Ranesynth Species in Aquila Palaxis | World Anvil

Ranesynth

Unified only in having a standard base chassis, the Ranedian Synth (Sometimes referred to as a KT synth, for their manufacturer, KovaTech) is more akin to classical lizardfolk, made of graphene and polymer, fleximetal.

RPG Information

< Playable race >
Ability Adjustments: +2 Str
Hit Points: 2
Size and Type: Synths are Medium constructs with the technological subtype.
Darkvision: Synths can see up to 60 feet in the dark, though in the pure darkness, they can only see in monochrome, with tinting usually tied to visor coloration.
Nanites: Every synth has in their body a swarm of constructor nanites, they are responsible for handling 'metabolism'(i.e. converting standard foodstuffs into usable components for 'healing') and the 'healing' process as well. The nanites perform healing routines by cross-referencing a blueprint file within the synth's system, and mobilizing material to damaged areas. Though they do this process automatically, surges of energy, like that of magic, can effectively overclock this healing factor, and as a result, in addition to being constructs and thus able to benefit from spells like make whole, Synths count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on Synths. Synths also heal naturally over time as living creatures do, thanks to the nanites coursing through their form, and they can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can't (such as raise dead).
Integrated Equipment: A Synth has an internal, integrated standard datajack and comm unit. If a Synth is helpless, these can be removed or destroyed without damaging the Synth. They can be replaced or upgraded for the normal price of this equipment. An Synth has an additional built-in cybernetic component with an item level no greater than half the Synth's character level (minimum item level 1). Each time the Synth gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don't count against the systems in which an Synth can install cybernetics.
Robotic: Synths are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. Synths can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. Synths can eat and drink, though they don't need to, except to build material storage for their healing nanites. They must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. Synths do not breathe or suffer the normal environmental effects of being in a vacuum.
 

Vital Stats

Average Height: 5-8 ft
Average Weight: 100-200 lbs
Age of Maturity: -
Maximum Age: -
 

Random Height and Weight

FrameHeightWeight
Standard6' 02" 200 lbs
Lightweight6' 01" 140 lbs
Heavyweight8' 00" 250 lbs
Height = base height + height modifier
Weight = base weight + (height modifier x weight modifier

*Synthetica ens, the species name given to an inorganic creature, which possesses no actual genes to speak of, is given to them as to not cause the database to spit voluminous error messages when queried.

Civilization and Culture

Naming Traditions

Similar to the Ranedian Protogen, being products more than people at first, a synth starts life with a serial number; three letters and three numbers, usually.  Synthkind are expected to define themselves, and they often take to adding letters, to make a name out of their serial number, though some of them choose entirely unique, unrelated names.
Scientific Name
Synthetica ens *
Geographic Distribution
Related Organizations
See also: Ranegen, ASF Synth