Difference between revisions of "ShadowRun.DnD5"

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=== ADDITIONAL GEAR ===
 
=== ADDITIONAL GEAR ===
 
'''CLOTHING'''
 
'''CLOTHING'''
 
== VEHICLES AND DRONES HOUSERULES ==
 
  
 
== MAGIC OF THE SIXTH WORLD HOUSERULES ==
 
== MAGIC OF THE SIXTH WORLD HOUSERULES ==

Revision as of 21:52, 3 December 2021

ShadowRun.DnD5.jpg

These rules are not an attempt to convert everything about Shadowrun into DnD5th but to instead capture the fell of the setting.

BASIC HOUSERULES

Character Classes: all characters (not just Heroic characters) gain the following: base Proficiency Bonus, a Feat at 1st level, then another Feat every 2 levels afterwards (3, 5, 7, etc.), and Attribute Bonus of +2 to one Attribute or a +1 to two different Attributes every 4 levels, starting at 4th (4, 8, 12, etc.). There are seven Heroic Classes: Adept, Face, Fighter, Infiltrator, Magic-User, Tech and Tough. Heroic characters gain three core Talents at 1st level plus one additional talent every odd level after that (3, 5, etc.) and a Bonus Class Feat every even level (2, 4, 6, etc.). These feats must be chosen from the Class Bonus Feat list.
Heroic characters gain Karma Points which act as Hero Points from the Optional Rules in the DMG (pg. 264) but see below.

Character Level Proficiency Bonus Character Level Bonus Heroic Level Bonus
1 +2 Starting Feat Talents(s)
2 +2 -- Bonus Feat
3 +2 Feat Talent
4 +2 Attrubyte boost Bonus Feat
5 +3 Feat Talent
6 +3 -- Bonus Feat
7 +3 Feat Talent
8 +3 Attribute boost Bonus Feat
9 +4 Feat Talent
10 +4 -- Bonus Feat
11 +4 Feat Talent
12 +4 Attribute boost Bonus Feat
13 +5 Feat Talent
14 +5 -- Bonus Feat
15 +5 Feat Talent
16 +5 Attribute boost Bonus Feat
17 +6 Feat Talent
18 +6 -- Bonus Feat
19 +6 Feat Talent
20 +6 Attribute boost Bonus Feat

Karma Points: Heroic characters gain 5 + ½ (round down) their Heroic class levels in Karma Points. You can only spend one Karma a round. Karma points add 1d4+1 to any 1d20 roll (attack roll, saving throw, skill or ability check etc.) and are used to activate certain Talents. Unspent Karma Points are lost when you raise a level (and gain your new levels’ Karma points). Certain Talents and Feats and grant you additional Karma Points, high dice to add to your d20 and new uses.

Talents, Feats and Skills: Using the basic ideas of skills from DnD5 but renaming a couple, adding new ones and new usage. Talents tend to be of greater usefulness and abilities over Feats which are much less powerful (more common). Unless specified elsewhere the DC for Skill is found in PHB pg. 174.
Also not using Tool proficiencies. These have been replaced by new skills. See Skill Update below.
Proficiency: Armors include Light, Medium, Heavy and Shields. Weapons include Simple, Martial (as from the PHB), Light Firearms (pistols, machine pistols, etc.), Heavy Firearms (rifles, assault rifles, shotguns, etc.), Heavy Weapons (machine guns, grenade launchers, etc.) and Super Heavy Weapons (tank cannons, rocket launchers, heavy missile launchers, etc.).

Circumstance Bonuses: While still using Advantages/Disadvantages as normal also using circumstance bonuses that can come from various talents and feats. The same ‘types’ of bonus do not stack but different types can. Basic types: equipment, insight, magic, moral or rage.

Firing into Melee Combat and Ranged attacks while prone: Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.

Wound Damage Threshold: see Reeling Condition below. Your Would Damage Threshold is equal to 15 + Proficiency Bonus + either Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer these affects (see Vehicles).

Additional Conditions – Reeling (see Condition in the PHB): if you suffer damage equal to or greater than your Wound Damage Threshold from one attack, you gain the Reeling condition. Effects…

  • You suffer Disadvantage to all Attacks, Skills and Ability checks.
  • If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that equal or exceeds your Wound Damage Threshold), you are Stunned for one round. After this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
  • In order to recover from Reeling, at the end of your round (after you have taken all your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC10 or ½ the Damage you just suffered that imposed the condition (round down, whichever is greater, but maximum DC20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the Condition.
  • Instead you can spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed as above.

Slow Natural Healing: as the option rule found in DMG pg. 267. You only gain back ½ Hit Dice (round up) each long rest and can then spend as many as you wish on HP’s back. Also, once per day, you can recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).

Heroic Recovery: when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.

Maintaining Spells in Shadowrun no spell last longer than the spell caster concentrating on it. All spells that require concentration automatically end if the magic user stops concentrating on it.

Full Round Action and Free Actions: A full round action takes up the creatures full round, including their action, movement (Speed 0 remaining) and bonus action (you still have your reaction). A free action take none of these.

Mind-Effecting: many talents and feats are listed as mind-effecting. These talents and feats only affect living, sentient beings, nor spirits or elementals. Mind-effecting fear don’t work against sentient beings immune to fear.

Hardness: Vehicles and material reduce some damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target. There is a special ‘Ballistic Hardness’ that works as a damage reduction but only verses ballistic weapon damage. This is common in most armor, drones and vehicles. Cybernetic implants and spells can also grant some Hardness to metahumans and stacks with ballistic hardness for overall ratings. Some paracritters and enhanced animals can also gain Hardness ratings.

SITUATIONAL AND ACTION HOUSERULES

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects -Explosives: (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save against an indirect attack).

Area of Effects -Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).
Special – the attack can use a Bonus action to “Brace” as a maneuver to reduce these penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Bracing causes you to suffer advantage from all attacks directed against you until the start of your next turn.

Special - you do not include your Strength or Dexterity modifier nor do you add any range Feat or non-specific Talent (Grenade Expert) bonuses to damage to any AOE damage types listed above.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

CHARACTERS

This section includes Character Creations, Meta-Humans, Backgrounds, Heroic Classes, Skills, Generic Talents and Feats.

CHARACTER CREATION

  • Assign Attributes: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
  • Choose a Metahuman type: pick one species from the list below.
  • Choose a Background: provide basic skills, proficiencies and some starting gear and cash.
  • Choose a Class: Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skills, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have Three Core Talents that the character gets at 1st level character creation only. If the character multi-classes, then they only can take one of the Core Talents. Class Bonus Feats must be chosen from the lists provided. Characters also gain generic Feat choices that can be chosen from any feat that the character meets the Prerequisites for.
  • Assign Gear: Record your starting gear and cash. Purchase any additional gear.
  • Pick Two Contacts: See Contacts. You gain two indifferent low-end contacts to start.
  • Per-paid Lifestyle: see Lifestyle. You either have six months of Squatter or one month of Low.

METAHUMAN SPECIES

New Sense: in addition to those found on PHB pg. 183. Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision ignore Dim Light obscure.
Languages: all characters begin with the ability speak, read and write in their native Language plus one additional language of choice.
Attribute Maximums: Character’s maximum Attributes are 20 +/- the racial ability score modifier.

HUMAN SPECIES TRAITS
While humans are the most dominate and common species of the Sixth World they still only make up just over 50% of the world’s population.

Ability Score Modifier: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 30 feet.
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
Outgoing: You gain +1 Karma point over the standard Karma Points each level.

DWARF SPECIAL TRAITS
Tend to be industries and determined, Dwarfs make up around 10% of the World’s population.

Ability Score Modifier: Constitution +2, Wisdom +2, Charisma -1
Medium Sized and Speed: base 25 feet a round.
Dark Vision: dwarfs can see up to 60ft in the dark per the PHB pg. 183.
Hardy: dwarfs gain one additional Hit Dice back after a long rest (up to max HD). They also add double their Constitution bonus (instead of just Constitution bonus) back when they take a Heroic Recovery and with any Hit Dice recovery rolls after a Short or Long Rest. They can take their Heroic Recovery as a Bonus action (instead of an Action). Gain +2 to Wound Damage Threshold score and an additional +1 to recovering from the Reeling condition.
Resistance: dwarfs have advantage on saving throws against toxins, poisons and disease and resistance on any damage that they would suffer from such attacks.

ELF SPECIAL TRAITS
Graceful and beautiful, Elfs make up 15% of the World’s population.

Ability Score Modifier: Dexterity +2, Charisma +2, Constitution -1
Medium Sized and Speed: base 40 feet.
Alluring: elfs are naturally attractive to most people and gain advantage with both Charisma (Deception) and (Persuasion) skills with anyone who can see, hear and understand them.
Low-Light Vision: elfs see well in the dark (see rules above).
Perceptive: elfs start with proficiency in Wisdom (Perception) skill for free.

ORK SPECIAL TRAITS
Brutish and aggressive, the Orks make up 20% of the World’s population.

Ability Score Modifier: Strength +2, Constitution +2, Intelligence -1
Medium Sized and Speed: base 30 feet.
Aggressive: everyone knows that orks are born brawlers. Orks start with the Brawler feat for free.
Low-Light Vision: orks see well in the dark (see rules above).
Menacing: orks gain proficiency in the Charisma (Intimidate) skill for free.
Relentless Endurance: when an ork is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point. Orks can’t use this feature against until after they finish a long rest.

TROLL SPECIAL TRAITS
Large and strong, Trolls make up only 5% of the world’s population.

Ability Score Modifier: Strength +4, Constitution +2, Dexterity -1, Intelligence -1, Charisma -1
Large Sized and Speed: base 30 feet. Trolls can carry the Strength x8 as a base load.
The average male troll is around 96” tall and weighs 600lbs, while females average 90” tall and 540lbs. Trolls take up two-squares of space on a grid-map for tabletop map and clothing, armor and most weapons are not made for their sized beings. As such they must purchase larger sized gear to fit their frames, etc. Increase the base cost for firearms by 50% (bigger grip and triggers, etc.), while armor and clothing weigh and cost twice as much as for a medium creature. Trolls also have to spend 50% more on their lifestyle due to increased food consumption and space. Trolls deal the versatile damage with melee weapons one-handed and can use melee two-handed weapons in one hand.
Big: Trolls start with +2 hits points at 1st level and gain an additional +1 every level after that.
Dark Vision: trolls can see up to 60ft in the dark per the PHB pg. 183.
Dermal Plating: trolls have thick armored like skin. This provides 2 points of natural Hardness. This bonus stakes with any other form of Hardness (armor, cybernetics, talents, etc.).
Reach: due to their size trolls have a reach of 10 feet instead of 5 feet.
Scary: trolls are big and so due to their size, they can use their Strength ability modifier instead of their Charisma modifier for this skill.

BACKGROUNDS

Academic: You worked for one of the colleges or universities of the day. Note that most are corporate sponsored if not outright owned by one. Many Mages attended some of the various Arcana Schools to learn about magic (not all as some Street Mages are taught by one person).

Skill Proficiencies: Computer Use plus two of Arcana, Investigation, Life Science, Physical Science or Technology.
Languages: One language or your choice.
Equipment: Two sets of middle-class clothes, one of the following - Arcane, Life Science, Medicine, Physical Science, or Religion added to their comlink proficiency, a credstik with 150¥.

Affluent: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.

Skill Proficiency: Any two of Deception, Gambling, Intimidation or Persuasion.
Languages: Two languages of your choice.
Equipment: Four sets high-class clothing, an advanced comlink (broadcast 2, firewall 2, Int 16, Wis 12 and proficiency +3), a credstik with 500¥.

Athletic: This background is for a person who spent much, if not most of their young and formative years training form and competing in various athletic sports. Urban Combat, Football, Basketball, the Olympics, National competitions, etc. all might encompass this background.

Skill Proficiencies: Acrobatics and Athletics, plus one of either Intimidate or Persuasion.
Equipment: Two set of middle-class clothing, one set of your past athletic uniform, a past trophy, a credstik with 150¥ on it.

Celebrity: Perhaps you were on reality Sim-Sense show, maybe you hit a billion views on the Matrix, or you were the lead singed in last years a one-hit wonder group. You could be an actor, an extreme sportsman, an underground brawler, etc. Whatever the case, people often recognize you.

Skill Proficiencies: Performance and Persuasion plus either Gambling or Intimidate.
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150¥, one flashy costume, two set of middle-class clothing, a credstik with 150¥.

Corporation: former Wage-Slave, the Suite, Corporate-drone who went to work six days a week, ten-hours a day and was loyal. In the world of Shadowrun, Mega-Corporations are rules unto themselves and wield incredible powers. They are the nation-states of the Modern World.

Skill Proficiencies: Computer Use plus any two from among Deception, Gather Information, History, Insight, Persuasion or Technology
Languages: One languages of your choice.
Equipment: Two sets of middle-class clothing, a credstik with 250¥.

Criminal: You use to work for one of the big crime families – the Mob, the Yakuza, Triads, Kkangpae (Korean Mob), the Bratva, etc. For some reason you broke from the ‘family’ and are independent now. Its’ unlikely you left on good terms.

Skill Proficiencies: Pick any three from among Acrobatics, Athletic, Computer Use, Deception, Gather Information, Insight, Intimidation, Sleight of Hands, Stealth or Thievery.
Equipment: Two sets of middle-class clothes, a Disguise kit or Game set, a credstik with 100¥.

Disciple: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.

Skill Proficiencies: Religion, plus any two from among Animal Handling, Arcane, Athletics, Gather Information, History, Life Science, Medicine, Persuasion, Physical Science, Survival or Technology.
Languages: One language of your choice.
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 100¥, two sets of middle-class clothes, Religion proficiency added to comlink, a credstik with 50¥.

Intelligence: You use to work for an intelligence agency as a spy. Corporate, Government, Criminal, all the big powers employ such people for covert operations against each other. You job probably involved gathering intelligence on the competition or even real terrorists.

Skill Proficiencies: Deception and Investigation plus one of either Computer Use, Gather Information, History or Thievery.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a Disguise Kit or Forgery kit, a credstik with 150¥.

Law Enforcement: You were a cop (corporate or national marshal, etc.) or private investigator. Whatever the case you worked the streets of big city and have a lot of knowledge and knowhow when it comes to dealing with both criminals and your everyday folks just trying to get by.

Skill Proficiencies: Drive and Intimidate and one of Computer User, Gather Information, Investigation or Persuasion.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

Military: You have experience as maybe a guerrilla, militiaman, reservist, regular soldier, special operator or mercenary soldier types (there are corporate sponsored Desert Wars each year after all). The military can encompass a lot of skill sets from poor-trained and equipped ground pounder, to rigger jet pilot flying of a million neyen jet.

Skill Proficiencies: Athletics plus one of Drive, Intimidate, Mechanic, Pilot, Stealth or Survival.
Armor or Weapon Proficiencies: One of the following – either Light, Medium or Heavy Armor Proficiency, or Heavy Firearms, Heavy Weapons or Super-Heavy weapons.
Equipment: Old military BDUs, two sets of middle-class clothing, a credstik with 150¥.

Occult: With the return of magic to the Sixth World, there are huge number of strange occult orders, secret societies, social clubs, and magical teaching groups spread throughout the world. Even those without any magical talent often join these communities due to a fascination with the arcane.

Skill Proficiencies: Arcana plus two from among Computer Use, History, Insight, Investigation or Survival.
Languages: One Languages of your choice.
Equipment: Two sets of middle-class clothes, a minor fetish with a magical aura too it, a credstik with 150¥.

Security: You were a professional counterspy, bodyguard or secret policemen. Generally worked for one of the major corporations or various government agencies, but you could have been just a rent-a-cop who worked down the local strip mall.

Skill Proficiencies: Investigation and Perception, plus either Intimidate or Persuasion.
Equipment: Two sets of middle-class clothes, a credstik with 150¥.

Street: You grew up in one of the Barrens or non-entity parts of the urban sprawl. Millions of non-persons (no SIN) have been born, grown up and died without any government or corporation knowing or caring that they existed at all.

Skill Proficiencies: Deception or Intimidate plus Stealth and Survival.
Equipment: One set of lower-class clothing, a backpack, bedroll blanket, a credstik with 50¥.

Survivalist: while not common in the sprawls, there are hundreds of small, back-to-earth and nature groups hiding out in various out of the way locations shattered across the globe. Most just want to be left alone while others are awaiting the end of the world. Some give up the lifestyle to return to the sprawls, growing weary of the isolation.

Skill Proficiencies: Athletics and Survival plus either Animal Handling or Drive.
Equipment: Two sets of survivalist clothing/outfits, one set of middle-class clothing, a survival knife, a credstik with 50¥.

HEROIC CHARACTER CLASSES

There are five basic Heroic Character Classes listed below.

ADAPT

An adept is an awakened metahuman whose magic is focused inward, into the body and soul of the person. This can make them strong and faster with the ability to perform great feats of athleticism and/or wildly unrealistic martial arts. It can allow them to see in the dark and use magical weapons.
If you take this class you are not normally allowed to take any levels in Magic-User (see Initiation below). You also cannot start with any other talent that include Cybernetics.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Light Firearms, Marital weapons, Simple weapons.
Saving Throw: Dexterity and Wisdom.
Skills: Choose three from among Acrobatics, Arcana, Athletics, Drive, Gather Information, Initiative, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Religion, Sleight of Hands, Stealth or Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Lined Coat armor or (b) extra 200¥ spare cash
  • Colt Manhunter with Concealable Hostler, 100 round regular ammunition and 2 spare mags.
  • (a) Longsword¹ or (b) Battle Axe¹ or (c) Compound Longbow with 20 arrows¹ and quiver or (d) Katana¹ or (e) a second Colt Manhunter with Concealable Hostler and 2 spare magazines.
  • Two simple weapons or one other martial weapon of choice worth¹
  • A basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥ in spare cash

¹slashing or piercing weapons or arrows, may include the Keen Blade modification added. This mod cannot be combined with magical weapons and certain Talents (see below).


THREE CORE TALENTS
Pick any 3 Physical Adept Powers (see below, must qualify with prerequisites).
Strain has an adverse effect against your adapt abilities. Generally for every 2 full points of Strain an adept suffers -1 to all attacks, ability checks, saves and skills with all adapt Powers.

PHYSICAL ADEPT TALENT TREE
The adept gains various magical powers that enhance his body in some way.

Astral Perception: You can perceive into the Astral Plane as a bonus action (reaction to end). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight.
Babel: By listening to a language that you presently cannot speak or reading a text you cannot presently read, you can spend a short 5 round Ritual (no other actions) and gain the ability to speak or read it. This affect lasts for one hour after you have performed the ritual before your understanding fades. You can use this ability again after a short or long rest.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Elemental Strike: You can enshroud your hands with elemental energy to strike your foes with greater force. As a free action at the beginning of your round you to charge your unarmed damage (including any Killing Hands dice) to one elemental type (Acid, Cold, Fire, Lightning, Radiant or Thunder). The attack deals a secondary elemental effect automatically (see SPELLS & SPELL CASTING – Elemental Bolt for Secondary Effect). This effect last until the start of your next turn. You can use this ability a number of rounds equal to your Wisdom modifier (they do not have to be one round after another, just a number of times). You must complete a long rest to use this ability again. You must choose the elemental to use when you take this talent and it cannot be changed later.
Enhanced Movement: When you take the Dash action, your base movement speed and Dash movement increased by +15 feet for your Action (so if you normal movement speed is 30 feet, when you take the Dash Action you can move up to 90 feet; 45 feet from your Move and 45 feet with the Dash). Also when you take the Dash action you ignore difficult terrain penalties to your movement.
Enhanced Physical Attribute: Your physical form has been enhanced. You gain +2 bonus to either you Strength, your Dexterity or your Constitution. This allows you also to exceed your characteristic maximum by 2 (or 4, see below). You can take this talent multiple times, each time it applies to a different physical attribute. Once you have taken all three attribute you can take this talent one additional time, applying it to your Strength, Dexterity or Constitution.
Enhanced Reflex: You can move unnaturally fast when you want to. You gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics.
Facial Sculpt: With a short 5 round Ritual, you transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same. This ability also does not change your clothing. You must concentrate on this ability to maintain it but otherwise can use it as often as you wish.
Foresight: You have advantage with Dexterity (Initiative). Prerequisite: Trained with Initiative.
Improved Abilities: Pick one skill – Acrobatics, Deception, Insight, Intimidate, Medicine, Perception, Performance, Persuasion, Sleight of Hands or Stealth. You have advantage with this skill.
Improved Dodge: You can take the Dodge action as a Bonus action. You can use this ability a number of times equal to your Wisdom ability modifier. Regain these uses after a short or long rest.
Improved Weapon Master: With the weapon the adept picked for her Weapon Master talent she now gains her full level as a magical bonus to damage with these weapons and +2 magic bonus to attack rolls with this one specific type of weapon. The weapon’s attacks counts as a magical weapon. Prerequisite: Weapon Master.
Kinesics Voice: You can alter your voice patters in such a way as the make others friendly to you. This talent works exactly like Winning Smile under the Face’s Diplomatic Talent Tree ability. Targets save DC vs. this ability is 8 + your proficiency bonus + your Wisdom bonus.
Killing Hands: Your hands can deal deadly damage. When you first take this talent, add +1d4 bludgeoning damage to your unarmed attack (for a medium size creature the base is 1 bludgeoning damage, so it becomes 1d4+1 bludgeoning damage). Your unarmed strike gains the weapon properties of finesse and light (meaning you can also make off-hand attacks with the Two Weapon attack ability). At 5th level adept this damage becomes +1d6 bludgeoning, at 10th level adept it is +1d8, at 15th level adept is it +1d10 and finally at 20th level adept it becomes +1d12. If you have any other feat the increase your base unarmed damage remember these dice are separate (i.e. with the Martial Arts feat a 1st level Troll Adept with the Killing Hands talent would dead 1d6 +1d4 +Strength modifier in bludgeoning damage).
Mental Cloaking: With an Action your body becomes blurred, shifting and wavering to all who can see you. For the duration, creatures have Disadvantage on attack rolls against you. It also means you can make a Stealth check without cover or with cover you can make the check with advantage. Creatures are immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. This effect last as long as you concentrate up to 1 minute (10 turns). You must complete a short or long rest to use this ability again.
Mystical Armor: Your understanding of the magic of your body grows you learn to better deal with external threats to it. When you are not wearing armor or carrying a shield, you add your Dexterity and Wisdom together to get your base Armor Class. This improves by +1 for every 5 levels in Adept that they gain (+1 at 5th level adept, +2 at 10th level adept, etc.). You also reduce all damage including those caused by magical spells and weapons by 2 points. This increase by +1 point of damage reduction for every 5 levels of adept you gain (5th, 10th, 15th and 20th adept level).
Visions: You have flashes and vision of people that you know, gaining some insight into where they are located and the conditions they might be in. To use this ability the character spend a Karma point with an Action to see a known target and get a quick (3-6 seconds) flash of where the target is and its condition, current hit points, etc. The adept can make a Wisdom saving throw with a DC15 to gain additional information and a ‘feeling’ of the target’s possible future (within a few days). Prerequisite: Astral Perception.
Weapon Master: pick one specific melee or range weapon (simple or martial; does not stack with any equipment bonuses) from the PHB, a Katana or Survival knife (see Gear) or one light firearm. While wielding that weapon type your gain a +1 magical bonus to attack rolls and deal additional magic damage equal to ½ your level in Adept (round up). This weapon counts as a magical weapon.

INITIATE TALENT TREE
These talents allows adepts to increase their overall magically ability by delving deeper into the mysteries of magic. These Talents all require the adept to be at least 5th level.
 :Attunement: You attract a loyal normal or para-critter that seeks you out and is forever your companion. If the critter is ever killed a new one will seek you out within 1d6 days. This critter can have a challenge rating of up to ½ your level in adept. Prerequisite: Adept level 5+.

Centering: This ability allows the Adept to perform a 1 minute Ritual. At the end of the ritual, the adept remove one level of Exhaustion. The adept must take a short or long rest to use this talent again. Prerequisite: Adept level 9+.
Masking: This ability allows the adept to mask her magical aura when viewed from astral space. To those looking the adept appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a DC8 + the adepts proficiency bonus + the adepts Wisdom ability modifier + ½ (round up) her level’s in Adept. Prerequisite: Adept level 5+.
Mystic: This advance form allows the adept to begin to expand his magical abilities to gain one of the Magic-Users Core abilities – either Astral Projection, Spell-Casting or Summoning. When you take this talent you gain one of these core abilities at the same time. After that you can take Magic-User talents that relate to your ability. Astral projection grants the normal astral attributes while spell casting and summoning grant you magic points and magnitude. Prerequisite: Adept level 7+.

MAGICAL FOCUS (WEAPONS) TALENT TREE
These Talents provides the adept with magical weapon. You cannot take any of the talents more than once. After character creation they also cost the adept money (¥) unless they acquired one through thief, etc. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana (see gear) and does not stack with any equipment bonuses (such as Keen blades). All focus require the adept to spend a Karma point and perform a one hour ritual to bond with the item. Afterwards the focus is bond to the adept and works for you alone. A focus must be "activated" to grant its bonuses but can be deactivated as a free action. This takes a bonus action but no concentration on the adept’s part. If the focus is dropped or the adept is incapacitated or knocked to 0 hit points it deactivates. Active focuses are visible in astral space.
Magical Focus cannot be combined with Weapon Master (above) but attuned and empower Talents can be added together, their affects stack.

Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d10 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Athlete, Bravery, Brawler, Bullet Storm, Brutal Critical, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Danger Sense, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy-Melee Weapon Expert, Improved Critical, Improved Mobility, Improved Heroic Recovery, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Shake it Off, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Whirlwind Attack

FACE

The face is a talker, a negotiator, a conman, a leader. Ambassadors and street hustlers, corporate marketers and Mr. Johnsons, street fixers and illegal gun salesman.
Every teams needs someone to con their way into a high security building or past the bouncer as the hottest nightclub, along with negotiating with Mr. Johnson for the biggest payday on a job. Some even can inspire their allies or put the fear in their enemies.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light Weapons: Light Firearms, Simple weapons.
Languages: Any two of choice.
Saving Throw: Wisdom and Charisma.
Skills: Choose six from among Boating, Computer Use, Deception, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Religion or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Business Suit or (b) Reinforced Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) HK-MP5 TX with a Concealable Hostler, 100 rounds of regular ammunition and 2 extra clips (or speed loaders for Hammerli).
  • Two simple melee weapons of chose (if a bladed weapon can add Keen Blade modifier)
  • (a) Mercury Comet (sedan) or (b) Ford Spiral II5Ti (sports car)
  • (a) Disguise kit or (b) Medical kit or (c) Patch set of 2 Antidote, 2 Stim, 2 Tranq and 2 Trauma
  • A boosted comlink (broadcast 1, firewall 2, Int 14, Wis 12, proficiency +3)
  • An extra 400¥ in spare cash.


THREE CORE TALENTS
You can take any three Face class talents that he qualifies for as his core talents. You can use one of these choices to take any one Genetic Talent. Many Face talents must be resisted with a Saving Throw. Your Face save DC8 + your proficiency bonus + your Charisma ability modifier.

CHARISMATIC TALENT TREE
These Talents cover those the smooth talkers of the world. All of these talents are mind-affecting.

Cutting Words. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action against one target that can see and hear and also understands you. The target must make an Intelligence save. If it fails that creature is at Disadvantage on its Attack rolls that it makes before the start of your next turn. Prerequisite: Proficiency in either Intimidation or Persuasion.
I Know a Guy: You know how to find the right people at the right time. Once per game session you can use this ability to find someone whom can provide you with some minor key point of information or gear with a value up to 500¥ x your level, in illegal or military grade equipment (you still have to pay for it). Either of these checks takes 1d6 hours in game time. Prerequisite: Proficiency in Gather Information.
One in a Million: As a reaction, at any time, you can spend a Karma point to ‘roll a natural 20’ on your next Charisma or Intelligence ability or skill check or saving throw before you make the roll. You have to take a short or long rest before you can use this feature again. Prerequisite: Face 5+, Willing Smile.
Salesman: You could sell ice to Eskimos. You have advantage on Charisma (Deception) or (Persuasion) checks when bargaining over prices. This is an opposed check by the target Wisdom (Insight) or Charisma (Persuasion) check. If you win you can gain at least a 10% price break or hike (depending on the situation). For every 5 points you exceed the target’s skill check total you can reduce the cost up or down another 10% to a maximum of 50% (normally this is only 5% with a basic success and an additional +/- 5% per 5 points exceeding up to a maximum 25%). Prerequisite: Proficiency in either Deception or Persuasion.
Sharper Words: You are really good at insulting people or causing them to become flustered with your words. As an Action, you can distract or fluster a group of targets up to 50 feet distance from you that you can see and whom can see and hear and understand you. These target must make an Intelligence save. Any that fail this save are at Disadvantage on their Attack rolls until the start of your next turn. Targets that are of higher level then you have Advantage on this save. Any target that wish can spend their reaction and a Karma point end effect automatically. Prerequisite: Face 5+, Cutting Words, Proficiency in Intimidation or Persuasion.
Shocking Words: As an action, you insult or fluster one selected target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure results in the target gaining the Stunned condition until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success ends the condition after the damage is rolled. Prerequisite: Face 9+, Cutting Words, Sharper Words, Proficiency in Intimidation or Persuasion.
Willing Smile: As an Action you can talk a non-hostile target into almost anything. Pick one target that is not fighting or hostile to you, who can also hear and understand you. That target must make a Charisma save. If it fails this save it gains the Charmed condition (PHB pg. 290) against you. If you or any of your allies attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). You can only have one target under the charmed condition in this way at one time.

INFLUENCE TALENT TREE
These talents are all mind-affecting.

Coordinate: You have a knack for getting people to work together. When you grant advantage on an skill check or save or attack roll, they also gain a insight bonus equal to your Charisma modifier to the final total.
Demand Surrender: Against a target that has ½ or less of its total hit points remaining, you can, as an Action, force it to make a Charisma save. If it fails the save it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then it has advantage on this save. If any of your allies attack it, it will no longer submit and can act normally. You cannot use this Talent again until after a short or long rest. Prerequisite: Presence.
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Weaken Resolve: If a successful make an attack roll against a target whom can see and hear you and understand you, you can spend your Reaction and force the target to make a Charisma save. If it fails this save you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear ability. Prerequisite: Presence.
Trust: As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. You cannot give multiple allies this bonus attack however, no matter your attacks a round.

INSPIRATION TALENT TREE
These talents are mind-affecting abilities and you can’t give any of the benefits to yourself, except for Strengthen Resolve (see below).

Bolster Ally: As an Action, you can bolster one ally who can see and hear you, automatically removing the Reeling or Stunned condition and giving it a number of temporary hit points equal to your Face level plus Charisma modifier. You cannot bolster the same ally again until after it has completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent with melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next attack equal to your Face level plus Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you; but if its next attack misses, it loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls and a +2 morale bonus on all saving throws for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if via a comlink, etc.). You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying you can see, who can see and hear and understand you, makes an attack that imposes the Reeling condition onto an opponent, you can spend your Reaction to impose the Stunned condition onto that target until the end of its next turn. It is still Reeling after it recovers from this condition as normal. Prerequisite: Inspire Confidence, Ignite Fervor.
Strengthen Resolve: You can spend 10 minutes giving an inspiriting speech to your allies. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to your 5+ their Heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.

LEADERSHIP TALENT TREE
These talents are mind-affecting abilities and you can’t use any of these talents on yourself.

Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +2 insight bonus on attack rolls. The affect lasts for 1 minute (10 rounds) so long as they see and hear you. An ally loses this bonus immediately if it can’t see and hear you for a full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Distant Command: Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink, etc.). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Intelligence, Wisdom and Charisma saving throws and a +2 moral bonus to all damage rolls they make. These bonuses lasts for 1 minute (10 rounds). Allies do not have to see or hear you after they have been rallied by you. You can use this ability again after a short or long rest. Prerequisite: Born Leader.

HEROIC BONUS FEATS: Action Surge, Actor, Athlete, Bravery, Careful Shot, Charmed Life, Contacts, Covering Fire, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, First Aid, Improved Determinedness, Improved Heroic Recovery, Improved Mobility, Linguist, Luck, Maneuvering Attack, Martial Arts, Medic, Melee Defense, Mobility, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Quick Draw, Quick Reload, Science not a Soldier, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Surgical Expertise, Suspicious, Weapon Proficiency

FIGHTER

The fighter is a general term for anyone who fights for a living. They include mercenaries, security guards, cops, soldiers, martial artists, and brawlers.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light, Medium
Weapons: Heavy firearms, Heavy weapons, Light firearms, Marital weapons, Simple weapons
Saving Throw: Strength and Constitution
Skills: Choose three from among Acrobatics, Athletics, Boasting, Deception, Drive, Drone Pilot, Gambling, Gather Information, Initiative, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Pilot, Stealth or Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Armored Jacket or (b) Flak Vest with Insert Plates
  • (a) Ares Predator or (b) Ruger Super Warhawk with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips or speed loads.
  • (a) Second pistol as above with hostler and ammo or (b) Ingram Smartgun X or (c) Uzi III SMG with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • (a) Suzuki Mirage (street bike) or (b) Harley Davidson Scorpion (combat bike) or (c) FN HAR assault rifle or (d) Ranger Arms SM-4 sniper rifle or (e) Mossberg AM-CMDT shotgun or (f) Arms-Tech MGL-12 grenade launcher. Plus 100 regular rounds of ammo and 2 extra clips or for Arms-Tech any 20 grenades except White Phosphorous.
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
You may choice any three Fighter Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

BRAWLER TALENT TREE
These Talents includes armed and unarmed talents.

Expert Brawler: You are an expert in dirty fighting. You gain a +2 insight bonus to all melee attack and damage rolls using an improvised weapon or with unarmed strikes. Prerequisite: Brawler feat.
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls.
Gun Club: When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a light firearm acts as a club while a heavy firearm and heavy weapon as greatclub (used two handed; both as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).
Melee Smash: You deal +2 points of damage with all melee attacks (unarmed or with weapons).
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. The target an oppose roll with a Constitution save vs. your Melee attack result. If you win, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your firearm as a club. If you have a rifle mounted bayonet you could use that attack instead. Prerequisite: Gun Club.
Unbalance Opponent: As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you until the start of your next turn. The opponent’s modifiers still apply to damage. You can use this talent against an adjacent foes each round you spend a Bonus action. Prerequisite: Expert Grappler.

COMMANDO TALENT TREE
These Talents tend to come to those with military training (such as police SWAT or Corporate High Threat Response Teams, etc.)

Battle Analysis: As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls against all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round.
Between the Eyes: Before making a ranged attack roll you can spend a Bonus action and gain Advantage with your next attack roll (but only the next one). Success deals the damage or effect as normal. If both thee attack rolls would succeed, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.
Cover Fire: When you make a weapon ranged attack with Autofire, you can use a Bonus action that grants all allies within 30 feet of you that you can see, a ½ Cover bonus until the start of your next turn. Allies must remain with this 30 foot area of you retain the bonus. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage with Mechanic checks to disarm or when placing explosive devices. Explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to a maximum of double the weapon base damage dice).
Slow is Smooth: When you move, you can and pull one ally within 5ft with you that same distance. Moving in this way costs you 2 feet of speed for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free.

GUNSLINGER TALENT TREE
All of these Talents require using a light firearm and having the Point Blank Shot feat.

Debilitating Shot: If you aim before making a range attack, if your attack hits you can spend a Karma Point to automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage. If the damage would already impose Reeling condition you can instead impose the Stunned condition (recovers as normal) on the target. Prerequisite: Fighter level 5+.
Knockdown Shot: If you aim before making a ranged attack, if your attack hits, you can use your Reaction to knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, but not any larger.
Trigger Work: You take no penalty on weapon ranged attack with a light firearm when using the Double-Tap or Burst Fire weapon features. You can also use a light firearms to make Opportunity attacks when an enemy leaves your threatened area.

WEAPON SPECIALIST TALENT TREE
These Talents grant the Fighter specialize and enhanced training with weapons.

Devastating Attack: You treat targets of your attacks as if their Wound Damage Threshold was 5 lower to impose the Reeling conditions. Prerequisite: Proficiency with the weapon you are using.
Greater Weapon Expertise: Choose one specific weapon you are proficient with. You gain a +1 bonus on attack rolls with this weapon. This bonus stacks with the bonus granted by the Weapon Expert feat. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Weapon Expertise feat with chosen weapon group, Fighter level 5+.
Greater Weapon Specialization: Choose one specific weapon that you are proficient with. You gain a +3 bonus on damage rolls with this choose weapon. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different weapon. Prerequisite: Proficiency with weapon, Greater Weapon Expertise talent and Weapon Expertise feat with weapon, Weapon Specialization talent with chosen weapon, Fighter level 7+.
Shootist: You are a firearm expert. You add +1 to your attack rolls and +2 to damage with firearms. You also reduce any reload times or switching mods of fire with a firearm down to 5ft of Speed.
Weapon Specialization: Chose a single weapon, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different weapon. Prerequisite: Weapon Expertise in chosen weapon group.

HEROIC BONUS FEATS: Action Surge, Armor Proficiency (Heavy), Athlete, Bravery, Brawler, Brutal Critical, Bullet Storm, Careful Shot, Charger, Charging Fire, Contacts, Covering Fire, Crush, Deadly Aim, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Goading Attack, Heavy Melee-Weapon Experts, Improved Critical, Improved Heroic Recovery, Improved Wound Damage Threshold, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Pack Tactics, Parry, Pin, Point Black Shot, Power Attack, Precise Shot, Pursuer, Quick Draw, Quick Reload, Reckless Attack, Shake it Off, Shield Proficiency, Sidestep, Slippery, Sniper, Superior Critical, Suppressing Fire, Suspicious, Sweep, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack

INFILTRATOR

Specialists in covert operations and breaking into places others don’t want them to go. Includes security foils and assassins.

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 16 + your Constitution mod.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light
Weapons: Heavy Firearms, Light Firearms, Marital weapons, Simple weapons
Saving Throw: Dexterity and Intelligence
Skills: Thievery and choose four more from among Acrobatics, Athletics, Boating, Computer Use, Drive, Drone Pilot, Gambling, Gather Information, History, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot, Sleight of Hands, Stealth or Technology.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • (a) Reinforced Armored Clothing or (b) Lined Coat or (c) Undercover Vest
  • (a) Colt American L36 or (b) Colt Manhunter or (c) Ares Predator, all with a Silencer, a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • (a) Second pistol as above or (b) HK-MP5 TX or (c) HK 227S SMG with a Concealed Hostler, 100 rounds of regular ammunition and 2 extra magazine clips.
  • Two simple melee weapons or one martial weapon of choice (if slashing or piercing weapon can have the Keen Blade modification added)
  • Thieves Kit and Sobvocal Microphone
  • (a) GenLock Glove or (b) MagLock Passkey kit
  • (a) Suzuki Mirage )street bike) or (b) Harley Davidson Scorpion (combat bike)
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 300¥


THREE CORE TALENTS
You may choice any three Infiltrator Talents that you qualify for as your core talents. Or you can pick up to two starting talents from the Generic Cybernetics Talent Tree.

COVERT-OP TALENT TREE
These Talents specialized for getting into place others don’t want you there without being noticed.

Guide Others: You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20ft of you and who can hear and see you (they can use comlink to hear you silent subvocalized communications), you grant all of them advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. Prerequisite: Improved Stealth.
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Dexterity (Stealth) checks.
Security Foil: You know how to maximum breaking and entering gear. Pick one tool of either a GenLock, MagLock or Thieves Tools. You have advantage on your Dexterity (Thievery) check with that particular tool when bypass a lock or security system. You can take this talent up to three times, each time gain the benefits with a different tool set. Prerequisite: Proficiency in the tool set.
Urban Climber: You know how to scale the modern buildings and structures of you city. When using Strength (Athletics) in urban area you double any equipment bonuses you would gain and you don’t grant others advantage to others with their attack rolls against you while you are climbing. Finally you are not at disadvantage to Dexterity (Stealth) check if moving more than ¼ speed. Prerequisite: Proficiency with Strength (Athletics).
Total Concealment: You know cover. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.

COMBAT AWARENESS TALENT TREE
These Talents cover awareness of ones surrounds and the ability to get out of the way of danger quickly.

Acute Senses: You have Advantage on Wisdom (Perception) skill check.
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and exploding magical spells. On a successful Dexterity saving throw against an AOE attack you suffer no damage from it instead of ½. Prerequisite: Acute Senses.
Instincts: If surprised at the beginning of combat and are not incapacitated, you act normally in the first turn as if you were not surprised. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: gain Advantage on Dexterity (Initiative) checks.
Keen Eye: You ignore light obscured and ½ cover on attack rolls verse foes in these conditions. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (PHB pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 30 feet and you. Prerequisite: Acute Senses, Uncanny Dodge.

SKIMISHER TALENT TREE
These Talents cover the sneaky infiltrator in combat who strikes from surprise and with hidden advantages.

Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling conditions.
Deceptive Shot: Select one target that you can see and is within 50ft. You can spend a Bonus action and make an opposed Charisma (Deception) vs. the target’s Wisdom (Insight) check. If you win you have Advantage against the target with ranged weapon attacks until the start of your next turn. Prerequisite: Infiltrator 3+.
Disruptive: By spending a Bonus action, you use your insight for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
Improved Quick Draw: If you are carrying a light firearm (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normally). If you are not surprised in the first round of combat you can make a single weapon ranged attack with a light firearm at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage. Prerequisite: Quick Draw feat, Infiltrator 5+.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a light firearm, you can make one additional ranged weapon attack on your turn. This stacks with Double and Triple attack, Duel Weapon, but it cannot be combined with weapon features of Autofire and Burst Fire.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a light firearm ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Skirmisher: If you move at least 20 feet away from where you started before you attack, you gain Advantage on your next attack (but only the first one that you make after the movement).
Sneak Attack: Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (max +5d8).
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. One opponents within 30 feet of you and whom you can see is caught off guard. The next attack, skill or ability rolled against this target (by you or anyone else), before the start of your next turn, is at Advantage. This applies to only to the very next check. Prerequisite: Disruptive.

HEROIC BONUS FEATS: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (Medium), Athlete, Bravery, Brawler, Careful Shot, Charging Fire, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Duel Weapon Mastery, Durable, Extra Heroic Recovery, Far Shot, Feinting Attack, Gimmick, Goading Attack, Improved Critical, Improved Heroic Recovery, Improved Mobility, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mobility, Pack Tactics, Point Black Shot, Precise Shot, Pursuer, Quick Draw, Quick Reload, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Sniper, Suspicious, Take a Knee, Throw Opponent, Throwing Expert, Trip, Triple Attack, Weapon Expertise, Weapon Proficiency, Whirlwind Attack, Widget Bag

MAGIC USER

These awakened individuals are the spell casters and summoners who can travel into the alternative world of Astral Space. In the Sixth World, they include the Hermetic Mage (formal and traditional) and the Shaman (more naturalistic and intuitive) which must choosen at 1st level Magic User.

HIT POINTS

Hit Dice: 1d6
Hit Points at 1st level: 12 + your Constitution mod.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES

Armor: None
Weapons: Light Firearms, Simple weapons
Languages: Any one of choice.
Saving Throw: Intelligence and Wisdom.
Skills: Choose four from among Arcane, Deception, Drive, History, Insight, Intimidate, Mechanic, Medicine, Perception, Persuasion, Sleight of Hands or Stealth.

EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:

  • Armored Clothing
  • (a) Colt American L36 or (b) Hammerli 620S or (c) Colt Manhunter pistol or (d) Remington Roomsweeper with Concealable Hostler, 100 rounds of regular ammunition and 2 extra magazine clips (not for the Remington shotgun pistol)
  • One magical focus (+1 magic bonus to Magical attack bonus or +1 to Conjuring check)
  • Two simple melee weapons of choice
  • One basic comlink (broadcast 1, firewall 1, Int 12, Wis 10)
  • An extra 200¥


THREE CORE TALENTS
All Magic Users, regardless of type, are require to take the 3 core talents listed below at 1st level – Astral Perception and Projection, Spell-Casting and Summoning. If multi-classing after 1st level your first talent pick must come from the Core magic-user talents.
Magic Points and Magnitude: All magic users gain Magic Points that are used to fuel their casting of spells and summoning abilities along with a Magnitude rating which determines how powerful a spell they can cast or creature they can summon safely.
Magic Points are equal to the tradition’s defining attribute. This increases by a number of additional points equal to your tradition’s defining attribute's modifier every level in Magic User they achieves after first. A caster recovers 1d4 magic points +1 per magic-user level (i.e. a 3rd level magic user recovers 1d4 +3 magic points) after a short rest or 2d4 points +2 per mageic-user level after a long rest, unless otherwise noted. During either rest a caster can spend Hit Dice to recover the above amounts instead of hit points (i.e. a 3rd level magic-user who spends one Hit Dice for magic point recover regains another 1d4+3 during the short rest or 2d4+6 with a long rest). A caster can spend a Karma Point to regain the short rest amount any time as an Action (i.e. a 3rd level magic-user spends a karma point to regain 1d4+3 magic points as an Action). Finally, as an Action, the magic-user choices to suffers one level of Exhaustion and regain the short rest amount (i.e. a 3rd level magic user can take an action and one level of Exhaustion to regain 1d4+3 magic points).
Magnitude Level or Rating of all beginning magic-users starts at 3. This is the “safe” level that a magic-user can cast her spells up to and the force level of a spirit she can summon. The higher the magnitude the greater the spell or spirit! A magic-user can cast a spell or summon a spirit up to 3 levels over his magnitude level (i.e. a 3rd level magic-user can cast up to a 6 magnitude spell) but when he does so in addition to the Magic Point cost it also costs he 1d4 magical hit points of damage per Magnitude Level (not just the level over the caster’s safe level; i.e. a 3rd level magic user casting a magnitude 6 spell suffers 6d4 hit points of damage). This damage ignores all Resistance or any Damage Reductions/Hardness that the caster or summoner currently has, regardless of the source. There are talents that increases a magic-user’s Magnitude Rating.

Hermetic Mages use their Intelligence score while Shamanic character use their Wisdom score as their Tradition’s Defining Attribute.
A caster's Magical Save is DC8 + your proficiency modifier + your defining ability modifies. Your Magical Attack modifier is equal to your Proficiency + your defining attribute modifier.
Magic-users suffer from the Strain of Cybernetic implants. Each every 2 points Strain is a -1 to all attack rolls, skill and ability checks and saving while Astral Projecting, a -1 to Magical attack modifier and a reduction of your Magical saves DC by one.

CORE MAGIC USER TALENT TREE
All beginning magic-users must take all three of the following talents. Characters that multi-class in a magic-user must take one of these talants when they first take this class.

Astral Perception and Projection: this is the ability of the magic-user to perceive and project into the astral plane. In order to switch over to astral perception is a bonus action (it is a reaction to end it automatically). You gain the effect of truesight and can communicate with astral beings. However this is distracting and imposing Disadvantage on all attack rolls and skill or ability checks that require sight. In order to astral project ones spirit into the astral plane or from the astral plane back into their body requires a full round ritual (Speed 0, no bonus or reactions). Each hour spent in Astral Space deals one level of Exhaustion to the caster. While projecting he can ignore this fatigue but it can kill him if he remain too long. After returning to your meat body you recover all exhaustion gained this after a short or long rest. See ASTRAL SPACE in MAGIC.
Spell-Casting: this is the ability of the magic-user to cast spells. Spells cost 1 Magic Point per Magnitude Level. Any spell that allows a saving throw uses your save DC while those that are attack rolls use your Magic Attack bonus. A magic-user can concentrate to maintain two spells that require concentration at one time but doing so require two separate concentration checks to maintain, each at -2, if he suffers damage. Failure results in that particular spell ending immediately. When you take this talent you gain three Spell choices. See SPELLS AND SPELL CASTING in MAGIC.
Summoning: the ability of the magic-user to summon Elementals (if a Hermitic Mage) or Natural Spirits (if Shamanic). Summoning is an ability check using the summoner’s Charisma ability modifier plus their proficiency bonus plus any other miscellaneous (from a magic item, etc.) as the Conjuring Check. Conjuring an element or spirit has a base cost of 2 Magic Points per Magnitude Level. Failure costs 1 Magic Point but if the summoner overcasting it also costs a minimum damage in HP (i.e. a 3rd level magic user who attempted and failed to summon a Magnitude 4 fire elemental still loses 1 MP and 4 HP of damage). When you first take this talent you can chose two type of spirits from you available list. See SUMMONING ELEMENTALS & NATURAL SPIRITS in MAGIC

EMPOWERED TALENT TREE
These Talent enhance and enpower the magic-users core Talents.

Astral Warrior: When you are astral projecting you gain Advantage on any melee attacks verses another astral being and your unarmed astral damage increases to 1d10 plus your traditional ability modifier. You gain Resistance to all damage you take in your astral form when projecting.
Elemental Mastery: You add a +2 insight bonus to summoning one type of elemental or spirit and at one level higher in magnitude at no additional magic point cost (i.e. a 4th magnitude spirit counts as a 3rd magnitude). This allows the summoner to over-summon safely by +1 magnitude but you still cannot exceed the maximum +3 for over-casting. You can take this talent multiple times, each time it must apply to a different specific elemental or spirit type that you can summon.
Mentor Spirit: You gain a spirit guide that aids you with magic. This guide grants you two of the following benefits. Work with the GM to determine which effects best suit your guide: (a) Astral Bonus – you gain a +2 bonus to all skills rolls, saving throws, ability checks while astral projecting or (b) Casting Bonus - pick one spell category (Combat, Detect, Health, Illusion or Transformation). Casting any spells from your chosen group cost 1 less Magic point (no minimum). This can be combine with any other talent or focus that reduces Magic point cost, down to zero points or (c) Gain a +2 bonus to Conjuring Checks and reduce the Magic Point cost by 1 with one elemental or spirit type of choice or (d) Gain a +2 bonus to one appropriate skill of choice. You can chose this talent additional times, each time choosing two new but different abilities (they do not stack; i.e. you can’t gain +4 while in astral space, or with a skill, etc.).
Spell Mastery: Gain additional insight with one specific spell that you must chose when you take this talent. When you take this talent gains one of the following: (a) add +1 magnitude to the spell for free (at no magic points cost) and safely (can exceed safe casting by +1 but this still cannot exceed the +3 overcasting) or (b) increase the saving throw DC by +3 or (c) gain advantage on any listed skills in the spell for the duration or (d) spells that are resisted by a skill roll you impose Disadvantage when used against this spell for the duration. You can take this talent multiple times, each time it must be applied to a different spell.
Spell Shielding: As a Bonus action you reduce all magical damage caused by spells and weapons by 2 and gain +2 magical bonus to all saving throws verse spells that allow them until the end of your next round. You can expend a Magic Point to extend these benefits to a number of allies equal to your traditions defining ability modifier. You can take this talent a second time but you must have 5 levels in Magic-User to do so. You now reduce all magical damage by 5 points and you’re saving throw bonus verses spells increase to +5 for the duration of the effect.

INITIATE TALENT TREE
These Talents requires higher levels of Magic-Users (minimum 5+) to take any.

Channeling: This quick ritual uses all the coster's Move (Speed 0). The caster can cast any one spell at one higher level of magnitude safely (no hit point damage, but still costs magic points) and with Advantage on any magical attack roll or she can impose Disadvantage on any save or skill check to overcome the spell. The caster must take a long rest to use this ritual again. The caster could take this talent multiple times, each time she can perform this ritual an additional time before she must complete a long rest. Prerequisite: Magic-User 5+
Increased Magnitude Rating: This talent can be first talent at 5th level and increases the caster’s safe Magnitude Level by +1 (to 4). This does not increase the over-casting limit of +3 over (but it is now 7). The caster can take this talent a second time at 9th level magic-user granting another +1 to her Magnitude (increasing it to 5). The caster can take this talent a third time at 13th level magic-user granting another +1 to her Magnitude (increasing it to 6). The caster can take this talent a final time at 17th level magic-user for an additional +1 to her Magnitude rating (for a final 7 and max Overcasting of 10). Prerequisite: Magic-User 5+.
Invoking: This summoning ability allows the conjurer to have two spirits or elementals in his service at one time. The two must be summoned seperately but they both serve at the same time. Prerequisite: Magic-User 9+, Magnitude 4+, Summoning core talent.
Masking: This ability allows the magic-user to mask his magical aura when viewed from astral space. To those looking the magic-user she appears to be a mundane individual (non-awakened) even if viewed with truesight. In order to pierce this mask requires an action with an Intelligence (Investigation) check against a DC8 + the magic users proficiency bonus + the traditions defining ability modifier + ½ (round up) his level’s in magic-user. Prerequisite: Magic-User 5+.
Quickening: This talent allows a magic-user to maintain one additional concentration spells at the same time, but her concentration checks are at -2 (-5 if maintaining 3 spells at one time). Again if the magic-user suffers damage while doing this it requires a separate concentration check for each spell she is maintaining. Each failure results in that particular spell ending. Prerequisite: Magic-User 5+, Spell-Casting core talent.
Summon Spirit Ally: This ability allows a magic-user to summon a permanent spirit companion. The Magnitude of the spirit can be no greater than the magic user’s base Magnitude Level and requires a one day ritual per Magnitude of spirit to be summoned, where the magic user can perform no other actions but eating and sleeping. After summoned the spirits will grow in power if the magic-user raises his magnitude rating. This spirit ally does not count as a summoned spirit for the magic-user and are not banished if the magic-user is incapacitated or knocked to 0 hit points. Attempt to banish this spirit are at Disadvantage and a banished ally spirit returns to the magic-user’s service at the next sunrise or sunset. If the spirit is ever destroyed the magic-user suffer a reduction of her Magnitude level of ½ the spirits rating. These Levels return a 1 per 1d6 days. When her magnitude has returned to normal she can again perform the ritual to re-summon a new spirit ally. Prerequisite: Magic User 5+, Conjuring core talent.
Treading: This ritual allows the magic-user to safely summon a spirit that is one Magnitude level higher then normal without suffering the damage of doing so and costing no extra magic points. It also grants the summon Advantage on his Summoning check roll when gaining this greater spirit. The magic-user must complete a long rest to use this ability again. Prerequisite: Magic-User 5+, Conjuring core talent.

MAGICAL FOCUS TALENT TREE
These Talents allow the magic-user to own and benefit from a magical item (called a focus). After character creation they also cost money (¥) unless they acquired one through thief, etc. A character cannot take the same focus twice, nor can she take more than four total times. A weapon focus must be based on a primitive (melee) only weapon from PHB, simple or martial, or Katana and does not stack with any equipment bonuses. All focus require the magic user to spend a Karma point and tp perform a one hour ritual to bond with the item. Afterwards the focus is bond to you and works for you alone. A focus must be "activated" to grant its bonuses. This takes a bonus action but no additional concentration and can be deactivate as a free action. If the focus is dropped or the mage is incapacitated or dropped to 0 HP it deactivates. Active focuses are visible in astral space.

Banishing Focus: When active, this focus grants the magic-user advantage when attempting to banish spirits and elementals. (Cost 4,000¥, Wt. 1lb)
Casting Focus: When active, this focus grants the magic-user special focus with one specific spell that must be chosen when this talent is taken. If the spell uses the caster Magic attack bonus it grants advantage on that check. If the spell requires a saving throw, that save it at disadvantage. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Conjuring Focus: When active, this focus grants the magic user greater control over one specific elemental or natural spirit type. This must be chosen when this talent is taken. It grants advantage on the magic-user’s Conjuring Check when summoning this one specific element or spirit. This ability requires a short or long rest to regain its use again. (Cost 4,000¥, Wt. 1lb)
Power Focus: Multi-use focus. First all spells or spirits summoned by the caster cost one less Magic point (no minimum). Second it grants advantage with Magic attack checks. Third it imposes disadvantage on saving throws against any spell requiring one. These ability can be used a number of times that the caster wishes equal to her defining ability modifier. The caster regains these bonuses after a short or long rest. Prerequisite: Magic User 5+ (Cost 10,000¥, Wt. 1lb)
Siphoning Focus: These focus grant the magic-user more magical energy. All spells cast or spirits summoned by the caster cost two less Magic point (no minimum). These ability can be used a number of times that the caster wishes equal to its defining ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Sustaining Focus: One spell that requires concentration does not count as the magic user concentrating on it and it automatically last for the base concentration duration. The magic user does not need to make a concentration check for this particular spell if he suffers damage. These ability can be used a number of times that the caster wishes equal to her tradition’s ability modifier. The caster regains these bonuses after a short or long rest. (Cost 4,000¥, Wt. 1lb)
Weapon Focus (attune): An active attuned melee weapon you gain a +2 magical bonus on melee attack and damage rolls with it. (Cost normal weapon +2,000¥)
Weapon Focus (empower): An active empowered weapon it deals one additional weapon die of damage (a sword would deal 2d8 slashing damage, etc.). (Cost normal weapon +2,000¥)

HEROIC BONUS FEATS: Action Surge, Additional Magic Points, Armor Proficiency (Light), Astral Tracker, Bravery, Careful Shot, Charging Fire, Combat Caster, Contacts, Covering Fire, Danger Sense, Deadly Aim, Determined, Disarming Strike, Double Attack, Duel Weapon, Durable, Empowered Spell, Extra Heroic Recovery, Far Shot, Feinting Attack, Focused Caster, Improved Critical, Improved Determinedness, Improved Heroic Recovery, Maneuvering Attack, Martial Arts, Meditation, Melee Defense, New Spell, New Spirit Type, Outwit and Outthink, Pack Tactics, Point Black Shot, Precise Shot, Precision Spell, Psychometry, Quick Draw, Quick Refresh, Quick Reload, Science not a Soldier, Sculpt Spell, Sidestep, Skill Expertise, Skill Proficiency, Spell Sniper, Spirit Foe, Spirit Friend, Suspicious, Weapon Proficiency

TECH

x

TOUGH

x

MULTI-CLASSING

x

SKILLS PROFICIENCIES

STRENGTH Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses.

NEW SKILLS DESCRIPTIONS

x

GENERIC TALENTS

x

FEATS

x

GEAR AND EQUIPMENT

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear or with the I Know a Guy talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC15-25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more.

ARMOR

WEAPONS

NEW DAMAGE TYPES

  • Ballistic: this is a special type of piercing weapon.
  • Restrained: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune.
  • Stun: a ‘living’ target must make a Constitution save vs. the DC or gains the Stunned condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.

NEW WEAPONS PROPERTIES

ADDITIONAL GEAR

CLOTHING

MAGIC OF THE SIXTH WORLD HOUSERULES

THE MATRIX HOUSERULES

ENVIRONMENTAL SITUATIONS HOUSERULES

EXPLOITAND & EDITS OPTIONAL HOUSERULE