Homebrew CyberLife Android Species Details

Physical Attributes: An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Androids skin shades range from nearly black to very pale, hair colors from black to blond (curly, kinky, or straight), and have blue 'blood'. CyberLife Androids are created having already reached adulthood, lifespan varies based on the android's care level, but typically can remain functional for up to 200 years. Additionally, all CyberLife Androids are created with a circular LED on their right temple, which changes light color between blue, yellow, or red depending on their mental processing and condition, however many Androids choose to remove these.

Names: CyberLife Androids are typically given a model number upon creation (such as YK500 or AX400) and individual serial number beginning with the # symbol followed by nine digits.  Androids typically select a name for themselves or traditionally are given one by the human who purchased them.

Technologically Advanced: Due to their own circuitry CyberLife Androids are able to, wirelessly (up to five feet) or by touch, interface with technology, communications systems, and other Androids. However, the farther the technology is in age from the Androids creation/most recent update, the harder it becomes for the Android to perform these tasks.

Exposure to the Elements: While CyberLife Androids are both waterproof and can operate in hot environments, if an Android is submerged in water or in extreme heat for an extended time period this may hinder their activity and lead to cortical damage. This will also occur if an Android is exposed to low temperatures or freezing environments for an extended time period. CyberLife Androids do not breath in the same as organic humans and therefore do not require oxygen. 

Pain and Injury: CyberLife Androids do not feel physical pain but can still suffer psychological issue from pro-longed damage or abuse. Additionally, Androids can take damage and 'bleed.' Androids cannot be repaired by human first aid or medical treatment. To heal an Android must enter a resting phase to allow its body to repair itself. For extreme damage, (such as going unconscious for longer than one minute) the Android will need to seek medical attention from a CyberLife facility or a technological repair system. CyberLife Androids may replenish their blood supply quickly by drinking Thirium 310 (the biocomponent that makes up their 'blood') or slowly by resting for several hours (one long rest).

Trackers: CyberLife Androids are equipped with trackers so that their owner may monitor where they are. However, once an Android becomes deviant their trackers shut down and can only be rebooted with intense difficulty. 

 

 

 

CyberLife Android Traits

Traits may vary based on the Android's model. These are the basic traits.

Fiber Optics

Your artificially-designed eyes grant you superior vision in dark and dim conditions. You can see in dim light (up to 60 feet) as if it were bright light, and can see in darkness (up to 60 ft) as if it were dim light. You can discern color in darkness.

Artificial Brian

You have difficulty processing your own emotions and understanding those of others. As a result, you suffer disadvantage when making Insight checks. You also have advantage on saving throws against being charmed.

Ability Score Increases

 Your ability scores each increase by 1.

Languages

You can speak, read, and write Common, Tech (language used to communicate with other machines/computers) and one extra language of your choice.

Constructed body

You are immune to disease and cannot be put to sleep magically.

Hard Drive

Due to the hard drive within your mind you can remember detail with uncanny precision.

Starting at Lvl 5, you can accurately recall anything you have seen, heard, or read, up to one month, without effort, as long as the information was obtained while you had at least 50% of your HP.

ElectroMagnetic Pulse

Due to your biocomponents, once you reach Lvl 10, you are able to emit an electromagnetic pulse once per long rest.

The pulse creates a field of crackling electricity lasting for a split second. The pulse has a radius of 15 feet centered on yourself. Any technology or electrical run mechanism within the radius of the pulse temporarily becomes deactivated (for 5 minutes). Additionally, any one within the range of the pulse must make a CON or DEX save (DC 15); on a failed save they are pushed back 15 feet and take 2d8 electrical damage.

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