Homebrew Car Species Details

The Cars were built for transport in the world. The first Cars were mindless hunks of metal, but House Shaun devoted vast resources to improving these steel vehicles. An accident produced fully sentient Cars, after trying to make them self driving. Cars are made from pure metal, but they can feel pain and emotion. Built as rides, they must now find a purpose beyond the transport. A Car can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

 

Cars Personality

The Cars were built to serve and to Drive. For most of their existence, Cars had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Why gave them freedom, but many Cars struggle both to find a place in the world and to relate to the creatures that created them.

The typical Car shows little emotion. Many Cars embrace a concrete purpose — protecting allies, completing a contract, or other pursuits — and devote themselves to this task as they once did to driving people around. However, there are Cars who delight in exploring their feelings and their freedom. Most Cars have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.

The typical Car has a slick, sexless body shape. Some Car ignore the concept of gender entirely, while others adopt a gender identity in emulation of creatures around them.

Quirks

Whether due to some flaw in their creation or simple ignorance of how other creatures operate, Car often acquire an odd personality trait or two. A Car player can choose to roll or select a trait from the Car Quirks table.

1d10 Quirk
1 You analyze (out loud) how weird every creature you meet is.*
2 You don’t understand emotions and often misread emotional cues.
3 You are fiercely protective of anyone you consider a friend.
4 You often say the things you are thinking aloud without realizing it.
5 You try to maintain order like on the roads.*
6 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
7 You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status.
8 You are obsessed with your appearance, and constantly polish and buff your Exterior.
9 You are deeply concerned with following proper procedures and protocols.
10 The road is the only thing that makes sense to you, and you’re always looking for a race.*

 Car Names

Cars were assigned numerical designations as they were made. Many of them adopted nicknames, often given to them by their owners. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Car Names: Lightning McQueen, Mater, Doc Hudson, Snotrod, Fillmore, Flo, Bob Cutlass, Sarge, Jay Limo, and Buzz Lightyear Car

 

Car Traits

Your Car character has the following traits.

Ability Score Increase

Your Constitution score increases by 2, and Your Strength score increases by 1.

Age

A typical car is between two and thirty years old. The maximum lifespan of the Car remains a mystery; so far, Car have shown no signs of deterioration due to age.

Alignment

Most Cars 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 served.

Size

Your size is Large. Most Cars stand between 4 and 6 1/2 feet tall. Weight and build are affected by subrace.

Speed

Your base walking speed is 40 feet.

Car Resilience

You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection

Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Mode Prerequisite Effect
Thin Plates (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite Plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Languages

You can speak, read, and write Common and Undercommon.

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