Cyberunner
Peering beneath the surface, his surroundings burst into a vibrant collection of data streams and commands. He brushes his fingers along the surface of a command board that only he can see. His implant runs white-hot, coursing with strings of code granting him control of the energies that shape the universe. Cyberunners are starborns who can view the world as if it were a complex, digital design. Through this unique perspective, they can decipher and manipulate energy at a molecular level, almost as if recording a machine. Such abilities often awaken through their own exposure to the advanced technologies that preside over day-to-day life. Over the years, many of them have earned the nickname “world-hacker."
INTERLACED REALITY
Cyberunners have two different perspectives. One is the world as viewed by the mundane eye. The other is that of a weave of data streams and codes, superimposed on top of the mundane view. Much like the augmented reality experienced by SSN users, cyberunners refer to this as their Interlaced Reality— an advanced user mode that enables them to “hack the world” and manipulate its energies. Though the cyberunner's control over the physical world and the Stellar Sigma Net (SSN) are completely separate, the concepts are very much the same. This is why many cyberunners often come from those skilled in either computers or other technical sciences.PROGRAM PERSONIFIED
In the SSN, users are represented by a digital avatar. Cyberunners likewise possess an avatar but their persona manifests itself whenever they channel their powers through their solorium device, usually an implant that interfaces directly with the brain. While a cyberunner can choose the appearance of their persona it is an entity from the SSN that was discovered during their SSN activities in the form virtual entity, rogue artificial intelligence or construct, and has an intellect of its own.PERSONA’S ATTITUDE
The relationship between cyberunners and their personas are all unique. The feeling that a cyberunner holds for their persona, whether positive or negative, might be reciprocated by the persona, or two participants in the relationship might view another with opposing emotions. When you determine the attitude your cyberunner character holds towards your persona, also consider how things look from the persona’s perspective. How does your persona behave towards you? Is your persona a friend and ally, or an enemy that grants you power only because you forced a bond with it?PROGRAM PERSONIFIED
In the SSN, users are represented by a digital avatar. Cyberunners likewise possess an avatar but their persona manifests itself whenever they channel their powers through their solorium device, usually an implant that interfaces directly with the brain. While a cyberunner can choose the appearance of their persona it is an entity from the SSN that was discovered during their SSN activities in the form virtual entity, rogue artificial intelligence or construct, and has an intellect of its own.PERSONA’S ATTITUDE
The relationship between cyberunners and their personas are all unique. The feeling that a cyberunner holds for their persona, whether positive or negative, might be reciprocated by the persona, or two participants in the relationship might view another with opposing emotions. When you determine the attitude your cyberunner character holds towards your persona, also consider how things look from the persona’s perspective. How does your persona behave towards you? Is your persona a friend and ally, or an enemy that grants you power only because youPERSONA ATTITUDES TABLE
| D6 | ATTITUDES |
|---|---|
| 1 | Your persona has guided and helped your family for generations and is kindly towards you. |
| 2 | Each interaction with your capricious persona is a surprise, whether pleasant or painful. |
| 3 | Your persona is the memories of a long-dead hero who sees your bond as a way for it to continue to influence the galaxy. |
| 4 | Your persona is a strict disciplinarian but treats you with a measure of respect. |
| 5 | Your persona tricked you into a pact and treats you as a slave. |
| 6 | You are mostly left to your own devices, with no interference from your persona. Sometimes you dread the demands it makes when it does appear. |
EULA
A person's end user license agreement can range from a loose agreement to a formal contract with lengthy, detailed classes and lists of requirements. The terms of the EULA what a cyberunner must do to receive the persona’s favor are always directed by the persona. On occasion, those terms include special provisions that might seem odd or whimsical, but cyberunners take these dictates as seriously as they do the other requirements of their persona. Does your character have a persona that requires you to change your behavior in an unusual or seemingly frivolous way? Even if your persona hasn’t imposed such a duty on you already, that to to say it couldn’t still happen.SPECIAL TERMS TABLE
| 1D6 | TERMS |
|---|---|
| 1 | When directed, you must take immediate action against a specific enemy of your persona. |
| 2 | Your persona tests your willpower; you are required to abstain from alcohol and other intoxicants. |
| 3 | At least once a day you must graffiti your persona’s name or symbols on the wall of a building. |
| 4 | You must occasionally conduct bizarre rituals to maintain your EULA. |
| 5 | You can never wear the same outfit twice, since your patron finds such predictability to be boring. |
| 6 | When you use a complex pattern, you must speak your persona’s name aloud or risk incurring its displeasure. |
BINDING MARK
Some personas make a habit of, and enjoy, marking the cyberunner under their sway in some fashion. A binding mark makes it clear to those who know about such things that the individual in question is bound to the persona’s service. A cyberunner might take advantage of such a mark, claiming it as proof of one’s agreement, or might want to keep it under wraps (if possible to avoid the difficulties it might bring. If your cyberunner pact comes with a binding mark, how you feel about displaying it probably depends on the nature of your relationship with the one who gave it to you. Is the mark a source of pride or something you are secretly ashamed of?BINDING MARKS TABLE
| D6 | MARK |
|---|---|
| 1 | One of your eyes glows. |
| 2 | Your cybernetic pathways glow fluorescent purple. |
| 3 | You display outward symptoms of a disease but suffer no ill effects from it. |
| 4 | Your skin is an unnatural color. |
| 5 | You have replaced your eyes with cybernetic goggles. |
| 6 | Your finger nails glow in the dark. |
CREATING A CYBERUNNER
While creating your cyberunner, take a look at your character’s personality and life experiences. Do they have a love for technology or have a natural aptitude for it? Perhaps they have a career as a technician or scientist. Perhaps they were instead exposed to it since birth. Or maybe they discovered a secret language deep in the ruins of the older species that somehow resonated with them? You may then wish to decide how you’ve adjusted to these awakened abilities and what impact they may have had on your life since then.ABILITY SCORES
Intelligence should be your primary ability score followed by Constitution. Strength or Dexterity could be useful for weapon use.CYBERUNNER TABLE
| LEVEL | PROFICIENCY BONUS | FEATURES | PRIME TALENTS | TALENTS KNOWN | TALENT SLOTS | SLOT RANK | COMPLEX PATTERNS |
|---|---|---|---|---|---|---|---|
| 1st | 2 | Persona, Code Channeling | 2 | 2 | 1 | 1 | 1 |
| 2nd | 2 | Complex Patterns | 2 | 3 | 2 | 1 | 1 |
| 3rd | 2 | Advanced Interface | 2 | 4 | 2 | 2 | 2 |
| 4th | 2 | Ability Score Improvement, Pattern Versatility | 3 | 5 | 2 | 2 | 2 |
| 5th | 3 | 3 | 6 | 2 | 3 | 3 | |
| 6th | 3 | Persona Feature | 3 | 7 | 2 | 3 | 3 |
| 7th | 3 | 3 | 8 | 2 | 4 | 4 | |
| 8th | 3 | Ability Score Improvement | 3 | 9 | 2 | 4 | 4 |
| 9th | 4 | 4 | 10 | 2 | 5 | 5 | |
| 10th | 4 | Persona Feature | 4 | 10 | 2 | 5 | 5 |
| 11th | 4 | Arcane Mastery (Rank 6) | 4 | 11 | 3 | 5 | 5 |
| 12th | 4 | Ability Score Improvement | 4 | 11 | 3 | 5 | 6 |
| 13th | 5 | Arcane Mastery (Rank 7) | 4 | 12 | 3 | 5 | 6 |
| 14th | 5 | Persona Feature | 4 | 12 | 3 | 5 | 6 |
| 15th | 5 | Arcane Mastery (Rank 8) | 4 | 13 | 3 | 5 | 7 |
| 16th | 5 | Ability Score Improvement | 4 | 13 | 3 | 5 | 7 |
| 17th | 6 | Arcane Mastery (Rank 9) | 4 | 14 | 4 | 5 | 7 |
| 18th | 6 | - | 4 | 14 | 4 | 5 | 8 |
| 19th | 6 | Ability Score Improvement | 4 | 15 | 4 | 5 | 8 |
| 20th | 6 | Master Cipher | 4 | 15 | 4 | 5 | 8 |
CLASS FEATURES
As a cyberunner, you gain the following class features.HIT POINTS
-
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cyberunner level after 1st
PROFICIENCIES
-
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Digital Technician's Tools and Hacker’s kit
Saving Throws: Charisma, Intelligence
Skills: Choose two from Lore, Astrophysics, Computers, Insight, Investigation, Persuasion, and Xenobiology
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:-
(a) a light pistol with 15 rounds of ammunition or (b) any Simple weapon
(a) two combat knives or (a) any Simple weapon
(a) a technician’s pack or (b) an explorer’s pack
Armor jacket, a SSN Unit.
PERSONA
At 1st level, you have accepted an agreement with a persona entity chosen from the list of available personas. You channel this persona through your solorium implant, translating your interlaced reality into effects in the physical world. You can choose whether or not your persona is visible to others whenever you use your class features and powers. Your choice of a persona grants you features at 1st level and again at 6th, 10th, and 14th level.CODE CHANNELING
Your ability to weave codes into potential physical energy grants you access to a particular set of talents. See chapter 11 for general rules on arcane powers and for the cyberunner talents list.PRIME TALENTS
You know two talents of your choice from the cyberunner talents list. You learn additional talents of your choice at higher levels, as shown in the Prime Talents column of the cyberunner table.TALENT SLOTS
A cyberunner's persona uses a certain amount of memory to interface with the environment and create slots used to output arcane powers. The cyberunner table shows how many slots you have. The table also shows the rank of those slots; all of your talent slots are the same rank. To use a talent of rank 1 or higher, you must expend a talent slot. You regain all expended talent slots when you finish a short or long rest. For example, when you are 5th level, you have two rank 3 talent slots. To use the rank 1 talent avatar’s armor, you must spend one of those slots, and you activate it as a rank 3 talent.TALENTS KNOWN & RANKS 1
You know two rank 1 talents of your choice from the cyberunner powers list. The Talents Known column of the cyberunner table shows when you learn more talents of your choice of rank 1 or higher. A talent you choose must be no higher than what’s shown in the Slot Rank column for your level. When you reach 6th level, for example, you learn a new cyberunner talent, which can be from any rank between 1 and 3. Additionally, when you gain a level in this class, you can choose from one of the cyberunner talents you know and replace it with another talent from the cyberunner powers list, which must also be of a rank for which you have talent slots.CHANNELING ABILITY
Intelligence is your channeling ability for your arcane powers, so you use your Intelligence whenever a power refers to your channeling ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an cyberunners power you use and when making an attack roll with one.Channeling Save DC = 8 + your proficiency bonus
+ Intelligence modifier
Channeling attack modifier = your proficiency bonus +Intelligence modifier
COMPLEX PATTERNS
Your unique skills allow you to compile energy patterns that imbue you with a particular arcane ability or effect. At 2nd level, you gain two complex patterns of your choice. Your pattern options are detailed at the end of the class description. When you gain certain cyberunner levels, you gain additional patterns of your choice as shown in the Complex Patterns column of the cyberunner table. Additionally, when you gain a level in this class, you can choose one of the patterns you know and replace it with another pattern that you could learn at that level.ADVANCE INTERFACE
At 3rd level, your persona grants a specialty interface, granting you one of the following features of your choice.ASSISTED INTERFACE
Your persona can provide you guidance when the need is great. When the cyberunner fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.EXTENDED INTERFACE
You learn the bonded companion power and can activate it as a conventional talent. The talent doesn’t count against your number of talents known. When you activate the talent, you can choose one of the normal forms for your ally or one of the following special forms: bit drone, power sprite, or spyder. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your ally to make one attack of its own with its reactionCOMBAT INTERFACE
You can use your action to create a weapon bond, which appears as a melee weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as forge enhanced for the purpose of overcoming resistance and immunity to mundane attacks and damage. Your weapon bond disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can adapt one forge enhanced weapon to be your weapon bond by performing a special technique while you hold the weapon. You perform this technique over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your weapon bond thereafter. You can’t affect a cypheos or core-bonded weapon in this way. The weapon ceases being your weapon bond if you die, if you perform the 1-hour technique on a different weapon, or if you use a 1-hour technique to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.MEMORY INTERFACE
You forge a small piece of solorium into a flat object shaped like a datacard. It is specifically attuned to your implant. When you gain this feature, choose three prime talents from any class’s powers list (the three needn’t be from the same list). While the card is on your person, you can use those talents at will. They don’t count against your number of prime talents known. If they don’t appear on the cyberunner powers list, they are nonetheless cyberunner talents for you. If you lose your datacard, you can craft a new one during a 1-hour process. This process can be performed during a short or long rest, and it nullifies the previous card.ABILITY SCORE IMPROVEMENTS
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.PATTERN VERSATILITY
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your abilities.Replace one prime talent you learned from this class’s cyberunner talent feature with another prime talent from the cyberunner talent list.
Replace the option you chose for the Advance Interface feature with one of the feature’s other options.
If you’re 12th level or higher, replace one talent from your Arcane Mastery feature with another talent of the same level.
If this change makes you ineligible for any of your complex patterns, you must also replace them now, choosing a new complex pattern for which you qualify.
ARCANE MASTERY
At 11th level, your mastery of the code grants you the ability to channel advanced arcane talents. Choose a rank 6 talent from the cyberunner powers list. You can activate this power once without expending a talent slot. You must finish a long rest before you can do so again. At higher levels, you gain more cyberunner talents of your choice that you can use in this way: One rank 7 at 13th level, one rank 8 at 15th level and one rank 9 at 17th level. You regain all uses of your Arcane Mastery when you finish a long rest.MASTER CIPHER
At 20th level, your persona can tap into the energies around you to regain expended talent slots. You can spend 1 minute focusing to regain all your expended talent slots from your Code Channeling feature. Once you regain talent slots with this feature, you must finish a long rest before you can do so again.CYBERUNNER AND ARCANE POWERS
Though cyberunners gain their abilities through their understanding of the Stellar Sigma Network (SSN),their skills in the SSN and their powers in the physical world have no relation to each other. The “code” they see is of their own design and does not translate to any known computer or programming language. The cyberunner's understanding of “hacking the world” is merely how they see and control the energies around them, much like how a mage uses their body as a energy conduit, while a mystic uses the psychic links between themselves and others around themPERSONA
Every persona has a specific pattern and primary structure that make up its entity. The persona a cyberunner has made an agreement with is representative of the powers and complex patterns they can access as a starborn, as well as the method in which they are utilized. Also cyberunners who communicate regularly in the SSN can often identify each other by their personas in the physical realm.BREAKER
Your persona is a manifestation of destruction and conflict. You focus on defeating your foes through the use of damaging and debilitating talents. Your persona might manifest as an imposing brawler, a gleaming weapon, a fiery beast, or an armored dreadnoughtEXPANDED TALENTS
Your persona also grants you an expanded list of powers when you learn a cyberunner talent. The following powers are added to the cyberunner powers list for you.BREAKER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | arctic lash, concussive force |
| 3rd | blindness/deafness, light beam |
| 5th | crippling sphere, singularity |
| 7th | burn zone, reactive field |
| 8th | contagion, warp helix |
VICTOR'S BOUNTY
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your cyberunner level (minimum of 1).MOTION LAG
Starting at 6th level, you can slow your perception of an incoming attack, giving you time to react accordingly. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.SYSTEM HARDENING
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from forge enhanced weapons ignores this resistance.SHATTERFORM
At 14th level, you can cause a massive energy disruption within a target of your choice. You can use the devastation talent. After you activate the talent with this feature, you can’t do so again until you complete a long rest.ECHO
You've made an agreement with a digital construct, a creature that defies the cycle of life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions within the depths of the SSN. For such beings, time and morality are fleeting things, the concerns of mortals. Having once been a mortal themselves, these digital constructs know firsthand the path of ambition and the routes to digital undeath.They eagerly share this profane knowledge, along with other secrets to those who work their will in the physical world. Beings of this type include Virtual Echos, Void Walkers and Infomorphs.EXPANDED SPELL LIST
Your persona also grants you an expanded list of powers when you learn a cyberunner talent. The following powers are added to the cyberunner powers list for you.ECHO EXPANDED TALENTS
| LEVEL | TALENTS |
|---|---|
| 1st | impedance, innervate |
| 2nd | blindness/deafness, tracker drone |
| 3rd | forge vehicle, illusory design |
| 4th | micro stabilizer, superior obfuscate |
| 5th | force field, toxic burst |
VIRTUAL FORM
At 1st level, you manifest an aspect of your persona’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:- You gain temporary hit points equal to 1d10 + your cyberunner level. Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn
- You are immune to the frightened condition.
- You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- The appearance of your Virtual Form reflects some aspect of your persona. For example, your form could be a shroud of electrical charges taking the form of a virtual echo.
ECHO TOUCHED
Starting at 6th level, your persona’s powers have a profound effect on your body and arcane energy. You don't need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with lighting damage. While you are using your virtual form, you can roll one additional damage die when determining the lightning damage the target takes.ELECTRICAL HUSK
Starting at 10th level, your connection to undeath and electrical energy now saturates your body. You have resistance to lightning damage. If you are transformed using your virtual form, you instead become immune to lighting damage. In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with electrical energy. Each creature of your choice that is within 30 feet of you takes lightning damage equal to 2d10 + your cyberunner level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.VIRTUAL PROJECTION
At 14th level, you can become untethered from your physical form. As an action, you can project your virtual form from your body. The body you leave behind is unconscious and in a state of suspended animation. Your virtual projection resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your virtual projection or physical body affects the other. Your virtual projection can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your virtual projection returns to your body or your body teleports to your projection space (your choice).While projecting your virtual form, you gain the following benefits:
- Your virtual and body gain resistance to bludgeoning, piercing, and slashing damage.
- You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- While you are using your virtual form, once during each of your turns when you deal lightning damage to a creature, you regain hit points equal to half the amount of lighting damage dealt. Once you use this feature, you can't do so again until you finish a long rest.
ETERNAL
Death holds no sway over your persona, who has unlocked the secrets of everlasting life. The Eternal gives you nanomachines that flow through your body working to ensure and fortify your vitality and granting powers at your persona’s behest. The persona continues to share with you the secrets behind these nanites, and how they can control life and death.EXPANDED SPELL LIST
The Eternal lets you choose from an expanded list of spells when you learn a cyberunner talents. The following talents are added to the cyberunner talent list for you.ETERNAL EXPANDED SPELLS
| LEVEL | TALENT |
|---|---|
| 1st | innervate, fire lance |
| 2nd | blindness/deafness, sound dampener |
| 3rd | resuscitate, quick construct |
| 4th | decontamination zone, micro stabilizer |
| 5th | contagion, instant recall |
PRESERVE LIFE
Starting at 1st level, you learn the Stabilize prime talent, which counts as a cyberunner prime talent for you. You also have advantage on saving throws against any disease. Additionally, aberrations have difficulty harming you. If an aberration targets you directly with an attack or a harmful power, that creature must make a Wisdom saving throw against your channeling DC (an aberration needn't make the save when it includes you in an area effect, such as the impact of singularity). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An aberration is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.AVERT DEATH
Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with the Stabilize prime talent. Once you use this feature, you can't use it again until you finish a long rest.ETERNAL NATURE
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being aged through arcane energy.INDESTRUCTIBLE LIFE
When you reach 14th level, you partake some of the true secrets of the Eternal. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your cyberunner level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.COLLECTIVE
Your persona is both the fraction and the whole, a collective that grants you access to universal abilities and specific talents depending on the proponent you choose within your persona. Many of your Collective skills promote self-preservation and secrecy. While all Cyberunners have the ability to deep dive and escape into cyberspace with their consciousness, your Collective gifts go a step further by allowing you to both mentally and physically withdraw into a private virtual domain. The set of talents you choose beyond your persona’s universal abilities is just a reflection of how you prefer to interact with your world. Your persona’s form is as duplicitous as its nature. It may be a rapidly expanding and decreasing binary flame or flickering forms of multiple creatures moving together or even a shifting chimera. Your Persona is whole, yet splintered. You have universal Collective talents listed below and you must choose one additional set of talents listed as: Interloper, Deceiver, Destroy, or MitigatorCOLLECTIVE EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | emergency ration |
| 3rd | security scanner |
| 5th | illusory design |
| 7th | fabricate |
| 8th | churning pit |
| 17th | cosmic weave |
INTERLOPER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | sensory jammer |
| 3rd | field lancer |
| 5th | matter fuse |
| 7th | throw |
| 8th | steel barricade |
| 17th | cosmic weave |
DECEIVER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | force wave |
| 3rd | levitate |
| 5th | absorption |
| 7th | superior obfuscate |
| 8th | mass alteration |
| 17th | cosmic weave |
DESTROYER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | arctic lash |
| 3rd | flaming discs |
| 5th | singularity |
| 7th | reactive field |
| 8th | incinerate |
| 17th | cosmic weave |
MITIGATOR EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | impedance |
| 3rd | blur |
| 5th | crippling sphere |
| 7th | superior aegis |
| 8th | warp helix |
| 17th | cosmic weave |
CYBER CRYPT
You've been empowered with the ability to manifest aspects of your interlaced reality into the material plane and vice versa. This power is projected from a portable memory device of your design but it must be no smaller than 2x2 inches or 2x2 feet (the parameters of a tiny object) with a device rating of 1. While you are touching the Cyber Crypt, you can use it in the following ways: Compressed Data. As an action, you upload yourself into your Cyber Crypt, which remains in the space you left. The interior of the crypt is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high. The interior is a comfortable temperature regardless of outside conditions and appointed with basic amenities to your design such as cushions, low tables and art. While inside, you can hear the area around your Cyber Crypt memory device as if you were in its space. You can remain inside your Cyber Crypt up to a number of hours equal to twice your proficiency bonus. You exit the crypt early if you use a bonus action to leave, if you die, or if the Cyber Crypt memory device is destroyed. When you exit your device, you appear in the unoccupied space closest to it. Any objects left in the device remain there until carried out, and if the memory device is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the device’s former space. Once you exit your device, you can't enter again until you finish a long rest. Persona’s Ire. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your Persona: bludgeoning (Interloper), thunder (Deceiver), fire (Destroyer), or cold (Mitigator). The Data Crypt device’s AC equals your power save DC. Its hit points equal your Cyberunner level plus your proficiency bonus, and it is immune to poison and psychic damage. If your device is destroyed or you lose it, you can spend one hour to reconstruct a new device, this can be performed during a short or long rest. Once a new device is constructed, the old one, if it still exists, disintegrates and all its stored data transfers to the new one. Your Data Crypt device disintegrates when you die. At 6th level, you begin to take on characteristics of your persona. You now have resistance to a damage type determined by your persona: bludgeoning (Interloper), thunder (Deceiver), fire (Destroyer), or cold (Mitigator).
In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
CYBER SANCTUARY
At 10th level, when you enter your Cyber Crypt device via the Compressed Data feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the device with you. As a bonus action, you can eject any number of creatures from the device, and everyone is ejected if you leave or die or if the device is destroyed. In addition, anyone (including you) who remains within your Data Crypt device for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.QUERY
At 14th level, you entreat your persona to intervene with its advanced power. As an action, you can connect to your persona, requesting the effect of one talent that is 6th level or lower and has a casting time of 1 action. The talent can be from any class's talent list, and you aren’t required to expend a tech slot or meet any other requirements for that talent, it simply takes effect as part of this action. Once you use this feature, you can't use it again until you finish 1d4 long rests.CONTROLLER
Your persona is a master manipulator of energies, reading into the code and shaping it to your own design. Your persona might manifest itself as a small cybernetic beast, a shadowy figure in techno-marked robes, or a ball of constantly shifting energy.EXPANDED TALENTS
Your persona also grants you an expanded list of powers when you learn a cyberunner talent. The following powers are added to the cyberunner powers list for you.CONTROLLER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | distortion, synaptic recoil |
| 3rd | blur, levitate |
| 5th | celerity, withering grip |
| 7th | haze of chaos, superior obfuscate |
| 8th | mass alteration, telekinesis |
MIND HACKER
Starting at 1st level, you have the ability to tap into the thought patterns of those around you. As an action, you can cause each creature in a 10-foot cone to make a Wisdom saving throw against your cyberunner channeling save DC. Creatures failing their saving throw are either charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.PLAN OF ATTACK
Starting at 6th level, you can use your skills to devise the best possible outcome against a foe. When you miss with an attack roll, you can choose to reroll the attack with advantage. Once you use this feature, you can’t use it again until you finish a short or long rest.MAINTAIN PATTERN
At 10th level, you are able to steel yourself from effects that disrupt your body’s internal energies. You gain advantage on death saving throws and resistance to necrotic damage. In addition, you can use a bonus action to remove your choice of a charmed, frightened, or stunned condition from yourself. Once you remove a condition in this way, you must complete a short or long rest before you can do it again.STUN LOCK
At 14th level, you can trap the mind of a creature in a spiral of swirling encrypted data streams. As an action, choose a creature that you can see within 60 feet of you. It must make an Intelligence saving throw against your cyberunner save DC, taking 12d8 psychic damage on a failed save, or half as much on a successful one. In addition, if the target fails their save, they are stunned for 1 minute. The stunned condition ends early if the creature takes any damage. Once you use this feature, you can’t use it again until you finish a long rest.GHOST
Your persona is a combination of your mastery over the physical world and your skills in the digital world. Examples of your persona’s form could be a bio-cyborg, a globe of swirling computer code, or a shimmering body made of data streams.EXPANDED TALENTS
Your persona also grants you an expanded list of powers when you learn a cyberunner talent. The following powers are added to the cyberunner powers list for you.GHOST EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | remote connection, voltaic charge |
| 3rd | black hat, plasma blade |
| 5th | capacitor, forge vehicle |
| 7th | lightning ring, stealth sentry |
| 8th | incinerate, mechanical stasis |
BONUS PRIME TALENTS
At 1st level, you learn the trigger device and virtual display talents. These count as cyberunner talents for you but they do not count toward your number of prime talents knownMACHINE HACKER
At 1st level, you can use an action to manipulate the programming in basic constructs. Choose a construct within 30 feet of you that you can see. The target and any other constructs within 5 feet of it must make a Wisdom saving throw against your cyberunner channeling save DC. Constructs failing their saving throw are charmed by you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.DATA SHIFT
Starting at 6th level, you can use the energy from nearby electronic devices to react towards being harmed. Choose an unoccupied space within 5 feet of any electronic device or electrical wiring. When you take damage, you can use your reaction to gain resistance to the incoming damage and instantly teleport to your chosen position. If no electronic devices or wiring are available within range, you still gain resistance to the incoming damage but you can instead teleport up to 10 feet away from your original location. Once you use this feature, you can’t use it again until you finish a short or long rest.CYBERMASKING
At 10th level, you can hide yourself from anyone attempting to find or gain knowledge from you. You cannot be targeted by any mundane devices that can be used to track you. You have advantage on saving throws against any clairsentient powers used to observe you , read your thoughts, or learn your whereabouts.AI FEEDBACK
At 14th level, you can attempt to hack into another creature or machine and unleash a virus into its physical form. As an action, choose a creature or automaton that you can see within 60 feet of you. That target must make a Constitution saving throw against your cyberunner channeling save DC, taking 10d8 psychic damage on a failed save, or half as much on a successful one. In addition, if the target failed its save, you can issue a suggestion to it as if it were under the effects of the domination talent. The effect lasts for 8 hours or until you lose your concentration (as if you were concentrating on an arcane power). The effect can also be removed with a minor remedy talent. Once you use this feature, you can’t use it again until you finish a long rest.HEXER
Your persona is driven to take a much more direct approach in achieving goals. You utilize your physical force and weapons augmented with code channeling. You compromise your targets with energy corrupting effects while simultaneously beating them down with your weapons. Your persona might manifest as code streams forming the shape of your favored weapon, a menacing swarm of insects or even the specter of a fallen enemy.HEXER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | bastion, disruptive strike |
| 3rd | blur, tracer strike |
| 5th | celerity, jolting strike |
| 7th | aspect of dread, debilitating strike |
| 8th | protective sphere, warp helix |
CODE CORRUPTION
At 1st level, you can corrupt a being's energy pattern. As a bonus action, choose one creature you can see within 30 feet of you. The target’s energy is corrupted for 1 minute. The corruption ends early if the target dies, you die, or you are incapacitated. Until the corruption ends, you gain the following benefits:- You gain a bonus to damage rolls against the corrupted target. The bonus equals your proficiency bonus.
- Any attack roll you make against the corrupted target is a critical hit on a roll of 19 or 20 on the d20.
- If the corrupted target dies, you regain hit points equal to your cyberunner level + your Intelligence modifier (minimum of 1 hit point).
- You can't use this feature again until you finish a short or long rest.
ADVANCED CODER
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. Your persona grants you the ability to focus your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. The benefits of this feature can be applied to your Combat Interface created weapons.VIRTUAL WRAITH
At 6th level, you can convert the residual energy of a humanoid you slay, into a physically manifesting digital spector under your command. The statistics for this digital spector are in the Esper Genesis Monster Manual. When the specter appears, it gains temporary hit points equal to half your cyberunner level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Intelligence modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it is absorbed into the interlaced reality. Once you create a code wraith with this feature, you can't use the feature again until you finish a long rest.ROUTINE ALGORITHM
At 10th level, your Hexer code becomes more potent. If the target afflicted by your Code Corruption hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.CODE BLIGHT
At 14th level, you can spread your Code Corruption from a slain creature to another creature. When the creature afflicted by your Code Corruption dies, you can apply the corruption to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the corruption in this way, you don't regain hit points from the death of the previously corrupted creature.PSYKER
Your persona strives to bridge the gap of incompatibilities between organic and artificial networks. You can navigate and influence the neural paths of a biological mind in similar fashion to how you interact with the SSN and interlaced reality. For better or worse you have perfected the art of subliminal messaging and manipulation through cyberspace. Both artificial and natural entities of the galaxy are fair game to the Psyker. Your persona might manifest as a single staring eye traced by streams of code or a glowing wisp that causes shadows to dance around it.PSYKER EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | synaptic recoil, primal fear |
| 3rd | detect thoughts, pacify |
| 5th | sensory extension, illusory design |
| 7th | bishop’s deviation, gravity well |
| 8th | dream weave, telekinesis |
PRIVATE MESSAGE
At 1st level, you have been gifted the ability to telepathically speak to the minds of other creatures that you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.COUNTERMEASURE
At 6th level, you are granted the ability to ward yourself against attacks and exploit an enemy's failed strike. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.FIREWALL
At 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.MALWARE
At 14th level, you gain the ability to infect and enslave a humanoid's mind with a domination virus. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until it is treated with the Restore Pattern talent or another talent with the same effect. The charmed condition will also end when you use this feature again or choose to dismiss the effect. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.SERAPH
Your persona can cause changes in your behavior and beliefs, it is the manifestation of both justice and mercy. You might find yourself compelled to annihilate the wicked, and to protect the innocent. Your persona might manifest as a glowing white stag, a flock of butterflies or a lantern emanating glimmering flecks of codeSERAPH EXPANDED TALENTS
| LEVEL | TALENT |
|---|---|
| 1st | mend, laser blast |
| 3rd | flaming discs, minor remedy |
| 5th | capacitor, resuscitate |
| 7th | stealth sentry, burn zone |
| 8th | incinerate, major remedy |
BONUS PRIME TALENT
At 1st level, you learn the Electric Surge and Mood Lighting prime talents. They count as Cyberunner prime talents for you, but they don't count against your number of prime talents known.HEALING PATTERN
At 1st level, you gain the ability to channel your energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Cyberunner level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.RADIANT CODE
At 6th level, your persona allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you channel a talent that deals radiant or fire damage, you can add your Intelligence modifier to one radiant or fire damage roll of that talent against one of its targets.SERAPHIC RESILIENCE
At 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Cyberunner level + your Intelligence modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Cyberunner level + your Intelligence modifier.LIFE HACK
At 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Intelligence modifier, and it is blinded until the end of the current turn. Once you use this feature, you can't use it again until you finish a long rest.COMPLEX PATTERNS
If a complex pattern has prerequisites, you must meet them to learn it. You can learn the pattern at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.ADVERSARY IMPAIRED
You can activate impedance once using a cyberunner talent slot. You can’t do so again until you finish a long rest.AMPLIFIED BEAM
Prerequisite: sprite beam talentWhen you use the sprite beam talent, add your intelligence modifier to the damage it deals on a hit.
AUTO TRANSLATE
You can read any writing on any surface that you can see. The translated writing is only visible to you.CHAOS THEORY
Prerequisite: 7th levelYou can activate haze of chaos once using a cyberunner talent slot. You can’t do so again until you finish a long rest.
CIRCUITRY BURNOUT
Prerequisite: 15th level, Extended Interface featureYou can activate mechanical stasis at will—targeting an automaton or construct— without expending a talent slot. You must finish a long rest before you can use this pattern on the same target again.
CLOAK OF SHADOW
Prerequisite: 5th levelWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or reaction.
COMBAT UPGRADE
Prerequisite: 5th level, Combat Interface featureYou can attack with your weapon bond twice, instead of once, whenever you take the Attack action on your turn.
CYBER SENTINEL
Prerequisite: 9th levelYou can activate the towering sentinel technique once using a cyberunner talent slot. You can’t do so again until you finish a long rest.
DIGITAL DEFENDER
You can activate protection field on yourself at will and without expending a talent slot.DIGITAL ECHO
You can activate illusory form at will and without expending a talent slot.DISGUISE
You can activate alter appearance on yourself at will and without expending a talent slot.DRIVING BEAM
Prerequisite: sprite beam talentOnce on each of your turns, when you hit a creature with sprite beam, you can push the creature up to 10 feet away from you in a straight line.
EMPOWERED LINK
Prerequisite: Extended Interface featureYou can communicate telepathically with your bonded companion and perceive through your ally’s senses as long as you are in the same star system.
Additionally, while perceiving through your ally’s senses, you can also speak through your ally in your own voice, even if your ally is normally incapable of speech.
EXTENDED BEAM
Prerequisite: sprite beam talentWhen you use the sprite beam talent, its range is 300 feet.
EXTREME LAG
Prerequisite: 5th levelYou can activate temporal fault once using a talent slot. You can’t do so again until you finish a long rest.
GREAT LEAP
Prerequisite: 9th levelYou can activate jump on yourself at will and without expending a talent slot.
FLOW OF GRAVITY
Prerequisite: 9th levelYou can activate levitate on yourself at will and without expending a talent slot.
HIDDEN ENCRYPTION
Prerequisite: 15th levelYou can activate obfuscate at will and without expending a talent slot.
INNER ENERGIES
You can activate innervate on yourself as a rank 1 talent, without expending a talent slot.CALCULATING PERSONA
You gain proficiency in the Deception and Persuasion skills. Ability checks with these two skills are also made with your Intellgance bonus.CYBER VISION
You can see normally in darkness, both mundane and arcane created, to a distance of 120 feet.OVERWATCH
Prerequisite: 15th levelYou can activate veiled observer at will, without expending a talent slot.
PATTERN DETECTION
You can activate esper sense at will and without expending a talent slot.PERSONAL SIDEARM
Prerequisite: Combat InterfaceYou can create a ranged weapon as your weapon bond and you can adapt a forge enhanced ranged weapon to be your weapon bond.
STAR WALKER
Prerequisite: 5th levelWhile you are in Zero-G, you gain a fly speed equal to your walking speed and can move normally.
You can also activate atmospheric adaptation once using a cyberunner talent slot. You can’t do so again until you finish a long rest.
REGENERATING MATRIX
Prerequisite: Memory InterfaceYou no longer have a need to sleep and are immune to any effects which can force you to sleep. You can gain the effects of a long rest by spending 8 hours performing light activity, such as research or keeping watch.
RIDE THE CURRENT
Prerequisite: 7th levelYou can activate conduit transfer once using a cyberunner talent slot.
You can’t do so again until you finish a long rest.
SEEING RED
Prerequisite: 10th levelYou gain infravision with a range of 90 feet. Additionally for up to 1 minute or until your concentration ends (as if you were concentrating on a talent), you see through solid objects of any kind of material, and even darkness created by arcane power up to 15 feet within the specified range. Once you use this pattern, you can't use it again until you finish a short or long rest.
SHAPESHIFTER
Prerequisite: 7th levelYou can activate transmute form once using a cyberunner talent slot. You can’t do so again until you finish a long rest.
SHARED OPTICS
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is in the same planetary system as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.SHIFTING POSITIONS
Prerequisite: 7th levelYou can activate bishop’s deviation once using a cyberunner talent slot. You can’t do so again until you finish a long rest.
SOMATIC ADAPTATION
Prerequisite: 15th levelYou can activate alter form on yourself at will and without expending a talent slot.
TECH EXPERT
You gain proficiency in the Astrophysics and Mechanics skills.TRACE DISTORTION
Prerequisite: 12th level, Combat Interface featureWhen you hit a creature with your weapon bond, the creature takes extra necrotic damage equal to your Intelligence modifier (minimum 1).
TRACTOR BEAM
Prerequisite: sprite beam talentOnce on each of your turns, when you hit a creature with sprite beam, you can pull the creature up to 10 feet toward you in a straight line.
VISUAL DECRYPTION
Prerequisite: 15th levelYou can see the true form of any shapechanger or creature concealed by illusion or alteration effects while the creature is within 30 feet of you and within line of sight.
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