Cyborgs (3.5e Race)

This page was marked as abandoned on 12:47, 7 January 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Description is conflicted; it states this should be a template rather than a race. Does not explain how this modern/futuristic concept might fit into a normal D&D game.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page needs grammatical help. Reason: Spelling and grammar needs a lot of work.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Cyborgs

Personality

Cyborgs act almost exactly the same as they did when they were 100% of any race that you chose. They can be occasionally seen recharging or performing tasks that a normal race couldn't normally do.

Physical Description

Cyborgs tend to either be their original height before being robotically enhanced and sometimes opt for more enhancements that increase their weight and height. Normal cyborg height tends to be 5'8" - 7' and tend to weight between 150 - 250lbs depending on the type of enhancements. Cyborgs usually can be seen with a myriad of different eye colors. Some red, some yellow, some blue and everything between. They often have metal plating's on their shoulders, elbows, and/or knees and their chest and legs are replaced with synthetic skin expanding their limits beyond what they originally could do. Some cyborgs may also glow depending on their enhancements.

Relations

Due to cyborgs being any race that is willing to undergo the robotic enhancements, they tend to get along with all races, being seen as a helpful tool to some and a savior to others. Some races though might look upon the cyborgs as an abomination and refuse to cooperate with that which isn't natural in their eyes. Due to being created to surpass the creation of half golems solely through artificing, many wizards who study golems have very mixed opinions on the race, torn between wanting to study them and feeling pity for their curious half life

Alignment

Cyborgs can be of any alignment of their choosing due to them possessing their own free will and thoughts.

Lands

Cyborgs feel most at home in cities and towns that are further along in their technological advancements due to the cyborg occasionally needing components that aren't easily obtained or made in hidden villages and small towns.

Religion

Cyborgs freely follow any religion they see fit but might not feel comfortable with deities that frown upon people changing their bodies unnaturally.

Language

Common, Elven

Names

Some cyborgs like to undergo a change of name or alias that pertains to their new cybernetic lifestyle.

Racial Traits

  • +4 Strength, +2 Dexterity, +2 Constitution: Cyborgs enhancements allow them to push their new bodies to limits normally unobtainable by normal races.
  • Humanoid
  • Medium: Medium creatures receive no penalties or bonuses for their size.
  • Cyborgs base land speed is: 40ft (50ft if they have received leg enhancements)
  • Internal/External Retinal Scan (Ex): The cyborgs possess enhanced eyes that enable them to gain Darkvision 60ft. This can also be in the form of a mask that unfolds and locks/unlocks freely over their face. It also enables the cyborg to spend 1 round scanning gaining a +3 in spot.
  • Pain Inhibitor (Ex): The enhanced areas of cyborgs are automatically fitted with neural dampeners that reduce the effects of pain upon the body. This provides the cyborg a damage reduction of 3/-. With the pain inhibitors dormant, the cyborg gains fast healing 3 due to the enhancements being able to focus on maintaining the well being of the body more than defending it. This inhibitor can be turned on/off freely as a move action depending on how the cyborg sees fit.
  • Fuel Cell (Ex): Due to the mechanical nature of the cyborgs enhancements, they require a working fuel source that powers their robotic enhancements. This takes form of a battery that is located somewhere on the cyborgs body that is easy for them to access. This fuel cell can be powered through water that is compounded and transformed into fuel for the cyborg. This fuel burns through its fuel in 1.5 days. After the fuel cell has ran out of fuel, the cyborg must rely on a temporary back-up source of power that starts to slow down the cyborg as shown below. If the fuel cell is destroyed, the cyborg must make a craft Mechanics check with the components (200gp + metal) to remake it. Loss of fuel cell counts as using your reserve power and follows the list below.
Table: Cyborg Fuel Source
Back-up fuel source
Day 1The cyborg takes a penalty to their movement speed in order to conserve power. Their current land speed is halved until the fuel cell is replenished.
Day 2The cyborg starts cutting unnecessary functions to further increase fuel life. The cyborg loses use of his Internal/External Retinal Scan and Pain Inhibitor until he acquires fuel. With this loss of the pain inhibitor, the cyborg DOES NOT gain fast healing 3.
Day 3The cyborg begins losing his enhanced functions. He takes a -2 to his ability modifiers until his fuel source is replenished.
Day 4The cyborg is nearing the very end of his back-up power. He begins to cease properly using his normal functions. The cyborg takes a temporary -3 to all skill checks and saves until his fuel is replenished.
Day 5The cyborg has ran out of power and ceased to function. He collapses and becomes helpless until his fuel cell is replaced. If recovering from this state, the cyborg will require 1d4 days of restarting time to begin functioning as normal again.
  • Automatic Languages: Common, other languages the race that it's based of new.
  • Favored Class: Warrior
  • Level Adjustment: +2

Vital Statistics

Table: Cyborg Random Starting Ages
AdulthoodSimpleModerateComplex
25 years+2d8+4d8+6d8
Table: Cyborg Aging Effects
Middle Age1Old2Venerable3Maximum Age
35 years70 years90 years90+2d10 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Cyborgs Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male6' 0"+1d10200 lb.+2d20 lb.
Female5' 6"+1d10170 lb.+2d20 lb.



Back to Main Page 3.5e Homebrew Races

gollark: I thought about it more and realized that I don't actually care much.
gollark: <@!202992030685724675> Check out my new generator! TPS MUST DIE!
gollark: Who knows.
gollark: Yep, the "inversionator" IC.
gollark: Floor below the launch bay maybe.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.