Homebrew Cyber-Gel Drifter Species Details

It is a usually plaside and peaceful race however it lived through an AI disaster civilization. Furthermore unbeknownst to it the bits of scrape metal to assemble it's cyber part is becoming self aware and can mess with it's memory.

Cyber-Gel Drifter Traits

these are really 2 sub minds to be played by one player

Tiny blur

It has advantage on stealth

28;d~}&£fY7

At level 1 it has access to all it's host memories but it's still not fully self aware. It can however delete one word from it's host vocabulary per short rest.

At level 2 it can eras one word and events up to 2 seconds total in duration from it's host memories per short rest and is slightly self aware to the point were it can consider impact of it's actions if it rolls above 10 with it's hosts stats.

At level 3 it is fully self aware and can eras 3 words and events up to 4 seconds total in duration per short rest.

At level 4 it can eras 5 words and can eras events up to 8 seconds total in duration and can implant a images into the host memories once per short rest.

At level 5 it can eras 7 words and up to 16 seconds and implant 2 images per short rest

At level 6 it can eras 9 words and up to 32 seconds and implant 2 images and a word attached to the image per short rest

At level 7 it can eras 11 word and up to 1 minute and implant 2 images and 2 words for each per short rest.

At level 8 it can eras 13 word and up to 2 minute and implant 3 images and 3 words for each per short rest.

At level 9 it can eras 15 word and up to 3 minute and implant 4 images and 4 words for each per short rest.

From here the features of level 9 are added to the what is stated in the higher levels.

28;d~}&£fY7 deluxe

10 = say something as a thought that in 10 words or less that the host believe it thought but may dismiss

11 = say 20 words and make the host subconsciously associate a image form the memory with a different emotion

12 = say 30 words and make the host strongly associate a different emotion with a memory

13 = say 40 words and completely make up an event

14 = say 50 words and completely make up 2 events

15 = say 60 words and completely make up 3 events

16 = the host is basically dead and an extetion of the cyber part.

28;d~}&£fY7 # h&c| \sight

Any creator it can see it can try to effect. The creator must make a intelligence saving throw against it's intelligence. If it succeeds it can read the targets mind and knows all that it knows (out of cannon this requires the player to enplane anything thing they think it would want to know and anwer honestly anything of the question the player playing it ask them). this state last 1 minute

28;d~}&£fY7 # h&c| \sight + Ctrl

18 = the same rules as "28;d~}&£fY7 # h&c|< \sight" apply, however what ever the player losses by the is the equivelent level that allowed it to control it's host. e.g if it is a loss by 8 it can eras the number of words, events and add images and level 8 states. both "28;d~}&£fY7 # h&c|< \sight" and "28;d~}&£fY7 # h&c|< \sight + Ctrl" are only once per short rest and an action.

20 = the number of times "28;d~}&£fY7 # h&c|< \sight + Ctrl" can be used is infinate and it's duration is extended to one hour.

Immunity to suffication

Whilst they still need food and water the oxygen for respiration is mystically taken care of. They can breath underwater, in air, in a vacuum, in any other fluid or gas and can't be strangled.

sting

2ft range. constitution saving through if less than 10 take 1 damige.

sword

+ 5 proficeny and can do 1d8 lightning damage + 1 slashing