Neuromancer icon

Luminary Subclass

Neuromancer

Arcane Engineers of the Future

History

The origins of the Neuromancers trace back to a forgotten era, a time when sword and shield dominated the battlefield, yet the seeds of a more profound mastery were being sown through the union of arcane magic and nascent technology.

The earliest Neuromancers were visionary artisans who developed the first Arcanium Resonators—mystical devices capable of capturing and channeling magical energy into physical objects. They crafted these resonators amidst the ruins of ancient magical civilizations, learning to weave enchantments into tools, armor, and weapons. Over time, their craft evolved, producing increasingly complex devices that could enhance not just objects, but the very capabilities of those who wielded them.

As technological progress marched forward, the Neuromancers became alchemists and inventors, their workshops brimming with enchanted contraptions. By the Renaissance, they had established secretive guilds, carefully guarding the knowledge of Arcanium Resonators. When the Industrial Revolution arrived, they emerged from obscurity to become key figures in the era's rapid mechanization, bridging the gap between traditional spellcraft and modern engineering.

Yet, it was war that truly transformed Neuromancy into a force that shaped the world.

When the Colossi War erupted across Adamah, the Dōngtiān Elf Shamans of Iron in Cryoshade developed towering Krêzvárd-Vârdrin, or Rêzers, to battle the Deepmare Colossi. These massive Exo-suit Mechs, powered by Frost Rune Attunement, allowed pilots and runic engines to operate in perfect unison. The war saw these legendary machines deployed far beyond Cryoshade's borders, and when they fell in combat, their wreckage became a treasure trove for engineers, scavengers, and Neuromancers alike.

The great city-states—HKE, UAF, EDR, and SEDA—sought to reverse-engineer the Cryoshade Rêzers, but without access to their frost-bound runic magic, they turned to a different solution: Neural Link technology. Neuromancers played a key role in refining this advancement, integrating their knowledge of Arcanium Resonators with emerging cybernetic interfaces to create a new generation of Rêzers. Instead of ice-forged runes and glacier shards, these machines ran on data cables, implants, and artificial intelligence, forever changing the landscape of Neuromantic craftsmanship.

As the architects of the future, Neuromancers now stand at the forefront of a new era—melding arcane resonance with neural engineering, wielding both wrench and wand as they craft machines that defy the limits of reality itself. Whether forging powerful Neuro-Fusions or perfecting the synchronization of pilot and machine, Neuromancers remain the guardians of the nexus between magic and technology.

Subclass Breakdown

The Neuromancer is a master of arcane engineering, powering advanced machinery through Resonator Points. These fuel Rêzers, Arcane Constructs, Neuro-Fusions, and Magic Potions—all channeled through the Arcanium Resonator.

Base Class

Luminary

Core Ability

Cognition / Intuition

Aptitude Dice

d6

MAB

6

Aptitude

One Martial Weapon of your choice. Armorer and Smithing Toolkits. If you already have Aptitude with both of these Toolkits, you can choose to gain Aptitude in another Toolkit. You can Bond with two additional Magic Items.

Resonator Points

Resonator Points (RES)

Total: 5 + your Level + Cognition Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

RES Dice

Starts at 1d6. Deals Cryo, Thermal, or Sonic Damage (unless otherwise specified).

RES Focus Roll

1d20 + MAB

Key Mechanics

Arcanium Resonator (Passive)

Through rigorous study of the arcane arts and technology you have crafted an Arcanium Resonator.

Crafting Material (Passive)

Technological Material required for your creations can be obtained either through purchasing or Salvaging.

Salvage Check (Passive)

You can now add your Aptitude Dice to your Salvaging Check.

Resonator Spell Storage (Passive)

In order to Fuse specific Spells into items you will need to have a Spell Weaver who must Weave the Spell into your Arcanium Resonator where it remains indefinitely and can be used to Fuse objects.

4

Arcane Engineering

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Elemental Fusion

AP: 1 | R | Range: 5 mCore Synergy

When an ally within Range makes an attack you may grant them 1 RES Dice to the attack’s Damage Roll.

Alpha Rêzer Manufacturing

Long Rest | Arcane Bonding | Materials: 25 Standard Grade

You construct an arcane exo-suit powered by your Arcanium Resonator. Requires Arcane Bonding. You may only have one active Rêzer at a time. When the Rêzer is reduced to 0 HP it is destroyed and must be rebuilt. The Rêzer can wield any weapon you have Aptitude in and equip a Shield Generator or physical Shield.

Size / Type

Large (Non-Sentient Construct)

HP

8 × MAB

Speed

8 m

Resistances

Non-Magical Physical Damage

Immunities

Charmed, Exhaustion, Frightened, Hacking, Paralyzed, Poisoned, Psychic, Toxins

Defense Rolls

FORT +5REX +1

Ability Scores

STR 14 (+3)END 12 (+2)AGI 10 (+1)

Piloting

AP: 2 | CA

While piloting your Rêzer: Attack Rolls use your Reflex Modifier. Add its Agility Modifier to Reflex Defense Rolls. You may use all of your Feats and Abilities through the Rêzer. It acts as additional armor, following the armor THP rules, but you can still be targeted by attacks and spells.

Exo Punch

AP: 2 | CA | Melee, Reach 2 m

Melee Attack, Reach 2 m, dealing 2 RES Dice + its Strength Modifier.

Arcane Construct

Long Rest | Arcane Bonding | Materials: 10 Standard Grade

Through mastery of Arcanium and Resonator coding, you craft your first autonomous assistant. Requires Arcane Bonding. You may only have one active Construct at a time. Rolls its own Initiative and has 3 AP per Round. Shares your RES Point Pool. Starts with 2 Module Slots to equip Construct Modules. You can install or swap a Construct Module for 2 AP.

Size / Type

Small (Construct)

Aptitude Dice

d4

Creature Skill

d20 + 4

Sentience

3 (Self-aware)

HP

5 × MAB

Speed

Fly 10 m, Hover

Initiative

+4

Immunities

Charmed, Exhaustion, Frightened, Hacking, Paralyzed, Poisoned, Psychic, Toxins

Defense Rolls

FORT +0REX +4WILL +0

Ability Scores

STR 6 (+0)END 7 (+0)AGI 12 (+2)COG 12 (+2)INT 6 (+0)CHA 6 (+0)

Arcane Interference

AP: 1 | R | 1 RES | Module: 1 Slot | Range: 3 m

Construct Module: 1 Slot. When a hostile creature targets you or an ally within Range they suffer -2 to their Attack Roll.

Energy Shot

AP: 2 | CA | Module: 1 Slot | Range: 8 m

Construct Module: 1 Slot. Ranged Weapon Attack, Range: 8 m, dealing 1 RES Dice of damage.

Magic Potions

AP: 2 | CA | 1 RES

You gain Aptitude with the Alchemist Toolkit and +3 to Crafting Skill Checks for Potions. When you craft Magic Potions you can add one of the following benefits to it without increasing the DC or materials used: Elixir of Arcana: Restores 1d4 ARC. Elixir of the Elemental: Resistance to one Elemental Type for 2 Rounds. Elixir of Haste: Grants +2 AP for 2 Rounds. Elixir of Vitality: Removes 1 Level Exhaustion.

Neuro-Fusing

AP: 2 | CA | 3 RES

You embed magical enhancements into Mundane items. You can maintain up to three Neuro-Fusions at a time and only one per object. If a new Fusion exceeds your limit, the oldest Fusion ends. Otherwise, Fusions last until: It’s Dismissed using a Quick Action, Drop to 0 HP causing all Fusions to vanish, Or the object is destroyed. Some Neuro-Fusions require Arcane Bonding to function.

Permanent Neuro-Fusions

Passive | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Choose below. Armor: Grants +1 to Fortitude Defense Rolls. Belt: Can Reload weapons as a Free Action. Headgear/Arcane Focus: +1 to Spell Attack Rolls. Weapon: Grants +1 to Attack Rolls and deals a Magical Damage of your choice.

Temporary Neuro-Fusions

Active

Mundane Object: a small object that weighs under 1kg. Spell Trinket: Fuse a Spell of your level or lower into the object. The Spell has a one time use and uses your Modifiers and RES Focus when Spell Weaving. Weaving the Spell uses no material components and is otherwise Weaved as a normal spell.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Resonator Calibration

You gain all remaining Core Subclass Feats you did not select at level 4, and +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your Neuromantic power. Your path grants abilities at levels 6, 8, and 10.

Path of the Arcanist Architect

Construct enhancement and autonomous support. Your expertise in arcane engineering enables you to enhance your Prototype Arcane Construct into a fully functional autonomous unit.

Passive: Constructs Module Slots increase by +1.

Adaptive Processing Unit

AP: 1 | QA/R | 2 RES | Duration: 3 Rounds

Construct Module: 1 Slot. Material: 5 High Quality. A modular processor core that allows your Construct to enter one of the following modes for the Duration: Defensive Mode (Gains +10 THP and Resistance to one Damage Type of your choice), Combat Mode (+1 to Attack Rolls and +1 RES Dice to Damage), Restoration Mode (Targets within 1 m regain THP equal to your RES Focus Roll once per Round).

Level 8

Dimensional Slip

AP: 1 | R | 2 RES | Module: 1 Slot | Materials: 3 High Quality

Construct Module: 1 Slot. Material: 3 High Quality. When your Construct is targeted by an attack, it may phase into a pocket dimension forcing the attack to automatically miss.

Level 10

Shield Core

AP: 2 | CA | 3 RES | Duration: 3 Rounds | Range: 5 m | Module: 1 Slot | Materials: 7 High Quality

Construct Module: 1 Slot. Material: 7 High Quality. Activates an energy shield for you or an ally within Range and for the Duration the Construct provides Partial Cover, moving with the target. If the target fails a Reflex or Fortitude Defense Roll, the Construct automatically intercepts the effect, taking the damage in their place.

Path of the Forge

Arcane shielding and defensive enhancement. You specialize in arcane shielding systems and armor-channeling enhancements, becoming a magitech defensive powerhouse. Your mastery of the Arcane Shielding Matrix allows you to protect allies, manipulate energy flow, and turn defense into retaliation.

Passive: You may install one additional Neuro-Fusion into an armor piece you have Arcane Bonded with.

Shielding Matrix

AP: 1 | QA/R | 2 Charges | Duration: 3 Rounds or until THP Depleted | Range: Self | Radius: 5 m

Requires Arcane Bonding. Mundane Object: Armor. Generate a shimmering Arcane Shield. Grants +15 + 1 RES Dice THP. Half of incoming damage is converted into healing. If the shield is reduced to 0 THP, it releases a 1 m pulse, dealing 1 RES Dice of damage to all hostile creatures in a 6 m Radius.

Level 8

Modular Armor

2 RES

When Neuro-Fusing a Shielding Matrix onto a piece of armor, you may select one of the following additional enhancements that trigger on Activation: Aegis Overcharge (Grants +2 Maximum ARC Points), Kinetic Rebound (When a hostile creature misses a Melee Attack, they take 1 RES Dice of Force Damage), Phase Shift Plating (Wearer may phase through 1 solid object or creature during movement).

Level 10

Shield Overdrive

3 RES

When Neuro-Fusing a Shielding Matrix onto a piece of armor, you may select one of the following additional enhancements that trigger on Activation: Regenerative Aegis (At the start of each Turn, the wearer regains 5 HP), Full Spectrum Defense (The wearer gains Resistance to Cryo, Thermal, and Sonic Damage for the Duration).

Path of the Iron Valkyrie

Aerial combat and Rêzer optimization. You transform your Rêzer into a soaring predator, a high-speed exo-suit optimized for brutal divebomb strikes and agile maneuvering. With its talons extended and flight protocols engaged, nothing escapes your reach.

Passive: Gain +1 to your RES Focus Rolls.

Skybound

Long Rest | Materials: 10 High Quality

During the course of a Long Rest you alter your Rêzer in the following ways: Talons Integrated — gains integrated bladed talons. Mobility — gains +2 to Parkour and Stunt Skill Checks. May use Run or Withdraw as a Reaction once per Round.

Speed

Walk 12 m, Fly 6 m, Hover

Talons

Integrated bladed talons

Mobility

+2 to Parkour and Stunt Skill Checks

Ability Scores

STR END 10 (+1)AGI 13 (+2)

Talon Strike

AP: 2 | CA | Melee, Reach 2 m

The Rêzer makes two Melee Weapon Attacks, Reach 2 m, dealing 3 RES Dice of damage.

Level 8

Kinetic Charge

Passive

When your Rêzer moves at least 3 m in a straight line before making a Melee Attack: On hit, you can push the target up to 5 m and knock them Prone. Works on creatures your size or smaller. If the target is already Prone or cannot be moved, they instead take +2 RES Dice of Force Damage.

Level 10

Wing Beat

AP: 2 | CA | 4 RES | Range: 8 m × 3 m Cone

Your Skybound Rêzer beats its wings forcing all creatures within Range to make a Fortitude Defense Roll against your RES Focus. On failure, they take 4 RES Dice of Force Damage and the target suffers Confusion and Deafened until the end of their next Turn.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Arcane Construct Feats

Repair Pulse

AP: 1 | QA/R | # RES | Module: 1 Slot | Materials: 2 Rare | Range: 2 m

Construct Module: 1 Slot. Material: 2 Rare. The Construct grants 1 RES Dice per RES Point Spent of THP to you or an ally within Range.

Nullifying Pulse

AP: 1 | R | 4 RES | Module: 2 Slots | Materials: 3 Rare | Range: Self | Radius: 2 m

Construct Module: 2 Slots. Material: 3 Rare. When a creature within Range Weaves a Spell of Mystagogue level or less, the Construct can force them to make a Will Defense Roll against your RES Focus. On failure, the spell fails.

Marked Target

AP: 1 | QA | # RES | Module: 2 Slots | Materials: 3 Rare | Range: 10 m

Construct Module: 2 Slots. Material: 3 Rare. Choose a target within Range, the next attack against it deals +1 RES Dice per RES Point spent of additional damage.

Tactical Analysis

AP: 1 | R | 1 RES | Module: 1 Slot | Range: Self | Radius: 3 m

Construct Module: 1 Slot. When you or an ally within Range makes an attack, your Construct can analyze the target’s movements. That attacker gains +2 to their Attack Roll.

Neuro-Fusing Feats

Enchanted Blade

AP: 1 | QA/R | 4 Charges | Arcane Bonding | Range: Self | Radius: 3 m

Requires Arcane Bonding. Mundane Object: Melee Weapon. You Fuse a Magical Damage Type of your choice into a Melee Weapon. When dealing damage with this weapon, release a burst of the infused energy dealing +3 RES Dice of damage to all hostile creatures within 3 m of the initial target.

Healing Armor

AP: 1 | QA/R | 4 Charges | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Armor. Heals HP equal to 2 RES Dice.

Kymaric Armoring

AP: 1 | R | 2 Charges | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Armor. When taking damage from a Melee Attack, reflect 2 RES Dice of the same damage back at the attacker.

Shadow Glasses

AP: 1 | QA/R | 2 Charges | Arcane Bonding | Duration: 1 hour

Requires Arcane Bonding. Mundane Object: Sunglasses. Gain Shadow Sight for the Duration.

Rêzer Feats

Portable Forge

Passive | Rêzer Upgrade

Rêzer Upgrade. Install an operating mini forge into your Rêzer. Grants a +3 to Crafting Checks to the Smithing, Armorer, Inventors, or Gun-smithing Toolkits while inside your Rêzer.

Rêzer Slam

AP: 2 | CA | Rêzer Upgrade | Melee, Reach 2 m | Radius: 2 m

Rêzer Upgrade. Melee Attack, Reach 2 m, Radius 2 m, dealing 3 RES Dice + its Strength Modifier of Bludgeoning Damage.

Juggernaut’s Shield

AP: 1 | R | Rêzer Upgrade | Range: Self | Radius: 3 m

Rêzer Upgrade. When an ally in Range is targeted by an attack, you may redirect the attack to the Rêzer instead.

Utility Feats

Adept Resonator Boost

Passive

Your RES Dice are now 1d8 and your maximum number of Neuro-Fusions you can have Active at one time increases by +2.

Fortified Chassis

Passive | Module: 1 Slot | Materials: 2 Rare

Construct Module: 1 Slot. Material: 2 Rare. Constructs and Rêzers gain +15 Maximum HP and +1 to Fortitude Defense Rolls.

Resonate Surge

AP: 1 | R | Range: 10 m

You can convert 1 RES Point into 1 ARC and grant it to an ally within Range.

Specialized Character Refinement

SCRSCR

You can select a Specialized Character Refinement (see page 54/264).

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Elemental Fusion Upgrade

Passive

If the attack is a Spell, they also gain +1 to the Spell Attack Roll.

Arcane Construct Upgrade

Passive

You can now have two active Constructs at a time. Constructs gain +1 Module Slot.

Updated Stats

Constructs now use the following

Defense Rolls

FORT +1REX +5WILL +1

Ability Scores

STR 8 (+1)END 7 (+0)AGI 14 (+3)COG 12 (+2)INT 8 (+1)CHA 6 (+0)

Magic Potions Upgrade

Passive

You can add one of the following benefits when Crafting Magic Potions, each last for 2 Rounds: Elixir of Focus (Grants +2 to Attack Rolls), Elixir of Power (Grants +1 to Spell Weaving Checks and Spell Attack Rolls), Elixir of Steel (Grants 10 THP for Duration or until depleted).

Neuro-Fusion Upgrades

Passive

Maximum Active Fusions increased by +3. Mundane Objects can now hold up to 2 Neuro-Fusions at a time.

Rêzer Upgrades

Passive | Materials: 20 High Quality

Your Rêzer’s HP increases to 10 × your MAB. You can summon your Rêzer to your location if it is within 1 km. You can now install Construct Modules into your Rêzer and it has 2 Module Slots.

HP

10 × MAB

Module Slots

2

Summon Range

1 km

Defense Rolls

FORT +6REX +2

Ability Scores

STR 15 (+3)END 14 (+3)AGI 13 (+2)
11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

Deflector

AP: 1 | R | Range: 10 mMaster Synergy

When an ally within Range takes damage from an Attack, you can reduce incoming damage by your MAB.

Path of the Hardlight

Battlefield control and arcane barriers. Your mastery of magitech engineering allows you to reshape the battlefield, projecting arcane structures of pure energy.

Passive: Your Constructs can wield any weapon you have Aptitude.

Hardlight Construct

AP: 2 | CA | Short Rest | 5 RES | Duration: 5 Rounds or until THP depleted | Range: Self | Radius: 4 m Sphere

Considered one of your Constructs. Material: 20 High Quality. The Hardlight projects a sphere within Range that has 50 THP. All damage targeted towards individuals inside the sphere is instead absorbed by it. All Attacks from inside the Radius gain +1 RES Dice to Damage. The sphere acts as Partial Cover. Hostile creatures cannot enter the Radius unless by magical means.

Level 13

Defensive Teleport

AP: 1 | R | 5 RES | Range: 10 m

If an ally, Construct, or Rêzer within Range of the Hardlight is targeted by an attack, you may instantly teleport them into the sphere’s Radius. The triggering attack automatically misses and cannot be redirected.

Level 15

Arcane Overload

AP: 2 | QA | 4 RES | Range: 8 m

When the Hardlight is destroyed, all hostile creatures within Range must make a Fortitude Defense Roll against your RES Focus. On failure, they take 4 RES Dice of damage and are Stunned for 1 Round.

Path of Mystic Ballistics

Spell-infused ammunition and ranged magic. You unlock the secrets of binding magic with mundane Ammunition.

Passive: You gain +1 to all Ranged Attack Rolls.

Arcane Ammo

AP: 1 | QA | 3 RES

Mundane Object: Basic Ammunition. Choose a Spell stored in your Arcanium Resonator and Fuse it into 1 piece of Basic Ammunition. This lasts until the ammunition is fired and does not count toward your Neuro-Fusion limit. On hit, you Weave the spell and it treats the target as the center/origin. The spell uses your Modifiers and RES Focus Roll in its Spell Weaving.

Level 13

Elemental Shot

Neuro-Fusion | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Ranged Weapon. You infuse a Ranged Weapon with an Elemental Damage Type of your choice—Thermal, Cryo, Electric, Hydro, or Sonic. The weapon’s damage type changes to the chosen element and it deals an additional +2 RES Dice of damage on hit.

Level 15

Overcharged Payload

QA | 4 RES

When firing Arcane Ammo, you may overcharge the payload. Choose one: Increase the spell’s damage dice by +1 RES Dice, Increase the spell’s Range or Radius by +2 m, Force affected targets to roll with Hindrance on their first Defense Roll against the spell.

Path of the Shadow Protocol

Stealth and camouflage technology. This Protocol’s advanced camouflage technology makes your Rêzer nearly invisible.

Passive: You can add +1 RES Dice of damage to your Ranged Attacks.

Metal Shadow

Long Rest | Materials: 15 High Quality

During the course of a Long Rest you alter your Rêzer in the following ways: Gains +2 to Attack Rolls. Gains Aptitude in the Stealth Skill. Does not provoke Opportunity Attacks.

Speed

Walk 15 m

Attack Bonus

+2 to Attack Rolls

Stealth

Gains Aptitude in Stealth Skill

Ability Scores

STR 7 (+0)END 7 (+0)AGI 17 (+4)

Level 13

Cloak Matrix

AP: 2 | CA | 3 RES | Duration: 5 Rounds or hostile Action | Range: Self | Radius: 3 m

The Rêzer and all creatures within the Radius become Invisible for the Duration. While Invisible, creatures have +3 on Stealth Skill Checks and +1 to Reflex Defense Rolls.

Level 15

Specter Drive

AP: 1 | QA | 4 RES | Duration: End of the Round

While Cloak Matrix is active, for the Duration: The Rêzer gains +10 m Movement Speed and +2 to Reflex Defense. Its first Attack has +2 and does not break Invisibility until the end of the Round.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Arcane Construct & Rêzer Feats

AI Rêzer

Long Rest | Materials: 5 Rare

Material: 5 Rare. Your Rêzer gains a Sentience Level 2. It shares your Initiative, acting right after you, and has 3 AP. Can use your RES Point Pool allowing it to use your Feats and Abilities. Ability Scores: COG 16(+3), INT 10(+1), CHA 7(+0).

Hardwired Coordination

Passive

When your Construct(s) and Rêzer are active, they share a linked targeting system. When either deals damage to a target within Range, the other can make one attack as a Reaction.

Shadow Module

Passive | Module: 1 Slot | Materials: 4 Rare

Construct Module: 1 Slot. Material: 4 Rare. When a Rêzer or Construct is Invisible or Hidden it gains: +3 to Attack Rolls, +1 RES Dice to damage rolls, May use the Run Action without breaking Stealth or costing AP.

Arcane Construct Upgrade

Long Rest | Materials: 2 Rare

Material: 2 Rare. Upgraded Arcane Interference: AP 1, R, 1 RES Point, Construct Module 1 Slot, Range 5 m — hostile creature suffers -4 to Attack Roll. Upgraded Energy Shot: AP 2, CA, Construct Module 1 Slot, Ranged Weapon Attack Range 12 m dealing 3 RES Dice of damage.

Neuro-Fusing Feats

Blink Boots

AP: 1 | QA | 3 Charges | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Armor. The wearer can teleport up to 6 m to an Unoccupied Space they can see.

Channeler Strike Weapon

AP: 1 | QA/R | 3 Charges | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Melee Weapon with Light Property. Make two Melee Attacks with your next Core Action Attack.

Enchanted Explosives

Neuro-Fusion

Mundane Object: Explosive Device. You Fuse magic energy into an explosive. All damage is considered magical. Adds +3 RES Dice of damage and inflicts the Stunned Condition for 1 Round.

Infinite Pouch

Neuro-Fusion

Mundane Object: Bag or Pocket. The pouch is able to hold an almost limitless number of items and is activated by speaking the command word ‘access’ and touching the pouch. It can hold up to 1,000 kg of non-organic material.

Warding Shield

AP: 1 | QA/R | 2 Charges | Arcane Bonding | Duration: 5 Rounds or until THP depleted

Requires Arcane Bonding. Mundane Object: Shield or Shield Generator. When struck by a Melee Attack, you may activate this to push the attacker 2 m away and gain +10 THP.

Utility Feats

Master Resonator Boost

Passive

Your RES Dice are now 2d8 (Treated as 1 RES Dice) and can have 3 Constructs active at one time.

Specialized Character Refinement

SCRSCR

You can select a Specialized Character Refinement (see page 54/264).

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your Neuromantic mastery, granting abilities at levels 16, 18, and 20.

Mage Adjuster

AP: 1 | R | Range: 10 mPinnacle Synergy

Allow an ally within Range to immediately re-roll a Spell that missed its target.

Path of the Arcane Conduit

Arcane energy absorption and release. You’ve turned your Resonator into a magical feedback loop—absorbing, modifying, and releasing arcane energy in ways that defy traditional Spell Weaving.

Passive: Neuro-Fusions gain +1 Charges.

Arcane Echoes

AP: 2 | CA | 6 RES | Duration: 5 Rounds | Range: 10 m

While active, each time a Spell is Woven within Range, you may store a Spell Fragment (max 3 at a time). When you or an ally deal damage you may use one stored Spell Fragment to add +4 RES Dice of the spell’s Damage Type to the attack.

Level 18

Resonant Disruption

AP: 1 | R | 5 RES | Range: 15 m

When a creature within Range Weaves a Spell, choose one: Sever (They must roll a Will Defense Roll against your RES Focus; on failure, the spell fails, and they take +2 RES Dice of damage), Hijack (If the spell targets an ally, you redirect it to yourself and you gain +2 to Defense Rolls against it), Overclock (Add +3 RES Dice to its damage).

Level 20

Spellburst Engine

AP: 2 | CA | 8 RES | Range: 10 mArchitect of the Arcane

While Arcane Echoes is active, you may release all stored Spell Fragments in one attack. Force up to three hostile creatures within Range to make a Reflex Defense Roll against your RES Focus. On failure: 1 Spell Fragment: They take 5 RES Dice of damage. 2 Spell Fragments: They take 8 RES Dice of damage and are knocked Prone. 3 Spell Fragments: They take 8 RES Dice of damage and suffer the Skull Fracture Injury.

Path of the Battle Alchemist

Combat potion crafting and deployment. Combat is your workshop, you can brew and craft potions even in the midst of chaos. Your Magic Potions explode across the battlefield and change the flow of the fight with ease. Your skills are invaluable to your allies.

Passive: If you fail a Crafting Skill Check you may reroll once.

Potion Launcher

Passive | Materials: 10 Standard Grade

Materials: 10 Standard Grade. You build a unique Launcher for long-range deployment of Potions: Simple Ranged Weapon (Range: 10/30 m). This weapon can launch one Potion per Core Action and holds up to 8 Potions. When a Potion hits, it immediately administers to all creatures within 3 m Radius. Hostile Creatures must make a Reflex Defense Roll or suffer the effects of the Potion.

Level 18

Alchemy Master

Passive

When crafting a Magic Potion you can add two Elixir Effects into the Potion and gain the following to add to your list: Elixir of Night (1 Hour Night Vision), Elixir of the Sea (1 Hour Water Breathing), Elixir of Aptitude (Aptitude in 1 Skill of your choice for 3 Rounds), Improved Elixir of Arcana (Restores 1d12 ARC), Improved Elixir of the Elemental (Immunity to 1 Elemental Type for 2 Rounds), Improved Elixir of Steel (20 THP for 3 Rounds or until Depleted).

Level 20

Master Brewer

PassiveArchitect of the Arcane

Gain 3 Elixir Effects when Crafting a Potion. Double all Duration and Effects of Potions. Your Potions can be applied to your Rêzer and Constructs. You may fire up to 4 Potions with your Launcher at the same time as a Core Action.

Path of the Fusion Core

Construct-Rêzer fusion combat. You have perfected the art of construct integration, transforming your Rêzer into a modular war machine. Through neural relays and arcane welds, you fuse mind and machinery into a singular destructive force.

Passive: Your Constructs and Rêzer gain Resistance to Force and Electric Damage.

Fusion Protocol

AP: 2 | CA | 10 RES | Duration: 5 Rounds or ended as QA

You fuse two Constructs into your Rêzer, empowering it with: Resistance to all Non-Magical Damage, Movement +5 m Walk Speed, Fly 10 m, Hover, +2 to Attack Rolls, +3 RES Dice of damage to all attacks, The Rêzer gains the Constructs’ total HP as THP, Constructs cannot act or use their Modules while fused.

Crushing Strike

AP: 2 | CA | Melee, Reach 3 m

The Fused Rêzer makes two Melee Attacks, reach of 3 m, dealing 1 RES Dice of Bludgeoning Damage, and Stunning targets for 1 Round.

Arc Pulse Cannon

AP: 2 | CA | 3 RES | Range: 10 m line

Ranged Attack, Range 10 m line, dealing 1 RES Dice of Energy Damage.

Level 18

Harpoon Strike

AP: 2 | QA | 3 RES

When your Rêzer makes a successful Ranged Attack while Fusion Protocol is active, the target is knocked Prone, is Restrained, and you can pull them up to 5 m towards you.

Crushing Tow

AP: 1 | QA

While a creature is Restrained by Harpoon Strike, pull the creature up to 3 m, or slam them into the terrain or another creature, dealing 1 RES Dice of Bludgeoning damage to both.

Level 20

Fusion Overdrive

AP: 1 | QA/R | 5 RESArchitect of the Arcane

While Fusion Protocol is active, your Rêzer gains: +2 AP, Fusion Protocol lasts two additional Rounds, +1 to Fortitude and Reflex Defense Rolls, Ranged attacks ignore Partial Cover, Immunity to the Stunned and Confused Conditions, The Rêzer can use the Modules that each Construct has installed.

Path of the Neuro-Weaver

Neural synchronization with constructs. Your nervous system extends into your creations, syncing your thoughts, instincts, and reflexes into one living battlefield intelligence.

Passive: You may add Armor and Weapon Neuro-Fusions to your Constructs and Rêzer.

Neural Triplex

AP: 1 | R | 7 RES | Duration: 5 Rounds or ended as QA | Range: 20 m

While active: Mirrored Movement (When you use your Movement, your Rêzer and Construct may use their Movement as Free Action), Shared Reaction Pool (Gain +2 AP per Round that can be used by you, your Construct, or your Rêzer), Shared Mind (You, your Construct, or your Rêzer may use each other’s Feats, Abilities, and Modules).

Level 18

Triplex Leap

AP: 1 | QA | 3 RES

While Neural Triplex is active you, your Construct, or your Rêzer may switch places with each other.

Level 20

Neurocore Singularity

PassiveArchitect of the Arcane

While Neural Triplex is active: Synchronized Strikes (When you, your Construct, or Rêzer deal damage to a creature the other two may make an Attack against that same target using their own AP), Cognitive Cascade (When one of you scores a Critical Hit, each of the others gains +1 AP on their next Turn), Shared Damage (When you, your Construct, or Rêzer take damage, you may choose to redirect that damage to any of the other two, split or full, as long as they are within Range).

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Arcane Construct & Rêzer Feats

Pinnacle Constructs

Passive | Materials: 2 Exotic

Your Arcane Constructs reach their pinnacle form.

Updated Stats

Constructs now use the following

Defense Rolls

FORT +2REX +6WILL +1

Ability Scores

STR 8 (+1)END 9 (+1)AGI 17 (+4)COG 12 (+2)INT 8 (+1)CHA 6 (+0)

Overclocked Processing

Passive | Module: 2 Slots

You install a high-performance processing core, allowing your Construct to function at an accelerated rate. Construct Module: 2 Slots. Grants +2 AP per Round.

Pinnacle Rêzer

Passive | Materials: 5 Exotic

The Rêzer has now been perfected. Requires 1d6 hours to upgrade and program. Exo Slam now deals 2d12 + its Strength Modifier; when you deal damage with Exo Slam you can inflict 1 RES Dice of damage on every target of your choice within a 3 m Radius of the primary target. Unstoppable: On a failed Defense Roll you deal 1 extra RES Dice of Bludgeoning Damage and the target is Stunned until the end of their next Turn.

Updated Stats

Rêzer now uses the following

Defense Rolls

FORT +5REX +3

Ability Scores

STR 17 (+4)END 15 (+3)AGI 15 (+3)

Neuro-Fusing Feats

Arcane Backup

Neuro-Fusion

Mundane Object: Blank Shardware. Allows a Spell Weaver to store 2 Spells on the Shardware which they can Weave from as long as they have the ARC.

Digital Phoenix

AP: 1 | QA | 5 Charges | Arcane Bonding | Duration: 1 minute

Requires Arcane Bonding. Mundane Object: Armor. Allows the wearer to fly at 12 m. Grants +2 bonus to Agility based Skill Checks and Reflex Defense Rolls.

Gravity Defying Stick

AP: 1 | R | Arcane Bonding

Requires Arcane Bonding. Mundane Object: Stick. Press the activator button, causing the stick to lock itself into position. The stick can hold 3,600 kg of mass, exceeding this threshold immediately deactivates the stick causing it to fall or move normally.

Magnetic Presence

AP: 1 | R | 4 Charges | Arcane Bonding | Range: 5 m

Requires Arcane Bonding. Mundane Object: Armor. When a Huge or smaller sized target ends its Turn within Range of the wearer it must make a Fortitude Defense Roll against your RES Focus. On failure, the target is pulled within 1 m towards the wearer and knocked Prone.

Shadow Ring

AP: 1 | QA/R | 5 Charges | Arcane Bonding | Duration: 1 Minute or hostile Action

Requires Arcane Bonding. Mundane Object: Ring. Grants Invisible and the ability to phase through solid objects, such as walls and doors for the Duration. Additionally, the user can spend a Charge to gain a +4 to their next Attack Roll.

Utility Feats

Pinnacle Resonator Boost

Passive

Your RES Dice are now 3d8 (Treated as 1 RES Dice) and your maximum number of Neuro-Fusions you can have Active at one time increases by +2.

Specialized Character Refinement

SCRSCR

You can select a Specialized Character Refinement (see page 54/264).