Homebrew Cyborg Species Details

Cyborgs have been around for sometime, however, most haven't had over 50% of their original organic parts replaced with mechanical ones. Those who choose to have over 50% replaced are "true" Cyborgs, while others are just humans with mechanical parts

Cyborg Traits

Cyborgs tend to be their original height before being mechanically enhanced, however, sometimes they will choose for an enhancement that increases their height. A cyborg's weight tends to be between 100 - 250 lbs more than before the enhancements were installed. Depending on the type of enhancements cyborgs usually can be seen with a myriad of different features(Features will vary depending on GM's approval). They often have metal plating covering their new mechanical parts. however, they sometimes choose to replace their skin with synthetic skin. This increases their limits beyond what they originally could do. Some cyborgs may even glow in the dark, depending on their enhancements

Relations

Since cyborgs are humans who have been mechanically enhanced, most humans tend to look upon the cyborgs as an abomination. Refusing to cooperate, most humans tend to either run them out of town once they're discovered or killed for a crime they often didn't commit. Not all humans have such disdain for cyborgs, some enjoy their company just as much as having another human around them. Ghouls tend to feel indifferent towards cyborgs, seeing them as another outcast.

Lands

Cyborgs feel most at home in cities and towns that are further along in their technological advancements due to the cyborg generally being viewed as an "abomination" and the occasional need for components that aren't easily obtainable. However, most tend to be able to repair themselves and are often seen as lone wolves, living on the outskirts of abandon power plants and other old ruins.

Religion

Cyborgs can freely follow any religion they see fit, however, most tend to follow none. Most having a higher intelligence tend to find religion unnecessary

Language

Cyborgs can speak common as well as 2 other languages that they have learned over the years.

Names

Cyborgs names can be any name a human may of had. Some cyborgs like to undergo a change of name or alias that pertains to their new cybernetic lifestyle.

Speed

Cyborgs without leg enhancements can move 30 ft

Enhanced Limbs

Enhanced parts (GM decides on enhancements up to 3): Cyborgs enhancements allow them to push their new bodies to limits normally unobtainable by normal races. Because of their enhanced abilities and changes to their own physicality other creatures often make judgement before even talking to cyborgs making it harder for them to interact with others. (-2 charisma)

Size

Male cyborgs are 5'8" to 7'4" tall, 150 lbs to 250 lbs. Female cyborgs are 5'6" to 7'2" tall, 130 lbs to 230 lbs. Your build is medium.

Age

Cyborgs reach adulthood at 21 years and can live to be 400 years old.

Timeless

Since the cyborg is made of at least 50% non-living materials, the cyborg doesn't age the same as humans. Eventually the few remaining organs will fail, however that would take a while. Cyborgs generally replace all organic systems with artificial ones. This helps keep the remaining organs healthy by monitoring them and artificially nurturing them.

Ultra Immune System

Cyborgs are resistant to necrotic & poison damage. They gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and necrotic damage. Conversely, acid, lightning, radiant damage is increased by +50%, until the cyborg's health reaches 50%. Once the cyborg's health is 50% or lower, poison, disease, and necrotic damage effect cyborgs as if they didn't have any resistance. Due to the cyborgs enchanced immune system being fully mechanical, health potions have no affect on a cyborg, but they can use a short rest to heal by hit dice.

Power Supply

Like other races, cyborgs have to breathe, drink, eat and sleep. Additionally, they have to maintain their power supply. They have solar panels to recharge their batteries during the day. Every 24 hours they must recharge for at least 8 hours, either by being outside in direct sunlight or by connecting to an alternative power source. They have 2 batteries with a 24 hour charge and one 8 hour battery to provide power while charging the other two. It takes 8 hours to full charge one 24 hour battery and 2 1/2 hours to fully charge the 8 hour battery. You gain 1 level of exhaustion after 24 hours without recharging and another level of exhaustion every 6 hours after that. Once you reach 5 levels of exhaustion you have 8 hours to charge or your batteries become completely depleted and your systems shut down and you die. If you die, on a high enough medicine check, a member of your party might be able to remove your augmented brain stem and have your memories implanted into a synth body but that is up to the discretion of the GM.

Cybernetic add-ons

The cybernetic additions the make you a cyborg. Cyborgs get 3 add-ons that you will work with your GM to decide on.

Add-ons include:

Built: a cybernetic chest peice is mounted to your body which increases unarmed attacks.

Charger: pneumatic leg actuators give you the ability to run fast for short distances and crash into enemies to knock them prone.

Enhanced eye sight: special vision sensors are attached to the body giving you full time darkvision and an increased investigation check for one round.

Feats: your upgrades provide you with one feat of your choice starting at level 1

Pain Inhibitors: Inhibitors block pain to your body giving you resistance to all non magical damage while they are on. When turned off you regain 1d6 hp every 5 minutes which cannot exceed your maximum HP. These sensors can be turned on and off at will using a full round of movement.

Weaponized limbs: limbs can be modified for special armor or to be changed from normal limbs to weapons of mass destruction.

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