Your body has been systematically enhanced with cybernetic implants that feed off of the arcana in your bloodstream. These augmentations give you enhanced abilities far beyond the capabilities that of the normal or even elite examples of your race. But, with heavy augmentations comes a steep price. You have the ability to push beyond your limits and the limits of your augmentations to gain bonuses to your abilities, however, the more you push, the further your mind deteriorates from the strain of your non-organic components. This Stress can be tracked in Psychosis Levels. Each level has more severe deficits than the last and are listed as follows:
Psychosis Levels:
Level 1: Your mind begins to slip, your social skills are hindered as your sanity is now Uneasy. You have disadvantage on all of skill checks and saves pertaining to Charisma and Wisdom. This affect lasts until a short rest is taken OR are healed with a Lesser Restoration Spell or something equivalent.
Level 2: Your sanity is now Questionable. You show little regard for yourself and others around you. At this level, when you roll under 10 for any attack, you must make a Wisdom Saving Throw DC 13 or you immediately lash out at the creature nearest to you involuntarily.This affect lasts until your next long rest OR with healing from a Greater Restoration Spell or something equivalent.
Level 3: You have slipped into extreme paranoia and aggression. Your sanity is now Unstable. At this level, you are overcome with intense fear and anger, you will lash out at anyone around you so long as it doesn't immediately put you in danger. At Level 3, all your ability checks, saves, and attacks are at disadvantage. This effect can only be remedied with outside help. Those who attempt to calm you must make a DC 16 Persuasion Check a total of 3 times to end the unstable condition. A Greater Restoration Spell will only add advantage to this check.
Level 4: You have nearly been consumed by your madness as your sanity is now Fractured. At this level, you become blatantly hostile towards anything and everyone around you. You will savagely try to kill anything that moves, disregarding yourself completely. At this level, you will take 1d10 Psychic Damage at the start of each of your turns, increasing by 1d10 every new round of combat. This effect can only be stopped if you are rendered unconscious.
Level 5: You have been lost entirely to the augmentations. Your mind is completely fried by over use of your enhancements, leaving you a snarling lunatic with a neverending bloodlust, your sanity leaves you as a full on AuguFiend. At this level, your alignment is now permanently changed to Chaotic Evil. You also gain 100hp as well as advantage to all attacks and skill checks and saves based in Strength, Constitution and Dexterity made and your damage is multiplied by 2, however, all skill checks and saves based in Intelligence, Wisdom, and Charisma are all at disadvantage and -5. At the beginning of each of your turns you take 2d10 Psychic Damage with the value increasing by 2d10 each new round of combat. This level is permanent and cannot be healed or alleviated. In order to stop you, you must be killed permanently.
Stress
Levels are determined by the amount of Stress you put on your mind and body, Stress will be determined by the Dungeon Master based on what actions you wish to take. Stress begins taking affect after all charges for your augmentations have been expended. Use Stress to expends further charges for your augmented abilities. Stress Point to Psychosis Level conversion at DM discretion.
Previous Versions
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