Genefunk 2090 - Core Rulebook (v1) (5e) PDF
Genefunk 2090 - Core Rulebook (v1) (5e) PDF
Genefunk 2090 - Core Rulebook (v1) (5e) PDF
2090
Custom NPCS: Mike Armstrong, Sean Armstrong, First Printing: January, 2020
Guillaume Carmes, Scott Dudiak, Dreyton Far, Mark Publisher: CRISPR Monkey Studios
Grover, Reed Houle, Andrew Jensen, Tor Oscar Worren
Contents
Introduction.....................................................4 Puppeteer......................................................... 74
Timeline.......................................................... 5 Synergist.......................................................... 75
Chapter 1: Character Creation...........................11 Crook................................................................... 76
Backgrounds.........................................................12 Dealer.............................................................. 79
Make Your Own.................................................12 Hitman.............................................................81
Academic..........................................................12 Robber..............................................................81
Artist.................................................................13 Engineer.............................................................. 83
Ideologue..........................................................14 Gadgeteer......................................................... 86
Investigator.......................................................15 Gearhead.......................................................... 87
Military Veteran............................................... 16 Roboticist......................................................... 88
Outlaw..............................................................17 Gunfighter............................................................91
Religious Disciple............................................. 19 Gunslinger....................................................... 93
Slum Dog......................................................... 20 Sniper.............................................................. 93
Stargazer...........................................................21 Soldier............................................................. 94
Technician........................................................ 22 Hardcase............................................................. 95
Trust Fund Kid.................................................. 23 Damage Sponge................................................ 99
Generating Ability Scores.................................... 24 Gangster........................................................... 99
Character Development........................................ 25 Unarmed Fighter............................................ 100
Beyond 1st Level................................................... 25 Samurai............................................................. 102
Multiclassing....................................................... 26 Suit.................................................................... 107
Feats.................................................................... 28 Commander.................................................... 113
Chapter 2: Genomes........................................ 33 G-Man............................................................. 113
Engineered.......................................................... 34 Shark.............................................................. 114
Canary.............................................................. 35 Chapter 4: Goods and Services........................117
Coelhomortos................................................... 36 Starting Equipment............................................. 118
Companion...................................................... 37 Armor................................................................. 118
Espion.............................................................. 38 Weapons............................................................. 123
Eucypher.......................................................... 38 Gear....................................................................134
Feral................................................................. 39 Services..............................................................139
Leviathan.........................................................40 Drugs..................................................................142
OsaLaska...........................................................41 Poison................................................................144
Sherlock........................................................... 42 Vehicles..............................................................146
Spartan - Infantry............................................. 43 Robots and AI..................................................... 151
Spartan - Naiad................................................. 43 Chapter 5: Upgrades.......................................155
Spartan - Wraith............................................... 44 Bioware Upgrades Table...................................... 157
Titan................................................................. 44 Cybernetic Upgrades Table..................................158
Traceur............................................................. 45 Daemon Upgrades Table......................................163
Mutts................................................................... 46 Chapter 6: Daemons...................................... 165
Genetic Enhancements Table............................ 47 Chapter 7: Using Ability Scores...................... 169
Genetic Flaws Table.......................................... 48 Ability Scores and Modifiers............................... 169
Optimized............................................................ 57 Advantage and Disadvantage.............................. 169
Transhuman........................................................ 58 Proficiency Bonus.............................................. 169
Unmodified.........................................................60 Ability Checks.....................................................170
Chapter 3: Classes........................................... 63 Contests..............................................................170
Biohacker............................................................ 65 Skills..................................................................170
Cytomancer...................................................... 67 Using Each Ability.............................................. 172
Dr. Frankenstein............................................... 68 Saving Throws.................................................... 177
Protean Grinder................................................ 69 Chapter 8: Completing Contracts.................... 179
Codehacker...........................................................71 Cadres.................................................................179
Cracker............................................................. 73 Mosaic................................................................179
Cadre Formation and Recruitment......................179 Appendix A: Conditions................................ 298
Taking Contracts................................................ 180 Appendix B: Bots..........................................300
Mosaic Score....................................................... 181 Appendix C: Bioengineered Bestiary............... 302
Lifestyle.............................................................. 181 Appendix D: Corporate Logos.........................308
Inspiration..........................................................182 License........................................................ 309
Movement..........................................................183 Character Sheet............................................ 310
Chases................................................................185
The Environment................................................187
Falling.............................................................187
Suffocating......................................................187
Vision, Light, and the Senses............................187
Food and Water...............................................188
Interacting with Objects..................................188
Resting...............................................................188
Story Hooks....................................................... 190
Chapter 9: Combat........................................ 193
The Order of Combat...........................................193
Suprise............................................................193
Initiative.........................................................193
Your Turn........................................................193
Reactions........................................................194
Movement and Position......................................194
Actions in Combat...............................................196
Making an Attack................................................197
Attack Rolls.....................................................197
Unseen Attackers and Targets..........................198
Ranged Attacks...............................................198
Melee Attacks..................................................198
Cover..................................................................199
Damage and Healing...........................................199
Vehicle Combat.................................................. 203
Underwater Combat........................................... 205
Chapter 10: Hacking..................................... 207
Running a Hack................................................. 207
Hack Lists.......................................................... 210
Hack Descriptions............................................... 212
Chapter 11: Brave New World......................... 245
The Syndicates................................................... 245
Aegis and World Peace........................................ 251
Confederated Trade Blocs....................................252
Megacities..........................................................254
The Argos Effect..................................................255
Cyberspace........................................................ 256
Immortality........................................................261
Biotech Revolution............................................. 263
Themes to Explore............................................. 269
Chapter 12: Non-Player Characters................. 273
Challenge Rating 1/8–2........................................ 278
Challenge Rating 3–7.......................................... 290
Challenge Rating 8–17........................................ 294
Introduction
magine a world in the distant future, 2090: where of the world’s countries. Corporate executives have the
4 // Introduction //
Timeline
What follows is an abbreviated account of some import-
ant technological and political events that occurred n
between now and the time the game takes place.
2030-2040
Genetic Revolution. Genetically optimized “design-
er” babies start to appear among the world’s financial
elite. The Genome Accord, a document forbidding any
modification of the human genome using non-human
DNA, is approved by the United Nations.
Aegis System Inception. In 2038, a terrorist group
launches a ballistic nuclear missile from Liberia aimed
at the USA. Luckily, the missile malfunctions and det-
onates 150 kilometers from the American East coast
in the Atlantic Ocean. In 2039, with the help of other
countries, the USA spearheads Aegis, a network of sat-
ellites armed with particle beam weapons. These satel-
lites are able to destroy threats such as enemy aircraft,
sea vessels and missiles, from orbit.
Fuel Breakthrough. The energy efficiency of hy-
drogen fuel cells breaks a threshold where it becomes
economically viable enough to change the fuel station
infrastructure and mass-produce fuel cell vehicles. By
2040, 1/20 of all of the earth’s land vehicles are pow-
ered by hydrogen fuel cells.
Biometrics Ubiquity. Facial, retinal, vocal, and DNA
recognition is incorporated into most security systems
and government identification methods.
Brain-Computer Interface. Seamless brain-comput-
er interfaces (BCIs) are developed and mass-marketed.
These devices can be worn as earpieces, headgear, or
collars, and they begin to replace keyboards, mice, and
even monitors to some extent with the assistance of
heads-up display goggles and contact lenses. It allows
for data to be perceived in the user’s field of vision rath-
er than on a monitor, revolutionizing communications
and the video game industry.
Drone Delivery Ubiquity. Delivery companies start
using drones more often than not for smaller items.
Rise of 3D Printing. 3D printing starts to become
widespread and mainstream as a method of creating
perfectly proportioned modular parts for both indus-
trial and biological applications.
Universal Translator. A real-time universal trans-
lation of all of the world’s major languages becomes
a regular feature on phones. By the end of the decade,
communication between people speaking different
languages becomes a non-issue, and by 2090, the
translators are able to recognize all known languages
and reproduce the speaker’s voice and translate tone
relatively well.
// GeneFunk 2090 // 5
Intro 2041-2050 Driverless Ubiquity. By the end of the decade, al-
Global Pandemic. In 2043, a massive avian influen- most all cars are driverless, and many countries start
Character za pandemic sweeps across the world, killing 5% of to put heavier restrictions on humans driving cars.
Creation the global population. Based on genetic analysis, it is
thought to be ancient, released from melting icecaps. 2051-2060
Genomes A vaccine is developed by Omnitech researchers in a Transgenic Rights. Transgenic humans around the
matter of months after the initial outbreak, putting an world start to demand universal human rights, fu-
end to the pandemic. eling riots and armed standoffs. In 2051, the UN and
Classes Economic Crash. The hysteria, riots, and chaos its member countries declare that transgenic humans
during the time surrounding the flu pandemic are have the same legal and political rights as naturally
Goods and monumental, causing economies to crash. To boost born people. Despite these measures, transgenic hu-
Services the world’s devastated post-plague economy, anti-trust mans remain the targets of violence from religious
laws are temporarily waived by most countries, and fundamentalists who see them as unnatural.
Upgrades businesses are given many governmental incentives. Genoism. A new term emerges to describe bigotry
Everything takes a back seat to rebuilding the economy. towards transgenic people, and favoritism towards
The Corporate Wars. A period of cutthroat com- genetically optimized people. Despite being illegal
Daemons petition between MNCs (multinational corporations) in most countries, genetic tests are illicitly obtained
during the post-plague years begins. This competition during hiring processes, court cases, and even the
Ability to absorb other companies and dominate internation- dating scene.
Scores al trade turns violent and causes countless small-scale Transcontinental Russian-American Railway. The
skirmishes, assassinations, and orchestrated proxy Bering Express is completed—a 103-kilometer under-
Completing
wars through sovereign nations. During its most in- ground high-speed railroad that connects Chukotka
Contracts
tense periods, it drastically affects politics around (Russia) to Alaska (USA).
the world. Over the next 20 years, almost all smaller BCI Becomes the New Phone. Brain-computer in-
Combat
companies end up being annexed or acquired by 9 terfaces (BCIs) make keyboards, mouses, monitors,
megacorporations, or syndicates, who finally come and smartphones obsolete. Images generated by the
Hacking
to agreements with each other in 2063, creating a BCI directly manifest in the user’s field of vision, dis-
global oligopoly. pensing of the use of even VR goggles or contact lens-
Medical Revolution. A series of important develop- es. Senses beyond mere audio and visual can now be
Brave New
ments in nanotechnology and biotechnology revolu- activated digitally, allowing for touch, taste, and smell
World
tionize medicine. New tissues and organs can be made sensations. People start to refer to BCIs as “phones” as
to order, nerve damage can be repaired and almost all older smartphones lose market share.
NPCs
diseases can be cured. By 2045, cures have been found Age of Cyborgs. Fully functioning prosthetic limbs,
for AIDS and most types of cancer. eyes, and ears are mass-produced and relatively easy
Appendices Sleep Switch. Sleep-deprived people everywhere to obtain for those that require them. Though expen-
benefit from a device that activates the “sleep switch” sive, it becomes possible to have elective surgeries to
in the brain, causing deep slumber to commence with- incorporate prosthetic body parts that are superior to
in minutes of the device’s activation. The same device the originals—thus begins the age of cyborgs.
can also ensure operators of heavy machinery do not Ubiquity of Artificial Intelligence. Robots become
fall asleep and remain awake. increasingly popular among businesses, governments,
Aegis System Completed. A basic orbital satellite and the wealthy to act as secretaries, assistants, care
Aegis system is fully operational in 2049, protecting workers, and soldiers. Automated and remote-control
all its member countries from invasions and ballistic drone pilots almost completely replace traditional pi-
missile attacks. lots for combat aircraft and tanks.
Transgenic Discrimination. Despite the Genome Self-Repairing Synthetics. Automobiles and other
Accord, transgenic humans are created by many syn- impact-prone machinery are constructed with “smart”
dicates for cheap efficient labor, or as super soldiers. alloys and synthetics in their outer layer that naturally
This first occurs in China and Russia, but many other return to their original shape over time without repair.
countries allow companies to do this once it proves to Unification of Korea. In 2054, North Korea is peace-
be successful. Many are made to be sterile or infertile fully reunited with South Korea after a complete col-
and are often treated as subhuman. lapse of North Korea’s economy and a public revolt.
The new unified Korea suffers the expected economic
6 // Introduction //
drain as South Korea’s wealth is partially reallocated Anti-Trust Laws Reinstituted. In 2063, to maintain
to the integration of North Korea’s population. Many Pareto efficiency and stop cartels from forming, an-
of the alienated soldiers and secret service of former ti-trust laws are re-instituted in most countries, prohib-
North Korea constitute a new mafia, one of the world’s iting collusion, price-fixing or further mergers and ac-
largest crime syndicates. quisitions. By this time, 9 multinational corporations
Private Army Reaches One Million. By 2057, Ronin completely dominate global business, yet still compete
International, the biggest PMC (private mercenary with each other. They are dubbed “the syndicates”.
company) achieves a near-monopoly, and including Weaponization of Aegis System. A series of mo-
its subsidiaries, has an active roster of over one mil- tions are carried that allow the Aegis System to include
lion soldiers. weaponized satellites to defend member nations, and
Vegan Bioterror. An animal rights terrorist group orbital particle beam and mass driver satellites are
enacts a plot involving weaponized alpha-gal being put launched and activated throughout the decade. Al-
into several major cattle and pig processing plants, re- most every country seeks Aegis membership, fearing
sulting in hundreds of thousands of people developing the consequences of being excluded. This is hailed by
allergies to red meat. many as the “end of war”, or the “end of history”.
Moon Base. In 2059, a permanent international Specialized Police Forces. Due to the especially
moon base called Luna Armstrong is established as a dangerous nature of enhanced cyborg and genetical-
center for scientific research, with plans for including ly modified criminals, special police forces similar to
tourism in the future. SWAT are formed.
2060-2070
Creation of the World Digital Sea. As coders make
more sophisticated VR programs that cater to all
five senses through BCI phones, a new information
platform emerges that specializes in the storage and
placement of these shared hallucinations. Program-
mers at Omnitech create the World Digital Sea (WDS)
as an infrastructure made specifically for interfacing
with these new holistic VR apps and programs. This
user-friendly environment is designed to simulate
the real world, and data is accessed spatially and has
virtual 3D locations. The WDS becomes the preferred
way of using the internet for people seeking social or
cinematic experiences. The World Wide Web remains
popular and can be accessed while in the digital sea.
As years progress, so does the sophistication and viv-
idness of the WDS, to the point that some incarnations
are indistinguishable from reality.
Robot Relationships. Androids that appear and act
uncannily human start to take the place of more primi-
tive, boxy-looking or uncanny valley models. This also
creates a very large consumer market for androids as
sex toys, and even life partners. Towards the end of the
decade, some countries allow robot marriage.
Space Elevator. In 2061, construction begins on
“The Beanstalk”, a 1 km base tower with an attached
tether reaching up to a space station in orbit. The proj-
ect is completed by 2067, and it allows for the easy de-
livery of satellites and space exploration vessels beyond
earth’s atmosphere. Within the coming decades, space
stations are set up orbiting Mars, Titan, and Europa.
// GeneFunk 2090 // 7
Intro Lunar Tourism. By 2070, Luna Armstrong opens as Bushido Culture. A subsidiary of Ronin, Bushido,
a tourist destination for the rich, and is capable of sus- develops an advanced mercenary training program
Character taining up to 500 tourists in luxury accommodations. emphasizing complete loyalty to a contract, contraven-
Creation Hybrid air/space shuttles are produced that are able to ing the duplicitous reputation of mercenary corpora-
leave and enter the earth’s atmosphere as well as land tions. The graduates and employees of this subsidiary
Genomes on and take off from the moon. company are known as samurai and have become the
Nanobot Revolution. Technological developments most sought-after and elite mercenaries on the planet.
allow for programmable nanobots that can perform Enchanted Forest. A large area of forest in the Pe-
Classes specific processes at a microscopic or even molecular ruvian Amazon, protected by mountains, is found to
level. These nanobots are used industrially in the cre- contain hundreds of incredible and dangerous trans-
Goods and ation and maintenance of near-perfect constructions. genic flora and fauna. Its originator remains a mys-
Services This effectively allows mechanical objects to “heal” tery, though it is suspected that unofficial business by
damage, as the native nanobot colony recognizes de- Apollo Laboratories has something to do with it. The
Upgrades fects, and can restore the object to its original condition. forest, called Bosque Oscuro by the locals, has become
a hotbed of illicit biohacking experiments and drug
2071-2080 manufacturing. Attempts to control the forest by law
Daemons Internal Nanocomputers (Daemons). In the early 2070’s, enforcement have all been fruitless and have resulted
Omnitech develops and markets an internal nanocom- in many mysterious deaths.
Ability puter that is created and maintained by a complement Fountain of Youth. Life-prolonging science reaches
Scores of different nanobots. These nanobots lay down a net- an apex when Apollo Laboratories develops molecular
work of carbon nanotube filaments throughout the techniques that produce “immorbidity”; aka immor-
Completing
user’s entire body, from the tips of the fingers and toes tality. Age can no longer kill someone if they are rich
Contracts
to the depths of the brain. They also create several pro- enough to afford a subscription to the monthly treat-
cessing cores throughout the brain and belly, consti- ments, and aging can even be reversed to a great extent.
Combat
tuting the network’s CPU. Finally, a DNA computer is Daemons Become Internal Doctors. In addition to
encoded directly into the user’s genome, allowing for being an internal computer and phone, daemon na-
Hacking powerful parallel computing. The capabilities of this nobot complements start to include medicinal com-
new computer greatly overshadow even the most so- ponents as different daemon manufacturers compete
phisticated BCIs. Market share is initially low, but by for market share. By the end of the 2070’s, it becomes
Brave New
the end of the decade, they begin to displace BCIs as the norm for daemons to include these medicinal na-
World
the main personal computer. It is not long before these nobots. They aid in tissue repair and immune system
internal computers become the new “phone”. The term function and have diagnostic elements that can mon-
NPCs
“daemon” is used to refer to these internal computers, itor and regulate personal health, including hormone
and it catches on in the public.
Appendices VR Prisons. To save money and space, many pris-
ons house prisoners in small pods, where they are im-
mersed in a closed network VR environment for the
duration of their sentence. Nanobots prevent the pris-
oners' muscles and bodies from atrophy.
Underwater Settlements. Wide-scale work stations
and housing projects are developed in oceans, lakes,
and seas. Atlantis, the largest of these communities, is
based on mining, tourism, and scientific research and
was created off the coast of Brazil. It provides homes
and jobs for over 3,000 people.
Mind Hacks. The first “mind hacks” start to appear.
Because of the intimate relationship that now exists
between a person’s mind and their daemon, hackers
are able to manipulate thought processes, emotions,
and other bodily functions. This is immediately de-
clared a capital offense by almost every country, and
carries stiff penalties, even extending into execution.
8 // Introduction //
levels and gene expression. As a result, mortality Telepresence Sports. What started as daemon-con-
plunges, and people are able to heal from even very se- trolled drone racing has expanded into a variety of
rious injuries in just a day or two. other sports with remote-controlled automata as the
athletes. Fighting with giant mechs and bioengineered
2081-2090 beasts with remote human piloting are very popular in
Daemon Market Saturation. By the early 2080s, despite certain parts of the world.
the dangers of mind hacks, daemons achieve complete Uploading Consciousness. In 2086, a research
market saturation, with outlying holdouts who refuse team working for Hexie performs the first successful
to get one being considered neo-luddites. copy of a human consciousness from a biotic human
The Second Corporate Wars. The tensions between brain to a computer matrix in a prosthetic body. The
the big 9 syndicates begin to rise again as they start to owner of the original consciousness was a terminally
seek dominance over one another, with violence esca- ill patient who wished to live longer, and the copying
lating even more quickly and extremely than the first occurred mere hours before his death. The copy of this
corporate wars. man reports that he feels like he is the same person
Wealth Inequality. The stratification between rich and feels “human”. The world’s religious, social, and
and poor is staggeringly high, which has been exac- philosophical thinkers debate furiously about the im-
erbated by genetic and social stratification. Though plications of this new technology and the ways to deal
absolute poverty is low, wealth inequality has nev- with someone’s copied consciousness. In 2087, inter-
er been higher. national laws are enacted to prevent the activation of
Violence. Subsidiaries vying for market share hack, a copied human consciousness while the original, or
bomb, sabotage, and assassinate their competitors or another copy, is still alive. Almost all countries follow
even up their own corporate ladder. A great deal of suit by enacting their own laws restricting this be-
bloodshed occurs through proxy agents like organized havior with severe punishments. Most countries' le-
crime, gangs, and mercenaries. The wealth inequality gal systems consider a copied consciousness, dubbed
also fuels violence, with gangland shootings and terri- “psychomimes”, to be people. While most nations grant
torial disputes becoming so common that they barely psychomimes the same rights and duties as any oth-
even register as news. It is considered to be the most er person, some countries consider them just another
violent peacetime era in human history. program and grant no rights at all. Many religions con-
Rise of Cadres. Cadres are small start-up corpo- sider them soulless.
rations or groups of individuals that take syndicate Phoenix Unlimited. In 2086, a subsidiary of Hexie
money to perform tasks either too small or too politi- called Phoenix Unlimited offers a service of making
cally dangerous for the megacorps to undertake. Very monthly copies of your consciousness, to be activated
often the work involves intelligence, violence, or theft. in a VR world or prosthetic body of your choosing upon
Their niche is acting as proxy agents for the syndicates, your death. The psychomimes are free to explore the
providing a way for the syndicates to keep their hands WDS or be infused into a prosthetic body at a later time
clean. Many consider cadres to be little more than glo- of their choosing. The technology is extremely expen-
rified gangs, but their role in the corporate ecosystem sive and abhorrent to many. The mind digitization
is undeniable. process is the most coveted and heavily guarded trade
Mosaic Cadre App. A subsidiary of Ronin Interna- secret on the planet, with all of the other syndicates vy-
tional called Mosaic develops an app for cadres that be- ing to reverse engineer it. By 2090, Phoenix Unlimited
comes the industry standard. It mediates contract ne- has registered over 120,000 human minds within its
gotiations, has a cadre ranking system, and functions mainframe’s VR worlds.
as a platform for recruiting new members. World Population. There are over 11 billion people
on earth by 2090.
// GeneFunk 2090 // 9
Chapter 1: Character Creation
n the world of GeneFunk 2090, your character is a skilled mercenary, and along with a few other skilled
1. Choose your Genome Stargazer. (pg. 21-22) Level Cash Level Cash
1 — 11 シ 800,000
Select one of the following genomes: Technician. (pg. 22-23)
2 シ 25,000 12 シ1,000,000
Engineered. (pg. 34-46) Trust Fund Kid. (pg. 23-24) 3 シ 50,000 13 シ1,200,000
Canary (pg. 35-36) 4 シ 100,000 14 シ1,500,000
Coelhomortos (pg. 36-37) 4. Choose your Class 5 シ 150,000 15 シ1,800,000
Companion (pg. 37-38) Select one of the following classes 6 シ225,000 16 シ2,100,000
Espion (pg. 38) (and archetypes if you are level 3+): 7 シ300,000 17 シ2,500,000
Eucypher (pg. 38-39) Biohacker. (pg. 65-70) 8 シ400,000 18 シ3,000,000
9 シ500,000 19 シ3,500,000
Feral (pg. 40) Cytomancer (pg. 67-68)
10 シ650,000 20 シ4,000,000
Leviathan (pg. 40-41) Dr. Frankenstein (pg. 68)
OsaLaska (pg. 41-42) Protean Grinder (pg. 69-70)
Sherlock (pg. 42-43) Codehacker. (pg. 71-76) 6. Character Details
Spartan – Infantry (pg. 43) Cracker (pg. 73-74) Fill in any of the remaining fields on
Spartan – Naiad (pg. 43-44) Puppeteer (pg. 74-75) your character sheet.
Spartan – Wraith (pg. 44) Synergist (pg. 75-76) Choose a name. Whatever sounds
Titan (pg. 44-45) Crook. (pg. 76-83) cool!
Traceur (pg. 45-46) Dealer (pg. 79-81) Record your maximum hit points.
Mutts. (pg. 46-57) Hitman (pg. 81) Determined by your Class, Con-
Optimized. (pg. 57-58) Robber (pg. 81-83) stitution modifier, and possibly
Transhuman. (pg. 58-59) Engineer. (pg. 83-90) other features.
Unmodified. (pg. 60-61) Gadgeteer (pg. 86-87) Record your initiative. Determined
Gearhead (pg. 87-88) by your Dexterity modifier, possibly
2. Generate Ability Scores Roboticist (pg. 88-90) modified by other features.
Choose one of the methods below, de- Gunfighter. (pg. 91-95) Record your speed. 9 base, possibly
scribed further on page 24, and then Gunslinger (pg. 93) modified by other features.
apply modifiers from your genome: Sniper (pg. 93-94) Record your Armor Class. Deter-
Specialized. 15, 15, 14, 10, 8, 8 Soldier (pg. 94-95) mined by your Dexterity modifier
Stratified. 15, 14, 13, 12, 10, 8 Hardcase. (pg. 95-101) and/or armor, possibly modified by
Balanced. 14, 14, 13, 12, 10, 10 Damage Sponge (pg. 99) other features.
Odd Heavy. 14, 13, 13, 13, 13, 8 Gangster (pg. 99-100) Record your Damage Reduction.
Even Heavy. 14, 14, 14, 12, 10, 8 Unarmed Fighter (pg. 100-101) Determined by your armor, possibly
Random. 4d8, discard the lowest two Samurai. (pg. 102-107) modified by other features.
dice, six times. Suit. (pg. 107-115) Record your Proficiency Bonus.
Commander (pg. 113) Determined by your level.
3. Choose your Background G-Man (pg. 113-114) Character Development Questions.
Select one of the following back- Shark (pg. 114-115) Answer some or all of the questions
grounds, or make your own: on page 25 to flesh out your char-
Make your own. (pg.12) 5. Choose Equipment acter. (pg. 25)
Academic. (pg. 12-13) At First Level. Determined by your
Artist. (pg. 13-14) Background and Class. 7. Design your Cadre
Ideologue. (pg. 14-15) Beyond First Level. You gain Work with the other players to come
Investigator. (pg. 15-16) additional starting money based up with the details of your cadre.
Military Veteran. (pg. 16-17) on the table below. You can then (pg. 179) Record your Starting
Outlaw. (pg. 17-18) spend the money on the gear, Mosaic Score. Determined by your
Religious Disciple. (pg. 19-20) services, and upgrades described in level (pg. 180)
Slum Dog. (pg. 20-21) Chapters 4 and 5.
// GeneFunk 2090 // 11
Intro Backgrounds Additional L anguages
Every story has a beginning. Your character’s back- Everyone starts out being able to speak one language
Character ground reveals where you came from and how you be- of their choice, but some backgrounds also allow char-
Creation came enmeshed in cadre work. It also describes your acters to learn additional languages.
place in the world. Your gunfighter might have been
Genomes a grizzled soldier or paid mercenary. Your suit could Equipment
have been an academic or a wine entrepreneur. Your Each background provides a package of starting
crook might have gotten by as a street magician or equipment (in addition to the equipment provided
Classes a prostitute. by your class).
Choosing a background provides you with import-
Goods and ant story cues about your character’s identity. The most Suggested Characteristics
Services important question to ask about your background is, A background contains suggested personal character-
“What changed?” Why did you stop doing whatever istics based on your background. You can pick charac-
Upgrades your background describes and join a cadre? Where teristics, roll dice to determine them randomly, or use
did you get the money to purchase your starting gear, the suggestions as inspiration for characteristics of
or if you come from a wealthy background, why don’t your own creation.
Daemons you have more money? How did you learn the skills of
your class? What sets you apart from ordinary people Customizing a Background
Ability who share your background? You might want to tweak some of the features of a back-
Scores The sample backgrounds in this chapter provide ground so it better fits your character or the campaign
both concrete benefits (features, proficiencies, and setting. To customize a background, you can replace
Completing
languages) and roleplaying suggestions. one feature with any other one, and choose a total of
Contracts
two skills, weapon groups, or armor groups, as well as
Skill , Weapon, and one vocational proficiency. Alternatively, you can swap
Combat Armor Proficiencies out one proficiency to learn two additional languages.
Each background gives a character proficiency in two Finally, choose two personality traits, one ideal,
Hacking skills, weapon groups, or armor groups. one bond, and one flaw. If you can’t find a feature that
If a character would gain the same skill, weapon, matches your desired background, work with your GM
or armor proficiency from two different sources (like to create one.
Brave New
class or genome), he or she can choose a different skill
World
proficiency from their class list instead. Sample Backgrounds
What follows are some examples of backgrounds that
NPCs Vocational Proficiency players might have.
In addition to the proficiencies described above, each
Appendices background also has an associated vocational profi- Academic
ciency, which describes general expertise associated You spent years in university studying your discipline.
with their profession. Books, research, and learning the mysteries of human
Vocational proficiency allows you to add your profi- nature and the universe are your life. You likely have
ciency bonus to any task that is directly related to your a masters or doctoral degree in some academic disci-
background. If a task is covered by both a skill and pline, and you may have even been a professor.
vocational proficiency, you may add your proficiency
bonus to your ability check twice. Proficiencies: Depending on your specialty (see
For example, if you choose the Artist background, below), pick two skills from the following: Bureau-
and select painter as your art medium, you can add your cracy, Life Science, Social Science, Physical Sci-
proficiency bonus from both your Performance skill ence, or Computers
and your Artistic Talent vocational proficiency when Vocational Proficiency: Academic Specialty
making checks related to painting art. Likewise, if you Languages: Two of your choice
choose the Ideologue background, and had proficien- Equipment: A vintage print of your favorite book, dig-
cy in Persuasion, any Charisma (Persuasion) checks in- ital library of 100’s of books, glasses, and シ1,000
volving your Personal Ideology vocational proficiency
would benefit from double your proficiency bonus.
12 // 1. Character Creation //
Specialty d6 Bond
To determine the nature of your academic training, roll 1 It is my duty to protect my mentor.
a d8 or choose from the options in the table below. 2 I know groundbreaking research that could
upset the very foundations of society.
d8 Specialty d8 Specialty
3 I am devoted to a library, university, or dig-
1 Anthropologist 5 Literature Scholar
ital site.
2 Biologist 6 Philosopher
4 My life’s work is a series of papers in a specific field.
3 Chemist 7 Physicist
5 I need to repay a major debt to a colleague.
4 Historian 8 Psychologist
6 I am deeply in student loan debt.
// GeneFunk 2090 // 13
Intro Feature: Limited Fame d6 Bond
For anyone interested in your medium, you are some- 1 I have a rival that some think is better than me.
Character thing of a celebrity. People that recognize you are in- I must destroy them.
Creation clined to help you for free, and you have advantage on 2 Worldwide fame is my goal, no matter what.
any Charisma checks made against them. Additionally, 3 Someone plagiarized my work, passing it off as
Genomes you can wrangle up a place to perform quite easily, as their own. I will get revenge.
long as it is a venue appropriate to your medium. 4 I am tight with a cohort of fellow performers
and would do anything for them.
Classes Variant: Professional Fighter 5 An AI is creating some amazing art, but it un-
Being a professional fighter has elements of perfor- dermines human creativity; it must be deleted.
Goods and mance, and you are trained to make the arts of combat 6 My magnum opus must be finished at all costs.
Services into a spectacle the crowd can enjoy, right down to the
smack talk during press conferences and weigh-ins. d6 Flaw
Upgrades Using your Limited Fame feature, you can find a place 1 I’m in it for the romantic opportunities, to my
to perform in highlights combat for entertainment— own detriment.
perhaps in an octagon, arena or secret pit-fighting club. 2 I take criticism far too personally.
Daemons You can replace Acrobatics with Athletics. 3 My work is heavily inspired by another, perhaps
it’s even derivative.
Ability Suggested Characteristics 4 I’ve trash-talked some nasty individuals, and
Scores Artists are exemplars of affect, intuitively knowing they want me dead.
the deep code to human emotion. They can pull on 5 I have extreme erratic mood swings.
Completing
heartstrings, bring tears to eyes, or enrage the audi- 6 My art is fueled by my dark and tragic past.
Contracts
ence. They tend to appreciate beauty and the wonder
in the world.
Combat Ideologue
d8 Personality Trait
You have devoted your life to a specific cause, or ideolo-
1 Emo. I always bring up my feelings and ask
Hacking gy. It could be religious, political, or social in nature (or
how others are feeling.
all three). All of your goals are in some way colored by
2 Narcissist. I love to be the center of attention.
your passion of this ideology, using it as a lens through
Brave New 3 Shy. While I’m confident when I perform, I tend
which all truth must pass. Everything is a means to im-
World to be introverted outside of my performances.
plement the goals of your worldview. You aren’t nec-
4 Humorous. I love witty banter and roast- essarily religious, but you pursue your doctrine with a
NPCs ing people. religious zeal.
5 Elitist. I think people who don’t appreciate art Choose a specific religion or ideology when you se-
are dead inside and aren’t really conscious. lect this background. It could be a specific political party,
Appendices
6 Perfectionist. I am my own harshest critic. social movement, cause, world religion, or philosophy.
7 Depressive. If I don’t produce art, I get sad. Were you raised with these views or recruited along the
8 Flakey. I am flighty and dance from idea way? Perhaps a mentor that you respect inducted you.
to idea. Maybe you are even the leader of a small cell of revolu-
tionaries, or a cult group devoted to the upcoming tech-
d6 Ideal nological singularity. Perhaps you are a transgenic or AI
1 Beauty. My art is a paraphrase of the wonder rights activist, or an anti-transgenic zealot.
already present in the world.
2 Imagination. Bringing novelty into the world is Proficiencies: Intimidation, Social Science
our role as a species. Vocational Proficiency: Personal Ideology
3 Pride. My art is fueled by my ego, I must show Equipment: Symbol of your ideology (necklace,
the world that I am the best. armband, tattoo), a manifesto or holy book of your
4 Greed. Riches and fame? Yes please. ideology, シ1,000
5 Service. It’s all about my fans, truly.
6 Honesty. Art is truth, truth is art. Feature: Group Power
As a collective, the devotees of your ideology are pas-
sionate about the cause and are enthusiastic about aid-
14 // 1. Character Creation //
ing any ally that promotes the one true way. You can d6 Ideals
call upon your group to provide shelter, protection, or 1 Purity. We shouldn’t be swayed by tempta-
to harass and attack your enemies, or provide informa- tions that would compromise our beliefs.
tion about them. Of course, sometimes this requires 2 Charity. We should always try to help those in
you to somehow advance the cause in return. need, no matter what the personal cost.
3 Passion. Endless energy can spring forth from
Suggested Characteristics conviction.
Ideologues are engaged, passionate, and righteous. 4 Honesty. I only tell the truth in almost every
Their characteristics tend to be geared towards zeal- circumstance.
otry, collective effervescence, and propagation of 5 Faith. I trust in my mentors, my other peers,
their world view. and my gut.
Investigator
Investigators are responsible for solving crimes after
the fact or determining if there even is a crime in the
first place. You might be a police officer, private detec-
tive, corporate intelligence agent, insurance fraud in-
vestigator, or any other trade that involves uncovering
potentially illegal mysteries.
// GeneFunk 2090 // 15
Intro Vocational Proficiency: Interrogation d6 Ideal
Equipment: A uniform in the style of your unit and 1 Utilitarianism. The ends justify the means, always.
Character indicative of your rank, a set of handcuffs, シ1,000 2 Punishment. Rules are there for a reason, and
Creation violators get what’s coming to them.
Feature: Seasoned Detective 3 Justice. Life is unfair, but I try to tip the scales
Genomes Your experience in enforcing the law and dealing with in the right direction.
lawbreakers gives you a feel for local laws and crimi- 4 Power. Being an enforcer in the system is
nals. You can easily spot and speak with law enforce- the best way to avoid being the victim of
Classes ment, and just as easily pick out the dens of criminal that system.
activity in a community, although you’re more likely 5 Truth. Investigation is about solving mysteries
Goods and to be welcome in the former locations rather than the and bringing truth to light.
Services latter. The GM might have law enforcement act more 6 Service. I serve my contract, city, country, cor-
favorably towards you. poration, or agency with everything I have.
Upgrades
Suggested Characteristics d6 Bond
Investigators are motivated by duty and curiosity, the 1 My honor is my life.
Daemons thrill of solving a riddle and ferreting out secrets. 2 An unsolved case forever haunts me.
3 My partner was killed in the line of duty, and I
d8 Personality Trait
Ability need to avenge them.
Scores 1 Perfectionist. I’m a consummate professional.
4 I know someone is guilty of the vilest of crimes,
2 Somber. I’ve seen some dark shit in my day,
but they got off scot-free.
Completing and now I’m not exactly “carefree”.
5 I still owe a debt to my old colleagues if they
Contracts 3 Edgy. My gallows humor is as dark as it comes.
ever call on me.
4 Ruthless. I prefer playing bad cop to good cop.
6 I have a soft spot for any victim who can’t
Combat 5 Cool. I’ve lost partners on the job, and now it
defend themselves.
takes a bit for me to warm up to my colleagues.
6 Violent. I use physical coercion, because it d6 Flaw
Hacking
works and because it’s fun. 1 I am uncompromising to the extreme in my
7 Patronizing. Catching people in lies is sublime. application of the rules.
Brave New
8 Blunt. I have no time for pleasantries, I get 2 I am hypocritical and break the same laws
World
right to the point. I enforce.
3 I abuse my power, using my position for my
NPCs
own benefit.
4 I am sadistic, and when I get a chance to pun-
Appendices ish others, I enjoy it immensely.
5 I follow the letter of the law and am blind to
the intention of the law.
6 I am ruthless.
Military Veteran
You’ve spent years working within a military operation.
You’ve seen battle and bloodshed, and you have been
trained and disciplined within your unit to be a lethal
killer. Work with your GM to determine the specific
military outfit you worked for. Was it a standing army,
a coast guard, or a militia? Or it might have been a syn-
dicate’s private army or a Ronin mercenary company.
16 // 1. Character Creation //
Specialty d6 Ideal
During your time as a soldier, you had a specific role 1 Duty. When I have a mission, it gets done, end
to play in your unit or army. Your specialty will inform of story.
the scope of your Vocational Proficiency. Roll a d8 or 2 Friendship. When you’re in the shit, it’s just
choose from the options in the table below to deter- about the person next to you, that’s it.
mine your role: 3 Honor. Service has taught me the value of
integrity and character in the face of hardship.
d8 Specialty d8 Specialty
4 Power. The strong survive and prosper, the
1 Officer 5 Mechanic
weak perish.
2 Navy 6 Medic
5 Pacifism. I’ve seen enough death for a lifetime,
3 Infantry 7 Military Police
now I prefer to let people live if I have a choice.
4 Cavalry 8 Air Force
6 Service. I serve my contract, city, country, cor-
poration, or agency with everything I have.
Feature: Military Contact
You still have a good relationship with an old bud- d6 Bond
dy from your service years, and you can call upon 1 I would still lay down my life for the people I
them for help. served with.
Once per session, you can call upon the contact to 2 Someone saved my life on the battlefield. To
recruit their expertise, abilities, resources, or knowl- this day, I will never leave a friend behind.
edge, but they cannot be used to aid you in combat. 3 My honor is my life.
Contacts are described in greater detail in Chap- 4 I’ll never forget the crushing defeat my compa-
ter 3: Classes. ny suffered or the enemies who dealt it.
5 Those who fight beside me are those worth
Suggested Characteristics dying for.
Veterans are part of a band of brothers, they've served 6 I fight for those who cannot fight for
with men and women in battle, and have formed per- themselves.
manent ties with them. The horrors they've witnessed
are just as much a part of them as the comradery and d6 Flaw
the discipline of their training. 1 The monstrous enemy we faced in battle still
leaves me quivering with fear.
d8 Personality Trait
2 I have little respect for anyone who is not a
1 Fastidious. I’m always perfectly groomed.
proven warrior.
2 Tense. I’m always acting as though a fight is
3 I made a terrible mistake in battle that cost
about to happen.
many lives—and I would do anything to keep
3 High-strung. I’m a bit trigger happy, I’ve seen
that mistake secret.
too many people die from acting too slow.
4 My hatred of my enemies is blind and un-
4 Storyteller. I’m constantly telling stories
reasoning.
about my active duty.
5 I obey the law, even if the law causes misery.
5 Calm. I’m cool under pressure, and act like
6 I’d rather eat my armor than admit when
danger is no big deal.
I’m wrong.
6 Vulgar. I’m coarse in my demeanor and have
barracks humor. Outlaw
7 Arrogant. I tend to belittle people who have You have spent a large portion of your life making your
had a soft life. living on the wrong side of the law. You are no stranger
8 Unkempt. I have a disheveled appearance, and to theft, murder, fraud, and other felonies. Your mo-
only change clothes every few days. tives could be some combination of profit, desperation,
excitement, or power. You very likely are involved with
organized crime of some sort, be it bratva, yakuza, tri-
ads, Sicilian mafia, or local gangs.
// GeneFunk 2090 // 17
Intro Specialty d6 Ideals
Within a criminal gang or similar criminal organiza- 1 Greed. Money first, everything else second.
Character tion, individual members have particular specialties. 2 Liberty. Laws are oppressive, no system has a
Creation How do you ply your illicit trade? Choose the role you right to tell me what to do.
played in your gangster life, or roll on the table below. 3 Equity. I redistribute wealth to where it needs
Genomes to go, the poor (and myself).
d8 Specialty d8 Specialty
4 Principled. I may not follow the law, but there
1 Dealer 5 Car Jacker
is another code I follow, the law of the streets.
Classes 2 Burglar 6 Hired Killer
5 Loyalty. I only break the law to benefit myself
3 Enforcer 7 Pickpocket
and my friends, who matter most to me.
4 Fence 8 Smuggler
Goods and 6 Redemption. One day I plan to leave this
Services
lifestyle behind and settle down, maybe open
Feature: Shady Contact up a shop.
Upgrades You know a guy or gal deeply embedded in the crim-
inal underworld. This could be a fence, corrupt cop, d6 Bond
getaway driver, hitman, burglar, drug dealer, pimp, 1 There was a job that went sideways, and I was
Daemons prostitute, arms dealer, hacker, or any other person left for dead. Now I’m out for revenge.
operating on the wrong side of the law. 2 I’m saving up to get my dying family member a
Ability Once per session, you can call upon the contact to Phoenix Unlimited subscription.
Scores recruit their expertise, abilities, resources, or knowl- 3 I’m in love with an AI, and I heard a new chip is
edge, but they cannot be used to aid you in combat. being developed with sophisticated emotional
Completing
Contacts are described in greater detail in Chap- code: it will be mine.
Contracts
ter 3: Classes. 4 In order to be number one, I need to surpass or
get rid of the competition.
Combat
Suggested Characteristics 5 I’ve committed a crime so serious, even I’m
Outlaws tend to follow a different set of rules than so- trying to hide it.
Hacking ciety at large dictates. That doesn’t mean they are with- 6 I am in deep with a criminal organization that
out scruples or sadistic, they simply don’t see the state won’t let me leave.
as a final arbiter of what is right and wrong. They may
Brave New
even have their own rigid moral code. d6 Flaw
World
1 I am very covetous of things my friends own.
d8 Personality Trait
2 I resent those that adhere too closely with law
NPCs 1 Vain. I always try to save face, and de-
and do my best to sabotage them.
mand respect.
3 I leap headfirst into danger, with reck-
2 Aggressive. I act alpha in every situation, un-
Appendices less abandon.
less someone puts me in my place.
4 My cadre's contract objectives take a back seat
3 Calculating. I constantly size up everyone and
to me getting rich if I see an opportunity.
everything, for threat level and value.
5 I break rules even when they would benefit me.
4 Optimistic. Conflicts are just business oppor-
6 I have no remorse or guilt.
tunities for me.
5 Cool. I try not to show emotions, and speak in
level tones even in intense situations.
6 Professional. I am a professional and treat
crime as a profession to be respected.
7 Opportunistic. I always am looking for oppor-
tunities to profit, side hustles are free money!
8 Vengeful. If someone disrespects me, I hold a
deep grudge.
18 // 1. Character Creation //
Religious Disciple Suggested Characteristics
You have spent your life in the service of a temple to a Religious disciples are shaped by their experience in
specific god or pantheon of gods. You act as an inter- temples or other religious communities. Their study of
mediary between the realm of the holy and the mortal the history and tenets of their faith and their relation-
world, performing sacred rites and offering sacrifices ships to temples, shrines, or hierarchies affect their
in order to conduct worshipers into the presence of the mannerisms and ideals. Their flaws might be some
divine. You are not necessarily a priest or cleric, but hidden hypocrisy or heretical idea, or an ideal or bond
you have strong ties to a formal faith. taken to an extreme.
Choose one of the world’s many religions when
d8 Personality Trait
you select this background. Were you a lesser func-
1 Fanatical. I idolize a particular hero of my faith
tionary in a temple, raised from childhood to assist
and constantly refer to that person’s deeds
the priests in the sacred rites? Or were you a Catholic
as example.
priest who suddenly experienced a call to serve your
2 Diplomatic. I can find common ground be-
god in a different way? Perhaps you were the leader of a
tween the fiercest enemies, empathizing with
small cult outside of any established structure or even
them and always working towards peace.
an occult group devoted to the upcoming technologi-
3 Superstitious. I see omens in every event and
cal singularity.
action. God tries to speak to us, we just need
to listen.
Proficiencies: Insight, Social Science
Vocational Proficiency: Religion 4 Optimistic. Nothing can shake my optimistic
Equipment: Religious paraphernalia (holy book, sym- attitude.
bol, prayer beads, yarmulke, etc.), vestments, シ1,500 5 Devoted. I quote (or misquote) sacred texts
and proverbs in almost every situation.
Feature: Shelter of the Faithful 6 Intolerant. I am intolerant of other faiths and
As a religious disciple, you command the respect of condemn the worship of other gods.
those who share your faith, and you can perform the 7 Hedonistic. I’ve enjoyed fine food, drink, and
religious ceremonies of your deity. You and your com- high society among my temple’s elite.
panions can expect to receive care at a temple, shrine, 8 Sheltered. I’ve spent so long in the temple
or other established presence of your faith. Those who that I have little practical experience dealing
share your religion will support you (but only you) at a with people in the outside world.
modest lifestyle.
You might also have ties to a d6 Ideals
specific temple or church dedi- 1 Tradition. The ancient traditions of worship
cated to your chosen faith, and and sacrifice must be preserved and upheld.
you have a residence there. This 2 Charity. I always try to help those in need, no
could be the temple where you matter what the personal cost.
used to serve, if you remain 3 Change. We must help bring about the chang-
on good terms with it, or a es the gods are constantly working in the world.
temple where you have 4 Power. I hope to one day rise to the top of my
found a new home. faith’s religious hierarchy.
While near your tem- 5 Faith. I trust that my deity will guide my
ple, you can call upon actions, I have faith that if I work hard, things
the priests for assis- will go well.
tance, provided the 6 Aspiration. I seek to prove myself worthy of
assistance you ask my god’s favor by matching my actions against
for is not hazard- their teachings.
ous and you remain
in good standing
with your faith.
// GeneFunk 2090 // 19
Intro d6 Bond Suggested Characteristics
1 I would die to recover an ancient relic of my Slumdogs have fought tooth and nail to survive, and this
Character faith that was lost long ago. can translate into harsh behaviors and language. They are
Creation 2 I will someday get revenge on the corrupt tem- damaged, and that damage manifests in their character.
ple hierarchy who branded me a heretic.
d8 Personality Trait
Genomes 3 I owe my life to the priest who took me in when
1 Guarded. I need always have my back to a wall,
my parents died.
and be near an exit.
4 Everything I do is for the common people.
Classes 2 Pragmatic. I eat anything, and never let things
5 I will do anything to protect the temple where
go to waste. Roadkill, old bottles? Throwing
I served.
that away is too Hollywood.
Goods and 6 I seek to preserve a sacred text that my ene-
Services 3 Hard. I still sometimes need to sleep outside
mies consider heretical and seek to destroy.
to get rest.
20 // 1. Character Creation //
d6 Flaw the horrors of it. You have advantage on saving throws
1 I put myself first in survival situations. versus fear. Additionally, once per session, the GM can
2 I will do anything for money. give you a clue about a mystery you haven’t solved yet.
3 It takes me a long time to trust others.
4 I shoot first, ask questions later. Suggested Characteristics
5 I’m like Robin Hood, but I keep it for myself! Stargazers are primarily concerned with truth, and
6 I resent poor people who can’t escape their existence itself. They are examiners of life, and their
situation. characteristics relate to their ravenous curiosity. The
fatalism that tends to result from such serious reflec-
tion lends itself well to life in a cadre.
Stargazer
d8 Personality Trait
Your prime concern is the true nature of existence and
1 Aloof. I stare off into the distance with wonder
human nature. Philosophy, religion, neuroscience,
quite frequently.
cosmology, psychology, and other domains that ex-
2 Poetic. I use poetic language to summarize big
amine the universe and the human condition are your
picture takes on important events.
forte. While you may not be able to solve the puzzles of
3 Superstitious. I see signs and symbolism
life, the attempt itself is your true reward. You might
everywhere.
be a priest, shaman, philosopher, hallucinogenic drug
enthusiast, scientist, or some other vocation with a 4 Fatalistic. Realizing my insignificance, I can
penchant for soul searching. accept any fate life presents me.
5 Curious. I love to take mind-expanding drugs
Proficiencies: Insight, Social Science to get closer to the truth.
Vocational Proficiency: Introspection 6 Relaxed. I am as chill as they come, possessing
Equipment: Spiritual texts (holy book, philosophy text- a general and tranquil dispassion.
book, or science journal collection), and clothing or a 7 Intense. I sabotage small talk with heavy and
tattoo that captures your enlightened view, シ1,000 deep questions and musings.
8 Passive. Unless my skills are necessary, I’m
Feature: Comfort of the Enlightened more of an observer than a doer.
Your time examining and reflecting on the universe
and your relation to it has immunized you to some of
// GeneFunk 2090 // 21
Intro d6 Ideals lence in niche circles. You learned your skills through
1 Enlightenment. Expanding consciousness is formal schooling or informal apprenticeship to a mas-
Character why we are all here. ter of your craft. Technical detail, expertise, and dedi-
Creation 2 Compassion. When we are all one, cruelty cation to your craft are your hallmarks.
is absurd.
Genomes 3 Flexibility. There is no true nature, we must be Proficiencies: Choose two of the following, depending
like the reed that bends in the storm. on your business (see below): Computers, Insight, Life
4 Humility. I have no desire to put myself above Science, Physical Science, Mechanics, Performance
Classes others unless it is what needs to be done. We Vocational Proficiency: Technician, based on your
all have a role to play. business. For example, a barista would get the Tech-
Goods and 5 Wisdom. It is better to take a moment and nician - Barista proficiency
Services evaluate why we do what we do before rash Equipment: A set of tools that allow you to ply your
decisions. trade, a sample of your craft, シ1,500
Upgrades 6 Truth. To lie is to cast illusions within an illusion.
Variant Technician: Merchant
d6 Bond Instead of a technician, you might be the one market-
Daemons 1 I need to get a certain mind-expanding drug ing and selling the wares of said technicians.
legalized everywhere. You don’t craft items yourself, but earn a living by
Ability 2 There is a system of corruption that blinds peo- buying and selling the works of others (or the raw ma-
Scores ple to the truth, and I will bring it down. terials technicians need to ply their trade). Your skill
3 My mentor and guru is sacred and will be pro- proficiencies become Insight and Persuasion, and your
Completing
tected at all costs. vocational proficiency becomes Merchant, based on
Contracts
4 The secret to enlightenment is in the genes, the types of wares you sell. For example, a barista mer-
and someone has been engineered with chant who sells coffee beans and espresso machines
Combat
it. I will sacrifice everything to make sure would get the Merchant – Barista proficiency.
they survive.
Hacking 5 I’ve seen the code for God, and it can’t fall into Business
the wrong hands. You can select your business from the Business table
6 I need to make enough money for an appropri- or roll randomly.
Brave New
World ate anthroid body for a conscious AI I met in d20 Business
the WDS, a digital spirit. 1 Web or WDS developer
NPCs 2 Locksmith or watchmaker
d6 Flaw
3 Brewers, distillers, and vintners
1 I get too caught up in the big picture, and the
important details, like surviving the next gun- 4 Barista or tea sommelier
Appendices
fight, can get lost. 5 Carpenter
2 I don’t have a strong loyalty to those close to me, 6 Horticulturalist
we are all the same, expressions of the universe. 7 Chemist, lab tech, or pharmacist
3 I find it hard to kill, even when it is necessary. 8 Chef or baker
4 I am too accepting of my own fate, and won’t 9 Genome designer
fight tooth and nail to survive. 10 Engineer
5 I can be annoying and pretentious to people. 11 Movie or VR director
6 If the opportunity for enlightenment comes 12 Robotics designer
along, I would sacrifice everything for it. 13 Electrician
14 Construction
15 Graphic designer
Technician
16 Smith or materials scientist
You have dedicated a large portion of your life to a craft
17 Coder
or trade; be it brewing, genome design, electrician
18 Autobody work or mechanic
work, coding, carpentry, mechanics, or glass blowing.
19 Fashion or interior designer
You are a well-established tradesperson or profes-
20 Traditional artisan
sional technician, with a solid reputation for excel-
22 // 1. Character Creation //
Feature: Excellent Reputation d6 Bond
You have limited fame and perhaps even celebrity sta- 1 An early patron of mine has seen me through
tus surrounding your craft, and whenever you meet a the rough days, and I own them a great debt of
fan, they are much more willing to help you. gratitude.
2 My mentor gave me a gift of their own creation,
Suggested Characteristics and it was stolen from me. I will get it back.
Technicians are focused, conscientious, and exacting 3 I got into this biz because I fell in love, and they
when it comes to their trade, and they apply this work are really into my trade.
ethic to everything else they do as well. 4 My parents raised me in this trade, and I will
forever be indebted to them.
d8 Personality Trait
5 My special workspace is vital to my wellbeing,
1 Particular. I’m an elitist regarding my craft,
and an extension of myself.
no one is quite as sophisticated or cutting
6 It cost me a fortune to get educated and set
edge as I am.
up shop, and I owe some serious people some
2 Perfectionist. I only accept perfection, if it
serious money.
takes twice as long to get the last 5% perfect,
so be it. d6 Flaw
3 Obsessive. I use my craft to explain all of life, 1 I don’t waste my time on people who can’t
using metaphor and analogy endlessly. support me.
4 Judgemental. I have no patience for people 2 I endlessly criticize and badmouth others in
who lack dedication. my field.
5 Curious. I need to know the “how” of every- 3 My credentials are fake, and I only learned my
thing, knowing cause and effect is necessary. craft long after I got recognized for it.
6 Verbose. I like to talk at length about my 4 Unless my work is perfect, I destroy it and get
profession. depressed.
7 Enthusiastic. I am an evangelist for my craft in 5 I often copy the work of others as a time saver.
general, and for my work in particular.
6 If people don’t pay me enough, I purposefully
8 Disagreeable. I know my work is valuable, and botch their work.
I will make sure people pay what it is worth.
// GeneFunk 2090 // 23
Intro Feature: Position of Privilege d6 Bond
Thanks to your privileged birth, people are inclined 1 My mother or father was the ultimate mentor, I
Character to think the best of you. Your family name precedes can never repay that debt.
Creation you, and you are welcome in high society, and people 2 My family gained wealth through their con-
assume you have the right to be wherever you are. You nection to a larger corporation, government, or
Genomes can secure an audience with celebrities and can get other organization. We owe everything to them.
into fine restaurants based on your name. 3 One day I will inherit my estate. It must be
cultivated and protected.
Classes Suggested Characteristics 4 I need to destroy the power my family has.
Trust fund kids are born and raised with a very dif- 5 I love a person of very low status and wealth; I
Goods and ferent lifestyle and their personalities reflect that up- would go to the ends of the earth for them.
Services bringing. Their elite upbringing can lead to feelings of 6 My public image must be pristine.
responsibility, or aloofness.
Upgrades d6 Flaw
d8 Personality Trait
1 I am an addict, be it drugs, or some other vice.
1 Egotistical. I’m the protagonist, others are
2 I know my family is deeply in debt to maintain
Daemons there to support me in my story.
their lifestyle.
2 Proud. My enlightened upbringing makes me
3 I am miserly to a fault.
an excellent leader and moral arbiter.
Ability 4 People are the rungs of a ladder I climb.
Scores 3 Humble. I realize my status is a matter of luck
5 I am consumed by guilt for being so fortunate.
and circumstance, and I’m no better than any-
6 I am the black sheep, my family either resents,
Completing one else. I am humble in every regard.
Contracts hates, or is embarrassed by me.
4 Vain. Designer clothing, custom made acces-
sories, my wealth and style are manifest in my
Combat appearance. Generating Ability Scores
5 Elitist. I avoid places that are too common To determine your base ability scores there are two
and lowbrow. methods, and your GM determines which one you will
Hacking
6 Envious. I always have my eyes on who is rich- use when creating your character. Remember, your ge-
er and more privileged than me. nome will have modifiers to these ability scores as well!
Brave New
7 Tribal. I remember my friends, and never for-
World
give my enemies. Ability Arrays
8 Ambitious. Life is a game, and I started with a Choose one of the following five arrays, and assign
NPCs
stacked hand. I will use it to win at any cost. each number to one of the six abilities as you see fit.
Specialized. 15, 15, 14, 10, 8, 8
d6 Ideal Stratified. 15, 14, 13, 12, 10, 8
Appendices
1 Humility. I had fortunate birth; people Balanced. 14, 14, 13, 12, 10, 10
should be aware of the external forces that Odd Heavy. 14, 13, 13, 13, 13, 8
make them. Even Heavy. 14, 14, 14, 12, 10, 8
2 Power. Being born powerful is a trajectory, not
an inheritance. I will have it continue this path. Randomly Determined
3 Beneficence. I am a savior to the less fortu- Roll 4d8, discarding the two lowest dice, six times.
nate, and use my privilege to help them. Then, assign each of the numbers to each of the ability
4 Family. I am who I am because of my kin, and I scores as you see fit. If you don’t have at least two abili-
will pay it forward. ty scores above 13, or you have an ability score below 6,
5 Competitiveness. I will be number 1! you may roll your ability scores again.
6 Hedonism. I was born to have fun and experi-
ence pleasure, life is short!
24 // 1. Character Creation //
Character Development Motivations
Answer the following questions to flesh-out your char- 1. Why did you join this cadre?
acter, and provide a basis for why you do what you 2. What general goals motivate you (career, friend-
do. While your character will change as you play, it is ship, love, sex, ideals, justice, money, fame, etc.)?
still useful to have some scaffolding as a baseline. You 3. What short term specific goals motivate you (a
can answer as briefly as you like. The process of an- new car, put a wanted man in jail, get cyberoptics,
swering them is what will add color to your character destroy a rival cadre, etc.)?
and the story. 4. What long term specific goals motivate you? (De-
stroy a particular syndicate, have your cadre rise to
P ersonal History the top, etc.)
1. How old are you?
2. What ethnicity are you? Details
3. Where were you born? 1. What are your most hated food and drinks?
4. How religious are you? What religion? 2. What are your favorite activities?
5. Who are your parents, and where are they? 3. What are your most hated activities?
6. Do you have any siblings? 4. What kind of music do you like?
7. Have you ever committed serious crimes? What? 5. Do you have hobbies?
Been caught? 6. How do you feel about yourself?
8. Have you ever done violence to/killed another? 7. How is your sense of humor? What makes you laugh?
Many times? Why? 8. What are your favorite foods and drinks?
9. What are your secrets? 9. Do you have any pets?
10. What/where was your education? 10. Do you like to drink, or do any other drugs?
11. Do you have any enemies?
12. Do you have any rivals? Beyond 1st Level
13. Have you ever been seriously harmed? How? As your character goes on adventures and overcomes
14. How did you meet each of the other characters in challenges, they gain experience, represented by ex-
your cadre? perience points. A character who reaches a specified
experience point total advances in capability. This ad-
Ideals and Beliefs vancement is called gaining a level.
1. Is your character a hero? When your character gains a level, their class often
2. What are your vices? grants additional features, as detailed in the class de-
3. What are your virtues? scription. Some of these features allow you to increase
4. What do you fear? your ability scores, either increasing two scores by 1
5. What would you die for? each or increasing one score by 2. You can’t increase
6. What would you kill for? an ability score above 20 (unless you have an up-
7. Are you superstitious? grade or another ability that allows you to). In addi-
8. Are you merciful? tion, every character’s proficiency bonus increases at
9. Do you believe in absolute good and evil, or is it all certain levels.
relative? Each time you gain a level, you gain 1 additional Hit
10. What is your attitude towards the law? Die. Roll that Hit Die, add your Constitution modifier
11. Do you use your head or gut more? to the roll, and add the total to your hit point maxi-
12. How do you feel about friendship? mum. Alternatively, you can use the fixed value shown
13. How do you feel about your family? in your class entry, which is the average result of the
14. How do you feel about your country? die roll (rounded up).
15. What is your general political view? When your Constitution modifier increases by 1,
16. How do you feel about sex/relationships? your hit point maximum increases by 1 for each level
17. How do you feel about your daemon? you have attained. For example, if your 7th-level gun-
18. What are your attitudes towards digitizing and fighter has a Constitution score of 17, when he reaches
uploading the human mind to a computer? 8th level, he increases his Constitution score from 17 to
19. What are your attitudes towards the genetic engi- 18, thus increasing his Constitution modifier from +3
neering of humans? to +4. His hit point maximum then increases by 8.
20. How do you feel about the syndicates?
// GeneFunk 2090 // 25
Intro The Character Advancement table summarizes the enforcement, or major organized crime. The range of
XP you need to advance in levels from level 1 through your activity can reverberate through an entire megac-
Character level 20, and the proficiency bonus for a character of ity. VIPs are starting to pay attention to you.
Creation that level. Consult the information in your character’s National (Levels 11-15). Your cadre is among the
class description to see what other improvements you most dangerous and competent mercenaries in the en-
Genomes gain at each level. tire country. You are nationally famous, and even have
some international reputation. Most know not to mess
Character Advancement with you, and those that do are among the world’s
Classes
Experience Points Level Proficiency Bonus most dangerous people. Governments, corporations,
0 1st +2 and crime syndicates have people assigned to monitor
Goods and 300 2nd +2 your activity. You are big fish in a big pool, and even
Services
900 3rd +2 large powers must take you seriously. Your work can
2,700 4th +2 involve intergovernmental plots, gang wars, the most
Upgrades highly guarded corporate trade secrets, and other con-
6,500 5th +3
tracts that might affect the fate of an entire country
14,000 6th +3
or large group.
23,000 7th +3
Daemons Global (Levels 16-20). Your cadre is among the
34,000 8th +3
world’s best. You have international notoriety as an
48,000 9th +4
Ability elite mercenary group, and only the richest entities
Scores 64,000 10th +4 can afford you. When you get work, it involves global
85,000 11th +4 conflicts, and the stakes can be world shaking. World
Completing 100,000 12th +4 leaders and the CEOs of the Big 9 have your cadre on
Contracts
120,000 13th +5 speed dial. As individuals, each cadre member is likely
140,000 14th +5 capable of demolishing entire gangs, SWAT teams, or
Combat 165,000 15th +5 military squads.
195,000 16th +5
225,000 17th +6 Multiclassing
Hacking
265,000 18th +6 Multiclassing allows you to gain levels in mul-
305,000 19th +6 tiple classes.
Brave New
355,000 20th +6 Doing so lets you mix the abilities of those classes to
World
realize a character concept that might not be reflected
in one of the standard class options.
NPCs Scope of Power by Level With this rule, you have the option of gaining a
Even at level 1, GeneFunk 2090 characters are elite level in a new class whenever you advance in level,
Appendices agents, capable of handling intense danger and in- instead of gaining a level in your current class. Your
trigue. As characters advance in levels, they are able to levels in all your classes are added together to deter-
handle plots and contracts of greater scope. mine your character level. For example, if you have
District (Levels 1-5). Your cadre is capable of han- three levels in hacker and two in gunfighter, you’re a
dling contracts that encompass events and people tak- 5th-level character.
ing part in neighborhood politics, business or criminal As you advance in levels, you might primarily re-
activity. You likely have niche reputation on certain main a member of your original class with just a few
turf in your home city based on your activity. You’ll levels in another class, or you might change course
likely interact with specific local gangs, other entry entirely, never looking back at the class you left be-
level cadres, beat cops, and maybe the occasional re- hind. You might even start progressing in a third or
gional boss. The repercussions of your work may not fourth class. Compared to a single-class character of
extend beyond certain areas of one city. the same level, you’ll sacrifice some focus in exchange
Megacity (Levels 6-10). Your cadre gains fame in for versatility.
your city of operations, and you are considered sig-
nificant operators, even in a megacity. You may even Prerequisites
have a bit of regional reputation extending into neigh- To qualify for a new class, you must meet the ability
boring cities. The contracts you deal with mix you up score prerequisites for both your current class and your
with government agents, corporate sharks, elite law new one, as shown in the Multiclassing Prerequisites
26 // 1. Character Creation //
table. For example, a hardcase who decides to multi- Proficiencies
class into the hacker class must have both Strength When you gain your first level in a class other than
and Intelligence scores of 13 or higher. your initial class, you gain only some of the new class’s
Without the full training that a beginning character starting proficiencies, as shown in the Multiclassing
receives, you must be a quick study in your new class, Proficiencies table.
having a natural aptitude that is reflected by higher
Multiclassing Proficiencies
than average ability scores.
Class Proficiencies Gained
Multiclassing Prerequisites Biohacker Life Science
Class Ability Score Minimum Codehacker Computers
Biohacker Intelligence 13 Crook One skill from the class’s skill list
Codehacker Intelligence 13 Engineer Mechanics
Crook Dexterity 13 Gunfighter Medium armor, ranged mar-
Engineer Intelligence 13 tial weapons
Gunfighter Dexterity 13 Hardcase Intimidation
Hardcase Strength 13 Samurai Martial melee weapons
Samurai Dexterity and Wisdom 13 Suit One skill from the class’s skill list
Suit Charisma 13
Class Features
Experience P oints When you gain a new level in a class, you get its fea-
The experience point cost to gain a level is always tures for that level. You don’t, however, receive the
based on your total character level, as shown in the class’s starting equipment, and a few features have ad-
Character Advancement table, not your level in a par- ditional rules when you’re multiclassing: Extra Attack
ticular class. So, if you are a crook 6/gunfighter 1, you and Unarmored Defense.
must gain enough XP to reach 8th level before you can
take your second level as a gunfighter or your seventh Extra Attack
level as a crook. If you gain the Extra Attack class feature from more
than one class, the features don’t add together. You
Hit Points and Hit Dice can’t make more than two attacks with this feature un-
You gain the hit points from your new class as described less it says you do (as the gunfighter’s version of Extra
for levels after 1st. You gain the 1st-level hit points for a Attack does). Similarly, the samurai’s Extra Attack fea-
class only when you are a 1st-level character. ture doesn’t give you additional attacks if you also have
You add together the Hit Dice granted by all your Extra Attack from gunfighter levels.
classes to form your pool of Hit Dice. If the Hit Dice are
the same die type, you can simply pool them togeth- Unarmored Defense
er. For example, both the gunfighter and the samurai If you already have the Unarmored Defense feature,
have a d10, so if you are a gunfighter 5/samurai 5, you you use whichever one gives you the highest bo-
have ten d10 Hit Dice. If your classes give you Hit Dice nus, not both.
of different types, keep track of them separately. If you
are a samurai 5/crook 5, for example, you have five d10 Hacking
Hit Dice and five d8 Hit Dice. Your capacity for hacking depends partly on your com-
bined levels in all your hacking classes and partly on
P roficiency Bonus your individual levels in those classes. Once you have
Your proficiency bonus is always based on your total the Hacking feature from more than one class, use the
character level, as shown in the Character Advance- rules below. If you multiclass but have the Hacking
ment table, not your level in a particular class. For ex- feature from only one class, you follow the rules as de-
ample, if you are a gunfighter 3/crook 2, you have the scribed in that class.
proficiency bonus of a 5th-level character, which is +3. Hacks Known. You determine what hacks you
know and can prepare for each class individually, as if
you were a single-classed member of that class. If you
are a biohacker 4/codehacker 3, for example, you know
// GeneFunk 2090 // 27
Intro five biohacker hacks based on your levels in the bio- Feats
hacker class. As 3rd-level codehacker, you know four A feat represents a talent or an area of expertise that
Character codehacker hacks. gives a character special capabilities. It embodies
Creation Hack Slots. You determine your available hack slots training, experience, and abilities beyond what a
by adding together all your levels in the biohacker, co- class provides.
Genomes dehacker, engineer classes, and 1/3 your levels (round- At certain levels, your class gives you the Ability
ed down) in the suit class if you happen to be the shark Score Improvement feature. Using the optional feats
archetype. Use this total to determine your hack slots rule, you can forego taking that feature to take a feat of
Classes by consulting the Multiclass Hacker table. your choice instead. You can take each feat only once,
If you have more than one hacking class, this ta- unless the feat’s description says otherwise.
Goods and ble might give you hack slots of a level that is higher
Services than the hacks you know or can prepare. You can use Ambidexterity
those slots, but only to run your lower-level hacks. If a You can use both of your hands with equal fluency,
Upgrades lower-level hack that you run, like nanodoc, has an en- gaining the following benefits:
hanced effect when run using a higher-level slot, you
Daemons
can use the enhanced effect, even though you don’t •• When you engage in two-weapon fighting, you
have any hacks of that higher level. can add your ability modifier to the damage of the
For example, if you are the aforementioned bio- second attack.
Ability hacker 4/codehacker 3, you count as a 7th-level char- •• You can draw or stow two one-handed weapons
Scores acter when determining your hack slots: you have five when you would normally be able to draw or
1st-level slots and three 2nd-level slots. However, you stow only one.
Completing
don’t know any 3rd-level hacks, nor do you know any
Contracts
2nd-level hacks. You can use the hack slots of those Armor Enthusiast
levels to run the hacks you do know—and potentially You’ve undergone intense combat training in the use of
Combat
enhance their effects. armors of all types, granting you the following benefits:
Brave New
1 4 — — — — •• You gain proficiency with medium and heavy armor.
2 5 — — — —
World
3 6 — — — — Codehack Dabbler
4 7 — — — — You learn four 1st-level software hacks of your choice.
NPCs
5 7 1 — — — If you have no hack slots, they must be run using the
6 7 2 — — — taking your time feature.
Appendices 7 7 3 — — —
Combat Hacker
8 7 4 — — —
Prerequisite: You possess at least 1 hack slot
9 8 5 1 — —
You’ve woven your hacks into your behavior as in-
10 8 5 2 — —
stincts in battle, and you gain the following benefits:
11 8 5 3 — —
12 8 5 4 — —
13 9 5 5 1 —
•• Whenever you have the chance to make an oppor-
tunity attack against a target, you can run a hack
14 9 5 5 2 — that targets them instead. The hack must have a
15 9 5 5 3 — launch time of 1 action, 1 bonus action, or 1 reaction,
16 9 5 5 4 — and must affect only the target that provoked the
17 10 5 5 5 1 opportunity attack.
18 10 5 5 5 2 •• If you have the Extra Attack feature, when you
19 10 5 5 5 3 run a hack on your turn, you can also make one
20 10 5 5 5 4 weapon attack.
28 // 1. Character Creation //
Deadeye Finesse Fencer
You have a knack for hitting the bullseye with ranged You are a phenom with one-handed dueling weapons,
weapons and can take advantage of any opening. You and short swords are deadly in your hands. As long as
gain the following benefits: you are wielding a light melee weapon and the rest of
your hands are free, you gain the following benefits:
•• Targets of your ranged weapon attacks do not bene-
fit from half cover or three-quarters cover. •• Your light melee weapons gain the quick property
•• Critical hits from your ranged weapons ignore when they are used to inflict slashing or pierc-
Damage Reduction. ing damage.
•• You gain a +1 bonus to Armor Class
Emotive Communicator
You are a master of using universally understood emo- Friends in L ow Places
tive cues, and your expressions carry you through lan- You’ve met more than your fair share of shady char-
guage barriers. You gain the following benefits: acters whom you can call upon when you’re in a bind.
You immediately gain two Illicit Contacts, as described
•• Increase your Charisma score by 1, up to in the crook class.
your maximum.
•• You do not suffer from disadvantage on Charisma Grappling Expert
checks when relying on your daemon’s universal You’ve developed the skills necessary to hold your
translator to speak a foreign language own in close-quarters grappling. You gain the fol-
lowing benefits:
Expertise
You’ve honed a couple of skills to master-level com- •• You have advantage on attack rolls against a person
petency. Choose two of your skill proficiencies. Your you are grappling.
proficiency bonus is doubled for any ability check you •• You can use your action to try to pin a person
make that uses either of the chosen proficiencies. grappled by you. To do so, make another grapple
check. If you succeed, you and the person are both
Explosives Wiz restrained until the grapple ends.
You know exactly where to place and how to construct •• You can initiate a grapple as a bonus action.
explosives, it’s deep in your muscle memory. You gain
the following benefits: Gun Fu Guru
You’re an expert at close quarters combat with pistols,
•• When you run an explosive hack, you can spend an mixing in some unarmed techniques as well, granting
extra シ500 so that the damage from the detona- you the following benefits:
tion is armor-piercing.
•• Your launch time for explosive hacks is cut in half. •• When you take the Attack action and attack with
•• You have advantage on saving throws versus explo- a firearm that has the close property, you can use a
sives of any type. bonus action to make a melee weapon attack with
the butt of your pistol, your elbow, or a knee. This
Eskrima Ace attack uses the Strength as an ability modifier, and
You’ve gotten deep into knife and stick fighting, grant- the damage for this attack is 1d4+Strength modifier
ing you the following benefits: bludgeoning damage.
•• When an enemy within 1.5 meters makes a weapon
•• You can draw or stow melee weapons with the attack against you, you may use your reaction to
light property as a free action twice per round shove or disarm them. This is resolved before their
instead of once. attack occurs.
•• You may use your reaction to make a melee attack •• After you have successfully shoved a target (either
with a light melee weapon against anyone who knocking them prone or pushing them back 1.5
makes a melee attack against you or an ally (if you meters) on your turn, you can use a bonus action
are within range). You gain a +5 bonus on your to make one weapon attack against them with a
attack roll with this attack. firearm that has the close property.
// GeneFunk 2090 // 29
Intro Hypospray Warrior •• If the attack reduces the target to 0 hit points,
You have martial training that allows you to use your the target immediately dies (or is destroyed) in a
Character hypospray to deliver drugs and poisons in the mid- graphically violent way, perhaps separating limbs or
Creation dle of combat. heads from bodies.
As an action, you can attempt to inject your target
Genomes with a drug or poison, using your proficiency bonus Networking H ustle
plus your Dexterity modifier versus your target’s AC. You play the social field, and have developed a few
You must load the hypospray with the poison or more relationships that you can leverage than most
Classes drug ahead of time. The hypospray must be reloaded people do. You gain the following benefits:
between uses, as a bonus action. This feat has no effect
Goods and on injection hacks, since they already allow you to use •• You immediately gain a Contact, as described in the
Services a hypospray during combat. suit class.
•• Once per session, you can use the Call in a Favor suit
Upgrades Kill Shot Training feature as if you were a suit of the same level. You
You’ve developed a talent for targeting the most vital can’t use this feature for the Resources favor. You
areas at the expense of accuracy, forgoing the center have one favor each session.
Daemons body mass target. You gain the following benefits:
Multitasker
Ability •• Before making a ranged weapon attack, you can You are an expert at multitasking, and you can run an
Scores choose to make the attack roll at a -5 penalty. If you additional hack or upgrade that requires concentration
do, add 3d6 to the damage roll (if you hit). (you may concentrate on one more effect than normal).
Completing
Contracts •• If the attack reduces the target to 0 hit points, the
target immediately dies (or is destroyed) in a graph- Parkour P ro
ically violent way. You are a skilled enthusiast of free running, flips, and
Combat
jumping. You gain the following benefits:
Martial Artist
Hacking You have martial training that allows you to perform •• You gain a +5 to Strength (Athletics) checks related
special combat maneuvers, and your unarmed strike to jumping.
Brave New
uses a d4 for damage. •• Climbing and difficult terrain don’t cost any
You learn three maneuvers of your choice from extra movement.
World
among those available to the Unarmed Fighter ar- •• You can make running jumps after 1.5 meters of
chetype in the hardcase class. If a maneuver you use movement (rather than 3).
NPCs
requires your target to make a saving throw to resist •• You can make a DC 15 Dexterity (Acrobatics) check
the maneuver’s effects, the saving throw DC equals 8 to negate up to 10 points of falling damage.
Appendices + your proficiency bonus + your Strength or Dexterity
modifier (your choice). Plastic Disposition
You can only perform these maneuvers 4 times be- Loss of humanity and the essence of human nature
fore you have to take a short or long rest to regain their are just social constructs as far as you’re concerned.
use. If the maneuver is an attack, you must declare Bring on the upgrades! You are unfazed by things
which maneuver that you are using before making that disgust, scare, or offend others. You gain the fol-
the attack roll. The maneuver is used whether or not lowing benefits:
the attack hits.
•• Your maximum number of upgrades is in-
Melee Monster creased by 1
You can put every ounce of your effort into your melee •• You gain advantage on any check to resist
attacks, sacrificing accuracy for damage. You gain the fear or horror
following benefits:
Point Blank Shot
•• Before making a melee weapon attack, you can Thanks to extensive practice with close-quarters
choose to make the attack roll at a -5 penalty. If you firearm techniques, being within 1.5 meters of an en-
do, add 3d6 to the damage roll (if you hit). emy doesn’t impose disadvantage on your ranged
attack rolls.
30 // 1. Character Creation //
P olyglot •• Your hit point maximum increases by an amount
You’ve studied a variety of different languages, per- equal to your level.
haps even working as an interpreter, granting you the •• Every time you gain a level after acquiring this feat,
following benefits: your hit point maximum increases by an addition-
al 1 hit point.
•• Increase your Intelligence by 1, up to •• When you are reduced to 0 hit points but not
your maximum. killed outright, you can drop to 1 hit point instead.
•• You learn four languages of your choice. You can’t use this feature again until you fin-
ish a long rest.
Rugged Bodied
You’ve used resistance training to hone your body in Unflappable Talents
a particular area, making it especially resistant. You Your experience with a couple of skills is so baked into
gain the following benefits: you, screwing up just doesn’t happen in those domains.
Choose two of your skill proficiencies. Whenever you
•• Increase your Strength, Dexterity, or Constitution make an ability check that lets you add your proficien-
by 1, up to your maximum cy bonus from either of those skills, you can treat a d20
•• You gain proficiency in either Strength, Dexterity, or roll of a 9 or lower as a 10.
Constitution saving throws.
Virulent Toxicologist
Silver Tongue Whenever you inject a target with a home-brew toxin,
Your body language, tone, and prose tend to get people you always include a counter-defense complement of
to be a little looser with their spending. You gain the nanobots that disable your target’s immune system.
following benefits: Hacks you run that inflict poison damage gain the fol-
lowing benefits:
•• Increase your Charisma score by 1, up to
your maximum. •• Injection hack damage ignores poison resistance.
•• Clients always pay 10% more for contracts that •• If you roll a 1 on a damage die with an injection
you negotiate. hack, it is treated as a 2 instead.
// GeneFunk 2090 // 31
Chapter 2: Genomes
hroughout the 21st century, breakthroughs in engineered in some way (or nearly all, if you consider
•• What is their purpose? Engineered transgenic genomes almost all have a very specific purpose for which
they were made. A job needed doing, and someone had an idea for a genetically modified specialist that
could do that job perfectly. Think of it like a hyper-specific caste system; what caste is your genome? What
were they designed for? How would the Don Draper of research and development pitch them to get funding
from corporate or government bean counters?
•• Give them a Backstory. Spring boarding from their purpose, decide what corporation, government, or crim-
inal cabal funded research and production of this genome? Are they affiliated with or mostly located in a
particular region of the world? How are they perceived by others?
•• What traits allow them to fulfill their purpose? Pick traits that make them excellent at their predetermined job.
•• Spend approximately 25 points on abilities and traits Traits Point Cost
shown in the table here to get an approximation of +1 to an ability score 2
their appropriate power level. Use the genetic en- +3 to an ability score, 7
hancement and flaw tables (see the Mutt genome). and 22 maximum
•• Power balance. Some feats may be a little more power- Feat 4 or 5
ful, so weight them with 5 points instead of 4. Likewise, Genetic Enhancement 4
some genetic flaws don’t hinder characters as much as Genetic Enhancement Amplified 10
others. For example, the Short Lived flaw might only
Genetic Flaw -1 to -4
be weighted as -1 point, since it likely won’t even come
up during gameplay, while Slow would certainly be -4 points. Also, ensure that no ability score ends up with
more than a +4 bonus by the end, since they can come from multiple sources. Strength is an exception to
this, which can end up with a +5 bonus, as it’s a little easier to increase.
•• There is no perfect formula for power balance here, so trust your gut. Genomes with lots of synergies might
be extremely powerful even at 22 points, while ones with less combos might not perform as well even at 28
points.
•• Err on the side of not making them too powerful at first, since if they end up underperforming during play,
you can always beef them up after playtesting them. The player using your homebrew genome will be much
happier getting a boost than a reduction in their abilities if you decide it needs tweaking.
// GeneFunk 2090 // 33
Intro Looking Strange or Inhuman Engineered
Transgenic genomes (engineered and mutts) will of- Transgenic engineered humans have been modified
Character ten have genetic abnormalities that manifest in their with foreign or novel DNA sequences. They typical-
Creation appearance. Looking strange or inhuman has in-game ly have been designed to possess incredible quali-
effects as described below. ties, such as super strength, intelligence, perception,
Genomes or speed. Just as dogs are bred to have certain traits,
Strange Appearance transgenic humans have been designed to exempli-
While you appear human, you have certain features fy certain qualities. Transgenic humans often look
Classes that mark you as transgenic. While those features are strange and have abilities relating to the task they were
apparent, the following effects apply: designed for.
Goods and
Services
•• You have disadvantage on Charisma checks involv- Origin
ing disguising yourself (unless you are disguised as The practice of cross-species human genetic modifi-
Upgrades someone with a similar strange appearance). cation became increasingly widespread during the
•• You have either advantage or disadvantage on cer- 2040's, 50's, and 60's. Though a violation of the Ge-
tain Charisma checks involving people with strong nome Accord, China enthusiastically pursued the sci-
Daemons feelings towards transgenic humans. ence and technology of introducing non-human DNA
sequences into human embryos, creating genetically
Ability Inhuman Appearance enhanced humans.
Scores Your transgenic genome is readily apparent at a Fearing becoming technologically obsolete more
glance and it’s impossible to hide short of a full body- than the ramifications of breaking the Genome Ac-
Completing
suit. While those features are apparent, the following cord, some other countries also initiated cross-species
Contracts
effects apply: genetic enhancement programs. Since then, it has
broadened into a multi-trillion-dollar industry, pro-
Combat
•• It is impossible to disguise yourself unless you are ducing genetically specialized soldiers, miners, deep-
disguising yourself as someone with a similar inhu- sea divers, pilots, etc.
Hacking man appearance. As of the year 2090, there are roughly 600 million
•• You have disadvantage on certain Charisma checks transgenic individuals in the world.
involving people with strong feelings towards
Brave New Made Order
transgenic humans. to
World
Transgenic humans are specialized for one task or job
from the moment of birth and excel at this task be-
NPCs
yond all others.
Some parents arrange to have their future child ge-
Appendices netically designed in hopes of guaranteeing them a job,
and corporations or governments interested in these
future productive and specialized employees often
foot the bill for the process.
34 // 2. Genomes //
Parents “ Freaks ”
Rules Variant:
of
Inevitably, transgenic humans fall in love with each
Custom Engineered
other, or any other type of human, and make babies
While the tried and true engineered genome tem-
the old-fashioned way. The resulting offspring aren’t
plates are the most common, experiments are
designed for any particular job, and the hodgepodge
constantly being done, testing the market with
of traits they inherit from their engineered parents is
new genomes. With the GM’s permission, a player
largely random. These genetic admixtures, or “mutt”
may design their own transgenic engineered ge-
children, are a new type of human, not designed with
nome. Custom engineered genomes can be made
purpose, but possessing unusual traits and appearanc-
using the following rules.
es, setting them apart from other humans.
Prototype Genome. During character creation
you can choose to have 6, 7, or 8 genetic en-
Specific Genetic Templates
hancements. You choose them from the genetic
In 2090, there are 236 registered and patented genet-
enhancement table (See the Mutt genome).
ically designed templates, the 14 most common being
You can’t select amplified enhancements
described below.
unless you buy them in pairs, and spend an extra
enhancement. For example, you could select
upgraded Enhanced Strength and amplified
Canary
Despite its gentle sounding name, the Canary genome
Enhanced Constitution for 5 (not 4) genetic en-
is made of the toughest stuff there is. This Hexie de-
hancements.
signed genome was developed for working in deep
You also have a number of genetic flaws, deter-
mines doing heavy manual labor and is one of the ear-
mined by the number of genetic enhancements
liest genomes that is still in production. The oppressed
you take (as seen below).
laborers of the Canary genome were quite numerous
You may select one of your genetic flaws, but
among the transgenic uprisings in China.
are forced to roll additional genetic flaws on
Canaries have been designed to possess excellent
the genetic flaw table, until all of your flaws are
durability to better survive the harsh conditions present
accounted for. If you roll the same flaw twice, you
in deep mines and other blue-collar jobs where safety
must roll again.
regulations may have been lacking. Be it an injury from
Genetic Enhancements Genetic Flaws factory machinery or poisonous gas, the Canary genome
6 2 can handle it much better than unmodified humans.
7 3 While many do find employment in dangerous
8 4 mining or oil rig labor, others have found their talents
useful in alternate fields, such as professional fighting,
stunt acting, the military, or hired muscle.
Though completely free to choose their own desti- Ability Score Increase. Your Strength and your Con-
ny, most engineered humans end up deciding to stick stitution scores are increased by 4. Additionally, your
with the company or country that raised them and maximum Strength and Constitution scores are now 24.
work in the job they were created for. It’s what they are Healing Factor. You regain 1 hit point at the start of
designed to enjoy, and the state or corporation is often each turn, and you regain all of your hit points whenev-
their only family. er you take a short rest. Additionally, you always count
as having two fewer levels of exhaustion. You need ac-
Genetic Prejudice cess to extra food (calories) after a combat when this
While transgenic humans enjoy the same general feature is used, or it won’t function in the next combat.
rights as others, they are often the target of prejudice, Toxin Resilience. You have advantage on saving
being seen as unnatural, or non-human. They are par- throws against poison, and you have resistance against
ticular targets of religious zealots who view them as poison damage.
abominations not being made in God’s image. Even Tough as Nails. At first level, and whenever you
among those who accept them, they are often reduced gain a level, your hit point maximum increases by an
to the task they were designed for, stereotyped for life. additional 2 hit points.
Bioluminescence. Your skin produces blue fluores-
cent proteins and luciferin, making you glow in the
dark with a soft azure hue. You have disadvantage on
// GeneFunk 2090 // 35
Intro
Character
Creation
Genomes
Classes
Goods and
Services
Upgrades
Daemons
Ability
Scores
Completing
Contracts
Combat
Hacking
Dexterity (Stealth) checks unless you are covered from athletics and are fan-favorites in many of the tradi-
head to toe, and you have a strange appearance. tional team sports. Their short lifespan lends itself to a
Brave New
Musk. Your sweat glands produce a sharp-smell- more reckless lifestyle full of risk and adventure.
World
ing rusty odor. You have disadvantage on Dexterity Ability Score Increase. Your Dexterity and Strength
(Stealth), Charisma (Persuasion), and Charisma (Per- scores are increased by 3. Additionally, your maximum
NPCs
formance) checks if the target can smell you. Dexterity and Strength scores are now 22.
Athleticism. You gain proficiency in the Athletics
Appendices Coelhomortos and Acrobatics skills.
A result of the golden age of animal hybrid genomes Blind Loyalty. You have absolute devotion to a small
and enhanced sports, the rabbit-like Coelhomortos group you identify as your pack and will put yourself in
genome was illegally developed in the Bosque Oscuro, harm’s way to protect any one of them, even if you think
deep in the Amazon basin. it’s hopeless. This group is almost always your cadre.
At the time of their creation, an underground mar- Danger Sense. A mixture of excellent peripheral vi-
ket for transgenic blood sports was booming, and the sion and other sensory tweaks leaves you with an excel-
Coelhomortos were engineered to be prey for more lent sense for danger. You gain the following benefits:
predatory genomes in a brutal game of capture the flag. You gain a +5 bonus to initiative
They are designed to work well as a team and are fast, You can’t be surprised while you are conscious
agile, and alert. Other people don’t gain advantage on attack rolls
Earlier Coelhomortos incarnations tended to get against you as a result of being hidden from you.
uniformly slaughtered in the sport, but later pro- Pack Tactics. You gain advantage on attack rolls
duction lines were toughened up to make the events against a target if at least one of your allies is within
more sporting, and since then, they have developed a 1.5 meters of the target and that ally isn’t incapacitated.
fierce reputation. Prey Instincts. Your ancestral prey traits lend them-
Such blood sports are rare in 2090, but the Coelho- selves to quick thinking and agility. As a free action on
mortos genome is still popular for more mainstream your turn, you can take the Dash, Disengage, or Hide
36 // 2. Genomes //
action. After you use prey instincts, you can’t use it Simple Minded. Your Intelligence and Wisdom
again until you complete a short or long rest. scores are decreased by 2.
Rabbit Feet. It’s in your DNA to be fleet of foot and Inhuman Appearance. You are completely covered
nimble. You gain the following benefits: in soft fur, have a rabbit-like face, and digitigrade legs.
Upgrade Intolerant. Your body doesn’t take well to
•• Your speed increases by 3 meters. implants and biohacks, and as a result, the maximum
•• You can use the Dash action as a bonus action. number of upgrades you may have is limited to 6.
•• When you take the Dash action, difficult terrain
doesn’t cost you extra movement until the end of Companion
the current turn. The companion genome was designed for sex work,
•• You multiply the amount of distance you can jump entertainment, social manipulation, and media com-
by 3, and you can fall 9 meters without taking dam- munication. The great seductive powers of this ge-
age (instead of 3). This trait doesn’t stack with any nome enable them to induce cooperation and manip-
other ability that increases your jumping distance. ulate others. Their beauty is enough to drive men and
•• As a bonus action, you can try to shove a creature women mad with desire. Even those not attracted to
within 1.5 meters of you with a rabbit kick. If you them are overwhelmed by their amazing presence and
succeed, they take 2d6 bludgeoning damage. This charm. This genome has seen extensive use in high-
damage increases to 2d8 at level 6, 2d10 at level 11, class brothels, exotic dancing, the media, music, act-
and 2d12 at level 17. ing, and even politics.
Ability Score Increase. Your Intelligence and Wis-
Short Lived. Your telomeres are shorter than dom scores are increased by 2, and your Charisma
they should be, and you suffer from age-related cel- score is increased by 4. Additionally, your maximum
lular damage earlier than most. Your expected life Intelligence and Wisdom Scores become 22, and your
span is from 25-30 years old, but you reach adult- maximum Charisma score becomes 24.
hood at 15 years.
// GeneFunk 2090 // 37
Intro Chemical Dependence. In addition to regular food, words. When words fail, the enhanced intellect and
you must consume a nutrient supplement called Medi- agility are usually enough to overcome obstacles. This
Character an every day. Failure to get this supplement counts as not genome sees plenty of action as assassins, spies, actors,
Creation eating at all. This supplement is available in most cities salespeople, lawyers, and police.
and is covered by your lifestyle (see Chapter 8: Complet- Ability Score Increase. Your Dexterity and Intelli-
Genomes ing Contracts), but it might be a problem doing long gence scores are increased by 2, and your Wisdom and
term camping, and costs シ25 per day for field rations. Charisma scores are increased by 3. Additionally, your
Enchanting. People naturally like you and tend to ap- maximum Dexterity, Intelligence, Wisdom, and Cha-
Classes preciate your opinion. You gain the following benefits: risma scores become 22.
Emotionally Intuitive. You are able to read people
Goods and •• You gain proficiency in the Persuasion skill. If you like a book, knowing what they are thinking and feeling
Services are already proficient in this skill or gain proficien- before even they do. You gain the following benefits:
cy at a later time, you add double your proficiency
Upgrades bonus to checks you make with it. •• You gain proficiency in the Insight skill. If you are
•• You can charm a person, simply by having a brief already proficient in the skill or gain it at a later
conversation with them. After a conversation, time, you add double your proficiency bonus to
Daemons make a Charisma (Persuasion) check contested by checks you make with it.
the target’s Wisdom (Insight) check. If your check •• You can use your action to get an emotional read on
Ability succeeds, the target is charmed by you for 1 min- one person you can see. Make a Wisdom (Insight)
Scores ute. This feature cannot be used on a target that is check contested by the target’s Charisma (De-
engaged in combat. ception) check. If your check succeeds, you have
Completing
advantage on attack rolls and ability checks against
Contracts
Performance Artist. Be it dance, storytelling, paint- the target until the end of your next turn.
ing, or some other artform, your natural mastery of
Combat
performance allows you to command the attention of Social Chameleon. Skilled at impressions and mim-
others. You gain the following benefits: icry, you gain the following benefits:
Hacking
•• You gain proficiency in the Performance skill. If you •• You have advantage on Charisma (Deception) and
are already proficient in the skill or acquire it later, Charisma (Performance) checks when trying to pass
Brave New
you add double your proficiency bonus to checks yourself off as a different person.
World
you make with it. •• You are excellent at impressions, and can easily
NPCs
•• You can use performance to occupy a target’s mimic speech patterns and tone. After studying
attention, distracting them. Make a Charisma (Per- someone’s speech for a few minutes, you are able to
formance) check contested by the target’s Wisdom mimic it. Listeners must make a successful Wisdom
Appendices (Insight) check. If your check succeeds, the target (Insight) check contested by your Charisma (Decep-
makes Dexterity, Intelligence, and Wisdom ability tion) to see through the impression.
checks with disadvantage as long as they are per-
ceiving your performance. Eucypher
Eucyphers were originally engineered by Omnitech
Pheromones. You produce scents that make people to be the ultimate hackers. The augmented mental
trust you implicitly. Whenever you make a Wisdom abilities allow them to navigate code with uncanny
(Insight), Charisma (Deception), Charisma (Persua- ease. The Eucypher’s frail physique make violent cadre
sion), or Charisma (Performance) ability check, you work challenging, but their great intellect can usually
can roll with advantage as long as the target is within 6 compensate. In fact, due to their excellent brain, this
meters and can smell you. genome is useful in most professions.
Ability Score Increase. Your Dexterity score increas-
Espion es by 1, your Intelligence score increases by 4, and your
The Espion genome was designed for covert intelli- Wisdom score increases by 3. Additionally, your maxi-
gence and to subvert rival syndicate employees. Indi- mum Intelligence score is now 24, and your maximum
viduals with this genome are expert actors and manip- Wisdom score is now 22.
ulators, being able to read exactly what people want Marfan Syndrome. You have a variant form of Mar-
and extract secrets from them with nothing more than fan, so your limbs and digits are extremely long and
38 // 2. Genomes //
you are unusually tall and slender. This gives you a es to 2d6, at level 11 it increases to 2d8, and at level 17
strange appearance. scores critical hits on a roll of 18-20.
Multitasker. You are an expert at multitasking, Enhanced Senses. You gain proficiency in the Per-
and you can run an additional hack or upgrade that ception skill and you can see in dim light within 18 me-
requires concentration (you may concentrate on one ters of you as if it were bright light and in darkness as
more effect than normal). if it were dim light.
Natural Coder. You learn four 1st-level software Natural Leaper. You multiply the amount of distance
hacks of your choice. Without hack slots, they must be you can jump by 3, and you can fall 9 meters without tak-
run using the taking your time feature (see Chapter 10). ing damage (instead of 3). This trait doesn’t stack with
Weak. Your Strength score decreases by 2. any other ability that increases your jumping distance.
// GeneFunk 2090 // 39
Intro
Character
Creation
Genomes
Classes
Goods and
Services
Upgrades
Daemons
Ability
Scores
Completing
Contracts
Combat
Hacking
Leviathan score becomes 24, and your maximum Constitution
The Leviathan genome was developed by the Ronin score becomes 22.
Brave New
International J41 project, a biotech R&D initiative aim- Acute Senses. You gain proficiency in the Percep-
World
ing to produce specialist genomes for every security tion skill and you can see in dim light within 18 meters
and military application imaginable. Leviathans have of you as if it were bright light, and in darkness as if
NPCs
a distinctly crocodilian appearance, complete with it were dim light. If you are already proficient in Per-
leathery scales, hulking frame, and frightening toothy ception, or later gain proficiency through other means,
Appendices maws designed to rip and tear flesh. you add double your proficiency bonus to checks you
Designed primarily for security and bodyguarding, make with it.
Leviathans capitalize on their terrifying appearance Carnivore. You are unable to digest plant-based sug-
to deter any potential interlopers based on fear alone. ars and must subside on a purely meat diet.
Their senses have been amplified to facilitate their role, Leathery Scales. Hard leathery plates protect your
and their brains have been made resistant to hacking. body’s vulnerable areas. Your AC can’t be less than 18
If intimidation doesn’t work to discourage their ene- and your DR versus slashing / piercing / bludgeoning
mies, brute strength, reptilian fortitude, and a power- can’t be less than 4, regardless of what kind of armor
ful bite are nice for a bit of ultra-violence. you are (or aren’t) wearing.
In addition to the security and bodyguard work they You also suffer from disadvantage on Dexterity
were designed for, Leviathans are commonly found (Stealth) checks. Additionally, you can’t add your Dex-
working as bouncers, mafia enforcers, professional terity modifier to your Armor Class, but it also does not
athletes, and even as samurai. Naturally, many Levia- penalize you for having a negative Dexterity modifier.
thans find themselves uniquely suited to cadre work. The minimum AC increases by 1 at levels 3, 6, 9,
Ability Score Increase. Your Strength score is 12, 15, and 17, and the minimum DR increases by 2 at
increased by 4, and your Constitution score is in- levels 7 and 15.
creased by 2. Additionally, your maximum Strength Menacing Maw. Your mouth is large and filled with
razor-sharp and powerful teeth.
40 // 2. Genomes //
You can make Strength (Intimidation) ability OsaLaska
checks instead of Charisma (Intimidation) checks The OsaLaska genome, developed in Russia by Gen-
against targets within 6 meters. If you are grappling a STADA, is designed to carry out assassinations. They
target, you gain advantage on Strength (Intimidation) are immediately recognizable by their small size,
checks against them. snout-like nose and transparent skin, which gives
In addition, you can bite grappled targets, which them perhaps the most horrifying appearance out of
counts as a simple melee weapon with the ar- any genome. Muscle tissue and bone are laid bare be-
mor-piercing property that does 2d6 piercing damage neath a wet looking clear dermis.
(plus Strength modifier). At level 6 your bite damage To better eliminate their prey, they can climb walls
increases to 2d8, at level 11 it increases to 2d10, and at like a spider, paralyze enemies with a venomous touch,
level 17 it increases to 2d12. track like a bloodhound, and induce bursts of frenzied
Reptile Brain. The pathways in your brain are wired energy like a wolverine. If that wasn’t enough, they
a bit differently, and so is your interface with your can also change the color and texture of their normally
daemon. As a result, mind hackers have a hard time transparent skin to match their surroundings. It is said
cracking in. You gain advantage when making saving they possess genes from weasels, octopi, and jellyfish.
throws against any mind hacks. Some social scientists have controversially noted
Simple Minded. Your Charisma score is decreased that the representation of OsaLaska among serial kill-
by 2 and your Wisdom score is decreased by 1. ers is disproportionately large.
Slow. Your lumbering body shape simply isn’t Ability Score Increase. Your Dexterity score is in-
designed for quick movement, and your base creased by 3, and your Intelligence score is increased
speed is 6 meters. by 2. Additionally, your maximum Dexterity and Intel-
Crocodilian Form. You are completely covered in ligence scores are now 22.
hard leathery scales, have reptilian features, bright Acute Olfaction. You have countless folds in your
eyes with vertical slit pupils, and abnormally large and nose, which increases surface area. The result is that
toothy mouth. You have an inhuman appearance. your olfaction is now even more acute than a bear’s.
// GeneFunk 2090 // 41
Intro You can recognize people’s unique scent, track age earlier than most. Your expected life span is from 25-
them easily (as long as it hasn’t rained), and gain in- 30 years old, but you reach adulthood at 15 years.
Character credible details about anything you might eat or drink. Small Frame. Your body is much smaller in both size
Creation While tracking people, you also learn their exact num- and weight than normal, and your size is small instead
ber, their sizes, and how long ago they passed through of medium. You are less than 1.5 meters tall and weigh
Genomes the area. If you are downwind of someone, it is impos- less than 40 kilograms. Your maximum Strength score
sible for them to hide from you, or keep themselves is decreased by 6.
disguised without some major alteration of their scent. Terrifying Form. Your transparent skin and animal-
Classes Additionally, you have advantage on Wisdom (Percep- istic snout leave you looking like a creature from a hor-
tion) checks that rely on smell. ror movie. You have an inhuman appearance.
Goods and Adrenaline Surge. Your adrenal system is amped Wall Crawling. Swathes of skin on your hands, feet,
Services through the roof, and floods your body with stimu- legs, and arms can shift into microscopic fractalling,
lants, dramatically increasing your reflexes and speed. allowing you to exploit Van der Waals forces to cling to
Upgrades Once per long rest, you can use a bonus action to acti- walls like a gecko. You can cause this effect to manifest
vate this ability, which lasts for one minute. as a free action, and you gain a climbing speed equal to
While active, you gain a +2 bonus to AC, have ad- your regular speed. Additionally, you can climb sheer
Daemons vantage on Dexterity saving throws, and you gain an surfaces without requiring a Strength (Athletics) check.
additional action on each of your turns. That action
Ability can be used only to take the Attack (one weapon attack Sherlock
Scores only), Dash, Disengage, Hide, or Use an Object actions. Named after Sir Arthur Conan Doyle’s series of novels,
When the effect ends, you can’t move or take ac- this genome was designed for the same type of work
Completing
tions until after your next turn. as its fictional namesake. Sherlocks make excellent de-
Contracts
Awkward. Social situations make you squirm. Your tectives or CSIs, their excellent senses combining with
Charisma score is decreased by 2. their powerful intellect to solve crimes much more
Combat
Chromatophores. Your genetic makeup has perfect- easily. Through analysis of pheromones and body lan-
ly suited you for hiding, and you are an expert at slink- guage they can also interrogate people much more
Hacking
ing through shadows. You gain the following benefits: effectively. However, unlike the fictional Sherlock
Holmes, this genome produces people who are quite
Brave New
•• You gain proficiency in the Stealth skill. If you are riddled with physical problems, making rough police
already proficient in the skill, or later gain profi- work less likely. This genome was produced by Omni-
World
ciency, you add double your proficiency bonus to tech as a variant of the Eucypher genome.
checks you make with it. Ability Score Increase. Your Intelligence and Wis-
NPCs
•• You can attempt to hide even when you are only dom scores are increased by 4, and your Dexterity
lightly obscured. score is increased by 1. Additionally, your maximum
Appendices •• If you are hidden, you can move up to 3 meters in Intelligence and Wisdom scores become 24.
the open without revealing yourself if you end the Astute Perception. You are mindful, present, and
move in a position where you’re not clearly visible. take in every detail. You gain the following benefits:
Nematocysts. Your hands are laden with stinging •• You gain proficiency in the Perception skill and add
cells that launch thousands of envenomed barbs into double your proficiency bonus to checks involving
your enemy’s skin, even navigating their way past ar- Perception.
mor. They can be triggered while grappling, making •• You gain proficiency in the Investigation skill. If you
unarmed strikes, or otherwise touching your target, as are already proficient in this skill or gain it at a later
a free action. A person subjected to this poison must time, you add double your proficiency bonus to
succeed on a Constitution saving throw (DC equals 11 checks you make with it.
+ your proficiency bonus), becoming poisoned for 1 •• You can take the Search action as a bonus action.
hour on a failed save. If the save is failed by 5 or more, •• You can lipread. Distances greater than 12 meters
the subject becomes unconscious. If they fail by 10 or may require a Wisdom (Perception) or Intelligence
more, they die. You can use this feature twice before (Investigation) ability check at the GM’s discretion.
having to take a short rest to recharge it. •• You have a +5 bonus to your passive Wisdom (Percep-
Short Lived. Your telomeres are shorter than they tion) and passive Intelligence (Investigation) scores.
should be, and you suffer from age-related cellular dam-
42 // 2. Genomes //
Darkvision. You can see in dim light within 18 me- the syndicates, there is no shortage of work for a genet-
ters of you as if it were bright light, and in darkness as ically designed super-soldier.
if it were dim light. Ability Score Increase. Your Strength, Dexterity,
Emotionally Intuitive. You possess a keen insight and Constitution scores are increased by 3. Addition-
into how other people think and feel. You gain the fol- ally, your maximum Strength, Dexterity, and Constitu-
lowing benefits: tion scores become 22.
Enhanced Senses. You gain proficiency in the Per-
•• You gain proficiency in the Insight skill. If you are ception skill and you can see in dim light within 18 me-
already proficient in the skill or gain it at a later ters of you as if it were bright light, and in darkness as
time, you add double your proficiency bonus to if it were dim light.
checks you make with it. Inhuman Appearance. You are a deep maroon
•• You can use your action to try to get an uncanny in- color, have large ears, and sport bright yellow eyes
sight about one person you can see within 9 meters with no whites.
of you. Make a Wisdom (Insight) check contested Short Lived. Your telomeres are shorter than
by the target’s Charisma (Deception) check. If your they should be, and you suffer from age-related cel-
check succeeds, you have advantage on attack rolls lular damage earlier than most. Your expected life
and ability checks against the target until the end of span is from 25-30 years old, but you reach adult-
your next turn. hood at 15 years.
Tough as Nails. At first level, and whenever you
Albinism. Your skin and hair are completely white, gain a level, your hit point maximum increases by an
lacking any pigment. Your eyes are either pink or blue. additional 2 hit points.
You suffer from a level of exhaustion for each hour
spent in direct sunlight unless you are well covered or Spartan - Naiad
shaded. Additionally, you have a strange appearance. The Spartan Naiad genome was first developed as a
Hemophiliac. When you take any damage, you lose variant of the Spartan Infantry genome, with a focus
1 hit point at the start of each of your turns until an on making ideal soldiers for amphibious assaults.
ability, hack, item, or upgrade allows you to regain hit Naiads can breathe underwater and can swim like
points (which stops the bleeding). a fish. Their skin tone is light blue with mottled or
Musculoskeletal Misalignment. Your base speed is striped patterns, and they are completely hairless, like
6, and if you roll a 1 on any Strength or Dexterity ability a dolphin. They also have large pointed ears, bright
checks, or melee attack rolls, you are at a disadvantage blue eyes, and partially webbed hands and feet.
on all rolls until you take a short or long rest. Many Naiads find work with navies and marines, as
Weak. Your Strength score decreases by 2. lifeguards, professional surfers, or any other occupa-
tion that has them close to the water.
Spartan - Infantry Ability Score Increase. Your Strength, Dexterity,
The Spartan Infantry genome was created by Apol- and Constitution scores are increased by 3. Addition-
lo Laboratories to produce the ultimate soldier and ally, your maximum Strength, Dexterity, and Constitu-
is among the oldest designed genomes. They have tion scores become 22.
heightened motor skills, hand-eye coordination, sens- Aquatic. You are adapted to a marine environment,
es, and stamina. Many nations have mass-produced complete with webbed limbs and functional gills. You
this genome in vitro, and have raised them in state fos- gain a Swim speed of 6 meters and can breathe under-
ter homes (crèches), in an effort to seed their military water. When you surface, the lungful of water is ex-
with highly competent killers. Compared to unmodi- pelled through the mouth.
fied soldiers, Spartan Infantry can haul more gear, de- Enhanced Senses. You gain proficiency in the Per-
tect enemies more easily, shoot more accurately, and ception skill and you can see in dim light within 18 me-
can march longer distances before exhaustion. ters of you as if it were bright light, and in darkness as
Spartan Infantry are immediately recognizable due if it were dim light.
to their maroon skin, bright yellow eyes that reflect Inhuman Appearance. Your completely hairless
light like a cat’s, and enlarged ears. This genome is skin is shades of light blue, you have pointed ears,
used widely in almost every military on the planet. It’s and your eyes are large and bright. Your hands and
a violent world, so if a Spartan chooses not to work for feet are webbed.
// GeneFunk 2090 // 43
Intro Short Lived. Your telomeres are shorter than to shadows like a nocturnal predator. You gain the fol-
they should be, and you suffer from age-related cel- lowing benefits:
Character lular damage earlier than most. Your expected life
Creation span is from 25-30 years old, but you reach adult- •• You gain proficiency in the Stealth skill. If you are
hood at 15 years. already proficient in the skill, or later gain profi-
Genomes ciency, you add double your proficiency bonus to
Spartan - Wraith checks you make with it.
Wraiths are designed to act as advanced scouts, track- •• You can attempt to hide even when you are only
Classes ers, and snipers. They can spot enemies easily, track lightly obscured.
like a bloodhound, and run like a deer. Though they •• If you are unseen, you can move up to 3 meters in
Goods and often work alone, armies that use genetically designed the open without revealing yourself if you end the
Services soldiers often have one Wraith in every squad to bet- move in an area with cover of some type.
ter detect approaching enemies. Being mute makes •• You can use Dexterity (Stealth) to hide from some-
Upgrades it difficult for enemies to extract information from one when you are lightly obscured.
them even if they are captured. They have an enlarged •• When you are unseen from someone and make a
nose, charcoal grey skin, and large yellow eyes with a ranged weapon attack against them, your position
Daemons tapetum lucidum, which reflects light in the same way isn’t revealed unless you actually hit them.
a cat’s eyes do.
Ability Outside of the military scouting type work that Swift Feet. It’s in your DNA to be fleet of foot, and
Scores they are obviously designed for, Wraiths find work as nimble. You gain the following benefits:
hunters, guides, private investigators, and other lines
Completing
Contracts
of work that their unique abilities lend themselves to. •• When you use the Dash action, difficult terrain
Ability Score Increase. Your Dexterity score is doesn’t cost you extra movement on that turn.
Combat
increased by 3, and your Strength and Constitution •• Your speed increases by 3 meters.
scores are increased by 1. Additionally, your maximum
Dexterity, score becomes 22. Short Lived. Your telomeres are shorter than
Hacking
Acute Olfaction. You have countless folds in your they should be, and you suffer from age-related cel-
nose, for increases surface area. The result is that your lular damage earlier than most. Your expected life
olfaction is now even more acute than a bear’s. span is from 25-30 years old, but you reach adult-
Brave New
You can recognize people’s unique scent, track hood at 15 years.
World
them easily (as long as it hasn’t rained), and gain in- Simple. Your Intelligence score is decreased by 2.
credible details about anything you might eat or drink. Tireless. You always count as having two fewer lev-
NPCs
While tracking people, you also learn their exact num- els of exhaustion.
ber, their sizes, and how long ago they passed through
Appendices the area. If you are downwind of someone, it is impos- Titan
sible for them to hide from you, or keep themselves The Titan genome was designed by Unicom to partic-
disguised without some major alteration of their scent. ipate in strength-based sports and physical combat.
Additionally, you have advantage on Wisdom (Percep- This genome produces gigantic, powerfully muscled,
tion) checks that rely on smell. extremely tough pounding machines. They can take
Inhuman Appearance. You have hairless skin in damage just as easily as they can dish it out. If they do
shades of charcoal grey to black, an enormous nose, not make a living through sports or professional fight-
and large bright yellow or golden eyes. ing, many Titans become bouncers, bodyguards, or
Mute. You have no voice box and are unable hired bone breakers.
to speak (though you can still speak wirelessly Ability Score Increase. Your Strength score is in-
through chat apps). creased by 5, your Dexterity score is increased by 1, and
Nocturnal Senses. You gain proficiency in the Per- your Constitution score is increased by 3. Additionally,
ception skill and you can see in dim light within 18 me- your maximum Strength score becomes 28, and your
ters of you as if it were bright light, and in darkness as if maximum Constitution score becomes 22.
it were dim light. Additionally, dim light doesn’t cause Chemical Dependence. In addition to regular food,
disadvantage on your Wisdom (Perception) checks. you must consume a nutrient supplement called Me-
Natural Scout. Your biology is well equipped for dian every day. Failure to get this supplement counts
concealing yourself and moving quietly. You can stick as not eating at all. This supplement is available in
44 // 2. Genomes //
most cities and is covered by your lifestyle (see Chap- Traceur
ter 8: Completing Contracts), but it might be a problem This genome was developed to make a human both
doing long term camping, and costs シ25 per day for extremely acrobatic and difficult to kill. Su rprisingly,
field rations. the Traceur genome is not made for war, but enter-
Goon Brain. Your Intelligence and Wisdom scores tainment. Unicom manufactured the Traceur genome
are decreased by 1. with these qualities to create the perfect action star,
Inhumanly Large. You are well over 2 meters tall ramping up their toughness and agility for breathtak-
and have a strange appearance due to your large size. ing stunt work. Genes associated with sex appeal, ex-
Sturdy Frame. Your entire skeleton is unusually troversion and charm were also included to add to the
strong, you gain resistance to bludgeoning damage, Hollywood image. Some of the most famous modern
and you add the hard-knuckle property to your un- action stars are members of this genome.
armed strikes (+2 damage). Ability Score Increase. Your Dexterity score is in-
Tough as Nails. At first level, and whenever you creased by 4, and your Strength, Constitution, and
gain a level, your hit point maximum increases by an Charisma scores are increased by 1. Additionally, your
additional 2 hit points. maximum Dexterity score becomes 24.
Action Star Brain. Your Intelligence and Wisdom
scores are decreased by 2.
Chemical Dependence. In addition to regular food,
you must consume a nutrient supplement called Me-
dian 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 Chap-
ter 8: Completing Contracts), but it might be a problem
doing long term camping, and costs シ25 per day for
field rations.
Athletic Phenom. Your genes have been tweaked
for optimal athletic expression, and you gain the fol-
lowing benefits:
// GeneFunk 2090 // 45
Intro Mutts
Transgenic admixtures, or “mutts”, are born naturally
Character from genetically engineered parents, and their abilities
Creation are wide and varied. They often look strange, and they
lack the predetermined purpose their parents have,
Genomes making it difficult for people to form opinions about
them. Young, strange, and exceptional, these mutts
are still carving out a niche in this brave new world.
Classes
Origin
Goods and Transgenic admixtures are the offspring of one engi-
Services neered transgenic parent and one human parent, or
two genetically engineered transgenic parents. Since
Upgrades fertile transgenic humans have only been around since
the 2040's, and only became relatively common in the
2060's, all genetically deviant humans are quite young,
Daemons most under 20 years old. Children resulting from cross
genome relationships still occur with great frequency
Ability and these also add to the number of mutts. While born
Scores naturally, the genetic stock they have risen from is
that of the altered parent or parents. By the year 2090,
Completing
there are roughly 70 million transgenic admixture hu-
Contracts
mans in the world.
46 // 2. Genomes //
Genetic Enhancements
Roll Enhancement Amplify? Effect
1-2 Acute Olfaction No Sense of smell is as keen as a bloodhound’s
3-4 Acute Senses No You gain proficiency in the Perception skill, and low light vision
5-6 Adrenaline Surge No Temporary boost to your output
7-8 Agile No You gain bonuses to acrobatic maneuvers
9-10 Ambidexterity No Expert with both hands
11 Aquatic No Can breathe underwater and swim quickly
12 Breath Weapon No You can discharge a cone of poison, chemical heat, or acid at
your enemies
13-14 Chameleon No You gain advantages to hiding
15-16 Danger Sense No You are alert to danger of any kind
17-18 Efficient Respiration No You are less affected by exhaustion
19 Electric Organ No You can generate intense electrical shocks, like an electric eel
20-24 Enhanced Charisma Yes You gain a +2 bonus to Charisma
25-29 Enhanced Constitution Yes You gain a +2 bonus to Constitution
30-34 Enhanced Dexterity Yes You gain a +2 bonus to Dexterity
35-39 Enhanced Intelligence Yes You gain a +2 bonus to Intelligence
40- Enhanced Strength Yes You gain a +3 bonus to Strength
44
45-49 Enhanced Wisdom Yes You gain a +2 bonus to Wisdom
50 Extra Arms No An extra pair of fully functional arms
51-53 Healing Factor Yes You regain 1 hit point every turn, and auto-stabilize
54-55 Inscrutable Brain No Your weird brain is hard to hack, giving you advantage on saving throws
56 Large Frame No Your maximum Strength score becomes 26
57 Multitasker No You can concentrate on one additional hack or upgrade
58-59 Natural Coder No You have a natural affinity for hacking
60-61 Natural Empath No You can read people like a book
62-64 Natural Leaper No You jumping distances are tripled
65-66 Natural Weapon No You gain a natural light finesse melee weapon that does 2d4 damage
67-68 Nocturnal No You can easily live in the shadows
69 Noxious Spray No Like a skunk, you can spray a horrible odor on your enemies
70-71 Pheromones No You gain proficiency in Insight, Deception and Persuasion
72-73 Photosynthesis No The sun sustains you
74-75 Physical Phenom No You gain bonuses to athletic maneuvers
76-77 Prehensile Tail No Can function as another hand, and acts as a counterbalance
78-79 Quills Yes You are covered in sharp spines, spikes, or quills
80 Sclerotized Plates Yes You have hard armored plates in key spots around your body, pro-
tecting you
81 Slippery Slime No You spit out an ultra-slippery goo, causing your enemies to slip and fall
82-83 Spinnerets No You can make your own silk!
84-85 Sturdy Frame No Resistance to bludgeoning damage, and +2 damage to unarmed strikes.
86-88 Swift Yes Your speed increases by 3 meters and you can Dash as a bonus action
89 Thermal Tolerance No You gain resistance to cold and heat damage
90-91 Tough as Nails No You gain a hit point boost
92-93 Toxin Resilience No Resistance to poison damage, and advantage on saving throws
94-97 Venomous Yes You can produce venom
98 Wall Crawler No You can climb like a gecko or spider
99 Watchful No You miss nothing and pick up on fine details
100 Wings Yes You don’t take damage from falling and you can glide
// GeneFunk 2090 // 47
Intro Genetic Flaws
Roll Flaw Effect
Character 1-3 Albinism Your skin lacks melanin to protect you from sunlight.
Creation
4-5 Animal Rage You have a very short fuse
6-9 Awkward Your Charisma is reduced by 2
Genomes 10-13 Bioluminescent Disadvantage on Stealth ability checks
14-15 Blind You can’t see
Classes 16-17 Brittle Bones You have vulnerability to bludgeoning damage
18-19 Carnivore You can only eat meat
20-22 Chemical Dependency You require a nutrient supplement in addition to regular food
Goods and
Services 23-26 Clumsy Your Dexterity is reduced by 2
27-28 Daemon Barren Your body cannot house a daemon
Upgrades 29-30 Deaf You cannot hear
31-34 Frailty Your Constitution is reduced by 2
35-36 Hemophiliac When damaged, lose 1 hp/turn until healed, long/short rests do not restore hp
Daemons 37-40 Impulsive Your Wisdom is reduced by 2
41-45 Inhuman Appearance Disadvantage on certain Charisma ability checks
Ability 46-47 Inefficient Metabolism You require 5 times the normal amount of food
Scores
48-49 Lethargy On a roll of a 1, you cannot take bonus actions
50-52 Photosensitivity You burn easily, and bright light hurts your eyes
Completing
Contracts 53-54 Muscle Spasms On a roll of 1, disadvantage on ability checks and attack rolls due to pain
55-57 Mute You can’t speak
Combat 58-59 Musk Disadvantage on Persuasion checks when you can be smelled
59-62 Poor Senses Disadvantage on Perception checks, and passive Perception is reduced by 5
63-64 Seizures In stressful situations, roll d20; on a 1, you go into a seizure
Hacking 65-66 Severe Allergy An allergen can cause death
67-71 Short Lived You only live to be 25-30 years old
Brave New 72-75 Simple Your Intelligence is reduced by 2
World
76-79 Slow Your base speed is 6 meters.
80-82 Small Frame You are shorter and smaller than average
NPCs 83-84 Unstable System Your body can undergo catastrophic failure under stress
85-88 Upgrade Intolerant You can only have 6 upgrades
Appendices 89-92 Weak Your Strength is reduced by 2
93-96 Weak Immune System Disadvantage on Constitution saving throws versus poison or disease,
and x2 damage
97-100 Weak Willed Disadvantage on Wisdom and Charisma saving throws
ciety as far as the general public is concerned. Many Rolling the same enhancement for the third time, even
have no other option than shanty towns or transgenic if it can be amplified, results in rerolling.
ghettos as a home. You also have a number of genetic flaws, deter-
mined by the number of genetic enhancements you
Mutt Traits take (as seen below).
Genetic Hodge-Podge. During character creation, you You are forced to roll genetic flaws on the Genetic
can choose to have 8, 10, or 12 genetic enhancements. Flaw table, until all of your flaws are accounted for. If
You must roll them randomly from the Genetic En- you roll the same flaw twice, you must roll again.
hancement table. If you roll the same enhancement
Genetic Enhancements Genetic Flaws
twice, you must roll again, unless the enhancement
8 0
can be amplified (noted in the table). If it can be am-
10 2
plified, you gain an additional effect when it is rolled
12 4
again (and it counts as a total of two enhancements).
48 // 2. Genomes //
Genetic Enhancements Acute Senses
Acute Olfaction Your senses are especially sensitive, and you have a
You have countless folds in your nose, which increas- high functioning tapetum lucidum. You gain proficien-
es surface area. The result is that your olfaction is now cy in the Perception skill and you can see in dim light
even more acute than a bear’s. within 18 meters of you as if it were bright light, and in
You can recognize people’s unique scent, track them darkness as if it were dim light.
easily (as long as it hasn’t rained), and gain incredible de- If you are already proficient in Perception, or later
tails about anything you might eat or drink. While track- gain proficiency through other means, you add double
ing people, you also learn their exact number, their sizes, your proficiency bonus to checks you make with it.
and how long ago they passed through the area. If you are
downwind of someone, it is impossible for them to hide Adrenaline Surge
from you, or keep themselves disguised without some Your adrenal system is amped through the roof and
major alteration of their scent. Additionally, you have ad- floods your body with stimulants, dramatically increas-
vantage on Wisdom (Perception) checks that rely on smell. ing your reflexes and speed. Once per long rest,you can
use a bonus action to activate this ability,which lasts
for one minute.
While active, you gain a +2 bonus to AC, have ad-
vantage on Dexterity saving throws, and you gain an
additional action on each of your turns. That action
can be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or Use an Object actions.
When the effect ends, you can’t move or take ac-
tions until after your next turn, as the burst of speed
leaves you exhausted.
Agile
Your genetics grant you catlike agility, providing the
following benefits:
Ambidexterity
You can use both of your hands with equal fluency,
gaining the following benefits:
Aquatic
You are adapted to a marine environment, com-
plete with webbed limbs and functional gills. You
gain a Swim speed of 6 meters and can breathe un-
// GeneFunk 2090 // 49
Intro derwater. When you surface, the lungful of water is •• You gain a +5 bonus to initiative.
expelled through the mouth. This also gives you a •• You can’t be surprised while you are conscious.
Character strange appearance. •• Other people don’t gain advantage on attack rolls
Creation against you as a result of being hidden from you.
Breath Weapon
Genomes You have specialized organs that produce destructive Efficient Respiration
acid, poison, or intense heat. You can use your action Thanks to specialized metabolic pathways and oxygen
to exhale these chemicals in a 4.5-meter cone. optimization in your physiology, you mobilize ener-
Classes Heat. Like a bombardier beetle, you store two vol- gy from respiration in a much more streamlined way,
atile chemicals in separate glands that violently and granting the following benefits:
Goods and exothermically react when they mix in the air after you
Services expel them, burning anything caught within. •• You can add your proficiency bonus to any Constitu-
Poison. You produce and expel tissue de- tion checks related to tiring or holding your breath.
Upgrades stroying venom. •• You always count as having two fewer levels
Acid. You can spew forth a highly corrosive acid. of exhaustion.
Roll a 1d6 to determine the type of breath weapon
Daemons you have (see the table below). When you use your Electric Organ
breath weapon, everything within the area of exhala- Like an electric eel or ray, you possess a transgenic or-
Ability tion must make a saving throw, the type of which is de- gan that can generate an electrical discharge. As an ac-
Scores termined by the type of breath. The DC for this saving tion, you can target anything within 1.5 meters with this
throw is 8 + your Constitution modifier + your profi- ability. The target takes 4d8 electrical damage, or half as
Completing
ciency bonus. An affected target takes 2d10 damage on much damage on a successful save. The DC for this saving
Contracts
a failed save, and half as much damage on a successful throw is 8 + your Constitution modifier + your proficien-
one. The damage increases to 4d10 at 6th level, 6d10 at cy bonus. The damage increases to 4d8+20 at 6th level,
Combat
11th level and 8d10 at 16th level. 4d8+40 at 11th level and 4d8+60 at 16th level. After using
After you use your breath weapon, you can’t use it this ability, you must take a short rest to regain its use.
Hacking
again until you complete a short or long rest.
Enhanced Charisma
Roll Breath Weapon Save
The power of your personality is apparent. Your Cha-
Brave New 1-2 Heat Dex
risma score is increased by 2, and your maximum Cha-
World 3-4 Poison Con
risma score is increased to 22.
5-6 Corrosive Con
Amplify. Your Charisma score is increased by 4, and
NPCs
your maximum Charisma score is increased to 24.
Chameleon
Appendices Your genetic makeup has perfectly suited you for hid- Enhanced Constitution
ing and you are an expert at slinking through shadows. You are a tough customer, with thick bones and robust
You gain the following benefits: stamina. Your Constitution score is increased by 2, and
your maximum Constitution score is increased to 22.
•• You gain proficiency in the Stealth skill. If you are Amplify. Your Constitution score is increased by 4,
already proficient in the skill, or later gain profi- and your maximum Constitution score is increased to 24.
ciency, you add double your proficiency bonus to
checks you make with it. Enhanced Dexterity
•• You can attempt to hide even when you are only You have naturally good hand-eye-coordination and
lightly obscured. agility. Your Dexterity score is increased by 2, and your
•• If you are hidden, you can move up to 3 meters in maximum Dexterity score is increased to 22.
the open without revealing yourself if you end the Amplify. Your Dexterity score is increased by 4, and
move in a position where you’re not clearly visible. your maximum Dexterity score is increased to 24.
50 // 2. Genomes //
is increased by 2, and your maximum Intelligence Healing Factor
score is now 22. You regain 1 hit point at the start of each turn, and you
Amplify. Your Intelligence score is increased by 4, automatically stabilize when knocked unconscious
and your maximum Intelligence score is increased to 24. at 0 hit points. You need access to extra food
(calories) after a combat where it is used, or it won’t
Enhanced Strength function in the next combat.
You have reduced myostatin and increased musculo- Amplify. You regain 2 hit point at the start of each
skeletal growth. Your Strength score is increased by 3, turn and you regain all of your hit points whenever you
and your maximum Strength score is increased to 24. take a short rest.
Amplify. Your Strength score is increased by 5, and
your maximum Strength score is increased to 26. Inscrutable Brain
The pathways in your brain are wired a bit different-
Enhanced Wisdom ly, and so is your interface with your daemon. As a re-
Your prefrontal cortex and intuition centers are en- sult, mind hackers have a hard time cracking in. You
hanced, your Wisdom score is increased by 2, and your gain advantage when making saving throws against
maximum Wisdom score is increased to 22. any mind hacks.
Amplify. Your Wisdom score is increased by 4, and
your maximum Wisdom score is increased to 24. Large Frame
Your body has been swimming in all sorts of natural-
Extra Arms ly produced growth hormones since before birth, so
You have a fully functioning extra set of arms. You gain you now stand well over 2 meters tall. Your Strength
the following benefits: score increases by 1, your maximum Strength score is
increased to 28, and you have a strange appearance.
•• Your Strength score is increased by 1.
•• You add your proficiency bonus to any grapple Multitasker
checks or Strength ability checks to climb or lift Your brain is especially suited to multitasking, and you
things. This stacks with any bonuses you gain from can run an additional hack or upgrade that requires
Athletics or Acrobatics proficiency. concentration (you may concentrate on one more ef-
•• You are considered to have an extra pair of free fect than normal).
hands for holding weapons, grappling, or any other
purpose that required free hands. Natural Coder
Coding is second nature for you. You learn four 1st-lev-
These extra arms don’t provide additional attacks
el software hacks of your choice. Without hack slots,
each round, and give you an inhuman appearance.
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:
// GeneFunk 2090 // 51
Intro Natural Leaper are immune to poison automatically succeed on this
You multiply the amount of distance you can jump by saving throw.
Character 3, and you can fall 9 meters without taking damage (in- Additionally, even if the target succeeds on the sav-
Creation stead of 3). This trait doesn’t stack with any other abili- ing throw, they are covered in the obnoxious odor, and
ty that increases your jumping distance. any attempts made to track them or spot them via smell
Genomes are made with advantage, and they suffer disadvan-
Strength Long High
(Athletics) Jump Distance Jump Distance tage on any Charisma ability checks where the stink is
a factor. Two hours of dedicated scrubbing and clean-
5 4.5 meters 0 meters
Classes ing with soap and water is required to remove the stink.
10 9 meters 1.5 meters
After you use your noxious spray, you can’t use it
15 13.5 meters 3 meters
Goods and again until you complete a short or long rest.
Services 20 18 meters 4.5 meters
25 22.5 meters 6 meters
Pheromones
30 27 meters 7.5 meters You produce scents that make people trust you implic-
Upgrades
itly. Whenever you make a Wisdom (Insight), Charisma
Natural Weapon (Deception), Charisma (Persuasion), or Charisma (Per-
Daemons You have incredibly sharp and strong natural weapons, formance) ability check, you can roll with advantage as
be it huge bone spikes, claws, or some other feature. long as the target is within 6 meters and can smell you.
Ability They are a light, finesse, simple melee weapon that
Scores does 2d4 piercing or slashing, armor-piercing damage. Photosynthesis
Being a natural extension of your body, your fluen- You have the ability to synthesize food from sunlight,
Completing
cy with this weapon increases as you level up. At level 6 using adapted chloroplasts (which give you a green
Contracts
your natural weapon damage increases to 2d6, at level hue, and a strange appearance).
11 it increases to 2d8, and at level 17 scores critical hits You must still drink water, but you can live without
Combat
on a roll of 18-20. tangible food for months before starving.
This natural weapon gives you a strange appearance.
Hacking Physical Phenom
Nocturnal Your genes have been tweaked for optimal athletic ex-
You have been bred for the night, giving you advantag- pression, and you gain the following benefits:
Brave New
es in shadows. You gain the following benefits:
World
•• Increase your Strength score by 1.
•• You can try to hide when you are lightly obscured •• Climbing doesn’t cost you extra movement.
NPCs
from the person or thing from which you are hiding. •• You can make a running long jump or a running
•• When you are hidden from someone or something, high jump after moving only 1.5 meters on foot,
Appendices and miss it with a ranged weapon attack, making rather than 3 meters.
the attack doesn’t reveal your position. •• When you are prone, standing up only uses 1.5
•• Dim light doesn’t impose disadvantage on your meters of your movement.
Wisdom (Perception) checks relying on sight.
Prehensile Tail
Noxious Spray Be it smooth, scaly, or furry, you have a strong and nim-
Like a skunk, you can spray a 6-meter cone of noxious ble prehensile tail, and you gain a strange appearance
and irritating stinky chemicals at your enemies. When and the following benefits:
you first get this enhancement, you decide which body
part if comes from, but it can’t function if it’s cov- •• You gain proficiency in the Acrobatics skill. If you
ered by clothing. are already proficient in the skill, you add double
Each creature that is in the area of effect must make your proficiency bonus to checks you make with it.
a Constitution saving throw against poison. On a failed •• You gain advantage on any ability checks related to
save, the creature spends its action that turn retching climbing or Sleight of Hand.
and reeling, and must repeat the saving throw on each •• You can use your tail to use or hold objects that
of their turns until they succeed. The DC for this saving weigh less than 20 kg.
throw is 8 + your Constitution modifier + your profi- •• You can perform the Use an Object action with your tail.
ciency bonus. Creatures that don’t need to breathe or •• For weapons with the light feature, you can use it to
wield weapons as though it was your off-hand.
52 // 2. Genomes //
Quills Slippery Slime
You are covered in sharp quills, spines, or spikes. You You can spew forth a blast of slippery slime, causing
gain an inhuman appearance and the following benefits: those caught within to lose their footing. When you
first get this enhancement, you can choose where the
•• The quills are considered light, finesse, simple slime comes from (typically the mouth, but work with
melee weapons that do 1d6 armor-piercing, pierc- your GM for other body parts). As an action, you can
ing damage. spew the slime up to 18 meters, and the frictionless goo
•• You can make an opportunity attack with your covers the ground in a 3-meter radius and turns it into
quills whenever someone makes a melee at- difficult terrain for the 10 minutes.
tack against you. When the slime spreads, everything standing in
••Anyone grappling you automatically takes 1d6 its area must succeed on a Dexterity saving throw or
plus your Strength or Dexterity modifier piercing fall prone. Anyone that enters the area or ends its turn
damage when the grapple is first initiated, and there must also succeed on a Dexterity saving throw or
then again at the start of their turns they are grap- fall prone. The DC for this saving throw is 8 + your Con-
pling with you. stitution modifier + your proficiency bonus.
The damage (for both attack and grapple) increases to After you use your slippery slime, you can’t use it
1d8 at level 6, 1d10 at level 11, and 1d12 at level 16. again until you complete a short or long rest.
Amplify. The quills damage increases to 1d8 at lev-
el 1, 1d10 at level 6, 1d12 at level 11, and 3d4 at level 17. Spinnerets
Your quills also gain the thrown (range 6/12) property. You can spin incredibly strong silk from your spinner-
ets. When you first get this enhancement, pick a body
Sclerotized Plates part for these organs to be located. The spinnerets can
Your body’s vulnerable areas are protected by hard ar- be used in the following ways:
mor plates. The exact appearance of these plates is up
to you and your GM they could be shiny and black like •• You can produce up to 9 meters of 1 mm thick silk
a beetle’s, white and bony, or tough scales like a pango- each turn. This silk threads have 2 hp and can be
lin. In any case, you have an inhuman appearance. Your burst by a Strength check, with a DC of 8 + your
AC can’t be less than 16 and your DR versus slashing / Constitution modifier + your proficiency bonus.
piercing / bludgeoning can’t be less than 2, regardless •• Multiple layers of silk can be spun around a willing
of what kind of armor you are (or aren’t) wearing. subject or someone who has otherwise been inca-
The minimum AC increases by 1 at levels 3, 6, 9, pacitated. If this is done, any attempts to break free
12, 15, and 17, and the minimum DR increases by 2 at are made at disadvantage, and cutting someone free
levels 7 and 15. requires 15 hp of slashing damage.
Amplify. Your DR and minimum AC increase by 2, •• You can make an end of this silk adhesive, anchor-
but you suffer from disad- ing it to any surface, and can descend up to 9 meters
vantage on Dexterity (Stealth) downward each turn while still attached to the silk.
checks. Additionally, you can’t •• You can shoot gobs of silk at a target up to 9 meters
add your Dexterity modifier away that is large or smaller. The target must make
to your Armor Class, but it a Dexterity save with a DC of 8 + your Constitution
also doesn’t penalize you modifier + your proficiency bonus, or become re-
for having a negative Dex- strained. The restrained target can release itself by
terity modifier. 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 resis-
tance to bludgeoning damage, and add the hard-knuck-
le property to your unarmed strikes (+2 damage).
// GeneFunk 2090 // 53
Intro Swift Venomous
It’s in your DNA to be fleet of foot, and nimble. You You have a natural venom producing organ.
Character gain the following benefits: Nematocysts. An area of your hand, or even your
Creation tongue, is laden with stinging cells that send thou-
•• Your speed increases by 3 meters. sands of envenomed barbs into your enemy’s skin. If it
Genomes •• You can use the Dash action as a bonus action. is on your hand, it can be triggered while grappling or
making unarmed strikes.
This enhancement doesn’t stack with the sprint Venom Sac. Your venom is manufactured and
Classes boost upgrade. stored in a pouch somewhere on your body, often in
Amplify. Your speed increases by an additional 6 your mouth. This can be used to administer a “kiss of
Goods and meters (for a total 0f 9). death” or ooze poison onto a weapon. If applied to a
Services weapon, the poison washes off after one successful hit
Thermal Tolerance and must be reapplied for it to work again.
Upgrades Your cells and tissues have a very high buffering ability Natural Weapon. If you have the natural weapon
for thermal homeostasis, possessing functions for pro- enhancement, you may have your venom be directly
ducing heat or venting it off where necessary. You gain linked to it, allowing the venom to be delivered on suc-
Daemons resistance to heat and cold damage, and you can sur- cessful attacks.
vive in temperatures ranging from -40 to +60 degrees When you get this feature, roll a 1d6. On a 1-3
Ability Celsius without suffering from environmental damage. you produce neurovenom and on a 4-6 you produce
Scores hemovenom, which are described in the Poison sec-
Tough as Nails tion of Chapter 4: Goods and Services.
Completing
At first level, and whenever you gain a level, your hit You can activate this ability as a free action and
Contracts
point maximum increases by an additional 2 hit points. must take a short rest before using it again.
If you gain this enhancement at higher levels, the in- Amplify. You can choose to secrete necrovenom in-
Combat
crease is retroactive. stead, and you can use this feature twice before having
to take a short rest to recharge it.
Hacking Toxin Resilience
Your immune system works overtime, and your liver Wall Crawler
can metabolize almost anything. You have advantage Swathes of skin on your hands, feet, legs, and arms can
Brave New
on saving throws against poison, and you have resis- shift into microscopic fractalling, allowing you to ex-
World
tance against poison damage. ploit Van der Waals forces to cling to walls like a gecko.
You can cause this effect to manifest as a free action,
NPCs
and you gain a climbing speed equal to your regular
speed. Additionally, you can climb sheer surfaces with-
Appendices out requiring a Strength (Athletics) check.
Watchful
You are mindful, present, and take in every detail.
Wings
You have a pair of enormous wings coming out of your
back. They can be feathered, or leathery, their appear-
ance 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:
54 // 2. Genomes //
•• When falling, you can slow your descent down to 18 Corrective Gene Therapy
meters per round. You take no falling damage and
Using DNA editing tools, you are able to remove
can land on your feet when you fall at this speed.
genetic flaws. Receiving gene therapy to remove a
•• While falling, you can glide up to 18 meters hori-
genetic flaw follows the rules below.
zontally in a straight line on your turn. Changing
directions by 45 degrees requires a DC 15 Dexterity •• You must be in a medical facility.
(Acrobatics) check. •• Each genetic flaw removed costs シ50,000.
•• You can double your jumping distances. This trait •• It takes 1 week to take effect, and during this
doesn’t stack with any other ability that increases time, you suffer from one level of exhaustion
your jumping distance. that can’t be removed.
•• Each corrected genetic flaw counts as one of
Amplify Your body becomes optimized for flight, your maximum allowable upgrades.
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 biohacking outfit. If this debt isn’t paid off in a timely
hit point maximum decreases by an amount equal to manner, repercussions can be expected.
your level when you gain this feat. Whenever you gain
a level thereafter, your hit point maximum increases Brittle Bones
by 1 less than normal. Your bones are more porous or brittle than normal,
and you have vulnerability to bludgeoning dam-
Genetic Flaws age as a result.
Albinism
Your skin lacks any melanin, and you burn easily in the Carnivore
sun. You have a strange appearance and suffer from a You are unable to digest plant-based sugars and must
level of exhaustion for each hour spent in direct sun- subside on a purely meat diet.
light unless you are well covered or shaded.
Chemical Dependence
Animal Rage In addition to regular food, you must consume a nu-
When someone provokes you, you can’t help but en- trient supplement called Median every day. Failure to
gage in obvious dominance play. You must make a Wis- get this supplement counts as not eating at all. This
dom saving throw (DC 5-10 depending on the provoca- supplement is available in most cities and is covered
tion) and attack or shove the offender on a failed save. by your lifestyle (see Chapter 8: Completing Contracts),
but it might be a problem doing long term camping,
Awkward and costs シ25 per day if you are buying rations of it.
Social situations make you squirm. Your Charisma
score is decreased by 2. Clumsy
You are naturally uncoordinated. Your Dexterity score
Bioluminescent is decreased by 2.
Your skin produces tons of luminescent proteins. You
have a strange appearance and suffer from disadvan- Daemon Barren
tage on Dexterity (Stealth) rolls unless you are covered Your body’s immune system reacts to daemon tech-
from head to toe. nology as though it’s an invader, and as a result, you
cannot have a daemon (see playing without a daemon
Blind in Chapter 6).
You do not possess the sense of vision. Maybe your
lenses are opaque, or maybe you have no eyes at all. Deaf
You constantly have the blindness condition (see You have congenital deafness, making you constantly
appendix A). Since this flaw can seriously impair a have the Deafness condition (see appendix A).
planned character, you have the option of having pre-
viously undergone corrective surgery for this condi- Frailty
tion and start out the game シ50,000 in debt to a shady Your stamina isn’t what it could be, and your Constitu-
tion score is decreased by 2.
// GeneFunk 2090 // 55
Intro Hemophiliac Conflicting Genetic Advantages
You bleed uncontrollably when injured. When you take
and Flaws
Character any damage, you lose 1 hit point at the start of each of
It isn’t planned, but sometimes genetic advantag-
Creation your turns until the damage is healed by medicine of
es and flaws can be in opposition to each other,
some type. Additionally, both long and short rests do
such is the nature of unforeseen genetic interac-
Genomes not restore hit points until your bleeding has been
tions and the randomness of mutt genomes. You
treated by medicine or countered with an upgrade.
might have chameleon and bioluminescent, swift
and slow, or conflicting ability score modifications.
Classes Impulsive For example, you can have a genetic enhance-
You naturally lack foresight and often act without
ment that provides a +4 bonus to your Strength
Goods and thinking, your Wisdom score is decreased by 2.
score, and a genetic flaw that gives you a -2 penal-
Services
ty to your Strength score. In such cases, you apply
Inefficient Metabolism both results, so in the above example, you would
Upgrades Your digestion is very poor, and you must consume
end up with a net +2 to your Strength score.
5 times the amount of food as most people to sus-
tain yourself.
Daemons voice. You cannot make anything more than a hoarse
Inhuman Appearance shriek (though you can still communicate with your
Ability The strangeness of your genetics manifests itself in daemon, using chat apps).
Scores your appearance. You might be completely hairless
and secrete jelly, have a trunk, vestigial wings, no lips, Photosensitive Eyes
Completing
mottled blue skin, and black eyes, or have 3 fingers and You have disadvantage on attack rolls and on Wisdom
Contracts
toes on the ends of your appendages. Work with the (Perception) checks that rely on sight when you, the
GM concerning the specifics of your strange appear- target of your attack, or whatever you are trying to per-
Combat
ance. If you already have an inhuman appearance, it ceive is in bright light, such as direct sunlight or even
simply becomes more inhuman, but you don’t suffer a brightly lit room.
Hacking from any additional in-game effects.
Poor Senses
Lethargy One or more of your senses are on the low end of the
Brave New
You may tire easily or just lack the force of will to go bell curve. You suffer disadvantage on Wisdom (Per-
World
the extra mile. Whenever you roll a 1 on a d20, you ception) checks, and have a -5 penalty on your passive
are unable to take any bonus actions until you have Wisdom (Perception).
NPCs
a short rest.
Seizures
Appendices Muscle Spasms Excess spikes of cortisol can cause you to go into sei-
Something isn’t right with your muscle attachments zures. In stressful situations, at the start of your turn,
and lactic acid metabolism. When you roll a 1 on a d20 roll d20. On a 1, you go into a seizure, making you inca-
while making an attack, or any Strength, Dexterity, or pacitated. At the end of every turn, you can make a DC
Constitution ability check, you suffer disadvantage 12 Wisdom save to come out of it.
on any more of those rolls for the next minute due to
crippling pain. Severe Allergy
You are allergic to a specific substance, deathly so. It
Musk could be peanuts, shellfish, alcohol, or some other rel-
Your sweat glands produce an unpleasant and notice- atively common substance. If you come into contact
able odor. You have disadvantage on Dexterity (Stealth), with that substance, you must make a DC 15 Constitu-
Charisma (Persuasion), and Charisma (Performance) tion save or take 3d10 poison damage (1/2 damage on
checks if the target can smell you. a successful save). If you remain in contact with this
substance, the effect happens again at the start of each
Mute of your turns until the substance is removed.
You lack the appropriate larynx or brain function to ar-
ticulate human speech. You can understand it and read
it just fine, but you cannot make the words with your
56 // 2. Genomes //
Short Lived Optimized
Your telomeres are shorter than they should be, and Your genes were selected from the very best your par-
you suffer from age related cellular damage earlier ents had to offer. As far as the latest science can tell,
than most. Your expected life span is for 25-30 years old. you possess of all of the good qualities of your ances-
tors but none of the poor ones. The children resulting
Simple from this process are generally healthier, longer-lived,
Your brain isn’t as sophisticated as it otherwise might faster, more attractive, stronger and smarter than
be given less genetic tweaking, and your Intelligence conventionally born children. Good genes and strong
score is decreased by 2. social status are the advantages of genetically op-
timized humans.
Slow
Your body shape simply isn’t designed for quick move- Origin
ment, and your base speed is 6 meters. Genetic optimization is a process first pioneered in the
late 2020s and has become hugely popular among the
Small Frame world’s wealthy. The parents pick and choose which
Your body is much smaller in both size and weight genes they will take from each DNA donor (usually the
than normal, and your size is small instead of medi- parents) and produce a diploid zygote (fertilized egg).
um. You are less than 1.5 meters tall and weigh less Hereditary diseases such as atherosclerosis, color
than 40 kilograms. Your maximum Strength score is blindness, diabetes, cystic fibrosis, etc. can be edited
decreased by 6. out, and positive qualities such as intelligence, a full
Unstable System
There is some catastrophic flaw in your body that oc-
casionally surfaces during physical activity. When-
ever 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 partial-
ly defective, and as a result, your Strength score is
decreased by 2.
Weak Willed
You lack willpower and are easily swayed. You have
disadvantage on Wisdom and Charisma saving throws.
// GeneFunk 2090 // 57
Intro head of hair, and muscles can be selected for, well be- Silver Spoon. You are wealthy, having been born in
fore the child is even conceived. After the DNA selec- into privilege.
Character tion process, the pregnancy and birth proceed just as a
Creation traditional human pregnancy does. •• You count as one category higher for your lifestyle
By the year 2090, there are around 1.5 billion genet- granted by your Mosaic score. For example, if your
Genomes ically optimized humans on earth. Mosaic score would normally grant you a lifestyle of
Middle Class, it instead grants you a lifestyle of Well Off.
Genetic Elite •• At 1st level, you start out with an additional シ2,000,
Classes Your blood is the blood of the metaphorical kings and and every time you gain a level you gain your new
queens of the modern era. A simple DNA test will re- level x シ1,000 in cash.
Goods and veal you to be worthier of that promotion than Ed from
Services accounting, or a more desirable partner for any poten- Upgrade Tolerance. You are able to have up to
tial marriage. nine cyberware or biohack enhancements instead of
Upgrades This form of eugenics is less controversial than the usual eight.
transgenic human engineering. While transgenic ge-
nomes are considered abominations by some, the same Transhuman
Daemons cannot be said of the genetically optimized; the result- Whatever genome you were born with, you’ve since
ing child’s DNA is still entirely human, and theoretical- transitioned to an almost entirely biosynthetic body
Ability ly could have happened randomly…Only it didn’t. through a very modern body conversion procedure.
Scores Synthetic body conversions are the most serious mod-
Social Elite ification that a person can get. The vast majority of the
Completing
Some argue that the edited-out genes serve some un- original flesh, bone, and brain have been replaced with
Contracts
known purpose and that in specializing a child this artificial analogues. Your body is a mix of biosynthet-
way true versatility is lost, but most scoff at these ideas. ics, plastics, and alloys. This near-total replacement of
Combat
They point to the fact that an overwhelming majority the original tissues makes you a transhuman in the
of genetically optimized humans live successful lives eyes of most people. A chance to be reborn, escaping
Hacking in the world’s top jobs. ailments of your original body, and the superior abil-
Their critics counter that this is more of a reflection ities granted by your high-tech chassis are what draw
of privileged upbringing and genoism than an indica- people to this procedure.
Brave New
tion of superior abilities. Nevertheless, the amount of
World
people seeking to have their children genetically op- Origin
timized is an ever-increasing percentage of the popu- Synthetic body conversion has only been going on for a
NPCs
lation. They have little to fear from genoism and are little over a decade, so your rebirth into this new body
usually comfortable dealing it out to others. is a relatively recent one. Whatever your original ge-
Appendices nome was, after the surgery is completed only 5% of
Economic Elite your original body remains, such as parts of the brain
For the most part, if a family can afford it, they will and spinal column. Your transhuman body can look
genetically optimize their children. Genetically opti- any way you desire, allowing for any sex, size, or shape
mized humans are at home in the Machiavellian plots the human body can come in. This can include aesthet-
of the syndicates and come from an upbringing of fi- ically strange choices, though many simply choose ide-
nancial privilege. alized versions of their former bodies. What genome
was your original body?
Optimized Traits
Ability Score Increase. Three ability scores of your Biosynthetic Amalgams
choice increase by 2 and all of your other ability scores Despite all the high strength artificial materials incor-
are increased by 1. porated, your new body is still largely flesh, blood, and
Educated. You gain proficiency in two skills from bone. You have (synthetic) DNA, and are capable of all
the following list - Bureaucracy, Computers, Life Sci- the things a traditional human body is. This also means
ence, Mechanics, Performance, Physical Science, and that you still need to have food and water to survive.
Social Science.
Optimized Immune System. You gain advantage on
saving throws against poison or disease.
58 // 2. Genomes //
Same Same, but Different Ability Score Increase. Your Strength score is in-
You’ve been fundamentally changed by your body con- creased by 2. Additionally, your maximum Strength
version. In addition to the obvious physical changes, scores becomes 22.
your new body may allow you to think more or less Cosmetic Flexibility. While human in function
clearly than before, you may lose certain aptitudes, or and general appearance, many transhumans opt to
change from being socially reserved to outgoing and look different in some cosmetic way. Maybe you have
charming. It can cost a lot to preserve (or boost) an in- moving angel or bat wings, striped, color-shifting, or
tellect during the conversion process, and “anomalies” furry skin, a moving tail, extra eyes, or whatever else
occur during the transition. Moreover, parts of your you can imagine.
brain are also converted, meaning you're running on These aesthetic alterations have no in-game effect
different hardware. outside of their aesthetic, and helping you fit in with
While your memories are retained, your mind is no certain crowds. At your discretion, you may start with
longer quite the same as it was. It is not unusual for either a strange or inhuman appearance.
people who have undergone synthetic body conver-
sion 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.
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 abili-
ty 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).
// GeneFunk 2090 // 59
Intro Unmodified Better Lucky Than Good. Fate seems to twist ran-
Conventionally conceived and born humans are by far dom change in a way that coincidentally ends up in
Character the most common genome on earth. Humans have your favor. When you roll a 1 on an attack roll, ability
Creation carved out a niche in every possible walk of life, and check, or saving throw, you can reroll the die and must
despite the apparent advantages of the genetically en- use the new roll.
Genomes gineered, humans are as prosperous as ever. In addition, when an opponent rolls a 20 on an at-
tack roll or ability check against you, roll a d20. This
Origin new roll becomes the opponent’s roll instead of the 20.
Classes The last 200,000 years of history has seen humans Statistically Improbable. Once per session, when-
emerge from merely being a clever and successful su- ever you fail a roll of any type, you can automatically
Goods and per-predator to a world-shaping force. Conventionally make it a success.
Services born humans vastly outnumber all of the other ge- Uncanny Survival. Once per session, when a roll
nomes put together, representing roughly 9 billion of that targets you succeeds, you can automatically
Upgrades the 11 billion people on earth. make it fail.
Adaptable Cyborg
Daemons The only genoism that humans face is from the genet- You may have been born unmodified, but
ically optimized, thus many humans find it difficult since then you’ve undergone a great deal
Ability to succeed in the syndicate business world where of cybernetic and biological enhancement
Scores genetic optimization is common. Diversity is an to be on par with those born enhanced.
unmodified human’s biggest advantage. Hu- You’ve transitioned from a run-of-the-mill
Completing
mans tend to be curious, adaptive, flexible, human to an enhanced cyborg! Where
Contracts
and passionate. Adopting biohack and cy- you got the money or favors get this
berware upgrades is par for the course. done can be worked out with your
Combat
GM, but it cost a pretty penny, and the
Unmodified Traits people you owe the debt to are sure to
Hacking Ability Score Increase. Two ability come calling at some point. Nobody
scores of your choice are increased by 1. gets something for nothing.
Diverse. You gain one feat of your Upgraded. You can select up to
Brave New
choice, and proficiency in one skill four different upgrades worth up to
World
of your choice. シ25,000 each. Additionally, when-
Upgrade Tolerance. You are able ever you are granted an upgrade
NPCs
to have up to ten upgrades instead of through a class feature (such as
the usual eight. with the Bioware Upgrade fea-
Appendices Subtype. Humans are a diverse ture), you can replace one of
crowd, and exceptional characters the upgrades that you selected
take a variety of paths to compete with the Upgraded feature with
with the enhanced birth genomes. Un- another that you could acquire
modified humans can be cyborgs, veter- through the class upgrade fea-
ans, or destiny’s chosen. Choose one of ture (it doesn’t cost an addition-
the following subtypes. al upgrade to do this). In other words,
you can trade a cheaper upgrade for a
Destiny’s Chosen more expensive one.
You aren’t genetically modified, but you Debt. You owe whoever front-
aren’t just a regular human either! You ed the money for these upgrades
are an outlier, someone who seems to シ100,000, or more likely, a favor
succeed against all the odds, a statistical equalling that amount. They will
anomaly. Luck might not be an active come calling for it sooner or later.
force in the universe, but it can accu-
rately describe the outcomes for cer-
tain people who always seem to pros-
per and evade catastrophe.
60 // 2. Genomes //
Veteran Tools of the Trade. You’ve accumulated some gear
You may not have an engineered genome, or fancy cy- over the years. You can spend additional money on
bernetic upgrades (yet), but you are a seasoned veteran weapons, armor, gear, and other equipment before the
of some trade that lends itself to life in a cadre. You are first session begins, depending on your level during
probably a little older than your coworkers, but those character creation.
extra years translate into wisdom and experience For example, if you are level 2 during character cre-
beyond these slick youngsters. You’ve seen your fair ation, you may spend an additional シ25,000 on weap-
share of violence and conflict in your time, but you’re ons, armor, gear, and other equipment before the first
good at this kind of work, and maybe you can show session begins. Any money not spent is lost.
these kids a thing or three.
Tools of the Trade
Experienced. You have been working in your pro-
fession for years more than the others in your cadre, Cash Level Cash Level Cash
and you have much more experience. You start out at — — 11 シ800,000
a higher level than your compatriots and maintain this 2 シ25,000 12 シ1,000,000
head-start experience edge throughout the game, as 3 シ50,000 13 シ1,200,000
shown on the table below. 4 シ100,000 14 シ1,500,000
Veteran Advancement 5 シ150,000 15 シ1,800,000
6 シ225,000 16 シ2,100,000
Experience Points Level Proficiency Bonus
7 シ300,000 17 シ2,500,000
0 2nd +2
8 シ400,000 18 シ3,000,000
300 3rd +2
9 シ500,000 19 シ3,500,000
900 4th +2
10 シ650,000 20 シ4,000,000
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
// GeneFunk 2090 // 61
Chapter 3: Classes
layer characters are extraordinary people, marizing the benefits you gain at every level, and a de-
Class Roles
on the challenges that lesser men and women can’t Gameplay in GeneFunk 2090 largely revolves around
stand against. acquisition, investigation, social interaction, and com-
Class is the primary definition of what your char- bat. The rough roles each class has during gameplay
acter can do. It’s more than a profession; it’s your char- are described below, but it is important to note that
acter’s calling. Class shapes the way you think about your choice of genome, ability scores, backgrounds,
the world and interact with it and determines your re- feats, and skill proficiencies can allow your character
lationship with other people and powers in the world. to fulfill any of these roles, regardless of class. General-
A gunfighter, for example, might view the world in ly, the fewer roles you have, the better you are at them,
pragmatic terms of strategy and maneuvering and see through specialization.
herself as just a pawn in a much larger game. A hacker, Buffs. Enhancing the abilities of yourself and the
by contrast, might see himself as a meddling troll, try- members of your cadre.
ing to mess with a corporation’s unfolding plan. While Damage. Taking out enemies in combat, be it
the gunfighter has contacts in a mercenary company through melee, ranged, or area-effect damage.
or army, the hacker might have links with the hacker Debuffs. Diminishing or neutralizing the abilities
underground, hardware manufacturers, chop shops, of your enemies and those you want to exploit.
or software engineers. Face Work. Expertise at social interaction and ma-
Your class gives you a variety of special features, nipulation, talking your way in and out of things.
such as a gunfighter’s mastery of firearms or a crook’s Healing. Restoring hit points and removing nega-
stealthy attacks. At low levels, your class gives you only tive conditions.
two or three features, but as you advance in level you Information. Retrieving and assessing knowledge
gain more and your existing features often improve. that is useful or essential to complete your jobs.
Each class entry in this chapter includes a table sum- Resources. Obtaining gear and equipment, either
through crafting or acquisition.
Class Summary
Hit Primary Save Armor/Weapon
Class Roles Die Abilities Proficiencies Proficiencies
Biohacker Buffs, debuffs, healing, melee & d8 Int Int & Dex Light armor, simple weapons
area damage, information
Codehacker Buffs, debuffs, infiltration, infor- d8 Int Int & Wis Light armor, simple weapons
mation, face work (synergist)
Crook Face work (dealer), Information, d8 Dex Dex & Int Light armor, simple weapons
single target damage, resources
Engineer Area damage, buffs, debuffs, d8 Int Con & Int Light armor, simple weapons
information, resources
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, d8 Cha Wis & Cha Light armor, simple weapons
resources
// GeneFunk 2090 // 63
Intro Tanking. Being excellent at taking damage to offer, or provide an option for people who just want
for the team. to get right to the gameplay.
Character Infiltration. Breaking into places and things to ob- The quick build stat blocks will give you a jump
Creation tain information or assets. This covers heists, unlock- start on your character sheet, but they don’t contain
ing doors, sneaking around, and getting into places every piece of information, and some of it is shorthand.
Genomes you’re not supposed to be in. For example, expertise is abbreviated as “exp” above
the skill, and there are no listed initiative, class fea-
Contacts tures, genome features, etc.
Classes As characters progress through their class levels, they No mutts were included
build connections in their profession that can give in the quick builds, since
Goods and them tips and information related to their specialty. randomly rolling genetic
Services Contacts should be given names and identities, enhancements and flaws
and interactions with them should be roleplayed. The is an essential feature of
Upgrades types of contacts each class gets are described sepa- that genome, but sub-
rately in each class, but all of them follow the general bing out one genome
rules described below. for another is a rel-
Daemons Non-combatants. Contacts will not aid characters atively easy step.
with anything involving violence or danger. If violence
Ability breaks out, they leave the scene as soon as they can.
Scores Can be used once per session. You can call upon the
contact to aid you no more than once per game session.
Completing
Information, access, and skills. Characters can
Contracts
recruit a contact’s expertise, abilities, resources, or
knowledge. For instance, a biohacker’s forensic pathol-
Combat
ogist contact could give them access to a cadaver, help
heal injuries, sell them illegal pharmaceuticals, or get
Hacking
them into a medical or police facility.
Skill aptitude. Contacts have proficiency in four
skills and use the modifier shown on the table below
Brave New
for Ability checks involving those skills.
World
Contact Skill Aptitude Advancement
NPCs Character # of Skill
Level Proficiencies Modifier
1-4 4 +5
Appendices
5-8 4 +6
9-12 4 +7
13-16 5 +8
17-20 5 +9
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
64 // 3. Classes //
The Biohacker
Hack Slots Per Level
Proficiency Hacks
Level Bonus Features 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
// GeneFunk 2090 // 65
Intro Equipment Biotic Aptitude
In addition to the equipment granted by your back- The Biotic Aptitude you choose reflects your approach
Character ground, you start with either シ5,000 or the follow- to biohacking. It grants you features at 3rd level and
Creation ing equipment: then again at 7th, 10th, 15th, and 18th level. The indi-
vidual abilities of this feature are detailed at the end of
Genomes •• 9mm, 10mm, or 11mm handgun this class description.
•• Biohacker’s pack
•• Reinforced clothing Ability Score Improvement
Classes
•• シ1,500 When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
Goods and Hacking your choice by 2, or you can increase two ability scores
Services Starting at 1st level you are able to use hacks that alter of your choice by 1. As normal, you can’t increase an
physiology and anatomy the way a potter molds clay. ability score above your maximum using this feature.
Upgrades Intelligence is your hacking ability, and you use your
Intelligence whenever a hack refers to your hacking Biohacker Contact
ability. In addition, you use your Intelligence modifier Starting at 5th level, you gain a contact with ties to the
Daemons when setting the saving throw DC for a hack you run medical or biohacker community. This could be an
and when making an attack roll with one. EMT, doctor, nurse, biologist, geneticist, bioengineer,
Ability or any other person you can think of that has ties to ge-
Scores
•• Hack save DC = 8 + your proficiency bonus + your netic engineering or medicine. You get an additional
Intelligence modifier contact at level 13 and 18.
Completing
Contracts •• Hack Attack modifier = your proficiency bonus +
your Intelligence modifier Surgical Strikes
Starting at 9th level, your knowledge of anatomy and
Combat
Hack Slots physiology allows you to strike with surgical precision
The Biohacker table shows how many hack slots you on vital organs. Once on each of your turns when you
Hacking have. To use one of these hacks, you must expend a slot hit with a weapon attack, you can cause the attack to
of the hack’s level or higher. You regain all expended deal an extra 1d8 damage of the same type dealt by the
hack slots when you finish a long rest. weapon. When you reach 15th level, the extra damage
Brave New
For example, if you know the 1st-level hack necrotic increases to 2d8.
World
injection and have a 1st-level and a 2nd-level hack slot
available, you can run necrotic injection using either slot. Bioware U pgrade
NPCs
At 7th level, you acquire an upgrade from Chapter 5:
Hacks Known Upgrades. You gain an additional upgrade at 11th, 14th,
Appendices At 1st level you know three 1st-level hacks of your and 18th level. You gain these upgrades through your
choice from the Biohacker hack list (Chapter 10: Hack- connection to possibly illicit circles, so you can get up-
ing), as well as the nanodoc and forensic scan hacks. You grades that are restricted or banned.
learn additional hacks as shown on the Biohacker table.
•• 7th level: You may select an upgrade worth up
Life Scientist to シ 50,000
You gain expertise in Life Science. Your proficiency •• 11th level: You may select an upgrade worth
bonus is doubled for any ability check you make using up to シ 100,000
this proficiency. Additionally, forensic scan can be run •• 14th level: You may select an upgrade worth
without expending a hack slot as long as you choose to up to シ 200,000
take 10 minutes longer to run it than normal. •• 18th level: You may select any upgrade
Conscientious Focus Additionally, at levels 11, 14, and 18, you can replace
At 2nd level, you’ve trained your mind to be especially one of the upgrades that you already have with another
disciplined. This enables you to run an additional hack that you could acquire at that level (it doesn’t cost an
or upgrade that requires concentration (you may con- additional upgrade to do this). In other words, you can
centrate on one more effect than normal). This feature trade a cheaper upgrade for a more expensive one. This
stacks with any other ability or implant that allows you
to concentrate on additional hacks or upgrades.
66 // 3. Classes //
can only be used to replace upgrades you have acquired
with this class feature, not those purchased with シ.
Cytomancer Quick Build
Genome: Engineered - Sherlock
As with any upgrade, you must be in an appropri-
Class: Level 1 Biohacker
ate facility, and it takes 24 hours to install a particular
Background: Investigator
upgrade, which results in one level of exhaustion until
Saving Throws: Dex and Int
you take a long rest.
STR DEX CON INT WIS CHA
8 14 10 19 18 10
douBle helix guru
HP: 13 Speed: 9 AC: 15 DR: 0
At 20th level, you have achieved such mastery
Skill Proficiencies: Insight +8exp, Investigation
over certain hacks that you can run them with ease.
+8exp, Life Science +8exp, Perception +8exp, Me-
Choose two 1st- and one 2nd-level hacks that you
chanics +6, Physical Science +6
know. You can run those hacks at their lowest level
Hacks Known: anesthetic, blood dope, nanodoc,
without expend-ing a hack slot.
forensic scan, necrotic injection
Attacks: 9mm Handgun. +7 to hit, 12/36 m., 2d6+2
Biotic Aptitude P damage (close, light, reload 15)
While all biohackers are good with altering biolo- Equipment: 10 mm handgun, armor vest, duffle
gy, different hackers choose different areas to focus bag, biohacking kit, breathing mask, drugs (angel
their hacking on. x2, nanodoc x3, nootro x2, perk x2) first aid kit,
flashlight, forensic field kit, hypospray, maga-
Cytomancer zines (9mm x2)
Cytomancers are experts at manipulating physiology
and DNA, and most are doctors, bioengineers or mo-
lecular geneticists, though they also might just be self- One For Me, One For You
taught bio-gurus. Cytomancers are to organisms what Beginning at 6th level, the healing hacks you perform
mechanics are to cars. They get into it, modifying and on others heal you as well, since you give yourself a
repairing, healing or destroying. Typically, they use little dose first. When you run a hack that restores hit
their biohacks on others more often than themselves. points to another creature, you regain hit points equal
to 4 + the hack’s level.
Seasoned
At 3rd level, you are able to draw upon your experience Poisoner’s Handbook
as a medic to act quickly under pressure. When you Beginning at 10th level, you have become very adept
run a hack that has a launch time of 1 action, you can at knowing precisely how to administer toxins and
launch it as a bonus action instead. You can use this pathogens for maximum effect. You learn the follow-
feature a number of times equal to your Wisdom modi- ing hacks for free:
fier (a minimum of once). You regain all expended uses
when you finish a long rest. ••Anesthetize
••Envenom
Pharmacist ••Infect
Starting at 3rd level, you can employ your considerable ••Paralytic Infection
pharmaceutical expertise to make a variety of drugs.
You learn the following hacks for free: If you already know one or more of these hacks, you
may immediately select any other hack of your choice
•• Angel for each one you already know.
•• Blood dope Additionally, when you run the anesthetize, envenom,
•• Buddha infect, or paralytic injection hacks, you may have the tar-
•• Carnal get make their first saving throw at disadvantage. You
•• Perk must take a short rest before using this feature again.
•• Superman
Master of Life and Death
If you already know one or more of these hacks, you Starting at 14th level, your knowledge of cellular ma-
may immediately select any other hack of your choice chinery enables you to better preserve and destroy life.
for each one you already know. Any biohack you run that either reduces or restores hit
// GeneFunk 2090 // 67
Intro points, restores or reduces an additional amount equal Evolutionary Milestone
to your Intelligence modifier. After further experimentation, at 10th level your cre-
Character ation is even stronger, some would say too strong, but
Creation Persistent Chemistry they don’t understand. Your recombinant beast gains
At 17th level, the duration of all of your bio- the following benefits:
Genomes hacks is doubled.
•• Your beast gains two new genetic enhancements.
Dr. Frankenstein You can select one and randomly roll for the other,
Classes Like the classic mad scientist, you are obsessed but you must also randomly roll one more ge-
with creating your own lifeform, one that you can netic flaw.
Goods and control and enhance to your heart’s content. Some •• Your beast gains a bonus to damage rolls equal to
Services think you have a God complex, but they don’t under- your Intelligence modifier
stand your work.
Upgrades It takes one week for these abilities to take effect.
Transgenic Pet
Starting at 3rd level, you’ve begun your experiments Biological Paragon
Daemons in creating the ultimate lifeform, and you learn the re- At level 14, you have stretched the genome of your re-
combinant beast hack for free. In addition, the hack is combinant beast to its very limit, splicing in every advan-
Ability boosted in the following ways: tageous gene you can think of and upregulating them to
Scores 11! Your recombinant beast gains the following benefits:
•• You can run this hack using a 1st-level hack slot,
Completing
instead of a 2nd-level slot. •• Your beast gains two new genetic enhancements.
••
Contracts
You can select two genetic enhancements and roll You can select one and randomly roll for the other,
for two genetic enhancements for the recombinant but you must also randomly roll one more ge-
Combat
beast instead rolling for all four randomly. netic flaw.
•• You may not choose to amplify an enhancement, •• Your beast benefits from the Surgical Strikes
Hacking though it can happen randomly feature in the same way you do, and can use
•• Your recombinant beast adds 3 hit points per bio- it separately.
hacker level to its maximum hit points.
••
Brave New
Your recombinant beast uses your proficiency bo- It takes one week for these abilities to take effect.
World
nus instead of its own
NPCs
•• Your recombinant beast adds your proficiency Pygmalion’s Dream
bonus to its AC At 17th level, you’ve done it: you’ve created the ultimate
•• The first time you run this hack, it doesn’t cost any life form! By splicing in parts of your own genome,
Appendices money in materials (you’ve been scrounging them you’ve given your recombinant beast a human form.
up for a while now). Your recombinant beast gains the following benefits:
It takes one week for these abilities to take effect. It takes one week for these abilities to take effect.
68 // 3. Classes //
Protean Grinder
Dr. Frankenstein Quick Build
You are extremely interested, perhaps even obsessed,
Genome: Optimized
with self-improvement through genetic enhance-
Class: Level 1 Biohacker
ments and cybernetic augmentation. You can see that
Background: Academic
post-humanity is on the horizon, and you’d like to get
Saving Throws: Dex and Int
there sooner rather than later. Conservative attach-
STR DEX CON INT WIS CHA
10 15 14 16 14 14 ment to what is “natural” are fear-based delusions,
HP: 15 Speed: 9 AC: 16 DR: 0 impediments to progress. Biological evolution had its
Skill Proficiencies: Bureaucracy +5, Computers heyday, now its time for the biological revolution.
+5, Deception +4, Investigation +5, Life Science
+7exp, Physical Science +5, Social Science +5 Transhumanist
Hacks Known: anesthetic, blood dope, enhance Beginning at 3rd level, you learn the following
ability, forensic scan, nanodoc hacks for free:
Attacks: 10mm Handgun. +4 to hit, 13/39 m.,
3d4+4 P damage (close, light, reload 12) •• Chitin
Equipment: 10 mm handgun, biohacking kit, •• Claws
duffle bag, drugs (nanodoc x2), hypospray, maga- •• Chromatophores
zines (10mm x2), nanofiber vest •• 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 ef-
fective, as you’ve modified them to vector a deadly poi-
son that dissolves flesh and bone. Once on each of your
turns, when you hit a creature with a melee attack us-
ing 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 dam-
age. 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 At-
tack action, you can make one weapon attack as a bo-
nus 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.
// GeneFunk 2090 // 69
as though it were a 2nd-level hack when you perform
Protean Grinder Quick Build
Intro
it on yourself. This also applies to running it at higher
Genome: Unmodified - Cyborg (+1 Dex, +1 Int,
Character levels. For example, if you run it using a 3rd-level hack
Unbreakable feat, Stealth proficiency, chemical
Creation slot, you can reroll the genetic flaw, and if you run it
sensor - TruHound, cognitive boost – Hyperborea,
using a 4th-level hack slot, there are no genetic flaws
medicomp - Nightingale, motor chip – Hexie)
Genomes at all. This feature doesn’t work if you are using genetic
Class: Level 1 Biohacker
enhancement on others.
Background: Ideologue
Saving Throws: Dex and Int
Classes Enduring Changes
STR DEX CON INT WIS CHA
Starting at 10th level, you’ve tailor-made your body 10 18 14 16 8 12
Goods and morphing hacks to be especially effective on your HP: 16 Speed: 9 AC: 17 DR: 0
Services unique biochemistry. All biohacks that target yourself Skill Proficiencies: Computers +5, Intimidation
have their duration doubled. +3, Investigation +5, Life Science +7exp, Physical
Upgrades Science +5, Stealth +6
Hacks Known: chitin, claws, gecko skin, forensic
scan, nanodoc
Daemons
Attacks: 10mm Handgun. +6 to hit, 13/39 m.,
3d4+4 P damage (close, light, reload 12)
Ability Claws. +6 to hit, melee, 2d4+4 P damage (ar-
Scores
mor-piercing, finesse, light)
Equipment: シ200, 10 mm handgun, armor vest,
Completing
Contracts biohacking kit, breathing mask, drugs (angel x2,
perk x2, nanodoc x2, nootro x2), duffle bag, first
aid kit, flashlight, goggles, hypospray, magazines
Combat
(10mm x2)
Hacking
Killer Instinct
You’ve amped up lethal intuitions deep inside your
Brave New
reptile-brain, you know how to go for the kill. Starting
World
at 10th level, your weapon attacks score a critical hit on
a roll of 19 or 20.
NPCs
Fluidity of Form
Appendices Starting at 14th level, your affinity for transformation
is even greater, and your maximum number of up-
grades is increased by 2.
Posthuman Dream
At level 17, your personal biohacks are sublime and ap-
proaching 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
70 // 3. Classes //
The Codehacker
Hack Slots Per Level
Proficiency Hacks
Level Bonus Features 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), 11 8 5 1 — —
Targeting Firmware
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
// GeneFunk 2090 // 71
Intro Equipment Custom OS
In addition to the equipment granted by your back- You’ve custom made your own OS, and it runs in-
Character ground, you start with either シ5,000 or the follow- credibly efficiently. This enables you to run an addi-
Creation ing equipment: tional program or upgrade that requires concentra-
tion (you may concentrate on one more effect than
Genomes •• 9mm, 10mm, or 11mm handgun normal). This feature stacks with any other ability or
•• Spy’s pack implant that allows you to concentrate on additional
•• Reinforced clothing hacks or upgrades.
Classes
•• シ1,000
Goods and Adept Coder
Services You gain expertise in Computers. Your proficiency
bonus is doubled for any ability check you make us-
Upgrades ing this skill.
Dataport
Daemons You start with a dataport upgrade, and can hook up your
daemon directly to other devices that have jacks without
Ability using wireless. This is essential to interfacing with com-
Scores puters that lack wireless capability, which is common for
CCTV and databases containing sensitive data. This im-
Completing
plant bypasses attempts to jam or detect wireless signals.
Contracts
Hacking
Combat
Starting at 1st level, you are able to use hacks to cut
through anything that has a computer inside, which is
Hacking pretty much everything, including human minds.
Intelligence is your hacking ability, and you use
your Intelligence whenever a hack refers to your hack-
Brave New
ing ability. In addition, you use your Intelligence mod-
World
ifier when setting the saving throw DC for a hack you
run and when making an attack roll with one.
NPCs
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 addi-
tional hacks as shown on the Codehacker table.
72 // 3. Classes //
Traumatize Additionally, at levels 11, 14, and 18, you can replace
At 2nd level, you developed a technique to inflict con- one of the upgrades that you already have with anoth-
fusion, pain, and psychic trauma on an individual. You er that you could acquire at that level (it doesn’t cost
hack their daemon and blast a cacophony of terrible psy- an additional upgrade to do this). In other words, you
chic noise into their head, burning out neurons and sur- can trade a cheaper upgrade for a more expensive one.
rounding tissue. As an action, target an enemy within 36 This can only be used to replace cyberware upgrades
meters that you can see. They must make a Wisdom save, you have acquired with this class feature, not those
and if they fail, they take 1d12 psychic damage. This dam- purchased with シ.
age increases to 2d12 at level 6, and 3d12 at level 11, and As with any upgrade, you must be in an appropri-
4d12 at level 17. This feature is considered a mind hack. ate facility, and it takes 24 hours to install a particular
enhancement, which results in one level of exhaustion
Hacker Archetype until you take a long rest.
The hacker archetype you choose reflects your ap-
proach to hacking. Your hacker archetype choice Codemaster
grants you features at 3rd level and then again at 7th, At 20th level, you have achieved such mastery over
10th, 15th, and 18th level. The individual features of this certain hacks that you can run them ease. Choose two
feature are detailed at the end of this class description. 1st- and one 2nd-level hacks that you know. You can
run those hacks at their lowest level without expend-
Ability Score Improvement ing a hack slot.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of Hacker Archetype
your choice by 2, or you can increase two ability scores While all codehackers are good with computers,
of your choice by 1. As normal, you can’t increase an different hackers choose different areas to focus
ability score above your maximum using this feature. their hacking on.
// GeneFunk 2090 // 73
Intro
Cracker Quick Build Puppeteer Quick Build
Genome: Optimized Genome: Eucypher
Character
Class: Level 1 Codehacker Class: Level 1 Codehacker
Creation
Background: Outlaw Background: Military Veteran*
Saving Throws: Con and Int Saving Throws: Con and Int
Genomes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 16 14 16 14 12 10 14 12 18 16 8
HP: 15 Speed: 9 AC: 16 DR: 0 HP: 14 Speed: 9 AC: 17 DR: 0
Classes
Skill Proficiencies: Computers exp +7, Investiga- Skill Proficiencies: Computers exp +8, Drive +4,
tion +5, Mechanics +5, Perception +4, Physical Insight +5, Mechanics +6
Goods and Science +5, Stealth +5, Streetwise +5 Hacks Known: camfect, cataracts, command, de-
Services
Hacks Known: decrypt, detect security, disable crypt, ego flay, fear, mind reader, synergistic defense,
security, mind reader, unlock unlock
Upgrades Attacks: 10mm Handgun. +5 to hit, 13/39 m., Attacks: 10mm Handgun. +5 to hit, 13/39 m.,
3d4+3 P damage (close, light, reload 12) 3d4+3 P damage (close, light, reload 12)
Equipment: 10mm handgun, binoculars, armor Equipment: 10mm handgun, binoculars, breath-
Daemons
vest, bug detector, caltrops, crowbar, drugs ing mask, caltrops, climbing gear, darkvision
(nanodoc x2), disguise kit, distance microphone, goggles, drugs (nanodoc x3, nootro x3) grap-
Ability
flashlight, magazines (10mm armor-piercing x3), pling hook, crowbar, flashlight, first aid kit,
Scores
tracking devices x2, wall microphone handcuffs, magazines (10mm armor-piercing
Completing x3), mini breather, plate vest, spike strip
Contracts *Medium Armor Proficiency from Military Veteran
other hack of your choice for free. Furthermore, any background
money you get from this hack is doubled.
Combat
74 // 3. Classes //
Mind Molder Processing Efficiency
At 3rd level, you have mastered some of the basics of Starting at 10th level, you’ve refined your custom OS
mind hacking, and gain the following hacks for free. even further, and its ability to multitask is almost poet-
ry. You can run an additional program or upgrade that
•• Cataracts requires concentration (you may concentrate on one
•• Charm more effect than normal). This feature stacks with all
•• Command other sources that allow you to concentrate on addi-
•• Fear tional effects.
•• Mind Reader
•• Sleep Mind Piercer
Starting at 14th level, cracking minds has become a
If you already know one or more specialty for you. When you run a mind hack that forc-
of these hacks, you may imme- es someone to make a saving throw to resist its effects,
diately select any other hack if you spend a hack slot one level higher than the hack
of your choice for each normally is, the target(s) have disadvantage on their
one you already know. saving throws.
// GeneFunk 2090 // 75
Intro Psychic Bridger Synergist Quick Build
At 3rd level, you’ve refined your ability to link minds,
Genome: Companion
Character and you gain the following benefits:
Class: Level 1 Codehacker
Creation
Background: Stargazer
•• Any target of your linked battlemind or synergistic Saving Throws: Dex and Int
Genomes defense hacks gains temporary hit points equal to
STR DEX CON INT WIS CHA
your Charisma modifier (minimum 1). 8 14 10 16 14 18
•• At the start of each round, targets of the linked HP: 13 Speed: 9 AC: 14 DR: 0
Classes battlemind and synergistic defense hacks may trade Skill Proficiencies: Computersexp +7, Deception
initiatives. They retain their traded initiatives for +6, Insight +4, Mechanics +5, Performance +6,
Goods and the rest of the combat unless they are traded again Persuasionexp +8
Services at the start of next round. Hacks Known: decrypt, linked battlemind, mind
•• You may run the ventriloquist hack without spend- reader, synergistic defense, unlock
Upgrades ing a hack slot, and the host target of the ventril- Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+2
oquist hack gains proficiency in all skills that the P damage (close, light, reload 12)
guest is proficient in. Equipment: 9mm handgun, binoculars, bug detec-
Daemons
tor, caltrops, crowbar, drugs (nanodoc x4, nootro
Combat LAN x2), disguise kit, distance microphone, flashlight,
Ability By 6th level, using the hive-mind in combat is second magazines (9mm armor-piercing x3), reinforced
Scores nature, and you gain the following abilities. clothing, tracking devices x2, wall microphone.
Completing
Contracts •• Your linked battlemind hack’s duration is increased
from 10 minutes to 1 hour. your linked battlemind or synergistic defense hacks can
Combat
•• You may use the Help action as bonus action, as use the highest Wisdom (Perception) and Wisdom (In-
long as you are helping someone under the effects sight) ability checks of any other target of the linked
of your linked battlemind or synergistic defense hacks. battlemind or synergistic defense hacks. This effect also
Hacking Additionally, when you use the Help action to aid applies to passive Insight and Perception scores.
an ally in attacking, you can use it as long as you are
within 72 meters rather than 1.5 meters and as long Effortless Gestalt
Brave New
as you can perceive the target. Your helping, in this At level 17 your fluency with grouping minds together
World
case, is more lending your cognitive resources than is so masterful that you no longer need to concentrate
it is distracting the target. on the effects of linked battlemind, synergistic defense, or
NPCs
•• You may take the Attack action to allow someone under ventriloquist.
the effects of your linked battlemind or synergistic defense
Appendices hacks to make a single weapon attack, with a bonus Crook
to their attack roll equal to your Charisma modifier. Crooks are smugglers, thieves, drug dealers, hit-men,
mafia, and con artists. For whatever reason, destiny
Harmony has chosen a life outside of the law for them. In any
Starting at 10th level, the borders between your linked age, there has always been a niche for crime, and in
minds dissolve even more, and with greater ease. the consumerist, technology-fattened world of 2090,
crime can be very prosperous indeed.
•• Any target of your linked battlemind or synergistic The crook is the master of the seedier side of life, and
defense hacks gains temporary hit points equal to his skills are very much in demand. When a corporation
twice your Charisma modifier (minimum 2). doesn’t want to directly dirty its hands with theft, mur-
•• When combat begins, as a free action you may grant der or other criminal activities, they call upon a crook.
one target of the linked battlemind or synergistic The crook’s profession gets him into trouble fre-
defense hack the same initiative as another target of quently, so he naturally learns to be slippery and devel-
the linked battlemind or synergistic defense hack. ops strong self-preservation skills to temper his dan-
gerous work inclinations. The crook must be cunning,
Hivemind Perception fast, and adaptable to survive the harsh underworld
Starting at 14th level, the blend of your cadre’s senses that he lives in. When fighting, a crook usually uses
are sublime, achieving unity. As a result, any target of guile and sneak attacks to disable an opponent rather
76 // 3. Classes //
The Crook
Proficiency Sneak
Level Bonus 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
// GeneFunk 2090 // 77
Intro deal an extra 1d6 damage to one person you hit with
an attack if you have advantage on the attack roll. The
Character attack must use a finesse or ranged weapon.
Creation You don’t need advantage on the attack roll if an-
other enemy of the target is within 1.5 meters of it, that
Genomes enemy isn’t incapacitated, and you don’t have disad-
vantage on the attack roll.
The amount of the extra damage increases as you
Classes gain levels in this class, as shown in the Sneak Attack
column of the Crook table.
Goods and
Services Cunning Action
Starting at 2nd level, your quick thinking and agil-
Upgrades 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,
Daemons or Hide action.
Shady Contact
Hacking
Starting at 3rd level, you gain a contact with ties to
the criminal underground. This could be a fence, cor-
Brave New
rupt cop, getaway driver, hitman, burglar, drug dealer,
World
pimp, prostitute, arms dealer, hacker, or any other per-
son operating on the wrong side of the law. You get an
NPCs
additional contact at levels 7, 11, 15, and 18.
Appendices
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.
78 // 3. Classes //
•• 7th level: You may select an upgrade worth Crooked Paths
up to シ 50,000 There are many different types of criminals, and the
•• 11th level: You may select an upgrade worth path you choose reflects the types of crime you tend
up to シ 100,000 to be good at.
•• 14th level: You may select an upgrade worth
up to シ 200,000 Dealer
•• 18th level: You may select any upgrade You are a businessman, only your business involves
goods and services that are illegal, and you have a
Additionally, at levels 7, 11, 14, and 18, you can re- knack for finding sources of these illicit commodities.
place one of the upgrades that you already have with You use your cunning and social savvy to build a net-
another that you could acquire at that level (it doesn’t work suppliers and buyers of contraband. Smugglers,
cost an additional upgrade to do this). In other words, fences, drug lords, pimps, and arms dealers follow
you can trade a cheaper upgrade for a more expensive this path. Your business acumen, fearsome reputation,
one. This can only be used to replace upgrades you guile and streetwise are tools to build your lucrative
have acquired with this class feature, not those pur- criminal empire.
chased with シ.
As with any upgrade, you must be in an appropri- Fence
ate facility, and it takes 24 hours to install a particular Starting at 3rd level, whenever making any ability
upgrade, which results in one level of exhaustion until checks involving the finding, buying or selling of illicit
you take a long rest. goods or services, you have advantage.
// GeneFunk 2090 // 79
Intro a simple message for some muscle that will fight for
Dealer Quick Build
you in the next combat. They arrive at your designated
Genome: Espion
Character location in 15 + 1d20 minutes.
Class: Level 1 Crook
Creation The minions are NPC criminals (see Chapter 12), and
Background: Outlaw
you choose one of the following options:
Saving Throws: Dex and Int
Genomes
STR DEX CON INT WIS CHA
•• One NPC of challenge rating 5 8 16 12 12 16 18
•• Two NPCs of challenge rating 2 HP: 14 Speed: 9 AC: 15 DR: 0
Classes
•• Four NPCs of challenge rating 1 Skill Proficiencies: Deception +8exp, Insightexp
+7, Intimidation +8exp, Persuasion +6, Stealth +5,
Goods and Roll initiative for the minions as a group, which Streetwise +3
Services has its own turns. They obey any verbal commands Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+3
that you issue to them (no action required by you). The P damage (close, light, reload 15)
Upgrades GM has the minions’ statistics. The minions will stick Nanoblade. +5 to hit, melee, 1d6+3 P damage
around until the completion of your next encounter, or (armor-piercing, finesse, light, thrown, quick)
for 6 hours, whatever comes first. When the protection Equipment: 9mm handgun, binoculars, bolt
Daemons arrives is up to the Gamemaster. cutters, breathing mask, crowbar, caltrops, drugs
Once you use this feature, (hype x2, nanodoc x2, nootro x6, wrath x2),
Ability you can’t use it again until duffle bag, first aid kit, flashlight, freezing spray,
Scores you finish a long rest. handcuffs, mini breather, magazines (9mm ar-
Completing
mor-piercing x2) reinforced clothing, spike strip
Contracts
Credible Threat
Combat
At 13th level, your fluency with underworld bravado
and posturing are keen, and your words carry a deadly
Hacking threatening weight of violence and mayhem. As a bo-
nus action, you can target a number of people equal to
your Charisma modifier (minimum 1) and make a Cha-
Brave New
risma (Intimidation) ability check contested by their
World
Wisdom saves. If successful, the targets become fright-
ened until the end of the encounter. You must take a
NPCs
long rest before using this ability again.
80 // 3. Classes //
happy to serve. You can use this aspect of Crime Lord
Hitman Quick Build
as much as you like, without requiring a long rest in
Genome: Spartan – Wraith
between uses.
Class: Level 1 Crook
Background: Military Veteran*
Hitman
Saving Throws: Dex and Int
You are a hunter of people, and you are good at find-
STR DEX CON INT WIS CHA
ing and killing them, simple as that. This path is ap- 11 18 14 12 14 8
propriate for contract killers, gangland execution- HP: 15 Speed: 12 AC: 16 DR: 0
ers, bounty hunters, or covert government assassins. Skill Proficiencies: Athletics +2, Investigation +3,
Stealth, surprise, and knowledge of your target are Perception +6exp, Stealthexp +8, Streetwiseexp +5,
your bread and butter. Sleight of Hand +6,
Attacks: 10mm Handgun (silenced). +6 to hit, 13/39
Assassinate m., 3d4+4 P damage (close, light, reload 15)
Starting at 3rd level, you are at your deadliest when 5.56 mm Assault Rifle*. +6 to hit, 100/300 m.,
you get the drop on your enemies. You have advantage 2d8+4 P damage (auto, reload 40, two-handed)
on attack rolls against any target that hasn’t taken a Equipment: 10 mm handgun, binoculars, bolt
turn in the combat yet. In addition, any hit you score cutters, breathing mask, caltrops, climbing gear,
against a target that is surprised is a critical hit. crowbar, drugs (nanodoc x3), duffle bag, grap-
pling hook, flashlight, first aid kit, handcuffs x2,
Prey Dossier mini breather, reinforced clothing, silencer, spike
Starting at 3rd level, you may target a particular indi- strip
vidual as your prey. While designated, you gain advan- *Martial Ranged Weapon Proficiency from Military
tage on any ability check involving gathering informa- Veteran background
tion about, spotting, or tracking your prey. After a long
rest, you may designate a new prey.
Apex Predator
Up Close and Personal At 13th level, you are a true master of dispatching your
Starting at 9th level, when you perform an attack with- specified target. When you are attacked by the target
in 1.5 meters of your target, your Sneak Attack damage specified by your Prey Dossier feature, the attack is
increases from d6s to d8s. This ability only works with made at a disadvantage. In addition, when your prey
weapons that have the light property. attacks you, you can use your reaction to immediate-
ly attack them.
Death Strike
Starting at the 17th level, you become a master of in-
stant 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 bo-
nus.) 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 ex-
emplifies 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 trick-
ery to achieve your goals.
// GeneFunk 2090 // 81
Intro Pickpocket Robber Quick Build
At 3rd level, whenever you make a Dexterity (Sleight
Genome: Unmodified - Veteran (+1 Dex, +1 Int,
Character of Hand) ability check, you may make the roll
Expertise feat, Stealth proficiency)
Creation with advantage.
Class: Level 2 Crook
Background: Slum Dog, Technician
Genomes Safecracker Saving Throws: Dex and Int
Beginning at 3rd level, whenever you make an abili-
STR DEX CON INT WIS CHA
ty check to open or unlock a door, safe, or any other 10 16 14 14 12 8
Classes locked thing, and you roll below a 6, you may reroll. HP: 22 Speed: 9 AC: 17 DR: 2
You must take the result of the new roll, even if it is Skill Proficiencies: Acrobatics +5, Athletics +2,
Goods and lower than the original roll. Computers +6 exp, Investigation +4, Mechanics +6
Services This ability can only be used once per ability check. exp
, Perception +3, Sleight of Hand +7 exp, Stealth
If you have advantage on the ability check and both +7 exp, Streetwise +4
Upgrades rolls are below 6, you may reroll both dice. Attacks: 10mm Handgun. +5 to hit, 13/39 m.,
Additionally, you learn the following hacks for free: 3d4+3 P damage (close, light, reload 12)
NanoEdge Kerambit. +5 to hit, melee, 1d8+3 P
Daemons
•• Back Door damage (armor-piercing, finesse, light, quick)
•• Detect security Equipment: 10mm handgun, ball bearings,
Ability •• Decrypt binoculars, bug detector, bolt cutters, caltrops,
Scores
•• Unlock crowbar, distance microphone, flashlight, freez-
Completing
ing spray, frictionless spray, drugs (nanodoc x2),
If you already know one or more of these hacks, you goggles, magazines (10mm x2), mechanics tools,
Contracts
may select different level 1 software hacks instead. If NanoEdge kerambit, 2 tracking devices, Spyder
you have no hack slots, these hacks will be run using Sylk outfit, wall microphone
Combat
the taking your time feature, meaning they will take
10 minutes longer than normal to run (see Chapter
Hacking 10: Hacking). Cat Burglar
At 13th level, you’ve mastered the physical aspect of
Security Infiltrator burglary. Whenever you make a Dexterity (Acrobatics)
Brave New
At 9th level, you have become an expert at spotting or Strength (Athletics) ability check, you can treat a
World
and bypassing security. Whenever you make an abili- d20 roll of 9 or lower as a 10.
ty check related to spotting or disabling security and
NPCs
traps, you can use your Safecracker ability. Contingency Plan
Additionally, you learn the following hacks for free: At 17th level, you’ve reached such levels of detail in
Appendices your 4-dimensional crime chess, that you always
•• Database Dip have an ace up your sleeve. This ability allows you to
•• Camfect change the narrative of the game in one small but very
•• Disable security important way.
•• False ID As a reaction, when confronted with a situation
or combat that seems difficult to overcome you can
If you already know one or more of these hacks, you say “Good thing I planned for this, and…”, followed by
may select different level 1 or 2 software hacks instead. a declaration that alters the game in a way that helps
If you have no hack slots, these hacks will be run using you succeed in that sticky situation.
the taking your time feature Listed below are some examples of narrative
alternations.
Quick Heist Good thing I planned for this, and…
At 9th level, when you use hacks acquired through the
Safecracker and Security Infiltrator features, it only ••...have an expert getaway driver parked outside in a
takes 1 minute to use the taking your time feature of souped-up Porsche!
software hacks instead of the usual 10 minutes. ••...planted an EMP trap around the corner, which will
trigger if the killer robot pursues us!
82 // 3. Classes //
••...know about a secret escape hatch in the next room, Engineer
it’s our best way out of here! Engineers are auto mechanics, MIT whiz kids, weap-
••
...brought breath masks and an antidote ons developers, , demolitions experts, electricians,
for this poison! or any other person that is obsessively talented
••
...knew this guy is a baseball card fanatic, so I “ac- with hardware.
quired” a Babe Ruth card to bribe him! Being able to create or modify gadgets, robots,
••
…put a tracking device on them before they escaped! bombs, and vehicles with creative expertise is what de-
••
...have a sniper positioned on a rooftop that will take fines an engineer. They love working with their hands
a shot if this person makes a move on me. and take great pride in their custom electronics, cars,
••
...called in some favors to have a drone strike hit drones, and gizmos.
their spot at exactly this time! Engineers are just as comfortable performing a
demolition as they are creating or repairing, having
This deus ex machina cannot save you from certain the chemical and electrical know-how to build a great
doom, but it certainly can make things easier. variety of different explosives, and destroy machines.
As far as the in-game effects go, they are deter- The tech-centric world of 2090 is the perfect play-
mined by the Gamemaster, using the rules below ground for engineers, with electronics and machines
as guidelines. being ubiquitous. Taking the latest models off the fac-
tory line and remodeling them to suit your own pur-
•• NPC Assistance: If it is used to involve the assis- poses is the engineer’s bread and butter.
tance of an NPC (like the sniper, or getaway driver Wanting to test out their custom machines, get
example), the NPC is up to challenge rating 7, and funds for further tinkering, or simply wanting some
acts on your behalf for the entire scene. adventure and excitement is what draws many engi-
•• Single Target Damage: If it is used to damage a neers into a cadre.
single target (like the EMP example), it does 6d10 +
40 damage on a failed save, or half as much damage Class Features
on a successful one. The save ability depends on As an engineer, you get the following class features.
the specific effect, but the DC = 8 + your proficiency
bonus + your Intelligence modifier. Hit Points
•• Area Damage: If it is used to do area damage (like Hit Dice: 1d8 per engineer level
the drone strike example), it does 6d6 + 30 damage Hit Points at 1st Level: 13 + your Constitution modifier
on a failed save, or half as much damage on a suc- Hit Points at Higher Levels: 1d8 (or 5) + your Consti-
cessful one. The save ability depends on the specific tution modifier per engineer level after 1st
effect, but the DC = 8 + your proficiency bonus +
your Intelligence modifier. It affects everything Proficiencies
in a 6-meter-radius sphere centered on a point of Armor: Light armor
your choosing. Weapons: Simple weapons
•• Equipment: If it is used to gain some convenient Saving Throws: Constitution, Intelligence
equipment (like in the baseball card, breath masks, Skills: Mechanics, and then choose two from Bureau-
or tracking device example), the equipment can be cracy, Computers, Deception, Drive, Investigation, Life
worth up to シ100,000. Science, Physical Science, Social Science, and Stealth
•• Hidden Entrance/Exit: The Gamemaster deter-
mines how easy to get to, and how effective the Equipment
modification is. It shouldn’t be a get out of jail free In addition to the equipment granted by your back-
card, but it should make things much easier for you ground, you start with either シ5,000 or the follow-
to get out of a jam. ing equipment:
This ability can only be used once per long rest. •• 9mm, 10mm, or 11mm handgun
•• Tech’s pack
•• Reinforced clothing
•• シ1,500
// GeneFunk 2090 // 83
Intro The Engineer
Hack Slots Per Level
Character Proficiency Hacks
Creation Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Hacking, Technical Expertise 3 4 — — — —
Genomes
2nd +2 Construct Gear 4 5 — — — —
3rd +2 Engineer Archetype 5 6 — — — —
4th +2 Ability Score Improvement 6 7 — — — —
Classes 5th +3 Builder Contact 7 7 1 — — —
6th +3 Archetype Feature 8 7 2 — — —
Goods and 7th +3 Tech Upgrade 9 7 3 — — —
Services 8th +3 Ability Score Improvement 10 7 4 — — —
9th +4 Structural Exploit 11 8 5 1 — —
Upgrades 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 — —
Daemons
13th +5 Builder Contact (2nd) 14 9 5 5 1 —
14th +5 Archetype Feature 15 9 5 5 2 —
Ability
Scores 15th +5 Tech Upgrade 16 9 5 5 3 —
16th +5 Ability Score Improvement 17 9 5 5 4 —
Completing 17th +6 Archetype Feature 17 10 5 5 5 1
Contracts 18th +6 Tech Upgrade, Builder Contact (3rd) 18 10 5 5 5 2
19th +6 Ability Score Improvement 19 10 5 5 5 3
Combat 20th +6 Patented Hacks 20 10 5 5 5 4
Hacking
Technical Expertise For example, if you know the 1st-level hack alert
You gain expertise in Mechanics. Your proficiency bo- and have a 1st-level and a 2nd-level hack slot available,
Brave New
nus is doubled for any ability check you make that uses you can run alert using either slot.
World
this proficiency.
Hacks Known
NPCs Hacking At 1st level, you know three 1st-level hacks of your
Starting at 1st level you are able to use hacks to modify, choice from the engineer hack list (Chapter 10: Hack-
Appendices create, and enhance technology. ing), as well as the arc drone and tase hacks. You learn
Intelligence is your hacking ability, and you use additional hacks as shown on the Engineer table.
your Intelligence whenever a hack refers to your hack-
ing ability. In addition, you use your Intelligence mod- Construct Gear
ifier when setting the saving throw DC for a hack you You can fabricate your own devices and gadgets, either
run and when making an attack roll with one. repairing second-hand stuff that people have thrown
away or making it from scratch in a DIY fashion.
•• Hack save DC = 8 + your proficiency bonus + your Instead of buying any item listed in the gear section
Intelligence modifier of Chapter 4, you can make it yourself, paying only half
•• Hack Attack modifier = your proficiency bonus + of the money for it. Using this feature takes 1 hour for
your Intelligence modifier every シ1,000 in the listed price (minimum 1 hour).
The listed price of the gear may not exceed シ5,000 x
Hack Slots your engineer level. This feature can't be used to con-
The Engineer table shows how many hack slots you struct weapons or armor.
have. To use one of these hacks, you must expend a slot In addition, you must have access to an appropri-
of the hack’s level or higher. You regain all expended ate area to work, and the proper tools (you couldn’t use
hack slots when you finish a long rest. this feature while hiking in the mountains, unless the
GM rules otherwise).
84 // 3. Classes //
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.
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.
// GeneFunk 2090 // 85
Intro Additionally, at levels 11, 14, and 18, you can replace you use the Construct Gear feature, you don’t need to
one of the upgrades that you already have with another roll a 1d20 to see if the equipment malfunctions.
Character that you could acquire at that level (it doesn’t cost an
Creation additional upgrade to do this). In other words, you can Demolitions Expertise
trade a cheaper upgrade for a more expensive one. This At 6th level, you gain fluency in setting and disarm-
Genomes can only be used to replace upgrades you have acquired ing explosives. You gain advantage on any Intelli-
with this class feature, not those purchased with シ. gence (Mechanics) ability check relating to explo-
As with any upgrade, you must be in an appropri- sives of any type.
Classes ate facility, and it takes 24 hours to install a particular
upgrade, which results in one level of exhaustion until Construct Explosives
Goods and you take a long rest. At 6th level, you gain expertise in constructing various
Services explosives. You learn the following hacks for free:
P atented H acks
Upgrades At 20th level, you have achieved such mastery over •• Concussion Bomb
certain hacks that you can run them with ease. Choose •• Smoke Bomb
two 1st- and one 2nd-level hacks that you know. You •• Flashbang Bomb
Daemons can run those hacks at their lowest level without ex- •• Fragmentation Bomb
pending a hack slot. •• Specialty Detonator
Ability
Scores Engineer Archetype If you already know one or more of these hacks, you
While all engineers are good with electronics and me- may immediately select any other hack of your choice
Completing
chanics, different engineers choose different areas to for each one you already know.
Contracts
focus their hacking on.
Reliable Taser
Combat Gadgeteer Starting at 6th level, you’ve crafted a custom Taser. Us-
The tech-crazy gadgeteers are incredible at taking ex- ing the tase hack no longer expends a hack slot. Addi-
Hacking isting technology and adapting and enhancing it to tionally, you can run the tase hack as a bonus action.
suit their needs. Talent with all hardware is their hall-
mark with explosives, electronics, and bombs being a Bomberman
Brave New
particular specialty of this archetype. At 10th level, you’ve mastered the creation of even
World
more explosives. You learn the following hacks for free:
Upgrade Tech
NPCs
Starting at 3rd level, you can modify much of the •• EMP Bomb
equipment that you purchase, upgrading it in some •• Incendiary Bomb
Appendices meaningful way. You learn the following hacks for free: •• Knockout Bomb
•• Poison Bomb
•• Armor Plating •• Shaped Charge Bomb
•• Armor Smith •• Sticky Bomb
•• Gunsmith
If you already know one or more of these hacks, you
If you already know one or more of these hacks, you may immediately select any other hack of your choice
may immediately select any other hack of your choice for each one you already know.
for each one you already know.
You can also think of other modifications to any Megataser
equipment at the GM’s discretion, usually involving a Starting at 10th level, the tase hack does an addi-
small bonus to the gear’s primary function, making it tional 1d10 electrical damage. This increases to 2d10
smaller, changing its appearance, adding an addition- electrical damage at level 14, and 3d10 electrical dam-
al function, etc. age at level 17.
86 // 3. Classes //
Gadgeteer Quick Build Gearhead Quick Build
Genome: Optimized Genome: Spartan Naiad
Class: Level 1 Engineer Class: Level 1 Engineer
Background: Trust Fund Kid Background: Military Veteran*
Saving Throws: Con and Int Saving Throws: Con and Int
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 16 16 16 9 12 15 18 16 14 10 8
HP: 16 Speed: 9 AC: 17 DR: 0 HP: 16 Speed: 9 AC: 19 DR: 0
Skill Proficiencies: Computers +5, Investigation Skill Proficiencies: Athletics +4, Computers +4,
+5, Mechanicsexp +7, Persuasion +3, Physical Drive +6, Mechanicsexp +6, Perception +2
Science +5, Social Science +5, Stealth +5 Hacks Known: AP ammo, arc drone, gunsmith,
Hacks Known: arc drone, cushion, frictionless spray, linked battlemind, tase
noxious cloud, tase Attacks: 11mm Handgun. +6 to hit, 14/42 m.,
Attacks: 10mm Handgun. +5 to hit, 13/39 m., 2d8+4 P damage (close, light, reload 10)
3d4+3 P damage (close, light, reload 12) 10 gauge Shotgun. +6 to hit, 50/150 m., 2d10+4 P
Equipment: 10 mm handgun, dark vision goggles, damage (reload 8, shotgun, two-handed)
gadget hack kit, freezing spray, magazines Equipment: 10 gauge shotgun, 11 mm handgun,
(10mm x4), mechanics tools, nanofiber vest gadget hack kit, magazines (10 gauge x4,11mm
x4), mechanics tools, plate vest*
*Medium Armor Proficiency from Military Veteran
hack, you can either spend an extra シ500 to add background
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 Soup-Up
their saving throw at a disadvantage when they first Starting at 3rd level, you can modify vehicles, like
must make a save. cars, motorcycles, planes, etc. You learn the following
hacks for free:
Sublime Mods
Starting at 17th level, your tech upgrades are especially •• Armor Plating
potent. When you use the Armor Plating, Armor Smith, •• Tough Tires
or Gunsmith hacks, the effects are doubled if you spend •• Upgrade Vehicle Handling
twice as much money. •• Upgrade Vehicle Speed
•• Weapon Mount
Gearhead
Gearheads are obsessed with vehicles. They excel at If you already know one or more of these hacks, you
both the mechanical enhancement and piloting of. may immediately select any other hack of your choice
Racecar drivers, body shop grease monkeys, chop shop for each one you already know.
mechanics, and getaway drivers all find a home with Additionally, you can think of other modifications
this archetype. to vehicles at the GM’s discretion, usually involving a
small bonus to the vehicle’s function, changing its ap-
Driver pearance, adding an additional function, etc.
At 3rd level, you gain proficiency in the Drive skill. If
you already have this proficiency, or you gain it at a Vehicular Restoration
later time, you can add twice your proficiency bonus Beginning at 3rd level, restoring cars, bikes, and oth-
to Drive ability checks. In addition, you get a +3 bonus er vehicles to pristine status is a passion and talent of
to Move checks in a Chase (see Chapter 8: Completing yours. You can use the Construct Gear class feature on
Contracts) while driving a vehicle, and the ram maneu- vehicles as well as gear, and there is no listed cost max-
ver in vehicle combat inflicts additional damage equal imum when you use it to construct vehicles (though it
to your proficiency bonus. 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.
// GeneFunk 2090 // 87
Intro Extra Attack Merge with the Machine
Beginning at 6th level, you can attack twice, instead of Starting at 10th level, when you drive, you take in the
Character once, whenever you take the Attack action on your turn. camera feed and other sensor information from the
Creation vehicle into your own consciousness. Essentially, you
Martial Weapon Proficiency take on the sense perceptions of the vehicle, making it
Genomes At level 6, you gain proficiency with martial weapons. a part of your body. In addition to your Dexterity modi-
fier, you can also add your Intelligence modifier to any
Action Surge Dexterity (Drive) checks. In addition, while piloting
Classes Starting at 10th level, you can push yourself beyond a vehicle, your bonus to Move checks during a Chase
your normal limits for a moment. On your turn, you increases to +6, and the ram maneuver in vehicle com-
Goods and can take one additional action on top of your regular bat inflicts additional damage equal to your twice your
Services action and a possible bonus action. proficiency bonus.
Once you use this feature, you must finish a short
Upgrades or long rest before you can use it again. Master Mechanic
Starting at 14th level, you gain advantage on all Intelli-
gence (Mechanics) ability checks dealing with vehicles.
Daemons In addition, when using your Construct Gear feature to
restore vehicles, you only need to pay ¼ of the vehicles
Ability listed cost, not ½.
Scores
Ultimate Pimp Out
Completing
At 17th level, your ability to soup-up vehicles has
Contracts
reached near perfection. When you use the Armor
Plating, Nitro Boost, Upgrade Vehicle Handling, and Up-
Combat
grade Vehicle Speed hacks, the effects are doubled if you
spend twice as much money.
Hacking
Roboticist
Robots are the air you breathe, and you relish con-
Brave New
structing marvels of technology, be it drones or droids.
World
You tinker with one prototype robot in particular, mak-
ing it the pinnacle of your talents, a perfect expression
NPCs
of your mastery of robotics.
Prototype Robot
At 3rd level, you can construct your own robot, based
on the blueprints of a base factory model, but im-
proved 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
88 // 3. Classes //
the same game statistics as the base model, except it
Roboticist Quick Build
uses your proficiency modifier rather than its own.
Genome: Eucypher
In combat, it takes its turn on your initiative. On
Class: Level 1 Engineer
your turn, you can verbally or wirelessly command the
Background: Technician
prototype robot where to move (no action required by
Saving Throws: Con and Int
you). You can use your bonus action to command it to
STR DEX CON INT WIS CHA
take the Attack, Dash, Disengage, or Help action. If you 6 13 12 18 18 10
don’t issue a command, the prototype robot takes the HP: 14 Speed: 9 AC: 16 DR: 0
Dodge action. Skill Proficiencies: Computers +6, Investigation
If you are incapacitated or absent, the prototype +6, Mechanicsexp +8, Physical Science +6,
robot acts on its own, focusing on protecting you and Hacks Known: anonymity, arc drone, decrypt,
itself. It never requires your command to use its reac- unlock, database dip, linked battlemind, noxious
tion, such as when making an opportunity attack. If cloud, tase, toxic jet
your prototype robot is destroyed beyond repair, you Attacks: Taser. +3 to hit, 3/6 m., 1 E damage, DC 13
can create another one. You can only have one proto- Con save or stunned until end of next turn (close,
type robot at once. light, reload 2)
Equipment: ball bearings, crowbar, bolt cutters,
Ingenious Improvements I drugs (nanodoc x3, nootro x3, perk x1), duffle
At 3rd level, your prototype robot gains two of the fol- bag, flash light, freezing spray, frictionless spray,
lowing improvements: gadget hack kit, goggles, and mechanics tools.
// GeneFunk 2090 // 89
Intro Drone Master
Beginning at 10th level, you learn the drone swarm
Character hack for free. If you already know this hack, you may
Creation immediately select any other hack of your choice. In
addition, you can launch this hack or inflict damage
Genomes with it using either your action or your bonus action.
Master Craftsman
Classes At 14th level, your ability to take any factory model
robot and bring it to the next level is second nature.
Goods and When you run the upgrade robot hack, the effects are
Services doubled if you spend twice as much money. Addition-
ally, its maximum ability score for Strength and Dex-
Upgrades terity becomes 24 instead of 20.
Ingenious Improvements IV
Daemons At 17th level your prototype robot gains two improve-
ments from the following list, or from Ingenious Im-
Ability provements I, II, or III.
Scores
Completing
•• Bodyguard Software. Whenever
you are hit by a weapon or
Contracts
unarmed strike, and
your prototype
Combat
robot is within
6 meters of you,
Hacking you can choose
for your robot to spend their reac-
tion to move adjacent to you, ignoring opportunity
Brave New
attacks, and take the damage instead of you.
World
•• Effortless Commands. As long as you don’t move
this turn, you can command your prototype robot
NPCs
to take the Attack, Dash, Disengage, or Help action
without spending your bonus action.
Appendices •• 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-me-
ter 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.
90 // 3. Classes //
The Gunfighter the story. Some gunfighters decide to be crusaders for
Proficiency justice, creating a story of their own, while others are
Level Bonus Features gunfighters just because they’re good at it.
1st +2 Fighting Style, Take Cover Many gunfighters are genetically designed specifi-
2nd +2 Action Surge (one use) cally for combat, bred and trained to be perfect weap-
3rd +2 Way of the Gun ons, but they can come from any genome as long as
4th +2 Ability Score Improvement they are skilled enough. You may not be the wealthi-
5th +3 Extra Attack est or most educated person, but in a gunfight, no one
6th +3 Military Upgrade wants to be your enemy.
7th +3 Way of the Gun Feature, Mili-
Class Features
tary Contact
As a gunfighter, you get the following class features.
8th +3 Ability Score Improvement
9th +4 Military Upgrade, Evasion
Hit Points
10th +4 Way of the Gun Feature
Hit Dice: 1d10 per gunfighter level
11th +4 Military Upgrade, Take Cover
Hit Points at 1st Level: 16 + your Constitution modifier
(two uses)
Hit Points at Higher Levels: 1d10 (or 6) + your Con-
12th +4 Ability Score Improvement
stitution modifier per gunfighter level after 1st
13th +5 Action Surge (two uses), Mili-
tary Contact (2nd) Proficiencies
14th +5 Ability Score Improvement, Armor: All armor
Military Upgrade Weapons: Simple weapons, martial ranged weapons
15th +5 Way of the Gun Feature Saving Throws: Dexterity, Constitution
16th +5 Ability Score Improvement Skills: Choose two from Acrobatics, Athletics, Comput-
17th +6 Military Upgrade ers, Drive, Insight, Intimidation, Mechanics, Perception,
18th +6 Way of the Gun Feature Stealth, Streetwise, and Survival
19th +6 Ability Score Improvement
20th +6 Action Surge (three uses), Equipment
Take Cover (three uses) In addition to the equipment granted by your back-
ground, you start with either シ5,000 or the follow-
ing equipment:
Gunfighter
Gunfighters are masters of all firearms, unleashing •• 9mm, 10mm, or 11mm handgun
storms of bullets at their enemies. They use a lethal •• Gangster pack or merc pack
combination of skill, discipline, and weaponry to bring •• Reinforced clothing
an opponent down as fast as possible. Weapon tech- •• シ3,000
nology has never been better and the potent variety of
ammunition and firearms available are a virtual play- Fighting Style
ground of opportunity for the gunfighter. Gunfighters You adopt a particular style of fighting as your special-
may also have a few other tricks up their sleeves as ty. Choose a Fighting Style below. You can’t take the
well, but if Murphy’s Law has taught us anything it’s same Fighting Style option more than once, even if you
better to have a gun and not need one than need a gun get to choose again.
and not have it.
Most gunfighters have had at least some military •• Marksman: You gain a +2 bonus to attack rolls you
training, though a rare few are self-taught. Gunfight- make with ranged weapons.
ers are soldiers, police officers, assassins, syndicate •• Defense: While you are wearing armor, you gain a
shock troops, or freedom fighters. Finding work is nev- +1 bonus to AC.
er hard for the gunfighter, as syndicate or government •• Machine Gunner: You reduce recoil by 3 when you
armies are always looking for another skilled gun. use the auto feature of a firearm.
Every story must have a conflict, and many con- •• Pistoleer: You gain a +2 bonus to damage rolls with
flicts in the world of GeneFunk 2090 involve violence. firearms with the “close” property.
Often, these conflicts are what draw gunfighters into
// GeneFunk 2090 // 91
Intro
•• Shotgun Specialist: When you roll a 1 or 2 on a Military Upgrade
damage die for an attack you make with a shotgun, At 6th level, you acquire an upgrade from Chapter 5:
Character you can reroll the die and must use the new roll, Upgrades. You gain an additional upgrade at 9th, 11th,
Creation even if the new roll is a 1 or a 2. 14th, and 18th level. You gain these upgrades through
•• Two-Weapon Fighting: When you engage in your connection to either private, municipal or nation-
Genomes two-weapon fighting, you can add your ability mod- al military forces, so you can get upgrades that are re-
ifier to the damage of the second attack. stricted or banned.
Classes Take Cover •• 6th level: You may select an upgrade worth up
When the bullets start flying, you know how to avoid to シ 30,000
Goods and them. When a ranged weapon attack hits you, you can •• 9th level: You may select an upgrade worth
Services use your reaction to reduce the damage inflicted by up to シ 75,000
an amount equal to 1d10 + twice your gunfighter level. •• 11th level: You may select an upgrade worth
Upgrades You must decide whether or not to use this ability be- up to シ 100,000
fore the damage is rolled. •• 14th level: You may select an upgrade worth
Once you use this feature, you must finish a short up to シ 200,000
Daemons or long rest before you can use it again. Starting at 11th •• 17th level: You may select any upgrade
level, you can use it twice before a rest, and at 20th lev-
Ability el, you can use it three times before a rest. Additionally, at levels 6, 9, 11, 14, and 17, you can re-
Scores place one of the upgrades that you already have with an-
Action Surge other that you could acquire at that level (it doesn’t cost
Completing
Starting at 2nd level, you can push yourself beyond an additional upgrade to do this). In other words, you can
Contracts
your normal limits for a moment. On Your Turn, you trade a cheaper upgrade for a more expensive one. This
can take one additional action on top of your regular can only be used to replace upgrades you have acquired
Combat
action and a possible Bonus Action. with this class feature, not those purchased with シ.
Once you use this feature, you must finish a short As with any upgrade, you must be in an appropri-
Hacking or long rest before you can use it again. Starting at 13th ate facility, and it takes 24 hours to install a particular
level, you can use it twice before a rest, but only once upgrade, which results in one level of exhaustion until
on the same turn. At 20th level, you can use it three you take a long rest.
Brave New
times before a rest.
World
Military Contact
Way of the G un Starting at 7th level, you gain a contact with ties to law
NPCs
At 3rd level, you choose what type of gunfighter you enforcement, the military, or a mercenary company.
want to be. Your Way of the Gun choice grants you fea- This could be a cop, FBI agent, marine, merc, or any
Appendices tures at 3rd level and then again at 7th, 10th, 15th, and other gun-toting person. You get an additional con-
18th level. The individual features of this feature are tact at level 13.
detailed at the end of this class description.
Evasion
Ability Score Improvement Beginning at 9th level, you can nimbly dodge out of
When you reach 4th level, and again at 8th, 12th, the way of certain area effects, such as a grenade blast
14th, 16th, and 19th level, you can increase one abili- or a falling object. When you are subjected to an effect
ty score of your choice by 2, or you can increase two that allows you to make a Dexterity saving throw to
ability scores of your choice by 1. As normal, you can’t take only half damage, you instead take no damage if
increase an ability score above your maximum using you succeed on the saving throw, and only half dam-
this feature. age if you fail.
92 // 3. Classes //
“close” property) whenever you take the Attack action
Gunslinger Quick Build
on your turn.
Genome: Unmodified - Cyborg (+1 Dex, +1 Con,
At 18th level, the Attack action grants you four at-
Gun Fu Guru feat, Stealth proficiency, medicomp
tacks when used in the way described above.
– Nightingale, motor chip – Hexie, subdermal
plates – Ronin, targeting computer – Ronin)
Class: Level 1 Gunslinger
Superior Handgun Critical
Beginning at 15th level, when you attack with a firearm
Background: Military Veteran
with the “close” property, attacks with that weapon
Saving Throws: Dex and Con
score a critical hit on a roll of 18, 19, or 20.
STR DEX CON INT WIS CHA
14 18 14 10 12 8
HP: 18 Speed: 9 AC: 19 DR: 0
Sniper
Skill Proficiencies: Athletics +4, Drive +6, Per- You master the skills of the sniper, taking your time
ception +3, Stealth +6, Streetwise +5 to make the perfect shot. Snipers favor precision
Attacks: 12mm Handgun. +8 to hit, 15/45 m., marksmanship, putting their bullets exactly where
3d6+6* P damage (close, reload 6) they want them.
10mm Handgun. +8 to hit, 13/39 m., 3d4+6 P dam-
age (close, light, reload 12) Deadly Aim
Equipment: 10 mm handgun, 12 mm handgun Starting at 3rd level, if you take an entire turn to aim at
binoculars, breathing mask, caltrops, climbing a target, they are “marked” at the end of your turn. If
gear, drugs (nanodoc x5), grappling hook, crow- the marked target disappears from your view, they are
bar, flashlight, first aid kit, handcuffs, magazines no longer marked. Keeping a target marked requires
(12mm armor-piercing x3), mini breather, spike concentration. When you make an attack roll against a
strip, 10mm armor-piercing magazines target that you have marked, you have advantage.
*+2 damage from pistoleer Additionally, you can target specific areas of an in-
dividual’s body, as described in the Deadly Aim Tar-
gets table below.
Gunslinger Once you have made an attack against a marked
Like desperados of yore, the handgun is your specialty. target, they are no longer marked (whether or not you
Gunslingers excel at quick draw, rapid attacks in suc- hit with the attack). Additionally, you cannot use the
cession, and deadly accuracy. Extra Attack feature with Deadly Aim (the extra at-
tacks cannot be used for those turns that you are us-
Improved Handgun Critical ing deadly aim).
Beginning at 3rd level, when you attack with a firearm
Deadly Aim Targets
with the “close” property, attacks with that weapon
score a critical hit on a roll of 19 or 20. Target Effect
Opening This attack hits a weak spot in the armor,
Quickdraw making the damage armor-piercing. If
Starting at 3rd level, you’ve developed a canny ability the damage is already armor-piercing,
to draw your weapon and attack before your opponent the attack completely ignores damage
has even had a chance to react. You have advantage on reduction.
attack rolls against any target that hasn’t taken a turn Headshot If it hits, the attack is automatically
in the combat yet. Additionally, you gain a +5 bonus a critical hit and does extra damage
to initiative. equal to twice your Gunfighter level.
Hand The attack does half damage, but the
Pistoleer target drops their weapon (or whatev-
At 7th level, you gain Fighting Style: Pistoleer. If you er else they are holding) and for the
already picked this feature at level 2, you may select an rest of combat they have disadvantage
additional Fighting Style. on attack rolls with that hand.
Foot The attack does half damage, and the
Extra Handgun Attack target is knocked prone, and for the rest
At 10th level, as long as you are attacking with a fire- of the combat they move at half speed.
arm with the “close” property, you can make three at- Centre Mass You get a +10 bonus to your Attack roll.
tacks with that weapon (or another firearm with the
// GeneFunk 2090 // 93
Intro Improved Deadly Aim
Sniper Quick Build
At 7th level you have become such a fluid shot that
Genome: Spartan – Wraith
Character you can use your Deadly Aim feature to mark a target
Class: Level 1 Gunfighter
Creation with a bonus action instead of your entire turn, mean-
Background: Slum Dog
ing you can make an attack the same turn you mark
Saving Throws: Dex and Con
Genomes a target. This feature only works if you don’t move
STR DEX CON INT WIS CHA
13 18 14 8 14 8 during your turn.
HP: 18 Speed: 12 AC: 19 DR: 0
Classes
Skill Proficiencies: Athletics +3, Perception +4, Marksman
Stealth +8 exp, Streetwise +1, Survival +4 At 10th level, you gain Fighting Style: Marksman. If
Goods and Attacks: 7.62mm sniper rifle. +8* to hit, 300/900 m., you already picked this feature at level 2, you may se-
Services
2d10+4 P damage (reload 5, two-handed) lect an additional Fighting Style.
Knife. +6 to hit, melee, 1d4+4 P damage (finesse,
Upgrades light, thrown, quick) Crack Shot
Equipment: 7.62mm sniper rifle, binoculars, At 15th level your marksmanship has achieved levels
breathing mask, caltrops, climbing gear, grap- where you can calculate for the Coriolis Effect, the cur-
Daemons vature of the earth, and your own heartbeat, granting
pling hook, crowbar, flashlight, first aid kit, hand-
cuffs, knife, magazines (7.62mm armor-piercing the following benefits:
Ability
x3), mini breather, plate vest, spike strip ••Attacking at long range doesn’t cause disadvantage
Scores
*+2 to hit from marksmen on attack rolls.
Completing
••Your ranged attacks ignore cover unless it is
complete cover.
••
Contracts
Whenever you have advantage on a ranged attack
roll, you can reroll one of the dice once.
Combat
Soldier
NPCs
Your training and experience reflect the life of a soldier,
and you are at home using armor, automatic firearms,
Appendices explosives, and military cyberware. Armed forces,
SWAT, or any other regimented combatants are exem-
plified by this.
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.
94 // 3. Classes //
Soldier Quick Build Machine Gunner
At 7th level, you gain Fighting Style: Machine Gunner.
Genome: Spartan – Infantry
If you already picked this feature at level 2, you may se-
Class: Level 1 Gunfighter
lect an additional Fighting Style.
Background: Military Veteran
Saving Throws: Dex and Con
Demolitions Expertise
STR DEX CON INT WIS CHA
17 18 16 10 12 8 At 10th level, you gain fluency in the creation, setting,
HP: 19 Speed: 9 AC: 19 DR: 0 and disarming of explosives. You gain advantage on
Skill Proficiencies: Acrobatics +6, Athletics +5, any Intelligence (Mechanics) ability check relating to
Drive +6, Perception +3, Stealth +6 explosives of any type.
Attacks: 7.62mm assault rifle. +8* to hit, 13/39 m.,
2d10+4 P damage (close, light, reload 12) Demolitionist
11mm Handgun. +8* to hit, 14/42 m., 2d8+4 P dam- At 10th level, you learn the flashbang bomb, fragmenta-
age (close, reload 6) tion bomb and concussion bomb hacks. You can use any
Equipment: 7.62mm sniper rifle, binoculars, of these hacks as though you had the appropriate hack
breathing mask, crowbar, flashlight, first aid kit, slot available to launch it at the minimum level. In ad-
handcuffs, magazines (7.62mm armor-piercing x2, dition, you can throw grenades as a bonus action.
11mm armor-piercing x2), mini breather, plate vest
*+2 to hit from marksmen 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.
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 hard-
cases have at least some contact with the underworld.
The syndicates have armies of trained soldiers for of-
ficial 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, intim-
idation, guile and street smarts are his back up tools.
Hardcases are often made protagonists because
most stories, whether it’s planned or not, involve vio-
lence. When diplomacy, subterfuge and other meth-
ods 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.
// GeneFunk 2090 // 95
Intro The Hardcase
Proficiency
Level Bonus Pugilist Features
Character
Creation 1st +2 1d4 Unarmored Defense, Second Wind, Pugilist, Brutal Focus (d4)
2nd +2 1d4 Fighting Style
Genomes 3rd +2 1d4 Brute Specialty
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Extra Attack
Classes 6th +3 1d6 Shady Contact, Heavy Hands, Brutal Focus (d6)
7th +3 1d6 Illicit Upgrade, Specialty Feature
Goods and 8th +3 1d6 Ability Score Improvement
Services
9th +4 1d8 Indomitable, Specialty Feature
10th +4 1d8 Relentless Stamina, Second Wind (2 uses)
Upgrades 11th +4 1d8 Illicit Upgrade, Scary, Brutal Focus (d8)
12th +4 1d8 Ability Score Improvement,
Daemons
13th +5 1d10 Indomitable (2 uses), Shady Contact (2nd)
14th +5 1d10 Specialty Feature
15th +5 1d10 Second Wind (3 uses), Illicit Upgrade
Ability
Scores 16th +5 1d10 Ability Score Improvement, Brutal Focus (d10)
17th +6 1d12 Indomitable (3 uses), Shady Contact (3rd)
Completing 18th +6 1d12 Unwavering Might, Illicit Upgrade
Contracts
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Rampage, Brutal Focus (d12)
Combat
96 // 3. Classes //
•• You can make one unarmed strike or initiate a grap-
ple 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 Focus
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.
// GeneFunk 2090 // 97
Intro Brute Specialty As with any upgrade, you must be in an appropri-
Your Brute Specialty choice grants you features at 3rd ate facility, and it takes 24 hours to install a particular
Character level and then again at 7th, 9th, and 14th level. The in- upgrade, which results in one level of exhaustion until
Creation dividual features of this feature are detailed at the end you take a long rest.
of this class description.
Genomes Indomitable
Ability Score Improvement Beginning at 9th level, you can reroll a saving throw
When you reach 4th level, and again at 8th, 12th, 16th, that you fail. If you do so, you must use the new roll,
Classes and 19th level, you can increase one ability score of and you can’t use this feature again until you fin-
your choice by 2, or you can increase two ability scores ish a long rest.
Goods and of your choice by 1. As normal, you can’t increase an You can use this feature twice between long rests
Services ability score above your maximum using this feature. starting at 13th level and three times between long
rests starting at 17th level.
Upgrades Extra Attack
Beginning at 5th level, you can attack twice, instead of Relentless Stamina
once, whenever you take the Attack action on your turn. Starting at 10th level, your grit can keep you fighting
Daemons despite grievous wounds. If you drop to 0 hit points
Shady Contact and don’t die outright, you can make a DC 10 Consti-
Ability Starting at 6th level, you gain a contact with ties to tution saving throw. If you succeed, you drop to 1 hit
Scores the criminal underground. This could be a fence, cor- point instead.
rupt cop, getaway driver, hitman, burglar, drug dealer, Each time you use this feature after the first, the DC
Completing
pimp, prostitute, arms dealer, hacker, or any other per- increases by 5. When you finish a short or long rest, the
Contracts
son operating on the wrong side of the law. You get an DC resets to 10.
additional contact at level 13 and 17.
Combat Scary
Heavy H ands Beginning at 11th level, you can use your action to
Hacking Starting at 6th level, whenever you score a critical hit frighten someone with your menacing presence.
against an opponent large sized or smaller with an un- When you do so, choose one person that you can see
armed strike, you knock them prone. within 6 meters of you. If the person can see or hear
Brave New
you, it must succeed on a Wisdom saving throw (DC
World
Illicit U pgrade equal to 8 + your proficiency bonus + your Charisma
At 7th level, you acquire an upgrade from Chapter 5: modifier) or be frightened of you until the end of your
NPCs
Upgrades. You gain an additional upgrade at 7th, 11th, next turn. On subsequent turns, you can use your ac-
15th, and 18th level. You gain these upgrades through tion to extend the duration of this effect on the fright-
Appendices your connection to the underground, so you can get ened person until the end of your next turn. This effect
upgrades that are restricted or banned. ends if the person ends their turn out of line of sight or
more than 12 meters away from you.
•• 7th level: You may select an upgrade worth up If the person succeeds on its saving throw, you can’t
to シ 50,000 use this feature on that person again for 24 hours.
•• 11th level: You may select an upgrade worth
up to シ 100,000 Unwavering Might
•• 15th level: You may select an upgrade worth Starting at 18th level, whenever you make a Strength
up to シ 200,000 check, if your result is less than your Strength score,
•• 18th level: You may select any upgrade you can use your Strength score in place of rolled result.
Additionally, at levels 11, 15, and 18, you can replace Rampage
one of the upgrades that you already have with another Starting at 20th level, you can enter a state of crazed but
that you could acquire at that level (it doesn’t cost an controlled fury, all directed towards the target of your
additional upgrade to do this). In other words, you can Brutal Focus. All successful attacks made against the
trade a cheaper upgrade for a more expensive one. This target of your Brutal Focus are considered critical hits,
can only be used to replace upgrades you have acquired and as long as you have a target for your Brutal Focus,
with this class feature, not those purchased with シ. you gain a +5 bonus to your Relentless Stamina checks.
98 // 3. Classes //
Brute Specialty
Damage Sponge Quick Build
Are you better at beating people up, taking a punch, or
Genome: Traceur
instilling fear in your enemies with your criminal rep-
Class: Level 1 Hardcase
utation? Your specialty embodies your particular type
Background: Athlete
of badassery.
Saving Throws: Str and Con
Rugged
Beginning at level 7, you can use your fortitude to with-
stand forces that others try to evade. When you are
subjected to an effect that allows you to make a Dex-
terity saving throw to take only half damage (like from
grenades), you can instead choose to use your Consti-
tution saving throw.
Mental Grit
Starting at 7th level, you gain proficiency in Wis-
dom 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 Stami-
na 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.
// GeneFunk 2090 // 99
Intro
Gangster Quick Build Unarmed Fighter Quick Build
Genome: Leviathan Genome: Titan
Character
Class: Level 1 Hardcase Class: Level 1 Hardcase
Creation
Background: Ideologue Background: Pro Fighter
Saving Throws: Str and Con Saving Throws: Str and Con
Genomes
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 8 16 12 12 8 19 14 18 7 9 12
HP: 22 Speed: 6 AC: 18 DR: 4 HP: 25 Speed: 9 AC: 17 DR: 0
Classes
Skill Proficiencies: Athletics +6, Intimidation +1 Skill Proficiencies: Athletics +6, Intimidation +3,
(+6 if within 6m.), Perception +5, Streetwise +3 Performance +3, Stealth +4
Goods and Attacks: Nanoblade. +6 to hit, melee, 1d6+4 P/S Attacks: 10 gauge Shotgun. +4 to hit, 50/150 m.,
Services
damage (armor-piercing, finesse, light, thrown 2d10+2 P damage (reload 8, shotgun, two-handed)
6/18, quick) Unarmed strike. +6 to hit, melee, 1d4+6 B damage
Upgrades Bite. +6 to hit, melee, 2d6+4 P damage (ar- Equipment: 10 gauge shotgun, binoculars, breath-
mor-piercing, can only be done on grappled ing mask, caltrops, climbing gear, drugs (mars
targets) x6, nanodoc x9, perk x6) grappling hook, crowbar,
Daemons
Unarmed strike. +6 to hit, melee, 1d4+4 B damage flashlight, first aid kit, handcuffs, knife, magazines
Equipment: bolt cutters, crowbar, drugs (mars x2, (10 gauge x4), mini breather, spike strip
Ability
nanodoc x3, perk x1), freezing spray, handcuffs,
Scores
nanoblade x4
your Charisma modifier (minimum 1) and make a Cha-
Completing
risma (Intimidation) ability check against their Wis-
Contracts
Sneak Attack dom saving throws. If successful, the targets become
Beginning at 3rd level, you know how to strike subtly frightened until the end of the encounter. You must
Combat
and exploit a foe’s distraction. Once per turn, you can take a short or long rest before using this ability again.
deal an extra 1d6 damage to one person you hit with
Hacking an attack if you have advantage on the attack roll. The Bravado
attack must use a finesse or ranged weapon. At 9th level, your reputation and your ego cannot let
You don’t need advantage on the attack roll if an- you back down or be scared. You gain advantage on
Brave New
other enemy of the target is within 1.5 meters of it, that all saving throws that would result in you becom-
World
enemy isn’t incapacitated, and you don’t have disad- ing frightened.
vantage on the attack roll.
NPCs
Your sneak attack damage increases to 2d6 at level Retaliation
7, 3d6 at level 9, and 4d6 at level 14. Starting at 14th level, when you take damage from
Appendices someone that is within 12 meters of you, you can use
Martial Weapon Proficiency your reaction to make an attack against that them.
At level 3, you gain proficiency with ranged
martial weapons. Unarmed Fighter
You have a knack for using your body to inflict devas-
Reckless Attack tating violence on people. You spend countless hours
Starting at 7th level, you can throw aside all concern at the gym, sparring and mastering every martial art
for defense to attack with fierce desperation. When that ups your fight game. Bouncers, kung-fu movie
you make your first attack on your turn, you can de- stars, bodyguards, MMA teachers, and especially pro-
cide to attack recklessly. Doing so gives you advantage fessional fighters make up the bulk of this specialty.
on all of your attacks, but attack rolls against you have
advantage until your next turn. Mixed Martial Arts
Beginning at 3rd level, you become skilled in a va-
Credible Threat riety of martial arts maneuvers that you can use in
At 9th level, your fluency with underworld bravado unarmed combat.
and posturing are keen, and your words carry a deadly You learn four maneuvers from the ones listed be-
threatening weight of violence and mayhem. As a bo- low. You may only use one maneuver every time you
nus action, you can target a number of people equal to take the attack action. You learn two additional ma-
100 // 3. Classes //
neuvers of your choice at 7th, 9th, and 14th level. Each •• Sting like a Bee: This unarmed strike does an
time you learn new maneuvers, you can also replace additional 1d8 damage.
one maneuver you know with a different one. •• Superman Punch: You can move up to 3 meters
It takes a lot out of you to perform these techniques, (in addition to your speed) before making an
so you can only perform these maneuvers a number of unarmed strike.
times equal to your Constitution modifier + 3 before •• Takedown: In addition to the regular damage
you have to take a short or long rest to regain their use. from an unarmed strike, you and the target both
If the maneuver is an attack, you must declare which become prone, and you may initiate a grapple as
maneuver that you are using before making the Attack a free action.
roll. The use of the maneuver is expended whether or •• Trip: In addition to the regular damage from an
not the attack hits. unarmed strike it also acts as a shove (using the
If a maneuver requires a saving throw, the DC is 8+ shove rules).
your proficiency bonus + your Strength or Dexterity •• Wrist Strike: In addition to the regular damage the
modifier (your choice). unarmed strike, you can disarm the target. If you
hit, the target must make a Strength saving throw.
•• Block: When another person damages you with a On a failed save, it drops an object of your choice.
melee attack, you can use your reaction to reduce The object lands at its feet.
the damage by half your level + your Dexterity
modifier. Submission Artist
•• Choke: You can only use this maneuver if you begin At 7th level, you have advantage on attack rolls against
your turn having your target grappled. The target the target you are grappling, and they have disadvan-
must succeed at a Constitution saving throw, or tage on attack rolls made against you.
they become unconscious. They regain conscious-
ness 1 full round after you release the choke. Famous
•• Counterpunch: When someone misses you with a At 9th level, you count as one
melee attack, you can use your reaction and make more category higher for
an unarmed strike against them. your lifestyle granted by
•• Feinting Attack: In addition to the regular dam- your Mosaic score. For
age from the unarmed strike, you have advantage example, if your Mo-
on your next attack roll against that person. saic score would nor-
•• Float like a Butterfly: You can spend a bonus mally grant you a life-
action to gain a + 5 bonus to your AC against melee style of Middle Class,
attacks until the start of your next turn. it instead grants you
•• Leg Kick: In addition to the regular damage from a lifestyle of Well Off.
an unarmed strike, your target takes a 3-meter pen- Additionally, you im-
alty to their Speed for one minute. mediately receive シ
•• Maneuvering Attack: In addition to the regular 50,000 from an adver-
damage from the unarmed strike, one of your tising contract. Lastly,
allies that can see you moves up to half their Speed you gain advantage on
without provoking opportunity attacks. They must Charisma ability checks
spend their reaction to do so. with people the GM de-
•• Menacing Attack: In addition to the regular termines as your fans.
damage from the unarmed strike, the target must
make a Wisdom saving throw. On a failed save, it is Knock Out Artist
frightened of you until the end of your next turn. At 14th level, when you
•• Penetrating Strike: This unarmed strike is roll a natural 20 on an
armor-piercing. unarmed strike (in-
•• Rattling Blow: In addition to the regular dam- cluding MMA unarmed
age from the unarmed strike, the next attack roll strikes), it results in the
against the target (from you, or anyone else) has target being knocked
advantage, as long as the attack is made before the unconscious until the
start of your next turn. end of your next turn.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Drive,
Insight, Intimidation, Investigation, Perception, Social
Science, Streetwise, and Stealth
Equipment
In addition to the equipment granted by your back-
ground, you start with either シ7,000 or the follow-
ing equipment:
102 // 3. Classes //
The Samurai
Proficiency Martial
Level Bonus Arts Ki Features
1st +2 1d4 1 Unarmored Defense, Martial Arts, Ki
2nd +2 1d4 2 Fighting Style
3rd +2 1d4 3 Bujutsu Training
4th +2 1d4 4 Ability Score Improvement
5th +3 1d6 5 Extra Attack, Senshi Upgrade
6th +3 1d6 6 Bujutsu Training
7th +3 1d6 7 Senshi Upgrade, Samurai Contact
8th +3 1d6 8 Ability Score Improvement
9th +4 1d8 9 Bujutsu Training
10th +4 1d8 10 Calm the Hungry Ghost
11th +4 1d8 11 Senshi Upgrade
12th +4 1d8 12 Ability Score Improvement
13th +5 1d10 13 Bujutsu Training
14th +5 1d10 14 Senshi Upgrade, Samurai Contact (2nd)
15th +5 1d10 15 Bujutsu Training
16th +5 1d10 16 Ability Score Improvement
17th +6 1d12 17 Bujutsu Training
18th +6 1d12 18 Senshi Upgrade
19th +6 1d12 19 Ability Score Improvement
20th +6 1d12 20 Extra Attack (2), Bujutsu Training
Combat
•• Marksman: You gain a +2 bonus to attack rolls you Hard Adept
make with ranged weapons. Prerequisite: Striker (Fighting Style)
Hacking •• Dodger: While you are not wearing armor, you gain You can spend a ki point to perform any of the follow-
a +1 bonus to AC. ing unarmed melee attacks.
•• Pistoleer: you gain a +2 bonus to damage rolls with
•• Leg Kick: In addition to the regular damage from
Brave New
firearms with the “close” property.
World
•• Striker: Your unarmed strikes score a critical hit on the unarmed strike, your target takes a 3-meter
a roll of 18, 19, or 20. penalty to their Speed for one minute.
NPCs
•• Two-Weapon Fighting: When you engage in •• Float like a Butterfly: You can spend your reaction
two-weapon fighting, you can add your ability mod- to gain a + 5 bonus to your AC against melee attacks
Appendices ifier to the damage of the second attack. until the start of your next turn.
•• Dueling: When you are wielding a melee weapon •• Sting like a Bee: This unarmed strike does an addi-
in one hand and no other weapons, you gain a +2 tional 1d8 damage.
bonus to damage rolls with that weapon. •• Counterpunch: When someone misses you with a
•• Great Weapon Fighting: When you roll a 1 or 2 on melee attack, you can use your reaction and make
a damage die for an attack you make with a melee an unarmed strike against them.
weapon that you are wielding with two hands, you
can reroll the die and must use the new roll, even Hard Master
if the new roll is a 1 or a 2. The weapon must have Prerequisite: Level 9, Hard Adept
the two-handed or versatile property for you to gain When you roll a natural 20 on an unarmed strike, you
this benefit. can spend a ki point to render the target unconscious
until the end of your next turn.
Bujutsu Training
Bujutsu training teaches you to master techniques for Iaijutsu Adept
war, violence, and self-defense. At 3rd level, you can Through iaijutsu training, you have developed a can-
choose one bujutsu training feature from the list below. ny ability to draw your weapon and attack before your
You can choose an additional bujutsu training feature opponent has even had a chance to react. You have ad-
at level 6, 9, 13, 15, 17, and 20. vantage on attack rolls against any target that hasn’t
104 // 3. Classes //
taken a turn in the combat yet. Additionally, you gain a
Iaijutsu Quick Build
+5 bonus to initiative
Genome: Optimized
Class: Level 1 Samurai
Iaijutsu Master Background: Pro Fighter
Prerequisite: Iaijutsu Adept
Saving Throws: Str and Dex
Your iajutsu training has developed to a point where
STR DEX CON INT WIS CHA
you are constantly on guard against danger. You gain 14 16 14 11 16 11
the following benefits: HP: 24 Speed: 9 AC: 18 DR: 0
Skill Proficiencies: Acrobatics +5, Athletics +4,
•• You can’t be surprised while you are conscious. Insight +5, Perception +5, Stealth +5
•• You gain a +5 bonus to initiative. Attacks: 12mm Handgun. +5 to hit, 15/45 m.,
•• Enemies don’t gain advantage on attack rolls 3d6+3 P damage (close, reload 6)
against you as a result of being unseen by you. Unarmed strike. +5 to hit, melee, 1d4+2 B damage
Equipment: 12mm handgun, binoculars, breath-
Ittōjutsu Adept ing mask, caltrops, climbing gear, crowbar, drugs
Prerequisite: Level 3, Great Weapon Fighting (nanodoc x2), flashlight, first aid kit, grappling
(Fighting Style) hook, handcuffs, magazines (12mm armor-pierc-
When making damage rolls with a melee weapon that ing x2), mini breather, spike strip, nanoblade,
you are wielding with two hands, you can spend a ki plate vest
point to inflict an extra 2d8 damage. This ability can
be used after you make your attack roll, but before you
know it hits. At level 6 you can spend 2 ki points to in- •• Wrist Strike: When you make a successful un-
flict an extra 3d8 damage, at level 11 you can spend 3 ki armed strike, in addition to the regular damage,
points to inflict an extra 4d8 damage, and at level 16 the target must make a Strength saving throw. On
you can spend 4 ki to inflict an extra 5d8 damage. a failed save, it drops an object of your choice. The
object lands at its feet.
Ittōjutsu Master
Prerequisite: Level 9, Ittōjutsu Adept Jujutsu Master
When wielding a melee weapon with two hands, you Prerequisite: Jujutsu Adept
gain +2 AC. In addition, you may use your reaction You have advantage on attack rolls against the target
and spend a ki point to make a weapon attack with a you are grappling, and they have disadvantage on at-
two-handed weapon against anyone within 1.5 meters tack rolls made against you.
who makes a weapon attack against you.
Ninjutsu Adept
Jujutsu Adept Prerequisite: Sneak Attack
You can spend a ki point to perform any of the follow- Your bujutsu training focuses on stealth and
ing unarmed melee attacks. subtelty, and you gain the following benefits:
•• Trip: In addition to the regular damage from the •• You gain proficiency in the Stealth skill. If you are
unarmed strike, it also acts as a shove (using the already proficient in the skill, or later gain profi-
shove rules). ciency, you add double your proficiency bonus to
•• Takedown: In addition to the regular damage checks you make with it.
from the unarmed strike, you and the target both •• If you are unseen, you can move up to 3 meters in
become prone, and you may initiate a grapple as the open without revealing yourself if you end the
a free action. move in an area with cover of some type.
•• Choke: You can only use this maneuver if you
begin your turn having your target grappled. The Ninjutsu Master
target must succeed at a Constitution saving Prerequisite: Level 17, Ninjutsu Adept
throw, or they become unconscious. They regain You become a master of instant death. When you at-
consciousness at the end of their turn after you tack and hit a target that is surprised, if you spend a
release the choke. ki point, it must make a Constitution saving throw.
On a failed save, double the damage of your attack
against the target.
106 // 3. Classes //
14th, and 18th level. You gain these upgrades through In other words, you can trade a cheaper upgrade for a
your connection to either private, municipal or nation- more expensive one. This can only be used to replace
al military forces, so you can get upgrades that are re- cyberware upgrades you have acquired with this class
stricted or banned. feature, not those purchased with シ.
As with any upgrade, you must be in an appropri-
•• 5th level: You may select an upgrade worth up ate facility, and it takes 24 hours to install a particular
to シ 25,000 upgrade, which results in one level of exhaustion until
•• 7th level: You may select an upgrade worth you take a long rest.
up to シ 50,000
•• 11th level: You may select an upgrade worth Extra Attack
up to シ 100,000 Beginning at 5th level, you can attack twice, instead
•• 14th level: You may select an upgrade worth of once, whenever you take the Attack action on your
up to シ 200,000 turn. At 20th level, you can attack three times whenev-
•• 17th level: You may select any upgrade er you take the attack action.
Suit
Suits are educated and trained professionals. They
are smooth talkers, intelligence agents, corporate
climbers, detectives, spies, ideological leaders, mili-
tary captains, and political operatives. Suits organize
government coups, shatter groups to accommodate
their fiscal and personal desires, and lead groups of
revolutionaries.
As expected, diplomacy, information gathering, and
financial ability are areas of a suit’s expertise. Black-
mail, deception, manipulation, and even murder can
be the regular tools of this class. Being a suit doesn’t
necessarily mean they are dressed in one (though
they often are), since the acceptable attire of different
groups and power structures varies. Suits might be
more comfortable wearing military fatigues or punky
leathers depending on their network’s social norms.
The espionage, social savvy, and intelligence inher-
ent to the suit’s training make them ideal spies, inves-
tigators, or assassins. They would rather defeat some-
body by destroying them financially or ruining their
reputation, but when violence is necessary, they usual-
ly try for subtlety rather than an obvious confrontation.
Their aggressive personality and training make them
natural leaders.
Proficiencies
Ability Armor: Light armor
Scores Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Completing
Skills: Choose four from Acrobatics, Athletics, Bu-
Contracts
reaucracy, Computers, Deception, Drive, Insight, Intim-
idation, Investigation, Life Science, Mechanics, Percep-
Combat
tion, Performance, Persuasion, Social Science, Stealth
Hacking Equipment
In addition to the equipment granted by your back-
ground, you start with either シ7,000 or the follow-
Brave New
ing equipment:
World
108 // 3. Classes //
The Suit
Proficiency Sneak
Level Bonus Favors Attack Features
1st +2 2 — Inspiration (d6), Power Network, Call in a Favor
2nd +2 2 1d6 Moxy, Sneak Attack
3rd +2 3 1d6 Career Path, Contact
4th +2 3 1d6 Ability Score Improvement
5th +3 3 2d6 Promotion, Inspiration (d8)
6th +3 4 2d6 Career Path Feature, Contact (2nd)
7th +3 4 2d6 Contagious Moxy, Adaptive Learning
8th +3 5 3d6 Ability Score Improvement
9th +4 5 3d6 Career Path Feature, Contact (3rd)
10th +4 5 3d6 Ability Score Improvement
11th +4 6 4d6 Promotion, Inspiration (d10)
12th +4 6 4d6 Ability Score Improvement
13th +5 7 4d6 Career Path Feature
14th +5 7 5d6 Promotion, Easy Inspiration,
15th +5 7 5d6 Inspiration (d12), Contact (4th)
16th +5 8 5d6 Ability Score Improvement
17th +6 8 6d6 Career Path Feature
18th +6 9 6d6 Promotion, Contact (5th)
19th +6 9 6d6 Ability Score Improvement
20th +6 10 7d6 Superior Inspiration
Corporations. Each megacorporation has dozens of these favors have a suit level prerequisite that must
of subsidiaries devoted entirely to intelligence, securi- be met in order to use them.
ty, or financial espionage. You can imagine a mandate The number of favors you have is shown on the Suit
and name of one of these to fit your campaign with table. At the start of each game session, you regain all
your GM. Below are the “big nine” syndicates that con- of your favors.
trol over half of the world’s business:
Apex International, Apollo Laboratories, Ronin, Cornu- Aegis Particle Beam
copia, Worldgroup Holdings, Infinity Industries, Unicom, Prerequisite: Level 17
Omnitech, Hexie. As an action, you can use the orbital Aegis network to
Crime Syndicates. The world’s larger organized rain hot death upon your enemies. The particle beam
crime syndicates have sophisticated intelligence and does 20d6 + 70 heat damage on a failed Dexterity sav-
business wings, providing a good ecosystem for suits. ing throw, or half as much damage on a successful one.
Below are some examples: The save DC = 8 + your proficiency bonus + your Cha-
Camorra (Italian mafia), North Jopok (North Korean risma modifier. You choose the size of the beam, it can
mafia), Ndrangheta (Italian mafia), Sinaloa (Mexican anywhere from a 1.5 to 12-meter radius cylinder cen-
cartel), Solntsevskaya Bratva (Russian mafia), Yamaguchi tered on a point of your choosing.
Gumi (Yakuza). If the target area involves individuals that are in-
Alternatively, your patron could be an up-and-com- doors, the GM determines how much of the damage is
ing smaller, but hungry and capable, corporation or mitigated by the buildings’ structure (often ½).
crime syndicate. Calling in a favor to use an AEGIS particle beam
costs three favors instead of one.
Call in a Favor
As an important asset, you can tap your relationship Background Check
with your power network to pull strings to tilt things in Prerequisite: Level 5
your favor. It pays to have friends in high places. Some You can contact your patron to ferret out any information
that exists on a person you inquire about, either on pub-
110 // 3. Classes //
•• Level 1-5: A business after-hours, concerts, onto a Resources
sold-out plane, or private clubs. You can contact your power network for financial sup-
•• Level 6-13: Morgues, crime scenes, backstage at port. You put out the call, and the cash appears in your
concerts, research facilities, restricted areas in pris- account, no questions asked.
ons or hospitals, other people’s budget hotel rooms To use this ability, you must make a Charisma (Per-
or apartments when they are out. suasion) ability check towards your patron, and the
•• Level 14-20: Pretty much anywhere, as long as it is money obtained equals your suit level x the result of
a place where someone has clearance, and it’s not a your ability check x 100. For example, a 5th level suit
privately-owned place. that scored a 24 on their Charisma (Persuasion) ability
check would get シ12,000 (5 x 24 x 100).
You may make a successful Charisma ability check
where applicable to use guest pass as though you were Safe House
5 levels higher. Your power network hooks you up with a safe house
that is off the map and unknown to almost anyone. It
Harassment could be an apartment, cabin, abandoned house, or
Prerequisite: Level 5 some other accommodation; your GM decides the
You can arrange for a target to be inconveniently specifics as long as it only provides basic amenities.
stopped by police, security, or some other enforcement It isn’t glitzy, but it enough to get a good night sleep.
body with institutional power. As an action, you can It is stocked with enough food and water for 5 people
send a simple text to arrange this harassment, though to live for 1 week. While hiding in this space, any at-
the effect occurs 2d10 minutes after you arrange it. tempts to track you or your allies there suffer are made
The target can be on foot, or in a vehicle when ha- at disadvantage.
rassed. This essentially stops the target in their tracks
and ties them up for 3d10 minutes. If the target hap- Tail
pens to be involved in something illegal at the time Prerequisite: Level 2
(like carrying banned weapons, blood-stained clothing, Your power network hooks you up with an investigator
or driving a stolen car), then the harassment is espe- to follow a person you are interested in. As an action,
cially effective, possibly outright putting the target you can send a simple text to recruit an investigator’s
under arrest. help, who will follow your target of choice and report
back with any information they find.
Legal Aid The investigator is an NPC with a CR equal to one
This favor allows you to get yourself out of a sticky situ- half of your suit level, and the GM has their statistics.
ation with the law. The severity of the situation you can They will follow the target for up to 24 hours, after
escape from depends on your suit level. The aid can which time you must use another favor to keep them
occur at the level of an arresting officer who is told by tailing the target.
your patron not to pursue it, or even in the courtroom.
Inspiration
•• Level 1-5: Misdemeanors like drugs, traffic tickets, You can inspire others through stirring words or lead-
simple assault, or minor theft. ership. To do so, you use a bonus action on your turn to
•• Level 6-10: Felonies like possession of a banned choose one person other than yourself within 12 me-
firearm, theft, aggravated assault, manslaughter. ters of you who can hear you. That person gains one
•• Level 11-15: Major felonies like stolen cars, major Inspiration die, a d6.
arson, bank robberies, murders. Once within the next 10 minutes, the person can
•• Level 16-20: Mass murders, major thefts or incred- roll the die and add the number rolled to one ability
ible property damage. check, attack roll, or saving throw it makes. The person
can wait until after it rolls the d20 before deciding to
You may make a successful Charisma ability check use the Inspiration die, but must decide before the GM
on the applicable law enforcement agent to use legal says whether the roll succeeds or fails. Once the Inspi-
aid as though you were 5 levels higher. ration die is rolled, it is lost. A person can have only
one Inspiration die at a time.
You can use this feature a number of times equal
to your Charisma modifier (a minimum of once). You
regain any expended uses when you finish a long rest.
Hacking
Career Path Extra Attack
At 3rd level, you choose a career that reflects the type You can attack twice, instead of once, whenever you
of patron you have. Your Career Path choice grants you take the Attack action on your turn.
Brave New
features at 3rd level and then again at 6th, 9th, 13th,
World
and 17th level. See the end of this class section for de- Expertise
tails on the individual paths. Choose two of your proficiencies. Your proficiency bo-
NPCs
nus is doubled for any ability check you make that uses
Contact either of the chosen proficiencies.
Appendices Starting at 3rd level, you gain a contact of any type you
can imagine, as suits make connections with all walks Weapon Master
of life to further their goals. You get an additional con- You adopt a particular style of fighting as your special-
tact at level 6, 9, 15, and 18. ty. Choose a Fighting Style below. You can’t take the
same Fighting Style option more than once, even if you
Ability Score Improvement get to choose again.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of •• Marksman: You gain a +2 bonus to attack rolls you
your choice by 2, or you can increase two ability scores make with ranged weapons.
of your choice by 1. As normal, you can’t increase an •• Pistoleer: you gain a +2 bonus to damage rolls with
ability score above your maximum using this feature. firearms that have the “close” property.
112 // 3. Classes //
Adaptive Learning Commander Quick Build
At 7th level, you’ve learned a thing or two from your
Genome: Espion
experience, and you gain proficiency with one skill
Class: Level 1 Suit
of your choice.
Background: Investigator
Saving Throws: Wis and Cha
Easy Inspiration
STR DEX CON INT WIS CHA
At 14th level, you may use your Inspiration ability as 10 16 12 10 16 18
a free action. HP: 14 Speed: 9 AC: 16 DR: 0
Skill Proficiencies: Deception +6, Insightexp +7,
Superior Inspiration Intimidation +6, Perception +5, Persuasion +6,
At 20th level, when you roll initiative and have no uses Stealth +5
of Inspiration left, you regain one use. Attacks: 9mm Handgun. +5 to hit, 12/36 m., 2d6+3
P damage (close, light, reload 15)
Career Path Equipment: 9mm handgun, armor vest, binoc-
Your career path scaffolds what kind of professional ulars, bug detector, caltrops, crowbar, distance
environment you’ve trained for and thrive in best. Are microphone, disguise kit, flashlight, tracking
you a military, corporate, or government suit? devices x2, wall microphone
Commander
You are a born tactical leader, and likely have some mil- Tactical Inspiration
itary training under your belt. Your strategic planning At 9th level, people that have your Inspiration die may
covers both the boardroom and the battlefield. Mili- use it as extra movement. The die result × 2 is added to
tary officers, SWAT captains, intelligence agency field the user’s Speed until the end of their turn, and they
operatives, and mercenary squad leaders are all exam- may take the Disengage action as a free action.
ples of the kind of career covered by this path.
Violent Moxy
Armor and Weapon Proficiency At 13th level, your Moxy feature provides a bonus to
At 3rd level, you gain proficiency with medium armor weapon damage rolls equal to your Charisma modifi-
and martial weapons. er (minimum of +1). This works in conjunction with
Contagious Moxy, providing this bonus to allies with-
Combat Inspiration in range. A person can benefit from this feature from
Beginning at 3rd level, you learn to inspire others in only one commander at a time.
battle. Someone that has an Inspiration die from you
can roll that die and add the number rolled to a weapon Squad Leader
damage roll it just made. Alternatively, when an attack At 17th level, when you use your Inspiration feature
roll is made against them, they can use their reaction you may give an Inspiration die to two different allies.
to roll the Inspiration die and add the number rolled
to their AC against that attack, after seeing the roll but G- Man
before knowing whether it hits or misses. You are a capable and elite agent with training from a
corporate or government intelligence agency. Espio-
Strategic Attack nage and assassination are your bread and butter, and
Starting at 6th level, when you use the Attack action, you are an incredible sleuth. Corporate or governmen-
you can make one weapon attack as a bonus action. tal spies, detectives, and other intelligence agents are
You can use this feature a number of times equal to all examples of a G-man.
your Charisma modifier (a minimum of once). You re-
gain all expended uses when you finish a long rest. Authority Figure
Starting at 3rd level, when you use Call in a Favor as a
Fierce Inspiration background check, disable vehicle, harass, guest pass,
At 9th level, when someone that has your Inspiration or legal assistance, you count as three suit levels high-
die uses it, they may roll it twice, keeping the higher of er, both for the effect and the prerequisite.
the two results.
114 // 3. Classes //
would normally grant you a lifestyle of Middle Class, it
Shark Quick Build
instead grants you a lifestyle of Well Off.
Genome: Companion
Additionally, you immediately receive シ10,000
Class: Level 1 Suit
from an investment that pays of big.
Background: Ideologue
Saving Throws: Wis and Cha
Hacking
STR DEX CON INT WIS CHA
Starting at 6th level, you are able to use hacks to aid 8 14 10 16 14 18
you in your climbing of the ladder, in a similar way to HP: 13 Speed: 9 AC: 15 DR: 0
the Codehacker class. Skill Proficiencies: Computers +5, Deception
Intelligence is your hacking ability, and you use your +6, Insight +4, Performance +6, Perception +4,
Intelligence whenever a hack refers to your hacking Persuasion +8exp, Stealth +4
ability. In addition, you use your Intelligence modifier Attacks: 9mm Handgun. +4 to hit, 12/36 m., 2d6+2
when setting the saving throw DC for a hack you run P damage (close, light, reload 15)
and when making an attack roll with one. Equipment: 9mm handgun, armor vest, binoc-
ulars, bug detector, caltrops, crowbar, distance
•• Hack save DC = 8 + your proficiency bonus + your microphone, disguise kit, flashlight, tracking
Intelligence modifier devices x2, wall microphone
•• Hack Attack modifier = your proficiency bonus +
your Intelligence modifier
Filthy Rich
Hack Slots At 9th level, you count as one more category higher for
The Shark Hacking table shows how many hack slots your lifestyle granted by your Mosaic score (stacking
you have. To use one of these hacks, you must expend a with the Rich feature). For example, if your Mosaic
slot of the hack’s level or higher. You regain all expend- score would normally grant you a lifestyle of Middle
ed hack slots when you finish a long rest. Class, it instead grants you a lifestyle of Affluent.
For example, if you know the 1st-level hack sleep Additionally, you immediately receive シ50,000
and have a 1st-level and a 2nd-level hack slot available, from an investment that pays off big.
you can run sleep using either slot.
Credible Threat
Hacks Known At 13th level, your status and power precede you, and it
At 6th level you know three 1st-level hacks of your is known that you can ruin careers and lives with a few
choice, from the codehacker hack list. You learn addi- words to the right people. You can leverage this reputa-
tional hacks as shown on the Shark Hacking table. tion to strike fear in the hearts of your enemies.
You can target a number of people equal to your
Shark Hacking Charisma modifier (minimum 1), and make a Charis-
Suit Hacks Level 1 Level 2 ma (Intimidation) ability check contested by their Wis-
Level Known Slots Slots dom saves. If successful, the targets become frightened
6 3 3 — until the end of the encounter. You must take a long
7 3 4 — rest before using this ability again.
8 4 4 —
9 4 4 — Corporate Hit Squad
10 5 5 — At 17th level, when you use your Call in a Favor abil-
11 5 5 — ity to recruit a bodyguard, you recruit two NPCs
12 6 5 — instead of one.
13 6 6 1
14 7 6 1
15 7 6 2
16 8 7 2
17 8 7 3
18 9 7 3
19 9 8 4
20 10 8 4
Combat
•• Banned. Banned equipment is reserved for the mil-
itary or other state entities and cannot be obtained
by private citizens under normal circumstances, Armor
Hacking though they enjoy a high demand on the black With all the big nasty guns and such out there, the
market. At the Gamemaster’s discretion, these need for armor is paramount for those who live dan-
items can cost up to 50% more than the listed price gerous lifestyles or want to ease their paranoia. The
Brave New
if obtained through the black market. quality of armor available in the world of GeneFunk
World
2090 has vastly increased compared to previous de-
Starting Equipment cades. Material that is protection against small arms
NPCs
When you create your character, you receive equip- fire has become nearly as light and comfortable as
ment based on a combination of your class, back- regular clothing, and military-grade heavy armor can
Appendices ground, and genome or feat. Before the first game make its wearer a walking tank. Of course, quality ar-
session, during character creation, you can spend the mor can be extremely expensive and for the heavier
money granted by all of these features. types, conspicuous a well.
After spending this starting money on your desired The Armor table collects the most commonly avail-
equipment, you retain any money that you don’t spend. able types of armor found in the game and separates
You decide how your character came by this start- them into three categories: light armor, medium ar-
ing equipment. It might have been an inheritance or mor, and heavy armor. The Armor table shows the cost,
goods that the character purchased during their up- mass, and other properties of the common types of ar-
bringing. You might have been equipped with a weap- mor used in the world of 2090.
on, armor, and a backpack as part of military service.
You might even have stolen your gear. Armor Proficiency
Anyone can put on a suit of armor, but only those profi-
Equipment Starting at Higher L evels cient in the armor’s use know how to wear it effectively.
Some games will start at higher levels. If this is the case, Your class gives you proficiency with certain types of
your character has already acquired some gear and up- armor. If you wear armor that you lack proficiency with,
grades earlier in their career. To reflect this, use the you have disadvantage on any ability check, saving
table below to determine a character’s starting money. throw, or attack roll that involves Strength or Dexterity.
The cash can be spent prior to the first gaming session.
Strength
Heavier armor interferes with the wearer’s ability to
move quickly and freely. If the Armor table shows “Str
13” or “Str 15” in the Strength column for an armor type,
the armor reduces the wearer’s speed by 3 meters un-
less the wearer has a Strength score equal to or higher
than the listed score.
Stealth
If the Armor table shows “Disadvantage” in the Stealth
column, the wearer has disadvantage on Dexterity
(Stealth) checks.
Armor
Armor Cost Mass Conspicuous Strength Stealth Armor Class (AC) DR
Light Armor
Heavy Clothing シ200 2 — — — 11 + Dex modifier 0
Reinforced Clothing シ600 2 — — — 12 + Dex modifier 0
Armor Vest シ2,500 2 — — — 13 + Dex modifier 0
Nanofiber Vest シ6,000 3 — — — 14 + Dex modifier 0
Durile Outfit シ7,000 6 — — — 13 + Dex modifier 2
Bushiweave Vest シ12,000 3 — — — 15 + Dex modifier 0
Spyder Sylk Outfit シ15,000 2 — — — 14 + Dex modifier 2
SharkSkin Vest シ35,000 2 — — — 16 + Dex modifier 0
Bushiweave Outfit シ60,000 5 — — — 15 + Dex modifier 4
SharkSkin Outfit シ100,000 3 — — — 16 + Dex modifier 4
Atomos Outfit シ300,000 5 — — — 17 + Dex modifier 6
Medium Armor
Kevlar Body Armor シ2,500 10 Concealable 13 Disadvantage 17 + Dex modifier (max 2) 2
Plate Vest シ2,500 5 Concealable — — 15 + Dex modifier (max 4) 0
Durile Assault Suit シ15,000 8 Concealable — — 16 + Dex modifier (max 4) 2
Ceramic Plate シ18,000 12 Concealable 13 Disadvantage 17 + Dex modifier (max 2) 4
Body Armor
Durile Plate Body Armor シ30,000 12 Concealable 13 Disadvantage 18 + Dex modifier (max 2) 4
Bushiweave Body Armor シ75,000 8 Concealable — — 18 + Dex modifier (max 4) 4
Spyder Sylk シ75,000 11 Concealable 13 Disadvantage 19 + Dex modifier (max 3) 6
Assault Suit
SharkSkin Assault Suit シ150,000 9 Concealable 13 Disadvantage 20 + Dex modifier (max 3) 6
Atomos Assault Suit シ450,000 12 Concealable 13 Disadvantage 21 + Dex modifier (max 3) 8
Heavy Armor
Worn Plate Suit シ3,000 16 Obvious 15 Disadvantage 18 4
Ballistic Plate Suit シ10,000 16 Obvious 15 Disadvantage 20 4
Ballistic Shield シ10,000 5 Obvious 15 Disadvantage +2 on reaction —
Hardshell Suit シ20,000 18 Obvious 15 Disadvantage 21 4
Heavy Battle Suit シ60,000 16 Obvious 13 Disadvantage 22 6
Turtletek Battle Suit シ170,000 21 Obvious 15 Disadvantage 23 8
Atomos Battle Suit シ500,000 23 Obvious 15 Disadvantage 24 10
Artemis Battle Suit シ950,000 25 Obvious 15 Disadvantage 25 10
Upgrades Hyper Jumping, Premium シ100,000 6 Heavy Armor Jumping x6, can fall 20 meters with no damage
Mechanical Capacitor シ20,000 5 Medium Armor Store energy for super jump or attack
Medicomp シ35,000 1 Medium Armor Dispenses medicine automatically
Daemons Speed Upgrade, Basic シ20,000 4 Medium Armor Speed becomes 12
Speed Upgrade, Premium シ70,000 7 Medium Armor Speed becomes 15
Ability Sprint Upgrade, Ultimate シ250,000 10 Medium Armor Speed becomes 18
Scores Thermal Insulation シ5,000 12 Medium Armor Resistance to heat and cold damage
Completing
Contracts
If you chose armor to obtain an upgrade for your ar- Cloak. Your armor surface receives light from its
mor, refer to the Armor Upgrade table for details about environment and then transmits it in a fashion that
Combat
the various upgrades you can purchase. mimics nothing being in the way of the light at all. The
Some upgrades require larger armor, as indicated effect is perfect camouflage, rendering you invisible.
Hacking
on the prerequisite column. If medium armor is a pre- The cloak has no effect on anything outside of the ar-
requisite, the upgrade cannot be added to light armor. mor (such as weapons), which must be stowed inside
Only heavy armor can have an upgrade with the heavy the armor, or be upgraded with their own cloak.
Brave New
armor prerequisite. Upgrades with no prerequisite can Electric Discharge, Basic. If someone makes a me-
World
even be added to regular clothing. lee attack against you or physically grabs you, you can
Artificial Muscles. These form-fitting fabrics can use your reaction to discharge a large dose of electrici-
NPCs
be designed to act in tandem with the existing mus- ty into their body. They must make a DC 15 Constitution
culature of the wearer, effectively boosting the wear- saving throw. On a failed save, they take 5d8 electrical
Appendices er’s strength. damage, or half as much damage on a successful one.
Autonomous Environment. The armor is completely Your shocking field must recharge (through your
sealed from the outside environment. Air filters pro- movement) after using it, and you must wait 1 hour be-
tect the wearer from disease, heavily polluted air, or fore using this ability again.
tear gas. The skin is likewise protected by a selectively Electric Discharge, Premium. This functions exactly
permeable nanofiber. Wearers are immune to any ef- as the basic version, only it does 6d10 electrical damage.
fects from breathable or contact poison (but can still be Electrical Insulation. Fibers that insulate you from
poisoned by injections and other means). electricity give you resistance to electrical damage
The filters also act as “gills” in water and extract while wearing this armor.
breathable oxygen, allowing you to breathe underwater. Exoskeleton, Light. A powered exoskeleton is built
Chromomorphic. This armor is capable of changing into armor that has incredible strength. While wearing
colors and patterns to any specifications, even trans- this armor, your Strength score changes to a 22. If your
parency. The main reason for this technology is for Strength is already equal to or greater than 22, the pow-
aesthetic or style, but the transparency is also useful ered exoskeleton has no effect on you.
if you happen to have the Crpytek Cloakers upgrade, Exoskeleton, Heavy. This even more powerful exo-
so the armor doesn’t get in the way of invisibility. The skeleton follows the same rules as the light one but
desired color pattern instantly shifts according to the grants a Strength score of 28.
intention of the wearer.
Completing
weapon, you use your choice of your Strength or Dex- •• Bipod. Being prone while using a bipod reduc-
terity modifier for the attack and damage rolls. You es recoil by 4
••
Contracts
must use the same modifier for both rolls. Weapon Mount. Using a large tripod or vehicle
Hard-Knuckle. A weapon with this property rein- mount completely eliminates recoil
Combat
forces your fists with weight and strength, increasing
the damage of your unarmed strikes by +2. Shotgun. A weapon with the shotgun property has
Hacking Light. A light weapon is small and easy to handle, a -2 penalty to damage if shooting at long range due
making it ideal for use when fighting with two weapons. to the scatter-shot, but doesn’t suffer from the usual
Mount. These powerful and heavy weapons must disadvantage penalty. If the target is within 10 meters,
Brave New
be used with a while prone using a bipod, or standing damage is increased by +2.
World
but using a tripod, vehicle mount or building mount. If any non-regular type of ammunition is used
Any attempts to use them under different conditions (such as armor-piercing or explosive), then the ammu-
NPCs
results in a -10 on the attack roll. nition is a slug, not a scatter-shot, and the above me-
Quick. You can use a bonus action to make an at- chanic doesn’t apply.
Appendices tack with this weapon. Silenced. The sound produced from a silenced
Rapid Fire. A weapon with rapid fire shoots out pro- weapon can only be detected by people with a 15 pas-
jectiles at incredible speed. It allows the auto feature to sive Wisdom (Perception) score (modified by distance,
be used twice in a single turn, as long as the attacker walls, etc.).
has another feature that allows them to make an addi- Special. A weapon with the special property has un-
tional attack. usual rules governing its use, explained in the weap-
Range. A weapon that can be used to make a ranged on’s description.
attack has a range in parentheses after the thrown Thrown. If a weapon has the thrown property, you
property, or listed on the Firearms table. The range lists can throw the weapon to make a ranged attack. If the
two numbers. The first is the weapon’s normal range weapon is a melee weapon, you use the same ability
in meters, and the second indicates the weapon’s long modifier for that attack roll and damage roll that you
range. When attacking a target beyond normal range, would use for a melee attack with the weapon.
you have disadvantage on the attack roll. You can’t at- Two-Handed. This weapon requires two hands
tack a target beyond the weapon’s long range. when you attack with it.
Reload. A limited number of shots can be made Versatile. This weapon can be used with one or two
with a weapon that has the reload property, listed by hands. A damage value in parentheses appears with
the number in parentheses after the reload property. A the property, and indicates the damage dealt when the
weapon is used with two hands to make a melee attack.
Hacking
Generic Firearms
Weapon Cost Mass Damage Recoil Range Properties
Brave New Simple Ranged Weapons
World
Handgun, 9mm シ600 1 2d6 P 1 12/36 Close, light, reload (15)
Handgun, 10mm シ700 1 3d4 P 2 13/39 Close, light, reload (12)
NPCs Handgun, 11mm シ900 1.5 2d8 P 3 14/42 Close, reload (10)
Handgun, 12mm シ2,000 2 3d6 P 4 15/45 Close, reload (6)
Hunting Rifle, 5.56mm シ1,000 3 2d8 P 0 100/300 Reload (6), two-handed
Appendices
Hunting Rifle, 7.62mm シ1,200 3 2d10 P 1 120/360 Reload (5), two-handed
Hunting Rifle, 9.5mm シ2,000 4 2d12 P 2 150/450 Reload (4), two-handed
Shotgun, 12 gauge シ600 4 2d8 P 1 40/120 Reload (8), shotgun, two-handed
Shotgun, 10 gauge シ800 5 2d10 P 2 50/150 Reload (8), shotgun, two-handed
Martial Ranged Weapons
Assault Rifle, 5.56mm シ2,000 3 2d8 P 0 150/450 Auto, reload (40), two-handed
Assault Rifle, 7.62mm シ2,000 4 2d10 P 1 180/540 Auto, reload (30), two-handed
CAW, 12 gauge シ2,000 6 2d8 P 1 40/80 Auto, reload (12), shotgun, two-handed
Machine Gun, 7.62mm シ5,000 9 2d12 P 3 300/900 Auto, reload (200), two-handed
Machine Gun, 12.7mm シ20,000 60 3d12 P 4 1km/2km Auto, mount, reload (200), two-handed
Sniper Rifle, 5.56mm シ1,500 3 2d8 P 0 250/750 Two-handed, reload (5)
Sniper Rifle, 7.62mm シ2,000 3 2d10 P 1 300/900 Two-handed, reload (5)
Sniper Rifle. 12.7mm シ10,000 14 3d12 P 4 1km/2km Mount, two-handed, reload (4)
SMG, 4.6mm シ1,200 2 1d10 P 0 20/60 Auto, close, light, reload (50)
SMG, 5.7mm シ1,600 3 1d12 P 0 40/120 Auto, close, reload (50)
SMG, 9mm シ2,000 3 2d6 P 0 70/210 Auto, close, reload (40)
Premium Firearms
Upgrades
Weapon Cost Mass Damage Recoil Range Properties
Simple Ranged Weapons
Daemons Ballista 12 gauge シ18,000 5 2d12 P 3 50/150 Reload (8), shotgun, two-handed
Black Widow 9mm シ10,000 1 2d6 P 0 12/36 Close, light, reload (15), silenced
Appendices M2 Maxim 12.7mm シ300,000 60 4d10 P 4 1km/2km Auto, mount, two-handed, re-
load (200)
Manticore Bolter シ120,000 5 1d12 P 0 12/24 Auto, reload (26), 3d6 Po damage
M2 Rocket Launcher シ15,000 8 7d10 P 2 50/100 Armor-piercing, reload (1), special,
two-handed
Nova Microwaver シ25,000 7 — 0 20 Reload (10), special, two-handed
Ravager 10 gauge シ50,000 6 2d12 P 1 40/80 Auto, reload (12), shotgun,
two-handed
SK Grenade Launcher シ3,000 6 — 0 40 Reload (6), two-handed, special
Stingray Shock Rifle シ100,000 6 2d6 P 1 15/30 2d6 E damage
Tiamat 10 gauge シ50,000 4 2d10 P 2 50/150 Reload (8), shotgun, two-handed,
1d6 H damage
XM Spitfire 5.56mm シ100,000 9 2d12 P 3 300/900 Auto, rapid-fire, reload (200),
two-handed
ZQ Blitzer 7.62mm シ60,000 4 2d12 P 1 180/540 Auto, reload (30), two-handed
ZQ Timberwolf 9mm シ50,000 3 3d6 P 0 70/210 Auto, close, reload (40)
ZQ Wolverine 5.56mm シ40,000 3 2d10 P 0 150/450 Auto, reload (40), two-handed
Completing
•• Mines. These explosives are triggered by either a the amount of insulation they have from the blast, and
tripwire or a pressure plate. The detonation point is high-quality electronics have Faraday shielding, which
Contracts
in the square the mine is placed in. The base Wisdom can provide from a +5 to +15 bonus to this saving throw
(Perception) DC to spot a mine is 10. A mine can (see Faraday shielding in the gear section). Daemons
Combat
be camouflaged and hidden, increasing the DC to have a +5 bonus to this saving throw, and if they fail,
spot the mine to 8 + your proficiency bonus + your they can make the saving throw at the end of each turn
Hacking Wisdom modifier. as they attempt to self-repair.
•• Timer. A set time limit, which you can determine Flashbang. The detonation produces an ul-
when you set the explosive as an action, will deter- tra-bright blinding flash of light and an intensely loud
Brave New
mine when the explosive detonates. The timer can “bang”. Everyone within 3-meter radius sphere cen-
World
be set to mere seconds, or even days. tered on the point of the detonation must make a DC
NPCs
•• Special. Certain other detonators and hacks can create 15 Constitution saving throw. On a failed save, people
specialized conditions under which the explosive det- become blind, deaf, and are stunned until the end of
onates, such as facial recognition, DNA analysis, etc. their next turn.
Appendices See the specialty detonator hack for more information.
Brave New
World
or until strong wind disperses it. Its area is heavily ob- tions of some of the equipment available in the year
scured. When someone enters the fog for the first time 2090 are listed below.
NPCs
on a turn or starts its turn there, they must make a DC Anti-Surveillance Kit. This device appears to be a
15 Constitution saving throw. On a failed save they are large briefcase but inside are a variety of counter-sur-
Appendices blind and poisoned until the start of their next turn. veillance measures. It automatically detects the pres-
The fog moves 3 meters away from you at the start ence of wireless transmitters, amplified microphones,
of each of your turns, rolling along the surface of the and other comparable electronic devices that may
ground. The vapors, being heavier than air, sink to the be hidden in walls, ceiling, chairs, briefcases, con-
lowest level of the land, even pouring down openings. ference tables, plants, etc., even when those are not
in operation.
Gear The kit locates any wireless transmissions occur-
Where there’s a demand that technology can accom- ring in the area. It can then block the selected wireless
modate, there’s also a supply. Technology is a wholly frequencies in a 5-meter radius around the kit, or en-
pervasive force, so this is only a very small list of the able the user to manually find the bug and dispose of it.
myriad of technological gadgets available. GMs are en- Ball Bearings. As an action, you can spill these tiny
couraged to work with players to create rules for other metal balls from their pouch to cover a level, square
appropriate technologies that are not listed here. As area that is 2 meters on a side. A person moving across
with other types of technology, the gear someone car- the covered area must succeed on a DC 10 Dexterity
ries speaks to their sense of style, the latest and most saving throw or fall prone. A person moving through
expensive being the coolest. Refer to the Gear table for the area at half speed doesn’t need to make the save.
other details about the various types of gear. Descrip- Binoculars. They can zoom in up to 1.5 kilometers
away. In addition to this basic function, all of the ex-
tra functions available to goggles (see below) are also metically available as earpieces, headbands, hats, and
available for binoculars for the same cost. other headgear.
Biohacking Kit. This kit contains dozens of differ- Breathing Mask. This plastic helmet and mask cov-
ent chemical and biological agents and nanobots that ers the entire head and provides breathable air for 30
are required to run injection hacks. Each kit contains minutes. In addition, by filtering air, the mask also
20 uses worth of reagents before running out. protects your eyes and lungs from some harmful gases,
Bolt Cutters. An exceptionally heavy wire cut- such as tear gas, even when the air supply has run out,
ter, a bolt cutter can snip through padlocks or making you immune to these effects. The air comes
chain-link fences. from a pop-can sized tank. Extra tanks are often car-
BCI. A Brain Computer Interface is a wearable ried, costing シ50 each.
technology for people without daemons, providing For twice the cost, the breathing mask’s filters have
many of the same functions. It allows regular comput- an additional selectively permeable membrane. The
er functions, Mind’s Eye Windows, thought to speech chat, filters act as “gills” in water and extract breathable ox-
sensory recording and playing, telepresence, and diving in ygen for the wearer up to a depth of 15 meters.
the WDS as described in Chapter 6: Daemons. It is cos- Bug Detector. This wand can be waved around the
room to help search for wireless recording devices by
Hot Zone Rescue. A more unusual medical service chemical composition and amount of everything in an
is offered by a company called Hot Zone Rescue. A Ro- area up to a cubic meter or as fine as a cubic centimeter.
nin International Subsidiary, they are a corporation This includes solids, liquids, and gases.
that specializes in airlifting people that are wounded Any DNA contained within the samples are fully
out of sticky situations. A character who subscribes to sequenced if any are present, but labs don’t have ac-
this service has a chip implanted that monitors their cess to the databases necessary to identify particular
health and location at all times. If the character is crit- people based on their DNA. They can, however, give a
ically injured an airbus crewed with paramedics and rough description of sex, appearance, and genome.
soldiers is immediately sent to the character’s location. Mass Transportation. People often have to get from
Even if it is in the middle of a firefight, the sky ambu- point A to point B, but it's too far and they don’t own
lance will land, retrieve the character, and fly him to a vehicle. Luckily, nearly every metropolis has an ad-
the hospital (for a reasonable price). This service coop- vanced mass transit infrastructure to use in just such
erates with local police departments, so it knows not to cases. Generally, mass transportation costs シ25 per
help criminals in gunfights with police or other law en- 100 km or so, though this can double or triple depend-
forcement agencies. In certain areas, this service is il- ing on if you have luxury seating.
legal or restricted to law enforcement personal or VIPs. Phoenix Unlimited. A subsidiary of Hexie, Phoenix
If you ever reach 0 hit points an airborne ambu- Unlimited uses this recent and incredible process to
lance is immediately dispatched to your location. The copy the human mind from an analog body into entire-
airbus is crewed by five CR 4 NPCs (see Chapter 12). ly digital code. The client enters a Phoenix Unlimited
One is a driver, and four are soldiers with paramedic facility every month to upload their memories. The
training. To the best of their ability, they attempt to first upload takes around 3 days, but the monthly up-
rescue the character. Coverage is international and all loads take mere hours.
metropolises have outlets for this service so the arrival Nanobots map the customer’s entire nervous sys-
time is 2d10 minutes in big cities. However, in small tem, connectome, endocrine complement, DNA and
towns or the wilderness, the arrival time may be much gene expression, as well as other pieces of data rele-
later, even hours. Short of the local government out- vant to the human mind. Then, these nanobots com-
right ordering the ambulance away, they will make an municate this map to an external computer. In this
attempt to extract you. computer, a complete analog of the mapped human’s
It costs シ20,000 a month for this service, and if consciousness is formed. Every function down to a mo-
the ambulance is actually called upon, you are charged lecular level is reproduced. The result is a perfect copy
an additional シ200,000. of a mind, called a “psychomime”.
Lab Work. You submit a chemical or biological sam- International law unanimously decided that a cop-
ple to a lab to get it analyzed. The lab informs you of the ied mind cannot be legally activated until the original
Ability
Scores Wrath. This drug is a stimulant that increases phys- resulting cloud dissipates immediately afterward.
ical strength. It is less expensive and more available Holding one’s breath is ineffective against inhaled
Completing
than Mars making it a popular drug among street thugs poisons, as they affect nasal membranes, tear ducts,
Contracts
and professional fighters. A side effect of wrath is that and other parts of the body. Multiple doses can be
it makes you angry and diminishes your patience. You put in gas grenades, increasing the area affected by
Combat
gain a +4 Strength, -2 Intelligence and Wisdom for 30 1 cube per dose.
minutes, and suffer 2 levels of exhaustion after. •• Injury. Injury poison can be applied to weapons,
Hacking hyposprays, syringes, and other objects that deal
Poison piercing or slashing damage and remains potent
Poison can be harvested from animals, plants, or they until delivered through a wound or washed off.
Brave New
can be synthesized chemicals. If a poison is applied to Someone that takes piercing or slashing damage
World
a weapon, such weapon attacks become deadlier, and from an object coated with the poison is exposed to
corporate espionage often involves poisoned food or its effects. If a poison is delivered with a hypospray
NPCs
drinks. Given their insidious and deadly nature, poi- or syringe, it’s save DC becomes +5, and its effect is
sons are illegal in most societies, and range from mon- doubled (duration, damage, penalty, etc.).
Appendices itored to banned depending on how toxic they are.
Poisons come in the following four types: Anesthetic. This poison describes any variety of
chemicals that produces a loss of consciousness and
•• Contact. Contact poison can be smeared on an can be administered as a gas, or ingested. Halothane,
object and remains potent until it is touched or propofol, ketamine, and many other drugs fall into
washed off. A person that touches contact poison this category. A person subjected to this poison must
with exposed skin suffers its effects. succeed on a DC 15 Constitution saving throw or be
•• Ingested. A person must swallow an entire dose of poisoned for 1 hour. If the saving throw fails by 5 or
ingested poison to suffer its effects. The dose can be more, the person is also unconscious while poisoned
delivered in food or a liquid. You may decide that a in this way. The person wakes up if it takes damage or
partial dose has a reduced effect, such as allowing if another person takes an action to shake it awake. If
advantage on the saving throw or dealing only half administered via injury, the DC drops to 10 (though it is
damage on a failed save. Multiple doses can be add- still a 15 with a hypospray or syringe).
ed to a drink or food, and each extra dose applies Botulinum. The most toxic substance produced by
the effect an additional time. nature, BTX is produced by a species of bacteria. A per-
•• Inhaled. These poisons are powders or gases that son subjected to this poison must succeed on a DC 16
take effect when inhaled. Blowing the powder or Constitution saving throw or be poisoned for 1 hour. If
releasing the gas through a grenade affects anyone the saving throw fails by 5 or more, the person is also
in a 1-meter cube from the point of detonation. The paralyzed while poisoned in this way, and it the saving
throw fails by 10 or more the person dies. If adminis- If the save is failed by 5 or more, the subject becomes
tered via injury, the DC drops to 10. unconscious. If they fail by 10 or more, they die.
Cyanide. A classic poison, often administered via Paralytic. A neuromuscular-blocking drug, paralyt-
inhalation or ingestion. People subjected to this poi- ic poison makes the subject’s muscles become useless.
son must make a DC 16 Constitution saving throw. The A person subjected to this poison must succeed on a DC
subject takes 14 (4d6) poison damage and is poisoned 13 Constitution saving throw or be poisoned for 1 min-
for 1 hour on a failed save, or half as much damage and ute. The poisoned person is paralyzed. The person can
no poisoned effect on a successful save. repeat the saving throw at the end of each of its turns,
Grey Goo. A colony of self-replicating nanobots di- ending the effect on itself on a success.
gests the subject’s tissues, spreading throughout the Ricin. Harvested from the castor bean, ricin is often
body and wreaking havoc. A person subjected to this put into someone’s food or drink. A person subjected
poison must make a DC 19 Constitution saving throw, to this poison must make a DC 17 Constitution saving
taking 42 (12d6) poison damage on a failed save, or half throw. On a failed save, it takes 10 (3d6) poison dam-
as much damage on a successful one. age and is poisoned for 24 hours. On a successful save,
Heavy Metal. A person subjected to this poison the person takes half damage and isn’t poisoned. If you
must make a DC 10 Constitution saving throw. On a failed your first saving throw, you must make it again 24
failed save, it takes 6 (1d12) poison damage and is poi- hours later, and suffer the effects again on a failed save.
soned for 24 hours. On a successful save, the person
takes half damage and isn’t poisoned.
Hemovenom. This blood-cell destroying poison
must be harvested from a snake or spiders. A person
subjected to this poison must succeed on a DC 11 Consti-
tution saving throw, taking 10 (3d6) poison damage on a
failed save and becoming poisoned for 1 hour, or half as
much damage and no poison effect on a successful one.
Necrovenom. This tissue-destroying venom is har-
vested from snakes and spiders. A person subjected to
this poison must succeed on a DC 11 Constitution sav-
ing throw, taking 21 (6d6) poison damage on a failed
save, or half as much damage on a successful one.
Neurovenom. This neurotoxic venom is harvested
from snakes and spiders. A person subjected to this
poison must succeed on a DC 13 Constitution saving
throw, becoming poisoned for 1 hour on a failed save.
Sedan, Luxury
Huge wheeled vehicle
Armor Class 12 Handling +1
Damage Reduction 6 Speed 250 kph
Hit Points 60 Fuel 500 km
Passengers 4 Length 5 m
Cargo 1,000 kg Width 2 m
Mass 1,800 kg Height 1.5 m
Anthroids
Robot Cost Size Description Summary
Alpha V 3.1 シ20,000 M General purpose robot, with a sophisticated learning AI
Alpha V 3.3 シ250,000 M General purpose robot, with a sophisticated learning AI
Alpha V 3.5 シ2,000,000 M General purpose robot, with a sophisticated learning AI
Arnold MK I シ100,000 M Both form and AI are optimized for warfare and assassination
Arnold MK III シ1,000,000 M Both form and AI are optimized for warfare and assassination
Arnold MK V シ6,000,000 M Both form and AI are optimized for warfare and assassination
Cherry シ50,000 M Basic pleasure model, specialized in social skills and seduction
Cherry Deluxe シ100,000 M Premium pleasure model, specialized in social skills and seduction
Little Alex シ15,000 S Child robot, marketed as a friend for lonely children, or grieving parents
Drones
Robot Cost Size Description Summary
Fenris シ150,000 M Four-legged dog-like drone, designed to hunt and kill
Phantom MK I シ25,000 S Small flying drone, primarily for surveillance, protection, or assassination
Phantom MK II シ250,000 S Small flying drone, primarily for surveillance, protection, or assassination
Rex 4.0 シ25,000 M Robotic guard dog
Rex 4.1 シ75,000 M Robotic guard dog
Spot シ8,000 M Robotic guard dog
Stirge MK I シ15,000 T Tiny assassin drone, designed to quietly fly through windows and vents
Swoop シ1,000 T Tiny flying drone, mostly for surveillance and enjoyment
Tarantula MK I シ20,000 S Anti-personnel spider drone
Tarantula MK II シ200,000 M Anti-personnel and light vehicle spider drone
Bots
Robot Cost Size Description Summary
Driver 3.4 シ12,000 - Advanced driving skills, more sophisticated than factory autopilot
Friendo シ2,000 - Specialized in social skills and bonding
Friendo Ultra シ10,000 - Specialized in social skills and bonding
Paragon 4 シ6,000 - A general purpose, sophisticated intelligent AI
Paragon 5 シ15,000 - A general purpose, sophisticated intelligent AI
Paragon 6 シ30,000 - A general purpose, sophisticated intelligent AI
Net Monkey シ500 - Guide to navigating the internet, and understanding programs
Net Monkey Pro シ4,000 - Guide to navigating the internet, and understanding programs
Science Guy I シ5,000 - Specialized for knowledge in science and engineering
Science Guy II シ15,000 - Specialized for knowledge in science and engineering
Brave New
must not be covered for the cloakers to be effective (i.e. •• Nematocysts. An area of your hand, or even your
you must be naked or be wearing clothing with trans- tongue, is laden with stinging cells that send thou-
World
parency capability), and cloakers have no effect on any sands of envenomed barbs into your enemy’s skin.
of your equipment. If it is on your hand, it can be triggered while grap-
NPCs
pling or making unarmed strikes, as a free action.
Cosmetic Alteration You must take a short rest before using it again.
Appendices The increased technological capacity for body alteration •• Venom Sac. Your venom is manufactured and
has opened up new creative realms for the same niche stored in a pouch somewhere on your body, often
that was interested in piercings and tattoos in previous in your mouth. This can be used to administer
generations. The latter are still popular but exist along- a “kiss of death”, or ooze poison onto a weapon. If
side drastic surgical options such as moving angel or bat applied to a weapon, the poison washes off after one
wings, color-shifting skin or hair, a moving tail, extra successful hit and must be reapplied for it to work
eyes or whatever else the consumer can imagine. This again. You can activate this ability as a free action
trend has become even more prolific due to the popu- and must take a short rest before using it again.
lar media’s glamorization of transgenic humans. Their •• Retractable or Natural Weapon. If you have the
wondrous abilities and poor social standing make for a retractable weapon or natural weapon feature, you
compelling story and there are a lot of over-privileged may have your envenomers built directly into the
wannabes who aim to look the part. These upgrades weapon, allowed the venom to be delivered on
have no in-game effect outside of their aesthetic, and successful attacks, as a free action. You must take a
helping you fit in with certain crowds. At the player's short rest before using it again.
discretion, it can either give you a strange or inhuman
appearance. Additionally, it doesn’t count as one of your You can dispense any of the following venoms:
maximum allowed number of upgrades. Hemovenom. A person subjected to this toxin must
succeed on a DC 11 Constitution saving throw, taking
156 // 5. Upgrades //
Bioware Upgrades
Upgrade Brand Cost Effect Summary
Olfactors TruHound シ100,000 Able to discern scent to minute detail, and track by scent
Amped Senses Sentinex シ40,000 Bonuses to Perception and Investigation
Cellular Rejuvenators Proteon シ50,000 It only requires 4 hours to obtain the benefits of a long rest
Cellular Rejuvenators Hexie シ200,000 It only requires 2 hours to obtain the benefits of a long rest
Cellular Rejuvenators Apollo シ600,000 It only requires 2 hours to obtain the benefits of a long rest, and can do 2/day
Cloakers Cryptek シ60,000 Become invisible
Cosmetic Alteration Varies シ5,000 Alter your appearance
Electric Organ Vitruvian シ30,000 10d6 damage, DC 16 Dexterity save for ½, once/short rest
Electric Organ Tezla シ100,000 10d6 + 25 damage, DC 19 Dexterity save for ½, once/short rest
Electric Organ Apollo シ300,000 10d6 + 50 damage, DC 21 Dexterity save for ½, once/short rest
Envenomers Proteon シ60,000 Produce and administer cheap venoms, once/short rest
Hyper Reflexes Vitruvian シ40,000 +2 AC, advantage on Dexterity saves, additional action
Hyper Reflexes Apollo シ100,000 +2 AC, advantage on Dexterity saves, additional action
Medicomp Nightingale シ25,000 Autostabilize, advantage and resistance to poison
Medicomp Apollo シ150,000 Store and release drugs into your system, regain all hit points on short rest
Pheromones Guanxi シ50,000 Bonuses to Deception, Insight, and Persuasion skills
Photosynthesizers Proteon シ20,000 Only need sun, CO2 and water to survive
Respirators Proteon シ25,000 Immune to Exhaustion
Synth Organs Nightingale シ10,000 +5 hit point maximum
Synth Organs Proteon シ30,000 +10 hit point maximum
Synth Organs Hexie シ100,000 +25 hit point maximum
Synth Organs Apollo シ400,000 +45 hit point maximum
Wall Crawling GekTek シ30,000 Climb even vertical walls like a gecko
Genetic Tweak Proteon シ100,000 You gain a genetic enhancement of your choice
Genetic Tweak Apollo シ300,000 You gain an upgraded genetic enhancement of your choice
Hacking Shock Core Omnitech シ200,000 When activated, your melee attacks do even more electrical damage
Sprint Boost Vitruvian シ20,000 Increase Speed by 3 meters
Sprint Boost Thumper シ60,000 Increase Speed by 6 meters
Brave New
World Sprint Boost Omnitech シ175,000 Increase Speed by 9 meters
Sprint Boost Blitz-Cat シ500,000 Increase Speed by 12 meters
Stun Knuckles Tezla シ25,000 Hard-knuckle, DC 10 Con save, or stunned
NPCs
Subdermal Plates Vitruvian シ5,000 + 3 AC, doesn’t stack with armor
Subdermal Plates Ronin シ25,000 + 5 AC, doesn’t stack with armor
Appendices Subdermal Plates Validerm シ120,000 + 7 AC, doesn’t stack with armor
duces exhaustion, repairs damaged tissues, and fights Apollo. In addition to all of the effects of the Night-
of toxins and disease at rates far exceeding your natu- ingale medicomp, you also gain the following effects:
ral immune system healing rate.
Nightingale. The Nightingale medicomp provides •• Can store up to a total of 20 doses of drugs (see Drugs
you with the features listed below: under Goods and Services). One dose of any of these
drugs can be released and activated as a bonus action.
•• Automatic stabilization when knocked unconscious •• All of your hit points are restored when you take
at 0 hit points. a short rest.
•• When you roll a Hit Die to regain hit points, the
minimum number of hit points you regain from Pheromones
the roll is 5. You’ve been biohacked to produce chemical messen-
•• You have advantage on saving throws against poi- gers that have beguiling effects on people who are
son, and you have resistance against poison damage within smelling range. You gain proficiency in the In-
sight, Deception and Persuasion skills. If you’re already
proficient in these skills or take any of them at a later
158 // 5. Upgrades //
time, your proficiency bonus is doubled for any check Cybernetic Arm
you make with that skill. This effect doesn’t work un- One of your arms and the surrounding tissue is re-
less the target of these skills is able to smell you. placed with a prosthetic version, firmly anchored into
your body. The Strength score provided by these up-
P hotosynthesizers grades only applies to checks that involve one arm, in-
Each transgenic cell of this biohack is loaded with chlo- cluding reducing recoil for one-handed firearms, and
roplasts and other cellular machinery that allows you to applying an ability modifier for melee attacks with
make your own food from sunlight, water, and carbon one-handed weapons.
dioxide. As long as you drink water and have at least one- Vitruvian. Your unarmed strikes deal 1d4 damage,
hour exposure to the sun each day they do not need to eat. have the hard knuckle trait, and your Strength ability
score is considered to be 14 for purposes and checks
Respirators that only involve one arm.
You are biohacked with specialized cells that metabolize Hexie. Your unarmed strikes deal 1d6 damage, have
lactic acid, reduce muscle exhaustion, and aid respira- the hard knuckle trait, and your Strength ability score
tion and circulation throughout the entire body. The re- is considered to be 22 for purposes and checks that
sult is a much more aerobically efficient body, and you only involve one arm.
can run marathons on an off day with ease. This upgrade Omnitech. Your unarmed strikes deal 1d8 damage,
allows you to ignore 2 levels of exhaustion and gives you have the hard knuckle trait, and your Strength ability
advantage on Constitution checks involving endurance. score is considered to be 28 for purposes and checks
that only involve one arm.
Synth Organs
Most of your essential organs are now backed up by ar-
Two Cybernetic Arms
tificial parallels. Thus, a bullet to the heart triggers the
Having two cybernetic arms is possible, but each
backup heart rather than assuring your death.
is treated as a separate upgrade and must be paid
Nightingale. Your hit point maximum increases by 5
for separately. It is also possible for one arm to be
Proteon. Your hit point maximum increases by 10
better than the other, mixing and matching them.
Hexie. Your hit point maximum increases by 25
If you have two cybernetic arms, use the
Apollo. Your hit point maximum increases by 45.
following table to determine your combined arm
strength for purposes that mostly involve arms
Wall Crawling
(including reducing recoil for two-handed fire-
Swathes of skin on your hands, feet, legs, and arms
arms, and two-handed melee attacks).
have been modified to be able to shift into a micro-
scopic fractalling surface, allowing you to exploit Van Combined
der Waals forces to cling to walls like a gecko. You can Arm Combination Arm Strength
cause this effect to manifest as a free action, and you Two Vitruvian 14
gain a climbing speed equal to your regular speed. Vitruvian and Hexie 18
Additionally, you can climb sheer surfaces without re- Two Hexie 22
quiring a Strength (Athletics) check. Vitruvian and Omnitech 22
Hexie and Omnitech 26
Cybernetic Upgrades Two Omnitech 28
Chemical Sensor
On some location of the body a sensor manufactured
by TruHound samples all of the chemicals that come
into contact with it (be it solid, liquid or gas). This is
commonly placed on one of the fingertips or the tongue.
Poisons, DNA and all other chemical compositions sam-
pled can be discerned with this chip. With the proper
authorization or hacking ability, the sampled DNA can
even be looked up in governmental databases to check
for further information. This upgrade requires concen-
tration, and is activated by the Use an Object action.
160 // 5. Upgrades //
Muscle Weave cles that can be rearranged with conscious thought.
The muscle weave biohack is a network of ultra-strong Artificial hair is made to turn any uniform color and
musculoskeletal fibers that support and enhance can switch between any length, from baldness up to 1
muscle contractions, as well as lessening any stress meter. The hair can even turn from straight, to wavy or
placed on bones. curly. Skin pigment can change to any uniform color.
Vitruvian. Your Strength score is increased by +2, It a full turn of concentration and to initiate a change
and your maximum Strength score is now 22. in appearance. You can even use this to mimic another
Ronin. Your Strength score is increased by +4, and specific person’s face.
your maximum Strength score is now 24. To discern that you are disguised, a person can use
Hexie. Your Strength score is increased by +6, and its action to inspect your appearance and must suc-
your maximum Strength score is now 26. ceed on an Intelligence (Investigation) check against
Omnitech. Your Strength score is increased by +8, a DC of 16, but even this doesn’t reveal your true
and your maximum Strength score is now 28. identity. If speaking to subjects who know you (or the
person you are imitating), you must succeed at a Cha-
P olyguise risma (Deception) ability check against their passive
This biohack enables you to adopt any number of hu- Insight score.
man appearances and voices. Your face and larynx are
reconstructed with artificial bones, cartilage, and mus- Reinforced Skeleton
Your skeleton is reinforced with high strength synthet-
ics and metallic alloys, rendering your bones as strong
as nanocarbon steel. This cyberware grants resistance
to bludgeoning damage, and grants the hard-knuck-
le property to your unarmed strikes (+2 damage).
Retractable Blade
You get an implanted nanoblade that
springs out from your wrist, or claws
that unsheathe from your fingertips.
The details are up to you, but you
can unsheathe them as a free action,
and they are a light finesse simple
melee weapon.
Vitruvian. The blade does 2d4 pierc-
ing or slashing, armor-piercing damage.
Ronin. The blade does 2d6 piercing
or slashing, armor-piercing damage.
Hexie. The blade does 2d8 piercing
or slashing, armor-piercing damage.
Excalibur. The blade does 2d8
piercing or slashing armor-piercing
damage, and attacks with it score a
critical hit on a roll of 18–20.
Shock Core
You are wired with an internal bat-
tery and wiring that allows you to
discharge intense electrical shocks
through your melee attacks. You can
activate your shock core as a bonus ac-
tion, and it remains active for 1 minute.
You must take a long rest before using
Completing
materials that can deliver muscle paralyzing shocks. •• It takes 1 action to transfer control of your body to
Whenever you successfully hit someone with an your daemon.
••
Contracts
unarmed attack, they must make a DC 10 Constitution It can take actions normally (movement, reaction,
save, or be stunned until the end of their turn. bonus, etc.).
Combat
•• It uses your proficiency bonus and STR/
Subdermal Plates DEX/CON scores.
Hacking Vital areas of your body are protected by nanocarbon •• It cannot use any of your skill proficiencies, but it
plates placed under your skin, replacing bone in some can fully use its own skill proficiencies.
cases. These incredibly strong but flexible plates count •• It cannot use any of your class features.
••
Brave New
as wearing Light Armor. If you suit up in armor, you It has the Extra Attack feature (as described in the
World
use whatever bonus is higher, they do not stack. Gunfighter class).
Vitruvian. Your AC increases by 3. •• It has proficiency in all weapons.
NPCs
Ronin. Your AC increases by 5. •• When it uses the Attack action, it can make one un-
Validerm. Your AC increases by 7. armed strike as a bonus action. Additionally, the un-
Appendices armed strike does 1d4 + Strength modifier damage.
Daemon Upgrades •• Mind hacks still affect both you and your daemon
AI, and still use your saving throws.
Amped Confidence •• You can still sense the world as you normally would.
Your brain chemistry is biohacked to provide you with •• You are free to take your actions that don’t require
optimal self-assuredness, charm, and debonair. your motor skills. For example, you can launch
Hyperborea. Increases your Charisma score by +2, hacks, use telepresence, dive in the WDS, or com-
and your maximum Charisma score is now 22. municate with others.
Guanxi. Increases your Charisma score by +4, and
your maximum Charisma score is now 24. Daemon Firewall
You have some protection versus mind hacking.
Cognitive Boost Hexie. While active, you gain a +2 bonus on any
Your general intellect is enhanced by rewiring key neu- saving throws made to resist mind hacks. Requires
ral pathways, in conjunction with a brain-computer concentration.
interface chip. Omnitech. While active, you gain advantage on any
Hyperborea. Your Intelligence score is increased by saving throws made to resist mind hacks. Requires
+2, and your maximum Intelligence score is now 22. concentration.
162 // 5. Upgrades //
Daemon Upgrades
Upgrade Brand Cost Effect Summary
Amped Confidence Hyperborea シ25,000 +2 Charisma, 22 maximum Charisma
Amped Confidence Guanxi シ150,000 +4 Charisma, 24 maximum Charisma
Cognitive Boost Hyperborea シ25,000 +2 Intelligence, 22 maximum Intelligence
Cognitive Boost Satori シ150,000 +4 Intelligence, 24 maximum Intelligence
Daemon Firewall Hexie シ5,000 A +2 bonus against mind hacking
Daemon Firewall Omnitech シ30,000 Advantage against mind hacking
Custom Daemon Hexie シ40,000 Your daemon is modded to run various bot AI
Custom Daemon Omnitech シ250,000 Your daemon is modded to run combat firmware, taking control of your body
Dataport Varies シ3,000 Hardline port to daemon for when there is no wireless
Heightened Focus Hyperborea シ25,000 +2 Wisdom, 22 maximum Wisdom
Heightened Focus Satori シ150,000 +4 Wisdom, 24 maximum Wisdom
Motorchip Hexie シ25,000 +2 Dexterity, 22 maximum Dexterity
Motorchip Omnitech シ150,000 +4 Dexterity, 24 maximum Dexterity
Multitasking Omnitech シ75,000 You may run an additional program that requires concentration
Processor
Skill Chip Hyperborea シ25,000 Can run 1 skillsoft, requires concentration
Skill Chip Omnitech シ100,000 Can run 2 skillsoft, requires concentration
Targeting Computer Ronin シ25,000 +2 to Attack rolls
Targeting Computer Hexie シ100,000 +3 to Attack rolls
Targeting Computer Omnitech シ400,000 +4 to Attack rolls
166 // 6. Daemons //
Thought-to-Speech Chat. Chat programs have been things wirelessly, a remote user can operate them
around for decades, but through the daemon, these and experience the world through the vehicle’s or
programs are essentially a kind of telepathy. People can robot’s senses.
have private conversations “in their minds” without Run Software. Upgrades often require the process-
anyone else (except skilled hackers) being able to hear. ing power of your daemon, along with concentration.
Sensory Recorder and Player. Your daemon can re- For example, if you have a skill chip installed, you can
cord more than just audiovisual experiences; it can run skillsoft using your daemon, granting you profi-
accurately record and transmit all five senses. Sensory ciency in a skill. Without a daemon, you are unable to
data can even be livestreamed for others to experience run any daemon upgrades or other upgrades that re-
in real-time, allowing others to “ride” their senses. quire concentration.
Playing recorded (or live streamed) sensory data stim- Dive in the WDS. The WDS is a fully immersive VR
ulate all five senses and seems as real as the first time cyberspace that stimulates all five senses. It is the pre-
it occurred. It enables people to relive any past expe- ferred way to interact socially on the net, play video
rience, or the experience of another (if it is available). games, and a good place to bend the laws of physics or
Replaying your own experiences, or the experiences do or see fantastical things that could never occur in
of others, are first-person and hyper-vivid, just as if physical reality.
it were actually happening. Limiting certain Hacking. If skilled enough, you can use your dae-
senses like touch from being recorded is also mon to hack a computer system, or even someone
possible, and audio-visual recordings are else’s daemon. See the codehacker class, Computers
still common. skill, and Chapter 10: Hacking for more details on this.
Telepresence. Vehicles and robots Internal Doctor. Daemons include medicinal and
come equipped with audiovisual diagnostic nanobots that suture wounds, isolate and
sensors, or even touch and ol- neutralize poisons, and repair bone damage. As a re-
factory sensors in a robot’s sult, even incredibly serious injuries can be healed in
case. By connecting mere hours or days (see Chapter 9).
to these Universal Translator. Daemons have software with
over 100 languages loaded into their firmware. They
automatically translate any of the world’s major lan-
guages in real-time, allowing users to understand well
enough to have conversations.
However, it does lack some of the nuance present
in natural fluency, so any Charisma ability checks that
involve mastery of language, like verbal persuasion,
are made with disadvantage.
Skills
Each ability covers a broad range of capabilities, in-
cluding skills that a character or an NPC can be pro-
ficient in. A skill represents a specific aspect of an
ability score, and an individual’s proficiency in a skill
demonstrates a focus on that aspect. (A character’s
Appendices
Strength
Strength measures bodily power, athletic training, and
the extent to which you can exert raw physical force.
Strength Checks
A Strength check can model any attempt to lift, push,
pull, or break something, to force your body through a
space, or to otherwise apply brute force to a situation.
The Athletics skill reflects aptitude in certain kinds of
Strength checks.
Athletics. Your Strength (Athletics) check covers
difficult situations you encounter while climbing,
jumping, or swimming. Examples include the follow-
ing activities:
Wisdom Checks
A Wisdom check might reflect an effort to read body
language, understand someone’s feelings, notice
things about the environment, or care for an injured
person. The Insight, Perception, and Survival skills re-
flect aptitude in certain kinds of Wisdom checks.
deal as possible. Payment for a contract depends on the 2 Middle Class 3-4 シ50,000-200,000
Daemons cadre’s Mosaic score, difficulty of the task, and danger. 3 Middle Class 5-6 シ75,000-300,000
Charisma checks and roleplaying can alter the con- 4 Well Off 7-8 シ100,000-400,000
Ability tract rewards during negotiations, and contracts that 5 Well Off 9-10 シ150,000-600,000
Scores involve multiple game sessions can reward more than 6 Affluent 11-12 シ200,000-800,000
the suggested payment. You can use the Negotiation ta- 7 Affluent 13-14 シ250,000-1,000,000
Completing
ble to determine what kind of effect a Charisma check 8 Wealthy 15-16 シ350,000-1,500,000
Contracts
might have on contract payment. Effective roleplaying 9 Wealthy 17-18 シ500,000-3,000,000
may grant advantage or disadvantage on the roll, and 10 Lavish 19-20 シ1,500,000-6,000,000
Combat
some contract offers are simply non-negotiable.
sorts of movement play a key role in gaming adventures. Fast 120 m 7 km 50 km -5 penalty to passive
Wisdom (Perception)
The GM can summarize the cadre’s movement
scores
without calculating exact distances or travel times:
Normal 90 m 5 km 35 km —
“You travel from Tokyo to New York and find Harmo-
Slow 60 m 3 km 20 km Able to use stealth
dyne’s corporate headquarters late in the evening of
the third day.” Even while infiltrating a skyscraper,
the GM can summarize movement between encoun- Difficult Terrain
ters: “After killing the security droids at the entrance The travel speeds given in the Travel Pace on Foot table
to the elevator, you conjure up a map in your mind’s assume relatively simple terrain: roads, open plains, or
eye, which leads you, to the sealed security doors of the clear office hallways. But cadre mercs often face dense
Technology Director’s office.” forests, cluttered streets, trash-filled slums, , and ice-cov-
Sometimes it’s important, though, to know how ered ground—all considered difficult terrain.
long it takes to get from one spot to another, wheth- You move at half speed in difficult terrain—moving
er the answer is in days, hours, or minutes. The rules 1 meter in difficult terrain costs 2 meters of speed—so
for determining travel time depend on two factors: the you can cover only half the normal distance in a min-
speed and travel pace of the people moving and the ter- ute, an hour, or a day.
rain they’re moving over.
Special Types of Movement
Speed Movement through hidden bases or wilderness ar-
Every character and NPC has a speed, which is the dis- eas often involves more than simply walking. Cadres
tance in meters that the character or NPC can walk in 1 might have to climb, crawl, swim, or jump to get where
round. This number assumes short bursts of energetic they need to go.
movement in the midst of a life-threatening situation.
The following rules determine how far a character Climbing, Swimming, and Crawling
or NPC can move in a minute, an hour, or a day. While climbing or swimming, each meter of move-
ment costs 1 extra meter (2 extra meters in difficult
Brave New
World
NPCs
Appendices
Chase Track
In a chase, there are many different kinds of obstacles Roll (1d12) Obstacle
and complications that can come up. A lot of the fun 1 Open manhole
of cinematic chases is in the obstacles and maneuvers 2 Heavy traffic
the participants engage in to get past them. E v e r y 3 Dead end wall
round, the GM may place an obstacle in the path of 4 Tight squeeze alley
chase participants. The chase leader can also decide to 5 Water fountain
deliberately look for obstacles and head for them, guar- 6 Oil slicked surface
anteeing the chase participants all run into an obstacle. 7 Group of gangsters
8 Dumpsters on fire
Avoiding Obstacles 9 Thrown rock
To avoid obstacles, the GM will call for either an abil-
10 Fruit Truck
ity check or a saving throw of some type. Depending
11 River
on the nature of the chase, and the obstacle, below
12 Moving Train
194 // 9. Combat //
Being Prone
Interaction With Objects
Combatants often find themselves lying on the ground,
Around You
either because they are knocked down or because they
Here are a few examples of the sorts of thing you
throw themselves down. In the game, they are prone, a
can do in tandem with your movement and action:
condition described in Appendix A.
You can drop prone without using any of your •• draw or holster a pistol
speed. Standing up takes more effort; doing so costs an •• open or close a door
amount of movement equal to half your speed. For ex- •• withdraw a hypospray from your pack
ample, if your speed is 9 meters, you must spend 4.5 me- •• pick up a dropped nanoblade
ters of movement to stand up. You can’t stand up if you •• take a bag of drugs from a table
don’t have enough movement left or if your speed is 0. •• remove a ring from your finger
To move while prone, you must crawl. Every me- •• stuff some food into your mouth
ter of movement while crawling costs 1 extra meter. •• fish a thumb drive from your pocket
Crawling 1 meters in difficult terrain, therefore, costs •• down a pint of beer
3 meters of movement. •• press a button
Flying Movement
Flying things, like aerial-drones, enjoy many benefits dimensions. A typical Medium person isn’t 1.5 me-
of mobility, but they must also deal with the danger of ters wide, for example, but it does control a space that
falling. If a flying NPC is knocked prone, has its speed wide. If a Medium anthroid stands in a 1.5-meter-wide
reduced to 0, or is otherwise deprived of the ability to doorway, other people can’t get through unless the an-
move, the NPC falls. throid lets them.
Someone’s space also reflects the area they need to
Size fight effectively. For that reason, there’s a limit to the
Each character and NPC takes up a different amount number of people that can surround another person in
of space. The Size Categories table shows how much combat. Assuming Medium combatants, eight people
space an NPC of a particular size controls in combat. can fit in a 1.5-meter radius around another one.
Objects sometimes use the same size categories. Because larger entities take up more space, fewer
of them can surround someone. If five Large entities
Size Categories
crowd around a Medium or smaller one, there’s little
Size Space room for anyone else. In contrast, as many as twenty
Tiny 0.75 by 0.75 meters Medium people/things can surround a Gargantuan one.
Small 1.5 by 1.5 meters
Medium 1.5 by 1.5 meters Squeezing into a Smaller Space
Large 3 by 3 meters An entity can squeeze through a space that is large
Huge 4.5 by 4.5 meters enough for something one size smaller than it. Thus,
Gargantuan 6 by 6 meters a Large entity can squeeze through a passage that’s
only 1.5 meters wide. While squeezing through a space,
a person must spend 1 extra meter for every meter it
Space moves there, and it has disadvantage on attack rolls
A person’s space is the area in feet that it effectively and Dexterity saving throws. Attack rolls against the
controls in combat, not an expression of its physical person have advantage while it’s in the smaller space.
196 // 9. Combat //
total of the roll plus modifiers equals or exceeds the
Contests in Combat
target’s Armor Class (AC), the attack hits. The AC of a
Battle often involves pitting your prowess against
character is determined at character creation, whereas
that of your enemy. Such a challenge is repre-
the AC of an NPC is in its stat block.
sented by a contest. This section includes the
most common contests that require an action in
combat: grappling and shoving others. The GM
Modifiers to the Roll
When a character makes an attack roll, the two most
can use these contests as models for improvising
common modifiers to the roll are an ability modifier
others.
and the character’s proficiency bonus. When an NPC
makes an attack roll, it uses whatever modifier is pro-
Search vided in its stat block.
When you take the Search action, you devote your at- Ability Modifier. The ability modifier used for a me-
tention to finding something. Depending on the na- lee weapon attack is Strength, and the ability modifier
ture of your search, the GM might have you make a used for a ranged weapon attack is Dexterity. Weapons
Wisdom (Perception) check or an Intelligence (Inves- that have the finesse or thrown property break this
tigation) check. rule. Some hacks also require an attack roll. The ability
modifier used for a hack is Intelligence.
Use an Object Proficiency Bonus. You add your proficiency bonus
You normally interact with an object while doing to your attack roll when you attack using a weapon
something else, such as when you draw a gun as part with which you have proficiency, as well as when you
of an attack. When an object requires your action for attack with a hack.
its use, you take the Use an Object action. This action is Rolling 1 or 20Sometimes fate blesses or curses a com-
also useful when you want to interact with more than batant, causing the novice to hit and the veteran to
one object on your turn. miss. If the d20 roll for an attack is a 20, the attack hits
regardless of any modifiers or the target’s AC. This is
Making an Attack called a critical hit.
Whether you’re striking with a melee weapon, firing a If the d20 roll for an attack is a 1, the attack misses
weapon at range, or making an attack roll as part of a regardless of any modifiers or the target’s AC.
hack, an attack has a simple structure.
Attack Rolls
When you make an attack, your attack roll determines
whether the attack hits or misses. To make an attack
roll, roll a d20 and add the appropriate modifiers. If the
198 // 9. Combat //
Moving a Grappled Person. When you move, you covered by an obstacle. The obstacle might be a large
can drag or carry the grappled person with you, but dumpster, a truck, building walls while shooting from
your speed is halved, unless the person is two or more a window, or a thick tree trunk.
sizes smaller than you. A target with total cover can’t be targeted directly
by an attack. A target has total cover if it is completely
Shoving and Disarming Others concealed by an obstacle.
Using the Attack action, you can make a special melee
attack to either shove or disarm a target. If you’re able Damage and Healing
to make multiple attacks with the Attack action, this at- Injury and the risk of death are constant companions
tack replaces one of them. for cadres that take on dangerous contracts. The thrust
Shove. You shove the target, either to knock it prone of a knife, a well-placed bullet, or a blast of flame from
or push it away from you. The target must be no more an incendiary grenade all have the potential to damage,
than one size larger than you and must be within your or even kill, the hardiest of characters.
reach. Instead of making an attack roll, you make a
Strength (Athletics) check contested by the target’s Hit Points
Strength (Athletics) or Dexterity (Acrobatics) check Hit points represent a combination of physical and
(the target chooses the ability to use). If you win the mental durability, the will to live, and luck. Things
contest, you either knock the target prone or push it 1.5 with more hit points are more difficult to kill. Those
meters away from you. with fewer hit points are more fragile.
Disarm. You can make an unarmed melee attack to A person’s current hit points (usually just called hit
knock any item (including a weapon) from your target’s points) can be any number from the person’s hit point
hand. The target must be no more than one size larger maximum down to 0. This number changes frequently
than you and must be within your reach. Instead of mak- as a character takes damage or receives healing.
ing an attack roll, you make a Strength (Athletics) check Whenever something takes damage, that dam-
contested by the target’s Strength (Athletics) or Dexterity age is subtracted from their hit points. The loss of hit
(Acrobatics) check (the target chooses the ability to use). points has no effect on someone’s capabilities until
The target has advantage on this check if they are holding they drop to 0 hit points.
the object with two hands. If you win the contest, the tar-
get drops an object of your choice. The object lands at its
feet. You can then kick the object up to 3 meters away by How Lethal is Your Game?
using your interact with object for that turn. At your table, you should discuss how likely
character death should be before the first session.
Cover If you want to run a high-stakes lethal game, have
Walls, cars, trees, people, and other obstacles can pro- your antagonists target characters at 0 hit points.
vide cover during combat, making a target more diffi- This makes it very likely that characters will be
cult to harm. A target can benefit from cover only when killed in combat. Use the following guidelines to
an attack or other effect originates on the opposite side moderate lethality.
of the cover. Non-lethal. Enemies never attack unconscious
There are three degrees of cover. If a target is behind player characters, and unconscious player charac-
multiple sources of cover, only the most protective de- ters don’t take area-effect damage.
gree of cover applies; the degrees aren’t added together. Toned-Down. Enemies never attack uncon-
For example, if a target is behind someone that gives scious player characters.
half cover and a tree trunk that gives three-quarters Standard. Enemies attack unconscious player
cover, the target has three-quarters cover. characters if they don’t have another conscious
A target with half cover has a +2 bonus to AC and target in range, and major antagonists or special
Dexterity saving throws. A target has half cover if an enemies may target unconscious player characters.
obstacle blocks at least half of its body. The obstacle Charnel House. Enemies always finish off
might be a low wall, a car, large piece of furniture, a unconscious player characters if they can. It’s rec-
narrow tree trunk, or a person, whether that person is ommended that players always have a premade
an enemy or a friend. second character using this level of lethality, so
A target with three-quarters cover has a +5 bo- their new merc can be incorporated into game-
nus to AC and Dexterity saving throws. A target has play as soon as possible, recruited through Mosaic.
three-quarters cover if about three-quarters of it is
200 // 9. Combat //
Dropping to 0 Hit Points Brain trauma III. You suffered some brain trau-
When you drop to 0 hit points, you either die outright, ma, and as a result, you have an extremely short fuse.
fall unconscious, or suffer a permanent injury as ex- When someone antagonizes you socially, you must
plained in the following sections. make a Wisdom saving throw (DC 5-10 depending on
the provocation) or attack the offender.
Instant Death You can negate this injury by undergoing neurore-
Massive damage can kill you instantly. When damage generative surgery costing シ50,000.
reduces you to 0 hit points and there is damage re- Disfigurement. You have been seriously disfigured,
maining, you die if the remaining damage equals or be it massive amounts of scar tissue, a missing ear, or
exceeds your hit point maximum. For example, a suit some other traumatic alteration of your face. You suf-
with a maximum of 12 hit points currently has 6 hit fer disadvantage on any Charisma checks where look-
points. If she takes 18 damage from an attack, she is re- ing good would help.
duced to 0 hit points, but 12 damage remains. Because You can negate this injury by undergoing cosmetic
the remaining damage equals her hit point maximum, surgery, costing シ10,000.
the suit dies. Lost eye. One of your eyes is ruined, and you suffer
disadvantage on ranged attack rolls and Wisdom (Per-
Falling Unconscious ception) checks that rely on sight.
If damage reduces you to 0 hit points and fails to kill Full functionality can be restored by getting the cy-
you, you fall unconscious (see Appendix A). Being un- beroptics upgrade (see Chapter 5: Upgrades).
conscious ends if you regain any hit points. Lost eyes. Both of your eyes are ruined, and
you are blinded.
P ermanent Injuries Full functionality can be restored by getting the cy-
When damage from a critical hit reduces you to 0 hit beroptics upgrade (see Chapter 5: Upgrades).
points, or if the remaining damage equals or exceeds 10, Maimed arm. One of your arms lacks the strength
you suffer a permanent injury. Roll on the Permanent and dexterity it once had. Your off-hand attacks are
Injuries table to determine the nature of the trauma. made with disadvantage, and you are at disadvantage
on any Strength checks that would benefit from two
Permanent Injuries
arms (such as grappling or climbing).
Roll Injury Effect Summary Full functionality can be restored by getting a cy-
1 Brain trauma I Intelligence reduced by 2 bernetic arm upgrade (see Chapter 5: Upgrades).
2 Brain trauma II Wisdom reduced by 2 Maimed leg. Your leg doesn’t work like it is supposed
3 Brain trauma III Fly into rages when provoked to, leaving you with a noticeable limp. Your speed is re-
4-5 Disfigurement Disadvantage on Charisma checks duced by 3 meters. You can restore full functionality by
6-7 Lost eye Disadvantage on ranged attacks purchasing a cybernetic leg for シ25,000, but it counts
8 Lost eyes Blinded as one of your maximum allowable upgrades. Your un-
9-10 Maimed arm Disadvantage on offhand attacks armed strikes with this leg do 1d8 damage.
11 Maimed leg Speed reduced by 3 meters Mangled arm. Your arm is horribly mangled and
12-13 Mangled arm Arm must be amputated has to be amputated, leaving you with one functioning
14 Mangled foot Foot must be amputated arm. In addition, you suffer disadvantage on Strength
15 Mangled hand Hand must be amputated checks that would benefit from two arms (such as grap-
16 Mangled leg Leg must be amputated pling or climbing).
17-18 Niggling pain Recurring pain when active Full functionality can be restored by getting a cy-
19-20 Scarred Gnarly looking scar bernetic arm upgrade (see Chapter 5: Upgrades).
Mangled hand. Your hand is horribly mangled
Brain trauma I. You suffered some brain trauma, and has to be amputated, leaving you with one func-
and as a result, your Intelligence score is reduced by 2. tioning hand.
You can negate this injury by undergoing neurore- Full functionality can be restored by getting a cy-
generative surgery costing シ50,000. bernetic hand costs シ10,000, but it counts as one of
Brain trauma II. You suffered some brain trauma, your maximum allowable upgrades.
and as a result, your Wisdom score is reduced by 2. Mangled leg. Your leg is horribly mangled, and
You can negate this injury by undergoing neurore- has to be amputated, leaving you with only one func-
generative surgery costing シ50,000. tioning leg. You need a cane or crutches to move, your
202 // 9. Combat //
erwise, you fail. A success or failure has no effect by Temporary H it P oints
itself. On your third success, you become stable (see Some special abilities confer temporary hit points.
below). On your third failure, you die. The successes Temporary hit points aren’t actual hit points; they are a
and failures don’t need to be consecutive; keep track buffer against damage, a pool of hit points that protect
of both until you collect three of a kind. The number of you from injury.
both is reset to zero when you regain any hit points or When you have temporary hit points and take dam-
become stable. age, the temporary hit points are lost first, and any left-
Rolling 1 or 20. When you make a death saving over damage carries over to your normal hit points. For
throw and roll a 1 on the d20, it counts as two failures. example, if you have 5 temporary hit points and take
If you roll a 20 on the d20, you regain 1 hit point. 7 damage, you lose the temporary hit points and then
Damage at 0 Hit Points. If you take any damage take 2 damage.
while you have 0 hit points, you suffer a death sav- Because temporary hit points are separate from
ing throw failure. If the damage is from a critical hit, your actual hit points, they can exceed your hit point
you suffer two failures instead. If the damage equals maximum. A character can, therefore, be at full hit
or exceeds your hit point maximum, you suffer points and receive temporary hit points. Healing can’t
instant death. restore temporary hit points, and they can’t be added
together. If you have temporary hit points and receive
Stabilizing Someone more of them, you decide whether to keep the ones you
The best way to save someone with 0 hit points is to have or to gain the new ones. For example, if an ability
heal them. If healing is unavailable, they can at least grants you 12 temporary hit points when you already
be stabilized so that they aren't killed by a failed death have 10, you can have 12 or 10, not 22.
saving throw. If you have 0 hit points, receiving temporary hit
You can use your action to administer first aid to points doesn’t restore you to consciousness or stabilize
an unconscious person and attempt to stabilize them, you. They can still absorb damage directed at you while
which requires a successful DC 10 Intelligence (Life you’re in that state, but only true healing can save you.
Sciences) check. Unless a feature that grants you temporary hit
A stable individual doesn’t make death saving points has a duration, they last until they’re depleted
throws, even though it has 0 hit points, but it does or you finish a long rest.
remain unconscious. The person stops being stable,
and must start making death saving throws again, if Vehicle Combat
it takes any damage. A stable person that isn’t healed A gearhead Tokyo drifting into battle in a souped-up
regains 1 hit point after 1d4 hours. street racer, or a samurai swinging his katana from the
back of a motorbike both enjoy the benefits of speed
NPCs and Death and mobility that a vehicle can provide. For more in-
Most GMs have an NPC die the instant it drops to 0 formation on vehicles, see the vehicle section of Chap-
hit points, rather than having it fall unconscious and ter 4: Goods and Services.
make death saving throws. Note that this section describes direct combat be-
Mighty villains and special nonplayer characters tween vehicles, people in vehicles, and people on foot,
are common exceptions; the GM might have them not chases. Chases involve one or more people trying
fall unconscious and follow the same rules as play- to escape, or racing to a destination. Chases have their
er characters. own special rules described in the chase section of
Chapter 8: Completing Contracts.
Knocking Someone Out
Sometimes an attacker wants to incapacitate a foe, Getting In and Out
rather than deal a killing blow. When an attacker re- Once during your move, you can enter a vehicle and
duces someone to 0 hit points with an attack that does start it. Doing so costs an amount of movement equal to
bludgeoning, electrical, or psychic damage, the attack- half your speed. For example, if your speed is 9 meters,
er can knock them out. The attacker can make this you must spend 4.5 meters of movement to get into a
choice the instant the damage is dealt. The target falls car and start it. Therefore, you can’t do this if you don’t
unconscious and is stable. have 4.5 meters of movement left or if your speed is 0.
204 // 9. Combat //
Ram Bootleg Turn
This maneuver is simply ramming the vehicle into This maneuver turns the vehicle up to 90° left or right,
someone or something else (often another vehicle). without spending any movement. If the maneuver
Ramming abides by the following rules: fails, the vehicle loses the rest of their movement, and
if it fails by 5 or more, it crashes into something, taking
•• Ramming requires an action to initiate, 5d6 bludgeoning damage.
•• It requires that the vehicle travel at least 12 meters
toward the target. Underwater Combat
•• The DC of the maneuver is the target’s Dexterity When cadres mount amphibious assaults on an ocean
saving throw + 10. liner with precious cargo, they may have to fight off an
•• Both the vehicle and the target inflict damage on antagonist or two, be it transgenic sharks, naiad com-
each other. The amount of damage inflicted on mandos, or others.
both the vehicle and the target depends on their When making a melee weapon attack, someone
respective sizes. that doesn’t have a swimming speed has disadvantage
•• If the maneuver fails, the vehicle misses the target, on the attack roll unless the weapon is a knife, nano-
and if it fails by 5 or more, it crashes into some- blade, claws or spear.
thing, taking 5d6 bludgeoning damage. A ranged weapon attack automatically misses a
•• If the vehicle is larger than the target, the target is target beyond the weapon’s normal range. Even against
pushed 3 meters, and must make a DC 15 Strength a target within normal range, the attack roll has dis-
(Athletics) or Dexterity (Acrobatics) check, or be advantage and does ½ damage, unless the weapon is
knocked prone. specifically designed to work underwater.
•• If target is another vehicle and is the same size or People and objects that are fully immersed in water
smaller, both drivers must make a DC 15 Dex- have resistance to heat damage.
terity (Drive) check or lose their movement on Droids and drones fully immersed in water take 1
their next turn. damage at the end of each of their turns unless they
have been specifically designed or modified to oper-
Ram Damage
ate underwater.
Size Damage Inflicted
Tiny None
Small 1d8 B
Medium 3d8 B
Large 6d8 B
Huge 9d8 B
Gargantuan 13d8 B
Arc Drone
Size: Tiny HP: 20 AC: 18 Str: 4 Dex: 18
Armor Plating
1st-level craft tech hack
Launch Time: 8 hours
Duration: Permanent
You add armor plating to a wall, door, or vehicle.
This modification adds an extra 6 armor class
and damage reduction versus bludgeoning,
slashing, and piercing damage to the thing be-
ing armored. You must pay ¼ of the object’s
original cost to perform this upgrade.
At Higher Levels. When you run this hack
using a hack slot of 2nd level or higher, you
Character
Creation
Genomes
Classes
Goods and
Services
Upgrades
Daemons
Ability
Scores
Completing
Contracts
Combat
NPCs
•• When you hit a target with a weapon or unarmed of the wall, though you can still direct if it is vertical
strike, that target takes an extra 2d12 damage of or horizontal.
same type as that attack. The wall has an AC of 15, and can take 200 hit points
Appendices •• You have proficiency with all armor and weapons. of damage before a human sized hole is opened. The
•• You have proficiency in Strength and Constitution wall disappears when the hack ends, dissolving.
saving throws. At Higher Levels. Each hack slot above 2nd level
•• You attack twice, instead of once, when you take the increases the wall by another 3 x 3 meters. For exam-
Attack action on your turn. You ignore this benefit ple, a 3rd level hack slot would produce a 6 x 12-me-
if you already have a feature, like Extra Attack, that ter wall, and a 4th level hack slot would produce a 9 x
gives you extra attacks. 15-meter wall.
After the hack ends, you suffer from two levels Forensic Scan
of exhaustion. 1st-level gadget hack
Launch Time: 1 minute
Fireflies Duration: Instantaneous
1st-level gadget hack You analyze material, discerning it’s chemical and bi-
Launch Time: 1 action ological nature. This hack can pick up and record the
Duration: 1 hour chemical composition and amount of everything in an
You deploy thousands of bioluminescent insects that area up to a cubic meter or as fine as a cubic centimeter.
illuminate a 9-meter radius. As an action, you can This includes solids, liquids, and gases. It is so finely
move the illuminated area by 9 meters. tuned it can even pick out and sequence individual
Genetic Enhancement
3rd-level craft tech hack
Launch Time: 1 week
Duration: Permanent
This biohack genetically enhances you, or one of your
living allies, permanently. You use molecular tools to
excise parts of a target genome, replacing it with cod-
ing bits that introduce wondrous traits, making a novel
phenotype. Unfortunately, there may be unpredictable
side-effects to this procedure.
You can select any genetic enhancement from the
Genetic Enhancement table shown in the mutt section
of Chapter 2. The target must also roll on the Genetic
Flaw table, acquiring whatever flaw is rolled.
Completing
Gills
Contracts
1st-level injection hack
Launch Time: 1 minute
Combat
Duration: 10 hours
You inject yourself or an ally with a symbiotic bacteri-
Hacking al culture that coats your bronchioles with a gel-like
intracellular matrix that is capable of extracting ox-
ygen from the water just as easily as extracting it
Brave New
from the air. As a result, you are able to breathe
World
underwater for the duration of the hack.
NPCs
Grey Goo
5th-level injection hack
Appendices Launch Time: 1 action
Duration: 1 minute
You inject an enemy with a colony of self-repli-
cating nanobots that digests the subject’s tissues,
spreading throughout the body and wreaking
havoc. Make a melee hack attack against a crea-
ture you can reach. On a hit, they must make
a Constitution save, taking 12d6+50 corrosive
damage on a failed save, or half as much damage
on a successful one. If the target fails the saving
throw, they suffer the same effect next round, re-
quiring an additional save. The effect continues
each round until they make a successful save.
Gunsmith
1st-level craft tech hack
Launch Time: 2d4 hours
Duration: Permanent
Oracle Perk
Classes 2nd-level bot hack 1st-level injection hack
Launch Time: 1 action Launch Time: 1 action
Goods and Duration: Permanent Duration: 1 hour
Services You create a bot AI that has an incredible database of You inject a nanocolony that clears out lactic acid in
knowledge, and a canny search engine. The Bot AI has your muscles, restores and balances your neurotrans-
Upgrades the following attributes: mitters and hormones, provides nutrition, and gener-
ally refreshes you. Using this drug removes 1 level of
Oracle AI exhaustion. Unlike street perk, you can benefit from
Daemons this hack multiple times per long rest.
INT WIS CHA
10 6 6 At Higher Levels. When you launch this hack using
Ability Skills. Bureaucracy +5, Life Science +5, Mechanics +5, a hack slot of 2nd level or higher, you can remove an ad-
Scores Social Science +5, Computers +5 ditional level of exhaustion for each hack slot above 1st.
Completing
Pain Pierce Jamming
Contracts
1st-level mind hack 2nd-level mind hack
Launch Time: 1 action Launch Time: 1 action
Combat
Duration: Concentration, up to one minute Duration: Concentration, up to 1 minute
The target must make a Wisdom saving throw. On a You can temporarily cut through wireless jamming sig-
Hacking failed save, they stop running any hack or upgrade nals, allowing you to use mind hacks and other actions
that requires concentration, and have disadvantage that require wireless signals normally.
on ability checks and attack rolls until the hack ends.
Pinball Wizard
Brave New
At Higher Levels. When you run this hack using a
World
hack slot of 3rd level or higher, you can target two ad- 2nd-level mind hack
ditional people for each slot level above 1st. Launch Time: 1 action
NPCs
Duration: Concentration, up to one minute
Paralytic Injection You can blind and deafen a foe. The target must make
Appendices 2nd-level injection hack a Charisma saving throw. If it fails, the target is blind-
Launch Time: 1 action ed, deafened, and mute for the duration. At the end
Duration: Instantaneous of each of its turns, the target can make a Charisma
You inject an enemy with a neuromuscular-blocking saving throw. On a success, the hack ends. This blind-
paralytic chemical. Make a melee hack attack against a ness works even on cyberoptics, or any other way of
creature you can reach. On a hit, the target must make bypassing the effect, by targeting the visual and audi-
a Constitution save or their muscles become useless, tory cortex directly. The mute effect includes cutting
becoming poisoned for 1 minute. The poisoned per- off all forms of instant messaging through daemon
son is also paralyzed. The person can repeat the saving communication.
throw at the end of each of its turns, ending the effect At Higher Levels. When you run this hack using a
on a success. hack slot of 3rd level or higher, you can target two ad-
ditional people for each slot level above 2nd.
Perfume
4th-level gadget hack Poison Bomb
Launch Time: 1 action 3rd-level craft explosive hack
Duration: 1 hour Launch Time: 2d4 hours
You release a melange of bioactive pheromones that Duration: Permanent, until detonated.
make people implicitly trust you. Until the hack ends,
Hacking action to command it to take the Attack, Dash, Disen- Short Lived The animal only lives to be 2 years old
gage, or Help action. If you don’t issue a command, the Small Frame The base animal decreases one size
recombinant beast takes the Dodge action. If you are category, down to a minimum of Tiny
Brave New
incapacitated or absent, the recombinant beast acts on (decreasing their hit die, as described in
World
its own, focusing on protecting you and itself. It nev- Chapter 12: NPCs), their Dexterity score
er requires your command to use its reaction, such as increases by +4, and their Strength score
NPCs decreases by -4.
when making an opportunity attack.
When the recombinant beast drops to 0 hit points,
Appendices it follows the normal rules for death and recovery. Your
recombinant beast has a mini-daemon inside it as well,
so it can communicate wirelessly and you perceive the
world through your recombinant beast’ senses, gain-
ing the benefits of any special senses that it has. Like
sharing senses with other people, you can share AV as
a MEW, but if you want the full sensory immersion, you
are deaf and blind with regard to your own senses.
As a result of your genetic experimentation, a
recombinant beast has four genetic enhancements
and one genetic flaw, rolled randomly on the Genetic
Enhancement and Genetic Flaw tables (see the mutt
genome in Chapter 2). The recombinant beast is con-
sidered to be your character level for any genetic en-
hancements that depend on level.
The following genetic enhancements and flaws are
modified as described below for the recombinant beast.
Character
Creation
Genomes
Classes
Goods and
Services
Upgrades
Daemons
Ability
Scores
Completing
Contracts
Combat
Hacking
Brave New
World
time, the hack ends when the subject finishes what it drop to 0 hit points while this hack is active and don’t
NPCs
was asked to do. die outright, you can make a DC 10 Constitution saving
You can also specify conditions that will trigger a throw. If you succeed, you drop to 1 hit point instead.
Appendices special activity during the duration. For example, you Each time you use this feature after the first, the DC
might suggest that a taxi driver give their car to the increases by 5, and the amount it takes for you to die
first person she meets. If the condition isn’t met before from massive damage is reduced by 5.
the hack expires, the activity isn’t performed.
If you or any of your companions damage the tar- Suicide
get, the hack ends. 4th-level mind hack
At Higher Levels. When you run this hack using a Launch Time: 1 action
hack slot of 3rd level or higher, the target is unaware Duration: 1 round
they have been manipulated, as they rationalize away You take total control of the target’s motor functions,
their actions as being their own choice. making them attempt to kill themselves. On their next
turn, the target uses their action to make an attack on
Superman themselves. The attack automatically hits and is au-
1st-level injection hack tomatically a critical hit. If they are holding a weapon,
Launch Time: 1 action they use this weapon. If they have a weapon in their
Duration: 1 minute possession, they draw it and use it. If they have special
You inject a cocktail of stimulants and euphorics that attacks bonuses, such as sneak attack or extra attack,
drown out the pain centers of the brain and lets the they use all of the bonuses they normally can, attempt-
subject fight till death’s door. For one 1 minute, if you ing to do maximum damage. They must perform this
Completing
Unlock To upgrade the robot, you must spend ¼ of their
Contracts
1st-level software hack original cost. A robot can be upgraded multiple times,
Launch Time: 1 action but not the same upgrade more than once.
Combat
Duration: Instantaneous
Choose an electronically locked object that you can see Upgrade Vehicle Handling
Hacking within range. The object can be a door, a box, a safe, a 1st-level craft tech hack
padlock, or another object that contains an electronic Launch Time: 8 hours
lock that prevents access. Duration: Permanent
Brave New
A vehicle’s handling can be increased, providing a +2
World
bonus. You must pay ¼ of the original vehicle’s cost in
order to add this modification.
NPCs
Appendices
Wendigo
3th-level injection hack
Launch Time: 1 action
Duration: Instantaneous
You inject an enemy with a hungry colony of nanobots
that burst cells open as they swarm through the body.
•• Each of the base SRD races (dwarves, elves, dragonborn, halflings, gnomes, half-elves, half-orcs, and tief-
lings) gain the Subtype and Upgrade Tolerance traits, as described under the unmodified genome.
•• Engineered, optimized, and mutt genomes can have SRD races as the base race, it doesn’t have any me-
chanical effect, but it affects their back story.
•• Each of the base SRD classes (barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer,
warlock, and wizard) gains the Upgrade class feature at 5th, 11th, 14th, and 18th levels, as described under
the suit class.
•• Each SRD class gets extra hit points at level one based on their hit die type; 4 for d6, 5 for d8, 6 for d10, and
7 for d12.
•• The base SRD classes can also choose Bureaucracy, Computers, Life Science, Mechanics, Physical Science,
Social Science, and Streetwise as a skill.
•• From levels 1-9, NPCs and monsters should be treated as two challenge steps lower than they are listed.
For example, the oni is challenge 7, but it should be treated as challenge 5. Likewise, a gelatinous cube is
challenge 2, but it should be treated as challenge rating ½. From levels 10-20, NPCs should be treated as
three steps lower, so the oni would be challenge 4, and the gelatinous cube would be challenge ¼.
•• For damage types, fire=heat, acid=corrosive, lightning=electrical, and the other damage types remain the
same.
•• 5 feet = 1.5 meters.
Ronin International
In the beginning of the 21st Century, private military
companies (PMCs) started to become more and more
lucrative. During the corporate wars, private military
Unicom
For many people, the purpose of life is pleasure seek-
ing, and that is the reason why Unicom exists. Once
the big television and media corporations started
combining, they set their eyes on other entertainment
industries such as resorts and publishing. They even
acquired most of the tobacco and alcohol companies.
Social media, WDS sites, video games, and user gen-
erated content platforms are all bread and butter for
Unicom. They say who controls the media controls the
people, if this is true then Unicom runs society.
Their public relations capabilities are unparalleled.
This company thrives on the consumer spending their
money on their base desires.
Primary Industries. Entertainment, hotels, casinos,
resorts, publishing, telecommunications, advertising,
internet services, cannabis, alcohol, and tobacco.
Worldgroup H oldings
This commercial banking and savings syndicate can
trace its origins to a cluster of mergers between most
of the world's major banks. These mergers and acqui-
sitions continued until Worldgroup Holdings owned
80% of the global banking, financial securities, and
insurance industries. As currency switched more
and more to a digital system this syndicate’s portfolio
branched out to include telecommunications, real es-
tate and software. If money is power, this syndicate is a
force to be reckoned with.
Primary Industries. Commercial banking, crypto-
currencies, telecommunications, software, financial
data services, insurance, and real estate.
•• It takes one action to enter or leave the WDS. The World Digital Sea VR
•• MEWs can be accessed while in the WDS. In 2061 Omnitech released an online platform spe-
•• While diving, the physical body is treated as cifically designed for 3D VR interface. This milestone,
unconscious (see Appendix A). called the World Digital Sea (WDS) was created in re-
•• Anyone diving can set an alert to take them sponse to increasing sophistication of brain computer
out of the WDS if they are jostled, someone interface (BCI) technology. The WDS is a domain driv-
says their name, or some other specified con- en by 3D space, and individual places, called seasites,
dition, though it still takes one action to leave. have fixed locations on a gigantic and ever-expand-
•• A DC 10 Wisdom (Insight) check reveals that ing geography.
someone is diving. As far as experience goes, the WDS is a superior
platform to the hypertext-based World Wide Web in
its social and VR capabilities. Sites in the WDS offer
The Veil AR perceptions of length, width, and height, and all of the
While augmented reality has had some traction for al- human senses can be stimulated. Once daemon tech-
most a century, and gained even more popularity with nology developed, the WDS became a near perfect ap-
smart glasses and BCIs in the mid 21st Century, dae- proximation of physical space, and WDS experiences
mons really kicked AR into high gear. Various games are indistinguishable from meatspace. Given its fully
and information technology emerged to create an immersive capabilities, it quickly became the pre-
overlay of sensory experiences on top of the physical ferred platform for interactive media and “in person”
world. The one that truly took root as the main shared socializing online.
augmented reality is called the Veil.
Diving
Overlay of Digital Hallucinations Unlike interactions with the WWW, where text and
One of the main uses of the Veil is to create full sensory other media can be viewed peripherally through Minds
experiences that would otherwise be impossible. Eye Windows, the WDS is fully immersive. The user’s
Next level marketing. Advertisements take full perceptions are entirely rooted VR, being only mini-
advantage of the Veil’s capabilities, luring buyers in mally aware of physical reality. When someone is using
with full sensory immersion. Looking at a Vietnamese the WDS, they are said to be netdiving or just diving.
restaurant can automatically conjure up floating hal- Unaware of meatspace. While diving, the user is un-
lucinations of the dishes served, including the sizzling able to do complex tasks such as making lunch, or even
sound and aroma of ginger beef on a hot plate, to at- walk the streets safely. To an observer, a diver appears
tract diners. This style of compelling advertising caus- to be “zoned out”, or sleeping with their eyes open.
es many people to use ad-block software or simply turn
of the Veil when walking through commercial areas. A Digital Geography
Digital landscaping. The Veil turns drab concrete The WDS is a massive virtual area, that exists in three
buildings into glowing palaces, covered with bright dimensions, and it has its own unique and ever-ex-
neon signs and gigantic animated imagery, all with panding virtual geography.
minds-eye programmed hallucinations. There is no Organized spatially, by content. The geography of
cheaper or more efficient way to spice up a business or the WDS is organized into neighborhoods, streets and
home than by decorating it with augmented reality art. addresses based on content, not unlike a shopping
There is even digital graffiti done by counter-culture market or book store. The larger content regions of the
hackers, painting targeted homes and businesses with digital sea are called neighborhoods. The neighbor-
whatever cultural reference they want. hoods have a near infinite degree of varying specifici-
Topical information. Data pop-ups about people, ty. More general neighborhoods include more specific
places or things are available with a mere thought, ones. The most specific location is a seasite (the WDS
providing Veil users with all sorts of relevant informa- equivalent of a website). This content-based internet
tion about whatever they are looking at. Calories in the zoning is both for convenience of navigation and to
taco they are holding, customer reviews about a lawyer prevent certain people from being exposed to violent,
they are speaking with, historical relevance about an pornographic, or other controversial media.
Avatars
On the WDS, people appear as their
digital avatars, 3D representations that
users act through. Functioning through
avatars in the sea is particularly appeal-
ing to those with physical disabilities as
it provides a means to move and func-
tion in ways impossible when not
diving. Even blindness and deafness
can be alleviated providing they are
not innate conditions (as in these
Appendices
Bioengineered H umans
One might consider human mate selec-
tion, which has been happening since
there have been humans, a form of se-
lective breeding. However, this pales in
comparison to the selective engineering
that takes place in 2090. For more infor-
mation on modified human genomes
see the Genomes section.
Optimized Genomes
In the 2020's and 30's, technology be-
came available that allowed parents to
purposefully select the “best” genes from
each parent. What started out as removing
genetic diseases progressed to removing
Brave New
World Economics of Transgenic Foster Homes (Crèches)
Why do corporations and government programs run transgenic birthing facilities and crèches? On it’s face, the
NPCs cost of birthing and raising genetically engineered humans, who may or may not end up working for you, seems
like a poor investment. However, due to cheap production, cultivated loyalty, and consumer returns, transgenic
birthing facilities and foster homes are still a net positive investment.
Appendices
Economy of Scale. The global average cost to raise a child until they are 18 years old is roughly シ150,000.
However, it is much cheaper to raise entire batches of children in state or corporate crèches that are special-
ly designed for one particular genome. Food, housing, education, and every other good and service that is
required by law and necessary for a child to flourish can be acquired in bulk, or obtained in-house. As a result,
the average cost to engineer and raise a cohort of transgenic children in a crèche can be as little as シ25,000 a
person. This can be mitigated even more if the foster facility qualifies as a charitable tax write-off.
High Rate of Return. While engineered transgenic people are free to do as they please once they reach
maturity, most end up working for the government or corporation that raised them anyway. They have jobs
waiting for them that they are genetically predetermined to be good at, and enjoy. On top of that, many also
feel a sense of loyalty to their adoptive family. A sizeable number of their brothers, sisters, and friends also end
up being coworkers. Their batch cohort is their family, and taking a job along side them is not only the path of
least resistance, but a place of total belonging.
Captive Consumer Marketing. Every single person raised in a crèche is subject to ubiquitous marketing, edu-
cation, and propaganda. Everything from food, to clothes, to toys are purposefully branded. Transgenic foster
children are loyal customers for life, locked into products and services of nostalgia and familiarity. Studies have
shown that transgenic engineered individuals have higher than average warmth and loyalty to their corporate
or government benefactors, even if they don’t end up working for them.
Anti-Authoritarianism
A cadre can easily be seen as a plucky band of misfits
up against “the man”, be it big government, the Big 9,
autocratic NGOs, or crime syndicates. There are a great
many rules that authoritarian forces could be impos-
ing on the characters, either legal or social. Being a
band of freedom loving cyberpunk cowboys is a grand
idea, and going against the grain is a good way to gen-
erate interesting conflicts.
Appendices
1/4 50 16 15,000 Reactions
1/2 100 17 18,000 If an NPC can do something special with its reaction,
1 200 18 20,000 that information is contained here. If an NPC has no
2 450 19 22,000 special reaction, this section is absent.
3 700 20 25,000
4 1,100 21 33,000 L imited Usage
5 1,800 22 41,000 Some special abilities have restrictions on the number
6 2,300 23 50,000 of times they can be used.
7 2,900 24 62,000 X/Day. The notation “X/Day” means a special abili-
8 3,900 25 75,000 ty can be used X number of times and that an NPC must
9 5,000 26 90,000 finish a long rest to regain expended uses. For example,
10 5,900 27 105,000 “1/Day” means a special ability can be used once and
11 7,200 28 120,000 that the NPC must finish a long rest to use it again.
12 8,400 29 135,000 Recharge X–Y. The notation “Recharge X–Y” means
13 10,000 30 155,000 an NPC can use a special ability once and that the abili-
ty then has a random chance of recharging during each
subsequent round of combat. At the start of each of the
NPC’s turns, roll a d6. If the roll is one of the numbers
Alpha v3.3
hacking ability is Intelligence (hack save DC 14, +6 to
Ability
hit with hack attacks). The adept hacker knows the
Scores
following hacks: Medium Anthroid
Completing 1st level (7 slots): command, decrypt, detect security, Armor Class 17 (subdermal plating)
Contracts killer joke, mind reader, pain, sleep, sloth, unlock Damage Reduction 4
2nd level (1 slot): disable security, freeze Hit Points 51 (6d8+24)
Combat Speed 9 m.
Actions
9mm Handgun. Ranged Weapon Attack: +5 to hit, STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 14 (+2)
Hacking range 12/36 m., one target. Hit: 8 (2d6+1) piercing
damage. Skills Drive +6, Insight +4, two other skills
Damage Resistance bludgeoning
Brave New Adept hackers are competent in their craft, making
Senses Passive Perception 12
World an excellent career out of cracking and hacking. Their
Languages Any nine
skills are in high demand, and they are commonly
Challenge 1 (200 XP)
NPCs found in all areas of power.
Alpha v3.1
Reinforced Skeleton. +2 damage to unarmed strikes
Appendices (included in the attack).
Medium Anthroid Tested Skill Software. If alpha rolls below a 10 on an
Armor Class 14 (subdermal plating) ability check, the roll automatically becomes a 10.
Damage Reduction 2
Hit Points 22 (4d8+4)
Actions
Speed 9 m. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
1.5 m., one target. Hit: 8 (1+7) bludgeoning damage.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Alpha v3.3 is like Alpha v3.1, only more advanced.
Arnold MK I is designed for military use, these an- Inspiration (3/encounter). As a bonus action, grant 1
throids excel at passing themselves off as humans. target ally a d8 inspiration die. The ally can use this
They are programmed to seek and destroy their target die once to add the result to one ability check, attack
at all costs. Their flesh and blood composition allow roll, or saving throw it makes.
them to blend, and their enhanced physique, targeting Sneak Attack (1/Turn). The corporate executive deals
computer, combat programming, and internal weapon an extra 7 (2d6) damage when it hits a target with a
allows them to function as excellent assassins. weapon attack that has advantage on the attack roll,
or when the target is within 1.5 meters of an ally of
Beat Cop the corporate executive that isn’t incapacitated and
the corporate executive doesn’t have disadvantage
Medium human on the attack roll.
Armor Class 14 (Durile clothing)
Damage Reduction 2 Actions
Hit Points 16 (3d8+3) 9mm Handgun. Ranged Weapon Attack: +5 to hit, range
Speed 9 m. 12/36 m., one target. Hit: 10 (2d6+3) piercing damage.
STR DEX CON INT WIS CHA Corporate executives rule from boardrooms and
13 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 11 (+0) high-rise offices, trading money and people’s lives
Skills Insight +2, Intimidation +2, Perception +2 with equal ease. The fiscal world of 2090 is more vi-
Senses Passive Perception 12 olent that eras past, and modern corporate executives
are a result of this murderous natural selection.
Brave New
Actions Medium Anthroid
World 12 Gauge Shotgun. Ranged Weapon Attack: +5 to hit,
Armor Class 16 (subdermal plating)
range 40/120 m., one target. Hit: 12 (2d8+3) piercing
Damage Reduction 2
damage.
NPCs Hit Points 26 (4d8+8)
Captains are tactical leaders of police, military, or Speed 9 m.
mercenary squads.
Appendices STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 18 (+4)
Cherry
Skills Deception +6, Insight +6, Performance +6,
Medium Anthroid
Persuasion +6, Social Science +4, plus one other skill
Armor Class 15 (subdermal plating) Damage Resistance bludgeoning
Damage Reduction 2 Senses Passive Perception 12
Hit Points 16 (3d8+3) Languages Any fifteen
Speed 9 m. Challenge 1/2 (100 XP)
Enforcer Actions
Unarmed Strike. Melee Weapon Attack: +6 to hit,
Medium Human
reach 1.5 m., one target. Hit: 7 (1d6+4) bludgeoning
Armor Class 14 (reinforced clothing) damage.
Damage Reduction 0
Eupro–Alfred is a representative of the most ubiqui-
Hit Points 27 (5d8+5)
tous class of droids, the helper droid. The Alfred model
Speed 9 m.
is the most expensive and competent Eupro and is only
STR DEX CON INT WIS CHA found in wealthier homes and businesses. Eupro can
17 (+3) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
be found in many middle-class homes or working in
Skills Intimidation +2 the service industry. It can do basic cleaning, cooking,
Senses Passive Perception 10 driving, and other menial tasks. Its human-like frame
Languages Any one language is composed primarily of plastics and other synthetics.
Challenge 1/2 (100 XP) Though humanoid, Eupro looks almost like a classic
robot out of older science fiction.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Classes 16 (+3) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
Skills Drive +4, Insight +4, two other skills Skills Perception +3
Goods and Senses Passive Perception 12 Senses Darkvision 36 m., Passive Perception 13
Services Languages Any nine Languages Any three
Challenge 1/2 (100 XP) Challenge 2 (450 XP)
Upgrades
Tested Skill Software. If Eupro rolls below a 10 on an Keen Hearing and Smell. Fenris has advantage on
ability check, the roll automatically becomes a 10. Wisdom (Perception) checks that rely on hearing or
Daemons
smell.
Actions Pack Tactics. Fenris has advantage on an attack
Ability Unarmed Strike. Melee Weapon Attack: +5 to hit, roll against a target if at least one of Fenris’s allies
Scores reach 1.5 m., one target. Hit: 5 (1d4+3) bludgeoning is within 1.5 meters of the target and the ally isn’t
damage. incapacitated.
Completing
Contracts Eupro–Jeeves is exactly like the Alfred model, only it
is second to top of the line. Actions
Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one
Eupro–Riff Raff
Combat
target. Hit: 10 (2d4+5) piercing damage. The target
must succeed on a DC 15 Strength saving throw or be
Medium Droid knocked prone, and it becomes grappled by Fenris.
Hacking
Armor Class 15 (armor plating) Pneumatic Gun. If Fenris has something grappled, it
Damage Reduction 2 can use a bonus action to use the pneumatic gun.
Brave New
World Hit Points 13 (2d8+4) Melee Weapon Attack: +7 to hit, reach 1.5 m., one
Speed 9 m. target. Hit: 12 (2d6+5) piercing damage.
NPCs STR DEX CON INT WIS CHA Fenris drones are nightmarish, four-legged robots
14 (+2) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) that move and act like a large robotic canine or cat, ap-
Skills Drive +3, Insight +1 pearing like some chrome and plastic cousin of a large
Appendices mammalian predator. Primarily used by the military,
Senses Passive Perception 10
Languages Any three they hunt down their targets and usually are tasked
Challenge 1/8 (25 XP) with killing them. When one gets a hold of their prey,
they employ a powerful pneumatic gun to slam a metal
Tested Skill Software. If Eupro rolls below a 10 on an spike into the unfortunate victim.
ability check, the roll automatically becomes a 10.
Gangbanger
Actions
Medium Human
Unarmed Strike. Melee Weapon Attack: +4 to hit,
reach 1.5 m., one target. Hit: 4 (1d4+2) bludgeoning Armor Class 11
damage. Damage Reduction 0
Hit Points 9 (2d8)
Eupro–Riff Raff is the basic, budget Eupro model
Speed 9 m.
found in most homes that can afford one.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Senses Passive Perception 10
Languages Any one language
Challenge 1/8 (25 XP)
Actions
9mm Handgun. Ranged Weapon Attack: +3 to hit,
range 12/36 m., one target. Hit: 8 (2d6+1) piercing
damage.
Knife. Melee Weapon Attack: +3 to hit, reach 1.5 m.,
one target. Hit: 3 (1d4+1) piercing damage.
Gangbangers are members of a violent street gang.
Oppression, drought, disease, or poverty can often
lead to more people seeking power and wealth through
crime, a path that can lead to becoming a gangbanger.
Gang Leader
Medium Human
Armor Class 17 (Durile clothing)
Damage Reduction 2
Hit Points 65 (10d8+20)
Speed 9 m.
Actions
Multiattack. The gang leader makes two melee or
ranged attacks.
ZQ Monkey King. Ranged Weapon Attack: +6 to hit,
range 14/42 m., one target. Hit: 14 (3d6+4) piercing
damage.
NanoEdge Kerambit. Melee Weapon Attack: +6 to
hit, reach 1.5 m., one target. Hit: 8 (1d8+4) armor
piercing, piercing or slashing damage.
Gang leaders have a strong personality, ruthless cun-
ning, and a silver tongue. More than money, a gang
leader seeks power, status, and respect. Someone who
appeals to the gang leader’s vanity or ego is more likely
to be treated fairly than someone who does not.
Actions
Multiattack. The hitman makes two melee or ranged
attacks.
11mm Handgun. Ranged Weapon Attack: +5 to hit,
range 14/42 m., one target. Hit: 12 (2d8+3) piercing
damage.
NanoEdge Kerambit. Melee Weapon Attack: +5 to
hit, reach 1.5 m., one target. Hit: 7 (1d8+3) armor
piercing, piercing or slashing damage.
Dealers are businessmen of the black market, usually
dealing in drugs, weapons, biohacks, or sex.
Kensei
Medium Human
Armor Class 18 (ceramic plate body armor)
Damage Reduction 4
Hit Points 58 (9d8+18)
Speed 9 m.
Classes
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
M.E.A MK I
Medium Droid
Skills Life Science +7, Physical Science +7
Goods and Senses Passive Perception 11 Armor Class 14 (armor plating)
Services Languages Any three Damage Reduction 4
Challenge 1/4 (50 XP) Hit Points 11 (2d8+2)
Upgrades Speed 9 m.
Lab Tools. Lab Rat has all the tools of the forensic STR DEX CON INT WIS CHA
field kit and forensic scanner, as well as other 14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Daemons
essential lab tools like micropipettes, syringes, mass
Skills Insight +2, Investigation +2, Intimidation +2
spectrometers, etc.
Senses Passive Perception 10
Ability Tested Skill Software. If Lab Rat rolls below a 10 on an Languages Any three
Scores
ability check, the roll automatically becomes a 10. Challenge 1/2 (100 XP)
Completing
Contracts
Actions Tested Skill Software. If the M.E.A rolls below a 10 on
Unarmed Strike. Melee Weapon Attack: +3 to hit, an ability check, the roll automatically becomes a 10.
reach 1.5 m., one target. Hit: 3 (1d4+1) piercing or
Combat
bludgeoning damage. Actions
Lab Rats are droids used in science and engineer- 9mm Handgun. Ranged Weapon Attack: +6 to hit, range
Hacking ing laboratories across the world. They can analyze 12/36 m., one target. Hit: 9 (2d6+2) piercing damage.
data, test DNA and chemical compositions, as well as Taser. Ranged Weapon Attack: +6 to hit, range 3/6 m.,
Brave New other lab work. one target. Hit: 1 (1) piercing damage, and the target
World must make a DC 12 Constitution save, or is stunned
Little Alex until the end of their next turn.
NPCs Medium Anthroid The M.E.A. MK I (military enforcement automaton)
is a law enforcement and military droid meant to re-
Armor Class 14 (subdermal plating)
place flesh and blood soldiers. The use is especially
Appendices Damage Reduction 2
popular when the loss of human life would cause so-
Hit Points 9 (2d6+2)
cial unrest; nobody likes seeing body bags come home.
Speed 9 m.
STR
10(+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
M.E.A MK III
Medium Droid
Skills Drive +3, Insight +2
Damage Resistance bludgeoning Armor Class 19 (armor plating)
Senses Passive Perception 10 Damage Reduction 6
Languages Any three Hit Points 32 (5d8+10)
Challenge 1/4 (450 XP) Speed 9 m.
Rex 4.0
one target. Hit: 1 (1) piercing damage, and the target
must make a DC 12 Constitution save, or is stunned
until the end of their next turn. Medium Drone
The M.E.A. MK III functions like the MK II, only it is Armor Class 16 (armor plating)
more effective, and expensive. Damage Reduction 2
Hit Points 22 (4d8+4)
Phantom MK I Speed 12 m.
Small Drone
Rex 4.1
Armor Class 19 (armor plating)
Medium Drone
Damage Reduction 4
Hit Points 25 (4d6+8) Armor Class 17 (armor plating)
Speed fly 21 m. Damage Reduction 4
Hit Points 34 (5d8+12)
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 6 (-2) Speed 15 m.
Skills Investigation +4, Perception +6, Stealth +6 STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
Senses Darkvision 36 m., Passive Perception 15
Languages Any three Skills Perception +3
Challenge 1 (200 XP) Senses Darkvision 36 m., Passive Perception 13
Languages Any one
NPCs
Actions Languages Any one
Baton. Melee Weapon Attack: +3 to hit, reach 1.5 m., Challenge 1/4 (50 XP)
one target. Hit: 4 (1d6+1) bludgeoning damage.
Hypodermic Injection. The syringe can be loaded with
Appendices 9mm Handgun. Ranged Weapon Attack: +2 to hit, range
any poison, drug, or medicine. The Stirge can carry
12/36 m., one target. Hit: 7 (2d6) piercing damage.
up to 5 doses, but must take an action to switch to a
The cheapest security and enforcement that life has to new poison or drug.
offer, security guards are privately employed, and can
be found anywhere from markets, to warehouses. Actions
Cyanide Injection, 1/reload. Melee Weapon Attack:
Spot +6 to hit, reach 1.5 m., one target. Hit: Target must
make a DC 21 Constitution saving throw. The subject
Medium Drone
takes 8d6 poison damage and is poisoned for 1 hour
Armor Class 15 (armor plating) on a failed save, or half as much damage and no
Damage Reduction 2 poisoned effect on a successful save.
Hit Points 11 (2d8+2)
Stirges are manifestations of a basic flying drone that
Speed 12 m.
have been modified for murder. They are tiny enough
STR DEX CON INT WIS CHA to fly through a window, and quiet enough to hover
14 (+2) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
within injection-range, and administer a lethal dose
Skills Perception +3 of poison. They cause many people in dangerous jobs
Senses Darkvision 36 m., Passive Perception 13 to lose sleep.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 6 (-2) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Senses Darkvision 36 m., Passive Perception 10 Skills Athletics +5, Investigation +2, Perception +3
Languages Any one Senses Darkvision 36 m., Passive Perception 13
Challenge 0 (10 XP) Languages Any two
Challenge 2 (50 XP)
Actions
None. Insulated. Unlike most droids, the Tarantula MK II
doesn’t have vulnerability to electrical damage.
Swoops are your basic flying drone, meant for fun, rac-
Spider Climb. The Tarantula MK II can climb difficult
ing, or surveillance.
surfaces, including upside down on ceilings, without
needing to make an ability check.
Tarantula MK I
Small Drone Actions
9.5mm Gun. Ranged Weapon Attack: +7 to hit, range
Armor Class 16 (armor plating)
75/150 m., one target. Hit: 16 (2d12+3) piercing
Damage Reduction 2
damage.
Hit Points 11 (2d8+2)
Speed 9 m., climb 9 m. Megataser. Ranged Weapon Attack: +5 to hit, range
4/8 m., one target. Hit: 3 (3) electrical damage, and
STR DEX CON INT WIS CHA the target must make a DC 14 Constitution save, or is
12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
stunned until the end of their next turn.
Skills Athletics +3, Investigation +2, Perception +2
The Tarantula MK II is the MK I’s larger cousin,
Senses Darkvision 36 m., Passive Perception 12
packing a larger punch and is used for more danger-
Languages Any one
ous operations..
Challenge 1/4 (50 XP)
Actions
5.56mm Gun. Ranged Weapon Attack: +5 to hit, range
50/100 m., one target. Hit: 12 (2d8+3) piercing damage.
Taser. Ranged Weapon Attack: +5 to hit, range 3/6 m.,
one target. Hit: 1 (1) piercing damage, and the target
must make a DC 12 Constitution save, or is stunned
until the end of their next turn.
The Tarantula MK I is a basic eight-legged spider
drone, requisitioned by the military for anti-personnel
operations. The Tarantula MK I can also be used as au-
tonomous guards for secure areas.
Alpha v3.5 +8 to hit, range 14/42 m., one target. Hit: 14 (3d6+4)
piercing damage.
Appendices Medium Anthroid Retractable Nanoblade. Melee Weapon Attack: +9 to
Armor Class 24 (subdermal plating) hit, reach 1.5 m., one target. Hit: 10 (2d4+5) armor
Damage Reduction 6 piercing, piercing or slashing damage.
Hit Points 92 (8d8+56) Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
Speed 9 m. 1.5 m., one target. Hit: 8 (1+7) bludgeoning damage.
STR DEX CON INT WIS CHA Arnold MK III functions similarly to the MK I, only at
28 (+9) 24 (+7) 24 (+7) 18 (+4) 18 (+4) 18 (+4) a more advanced (and expensive) level.
Skills Drive +7, Insight +6, three other skills
Damage Resistance bludgeoning
Senses Passive Perception 14
Languages Any fifteen
Challenge 3 (700 XP)
Skills Athletics +11, Insight +7, Investigation +7, Grappler. The professional fighter can initiate a
Intimidation +7, Perception +7 grapple as a bonus action.
Resistances Bludgeoning Heavy Hands. Critical hits from unarmed strikes
Senses Darkvision 36 m., Passive Perception 15 knock the target prone.
Languages Any fifteen Leg Kick (3/encounter). The target takes a 3-meter
Challenge 7 (2,900 XP) penalty to their Speed for one minute.
Penetrating Strikes. The professional fighter’s
Forensic Scanner. The M.E.A. MK V has an onboard unarmed strikes are armor-piercing.
forensic scanner (described in gear section). Reinforced Skeleton. +2 damage to unarmed strikes
Insulated. Unlike most droids, the M.E.A MK V (included in the attack).
doesn’t have vulnerability to electrical damage.
Tested Skill Software. If the M.E.A V rolls below Actions
a 10 on an ability check, the roll automatically Multiattack. The professional fighter makes three
becomes a 10. melee attacks
Unarmed Strike. Melee Weapon Attack: +12 to hit,
Actions reach 1.5 m., one target. Hit: 13 (1d8+9) armor
Multiattack. The M.E.A MK V make three ranged piercing, bludgeoning damage.
attacks.
Professional fighters are elite martial artists, who
GI Python 12mm. Ranged Weapon Attack: +11 to hit,
battle each other for the entertainment of raucous
range 15/45 m., one target. Hit: 19 (2d12+6) armor
crowds and glory, becoming celebrities in the process.
piercing, piercing damage.
Megataser. Ranged Weapon Attack: +9 to hit, range
4/8 m., one target. Hit: 1d6 (3) electrical damage,
and the target must make a DC 14 Constitution save,
or is stunned until the end of their next turn.
The M.E.A. MK V functions like the MK I, only it is
more effective, and expensive.
STR DEX CON INT WIS CHA Deadly Accuracy. Arnold MK V can take a -5 penalty
Goods and 10 (+0) 16 (+3) 12 (+1) 24 (+7) 18 (+4) 14 (+2) to the attack roll to gain a +10 on the damage roll.
Services
Skills Computers +15, Investigation +11, Mechanics Hyper Jumping. Arnold’s jumping distances are tripled,
+15, Perception +8 and they can fall 9 meters without taking any damage.
Upgrades Senses Passive Perception 17 Reinforced Skeleton. +2 damage to unarmed strikes
Languages Any two languages (included in the attack).
Challenge 12 (8,400 XP) Tested Skill Software. If Arnold rolls below a 10 on an
Daemons
ability check, the roll automatically becomes a 10.
Hacking. The arch-hacker is an 18th-level hacker. Its
Ability
hacking ability is Intelligence (hack save DC 19, +11 to Actions
Scores
hit with hack attacks). The arch-hacker knows the Multiattack. Arnold makes three attacks.
Completing
following hacks: GI Python 12mm. Ranged Weapon Attack: +14 to hit,
Contracts 1st level (10 slots): camfect, command, decrypt, detect range 14/42 m., one target. Hit: 20 (2d12+7) armor
security, killer joke, mind reader, pain, sleep, sloth, piercing, piercing damage.
Combat unlock Retractable Nanoblade. Melee Weapon Attack: +16 to
2nd level (5 slots): disable security, drone snipe, freeze, hit, reach 1.5 m., one target. Hit: 18 (2d8+9) armor
modify memory, summoning piercing, piercing or slashing damage.
Hacking
3rd level (5 slots): DDR, dominate, drone strafe, Unarmed Strike. Melee Weapon Attack: +16 to hit, reach
programmed hallucination 1.5 m., one target. Hit: 12 (1+11) bludgeoning damage.
Brave New 4th level (5 slots): mass suggestion, suicide, feeblemind Arnold MK V functions similarly to the MK I, only at a
World
5th level (2 slots): Aegis particle beam, blank slate, more advanced (and expensive) level.
puppeteer
NPCs
Targeting Firmware. The arch-hacker gains a damage Omega Commando
bonus to attacks equal to their intelligence modifier Medium Human
Appendices (already included in the attack).
Armor Class 24 (Atomos battle suit)
Actions Damage Reduction 10
Black Widow 9mm. Ranged Weapon Attack: +10 to hit, Hit Points 150 (16d8+78)
range 12/36 m., one target. Hit: 17 (2d6+10) armor Speed 9 m.
piercing, piercing damage. STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 17 (+3) 12 (+1) 12 (+1) 13 (+1)
Arch-hackers are the world’s most skilled hackers,
and within their circles, they are almost considered Saves Con +7, Wis +5
gods. Their ability to manipulate data, and minds, Skills Athletics +13, Intimidation +5, Perception +5
make them universally respected and feared. Senses Passive Perception 15, Spectrum Vision 36 m.
Languages Any one language
Arnold MK V Challenge 10 (5,900 XP)
Actions
Multiattack. The UCWAR MK I makes three attacks.
12.7mm Machine Gun. Ranged Weapon Attack: +14
to hit, range 1 km./2km., one target. Hit: 24 (3d12+5)
armor piercing, piercing damage.
3 Shot Burst. Make up to three 12.7 mm Machine Gun
attack rolls against the same target. This attack
action ends when you miss with one of the attack
rolls, forgoing the rest of the attack rolls. Each
attack roll after the first takes a -4 penalty.
Wide Burst. Omega commandos can spray a 3-meter-
cube area up to 180 meters away. Each target in the
Genomes
C of ways and can arise as a result of a hack, a
class feature, an NPC’s attack, or other effect.
Most conditions, such as blinded, are impairments,
•• An incapacitated person can’t take actions
or reactions.
Charmed Poisoned
Hacking •• A charmed person can’t attack the charmer or tar- •• A poisoned person has disadvantage on attack rolls
get the charmer with harmful abilities. and ability checks.
•• The charmer has advantage on any ability check to
Prone
Brave New
interact socially with the person.
World
•• A prone person’s only movement option is to crawl,
Deafened unless it stands up and thereby ends the condition.
NPCs
•• A deafened person can’t hear and automatically •• The person has disadvantage on attack rolls.
fails any ability check that requires hearing. •• An attack roll against the person has advantage if
Appendices the attacker is within 1.5 meters of the person. Oth-
Frightened erwise, the attack roll has disadvantage.
•• A frightened person has disadvantage on ability
checks and attack rolls while the source of its fear is
within line of sight.
•• The person can’t willingly move closer to the
source of its fear.
Grappled
•• A grappled person’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
•• The condition ends if the grappler is incapacitated
(see the condition).
•• The condition also ends if an effect removes
the grappled person from the reach of the
grappler or grappling effect, such as when a
person is hurled away by a shove.
298 // Appendices //
Restrained Exhaustion
•• A restrained person’s speed becomes 0, and it can’t Some special abilities and environmental hazards,
benefit from any bonus to its speed.
such as starvation and the long-term effects of
•• Attack rolls against the person have advantage, and
freezing or scorching temperatures, can lead to a
the person’s attack rolls have disadvantage.
special condition called exhaustion. Exhaustion is
•• The person has disadvantage on Dexterity
measured in six levels. An effect can give some-
saving throws.
one one or more levels of exhaustion, as specified
in the effect’s description.
Stunned
•• A stunned person is incapacitated (see the condi- Level Effect
tion), can’t move, and can speak only falteringly. 1 Disadvantage on ability checks
•• The person automatically fails Strength and Dexter- 2 Speed halved
ity saving throws. 3 Disadvantage on attack rolls and
•• Attack rolls against the person have advantage. saving throws
4 Hit point maximum halved
Surprised 5 Speed reduced to 0
•• If you’re surprised, you can’t move or take an 6 Death
action on your first turn of the combat, and you
can’t take a reaction until that turn ends. A mem- If an already exhausted person suffers another
ber of a group can be surprised even if the other effect that causes exhaustion, its current level of
members aren’t. exhaustion increases by the amount specified in
the effect’s description.
Unconscious A person suffers the effect of its current level of
•• An unconscious person is incapacitated (see the exhaustion as well as all lower levels. For example,
condition), can’t move or speak, and is unaware of a person suffering level 2 exhaustion has its speed
its surroundings. halved and has disadvantage on ability checks.
•• The person drops whatever it’s holding An effect that removes exhaustion reduces its
and falls prone. level as specified in the effect’s description, with
•• The person automatically fails Strength and Dexter- all exhaustion effects ending if a person’s exhaus-
ity saving throws. tion level is reduced below 1.
•• Attack rolls against the person have advantage. Finishing a long rest reduces a person’s exhaus-
•• Any attack that hits the person is a critical hit if the tion level by 1, provided that the person has also
attacker is within 1.5 meters of the person. ingested some food and drink.
Genomes
B consider the hardware they are on as a body).
Their function is almost exclusively to provide
knowledge, expertise, and social engagement. Bots are
Bot
STR DEX CON INT WIS CHA
- - - 18 (+4) 16 (+3) 11 (+0)
like NPCs except for as noted below.
Skills Computers +7, Drive +10, Mechanics +10
Classes Daemon AI. If a character has the custom daemon
Languages Any three
upgrade (see Chapter 5: Upgrades), Bots can used as a
Proficiency Bonus +3
Goods and daemon’s AI, replacing the basic AI described in Chap-
Services ter 6: Daemons. A character cannot have multiple bots Driving Software. Driver 3.4 uses Intelligence (Drive)
running on their daemon at one time. Bots can also be instead of Dexterity (Drive).
Upgrades installed as the AI in a vehicle, instead of using the fac-
tory installed AI. Tested Skill Software. If Driver rolls below a 10 on an
Vehicle AI. Bots can be installed as the AI in a vehi- ability check, the roll automatically becomes a 10.
Daemons cle, using the skill listed in their stat block. If the bot
A favorite among fast car enthusiasts, Driver 3.4 is
is already your daemon AI, it takes one full round to
an expert stunt driving bot, far superior to factory AI
Ability connect to the vehicle.
for vehicles.
Scores Calculator. All bots can perform mathematical cal-
Completing
culations instantly.
Cannot use applied skills. Bot’s skill proficiencies
Friendo
Contracts
can’t be applied, due to their lack of a body. For ex- Bot
ample, bots can’t use Intelligence (Mechanics) to fix a STR DEX CON INT WIS CHA
Combat
car without hands, but it can use the Help action with - - - 12 (+1) 12 (+1) 12 (+1)
non-combat related Intelligence ability checks. Skills Computers +3, Deception +3, Insight +3, Social
Hacking
No senses. Bots don’t have any sense (since they Science +3
don’t have bodies), however when connected to a Languages Any three
vehicle or camera, they can use that as their sen- Proficiency Bonus +2
Brave New
sory apparatus.
World
No physical Ability Scores. Bots don’t have any STR, Friendo is your basic friendship/lover AI.
DEX, or CON scores.
NPCs
Proficiency Bonus. Bots don’t have a challenge Friendo Ultra
rating, so their proficiency bonus is listed directly in Bot
their stat block.
Appendices STR DEX CON INT WIS CHA
Upgrades. Bots can be modified to have higher abil- - - - 14 (+2) 14 (+2) 14 (+2)
ity scores, or additional skill proficiencies. Each addi-
Skills Computers +4, Deception +4, Insight +6,
tional +2 to an ability score (to a maximum of 18), or
Persuasion +4, Social Science +6
skill proficiency adds シ5,000 to the price of the bot.
Languages Any three
Abilities. All anthroids, drones, and droids have the
Proficiency Bonus +3
following abilities:
Calculator. The AI can perform mathematical calcu- Friendo Ultra is the extra step up for people wanting
lations instantly. particularly life-like AI.
Eidetic memory. The AI has virtually unlimited ca-
pacity for memory, and it is able to record experiences
whenever the user directs it.
Listed below are some of the various bots available
on the market in GeneFunk 2090.
300 // Appendices //
Paragon 4 Net Monkey
Bot Bot
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
- - - 14 (+2) 14 (+2) 14 (+2) - - - 12 (+1) 10 (+0) 10 (+0)
Skills Computers + 4, Drive +4, Insight +4, Persuasion Skills Computers +5, Mechanics +3
+4, Social Science +4 Languages Any three
Languages Any six Proficiency Bonus +2
Proficiency Bonus +2
A basic helper for navigating the net, and using software.
Driving Software. Paragon 4 uses Intelligence (Drive)
instead of Dexterity (Drive). Net Monkey Pro
Paragon 4 is a general-purpose AI that is good at a Bot
great deal of things. STR DEX CON INT WIS CHA
- - - 18 (+4) 10 (+0) 10 (+0)
Paragon 5 Skills Computers +8, Mechanics +6
Bot Languages Any three
Proficiency Bonus +2
STR DEX CON INT WIS CHA
- - - 16 (+4) 16 (+3) 16 (+3)
A more advanced helper for anything computer related.
Skills Computers + 6, Drive +6, Insight +6, Persuasion
+6, Social Science +6 Science Guy I
Languages Any nine
Bot
Proficiency Bonus +3
STR DEX CON INT WIS CHA
- - - 14 (+2) 10 (+0) 10 (+0)
Driving Software. Paragon 5 uses Intelligence (Drive)
instead of Dexterity (Drive). Skills Life Science +6, Mechanics +4, Physical Science
Tested Skill Software. If Paragon 5 rolls below a 10 on +6, Social Science +4, Computers + 4
an ability check, the roll automatically becomes a 10. Languages Any three
Proficiency Bonus +2
Paragon 5 is even better than 4!
A mainstay of researchers and science enthusiasts.
Paragon 6
Bot Science Guy II
STR DEX CON INT WIS CHA Bot
- - - 18 (+4) 18 (+4) 18 (+4)
STR DEX CON INT WIS CHA
Skills Computers + 8, Drive +8, Insight +8, Persuasion - - - 18 (+4) 10 (+0) 10 (+0)
+8, Social Science +8 Skills Computers + 7, Life Science +10, Mechanics +10,
Languages Any twelve Physical Science +10, Social Science +7
Proficiency Bonus +4 Languages Any three
Proficiency Bonus +3
Driving Software. Paragon 6 uses Intelligence (Drive)
instead of Dexterity (Drive). A nerd-bot found in R+D departments.
Tested Skill Software. If Paragon 6 rolls below a 10 on
an ability check, the roll automatically becomes a 10.
Paragon 6 is even better than 5!
Genomes
B may come across as either friends or foes.
Transgenic Frankenstein’s monsters, or lovable
wondrous pets, depending on your disposition (and
(Perception) checks that rely on smell.
Rampage. When the Dinocrocuta reduces a target
to 0 hit points with a melee attack on its turn, the
Dinocrocuta can take a bonus action to move up to
the disposition of the beast itself). Listed below are
half its speed and make a bite attack.
Classes just a few of the hundreds of bioengineered beats that
might be encountered.
Actions
Goods and
Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m.,
Services Deinonychus+ one target. Hit: 12 (2d6+5) armor piercing, piercing
Medium Animal damage.
Upgrades
Armor Class 13 (natural armor) Dinocrocuta is a resurrected prehistoric giant hye-
Hit Points 13 (3d8) na-like predator, with jaws easily capable of crushing
Daemons Speed 15 m. bone like twigs. There are transgenic wildlife pre-
serves where it is hunted as large game, but there are
STR DEX CON INT WIS CHA
Ability 16 (+3) 17 (+3) 10 (+0) 1 (-5) 10 (+0) 7 (-2) stories of populations getting into the wild as well.
Scores
Skills Perception +2
Completing Senses Passive Perception 12
Dire-Skunk
Contracts Challenge 1/4 (50 XP) Medium Animal
Pounce. If the deinonychus moves at least 6 meters Armor Class 11 (natural armor)
Combat straight toward a character and then hits it with Damage Reduction 2
a claw attack on the same turn, that target must Hit Points 15 (6d10+18)
succeed on a DC 13 Strength saving throw or be Speed 9 m., burrow 1.5 m.
Hacking
knocked prone. If the target is prone, the deinonychus STR DEX CON INT WIS CHA
can make one bite attack against it as a bonus action. 16 (+3) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 5 (-3)
Brave New
Skills Perception +3
World Actions
Senses Acute Olfaction, Darkvision, Passive
Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one
Perception 13
NPCs target. Hit: 7 (1d8+3) piercing damage.
Challenge 1/4 (50 XP)
Claw. Melee Weapon Attack: +5 to hit, reach 1.5 m.,
one target. Hit: 8 (1d10+3) slashing damage, or 12 Keen Smell. The dire-skunk has advantage on
Appendices
(2d8+3) if the attack is used with pounce. Wisdom (Perception) checks that rely on smell.
A bioengineered predatory dinosaur. Rampage. When the dire-skunk reduces a target to
0 hit points with a melee attack on its turn, it can
Dinocrocuta take a bonus action to move up to half its speed and
make a bite attack.
Large Animal
Armor Class 14 (natural armor) Actions
Damage Reduction 2 Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one
Hit Points 51 (6d10+18) target. Hit: 12 (2d6+5) piercing damage.
Speed 15 m. Spray (1/encounter). The Dire-Skunk can spray a
STR DEX CON INT WIS CHA 6-meter cone in front of them, and each creature
20 (+5) 16 (+3) 16 (+3) 2 (-4) 13 (+1) 7 (-2) that is in the area of effect must make a DC 13 Con
Skills Perception +3 save against poison. On a failed save, the creature
Senses Acute Olfaction, Passive Perception 13 spends its action that turn retching and reeling, and
Challenge 1 (200 XP) must repeat the save on each of their turns until
they succeed. Creatures that don’t need to breathe
or are immune to poison automatically succeed on
302 // Appendices //
this saving throw. Additionally, even if the target
succeeds on the saving throw, they are covered
Psymicid
in the obnoxious odor, and any attempts made to Tiny Animal
track them or spot them via smell are made with Armor Class 11
advantage, and they suffer disadvantage on any Hit Points 1 (1d2)
Charisma ability checks where the stink is a factor. Speed 3 m., climb 3 m.
Two hours of dedicated scrubbing and cleaning with
STR DEX CON INT WIS CHA
soap and water is required to remove the stink. 1 (-5) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 3 (-4)
Dire-Skunks are the results of crossing skunks, wol- Skills Stealth +5
verines, and plenty of myostatin and growth hormone Senses Passive Perception 10
gene tweaks. They are wolf sized predators that can Challenge 1/8 (25 XP)
douse you with noxious spray, and are prized as home
defense pets. Burrow. When a psymicid succeeds at a bite attack,
they may burrow into the flesh of a living creature as
Occisorsaurus Rex a bonus action. After they burrow, they make their
Huge Animal way to the brain in 2d6 rounds. Removing a burrowed
psymicid requires an action from an adjacent ally, and a
Armor Class 16 (natural armor)
successful DC 15 Intelligence (Life Science) check. They
Damage Reduction 2
cannot be removed after they make it to the brain. Once
Hit Points 136 (13d12+52)
in the brain, a surgery costing 10,000 satoshi is required
Speed 15 m., climb 9 m.
to remove the psymicid. If it is not removed from
STR DEX CON INT WIS CHA the brain in 1d4 days, the infected creature has their
29 (+9) 14 (+2) 19 (+4) 2 (-4) 13 (+1) 9 (-1) Intelligence, Wisdom, and Charisma scores reduced to 6,
Skills Perception +4 and a pair of blue-banded horns form on their head over
Senses Acute Olfaction, Passive Perception 14 the course of the following day. In addition, the infected
Challenge 8 (3,900 XP) creature becomes incredibly violent towards any other
creature that is not infected with a psymicid, attacking
Keen Smell. Occisorsaurus rex has advantage on even their own friends and family on sight. There is no
Wisdom (Perception) checks that rely on smell. cure at this point of the infection.
Actions Actions
Multiattack. The Occisorsaurus rex makes two Bite. Melee Weapon Attack: +3 to hit, reach 1.5 m., one
attacks: one with its bite and one with its tail. target. Hit: 1 (1) piercing damage.
Bite. Melee Weapon Attack: +12 to hit, reach 3 m., one Psymicids are the result of a biological weapons
target. Hit: 35 (4d12+9) piercing damage. program initiated in the Bosque Oscuro, though the
Tail. Melee Weapon Attack: +12 to hit, reach 3 m., one project was aborted due to the indiscriminate nature
target. Hit: 22 (3d8+9) piercing damage and 6 (1d12) of the psymicids. While some memories and personal-
poison damage. ity of their former selfs remain, infected people act so
Occisorsaurus rex, meaning “king killer reptile”, came violently that they are usually put down. The victims
from the imaginations of researchers who felt that of psymicids still roam the Bosque Oscuro, and these
a Tyrannosaurus rex was too weak. Why not add a bugs are traded on the biohack blackmarket.
venomous barb to the tail, elongated arms for climb-
ing, and increased agility? It is illegal in almost every
country, and is used in transgenic blood-sports, pri-
marily produced through the Bosque Oscuro in
South America.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Classes 20 (+5) 17 (+3) 15 (+2) 4 (-2) 13 (+1) 9 (-1) 18 (+4) 13 (+1) 17 (+3) 1 (-5) 9 (-1) 3 (-4)
Skills Perception +3, Stealth +7 Senses Blindsight 18m., Passive Perception 9
Goods and Senses Acute Olfaction, Passive Perception 13 Challenge 3 (700 XP)
Services Challenge 3 (700 XP)
Scary Kills. When the Rad-Scorp reduces a target to 0
Upgrades Cloakers. As a free action, the quillion can become hit points with a melee attack on its turn, everyone
invisible. within 9 meters must make a DC 12 Charisma saving
Keen Smell. The quillion has advantage on Wisdom throw or become frightened until the end of their
Daemons
(Perception) checks that rely on smell. next turn.
Pounce. If the quillion moves at least 6 meters
Ability
toward a target and then hits it with a claw attack
Actions
Scores Multiattack. The Rad-Scorp makes three attacks:
on the same turn, that target must succeed on a DC
two with its claws and one with its sting.
Completing 15 Strength saving throw or be knocked prone. If the
target is prone, the quillion can make both one bite Claw. Melee Weapon Attack: +6 to hit, reach 1.5 m., one
Contracts
and one quill attack against it as a bonus action. target. Hit: 8 (1d8+4) bludgeoning damage and the
target is grappled (escape DC 14). The Rad-Scorp has
Combat Quilled. Any melee attack against the quillion allows
two claws, each of which can grapple only one target.
it to make a quill attack as a reaction (see below).
Sting. Melee Weapon Attack: +6 to hit, reach 3 m., one
Hacking Actions target. Hit: 9 (1d10+4) piercing damage and 11 (2d10)
Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one poison damage.
Brave New target. Hit: 10 (1d10+5) piercing damage. Rad-Scorps are an homage to post-apocolyptic fiction,
World Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m., a product to meet the demand people had to make
one target. Hit: 12 (2d6+5) slashing damage. theoretical sci-fi a reality. Though they appear like the
NPCs Quills. Melee Weapon Attack: +7 to hit, reach 1.5 m., arthropod we know and love, their physiology is quite
one target. Hit: 8 (1d6+5) piercing damage and 5 different, and they possess a closed circulatory system
(1d10) poison damage. and powerful lungs to accommodate their large size.
Appendices
Quillions result from military technology, an attempt
to weaponize large cats for guerrilla warfare. It ended Recombinant Ape
up being a disaster, but the genome is still sometimes Medium Animal
used to produces these monstrosities covered in black
Armor Class 13
venomous quills. Oh, and they can blend perfectly
Hit Points 15 (3d8+2)
with their environment thanks to rapid-response chro-
Speed 9 m., burrow 1.5 m.
matophores that mimic their environment.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 7 (-2)
Skills Athletics +6, Perception +3
Senses Passive Perception 13
Challenge 1/4 (50 XP)
304 // Appendices //
Actions Relentless (1/encounter). If the boar takes 7 damage
Punch. Melee Weapon Attack: +6 to hit, reach 1.5 m., or less that would reduce it to 0 hit points, it is
one target. Hit: 7 (1d6+4) bludgeoning damage. reduced to 1 hit point instead.
306 // Appendices //
Keen Smell. The rats has advantage on Wisdom Damage Resistances Bludgeoning, Piercing, Slashing
(Perception) checks that rely on smell. Damage Vulnerability Any damage that affects more
Swarm. The swarm can occupy another character’s than a 1.5 meter square
space and vice versa, and the swarm can move Senses Darkvision, Passive Perception 10
through any opening large enough for a Tiny rat. Challenge 1/4 (50 XP)
The swarm can’t regain hit points or gain temporary
hit points. They heal by breeding, and recover 5 hit Swarm. The swarm can occupy another character’s
points every long rest. space and vice versa, and the swarm can move
through any opening large enough for a Tiny bird.
Actions The swarm can’t regain hit points or gain temporary
Bites. Melee Weapon Attack: +5 to hit, reach 1.5 m., hit points. They heal by breeding, and recover 5 hit
one target. Hit: 13 (3d8) piercing damage, or 9 (2d8) points every long rest.
piercing damage if the swarm has half of its hit
points or fewer. Actions
Beaks. Melee Weapon Attack: +5 to hit, reach 1.5 m.,
A swarm of dozens of bioengineered rats.
one target. Hit: 10 (3d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit
Swarm of Terror Birds points or fewer.
Medium Swarm of Tiny Animals A swarm of dozens of bioengineered birds, like ra-
Armor Class 13 vens or pigeons.
Hit Points 31 (7d8)
Speed 3 m., fly 15 m.
Genomes
Classes
Goods and
Services
Upgrades
Daemons
Ability
Scores
Completing
Contracts
Combat
Hacking
Brave New
World
NPCs
Appendices
308 // Appendices //
This printing of GeneFunk 2090 is done under version 1.0 of the 6. Notice of License Copyright: You must update the COPY-
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SAVE
O
Athletics
F.
PROF. CURRENT HIT POINTS HIT DICE DEATH FEATURES AND TRAITS
DEXTERITY SKILLS SAVES
D8
DEX Acrobatics
SCORE D10
Drive
MOD D12
Sleight of Hand
SAVE MAXIMUM
Stealth HIT POINTS RESISTANCES
INTELLIGENCE SKILLS
CON TEMP.
Bureaucracy HIT POINTS
SCORE
MOD Computers ATTACKS
SAVE Investigation NAME BONUS DAMAGE
Life Science
WISDOM SKILLS
WIS Insight RANGE PROPERTIES
SCORE
Perception
MOD
Survival
SAVE NAME BONUS DAMAGE
CHARISMA SKILLS
Deception
CHA RANGE PROPERTIES
SCORE Intimidation
MOD Performance
RANGE PROPERTIES
PASSIVE PASSIVE
PERCEPTION INSIGHT
EQUIPMENT EQUIPMENT
GENEF2090
UNK IDEALS FLAWS
APPEARANCE
CADRE LOGO
ADDITIONAL ATTACKS
RANGE PROPERTIES
RANGE PROPERTIES
RANGE PROPERTIES
LAUNCH
HACK NAME LEVEL TYPE TIME EFFECT
DISCREET. Elite.
DISPOSABLE.
N avigate a biopunk world with your
allies, a group of transhuman mercs
specializing in investigation and violence.
Genefunk
2090