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:

    • Intelligence – For control effects and mental domination.

    • Charisma – For persuasion or mind-affecting RP abilities.

    • Wisdom – For defense against mental backlash and cooldown insight.

Echo Clone

Type: Active. Cooldown: 5 turns rotations

Summon a base clone that Obeys only your first order. Clones last for 2 turns by default and operate with x2 INT and damage.

Mirrorblade

Combat Clone

➀ Level 1: Summons Mirrorblade (INT Γ— 2 damage) ➀ Level 2: +50% bonus damage to flanked enemies ➀ Level 3: Performs 1 leap strike (INT Γ— 2) per turn ➀ Level 4: Can body block enemies in 2m radius ➀ Level 5: Melee hits knock back and disorient
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Voxcast

Healing Clone

➀ Level 1: Heals nearest ally for INT Γ— 1.5 ➀ Level 2: Applies +2 Defense Threshold ➀ Level 3: Cleanses one debuff per turn ➀ Level 4: Pulses INT-based AoE heal every other turn ➀ Level 5: On death, explodes in healing burst (INT Γ— 2.5)
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Heavy Shot

Disrupt Clone

➀ Level 1: Applies INT Γ— 0.5 as EMP pulse on touch ➀ Level 2: Drops static mine on movement (INT-based slow) ➀ Level 3: EMP mine stuns enemies if INT β‰₯ 10 ➀ Level 4: Cloaks for 1 turn after spawn ➀ Level 5: Death shockwave disables abilities for 1 turn (roll INT)
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Tethered Forge

Type: Active. Cooldown: 5 turns rotations

Deploy a remote fabrication station that constructs 1 custom ally device per turn. Choose from Shield Totem, Ammo Dispenser, or Trap Beacon. Items remain for 3 turns and benefit from Overseer’s INT.

  • Each construct scales with INT Γ— 1
    Shield Gain x int
    Ammo Dispenser, Skips reload by 1 x 10 int
    Trap is Int x 1 5m radius

Recursive Blueprints

Constructs Upgrade

➀ Level 1: Constructs last 1 extra turn ➀ Level 2: Shield Totem gains +1 AoE radius ➀ Level 3: Trap Beacon applies burn for 1 turn ➀ Level 4: Ammo Dispenser boosts crit rate next turn ➀ Level 5: All constructs deploy instantly on skill use
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Titanium Lattice Core

Health + Self Destruct

➀ Level 1: Constructs have 15 HP ➀ Level 2: If destroyed, they explode in 2m AoE ➀ Level 3: Explosion stuns enemies (d20: 16+) ➀ Level 4: Devices gain anti-hack protection ➀ Level 5: Destroying 2 devices refunds skill cooldown
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Acoustic Disruption

Immunities

➀ Level 1: Constructs provide +1 INT while active ➀ Level 2: If 2+ constructs active, bonus action granted ➀ Level 3: Constructs immune to EMP ➀ Level 4: Beacon can detect stealth ➀ Level 5: At 3 constructs, auto-deploy 4th one free
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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

Echo Detonate Swarm

Type: Active. Cooldown: 5 turns rotations

Summon volatile clone-zombies that swarm the field and detonate on melee contact. You spawn 1 zombie per 10 INT per visible enemy. Each clone rushes toward the nearest target.

  • Cooldown: Once per full rest

  • Spawn Amount: INT Γ· 10 Γ— visible enemies

  • Explosion Damage: 2d12 per detonation

  • Effect Radius: 2m


πŸ’₯ Mechanics:

  • Each zombie clone moves 5m per turn.

  • Upon melee contact, they explode and disappear.

  • Explosion may knock enemies prone (d20: 16+).

  • Clone damage scales with INT only.

  • Clones vanish after 3 turns if unused.

Chain Reaction Flesh

Splash Damage

➀ Level 1: Explosions deal +1m splash damage ➀ Level 2: Chain explosions can trigger adjacent zombies ➀ Level 3: Critical detonation causes stun (d20: 18+) ➀ Level 4: Explosions leave residual fire ➀ Level 5: If 5+ zombies explode in 1 turn, spawn 2 more
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Echo Chain

Kills trigger another spawn

For 1 rotation
➀ Level 1: On kill, spawn 1 new clone ➀ Level 2: Clone has 50% HP ➀ Level 3: Max 3 re-spawns per turn ➀ Level 4: Re-spawned clone gains +2 move ➀ Level 5: Re-spawned clone has 10% chance to explode on death
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Hivemind Surge

Clones gain your INT modifiers

➀ Level 1: Clones gain +2 damage ➀ Level 2: Gain 5% of your INT as HP ➀ Level 3: Clones apply Fear if flanking ➀ Level 4: Can shoot at range if you can ➀ Level 5: Share your passive buffs
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Recommended StatsΒ 

Intelligence – For scaling effects and gadget control.

Dexterity – For hitboxes, evasion, and targeting during shifts.

Constitution – For surviving extreme scaling effects (shrinking/growth penalties).

Mass-Alteration Protocol

Type: Active. Cooldown: 5 turns rotations

0

Shrink to 1% your size for 1 turn. Become nearly untargetable, gain infiltration perks, and access small routes.Β 
Your next action will cause you to go to normal size.Β 
Physical actions. jumping, punching, pushing,ect roll d20 x10, but so is damage.
if in danger roll a D100 95-100 is hit
Expanding inside something will cause extreme damage.Β 

Β 

Nano Reflex Coating

Gain temporary evasion on entering Micron Vantage.

➀ Level 1: +2 DT while shrunk ➀ Level 2: Adds +4 DT on first enemy reaction ➀ Level 3: Adds 98-100 dodge on ranged AOEs ➀ Level 4: Evade first trap or hazard ➀ Level 5: Reflects 10% damage while shrunk
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Ant-Eye Entry

Shrunk units can bypass defenses and terrain.

➀ Level 1: Crawl through vents and pipes ➀ Level 2: Can hide inside objects for 1 turn ➀ Level 3: Auto-marks enemies above you ➀ Level 4: Gain 1 extra move when sneaking ➀ Level 5: Can steal an item from unaware enemies
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Weakspot Sync Scan

While shrunk, scanning reveals critical zones.

➀ Level 1: Spot enemy weak spots (marked) ➀ Level 2: Allies gain +1 damage on marked units ➀ Level 3: +10% crit chance for next attack post-shrink ➀ Level 4: Weakspots can disable enemy gear ➀ Level 5: Crits apply burn or disable effects
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Kinetic Bloom Strike

Type: Active. Cooldown: 5 turns rotations

0

Instantly shift between sizes mid-lunge, building velocity and kinetic power. Teleport to a target within 10m,Β  grow to full size for an explosive melee blow that ignores armor and knocks the enemy down. Expanding pass this size will cause 20d damage x (1m Pass 10m)

  • Cooldown: 5 turns

  • Range: 10 meters

  • Damage: INT Γ— 2 + 1d12

  • Special: Ignores armor and shields; 1-in-5 chance to stun for 1 turn after returning (d20 roll of 1-4)

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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Atomized Timing

Triggers a second strike on d20 roll of 19 or 20.

➀ Level 1: Gain +1d4 bonus on hit roll ➀ Level 2: On crit, auto-reposition 2m ➀ Level 3: Second hit causes disarm ➀ Level 4: If second hit lands, applies bleed ➀ Level 5: Adds follow-up again
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Shock Coil Boots

Delayed pulse damages in second wave.

➀ Level 1: Next melee Strike deals +2 ➀ Level 2: Chain into jump + melee ➀ Level 3: +1 bonus turn if target dies ➀ Level 4: +5 DT for 1 turn after impact ➀ Level 5: Leave crater for cover at spawn
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Size Surge Field

Type: Active. Cooldown: 5 turns rotations

0
  • You manipulate enemies, allies, and even battlefield objects through rapid size-alteration.

  • Shrinking disables and humiliates.

  • Enlarging confuses, empowers, or even sickens.

  • Objects become mobile tools β€” small to sneak, big to crush.

    Throw a tech pin into a target. At the start of the next turn, it triggers:

    • Shrinks enemiesΒ  -movement, -damage, vulnerable to crits.

    • Enlarges allies: +damage, +jump height, but -accuracy. no weapon
      Cooldown: 5 turns.
      Pin can be removed by anyone

Microjam Field

Enemies shrunk become weak and exposed.

➀ Level 1: Shrunk enemies deal no damage ➀ Level 2: Shrunk enemies move -2m ➀ Level 3: Shrunk enemies can’t suppress others ➀ Level 4: Crit chance on shrunk enemies increased (d20: 14+) ➀ Level 5: Shrunk enemies panic if hit (d20: 16+)
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Overgrowth Instability

become powerful β€” but unstable.

➀ Level 1: Enlarged targets gain x2 base damage ➀ Level 2: Enlarged targets have -7 accuracy (unfamiliar motion) ➀ Level 3: Enlarged targets create shockwaves when landing (1m AoE) ➀ Level 4: Enlarged targets glow visibly (easier to hit) ➀ Level 5: Enlarged enemies are disorientated
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Object Re-Sizer Protocol

Tactical use

➀ Level 1: Objects stay shrink to fit into backpack ➀ Level 2: Thrown shrunken objects can be enlarged mid-air ➀ Level 3: Enlarged objects cause knockback (3m radius) ➀ Level 4: Can resize drones and turrets (adds 1 action) ➀ Level 5: Drop a resized car-sized object as environmental weapon (DM tool)
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Recommended Stats for Phantom Protocol Tree:

Intelligence – To scale the effectiveness and number of clones.

Charisma – For commanding clone behavior and personality traits.

Constitution – Optional if clone durability scales with your own.

Neuroburst Protocol

Type: Active. Cooldown: 5 turns rotations

0

Send a psionic pulse to one enemy (10m). If they fail a mental defense roll (d20 +int vs theirs +int), you control their next move.
Additionally, you may choose to:
β€’ Swap their target
β€’ Cancel their action
β€’ Command task
Dm discretion adviced


Β Clone explodes on death for AoE damage

Signal Bleed

Minor neural damage from any scan or splice.

➀ Level 1: Target takes 1 psychic damage per turn ➀ Level 2: Signal jump: also affects nearest target within 2m ➀ Level 3: Adds β€œdisoriented” for 1 turn (miss chance 25%) ➀ Level 4: Chain to 2 more targets if Second roll is 18+ ➀ Level 5: Failsafe detonation β€” target loses a full turn (d20: 17+)
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Empathic Sync Module

Buffs for Debuffs

➀ Level 1: -1 cooldown action point if enemy is panicked ➀ Level 2: -1 cooldown if debuffed ➀ Level 3: If enemy is sad, -1 ➀ Level 4: If enemy has β€œfear” debuff, -1 ➀ Level 5: Enemies feel your emotions back (random debuff triggers)
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Feedback

frightens, distracts, and disrupts.

➀ Level 1: Can detect surface thoughts during conversation ➀ Level 2: Gain +2 to persuasion or intimidation rolls if the target has been scanned ➀ Level 3: Uncover a hidden fear or secret (GM discretion or dice roll) ➀ Level 4: Mimic target’s voice or speech patterns for infiltration ➀ Level 5: Alter a single memory temporarily (e.g., forget a code, trigger confusion)
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Placebo Pulse

Type: Active. Cooldown: 5 turns rotations

0

β€œIf the mind accepts the fix… the body follows.”

A powerful suggestion technique that makes the target believe they’ve been healed β€” and the body complies. Nearby allies receive healing based on the caster’s INT. Works even if wounds are critical, as long as the target believes they’re safe.

  • Heals all allies within 5m for 2d6 + INT modifier

  • If target is below 50% HP, heal is doubled

  • Doesn’t work on unconscious targets

Echo Empathy

Heal yourself when others are healed

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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Belief Surge

Boost healing with crowd size

For 1 rotation
➀ Level 1: Heal +1 for each ally in range ➀ Level 2: Critical heals if 4+ allies affected ➀ Level 3: Heal bonus affects caster too ➀ Level 4: Adds small shield (5 HP) to all healed ➀ Level 5: Placebo can now revive 1 target once per day
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Feedback Clarity

Use healing to reveal truth

➀ Level 1: Placebo also reveals lies from NPCs ➀ Level 2: Allies healed see cloaked enemies (1 turn) ➀ Level 3: Truth field lasts 2 turns ➀ Level 4: Enemies in cone can’t lie (RP mechanic) ➀ Level 5: Gain +4 to insight checks for 1 hour
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Control

Cooldown: Once per mission on success otherwise 5 cooldown

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Effect: Gain permanent control over 1 humanoid NPC. Can influence RP choices, mission help, and basic combat orders. Only 1 unlocked NPC can be active at a time. Same roll as protocol but best of 3. New ally must be within eye sight

Neural Leash

Controlled ally boosts your stats

➀ Level 1: Gain +2 to any roll if target nearby ➀ Level 2: Controlled ally takes hits for you (1 per mission) ➀ Level 3: Ally gains +1d6 on attacks ➀ Level 4: Can communicate telepathically ➀ Level 5: Ally can complete simple tasks alone
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Proxy Mind

Your ally uses abilities

➀ Level 1: Ally can mimic 1 skill Dm Advices ➀ Level 2: Can cast from their location ➀ Level 3: You regain 1 action when they crit ➀ Level 4: Ally’s cooldowns reduced by 1 ➀ Level 5: Can use skills once per mission
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Death Trigger

Apply debuffs when flanking

Target dies, fries minds

➀ Level 1: When controlled NPC dies, deal 2d6 psychic to all in 5m ➀ Level 2: Adds Fear for 1 turn ➀ Level 3: Explodes gear as well (10% chance to drop) ➀ Level 4: May reanimate corpse as clone (once per rest) ➀ Level 5:Happen on command
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