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Contents
The Hyper Score System.....................................................................................3
Going Hyper ................................................................................................3
Luck & Reputation.............................................................................................5
Hyper Flaws.................................................................................................6
Hyper Feats..................................................................................................6
Hyper Routes......................................................................................................7
Hyper Ability Traits............................................................................................8
Rule Changes in Hypercorps 2099......................................................................9
Technology Skill...........................................................................................9
New Equipment...........................................................................................9
The Hypercorps 2099 Setting.............................................................................10
OGL.....................................................................................................................11
Credits
Lead Designer: Rich Howard
Co-Designer: Mike Myler
Project Manager: Mike Myler
Editor: Michael McCarthy
Cover Artist: Nathanael Batchelor
Interior Artists: Nathanael Batchelor, Je Shields, Shaman’s Stock Art, David Sharrock, Naiche Washburn, Alexey Vinokurov
Layout Artist: Rachel Meyers
Graphic Artist: Justin Andrew Mason
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Eduardo Cardozo (Order #16666415)
Hero Points
Hypercorps 2099 is fundamentally a cyberpunk superhero modification
that creates characters that operate at a scope beyond the regular 5E Rules
using the Hyper Score system. The key here is that it is a modification—some-
thing to complement existing mechanics and roles. A mage operator (all PCs Hero points in the Hyper Score system represent an operator’s drive,
in Hypercorps 2099 are assumed to be operators) is an enhanced sorcerer or willpower, and inspiration.
wizard, his ally the superhero vigilante operator is an enhanced monk (may- At Hyper Score 1, a PC may have up to 1 Hero Point at at time. This limit
be with rogue levels as well), and their hypercharismatic rockstar companion increases to 2 at Hyper Score 4, 3 at Hyper Score 7, and 4 at Hyper Score
is a bard operator (enhanced by her hyper score). 10. After a PC spends one or more Hero Points, they may regain them in a
Hyper Score: How much of the character or creature’s potential as an number of ways:
altered being they’ve unlocked. A character’s hyper score is similar to a char- 1. The DM may award a Hero Point to a PC for playing to their personal
acter’s hit dice (tied to their power, but not strictly to a class). Whenever a motivations, especially when those motivations make things more chal-
character increases their hyper score, they gain new hyper abilities (see Table: lenging for the party.
Hyper Score). 2. One or more Hero Points may be awarded for completing party-related
Hyper Route: The expression of the character or creature’s potential story arcs, personal goals, or important side quests.
as an altered being. Hyper routes are independent of the character’s level 3. Heroic acts of personal or professional sacrifice, in or out of combat,
or hyper score. A hyper character’s route is what really sets them ahead of may grant 1 or more Hero Points.
standard adventurers. An enhanced character or creature can take grades in A hero point in Hypercorps 2099 can be used in the following ways:
multiple different hyper routes at no penalty. • Heroic Drive: If you fail an attack roll, ability check, or saving throw, you
Grade: The severity and power of a character’s hyper route (the source may spend 1 Hero Point as a reaction to roll 1d6 and add the result to
of hyper abilities not gained from hyper score). Rather than levels, a charac- your roll.
ter’s hyper route increases by grade. • Cheat Death: If you fail a save against death, you may spend 1 Hero
Operator: Adventurers in Hypercorps 2099 are more interested in lining point to turn that fail into a success.
their cred accounts with bytecoins rather than earning prestige or glory— • Inspiration: Before making an attack roll, abil-
they are known as “operators”, taking on secret identities to avoid hypercor- ity check, or saving throw, you may spend
porate backlash and cutthroat competition. 1 Hero Point to roll twice and take the
best result.
Going Hyper
• Hyper Success: You may spend 2 Hero
Points as your normal action. If you do,
you may make an attack roll, ability
Tragic Event The moment a character first gains a hyper check, or skill check as a part of that
score is the moment they go hyper and it is always tied to a action (as long as the check may be
traumatic event that enforces the transformation (an adrenal performed as a single action), or cast a spell with a
state that never completely turns off, mutations via magic or casting time of one normal action that requires an
radiation, the infusion of alien DNA, infection of other- attack roll. You treat the attack roll, ability check, or
worldly energy, and so on). Generally speaking the player skill check as if you rolled a natural 20.
and GM should work together to determine this event • Hyper Save: You may spend 1 Hero Point as bonus
and what it means to the character. Whether it be the action to end the effects of 1 condition affecting you or
death of a loved one, being present at the wrong mo- an ally within 5 feet who can see and hear you.
ment of magical convergence, or simply the moment
one’s DNA finally unlocked their true potential, it is
a crucial moment of definition that should reso-
nate throughout the campaign.
The instant a character or creature goes hyper
they gain a number of benefits.
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Eduardo Cardozo (Order #16666415)
LUCK & REPUTATION
The PCs walk into a bar—does anyone recognize their operator names? + double hyper score. A character’s Reputation attribute is equal to 10 +
How likely is it they’ll find a gig here? After things go south and a fight double hyper score + Charisma modifier.
breaks out in the alleyway outside, is there a dumpster they can grab some Like most checks, Luck and Reputation checks are d20 + attribute mod-
cover behind? ifier and their results vary, but are always at the GM’s discretion. PCs should
When playing in a Hypercorps 2099 game there are many different factors be wary of relying too much on either of these resources—PCs can attempt
normally at play and though GMs can meticulously prepare every eventuality Luck checks only a number of times per day equal to their hyper score; or
if they so choose, the Hyper Score system is intended to heighten the drama Reputation checks a number of times per week equal to their hyper score.
of gameplay and make the game go more smoothly, not bog it down. Further, each time either attribute is used this way, it is temporarily reduced
Characters (PCs and named NPCs) with a hyper score gain two new at- by 1 and does not recover until the next day (or week, for Reputation).
tributes: Luck and Reputation. A character’s Luck attribute is equal to 10
Luck or
Luck Example Reputation Example
Reputation DC
While crossing the overpass with a bruiser of You’re on neutral turf and you know it, but
a Neo Sheriff hot on your tail, you look both the clowns walking across the avenue in your
ways and about 1,000 feet away you spot a direction don’t until they see your distinctive
Likely 10
garbage truck with an open top cruising at a red belt. Instead of a gunshot you get a nod
speed you think won’t leave you being a smear of respect and maybe someone who knows
on the pavement. where the next party is at.
Quickly sliding behind the bar before a The sec-ops guard cornering you doesn’t just
fusillade of bullets wrecks the bottles behind know who you are, they are a super fan that
Ridiculous 26
you, you recover the dead bartender’s shotgun has read everything they can about you and
and see that he left the safe open! for an autograph they’ll let this trespass slide.
As you plummet from thousands of feet Though you’ve never operated in Neo York
above the earth and contemplate your before and know almost no locals, everyone
Impossible 30 imminent death, you spot a messenger proxy gives you a respective distance and hangs on
headed on a trajectory about to cross your your every word. Getting a gig here will be a
own—you may live through this yet! piece of cake.
Hyper Feats
At hyper score 1 and every odd hyper score increase thereafter, a hyper
creature or character gains one hyper feat. At every odd level they may take
a second hyper feat so long as it is tied directly to a hyper flaw (this may lead
to some hyper feats having two flaws, which is absolutely fine).
• Aberrant
• Gain one of the following abilities: amphibious, swim speed equal to
walking speed, burrow speed equal to half walking speed, blindsight ◊ If your bodytech is an ear, you gain advantage on Perception
(echolocation) 30 feet, breath weapon (30 foot cone, bonus action, checks using hearing and gain blindsight (echolocation) to
damage type of choice, 1d8 damage at Hyperscore 1, and +1d8 at 4, 7, range of 30 feet.
10; recharges after short rest), darkvision 60 feet, tremorsense 30 feet, • Electronic Telepath
truesight 10 feet, resistance (one of: acid, cold, fire, force, lightning, • Prerequisite: spell-like abilities that influence the minds of humanoids
necrotic, poison, psychic, radiant, thunder, non-magical weapons), cor- and/or beasts by requiring an Intelligence, Wisdom, or Charisma saving
rupting touch (melee attack, 5 feet reach, 1 target, 1d6 necrotic damage throw
at Hyperscore 1, and +1d6 at 4, 7, 10; Dex save; DC = 8 + Dexterity • Your spell-like abilities can influence electronic devices instead, allow-
modifier + any proficiency), spider climb, stench (Constitution save; ing you to read the surface programming of a device, gain advantages
DC = 8 + Con modifier + any proficiency; range 10 feet; failed save on checks to influence computers, activate or deactivate devices, etc.
poisons target until the end of their next turn, success equals immunity
to stench for 24 hours), shadow stealth, pounce (attack after 15 feet or • Hyper Item
greater move allows shove attempt on target if attack successful), weak- • You gain one magic item of your choice. The item must have a rarity
ening breath (as breath weapon, failed save = disadvantage on Strength level of Rare or less at Hyper Score 1, Very Rare at Hyper Score 5, and
checks for 1 min, can save at the end of each round to negate, success- Legendary at Hyper Score 9. You may work with your DM to “level
ful save = immunity for 24 hours), tree stride, earth glide. up” your weapon of choice as you increase in Hyper Score instead of
You may select this feat more than once. Each time you may choose a replacing the item for one of greater rarity.
different ability. • Hyper Luck
If you already possess a sense listed here, such as darkvision, you may • Increase your Luck attribute by +4.
increase the range of your sense by the listed range. For example, a
grade 1 abbernaut that takes the Aberrant feat may increase her dark- • Hyper Reputation
vision to 120 feet. • Increase your Reputation attribute by +4.
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Eduardo Cardozo (Order #16666415)
Hyper Routes
There are many ways to implement the “super” part of Hyper Scores; the simplest are the meganaut, parallel, and savant, growing more complicated with
the abbernaut (because of monster abilities).
Hyper
Hyper Grade Bonuses Hyper Flaws
Route
• One monster special quality or ability (see Aberrant feat)
• One trait of Hyper Ability
one per grade;
• One bonus feat
Abbernaut 1st flaw must be the
• Unarmed strike damage increases by 1 die type and becomes bludgeoning, piercing, or
Unnatural hyper flaw
slashing (your choice).
• 60’ darkvision
Meganaut • Two traits of Hyper Abilities one per two grades
• Choose two cantrips from any spell list and one ability score. You may cast these can-
trips at-will. Your caster level is equal to your character level plus your Hyper Score to a
maximum of 20. Saving throws for these cantrips is based on your chosen ability score.
• Choose two 1st level spells from any spell list. You may use each of these spells twice
Parallel one per two grades
before taking a short rest. Saving throws for these spells is based on your chosen ability
score.
• Choose 1 2nd level spell from any spell list. You may use this spell twice before taking a
short rest. Saving throws for these spells is based on your chosen ability score.
• One bonus feat
• Choose two skills or pieces of equipment. The bonus you gain from being proficient
Savant with the chosen skills or equipment is doubled. none
• Hit Points increase by 5.
• Increased Ability Score
Parallel & Savant Abbernaut & Meganaut
The easiest hyper route to implement is the parallel or savant—they pro- Many enhanced characters have flaws, but the most monstrous and obvi-
vide access to specific tools already present in 5th Edition by granting spells ous of these operators are abbernauts.
and simple ability score increases. • Cement (barbarian 6 [meganaut 2]) is a powerhouse that can soak up
• Teradrial (paladin 4 [parallel 2]) is a fallen angel working toward re- damage (Hyper Constitution) and perform feats of incredible strength
demption able to soar through the air, heal injuries, and call on holy (using Hyper Strength), but his skin looks like granite and his obvious
blessings with fly, guidance, cure wounds, and divine favor. status as alter sapiens makes it difficult for him to relate to others (the
• Phase (rogue 3 [parallel 1]) is a mysterious operator able to poison en- Unnatural hyper flaw).
emies (poison cantrip), disappear (invisibility), and leap great distances • Gigaflax (monk 3 [abbernaut 1]) is a slime-covered blob that ignores
(jump). the most devastating blows (with resistance to non-magical weapons),
• Krimson Mask (monk 4 [savant 1]) is a feared vigilante that has uncov- but his globular appearance is extremely unsettling to most people (the
ered countless hypercorp conspiracies with extraordinary insight and Unnatural hyper flaw).
unfailing gumption.
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Eduardo Cardozo (Order #16666415)
Hypercorps 2099
Rule Changes
TECHNOLOGY SKILL COMMLINK Price 50bt
While it isn’t uncommon to converse between smartlites, operators prefer
to have a more secure means of communication and typically resort to cheap,
You know how to browse the Hypernet, hack into another computer, disposable commlinks to stay in contact on the job. Locating a commlink
protect your own files, and anything else that falls under “hit the keys to frequency is an Intelligence (Technology) check (10 + 1 per 50 ft. from the
make things happen” that doesn’t qualify as music. The majority of checks nearest commlink). Masterwork commlinks increase the difficulty by +10.
using this skill will either be against a DC determined by your DM (such as
hacking a lock or hot wiring a jump jet), or as an opposed check against an HOVERBOARD Price 500bt
opponent who also has the Technology skill (such as hacking a program with A hoverboard increases your base speed by 60 feet. Only creatures with a
a firewall put up by your opponent). tool proficiency are able to use hoverboards.
Technology is considered a class skill for bards, fighters, rogues, sorcerers,
HYPERJACK
and wizards. The following Backgrounds offer Technology as a skill: Char-
latan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier. Price 800bt (includes installation)
Operators truly adept with computers have these cybernetic implants lo-
cated somewhere along their spine, generally on the back of the neck but
MODERN FIREARMS always somewhere relatively near the brain or main conduits of the central
nervous system. Using a hyperjack grants a +2 bonus to Technology checks
and any check where the creature is using their hyperjack (this does not in-
Modern and futuristic firearms are available in Hypercorps 2099. More
clude attack rolls without a weapon that has a hyperlink).
firearms and equipment will be accessible to backers after the funding pe-
riod ends (in a separate PDF) as well as in the final version of the book, MOLECULAR WHIP Price 1,000bt
but as a rule of thumb weapons costs are determined by damage dice: As a normal whip but with the following changes:
2d6—1,000bt; 2d8—1,200bt; 2d10—1,500bt; 3d6—3,000bt; 3d8—4,000bt; • This weapon deals 1d8 slashing damage
6d8—10,000bt. Characters must spend a bonus action to aim a firearm in or- • This weapon has a non-magical +2 bonus to hit and damage
der to utilize their proficiency bonus (all characters receive proficiency with • When used against an inanimate object, a molecular whip deals maxi-
firearms). mum damage and may deal critical damage to inanimate objects.
• On a critical hit, a molecular whip does an additional 10 damage to the
target (plus the normal bonuses for a critical hit), then roll a second d20.
If another 20 is rolled, you destroy a weapon, shield, or piece of armor
the target is wearing, or sever one of the target’s limbs (the effects of
limb loss is determined by your DM); on a roll of 1, you are targeted
instead. If the creature has no limb to sever, a small part of its main
body is removed, a piece of equipment is damaged or destroyed, or
some other effect occurs.
10
Eduardo Cardozo (Order #16666415)
OPEN GAME LICENSE Version 1.0a 5. Representation of Authority to Contribute: If You are contributing
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