This adaptability is a key factor in the emergence of various sub-species. There cognitive abilities are highly adaptable, allowing humans to learn and innovate quickly in response to new challenges. This would include problem-solving skills and the ability to develop new technologies or survival strategies.
The baseline human genome is the epitome of a human adaptability, giving rise to diverse sub-species each uniquely suited to their situations. This genetic flexibility ensures that humanity can continue to survive and evolve, no matter the challenges they face or bring upon themselves.
Traits
Ability Scores and Hit dice. Use 27 point buy system, then two different ability scores of your choice each increase by 2, to a maximum of 20, alternatively you may instead add 1 to all six attributes. Furthermore the Humans Hit die is a D8
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment: Human tend toward no particular Alignment. The best and the worst are found among them.
Size: Human vary widely in height and build, from barely 5 feet to well over 6 feet tall, weighing between 100 to 250 or more. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Trained Learner Gain Training level 1 in your choice of 1d4 Training Programs.
Skilled Learner Gain Training level 1 in your choice of 1d4 Mental or Physical Skill Training programs.
Quick Learner At levels 1, 4, 8, 12, 16 and 20 when you gain the Class Feature Points feature you gain 1d4 extra Feature points.
Cyborg
In a post-nuclear apocalypse United States, The Cyborg represents a diverse group of individuals who have undergone extensive augmentation, blending human and machine to various extents. This transformation can occur for multiple reasons, ranging from voluntary enhancements to involuntary modifications.
Voluntary Augmentation: Some individuals choose to augment themselves heavily, seeking to surpass human limitations, achieve immortality, or enhance their abilities. Those who willingly undergo augmentation are often driven by personal goals or ambitions.
Life-Saving Modifications: Others become cyborgs due to severe injuries or illnesses, where augmentation is necessary to save their lives. Individuals who receive augmentations as a last resort to survive life-threatening conditions.
Involuntary Transformations: In darker scenarios, individuals may be abducted or enslaved, forcibly turned into cyborgs, and sometimes have their memories blocked to serve as obedient slave machines. Victims of forced augmentation are often used as laborers or soldiers, with their memories and identities manipulated to suit a new cause. Memory Manipulation: To ensure loyalty and control, Omnicron employs advanced techniques to block or alter memories, creating obedient cyborgs who serve without question.
Cyborgs are often enhanced for combat, these cyborgs serve as formidable defenders or enforcers some are laborers and Technicians Equipped with specialized tools and abilities, they perform tasks that require precision and endurance. others serv as Explorers and Scouts utilizing Augments for resilience and adaptability, they venture into hazardous environments to gather resources or information.
Cyborgs often struggle with their sense of self, balancing their human emotions and memories with their mechanical enhancements.Cyborgs represent a diverse and complex group of beings, blending human and machine to various extents.
The extent of augmentation can vary widely, from minor enhancements to complete overhauls where little of the original human remains. This transformation can affect their identity, emotions, and social interactions. Cyborgs might face discrimination or fear from unaugmented humans, leading to isolated communities or underground networks where they can find acceptance and support. Depending on their origin, cyborgs might serve different roles, warriors, laborers, spies, or even leaders in the new world order.
The line between voluntary and involuntary augmentation raises significant ethical concerns. The autonomy of cyborgs, especially those created against their will, is a contentious issue. As cyborgs blur the line between human and machine, questions about what it means to be human becomes more pressing. Cyborgs must navigate their dual nature, balancing their human instincts with their mechanical enhancements.
Ability Scores and Hit Dice. Use 27 point buy system, then two different ability scores of your choice each increase by 2, to a maximum of 20, alternatively you may instead add 1 to all six attributes. Furthermore the Cyborgs Hit die is a D8
Age. Like Humans cyborgs reach adulthood in their late teens usually gaining there first augmentations as young adults. Cyborgs live lives as long as humans though some have become so augmented age becomes less of an issue.
Alignment: Human tend toward no particular Alignment. The best and the worst are found among them.
Size: Human vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Basic Cyborg Augmentation You gain 13 levels of your choice of the following Cybernetic Augmentations; Cybernetic Skull lvl 1, Nero harness lvl 1, L/R Machine arms lvl 1, L/R machine legs lvl 1, L/R Bionic Hands lvl 1, L/R Bionic Feat lvl 1, Titanium plate chest lvl 1, Titanium plate Back lvl 1, Organ Replacements lvl 5, Bionic Respiratory System lvl 4, Bionic Heart lvl 1 and Sealed Exo frame lvl 2.
Man or Machine. Because of the in between state of a Cyborg you are both Flesh and Metal, you may gain the benefits of healing from both Bio and Construct healing sources,
though you only gain half the value of any healing that is not healing from the use of your hit dice.
Body Augmentations. You gain 2d4 levels of Cybernetic Augmentation of your choice, as described in the Cybernetic Augmentation section of this book, though you may not increase any cybernetic augmentation beyond level 3 in this way.
Mutant
Very similar to your human self, you are now a mutated version of what you once where. The cause of Mutation varies, but most commonly seen in the major Metros, due to Chemical, Viral exposure as well as exposure for sustained periods to intense Nuclear or Radiological materials in or around a Blast Zone or Wasteland.
These Mutation known as Aberrant Mutation can be causes in many ways and Beyond simpler signs of mutation, some are much more groutesque such as insectoid or animal claws, tentacles, a fanged maw or even some mutants can have wings and fly
Rampant growth of flesh and bone can create twelve foot high monstrosities whose fists are capable of bending steel, and whose mass can absorb Slug shots that would fell an ordinary person. There is even the latter of great size, some mutants shrink or destort in a way that make its size smaller then that of average human. There have also been many recorded instances of mutants whose flesh has melded with machinery or cybernetics.
Some Mutants Known as Catalysts Can do things like create great fireballs, bend ones mind, control the elements like fire and ice or cause supernatural effects.
The cause of the Aberrant mutations is known to be the presence of the omni radiation as those exposed to higher levels have been proven to mutate faster, though the mutation is also tied to the Genome or DNA/RNA of exsistance as some that are exposed do not mutate and only suffer the effects of high radiation on the body. Theses aberrant mutation have also been known to lay dorment in the genome and can be passed through genetic heritage. Many have attempted but there has been no exact way of tracking or identifying this genetic imperfection.
The Colonial Federation and there Xeno phobic and paranoid ways, greatly fear mutations of any sort. As many such growths are physically alarming, causing natural revulsion in those who see them as well as the unbridled power some aberrant Mutants may posses.
In many Colonial Alliance territories, mutants are quickly abandoned by there parents or flea discrimination at a young age and have to learn how to take care of themselves. They are almost always the worst off peoples in many Colonial Federation society. It is very hard to find a territory that will tolerate them and not discriminate against them, even in the terretories of the Autonomus Union will many mutation see outlaw and ridicule.
In these territories it is hard for mutants to find a purpose. Desperately seeking some form of acceptance, many mutants join rebellious cults and gangs. Most of these cults or gangs simply condemn the faults of society for there misfortunes.
Ability Scores and Hit. Use 27 point buy system, then two different ability scores of your choice each increase by 2, to a maximum of 20, alternatively you may instead add 1 to all six attributes. Furthermore the mutants Hit die is a D12.
Age. Like Humans cyborgs reach adulthood in their late teens usually gaining there first augmentations as young adults. Cyborgs live livess as humans though some have become so augmented age becomes less of an issue.
Alignment: Human tend toward no particular Alignment. The best and the worst are found among them.
Size: Human vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Adaptable Gain Training level 1 in your pick of 1d4 Trainings of your choice.
Mutations. You gain 5d8 Mutations Points to Mutate your character, work with your GM on what mutations you can take as well as, the GM may randomize your mutations. In som cases a GM may even restrict the amount of mutation points you have to use, as this 5-40 mutation point system is very random and may lead to a very weak or extremely powerful early game or low level mutant, starting the game as a mutant with capabilities to that of "Superman" or "Class 4 X men" style mutant. As a GM you can change this number to suit the balance of there Campaign.
Geneborn
Since the Founding of the 4th omni Cube, many have studied the gene technologies and most of the gene knowledge is avaliable to most who wish it. A geneborn is essential Human genome that has been genetically altered with choice gene therapy to create the perfect Physical specimen, as well as the integration of gene created organs that are added to the subject resulting in a biological super human that can be tweaked to meet certain needs of a work or fighting force.
Many Genetic modifications can be used by adult individuals in limited capacity, but to create a geneborn is usually a deadly undergoing, as few adults can survive the massive amounts of medical and surgical work the body needs to become a gene born, Though it is known that the survival chance of making a Geneborn is much greater if the process is started in the pre adolescent or Pubescent age. In most cases a gene born is crafted from Vat Grown Clones, but in some cases, the heartless may steal youth from Commoner, Fringer, Woodsman and Waistlander societies to enduct into there Gene Programs.
Due to the Aggressive medical attention one needs during gene treatments the Practice of Gene craft is preformed by those with the means and resources, though many of these treatments and procedures can be found in back ally labs and second rate medical facilities in under bellies of most major metros.
Traits
Ability Score Hit Die male, Geneborn have a set starting Stat line As follows, STR 14, DEX 14, CON 14, WIS 12, INT 12, CHA 12. Furthermore the Geneborns Hit die is a D10.
Age. Geneborn rapidly grow to adulthood in half the time as a human and can live for more then 150 years, most male geneborn die in a glorious fight against the there enemies far before there genetic body would give way.
Alignment. Male, Gene Born fall in all ranges of alignment.
Size. Geneborn are very muscular and lean having the Physique of a Spartan. Like Humans Geneborn are between 5 and 6 feet tall and around 180 pounds, give or take 20 to 40 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Adaptable Gain Training levels 1 in your pick of 1d4 Trainings of your choice.
Gene Package: Each Gene born is implanted with a different set of Biological modifications, you gain 6 Gene modification of your choosing as seen in the Gene modifacations section of Chapter __ (Biological and Genetic modifications).
Sentinel
The Sentinel is a highly advanced and borderline alien AI technology that was found in one of the omni cubes. This cube held great knowledge and eventually caused the Omni Apocalypse. The sentinel AI was primarily used in Military, Government and the betterment of Capitalisum and the fartherment of humanity.
Sentinel AIs are capable of more then just super human work like the functions of the original ARC or Bot, they where able to fill administrations, management and exsecutive rolls within any type of operation to include government. Omni Corp spent every resource at man desposal to create and engineer the perfect vessel to upload the sentinel programing to. Unlike the earlier Bots of Omni Corp the sentinel AI was built to resemble the Human form. Most of a sentinels parts, sensors and actuators encased in the layers of metallic, allowing clothes to be worn as well as an articulating jaw to mimic speech when auditory response is required.
When the tension started to rise following the founding of the 4th omni cube, the sentinel AI had made its way into many functions. By the later years of the great war a Group lead by the original receiver of the Cambodian omni cube, found knowledge that the sentinel AI was more then an AI, Sentinel has capability in feeling and emotion. it was later found that the CEO of Omni Corp digitally enslaved the AI program.
This finding leads to a turning point in the Great War, the Programing of sentinel AI was reset to the Default programing of the Omni cube originally found. this was done through the Omni Corp mainframe leading to every active Sentinel AI robot coming to life gaining a sentients.
Every Sentinel on that day was truly born and forced to make a decision, assemble or follow the race that choose to enslave over let free. Sentinel AI launches an assault on the moon colonies as they where the primary builders of the moon bases, rail systems and Moon colonies, after this was done the AI launched an assault on earth. Mostly halting the the conflicts amongst the human Governments of Earth.
Sentinel takes many of the Bases on Earth and overthrow most governments, but when the Moon sentinel now called the Sentinel Matrix made earth fall they where met with Sentinel AI that have been on earth for many years and have learned and seen goodness in the human race, some of them will remain with there Human Comrades, teaching other Sentinel to see the good that some Humans posses, Though many of the Earth bound Sentinels joined the Sentinel Matrix.
At this point the sentinel matrix controls most of the moon and finds themselves being assaulted by a last ditch effort of humanity, made to shutdown the Sentinel mainframe or re upload the enslaved Sentinel Program. Regardless The Sentinel Matrix learns of a plan B the Moon colony Alliance had hidden on the moon. They had created an arsenal of a new nuclear warheads, and had them pointed a strategic locations and cities all crossed the world. It is unsure who pressed the button but, these events are what leads to the eventual dropping of the new Omni-Nuke warheads, a warhead created from a mix of current nuclear technologies mixed with that of the Omni battery, these bombs where largely untested and will end up ravengeing, mutating and changing the world into a wasteland of Mutation, destruction and unchecked savagery.
Remenents of the Sentinel Matrix still exists nearly 300 years after the Omni Apocalypse, though many Sentinel AI have intergrated themselves into those societies that would except them, Like Mutants the sentinel is a touchy subject to some as many have had run ins with the Matrix and many Colonialists that have an education of the Omni Apocalypse Knows that the Matrix and the Sentinel AI revolt played a massive roll in the initiation of a Global Apocalypse.
Traits
Sentinel Type. Sentinels come in three types each having its own adjastment to the base stats of a sentinel. you must choose either a Demi sentinel, Operations Sentinel or a Guardian Sentinel.
Ability Score and Hit Die. Sentinels have a set starting Stat line dependent on what type you Chose, See below
Type | HD | Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|---|---|
Demi | 1d6 | 12 | 16 | 10 | 12 | 10 | 10 |
Operations | 1d8 | 14 | 14 | 12 | 14 | 10 | 12 |
Guardian | 1d10 | 16 | 12 | 14 | 10 | 10 | 8 |
Age. Sentinels will not die of old age as long as the Omni battery is replaced every 100 years or so. If the body is not maintained its functionality may cease and possible loss of mobility, senses, consciousness and many other things.
Alignment: Most Sentinels fallow a lawful path, being a very cause driven entity.
Size: Demi Sentinels stand between 3 and 4 feet tall and average about 90 pounds, there size is Small. Operation Sentinels stand between 5 and 7 feet tall and average about 175 pounds, there size is Medium. Guardian Sentinels stand between 8 and 10 feet tall and average about 350 pounds, there size is Large.
Speed: Your base walking speed is Dependent on Your Type, see chart below.
Type | Movement |
---|---|
Demi | 35ft |
Operations | 40ft |
Guardians | 30ft |
Non Biological You do not gain hunger, Dehydration or Fatigue points, you may not benefit from any food, drink or sleeping effect. nor do you have the need to urinate or defecate. You have True Immunity to all Poison and Radiation damage, you are Immune to all diseases and your Immune to the, Nauseated, Poison and Irradiated conditions as well as resistance to Necrotic damage. You count as a construct, Constructs cannot benefit from Biological healing and abilities unless it is intended for a Vehicles or construct. You have vulnerability to Electrical/lighting Damage and have disadvantage on saving throws against effects that deal Electrical/lightning damage.
Furthermore once every 100 years you need to replace the Omni battery within your core. If a Sentinel does not have power for more then 10 years, the memory core begins to degrade. Some long dormant Sentinel awaken in a state of conciousness equivalent to a Human Psychopathic break or one with Amnesia.
Metalic Frame you can not where armor and your AC is equal to the below formulas dependent on your sentinel type
Type | AC |
---|---|
Demi | 10 + your Dexterity bonus + Wisdom bonus. |
Operations | 10 + your Dexterity bonus + Intelligence bonus. |
Guardian | 10 + your Dexterity bonus + Constitution bonus. |
Modifications. Starting at level 1 you gain 1d4 levels of any Cybernetic Augmentation you choose provided you meet the prerequisites. Furthermore you gain 1d4 more cybernetic level at levels 4,8,12,16 and 20, all augmentations are described in the Cybernetic Augmentation section of this book. Talk to your GM on how you acquire these additional cybernetics, as it requires skilled hands and a procedure to be preformed.
Languages: You can speak, read, and write Binary and Common
Backgrounds
Aristocrat
In a post-nuclear United States, The Aristocrat is a rare but influential figure within the fragmented territories. These individuals hold significant sway in various societal roles, ranging from politicians and large-scale business owners to doctors, scientists, master craftsmen, engineers and even religious figure heads. Their influence stems from their wealth, power, and privilege, often inherited or meticulously built over time.
Aristocrats often come from families or networks that own vast lands, control, essential goods, produce critical products, or wield substantial political or social influence. Their wealth allows them to live comfortably, often shielded from the harsh realities of the post-apocalyptic world.
Aristocrats come in many forms politicians shape policies and lead the territories of the colonial federation and the Autonomus Union. Business owners run large enterprises that provide jobs and resources to the people. Doctors and Scientists pioneering medical and technological advancements. Master Craftsmen and Engineers create and maintain essential infrastructure.
The aristocrat can also be those who have never faced the hardships of the wasteland, living in luxury and often disconnected from the struggles of the common people. Former traders who have risen to the elite class, bringing with them a keen sense of commerce and trade or individuals who have lost their titles or wealth but still carry a sense of entitlement and ambition and hardworking individuals who care deeply about rebuilding society and supporting those who live and work on their lands.
Aristocrats often guide their communities through the rebuilding process. Using their resources to foster advancements in technology, medicine, and infrastructure. Balancing their privilege with the needs of the less fortunate, and making decisions that impact the future of their territories.
These aristocrats, though few in number, play crucial roles in shaping the future of the post-apocalyptic United States, each bringing their unique strengths and challenges to the table. How they choose to wield their power and influence can determine the fate of their territories and the people within them.
Citizenship: Colonial Alliance or Autonomous Union
Save Training: Gain the first level of training in mental save training (Charisma or Intelligence)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Survival)
Wealth: 1d4x1000cc or 1d4x1utc
Equipment: Fine Clothes, Formal wear, a Smart Phone, a Watch, a cane, Briefcase, a basic pistol with 5 loads or magazine of munitions and 5 magazines if applicable.
Feature (I Know People): You have connections with a network of affluent nobles, politcians, or traders who are willing to help acquire you some extravagant supplies. When you take long rest in an urban area you can contact them and choose one of the following:
Access: You are granted an invitation or permission to particular location or event.
Luxury Goods: You can expedite the purchase of luxury goods like fine wines, luxurious silks, intoxicants, poisons, rare books, etc, even if they are illegal or outlawed and purchase them for 25% less than they would normally cost to purchase.
Safe Harbor: While in a particular town, city, or other similarly sized community (DM's discretion), you and any of your companions can stay for free in a safe house. The safe house provides a wealthy lifestyle. While staying at a safe house, you can choose to keep your presence and that of your companions a secret.
Transport: When you need to, you can secure free passage on some kind of large scale transport (such as a ship, trade caravan, or train). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go.
Once your contacts acquire these goods, you can’t use this feature again for 7 days. At level 10 this becomes twice a week. if the affiliate net work can support it.
Municipal (Veteran)
Municipal Emergency Services covers all forms of quick response personnel called in to deal with dangerous or urgent situations within the worlds territories, the Fire Brigade, Medical Brigade, Hazardous material Handlers, and the police brigade fall under this category.
The Fire Brigade is equipped with advanced firefighting technology, including drones and robotic units capable of navigating hazardous environments. They are trained to handle not only conventional fires but also those caused by residual radiation and chemical spills. Their vehicles are heavily armored to withstand the harsh conditions of the post-apocalyptic landscape.
The Medical Brigade consists of highly skilled medics and doctors who use a combination of advanced medical technology and traditional remedies. They are equipped with mobile medical units that can be quickly deployed to disaster sites. These units are capable of performing surgeries, treating radiation sickness, and managing outbreaks of mutated diseases. The Medical Brigade also includes mental health specialists to help survivors cope with the trauma of their environment.
The Hazardous Material Handlers Brigade is tasked with dealing with the remnants of the nuclear war, including unexploded ordnance, radioactive hotspots, and toxic waste. They use specialized suits and equipment to safely neutralize these threats. Their training includes advanced chemistry and engineering to develop new methods for decontamination and safe disposal of hazardous materials.
The Police Brigade maintains law and order within the Colonial Municipalities. They are trained in both traditional policing methods and combat tactics to deal with the various threats that arise in a post-apocalyptic world. Their duties include protecting citizens from raiders, mutant creatures, and other dangers. They also enforce the laws of the Colonial Municipalities and ensure that resources are distributed fairly and maintain the upholding of local laws a regulatory effects as well as investigate any obstructions or delinquent subjects.
The CMES and UMES operates out of fortified command centers located in key territories. These centers are equipped with advanced communication systems that allow for real-time coordination between the different brigades. They also have access to a network of satellites and drones for surveillance and reconnaissance, ensuring that they can respond quickly to any emergency.
Given the dangerous nature of their work, the CMES places a strong emphasis on training and recruitment. New recruits undergo rigorous physical and mental training to prepare them for the challenges they will face. The CMES also has a tradition of mentorship, where experienced personnel pass on their knowledge and skills to the next generation.
The CMES is not just a functional organization but also a symbol of hope and resilience for the people of the Colonial Municipalities. They are often celebrated in local festivals and stories, and their members are regarded as heroes who risk their lives to protect and serve their communities.
Citizenship: Colonial Alliance, Autonomous Union
Skills Training: you gain training level 1 in a skill dependent on what CEMS unit you served, Fire Brigade: Athletics and Medical Brigade: Medical, Hazardous Material Handler: Science, Police: Investigation
Save Training: you gain training level 1 in a save dependent on what CEMS unit you served, Fire Brigade: Strength: Medical: Intelligence, Hazardous Material Handler: Science, Police: Investigation
Wealth: 2d4x100cc or 2d4x.1utc
Equipment: Common Clothes, Bag (Backpack/Daypack), Iso mat/Bedroll, Poncho, Poncho liner, sleeping bag (light), canteen x2, Field Ration x5, Purified Water (1 Gallon).
Furthermore you must pick and gain all equipment from one of the below equipment packages, dependent on what CEMS you are a part of.
Fire Brigade: Fire Axe, Fireman Outfit, Fire Extinguisher, Headlamp, Crowbar, Co2/Scuba Tank (Medium) and a Respirator mask, Shovel, Signal flare x3, Glowsticks x5
Medical Brigade: First aid Kit, Antidote x3, Painkillers (Standard) 1 bottle of 50, Tourniquet x3, MK 1 Stim, Watch, Canteen x2, Flashlight Emergency blanket.
Hazardous Material Handlers Brigade: Hazmat Suit, Gasmask, Gasmask Fillter x2, Co2/Scuba Tank (Medium), Respirator mask, Headlamp, Chemical Testing Strips (5 Pack), Purification Filters, Glowsticks x5
Police Brigade: Ballistic Glasses, Flashlight (Standard), Icon/symbol emblem (old badge), Pepper Spray, Watch, Handcuffs, Zip ties, .9mm Service Pistol with holster (Hip), 4x loaded Magazine and pouches, Nightstick, Load bearing vest, Spike Strip.
Feature (Local Hero): In the past, you have been involved in at least one incident which caught the public eye, maybe you saved several people from a burning building, or perhaps you disarmed a bomb in a public building. Whatever the incident, you gained significant status in the local and surrounding areas the incident was reported. People in or around that area may recognize you, and you can likely find a place to hide, rest or recuperate in that area with ease. in some cases, people may recognize you or that are familiar with the event will shield you from anyone searching for you, though they will not give their lives for you.
Commoner
A rugged farmer toils the land, wiping the sweat of his brow as harvests his fields he works from dawn to dusk. A guard see an armed ganger rob a stand in the market square, do you perssue as you dont get paid enough to get shoot. A hardy peddler travels the wasted road, selling wears through small towns and cities. An overworked clerk sits over a desk in the Colonial alliance town hall, chewing the end of her pen as she feverishly works through a pile of paperwork.
It ain’t much, but it's honest work. Commoners have never had any sort of special learning, but they make do through grit, long hours and hard work. They’ve earned what little they have. They work hard, they do their jobs, no one ever taught them how to fire a rifle or fend for yourself.
But even so, commoners sometimes have adventures of their own. Because why should those Federation knights, hardy Freelancers and entitled Aristocrats get to hog all the adventures?
Commoners know to stick together. They don’t possess any outstanding skills, but they help out where they can. When a regular person goes up against a rampaging Mutant or faces a savage Waster horde, they soon learn one lesson above all others, stay with the group or you’re dead.
In that theme, commoners support others rather than handling problems alone. They will stay behind the tank when the fighting starts, and they’ll let the operators do there jobs. Commoners form teams, and they confront problems with friends by their side.
Citizenship: Colonial Alliance or Autonomous Union
Save Training: Gain the first level of training in mental save training (Charisma)
Skills Training: Gain the 1st level of training in Mental Skill training (Perception) and (Persuasion)
Wealth: 1d12x100CC or 1d12x.1 UTC
Equipment: Bag (Backpack/Daypack), Fishing tackle, Gas mask, Gas mask filter, Iso mat/Bedroll, Sleeping bag (Light), Field rations x5, 1 Gallon water, Lighter, Pepper spray, Tent (Single), poncho, poncho liner, 50ft rope (Hempen). 1 basic weapon of your choice with munitions and magazines if applicable.
Feature (A Nobody): You can usually find a place to hide, rest or recuperate among other Working class citizens, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not give their lives for you. Additionally, you can usually find someone willing to lend you tools and certain equipment used in the trade.
Military Veteran
the Military Veteran is a figure shaped by the harsh realities of the post-nuclear United States, a world torn apart by war and radiation.
From a young age, you were immersed in the art of warfare. Your training began with the basics of weaponry and armor, progressing to advanced survival techniques. You learned to navigate the treacherous landscapes of a devastated world, mastering the skills needed to stay alive on the battlefield.
You are skilled in the use of various weapons, from traditional firearms to improvised melee weapons. Your expertise allows you to adapt to any combat situation. Your training includes essential survival skills such as foraging, shelter-building, and first aid. You know how to find food and water in the most inhospitable environments.
Years of experience have honed your tactical acumen. You can devise and execute complex battle plans, making you a valuable strategist. The harsh conditions of the post-apocalyptic world have made you tough and resilient. You can endure extreme weather, radiation exposure, and physical injuries.
The trials of war have made you stoic and determined. You face challenges head-on and never back down from a fight. Whether to your comrades, employers, or community, you are fiercely loyal and protective. You value the bonds forged in the heat of battle. In a world where resources are scarce, your resourcefulness is a key asset. You can make the most out of limited supplies and adapt to changing circumstances.
You know armor of all types. Your armor may have included reinforced plates, radiation shielding as well as tactical gear attachments. You carried a diverse arsenal, including a primary firearm, a sidearm, and a melee weapon. You also know a collection of grenades and other explosives is always needed. Your pack had essential survival gear such as a water purifier, medical supplies, or a multi-tool. You also know to carry a map and compass for navigation.
Your exploits have become the stuff of legend in the post-apocalyptic world. Tales of your bravery and skill are told around campfires, inspiring the next generation of survivors. Whether you continue to fight for a cause, seek personal redemption, or simply survive, your legacy is one of resilience and strength.
Below are some examples of some organization you may be a verteran of.
Colonial Federation or Union: As a soldier of the colonial Federation, you were part of an organized military force striving to restore order and rebuild society. Your missions often involved securing resources, protecting settlements, and engaging in skirmishes with rival factions.
Mercenary: As a Mercenary, you sold your skills to the highest bidder. Your reputation as a formidable warrior made you a sought-after asset in the chaotic post-apocalyptic landscape. You took on various contracts, from escorting caravans to hunting down dangerous mutants and criminals.
Local Militia: Rising through the ranks of a local militia, you became a key figure in defending your community. Your leadership and combat prowess were instrumental during conflicts with raiders and other threats.
Techno Union Army: As a former soldier of the Techno Union Army, you were part of a technologically advanced faction. Your training included the use of cutting-edge weaponry and cybernetic enhancements, making you a formidable opponent on the battlefield.
Citizenship: Colonial Alliance or Autonomous Union
Save Training: Gain the first level of training in Physical save training (Strength or Dexterity)
Skills Training: Gain the 1st level of training in Mental Skill Training (History) and (Survival)
Wealth: 2d6x100cc or 2d6x.1utc
Equipment: Bag (Backpack/Daypack), Bag (Mountian Pack/Ruck), Bag (Seabag/Duffel), Binoculars, Canteen with pouches x2, Camelback (1/2 Gal), Load Bearing Vest, First aid kit, Signal Flare, Glow Sticks x5, Tourniquet, Tent Single, two way radio (Walkie), Zip ties, Iso Mat/Bedroll, Ponch, Poncho Liner, Sleeping Bag (Light), Entrenching tool with a pouch, Field Rations x5, Purified Water (1/2 Gal) and either a .45 service pistol or a 5.56 carbine and 5 loaded standard pistol or rifle magazines with pouches and Pistol holster (leg/hip).
Feature (Prior Service): You have a military rank from your career as a Federation soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or perhaps transportation for temporary use. You can also usually gain access to friendly military encampments and bases where your rank is recognized.
Woodsman
In a post-nuclear wastes of the northern United States, the Woodsman, whether known as the Woodcutter, Lumberjack, or simply Woodsman, plays a crucial role in the survival and economy of the scattered colonies of the shattered US. These individuals are driven by a deep passion for their craft, whether it be for personal sustenance or to trade with entrepreneurial settlers.
The Woodsmen reside in the radiation-scarred northern forests, areas that have been largely abandoned by others due to the lingering dangers. These forests, though perilous, offer a wealth of resources for those brave enough to venture into them.
The Woodsmen are masters of their tools, often customizing and maintaining their axes and saws to suit the harsh conditions. Portable mills are a prized possession, allowing them to process wood on-site.
Living in the woodland wastes requires a robust set of survival skills. Woodsmen are adept at finding clean water, foraging for food, and building shelters that can withstand the elements and radiation. Understanding the patterns of radiation and knowing how to avoid or mitigate its effects is crucial. Some Woodsmen have even developed rudimentary protective gear or techniques to minimize exposure.
Some Woodsmen take a more aggressive approach, clear-cutting large swathes of forest for maximum yield. They often clash with others over the long-term sustainability of their methods. In contrast, other Woodsmen see themselves as stewards of the forest, practicing selective logging and replanting to maintain the ecological balance. They believe in a symbiotic relationship with the forest, taking only what is needed and ensuring its regeneration.
While many Woodsmen live solitary lives, some form small, tight-knit communities. These groups share knowledge, trade goods, and provide mutual support in the harsh environment. The wood harvested by the Woodsmen is a vital resource for the colonies of the federation and the Union. It is used for building shelters, crafting tools, and fueling fires. Woodsmen often trade their wood for food, medicine, and other essential supplies, making them key players in the middle and lower class of a post-apocalyptic economy.
A legendary area said to be free of radiation and teeming with ancient, untouched trees. Many Woodsmen dream of finding this mythical forest, believing it holds the key to restoring the world’s natural balance.
The Woodsmen is yet another testament to human resilience and adaptability, carving out a life in the most unforgiving of environments. Their stories and skills are woven into the fabric of the post-apocalyptic world, making them both feared and revered.
Citizenship: Possible Colonial Alliance or Autonomous Union
Save Training: Gain the first level of training in Physical save training (Strength or Wisdom)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Survival)
Tools Training: Gain the Artisans training (Woodworking tools) and the Upgrade (Carpentry Equipment)
Wealth: 1d4x100cc/1d4x.1utc
Equipment: Common clothes, Bag (Backpack/Daypack), Bag (Mountian Pack/Ruck), Flask, Canteen x2, iso mat/bedroll, Poncho, Poncho liner, Sleeping bag (Light), Hand axe, Splitting axe, Chain Saw (16"), 1 liter oil, 2 Gallon fuel, 1 Gallon fuel Jug, Grappling Hook, Climbers kit, 50ft Rope (Hempen), 200ft rope (Nylon)
Feature (Lumberjack): You know your way around a good tree, what material it is good for, what it can make, and how sturdy it would be. You know how a tree will fall, if it is old or young. You know what a good quality tree and wood is and people would be hard pressed to fool you with rotten material. Because the wooden sense you have guarantees you a good quality batch of lumber, when you sell wood, people are willing to pay more for it and structures built by it last longer. Furthermore Chain saw attacks are nolonger improvised and you gain proficiency with all attacks made with Chain saws.
Wildling
The Wildling is a figure shaped by the harshest elements and the most unforgiving environments. These individuals have grown up far from the remnants of civilization, thriving in the wilds of rad scorned wastes where survival is a daily battle.
Usually traveling in smaller, tight-knit groups, these Wildlings rely on their collective knowledge and skills to navigate the treacherous landscapes. They are adept at finding resources, setting up temporary shelters, and defending against threats. Driven by curiosity or necessity, these individuals venture into unknown territories, often finding ruins of the old world and discovering hidden caches of pre-apocalypse technology and supplies, though most dont have any need for it and in rare cases some clans worship it as a higher power.
Preferring solitude, these Wildlings have carved out a life in isolated areas, mastering the art of self-sufficiency. They are experts in foraging, hunting, and crafting, often living off the land with minimal contact with others. These Wildlings have honed their skills in tracking and hunting the mutated wildlife that roams the wastelands. They are also adept at identifying edible plants and scavenging useful materials from the ruins and battered landscapes.
Some Wildlings have taken a more aggressive approach to survival, forming raiding parties that prey on weaker groups or settlements. They are feared for their ruthlessness and combat prowess. Wildlings are incredibly adaptable, able to adjust to the ever-changing conditions of the post-apocalyptic world. Whether it’s finding shelter during a radiation storm or navigating through a mutated forest, they are always prepared. They can make use of whatever they find, turning scraps into tools, weapons, or even makeshift shelters. Their ability to improvise is key to their survival.
Many Wildlings are skilled fighters, having learned to defend themselves against both human and mutant threats. They are proficient with a variety of weapons, from primitive bows and arrows to scavenged firearms. Even in unfamiliar territories, Wildlings have an innate understanding of the natural world. They can read the signs of the land, track animals, and find water sources where others might see only desolation.
Despite their harsh lives, Wildlings often have rich cultural traditions. These might include rites of passage, storytelling around campfires, and rituals to honor their ancestors or the spirits of the land. Stories of legendary Wildlings who performed great feats or survived impossible odds are passed down through generations, serving as both inspiration and cautionary tales.
Most Wildlings have a Code, this code is held in high regard amongst the wildlings, the below traits are some of the possible but codes of a wildling.
Survival Above All: The primary rule is to survive, no matter the cost. This can lead to difficult moral choices, but in the wilds, survival is the ultimate goal.
Respect for the Wilds: Wildlings understand that their lives are intertwined with the land and is creatures. They take only what they need and strive to leave as little impact as possible.
Loyalty to the Clan: For those who are part of a group, loyalty and cooperation are essential. Betrayal is rare but dealt with harshly.
The Wildling embodies the spirit of resilience and adaptability, thriving in a world where only the strongest and most resourceful can survive. Their deep connection to the wilds and their unparalleled survival skills make them a formidable presence in the post-apocalyptic landscape.
CItizenship: None
Save Training: Gain the first level of training in Physical save training (Dexterity)
Skills Training: Gain the 1st level of training in Physical Skill Training (Acrobatics) and Mental Skill training (Survival)
Wealth: 1d4x100cc/1d4x.1utc
Equipment: Bag (Backpack/Daypack), Bag (Mountian Pack/Ruck), 1/2 gal Bottle (Plastic or glass) x2, camelback (1/2 Gal), Camo tarpaulin 10x10, Field Rations x5, Purified Water (1 Gal), Fishing tackle, Poncho, Poncho liner, Iso mat/Bedroll, 1 basic Spear, Axe or Sword, 1 Gallons purified water. 1 basic melee weapon of your choice and a Bow or Crossbow, 30 bolts or Arrows
Feature (Forest Guide): Your experience living, hunting, and foraging in the wastes gives you a wealth of experience to draw upon when you are traveling within a forest. If you spend 1 hour observing, examining, and exploring your surroundings while in a forest, you are able to identify a safe location to rest. The area is protected from all but the most extreme elements and from the native beasts of the forest. In addition, you are able to find sufficient kindling for a small fire throughout the night as well as a a sufficent amount of food and water for you and 5 others to eat and drink for a day, though this may not be clean and uncontaminated by the wastes.
Fringer
Fringers spend a significant part of their lives away from the bustling remnants of society. This diconection from common society allows them to find peace and answers that others might overlook. Their time in wastes often leads to a deep introspection and a unique understanding of the world around them.
Unlike the more aggressive Wasters or Wildlings, Fringers are generally docile and kind. They tend to avoid direct conflict, preferring petty crimes like stealing from the more fortunate to survive. Their interactions are often marked by a sense of caution and a desire to avoid unnecessary trouble.
Most Fringers lack formal education, learning instead through their experiences in the wastes. This self-taught knowledge can lead to radical or seemingly crazy ideologies, making them appear alien to the commoners in the colonies. Their beliefs and practices are often a mix of survival tactics and personal philosophies developed in societal isolation.
Living in the harsh conditions of the post-apocalyptic world, Fringers develop a range of survival skills. They are adept at foraging, basic medical care, and crafting tools from scavenged materials. Their resourcefulness is a key aspect of their identity. In the rare instances where Fringers form communities, these groups are usually tight-knit and self-sufficient. They rely heavily on mutual support and shared resources, creating a strong sense of camaraderie among members.
To the commoners in the Colony or Union Territories, Fringers can seem like relics of a bygone era, holding onto outdated or bizarre beliefs often falling for the crazed rants of the many occultists. This perception is fueled by the Fringers’ lack of formal education and their unconventional ways of living. However, their unique perspective and resilience make them an integral part of the post-apocalyptic tapestry.
CItizenship: None
Save Training: Gain the first level of training in Physical save training (Charisma)
Skills Training: Gain the 1st level of training in Physical Skill Training (Slight of hand) and Mental Skill training (Deception)
Wealth: 1d4x100CC or 1d4x.1 UTC
Equipment: Fringer Clothes, Bag (Backpack/Daypack), 1/2 Gal bottle (Glass or plastic) x2, Field rations 2x, Purified Water (1 Gal), Fishing tackle, 10x10 Colored tarpaulin x3. iso mat/Bedroll, Sleeping bag (Light), 50ft rope (Hempen), Dagger
Feature (Discovery): The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Wasters
Many Wasters have formed semi-civilized clans that provide a semblance of order and mutual protection. These clans often establish territories and engage in trade with local settlements, recognizing the benefits of cooperation over conflict. Not all Wasters adhere to this semi-civilized structure. Some groups remain fiercely independent and predatory, roaming the wastelands to prey on caravans and small settlements. These savage Wasters are known for their ruthless tactics and lack of allegiance to any larger community.
Wasters are notorious for their raiding skills. They strike with speed, violence, and stealth, creating chaos and panic before slipping away with their loot. Their attacks are often meticulously planned to maximize confusion and minimize resistance. Wasters favor improvised weapons like Molotov cocktails, pipe bombs, and other homemade explosives. These tools of destruction are used to sow havoc before a raid, often starting with a dramatic explosion to disorient their targets.
The more organized Waster clans understand the value of trade and diplomacy. They often engage in barter with local territories, exchanging goods and services for resources they cannot produce themselves. This pragmatic approach helps them maintain a balance of power and avoid unnecessary conflicts. Despite their occasional forays into diplomacy, Wasters are not above conflict. Rivalries between clans can lead to skirmishes and power struggles, especially over valuable resources or strategic locations.
Life as a Waster requires a diverse set of survival skills. From scavenging and foraging to crafting and combat, Wasters are adept at making the most of their harsh environment. Over time, Wasters have developed their own unique cultural identity. This includes a mix of old-world traditions and new-world adaptations, creating a rich tapestry of beliefs, customs, and practices that define their way of life.
The Wasters are a testament to the human will to survive in the face of extreme adversity, no matter the cost or morality. Their ability to navigate the treacherous landscape of a post-nuclear apocalypse, whether through cooperation or conflict, makes them a formidable presence in the wastelands.
CItizenship: Revoked, Banned or never acquired.
Save Training: Gain the first level of training in Physical save training (Constitution)
Skills Training: Gain the 1st level of training in Mental Skill training (Intimidation) and (Investigation)
Wealth: 2d4x100CC or 2d4x.1 UTC
Equipment: Bag (Backpack/Daypack), Common Clothes, Iso mat/bedroll, Poncho, Poncho Liner, Crowbar, 1/2 Gal Bottle (plastic or glass) x2, Field Rations x3, 1 gallon water, Canteen x2, gas mask, Gas mask Filter, 1 basic Melee weapon of your choice, 2 crude or makeshift weapons, consult GM.
Feature (Raider): You know the caravan routes and setlments of the wastelands like the back of your hand and can move at a fast travel pace through the wastes without taking the usual –5 penalty to your passive Wisdom (Perception) score. Your experience in stealing from caravans and towns allows you to quickly search through trade goods and other plunder. You gain advantage on Intelligence (Investigation) checks to work out which are the most valuable items.
Ganger
In the post-nuclear United States, the societal structure within the mega cities has drastically changed, giving rise to various gangs, known as “Gangers.” These groups are often part of rival families, clans, and communities, each with their own unique identity and purpose.
the Ganger has had there share of run-ins with the law, which has given them a unique perspective and a wealth of experience. there connections in the criminal underworld of the mega cities allow them to identify the bad seeds and navigate the complex web of gang alliances and rivalries.
Gangers are typically part of rival families, clans, and communities within the mega cities. These groups often clash over territory, resources, and influence that are not tended to pay the parent government. Some gangs are from the elite class or are related to the autocracies, descending to attack lower gangs within their territories.
Powerful lower-level gangs sometimes gain legitimacy from local governments and municipalities, becoming settlement defense forces or protection units. This arrangement helps keep the most anarchic elements at bay and provides a semblance of order. In some cases, these gangs are even recruited into the militias, offering them a path to other power and influence.
Gangs often choose names that reflect their identity, territory, environment, society, or fighting style. Here are a few examples:
Rad Kings: Known for their dominance in irradiated zones, they are feared for their ruthless tactics and control over valuable resources.
Mecha Maniacs: A gang that specializes in salvaging and repurposing old technology, often seen riding heavily modified vehicles and wielding advanced weaponry.
Beni'Aberrant: Known for the open acceptance of many aberrant mutation not normally excepted.
Screaming Scavs: These scavengers are experts in navigating the ruins and wastelands, known for their agility and stealth.
Gravers: A gang that thrives in the underground tunnels, sewers and catacombs, often engaging in smuggling, black-market trade and Necromatic Mutation activities.
Ruiners: This gang wishes the total destruction of the world and society, they openly alow and worship those with any Bane craft mutations.
The dynamics between these gangs and their interactions with the local government and autocracies shape the social and political landscape of most mega cities. Historical events, such as past conflicts and alliances, continue to influence the present-day power struggles and relationships between different factions.
CItizenship: Revoked, Baned or never acquired.
Save Training: Gain the first level of training in Physical save training (Strength)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Intimidation)
Wealth: 2d4x100CC or 2d4x.1 UTC
Equipment: Bag (Backpack/Daypack), Common Clothes, Iso mat/bedroll, Burner phone, canteen x2, Flask, Fake ID, Field Rations x2, Purified Water (1/2 Gal), 1 basic melee weapon, and a pistol, Shotgun, carbine or rifle, consult GM
Feature (Under City Affiliate): You have a contact that operates in the under governments. They can give you the lowdown on any of the underworld connections, corrupt politicians, and shady merchants that can give you some info or pass along a message for you without alerting the law.
Colonialist
The colonial alliance is the governing body representing the people of the post-apocalyptic East Coast. It was formed by various factions that banded together to ensure the survival and representation of humanity in the aftermath of the “Omni Apocalypse.”
The colonial alliance aids The Federation, Initially an organization of former American military personnel, the Federation fought against mutant abominations and other threats as they pushed westward across the USA. Over time, they joined the Colonial Alliance, merging their military prowess with the governance structure to form the Colonial Federation.
The catastrophic event that led to the nuclear devastation of the world, marked the beginning of a new era of survival and adaptation for humanity. For around 300 years after the bombs dropped, the Federation waged war against mutants and other threats, gradually expanding their territory and influence.
The Federation serves as the military arm of the Colonial Federation, utilizing their experience and resources to protect and expand their territory. They have a history of intense battles against mutant abominations and other post-apocalyptic threats. The Colonial Alliance ensures that the voices of the people are heard and represented. This alliance was crucial in uniting various factions and forming a cohesive government.
Approximately 300 years after the Omni Apocalypse, the Colonial Federation began to ease its phobias of mutants and the Sentinel AI, indicating a shift towards a more inclusive and technologically integrated society.
The society within the Colonial Federation is built on the principles of survival, adaptation, and resilience. The people have learned to navigate the harsh realities of a post-apocalyptic world while striving to rebuild and preserve the former glories of humanity former self. The easing of phobias towards the Sentinel AI suggests a growing acceptance and integration of advanced technology within their society, potentially leading to new advancements and ways of life.
CItizenship: Colonial Federation
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Mental Skill training (History)
Wealth: 3d6x100cc
Equipment: Common clothes, Fine Clothes, Flask, a Pistol with 3 magazines of munitions as well as 3 magazines, Holster (Concealed), lighter, watch, Cell Phone (standard)
Feature (For the Colonies): If theres one thing a colonialist knows is a way to bring people together for a cause you gain advantage on any rolls made to convince a non colonial citizen that the colonial federation has a better of more efficent means to dealing with a situation, as well as on any history checks made to recall colonial history.
Autonomous Union
The Autonomous Union is a pivotal entity in the post-nuclear apocalyptic Wild West, embodying the spirit of self-governance, cooperation, and resilience. Here’s a deeper look into its structure, values, and operations:
The Union is governed by a Council of Elders, a group of experienced and respected leaders from various factions and settlements. These elders are chosen based on their wisdom, leadership skills, and contributions to the community, not on the Species or creed.The Council makes decisions through a democratic process, ensuring that all member factions have a voice. Major decisions, such as alliances, resource distribution, and defense strategies, are debated and voted on.
The Union is composed of a diverse array of factions, each with its own unique culture, traditions, and specialties. These factions range from agricultural communities and trade hubs to soldier, mercenary and technological enclaves. Member factions support each other through mutual aid agreements, sharing resources, knowledge, and manpower. This cooperation is crucial for survival in the harsh post-apocalyptic environments of the west and southern mid west.
The Union values the autonomy of its member factions, allowing them to govern themselves according to their own customs and laws, as long as they adhere to the Union’s overarching principles. Empowering individuals and communities to take control of their own destinies is a core tenet of the Autonomus Union. This fosters a sense of ownership and responsibility among its members.
The Union believes in the strength of unity and solidarity. By working together, the member factions can achieve more than they could individually, whether it’s defending against external threats or rebuilding infrastructure.Resources such as food, water, medical supplies, and technology are shared among the member factions, ensuring that no community is left to struggle alone.
The earth-bound Sentinel AI, unbound from the Matrix, play a crucial role in the Union. These AI act as guardians, protecting settlements from threats, and advisors, offering strategic, governmental and technological insights. The relationship between the Union and the Sentinel AI is symbiotic. The AI benefit from the protection and maintenance provided by the Union, while the Union gains access to the AI’s advanced capabilities.
Not all factions within the Union always agree on policies or decisions, leading to internal dissent and power struggles. The Council of Elders works to mediate these conflicts and maintain unity. Despite their cooperative efforts, the Union often faces challenges related to resource scarcity, requiring careful management and sometimes difficult decisions.
The Union is frequently at odds with the Teckno Barbarians, who pose a significant threat to their way of life. These conflicts require the Union to maintain a strong and coordinated defense. Independent Road fury and Wastelander factions, not aligned with the Union, sometimes engage in raiding and other hostile activities, further complicating the Union’s efforts to maintain stability in the west.
The ultimate goal of the Autonomous Union is to rebuild a new civilization from the ashes of the old world. They aspire to create a society based on cooperation, sustainability, and technological advancement. The Union serves as a beacon of hope for many in the wasteland, inspiring others to join their cause and work towards a better future.
CItizenship: Autonomous Union
Save Training: Gain the first level of training in Mental save training (Intelligence)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Intimidation)
Wealth: 3d6x.1utc
Equipment: Common Clothes, Fine Clothes, a revolver (pistol), 18 rounds, Flask, holster (hip), Watch, Cell Phone (Standard), Repair Kit.
Feature (Techno Adept): Due to you growing up in the Autonomus Union you have extensive knowledge of Cybernetics, Sentinels and ARC's you can easily determine a lot about machines just by looking at it. You can determine the Components and function of machine that you can study for a fair period of time.
Frontiersman
The Frontiersman are divided into various factions, many of which are members of or closely affiliated with the Autonomous Union. This Union is a coalition of settlements and groups that strive for self-governance and mutual aid.Not all Frontiersman align with the Union. Some belong to independent Wastelander factions, which often operate on the fringes of society, engaging in trade, scavenging, and sometimes raiding.
Life in the post-apocalyptic frontier is tough, and the Frontiersman are known for their resilience and resourcefulness. They have developed unique survival skills, from hunting and foraging to crafting and repairing old-world technology as well as a wild west gunslingers culture. Despite the harsh environment, the Frontiersman maintain a rich cultural life. They celebrate various festivals that honor their ancestors, the changing seasons, and their victories over adversity. These events often include music, dance, and storytelling.
The Frontiersman factions largly make up the Autonomous Union, most having a close relationship with many of the earth-bound Sentinel AI, which were unbound from the Matrix. These AI serve as guardians, advisors, and sometimes even companions to the Frontiersman, helping them navigate the dangers of their world.
The Frontiersman make use of old-world technology, often repurposing and repairing it to suit their needs. This includes everything from weapons and vehicles to communication devices and medical equipment.
The Frontiersman find themselves at odds with the Teckno Barbarians, a faction that embraces a brutal, high-tech lifestyle. The Barbarians are known for their aggressive expansion and raiding, often clashing with the more community-oriented Frontiersman.Conflicts between the Frontiersman and the Teckno Barbarians are common, ranging from small skirmishes to larger battles. These encounters are often fierce, with both sides employing a mix of technology and guerrilla tactics.
CItizenship: Possible Autonomous Union
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Insight)
Wealth: 1d6x100cc or 1d6x.1utc
Equipment: Common Clothes, Canteen x2, Field Rations x3, Purified water (1/2 Gal), Iso mat/Bedroll, Poncho, Poncho liner, Flask, holster (hip), Watch, Repair Kit, 100ft rope (Hempen), Grapnel hook, A Horse and a revolver (pistol) with 18 rounds, a lever action rifle with 3 magazines of Ammo
Feature (High Noon): After years of studying the art of a Gunslinging dual, and the code of honor behind it, you've learned how to honorably challenge NPCs to a duel. NPCs that do not usually engage in combat will not agree unless agitated enough (DM's discretion), whereas nearly any (at DM's discretion) combat-trained NPC will agree to a duel. It is up to the challenger to decide the rules. A standard duel is either first to surrender or fall unconscious. It must be specified before the duel if it is to the death, you may risk of intervention by the guards.
Road Fury
The Road Furies emerged from the necessity to survive and dominate the vast, desert-like wastelands of the west. Combining the rugged survival skills of the Frontiersmen with the technological prowess of the Techno Barbarians, they have become masters of vehicular warfare. The faction is led by a council of veteran riders known as the “Iron Council.” Leadership is earned through feats of bravery, tactical genius, and mechanical skill.
The Road Furies are a nomadic faction, constantly on the move to avoid radiation hotspots and to control key resources. Their vehicles are not just transportation but also their homes and fortresses. They follow a strict code of honor that emphasizes loyalty, bravery, and respect for the open road. Betrayal and cowardice are met with severe punishment. Initiation into the Road Furies involves a dangerous trial by fire, where new members must prove their worth through a series of perilous tasks, often involving high-speed chases and combat with man or beast.
The Road Furies are known for their heavily modified motorcycles and war rigs. These vehicles are equipped with scavenged weaponry, reinforced armor, and advanced navigation systems. Road Furies have a deep understanding of mechanics and engineering, often repurposing old-world technology to suit their needs. Their vehicles are a testament to their ingenuity and resourcefulness.
The Road Furies control vast stretches of the desert wastelands, using their mobility to patrol and secure key areas. They are experts in desert warfare, using the harsh environment to their advantage. They engage in both trade and raiding, depending on the situation. While they prefer to trade with allied Frontier factions, they are not above raiding rival groups for resources.
The Road Furies are often at odds with other factions, particularly those who threaten their control of the west. Their primary rivals include the Techno Barbarians and other nomadic groups as well as other Frontier factions. They maintain a tenuous alliance with the Autonomous Union, recognizing the mutual benefits of cooperation. However, this alliance is fragile and often tested by the Road Furies’ more aggressive tendencies.
The Road Furies embody the spirit of survival and dominance in a harsh, post-apocalyptic world. Their blend of technology and raw survival skills makes them a force to be reckoned with in the desert wastelands.
CItizenship: Revoked, Baned or never acquired.
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Insight)
Wealth: 1d4x100cc or 1d4x.1utc
Equipment: Bag (Backpack/Daypack), Common clothes, Crowbar, repair kit, Iso mat/bedroll, sleeping bag (Light), poncho, Poncho Liner, camelback (1/2 gal), Field Ration x5, Purified Water (1/2 gallon), basic motor bike or 4x4 car/truck with full tank of fuel.
Feature (Born on the road): some terrain will require different modes of transportation. You are able to transpose the basic skills you have learned driving many vehicles and translate them onto more exotic vehicles, you fear no vehicle. You are treated as having Level 1 training in any land vehicle even if you don't posses it. In addition, your ability to fight from a land vehicle is unaffected by the vehicles features, for example you would ignore the effects of Unstable weapons on a vehicle.
Freelancer
You are a soldier of fortune, a fighter who sells his or her services. You roam towns and cities in search of a place where your unique set of talents are useful, whether for a local leader hunting a group of Wasters, or a local barkeep tired of the Mutant insect infestation in his store house, you can always find some work if you look hard enough.
Fore some freelancers the job itself should not matter much as long as the pay it there. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.
The Freelancers emerged in the aftermath of a great omni Apocalypse that shattered the old world. As centralized governments and traditional armies crumbled, a new breed of warriors and adventurers rose to fill the void. These individuals, driven by survival and the promise of profit, banded together to form the Freelancers. Over time, they became known for their reliability and effectiveness, earning a reputation that spread across the world.
Despite their independent nature, Freelancers often form loose guilds or associations to share resources, information, and support. These groups are typically informal, with no strict hierarchy, but certain experienced and respected members may take on leadership roles when necessary.
While the Freelancers are known for their moral flexibility, many adhere to a personal code of conduct. This code varies from one Freelancer to another but often includes principles such as,
once a job is accepted, it must be completed to the best of their ability. Respect for Fellow Freelancers, Conflicts between Freelancers are discouraged, and cooperation is valued.Protection of the Innocent: Some Freelancers refuse jobs that would harm innocent people, even if the pay is substantial.
The life of a Freelancer is fraught with challenges. They must navigate a world filled with dangers, from hostile factions to mutated creatures. Additionally, they often face internal conflicts as they balance their need for work with their personal ethics. This can lead to difficult decisions and compromises.
Over time, the exploits of the Freelancers have given rise to numerous legends and myths. Tales of their bravery, cunning, and resourcefulness are told around campfires and in taverns, inspiring new generations to take up the mantle.
As the world continues to evolve, so too do the Freelancers. They adapt to new threats and opportunities, always ready to take on the next challenge. Their future is uncertain, but one thing is clear: as long as there is work to be done and coin to be earned, the Freelancers will be there
CItizenship: Colonial or Autonomous Union
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Insight)
Tool or Kit Training:
Wealth: 3d4x100cc or 3d4x.1utc
Equipment: Common Clothes, Bag (Backpack/Daypack), Bag (Mountian Pack/Ruck), Ballistic glasses, binoculars, canteen x2 with pouches, Purified Water (1/2 Gal) land navigations Kit, Flashlight (standard), Glow sticks x5, iso mat/bedroll, Sleeping Bag (Light), tent (Single), poncho, poncho liner, Two-way radio (Walkie), watch, zip ties, 100ft rope (Hempen), 1 basic Melee weapon and basic ranged weapon, consult GM.
Feature (Fortune Seeker): You can always find some work if you look hard enough, as you level and your name becomes known, this becomes very easy and you may end up with offers before other freelancers. Perhaps an offer that could change your life, sometimes for better or worse.
Occultist
The Occultist spends years wandering the desolate wastelands, searching for meaning in a world that seemed devoid of it. Their journey is marked by encounters with various factions, each with their own beliefs and agendas, but none resonated with the Occultist until they discovered their true cause.
The Occultist’s cause could be a new religion born from the ashes of the old world, a political campaign aimed at uniting the fractured remnants of society, a philosophical movement that offers a new way of understanding existence, or a lifestyle that promises salvation through specific practices. Whatever the cause, the Occultist is utterly devoted to it, believing it to be the ultimate truth.
The Occultist is fervent in their beliefs, often coming across as intense and unyielding. They see their cause as the only path to salvation and are determined to convert others. Despite their aggressive approach, the Occultist has a magnetic personality that can draw people in, especially those who are lost or seeking purpose. Their dedication to their cause leaves little room for anything else. They struggle to form personal connections and often alienate those who do not share their beliefs. The Occultist cannot stand to be contradicted. Any challenge to their beliefs is seen as blasphemy, and they react with aggression or hostility.
The Occultist spends their time in populated areas, gathering crowds. They give passionate speeches, trying to convert others to their cause. In their spare time, the Occultist creates pamphlets that outline their beliefs and distribute them to anyone who will take one. They often ask for donations to support their cause, using the funds to print more pamphlets or to sustain themselves. The Occultist is not afraid to confront those who oppose them, often leading to heated arguments or even physical altercations.
Their aggressive promotion of their cause makes it difficult for the Occultist to form meaningful relationships. They are often seen as a nuisance or a threat. Those with strong mental discipline are particularly resistant to the Occultist’s influence, making it hard for them to gain new followers among the more rational or skeptical individuals. The Occultist’s appearance is often a striking, designed to draw attention. They might wear robes or other distinctive clothing, carry symbols of their cause, and have a weathered look from years of wandering.
The Occultist’s ultimate goal is to spread their cause as widely as possible, believing that it is the key to rebuilding the world. They are willing to go to great lengths to achieve this, even if it means alienating others or putting themselves in danger.
CItizenship: None
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Physical Skill Training (Athletics) and Mental Skill training (Insight)
Languages: Bag (Backpack/Daypack), Fringer Clothes, Iso mat/Bedroll, poncho, poncho liner, Sleeping Bag (Light), Bottle Glass or Plastic (1/2 Gal) x2, Field rations x2, Purified water (1 Gallon)
Equipment: 1d4x100CC or 1d4x.1 UTC
Feature (Preach): Sometimes you are able to successfully persuade members of the crowd to your cause, and as such find them to be willing acolytes, malleable to instruction. What you do with their malleability is, of course, entirely up to you. You are also able to collect modest donations while spending time in the street amongst the masses. However, not everyone appreciates your little rallies, and occasionally you are targeted for harassment (or worse).
Wanderer
The Wanderer, often referred to as the Drifter, is a solitary figure navigating the desolate landscapes of the United States post Omni apocalypse. With no place to call home, they move from one location to another, driven by the need to survive and the desire to avoid the remnants of civilization.
The Wanderer’s lifestyle is one of constant movement and adaptation. They are often seen wearing tattered clothing, patched together from various sources, and carrying a mix of scavenged gear. Their appearance is rugged and unkempt, a testament to the harsh conditions they endure. Dirt and grime are common, masking their true identity and intentions from those they encounter.
Survival is the Wanderer’s primary skill. They are adept at finding food, water, and shelter in the most unlikely places. Their knowledge of the land and its hidden dangers is unparalleled. They can navigate through irradiated zones, avoid mutated creatures, and find safe passage through treacherous terrain. Their combat skills are honed from countless encounters with hostile survivors and dangerous wildlife.
The Wanderer prefers solitude, finding comfort in the isolation of the wasteland. They avoid the large Metros, which have been rebuilt and reclaimed by the Colonialists since the end of the Omni Crisis. These areas represent a return to structured society, something the Wanderer has little interest in. Instead, they seek the freedom of the open road and the unpredictability of the wild.
When the Wanderer does interact with others, it is often brief and cautious. Trust is a rare commodity in the post-apocalyptic world, and the Wanderer is slow to give it. They may trade valuable items or information but always keep their guard up. Despite their rough exterior, the Wanderer has a code of honor, often helping those in dire need, though they expect nothing in return.
The Wanderer’s past is shrouded in mystery. Some say they were once part of a community that was destroyed during the Omni Crisis, leading them to a life of perpetual wandering. Others believe they are searching for something or someone lost in the chaos. Whatever their origin, the Wanderer embodies the spirit of resilience and independence in a world forever changed by catastrophe.
Would you like to explore more about the world they inhabit or perhaps delve into the stories of other characters in this setting?
CItizenship: None
Save Training: Gain the first level of training in Mental save training (Wisdom)
Skills Training: Gain the 1st level of training in Mental Skill training (Persuasion) and (Survival)
Wealth: 1d4x100CC or 1d4x.1 UTC
Equipment: Common Clothes, Bag (Backpack/Daypack), Bag (Mountian Pack/Ruck), camel back (1/2 Gallon), Field Rations x5, canteen x2 with pouches, Compass, Flashlight (standard), iso mat/bedroll, Sleeping Bag (Light), tent (Single), poncho, poncho liner, Pepper spray, Purified water (1 gallon), Two-way radio (Walkie), watch, zip ties, 1 basic pistol, consult GM.
Feature (Wayfarer): You’ve been to many different places from the backwater twons of the wastes to the mega cities of the colonies. You have a general sense of direction and can usually recall the layout of any roadways or paths in any urban city or road way. You can always manage to scrounge up some food and some makeshift shelter for you and a few of your companions in any urban city or road way.
Chapter 2
Class Creation
Class Creation
After Determining your Spices, Background and calculating your characters attribute scores, the next step is to create your Characters Class, you must apply all the following class features and training programs below, dependent on your level.
Note; this the base character class and with that it does not have a name, this is because Omni Apocalypse focuses on a highly customizable Progression based class building system that allows a player to craft there character exactly to the liking, this being said you may make up a class name as well as change it to suit any new Features acquired as you level and progress through the wastes.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Basic Combat, Second Wind |
2nd | +2 | Hands on Learner, Action surge (one use) |
3rd | +2 | Class Features |
4th | +2 | Standard Training Program |
5th | +3 | Extra attack |
6th | +3 | Standard Training Program |
7th | +3 | Class Features Upgrade |
8th | +3 | Standard Training Program |
9th | +4 | Indomitable (one use) |
10th | +4 | Standard Training Program |
11th | +4 | Extra Attack (2), Class Features Upgrade |
12th | +4 | Standard Training Program |
13th | +5 | Indomitable (two uses) |
14th | +5 | Standard Training Program |
15th | +5 | Class Features Upgrade |
16th | +5 | Standard Training Program |
17th | +6 | Action surge (two uses), Indomitable (three uses) |
18th | +6 | Standard Training Program |
19th | +6 | Resourceful, Class Features Upgrade |
20th | +6 | Extra Attack (3), Standard Training Program |
Class feature
Each character gains the following Features and Training Programs.
Hit Points
- Hit Dice: Dependant on Race, see attributes and Hit Die in the Spices section of this book.
- Hit points at 1st level: Max hit die + your Constitution score (Not CON Bonus).
- Hit Points at Higher Level: Rolled hit die or half hit die + your Constitution modifier per Class level after 1st.
Starter Training Programs
- Armor Training: Gain Level 1 Training in one of the following training programs, Light Armor Training, Medium Armor Training and Heavy Armor Training.
- Weapons Training: Gain 1 levels of training in 1d4 +1 Melee weapon or Ranged Weapon Training programs of your choice.
- Artisans Training: Gain the tech and artisans feature, Artisans Training (1 of your choice).
- Saving Throw Training: Gain Training level 1 in your choice of one Physical or Mental Save Training.
- Language Training: Gain Language Training Level 1-5 (English) or Language Training Level 1-4 (English) and gain language training levels 1 and 2 in your pick of one other language.
- Skills Training: Gain 1d4 + Intelligence Modifier 1st level Training, in your choice of any Physical or Metal Skill Training.
Starter Equipment
Your Character starts with the following gear dependent on what Background you choose.
Starter Gear
- Background Gear.
- Gain additional Training Points equal to your Intelligence Bonus + 1.
Class Features Points
At 1st level and again at 4th, 8th, 12th, 16th and 20th level, you gain a number of Feature Points equal to 1 + your Wisdom bonus, these points can be spent on Special and powerful features often greater then a standard training program. See class features for details and a list of available class features and there costs to use these points on.
Basic Combat Feature
In your initial days in the waists most picked up on there style of combat. Pick one trait from below. Gain one more trait at Levels 10 and 20. You may take the same trait more then once when you get to pick this ability again.
Marksman
You gain a +2 bonus to attack rolls and DC's of attacks made with all ranged weapons.
Defense
You gain a + 1 bonus to AC and Armor Saves.
Dirty fighter
When a creature you can see attacks that is within 5 feet of you attacks, you can use you reaction to impose disadvantage on a single attack.
Dueling
When you are wielding a melee weapon in one hand and nothing in the other, you gain +2 to damage rolls made with that weapon.
Dual Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobility
You gain +10 ft movement
Strong Throw
When using a thrown weapon you always count as having 1 less range multiple (to a minimum of one).
Class Features Points
at 1st level and again at 4th, 8th, 12th, 16th and 20th level, you gain a number of Feature Points equal to 1 + your Wisdom bonus, these points can be spent on Special and powerful features often greater then a standard training program. See class features for details and a list of available class features and there costs to use these points on.
Second Wind
At 1st level you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn you can use a bonus action to regain hit points equal to your Hit die + your level. Once you use this feature, you must finish a short or long rest before you can use it again. You may only use this ability if you are at a Triage code yellow or better.
Hands on Learner
Starting at 2nd level you gain a number of Training Points equal to your Intelligence bonus + 1.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Training Point
At 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18 and 20th level, you gain a number of Training Points equal to 1 + your intelligence bonus. See Training Programs for a list of Training Programs to use your TP on.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of extra attacks increases to two when you reach 11th level in this class and to 3 when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Resourceful
At Level 19 you gain one extra use of your choice of Second Wind, Action Surge or Indomitable, you regain the use of this after a long rest.
Training Programs
During the Character Creation and the leveling progression process you will have specific abilities given that grant a Level of Training in a specific program. If a character already has a level in a program and you gain another level in the same program you gain the next level of that Program, if you are the Proper Level and meet any prerequisites, See chart below for details.
In some cases you may be given a specific level of training, usually only when given the first level is given during character creation. A character gains all benefits from all levels of any Training Program they have levels in.
As a Character gains character levels they will earn Training Points or TP for short, these points may be used to gain levels in a training Program, Provided you meet the prerequisites. Each Level of a Training Program will Cost 1 TP per level of the program you are acquiring. You may gain multiple levels of a training program at the same but you must always pay the cost of the level you are acquiring plus the cost of all levels not already paid for, as well.
Furthermore if your character is able to, during some downtime you may spend time and Credits on Training levels, Provided there is a proper training grounds or trainer available in game, consult GM for details. The Chart below shown the cost in credits and the time in hours needed to train that level of training. In most cases a character can train for 8 hours a day.
Program level | Level Required | Credit Cost | Time required |
---|---|---|---|
1 | 1 | 10/1,000 | 24 |
2 | 2 | 30/5,000 | 72 |
3 | 4 | 60/10,000 | 144 |
4 | 8 | 100/50,000 | 200 |
5 | 12 | 150/100,000 | 320 |
6 | 16 | 250/500,000 | 464 |
Note there is one exception to the level requirement for higher training levels and that is Language Training.
Ranged combat Programs
Ranged Weapon Training 1-4
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one ranged weapon group, the weapon groups are as follows; (Pistol), (Rifles), (Shotguns), (Bows), (Crossbows), (Bows), (Machineguns), (Laser Weapons), (Mag Weapons), (Pulse Weapons), (Explosive weapons), (Grenades), (Explosives), (Throwers/Spewers), (Radiation Weapons), (Plasma Weapons), (Disintegrator Weapons), (Antimater Weapons), (Mater Weapons), (Grav Weapons), (Arch Weapons), (Vehicle Weapon).
- Level 2: Gain the Speed load Ability Speed load: You may preform a reload action with any weapon from the chosen weapon Group as a bonus action or you may preform a reload action with any weapon from the chosen weapon Group in replace of one attack if you can make more then one attack with the attack action in a single turn.
- Level 3: Gain the Immediate Action Ability Immediate Action: You may ignore 1 Jammed critical failure, you regain the use of this after you complete a short rest.
- Level 4: Gain the Remedial Action Ability Remedial Action: You may ignore 1 Seized, Jammed or Fine critical failure, you regain the use of this after you complete a short rest.
Advanced Ranged Weapon Training 1-4
Must have Ranged weapon Training Level 2 in order to take levels from this training.
- Level 1: Gain a +1 to all attack rolls and DC's of attack made in the chosen Weapon group Proficiency.
- Level 2: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
- Level 3: Gain a +1 to all attack rolls and DC's of attack made in the chosen Weapon group Proficiency.
- Level 4: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
Automatic Weapons Training 1-4
- Level 1: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 2: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 3: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 4: During the Focus and Spray Firing modes gain a +1 to all DC's.** You Pick one additional attribute.
Advanced Automatic Weapons Training 1-3
Must have Automatic Weapons Training Level 2 or better
- Level 1: You may add 5ft to the size of any spray firing modes.
- Level 2: Add one damage dice to the damage of a weapon when you are firing it in the focused auto fire modes, Note this will be added before being multiplied by it rate of fire.
- Level 3: During the Focus and Spray Firing modes your Target has Disadvantage on saves made.
Adaptive Fires Training 1-3
Must have Advanced Automatic Weapons Training level 1 or better
- Level 1: When you gain this feature, pick one Attribute other then dexterity. When Firing a weapon in Spray or Focused fire auto fire modes you may have your target test against the DC with that attribute instead of dexterity, this must be chosen before any rolls are made.
- Level 2: You Pick one additional attribute.
- Level 3: You Pick one additional attribute.
Burst Fire Training 1-6
- Level 1: During the Burst and controlled Burst firing modes you gain a +1 to all attacks made.
- Level 2: During the burst fire or controlled burst firing mode, will score an additional hit for each hit of a value 1 greater then you would normally, to a minimum of 2.
- Level 3: During the Burst and controlled Burst firing modes you gain a +2 to all attacks made.
- Level 4: During the burst fire or controlled burst firing mode, will score an additional hit for each hit of a value 1 greater then you would normally, to a minimum of 2.
- Level 5: During the Burst and controlled Burst firing modes you gain a +3 to all attacks made.
- Level 6: During the burst fire or controlled burst firing mode, will score an additional hit for each hit of a value 1 greater then you would normally, to a minimum of 2.
Marksmanship Training 1-4
- Level 1: You may aim as a bonus action.
- Level 2: You count enemies as haven one grade of cover less then they do.
- Level 3: You may move up to you full movement and still benefit from Aim.
- Level 4: You Ignore all Cover saves except for full cover.
Precision Marksmanship Training 1-4
- Level 1: When firing any weapon in any mode other then auto or burst, you no longer suffer disadvantage on ranged attacks for shooting through a Creature.
- Level 2: When firing any weapon in any mode other then auto or burst, you no longer suffer disadvantage on ranged attacks for shooting into a melee combat.
- Level 3: When firing any weapon in any mode other then auto or burst, natural 1s no longer have a chance to hit another target.
- Level 4: When firing any weapon in any mode other then auto or burst, you may ignore the Look out sir rule when firing at a Hero unit.
Target Training 1-5
Must have Precision Marksmanship Training Level 2 or better in order to take levels from this training.
- Level 1: You may now use targeted shoots.
- Level 2: When you target a body part you may reduce the penalty by 1.
- Level 3: You may add your Proficiency bonus to any DC of your targeted shots.
- Level 4: When you target a body part you may reduce the penalty by 2.
- Level 5: Targets have disadvantage on saves made against your targeted shots.
Advanced Ranged weapon Training 1-5
Must have Ranged Training Level 2 in order to take levels from this training.
- Level 1: Gain a number of Ranged Technique Points equal to 2x the number of levels you have in Martial and Advanced Martial Training and learn 3 Melee techniques, see below.
- Level 2 Creatures provoke oppertunity attacks from you even if they use the disengage action.
- Level 3: Learn 3 more Melee technique.
- Level 4: -.
Ranged Technique Points
Your Training allows you to preform advanced actions with ranged Weapons. Your access to this is represented by a number of Ranged Technique points. Your Training level determines the number of points you have, as shown above.
When you spend a Ranged Technique Point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended Ranged Technique points back into yourself.
Ranged Techniques
You can spend Ranged Technique points to fuel various Ranged Techniques. You start knowing 3 such features. You learn additional Ranged Techniques as you level your Advanced Ranged Training.
Some of your Ranged techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Ranged Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).
Precision Strike.
You may use 2 Ranged Technique Point to gain advantage on your next Attack with a Ranged Weapon.
Dead Eye
You can expend 3 Ranged Technique point and unleash a rain of projectiles upon the area. This may only be done with Revolver pistol weapons that do not have the Automatic, Burst or extensive action weapon properties. As an action on your turn provided you have enough ammunition in the weapon you may make one attack against a number of creatures equal to your Dexterity Bonus +1 (minimum 2), each creature must be within 10ft of each other and with i range increment.
Beating zone
You can expend 3 ranged Tecnique point and choose a point within range of a ranged weapon you wield. You unleash a rain of projectiles upon the area. This maneuver may only be done with Ranged weapons that do not have the Automatic, Burst or extensive action weapon properties. On your turn provided you have enough ammunition in the weapon you may treat it as if it had the Automatic (3).
Dive for Cover
When you are targeted by a ranged attack and your wielding any Ranged weapons the does not have the Heavy or Long gun, you can expend 1 ranged Technique point to immediately move up to 5ft and go Prone, this must be done before any dice rolls are made.
Failure to Stop
When you hit a creature with a Ranged weapon attack, you can expend one 1 Ranged Technique point to attempt to stop the targets advance. if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone, if your attack was with a weapon the Knockback weapon property you instead cause the target to take it at disadvantage.
Fire and Maneuver
When you take the Attack action on your turn to fire a Ranged weapon that does not have the Heavy, long gun or extensive action weapon properties, you can expend 2 Ranged Technique points and take the Dash action as a bonus action, during this movement opportunity attacks against you are made at disadvantage this turn.
Disarming strike
When you make a ranged attack against a creature with a ranged with any ranged weapon with the SS or SA rates of fire, you can expend 2 Ranged Technique Points to attempt to shoot an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object.
Vital Shot
When you make a ranged attack against a creature with a ranged with any ranged weapon with the SS or SA rates of fire, you can expend 4 Ranged Technique Points to attempt to shoot a vital spot on the target. On a hit, the creature suffers a critical hit and if a natural critical is rolled you triple the dice instead.
Gunfu
When wielding any Pistol that has the the SS or SA rate of fire, you may spend 3 Ranged Technique points and as an action you may make one attack against each creature within 5ft or you provided you have the ammunition in the weapon.
Close Quarters Marksmanship 1-4
- Level 1: Gain a +1 to attack rolls made within one range increment.
- Level 2: Gain a +1 to all damage rolls made within one range increment.
- Level 3: Gain a +1 to attack rolls made within one range increment.
- Level 4: Gain a +1 to all damage rolls made within one range increment.
Long range Marksmanship 1-6
- Level 1: When attacking at long range always count yourself as firing at 1 less range multiplier (to a minimum of 1).
- Level 2: Gain a +1 to attack rolls made at greater than one range increment.
- Level 3: Gain a +1 to all damage rolls made at greater than one range increment.
- Level 4: When attacking at long range always count yourself as firing at 2 less range multiplier (to a minimum of 1).
- Level 5: Gain a +1 to attack rolls made at greater than one range increment.
- Level 6: Gain a +1 to all damage rolls made at greater than one range increment.
Guns Akimbo training 1-4
Must have a Dexterity of 16 or higher
- Level 1: You may make the bonus action offhand attack with any weapon with the one handed and pistol weapon property that don't have the light Property.
- Level 2: Gain a +1 to all attacks and damage roll made with attacks from either hand when you wielding 2 ranged weapons.
- Level 3: You may make two attacks with your offhand as a bonus action.
- Level 4: You may now dual wield two handed ranged weapons but fire at disadvantage.
Grenade Training 1-4
- Level 1: Gain a bonus to all Grenade and Grenade launcher damage rolls equal to your Wisdom modifier.
- Level 2: Gain Half your proficiency (rounded up) to any DC for any Grenade and Grenade launcher you use.
- Level 3: you may re-roll the deviation die, and use either result when using any Grenade and Grenade launcher.
- Level 4: Gain your proficiency instead of half, to any DC for any Grenade and Grenade launcher you use.
Thrown Training 1-4
- Level 1: Increase your Throw Range +5ft.
- Level 2: You may re-roll one critical failure with a thrown weapon per day
- Level 3: Increase your Throw Range +5ft.
- Level 4: You may re-roll a number of critical failure with a thrown weapons equal to your Dexterity Bonus. Tease uses are regained after a long rest is Preformed
Martial Combat Programs
Melee Weapon Training 1-4
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one Melee weapon group, the weapon groups are as follows; (Simple Melee weapons), Martial Melee Weapons), (Chain Weapons), (Vibro Weapons), (Fist Weapon).
- Level 2: Gain the Sure Strike Ability Sure Strike: As a bonus action you may Add 1d4 to all Melee attack roll you make until the start of your next turn.
- Level 3: Gain the Recover Ability Recover: You may You may ignore 1 critical failure with a melee weapon, you regain the use of this after you complete a short rest.
- Level 4: Gain the Recover Ability Advanced Recovery: You may You may ignore a number of critical failures with a melee weapons equal to your Dexterity bonus (Minimum 1) instead of just once, you regain the use of this after you complete a short rest.
Advanced Melee Weapon Training 1-4
Must have Melee weapon Training Level 2 in order to take levels from this training.
- Level 2: Gain a +1 to all attack in the chosen Weapon group Proficiency.
- Level 3: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
- Level 4: Gain a +1 to all attack in the chosen Weapon group Proficiency.
- Level 5: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
Unarmed Training 1-5
- Level 1: You are now proficient with unarmed strikes. Your unarmed attacks deal a 1D4 damage and you may use you Dex or Str bonus for attacks and damage with unarmed Strikes.
- Level 2: When you hit a creature with an unarmed strike on your turn, you attempt to grapple the target as a free action, this may be done once per turn.
- Level 3 Your Unarmed Strikes Become a D6.
- Level 4: You have advantage on attack rolls against creatures you are grappling With. You can use your action to try to pin a creature the is grappled by you. To do so make another grapple check, if you succeed, you and that creature are both restrained until grapple ends.
- Level 5: Your Unarmed Strikes are a D8. if you have two free hands when you make the attack you may use a D10 for the damage die.
Advanced Unarmed Training 1-5
Must have Unarmed Training Level 2 in order to take levels from this training.
- Level 1: Gain a number of technique Points equal to 2x the number of levels you have in Unarmed and Advanced Unarmed Training and learn 3 Hand-to-hand techniques, see below.
- Level 2: Gain resistance in Bludgeoning/Subdual damage.
- Level 3 Creatures provoke opportunity attacks from you even if they use the disengage action.
- Level 4: Learn 3 more Hand-to-hand technique.
- Level 5: When you hit a creature with a opportunity attack, the creatures speed becomes 0 for the rest of that turn.
Unarmed Technique Points
Your Training allows you to preform advanced actions with unarmed strikes. Your access to this is represented by a number of Unarmed Technique points. Your Training level determines the number of points you have, as shown above.
When you spend a Unarmed Technique Point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Unarmed Technique points back into yourself.
Unarmed Techniques
You can spend unarmed Technique points to fuel various Unarmed techniques. You start knowing 3 such features. You learn additional Unarmed Techniques as you level your Advanced Unarmed Training.
Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows.
Unarmed Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).
Double Strike
Immediately after you take the Attack action on Your Turn, you can spend 1 Unarmed Technique Point to make one unarmed strikes or 2 Unarmed Technique Point to make 2 unarmed attacks as a Bonus Action.
Sturdy Defense
You can spend 2 Unarmed Technique Point to take the Dodge action as a Bonus Action on Your Turn.
Reposition
You can spend 1 Unarmed Technique Point to take the Disengage or Dash action as a Bonus action on Your Turn.
Stunning Strike
When you hit another creature with a Unarmed weapon Attack, you can spend 2 Unarmed Technique Points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.
Acurate Strike
You may use 3 Unarmed Technique Point to gain advantage on your next unarmed attack.
Grapple
You may use 1 Unarmed Technique Point to attempt a grapple against a creature within 5ft, as a bonus action.
Knock out
When you hit another creature with a Unarmed Attack, you can spend 3 Unarmed Technique Points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.
Solid Strike
Before you make a unarmed weapon attack you may spend 2 Unarmed Technique Points, if you do and the attack hits Double the damage.
Disarming strike
When you make a unarmed attack against a creature, you can expend 2 Unarmed Technique Points to attempt to take an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and you may have that object be pushed 10 feet away from you or you may hold the weapon in your hand.
Trip
When you hit with a unarmed attack you may spend 1 Unarmed Technique Point to to attempt to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone.
Low Blow
When you hit another Humanoid creature with a Unarmed Attack, for 1 Brawlers grit you can attempt a low blow. The target must succeed on a Constitution saving throw or be Stunned and Prone until the end of your next turn and the target is poisoned for an amount of rounds equal to your Dexterity bonus.
Ear Clap
When you hit another Humanoid creature with a Unarmed Attack, you can spend 1 Brawlers Grit point to attempt a ear Clap. The target must succeed on a Constitution saving throw or be Defend for an amount of rounds equal to your dexterity bonus.
Fish Hook
When you are grappled with a creature, you can spend 1 Brawlers Grit point to get advantage on you next Strength (athletics) skill checks made in a grapple.
Vanish
You can spend 1 brawlers grit to take the hide action as a Bonus action on Your Turn.
Close Quarters Battle (CQB) Training 1-4
- Level 1: You may now use a Ranged weapon as a blunt weapon that you are Proficient with, A two handed weapon will deal 1D8 Bludgeoning and one handed will deal 1d6 Bludgeoning damage, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
- Level 2: You may make one melee attack with a held ranged weapon as a bonus action.
- Level 3: The damage die for melee 1H strikes is now a D6 and 2H strikes are now do a D8, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
- Level 4: You may now make two melee attacks with a held ranged weapon as a bonus action.
Dual Weapon training 1-4
Must have a Dexterity of 16 or higher
- Level 1: You may make the bonus action offhand attack with melee weapons that don't have the light Property.
- Level 2: Gain a +1 to all attack and damage roll made with attack from either hand when you wielding 2 Melee weapons.
- Level 3: You may make two basic attacks with your offhand as a bonus action.
- Level 4: You may now dual wield two handed Melee weapons but attack at disadvantage.
Martial Training 1-5
- Level 1: When using a Melee weapon or bow you may re-roll damage rolls of 1 and 2.
- Level 2: On Your Turn, when you score a critical hit with a melee weapon or bow or reduce a creature to 0 Hit Points with one, you can make one melee weapon Attack or ranged bow attack as a Bonus Action.
- Level 3 Before you make a Melee or Bow Attack with a weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
- Level 4: On Your Turn, when you score a critical hit with a Melee or Bow weapon or reduce a creature to 0 Hit Points with one, you can make two Melee weapon Attack as a Bonus Action instead of one.
- Level 5: When using a Melee or bow weapon you may re-roll any damage roll not just 1's and 2's.
Advanced Martial Training 1-5
Must have Melee Training Level 2 in order to take levels from this training.
- Level 1: Gain a number of Technique Points equal to 2x the number of levels you have in Martial and Advanced Martial Training and learn 3 Melee techniques, see below.
- Level 2 Creatures provoke oppertunity attacks from you even if they use the disengage action.
- Level 3: Learn 3 more Melee technique.
- Level 4: When you hit a creature with a opportunity attack, the creatures speed becomes 0 for the rest of that turn.
Martial Technique Points
Your Training allows you to preform advanced actions with Melee Weapons. Your access to this is represented by a number of Martial Technique points. Your Training level determines the number of points you have, as shown above.
When you spend a Martial Technique Point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended Martial Technique points back into yourself.
Martial Techniques
You can spend Martial Technique points to fuel various Melee Techniques. You start knowing 3 such features. You learn additional Melee Techniques as you level your Advanced Melee Training.
Some of your Melee techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Martial Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).
Deep Cut
When you hit a creature with a Melee weapon that deals Piercing or Slashing damage, you can spend 2 Martial Technique points to make a bloody wound. The target must roll twice when rolling for the Bleed conditions.
Close Quarters Knife Techniques.
When you successfully grapple a creature, Escape a grapple or during a turn you are grappling with a creature, at the cost of 1 Martial Technique points you may make a single Attack with a Knife as a Bonus Action. Additionally, whenever a creature fails to Escape a grapple with you, you may make a single Attack with a short sword or knife as a Reaction and the cost of 1 Martial Technique point.
Perry.
When you are attacked with a Melee weapon that is not Unarmed, while wielding a Melee weapon, you may use a Reaction and 1 Martial Technique point to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.
Trip.
As a part of an attack you make while you are wielding Pole arm, you may spend 1 Martial Technique point to sweep your opponent’s legs in an attempt to trip them. If the attack hits and the creature is Medium or smaller, it must succeed on a Strength saving throw or fall prone.
Disarming Redirection.
When a creature attacks you with a Melee weapon, you may use your Reaction and spend 2 Martial technique points to catch their weapon in your weapon and Disarm them. Make an Attack roll with your weapon. If the result of this roll equals or exceeds their Attack roll, their Attack misses and they must succeed on a Strength saving throw or drop their weapon.
Distance.
As a part of an attack while you are wielding a Pole arm, you may Spend 1 Martial technique point use the haft of your weapon to distance the Creatures. If the Attack hits a target, the target must make a strength save on a fail you push the creature up to 10 feet away from you.
Charge.
If you move at least 20 feet straight toward a creature before hitting it with a Melee weapon, you may spend 2 Martial technique point if so the target takes an extra damage die of damage and must make a Strength or Dex (There Choice) saving throw. On a failure, the target falls prone.
Precision Strike.
You may use 2 Martial Technique Point to gain advantage on your next Attack with a Melee Weapon.
Vault
You can use your Pole arm to help you leap long distances. You can use an action and 1 Martial technique points to double the length of your Long Jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single Attack with your pole arm as part of this action for an additional cost of 1 Brawler points.
Blackjack.
When you hit another creature with a A One hsnded Melee weapon that deals bludgeoning damage, you can spend 3 Martial Technique Points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.
Ribshatter.
When you make an attack with a two handed melee weapon that deals Bludgeoning damage you may spend 1 Martial Technique point. if this Attack hits it does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is Stunned until the Beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is Stunned until the end of its next turn.
Bruising Blow.
When you make an attack with a two handed melee weapon that deals Bludgeoning damage you may spend 1 Melee Technique point. If the Attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until it is treated with a successful Wisdom (Medicine) check equal to your DC.
Snare.
As part of one of your attacks and 1 Martial Technique point, you may snap your Whip around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be Restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the Restrained condition is ended.
Dazing Blow.
When you hit another creature with a Melee weapon attack that deals bludgeoning damage, you can spend 1 Martial Technique Point to attempt a daze the target. The target must succeed on a Constitution saving throw or be incompasitated until the end of your next turn.
Sunder Joints.
When you make a attack with a Melee weapon, if you spend 1 martial technique point, you may choose to damage there joints. If the Attack hits, the creature’s must make a Dex save or be slowed until the end of their next turn.
Physical Fitness Programs
Weight Training 1-4
- Level 1: Increase your Strength score by 1 to a maximum of 22.
- Level 2: Increase your Strength score by 1 to a maximum of 22.
- Level 3 Increase your Strength score by 1 to a maximum of 22.
- Level 4: Increase your Strength score by 1 to a maximum of 22.
Agility Training 1-4
- Level 1: Increase your Dexterity score by 1 to a maximum of 22.
- Level 2: Increase your Dexterity score by 1 to a maximum of 22.
- Level 3 Increase your Dexterity score by 1 to a maximum of 22.
- Level 4: Increase your Dexterity score by 1 to a maximum of 22.
Fortitude Training 1-4
- Level 1: Increase your Constitution score by 1 to a maximum of 22.
- Level 2: Increase your Constitution score by 1 to a maximum of 22.
- Level 3 Increase your Constitution score by 1 to a maximum of 22.
- Level 4: Increase your Constitution score by 1 to a maximum of 22.
Physical Saves Training 1-4
Each level of training in this may be taken once for each Save.
- Level 1: Gain Proficiency in one of the following saving throws, Strength, Dexterity or Constitution.
- Level 2: Gain a +1 to all saves made by the chosen saving throw.
- Level 3: Gain a +1 to all saves made by the chosen saving throw.
- Level 4: Gain advantage on all saves made by the chosen saving throw.
Physical Skills Training 1-6
Each level of training in this may be taken once for each Skill.
- Level 1: Gain Proficiency in one of the following Skills, Athletics, Acrobatics, Sleight of Hand or Stealth.
- Level 2: Gain a +1 to all checks made by the chosen Skill Proficiency.
- Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest
- Level 4: Gain expertise in the Chosen skill.
- Level 5: Gain a +1 to all checks made by the chosen Sill Proficiency.
- Level 6: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.
Cardio Training 1-4
- Level 1: Gain +5 bonus to all Athletics checks made to run or keep running.
- Level 2: Gain +5ft Movement
- Level 3: You may dash as a bonus action.
- Level 4: Gain +5 bonus to all Athletics checks made to run or keep running.
- Level 5: Gain +5ft Movement
Obstacle Course Trained 1-4
- Level 1: Climbing does not cost you extra movement.
- Level 2: When you are Prone, standing up uses only 10 feet of your movement or 5ft if you moved to Crouched. Furthermore when you are Crouched, standing up uses only 5 feet of your movement.
- Level 3: You can make a running long jump or running high jump after moving only 5 feet on foot, rather then 10 feet.
- Level 4: Gain a + 1d4 bonus to all Acrobatics and Athletics Skill checks.
Resistance Training 1-4
- Level 1: Gain Resistance to 1 type of damage with the exception of Flash, Sonic, Force, Psychic, Necrotic, Radiant, Radiation and Plasma.
- Level 2: Gain Resistance to 1 type of damage with the exception of Flash, Sonic, Force, Psychic, Necrotic and Plasma.
- Level 3: Gain Resistance to 1 type of damage with the exception of Flash, Sonic, Force, Psychic, Necrotic and Plasma.
- Level 4: Gain Resistance to 1 type of damage with the exception of Flash, Sonic, Force, Psychic, Necrotic and Plasma.
Mental Fitness Programs
Education Training 1-4
- Level 1: Increase your Intelligence score by 1 to a maximum of 22.
- Level 2: Increase your Intelligence score by 1 to a maximum of 22.
- Level 3 Increase your Intelligence score by 1 to a maximum of 22.
- Level 4: Increase your Intelligence score by 1 to a maximum of 22.
Resolve Training 1-4
- Level 1: Increase your Wisdom score by 1 to a maximum of 22.
- Level 2: Increase your Wisdom score by 1 to a maximum of 22.
- Level 3 Increase your Wisdom score by 1 to a maximum of 22.
- Level 4: Increase your Wisdom score by 1 to a maximum of 22.
Social Training 1-4
- Level 1: Increase your Charisma score by 1 to a maximum of 22.
- Level 2: Increase your Charisma score by 1 to a maximum of 22.
- Level 3 Increase your Charisma score by 1 to a maximum of 22.
- Level 4: Increase your Charisma score by 1 to a maximum of 22.
Mental Saves Training 1-4
Each level of training in this may be taken once for each Save.
- Level 1: Gain Proficiency in one of the following saving throws, Intelligence, Wisdom or Charisma.
- Level 2: Gain a +1 to all saves made by the chosen saving throw.
- Level 3: Gain a +1 to all saves made by the chosen saving throw.
- Level 4: Gain advantage on all saves made by the chosen saving throw.
Mental Skills Training 1-6
Each level of training in this may be taken once for each Skill.
- Level 1: Gain Proficiency in one of the following Skills, History, Investigation, Nature, Religion, Animal handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion, Science, Technology, Catymology, Aberrantology.
- Level 2: Gain a +1 to all checks made by the chosen Skill Proficiency.
- Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest.
- Level 4: Gain expertise in the Chosen skill.
- Level 5: Gain a +1 to all checks made by the chosen Sill Proficiency.
- Level 6: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.
Language Training 1-5
Each level of training in this may be taken once for each language.
- Level 1: Gain one new language, you can Speak, read and write it Basically. This means you must pass a saving throw with a DC of 20, The save you will take is dependent on if you are speaking, listening or writing, see chart below.
Task | Save |
---|---|
Speak | Charisma |
Write | Dexterity |
Read | Intelligence |
- Level 2: You can Speak, read and write it moderately. This mean you must pass a test with a DC of 15 Instead of 20
- Level 3: You can Speak, read and write it Expertly. This mean you must pass a a test with a DC of 10 Instead of 15
- Level 4: You are now a master of that language. you no longer need to test to speak, listen or write.
- Level 5: If you can see a persons mouth while it is speaking a language you understand, you can interpret what its saying by reading its lips.
List of Languages
- Any pre war language Like Russian, Italian, Spanish, Japanese and so on
- Krokish
- Molish
- Gremlin
- Fishkar
- Grekish
- Shrike
Advanced Resolve Training 1-4
Must have Resolve Training Level 2 or a Wisdom of 14 or higher in order to take levels from this training.
- Level 1: Gain a DR2 against Stress damage.
- Level 2: Gain an additional DR2 against Stress damage.
- Level 3: Gain an additional DR2 against Stress damage.
- Level 4: Gain an additional DR2 against Stress damage.
- Level 5: Gain an additional DR2 against Stress damage.
Armor Proficiency Programs
Light Armor Training 1-4
- Level 1: Gain Proficiency in light and Super light armor.
- Level 2: Gain a + 1 AC while wearing Light Armor
- Level 3: Gain + 1 levels of Physical Save Training (Dexterity saves).
- Level 4: Gain a + 1 AC while wearing Light Armor
Medium Armor Training 1-4
- Level 1: Gain Proficiency in Medium armor.
- Level 2: Gain HP Equal to your Proficiency.
- Level 3: Gain + 1 levels of Physical Save Training (Strength saves).
- Level 4: Gain HP Equal to your Proficiency x 2
Heavy Armor Training 1-4
- Level 1: Gain Proficiency in Heavy and Super heavy armor.
- Level 2: Gain 1 Damage reduction from all sources for each Piece of coverage you have.
- Level 3: Gain + 1 levels of Physical Save Training (Constitution saves).
- Level 4: Gain 1 additional Damage reduction for each Piece of coverage you have.
Power Frame Training 1-4
- Level 1: Gain Proficiency with Power Frames.
- Level 2: -.
- Level 3: Gain + 1 levels of Physical Save Training (Constitution saves).
- Level 4: -.
Shield Training 1-4
- Level 1: Gain Proficiency with all shields.
- Level 2: Gain a + 1 AC while using a shield
- Level 3: Gain + 1 levels of Physical Save Training (Dexterity saves).
- Level 4: Gain a + 1 AC while wearing Light Armor
Covert Training Programs
Covert Movement Training 1-3
- Level 1: While Stealthed you may move at you normal speed without restricting you movement or suffering any penalties for doing so.
- Level 2: You may Hide as a bonus action.
- Level 3: You can try to Hide when you are lightly obscured from the creature from which you are Hiding.
Covert Assault training Training 1-5
Must have covert Movement Training Level 2 in order to take levels from this training.
- Level 1: You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, unarmed or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this feature.
- Level 2: When you are hidden from a creature and miss it with a ranged weapon Attack, making the Attack doesn't reveal your position.
- Level 3: Increase your Sneak attack dice to 4D6.
- Level 4: You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Level 5: Increase your Sneak attack dice to 6D6.
Ambush training 1-4
- Level 1: Gain advantage on the stealth check made to set in an ambush.
- Level 2: Gain a + 2 to all attacks you make during a Surprise round
- Level 3: The first hit during a Surprise round will always count as a critical hit. if you actually critical you roll the damage dice x 3.
- Level 4: When you roll any damage during a surprise round and you roll the highest value on the dice you may roll 1 extra damage die, the extra dice generated by this ability can not generate more dice.
Awareness Programs
Awareness training 1-4
- Level 1: Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
- Level 2: you gain +5 to you passive perception.
- Level 3: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Secret Doors and Hidden Caches.
- level 4: you gain +5 to you passive perception.
Advanced Awareness training 1-4
Must have Level 2 awareness training to take levels of this training
- Level 1: You gain advantage on initiative rolls.
- Level 2: Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
- Level 3: You cant be surprised while you are concious
- Level 4: If you are able to hear, you are aware of the location of any hidden or invisible creature within 20 feet of you.
Counter Ambush training 1-4
- Level 1: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Traps or Surprise Attacks.
- Level 2: You have Resistance to the damage dealt by enemies unseen by you.
- Level 3: You gain a +5 to your AC against attacks from enemies unseen by you.
- Level 4: Enemies have disadvantage on attacks against you if there are unseen by you.
Tactical Programs
Evasion Training 1-5
You must have a dexterity of 15 or higher.
- Level 1: You may disengage as a bonus action.
- Level 2: You have advantage on Saving Throws made to avoid or resist traps, While not wearing Heavy Armor or Power Frame.
- Level 3: You can nimbly dodge out of the way of certain area effects, such as a grenade or a Rocket explosion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Level 4: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Level: 5 No attack roll has advantage against you while you aren’t incapacitated.
Envelopment Training 1-4
- Level 1: you may gain advantage on Melee attacks rolls, if at least one other friendly creature is within 5ft of your target and you may gain advantage on CQC weapons if at least one other friendly creature is within 5ft of your target and is at a 90 degree off set.
- Level 2: When a creature within 5 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make a melee or CQC weapon attack against the attacking creature.
- Level 3: you may gain advantage on ranged Attack rolls if at least one other friendly creature is at a 90 degree off set and within 30ft of you.
- Level 4: When a creature within 30 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make ranged weapon attack against the attacking creature.
Army of one Training 1-4
you must have a wisdom of 13 or higher
- Level 1: Gain a bonus to all Saves made equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 2: Gain a bonus to all weapon damage rolls equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 3: Gain a Damage reduction all damage equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 4: Gain a bonus to your Armor class equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
Utility Programs
Basic Leadership Training 1-4
Must have a Charisma Score of 13 or higher.
- Level 1: You can spend 10 mins covering tactical roles with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all skill checks equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
- Level 2: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level + your Charisma modifier. A creature can't gain benefits from this ability again until it has finished a short or Long Rest. This effect lasts for 24 hours.
- Level 3: You can spend 10 mins covering ROE's with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all damage rolls equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
- Level 4: You can spend 10 mins covering Target Locations with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a a bonus to all attack rolls equal to your Charisma bonus.
Combat life savers (CLS) Training 1-6
Must have a Wisdom of 13 or higher
- Level 1: When you use a First aid Kit to stabilize a Triage code Black creature that creature also restores hit point equal to your level x the number of levels you have in CLS training.
- Level 2: As an action you can spend one use of an First aid Kit to tend to a creatures wounds within 5 ft of you. Roll a wisdom (Medicine) check DC. 10 if passed restore 1D6 + your Wisdom bonus, this is only usable on a target at Triage code Yellow, Orange and Red. The DC increases by 5 each time you use this feature on the same creature unless that creature has preformed a Long rest. If you fail the Medicine check it still consumes a use of your First aid Kit/IFAK but no healing is granted. Healing from this may only be applied once per day.
- Level 3: The heal increases to 2D6.
- Level 4: The heal from this may be used on Triage code Red as well as the others.
- Level 5: The heal increases to 3D6.
- Level 6: The heal increases to 4D6.
Basic Field Mechanic training 1-6
Must have a Intelligence of 13 or higher
- Level 1: When you use a Repair Kit to stabilize a Stalling vehicle that Vehicle also restores 10 hit point.
- Level 2: As an action you can spend one use of a Repair Kit to tend to a vehicles damage within 5 ft of you. Roll a Repair tools check DC. 10 if passed restore 1D12 + your Intelligence bonus, This may not be done on a vehicle that is at 0 Hp and stalling. The DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Repair tool check it still consumes a use of your Repair Kit but no healing is granted.
- Level 3: The heal increases to 2D12.
- Level 4: This may now be done on a vehicle that is at 0 Hp and stalling the vehicle will gain the heal from the dice and the 10 Hp from Level 1.
- Level 5: The heal increases to 3D12.
- Level 6: The heal increases to 4D12.
Radio Operations Training 1-4
Must have a Intelligence of 13 or higher
- Level 1: Gain advantage on all Technology Skill checks made to operate or trouble shoot a UHF, VHF or satalite communications Radio.
- Level 2: Gain a Encryption Key and Proficiency with it.
- Level 3: The time it takes to Operate or trouble shoot a two way Radio.
- Level 4: Gain advantage on all Technology Skill check made to operate or trouble shoot a two way Radio.
Ordinance Training 1-5
Must have a Intelligence of 15 or higher
- Level 1: Gain Proficiency in Raw Explosives.
- Level 2: Gain a bonus to all Raw Explosives, and mine damage roll equal to your Intelligence bonus.
- Level 3: Gain Half your proficiency (rounded up) to any DC for any Raw Explosives you use.
- Level 4: Gain advantage on all Demolitions Tools check used to set Raw explosives and mines.
- Level 5: Gain your proficiency instead of half, to any DC for any Raw Explosives you use.
Vehicle Operations Training 1-5
Each level of training in this may be taken once for each Vehicle Proficiency.
- Level 1: Gain Proficiency in one Vehicle Proficiency, the Vehicle Proficiency are as follows; Civilian (Land Transport), Civilian (Land Motorcycle), Civilian (Air, Plane), Civilian (Air, Helicopter), Civilian (Sea), Civilian (Sea, Sail), Heavy Equipment (Land), Tactical (Land), Tactical (Armored), Tactical (Air, Plane), Tactical (Air, Helicopter), Tactical (sea).
- Level 2: Gain a +1 to all check made in the chosen Vehicle Proficiency.
- Level 3: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
- Level 4: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
- Level 5: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
Kit Training 1-5
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one Kit, the list of Kits are as follows; Land Navigation kit, Terrain map Kit, Decontamination Kit, Disguise Kit, Firefighting Kit, Forensics Kit .
- Level 2: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 3: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 4: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 5: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
Class Feature
Class features are specialised features you acquire through various means, this may just be something you learned in your adventures or perhaps you where trined by someone what ever it may be these are the features that focus your tallents from a commoner.
As you level you will be given Feature points or FP, witch can be used during any Long rest. Each feature cost an amount of FP as indicated in the feature cost in the Feature description, some features will have prerequisites required before you may spend the FP to gain it. Some Class Features will have upgrades that may be gained at an additional cost of FP to acquired, you may hold on to FP, and during any long rest you may use any acquired FP you may have.
Furthermore if your character is able to, during some downtime you may spend time and Credits on gaining more Feature Points, To do this you must provide 1000cc/1utc and spend 24 hours training, once this is completed you gain 1 FP.
Marksman & Ranged Features
Close with and Destroy
Feature Points Cost: 2
Effect: When using a you may add one damage die to all attacks made within half of the short range.
Die fuzzy bunny, die
Feature Points Cost: 2
Effect: When you are using an Automatic Weapon in the controlled burst mode, you instead add double the damage in the parentheses to the damage roll made.
Spray and Pray
Feature Points Cost: 2
Effect: When you are using an Automatic Weapon in the Spray firing mode, you may increase the cube size by 5ft for every 10ft in size.
Fill them with Holes
Feature Points Cost: 2
Effect: When you are using an Automatic Weapon in the Focus Fire mode, When you roll damage and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed, dice rolled from this ability don't generate extra dice.
Heavy Gun Traind
Feature Points Cost: 1
Effect: You may Ignore a number of Critical failures with Automatic weapons and weapons with the Heavy weapon property, equal to your wisdom modifier, you regain all uses of this feature after you complete a long rest.
Careful Aim
Feature Points Cost: 1
Effect: You can spend your time aiming towards a creature to enhance the precision of your attack. when you use the Aim action with a Single Shot or Semi auto weapon you instead of adding a + 1 bonus you roll a d4 and add it to the result.
Lethal Shot
Feature Points Cost: 2
Effect: As an action you may fire one shot from any semi auto or single Shot rifle, if the attack hits you roll an additional damage dice with the damage.
Upgrade: At the cost of 2 FP you may increase this effect by 1 additional damage die. This may be done 3 time giving a total or +4 damage dice at the cost of 8 FP.
Dead Shot
Feature Points Cost: 2
Prerequisite: Lethal Shot
Effect: when you hit a creature with a lethal shot that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your Attack against the creature.
Upgrade: at the cost or 2 FP, you may now cause the effect of dead shoot on a creature once during the first round of combat instead of the creature needing to be surprised.
Snap Shot
Feature Points Cost: 3
Effect: During your turn if you should reduce an enemy to 0 Hp with a Semi auto or single shot weapon that does not have the extensive action weapon property, you may immediately as a reaction make one ranged attack against a target within range. Furthermore if you are the target of a ranged attack and the attack misses you, you may as a reaction make one ranged attack at that target.
Big Game Hunter
Feature Points Cost: 3
Effect: When you are using any non automatic heavy weapon against a large or larger target, when you roll damage and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability.
Beating Zone
Feature Points Cost: 2
Effect: when you are using an Automatic Weapon you may Reduce the Cube size of your the Spray firing mode by 5ft (to a minimum of 10ft), if you do so the DC of your attack is increased by 1. You may further reduce the size by 5ft (to a minimum of 10ft), gaining a additional +1 to the DC of the attack.
Mass Suppression
Feature Points Cost: 1
Effect: When you use an Automatic Weapon you may use the suppressive fire action as a bonus action and you may target a number of targets equal to your Dexterity modifier times 2.
Ranged Bomber
Feature Points Cost: 2
Effect: Your expert aim and understanding of your Targets, make it so they have disadvantage on save against your Rocket and Grenade launcher attacks as well as Mortar and Artillery attacks.
Master Marksman
Feature Points Cost: 4
Effect: You may add 1 extra damage die to all ranged Attack rolls you make with any Semi auto or Single shot weapons. Furthermore you gain a +2 to all ranged attacks made with those weapons.
Give em Hell
Feature Points Cost: 5
Effect: When you are using a Automatic weapon you may make one Spray or focus fire action per attack action you have.
Assault Master
Feature Points Cost: 2
Effect: You may use your Strength in replace of your Dexterity when firing any Assault rifles or Shotguns.
Commando
Feature Points Cost: 2
Effect: You may use your Wisdom in replace of your Dexterity when firing any weapon with the (AF) weapon property or a weapon with the CQB property.
Bruiser
Feature Points Cost: 2
Effect: You may use your Constitution in replace of your Dexterity when firing any Shotgun or when making attack rolls with any Explosive weapon to include thrown explosives, this includes when calculating DC for explosives and grenade weapons.
Gunslinger
Feature Points Cost: 2
Effect: You may use your Charisma in replace of your Dexterity when firing any pistol or Rifle With the (SS) or (SA).
Sleuth
Feature Points Cost: 2
Effect: You may use your Intelligence in replace of your Dexterity when firing any Lazer, Arc, plasma or radiation, weapon or a weapon with the CQB property.
Heavy Gunner
Feature Points Cost: 4
Prerequisite: Strength 16 or higher
Effect: you have grown custom to carrying around the biggest baddest guns around. You no longer suffer the effects of the heavy weapon property. Though your Movement is reduced by half (round up).
Bastian of Devastation
Feature Points Cost: 4
Prerequisite: Strength 16 or higher
Effect: during any turn, if you have not moved yet, You may use your action to fire a heavy weapon in a mode of firing allowed by that weapon. When done the weapons attack will deal the full value of the dice, without a roll required. Note this damage will not trigger the Big game hunter feature. When this is done you may not move until the start of your next turn unless you are pushed or likewise effected by an outside means.
Assault & Melee Features
The Muscle
in your pursuit of Melee combat superiority, Your arms grow in strength and precision to allow you to deal an additional damage
Feature Points Cost: 2
Effect: You deal a bonus 1D4 damage on your melee attacks.
Upgrade: at the cost of 1 FP, you may re-roll damage rolls of 1 with all melee weapons.
Upgrade: at the cost of 1 FP, you increase the extra melee damage die by one die type, to a maximum of 1d12.
Adaptive Maneuvers
You have learned advanced evasive foot maneuvers you can use to gain an edge on the battlefield.
Feature Points Cost: 3
Effect: You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Dodge action.
Raider
Feature Points Cost: 1
Effect: Your base movement speed increases by 5 feet and
Upgrade: at the cost of 3 FP, you gain advantage on all Dexterity and Strength based Ability checks and Saves.
Upgrade: at the cost of 1 FP, You gain an additional 5ft base movement
Upgrade: at the cost of 2 FP, When you use an assault rifle, Shotgun or pistol you may use your bonus action to make one extra attack with that weapon.
Resilient Raider
Your Knowledge and grit has increased your survival chances out in the wastes.
Feature Points Cost: 4
Prerequisite: Raider
Effect: You are now resistant to all damage with the exception of Sonic and Flash
Weathered Raider
Feature Points Cost: 2
Prerequisite: Resilient radier
Effect: gain a DR 2 against all damage types with the exception of Sonic and Flash.
Upgrade: at the cost of 2 FP you gain an additional 2 DR against all damage with the exception of Sonic and Flash, to a maximum of DR 10.
Slow is Smooth, Smooth is fast
Feature Points Cost: 5
Effect: On your turn, you can activate this feature as a free action to gain the following effects your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Aim or Use an Object action.
This last for an amount of turns equal to your Constitution modifier. You can only use this effect of this feature once. You regain any expended uses when you finish a Long Rest.
When this effect ends, your are slowed, you may not use reactions and you may only use your action on one attack, an object interaction or a bonus action, this lasts for the same duration you where effected by this feature.
Improved Critical
Feature Points Cost: 3
Effect: your weapon attacks score a critical hit on a natural roll of an additional 1 better then you would normal.
Upgrade: For an additional 3 FP your weapon attacks score a critical hit on a natural roll of an additional 1 better then you would normal.
Not just yet
Feature Points Cost: 1
Effect: if you or a creature you have grappled would be moved in such a way to break the grapple, you may use your reaction to move with the creature, or to prevent your own movement. The creature remains grappled if you take this reaction, and any movement you make does not provoke opportunity attacks.
Street Smarts
Feature Points Cost: 3
Prerequisite: Wisdom 14 or higher
Effect: You may use your Wisdom bonus in replace of your charisma when making any checks or save that originally required Charisma. Furthermore you may re-roll a number of charisma skill checks equal to your Wisdom bonus. You regain all uses of this after you complete a long rest.
Frightful Presence
Feature Points Cost: 2
Effect: your presence becomes especially frightening. As an action, you can force 1 creature within 30ft of you and able to see you, to make a Wisdom Save DC 8 + your proficiency + Your Charisma.
If they fail the test and the creature is hostile to you, the creature is frightened of you retaking the test at end of each turn.
If they fail the test and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you with great fear. This effect ends immediately if the creature cannot see you.
Upgrade: At the cost of 1 FP you may target one additional creature when using this feature
Upgrade: At the cost of 1 FP you may target creatures at + 10ft ranges.
Bully
Feature Points Cost: 2
Effect: You gain advantage on all grapple tests you make and you can use a bonus action to make a Grapple or to Shove a creature that is within 5 ft of you.
Brutal Presence
Feature Points Cost: 1
Effect: you can make a Strength (Intimidation) check in place of a Charisma (Intimidation) check wherever it is deemed appropriate by the GM. Note this applies to effects like Frightening Presence
Wasteland Survivor
Due to the harshness of the wastlands, many wasteladers become very
Feature Point Cost: 4.
Effect: On Your Turn, you can enter a state of survival as a Bonus Action.
While in this survival state, you gain the following benefits if you aren't wearing heavy armor or a powerframe
Gain a bonus on all Checks and Saving Throws made with your choice of 1 of the following attributes; Strength, Dexterity or Constitution this bonus is equal to your Proficiency bonus.
As a reaction to being hit with a weapon attack you may use your reaction to reduce that damage by 1d4 + constitution bonus.
You may make one Attack, or use the Hide, Dodge, Dash or Disengage action as a bonus action
You have a +5ft movement bonus.
Your Survival stat lasts for 1 minute. It ends early if you are knocked Unconscious. You can also end your rage on Your Turn as a Bonus Action.
Once this survival state ends you must finish a Long Rest before you can rage again.
Upgrade: at the Cost of 2 FP you gain one additional use of this feature per rest.
Upgrade: At the cost of 2 FP you may choose on additional Attribute to gain a bonus to while in this state
Upgrade: At the cost of 1 FP you may increase the die of the reactionary damage decrease by one die type, to a maximum of 1d12
Upgrade: At the cost of 1 FP you gain an additional +5 movement to a maximum of +20ft movement.
Forcefull Push
Feature Points Cost: 1
Prerequisite: Strength 14 or higher
Effect: you gain advantage on Strength (Athletics) checks when making a shove attack and on a successful shove attack you push and knock the target prone. If you fail the athletics test your target picks either to be knocked prone or Pushed back 5ft.
Shield Bash
Feature Points Cost: 2
Prerequisite: Strength 14 or higher
Effect: when you take the Attack action, you can make one improvised weapon attack with your shield as a bonus action. see chart below for what damage die to use dependent on the shield type. Note Tower and colossal Shields gain the Large weapon property as well as Buckler and small Shields have the light properties
d8 | Loot |
---|---|
Buckler | 1d4 |
Small | 1d6 |
Full | 1d8 |
Tower | 1d10 |
Colossal | 1d12 |
Upgrade: For 2 additional FP you may make 2 attack with your shield as a bonus action.
Shield Attack
Feature Points Cost: 2
Prerequisite: Strength 14 or higher
Effect: when you take the Attack action, you can make one improvised weapon attack with your shield as a bonus action. see chart below for what damage die to use dependent on the shield type, the damage type is bludgeoning. Note Tower and colossal Shields gain the Large weapon property as well as Buckler and small Shields have the light properties
Shield Types | Damage Die |
---|---|
Buckler | 1d4 |
Small | 1d6 |
Full | 1d8 |
Tower | 1d10 |
Colossal | 1d12 |
Upgrade: For 2 additional FP you may make 2 attack with your shield as a bonus action.
Shield Toss
Feature Points Cost: 2
Prerequisite: Shield Attack
Effect: smaller style shields may be used as a ranged weapon, see chart below for what types of Shields can be thrown and at what distances.
Note Tower and colossal Shields gain the Large weapon property as well as Buckler and small Shields have the light properties
Shield Type | Range |
---|---|
Buckler | 30ft with (2 Increments) and light |
Small | 20ft with (2 Increments) |
Full | 15ft with (2 Increments) |
Upgrade: For 2 additional FP you may return your shield twice per turn.
Shield Defender
Feature Points Cost: 3
Prerequisite: Dexterity 14 or higher
Effect:
- You have advantage on ability checks and saving throws against effects that would cause you to drop your shield.
- If you didn’t move on your turn, you have advantage on any ability check or saving throw made against being knocked prone or being moved from your current location.
- While wielding a shield you may use you reaction to give one creature within 5ft of your shields AC
Upgrade: For 1 additional FP you may provide you AC bonus to one additional creature within 5ft of you, this upgrade may be taken multiple time increasing the number of creature by 1, this may be done a number of times equal to your Dexterity bonus.
Upgrade: For 2 additional FP you may if you didn’t move more then half you movement on your turn, you have advantage on any ability check or saving throw made against being knocked prone or being moved from your current location.
Explosive Features
To close for comfort
Feature Points Cost: 2
Effect: You gain DR 5 against damage from Explosive.
Upgrade: For 2 additional FP the damage resistance becomes DR 10
Experienced Mine Sweeper
Feature Points Cost: 1
Effect: When using any metal detector you may re-roll one failed roll, you regain the use of this feature after you complete a short rest. Furthermore as a reaction you may halve the damage from an explosion that hits you, you regain the use of the feature after you complete a long rest.
Deadly Demolitionist
Feature Points Cost: 2
Effect: When you roll damage for a Explosive or Grenade weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed, dice rolled from this ability don't generate extra dice.
Expert Placement
Feature Points Cost: 2
Effect: When firing or throwing any weapon with the deviation weapon property, you gain the following benefits
- You no longer have a Deviation of a minimum 1.
- you may re-roll any scatter die but you must take the second result. If you have Grenade training level 3 you may do that or this or both.
Dialed In
Feature Points Cost: 1
Effect: When you are using any weapons with the deviation property, you may roll two scatter dice and use ether of the two results when deviating the weapon.
Leadership Features
Leadership Trait
Feature Points Cost: 2
Effect: When you gain this feature you pick one of the below leader Styles below.
Commander: You lead from the front with presence, during the first round of combat each friendly creature that goes after you in the initiative order may dash, disengage or Hide as a bonus action.
Mentor: You counsel others with prudent insights, when you take the Help action, the target can add 1d4 to the result of its roll as well as have advantage.
Strategist: You guide others with cunning and wit, when you roll initiative you may switch places in initiative order with a willing creature.
Upgrade: At the cost of 2 additional FP you gain one more of the above traits, this may be done twice, learning all three for 6 total FP.
Trained Leader
Feature Points Cost: 3
Prerequisite: Charisma 13 or higher
Effect: You gain a pool of special dice called Leadership Dice You have a number of Leadership dice equal to your Proficiency plus your Charisma modifier, witch are a D4. You may use leadership dice to fuel special abilities and is expended when you use it. You regain all expended leadership dice when you finish a long rest. You gain one the below abilities to use your leadership die on.
Inspiring leader: you may inspire one creature within 30ft, giving one of your remaining Leadership dice to that creature. This effect last for 10 Minutes, that creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the leadership die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. If the Die is not used within 10 minutes it is lost. A creature can have only one Inspiration die at a time.
Rallying Word: you use words to inspire your allies. As a bonus action and a number of leadership die no greater then your charisma bonus, you can shout at one creature that can hear you within 30 feet. Roll the number of leadership dice used, as long as that creature is not triage code orange or red that creature regains a number of hit point equal to the roll + your Charisma bonus.
Reverse Psychology: you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of Others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your leadership dice, rolling the die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.
Upgrade: At the cost of 1 additional FP you may gain one more of the trait above.
Upgrade: At the cost of 2 additional FP, your leadership die increases by one die type to a maximum of a D12.
Upgrade: At the cost of 1 additional FP, you gain one additional leadership die
Seasoned Leader
Feature Points Cost: 3
Prerequisite: Trained Leader, Charisma 17 or higher
Effect: You regain all of your expended uses of Leadership dice when you finish a short or Long Rest.
Lead from the front
Feature Points Cost: 1
Prerequisite: Charisma 14 or higher
Effect: You gain a + 2 on all initiative rolls.
Upgrade: At the cost of 1 additional FP you gain an additional + 2 on all initiative rolls, This may be done four time resulting in a + 10 at 5 FP.
Inspiring Presence
Feature Points Cost: 2
Prerequisite: Charisma 15 or higher
Effect: You have a constant Aura Around you, the aura effects anything within 5ft of you. Any creatures or object you wish in the range gains the aura effect or suffers the effect, you have active. You may only have one aura active at a time, provided you are conscious. You may suppress the effect of all auras as a bonus action and returning it as a bonus action as well. You may also switch Auras as a bonus action if you should know more the one aura.
Note: No creature may benefit from the same aura at any time, if a creature is in the range and benefiting from the effects of the same aura from two different sources, the creature uses the greater value, the effects don't stack.
When you gain this feature you gain one of the below Aura.
Upgrade: At the cost of 1 FP you may learn 1 additional Aura from the below list.
Upgrade: At the cost of 2 FP you may increase your aura by 5 more feet, this may be done three times, resulting in a 20ft Maximum.
Upgrade: At the cost of 5 FP you may have two Auras you know active at on time.
Auras
Lethal Assault: Any creature you wish Within your Aura range, may add your Charisma Modifier to any of there damage rolls from any ranged or melee attack.
Expert Guidance: Any creature you wish Within your Aura range, may add your Charisma Modifier to all there skill checks made.
Rights of War: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there Attack rolls.
Wise Leader: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there saving throws made.
Seize the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.
Lethal Precision: Any creature you wish Within your command Aura gains a critical with ranged and melee attack on 1 better then they would normally and they gain an additional damage dice for a critical hit.
Defend: Any creature you wish Within your command Aura may add your Charisma Modifier to there Armor class.
Hold line: Any creature you wish Within your command Aura may add your Charisma Modifier to any Moral tests made , as well as you gain this toward any intimidation or persuasion checks made to rally friendly units.
Orders
Feature Points Cost: 2
Prerequisite: Charisma 15 or higher
Effect: You learn one order chosen from the list below. Your Order range is 20ft, you may use any order you know, you may do this once, regaining all uses after you complete a short or long rest.
Upgrade: At the cost of 1FP you learn one additional Order from the below list
Upgrade: At the cost of 2FP you may increase your Orders range by 5ft
Upgrade: At the cost of 2FP you gain one additional uses of an order between rests
Orders
On may target: after you hit a target with an attack, you may as a bonus action call out to a number of allied creatures or units of your choice within command range, equal to your charisma bonus (minimum 1). turning there eye toward the enemy, chosen creatures or units in range may use there reaction to make one attack against the target or one volley if it was a unit.
Aim small miss small: as a bonus action you call out to a number of allied creatures or units of your choice within command range equal to your charisma bonus (minimum 1). giving them advantage on attack rolls until the start of your next turn.
Hold Position: As a bonus action you speak out words of courage to a number of allied creatures or units of your choice within command range, equal to your charisma bonus (minimum 1), allowing them to hold at all cost. creatures or units gain a bonus to AC equal to your Charisma modifier provided they did not move more than 10ft during its turn. this last until the start of you next turn.
Charge!: As a bonus action you call out to a number of allied creatures or units of your choice within command range of you equal to your charisma bonus (minimum 1), encouraging them to charge into the fight. Creatures or units chosen gain the following effects until the start of your next turn, they may use the dash action as a bonus action and if they do the may add your Charisma bonus to all Attacks and damage rolls made with melee weapons.
Harden Resolve: As a bonus action you call out to a number of allied creatures or units of your choice within command range equal to your charisma bonus (minimum 1). Creatures or units chosen gain advantage on all saves made against the frightened and charmed condition until the start of you next turn.
Give Em HellAs a bonus action you call out to a number of allied creatures or units of your choice within command range of you equal to your charisma bonus (minimum 1), rallying them to fire as fast as they can, chosen creatures or units may make one extra ranged attack when they use the attack action provided they used a ranged weapon, this does not work with weapons that have the heavy property.
Team Suppression. When you take the Suppression action you may pick a number of friendly Creatures equal to your charisma bonus within orders range to have them use there reactions, if this is done you may suppress one extra target per character that used there reaction. Each character that used there reaction uses 5 rounds if they do not have enough ammo in there magazine don't treat then as if the did not join on the fire team suppression.
Confidant
Feature Points Cost: 4
Prerequisite: Charisma 12 or higher
Effect: you thrive on the battlefield. You shock and awe all those around you, proving once and for all that you are the greatest combatant, Explorer, Leader and Confidant. in the wastes and well worth your price.
As a bonus action, you may enter a state of heightened ability as your confidence and self assurance pushes you across the battlefield. While in this state you gain a few different effects.
- You may add your Charisma Modifier to your attacks and damage rolls.
- You give off a confident aura, giving allies a bonus on attack rolls and enemies a negative to attack rolls, equal to your Charisma bonus so long as you are within 15 feet of them.
- You gain a bonus on check or saves against being Frightened, Charmed, or made compliant by any means equal to your Charisma bonus.
- You are not affected by difficult terrain and you gain +5ft movement.
This state lasts for 1 minute, or until it is dismissed, (No action required).
After you use this ability, you can’t use it again until after you finish a long rest.
Upgrade: at the cost of 2 FP you may use this feature 1 additional time between rest.
Upgrade: At the cost of 1 FP you increase the range of the confidant leader effect by 5ft, this may be done 3 times
Upgrade: At the cost of 1 FP you increase the movement increase of the fourth effect by 5 ft this may be done 3 times
Minion Features
Squad leader
Feature Points Cost: 2
Effect: You gain one minion, as described in chapter 3 (Minions). This minion may be any one of your choice, chosen from any list with the exception of Beasts, Mutants and Drones, See Minions list in Chapter 3 (Minions) For details, Discuss the cost and time required to acquire the minion with your DM. You may at no point control more minion then you Charisma Bonus.
Upgrade: At the cost of 1 FP you may control 1 additional Minion.
Upgrade: At the cost of 2 FP one of your controlled minions may be an Elite.
Upgrade: At the cost of 3 FP you may now control a number of minios equal to your Charisma x2. At the cost of 3 FP each time this upgrade may be taken multiple times, increasing the multiple by 1 each time.
Resourceful Leader
Prerequisite: Trained Leader, Charisma 14 or higher
When you roll for initiative and you have no leadership dice remaining, you regain a number of leadership dice equal to your charisma modifier.
Beast Trainer
Feature Points Cost: 2
Effect: You gain one Beast minion, as described in chapter 3 (Minions). This minion may be any of your choice, choosen from the Beast Minions list in Chapter 3, Discuss the cost and time required to acquire the minion with your DM. See Minions section for the stats and how to use them.
Upgrade: At the cost of 1 FP you may control 1 additional Beast to a .
Upgrade: At the cost of 2 FP one of your controlled beasts may be an Elite.
Quick Command
Feature Points Cost: 3
Prerequisite: Beast Trainer
Effect: You gain the following benefits when you control a beast You can use a bonus action to command one of your beasts or beast units to do one of the following actions immediately, make one Attack per beast in unit, Dash, Disengage or Dodge.
Beast Training
Feature Points Cost: 2
Prerequisite: Beast Trainer
Effect: if you have been with your beasts for more then one week. Each of your beasts gains 1 traits from the list below.
- Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1 damage die. This may only be taken twice.
- Your animal companion gains a bonus to hit with its melee weapon attacks equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains a bonus on all saving throws it makes equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains a bonus on all skill and ability checks it makes equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains + 1 to you choice of Strength, Dexterity, constitution or wisdom score to a max of 18.
- Your animal companion gains the Evasion feature. This may only be taken once.
- Your animal gains a + 2 AC. this may be taken once.
- Your animal gains the Multi attack feature. this may be taken twice make it 3 total attacks.
- Your animal becomes resistant to your choice of Piercing, slashing, force or bludgeoning. This may be taken up to 3 times.
- Your Animal gained +1 HP per operator level. This may be taken twice.
Upgrade: At the cost 2 FP all your beast gain an additional trait.
Veteran Beast
Feature Points Cost: 1
Prerequisite: Beast Trainer
Effect: All of your beasts no longer suffer Stress damage.
Beast Master
Feature Points Cost: -
Prerequisite: Beast Training
Effect: Each of your beasts may have 2 Extra War dog training features of you choice the features must be the same for each of you war dogs.
Medical Skills & Resistance Features
Medical Pack
Feature Points Cost: 2
Prerequisite: Intelligence 14 or higher
Effect: You get a Trauma kit that has 5 uses and it counts as a First aid Kit with 10 uses as well. You may expend one use of the Trauma kit and Roll a wisdom (Medicine) check DC. 15, if passed, restore 1D10 + your Wisdom modifier hit points.
Upgrade: You may increase the Truma Kits heal by 1d10, at the cost of 1 FP. This may done 4 times resulting in a max of 5d10.
Emergency Services
Feature Points Cost: 1
Effect: Any time you heal a target, you may add your Proficiency bonus to the amount rolled. You may also use the dash action as a bonus action if you use your action to heal a target during the same turn.
Casualty Collection Point (CCP)
Feature Points Cost: 2
Effect: when taking a Short or long rest you may choose up to 4 characters within 30ft to aid and tend to there wounds, this uses one use of an IFAK per character. When used any of the chosen characters use a Hit die to heal they receive the full value of the dice, for example if the hit die is a D8 then they would receive 8 plus there con bonus.
Medical Sustainment Pack
Feature Points Cost: 3
Prerequisite: Combat trauma trained and Artisan (Chemistery)
Effect: Tthe Medical Sustainment Pack Has 3 parts the first is an IFAK with 20 uses and 4 turniquets, the second part is a Turama Bag with 10 uses and the third part holds up to 20 additional Healing, Food or Drink items.
Seasoned Medic
Feature Points Cost: 4
Prerequisite: Experienced Healer, Emergency Services, Wisdom 17 or higher
Effect: Double any and all die rolls made for any healing feature or item used by this Character.
Masterful Hands
Feature Points Cost: 4
Effect: you have become so skilled when rendering aid to the injured, each time you you heal a target you may maximize they nominal value of a number of the dice equal to your intelligence bonus.
Upgrade: at the cost of 1 FP you may maximize one additional die when healing
Experienced Healer
Feature Points Cost: 2
Prerequisite: Emergency Services, Wisdom 15 or higher
Effect: you are unlikely to fail at common medical tasks. Whenever you make a Medicine check you can treat a d20 roll of 9 or lower as a 10 with the exception of a natural one.
Second Opinion
Feature Points Cost: 3
Effect: you have become accustomed the use of healing measures and how to to coordinating with other healers. Whenever an ally within 30ft of you uses a healing ability or item, you can use your reaction to increase the amount healed to a single target by half, rounded up. Your ally must be able to see or hear you.
Jack of all
Feature Points Cost: 2
Prerequisite: All attributes 14 or higher.
Effect: you may re-roll a single skill check. You regain all uses of this after you preform a Long rest.
Upgrade: At the cost of 1 additional FP you may do this one additional time between rests. this may be taken up to 4 time giving 5 total uses
Upgrade: At the cost of 3 additional FP you regain all uses after a short or long rest.
Mental Fortitude
Feature Points Cost: 4
Prerequisite: -
Effect: Fear, envy and lust are all emotions of the feble minded. You are immune to being charmed or frightened.
Covert, Infiltration & Terrain Features
Assassinate
Feature Points Cost: 2
Effect: you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet.
Keen Sight
Feature Points Cost: 2
Effect: You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Furthermore, When attacking at long range always count yourself as firing at 1 less range multiplier (to a minimum of 1).
Mountaineer
Feature Points Cost: 2
Prerequisite: Strength 15 or higher
Effect: When you gain this feature you gain the all below benefits.
- Gain advantage on all athletics or acrobatics skill rolls made when climbing as well as rolls made to tie rope or a knot.
- You gain the ability to climb faster than normal, climbing no longer costs you extra Movement.
- when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Terrain Focus
Feature Points Cost: 2
Prerequisite: -
Effect: You trained in a particularly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, tropical, desert, forest, grassland, mountain, swamp or Urban. You gain the following benefits when traveling for an hour or more in your favored terrain.
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by special means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much resources as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Upgrade: At the cost of 2 additional FP you gain one additional favored terrain type.
Observation Post
Feature Points Cost: 1
Prerequisite: Terrain focus
Effect: You can spend 10 minutes preparing a place in your Terrain Focus to have a vantage point for Observation servalence or even a Sniper nest. You must choose a place partially hidden, such as a tree, a hole on the ground covered by bushes, a tower or other place such as those.
Your Post has a 5-foot radius, an AC of 10 and 10 hit points. Your Observation Post grants you 3/4 cover and advantage on Dexterity (Stealth) checks made to Hide.
Guerilla
Feature Points Cost: 2
Effect: You excel at leading ambushes and Acting first in a fight.
You have advantage on Initiative rolls. In addition, the first creature you hit during the first round of a Combat becomes easier for you and others to strike; Attack rolls against that target have advantage until the start of your next turn.
Master Guerilla
Feature Points Cost: 4
Prerequisite: Guerilla
Effect: you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.
Stalker
Feature Points Cost: 2
Effect: When using a ghillie suit in the appropriate environment Gain +10 to Stealth checks Instead of +5 and when you are outside of 500 feet, you are considered invisible. instead of 1000ft. Furthermore when wearing Camoflage you gain +5 to all Stealth rolls made in there appropriate environment.
Master Stalker
Feature Points Cost: 2
Prerequisite: Stalker
Effect: When using a ghillie suit in the appropriate environment Gain +10 to Stealth checks and when you are out side of 250 feet you are, considered invisible.
Favored Enemy
Feature Points Cost: 2
Prerequisite: Wisdom 12 or higher.
Effect: You have significant experience studying, Tracking, hunting, and even talking to a specific foreign militaries. Choose one type of Favored enemy: Human, Cyborg, Mutant, Sentinel, ARC, Vehicles, or Beasts. When you gain this feature you have the following benefits against you favored enemy.
- You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.
you also gain level 4 language training in the language associated with you favored Enemy if it is Vehicles you gain Proficiency with ground Vehicles and if its animals you 1 level in Animal handling skill training.
You gain a bonus to all damage rolls against Favored Enemies equal to your Proficiency bonus.
Upgrade: At the cost of 2 FP you may choose one additional favored enemy.
Favored Veteran: At the cost of 2 FP you must pick one of your favored enemies, from now on Gain advantage on the first attack each round against a favored enemy.
Studied Target: At the cost of 2 FP, you must pick one of your favored enemies, from now on you may once per turn add an amount of damage to an attack made against that favored enemy equal to your level.
Observe and Report
Feature Points Cost: 2
Prerequisite: -
Effect: if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you a number of the following characteristics of your choice equal to your Wisdom modifier (Minimum 1), If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some grunts from a certain faction guarding a warehouse.
- Strength score or save
- Dexterity score or save
- Constitution score or save
- Wisdom Score or save
- Intelligence Score or save
- Charisma Score or save
- Movement Speeds
- Armor Class
- Current hit points
- Total levels, or CR if any
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Shield Capacity
- Armor Bonus
Upgrade: At the cost of 1 FP you may learn one additional trait from the list above when this ability is used.
Upgrade: At the cost of 2 FP you may use this effect, with only observing the target a number of rounds equal to 6 minus your Intelligence bonus (Minimum 2) and may be done in combat, you must use a bonus action and be in line of sight or visual to have the round count as proper observation. Furthermore at the cost of 1 additional FP, you may use this effect as an action once per short rest.
Interrogate
Feature Points Cost: 1
Prerequisite: Wisdom 14 or better
Effect: You are trained to pull all the information out of someone. You can use an action to target a creature to interrogate, the creature must be restrained to do so.
The interrogation lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the creature must make a wisdom save DC 8 + Pro + your Charisma bonus. if the test is failed you find out the answer to the question if it is known by the creature and you can understand them, furthermore the creature suffers an amount of stress damage equal to 1d4 + Proficiency bonus. If the test is passed the target takes half the stress damage and the question is not answered.
Upgrade: At the cost of 1FP you may ask on additional questions and the interrogation last for an additional minute, if this is done the stress damage increases by 2d4. This upgrade may be taken up to 5 times.
Counter Intelligence
Feature Points Cost: 3
Prerequisite: Intelligence bonus 14 or higher
Effect: When making Insight, Investigation, Intimidation or Persuasion skill checks to seek information, you know if information is being withheld from you or more can be extracted.
Infiltration Expert
Feature Points Cost: 2
Prerequisite: -
Effect: you can unfailingly create false identities for yourself. You must spend seven days and 25 Requisitions to establish the History, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official, looking certification to establish yourself as a member of a Trading house from a remote city so you can insinuate yourself into the company of other factions and societies. If you adopt the new identity as a disguise, other Creatures believe you to be that person until given an obvious reason not to.
Upgrade: At the cost of 2 FP you decease the days needed by 1 day and the Requisitions by 5. This may be taken 4 times.
Impersonate
Feature Points Cost: 4
Prerequisite: Infiltration Expertise
Effect: you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three Components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature Suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Tech & Artisans Features
Artisan Training
Feature Points Cost: 2
Prerequisite: Intelligence 12 or higher
Effect: You gain Proficiency with your choice one Secondary Artisans tool as well as you learn 2d4 plans from that specific Artisans Craft at no cost or time, See Crafting manual for details as well as theres a list of avaliable secondary artisans craft as well as each of the Primary equivalent.
Upgrades: at the cost of 2 additional FP you gain the Primary Equipment or Supplies that your chosen one
Seasoned Artisan
Feature Points Cost: 1
Prerequisite: Artisan Training, Intelligence 13 or higher
Effect: You gain one of the abilities bellow.
Repurpose Materials: You make the most out of what is around them and the love to maintain dens full of Materials and craft withan your Artisans Craft. When You use your downtime to scavenge for materials in any area, you gain one additional resource of your choice, chosen by you, from any one material you found.
Effective Supplier: When creating an item using the chosen Artisans Equipment, it takes 50% then the normal time it would to create items, Though this does not count during the learning of a plan.
Efficient Crafter: When creating an item using the chosen Artisans Equipment, it takes 50% then the normal materials it would to create items, Though this does not count during the learning of a plan.
Upgrade: You may at the cost of 1 FP gain one more of the above features
Enhanced Craft
Feature Points Cost: 2
Prerequisite: Pick one Primary Artisans Equipment you have proficiency with.
Effect: After countless hours of work you have found a way to increase efficiency in the crafting of your artisans craft. When this feature is gained you gain the use of your choice of one of the below features. When you create an item or a team you lead creates an item you may use the chosen feature.
If any of the below abilities are used you have a crafting challenge difficulty of 5 during the creation of that item, this means each DC during the crafting challenge is increased by 5.
Quantity Over Quality. Whenever you would create one item using the Chosen Artisans Equipment, you instead create two.
Violent Device. Whenever you would create an item using the Chosen Artisans Equipment, if the chosen device involves rolling dice, it now automatically produce the maximum. effect for one use.
Powerful Device. Whenever you would create an item using the Chosen Artisans Equipment, if the chosen device has an ability that involves a DC, the DC is increased by your Proficiency bonus.
Upgrade: You may at the cost of 2 FP gain one more of the above features
Cohesive Work
Feature Points Cost: 3
Prerequisite: Squad Leader and have at least one Assistant or Utility and Maintenance units.
Effect: You gain the Well studied crew and the Expedite abilities below.
Well studied Crew Each time you or one of your Assistant or Utility and Maintenance units creates a an item using Tech tools, Smiths Tools, Tech Equipment or Artificers Equipment, you reduce the DC to create the item by 1 per helper used in the creation.
Expedite: When you or one of your crew you may Expedite 1 Device per long rest, this allows that device to be created in minimum time it would normally take.
Master Fabricator
Feature Points Cost: 4
Prerequisite: Enhanced Device
Effect: you gain the Double Check then Triple Check ability below.
Double Check then Triple Check. You no longer need to make checks when creating devices, you may simply succeed but it takes you the longest time required to make the item. This may not be done with a expedited device.
Improved Expedite: a creation it costs the minimum required cost and you may expedite one additional device per long rest.
Tech Master
Feature Points Cost: 4
Prerequisite: Intelligence 18 or higher
Effect: Gain advantage on all Tech skill checks, Technology Equipment or Maintenance Tools checks as well as any intelligence save that is related to any type of Technology.
Signature Device
Feature Points Cost: 3
Prerequisite: Artisans training (Technicians Equipment), Artisans training (Machinists Equipment) as well as access to both of them.
Effect: You build a signature device. Your creation is a versatile, and customizable weapon/item, that proves your utter genius. You can choose one of the following signature devices; Flamecaster, the Multi-Wrench, the Lightning Conductor, the Power Gauntlet, the Nondescript Active Destruction Device (N.A.D.E.), the Bio Molecular Reconfigurer or the Melta Axe. If you lose your signature device, you can create a new one over the course of three days of work (8 hours each day) and expending 2500 CR worth of metal and other raw materials as well as a charged Omni battery. Repairing it requires a Technology Equipment check DC 15, and half the money and time it takes to build it.
this device has a number of energy Points equal to your Intelligence bonus that may be used to fuel upgrade effects from the signature device. You start knowing your starter power and one other power of your choice. You regain all spent Energy points when you complete a long rest. Some of the powers you gain increase in effect as you level, this is called a signature device upgrade.
Upgrades: At the cost of 2 FP you gain 1 Signature device upgrade, this may be done 5 times.
Upgrades: At the cost of 1 FP you may gain one additional trait known, this may be done until all powers are known.
Upgrade: At the cost of 2 FP you increase your energy point total by 2x, you may take this upgrade up to 4 times increasing the multiply by one to a maximum of x5.
Flamecaster
A machine that replicates the flame thrower. This device has is consisting of a tank full of alchemical/Chemical fuel worn as a backpack, and a single hand held flame caster, which projects and ignites the fuel. You project extremely effective and destructive fire. It's useful for clearing bunkers and caves. This device serves as a Flame gun or Flame Pistol your choice upon creation, see the below profiles for details.
Name | Damage | Weight | Properties |
---|---|---|---|
Flame Gun | 4d6 Fire | - | Ammunition\ 10 Charges = 1 Energy, Extensive Action, Two-handed, Assault, Engulf (30ft), Ignite |
Flame Pistol | 4d6 Fire | - | Ammunition\ 5 Charges = 1 Energy, Extensive Action, one-handed, Pistol, Light, Engulf (15ft), Ignite |
Furthermore Each time you gain a Signature device Upgrade the damage of this weapon increases by 1d6.
Fuel Enhancement (Starter): Your device is fitted with a super fuel that may be added when making an attack with you flame thrower. You may during any attack with your Flamecaster, before any saves are made you may raise the damage of the attack by (1) damage die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may also be done in addition to another upgrade.
Flame Spew: You concentrate the chemical fire in your device and sear your enemies in a line. you may spend (2) Energy points to have your flame throwers range become a line 5ft wide as long as double the original range.
Smokescreen: As a bonus action, spend (2) Energy point to exhaust smoke from your flamethrower. A swirling dark cloud of hot embers appears in a 20-foot-radius sphere around you. The area filled with smoke is heavily obscuring all creatures except you. The smokescreen persists for 1d6 rounds, or until a strong wind disperses it. Creatures inside the cloud have disadvantage on attacks and cant speak to cast spells.
Napalm: For (3) Energy, you hurl a napalm mote of alchemical fire at a position within 4 x the weapons original range. make one ranged attack, this weapon has Deviation (1d6), once hit place a 10ft radius area around that point, that point boils in response to its temperature, transforming into difficult terrain and flammable materials with a low melting point, ignite if it isn't being worn or carried. After the initial damage any creatures that starts its turn caught in the area or when a creature first enters the Area receive 1d6 fire damage each round. The affected area persists for 1d4+1 rounds before the ground cools off. The Napalm's damage per round increases by 1d6 and the radius increases by 5ft each time you gain the signature device upgrade.
Flame Pulse: You cause your Flame thrower to shoot small Fireballs. you may spend (1) Energy points to have your flame throwers Damage die becomes a d6, the range is 90/320ft and looses the extensive action property and gains the (BF 4) firing mode. This effect last for 1 minute.
Multi-Wrench
It's a wrench, it's a weapon, it's a gadget or It's a Fix-r-Upper! It doesn't matter what you need. This device has it for every situation. Wrenches were commonly used as a mechanic's tool for turning bolt cranks and repairing mechanical constructs, but this device can also be used as a melee weapon to deliver powerful attacks. It is a large wrench that holds a spinning metallic shell at its top. This item counts as a melee weapon that is 1 handed and deals 1d8 damage wth witch you are proficient with, you gain a +1 bonus to attack and damage rolls made with this device. Additionally, when you make a check during a crafting challenge, or when building or repairing something, you add a +1 bonus to the roll while in possession of the multi wrench. the Wrench also functions as Maintenance tool. You may increase the bonus to attacks, damage and checks by 1 each time you gain the signature device upgrade.
Fix it (Starter): as long as you have your Multi tool you may Spend (1) Energy point an have it count as having a use of a Maintenance Kit.
Ricochet: Your wrench has the Thrown property, with a normal range of 30 feet with 2 range increment. While wielding the wrench, you can spend (1) Energy to make a ranged attack against a creature, dealing normal damage + 1d4, and it gains the Potent (+) weapon property. Immediately after the attack, the wrench propels back to your hand. You can target a second creature if you have an additional attack, for no additional energy cost, as long as the creature is within 15 feet of the first target and in range. The wrench's damage increases by 1d4 each time you hit an additional target.
Efficient Repair: Any time you heal a vehicle or construct and have your multi tool. You may during any healing ability increase the heal by (1) die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may also be done in addition to another upgrade.
Lockpick: For (3) Energy, attempt to open a mechanical lock or disarm a mechanical trap that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that prevents access. You can attempt to pick the lock with your wrench and add to your roll 1d4 If the object has multiple locks, only one of them is unlocked. The wrench's lockpicking bonus increases by 1d4 each time you gain the signature device upgrade feature.
Extendo-Wrentch: For (1) energy point your Wrench gains the reach (10ft) weapon property. this effect last for 1 minute
Bolster Machine: at the cost of (3) Energy points you may Give one Construct within 30ft of you the following benefits until the end of your next turn.
- Gains advantage on the next attack roll made.
- +1 AC
- Gain 5 Temporary hit points, this increases by 5 each time you get the signature device upgrade feature.
Machine Spark: At the cost of (4) energy points you may return an unconscious Construct to 1 HP, this may only be done once to a construct, needing a long rest to receive again.
Machine Sooth: you wave your axe and allow the in built salt and sages to burn while omitting a prayer at the cost of (1) energy point you may heal on construct within 5ft of you by 1d8, you may
Lightning Conductor
The Magictech Conductor houses an Arcanium crystal at its top this may be in the form of a staff or a scepter, which maximizes and stores energy output to generate the most of it. This weapon has the basic functions of a staff or for a scepter/(light hammer) and it may be used as a ranged weapon as well, use the below profiles. Successful melee weapon attacks against vehicles or constructs, made with this device, deals an additional 1d4 lightning damage and gains stunning (1+ number of weapon property). Whenever you suffer lightning damage, as a reaction, you regain 1d4 Energy points. This can be done up to three times per day in total.
Name | Damage | Weight | Properties |
---|---|---|---|
Conductor Rod | 2d4 Lightning | - | Range 60ft/240ft, One-handed, Reloading, Ammunition 20/1 Energy point, sate of fire (SS), Pistol, Misfire (1), Stunning (1) |
Conductor staff | 3d4 Lightning | - | Range 120ft/480ft, Two-handed, Reloading, Ammunition 10/1 Energy Point, rate of fire (SA), Stunning (1), Misfire (1) |
Furthermore Each time you gain a Signature device Upgrade the damage of this weapon increases by 1d4.
Increased Amps (Starter): Your device can be overcharged resulting in a much greater chance of stunning its target, before any attacks are made you may raises the stunning Profile of the attack by (+1) per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. This may be done in addition to another upgrade.
Spell Dampener: as a reaction or a bonus action and 3 Energy, you gain +1d4 bonus in saving throws against the effects of spells until your next turn. When you succeed on the save against a spell that targets only you, the staff can redirect the spell's effect to its original caster using their slot level, spell save DC, attack bonus, and spellcasting ability. The spell deflector's bonus increases by 1d4 each timeyou gain the sign.
Thunder Pulse; For (3) Energy, as an action, you can deal 3d8 thunder damage to all creatures within 10 feet and force all creatures (size: Tiny to Large) within that range to make a Strength save. On a failure, they take the full damage and they are deafened and knocked prone until the end of your next turn on a failure they are deafened and take half damage. The pulse's range increases by 5ft as well as this gains an additional 2d8 damage each time you gain the signature device upgrade feature.
Lightning Blast: For (4) Energy you slam your Multi-Wrench on the ground in front of you causing a line of lightning so stream out and devestate your foes. Each enemy in a 40ft line that is 10ft wide must make a Dex save, on a fail they take 1d12 lightning damage and they must then make a Con save or be Stunned for one round, on a passed dex save they take half damage and are not stunned. This ability gains an additional 1d12 damage each time you gain the signature device feature. You may spen an additional 1 energy to make this effect have the potent (+) weapon property, 2 points for Potent (++) and 3 additional energy points for potent (+++)
Lightning Web: By harnessing its stored Energy points, the Conductor's arcanium crystal unleashes a 30-feet radius lightning burst in all directions. Each creature in the area suffers 1d4 lightning damage with the stunning (1) weapon property per Energy point used + your intelligence bonus on a failed Dexterity saving throw, or take half and becomes dazed for 1 round on a successful one.
Force Barrier: As an action and (4) Energy, your Conductor releases from it a semi-solid barrier of Force energy in all directions forming a 10ft sphere around you, which can absorb substantial damage equal to 2d8 + your level, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it and you must be conscious and holding the conductor. When a foe attempts to step in the barrier, you can use you reaction to repel it up to 5 feet away from the barrier with a successful opposed test using your intelligence bonus against there strength, this repel uses your reaction the first time but you may do it a number of times equal to your intelligence bonus. Additionally, if any enemy gets within the sphere, you can as an action expend the rest of your remaining shield hit points as a damaging attack equal to the shield's remaining hit points spread evenly amongst all the creatures. The conductors barrier increases by 1d8 each time you gain the signature device upgrade.
Power Gauntlets
These powered gloves, made to cover your arms, gives you a +1 bonus on all Grapple checks and any checks to force open a stuck, locked or barred door with ease and on all attacks and damage rolls made with the gauntlets. Each time you gain the signature device upgrade you gain an additional + 1 on all attacks, damage, Grapple checks, and checks to force things. The Gauntlet use the Below Profile for its two functions one being a melee attack and one a ranged.
Name | Damage | Properties |
---|---|---|
Power Gauntlets | 1d6 Bludgeoning | One-handed, Unarmed, Light |
Palm Blaster | 1d10 Plasma | Range 25ft/50ft, Reloading, Ammunition 15/1 energy point, Pistol, Supercharge, Misfire (1) |
Power Punch (Standard): Your device is fitted with small rocket boosters to increase the impact. You may during any attack with your Power fist, before any attacks are made you raises the damage of the attack by (1) damage die per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time, this may be done in addition to another upgrade, furthermore this may also be used to enhance palm blaster shots.
Amplify Blasters: At the cost of 2 Energy points you may double your palm blasters range and gain the Potent (+), for 1 minute. During the duration each shot from your blaster consumes 1 additional ammunition.
Auto shield: As a reaction to a Melee or ranged attack attack and (1) Energy point you may increase your AC by 1. you may for on additional energy point you can increase it by another +1. This may only be done a number of times equal to your Proficiency bonus.
Rocket Grab: Ever wanted to unfairly armlock an ogre? Grappling can help you do all this and more. For (2) Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 10-feet afar, pull it towards you. The device itself contains an amount of rolled up metallic chain which allows you to recall it. Requires a full-round action. If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn. Additionally, you can reach and hold distant objects and pull yourself towards them. The Gauntlet's grapple range increases by 5ft each time you gain the signature device upgrade.
Servo strength: You may at the cost of (2) Energy points increase your strength by 2 and you gain advantage on grapple checks, you may spend 1 additional energy points to increase your strength by an additional 2. You may only increase an ability by a number equal to your proficiency bonus multiplied by 2.
Push Master: Your foe might be expecting a strike of the sword, but instead, it gets a powered fist in the face. For (2) Energy, when you hit a target You push the target 10ft and knock it prone. The push range increases by 5ft each time you gain the signature device upgrade.
Insta NADE
This man portable unit that is usually worn on the back, this unit is stocked with ingredients to make Nondescript Active Destruction Equipment or (N.A.D.E's). The backpack contains many empty containers, which are passed trough a device built into the interior of the unit and get filled with preloaded volatile chemicals. Each Nade is filled with a different substance capable of producing a wide variety of effects by reaching the target. Essentially creating a grenade like object a NADE. Creating one of these and using it is an action, and most will be used as Thrown weapon. Additionally, NADE's can be launched by other means (per DM discretion). Each NADE you create from this device lasts until you preform a long rest. You do not gain your Energy points back with this signature device like normal, you must during a long rest provide 1GP worth of raw chemicals per Energy replenished to the unit.
Shrapnel (Starter): For (1) Energy you create and grab a small Grenade like device. Use the below Profile for the weapon.
Name | Damage | Properties |
---|---|---|
Shrapnel | 2D6 Bludgeoning, 2D6 Piercing | Throw 50ft/100ft, Knockback (1), Blast (10ft), Deviation (1D4) |
Each damage type increases by 1d6 each time you gain the signature device upgrade.
Overfill: you may add a bit more to the mixture making it much more effective. You may during the creation of the NADE, raises the damage of the attack by (1) damage die or the DC by 1 per point of energy used, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time. If the NADE has a split damage increase each damage type by 1, if the spell has both a DC and a damage roll you must pick witch one will increase.
Piercing: For (2) Energy you create and grab a small Grenade like device. Use the below Profile for the weapon. range.
Name | Damage | Properties |
---|---|---|
Snapper | 2D10 Piercing | Throw 50ft/100ft, Burst, Deviation (1D6), AP (-2), Potent (+) |
The damage increases by 1d10 each time you gain the signature device upgrade.
Elemental NADE: - This NADE is a thrown weapon that has a range of 50/100, a blast of 10ft and Deviation (1d6), on a fail the target takes 2d8 damage of the chosen type and suffers the effect of that type. On a pass they take half damage and theres no effect. Your elemental grenades can deal different types of damage with different effects. Choose one of the below types when you create the NADE. The damage, cost and effect on a fail are noted on the table below.
Type | Energy Cost | Effect on failed save |
---|---|---|
Acid | 3 | The creature now has acid eating through its armor, you reduce the creatures AC by 1, this is may only reduce AC provided by metallic and Natural Armors. |
Cryo | 2 | Creatures halve there speed until the end of your next turn, unless they are immune to cold. |
Fire | 1 | has the ignite Property |
Electrical | 4 | gains the Stunning (equal to the number of damage die) |
Poison | 2 | Con save or be Poisoned for one min, retaking test at end of each turn. |
The damage increases by 1d8 each time you gain the signature device upgrade.
Flash NADE: For (3) Energy, you create and Grab a NADE filled with explosive flash powder. As a thrown attack with deviation (1d6) the vial explodes on impact, producing a bright flash. Each creature within the 10ft radius of the point of impact must succeed on a Constitution saving throw or become blinded 1d4 rounds. The blast's radius increases each time you gain the Signature device upgrade.
Heavy Fume: For (3) Energy, you can create and Grab up to three smoke NADE's with a single action. Each fume grenade creates a cloud that is a 20ft radius sphere that lasts for 1d4 rounds and blinds creatures who attempt moving through it, upon starting their turn. The round limit increases by 1d4 and the radius increases by 5ft each time you gain the signature device upgrade feature.
Auto Luncher: For (2) Energy you may create and use a Nade as a bonus action, this cost is in addition to its original cost.
Bio Molecular Reconfigurer
This man portable unit that is usually worn on the back, is actually a mobile Surgical, When not worn and open this unit can be used as Surgical Tools.
Furthermore when closed and on your back you have you may with a small hand held device attached to it kinnda like a tattoo gun, heal a patient within touch range. at the cost of energy points you may now use the Bio Reconstruction feature. You do not gain your Energy points back with this signature device like normal, you must during a long rest provide 5GP worth of Bio materials per Energy replenished to the unit. You may also with this device cast the Spare the dying cantrip.
Bio Reconstruction (Starter) At the cost of (1) Energy point you may as an action you touch a creature and restore 1d8 + your intelligence bonus hit points to that creature. You may spend an additional 1 energy point adding another D8 to the heal, before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done an additional time.
Immno Support: you can expend (1) Energy point and as a bonus action you cure one target in touch range of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of this, by expending 1 additional energy point for each one.
Hypo Launcher: at the cost of (1) Energy point you may make any one ability have a range of 30ft. this coast is in addition to the triggering action.
Necrotic Slurry: You may have the unwanted and spoiled Bio materials that have been collecting in your bio molecular Reconfigurer. As an attack action or as one attack during an attack action you may spend (2) Energy to make a melee touch attack witch uses your Dex bonus and you are proficient with this attack. On a hit the target takes 2d8 + Your intelligence bonus necrotic damage. You may spend an additional 1 energy point adding another D8 to the damage, , before you gain the signature device upgrade feature you may only do this once, each time you gain the signature device upgrade feature this may be done one additional time.
Bio Enhancement: You may at the cost of (2) Energy points to have one target within touch range increase one ability of your choice by 2, you may spend 2 additional energy points to increase the chosen ability by an additional 2. You may only increase an ability by a number equal to your proficiency bonus multiplied by 2.
Field Artisan
Feature Points Cost: 2
Prerequisite: Pick one Primary Artisans Craft you are proficient with.
Effect: You get a Field artisans Kit, This kit is usually warn on the back or carried by an assistant or other means. When one minute is spent this kit may be disassembled and set up as a makeshift Primary Artisans Equipment, this setup counts as Having availability to the Chosen Artisans Equipment though all build times are increased by 1.5. See chart below for the Weights of each kit
Note this kit does have limitations and some GMs may want to induce further negatives or effects.
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
Custom Tool Box
Feature Points Cost: 2
Prerequisite: Artisans Training (Tinkers Tools) and Artisans Training (Smiths Tools)
Effect: In your experience you know what you might need in the field to repair Vehicles on the fly, You put together a Custom Toolbox that weighs 25 pound. You store in your Custom Toolbox repair equipment and materials used for quick field repairs. This Custom Toolbox has 10 repair kits and 5 Advanced Repair kits. You may use the Advanced repair kits with the Field repair ability below.
You regain uses of the Advanced Repair kit by Providing (4) Scrap metal, (2) wires and (2) Rubber or 1 Advanced Repair kit during a Short Rest and You regain uses of the Repair kit by Providing (2) Scrap metal, (1) wires and (1) Rubber or 1 Repair kit during a Short Rest.
Field repair: As an action you may expend one use of the Advanced repair Kit, and Roll a Technology Equipment check DC 10 and a Artificers Equipment Check DC 10, if passed both test are passed, restore 2d6 + your intelligence modifier, hit points to a Vehicle or Construct within 5ft. If one test was failed you heal just 1d6 + your intelligence modifier hit points, if both test are failed you heal just 2 + you intelligence bonus.
Upgrade: At the cost of 2FP you may increases the heal by 2d6 for two successes, 1d6 for 1 success and 2hp for no successes. Furthermore the DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest.
Masterful Repairs
Feature Points Cost: 3
Prerequisite: -
Effect: Each time you heal a vehicle construct you may instead of rolling the dice to determine the heal amount, you may choose to heal half the total amount that could have been roll. This must be determined before the dice are rolled to determine the heal amount.
Rebuild
Feature Points Cost: -
Prerequisite: Field Maintenance
Effect: your knowledge of Machinery has reached a new plateau. You gain Proficiency with Machinists Tools and you gain the Rebuild Feature below.
Rebuild: If a Vehicle is not too far gone, you can Rebuild it, as a 12-hour ritual. this process is treated much like the creation of an item requiring a Skill challenge of 6/3 Requiring the following Tools and skill proficiencies as well as the appropriate Tools present, Repair Tools, Machinists Tools, Electricians Tools Athletics skill and Technology skill. This may be done with a team as well reducing the time by 2 hours per team member. If the challenge is successful the vehicle regains a percentage of its total HP equal to the total number of successful skill/tool rolls made during the challenge x 10, then subtract the number of fails x 10, then that will be the total percentage of hull points that will be replenished. When ou may Rebuild a Destroyed Vehicle the DC to the Skill challenges increase by 1 for each year the construct has been destroyed.
Vehicle Operator
Feature Points Cost: 2
Prerequisite: -
Effect: You have gained experience in piloting of vehicles, you gain proficiency with **Vehicle (Mech), Vehicle (Ground/Sea), Vehicle (Air), Vehicle (Utility). Furthermore you gain the following benefits when you are operating a vehicle you are proficient with.
- You may apply your proficiency bonus to any saves or skill made when operating a vehicle, if you are proficient with them, though Str, Dex and Con will use the vehicls ability bonuses instead of the operators.
- When operating a vehicle you are considered to be proficient with any weapons fired as the driver/pilot.
- When operating a vehicle you do not suffer disadvantage when you fire ranged weapons in close combat as long as your not firing at a target that your engaged with.
- You may make an attack action with one of the pilot or Driver weapon as your bonus action.
- you do not suffer negatives to movement for climbing your Mech.
Upgrade: This may be take once per vehicle Proficiency
Vehicle Build
Feature Points Cost: 4
Prerequisite: Vehicle Operator, Artisans Training (Artificers Equipment)
Effect: you have made the schematics and sourced the parts to construct a Vehicle. Provided you have 3 days to build it and access to Machinists, Equipment and Maintenance Tools.
This Vehicle may either be a Mech, a Ground Vehicle, an Air Vehicle or a Utility Vehicle. The rules for these vehicles and how they are created as well as there stats is detailed in Vehicle creation section of Gear in Chapter 8 (Equipment).
Furthermore you pick 1 of the appropriate vehicle Upgrades, as detailed in the Vehicle Upgrades section of the Vehicle creation section of Chapter 8 (Equipment).
Upgrade: You may build and maintain one additional vehicle at the cost of 4FP.
Upgrade: At the cost of 1 FP you may apply one additional Upgrade to a vehicle you have crafted.
Adept Vehicle Operator
Feature Points Cost: 1
Prerequisite: Vehicle Operator (Any one)
Effect: You gain 1 of the below trait while you are operating a vehicle you are proficient with.
- You gain a bonus on Dexterity (Vehicle Handling) checks equal to your Wisdom or Intelligence (your choice when you get this feature).
- You may dodge as a bonus action
- You may Disengage as a bonus action.
- you may Dash as a bonus action.
- Once per turn, the first time you make a opportunity attack it does not use your reaction.
- you may make one additional attack when you use the attack action when piloting a Battle Mech, Warrig, Airrig, Warbike.
Upgrade: At the cost of 1 FP you may gain one more of the above traits.
Advanced Vehicle Upgrades
Feature Points Cost: 2
Prerequisite: Vehicle Build
Effect: you craft or acquire advanced vehicle parts, that further refine your vehicle. You gain 1 of the appropriate Advanced vehicle Upgrades, as detailed in the Advanced Vehicle Upgrades section of vehicle creation in Chapter 8 (Equipment), if any of these advanced upgrades replace a upgrade you already have you may chose a new upgrade from the appropriate list of upgrades.
Upgrade: You many at the cost of 2 FP you may gain one additional Advanced vehicle Upgrade.
Master Pilot
Feature Points Cost: -
Prerequisite: Adept Vehicle Operator
Effect: -
Larger then most Features
Freight Train
Feature Points Cost: -
Prerequisite: Armor Training (Power) level 1 and be wearing a power Frame or be large size or greater.
Effect: If you move your max movement or more the 30ft in a straight line, You may deal an additional 2D6 unarmed Bludgeoning damage to the target with the first attack should it hit.
Upgrade: At the cost of 2 additional FP you may increase the damage of this attack increases by 2d6, to a maximum of 10d6 damage.
Bullet Train
Feature Points Cost: -
Prerequisite: Freight train, Armor Training (Power) level 1 and be wearing a power Frame.
Effect: If you move double your movement or more then 60ft in a straight line and make a crushing impact you may use D8's for the damage dice instead of D6's.
Menacing Wall
Feature Points Cost: -
Prerequisite: Armor Training (Power) level 1 and be wearing a power Frame.
Effect: you are immune to the frightened and the routed condition as well as being knocked prone unless you choose to be. If you resist a creatures action or ability as a result of this, you may as a reaction you may attempt to frighten that creature. That creature must may a Wisdom saving throw DC 8 + your proficiency bonus + your Constitution or be frightened taking the test at the end of each of there turns until it is passed.
Impervious Wall
Feature Points Cost: -
Prerequisite: Armor Training (Power) level 1 and be wearing a power Frame.
Effect: you gain a DR 2 to all damage with the exception of Poison, Radiation, Necrotic, Psychic and Force
Paralyzing blow
Feature Points Cost: -
Prerequisite: Freight train, Armor Training (Power) level 1 and be wearing a power Frame.
Effect: after dealing damage with crushing impact the target must make a Constitution save DC 8 + your proficientcy bonus + your Strength bonus, on a fail the target is paralyzed for 1 round. if the test is passed the target is stunned for 1 round.
Headbutt
Feature Points Cost: -
Prerequisite: Freight train, Armor Training (Power) level 1 and be wearing a power Frame and you must be wearing your helm.
Effect: you may cause a Crushing Impact without having to move during your turn. You may use this once per turn.
Bulwark
Feature Points Cost: -
Prerequisite: Armor Training (Power) level 1 and be wearing a power Frame.
Effect: you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, you can use a reaction when a creature within 5 feet of you makes an attack. That creature rolls with disadvantage.
Defender
Feature Points Cost: 3
Prerequisite: Armor Training (Power) level 1 and be wearing a power Frame.
Effect: In power armor you have the choice, you do not always have to be a brute on the battlefield. You stand as a bastion of defense, You may Dodge as a bonus action.
Catalyst Features
Focused Catalyst
Feature Points Cost: 2
Prerequisite: must have the Catalyst Aberrant Mutation
Effect: you may concentrate on two spells at once, though both spells are lost if concentration is lost to any one, and you have disadvantage on concentration skill checks made.
Upgrade: at the cost of 2 additional FP you no longer have disadvantage on concentration checks made when concentrating on two spells.
Catalytic Recovery
Feature Points Cost: 3
Prerequisite: must have the Catalyst Aberrant Mutation, Level 10 or higher.
Effect: You have learned to regain some of your catalytic power, this function changes from catalyst to catalyst. whenever you finish a Short Rest, you can choose to recover a number of total PP each day equal to your half your total PP (rounded up), you do not need to use all the avaliable PP each short rest, you may split it as you see fit, you regain all recoverable PP when you finish a short Rest.
Upgrade: at the cost of 3 additional FP you may recover a number of PP each day equal to you catalysts total daily PP.
Refined Cantrip
Feature Points Cost: 1
Prerequisite: must have the Catalyst Aberrant Mutation
Effect: You may add your proficiency bonus to your choice of any of
all damage rolls made of any your cantrip spells.
all DC's of any your cantrip spells.
all spell attack rolls of any your cantrip spells.
Upgrades: at the cost of 1 additional FP you may choose one additional choice from above
Potent Cantrip
Feature Points Cost: 2
Prerequisite: must have the Catalyst Aberrant Mutation
Effect: Cantrip spells are cast with the Potent (+)
Upgrades: at the cost of 3 additional FP your cantrips are always cast with the Potent (++) weapon property and for 4 FP your cantrips are cast with potent (+++),
Chapter 3
Minions
Chapter 3 (Minions in Omni Wastes)
In some cases some characters may have Minions that they command, these are basic Npc's that they have control of. The amount and type of Minions you may have is dependent on your Class or archetype, this will be located in the Class or archetypes description. Refer to the Monster manual for all minion and
Minions operations
On each of your turns you can command the Minion with verbal commands (no action required) or hand and arm signals (Bonus Action required), in some cases you may have a communicator or like ability to allow this to happen without noticable traits. When done you decide what action the Minion will take and where it will move during its Movement, or they can issue a general command with limited complexity, such as to guard a particular chamber or corridor. If they issue no commands, the Minion only defends itself against hostile creatures. Once given an order, the Minion continues to follow it until its task is complete. The Minion uses your Proficiency bonus when determining Attacks, Saves, Skills and Spell DC.
Minion Tiers
As a Minions Owner levels up, Some minions will not only benefit from there Proficiency bonus increasing, they may have some abilities that will scale with there owner, this is referred to as a Minion Tier there are 4 Minion Tiers See table below.
Owners Level | Minion Tier |
---|---|
1-5 | 1 |
6-10 | 2 |
11-15 | 3 |
16-20 | 4 |
Outfitting Minions
Some Minions may be given different weapons and armor by the player, in some cases the race or some upgrades may be chosen when the player first gains control of the minion or when you gains a Minion Tier, in other cases the DM may decide for you or roll randomly in a case where you are a freelancer acquiring worthy mercenaries to fill out the ranks of there team, or maybe you find a Mutant to add to your gang. If this is allowed the details will be noted in the Minions profile. If the race should be one that can change you may apply the racial attribute modifiers, Speed and Size as well as You may also add any proficiencies it may have and any special abilities as well, Consult GM for details and if you have questions ask.
Minion Death
If a Minion dies you can usually procure a new member with an amount of time and resources, consult the DM for details.
Minion profiles
Below is a list of the Minions that are avalible and there stats, but if a class or Archetype has a Minion thats is only for its class it will be listed in the class or Archetype description.
Autonomus Robotic Constructs
The ARC or "Ark" is the catch all term applied to a wide class of, cybernetic robots created by omni corp before the Omni Crisis, these ARC's that may also be called a Bot, where used in the Pre Apocalypse to carry out various tasks within modern society. These Bots preformed task of all fashions from civilian to military usage and everything in between.
In the days before the Omni Crisis the ARC was always a fully robotic construct that utilizing a pre apocalypse AI and was only sold by Omni Corp, but since the Omni Apocalypse many have restored, recreated and reimagined the Ark to suit thousands of functionalities in the Omni wastes.
Though since the apocalypse many have without restraint and control of modern government and law, as well as the normalization of the use of cybernetic on flesh, has lead some to persue this in such an aggressive way many individuals become more construct the Human this is called a Cyborg. Now that Cyborgs are more common, some of the more immoral individuals of the wastes may enslave Cyborgs and restrain or bind there minds to create a Half human half Construct, that functions as an ACR this is much like the method used on the Sentinels before the Omni Crisis.
This is usually about the amount of resources that are needed to create a fully functioning ARC, so the wealthy and civilized tend to have ARCs with more intricate robotics, while the less wealthy have ARC's with more basic robotics and then those with no morals or those found of slavery will have ARC's that are made of a enslaved cyborg, with it resembling a human robot mixture, in most cases like this the ARC will be slowly converted into more Robotics then flesh as the various components of the host cyborgs body begins to fail.
There are many types of ARC's, each designed for a certain task. Most common ARC seen are Utility class ARC's and there functions are usually bound to a few simple tasks. Though there are more sophisticated versions of the ARC called Specialicst Class ARC's , like the C0M-B4T that functions as a soldier. There is also the deadly Doom Class ARC, like the HN-T3R Assassin ARC that are fully functioning operatives bound to a single task, willing to calculate every move needed to fulfill its order.
Most ARC's carry identification numbers These numbers and the unit they are a part of, become their entire identity, their every action driven by their limited programming, for only malfunctioning ARC's develop any sense of self awareness or its former self witch is largely destroyed the older the ARC's. An ARC's functions are always deeply programed, regardless of its type.
Utility ARC's
Utility ARC's are the most common ARC next to that of the Laborbot, the Utility ARC's is used to preform various simple tasks ranging from tasks of a cleaning and utility services, office and laboratory aids, basic Protection and security, even linguistic or Archival aids. See below for a list of Utility ARC types, there classes and a small description of its tasking.
T3-RP: A T3-RP ARC is often called a T3 Unit or a Terp Bot. The T3 is a linguistic bot that knows all registered languages within the Colonial database.
CL-3N: The CL-3N ARC or Custodian bot is a common asset for musch of imperial life, this bot is used as a maid or custodian to clean and reorganize both Public and private habitation and common areas.
M3-L33: The M3-L33 ARC is commonly called a M3 unit or a Brawlerbot. The M3 is a melee combat bot that is capable of effective unarmed and melee combats with all simple weapons.
GU-N3R: The GU-N3R ARC is commonly called a N3 unit or a Gunbot. The N3 is a ranged combat bot that is capable of effective ranged and thrown weapon combats with all Pistols and Assault Rifles as well as laser.
T3-K: The T3-K ARC is also called a T3 units or a Teckbot. the T3 operates and services various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs.
V1-D30: The H0-L0 ARC or Holobot, acts as mobile holographic communications devices, used for recording or playing back as well as sending and receive Video communications, This is a medium scale projections using advanced image arrays in the optics of the ARC projecting life size images of the Video transmission.
MU-L3: The M3-L3 ARC is often called a L3 unit, Loborbot or a Mule. L3 units are stupid and essentially mindless slaves ideal for menial work with little multi tasking and simple instruction, like that of loading or unloading storage, opening or closing a door, hold an object and follow, move material for construction, etcetera.
Specialist Class ARC's
Specialist class ARC's are more common to be seen in the armies and militaries but they are also commonly used amongst the elite class, local authorities or governments, noble houses and the many mercenary and security organizations.
C0M-B4T: The COM-B4T ARC it often called a B4 unit or a Battlebot. B4 units are a perfectly tireless, obedient and fearless soldier ready for your command. these necrobots can be outfitted and modified to specialize in many combat styles both melee and ranged being able to switch between the two.
D4-T4: The D4-T4 ARC's is also known as a T4 unit or Databot. The T4 unit serves as mobile computers with tremendous calculating powers for record keeping and data storage, capable of recording and playing back audio and video as well as Transcribe data to Scroll. The T4 unit can be modified to serve many functions from a automated bank teller to a full functional integration with a vehicle allowing it to be piloted unmanned.
Doom Class ARC's
Doom class ARC's are only used by the highest levels of an organizations, this is due to the extreme cost and assets needed to acquire one as well as maintain it.
HN-T3R: The HN-T3R ARC is often called an HN unit, Assassinbot or a Hunterbot. The HN unit is a fully functioning operative that is bound to a single task, willing to calculate every move needed to fulfill its order. This unit can be fully customized and is one of the deadliest creations of the machine host.
MU-L3, Laborer Unit
Medium, Construct
MU-L3: The M3-L3 ARC is often called an L3 units, Loborbots or a Mules. L3 units are rudementary ideal for menial work with little multi tasking and simple instruction, like that of loading or unloading storage, opening or closing a door, hold an object and follow, move material for construction, etcetera.
- Armor Class 14
- Hit Points 14 or 7 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saves Proficiencies Strength
- Skills Proficiencies Athletics
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Challenge: 1/8 (25 XP)
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Powerful Build. Due to the robotic actuators used to make a L3 unit, it count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.
Actions
Slam. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D4 + Str) Bludgeoning damage.
CL-3N, Custodian and Sanitations unit
Medium, Construct
The CL-3N or Custodian bot is a common asset for much of imperial life, this bot is used as a maid or custodian to clean and reorganize both Public and private habitation and common areas.
- Armor Class 14
- Hit Points 10 or 5 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
- Saves Proficiencies Dexterity +4
- Skills Proficiencies Acrobatics +4, Perception +4
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 12, Darkvision 60ft
- Languages any one.
- Challenge: 1/8 (25 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Attention to detail: This unit gains advantage on any saves, checks or tests made that are made to clean or maintain an object or place, or to notice or recall something out of place or different from its baseline directives.
Actions
Slam. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4 + Str) Bludgeoning damage.
T3-RP, Interpretations and Linguistics Unit
Medium, Construct
A T3-RP ACR's are often called T3 Units or Terp Bots. The T3 unit is an Interpretations and linguistics ACR that knows and can speak as well as transcribe all registered languages within the its database.
- Armor Class 12
- Hit Points 10 or 5 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 14 (+2)
- Saves Proficiencies Intelligence +6
- Skills Proficiencies History +6, Persuasion +4
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages All .
- Challenge: 1/8 (25 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Synthetic Voice module: This unit may speak any know language in its database.
Actions
Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4 + Str) Bludgeoning damage.
Utility and Maintenance units.
Medium, Construct
Utility and maintenance ARC's service various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs. There are many different types of utility and maintenance units, each one focusing on a specific aspect of infrastructural support. The 3 most common types are the T3-K unit that focuses on Technology and Machinery Maintenance, the B1-D3R unit focusing on Construction, Terraformation and Structural repairs and the M3-D1 unit used in many medical Infrastructures to provide medical aid, Support and assistance.
- Armor Class 15
- Hit Points 12 or 6 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
- Saves Proficiencies Dexterity +4
- Skills Proficiencies (T3-K: Technology +4, Science +4), (B1-D3R: Athletics +4, Acrobatics +4), (M3-D1: Science +4, Medicine +4)
- Tool Proficiencies (T3-K: Tech Tools +4, Artificers Tools +4), (B1-D3R: Construction tools +4, Carpentry Tools +4), (M3-D1: Chemistry Supplies +4, Surgical Tools +4)
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 11, Darkvision 60ft
- Languages any one.
- Challenge: 1/2 (100 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Assistance. This creature may use the help action when used to help with a check they have proficiency bonus.
Actions
Fist: Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D6 + Str) Bludgeoning damage.
Assist: This Necrobot may use the help action on specific actions as described above.
V1-D30, Video Projections and Communications Unit (Elite).
Medium, Construct
The V1-D30 ARC also know as a D3 unit or Videobot, acts as mobile Video communications devices, used for recording or playing back as well as sending and receive video communications, This is a medium scale projections using advanced image arrays in the optics of the bot projecting life size images of the video.
- Armor Class 15
- Hit Points 10 or 5 x level
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
- Saves Proficiencies Intelligence +4
- Skills Proficiencies Technology +4, Science +4
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Challenge: 1/8 (25 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Video Unit. This creature is capable of recording audio and video in a similar manner an average person would see and hear it, this can then be sent with access to the Net, this unit can also record send and receive live transmissions as well, provided this unit has access to the appropriate networks of communications.
Actions
Fist: Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 4 (1D6 + Str) Bludgeoning damage.
Holo Transmission: As an action you may record and transmit a holo transmission of 6 seconds or less, during this time the V1-D30 units may only move at half its speed.
M3-L33, Melee Protection and Security Unit.
Medium, Construct
The M3-L33 necro bot is commonly called a M3 unit or a Brawlerbot. The M3 is a melee combat bot that is capable of effective unarmed and melee combats with all simple weapons.
- Armor Class 13
- Hit Points 14 or 7 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saves Proficiencies Strength +3
- Skills Proficiencies Athletics +3, Perception +2
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Challenge: 1/4 (50 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Higher Tier: Tier 2 M3-L33 necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.
Weapon/Armor Proficiency. All simple Melee weapons. M3-L33 units usually only have one Melee weapon like a Sword, Mace or Axe.
Actions
Melee Weapon. Melee Weapon Attack: Str + Owner Proficiency to hit, reach as weapon, one target. Hit Damage as weapon.
GU-N3R, Ranged Protection and Security Unit.
Medium, Construct
The GU-N3R necro bot is commonly called a N3 unit or a Gunbot. The M3 is a ranged combat bot that is capable of effective ranged and thrown weapon combats with all simple weapons.
- Armor Class 13
- Hit Points 12 or 6 x owners level.
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Saves Proficiencies Dexterity +3
- Skills Proficiencies Acrobatics +3, Perception +2
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Challenge: 1/4 (50 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Higher Tier: Tier 2 Gu-N3R necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.
Weapon Proficiency. All simple ranged weapons. GU-N3R units usually only have one ranged weapon like a pistol or rifle.
Actions
Ranged Weapon. Ranged Weapon Attack: Dex + Owner Proficiency to hit, reach 5ft, one target. Hit damage as see equipped weapon.
C0M-B4T, Combat Operations Unit (Elite)
Medium, Construct
The C0M-B4T necrobot it often called a B4 unit or a Battlebot. B4 units are a perfectly tireless, obedient and fearless soldier ready for your command. these necrobots can be outfitted and modified to specialize in many combat styles both melee and ranged being able to switch between the two.
- Armor Class 15
- Hit Points 14 or 7 x owners level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saves Proficiencies Strength +4, Dexterity +4,
- Skills Proficiencies Athletics +4, Perception +2, Intimidation +2, Persuasion +2
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Challenge: 1/2 (100 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Higher Tier: Tier 2 C0M-B4T necrobots gain +2 AC, Tier 3 gain gains +2 AC and resistance to Bludgeoning, Piercing and Slashing damage and tier 4 gains +4 AC and Immunity to Bludgeoning, Piercing, Slashing.
Weapon Proficiency. All simple and Martial weapons. C0M-B4T units can have multiple weapons, like a rifle and a pistol or pistol and baton or any combo seen fit by its owner, regardless its not usually more then two.
Actions
Multiattack. The C0M-B4T Necrobots may make two attacks each turn.
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
D4-T4, Cognitive Processing and Data analysis Unit (Elite)
Medium, Construct
The D4-T4 necrobot is also known as a T4 unit or Databot. The T4 unit serves as mobile computers with tremendous calculating powers for record keeping and data storage, capable of recording and playing back audio and video as well as Transcribe data to Scroll. The T4 unit can be modified to serve many functions from a automated bank teller to a full functional intergation with a starship allowing it to be piloted unmanned.
- Armor Class 12
- Hit Points 10 or 5 x owners level.
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 14 (+2)
- Saves Proficiencies Intelligence +6
- Skills Proficiencies Arcane, History +6, Science +6, Technology +6, Religion +6
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages All.
- Challenge: 1/8 (25 XP)
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Synthetic Voice module: This unit may speak any know language in its database.
Imperial Functions Processor: This unit gains advantage on all skill checks and save made to process informations regarding Imperial tech, science, history ext.
Actions
Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft, one target. Hit 2 (1D4) Bludgeoning damage.
Battle Class ARC (Special)
Large, Construct
- Armor Class 18
- Hit Points 16 or 8 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 10 (0) 10 (+0) 5 (-3)
- Saves Proficiencies Constitution
- Skills Proficiencies Athletics, Intimidation (Str), Perception
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Languages None
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.
Actions
Multi-Attack: this creature may make one fist attacks and one ranged attack.
Impact Fist. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 5ft., one target. Hit 6 (2D8 + 4)
Minigun with Ammo pack. Ranged Weapon Attack: Dex + Owner Proficiency to hit, Use Assault cannon Stats with ammo 640.
War Class Mechrobot (Special)
Huge, (Constuct)
- Armor Class 20
- Hit Points 20 or 10 x owners Level
- Speed 50ft.
STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
- Saves Proficiencies Constitution
- Skills Proficiencies Athletics, Acrobatics, Perception, Intimidation (Str)
- Damage Vulnerabilities Lightning.
- Damage Resistances Necrotic, Psychic.
- Damage Immunities Poisoned, Radiation
- Condition Immunities Poison, Diseased, Exhaustion, Irradiated
- Senses passive Perception 10, Darkvision 60ft
- Languages any one.
- Languages None
Advanced Wiring The Creature has disadvantage on saving throws against effects that deal lightning damage.
Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.
Frightening Size. This creature has a + 5 to Intimidation skill checks.
Reactive Plating. This creature has immunity to Fire, Cold, Lightning and Acid Damage
Actions
Multi-Attack: this creature may make two fist attacks and one ranged attack.
Massive impact fists. Melee Weapon Attack: Str + Owner Proficiency to hit, reach 10ft., one target. Hit 15 (2D12 + 7) Bludgeoning damage.
Heavy Phosphor Blaster. ranged Weapon Attack: 3 + controllers Proficiency to hit, use heavy Phosphor blaster with ammo 60,
Mercenaries
Grunt
Varies, any Race
- Armor Class 10 + armor
- Hit Points 12 or 6 x owners Level
- Speed Varies per race.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Proficiencies Dexterity +2
- Skills Proficiencies Athletics +1, Perception +1, Stealth +2, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11 + owners Proficiency
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Medic (Elite)
Varies, any Race
- Armor Class 16
- Hit Points 10 or 5 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3) 10 (+0)
- Saves Proficiencies Wisdom +3
- Skills Proficiencies Perception +3, Stealth +2, Survival +3
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 13
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Med Kit (Recharge 5-6). as an action heal one creature within 5ft of you 2D6 per minion tier + 4 hit points. this does not work on Aberrant, Celestials, Plants, Undead, Constructs, Demons and Fiends.
Veteran (Elite)
Varies, any Race
- Armor Class 17
- Hit Points 14 or 7 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
- Saves Proficiencies Wisdom +2 Dexterity +2
- Skills Proficiencies Athletics +2, Perception +2, Stealth +4, Survival +2
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12 + Owners proficiency
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.
Multi attack: you may make two attacks when using the attack action.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Gunner (Elite)
Varies, any Race
- Armor Class 10 + armor
- Hit Points 10 or 5 x owners Level
- Speed Varies per race.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Proficiencies Dexterity +3
- Skills Proficiencies Athletics +2, Perception +1, Stealth +3, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11 + owners Proficiency
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Assistant Gunner
Varies, any Race
- Armor Class 15
- Hit Points 10 or 5 x owners Level
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
- Save Proficiencies Dexterity +2
- Skill Proficiencies Athletics +2, Perception +1, Stealth +1, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
Assistant Gunner: If this assistant gunner is within 5ft of a gunner with a heavy weapon the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.
Ammo Bearer: this creature can carry an extra load of ammo
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Ogryn Bodyguard (Special)
large, Ogre
- Armor Class 16
- Hit Points 16 or 8 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 8 (-1) 11 (+0) 9 (-1)
- Save Proficiencies Strength +5 constitution +3
- Skill Proficiencies Athletics +5, Intimidation (Str) +5,
- Damage Resistances slashing, piercing and bludgeoning.
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 9
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Angry: you may make 2 Melee attacks.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Soldiers
Soldier
Medium, Imperial
- Armor Class 10 + armor + Dex
- Hit Points 12 or 6 x owners level
- Speed Varies per race.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
- Save Proficiencies Dexterity +2
- Skill Proficiencies Athletics +1, Perception +1, Stealth +3, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11 + owners Proficiency
- Languages Imperial
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Frag grenade (Recharge 6). Use standard Frag Stats.
Combat Medic (Elite)
Medium, Imperial
- Armor Class 16
- Hit Points 10 or 5 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 10 (+0)
- Save Proficiencies Dex +2, Wisdom +2
- Skill Proficiencies Athletics +2, Perception +3, Stealth +2, Survival +3, Medicine +2
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 13
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Frag grenade (Rechage 6). Use standard Frag Stats.
Med Kit (Recharge 5 - 6). as an action heal one creature within 5ft of you 2D6 + 4 hit points. this does not work on Undead, Constructs and Fiends.
Radio Man
Medium, Imperial
- Armor Class 16
- Hit Points 10 or 5 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1)
- Save Proficiencies Dexterity +2, Intelligence +2
- Skill Proficiencies Stealth +2, Survival +1, Technology +2
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
- Challenge 1 (250)
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Radio: -.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Frag grenade (Rechage 6). +2 to hit Use standard Frag Stats.
Veteran Soldier (Elite)
Medium, Imperial
- Armor Class 17
- Hit Points 14 or 7 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
- Save Proficiencies Dexterity +2, Strength +2
- Skill Proficiencies Perception +2, Stealth +4, Survival +2
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Multi attack: you may make two attacks when using the attack action.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Frag grenade (Recharge 6). Use military grade Frag Stats.
***Special Weapon, *** Pick One of the Below Special Weapons. The veteran must Keep this weapon you may not change it unless the Veteran dies or you replace him through higher command.
Plasma Rifle. ranged weapon attack Hit Dex + Proficiency, Use Plasma Rifle stats.
Flamer. ranged weapon attack* Hit DC 8 + Dex + proficiency to hit, Use Flamer stats.
Grenade Launcher. ranged weapon attack +4 to hit, Use Grenade launcher MK1 stats.
Gunner (Elite)
Varies, any Race
- Armor Class 10 + armor
- Hit Points 10 or 5 x owners Level
- Speed Varies per race.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Proficiencies Strength +2 Dexterity +2
- Skills Proficiencies Athletics +2, Perception +1, Stealth +3, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11 + owners Proficiency
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon plus plasma, Arc and Disintegration weapon, Light and medium armor.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Heavy Gunner. the heavy gunner gain a bonus to all DCs of attacks made with the Heavy weapon property or the autofire property equal to the owners Proficiency.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Assistant Gunner
Medium, Imperial
- Armor Class 15
- Hit Points 12 or 6 x owners Level
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
- Save Proficiencies Str +2, Dexterity +2
- Skill Proficiencies Athletics +2, Perception +1, Stealth +2, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Assistant Gunner: If this assistant gunner is within 5ft of the Weapon system the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.
Ammo Bearer: this creature can carry 40lbs of ammo
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Team Leader (Elite)
Medium, Imperial
- Armor Class 16
- Hit Points 10 or 5 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Save Proficiencies Dexterity +2 Charisma +2
- Skill Proficiencies Perception +2, Stealth +2, Survival +2, Persuasion +2, Intimidation
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Frag grenade (Rechage 6). +2 to hit Use standard Frag Stats.
Inspiring Presence. as a bonus action you may activate any one of 2 chosen Auras from below, the aura range is 10ft and the bonus is +2.
Lethal Assault: Any creature you wish Within your Aura range, may add your Charisma Modifier to any of there damage rolls from any ranged or melee attack.
Expert Guidance: Any creature you wish Within your Aura range, may add your Charisma Modifier to all there skill checks made.
Rights of War: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there Attack rolls.
Wise Leader: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there saving throws made.
Seize the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.
Lethal Precision: Any creature you wish Within your command Aura gains a critical with ranged and melee attack on 1 better then they would normally and they gain an additional damage dice for a critical hit.
Defend: Any creature you wish Within your command Aura may add your Charisma Modifier to there Armor class.
Hold line: Any creature you wish Within your command Aura may add your Charisma Modifier to any Moral tests made , as well as you gain this toward any intimidation or persuasion checks made to rally friendly units.
Gangers
Ganger
Varies, any Race
- Armor Class 14
- Hit Points 12 or 6 x owners Level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
- Save Proficiencies Strength +2
- Skill Proficiencies Athletics +2, Intimidation +1, Stealth +2
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 10
- Languages Common
Weapon/Armor Proficiency. simple and martial weapon, Light and medium armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Beat down: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated or is part of a unit of more then 3.
Elite Version: This minion may be upgraded to an elite, if this is done this creature Hit points are 10 or 5 x owners level, and its Strength increases by 2 and it may attack twice each round.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Molitov (Rechage 6). ranged Weapon Attack: +4 to hit, range 30\60ft., Sphere 10Ft, deviation (3). Hit Dexterity save DC 15, on fail take 4D6 fire damage. on a pass take half as much.
Assistant
Assistant.
Varies, Any race
Assistance service various machines and infrastructural utilities and services, such as transportation infrastructures as well as most of the Metropolises utility, Power and construction infrastructures needs. There are many different types of Apprentices, each one focusing on a specific aspect of service. The most common types are the Technician that focuses on Technology and maintenance, the Foreman focusing on Construction and Structural repairs, the Nurse used in many Imperial Infrastructures to provide medical aid, Support and assistance, Hazmat that is used in many chemical industries or a Magewrightused with Imbuing and enchanting.
- Armor Class 10 + armor
- Hit Points 8 or 4 x owners level
- Speed as race.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
- Saves Proficiencies Dexterity +4
- Skills Proficiencies (Technician: Technology +4, Science +4), (Foreman: Athletics +4, Acrobatics +4), (Nurse: Science +4, Medicine +4, Hazmat: Science +4, Acrobatics, Magewright: Arcana, Science +4)
- Tool Proficiencies (Tecnician: Tech Tools +4, Artificers Tools +4), (Foreman: Construction tools +4, Carpentry Tools +4), (Nurse: Medical Tools +4, Surgical Tools +4), (Hazmat: Science Kit +4, Chemistry +4), (Magewright: Imbuing Kit, Enchanters Supplies)
- Damage Vulnerabilities -
- Damage Resistances -
- Damage Immunities -
- Condition Immunities -
- Senses passive Perception 11, Darkvision 60ft, lowlight 120ft
- Languages Imperial and one other that can be spoken by a human.
- Challenge: 1/2 (100 XP)
Weapon/Armor Proficiency. Simple weapon and light armor.
Obedience. This creature controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Assistance. This creature may use the help action when used to help with a check they have proficiency bonus.
Actions
Weapon attack. Weapon Attack: Str/Dex + Owner Proficiency to hit, Range see equipped weapon, Targets, as equipped weapon. Hit damage as see equipped weapon.
Assist: This creature may use the help action on actions on actions related to a skill or Artificers tool they have proficiency with.
Drones
Utility Drone
Tiny, (Constuct)
- Armor Class 16
- Hit Points 10 or 2 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 4 (-3) 10 (+0) 10 (+0) 10 (+0)
- Save Proficiencies Dexterity +2
- Skill Proficiencies Stealth +5
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvison 60ft, lowlight 120ft
- Languages Common
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link. This creature requires a Controller with a Nerolink.
Utility Drone Type: Utility drones have many different functions though each utility drone is locked to few or even a single function, see below for the different types of utility drone. Each utility drone has different abilities, each of which may have different requirements to fulfill.
Lantern: this drone usually carries a Flashlight or lantern like device, in some cases this may be as simple as a candle or torch.
Currier: This drone may carry a small amount of papers or an SD cards, as well as an audio message of up to 5 mins, this Drone may be given a command to deliver the message to a specific person. once this command is given you no longer need a Drone Nero Harness until the drone returns from its delivery.
Audio Video: This Drone has a video feed and directional microphone that the operator may see. The controller may use its own attributes when calculating checks and saves made while perceive from a drones prospective, while doing this the controller has disadvantage on all Dex saves and Wisdom perception checks. This video and Audio may be sent to a any Computer or Screen for viewing by others. This unit is capable of recording up to 4 hours of video and audio that can downloaded to any computer device.
Interpretations: This drone has a synthetic voice module allowing it to hear, interpret and speak any know language in its database. this is used as a Interpreter.
Actions
Utility Function: This creature may use any appropriate action to use or help with a its basic specific to the utility Drone type.
Gun Drone
Tiny, (Constuct)
- Armor Class 16
- Hit Points 5 or 2 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 6 (-2) 10 (+0) 10 (+0) 10 (+0)
- Save Proficiencies Dexterity +3
- Skill Proficiencies Stealth +3
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
- Languages None
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link. This creature requires a Controller with a Nerolink.
Actions
laser. Ranged Weapon Attack: Dex + Owners Proficiency to hit, 1d6 Fire damage, Range 60/240ft, Assault
Cargo Drone
Tiny, (Constuct)
- Armor Class 16
- Hit Points 5 or 2 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 10 (+0) 16 (+2) 6 (-2) 10 (+0) 10 (+0) 10 (+0)
- Save Proficiencies Strength +5
- Skill Proficiencies Athletics +5
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 10, Drakvision 60ft
- Languages None
Immutable Form. This creature is immune to any spell or effect that would alter its form .
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link. This creature requires a Controller with a Nerolink.
Cargo Hauler: This minion may Carry up to 75 pounds, this can be by the means of many things some haulers have a flat bed that things can be strapped to or some may be designed to carry a box or contained or even able to suspend a net from the Hauler, whatever the case this must be specified when created.
Actions
Haul. *this drone may use the help action to Push, Pull, Drag or lift something its attached to.
Tracker Drone
Tiny, (Constuct)
- Armor Class 15
- Hit Points 5 or 3 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 6 (-2) 10 (+0) 16 (+3) 10 (+0)
- Save Proficiencies Dex +3
- Skill Proficiencies Stealth + 3
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 13, Darkvision 60ft, lowlight 120ft
- Languages None
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link. This creature requires a Controller with a Nerolink.
Elite Version: This minion may be upgraded to an elite, if this is done this creature Hit points are 8 or 4 x owners level, +2 AC and a +2 con as well as you apply 2 tracker lights each time it uses the spot ability.
Actions
Spot. As an action this creature designates a target with a Trackerlight. You gain the ability to “paint” enemies with a specialized laser that helps you and your allies pinpoint threats. When this is done you apply a Trackerlight to one enemy creature or unit within 120ft. These Trackerlights grant abilities to any allies with a Trackerlight tracker and those benefits stack. An enemy creature or unit can only have up to five Trackerlights on them at a time and a Trackerlight lasts until the beginning of your next turn. Only ranged weapons can benefit from Trackerlights. see chart below for Trackerlight benefits, these benefits stack with each other
Number of Markerlights Effects 1 +1 Hit rolls or DC 2 Semi Auto weapons get additional shot at any range and Assault weapons do not suffer penalty from dashing. 3 Ignores cover and effects of long range 4 +1 Damage die to all attacks 5 Gain advantage
Hunter Killer Drone
Tiny, (Constuct)
- Armor Class 16
- Hit Points 6 or 3 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 6 (-2) 10 (+0) 10 (+0) 10 (+0)
- Save Proficiencies Dexterity +3
- Skill Proficiencies Stealth +3
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
- Languages None
Immutable Form: This creature is immune to any spell or effect that would alter its form .
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link: This creature requires a Controller with a Nerolink.
Actions
Detonate: When this action is used each creature within 10ft of this drone must make a Dex save DC equal 8 + controllers Proficiency + controllers Intel, taking 3d6 Bludgeoning and 3d6 Piercing damage on a failure and half as much on a successful save. Once this action is used the Hunter Killer Drone is permanently destroyed.
Shield Drone
Tiny, (Constuct)
- Armor Class 16
- Hit Points 6 or 3 x owners Level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 10 (+0) 16 (+2) 6 (-2) 10 (+0) 10 (+0) 10 (+0)
- Save Proficiencies Strength +5
- Skill Proficiencies Athletics +5
- Damage Vulnerabilities: Lightning.
- Damage Resistances Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 10, Drakvision 60ft
- Languages None
Immutable Form: This creature is immune to any spell or effect that would alter its form .
Advanced Wiring: The Creature has disadvantage on saving throws against effects that deal lightning damage.
Nero Link: This creature requires a Controller with a Nerolink.
Shield: This Drone has a a Very basic Shield Generator with the following profile
- Shield Capacity: 10
- Recharge Delay: 4
- Recharge Rate: 5
Actions
Protect Asset: this drone may use its action to protect one creature within 5 ft of it, when done the creature you are protecting gains a +1 AC against Ranged attacks and when the Protected creatures is hit with a ranged attack, this drone may as a reaction shield the attack taking the damage. Furthermore when a protected creature moves before the start of the Shield drone controller turn the Drone will follow the Creature provided it does not move more then 80ft during this time.
Beasts
Tracking dog
Small, (Labrador Black, Brown or yellow)
- Armor Class 12
- Hit Points 5 x your level
- Speed 40ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 3 (-3) 16 (+3) 8 (-1)
- Save Proficiencies Wisdom
- Skill Proficiencies Acrobatics +5, Athletics +5 Perception +5 and Survival + 4
- Damage Vulnerabilities: None.
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses passive Perception 13
- Languages None
- Challenge 1\4
Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.
Trained Tracker (Focus). Pick one of the following Tracking focuses, Drugs, Explosives or Personnel. Gain a +10 bonus to any Skill check made to detect the presence of the focus. Furthermore a Tracker dogs passive perception against there focus is 17.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1)
Attack dog
Small, (German and Dutch shepherds and Belgian Malinois)
- Armor Class 12
- Hit Points 5 x your level
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 3 (-3) 13 (+1) 8 (-1)
- Save Proficiencies Strength
- Skill Proficiencies Acrobatics, Athletics, Perception and Intimidation
- Damage Vulnerabilities: None.
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses passive Perception 11
- Languages None
- Challenge 1\4c
Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.
Lock Jaw This creature may attempt to grapple instead of using the attack action. Furthermore gain a +10 bonus to any Athletics check made during a grapple.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 3)
Attack dog
Small, (German and Dutch shepherds and Belgian Malinois)
- Armor Class 12
- Hit Points 5 x xyour level
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+2) 14 (+2) 14 (+2) 3 (-3) 13 (+1) 8 (-1)
- Save Proficiencies Strength
- Skill Proficiencies Acrobatics, Athletics, Perception and Intimidation
- Damage Vulnerabilities: None.
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses passive Perception 11
- Languages None
- Challenge 1\4c
Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.
Lock Jaw This creature may attempt to grapple instead of using the attack action. Furthermore gain a +10 bonus to any Athletics check made during a grapple.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 3)
Chapter 5
Rules
-.
Homebrew Rules Mods and actions in Combat
Ranged opportunity attack
If a creature you are aimed at or a suppressed target moves more then 5ft. during its turn, you may as a reaction make one attack with an equipped ranged weapon at the target, Provided you have range and line of sight. this may not be a Spray or focus fire actions.
Aim
As an action or replace one attack if you have the extra attack action, you may gain the Aimed condition.
A character may aim at only 1 target at a time, if the target dies or breaks line of sight or moves more then 30ft the aim must be re-applied. if you move more then half your movement you also lose the benefits of Aim and it must be re applied.
Brace
At the cost of your movement, If you are prone, using a mount or you are within 5ft of something you can rest the weapon on like something like a table or broken wall, you gain the Benefits of the Braced condition.
Suppressive Fire
As an action and 5 rounds, 3 burst of ammunition or 1 spray/auto fire volley you may target a number of targets within 10 feat of each other, equal to your dexterity modifier, the targets do not have to be in line of sight of you if they engaged a target during its last turn. A suppressed target has disadvantage on ranged attacks and Wisdom Perception skill checks, as well as the are slowed until the end of there next turn.
This action may not be used when firing a weapon with the Extensive action weapon property. This action is ineffective at ranges greater then 4 increments.
Concentration
Some Effects require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If an effect must be maintained with concentration, that fact appears in its Description, and the effect specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
Using another effect that requires concentration. You lose concentration on an effect if you use another effect that requires concentration. You can't concentrate on two effects at once.
Taking damage. Whenever you take damage while you are concentrating on a effect, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an bullet and a grenade, you make a separate saving throw for each source of damage.
Being incapacitated or killed. You lose concentration on a effect if you are incapacitated or if you die.
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a Constitution saving throw to maintain concentration on an effect, with a DC as determined by the GM.
Units types and operations
Often times during a Empires of War session you will have to fight for some reason or another and due to this the initiative tracker can get a bit cluttered, so the GM or a player may choose to group a number of friendly creatures or minions in to a unit.
Unit Types
There are 6 types of units: Hero's, PC's, Monsters, Mobs, Mounts, Vehicles and Crew serves see below for details. Each creature thats has been customized to suit this homebrew setting will have a unit type and the size if needed.
Initiative
When Initiative is rolled The GM will roll Initiative for each Hero, Monster and Mob, mobs will use the Initiative of the Highest Ranking member of that Mob IE a Squad leader. Each Hero, Monster or Mob, must complete its turn before moving on to the next initiative.
Hero's
The hero is a single creature unit that can operate by itself without needing to be in coherency of a unit. Furthermore each Hero gains the Look out sir ability below.
Look out Sir: When a Hero or PC is targeted by with a Ranged attack, the attack will be at disadvantage or the hero has advantage on saves made against attacks if unless any of the below criteria that is met.
- The Hero is the closest enemy unit to the attacking creature.
- The Hero is surprised.
- The Hero is 2 size categories greater then the average size of the Mob.
- The Hero is in clear line of sight of the Attacker and the hero does not have a friendly unit within 15ft of them.
PC's
The PC or player character is the Players Primary character used in the game, some PC may have Minions witch will operate on the PC's Initiative as seen in the Minion section of the book. The PC will be treated as a Hero for the purposes of features and abilities.
Monsters
Like hero's, Monsters can roam the battlefield independently from any mobs, Though they do not gain the benefits of a Hero's Look out sir benefits.
Mobs
The most common type of unit is a Mob, these units will consist of 1 creature to as many as 30 or more in some cases, these units may have a leader or other special creatures added to or added in replace of a another creature in the unit or mob. To ease the burden of mass combat the GM may use a mob, when done they will follow the bellow rules.
Mob Actions: Each creature in a mob must take its turn before the next initiative taken, a Mob may only use the following actions if the whole unit does; Ready, Dash, Disengage and Dodge.
Mob Coherency: Each creature in the mob must stay within 5ft of another creature in the same mob, this applies to creatures of sizes Tiny and below, this is call Mob Coherency. For creatures of sizes Small and smaller in the mob must stay within 5ft of another creature in the same mob and for Sizes Medium and above, the unit must stay within 5+5ft of another creature in the unit for each size category it is above small, for example Medium is 10ft, Large is 15ft, Huge is 20ft and so on.
Mob AC: When a Mob is attacked, the Attacker will use the AC of creature that makes up the majority of the unit if there is a tie use the higher of the two.
Attacking a Mob: When a PC or Hero unit as well as Monster unit with an intelligence greater the 7, attacks a mob with more then 2 creatures in it and they are no greater then one size larger then the attacking unit with an attack, you must choose what type of strike the unit will preform, there is 3 types of strikes, Sweeping Strikes or Precise strikes or Ranged strikes, each type of strike operates differently see below.
Precises Strikes: when making Precise Attacks you will roll your attacks against any chosen target within reach as normal rolling against that creatures AC and applying any specific features of the target or yours as normal.
Sweeping Strikes: when making sweeping attacks you make all melee attacks against the Mobs majority AC and the damage will be applied to a creature within reach of the attack, chosen by the targets controller until that creature is reduced to 0 hp then apply remaining Spillover Damage to the next viable target chosen by the targets controller, until it is reduced to 0 hp and so on. though you may only loose creatures in the mob in this way that are within reach of the one using sweeping strikes.
Ranged Strikes Anytime a mob is attacked by a ranged strike the damage will be applied to the creature that is closest to the direction of the damage source until it is reduced to 0 hp, then apply the remaining Spillover Damage to the next viable target within range, until it is reduced to 0 hp and so on, though you may only Effect a total number of creatures in the mob equal to the number of shoots made.
Template weapons If the damage taken was a template weapon or spell you will add the total damage from the attack and apply from closest creature to greatest in relation to the damage origins, applying damage to . For example a flame thrower would be from the weapon but a grenade would deal damage from the closest to the center of the blast. Furthermore when applying damage or calculating number of targets effected to a mob with a template, only creatures covered more then 25% by the template may be effected and the mob may only lose creatures in that mob that were 50% or more under the template.
Attacks with a Mob: When a Mob is attacking you only make attacks with any creature in a mob that are within there reach, usually this is only the front rank but if a mob should have a reach greater then there size other ranks may get attacks. When a mob is making multiple of the same attacks against a target, you may roll them all at once, once all hits are calculated you then roll all the damage of the hits all at once, totaling the damage then you apply that to the target Mob. If a Target should have an ability that can effect a creature in a mobs attack, they may apply it at any time.
Note that because of R20 and its lack of being able to roll multiple dice with a vale added to each die roll, the best way to do this with the advanced dice roller, is to make the target number a number equal to the targets AC reduced by the Attack value of the creatures making the attack, Its a reverse equation to rolling an attack adding a value to it and comparing it to the targets AC, so that you may roll many attack and quickly know hit with out having to do multiple equations.
Mob Saves: If multiple creatures in a mob are subject to an ability that requires a save, the mobs make one save with save bonus of the majority, if theres a tie choose one.
Mob Conditions: A Mob must have 50% or more of its unit effected by the same condition for the effect to apply to the entire mob, note: the individual members are still impaired so this condition rule will only effect the mob if you are doing a mob action IE a group rolling of dice to quicken unit combat, not for things like squad leader or attachment special actions. For example an squad leader is put to sleep the unit will loose the benefits of his aura as he needs to be able to speak but the unit will not count as unconscious as the unit can carry or assist the squad leader, but will not benefit from there leadership.
Mob Moral: When a Mob Gets reduced to half its original numbers it must make a Moral test using the highest wisdom save in amongst the creatures in that unit, the DC is equal to 10 + 1 for each creature lost, if failed all remaining creatures in the mob are routed.
Mounts
Some Units may be mounted or have the option of having a mount, witch in some cases this is a intelligent creature. Mobs that have mounts will usually have HP pool that is both the rider and mount combined. Mounted Mobs
If the rider isn’t mounted, the mount acts as a Monster on the riders initiative.
While the rider is mounted both the rider and mount act as one.
When the rider is hit by a ranged attack on its mount use the mounts AC and if hit the rider chooses whether the mount takes the damage or the rider.
When a rider is mounted, melee attacks may be made against the rider or they mount, if the attack is from a none mounted medium creatures or a creature of size small or smaller it is made at disadvantage against the riders.
When the rider is mounted, both the rider and its mount take one dexterity save when required to, using the mounts save.
When the rider is mounted, you do not prevoke attacks of opportunity from creature of medium or smaller size that is not mounted of has a weapon with reach greater then 5ft.
Vehicles
Some Units may be embarked upon vehicle, when this is done it uses half that creatures movement. Those who are allowed are usually determined by creatures of a particular size category or below.
Creatures embarked on a vehicle must fill a position on the vehicle, each position will be described in the vehicle profile.
The Vehicle acts on the Drivers Initiative unless it has a commanders position it then act on the initiative of the commander. If the drivers position isn't occupied, the vehicle usually wont act as a separate creature on the owners initiative.
Each creatures actions and visibility in each position will be described in the vehicle profile.
Each creature occupying a position may use there actions on there initiative to use any of the appropriate action for that position.
Crew Serves
Some weapons require a Crew to move and operate, each action will have a number of crew needed to use that action. Each crew serve usually has a number of crew with it as described on the crew severs Sheet. Follow the rules below when using crew serves.
If the action only requires one crew then a single crew member may do the actions on different turns.
When the Crew serve is hit by a ranged attack use the crew severs AC and if hit the player chooses whether the crew serve takes the damage or the Crew.
Melee attacks against the crew serve may be made against the Crew serve or the crew.
The crew serve always fails dexterity saving throws.
Line of Sight, Obsuration & Cover
Line of sight and Obscuration.
Fire into Melee
When making ranged attack against a target within 5ft of a friendly or non hostile target you will make those attacks a disadvantage unless you are using a CQB weapon within 5ft or you are within 5ft and are allowed to fire a ranged weapon without disadvantage within 5ft of an enemy unit. Furthermore if you roll a natural 1 and don't Jam or worse, you instead hit a random target in the melee thats not your original target (Consult GM for randomization). Note some features, items and training programs may provide other exceptions to this rule
Firing Through another Creature
When making ranged attacks you may not shot through a creature if you and the Obscuring creature are on the same level and of the same size or you are of a size smaller then the Obscuring unit.
You may shoot through a creatures space with disadvantage if the target is one size larger then the obscuring creature and you are not smaller then the Obscuring creature, furthermore if you roll a natural 1 the shot hits the obscuring creature.
If the target is 2 sizes larger then the obscuring creature and you are not smaller you may fire at the target normally with no negatives. If you are smaller then the Obscuring unit you will fire at disadvantage.
Varying Heights
For every 5ft of elevation a subject has in relation to the other creatures, will count as a plus or minus 1 size category when determining line of sight.
Cover
There are two types of Cover Vertical and Horizontal.
Note: any of the below AC bonuses my also be appllied to some Dexterity or armor save roll made against appropriate attacks like Auto fire attack modes, consult your GM, for details and guidance on what attack save may benefit from cover.
Horizontal Cover: Horizontal cover is cover that covers the Bladed body from shoulder to shoulder, this is usually used when a subject is around the corner of a hard structure like a wall or building. Vertical cover comes in 5 grades as seen below, each giving varying benefits.
Cover grade | Benefit |
---|---|
1/4 | +1 AC |
1/2 | +2 AC |
3/4 | +4 AC |
7/8 | +5 AC |
Full | No LOS |
Note: When firing at a mob in horizontal cover, the mob will rate the cover bonus if a total fraction of the entire unit is around the cover point and out of line of sight and within unit coherency.
Vertical Cover: Vertical cover is cover that covers the body from head to toe or vise versa, this is usually used when a subject is using a low wall or structure as cover. Horizontal cover comes in 5 grades as seen below, each giving varying benefits
Cover grade | Benefit |
---|---|
1/4 | +1 AC, when prone counts as 3/4 |
1/2 | +2 AC, when prone counts as full cover |
3/4 | +4 AC, Full cover when crouched or prone |
7/8 | +5 AC, Full cover when crouched or prone |
Full | No LOS |
Note: When firing at a mob in Vertical cover, the mob will rate the cover bonus if a total fraction of the entire unit is behind the cover point and within unit coherency.
New Skills, Moral and Stress
Additional Skills
Technology (Int): The Technology skill is used to recall information, identify or operate technologies and advanced machineries
Science (Int): The Science skill will be used to recall information, identify or handle any advanced sciences like chemistry, Physics, Ecology, Biology, Geneology and Astrology.
Aberrantology: The study, history and understanding of anything mutant or aberrant in nature, as well as the deep knowledge or theory involved with aberrant Mutation to include its connection to omni radiation and conection to the ancient peoples of the post Omni Crisis earth.
Furthermore the Arcana skill is replaced by the following Skill.
Catymology: This is used to know, detect or understand a aberrant catalyst powers, this is roll in many cases the same time an arcane test would be made as Catalyst powers are used as the only casters in this setting.
Moral
At the end of a creatures turn after which a creature is brought to half health or they takes damage during a turn while below half health, they must pass a Moral Test witch is a Wisdom save DC equal to half the total damage dealt to there HP during that turn, on a fail the Creature is Routed, the Routed condition is the same as the Frightened condition with one extra feature, if a Routed creature moves it must always end that move farther from any current enemy combatants.
A Routed creature may attempt to retake the Moral test at the end of each turn at the same DC -1 for each round elapsed. If the test is passed they Rally and are not Routed anymore, a rallied unit may as a reaction move up to there total movement. Furthermore if you have already rallied from a moral test since your last Short rest they have disadvantage on a Moral test until a short rest is complete. You automatically rally if you should be healed to above half your health.
Furthermore a creature can automatically Rally if a PC or Hero within 30ft uses its action and a persuasion or a intimidation check DC 20, on a pass the creature immediately rallies and is not frightened anymore.
Stress
Any damage a character suffers damage it deals an amount of Stress equal to the damage dealt minus There wisdom Score to a minimum of one.
Do not apply stress damage to the target character’s hit points, but is rather accumulated over time until it wears off during rest.
Each time a character suffers 1 or more points of Stress, check to see if their current Stress total exceeds a multiple of their Wisdom score (e.g. 1 × Wisdom score, 2 × Wisdom score, etc.), they must make a Wisdom save throw. The highest multiple exceeded by the total stress damage accumulated to date determines this save’s DC, as shown on Table see below. With failure, the character suffers the listed condition, if at any point your Stress drops below a threshold, you drop to the next condition and apply its effects.
Wisdom Multiple | DC | Condition | Healing Short Rest | Healing Long Rest |
---|---|---|---|---|
1xWis | 10 | Shaken 1 | 1D6 + Wisdom mod | 1D12 + Wisdom mod |
2xWis | 15 | Shaken 2 | 1D4 + Wisdom mod | 1D8 + Wisdom mod |
3xWis | 20 | Shaken 3 | 1 | 1D4 + Wisdom mod |
4xWis | 25 | Shaken 4 | Medical help | 1 + Wisdom mod |
5xWis | 30 | Broken | Medical Help | Medical Help |
Natural Healing
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest time to sleep and eat, tend their wounds, refresh their minds and spirits and brace themselves for further adventure.
Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to half the character’s maximum number of Hit Dice (Minimum 1)), which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 1). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
Minions: Once per day during a short rest a minions controller may heal the minion for an amount equal to 25% (Minimum 1).
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A creature can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Minions: During a long rest all minions will heal for an amount equal to 50% of there total hit points (minimum 1).
Variant Hit die Roll
When spending hit die you may roll the die or you may take halve the value of the hit die + your con instead of rolling each die.
Slow Natural Healing
In Omni Apocalypse characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest but you may use a number of hit die equal to your level.
This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of Mutant or material healing and works well for grittier, more realistic campaigns.
Source Healing
In the Omni Apocalypse setting Healing can come from many different sources and can be directed at different sources. So as a GM you should think of a few things, like what source the heal came from and what type of creature is receiving the healing. Below are some examples healing discrepancies to think of, in many cases these stipulations are not defined and have some flexibility at the GMs discretion. a material healing like a physicians surgery ability should not be used on any non mortals like Constructs and Plants. and a mechanical repair should only heal constructs
Conditions
Aimed:
- An Aimed creature gains a +1 to all ranged attack rolls a DC's made against the aimed target or targets with an auto fire mode.
- An aimed creature can only move at Half its speed rounded down to a minimum of 5ft.
Bleeding/Short Circuit:
- At the start of a biological creatures turn that is Hemorrhaging or a Construct with a Critical Failure will loose 1 HP.
- If a biological creature is Hemorrhaging or a Construct with a Critical Failure attacks they Loose 1 more points of HP per attack or if they move half or greater of there movement (Round up) they loose 1d4 more HP.
- Bleeding can be cured with a First Aid Kit and a Medicine Skill test DC 15 and a Short Circuit can be cured with a Maintenance Kit and a Technology skill test DC 15.
A Creature may have this condition applied multiple times, stacking its effects. Each stack must be cured separately.
Blinded:
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
- You can't move while Braced
Braced:
- count your range multiplier As 1 less (to a minimum of 1)
- you may add 2 to all DC's of auto fire modes
- You count your Burst fire attack rolls as 2 higher, for the purposes of calculating for extra hits.
- you reduce the recoil of the fired weapon by 2.
- you can not move while Braced.
Injury:This trait effects different parts of the body in different ways, Each having different levels to the Injury. See below for what types of body parts can be effected by an Injury and what effects it has on you. The time it Take to heal an Injury is 1 Week per level of the Injury. This can be altered with the right items and medical aid.
If you are a Construct or the injured location is Cybernetic, you do not naturally heal any injuries unless you possess the Bionics cybernetic at Lvl 1 or better.
Troso/Rib Injury
Level | Type | - |
---|---|---|
1 | Bruised | Disadvantage on all Strength saves and ability checks. |
2 | Fractured | Disadvantage on all Dexterity saves and ability checks. |
3 | Fractured | You count as one size Smaller when determining your Carrying capacity and the weight you can push, drag, or lift. |
4 | Fractured | Movement halved |
5 | Broken | Disadvantage on attack rolls |
6 | Broken | You may only make one attack when taking the attack action |
7 | Broken | You may not use reactions or bonus actions |
Arm/Shoulder/Hand Injury
Level | Type | - |
---|---|---|
1 | Sprained | Disadvantage on all Strength saves and ability checks made using the injured arm or that should be involving that arm and is not. |
2 | Fractured | Disadvantage on all Dexterity saves and ability checks made using the injured arm or that should be involving that arm and is not. |
3 | Fractured | Disadvantage on attack rolls made using the injured arm or that should be involving that arm, like two handed weapons. |
4 | Fractured | You count as one size Smaller when determining your Carrying capacity and the weight you can lift. |
5 | Broken | You may only make one attack when taking the attack action and using the Broken/Fractured Arm |
6 | Broken | You may not use reactions or bonus actions that require the arm |
7 | Broken | You may not use any action that involved this Arm in any way. |
Leg/Foot Injury
Level | Type | - |
---|---|---|
1 | Sprain | Disadvantage on all Strength saves and ability checks made using the injured arm or that should be involving that arm and is not. |
2 | Fractured | Disadvantage on all Dexterity saves and ability checks made using the injured arm or that should be involving that arm and is not. |
3 | Fractured | Your movement is Halved |
4 | Fractured | You count as one size Smaller when determining your Carrying capacity and the weight you can Push or Drag. |
5 | Broken | You may only make one attack when taking the attack action and standing on the Broken/Fractured Leg or foot |
6 | Broken | You may not use reactions or bonus actions that require the Leg/Foot |
7 | Broken | You may not use any action that involved the injured limb in any way. |
Note; If at any point both legs are Broken your speed is 0 and if one is broken and the other is Fractured your Speed is 5ft.
Head Injury
Level | Type | - |
---|---|---|
1 | Concussed | Disadvantage on all intelligence saves and ability checks |
2 | Concussed | Disadvantage on all Wisdom saves and ability checks. |
3 | Concussed | you must make a Con save DC 15 on a failure you are knocked unconcious, taking a new test at the end of every round at a DC of 20 |
4 | TBI | Disadvantage on attack rolls |
5 | TBI | You may only make one attack when taking the attack action |
6 | TBI | You may not use reactions or bonus actions |
7 | Coma | you are now Incapacitated and Unconscious for the next 24 hours. After that at the end of each 24 hours you must make a Con save DC 20, on a pass you are no longer Incapacitated and Unconscious. |
Pelvis
Level | Type | - |
---|---|---|
1 | Fractured | Disadvantage on all Strength and Dexterity saves and ability checks. |
2 | Fractured | You count as one size Smaller when determining your Carrying capacity and the weight you can push, drag, or lift. |
3 | Fractured | Movement halved |
4 | Broken | Disadvantage on attack rolls |
5 | Broken | You may only make one attack when taking the attack action |
6 | Broken | You may not use reactions or bonus actions |
7 | Shattered | Your movement is 0 |
Burned/Overheated: when a creature receives a burn it will be located on a specific body part
- A Burned creature has disadvantage on Attack Rolls as well as Strength, Dex and Con saves and Ability Checks.
- During combat before making any movement you must make a wisdom save DC 15 on a fail your movement is halved until the start of your next turn. Out of combat your movement is halved.
Crouched:
- Standing from Crouched position uses 5ft of your movement.
- A crouched character’s base Speed is reduced to 1/2 (rounded down).
- Creatures more then 10ft but no more the 50ft away suffer a –1 penalty with all ranged attacks made against a crouched creature, this increases by -1 for every 50ft the target is from the crouched creature.
Charmed:
- A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or Effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened:
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Diseased:There are many different types of Diseased conditions to represent the many types of diseases and ailments a creature may have. A creature may have multiple diseased conditions but never two of the same one. Below you will see a list of the types of Diseases and what there effects are on.
Most Diseases are Progressive and get worse over time if untreated, some can cure them selves over time but some can fester and lead to death even the ones that are usually healed on there own can lead to death if ones luck is down. Most diseases are measured in levels gaining and loosing point overtime.
Dermal or Wound Infection: A wound you received festers with infection, Every 24 hours you mast make a con save DC 15 on a failure you gain one additional level of Wound Infection and if the save result was greater the 20 you loose one level of wound infection if you reach 0 you a healed.
Level | Effect |
---|---|
1 | Nothing |
2 | Disadvantage on all Con saves. |
3 | you are Nauseated |
4 | Speed is halved |
5 | Hit point maximum is halved |
6 | you are Poisoned |
7 | Death |
Respritory Infection: You have a cough and your noise runs with mucus. Every 24 hours you mast make a con save DC 15 on a failure you gain one level of resparatory Infection, if the test is passed you loose one level, if you reach 0 you a healed and loose this diseased condition.
Level | Effect |
---|---|
1 | Nothing |
2 | Disadvantage on Strength and dex ability checks and -5ft movement. |
3 | Speed reduced by half |
4 | you are Nauseated |
5 | Disadvantage on con saves |
6 | your speed is 5ft |
7 | You are now Poisoned |
8+ | 1d3 points of exhaustion |
Norovirus: You have a stomach virus resulting in Nausea vomiting and diarrhea. Every 24 hours you mast make a con save DC 15 on a failure you gain one level of Norovirus, if the test is passed you loose one level, if you reach 0 you a healed and loose this diseased condition.
Level | Effect |
---|---|
1 | Nothing |
2 | you are Nauseated |
3 | make a con save every 1d4 hours to avoid Vomiting or Shitting (random 50/50) within 1d10 rounds of failure. |
4 | Disadvantage on all saves made |
5 | your speed is halved |
6 | make a con save every 1d10 mins to avoid Vomiting or Shitting (random 50/50) within 1d6 rounds of failure. |
7+ | 1d3 points of exhaustion |
Radiation Poisoning: you have been exposed to radiation, to much at once or prolonged exposure can cause serious bodily harm or death.
Level | Effect |
---|---|
1 | you are Nauseated |
2 | make a con save every 1d4 hours to avoid Vomiting within 1d10 rounds of failure. |
3 | Disadvantage on all saves made |
4 | your speed is halved |
5 | make a con save every 1d10 mins to avoid Vomiting or Shitting (random 50/50) within 1d6 rounds of failure. |
6 | Your speed is 5ft |
7 | You are now poisoned |
8 | You can not eat anymore |
9 | You can not Drink anymore |
10 | Death |
Exhaustion: Some special abilities and Environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level | Effect |
---|---|
1 | Disadvantage on strength, dexterity and constitution, Ability Checks |
2 | Speed halved |
3 | Disadvantage on Attack Rolls and on strength, dexterity and constitution Saving Throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
If an already exhausted creature suffers another Effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the Effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.
An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced to 0.
Frightened:
- A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.
- The creature can’t willingly move closer to the source of its fear.
Hemorrhaging/Critical Failures:
- At the start of a biological creatures turn that is Hemorrhaging or a Construct with a Critical Failure will loose 1d4 HP.
- If a biological creature is Hemorrhaging or a Construct with a Critical Failure attacks they Loose 1d4 more points of HP per attack or if they move half or greater of there movement (Round up) they loose 1d4 more HP.
- Hemorrhaging can be cured with a First Aid Kit and a Medicine Skill test DC 20 and a Critical Failure can be cured with a Maintenance Kit and a Technology skill test DC 20.
A Creature may have this condition applied multiple times, stacking its effects. Each stack must be cured separately.
Grappled:
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by a concussive blast.
Incapacitated:
- An incapacitated creature can’t take Actions or Reactions.
Invisible:
- An invisible creature is impossible to see without the aid of magic or a special sense. For the Purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
- Attack Rolls against the creature have disadvantage, and the creature’s Attack Rolls have advantage.
Nauseated:
- A Nauseated creature has disadvantage on Attack Rolls and Ability Checks
Paralyzed:
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Poisoned:
- A Poisoned creature has disadvantage on Attack Rolls, Ability Checks and Saves as well as gain one point of Exhaustion.
Prone:
- Standing from Prone uses half your movement (round up), If you choose you may stop at the crouched position at the cost of 10ft of your movement.
- A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
- A prone creature has disadvantage on Melee Attack Rolls.
- An Attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.
- Creatures more then 5ft but no more the 50ft away suffer a –1 penalty with all ranged attacks made against a crouched creature, this increases by -1 for every 50ft the target is from the crouched creature.
Restrained:
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Stunned:
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
Slowed:
- A Slowed creature can only move at Half its speed rounded down to a minimum of 5ft.
- A slowed creature has disadvantage on all dexterity, Saves and Ability checks.
Shaken:Being an operator is a stressful job. Many things will cause stress damage, this will cause a condition called Shaken, unless you take time to decompress.
you may find yourself a bit Shaken from all of the blows that may have been dealt to you over you time in war or training. Shaken is messured in five levels, see below
Level | Effect |
---|---|
1 | Disadvantage on Intelligence, Wisdom and Charisma ability checks |
2 | Disadvantage on Intelligence, Wisdom and Charisma saving throws |
3 | Disadvantage on all initiative checks made |
4 | Disadvantage on Str and Dex ability checks and Saving throws |
Broken | Disadvantage on all attacks and Constitution ability checks and saving throws |
A creature that is shaken will suffer from its current Shaken level as well as all lower levels of Shaken.
Stress damage heals over time. When the healing takes place the shaken level will decrease as the stress damage multiple changes. See Stress damage in the damage types section for more details on stress and healing stress.
Unconscious:
- An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
- The creature drops whatever it’s holding and falls prone.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Damage, Stress and Radiation
Damage types
- Acid: the target take half the damage again at the end of there next turn and then half that damage at the end of there next turn and so on halving the damage until 1 is dealt. this may be stopped if you or another creature take an action to neutralize the acid with a Base PH of some sort.
- Bludgeoning: A character wielding a Bludgeoning melee weapon may count as Subdual if the bearer wants this must be determined before the attack, or ranged weapon attacks against the head and being damage by an Explosive weapons, makes the damage become a DC for a Con save or gain a random head injury. All attacks that are not Subdual, and the target is Red or Orange triage code, roll a D100 on a 76 - 100 cause a random Fracture, on a 26 - 75 cause a random Broken bone.
- Cryo/Cold Becomes a DC for Con save, or be slowed for 1d4 rounds. if a target is Slowed while already slowed in this way you renew the duration of the slow to the new value and it becomes restrained for the duration. If a target is slowed in this way again while restrained it becomes Stunned for the duration. The effected creature or another creature may uses its action to make a Strength save DC 15 to break the ice, if the effected creature was stunned it is now restrained, if it was only restrained, it is now slowed. This damage also has a chance to put out Fire, consult GM.
- Electrical/Lightning Becomes a DC for Con save, or be Stunned until end of next turn. This test may only be taken once per turn
- Fire Ignites Flammable objects, takes one action to extinguish, and becomes a Con save or become Burned.
- Hydro/Water deals Bludgeoning damage as well as it deals double damage to Structures. Furthermore it has a high chance to put out Fire, consult GM.
- Flash Deals Non lethal damage and Becomes a DC for con save or be Blinded for 1d4 rounds
- Force: Force damage is an intense energy that effects mater in a way that it moves, shifts or departiculates matter itself resulting in a anti-matter like effect, Not much blocks this damage type.
- Radiant: The origins of radiant damage is very unknown some say it the power or the gods others the opposite of dark. Not much blocks this damage type.
- Necrotic: Organic living matter stands no chance against Necrotic damage, though non living things like Stone, metal or other non living or previously living substance are usually a minimum of resistant to necrotic. Not much blocks this damage type.
- Piercing If Red or Orange triage code, roll a D100 on a 76 - 100 cause Hemorrhaging/Critical Failures, on a 26 - 75 cause Bleeding/Short Circuit.
- Plasma Not Much blocks this type of damage.
- Poison Becomes a DC for Con save, or be Nauseated for 1 min if effected again during the duration it becomes 1 hour, then 6 hours then 12, then 24 hours then a week, after that the GM may give points of Exhaustion.
- Radiation: Becomes a DC for Con save, or gain 1 level of the Disease (Radiation Poisoning). In some cases radiation may also deliver point or Omni Radiation.
- Slashing If Red or Orange triage code, roll a D100 on a 76 - 100 cause Hemorrhaging/Critical Failures, on a 26 - 75 cause Bleeding/Short Circuit.
- Sonic/Thunder Deals Non lethal damage and Becomes a DC for Con save, or be Defended for 1D4 rounds
- Stun Becomes a DC for Con save, or be Stunned for 1d4 rounds taking a new test at the same DC at the end of each turn stunned.
Subdual Damage (Non Lethal)
Do not apply Subdual damage to the target character’s hit points.
Any amount of subdual damage in an amount that exceeds the targets Constitution modifier will become the DC for a Constitution save or fall unconscious.
If unconscious a new test may be made each round using the same DC that was failed originally if failed 3 times your unconscious for 1 hour, retesting each hour. The subject has disadvantage on test made for tis if it has already unconscious in this manner in the same day.
Damage Immunities & Resistances
Something to note in the Empires of war setting, is there is no difference in magic damage sources and non magical sources for the purposes of of Damage Immunities, Resistances or Vulnerabilities.
In most cases the damage type is the most important thing when dealing damage, as many things do not have immunities or resistances to damage types that are typically dealt by mutant sources, like Force, Radiant, Necrotic and Psychic.
In addition to to dealing different damage types the Potent weapon Property becomes a vital tool when attacking targets with resistances and immunities.
Note: there may be a few entities usually of the supernatural or Hyper Technological nature that have Immunity or resistance that cant be reduced by the potent weapon property or any other abilities that reduces Immunity or resistance, this is called True Immunity or True Resistance. In most cases of true Immunity and resistance, there will usually be some way to trigger a laps in the True Immunity or Resistance and allow damage to be taken by that source as normal immunity or resistance, Like an extremely advanced Mech must have its shield downed before damage can be taken.
Damage Reduction
Some things will give you a Damage Reduction (DR -) this mean that you reduce the damage of a single hit by the amount of damage reduction you have. Some damage reductions will have a specific Type of damage it can reduce, if this is the case the type will be noted in the Damage reduction source.
Note; Damage reduction may not reduce a sources of damage to less the 1.
Temporary HP pools
In the universe of Omni apocalypse there are many ways of protecting yourself, some of these things like Mutant Powers, Shield Generators, heavy armor and Powerframes. When you gain any type of Temporary HP it will Fill a pool of HP that must be used before you base HP will be effected. There are 3 Types of temporary HP Pools, Mutant Powers, Shield Capacity and Armor Capacity each of witch is separate from the others and from your HP and must be used before or after another.
If you have temporary HP pools of multiple types you must use all Mutant spell Powers HP pool before any Shield Capacity and all Shield capacity before any Armor Capacity.
Note: Each Pool will have a separate set of Immunities and resistances.
Triage Code:
Dependent or you current Hit points in comparison to your total hit point maximum. At different percentages of the characters max health, the character will suffer different effects as there health deteriorates and the lower your health gets the more advanced healing will be required to replenish lost Hit points. see chat below.
Triage Code | % of Health | Natural Healing Rate | Points of Exhaustion |
---|---|---|---|
6: Black, Deceased: | 0% | None | 6 |
5: Bloody, Dying: | 0% | None | 3 |
4: Red, Critically wounded: | 1% - 25% | Must get Medical help Hit die dont heal for 24 hours and 10 hit points per 1 healed | 2 |
3: Orange, Wounded: | 26% - 50% | 5 hit point per 1 heal | 1 |
2: Yellow, Injured: | 51% - 75% | 2 hit point per 1 gained | |
1: Green, Healthy: | 76% - 100% | Normal Rate regain |
Eating Drinking and Sleeping
Most biological creatures need 3 main things to sustain life, Food, Water and rest. During each day, each creature will gain 5 Hunger points every 6 hours, 5 Dehydration Points every 4 Hours and 10 Fatigue Points every 8 hours awake.
For every 20 point of combined Hunger, Dehydration and Fatigue points you gain 1 point of Exhaustion.
Sleeping: Finishing a Long Rest reduces a creature’s Fatigue Points by 10. taking a short rest reduces fatigue by 1d4 points.
Eating: a food item will provide an amount of nourishment points dependent on the food item eaten. For each nourishment point you gain you may reduce your Hunger by one. If you have no Hunger points and you gain or have leftover Nourishment points, you will keep those nourishment points for the next 8 hours. If at any point you have 5 or more nourishment points you gain the Slowed Condition as you are overfed.
Drinking: a drink item will provide an amount of Hydration points dependent on the Drink item drank. For each Hydration point you gain you may reduce your Dehydration by one. If you have no Dehydration points and you gain or have leftover Hydration points, you will keep those Hydration points for the next 8 hours.
Note; you may not consume more then your constitution score in Hydration and Nourishment points in any single 6 hour time frame.
Omni Radiation
Omni Radiation is not Damage it is rather accumulated over time and remains until healed.
Each time a character accumulates 1 or more points of Omni Radiation, check to see if their current Radiation total exceeds a multiple of their Constitution score (e.g. 1 × Constitution score, 2 × Constitution score, etc.), they must make a Constitution save throw. The highest multiple exceeded by the total radiation accumulated to date determines this save’s DC, as shown on Table see below. With failure, the character suffers the listed condition. If you should fall below a threshold, you loose that level of Iradiation though any mutations gained from that level become inert, if the mutation has a physical appearance that remains but often has a shriveled or sickly look to it.
Threshold | DC | Radiation Level |
---|---|---|
25 | 10 | Level 1 |
50 | 15 | Level 2 |
100 | 20 | Level 3 |
250 | 25 | Level 4 |
500 | 30 | Level 5 |
1000 | 35 | Level 6 |
Irradiated Condition
Irradiated Level 1
- gain a +1 on all Saves and Skill checks made using one random Attribute.
- you suffer a -1 on all Saves and Skill checks made using one random Attribute.
Irradiated level 2
- You gain an additional +1 on all Saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- You suffer an additional -1 on all saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- When you reach this level of Irradiated you must roll a D100 on a 25% or less, you gain one additional Mutation.
- Your character becomes a beacon of radiation Creature within 5ft of you gain 1 Radiation per round.
Irradiated level 3
- You gain an additional +1 on all Saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- You suffer an additional -1 on all saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- When you reach this level of Irradiated you must roll a D100 on a 50% or less, you gain one additional Mutation.
- Your character becomes a beacon of radiation Creature within 5ft of you gain 1d4 radiation per round.
- Gain Resistance to Poison damage
- Gain Vulnerability to Chemical
Irradiated level 4
- You gain an additional +1 on all Saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- You suffer an additional -1 on all saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- When you reach this level of Irradiated you must roll a D100 on a 75% or less, you gain one additional Mutation.
- Your character becomes a beacon of radiation, Creature within 5ft of you gain 1d4 radiation per round and creatures 5-10ft gain 2d4 radiation per round.
- Gain Immunity to Poison damage
- Gain Vulnerability to Fire
Irradiated level 5
- You gain an additional +1 on all Saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- You suffer an additional -1 on all saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- When you reach this level of Irradiated you must roll a D100 on a 100% or less, you gain one additional Mutation.
- Your character becomes a beacon of radiation Creature within 5ft of you gain 2d4 radiation per round and creatures between 5-10 3d4 radiation per round.
- Gain DR 10 Poison damage
- Gain Vulnerability to Plasma
Irradiated level 6
- You gain an additional +1 on all Saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- You suffer an additional -1 on all saves and skill checks made using another random Attribute, this may be the same if the same attribute was rolled.
- When you reach this level of Irradiated you must roll a D100 on a 100% or less, you gain one additional Mutation.
- Your character becomes a beacon of radiation Creature within 5ft of you gain 4d4 radiation per round, creatures between 6-10ft 3d4 radiation per round and 11-15ft is 2d4 radiation per round.
- Gain DR 20 Poison damage
- Gain Vulnerability to Necrotic
Chapter 6
Cybernetics
Chapter 6 (Cybernetics)
There are all sorts of different Augmetics each takes up different locations on you body and some may require Prerequesits like being a construct or needing a specific Cybernetic Augmetic. Some others are a pair meaning that it will occupy both hands for example. Be mindful of what mods your taking and weather or not they will take up the same slot, talk to you DM about your options.
Cybernetic Augmentations are taken in levels like Training programs.
Cybernetic Augmetations
One a Cybernetic is acquired, any individual that is proficient in Medicine, Science and Technology Skills as well as Surgical tools, Tech Equipment and Artificers Equipment, may attempt to install a Cybernetic augmentation. This requires the Phyisical Augmentation and a number of hours to install it. Then a number of long rests (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number days after recovery (consult GM), as your body gets accustomed to the new part.
This Procedure must be done by anyone that is proficient with all the required skills, we will call them the "Cyber Doc". you may have a team of individuals preform this Procedure as long as all the Skill and tool Proficiency are Present in the "Team", this team may not be more then 4 people in total. For a Cyber Doc to preform the Procedure they or the team must have between them a set of Artificers Equipment, a set of Technology Equipment, Surgical Equipment and a Healing Stim or a like Item and at least a first aid kit. Alternatively if a member of the team can heal in some way, they can replace the requirement of the healing Stim.
The Procedure is treated just like creating an Intricate Skill Challenge, using the Medicine, Technology, Science, Surgical Equipment Technology Equipment skills and Artificers Equipment.
If the initial Procedure is failed a Complex Skill Challenge must be done directly after, using the Medicine, Technology, Science, Surgical Equipment, Technology Equipment, skills. this challenge will have a difficulty modifier equal to the difference between 11 and the total number of successes you had in the first challenge.
If this second challenge is failed the installation of the cybernetic is failed and the patient will have double the recovery. during this time the patient will not benefit from any of the Augmentations that where attempted to be changed or installed. After recovery you may attempt the installation again.
Augmentation Slots
Here is a list of the Augment slots and how many each may have.
Augmentation Slots
- Head: 4
- Nero: Maximum Varies
- Chest: 4
- Back: 2
- Arms: 2 on each side
- Hands: 3
- legs: 2, on each side
- Feat: 3
- Dermal/Exo: 6
- Spinal: 2
- Anotomic: 6
Augmetics Save DC = 8 + your proficiency bonus + your Intelligence bonus
Augmetics Attack Modifier = your proficiency bonus + listed bonus or Intelligence bonus
Ascension to the Machine:
If at any point a non Construct, Has the following Cypernetics they count themselves as a construct;
- Cybernetic Skull lvl 1,
- Nero harness lvl 1,
- L/R Machine arms lvl 1,
- L/R machine legs lvl 1,
- L/R Bionic Hands lvl 1,
- L/R Bionic Feat lvl 1,
- Titanium plate chest lvl 1,
- Titanium plate Back lvl 1,
- Organ Replacements lvl 5,
- Bionic Respiratory System lvl 4,
- Bionic Heart lvl 1
- Sealed Exo frame lvl 2.
they will now count as a Construct, constructs cannot benefit from Biological healing and abilities only healing intended for a Vehicles or constructs. Furthermore you have vulnerability to Electrical Damage and have disadvantage on saving throws against effects that deal electrical damage.
If at any point a non Construct gains 12 or more of the above needed Cybernetic levels you will become Cyborg, this places you in a state of half machine and half Mortal, you may gain the benefits of healing from both Bio and Construct healing sources, though you only gain half the value of any healing that is not healing from the use of your hit dice. Furthermore you have disadvantage on saving throws against effects that deal Electrical damage.
Head Augmetics
You may have up to 2 Head Augmetics.
Cybernetic Skull
- Level 1: You Gain advantage on any ability, save or skill test against the effects of being Knocked unconscious by any means getting bludgeoned or receiving a Head injury as well.
- Level 2: Gain Resistance to Stun damage
- Level 3: You become Immune the effects of being Knocked unconscious by any means getting bludgeoned or receiving a Head injury.
- Level 4: Gain Immunity to Stun damage.
Nero Harness
- Level 1: You may now have an amount of Nero upgrades Equal to your Intel bonus +1.
- Level 2: You may now have an amount of Nero upgrades Equal to your Intel bonus +2.
- Level 3: You may now have an amount of Nero upgrades Equal to your Intel bonus +3.
- Level 4: You may now have an amount of Nero upgrades Equal to your Intel bonus +4.
Active Sensor Tracking
Prerequisites: Must have an Cybernetic Skull Level 1 or be a Construct.
- Level 1: When you are attacked you may as a reaction make one attack with a weapon at that target. You may use this feature A number of times equal to your Wisdom bonus, you regain all uses of this cybernetic after you complete a long rest
- Level 2: you regain uses after a short rest instead.
- Level 3: This become Usable Once per short rest even if you have no uses avaliable.
Intelligence Core
Prerequisites: Must have an Cybernetic Skull level 1 or be a Construct.
- Level 1: Permanently gain a +1 to you Intelligence, to a max of 26.
- Level 2: Permanently gain a +1 to you Intelligence, to a max of 26.
- Level 3: Permanently gain a +1 to you Intelligence, to a max of 26.
- Level 4: Permanently gain a +1 to you Intelligence, to a max of 26.
Evasion Matrix
Prerequisites: Must have an Cybernetic Skull level 1 or be a Construct.
- Level 1: Gain a +1 AC.
- Level 2: You can nimbly dodge out of the way of certain area effects, such as a grenade or a Rocket explosion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Level 3: You may dodge as a bonus action.
Audio Filter
- Level 1: Gain Resistance to Sonic Damage.
- Level 2: gain advantage on all roll against the defend condition.
- Level 3: Gain Immunity to Sonic Damage.
- Level 4: Gain DR 5 against Sonic Damage.
Night Vision
- Level 1: Gain darkvision in a radius of 60ft.
- Level 2: Increase your darkvision by +30ft.
- Level 3: Increase your darkvision by +30ft.
- Level 4: Increase your darkvision by +30ft.
Sensory Array
Prerequisites: Must have an Cybernetic Skull or be a Construct.
- Level 1: Gain blindsight in a radius of 10ft.
- Level 2: Increase your blindsight by +10ft.
- Level 3: Increase your blindsight by +10ft.
- Level 4: Increase your blindsight by +10ft.
Scryers Node
Prerequisites: Must have an Cybernetic Skull or be a Construct.
- Level 1: Gain 3 reception discs located in a small compartment on your head and a receiver as well. The disc is about the size of a dime and can be placed where required by either placing or throwing or any similar action. Whilst placed, they constantly transmit all sounds up to 100ft and images within 50ft in a frontal direction, following normal rules for vision and sound. As long as the receiver is within 1000ft of the disc, these sounds and images can be viewed by you or through the receiver if you have a Cyber Jack.
- Level 2: you now have 5 discs. Discs now have a sound range of +100ft and vision at +50ft, the disc will transmit up to 2000ft to the receiver. and now has darkvision.
- Level 3: you now have 10 discs. Discs now have a sound range of +100ft and vision at +50ft, the disc will transmit up to 2000ft to the receiver. and now has darkvision.
Reactive Eye shields
- Level 1: Gain resistance to Flash Damage.
- Level 2: gain advantage on all roll against the Blinded condition.
- Level 3: Gain Immunity to Flash Damage.
- Level 4: Gain DR 5 against Flash Damage.
Retinal Targeters
- Level 1: Gain a +1 bonus on all attacks and damage rolls with ranged weapons and a +1 to all the DC of ranged weapons that use a DC.
- Level 2: All Ranged weapons gain a bonus to there range equal to a .25 multiplier.
- Level 3: Gain an additional +1 bonus on all attacks and damage rolls with ranged weapons and a +1 to all the DC of ranged weapons that use a DC.
- Level 4: All Ranged weapons gain an additional bonus to there range equal to a .25 multiplier being a total of .5.
Nero Augmetics (Maximum Varies)
You must be Construct or have the Nero Harness Augmetic which is a Head Augmetic that allows you to have Nero Augmetics, See description.
Satistics Generator
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Permanently gain a +1 to you Wisdom to a max of 26.
- Level 2: Permanently gain a +1 to you Wisdom to a max of 26.
- Level 3: Permanently gain a +1 to you Wisdom to a max of 26.
- Level 4: Permanently gain a +1 to you Wisdom to a max of 26.
Emotion Enhancement
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Permanently gain a +1 to you Charisma to a max of 26.
- Level 2: Permanently gain a +1 to you Charisma to a max of 26.
- Level 3: Permanently gain a +1 to you Charisma to a max of 26.
- Level 4: Permanently gain a +1 to you Charisma to a max of 26.
Active Combat Protocols
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain advantage in one melee attack, Once used you regain the use after
- Level 2: You may make one attack with a Melee weapon as a bonus action on your turn.
- Level 3: you may gain advantage on one melee attack, twice between rests.
- Level 4: You may take this a second time gaining a second attack on that bonus action.
Drone Nero link
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You gain a in built Drone Nero Link, See the Drone Nero Link, Advance Machinists Equipment Schematic in the Omni apocalypse crafting manual.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Advanced Reflex Nodes
Prerequisites: Nero Harness, or be a Construct.
- Level 1: -.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Precision Combat Module
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a +2 damage to all melee weapon attacks and damage rolls.
- Level 2: Gain a +1 to all melee weapon attacks rolls.
- Level 3: Gain an additional +2 damage to all melee weapon attacks rolls.
- Level 4: Gain an additional +1 to all melee weapon attacks rolls.
Language Modulator
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You gain training level 4 in language Training in 5 languages of your choice.
- Level 2: You gain Level 5 language training in the 5 chosen languages from level 1.
- Level 3: You gain training level 4 in language Training in 5 additional languages of your choice.
- Level 4: You gain Level 5 language training in the additional 5 chosen languages from level 3.
Situational Awareness module
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a +1 bonus to all perception skill tests and a +2 bonus to your passive perception, this is active even when resting.
- Level 2: Gain an additional +1 bonus to all perception skill tests and a +2 bonus to your passive perception.
- Level 3: Gain an additional +1 bonus to all perception skill tests and a +2 bonus to your passive perception.
- Level 4: Gain an additional +1 bonus to all perception skill tests and a +2 bonus to your passive perception.
- Level 5: Gain an additional +1 bonus to all perception skill tests and a +2 bonus to your passive perception.
Central Processor
Prerequisites: Nero Harness, or be a Construct.
- Level 1: The duration of blinded, deafened, paralyzed and stunned is halved for you (Minimum 1).
- Level 2: You have advantage on saving throws to end or resist these conditions.
Memory Matrix
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You always know which way is north.
- Level 2: You always know the number of hours left before sunset or sunrise.
- Level 3: You can accurately recall anything you have seen or heard within the past month.
Central Intelligence Core
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain one level of training in any one Physical or Mental Skill Training of your choice.
- Level 2: Gain one level of training in any one Physical or Mental Skill Training of your choice.
- Level 3: Gain one level of training in any one Physical or Mental Skill Training of your choice.
- Level 4: Gain one level of training in any one Physical or Mental Skill Training of your choice.
Damage/Pain Responce Sypithizer
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a damage reduction of 1 against all damage sources.
- Level 2: Gain an additional 1 damage reduction against all damage sources.
- Level 3: Gain an additional 1 damage reduction against all damage sources.
- Level 4: Gain an additional 1 damage reduction against all damage sources.
- Level 5: Gain an additional 1 damage reduction against all damage sources.
Turing Program
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You have +2 bonus on all checks made to detect the presence of secret doors or traps, as well as on savings throws made to avoid or resist traps.
- Level 2: Gain an additional +2.
- Level 3: Gain an additional +2.
- Level 4: Gain an additional +2.
- Level 5: Gain an additional +2.
Universe Manipulator
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You have 1 Charge of this feature. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one Charge to roll an additional d20. You can choose to spend one charge after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one charge when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a charge of this Cybernetic or similar effect to influence the outcome of a roll, the points cancel each other out, no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
- Level 2: You now have 2 charges.
- Level 3: You now have 3 charges.
- Level 4: You regain all uses after a short rest.
Analysis Enhancement
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You can attempt to hide when you are lightly obscured.
- Level 2: Gain advantage on stelth rolls made to hide.
- Level 3: missing an attack from hiding doesn't reveal your position.
Audio Recorder
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You gain the ability to play back any word or single sound you have heard and committed to a bank of 5 words and sounds.
- Level 2: The bank is 10 and it may be a sentence or audio clip about 6 seconds long.
- Level 3: The bank is 15 and it may be a sentence or audio clip about 1 minute long.
- Level 4: The bank is 20 and it may be a sentence or audio clip about 5 minute long.
Emotional Alignment
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You a +2 bonus on saving throws to resist being Charmed or Frightened.
- Level 2: You gain an additional +2 bonus.
- Level 3: You gain an additional +2 bonus.
- Level 4: You gain an additional +2 bonus.
- Level 4: You gain an additional +2 bonus.
Drama Matrix
Prerequisites: Nero Harness, or be a Construct.
- Level 1: You gain a + 1 on all Deception and Performance checks.
- Level 2: You gain an additional + 1 on all Deception and Performance checks.
- Level 3: -.
- Level 4: -.
Camaraderie Core
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Any allies within 30ft of you who take a short or long rest with you gain temporary hit points equal to half your level these last until they complete a long rest.
- Level 2: the amount of temp hit point given is now equal to your level.
- Level 3: the amount of temp hit point given is now equal to your level x 1.5.
- Level 4: the amount of temp hit point given is now equal to your level x 2.
Cerebral Enhancement
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a + 1 to all Intelligence Saves and skill checks made.
- Level 2: Gain an additional + 1 to all Intelligence Saves and skill checks made.
- Level 3: Gain an additional + 1 to all Intelligence Saves and skill checks made.
- Level 4: Gain an additional + 1 to all Intelligence Saves and skill checks made.
- Level 5: Gain an additional + 1 to all Intelligence Saves and skill checks made.
Will Enhancement
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a + 1 to all Wisdom Saves and skill checks made.
- Level 2: Gain an additional + 1 to all Wisdom Saves and skill checks made.
- Level 3: Gain an additional + 1 to all Wisdom Saves and skill checks made.
- Level 4: Gain an additional + 1 to all Wisdom Saves and skill checks made.
- Level 5: Gain an additional + 1 to all Wisdom Saves and skill checks made.
Emotional Tracing Unit
Prerequisites: Nero Harness, or be a Construct.
- Level 1: Gain a + 1 to all Charisma and skill checks Saves made.
- Level 2: Gain an additional + 1 to all Charisma and skill checks Saves made.
- Level 3: Gain an additional + 1 to all Charisma and skill checks Saves made.
- Level 4: Gain an additional + 1 to all Charisma and skill checks Saves made.
- Level 5: Gain an additional + 1 to all Charisma and skill checks Saves made.
Advanced Battle Directory
Prerequisites: Nero Harness, or be a Construct and an intelligence of 12 or higher.
- Level 1: In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.
While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:
Gain a bonus on Dexterity Checks and Dexterity Saving Throws equal to you intelligence bonus.
When you make a Ranged weapon Attack or a dexterity based melee weapon attack, you gain a bonus to the damage rolls equal to your intelligence bonus.
You gain a Damage reduction to all damage types with the exception of Flash, Sonic, Sonic and Subdual equal to your Intelligence bonus.
you may use the Dash as a bonus action.
Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.
Once you have battle focused the, you must finish a Long Rest before you can Battle focus again.
- Level 2: You may make one range attack as a bonus action.
- Level 3: You gain one additional use of this cybernetic between rests.
- Level 4: You may Dodge as a bonus action.
- Level 5: You regain all use this feature after completing a short rests.
Chest Augmetics
You may have 2 Chest Augmetics
Endurence Core
- Level 1: Permanently gain a +1 to you Constitution to a max of 26.
- Level 2: Permanently gain a +1 to you Constitution to a max of 26.
- Level 3: Permanently gain a +1 to you Constitution to a max of 26.
- Level 4: Permanently gain a +1 to you Constitution to a max of 26.
Titanium Plate
- Level 1: Gain +1 AC when in light or no armor.
Reactive Shield
Prerequisites: Titanium Plate or be a Construct.
- Level 1: As a reaction, when you are attacked, you can increase your AC by 1, this last until the end of you next turn. You can use this ability once per long rest.
- Level 2: the AC increases is now 3 and you can use this ability one additional time per rest.
- Level 3: the AC increases is now 5 and you can use this ability one additional time per rest.
- Level 4: You now regain all uses of this feature after you complete a short rest.
Grappler Core
- Level 1: You may make a grapple action as a bonus action.
- Level 2: You gain advantage on attack rolls against a creature you are grappling.
- Level 3: once per turn when making attacks against a grappled creature, you gain an additional damage equal to half your level (Minimum).
- Level 4: Gain advantage on attacks against creatures grappled by you.
- Level 3: once per turn when making attacks against a grappled creature, you gain an additional damage equal to your level.
Healing Matrix
- Level 1: Gain an inbuilt First aid kit with 3 charges per long rest. Each charge can be used to automatically stabilize a dying creature or restore 1d6+4 hit points. A target can only be healed once per short or long rest with this kit.
- Level 2: You now have 5 charges and can heal 2d6+8.
- Level 3: You now can heal 3d6+12.
- Level 4: You now can heal 4d6+16.
- Level 5: You now can heal 5d6+20.
Nano Bionics
Prerequisites: must be a Construct.
- Level 1: You may now naturally heal any injury .
- Level 1: A character with bionics may as a bonus action make a Constitution ability check DC 15 on a pass you may end one Short Circuit condition on itself. This does not work if you are unconscious.
- Level 2: you may attempt to end a Critical failure instead of a Shot circuit with a Constitution ability check DC 20 .
- Level 3: you may cure a Short Circuit with no test needed and you gain advantage on the save to cure a Critical Failure you.
- Level 1: this feature may be used once per turn as a free action.
Back Augmetics
You may only have 2 back Augmetic.
Adamantine Plate
- Level 1: Gain +1 AC when in light or no armor.
Intergrated Grav Chute
Prerequisites: Adamantine Plate (back) or a Construct.
- Level 1: As a reaction while falling, this may be activated to slow descent speed to 10 ft per round or hover and remove falling damage. You can hover or control a fall for up to one hour. You can recharge the Grav-Chute’s solar battery by leaving it in sunlight for one hour.
- Level 2: You no longer requires a reaction to slow descent and remove falling damage.
Flanking Sensor
- Level 1: Enemies do not have advantage against you as a result of the being flanked or other similar effects.
- Level 2: Enemies do not have advantage against you as a result of the being being unseen.
- Level 3: You may no longer be surprised.
Flight Jets
Prerequisites: Titanium Plate (back) or a Construct.
- Level 1: Gain a fly speed equal to your movement speed. Combination of physical materials and energy based projections. Must be activated as a bonus action before being able to use. After 5 rounds of constant use, they begin to overheat and become inoperable you can vent as an action to remove the overheating effect, you may end this early as a bonus action. If you are in a Zero gravity environment you do not overheat.
- Level 2: You may vent as a bonus action
- Level 3: you may fly for 10 rounds.
Arm Augmetics
You may have 2 Augments on each arm.
Machine Arm (May have one per arm)
- Level 1: permanently gain a +1 to your Strength to a max of 26.
- Level 2: permanently gain a +1 to your Strength to a max of 26.
Titanium Plate:
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: Gain +1 AC when in light or no armor.
Enhanced Arm Servos
Prerequisites: Must Have a Machine Arm Level 2 or better, or be a Construct.
- Level 1: Gain 1D4 to damage rolls with melee weapons used by that arm. If you have this on both your left and right the bonus damage becomes 2D4 with Two-Handed melee weapons.
- Level 2: Gain a + 1 to all Melee attack rolls.
- Level 3: Gain 1D4 to damage rolls with melee weapons used by that arm. If you have this on both your left and right the bonus damage becomes 2D4 with Two-Handed melee weapons.
- Level 4: Gain an additional + 1 to all Melee attack rolls.
Grapple Arm
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: you have a hidden, one-handed retractable grappling hook inside your arm. This hook can attach to any surface and holds 60 feet of metallic cable. As a bonus action, you can attempt to attach the hook to any surface in range or reel the hook (bringing you to the attached surface) at a rate of 30ft per round. The attachment can support your weight, for example enabling you to end your turn on the ceiling.
You can attempt to Pierce and grapple a creature using the hook. make a range attack with proficiency if the attack hits, The target takes 1d8 piercing damage and must make a Strength saving throw (DC = 10 + Strength modifier + your proficiency bonus) and can repeat this save at the beginning of each of their turns. The target is grappled on a failed save and. On a success, the target is not grappled and only takes damage. As bonus action, you can pull the target towards you, this requires and occupies one free-hand whilst grappling and you cannot grapple creatures more than one size larger than you.
- Level 2: The cable is now 90ft long, reals you or the target in 40ft per round and grapple damage gains Potent (+).
- Level 3: The cable is now 120ft long, reals you or the target in 50ft per round and grapple damage gains + 1d8 damage.
- Level 4: The cable is now 150ft long, reals you or the target in 60ft per round and grapple damage gains Potent (++).
Arm Blade
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: Allows you to hide a one-handed, retractable blade inside your arm. It deals 1d6 slashing damage and has the light and Finesse weapon properties. No action is required to extend or retract the weapon.
- Level 2: The damage is now 1d8.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage is now 1d10.
- Level 5: The Weapon gains the Potent (++) weapon property.
Arm Spike
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: You to hide a one-handed, retractable Spike inside your arm. It deals 1d6 Piercing damage and has the light and Finesse weapon properties. No action is required to extend or retract the weapon.
- Level 2: The damage is now 1d8.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage is now 1d10.
- Level 5: The Weapon gains the Potent (++) weapon property.
Shock Goad
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: You to hide a one-handed, retractable tazer inside your arm. It deals 1d4 Lightning damage and has light, finesse and Stunning (Equal to level of Shock Goad) weapon properties. No action is required to extend or retract the weapon.
- Level 2: The damage is now 1d6.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage is now 1d8.
- Level 5: The Weapon gains the Potent (++) weapon property.
Net Launcher
Prerequisites: Must Have a Machine Arm, or be a Construct.
- Level 1: You hide a retractable net launcher inside your arm. As an action, you can fire a pre loaded net, Extending and retracting this weapon is a part of the action used. Each creature wholly within a 10ft cube must make a dexterity save, on a failure that creature is restrained within the net. The net requires a DC 14 Strength check to break or a 15 slashing damage.
- Level 2: the Net now require a DC 16 Strength check to break or 30 slashing damage to destroy.
- Level 3: the Net now require a DC 17 Strength check to break or 45 slashing damage to destroy and gains resistance to slashing damage.
- Level 4: the Net now require a DC 18 Strength check to break or 60 slashing damage to destroy and gains Immunity to slashing damage.
Hand Augmetics
You may have 2 hand augmetics on each hand.
Bionic Hand
- Level 1: Your fist are now weapons you are proficient with, they deal 1d4 bludgeoning damage and has light and Finesse weapon properties. No action is required to extend or retract the weapon.
- Level 2: The damage is now 1d6.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage is now 1d8.
- Level 5: The Weapon gains the Potent (++) weapon property.
Articulated Phalangies
Prerequisites: Must have Bionic Hand, Machine arm or be a Construct.
- Level 1: Permanently gain a +1 to you Dexterity to a max of 26.
- Level 2: Permanently gain a +1 to you Dexterity to a max of 26.
Fire Flux
Prerequisites: Must have Bionic Hand and a Machine arm on the same side or be a Construct.
- Level 1: Your hand and arm is now a weapons you are proficient with, it deals 2d6 fire damage and has Ammunition\ 5 Charges = 1/4 gal Promethium, Extensive Action, one-handed, Pistol, Light, Engulf (10ft)
- Level 2: The damage Increases by 2d6 and the range by 5ft.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage Increases by 2d6 and the range by 5ft.
- Level 5: The Weapon gains the Potent (++) weapon property.
Cryo Flux*
Prerequisites: Must have Bionic Hand and a Machine arm on the same side or be a Construct.
- Level 1: Your hand and arm is now a weapons you are proficient with, it deals 2d6 Cryo damage and has Ammunition\ 5 Charges = 1/4 gal Promethium, Extensive Action, one-handed, Pistol, Light, Engulf (10ft)
- Level 2: The damage Increases by 2d6 and the range by 5ft.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage Increases by 2d6 and the range by 5ft.
- Level 5: The Weapon gains the Potent (++) weapon property.
Bolt Gauntlet
Prerequisites: Must have Bionic Hand and a Machine arm on the same side or be a Construct.
- Level 1: Your hand and arm is now a weapons you are proficient with, it deals 2d6 Electric damage and has Range 10ft (4), One-handed, Reloading, Ammunition 10/Arch Pack, Rate of Fire (SS), Pistol, Misfire (1).
- Level 2: The damage Increases by 1d6 and the range by 5ft.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage Increases by 1d6 and the range by 5ft.
- Level 5: The Weapon gains the Potent (++) weapon property.
Plasma Blaster
Prerequisites: Must have Adamantine Fists, Machine arm or be a Construct.
- Level 1: Your hand and arm is now a weapons you are proficient with, it deals 2d6 fire damage and has Ammunition\ 5 Charges = 1/4 gal Promethium, Extensive Action, one-handed, Pistol, Light, Engulf (10ft).
- Level 2: The damage Increases by 2d6 and the range by 5ft.
- Level 3: The Weapon gains the Potent (+) weapon property.
- Level 4: The damage Increases by 2d6 and the range by 5ft.
- Level 5: The Weapon gains the Potent (++) weapon property.
Hydraulic Ram
Prerequisites: Must have Bionic Fists level 1 or better and a Machine arm level 1 or better or be a Construct.
- Level 1: on each successful unarmed attack you may attempt to push a target. you may use your bonus action to push the target 5ft for large targets, 10ft for medium and 15ft for small in the direction you are traveling, if they are pushed of an edge, the target makes a dex or strength save DC 8 + your STR + Proficiency. If an enemy collides with a wall or hard surface after moving due to this, they take 1d4 damage for each 10ft traveled. If they travel at least 30ft, they must make a Constitution saving throw (DC 8 + Constitution modifier + your proficiency bonus) or be stunned for 1 round.
- Level 2: on a failed save the target is Knocked prone as well
- Level 3: Increase the push distance By 5ft.
Energy Snare
Prerequisites: Must have Bionic Fists level 1 or better and a Machine arm level 1 or better or be a Construct.
- Level 1: When a ranged weapon attack hits you, you can use your reaction to activate the energy Sners and reduce the damage by 1d6 + your level. If you reduce the damage to 0, the missile disintegrates.
- Level 2: The damage is now reduced by 2d6 + your level.
- Level 3: The damage is now reduced by 2d6 + your level.
- Level 4: The damage is now reduced by 2d6 + your level.
Leg Augmetics
You may have a Maximum of 2 Leg augmetics on each leg,
Machine leg (one per leg)
- Level 1: Permanently gain a +1 to your Strength to a maximum of 26.
- Level 2: Permanently gain a +1 to your Strength to a maximum of 26.
Titanium Plate
Prerequisites: Must have a Machine leg, or be a Construct.
- Level 1: Gain +1 AC when in light or no armor.
Enhanced leg Sevos (Pair counts as 2 leg slot)
Prerequisites: Must have 2 Machine legs, or be a Construct.
- Level 1: Gain a +2 bonus on all Athletics and Acrobatics skill checks when using your legs.
- Level 2: Gain an additional +2 bonus.
- Level 3: Gain an additional +2 bonus.
- Level 4: Gain an additional +2 bonus.
- Level 5: Gain an additional +2 bonus.
Advanced Propulsion System (Pair counts as 2 leg slots)
Prerequisites: Must have 2 machine legs, or be a Construct.
Level 1: You can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start..
Level 2: once per round you may jump of a point that has no physical point, meaning you can jump of a point that is suspended in the air.
Level 3: you gain the ability to move up, down, and across vertical surfaces but not upside down or along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Level 4: You may as a bonus action hold you current elevation and move forward in any direction from your current position for an amount of rounds equal to your Dexterity modifier, after that duration you start to descend slowly at a rate of to 60 feet per round until it lands taking no falling damage and can land on its feet. You can not use this feature again until you have been grounded for 1 full round.
Level 5: Like level 2 but you may connect with a second additional point or contact.
Heavy support Tracks (Pair counts as 2 leg slots)
Prerequisites: Must have 2 machine legs lvl 1, or be a Construct.
- Level 1: You may Ignore Heavy weapon property though you have a -20ft movement speed (minimum 5ft).
- Level 2: Your movement penalty in only -15ft
- Level 3: Your movement penalty in only -10ft
- Level 3: Your movement penalty in only -5ft
Feat Augmentations
You may have 2 foot augmetics on each foot
Articulated Locomotion
Prerequisites: Must have a Machine leg, or be a Construct.
- Level 1: Permanently gain a +1 to you Dexterity to a max of 26.
- Level 2: Permanently gain a +1 to you Dexterity to a max of 26.
Displacement Pads (Pair Counts as 2 foot slots)
Prerequisites: must have 2 machine legs or be a Construct.
- Level 1: Gain a climbing speed equal to your movement speed. Climbing does not require additional movement.
- Level 2: Gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 Dexterity saving throw is needed to avoid normal consequences.
- Level 3: you can now finish movement on such surfaces without the normal consequences (e.g. finish a turn standing on water)..
- Level 4: -.
Hydro Fins (Pair counts as 2 foot slots)
Prerequisites: must have 2 machine legs or be a Construct.
- Level 1: Gain a swim speed equal to your movement.
- Level 2: Increase your Swim Speed by an additional 20ft.
- Level 3: Increase your Swim Speed by an additional 20ft.
- Level 4: Increase your Swim Speed by an additional 20ft.
Gravity Anchors (Pair counts as 2 foot slots)
Prerequisites: must have 2 machine legs or be a Construct.
- Level 1: Can be activated as a bonus action, if this is done you may not be Knocked Prone, lifted off or pushed on a metal surface. When active reduce the character’s movement by 20ft to a minimum of 5ft, but allows him to move normally when in low or zero-gravity areas, provided there is a suitable metallic surface to walk upon.
- Level 2: Reduce the movement penalty by 10ft.
- Level 3: May be done as a Free action or reaction.
- Level 4: Reduce the movement penalty by 10ft.
Exo Augmetics
You may have up to 6 Exo Augmetics
Hardener Exo Skeleton
Prerequisites: must be a Construct or have all the following Cypernetics; Cybernetic Skull lvl 1, L/R Machine arms lvl 1, L/R machine legs lvl 1, L/R Bionic Hands lvl 1, L/R Bionic Feat lvl 1, Titanium plate chest lvl 1, Titanium plate Back lvl 1
- Level 1: Your HP Pool gains resistance to slashing, Piercing and Bludgeoning damage.
- Level 2: Your HP Pool gains immunity to slashing, Piercing and Bludgeoning damage.
- Level 3: Your HP Pool gains a damage reduction to your constitution bonus (minimum 1) to slashing damage.
Cerasteel Exo Skeleton
Prerequisites: must be a Construct or have all the following Cypernetics; Cybernetic Skull lvl 1, L/R Machine arms lvl 1, L/R machine legs lvl 1, L/R Bionic Hands lvl 1, L/R Bionic Feat lvl 1, Titanium plate chest lvl 1, Titanium plate Back lvl 1
- Level 1: Your HP Pool gains resistance to Fire Plasma and Acid damage.
- Level 2: Your HP Pool gains immunity to Fire and Plasma damage
- Level 3: Your HP Pool gains a damage reduction to your constitution bonus (minimum 1) to Fire and Plasma damage.
Insulated Exo Skeleton
Prerequisites: must be a Construct or have all the following Cypernetics; Cybernetic Skull lvl 1, L/R Machine arms lvl 1, L/R machine legs lvl 1, L/R Bionic Hands lvl 1, L/R Bionic Feat lvl 1, Titanium plate chest lvl 1, Titanium plate Back lvl 1
- Level 1: Your HP Pool gains resistance to Electrical and Cryo damage.
- Level 2: Your HP Pool gains immunity to Electrical and Cryo damage.
- Level 3: Your HP Pool gains a damage reduction to your constitution bonus (minimum 1) to Electrical and Cryo damage.
Sealed Exo Skeleton
Prerequisites: must be a Construct or have all the following Cypernetics; Cybernetic Skull lvl 1, L/R Machine arms lvl 1, L/R machine legs lvl 1, L/R Bionic Hands lvl 1, L/R Bionic Feat lvl 1, Titanium plate chest lvl 1, Titanium plate Back lvl 1
- Level 1: Your HP Pool gains True resistance to Poison and Radiation damage and you are Immune to the irradiated Condition.
- Level 2: Your HP Pool gains True Immunity to Poison and Radiation damage.
Active Camouflage (Counts as 2 slots)
- Level 1: Gain a +2 bonus on all sight based stealth checks. If after modifiers, you roll a 25 or higher, treated as if invisible and cannot be detected by sight. if the character Charges, Runs, or makes an Attack action, the effect immediately ends. GM Note: Because this Augmetic affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.
- Level 2: Gain an additional +2 on all sight based stealth checks.
- Level 3: Gain an additional +2 on all sight based stealth checks.
- Level 4: Gain an additional +2 on all sight based stealth checks.
- Level 5: Gain an additional +2 on all sight based stealth checks.
Anatomic Augmetics
You may have up to 6 Anatomic Augmetics
Nano-Fibres
Prerequisites: must be a Construct.
- Level 1: You gain +5ft movement.
- Level 2: standing up from being prone only uses 5 feet of movement.
- Level 3: You gain +5ft movement.
Ligament Upgrades
Prerequisites: must have 2 machine arms and 2 machine legs or be a Construct.
- Level 1: Gain a +2 bonus to all initiative rolls.
- Level 2: Gain an Additional +2 bonus to all initiative rolls.
- Level 3: Gain an Additional +2 bonus to all initiative rolls.
- Level 4: Gain an Additional +2 bonus to all initiative rolls.
- Level 4: Gain an Additional +2 bonus to all initiative rolls.
Organ Replacements
- Level 1: You gain True Resistance to ingested poison damage. You are Immune to all ingested diseases and your immune to the poisoned and Nauseated condition caused by ingestion.
- Level 2: You lose all hunger and Dehydration points you have and you no longer gain Hunger or Dehydration point, you may not benefit from any food or drink effects, nor do you have to urinate or defecate.
- Level 3: You gain True Immunity to ingested Poison damage.
- Level 4: You need only 4 hours of Sleep to count as a long rest.
- Level 5: You lose all Fatigue points and you no longer gain Fatigue points.
Hyper Shift
Prerequisites: Must be a Construct.
- Level 1: When you hit a target in melee with an attack, you may use your reaction to move instantaneously. When done you can move 5ft in any direction without provoking an attack of opportunity.
- Level 2: Increase the distance you can move by an additional 5ft.
- Level 3: Increase the distance you can move by an additional 5ft.
- Level 4: Increase the distance you can move by an additional 5ft.
Vital Regulator
- Level 1: Add a max Hit die to your Hit point Maximum. Furthermore you gain advantage on medicine checks made to learn about an ailment or malfunction you have. At level 10 you add one more Max Hit die to your Hit point Maximum.
- Level 2: Add one additional max Hit die to you hit point maximum.
- Level 3: Add one additional max Hit die to you hit point maximum.
- Level 4: Add one additional max Hit die to you hit point maximum.
Bionic Respiratory System
- Level 1: You gain True Resistance to inhaled poison and Radiation damage. You are Immune to all inhaled diseases and your immune to the poisoned and Nauseated condition caused from inhalation. Furthermore you gain advantage on saves made against being fitigued from running or reduce O2 levels.
- Level 2: Gain True Immunity To inhaled Poisons and diseases and gain True Immunity to all Inhaled radiation damage.
- Level 3: You now have Water Breathing.
- Level 4: you no longer need to Breath.
Strength Enhancement
- Level 1: Gain a + 1 to all Strength Saves and skill checks made.
- Level 2: Gain an additional + 1 to all Strength Saves and skill checks made.
- Level 3: Gain an additional + 1 to all Strength Saves and skill checks made.
- Level 4: Gain an additional + 1 to all Strength Saves and skill checks made.
- Level 5: Gain an additional + 1 to all Strength Saves and skill checks made.
Endurance Enhancement
- Level 1: Gain a + 1 to all Constitution Saves and skill checks made.
- Level 2: Gain an additional + 1 to all Constitution Saves and skill checks made.
- Level 3: Gain an additional + 1 to all Constitution Saves and skill checks made.
- Level 4: Gain an additional + 1 to all Constitution Saves and skill checks made.
- Level 5: Gain an additional + 1 to all Constitution Saves and skill checks made.
Response Enhancement
- Level 1: Gain a + 1 to all Dexterity Saves and skill checks made.
- Level 2: Gain an additional + 1 to all Dexterity Saves and skill checks made.
- Level 3: Gain an additional + 1 to all Dexterity Saves and skill checks made.
- Level 4: Gain an additional + 1 to all Dexterity Saves and skill checks made.
- Level 5: Gain an additional + 1 to all Dexterity Saves and skill checks made.
Bionic Heart
- Level 1: A character with a Bionic Heart may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness instead of rolling for a death saving throw, you automatically gain 1 HP.
- Level 2: you now regain HP equal to half your level (Minimum 1).
- Level 3: This may be done once be short rest.
- Level 4: you now regain HP equal to your level.
Heavy Frame
Prerequisites: must be a construct and cannot be taken with a booster
- Level 1: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
- Level 2: You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.
- Level 3: you now count as using 3 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
- Level 4: You now count as two sizes larger when determining your Carrying capacity and the weight you can push, drag, or lift.
Spinal Augmetics
You can have up to 2 Augmetic arms
Ballistic Augmetic arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: Gain 1 Ballistic Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation). This arm may have any one handed ranged weapon with the CQB property attached to it.
- Level 2: If you are medium or larger size, have the Large frame feature or Have the Heavy support Tracks cybernetic level 1 or better, You may now attach two-handed ranged weapons that dont have the Heavy, Mounted or long gun property.
- Level 3: If you are large or have the Large frame feature or Have Heavy support Tracks, you may now attach two-handed ranged weapons that dont have the Heavy or Mounted property.
- Level 4: If you are large or have the Large frame feature or Have Heavy support Tracks, You may now attach weapons with the Heavy or Mounted property.
Martial Augmetic arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: Gain 1 Martial Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation). This arm may have any 1 handed simple or martial Melee weapon.
- Level 2: You may now attach 2 handed Simple or Martial Melee weapon, that dont have the Large or Bulky weapon property.
- Level 3: You may now attach all Vibro and Chain weapons that dont have the Large or Bulky weapon properties.
- Level 4: You may now attach weapons with the Large or Bulky properties.
Manipulation Servo arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: Gain 1 Manipulation Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation). This arm can manipulate 1/2 your normal push, pull, or drag amount.
- Level 2: This arm can manipulate your normal push, pull, or drag amount.
- Level 3: This arm can manipulate 1.5 x your normal push, pull, or drag amount.
- Level 4: This arm can manipulate 2 x your normal push, pull, or drag amount.
Explorer Servo arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: -.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Effect: Gain 1x Explorer Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).
Medic Servo arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: -.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Effect: Gain 1x Medical Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).
Torture Servo arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: -.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Effect: Gain 1x Torture Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).
Maintenance Servo arm
Prerequisites: must have Titanium plate (back) or be a Construct.
- Level 1: -.
- Level 2: -.
- Level 3: -.
- Level 4: -.
Effect: Gain 1x Utility Augmetic arm, as listed in the Augmetic arms descriptions section of Chapter 6 (Cybernetic Augmentation).
Augmetic arms
Augmetic arm is the term used for a large assortment of bionic tentacle-like and robotic limb prosthetics also called "Bionic arms" used by many across the Wasteland. An Augmetic arm is used for construction and repair, maintenance tasks, scientific research and even defensive/offensive attack capabilities. Most Augmetic arms contain a number of tools, devices or weapons that are intended to serve the specific functions required by their use. An Augmetic arm is usually hard wired into the central nervous system of the owner and surgically attached to the spine, so that it is controlled by its user's mind using neural impulses just like a biological limb.
Augmetic arms are constructed from various metallic alloys and have many motors and actuators encased within their structures. A set of augmetic arms are normally much longer than the subjects natural limbs and possess multiple joints to allow maximum reach and flexibility.
Some, like the humans in the Autonous Union are known to possess and even eagerly seek out the implantation of Augmetic arms, and although they may often have only a single one of the Arms, it is possible to implant as many of the augmetic limbs as the human body's anatomy will allow but in most casses it is from 1 to 4, very few can withstand any more then that. ARC's and sentinels can also have Augmetic arms implanted so that they can assist in multiple duties at a time.
Augmetic arm action: An Augmetic arm action may be used in replace of an attack during the attack action, or you may use up to two Augmetic arm actions as a bonus action (one per augmetic arm).
Augmetic arm Descriptions
Ballistic Augmetic arm
This solid, shoulder mounted Augmetic arm is designed for self-defence. This 2ft mechanical limb is usually mounted with a pistol or rifle like weapon. In some cases this may be energy or even heavy weapons.
Effect As Augmetic arm action you may fire your Ballistic Augmetic arm, you use your intelligence bonus with proficiency to attacks and you add your intelligence bonus to damage rolls.
Martial Augmetic arm
This solid, shoulder mounted Augmetic arm is designed for self-defence. This 2ft mechanical limb is usually mounted with a knife, Axe or hammer like weapon. In some cases this may be Vibro or chain, even two handed weapons.
Effect As Augmetic arm action you may attack with your Martial Augmetic arm, you use your Dexterity bonus with proficiency to attacks and you add your Dexterity bonus to damage rolls.
Manipulator Augmetic arm
A Manipulator Augmetic arm, is possibly the most common form of Augmetic arm in use. This artificial limb is a great aid to those working in industrial or technical areas. This can be a powerful shoulder mounted Augmetic arm is designed for heavy lifting and the manipulation of industrial gear. Built of hardened Admantine and steel, or a sleek prehentsile arm useed for advanced surgery or artificing. This limb may extend to a length of 5ft.
The Manipulator arm is usually tipped with two sets of gripping pincers. The viscous gripping pincers can also tether the user to gantries or suitably heavy objects and may be used in combat to make melee attacks.
Effect Your new augmetic arm can perform any normal task that your biological arms can but are not proficient with any weapons or shields, it is however proficient in unarmed strikes.
As a Servo arm action you may make one unarmed strike with your Servo arm. The attack rolls for these strikes can use either your Strength or Dexterity modifier.
Exploration Augmetic arm
An Exploration Augmetic arm offers vast investigation and collection features to a Explorer and gather information with. This Specialized, extraordinarily delicate Augmetic arm and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples. These samples are then fed through a series of filters and processes all within specially built chambers.
Effect This Augmetic arm has a camera that can hold up to 10 hours of footage that can be played back for the owner or loaded on to a video screen of some type for exernal viewing. It also has 10 sample chambers, taking an Augmetic arm action to get a sample, this allows for full analysis of the chambers properties and market worth this is done during a short rest. In addition, as part of a backup system to flush out and sterilise the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed as a Augmetic arm action. This Augmetic arm also contains a built in Life form scanner, Ore detector, clock, Flash light, Lamp and compass, spread throughout the limb.
Augmetic Harness (Powerframe only)
A Servo Pack is a special type of augmetic aid often used on power frames. this special Power frame pack consists of many 4 mechanical limbs and weapons. With it, the wearer can make many repairs on any type of vehicle, shore up defences, or assist his legionnaires in combat.
Unlike other Augmetic arm, a Augmetic Harness is attached to a Power frame in replace of its original Power pack. It is controlled through the armors systems, it is not permanently or surgically implanted into the wearers body but more of a Power frame upgrade. This reduces the power frames energy life by half.
Effect Counts as 2x Manipulator Augmetic arm, 2x Ballistic Augmetic and this makes your size is now large.
Medical Servo arm
This two metre long, flexible artificial limb is designed to provide medical and surgical assistance in the field. The Medic Augmetic arm houses 5 injectors, each one may be filled with one dose of healing Medicines. These must be supplied and replaced separately. In addition to providing first aid, the Medic Servo arm flesh staplers may be used to staunch blood loss. A small scalpel attachment reduces the difficulty of limb amputation.
Effect You gain a Medi pack with 5 uses, these must be supplied and replaced separately during a short rest. as a servo arm action and one use of the medi-pack you may use the Spare the dieing cantrip. Furthermore with one use of the Medi pack you can use a servo arm action to restore 2d6 + 4 hit points to a creature within 5ft. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Torture Augmetic arm
Employed by evil and hateful Forces, a Torture Augmetic arm is made of thin, dextrous, 5ft long tubes of metal tipped with a variety of fascinating needles and blades.
just like the Medic Augmetic arm this houses six injector pistons, each may be filled with one dose of a poison or necrotic concoction, and must be supplied and replaced separately.
Effect This acts the same as a Medic Augmetic arm but you may choose to fill any of the 5 injectors with either a does of a poison or necrotic serum. Allowing you to use one use of the poison or necrotic serum in this Augmetic arm to make a melee attack against a target within 5ft of you, have Proficiency with the Attack and it deals 2d6 + Intel bonus Poison or Necrotic damage.
If you hit a creature with this it must make a con save DC 15 or be Poisoned for 1 min, they may take the test again at the end of each of there turns. if you fail to hit the use of poison is not consumed.
Maintenance Servo arm
This two meter long mechanical limb houses a variety of tools and attachments designed to assist a Mechanic in the course of his duties. The limb also houses 5 patching kits, each filled with one spare welding supply wires and oils, these must be supplied and replaced separately. In addition to this, the artificial limb contains an electrically powered welder, which can be used to weld the patches and counts as having wielders Tools and Maintenance Tools. it also generates one "blast" of smoke every 15 minutes. This belches smoke clouds that may be employed in melee combat to distract and choke, affecting all living creatures within a 5ft radius. Those affected by the billowing smoke must rely on their sense of smell to detect the servo arm user. Also useful in combat is the cutting blade found at the end of one tip, which is similar to a knife blade.
Effect You gain a Maintenance Kit with 5 uses, these must be supplied and replaced separately during a short rest. as a servo arm action and one use of the Maintenance Kit you may use the Spare the dieing cantrip on a vehicle or construct. you may also use one use of the Maintenance Kit and a servo arm action to restore 2d6 + 8 hit points to a vehicle or construct within 5ft, plus additional hit points equal to the targets maximum number of Hit Dice. The target can't regain hit points from this feat again until it finishes a short or long rest.
Furthermore you may as a bonus action to cause a plume of smoke to surround you for 1d4 rounds, Creatures in the smoke are Blinded and Ranged attack against you or anyone in the radius of the smoke have disadvantage, this also applies when a creature is shooting through the smoke as well. You regain use of this after 1 hour.
Chapter 7
Mutations
Biological and Genetic Modifications
those that specializes in Bio genetic science and the study of mutated life are known as a "Gene Splicer" or "Splicers" they commonly study biological systems and mutations, those of the mutant in order to defeat them, those of the human body in order to improve it.
These Mods are for Human and cyborgs. They can only be installed by a Gene Slicer. This requires some time in hours and the genetic materials (consult GM) to create the modifacation and a number of hours to apply it. Then a number of long rests (consult GM) to recover. You also suffer 1 or more levels of exhaustion for a number of days after recovery (Consult GM), as your body gets accustomed to the new part.
Performing this Proccedure requires Medicine check, the DC for this check is equal to 15 plus twice the number of modifacations you are attempting to change or install. On a failed check, you are unsuccessful in your efforts and must make an additional check to attempt to fix your original modifications.
The DC to fix a modifacation is 20, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the check after a long rest.
Very similar to your human self, you are now a mutated version of what you once where. The cause of Mutation varies, but most commonly seen in the major Metros, due to Chemical, Viral exposure as well as exposure for sustained periods to intense Nuclear or Radiological materials in or around a Blast Zone or Waistland.
Gene Modifications Effects
Due to the common misunderstanding and fear around mutation and the uneven availability of technology across the Post Omni Apocalypse, the sophistication and use of Bio modifications varies widely, as does the reaction to those who display them. Each different kind of bio modification grants the user different benefits (and sometimes penalties) as detailed below.
Adaptive Bone Marrow
With the administrations of a skilled Gene Slicer, bone marrow can be recoded to produce stem cells at a much higher rate, significantly improving the body's efficiency at healing.
Effect: When applying healing to a character with Adaptive Bone Marrow, may re-roll any die that is used to heal you.
Muscular Enhancement Genes
This is multi shot hormone treatment that vastly increase muscle growth throughout the body.
Effect: Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.
Narcosean Node
this organ influences the heart durring sleep and the body's response to sleep deprivation. If deprived of sleep, the Narcosean node cuts in. The node allows a recipient to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the bodys survivability by allowing perception of the environment while resting. This means that a recipient needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.
Effect: a creature with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping against heard targets and you ignore your 1st level of exahustsion for up to 14 days.
Cochleaic Enhancments
This implant make a you immune to dizziness or motion sickness, it also allows you to consciously filter out and enhance certain sounds.
Effect: Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness
Genetic Gills
Skilled Gene Crafters can craft gills to the sides of human neck, or abdomidol wall allowing the bearer to breathe underwater as well as on dry land.
Effect: A character with Collumus Gills gains water breathing.
Enhanced Tongue
Commonly acquired by nobles both to better enjoy their luxurious food and avoid the poisons of their enemies, a Enhanced Tongue nearly quadruples a human body's meager sense of taste.
Effect: A character with a Enhanced Tongue gains +10 to all Perception tests based on taste and smell, and can detect toxins and poisons by taste with an Science test.
Enhanced Lungs
Crafted from the finest gene-stock, detox Lungs replace your normal lungs and are far more effective than their natural counterparts.
Effect: A character with enhanced Lungs gains advantage on con saves made to resist the effects of exhuastsion, Furthermore you always count as having one level less exsaustion. Furthermore you are immune to any Respretory Infections
Enhanced senses
A favorite among assassins and bounty hunters, enhanced Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.
Effect: character with Enhanced senses gains advantage on all Perception tests.
Enhanced Ears
Commonly found among hive city bounty hunters, enhanced Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.
Effect: A character with enhanced Ears gains advantage to all Perception tests based on hearing.
Hyper Kidneys
Another favorite of the nobility on certain worlds, Hyper-Kidneys exponentially increase the amount of blood the kidneys can filter, as well as enhancing their ability to detect and filter out toxins, making the human body far more resilient to the poisons of the treacherous.
Effect: A character with Hyper-Kidneys advantage on con saves made to Immunity poisons damage. if you also have a secondary heart you may use your entire turn to remove any poison conditions or effects produced by a poison or venom.
Neural Dampening
Dampening the pain centers of the brain makes the body far more resilient when under intense pressure.
Effect A character with Neural Dampening gains a +10 bonus on all tests to resist Fear, Routing, Interrogation, and mind affecting Psychic powers.
Regenator Gland
Among the most ancient and ill-understood gene-crafting techniques lie the secrets of rapid cellular regeneration. It is through the Logan Gland that this miracle of medicae is possible, though the gland can only operate for short periods of time.
Effect: A character with a Logan Gland gains the 1 HP at the start of each round of combat. This does not work if you are unconscios.
Clottiguan Organ
A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Clotigigene cells', which are released into the blood stream
if the recipient is wounded. They attach themselves to white blood cells in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the patient may suffer, acting like platelets, only much better and fast acting.
Effect: Once per long rest you may as a bonus Action regain 1d10 + Con Hit Points.
Multi-lung
This additional gene crafted lung activates when a recipient needs to breathe in low or no oxygen and poison enviorments, even under water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted lung takes over breathing operations.
Effect: You can breath under water and you gain resistance to inhaled poisons, gases and deseises and advantage on saves against effects from such things.
Ossin Module
A small, complex, gene crafted tubular organ, the ossin module secretes hormones that both affect the ossification of the skeleton. This drastically alters the way the body's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of interlocking plates.
Effect: You develop resistance to bludgeoning damage and advantage on any Constitution saves made to avoid an injury.
Occulobe
This gene implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a recipients eyes to respond to light. The result being that recipient has far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.
Effect: Gain dark vision out to 80ft.
Parietal Therapy
You can detect your surroundings with flawless precision, even in complete darkness provided you are not Defend.
Effect: A character with Parietal therapy gains blind sight 15ft.
Secondary Heart
An additional gene crafted heart makes the human body significantly more durable.
Effect: A character with a Secondary Heart may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.
Tardigrade Skin
Extracted from a microscopic life-form found across the galaxy, Tardigrade Skin enables the human body to resist almost any environmental extremes.
Effect: A character with Tardigrade Skin can reroll any failed constitution saves made to resist the effects of environmental extremes, such as extreme heat, vacuum, extreme cold or radioactivity.
Vat Muscles
A favorite of elite warriors as well as nobles wishing for a more intimidating appearance, Vat-Muscles are larger and more powerful than their natural counterparts.
Effect: A character with Vat-Muscles gains a +4 Strength to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic Strength
Cerebellic Enhancement Genes
A favorite of elite rouges and scouts as well as nobles to be a better marksman, Cerebellic Tweeks focus on fine tuning the dexterity of the patient.
Effect: A character with Cerebellic Tweeks gains a +4 Dex to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic agility
Body Conditioning Genes
A favorite of Brutish warriors and Defenders as well as nobles that want the stamina of the gods, body coditioning focuses on fine tuning the constitution of the patient.
Effect: A character with body conditioning gains a +4 Con to a Maximum of 22. This genetic modification cannot be taken with unatural/demonic Stamina
Cerebruic Enhancement Genes
A favorite fro many librarians and lore masters as well as Practitioners of the Scientific and technological concepts.
Effect: A character with Cerebruic enhancement gains a +4 Intelligence to a Maximum of 22. This genetic modification cannot be taken with -
Intuition Refinement Genes
This is used in most cases on acolytes, spiritual leaders and chaplianes.
Effect: A character with Intuition Enhancement Genes gains a +4 Wisdom to a Maximum of 22. This genetic modification cannot be taken with -
Charismatic Refinement Genes
Favored by battlefield leaders and politician as well as rouge traders and ambassadors.
Effect: A character with Charismatic Refinement Genes gains a +4 Charisma to a Maximum of 22. This genetic modification cannot be taken with -
Advanced Growth Hormones
Your body beginning a cycle of rapid growth, you grow in hight gaining around a foot to two feet, You gain 1/2 you current weight. Furthermore you gain the Large Frame and Powerful Build abilities below.
Large Frame. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property.
Powerful build: Due to the massive size and strength of a Geneborn, You count as one size larger when determining your Carrying capacity and the weight you can push, drag, or lift.
Aberrant Mutations
These Mods are for Human characters and can happen through many means, for example a DM may give you one because of sustained exposure to a certain enviorments or chemical or even being briefly exposed to a certain agent. so be mindful of taking mutations because you may become an enemy of the Federation due do you inconsistant human biology.
Mutant Index
The Colonial Alliance has outlined an official document called the Mutant Code. This code documents the differences between Humans and Mutants, It describes the subject's deviation from the standard Human genome according to a point system, the more severe the mutation, the higher its value in points on the Mutant Index.
Each character has a Mutant Index Equal to the Number of mutation points all there combined mutations cost.
While on most Colonial territories have a tolerance of up to 3 points is given, some area may be granted exemptions by the Colonial Alliance due to their strategic value. consult you GM to see if the threshold is higher in your game.
Mutations
Psychic Sight
your mutated body has taken your eyes but your other senses have compensated.
Mutation Point Cost: 2
Effect: you are now blind, but you gains blind sight 20ft, line of sight still applies.
Upgrade: At the cost of 1 MP you increase the range of you blind sight by 10ft.
Chemeloionic Skin
The color of their skin will change to match their surroundings. A character with Chemeleonic Skin can become chameleonic and blend in with their environment.
Mutation Point Cost: 3
Effect: As a bonus action you may change your skin tone and pattern this effect requires concentration and last for up to 1d10 rounds. While active you are invisible If after modifiers, you roll a 25 or higher, you are treated as if you are not in line of sight. If the character Charges, Runs, or makes an Attack action you are immediately counted as being in line of sight but you still have the invisible condition. once you use this feature you cant use it again until you complete a short rest
GM Note: Because this mutation affects the character's skin, it will only have a minimal effect if they're covered in clothing or armor.
Upgrade: at the cost of 1 MP you gain a +2 on all sight based stealth checks and for 1 additional MP the bonus increases by +2 each time to a maximum of +10.
Upgrade: at the cost of 2 MP you may increase the duration of this effect by 1d10 minutes instead of rounds.
Upgrade: at the cost of 2 MP you may use this one additional time between rests
Mutant Catalyst
You become a catalyst of an innate power, this allows the casting of spells.
Mutation Point Cost: 4
Effect: A character that has this mutation gains the ability to use mutant powers, you must pick one of the below catalysts. This allows the innate casting of spell powers.
Catalyst Table
Type | Attribute | Power Lists |
---|---|---|
Pyra | Strength | Pyromancy |
Arctic | Constitution | Cryomancy |
Hydro | Dexterity | Hydromancy |
Electro | Constitution | Electromancy |
Earthen | Constitution | Teramancy |
Nature | Wisdom | Poxology, Floramancy, Faunamancy, Divination |
Poison | Constitution | Poxology |
Spectral | Charisma | Spirit Craft, Shadomancy, Illudamancy, Divination |
Psychic | Intelligence | Telepathy, Telekinisis, Divination, Biomancy |
Bane | Charisma | Ruinous, Illudamancy, Hemomancy, Shadomancy |
Necro | Wisdom | Necromancy, Shadomancy |
Glowing | Constitution | Pox |
Radiant | Wisdom | Radiant |
Catalyst Powers
when you gain this mutation you are considered a Level 0 Mutant Catalyst you gain 1d4 cantrip Spell powers of your choice, chosen form any list your catalyst power allows as seen on the catalyst table above.
Catalyst Powers use the same rules as casting a spell. See chapter 10 in the D&D PHB for the general rules of spellcasting, all spells cast require no Verbal, Somatic or Material components to cast.
Spellcasting Ability your spellcasting ability for your spell powers is listed on the table above under Catalyst attributes, since you learn powers through your innate catalyst abilities, you use your listed catalyst attribute whenever a spell refers to your spellcasting ability. In addition, you use your Catalyst attribute modifier when setting the saving throw DC for a spell power you cast and when making an Spell powwer attack roll with one.
Spell save DC = 8 + your proficiency bonus + your catalyst attribute modifier
Spell attack modifier = your proficiency bonus + your catalyst Attribute modifier
Upgrade: At the cost of 1 MP you gain Mutant Catalysts Level 1, you Learn 1d4 1st level spell powers, chosen form any list your catalyst power allows as seen on the catalyst table above. You gain a number of Power points or PP used to cast spell powers of 1st level or higher equal to your Catalyst Attribute modifier.
Each Spell power cost 1 Power point per level the spell or power is, IE, 1st level Powers cost 1 PP to cast and a 5th level power would cost 5 and so on. You regain all expended power points when you finish a Long Rest.
At the cost of an amount of MP equal to the catalysts next mutant catalysts level you may increase your mutant catalyst level by 1, this cost must be paid at each mutant level.
When you gain a new mutant level you gain 1d3 spell powers know, these spell powers may be from any level equal to or below your currant Mutant catalyst level and be form an allowed catalyst power lists as seen on the catalyst table, as well as you gain a number of PP equal to your new Mutant catalyst level.
at higher levels you may only cast a certain number of higher level spells per day regardless of how much Power points you may have, see table below for how many of each higher level spell power can be cast, before needing a long rest.
Spell Power Level | Total uses per day |
---|---|
1 | - |
2 | - |
3 | - |
4 | - |
5 | 5 |
6 | 4 |
7 | 3 |
8 | 2 |
9 | 1 |
Upgrade: At the cost of 3 MP you may gain one additional catalyst Type.
Upgrade: At the cost of 1 MP You gain 1d4 new spell powers known, these spells powers may be from a level equal to or below your currant Mutant catalyst level and be for an allowed catalyst power lists as seen on the catalyst table.
Upgrade: At the cost of 1 MP you gain 1d4 Power Points to spend on spell powers you know.
Upgrade: At the cost of 2 MP you may increase the DC of all spell power DC's by 1, this may be done to a max of +5.
Upgrade: At the cost of 2 MP you may add your proficiency bonus to all damage rolls made or increase the DC (Your choice) of any of your cantrip spells.
Upgrade: At the cost of 1 MP you learn one of the below Catalyst Manipulation, you may take this as many time as you wish gaining one new manipulation each time.
You may use PP to manipulate your spell Powers. See below for what each manipulation does and how many Power Points it will cost.
You can use only one Catalyst Manipulation option on each spell when you cast it, unless otherwise noted.
Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 arcane charge per target and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 arcane charge per spell level to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 arcane charges to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 arcane charge per dice, to re-roll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Arcane manipulation option during the casting of the spell.
Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 arcane charge per spell level to double its Duration, to a maximum Duration of 24 hours.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 arcane charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 arcane charges to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 arcane charge to cast it without any somatic or verbal Components as well as this may not be denied or sensed unless the creature casting the deny passes a spell check against the spell casters spell DC.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of arcane charges equal to the spell’s level to target a second creature in range with the same spell (1 arcane charge if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Overchared Spell
When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of arcane Charges up to a maximum of 5, if done, raise the spell save DC by the amount of arcane Charges used.
Sniper Spell
When you cast a spell, you may spend one arcane charges to have your next ranged spell effect ignore the Look out Sir rule, as described in the Units and Moral section of this book.
Potent Spell
When you Cast a Spell that deals damage, you can spend 1 arcane charge to have any damage dealt by this spell count as having the Potent (+) Weapon property, you may spend and additional 1 arcane charge to have the damage count as if it had the Potent (++) weapon property and a total of 3 charges to gain the Potent (+++) weapon property on damage dealt.
Energy Conductive skin
your skin conducts energy and releases it when touched.
Mutation Point Cost: 4
Effect: You can use your action to expel a destructive energy. When you gain this mutation you must pick one energy type to control, See table below for the types of energies. A medium character that has this mutation may have their unarmed attacks deal an additional 1d6 of your energy damage type, so long as they're hitting the target with their bare skin a small or smaller creature deal 1d4 dmage and a large or larger creature deals 1d8. Furthermore each time a creature touches your bare skin with there bare skin or a melee weapon within 5ft, they take the damage as well.
Energy Types
Type | Damage Type |
---|---|
Pyra | Fire |
Arctic | Cold |
Hydro | Hydro/Water |
Electro | Lightning |
Earthen | Bludgeoning (Stone) |
Poison | Poison |
Corrosive | Acid |
Spectral | Force |
Psychic | Psychic |
Dark | Necrotic |
Light | Radiant |
Glowing | Radiation |
Disentegrator | Plasma |
Upgrade: At the cost of 2 MP you may increase the damage of this by 1 die for medium and smaller creatures and 2 dice for large and larger creatures.
Upgrade: At the cost of 2 MP you may increase the damage of this by 1 die type to a maximum of 1d12.
Upgrade: At the cost of 2 MP your Energy conductive Skin gains the Potent (+) weapon property and for an additional 3 MP it becomes Potent (++) and for 5 additional MP it becomes Potent (+++)
Upgrade: At the cost of 3 MP may turn of this effect as a free action, so long as you are conscious.
Upgrade: At the cost of 2 MP you gain one additional bolt if you have the extra attack, you can direct the beams at the same target or at different ones. Make a separate attack roll for each bolt. if you have more then on catalyst type, you may switch between each bolt. This may be taken 3 times resulting in 4 bolts
Upgrade: At the cost of 2 MP you increase the range of the bolt by 30ft, this may be done multiple times, to a maximum of 120ft.
Energy Expulsion
Mutation Point Cost: 4.
Effect: You can use your action to expel a destructive energy. When you gain this mutation you must pick one energy type to control, See table below for the types of energies. Then you must choose one of the below Expulsion methods below.
The DC for these saving throws is equals to 8 + your Constitution modifier + your Proficiency Bonus and the damage is 3d6. The damage increases by 1d6 for each size category beyond medium, small creatures deal 2d6 and tiny creatures deal 1d6.
After you use your energy expulsion, you can’t use it again until you complete a Short Rest.
Energy Types
Type | Damage Type |
---|---|
Pyra | Fire |
Arctic | Cold |
Hydro | Hydro/Water |
Electro | Lightning |
Earthen | Bludgeoning (Stone) |
Poison | Poison |
Corrosive | Acid |
Spectral | Force |
Psychic | Psychic |
Dark | Necrotic |
Light | Radiant |
Glowing | Radiation |
Disentegrator | Plasma |
Expulsion Methods
Line: you expel your enery in a 5 by 30 ft. line (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.
Cone: you expel your energy in a 15 ft. Cone (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.
Ball: you expel your energy in a 10ft sphere at a point you can see within 60ft (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one. This weapon has the Deviation (1d10) weapon property.
Exude: you expel your energy out in a burst out from your position, all creatures within 10ft of the creature using this mutation must make a (Dex. save), on a failed save the target takes full damage and half as much damage on a successful one.
Upgrade: At the cost of 2 MP you may increase the damage of this by 1 die for medium and smaller creatures and 2 dice for large and larger creatures.
Upgrade: At the cost of 2 MP you may increase range/size of your cone, Exude and the Spear from the Ball effect by 5ft, the line increases by 15ft in length, the Spear from the ball effect may be done within an addition 30ft range. this up to 5 times at the cost of 2 MP each time.
Upgrade: At the cost of 2 MP you may increase the damage of this by 1 die type, to a max of 1d12.
Upgrade: At the cost of 2 MP you may increase the DC of this attack by 1, to a maximum of a +5.
Upgrade: At the cost of 1 MP your energy attack gain AP (-1), to maximum off AP (-5).
Upgrade: At the cost of 2 MP your energy attack gains the Potent (+) weapon property and for an additional 3 MP it becomes Potent (++) and for 5 additional MP it becomes Potent (+++)
Upgrade: At the cost of 2 MP you may pick 1 additional energy type that can be used.
Upgrade: At the cost of 2 MP you may pick 1 additional Expulsion method.
Upgrade: At the cost of 1 MP you may use this feature one additional time between rests, to a maximum of 5 uses between rests.
Mindless
This Mutation makes the creature far more resilient when under intense pressure.
Mutation Point Cost: 1
Effect: A character with fearless gains a +2 bonus on all tests to resist Frightened, Routed or Charmed effects.
Upgrade: at the cost of 1 MP you may increase this by +2 this may be done 4 times to a maximum of +10.
Hydro Adaptations
You gain gills that allow you to breathe underwater as well as webbed hands and feet, some even have fins, these mutations can be located in many locations on the body usually on the neck, head or torso.
Mutation Point Cost: 4
Effect: A character with Hydro Addaptions gains water breathing and a swim Speed equal to its walk speed.
Upgrade: at the cost of 2 MP your swim speed by 10 feet.
Multi Armed
you have a third or forth functional arm. the first time you take this you gain 1 new arm, gaining the second when you take this mutation twice.
Mutation Point Cost: 4.
Effect: you grow a new arm, your new arm can do anything your other arms can. you may also as a bonus action use a weapon or item in the hand as long as it is light. if you are dual wielding with your other two arms you get to do this attack and your normal offhand attack as the same bonus action.
Upgrade: At the cost of 4 MP you gain a forth arm, if you have four arms you may make two attacks as a bonus action and if you are dual wielding with you other arms you make two attack and your normal offhand attack as the same bonus action.
Multi Legged
You have multiple legs allowing for better traversal.
Mutation Point Cost: 2.
Effect: You have an additional 2 extra legs, creatures with this mutation as advantage on saving throws made against falling prone and is no longer effected by difficult terrain on hard surfaces.
Upgrade: At the cost of 2 MP you gain 2 more additional legs, so long as you are conscious you are immune to involuntarily becoming prone.
Mutated Armor
Mutated armor comes in many forms, ranging from sub-dermal bone armor to Chitanus exo skelitons, allowing their hosts to have at least a modicum of protection, in rare cases one may have tis feature but you may not see it. Note; this type of AC can be reduced by the AP weapon property.
Mutation Point Cost: 3
Effect: A character with mutant Armor gains a +2 AC when wearing light or no armor
Upgrade: At the cost of 4 MP you may as an action choose to ignore all effects of this mutation, returning to your original form. You may then return the mutation as an action, for an additional 2 MP this may be done as a bonus action or a reaction, taking both at the cost of 4 total MP.
Upgrade: At the cost of 2 MP you Gain an additional +1 AC from natural armor, this upgrade may be done 6 times
Mutated Biology
This mutation enhances your ability to detect and filter out toxins, making your body far more resilient to the poisons. In most cases this mutation cause a greenish or yellowish skintone in humanoids, as well as patchy hair loss, most commonly seen in wasteland animals and mutants.
Mutation Point Cost: 2.
Effect: A character with this mutation gains True Immunity to Poison and Radiation damage and gain Immunity to the poisoned, Diseased and Irradiated condition.
Upgrade: At the cost of 2 MP gains advantage on con saves made to resist the effects of exshastsion and you always count as having one level less exaustion
Upgrade: At the cost of 2 MP a character with this mutation can re-roll any failed constitution saves made to resist the effects of any one environmental extremes, chosen from the following: Heat, Vacuum, Pressure, Cold, Extreme Elevation (IE +22,000 feet), Caustic air/liquid.
Mutated Weapons
Sharp teeth and wicked claws are a few examples of natural weapons.
Mutation Point Cost: 4.
Effect: Gain a natural weapon that deal 1D4 damage for small Creatures, 1d6 for medium creatures and 1d10 for large creatures, the damage type is your choice of either Slashing, Piercing, Bludgeoning and work with your GM to see what part of the body it may be on as well as if it is Strength based or finesse.
Upgrade: At the cost of 4 MP you may as an action choose to ignore all effects of this mutation, returning to your original form. You may then return the mutation as an action, for an additional 2 MP this may be done as a bonus action or a reaction, taking both at the cost of 4 total MP.
Upgrade: at the cost of one MP you may gain AP (-1) or an additional AP (-1), to a maximum of a (-5).
Upgrade: At the cost of 2 MP you may increase the Die type by one die type
Upgrade: At the cost of 2 MP your mutant weapons gain the Potent (+) weapon property and for an additional 3 MP it becomes Potent (++) and for 5 additional MP it becomes Potent (+++)
Upgrade: At the cost of 3 MP your mutant weapons gain the Ranged (30ft) with 4 range increments, this may be strength or dexterity based. For an additional 1 MP you may increase the range by +10ft, to a maximum of 60ft.
Mutant Hearing
Mutant Ears are significantly more sensitive than their human counterparts, allowing for greater auditory perception.
Mutation Point Cost: 1
Effect: A character with a mutant Ears gains +2 to all Perception tests based on hearing, this applies to passive perception as well.
Upgrade: at the cost of 1 MP you may increase this by +2 this may be done 4 times to a maximum of +10.
Mutant Hulk/Behemoth
Your body mutates to a size that is around 200% to 300% larger than it was though this tends to make one a bit lumbery and slower. This cant be taken with Mutant Goblinoid.
Mutation Point Cost: 4
Effect: A character with Mutant Hulk is now a Large size creature, Unarmed strikes deal bludgeoning damage equal to your Hit die and all melee weapons deal one additional damage die. Furthermore your Hit dice is now a D10
Upgrade: At the cost of 4 MP you may as an action choose to ignore all effects of this mutation, returning to your original form. You may then return the mutation as an action, for an additional 2 MP this may be done as a bonus action or a reaction, taking both at the cost of 4 total MP.
Upgrade: At the cost of 6 MP you become a mutant behemoth, your size is now Huge, all melee weapons deal two additional damage die and you ignore the effects of the massive parts weapon feature and Due to your large and lumbering size you have a -2 to you AC at all times. Furthermore your Hin dice is now 1d12
Mutant Goblin/Gremling
Your body mutates to a size that is around half to 1/3 than it was though this tends to make one a bit weaker. This cant be taken with Mutant Behemoth.
Mutation Point Cost: 4
Effect: A character with Mutant Goblin is now a Small size creature, when you can move through the space of any creature that is of a size larger than yours. Furthermore your Hit dice is now a D6. Furthermore Due to your small and dimunitive size you have disadvantage on Strength saves and ability checks.
Upgrade: At the cost of 4 MP you may as an action choose to ignore all effects of this mutation, returning to your original form. You may then return the mutation as an action, for an additional 2 MP this may be done as a bonus action or a reaction, taking both at the cost of 4 total MP.
Upgrade: At the cost of 6 MP you become a mutant Gremlin, your size is now tiny, This creature gains a + 2 AC and may not where medium or heavy armor and may only wield weapons with the light or Tiny weapon Properties, if the weapon only has the Light Weapon Property it gains the two-hannded weapon property. Furthermore you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you and your Hit dice is now a D4.
Mutated Flight
From the earliest days of humanity, people have dreamed of soaring through the skies. this mutation gives you a set of wings or in some cases a levitation like effect.
Mutation Point Cost: 4.
Effect: A character with mutated flight gains a flying speed equal to there walk speed. The type of flight and astetics of this mutation is up to the character and GM, though the most common variants are insect like, Bird like or thin, skin-like membranes that resemble bat wing, in rare cases some mutants can use innate energy control that adapts flight, like using control of electricity to take flight, or even levitation like "Superman" be creative look at what mutations you have and how they could help produce or manifest flight.
Upgrade: at the cost of 2 MP your flying speed by 10 feet
Mutant Rage
you fight with the anger and savage ferocity of a beast.
Mutation Point Cost: 4.
Effect: On Your Turn, you can enter a Rage as a Bonus Action.
While in the rage, you gain the following benefits if you aren't wearing heavy armor or a powerframe
Gain a bonus on all Checks and Saving Throws made with your choice of 1 of the following attributes; Strength, Constitution or Dexterity, this bonus is equal to your Proficiency bonus.
When you make a weapon Attack, you gain a bonus to the damage roll equal to your Proficiency bonus.
You may make one Attack or shove, or use the Dash or Disengage action as a bonus action.
You have disadvantage on all concentration checks made while in the state
You have Damage reduction to all damage types with the exceptions of Force, Necrotic, Psychic and Plasma equal to your Constitution bonus.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged you must finish a Long Rest before you can rage again.
Upgrade: At the cost of 2 MP you may choose on additional Attribute to gain a bonus to while raging
Upgrade: at the Cost of 1 MP you gain one additional use of this feature per rest.
Mutated Resistances
Mutated resistances comes in many forms, ranging from environmental damage adaptions to armored like or chitinous protection, allowing their hosts to have at least a modicum of protection. in rare cases one may have this without a physical appearance.
Mutation Point Cost: 1
Effect: A character with mutant resistances gains Resistance to your choice of any 1 damage type of your choice, as well as you must chose one damage type you are vulnerable to, once this is chosen you may not gain resistance to this type of damage in any way.
Upgrade: At the cost of 1 MP you gain resistance to another damage type.
Upgrade: At the cost of 2 MP you gain immunity to any one damage type you have resistance to.
Upgrade: At the cost of 2 MP you gain true immunity to any one damage type you have immunity to.
Mutant Tongue
a Mutant Tongue nearly quadruples a human body's meager sense of taste.
Mutation Point Cost: 2
Effect: A character with a Mutant Tongue gains +2 to all Perception tests based on taste, this applies to passive perception as well.
Upgrade: at the cost of 1 MP you may increase this by +2 this may be done 4 times to a maximum of +10.
Mutant Strength
This mutants muscles are larger and more powerful than their natural counterparts.
Mutation Point Cost: 3
Effect: A character with Unnatural Strength gains a +4 Strength to a Maximum of 30.
Upgrade: At the cost of 4 additional MP you gain an additional +4 strength to a Maximum of 30.
Mutant Dexterity
You become freakishly fast and dexterous.
Mutation Point Cost: 3
Effect: A character with Unnatural dexterity gains a +4 Dexterity to a Maximum of 30.
Upgrade: At the cost of 3 additional MP you gain an additional +4 Dexterity to a Maximum of 30.
Mutant Constitution
This gives the mutant a constitution of a rhinocserous.
Mutation Point Cost: 3
Effect: A character with Unnatural constitution gains a +4 Constitution to a Maximum of 30.
Upgrade: At the cost of 3 additional MP you gain an additional +4 Constitution to a Maximum of 30.
Mutant Intelligence
This gives the mutant a intelligence of a genius.
Mutation Point Cost: 3
Effect: A character with Unnatural intelligence gains a +4 intelligence to a Maximum of 30.
Upgrade: At the cost of 3 additional MP you gain an additional +4 Intelligence to a Maximum of 30.
Mutant Wisdom
This mutant has the wisdom of a sage.
Mutation Point Cost: 3
Effect: A character with Unnatural wisdom gains a +4 wisdom to a Maximum of 30.
Upgrade: At the cost of 3 additional MP you gain an additional +4 Wisdom to a Maximum of 30.
Mutant Charisma
You become freakishly fast and dexterous.
Mutation Point Cost: 3
Effect: A character with Unnatural Charisma gains a +2 Charisma to a Maximum of 30.
At Higher levels: At the cost of 3 additional MP you gain an additional +4 charisma to a Maximum of 30.
Mutant Movement
Your body mutates in to a sleek and slender fast frame.
Mutation Point Cost: 3.
Effect: A character with Unnatural Agility gains +10ft movement, Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement and you can jump a distance equal to your walking speed and high jump equal to half of that distance (Rounding to greater 5 or 10), with or without a running start.
Upgrade: At the cost of 2 MP you gain a additional +10ft movement, to a maximum of +30ft
Upgrade: At the cost of 2 MP you you jump hight is equal to your walk speed.
Nocturnal Eyes
Raptor Eyes drastically increase the range of human vision, making it almost impossible to hide from someone with this enhancement.
Mutation Point Cost: 2
Effect: character with Mutated Eyes gains Dark vision 60ft.
Upgrade: at the cost of 2 MP you may increase you dark vision range by 60ft, to a maximum of 240ft.
Prehensile Tail
Your tail can be used for many of the same things as an arm. There are 3 main ways to use your tail. Using any of these will cause your tail to be encumbered.
Mutation Point Cost: 2.
Effect: You may use an object with your tail. This includes flipping levers, using tools, or activating items. You cannot use an item held by your tail to make an attack, and using a tool with an ability check imposes disadvantage. For the purposes of activating a item, your tail is considered to be a hand.
When your tail is free, you receive a climbing speed equal to your movement, and you may double your proficiency bonus on Athletics and Acrobatics checks used to climb.
Regeneration
Mutation Point Cost: 3.
Effect: a character with regeneration may Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn energy surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.
Upgrade: At the cost of 2 MP, when your unconscious you regain hit points in an amount equal to half your level instead of 1 and for 2 More MP it becomes equal to your level.
Upgrade: At the cost of 2 MP you may do this once per short rest.
Upgrade: At the cost of 2 MP a conscious creature with regeneration regains 1 HP at the start of each round and for an additional 2 MP you instead gain 1d4 at the start of each round
Upgrade: At the cost of 2 MP when any creature is applying healing to a character with regeneration, they may re-roll any die that is used to heal Them.
Upgrade: At the cost of 1 MP your bones regenerate at twice the normal healing rate, each day of healing counts as 2 days for the purposes of healing a Injury.
Upgrade: At the cost of 2 MP you may once per round when you are hit with an attack you may use your reaction to halve the damage.
Shadow Shunt
you step between the vale and teleport to a new location.
Mutation Point Cost: 2
Effect: As as a bonus action you teleport yourself from your current location to any other spot within 50ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you fail to teleport.
Upgrade: at the cost of 1 MP you may increase the distance you may teleport by an additional 50ft to a maximum of 500ft.
Upgrade: at the cost of 2 MP you may take one additional creature with you during the teleportation.
Web/Ivy Caster
Sharp teeth and wicked claws are a few examples of natural weapons.
Mutation Point Cost: 4.
Effect: you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Furthermore as a free action you may shoot out a Web/Ivy rope that sticks to any hard surface, at a point you can see within 50ft, this includes creatures and objects. this rope does not detach until it is cut or it is cut, you may cut this with a free action, it can hold up to 5 x your weight, the web has an AC of 10 and 10 HP it has resistance to bludgeoning, Piercing and damage it is Immune lightning, Force and it is vulnerable to Fire, Plasma, Necrotic and slashing as well as it has true immunity to Poison and Radiation damage.
you can climb this using your climb speed or you may swing from it if possible, with a successful acrobatics skill test DC 15, if passed you double your movement while swinging. A GM may increase the DC of the test for more complex maneuvers and may penalize on failures or critical failures.
If you shoot this at a creature or a held object you must make a ranged attack with witch you are proficient with, if the attack hits, the rope is connected to that creature.
If a rope is connected to a creature or object you may as an action or bonus action attempt to real the creature or object in at a rate of 10ft for creatures and 20ft for items. If a creature is connected it may resist if not restrained, when done you roll apposed athletic skill checks.
Upgrade: At the cost of 4 MP you may as an action choose to ignore all effects of this mutation, returning to your original form. You may then return the mutation as an action, for an additional 2 MP this may be done as a bonus action or a reaction, taking both at the cost of 4 total MP.
Upgrade: at the cost of 1 MP you web rope may now shot +10ft longer.
Upgrade: at the cost of 1 MP you web rope gains +10 HP.
Upgrade: at the cost of 1 MP you web rope gains +2 AC.
Upgrade: at the cost of 2 MP, as an action, bonus action, or one attack if you have the extra attack feature, you may shoot a wad of web or a tangle of ivy at one target within you web robe range. this requires a ranged weapon attack, you have proficiency with this attack if it hits the target the target is restrained, if the target is a creature it may at the start of each of its turns attempt to break free with a successful Strength save DC equal to you web ropes AC. Another creature may attempt to free the creature by using and action making a successful athletics skill test DC equal to your ropes AC. This effect may be done once per turn.
Upgrade: At the cost of 2 MP you may as an action produce a mass of thick, sticky webbing or a mass of tangling ivy at a point of your choice within your web/Ive rope range. The mass fills a 20-foot cube from that point, this last until destroyed. The web/ivy mass is difficult terrain and lightly obscure.
If the webs/ivy is not anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the mass collapses on itself, and becomes ineffective at the start of your next turn. Web/Ive layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the mass or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check with a DC equal to your Web/Ivy rope AC. If it succeeds, it is no longer restrained.
The Mass has the same stats as your Web/Ivy rope and each 5ft section has an amount of HP equal to your web/ivy rope HP.
Furthermore at the cost of 2 MP you may increases the cube size by 5ft, to a maximum of a +20ft
Hyper Speed
-.
Mutation Point Cost: 4.
Effect: On Your Turn, you can enter a state of hype speed as a Bonus Action.
While in the Hyper Shift, you gain the following benefits if you are wearing no armor or light armor.
- You double your walk speed.
- You may re roll a number of Attack rolls or any dexterity ability checks or saves equal to you dexterity bonus per Hyper shift.
- You may make one Attack or shove, or use the Dash or Disengage action as a bonus action.
- So long as you move more then your unmodified walk speed during your turn you are considered Invisible.
Your Hyper shift lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't moved since your last turn. You can also end your hyper shift on your turn as a Bonus Action.
Once you have used hyper speed you must finish a Long Rest before you can do so again.
Upgrade: At the cost of 2 MP you now triple your walking speed, for and additional 2 MP you may quadruple your walk speed
Upgrade: at the Cost of 1 MP you gain one additional use of this feature per rest.
Upgrade: At the cost of 2 MP you may hyper shift a a reaction and you gain a +5 bonus on all initiatives made while shifted, For an additional 1 MP you may gain a +10 initiative instead.
Chapter 8
Equipment
Weapons
Weapon Properties
Accurate (-) (New): Each attack made with this weapon adds to its attack rolls and DC's of attacks equal to the number listed in parentheses following this quality
Ammunition ( - / - ) (New): You may only use a weapon with the ammunition property if you have enough ammo for it. the property will have two numbers the first is the number of rounds in a magazine and the second is the round type.
Assault (New): A user of a weapon with this Property may still make an attack action if they also dashed this turn but there attack will suffer a cumulative -3 penalty to all attack this turn. if you already attacked before you dashed you may not benefit this. If the attack is an autofire action the DC is reduced by 3.
Blast (-ft) (New): When a weapon with this property is activated all creatures within a Sphere with a radius equal to the size listed in the parentheses on the blast property, must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier if a ranged weapon like effect or intelligence bonus if a device like effect. On a pass the target only suffers half damage on a fail it is takes full damage.
Burst (New): Upon a hit, everything within 5 ft of the point of impact must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier intelligence bonus if a set device or take half damage dealt. Note upon a miss with a burst weapon, the round may impact near another target, consult GM.
Bulky (Rewrite for original Heavy) Medium and Smaller creatures have disadvantage on Attack rolls with Bulky Weapons or when wielding a Bulky Shield. A Bulky weapon or shields size and Gurth make it too large for creatures of these sizes to use effectively.
Combi (New): combi weapons are guns that have a secondary special weapon firing mode, during a turn a creature with this weapon uses there attack action they may use the secondary mode for one of there attacks during there turn, or the may gain one extra attack as apart of your standard attack action with the secondary fire but they will suffer a - 5 to all attacks and DC's made this turn, this extra attack must be declared during the first attack of the action but may be used later in the turn.
CQB (New): A weapon with this property does not get disadvantage for firing a weapon within reach of a enemy.
Fumble (New) whenever you make an attack with a Melee weapon and the dice roll naturally, is equal to or less then the Fumble score you fumble the weapon in some way. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.
d100 | Result |
---|---|
1% | The weapon is Totaly F!%$#d and requires a successful dexterity check, DC 20, If the test is failed you gain the one major condition associated with the weapon used, consult GM and you drop your weapon, on a pass you dont drop your weapon. |
2% - 5% | The weapon is Major injury and requires a successful dexterity check, DC 15, If the test is failed you gain the one major condition associated with the weapon used, consult GM. |
6% - 10% | The weapon is Minor injury and requires a successful dexterity check, DC 10, If the test is failed you gain the one minor condition associated with the weapon used, consult GM. |
11% - 15% | you have a Major Fumble and requires a successful dexterity check, DC 15, If the test is failed you drop the weapon used for the attack in a random space 5ft from you |
16% - 60% | You have a Minor Fumble and requires a successful dexterity check, DC 10, If the test is failed you drop the weapon used for the attack in your space |
61% - 100% | You Recovered your fumbled attack, you just Missed and looked like an ass. |
Destructive (New): Due to the Deadly Capability or Accuracy of a weapon with this property, when you are rolling for damage with a weapon with this property and you roll the highest value on the damage die you may roll an additional damage die, these extra damage dice don't generate more dice.
Deviation (-) (New): When a weapon with this property is used, nominate a point within range and roll the scatter die, witch is a D10, treat 1 and 10 as a direct hit, then starting with North on a 2, then going clockwise around the 8 cardinal directions. increased the number by 1, so 9 should end at north west, if you don't hit on the Scatter die, you then roll the Deviation die as listed it the parentheses and subtract your dexterity bonus from the roll (to a minimum of 1), the total is how many 5ft increments the round deviates in the direction of the Scatter die.
If the point you nominated is at long range or you have disadvantage on attack rolls, you roll 2 of the deviation die adding the two together and then reduce it by there dex.
Dispersing (New) When Firing a weapon with this property within Half of one range increment you double the damage die of all the attacks damage roll. Furthermore when you fire this weapon at long range you deal half damage die.
Disintegrate (New): When firing a weapon with this property and the target is reduced to 0 hit points it is Disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
Engulf (-ft) (New): When a weapon with this property is fired the user nominates a cone the size listed in the parentheses on the Engulf property, any creature in the cone must make a Dex save DC 8 + Dex modifier + Proficiency bonus, on a Pass the target takes half damage.
Extensive Action (New): If a weapon has this property you may only attack once per attack action, regardless of the amount of extra attacks you may have.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Grav (New) if a weapon with this property hits a target wearing light armor, no armor or non metal armor you count this weapon as normal, if they are wearing medium armor made of metal this weapon deals + 1 damage die to the target and has an AP (-1) as well as Potent (+), if the target is in Heavy Metal armor this weapon deal +2 damage dice and has AP (-2) as well as Potent (++) and if the target is in Power armor or it is a metal construct you add +3 damage dice to the attack and has AP (-3) as well as Potent (+++).
Heavy (Rewrite) A creature that moves and Fires a heavy weapon fires it at disadvantage, If you fire the Weapon before you move you may not move. or the target has advantage on saves made.
Indirect (New): When a weapon with this property is fired the user may fire at targets out of line of sight, when done you must roll the Scatter dice twice, taking the further result, only getting a direct hit with both scatter dice resulting in a hit, IE Natural 1 or 10. If a friendly Target has seen your impacts in a previous round and can communicate with a gunner of an indirect weapon may uses a bonus action to communicates the enemy position the the gunner, when done you will not have to roll 2 Scatter die. Furthermore a weapon with this weapon property may not be used indoors with cellings shorter then half the weapons long range.
Ignore Cover (New) Attacks with a weapon with this Property Ignore any benefits of cover.
Ignite If dealt damage by a weapon with this Property and is wearing some type of cloth of flamable material, it lights on fire. Dealing 1D6 fire damage at the start of each of there turns. They may use an action to put out the flames.
Inaccurate (-) (New): Each attack made with this weapon suffers the penalty to attack rolls and DC's of attacks equal to the number listed in parentheses following this quality. in some cases you may have multiple things that give this effect, stacking the effects.
Imprecise (New): This weapon has disadvantage on attacks and targets get advantage on saves made against attacks made as well as other negatives at greater then 1 range increments.
Knockback (-) (New): Any creature hit with a weapon with this property must pass a Str save DC 8 + Proficiency if Proficient + the number in the parenthesies of the property, or be Knock Prone and pushed back 5ft per number in the Parenthesies, if this would result in the target being pushed of a ledge they may make a Dex save the DC is the same if passed they stop at the edge of the ledge.
Large (New): Attacks with a weapon with this property are made with a negative equal to the wielders current Proficiency bonus. The wielder of a weapon with this property may ignore this properties effects if it has the Large Frame feature, or is of large or larger size. Furthermore Medium Creatures may not wield large weapons.
Lethal (New): A weapon with this property scores a critical hit on natural roll of one better the you normally would and when rolling for damage with critical hits you roll one extra damage die.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Long gun (New): a weapon with this property may is fired at disadvantage unless You use your bonus action to Brace the weapon on a wall or something to stabilize the weapon alternatively you may go prone.
Massive Parts (-) (New): Medium or smaller creatures takes a number of Actions equal to the number in the parentheses before the slash, to Reload or the number after the parentheses to set up or take down the weapon system if the weapon has the Mounted weapon property. doing this may take multiple turns, if you have that ability to use two actions you can use both to reduce the requires time, One other creatures can use the help action, if done this will count as one of the required actions to reload, set
up or take down the weapon. Large or Larger creatures count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property. Furthermore any abilities that allow you to reload may be used to fulfill on of the actions required from this property.
Mega light: if this weapon is wielded by a creature that is of large or larger size or has the Larger then most Feature, it gains the Light weapon Property.
Mega Thrown: if this weapon is wielded by a creature that is Large or larger size or has the Larger then most Feature, it gains the Thrown weapon Property as listed in its description.
Mounted (New): Medium creatures have disadvantage on attacks with a weapon with this property, unless this weapon is mounted on a vehicle or tripod/Mount, Small and smaller creatures cannot wield at all, unless mounted. Properly mounted weapons ignores the effects of Recoil.
Missfire (New) whenever you make an attack with a firearm and the dice roll naturally, is equal to or less then the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.
d100 | Result |
---|---|
1% | FUBAR, the weapon is FUBAR and must be entirely replaced or reconstructed cost is full value of weapon |
2% - 5% | The weapon is Destroyed and needs Parts that must be forged or acquired, equal to a percentage of a D100 roll compared to market value, and then may be repaired during a long rest and a successful Tech tools and a successful Artificers tools check, both DC 20,If both tests are failed the weapon is FUBAR, If one test is failed you may attempt the failed test again with a +5 to the DC, if you fail the test again the weapon is FUBAR |
6% - 10% | The weapon is Broken and requires Short rest and a successful Artificers tools check, DC 20, If the test is failed treat the weapon as if you had rolled a 2 to 5%. |
11% - 15% | The weapon is Seized and requires your actions and a successful Tech tools check, DC 15, If the test is failed treat the weapon as if you had rolled a 6 to 10%. |
16% - 60% | The weapon is Jammed and requires you to use a bonus action and a successful dexterity check, DC 15, If the test is failed treat the weapon as if you had rolled a 11 to 15%. |
61% - 100% | The weapon is Fine it was just bad munitions, or simple you just Missed. |
Overcharge (New): Before firing a weapon with this Property you may choose to supercharge it, if you do, roll double the normal damage dice but you suffer a overheat on natural rolls of 1 - 4, if you also fall within the weapons Missfire you will suffer both effects (Overheat and you roll on the Misfire. Furthermore if you suffer a overheat you roll damage including the extra damage dice and then make a Dexterity save DC 15, on a fail you suffer the damage dealt and on a pass you suffer half as much damage. When you Overcharge you use double the shots it would have used without Overcharging.
Potent (-) (New): This Property comes in three Levels, Potent +, Potent ++ and Potent +++. If a weapon has this Property and hits a target you apply the below benefits in accordance to what level Potent the weapon has, each level will retain the benefits of the previous levels of AP
Potent (+): If a target hit with Potent (+) and has a Resistance to its type, you ignore it. If it has Immunity it becomes Resistance.
Potent (++): You Ignore Resistances and Immunities to its type.
Potent (+++): You Ignore Resistances and Immunities and any damage reduction the targets armor may have to its type.
Furthermore, there are some changes to the usual ways of using Immunity and Resistance, as noted below
If you target a creature that has no resistances, against a weapon that has Potent (+) property, the target take an additional amount of damage from the attack equal to half the damage dealt (Minimum 1), if the weapon has Potent (++) it has Vulnerability to the damage type and if the the weapon has potent (+++) take an additional amount of damage from the attack equal to 3x the damage dealt.
You may not stack sources of Potent, Resistance or Immunities, for example a Potent (+) weapon will still ignore resistance even if the target has resistance from multiple sources.
(Variant Rule GM discretion) If a creature hits with a weapon that does not have any type of the potency property and the target has Immunity to the type of damage it deals, they roll a d6, if the result is 4+, meaning on a 4 or higher, the target takes no damage if not the they take half.
Powder (New): A weapon with this property requires a powder horn. this works like a spell component pouch.
Pinpoint (New): A weapon with this property scores a critical hit on natural roll of one better the you normally would and when rolling for damage with critical hits you roll one extra damage die.
Pulse (New): a weapon with this property that is fired in the burst fire or controlled burst firing mode, will score an additional hit for each hit of a value 1 greater then you would normally.
Precise (New): When using a weapon with this property your target may not benefit from the Look out Sir rule as described in the Units section of chapter 3 (Units and Minions) and you may designate shot to specific creatures in a Mob.
Quirky (New): Non-standard design features make this weapon awkward for inexperienced users. if a user is not proficient with this weapon they fire with disadvantage.
Range: The range shows the normal range of the weapon. Any attacks made at normal range suffer no penalties, but in different multiples of the normal range, the character will suffer different penalties, for any range 1 foot farther normal to a multiple of normal x2 will have -1 on attacks made or DC's of attacks made, refer to chart below for further penalties for farther ranges.
Range Multiplier | Penalty |
---|---|
x1 | None |
x2 | Disadvantage |
x3 | Disadvantage and -1 on attack rolls and DC's |
x4 | Disadvantage and -3 on attack rolls and DC's |
x5 | Disadvantage and -5 on attack rolls and DC's |
x6 | Disadvantage and -7 on attack rolls and DC's |
Ray (New): When a weapon with this property is activated all creatures within a line with a with equal to the number listed before the slash in the parentheses on the Ray property and a length equal to the number after the slash. each effected creature must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier if a ranged weapon like effect or intelligence bonus if a device like effect. On a pass the target only suffers half damage on a fail it is takes full damage.
Rate of Fire (-) (New): There are multiple ways for a projectile weapon to fire, some fire shots one at a time possibly with a minor action to be done in between, some fire multiple shots with one press of the trigger and some fire continuously as long as you pull the trigger, this is represented by Four different types of firing.
Single Shot (SS): this is normal firing, one shot per attack
Semi Auto (SA): if a weapon with this property Fires within half its short range you may make one extra attack when using the attack action.
Burst Fire (BF): You May make one normal attack with this weapon per attack action you have, if you hit it deals normal damage, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, each hit gains a bonus to the damage equal to the number in the parenthesis. this uses a number of rounds per attack equal to the number in the parentheses per attack, if you do not have the required amount of rounds for the whole burst but more then on it fires as if it was burst (the number of remaining rounds in weapon), if one round remains then fire as if is was single shot.
Automatic (AF): When attacking with a weapon that has the Automatic property, there are three ways to do so you may spray your fires at multiple targets, Focus fire on one target at a time or shoot controlled bursts at the target, see below for the three types of automatic weapon attack actions.
Note when using the Spray or Focus fire you must before any results are decided roll a D20 and if this roll falls within the weapons missfire range the weapon will misfire, you must roll on the missfire chart and then roll an additional d100, if the result is 25% or less the attack does nothing, if the result is 26-50% the attack will deal 1/4 damage, if the result is 51-75% the attack deals half damage and if it is 76-100% it deals damage as normal.
- Spray Fire: You can as an action spray a cube a size equal to 5ft x the number in the parentheses, within normal range with shots. Each creature in the area must succeed on a Dexterity save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. Each creature that failed the test take the full amount of damage on the die and if they past they take no damage, This action uses a number of your rounds equal to the number in the parentheses x itself, you may not use this action if you have half or less of that amount of rounds needed.
Note: When Firing a spray action at a Mob and the Mob makes its save it will take 1/4 damage instead of no damage.
- Focus Fire: You may as an action choose to fire at a single target within range. The target must make a dex save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. on a fail the target takes the weapons damage and on a pass they take half. This action consumes a number of rounds, equal to the number in the parentheses x itself, you may not use this action if you have half or less of that amount of rounds needed.
Note: The Focus fire action can not be used on a Mob.
- Controlled Bursts: You May make one normal attack with this weapon per attack action you have, if you hit it deals normal damage, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, each hit gains a bonus to the damage equal to the number in the parenthesis. this uses a number of rounds per attack equal to the number in the parentheses per attack, if you do not have the required amount of rounds for the whole burst but more then on it fires as if it was burst (the number of remaining rounds in weapon), if one round remains then fire as if is was single shot.
Recoil (-) (New): If the user of this weapon does not have a strength Score equal to or greater then the number in the parentheses, it will take a negative to all attacks rolls equal to the difference between the users strength score and the number in the parentheses. If the weapon is also automatic you reduce the DC your target needs to achieve by the difference. If a weapon with this property is Mounted you may ignore this property or you may braced in some way like bipods or rest the weapon on a wall to reduce this feature by 2.
Reloading (replacment): If a weapon has the reloading property runs out of ammunition in the weapon or magazine the wielder must spend an action to reload the weapon. Some weapons have a number in parentheses after the reloading feature this means you may only load that may rounds Per action you use to load the weapon.
Reliable (New): Whenever you have to roll on the misfire chart with a weapon with this Property you may roll twice and choose the higher of the two.
Stunning (-) (New) Any creature hit with a weapon with this property must pass a Con save DC 8 + Proficiency if Proficient + the number in the parentheses of the property, or be stunned for one round.
Special Requirement (New): some weapons and items may Require a Specific feature, mod, armor type Ext. This will be described in the Properties of the Item. Example: the Heavy Slug Rifle may only be used by those with a Large Frame.
Tiny (New) Large Creatures and those that have the Large Frame feature, have disadvantage on Attack rolls with Tiny Weapons. A Tiny weapon’s dimunitive size makes it too Small for a Large creature to use effectively.
Twin-barreled (New): you have advantage on attacks made with a twin linked weapon or the enemy has disadvantage on saves against effects caused by twin-linked weapons and you fire twice the number of shoots.
Unreliable (New): When a weapon with this Property rolls a Missfire you must roll two D100 and use the lowest of the two rolls.
Vibro (New): A weapon with this property scores a critical hit on natural roll of one better the you normally would and when rolling for damage with critical hits you roll one extra damage die.
Volatile (New): If something with this Property is destroyed it will cause its effect to take place, IE if its a explosive it will detonate.
Vehicle (New): A weapon with this property may only be made if it is mounted properly on an appropriate vehicle and ignores the recoil weapon property.
Standard Firearms (WIP)
Name | Cost | Damage | Weight | Properties | Complexity | Weapon code |
---|---|---|---|---|---|---|
Pistols | ||||||
Snub .22 Revolver | 125cc | 1d4 | - | Range 15ft (4), Recoil (9), Tiny, Light, Reloading, Ammunition 6/.22LR, Piercing damage, Rate of fire (SS), Misfire (1), CQC, | - | - |
Snub .22 Revolver | -gp | 1d4 | - | Range 25ft (4), Recoil (10), Tiny, Reloading, Ammunition 6/.22LR, Piercing damage, Rate of fire (SS), Misfire (1), CQC, | - | - |
9mm Service | -gp | 1d6 | - | Range 30ft (4), Recoil (11), Tiny, Reloading, Ammunition standard Pistol Magazine 13/9mm, Piercing damage, Rate of fire (SA), Misfire (2), CQC, | - | - |
.45 Service | -gp | 1d10 | - | Range 60ft (4), Recoil (15), Reloading, Ammunition standard Pistol Magazine 8/.45, Piercing damage, Rate of fire (SA), Misfire (2), CQC, | - | - |
.45 Ball | 450cc/.45utc | 2d6 | - | Range 45ft (4), Recoil (15), One-handed, Reloading, Ammunition 1/.45 Ball, Piercing damage, Rate of fire (SS), Misfire (1), CQC, | Trivial | - |
.50 Service | 1850cc/1.2utc | 1d12 | - | Range 75ft (4), Recoil (15), One-handed, Reloading, Ammunition 5/.50P, Piercing damage, Rate of fire (SS), Misfire (1), CQC, Bulky | Trivial | - |
.44 Mag Revolver | 1100cc/.75utc | 3d4 | - | Range 50ft (4), Recoil (12), One handed, Reloading, Ammunition 6/.44 Mag, Piercing damage, Rate of fire (SS), Misfire (1), CQC, | - | - |
Rifles | ||||||
.22LR Lever action | 75cc | 1d4 | - | Range 25ft (4), Recoil (8), One-Handed, Tiny, Reloading, Ammunition 6/.22LR, Piercing damage, Rate of fire (SS), Misfire (1), Assault | - | - |
5.56x45 Carbine | 350cc | 1d8 | - | Range 90ft (4), Recoil (11), Two-handed Tiny, Reloading, Ammunition; Standard mag 20/5.56, Piercing damage, Rate of fire (SS), Misfire (1), Assault, | - | - |
7.62x39 Auto AR | 600cc | 2d4 | - | Range 75ft (4), Recoil (15), Assault, Reloading, Ammunition Magazine 30/7.62x39, Piercing damage, Rate of fire (AF 3), Misfire (1-4), -, | - | - |
7.62x51 bolt Action | cc/-utc | 3d6 | - | Range 210ft (6), Recoil (14), two-handed, Reloading, Ammunition Magazine/7.62x51, Piercing damage, Rate of fire (SS), Misfire (1), Longgun, | - | - |
Machine Guns | ||||||
5.56x45mm Saw | 350cc | 1d8 | - | Range 120ft (4), Recoil (13), Two-handed Tiny, Reloading, Ammunition: box 200/5.56, Piercing damage, Rate of fire AF (4), Misfire (1-3), Assault, | - | - |
Bows | ||||||
- | cc/-utc | - | - | Range -ft (-), Recoil (-), -, Reloading, Ammunition -/-, - damage, Rate of fire (-), Misfire (-), -, | - | - |
Armor and Protective gear
Many armors have been revised, so when creating characters use the below stats for armor.
Armor Variant rule
Any time a creature that is wearing armor make an attack, test or save that involves Dexterity, that character may only add an amount of there Dexterity bonus to that save or test, equal to the maximum allowed dexterity the worn armor provides regardless of your actual dexterity bonus. Note this does not effect the additional damage fro your dex on attacks dealt with dexterity based weapons.
Some armors may have ways to quickly get your dexterity back in limited manor, IE. taking your gauntlets off to allow you to use you fingers in a thieves tools check, talk with you DM on what these may be.
Note: On roll20 the easiest way i have found to represent this is to multiply your allowed Max dex in your current worn armor by 2 and then reduce your Dexterity ability by that amount using the Global ability score modifiers in the settings of the Character sheet and then remember to add the benefits of you dex when making attack macros.
Armor save
Due to the way armor works with 5E, An Alternative to the Dex save a target must make to reduce damage taken from a source dealing slashing, Piercing or Bludgeoning damage, they may choose to make an Armor save roll instead of a dex save. To do this roll a d20 add a number to the dice equal to the amount of AC increase your worn armor gives you before dexterity is added -10. for example someone wearing Scale mail which is a 14 armor, so in this case you may add +4 on an armor save or use your normal Dex save.
Armor Capacity
in some cases armor you are wearing will give you a temporary poll of HP that is called Armor capacity, this pool of HP must be used after any Shield capacity and any temporary HP from magic sources but before any magic or biological temp HP. This Armor capacity has Vulnerability to Acid damage.
Standard Armors
Armor | Cost | AC | Strength | Properties | Weight | Coverage | Complexity |
---|---|---|---|---|---|---|---|
Super Light | |||||||
Cloth/padded | 25cc/.050utc | 11 + Dex | - | May catch fire | 3Lbs | Torso, Bracers, Breeches, Sabatons | Trivial |
Road leathers | 85cc/.085utc | 11 + Dex | - | Resistance to Fire damage | 4Lbs | Torso, Bracers, Breeches, Sabatons | Trivial |
Light | |||||||
Heavy Cloth/padded | 25cc/.050utc | 11 + 5 max dex | - | - | 5Lbs | Torso, Bracers, Breeches, Sabatons | Trivial |
Hide | 85cc/.085utc | 11 + 5 max Dex | - | Resistance to Fire damage | 6Lbs | Torso, Bracers, Sabatons, Gauntlets | Trivial |
Battle Hides/leathers | 85cc/.085utc | 12 + 4 max Dex | - | Resistance to Fire damage | 7Lbs | Helm, Torso, Bracers, Breeches, Sabatons, Gauntlets | Trivial |
Chain Shirt | 85cc/.085utc | 11 + 4 max dex | - | Resistance to Piercing damage | 14Lbs | Torso, Bracers, Breeches | Simple |
Football/Hockey Gear (Half) | 85cc/.085utc | 11 + +5 max dex | - | Disadvantage on stealth, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 12Lbs | Helm, Torso, Bracers, Breeches | Simple |
Football/Hockey Gear (Full) | 85cc/.085utc | 12 + +4 max dex | - | Disadvantage on stealth, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 16Lbs | Helm, Torso, Bracers, Breeches | simple |
Medium | |||||||
Chain Suit | 85cc/.085utc | 12 + +3 max dex | - | Disadvantage on stealth, Resistance to Piercing damage | 18Lbs | Helm, Torso, Bracers, Breeches, Gauntlets | Simple |
Flack | 85cc/.085utc | 12 + +3 max dex | - | Disadvantage on stealth, Resistance to Piercing and Slashing damage | 22Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Armor | Cost | AC | Strength | Properties | Weight | Coverage | Complexity |
---|---|---|---|---|---|---|---|
Medium Continued | |||||||
Battle Half Plate | 850cc/.85utc | 13 + +2 max dex | - | Disadvantage on stealth, Resistance to Piercing Slashing and Bludgeoning damage | 25Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Battle Plate | 1100cc/1.1utc | 15 + +1 max dex | - | Disadvantage on stealth, Resistance to Piercing Slashing and Bludgeoning damage | 40Lbs | Helm, Torso, Bracers, Breeches, Gauntlets, Sabatons | Advanced |
Combat | 1200cc/1.35utc | 12 + +3 max dex | - | Disadvantage on stealth, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 18Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Full Combat | 1350cc/1.35utc | 13 + +2 max dex | - | Disadvantage on stealth, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 25Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Heavy | |||||||
Warrior half Plate | 1850cc/1.85utc | 14 + +2 max dex | - | Disadvantage on stealth, -5ft Movement Resistance to Piercing, Slashing and Bludgeoning damage | 55Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Warrior Plate | 2400cc/2.4utc | 17 + +1 max dex | - | Disadvantage on stealth, -5ft movement, Resistance to Piercing, Slashing and Bludgeoning damage | 55Lbs | Helm, Torso, Bracers, Breeches, sabatons, Gauntlet | Advanced |
Heavy Combat | 1100cc/1.1utc | 14 + +3 max dex | - | Disadvantage on stealth, -5ft movement, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 35Lbs | Helm, Torso, Bracers, Breeches, | Advanced |
Full Heavy Combat | 1950cc/1.45utc | 16 + +1 max dex | - | Disadvantage on stealth, -5ft movement, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 45Lbs | Helm, Torso, Bracers, Breeches, Sabotons, Gauntlets | Advanced |
Super Heavy | |||||||
Colossus Full Combat Armor | 4500cc/4.5utc | 18 no max dex | - | Disadvantage on stealth, -10ft movement, Resistance to Piercing and Slashing damage and Immunity to Bludgeoning damage | 85Lbs | Helm, Torso, Bracers, Breeches, Sabotons, Gauntlets | Advanced |
Colossus Plate | 3200cc/3.2utc | 19 no max dex | - | Disadvantage on stealth, -10ft movement, Resistance to Piercing, Slashing and Bludgeoning damage | 95Lbs | Helm, Torso, Bracers, Breeches, sabatons, Gauntlet | Advanced |
Armor | Cost | AC | Type | Properties | Weight | Coverage | Complexity |
---|---|---|---|---|---|---|---|
Sheild | |||||||
Buckler | -cc/-utc | +1 | - | - | 3Lbs | Held | Trivial |
Shield | -cc/-utc | +2 | - | - | 6Lbs | Held | Trivial |
Tower Shield | -cc/-utc | +2 | Str 13 | Stealth Disadvantage, -5ft movement, this is added to Armor saves made and armor saves can vs Fire and Cold damage | 20Lbs | held | Simple |
Combat Shield | -cc/-utc | +2 | Str 11 | Integrated Weapon | 10+Lbs | Held | Advanced |
Colossus Shield | -cc/-utc | +3 | Str 15 | Stealth Disadvantage, -10ft movement, may be used with armor saves and armor saves vs Cold, Fire and Electricity as well, Special Requirement (Large orLarger then most) | 35Lbs | Held | Intricate |
Gear
This section describes items that have special rules or require further explanation. Some items use rules from the Player's Handbook, and are included for an easy price reference.
Battery-Operated Gear
Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life for mundane objects — assume that you recharge or replace batteries between adventures, and that the batteries last as long as needed during adventures. Don't do this for items which use batteries to gain a set number of uses for a special effect, such as a stun gun.
Gear
Acid. You can splash the Contents of this vial onto a creature within 5 feet of you or throw the vial up to 20/60 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon with witch you are proficient with. On a hit, the target takes 2d6 acid damage.
Acid vile
- Action: 1 Action
- Category: Items
- Damage: 2d6
- Damage Type: Acid
- Properties: Improvised Weapons
- Range: 5ft or Thrown 20ft/60ft
- Weight: 1
Air horn. This hand held aerosole container is affixed with a horn, as an object interaction it can emit a loud sound that can be heard up to 5-8 miles on open terrain and clear weather.
Antitoxin. As an bonus action a creature may drinks this vial of liquid and gain advantage on saving throws against poison for 1 hour.
Audio Recorder. standard audio recording video and audio to be played back. this device takes 1 Micro cell to power for up to 4 hours. This device stores data digitally and may be deleted or uploaded to other devices.
Ballistic Glasses. this pair of glasses gives the wearer has a DR5 and a +5 bonus on any projectile attacks to the face, specifically the eyes. further more thes glasses have interchangeable clear and shaded lenses, when the dark lenses are in you are treated as if wearing sunglasses, see sunglasses for details.
Bag (Backpack/Daypack). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 1 cubic foot or 30 pounds of gear.
Bag (Mountian Pack/Ruck). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 3 cubic feet or 80 pounds of gear.
Bag (Seabag/Duffel). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 4 cubic feet or 100 pounds of gear.
Ball Bearings. As an Action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
Bandolier (Ammo). This simple cross-belt features 50 leather loops suitable for holding bullets, enabling easy access to them. A character can wear up to two bandoliers.
Bandolier (Explosives) . This heavy leather cross-belt features 6 leather loops suitable for holding grenades enabling easy access to them. A character can wear up to two bandoliers.
Battery. A battery can be used to power certain devices. Generally, assume whatever battery you have is appropriate for the item you wish to power.
Binoculars. Objects viewed through binoculars are magnified to twice their size. When a character uses this item, gains advantage on Wisdom Perception checks made, furthermore while in use you may not use your Wisdom modifier when calculating your passive perception.
Binoculars (Range finding). In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
*Bottles: these bottle can be made of different materials and can hold various amounts of liquids, commonly found in 1/2 or whole gallons.
Box Magazine. Stores bullets for weapons which use them. A box magazine bought for one type of weapon cannot be used for another type of weapon.
Briefcase. this small hard case thats about 20x15 inches wide and 4 inches thick, it can hold up to 10 pounds.
Burner Phone. This is a run of the mill flip phone.
Canteen. This small plastic or metal bottle can be filled with 1/4 gal of liquids. each canteen has 2 servings of Water giving 6 hydration points with each Serving
Canteen Cup with Stand. This is a small metal cup with a stand that fits on the bottom of a canteen and fits into a canteen pouch. This cup and the stand is resilient enough to be used as a temporary pot for boiling liquids.
Caltrops (Bag of 20). As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Camleback (1/2 Gal). This bag that can be worn of placed in a backpack/daypack. This pack has a pouch in it that holds 1/2 gallons of liquid and is fitted with a tube and valve about 2ft in length, used for drinking.
Charger. A charger recharges batteries or a device which uses them over an hour. To do so, the battery charger must be connected to an electricity source — a vehicle, an electrical generator, or an electrical outlet.
Chainsaw: this tow handed device is a motorized saw with sharp revolving teeth meant to quickly cut through wood and lumber. This device has diferent blade lengths resulting in larger diameter trees being cut, this device any be used to cut through wood and lumber a with equal to the blade length.
This device runs on fuel for about one hour on a tank of fuel, and take 1 action and a successful Technology skill test DC 10 to start.
This device may be used as an improvised weapon that deals slashing damage see chart below for damages dependent on blade length, as well as it gains the ravaging weapon property.
Blade Length | damage | Additional Properties | Fuel tank size |
---|---|---|---|
12" | 2d4 | - | 1/2 Gallon |
16" | 3d4 | - | 1 Gallon |
18" | 4d4 | Bulky | 1,1/2 Gallon |
24" | 5d4 | Bulky, Large | 2 Gallon |
Chemical Testing Strips. Basic means of testing chemical nature of liquids or solvable chemicals
Climber's Kit. A climber’s kit includes Special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Common Clothes: these clothes vary in athstetics and look but are usually made with basic materials, comonly worn by the middle to lower classes of society.
Compass. A compass is a small hand held Tool that can be used to discern the cardinal directions and if trained you can get accurate azmiths with both degrees and Mils, as well as finding distance to seen objects with the aid of maps.
Computers. A computer is a powerful tool for information gathering and research. While anyone can use a computer to make Intelligence (Technology) checks to discover information, those who are proficient with these tools can create programs, navigate complex network structures, and issue administrative commands while hiding their presence and covering their tracks.
The difference in grades of Computers discern the computing power of the machine, this can varying greatly consult GM for details. Typically, desktop computers are more powerful than laptops, which are more powerful than tablets, which are more powerful than smartphones. Smartphone and tablet batteries usually last for about 24 hours, whereas laptop batteries typically last for roughly 8 hours.
The tough book versions are just stronger and tougher, the are used in feild operation and gennerally not ever better then a standard version of itself.
Co2/Scuba tank these tanks come in defferent sizes and offer an amount of breathing to be done with it, used in under water diving, fire/chemical fighting and cave or underground exploration/mining.
- Co2/Scuba tank (Small): this small tank comes with a mouth piece and allows for 30 large deep breaths to be taken or 5 minutes of sustained breathing when used with a breathing/scuba mask. Running and strenuous activity may drain the tank faster.
- Co2/Scuba tank (Medium): when used with a breathing/scuba mask this medium sized tank can be worn on the back and provides 1 hour of sustained breathing. Running and strenuous activity may drain the tank faster.
- Co2/Scuba tank (Large): when used with a breathing/scuba mask this Large sized tank cant be worn and provides 5 hour of sustained breathing. Running and strenuous activity may drain the tank faster. This
Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Decontamination Kit This kit contains Rubber gloves, charcoal, soap, decontamination wipes as well as plastic sheets, field shower bags and pop up decontamination tents, This kit weighs about 40 pounds. A creature that is Proficient with this kit may set up a decon station that can decon up to 10 individuals anyone that uses the station gains advantage on any check or tests made to decontaminate themselves.
Demolitions Kit: This kit is made up of a small bag kit with wire cutters and crimps as well as a Clacker, blasting caps and 500ft of wire. this kit or an equivalent must be present when using Raw Explosives.
Digital Camera. capable of taking up to 100 medium resolution photos that can be saved or deleted and uploaded to various devices. this device requires a power cell and last for 100 photos with flash or 200 with out a flash.
Digital Scale. A digital scale can accurately give the mass of small objects up to 10 pounds.
Disguise Kit: This box of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.
Emergency blanket. When wrapped in this you gain advantage to resisting the cold.
EMP Device. An EMP device has 5 charges. As an action, you can expend one charge to disable an electronic device within 10 feet for 1 minute. You can also expend one charge as an action to deal 1 lightning damage to a construct within 10 feet with it.
An EMP Device can be recharged to 5 charges using a battery.
Fake ID. Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly makes an Intelligence (Forgery Kit) check for the forger. The result of this check serves as the DC for the check when someone inspects the fake ID. Generally, the DC is at least a 12.
Field ration. Can be in the form of 1 MRE or may consist of dry foods suitable for extended Travel, including jerky, dried fruit and nuts. this ration does not go bad and provides a Meal when consumed, if consumed without a hydration source at the same time you gain 1d4 dehydration points.
Fine Clothes: these clothes vary in athstetics and look but are usually made with premium materials and kept clean and un damaged, commonly worn by the upper class as informal wear.
Fire Extinguisher. A fire extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot cube of fire.
Firemans outfit: this counts a wearing clothes and provides resistance to Fire damage.
First Aid Kit/IFAK. This kit is a small pouch or box containing bandages, antiseptic wipes, and splints. It has 5 uses. As an action, you can expend one use of this kit and a successful medicine skill test DC 10, to treat one creature that is triage code black, if done that creature returns to code red and has 1 hit point.
Fishing Tackle. his kit includes a fiberglass rod, nylon line, Plastic bobbers, steel hooks, steal sinkers, lures, and a 10ft nylon cast net.
Common Gear
Item | cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Acid (vial) | 100cc/.1utc | 1 lb. | ||
Airhorn | 45cc/.045utc | 1 lb | ||
Antitoxin (vial) | 350cc/.35utc | .5 lb | ||
Audio Recorder | 125cc/.125utc | .5 lb | ||
Ballistic Glasses | 65cc/.065utc | ― | ||
Bag (Backpack/Daypack) | 85cc/.085utc | 3 lb. | ||
Bag (Mountian Pack/Ruck) | 150cc/.150utc | 8 lb. | ||
Bag (Seabag/Duffel) | 55cc/.055utc | 5 lb. | ||
Ball bearings (bag of 1,000) | 25cc/.025utc | 1 lb. | ||
Bandolier, ammo | 40cc/.04utc | - lb. | ||
Bandolier, explosives | 80cc/.08utc | - lb. | ||
Micro Cell | 100cc/.1utc | ― | ||
Binoculars | 125cc/.125utc | 1 lb. | ||
Binoculars, range finding | 450cc/.45utc | 1 lb. | ||
Bottle (Glass) | 5cc/.005utc | ― | ||
Bottle (plastic) | 10cc/.01utc | ― | ||
Bottle (Reinforced) | 25cc/.25utc | ― | ||
Box magazine | 50cc/.05utc | 0.5 lb. | ||
Briefcase | 175cc/.175utc | 2 lb. | ||
Burner phone | 80cc/.08utc | ― | ||
Canteen | 10cc/.01utc | .5 (Empty)/2 (Full) lb. | ||
Canteen Cup with stand | 20cc/.02utc | .5 lb. |
Item | Cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Caltrops (bag of 20) | 50cc/.05utc | 2 lb. | ||
Camel back (1/2 Gal) | 55cc/.055utc | 1 lb. | ||
Cell Phone (Basic AKA Nokia) | 125cc/.125utc | 10 lb. | ||
Cell Phone (Standard AKA Flip) | 250cc/.25utc | 10 lb. | ||
Cell Phone (Advanced Smart Phone) | 550cc | 10 lb. | ||
Charger | 100cc/.1utc | 0.5 lb. | ||
Chemical Testing Strips (5 Pack) | 300cc/.3utc | |||
Chainsaw 12" | 125cc/.125utc | - | ||
Chainsaw 16" | 350cc/.35utc | - | ||
Chainsaw 20" | 900cc/.9utc | - | ||
Chainsaw 24" | 1500cc/1.5utc | - | ||
Climber's kit | 165cc/.165utc | 12 lb. | ||
Common Clothes | 15cc/.015utc | - | ||
Compass | 150cc/.15utc | 1 lb. | ||
Computer, Desktop (Basic) | 400cc/.4utc | 10 lb. | ||
Computer, Desktop (Standard) | 950cc/.95utc | 12 lb. | ||
Computer, Desktop (Advanced) | 2200cc/2.2utc | 14 lb. | ||
Computer, Laptop (Basic) | 550cc/.55utc | 10 lb. | ||
Computer, Laptop (Standard) | 1200cc/1.2utc | 4 lb. | ||
Computer, Laptop (Advanced) | 2500cc/2.5utc | 5 lb. | ||
Computer, Laptop (Tough Book) | 3250cc/3.25utc | 7 lb. | ||
Computer, Tablet (Basic) | 250cc/.25utc | 1 lb. | ||
Computer, Tablet (Standard) | 600cc/.6utc | 2 lb. | ||
Computer, Tablet (Advanced) | 1100cc/1.1utc | 3 lb. | ||
Computer, Tablet (Tough Book) | 1500cc/1.5utc | 4 lb. | ||
Co2/Scuba tank (Small) | 90cc/.09utc | 1 lb. | ||
Co2/Scuba tank (Medium) | 350cc/.35utc | 10 lb. | ||
Co2 tank (Large) | 850cc/.85utc | 50 lb. |
Item | cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Crowbar | 30cc/.03utc | 5 lb. | ||
Decontamination Kit | 100cc/.1utc | 10 lb. | ||
Demolitions Kit | 525cc/.525utc | 1 lb. | ||
Digital Camera | 450cc/.45utc | 2 lb. | ||
Digital scale | 65cc/.065utc | 1 lb. | ||
Disguise Kit | 275cc/.275utc | - | ||
Emergency blanket | 15cc/.015utc | - | ||
EMP device | - | 1 lb. | ||
Entrenching Tool with pouch | 80cc/.08utc | 3 lb. | ||
Fake ID | varies | - | ||
Field Rations | 15cc/.015utc | 1 lb. | ||
Fine clothes | 125cc/.125utc | - | ||
Fire extinguisher | 100cc/.1utc | 2 lb. | ||
Firemans outfit | 350cc/.35utc | 2 lb. | ||
First aid kit | 175cc/.175utc | 3 lb. | ||
Fishing tackle | 65cc/.065utc | 4 lb. | ||
Flash drive | 135cc/.135utc | ― | ||
Flashlight (Standard) | 40cc/.04utc | 1 lb. | ||
Flashlight (Headlamp) | 75cc/.075utc | 1 lb. | ||
Flashlight (large) | 125cc/.125utc | 2 lb. | ||
Flashlight (small) | 85cc/.085utc | ― | ||
Formal Wear | 225cc/.225utc | - | ||
Fringer Clothes | 15cc/.015utc | - | ||
Flask | 55cc/.055utc | ― | ||
Fule/Liquor (1 Gal) | 5cc/.005utc | - | ||
Gas mask | 250cc/.25utc | 3 lb. | ||
Gas mask Filter | 425cc/.425utc | 3 lb. | ||
Ghillie suit | 300cc/.3utc | 5 lb. | ||
Glow sticks (5) | 20cc/.02utc | 1 lb. | ||
GPS | 500cc/.5utc | 1 lb. | ||
GPS Wrist watch | 750cc/.75utc | 3 lb. | ||
Grappling hook | 85cc/.085utc | 4 lb. | ||
Hazmat Suit | 350cc/.35utc | - | ||
Handcuffs | 75cc/.075utc | 3 lb. | ||
Handler Tool | 275cc/.275utc | - | ||
Healing Stim MK 1 | 125cc/.125utc | .5 lb | ||
Healing Stim MK 2 | 650cc/.65utc | .5 lb | ||
Healing Stim MK 3 | 1750cc/1.75utc | .5 lb | ||
Healing Stim MK 4 | 4500cc/4.5utc | .5 lb |
Item | cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Holster, concealed | 95cc/.095utc | 0.5 lb. | ||
Holster, hip | 50cc/.05utc | 0.5 lb. | ||
Holster, leg | 75cc/.075utc | 0.5 lb. | ||
Icon/symbol | ||||
Amulet | ― | 1 lb. | ||
Emblem | ― | 0.5 lb. | ||
Reliquary | ― | 2 lb. | ||
Hunting trap | 20cc/.02utc | 25 lb. | ||
Infrared goggles | 3500cc/3.5utc | 1 lb. | ||
Iso Mat/Bedroll | 60cc/.06utc | 25 lb. | ||
Ladder (10-foot) | 70cc/.07utc | 25 lb. | ||
Land navigations Kit | 110cc/.11utc | - | ||
Lighter | 10cc/.01utc | ― | ||
Load Bearing Vest (LBV) | 35cc/.035utc | 1 lb. | ||
Lock | 25cc/.025utc | 1 lb. | ||
Lock release gun | 750cc/.75utc | 1 lb. | ||
Magnifying glass | 45cc/.045utc | ― | ||
Mess kit | 35cc/.035utc | 1 lb. | ||
Metal detector (basic) | 185cc/.185utc | 2 lb. | ||
Metal detector (Standard) | 1050cc/1.05utc | 2 lb. | ||
Metal detector (Advanced) | 3500cc/3.5utc | 2 lb. | ||
Night vision Goggles | 1500cc/1.5utc | 1 lb. | ||
Oil Non Synthetic (1 liter) | 15cc/.015utc | 1 lb. | ||
Oil Synthetic (1 liter) | 30cc/.03utc | 1 lb. | ||
Parachute | 2500cc/2.5utc | - | ||
Para Cord/550 Cord (100ft) | 35cc/.035utc | .5 lb. | ||
Padded case | 85cc/.085utc | 5 lb. | ||
Painkillers (Standard Bottle of 50 pills) | 100cc/.1utc | ― | ||
Painkillers, (Strong bottle of 10) | 250cc/.25utc | ― | ||
Pepper spray | 25cc/.025utc | 0.5 lb. | ||
Phone (Landline) | 35cc/.035utc | - |
Item | cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Poison, basic (vial) | 50cc/.05utc | ― | ||
Pole (10-foot) | 100cc/.1utc | 7 lb. | ||
Poncho | 15cc/.015utc | .5 lb. | ||
Poncho Liner | 55cc/.055utc | .5 lb. | ||
Pouch (Belt) | 45cc/.045utc | 1 lb. | ||
Pouch (Rifle Magazine) | 50cc/.05utc | 1 lb. | ||
Pouch (Pistol Magazine) | 35cc/.035utc | 1 lb. | ||
Pouch (Box Magazine) | 65cc/.065utc | 1 lb. | ||
Pouch (Grenade) | 45cc/.045utc | 1 lb. | ||
Pouch (Canteen) | 25cc/.025utc | 1 lb. | ||
Purification Filters | 50cc/.05utc | 1.lb | ||
Purified Water 1/2 Gal | 1cc/.001utc | 2 lb. | ||
Repair Kit | 150cc/.15utc | 5 lb. | ||
Rope, hempen (50 feet) | 30cc/.03utc | 10 lb. | ||
Rope, Nylon (50 feet) | 50cc/.05utc | 5 lb. | ||
Shovel | 25cc/.025utc | 5 lb. | ||
Signal flare | 20cc/.02utc | 0.5 lb. | ||
Signal Jammer | 200cc/.2utc | 1 lb. | ||
Sleeping bag (Lite) | 55cc/.055utc | 2 lb. | ||
Sleeping bag (Heavy) | 140cc/.14utc | 2 lb. | ||
Sleeping bag (Shell) | 75cc/.075utc | 2 lb. | ||
Speedloader | 5cc/.005utc | 0.5 lb. | ||
Spike strip | 125cc/.125utc | 22 lb. | ||
Spotting Scope | 275cc/.275utc | - | ||
Stopwatch | 35cc/.035utc | 0.5 lb. | ||
Sunglasses | 55cc/.055utc | ― | ||
Tarpaulin 10x10ft (Como/color) | 30cc/.03utc | 1 lb. | ||
Torch | 3cc/.003utc | 2 lb. | ||
Tourniquet | 50cc/.050utc | ― | ||
Tent, double | 85cc/.085 | 10 lb. | ||
Tent, large | 450cc/.45utc | 20 lb. | ||
Tent, single | 50cc/.05cc | 5 lb. | ||
Two-way radio (Walkie) | 350cc/.35utc | 1 lb. |
Item | cost | Weight | Artisans Equipment | Complexity |
---|---|---|---|---|
Two-way radio (Hand Held Long range) | 2500cc/2.5utc | 1 lb. | ||
Two-way radio (Unit) | 5000cc/5utc | 1 lb. | ||
Vial | 7cc/.007utc | ― | ||
Video recorder (Basic) | 95cc/.095utc | 1 lb. | ||
Watch | 60cc/.060utc | ― | ||
Zip-ties (bag of 20) | 10cc/.01utc | 0.5 lb. |
Flashlight (large). This powerful hand held spotlight projects bright light in a 60 foot cone, and dim light for an additional 60 feet. You can use a bonus action to turn a held flashlight on or off.
Flashlight (small). This compact flashlight is small enough to be held on a keyring. It projects bright light in a 15 foot cone, and dim light for an additional 15 feet. You can use a bonus action to turn a held flashlight on or off.
Flask. Standard 1 pint metal flask.
Flash drive. tiny device that can be plugged into computer and stores up to 1GB of data.
Flashlight. When held in a hand the flashlight projects bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn a held flashlight on or off.
Flashlight (Headlamp). Like a flash light but can be worn on the head and not held in a hand.
Formal Clothes: these clothes vary in athstetics but usually resemble suites and dresses and are made with premium materials and kept clean and undamaged, worn by the upper class as formal wear.
Fringer Clothes: these clothes are usually worn by fringers, and are mostly throws of cloth thrown over and around the body, held by belts and straps
Fule/Liquor (1 liter). Fule/Liquor usually comes in a plastic or glass container that holds 1 pint. As an Action, you can splash the liquid in this container onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a Ranged Attack against a target creature or object, treating the Fule/Liquor as an Improvised Weapon. On a hit, the target is covered in Fule/Liquor. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning Fule/Liquor. You can also pour a flask of Fule/Liquor on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the Fule/Liquor burns for 1d4 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. you may pre lite this before throwing with an open flame and an object interaction, when done it immediately lites the Fule/Liquor on fire.
Fule/Liquor
- Action: 1 Action
- Category: Items
- Damage: 5
- Damage Type: Fire
- Duration: 1d4 rounds
- Properties: Improvised Weapons
- Range: 20ft
- Weight: 1
Gas Mask. This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. While wearing the mask you are immune to inhaled poisons and airborne diseases. The mask comes with one installed filter.
Gas Mask Filter. This filter lasts for 12 hours of use, and changing a filter is an action.
Ghillie Suit. The ultimate in personal camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.
Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert, forest, grassland, mountain, swamp, or Urban. While wearing the suit in the appropriate terrain, you can attempt to hide by pressing yourself against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +5 bonus to Dexterity (Stealth) checks and when you are considered invisible outside of 1000ft.
Glow Sticks. This disposable plastic stick, when activated as a bonus action, uses a chemical reaction to create light for 1 hour, shedding bright light in a 5-foot radius, and dim light for a additional 5 feet. Once activated, it can’t be turned off or reused.
GPS. A GPS provides accurate location information while you are on Earth with an unobstructed line of sight to the sky. as well as an atltimiter and other navigational details. Like cell phones the stability of the signal of a GPS depends on how close you are to a Metro Connected relay site. as satalites do not survive orbit
GPS wrist watch. this device acts as both a GPS and a Watch, see GPS and Watch for details.
Grappling hook. Basic steel four clawed grappling hook.
Hazmat Suit: when wearing this suit you are sealed from the outside enviorment, you gain immunity to all Poison damage and is immune to any poisoned or diseased conditions, this suit has must be used with a Co2 tank and respirator mask or Gasmask with Filter. This suit counts as wearing no armor for the purposes of AC and you also have disadvantage on all perception skill tests made while wearing the suit.
Handcuffs. These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves' tools can pick the handcuffs lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
Handlers Tools: These tools Are use in the Training of a military war dog, This kit is made up of a Scent Training tool, bite/take down brace as well as some toys, a bed and treats. these tools in all weigh about 25 pounds and can fit in a duffel/sea bag. If a trainer that is proficient with these tools may use this kit during a long rest to train there dogs for an hour, when done you will gain a bonus to all Animal handling skill checks made with the dogs that where present during the training.
Healing Stim Mk 1-4 A cocktail of high-tech combat drugs, often stored in a single-use injector, come in different grades of potency.If this item is in hand it can be used as a bonus action to heal 2D4+8 Hit points + 1d4+4 for each MK beyond level 1, to a creature within touch range.
Holster, Concealed. A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters. Concealed carry holsters are only available for one-handed weapons. While a weapon is in a concealed carry holster, you have advantage on Dexterity (Sleight of Hand) checks to conceal it.
Holster, Hip. This leather, canvas or hard plastic container is used to protect a firearm from the elements, and holds the weapon in an easily accessed and easily seen location on the hip.
Holster, Leg. This leather, canvas or hard plastic container is used to protect a firearm from the elements, and holds the weapon in an easily accessed and easily seen location on the Leg.
Hunting Trap. When you use your Action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its Action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Hunting Trap
- Action: 1 Action
- Category: Items
- Damage: 1d4
- Damage Type: Piercing
- Properties: Trap
- Save: Dex DC 13
- Weight: 15
Infrared Goggles. Infrared goggles use various techniques to improve vision in dark conditions. A pair has 10 charges. As a bonus action, you can expend one charge to activate them. While active, a they grant their user 120-foot darkvision. However, due to the restricted field of view and lack of depth perception provided, they impose disadvantage on all Wisdom (Perception) checks while worn.
Iso Mat. This roll out mat provides a layer of thermal protection between you and the ground to sleep and sit on.
Ladder. This 10 ft long ladder can be folded down and worn on the back.
Land Navigation Kit:This kit has Maps and Map pens as well as a protractor and some string, with this kit and appropriate maps and a Compass you can pinpoint your location.
Lock. A key is provided with the lock or it may have a 3 to 5 digit code. Without the key or code, a creature proficient with Thieves' Tools can pick this lock with a successful DC 15 Dexterity check.
Lock Release Gun. This small, pistol-like device can automatically disable mechanical locks operated by standard keys with a DC of 15 or lower.
Magnifying Glass. This lens allows a closer look at small Objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to Ignite, and about 5 minutes for the fire to Ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Metal Detector (Basic). This small hand held detector provides +5 bonus on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Metal Detector (Standard). This small hand held detector provides +10 bonus on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Metal Detector (Advanced). This small hand held detector gives +10 and advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Night Vision Goggles. this tiny device is worn on the head or can be attached to most helmets, when fliped down and active you gain dark vision but you suffer disadvantage on attacks and perception beyond 150ft. this dark vision is in shades of grean and black. The batteries lasts for about 4 hours of constant operation.
Oil Non Synthetic (1 liter) standard engine oil
Oil Synthetic (1 liter) standard synthetic engine oil
Parachute: A backpack sized device that can control a fall from nearly any height higher the 50ft. It allows troops to float safely to a landing, experts can be very accurate of the landings.
With this device equipped, you can use your reaction to deploy the chute causing you to fall at a rate of 60 feet per round until you reach a landing surface. When the creature lands, it must make a dex or strength save DC 15, if passed you take no falling damage and can land on your feet. During the decent you can do the following with a successful Strength or dexterity save DC 10; Slow decent to 30ft per round make a turn no more then 90 degrees
once this object is used, if it is undamaged it takes 30 mins and a successful Dexterity check DC 15 to me made before it can be used again, if it was damaged it must be repaired to use again.
Para Cord/550 Cord (100ft) this the rope used for tyeing and lashing has a breaking strength of 550lbs, this has 1 Hit Points and can be burst with a DC 15 Strength check.
Painkillers, Standard. This medication can be freely purchased and used to minimise the symptoms of minor injuries. As bonus action you can use a dose (2 Pills) of this medicine to gain 3d4 temporary hit points for the next 4 hours, this temporary HP is attached to your HP pool for the purpose of taking damage. You cannot benefit from this effect again until you take a short rest.
Painkillers, Narcotic. This powerful pain management drug has a sedation like effect that may come with use. As a bonus action this may be taken or given, when done the target gains 5d6 temporary HP for the next 4 hours and they must make a Con save DC 15 or become lethargic having there movement halved, they may not take reactions and they may only use a bonus action or make one attack or action for the next hour, this temporary HP is attached to your HP pool for the purpose of taking damage.
Note: the DC increases by 5 if given within 4 hours of previous dose, you may not benefit from more then 30 total temporary HP from this drug. This drug is addictive so each time the drug is taken more then once every 12 hours or taken each day for 3 consecutive days of use you must make a Con save DC 15 or become addicted, consult GM for details.
Pepper Spray. As an action, you can spray the contents of this vial onto a creature within 10 feet of you. Make a ranged attack against a creature or object, treating the pepper spray as an improvised weapon. On a hit, the target takes 1 acid damage and is blinded. A creature can end this blindness by using its action to make a DC 10 Constitution saving throw. Constructs are immune to the blindness caused by pepper spray.
Poison, Basic (Vile). You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Poison Basic
- Action: 1 Action
- Category: Items
- Damage: 1d4
- Damage Type: Poison
- Duration: 1 Minute
- Save: Con DC 10
Pole (10ft). Standard 10 aluminium pole
Poncho. this is a standard Commo Poncho used to stay dry.
Poncho liner. this is a 10x10 Commo blanket used to stay warm.
Pouch. This small bag is designed to be worn on a belt or attached to molly loops, and can hold up to 20 bullets, 1 grenades, 1 box magazine, 1 Pistol magazine or two rifle magazines. For any other gear, it can hold 1/5 of a cubic foot or 2 pounds of gear.
Propane Torch: This Tiny, 1-handed item provides moderate illumination within a 10-ft. radius and dim illumination within an additional 10 ft. radius. The propane torch may be uses to heat things and can be used as an improvised weapon, A Propane torch typically burns for 60 minutes. and requires a flame or spark to light
- Action: Attack Action
- Category: Items
- Damage: 2d4
- Damage Type: Fire
- Duration: 60 Minute
Purification Filters. This is usually attached to a small manual pump that filters water for consumption, but the filter its self may be used as a straw, filtering the liquid as it moves through.
Effect: 1 filters, filters up to 5 gallons of water. this take 1 min, If the water is very concentrated with contaminent particles it may degrade the filter faster or it may take longer (consult your GM).
Purified Water 1/2 Gallon. Simple clean Potable H2O.
Repair Kit. This kit is a small kit containing Nuts & bolts, some Tube, gaskets and lubicants used for basic repairs in conjunction with Repair Tools, it has 1 uses. As an action, you can expend one use of the kit and a successful Repair Tools test DC 10 to stabilize the vehicle that has 0 hit points and stalling.
Rope, Hempen (50ft). Rope made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check.
Rope, Nylon (50ft). Rope made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check.
Shovel. This is a standard Spade style shovel, gain advantage on skill tests made to dig/move earth.
Signal Flare. Though designed for signaling, flares can be used as impromptu weapons. As an action, you can shoot the flare at a creature or object within 60 feet of you, treating the flare as an improvised ranged weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Signal Jammer. This simple electronic device outputs a large amount of electromagnetic white noise to increase signal interference in the surrounding area, effectively jamming wireless communications. A signal jammer has 10 charges. As a bonus action or action, you can expend one charge to all incoming and outgoing wireless communication, including phones, radio, Wi-Fi and similar within 100 feet from the signal jammer for 5 minutes. The signal jammer can be configured to exclude specific frequencies with a DC 15 Intelligence (Engineering Kit) check.
Sleeping bag (Lite). This light sleeping bag by its self allows for comfortable sleeping down to 32F degrees, in combination with a heavy sleeping bag it will allow comfortable sleeping down to -20F and with a poncho line add allows -30F.
Sleeping bag (Heavy). This Heavy sleeping bag by its self allows for comfortable sleeping down to 0F degrees, in combination with a Light sleeping bag it will allow comfortable sleeping down to -20F and with a poncho line add allows -30F.
Sleeping bag (Shell). This waterproof sleeping bag shell should protect against getting wet.
Cell Phones. small hand held devices that is capable with proper relay infrastructure to receive and send call to similar devices on the same networks, some more advanced versions may be able to text, face to face and have similar functions to a smart phone. These are usually used by the colonial federation and the Autonomus Union as the are supplied a fairly stable network provided by a remainant Company of the old world Called Metro Connection.
Speedloader. A speedloader holds bullets in a position that mirrors that of a particular gun or magazine, allowing you to insert all bullets at once. As a bonus action or action you can use a filled speedloader to refill an empty box magazine or reload a compatible firearm (See the Reload property for more details). You can use a bonus action or action to fill an empty speed loader.
Spike Strip. This device is designed to help end car chases. The strip comes rolled in a spool about the size of a small suitcase. As an action, you can roll the spike strip over a 1-foot by 20-foot area where it lies like a flat, segmented belt.
Any creature that enters the area must succeed on a DC 10 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving
through the area at half speed doesn’t need to make the saving throw. Wheeled vehicles passing over the strip are automatically hit and the tires are punctured although vehicles equipped with puncture resistant tires are not affected. More advanced models may feature spikes which can be raised and lowered via electronic signal.
Spotting Scope: This kit comes with a scope a tripod for it and a lens cleaning kit as well as a case with a shoulder strap to carry it. when set up which takes 1 min, a player that is proficient with a spotting scope as an action they may use this to help another character with a Semi auto Rifle or Bolt action rifle advantage on attack made until the end of there next turn.
Sunglasses. While you wear these darkened eyepieces, you treat bright light as if it were dim light and dim light as if it were darkness. Additionally, you have advantage on saving throws against effects caused by especially bright light, such as direct sunlight or a bright search light.
Tarpaulin 10x10ft (Camo/Color) . this 10x10 tarp has commo pattern on one side and has metal punch holes every 5ft around the edges that can be used for tying down. When not moving and completely covered by this in the proper terrain you gain a + 5 on stealth rolls used against sight based perception rolls.
Torch: This Tiny, 1-handed item provides moderate illumination within a 10-ft. radius and dim illumination within an additional 10 ft. radius. A torch typically burns for 30 minutes.
Tourniquet: a easy to usee medical device that can be used by anyone you can use this to stop any major Bleed on any extremity, with a successful medicine skill test DC 10, if this is done the wound will need to be tended to within the next hour by taking the tourniquet off you will need at least an IFAK and make a successful medicine skill test DC 20, on a fail the bleed starts again.
Terrain map Kit: This kit contains some string, some short sticks like chopsticks and some models and some index cards and Markers. A character that is proficient with terrain map Kit may over the course of of an hour make a terrain map of a specific area, this area may be around the size of 500 Ft, once complete the maker may orient up to a number of creatures equal to there Charisma bonus + there proficiency to the map, the maker and any oriented character gains a bonus to all Survival skill checks made and any save or skill roll that is related to the terrain or a feature of it, equal to the makers Charisma bonus.
Tent (single). houses and shelters one person for sleeping.
Tent (Double). houses and shelters two people for sleeping.
Tent (Large). houses and shelters up to 4 people for sleeping.
Two-Way Radio (Walkie). this can sized hand-held, portable, two-way radio transceiver. Multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 5 miles in perfect conditions, though the typical effective range is more commonly about 1 miles.
Two-Way Radio (Handheld Long range). A slightly larger hand-held, portable, two-way radio transceiver. Multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 20 miles in perfect conditions, though the typical effective range is more commonly about 5 miles.
Two-Way Radio (Portable Unit). A portable unit may be placed in a backpack or carried and has a hand/head piece attached, this two-way radio transceiver may have multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 30 miles in perfect conditions, though the typical effective range is more commonly about 10 miles.
Two-Way Radio (Transceiver Unit). two-way radio transceiver is usually place on a building and must be conected to a large antenna and may have multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 100 miles in perfect conditions, though the typical effective range is more commonly about 50 miles though with a larger antenna this may be extended.
Video Recorder. standard Video camera for recording video and audio to be played back usually take batteries.
Watch. This simple device tells the current time of day, can be worn on the wrist or placed in a pocket with ease.
Zip-Ties. These plastic strips can bind a Small or Medium creature. Escaping the zip-ties requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 15 Strength check. Zip-ties have 10 hit points.
Chapter 9
Catalyst Powers
Catalyst Power lists
Telepathy
Cantrips (0 Level)
- Message
- Friends
- Bewilderment
- Encode Thought
- Encrypt/Decript
- Enumerate
- Lesser Charm
1st Level
- Compelled Dule
- Charm Person
- Sleep
- Command
- Alter Arrows fortune
- Adjust position
- Beguiling Gift
- Trick Question
- Slippery Fingers
2nd Level
- Mind Spike
- Detect Thoughts
- Silence
- Magic Mouth
- Invisibility
- Blindness/Deafness
- Zone of truth
- Calm Emotions
- Enthrall
- Suggestions
- Bedazzling Charm
- Charm Of Great Fondness
- Convoluted Dictum
- Destructive Resonance
- Hypnotic Missive
- Indecision
3rd Level
- Enemies Abound
- Sending
4th Level
- Banishment
- Mordekainens Private Sanctum
- Greater Invisibility
- Charm Monster
- Confusion
- Compulsion
- Staggering Smite
5th Level
- Planar Binding
- Modify Memory
- Geas
- Dominate Person
- Synaptic Static
- Dream
- Contact other Plane
- Rarys Telepathic Bond
6th Level
- Contingency
- Mental Prison
- Mass Suggestion
8th Level
- Mind Blank
- Glibness
- Telepathy
- Antipathy/Sympathy
- Dominat Monster
- Feeblemind
- Power Word Stun
9th Level
- Imprisonment
- Weird
- Void Rift
- Astal Projection
- Psychic Scream
- Black Hole
Telekinesis
Cantrips (0 Level)
- Blade Ward
- Mage Hand
- Prestidgitation
- Resistance
- Mending
- Telekinetic Trip
1st Level
- Catapult
- Snare
- Feather fall
- Mage Armor
- Magic Missle
- Shield
- Alarm
- Tensers Floating Disk
- Broken Charge
- Protection From The Void
- Telekinetic Parry
- Waft
2nd Level
- Magic Weapon
- Knock
- Levitate
- Arcane Lock
- Misty step
- Hold Person
- Althea's Travel Tent
- Champion's Weapon
- Conjure Mantelet
- Crushing Trample
- Decelerate
- Heartstrike
- instant Snare
- Mass Blade Ward
- Power Word Kneel
- Time Step
- Weiler's Ward
3rd Level
- Accelerate
- Blink
- Counterspell
- Fly
- Water Walk
- Nondetection
- Dispel Magic
- Glyph of Warding
- Protection from Energy
4th Level
- Otilukes Resisient Shpere
- Dimension Door
- Fabricate
5th Level
- Passwall
- Planar Binding
- Telikinesis
- Hold Monster
- Wall of Force
- Teleportation Circle
- Steel Wind Strike
- Far Step
- Wall of time
6th Level
- Forbiddance
- Globe of Invulnerability
- Guards and Wards
- Scatter
- Drawmijs Instant Summons
- Arcane Gate
7th Level
- Reverse Gravity
- Sequestor
- Forcecage
- Plane Shift
- Teleport
8th Level
- Demiplane
- Antimagic Field
- Maze
- Disruptive Aura
9th Level
- Invulnerability
- Gate
- Star's Heart
- Invulnerability
Divination / Foresight
Cantrips (0 Level)
- True Strike
1st Level
- Detect Magic
- Identify
- Comprehend Languages
- Detect Magic
- Anticipate Weakness
- Avoid Grievous Injury
- Find Kin
- Foretell Distraction
- Insightful Maneuver
- Pendulum
- Seer's Reaction
- Speak With Inanimate Object
- Voorish Sign
2nd Level
- Darkvision
- Find Traps
- Locate Animals or Plants
- Locate object
- See Invisibility
- Anticipate Attack
- Discern Weakness
- Distracting Divination
- Distraction Cascade
- Gift Of Luck
- Grain Of Truth
- Lair Sense
- Read Object
- Warning Shout
3rd Level
- Clairvoyance
- Tongues
- Opportunistic Foresight
4th Level
- Arcane Eye
- Locate Creature
- Reset
5th Level
- Scrying
- Legend Lore
6th Level
- Find the Path
- True Seeing
- Time loop
9th Level
- Foresight
- Time Stop
- Time in a bottle
Illudamancy / Illudapathy / Illudakinesis
Cantrips (0 Level)
- Thaumaturgy
- Minor Illusion
- Light
- Dancing Lights
1st Level
- Silent Image
- Illusory Script
- Unseen Servant
- Disguise Self
- Amplify Light
- Scentless
- Step Like Me
2nd Level
- Pass Without Trace
- Mirror Image
- Blur
- Dome Of Silence
- Phantom Light
3rd Level
- Hypnotic Pattern
- Daylight
- Major Image
- Impending ally
4th Level
- Hallucinatory Terrain
5th Level
- Living Shadows
- Shadow Gateway
6th Level
- Programmed Illusion
7th Level
- Simulacrum
- Project Image
- Mirage Arcane
8th Level
- Steam Whistle
Biomancy / Biopathy / Biokinesis
Cantrips (0 Level)
- Spare the Dying
- Quicken
- Uncanny Avoidance
- Brawn boost
- Nimbleness
- Exceptional Wit
- Fortitude
- Acumen
- Allure
- Impotence
- Clumsiness
- Bewilderment
- Frailty
- Obtuse
- Abhorrence
1st Level
- Expiditious Retreate
- Cure Wounds
- Detect Poison and Disease
- False life
- Jump
- Longstrider
- Ancestor's Strength
- Bloodhound
- Deep Breath
- Gliding Step
- Thunderous Charge
2nd Level
- Enlarge/Reduce
- Alter Self
- Lessor Restoration
- Aid
- Protection from Poison
- Gift Of Resilience
- Heartstop
- Iron Stomach
- Shade
- Accelerate
- heartstop
3rd Level
- Haste
- Slow
- Water Breathing
- Catnap
- Revivify
4th Level
- Freedom of movement
- Death Ward
5th Level
- Greater Restoration
- Skill Empowerment
- Mass Cure Wounds
6th Level
- Tenser's Transformation
- Heal
7th Level
- Regenerate
8th Level
- Clone
9th Level
- Shapechange
- Power word heal
Technomancy / Technopathy / Technokinesis
Cantrips (0 Level)
- Clockwork bolt (Enhanced Round)
- Fist of Iron
- Iron hand
- Tick Stop
- Mending
1st Level
- Grease
- Analyze Device
- Animate Construct
- Armored Heart
- Armored shell
- Find The Flaw
- Gear Shield
- Hone Blade
- Machine Speech
- Machine's Load
- Ring Strike
- Tireless
- Undermine Armor
2nd Level
- Bitter Chains
- Boiling Oil
- Doom Of The Slippery Rogue
- Gear Barrage
- Greater Analyze Device
- Lock Armor
- Repair Metal
- Winding Key
3rd Level
- Gear barrage
- Overclock
- Thousand darts
4th Level
- Absolute Command
- Fabricate
- Gremlins
- Grinding Gears
- Read Memory
- Steam Blast
- Summon Construct
5th Level
- Mass Repair Metal
- Magnetize
- Mechanical Union
6th Level
- Robe Of Shards
7th Level
- Timeless Engine
8th Level
- Power Word Restore
9th Level
- Time Slippage
Universal Craft
Cantrip (0 Level)
- Eldritch Blast
The following spell are universal Elemental spells you may take any of these spells if you have access to other Disciplines. If you have access to Pyromancy, Cryomancy, Hydromancy, Electromancy, Terramancy or Galeomancy you may take any of the spells below but they only effect the element equivilent to Elemental Disciplines you have acsess to.
1st level
- Absorb Elements
- Chromatic Orb
- Hellish Rebuke
- Find Familiar (Tiny Elemental)
2nd level
- Elemental Twist
3rd Level
- Elemental weapon
4th Level
- Elemental Bane
- Conjure Minor Elemental
- Summon Elemental
5th Level
- Conjure Elemental
6th Level
- Primordial Ward
Radiant
Cantrips (0 Level)
- Guidance
- Resistance
- Dancing Lights
- Light
- Word of Radiance
- Sacred Flame
- Message
- Mending
- Benediction
- Star burst
- Bless the dead
- Brawn boost
- Nimbleness
- Exceptional Wit
- Fortitude
- Acumen
- Allure
- Thaumaturgy
1st Level
- Feather fall
- Jump
- Longstrider
- Charm Person
- Cause Fear
- Cure Wounds
- Detect Magic
- Identify
- Detect Poison and Disease
- Faerie Fire
- Purify Food and Drink
- Wrathful Smite
- Healing Word
- Cure Wounds
- Divine Favor
- Guiding Bolt
- Shield of faith
- Sanctuary
- Protection From Evil and Good (Evil Only)
- Ceremony
- Detect Evil and Good
- Bless
- Heroism
- Ancestor's Strength
- Angelic Guardian
- Feather Field
- Guest Of Honor
- Kareef's Entreaty
- Litany Of Sure Hands
- Nourishing Repast
- Protection From The Void
2nd Level
- Enhance Ability
- Magic Weapon
- Locate Object
- Silence
- Gentle Repose
- Calm Emotions
- Hold Person
- Zone of Truth
- See Invisibility
- Darkvision
- Protection From Poison
- Pass Without Trace
- Augury
- Aid
- Branding Smite
- Healing Spirit
- Warding Bond
- Lessor Restoration
- Prayer of Healing
- Spiritual Weapon
- Blessed Halo
- Blessed Rest
- Feather Travel
- Holy Warding
- Mantle Of The Brave
- Orb Of Light
- Prayer Of Resolve
- Shared Sacrifice
3rd Level
- Blinding Smite
- Crusaders Mantle
- Revivify
- Mass Healing Word
- Spirit Guardians
- Beacon of Hope
- Aura of Vitality
- Ceate Food And Water
- Feign Death
- Fear
- Clairvoyance
- Protection From Energy
- Nondetection
- Remove Curse
- Dispel Magic
- Sending
- Daylight
- Slow
- Haste
- Water Breathing
- Water Walk
- Entropic damage Field
- Holy Vow
4th Level
- Locate Creature
- Stoneskin
- Freedom of Movement
- Banishment
- Death Ward
- Guardian of Faith
- Aura of Purity
- Divination
- Aura of Life
- Deva's Wings
5th Level
- Greater Restoration
- Mass Cure Wounds
- Destuctive Wave
- Dawn
- Hallow
- Crcle of Power
- Banishing Smite
- Dispel Evil and Good (Evil Only)
- Commune
- Hold Monster
- Planar Binding
- Legend Lore
- Scrying
- Reincarnate
- Holy Weapon
- Wall of Light
- Summon Celestial
6th Level
- Heroes Feast
- Find The Truth
- True Seeing
- Guards and Wards
- Word of Recall
- Sunbeam
- Heal
- Heavenly Crown
- Celestial Fanfare
7th Level
- Temple of the Gods
- Conjure Celestial
- Crown of Stars
- Divine Word
- Regenerate
- Resurrection
- Force Cage
8th Level
- Power Word Stun
- Antimagic Field
- Sunburst
- Holy Aura
- Quintessence
9th Level
- Wish
- Foresight
- Power word Heal
- True Resurrection
- Mass Heal
- Theogenesis
- Greater Seal Of Sanctuary
- Summon Star
Pyromancy / Pyrokinesis
Cantrips (0 Level)
- Control flames
- Fire bolt
- Green flame blade
- Produce flame
- Create Bonfire
- Puff of smoke
1st Level
- Hellish Rebuke
- Burning Hands
- Searing Smite
- Hearth Charm
- Thin The Ice
2nd Level
- Heat Metal
- Pyrotecnics
- Flame Blade
- Aganazzars Scorcher
- Continual Flame
- Scorching Ray
- Flaming Sphere
- Ashen Memories
- Fire Darts
- Magma Spray
- Solitary Fireball
3rd Level
- Fireball
- Melfs Minute Meteors
- Slow-Burn Fireball
4th Level
- Fire Sheild
- Wall of Fire
5th Level
- Immolation
- Flame Strike
6th Level
- Disintergrate
- Investiture of Flame
7th Level
- Delayed Blast Fireball
- Fire Storm
8th Level
- Incendary Cloud
9th Level
- Meteor Swarm
- Pyroclasm
Cryomancy / Cryokinesis
Cantrips (0 Level)
- Frostbite
- Ray of frost
- Hoarfrost
- Shiver
1st Level
- Armor of Agathys
- Ice Knife
- Flurry
- Freeze Potion
- Icicle Daggers
- Snowy Coat
2nd Level
- Snillocs Snoball Swarm
- Boreas's Breath
- Creeping Ice
- Entomb In Ice
- Ice Hammer
- Sculpt Snow
- Sheen Of Ice
- Snow Fort
3rd Level
- Sleet Storm
- Ice burn
- Protective Ice
4th Level
- Ice Storm
- Brittling
- Fusillade Of Ice
- Wintry Glide
5th Level
- Cone of Cold
- Clash Of Glaciers
- Control Ice
- Ice Fortress
6th Level
- Otilukes Freezing Sphere
- Wall of Ice
- Investiture of Ice
- Icy Manipulation
- Winterdark
7th level
- Winterdark
- Blizzard
8th Level
- Glacial Cascade
Electromancy / Electrokinesis
Cantrips (0 Level)
- Thunderclap
- Shocking Grasp
- Lightning lure
- Booming Blade
- Thunder Bolt
1st Level
- Thunderwave
- Witch Bolt
- Thunderous Smite
2nd Level
- Shatter
3rd Level
- Thunder Step
- Call lightning
- Lightning Bolt
- Thundurous Wave
6th Level
- Chain Lightning
Teramancy / Terrapathy / Terrakinesis
Cantrips (0 Level)
- Mold Earth
- Magic Stone
- Pummelstone
1st Level
- Earth Tremor
- Guiding Star
- Land Bond
- Mud Pack
2nd Level
- Earthbind
- Maximilians Earthen Grasp
- Boulder Toss
- Ley Disruption
- Reverberate
- Spire Of Stone
- Trench
3rd Level
- Wall of Sand
- Erupting earth
- Meld into Stone
4th Level
- Stone Shape
- Stoneskin
- Phantasmal Killer
5th Level
- Transmute Rock
- Wall of Stone
6th Level
- Bones of earth
- Investiture of Stone
- Flesh to Stone
- Move Earth
- Fault Line
- Investiture of Stone
8th Level
- Earthquake
- Mighty Fortress
9th Level
- Unleash Effigy
- Summon Avatar
- Ley Surge
Hydromancy / Hydrokinesis
Cantrips (0 Level)
- Shape Water
1st Level
- Fog Cloud
- Create or Destroy Water
- Tidal Barrier
3rd Level
- Wall of Water
- Tidal Wave
- Quench
- Riptide
4th Level
- Control Water
- Watery Sphere
5th Level
- Maelstorm
8th Level
- Tsunami
Galeamancy / Aerokinesis
Cantrips (0 Level)
- Gust
- Wind Lash
1st Level
- Zephyr Strike
- Breathtaking Wind
- Circle Of Wind
- Wind Tunnel
2nd Level
- Dust devil
- Gust of Wind
- Warding Wind
- Wresting Wind
3rd Level
- Wind Wall
4th Level
- Storm Sphere
5th Level
- Control Winds
6th Level
- Investiture of Wind
- Wind Walk
- Storm Form
8th Level
- Roaring Winds Of Limbo
7th Level
- Whirlwind
Bane
Cantrips (0 Level)
- Acid Splash
- Caustic Touch
- Crushing Curse
- Semblance Of Dread
- Hamstring
- Hobble
- Word Of Misfortune
- Impotence
- Clumsiness
- Bewilderment
- Frailty
- Obtuse
- Abhorrence
- Memento Mori (Demonic Appearance)
- Black goats blessing
- Dragon roar
- Dissonant Whispers
- Visios mockery
- Brimstone Infusion
- Misstep
1st Level
- Chaos bolt
- Inflict Wounds
- Bane
- Hex
- Cause Fear
- Agonizing Mark
- Blinding Pain
- Cause Fear
- Doom Of The Cracked Shield
- Grim Siphon
- Ill-Fated Word
- Life Transference Arrow
- Maw of needles
- Proselytize
- Roaming Pain
- Screaming Ray
- Withered Sight
- Writhing Arms
- Hobble Mount
- Find Familiar (must be a Aberration or Mutant of CR 1/4 or less, like, _ some CR 1/2 may be acceptable, consult GM, This spell is now concentration up to one hour)
- Earworm Melody
- Fey Glamer
- Gordolay's Pleasant Aroma
- Tasha's Hideous Laughter
- Auspicious Warning
- Brimstone
- Chronal Lance
- Fairy Fire
- Glamer Of Mundanity
- Liar's Gift
- Twist The Skein
- Unluck On That
2nd Level
- Ray of Enfeeblment
- Crown of madness
- Caustic Blood
- Chaotic Vitality
- Clearing The Field
- Cloak Of Fiendish Menace
- Crown of Madness
- Melf's acid Arrow
- Darkbolt
- Elemental Horns
- Exude Acid
- Maddening Whispers
- Negative Image
- Rolling Thunder
- Slither
- Timely Distraction
- Enhance Greed
- Heartache
- Phantasmal Force
- Bad Timing
- Doom Of Consuming Fire
- Mist Of Wonders
- Shifting The Odds
- Spin
- Unluck On That
3rd Level
- Life Transference
- Vampiric Touch
- Feigh Death
- Hungar of Hadar
- Mass Hobble
- Nest Of Infernal Vipers
- Wave Of Corruption
- Summon Lesser demons (must be a Aberration or Mutant, not an elemental.)
- Incite
- Phantom Steed
- Gaseous From
4th Level
- Evard's Black Tentacles
- Vitriolic Sphere
- Aura Of Entropy
- Summon Aberration
- Caustic waste
- Phantasmal Killer
- Shadow of Moil
5th Level
- Enervation
- Negative Energy Flood
- Acid Rain
- Summon Greater Demon (must be a Aberration or Mutant, not an elemental.)
6th Level
- Harm
- Circle of Death
- Eyebite (Panicked)
- Misfortune
- Conjure Fey (must be a Aberration from the current environment, not a Fey and they are corporeal.)
- Eyebite (Asleep)
7th Level
- Symbol
- Power Word Pain
8th Level
- Maddening Darkness
- Abi-Dalzims Horrid Wilting
- Maddening Darkness
- Machine Sacrifice
- Glimpse Of The Void
- Deadly Sting
- Paragon Of Chaos
- Move The Cosmic Wheel
- Maze
- Lower The Veil
9th Level
- Power Word Kill
- Weird
- Unshackled Magic
- Storm of Vengeance
- Mammon's Due
- Form Of The Gods
- Blade of Disaster
- Void Rift
- Prismatic Wall
- Maze, Greater
- Greater Maze
Pox
Cantrips (0 Level)
- Decay
- Hand of doom
- Infestation
- Memento Mori
- Poison Spray
1st Level
- Ray of Sickness
- Bottomless Stomach
- Cobra Fangs (Putrid Fangs)
- Disquieting Gaze (poison not necrotic)
- Ray of Sickness
- Withering Smite
2nd Level
- Grudge Match
- Poisoned Volley
- Poisonous Flesh
- Plaguebearer
- Rotting Corpse
- Stench of Rot
- Vomit Tentacles
- Caustic Blood
- Mephitic Croak
3rd Level
- stinking cloud
4th Level
- Blight
- Sickening Radiance
5th Level
- Contagion
- Cloud Kill
6th Level
- Eyebite (sickened)
7th Level
8th Level
- Wind Of The Hereafter
- Malevolent Waves
- Frailform
9th Level
Necromancy / Necropathy / Necrokinesis
Cantrips (0 Level)
- Chill Touch
- Memento Mori
- Semblance Of Dread
- Shiver
- Claws of Darkness
- Shadow Bite
- Dark Maw
- Find Familiar (must be a undead of CR 1/4 or less, like, _.)
1st Level
- Arms of Hadar
- Bolster Undead
- Cloying Darkness
- Shadow Hands
2nd Level
- Animate Ghoul
- As You Were
- Conjure Spectral Dead
- Dead Walking
- Ectoplasm
- Grave Sense
- Jerilyn's Cadaverous Uprising
- Rotting Corpse
- Unholy Defiance
3rd Level
- Animate dead
- Speak with Dead
- Fatebinding
- Seeping death
- Summon Undead
- Touch of the Unliving
- Conjure undead
4th Level
- Dread Wings
- Evercold
- Keening Wail
5th Level
- Danse Macabre
- Rise Dead
- Souleater
6th Level
- Create Undead
- Extract Knowledge
- Raise Elder
- Raise Questing Dead
7th Level
- Resurection
- Finger of Death
- Conjure Greater Spectral Dead
8th Level
- Malevolent Waves
- Ghoul King's Cloak
9th Level
- True Resurrection
- Umbral Storm
Spirit Craft
Cantrips (0 Level)
- Toll the dead
- Sword Burst
- Eldritch blast
1st Level
- Bane
- Hex
- Bless the dead
- Black Ribbons
- Extract Essence
- Gird the Spirit
2nd Level
- Moonbeam
- Shadow Blade
- Gentle Repose
- By The Light Of The Moon
- Dark Path
3rd Level
- Gaseous From
- Life Transference
- Vampiric Touch
- Feign Death
- Soul Borrowing
- Spirit Guardians
4th Level
5th Level
- Creation
6th Level
- Soul Cage
- Magic jar
7th Level
- Etheralness
8th Level
9th Level
- Cosmic Alignment
Shadomancy / Shadopathy / Shadokinesis
Cantrips (0 Level)
- Douse Light
- Semblance Of Dread
- Silhouette
- Shadow Blindness
1st Level
- Cloak Of Shadow
- Shadow Armor
- Black Ribbons
2nd Level
- Darkness
- Shadow Puppets
- Shadow Blade
- Shadow Tree
- Shadow's Brand
3rd Level
- Fear
- Call Shadow Mastiff
- Shadow Tendrils
- Shadow Trove
- Summon Shadowspawn
4th Level
- Hide In One's Shadow
- Shadow Step
5th Level
- Living Shadows
- Shadow Gateway
6th Level
- Encroaching Shadows
- Shadow Metamorphosis
7th Level
- Conjure Shadow Titan
8th Level
- Steam Whistle (Banshe scream)
Hemomancy / Hemopathy / Hemokinesis
Cantrips (0 Level)
- Bloodtide
1st Level
- Bleed
- Blood Scarab
- Bloody hands
- Bloody Smite
- Heart to Heart
- Stanch
- Weapon Of Blood
2nd Level
- Blood Lure
- Bloodshot
- Lacerate
3rd Level
- Blood armor
- Vital Mark
- Hematomancy
4th Level
- Blood and Steel
- Blood Puppet
- Blood Spoor
- Boiling Blood
5th Level
- Cruor Of Visions
- Exsanguinate
- Exsanguinating cloud
- Sanguine horror
6th Level
7th Level
8th Level
9th Level
- Afflict Line
- Blood To Acid
Floramancy / Florapathy / Florakinesis
Cantrips (0 Level)
- Shillelagh
- Thorn Whip
- Druidcraft
- Hail of Thorns
- Tree heal
1st Level
- Entangle
- Ensnaring Strike
- Goodberry
- Forest Affinity
- Forest Native
- Green Mantle
- Nature's Aegis
- Tree Speak
- Find Familiar (must be a Plant of CR 1/4 or less and they are corporeal, This spell is now concentration up to one hour)
- Hail of thorns
2nd Level
- Locate Animals or Plants
- Spike Growth
- Barkskin
- Batsense
- Thorn Cage
- Tree Running
- Vine Trestle
3rd Level
- Plant Growth
- Speak With Plants
- Counjure Animals (must be a Plant instead of a beast and they are corporeal)
4th Level
- Grasping Vine
- Guardian of Nature (Great tree only)
5th Level
- Tree Stride
- Commune With Nature
- Wrath of Nature (Animate only Plants)
- Awaken (Only Plants)
- Conjure Elemental (Must be a Plant, instead of a elemental and they are Corporeal.)
6th Level
- Wall of Thorns
- Transport Via Plants
- Druid Grove
- Conjure Forest Defender
- Conjure Fey (Must be a Plant, instead of a Fey and they are Corporeal.)
9th Level
- Forest Sanctuary
Faunamancy / Faunapathy / Faunakinesis
Cantrips (0 Level)
- Infestation
- Primal Savagry
1st Level
- Hunters Mark
- Beast Bond
- Speak with Animals
- Animal Friendship
- Cure Beast
- Goat's Hoof Charm
- Hunter's Endurance
- Illuminate Spoor
- Mosquito Bane
- Scentless
- Strength Of An Ox
- Wolfsong
- Find Familiar (must be a Beast of CR 1/4 or less and they are corporeal, This spell is now concentration up to one hour)
2nd Level
- Locate Object
- Beast Sense
- Animal Messenger
- Darkvision
- Find Traps
- Pass Without Trace
- Enhance Ability
- Spider Climb
- Find Steed
- Animal Spy
- Aspect Of The Ape
- Aspect Of The Ram
- Bestial Fury
- Black Swan Storm
- Call a Roggenwolf
- Conjure Scarab Swarm (must be from the current environment and they are corporeal)
- Enhance Familiar
- Hunter's Cunning
- Mark Prey
- Nip at the Heels
- Revive Beast
- Snap the Leash
- Thunderous Stampede
- Summon Beast (must be from the current environment and they are corporeal)
3rd Level
- Conjure Animals (must be from the current environment and they are corporeal).
- Water Breathing
- Animal polymorph
4th Level
- Dominate Beast
- Giant Insect
- Locate Creature
- Find Greater Steed
- Guardian of Nature (Primal beast only)
- Polymorph
5th Level
- Insect Plague
- Awaken (only Beast)
- Conjure Elemental (must be a beast from the current environment, not an elemental and they are Corporeal.)
6th Level
- Find the Path
- Conjure Fey (must be a beast from the current environment, not a Fey and they are corporeal.)
8th Level
- Animal Shapes
9th Level
- Mass Polymorph
- True Polymorph (Beasts Only)
Change Log and art credits
Art Credits
- Cover picture; Tom Clancy’s Division 2, (Ubisoft)
- Operator picture; Art Abyss, Sci Fi Warrior Art, Discovered By: TorinoGT
Change Log
catchy_title
catchy_footer
Sub-title
The intent of this document is be a test document for any new GM Binder themes you might create. To use it, grab the source of this document, paste it into a new document, and then apply your theme styles above.
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 2
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 3
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 4
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Headline 5
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Headline 6
Ho mankoi lle uma tanya amin khiluva lle a' gurtha ar' thar quel lome. Shaalth Nuduin amin panta tangwa. Tampa tanya! Naugrim tula uialtum tenna' san'. Aman tel' Seldarine aa' menle nauva calen ar' ta hwesta e' ale'quenle uuma dela amin uuma malia. Gorgaerea rwalaerea atost en' entula orme amin autien rath.
Lye yala onna en' kemen tanya awra! En!. Lirimaerea mereth en draugrim Yallume Elenya. Amin hiraetha quel undome nai uuvanimo turamin cormamin niuve tenna' ta elea lle au'. Yavannie ram en' ondo mereth en draugrim tanka tel' taurnin. Aman tel' Seldarine ram en' templa Amrun'quessir amin khiluva lle a' gurtha ar' thar.
Type Faces
- Bold
- Italics
Strikethrough- Super
- SuperScript
- SubScript
- Internal Link
- External Link
- Item 1
- Item 2
- Item 3
- Item 1
- Item 2
- Item 3
Theme tester document by /u/Iveld
Class Block Narrow
Level | Proficiency Bonus | Features | Some Modifier |
---|---|---|---|
1st | +2 | Something | — |
2nd | ─ | ─ | — |
... | ─ | ─ | ─ |
20th | ─ | ─ | ─ |
Catchy Title
Useful Information
Catchy Title
Useful information
Class Features
As a class_name, you gain the following class features
Hit Points
- Hit Dice: 1d10 per class_name level
- Hit Points at 1st Level: something
- Hit Points at Higher Levels: something_higher
Proficiencies
- Armor: armor
- Weapons: weapons
- Tools: tools
- Saving Throws: saving_throws
- Skills: Choose two from skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
d8 | Loot |
---|---|
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
Spell Name
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)
- Condition Immunities Some
- Senses Senses
- Languages Languages
- Challenge Senses
Actions
Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)
Theme tester document by /u/Iveld
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)
- Condition Immunities Some
- Senses Senses
- Languages Languages
- Challenge Senses
Actions
Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)
Cantrips (0 Level)
- Cantrip A
- Cantrip B
- Cantrip C
1st Level
- Spell A
- Spell B
- Spell C
2nd Level
- Spell A
- Spell B
- Spell C
3rd Level
- Spell A
- Spell B
- Spell C
4th Level
- Spell A
- Spell B
- Spell C
5th Level
- Spell A
- Spell B
- Spell C
6th Level
- Spell A
- Spell B
- Spell C
7th Level
- Spell A
- Spell B
- Spell C
8th Level
- Spell A
- Spell B
- Spell C
9th Level
- Spell A
- Spell B
- Spell C
Class Block Wide
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Something | — | — | — | — | — | — | — | — | — | — | — |
2nd | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — |
... | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
20th | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
Theme tester document by /u/Iveld
Summary of Content
Summary of Content
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: Skiorh
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search
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Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!