Homebrew Cybranetic Species Details
Bent and beaten, Laxus lay weak on the ground before the cheiftan; his magical power spent in the previous battle. At the mercy of his enemy, he bowed his head in submission.
The orc cheiftan raised his axe. "This is the power of Laxus the mage? Pathetic. I will grind your bones to..."
The cheiftan's words were cut short by a hail of radiant lasers and red hot lead, forcing him away and into cover. Laxus weakly peered upward to see the form of a metal figure, alight with a pulsing neon glow. It looked down to Laxus, speaking with a synthetic tone.
"[SCOLDING] This is why I said meat-bags should not go alone, Laxus. [ENCOURAGEMENT] Do not fear. You are saved. I will approach the orc cheiftan on your behalf..." The Cybranetic warrior, ALPHA, then turned to the angry orc before him. "[PROMISE]...and reduce him to ash..."
Scions of The Machine
Cybranetics hail from an alternate dimension called Cybraxia. They are beings of science and technology and typically draw absolutely no power from the likes of magic, deities, or eldritch deals. They come in a nearly limitless variety of shapes and sizes, each with its own cast of abilities and skills. Whenever a new problem is discovered, a new cybranetic is crafted as a solution.
When cybranetics are created, they typically already have all the mental faculties of a fully grown adult, and they know nothing they weren't specifically built to know. In addition to this, they don't often get the chance to experience the world for themselves. The combination of these factors can be a dangerous mix, as a cybranetic won't often get the chance to question anything they are told and will believe it wholeheartedly until they see evidence suggesting otherwise.
On Cybraxia, every cybranetic is programmed to one of the many. There is no such concept as an individual personality and each unit only serves to enact the will of The Machine. However, like all worlds, there are those that oppose the status quo. Cybraxia houses a number of rebel factions and humanoids that rebel against The Machine. Occasionally, these rebels will modify a unit to be thinking and feeling; aiding in the causes of these factions.
It was these factions and modified cybranetics that eventually infiltrated the SkyCity Atlus, whilst it was moving to the neighboring dimension of Laterrus, when it would make its home on Valterra. Over time, Atlus became more and more populated with cybranetics that contained a personality and eventually became the dominant population of the city.
Technological Allies
Earning the boon to have a cybranetic as an ally means it will do everything in its power to aid its companions and creators. They are masters of the battlefield and can enact expert tactics, even under pressures that would normally conquer their more organic allies.
Every cybranetic has two things in common: A core programming for firearms and a general misunderstanding of social cues. Even a modified cybranetic can often fall victim to their core programming and misread a situation. It's not uncommon for one to call out an obvious or insensitive observation, even after others have already made and chosen to keep said observation quiet.
This often leads to them being shunned as individuals and causes them to enter a downward spiral as they fail to recognize the error in their actions. However, given time and patience, any cybranetic can eventually learn through exposure to others; becoming a valuable and loved companion.
Varied Design
Humanoid cybranetics have a range of appearances, some appearing almost like mechanical skeletons whereas others are nearly indistinguishable from a humanoid being. They may be designed to exhibit particularly feminine or masculine features, although they are generally unconcerned with such matters themselves. Cybranetics do not age like biological creatures do, although they may suffer wear and tear over time. With proper maintenance, robots can be theoretically immortal, though they still run the risk of having their processing unit destroyed, which would result in permanent and irreversible death.
Once a cybranetic has been made initially designed, it can easily be stepped into mass production to take on all manner of tasks. This results in many cybranetics being placed into plenty of manual labor jobs, for those that can afford them. Whether this is legal or ethical is for you to decide. Those that have highly advanced brains, capable of fully independent thought, often grow to despise this oppression in all its forms and strive for individuality.
Your cybranetic can be one of the masses or a specially designed unit. To help you craft a unit that fits your vision, you have access to a store of Robotic Modifications, listed below, and 10 points to spend. Happy Building.
Robotic Modifications
When crafting your cybranetic, you have the following modifications to choose from. Each has a point value associated with it, and some can be selected multiple times. You can mix and match modifications until you've spent up to 10 points. You are not required to spend all 10.
Advanced Sensor System. Your sensory systems are more advanced than a standard cybranetic. You gain proficiency in the Perception skill. Additionally, you gain blindsight up to a distance of 15 feet. This module costs 2 points.
Altered Locomotion. Your legs are somehow modified to change the way you move Choose one form of alteration. Regardless of which option you choose, this module costs 2 points.
- Multiple Legs. You have three or more mechanical legs that allow you to climb surfaces similar to an insect. Your base walking speed is unchanged, but you gain a climb speed equal to your walking speed
- Powerful Legs. Your legs are more powerful than standard, and you retain your bipedal form. Your base walking speed is 35 feet.
- Wheels. You have three or more wheels on short legs that allow you to move around quickly. Your base speed is 30 feet, and navigating certain obstacles like stairs requires an additional foot of movement for each foot you move. Additionally, after moving 15 feet in a straight line, you may move an additional 5 feet in that same line without expending any movement
Waterborne. You are adapted to maneuvering within the water. This may be in the form of subtle webbing on your extremities or a small propeller. You gain a swim speed equal to your walking speed. This module costs 2 points
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. This module costs 2 points.
Torch. You have a torch integrated into your body, allowing you to emit a beam of light. The source of light within you could be emitted from an area such as your eyes, palm, or forehead. This torch doesn't require any additional power to operate. You can project bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, or turning them off. This module costs 2 points.
External Casing. You have an external casing which alters your appearance. Each casing has a different cost, included in it's description.
- Duraplastic Shell. Your most vulnerable components are shielded with duraplastic plates. When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your duraplastic shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duraplastic shell. This module costs 3 points.
- Synth-Skin. Your external casing is designed to replicate humanoid flesh. You are capable of mimicking human expressions, and your Charisma score increases by 1. If you have a standard humanoid form, a creature must study you over a long period of time to determine that you are not of the humanoid race you are designed to mimic. This module costs 4 points.
Thrusters. Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable you to fly. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. This module costs 8 points.
Languages Module. You have been programmed to understand an additional language. You can speak, read, and write one extra language of your choice. You can select this module up to 3 times. This module costs 1 point per selection.
Knowledge Module. You gain proficiency in one tool, instrument, or gaming set of your choice. You can select this module up to 2 times. This module costs 1 point.
Skills Module. You gain proficiency in one skill of your choice. This module costs 3 points.
Weaponry Module. You gain proficiency in 2 weapons of your choice. This module costs 2 points.
Socketed. Your wrists end in sockets that can interface with various items. Your manipulators can be removed from these sockets and reattached. When removed, you cannot operate them. If you lose a manipulator, you must obtain a new one. A one-handed weapon can be modified to fit your manipulator socket using the Weapon Modifications rules (see Equipment). When any weapons (or your manipulators) are socketed, you cannot be disarmed by any means short of cutting through your arm, and you can operate it as though it were part of your body. This module costs 2 points.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. This module costs 2 points.
Built to Last. Your hit point maximum increases by 5, and it increases by 5 every time you gain a level. This module costs 5 points.
Hologram Projector. Included in your body is a simplistic hologram projector. Operating this projector is functionally identical to using the minor illusion cantrip to create a visual effect, but it is not a magical effect and you ignore components for the "spell." Intelligence is your "spellcasting" ability for this effect. This module costs 2 points.
STANDARD ROBOT FORMS
Presented here are three common, mass-produced robot forms.
ORGANIC RELATIONS UNIT
These cybranetics are designed to interface most effectively with biological beings. They are often employed as shop assistants in particularly wealthy areas.
- Common Modifications: External Casing (Synthflesh Sheath), Languages Module, Knowledge Module, Skills Module, Mimicry, Hologram Projector
COMBAT DRONE
These robots are mass produced for war, though they occasionally find themselves sold on the black market, fuelling ever-escalating gang wars. They are manufactured as cheaply as possible, and considered disposable. Most come fitted with a neural inhibitor to stop them rebelling against their owners or questioning commands. Similar drones are also sometimes used in law enforcement, though modified to reduce their lethality.
- Common Modifications: Advanced Sensor System, Darkvision, Torch, External Casing (Duraplastic Shell), Weaponry Module, Socketed
MEDICAL BOT
Medical bots are a relatively cheap solution to keeping a population healthy. While a doctor takes several years to fully train, a medical bot can be fabricated and have years of medical knowledge installed in a matter of days. However, their bedside manner usually leaves something to be desired. These bots are also utilised in situations where trained humans are in short supply, such as space travel.
- Common Modifications: Advanced Sensor System, Torch, Languages Module, Knowledge Module, Skills Module, Socketed, Built to Last, Hologram Projector
Cybranetic Traits
Your cybranetic character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.Ability Score Increase
Your Constitution score increases by 1.
Age
As artificial beings, Cybranetics have no natural lifespan and can live for as long as they can keep themselves powered. A typical cybraxi core can power a single unit for several hundred years before needing to be replaced.
Alignment
Most cybranetics take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they've been surrounded.
Size
Your size can be Medium or Small. Cybranetics can range anywhere between 2 and 8 feet tall.
Speed
Unless you take a locomotion modification (See Robotic Modifications), you are bipedal and walk similar to a normal humanoid. Your speed is 30 feet.
Artificial Body
Your type is Construct, however, you count as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favored enemy ability). You only breathe for purposes of heat dissipation, and you do not require food or water.
Additionally, you are immune to disease, the poisoned condition, and poison damage. Instead of sleeping, you enter an inactive state for 4 hours each day to recharge your power cells. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. You still recover when resting as normal.
If the Mending or [Tooltip Not Found] spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
(DM Note: In addition, if your campaign allows it, a cybranetic can also benefit from common spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, and spare the dying. However, the homebrew spell listed above is a good alternative to this rule.)
Advanced Manipulators
You were built with up to two advanced manipulators that serve as your hands. You can do anything with your manipulators that a humanoid can do with their hands.
Complex Neural Network
Your command module consists of either a completely artificial neural net modeled on humanoid neural processing, or a brain case that contains an actual humanoid brain, usually the result of a full-body transplant. In either case, your complex neural net can be affected by mind-altering effects that can affect humanoids, including psychic damage.
Fragile Circuitry
The electronics that suffuse your form can easily be stalled by electrical discharges. When you take lightning damage, you cannot take reactions and your speed is halved until the end of your next turn.
Custom Built
As a cybranetic, you have a lot of room for customization. You have 10 upgrade points you can spend on modifications. (See Robotic Modifications.)
Regardless of what you choose, every cybranetic has an innate understanding of firearms and how to repair them.
Neural Net Transplant
In the event of your death, your command module can be removed and placed in a similar robotic frame. This must be done within 24 hours or the neural net housing your consciousness will degrade to the point of uselessness.
Languages
You can speak, read, and write Binary and Common, as well as one other language of your choice.
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