Cybernetic orc <ground> Species in Umogoth | World Anvil
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Cybernetic orc <ground>

Ability Score Increase (Standard Subrace). Your Secondary Ability score increases by 1. Select an ability score for your Secondary Ability. 0 RP   Improved Lifespan. Your kind has had their natural lifespans improved by advanced magic or technology. Naturally, your kind live up to 100 years, with your augmentations your kind can live up to 400 years. 0 RP   The World Moves, I Remain. Your kind has a long-term view of the world around them, preferring to allow events to progress naturally. Your kind interferes only when they believe it will have extremely long-term consequences and as such have neutral tendencies. 0 RP   Sturdy Build. Your kind are around the same size as humans but considerably heavier. You average between 5 and 6 feet tall and average about 800 pounds. Your size is Medium. 0 RP    Lurch. Your kind move slowly, but in a particularly horrifying or threatening way. Your base walking speed is 25 feet. You have a + 2 bonus on Charisma (Intimidation) checks on turns that you have utilized your movement speed. - 1 RP   Proximity Alarm. Your kind have a magical or technological mechanism that alerts you to potential danger. As an action, you can set your alarm. While your alarm is set, any creature small sized or larger that moves to within 10 feet of you will activate your alarm. Your alarm makes a loud audible noise and will alert any sleeping creatures or otherwise unaware creatures within 60 feet. 2 RP   Hidden Arsenal. Your kind can have a wide variety of weapons built into one of your arms, allowing you to transform it into a weapon and back into a hand at will. Choose a one-handed simple, martial, or exotic weapon as your Hidden Weapon. Your Hidden Weapon is built into one of your arms and can be extended or retracted as a bonus action. Your Hidden Weapon is a natural weapon, you are proficient with it. You can use your Hidden Weapon to make weapon attacks as if you were wielding it normally. You cannot be disarmed of your Hidden Weapon, and any attempts to remove your Hidden Weapon automatically fail. While your Hidden Weapon is retracted within your arm it is easy to keep concealed. Any Wisdom (Perception) checks to perceive your Hidden Weapon are made at disadvantage while your Hidden Weapon is retracted in this way. Your Hidden Weapon actually replaces the hand that would be attached to that limb while it is extended. Meaning that while your weapon is extended, may not use that arm to wield other weapons, perform somatic spell components, or use items, etc. 4 RP   Cyborg. You are a flesh and blood creature with either symbiotic technological enhancements or are somehow grafted or contained within an inorganic body. The inorganic parts of your body are often more resilient than flesh, you have an innate +1 bonus to your AC. Your inorganic parts do not heal naturally, whenever you are dropped to 0 hit points they become damaged and no longer provide your innate bonus to AC. Whenever you take a short rest, you may spend one of your hit die to repair your inorganic parts (spending time and effort to repair them). Your inorganic parts are automatically repaired after a long rest. Due to your mechanical components, you have vulnerability to lightning damage. 1 RP   Tinkerer. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. 2 RP    Orators of the Horde. You can speak, read, and write Common, Goblin, and Orc. 1 RP    Futuristic Lights. Your kind are patterned with a variety of multicolored heatless lights that accentuate your form and make you stand out. You emit dim light in a 5 foot radius around you. You have a +2 bonus to Charisma (Persuasion) checks and a-2 penalty to Dexterity (Stealth) checks. 0 RP   Stabbing __. You may select this trait only if you’ve already selected an offensive trait that includes an alternate damage for making unarmed strikes. That alternate damage changes to piercing damage instead of any other damage type. 0 RP    Connection Trigger. Either through possession, symbiosis, or mechanical combination, your kind’s true power only emerges once you’ve formed a bond with another person. You may transform using an action while within 5 feet of a willing humanoid creature, this creature becomes your bonded creature. While you are transformed in this way, your bonded creature gains all your transformation traits, you do not gain these traits. If the bonded creature would gain a feature that cannot be used at the same time as one of their own racial traits (such as a movement speed or a form of natural armor) they may choose which trait to use. While transformed, you occupy the same space as the bonded creature, and you are moved with the bonded creature if it moves. If the bonded creature would provoke an opportunity attack, the attacker can target you or the bonded creature. While transformed, you cannot perform any actions, except for the Help action. You may also use your action to transform back into your natural state, when you do so you cease to occupy the space of the bonded creature and appear in an unoccupied space of your choice within 5 feet of the bonded creature. With this transformation trigger you must select at least 5 RP on transformation traits. - 4 RP

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