CYBERNETIC
Your body is mechanical, artificial, and electronic. The Cybernetic Characteristics and Origin tables can inspire details of your life or background. Additionally, you gain the following traits:
Machine Being. Your body is no longer organic, represented by the following benefits:
- Your creature type is also Construct on top of Humanoid.
- You are Immune to Poison damage and the Diseased and Poisoned condition.
- You don't need to Eat, Drink, or Breathe and can survive in a vacuum.
- You don't need to Sleep, and magic can't put you to sleep.
Rest Protocols. When you take a Long Rest, you must spend at least Six (6) Hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you Unconscious, and you can see and hear as normal.
Armor Plating. You gain a +1 bonus to Armor Class. This is it. This is why you play a Cybernetic.
Binary Language. You can speak, read, and write Binary, the language of Constructs.
Lineage Feats
At 1st-Level, you gain One (1) 1st-Level Lineage Feat. When you gain access to Feats at higher Levels, you can choose a Lineage Feat in place of a regular Feat. Lineage Feats allow you to explore your character's lineage further. A Lineage Feat represents either a deepening connection to your lineage's culture or a physical transformation that brings you closer to an aspect of your lineage.
1st-Level: Expanded Databanks
You can accurate recall anything you have ever seen or heard in your entire life. You always know the amount of time that has passed between these events as well.
1st-Level: Advanced Neurolinks
Your body was modified to network seamlessly with machinery and advanced electronics. You gain an electronic form of Telepathy, known as Wavelength, out to a range of 60 feet, which can communicate wirelessly with constructs or any creatures with technological or electronic objects they are wearing. This doesn't give you any special access to their thoughts or programming, and communicates no more information than normal speech would. You can attempt to make Skill Checks to interact with these objects, such as Hacking them or using them, at the same range.
1st-Level: Augmentation Master
The amount of Augmentations (see chapter) you can have installed increases by 1. When you select this Lineage Feat, you start with an Augmentation of your choice worth 3000c or less.
1st-Level: Armor Integration
When you don armor you have Proficiency with, the armor can't be removed from your body against your will. Donning and doffing the armor takes 1 hour regardless of the armor's type, and you can rest while donning or doffing armor in this way. Shields you wield also cannot be removed from your body against your will.
1st-Level: Concentration Systems
Prerequisite: Spellcasting or the Ability to Cast Spells
A coolant drive is installed in your brain processors. You have Advantage on Concentration Checks and you can use your Intelligence Saving Throws in place of Constitution when making Constitution Saving Throws to maintain Concentration on Spells you cast.
8th-Level: Arcanetech Battery
Prerequisite: You have at least One Technomancy Spell prepared
When you would cast a Technomagic Spell of 3rd-Level or lower, you can cast it without expending a Spell Slot. Once you do so, you can't do so again until you complete a Short or Long Rest.
8th-Level: Revivification Protocol
Your machine body has reboot protocol which is capable of reviving you. When you start your turn on Death Saves, you automatically become restored to 1 Hit Point, and can act normally on your turn. Once Revivification Protocol has been activated, you must complete a Long Rest before it can activate again.
8th-Level: Electronic Heatsinks
You gain Resistance to Fire and Lightning damage, as your components are upgraded with advanced heatsinks. You are also capable of activating One more Overclock before needing to complete a Long Rest to recover all Overclocks.
16th-Level: Nanite Form
As an Action, you discorporate into a swarm of nanites for up to 1 minute or until you spend a Bonus Action to return to your normal shape. You become Huge and gain a flying Speed equal to your Movement Speed.
- You are immune to the Grappled, Prone, and Restrained Conditions.
- You can occupy the same space as other creatures, and can move through their spaces including through openings as thin as 1-inch in diameter, without it being considered difficult terrain.
- You have Resistance to all damage.
- You can't speak, Cast Spells, activate Magic Items, or take Actions with anything using your normal body such as Unarmed Strikes or Weapon Attacks.
- As an Action, you can force creatures of your choice occupying the same space as you to make a Dexterity Saving Throw (DC = 8 + your PB + your Constitution modifier) or take 10d6 Acid, Force, or Lightning damage (your choice) or half as much damage on a successful save.
16th-Level: Nanosteel Durability
Instead of adding +1 to your Armor Class from the Armor Plating trait, you add your Proficiency Bonus to your Armor Class.
Cyberware Augmentations
People in the Biolance setting modify their own bodies with technological or biological gear called Augmentations. These are modifications to your body that give you special abilities and bonuses. Once installed, they become a part of your body and generally can't be affected by abilities that destroy or target technological or electronic objects or creatures. As far as attacks and abilities are concerned, a cybernetic or vat-grown arm is no more (or less) vulnerable than your any creature's limb---biological or not.
System Augmentation
All augmentations have a system entry indicating the part of the body to which it must be installed. You can't have more than one augmentation on the same body part unless otherwise stated except for installing onto the Body, which can have as many augmentations as you are able to install.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these case, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiple of.
If an augmentation requires multiple limbs for installation, the augmentation's systems entry indicates that requirement. The augmentation's description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb.
Common Systems. Although exceptions do exist, most augmentations reuire installation into one of the following body parts: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, muscles, spinal column, skin, and throat.
Augmentation Attunement. You can install up to your Constitution Modifier in Augmentations---which counts as a single Attunement slot (see Rules on Magic Item Attunement). You become Attuned to the Augmentation the moment it is installed in your body. If you have multiple Augmentations beyond your attunement capacity, you choose between the ones you have available to have active between Short Rests. A vital Augmentation that you are not attuned to---still works as a prosthetic for core organs---such as your Heart or Lungs.
Cybernetics can have an amount of Augmentations up to their Constitution Modifier + their Proficiency Bonus.
Purchasable Cyberware Augmentations
| Cost (c) | Name | System |
|---|---|---|
| 150 | Hideaway Limb | Arm or Leg |
| 3000 | Hideaway Limb, Quickdraw | Arm or Leg |
| 150 | Prosthetic Limb | Arm or Leg |
| 1500 | Prosthetic Limb, Storage | Arm and Hand, or Leg and Foot |
| 3000 | Additional Cybernetic Limb, Arm | Body |
| 3000 | Additional Cybernetic Limb, Leg | Body |
| 10000 | Additional Cybernetic Limb, Propulsor | Body |
| 2000 | Datajack, Standard | Brain |
| 2500 | Radiolink Antennae | Ears |
| 7500 | Hyperbeam Eyes | Eyes |
| 2500 | Darkvision Capacitors, Standard | Eyes |
| 2000 | Retinal Reflectors | Eyes |
| 32000 | X-Ray Eyes | Eyes |
| 20000 | Cardiac Accelerator | Heart |
| 2500 | Respiration Compounder | Lungs |
| 25000 | Muscle Fiber | Muscles |
| 3000 | Dermal Plating Mk1 | Skin |
| 500 | Vocal Modulator, Standard | Throat |
| 5000 | Vocal Modulator, Advanced | Throat |
| 25000 | Vocal Modulator, Superior | Throat |
| - | Overclocks | - |
| 50000 | Advanced H.T.E. Tracker | Brain |
| 15000 | Stormvolt Spine | Spine |
| 20000 | Celerity Processor | Brain |
Additional Cybernetic Limb
Body Augment
An additional cybernetic limb increases your physical maneuverability annd manipulability. Can be attached anywhere to the imagination, however necessarily connected to your body, whether extraneously from a place on ones torso or other/within body parts. Additional limbs do not increase the amount of attacks you can make during combat.
Cybernetic Arm
An additional arm ends with a hand or any other component: such as a weapon or tool. This arm has a reach of 5 feet, or can be increased to 10, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to do any task arms are capable of, including grappling a creature, wielding a shield or weapon, performing somatic components of a spell, or making an unarmed strike. Your GM might allow other tasks to be added to that list of options.
Upgrades. The following upgrades are available to the Cybernetic Arms:
- Brute Overclock (1500c). Whenever you deal damage with a melee weapon, you deal one extra die of its damage on a hit wielded by the arm which has this upgrade.
- Energon Oscillator (2000c). Whenever you deal damage with a firearm or spell attack that deals fire or lightning damage, you can roll one extra die and add it to the result.
- Reloader Chain (500c). Firearms with the Loading or Reload Property are ignored as long as they're being wielded by the arm which has this upgrade.
Cybernetic Leg
An additional leg ends with a foot or any other component: such as a wheel or hand. This leg increases your base walking speed by 5 feet. Additional legs and their upgrades can only increase your base walking speed to a maximum of 60 feet.
Upgrades. The following upgrades are available to the Cybernetic Legs:
- Jack Leap (1000c). As a bonus action, you an jump a number of feet equal to five times your Strength or Dexterity score, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. This upgrade affects all legs when purchased, including to any newer legs purchased afterwards.
- Motor Oscillator (2000c). Your base walking speed with the leg which has this upgrade increases by 10 feet instead of 5.
- Spiderscaling Component (1500c). You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. This upgrade affects all legs when purchased, including to any newer legs purchased afterwards.
- Hoverboot Heel (3000c). This upgrade affects all legs when purchased, including to any legs purchased afterwards. You can move normally while floating 5 inches above the ground. This effect means you can cross or stand above nonsolid or unstable surfaces, such as water or lava. You leave no tracks and ignore land-based difficult terrain.
Cybernetic Propulsors
Wings or Jetpacks, Motorrifics that allow flight can be attached as an upgrade to any other limb, or appear as additional cybernetic limbs. This wing grants you 15 feet of flying speed. Additional wings and their upgrades can only increase your overall flying speed to 60 feet. The wings have no weight restriction.
Upgrades. The following upgrades are available to the Cybernetic Wings:
- Aerodynamic Overclock (3000c). Your base flying speed with the wing which has this upgrade increases by 30 feet instead of 15.
- Hover Capacitor (5000c). Any flying speed you have becomes a Flying (Hovering) Speed.
- Crash Cushion (2000c). This upgrade affects all wings when purchased, including to any wings purchased afterwards. When you take falling damage, you reduce the amount of damage you take by 50.
Cardiac Accelerator
Heart Augment
This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. You have Cardiac charges equal to your Constitution modifier. You regain all Cardiac charges whenever you take a Long Rest. If you expend the last Cardiac charge, roll a d20 at the end of your turn. On a 1, your heart explodes in your chest, and you die if you cannot survive without your heart.
Accelerate Action. You can expend all of your Cardiac charges to take one additional Action.
Accelerate Adrenaline. Whenever you move, you can spend one of the Cardiac charges to gain an additional 30 feet of walking speed until the end of your turn.
Accelerate Agility. Whenever you make a Dexterity saving throw, you can use your reaction an done of your Cardiac charges to add your Constitution modifier to a failed Dexterity saving throw you made, potentially turning the failure into a success. In addition, if this save would have you take only half damage on a success, you instead take no damage if this reaction causes you to succeed on the saving throw. Otherwise, you take only half damage if you fail.
Accelerate Reaction Timing. Whenever you can spend a reaction on a feature: such as a spell like shield, a class feature like the Rogue's "Uncanny Dodge", or a combat reaction such as an Opportunity Attack, but do not have a reaction available, so long as its not on the same turn you've already spent a reaction, you can spend one of the Cardiac charges to gain an additional reaction to immediately expend on that feature.
Darkvision Capacitors
Eye Augment
These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or otherwise can see ultraviolet light.
Darkvision Enhancement. If you already have Darkvision, Darkvision Capacitors give you an additional 60 feet of darkvision.
Datajack
Brain Augment
This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adaptor cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Tech Use skill as usual. Some closed systems don't allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).
Hideaway Limb
Arm or Leg Augment
This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a human) can hold more than one in an arm, and the creature's size also adjusts the capacity. The GM decides what can fit.
When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +1d4 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a move action instead of a standard action.
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.
Quickdraw. If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weapon as an object interaction or as part of making an attack. A quickdraw hideaway limb works only if the limb is one you can normally aim and attack with, typically an arm. You can't, for example, put a quickdraw hideaway limb in your leg and have the weapon spring into your hand.
Muscle Fiber
Muscle Augment
This cybernetic bionic augment replaces, supplants, or overlaps muscle layers beneath or above your skin. This matrix of muscles and ligaments increase your physical capability, making you incredibly strong. The muscle fibers cause your Strength score to become 19 while augmented. If your Strength score is higher than 19, Muscle Fiber grants you a +2 to your Strength score, also increasing the Maximum for that Score by 2 as well.
Prosthetic Limb
Appendage, Arm, or Leg Augment
This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn't otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you've lost, or you can have a limb removed in order to replace it with a prosthetic.
Storage. A storage prosthetic limb has a built-in concealed storage compartment, which functions as a hideaway limb (see above).
Respiration Compounder
Lung Augment
A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain Advantage on all Constitution Checks and Saving Throws related to holding your breath or inhaling Poisons, airborne toxins and gas, and diseases. This otherwise doesn't protect you from other dangers of an airless environment or vacuum.
Retinal Reflectors
Eye Augment
These sheets of reflective material can be implanted behind the retina, granting you a +1d4 Bonus to vision-based Perception and Investigation checks (+2 to passive Perception or Investigation).
Vocal Modulator, Standard
Throat Augment
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages.
Vocal Modulator, Advanced
Throat Augment
The advanced vocal modulator allows you to perfectly capture, replicate, and speak with your own voice or the voice of others. You are not limited to voices, but can include sounds and other such noises, but they all originate from you regardless. A creature that hears you can attempt to discern if they are imitations with a successful Wisdom (Insight) Check against your Charisma (Deception) Check, and you make this check with Advantage.
Vocal Modulator, Superior
Throat Augment
You gain the benefits of both modulators, in addition to the following trait.
Superior Speech. You gain the ability to understand all spoken languages, and any creature that can understand a language can understand what you say. You gain Advantage on all Charisma Checks that require speaking to your target(s).
Hyperbeam Eyes
Eye Augment
This implant replaces your eyes and their sockets with thermo-resistant tech capable of launching laserbeams. You have Beam Charges equal to your Constitution Modifier. You regain all Beam Charges whenever you complete a Long Rest. If you expend the last Beam Charge, roll a d20 at the end of your turn. On a 1, your Eyes explode in their socket, and while it does not fatally explode your head, you become Blinded until you gain new Eyes.
Deathlaser Stare. As an Action, you can expend all of your Beam Charges to stare heated death into a target. Regardless of the amount of charges you have left, you stare at the target for up to 1 minute, until you are Blinded, Incapacitated, or end the stare as a Bonus Action on your turn. At the start of each of the target's turns, it must succeed on a Dexterity Saving Throw or take 6d6 Fire damage on a failed save, half as much on a successful one. At the start of each of your turns, you roll to see if your eyeballs explode as read above. The target can gain a Cover bonus to their Saving Throw depending on their position, and line of sight blocks the Stare entirely, even if you still have it active.
Beamshot. As an Action, you can fire lasers at a target within 120 feet that you can see. Make a Constitution-based Ranged Attack Roll that you are Proficient in. On a hit, the target takes 3d6 Fire damage.
Laserburst Shot. As an Action, you can expend an amount of Beam Charges to charge a laserburst at a point within 150 feet within range that you can see. The burst erupts into a ball of flame, and each Creature within 20 feet of the point must make a Dexterity Saving Throw (DC = 8 + your PB + your Constitution) or take 2d6 Fire damage per Charge spent.
X-Ray Eyes
Eye Augment
As an Action, you can activate the eyes alternate vision-mode and gain the ability to see into and through solid matter for 1 minute. This vision has a radius of 60 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Dermal Plating Mk1 (DR: 1)
Skin Augment
You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of Damage Reduction that depns on the model of your dermal plating. If you have natural damage reduction equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have a natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.
Radiolink Antennae
Ear Augment
You gain an electronic form of Telepathy, known as Wavelength, out to a range of 30 feet, which can communicate wirelessly with constructs or other creatures with technological or electronic objects they are wearing. This doesn't give you any special access to their thoughts or programming, and communicates no more information than normal speech would. You can attempt to make Skill Checks to interact with these objects, such as Hacking them or using them, at the same range.
Overclocks
Body Augments
Overclock Augments are single-use, powerful adaptation modifications that briefly empower your Cybernetic abilities. Regardless of the Overclock Augments you have installed, you can only activate any amount Overclock (which can include the same one or separate ones) equal to half your Proficiency Bonus before needing to complete a Long Rest.
Advanced H.T.E. Tracker
Brain Augment
The Advanced Hand-to-Eye Tracker creates a direct link between your vision-links, such as your eyes or optics installed on weapons, and supercedes them with precognitive aiming technology. As a Bonus Action, you can activate this Overclock and gain Tracking, which lasts for 1 minute or until you end it as a bonus action. For the duration, you add your Intelligence Modifier to all Attack Rolls you make against targets that you can see.
Celerity Processor
Brain Augment
A celerity processor overclocks your brainwaves, causing it to operate with faster reaction timing. As a Bonus Action, you can activate this Overclock and gain Celerity, which lasts for 1 minute or until you end it as a bonus action. For the duration, you gain the following benefits:
- You gain +10 Feet of Movement.
- Whenever you take any Action, you can also take the Dash action as part of that action.
- You gain Two (2) Reactions in between each Turn, recharging both at the start of your next Turn, but you can only use 1 Reaction per turn.
Stormvolt Spine
Spine Augment
Batteries installed deep in each spinal disc activate with pulsing energy, causing them to pulse through your systems. As a Bonus Action, you can activate this Overclock and gain Stormvolt energy, which lasts for 1 minute or until you end it as a bonus action.
For the duration, at the end of each of your turns, each creature within 10 feet of you takes Lightning damage equal to your Constitution Modifier. Additionally, whenever you deal damage to a Creature with an Attack or a Spell, you deal extra Lightning damage equal to your Proficiency Bonus.
Everything About Cybernetics
~the First Bot Director.
The Directorate and Cybernetics
The Directorate of the Core Worlds has the highest massed cybernetic populace in the entire Material Galaxy, at a significant 80%. Even after the conclusion of the Protodermic War, a great number of Cybernetic citizens choose to remain in the Core Worlds, repairing the pieces of their former lives, though a great diaspora occurred after the broken link between them and the Singularity AI. Many of those who were under the influence of the Singularity AI had their motivations and personality wiped, in an occurrence known as the "Static", wherein a great missing chunk of memory spanned between the moments in which they were overtaken by the AI, and came back to their senses.
The Static Diaspora. Techwizards link the Static as a state of being in Cybernetics during which their soul has been removed from all control over the body, or any alternative means of separating the soul's ability to comprehend that which the body does. A moment in which they may have been in full control over their lives, with their family may have immediately snapped them to the battlefield, where they could be fighting said family or other events of violence. To allow the populace a semblance of return to normalcy, the Directorate allowed the use of technomagic Static impulsion to wipe the memories leading up to their life, in a spectrum of not remembering their history---past or present---all the way up to reseting all their memories and allowing them to live a second life. Many who chose not to pursue the Directorate's mandated Static infliction, either retired to Protospace or fled to the Dimension of Digitaium---Cyberspace.
Cybernetic Disapproval. A difference in time between peoples of the Directorate and other civilized nations has allowed the younger generations, of at least 1-2 centuries to lessen their animosity towards Constructs and Cybernetics. Otherwise, the divisive topic between continuing Cybernetic advancements is sheerly different between scientific communities---ones who construct them with failsafes, those who still believe AI driven pathways are the end-goal for Cybernetic advancements, and those who outlaw the construction of integrated Cybernetics and allow only mortal-operated machines to be constructed---such as mechs or vehicles without networked systems.
For example, the Commonwealth still utilize Cybernetics, augmentations or populace, and have purely manually operated vehicles and starships---nothing can be operated purely through computers or electronic networks, as each has a direct controller interference---someone to push buttons and flip levers.
Cybernetic Science Divisions
Across the Material Galaxy, here is a list of surviving Cybernetic factions---particularly Research and Development divisions known as the Sciences, compromised primarily of Cybernetic beings, for the purpose of pushing the boundaries towards cybernetic progress.
The Krakdan Conclave. A group of hive-minded insectoids who chose to ascend to the cybernetic form with approval of their mastermind. Through Cybernetic ascendancy, their contemporary cybernetics gain the ability to join their hive, through a series of neuralinks and netbars. The Conclave find their highest population centers in any industrial hubs, and primarily interact with other organizations through trade and construction projects.
The Scavenger's Guild. A group of mechanically augmented scavengers and junkers, whom operate in Protospace. The Scavenger's Guild is operated out of Scavenger Bot, a moon-sized space platform and artificially constructed celestial body. While inoperable and offline, Scavenger Bot was the strongarm of the Singularity AI, capable of dismantling enemy fleets to create new armadas under its control.
Cult of the Machine Gods. Groups of mechanically aligned cults and other religions, who worship the varying mechanically ascended Gods---aka the Machine Gods---deities born of or remade into computers. These cults grow in numbers by providing services to their communities, and the end goal is transitioning into a Cybernetic, through their rare and secretive techniques and the once-thought-lost CyberFactories.
The Netclan. The Netclan are an organized group of cybernetics and other electronically augmented individuals, particularly those capable of easily transporting to-and-between Cyberspace. Their primary motivation is counteracting anti-Cybernetic extremist groups, releasing Cybernetic slaves, and reversing the Static still afflicting Cybernetics---whether intentionally or leftover as residue form control by the Singularity AI.