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Synthetics

Lore

  Developed by Vault-S industries in the depths of Segari. Synthetics are the lasted development in arcane technologies. Being a combination of both Arcane cybernetics and artificial biology Synthetics come equipped with a variety of tools, weapons, and augments. Each is developed and designed to be completely unique. Each Synthetic has a Vedalken Overseer whose job is to create and watch over a synthetic in its incubation stage before it is trained and sent off to perform its role in society.   Synthetics can come in a wide range of colours, shapes, and sizes, each with unique augments designed to help them perform with maximum efficiency.     Being products created by Vault-S industries Synthetic services are sold to wealthy individuals and powerful organizations to be used in a wide range of roles. Normally a Synthetic is designed with a certain role in mind. These biomechatronic humanoids don't normally have personality or empathy being created only to serve the purposes of a designated master. This can make most races see them as heartless objects used to please the whims of their creators. However contradictory to the wider belief, Synthetics do have their own feelings and emotions with some rare cases forming their own free will, either on their own or through outside influences.   These Synthetics are considered "Defective Products" By Vault-S who send out low-numbers (Powerful Synthetic enforcers) to capture or terminate them.

Traits

  Synthetics are highly advanced biomechatronic species that use powerful arcane cores to power themselves. Any racial traits are lost when unpowered.   Ability Score Increase. Your Wisdom score increases by 2.   Age. Synthetics are born into adulthood and can live for eons as long as no damage occurs to their cores.   Alignment. Synthetics do not possess empathy and tend towards neutral, however, they possess a strong lawful bias.   Size. Synthetics are typically between 6'2" to 6'8" tall with a muscular, but slim physique. However, they can come in a variety of shapes and sizes based on their function Your size is Medium.   Speed. Your base walking speed is 30 feet.   Arcane Powered. While your core is in your body, you are considered powered. While powered, you do not need to sleep nor can you be put to sleep from magical effects.   Observant. You are proficient in either Perception or Investigation.   Powered. The core that powers your body can be removed with an item interaction. When removed, you are unpowered and you lose all racial bonuses, augmentations, and any innate ability to cast spells. After a day of being unpowered, your cybernetics begin to degrade, if removed for over 72 hours it will kill the synthetic.   Languages. You can speak, read, and write Common and a language of your choice.     Subrace. Instead of a typical subrace, Synthetics may choose to accept a type of body augmentation. These augmentations manifest in new chips, which are created inside a synthetic body. When you start at 1st level, you gain one augmentation of your choice from the list below. Above 1st level, you may have to find or create new augmentations to insert into your body. The insertion of new augmentations takes a toll on the Synthetics body, and a newly inserted Augments effects do not take place until the end of the Synthetic's next long rest.  

Augments

  Gills. You gain the ability to breathe underwater.   Cat Eyes. You gain 60 feet of darkvision.   Stick Palm Glands. You gain a climbing speed of 20 feet.   Muscle Enhancement. You gain a +1 to your Strength while Powered.   Metallic Skin. You gain a +1 to your Constitution while Powered.   Tempered Skin. You gain resistance to fire damage while powered.   Agility Enhancement. Your base movement speed is increased by 10 feet.   Optic Camouflage. You can cast invisibility at its lowest level, once, without using a spell slot or material components, on yourself. You regain use of this spell after you finish a long rest. You may not use this ability if unpowered.   Sixth Sense. You gain proficiency in Dexterity saving throws.   Toxic Blood. You gain resistance to poison damage.   Mythril Bones. When falling you can roll 1d4 + your level to reduce the amount of fall damage you take. Additionally, if you are running the Improved criticals module you can not have your bones broken by the major injury chart.   Focused Solar Lenses. While in direct sunlight, you can fire a focused beam of energy from your eyes in a direction of your choice. All creatures in a 15-foot line in that direction must make a Dexterity saving throw (dc= 8 + your Intelligence + your proficiency bonus). On a failed save, creatures take fire damage equal to 1d6 + your character level. They take half as much damage on a successful save. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.

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