Homebrew The Fallen Species Details

The domed cities offered safety during the cataclysm, but in the years that passed that safety turned into a crushing restrictions and the impotence of bureaucracy. Those that spoke out, those that wanted more, or those that didn't fit the ordered perfection of the domes were labelled outlaws and sentenced to death. The rebels and the fierce made their first real choice since the sealing of the domes - they escaped.

 

During the cataclysm the rich and the elite sought safety in massive domed cities. To keep out the horrors of the world these domes were sealed and guarded with ancient magics. Cut off from the rest of the world, without resources and restrictions, they unleashed science and magic upon themselves.

The results were the ungodly birth of The Chosen. Although once human, this new form was more machine than man resulting from the quest for eternal life and perfection.

Their isolation and survival depended on structure and order, with every aspect of their lives controlled to preserve their finite resources; breeding idle politics and power struggles. A few spoke out - they wanted to open the domes to the world, and cease their dependency on cybernetics.

They were labelled as heretics and anarchists, marked for death by the very people they were trying to free.

Many died - too many - but those who chose life fought back, and broke through the walls of the domes, escaping into the world.

These exiles and rebels cast off the name of Chosen, instead finding kindredship with the angels who rebelled - and thus The Fallen came to be.

The Hunted

Their freedom was ill met by the The Chosen - this escape was seen as blasphemy and contamination of the purity of the domes. To rid the world of this mistake and the possible future corruption of the domes, The Chosen sent out hunters to track down and eliminate The Fallen, and anyone who stands in the way of their divine mission.

Always hunted, The Fallen don't know rest. They are always moving, never staying in any place too long in fear of leaving a trail that can get them killed.

Although fierce and guarded, they appreciate the help of others as their pride means little in the face of their survival.

Bandits and Mercenaries

The Fallen retain their cybernetics, but without access to the advanced technologies of the domes, the fall quickly into disrepair. To combat this they scavenge and raid for any resources that allow them to survive.

This need for resources has forced them into making deals with less than savory elements, and living lives in the gray.

The moral ambiguity of this life lends its self to the roles most would call criminal, with the majority of The Fallen becoming bandits or swords for hire.

Names of The Fallen

Having cast off their previous lives, The Fallen choose not to use their old names, and without the luxury of being in one place long enough to form bonds, many don't choose a new name at all - instead opting to respond to their mercenary code names or bandit legends that surround them.

 "Whisper? His name is Whisper?" Yofrol asked with a mix of curiosity and amusement.

"Ha!" Snorted Strozneg, "better than Hush, like that last one we crossed paths with!"

"You crossed paths with a Fallen? When did this happen?"

But before the answer arrived, death came to meet the Dwarves with flashing steel and crackling intensity.

 

The Fallen Traits

Your Fallen character has qualities unique to the augments they implant

Ability Score Increase

Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.

Age

Although The Fallen were once originally human, through cybernetic augmentation they live long unnatural lives, only meeting death when they can't maintain their implants.

Alignment

The Fallen were born out of a need of freedom and rebellion, making them the personification of a chaotic nature. Their very survival relies on rituals and procedures that many consider unlawful, meaning that they are more than comfortable bending the rules and living outside of the law.

Size

The Fallen are at their core still human, meaning they maintain a similar build ranging from 5 to 6 feet tall unless their modifications alter this. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Gnomish, as well as one extra language of your choice.

Sensor Array

Your helmet does more than offer protection, it also enhances your sensory abilities.

You are able to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

You are also able to overdrive your arrays, giving you +10 perception for 1 minute. To prevent damage to the sensitive equipment, you need to complete a long rest before being able to use it again.

Overdrive

Before a long rest, The Fallen are able to rewire and redistribute the power distribution to their cybernetic augmentations. This power redistribution allows them to overdrive the selected augmentations, greatly increasing their abilities. This ability can only be used once between long rests, as the power supply requires time to recharge.

Arms - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The ability's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). If using a metal weapon, you can channel the energy into it, adding the lightning damage to your attack

Legs - Lightning arcs across your legs, unlocking heightened levels of performance - your jump distance is tripled for 1 minute.

Torso - Your chest pulses with Arcane energies, and all metals in the area start shifting towards you.  When activated, Magnetic affects all metals in a 15-foot radius. Attacks using metallic weapons in the area of effect are done at disadvantage. However, attacks using metallic weapons made on the caster gain advantage.  If you grapple or are grappled, the opponent takes 1d8 Lightning damage per turn while the grapple lasts.

Metallic Exoskeleton

Although your augments provide many advantages, they also come with a few limitations. Given the weight of your metallic frame, you are unable to swim, and will sink to the bottom of large bodies of water. However, your helmet has built in oxygen scrubbers, allowing you to survive for short periods of time (1 hour)

The oxygen scrubbers and largely exoskeleton nature of your frame also allow resistance to poison and the cold.

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