Machine Mutant (Dragon Ball Supplement)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dragon Ball franchise, and/or include content directly affiliated with and/or owned by Funimation. D&D Wiki neither claims nor implies any rights to Dragon Ball copyrights, trademarks, or logos, nor any owned by Funimation. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Neo Machine Mutants[edit]

I knew you couldn't die that easily, my baby, your power is too deep in your circuits! And now you can show everyone what you're truly capable of!
—Dr.Myuu, the Mad Scientist

Physical Description[edit]

Neo Machine Mutants are typically created from or around organic beings. They often share features, even when they're created universes apart. These features include pale white skin and hair, yellow and red eyebrows, and single color sclera. They deviate in some areas, such as Neo Tuffles from Universe 6 having an Iris. While their bodies can lean towards mechanical or robotic, there's always an obvious distinction between them and any human.

5c79f2e731fba4bbbaae2aa57ec7832701bca7b2.jpg
Various Neo Machine Mutants, Akira Toriyama

History[edit]

In Universe 7, the first Neo Machine Mutant was created when Dr.Myuu experimented on his own body to enhance its capabilities. He would then go on to create other organic machines such as Rilldo and Baby. In Universe 8, they were created by the Tuffles. When they had realized how powerful their creations were they attempted to destroy them. The Tuffles failed, and were wiped out.

Society[edit]

Upon creation, most Neo Machine Mutants deviate from their creators, but rarely do they form their own societies. Machine Mutants which have memories on creation typically follow the society of their life before their creation.

Neo Machine Mutant Names[edit]

Neo Machine Mutants are almost always named by their creators, but some may take it upon themselves to make up their own names.

Example: Baby, Kamin, Oren

Neo Machine Mutant Traits[edit]

Neo Machine Mutants from Dragonball GT.
Ability Score Increase. Your Constitution score increases by 2 and Intelligence score increases by 1.
Age. Due to being artificially created, Neo Machine Mutants don't age unless created to do so.
Alignment. Since Neo Machine Mutants are manufactured, they have guidelines set by those who created them, making them Lawful most cases. However, It's not uncommon for Machine Mutants to decide their own alignments. This is aided in cases where organic Machines have memories.
Size. Neo Machine Mutants can be created with any shape, weight and size, allowing them to come in unique forms. Your size can be Small or Medium.
Speed. Your base walking speed is 30 feet.
Artificial Body. Neo Machine Mutants make full use of both sides of their body, organic or non-organic. As a bonus action, you can change your size between Small and Medium. Additionally, you are immune to diseases, have resistance to poison damage, and have advantage on saving throws against being poisoned.
Vital Form. Unless created with the intention, most Machine Mutants don't require food, water, or air. Machines that require food have a diet that consists of metal.
Liquefaction. All Machine Mutants retain the ability to turn their bodies into a liquid like substance, some even being able to move through metal. You gain the Liquefaction Form even if you do not meet the pre-requisites, and you count as a Majin when using it. Additionally, you may spend an additional 2 Ki Points to move through metal structures. This counts as a Basic Technique towards your Technique limit.
Regeneration. If a limb or other body part is severed from your torso, but you remain conscious, you can expend a number of hit die as an action to regenerate and heal the limb with a number of hit points equal to the result of the hit die rolled. When you expend hit dice in this way, you take necrotic damage equal to half the total of the roll. Additionally, you can expend a number of hit die up to your proficiency bonus as an action to regenerate hit points equal to the total result of the hit die rolled. For every hit die rolled in this way, you lose 1 Ki Point.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8'' +2d10 120 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



Back to Main Page5e HomebrewCampaign SettingsDragon Ball (5e Campaign Setting)Races

Home of user-generated,
homebrew pages!


Advertisements: