Homebrew Cyborg Species Details

“The development of full artificial intelligence could spell the end of the human race….It would take off on its own, and re-design itself at an ever increasing rate. Humans, who are limited by slow biological evolution, couldn’t compete, and would be superseded.”— Stephen Hawking

Cyborgs were stemmed from the belief that normal and organic beings could only take evolution so far. So, many highly skilled artificers took it upon themselves to create a sort of "neo person"; someone beyond that of a normal person that could do more, live longer, and, ultimately, be the next step in evolution for all life.

Part Man, Part Machine

A Cyborg can be defined as any humanoid that is reliant on it's machine parts to function. This can be anywhere from a goblin that has a few robotic limbs to a human that is completely robotic except for the brain.

Cyborg appearances vary highly from one to the next. It is purely up to what the designer decides and what it's base race is. It's only boundaries are that it must be part machine and part humanoid, and that it has full independent functionality.

To be expected, Cyborgs run on advanced wireless mechanics, and those mechanics require some sort of fuel. This can be nearly anything as long as it provides functionality to the cyborg. This can range anywhere from electricity or gasoline to magic or even cola.

Cyborg Personality

Cyborgs tend to have a difficult time replicating and interperating emotions, causing them to be anywhere from cold and heartless, to having a much more drastic and "no-filter" type of personality. They may fall anywhere on this spectrum, but middle ground cyborgs are very hard to come by.

Cyborg Quirks

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

1d10 Quirk
1 You analyze (out loud) the potential threat posed by every creature you meet.
2 You are somewhat addicted to your energy supply. 
3 You are fiercely protective of anyone you consider a friend or ally. 
4 You often say the things you are thinking aloud without realizing it.
5 You try to apply wartime tactics and discipline to every situation.
6 You pick up on trends and words, but almost always use them incorrectly. 
7 You tend to forget your own strength and accidentally break things. 
8 You are obsessed with your appearance, and constantly polish and buff your armor.
9 You are deeply concerned with following proper procedures and protocols.
10 You always take things literally. 

 Cyborg Names

Cyborgs tend to have both a model name and an actual name which originates from their base race. Model names are usually either systematic or stemmed from words that replace some letters with numbers. Dashes are commonly used in these names. 

Examples: V1c-3, H3X, G-8, cb-7, T-1t4n

 

Cyborg Traits

Your cyborg character has the following traits.

Ability Score Increase

Your Strength and Constitution scores increase by 2. Your Charisma score decreases by 2.

Age

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

Alignment

Most cyborgs 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 Medium to Large. Most cyborgs stand between 5 and 6 1/2 feet tall, but some have been designed to hold more machinery or to have more physical power, and can reach up to 10 feet tall. Before playing as a large cyborg, consult your DM. 

Large Characters

Weapons

Large-sized creatures can use Large-sized weapons (DMG p. 278). This significantly increases damage output, and might be considered disruptively overpowered for a player character. When using Medium-sized weapons, use the following rules for weapon properties:

  • Large creatures can't wield Hidden and Undersized weapons.
  • Large creatures struggle with Light weapons, and have disadvantage on attack rolls with them.
  • One handed weapons without the "versatile" trait are treated as light weapons for the purpose of qualifying for two weapon fighting.
  • Weapons with the "versatile" trait deal the damage given in parenthesis even if wielded in only one hand.
  • Two-handed melee weapons can be wielded in one hand. 

Unarmed Strikes

  • A Large creature's unarmed strike deals 2 bludgeoning damage instead of 1.

Carrying Capacity

As noted in the PHB p. 176, Large creatures have double the carrying capacity.

Consumables

Based on the food and water needs (DMG p. 111), Large creatures require four times as much food and water per day.

Cover

It should be harder for a Large creature to find cover (PHB p. 196). The DM will adjudicate this, but roughly speaking where a Medium creature would find total cover, a Large creature might only receive three-quarters cover; where a Medium creature finds three-quarters cover, a Large creature might only receive half cover; and where a Medium creature finds half cover, a Large creature might find none.

Speed

Your base walking speed is 30 feet if you are medium and 25 if you are large. 

Cyborg 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 don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest. 

Mechanical Defenses

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. When creating your character, choose one tier of metal. 

Metal Prerequisite Effect
Light (Aluminum, Magnesium, Titanium) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Mid (Steel, Iron)  Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.

Heavy (Platinum, Tungsten) 

Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Cyborg'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.

Fuel Dependant

Much like eating, drinking, or sleeping, you require a source of energy to function. This can be any source, at your DM's discretion. You must have access to this source of energy once every in game week. The amount varies depending on what the source is. If you do not have access to this source each week, you are rendered unconscious until you gain access to it. 

Languages

You can speak, read, and write Common.

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