50 // 2. Genomes // • You gain a +5 bonus to initiative. • You can’t be surprised while you are conscious. • Other people don’t gain advantage on attack rolls against you as a result of being hidden from you. Efficient Respiration Thanks to specialized metabolic pathways and oxygen optimization in your physiology, you mobilize energy from respiration in a much more streamlined way, granting the following benefits: • You can add your proficiency bonus to any Constitution checks related to tiring or holding your breath. • You always count as having two fewer levels of exhaustion. Electric Organ Like an electric eel or ray, you possess a transgenic organ that can generate an electrical discharge. As an action, you can target anything within 1.5 meters with this ability. The target takes 4d8 electrical damage, or half as much damage on a successful save. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. The damage increases to 4d8+20 at 6th level, 4d8+40 at 11th level and 4d8+60 at 16th level. After using this ability, you must take a short rest to regain its use. Enhanced Charisma The power of your personality is apparent. Your Charisma score is increased by 2, and your maximum Charisma score is increased to 22. Amplify. Your Charisma score is increased by 4, and your maximum Charisma score is increased to 24. Enhanced Constitution You are a tough customer, with thick bones and robust stamina. Your Constitution score is increased by 2, and your maximum Constitution score is increased to 22. Amplify. Your Constitution score is increased by 4, and your maximum Constitution score is increased to 24. Enhanced Dexterity You have naturally good hand-eye-coordination and agility. Your Dexterity score is increased by 2, and your maximum Dexterity score is increased to 22. Amplify. Your Dexterity score is increased by 4, and your maximum Dexterity score is increased to 24. Enhanced Intelligence The genes associated with G factor have been upregulated to promote keen intellect. Your Intelligence score derwater. When you surface, the lungful of water is expelled through the mouth. This also gives you a strange appearance. Breath Weapon You have specialized organs that produce destructive acid, poison, or intense heat. You can use your action to exhale these chemicals in a 4.5-meter cone. Heat. Like a bombardier beetle, you store two volatile chemicals in separate glands that violently and exothermically react when they mix in the air after you expel them, burning anything caught within. Poison. You produce and expel tissue destroying venom. Acid. You can spew forth a highly corrosive acid. Roll a 1d6 to determine the type of breath weapon you have (see the table below). When you use your breath weapon, everything within the area of exhalation must make a saving throw, the type of which is determined by the type of breath. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. An affected target takes 2d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d10 at 6th level, 6d10 at 11th level and 8d10 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Roll Breath Weapon Save 1-2 Heat Dex 3-4 Poison Con 5-6 Corrosive Con Chameleon Your genetic makeup has perfectly suited you for hiding and you are an expert at slinking through shadows. You gain the following benefits: • You gain proficiency in the Stealth skill. If you are already proficient in the skill, or later gain proficiency, you add double your proficiency bonus to checks you make with it. • You can attempt to hide even when you are only lightly obscured. • If you are hidden, you can move up to 3 meters in the open without revealing yourself if you end the move in a position where you’re not clearly visible. Danger Sense A mixture of excellent peripheral vision and other sensory tweaks leaves you with an excellent sense for danger. You gain the following benefits: Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 51 Healing Factor You regain 1 hit point at the start of each turn, and you automatically stabilize when knocked unconscious at 0 hit points. You need access to extra food (calories) after a combat where it is used, or it won’t function in the next combat. Amplify. You regain 2 hit point at the start of each turn and you regain all of your hit points whenever you take a short rest. Inscrutable Brain The pathways in your brain are wired a bit differently, and so is your interface with your daemon. As a result, mind hackers have a hard time cracking in. You gain advantage when making saving throws against any mind hacks. Large Frame Your body has been swimming in all sorts of naturally produced growth hormones since before birth, so you now stand well over 2 meters tall. Your Strength score increases by 1, your maximum Strength score is increased to 28, and you have a strange appearance. Multitasker Your brain is especially suited to multitasking, and you can run an additional hack or upgrade that requires concentration (you may concentrate on one more effect than normal). Natural Coder Coding is second nature for you. You learn four 1st-level software hacks of your choice. Without hack slots, they must be run using the taking your time feature. Natural Empath You are able to read people like a book, knowing what they are thinking and feeling before even they do. You gain the following benefits: • Your passive Wisdom (Insight) score increases by +5. • You gain proficiency in the Insight skill. If you are already proficient in the skill or gain it at a later time, you add double your proficiency bonus to checks you make with it. • You can use your action to get an emotional read on one person you can see. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. is increased by 2, and your maximum Intelligence score is now 22. Amplify. Your Intelligence score is increased by 4, and your maximum Intelligence score is increased to 24. Enhanced Strength You have reduced myostatin and increased musculoskeletal growth. Your Strength score is increased by 3, and your maximum Strength score is increased to 24. Amplify. Your Strength score is increased by 5, and your maximum Strength score is increased to 26. Enhanced Wisdom Your prefrontal cortex and intuition centers are enhanced, your Wisdom score is increased by 2, and your maximum Wisdom score is increased to 22. Amplify. Your Wisdom score is increased by 4, and your maximum Wisdom score is increased to 24. Extra Arms You have a fully functioning extra set of arms. You gain the following benefits: • Your Strength score is increased by 1. • You add your proficiency bonus to any grapple checks or Strength ability checks to climb or lift things. This stacks with any bonuses you gain from Athletics or Acrobatics proficiency. • You are considered to have an extra pair of free hands for holding weapons, grappling, or any other purpose that required free hands. These extra arms don’t provide additional attacks each round, and give you an inhuman appearance.
52 // 2. Genomes // are immune to poison automatically succeed on this saving throw. Additionally, even if the target succeeds on the saving throw, they are covered in the obnoxious odor, and any attempts made to track them or spot them via smell are made with advantage, and they suffer disadvantage on any Charisma ability checks where the stink is a factor. Two hours of dedicated scrubbing and cleaning with soap and water is required to remove the stink. After you use your noxious spray, you can’t use it again until you complete a short or long rest. Pheromones You produce scents that make people trust you implicitly. Whenever you make a Wisdom (Insight), Charisma (Deception), Charisma (Persuasion), or Charisma (Performance) ability check, you can roll with advantage as long as the target is within 6 meters and can smell you. Photosynthesis You have the ability to synthesize food from sunlight, using adapted chloroplasts (which give you a green hue, and a strange appearance). You must still drink water, but you can live without tangible food for months before starving. Physical Phenom Your genes have been tweaked for optimal athletic expression, and you gain the following benefits: • Increase your Strength score by 1. • Climbing doesn’t cost you extra movement. • You can make a running long jump or a running high jump after moving only 1.5 meters on foot, rather than 3 meters. • When you are prone, standing up only uses 1.5 meters of your movement. Prehensile Tail Be it smooth, scaly, or furry, you have a strong and nimble prehensile tail, and you gain a strange appearance and the following benefits: • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You gain advantage on any ability checks related to climbing or Sleight of Hand. • You can use your tail to use or hold objects that weigh less than 20 kg. • You can perform the Use an Object action with your tail. • For weapons with the light feature, you can use it to wield weapons as though it was your off-hand. Natural Leaper You multiply the amount of distance you can jump by 3, and you can fall 9 meters without taking damage (instead of 3). This trait doesn’t stack with any other ability that increases your jumping distance. Strength (Athletics) Long Jump Distance High Jump Distance 5 4.5 meters 0 meters 10 9 meters 1.5 meters 15 13.5 meters 3 meters 20 18 meters 4.5 meters 25 22.5 meters 6 meters 30 27 meters 7.5 meters Natural Weapon You have incredibly sharp and strong natural weapons, be it huge bone spikes, claws, or some other feature. They are a light, finesse, simple melee weapon that does 2d4 piercing or slashing, armor-piercing damage. Being a natural extension of your body, your fluency with this weapon increases as you level up. At level 6 your natural weapon damage increases to 2d6, at level 11 it increases to 2d8, and at level 17 scores critical hits on a roll of 18-20. This natural weapon gives you a strange appearance. Nocturnal You have been bred for the night, giving you advantages in shadows. You gain the following benefits: • You can try to hide when you are lightly obscured from the person or thing from which you are hiding. • When you are hidden from someone or something, and miss it with a ranged weapon attack, making the attack doesn’t reveal your position. • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. Noxious Spray Like a skunk, you can spray a 6-meter cone of noxious and irritating stinky chemicals at your enemies. When you first get this enhancement, you decide which body part if comes from, but it can’t function if it’s covered by clothing. Each creature that is in the area of effect must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling, and must repeat the saving throw on each of their turns until they succeed. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. Creatures that don’t need to breathe or Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 53 Slippery Slime You can spew forth a blast of slippery slime, causing those caught within to lose their footing. When you first get this enhancement, you can choose where the slime comes from (typically the mouth, but work with your GM for other body parts). As an action, you can spew the slime up to 18 meters, and the frictionless goo covers the ground in a 3-meter radius and turns it into difficult terrain for the 10 minutes. When the slime spreads, everything standing in its area must succeed on a Dexterity saving throw or fall prone. Anyone that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. After you use your slippery slime, you can’t use it again until you complete a short or long rest. Spinnerets You can spin incredibly strong silk from your spinnerets. When you first get this enhancement, pick a body part for these organs to be located. The spinnerets can be used in the following ways: • You can produce up to 9 meters of 1 mm thick silk each turn. This silk threads have 2 hp and can be burst by a Strength check, with a DC of 8 + your Constitution modifier + your proficiency bonus. • Multiple layers of silk can be spun around a willing subject or someone who has otherwise been incapacitated. If this is done, any attempts to break free are made at disadvantage, and cutting someone free requires 15 hp of slashing damage. • You can make an end of this silk adhesive, anchoring it to any surface, and can descend up to 9 meters downward each turn while still attached to the silk. • You can shoot gobs of silk at a target up to 9 meters away that is large or smaller. The target must make a Dexterity save with a DC of 8 + your Constitution modifier + your proficiency bonus, or become restrained. The restrained target can release itself by using its action to attempt a Strength save against the same DC, being freed on a success. After you use this feature, you can’t use it again until you complete a short or long rest. Sturdy Frame Your entire skeleton is unusually strong, you gain resistance to bludgeoning damage, and add the hard-knuckle property to your unarmed strikes (+2 damage). Quills You are covered in sharp quills, spines, or spikes. You gain an inhuman appearance and the following benefits: • The quills are considered light, finesse, simple melee weapons that do 1d6 armor-piercing, piercing damage. • You can make an opportunity attack with your quills whenever someone makes a melee attack against you. • Anyone grappling you automatically takes 1d6 plus your Strength or Dexterity modifier piercing damage when the grapple is first initiated, and then again at the start of their turns they are grappling with you. The damage (for both attack and grapple) increases to 1d8 at level 6, 1d10 at level 11, and 1d12 at level 16. Amplify. The quills damage increases to 1d8 at level 1, 1d10 at level 6, 1d12 at level 11, and 3d4 at level 17. Your quills also gain the thrown (range 6/12) property. Sclerotized Plates Your body’s vulnerable areas are protected by hard armor plates. The exact appearance of these plates is up to you and your GM they could be shiny and black like a beetle’s, white and bony, or tough scales like a pangolin. In any case, you have an inhuman appearance. Your AC can’t be less than 16 and your DR versus slashing / piercing / bludgeoning can’t be less than 2, regardless of what kind of armor you are (or aren’t) wearing. The minimum AC increases by 1 at levels 3, 6, 9, 12, 15, and 17, and the minimum DR increases by 2 at levels 7 and 15. Amplify. Your DR and minimum AC increase by 2, but you suffer from disadvantage on Dexterity (Stealth) checks. Additionally, you can’t add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you for having a negative Dexterity modifier.
54 // 2. Genomes // Venomous You have a natural venom producing organ. Nematocysts. An area of your hand, or even your tongue, is laden with stinging cells that send thousands of envenomed barbs into your enemy’s skin. If it is on your hand, it can be triggered while grappling or making unarmed strikes. Venom Sac. Your venom is manufactured and stored in a pouch somewhere on your body, often in your mouth. This can be used to administer a “kiss of death” or ooze poison onto a weapon. If applied to a weapon, the poison washes off after one successful hit and must be reapplied for it to work again. Natural Weapon. If you have the natural weapon enhancement, you may have your venom be directly linked to it, allowing the venom to be delivered on successful attacks. When you get this feature, roll a 1d6. On a 1-3 you produce neurovenom and on a 4-6 you produce hemovenom, which are described in the Poison section of Chapter 4: Goods and Services. You can activate this ability as a free action and must take a short rest before using it again. Amplify. You can choose to secrete necrovenom instead, and you can use this feature twice before having to take a short rest to recharge it. Wall Crawler Swathes of skin on your hands, feet, legs, and arms can shift into microscopic fractalling, allowing you to exploit Van der Waals forces to cling to walls like a gecko. You can cause this effect to manifest as a free action, and you gain a climbing speed equal to your regular speed. Additionally, you can climb sheer surfaces without requiring a Strength (Athletics) check. Watchful You are mindful, present, and take in every detail. • While you are conscious, you can’t be surprised. • You can lipread. Distances greater than 12 meters may require a Wisdom (Perception) or Intelligence (Investigation) ability check at the GM’s discretion. • You have a +5 bonus to your passive Perception score. Wings You have a pair of enormous wings coming out of your back. They can be feathered, or leathery, their appearance is up to you. They don’t allow you to take off from the ground, but they give you a strange appearance and provide the following benefits: Swift It’s in your DNA to be fleet of foot, and nimble. You gain the following benefits: • Your speed increases by 3 meters. • You can use the Dash action as a bonus action. This enhancement doesn’t stack with the sprint boost upgrade. Amplify. Your speed increases by an additional 6 meters (for a total 0f 9). Thermal Tolerance Your cells and tissues have a very high buffering ability for thermal homeostasis, possessing functions for producing heat or venting it off where necessary. You gain resistance to heat and cold damage, and you can survive in temperatures ranging from -40 to +60 degrees Celsius without suffering from environmental damage. Tough as Nails At first level, and whenever you gain a level, your hit point maximum increases by an additional 2 hit points. If you gain this enhancement at higher levels, the increase is retroactive. Toxin Resilience Your immune system works overtime, and your liver can metabolize almost anything. You have advantage on saving throws against poison, and you have resistance against poison damage. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 55 biohacking outfit. If this debt isn’t paid off in a timely manner, repercussions can be expected. Brittle Bones Your bones are more porous or brittle than normal, and you have vulnerability to bludgeoning damage as a result. Carnivore You are unable to digest plant-based sugars and must subside on a purely meat diet. Chemical Dependence In addition to regular food, you must consume a nutrient supplement called Median every day. Failure to get this supplement counts as not eating at all. This supplement is available in most cities and is covered by your lifestyle (see Chapter 8: Completing Contracts), but it might be a problem doing long term camping, and costs シ25 per day if you are buying rations of it. Clumsy You are naturally uncoordinated. Your Dexterity score is decreased by 2. Daemon Barren Your body’s immune system reacts to daemon technology as though it’s an invader, and as a result, you cannot have a daemon (see playing without a daemon in Chapter 6). Deaf You have congenital deafness, making you constantly have the Deafness condition (see appendix A). Frailty Your stamina isn’t what it could be, and your Constitution score is decreased by 2. • When falling, you can slow your descent down to 18 meters per round. You take no falling damage and can land on your feet when you fall at this speed. • While falling, you can glide up to 18 meters horizontally in a straight line on your turn. Changing directions by 45 degrees requires a DC 15 Dexterity (Acrobatics) check. • You can double your jumping distances. This trait doesn’t stack with any other ability that increases your jumping distance. Amplify Your body becomes optimized for flight, making you about ½ your normal weight due to more porous bones. You gain a flying speed of 15 meters, but you can’t be wearing medium or heavy armor, and your hit point maximum decreases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by 1 less than normal. Genetic Flaws Albinism Your skin lacks any melanin, and you burn easily in the sun. You have a strange appearance and suffer from a level of exhaustion for each hour spent in direct sunlight unless you are well covered or shaded. Animal Rage When someone provokes you, you can’t help but engage in obvious dominance play. You must make a Wisdom saving throw (DC 5-10 depending on the provocation) and attack or shove the offender on a failed save. Awkward Social situations make you squirm. Your Charisma score is decreased by 2. Bioluminescent Your skin produces tons of luminescent proteins. You have a strange appearance and suffer from disadvantage on Dexterity (Stealth) rolls unless you are covered from head to toe. Blind You do not possess the sense of vision. Maybe your lenses are opaque, or maybe you have no eyes at all. You constantly have the blindness condition (see appendix A). Since this flaw can seriously impair a planned character, you have the option of having previously undergone corrective surgery for this condition and start out the game シ50,000 in debt to a shady Corrective Gene Therapy Using DNA editing tools, you are able to remove genetic flaws. Receiving gene therapy to remove a genetic flaw follows the rules below. • You must be in a medical facility. • Each genetic flaw removed costs シ50,000. • It takes 1 week to take effect, and during this time, you suffer from one level of exhaustion that can’t be removed. • Each corrected genetic flaw counts as one of your maximum allowable upgrades.
56 // 2. Genomes // voice. You cannot make anything more than a hoarse shriek (though you can still communicate with your daemon, using chat apps). Photosensitive Eyes You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light, such as direct sunlight or even a brightly lit room. Poor Senses One or more of your senses are on the low end of the bell curve. You suffer disadvantage on Wisdom (Perception) checks, and have a -5 penalty on your passive Wisdom (Perception). Seizures Excess spikes of cortisol can cause you to go into seizures. In stressful situations, at the start of your turn, roll d20. On a 1, you go into a seizure, making you incapacitated. At the end of every turn, you can make a DC 12 Wisdom save to come out of it. Severe Allergy You are allergic to a specific substance, deathly so. It could be peanuts, shellfish, alcohol, or some other relatively common substance. If you come into contact with that substance, you must make a DC 15 Constitution save or take 3d10 poison damage (1/2 damage on a successful save). If you remain in contact with this substance, the effect happens again at the start of each of your turns until the substance is removed. Hemophiliac You bleed uncontrollably when injured. When you take any damage, you lose 1 hit point at the start of each of your turns until the damage is healed by medicine of some type. Additionally, both long and short rests do not restore hit points until your bleeding has been treated by medicine or countered with an upgrade. Impulsive You naturally lack foresight and often act without thinking, your Wisdom score is decreased by 2. Inefficient Metabolism Your digestion is very poor, and you must consume 5 times the amount of food as most people to sustain yourself. Inhuman Appearance The strangeness of your genetics manifests itself in your appearance. You might be completely hairless and secrete jelly, have a trunk, vestigial wings, no lips, mottled blue skin, and black eyes, or have 3 fingers and toes on the ends of your appendages. Work with the GM concerning the specifics of your strange appearance. If you already have an inhuman appearance, it simply becomes more inhuman, but you don’t suffer from any additional in-game effects. Lethargy You may tire easily or just lack the force of will to go the extra mile. Whenever you roll a 1 on a d20, you are unable to take any bonus actions until you have a short rest. Muscle Spasms Something isn’t right with your muscle attachments and lactic acid metabolism. When you roll a 1 on a d20 while making an attack, or any Strength, Dexterity, or Constitution ability check, you suffer disadvantage on any more of those rolls for the next minute due to crippling pain. Musk Your sweat glands produce an unpleasant and noticeable odor. You have disadvantage on Dexterity (Stealth), Charisma (Persuasion), and Charisma (Performance) checks if the target can smell you. Mute You lack the appropriate larynx or brain function to articulate human speech. You can understand it and read it just fine, but you cannot make the words with your Conflicting Genetic Advantages and Flaws It isn’t planned, but sometimes genetic advantages and flaws can be in opposition to each other, such is the nature of unforeseen genetic interactions and the randomness of mutt genomes. You might have chameleon and bioluminescent, swift and slow, or conflicting ability score modifications. For example, you can have a genetic enhancement that provides a +4 bonus to your Strength score, and a genetic flaw that gives you a -2 penalty to your Strength score. In such cases, you apply both results, so in the above example, you would end up with a net +2 to your Strength score. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 57 Optimized Your genes were selected from the very best your parents had to offer. As far as the latest science can tell, you possess of all of the good qualities of your ancestors but none of the poor ones. The children resulting from this process are generally healthier, longer-lived, faster, more attractive, stronger and smarter than conventionally born children. Good genes and strong social status are the advantages of genetically optimized humans. Origin Genetic optimization is a process first pioneered in the late 2020s and has become hugely popular among the world’s wealthy. The parents pick and choose which genes they will take from each DNA donor (usually the parents) and produce a diploid zygote (fertilized egg). Hereditary diseases such as atherosclerosis, color blindness, diabetes, cystic fibrosis, etc. can be edited out, and positive qualities such as intelligence, a full Short Lived Your telomeres are shorter than they should be, and you suffer from age related cellular damage earlier than most. Your expected life span is for 25-30 years old. Simple Your brain isn’t as sophisticated as it otherwise might be given less genetic tweaking, and your Intelligence score is decreased by 2. Slow Your body shape simply isn’t designed for quick movement, and your base speed is 6 meters. Small Frame Your body is much smaller in both size and weight than normal, and your size is small instead of medium. You are less than 1.5 meters tall and weigh less than 40 kilograms. Your maximum Strength score is decreased by 6. Unstable System There is some catastrophic flaw in your body that occasionally surfaces during physical activity. Whenever you roll a 1 on a d20 while making an attack roll, Strength ability check, or Dexterity ability check, roll a 1d10. If the result of the 1d10 is a 1, you immediately drop to 0 hit points and become unconscious. Upgrade Intolerant For whatever reason, your body just won’t take well to implants and biohacks, and as a result, the maximum number of upgrades you may have is limited to 6. Weak Your genes for musculoskeletal muscle are partially defective, and as a result, your Strength score is decreased by 2. Weak Immune System Your white blood cells are misshapen and less effective, and your liver isn’t pulling its weight when metabolizing toxins. As a result, you suffer disadvantage on saving throws against poison and disease, and you take double damage from poison. Weak Willed You lack willpower and are easily swayed. You have disadvantage on Wisdom and Charisma saving throws.
58 // 2. Genomes // Silver Spoon. You are wealthy, having been born in into privilege. • You count as one category higher for your lifestyle granted by your Mosaic score. For example, if your Mosaic score would normally grant you a lifestyle of Middle Class, it instead grants you a lifestyle of Well Off. • At 1st level, you start out with an additional シ2,000, and every time you gain a level you gain your new level x シ1,000 in cash. Upgrade Tolerance. You are able to have up to nine cyberware or biohack enhancements instead of the usual eight. Transhuman Whatever genome you were born with, you’ve since transitioned to an almost entirely biosynthetic body through a very modern body conversion procedure. Synthetic body conversions are the most serious modification that a person can get. The vast majority of the original flesh, bone, and brain have been replaced with artificial analogues. Your body is a mix of biosynthetics, plastics, and alloys. This near-total replacement of the original tissues makes you a transhuman in the eyes of most people. A chance to be reborn, escaping ailments of your original body, and the superior abilities granted by your high-tech chassis are what draw people to this procedure. Origin Synthetic body conversion has only been going on for a little over a decade, so your rebirth into this new body is a relatively recent one. Whatever your original genome was, after the surgery is completed only 5% of your original body remains, such as parts of the brain and spinal column. Your transhuman body can look any way you desire, allowing for any sex, size, or shape the human body can come in. This can include aesthetically strange choices, though many simply choose idealized versions of their former bodies. What genome was your original body? Biosynthetic Amalgams Despite all the high strength artificial materials incorporated, your new body is still largely flesh, blood, and bone. You have (synthetic) DNA, and are capable of all the things a traditional human body is. This also means that you still need to have food and water to survive. head of hair, and muscles can be selected for, well before the child is even conceived. After the DNA selection process, the pregnancy and birth proceed just as a traditional human pregnancy does. By the year 2090, there are around 1.5 billion genetically optimized humans on earth. Genetic Elite Your blood is the blood of the metaphorical kings and queens of the modern era. A simple DNA test will reveal you to be worthier of that promotion than Ed from accounting, or a more desirable partner for any potential marriage. This form of eugenics is less controversial than transgenic human engineering. While transgenic genomes are considered abominations by some, the same cannot be said of the genetically optimized; the resulting child’s DNA is still entirely human, and theoretically could have happened randomly…Only it didn’t. Social Elite Some argue that the edited-out genes serve some unknown purpose and that in specializing a child this way true versatility is lost, but most scoff at these ideas. They point to the fact that an overwhelming majority of genetically optimized humans live successful lives in the world’s top jobs. Their critics counter that this is more of a reflection of privileged upbringing and genoism than an indication of superior abilities. Nevertheless, the amount of people seeking to have their children genetically optimized is an ever-increasing percentage of the population. They have little to fear from genoism and are usually comfortable dealing it out to others. Economic Elite For the most part, if a family can afford it, they will genetically optimize their children. Genetically optimized humans are at home in the Machiavellian plots of the syndicates and come from an upbringing of financial privilege. Optimized Traits Ability Score Increase. Three ability scores of your choice increase by 2 and all of your other ability scores are increased by 1. Educated. You gain proficiency in two skills from the following list - Bureaucracy, Computers, Life Science, Mechanics, Performance, Physical Science, and Social Science. Optimized Immune System. You gain advantage on saving throws against poison or disease. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 59 Ability Score Increase. Your Strength score is increased by 2. Additionally, your maximum Strength scores becomes 22. Cosmetic Flexibility. While human in function and general appearance, many transhumans opt to look different in some cosmetic way. Maybe you have moving angel or bat wings, striped, color-shifting, or furry skin, a moving tail, extra eyes, or whatever else you can imagine. These aesthetic alterations have no in-game effect outside of their aesthetic, and helping you fit in with certain crowds. At your discretion, you may start with either a strange or inhuman appearance. Same Same, but Different You’ve been fundamentally changed by your body conversion. In addition to the obvious physical changes, your new body may allow you to think more or less clearly than before, you may lose certain aptitudes, or change from being socially reserved to outgoing and charming. It can cost a lot to preserve (or boost) an intellect during the conversion process, and “anomalies” occur during the transition. Moreover, parts of your brain are also converted, meaning you're running on different hardware. While your memories are retained, your mind is no longer quite the same as it was. It is not unusual for people who have undergone synthetic body conversion to change jobs, hobbies, and even relationships some time after the procedure. The riddle of human nature is very real for transhumans, and one wonders about the fidelity of your personal identity after you switch from one body to another. Harder, Better, Faster, Stronger Your synthetic form is much faster, stronger, smarter, and tougher than an average human body. It takes some serious coin to undergo the process, so it is much more common for a company or government to pay for the surgery than a private citizen. How did you come about this money? Transhuman Traits Ability Score Purchase. Instead of generating your base ability score the usual way, through arrays or randomly, you purchase them as indicated on the table below. You have シ400,000 to spend on your base ability scores. Any of this money that is not spent during character creation is lost. Each ability score must be purchased separately. Your body is factory made at the time of creation, and you cannot buy higher ability scores afterwards, unless it is through upgrades (see Chapter 5: Upgrades). Transhuman Ability Score Generation Ability Score Cost 10 シ0 11 シ10,000 12 シ20,000 13 シ30,000 14 シ50,000 15 シ70,000 16 シ100,000 17 シ130,000 18 シ170,000
60 // 2. Genomes // Better Lucky Than Good. Fate seems to twist random change in a way that coincidentally ends up in your favor. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. In addition, when an opponent rolls a 20 on an attack roll or ability check against you, roll a d20. This new roll becomes the opponent’s roll instead of the 20. Statistically Improbable. Once per session, whenever you fail a roll of any type, you can automatically make it a success. Uncanny Survival. Once per session, when a roll that targets you succeeds, you can automatically make it fail. Cyborg You may have been born unmodified, but since then you’ve undergone a great deal of cybernetic and biological enhancement to be on par with those born enhanced. You’ve transitioned from a run-of-the-mill human to an enhanced cyborg! Where you got the money or favors get this done can be worked out with your GM, but it cost a pretty penny, and the people you owe the debt to are sure to come calling at some point. Nobody gets something for nothing. Upgraded. You can select up to four different upgrades worth up to シ25,000 each. Additionally, whenever you are granted an upgrade through a class feature (such as with the Bioware Upgrade feature), you can replace one of the upgrades that you selected with the Upgraded feature with another that you could acquire through the class upgrade feature (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. Debt. You owe whoever fronted the money for these upgrades シ100,000, or more likely, a favor equalling that amount. They will come calling for it sooner or later. Unmodified Conventionally conceived and born humans are by far the most common genome on earth. Humans have carved out a niche in every possible walk of life, and despite the apparent advantages of the genetically engineered, humans are as prosperous as ever. Origin The last 200,000 years of history has seen humans emerge from merely being a clever and successful super-predator to a world-shaping force. Conventionally born humans vastly outnumber all of the other genomes put together, representing roughly 9 billion of the 11 billion people on earth. Adaptable The only genoism that humans face is from the genetically optimized, thus many humans find it difficult to succeed in the syndicate business world where genetic optimization is common. Diversity is an unmodified human’s biggest advantage. Humans tend to be curious, adaptive, flexible, and passionate. Adopting biohack and cyberware upgrades is par for the course. Unmodified Traits Ability Score Increase. Two ability scores of your choice are increased by 1. Diverse. You gain one feat of your choice, and proficiency in one skill of your choice. Upgrade Tolerance. You are able to have up to ten upgrades instead of the usual eight. Subtype. Humans are a diverse crowd, and exceptional characters take a variety of paths to compete with the enhanced birth genomes. Unmodified humans can be cyborgs, veterans, or destiny’s chosen. Choose one of the following subtypes. Destiny’s Chosen You aren’t genetically modified, but you aren’t just a regular human either! You are an outlier, someone who seems to succeed against all the odds, a statistical anomaly. Luck might not be an active force in the universe, but it can accurately describe the outcomes for certain people who always seem to prosper and evade catastrophe. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 61 Tools of the Trade. You’ve accumulated some gear over the years. You can spend additional money on weapons, armor, gear, and other equipment before the first session begins, depending on your level during character creation. For example, if you are level 2 during character creation, you may spend an additional シ25,000 on weapons, armor, gear, and other equipment before the first session begins. Any money not spent is lost. Tools of the Trade Cash Level Cash Level Cash — — 11 シ800,000 2 シ25,000 12 シ1,000,000 3 シ50,000 13 シ1,200,000 4 シ100,000 14 シ1,500,000 5 シ150,000 15 シ1,800,000 6 シ225,000 16 シ2,100,000 7 シ300,000 17 シ2,500,000 8 シ400,000 18 シ3,000,000 9 シ500,000 19 シ3,500,000 10 シ650,000 20 シ4,000,000 Veteran You may not have an engineered genome, or fancy cybernetic upgrades (yet), but you are a seasoned veteran of some trade that lends itself to life in a cadre. You are probably a little older than your coworkers, but those extra years translate into wisdom and experience beyond these slick youngsters. You’ve seen your fair share of violence and conflict in your time, but you’re good at this kind of work, and maybe you can show these kids a thing or three. Experienced. You have been working in your profession for years more than the others in your cadre, and you have much more experience. You start out at a higher level than your compatriots and maintain this head-start experience edge throughout the game, as shown on the table below. Veteran Advancement Experience Points Level Proficiency Bonus 0 2nd +2 300 3rd +2 900 4th +2 2,700 5th +3 6,500 6th +3 14,000 7th +3 23,000 8th +3 34,000 9th +4 48,000 10th +4 64,000 11th +4 85,000 12th +4 100,000 13th +5 120,000 14th +5 140,000 15th +5 165,000 16th +5 195,000 17th +6 225,000 18th +6 265,000 19th +6 305,000 20th +6 Old School. You can select an additional Background, gaining all of the associated proficiencies and traits. You can choose between either of the Backgrounds when determining your personality, ideals, bonds, and flaws. Also, you can’t be younger than 40 years old. Contact. Earlier in your career, you formed a professional relationship with a useful person. Once per session, you can call upon your contact to recruit their expertise, abilities, resources, or knowledge, but they cannot be used to aid you in combat. Contacts are described in greater detail in Chapter 3: Classes.
// GeneFunk 2090 // 63 Player characters are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are risk-takers, compelled to mercenary work and to take on the challenges that lesser men and women can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and determines your relationship with other people and powers in the world. A gunfighter, for example, might view the world in pragmatic terms of strategy and maneuvering and see herself as just a pawn in a much larger game. A hacker, by contrast, might see himself as a meddling troll, trying to mess with a corporation’s unfolding plan. While the gunfighter has contacts in a mercenary company or army, the hacker might have links with the hacker underground, hardware manufacturers, chop shops, or software engineers. Your class gives you a variety of special features, such as a gunfighter’s mastery of firearms or a crook’s stealthy attacks. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Class Roles Gameplay in GeneFunk 2090 largely revolves around acquisition, investigation, social interaction, and combat. The rough roles each class has during gameplay are described below, but it is important to note that your choice of genome, ability scores, backgrounds, feats, and skill proficiencies can allow your character to fulfill any of these roles, regardless of class. Generally, the fewer roles you have, the better you are at them, through specialization. Buffs. Enhancing the abilities of yourself and the members of your cadre. Damage. Taking out enemies in combat, be it through melee, ranged, or area-effect damage. Debuffs. Diminishing or neutralizing the abilities of your enemies and those you want to exploit. Face Work. Expertise at social interaction and manipulation, talking your way in and out of things. Healing. Restoring hit points and removing negative conditions. Information. Retrieving and assessing knowledge that is useful or essential to complete your jobs. Resources. Obtaining gear and equipment, either through crafting or acquisition. Chapter 3: Classes Class Summary Class Roles Hit Die Primary Abilities Save Proficiencies Armor/Weapon Proficiencies Biohacker Buffs, debuffs, healing, melee & area damage, information d8 Int Int & Dex Light armor, simple weapons Codehacker Buffs, debuffs, infiltration, information, face work (synergist) d8 Int Int & Wis Light armor, simple weapons Crook Face work (dealer), Information, single target damage, resources d8 Dex Dex & Int Light armor, simple weapons Engineer Area damage, buffs, debuffs, information, resources d8 Int Con & Int Light armor, simple weapons Gunfighter Ranged damage, tanking d10 Dex Dex &Con All armor, simple weapons, ranged martial weapons Hardcase Melee damage, tanking d12 Str & Con Str & Con Light & medium armor, simple weapons Samurai Melee or range damage, tanking d10 Str or Dex Str & Dex Light & medium armor, simple weapons, martial melee weapons Suit Buffs, face work, information, resources d8 Cha Wis & Cha Light armor, simple weapons
64 // 3. Classes // Tanking. Being excellent at taking damage for the team. Infiltration. Breaking into places and things to obtain information or assets. This covers heists, unlocking doors, sneaking around, and getting into places you’re not supposed to be in. Contacts As characters progress through their class levels, they build connections in their profession that can give them tips and information related to their specialty. Contacts should be given names and identities, and interactions with them should be roleplayed. The types of contacts each class gets are described separately in each class, but all of them follow the general rules described below. Non-combatants. Contacts will not aid characters with anything involving violence or danger. If violence breaks out, they leave the scene as soon as they can. Can be used once per session. You can call upon the contact to aid you no more than once per game session. Information, access, and skills. Characters can recruit a contact’s expertise, abilities, resources, or knowledge. For instance, a biohacker’s forensic pathologist contact could give them access to a cadaver, help heal injuries, sell them illegal pharmaceuticals, or get them into a medical or police facility. Skill aptitude. Contacts have proficiency in four skills and use the modifier shown on the table below for Ability checks involving those skills. Contact Skill Aptitude Advancement Character Level # of Skill Proficiencies Modifier 1-4 4 +5 5-8 4 +6 9-12 4 +7 13-16 5 +8 17-20 5 +9 Reciprocity. Your relationship with your contacts is one of give and take and depending on the danger and difficulty of your request, the GM may determine that a contact requires payment or a favor in order to help you. Quick Builds At the end of every class, there is a quick build given for each archetype, so players can jump right in and start playing without having to spend an hour or so making their character. These are a great way for new players to get a sense of the kinds of builds that each class has to offer, or provide an option for people who just want to get right to the gameplay. The quick build stat blocks will give you a jump start on your character sheet, but they don’t contain every piece of information, and some of it is shorthand. For example, expertise is abbreviated as “exp” above the skill, and there are no listed initiative, class features, genome features, etc. No mutts were included in the quick builds, since randomly rolling genetic enhancements and flaws is an essential feature of that genome, but subbing out one genome for another is a relatively easy step. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 65 Biohacker Biohackers are doctors, molecular biologists, genetic engineers, or any other type of person who has the affinity and talent for modifying life forms, for better or worse. They understand the mysteries of the double helix, reading genetic code like it’s their native tongue. They are able to use their knowledge of life to give it, or to take it away, gurus of the human machine. While biohackers that explicitly heal others are viewed with respect and admiration, once they delve into the manipulation of DNA, proteins, and the stuff of human nature, people start to get a little creeped out. In the same way that automotive engineers like to soup-up cars to their own specifications, biohackers like to mold life to be something that is a little more ideal. Natural selection has taken life to a point of survival until reproduction, no further; a biohacker seeks to take it far beyond this minimum bar that nature has set out. Recognizing the appeal to nature as the canard it is, biohackers are aware of the unintended baggage that evolution has left behind, machines full vestigial traits and ad hoc design that is anything but intelligent. Biohackers use their technical expertise to enhance the abilities of themselves or allies, riddle enemies with diseases and poison, transform themselves into genetically superior lifeforms, heal friends with the latest in medical technology, or obliterate foes with hungry biobots from the inside out. Curiosity, a desire to experiment with their biotech, seeking funds for research, or ambition is often what brings a hacker into a cadre. Class Features As a biohacker, you get the following class features. Hit Points Hit Dice: 1d8 per biohacker level Hit Points at 1st Level: 13 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per biohacker level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Intelligence, Dexterity Skills: Life Science, and then choose two from Bureaucracy, Computers, Deception, Drive, Insight, Investigation, Physical Science, Mechanics, Social Science, Survival The Biohacker Hack Slots Per Level Level Proficiency Bonus Features Hacks Known 1st 2nd 3rd 4th 5th 1st +2 Hacking, Life Scientist 3 4 — — — — 2nd +2 Conscientious Focus 4 5 — — — — 3rd +2 Biotic Aptitude 5 6 — — — — 4th +2 Ability Score Improvement 6 7 — — — — 5th +3 Biohacker Contact 7 7 1 — — — 6th +3 Biotic Aptitude Feature 8 7 2 — — — 7th +3 Bioware Upgrade 9 7 3 — — — 8th +3 Ability Score Improvement 10 7 4 — — — 9th +4 Surgical Strikes 11 8 5 1 — — 10th +4 Biotic Aptitude Feature 12 8 5 2 — — 11th +4 Bioware Upgrade 13 8 5 3 — — 12th +4 Ability Score Improvement 14 8 5 4 — — 13th +5 Biohacker Contact (2nd) 14 9 5 5 1 — 14th +5 Biotic Aptitude Feature 15 9 5 5 2 — 15th +5 Bioware Upgrade 16 9 5 5 3 — 16th +5 Ability Score Improvement 17 9 5 5 4 — 17th +6 Biotic Aptitude Feature 17 10 5 5 5 1 18th +6 Bioware, Biohacker Contact (3rd) 18 10 5 5 5 2 19th +6 Ability Score Improvement 19 10 5 5 5 3 20th +6 Double Helix Guru 20 10 5 5 5 4
66 // 3. Classes // Biotic Aptitude The Biotic Aptitude you choose reflects your approach to biohacking. It grants you features at 3rd level and then again at 7th, 10th, 15th, and 18th level. The individual abilities of this feature are detailed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Biohacker Contact Starting at 5th level, you gain a contact with ties to the medical or biohacker community. This could be an EMT, doctor, nurse, biologist, geneticist, bioengineer, or any other person you can think of that has ties to genetic engineering or medicine. You get an additional contact at level 13 and 18. Surgical Strikes Starting at 9th level, your knowledge of anatomy and physiology allows you to strike with surgical precision on vital organs. Once on each of your turns when you hit with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon. When you reach 15th level, the extra damage increases to 2d8. Bioware Upgrade At 7th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 11th, 14th, and 18th level. You gain these upgrades through your connection to possibly illicit circles, so you can get upgrades that are restricted or banned. • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade Additionally, at levels 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Biohacker’s pack • Reinforced clothing • シ1,500 Hacking Starting at 1st level you are able to use hacks that alter physiology and anatomy the way a potter molds clay. Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one. • Hack save DC = 8 + your proficiency bonus + your Intelligence modifier • Hack Attack modifier = your proficiency bonus + your Intelligence modifier Hack Slots The Biohacker table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest. For example, if you know the 1st-level hack necrotic injection and have a 1st-level and a 2nd-level hack slot available, you can run necrotic injection using either slot. Hacks Known At 1st level you know three 1st-level hacks of your choice from the Biohacker hack list (Chapter 10: Hacking), as well as the nanodoc and forensic scan hacks. You learn additional hacks as shown on the Biohacker table. Life Scientist You gain expertise in Life Science. Your proficiency bonus is doubled for any ability check you make using this proficiency. Additionally, forensic scan can be run without expending a hack slot as long as you choose to take 10 minutes longer to run it than normal. Conscientious Focus At 2nd level, you’ve trained your mind to be especially disciplined. This enables you to run an additional hack or upgrade that requires concentration (you may concentrate on one more effect than normal). This feature stacks with any other ability or implant that allows you to concentrate on additional hacks or upgrades. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
Cytomancer Quick Build Genome: Engineered - Sherlock Class: Level 1 Biohacker Background: Investigator Saving Throws: Dex and Int STR DEX CON INT WIS CHA 8 14 10 19 18 10 HP: 13 Speed: 9 AC: 15 DR: 0 Skill Proficiencies: Insight +8exp, Investigation +8exp, Life Science +8exp, Perception +8exp, Mechanics +6, Physical Science +6 Hacks Known: anesthetic, blood dope, nanodoc, forensic scan, necrotic injection Attacks: 9mm Handgun. +7 to hit, 12/36 m., 2d6+2 P damage (close, light, reload 15) Equipment: 10 mm handgun, armor vest, duffle bag, biohacking kit, breathing mask, drugs (angel x2, nanodoc x3, nootro x2, perk x2) first aid kit, flashlight, forensic field kit, hypospray, magazines (9mm x2) // GeneFunk 2090 // 67 One For Me, One For You Beginning at 6th level, the healing hacks you perform on others heal you as well, since you give yourself a little dose first. When you run a hack that restores hit points to another creature, you regain hit points equal to 4 + the hack’s level. Poisoner’s Handbook Beginning at 10th level, you have become very adept at knowing precisely how to administer toxins and pathogens for maximum effect. You learn the following hacks for free: • Anesthetize • Envenom •Infect • Paralytic Infection If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Additionally, when you run the anesthetize, envenom, infect, or paralytic injection hacks, you may have the target make their first saving throw at disadvantage. You must take a short rest before using this feature again. Master of Life and Death Starting at 14th level, your knowledge of cellular machinery enables you to better preserve and destroy life. Any biohack you run that either reduces or restores hit can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. douBle helix guru At 20th level, you have achieved such mastery over certain hacks that you can run them with ease. Choose two 1st- and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expend-ing a hack slot. Biotic Aptitude While all biohackers are good with altering biology, different hackers choose different areas to focus their hacking on. Cytomancer Cytomancers are experts at manipulating physiology and DNA, and most are doctors, bioengineers or molecular geneticists, though they also might just be selftaught bio-gurus. Cytomancers are to organisms what mechanics are to cars. They get into it, modifying and repairing, healing or destroying. Typically, they use their biohacks on others more often than themselves. Seasoned At 3rd level, you are able to draw upon your experience as a medic to act quickly under pressure. When you run a hack that has a launch time of 1 action, you can launch it as a bonus action instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Pharmacist Starting at 3rd level, you can employ your considerable pharmaceutical expertise to make a variety of drugs. You learn the following hacks for free: • Angel • Blood dope • Buddha • Carnal • Perk • Superman If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know.
68 // 3. Classes // Evolutionary Milestone After further experimentation, at 10th level your creation is even stronger, some would say too strong, but they don’t understand. Your recombinant beast gains the following benefits: • Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. • Your beast gains a bonus to damage rolls equal to your Intelligence modifier It takes one week for these abilities to take effect. Biological Paragon At level 14, you have stretched the genome of your recombinant beast to its very limit, splicing in every advantageous gene you can think of and upregulating them to 11! Your recombinant beast gains the following benefits: • Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. • Your beast benefits from the Surgical Strikes feature in the same way you do, and can use it separately. It takes one week for these abilities to take effect. Pygmalion’s Dream At 17th level, you’ve done it: you’ve created the ultimate life form! By splicing in parts of your own genome, you’ve given your recombinant beast a human form. Your recombinant beast gains the following benefits: • Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. • If you choose, you may have it become a human of the same size, capable of wearing armor and wielding weapons just as any other human could. It has the same armor and weapon proficiencies that you do. It still has physical features of its original genome present in its current appearance and demeanor, but it can articulate speech (if it has the intelligence for it). • It gains proficiency in any two skills It takes one week for these abilities to take effect. points, restores or reduces an additional amount equal to your Intelligence modifier. Persistent Chemistry At 17th level, the duration of all of your biohacks is doubled. Dr. Frankenstein Like the classic mad scientist, you are obsessed with creating your own lifeform, one that you can control and enhance to your heart’s content. Some think you have a God complex, but they don’t understand your work. Transgenic Pet Starting at 3rd level, you’ve begun your experiments in creating the ultimate lifeform, and you learn the recombinant beast hack for free. In addition, the hack is boosted in the following ways: • You can run this hack using a 1st-level hack slot, instead of a 2nd-level slot. • You can select two genetic enhancements and roll for two genetic enhancements for the recombinant beast instead rolling for all four randomly. • You may not choose to amplify an enhancement, though it can happen randomly • Your recombinant beast adds 3 hit points per biohacker level to its maximum hit points. • Your recombinant beast uses your proficiency bonus instead of its own • Your recombinant beast adds your proficiency bonus to its AC • The first time you run this hack, it doesn’t cost any money in materials (you’ve been scrounging them up for a while now). Tweaked Companion At 6th level, you add further modifications to your recombinant beast, pushing the limits of its genome. It gains the following benefits: • Your beast gains two new genetic enhancements. You can select one and randomly roll for the other, but you must also randomly roll one more genetic flaw. • Whenever you can select a genetic enhancement for your transgenic pet, you can instead choose to amplify an existing enhancement. • It gains proficiency in all saving throws. It takes one week for these abilities to take effect. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 69 Protean Grinder You are extremely interested, perhaps even obsessed, with self-improvement through genetic enhancements and cybernetic augmentation. You can see that post-humanity is on the horizon, and you’d like to get there sooner rather than later. Conservative attachment to what is “natural” are fear-based delusions, impediments to progress. Biological evolution had its heyday, now its time for the biological revolution. Transhumanist Beginning at 3rd level, you learn the following hacks for free: • Chitin • Claws • Chromatophores • Dark vision • Gecko Skin • Gills If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Venomous Claws Starting at 3rd level, your claws hack is especially effective, as you’ve modified them to vector a deadly poison that dissolves flesh and bone. Once on each of your turns, when you hit a creature with a melee attack using your claws hack, or another natural or retractable weapon you gain through genetic enhancements or upgrades, you can expend one hack slot to deal poison damage to the target, in addition to the weapon’s damage. The extra damage is 3d12 for a 1st-level hack slot, plus 2d12 for each hack slot level higher than 1st, to a maximum of 11d12. Vital Strike At 6th level, you can call upon your biohacked fight or flight response to go the extra mile and strike at your enemies with greater intensity. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short rest. Gene Splice Expertise By 6th level, you learn the genetic enhancement hack. Your competence and passion for genetic improvement allows you to treat the genetic enhancement hack Dr. Frankenstein Quick Build Genome: Optimized Class: Level 1 Biohacker Background: Academic Saving Throws: Dex and Int STR DEX CON INT WIS CHA 10 15 14 16 14 14 HP: 15 Speed: 9 AC: 16 DR: 0 Skill Proficiencies: Bureaucracy +5, Computers +5, Deception +4, Investigation +5, Life Science +7exp, Physical Science +5, Social Science +5 Hacks Known: anesthetic, blood dope, enhance ability, forensic scan, nanodoc Attacks: 10mm Handgun. +4 to hit, 13/39 m., 3d4+4 P damage (close, light, reload 12) Equipment: 10 mm handgun, biohacking kit, duffle bag, drugs (nanodoc x2), hypospray, magazines (10mm x2), nanofiber vest
70 // 3. Classes // Killer Instinct You’ve amped up lethal intuitions deep inside your reptile-brain, you know how to go for the kill. Starting at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20. Fluidity of Form Starting at 14th level, your affinity for transformation is even greater, and your maximum number of upgrades is increased by 2. Posthuman Dream At level 17, your personal biohacks are sublime and approaching perfection, just like you. When you run the following hacks, their duration is permanent, unless you will them to end. • Chitin • Claws • Chromatophores • Dark vision • Gecko Skin • Gills as though it were a 2nd-level hack when you perform it on yourself. This also applies to running it at higher levels. For example, if you run it using a 3rd-level hack slot, you can reroll the genetic flaw, and if you run it using a 4th-level hack slot, there are no genetic flaws at all. This feature doesn’t work if you are using genetic enhancement on others. Enduring Changes Starting at 10th level, you’ve tailor-made your body morphing hacks to be especially effective on your unique biochemistry. All biohacks that target yourself have their duration doubled. Protean Grinder Quick Build Genome: Unmodified - Cyborg (+1 Dex, +1 Int, Unbreakable feat, Stealth proficiency, chemical sensor - TruHound, cognitive boost – Hyperborea, medicomp - Nightingale, motor chip – Hexie) Class: Level 1 Biohacker Background: Ideologue Saving Throws: Dex and Int STR DEX CON INT WIS CHA 10 18 14 16 8 12 HP: 16 Speed: 9 AC: 17 DR: 0 Skill Proficiencies: Computers +5, Intimidation +3, Investigation +5, Life Science +7exp, Physical Science +5, Stealth +6 Hacks Known: chitin, claws, gecko skin, forensic scan, nanodoc Attacks: 10mm Handgun. +6 to hit, 13/39 m., 3d4+4 P damage (close, light, reload 12) Claws. +6 to hit, melee, 2d4+4 P damage (armor-piercing, finesse, light) Equipment: シ200, 10 mm handgun, armor vest, biohacking kit, breathing mask, drugs (angel x2, perk x2, nanodoc x2, nootro x2), duffle bag, first aid kit, flashlight, goggles, hypospray, magazines (10mm x2) Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 71 or little brother. All it takes is the right skills to find and crack it, and a hacker can seem near omniscient. Hackers are highly employable and can easily find jobs as criminals or with a corporation or government. Possessing dangerous information or being needed to access such information is often what brings a hacker into the story. Class Features As a codehacker, you get the following class features. Hit Points Hit Dice: 1d8 per codehacker level Hit Points at 1st Level: 13 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per codehacker level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Intelligence, Wisdom Skills: Computers, and then choose two from Bureaucracy, Deception, Drive, Investigation, Life Science, Mechanics, Physical Science, Social Science, and Stealth Codehacker Codehackers are technological wizards, utilizing the latest software and then modifying it to their own ends. They are digital alchemists, transmuting programs to their every whim. Before most people even recognize what new programs or app are, hackers have started deriving new wares from them, fusions of the latest tech and their own creative skills and technical expertise. Society at large is often unprepared for the abilities they exploit, always a step behind these electronic explorers. Hackers have adapted to computer consciousness like a duck to water. Being born with an internal computer is as natural to them as walking and talking (for some, even more so). Some hackers are notorious criminals, funneling funds out of personal bank accounts, accessing top secret information, or even hacking other people’s minds to control or damage them. Mind hacking is the most serious offense a hacker can commit, but despite harsh laws against it in most countries, it still occurs. If information is power, then hackers are very powerful indeed. By the year 2090, information about nearly everything and everyone is located somewhere on the internet, either recorded by big brother, business, The Codehacker Hack Slots Per Level Level Proficiency Bonus Features Hacks Known 1st 2nd 3rd 4th 5th 1st +2 Adept Coder, Dataport, Hacking, 3 4 — — — — 2nd +2 Custom OS, Traumatize 4 5 — — — — 3rd +2 Hacker Archetype 5 6 — — — — 4th +2 Ability Score Improvement 6 7 — — — — 5th +3 Cyber Contact 7 7 1 — — — 6th +3 Archetype Feature 8 7 2 — — — 7th +3 Pirate Upgrade 9 7 3 — — — 8th +3 Ability Score Improvement 10 7 4 — — — 9th +4 Cyber Contact (2nd), Targeting Firmware 11 8 5 1 — — 10th +4 Archetype Feature 12 8 5 2 — — 11th +4 Pirate Upgrade 13 8 5 3 — — 12th +4 Ability Score Improvement 14 8 5 4 — — 13th +5 Cyber Contact (3rd) 14 9 5 5 1 — 14th +5 Archetype Feature 15 9 5 5 2 — 15th +5 Pirate Upgrade 16 9 5 5 3 — 16th +5 Ability Score Improvement 17 9 5 5 4 — 17th +6 Archetype Feature 17 10 5 5 5 1 18th +6 Pirate Upgrade, Cyber Contact (4th) 18 10 5 5 5 2 19th +6 Ability Score Improvement 19 10 5 5 5 3 20th +6 Codemaster 20 10 5 5 5 4
72 // 3. Classes // Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Spy’s pack • Reinforced clothing • シ1,000 Adept Coder You gain expertise in Computers. Your proficiency bonus is doubled for any ability check you make using this skill. Dataport You start with a dataport upgrade, and can hook up your daemon directly to other devices that have jacks without using wireless. This is essential to interfacing with computers that lack wireless capability, which is common for CCTV and databases containing sensitive data. This implant bypasses attempts to jam or detect wireless signals. Hacking Starting at 1st level, you are able to use hacks to cut through anything that has a computer inside, which is pretty much everything, including human minds. Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one. • Hack save DC = 8 + your proficiency bonus + your Intelligence modifier • Hack Attack modifier = your proficiency bonus + your Intelligence modifier Hack Slots The Codehacker table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest. For example, if you know the 1st-level hack sleep and have a 1st-level and a 2nd-level hack slot available, you can run sleep using either slot. Hacks Known At 1st level, you know three 1st-level hacks of your choice from the Codehacker hack list (Chapter 10), as well as the decrypt and unlock hacks. You learn additional hacks as shown on the Codehacker table. Custom OS You’ve custom made your own OS, and it runs incredibly efficiently. This enables you to run an additional program or upgrade that requires concentration (you may concentrate on one more effect than normal). This feature stacks with any other ability or implant that allows you to concentrate on additional hacks or upgrades. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 73 Additionally, at levels 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace cyberware upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular enhancement, which results in one level of exhaustion until you take a long rest. Codemaster At 20th level, you have achieved such mastery over certain hacks that you can run them ease. Choose two 1st- and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expending a hack slot. Hacker Archetype While all codehackers are good with computers, different hackers choose different areas to focus their hacking on. Cracker Breaking through digital security is your forte. Crackers tend to be on the wrong side of the law, since these things are completely illegal unless you are working directly for a law enforcement agency. Security Slicer Beginning at 3rd level, whenever you make an Intelligence (Computers) ability check to get past a system’s security, and you roll below a 6, the roll automatically becomes a 10. Additionally, you learn the following hacks for free: • Camfect • Database Dip • Detect security • Disable security • Encrypt • Satellite imagery If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Super Skim Starting at 3rd level, you automatically learn the skim hack. If you already know this hack, you may select any Traumatize At 2nd level, you developed a technique to inflict confusion, pain, and psychic trauma on an individual. You hack their daemon and blast a cacophony of terrible psychic noise into their head, burning out neurons and surrounding tissue. As an action, target an enemy within 36 meters that you can see. They must make a Wisdom save, and if they fail, they take 1d12 psychic damage. This damage increases to 2d12 at level 6, and 3d12 at level 11, and 4d12 at level 17. This feature is considered a mind hack. Hacker Archetype The hacker archetype you choose reflects your approach to hacking. Your hacker archetype choice grants you features at 3rd level and then again at 7th, 10th, 15th, and 18th level. The individual features of this feature are detailed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Cyber Contact Starting at 5th level, you gain a contact with ties to the hacker community. This could be a government whitehat, criminal cracker, Silicon Valley coder, basement troll, or any other hacker you can think of. You get an additional contact at levels 9, 13 and 18. Targeting Firmware At 9th level, you’ve developed firmware that optimizes your hand-eye coordination when aiming and firing. You gain a damage bonus to all Damage rolls equal to your Intelligence modifier. Pirate Upgrade At 7th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 11th, 14th, and 18th level. You gain these upgrades through your connection to pirate hacker circles, so you can get upgrades that are restricted or banned. • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade
74 // 3. Classes // I Don’t %&*# Up! Starting at 14th level, your code hacking is in your muscle memory, and you don’t make mistakes. Whenever a software hack requires a roll, either from you or a target, you may force a reroll. The second roll is used instead of the first. No Secrets Starting at 17th level, you’ve got tabs on nearly everything of note that is happening in your city. When you make an Intelligence (Investigation) check relating to anything that can be found online, the check automatically succeeds. You must take a short rest before using this ability again. Additionally, the GM will provide you with all publicly available information about any person, place, or thing whenever you ask. Puppeteer You are a master of manipulation, able to hack people’s minds and control their behavior. Puppeteers are among the most feared people on the planet, casting doubt on agency and personhood as a whole. Modification of memories, compulsion of behaviors, and tweaking of emotions are all highly illegal, but you were born to do it. other hack of your choice for free. Furthermore, any money you get from this hack is doubled. Exploit Search History Starting at 6th level, your information gathering exploits have unearthed a great deal of useful information on the people and places of your current city. As an action, you can provide a bonus equal to your Intelligence modifier to yourself or an ally making a Charisma (Intimidation) or Charisma (Persuasion) ability checks on someone, as you have dirt on them that make manipulation easier. You can use this feature a number of times per session equal to your Intelligence modifier. Traffic Exceptions At level 6, you can hack the city traffic grid, so you and your allies are treated as emergency vehicles. When not in combat, you can travel twice as fast in a city, bypassing traffic jams with ease. Additionally, when you are in a chase (see Chapter 8), you can provide one vehicle or person a +3 on their Move checks as a free action. Effortless Cracking Starting at 14th level, you’ve gotten very quick at hacking through security. When you run any software hack, you can use bonus action instead of a regular action. In addition, when using taking your time with these hacks, it only takes 1 minute instead of the usual 10 minutes (see Chapter 10). Puppeteer Quick Build Genome: Eucypher Class: Level 1 Codehacker Background: Military Veteran* Saving Throws: Con and Int STR DEX CON INT WIS CHA 10 14 12 18 16 8 HP: 14 Speed: 9 AC: 17 DR: 0 Skill Proficiencies: Computers exp +8, Drive +4, Insight +5, Mechanics +6 Hacks Known: camfect, cataracts, command, decrypt, ego flay, fear, mind reader, synergistic defense, unlock Attacks: 10mm Handgun. +5 to hit, 13/39 m., 3d4+3 P damage (close, light, reload 12) Equipment: 10mm handgun, binoculars, breathing mask, caltrops, climbing gear, darkvision goggles, drugs (nanodoc x3, nootro x3) grappling hook, crowbar, flashlight, first aid kit, handcuffs, magazines (10mm armor-piercing x3), mini breather, plate vest, spike strip *Medium Armor Proficiency from Military Veteran background Cracker Quick Build Genome: Optimized Class: Level 1 Codehacker Background: Outlaw Saving Throws: Con and Int STR DEX CON INT WIS CHA 10 16 14 16 14 12 HP: 15 Speed: 9 AC: 16 DR: 0 Skill Proficiencies: Computers exp +7, Investigation +5, Mechanics +5, Perception +4, Physical Science +5, Stealth +5, Streetwise +5 Hacks Known: decrypt, detect security, disable security, mind reader, unlock Attacks: 10mm Handgun. +5 to hit, 13/39 m., 3d4+3 P damage (close, light, reload 12) Equipment: 10mm handgun, binoculars, armor vest, bug detector, caltrops, crowbar, drugs (nanodoc x2), disguise kit, distance microphone, flashlight, magazines (10mm armor-piercing x3), tracking devices x2, wall microphone Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 75 Processing Efficiency Starting at 10th level, you’ve refined your custom OS even further, and its ability to multitask is almost poetry. You can run an additional program or upgrade that requires concentration (you may concentrate on one more effect than normal). This feature stacks with all other sources that allow you to concentrate on additional effects. Mind Piercer Starting at 14th level, cracking minds has become a specialty for you. When you run a mind hack that forces someone to make a saving throw to resist its effects, if you spend a hack slot one level higher than the hack normally is, the target(s) have disadvantage on their saving throws. Tireless Coder At level 17 your fluency with hacking is so great that when you take a short rest, you regain 1 hack slot for levels 1 through 5 (one hack slot of each level). Synergist The problem of other minds is less of a problem for you. You specialize in bridging the gaps between people through their daemons. You bring their discrete psyches into gestalt synergy, maximizing shared utility. Being students of the human mind, synergists tend to be more socially savvy than other codehackers, and their melting of mental barriers makes them effective leaders. For small teams like cadres, bringing minds together into a cohesive entity is especially effective. Mind Melder At 3rd level, you have mastered some of the basics of synching minds, and gain the following hacks for free. • Detect Minds • Linked Battlemind • Ventriloquist • Mind Reader • Synergistic Defense If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Mind Molder At 3rd level, you have mastered some of the basics of mind hacking, and gain the following hacks for free. • Cataracts • Charm • Command • Fear • Mind Reader • Sleep If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Puppet Strike At 3rd level, you jack a target’s nervous system, turning them on your enemy. As an action, target someone within 36 meters that you can see. They must make a Charisma save, and if they fail, they use their reaction to make a weapon attack on another target of your choice. If they aren’t wielding a weapon, they make an unarmed strike. If they cannot target anyone from their position, this feature has no effect. This feature is considered a mind hack. Brain Burner By 6th level, your mind hacks leave a wake of destruction in the target’s mind, in addition to any other effects. If you choose, the target(s) of your mind hacks take additional psychic damage equal to your Intelligence modifier.
76 // 3. Classes // your linked battlemind or synergistic defense hacks can use the highest Wisdom (Perception) and Wisdom (Insight) ability checks of any other target of the linked battlemind or synergistic defense hacks. This effect also applies to passive Insight and Perception scores. Effortless Gestalt At level 17 your fluency with grouping minds together is so masterful that you no longer need to concentrate on the effects of linked battlemind, synergistic defense, or ventriloquist. Crook Crooks are smugglers, thieves, drug dealers, hit-men, mafia, and con artists. For whatever reason, destiny has chosen a life outside of the law for them. In any age, there has always been a niche for crime, and in the consumerist, technology-fattened world of 2090, crime can be very prosperous indeed. The crook is the master of the seedier side of life, and his skills are very much in demand. When a corporation doesn’t want to directly dirty its hands with theft, murder or other criminal activities, they call upon a crook. The crook’s profession gets him into trouble frequently, so he naturally learns to be slippery and develops strong self-preservation skills to temper his dangerous work inclinations. The crook must be cunning, fast, and adaptable to survive the harsh underworld that he lives in. When fighting, a crook usually uses guile and sneak attacks to disable an opponent rather Psychic Bridger At 3rd level, you’ve refined your ability to link minds, and you gain the following benefits: • Any target of your linked battlemind or synergistic defense hacks gains temporary hit points equal to your Charisma modifier (minimum 1). • At the start of each round, targets of the linked battlemind and synergistic defense hacks may trade initiatives. They retain their traded initiatives for the rest of the combat unless they are traded again at the start of next round. • You may run the ventriloquist hack without spending a hack slot, and the host target of the ventriloquist hack gains proficiency in all skills that the guest is proficient in. Combat LAN By 6th level, using the hive-mind in combat is second nature, and you gain the following abilities. • Your linked battlemind hack’s duration is increased from 10 minutes to 1 hour. • You may use the Help action as bonus action, as long as you are helping someone under the effects of your linked battlemind or synergistic defense hacks. Additionally, when you use the Help action to aid an ally in attacking, you can use it as long as you are within 72 meters rather than 1.5 meters and as long as you can perceive the target. Your helping, in this case, is more lending your cognitive resources than it is distracting the target. • You may take the Attack action to allow someone under the effects of your linked battlemind or synergistic defense hacks to make a single weapon attack, with a bonus to their attack roll equal to your Charisma modifier. Harmony Starting at 10th level, the borders between your linked minds dissolve even more, and with greater ease. • Any target of your linked battlemind or synergistic defense hacks gains temporary hit points equal to twice your Charisma modifier (minimum 2). • When combat begins, as a free action you may grant one target of the linked battlemind or synergistic defense hack the same initiative as another target of the linked battlemind or synergistic defense hack. Hivemind Perception Starting at 14th level, the blend of your cadre’s senses are sublime, achieving unity. As a result, any target of Synergist Quick Build Genome: Companion Class: Level 1 Codehacker Background: Stargazer Saving Throws: Dex and Int STR DEX CON INT WIS CHA 8 14 10 16 14 18 HP: 13 Speed: 9 AC: 14 DR: 0 Skill Proficiencies: Computersexp +7, Deception +6, Insight +4, Mechanics +5, Performance +6, Persuasionexp +8 Hacks Known: decrypt, linked battlemind, mind reader, synergistic defense, unlock Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+2 P damage (close, light, reload 12) Equipment: 9mm handgun, binoculars, bug detector, caltrops, crowbar, drugs (nanodoc x4, nootro x2), disguise kit, distance microphone, flashlight, magazines (9mm armor-piercing x3), reinforced clothing, tracking devices x2, wall microphone. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 77 Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Intelligence, Dexterity Skills: Choose four from Acrobatics, Athletics, Deception, Drive, Insight, Intimidation, Investigation, Mechanics, Perception, Performance, Persuasion, Sleight of Hand, Streetwise, Stealth, and Computers Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Gangster’s pack or merc’s pack • Reinforced clothing • シ3,000 Expertise Choose two of your proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can than a frontal assault. Crooks make excellent spies, assassins, burglars, and fences. If someone wants something that they are not supposed to have, the crook is the guy who can get it. Operating outside of the accepted law is what usually puts the crook in the role of a protagonist. Crooks are naturally rebellious and anti-authoritarian, and living on the wrong side of authority is bound to drag one into conflict. Some are thrill-seeking scoundrels who are always in the wrong place at the wrong time, some are simply looking for cash and a good time, while others are good-hearted rogues and, in the spirit of Robin Hood, are fighting against an oppressive regime. Crooks can come from all walks of life, but often do not have a wealthy upbringing, and are raised among the dark alleys and streets of ground level. Slums and ghettos are common places of origin for crooks. Class Features As a crook, you get the following class features. Hit Points Hit Dice: 1d8 per crook level Hit Points at 1st Level: 13 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per crook level after 1st Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise, Sneak Attack 2nd +2 1d6 Cunning Action 3rd +2 2d6 Crooked Path, Shady Contact 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Illicit Upgrade 6th +3 3d6 Uncanny Dodge 7th +3 4d6 Illicit Upgrade, Shady Contact (2nd) 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Crooked Path Feature 10th +4 5d6 Ability Score Improvement, Safe House 11th +4 6d6 Illicit Upgrade, Shady Contact (3rd) 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Crooked Path Feature 14th +5 7d6 Illicit Upgrade 15th +5 8d6 Shady Contact (4th) 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Crooked Path Feature 18th +6 9d6 Illicit Upgrade, Shady Contact (5th) 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Infamous The Crook
78 // 3. Classes // deal an extra 1d6 damage to one person you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage on the attack roll if an - other enemy of the target is within 1.5 meters of it, that enemy isn’t incapacitated, and you don’t have disad - vantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Crook table. Cunning Action Starting at 2nd level, your quick thinking and agil - ity allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Crooked Path At 3rd level, you choose a path focuses on particular techniques that lend to your chosen life of crime. Your Crooked Path choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. The indi - vidual features of this feature are detailed at the end of this class description. Shady Contact Starting at 3rd level, you gain a contact with ties to the criminal underground. This could be a fence, cor - rupt cop, getaway driver, hitman, burglar, drug dealer, pimp, prostitute, arms dealer, hacker, or any other per - son operating on the wrong side of the law. You get an additional contact at levels 7, 11, 15, and 18. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one abili - ty score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Illicit Upgrade At 5th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 7th, 11th, 14th, and 18th level. You gain these upgrades through your connection to the underground, so you can get upgrades that are restricted or banned. • 5th level: You may select an upgrade worth up to シ 25,000 Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 79 Crooked Paths There are many different types of criminals, and the path you choose reflects the types of crime you tend to be good at. Dealer You are a businessman, only your business involves goods and services that are illegal, and you have a knack for finding sources of these illicit commodities. You use your cunning and social savvy to build a network suppliers and buyers of contraband. Smugglers, fences, drug lords, pimps, and arms dealers follow this path. Your business acumen, fearsome reputation, guile and streetwise are tools to build your lucrative criminal empire. Fence Starting at 3rd level, whenever making any ability checks involving the finding, buying or selling of illicit goods or services, you have advantage. Underworld Connections Starting at 3rd level, you can tap your criminal reputation to obtain resources from the black market. The resources can take the form of any combination of dirty money, restricted or banned goods like drugs or weapons, or any other form of goods and services available on the black market. Once per session you can make a Charisma (Persuasion) or Charisma (Intimidation) ability check towards an appropriate criminal, and the シ value of the goods or services obtained equals your Crook level x the result of your ability check x 50. For example, a 5th level Crook that scored a 24 on their Charisma check would get シ6,000 worth of illicit goods and services (5 x 24 x 50). At 9th level, your Underworld Connections ability grants a シ value of illicit goods or services equals your Crook level x the result of your ability check x 100, at 13th level it equals your Crook level x the result of your ability check x 200, and at 17th level it equals your Crook level x the result of your ability check x 400. The Fence class feature works in conjunction with this ability check. The illicit goods or services are obtained at an in-game time determined by the Gamemaster, appropriate to the context. Minions At 9th level, you’ve amassed a solid reputation in the criminal underground. You can leverage this rep with up-and-comers to gain some backup when you know violence is on the horizon. As an action, you can send • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade Additionally, at levels 7, 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. uncanny dodge Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Safe houSe Starting at 10th level, you have a safe house organized in your home city (or outside the city) that is off the map and unknown to almost anyone. It could be an apartment, cabin, abandoned house, or some other accommodation; you get to decide the specifics as long as it only provides basic amenities. It isn’t glitzy, but it enough to get a good night sleep. It is stocked with enough food and water for 5 people to live for 1 week. While hiding in this space, any attempts to track you or your allies there are made at disadvantage. Once your Safe House is compromised, you can au-tomatically gain a new one starting next session. Notorious At level 20 you have become such an infamous figure of the underworld that even the thought of causing you harm makes people take pause. Any person wishing to attack you must make a successful Wisdom save against a DC = 8 + your proficiency bonus + your Charisma modifier. I f t hey f ail, t hey b ecome f rightened and must take some other action (but do not lose their action). If successful, they are immune to this effect for the remainder of the combat.
80 // 3. Classes // Credible Threat At 13th level, your fluency with underworld bravado and posturing are keen, and your words carry a deadly threatening weight of violence and mayhem. As a bonus action, you can target a number of people equal to your Charisma modifier (minimum 1) and make a Charisma (Intimidation) ability check contested by their Wisdom saves. If successful, the targets become frightened until the end of the encounter. You must take a long rest before using this ability again. Crime Lord At 17th level, you have connections that run deep into a vast criminal empire. You can recruit a bunch of experienced gangsters and thugs to do your bidding with a simple phone call, or employ a single elite killer looking to climb the ladder. This ability functions like Minions, with the following options: • One NPC of challenge rating 10 • Two NPCs of challenge rating 6 • Four NPCs of challenge rating 2 Like Minions, once you use this feature, you can’t use it again until you finish a long rest. Additionally, you can boss around entry-level criminals, sending them on errands or using them as messengers. These NPCs are challenge rating ¼ and are a simple message for some muscle that will fight for you in the next combat. They arrive at your designated location in 15 + 1d20 minutes. The minions are NPC criminals (see Chapter 12), and you choose one of the following options: • One NPC of challenge rating 5 • Two NPCs of challenge rating 2 • Four NPCs of challenge rating 1 Roll initiative for the minions as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). The GM has the minions’ statistics. The minions will stick around until the completion of your next encounter, or for 6 hours, whatever comes first. When the protection arrives is up to the Gamemaster. Once you use this feature, you can’t use it again until you finish a long rest. Dealer Quick Build Genome: Espion Class: Level 1 Crook Background: Outlaw Saving Throws: Dex and Int STR DEX CON INT WIS CHA 8 16 12 12 16 18 HP: 14 Speed: 9 AC: 15 DR: 0 Skill Proficiencies: Deception +8exp, Insightexp +7, Intimidation +8exp, Persuasion +6, Stealth +5, Streetwise +3 Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+3 P damage (close, light, reload 15) Nanoblade. +5 to hit, melee, 1d6+3 P damage (armor-piercing, finesse, light, thrown, quick) Equipment: 9mm handgun, binoculars, bolt cutters, breathing mask, crowbar, caltrops, drugs (hype x2, nanodoc x2, nootro x6, wrath x2), duffle bag, first aid kit, flashlight, freezing spray, handcuffs, mini breather, magazines (9mm armor-piercing x2) reinforced clothing, spike strip Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 81 Apex Predator At 13th level, you are a true master of dispatching your specified target. When you are attacked by the target specified by your Prey Dossier feature, the attack is made at a disadvantage. In addition, when your prey attacks you, you can use your reaction to immediately attack them. Death Strike Starting at the 17th level, you become a master of instant death. When you attack and hit a target that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the person. This ability stacks with Assassinate. Robber You develop a skill-set to take things that do not belong to you and to break into things or places. This path exemplifies bank robbers, jailbreakers, safecrackers, car thieves, and burglars. Security systems are often run by computer code and electronics, so your expertise includes ways to bypass both mechanical and digital security. You use your deft hands, quick wits, and trickery to achieve your goals. happy to serve. You can use this aspect of Crime Lord as much as you like, without requiring a long rest in between uses. Hitman You are a hunter of people, and you are good at finding and killing them, simple as that. This path is appropriate for contract killers, gangland executioners, bounty hunters, or covert government assassins. Stealth, surprise, and knowledge of your target are your bread and butter. Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. In addition, any hit you score against a target that is surprised is a critical hit. Prey Dossier Starting at 3rd level, you may target a particular individual as your prey. While designated, you gain advantage on any ability check involving gathering information about, spotting, or tracking your prey. After a long rest, you may designate a new prey. Up Close and Personal Starting at 9th level, when you perform an attack within 1.5 meters of your target, your Sneak Attack damage increases from d6s to d8s. This ability only works with weapons that have the light property. Hitman Quick Build Genome: Spartan – Wraith Class: Level 1 Crook Background: Military Veteran* Saving Throws: Dex and Int STR DEX CON INT WIS CHA 11 18 14 12 14 8 HP: 15 Speed: 12 AC: 16 DR: 0 Skill Proficiencies: Athletics +2, Investigation +3, Perception +6exp, Stealthexp +8, Streetwiseexp +5, Sleight of Hand +6, Attacks: 10mm Handgun (silenced). +6 to hit, 13/39 m., 3d4+4 P damage (close, light, reload 15) 5.56 mm Assault Rifle*. +6 to hit, 100/300 m., 2d8+4 P damage (auto, reload 40, two-handed) Equipment: 10 mm handgun, binoculars, bolt cutters, breathing mask, caltrops, climbing gear, crowbar, drugs (nanodoc x3), duffle bag, grappling hook, flashlight, first aid kit, handcuffs x2, mini breather, reinforced clothing, silencer, spike strip *Martial Ranged Weapon Proficiency from Military Veteran background
82 // 3. Classes // Cat Burglar At 13th level, you’ve mastered the physical aspect of burglary. Whenever you make a Dexterity (Acrobatics) or Strength (Athletics) ability check, you can treat a d20 roll of 9 or lower as a 10. Contingency Plan At 17th level, you’ve reached such levels of detail in your 4-dimensional crime chess, that you always have an ace up your sleeve. This ability allows you to change the narrative of the game in one small but very important way. As a reaction, when confronted with a situation or combat that seems difficult to overcome you can say “Good thing I planned for this, and…”, followed by a declaration that alters the game in a way that helps you succeed in that sticky situation. Listed below are some examples of narrative alternations. Good thing I planned for this, and… • ...have an expert getaway driver parked outside in a souped-up Porsche! • ...planted an EMP trap around the corner, which will trigger if the killer robot pursues us! Pickpocket At 3rd level, whenever you make a Dexterity (Sleight of Hand) ability check, you may make the roll with advantage. Safecracker Beginning at 3rd level, whenever you make an ability check to open or unlock a door, safe, or any other locked thing, and you roll below a 6, you may reroll. You must take the result of the new roll, even if it is lower than the original roll. This ability can only be used once per ability check. If you have advantage on the ability check and both rolls are below 6, you may reroll both dice. Additionally, you learn the following hacks for free: • Back Door • Detect security • Decrypt • Unlock If you already know one or more of these hacks, you may select different level 1 software hacks instead. If you have no hack slots, these hacks will be run using the taking your time feature, meaning they will take 10 minutes longer than normal to run (see Chapter 10: Hacking). Security Infiltrator At 9th level, you have become an expert at spotting and bypassing security. Whenever you make an ability check related to spotting or disabling security and traps, you can use your Safecracker ability. Additionally, you learn the following hacks for free: • Database Dip • Camfect • Disable security • False ID If you already know one or more of these hacks, you may select different level 1 or 2 software hacks instead. If you have no hack slots, these hacks will be run using the taking your time feature Quick Heist At 9th level, when you use hacks acquired through the Safecracker and Security Infiltrator features, it only takes 1 minute to use the taking your time feature of software hacks instead of the usual 10 minutes. Robber Quick Build Genome: Unmodified - Veteran (+1 Dex, +1 Int, Expertise feat, Stealth proficiency) Class: Level 2 Crook Background: Slum Dog, Technician Saving Throws: Dex and Int STR DEX CON INT WIS CHA 10 16 14 14 12 8 HP: 22 Speed: 9 AC: 17 DR: 2 Skill Proficiencies: Acrobatics +5, Athletics +2, Computers +6 exp, Investigation +4, Mechanics +6 exp, Perception +3, Sleight of Hand +7 exp, Stealth +7 exp, Streetwise +4 Attacks: 10mm Handgun. +5 to hit, 13/39 m., 3d4+3 P damage (close, light, reload 12) NanoEdge Kerambit. +5 to hit, melee, 1d8+3 P damage (armor-piercing, finesse, light, quick) Equipment: 10mm handgun, ball bearings, binoculars, bug detector, bolt cutters, caltrops, crowbar, distance microphone, flashlight, freezing spray, frictionless spray, drugs (nanodoc x2), goggles, magazines (10mm x2), mechanics tools, NanoEdge kerambit, 2 tracking devices, Spyder Sylk outfit, wall microphone Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 83 Engineer Engineers are auto mechanics, MIT whiz kids, weapons developers, , demolitions experts, electricians, or any other person that is obsessively talented with hardware. Being able to create or modify gadgets, robots, bombs, and vehicles with creative expertise is what defines an engineer. They love working with their hands and take great pride in their custom electronics, cars, drones, and gizmos. Engineers are just as comfortable performing a demolition as they are creating or repairing, having the chemical and electrical know-how to build a great variety of different explosives, and destroy machines. The tech-centric world of 2090 is the perfect playground for engineers, with electronics and machines being ubiquitous. Taking the latest models off the factory line and remodeling them to suit your own purposes is the engineer’s bread and butter. Wanting to test out their custom machines, get funds for further tinkering, or simply wanting some adventure and excitement is what draws many engineers into a cadre. Class Features As an engineer, you get the following class features. Hit Points Hit Dice: 1d8 per engineer level Hit Points at 1st Level: 13 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Constitution, Intelligence Skills: Mechanics, and then choose two from Bureaucracy, Computers, Deception, Drive, Investigation, Life Science, Physical Science, Social Science, and Stealth Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Tech’s pack • Reinforced clothing • シ1,500 • ...know about a secret escape hatch in the next room, it’s our best way out of here! • ...brought breath masks and an antidote for this poison! • ...knew this guy is a baseball card fanatic, so I “acquired” a Babe Ruth card to bribe him! • …put a tracking device on them before they escaped! • ...have a sniper positioned on a rooftop that will take a shot if this person makes a move on me. • ...called in some favors to have a drone strike hit their spot at exactly this time! This deus ex machina cannot save you from certain doom, but it certainly can make things easier. As far as the in-game effects go, they are determined by the Gamemaster, using the rules below as guidelines. • NPC Assistance: If it is used to involve the assistance of an NPC (like the sniper, or getaway driver example), the NPC is up to challenge rating 7, and acts on your behalf for the entire scene. • Single Target Damage: If it is used to damage a single target (like the EMP example), it does 6d10 + 40 damage on a failed save, or half as much damage on a successful one. The save ability depends on the specific effect, but the DC = 8 + your proficiency bonus + your Intelligence modifier. • Area Damage: If it is used to do area damage (like the drone strike example), it does 6d6 + 30 damage on a failed save, or half as much damage on a successful one. The save ability depends on the specific effect, but the DC = 8 + your proficiency bonus + your Intelligence modifier. It affects everything in a 6-meter-radius sphere centered on a point of your choosing. • Equipment: If it is used to gain some convenient equipment (like in the baseball card, breath masks, or tracking device example), the equipment can be worth up to シ100,000. • Hidden Entrance/Exit: The Gamemaster determines how easy to get to, and how effective the modification is. It shouldn’t be a get out of jail free card, but it should make things much easier for you to get out of a jam. This ability can only be used once per long rest.
84 // 3. Classes // For example, if you know the 1st-level hack alert and have a 1st-level and a 2nd-level hack slot available, you can run alert using either slot. Hacks Known At 1st level, you know three 1st-level hacks of your choice from the engineer hack list (Chapter 10: Hacking), as well as the arc drone and tase hacks. You learn additional hacks as shown on the Engineer table. Construct Gear You can fabricate your own devices and gadgets, either repairing second-hand stuff that people have thrown away or making it from scratch in a DIY fashion. Instead of buying any item listed in the gear section of Chapter 4, you can make it yourself, paying only half of the money for it. Using this feature takes 1 hour for every シ1,000 in the listed price (minimum 1 hour). The listed price of the gear may not exceed シ5,000 x your engineer level. This feature can't be used to construct weapons or armor. In addition, you must have access to an appropriate area to work, and the proper tools (you couldn’t use this feature while hiking in the mountains, unless the GM rules otherwise). Technical Expertise You gain expertise in Mechanics. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. Hacking Starting at 1st level you are able to use hacks to modify, create, and enhance technology. Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one. • Hack save DC = 8 + your proficiency bonus + your Intelligence modifier • Hack Attack modifier = your proficiency bonus + your Intelligence modifier Hack Slots The Engineer table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest. The Engineer Hack Slots Per Level Level Proficiency Bonus Features Hacks Known 1st 2nd 3rd 4th 5th 1st +2 Hacking, Technical Expertise 3 4 — — — — 2nd +2 Construct Gear 4 5 — — — — 3rd +2 Engineer Archetype 5 6 — — — — 4th +2 Ability Score Improvement 6 7 — — — — 5th +3 Builder Contact 7 7 1 — — — 6th +3 Archetype Feature 8 7 2 — — — 7th +3 Tech Upgrade 9 7 3 — — — 8th +3 Ability Score Improvement 10 7 4 — — — 9th +4 Structural Exploit 11 8 5 1 — — 10th +4 Archetype Feature 12 8 5 2 — — 11th +4 Tech Upgrade 13 8 5 3 — — 12th +4 Ability Score Improvement 14 8 5 4 — — 13th +5 Builder Contact (2nd) 14 9 5 5 1 — 14th +5 Archetype Feature 15 9 5 5 2 — 15th +5 Tech Upgrade 16 9 5 5 3 — 16th +5 Ability Score Improvement 17 9 5 5 4 — 17th +6 Archetype Feature 17 10 5 5 5 1 18th +6 Tech Upgrade, Builder Contact (3rd) 18 10 5 5 5 2 19th +6 Ability Score Improvement 19 10 5 5 5 3 20th +6 Patented Hacks 20 10 5 5 5 4 Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 85 A side effect of this DIY gear is that you must roll a 1d20 every time you use it; on a roll of a 1, it malfunc - tions and doesn’t work for 1 minute. You may attempt another roll after this time has elapsed. Engineer Archetype The engineer archetype you choose reflects your ap - proach to engineering. Your engineer archetype choice grants you features at 3rd level and then again at 7th, 10th, 15th, and 18th level. The individual features of this feature are detailed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in - crease one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As nor - mal, you can’t increase an abil - ity score above your maximum using this feature. Builder Contact Starting at 5th level, you gain a contact who is some - how connected to mechanics, construction, or en - gineering. This could be a street racer, autobody me - chanic, electrician, contractor, junkyard tinkerer, or anything else you can think of. You get an additional contact at level 13 and 18. Structural Exploit At 9th level, you can see design flaws in machines, and exploit them to your advantage. Any time you inflict damage on a droid, drone, or vehicle, you inflict the maximum damage instead of rolling dice for dam - age. This ability works no matter what the source of the damage is. Tech Upgrade At 7th level, you acquire an upgrade from chapter 5: Upgrades. You gain an additional upgrade at 11th, 14th, and 18th level. You gain these upgrades through your connection to potentially illicit channels, so you can get upgrades that are restricted or banned. • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade
86 // 3. Classes // you use the Construct Gear feature, you don’t need to roll a 1d20 to see if the equipment malfunctions. Demolitions Expertise At 6th level, you gain fluency in setting and disarming explosives. You gain advantage on any Intelligence (Mechanics) ability check relating to explosives of any type. Construct Explosives At 6th level, you gain expertise in constructing various explosives. You learn the following hacks for free: • Concussion Bomb • Smoke Bomb • Flashbang Bomb • Fragmentation Bomb • Specialty Detonator If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Reliable Taser Starting at 6th level, you’ve crafted a custom Taser. Using the tase hack no longer expends a hack slot. Additionally, you can run the tase hack as a bonus action. Bomberman At 10th level, you’ve mastered the creation of even more explosives. You learn the following hacks for free: • EMP Bomb • Incendiary Bomb • Knockout Bomb • Poison Bomb • Shaped Charge Bomb • Sticky Bomb If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Megataser Starting at 10th level, the tase hack does an additional 1d10 electrical damage. This increases to 2d10 electrical damage at level 14, and 3d10 electrical damage at level 17. Blast Master Starting at 14th level, you can pack your explosives with extra punch. When you run a craft explosive Additionally, at levels 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. Patented Hacks At 20th level, you have achieved such mastery over certain hacks that you can run them with ease. Choose two 1st- and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expending a hack slot. Engineer Archetype While all engineers are good with electronics and mechanics, different engineers choose different areas to focus their hacking on. Gadgeteer The tech-crazy gadgeteers are incredible at taking existing technology and adapting and enhancing it to suit their needs. Talent with all hardware is their hallmark with explosives, electronics, and bombs being a particular specialty of this archetype. Upgrade Tech Starting at 3rd level, you can modify much of the equipment that you purchase, upgrading it in some meaningful way. You learn the following hacks for free: • Armor Plating • Armor Smith • Gunsmith If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. You can also think of other modifications to any equipment at the GM’s discretion, usually involving a small bonus to the gear’s primary function, making it smaller, changing its appearance, adding an additional function, etc. Improved Construct Gear At 3rd level, you may use your Construct Gear feature to construct weapons and armor. In addition, when Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 87 Soup-Up Starting at 3rd level, you can modify vehicles, like cars, motorcycles, planes, etc. You learn the following hacks for free: • Armor Plating • Tough Tires • Upgrade Vehicle Handling • Upgrade Vehicle Speed • Weapon Mount If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know. Additionally, you can think of other modifications to vehicles at the GM’s discretion, usually involving a small bonus to the vehicle’s function, changing its appearance, adding an additional function, etc. Vehicular Restoration Beginning at 3rd level, restoring cars, bikes, and other vehicles to pristine status is a passion and talent of yours. You can use the Construct Gear class feature on vehicles as well as gear, and there is no listed cost maximum when you use it to construct vehicles (though it still takes you the normal amount of money and time). Additionally, vehicles acquired in this fashion do not have to roll a 1d20 to see if they malfunction. hack, you can either spend an extra シ500 to add your Intelligence modifier to the damage roll when the explosive actually detonates, or another シ2,000 so that anyone caught in the blast radius must make their saving throw at a disadvantage when they first must make a save. Sublime Mods Starting at 17th level, your tech upgrades are especially potent. When you use the Armor Plating, Armor Smith, or Gunsmith hacks, the effects are doubled if you spend twice as much money. Gearhead Gearheads are obsessed with vehicles. They excel at both the mechanical enhancement and piloting of. Racecar drivers, body shop grease monkeys, chop shop mechanics, and getaway drivers all find a home with this archetype. Driver At 3rd level, you gain proficiency in the Drive skill. If you already have this proficiency, or you gain it at a later time, you can add twice your proficiency bonus to Drive ability checks. In addition, you get a +3 bonus to Move checks in a Chase (see Chapter 8: Completing Contracts) while driving a vehicle, and the ram maneuver in vehicle combat inflicts additional damage equal to your proficiency bonus. Gadgeteer Quick Build Genome: Optimized Class: Level 1 Engineer Background: Trust Fund Kid Saving Throws: Con and Int STR DEX CON INT WIS CHA 10 16 16 16 9 12 HP: 16 Speed: 9 AC: 17 DR: 0 Skill Proficiencies: Computers +5, Investigation +5, Mechanicsexp +7, Persuasion +3, Physical Science +5, Social Science +5, Stealth +5 Hacks Known: arc drone, cushion, frictionless spray, noxious cloud, tase Attacks: 10mm Handgun. +5 to hit, 13/39 m., 3d4+3 P damage (close, light, reload 12) Equipment: 10 mm handgun, dark vision goggles, gadget hack kit, freezing spray, magazines (10mm x4), mechanics tools, nanofiber vest Gearhead Quick Build Genome: Spartan Naiad Class: Level 1 Engineer Background: Military Veteran* Saving Throws: Con and Int STR DEX CON INT WIS CHA 15 18 16 14 10 8 HP: 16 Speed: 9 AC: 19 DR: 0 Skill Proficiencies: Athletics +4, Computers +4, Drive +6, Mechanicsexp +6, Perception +2 Hacks Known: AP ammo, arc drone, gunsmith, linked battlemind, tase Attacks: 11mm Handgun. +6 to hit, 14/42 m., 2d8+4 P damage (close, light, reload 10) 10 gauge Shotgun. +6 to hit, 50/150 m., 2d10+4 P damage (reload 8, shotgun, two-handed) Equipment: 10 gauge shotgun, 11 mm handgun, gadget hack kit, magazines (10 gauge x4,11mm x4), mechanics tools, plate vest* *Medium Armor Proficiency from Military Veteran background
88 // 3. Classes // Merge with the Machine Starting at 10th level, when you drive, you take in the camera feed and other sensor information from the vehicle into your own consciousness. Essentially, you take on the sense perceptions of the vehicle, making it a part of your body. In addition to your Dexterity modifier, you can also add your Intelligence modifier to any Dexterity (Drive) checks. In addition, while piloting a vehicle, your bonus to Move checks during a Chase increases to +6, and the ram maneuver in vehicle combat inflicts additional damage equal to your twice your proficiency bonus. Master Mechanic Starting at 14th level, you gain advantage on all Intelligence (Mechanics) ability checks dealing with vehicles. In addition, when using your Construct Gear feature to restore vehicles, you only need to pay ¼ of the vehicles listed cost, not ½. Ultimate Pimp Out At 17th level, your ability to soup-up vehicles has reached near perfection. When you use the Armor Plating, Nitro Boost, Upgrade Vehicle Handling, and Upgrade Vehicle Speed hacks, the effects are doubled if you spend twice as much money. Roboticist Robots are the air you breathe, and you relish constructing marvels of technology, be it drones or droids. You tinker with one prototype robot in particular, making it the pinnacle of your talents, a perfect expression of your mastery of robotics. Drone Enthusiast Beginning at 3rd level, the arc drone hack’s duration is increased from 1 minute to 10 minutes. In addition, you can launch this hack or inflict damage with it using your action instead of your bonus action. Prototype Robot At 3rd level, you can construct your own robot, based on the blueprints of a base factory model, but improved by your own ingenious modifications! With 1 week of work and the expenditure of シ 2,000 worth of materials, you fabricate a robot of one of the following types: a Eupro - Wadsworth, a Grease Monkey, a Lab Rat, a Spot, a Tarantula MK I, or a Phantom MK I. If you have another idea on building a base robot from scratch, work with your GM based upon the robots above to make your own base model. Your prototype robot has Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Martial Weapon Proficiency At level 6, you gain proficiency with martial weapons. Action Surge Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 89 • Insulated. Your prototype robot no longer has vulnerability to electrical damage. • Reliable Systems. Your prototype robot gains proficiency in all saving throws. • Weapons Programs. Your prototype robot gains proficiency in all weapons. • Smarty Boi. Your prototype robot increases their Intelligence and Wisdom scores by 4 each (up to a maximum of 20). • Fierce Boi. Your prototype robot adds your proficiency bonus to its damage rolls. Ingenious Improvements III At 10th level, your prototype robot gains two improvements from the following list, or from Ingenious Improvements I or II. • Combat Firmware. Your prototype robot can attack twice, instead of once, whenever it takes the Attack action on your turn. • Turtle Boi. Your prototype robot increases their DR by your proficiency bonus but decreases their movement by 3 meters. • Speedy Boi. Your prototype robot increases its speed by 6 meters. • Inhuman Skill Software. Your prototype robot gains expertise in two skills they are already proficient in. Their proficiency bonus is doubled for any ability check made using either skill. the same game statistics as the base model, except it uses your proficiency modifier rather than its own. In combat, it takes its turn on your initiative. On your turn, you can verbally or wirelessly command the prototype robot where to move (no action required by you). You can use your bonus action to command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the prototype robot takes the Dodge action. If you are incapacitated or absent, the prototype robot acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If your prototype robot is destroyed beyond repair, you can create another one. You can only have one prototype robot at once. Ingenious Improvements I At 3rd level, your prototype robot gains two of the following improvements: • Tanky Boi. Your prototype robot adds your proficiency bonus to its AC. • Redundancy Systems. Your prototype robot adds 3 hit points per engineer level to its maximum hit points. • Savvy Boi. Your prototype robot gains proficiency in three skills and can speak every known language. • Olfactory Boost. Your prototype robot can recognize people’s unique scent, track them easily (as long as it hasn’t rained), and gain incredible details about an object based on its scent. While tracking people, your robot can learn their exact number, their sizes, and how long ago they passed through the area. If the robot is downwind of someone, it is impossible for that person to hide, or keep themselves disguised without some major alteration of their scent. Additionally, your robot has advantage on Wisdom (Perception) checks that rely on smell. Robot Artisan Beginning at 6th level, your expertise at robotics grants you the upgrade robot hack for free. In addition, you can run this hack using a 2nd-level hack slot, instead of a 3rd-level slot. If used to enhance your prototype robot, it costs シ2,000 rather than the cost listed in the hack description. Ingenious Improvements II At 6th level, your prototype robot gains two improvements from the following list, or from Ingenious Improvements I. Roboticist Quick Build Genome: Eucypher Class: Level 1 Engineer Background: Technician Saving Throws: Con and Int STR DEX CON INT WIS CHA 6 13 12 18 18 10 HP: 14 Speed: 9 AC: 16 DR: 0 Skill Proficiencies: Computers +6, Investigation +6, Mechanicsexp +8, Physical Science +6, Hacks Known: anonymity, arc drone, decrypt, unlock, database dip, linked battlemind, noxious cloud, tase, toxic jet Attacks: Taser. +3 to hit, 3/6 m., 1 E damage, DC 13 Con save or stunned until end of next turn (close, light, reload 2) Equipment: ball bearings, crowbar, bolt cutters, drugs (nanodoc x3, nootro x3, perk x1), duffle bag, flash light, freezing spray, frictionless spray, gadget hack kit, goggles, and mechanics tools.
90 // 3. Classes // Drone Master Beginning at 10th level, you learn the drone swarm hack for free. If you already know this hack, you may immediately select any other hack of your choice. In addition, you can launch this hack or inflict damage with it using either your action or your bonus action. Master Craftsman At 14th level, your ability to take any factory model robot and bring it to the next level is second nature. When you run the upgrade robot hack, the effects are doubled if you spend twice as much money. Additionally, its maximum ability score for Strength and Dexterity becomes 24 instead of 20. Ingenious Improvements IV At 17th level your prototype robot gains two improvements from the following list, or from Ingenious Improvements I, II, or III. • Bodyguard Software. Whenever you are hit by a weapon or unarmed strike, and your prototype robot is within 6 meters of you, you can choose for your robot to spend their reaction to move adjacent to you, ignoring opportunity attacks, and take the damage instead of you. • Effortless Commands. As long as you don’t move this turn, you can command your prototype robot to take the Attack, Dash, Disengage, or Help action without spending your bonus action. • Sensor Overhaul. Your prototype robot gains blindsight within 9 meters, and spectrum vision within 18 meters, as well as advantage on Wisdom (Perception) checks. • Sacrificial Bomb-Boi. Your prototype robot can overload its power systems, self-destructing and doing massive damage. As an Attack action, your prototype robot explodes, inflicting 50 heat damage and 10d10 piercing damage to everything in a 6-meter radius. As a result, your prototype robot drops to 0 hit points and becomes irreparable, since it is a molten collection of slag and shrapnel. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 91 the story. Some gunfighters decide to be crusaders for justice, creating a story of their own, while others are gunfighters just because they’re good at it. Many gunfighters are genetically designed specifically for combat, bred and trained to be perfect weapons, but they can come from any genome as long as they are skilled enough. You may not be the wealthiest or most educated person, but in a gunfight, no one wants to be your enemy. Class Features As a gunfighter, you get the following class features. Hit Points Hit Dice: 1d10 per gunfighter level Hit Points at 1st Level: 16 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunfighter level after 1st Proficiencies Armor: All armor Weapons: Simple weapons, martial ranged weapons Saving Throws: Dexterity, Constitution Skills: Choose two from Acrobatics, Athletics, Computers, Drive, Insight, Intimidation, Mechanics, Perception, Stealth, Streetwise, and Survival Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Gangster pack or merc pack • Reinforced clothing • シ3,000 Fighting Style You adopt a particular style of fighting as your specialty. Choose a Fighting Style below. You can’t take the same Fighting Style option more than once, even if you get to choose again. • Marksman: You gain a +2 bonus to attack rolls you make with ranged weapons. • Defense: While you are wearing armor, you gain a +1 bonus to AC. • Machine Gunner: You reduce recoil by 3 when you use the auto feature of a firearm. • Pistoleer: You gain a +2 bonus to damage rolls with firearms with the “close” property. Gunfighter Gunfighters are masters of all firearms, unleashing storms of bullets at their enemies. They use a lethal combination of skill, discipline, and weaponry to bring an opponent down as fast as possible. Weapon technology has never been better and the potent variety of ammunition and firearms available are a virtual playground of opportunity for the gunfighter. Gunfighters may also have a few other tricks up their sleeves as well, but if Murphy’s Law has taught us anything it’s better to have a gun and not need one than need a gun and not have it. Most gunfighters have had at least some military training, though a rare few are self-taught. Gunfighters are soldiers, police officers, assassins, syndicate shock troops, or freedom fighters. Finding work is never hard for the gunfighter, as syndicate or government armies are always looking for another skilled gun. Every story must have a conflict, and many conflicts in the world of GeneFunk 2090 involve violence. Often, these conflicts are what draw gunfighters into Level Proficiency Bonus Features 1st +2 Fighting Style, Take Cover 2nd +2 Action Surge (one use) 3rd +2 Way of the Gun 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Military Upgrade 7th +3 Way of the Gun Feature, Military Contact 8th +3 Ability Score Improvement 9th +4 Military Upgrade, Evasion 10th +4 Way of the Gun Feature 11th +4 Military Upgrade, Take Cover (two uses) 12th +4 Ability Score Improvement 13th +5 Action Surge (two uses), Military Contact (2nd) 14th +5 Ability Score Improvement, Military Upgrade 15th +5 Way of the Gun Feature 16th +5 Ability Score Improvement 17th +6 Military Upgrade 18th +6 Way of the Gun Feature 19th +6 Ability Score Improvement 20th +6 Action Surge (three uses), Take Cover (three uses) The Gunfighter
92 // 3. Classes // Military Upgrade At 6th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 9th, 11th, 14th, and 18th level. You gain these upgrades through your connection to either private, municipal or national military forces, so you can get upgrades that are restricted or banned. • 6th level: You may select an upgrade worth up to シ 30,000 • 9th level: You may select an upgrade worth up to シ 75,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 14th level: You may select an upgrade worth up to シ 200,000 • 17th level: You may select any upgrade Additionally, at levels 6, 9, 11, 14, and 17, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. Military Contact Starting at 7th level, you gain a contact with ties to law enforcement, the military, or a mercenary company. This could be a cop, FBI agent, marine, merc, or any other gun-toting person. You get an additional contact at level 13. Evasion Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a grenade blast or a falling object. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Way of the Gun Yes, you’re good with guns, but what types of guns, and in what ways? Are you a quick draw desperado type, or an army ranger? • Shotgun Specialist: When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Take Cover When the bullets start flying, you know how to avoid them. When a ranged weapon attack hits you, you can use your reaction to reduce the damage inflicted by an amount equal to 1d10 + twice your gunfighter level. You must decide whether or not to use this ability before the damage is rolled. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, and at 20th level, you can use it three times before a rest. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use it three times before a rest. Way of the Gun At 3rd level, you choose what type of gunfighter you want to be. Your Way of the Gun choice grants you features at 3rd level and then again at 7th, 10th, 15th, and 18th level. The individual features of this feature are detailed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 93 “close” property) whenever you take the Attack action on your turn. At 18th level, the Attack action grants you four attacks when used in the way described above. Superior Handgun Critical Beginning at 15th level, when you attack with a firearm with the “close” property, attacks with that weapon score a critical hit on a roll of 18, 19, or 20. Sniper You master the skills of the sniper, taking your time to make the perfect shot. Snipers favor precision marksmanship, putting their bullets exactly where they want them. Deadly Aim Starting at 3rd level, if you take an entire turn to aim at a target, they are “marked” at the end of your turn. If the marked target disappears from your view, they are no longer marked. Keeping a target marked requires concentration. When you make an attack roll against a target that you have marked, you have advantage. Additionally, you can target specific areas of an individual’s body, as described in the Deadly Aim Targets table below. Once you have made an attack against a marked target, they are no longer marked (whether or not you hit with the attack). Additionally, you cannot use the Extra Attack feature with Deadly Aim (the extra attacks cannot be used for those turns that you are using deadly aim). Deadly Aim Targets Target Effect Opening This attack hits a weak spot in the armor, making the damage armor-piercing. If the damage is already armor-piercing, the attack completely ignores damage reduction. Headshot If it hits, the attack is automatically a critical hit and does extra damage equal to twice your Gunfighter level. Hand The attack does half damage, but the target drops their weapon (or whatever else they are holding) and for the rest of combat they have disadvantage on attack rolls with that hand. Foot The attack does half damage, and the target is knocked prone, and for the rest of the combat they move at half speed. Centre Mass You get a +10 bonus to your Attack roll. Gunslinger Like desperados of yore, the handgun is your specialty. Gunslingers excel at quick draw, rapid attacks in succession, and deadly accuracy. Improved Handgun Critical Beginning at 3rd level, when you attack with a firearm with the “close” property, attacks with that weapon score a critical hit on a roll of 19 or 20. Quickdraw Starting at 3rd level, you’ve developed a canny ability to draw your weapon and attack before your opponent has even had a chance to react. You have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. Additionally, you gain a +5 bonus to initiative. Pistoleer At 7th level, you gain Fighting Style: Pistoleer. If you already picked this feature at level 2, you may select an additional Fighting Style. Extra Handgun Attack At 10th level, as long as you are attacking with a firearm with the “close” property, you can make three attacks with that weapon (or another firearm with the Gunslinger Quick Build Genome: Unmodified - Cyborg (+1 Dex, +1 Con, Gun Fu Guru feat, Stealth proficiency, medicomp – Nightingale, motor chip – Hexie, subdermal plates – Ronin, targeting computer – Ronin) Class: Level 1 Gunslinger Background: Military Veteran Saving Throws: Dex and Con STR DEX CON INT WIS CHA 14 18 14 10 12 8 HP: 18 Speed: 9 AC: 19 DR: 0 Skill Proficiencies: Athletics +4, Drive +6, Perception +3, Stealth +6, Streetwise +5 Attacks: 12mm Handgun. +8 to hit, 15/45 m., 3d6+6* P damage (close, reload 6) 10mm Handgun. +8 to hit, 13/39 m., 3d4+6 P damage (close, light, reload 12) Equipment: 10 mm handgun, 12 mm handgun binoculars, breathing mask, caltrops, climbing gear, drugs (nanodoc x5), grappling hook, crowbar, flashlight, first aid kit, handcuffs, magazines (12mm armor-piercing x3), mini breather, spike strip, 10mm armor-piercing magazines *+2 damage from pistoleer
94 // 3. Classes // Improved Deadly Aim At 7th level you have become such a fluid shot that you can use your Deadly Aim feature to mark a target with a bonus action instead of your entire turn, meaning you can make an attack the same turn you mark a target. This feature only works if you don’t move during your turn. Marksman At 10th level, you gain Fighting Style: Marksman. If you already picked this feature at level 2, you may select an additional Fighting Style. Crack Shot At 15th level your marksmanship has achieved levels where you can calculate for the Coriolis Effect, the curvature of the earth, and your own heartbeat, granting the following benefits: • Attacking at long range doesn’t cause disadvantage on attack rolls. • Your ranged attacks ignore cover unless it is complete cover. • Whenever you have advantage on a ranged attack roll, you can reroll one of the dice once. Superior Deadly Aim At 18th level, taking aim with lethal accuracy is second nature, and you can use your Deadly Aim feature to mark a target by using your bonus action, and you are free to use your movement as well. Soldier Your training and experience reflect the life of a soldier, and you are at home using armor, automatic firearms, explosives, and military cyberware. Armed forces, SWAT, or any other regimented combatants are exemplified by this. Soldier Military Upgrade At 3rd level, you acquire an upgrade from Chapter 5: Upgrades. The upgrade can cost up to シ20,000. This feature uses the same rules as the Military Upgrade class feature, first obtained at level 6, and explained later in this class description. The upgrade obtained through this feature can be traded in for a more expensive one when you reach level 6, as described in the Military Upgrade class feature. Armored Comfort At 3rd level, you are used to wearing a heavy combat kit and armor. As such, you don’t suffer disadvantage when making Stealth checks in any type of armor. Sniper Quick Build Genome: Spartan – Wraith Class: Level 1 Gunfighter Background: Slum Dog Saving Throws: Dex and Con STR DEX CON INT WIS CHA 13 18 14 8 14 8 HP: 18 Speed: 12 AC: 19 DR: 0 Skill Proficiencies: Athletics +3, Perception +4, Stealth +8 exp, Streetwise +1, Survival +4 Attacks: 7.62mm sniper rifle. +8* to hit, 300/900 m., 2d10+4 P damage (reload 5, two-handed) Knife. +6 to hit, melee, 1d4+4 P damage (finesse, light, thrown, quick) Equipment: 7.62mm sniper rifle, binoculars, breathing mask, caltrops, climbing gear, grappling hook, crowbar, flashlight, first aid kit, handcuffs, knife, magazines (7.62mm armor-piercing x3), mini breather, plate vest, spike strip *+2 to hit from marksmen Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 95 Machine Gunner At 7th level, you gain Fighting Style: Machine Gunner. If you already picked this feature at level 2, you may select an additional Fighting Style. Demolitions Expertise At 10th level, you gain fluency in the creation, setting, and disarming of explosives. You gain advantage on any Intelligence (Mechanics) ability check relating to explosives of any type. Demolitionist At 10th level, you learn the flashbang bomb, fragmentation bomb and concussion bomb hacks. You can use any of these hacks as though you had the appropriate hack slot available to launch it at the minimum level. In addition, you can throw grenades as a bonus action. Uncanny Dodge Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Superior Machine Gunner At 18th level, you are fitted with shock-absorbing cyberware to reduce recoil by 6 (instead of 3) when you use the auto feature of a firearm. Hardcase It’s a hard knock life. Hardcases are goons, gangsters, pit-fighters, hired muscle, or just plain tough grizzled bastards. When the shit goes down, the hardcase is right there in the front lines, fighting tooth and nail. When your specialty is busting heads it’s rare to find employment on the right side of the law, so many hardcases have at least some contact with the underworld. The syndicates have armies of trained soldiers for official business, but the hardcase is often contracted when the syndicate is unable to directly exercise brute force due to politics. In the rare instances when the hardcase decides violence isn’t the best option, intimidation, guile and street smarts are his back up tools. Hardcases are often made protagonists because most stories, whether it’s planned or not, involve violence. When diplomacy, subterfuge and other methods fail, it’s always nice to have a human wrecking ball to fall back on. A hardcase may follow a strict code of honor, seek vengeance against a particular syndicate, or maybe he just doesn’t take any shit. Whatever the motivation, the road a story takes is full of bumps, and the hardcase helps pound them out. Soldier Quick Build Genome: Spartan – Infantry Class: Level 1 Gunfighter Background: Military Veteran Saving Throws: Dex and Con STR DEX CON INT WIS CHA 17 18 16 10 12 8 HP: 19 Speed: 9 AC: 19 DR: 0 Skill Proficiencies: Acrobatics +6, Athletics +5, Drive +6, Perception +3, Stealth +6 Attacks: 7.62mm assault rifle. +8* to hit, 13/39 m., 2d10+4 P damage (close, light, reload 12) 11mm Handgun. +8* to hit, 14/42 m., 2d8+4 P damage (close, reload 6) Equipment: 7.62mm sniper rifle, binoculars, breathing mask, crowbar, flashlight, first aid kit, handcuffs, magazines (7.62mm armor-piercing x2, 11mm armor-piercing x2), mini breather, plate vest *+2 to hit from marksmen
96 // 3. Classes // Equipment In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment: • 9mm, 10mm, or 11mm handgun • Gangster pack or merc pack • Reinforced clothing • シ3,000 Unarmored Defense Starting at level 1, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your hardcase level. Once you use this feature, you must finish a short or long rest before you can use it again. Pugilist Starting at level 1, you are trained in unarmed combat, and your unarmed strikes hit like clubs. A hardcase often comes from a poor background, as most wealthy individuals with a talent for violence become corporate samurais or officers in an army. A harsh, unforgiving upbringing is what usually produces a hardcase. Understanding how to use violence and withstand it were the basic tools for survival in their childhood stomping grounds. Crooks and hardcases often come from similar backgrounds but deal with their environment differently. Class Features As a hardcase, you get the following class features. Hit Points Hit Dice: 1d12 per hardcase level Hit Points at 1st Level: 19 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per hardcase level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Drive, Insight, Intimidation, Perception, Sleight of Hand, Streetwise, and Stealth Level Proficiency Bonus Pugilist Features 1st +2 1d4 Unarmored Defense, Second Wind, Pugilist, Brutal Focus (d4) 2nd +2 1d4 Fighting Style 3rd +2 1d4 Brute Specialty 4th +2 1d4 Ability Score Improvement 5th +3 1d6 Extra Attack 6th +3 1d6 Shady Contact, Heavy Hands, Brutal Focus (d6) 7th +3 1d6 Illicit Upgrade, Specialty Feature 8th +3 1d6 Ability Score Improvement 9th +4 1d8 Indomitable, Specialty Feature 10th +4 1d8 Relentless Stamina, Second Wind (2 uses) 11th +4 1d8 Illicit Upgrade, Scary, Brutal Focus (d8) 12th +4 1d8 Ability Score Improvement, 13th +5 1d10 Indomitable (2 uses), Shady Contact (2nd) 14th +5 1d10 Specialty Feature 15th +5 1d10 Second Wind (3 uses), Illicit Upgrade 16th +5 1d10 Ability Score Improvement, Brutal Focus (d10) 17th +6 1d12 Indomitable (3 uses), Shady Contact (3rd) 18th +6 1d12 Unwavering Might, Illicit Upgrade 19th +6 1d12 Ability Score Improvement 20th +6 1d12 Rampage, Brutal Focus (d12) The Hardcase Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 97 • You can make one unarmed strike or initiate a grapple as a bonus action. • Your unarmed strikes do extra damage as shown on the Hardcase table. • You can use your action to try to pin a person grappled by you. To do so, make another grapple check. If you succeed, you and the person are both restrained until the grapple ends. Brutal Focu s Starting at 1st level, as a bonus action you can choose a target you can see within 18 meters and single it out as the total focus of your violent tendencies. You deal an extra 1d4 damage to the target whenever you hit it with a weapon attack. This ability requires con - centration. In combat, all of your attacks must be directed towards the target of your Brutal Focus. Area effect attacks can be performed, but only if the target of your Brutal Focus is affected. You can stop using Brutal Focus as a free action. The bonus damage granted by Brutal Fo - cus increases to 1d6 at level 6, 1d8 at level 11, 1d10 at level 16, and 1d12 at level 20. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style below. You can’t take the same Fighting Style option more than once, even if you get to choose again. • Marksman: You gain a +2 bonus to attack rolls you make with ranged weapons. • Defense: While you are wearing armor, you gain a +1 bonus to AC. • Pistoleer: you gain a +2 bonus to damage rolls with firearms with the “close” property. • Shotgun Specialist: When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. • Striker: Your unarmed strikes score a critical hit on a roll of 18, 19, or 20. • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a me - lee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile prop - erty for you to gain this benefit.
98 // 3. Classes // As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Relentless Stamina Starting at 10th level, your grit can keep you fighting despite grievous wounds. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Scary Beginning at 11th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one person that you can see within 6 meters of you. If the person can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened person until the end of your next turn. This effect ends if the person ends their turn out of line of sight or more than 12 meters away from you. If the person succeeds on its saving throw, you can’t use this feature on that person again for 24 hours. Unwavering Might Starting at 18th level, whenever you make a Strength check, if your result is less than your Strength score, you can use your Strength score in place of rolled result. Rampage Starting at 20th level, you can enter a state of crazed but controlled fury, all directed towards the target of your Brutal Focus. All successful attacks made against the target of your Brutal Focus are considered critical hits, and as long as you have a target for your Brutal Focus, you gain a +5 bonus to your Relentless Stamina checks. Brute Specialty Your Brute Specialty choice grants you features at 3rd level and then again at 7th, 9th, and 14th level. The individual features of this feature are detailed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Shady Contact Starting at 6th level, you gain a contact with ties to the criminal underground. This could be a fence, corrupt cop, getaway driver, hitman, burglar, drug dealer, pimp, prostitute, arms dealer, hacker, or any other person operating on the wrong side of the law. You get an additional contact at level 13 and 17. Heavy Hands Starting at 6th level, whenever you score a critical hit against an opponent large sized or smaller with an unarmed strike, you knock them prone. Illicit Upgrade At 7th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 7th, 11th, 15th, and 18th level. You gain these upgrades through your connection to the underground, so you can get upgrades that are restricted or banned. • 7th level: You may select an upgrade worth up to シ 50,000 • 11th level: You may select an upgrade worth up to シ 100,000 • 15th level: You may select an upgrade worth up to シ 200,000 • 18th level: You may select any upgrade Additionally, at levels 11, 15, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ. Genomes Classes Goods and Services Upgrades Daemons Brave New World NPCs Appendices Intro Character Creation Completing Contracts Combat Hacking Ability Scores
// GeneFunk 2090 // 99 Brute Specialty Are you better at beating people up, taking a punch, or instilling fear in your enemies with your criminal reputation? Your specialty embodies your particular type of badassery. Damage Sponge Nobody can take a hit like you, and you are always ready to come back for more. A combination of grit, luck, will, and toughness keeps you up and ready no matter how much damage you take. This specialty is for anyone that can take a licking and keep on ticking. Soak it Up Starting at 3rd level, you have a knack for rolling with the punches and getting lucky with “flesh wounds”. As a bonus action, you gain resistance to all damage for one minute. This ability cannot be used again until you take a long rest. Rugged Beginning at level 7, you can use your fortitude to withstand forces that others try to evade. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage (like from grenades), you can instead choose to use your Constitution saving throw. Mental Grit Starting at 7th level, you gain proficiency in Wisdom and Charisma saving throws. Reservoir of Vitality At 9th level, your Second Wind ability restores 4d10 + your hardcase level. Glutton for Punishment Starting at 14th level, when you use your Relentless Stamina class feature, you can roll your Constitution save with advantage. Gangster You have a degree from the school of hard knocks, and the street has taught you how to survive in a kill or be killed world. This specialty is appropriate for street enforcers, mafia hitmen, and, well, gangsters! Like a true alpha wolf, you capitalize on a reputation for ultraviolence and a scorched earth attitude to get what you want. Damage Sponge Quick Build Genome: Traceur Class: Level 1 Hardcase Background: Athlete Saving Throws: Str and Con STR DEX CON INT WIS CHA 15 19 16 8 6 9 HP: 24 Speed: 12 AC: 17 DR: 0 Skill Proficiencies: Acrobaticsexp +8, Athletics +4, Sleight of Hand +6, Stealth +6 Attacks: 12mm Handgun. +6 to hit, 15/45 m., 3d6+6 P damage (close, reload 6) Equipment: 12mm handgun, binoculars, breathing mask, caltrops, climbing gear, drugs (mars x3, nanodoc x5, perk x3) grappling hook, crowbar, flashlight, first aid kit, handcuffs, knife, magazines (12mm armor-piercing x6), mini breather, spike strip