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Apex 5E

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The document provides definitions and descriptions for various apex abilities, talents, monsters, and other game mechanics.

Terms mentioned include apex, talents, monsters, sacrifice, ladder, lifepath, and more.

Organizations referenced include Oxious and the Temple.

APEX

Writer & Layout drew Cermak, Andrew Howes, Andrew Ohman, Jordi Franch, Jordi Martin Castany,
Chris Tavares Dias Impellezari, Andrew Young, Angela Berry, Jordi SalaIbars, Joseph Toral, Joshua Hamil-
Bill Yon, Brad Scoble, Brandon Allen, Brian ton, Justin Mathena, Khalea Allen, Kiara
Cover Design & Logo Designs Barngrover, Cameron Lauder, Charla An- Sandeen, Kyle Smith, Liz Strom-Deason,
Joshua Raynack derson, Charles Mitchell, Chris Baker, Chris Lynette Terrill, Marc Franch Ventura, Marc
Brown, Chris Brown, Chris Clouser, Chris Sonnenberger, Marcelo Dior, Marina Ursa,
Cover Illustration Dias, Chris Oveson, Chris Tyler, Chris Mark Whiting, Mathew Wilson, Melissa
Nick Greenwood Young, Christopher Baker, Christopher Oveson, Mica Fetz, Michael Andaluz, Mi-
Hunt, Christopher Stilson, Chuck McGinnis, chael Murphy, Mike Fitch, Mike McMullen,
Editor Clarence Sterling, Daryl Anderson, Dave Miles Orion Kelley, Miquel Creus Bassas,
Christopher Stilson Lee, Dave Painter, David Baker, David Guyll, Nichole Machi, Pamela Bennett, Paul Merrill,
David Henderson, David Hoyer, Denny Pere Rodriguez Franch, Phil Vecchione, R
Additional Contributions Glau, Derek Mitchem, Dirk Lancer, Douglas William Herschler, Raphael Cortz, Ray-
Merlin John Reynolds Warshowski, Edd McGinnis, Edward Martin, mond Brandes, Rebecca Mooney, Robby
Elizabeth Bonsell, Eric Bonsell, Eric Braun, Mann, Ryan Crichton, Sarah Liechti, Sarah
Interior Illustrations Fernando Barrocal, Gabriel Clouser, Gary M. Stilson, Sean Sandeen, Sean Thompson,
Nick Greenwood Bratzel, Geoffrey Lamb, Glen Gratton, Greg Shawn O'Leary, Sheena Henderson, Steve
Brown, Ian Hunt, Igor Diamantino, Jason Hoyer, Steve Marks, Taran Price, Terrence
Playtesters Brown, Jeff Berndt, Jennifer Hoyer, Jesse Rideau, Tiffany Lamb, Tim Rose, Todd Crap-
Aaron Hamilton, Aaron Hengst, Ahmed Fuhrman, Jessica Painter, Jewel Sandeen, Joe per, Tory Bussey, Trevor Bennett
Alex Nasla, Alex Hofer, Alex Tendy, An- Hinke, John Keyes, Johnny Riess, Jon

This printing of Apex is done under version 1.0 of the Open Gaming License, ments, creatures, equipment, magical or supernatural abilities or effects, 9. Updating the License: Wizards or its designated Agents may publish
and the System Reference Document by permission from Wizards of the logos, symbols, or graphic designs; and any other trademark or registered updated versions of this License. You may use any authorized version of this
Coast, Inc. trademark clearly identified as Product identity by the owner of the Product License to copy, modify and distribute any Open Game Content originally
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designated as Product Identity in accordance with Section 1(e) of the Open Trademark means the logos, names, mark, sign, motto, designs that are 10 Copy of this License: You MUST include a copy of this License with
Game License, version 1.0: Apex, all proper nouns, capitalized terms, used by a Contributor to identify itself or its products or the associated every copy of the Open Game Content You Distribute.
italicized terms, artwork, maps, symbols, depictions, and illustrations, except products contributed to the Open Game License by the Contributor (g) 11. Use of Contributor Credits: You may not market or advertise the
such elements that already appear in the System Reference Document or Use, Used or Using means to use, Distribute, copy, edit, format, Open Game Content using the name of any Contributor unless You have
have been released as Open Content. Designation of Open Content: Subject modify, translate and otherwise create Derivative Material of Open Game written permission from the Contributor to do so.
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NPC statistics as derive from the SRD are designated as Open Gaming 2. The License: This License applies to any Open Game Content that the terms of this License with respect to some or all of the Open Game
Content. Some of the portions of this book which are delineated OGC contains a notice indicating that the Open Game Content may only be Used Content due to statute, judicial order, or governmental regulation then You
originate from the System Reference Document and are copyright 1999, under and in terms of this License. You must affix such a notice to any Open may not Use any Open Game Material so affected.
2000 Wizards of the Coast, Inc. The remainder of these OGC portions of Game Content that you Use. No terms may be added to or subtracted from 13 Termination: This License will terminate automatically if You fail to
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bear the COPYRIGHT NOTICE APEX, copyright 2016 Dias Ex Machina conditions may be applied to any Open Game Content distributed using this becoming aware of the breach. All sublicenses shall survive the termination
Games, Ametall rights reserved Apex is copyright 2016 Dias Ex Machina License. of this License.
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OPEN GAME LICENSE Game Content. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
Version 1.0a The following text is the property of Wizards of the Coast, Inc. 5. Representation of Authority to Contribute: If You are contributing Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights original material as Open Game Content, You represent that Your Contri- Gary Gygax and Dave Arneson.
Reserved. butions are Your original creation and/ or You have sufficient rights to grant
1. Definitions: (a)Contributors means the copyright and/or trademark the rights conveyed by this License. Apex, copyright 2016 Dias Ex Machina Games, all rights re-
owners who have contributed Open Game Content; (b)Derivative Materi- 6. Notice of License Copyright: You must update the COPYRIGHT served.
al means copyrighted material including derivative works and translations NOTICE portion of this License to include the exact text of the COPY-
(including into other computer languages), potation, modification, correction, RIGHT NOTICE of any Open Game Content You are copying, modifying or All DEM characters, character names, and the distinctive likenesses thereof
addition, extension, upgrade, improvement, compilation, abridgment or distributing, and You must add the title, the copyright date, and the copyright are trademarks owned by DEM.
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Content means the game mechanic and includes the methods, procedures, including as an indication as to compatibility, except as expressly licensed in DEM. 2016 DEM
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CHAPTER ONE: CHAPTER FOUR:
INTRODUCTIONS 4 TALENTS 28
Content 5 Alter 28
Amethyst 5 Concentration 28
Compatibility 5 Flux Talents 29
Apex Check 5 Freak Talents 34
Apex Talents 5 Geiger Talents 38
Pushing 6 Kinetic Talents 42
Apex Attacks & Saving Throws 6 Morph Talents 45
Talents & Tiers 7 Phenom Talents 51
Being An Apex 7 Shaper Talents 54
Siphon Talents 59
CHAPTER TWO: Specter Talents 64
CREATION 8 String Talents 68
Race 8 Tinker Talents 74
Sacrifice 9
Lifepaths 10 CHAPTER FIVE:
Apex Backgrounds 10 ANTAGONISTS & ENEMIES 78
Life Events 11 Market 78
Oxious 80
CHAPTER THREE: Temple 80
GROWTH 16 Union 80
Ladders 16 Adversaries 81
Flux 16 Specific Opponents 83
Freak 17 Arc 84
Geiger 18 Archibald Bridge 85
Kinetic 19 Fossil Keaton 85
Morph 20 Grizzly 86
Phenom 20 Proteus 86
Shaper 21 Sebastian Fire Marshal 87
Siphon 22 Shadowtrancer 87
Specter 23 Vamp 88
String 24
Tinker 25
ClassesChrysalis 26
Evolved Archetype 27
TO THE GROUND ties subtle to extreme. However, despite their desire to

I
reveal themselves, forces continually prevent them from
n the real world, the path of hero or villain is ulti- doing so.
mately unrewarding and its choice irrelevant.
Is society still not ready to accept them? Unfortu-
It's often been suggested that the most powerful nately, men of science know of these individuals and
force in the universe is willpowerthat inner strength their unfortunate side effects. As one gifted (or cursed)
residing in all living things which, if unrestricted, could emerges and their abilities blossom, they generate fields
alter the surrounding world. Normally, such power is where the laws of the material universe break down.
based purely within the philosophical realm, with effects Even if these individuals go into hiding, or refrain from
measured in economics, only relating to the physical using their abilities, it doesn't prevent their influence
4 world when passed through the hands of those pos- upon the world. Despite the appeal to utilize these be-
sessing the machines necessary to build or destroy. ings for military or even benevolent applications, the
possible ramifications prove too great. The public isn't
This is the cosmic balance, that which keeps every- aware of these individuals, and it falls to several uncon-
thing in check. The human spirit is unbounded by nected government agencies and fanatics to ensure the
dreams but must abide by the physical laws of nature. If world keeps functioning under its natural laws.
this balance is broken, not only would people be able to
accomplish feats impossible to science, but the entire Many of these outcasts remain in hiding, off the ra-
universe could fall into chaos along with it. dar, ever vigilant against hunters both terrestrial and not.
To many of those who know them, they're of an inferior
History once spoke of individuals able to accomplish class, referred to as migrants, pilgrims, or even skids. To
such miracles, eventually eradicated or bred out by a others, including themselves, they are considered an
population too frightened of what they didn't under- improvement on the design of man, an upper echelon.
stand. As science filled in the void left by absent gods,
these gifted individuals decreased until they became all The apex.
but extinct. But they never completely vanished.
Each generation, such a rare being appears with abili-
CONTENT This book creates original material within the same
rules structure while also attempting to honor the original
Apex is a module for Dias Ex Machina's Ultramodern5, and games philosophy.
requires that book in addition to the 5th Edition core
rules. UM5 is a generic modern/future ruleset designed It is also possible to use these rules with Fifth Edition
to adapt Fifth Edition rules to scenarios outside of the games that do not use the Ultramodern5 framework, but
standard fantasy world. Apex comes with a basic setting we can't guarantee that doing so will result in equitable
for playing people who gain unnatural powers, but if you party balance. In these circumstances, we recommend not
wish, you can easily adapt these rules to any homebrew using the Lifepath system, and either integrating the lad-
setting. der system for all players (allowing them to pick up apex
talents regardless of their class) or limiting access to apex
By default, Apex is set in the modern day and utilizes talents strictly to the chrysalis class.
only TL 0 gear. Apex also employs ladders. Introduced in

NEW RULES
Ultramodern5, ladders are chosen at character creation
and affect how you play your character.

Ladders are the primary way characters acquire apex SUMMARY


talents, which define their supernatural abilities. Apex
talents are divided into a number of related themes,
APEX CHECK
based on common superpowers as seen in popular media. Those who master their apex abilities are able to extend
Talents can also be gained through certain new arche- them beyond their normal limits, and even employ them
types, or for the dedicated superhero, a new character in circumstances that others would not. An apex check is
class, the chrysalis. a Wisdom ability check (unless your ladder specifies a
different ability). By default, all characters who gain their
However, Apex approaches things a little different. apex talents from ladders or the chrysalis class add their
Characters acquire apex talents which can be used to ac- proficiency bonus to this check. If you gain your abilities
quire talents or enhance existing talents. You acquire from another source (such as a background), you can gain
apex talents with your ladder, archetypes, or for the dedi- proficiency in apex checks for specific talents the same
cated superhero, the chrysalis class. way you would pick up a skill or tool proficiency. Certain
options may also allow an apex check to be used in place
of certain skills. However, the most common use of an
AMETHYST apex check is when pushing (see below).
Readers will recognize similar themes between Apex and
Amethyst, DEM's fantasy setting. While Apex is not a pre-
quel to Amethyst, they do address similar themes and are
APEX TALENTS
compatible with each other. There are multiple ways to acquire apex talents, but the
primary method is through your choice of an apex ladder.
If you wish to use the rules from Apex in a canon Ame- When you gain an apex talent, you choose from a number
thyst game, the character's abilities are considered innate of thematically related abilities, as detailed in Chapter
supernatural abilities, adhering to the setting's standard Four. How you spend your talent picks are up to you; you
rules and limitations on such powers. can choose to develop talents you already have, or pick up
new ones. This allows for greater customization than hav-
ing specific classes or archetypes dedicated to each talent 5
COMPATIBILITY would allow, permits and encourages players to experi-
Despite these radical departures in character creation and ment with unusual combinations, and allows standard
growth, the fundamentals of the 5th Edition system are classes to pick up minor apex talents without affecting
unchanged. Experience, level progression, feats, and abil- their primary class progression. In the default setting, as
ity increases are unaffected. you acquire more apex talents, your 'normal' life begins to
fade away; thus, the fewer apex talents you possess, the
It is not only feasible but encouraged to use elements less of a disruptive effect you have on mundane reality.
from any 5th Edition compatible book with Ultramodern5
and Apex, including monsters, feats, races, and classes.

Apex, like Ultramodern5, utilizes the 5th edition (5E) of


the first fantasy roleplaying game, the defining RPG of the
last, current, and most likely next generation. The core
books of that edition are required. This book was crafted
utilizing those core 5E books and no others, as to not
make the required list longer than needed.
Some critics may complain we are not going the
general route of creating apex classes, but tried
and tested RPGs that came before us appear to
prefer a point-buy system. It general increases
customization, and allows players to try combi-
nations normal classes may not be able to allow.
It also allows standard classes to pick up minor
apex talents without overly affecting their main
class. As you acquire more apex talents, your
normal life begins to fade away; thus the fewer
apex talents, the more normal you are.

PUSHING
Most apex talents can be boosted, or pushed, by mak-
ing an apex check as part of the same action, but doing so
comes at a risk: failing such a check can result in serious
injury, or worse.

A failed attempt at pushing results in taking damage equal


to the difference between the apex check DC as specified
in the talent and your roll result (so a DC20 check and a
roll of 15 would inflict 5 points of damage). This damage
comes directly from your actual hit points and cannot be
resisted or reduced in any way. You also suffer additional
effects depending on how much you failed the check by:

Fail by less than 5: You suffer disadvantage on ability


check and your speed is halved until the end of your next
turn.

Fail by 5 but less than 10: You suffer disadvantage on


ability checks, attack rolls, and saving throws, and your
speed is halved until the end of your next turn.

Fail by 10 or more: You are stunned until the end of


your next turn.

Unless otherwise stated, characters cannot aid anoth-


er character on an apex check. A talent can only be
pushed once per use of that talent.
6
APEX ATTACKS &
SAVING THROWS
Talents that allow you to directly attack opponents or in-
flict effects that require a saving throw are handled exact-
ly the same way as spellcasting in the core rules. You use
your apex ability modifier (Wisdom by default) with such
abilities, and add your proficiency bonus if you are profi-
cient with the talent. Like spells, you have disadvantage
on a ranged attack roll if you are within 5 feet of a hostile
creature that can see you and that isn't incapacitated.
Apex save DC = 8 + your proficiency bonus + your apex
ability modifier

Apex attack modifier = your proficiency bonus + your


apex ability modifier"

TALENTS & TIERS


In this book, a talent refers to a specific manifestation of
an apex superpower. Talents are grouped together into
eleven themes, each associated with one of the apex lad-
ders: when a character option gives you an apex talent,
most of the time it will indicate which theme that talent
must come from. Most talents have multiple tiers. When
you first select a talent, you start at the first tier. There-
after, whenever a character option indicates that you gain
an apex talent, you can either choose a new talent within
the indicated theme (at tier 1) or improve a talent you
already have in that theme to the next tier. If the option
does not specify a particular theme, you can choose any
talent you want."

We were going to call them powersI wanted to


call them powersbut you know, a certain edi-
tion of a certain game used the term, and I know
people would start associating them, and I didnt
want to have to justify that, sooo, lets just stick
with talents and move on.

BEING
AN APEX
Apex is the preferred name for anyone exhibiting these
kinds of supernatural abilities. There is no official title as
the organizations tasked with their capture, control, and/
or eradication are independent, with often vastly different
agendas. These abilities can manifest themselves in any-
one, but usually only with people possessing a desperate
need to change their life, often in an immediate, if not
split-second manner. Most often, nothing comes of it,

7
and life continues as normal (if it continues at all). But
once in a while, the universe blinks, and something which
shouldnt occur, does. When the universe shifts under the
will of a powerful mind, that mind becomes permanently
detached from the normal laws of nature. They gain an
apex ability and will forever be classed as an apex by
those seeking them out. Most often, there is no muta-
tion, no test to confirm. The only common peculiarity of
these events is that in nearly every case, the emergent
apex is either alone or left alone as a result of their first
manifestation.
T
o create an Apex character, follow the same This is neither bad design nor a bug. The conceit of
process as you would for a normal Ultra- apex talents is that they change the playing field in un-
modern5 character, but instead of the core U5 predictable ways, and the best way of depicting that in
options for background, life events, and ladders, mechanical terms is to subvert the standard of many
you can choose from the options that follow in this and fantasy games in making every character roughly equal in
subsequent chapters. All these options are cross- power. GMs are encouraged not to tailor scenarios ex-
compatible with other U5 options, so feel free to mix and clusively with their players talents in mind, and players
match. When building a character for a game that does are encouraged to find ways to be useful even if the situ-
not use the ladder or lifepath rules from U5, you can still ation does not directly relate to their abilities. That said,
gain apex talents through backgrounds, and through the the game still needs to be fun for everyone, so dont let
chrysalis character class (see Chapter Three). the prospects of unlimited power go to your heads: al-
8 ways bear in mind that this is a team-based hobby.
BALANCE OR If a lack of balance is causing player friction at the
LACK THEREOF table, we recommend boosting the underperforming
Apex makes no attempt whatsoever to adhere to princi- characters with 1-2 extra proficiencies (or in extreme
ples of game balance. Superheroes in popular media are cases, an extra feat) rather than attempting to reduce the
usually not created equal, and this book is no exception. overperforming ones, in order not to seem to be punish-
A common theme in superhero fiction is for characters ing effective use of the character's abilities.
with vastly differing abilities and power levels to ap-
proach a given obstacle and overcome it in completely
different (often totally opposite) ways. A particular su-
RACE
perpower may be game-breakingly useful in a particular All characters are assumed to be human (unless the GM
situation and completely useless in another: other times, permits otherwise), and using the variant human rules
a player may come up with an unusual way to use their presented in Ultramodern5 (including genetic diversity,
power in a way that was obviously not intended and end genetic benefit, and shortcomings)."
up sidestepping an entire encounter.
Apex characters can still gain genetic benefits as normal, Benefit: Uncommon foils grant you one apex talent;
but may forego the benefit to gain one additional apex common ones grant two; damaging ones grant an addi-
talent instead. tional one.

SACRIFICE Fragile
You're a wimp, to put it bluntly. You have half hit points
Instead of selecting a shortcoming and gaining one addi-
at 1st level and half hit points gained every additional lev-
tional apex talent, a player can elect a more severe sacri-
el. All your melee attacks inflict half damage.
fice.
Benefit: Gain two apex talents.
Select one of the following physical or mental handi-
caps in exchange for the listed benefit. The benefits do Metabolic Disease
not equal the sacrifice so said character must really want You suffer from one of many non-communicable physical
it. If, through the events of the game, the character over- diseases, such as diabetes or hemochromatosis. You may
comes their weakness, they lose the additional benefit: if look an act normal, but you better not get sneezed on.
this causes them to no longer meet the prerequisites of a You have disadvantage on ability checks with Strength,
talent, they lose access to that talent until the prerequi- Dexterity, or Constitution (pick two).
sites are restored by other means. Benefit: You gain two apex talents.

Blind Mute
Glasses are useless; you are totally blind. You are unable to speak to the satisfaction of all other
Benefit: You gain three apex talents. characters. While you are able to get by with basic sign
language among your allies, trying to get anyone else to
understand you is difficult (unless you and the other party
Deaf have selected a compatible signing form as a regular lan-
You're deaf, without the capacity of hearing via implants.
guage).
Benefit: You gain two apex talents.
Benefit: You gain two apex talents.

Deformity Object
Its not about being ugly; someone may find your appear-
Your talents may not be your own. They either channel
ance desirable in a sideshow carnival sort of way. You
through an artifact of some kind, which is itself can be
have a visible deformity which makes hiding from authori-
ordinary, or the artifact itself is the source of your power.
ties and bigots difficult. You must make skill checks and
It may require attunement (and thus not be immediately
possibly have appropriate clothing to conceal your de-
usable in the hands of another), or youre only the most
formity. You have disadvantage with all checks involving
recent lucky (or cursed) recipient. Regardless, without the
Charisma and you cannot apply your proficiency bonus to
object in your possession, you have no access to your tal-
any Charisma skills. If you still attempt any type of Charis-
ents.
ma check, any natural roll higher than a 15 is reduced to
Benefit: You gain one apex talent, two if your pow-
15.
ers can be harnessed by someone stealing your object.
Benefit: You gain two apex talents.
Paraplegic
Elderly
You're old; elevator music sounds good and you lean for-
You are paralyzed from the waist down. You require a
chair to move, with a speed of 10 feet (anyone pushing
9
ward in cars going uphill. You suffer a -4 penalty to all
you in the chair can move it at their normal speed, but
physical stats (Str, Dex, Con).
only if they use both hands). Without a chair, your speed
Benefit: You gain a +2 bonus to all mental stats (Int,
is 0: you must make a DC 10 Strength check to move 5
Wis, Cha) and you gain two apex talents.
feet. You also have disadvantage on Dexterity ability
checks and cannot add your Dexterity bonus to AC.
Foil Benefit: You gain three apex talents, four if you want
You have a natural antithesis, a common-to-rare element to lose the function of your arms as well (reducing your
or force which renders your abilities inoperative. It can Str and Dex scores to 3 and making you unable to move at
even inflict harm. It could be something as infrequently all under your own power).
encountered as a specific rare earth metal or as common
as water or sunlight. When near or in contact with your
Power Limitation
foil, you lose access to all apex talents and you have disad-
Your apex talents have a condition which limits their use.
vantage with apex checks. Additionally, you can also
If you are kinetic, perhaps you can only affect metal. If
suffer 2d4 damage at the beginning of every turn you re-
you are a string, perhaps you cannot hijack peoples
main in contact with your foil.
minds. If you are a siphon, perhaps you can only heal or
Unintelligent
You don't suffer from a mental disorder which cripples a
potent intelligence; you is just plain dumb. Your starting
Intelligence must be at least 10, and is then reduced to 6
and cannot be increased above 8. You suffer a 4 penal-
ty to both Wisdom and Charisma (minimum 6).
Benefit: You gain two apex talents and a +2 bonus
to one physical attribute (Str, Dex, or Con).

LIFEPATH
An apex character can choose from the following options
in addition to those presented in Ultramodern5.

APEX BACKGROUNDS
These backgrounds are suitable for a character whose
apex abilities emerged early in life and proved so signifi-
cant that they overwhelmed any other formative influ-
ences such as school or career. Apex backgrounds can
complement apex ladders, but are not required in order
to choose an apex ladder or class. For a more 'street level
heroes' approach, you can even choose an apex back-
ground with a normal ladder, thereby limiting your pow-
er level (as you will not have access to higher tiers or be
able to use your proficiency bonus with your chosen tal-
ent).

CLAIRVOYANT
One night, you had a dream. Images flashed through your
only hurt, not both. Or possibly you can only activate head that you couldn't explain. You didn't tell your family
your talents when a particular person is holding your about it; then on the news, you saw the nightmare
hand, or after eating certain foods. These conditions and confirmed. Even then, you might have disregarded it as
their rewards cannot be fully explored in detail, and so coincidence. Then it occurred again, and then again.
must be left to GM discretion. When it finally struck you while you were awake, you
Benefit: You can gain one to two apex talents, de- knew something was wrong.
pending on the severity of the limitation. Benefit: You gain one specter apex talent.
Languages: One of your choice.
Simple Deficiency Equipment: $15 on hand.
Suffer a permanent 6 penalty to one ability score (after
scores are assigned: min 3). CLICHD HERO
10 Benefit: You gain two apex talents. Wait, can I make fire? Yes you can. Or perhaps cold. You
admitted it was awesome and considered making a
Surge costume. Then you came to your senses. One YouTube
The character's apex abilities are locked behind some sort video would be a death sentence.
of trigger, whether emotional, physical, or environmental. Benefit: You gain one shaper apex talent.
Said trigger could come in the form of an emotional out- Languages: One of your choice.
burst, a drug injection, or specific environment. As an Equipment: $15 on hand.
action or reaction (depending on the trigger), the player
surges, gaining access to all apex talents at once. The trig-
gered talents remain in effect for two rounds at first level
HEALER
From that day, as a child, when you mended that bird
+1 round every additional two character levels, termi-
with a broken wing, you knew you possessed a gift.
nating at the end of the player's last turn.
Whether or not you wanted to use that gift depended on
Benefit: The character gains one additional apex tal-
your upbringing. Whether you became a doctor or a
ent at first level, a 2nd at 7th level, a 3rd at 14th level, and
drifter, it's an ability you simply cant escape from. People
a 4th at 20th level. After using the apex surge, it cannot
who know of you seek you out, making your ability the
be used again until the character finishes a long rest.
most dangerous to use openly.
Benefit: You gain one siphon apex talent. wrong. You built robots in kindergarten and particle
Languages: One of your choice. accelerators in high school. You realized there was
Equipment: $15 on hand. something odd about your talent when the machines
began building themselves.
MEGA Benefit: You gain one tinker apex talent.
You excel in one field, whether it be physical or mental. Tool Proficiencies: One of your choice.
Everything comes naturally you. If it's in the mind, be it Languages: One of your choice.
math, language, really hard math, anything is possible. If Equipment: $15 on hand.
physical, you could always hit that ball, run faster or
longer, and lift more than anyone else. They assumed you TELEKINETIC
spent your life dedicated to this path, but in truth, it was You were never that stupid kid that stared at a penny until
something that came to you easily. They accused you of his nose began to bleed. At first, you didnt even notice.
cheating or drug use, but you won every appeal, and the You were surfing the net and reached for something out
medals and trophies you earned remain on your mantel. of reach and it just slid into your hand. Then there was
Benefit: You gain one apex talent. that time when you dropped something fragile and
Tool Proficiencies: One of your choice. stopped it mid-air before it could break. You then let it
Languages: One of your choice. fall too scared to understand the implications. But you
Equipment: $15 on hand. couldn't help but do it again.
Benefit: You gain one kinetic apex talent.
MUTANT Languages: One of your choice.
Theres a distinct probability you couldnt hide your gift. Equipment: $15 on hand.
It didnt appear that way at the beginning. Perhaps
surgeons tried fixing you. Perhaps you ran from those TELEPATH
mocking you into the arms of a circus. Your gift may be It started with just good instincts. You could feel
subtle or it may be gross, but in many ways it's a strength, someone's pain, when they were happy, even when they
and one you have learned to exploit. were lying. After a time, the voices started. Then one
Benefit: You gain one freak apex talent. day, you realized those voices weren't yours.
Languages: One of your choice. Benefit: You gain one string apex talent.
Equipment: $15 on hand. Languages: One of your choice.
Equipment: $15 on hand.
NUKE
Everyone thought it was weird when you touched that TELEPORTER
exposed wire and didnt get hurt. They thought it was The instant before certain death, you blinked and found
weirder when you lit a light bulb with your thumb and yourself somewhere else. It could have been just five feet
index finger. It stopped being a novelty act when to the left or an hour into the future, instilling doubt it
someone you cared about was hurt. Every time you was all in your head. But it wasnt, and eventually you
pushed your talent, the more it developed until you realized your life was unbounded by any of the wall
realized there truly was no limit of what you could do with thrown up by any agency or government.
it. Benefit: You gain one flux apex talent.
Benefit: You gain one geiger apex talent. Languages: One of your choice.
Languages: One of your choice. Equipment: $15 on hand. 11
Equipment: $15 on hand.
LIFE EVENTS
SHAPESHIFTER Apex characters should use the following tables in place of
Everyone thought you were a good mimic. You could their regular equivalents in Ultramodern5's lifepath sec-
imitate animal calls, later upgrading to celebrities. Then tion.
there was that time when you began imitating someone
and your eyes changed to their color. That was going a bit
far.
Benefit: You gain one morph apex talent.
Languages: One of your choice.
Equipment: $15 on hand.

TECHNOPATHIC
You have always had a way with machines. It was like
they had a personality and could whisper to you what was
C2TRAGEDY 11-12: Youre an alcoholic. If separated
Roll 1d20 from alcohol for more than a day, you are
poisoned until your addiction is satisfied. You
1-2 Injury: You suffer a crippling wound. This
also cant use your apex talents.
could be from (1-10) an accident, or (11-
13-14: You developed a stutter, and have
20) in a battle. Roll 1d20 to determine
issues with public speaking. You have dis-
the extent of the injury.
advantage with both Charisma (Persuasion)
1-10: Most of the damage is internal or
and Charisma (Intimidation) checks.
psychological; most people dont notice.
15-16: You suffer from nightmares. Even if
11-12: You have scars or burns across
no one notices, it affects you. After you
your body, but most can be covered by
wake from unconscious, you have disad-
clothes. If a critical hit is scored on you,
vantage to ability checks and attack rolls for
youre stunned until the end of your next
five minutes. While suffering a nightmare,
turn.
there is a 50% chance your apex talents
13-14: You suffered facial scars or burns.
manifest.
You have disadvantage with Charisma
17-18: You suffer from migraines. You
(Persuasion) checks.
have disadvantage with Intelligence ability
15-16: You developed hearing problems.
checks.
You have disadvantage with any ability
19-20: You love gambling, but this is not
check that requires hearing. If you also
necessarily limited to games; you may
have the Bad Hearing shortcoming, you
place yourself at risk in order to achieve
are completely deaf instead.
the same stimulus.
17: You developed a limp. Its noticeable
7-8 Lover, friend, or relative killed: Which
and may require a cane. Your speed is
one dies can be up to you or the GM,
reduced by 5 feet.
but it should be a lover or friend estab-
18: You lost a hand. Unless cybernetics
lished through life events or a relative
have advanced far enough, your func-
from your immediate family.
tionality is severely reduced. You lose
(Go to A3-Casualty, unless your apex talent
the function of one hand.
accidentally killed them)
19: An internal injury never fully healed.
9-10 Pursued by Criminals or Hidden Soci-
Its not visible, but it affects you. Your
ety: You have crossed some very dan-
hit points are reduced by 2 at 1st level,
gerous people and are now being hunted.
and you gain 1 hit point less every addi-
Alternatively, your apex talents might
tional level gained.
have been discovered, and may be either
20: You lost an eye, replaced with a false
required by some very dangerous people,
eye or patch. Advances in cybernetics
or despised by some very dangerous peo-
may mitigate this penaltyotherwise,
ple. This may continue to the present, or
you cannot score a critical hit.
be resolved in the same event or a later
3-4 Addiction: You developed a substance
event. Roll 1d20 to determine who hunts
addiction. You can try to kick the habit in
you.
game (you may kick it later in life habits),
1-6: You crossed a small gang, forcing you
but it shouldnt be easy. If separated from
to avoid certain areas.
your fix for more than a day, you are poi-
7-11: A small organization put a mark on
soned until your addiction is satisfied. You
12 also cant use any apex talents. Roll 1d20.
you.
12-15: You crossed a prominent crime
1-6: Caffeine
family or small secret order.
7-11: Alcohol
16-18: You ticked off a major syndicate
12-14: Cannabis
with connections across the land.
15-16: Tobacco
19-20: Turns out, you cut the finger of a
17-18: Prescription drugs
massive unlawful body with shell corpora-
19: Amphetamines
tions and influence over governments.
20: Opioids
11-12 Illness: You either contract a major illness
5-6 Psychological Trauma: You suffered an
or a hereditary disease rears its ugly head.
ordeal which left permanent emotional
You spend a time suffering from it. Pick a
scars or even a behavioral addiction. Roll
specific condition. Roll 1d20 to deter-
1d20 to determine the trauma.
mine the affliction. Your affliction may be
1-10: You wake up every morning sudden-
related to your emerging apex talents.
ly. You are slightly moody. You sweat on
1-10: Stage 0You contract an infectious
occasion in stressful situations. These are
disease and for a while the prognosis
minor manifestations that dont affect you
looked grim. Thankfully, you pulled
greatly, but friends notice.
through with only minor aftereffects.
11-14: Stage 1You cannot fully recover 15-16 Debt: What you owe can be financial or
from your condition and must manage it personal. It could be to a government or
with medication. If properly dosed, no to one person. Roll 1d20 to determine
one notices your situation. If you are de- to what extent you owe.
nied your pill, injection, or treatment, you do 1-6: Someone, somewhere, did you favor,
not recover any Hit Dice after a long rest and something you needed at the time. This
cannot use any apex talents. is not entirely financial, but they can call
15-17: Stage 2Despite regular medica- on you anytime for help.
tion, everyone that knows you is aware 7-11: You were saddled with incredible
youll never be 100%. You suffer from the amounts of debt, which thankfully you
Level 1 impairment, and you also have disad- have resolved in your later life. However,
vantage with Constitution ability checks. the stigma of that liability lingers, prevent-
18-19: Stage 3Your condition is appar- ing you from taking chances financially or
ent to most everyone. Friends worry; even getting approval for credit.
strangers often keep their distance. You 12-16: Your debt derives from some very
suffer from the Level 1 and Level 2 impair- bad decisions, decisions that you are still
ments, and at the start of every morning, you paying for. Your debt is $1d6x100.
suffer hit point loss equal to 10% of your When paid by a later event or in game,
total hit points. This can be healed through your debt is fulfilled.
any available means. 17-18: There is not legal recourse; this is
20: Stage 4Its honestly a miracle youre bad. You owe some powerful people a
still alive. Theres no doubt that your lot of money. You better appease them
lifespan has been reduced from an afflic- or make installments; otherwise you
tion that you suffer from daily. You suffer might find a price on your head. Your
from the Level 1, Level 2, and Level 3 impair- debt is $1d6x1,000. When paid by a later
ments, and your hit points are reduced by 2 event or in game, your debt is fulfilled.
at 1st level, and you gain 1 hit point less 19-20: In cash or blood, you must repay
every additional level gained. this obligation. In lieu of a very dangerous
13-14 Pursued by the Law: From tax evasion mission, your debt is massive. Your debt
to premeditated murder, an arrest was is $1d6x10,000. When paid by a later
issued with your face and name. You and/ event or in game, your debt is fulfilled.
or the GM can decide if the accusation 17-18 Imprisonment: Youve either been kid-
was legitimate or not. Perhaps you were napped or sent to prison. It is also very
framed. Depending on the setting, it likely your apex talents were discovered
could be apex related. That aspect is up and an organization wishing to control
to choice (and should be assumed for the you managed to finally catch up.
major crimes). The severity of the crime Whether or not you get out at the end is
and the lengths people will go to your up to you or the GM. Roll 1d20 to deter-
capture is not. Roll 1d20 to determine mine the number of months served. If
who pursues you. apex related, you never get out, and must
1-6: You honestly dont know the big deal, roll a later life event as an appropriate
but obviously someone does. Outside of windfall, or even by the tragedies
a few police officer that know you, most pursued by the law or pursued by
others wont even bother chasing you. criminals or hidden society. If so, you 13
7-11: Its a relatively minor offense (petty can either be released under monitoring,
theft, drug use) in a small town, though or most likely escape, resulting in a hunt.
still warranting jail time. There is also the possibility this imprison-
12-15: Its a major crime (grand theft, drug ment was imposed because of your apex
dealing), though you are relatively safe if potential, and it was here where your
you avoid the big cities. talents emerged. Either that, or some-
16-18: The state or local militia have post- thing occurred there that made your
ed rewards for information leading to more powerful. There is a 50% chance
your capture. This sort of crime you gain 1 apex talentthough only one
(individual murder, organized crime, serial can be achieved this way.
robbery, sex crimes) is considered se- 19-20 Failure: Your career has faltered. Some-
vere. thing you have been working on for a
19-20: A national police force is dedicated very long time has failed miserably. You
to your capture. Information regarding may need to reconsider your goals, per-
you has spread to every corner of the haps even your direction in life. Roll
globe. This crime is nothing less than 1d20 to determine how bad you screwed
terrorism, spree killings, or serial murder. up.
1-7: The failure cost you financially. You 16-17: The president of a corporation. In
lose $3d6x10 from starting money. medieval times, a duke or baron.
8-12: You lose your current status at your 18-19: Royalty or the president of a multi-
employment. If you had a rank, you are national corporation.
demoted. If it was a corporate job, you 20: This person runs a country.
were banished to a lower floor. 3-4 Informant: Differentiated from favor, this
13-17: You were fired outright or placed is a connection that supplies information
on leave. If in the military, you are busted or their skill when called upon. This is
down to private. probably someone you helped or a friend
18-20: You lose everything, your position, in a position of access. An informant has
your rank, and any hope of following that one dominant skill, rolled with a +8 bo-
career again. What did you do? It might nusthis check has advantage. You can
have been unethical. Was it warranted, call on an informant once a week. The
or were you framed? informant will never put oneself at risk
and wont have access to anything outside
of whats around.
C3WINDFALL Roll 1d20 for identity and skill.
Roll 1d20 1-2: Professor. Intelligence (History)
1-2 Earned Favor: Someone appreciates your 3-4: Scientist. Intelligence (Nature/
actions. You might have saved a life or Sciences)
offered critical advice at the right time. A 5-6: Doctor. Wisdom (Medicine)
debt is owed that you can call on. How 7-8: Hacker. Intelligence (Computer Use)
you can call on this favor and how often 9-10: Engineer. Intelligence (Engineering)
you can be determined below. A favor 11-12: Priest. Intelligence (Religion)
can supply equipment, transportation, 13-14: Entertainer. Charisma
access, money, or even military support. (Performance)
Roll 1d20 for frequency and influence. 15-16: Charlatan. Charisma (Deception)
Frequency 17-18: Private Investigator. Intelligence
1-7: The debtor is limited to what she can (Investigation)
accomplish by herself. 19-20: Survivalist. Wisdom (Survival)
8-13: You can call of them for a single fa- 5-6 Wealth: What a stroke of luck, youve
vor a level, or one big favor that will re- come into some money. Dont spend it
solve the obligation. all at once. Roll 1d20 for amount .
14-18: You can call on them, big or small, 1-7: It wasnt much, a tax refund probably.
but you are limited to six favors total. You gain $3d6x10.
19-20: You can call on them, big or small, 8-13: You received a bonus, a commission,
but are limited to two favors per level. or a bank error in your favor. You gain
Influence $6d6x10.
1-6: The debt is owed by a single person 14-18: Youve had a good night gambling,
who can or will only supply oneself. or finished a long-term project. Maybe
7-11: The debtor can bring in a small you won a contest. You gain $1d4x1000.
group, like a gang, retinue, or a few em- 19-20: This is nothing short of a lottery
ployees. win, inheritance, or a bank heist. Howev-
14 12-15: The debtor will bring in dozens of er, the money is put aside for a rainy day.
people if necessary, calling on the right You gain the following bonuses when
people for the right job. achieving the listed level: 1st level - $500;
16-18: The debtor has power and influ- 5th level 2,500; 10th level - $10,000;
ence across hundreds, and can call on 15th level $55,000.
favors as well. 7-8 Apex / Combat Training: You find a
19-20: The debtor will move heaven and martial-arts / weapons teacher or stumble
earth to appease you and may be able to across someone willing to train your apex
do so. You want an army? talents. Each time you gain this windfall,
Identity you learn an additional tier. Select Com-
1-5: A relative nobody but who obviously bat or Apex tiers.
has connections you dont know about. Combat Tier 1: You gain 1d4 weapon
6-9: The military or police commander. proficiencies.
10-12: A lord, small-town mayor, or the Combat Tier 1: You gain 1d4 weapon
president of small company. proficiencies.
13-15: The patriarch or matriarch of a Combat Tier 2: You gain a +2 bonus to
major crime family. initiative.
Combat Tier 3: Your speed increases by 17-18 Recovery: You recover from one effect
+5 feet. from the Tragedy table you are suffer-
Combat Tier 4: You gain 1 feat. ing from (chosen by you or the GM).
Apex Tier 1: When pushing apex, if you 19-20 Personal Treasure: You discovered,
fail your check, you reduce your final role were bequeathed, or were given some-
by 3 when calculating consequence. thing of value: something you treasure
Apex Tier 2: You gain 1 apex talent. more than most other things and would
Apex Tier 3: When pushing apex, if you never sell even if you were starving to
fail your check, you reduce your final role death (not that you would get anything,
by 3 (6 total) when calculating conse- as selling it would only net you 1/10 its
quence. original value). Select one item worth
Apex Tier 4: You gain 1 apex talent. $5,000 or less as your item.
9-10 Education Grant: People believe youre
smart and throw money your way in or-
der to develop your skills further. Each
time you gain an education grant, you gain
proficiency in one skill or tool of your
choice as well as one additional language.
11-12 Recognition: You have been bestowed a
well-deserved award, perhaps a gilded
trophy. Maybe a medal. This doesnt
assume a contest. If in the military, you
receive medals; you dont win them. If in
academia, you receive acknowledgement
for a peer-reviewed paper which has ad-
vanced your field. You have advantage on
Charisma (Persuasion) checks with other
people in in the same field that know of your
achievements.
13-14 Apex Emergence: One of two possibili-
ties occur. Firstly, your talents mani-
fested early, and what occurred was an
unexpected surge in power, probably
dramatic, perhaps coinciding with the
revelation to others that you are spe-
cial. Secondly, your talents hadnt
emerged at all, and suddenly express
themselves in a extraordinary fashion.
This type of emergence is generally non
-destructive, or if it is, has minor collat-
eral effects. You gain 1 apex talent. Only
1 apex talent can be acquired this way.
15-16 Reputation / Rank: If in the military, you 15
achieve a promotion. If on contract,
you are able to raise your prices based
on reputation alone. You are given
more authority, influence over under-
lings or employees. This may have
reaching aftereffects in the game. You
have advantage on Charisma (Intimidation)
checks with other people under you com-
mand or influence.
LADDERS
based on what you are and how you live your life. These
include various mental and physical disciplines as well as
natural talents. Although some classes and ladders obvi-
Introduced in Ultramodern5, a ladder grants minimal ously complement each other, any ladder can be com-
features at character creation but develops at subse- bined with any class. Each ladder also includes a number
quent levels. Ladders grant access to special abilities, of ladder gains, which are additional benefits meant to
feats, enhancement bonuses, resources, and alternate compensate for the lack of magic items in standard Ultra-
power choices at the listed levels. modern5. If your game includes magical items, alien arti-
facts, or the like, disregard these gains.
At 1st level, you can select a ladder. You gain the
ladder's 1st-level feature, and can choose to gain its addi-
16 tional features instead of choosing an ability score in- FLUX
crease or a feat at 4th, 8th, 12th, 16th, and 19th levels. Key Abilities: Intelligence, Wisdom
In essence, ladders are a collection of similarly themed When you look reality in the eye, it blinks. If there is a
feats with an additional benefit when selected at 1st lev- God or celestial will which shaped the universe, it did not
el. intend you to be a part of it. You break the cosmoss
most cherished laws at least that's what some people
You do not have to select the ladder's additional fea- think. Regardless of your views on creation or the lack
tures at their listed levels if you would rather gain the thereof, youre simply a human who believes that the
normal ability score increase or a different feat. Howev- universe should play fair. Everything works because the
er, all ladder features must be taken in order: you can't universe is built upon a foundation of infallible rules in-
skip a feature if you want a later one, and not choosing volving physics, biology, and chemistry. After mankind
all the features prevents you from being able to achieve realized the world was made up of more than just four
the apex of the ladder. Most ladder features include an elements, these laws were discovered. Then we looked
ability score increase, so there is little incentive not to closer and found these same rules disregarded, replaced
take them. with new ones to govern the very small. The universe
cheats; it sets rules and then goes about breaking them.
Unlike classes, which fill specific roles, ladders are You simply ignore that limitation which demands you
conform to the laws of space-time. You can move from
location to location without making the transition. You
can create rips in the universe, slow down time, or even
travel to a future or past event. The risk lies in ensuring
you don't end up somewhere where you're not supposed
to.

LADDER FEATURES
As a flux, you gain all the following ladder features at
character generation.

TALENTED FLUX
You gain one flux apex talent.

SLOW-MO
Beginning when you choose this ladder at 1st level, you
can use Wisdom or Intelligence in place of Dexterity for
attack and damage rolls with ranged attacks. Select Intel-
ligence or Wisdom as your primary apex ability.

PERSONAL COSMOS Additionally, you also gain one flux apex talent.
You gain proficiency with apex checks and attacks.
TEMPORAL LORD
LADDER FEATS At 19th level, you can increase one ability score of your
CLOCKSMITH choice by 2, or you can increase two ability scores of your
At 4th level, you can increase one ability score of your choice by 1. You cant increase an ability score above 20
choice by 1. You cant increase an ability score above 20 using this feature except for your primary flux ability,
using this feature except for your primary flux ability, which has a maximum value of 22.
which has a maximum value of 22.
Additionally, you also gain one flux apex talent.
Additionally, you also gain one flux apex talent.
LADDER GAINS
TICK You gain one additional flux apex talent at 5th, 11 th, and
At 8th level, you can increase one ability score of your 17th level.
choice by 1. You cant increase an ability score above 20
using this feature except for your primary flux ability,
which has a maximum value of 22.
FREAK
Key Abilities: Dexterity / Strength
Additionally, you also gain one flux apex talent. Youre an abomination, something that probably should
have been stifled at birth. Granted, some of your abilities
17
are hidden, with some only emerging under stress, but
TOCK others are permanent, making you resemble something
At 12th level, you can increase one ability score of your suited in the back tent of a sideshow carnival. Youre able
choice by 1. You cant increase an ability score above 20 to modify your body in ways not reflective of any animal.
using this feature except for your primary flux ability, This includes the manipulation of your bone structure,
which has a maximum value of 22. your muscles, even altering your size and the position of
your limbs. This has unfortunately placed you at the top
Additionally, you also gain one flux apex talent. of the list of the hunted by those aware of apex existence.
You stand out easily in a crowd and not in a good way. If
RELATIVE TIME SLIP you were a morph, there would at least be something
At 16th level, you can increase one ability score of your exotic about you. Alas, very little is appealing; the small-
choice by 2, or you can increase two ability scores of your est consolidation is that these deformities have their ad-
choice by 1. You cant increase an ability score above 20 vantages, though many freaks live their lives without eve-
using this feature except for your primary flux ability, ry knowing or understanding it. To most its a curse they
which has a maximum value of 22. would kill to be rid of.
LADDER FEATURES choice by 1. You cant increase an ability score above 20
using this feature except for your primary freak ability,
As a freak, you gain all the following ladder features at which has a maximum value of 22.
character generation.
Additionally, you also gain one freak apex talent.
TALENTED FREAK
You gain one apex freak talent. LADDER GAINS
You gain one additional freak apex talent at 5th, 11th, and
FLESH IS STRONG 17th level.
Beginning when you choose this ladder at 1st level, you
can use Strength in place of Dexterity for all attack and
damage rolls with ranged weapons. You cannot use this GEIGER
ability with thrown explosives. Select Strength or Dexteri- Key Abilities: Intelligence, Wisdom
ty as your primary apex ability. As a geiger, youre not one that merely controls the abili-
ties of apex, you are made of it. You consider yourself the
IN THE HEART embodiment of the undefined, paranormal power which
You gain proficiency with apex checks and attacks. others tapunlimited human spirit and its capacity to
alter the universe around it. This manifests itself as direct
LADDER FEATS energy manipulation. Not only can you generate varying
levels of radiation, you can also focus it into directed en-
DAMNED MUTANT ergy bursts, effectively turning you into a walking nuclear
At 4th level, you can increase one ability score of your reactor. You could light a city if you wanted. Because
choice by 1. You cant increase an ability score above 20 your capacity to control energy has no limit, it can also
using this feature except for your primary freak ability, expand to boosting others with apex abilities, making
which has a maximum value of 22. them more powerful. Alternately, you can also neuter
nearby apexes, suppressing their powers and evening the
Additionally, you also gain one freak apex talent. playing field. Unlike other apexes, your abilities have
made you wanted by all sides in the conflict. However,
WEIRDO they also know you to be the most dangerous, as some
consider you a walking atomic weapon.
At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary freak ability, LADDER FEATURES
which has a maximum value of 22. As a geiger, you gain all the following ladder features at
character generation.
Additionally, you also gain one freak apex talent.
APEX CAPACITOR
GROTESQUE You gain the apex capacitor talent.
At 12th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
FINE TUNED
18
using this feature except for your primary freak ability,
which has a maximum value of 22. You gain proficiency with apex checks and attacks.

Additionally, you also gain one freak apex talent. RADIOLOGY


Beginning when you choose this ladder at 1st level, you
ANOMALY can also use Intelligence or Wisdom as your modifier to
At 16th level, you can increase one ability score of your AC instead of Dexterity, and as your spellcasting ability (if
choice by 2, or you can increase two ability scores of your you cast spells). Select either Intelligence or Wisdom as
choice by 1. You cant increase an ability score above 20 your primary apex ability.
using this feature except for your primary freak ability,
which has a maximum value of 22. LADDER FEATS
Additionally, you also gain one freak apex talent.
PRONOUNCED NUCLEAR
At 4th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
MONSTROSITY using this feature except for your primary geiger ability,
At 19th level, you can increase one ability score of your which has a maximum value of 22.
choice by 2, or you can increase two ability scores of your
Additionally, you also gain one geiger apex talent.
LADDER FEATURES
As a kinetic, you gain all the following ladder features at
KERMA character generation.
At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary geiger ability, BODY CANNOT FIGHT
which has a maximum value of 22. WITHOUT THE MIND
Select either Dexterity or Wisdom as your primary apex
Additionally, you also gain one geiger apex talent. ability.

BECQUEREL YOU NEED TO THINK TO MOVE


At 12th level, you can increase one ability score of your You gain proficiency with apex checks and attacks.
choice by 1. You cant increase an ability score above 20
using this feature except for your primary geiger ability, MOVER
which has a maximum value of 22.
You gain the mover kinetic talent.
Additionally, you also gain one geiger apex talent.
LADDER FEATS
COULOMB ZERO PHYSICAL INTERACTION
At 16th level, you can increase one ability score of your At 4th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. You cant increase an ability score above 20
choice by 1. You cant increase an ability score above 20 using this feature except for your primary kinetic ability,
using this feature except for your primary geiger ability, which has a maximum value of 22.
which has a maximum value of 22.
Additionally, you also gain one kinetic apex talent.
Additionally, you also gain one geiger apex talent.
TORSION FIELD
FALLOUT At 8th level, you can increase one ability score of your
At 19th level, you can increase one ability score of your choice by 1. You cant increase an ability score above 20
choice by 2, or you can increase two ability scores of your using this feature except for your primary kinetic ability,
choice by 1. You cant increase an ability score above 20 which has a maximum value of 22.
using this feature except for your primary geiger ability,
which has a maximum value of 22. Additionally, you also gain one kinetic apex talent.

Additionally, you also gain one geiger apex talent. TRUE MAGICIAN
At 12th level, you can increase one ability score of your
LADDER GAINS choice by 1. You cant increase an ability score above 20
You gain one additional geiger apex talent at 5th, 11th, using this feature except for your primary kinetic ability,
and 17th level. which has a maximum value of 22.

Additionally, you also gain one kinetic apex talent.


19
KINETIC
Key Abilities: Dexterity, Wisdom POPULAR CULTURE ICON
A master of telekinesis, as a kinetic, you're able to project At 16th level, you can increase one ability score of your
your mind onto the physical realm. This began with parlor choice by 2, or you can increase two ability scores of your
tricks, lifting a coin or throwing a dice in your favor. The choice by 1. You cant increase an ability score above 20
objects got heavier, the manipulation more intricate. using this feature except for your primary kinetic ability,
Eventually, the very forces you exerted on these objects which has a maximum value of 22.
became objects themselves, able to be thrown or even
held, the latter known as kinetic shields. These barriers Additionally, you also gain one kinetic apex talent.
can accelerate attacks or shield you from them. Despite
the laws of physics you break every day, you still claim to PARANORMAL CHALLENGE
be its disciple, able to transfer incoming kinetic energy to
your advantage. Who know, perhaps one day, you'll even WINNER
learn how to fly. At 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20 choice by 1. You cant increase an ability score above 20
using this feature except for your primary kinetic ability, using this feature except for your primary morph ability,
which has a maximum value of 22. which has a maximum value of 22.

Additionally, you also gain one kinetic apex talent. Additionally, you also gain one morph apex talent.

LADDER GAINS THERIANTHROPE


You gain one additional kinetic apex talent at 5th, 11th, At 8th level, you can increase one ability score of your
and 17th level. choice by 1. You cant increase an ability score above 20
using this feature except for your primary morph ability,
which has a maximum value of 22.
MORPH
Key Abilities: Dexterity, Strength, Constitution Additionally, you also gain one morph apex talent.
Youve always been confused when people separate hu-
mans from animals. When someone acts like an animal, SHIFT
how is that any different than being one? Humans are not At 12th level, you can increase one ability score of your
detached from the rest of nature; theyre all part of the choice by 1. You cant increase an ability score above 20
same ecosystem, even when surrounded by forests of using this feature except for your primary morph ability,
pipe and steel. It's all just rungs on a ladder, but humans which has a maximum value of 22.
like to believe that they're on a completely different lad-
der while in reality they're only a rung or two above the Additionally, you also gain one morph apex talent.
gibbon. Hidden in our DNA are the building blocks of a
thousand different species, and for you, one of them has MANIMAL
been brought to the surface. You are able to instantly call
At 16th level, you can increase one ability score of your
upon the strengths of this beast, exhibiting traits obvious-
choice by 2, or you can increase two ability scores of your
ly inhuman; with time, you may even be able to take on
choice by 1. You cant increase an ability score above 20
this creature's full form. You're not some B-movie were-
using this feature except for your primary morph ability,
wolf, cursed by the lunar cycle. This is a part of you--
which has a maximum value of 22.
something you've suspected since birth and have em-
braced as part of your soul. Of course, that all could be
Additionally, you also gain one morph apex talent.
clich and what you really are is someone possessing a
biological advantage bearing a coincidental similarity to
another animal. Because when you strip out the stereo- MUNDIS
types, there is no animal in nature which can do what you At 19th level, you can increase one ability score of your
can do. choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary morph ability,
LADDER FEATURES which has a maximum value of 22.
As a morph, you gain all the following ladder features at
character generation. Additionally, you also gain one morph apex talent.

20 TALENT MORPH LADDER GAINS


You gain one apex morph talent. You gain one additional morph apex talent at 5th, 11 th,
and 17th level.
TOO STRONG
Beginning when you choose this ladder at 1st level, you
can use Strength or Dexterity for all attack and damage PHENOM
rolls. Select either Strength or Dexterity as your apex abil- Key Abilities: Any
ity. You possess a talent most people believe to be miracu-
lous. However, these same people often discount your
ability as still falling within the confines of plausibility,
MORPH SPHERE little did they know you either hold back (or have yet to
You gain proficiency with apex checks and attacks. unlock) your full potential. Your ability is the hardest to
identify with there being no obvious indication of apex
LADDER FEATS abilities. You don't glow; lightning doesn't fly from your
ANIMAL-LIKE hands; you can't control peoples' minds; you are simply
exceptional in one given attribute, whether it be brute
At 4th level, you can increase one ability score of your
force, a sense of awareness, or an unmatched charisma. GIFTED
Your talent is one most people believe to be miraculous, At 16th level, you can increase one ability score of your
but these same people often discount your ability as still choice by 2, or you can increase two ability scores of your
falling within the confines of plausibility. Little do they choice by 1. You cant increase an ability score above 20
know that you either hold back, or have yet to unlock, using this feature except for your primary phenom ability,
your full potential. With little obvious sign of your super- which has a maximum value of 24.
humanity, you can easily exploit your talents for personal
gain, moving you into a position of respect in sports, busi- Additionally, you also gain one phenom apex talent.
ness, or the military. You might even embrace such a life,
disregarding more noble uses of your talent. Or you might
roam the night streets in a mask, beating up lowlifes that MISUNDERSTOOD &
the law won't touch. EXCEPTIONAL
At 19th level, you can increase one ability score of your
LADDER FEATURES choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20
As a phenom, you gain all the following ladder features at using this feature except for your primary phenom ability,
character generation. which has a maximum value of 24.

APEX Additionally, you also gain one phenom apex talent.


Gain one phenom talent.
LADDER GAINS
IN THE MIND You gain one additional phenom apex talent at 5th, 11 th,
You gain proficiency with apex checks. and 17th level.

FOCUS YOUR TALENTS


You can use your highest ability score in place of any oth- SHAPER
er ability score of the same type (physical or mental) for As a shaper, youre a master of elements; at least thats
attack and damage rolls. Your highest ability score is your what comics would like to claim. In truth, what you really
primary phenom ability. do is affect thermodynamics, either towards the extreme-
ly cold or towards the extremely hot. Its all about levels
LADDER FEATS of entropy and if you had enough influence you could ex-
pand your power to even prevent the heat death of the
WUNDERKIND universe. You can alter these levels through a seemingly
At 4th level, you can increase one ability score of your limitless internal furnace. Stars can fade and die--and do
choice by 1. You cant increase an ability score above 20 so over millions of years--as they are compelled to follow
using this feature except for your primary phenom ability, the laws of physics: laws you effortlessly ignore. When
which has a maximum value of 24. subtle, you can boil or freeze a cup of water, a party trick
youve toyed with for years. From holding a flame in your
Additionally, you also gain one phenom apex talent. hand to erecting walls of ice, youre only limited by your
imagination and your nerve to see how far you can push
PRODIGY yourself.
21
At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20 LADDER FEATURES
using this feature except for your primary phenom ability, As a shaper, you gain all the following ladder features at
which has a maximum value of 24. character generation.

Additionally, you also gain one phenom apex talent.


ITS ALL IN THE WRISTS
You gain proficiency with apex checks and attacks.
WORKING MEMORY
At 12th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20 NECESSARY MANIPULATION
using this feature except for your primary phenom ability, Select either Dexterity, Strength, or Wisdom as your shap-
which has a maximum value of 24. er apex ability.

Additionally, you also gain one phenom apex talent. NOVELTY ACTS
You gain the novelty acts talent.
LADDER FEATS ents to cause harm. There are those that take their gift
into the worst of hells to bring kindness to the needy.
ELEMENTAL FOCUS Many others are just greedy, bestowing their power onto
At 4th level, you can increase one ability score of your only those with deep pockets. Siphons can save lives or
choice by 1. You cant increase an ability score above 20 take them, depending often on their mood. What's not
using this feature except for your primary shaper ability, widely shared is that their power is based on the ex-
which has a maximum value of 22. change of energy, and when healing, siphons must give of
their own. This can have long term effects, moderated by
Additionally, you also gain one shaper apex talent. feeding on victims. By siphoning energy from those will-
ing or not, youre able to bestow that on others or your-
ELEMENT STARTER self. Beyond just healing injuries, it can also make certain
At 8th level, you can increase one ability score of your individuals, including yourself, more powerful. No other
choice by 1. You cant increase an ability score above 20 ability carries with it such risk of corruption. It only takes
using this feature except for your primary shaper ability, that one logical conclusion that in order to save life, you
which has a maximum value of 22. must also take itthat your own gift permits you to be
judge over who lives and dies. Some people have found
Additionally, you also gain one shaper apex talent. balance between these two extremes. Where do you
stand?
ENERKINETIC
At 12th level, you can increase one ability score of your LADDER FEATURES
choice by 1. You cant increase an ability score above 20 As a siphon, you gain all the following ladder features at
using this feature except for your primary shaper ability, character generation.
which has a maximum value of 22.
DHAMPYR
Additionally, you also gain one shaper apex talent.
Beginning when you choose this ladder at 1st level, you
can use Wisdom or Constitution for all attack and damage
BENDER rolls. Select either Wisdom or Constitution as your apex
At 16th level, you can increase one ability score of your ability.
choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20 VAMPIRIC WILL
using this feature except for your primary shaper ability,
You gain proficiency with apex checks and attacks.
which has a maximum value of 22.

Additionally, you also gain one shaper apex talent. SPIRITUAL CAPACITOR
You gain the spiritual capacitor talent.
EVOCATOR
At 19th level, you can increase one ability score of your HEALTHY BODY /
choice by 2, or you can increase two ability scores of your HEALTHY MIND
choice by 1. You cant increase an ability score above 20 At 4th level, you can increase one ability score of your
using this feature except for your primary shaper ability,
22 which has a maximum value of 22.
choice by 1. You cant increase an ability score above 20
using this feature except for your primary siphon ability,
which has a maximum value of 22.
Additionally, you also gain one shaper apex talent. Additionally, you also gain one siphon apex talent.

LADDER GAINS LADDER FEATS


ABSORBER
th
You gain one additional shaper apex talent at 5th, 11 ,
and 17th level. At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
SIPHON using this feature except for your primary siphon ability,
which has a maximum value of 22.
Key Abilities: Wisdom, Constitution
It would be nice to believe those gifted to be healers Additionally, you also gain one siphon apex talent.
would assume such a role, concealing their talent behind
a PhD, but most of them are equally talented in inflicting
pain. Every trauma they relieve is one they could put right STITCHER
back. Of course, there are those that never use their tal- At 12th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary siphon ability,
which has a maximum value of 22.

Additionally, you also gain one siphon apex talent.

PSYCHIC HEALER
At 16th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary siphon ability,
which has a maximum value of 22.

Additionally, you also gain one siphon apex talent.

ODIC MASTER
At 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary siphon ability,
which has a maximum value of 22.

Additionally, you also gain one siphon apex talent.

LADDER GAINS
You gain one additional siphon apex talent at 5th, 11 th,
and 17th level.

SPECTER
Key Abilities: Wisdom, Intelligence
As a specter, you are able to predict the future with an
alarming degree of accuracy through an unconscious per-
ception of the bellwether and domino effects. You may
not understand why someone will do something, only that
they will do it. Whats important to understand, and
which you still might not, is that these visions are not set
in stone. You are not viewing the future, only one possi-
ble future based on existing actions, actions which may mune with the dead, or project your eyes to virtually any
instantly change upon your knowledge of them, meaning point on Earth or any point in history, assuming you have
future events are always in flux. You may not believe in a connection to that place or time. 23
determinism as you have personally seen your predictions
not come true after you attempted to change them. LADDER FEATURES
As a specter, you gain all the following ladder features at
character generation.
This talent began as simple dj vu; but yours began to
develop until being able to predict future events in perfect
clarity. Manifestations first came in the form of visions TALENTED SPECTER
you had to interpret until they eventually evolved into a You gain one apex specter talent.
constant anticipation of the future, occasionally
prompting you to change things simply to see events you DEFINING ABILITY
couldnt predict. You gain proficiency with apex checks and attacks.

Additionally, as a specter, you are able to shift your


ALWAYS KNOW WHERE TO BE
vision to see through different eyes or through something
Beginning when you choose this ladder at 1st level, you
that has no capacity to see. You can read an object's his-
can also use Intelligence or Wisdom as your modifier to
tory: who has touched it, and when. You can even com-
AC instead of Dexterity, and as your spellcasting ability (if would finish sentences and win at ever poker game. As
you cast spells). Select either Intelligence or Wisdom as your abilities developed, you began to pick up surface
your primary apex ability. thoughts, intentions, past sins which gripped those with
anxiety. Eventually, you were able to read someone's life,
LADDER FEATS every memory they cherished or suppressed. You could
manipulate those memories, erase or modify them at will.
DOMINANT CHARACTERISTIC And yet, that wasn't the end of it. You became a puppet-
At 4th level, you can increase one ability score of your eer, controlling someone's mind or shaping their person-
choice by 1. You cant increase an ability score above 20 ality in such a way that they would do anything in your
using this feature except for your primary specter ability, name. You could make the world a better place, or kill
which has a maximum value of 22. without being traced perhaps both.

Additionally, you also gain one specter apex talent.


LADDER FEATURES
As a string, you gain all the following ladder features at
IN THE MIND character generation.
At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
using this feature except for your primary specter ability, TALENTED STRING
which has a maximum value of 22. You gain one apex string talent.

Additionally, you also gain one specter apex talent. MINDSPEAKER


You gain proficiency with apex checks and attacks.
PRESCIENCE
At 12th level, you can increase one ability score of your BODY CANNOT FIGHT
choice by 1. You cant increase an ability score above 20
using this feature except for your primary specter ability,
WITHOUT THE MIND
Beginning when you choose this ladder at 1st level, select
which has a maximum value of 22.
either Intelligence or Wisdom as your primary apex ability.
You can use Intelligence of Wisdom as your primary spell-
Additionally, you also gain one specter apex talent.
casting ability.

SECOND SIGHT
At 16th level, you can increase one ability score of your LADDER FEATS
choice by 2, or you can increase two ability scores of your IRONCLAD MIND
choice by 1. You cant increase an ability score above 20 At 4th level, you can increase one ability score of your
using this feature except for your primary specter ability, choice by 1. You cant increase an ability score above 20
which has a maximum value of 22. using this feature except for your primary string ability,
which has a maximum value of 22.
Additionally, you also gain one specter apex talent.
Additionally, you also gain one string apex talent.
THIRD EYE
24 At 19th level, you can increase one ability score of your BRAINHACKER
choice by 2, or you can increase two ability scores of your At 8th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20 choice by 1. You cant increase an ability score above 20
using this feature except for your primary specter ability, using this feature except for your primary string ability,
which has a maximum value of 22. which has a maximum value of 22.
Additionally, you also gain one string apex talent.
Additionally, you also gain one specter apex talent.
PUPPET WITH A SOUL
LADDER GAINS At 12th level, you can increase one ability score of your
You gain one additional specter apex talent at 5th, 11th, choice by 1. You cant increase an ability score above 20
and 17th level. using this feature except for your primary string ability,
which has a maximum value of 22.

STRING Additionally, you also gain one string apex talent.


Key Abilities: Wisdom
Beyond just instinct, you always could spot a liar. You
knew if someone was interested in someone else. You
NEUROSPASTA THINK STRAIGHT ABOUT THIS
At 16th level, you can increase one ability score of your You can use Intelligence for all attack and damage rolls.
choice by 2, or you can increase two ability scores of your Intelligence is your primary apex ability.
choice by 1. You cant increase an ability score above 20
using this feature except for your primary string ability,
which has a maximum value of 22.
LADDER FEATS
GEARHEAD
Additionally, you also gain one string apex talent. At 4th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
MARIONETTE using this feature except for your primary tinker ability,
which has a maximum value of 22.
At 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Additionally, you also gain one tinker apex talent.
choice by 1. You cant increase an ability score above 20
using this feature except for your primary string ability,
which has a maximum value of 22. NERD-HERDER
At 8th level, you can increase one ability score of your
Additionally, you also gain one string apex talent. choice by 1. You cant increase an ability score above 20
using this feature except for your primary tinker ability,
LADDER GAINS which has a maximum value of 22.

You gain one additional string apex talent at 5th, 11th, and Additionally, you also gain one tinker apex talent.
17th level.
POINDEXTER
TINKER At 12th level, you can increase one ability score of your
choice by 1. You cant increase an ability score above 20
Key Abilities: Intelligence
More than any other apex, as a tinker, you understand using this feature except for your primary tinker ability,
your ability, its source, and what it can do. Part of your which has a maximum value of 22.
talent is in the comprehension of that which confounds
others. Most of the time, this ability is focused on under- Additionally, you also gain one tinker apex talent.
standing machines, offering you the means to build any-
thing from scratch from electronic circuits to robots, even PROPELLERHEAD
in a time when robots still reside in science fiction. How- At 16th level, you can increase one ability score of your
ever, this capability can also extend to organic machines choice by 2, or you can increase two ability scores of your
as well, even to the extent of replicating other apex pow- choice by 1. You cant increase an ability score above 20
ers. That would come later after years of tearing open using this feature except for your primary tinker ability,
electronic devices to the ire of your parents. Your com- which has a maximum value of 22.
puters were more powerful; your car drove faster. With
the slightest touch, you could perceive the placement of Additionally, you also gain one tinker apex talent.
circuits and processors, and through a subtle use of teleki-
nesis, alter them to your advantage. As a result, of all NERDGASM 25
apex abilities, yours is the most difficult to discover, as At 19th level, you can increase one ability score of your
youre the only one who doesnt generate electromag- choice by 2, or you can increase two ability scores of your
netic interference when presenting the extremes of your choice by 1. You cant increase an ability score above 20
natural talent. using this feature except for your primary tinker ability,
which has a maximum value of 22.
LADDER FEATURES
As a tinker, you gain all the following ladder features at Additionally, you also gain one tinker apex talent.
character generation.
LADDER GAINS
TALENTED TINKER You gain one additional tinker apex talent at 5th, 11th, and
You gain one apex tinker talent. 17th level.

READ A BOOK
You gain proficiency with apex checks and attacks.
CLASSES
one you would empathize with. Whether youre one of
the hunters or the hunted, you operate beyond the rules
of regular society. In every way, you are extraordinary,
There is only one new class and one new archetype, all both in your abilities and in the conditions that apply to
focusing on developing your natural apex talents. Like you. If you were to lose your edge, you would fall back to
ladders, they only offer you the ability to gain more apex being an ordinary person, another cog in a machine.
talents. Those whose apex talents are not their most de-
fining feature should choose a class from Ultramodern5 or
another Fifth Edition compatible class. The chrysalis class CLASS FEATURES
and evolved archetype are only for those apex characters As a chrysalis, you gain the following class features.
whose talents utterly define their life, with no room to
spare for anything else. HIT POINTS
Hit Dice: 1d8 per chrysalis level
CHRYSALIS Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
You were just a regular joe with a regular job. You dont
tion modifier chrysalis level after 1st
believe yourself upwardly mobile. It if wasnt for your
26 abilities, youd be just another drone plodding along in an
Special: You can reduce your Hit Dice to 1d6 to gain 1
apex talent. Consequently, your hit points gained at 1st
ordinary life. But you are special. You are a beautiful and
level are reduced to 6 + your Constitution modifier, and
unique snowflake. You're not the same decaying organic
your hit points at higher levers decrease to 1d6 (or 4).
matter as everything else. You are not what you buy. You
Regardless of multiclassing or feats taken, your Hit Dice
are not your job. You are the peak of human evolution,
cannot be higher than 1d6. Additionally, You can re-
the apex. You have stopped trying to deny your talents.
duce your Hit Dice to 1d4 to gain 1 additional apex tal-
In fact, youve embraced them, forsaking anything else,
ent (2 total). Your hit points gained at 1st level are re-
even if by choice. Perhaps youve been running since a
duced to 4 + your Constitution modifier, and your hit
child, or maybe you emerged late, blossoming from your
points at higher levers decrease to 1d4 (or 3). Regard-
office cubicle fully formed like Athena from Zeus. The god
less of multiclassing or feats taken, your Hit Dice cannot
comparison is probably apt. You may think yourself supe-
be higher than 1d4.
rior. You may think yourself above those defined by their
belongings or their pay grade. No matter how you define
a normal person, whether begging for change on the PROFICIENCIES
streets, or trading stocks in a financial market, they are all Armor: Light armor
slaves to a system they insist must function as is. It could Weapons: All simple weapons
be an economical or a social system but its unlikely to be Saving Throws: Select any two ability scores
Skills: Select any four skills. Proficiency Apex
Level Special
Special: You can reduce your skill profi- Bonus Talents
ciencies to only two and gain one apex 1 +2 2 Apex Talents, Naturally Proficient
talent. You can remove your profi- 2 +2 3
ciency bonus to both your saving 3 +2 3 Archetype feature
throws and receive one apex talent. 4 +2 3 Ability Score Improvement
5 +3 4
6 +3 5
EQUIPMENT 7 +3 5 Archetype feature
You start with the following equipment
8 +3 5 Ability Score Improvement
in addition to the equipment granted by
9 +4 6
your background:
10 +4 7
$300 in gear. 11 +4 7 Archetype feature
12 +4 7 Ability Score Improvement
APEX TALENTS 13 +5 8
Starting at 1st level, you begin develop- 14 +5 9
ing your apex talents. You receive two 15 +5 9 Archetype feature
apex talents. You gain one additional 16 +5 9 Ability Score Improvement
apex talent at 2nd, 5th, 6th, 9th, 10th 17 +6 10
13th, 14th, 17th, and 20th level. 18 +6 10 Archetype feature
19 +6 10 Ability Score Improvement
NATURALLY 20 +6 11

PROFICIENT
Geiger: Face, Gunslinger, Marshal, Techie
You gain proficiency with apex checks and attacks.
Kinetic: Gunslinger, Heavy, Infiltrator, Martial Artist
Morph: Heavy, Infiltrator, Martial Artist, Sniper
ARCHETYPE Phenom: Any, depending on talent choice
At 3rd level, you choose an archetype from the archetype Shaper: Gunslinger, Marshal, Medic, Techie
chapter. The archetype you choose grants you features at Siphon: Face, Marshal, Martial Artist, Medic
3rd level and again at 7th, 11th, 15th, and 18th level. Specter: Face, Infiltrator, Marshal, Sniper
String: Face, Infiltrator, Medic, Techie
Tinker: Face, Grounder, Infiltrator, Techie
ABILITY SCORE
IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th,
PROFICIENCIES
and 19th level, you can increase one ability score of your You gain proficiency with apex checks and attacks.
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you cant increase an ability score EVOLVED APEX
above 20 using this feature. Beginning when you choose this archetype at 3rd level
you gain one apex talent. You gain one additional apex
EVOLVED talent at 7th, 11th, 15th, and 18th level.
27
ARCHETYPE
This is no longer a hobby. Theres no turning back.
Youve dedicated yourself to the path. Whether that
leads to hero or villain is up to you. You have come so far,
reached farther than you thought possible, unlocking abil-
ities you could only dream of. And now all that concerns
you is seeing how powerful you can truly become. The
question still remains, how much humanity will you sacri-
fice to find your upper limit?

SYNERGY
This archetype works with any Ultramodern5 class, but
some apex talents fit certain classes better than others:
Flux: Grounder, Gunslinger, Infiltrator, Martial Artist
Freak: Grounder, Heavy, Martial Artist, Sniper
C
all them what you will -- superpowers, mira- ALTER
cles, giftsapex talents are abilities that are Talents with the alter keyword indicate a change of
not remotely possible in the real world. These shape or status. Most have a specific duration, indicated
talents are presented within a customizable in the talent's description. You can only have one alter
framework that allows all characters, regardless of cho- talent active at a time: using a second automatically ends
sen class, access to the full range of apex abilities. Within the first.
this framework, each player has broad leeway to develop
her abilities as she sees fit rather than being locked into a
predetermined path. CONCENTRATION
Some apex talents require you to maintain concentration
When acquire a talent for the first time, you start at in order to keep the talent active, just like you would
28 tier 1; selecting that talent again increases its tier. Sever- with spells in a magical setting. If you lose concentration,
al talents, and specific tiers of talents, have a minimum the talents effect ends. If a talent must be maintained
character level requirement, but otherwise tiers are not with concentration, that fact appears in its entry, and the
directly linked to character level: for instance, if you hap- talent specifies how long you can concentrate on it. You
pen to have four talent choices available to you as a 1st- can end concentration at any time (no action required).
level character, you could start play with the combat tel- Normal activity, such as moving and attacking, doesnt
eport talent at tier 4. Some talents list a starting tier interfere with concentration. The following factors can
higher than tier 1: if you wish to select this talent, you break concentration:
must have at least one other talent from the same the-
matic group at the tier immediately below the new tal- Attempting another talent requiring concentration.
ent's starting tier (for instance, to select the geiger talent (you cant concentrate on two talents at once)
nuclear accelerator, you would have to possess at least Whenever you take damage while you are concen-
one other geiger talent at tier 2 first). trating on a talent, you must make an apex ability
check to maintain your concentration. The DC equals
You can only select a specific tier (including the base) 10 or half the damage you take, whichever number is
once unless stated otherwise. higher. If you take damage from multiple sources, you
make a separate check for each source of damage.
Flux Talents Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Bullet-Time 1 1 1 1 6
Combat Teleport 1 1 1 1 7 13 19
Displacement Sever 1 1 5 10 15
Enlarge Jump Gate 1 2 3 4 5 6 10 15
Focus Time 1 2 3 4
Gate Rush 1 2 4 8
Gate Shield 1 1 2 6 12
Gate Vortex 1 2 4 8
Improved Reaction Time 1 3
Jumper 1 1 1 3 6 12
Long-Range Teleport 1 1 2 5 10 15
Mirror, Mirror 5 10 15 20
Nick Of Time 1 2 3 4 5 8
Orange / Blue 1 1 3 6 12
Partial Teleport 1 1 3
Spastic Teleport 1 2 4 8
Time Freeze 6 12 18
Time Lapse 1 1 1 2 3 6

You lose concentration if you are incapacitated or if you


die.
FLUX TALENTS
Flux talents deal with the manipulation of spacetime,
manifesting itself in two practical forms: teleportation and
The GM might also decide that certain environmental
temporal manipulation. You can choose to focus on one of
phenomena, require you to succeed on a DC 10 apex abil-
these or embrace them both, although even one who can
ity check to maintain concentration on a talent.
manipulate time will find it difficult to be an expert in eve-
rything. A burgeoning time master might get her start
Selecting talents can be a bit confusing, but it
with bullet-time, while a newly awakened teleporter
basically works like thisyou can select any tier
might begin with jumper. Tier 1 talents are limited to only
1 talent. If you want to select the next tier of
seven, and this should define your characters concept for
that same talent, you simply select that talent
the rest of his or her life.
again. If a talents starting tier is not tier 1 (like
if its tier 2 or tier 3), then you must select tal-
ents in the same group until you can select a BULLET-TIME
later tier. For example, the flux on this page has Tier 1
seven tier 1 talents. If you wanted time freeze, You pull apart the universe to give you a few precious
you would have to be at least 6th level, but you moments.
would also need to have at least one other flux 1st Level (Tier 1): As a bonus action, your speed in-
talent of tier 5 or higher. You cant just have five creases by 10 feet until the end of your turn. After you
other talentsone has to be powerful enough to
grant you access to tier 6 talents. However, it
use this talent, you cannot use it again until you finish a
short or long rest. 29
could be time-lapse or is could be orange/blue. 1st Level (Tier 2): You can use bullet-time twice be-
It could even be time lapse until tier 2, spastic fore being required to finish a short or long rest.
teleport from tier 3 to 5 and then time freeze at 1st Level (Tier 3): Your bonus to speed increases to
tier 6. 20 feet.
1st Level (Tier 4): You can choose to gain a standard
action instead of a speed bonus when you use bullet-time.
6th level (Tier 5): You can use bullet-time three times
before being required to finish a short or long rest.
Push (DC 20): You gain one additional use of bullet-
time. You can only do this once before being required to
finish a short or long rest.
COMBAT TELEPORT ENLARGE JUMP GATE
Tier 1 Tier 3
You quickly change locations to gain a better vantage. You focus on your personal gate to take more than just
1st Level (Tier 1): During your normal movement, you. Perhaps you pull a friend or a car or maybe even a
you can turn part (or all) of that movement into a tele- house.
port. You gain a teleportation pool of 10 feet, which you 1st Level (Tier 3): Before you use another teleport
draw on to convert normal speed into teleport speed. talent, you touch one willing Small or smaller creature or
While you cannot exceed your normal speed in this way, one object. When you teleport, the target teleports with
you can choose more efficient routes (such as a straight you.
line from the ground to a high platform) or totally impos- 2nd Level (Tier 4): The target can be Medium or
sible ones (such as through a barred gate). You can smaller.
transport only yourself and any gear you are carrying. 3rd Level (Tier 5): You can teleport up to two targets.
Your pool refills when you take a short or a long rest. 4th Level (Tier 6): One target can be Large.
1st Level (Tier 2): Your teleportation pool increases 5th Level (Tier 7): One target can be Huge.
to 20 feet. 6th Level (Tier 8): One target can be Gargantuan.
1st Level (Tier 3): Your teleportation pool increases 10th Level (Tier 9): You can teleport any creatures or
to 40 feet. objects within 10 feet of you.
1st Level (Tier 4): Your teleportation pool increases 15th Level (Tier 10): You can teleport any creatures
to 60 feet. or objects within 20 feet of you.
7th Level (Tier 5): Your teleportation pool increases Push (DC 20): Increase your tier by 1 for this action.
to 80 feet. Push (DC 25): Increase your tier by 2 for this action.
13th Level (Tier 6): Your teleportation pool increases
to 100 feet.
19th Level (Tier 7): Your teleportation pool is unlim-
FOCUS TIME
Tier 2
ited.
You pull from within to shape the universe for a brief
moment.
DISPLACEMENT SEVER 1st Level (Tier 2): Use a bonus action and spend one
Tier 2 Hit Die. You gain no hit points. Instead, you gain an ac-
You pull a target halfway through your gate and then ter- tion you must use before the end of your next turn. Once
minate the jump. you use this talent, you cannot use it again until you finish
1st Level (Tier 2): As a bonus action, you teleport five a short or long rest.
feet and attempt to pull a target you are grappling with 2nd Level (Tier 3): You can use this talent twice be-
you. If the target has 10 hit points or less, it is killed and fore being required to finish a short or long rest.
split in two, with half of the body remaining behind at the 3rd Level (Tier 4): You can use this talent three times
origin point (alternatively, you can choose to remove one before being required to finish a short or long rest.
of the target's limbs instead, causing them to become 4th Level (Tier 5): You can use this talent four times
unconscious from shock). After you use this talent, you before being required to finish a short or long rest.
cannot use it again until you finish a short or long rest. Push (DC 15): You do not have to spend a Hit Die to
1st Level (Tier 3): If the target has 20 hit points or activate focus time.
less, it is killed and split in two. If not, it suffers 4d6 + your
30 apex ability damage.
5th Level (Tier 4): If the target has 30 hit points or
GATE RUSH
Tier 3
less, it is killed and split in two. If not, it suffers 6d6 + your
You create a compression of time-space in front of your
apex ability modifier damage.
jump which then discharges in front of your opponent.
10th Level (Tier 5): If the target has 40 hit points or
1st Level (Tier 3): As a bonus action, you can attempt
less, it is killed and split in two. If not, it suffers 4d10 +
a gate rush when you teleport within 5 feet of a Medium
your apex ability slashing damage.
or smaller target. The target makes a Dexterity saving
15th Level (Tier 6): If the target has 50 hit points or
throw: on a failed save, it takes 1d6 + apex ability modifier
less, it is killed and split in two. If not, it suffers 5d10 +
force damage and is pushed 20 feet, or half damage and
your apex ability slashing damage.
movement on a successful one. If the target hits an ob-
Push (DC 15): Increase your tier by 1 for this action.
struction, it suffers an additional 1d6 bludgeoning damage
Push (DC 20): Increase your tier by 2 for this action.
and is knocked prone. After you use this talent, you can-
Push (DC 20): Regain the use of displacement sever.
not use it again until you finish a short or a long rest.
2nd Level (Tier 4): You can use this talent twice be-
fore being required to finish a short or long rest. The
damage dice also increases to 2d6 and you push the tar-
get 30 feet.
4th Level (Tier 5): You can use this talent three times damage dice also increases to 6d6 and you push the tar-
before being required to finish a short or long rest. The get 10 feet..
damage dice also increases to 3d6 and you push the tar- 8th level (Tier 6): You can use this talent four times
get 40 feet. before being required to finish a short or long rest. The
8th level (Tier 6): You can use this talent four times damage dice also increases to 8d6 and you push the tar-
before being required to finish a short or long rest. The get 15 feet.
damage dice also increases to 4d6 and you push the tar- Push (DC 15): If all targets save successfully, you re-
get 50 feet. cover the use of gate vortex.
Push (DC 15): You deal an additional 1d6 force dam- Push (DC 25): You must have gate vortex at tier 6 to
age. attempt this check. If you succeed, the gate you formed
Push (DC 20): You deal an additional 2d6 force dam- goes... bad. It turns dark and twisted and refuses to go
age. away. If demons emerge from it, you'll have some ex-
plaining to do, assuming you're ever seen again. The range
GATE SHIELD of the effect increases to 30 feet around you, the push
Tier 2 distance is doubled, and the damage dice are doubled. If
Usually, your gate appears a split second before and after the target is killed, it is removed from the universe and
a teleport. You've learned to keep it up for quick and cannot be recalled or resurrected by any means: nobody
powerful shield. but you will even remember it ever existed. At the start
1st Level (Tier 2): After you use another teleporta- of your next turn, there is a 50% chance that the effect
tion talent, use a bonus action to gain resistance to fire, repeats itself against all targets still in range; otherwise
acid, and cold until the start of your next turn. After you the rift closes, with you inside it. You reappear 2d6 hours
use this talent, you cannot use it again until you finish a later in a random, relatively safe location.
short or long rest.
1st Level (Tier 3): You also gain resistance to bludg- IMPROVED REACTION TIME
eoning, slashing, and piercing from nonmagical weapons. Tier 1
2nd Level (Tier 4): You can use this talent twice be- You are naturally fast at everything.
fore being required to finish a short or long rest. Addi- 1st Level (Tier 1): You gain a +1 bonus to your AC and
tionally, the range of gate shield expands to cover all tar- Dexterity saving throws saves while not wearing heavy
gets within 5 feet of you as well. armor.
6th level (Tier 5): You can use this talent three times 3rd Level (Tier 2): Your bonus to AC and Dexterity
before being required to finish a short or long rest. saving throws improves to +2.
12th level (Tier 6): You can use this talent an unlim-
ited number of times. JUMPER
Push (DC 10): You sustain the shield for one addition- Tier 1
al turn. You can continue to sustain the shield by making You stare at a location, and with the same effort required
additional apex checks on each of your turns (as a free to snap your fingers, you create a miniature space fold,
action), but each time, the DC increases by 2. You cannot cross the expanse, and revert space to normal. Easy.
sustain the shield on non-consecutive turns. 1st Level (Tier 1): As an action, you and any items
you carry (but no creatures) disengage from all targets in
GATE VORTEX reach and teleport to any 5-foot space within 30 feet.
Tier 3
Instead of teleportation, your space-time gate explodes in
After you use this talent, you cannot use it again until you
finish a short or long rest.
31
a violent fashion in front of you. 1st Level (Tier 2): You can use jumper twice before
1st Level (Tier 3): As an action, you send out a wave being required to finish a short or long rest.
and air burst in every direction. You disengage from all 1st Level (Tier 3): The range for jumper increases to
targets that have reach on you. Additionally, each crea- 50 feet, and you can use jumper three times before being
ture within 5-feet of you makes a Dexterity saving throw. required to finish a short or long rest.
A target takes 2d6 + apex ability modifier force damage on 3rd Level (Tier 4): You can interrupt the teleport
a failed save, half damage on a successful one. After you once at any point in order to gain line of sight to another
use this talent, you cannot use it again until you finish a square to finish the teleport.
short or long rest. 6th Level (Tier 5): The range for jumper increases to
2nd Level (Tier 4): You can use this talent twice be- 60 feet.
fore being required to finish a short or long rest. The 12th level (Tier 6): You gain unlimited uses of jump-
damage dice also increases to 4d6 and targets are pushed er.
5 feet.
4th Level (Tier 5): You can use this talent three times
before being required to finish a short or long rest. The
LONG-RANGE TELEPORT 3rd Level (Tier 5): You can use nick of time three
Tier 1 times being required to finish a short or long rest.
You concentrate on a photo or a place you have been be- 4th level (Tier 6): You can use nick of time if you ex-
fore and faster than buying a plane ticket, youre there. pend a Hit Die as part of the same action (recovering no
1st Level (Tier 1): As an action, you teleport up to hit points).
one mile, after which you gain one level of exhaustion. 8th level (Tier 7): Your teleportation is so far, you
1st Level (Tier 2): You can teleport up to 10 miles. appear in two placesuntil the end of your next turn, you
2nd Level (Tier 3): You can teleport up to 100 miles. have advantage on the target that triggered nick of time.
5th Level (Tier 4): You can teleport up to 1,000 miles.
10th level (Tier 5): You can teleport to anywhere on ORANGE / BLUE
the same planet. Tier 1
15th (Tier 6): You can teleport to anywhere you have Now youre thinking with blatant violations of the laws of
an image of. space-time.
Push (DC 15): Increase your tier by 1 for this action. 1st Level (Tier 1): As an action, you create two gates
Push (DC 20): Increase your tier by 2 for this action. within 30 feet of each other, at least one of which must
be within 30 feet of you. Once placed, they cannot be
MIRROR, MIRROR moved. Any Medium creature that enters one of the
Tier 4 gates emerges from the other. Using orange/blue re-
Everyone else is seeing double. quires a free hand, and you cannot use any other tele-
5th level (Tier 4): As a bonus action, another you portation talents while the gates are active. The gates last
shows up from six seconds in the future with identical until the start of your next turn; if you use orange/blue
character statistics as the current you. The duplicate again at the beginning of the same turn, you can sustain
shares current hit points, Hit Dice, and abilities, but other- the previous gates without closing them.
wise acts independently. The duplicate has a full turn it 1st Level (Tier 2): The maximum distance between
takes after your turn has passed. At the end of its turn, the gates increases to 60 feet.
the original you goes into the past (along with all gear, 1st Level (Tier 3): The maximum distance between
carried or dropped) to complete the time loop, and the the gates increases to 100 feet.
future you continues. If either you is killed, the dead van- 3rd Level (Tier 4): The maximum distance between
ishes into the paradox and the other you loses half your the gates increases to 200 feet.
remaining hit points and Hit Dice. After you use this tal- 6th Level (Tier 5): Large targets can pass through the
ent, you cannot use it again until you finish a short or long gates.
rest. 12th level (Tier 6): The maximum distance between
10th Level (Tier 5): You can use this talent twice be- the gates increases to 400 feet.
fore being required to finish a short or long rest. Alterna- Push (DC 15): Increase your tier by 1 for this action.
tively, you can have a duplicate remain for an additional Push (DC 20): Increase your tier by 2 for this action.
turn.
15th Level (Tier 6): You can use this talent three PARTIAL TELEPORT
times before being required to finish a short or long rest. Tier 2
Alternatively, you can have a duplicate remain for up to The space is too small for you to fit. You erect a miniature
two additional turns. gate with just enough room for a limb. Dont close it.
32 20th Level (Tier 7): Instead of one turn, each time
you use mirror, mirror, the duplicate remains for one mi-
1st Level (Tier 2): As an action, you create a minia-
ture gate barely large enough for an arm, leg, or a head,
nute (or persists for an additional minute). which you can fit through. The other gate can be any
fixed location within 30 feet you have a clear image of. If
NICK OF TIME you move out of range, the gate closes. If you are only
Tier 2 moving a limb, you may also be blind unless you have line
The instant before you are struck, you appear else- of sight on the destination. If you end partial teleport, any
where. limbs currently on the other side of the gate are automati-
1st Level (Tier 2): As a reaction to being hit by a non- cally retracted first. The gates last until the start of your
critical attack, but before you take damage, you disengage next turn; if you use partial teleport again at the begin-
from all targets and teleport 5 feet. After you use this ning of the same turn, you can sustain the previous gates
talent, you cannot use it again until you finish a short or without closing them.
long rest. 1st Level (Tier 3): Instead of being a fixed position,
1st Level (Tier 3): You can use this talent twice be- the other gate moves with you, always remaining the
fore being required to finish a short or long rest. same distance away as when you activated it. If this
2nd Level (Tier 4): You can teleport up to 15 feet would cause it to move through solid matter, the effect
instead of 5. automatically ends.
3rd Level (Tier 4): You can use your movement to an effect that requires a Dexterity saving throw, you have
move your gate. advantage on that save.
1st Level (Tier 3): The bonus to AC increases to +3.
SPASTIC TELEPORT 3rd Level (Tier 4): If you use time lapse for a Dexteri-
Tier 3 ty saving throw, instead of talking half damage on a suc-
You grab the target and the next thing they know, they cess, you take no damage, and only half damage if you
are falling to their imminent death. fail.
1st Level (Tier 3): As an action, you can attempt to 4th Level (Tier 5): The bonus to AC increases to +4.
teleport a target to an unsafe height. Select a Medium 6th level (Tier 6): If you use time lapse to increase
sized or small target in reach; the target makes a Dexterity your AC and you are still hit, you suffer only half damage.
saving throw. If the target fails, it is teleported 1d6 x 10
feet directly above the ground. The creature then suffers
appropriate falling damage (1d6 bludgeoning damage for
every 10-feet it fell). The maximum falling damage from
this attack is 6d6 regardless of distance fallen. After you
successfully use this talent, you cannot use it again until
you finish a short or long rest.
2nd Level (Tier 4): You can use this talent twice be-
fore being required to finish a short or long rest. The
height also increases to 2d4x10.
4th Level (Tier 5): You can use this talent three times
before being required to finish a short or long rest. The
height also increases to 2d6x10.
8th level (Tier 6): You can use this talent four times
before being required to finish a short or long rest. The
height also increases to 2d8x10.
Note: If the target falls into a hazardous substance or
location, any additional damage is at the GMs discretion.
Push (DC 20): Increase the fall distance by 1d4x10 ft.

TIME FREEZE
Tier 6
You take a moment to appreciate the... well... moment.
6th Level (Tier 6): Either as a bonus action or a reac-
tion, you stop time for five (relative) seconds, allowing
you to take another full turn. Time moves only for you: all
other creatures are considered paralyzed. If you inflict
damage on any creature or attempt to move it or place it
in danger, the effect immediately ends. After you use this
talent, you cannot use it again until you finish a long rest.
12th level (Tier 7): Instead of one turn (5 seconds),
you can freeze time for up to one minute.
33
18th level (Tier 8): Instead of one minute, you can
freeze time for up to one hour.
Push (DC 20): If time freeze is about to expire natu-
rally (as opposed to ending prematurely), you can make
an apex check as a free action to sustain it for an equal
amount of time.

TIME LAPSE
Tier 1
You create a momentary and localized temporal shift to
outmaneuver your enemy.
1st Level (Tier 1): As a reaction to being hit with an
attack, your AC increases by +2 against the triggered
attack.
1st Level (Tier 2): As a reaction to being subjected to
Freak Talents Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Actual Wings 1 1 2 3 6 12
All Hands 1 1 1 5 10
Aquatic 1 1 1 1 3
Bone Blade 1 1 1 1 1 1 3 6 13
Bone Shield 1 1 1 1 5 10 15
Choppers 1 1 1 3 5 10 12
Clay 1 1 1 1 1 3 6 9 12 15
Digitigrade 1 1 3 6 9 12
Iron Nails 1 1 1 1 1 5 7 10 15
Juggernaut 1 1 1 1 2 2 4 8 12
Knuckle Spines 1 1 1 3 5 7 10 15 17
Metalform 1 1 2 3 5 8 10 15
Natural Nose 1 1 1 2 3
Rhinohide 1 3 5 7 10
Silvercaps 1 1 5 10
Tail 1 2 5 7
Wicked Tongue 1 1 2 3

FREAK TALENTS ple checks, both attempting and escaping.


5th Level (Tier 4): If you are able to make more than
Freak talents, unlike others, are all tier 1, meaning they
one melee attack with an action, you can make one addi-
can all be selected at character creation. Its probably a
tional melee attack with disadvantage as part of the same
good idea to have a visual concept of your character be-
action.
fore proceeding, as nearly all freak talents are permanent
10th Level (Tier 5): You no longer have disadvantage
visible deformities. Several talents directly conflict or pro-
with your additional melee attack.
duce near-identical effects, such as bone blade and knuck-
le spines. It is not advised that you combine too many
freak talents, even compatible ones, as the concatenation AQUATIC
of bizarre features will make you very distinctive indeed. Tier 1
Some say you can talk to fish. You have slightly scaly skin
and may even develop gills.
ACTUAL WINGS 1st Level (Tier 1): Swimming doesnt cost you extra
Tier 1
movement, and you have advantage with Strength
Friggin wingsyou have wings.
(Athletics) checks made to climb or swim.
1st Level (Tier 1): You gain wings which cannot be
1st Level (Tier 2): You have gills and can breathe un-
concealed easily. You gain a fly speed of 20 feet. You
derwater. You gain a swim speed of 20 feet.
have disadvantage to any checks to conceal your wings.
1st Level (Tier 3): Your swim speed increases to 30
You operate as any normal creature with flightyou must
feet.
rest 1 hour for every 3 hours you fly, and you cant fly for
1st Level (Tier 4): Your swim speed increases to 40;
more than 9 hours per day.
34 1st Level (Tier 2): Your fly speed increases to 30 feet.
you have webbed feet and hands. Good luck concealing
that.
2nd Level (Tier 3): Your fly speed increases to 40
3rd Level (Tier 5): You have developed sonar. Under-
feet.
water, you have advantage with all Wisdom (Perception)
3rd Level (Tier 4): Your fly speed increases to 50 feet.
checks, and you cannot be surprised. You can see invisi-
6th Level (Tier 5): Your fly speed increases to 60 feet.
ble targets underwater within 60 feet of you. As an ac-
12th level (Tier 6): Your fly speed increases to 70
tion, you render all non-aquatic creatures underwater
feet.
within 30 feet of you deaf until the end of your next turn.
You have advantage with Dexterity (Stealth) checks while
ALL HANDS underwater.
Tier 1
You may be a damn dirty ape. BONE BLADE
1st Level (Tier 1): Your feet are articulate. You speed
Tier 1
is reduced by 5 feet. You are omnidextrous and you can
From beneath your skin, you extend a sharpened piece of
hold weapons with any limb.
bone which you can immediately employ as a weapon.
1st level (Tier 2): You gain a climb speed equal to
Even when retracted, bony protrusions can be seen.
your normal speed.
1st Level (Tier 1): As an action, you extrude a weap-
1st Level (Tier 3): You have advantage with all grap-
on from your wrist that functions like a dagger in every 15th Level (Tier 7): Bone shields benefit increases to
respect. The blade can remain attached or be broken off, a +3 bonus to AC.
but requires a free hand to wield either way. If removed
from your body, the dagger disintegrates after one mi- CHOPPERS
nute. Extruding the blade damages clothing or armor Tier 1
over the extrusion site unless the article is specially de- Your opponent wasnt expecting you to use your teeth.
signed to accommodate it (at a cost increase of 10%). Your jaw is slightly elongated and your teeth... what big
After you use this talent, you cannot use it again until you teeth youve got.
finish a short or a long rest. 1st Level (Tier 1): You bite is a natural melee weap-
1st Level (Tier 2): You can extend a bone blade twice on. It inflicts 1d4 piercing damage. It has the finesse
before being required to finish a short or long rest. Alter- property.
nately, you can extend one from each arm as a single ac- 1st Level (Tier 2): The damage die increases to 1d6.
tion. 1st Level (Tier 3): The damage die increases to 1d8.
1st Level (Tier 3): Bone blade is reduced to a bonus 3rd level (Tier 4): You can use your natural melee
action. weapon to make a single attack as a bonus action.
1st Level (Tier 4): Your bone blade can function as a 5th Level (Tier 5): If you hit with a bite attack, and if
shortsword, or as a javelin (if detached). the target is your size or smaller, you can grapple the tar-
1st Level (Tier 5): You can extend a bone blade three get. While grappled, you can only use the bite attack on
times before being required to finish a short or long rest. your grappled target.
You still can extend only two as a single bonus action. 10th Level (Tier 6): As an action you can make two
1st Level (Tier 6): Extruding your bone blades take no attacks using your choppers.
action. Your blades gain the AP property. 12th level (Tier 7): Your bite gains the AP property.
3rd Level (Tier 7): You can extend bone blade as Push (DC 20): A successful hit with your choppers
many times as you wish, though you can only detach as becomes a critical hit.
many as 4 + your level blades being required to finish a
short or long rest to regenerate them.
6th Level (Tier 8): As an action you can make two CLAY
attacks using your bone blades. These can be either Tier 1, Concentration
ranged attacks or melee attacks. Its like youre made out of plastic, rubber, or some other
13th Level (Tier 9): As an action you can make three kind of other flexible material. You look normal until you
attacks using your bone blades. These can be either fall unconscious, then it looks like youre melting.
ranged attacks or melee attacks. 1st Level (Tier 1): Spend 30 feet of movement to add
5 feet to your reach until the start of your next turn.
1st Level (Tier 2): When you use clay, add 5 feet to
BONE SHIELD your reach (total 10 feet) until the start of your next turn.
Tier 1 You can also grab or manipulate an object or willing per-
You expand one of your arm bones to emerge as a shield son up to 20 feet away (this is not the same as combat
to defend against attack. It doesn't have to look pretty, it reach).
only has to work. Even when retracted, bony protrusions 1st Level (Tier 4): Clay only costs 15 feet of move-
can be seen. ment to use.
1st Level (Tier 1): As an action, you create a shield 1st Level (Tier 4): You can grab or manipulate an ob-
attached to your arm, which grants a +1 shield bonus to
AC. Extruding the shield damages clothing or armor over
ject or willing person up to 40 feet away (this is not the
same as combat reach).
35
the extrusion site unless the article is specially designed to 1st Level (Tier 5): When you use clay, add 5 feet to
accommodate it (at a cost increase of 25%). The shield your reach (total 15 feet) until the start of your next turn.
disintegrates if you are reduced to 0 hit points, when you You can also grab or manipulate an object or willing per-
finish a long rest, or when you dismiss it as a bonus action. son up to 60 feet away (this is not the same as combat
After you use this talent, you cannot use it again until you reach).
finish a long rest. 3rd Level (Tier 6): Clay no longer requires movement
1st Level (Tier 2): You can use this talent twice be- to use.
fore being required to finish a long rest. 6th Level (Tier 7): You can grab or manipulate an
1st Level (Tier 3): Bone shields benefit increases to a object or willing person up to 80 feet away (this is not the
+2 bonus to AC. same as combat reach).
1st Level (Tier 4): You can use this talent three times 9th Level (Tier 8): As an action, you make yourself
before being required to finish a long rest. though not your clothing, armor, weapons, or other be-
5th Level (Tier 5): While bone shield is in effect, you longings on your personlook different until one minute
have resistance to damage from ranged weapon attacks. passes or until you stop concentration. You can seem 1
10th Level (Tier 6): While bone shield is in effect, any foot shorter or taller and can appear thin, fat, or in be-
critical hit against you becomes a normal hit.
tween. You cant change your body type, so you must 15th Level (Tier 9): As an action you can make three
adopt a form that has the same basic arrangement of attacks using your iron nails.
limbs. To discern that you are disguised, a creature can
use its action to inspect your appearance and must suc- JUGGERNAUT
ceed on an Intelligence (Investigation) check against your Tier 1
apex check. After you use this talent, you cannot use it Do you know who I am?
again until you finish a long rest. 1st Level (Tier 1): Increase your weight by 100 lbs.
12th Level (Tier 9): Your ability to disguise yourself You have advantage on saving throws against poison, and
improves. It now lasts up to five minutes. After you use you have resistance against poison damage.
this talent, you cannot use it again until you finish a long 1st Level (Tier 2): Increase your weight by 100 lbs.
rest. You gain additional hit points equal to your apex ability
15th Level (Tier 10): Your ability to disguise yourself modifier.
improves. It now lasts up to one hour. After you use this 1st level (Tier 3): Increase your weight by 100 lbs.
talent, you cannot use it again until you finish a long rest. You have advantage on attempts to shove someone or
Push (DC 15): Increase your tier by 1 for this action. resist being shoved.
Push (DC 20): Increase your tier by 2 for this action. 1st Level (Tier 4): Increase your weight by 100 lbs.
When you spend a Hit Die to regain hit points, the die size
DIGITIGRADE increases by 1 step--1d6 (or 4) > 1d8 (or 5) > 1d10 (or 6) >
Tier 1 1d12 (or 7) > 2d8 (or 8). This has no effect on your current
Your legs are not shaped like a normal human. You walk or future hit point maximum.
entirely on your toes, with long ankles and short upper 2nd Level (Tier 5): Increase your weight by 100 lbs.
legs. This is very noticeable. Your movement is not reduced when traveling through
1st Level (Tier 1): You have advantage on Strength difficult terrain. If you move into an obstacle, as long as
(Athletics) checks when performing a jump. the obstacle is not a creature, you inflict damage on the
1st Level (Tier 2): Your speed increases by 5 feet. obstacle equal to your apex ability score.
3rd Level (Tier 3): You Strength is counted as +4 2nd Level (Tier 6): Increase your weight by 100 lbs.
when calculating a jump. You gain additional hit points equal to your apex ability
6th level (Tier 4): You can reduce a fall by 30 if you modifier. Each time you gain a new level, roll your Hit Die
are not incapacitated. twice and take the higher value.
9th Level (Tier 5): As an action, you perform a long 4th Level (Tier 7): Increase your weight by 100 lbs.
jump or high jump, doubling your Strength score You are immune to disease. You have resistance to non-
(including tier 3s +4 bonus before multiplying) when cal- magical bludgeoning damage.
culating distance. This distance is not limited by your 8th Level (Tier 8): You have advantage on Strength
speed. If your speed is still higher, you jump your speed checks and Strength saving throws.
instead. 12th Level (Tier 9): You become a Large creature.
12th Level (Tier 6): You have advantage on Dexterity
(Stealth) checks when attempting to move silently. KNUCKLE SPINES
Tier 1
IRON NAILS For some reason, you are extremely popular in a fight.
Tier 1 1st Level (Tier 1): As a bonus action, you extrude or
36 These dont crack. They are also long and resemble silver.
1st Level (Tier 1): Climbing doesnt cost you extra
retract sharpened spines from your knuckles. While ex-
posed, your unarmed strikes inflict 1d4 slashing or pierc-
movement, and you have advantage with Strength ing damage: if they already inflict 1d4 or more damage,
(Athletics) checks when climbing. the spines grant +1 to damage. You cannot grab anything
1st Level (Tier 2): Claws extendyou are able grab while the spines are exposed. Extruding the spines damag-
onto basically anything. You have a climb speed of 20. es clothing or armor over the extrusion site unless the
1st Level (Tier 3): Your hands become natural melee article is specially designed to accommodate them (at a
weapons. They inflict 1d4 slashing or piercing damage. cost increase of 10%).
They have the finesse and light property. 1st Level (Tier 2): Damage dice increases to 1d6, or if
1st Level (Tier 4): Your climb speed increases to 30 they already inflict 1d6 damage, +2 damage. Your un-
feet. armed strikes also have the finesse and light properties.
1st Level (Tier 5): Damage dice increases to 1d6. 1st Level (Tier 3): If you suffer a fall and are near a
5th Level (Tier 6): You have advantage with grapple wall, you can reduce your fall by up to 50 feet.
checks. 3rd level (Tier 4): You can use your spines to make a
7th Level (Tier 7): As an action you can make two single attack as a bonus action.
attacks using your iron nails. 5th Level (Tier 5): If you roll the maximum result on a
10th level (Tier 8): Your claws gains the AP property. damage die while using your spines, you gain a +1 bonus
to damage. tution (Perception).
7th Level (Tier 6): As an action you can make two 3rd Level (Tier 5): You have advantage with Constitu-
attacks using your knuckle spines. tion (Insight) checks.
10th level (Tier 7): Your spines gains the AP property.
15th Level (Tier 8): As an action you can make three RHINOHIDE
attacks using your spines. Tier 1
17th Level (Tier 9): When a ranged weapon attack You are not pretty lookingyour skin is of leather, and its
hits you while your spines are exposed, you can use your nearly impossible to cut.
reaction to reduce the damage by 1d10 + your Dexterity 1st Level (Tier 1): You have resistance to slashing
modifier. If you reduce the damage to 0, the ranged damage from nonmagical weapons.
attack is deflected. 3rd Level (Tier 2): You have resistance to piercing
damage from nonmagical weapons.
METALFORM 5th Level (Tier 3): When struck with a critical hit, you
Tier 1, Alter, Concentration suffer only normal damage.
In an act defiant to subtlety, you crystallize your skin to be 7th Level (Tier 4): You are immune to cold.
resistant to any damage. Even under normal light, you 10th Level (Tier 5): You are immune to fire.
glisten like a badly written vampire.
1st Level (Tier 1): As an action, your skin hardens, SILVERCAPS
and becomes virtually impenetrable. You gain resistance Tier 1
to fire, acid, and cold until the end of your next turn. If This is a classic eyeshine, but it didnt cost you 20 menthol
you have any other freak abilities involving extending kools to get it. If someone shines a light at you, everyone
spines or bones, these talents do not function while notices.
metalform is in effect. If you are struck by as many critical 1st Level (Tier 1): You have superior vision in dark
hits as your apex ability modifier while metalform is in and dim conditions. You can see in dim light within 60
effect, this talent ends. After you use this talent, you can- feet of you as if it were bright light, and in darkness as if it
not use it again until you finish a short or long rest. were dim light. Your eyes glow (pick a color).
1st Level (Tier 2): You also gain resistance to bludg- 1st Level (Tier 2): The range of your darkvision in-
eoning and slashing from nonmagical weapons while creases to 100 feet.
metalform is in effect. Metalform is also reduced to a bo- 5th Level (Tier 3): You gain truesight 10.
nus action. 10th Level (Tier 4): You gain truesight 20.
2nd Level (Tier 3): You also gain resistance to pierc-
ing from nonmagical weapons while metalform is in
effect. TAIL
3rd Level (Tier 4): You can use metalform twice be- Tier 1
fore being required to finish a long rest. Honestly, you think everyone should have one of these.
5th Level (Tier 5): When you use metalform, the 1st Level (Tier 1): You gain a prehensile tail. It counts
effect lasts for one minute or until you stop concentra- as a hand. It is not easy to conceal.
tion. 2nd Level (Tier 2): You have advantage with Dexteri-
8th Level (Tier 6): While metalform is in effect, you ty (Acrobatics) checks.
have advantage with Strength checks. 5th Level (Tier 3): Your tail has a 10-foot reach.
10th Level (Tier 7): You can use metalform three 7th level (Tier 4): You gain a +1 bonus to your AC and
times before being required to finish a long rest. Dexterity saving throws saves while not wearing heavy 37
15th Level (Tier 8): Metalform is permanent. Your armor.
normal life is over. If you use another alter talent to sup-
press it, metalform automatically reasserts itself when WICKED TONGUE
that talent's duration ends. Tier 1
Its more than just a way with words
NATURAL NOSE 1st Level (Tier 1): You gain a prehensile tongue. It
Tier 1 cant hold weapons, but it does count as a free hand for
Everybody stinks, probably because of your big nose. grab attempts and retrieving objects. It can reach up to 5
1st Level (Tier 1): You can make Constitution feet square.
(Perception) checks. 1st Level (Tier 2): Your prehensile tongue can reach
1st Level (Tier 2): You can make Constitution (Insight) up to 10 feet. You have advantage with grapple attempts.
checks. 2nd Level (Tier 3): Your prehensile tongue can reach
1st Level (Tier 3): You can make Constitution up to 20 feet.
(Deception) checks. 3rd Level (Tier 4): Your prehensile tongue can reach
2nd Level (Tier 4): You have advantage with Consti- up to 30 feet.
Geiger Talents Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Anti-Apex Field 1 1 4 6
Apex Capacitor 1 1 1 1 2 3 4 6 12
Cancer Man 1 3 5 7
Cherenkov Surge 1 1 3 6 12
Collider 1 1 1 1 2 6 10 14 18
Conductive Surge 1 1 -
Electrostatic Bolt 3 6 9 12 15 18
Human Reactor 1 2 3
Malignant Pulse 1 5 9 13 17
Nuclear Accelerator 1 4 8 12 16
Nuclear Discharge 1 1 1 3 6 10 14
Particle Beam 1 1 1 4 8 12 16
Photodisintegration 1 4 8 16
Reactor 2 4 6 8
Tuning Flux 1 2 4 8 12
Wireless Recharge 1 6 11

GEIGER TALENTS number of damage points equal to your apex ability modi-
fier: excess damage is dealt normally. The damage points
Geiger talents are based around energy manipulation,
can be used to augment other geiger talents. Any damage
both spiritual energy and straight-up radiation. There are
remaining stored when you finish a short or long rest is
only a handful of tier 1 talents, each one implying a tone
expunged.
for the rest of the characters growth. Anti-apex field is
1st Level (Tier 2): The base size of your capacitor is
about denying other apex talents, while collider is a
two times your apex ability modifier.
straight-up energy beam. Finally apex capacitor is based
1st Level (Tier 3): You can absorb damage from area
around energy absorption and redirection, and is a recom-
effects including explosives.
mendation regardless of any path.
1st Level (Tier 4): The base size of your capacitor is
three times your apex ability modifier.
ANTI-APEX FIELD 2nd Level (Tier 5): If struck by an area effect which
Tier 1, Concentration targets you and other creatures/objects, you can absorb
You emanate a massive harmonic wave to disrupt any the damage inflicted on other targets. If you absorb all
attempt by anyone to do anything extraordinary... except the damage suffered to all targets, all other effects of the
for the one you are doing right now. It levels the playing attack are nullified.
field, even to the extent of people reverting to their nor- 3rd Level (Tier 6): The base size of your capacitor is
mal selves. four times your apex ability modifier.
1st Level (Tier 1): As an action, you create a field in a 4th Level (Tier 7): You can absorb energy from falling
10-foot radius around you that lasts for one minute or damage and crashing vehicles. If you absorb all the dam-
until you stop concentrating. Any creatures within cannot age from a crash, the vehicle stops in front of you.
use apex talents (other than you sustaining this one) while 6th Level (Tier 8): The base size of your capacitor is
38 within the field. When the effect ends, you cannot use it
again until you finish a long rest.
five times your apex ability modifier.
12th Level (Tier 9): The base size of your capacitor is
1st Level (Tier 2): The radius of anti-apex field increas- six times your apex ability modifier.
es to 20 feet . Push (DC 15): Until the end of your next turn, the
4th Level (Tier 3): The radius of anti-apex field in- amount of damage you can store is doubled. If the stored
creases to 40 feet. damage exceeds your normal maximum at the end of
6th Level (Tier 4): The radius of anti-apex field in- your next turn, you immediately take the excess as
creases to 80 feet. damage (which cannot be avoided by any means). You
Push (DC 15): Increase your tier by 1 for this action. can continue to push each turn as a bonus action to
sustain the expanded value.
APEX CAPACITOR Special: If you have any damage resistance, you can
Tier 1 choose to store damage points before applying your
You absorb incoming energy meant to harm and convert it resistance.
into a force you control.
1st Level (Tier 1): As a reaction to getting hit with a
melee or ranged attack, the damage inflicted is stored in
an internal energy reservoir. You can store a maximum
CANCER MAN er to 1d10.
Tier 3 6th Level (Tier 6): If you have two free hands. you
Instead of focusing your energy inward, you use it to can make two attacks as part of one collider action. You
regenerate your own cells. must keep track of how long each hand is charging (as you
1st Level (Tier 3): As a bonus action, you can spend can now launch one while charging the other).
any amount of damage from your apex capacitor to recov- 10th Level (Tier 7): The range of collider increases to
er an equal number of hit points. After you use this tal- 200 feet.
ent, you cant use it again until you finish a long rest. 14th Level (Tier 8): If collider is charged to max,
3rd Level (Tier 4): You recover additional hit points when you launch an attack, all targets within 5-feet of the
equal to your apex ability modifier when using cancer impact point must make a Dexterity saving throw, taking
man. half the direct damage on a failed save, or one-quarter as
5th Level (Tier 5): You can use this talent twice before much on a successful one.
being required to finish long rest. 18th Level (Tier 9): You can charge collider for six
7th Level (Tier 6): You can use this talent three times turns. At max, the blast radius around the target increas-
being required to finish a long rest. es to 10 feet.
Push (DC 15): Charge collider one additional time, up
to the maximum. You can attempt this twice per sphere.
CHERENKOV SURGE
Tier 2
You augment your attack with a burst of blinding energy.
CONDUCTIVE SURGE
1st Level (Tier 2): As a part of a hit you make with Tier 2
another geiger talent, you channel additional damage You are basically a walking batteryyour hair may even
from apex capacitor up to twice your apex ability modifier stand on end.
and add it to the damage roll. The target is also blinded 1st level (Tier 2:) You are able to use the Help action
until the end of your next turn. After you use this talent, to help allies with their apex checks.
you cannot use it again until you finish a short or long 1st Level (Tier 3): The targeted ally gains a +5 bonus
rest. to apex checks from the Help action.
1st Level (Tier 3): You channel additional damage
equal to four times your apex ability modifier. ELECTROSTATIC BOLT
3rd Level (Tier 4): You can use this talent twice being Tier 3
required to finish a long rest. You generate a massive electric charge, not just from your
6th Level (Tier 5): You can channel all stored dam- hands, but from every limb and digit. Youd better not
age. being standing in water.
12th Level (Tier 6): You can use Cherenkov surge 3rd level (Tier 3): This talent requires two free hands.
three times being required to finish a short or long rest. As an action, you expel a 30-foot cone of lightning. Any
number of targets within that area must make a Dexterity
COLLIDER saving throw or take lightning damage depending on the
Tier 1 number of targets (half damage on a successful save): 4d6
You hold a growing sphere of high-energy particles, build- + apex ability modifier for one target, -1d6 per each addi-
ing its potency until finally released. tional target. For every 10 damage you channel from your
1st Level (Tier 1): This talent requires a free hand. As apex capacitor, you can increase the base damage by
an action, you can make a ranged apex attack with collider +1d6, to a maximum of +3d6. After you use this talent,
you cannot use it again until you finish a short or a long
39
against a single target up to 50 feet away. The attack in-
flicts 1d6 + your apex ability modifier force damage. You rest.
can instead choose to supercharge collider as an action, 6th Level (Tier 4): You can use this talent twice being
increasing the damage with your next collider attack by required to finish a short or long rest.
your apex ability modifier. You can charge collider twice 9th level (Tier 5): The base damage increases by 2d6.
before making the attack, but this must occur on consecu- 12th Level (Tier 6): You can use this talent three
tive turns. A charged sphere will not lose its charge until times being required to finish a short or long rest.
you attack with it, you dismiss it (as a free action), or you 15th Level (Tier 7): The base damage increases by
become unconscious. 2d6.
1st Level (Tier 2): The range of collider increases to 18th Level (Tier 8): You can use this talent four times
100 feet. being required to finish a short or long rest.
1st Level (Tier 3): Increase the damage die of collider
to 1d8.
1st Level (Tier 4): You can charge collider three times
before making the attack.
2nd Level (Tier 5): Increase the damage die of collid-
HUMAN REACTOR finish a short or long rest.
Tier 2 8th Level (Tier 5): Increase base damage to 5d6, and
What kills most is pleasant to you. range increases to 50 feet.
1st Level (Tier 2): You are immune to radiation dam- 12th Level (Tier 6): You can channel 5 damage from
age. If you suffer radiation damage, you can either be your apex capacitor to increase the damage by +1d6 (max
healed of the amount inflicted, or the damage can be +6d6).
used to fill your apex capacitor. 16th Level (Tier 7): You can target up to four crea-
2nd Level (Tier 3): You have resistance to force dam- tures and each target can be up to 10 feet from another.
age. You can ignore this resistance when filling your apex Push (DC 20): Target one additional creature within
capacitor. range.
3rd Level (Tier 4): You have resistance to radiant
damage. You can ignore this resistance when filling your NUCLEAR DISCHARGE
apex capacitor. Tier 2
You release a stream of photons to the target. From
MALIGNANT PULSE where is up to you.
Tier 2 1st Level (Tier 2): This talent requires a free hand.
You send out an electrical burst which does more than As an action, you make a ranged apex attack against a
just shock the target. single target within 50 feet. If you hit, the target suffers
1st Level (Tier 2): This talent requires a free hand. 1d6 + apex ability modifier force damage. You can chan-
As an action, you make a ranged apex attack against one nel additional damage from your apex capacitor up to
target within 50 feet of you. If you hit, the target takes your apex ability modifier.
3d6 + apex ability modifier force damage, and the target 1st Level (Tier 3): Increase the range of nuclear dis-
cannot use any apex talents until the end of your next charge to 100 feet.
turn. If the target is sustaining an apex talent (including 1st Level (Tier 4): Increase the damage die of nuclear
permanent talents), it takes an additional 3d6 + apex abil- discharge to 1d8.
ity damage at the beginning of its next turn. On your fol- 3rd Level (Tier 5): You can channel additional dam-
lowing turn, while malignant pulse is in effect, you can age from your apex capacitor up to twice your apex ability
repeat this talent on the same target. If you miss on this modifier.
second attack or you let the talent expire, you cannot use 6th Level (Tier 6): If you have two free hands, you
this talent again until you finish a short or long rest. can attempt a second attack as part of the same action.
5th Level (Tier 3): Increase damage to 6d6 for both 9th Level (Tier 7): Increase the damage die of nuclear
effects, and the target (if your size or smaller) is pushed discharge to 1d10.
10 feet. 12th Level (Tier 8): Instead of two attacks, you can
9th Level (Tier 4): Increase damage to 8d6 for both attempt a single attack with both hands against one tar-
effects, and the target (if your size or smaller) is pushed get. You have advantage with this attack. If you hit, you
20 feet. deal double damage, and you can channel additional dam-
13th Level (Tier 5): You can use this talent twice be- age from your apex capacitor up to four times your apex
fore being required to finish a short or long rest. ability modifier.
17th Level (Tier 6): Increase damage to 10d6 for both
effects, and the target (if your size or smaller) is pushed PARTICLE BEAM
40 30 feet and is stunned until the beginning of your next
turn.
Tier 3
You like being called an atom smasher. Its inaccurate,
but you dont care. You channel the cosmos and hope
NUCLEAR ACCELERATOR you dont create a black hole.
Tier 3 1st Level (Tier 3): This talent requires a free hand.
You attempt to control the flailing beam of ionized radia- As an action, you make a ranged apex attack against a
tion which you created. Just dont cross the streams. single target within 30 feet. If you hit, the target suffers
1st Level (Tier 3): You must have both hands free. As 3d6 + your apex ability modifier force damage, and if the
an action, you make one ranged apex attack each to two target is Medium sized or small, it is pushed to the end of
targets within 5 feet of each other that are both within 30 this attacks range. If the target hits an obstruction, it is
feet of you. If you hit, the target suffers 3d6 + apex ability knocked prone. After you hit with this talent, you cannot
modifier force damage. You can channel 5 damage from use it again until you finish a short or long rest.
your apex capacitor to increase the damage by +1d6 (max 1st Level (Tier 4): You can channel additional damage
+2d6). After you use this talent, you cannot use it again from your apex capacitor up to your level.
until you finish a short or long rest. 1st Level (Tier 5): The range of particle beam increas-
4th Level (Tier 4): Increase base damage to 4d6, and es to 50 feet.
you can use this talent twice before being required to 4th Level (Tier 6): Increase base damage to 4d6, and
you can use this talent twice before being required to 6th Level (Tier 3): Reactor is reduced to a bonus ac-
finish a short or long rest. tion.
8th Level (Tier 7): If you have both hands free, you 8th Level (Tier 4): You can use this talent three times
can create a larger beambase damage increases to 6d6 being required to finish a long rest.
and the target is pushed 75 feet.
12th Level (Tier 8): You can use this talent three TUNING FLUX
times before being required to finish a short or long rest, Tier 2
and any obstacle (not a creature) hit by the target takes You tweak an allys power, pushing her to accomplish
damage equal to the initial hit. If destroyed, the target something needed for the moment. Too bad its not per-
continues being pushed. manent. And you may not want tell them about any side
16th Level (Tier 9): You can use this talent four times effects.
before being required to finish a short or long rest. 1st Level (Tier 2): As an action, you touch an ally.
Push (DC 20): Increase the damage die to a d8. The target adds your proficiency bonus to her next apex
Push (DC 25): Increase the damage die to a d10. check. After you use this talent, you cannot use it again
until you finish a long rest.
PHOTODISINTEGRATION 2nd Level (Tier 3): You also add your apex ability
Tier 3 bonus to the targets next apex check.
High powered gamma radiation creates a controlled min- 4th Level (Tier 4): You can use this talent twice being
iature endothermic reaction in the target. Any more, and required to finish a long rest.
you could create a miniature star. 8th Level (Tier 5): The target gains double your apex
2nd Level (Tier 3): As an action, you emit a sphere of ability bonus.
energy in a 30 foot radius. Each creature caught inside 12th Level (Tier 6): This talent is reduced to a bonus
must make a Dexterity saving throw. On a failed save, a action.
creature takes 1d6 + your apex ability modifier force dam- Push (DC 20): You do not expend a use of this talent.
age, and is blinded until the end of your next turn. On a Each time you attempt this check, the DC increases by 5
successful save, it takes half damage and isnt blinded. until you complete a long rest.
You can channel additional damage from your apex capac-
itor up to your level to each target that fails the save. WIRELESS RECHARGE
After you use this talent, you cannot use it again until you Tier 3
finish a short or long rest. Touching your skin is like licking a battery.
4th Level (Tier 4): Base damage increases to 2d6, and 1st Level (Tier 3): As an action, touch a single M or B
killed targets are disintegrated. cell (see Ultramodern5). If the cell has limited uses, it is
8th Level (Tier 5): Base damage increases to 4d6 and charged up by 50%. If its use is unlimited, it is fully re-
range increases to a 40-foot radius. charged. After you use this talent, you cannot use it again
16th Level (Tier 6): Base damage increases to 6d6 until you finish a long rest.
and range increases to a 50-foot radius. 6th Level (Tier 4): You can use this talent twice being
Push (DC 15): You can use photodisintegration again required to finish a long rest.
on your next turn. You can only do this once before being 11th Level (Tier 5): When you touch a cell, the cell is
required to finish a short or long rest. fully recharged.
Push (DC 25): You must have photodisintegration at Push (DC 20): Recharge an H cell or equivalent
tier 6 to attempt this check. If you succeed, you start
meltdown: on your next turn, the attack repeats, adding a
battery. If you fail, the talent is not expended, but you
cannot use it again until you finish a short rest.
41
cumulative +10 ft. to its radius (maximum 100 ft) and
+1d6 damage. This continues until you succeed on anoth-
er DC 25 apex check to end meltdown, until five minutes
have passed, or until you become unconscious. After us-
ing meltdown, you cannot use photodisintegration for one
week.

REACTOR
Tier 2
You charge the nuclei of your own internal furnace.
2nd Level (Tier 2): As an action, you fill your apex
capacitor to maximum. After you use this talent, you can-
not use it again until you finish a long rest.
4th Level (Tier 3): You can use this talent twice being
required to finish a long rest.
Kinetic Talents Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Accelerator 1 2 3 6 12
Bullet Bending 1 1 1 1 2 4 8 16
Cube 1 2 4 8
Kinetic Assault 1 1 2 4 6 12 16
Kinetic Buffer 1 1 3 6 9 12 15 18
Kinetic Wing 1 1 2 4 6 10 14
Kinetic Resistance 1 1
Mover 1 1 1 1 1 1 1 5 10 15
Press 1 2 6 10
Pressure Cushion 1 1 2 3 5
Pusher 1 1 5 10 15 19
Ragdoll 2 4 6 12

KINETIC TALENTS attack following that path. If the change of direction cir-
cumvents a targets cover, ignore that cover. Once you
The kinetic is adept at psychokinesis--the power to move
bend a missile this way, and it hits, you cannot bend an-
objects with your mind, ranging from fine-tuning micro-
other until you finish a short or long rest. You can only
scopic particles to dropping boulders on people. As such,
bend one missile at a time, not a volley or a burst. You
there are only two tier 1 talents, bullet bending and the
still suffer from attack penalties if you cannot see the tar-
much more common mover, the latter being required for
get.
the accelerator talent.
1st Level (Tier 2): You can use bullet bending twice
before being required to finish a short or long rest, and
ACCELERATOR the range increases to 200 feet. Each missile can only be
Tier 2 bent once.
You hurl a hopefully heavy and probably expensive object 1st Level (Tier 3): You can use bullet bending three
to your enemy. Let's hope it wasn't something you times before being required to finish a short or long rest,
owned. and the range increases to 500 feet.
1st Level (Tier 2): As an action, you throw an un- 1st Level (Tier 4): You can use bullet bending four
attended object within 30 feet or one that you are cur- times before being required to finish a short or long rest,
rently manipulating with mover at a target within 30 feet and the range increases to 1000 feet.
of you. Make a ranged apex attack against the target. 2nd Level (Tier 5): You can use bullet bending five
The bludgeoning damage is dependent on the weight of times before being required to finish a short or long rest.
the object thrown (less than 2 lbs = 1d4; 3-5 lbs = 1d6; 6- 4th Level (Tier 6): You can bend each missile twice
10 lbs = 1d8; 11-20 lbs = 1d10; 20-30 lbs = 1d12; 31-40 lbs each turn counts as one use of bullet bending.
= 2d6; 41-60 lbs = 2d8; 61+ lbs = 2d10). Add your apex 8th Level (Tier 7): As long as you know approximate-
ability modifier to damage. The GM will determine what ly where the target is within a 15 foot cube, you suffer no
kind of suitable objects are nearby: unless she specifies attack penalties for not knowing where the target is when
that there are no objects at all, assume an unlimited num- using this talent.

42 ber of <2 lb. objects. 16th Level (Tier 8): You gain unlimited uses of this
2nd Level (Tier 3): The range of accelerator increases talent.
to 50 feet and the damage die increases by one step 1d4
> 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10. CUBE
3rd Level (Tier 4): The range of accelerator increases
Tier 3
to 100 feet and the damage die increases by one step.
You create a static field of force which entraps the target.
6th Level (Tier 5): You can accelerate two objects as
1st Level (Tier 3): As an action, make a ranged apex
part of the same action.
attack against a creature one size larger than you or small-
12th Level (Tier 6): You can accelerate three objects
er within 15 feet. If you hit, the target is grappled. Your
as part of the same action.
enemy can attempt to escape on its turn, contested by
your apex check. You can maintain the grapple as long as
BULLET BENDING you are within range and line of sight of the target. You
Tier 1 cannot move cube. After you successfully use this talent,
Witnesses swear that bullet just went around a corner. you cannot use it again until you finish a long rest.
1st Level (Tier 1): If you can attempt a line of effect 2nd Level (Tier 4): The range of cube increases to 30
from you to a target up to 100 feet away making one feet, and if the target is your size or smaller, it has disad-
change of direction, you can attempt a ranged missile vantage when attempting to escape. You can also use this
talent twice before being required to finish a long rest. 18th Level (Tier 9): Your bonus to AC with kinetic
4th Level (Tier 5): You can move the cube by using buffer increases to +4.
your movement, though you dont have to actually move Push (DC 20): As a bonus action, you sustain kinetic
yourself. You can also use this talent three times before buffer for one additional turn.
being required to finish a long rest.
8th Level (Tier 6): The range of cube increases to 50 KINETIC WING
feet. You can also use this talent four times before being Tier 3
required to finish a long rest. You focus all your energy beneath you. If you concentrate
hard enough, perhaps you can even fly.
KINETIC ASSAULT 1st Level (Tier 3): When you attempt a Strength
Tier 2 (Athletics) or Dexterity (Acrobatics) check, you gain a bo-
Your melee attack is amplified by a pressure wave gener- nus to your check equal to your apex ability modifier.
ated by your mind. After this talent ends, you cannot use it again until you
1st Level (Tier 2): If you hit with a unarmed melee finish a long rest.
attack, you gain a +1 bonus to damage. The extra damage 1st Level (Tier 4): You also have advantage with any
is force, and only one hit per attack action can benefit. Strength (Athletics) or Dexterity (Acrobatics) check bene-
1st Level (Tier 3): The bonus to damage increases to fitting from kinetic wing.
+2. 2nd Level (Tier 5): You can use this talent twice being
2nd Level (Tier 4): Kinetic assault can also push a required to finish a long rest.
target 5 feet. If the target hits an obstruction, it takes an 4th Level (Tier 6): In addition to the above benefits,
additional +2 points of damage. you gain a fly speed of 20. You need both hands free
4th Level (Tier 5): The bonus to damage increases to while using kinetic wing this way. After flying up to 60
+3. feet, you cannot use this talent again until you finish a
6th Level (Tier 6): Two melee attacks per attack ac- long rest.
tion can benefit from kinetic assault. 6th level (Tier 7): Your fly speed increases to 30, and
12th Level (Tier 7): The bonus to damage increases to you can fly up to 90 feet before being required to finish a
+4. long rest.
16th Level (Tier 8): The bonus to damage increases to 10th Level (Tier 8): Your fly speed increases to 40,
+4 or your apex ability modifier (whichever is higher). and you can fly up to 120 feet before being required to
finish a long rest.
KINETIC BUFFER 14th Level (Tier 9): You can use kinetic wing unlim-
Tier 2 ited times with no limits on flying distance.
You generate an invisible shield to deflect incoming fire.
1st Level (Tier 2): This talent requires a free hand. As KINETIC RESISTANCE
a reaction to being hit by a ranged attack, you erect a bar- Tier 2
rier that grants resistance to bludgeoning and slashing 1st Level (Tier 2): You can use your apex check to
damage from non-magical sources until the end of your escape from grapples instead of Dexterity (Acrobatics) or
next turn (including against the hit that triggered the reac- Strength (Athletics).
tion). If kinetic buffer is in effect at the start of your next 1st Level (Tier 3): If using your apex check to escape
turn, you can use a bonus action to sustain it for one addi- from a grapple, double your ability score modifier.
tional turn. After this talent ends, you cannot use it again
43
until you finish a short or long rest. MOVER
1st Level (Tier 3): You can sustain kinetic buffer for Tier 1
two additional turns. You also have resistance to piercing A flick of the wrist and you can affect something beyond
damage from non-magical weapons. your reach.
3rd Level (Tier 4): The barrier becomes a 5-foot- 1st Level (Tier 1): As an action, until the start of your
radius sphere centered on you. You can select which tar- next turn, you can manipulate an object within 10 feet of
gets in range benefit from the buffer. you as if you were physically touching it. You can lift up to
6th Level (Tier 5): You can sustain kinetic buffer for 10 lbs. If you are able to lift it, you can slide the object up
three additional turns. to 10 feet as part of this action, or as a bonus action. If
9th Level (Tier 6): You gain a +1 bonus to AC while the object is a weapon (a knife or gun), then you are
kinetic buffer is in effect. counted as wielding the weapon. Your Strength and Dex-
12th Level (Tier 7): If a Large or smaller vehicle with a terity scores for purposes of manipulating the item with
speed of 100 feet or slower collides into the shield, its mover are 10 or your apex ability score (whichever is low-
speed is reduced to zero and suffers crashing damage. er). If the target actively resists manipulation, this talent
15th level (Tier 8): Your bonus to AC with kinetic automatically fails, but if another person is attempting to
buffer increases to +2. manipulate the same target, make an opposed apex vs.
Strength (Athletics) (physical opponent) or apex vs. apex 6th Level (Tier 5): Increase damage die to 4d8, and
(rival kinetic) check. After using mover on an object, you you can use this talent three times before being required
only require a bonus action to sustain it on additional to finish a short or long rest.
turns, though it still cannot be moved out of range with- 10th Level (Tier 6): Increase damage die to 5d8, and
out it dropping. the range of press increases to 60 feet.
1st Level (Tier 2): Your Strength and Dexterity scores
with mover increase to 12 or your apex ability score PRESSURE CUSHION
(whichever is lower), and you can lift up to 30 lbs. The Tier 2
range of mover increases to 20 feet. You're falling towards certain death. You hold out your
1st Level (Tier 3): You can move up to two objects hands in some foolish hope it will help you. Oddly, it
simultaneously, but both must remain in range of you, does.
and their total weight cannot exceed your capacity. If the 1st Level (Tier 2): You must have both hands free to
objects are weapons, you can use them for two-weapon use this talent, but can drop what you are holding as a
fighting (you can designate either weapon as your 'off free action when you activate it. As a reaction (or as part
hand' when you make the attack). The range of mover of an action) if you are falling, reduce 50 feet from the fall.
increases to 30 feet. After you employ this talent, you cannot use it again until
1st Level (Tier 4): Your Strength and Dexterity scores you finish a long rest.
with mover increase to 14 or your apex ability score 1st Level (Tier 3): You can now reduce fall distance
(whichever is lower), and you can lift up to 40 lbs. The by 80 feet, and you can use this talent twice being re-
range of mover increases to 40 feet. quired to finish a long rest.
1st Level (Tier 5): Your Strength and Dexterity scores 2nd Level (Tier 4): You can now reduce fall distance
with mover increase to 16 or your apex ability score by 160 feet.
(whichever is lower), and you can lift up to 80 lbs. The 3rd Level (Tier 5): You expand your cushion out 10
range of mover increases to 60 feet. feet in every direction, slowing anyone nearby as well.
1st Level (Tier 6): You can move up to four objects 5th Level (Tier 6): You have no limited fall distance.
simultaneously, but they all must remain in range of you, You can slow yourself even if falling from orbit.
and their total weight cannot exceed your capacity.
1st Level (Tier 7): The initial use of mover now only
requires a bonus action. PUSHER
5th Level (Tier 8): Your Strength and Dexterity scores Tier 2
with mover increase to 18 or your apex ability score Nothing terribly elegant about it, you just propel your
(whichever is lower), and you can lift up to 160 lbs. enemy away from you.
10th Level (Tier 9): Your Strength and Dexterity 1st Level (Tier 2): As an action, you make a ranged
scores with mover increase to 20 or your apex ability apex attack against one target your size or smaller within
score (whichever is lower), and you can lift up to 320 lbs. 10 feet of youunlike other talents, you do not have dis-
15th Level (Tier 10): Your Strength and Dexterity advantage if you are within 5 feet of a hostile creature
scores with mover increase to 22 or your apex ability that can see you and that isnt incapacitated. If you hit,
score (whichever is lower), and you can lift up to 600 lbs. the target is pushed 10 feet. If the target hits an obstruc-
Push (DC 15): Increase your tier by 1 for this action. tion, it suffers 1d6 bludgeoning damage for each 5 feet of
Push (DC 20): Increase your tier by 2 for this action. movement it cannot take. Add your apex ability modifier
to damage. If the target would be pushed off a cliff or into
44 PRESS
some similar hazard, the push stops at the edge.
1st Level (Tier 3): The target is pushed 15 feet.
Tier 3 5th Level (Tier 4): You can target one creature larger
Your target feels like it just got hit with a bus from orbit. than you, or two creatures your size or smaller (but not
1st Level (Tier 3): As an action, you make a ranged the same creature twice).
apex attack against one target your size or smaller within 10th level (Tier 5): Targets are pushed 20 feet.
30 feet. If you hit, the target is grappled until the start of 15th Level (Tier 6): You can target two creatures larg-
your next turn. As part of the same action, you can exert er than you, or three creatures your size or smaller (but
pressure on it, inflicting 2d8 + apex ability modifier dam- not the same creature twice) as part of the same action.
age. If a target is already grappled or restrained, you can 19th Level (Tier 7): Targets are pushed 20 feet.
use press with a bonus action. The target can attempt to Push (DC 15): Increase your tier by 1 for this action.
escape on its turn, but if it still is grappled at the start of Push (DC 20): Increase your tier by 2 for this action.
your next turn, you can repeat press. After the target
breaks free, you cannot use this talent again until you
finish a short or long rest.
2nd Level (Tier 4): Increase damage die to 3d8, and
you can use this talent twice before being required to
finish a short or long rest.
Morph Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Active Camouflage 1 1 2 4 8
All Fours 1 2 3 4 6 12
Animus 1 2 3 4 6 8 10 12 15
Behemoth 1 1 1 3 6 10 14 16
Bloodhound 1 1 3
Daimon Shift 1 3 5 7 10
Furious Charge 1 2 3
Fylgja 1 1 1 2 3 4
Illogical Frenzy 1 1 2 3 4 5 12 18
Marked 1 1 2 3 4
Molecular Compression 1 1 1 3 5 7 9 11
Monster Mash 1 2 3
Natural Claws 1 1 1 1 3 5 8 10 15
Powered Lungs 1 3 5 12
Psychotic Leap 1 3 5
Rejuvenation Reactor 2 3 4 10
Regenesis 1 2 4 6 8 10 12 18
Righting Reflex 1 1 1 1
Stubborn Feet 1 1 2
Tapetum Lucidum 1 1
Theriophily 1 1 1 1 2 3 4 5

RAGDOLL MORPH TALENTS


Tier 3 Morph talents are similar to freak talents, except where
You wrap your ethereal claws around a target and it falls freak talents are permanent physical (and visible) muta-
directly under your will. You own it now. tions, morph talents involve some form of physical trans-
2nd Level (Tier 3): As an action, you make a ranged formation. Morph talents may end up being permanent
apex attack against one target your size or smaller within visible manifestations, but these are a choice made by the
20 feet. If you hit, you grapple the target (if the target is character. Beyond that, morph and freak talents are very
already restrained by an apex talent, this requires only a similar, and some talents share abilities in both fields. As
bonus action. As part of the same action, you can push, such, all morph talents are tier 1.
pull, slide, or lift the target up to 20 feet. If it hits an ob-
struction, it suffers 1d6 bludgeoning damage for each 5- ACTIVE CAMOUFLAGE
feet of movement it cannot take (total 4d6), plus your Tier 1, Concentration
apex ability bonus. The target can attempt to escape on Whether it be a natural ability of your skin or an acute
its turn, but if it is still grappled at the start of your next sense of your surroundings, hiding has never been difficult
turn, you can repeat ragdoll. After the target breaks free, for you.
you cannot use this talent again until you finish a short or 1st Level (Tier 1): As part of the attempt, add your
long rest. apex ability modifier to your Dexterity (Stealth) check. If
4th Level (Tier 4): You can move the target up to 30
feet. You can have your target strike multiple obstruc-
Dexterity is your apex ability, double its value. Once you 45
use this talent, the bonus remains in effect until the end
tions, but the total damage inflict cannot exceed 6d6. of your next turn, but then you cannot use it again until
6th Level (Tier 5): You move the target up to 40 feet. you finish a long rest. If you make a melee or ranged
You can have your target strike multiple obstructions, but attack from your hiding position, you are still considered
the total damage inflict cannot exceed 8d6. to be hiding.
12th level (Tier 6): You can move the target up to 50 1st Level (Tier 2): You can use active camouflage
feet. You can have your target strike multiple obstruc- twice before being required to finish a long rest. You can
tions, but the total damage inflict cannot exceed 10d6. sustain this talent for up to one minute.
Push (DC 15): Increase your tier by 1 for this action. 2nd Level (Tier 3): You can use active camouflage
Push (DC 20): Increase your tier by 2 for this action. three times being required to finish a long rest. Addition-
ally, if you spend an action while against a wall or obsta-
cle, you can render yourself invisible until you move,
make an attack, or you stop concentration. This counts as
a use of active camouflage.
4th Level (Tier 4): You can use active camouflage four
times being required to finish a long rest.
8th Level (Tier 5): You have unlimited uses of active melee weapons you wield by one step (1d4 > 1d6 > 1d8 >
camouflage, but after the effect ends, you cannot use it 1d10 > 1d12 > 2d6 > 2d8 > 2d10).
again for one minute. 4th Level (Tier 4): You can use animus twice being
required to finish a long rest.
ALL FOURS 6th Level (Tier 5): You have advantage to the saving
Tier 1 throw to sustain animus, and you can end animus volun-
Your spine makes a slight adjustment and you become a tarily as a bonus action.
much faster runner. 8th Level (Tier 6): Gain one of the following benefits
1st Level (Tier 1): As a bonus action, you gain a +5 when using animus.
bonus to speed. When you employ this on your turn, you Dexterity & Strength: Your bonus to AC when using
have disadvantage with any ranged attacks until the start animus increases to +2.
of your next turn. 10th Level (Tier 7): You can use animus three times
2nd Level (Tier 2): While on all fours, you have ad- being required to finish a long rest. You can also spend a
vantage on Dexterity saving throws. Hit Die (regaining no hit points) to sustain animus for an
3rd Level (Tier 3): Your bonus to speed increases to additional turn without making a save.
+10. 12th Level (Tier 8): After activating this talent, it can
4th Level (Tier 4): While on all fours, you have ad- last up to one minute before you are required to start
vantage on Dexterity (Acrobatics) checks. making saves.
6th Level (Tier 5): Your bonus to speed increases to 15th Level (Tier 9): Animus lasts up to one minute
+15. before you are required to start making saves, and each
12th level (Tier 6): Your bonus to speed increases to save grants another minute, up to a maximum of 10
+20. minutes.

ANIMUS BEHEMOTH
Tier 1, Alter Tier 1, Alter
The line between human and beast begins to blur. You are able to change your basic biological makeup to
1st Level (Tier 1): As an action, you channel your in- make yourself extremely resistant to damage.
ner beast. Until the end of your next turn, you have dis- 1st Level (Tier 1): As an action, you gain a number of
advantage on Charisma ability checks (except for Intimida- temporary hit points equal to twice your Constitution
tion) as well as all Intelligence checks as your physical modifier + your level. Until you lose all these temporary
properties change. Your appearance is visibly bestial (the hit points, you gain the following benefits:
details are up to you, but these are consistent between Your weight is doubled.
uses). You gain additional abilities based on your domi- You have advantage with Constitution saving throws
nant attribute. At the end of each of your turns while this and when resisting forced movement.
talent is in effect, make a DC 15 saving throw using your When you finish a short or long rest, any remaining
apex ability score. If you succeed, the effect persists until temporary hit points are lost. After you use this talent,
the end of your next turn. You may not voluntarily fail the you cannot use it again until you finish a long rest.
save. After one minute, the effect ends regardless of the 1st Level (Tier 2): You gain the following effects while
save. Once this talent expires, you cannot use it again behemoth is in effect:
until you finish a long rest. You gain +10 temporary hit points.
You are also immune to being poisoned.
46 Dexterity: You gain a +5 bonus to speed, a +1 bonus to
AC, and you have advantage to Dexterity saving throws You reduce two levels from any exhaustion you
and ability checks. suffer from upon activation.
Strength: You gain a +2 bonus to all damage rolls, a +1 Your weight is x4 normal.
bonus to AC, and you have advantage with Strength sav- 1st Level (Tier 3): You gain the following effects while
ing throws and ability checks. behemoth is in effect:
2nd Level (Tier 2): You gain additional benefits when You gain +10 temporary hit points (+20 total).
using animus. You gain a +1 bonus to AC.
Dexterity: You can use the Disengage action for free, Your weight is x6 normal.
and you cannot fail Dexterity saving throws. Your speed is reduced by 5 feet.
Strength: You gain temporary hit points equal to your You reduce four levels from any exhaustion you
apex ability modifier + your level. You also regain 2d4 Hit suffer from upon activation.
Dice. 3rd Level (Tier 4): You gain the following effects
3rd Level (Tier 3): Gain one of the following benefits while behemoth is in effect:
when using animus. You gain +20 temporary hit points (+40 total).
Dexterity: Your speed increases by 5. Your weight is x10 normal.
Strength: Increase the damage dice of any natural or You cannot be moved by any forced effect, even if
struck by a vehicle.
6th level (Tier 5): You gain the following effects while
behemoth is in effect:
You gain +20 temporary hit points (+60 total).
Your weight is x20 normal.
10th Level (Tier 6): While behemoth is in effect, you
grow one size category larger.
14th Level (Tier 7): You gain +20 temporary hit points
(+80 total) when you use behemoth.
16th level (Tier 8): Use any number of Hit Dice; the
total value is added to temporary hit points.
Push (DC 20): Increase your tier by 1 for this action.

BLOODHOUND
Tier 1
They don't call it a detective's nose for nothing.
1st Level (Tier 1): You can add your apex ability mod-
ifier to Wisdom (Survival) checks.
1st Level (Tier 2): You can add your apex ability mod-
ifier to Wisdom (Perception) checks.
3rd Level (Tier 3): You have advantage with Wisdom
(Survival) checks.

a second time.
DAIMON SHIFT
Tier 1, Alter, Concentration
Its not a pleasant process to watch, and you may require FURIOUS CHARGE
a new set of clothes if you didnt think ahead. Tier 1
1st Level (Tier 1): As an action, you alter your physi- Like a wild animal, you charge towards your enemy.
cal form to take on the appearance of a generic natural 1st Level (Tier 1): When you use the Dash action, you
beast your size whose challenge rating is equal to or less can attempt a single melee attack at the end of your
than your level. Your statistics, including mental ability movement.
scores, are replaced by the statistics of the chosen beast. 2nd Level (Tier 2): When you use the Dash action,
You retain your alignment and personality. You assume your speed increases by +5 until the end of the action; if
the hit points of its new form. When you revert to your you hit with your attack, you deal +2 damage
normal form, you return to the number of hit points you 3rd Level (Tier 3): When you hit a target your size or
had before transforming. If you revert as a result of drop- smaller using the Dash action, you knock it prone.
ping to 0 hit points, any excess damage carries over to
your normal form. As long as the excess damage doesnt FYLGJA
reduce your normal form to 0 hit points, you are not Tier 1
knocked unconscious. You are limited in the actions you You share a soul with another creature. Its part of you.
can perform by the nature of the new form, and you cant 1st level (Tier 1): You gain a beast companion that
speak, use other apex talents, cast spells, or take any oth-
er action that requires hands or speech. Your gear falls to
has been with you through life, living longer than such a
creature should. It is trained to fight alongside you.
47
the ground, and must be retrieved later. You cant acti- Choose a beast that is no larger than Medium and that
vate, use, wield, or otherwise benefit from any equip- has a challenge rating of 1/4 or lower. Add your proficien-
ment. Daimon shift persists until you stop concentrating cy bonus to the beasts AC, attack rolls, and damage rolls,
or five minutes pass. After this talent ends, you cannot as well as to any saving throws and skills it is proficient in.
use it again until you finish a long rest. Its hit point maximum equals its normal maximum or four
3rd Level (Tier 2): The challenge rating of the crea- times your level, whichever is higher. The beast obeys
ture can be your level +1. your commands as best as it can. It takes its turn on your
5th Level (Tier 3): You may increase or decrease the initiative, though it doesnt take an action unless you com-
size of the animal you change into by one category. mand it to. You are not required to verbally command the
7th Level (Tier 4): The challenge rating of the crea- beast vocallythe connection is telepathic and near in-
ture can be your level +1 (+2 total). stantaneous (no action required by you)this applies to
10th Level (Tier 5): Daimon shift can last up to one move and possible actions. If your companion dies, you
hour. are stunned for 1d4 turns and suffer 2 levels of exhaus-
Push (DC 25): Once between long rests, you can tion. The spirit of your companion travels to another
attempt an apex check as an action to initiate daimon shift creature of the same type which arrives 1d6 days later.
1st Level (Tier 2): The challenge rating of the beast target until the end of your next turn. Once you use this
can be 1/2 or lower. You can only select this tier at 1st talent, you cannot use it again until you finish a short or
level. long rest.
1st Level (Tier 3): The challenge rating of the beast 1st Level (Tier 2): The range of marked increases to
can be 1 or lower. You can only select this tier at 1st level. 40 feet.
2nd Level (Tier 4): You can see through your beasts 2nd Level (Tier 3): Any creature you hit with a melee
eyes and vice-versa by using an action to channel your attack is affected by marked until the end of your next
vision. turn. This is different than tier 3s talent and is always in
3rd Level (Tier 5): As an action, you can shunt any hit effect.
points from you to your companion in order to heal your 3rd Level (Tier 4): Marked is reduced to a bonus ac-
companion of lost hit points. tion.
4th Level (Tier 6): Shunting hit points takes a bonus 4th Level (Tier 5): When you roar, the range of
action and you can shunt hit points in either direction. marked is extended to 60 feet, and you can use marked
Push (DC 15): When you spend a Hit Die, your com- twice before being required to finish a short or long rest.
panion recovers the hit points instead of you. Push (DC 20): You recover the use of marked. You
can only do this once between rests.
ILLOGICAL FRENZY
Tier 2, Alter MOLECULAR COMPRESSION
You've stopped listening to reason. The best thing your Tier 1, Concentration
allies can do is give you a direction and step back. You change your atomic density, decreasing your size.
1st Level (Tier 2): When a creature scores a critical 1st Level (Tier 1): As an action, you become a Small
hit against you or an ally, or an ally is reduced to zero hit creature. The effect lasts until the end of your next turn.
points, you can enter a frenzy as a reaction. While in illog- You can sustain the effect with an action, but if the effect
ical frenzy, you gain the following benefits if you arent ends, you cannot use it again until you finish a long rest.
wearing heavy armor: Clothes and gear shrink with you.
You have advantage on apex ability checks 1st Level (Tier 2): Although still requiring an action to
(including apex checks) and apex ability saving throws. use, you only need a bonus action to sustain this talent.
When you make a melee weapon attack, you gain a 1st Level (Tier 3): While small, you can move through
+2 bonus to the damage. the space of any creature that is of a size larger than
You have resistance to bludgeoning, piercing, and yours.
slashing damage. 3rd level (Tier 4): You now can reduce your size to
Your frenzy lasts for 1 minute, ending early if you are Tiny.
knocked unconscious or if your turn ends and you havent 5th Level (Tier 5): You can use molecular compres-
attacked a hostile creature since your last turn or taken sion twice before being required to finish a long rest. It
damage since then. You can also end your frenzy on your also only requires concentration to sustain.
turn as a bonus action. Once you used this talent, you 7th Level (Tier 6): You can attempt to hide even when
cannot use it again until you finish a long rest. you are obscured only by a creature that is at least one
1st Level (Tier 2): The damage bonus increases to +3. size larger than you.
2nd Level (Tier 3): You can use illogical frenzy twice 9th Level (Tier 7): You can use molecular compres-
before being required to finish a long rest. sion three times before being required to finish a long rest.
3rd Level (Tier 4): You can use illogical frenzy three 11th Level (Tier 8): You have advantage with Dexteri-
48 times before being required to finish a long rest. ty (Stealth) checks.
4th Level (Tier 5): The damage bonus increases to +4.
6th Level (Tier 6): You can use illogical frenzy four MONSTER MASH
times before being required to finish a long rest. Tier 2
12th Level (Tier 7): You can use illogical frenzy five You bob and weave through combat with the grace of a
times before being required to finish a long rest. cat.
18th Level (Tier 8): The damage bonus increases to 1st Level (Tier 2): When using the Disengage action,
+5. you can move 5 feet.
2nd Level (Tier 3): When using the Disengage action,
MARKED you can move to any space within 5 feet of a target that is
Tier 3 5 feet away.
Of all the opponents to target, you're the one that some- 3rd Level (Tier 3): When using the Disengage action,
what stands out. you can still move up to half your speed.
1st Level (Tier 3): As an action, you roar and get eve-
ryones attention. All enemies within 20 feet of you have
disadvantage on attack rolls that dont include you as a
NATURAL CLAWS expands out to a 30-foot cone.
Tier 1 Push (DC 20): Increase your tier by 1 for this action.
With a simple flex, you undergo a partial transformation,
and your claws emerge. PSYCHOTIC LEAP
1st Level (Tier 1): As a bonus action, you extend or Tier 1
retract your claws. While exposed, your unarmed strikes You would look like someone flying if your legs and arms
inflict 1d4 slashing damage: if they already inflict 1d4 or weren't all pointing forward.
more damage, the claws grant +1 to damage. Extending 1st Level (Tier 1): You have advantage with Strength
claws damages gloves if wearing them unless they are (Athletics) checks when performing a jump. You double
specially designed to accommodate it (at a cost increase the distance of any long jump and high jump.
of 10%). 3rd Level (Tier 2): Treat your Strength as being 4
1st Level (Tier 2): While your claws are exposed, your higher for purposes of determining jump distances.
unarmed strikes inflict 1d6 damage, or if they already in- 5th Level (Tier 3): As an action, make a long jump or
flict 1d6 damage, +2 damage. Your unarmed strikes also a high jump, doubling your effective Strength score when
have the finesse and light properties. calculating distance. This distance is not limited by your
1st Level (Tier 3): While your claws are exposed, you speed. If you are making a long jump and you have speed
can add your apex ability modifier to your grapple left over after doubling your Strength, you jump your
attempts. Climbing doesnt cost you extra movement, speed instead.
and you have advantage with Strength (Athletics) checks
when climbing. REJUVENATION REACTOR
1st Level (Tier 4): You can switch damage type from Tier 1
slashing to piercing when using claws. You have a climb Wounds knit in seconds, almost as if someone had cast a
speed of 30. spell on you.
3rd Level (Tier 5): You have advantage with grapple 2nd Level (Tier 1): As an action, you can spend up to
checks. 1/4 of your Hit Dice (min 1) to recover hit points. Once
5th Level (Tier 6): While your claws are exposed, you use this talent, you cannot use it again until you finish
your unarmed strikes inflict 1d8 damage, or if they al- a long rest.
ready inflict 1d8 damage, +3 damage. 3rd Level (Tier 2): When using rejuvenation reactor,
8th Level (Tier 6): If you have two free hands, you for each Hit Die spent, you recover additional hit points
can make two melee attacks with your natural claws with equal to your apex ability modifier.
a single action. 4th Level (Tier 3): You can spend up to 1/2 your Hit
10th Level (Tier 7): If you score a critical hit with your Dice, and you can use this talent twice before being re-
claws, the target must make a Constitution saving throw quired to finish a long rest.
or take an additional 1d10 poison damage and become 10th Level (Tier 4): When using rejuvenation reactor,
poisoned for 1 minute. Once you inflict poison damage, you can roll each Hit Die twice and take the higher value,
you cannot again until you finish a long rest. and you can use this talent three times being required to
15th Level (Tier 8): You can use your claws to make a finish a long rest.
single attack as a bonus action. Push (DC 20): As a bonus action, you can attempt to
recover a use of rejuvenation reactor. Each time you
POWERED LUNGS attempt this, whether or not you succeed, the DC increas-
Tier 1
Its almost like a dragons breath... Almost.
es by 5 (cumulative) until you complete a long rest.
49
1st Level (Tier 1): You can use your action to exhale REGENESIS
volcanic ash. Each creature in a 15 foot cone must make a Tier 1, Alter
saving throw. A creature takes 2d6 + your apex ability Your injuries knit in seconds to the shock of those around.
modifier damage on a failed save, and half as much dam- You assure them it still hurts like hell.
age on a successful one. After you use your powered 1st Level (Tier 1): As an action, you begin regenesis
lungs, you cant use it again until you complete a short or you regain 1 hit point at the start of your turn. You do not
long rest. regenerate if reduced to 0 hit points. Regenesis lasts 1
Note: When you select this talent, choose one of the minute. Once this talent expires, you cannot use it again
following energy typesacid, lightning, fire, poison, cold, until you finish a long rest.
thunder. 2nd Level (Tier 2): Your regeneration increases to 2
3rd Level (Tier 2): The damage increases to 3d6 and hit points.
expands out to a 20-foot cone. 4th Level (Tier 3): Regenesis lasts for five minutes
5th Level (Tier 3): The damage increases to 4d6 and instead of 1.
expands out to a 25-foot cone. 6th level (Tier 4): You can use this talent twice be-
12th Level (Tier 4): The damage increases to 5d6 and fore being required to finish a long rest.
8th Level (Tier 5): Your regeneration increases to 3 your next turn. You can seem 1 foot shorter or taller and
hit points. can appear thin, fat, or in between. You cant change
10th level (Tier 6): You still regenerate when reduced your body type, so you must adopt a form that has the
to 0 hit points; you only die if you start your turn with 0 same basic arrangement of limbs. To discern that you are
hit points and dont regenerate (if your regeneration is disguised, a creature can use its action to inspect your
suppressed by some means, such as the anti-apex field appearance and must succeed on an Intelligence
talent). (Investigation) check against your apex check. You can
12th level (Tier 6): Your regeneration increases to 4. use a bonus action to sustain theriophily until the end of
18th level (Tier 7): Regenesis is permanent your next turn (five minutes total). Once finished, you
cannot use this talent until you finish a long rest.
RIGHTING REFLEX 1st Level (Tier 2): You can use theriophily twice being
Tier 1 required to finish a long rest.
That's right, you land like a cat. 1st Level (Tier 3): You have proficiency with all Cha-
1st Level (Tier 1): Use a reaction (or as part of an risma skills.
action) if you are falling to reduce the fall distance by 20 1st Level (Tier 4): Each use of theriophily can last up
feet. to one hour, and only requires concentration to sustain.
1st Level (Tier 2): You can now reduce fall distance 2nd Level (Tier 5): You can add your apex ability
by 40 feet. modifier to Charisma skill checks.
1st Level (Tier 3): You can now reduce fall distance 3rd Level (Tier 6): You can use theriophily three
by 80 feet. times being required to finish a long rest.
1st Level (Tier 4): You can now reduce fall distance 4th Level (Tier 7): Theriophily lasts until you volun-
by 160 feet. tarily end the effect or are reduced to 0 hit points.
Push (DC 15): Increase your tier by 1 for this action. 5th Level (Tier 8): You can use theriophily at-will.

STUBBORN FEET
Tier 1
Its almost like you are anchored in a spot
1st Level (Tier 1): If your feet are touching the
ground, you cannot be knocked prone, and you reduce all
forced movement (like shoving) effects by 10 feet.
1st Level (Tier 2): If your feet are touching the
ground, you reduce all forced movement effects by 40
feet.
2nd Level (Tier 3): As long as you are not uncon-
scious, you cannot be moved against your will by any
means.

TAPETUM LUCIDUM
Tier 1
You have superior night vision, though the image can
50 sometimes be blurred.
1st Level (Tier 1): You have superior vision in dark
and dim conditions. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You cant discern color in darkness, only
shades of gray.
1st Level (Tier 2): The range of your darkvision in-
creases to 100 feet.

THERIOPHILY
Tier 1, Alter, Concentration
You are no monster, and unlike others like you, fitting in
has never been a real issue, especially when you can look
like anyone.
1st Level (Tier 1): As an action, you make yourself
though not your clothing, armor, weapons, or other be-
longings on your personlook different until the end of
Phenom Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
All Upstairs 1 1 1 1
Comic Book-Like Stamina 1 1 1
Dash Plus 1 1 1 1 2 3 6 9 12
Freight Train 1 1 2
Glossia 1 1 1
Implausible Aim 1 1 1 3 5 7 10 13
Interception 2 3 5 7 8 9 10
Limber & Lithe 1 5 7 9
Natural Skill 1 1 1 1
Impossible Improvisation 1 1 1 2 4 6
Skill Focus 1 2 3 4 5 6 10
Sportsman-Like Strength 1 1 1 6 12
Unnatural Instinct 1 1

PHENOM TALENTS Dash actions is cumulative to +30 feet.


1st Level (Tier 4): The speed bonus when you use a
Phenom talents are borderline normal... at least at the
Dash action is +10 feet instead of +5 feet.
beginning. They start as especially powerful abilities with-
2nd Level (Tier 5): The +10 foot bonus with consecu-
in the realm of a normal world. It is only later where they
tive Dash actions is cumulative to +40 feet.
begin to act paranormal, and can no longer be dismissed
3rd Level (Tier 6): The +10 foot bonus with consecu-
as ordinary. Like freak and morph, the phenom talents
tive Dash actions is cumulative to +50 feet.
are by a majority tier 1, and it is assumed they are ac-
6th Level (Tier 7): On the second consecutive Dash
quired either at birth or develop later post-puberty.
action, the speed bonus increased from +10 feet to +20
feet. On the third consecutive Dash action, the speed
ALL UPSTAIRS bonus increased from +20 feet to +30 feet, to a maximum
Tier 1 of +60 feet. This bonus with consecutive Dash actions is
Really? You dont know this? Its common knowledge cumulative to +60 feet.
where Im from. 9th Level (Tier 8): Spend a Hit Die as part of your
1st Level (Tier 1): You are proficient with all Intelli- movement to increase your base speed bonus by +30 feet
gence-based skills. until the end of your turn. The bonus with consecutive
1st Level (Tier 2): You have advantage with any Dash actions is cumulative to +90 feet.
attempts to recall lore or history. 12th Level (Tier 9): The bonus with consecutive Dash
1st Level (Tier 3): You are proficient with all Intelli- actions is cumulative to +120 feet. As a bonus action, you
gence checks and saving throws. can set your speed bonus immediately to 120 feetthis
1st Level (Tier 4): When attempting to recall lore or lasts for one minute or until you stop. Once you use this
history, treat any result of 15 or less as a 15. bonus action, you cannot again until you finish a long rest
Push (DC 20): Double your speed boost for this Dash
COMIC BOOK-LIKE STAMINA action.
Tier 1
Couldn't there be someone the opposite of me, at the FREIGHT TRAIN 51
other end, a person who can't be hurt like the rest of us? Tier 1
1st Level (Tier 1): You are immune to all disease. The more you fight, the better you become.
1st Level (Tier 2): You are immune to being poi- 1st Level (Tier 1): You gain a +1 bonus to damage
soned. rolls. Each time you hit, this bonus increases by 1 to a
1st Level (Tier 3): You ignore the effects of level 1 maximum of 3. This reverts back to +1 if you miss or dont
and level 2 exhaustion. hit a target until the end of your next turn.
1st Level (Tier 2): The max damage bonus is +5.
DASH PLUS 2nd Level (Tier 3): If you reach a +5 damage bonus,
Tier 1 your next hit is a critical hit.
Running, ALL THE TIME!
1st Level (Tier 1): When you use the Dash action, you GLOSSIA
gain a +5 foot bonus to speed. If you use Dash again as Tier 1
your next action, this bonus is cumulative up to +10. You have a knack for instantly learning and interpreting
1st Level (Tier 2): The +5 foot bonus with consecutive nearly any spoken language.
Dash actions is cumulative to +20 feet. Prerequisite: Intelligence must be your apex ability
1st Level (Tier 3): The +5 foot bonus with consecutive score.
Push (DC 20): You recover a use of this talent; you
can only do this once before being required to finish a
long rest.

IMPOSSIBLE IMPROVISATION
Tier 1
You should not have been able to learn how to use that,
at least not that quickly.
1st Level (Tier 1): If you are in physical possession of
a tool, as an action you can gain proficiency with that tool
for five minutes. Once you use this talent, you cannot use
it again until you finish a long rest.
1st Level (Tier 2): Impossible improvisation lasts for
one hour when activated.
1st Level (Tier 3): Impossible improvisation lasts for
as long as you are possession of the tool, or one hour,
whichever is longer.
2nd Level (Tier 4): When you select a tool, you re-
main proficient with it until you finish a long rest.
4th Level (Tier 5): You are no longer just proficient
you can use your apex ability modifier with any ability
check with your selected tool.
6th Level (Tier 6): You can maintain two tool profi-
ciencies at a time with this talent.

1st Level (Tier 1): You know a number of additional


traditional human languages equal to your Intelligence INTERCEPTION
modifier +1. Tier 2
1st Level (Tier 2): You know a number of additional Either you calculate trajectories and vectors or its magic.
languages equal to your Intelligence modifier +1. These You just shot a bullet out of the air. However you did it, it
can include animal tongues and computer language. was awesome.
1st Level (Tier 3): You can use an action and learn 2nd Level (Tier 2): As a reaction when you are hit by
any language you are currently exposed to. a ranged weapon attack and are wielding a ranged weap-
on, expend one attack's worth of ammunition from your
weapon to reduce the damage of the triggering attack by
IMPLAUSIBLE AIM 1d10 + your apex ability modifier + your level. If you re-
Tier 1 duce the damage to 0, you deflect the missile harmlessly
Through crowds, in smoke, in a car, blindfolded, you still away. You can only use interception against a single mis-
make the shot, and the next, and then the next sile, not a volley or an area attack.
1st Level (Tier 1): As a bonus action, you gain tele- 3rd Level (Tier 3): If you reduce the damage to 0, you
scopic vision, allowing you to ignore all range penalties can deflect the enemy missile to another target within 10
until the end of your turn. Once you use this talent, you
52 cannot use it again until you finish a short or long rest.
feet of youmake a ranged attack using your apex ability
modifier + your proficiency bonus. If you hit, you inflict
1st Level (Tier 2): While implausible aim is in effect, half the damage that would have been inflicted on you.
the ranges of your weapons are all doubled. 5th Level (Tier 4): You can use interception against
1st Level (Tier 3): You can also make Wisdom attacks directed to any target within 10 feet of you.
(Perception) checks to spot even fine details at distances 7th Level (Tier 5): If you reduce the damage to 0, you
of up to a mile. can deflect the enemy missile to another target within 30
3rd Level (Tier 4): You have a +1 bonus with attacks feet of you.
beyond normal range (this is always in effect). 8th Level (Tier 6): You can attempt interception
5th Level (Tier 5): You gain a +1 bonus to attack (+2 against thrown explosives. In this case, make a ranged
total with attacks beyond normal range). attack against the save DC of the area attack. If you suc-
7th Level (Tier 6): As a bonus action, set your next ceed, you destroy the explosive at the source before it is
attack roll to 20. Once you use this talent, you cannot use thrown. If you roll a critical hit, the explosive detonates at
it again until you finish a short or long rest. the source, forcing the attacker to suffer its own attack
10th Level (Tier 7): You can use your tier 6 talent (assuming this is possible). You must have line of site on
twice being required to finish a short or long rest. the attacker to make this reaction.
13th Level (Tier 8): You can use your tier 6 talent 9th Level (Tier 7): When attempting interception
three times being required to finish a long rest.
against thrown explosives, you can deflect them the same 4th Level (Tier 4): You can compress your focus twice
way as missile attacks. before being required to finish a long rest.
10th Level (Tier 8): You can use interception against 5th Level (Tier 5): Your previously selected skill gains
attacks directed to any target within 20 feet of you, and if a +2 bonus (+4 total).
you reduce the damage to 0, you can deflect the enemy 6th Level (Tier 6): You can spend a Hit Die, regaining
missile to another target within 40 feet of you. no hit points, to give your skill focus a +20 bonus.
10th Level (Tier 7): If you roll less than 20 on your
LIMBER & LITHE skill focus, increase the result to 20.
Tier 1
You have the medalsthe best of the craft. No one SPORTSMAN-LIKE STRENGTH
moves like you do. Tier 1
1st Level (Tier 1): You gain a +1 bonus to your AC It's not your fault being the biggest and the strongest. You
and Dexterity saving throws saves while not wearing don't even exercise.
heavy armor. 1st Level (Tier 1): Your carrying capacity is your
5th Level (Tier 2): When an attacker that you can see Strength Score multiple by 20. You are only encumbered
hits you with an attack, you can use your reaction to halve at 10 times your Strength score and heavily encumbered
the attacks damage against you. when in excess of 20 times your Strength score.
7th Level (Tier 3): You gain a +2 bonus to your AC 1st Level (Tier 2): You gain a +2 bonus with all melee
and Dexterity (instead of +1) saving throws saves while damage rolls.
not wearing heavy armor. 1st Level (Tier 3): Your carrying capacity is your
9th level (Tier 4): When you are subjected to an Strength Score multiple by 30. You are only encumbered
effect that allows you to make a Dexterity saving throw to at 20 times your Strength score and heavily encumbered
take only half damage, you instead take no damage if you when in excess of 30 times your Strength score.
succeed on the saving throw, and only half damage if you 6th level (Tier 3): You Strength score increases by 2
fail. as does your maximum for that score.
12th level (Tier 4): You Strength score increases by 2
NATURAL SKILL as does your maximum for that score.
Tier 1
You dont even need to try. UNNATURAL INSTINCT
1st Level (Tier 1): Select one skill you are proficient You just know. You cant explain it. Must be some-
with. You automatically succeed at all tasks with that skill thing you just picked up.
with a DC equal or less than your skill modifier + 10, even 1st Level (Tier 1): When targeting enemies bene-
if you would normally have disadvantage on the roll. fitting from cover, you reduce total cover to three quar-
1st Level (Tier 2): Either select one additional skill for ters cover, and ignore half-cover benefits.
use with this talent, , or one previously selected skill auto- 1st Level (Tier 2): You do not suffer the effects of
matically succeeds on tasks with a DC equal or less than being blinded. You cannot choose this tier if you have
your skill modifier + 15. taken the Blind sacrifice.
1st Level (Tier 3): Either select one additional skill for
use with this talent, , or one previously selected skill auto-
matically succeeds on tasks with a DC equal or less than
your skill modifier + 15.
1st Level (Tier 4): Either select one additional skill for
53
use with this talent, , or one previously selected skill auto-
matically succeeds on tasks with a DC equal or less than
your skill modifier + 15.

SKILL FOCUS
Tier 1
You are goodyou are really good... at one thing.
1st Level (Tier 1): Select one skill you have proficien-
cy with. You double your proficiency bonus with the skill.
2nd Level (Tier 2): Your previously selected skill gains
a +2 bonus.
3rd Level (Tier 3): You can compress your focus, dou-
bling your total result on one ability check with your cho-
sen skill. Once you use this talent, you cannot benefit
from skill focus until you finish a long rest.
Shaper Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Bottled Thermodynamic Transfer 1 6 9 12
Blood Tell 4 9 13 16
Entropic Burst 3 5 7 9
Dynamic Tempest 1 1 4 8 12 16
Element Restraint 1 1 5
Entropic Crucible 1 1 1 1 1
Expanding Phase Transition 1 5 7 10
Frozen Creation 1 1 1 2 4 8 10
Magic Touch 1 1 2 5 10 15
Halo Of Touch 1 3 5 10 15
Natural Resistance 1 1 3 5
Novelty Acts 1 1
Resonant Ray 1 3 5 10 15 18
Rocket Propulsion 4 6 10 14 17 19
Thermal Shield 1 2 5 10
Thermodynamic Bolt 1 1 3 6 9 10 15

SHAPER TALENTS BLOOD TELL


The shaper is about element manipulation, focusing on Tier 3
cold, fire, or lightning effects. You are not forced to stick Humans are 90% water. Humans are in a state of entropy
with one element, but obviously this makes sense. Unlike which you can alter. This wont look pretty.
other talents, shaper talents do ultimately require one of 4th Level (Tier 3): This talent requires a free hand. As
two tier 1 talents, element resistance and novelty acts. It an action, make a ranged apex attack against one creature
is recommended both talents are acquired before the within 30 feet. If you hit, the target takes 2d10 + your
more powerful ones are selected. apex ability modifier poison damage, and is poisoned until
the end of its next turn. If the target dies, it explodes.
Once you successfully use this talent, you cant use it
BOTTLED THERMODYNAMIC again until you finish a short or long rest.
TRANSFER 9th Level (Tier 4): Increase damage dice to 4d10 and
Tier 2 the range to 50 feet.
You bind a localized severe temperature change to your 13th Level (Tier 5): If you have two free hands, you
hand and hurl it to your foes. can make two attacks as part of the same action. You only
1st Level (Tier 2): Select cold, fire, or lightning. This regain the use of this talent if you miss with both.
talent requires a free hand. As an action, make a ranged 16th Level (Tier 6): Increase damage dice to 8d10 and
apex attack against one creature up to 100 feet away. On the range to 100 feet.
a hit, the target suffers 2d8 + your apex ability modifier Push (DC 20): As an action, make an apex check to
damage (of your selected type) as well as an additional recover the use of this talent. You can only do this once
effect based on your select damage type. between short or long rests.
Firethe target suffers additional half-fire damage of
54 the initial attack at the start of your next turn.
Coldthe targets speed is reduced to 0 until the end
ENTROPIC BURST
Tier 3
of its turn.
With a maneuver you try not to look like a pirouette from
Lightningthe target has disadvantage with its next
a ballet, you shift the air density around you, creating a
attack roll until the start of your next turn.
vortex to knock away your enemies.
Once you hit with a bottle, you cannot use it again
3rd Level (Tier 3): Select cold, fire, or lightning. As an
until you finish a short or long rest.
action, each creature in a 20-foot radius sphere centered
6th Level (Tier 3): If you have two free hands, you
on you must make a Dexterity saving throw. A target
can launch two bottles as part of the same action. You
takes 2d6 + your apex ability modifier damage of your
only regain the use of this talent if you miss with both.
chosen type on a failed save and the target is pushed to
9th Level (Tier 4): The range increases to 150 feet
the edge of the talents effect, or half as much damage on
and the damage dice increases to 4d8.
a successful one (and no push). Once you use this talent,
12th Level (Tier 5): The damage dice increases to 8d8
you cannot use it again until you finish a short or long
and you can use this talent twice being required to finish a
rest.
short or long rest.
5th Level (Tier 4): The blast radius increases to 30
Push (DC 20): Recover the use of this talent. You can
feet, and you can use this talent twice being required to
only do this once between short or long rests.
finish a short or long rest.
7th Level (Tier 5): Increase dice damage to 4d6, and tempest begins to expand its range by 25 feet (though
targets pushed are also knocked prone. only once). Additionally, the damage dice increases to
9th Level (Tier 6): You can use this talent three times 4d8.
being required to finish a short or long rest. Damage dice 8th level (Tier 5): You can also use an action after the
also increases to 8d6. tempest begins to expand its range by 25 feet (up to three
Push (DC 20): Increase the radius by 10 feet and the times). Additionally, the damage dice increases to 8d8.
damage by +1d6. 12th Level (Tier 6): As part of the same action, you
can use your tempest to carry you. You Disengage from
DYNAMIC TEMPEST all targets and you can move up to your speed.
Tier 2, Concentration 16th Level (tier 7): You can use this talent three
People believe you able to control weather. They may times before being required to finish a long rest. 55
even ascribe a nickname to you. Squall? No. Hurricane? Push (DC 15): Increase the damage dice from d8s to
Nosomething, shorter. d10s.
1st Level (Tier 2): Select cold or lightning. As an
action, you create a localized storm radiating in a 25-foot ELEMENT RESTRAINT
sphere centered on you, and which lasts until the end of Tier 2, Concentration
your next turn or until you break concentration (up to 1 You employ your element to grab your target.
minute). The area is heavily obscured, and you cannot be 1st Level (Tier 2): Select cold, fire, or lightning. As
seen within it. Any creature that starts its turn in the an action, make a ranged apex attack against a creature
tempest takes 2d8 + your apex ability modifier damage of one size larger than you or smaller within 30 feet. If you
your chosen type. The target must also make a Dexterity hit, the target is grappled and suffers 1d6 + your apex abil-
saving throw or be knocked prone. If you move, the ity modifier damage of your selected type. Your enemy
storm moves with you. Once this talent expires, you can- can attempt to escape on its turn, contested by your apex
not use it again until you finish a long rest. check. You can use concentration to maintain the grapple
1st Level (Tier 3): You can use this talent twice be- as long as you are within range and line of sight of the
fore being required to finish a long rest. target (up to 1 minute). A target that is grappled suffers
4th level (Tier 4): You can also use an action after the the additional effects depending on the damage type cho-
sen. If still grappling the target at the start of your next area must make an Dexterity saving throw or be knocked
turn, your concentration holds the target, but you can prone. If spiked, targets entering or starting their turn in
also use an action to inflict the same damage as above. If the area must make a Dexterity saving throw or suffer 1d6
you want to move the grappled target, you must expend + apex ability modifier piercing damage. However, that 5-
movementyou can move and move the target as well, foot area (or the area the creature occupies) is no longer
or just move the target. After you successfully use this considered difficult terrain.
talent, you cannot use it again until you finish a long rest. Fire: You light the area on fire. Creatures entering or
ColdInstead of grappling, the target is immobilized starting their turn in the area must make a Dexterity sav-
in an ice cage, blocking line of sight. It cannot break free ing throw or suffer 1d8 + apex ability modifier damage. A
until it inflicts damage on the ice equal to three times fire expanse lasts until the end of your next turn or until
your level plus your apex ability modifier. you break concentration (up to 5 minutes).
FireThe target suffers additional damage equal to 5th Level (Tier 3): You can use this talent twice be-
half the initial damage at the start of its turn while grap- fore being required to finish a long rest, and the radius of
pled. the area increases to 30 feet.
LightningWhile grappled, the target has disad- 7th Level (Tier 4): On your next turn, you can use an
vantage on ability checks, including its attempts to escape action to expand the area by 10 feet (up to 60 additional
the grapple. feet total).
1st Level (Tier 3): You can use this talent twice be- 10th Level (Tier 5): You can use this talent three
fore being required to finish a long rest, and initial dam- times before being required to finish a long rest, and the
age dice increases to 3d6. radius of the area increases to 40 feet.
5th level (Tier 4): For every 5 feet of movement Push (DC 20): When you take an action to use or ex-
spent moving the target, you can move it up to 10. You pand this talent, the range of the effect or expansion is
can also use this talent three times before being required doubled. The maximum range is not affected.
to finish a long rest.
Push (DC 15): The target can be up to two sizes larger FROZEN CREATION
than you. Tier 2
Push (DC 20): The target can be up to three sizes You use ambient water to quickly create something use-
larger than you. ful.
Prerequisite: You must have selected a previous
ENTROPIC CRUCIBLE shaper talent with the cold damage type.
Tier 2 1st Level (Tier 2): As an action, you create simple
Its best when you focus on one element. objects made of ice, such as bridges, walls, pillars, furni-
1st Level (Tier 2): Select cold, fire, or lightning dam- ture or rooms. You must have access to available water
age: this choice cannot be changed. You gain a +2 bonus for this effect to work. The objects can sustain weight but
to damage with shaper talents with your chosen type. are not durable, and will shatter if they suffer more than
1st Level (Tier 3): You increase your damage bonus 10 points of damage. Each attempt can create an object
by 1 (+3 total) with your chosen damage type. that can fill a 5-foot by 5-foot space (or Medium-sized),
1st Level (Tier 4): You increase your damage bonus but can be no larger. If the structure is constructed in an
by 1 (+4 total) with your chosen damage type. area below freezing, it will persist indefinitely: otherwise,
1st Level (Tier 5): You increase your damage bonus it will persist for 24 hours before melting.
by 1 (+5 total) with your chosen damage type. 1st Level (Tier 3): As an additional action, you can
56 1st Level (Tier 6): You increase your damage bonus increase the size of your original creation, up to 10-foot by
by 2 (+7 total) with your chosen damage type. 10-foot (or Large-sized).
1st Level (Tier 4): With additional actions, you can
EXPANDING PHASE increase the size of your creation, up to 15-foot by 15-foot
(or Huge-sized).
TRANSITION 2nd Level (Tier 5): With additional actions, you can
Tier 2, Concentration (fire) increase the size of your creation, up to 20-foot by 20-foot
With feet firmly planted, your send out a radiating ex- (or Gargantuan-sized).
panse of altered terrain, either coated in ice or setting it 4th Level (Tier 6): With additional actions, you can
ablaze; either result should impede your enemies. increase the size of your creation, up to 40-foot by 40-foot
1st Level (Tier 2): Select cold or fire. As an action, a (or Gargantuan-sized).
20-foot radius circle centered on you is affected according 8th Level (Tier 7): Your creation increases in com-
to your chosen type. Once you use this talent, you cannot plexity and sizeyou can even create a castle, including
use it again until you finish a long rest. furniture and multiple levels. Your construct can be up to
Cold: You create either a sheet of smooth ice or a 200 feet by 200 feet by 200 feet in sizejust make sure
sheet of ice spikes. The area is considered difficult terrain. you have available water.
If smooth, targets entering or starting their turn in the 10th Level (Tier 8): You can forge constructs out of
thin air.
Push (DC 20): Increase your tier by 1 until you finish
your creation. You can attempt this check multiple times
for the same creation (even multiple times during the
same action), but each time the DC increases by 2
(cumulative), and if you fail any of these checks, your tier
resets to normal in addition to any other consequences.

MAGIC TOUCH
Tier 2
Youve read books where wizards use rays of frost or
scorching bursts. To you, these werent works of fiction
these were options.
1st Level (Tier 2): Select cold, fire, or lightning. You
must have a hand free. As an action, make a melee apex
attack against one creature in reach. On a hit, the target
takes 1d8 + your apex ability modifier damage of the cho-
sen type.
1st Level (Tier 3): You can attempt to grapple with
magic touch. If grappling the target, it suffers damage
equal to another hit at the start of its turn.
2nd Level (Tier 4): You inflict additional effects based
on the damage type chosen.
Lightningtarget cant take reactions until the start of
its next turn.
Firetarget suffers 2 points of fire damage at the start
of its next turn.
Coldtarget suffers a 1 penalty on its next attack
roll.
5th Level (Tier 5): If you have two hands free, you
can make two magic touch attacks with the same action.
10th level (Tier 6): The damage die increases to 2d8.
15th Level (Tier 7): You inflict additional effects
based on the damage type chosen.
Lightningtarget has disadvantage with its next attack targets that fail the save are pulled 5 feet towards the
roll; center, starting with the nearest target. The last target
Firetarget suffers 4 points of fire damage at the start moved suffers an additional 2d6 + apex modifier damage
of its next turn (instead of 2); of your chosen type. You can now target the circle up to
Coldtargets speed is half until the end of its next 100 feet away.
turn. 10th level (Tier 5): You can use this talent three
Push (DC 15): Increase your tier by 1 for this action. times being required to finish a long rest. Damage dice
also increases to 8d6. The last target moved suffers an 57
additional 4d6 + apex ability modifier damage of your cho-
HALO OF NATURE sen damage type.
Tier 2 15th Level (Tier 6): You can use halo of nature four
You surround targets in a circle of flame or cold and then times being required to finish a long rest. The blast radius
close the hole around them. increases to 30 feet.
1st Level (Tier 2): Select cold or fire. As an action, Push (DC 20): As part of the action, you can attempt
select a point within 50 feet. Each creature in a 10-foot a DC 20 apex check to increase the radius by 10 feet and
radius sphere centered on that point must make a Dexter- the damage by 2d6.
ity saving throw. A target takes 2d6 + your apex ability
modifier damage of your chosen type on a failed save, or
half damage on a successful one. Once you use this tal-
NATURAL RESISTANCE
ent, you cannot use it again until you finish a long rest. Tier 1
3rd Level (Tier 3): The blast radius increases to 20 If you deal it, you should be able to take it.
feet, and you can use this talent twice before being re- 1st Level (Tier 1): Select cold, fire, or lightning. You
quired to finish a long rest. have resistance to that damage type.
5th Level (Tier 4): Increase damage dice to 4d6 and 1st Level (Tier 2): You are now immune to your se-
lected damage type.
3rd Level (Tier 3): As a reaction when you would nor- until you finish a short or long rest.
mally take damage from your selected type, you are 3rd Level (Tier 3): You can use this talent twice be-
healed by an equal amount. Once you recover hit points fore being required to finish a short and long rest.
this way, you cannot again until you finish a short or long 5th Level (Tier 4): The line extends to 30 feet and the
rest. damage dice increases to 4d8,
5th Level (Tier 4): You can use your tier 3 healing 10th Level (Tier 5): You can use this talent three
ability twice being required to finish a short or long rest. times before being required to finish a short or long rest.
Additionally, you can use up to half your available Hit Dice 15th Level (Tier 6): The line extends to 60 feet and
as part of the same reaction to recover additional hit the damage dice increases to 8d8. Alternatively, you can
points. send out two 30-foot, 4d8 lines as part of one action.
18th Level (Tier 7): The line extends to 90 feet and 10
NOVELTY ACTS -feet wide, and the damage dice increases to 16d8. Alter-
Tier 1 natively, you can send out four 30-foot, 4d8 lines as part
You are able to perform a variety of simple tasks be alter- of one action.
ing the levels of entropy in very minor ways. Most of the
time, you should make toast or chill your cola. ROCKET PROPULSION
1st Level (Tier 1): Select cold, fire, or lightning. Use Tier 4, Concentration
an action to accomplish one of the effects given below, or With enough influence over the transfer of energy, youre
an equivalent with the GMs approval. able create a sustainable thermal reaction you can use to
Light something easily flammable within 5 feet, such enable flight.
as gasoline, paper, or gunpowder (fire or lightning). Prerequisite: You must have selected at least three
Extinguish a flame no larger than 5 feet or cool up to previous shaper talents with the fire or lightning damage
5 feet square of a hot surface so that it can be safely types.
touched (cold). 4th Level (Tier 4): As an action, you gain a fly speed
Freeze or boil a gallon of water (other liquids may of 20 until the end of your next turn or until you break
be affected at different volumes, at the GMs discretion). concentration (up to 1 minute). Any creatures within 5
This effect can be maintained on successive turns to affect feet of you at any point during your movement suffers
larger bodies of water: it requires two turns to boil or 1d4 fire damage. When your concentration ends, you
freeze one full square, and each subsequent turn increas- cannot use this talent again until you finish a long rest.
es the size of the affected area by burst 1 (fire or cold). You must move at least 10 feet on your turn for rocket
Supply power to a light or a circuit (lightning). propulsion to remain in effect.
Create a flame in your hand. It can produce uncom- 6th Level (Tier 5): Your fly speed increases to 35, and
fortable and distracting burns if used in combat but does you can use this talent twice before being required to
not inflict any damage (fire). finish a long rest.
Cause a bulb to explode or a circuit/fuse to overload 10th Level (Tier 6): Your fly speed increases to 40,
(lightning). and any creatures within 5 feet of you at any point during
Create an ice cube in your hand (size dependent on your movement suffers 2d4 fire damage.
ambient moisture), or give an enemy an uncomfortable 14th Level (Tier 7): Rocket propulsion no longer re-
and distracting freezer burn if used in combat (cold). quires an action to activate.
Distract someone with a spark (lightning). 17th Level (Tier 8): Rocket propulsion can be used at-
Cook or chill food to a desired temperature (fire or will.
58 cold). 19th Level (Tier 9): You can disengage from targets at
1st Level (Tier 2): Novelty acts is reduced to a bonus will when moving via rocket propulsion, except from tar-
action. gets immune to fire.
Push (DC 15): Double your fly speed until the start of
RESONANT RAY your next turn.
Tier 2
You hold your hand to the ground and a line of fire, jag- THERMAL SHIELD
ged ice, or electricity spreads across the surface to strike Tier 2
your foes. You protect yourself and all those around you with your
1st Level (Tier 2): Select cold, fire, or lightning. This power.
talent requires a free hand. Use an action to extend your 1st Level (Tier 2): Select cold or fire. As an action,
damage type in a 20 foot line that is 5 feet wide. Each you erect either a dome 10 feet high with a 15-foot radius
creature in the line must make a Dexterity saving throw, centered on you, or a wall 10 feet high and 30 feet across
taking 2d8 + your apex ability modifier damage of the cho- in front of you. Once you erect a shield, you cannot again
sen type on a failed save, or half damage on a successful until you finish a long rest. You gain additional effects
one. Once you use this talent, you cannot use it again based on your elemental focus.
Cold: The dome is solid and can withstand 100 points
of damage before shattering. Creatures within cannot
SIPHON TALENTS
Siphons are about removing the life energy from the tar-
leave until the dome is shattered or dismissed, but also
get and then offering it up to someone else. This can both
cannot be targeted from outside. The dome lasts until
inflict injuries and cure them. To maximize these talents,
destroyed or until you cancel the effect.
its suggested to start with spiritual capacitor first before
Fire: The dome of fire functions as total cover to those
selecting any others (unless your build avoids the acquisi-
within. Any creature passing through the dome takes 2d8
tion of temporary hit points or Hit Dice).
+ your apex ability modifier fire damage. The dome lasts
until the end of your next turn or until you break concen-
tration (up to 1 minute). ALTERED STATE
2nd Level (Tier 3): The dome can be up to 20 feet Tier 2
high and 30 feet in radiusthe wall can be 40 feet high You willingly accept their essence to make yourself more
and 60 feet long. You can also use this talent twice being powerful.
required to finish a long rest. 1st Level (Tier 2): You must have both hands free. As
5th Level (Tier 4): The dome can be up to 30 feet high an action, you link arms with up to either two allies or two
and 60 feet in radiusthe wall can be 60 feet high and incapacitated or unconscious creatures. Each creature
120 feet long. You can also use this talent three times suffers necrotic damage equal to the maximum value of
before being required to finish a long rest. your largest Hit Die. You gain 1 Hit Die from each crea-
10th Level (Tier 5): The cold shield can withstand 200 ture. Once you use this talent, you cannot use it again
points of damage; the fire shield inflicts 4d8 + your apex until you finish a long rest.
ability modifier fire damage. 2nd Level (Tier 3): You can select up to five allies /
creatures, and this talent is reduced to a bonus action.
THERMODYNAMIC BOLT
Tier 2 BAD KIND OF STROKE
With only the slightest catalyst, you catch a personifica- Tier 2
tion of a classical element and hurl it towards the enemy. The target clutches its chest and hopes it's just a panic
1st Level (Tier 2): Select cold, fire, or lightning. This attack.
talent requires a free hand. As an action, make a ranged 1st Level (Tier 2): This talent requires a free hand. As
apex attack against one target within 30 feet. If you hit, an action, make a melee apex attack against a creature in
you inflict 1d6 + apex ability modifier damage of your cho- reach. If you hit, the target takes 2d6 + your apex ability
sen type. modifier necrotic damage, and at the start of the target's
1st Level (Tier 3): The range of thermodynamic bolt next turn, it must make a Constitution saving throw or
extends to 50 feet, and the damage die increases to 1d8. suffer an additional 3 necrotic damage. This saving throw
3rd Level (Tier 4): The range of thermodynamic bolt repeats at the start of the target's turn until it saves.
extends to 100 feet. Once you hit with this talent, you cannot use it again until
6th Level (Tier 5): If you have two open hands, you you finish a short or long rest.
can attack twice as part of the same action. 3rd Level (Tier 3): The damage dice increases to 4d6
9th Level (Tier 6): The damage die increases to 1d10, and the ongoing damage increases to 5, and increases by
and the range of thermodynamic bolt extends to 200 feet. 5 each time the target fails the saving throw (max 20).
10th Level (Tier 7): If you focus both attacks onto one 6th Level (Tier 4): If you have two open hands, you
target, your attacks gains a +2 bonus to each attack. can attack twice as part of the same action. You only re-
15th Level (Tier 8): Your hands pulse repeated bolts. gain the use of this talent if both attacks miss. 59
Each hand can make two attacks, though you suffer a 2 9th Level (Tier 5): The damage dice increases to 8d6.
penalty to each attack roll. 12th Level (Tier 6): The ongoing damage increases to
10, and increases by 10 each time the target fails the sav-
ing throw (max 40).
15th Level (Tier 7): You can use this talent twice be-
fore being required to finish a long rest.
18th Level (Tier 8): You can spend 4 Hit Dice as reac-
tion to the target making a saving throw, and force the
target to fail the save (you can only do this once per use
of this talent).
Siphon Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Altered State 1 2
Bad Kind Of Stroke 1 3 6 9 12 15 18
Conversion 1 1 6
Choleric Influence 1 1 5 10 15
Conduit 1 2 5
Critical Junction 1
Ego Blight 1 1 1 3 6 10 15
Energivore 1 5 9 13
Inflict Disability 1 4 8 12 16
Last Spark 1 1 4 7
Lifeforce Leech 1 5 10 15
Mending Touch 2 3 5 8 11
More The Healthy Body 1 2 3 4
Miracle Moment 5 8 11 13 15
Odic Vampire 1 2 4 6 9 13
Overload Essence 1 1 4 6 10 15
Paralytic Manner 1
Prana Boost 1 4 8 12 16
Soul Tap 1 1 3 6 10 13 16
Spiritual Capacitor 1 3
Stitch 1 2 3 6 10 13 17
Touch Of Headache 1 1 5 8 11 15
Unmatched Gift 3 4 6 8 10
Wave 3 5 8 11

CONVERSION damage bonus also increases to +5.


Tier 1 15th Level (Tier 6): If you have two free hands. you
You are a healing enginea turbine of life energy spools can target two allies as part use of choleric influence.
within.
1st Level (Tier 1): You can regain one of your Hit Dice CONDUIT
by sacrificing a number of hit points or temporary hit Tier 2
points equal to double the maximum value of that Hit Die. A (we hope) volunteer sacrifices part of his essence so
1st Level (Tier 2): The number of hit points you must another can live.
sacrifice is reduced to 1.5 times your Hit Die value. 1st Level (Tier 2): As an action, you can touch two
6th level (Tier 3): The number of hit points you must creatures, one of which can be yourself. A target must be
sacrifice is reduced to your Hit Die value. willing, incapacitated, or unconscious. One target takes
1d8 + your apex ability modifier necrotic damage. The
CHOLERIC INFLUENCE other target regains hit points equal to the damage dealt.
Tier 2 Once you use this talent, you cannot use it again until you
finish a short or long rest.
60 You gently offer the help your allies need. How you touch
them is your prerogative. 2nd Level (Tier 3): You can use this talent twice be-
1st Level (Tier 2): This talent requires a free hand. As fore being required to finish a short or long rest. Damage/
an action, you touch a creature and spend up to 4 Hit heal die also increases to 2d8.
Dice, but regain no hit points; instead, the target gains 5th Level (Tier 4): Damage/heal die also increases to
temporary hit points equal to your Hit Dice result. The 4d8. The target recovers twice the hit points inflicted on
creature also gains a +3 bonus to damage rolls for one the other target.
minute. Once you use this talent, you cannot use it again
until you finish a long rest. CRITICAL JUNCTION
1st Level (Tier 3): The bonus to damage lasts five Tier 2
minutes, and roll each Hit Die twice, taking the higher Theres a little something extra in your attack.
value. 1st Level (Tier 2): If you hit with a melee attack and
5th Level (Tier 4): You can use this talent twice be- roll the maximum result on at least one damage die, you
fore being required to finish a long rest. The damage bo- can spend a Hit Die (regaining no hit points) to turn the hit
nus also increases to +4. into a critical hit.
10th Level (Tier 5): You can use this talent three
times before being required to finish a long rest. The
EGO BLIGHT If both hit, the target fails its saving throw.
Tier 1 12th Level (Tier 5): The damage dice increase to 8d6,
Sympathetic vibrations from a single touch tear through and a target hit is also knocked prone.
the target's mind like a blender. 16th Level (Tier 6): You can use this talent twice be-
1st Level (Tier 1): This talent requires a free hand. As fore being required to finish a long rest.
an action, make a melee apex attack against one creature Push (DC 20): If the target makes its saving throw,
in reach. The target takes 1d4 + your apex ability modifier recover the use of this talent.
necrotic damage, and the target must make a Charisma
(yes, Charisma) saving throw or be poisoned until the start LAST SPARK
of your next turn. Tier 1
1st Level (Tier 2): The damage die increases to 1d6. You touch a target at the moment of death to soak up
1st Level (Tier 3): On a hit, you can push the target 5 that last precious moment of life, the richest of all.
feet. 1st Level (Tier 1): As an action, you touch one crea-
3rd Level (Tier 4): The damage die increases to 1d8. ture killed since the start of your last turn. You either gain
6th Level (Tier 5): If you have two free hands, you temporary hit points equal to the targets Constitution
can make two attacks with a single action. score or you gain 1 Hit Die. Once you use this talent, you
10th level (Tier 6): You can use both hands on a tar- cannot use it again until you finish a long rest.
get and make a single attack with advantageif you hit, 1st Level (Tier 2): The target can be killed in the last
the target fails the saving throw. minute.
15th Level (Tier 7): The damage die increases to 4th Level (Tier 3): You can tell if a target has 10 hit
1d10. points or less. You can attempt a melee apex attack
against the targetif you hit, the target dies, and you can
ENERGIVORE use last spark as part of the same action.
Tier 2 7th Level (Tier 4): You can use this talent twice be-
You clamp your hands around their head and take from fore being required to finish a long rest.
them what you wish.
1st Level (Tier 2): This talent requires a free hand. As LIFEFORCE LEECH
an action, you make a melee apex attack against a crea- Tier 2
ture in reach. If you hit, the target suffers 2d6 + your apex You clasp onto the target and absorb their very life es-
ability modifier necrotic damage, and you gain temporary sence. Some go about it by a firm hand on the heart while
hit points of the damage inflicted. If the damage inflicted others do it via more intimate methods.
is 10 or more, you can swap 10 points of damage for a Hit 1st Level (Tier 2): This talent requires both hands
Die. Once you successfully use this talent, you cannot use free. As an action, make a melee apex attack against a
it again until you finish a short or long rest. creature in reach. If you hit, the target is grappled and
5th Level (Tier 3): Damage dice increase to 4d6. takes 1d6 + apex ability modifier necrotic damage, and
9th Level (Tier 4): If you have two free hands, you you regain hit points equal to half the damage dealt. If
can make two attacks with a single action. You have to you reach your maximum hit points, additional hit points
miss on both attacks to regain the use of this talent. become temporary hit points. If you kill the target, the
13th Level (Tier 5): Damage dice increase to 6d6. targets body shrivels and you gain a Hit Die. If you are
Push (DC 20): Increase the damage dice by +2d6. still grappling the target at the beginning of your next
turn, you can use an action to repeat this attack (if you
61
INFLICT DISABILITY miss with additional actions, you do not release the grap-
Tier 2 ple). Once you hit with this talent, you cannot use it again
The target is struck by massive vertigo from a sudden in- until you finish a short or long rest.
fection. It falls to the ground with extreme nausea. 5th Level (Tier 3): Increase damage dice to 2d6, and
1st Level (Tier 2): This talent requires a free hand. As you can spend up to 4 Hit Dice and add the results to the
an action, make a melee apex attack against one creature. damage dealt instead of regaining hit points.
If you hit, the target suffers 2d6 + your apex ability modifi- 10th Level (Tier 4): Increase damage dice to 3d6, and
er necrotic damage and must make a Constitution saving you have advantage with the initial attack roll.
throw or suffer one level of exhaustion. Once you hit with 15th Level (Tier 5): Increase damage dice to 4d6, and
this talent, you cannot use it again until you finish a long all the damage you recover you can divert back to damage
rest. on the target.
4th Level (Tier 3): Damage die increase to 4d6. You
can also spend a Hit Die and add the result to the damage MENDING TOUCH
instead of regaining hit points. Tier 2, Concentration
8th Level (Tier 4): If you have two open hands, you You need no prayers, but what you can accomplish is still
can attempt to attack the same target with both attacks. close to magic.
2nd Level (Tier 2): As an action, spend a Hit Die, but MIRACLE MOMENT
regain no hit points; instead, you can sense the presence Tier 6
and location of poisons, poisonous creatures, and diseas- Never rush a miracle. You rush a miracle, you get rotten
es within 50 feet of you. miracles.
3rd Level (Tier 3): The tier 2 ability no longer requires 5th Level (Tier 6): This talent requires a free hand.
an action or costs a Hit Die. Touch a creature killed in the last minute and use an ac-
5th Level (Tier 4): As an action, touch a target and tion. Spend six Hit Dice. If you dont have enough or
spend two Hit Dice, but regain no hit points; instead, you dont want to give them up, you can (as part of the pro-
end either one disease or one condition afflicting the tar- cess) touch willing allies and drain the Hit Dice from them.
get. The condition can be blinded, deafened, paralyzed, or After which, the target is restored to life with 1 hit point.
poisoned. 8th Level (Tier 7): Spend eight Hit Dice to restore a
8th Level (Tier 5): When you touch a target with target to 1 hit point that had been killed in the last five
mending touch and spend a Hit Die, you cure the target of minutes. This process takes one minute.
all disease and any of the following conditions: blinded, 11th Level (Tier 8): Spend twelve Hit Dice to restore
deafened, paralyzed, or poisoned. a target to 1 hit point that had been killed in the past
11th Level (Tier 6): You can now make a melee apex hour. This process takes one minute.
attack against a target. If you hit, spend four Hit Dice 13th Level (Tier 9): Spend fifteen Hit Dice to restore a
(without regaining hit points) to inflict the target with one target to 1 hit point that had been killed in the past six
of the following diseases (the names and exact symptoms hours. This process takes five minutes.
can be varied). As long as you concentrate on the target, 15th Level (Tier 10): Spend twenty Hit Dice to re-
at the end of each of the targets turns, it must make a store a target to 1 hit point that had been killed in the
Constitution saving throw. If it makes three consecutive past 24 hours. This process takes five minutes.
saves, the affliction ends, and the target cannot be affect-
ed by this ability for 24 hours.
Trachoma: The creature has disadvantage on Wisdom ODIC VAMPIRE
checks and Wisdom saving throws and is blinded. Tier 2
Inflammatory Myopathy: The creature has disad- As the target recoils from your attack, you pull something
vantage on Strength checks, Strength saving throws, and from their soul they are unlikely to see again.
attack rolls that use Strength. 1st Level (Tier 2): This talent requires a free hand. As
Necrotizing Fasciitis: The creature has disadvantage an action you make a melee apex attack to one target in
on Charisma checks and vulnerability to all damage. reach. If you hit, the target suffers 1d8 + your apex ability
Meningitis: The creature has disadvantage on Intelli- modifier necrotic damage, and you can either inflict addi-
gence checks and Intelligence saving throws, and the crea- tional damage equal to your highest Hit Die value, or re-
ture has a 50% chance of not acting on its turn. gain hit points equal to the damage dealt (decide before
Parkinsons: The creature has disadvantage on Dexter- rolling for damage). Once you hit with this this talent, you
ity checks, Dexterity saving throws, and attack rolls that cannot use it again until you finish a short or long rest.
use Dexterity. You can also spend a Hit Die, but regain no hit points; in-
Hemophilia: The creature has disadvantage on Consti- stead, you recover the use of this talent.
tution checks and Constitution saving throws. In addition, 2nd Level (Tier 3): Increase damage dice to 2d8.
whenever the creature takes damage, it is stunned until 4th Level (Tier 4): Increase damage dice to 3d8.
the end of its next turn. 6th Level (Tier 5): If you have two free hands, you
62 use this talent twice as a single action.
9th Level (Tier 6): Increase damage dice to 4d8.
MORE THE HEALTHY BODY 13th Level (Tier 7): Increase damage dice to 5d8.
Tier 2
... than a healthy mind.
1st Level (Tier 2): Your hit points and level do not OVERLOAD ESSENCE
change, but you gain +2 total Hit Dice of your highest val- Tier 2
ue. You use your inbuilt energy to overload a target instead of
2nd Level (Tier 3): Your hit points and level do not healing him.
change, but you gain +2 total Hit Dice of your highest val- 1st Level (Tier 2): This talent requires a free hand. As
ue. an action, make a melee apex attack against one creature.
3rd Level (Tier 4): Your hit points and level do not If you hit, the target takes 1d6 + your apex ability modifier
change, but you gain +3 total Hit Dice of your highest val- necrotic damage, and you can use one Hit Die, rolling and
ue. adding the result to damage.
4th Level (Tier 5): Your hit points and level do not 1st Level (Tier 3): Damage die increases to 1d8 and
change, but you gain +4 total Hit Dice of your highest val- you can spend up to 2 Hit Dice.
ue. 4th Level (Tier 4): Damage dice increases to 1d10,
and you can roll each of your Hit Dice twice, and you can
spend up to 4 Hit Dice. 16th Level (Tier 8): You gain 3 temporary hit points
6th Level (Tier 5): If you have two free hands, you instead of 2.
use this talent twice as a single action.
10th Level (Tier 6): For each Hit Die spent, roll two SPIRITUAL CAPACITOR
dice and add the result to damage. Tier 1
15th Level (Tier 7): For each Hit Die spent, roll three You are basically a walking battery of psychic energy.
dice and add the result to damage. 1st Level (Tier 1): Whenever you gain temporary hit
points, they are added to any temporary hit points you
PARALYTIC MANNER already have instead of taking the higher value (your total
Tier 1 temporary hit points cannot exceed a value equal to your
Everyone else thinks your target is acting like a sissy. hit point total). Also, if you gain more Hit Dice than your
1st Level (Tier 1): You can use Wisdom instead of maximum, the remainder become temporary Hit Dice.
Strength for grapple attempts. In addition, when making You cannot have more temporary Hit Dice than your level
escape attempts, the target must beat your apex check. + your apex ability modifier. When you use Hit Dice, you
spend temporary dice first. Unused temporary Hit Dice
PRANA BOOST are lost when you finish a long rest.
Tier 3, Concentration 3rd Level (Tier 2): You can have additional Hit Dice
Better than an energy drink. equal to twice your apex modifier.
1st Level (Tier 3): As a bonus action, spend 2 Hit Dice.
You gain one of the following benefits, which last 1 mi- STITCH
nute or until you stop concentration (whichever comes Tier 1
first). You repair the target's injuries, reversing damage every-
Gain temporary hit points equal to the maximum one thought was lethal.
values of both Hit Dice. 1st Level (Tier 1): This talent requires a free hand. As
Gain a +1 bonus to attack rolls. an action, touch a creature and spend a Hit Die, regaining
Gain resistance bludgeoning and slashing. no hit points; instead, the target recovers hit points equal
Gain resistance piercing. to the maximum result of your Hit Die.
Gain a +2 bonus to all damage rolls. 2nd Level (Tier 2): The target regains additional hit
Gain a +1 bonus to AC. points equal to your apex ability modifier.
Once you use this talent, you cannot use it again until you 3rd Level (Tier 3): If you have two free hands, you
finish a long rest. use this talent twice as a single action, even on the same
4th Level (Tier 4): You can spend four Hit Dice and target.
select two benefits as a single bonus action. 6th Level (Tier 4): You can use this talent as a bonus
8th Level (Tier 5): You can use this talent twice be- action, but you can only use one hand.
fore being required to finish a long rest. 10th Level (Tier 5): The target regains double your
12th Level (Tier 6): You can spend six Hit Dice and Hit Die value.
select three benefits as a single bonus action. 13th Level (Tier 6): You can spend two Hit Dice per
16th Level (Tier 7): You can use this talent three hand.
times before being required to finish a long rest. 17th Level (Tier 7): You can spend up to five Hit Dice
per hand.
SOUL TAP
use.
Push (DC 20): Double the number of Hit Dice you can
63
Tier 2
One touch is all you need. More likely it's a slap. You ab-
sorb a portion of the targets spirit. TOUCH OF HEADACHE
1st Level (Tier 2): This talent requires a free hand. Tier 2
As an action, you make a melee apex attack. If you hit, The target barely notices something is missing.
the creature suffers 1d6 + your apex ability modifier ne- 1st Level (Tier 2): This talent requires a free hand.
crotic damage, and you gain 1 temporary hit point. As an action, make a melee apex attack against a target. If
1st Level (Tier 3): The damage die increases to 1d8. you hit, the target loses 1 Hit Die. You gain 1 Hit Die.
3rd Level (Tier 4): You gain 2 temporary hit points Once you hit with this talent, you cannot use it again until
instead of 1. you finish a short or long rest.
6th Level (Tier 5): If you have two hands free, you 1st Level (Tier 3): You can use this talent twice be-
can make two attacks with the same action. fore being required to finish a short or long rest.
10th Level (Tier 6): The damage die increases to 5th Level (Tier 4): If you have two free hands, you
1d10. can attempt to make two attacks as part of the same ac-
13th Level (Tier 7): You can attempt a single soul tap tion.
attack as a bonus action. 8th Level (Tier 5): When you hit a target, you remove
two Hit Dice.
11th Level (Tier 6): You can use this talent three
SPECTER TALENTS
The specter is aware of the malleability of time. She is
times being required to finish a short or long rest.
classed as a psychometricable to read an object or per-
15th Level (Tier 7): You can use this talent at will.
sons past. This can extend to being able to read the fu-
ture as well and an uncanny sense of dj vu. There are
UNMATCHED GIFT quite a few tier 1 talents, with several later talents spe-
Tier 2 cializing either in the tracking of targets or the foretelling
You offer your friends part of your spirit to help them fight of the future.
on.
3rd Level (Tier 2): This talent requires a free hand.
As an action, you can touch one ally, who can then touch
AURA READ
Tier 2
an additional ally, and so on (up to five allies total). Spend
Every living thing generates a luminous aura few can see.
a Hit Die for each target, but regain no hit points; instead,
Simply reading the emanations off a target can reveal so
each target gains temporary hit points equal to your apex
much.
ability modifier plus the target's level. The target also has
1st Level (Tier 2): As an action, target a creature
advantage to attack rolls until scoring a hit. After using
within 50 feet. You learn the entire stat block of the crea-
this talent, you cannot use it again until you finish a long
ture, including current hit points, abilities and skills. You
rest.
gain a +1 bonus to attack rolls against the target for five
4th Level (Tier 3): Each target gains an additional 2d6
minutes. Once you use this talent, you cannot use it again
temporary hit points.
until you finish a long rest.
6th Level (Tier 4): Each target has advantage with
3rd Level (Tier 3): You can use this talent twice be-
Constitution saving throws for one minute.
fore being required to finish a long rest.
8th Level (Tier 5): Each target gains a +1 bonus to AC
5th Level (Tier 4): The range of aura read is extended
for 1 minute.
to 100 feet, and your +1 to attack rolls increases to +2.
10th Level (Tier 6): You can spend two Hit Dice in-
7th Level (Tier 5): You have advantage with all ability
stead of one for each target and double the temporary hit
checks against the subject of aura read.
points to each target.
10th Level (Tier 6): Instead of an attack bonus, you
have advantage with attack rolls against the subject of
WAVE aura read.
Tier 3
You realized for a moment, you didn't even need to touch
the target.
CLAIRCOGNIZANCE
Tier 3
3rd Level (Tier 3): As a bonus action, you can extend
Its not your gut which speaks to you, its something else,
your next siphon talent to target a creature up to 10 feet
below the surface reality we all take for granted.
away.
3rd Level (Tier 3): Take a minute, concentrating an
5th Level (Tier 4): You can now target creatures up to
object or a person you are touching. You know the an-
20 feet away.
swer to one specific question regarding the targets histo-
8th Level (Tier 5): You can now target creatures up to
ry, lifepath, or current vocation or condition. Once you
30 feet away.
use this talent, you cannot use it again until you finish a
11th Level (Tier 6): This talent requires no action.
long rest.
64 5th Level (Tier 4): You can ask three questions per
use of claircognizance.
7th Level (Tier 5): You can ask five questions per use
of claircognizance, and you can use this talent twice be-
fore being required to finish a long rest.
Push (DC 15): You can ask one additional question.
You can attempt this check multiple times per use, but the
DC increases by 5 for each attempt.

CREEPY PRECOGNIZANCE
Tier 2
Your opponents actions are telegraphed to such a de-
gree, its more of a chore to not tip your hat so obviously.
1st Level (Tier 2): If you are hit with a melee or
ranged physical attack, you can use a reaction to turn that
hit into a miss. Once you use this talent, you cannot use it
Specter Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Aura Read 1 3 5 7 10
Claircognizance 3 5 7
Creepy Precognizance 1 1 3 7
Deja Vu 4 8
Detection Sphere 1 1 3 5 7 9 11 15
False Reading 3 5 7
Final Destination 7 11 15
Foresight 1 3 6 9
Inevitable Reaction 1 3 6 10 15
Near Death Reprieve 4 8
Precognition 1 3 6 10 15
Prediction Matrix 1 1 2 3 5
Prescient Pool 1 2 3 4 6 8 10
Probability Range 1 1 3 5 8 11
Reload 3 5 7 9 11
Shield Vision 1 1 2 6 10
Sniffer 1 1 1 1 2 3 5
Viewer 1 1 1 3 5 7

again until you finish a long rest. 3rd Level (Tier 3): The range of this talent expands to
1st Level (Tier 2): You can use this talent twice be- 20 feet.
fore being required to finish a long rest. You can also dis- 5th Level (Tier 4): The range of detection sphere in-
engage as part of the reaction. creases to 30 feet, and you have advantage with any Wis-
3rd Level (Tier 3): You can use this talent three times dom (Insight) checks in range.
before being required to finish a long rest. You can also 7th Level (Tier 5): The range of detection sphere in-
move 5 feet as part of the reaction. creases to 50 feet, and you have advantage with Wisdom
7th Level (Tier 4): You can use this talent four times (Perception) checks as well within range.
before being required to finish a long rest. You also gain 9th Level (Tier 6): The range of detection sphere in-
an action as part of the reaction. creases to 50 feet, and you can sustain this talent from up
Push (DC 20): Recover the use of this talent. If you to one hour.
fail, you cannot try again (even for a different use) until 11th Level (Tier 7): You can use this talent twice be-
you finish a long rest. fore being required to finish a long rest.
15th Level (Tier 8): This talent is always in effect.
DJ VU
Tier 3 FALSE READING
It all looks a little familiar. Tier 3
4th Level (Tier 3): You can take two reactions be- In effect you program a set of false experiences onto an
tween your turns. object or location, fooling others like you.
8th Level (Tier 4): You can take three reactions be- 3rd Level (Tier 3): Take a minute to focus on one
tween your turns. creature or object you are touching. You imprint a false
history on the target that another specter will believe as 65
DETECTION SPHERE real. The experience you create, supplant, or delete can
Tier 1, Concentration have taken place any time during the last hour, and can
You don't just have a third eye. Nothing approaches you have lasted up to five minutes. Only specters can per-
that you don't know about. Through subtle auras few ceive the false impression. Make an apex check: this be-
people can perceive, you can even find the invisible. comes the DC of any checks another specter makes to
1st Level (Tier 1): As an action, and until you stop detect the illusion. This false reading lasts a day. Once
concentration, you are aware of all creatures within 10 you employ this talent, you cannot again until you finish a
feet of you, even if you cannot see them. You know their long rest.
alignment, and if they mean you harm, and even if anyone 5th Level (Tier 4): This talent can also be used as a
is an apex. You are aware of the presence of any specter reaction to mislead an active specter talent like sniffer,
talents within the area. You can concentrate on this tal- viewer, and claircognizance. The experience you create,
ent for five minutes. After you stop, you cannot use this supplant, or delete can have taken place any time during
talent again until you finish a long rest. the past day, and can have lasted up to an hour.
1st Level (Tier 2): You cannot be surprised by targets 7th Level (Tier 5): The imprint lasts until the truth is
in the area while detection sphere is in effect. revealed by beating the DC (potentially forever).
FINAL DESTINATION recover with 1 hit point. Once you recover this way, you
Tier 8 cannot again until you finish a long rest.
That was a nightmare; a complete and absolute disaster. 8th Level (Tier 5): If you use near death reprieve, as
Phewthank god it was only a hallucination. part of the reaction, you can also use up to half your Hit
7th Level (Tier 8): The last minute was not real, just Dice and recover hit points.
flash from the future. You use an action to tell allies that
can hear you of your vision. You are a harbinger, allowing PRECOGNITION
the group to proceed and attempt different results. Once Tier 2, Concentration
you use this talent, you cannot use it again for one week. It will be happened; it shall be going to be happening; it
11th level (Tier 9): Instead of the last minute, you will be was an event that could will have been taken place
reset the five minutes. in the future. Simple as that.
15th level (Tier 10): Once you use this talent, you 1st Level (Tier 2): After a full minute of concentrating
cannot use it again until you finish a long rest. on an object or creature, you can see a vision of the tar-
Special: If you use this power without the express gets immediate future, up to one hour. The exact nature
permission of the majority of the group, you are responsi- of the vision is up to the GM, although you can narrow it
ble for providing snacks for everyone for the next game by posing a general question (for example, will the target
session. be alive tomorrow morning?). Usually, only one useful
piece of information can be retrieved, sometimes an im-
age, a phrase, or even just a word. It can be cryptic, but it
FORESIGHT should be useful and reliable: unless you take specific ac-
Tier 1 tion to change the outcome, what you envision will come
You get a quick glimpse of the future. to pass (GMs are discouraged from making attempts to
1st Level (Tier 1): If you or an ally within 30 feet of avoid the prophecy fulfill it instead, to avoid the impres-
you is hit with a melee or ranged physical attack, as a re- sion of railroading). After you receive the vision, you are
action, you can increase the AC of the target hit by +1. stunned until you finish a short or long rest. After you use
The target also has advantage with Dexterity saving this talent, you cannot use it again until you finish a long
throws if the triggering attack is an area effect. rest.
3rd Level (Tier 2): The bonus to AC increases to +2. 3rd Level (Tier 3): You can now see as far as 12 hours
6th Level (Tier 3): If the target evades the attack with in the future, and you are only stunned afterward for five
this talent, the target can then move 5 feet. minutes.
9th Level (Tier 4): The bonus to AC increases to +3. 6th Level (Tier 4): You can now see as far as 24 hours
in the future, and you are only stunned for one minute.
INEVITABLE REACTION 10th Level (Tier 5): You can use this talent twice be-
Tier 3 fore being required to finish a long rest.
Technically, they didn't start the fight. You did. 15th Level (Tier 6): You can use this talent three
1st Level (Tier 3): You gain a +2 bonus to initiative, times before being required to finish a long rest, and you
and you can use your apex ability modifier instead of Dex- are no longer stunned after using it.
terity for initiative rolls. Push (DC 20): Your vision is less cryptic, or provides
3rd Level (Tier 4): Instead of the +2 bonus, you have more than one piece of information (GM discretion).
advantage with initiative. Special: The GM can activate this power at any time.
In this case, the power is not expended and you are not
66
6th Level (Tier 5): Instead of rolling for initiative, you
can set your initiative to the highest valueyou always go stunned, but the vision is not guaranteed to be useful.
first. Once you set your initiative this way, you cannot
again until you finish a long rest. PREDICTION MATRIX
10th Level (Tier 6): You cant be surprised while you Tier 2
are conscious. You finish a sentence, beat someone to the punch, or
15th Level (Tier 7): If your group is surprised, you can sneak by the second they werent looking
use a reaction to remove surprise from all allies within 30 1st Level (Tier 2): After you make a Charisma ability
feet of you. Once you use a reaction this way, you cannot check or saving throw, if you dont like the result, you can
again until you finish a long rest. re-roll. Once you use this talent, you cannot use it again
until you finish a long rest.
NEAR DEATH REPRIEVE 1st Level (Tier 3): You can use this talent with Dexter-
Tier 4 ity (Stealth) checks.
You see your body under you as you rise from it. No. This 2nd Level (Tier 4): If you re-roll and dont like the
is not your time to go. second result, you may immediately attempt a third roll
4th Level (Tier 4): As a reaction, if you are killed, fail by spending a Hit Die (without regaining hit points).
a death save or are reduced to below zero hit points, you 3rd Level (Tier 5): You can continue using Hit Dice
until you accept the result. 11th Level (Tier 7): You gain one additional use of
5th Level (Tier 6): When you use this talent, if any re probability range, and if one of your rolls results in a natu-
-rolls result in less than 15, set your final result to 15. ral 20, you regain that use of probability range.

PRESCIENT POOL RELOAD


Tier 1 Tier 3
That wasnt an action; that was you seeing your action You see how badly the next five second plans out and
and deciding on something else. decide to change the future.
1st Level (Tier 1): After you finish a long rest, roll as 3rd Level (Tier 3): When your turn ends, you can
many d20s as your primary apex ability modifier and set elect to do the entire turn over again as if it didnt hap-
the results aside. This is your prescient pool. You can pen. Any effects or hits are nullified and you recover any
replace one d20 result you have made with one of your talents, ammunition, or any other resources spent during
poolthe replaced die is lost. When you finish a long your turn. Once you finish the repeated turn, you cannot
rest, refill your pool, but do not replace the unused re- use this talent again until you finish a long rest.
sults. D20 results can only be removed by using them. 5th Level (Tier 4): Instead of repeating your turn, you
2nd Level (Tier 2): Increase your prescient pool by 1, foresaw the vision of an ally within 30 feet, forcing the ally
and when you finish a long rest, you can remove one un- to repeat the turn as a reaction.
favorable d20 roll from the previous lot before rolling new 7th level (Tier 5): Once you finish using reload, you
ones. cannot use this talent again until you finish a short or long
4th Level (Tier 3): Increase your prescient pool by 1, rest.
and when you fill your prescient pool, set one d20 result 9th Level (Tier 6): You can spend five Hit Dice as a
to a natural 20. bonus action and recover a use of reload.
6th Level (Tier 4): Turns out said future belonged to 11th Level (Tier 7): Instead of repeating your turn,
anotheryou can replace one d20 roll of any ally within you foresaw the vision of an enemy within 30 feet, forcing
20 feet of you. Once you do, you cannot do so again until the enemy to repeat the turn. This costs your reaction.
you finish a long rest.
8th Level (Tier 5): Increase your prescient pool by 1, SHIELD VISION
and when you finish a long rest, you can spend any num- Tier 1, Concentration
ber of Hit Dice and replace them with prescient pool re- You turn your mind outward, creating an ethereal shield
sultsthese extra results are lost when you finish a long most dont even know is there.
rest. 1st Level (Tier 1): As an action, and until you stop
10th Level (Tier 6): Increase your prescient pool by 2, concentration (or five minutes have passed), you gain a +1
and if any of prescient rolls result in a natural 1, re-roll bonus to AC against targets within 10 feet of you. After
that die. you stop concentration, you cannot use this talent again
until you finish a long rest.
PROBABILITY RANGE 1st Level (Tier 2): While shield vision is up, you can-
Tier 2 not be detected by any apex ability. This includes
You not only think one move ahead, but several different attempts to locate you, read your thoughts, or examine
variations of single moves. You choose the one which your surrounding area. To an apex sensitive to other
benefits you the most. apex, unless he or she can see you physically, you are
1st Level (Tier 2): Before making a d20 roll, you can
choose to have advantage before attempting. You cannot
effectively invisible.
2nd Level (Tier 3): You can use this talent twice be-
67
have advantage if you have disadvantage. This takes no fore being required to finish a long rest.
action and can occur during an action. You can use proba- 6th Level (Tier 4): Increase the AC bonus to +2.
bility range as many times as your apex ability modifier, 10th Level (Tier 5): Although you have to concen-
regaining spent uses when you finish a long rest. trate to erect a full shield, elements of the shield are al-
1st level (Tier 3): You gain one additional use of ways in effect. You cannot be detected by any apex abil-
probability range, and you can use one to remove disad- ity. This includes attempts to locate you, read your
vantage (you can use probability range twice to turn it thoughts, or examine your surrounding area. To an apex
into advantage). sensitive to other apex, unless he or she can see you phys-
3rd Level (Tier 4): You gain two additional uses of ically, you are effectively invisible.
probability range. Push (DC 15): Increase the range to 20 feet.
5th Level (Tier 5): You gain one additional use of
probability range, and if any of your rolls result in a 1 SNIFFER
when using this talent, re-roll. Tier 1, Concentration
8th Level (Tier 6): You gain two additional uses of The object in hand has seen many owners, many places,
probability range. and with one inhalation, you can know them all.
1st Level (Tier 1): As an action, you focus on one ob-
ject your are touching or holding. You discover everything
STRING TALENTS
The string focuses on the plasticity of the mind, on its ca-
the target has experienced for the past hour, as if you had
pacity to alter perceptions of reality. In the end, con-
occupied its place.
sciousness could be an illusion, and the mind only an com-
1st Level (Tier 2): Every minute you spend concen-
puter vulnerable to hacking or reprogramming. Your abili-
trating on the object or person, you scan a further hour in
ties lie in the capacity to scan a mind for emotions, recol-
the past, up to six hours.
lections, and the deepest of secrets. Beyond this, you are
1st Level (Tier 3): You scan a full day instead of an
able to alter perception or even hijack a targets mind.
hour per turn, to a maximum of six days.
String talents are based on five core talents: telepathy,
1st Level (Tier 4): Instead of a minute concentrating,
puppetmaster, imprint, dreamtrancer, and deep scan. It is
you only need to scan for one turn to gain an additional
recommended that a string begin focusing on at least two
day.
of these tier 1 talents. There are certain talents that ap-
2nd Level (Tier 5): You can attempt a guess where
pear wholly disconnected with others, so in the essence of
the target will be one hour from now (GM discretion).
maintaining a theme, dont feel compelled to select as
3rd Level (Tier 6) You can scan the targets past up to
many talents as you can.
one year, scanning one week per action spent.
5th Level (Tier 7): You can scan the targets entire
past, at a month per turn. BLACKOUT
Push (DC 20): Increase your tier by 1 until you stop Tier 4
concentrating. You can attempt this check multiple times You cut off every sense in your opponent. You suppose
for the same action, but the DC increases by 3 each time, they could still smell you.
and if you fail, your tier reverts to normal in addition to 2nd Level (Tier 4): As an action, target one living
any other consequences. creature you can touch. The target makes a Wisdom sav-
ing throw. If it fails, it is blinded and deafened until the
VIEWER end of your next turn. Once a creature fails its save, you
cannot use this talent again until you finish a long rest
Tier 1
and if the target makes its save, you cannot target the
You close your eyes, concentrate on a person or a thing,
same creature again until you finish a long rest.
and reallocate your vision to another location.
3rd Level (Tier 5): Targets that fail their saves are
1st level (Tier 1): As an action, focus on one creature
blinded and deafened for one minute. You can choose for
or object within 100 feet you can picture completely in
the target to recover early.
your mind. Until the end of your next turn, you see, hear,
5th Level (Tier 6): If you have two hands, you can
feel or smell everything (pick one) within 20 feet of the
touch up to two targets with one action.
target (basically, you see a fog at the range limit). If you
7th Level (Tier 7: You no longer have to touch a crea-
use viewer again while still tracking a target, the connec-
tureyou can target up to two creatures up to 20 feet
tion is not broken.
away.
1st level (Tier 2): You can focus on an object up to
10th Level (Tier 8): You can target any number of
500 feet away, and you can see, hear, feel or smell every-
creatures in range with one action.
one within 30 feet of the target.
13th Level (Tier 9): You can use this talent twice be-
1st level (Tier 3): You can focus on an object up to
fore being required to finish a long rest.
1,000 feet away, and you select two senses simultaneous-
ly.
68 3rd Level (Tier 4): You can focus on an object up to 5 CAMOUFLAGE
miles away, and all your senses are available. Tier 2, Concentration
5th Level (Tier 5): You can focus on an object up to Holograms are for wimps; the real trick is to work past the
50 miles away, and you no longer suffer from fog limita- eye and hit the source.
tions. 1st Level (Tier 2): As an action, target one creature
7th Level (Tier 6): The range of viewer is unlimited. within 60 feet. The target makes a Wisdom saving throw.
If the target fails, you assume the form of a different crea-
ture until you stop concentration (or one minute) in the
creatures eyes. You decide what you look like, including
your height, weight, facial features, sound of your voice,
hair length, coloration, and distinguishing characteristics,
if any. You cant appear as a creature of a different size
than you, and your basic shape stays the same; if you're
bipedal, you cant use this talent to become quadrupedal,
for instance. The target can interact with you without
breaking the illusion. Only if you do something against
your perceived character (like you are impersonating a
String Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Blackout 2 3 5 7 10 13
Camouflage 1 1 1 3 6 9 12 15
Cut The Strings 1 3 4 7 9
Deep Scan 1 1 2 3 4 5 6 7 8 9
Dreamtrancer 1 1 1 1 2
Fugue State 3 5 7 9 12
Imprint 1 1 1 1 1 2 3 4 5 6
Instant Friends 1 2 4 6 8
Instill Confidence 1 2 4 8 12
Jumble 1 3 6 9 14
Matters Worse 1 1 2 4 5 7 10
Neural Spear 1 1 1 3 5 6 9 13 15
Puppetmaster 1 1 2 3 6 8 10 12 14 16
String 2 3 5 7 10
Telepathy 1 1 1 1 1 2 3
Transplant 1 1 2 4

friend), the target may make another save. If the save Push (DC 20): All affected targets automatically fail
fails, the target perceives you as a different creature until their saving throws. You can only do this once per use of
you stop concentrating (or until one minute passes). Once this talent.
a target fails its save, you cannot use this talent again until
you finish a long rest. CUT THE STRINGS
1st Level (Tier 3): You can sustain camouflage for up Tier 2
to one hour. You can also target two creatures in range The target's eyes roll back and he takes a nice long nap.
with the same action. You only regain this talent if all 1st Level (Tier 2): As an action, target one living crea-
targets fail their saves. ture you can touch. The target makes a Wisdom saving
1st Level (Tier 4): You can sustain camouflage for up throw. If it fails, roll 5d8 + your apex ability modifier; if
to a day, and you can target as many creatures as you the number is higher than the targets hit points, it falls
want within 60 feet of you. unconscious until 1 minute has passed, the sleeper takes
3rd Level (Tier 5): You can do more than just alter damage, or someone uses an action to shake or slap the
your appearanceyou can render yourself invisible for sleeper awake. Undead and creatures immune to being
the duration. This effect ends prematurely if you inflict charmed arent affected by this talent. Once a target fails
any damage on an affected target. its saving throw, you cannot use this talent again until you
6th Level (Tier 6): You can target as many creatures finish a long restand if the target makes its save, you
as you want within 100 feet of you. You can also extend cannot target it again until you finish a long rest.
your altered appearance or invisibility to up to two allies 3rd Level (Tier 3): Increase the dice to 8d8, and the
within 100 feet of you as well. target can be up to 30 feet away. The target falls asleep
9th Level (Tier 7): You can do more than just alter for five minutes.
the appearanceyou can alter the terrain 100-feet in 5th Level (Tier 4): As part of the same action, you can
every direction to you look, sound, and smell like some target two targets instead of one; subtract each creatures
other sort of terrain. This includes adding or removing hit points from the total before moving on to the next 69
structures. The tactile characteristics of the terrain are creature. You can target the creatures in whichever order
unchanged. If the difference isnt obvious by touch, a you wish.
creature carefully examining the illusion can attempt an 7th Level (Tier 5): The range increases to 50 feet, and
Intelligence (Investigation) check against your apex save you can use this talent twice before being required to
DC to disbelieve it. A creature who discerns the illusion finish a long rest.
for what it is, sees it as a vague image superimposed on 9th Level (Tier 6): You roll an additional +1d8 for
the terrain. each of your character levels, and +2d8 for each Hit Die
12th Level (Tier 8): You can use this talent twice be- you spend (without recovering hit points). Targets fall
fore being required to finish a long rest. asleep for one hour.
15th Level (Tier 9): Camouflage lasts until you stop Push (DC 20): Increase the dice by +2d8.
concentrating. You can also imprint a location, which will
affect all targets that walk into range. This effect lasts for
up to a day, but you cannot use camouflage while an im- DEEP SCAN
print is in effect. You attempt to scan the thoughts of someone.
1st Level (Tier 1): You can take a minute concen-
trating on a living creature you are touching. The target
makes a Wisdom saving throw if unwilling. If the creature 9th Level (Tier 10): The first saving throw a target
you choose has an Intelligence of 3 or lower or doesnt makes against deep scan has disadvantage. You can also
speak any language, the creature is unaffected. You are spend a Hit Die (regaining no hit points) to force a target
able to scan the surface thoughts, including its immediate to fail its saving throw. If touching a target, you can push
intentions and what is foremost in its mind at that mo- back further into the targets past, to any point in the tar-
ment. You can attempt to probe deeper with an addition- gets life.
al minute, requiring the target to make a Wisdom saving Push (DC 20): Increase the saving throw DC by 5.
throw. If it fails, you gain insight into its reasoning (if any),
its emotional state, and something that looms large in its DREAMTRANCER
mind (such as something it worries over, loves, or hates). Tier 1, Concentration
Either way, the target knows that you are probing into its You move through the netherscape of untapped
mind. Questions verbally directed at the target creature subconscious to communicate with someone else.
naturally shape the course of its thoughts, allowing a 1st Level (Tier 1): You can take a minute concen-
more successful interrogation. Once a target fails the trating on one unconscious but living creature you have
initial saving throw, you cannot use this talent again until met previously in the past day and is within 100 feet of
you finish a long rest. you. At the end, you enter the target's dream. For up to
1st Level (Tier 2): You no longer need to touch the one minute or until you stop concentrating (whichever
targetyou can now target living creatures up to 30 feet comes last), you can communicate with the target
away that you can see. If you still touch a target, increase through the dreamscape: by default the target believes
your apex DC by 2. If you have both hands free, you can you aren't real, although you can convince them other-
alternately touch two targets (or target one at range and wise. Once during the duration, you can make the target
touch one), but you do not get the DC bonus. make a Wisdom saving throw. If the target fails, you take
2nd Level (Tier 3): The range of deep scan increases control of the dream: otherwise, you can only control
to 120 feet, and is reduced from one minute to one action your dream body and anything you can directly affect with
(for both effects). If touching a target, you can push back it. If you inflict harm on the target or the target inflicts
further into the targets past, as much as 24 hours into the harm on itself, it wakes up: however, if you are in control
past, to retrieve a useful memory. of the dream, the target can only harm itself if you wish it.
3rd Level (Tier 4): You can use this talent twice be- While you are in the dream, you can take no actions
fore being required to finished to finish a long rest. If outside of it. If you suffer damage in reality, the effect
touching a target, you can push back further into the tar- ends. One you exit the dream state, you cannot enter it
gets past, as much as one week into the past, to retrieve again until you finish a long rest.
a useful memory. 1st Level (Tier 2): The target can be within 1 mile,
4th Level (Tier 5): The range of deep scan increases and you can remain in the dream for up to five minutes.
to 1 mile. You only know where the creature is. You can The target must make a Wisdom saving throw each mi-
also use this talent to detect the presence of thinking nute if you are attempting to wrest control of the dream.
creatures you cant see. When you use this talent, you 1st Level (Tier 3): You can bring one additional living
can search for thoughts within 30 feet of you. This effect creature into the dream with you. Creatures brought in
penetrates barriers, but 2 feet of rock, 2 inches of any this way can leave anytime and cannot take control of the
metal other than lead, or a thin sheet of lead blocks you. dream. Dreamtrancer can persist up to one hour, and the
5th Level (Tier 6): The range of deep scan increases target makes a saving throw every five minutes.
to 50 miles, and your range of thought detection increases 1st Level (Tier 4): You can use this talent twice be-
70 to 60 feet. When passive scanning for targets, you still fore being required to finish a long rest, and you can bring
pick surface thoughts, and the effect lasts up to five up to three additional creatures into the dream.
minutes. If touching a target, you can push back further 2nd Level (Tier 5): You can target anyone you have
into the targets past, as much as one month into the met in the past week and range is effectively unlimited.
past, to retrieve a useful memory. You can sustain the dream until the target naturally wakes
6th Level (Tier 7): Passive scanning within 30 feet no up.
longer requires an action or costs a use of the talent. You Push (DC 15): Make this check when attempting to
can still use an action to increase the range to 60 feet. take control of a dream: if you succeed, the target has
7th Level (Tier 8): You can use this talent three times disadvantage on their saving throw.
before being required to finish a long rest. Targets that
fail the saving throw do not know they are being scanned.
If touching a target, you can push back further into the FUGUE STATE
targets past, as much as one year into the past, to re- Tier 3
trieve a useful memory. You send out a cascade of psychic energy to affect those
8th Level (Tier 9): You can directly target up to five around.
targets in range with deep scan, though only the ones you 3rd Level (Tier 3): As an action, target one living crea-
touch suffer the increased DC . ture within 15 feet of you; it must make a Wisdom saving
throw or have disadvantage on all d20 rolls until the end INSTANT FRIENDS
of your next turn. Once a target is affected, you cannot Tier 2, Concentration
use this talent again until you finish a long rest. Don't you remember me? We're old pals! Could I get a
5th Level (Tier 4): Instead of one target, you affect all ride?"
living creatures you want within 15 feet of you. Affected 1st Level (Tier 2): As an action, target one living crea-
targets also have their speed halved. ture within 5 feet that can hear you and has suffered no
7th Level (Tier 5): You can instead target a location damage from you or your allies within the past hour. The
up to 60 feet away. All targets you wish in a 20-foot target makes a Wisdom saving throw: if it fails, it is
sphere at that location must make Wisdom saving throws. charmed by you for 1 minute, until you stop concen-
You can also use this talent twice before being required to trating, or until you or your allies do anything harmful to it
finish a long rest. (whichever comes first). The charmed creature regards
9th Level (Tier 6): If centered on you, any living crea- you as a friendly acquaintance. When the effect ends, the
tures within 30 feet of you are affected. If you create a creature knows it was charmed by you. Once a target
sphere in range, the sphere is 30-feet across and you can recovers from being charmed, you cannot use this talent
target a position up to 120 feet away. again until you finish a long rest.
12th Level (Tier 7): An affected target is paralyzed for 2nd Level (Tier 3): Your range of instant friends in-
one minute or until it suffers damage. creases to 20 feet. The charmed effect lasts for five
Push (DC 20): Double all range values. minutes.
4th Level (Tier 4): You can target two living creatures
IMPRINT instead of one, and the effect lasts for one hour, until you
Concentration, Tier 1 stop concentration, or until you or your allies do anything
You wave your hand and suddenly a piece of paper looks harmful to either one.
like a hundred dollar bill, a copper coin looks like a gold 6th Level (Tier 5): You can use this talent twice be-
coin, or a rock looks like a diamond. Surely there are fore being required to finish a long rest. You also are no
other applications, but you can't think of any. longer required to concentrate to sustain the charmed
1st Level (Tier 1): As an action, touch one object Tiny effect.
or smaller. You make the object look like something else 8th Level (Tier 6): You can target up to four living
of the same approximate size and shape. The illusion only creatures instead of one or two when using instant
affects the objects visual qualities. Observers can make a friends, and the effect lasts for one day, until you stop con-
Perception check opposed by your apex check to identify centration, or until you or your companions do anything
the illusion. The effect lasts until you stop concentrating. harmful to it.
1st Level (Tier 2): You can extend imprint in one of
the following ways: INSTILL CONFIDENCE
Increase the size of the object being imprinted to Tier 2, Concentration
Small. This increases with additional selection to Medium You make someone feel just awesome.
to Large to Gargantuan. 1st Level (Tier 2): As an action, select one living crea-
You can imprint one additional object (to a maxi- ture within 25 feet. Until you break concentration or one
mum of 4). minute passes (whichever comes first), the target has ad-
When you stop concentrating, the imprint lasts for vantage with all ability checks. Once you use this talent,
one additional minute. With additional selections, this you cannot use it again until you finish a long rest.
increases to 10 minutes to 1 hour to 6 hours to 1 day to 1
week.
2nd Level (Tier 3): You can affect up to two living
creatures in range, and targets are also immune to fear.
71
1st Level (Tier 3): Select one additional Tier 2 benefit. 4th Level (Tier 4): The range increases to 60 feet, and
1st Level (Tier 4): Select one additional Tier 2 benefit. you can select up to three living creatures.
1st Level (Tier 5): Select one additional Tier 2 benefit. 8th Level (Tier 5): You can use this talent twice be-
2nd Level (Tier 6): Select one additional Tier 2 bene- fore being required to finish a long rest.
fit. 12th Level (Tier 6): Targets also have advantage with
3rd Level (Tier 7): Select one additional Tier 2 bene- saving throws.
fit.
4th Level (Tier 8): Select one additional Tier 2 bene-
fit. JUMBLE
5th Level (Tier 9): Select one additional Tier 2 bene- Tier 2
fit. The target mixes up his target and ends attacking his best
6th Level (Tier 10): Select one additional Tier 2 bene- friend. That won't go over well.
fit. 1st Level (Tier 2): If a living creature within 50 feet of
you targets you with an attack, you can target it as a reac-
tion. It makes a Wisdom saving throw. If it fails, the tar-
get attacks a different creature of your choice within its
attack range. Once you successfully divert an attack this age.
way, you cannot again until you finish a short or long rest. 9th Level (Tier 8): Increase the range of neural spear
3rd Level (Tier 3): The range of jumble increases to to 200 feet, and increase damage die to 1d10.
100 feet and you can use it when an attack targets an ally 13th Level (Tier 9): If the target fails its save, instead
within ten feet of you. of inflicting damage, until the beginning of your next turn,
6th Level (Tier 4): You can use jumble twice before the target is vulnerable to psychic damage.
being required to finish a short or long rest. 15th Level (Tier 10): You can attempt a third attack
9th Level (Tier 5): You can use jumble three before as part of the same action; only one attack can inflict dam-
being required to finish a short or long rest. age.
14th Level (Tier 6): You can use jumble at-will. Push (DC 20): Increase your tier by 1 for this action.

MATTERS WORSE PUPPETMASTER


Tier 2 Tier 2, Concentration
You're already wiggling around their mind. Might as well You push the target's brain aside and take direct control
cut a few nerves. of the target.
1st Level (Tier 2): As a reaction to an ally dealing 1st Level (Tier 1): As an action, select one living crea-
damage to a creature within 20 feet of you, you can make ture that can be charmed within 10 feet. The target
the hit target make a Wisdom saving throw or suffer an makes a Wisdom saving throw: on a failure, until you stop
additional 1d6 + your apex ability modifier psychic dam- concentrating or until one minute passes (whichever
age. comes first), you take control of the target. A target auto-
1st Level (Tier 3): Increase the range to 40 feet and matically succeeds on this saving throw if it cant be
the damage to 1d8. charmed. You can do one of the following effects.
2nd Level (Tier 4): Increase the range to 60 feet and The target cannot take bonus actions.
the damage to 1d10. The targets speed is reduced to zero.
4th Level (Tier 5): You can elect to inflict no damage You can move the target up to half its speed on its
and instead reduce the targets speed by half until the turn. A target cannot be compelled to move into an obvi-
beginning of your next turn. ously deadly hazard, such as a fire or pit (but it will pro-
5th Level (Tier 6): You can target up to four living voke opportunity attacks to move in the designated direc-
creatures, and the effect lasts for one day, until you stop tion).
concentrating (or if you stop concentrating before one The target is charmed.
hour is up, the remainder of that hour), or until you or The target can use an action to attempt another saving
your allies do anything harmful to any target. throw at the beginning of its turn. Once a target fails the
7th Level (Tier 7): Increase the range to 120 feet and initial save, you cannot use this talent again until you fin-
the damage to 2d6. ish a long rest.
10th Level (Tier 8): You can add your proficiency bo- 1st Level (Tier 2): You can select two effects instead
nus to the saving throw DC . of one. The range of puppetmaster increases to 60 feet.
Push (DC 15): The target automatically fails its save. 2nd Level (Tier 3): You can use this talent twice be-
fore being required to finish a long rest.
NEURAL SPEAR 4th Level (Tier 4): You can use your telepathic link to
Tier 2 issue commands to the creature while you are conscious
(no action required), which it does its best to obey. You
72 You inflict one bitch of an ice-cream headache.
1st Level (Tier 2): As an action, target one living crea- can specify a simple and general course of action. If the
ture within 10 feet you can see. The target makes a Wis- creature completes the order and doesnt receive further
dom saving throw. If it fails, it suffers 1d4 + your apex direction from you, it defends and preserves itself to the
ability modifier psychic damage. best o f its ability.
1st Level (Tier 3): Increase the range of neural spear 6th Level (Tier 5): As part of a single action, you can
to 30 feet, and increase damage die to 1d6. target two living creatures instead of one as a single ac-
1st Level (Tier 4): If the target fails its save, instead tion. You only regain the use of this talent if both saving
of inflicting damage, until the beginning of your next turn, throws succeed.
the target cannot take bonus actions. 8th Level (Tier 6): You can control a target for up to
3rd Level (Tier 5): Increase the range of neural spear five minutes. In addition, the target can make a Wisdom
to 60 feet, and increase damage die to 1d8. saving throw at the end of each minute, but it does not
5th Level (Tier 6): If the target fails its save, instead make a saving throw if making an attack.
of inflicting damage, until the beginning of your next turn, 10th Level (Tier 7): As an action, until the end of your
the targets speed is reduced by half. next turn, one affected creature takes only the actions
6th Level (Tier 7): You can attempt a second attack as you choose, and doesn't do anything that you don't allow
part of the same action; only one attack can inflict dam- it to do. During this time you can also cause the creature
to use a reaction, but this requires you to use your own
reaction as well. Each time the target takes
damage or makes an attack, it makes a new
Wisdom saving throw against the talent. If the
saving throw succeeds, the talent is released.
Creatures interacting with your target may
attempt a Charisma (Bluff) check to tell if the
target is under control.
12th Level (Tier 8): As part of a single ac-
tion, you can target up to four living creatures
as a single action. When attempting to take
complete control of a target, you can control
all the targets under your influence with a sin-
gle actionthough the instructions have to be
the same.
14th Level (Tier 9): The range of puppet-
master increases to 1 mile, and you can control
up to six creatures in range. You can also use
this talent three times before being required
to finish a long rest.
16th Level (Tier 10): Select one target you
have controlled for at least one minute. You
rewrite the target's personality so that it is
convinced you and your allies are its allies until
the end of your next turn. You have no direct
control over the target but are able to give it
instructions which it will try to follow to the
best of its abilities. If you concentrate on the
target for at least five minutes, the effect is permanent. TRANSPLANT
Tier 2, Concentration
TELEPATHY You can either look through someone else's eyes or force
Tier 1 their vision through your own.
You only need to look at them in order to speak volumes. 1st Level (Tier 2): As an action, target one ally within
1st Level (Tier 1): As an action, you can transmit a 60 feet. You can see through that targets eyes. If your
telepathic message to one living creature you can see senses have been tampered with but your targets have-
within 20 feet. The target can respond as you are also nt, you see your targets unaltered vision. This effect
reading the targets mind, though you can easily take con- lasts for 1 hour or until you stop concentrating, whichever
trol of the conversation (and end it at will). Your message comes first. Once this talent expires, you cannot use it
transcends language barriers. again until you finish a long rest.
1st Level (Tier 2): The range of your telepathy im- 1st Level (Tier 3): Your senses include hearing as
proves to 100 feet, and you no longer need to be in line of well, and the range increases to 120 feet. You can also
sight; you are required to have seen the target previously reverse the effect and have your ally experience your
in the last five minutes. senses. The target can end the effect at any time. 73
1st Level (Tier 3): The range of your telepathy in- 2nd Level (Tier 4): You can target any creature with
creases to 500 feet, and this talent is reduced to a bonus this effect. If you use this talent on an unwilling target, it
action. gets a Wisdom saving throw to negate the effect. Because
1st Level (Tier 4): The range of your telepathy in- of the shifted senses, the target has disadvantage with
creases to 1 mile, and you are required to have seen the attack rolls and saving throws. The target can attempt to
target previously in the last week. snap back to their own sense on their turn with an action
1st Level (Tier 5): The range of your telepathy in- by attempting another saving throw.
creases to 100 miles, and you can communicate simulta- 4th Level (Tier 4): You can use this talent twice be-
neously with as many people as your apex ability modifier. fore being required to finish a long rest. You can also
2nd Level (Tier 6): The range of your telepathy in- have as many allies in range as you wish experience your
creases to 5,000 miles, and you can use this ability even if senses.
you are sleeping, in a coma, or unconscious.
3rd Level (Tier 7): The range of your telepathy is
effectively unlimited, though transmission speed is limited
to the speed of light.
TINKER TALENTS sistances, you gain those as well for the duration of the
effect. If used offensively, the target also has disad-
The tinker has more than an affinity with technology: she
vantage with all attacks against you.
has an innate understanding of any system with moving
11th Level (Tier 6): If copycat is used offensively, you
parts. With just a touch or a peek under the hood, she
are able to acquire one trait the target possesses which is
can understand how something works, master the princi-
always in effect. This can include conditions or damage
ples of its function in seconds, and even take control of it.
immunities, extra senses like blindsight or truesight, spe-
This can include biological systems as much as technologi-
cial traits like psionics or spellcasting, and special move-
cal ones. Talents include machine expertise but also bio-
ment types that dont require a physical mutation. It does
logical manipulation as well. There are quite a few Tier 1
not extend to attacks, legendary actions, or any recharge-
talents, but ensure you know where you are going when
able effects.
beginning. You could also combine this talent with other
14th Level (Tier 7): This talent lasts ten minutes.
technology-based classes like the techie from Ultra-
Also, if used offensively, you have advantage with all
modern5.
attack rolls against the target.
18th Level (Tier 8): You can use this talent three
COMMCASTER times before being required to finish a long rest. You can
Tier 2 also benefit from two targets simultaneously, though
You can see wireless communication as if they are strands identical benefits do not stack.
of light in the air. You can tug on them, play with them,
just like a cat with a ball of string. ELITE CRAFTER
1st Level (Tier 2): Your brain operates as a comput-
Tier 1
eryou can access any wifi network in range that you
Parts move into place without any direct input from you.
know the password to, and thus access the internet with
Its almost like you will it to build itself.
only your mind. You can use Intelligence (Computer Use)
1st Level (Tier 1): You are proficient in Intelligence
checks without accessing a computer. You can also access
(Engineering), and you are always counted as having a TL
peripherals (like cameras or doors) as part of that net-
1 Engineering kit, regardless if you actually have one. You
work. You still need to use an action to make any skill
can use your apex check in lieu of Intelligence
checks while accessing a system wirelessly.
(Engineering).
1st Level (Tier 3): You can access any cellular net-
2nd Level (Tier 2): You are always counted as having
work you are withinyou dont need to pay for a provid-
a TL 2 Engineering kit.
er.
4th Level (Tier 3): You are always counted as having
2nd Level (Tier 4): You can psycho-kinetically access a
a TL 3 Engineering kit.
wired network as long as you are within 50 feet of any
6th Level (Tier 4): You are always counted as having
point of that network. You still need to circumvent any
a TL 4 Engineering kit.
encryption or security. You can access a computer by only
8th Level (Tier 5): You are always counted as having
touching it without a need of any interface.
a TL 4 Engineering kit.
3rd Level (Tier 5): Any ability checks you make to
access or use a computer or network require only a bonus
action. ERECTOR-BOX
Tier 2
The entire world is just a piles of building blocks in your
COPYCAT
74 Tier 2
eyes.
1st Level (Tier 2): Spend a minute to create a Small-
You study a targets superior defense and learn to repli-
sized or smaller item from any widgets in your possession
cate it.
or within 5 feet of you. The item quite literally forms in
1st Level (Tier 2): Touch either an ally or make a me-
mid air right in front of you. You have to be able to craft
lee apex attack against a creature. If you hit, you can gain
the item given the amount of widgets and Engineering kit
the targets Dexterity bonus to AC and proficiency bonus
in your possession. This talent can be used in conjunction
to Dexterity saving throws (if it has it) for one minute
with both elite crafter and scavenger. You still cannot
(replacing your own). When you use successfully use this
construct injections or batteries. The constructed item
talent, you cannot use it again until you finish a long rest.
lasts only one minute, and after, falls apart into the widg-
3rd Level (Tier 3): You also gain the targets Dexterity
ets (or unrecoverable raw materials if used with scaven-
bonus to attack rolls for the length of the effect as well
ger). Once you use this talent, you cannot us it again until
(replacing your own). The effect also lasts five minutes.
you finish a long rest.
5th Level (Tier 4): You also gain any proficiency in
1st Level (Tier 3): You can create Medium-sized items
any skills the target possesses as well. You can also use
or smaller (this includes armor and Small vehicles). The
this talent twice before being required to finish a long
constructed item lasts five minutes.
rest.
8th Level (Tier 5): If the target has any damage re-
Tinker Talent Tier Tier Tier Tier Tier Tier Tier Tier Tier Tier
1 2 3 4 5 6 7 8 9 10
Commcaster 1 1 2 3
Copycat 1 3 5 8 11 14 18
Elite Crafter 1 2 4 6 8
Erector-Box 1 1 2 3 5 7
Machine Pace 1 1 1 1
Natural Aptitude 1 1 1 1 1
Proxy 1 1 1 2 3 4 5 6 7 8
Scavenger 1 2 4
Storage Bank 1 1 1
Tech-Jack 1 2 3 4 6 9 12 15
Virtual Hijack 1 2 4 6 10 14 18
Want Not 1
Widget Bag 1 2 4 10

2nd Level (Tier 4): You can create Large-sized items ed from a previous tier.
or smaller (this includes armor and Large vehicles). You 1st Level (Tier 4): You can select one additional skill
can also use this talent twice before being required to or have advantage with checks with a skill already select-
finish a long rest. You can also pull widgets from up to 50 ed from a previous tier. Alternatively, you can select a
feet around you. previously selected skill you have advantage with via a
3rd Level (Tier 5): You can create Huge-sized items or previous tier. When you roll less than 15, set the die roll
smaller. The constructed item lasts ten minutes. to 15.
5th Level (Tier 6): You can create Gargantuan-sized 1st Level (Tier 5): You can select one additional skill
items or smaller. You can also pull widgets from up to 100 or have advantage with checks with a skill already select-
feet around you. ed from a previous tier. Alternatively, you can select a
7th Level (Tier 7): You can create any-sized item. You previously selected skill you have advantage with via a
can also use this talent three times before being required previous tier. When you roll less than 15, set the die roll
to finish a long rest. to 15.

MACHINE PACE PROXY


Tier 1 Tier 2
You dont even have to look at what you are building. Youve analyzed the target enough that you can replicate
Your fingers move with a speed and precision close to that what they consider to be a unique trait.
of a machine. 1st Level (Tier 2): As an action, touch one apex ally:
1st Level (Tier 1): When building technology, the you gain one talent the target possesses up to Tier 1. The
maximum amount you can spend per day increases by talent cannot have limited uses, and it cannot require
50%. other talents to function. You can use the absorbed talent
1st Level (Tier 2): When building technology, the until the end of your next turn. Once you use this talent,
maximum amount you can spend per day increases by you cannot use it again until you finish a long rest.
100%. 1st Level (Tier 3): You gain one talent the target pos-
1st Level (Tier 3): Instead of cost per day as part of a sesses up to Tier 2. An acquired talent lasts one minute.
build schedule, your rate is per hour. You can also acquire a talent with limited uses, although 75
1st Level (Tier 4): Instead of cost per hour as part of a you only gain one use of it.
build schedule, your rate is per minute. 2nd Level (Tier 4): You gain one talent the target pos-
sesses up to Tier 3. You can also use this talent twice be-
NATURAL APTITUDE fore being required to finish a long rest.
Tier 1 3rd Level (Tier 5): You gain one talent the target pos-
Its naturalyou dont even have to try. sesses up to Tier 4. You can alternately use this talent
1st Level (Tier 1): You can use apex checks in place of against a hostile creature, making a melee apex attack. If
Intelligence (Computer Use), Intelligence (Demolitions), you hit, you absorb the targets talent. If you miss, you
Intelligence (Engineer), Wisdom (Medicine), or Intelli- recover the use of this talent.
gence (Sciences) (select one when you gain this talent). 4th Level (Tier 6): You gain one talent the target pos-
1st Level (Tier 2): You can select one additional skill sesses up to Tier 5. You can also use this talent three
or have advantage with checks with a skill already select- times before being required to finish a long rest.
ed from a previous tier. 5th Level (Tier 7): You gain one talent the target pos-
1st Level (Tier 3): You can select one additional skill sesses up to Tier 6. An acquired talent lasts for ten
or have advantage with checks with a skill already select- minutes. If you acquire a limited-use talent with more
than one use, you can use the talent twice (only if the
target had two uses available). TECH-JACK
6th Level (Tier 8): You gain one talent the target pos- Tier 2
sesses up to Tier 7. You can also sustain two absorbed You access a device on the target and momentarily take
talents simultaneously (each counts as a use of this tal- control of it.
ent). 1st Level (Tier 2): As an action, you can attempt a
7th Level (Tier 9): You gain one talent the target pos- melee apex attack against one creature in reach. If you
sesses up to Tier 8. You can also use this talent four times hit, one piece of equipment carried by the target stops
before being required to finish a long rest. working until the end of your next turn. The item cannot
8th Level (Tier 10): You gain one talent the target be used and no longer grants any bonuses, and any abili-
possesses up to Tier 9. An acquired talent can last up to ties the item grants cannot be activated.
on hour. You can also sustain three absorbed talents sim- 2nd Level (Tier 3): If the same item is affected by tech
ultaneously (each counts as a use of this talent). If you -jack three times on consecutive rounds, the item breaks
acquire a limited-use talent with three or more uses, you and can no longer be used until fixed or replaced.
can use the talent three times (assuming the target has at 3rd Level (Tier 4): Tech-jack can be used as a ranged
least three uses). attack, up to 15 feet.
Push (DC 20): The maximum tier of talent you can 4th Level (Tier 5): The range of tech-jack increases to
acquire increases by one. 30 feet.
6th Level (Tier 6): If the same item is affected by tech-
SCAVENGER jack three times on consecutive rounds, the item explodes
Tier 1 into an equal value of widgets. The wielder suffers your
Everything you need is all around you. On shelves, in cup- level + your apex ability modifier piercing damage.
boards, sometimes right from the soil. 9th Level (Tier 7): Instead of breaking, you can
1st Level (Tier 1): You can telekinetically pull widgets attempt an object you are affecting with tech-jack ex-
from your surroundings in most situations, unless the GM plode. Every creature within 5-feet around the target
deems it impossible. After one minute of observation, must make a Dexterity saving throw. Creatures take 2d6 +
you find 10% of the value of an item you are building. apex ability modifier damage on a failed save, half as
This can be simply your luck rifling through shelves or you much a successful one. You can spend one Hit Die, recov-
freakishly levitating minerals out of rocks. Once you use er no hit points, and double the number of damage dice.
this talent, you cannot use it again until you finish a long 12th Level (Tier 8): The radius increases to 20 feet,
rest; you also cannot use it again on the same item being and the damage increases to 5d6 + apex ability modifier
built, not matter how much time passes. damage.
2nd Level (Tier 2): You find 20% of the value of an 15th Level (Tier 9): The radius increases to 30 feet,
item your are building. and the damage increases to 7d6 + apex ability modifier
4th Level (Tier 3): You find 30% of the value of an damage. The range increases to 60 feet.
item your are building.
VIRTUAL HIJACK
STORAGE BANK Tier 2, Concentration
Tier 1 You push the target's brain aside and take direct control
You possess a biological storage drive that allows instant of the target.
recovery of any information you place in it. And you did- 1st Level (Tier 2): As an action, select one robot, or a
76 nt even have to give up any long-term memories to get it.
1st Level (Tier 1): Part of your brain works like a com-
Small piece of equipment within 10 feet. If the target has
a Wisdom score, it makes a Wisdom saving throw; other-
puter. You have advantage on all Intelligence checks. You wise, make a ranged apex attack. If the target fails the
have enough digital storage space in your head for ap- save, it is considered charmed (even if it is normally im-
proximately 20,000 images or documents, 24 hours of mune to being charmed). If you hit, you take control of
video, or 1 month of music or other audio. You can use the item. This effect lasts for one minute or until you stop
this space to encode your own sensory data in a standard concentrating. Once you successfully use this talent, you
file format by making a DC 15 Intelligence (Computer Use) cannot use it again until you finish a long rest.
check. Transfer of data between your storage bank and a 2nd Level (Tier 2): You can control objects up to Me-
regular computer or network requires the commcaster dium sized. If a creature, you can specify a simple and
talent. general course of action. If the creature completes the
1st Level (Tier 2): You can store twice as much digital order and doesnt receive further direction from you, it
data. When you roll less than 10 on an Intelligence check, defends and preserves itself to the best of its ability.
set the die roll to 10. 4th Level (Tier 3): You can control a target for up to
1st Level (Tier 3): You can store ten times as much five minutes. You can control Large-sized items or small-
digital data. When you roll less than 15 on an Intelligence er. The range of virtual hijack increases to 60 feet.
check, set the die roll to 15. 6th Level (Tier 4): As an action, until the end of your
next turn, one affected target takes only the actions you down to the amount it could normally hold for its volume.
choose, and doesn't do anything that you don't allow it to While you can reach into the bag and pick out exactly the
do. During this time you can also cause the creature to part you need without looking, the bag's contents are
use a reaction, but this requires you to use your own reac- otherwise so varied that nobody else can possibly find
tion as well. Each time the target takes damage or makes anything they might be looking for in it.
an attack, it makes a new Wisdom saving throw against 2nd Level (Tier 2): The base weight of the bag as well
the talent. If the saving throw succeeds, the talent is re- as any added weight is reduced by half. The bag also
leased. You can control Huge-sized items or smaller. looks half the size.
10th Level (Tier 5): As part of a single action, you can 4th Level (Tier 3): The base weight of the bag as well
target up to four robots as a single action. You only regain a any added weight is reduced by half. The bag also looks
the use of this talent if all saving throws succeed. When half the size.
attempting to take complete control of a target, you can 10th Level (Tier 4): Your widget bag becomes the
control all the targets under your influence with a single equivalent of a bag of holding. As such, it can old up to
actionthough the instructions have to be the same. You 500 lbs. of anything, including widgets before increasing
can control Gargantuan-sized items or smaller. its own weight.
14th Level (Tier 6): You can also use this talent twice
before being required to finish a long rest. The range of
virtual hijack increases to 100 feet, and you can control up
to six creatures in range. There is no limit on the size of
your target.
18th Level (Tier 7): Select one target you have con-
trolled for at least one minute. You rewrite the target's
programming so that it is convinced you and your allies
are its allies until the end of your next turn. You have no
direct control over the target but are able to give it
instructions which it will try to follow to the best of its
abilities. If you concentrate on the target for at least five
minutes, the effect is permanent.

WANT NOT
Tier 2
Whats one persons garbage is another persons treasure.
1st Level (Tier 2): When gaining widgets from reverse
engineering technology, you acquire one-half the value of
the item in widgets instead of one-fifth.

WIDGET BAG
Tier 1
Everything is just the sum of its parts.
1st Level (Tier 1): You have a widget bag. You can
use widgets to repair, modify, and create items. You keep
pieces handy for on-site repairs. You have enough parts
77
on hand for $100 worth of repairs, regardless of item
type. These parts cannot be sold or traded, and are use-
less to others. The bag weighs 5 lbs. You can increase the
size of this widget bag later by investing in more widgets.
Every $500 adds another 1 lb. When you reach 11th level,
the bags weight drops by half and every additional $1,000
adds another 1 lb. When you reach 21st level, the bags
weight drops by half again and every $100,000 adds an-
other 1 lb. Once invested, you do not get this value back.
When you scavenge technology, the GM may award a
certain value of additional widgets (see Engineer in Ultra-
modern5). Widgets count against the total treasure
awarded. If you select the techie class, your starting widg-
et bag increases to $400. The bag only functions while
you are carrying it: if released, it disgorges its contents
T
he world appears normal, but this is an considering that each Market cell operates under slightly
illusion supported by the complacency of the different rules.
masses dependant on the unflinching rules of
society. Organizations across the world fight Under scrutiny, a Market cell is actually a cabal of
to maintain this illusion, with only a few being aware of smaller groups brought together under a common
the reason. Some do it for the betterment of mankind motivation of kidnapping and controlling errant apex.
while others do it for themselves, either for economic These groups materialize from the corporate sector,
reasons or for self preservation. Only the following four civilian governments, and military agencies, with each
groups, however, are aware of the existence of apex cell having its own unique ratio. In China, for example,
abilities and the people who possess them. the Market cell is wholly governmental, while the
Japanese arm is entirely corporate. Each cell is aware of
78
MARKET the others and even though they claim similar
motivations, they dont always agree. The only accepted
The Market is not one organization but dozens, rule is that a Market cell claims jurisdiction over its
independent but linked, pursuing a common goal of territory. Most often this is honored, though internal
controlling the emerging apex power. Mimicking a Market clashes have occurred when one cells crosses the
terrorist group, Market cells hide scattered throughout border into anothers territory in pursuit of a target.
the globe, in every major city, each falling under the
umbrella term but having their own moniker. Though The Markets objective is to control all apex abilities,
not officially in competition with one another, Market to ensure all apex are firmly under the foot of a Market
cells rarely associate, and there remains doubt that a cell. It is believed that Market alliances are based purely
unified leader actually exists. Rumors whisper of an on the difficulty of locating and controlling apex across
individual known as OBrienassumed to be a nom de the world. Its assumed that if more powerful apex are
guerre in reference to the novel 1984who hands down located, or if one cell gains more power than the others,
directives to cells when intervention is required. This the Market may turn on itself and shatter from internal
leader has never appeared in the flesh and many within competition, and an apex cold war would surely follow.
Market cells assume him to be fictional, especially The unified goal of the Market is to not kill apex if
capture remains a viable option. When apprehended,
apex are convinced to join the cell in pursuit of the an odd safe haven for Chinese, Japanese, and Korean
common cause. Membership pays well and loyalty is apex. The leader of the PDA is unknown and its thought a
rewarded. Those who resist are held in colonies until singular leader does not exist.
they see the logic of accepting their fate.
ENGLAND
The Markets key to success is not only their funding Conspiracy theorists have suggested that British interests
but in possessing apex in their membership. These in apex are represented by the same branches of military
powerful apex wielders often lead missions in the capture intelligence as the SIS, and oddly enough, this is correct.
of their brethren. The Markets only weakness is their However, many of these theories get the designation
preference in taking apex alive. wrong. The misdirection in referring to the British Market
cell as MI-13 may have even been started by the actually
OPPONENTS organization itself, MI-0.
Some Market opponents are apex, though many are
humans. They are also the most technologically advanced MI-0 operates a public office in the basement of the
enemies characters may face. When creating encounters Special Intelligence Service building at Vauxhall Cross in
with the Market, they should be equipped with military London, though their actual headquarters is rumored to
hardware, vehicles, and even attack aircraft. They are also be at Fort Monckton, a historical fort in Gosport,
the most numerous. Large groups may be lead by or Hampshire, sharing space with the MI-6 training center.
flanked with skilled apex. Monkcton also serves as the detention area for captured
apex and is considered to be one of the most heavily
It is also possible that the PCs may be members of one guarded facilities of its type in the world. Its current
of the cells themselves, either openly, as infiltrators, or as leader, Tomison Armitage, a non-apex, often sends MI-0
members of some sort of apex underground railroad. personnel alongside those from The Shop, and the two
Opposition in such cases can come from rogue apex, cells are considered to have the most successful working
defectors from the cell, one of the other organizations relationship of all Market cells. Its been suspected that
opposed to the Market, and even other antagonistic Armitage is a puppet of Peyton Doran. Regardless of that,
Market cells. MI-0 personnel, though fewer in number, are believed to
be most trained with many being apex-gifted graduates of
Here is a list of the most well known Market cells: the SIS program.

CANADA JAPAN
Matrise is a wholly government-funded group with Japans Market cell, under the name Masaru and led by
rumored ties with Oxious. Matrise has been accused of the enigmatic Fusago, was formed originally to protect
being infiltrated and manipulated by members of Oxious. apex which were being discovered in the chains of major
Despite their proximity, Matrise and The Shop seldom see corporations. Although funded by several major
eye-to-eye with the latter accusing Matrises leader, a companies, not one holds authority over Masaru, and its
figure known only as Felquiste, as being a puppet of thought Fusago is actually a powerful string who uses his/
Oxious. It isnt helped by the fact that most of Matrise her abilities to manipulate Japanese corporate interests.
are staffed by apex. Unlike other Market cells, Masaru is rarely seen outside of
Japan, but within their borders, they are more dangerous

CHINA
than the yakuza, the latter of which have clashed with
Masaru on more than one occasion, often on the losing
79
The Peoples Defense Authority is by the far the largest side.
and most fanatical of Market cells, often resulting in
clashes with other nations. Despite appearances of
rivalry, the PDA and The Shop share a tolerable working
RUSSIA
relationship. Although theyve worked together in Africa Its less likely that Russias Spaseniye is run by the
and Eastern Europe, theyve clashed in Hong Kong on government than the other way around. One of the most
more than one occasion. Its still better than North Korea, enigmatic groups, Spaseniye (salvation) is also believed
whose borders are simply ignored by the PDA, with to be the oldest Market cell and the origin of the
Chinas stance being that the DPRK cannot be allowed to legendary OBrien, despite Spaseniyes current leader
possess anyone with apex abilities. The PDA has only being identified as Nikolai Sukhoi. Spaseniye emerged
been caught once in North Korea, but this resulted in the shortly after the Second World War and remained
disastrous Mantapsan Geiger Incident of 2009. inscrutable until the mid 60's, when many of the other
Subsequently, the DPRK formed their own independent Market cells began to emerge. Spaseniye rarely taps its
group, MK-Ultra, whose membership were summarily considerable military muscle, preferring smaller interdic-
assassinated under mysterious circumstances. The lack of tion groups led by or wholly comprised of apex. Similar to
a DPRK Market cell has shockingly turned the region into Chinas PDA, Spaseniye has been known to cross borders
in pursuit of their target, ignoring jurisdiction with nearly identify the Timekeeper have all failed, leading to a theory
every neighboring nation, though oddly leaving the east- that the subject has created a parallel reality by existing in
ern region of their own country alone. Its never been this time period where the Timekeeper is in fact never
fully explained what forces exist in the northeast region of born. Unlike badly written time travel stories, a paradox
Primorsky Krai. The last expedition in 1988 ended in was avoided since the Timekeepers youth was preserved
heads being teleported into the offices of the Lubyanka in the original timeline unaltered by the intervention of
Building in Moscow. The rest of the bodies were later time travel. This current time period is new, whether it be
discovered five years later buried under 200 feet of pre- beneficial to the Timekeeper is anyones guess. He/she
historic ice during a mining operation in Greenland. did this for a reason, and this may lead to the
Timekeepers objective to save other apex from a fate tied
In 1995, the PDA launched their own investigation of to any of the other organizations.
Primorsky Krai by sending a team led by their most power-
ful string. The team was never heard from again but the Oxious believes in the liberation of apex and their
string's passport and watch were later discovered in the acknowledgement by the world. This cannot happen until
stomach of a basking shark which washed ashore in Flori- organizations like the Market, Temple, and the Union are
da six months later. Such a reputation has even made removed. It is rumored that the Timekeeper manipulated
other apex apprehensive of entering the region. Despite the stock market to be a multi-millionaire and now lives
this one caveat, Spaseniye is still considered the most on an island enclave in hope of turning it into a
feared of all Market cells. Those captured are rarely seen micronation where apex can live in peace away from
again, often taken to the extreme north to a former cold- those wishing the use or destroy them. The apex
war gulag. themselves would also be the defenders of this new
nation. As yet, no such nation exists, and its thought
UNITED STATES disciples of the Timekeeper, members of Oxious who
The Shop is a mixed government/corporate cabal heavily wander anonymously, pursue rival organizations, hoping
funded by military contractors and controlled by to intervene before the capture of innocent targets.
government personnel. It is the most heavily funded of
the Market cells, able to bring the full onslaught of the US OPPONENTS
military to bear, through often resorting to private Unlike other organizations, members of Oxious are less
military companies to ensure secrecy. Unlike many opponents and more interested parties involved in the
Market cells, the leader of The Shop is very well known, same encounter. They appear as plot points, and
the English-born string Peyton Doran, a full-time patriot eventually, the players may even find themselves
that would, given a choice, eliminate every apex in the members of the group. Oxious has no known
world not directly controlled by The Shop. Peyton has headquarters and, given the Timekeepers unmatched
personally led operations into rival nations, clashing with teleportation abilities, leadership has been impossible to
Matrise in Montreal and the PDA in Hong Kong. After track. The Timekeeper is the number one threat in the
nearly being killed by a geiger during the Cyprus eyes of the Market and Temple. In the case of Union,
Dhekelia power station crisis of 2012, Peyton has re- they want the Timekeeper on their side; unfortunately,
mained in the United States, delegating most of his au- Oxious has a strict aversion to terrorism and believes
thority to this right-hand man, the psychotic shaper Kross- violence should only be used in defense.
Krufix. Potential applicants have been known to land in
the Guantanamo Bay detention camp but recently, most
80 have been shuffled to a new subterranean facility in New TEMPLE
Mexico. The most hostile anti-apex group in the world, Temple
seeks the complete annihilation of all apex. Capture is not
OXIOUS an option and their tactics have been perfected to
accomplish their mission. Employing stealth and
The last hope for freedom for those gifted to be apex assassination, Temple rarely moves openly, preferring
come from the whispers of an organization lead by an ambush rather that frontal assault. Dating back more
extremely powerful flux nicknamed the Timekeeper. It is than 1300 years, it is believed Temple started in the
believed this flux has avoided capture because of his/her Vatican, but when funds dried up and support for the
capacity for unlimited time travel. It is even believed that clandestine unit waned, Temples leadership parted ways,
the Timekeeper was once, or rather will be a great simultaneously opening its doors to other religions and
scientist, who traveled from a future timeline that has cults which shared their interests.
since been altered. This scientist was able to travel
through time using flux powers by calculating exactly Temple may be officially non-secular, but it welcomes
where Earth would have been in the distant past in any religion that believes in their fanatical judgmental
respect to where it would become. The Timekeeper then opinion of apexthat it is abhorrent to nature and an
arrived to change subsequent events. Attempts to
affront to Gods will. Only divine beings can perform operandi, that which earned him the nickname the
miracles, and when the first apex were discovered Staplegunner.
centuries ago, it was Temple which had to intervene to
suppress their existence, perhaps explaining why miracles Schroeder considers himself reborn with a newfound
appeared aplenty until the last few centuries. Most apex quest to destroy any governmentcrush any army
at the time were either parading themselves in front an which attempts to control or eradicate the emerging apex,
impressionable public or were themselves being paraded which he constitutes as a new threatened minority. He
by a corrupt cult. has sworn to the destruction of both the Market and
Temple, with emphasis on the eradication of the Shop
Temple consider themselves enacting Gods wrath the Market cell operated by the United States. Although
while simultaneously ridding the world of corruption, Temple considers the Union a mortal enemy, the Market
believing since absolute power corrupts absolutely, no doesnt consider them more than a nuisance, believing
apex can avoid eventually acting superior to the rest of them a minuscule terrorist group amounting to less than a
mankind. The Market has not openly tried to collapse dozen members.
Temple despite Temples clear willingness to destroy
them. Temple has been responsible for various In truth, Union is believed to have more than thirty, all
assassinations of apex both being pursued by the Market hanging off the will of Schroeder, the singular head of the
as well as being employed by them. organization, which would likely collapse upon his death.
The moral disparity between the Staplegunner and the
Temple remains a mysterious group, working from Timekeeper have prevented their alliance and even
locations they have spent over a thousand years keeping resulted in numerous conflicts between the Union and
secret. They operate out of every country and have Oxious, with the latter even foiling several Union
developed unique weapons specifically designed to terrorists attacks. When an apex begins to feel pressure
cripple apex and prevent their escape, technology even from those that hunt him or her, they eventually must
the Market wishes they had. Temples leadership choose a side, to be defensive with Oxious or offensive
comprises of seven people, the Circle of Meliusculus, who with Union. Both apex affiliations do share one
move between locations but are suspected to be attributetheir need for discretion. Despite the
somewhere in Eastern Europe. Temple no longer has advantages of going public, as long as the military and
central support within major religions. media remain under control of the Market and as long as
Temple still exists to swear the death of all apex, both
OPPONENTS Oxious and the Temple keep to the shadows, only
exposing themselves when their hands are forced. There
Unlike other organizations, there are absolutely no apex have already been numerous terrorists attacked
within the ranks of Temple. Though Temple cant bring perpetuated by the Union which have been credited to
about the level of artillery accessible to the Markets other groups like al-Qaeda, Hamas, and the IRA.
forces, Temple compensates with techniques and devices
perfected over centuries for the sole purpose of elimi-
nating apex. This includes attacks meant to restrain or OPPONENTS
daze opponents, crippling apex and allowing for the kill. Union is entirely populated by apex unafraid to reveal
Temple assassins are also experts in stealth, able to their powers when called upon. They have clashed with
assassinate targets up close and from afar with equal every other apex-associated organization including
ease. Oxious. They are both a force which ambushes player
characters as well as being enemies intercepted by them.
81
UNION PCs are unlikely to be members themselves, due to the
groups antisocial ideology and willingness to inflict collat-
Not long after the end of the Vietnam War, the American eral damage, as well as the fact that Unions enemies in-
veteran and soon to be ex-patriot Theodore Schroeder, clude absolutely everyone.
after witnessing the acts of fellow serviceman under
orders from a distant and detached government, swore to
no longer allow any authority to force his hand in the
service of political corruption. Schroeder was also a
powerful kinetic and the top assassin for the The Shop.
His excommunication from his Market cell and
subsequent disappearance was covered under the guise
of a failed mission where Schroeder apparently lost his
life. The first indication that he faked his death occurred
five years later when three of the Shops top lieutenants
were killed in the same fashion of Schroeders modus
ADVERSARIES often combined with other offensive apex.

Ultramodern5 introduced adversaries, effectively universal Instant Shield: The defender has a kinetic shield. All
monsters which can be altered based on traits ranged attacks against the defender or against any crea-
templateswhich can be added later. Any creature can ture within 5-feet of the defender has disadvantage. The
technically be given an adversary ability. Unlike the ad- defender also gains a +1 bonus to AC against melee
versaries listed in Ultramodern5, adversaries in Apex may attacks.
be also listed by a challenge adjustment, which will not
affect any other entry in the creature, but will affect its Challenge Adjustment: +1/2
level in both building an encounter and in calculating ex-
perience.
DISPLACER [Flux]
Alternate Paths: Several adversaries are listed with A displacer is a flux apex who focused his or her talent in
different approaches, or paths in applying the template. teleportation. Whether specialized in melee or ranged
An opponent on the field can have one or even both combat, a displacer is an exceptionally difficult enemy to
paths; regardless, opponents with either are still counted target.
as having the same adversary template. Although under
normal circumstances applying more than one adversary Path One
template to an encounter is discouraged, these are not Jumper: Each time a displacer moves (except by
normal circumstances (but still, remember to take care forced movement), the movement is a teleport.
tracking which enemies belong to which template).
Challenge Adjustment: +1/2
APE [Freak/Morph]
The ape has a large trunk-like body and articulate digits on Path Two
his feet. He doesnt normally go into the chest pounding Quantum Shift (recharge 4, 5, 6): The displacer can
or the bellowing, but dont take the option off the table. use 30 feet of movement and teleport up to 150 feet.

All Thumbs Supercharge (recharges after a short or long rest):


The apes speed is reduced by 5 feet, but he is able to The displacer can use 30 feet of movement and teleport
hold and wield weapons with any limb. He also gains a itself and one Medium-sized or smaller target it is grab-
climb speed of 20 feet and has advantage with all grapple bing up to 50 miles.
check (both attempting and escaping.
Challenge Adjustment: +1/2
Hard Hide
The ape has resistance to bludgeoning damage from non- Path Three
magical weapons. Priority Port : The displacer can use 30 feet of move-
ment and swap positions with any other displacer in the
encounter.
BURST [Phenom]
The burst is fast, real fast. Able to outpace even his allies,
ENSLAVED
82 the burst is incredibly difficult to target, and defeating him
involves more figuring out where he will be rather than The enslaved are innocent victims of a powerful string,
where he is. who need not necessarily be present on the battlefield in
order to manipulate them. The enslaved share a master
Record Breaker: The burst gains a +10 bonus to and thus are able to synchronize their actions perfectly.
speed and a +2 bonus to Dexterity saving throws.
Path 1
Aligned: When rolling for initiative, roll once for each
Acceleration: Each turn the burst moves, his speed enslaved in the encounter and use the highest result for
increases by +5 feet . This is cumulative with a limit of all of them. If more than one enslaved attacks the same
+100, and the bonus is lost if the burst does not move on target, they each gain a +2 bonus to damage rolls.
his turn.
Path 2
DEFENDER [Kinetic] Coordination: When rolling for initiative, roll once
Specializing in bodyguard duty, a defender is a focused for each enslaved and use the highest result for all of
kinetic able to protect himself and others from outside them. If this enslaved is within 5-feet of an opponent that
ranged attack. Defenders are rarely seen by themselves, is within 5-feet of at least one other enslaved, this en-
slaved has advantage with attack rolls. around them.

FALCON [Morph] Path One


The falcon wears glasses to cover his bird-like eyes, and Proxy Position: As a bonus action, the rapid can treat
heavy clothing to attempt to conceal (badly) other avian any space within 5 feet as his space for the purposes of his
characteristics. next attack.

Bulge in the Jacket: The falcon has wings which can- Path Two
not be concealed easily. He gains a fly speed of 35. He Gauss: The rapid cannot be disarmed, does not re-
has disadvantage to checks to hide the wings. quire a weapon for ranged weapon attacks, and gains a +1
bonus to ranged attack rolls against creatures within 5
Birdman: The falcon has advantage with Wisdom feet.
(Perception) checks and gains a +5 bonus to passive per-
ception. His weight is reduced by half.
RENEW [Freak]
The renew is a difficult character to kill, able to regenerate
injuries and even lost limbs. They stopped caring about
NAIL [Freak] pain a long time ago. Renews are also long lived and im-
A nail is a freak with a vicious melee attack, precluding the mune to most ailments.
need for actual melee weapons. He cannot be disarmed.
Immunities: The renew has immunity to poison and
Knuckle Sandwich: A nails melee basic attack, re- to all diseases.
gardless of the weapon listed, is a natural weapon. The
attack gains a +2 bonus to damage. Troll-Like: The renew regains hit points at the start
of it turn equal to the number of its Hit Dice. This trait
QUICKENER does not work if the renew is reduced to 0 hit points, but
after 30 minutes, the renew regains 1 hit point. Only
[Kinetic/Phenom] when reduced to ash is a renew truly killed.
Similar to the displacer, the quickener is usually a kinetic,
but his specialty differs in that he can compress time, re- Challenge Adjustment: +1
sulting in increased reflexes.
SCANNER [Specter]
Path One A scanner is equipped with sharper radar than a ballistic
Adrenaline Push (recharge 4-6): The quickener uses missile submarine. The scanner often has eyes slightly
one his actions as a bonus action. larger than a normal person.

Hard to Catch: The quickener gains a +1 bonus to AC Lose Nothing: The scanner has darkvision 120 ft. and
and Dexterity saving throws. truesight 20 ft.. He also has advantage with Wisdom
(Perception) and gains +5 bonus to passive perception.
Challenge Adjustment: +1/2 The scanner can pick up any apex power or apex individu-
al within a 100 feet.
Path Two 83
Capacitor Compression (recharges after a short or SHADOW
long rest): The quickener gains 3 actions. At any point
on his turn, he can use this action in addition to his own [Kinetic/Morph/Specter]
(max one per round). The shadow is a stealthy target, hard to locate, gifted with
abilities enabling him to vanish into surroundings. He
Challenge Adjustment: +1/2 accomplishes this either using light bending or traditional
color shifting camouflage.
RAPID [Kinetic]
Rapids are kinetics specialized in the acceleration of pro- Path One
jectiles. Like traditional apex, they are able to move Blend: The shadow has advantage with Dexterity
weapons around corners out of reach but they have also (Stealth) and Wisdom (Perception) checks.
developed the ability to accelerate the bullets without the
need of a firearm. Despite not technically requiring bul- Path Two
lets, many rapids still prefer having them nearby, even to Thermoptics: As an action, the shadow is invisible
the extent of floating thousands of rounds of ammunition until the start of its next turn. If the shadow moves, this is
reduced to three-quarters cover.
SPECIFIC
TEMPLE DISCIPLE OPPONENTS
A temple disciple is specialized in eradication of discov-
ered apex. Their tools and weapons are designed specifi- ARC
cally to disable apex and prevent the use of their abilities, Arc, whose real name was Emily Calloway, claims to have
rendering them normal people. to no biological father. As the story goes, her mother,
later killed by Temple, was struck by lightning and Arc was
Stunners: Select one of the temple disciples non- born nine months later, an effective clone of her mother.
area-based attacks. If the temple disciple hits target with Although this is almost certainly untrue, Arc does bear
the selected attack, the target is stunned until the start of more than an uncanny resemblance to her mother. De-
the temple disciples next turn. spite attempts to bring her into Oxious, Arc continues to
operate independently. Oxious is hoping Arc will give up
THERIA [Morph] her obsessive crusade to kill every member of Temple, a
campaign which has already claimed ten victims. Arc no
A theria is as close to an animal a morph can become longer answers to her biological name, choosing Arc over
without growing fur. They are still difficult to locate if her second choice, AC in reference to her loyalty to her
attempting to hide but when revealed, their mutations are idol, Nikola Tesla.
obvious.

Wag: The theria has a prehensile tail which counts as ARC (Kinetic / Shaper)
a hand. He has advantage with Dexterity (Acrobatics) Medium apex human, neutral
checks when able to use his tail. A check is required to Armor Class 17 (armor)
Hit Points 136 (16d8+64)
conceal the tail.
Speed 50ft.
STR DEX CON INT WIS CHA

DHAMPIR [Siphon] Saving Throws Dex +9, Wis +9


The dhampir is a dangerous opponent capable of robbing Skills Acrobatics +8, Apex +7, Perception +7, Stealth
enemies of their life essence to recover his own. He may +8
Senses Passive Perception 17
also use it to heal his allies. Languages English, French
Challenge 10 (5,900 XP)
Dhampir: Any damage the dhampir inflicts with a Unstoppable. Arc ignores difficult terrain and can move
melee attack restores an equal number of either the across any solid or liquid surface.
dhampirs own hit points or the hit points of an ally within
5-feet. Blinding Speed (Recharge 4, 5, 6). Arc moves up to 100
feet. If Arc is targeted by an opportunity attack during this
movement, regardless if it hits, the attacker takes 10 light-
Challenge Adjustment: +1 ning damage.

Actions
WMD [Geiger/Shaper] Multiattack. Arc makes any two other attacks.
84 The WMD is capable of releasing inbuilt energy in the
form of devastating particle beams or flame bursts. This Spark. Melee Apex Attack: +8 to hit. Reach 5 ft., one crea-
weapon cannot be disarmed, so a WMD will most likely ture. Hit: 7 (1d6+1) bludgeoning damage + 10 (1d10+4)
lightning damage, and the target either suffers identical
need to be killed.
lightning damage at the start of Arcs next turn or is
pushed 10 feet.
Path One
Shock Jockey. Ranged Apex Attack: +8 to hit, range 50/100 ft.
Solar: All the WMDs ranged attacks become apex
Hit: 15 (2d10+5) lightning damage and the targets speed is
attacks. They also inflict fire damage. Double the range of reduced by half until the beginning of Arcs next turn.
these attacks.
Reactions
Path Two Feedback Loop. As a reaction to being hit by a melee at-
Bounce (Recharge 6): As a reaction, the WMD can tack, Arc inflicts (10) 1d10+5 lightning damage on the tar-
absorb the damage of one hit and gains a bonus to dam- get.
age on his next hit equal to the same amount.

Level Adjustment: +1
ARICHBALD BRIDGE FOSSIL KEATON
Archibald Bridge was born into academia and became one Fossil is a borderline psychotic Market thug employed by
of the worlds most foremost quantum physicists. He Spaseniye. One of his more bizarre mutations is his ability
kept his abilities secret for decades until it became una- to fire his knuckle like a captive bolt gun, capable of killing
voidable. On the top of Temples hit list, Archibald fell in targets with a single touch, his preferred method of assas-
with MI-0, which promised him protection in exchange for sination. Fossil is rarely used in enlistment missions. His
his services. Since then, Archibald has become a true be- other noteworthy talent is his ability to alter his age, from
liever that those with apex abilities should be regulated child to senior. Because of this, coupled with an uncanny
and controlled. Archibald prides himself in his 100% suc- regenerative ability, no one is sure how old Fossil his.
cess rate in bringing potential recruits alive, and has Even though he prefers to move about between 25 and
gained a reputation for that and in being one of the most 40, he has been known to settle into other ages to satisfy
powerful fluxes on the planet, exhibiting powers few oth- numerous fetishes Spaseniye is aware of but chooses to
ers have been able to replicate. ignore.

ARCHIBALD BRIDGE (Flux) FOSSIL KEATON


Medium apex human, neutral
Armor Class 17 (natural armor)
(Freak/Morph)
Medium apex human, neutral evil
Hit Points 157 (15d8+75)
Speed 30ft., Fly 40 ft. Armor Class 16 (armor)
Hit Points 123 (14d8+60)
STR DEX CON INT WIS CHA Speed 30ft.
STR DEX CON INT WIS CHA
Saving Throws Str +9, Con +10, Int +10
Skills Apex +10, Insight +8, Perception +8
Senses Passive Perception 18 Saving Throws Str +9, Con +8
Languages English, French, Spanish Skills Acrobatics +6, Deception +7, Perception +5, Persua-
Challenge 9 (5,000 XP) sion +7
Senses Passive Perception 15
Actions Languages English, Russian
Multiattack. Archibald Bridge makes any two other attacks. Challenge 7 (2,900 XP)
Bolt Knuckle. Once per turn, if Fossil hits with his fist at-
Spherical Jump. Archibald sends out a force wave, which tack, he inflicts 15 extra piercing damage.
affects all creatures within 10 feet. Each target must suc-
ceed on a DC 15 Dexterity saving throw or take 10
Cell Domination. Fossil can spend 30 feet of movement
(1d10+5) force damage and be pushed 5 feet. Archibald
then teleports 5 feet.
and regain 5 hit points.

Horizon Blast. Melee Apex Attack: +8 to hit, reach 5 ft., one Actions
target. Hit: 13 (2d8+5) force damage, and the target is Multiattack. Fossil makes three fist attacks.
teleported up to 20 feet.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 8 (1d6+5)
Phase Transition. Melee Apex Attack (recharge 5, 6): +8 to bludgeoning damage.
hit, reach 5 ft., one target. Hit: 11 (2d6+5) force damage,
and the target vanishes. On its turn, the target can at- Geriaction. Fossil can change his shape to resemble himself
tempt a DC 14 Wisdom saving throw or remain in the
void. On a success, the target returns within 20 feet of its
at any age. His baseline is 35 years, and if he increases or
decreases his age by 20 years or more, he has advantage
85
original location (determined by Archibald) and is prone. with checks to convince people he is not Fossil and is of
the age he claims.
Reactions
Tannhauser Gate. If Archibald is hit by an attack, he tele- Reactions
ports up to 15 feet away without suffering any damage. Persistent. If a creature in reach uses moves out of reach,
regardless of how, Fossil can move up to ten feet towards
that target.
GRIZZLY PROTEUS
Grizzly is an extreme morph with a thick layer of body hair Although no one has admitted seeing Proteuss true form,
covering leathery skin earned from years living in the Ca- one suggestion implies he (or she) resembles an elongat-
nadian north where he worked in the Albertan oil fields ed, androgynous fetus, lacking a nose and most other
until being discovered. Since then, he has kept ahead of physical characteristics, even to the extent of having
both Temple and Market forces attempting to kill or cap- translucent skin. Proteus is one of the only known
ture him. He has refused attempts to enlist him in both morphs able to maintain a form indefinitely with rumors
Oxious and Union. He continues to be a freelance apex that she (or he) has done so for decades at a time for
leasing his skills to whoever pays him. over a thousand years. The most fanciful claim alleges
Proteus is the legendary apex-zero and that his (or her)
genes surviving through her (or his) descendants have
GRIZZLY sowed the apex crisis in the first place. Currently, Proteus
Medium apex human, neutral claims allegiance to Union, but appears to be more of a
Armor Class 18 (armor)
consultant than a member, as he (or she) has frequently
Hit Points 110 (l2d8+50)
Speed 40 ft. taken actions outside or even contrary to the Staplegun-
ners directives.
STR DEX CON INT WIS CHA

Saving Throws Dex +8, Con +8 PROTEUS


Skills Athletics +8, Acrobatics +8, Stealth +8 Medium apex human, neutral
Condition Immunities frightened
Armor Class 18 (armor)
Senses Passive Perception 12
Hit Points 104 (16d8+32)
Languages English
Speed 35ft.
Challenge 6 (2,300 XP)
Bear-Like Rage: Grizzly lets out a tremendous scream. STR DEX CON INT WIS CHA
Each creature of Grizzlys choice that is within 10 feet of
him must succeed on a DC 14 Wisdom saving throw or Saving Throws Dex +10, Int +9, Cha +10
become frightened for 1 minute. A creature can repeat the Skills Deception +10, Persuasion +10, History +10
saving throw at the end of each of its turns, ending the Senses Passive Perception 12
effect on itself on a success. If a creature saves against the Languages One language (usually English)
saving throw or the effect ends for it, the creature is im- Challenge 8 (3,900 XP)
mune to Grizzlys bear-like rage for the next 24 hours. Shudder. Once per turn, taking no action, even in the middle
of another action, Proteus can use Disengage action and
Pounce. If Grizzly moves at least 30 feet straight toward a move 5 feet.
creature and then hits it with at least one extensions at-
tack on the same turn, that target must succeed on a DC
17 Strength saving throw or be knocked prone. Grizzly Actions
can make a bite attack against prone targets as a bonus Multiattack. Proteus makes three carbon nails attacks.
action.
Carbon Nails. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 5 (1d8+5) bludgeoning damage, and target is
Actions pushed 5 feet.
Multiattack. Grizzly makes two extensions attacks.
Polymorph. Proteus alters its physical form to appear as any
Extensions. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium-sized creature until it uses change shape again or
86 target. Hit: 9 (1d8 + 5) slashing damage. until it drops to 0 hit points. This can include unique indi-
viduals. Proteus retains its statistics in its new form, and its
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. clothing, armor, and possessions do not change and are not
Hit: 16 (2d6+10) piercing damage. absorbed into the new form. If Proteus assumes the form
of a unique individual, other creatures can attempt a check
to pierce the disguise.
SEBASTION FIRE SHADOWTRANCER
MARSHAL Shadowtrancer, whose real name (and even real gender)
Sebastian Marshal is one of the Staplegunners lieuten- is unknown, is an assassin employed by the Shop but one
ants and one of the more dangerous opponents anyone rarely employed to take out fellow apex, instead being
can meet. He is singlehandedly responsible for numerous used to surgically remove the enemies of the Shop while
acts of terror. His specialty is igniting populated targets they pursue prospective targets. Shadowtrancer has a
with him still in the area of effect. In combat, he prefers renowned hatred of Temple and enjoys removing mem-
attacks which cause the most collateral damage, anything bers from the planet, but has also been employed to even
combustible. He believes he was born in fire. Although take out rival Market agents in the same region as the
immune to his own effects, he has been known to walk Shop. Shadowtrancer does not actually show any signs of
into combat wearing a fire proximity suit. disapproval or remorse at being ordered to take out an-
other apex or if terminating an apex target proves to be
SEBASTION FIRE unavoidable, and thus is doubted to have any personal
morals beyond those which the Shop expects.
MARSHAL (Shaper)
Medium apex human, chaotic evil
Armor Class 20 (armor)
Hit Points 152 (16d8+80)
SHADOWTRANCER (Specter)
Medium apex human, neutral
Speed 30ft.
Armor Class 20 (armor+apex)
STR DEX CON INT WIS CHA Hit Points 104 (16d8+32)
Speed 30ft.
Skills Acrobatics +10, Athletics +9, Perception +8 STR DEX CON INT WIS CHA
Senses Passive Perception 18
Damage Immunities Fire
Languages English Saving Throws Wis +9, Cha +9
Challenge 16 (15,000 XP) Skills Acrobatics +9, Stealth +9, Insight +9, Perception +9,
Deception +9
Flame Kissed. If Sebastian starts his turn within fire, he
Senses passive Perception 19
regains 10 hit points.
Languages English
Challenge 10 (5,900 XP)
Actions Slippage. Shadowtrancer has advantage with all Dexterity-
Multiattack. Sebastian makes any other three attacks. Only based ability checks.
one can be a recharge talent.
Future Pool. Shadowtrancer has a pool of six d20 results he
Flaming Hand. Melee Weapon Attack: +12 to hit, reach 5 can replace with any die roll he makes. When Shad-
ft., one target. Hit: 7 (1d6+4) bludgeoning damage and 21 owtrancer first appears, roll these dice and set them aside.
(4d6+7) fire damage. Every minute, he can roll a new result and replace one he
already has or add to a total of six.
Firestarter (Recharge 6). Sebastian ejects fire in a 30-foot
cone starting from him. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 56 (16d6) Actions
fire damage on a failed save, or half as much damage on a Multiattack. Shadowtrancer makes any other three attacks.
successful one. The area of effect remains on fire for 1
minute. Any target starting its turn or entering this space Kukri. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
takes 9 (3d6) fire damage. Hit: 8 (1d6+5) slashing damage.

Silence Pistol. Ranged Weapon Attack: +9 to hit, range


87
Flame Wall (Recharge 6). Sebastian creates fire in a 60-
foot line that is 5 feet wide. The start of this wall can be 50/500 ft., one target. Hit: 8 (1d6+5) piercing damage.
anywhere within 30 feet of Sebastian point in any direc-
tion. Each creature in that line must make a DC 17 Dex- Dark Envelope. Shadowtrancer is invisible until the start of
terity saving throw. Taking 56 (16d6) fire damage on a its next turn. If he uses this talent again at the beginning of
failed save, or half as much damage on a successful one. his turn, the effect is not broken. This effect ends of Shad-
The flame wall remains for 1 minute, blocking line of site owtrancer suffers damage or makes an attack.
and granting total cover. Any target starting its turn or
passing throw this space takes 9 (3d6) fire damage. Reactions
Death Vision. Once per day, if Shadowtrancer is reduced
Fire Halo (Recharge 6). Sebastian ejects fire in a 10-foot to zero hit points, he appears thirty feet away with 50 hit
sphere centered on him. Each creature in that area must points, the last few moments technically not ever occur-
make a DC 17 Dexterity saving throw, taking 56 (16d6) ring.
fire damage on a failed save, or half as much damage on a
successful one. Regardless of the result, all creatures Me-
dium-sized or smaller are pushed to the edge of the
sphere.
VAMP
Vamp is not a vampire but she tries to be. The problem is
that shes not inherently a bad person. A known Oxious
lieutenant, her eccentric mannerisms are often tolerated
by her kin. Her pronounced canines are plastic and her
accent is faked. She sounds like someone from an inde-
terminate part of Europe (tends to vary wildly even during
the same conversation) but is actually from Western Can-
ada. She was born Elina Clarke, an avid cosplayer until her
powers emerged out of puberty. It is believed her com-
monly-seen outfit is actually her old costume. She loves
burying herself in the part and believes her role, along
with striking fear in enemies, also serves to protect the
identity of her family. She has been known to break char-
acter when faced against truly superior opponents. De-
spite her outward persona, Vamp has never taken an in-
nocent life and only acts aggressively when other lives are
in danger.

VAMP (Siphon/String)
Medium apex human, chaotic good
Armor Class 16 (armor)
Hit Points 119 (14d8+60)
Speed 30ft.
STR DEX CON INT WIS CHA

Saving Throws Str +8, Dex +8


Skills Acrobatics +8, Athletics +8, Stealth +8, Deception +6
Senses Passive Perception 10
Languages English, Japanese
Challenge 7 (2,900 XP)
Capacitor. When Vamp inflicts damage with bloodplay, she
can store up to 10 points of damage per turn into her
capacitor. For every 10 feet of movement she uses, she can
divert up to 10 points of damage from capacitor to regain
her points. She can spend 30 feet of movement and 20
damage from her capacitor to gain an additional action this
same turn.

Actions
Multiattack. Vamp makes two bloodplay attacks.,

Bloodplay. Melee Weapon Attack: +8 to hit, reach 5 ft., one


88 living creature. Hit: 9 (2d4+5) necrotic damage. Also see
capacitor. Also, if bloodplay misses, Vamp gains a +1 to at-
tack with her next use of bloodplay against the same tar-
getthis is cumulative up to +3 and is list once Vamp hits
or changes targets.

Mesmerstare. Vamp targets one living creature she can see


within 30 feet of her. If the target can see Vamp, the target
must succeed on a DC 14 Wisdom saving throw against
this apex talent or be charmed by Vamp. The charmed
target regards Vamp as a trusted friend to be heeded and
protected. Although the target isn't under Vamps control,
it takes Vamps request or action in the most favorable
way it can. Each time Vamp or her allies do anything
harmful to the target, it can repeat the saving throw, end-
ing the effect on itself on a success. Otherwise, the effect
lasts 24 hours or until Vamp is killed or takes a bonus
action to end the effect.
Addiction (sacrifice) 9 Renew (monster) 83
Alter 28 Sacrifice 8
Amethyst 5 Scanner (monster) 83
Ape (monster) 81 Sebastian Fire Marshal (monster) 87
Apex (check, talents) 5 Shadow (monster) 83
Arc (monster) 84 Shadowtrancer (monster) 87
Archibald Bridge (monster) 85 Shaper (ladder) 21
Blind (sacrifice) 9 Shapeshifter (lifepath) 10
Burst (monster) 83 Simple Deficiency (sacrifice) 9
Canada 79 Siphon (ladder) 22
China 79 Specter (ladder) 23
Chrysalis 26 String (ladder) 24
Clairvoyant (lifepath) 10 Surge (sacrifice) 9
Clichd Hero (lifepath) 10 Technopathic (lifepath) 10
Concentration 28 Telekinetic (lifepath) 10
Dhampir (monster) 83 Telepath (lifepath) 10
Deaf (sacrifice) 9 Teleporter (lifepath) 10
Defender (monster) 81 Temple 80
Deformity (sacrifice) 9 Temple Disciple (monster) 83
Displacer (monster) 82 Theria (monster) 83
Elderly (sacrifice) 9 Tinker (ladder) 25
England 79 Tragedy 11
Enslaved (monster) 82 Unlucky (sacrifice) 11
Evolved 27 Unintelligent (sacrifice) 9
Falcon (monster) 83 Union 80
Flux (ladder) 16 Vamp (monster) 88
Foil (sacrifice) 9 Windfall 13
Fossil Keaton (monster) 84 WMD (monster) 84
Fragile (sacrifice) 9
Freak (ladder) 17
Geiger (ladder) 18
Grizzly (monster) 83
Handicapped (sacrifice) 10
Healer (lifepath) 10
Hideous (sacrifice) 10
Japan 79
Kinetic (ladder) 19
Mega (lifepath) 10
Mental Disorder (sacrifice) 10 89
Metabolic Diseases (sacrifice) 10
Morph (ladder) 20
Mutant (lifepath) 10
Mute (sacrifice) 9
Nail (monster) 83
Nuke (lifepath) 10
Object 9
Oxious 80
Paraplegic (sacrifice) 9
Phenom (ladder) 21
Power Limitation (sacrifice) 9
Proteus (monster) 85
Push 6
Quickener (monster) 83
Race 8
Rapid (monster) 83

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