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Daemon is a twisted take on 5e set in Night City. Every merc is a 5e Fighter with the Samurai subclass and keeps all of its normal Fighter and Samurai features.
There are no classes and no feats. Instead every merc fills a role, and what really makes your merc yours is the set of perk trees you climb with your stats. Those trees are ported from Cyberpunk 2077.
The six 5e ability scores are renamed and each one drives different parts of the game.
| 5e | Daemon | What it does |
|---|---|---|
| Strength | STR Strength | Blunt melee damage, shotguns, LMGs and HMGs |
| Dexterity | REF Reflexes | Bladed melee damage, pistols, rifles, SMGs and stealth |
| Constitution | BOD Body | HP, tolerances and healing |
| Intelligence | INT Intelligence | Netrunning, hacks, smart weapons and RAM |
| Wisdom | TEC Tech Ability | Armor, items, cyberware and vehicles |
| Charisma | COO Cool | Social interactions, and mainly a buff and debuff stat |
Instead of classes, every merc fills a specialized role. Each role leans on certain stats.
| Role | Key stats |
|---|---|
| Netrunner | INT |
| Soldier | REF and STR |
| Technician | TEC and INT |
| Shinobi | REF |
| Bruiser | STR and BOD |
A few 5e skills are renamed to fit Night City. Every skill not listed here works exactly like normal 5e.
| Old 5e skill | Daemon skill | Stat |
|---|---|---|
| Animal Handling | Vehicle | TEC |
| Insight | Craft | TEC |
| Survival | Cyberware | TEC |
| Arcana | Hacking | INT |
| Investigation | Scan | INT |
| Nature | RAM | INT |
| Religion | Code | INT |
You can only get double proficiency after moving two thresholds. A Rookie Netrunner can be proficient in Hacking, but they can't double it until they reach Phenom.
There are only three ways a merc comes up in Night City. Each background offers three skills and you pick two of them.
| Nomad | Corpo | Streetkid |
|---|---|---|
| Vehicle | Performance | History |
| Craft | Deception | Persuasion |
| Intimidation | Medicine | Perception |
| Stats | 5e point buy. 27 points, every stat between 8 and 15 before increases |
| Starting RAM | 4 + INT mod. Some perks raise it, and some of those have prerequisites |
| Starting HP | 10 + 1d10 + BOD mod |
| HP per level | 10 + 1d10 + BOD mod each level up unless a perk or cyberware raises it. The GM is still finalizing this one |
| Perk points | 1 every time you level up |
| Stat increases | 2 points at levels 4, 6, 8, 12, 14, 16 and 19 |
| Feats | None |
Every level after 1 gives a perk point. Yellow levels also give 2 stat increases.
Normal 5e gives you a movement, an action and a bonus action. Daemon gives you 2 actions per turn and you spend them however you want.
Reactions still exist but work a little differently. See below.
You get 1 reaction per round, same as 5e, and every reaction costs 2 RAM.
| Reaction | Effect |
|---|---|
| Brace | Add your TEC mod to your AC |
| Slide | Make a REF save against a DC to take half damage |
| Reboot | Make an INT check against a DC to give the attacker disadvantage |
RAM is the fuel for reactions, hacks and some perks. Your max RAM is 4 + your INT mod, plus whatever your installed cyberware adds.
The INT perk Extra Slot doubles your max RAM, and Automation cuts every RAM cost by 1, so reactions only cost 1. The full RAM rules are still on the way from the GM.
To go into The Net you need the INT perk Jack In. Netrunners can run into defensive anti-personnel programs called Black ICE (Intrusion Countermeasure Electronics), and they can be lethal.
Netrunners have two HP pools, IRL HP and NET HP. They're equal unless a perk, item or hack changes that. Black ICE mostly attacks your NET HP, but your body can still be attacked while you're under. If either pool hits 0 you go unconscious in critical condition.
Known Black ICE
Each one has its own stats and effects. Those haven't been posted yet.
Cyberpsychosis saves are normally made at −5. A few perks push back on that, like Theseus and I'm Special in BOD and Tranquility in COO. The full rules are still coming.
Every perk tree is tied to one stat. If that stat is under 10 the tree is offline. Higher tiers open as the stat climbs, and you spend 1 perk point per perk.
| Tier | Stat needed | Perks |
|---|---|---|
| Rookie | 10–13 | 2 |
| Pro | 14–16 | 3 |
| Phenom | 17–19 | 3 |
| Legend | 20 | 2 |
Each tree is shaped like a fork, or a "W". The two outer branches run all four tiers. The middle branch opens at Pro from either Rookie perk and ends at Phenom. Each Legend perk only opens from its own branch's Phenom.
The GM is still building these. They'll land here as they're posted.
Every merc on this device as one JSON file. The DM can update inventory, cyberware or HP in it, then import it back here to apply the changes.
Paste a save code or pick a save file.
Raise this stat to 10 to jack in.
Your merc saves in this browser on its own. To back it up, move it to another device or share it in Discord, copy the save code and paste it into Import on the other end.