Cybernetics

Cybernetic devices are surgically attached devices, either of arcane or technological origin, which replace or enhance the functioning of some natural aspect of the body. Unlike magic items, a cybernetic device becomes an integral part of the installer's body. Regardless of origin, cybernetics do not require attunement - these devices channel their effects through the physique of the person which bears them. This creates a different kind of limitation on their use: overinstalling such devices may begin to damage the body, mind, and soul of the person bearing them.

Limits on Cybernetics

As cybernetics, even magically enhanced ones, function as parts of the body, they do not require the use of attunement slots. Regardless, there are still limitations on how many devices can be installed, as well as their complexity.

Body: Cybernetic Points

Each cybernetic device has a points cost depending upon the kind of enhancement it provides, the materials it uses, and how easy or difficult it is to use. You may only install a device if you have a sufficient number of Cybernetic Points; each installed device reduces this total by its points cost.

Constitution Modifier

Your base number of Cybernetic Points is equal to 1 + your Constitution Modifier. Creatures with a Constitution of 8 or below cannot install cybernetics.

Multiclass: Cyborg

Requirement: Constitution 13

You may take one multiclass level in Cyborg when you level up and meet the requirements, up to a maximum of three levels. Each level in Cyborg grants 1d8 (5) + Constitution modifier hit points, and 3 additional Cybernetic Points.

Feat: Loaded for Bear

Requirement: Constitution modifer +1 per level of this feat

Your total number of Cybernetic Points is increased by 5. You may take this Feat more than once, but your Constitution modifer must equal the level of this feat.

Soul: Spiritual Death

As the body is gradually replaced by artifice, the player risks more than physical or mental rejection. Irrevocable changes begin to occur, the most serious of which is the gradual weakening of the spirit itself.

At a certain percentage of replacement of your natural functions, a permanent effect takes hold, no matter how many cybernetics you uninstall from your person.

Gear Head

At 6 points, about 30% of your body is cybernetic. You gain two fewer hit points when you roll to recover from a hit die. If your device requires Skill Based activation, you make your checks with double your proficiency.

More Machine than Man

At 12 points, roughly 60% of your natural functioning has been replaced with cybernetics. Your creature type becomes humanoid construct - you are vulnerable to powers, features, or spells targeting either humanoids or constructs.

Spiritual Death

At 18 points, over 90% of your natural functioning is now cybernetic. Most religions would consider you soul dead; if your artifical nature is ever revealed, you may be hunted by those who consider you an abomination.

You lose any ability to cast spells or attune magical items, but gain advantage on saving throws against magic. There may also be long term consequences for your spirit if you should die, depending on your campaign's cosmology.

Mind: Cybernetic Psychosis

To resist the effects of mental rejection of your cybernetic devices , you must use the mental ability score (Intelligence, Wisdom, or Charisma) whose saving throw bonus is the highest (your choice in a tie).

After having a total of 6 points worth of devices installed, you must make a saving throw in the above selected ability after each long rest. The DC for this saving throw is the total number of Cybernetic Points installed.

Failing this check results in a short term madness if you are a Gear Head, or a long term madness if you are More Machine than Man. You are immune to these effects upon reaching Spiritual Death.

Designing a Device

A device includes four key parts: Function, Usage, Attachment and Construction. The function of the device is chosen by the player . By default, Usage is Skill Based, the Attachment is Organic, and the Construction is Obvious.

Device Usage

Activated - 1 point

The device must be activated with an action before use. This allows the device to be used for up to one minute, after which another action must be spent to activate it again.

Automatic - 2 points

This device is considered always on. Any benefit gained from the device is always engaged, requiring no activation.

Skill Based - 0 points

Per Activated, but requiring a skill check to successfully activate. The skill bonus is Intelligence + your Proficiency modifier, and the DC is 8 + the device's total points cost.

Usage of Replacement Parts

Efficient Organs and Replacement Limbs are always Automatic when performing a basic function, like walking at normal speed or using normal eyesight.

Device Attachment

Organic - 0 points

The device is built into the player's flesh and becomes a part of them. Removal or repair requires a Medicine (Intelligence) check with the DC equal to 8 + the device's total points cost.

Socketed - 1 point

The device has a port to which it can be removed or attached with ease. A new device can be attached into its place so long as it is also Socketed. The port itself cannot be moved on the body except through surgery.

Construction

Hidden - 1 point

The device is implanted perfectly beneath the flesh and is only obvious when it is in use. If the location of the implant is uncovered, Perception (Wisdom) checks made to spot it are made at disadvantage.

Magic Flesh - 1 point

Counts as Hidden but cannot be spotted with Perception (Wisdom) checks. It is immediately spotted by creatures with truesight or some form of Detect Magic.

Obvious - 0 points

The device, even if it augments an internal organ, has some obvious protrusion which reveals cybernetic augmentation. Anybody can see the device attempt to discern its function.

Synthetic Flesh - 2 points

Incredibly high-end artificial flesh which may incorporate high-end plastics, lab-grown tissue, or nanorobotics. Counts as Hidden, but no Perception (Wisdom) checks can be made to spot it.

Function

Enhancement

Dermal Armor - 1 point per level

The first level of Dermal Armor increases your base AC from 10 to 13, plus your Dexterity modifier. Additional levels increases your base AC by one (e.g. 2 points of Dermal Armor gives you a base AC of 14 plus Dexterity modifier).

Wearing armor whose AC is less than your Dermal Armor level has no effect. Wearing armor whose AC is greater overrides Dermal Armor but provides no other benefits.

Efficient Organ - 0 points

You replace an organ with a more efficient cybernetic device. It is Automatic insofar as normal functioning goes. This organ does not have a dramatic effect on gameplay, but is resistant to certain kinds of strain (e.g. cybereyes don't suffer strain, cyberlivers process more alcohol, etc.)

Limb Replacement - 0 or 1 points

The basic version of this cybernetic device replaces a limb such as an arm, leg, tentacle, or other appendage, either an existing one or one lost to injury or disease. For 1 point, a limb functioning as a leg can be installed which enhances your speed and horizontal leap by 5', and vertical leap by 2'.

Injector - 1 point per 10 slots

You are implanted with a pump that automatically injects a liquified consumable into your body. The injector has 10 slots which can be filled with potions or other consumable items. The injector can be used to consume a stored item once per round as a free action.

Reflex Servos - 2 points

Your nervous system and joints are wired to a network that boosts your reaction timing. You gain a +3 to Initiative.

Sensory Enhancement - variable

You improve the functioning of one of your senses, allowing you to perceive in new ways.

Cost Effect
1 Magnifier. You can see up to 4x as far and determine the exact distance of objects within your sight.
1 Ultraviolet. You gain 60' of Darkvision and can see in the ultraviolet spectrum.
2 Infrared. You gain 60' of Blindsense for creatures or objects with a heat signature.
3 X-Ray. You can see through up to 5 feet of most material, 1 foot of stone, or a thin sheet of lead.
2 Pitch. You gain 30' of tremorsense.
1 Smell. You gain advantage on Perception (Wisdom) checks to smell.
1 Taste. You can discern virtually any flavour, and detect poisons in food and drink.
1 Touch. You determine the material of an object by touch. You gain advantage on Insight (Wisdom) checks against living creatures you are touching.

Thinking Machine

An invasive enhancement, Thinking Machines are partial or total brain replacements assisting higher order functioning. The base cost is 1 point for an Efficient Organ creating redundancy for the brain.

Any of the following enhancements require the base cost be paid up front. The Thinking Machine may be upgraded without requiring a whole new device be installed.

Lexicon Program - 1 point

You can read a full page worth of material in 1 round (6 seconds). If you spend one hour studying a written language, you can understand it, but must purge the last language you learned in this fashion.

Multithreading - 1 point

Without this augmentation to your Thinking Machine, you can only run one program at a time. Switching programs requires an Action to physically exchange discs.

Skill Program - 2 points

You gain Proficiency in a skill or tool in which you are untrained, or expertise in a skill which you are trained.

Targeting Program - 2 points

You add +2 to your choice of melee or ranged weapon attacks.

Tools

Basic Tool - 1 point

You can implant up to two of the following basic tools, or a proxy which can be used to the same effect, into your person: bucket, bell, flask, grappling hook, hammer, ink pen (1 ounce), mirror, mining pick, shovel, spyglass, whetstone.

Flesh Cavity - 1 point

Automatically counts as Hidden. You can store one light weapon, pouch, or small objects in a cavity which is at most 6 inches squared (size dependent on location of the cavity).

Expert Tool - 1 point

You can implant a set of Tools with which you are proficient, depending on the size of the Tools and the location. For example, Thieves Tools may be installed in the fingertips, while Carpentry Tools may require installation in the forearms.

Flight - 3 points per level

Each level of Flight grants you up to 1/3 (rounded down) of your base speed in Flying speed. You can hover with this device, however, this will cost your Move speed for the turn.

Lights - 1 point

You have an implanted flashlight or lantern which can project bright light in a radius up to a maximum of 30', or a beam of bright light 5' wide and 60' long. Turning the Lights on or off, changing the radius or changing the mode is a Bonus Action.

Pneumatic Winch - 2 Points

A gas-powered pneumatic winch is implanted with up to 50' of high-tensile cord which counts as Silk Rope. It can be launched up to its length and retracted as an Action, requiring an Athletics (Strength) contest to pull in a creature.

Weapons

You can implant any weapon which is neither Heavy or Two-Handed into your body. Obvious Construction means that the weapon is always visibile, while any other type allows it to be produced from a hidden space as a free action.

Harpoon - 1 point

A Launcher specifically fitted to slot a thrown weapon which deals piercing damage. When fired from the Harpoon, it deals an additional 1d4 piercing damage.

Launcher - 1 point

A tube launcher which can lob a small object, such as a flask, packed net, or grenade, up to 60' as a ranged attack. Loading the launcher and shooting it are each full actions.

Melee Weapon - 1 point

An implanted weapon. If Hidden, it includes a collapsible, spring-loaded mechanism. You cannot be disarmed with a cybernetically implanted weapon.

Ranged Weapon - 1 point

A light crowssbow or firearm dealing 1d8 + Dexterity modifier piercing damage, holding 10 rounds before requiring a Reload.

Sample Devices

Grappling Device

3 Points. Attached to the arm, the Grappling Device can launch a Grappling Hook by means of a Pneumatic Winch. A creature with this device can use the Winch to be pulled up 50' so long as the hook attaches to a surface.

Usage. Skill Based

Attachment. Organic.

Construction. Obvious.

Function. Basic Tool (Grappling Hook), Pneumatic Winch.

Holdout Weapon

4 Points. A built-in hidden weapon which can be stowed or

Usage. Automatic.

Attachment. Organic.

Construction. Hidden or Magical Flesh.

Function. Melee or Ranged Weapon.

Combat Package

8 Points. The standard augmentation package for elite bodyguards and shock troopers. Includes 2 points of Dermal Armor (base AC 14 + Dexterity), Efficient Heart and Lung Replacements, a Think Machine with Targeting Program, and either a Melee or Ranged Weapon.

Usage. Automatic.

Attachment. Organic.

Construction. Obvious.

Function. Dermal Armor 2, Efficient Organ (Heart, Lungs), Think Machine, Targeting Program (Melee or Ranged), Melee or Ranged Weapon.

Magical Limb Replacement

3 Points. A simple magical flesh replacement for a lost limb. Can be detached for ease of repair and maintenance.

Usage. Skill Based (Automatic for regular movement)

Attachment. Socketed

Construction. Magical Flesh.

Function. Enhanced Limb (leg).

Subdermal Doctorate

9 Points. A highly advanced Think Machine augmentation which comes with a suite of knowledge enhancing programs. No self-respecting scholar is found without one.

Usage. Skill Based.

Attachment. Organic.

Construction. Obvious.

Function. Think Machine, Multithreading, Lexicon Program, Skill Program 3 (Arcana, History, Religion).

Smuggler's Choice

8 Points. A perfectly concealed skull attachment with state of the art synthetic flesh. Allows for a small, impossible to detect smuggling compartment, reflex enhancers, and infrared vision enhancements.

Usage. Automatic

Attachment. Organic.

Construction. Synthetic.

Function. Flesh Cavity, Reflex Servo, Infrared Vision.

Cost and Installation

Cybernetic devices must be specially constructed prior to installation. Any creature with Tinkers Tools proficiency can construct an enhancement at a rate of 25 gp of the total value per day, so long as they work for 8 uninterrupted hours in a workshop with all the necessary tools. The rate at which Rock Gnomes produce enhancements is double, and the rate at which Artificers do so is quadruple (a Rock Gnome Artificer uses the higher bonus, not both).

The total value of a cybernetic enhancement is the total number of points times ten, squared. The following chart gives you the total cost of certain point values, and how many days it takes to complete at 25 gp per day. You pay the cost of the device up front as materials, which does not include the cost of labour for the manufacturer.

Cybernetic Device Costs
Points Cost Days to Complete
1 100 gp 4 days
2 400 gp 16 days
3 900 gp 36 days
4 1600 gp 64 days
5 2500 gp 100 days
6 3600 gp 144 days
7 4900 gp 196 days
8 6400 gp 256 days
9 8100 gp 324 days
10 10000 gp 400 days

The device must then be installed by someone with medical training. This carries a cost equal to the cost paid for materials. The installer must make a Medicine (Intelligence) check whose DC is equal to 8 plus the total point value of the enhancement.

If the Medicine check fails, you take 12 points of raw damage to your person. The check may be made again, however, each subsequent failure before a long rest increases the amount of damage you take by 12 points. You do not need to repay the costs for installation if a check is botched.