Luminary
“Luminaries always toe the line between generational genius and world-ending insanity a little too well…”
The Luminary
What started in 1510 as a handful of scholars proposing wild hypotheses has evolved through centuries of revolution, war, and the Sundering into something much bigger: the Luminary's Guild — a worldwide network of scientists, tinkerers, alchemists, and engineers obsessed with figuring out how things work.
Got the credentials and connections? The prestigious Luminary Academies — Benvelrean Institute, Artimes Technical, Primalandora Applied Sciences — offer cutting-edge labs and degrees that open every door. Can't afford tuition or prefer learning by doing? The Guild thrives on self-taught geniuses working from basements and wasteland workshops. (Will they bicker about it? Sure. But everyone shares research notes eventually.)
Fascinated by genetics? There's a sub-guild for that. Love to code? Forums up the wazoo. Enjoy tinkering and inventing new gadgets? Easy upload and feedback loops. Want to explore theoretical physics? There's a warning label on that bit. Clinging to technomancy post-Sundering? They tolerate it. Barely.
Academy-trained or self-taught, the Luminaries care about one thing: Does it work? Can you prove it? Can you make it better? Such is their commitment to progress.
HP Dice
+1d6 per level
HP at 1st Level
Base HP + 6 + Endurance Modifier
HP at Leveling
1d6 + Endurance Modifier
Optimal Abilities
Cognition & Agility
Aptitude Dice
1d4
MAB
4
Gear Aptitude
Light Armor, Simple Weapons, and your choice of four Martial Weapons.
Salvaging
When choosing the Luminary Base Class you gain the ability to extract Biological and Mechanical Materials needed for Crafting. While touching a creature or piece of technology, you may attempt a Salvaging Check.
Salvage Check = d20 + your Cognition Modifier
Compare your Salvage Check to the DC table below. You receive the Material of the DC you hit and the Materials of the DCs below it as well.
| DC | Material | Worth |
|---|---|---|
| 1–4 | Failed Salvage | — |
| 5–8 | 20 Worthless Junk | 5€ per unit |
| 9–16 | 10 Standard Grade | 100€ per unit |
| 17–20 | 5 High Quality | 500€ per unit |
| 21–24 | 2 Rare | 2,000€ per unit |
| 25+ | 1 Exotic | 6,000€ per unit |
Level Summary
| Level | Aptitude Dice | Base Class Feats |
|---|---|---|
| 1 | d4 | Two Feats from Adaptive Learning |
| 2 | d4 | Base Bracket Pool |
| 3 | d4 | Scientific Dedication, Base Bracket Pool |
Adaptive Learning
Luminaries accelerate by observation, iteration, and a healthy dose of caffeine. Pick two study tracks that best fit your genius; they will scale as your breakthroughs pile up.
Coding Savant
AP: 1 | QA/RPassive: Gain Aptitude in the Hacking Skill and Toolkit. Gain a +1 when using Physical Strike with the Direct Interface Action and add 1d6 bonus damage when deploying a Combat Program that deals damage.
Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 4d6, Level 16 = 5d6.
Cog Booster
AP: 1 | QAYou may add +1 when attempting to make any Cognition based Skill Check.
Bonus increases: Level 5 = +2, Level 8 = +3, Level 12 = +4, Level 16 = +5.
Blacksmith’s Apprentice
AP: 2 | CAPassive: Gain Aptitude with Armorer’s Toolkit. Range: Touch. While working on a piece of Armor, Shield, or Shield Generator, you can restore 1d6 + your Level of THP.
Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 4d6, Level 16 = 5d6.
Med-School Graduate
AP: 2 | CAPassive: Gain Aptitude with the First-Aid Skill and Medic Toolkit. Range: Touch. Heals a target Organic creature for 2d4 HP and removes 1 Minor Injury.
Dice increases: Level 5 = 2d6, Level 8 = 3d6, Level 12 = 4d6, Level 16 = 5d6.
Weapon Augmenter
AP: 2 | CAPassive: Gain Aptitude with Inventor’s Toolkit. Range: Touch. You temporarily modify a Simple Weapon, granting it +1 to its next Attack Roll that deals +1d4 to its Damage. A weapon can only have one augmentation at a time.
Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 4d4, Level 16 = 5d4.
Base Bracket Pool
At level 2, you gain one Feat from the Base Bracket Pool. At level 3, you gain a second. These Feats are categorized to support a variety of playstyles.
Defensive Feats
Adaptive Biology
AP: 2 | CA | 1 ChargeYou have learned a unique formula to adapt your genetic structure, using yourself as the lab-rat! Passive: Gain Aptitude with the Alchemist’s or Herbalist Toolkit. Duration: 2 Rounds. Select one Damage Type (Cryo, Electric, Thermal, Radiation); gain Resistance to the chosen type for the Duration.
Each additional use before a Long Rest inflicts 1 Level of Exhaustion.
Rational Analyzer
PassiveGain Aptitude with the Rationalism Skill. If you already have Aptitude, gain +2 Aptitude Points in the Rationalism Skill. You may substitute your Rationalism Skill Check for a Will Defense Roll against mind-altering effects, charms, illusions, and mental manipulation.
Offensive Feats
Calculated Strike
AP: 4 | CA | 1 ChargeDuration: Until the end of your next Turn. Range: 10 m. Choose a hostile creature within Range and grant yourself or an ally within Range the following for the Duration: Attacks against them deal additional damage equal to Cognition Modifier + Level. Your Weapon Attack Crit Range is 18–20.
Additional uses before a Long Rest inflict 1 Level of Exhaustion each.
Thermal Beaker
AP: 4 | CAPassive: Gain Aptitude with the Explosive Technician’s Toolkit. Materials: 1 Standard Grade. Duration: 2 Rounds. Range: 10 m | Radius: 3 m. You craft an explosive beaker that is then Thrown with a Ranged Attack. All creatures within Radius must make a Defense Roll against it. On failure, they take 2d6 Thermal Damage.
Creatures that start their Turn within the Radius take an additional 1d6 Thermal Damage each Round for the Duration.
Utility / RP / Mobility Feats
Chaos Theory
AP: 1 | R | 2 ChargesRange: 8 m. When a creature within Range rolls a dice (except for Critical Rolls), you can roll a d4. You may then choose to add or subtract the result from their roll.
Gunpowder Fanatic
PassiveGain Aptitude with the Gun-smithing Toolkit. You may create Special Ammunition at half the cost using a Gun-smithing Toolkit.
Kinetic Mastery
PassiveWhen making a Fortitude Defense Roll, add your Cognition Modifier.
Kymara Simulator
PassiveGain Aptitude with one Martial Weapon and one piece of Medium Armor, and be able to use it regardless of listed requirements.
Law of Conservation
AP: 1 | QA/RYou may use your level 0 ARC to gain a bonus to any Cognition based Skill Check. One ARC is equal to a +1 bonus.
Luminary Tutor
AP: 1 | R | 2 ChargesAllow an ally that you can see the ability to re-roll one Aptitude Dice.
Master of None
PassiveYou gain Aptitude in all Toolkits but when making a Skill Check using them you can only use half your MAB instead of rolling your Aptitude Dice.
Meta Cognition
AP: 2 | CA | 1 ChargeYou automatically succeed on a Critical Thinking or Recall Skill Check.
Weapon Smithy
PassiveGain Aptitude with the Smithing Toolkit. Whenever you fail a Crafting Skill Check while using your Smithing Toolkit, you may re-roll and use the second result once per Long Rest.
Tech-thusiast
PassiveGain Aptitude with the Technology Skill; if you already have it, gain +2 to these rolls. You can add +1 Trait to a weapon you have Synchronized with.
Scientific Dedications
At level 3, your Luminary begins to specialize, reflecting the path you'll fully embrace at level 4. You gain one Scientific Dedication Passive, granting you a glimpse into your imminent genius.
Passive: Gain +1 to your Cognition Ability Score or your MAB. You also select your second Feat from the Base Bracket Pool.
Apex Biomancer Path
Budding Geneticist
Your fascination lies in the limitless potential of organic evolution. While others build with circuits and steel, your playground is DNA itself.
You can use your Cognition Modifier instead of your Endurance Modifier when adding HP on leveling.
Techwright Path
Technologist
Technology flows naturally through your mind. Your digital breakthroughs aren’t just ideas—they’re revolutions waiting to happen.
Any Technology Skill Check is treated as a 10 when you roll a 9 or lower.
Neuromancer Path
Magic-Fused Tech
You take your first steps to creating an Arcane Resonator which will allow you to Infuse Mundane Objects with Magic.
Gain Aptitude with the Magic Skill and gain the use of one Novitiate Spell of your choice.
Subclass Options
At Level 4, you choose your subclass — the specialization that defines your Luminary's identity and unlocks unique paths, feats, and ultimate powers.
Apex Biomancer
Unlock the potential of organic evolution with advanced biotechnology!
View subclass →
Techwright
Bend steel and circuitry to your will, fabricating instant fortresses and autonomous weapons that dominate the battlefield!
View subclass →
Neuromancer
Fuse arcane energies with technology, and become the bridge between the world of magic and science!
View subclass →