TARDIS D&D Wiki
Advertisement
Cybermen2000

Cybermen[]

The Cyberman template can be added to any humanoid the same way that a lycanthrope or vampire template. Once a humanoid becomes a Cyberman they keep all their class and race abilities

Alignment: lawful evil  

Construct traits: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, sub dual damage, ability damage, energy drain or death from mass damage.

Hive mind (ex): All Cybermen within 100 miles of another Cyberman are in constant communication. If one is aware of a particular danger, they all are; if one of them in a group is not flat footed, none of them are. No cybermen is considered flanked unless all of them are.

Shared abilities (ex): All cybermen within 100 miles of another Cybermen can, as a free action, move class and race abilities one Cyberman has to another Cyberman, in the same way a multi class character adds a second class.

Assimilate: If a Cybermen subdues a humanoid and brings them back to their hive, that humanoid becomes a Cyberman. This is similar to a vampire's crate spawn ability, however this process must be done at the Cyberman hive.

Advertisement