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Machinery in the new world is quite advanced, and the only real difference between it and biological life at this point is the types of resources it requires, and often, it's ability to self repair. Machinery comes in a variety of shapes, sizes, and purposes, and often it is designed to be at least partially autonomous. This is also why so much machinery has defensive mechanisms of one sort or another built into it, after all, if you have an autonomous robot flitting about, no corporation is going to want it being knocked down and stripped for parts by Jerboans, Gobbos, or someone looking to score some creds on the side. Thus, whatever the actual purpose of the device, you almost certainly build in the capacity for it to kill anyone, and anything that tries to stop it from achieving its goal.
The smallest class of machines, drones operate as maintenance systems, guard systems, and personal assistants in many households, business places, and workshops.
Cute Li'l Robot
An incredibly common pet among the more technically savvy members of the public. No
one knows who made the first one, but attempts to trademark and copyright them since have all failed in the
blanket ability of the target audience to completely ignore the corpos attempts at enforcement. These tiny
personal assistant drones are incredibly customizable by design and considered a great first project for any
aspiring roboticist.
Tiny machine
Armor Class 13 (Natural Armor)
Hit Points 5 (2d4)
Speed 20 ft., fly 40 ft.
STR 4 (-3)
DEX 15 (+2)
CON 11 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 7 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Challenge 0 (10 XP)
Proficiency Bonus +2
Communications Array. While the Cute Li'l Robot is on the same plane of existence as its master, it can convey what it senses to its master, and the two can communicate regardless of distance.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Hacker's Homie
The more advanced form of a Cute Li'l Robot, many a techcasting adventurer has
taken their childhood toy and converted it into a form that can channel tech for them and will act to
support and backstop their owner, taking care of tedious or repetitive taskings for the tech caster so that
they might focus on actually doing the job.
Tiny machine
Armor Class 13 (Natural Armor)
Hit Points 1 (1d4)
Speed 20 ft., fly 30 ft.
STR 4 (-3)
DEX 15 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 7 (-2)
Saving Throws DEX +4
Skills Perception +4, Stealth +4
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Challenge 0 (10 XP)
Proficiency Bonus +2
Evasion. If the Hacker's Homie is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the Hacker's Homie's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).
ACTIONS
Kinetic Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see.
Hit: 1d4 + 2 Kinetic damage.
REACTIONS
Channel Tech. The Hacker's Homie delivers a tech you cast that has a range of touch. The Hacker's Homie must be within 120 feet of you.
Spiderbot
By far the most common machine in the Datacenters, developed by the technocultists
of LOL! Tits Huge. These spiderbots are built to act as maintenance drones, activating on a set schedule
regularly for regions of datacenters the Undercity Elves have no interest in regularly visiting. When they
hear voices they immediately lock onto the source and begin to swarm towards it to dispose of the
intruders.
Tiny machine
Armor Class 14 (Natural Armor)
Hit Points 7 (2d4 + 2)
Speed 20 ft., climb 20 ft.
STR 2 (-4)
DEX 10 (+0)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 1 (-5)
Damage Immunities Poison, Software
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Voice Lock. The spiderbot must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational.
Spider Climb. The spiderbot can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
ACTIONS
Pincer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage plus 3 lightning damage.
Wisp-Drone
Commonly used as a defensive system in moderately high value corpo plantation fields
and orchards (especially pharmaceutical based ones). These floating drones possess high levels of surgetech
to enable them to change the state of their matter and float about. They can turn invisible, phase through
matter, and change their personal luminosity. When they detect intruders, they turn themselves visible,
burning like a bright flare to attract the field's other guard systems, while applying an bio-electrical
osmosis device to the intruders, draining them of motive force and vitality while restoring the wisp's
own systems.
Tiny machine
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
STR 1 (-5)
DEX 28 (+9)
CON 10 (+0)
INT 13 (+1)
WIS 14 (+2)
CHA 11 (+0)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, entropic, thunder; bludgeoning, piercing, and slashing from nontechnical attacks
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Challenge 2 (450 XP)
Proficiency Bonus +2
Consume Life. As a bonus action, the wisp drone can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this tech or die. If the target dies, the wisp drone regains 10 (3d6) hit points.
Ephemeral. The wisp drone can't wear or carry anything.
Incorporeal Movement. The wisp drone can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination. The wisp drone sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The drone can alter the radius as a bonus action.
ACTIONS
Shock. Melee Tech Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d8) lightning damage.
Invisibility. The wisp drone and its light become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on tech).
Incendiary Drone
These suicide drones are most commonly cobbled together by insane technocultists
from a combination of suborned drones and nanotech. They are deployed either defensively to protect the
technocult's holy sites, or offensively against enemies of the technocult. The most insidious feature of
these drones it their capacity to self repair. This enables them to be programmed in a fully offensively
focused nature, uncaring of their own survival.
Tiny machine
Armor Class 13 (natural armor)
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft. (hover)
STR 1 (-5)
DEX 17 (+3)
CON 14 (+2)
INT 16 (+3)
WIS 10 (+0)
CHA 11 (+0)
Skills: Technology +5, Perception +2
Damage Resistances: lightning, entropic, piercing
Damage Immunities: cold, fire, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Challenge 4 (1100 XP)
Proficiency Bonus +2
Illumination. The Drone sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Tech Resistance. The drone has advantage on saving throws against tech and other technological effects.
Self Repair. If the drone is destroyed, it regains all its hit points in 1 hour unless tech destroying liquid (holy water) is sprinkled on its remains or a localised EMP or purge malware tech is cast on them.
Techcasting. The incendiary drone is a 5th-level tech-caster. Its Tech-casting ability is Intelligence (Tech save DC 13, +5 to hit with tech attacks). It requires no somatic or material components to cast its tech. The drone has the following tech-wizard Techs prepared:
Cantrip (at will): hovering helping hand
1st level (3 slots): micro shot, shield
2nd level (2 slots): blur, Burning Ball
3rd level (1 slot): Incendiary Grenade (fireball)
ACTIONS
Multiattack. The incendiary drone uses Fire Ray twice.
Fire Ray. Ranged Tech Attack: +5 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage.
When someone or something refers to automation in the new world, they are almost certainly refering to 'Bots'. Bots are build on the highly modular and flexible Aifol Mk.1 model of android, though many also use variant marks of larger sizes or different specific purposes. Bots are the backbone of many corporate workforces, and despite the occasional attrition to an artificiate awakening, most corporations vastly prefer to not have to pay wages at all unless they can be reduced below the cost of bot maintenance.
Shelf Stocker
An ancient and incredibly old form of bot that, while obsolete compared to the more
modern varieties of stacker bots that may awaken into artificiates, are still incredibly cheap to produce
and maintain, and so remain a mainstay in most clearing houses and warehouses for the purposes of moving
bulky items about.
Medium machine
Armor Class 18 (Natural Armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR 14 (+2)
DEX 11 (+0)
CON 13 (+1)
INT 1 (-5)
WIS 3 (-4)
CHA 1 (-5)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Challenge 1 (200 XP)
Proficiency Bonus +2
EMP Susceptibility. The stocker is incapacitated while in the area of an EMP field. If targeted by dispel tech, the stocker must succeed on a Constitution saving throw against the caster's tech save DC or fall unconscious for 1 minute.
False Appearance. While the stocker remains motionless, it is indistinguishable from a non-functioning robot.
ACTIONS
Multiattack. The stocker makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Bio Bot
Sometimes, you have to work with the materials at hand. That means repurposing
cybernetics and various dead body parts into an embalmed drone to handle various tasks. The distinction
between the hacked and a bio bot is almost purely academic, and certainly the distinction will be lost on
anyone who is screaming for the torch and pitchfork mob to rise up and disassemble both bio bot and the geek
involved in making it.
Medium construct
Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR 19 (+4)
DEX 9 (-1)
CON 18 (+4)
INT 6 (-2)
WIS 10 (+0)
CHA 5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Berserk. Whenever the Bot starts its turn with 40 hit points or fewer, roll a d6. On a 6, the Bot goes berserk. On each of its turns while berserk, the Bot attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Bot attacks an object, with preference for an object smaller than itself. Once the Bot goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The Bot's creator, if within 60 feet of the berserk Bot, can try to calm it by speaking firmly and persuasively. The Bot must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the Bot ceases being berserk. If it takes damage while still at 40 hit points or fewer, the Bot might go berserk again.
Aversion of Fire. If the Bot takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The Bot is immune to any Tech or effect that would alter its form.
Lightning Absorption. Whenever the Bot is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Tech Resistance. The Bot has advantage on saving throws against Techs and other Technical effects.
Tech Weapons. The Bot's weapon attacks are Technical.
ACTIONS
Multiattack. The Bot makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Shield Bot
A very common form of commercial bodyguard and personal security drone that is
favored by middle managers and other execs who are too cheap to hire and continuously pay for the services
of living security. They are slightly more popular in the Duty Free Ports, where they act as standard and
shield bearers for emissaries between houses, so as to not be mistaken for invaders or
assassins.
Large construct
Armor Class 17 (Natural Armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.
STR 18 (+4)
DEX 8 (-1)
CON 18 (+4)
INT 7 (-2)
WIS 10 (+0)
CHA 3 (-4)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Bound. The shield bot is technically bound to an amulet. As long as the bot and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the bot to travel to it, and the bot knows the distance and direction to the amulet. If the bot is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration. The bot regains 10 hit points at the start of its turn if it has at least 1 hit point.
Tech Storing. A Techcaster who wears the bot's amulet can cause the guardian to store one Tech of 4th level or lower. To do so, the wearer must cast the Tech on the bot. The Tech has no effect but is stored within the bot. When commanded to do so by the wearer or when a situation arises that was predefined by the Techcaster, the bot casts the stored Tech with any parameters set by the original caster, requiring no components. When the Tech is cast or a new Tech is stored, any previously stored Tech is lost.
ACTIONS
Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
REACTIONS
Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Berserk Bot
Officially named Black Water Maintenance Bots, everyone else calls them Berserk
Bots. These drones live in the sewage and liquid waste disposal systems of megacities, and insure that no
obstructions get put into place. Caked in a highly absorbent cladding of acid and (thankfully) smell
neutralizing synth-clay derivative, some of these bots have been in operation since the original
construction of the Spires. People avoid the hell out of these bots, because they are well known to be on a
complete hair trigger, and will flip out and smash anything and anyone that 'does not belong' in
their designated areas.
Large construct
Armor Class 14 (Natural Armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft.
STR 20 (+5)
DEX 9 (-1)
CON 18 (+4)
INT 3 (-4)
WIS 8 (-1)
CHA 1 (-5)
Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Acid Absorption. Whenever the Bot is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the Bot starts its turn with 60 hit points or fewer, roll a d6. On a 6, the Bot goes berserk. On each of its turns while berserk, the Bot attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Bot attacks an object, with preference for an object smaller than itself. Once the Bot goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The Bot is immune to any Tech or effect that would alter its form.
Tech Resistance. The Bot has advantage on saving throws against Techs and other Techical effects.
Tech Weapons. The Bot's weapon attacks are Technical.
ACTIONS
Multiattack. The Bot makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration Tech or other Technic.
Haste (Recharge 5-6). Until the end of its next turn, the Bot Technically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Slime Bot
Commonly utilized by the more nefarious form of technocult, these rather slow bots
have little use in active offensive or even defensive operations, but they are FANTASTIC at making sure that
any intruders are too slow and mucked down by the slime they hurl about to escape from the technocultists,
giving the bot's creators a fresh source of sacrificial victims.
Large
construct
Armor Class 17 (Natural Armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR 22 (+6)
DEX 9 (-1)
CON 20 (+5)
INT 3 (-4)
WIS 11 (+0)
CHA 1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Immutable Form. The Bot is immune to any Tech or effect that would alter its form.
Tech Resistance. The Bot has advantage on saving throws against Techs and other Technical effects.
Tech Weapons. The Bot's weapon attacks are Technical.
ACTIONS
Multiattack. The Bot makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5-6). The Bot targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this Tech. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Junk Bot
Junk bots are commonly created by the less salubrious members of the undercity, taking broken parts, circuits, dirty recycled goods, and oily junk to assemble a semi-autonomous robot for the sole purpose of protecting places. Junk Bots are deliberately constructed to be as hard to notice as possible when they're inactive, and absolutely terrifying when moving about, using jump scare tactics, and failing that, slashing with jagged metal limbs, to drive off interlopers.
Medium Machine
Armor Class 11
Hit Points 36 (8d8)
Speed 30 ft.
STR 11 (+0)
DEX 13 (+1)
CON 11 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA 13 (+1)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nontechnical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)
Proficiency +2
False Appearance. While the bot remains motionless, it is indistinguishable from an ordinary, inanimate pile of junk, or at best, junk art.
ACTIONS
Multiattack. The bot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the bot's next turn.
Terrifying Glare. The bot targets one creature it can see within 30 feet of it. If the target can see the bot, the target must succeed on a DC 11 Wisdom saving throw or be technologically frightened until the end of the bot's next turn. The frightened target is paralyzed.
The Strikebreaker
During the Genewars, the original Nimble units were deployed in a series of 35 generations, rapidly created and launched as highly adaptable, A.I. controlled, spec-ops and assassination units. The vast majority of these were destroyed, each one launched without any intent of retrieval, disposable razorblades launched en-mass with the rest of the drone armies. Only the last generation, the 35th, failed to ever see deployment. This model would later be iterated on and become the Nimble-36, specially built to handle the incredibly complex engramic data of a human mind and create the first Remakes. The remaining Nimble-35s were surreptitiously bought up by various mercenary organizations and corporations. The Strikebreaker line are reprogrammed and repurposed Nimble-35s, specifically designed for analyzing unionization and worker's rights movements through rapid analysis of social metadata, and then deployed to rip the heart out of any organized effort in as bloody and frightening a fashion as possible.
Medium Machine
Armor Class 18 (Natural Armor)
Hit Points 171 (18d8+90)
Speed 30 ft.
STR 20 (+5)
DEX 14 (+2)
CON 18 (+4)
INT 13 (+1)
WIS 11 (0)
CHA 16 (+3)
Saving Throws STR +9, CON +8
Skills Technology +5, Athletics +9, Insight +4, Intimidation +7, Perception +4
Damage Resistances Fire, Bludgeoning, Piercing, And Slashing From Nontechnical Weapons
Damage Immunities Poison, Entropic, and Software
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Passive Perception 14, Darkvision 120 ft.
Challenge 14 (11,500 XP)
Whirling Dervish: The Strikebreaker deals 5 (1d8+1) slashing damage to any creature that grapples him. A creature that continues to grapple him takes 5 (1d8+1) slashing damage at the start of its turn.
Charging Slash. When the Strikebreaker uses an action to Dash, he can use a bonus action to make a melee weapon attack and potentially knock the target prone. If Strikebreaker hits with his attack, the target must make a DC 17 Strength Saving Throw or be knocked prone if they are of Medium size or smaller.
Remake Charisma: The Strikebreaker has advantage on Charisma based skill checks and Insight (Wisdom) for Remake. Also, when he uses his action to Help an allied Remake, they can be within 30 ft. instead of 5 ft. and must be able to see or hear him.
Robotic Fortitude: If damage reduces Strikebreaker to 0 Hit Points, he must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from an adamantium weapon or from a critical hit. On a success, Strikebreaker drops to 1 hit point instead.
Hi-tech Dispersal Claws: Weapon attacks with the Dispersal Claws count as technical.
Powerful Build: The Strikebreaker counts as Large when determining how much he can push, drag, or lift.
Reckless: At the start of his turn, the Strikebreaker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Remake Resilience: The Strikebreaker is immune to diseases, does not need to eat, drink, or breathe. Magic can not put him to sleep.
ACTIONS
Multiattack. Strikebreaker can makes three Dispersal Claws attacks and two Neural Darts attacks.
Dispersal Claws. Melee Attack +11 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage
Vicious Authority (Recharges per rest). For 1 minute, The Strikebreaker can utter a special command or warning whenever a non-hostile creature that he can see within 60 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Strikebreaker. A creature can benefit from only 1d4 from this source at a time. This effect ends if the Strikebreaker is incapacitated.
Neural Darts. Ranged Attack +7 to hit, range 30/120 ft., one target. Hit: 8 (1d10+3) piercing damage.
LEGENDARY ACTIONS
Strikebreaker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Strikebreaker regains spent legendary actions at the start of his turn.
Detect. Strikebreaker makes a Wisdom (Perception) check
Neural Darts. Strikebreaker makes a Neural Darts attack
Slashing Wings (uses 2 Actions). Strikebreaker' wings thrash around in a 5 ft. semicircle centered from the Strikebreaker' back. Each person must make a DC 16 Dexterity Saving Throw or take 8 (1d8+4) slashing damage.
If using the 21st century definition of cyborg, it would be easier to make 'not a cyborg' a category, given how all pervasive cybernetic modification is in the new world. Given that fact, 'cyborg' specifically refers to any entity which includes significant portions of living biological tissue, while still being 'machine' enough to be impacted by effects that specifically target machines.
Cyberdrider
Cyberdriders are the product of the
world's largest extant technocult, that of LOL! Tits Huge: the goddess of the old world's 'World
Wide Web' that crisscrossed the globe, providing perfect knowledge and communication to all who had but
the wits to properly navigate it. The highest members of this cult undergo complex cybernetic augmentation,
replacing significant parts of their anatomy with a fully mechanized spider body, usually their lower half.
This spiderbody grants them perfect maneuverability in their datacenter homes, able to move freely from
server stack to server stack, preforming and maintaining the vast machines that are the modern 'Web'
of their goddess, dedicating their lives to spinning and maintaining the physical form of LOL!TH's vast
digital web. The lowest cyberdriders have only just recieved their augmentation, a reward for their
dedication to the cult of LOL!TH, but this represents but the lowest level of the mysteries, and have not
yet been given full access to the techs and capabilities enabled by their new cybernetics. Cyberdriders are
usually, but not always, undercity ELFs.
Large Machine
Armor Class 19 (Natural Armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR 16 (+3)
DEX 16 (+3)
CON 18 (+4)
INT 13 (+1)
WIS 14 (+2)
CHA 12 (+1)
Skills Perception +5, Stealth +9
Senses Darkvision 120 ft., Passive Perception 15
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Caffeine Jitters. The Cyberdrider has advantage on saving throws against being charmed, and tech can't put the Cyberdrider to sleep.
Innate Techcasting. The Cyberdrider's innate Techcasting ability is Wisdom (Tech save DC 13). The Cyberdrider can innately cast the following Techs, requiring no material components:
At will: Glow-Bots
1/day each: Nanofog, HitScan
Spider Climb. The Cyberdrider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the Cyberdrider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The Cyberdrider ignores movement restrictions caused by webbing.
ACTIONS
Multiattack. The Cyberdrider makes three attacks, either with its Longsword or its Heavy Pistol. It can replace one of those attacks with a Leg Stab attack.
Leg Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Heavy Pistol. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Smart Objects are anything you would normally think of as a tool, an object for carrying around, that is upgraded to act independently as any bot or drone would be. Almost anything in the world can be turned into a smart object if you're willing to pay enough money, and among the tech addicts, the desire to own the latest shiny new toy means that consumer electronics corporations are always making something new that's 'smart' even when it doesn't have to be, and likely stuffing it full of spyware at the same time.
Hovering Sword
A simple sword loaded with surgetech gravitational devices and a simple A.I. Often
programmed as a form of defense, but can also be carried by more eccentric tech casters as a way of
disguising their lack of martial prowess while not hauling around a COMPLETELY useless (to them) hunk of
sharpened metal.
Small machine
Armor Class 17 (Natural Armor)
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover)
STR 12 (+1)
DEX 15 (+2)
CON 11 (+0)
INT 1 (-5)
WIS 5 (-3)
CHA 1 (-5)
Saving Throws DEX +4
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Challenge 1/4 (50 XP)
Proficiency Bonus +2
EMP Susceptibility. The sword is incapacitated while in the area of an EMP field. If targeted by dispel tech, the sword must succeed on a Constitution saving throw against the caster's tech save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage.
Sentient Synthweave
Synthweave rugs, blankets, and even clothing is not entirely unheard of, but the
same programs that allow the synthweave to change coloration, shape, texture and hanging position on
it's own power can also be subverted to turn the Synthweave into a surprisingly lethal defensive or
offensive system. Such subversion is dangerous, as it also weakens the chaining protocols of the very simple
A.I. any article of synthweave cloth requires to modulate it's movements and control the incredible
restrained surgetech woven throughout it's body enabling it to control it's physical matter and
gravity, and could result in the A.I. awakening.
Large machine
Armor Class 12
Hit Points 33 (6d10)
Speed 10 ft.
STR 17 (+3)
DEX 14 (+2)
CON 10 (+0)
INT 1 (-5)
WIS 3 (-4)
CHA 1 (-5)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Challenge 2 (450 XP)
Proficiency Bonus +2
EMP Susceptibility. The synthweave is incapacitated while in the area of an EMP field. If targeted by dispel tech the synthweave must succeed on a Constitution saving throw against the caster's tech save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the synthweave takes only half the damage dealt to it, and the creature grappled by the synthweave takes the other half.
False Appearance. While the synthweave remains motionless, it is indistinguishable from a normal synthweave.
ACTIONS
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.
Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the synthweave can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
One of the first things to be transformed into automated, independent machines that could operate without direct human input was the cargo carrying ship. Land and air vehicles were quick to follow. Today, almost anything that can be piloted by a human being is almost certainly also going to possess enough of a weak A.I. system to pilot itself most of the time.
Mobile Military Mech
Commonly seen deployed on the upper exteriors of Megacity Walls, patrolling the
borders of territories, or running escort on valuable corpo caravans. These mechs were once piloted by
humans, but advancements in A.I. technology and miniaturization have allowed the human element to be
removed. They are built explicitly for riot control in megacities, and thus are equipped to absorb fire
(such as from moltovs), and has a nerve gas dispersal suit. They are also built to be incredibly resistant
to technical attacks in all forms.
Large Machine
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR 24 (+7)
DEX 9 (-1)
CON 20 (+5)
INT 3 (-4)
WIS 11 (+0)
CHA 1 (-5)
Damage Immunities fire, poison, software; bludgeoning, piercing, and slashing from nontechnical attacks that aren't adamantium
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Challenge 16 (15000 XP)
Proficiency Bonus +5
Fire Absorption. Whenever the mech is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The mech is immune to any tech or effect that would alter its form.
Tech Resistance. The golem has advantage on saving throws against tech and other technological effects.
ACTIONS
Multiattack. The mech makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
Giant Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) slashing damage.
Toxic Gas release (Recharge 6). The mech exhales poisonous gas vents in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Tech Weapons. The mech's weapon attacks are technologically enhanced.