Cybernetics (3.5e Trait)
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Cybernetics
You've gotten upgraded! Be it a metal eye, plugs in your body, or cell phone on your wrist, you have an unusually large amount of metal in your frame.
Benefit: You count as a construct as well as a member of your original type for all purposes.
Drawback: The unusual physical construction of those with cybernetics makes them vulnerable to certain spells and effects that normally don't affect living creatures. A cybernetic creature takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a cybernetic creature is affected by repel metal or stone as if he were wearing metal armor. The iron in the body of a cybernetic creature makes them vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half). A cybernetic creature takes the same damage from a rust monster's touch (Reflex half). Spells such as metal meltSpC affect objects only, and thus cannot be used on the metal parts of a cybernetic creature.
Roleplaying Ideas: Maybe you always had it, or you got it later. Cybernetics make you seem slightly less human, or perhaps more than human.
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