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WASAGNAARIAN CYBIOME (TRAKALDAR):

Wasagnaar is a God-like creature without the ability to create Divani. Only the Isimiirian Gods possess those secrets and they have not allowed any other gods to use their methods. This means that Wasagnaar had to artificially create his own Divine mortals to carry on his work.


His solution was create them by perfecting GodGhoul technology in laboratories using the super-science he alone understands. He began teaching select and intelligent priests the mysterious ways of his super-science and then began trying to meddle in the biomagical and biotechnical fields. It's taken over 500 years but he has finally accomplished the rudimentary elements of his goal: The fusion of meat and metal guided by Godsblood. This Technology and all of it's benefits are Wasagnaar's alone and he protects this knowledge violently. 


The Wasagnaarian Cybiomes are Trakaldan worshipers of Wasagnaar that have given their lives to the church for experimentation. Wasagnaarian Techpriests are creating devices to funnel Godsblood from the God himself into the  recipient's body and using technology given by the god himself to keep the blood cycling through the recipient without dilution of the divine ichor.


Whenever Cybiomes use certain powers their blood is diluted and they need rest and recharge, thus, some powers are useable only a certain amount of times per day while others actually drain their lifeforce by using the supply of Wasagnaarian Blood circulating in their systems.


Obviously, the Cybiome has the blood of a god powering his body, installed by priests of the god, and he must have incredible loyalty to the god himself. Wasagnaar has the ability to turn off any racial abilities at will if the Cybiome violates the oaths and betrays his faith. Sadly, these changes could be permanent based on the transgressions and he will never revert to his base human characteristics because he is no longer human. This means he is devoid of any benefits of both races if he fails Wasagnaar.


Usually, Wasagnaar only turns off his divine blood if he is not planning to kill the mortal, which he can do at will (it is his blood). While the Cybiome is in good faith, he feels the presence of the god in his body at all times. 

To be chosen as a Cybiome is a priceless honor in Trakaldar and even though the results can often be gruesome to non-Trakaldan eyes, they are regarded as heroic holy heroes.

  • ATTRIBUTES: Choose from the below options: 

    * No Modifiers (+2 Racial Power Points) 
    * +2 STR but -2 INT or -2 DEX or -2 CHA

    * +2 CON but -2 INT or -2 WIS or -2 STR 

    * +2 INT but -2 CON or -2 WIS or -2 CHA

  • SIZE: Medium size.

  • SPEED: Cybiome base speed is 30 feet.

  • CYBIOME VISION: Cybiome base sight starts as normal but can be made either low-light or dark.

  • CYBIOME RACIAL ABILITY:  Cybiome get to choose up to 8 points of racial traits, 10 if they choose not to augment their attributes.

  • AUTOMATIC LANGUAGES: Common.

  • BONUS LANGUAGES: Any,  Cybiomes mingle with all races and are quick to master foreign tongues.

  • FAVORED CLASS: Any.  A Cybiome's highest level class is not penalized for multi-classing.

  • FAVORED ALIGNMENT: No particular alignment.

  • RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.

    • REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Trakaldar.

    • REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Trakaldar.

 

CYBIOME RACIAL POWERS: 

 Cybiome were once humans and the addition of Divine Tech from Wasagnaar is what gives them their powers. All Abilities have a point cost. (1, .2, .3 or 4) these are added together to get the  Cybiome's ECL. 1-4 pts the character is a 0 ECL creature. From 5 to 8 he is a +1 ECL creature. In high level campaigns he may be able to take more than 1 ECL.


Those  Cybiomes who choose no Racial Bonuses Get 2 bonus points to spend on Racial Powers.


It should be noted that Trakaldan Scientists like to speak in Acronyms so a Cybiome who has had modifications done might be referred to as "The Cyber with Imms, BD1, SWS, and XRV mods." 


Each Cybiome has a Serial Number tattooed into his lower lip, his left forearm, and right foot (on the bottom).


1 PT POWERS:

* RESIST CORRUPTION (RC): (+2 to All WILL Saves - Mental Implants stabilize Brain Waves)

* IMMUNIZATIONS (Imm): (+2 to All FORT Saves - Biology enhanced by Nanocytes)

* FINE TUNING (FT): (+2 to All REF Saves - Overclocked Reflexes respond more efficiently)

* LOW LIGHT VISION 60' (LLV60): (Eyes are chipped to see in low light conditions)

* MOTION SENSORS (MSs): (+2 Spot and Search - Senses are augmented by neural processors) 

* MUSCLE GRAFTS (MGs): (+2 Jump and Climb - Improved by tensile cord implantation)

* NERVE DAMPENING (ND): (-1 HP is lost per die of Sneak Attacks against the Cybiome)

* BASIC DATABASE (BD1): (All Knowledge skills are class skills with 1 point)

* SLAM ATTACK (SA): (1d4 + 1d4 - Bludgeoning Primary Attack - Metallic Knuckles and wrist strengthening)

* FINGERBLADES (Fbs): (1d2 + 1d2 - Slashing Primary Attack - Retractable inch long blades eject from nails, used for stealth as well as surgical precision cuts, Claws are MW and have a +1 to Hit)

* LANGUAGE MASTERY (LM1): (Learn 1 Extra 'Common' Rated Language - Speak / Read / Write with perfect proficiency)


2 PT POWERS:

* AUGMENT PHYSICAL STRUCTURE (APS): (x1 Daily add +4 to STR, DEX, or CON for 1 Minute per Level) 

* DERMAL ENHANCING (DE): (+2 Natural AC - Skin has been strengthened with steelweave)

* TELESCOPIC VISION (TV): (Weapon Range Penalties (-2 per increment) are weakened by 1 increment)

* EYELIGHT VISION (ElV): (30 feet - Eyes radiate light like flashlight up to 30 feet)

* LOCKPICKS (Lps): (Retractable but otherwise normal lockpicks are in hand)

* AUDIO PACKAGE (AP): (+2 to Listen and Sense Motive Checks)

* BIO-ELECTRIC SHOCK TOUCH (BeST): (Touch attack does 1d4 HP Damage + 1d4 every 3 levels. Each 1d4 damage deducts 1 HP from Cybiome - thus, 3d4 damage = -3 HP due to Bloodloss)

* DIAGNOSTICS PACKAGE (DiaP): (+2 to Heal skill / +4 against Poison and Disease)

* TELESCOPIC APPENDAGES (TA): (Arms and legs can extend 5 feet as Standard Action, adding up to 10 feet for height but not useful for combat. All actions in this extended state suffer a -2 to all rolls. The character is still considered medium)

* WARRIOR MIND (WM): (+2 to hit with Melee Weapons - ocular implants cause reactions to make more accurate strikes using a heads up display)

 * WARRIOR STRIKE (WS): (+2 to All Melee Damage rolls - Steelweaved joints lock and tighten with offensive impacts)


 3 PT POWERS:

* DARKVISION (DV I): (60 feet - vision upgrade allows true darkvision, eyes reflect in light)

* WEAPON GRAFT (WG): (A weapon is mounted to arm, shoulder, hand, or other body part permanently. Acts as locked gauntlet, the weapon is installed with the mount. This weapon can be commercial or Wasagnaarian, and devices are in place to automatically reload or retrigger the device (if ranged) however the reload time is at normal speed and cannot be upgraded. This device is retractable when not in use)

* DERMAL PLATING (DP): (DR / 2 - The Cybiome's skin has strategically placed metal skin enhancements)

* SKELETAL UPGRADE (SU): (Resistance to Bludgeoning 5 - Skeletal reinforcement absorbs Blunt weapon impact)

* STEELWEAVE SKIN (SWS): (Resistance to Slashing 5 - Skin augmentation absorbs Slashing weapon impact)

* KEVLAR DERMIS (Resistance to Piercing 5 - Skin augmentation absorbs Piercing weapon impact) 

* ENVIRONMENTAL COMPENSATORS (EC): (Permanent Endure Elements effects - Skin turns bluish in heat and reddish in the cold)

* CLIMBING PACKAGE (CP): (Gain Climb Feat - Climbing Claws extend from hands and feet to allow rapid climbing. The Claws are secondary attacks and do 1d3/1d3 - The Rake Feat would allow attacks with the back claws as well - Claws retract when not in use)

* X-RAY VISION (XRV): (The ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using the this power is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.)

* UNIVERSAL TRANSLATOR (UT): (Primitive translation library allows an attempt at speaking and understanding other languages in 'real time'. Common Languages DC:15, Uncommon Languages DC:20, Rare DC: 25, Technical Languages DC: 30, Restricted Languages DC: 35, Forbidden Languages DC: 40, Secret Languages DC: 45, and Unlearned Languages DC: 50 --- the translator doesn't impart understanding of the language, the ability to read / write or speak it unless directly spoken to, and since the knowledge is translated into the neurons of the user, cannot be recorded. Once the conversation is over, the ability to speak or understand the language spoken disappears - User must roll every round of communication or the communication is misunderstood)

* 360 DEGREE VISON (360V): (All-around vision, cannot be surprised or backstabbed)


4 PT POWERS:

* POWERFUL (The P Mod): (+2 to STR, DEX, or CON but -2 to INT)

* DARKVISION (DV II): (120 feet - vision upgrade allows true darkvision, eyes glow when in use)

* BIOCANNON GRAFT (BCG): (The Cybiome has a cannon implanted in his body (Chest, eyes, arm, palms, fingers, or other body part. mounted (if purchased) that can be charged and fired with a Divine Bio-Attack (electrical). The Blast does 3d8 Damage, x2 Crit, Electricity, and has a Range Increment of 50 feet. Each use drains 1 CON point for 1 hour from the user as he channels his own life force into the attack - The cannon can be hidden until it is used, then eyes glow, the chest plate opens and charges, or the arm has a cannon pop out and charge, etc...) 

* ARMOR-PLATED (AP): (AC: +5, Max Dex: 3, Armor Check: -3, Arcane Spell Failure: 25%, Speed: 30' - The Cybiome has obvious metal armor implants that are designed for personal defense. This acts as MW Breastplate and can be enchanted later. The armor is not removable and is completely obvious to any viewer when seen. The Armor Plated Cyborg does not suffer the normal movement penalties for medium armor. He cannot wear other forms of armor. They suffer the effects of spells that affect metal.

* MINI-MISSILES (MM): (The Cybiome can launch mini-missiles at opponents that have heat signatures. If the creature type doesn't have a heat signature the mini-missiles cannot lock on. Races without heat signatures are (Constructs, Elementals (earth, air, water), Ooze, Plant, and Undead). Against these races, the mini-missiles gain no bonus to hit and must be rolled as regular missile attacks. Against all other races, treat them like Magic Missiles in all respects. The mini-missiles grow in power as a Sorcerer of equal level. However, each salvo deducts 1 HP per missile from the Cybiome. Thus, a Cybiome shooting 3 missiles loses  3 HP whether they strike or not.

* JUMP JETS (JJ): (The Cybiome can perform feats of incredible leaping due to jets that boost his jump that extend from his feet or legs. Take '20' to all Jump Checks including in combat)

* HOLY WEAPON (HW): The Divine Blood of the Wasagnaarian Cybiome allows him to Smite: Non-Human x1 Daily as a Paladin of Equal level)

* BIO-SHIELD OF FAITH (BSF): (Summoning the will of Wasagnaar grants the Cybiome the protection of the gods. Gain 'Shield of Faith' and can use it WIS Mod +1 times daily as a cleric of equal level.)

* LIVING CONSTRUCT (LC Mode): (The Cybiome becomes a Living Construct Subtype (Ex): Cybiomes are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Cybiomes are living constructs that combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a Cybiome has the following features.

A Cybiome derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A Cybiome possesses the following traits.

Unlike other constructs, a Cybiome has a Constitution score.

Unlike other constructs, a Cybiome does not have low-light vision or darkvision (unless added).

Unlike other constructs, a Cybiome is not immune to mind-affecting spells and abilities.

Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

A Cybiome cannot heal lethal damage naturally.

Unlike other constructs, Cybiomes are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

As living constructs, Cybiomes can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Cybiomes can be healed by a cure light wounds spell or a repair light damage spell, for example, and a Cybiomes is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Cybiomes.

The unusual physical construction of Cybiomes makes them vulnerable to certain spells and effects that normally don't affect living creatures. A Cybiomes takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a Cybiomes is affected by repel metal as if he were wearing metal armor. A Cybiome is repelled by repel wood. The iron in the body of a Cybiome makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A Cybiome takes the same damage from a rust monster's touch (Reflex DC 17 half).

A Cybiome responds slightly differently from other living creatures when reduced to 0 hit points. A Cybiome with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a Cybiome is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Cybiome does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.

As a living construct, a Cybiome can be raised or resurrected.

A Cybiome does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.

Although living constructs do not need to sleep, a Cybiome wizard must rest for 8 hours before preparing spells.

* COMBAT HEADS UP DISPLAY (CHUD): The Cybiome has neural and optical implants that can accurately track INT Mod +1 Objects within 60 feet in real time combat conditions during which he can receive the following information against objects, enemies, and allies: 
--- ENEMY TARGET STATUS: (Alive or Dead, DC: 15 Visual check to determine if target is feigning death. Useful versus targeted objects only) 
--- TARGETING DISTANCE: (+1 to Hit any object with a ranged weapon within 60 feet versus targeted objects. Does not work in melee)

--- SELF-DIAGNOSTIC: (Tells Cybiome's current statistics and health information (HP, Poisoned, Diseased, etc...)

--- INCOMING ALERTS: (+1 Dodge AC versus targeted objects)

--- SPATIAL AWARENESS: (+2 Balance skill, +1 to REF Checks)

^ He may designate new objects on his action as a swift action once a round.

* DATA LIBRARY HEADS UP DISPLAY (DLHUD): The Cybiome is a repository of artificial knowledge, all culled from libraries and infused into the techware and neural implants in the Cybiome's Brain. This knowledge is not 'known' by the Cybiome as much as accessed from a data storage center in his brain. Since the knowledge is not somethign he actually learned he cannot modifiy the scores and Ranks cannot be added to without separately taking the skills on one's own and advancing them through level gains as a separate skill. Magic and feats cannot modify the knowledge, languages, and benefits of this power.

--- ADVANCED DATABASE: (All Knowledge skills are class skills with 4 points (non-modifiable))

--- META-LINGUIST: (The Cybiome knows INT Mod +1 languages of Uncommon or less difficulty)

--- INTERNAL GPS: (Take '20' on Survival Checks when regarding direction (only)) 
--- NEWSFEED: (+2 to Appraise, Decipher Script, and Gather Information) 
--- INTERNAL DIPLOMAT: (Ready responses guide attempts at person to person interactions - +2 Bluff, Diplomacy, and Intimidation)