ShadowRun.DnD5

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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 These have been replaced by new skills.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.

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 added to magical weapons however so certain Talents can affect this.

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 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.

GEAR AND EQUIPMENT

VEHICLES AND DRONES

MAGIC OF THE SIXTH WORLD

THE MATRIX

ENVIRONMENTAL SITUATIONS

EXPLOITAND & EDITS OPTIONAL HOUSERULE