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# Make-An-Adeptus-Mechanicus 1.0 ### Adeptus Mechanicus traits Altough each and everyone is vastly different every mechanicus has some base traits which their share. **Alignment:** The Mechanicus tend toward no particular alignment. Many have a personality in some way shape or form but some of them remove their emotions. **Size:** The size of the Mechanicus varies greatly based on the improvements they have. Regardless of that, your size is medium. **Speed:** our base walking speed is 30 feet. **Language:** You can speak, read, and write Common and one extra language of your choice. **Ability Score Increase:** Your Intelligence increases by 2 and one ability score of your choice increases by 1 **The flesh is weak:** You gain 17 Tech Points, which you spend on Adeptus Mechanicus improvements when you first create your character. ### Improvements #### Occular Replacement Your eyes have been replaced with lenses that enable you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. This improvement costs 3 Tech Points. #### Hemispheric Replacement Also known as the "Rite of Pure Thought," the emotional and creative right side of your brain has been replaced with a computer directly connected to the logical, left side of your brain, freeing you of any irrationality or illogic emotions and also most of what makes you human. You are immune to the frightened and charmed condition. You charisma is reduced by 1. This improvement costs Tech 5 Points. #### Memorance Implant A brain implant that records and plays back data from your senses. You can recall and play back anything you've experienced perfectly. This improvement costs 1 Tech Point. #### Baleful Eye Your eye has been outfitted with a tiny laser weapon. You can use your action to activate your Baleful eye, causing it to shoot a laser at one point within 30 feet you choose. If you target a creature with it make a ranged attack, on a hit the laser deals 1d8 damage you can use intelligence as a modifier for the attack roll. This improvement costs Tech 3 Points. #### Hermetic Infusion Your blood and blood-processing organs have been replaced with a far more efficient biomechanical serum, black in color. Your skin has grayed and your tissues appear to have withered, but your organics could not be in better health. You have advantage on saving throws against poison, immunity against disease and you have resistance against poison damage This improvement costs 4 Tech Points. #### Magnetic Sense A device was installed in your brain that senses magnetic fields. You always know where the magnetic north is. This improvement costs 1 Tech Point #### Vitae Supplacement Your body has been outfitted with an emergency life support system that attempts to provide stabilization to failing organic systems when it senses catastrophic injury. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. This improvement costs 4 Tech Points. #### Bionic Anti-Fatigue System You now no longer need rest, due to brain augmentations and can now produce energy by absorbing heat from the environment. You don't need to sleep anymore. Magic can't put you to sleep. Instead of sleeping during a long rest you can do activities such as eating, drinking, reading, and tending to wounds. This improvement costs 3 Tech Points #### Bionic Respiratory System Your lungs have been replaced with a superior cybernetic system which renders oxygen useless. You don't need to breathe. This improvement costs 2 Tech Points. #### Gastral Replacement Your digestive tract, liver and kidneys have been replaced with a mechanized version. You don't need to drink or eat. This improvement costs 3 Tech Points. #### Bionic Exoplating Your skin has been replaced with a layer of cold, unfeeling metal. Your base AC is 13 + your constitution modifier. This improvement costs 2 Tech Points. #### Subskin Armor Beneath your skin in certain key areas metal plates have been placed, offering you additional protection. Your Armor Class improves by 1. This improvement costs 5 Tech Points. #### Electro-Siphon Several conductive coils have been placed at key points on your body capable of absorbing electric shocks. You gain resistance against lightning damage. This improvement costs 3 Tech Points. #### Backbone Bracing Some or all of your bones have been wrapped with a lattice of plasteel to strengthen them, which have been installed alongside a hydraulic spinal support system. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have advantage on athletics checks which involve heavy lifting. This improvement costs 4 Tech Points. \pagebreak #### Servo Claw Your hand and forearm has been replaced with a massive hydraulic claw. You are proficient with your unarmed strikes, which deal 1d10 slashing damage on a hit. Weapon attacks, actions using held items, or conventional interactions with objects made with this arm are made with disadvantage This improvement costs 3 Tech Points. #### Pain Receptor Removal Your pain receptors have been removed. Causing you to no longer feel pain. This improvement costs 1 Tech Point. #### Weapon Mount A weapon has been integrated into your lower arm, permanently replacing your hand and forearm. You have a weapon of your choice with the loading property that does not have the two-handed property integrated into one of your arms. Pick one from the equipment table for half the cost. You gain Proficiency with that weapon. You can no longer use this arm to hold or interact with any objects in a conventional sense. You can replace the installed weapon, but it requires an hour of work. This improvement costs 4 Tech Points. At your DMs discretion a gun from Chapter 9 of the PhB can be implemented instead. #### Bionic Arm Your arm has been replaced with a superior mechanized version, giving it increased strength. Your strength increases by 1 This improvement costs 4 Tech Points. #### Bionic Legs Your legs have been replaced with superior metal versions, allowing you to run faster. Your base walking speed is increased to 40. When you pick this improvement you can't pick the Tread Monoplex or Walker Monoplex improvement. This improvement costs 5 Tech Points. #### Tread Monoplex Your legs and lower body have been replaced with a set of motorized tracks. You gain advantage on ability checks and saving throws against getting knocked prone. You do not get knocked prone when rendered Unconscious. When you pick this improvement you can't pick the Walker Monoplex or Bionic Legs improvement. This improvement costs 4 Tech Points. #### Walker Monoplex Your legs and lower body have been replaced with a set of four to six robotic limbs, offering increased mobility. Your base walking speed is increased to 35 feet and difficult terrain is treated as normal terrain to you. When you pick this improvement you can't pick the Tread Monoplex or Bionic Legs improvement. This improvement costs 4 Tech Points. #### Utility Mechandrite This additional mechanical limb connects to the base of your spine and houses a variety of tools and attachments used to assist a Adeptus Mechanicus in his duties. This Mechandrite acts as a Smith's Tools and Tinker's Tools. This improvement costs 2 Tech Points. \columnbreak #### Plasma Cutter Mechandrite This additional mechanical limb connects to the base of your spine and has a Plasma cutter attached to it's tip. Plasma cutters are heavy tools that can cut a 5 foot long streak in 4 inch thick adamantine plating in under a minute. As an action, you can start to use this tool to cut through a material that is not moving. This process can take up to 1 minute depending in the material and thickness being worked on. This improvement costs 3 Tech Points. #### Optical Mechadendrite This highly flexible mechanical limb comes outfitted with all manner of cameras and sensor suites. You gain Proficiency in Perception and in Investigation. This improvement costs 4 Tech Points. #### Medical Mechandrite This flexible mechanical limb is designed to provide medical and surgical assistance in the field. You gain Proficiency in medicine and have advantage on medicine checks to stabilize a creature. This improvement costs 4 Tech Points. #### Manipulator Mechandrite The most common form of mechadendrite, this artificial limb is used for lifting and operating heavy pieces of machinery. You gain advantage on Strength checks for lifting objects and gain one additional free action during combat. This improvement costs 2 Tech Points. #### Empathetic Amplifier The right side of your brain has been augmented with a device that amplifies your emotional receptivity. You gain Proficiency in Insight. This improvement costs 2 Tech Points. #### Drill mechandrite This artificial limb is fitted with a large drill on the end used for mining through tough rock. You are proficient with your unarmed strikes, which deal 1d6 piercing damage on a hit. This weapon can also be used to dig in stone, it is able to dig a five foot room in 2 hours. This improvement costs 3 Tech Points. ### Feat #### Only Steel Brings Truth ###### *Prerequisite: Adeptus Mechanicus* You gain 9 Tech Points. This feat can be re-taken