Solo (a cyberpunk class)

A professional killer, bodyguard, street samurai, corp assassin, mercenary, or battlefield survivor. The Solo is the cyberpunk combat specialist who wins fights through training, chrome, nerve, and violence.

Note: this class references my homebrew rules for firearms and cyberware which can be found in the Nimble Discord.

Key Stats
STR
DEX
Hit Die
D10d10
HP
18
Saves
STR+
INT
Armor
Mail, Shields
Weapons
Melee, Ranged
Gear:Heavy Pistol, Combat Knife, Tactical Vest, 1 Tactical Load
LVL 1
Combat Edge.

When combat starts, gain Edge Dice equal to your KEY. Your Edge Dice are d4s. You lose unused Edge Dice when combat ends. You can spend only 1 Edge Die per turn.

You may spend Edge Dice in the following ways:

  • Deadly Strike. After you hit with a weapon attack, spend 1 Edge Die and add it to the damage.
  • Clean Shot. Before making a weapon attack, spend 1 Edge Die to gain advantage on the attack.
  • Hard Target. When you Defend, spend 1 Edge Die and add it to your Armor against that attack.
LVL 2
Always Ready.

You have advantage on initiative. When combat starts, you may draw, ready, or swap one weapon for free.

Professional Violence.

Choose one:

  • Street Reputation. Gain advantage on Influence checks to intimidate, threaten, or negotiate with criminals, mercenaries, gangers, and hired killers.
  • Security Training. Gain advantage on Examination checks to identify ambushes, patrol routes, kill zones, security procedures, and tactical weak points.
  • Military Discipline. Gain advantage on WIL saves against fear, panic, torture, interrogation, and battlefield stress.
LVL 3
Subclass.

Choose a Solo subclass.

LVL 4
KEY Stat Increase.

Increase STR or DEX by 1.

Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 5
Tactical Killer.

When combat starts, choose one:

  • Assault. Your first Deadly Strike this combat treats the Edge Die as its maximum result.
  • Control. Your first Clean Shot this combat does not spend an Edge Die.
  • Survival. Your first Hard Target this combat does not spend an Edge Die.
Secondary Stat Increase.

Increase INT or WIL by 1.

LVL 6
Edge Dice.

Your Edge Dice become d6s.

Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 7
Subclass Feature.

Gain your Solo subclass feature.

LVL 8
KEY Stat Increase.

Increase STR or DEX by 1.

Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 9
Edge Dice.

Your Edge Dice become d8s.

Secondary Stat Increase.

Increase INT or WIL by 1.

LVL 10
Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 11
Subclass Feature.

Gain your Solo subclass feature.

LVL 12
KEY Stat Increase.

Increase STR or DEX by 1.

Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 13
Edge Dice.

Your Edge Dice become d10s.

Secondary Stat Increase.

Increase INT or WIL by 1.

LVL 14
Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 15
Subclass Feature.

Gain your Solo subclass feature.

LVL 16
KEY Stat Increase.

Increase STR or DEX by 1.

Combat Arsenal.

Choose 1 technique from Combat Arsenal.

LVL 17
Edge Dice.

Your Edge Dice become d12s.

Secondary Stat Increase.

Increase INT or WIL by 1.

LVL 18
Apex Predator.

You can spend up to 2 Edge Dice per turn, but they must be spent on different Solo features.

For example, you could use Clean Shot and Deadly Strike on the same turn, or Hard Target and Clean Shot, but not Deadly Strike twice.

LVL 19
Epic Boon.

Choose an Epic Boon.

LVL 20
Build Different.

Increase any 2 stats by 1.

Whenever you roll an Edge Die and roll less than half its maximum value, treat it as half its maximum value instead.

For example, a d12 Edge Die result of 1-5 becomes 6.

Combat Arsenal

Your Combat Arsenal represents the dirty tricks, drilled techniques, cybernetic tolerances, and battlefield habits that keep you alive when everyone else panics.

Whenever you gain a Combat Arsenal feature, choose one option from the list. These techniques let you specialize in gunfighting, close-quarters violence, defensive movement, heavy weapons, or chrome-heavy combat. Unless a feature says otherwise, you may choose each option only once.

Fast Clear.

Clear a jammed firearm for free 1/combat.

Recoil Discipline.

1/turn, when you trigger Recoil, you may ignore it.

Executioner.

1/combat, when you reduce a hostile creature to 0 HP with a weapon attack, regain 1 spent Edge Die.

Combat Roll.

After you use Hard Target, move 2 spaces for free.

Pressure Advance.

1/turn, after you spend an Edge Die on a weapon attack and hit, roll the Edge Die and move up to that many spaces for free.

Situational Awareness.

When you benefit from cover and Defend, gain +5 Armor against that attack.

Follow-Through.

When you use Deadly Strike, one other creature adjacent to you or the target takes damage equal to the Edge Die result.

Kill Zone.

When a creature you can see ends movement adjacent to you, spend 1 Edge Die to make a melee attack against it.

Weapon Specialist.

Choose one weapon type: pistols, SMGs, shotguns, rifles, heavy weapons, or melee weapons. When you roll a 1 on an Edge Die used with that weapon type, reroll it. You may choose this technique more than once.

Cyberware Tolerance.

Choose one cyberware slot. You may install one additional cyberware item in that slot. That item does not add Strain and does not count toward Chrome Count. You may choose this technique more than once, choosing a different slot each time.

Stable Overclock.

When you make a Strain Check, roll 1d8 instead of 1d6.

Jury Rig.

1/combat, when one of your cyberware items stops working, you may immediately reset it for free.