Cybernetic Silver Technologies Organization in Arc-Terra | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Cybernetic Silver Technologies

Cybernetic Silver, or CySilver as most people call it, is one of the leading tech companies in the world. The company specializes in robotics, but it has branched into other disciplines as well. Another notable area of interest for the company is in prosthetic developments, with the company's office maintaining a small clinic to meet with patients in need of their services. The company is based in Harmony City and has brought a number of interested engineers to the city.  

Leader

The owner and founder of CySilver is a gnomish woman named Sylvildegard Cerevalla, who goes by the name Sylvia. She's a private woman who prefers not to be in the limelight. When she is present for an interview or press conference, Sylvia is curt, irritable, and sticks to the facts. Those that have visited the CySilver clinic as patients can corroborate this detail, but they say her bedside manner is surprisingly gentle.

Members

Employees of CySilver are some of the best in their field, but the Sylvia is apparently quite particular about the quality of character of her employees. The company strives for the betterment of society through technological advancement, and those that choose to work for the company typically embody this philosophy.

Relations

The company often works with Stella Nova University when working on magitech projects. The company also helps with the technological needs of the Brave Blessing Organization, even helping supply Valis's prosthetic needs, but this seems to be mostly a business relationship. Sylvia is known to have a personal dislike of Apogee-Zenith Pharmaceuticals, although the specifics as to why are unknown. But due to this, the companies never work together.


Shop Inventory

While serving primarily as a research lab and partial medical facility, it does also sell some consumer items to adventurers who pass through Harmony City. The following items are available for players to purchase, but they must meet the level requirements of the Magic Item Rarity tablein the DMG.   Several of these items have the Technology type. These items require Energy Cells in order to function.  
ItemTypeRarityPrice
Energy Cell Consumable Common 20 gp
Potion of Healing Potion Common 20 gp
Potion of Greater Healing Potion Uncommon 130 gp
Potion of Superior Healing Potion Rare 700 gp
Beam Gun (Shock) Ranged Weapon, Technology Uncommon 200 gp
Basic Prosthetics Equipment Common 50 gp
Combat Prosthetics Equipment Uncommon 80+ gp

Item Descriptions

Energy Cell

Consumable, 20gp   Energy cells are used to power technological items. An energy cell provides 10 charges to the item it is loaded into. Most items can only hold 1 energy cell at a time, and a new cell can be loaded into a device as an Action.  

Basic Prosthetics

Equipment, common, 50gp   The basic model of prosthetics replaces a missing body part and functions identically to the part it replaces.  

Combat Prosthetics

Equipment, common, 80gp + base weapon cost   A more advanced prosthetic model that CySilver only sells to adventurers. In addition to acting as a lost limb, the prosthetic can be shifted into the form of a nonmagical weapon as a bonus action. While shifted, the prosthetic functions exactly like the chosen base weapon. Typically, this is used with arm prosthetics, but other options can be chosen with DM approval.  

Beam Gun, Shock

Uncommon simple ranged weapon, technology   1d6 lightning damage, 15 foot range, technology, special   After this weapon deals damage, roll 4d4. You can spend up to 4 extra charges on this attack, increasing this roll by 1d4 for each additional charge spent. If the targeted creature’s current hit points are less than the total rolled, they fall prone and are restrained for 1 minute. A restrained creature can attempt a DC 13 Constitution saving throw at the end of its turn to end the effect.  

Restricted Goods

The following items are only available to purchase with special permission from CySilver. Even with permission, players must still meet the level requirements.   Some items have the Magitech type. These items require a Magitech Energy Cell to function.  
ItemTypeRarityCost
Magitech Energy Cell Consumable Uncommon 100 gp
Elemental Charge Consumable, Explosive Uncommon 100 gp
Smoke Grenade Consumable, Explosive Common 50 gp
Flash Grenade Consumable, Explosive Uncommon 100 gp
Barrier Generator Consumable, Explosive Uncommon 200 gp
Hardlight Shield Shield, Magitech Rare 2,500 gp
Magitech Prosthetics Equipment, Magitech Varies 1.5x Base
Energy Weapon Weapon, Technology Uncommon 400+ gp
Beam Gun (Refracted) Ranged Weapon, Technology Rare 2,500 gp

Item Descriptions

Magitech Energy Cell

Consumable, Magitech, 100gp

A specialized energy cell used to power magitech items. A magitech energy cell provides 10 charges to the item it is loaded into. Most items can only hold 1 energy cell at a time, and a new cell can be loaded into a device as an Action.

 

Elemental Charge

Explosive, 100gp

This small canister contains an explosive charge of elemental energy. Choose one of the following damage types when purchasing or crafting this item: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.   As an action, a creature can activate an energy and throw it at a point up to 30 feet away. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.   A character can bind elemental charges together so they explode at the same time. Each additional charge increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Only charges of the same damage type can be bound together.   Charges can be set to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the charge. After the set number of rounds goes by, the charge explodes on that initiative.

 

Smoke Grenade

Explosive, 50gp

As an action, a creature can prime and throw the grenade to a point up to 30 feet away. The grenade creates a 10 foot radius sphere of fog centered on that point. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

 

Flash Grenade

Explosive, 100 gp   As an action, a creature can prime and throw the grenade to a point up to 30 feet away. Every creature within 15 feet of that point must make a DC 13 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. Creatures within 5 feet of the grenade also take 1d6 bludgeoning and 1d6 thunder damage on a failure, or half as much damage on a success.  

Barrier Generator

Consumable, 200gp   CyberSilver developed these hardlight projection devices to be compact and lightweight, but at the cost that they burn out completely after use. A creature can activate the generator as an action. When a creature activates the generator, and at the start of their turn, it gives them 5 temporary hit points. The generator gives these temporary hit points every turn for 5 turns.  

Hardlight Shield

Rare shield, magitech, 2,500 gp   When this shield is activated, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The shield is activated as long as it has at least 1 charge. You can use your reaction when you would take damage to spend up to 3 charges. For each charge you spend, you gain 1d6 temporary hit points. You gain these temporary hit points before taking the triggering damage, and they last until the end of your next turn.  

Magitech Prosthetics

Rarity varies, equipment, magitech, 1.5x base item cost   These prosthetics are made to replicate the effects of magic items. Choose a magic item up to Very Rare rarity as the base item. The item chosen must be usable with the limb that the prosthetic is replacing and the prosthetic limb counts as being used for the limb it replaces. For example, Boots of Speed could only be replicated with a prosthetic leg, and you could not use another set of magic boots with the magitech leg, even if only one leg is a prosthetic. Most items that don’t require a specific limb can be used with prosthetic arms, but the DM has final ruling on what can and cannot work.   A magitech prosthetic does not require attunement, even if the base item does. However, the prosthetic requires magitech energy cells to use its abilities, but does not need cells to function as a body part.   Any magic item with a passive effect expends charges each day it’s active, the amount of charges spent depends on the rarity of the item. Common or Uncommon items expend 1 charge, Rare items expend 2 charges, Very Rare items expend 3 charges.   An item that normally spends its own charges to activate effects uses energy cell charges instead of its own charges and it does not regain charges naturally.  

Energy Weapon

Uncommon weapon variant, technology, 400+ base weapon price   Special technological plating added to a weapon allows it to channel some elemental properties. When acquiring this weapon, choose from one of the following elements: cold, fire, force, lightning, or thunder. As long as the weapon has an energy cell loaded into it, it can deal its normal damage type or the chosen damage type. When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d8 damage of the chosen damage type. These weapons can also be made as +1/2/3 weapons and its rarity increases to that weapon's rarity.   A weapon with the reload property can use energy cell charges instead of its normal ammo, spending 1 energy cell charge when reloading. When reloaded in this way, the weapon regains ammo equal to its reload number and can only deal the chosen damage type.  

Beam Gun, Refracted

Rare martial ranged weapon, technology, 2,500gp   A beam gun made by focusing light through different refracted lenses. This weapon has two settings, Wide Beam and Long Beam, and can change between the settings with a bonus action.
  • Wide Beam. Requires 3 charges. The gun fires a beam in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one.
  • Long Beam. Requires 4 charges. The gun fires a beam in a 60-foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one.
Sylvildegard Cerevalla

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!