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iron flesh (cbyernetics)

My house rules for cybernetic implants (“iron flesh”).

 


IRON FLESH

Cybernetica Implants

Cybernetica, also known as iron flesh, are mechanical enhancements added to a creature to enhance a particular aspect or provide utility or new functionality. 

 A character can have no more than a number of implants equal to the creature’s natural CON or CHA score. CON reflects the physical limit of the character’s body to make modifications. CHA represents the degradation of the creature’s humanity. A creature that goes above these numbers becomes liable to break down and lose himself entirely to the machine, not being human at all as he becomes more machine than man. The surgeon robot must make a successful Medicine check to install the cybertech; however, if Nurse Pris is helping, he has advantage on this roll.

 Installing a piece of cybertech takes a number of hours equal to the cybertech’s implantation value if the installation is done by hand — certain technological items can speed this installation time. The target must be willing or helpless during the entire installation, at the end of which the installer attempts a Medicine check against the cybertech Install DC — this specific value is listed for each cybertech item for ease of reference. On a success, the target takes Constitution damage equal to the cybertech’s implantation value, and the cybertech immediately activates. 

On a failed check, the target still takes the Constitution damage, but the installation fails; a new attempt to install the cybertech can be made, although it’s wise to wait for the Constitution damage to heal before trying again. On a natural 1 the surgery is completely botched, and the patient takes an additional 1d6 exhaustion levels.

Ferro-Surgeon Belisarius needs raw materials to create the requested implants. In bygone days raw materials were automatically provided, but now he requires the “customer” to provide raw materials, which are nanite canisters. The Load number is also the number of canisters required for the implant.

 These implants are imperfect and look as described. For an additional nanite, they can be made to look completely natural to the extent they can look natural. For example, an implanted lazgun will be hidden until used. However, Ferro-Surgeon Belisarius is happy to modify these implants to make them look “metal” for an additional canister – he doesn’t explain what this means. That is, if the customer wants to have them look more like a typical Warhammer 40k or Cyberpunk-style implant, he will oblige. This does not affect the functionality of the implant.

Creatures that have at least 1 implant gain the Gift of the Machine God I trait, and creatures with a maximum number of implants receives the Gift of the Machine God II trait:

  • Gift of the Machine God I. Your character is more susceptible to electrical attacks. You have disadvantage on saving throws that involve lighting damage. On a natural 1, you are stunned until the end of your next round as your cybernetic implants are forced to power cycle.
  • Gift of the Machine God II. Your character is more susceptible to electrical attacks and are vulnerable to lightning damage. On a failed saving throw, you are also stunned until the end of your next round as your cybernetic implants are forced to power cycle.

Cybernetica implants never deplete. They can be replaced following the same procedure. Common sense should be used to determine what can fit where (for example, a creature with two eyes can’t have 3 eye implants).

Androids & Robots

Cybernetica can be used as upgrades for constructs – androids and robot PCs in particular. Androids need an Autoforge or similar manufacturing capability, and sacrifice an ability score improvement and the assistance of a technologist. Success is automatic but see below but otherwise functions normally. They have the same load limitation as humans, but the implants always look natural unless the construct prefers it to look a certain way. This does not cost the construct any additional nanite canisters. They also do not gain any Gift of the Machine God traits.

However, you still need assistance with the upgrade and the install DC for constructs is an Arcana check. On a failed roll, the implant is still added, but it has a quirk (see page 46 of Arcana of the Ancients).

Name G

R

A

D

E

Install 

DC

Load 

 (Nanite cost)

Implant #

CON/CHA

C

O

S

T

Location Effects
Cyberart C 0 0 1 Any Decorate your body with cool techno-tattoos.
Blood Nanites C 20 1 2 Blood Grants resistance to ongoing damage types (like bleed burn etc)
The Clawed Gauntlet C 20 1 2 Hand +5 damage to unarmed attacks.
The Encroaching Darkness C 20 1 2 Heart Heals 1HD + CON once per day as a bonus action.
The Jagged Memory C 20 1 2 Head +1 relativistic damage to melee weapon attacks.
Embedded Weapon U 22 5 5 Hand/Arm Turn your arm into a weapon. You must provide the weapon. If the weapon depletes, it stops working until the next dawn.
Eye of mental contact U 22 2 4 Eye This prosthesis replaces one of your eyes with a slightly oversized metallic version that you can see with normally. In addition, all creatures with minds you can sense within 100 feet are limned (in your sight) with a glowing aura allowing you to gauge a creature’s relative strength of mind (weak moderate strong godlike) and see its silhouette in otherwise lightless conditions. The eye has 4 charges and regains 1d4 expended charges daily at dawn. You can speak telepathically with others who are within 60 feet by using 1 charge per contact. Communication is two-way but the other party must be willing and able to communicate. You don’t have to see the target of telepathy but you must know that it’s within range. You can have more than one active contact at once but you must establish contact with each target individually as an action. Each contact lasts up to 10 minutes.
Gauntlet of protection  U 22 2 4 Hand This prosthesis replaces one of your hands with a slightly oversized metallic version that allows you to use your hand normally. It has 4 charges and regains 1d4 expended charges daily at dawn. As a reaction (1 charge) you can take when attacked the gauntlet manifests a small plane of pure translucent force that flickers and gleams taking on a shield-like shape that hovers near you for 1 round granting you a +2 bonus to AC and advantage on saving throws against spells and other magical effects.
Helm of metal control  U 22 2 4 Head This helm studded with strange devices is permanently attached to your head; however, an opening in the front and sides allows you to see breathe eat hear and speak normally. The helm has 4 charges and regains 1d4 expended charges daily at dawn. You can exert force on metal objects within 50 feet that you can see or sense for one round as your action (1 charge). You can use it to move metal objects push against metal objects and so on. Strength contests to resist your manipulation are DC 15. For example, in your round you could lift and pull a light metal object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet. This power lacks the fine control to wield a weapon or move objects with much speed so in most situations it’s not a means of attack. You can’t use this ability on your own body. The power lasts for one hour or until the iron flesh’s charges are depleted on some other use whichever comes first.
Mask of machine speaking  U 22 2 4 Face Neck Arms and Hands This implanted mask covers your face neck arms and hands with a permanent silvery-gold tracery that pulses with threads of light. The iron flesh conveys information to you regarding machines including cyphers relics and other instances of iron flesh giving you advantage on tasks for finding and salvaging them but also when attacking or interacting with machines.
Spine of impact U 22 2 4 Spine This strip of banded metal implanted vertically in your back has 4 charges and regains 1d4 charges daily at dawn. When 1 charge is expended as a reaction when you are attacked or fall you gain resistance against bludgeoning damage from one incoming attack or from the impact of one fall.
Sunfire corona U 22 2 4 Head This radiant golden disc is implanted directly onto the crown of your head where it subsumes and partly replaces the top and back of your head. It always produces bright golden light filling a 10-foot sphere centered on you. Though impressive the implant interferes with your rest; you regain 1 less hit point than normal per Hit Dice rolled. The sunfire crown has 4 charges and regains 1d4 charges daily at dawn. When 1 charge is expended as an action the crown seems to ignite with light bright as the sun (though with an odd bluish cast to it) surrounding you with bright light in a 60-foot radius for one minute. This light discomfits vampires but not as severely as sunlight normally does; they have disadvantage on attack rolls and ability checks but take 5 radiant damage per turn in sunlight instead of 20.
Flame cloak R 24 4 8 Head This disc implanted in your head has 4 charges and regains 1d4 expended charges daily at dawn. At your mental command your entire body becomes shrouded in flames that last up to one hour (1 charge). The fire doesn’t burn you but it automatically deals 1d6 fire damage to anyone who tries to touch you or strike you with a melee attack. While the shroud is active you gain a +1 bonus to AC and fire resistance.
Helm of illusion  R 24 4 8 Head This smooth helm permanently covers your head giving you a mirror-like expanse instead of a face. You can see breathe eat hear and speak normally; from your perspective you still retain your normal features. However all others see only their own faces reflected back; this situation confers disadvantage to your Persuasion attempts. The helm has 4 charges and regains 1d4 expended charges daily at dawn. If you expend 1 charge you can create a single image of a creature or object within 10 feet of you. The image must fit within a 10-foot cube. The image can move (for example you could make the illusion of a person walk or attack) but it can’t leave the area defined by the cube. The illusion includes sound but not smell. It lasts for 10 minutes but if you want to change the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again as your action. If you move more than 20 feet away from the area the illusion vanishes. If directly interacted with the illusion is revealed as a mere image.
Skillslot R 24 4 1 Head Grants proficiency in a skill. Multiple chips can be embedded but the cost and load doubles each time.
Spikes of the zephyr  R 24 4 8 Legs These prostheses replace both your lower legs with 2-foot-long pyramid-like spikes. Though it appears precarious you can move normally on the spikes. The spikes have 8 charges and regain 1d8 charges daily at dawn. When you expend 1 charge as a bonus action your perception of time changes as everything around you seems to slow down this round and until the beginning of your next turn. During this time your speed is doubled you gain a +2 bonus to AC you have advantage on Dexterity saving throws and you can take an additional action during the same turn you activate this function.
Spine of shock  R 24 4 8 Spine This strip of banded metal is implanted vertically in your back. It has 10 charges and regains 1d10 expended charges daily at dawn. It has the bludgeoning resistance function plus one additional capability. Track how many times bludgeoning resistance reduced the damage you would have otherwise taken up to a total of ten times (the spine can’t safely store more than ten instances at one time). You can release that stored energy as an action producing a shockwave that ripples out from you 30 feet in all directions. All creatures in the affected area must succeed on a DC 15 Dexterity saving throw or take a number of d8s of bludgeoning damage equal to the amount of impacts stored; you decide how many impacts to release at one time. If you ever absorb eleven impacts a shockwave is immediately triggered spending all the stored energy then and there regardless of the situation.
Stormheart  R 24 4 8 Heart This crackling sphere is implanted directly into your chest where it subsumes and partly replaces your heart dropping you to 0 hit points and requiring you to start making death saving throws until you stabilize or until you receiving healing (which could negate the need for death saving throws if received soon enough). If the implant successfully takes a portion of sphere remains visible crackling and shinning. 

The stormheart has 6 charges and regains 1d6 charges daily at dawn. When 1 charge is expended as a bonus action when you attack with a melee weapon or your hands, the attack deals an additional 3d8 lightning damage.

Eye of mental supremacy  VR  26 8 16 Eye This prosthesis replaces one of your eyes with a slightly oversized metallic version that you can see with normally. It has 20 charges and regains 2d10 expended charges daily at dawn. It has the same telepathic functions as the eye of mental contact plus a couple more abilities. You can read the surface thoughts of a creature within 60 feet of you that you can see (1 charge). The target must succeed at a DC 17 Wisdom saving throw to avoid the effect. Once you have established contact you can read the target’s thoughts for up to one minute. In addition, you can blast waves of mental force into the minds of up to five targets within 60 feet (1 charge per target); each must make a DC 17 Wisdom saving throw or take 8d6 psychic damage on a failure or 4d6 psychic damage on a successful save. Finally, you can attempt to take mental dominion over a humanoid within 60 feet of you that you can see or sense (1 charge). The target must succeed on a DC 17 Wisdom save or come under your control. This effect lasts for 1 minute 10 minutes if 3 charges are used or an hour if 5 charges are used. 

Additionally, you can attempt to target any creature you can see if you spend an additional 2 charges. Once you have established control you maintain mental contact with the target and sense what it senses. You can allow it to act freely or override its control on a case-by- case basis.

Flame gauntlet  VR 26 8 16 Hand This prosthesis replaces one of your hands with a slightly oversized metallic version that you can use normally. It has 12 charges and regains 1d12 expended charges daily at dawn. It has the same shroud of flame function as flame cloak plus the following ability. While your shroud of flame is active you can extend it to cover a weapon you wield for one hour as a bonus action. It ignites with a roar exhaling a thick spiral of black smoke from its tip. The flame ends if you stop holding or carrying the weapon. While the flame lasts the weapon deals +2d8 fire damage.
Flame halo  VR 26 8 16 Head This disc implanted in your head has 12 charges and regains 1d12 expended charges daily at dawn. It has the same shroud of flame function as flame cloak, plus a couple more abilities. While your shroud of flame is active you can reach into it and hurl a handful of fire at a target up to 60 feet away that you can see (1 charge). The target must make a DC 15 Dexterity saving throw. It takes 8d6 fire damage on a failed save or half as much damage on a successful one. Finally, while your shroud of flame is active you can spread wings of fire gaining a flying speed of 60 feet for 1 minute (2 charges).
Gauntlet of shield brandishing  VR 26 8 16 Hand This prosthesis replaces one of your hands with a slightly oversized metallic version that allows you to use your hand normally. The gauntlet has 10 charges and regains 1d10 expended charges daily at dawn. It has the same shield-generating function as the gauntlet of protection plus the following additional abilities. If you expend 3 charges as an action the shield manifested lasts for 1 minute instead of 1 round. If you expend 5 charges as an action instead of creating a shield (or replacing your shield if already manifested) you create a shimmering force wall within 10 feet of you that lasts for up to one hour (or until you manifest a shield again). The immobile plane of solid force is up to 20 feet wide and tall and 1/4 inch thick. The plane of the force wall conforms to the space available. If the wall cuts through a creature’s space when it appears the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall.
Helm of metal mastery  VR 26 8 16 Head This helm studded with strange devices is permanently attached to your head; however an opening in the front and sides allows you to see breathe eat hear and speak normally. The helm has 20 charges and regains 1d20 expended charges daily at dawn. It has the same metal-moving function as the helm of metal control (except the DC for Strength contests is DC 17) plus a couple more abilities. If 2 charges are expended as a reaction you can take when attacked you gain advantage against one incoming attack at uses metal. If you spend 4 charges as a reaction you can take when attacked all incoming ranged metallic projectile attacks (such as arrows bullets a thrown metal knife and so on) are pulled to ground giving you immunity to such attacks until your next turn begins. Finally if you expend 5 charges you reshape a metallic item as you desire as your action. The item must be within sight and within 60 feet of you and its mass can be no greater than your own. You can affect multiple items at once as long as their combined mass falls within these limits including fusing multiple items together. You can use this power to instantly tear rip or burst a Large or smaller nonmagical metal object; if the target is a Huge or larger metal object or this function tears a 10-foot- cube portion of it (a magic metal item is unaffected by this function). Alternatively you can expend 5 charges to craft metal into another desired shape (crudely unless you are proficient with tools related to the object you are trying to create) as your action. You can then move the new object anywhere within range. For example you could take a few metal shields fuse them together and use the resulting shape to block a doorway. You can use this ability to make an attack—causing a foe’s armor to constrict rendering a metal item into shards that you fling across the battlefield and so on—against one target within short range. Regardless of the form of the attack it is DC 17 to resist and a successful attack deals 8d8 damage (bludgeoning or slashing depending).
Skin of phasing  VR 26 8 16 Skin This artificial skin of thin glistening material lays itself in strange patterns and disquieting glows across large sections of your natural skin ultimately replacing those sections with prosthetic skin. It has 20 charges and regains 5d4 charges daily at dawn. When you expend 1 charge as a bonus action when you begin taking your move you can slowly pass through physical barriers at a rate of 1 inch per round (minimum of one round to pass through any barrier) for one minute or until you make it all the way through. You can’t act (other than moving or using this iron flesh implant again) or perceive anything until you pass entirely through the barrier. You can’t pass through energy or magical barriers. (If you expend 3 charges you can move at your speed through barriers.) If you expend 2 charges as an action (or 3 charges as a reaction you can take when attacked) you can change your phase so that some attacks pass through you harmlessly. For the next 10 minutes attacks targeting you have disadvantage. If you expend 3 charges as an action you become invisible for up to 30 minutes; if you attack or do something else requiring serious attention the effect ends at the beginning of your following turn. If you expend 5 charges as a bonus action as part of an attack your attack partly phases through your foe’s armor or tough skin doubling the total proficiency bonus you would normally apply to that attack unless your foe is also partially or completely incorporeal.
Skin of steel  VR 26 8 16 Skin This artificial skin of articulated shining steel and tiny integrated machines lays itself across large sections of your natural skin ultimately replacing those sections with prosthetic skin. The skin grants you +6 points to your maximum hit points +1 bonus to AC and increases your Strength and Dexterity score each by 1. However it also limits your ability to rest and heal through normal means. Whenever you regain hit points from rest or magical healing you only regain half (round up) of what is otherwise indicated. The skin of steel has 12 charges and regains 2d6 charges daily at dawn. When you touch another Ancients device as an action (1 charge) tiny filaments from your fingers extend to interface with the object for a round. Afterward attempts you make to identify and use it have advantage. hen you spend 1 charge as an action 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 for 10 minutes. You can drain all the remaining charges for the day as an action (so long as it has at least one) granting yourself a power surge that temporarily grants you an additional +1 bonus to AC increases your Strength and Speed score each by an additional 1 point and grants an additional number of hit points to your current hit points (even if that exceeds your normal maximum equal to the number of charges you expended). This benefit lasts for 10 minutes. Any excess hit points you retain above your maximum afterward (if any) bleed away in a harmless energetic display.
Spine of gravity  VR 26 8 16 Spine This strip of banded metal implanted vertically in your back has 20 charges and regains 5d4 charges daily at dawn. When you expend 1 charge gravity slowly releases its hold over you. You can concentrate to remain motionless in the air or float up to 60 feet on your turn but no more; otherwise you drift with the wind or with any momentum you have gained. This effect lasts for up to 10 minutes. If you expend 2 charges you can manipulate gravity so well that you gain a fly speed of 60 feet for 10 minutes. If you expend 3 charges you can reverse gravity for a few seconds in an area up to 30 feet across within 60 feet of you. Creatures and objects in the affected area that are not secured fall up about 60 feet then fall back down the same amount and may be subject to falling damage (dealing 1d6 bludgeoning damage for every 10 feet fallen. If a ceiling intersected a target’s fall upward the target might take falling damage twice. Finally you greatly increase the weight of one creature by expending 4 charges. The target must succeed on a DC 17 Constitution saving throw or take 8d6 + 20 bludgeoning damage and restrained. You can choose to attempt to keep the target restrained by spending another 3 charges in which case it can attempt another save to avoid the same effect in each subsequent round you concentrate.
Spine of might  VR 26 8 16 Spine This strip of banded metal implanted vertically in your back has 4 charges and regains 1d4 charges daily at dawn. When 2 charges are expended as a bonus action for one hour your Strength score increases to 21 and you gain a +2 bonus to AC as a reinforcing field suffuses your flesh. This has the side effect of causing you to discharge harmless static electricity whenever you touch an object or creature.
Sunfire crown  VR 26 8 16 Head This disc is permanently implanted on your head in exactly the same way as a sunfire crown with the same effect on your rests. he sunfire corona has 20 charges and regains 1d20 expended charges daily at dawn. It has the same illumination function as the sunfire crown plus a couple more abilities. f 4 charges are expended as an action to ignite the crown’s 60-foot-radius bright sunlight (with a bluish cast) that lasts for one minute the effect has these additional properties in addition to those noted for a sunfire crown. First the initial flare dazzles creatures not ready for it in the area; on a failed DC 15 Constitution saving throw they have disadvantage on their actions on their next turn. In addition you can see invisible creatures and objects as if they were visible and you can see into adjacent dimensions including into bags of holding as well as into the Ethereal Plane as well as other adjacent planes not previously appreciated prior to the vaults of the Ancients opening. inally you can expend 3 charges as an action to project a ray of burning blue-white fire from the corona to attack a target within 120 feet that you can see. On a failed DC 17 Dexterity save the target takes 10d6 fire damage or 3d6 fire damage on a successful save as the threads of fire singe the target. A target that takes full damage also ignites in flame. On each of its subsequent turns it takes an additional 1d6 fire damage. (It can spend an action to extinguish the flames.)
Synthetic body  VR 26 8 16 Body This device resembles a large amulet with flexible tendrils extending out of the interior side. When activated as your action the tendrils gently pierce your flesh and study your body. Then the amulet falls off and begins creating an artificial body that is an improved duplicate of your natural body. This artificial body is a mixture of metal cloned flesh and other unknown substances with the amulet device at its heart. After about 10 hours the new body is complete resembling you at the peak of your health. When you activate the completed body your mind transfers into it killing your original body and animating the artificial body. Your new artificial body has resistance to bludgeoning piercing and slashing damage. With this body you gain +6 points to your maximum hit points and increases your Strength and Dexterity score each by 1. However the new body limits your ability to rest and heal through normal means. Whenever you regain hit points from rest or magical healing you only regain half (round up) of what is otherwise indicated. Unlike a normal living body the artificial body could last for hundreds or thousands of years if properly maintained and repaired. synthetic body has a depletion of 1 in 1d100 checked each decade.
Twilight skin  VR 26 8 16 Skin This artificial skin of thin ultra-black material lays itself in swaddling tight ribbons of darkness across large sections f your natural skin ultimately replacing those sections with prosthetic skin. It has 13 charges and regains 1d12 + 1 charges daily at midnight. When you expend 1 charge s an action darkness adheres to you transforming you into an utterly featureless silhouette for 10 minutes granting you advantage on all Dexterity (Stealth) checks and a +1 bonus to AC. f you expend 2 charges as an action darkness so thick that it has a sort of substance condenses within an area 30 feet in diameter within 120 feet of you manifesting as a swarm of hungry black ribbons for one minute. Creatures in the area have disadvantage on all actions and leaving the area requires that the creature succeed on a DC 17 Strength (Athletics) check and even if successful requires their entire turn to complete. All tasks attempted by creatures in the area gain disadvantage. Leaving the area requires the creature’s entire action to move. You can dismiss the dark matter early as an action. f you expend 3 charges as an action you form dark matter into a large structure occupying a volume that would fit into ten 10-foot cubes. The structure can be somewhat complex though everything has the same matte black color from which no light shines. Otherwise the structure can possess different densities textures and capacities. This means it can include windows doors with locks furnishings and even decor as long as it is all black as pitch. For example you could shape the dark matter into a large defensible structure; a sturdy 100-foot bridge; or anything similar. The structure lasts for one day unless destroyed. (Treat the structure’s walls as if made of stone for purposes of withstanding damage. Each 10-foot section has AC 15 and 60 hit points. You can’t keep more than one such structure solid at any one time.
Wings of thunder  VR 26 8 16 Back These vestigial wing-like extensions are implanted on your back usually folded but opening up to reveal oddly shaped vanes and textured membranes each time you use a function of this implant. The wings of thunder have 20 charges and regain 2d10 charges daily at dawn. hen you expend 1 charge as an action echolocation grants you blindsight 120 feet for up to 1 hour. hen you expend 3 charges as an action you direct a beam of focused sound at a target within 120 feet. The target must succeed on a DC 17 Constitution save or take 8d6 thunder damage and begin to “ring” with a resonant destructive wave. t the start of each of its turns until the wave damps out the target must succeed on a DC 17 Constitution save or take 1d6 thunder damage. On a successful save the effect ends. Other methods could be used to end the wave including simply banging loudly on a drum blowing a horn or other resonant instrument or sound which has the effect of canceling out the wave. Finally if you expend 7 charges as an action you can target a creature within 10 feet with a focused beam of sound that sets up a lethal resonance in their body if they fail a DC 17 Constitution saving throw. The vibration remains imperceptible to others except for the target (who hears a constant buzzing) for up to 10 hours. If nothing is one the resonance builds to its maximum and is released as a destructive pulse after 10 hours. At the end of this time the target must succeed on a DC 17 Constitution save or be reduced to 0 hit points. If it succeeds it takes 10d10 thunder damage. All creatures within 10 feet of the target when this effect triggers must make a DC 15 Constitution save or take 10d10 thunder damage or half that if successful.
Winter torque  VR 26 8 16 Neck This choker-like collar of white metal is implanted around your neck permanently hindering your ability to turn your head without moving your whole body granting disadvantage on all Wisdom (Perception) checks. Once implanted a pocket of cold air constantly surrounds your head. he winter torque has 20 charges and regains 5d4 charges daily at dawn. When you expend 1 charge as an action your body is covered in a sheen of ice for one hour that gives you a +1 bonus AC. While the sheen is active you feel no discomfort from normal cold temperatures and have cold resistance. hile your sheen of ice is active you can extend it to cover a weapon you wield for one hour as a bonus action. The cold effect ends if you stop holding or carrying the weapon. While the cold lasts the weapon deals +2d8 cold damage. ou can intensify the cold from your sheen of ice when you touch a foe as an attack action (3 charges) dealing 8d8 cold damage if they fail a DC 17 Dexterity saving throw. Alternatively if you expend 5 charges you can create a cold burst affecting all creatures in a 30-foot sphere centered on you dealing 5d8 cold damage on all targets who fail a DC 17 Dexterity saving throw or half that on those who succeed. In either case targets that take full damage must succeed on a DC 17 Constitution saving throw or be paralyzed for one round.
Curatio claw VR 26 4 16 Back Acts as a potion of healing which can be used a number of times per day based on your wisdom. The grade of the healing determines the cost, it otherwise acts as a potion of healing.
Helm of phantasm  L 30 16 22 Head This smooth helm permanently covers your head giving you a mirror-like expanse instead of a face. You can see breathe eat hear and speak normally; from your perspective you still retain your normal features. However all others see only their own faces reflected back; this situation confers disadvantage to your Persuasion attempts. The helm has 20 charges and regains 1d20 expended charges daily at dawn. It has the same illusion image function as the helm of illusion plus a couple more abilities. If 2 charges are expended you can create an illusory guise to appear as someone or something else roughly of your size and shape for up to one hour. Once created the disguise requires no concentration. For each additional charge you spend you can disguise one other willing creature within 10 feet. All disguised creatures must stay within sight of you or lose their disguise. A creature that becomes suspicious of the disguise can use its action to inspect your disguise and make an Intelligence (Investigation) check against DC 17. If it succeeds it becomes aware of the disguise. f you expend 4 charges the helm creates images that would appear terrifying to creatures that you choose within a 120-foot- radius sphere centered on you. Those images appear within that area and menace the appropriate creatures. Each creature you want to affect must succeed on a DC 17 Wisdom save or flee in terror for 1 minute pursued by its nightmares. Success means the creature ignores the images which do not hamper it in any way. Finally you can make the illusion you create that fits within a 10-foot cube (as described in the helm of illusion) permanent if you expend 8 charges. Even if someone sees through the illusion or disperses it the illusion returns again later seeming as real as ever.
Mask of machine command  L 30 16 22 Face Neck Arms and Hands This implanted mask permanently attaches just like a mask of machine speaking and conveys the function of a mask of machine speaking. In addition, it has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. You can expend 2 charges as an action to attempt to take command of a machine within 60 feet that you can see or sense. It must succeed on a DC 17 Wisdom saving throw or obey your will for one hour. (Advantage applies to its saving throw if you or your allies are already embroiled in a conflict with it.) If you expend all 5 charges instead of 2 charges you can either increase the DC to 19 or increase the duration to 8 hours. While charmed, you enjoy a machine channel of communication with the target that extends across all locations. This channel allows you to sense using the machine’s senses if you use an action to do so. You can issue commands (no action required) that the machine attempts to obey. Each time the commanded machine takes damage it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
Neuromod L 30 1 4 Body/Head Each one of these mods increases one of your attributes by +2. Each additional +1 costs an additional nanite canister. If you increase CON or CHA these do not count as part of your humanity rating.
Stormheart tempest  L 30 16 22 Heart This sphere is permanently implanted in your chest in exactly the same way as a stormheart with the same chance of death. he tempest has 40 charges and regains 2d20 expended charges daily at dawn. It has the same additional lightning damage function as the stormheart plus a couple more abilities. ou can move 120 feet instantaneously as your move carried by a bolt of lightning (4 charges). You must be able to see the new location and there must be no intervening barriers. hen you expend 4 charges as an action lightning crackles across your body for 10 minutes granting you a +1 bonus to AC. While so empowered you have lightning resistance and you deal +1d8 lightning damage on any creature that touches you or attacks you with a melee weapon that conducts lightning. hen you expend 7 charges as an action you discharge a lightning bolt 100 feet long and 5 feet wide. Targets in the area must succeed on a DC 17 Dexterity saving throw and take 12d6 lightning damage on failure or half as much damage on a successful save. Flammable objects not worn or carried in the line of the lightning ignite. inally when you expend 7 charges as an action you can flash across the miles moving to an open location on the earth that you’re familiar with almost instantaneously transformed into a bolt of lightning. If you expend 3 additional charges you can attempt to penetrate covered locations that you’re aware of as long as a route exists from the open air to the area you want to reach that electricity can easily follow.
Subdermal Armor L 30 6 12 Body Each install grants +1 AC cost and load double each time this mod is upgraded.


Posted in 5e, Adventurer's Vault, Dungeons & Dragons, Gear, House Rules, Science-Fantasy, Skyfortress of the Space Wizards, The Ninth World

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