Datapad Character Sheet

Character Sheet

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Ability Scores

Combat

Saving Throws & Skills

Equipment

Abilities / Traits / Notes

Recommended Stats for Phantom Protocol Tree:

    • Strength – For melee follow-ups and knockback power.

    • Dexterity – For close-quarters evasion and lining up shots.

    • Constitution – To soak up damage while pushing.

Scatter Protocol

Type: Active. Cooldown: 5 turns rotations

Fire a devastating spread shot from your shotgun that deals bonus damage and stuns at close range.
also pulls anyone in towards melee if nothing blocking path.
At higher levels, range and accuracy improve.

Cooldown: 3 turns
Type: Shotgun / Ranged Burst

Recoil Slam

Melee combo

➀ Level 1: Can melee once immediately after firing ➀ Level 2: Pulls 1 closest enemy into range (4m max) ➀ Level 3: Melee deals knockback on stunned targets ➀ Level 4: Combo causes stagger if both hit ➀ Level 5: Combo finisher knocks enemies through objects
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Tighter Spread

Increase Range on shotguns

➀ Level 1: Slightly reduces bullet spread ➀ Level 2: Improves hit chance by +2 within 5m ➀ Level 3: Spread is halved at 8m ➀ Level 4: Pellet damage falloff reduced ➀ Level 5: Shotgun effective up to 12m
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Heavy Shot

Improve Shotguns

➀ Level 1: Fire 1 additional pellet ➀ Level 2: Knockback increased slightly ➀ Level 3: 1 less reload needed ➀ Level 4: -4m or less crit at 19-20 ➀ Level 5: Fire 2 extra shots
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Ricochet Roar

Type: Active. Cooldown: 5 turns rotations

Fires a high-velocity slug that bounces off 2 surfaces.

Effect:
Shoots a heavy slug that ricochets off walls. Each bounce increases critical hit chance. Can hit multiple enemies if lined up.

Deadly Geometry

+Crit per bounce

➀ Level 1: If bounced 18-20 ➀ Level 2: 16-20 ➀ Level 3: 14-20 ➀ Level 4: Knocked down ➀ Level 5: Guaranteed crit on final hit
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Chain Slam

Can hit up to 3 enemies

➀Level 1: Hit 3 enemies ➀ Level 2: Hit 4 enemies ➀ Level 3: Enemies hit lose 1 turn ➀ Level 4: Wall +1 bounce limit ➀ Level 5: Can now bounce 180o
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Acoustic Disruption

Causes panic or stun

➀ Level 1: 1d20 rollβ€”16+ causes panic ➀ Level 2: Panic lasts 2 turns ➀ Level 3: Targets can be stunned instead (roll 19+) ➀ Level 4: Immune enemies now slowed ➀ Level 5: Auto-panic if bounced 3+ times
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Recommended Stats for Phantom Protocol Tree:

  • DEX – For movement and precision

  • WIS – Improves detection avoidance and cooldown-based passives

  • CHA – Helps with social stealth or misdirection tactics when interacting

Slamframe Rush

Type: Active. Cooldown: 5 turns rotations

Dash forward and create a kinetic shield.
Cooldown: 3 turns

Effect:
Charge up to 10 meters in a straight line. On contact with an enemy, bash them back and deploy a temporary frontal kinetic barrier that reduces incoming damage. If no enemy is hit, still gain the barrier but without knockback. Can be used to reposition into cover aggressively.

Breakthrough Core

Break walls and doors

➀ Level 1: Destroy light cover on contact ➀ Level 2: Bash enemies through walls ➀ Level 3: Break reinforced barriers ➀ Level 4: Leaves a shockwave trail ➀ Level 5: Can breach sealed doors or gates
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Kinetic Armor Feed

Shield grows with movement

For 1 rotation
➀ Level 1: +10 HP per 5m rushed 2T ➀ Level 2: +10 HP if enemy hit ➀ Level 3: Doubled if below 25% HP ➀ Level 4: Shield lasts 1 extra turn ➀ Level 5: Absorbs 1 debuff while active
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Bunker Drop

Drop cover on arrival

➀ Level 1: Spawn half-cover where stopped ➀ Level 2: Cover grants +2 Defense Threshold ➀ Level 3: Enemies near cover stagger ➀ Level 4: Allies behind it gain +1 DT ➀ Level 5: Cover auto-repairs once per fight
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Recommended StatsΒ 

      • Constitution – Primary stat for shielding and health regen.

      • Strength – For knockbacks and brawler-style attacks.

      • Wisdom – For holding ground and defensive timing.

Iron Pulse

Type: Active. Cooldown: 5 turns rotations

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Send out a magnetic pulse from your armor that draws enemy attention and forces them to target you for 1 turn. Grants a temporary armor bonus. +10 AC

Β 

Momentum Armor

Gain temporary defense after a rush.

➀ Level 1: +3 AC Threshold for 1 turn ➀ Level 2: Effect lasts 2 turns ➀ Level 3: Also resists stun ➀ Level 4: Gain small HP regen 1/8th ➀ Level 5: Blocks next hit completely
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Concussive Wake

Leaves a trail that slows enemies.

➀ Level 1: Trail slows enemies by 50% ➀ Level 2: Trail lasts 1 turn ➀ Level 3: Inflicts light stagger ➀ Level 4: Enemies lose 1 AP if affected ➀ Level 5: Applies fear if health is below 50%
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Rebound Drive

Can dash again if hitting nothing.

➀ Level 1: 10-20 chance to reset cooldown if missed ➀ Level 2: Always resets on miss ➀ Level 3: Add +1 meter to second dash ➀ Level 4: Can chain into jump or melee ➀ Level 5: Grants +2 actions next turn
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Kinetic Vault

Type: Active. Cooldown: 5 turns rotations

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Β Leap forward and slam into the ground, creating a kinetic shockwave that knocks enemies upward or back. If a wall is behind them, they take extra damage. Damage is 1/4th Armor health

Vault Armorplate

Gain armor after landing.

➀ Level 1: Gain +2 AC for 1 turn ➀ Level 2: Also gain 10 HP ➀ Level 3: Boost affects nearby allies ➀ Level 4: Reduces incoming crits by 50% ➀ Level 5: Reflects 25% of melee damage taken
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Shatterwave

Hits destroy cover and knock enemies farther.

➀ Level 1: Destroys weak objects ➀ Level 2: Launches enemies 2m farther ➀ Level 3: Breaks stronger cover ➀ Level 4: Adds stun chance (DC 16+) ➀ Level 5: Auto-knockdown on hit
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Aftershock Core

Delayed pulse damages in second wave.

➀ Level 1: Deals 25% shockwave damage next turn ➀ Level 2: Slows enemies hit by pulse ➀ Level 3: Pulse causes other to be disorient ➀ Level 4: Pulse radius increases by +2m ➀ Level 5: Drains 1 AP from affected enemies
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Magnetic Vortex Core

Type: Active. Cooldown: 5 turns rotations

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Activate a gravitational lockdown field centered on you for 1 turn.
All incoming bullets/projectiles within 5m are pulled in and suspended.
On the next turn, you detonate the field, releasing all stored projectiles in a chaotic 360Β° blast, damaging enemies and objects around you.

Kinetic Feedback

Bleed lasts longer

➀ Level 1: Gain +1% damage per 3 shots absorbed ➀ Level 2: Bonus applies to next 2 turns ➀ Level 3: Also increases knockback range ➀ Level 4: Grants 10 HP shield ➀ Level 5: Reflects 1 projectile if overloaded
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Orbital Catch Field

Can pull distant shots into the core.

➀ Level 1: Extends absorption radius by +2m ➀ Level 2: Pulls in explosives ➀ Level 3: Absorbed AoE becomes focused blast ➀ Level 4: Increases absorption time by 1 turn ➀ Level 5: Field pulls grenades/missiles instantly
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Core Implosion

Explosion damages walls and disrupts stealth.

➀ Level 1: Damages soft cover and crates ➀ Level 2: Reveals hidden enemies ➀ Level 3: Interrupts ongoing enemy skills ➀ Level 4: Blinds enemies within 2m ➀ Level 5: Destroys destructible terrain in 5m radius
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Recommended Stats for Phantom Protocol Tree:

    • Strength – For high damage output and melee rampages.

    • Charisma – For disorienting enemies and clone confusion tactics.

    • Dexterity – For chaotic momentum and movement-based attacks.

Echo Rage

Type: Active. Cooldown: 5 turns rotations

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Summon a melee-only chaotic clone thinks on its own. yourself is also melee only.Β 
Clone mimics damage at 1/2
Clone stuns on crits
Clone lasts 2 turns
Β Clone explodes on death for AoE damage

Mirror Muscle

Boosts your clone’s melee mimicry capabilities.

➀ Level 1: Clone mimics 100% of base melee damage ➀ Level 2: Mimics elemental/weapon effects (fire, shock, etc.) ➀ Level 3: Can copy dual-wield or off-hand strikes ➀ Level 4: First hit is repeated twice ➀ Level 5: On d20 roll 16–20, clone attacks a second target
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Unstable Core

Your clone becomes more dangerous

➀ Level 1: Clone lasts 1 turn ➀ Level 2: Clone now lasts 2 turns ➀ Level 3: Clone explodes on death for 3m AoE (1d6/level) ➀ Level 4: Explosion applies ignite or panic (d20 roll 16–20) ➀ Level 5: If clone dies, Echo Rage cooldown reduced by 1
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Panic Protocol

frightens, distracts, and disrupts.

➀ Level 1: Clone causes fear on critical hits ➀ Level 2: Clone taunts all enemies in 4m at spawn ➀ Level 3: First hit from clone knocks back enemy ➀ Level 4: Clone has 25% dodge chance (d20 roll 16–20) ➀ Level 5: If untouched for 2 turns, becomes a decoy bomb
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Detonate Shuffle

Type: Active. Cooldown: 5 turns rotations

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Dash forward unpredictably, 9M leaving behind explosive illusion decoys every 3 meters. Each clone explodes after a 1-turn delay, dealing minor AOE D4 damage and causing disorientation on enemies.

Chain Fakes

Trigger Radius

➀ Level 1: Decoy now do D6 ➀ Level 2: Decoys now detonate on proximity ➀ Level 3: Radius of explosion increased by 1m ➀ Level 4: Can leave clones on vertical surfaces (walls) ➀ Level 5: On d20 roll 16–20, drops an extra decoy per dash
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Dizzy Dust

Daze those you pass through

For 1 rotation
➀ Level 1: Explosions disorient enemies hit ➀ Level 2: Disoriented enemies suffer -2 DT next turn ➀ Level 3: Explosions interrupt overwatch ➀ Level 4: Enemies hit lose 1 action next turn (d20: 16–20) ➀ Level 5: Clones emit vision-disrupting fog on pop
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Chill Vein

Enhances what you can do after the dash.

➀ Level 1: After dash, next melee gains +5 to hit ➀ Level 2: Can dash through enemies for bonus damage ➀ Level 3: Bonus: 1 extra action after Detonate Shuffle ➀ Level 4: If all clones hits, your next ranged attack is free ➀ Level 5: If enemy is killed by explosion, reset cooldown by 2
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Lose Control

Type: Active. Cooldown: 5 turns rotations

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Cooldown: Once per mission
Description:

Dropping your guns you Enter a berserk frenzy for 1 turn.Β 
during frenzy you lose control of your character in your blind range you attack between every characters turn. Attacking the nearest enemy or who attacked you. Objects, walls, are no obsticle for you. Roll d20 1-10 to auto use ability. Sunned for 1 full turn after and suffer -5 Defense Threshold until healed or repaired

Adrenal Eruption

Hits more than one target

➀ Level 1: During frenzy, all attacks gain +3 damage ➀ Level 2: Movement doubled again on first turn ➀ Level 3: On d20 roll of 16–20, gain 1 extra action ➀ Level 4: If HP <50%, you take no stun penalty ➀ Level 5: Gain immunity to suppression during frenzy
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Collateral Storm

Increases rear damage

➀ Level 1: Missed attacks still cause AOE splash ➀ Level 2: Can knock enemies back 2m on hit ➀ Level 3: Critical hits cause nearby cover to explode ➀ Level 4: On d20 roll 16–20, panic nearby enemies 2m ➀ Level 5: Damage from all sources decreased by 1/4 during frenzy
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Neural Crash

Apply debuffs when flanking

➀ Level 1: After frenzy, gain +10 shield HP ➀ Level 2: If you down an enemy during frenzy, Gain 1 Ac per Enemy ➀ Level 3: Frenzy no longer forces nearest enemy targeting ➀ Level 4: You can cancel frenzy early by spending all actions ➀ Level 5: After frenzy ends, grant 1 action to all allies nearby
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