Rules are generalized, encouraging homebrew settings and the rebranding of elements. Create a pure science fiction setting, or insert these rules into your own fantasy world to offer a unique spin. Modify your class with one of seven ladders. These PDF files are digitally watermarked to signify that you are the owner.
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Average Rating 23 ratings. It presents classes, gear, and scenarios that can be inserted into any campaign. Revamped rules around being human. Ten new classes including the infiltrator, medic, sniper, and techie.
Twenty-four archetypes All new weapons including traditional firearms, rocket launchers, and laser rifles New armor including powered combat suits. Purchase and modify vehicles Over forty new monsters including giant robots. Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. I'll soon spring for the full ruleset - but you might consider packaging this with the FG product.
I've run a mutants and masterminds campaign but struggled with the rule set. I find 5e an easy and fun system.
The thing that keeps me with Mutants and Mastermind for my superhero game is the power and power creation in MM. I am wondering how flexible this Ultramodern could be to use power creation and options from MM system but the core of Ultramodern. Equivalent in versatility? I like the 'if you can think of it, then you can make it' power options. My game is in hiatus, partially because I had a tough time with MM, but Pandemic. I want to pick it back up and considering porting over from MM to potentially Ultramodern 5e: Apex.
Well, Apex has upgradable powers, so I'm hoping there's variety there. Was looking through the Ultramodern 5e OGL for a Neurospasta game I'll be running in the future and noticed a few oddities. I'm assuming these questions apply to both versions of the ultramodern 5e book but since I don't own that one I can't confirm it. I looked up the Ultramodern 4e OGL and noticed that in that book the light was faster than the heavy and running conversions it looks like in 5e the Light Multi-Ped Vehicle should have a movement of 30ft walking 50ft wheels and the Heavy Multi-Ped Vehicle should be 20ft walking 40ft wheels.
When you finish a long rest and have a Between and hit points, your minimum chance to eat and drink something, the DC resets to Additionally, you also have proficiency in Wisdom You can voluntarily fall unconscious and not compound Survival or Wisdom Animal Handling pick one.
You cant increase an ability score above 20 using this feature except for your primary survivor abil- ity, which has a maximum value of ELITE At 16th level, you can increase one ability score of your Additionally, you can also increase your exhaustion choice by 2, or you can increase two ability scores of level by 1 and select one of the bonuses below.
Once your choice by 1. You cant increase an ability score you use one of the following abilities, you cannot use above 20 using this feature except for your primary survi- that same one again until you finish a long rest though vor ability, which has a maximum value of Additionally, you automatically pass Wisdom Survival checks with a DC of 20 or less unless you Hit Points: As an action, you gain temporary hit have disadvantage on the check.
You cant increase an ability score turn a hit into a critical hit and inflict additional damage above 20 using this feature except for your primary survi- equal to twice your level.
Additionally, you can be reduced to less than 0 hit VETERAN points counted as being negative hit points but remain Beyond any strength you may have in muscle or will- conscious and standing at the cost of your minimum power, your survival through life could still be counted exhaustion level.
If you already have levels of exhaus- as luck. Your instincts have proven to be your greatest tion, they increase accordingly. Though you can remove ally. You never ignore the lessons learned when events additional levels, the minimum cannot be removed until in your life turn desperate. You have seen or read your hit points are raised back above 0. It isn't as much about avoiding injury as it is avoiding the escalation of a disagreement.
You above 20 using this feature except for your primary vet- impart advice when needed; act first when events are eran ability, which has a maximum value of You may not be the leader but youre cer- tainly the one everyone turns to for advice. You may You are also immune to fear and being charmed.
You don't have to be grizzled choice by 2, or you can increase two ability scores of and old to be wise. The world has a tendency to not your choice by 1. You cant increase an ability score care how old you are when it puts you through hell. In above 20 using this feature except for your primary vet- your spare time, you reminisce. Also, you can move 5 feet before Beginning when you choose this ladder at 1 st level, you making any saving throw: if this movement would take can use Wisdom for all attack and damage rolls with you out of the area of the effect that requires a save, you ranged attacks, unarmed attacks and attacks with melee don't have to make one.
Select one Cha- risma-based skill to be proficienct in. You can also use Wisdom or Charisma for spells. At 19th level, you can increase one ability score of your choice by 1. You cant increase an ability score above 20 Additionally, the number of uses you gain for good using this feature except for your primary veteran ability, guess increases by 2.
You are also able to more easily which has a maximum value of If you fight a similar foe in the Additionally, you gain a pool of rerolls for any roll you future, you have advantage on attack rolls until the first might make equal to your primary veteran ability modi- time you hit, and your first hit is also a critical hit. This occurs as part of the same action or reaction ; 'Similar' is defined as having the same basic creature if you suffer from advantage or disadvantage, you gain stat block with allowances for minor customizations the the re-roll after taking the final resultyou can then GM may have made to a particular creature : for in- select whichever roll you want.
Once you use good stance, if you previously defeated a space gnome securi- guess, you cannot use it again until the beginning of ty guard, you would have a bonus against other space your next turn.
You regain all your good guess re-roll gnome security guards, but not against space gnome dice when you finish a long rest. You also can make an Intelligence History check as Your life is defined by your path, not how you walk it.
Your natural checkwhere you are making something up that might gifts were discovered and focused into a lifelong dedica- be true. This is not to assume youre a warmonger, as such training comes with the responsibility to know restraint. This can apply in the application of hand-to-hand com- At 12th level, you can increase one ability score of your bat, the use of melee weapons, or in the proficiency of choice by 2, or you can increase two ability scores of small-arms.
You might have lived on a farm, on a mili- your choice by 1. You cant increase an ability score tary base, or in a temple. Your power comes from commitment. Your vic- tory is due to training. A true warrior knows when to Additionally, you can also increase your power rank fight and what to learn when a defeat occurs. In your by 1 with a bonus actiononce you use this ability, you spare time, you meditate and contemplate.
When wear- choice by 2, or you can increase two ability scores of ing medium armor, your max Dex modifier is increased your choice by 1. You cant increase an ability score to 3. When wearing heavy armor, you gain a max Dex above 20 using this feature except for your primary war- bonus of 1.
Select either Strength or Dexterity as your rior ability, which has a maximum value of Additionally, if you dont move from your spot start- POWER UP ing on your turn, at the beginning of your next turn, you At 4th level, you can increase one ability score of your gain a power rankonce you use this ability, you cannot choice by 1. You cant increase an ability score above 20 use it again until you finish a short or long rest. Also, using this feature except for your primary warrior ability, after you roll for initiative, you start your first turn at which has a maximum value of Additionally, you can power up as an action.
Each rank has an associ- choice by 2, or you can increase two ability scores of ated power up ability which you can choose to apply to your choice by 1. You cant increase an ability score one attack each ability also includes all lower ranks. Additionally, you dont lose your power rank if you suffer damage. You cant increase an ability score above automatically hits; the damage die of any weapon you 20 using this feature except for your primary warrior wield increases by an additional step.
If you roll the maximum result The warrior gains the following additional benefits on a reroll, keep rolling and adding until you get a dif- at 5th, 11th, and 17th level: ferent result. In a dungeon paign. In U5, weapons can possess certain properties, crawl, its important to have each character but even the most advanced weapon lacks any incre- contribute to the acquisition of treasure and mental bonuses to attack or damage these bonuses the survival as a whole.
There can be no fat, leaving a being supplied through Ladder Gains instead. Ultra- lean fantasy party only permitting specific classes with- modern5 characters could therefore conceivably carry in their ranks. It is However, in a game with scaling technology such entirely possible to create a character with little to no as Amethyst, where bastions sport different levels of combat abilities.
A strength of personality can some- technology , or advanced alien technology, tech can be times be more important than ones capacity to aim a treated the same as magic items, with incremental bo- 34 gun.
In this case, ladder gains should be ignored or treated as filled attunement slots, There are no suggested party compositions here; as detailed in Chapter Two. The GM should indicate this would fall entirely on the specifics of the game at the start of the campaign which tech rules apply.
If the GM is running a setting based entire- ly in a post-apocalyptic wasteland, then grounders, It's important when making a character that not medics, and techies would be more important than only you, but everyone else at the table including the faces.
Likewise, a team of assassins may not require an GM understands the strengths and weaknesses of engineer, but an infiltrator or two would be vital.
This your class. There are no quick-build instructions offered in these pages. Ultramodern5 encourages you to take the Modern characters are also largely dependent on time and put heart into your character. U5 assumes technology, which comes in two formscurrent tech you are not constructing disposable people ready for and future tech, although these terms are relative to the recyclotron. Thankfully, your strengths depend on resources in a more constructive fashion.
Starting at 1 st that. Some call you empathic while others claim you level, instead of using your Hit Dice to recover hit just have good instincts. You may have cut your teeth points during a short rest, you can expend them to gain as a psychologist or a confidence artist.
You can spot a an edge when required. Spend a Hit Die on your turn, liar by their puckering lips and lazy eyes. You sense the and you gain the following benefits: heat of attraction and the searing loathing of those ob- sessed with violence. Your words have been known to You automatically pass the Double Your Efforts disarm, sooth, or enrage. When shooting is not the solu- skill check in order to gain the additional action.
Youre You have advantage on all attack rolls, ability the smooth talker, the negotiator, and the haggler. Youre at your best when bullets are not flying. Certain abilities You know, deep in your heart, youre a hero, regardless allow you to literally psych out enemies by imitating if youre actually a sociopath. Starting at 1 st level, you commands over the radio, causing diversions, and im- begin developing skills enabling you to manipulate peo- posing your presence to cause hesitation.
You have ple through force of while, a winning smile, and the even been known to negotiate the release of prisoners right sequence of words. You gain two Protagonist and convince an enemy to run instead of fight. Howev- Traits at 1st level, gaining an additional trait at 5th, 9th, er, these abilities are limited in their effectiveness.
As a face, you gain the following class features. It makes a Charisma saving throw. If the target fails, it Armor: Light armor has disadvantage on attack rolls and ability checks until Weapons: All simple weapons and one-handed small the beginning of your next turn. A target that succeeds arms on the DC has advantage on additional saving throws Tools: Disguise kit against this effect until you finish a long rest. Through interpret- and Vehicle Operation.
As an action, you can focus your EQUIPMENT mind on any one creature that you can see within 30 You start with the following equipment in addition to feet of you and that has an Intelligence of 4 or higher. Select one Intelligence, mor, you gain a bonus to AC equal to half your profi- Wisdom, or Charisma skill or one item proficiency.
As ciency bonus rounded down. You are not a fighter. Youre a well everything thats not a fighter. Starting at 1st level, you can make a Fascination DC15 Wisdom Perception check as a bonus action; if You are, in fact, the most interesting person in the you pass, you can take an additional action on top of worldat least to your target. As an action, you can your regular action. You cannot use the Attack action attempt to charm a target.
It must be able to hear and with this extra action. Starting at 2 nd level, you can alter the natural result of all your allies the target can see. The charmed effect any d20 roll you make. You gain a pool equal to double ends if the target suffers damage or five minutes have your Charisma modifier, and can pull from said pool to passed. When you use this feature, you cannot use it alter the result of a d20 roll you just made. Your hustle again until you finish a long rest.
If the target makes pool refills after you finish a long rest. At 3rd level, you choose an archetype from the archetype chapter. The archetype you choose grants you features Iceman at 3rd level and again at 7th, 11th, 15th, and 18th level.
If you suffer a critical hit, you regain 1 lost Hit Die. Additionally, you can forego your archetype selec- Know the Signs tion at 3rd level and gain an additional Way of Protago- nist trait at each of the above levels.
You have advantage against any Charisma and Wisdom saving throws. As an action, you can choice by 2, or you can increase two ability scores of target an enemy that can hear and understand you. It your choice by 1. As normal, you cant increase an abil- makes a Charisma saving throw.
If the target fails, it is 36 stunned until the beginning of your next turn. When you use this feature, you cannot use it again until you ity score above 20 using this feature. You a Charisma saving throw you imposed to re-roll. When can select mind twist a second time and gain a second you use this feature, you cannot use it again until you use before finishing a long rest.
If the target still succeeds on the sav- ing throw, you recover the use of make them flinch but Poker Face cannot use it against the same target until you finish a You are immune to being frightened or charmed. Addi- long rest. At 6th level, you can spend a Hit You learn three additional languages. You also gain one Die as a bonus action to gain proficiency with a tool for additional language every three levels from now on. At 20 th level, this improves, and you have proficiency with all tools.
Possible Sociopath You have resistance to psychic damage, as well as hav- ing advantage on saving throws against any effect that would sense your emotions or read your thoughts.
Youre the first deployed and the last to leave. Whether you consider yourself another ground pounder or an elite member of a special team, your gen- eral talents at warfare have made you a reliable ally in combat.
You are a multi-talented, general purpose sol- dier, able to pick up and master nearly every weapon you can find. Your skills with firearms have few equals. Because of generalized training, you can employ pistols like a gunslinger, more powerful small arms like a heavy, or even long-range precision weapons like a sniper. There really is nothing you cant do. Generally you gain purpose from the others around you, joining a team because of loyalty and friendship, not because a commander issued an order.
Even when the goal is a paycheck, you would never commit to this job without others to have your back. Creating a grounder requires the use of firearms, either in single-shot or autofire modes.
Your combat abilities are focused mostly on high damage attacks up- on single targets while also aiding allies in their own duties. There are two to choose from: assault or preci- sion. By pursuing assault, you favor automatic weapons that fire multiple rounds, increasing damage at the risk of accuracy.
By selecting precision, you keep your weapon firing single rounds, ensuring a hit without wasting ammunition. Proficiency Fire Tier 3: Set aside a natural You select additional disciplines at 5 th, 9th, 13th, and 17th level. Cauterize You can use your action to heal an injured ally. Assault When you use this feature, you cannot use it again until you finish a short or long rest.
Tier 1: Whenever you make an autofire attack, you inflict additional damage equal to the amount you beat the enemys AC by, up to a maximum of 5 for an auto Combat Ineffective weapon or 10 for an auto-heavy weapon. If an allied character in line of sight is reduced to 0 hit points or less, you have advantage on attack rolls against Tier 2: If you hit, you can increase your final attack the creature that hit the ally until the creature is de- roll for purposes of this path up to a maximum value stroyed or until the felled ally recovers hit points.
If an ally within 10 feet of you suffers a critical hit, you Tier 3: If you hit, you can increase your final attack have advantage on attack rolls against the creature that roll for purposes of this path up to a maximum value made that attack until the end of your next turn. This replac- es the values from Tier 2. Tier 4: The maximum upper limit on damage with this path doubles 10 for an auto weapon or 20 for an Covering Fire auto-heavy weapon. This replac- ning of your next turn.
Select one ally within 10 feet as a bonus action. For The Common Honor If an ally within 5 feet of you suffers a hit from an ene- Tier 2: If you score a critical hit with a non-autofire my, as a reaction, you can swap locations with the ally attack, roll all damage dice three times instead of twice.
Jump In Front your choice by 1. As normal, you cant increase an abil- ity score above 20 using this feature. If you and at least one ally are struck by an area effect no bigger than 60 feet across, as a reaction, you can push your allies out of the target area. This increases to three attacks at 9 th level in this class Man Down and four attacks at 14th level in this class. If you occupy the same space as a dead, prone, or un- conscious ally, the ally cannot be targeted by any MEAT SHIELD ranged or melee attacks and automatically passes all An enemy is more useful to you when its dead.
Start- Dexterity saving throws. The effect ends if the target ing at 10th level, as a reactionor part of your action if stands, if you leave the target's area, or if the target on your turnwhen a creature within 5 feet is killed or makes any kind of attack. If using a Member Of A Team two-handed small arm, you suffer a -1 penalty to attack You can spend 30 feet of movement and select an ally rolls while holding the target. You cannot use a heavy within 5 feet. That ally can use the Disengage action or super heavy weapon with meat shield.
You also can- without using her action on her next turn. Slow Is Smooth ALL IN When you move, you can reduce your speed by 10 feet At 20th level, if you hit an enemy, you can empty a full and pull one ally within 5 feet with you.
If you use the magazine to ensure a messy kill. Double the number of Disengage action, the ally also disengages. When you use this feature, you cannot use it Snap Out Of It again until you finish a short or long rest. That weapon is also out of ammunition. Use your action to remove one of the following condi- tions an ally suffers from, unless you suffer from the same condition: charmed, frightened, stunned, or un- conscious unless dying.
When you use this feature, you cannot use it again until you finish a short or long rest. Spotter Target an enemy in light of sight with your action; one ally within 5 feet of you has advantage on his next attack roll against said target. Toss Magazine You can spend 30 feet of movement and reload an ally's weapon. The ally must be within 10 feet and you must have the proper ammunition or cell.
Spend 30 feet of movement and make an ad- ditional ranged attack as part of an Attack action this 39 turn. You cannot use this feature if you are within reach of an enemy or an enemy is in reach of you. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively, you can forego your archetype selec- tion at 3rd level and select either an additional fire sup- port path or a Brotherhood ability at each of the above levels.
On the battlefield, you specialize in infiltrating be- hind enemy lines before sowing confusion in the ranks, dancing acrobatically around the field dealing out point- blank death and disrupting the foes cohesion. You walk light, often near the front lines or scouting far ahead of a unit. Their purpose is sin- Armor: Light and medium armor gular, if not slightly selfish.
It will not only set your play style, but your History, Insight, Intimidation, Perception, and Perfor- potential personality as well. There is admittedly some mance, and sleight of hand. EQUIPMENT You start with the following equipment in addition to No doubt, you probably picked up a few tricks the equipment granted by your background: through specialized trainers and even practice. You have no problem intimidating people with Starting at 1st level, choose whether you fight with ei- your appearance and demeanor and dont require some ther one firearm or two.
You can admit be- ing somewhat of a clichthe question is, do you em- Two Weapons brace it? And if so, which onethe ancient American Wielding two one-handed small arms is the same as west or the later cinematic bullet ballet artist. Oddly wielding two light melee weapons for the purposes of enough, both roles have been embraced in this new two-weapon fighting.
As such, you can use a bonus ac- world. You dont add your ability modifier to the damage of the bonus attack, unless the modifier is a negative. At 6 th level, you no longer have this limitation, and can add your ability modifier to the damage of the bonus attack.
All exploits require the use of one-handed small Equilibrium arms. Certain kata exploits also cost more than one Kata Cost: 1 point. Spend 1 kata as part of a reaction when an enemy miss- es with a ranged attackyou make a ranged attack. If At 1st level, you can only use one exploit per turn.
Abnormally Fast Hydrostatic Shot Kata Cost: 1 Kata Cost: 1 Spend 1 kata as part of your movement to double your Spend 1 kata after hitting a target; you inflict additional speed until the end of your turn. If you are hit with an damage equal to your level, and if the creature is your attack before the beginning of your next turn, you gain size or smaller and moves or attacks before the start of 1 kata.
If both attack rolls hit, dom modifier to all damage rolls until the end of your double your attribute modifier damage. If both miss, you regain 1 kata. If any attack rolls you make on your turn score a critical hit, you gain 1 kata max 1. If you hit, your attack is also a critical hit. If you suffer more than one hit while kinesics is in effect, you Boundary Threshold regain 1 kata. Kata Cost: 1 If you are within 5 feet of at least two enemies, you can spend 1 kata along with 30 feet of movement to make Limber Up one ranged attack to one of those enemies.
Kata Cost: 1 Spend 1 kata at the beginning of your turn to have ad- vantage on Dexterity and Strength ability checks, skill Classic Tumble checks, and saving throws until the end of your next Kata Cost: 1 turn. Spend 1 kata as a reaction when hit with an attack or if you fail a Dexterity saving throw. You take only damage. Rapid Kill Kata Cost: 2 Spend 2 kata after hitting a creature to turn that hit into a critical hit.
Way Of The Gun Kata Cost: 1 If you hit a creature at least 20 feet away, spend 1 kata to gain an additional attack against one additional ene- my within 5 feet of the first target.
Weak Spot Kata Cost: 4 Spend 4 kata after hitting a target; you gain a damage bonus to every subsequent hit on that specific target equal to your Wisdom bonus until the target is killed.
The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Alternatively, you can forego your archetype selec- tion at 3rd level and gain a kata exploit and 1 kata point at each of the above levels. GUN-FU Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 13 th level in this class and four attacks at 17th level in this class. Additionally, at 5th level, if all ranged attacks you make with an Attack action are directed at the same target, you can make one additional ranged attack against that target.
This increases to two additional attacks at 17th level in this class. If wielding two one-handed small arms, you double the number of ranged attacks you make with your Attack action, your Bonus action and any Reactions until the beginning of your next turn.
If wielding one one- handed small arm, until the beginning of your next turn, if you hit with an attack roll, that attack is auto- matically a critical hit and you double all dice rolled. Once you use this feature, you cannot use it again until you finish a short or long rest.
Youre the one the enemy must kill in order Artillery Talent to take the field. You strike fear into opponents, sending entire armies to their grave.
Reverse or retreat does Artillery Talent not come easily to your lips. Archetype feature Pistol? Machine gun? Rocket Launcher? Why not. This is the best class of all since you wield the big- gest guns, the heaviest armors, and are the class most resembling a character from a first person shooter. You gain four talents at first level. Several talents can be selected multiple times, increasing their talent rank, As a heavy, you gain the following class features.
A target takes your weapon damage handed small arms, heavy weapons, super heavy on a failed save, or half as much damage on a successful weapons. You expend ammunition with each saving throw Tools: All ground vehicles and aircraft attempted.
You expend ammunition with each sav- 8 or moreThe target has disadvantage on all ing throw attempted. Rank 2: The cubes area increases by 10 feet 20 and 30 feet respectively. Rank 3: You gain two additional effects. It still can take reactions and bonus actions. Rank 4: The cubes area increases by 10 feet 30 and 40 feet respectively. Rank 4: You have advantage with this attack. You also Medium the creature is. You gain this damage bonus have advantage against being moved against your will with both autofire and area-effect attacks using auto until the beginning of your next turn.
Rank 2: Allies now gain three-quarters cover. Rank 2: The damage bonus improves. Rank 3: The damage bonus improves. You are able to target large areas in the battlefield and impede enemy advancement.
While wielding an auto Rank 4: The damage bonus improves. Until the begin- ning of your next turn, the area is considered difficult terrain to any enemy targets attempting to move Gaming Avatar through it. As a reaction, you can force an enemy that As an action, make a single autofire attack. If you hit, enters the area to make a Dexterity saving throw.
A you impose one or more effects on the enemy depend- target takes your weapon damage on a failed save, or ing on how much you beat the targets AC by to a max- half as much damage on a successful one. You expend imum of 5 for an auto weapon or 10 for an auto-heavy ammunition with each saving throw attempted. All effects are cumulative: 2 or moreThe target is pushed 5 feet. Rank 2: The cubes area increases by 10 feet 20 6 or moreThe target is pushed 5 feet 10 total.
Rank 2: You gain two additional effects. Rank 3: Overwatch now costs only 20 feet of move- 3 or moreThe target has disadvantage on ranged ment to use. Rank 4: The cubes area increases by 10 feet 30 feature, you cannot use it again until you finish a short and 40 feet respectively. Rank 5: You can use your action as well as spending At 14th level, you gain one additional use of Strong- movement with Overwatch and double its area of ef- point before you finish a short or long rest.
You can also fect. You cannot shift its location. Precision Fire When making a non-autofire attack, you can re-roll any damage die roll of 1 until the result is other than 1. Rank 2: If you score a critical hit, roll all damage dice twice and take the higher values. Shrapnel When you hit a creature with a ranged attack using the auto or auto-heavy property, one creature within 5 feet of the first target 10 feet with auto-heavy takes dam- age equal to your Dexterity or Strength modifier.
Rank 2: Increase the range by 10 feet 15 and 20 feet respectively. Rank 3: Double the damage the second target suf- fers. Sure-Footed You treat heavy weapons as two-handed small arms for the purposes of attack penalties while moving. This does not apply to super heavy weapons. Alternatively , you can forego your archetype selec- tion at 3rd level and gain an additional artillery talent at each of the above levels. TOO CLOSE At 6th level, if you are hit by an opportunity attack, you can make a single melee attack, using your weapon as a club, as part of that same action.
Youre an intelli- any two melee martial weapons of your choice gence operative with specialties in counter-terrorism, Tools: Disguise kit or Poisoners Kit select one espionage, and assassination. Your strengths lie in your Saving Throws: Dexterity, Wisdom ability to avoid either capture or the crosshairs of enemy Skills: Stealth plus three from Acrobatics, Athletics, weapons.
After making a killing blow, youre able to Deception, Computer Use, Engineering, History, In- break off and vanish into the shadows. Even your kills sight, Intimidation, Perception, Persuasion, Sleight of can go without notice. Hand, and Vehicle Operation.
You don't consider yourself a thief. This permits you to maneuver into positions to You have acquired a very particular set of skills over a gain advantage while others would be instantly spotted. Said skills are essential to be steadfast Youre near worthless when exposed. Start- ing at 1st level, you can re-roll undesirable d20 results you make. You recover spent uses after you finish a short or long rest. You Proficiency cannot use procedural memory if you have disad- Level Special Bonus vantage.
Once per turn, if you hit on an attack you have advantage with, you can turn that at- tack into a critical hit. Additionally, you can forego your archetype selec- tion at 3rd level and gain an additional use of procedural memory. If you act first after rolling initiative, you have two actions on your first turn instead of one, and have advantage on attack rolls until the end of that turn. Alas, occasionally a single strike isnt enough, and you are forced to act more brutally.
At 6th level, if you hit your target with a melee weapon or a ranged weapon at 20 feet or closer, you can repeat the same attack against the same target as part of the same action. This attack is counted sepa- rately from the previous, so any benefits do not carry over. If the additional attack hits, you can make a third attack as part of the same action. At 13th level, Efficient Killer improves, and you can make up to five additional attacks on the same target as part of the same action as long as each previous attack hits.
When benefitting from three-quarters cover, it is treated as total cover. After scoring a critical hit on a creature, the target is also stunned until the end of your next turn. As a marshal, you often begin your career in the same way as rank-and-file soldiers, but move into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often HIT POINTS by taking classes on how to be someone responsible for Hit Dice: 1d8 per marshal level a team.
In a pinch, the Weapons: Simple weapons, one-handed and two- ability to convey orders with hand signals and facial handed small arms, heavy weapons expressions may mean life or death. A marshal must Tools: All ground vehicles and aircraft also be persuasive, and above all, brave, for nobody is Saving Throws: Intelligence, Charisma going to risk life or limb for a coward.
It will Deception, Intimidation, and Persuasion be assumed by outsiders, even if the assumption is inac- curate. As a marshal, you receive the following equipment at 1st level. A marshal is generally assumed to lead a par- ty, so if you are not, the question is why.
In strict military presence that can motivate or generally boost those you channels, discipline can be enforced. Regardless, the deem your allies. Each command presence can also be other players should want to follow your instructions. Unless otherwise stat- ed, you gain no benefit from your own command pres- So when creating a marshal, be aware that at points ence. If the snip- At 2nd level, and again at 6th, 10th, 14th, and 18th level, er is in charge of the group instead of you, the GM may you can either select another command presence or in- inquire as to the reason.
This is not saying that the crease the potential of a presence you already possess. Allies that can see and hear you have advantage on Constitu- tion, Wisdom and Charisma saving throws. Allies that can see and hear you double any effect that removes fatigue. Finishing a long rest reduces an allys fatigue level by 2, provided that the ally has also ingested some food and drink. Profound Advice boost : Use an action to give a rousing speech, and all allies that can see and hear you suppress all effects of fatigue for one hour.
Tier 2: You gain a number of Hit Dice equal to your level that you can distribute to allies that can see and hear you when you and they finish a long rest. These additional Hit Dice must be used immediately or are lost. Additionally, when you use profound advice, each ally recovers hit points equal to a quarter of your current hit points.
All enemies within 10 feet of you treat the area as difficult terrain. Menacing Mug boost : As an action, you double the range of intimidating mug for one minute 10 rounds. Strategic Precision Tier 2: Increase the range to 20 feet, and you can You lead the attack, drawing allied fire to your target.
If use menacing mug twice before needing to finish a long you hit a creature, pick one ally that can see or hear rest. Mask Of Authority Strategic Superiority boost : As an action, you con- Your friends believe themselves better knowing you are around. All allies that can see and hear you can re-roll vey an attack planfor one minute 10 rounds , all al- all 1s on their damage rolls.
All allies that can see to her as a reaction to you or as an additional action on and hear you reduce all damage inflicted on them by 1 her next turn.
Additionally, you can swap your initia- 3 at 10th level. Brotherhood boost : As an action, you advise your Basically, the marshal has two options.
Select an ener- or she selects an ally--said ally takes an action gy type acid, cold, fire, force, lightning, necrotic, poi- as a reaction to the marshal selecting them. Tier 2: All allies in range reduce all damage inflict- ed on them by 2 6 at 10th level. Several powers are only availa- half damage and one ally can disengage from the same ble to choose after level 5.
When you use this feature, you cannot use it again until you take a short or long rest. Big Picture You can select this trait multiple times, increasing As an action, select one ally able to see and hear you.
If the damage cured by 1d6 each time and gaining an ad- the ally hits with an attack before the beginning of your ditional use of quick patch between long rests. Persuasion checks select one. You can select this You can use boars head multiple times on your turn, trait multiple times, selecting a different skill each time.
Snap Out Of It If an ally within 5 feet of you is charmed, frightened, or Control The Battle Theatre stunned, you can use your reaction to inflict 2d4 dam- When rolling for initiative, you and each ally that can age on that ally and remove the effect. Unnecessary Abuse Level 5 Face Slap If an ally within 5 feet of you misses on an attack roll, Level 5 you can use your reaction to inflict 1d4 damage on that Use an action to wake up one adjacent unconscious ally and have them re-roll.
If the target was unconscious from being re- duced to fewer than 0 hit points, she is healed to 1 hit point. At 3rd level, you choose an archetype. The archetype you choose grants you features at 3 rd level and again at Focus Target 7th, 11th, 15th, and 18th level.
Level 5 Alternatively , you can forego your archetype selec- As a bonus action, you can grant an ally within 5 feet of tion at 3rd level and select an additional team power at you a single ranged attack against the same creature you each of the above levels. As normal, you cant increase an abil- tion to shove that creature 5 feet as long as the target is ity score above 20 using this feature.
Starting at 20th level, you gain a pool of 1d4 natural 20s when you finish a long rest, which you can use to re- Plan of Attack place any allys d20 roll as a reaction. You can spend 10 feet of movement to move another ally 5 feet. This movement does not provoke oppor- tunity attacks. Despite any ranged combat skills you may possess, you prefer to a simple melee weapon for close encounters make things personal.
You require no augmentation, ability for attack and damage rolls. The mar- tial artists weapons cannot be removed. There is no scanner or sensor to identify one as a threat. You can use Dexterity Acrobatics instead of As a martial artist, you are a non-magical alternative to Strength Athletics to make or sustain grapple the more clichd official monk.
You follow similar ide- checks. There is no established setting in U5. It presents classes, gear, and scenarios that can be inserted into any campaign, including the following:. You may explore the rules in whatever context you wish. Rules are generalized, encouraging homebrew settings and the rebranding of elements.
Create a pure science fiction setting, or insert these rules into your own fantasy world to offer a unique spin. Modify your class with one of seven ladders. These PDF files are digitally watermarked to signify that you are the owner.
A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.
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Watermarked PDF. Average Rating 68 ratings. It presents classes, gear, and scenarios that can be inserted into any campaign, including the following: Cyberpunk Espionage Modern Warfare Space Opera Techno Fantasy Urban Fantasy Steampunk Wild West with or without aliens You may explore the rules in whatever context you wish.
Revamped rules around being human. Ten new classes including the infiltrator, medic, sniper, and techie. Twenty-four archetypes All new weapons including traditional firearms, rocket launchers, and laser rifles New armor including powered combat suits. Purchase and modify vehicles Over forty new monsters including giant robots.
Two included adventures—a zombie apocalypse and an alien invasion. Bundles containing this product:. NeuroSpasta 5E. Apex 5E version. Customers Who Bought this Title also Purchased.
Reviews Please log in to add or reply to comments. Question about academic Kill. Academic Kill on its own at 5th level can only add 2d6 additional damage by spending 1 point.
If using the older rules, then 2 points would result in 4d6 additional damage. REDUX took that rule out, so it would top out at 2d6 at 5th level. Sorry for the mixup. This looks like a great all-purpose system. Very neat printable maps as a bonus! I like how the tower is laid out. So a question in regards to Infiltrator abilities Does Intended Target and Pacification work together? Also, Solid Skill Sprung gets rid of disadvantage from firing while prone with 1 hand small arms.
But under 1 hand small arms, it states you don't have disadvantage while firing prone. In the next set of patch notes, we amended Sprung as follow: Sprung.
You can stand from prone using only 5 feet of movement. Additionally, when you make any type of high jump, you increase the distance by 5 feet. I was wondering if Boundary Threshold could be clarified. Does the expenditure of the kata point allow an additional attack against one minimum two enemy within five feet?
It's a little ambiguous because, as written, it just sounds like a normal attack. Thanks, love the DEM products! If you have two enemies in reach, you spend 1 kata and 30 feet of movement which means generally your speed will be zero and make one ranged attack to one of those enemies. It does not count as your action and is above the normal attacks you gain with your action. It is a single ranged attack but you must have two enemies close.
You don't have to attack the same target as your main action. Hi Chris, I saw mention of being able to download a test version of the UltraMax rules if you had purchased a copy of Ultramodern 5.
I purchased a hard copy back in Feb '17, does the offer still apply to older orders and if so how do I get a copy of those rules? You'll find them there. Could this have something to do with me having only purchased a hard copy of the core book? So just checking Hi Chris, It's been a while and I just wanted to do a follow up, did you ever find a solution for me to receive a pdf copy of the Ultramax rules?
They are not included in my DLs for my Ultramodern order, but as I stated above I ordered a hard copy of Ultramodern 5, not a digital copy so I don't know if that might be the reason. QQ for you guys Loving the playtest for the UltraMax system so far. You always add your modifier to damage rolls; that being said, Ultramax was a test, a proof of concept, so it may need some balancing issues. Okay great. If you need some help or testing let me know. Ya going over the book more some of the creatures damages seem waaay high based on the amount of HP the players have.
Is there another place to post for suggestions at all or playtesting feedback? You can also PM on our Facebook page. Some GMs believe players need to be constantly taking damage so flub rolls to players are constantly being hurt. With UltramaMax, the intent is to make hits hurt but for players to avoid it at all cost. I have 2 questions. It says that vehicle proficiencies work as tool proficiencies, but the driver archetype reads as Dexterity Vehicle Operation which I presume is be a skill.
Was this just a mistake or am I misinterpreting it somehow? The rules for repairing objects with the engineering skill appear in terms of hit points.
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