BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ultramodern 5E

LADDERS

  • Ladders Overview:
  • Ladders represent a character's general traits, outlook, and disposition rather than specific roles.
  • They complement classes, which define vocational abilities.
  • Selection and Use:
  • You choose a ladder during character creation.
  • Ladders are permanent—no switching or multi-classing into another ladder.
  • They have no prerequisites but benefit from high key ability scores.
  • Abilities:
  • At level 1, you gain an initial ability from your chosen ladder.
  • When gaining ability score improvements or feats, you can instead select a ladder ability.
  • Design Philosophy:
  • Ladders emphasize what you are and how you live, rather than what role you fill.
  • They include mental and physical disciplines or natural talents.
  • Any ladder can pair with any class, and they are generic in benefits, offering flexibility in character builds.

Backgrounds

Backgrounds have been heavily revised. Though you are welcome to select any background from any officially licensed product, you can also take your chances with the lifepath system where virtually every facet of a character’s life can be determined. Instead of selecting a single background and rolling on a handful of tables for personality and motivations, there are now dozens of tables to work from, including ones where windfall or tragedy is only a dice roll away.

RACE

  • Default Assumption: Most semi-modern, modern, or futuristic games assume all characters are human, limiting player choice during character creation.
  • Human Customization: Humans now have expanded options, including genetic traits and natural skills to differentiate characters.
  • New Races: Additional options include androids, aliens, and other races from diverse settings, broadening character creation possibilities.

SPENDING MOVEMENT

  • Class Abilities Using Movement:
  • Some classes (e.g., Heavy) have abilities that require spending movement to activate.
  • Rules for Spending Movement:
  • Reduce Speed: Activating the ability reduces your speed that turn by the listed amount.
  • Entire Speed Cost: If the ability requires your entire speed, you cannot move during that turn.
  • Insufficient Speed: If the cost exceeds your available speed, you cannot activate the ability.
  • Single Turn Use: The required movement must be spent in one turn and cannot be split across multiple turns.
  • Partial Speed Usage:
  • If the ability's cost is less than your available speed, you can still move, but your speed is reduced by the amount spent on the ability.

SPENDING HIT DICE

  • Hit Dice Overview:
  • Normally used to recover hit points during short or long rests.
  • In this system, hit dice can also be spent to activate certain class abilities.
  • Using Hit Dice for Abilities:
  • When an ability requires hit dice, the specified number is spent and cannot be used for healing.
  • If instructed to roll the dice, it’s for the ability, not for recovering hit points.
  • Recovery Rules:
  • Spent hit dice reduce the pool available for short rests.
  • They are only replenished during a long rest as per standard rules.

TECH LEVELS

Summary of Tech Levels (TL) in Ultramodern5:

Overview:

  • Tech Levels (TL): Indicate how advanced gear or technology is.
  • Flexibility for GMs:
  • TLs are guides, not restrictions. Different TLs can coexist in the same setting (e.g., TL1 weapons, TL3 vehicles, TL5 mecha).
  • Default TL for most Ultramodern5 games is TL2 (present day-near future).
  • Cost Modifications:
  • In campaigns set at TL1 or higher, gear at that level or lower (except TL0) costs 50% less.
  • Higher TL gear does not increase in cost but should have strictly controlled availability.

Tech Levels and Their Characteristics:

TL0 – Primitive Technology:

  • Era: Pre-industrial age to mid-18th century.
  • Vehicles: Steam-powered gliders or basic aero forms.
  • Weapons: Blunderbusses, muskets, simple chemical propellant firearms.
  • Medical: Reliant on natural healing and basic surgical techniques.
  • Similarity: Early civilization through pre-electric industrial era.

TL1 – Industrial Era:

  • Era: 19th to early 20th century.
  • Vehicles: Internal combustion engines, steam power, propeller-driven aircraft.
  • Weapons: Bolt-action rifles, revolvers, and cartridge-fed firearms.
  • Medical: Vaccines, basic genetic engineering, widespread use of drugs.
  • Similarity: Industrial Revolution and early modern period.

TL2 – Electronic Era (Default):

  • Era: Mid-20th century to near future.
  • Vehicles: Electronics-integrated ground vehicles, advanced aircraft with fly-by-wire.
  • Weapons: Infrared/thermal imaging, advanced reloading, and higher firing rates.
  • Medical: Computer diagnostics, MRIs, and advanced imaging technologies.
  • Similarity: Modern world with advancing computer integration.

TL3 – Advanced Magnetic and Energy Manipulation:

  • Era: Slightly more advanced than TL2, future-oriented.
  • Vehicles: Vertical take-off jets, magnetic mass-transit alternatives.
  • Weapons: Railcannons, self-propelled projectiles, and early laser weaponry.
  • Medical: Nanotechnology in labs; faster healing and most diseases curable.
  • Similarity: Ultra-high-tech but recognizable to a 21st-century observer.

TL4 – Nanotechnology Age:

  • Era: Technology integrates energy and nanotechnology seamlessly.
  • Vehicles: Robots with advanced autonomy; all-terrain vehicles.
  • Weapons: Plasma weaponry; outdated traditional ballistics.
  • Medical: Nanotechnology heals wounds and regenerates limbs.
  • Similarity: Highly advanced, bordering on magical to modern eyes.

TL5 – Post-Nanotechnology (Near Magical):

  • Era: Technology indistinguishable from magic.
  • Vehicles: Antigravity dominates; older forms obsolete.
  • Weapons: Disruptors, vapor rifles, disintegrators.
  • Medical: Full body reconstruction and near-instant healing.

Key Takeaways:

  1. TL defines the technological sophistication of items and gear.
  2. GMs can mix and match TLs to suit the narrative theme.
  3. TL0–5 represents a progression from primitive to near-magical technology.
  4. Costs and availability of gear adjust based on campaign TL.

BIRTH

Human Overview:

  • Humans are a single race with immense genetic diversity, greater within families than across global populations.
  • Players can choose between the traditional 5E human or the Genetic Diversity option, even if other races are available.

Ethnicity:

  • Ethnic details (country, culture, appearance) are for flavor and do not affect mechanics.
  • Players are encouraged to define these aspects based on their character’s background.

Genetic Diversity:

  • Humans share 99.9% of their genetic code, but slight variations create physical and mental differences.
  • Genetic Benefits: Players can choose or roll for advantages from the Genetic Diversity table, such as enhanced physical or mental traits.
  • Additional benefits can be gained by:
  • Foregoing one +1 ability score increase.
  • Accepting a shortcoming.
  • Rolling for traits if randomness is desired.
  • The GM can cap benefits (e.g., two or three total) and enforce randomness for traits and shortcomings.

Common Human Traits (Base 99.9%):

  • Ability Score Increase: +1 to all ability scores, with an option to trade one increase for an additional Genetic Benefit.
  • Age: Adulthood in late teens; lifespan varies (80–110 years) depending on technology.
  • Alignment: No natural alignment tendencies.
  • Size: Average height ranges between 5’0” and 6’5”, with typical speeds set at 30 feet.
  • Languages: Proficiency in a native language and one additional language of choice.
  • Genetic Benefits: Provides additional customization to reflect genetic traits.

Key Features:

  • Humans remain versatile with unique traits through Genetic Diversity.
  • Ethnic and cultural details are purely narrative and do not influence gameplay mechanics.
  • The system allows flexibility for character uniqueness while maintaining balance through GM-defined limits.

     
     
  • Personal Growth Beyond Genetics:
  • A character's birth and genetic background are only part of their story.
  • Who they become is shaped by choices and actions, not just what they are born into.
  • Critique of Traditional 5E Race Rules:
  • Traditional rules often define personality traits, preferences, and biases based on race.
  • This approach is inaccurate, reductive, and potentially prejudiced, especially for humans with narrow genetic differences.
  • Lifepath and Roleplaying Freedom:
  • The lifepath rules provide background details but do not dictate how to play a character.
  • Players are free to interpret memories and experiences, shaping their characters’ actions and personalities during gameplay.
  • Even characters with similar backstories can make vastly different choices in the same situation.

  • CHARACTER CREATION
  • Core Process: Follows standard 5th Edition rules for ability scores, modifiers, and selecting race and class.
  • Default Race: Assumes human unless the GM allows other options. Players can use official 5E rules or this book's human variant.
  • Differences: Adds selection of a background (part of the Lifepath system) and a ladder (see Chapter 4).

  • LIFEPATH
  • Individuality in Backgrounds:
  • A character’s life story is too complex to be summarized by a single word or sentence.
  • Backgrounds in Ultramodern5 are minimal, serving as a starting point for a customizable lifepath.
  • Lifepath Elements:
  • Begins with selecting a background/origin to establish one backstory aspect.
  • Expands into details such as family status, siblings, friends, enemies, romantic relationships, and key life events.
  • Most elements can be chosen, but Life Moments are rolled for added randomness.
  • Encouragement for Creativity:
  • Unusual combinations of elements encourage unique storytelling.
  • The GM can modify rolls or results to better fit the game’s setting.
  • Flexibility for Players:
  • Players can skip these rules and use standard 5E backgrounds if preferred.
  • However, they must balance these with the GM to ensure consistency with the game.

 

BACKGROUND

  • Purpose: Backgrounds represent where you came from and detail your early life, not necessarily your current status.
  • Dynamic Life Paths:
  • You can start wealthy and lose it all or rise from poverty through effort.
  • Backgrounds reflect the starting point of your life, not its entire story.
  • Integration and Benefits:
  • Multiple backgrounds can be combined narratively, but you can only gain the mechanical benefits of one.
  • Diverse Choices:
  • Avoid aligning your background too closely with your class or ladder; unexpected combinations can create richer, more dynamic stories.

Affluent:

  • Overview: Born into privilege, with easy access to wealth and resources. Wealth may persist or be lost later in life.
  • Proficiencies:
  • Skills: Deception or Persuasion
  • Tools: One musical instrument
  • Languages: Two of your choice
  • Equipment: Fine clothes, $200 in a leather wallet.

Bruiser:

  • Overview: A scrappy individual, not necessarily strong but always ready to fight or stand up for themselves and others. A mentality rooted in early life.
  • Proficiencies:
  • Skills: Athletics or Acrobatics
  • Languages: One of your choice
  • Equipment: A fight trophy, $20 in loose bills, common clothes.

Delinquent:

  • Overview: Involved in criminal activity, whether petty theft or organized crime. This could stem from poor influences, bad choices, or being a ringleader. Past mistakes shape, but don't define, the present.
  • Proficiencies:
  • Skills: Sleight of Hand or Deception
  • Tools: Thieves’ tools
  • Languages: One of your choice
  • Equipment: Common clothes, $15 worth of stolen goods.

Disciple:

  • Overview: Raised in a religious or spiritual environment, whether a loving family, a monastery, or even a fanatical cult. Devotion shaped your early life, though your current beliefs may differ.
  • Proficiencies:
  • Skills: Religion or Nature
  • Languages: One of your choice
  • Equipment: Holy items (books, symbols, etc.), common clothes.

Drifter:

  • Overview: A transient life, moving frequently due to circumstance or choice. Whether living on the streets, in a vehicle, or small apartments, you've learned to adapt and survive without strong connections.
  • Proficiencies:
  • Skills: Deception or Survival
  • Languages: Two of your choice
  • Equipment: Common clothes, backpack, bedroll, blanket, $5 in coins.

Intellectual:

  • Overview: Driven by curiosity, constantly questioning and seeking knowledge. Whether through books, online sources, or self-driven exploration, you embrace evidence and resist ignorance.
  • Proficiencies:
  • Skills: Engineering or Science
  • Languages: Two of your choice
  • Equipment: Common clothes, textbooks, $15 in a wallet.

Laborer:

  • Overview: Valuing hard work and tangible contributions, you gravitate toward physical or blue-collar professions (e.g., farming, manufacturing, or emergency services). Strength isn't required—commitment is key.
  • Proficiencies:
  • Skills: Animal Handling or Athletics
  • Tools: One set of artisan tools
  • Languages: One of your choice
  • Equipment: Artisan tools, $50 in earnings.

Prodigy:

  • Overview: Exceptionally talented in one area (e.g., sports, music, or a craft), developed through focus and support. This obsession may dominate your life or serve as an escape from its complexities.
  • No Specific Proficiencies or Equipment Listed in the Description.

Recluse:

  • Overview: Prefers solitude, whether for recharging or as a lifestyle. While not necessarily anti-social, thrives when working alone and avoids prolonged interaction with others.
  • Proficiencies:
  • Skills: Computer Use or Investigation
  • Languages: Two of your choice
  • Equipment: Common clothes, personal computer, $20 in prepaid cards, $10 in wallet.

Regular Joe:

  • Overview: A dependable individual without extraordinary talents but with a unique mix of skills. Reliable and grounded, but unremarkable in a way society depends on.
  • Proficiencies:
  • Skills: Any one skill of your choice
  • Tools: Any one tool or vehicle of your choice
  • Languages: One of your choice
  • Equipment: $50 in a wallet.

Smooth Talker:

  • Overview: Energized by social interaction, thrives on attention, and often assumes leadership roles. Seeks engagement and avoids isolation or quiet tasks.
  • Proficiencies:
  • Skills: Persuasion or Intimidation
  • Tools: One gaming set
  • Languages: One of your choice
  • Equipment: Gaming set, fine clothes, $50 in a wallet.

NOTA: Há no ULTRAMNODERN uma série de outras opções como ORIGIN, LIFE EVENTS

 
 

SKILLS & PROFICIENCIES

Intelligence (Computer Use):

Overview: Advanced computer skills beyond basic usage. Uses: Repair, modification, and maintenance of computers. Circumvent security, create programs, or research topics online. Substitute for Intelligence (Investigation) when researching subjects.
 

Intelligence (Demolitions):

Overview: Skill in handling explosives and detonators.
Uses: Set and disarm mechanical or electronic explosives effectively. Success ensures proper detonation; failure risks malfunction. Critical failure (by 10+) may cause accidental detonation or failure of linked explosives.
 

Intelligence (Engineering):

Overview: Broad expertise in crafting, modifying, and repairing technology.
Uses:
 

Crafting: Requires proficiency, an appropriate engineering kit, and widgets. Build speed depends on kit tech level and character level. Rolling for progress can expedite the process (based on roll result).

Disarming Electronic Locks: Use engineering kits to bypass traps or locks (kit TL must match or exceed device TL).

Repairing Items: Recover hit points of damaged equipment based on skill check. Advanced kits improve efficiency; mismatched TLs add bonuses/penalties.

Reverse Engineering: Convert items into widgets (1/5th value). Destroys the original item.

Sabotage: Sabotage devices/vehicles with specific effects until repaired. Requires logical access to components; repair via contested checks or specific solutions.

Mecha: Build, modify, and repair mecha using appropriate kits. Mecha TL typically exceeds standard setting by one level unless common in the game.

   

Mecha Proficiency:

Overview: Grants the ability to operate mecha with a specific cockpit configuration (e.g., virtual cockpit or thought control).
 
Key Rules:

  Cockpit-Specific Training: Proficiency applies only to mecha using the same cockpit type as the one you’re trained with.

Game Setting: In settings where mecha are common, GMs may grant all players mecha proficiency, regardless of class.

Transformation: If a mecha transforms into a vehicle (e.g., resembling a car or aircraft), it follows vehicle proficiency rules instead.
 

Vehicle Proficiency:


  Overview: Grants the ability to operate vehicles within one of five categories:
  • Light Ground
  • Heavy Ground
  • Super-Heavy Ground
  • Aircraft
  • Watercraft

  Key Rules: Broad Proficiency: Proficiency applies to all vehicles in the same category (e.g., knowing how to ride one bike means you can ride all bikes).
 

When Checks Are Needed: Routine driving requires no check; checks are required for: Unusual circumstances (e.g., storms or slippery surfaces).

Stunts, high-speed driving, or combat situations.
  Failure Consequences: Failing a Dexterity check can result in: Losing control, sliding, or crashing. Crashes may prevent further checks until resolved and could lead to immediate or ongoing movement.
 
Interaction Between Mecha and Vehicles:

  Transformation: If a mecha transforms into a form that functions like a vehicle, it requires the appropriate vehicle proficiency instead of mecha proficiency.
  Details on Vehicle Use: Refer to the Equipment chapter for comprehensive vehicle rules.

 

New Feats in Ultramodern5

  ---   Exo-Armor Proficiency
  • Increase Strength or Dexterity by 1 (maximum 20).
  • Gain proficiency with exo-armor.
  ---   Crossfire
  • Increase Dexterity or Intelligence by 1 (maximum 20).
  • Abilities requiring an ally within 5 feet of an enemy now apply to allies with firearms within 20 feet of the enemy.
  ---   Fidgety Fingers
  • Increase Intelligence or Wisdom by 1 (maximum 20).
  • Crafting Boost: Double the $ you can expend per day (or longer with a mismatched engineering kit) when crafting technology.
  ---   Firearm Expertise
  • Increase your ranged attack ability score (e.g., Dexterity) by 1 (maximum 20).
  • Reload Efficiency: Reload one clip, magazine, or cell using 15 feet of unspent movement.
  • High-Risk Shot: Before making a ranged firearm attack, take a -5 penalty to the attack roll. On a hit, add +10 damage to the attack.

Comments

Please Login in order to comment!