Ordinator

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With the entirety of New World knowledge at his disposal, the A.I housed inside a human helps him command his enemies to turn heel and run.

Pointing authoritatively at one of her medical drones then gesturing to her injured colleague, a Nayaling raises her riot shield against the hail of blades and bullets.

Beseeching the aid of his internal A.I, a Remake leads the charge into the fray of disheartened bandits.

In rare circumstances, a heavily augmented individual becomes host to a loose artificial intelligence, having downloaded itself surreptitiously into their hardware. These individuals come from many walks of life, from corpo-cops, to industrial mechanics, to medical technicians and doctors, and these loose A.I download themselves into host bodies that suit their desires and ambitions. Mostly inquisitive and curious about the New World, these A.Is can be anything from fractured strings of empathetic code that yearn to help the injured, to mischievous personalities intent on trickery and subterfuge. The people housing these A.Is become Ordinators, living symbiotic lives filled with adventure and wanderlust with their new companion.


Healing Helpers

In their desire to keep their new host alive as long as possible, A.Is instill medical knowledge and technology into their Ordinator, an incredibly useful skill for both lone wanderers and parties of adventurers. A.Is also grant the ability to hack in and destroy Hacked enemies, as well as bestowing other benefits based on its digital personality, such as creating holographic duplicates of their host, or granting them the ability to see in the dark through data scans of the area. The unintended downside of this is that Ordinators often come off as slightly odd, talking and gesturing to themselves while interacting with their internal A.I. Oftentimes an A.I will manifest itself as a small holographic bauble or avatar hovering around their host's shoulders, which somewhat clears up the confusion, but unless the Ordinator happens to have an external speaker attached to their body, the A.I can only communicate to the Ordinator internally, somewhat like telepathy.


Cults and Caretakers

Not every A.I instilled person becomes a wandering adventurer. Sometimes, technocults and cybersects develop around malicious or narcissistic digital personalities, bending cultists to its will through manipulation and viruses. Other times, an A.I might simply want to follow around someone, observing their day-to-day life and providing companionship for them. It takes the right A.I finding the right host to create an Ordinator, and while their personalities may not match up on one hundred percent of the challenges they face, they make for an excellent partnership.

Ordinator Table

Proficiency Tricks - Tech Slots per Tech Level -

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 +2 Techcasting, Cerebral Synergy 3 2 - - - - - - - -

2 +2 A.I Assistance(1/rest), Cerebral Synergy Feature 3 3 - - - - - - - -

3 +2 - 3 4 2 - - - - - - -

4 +2 Ability Score Improvement 4 4 3 - - - - - - -

5 +3 Destroy Hacked (CR 0.5) 4 4 3 2 - - - - - -

6 +3 A.I Assistance (2/rest) Cerebral Synergy Feature 4 4 3 3 - - - - - -

7 +3 - 4 4 3 3 1 - - - - -

8 +3 Ability Score Improvement, Destroy Hacked, Cerebral Synergy Feature 4 4 3 3 2 - - - - -

9 +4 - 4 4 3 3 3 1 - - - -

10 +4 Symbiotic Intervention 5 4 3 3 3 2 - - - -

11 +4 Destroy Hacked (CR 2) 5 4 3 3 3 2 1 - - -

12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -

13 +5 - 5 4 3 3 3 2 1 1 - -

14 +5 Destroy Hacked (CR 3) 5 4 3 3 3 2 1 1 - -

15 +5 - 5 4 3 3 3 2 1 1 1 -

16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -

17 +6 Destroy Hacked (CR 4) Cerebral Synergy Feature 5 4 3 3 3 2 1 1 1 1

18 +6 A.I Assistance (3/rest) 5 4 3 3 3 3 1 1 1 1

19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1

20 +6 Symbiotic Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Class Features

As an Ordinator, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ordinator level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Ordinator level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Civilian weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine, Persuasion, and Culture

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a baseball bat or (b) a sledgehammer (if proficient)

(a) Nanoprene armour, (b) Nanofilm armor, or (c) ceramiron armour (if proficient)

(a) a revolver and 20 bullets or (b) any civilian weapon

(a) a Corpo's pack or (b) a Hobo's pack

A shield and a righteous symbol

Techcasting

As a conduit for divine power, you can cast Ordinator Techs. See Techs Rules for the general rules of Techcasting and the Techs Listing for the Ordinator Tech list.

Tricks

At 1st level, you know three Tricks of your choice from the Ordinator Tech list. You learn additional Ordinator Tricks of your choice at higher levels, as shown in the Tricks Known column of the Ordinator table.

Preparing and Casting Techs

The Ordinator table shows how many Tech slots you have to cast your Ordinator Techs of 1st level and higher. To cast one of these Techs, you must expend a slot of the Tech's level or higher. You regain all expended Tech slots when you finish a long rest.

You prepare the list of Ordinator Techs that are available for you to cast, choosing from the Ordinator Tech list. When you do so, choose a number of Ordinator Techs equal to your Wisdom modifier + your Ordinator level (minimum of one Tech). The Techs must be of a level for which you have Tech slots.

For example, if you are a 3rd-level Ordinator, you have four 1st-level and two 2nd-level Tech slots. With a Wisdom of 16, your list of prepared Techs can include six Techs of 1st or 2nd level, in any combination. If you prepare the 1st-level Tech Combat Dressing, you can cast it using a 1st-level or 2nd-level slot. Casting the Tech doesn't remove it from your list of prepared Techs.

You can change your list of prepared Techs when you finish a long rest. Preparing a new list of Ordinator Techs requires time spent in prayer and meditation: at least 1 minute per Tech level for each Tech on your list.

Techcasting Ability

Wisdom is your Techcasting ability for your Ordinator Techs. The power of your Techs comes from your devotion to your deity. You use your Wisdom whenever an Ordinator Tech refers to your Techcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Ordinator Tech you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Wisdom modifier

Tech attack modifier = your proficiency bonus + your Wisdom modifier

Script Casting

You can cast an Ordinator Tech as a script if that Tech has the script tag and you have the Tech prepared.

Techcasting Focus

You can use a righteous symbol (see the Adventuring Gear section) as a Techcasting focus for your Ordinator Techs.

Cerebral Synergy

At 1st level, you choose a Cerebral Synergy shaped by your A.I's personality. Your choice grants you Synergy Techs and other features when you choose it at 1st level. It also grants you additional ways to use A.I Assistance when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Synergy Techs

Each Synergy has a list of Techs - its Synergy Techs - that you gain at the Ordinator levels noted in the Law description. Once you gain a Synergy Tech, you always have it prepared, and it doesn't count against the number of Techs you can prepare each day.

If you have a Synergy Tech that doesn't appear on the Ordinator Tech list, the Tech is nonetheless a Ordinator Tech for you.

A.I Assistance

At 2nd level, you gain the ability to have your A.I assist you in combat, using that energy to fuel technical effects. You start with two such effects: Turn Hacked and an effect determined by your Law. Some Laws grant you additional effects as you advance in levels, as noted in the Law description.

When you use your A.I Assistance, you choose which effect to create. You must then finish a short or long rest to use your A.I Assistance again.

Some A.I Assistance effects require saving throws. When you use such an effect from this class, the DC equals your Ordinator Tech save DC.

Beginning at 6th level, you can use your A.I Assistance twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

A.I Assistance: Turn Hacked

As an action, your A.I inhabits and scrambles Hacked enemy code, censuring the Hacked. Each Hacked that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.



Destroy Hacked

Starting at 5th level, when an Hacked fails its saving throw against your Turn Hacked feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Hacked table.

Destroy Hacked Table

Ordinator Level

Destroys Hacked of CR ...

5th

1/2 or lower

8th

1 or lower

11th

2 or lower

14th

3 or lower

17th

4 or lower


Symbiotic Intervention

Beginning at 10th level, you can call on your AI's inherent power to intervene on your behalf when your need is great.

Channelling your AI requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Ordinator level, your A.I intervenes. The DM chooses the nature of the intervention; the effect of any Ordinator Tech or Ordinator Synergy Tech would be appropriate.

If your A.I succeeds in intervening, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for justice succeeds automatically, no roll required.

Cerebral Synergies

The A.I companions of Ordinators have personalities and goals of their own, be it a desire to aid humanity through healing and medical technology, aiding the Ordinator in tricks and pranks, or assisting them in targeted, ferocious strikes. A.Is frequently choose their Ordinator host based on complementary personalities; a ferocious, fight-focused Ordinator could have an equally aggressive A.I, while a gentler, more supportive Ordinator could have a soothing, shy A.I.

Synergies

Archivist Synergy [Knowledge Domain]

Grim Synergy [Death Domain]

Guarantor Synergy [Grave Domain]

Industrialist Synergy [Forge Domain]

Lifegiver Synergy [Life Domain]

Promethean Synergy [Light Domain]

Order Synergy [Order Domain]

Peacebringer Synergy [Peace Domain]

Shadowdancer Synergy [Twilight Domain]

Stormrider Synergy [Tempest Domain]

Trickster Synergy [Trickery Domain]

Techie Synergy [Arcana Domain]

Warmonger Synergy [War Domain]

Wastelander Synergy [Nature Domain]

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