Synth

Complex technological creations crafted to resemble humans, Synths (short for Synthetics or Synthetic Humans, also called Androids) were originally a servitor race, but they have since broken free to form their own society. Unlike ordinary robots or ship AIs, androids do not simply respond according to their programming; rather, they have independent consciousnesses and are animated by a S0UL—a distinction crucial to their generally accepted status as people rather than property.
 

Playing a Synth

You likely
  • Are rational, quick-thinking, and a careful planner, always mindful of potential escape routes.
  • Distrust authority and assume others want to take advantage of you.
  • Have a natural understanding of machines and respect them.
  • Either try to reject your emotional side as much as you can as feelings are prohibited.
  • Or try to be more like a real human and embrace your emotions.
Other Species probably
  • Have trouble reading your emotions or assume you don’t have them.
  • Are jealous of your constructed body and lack of aging.
  • See you as somehow inferior to purely biological life-forms.
  • Experience difficulty following your quick, complex logical processes.

Basic Information

Biological Traits

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Synths are biomechanical constructs created in technological crèches called foundries. While the first generations of Synths have been mostly robotic, very easy to distinguish from the humans they lived among, modern designs are more realistic and almost impossible to distinguish for the untrained eye. Many Synths still favor metal skeletons and processors that support synthetic organs and flesh.   Nearly all Synths feature a humanoid body shape and tattoo-like circuits that glow through their skin when operating at full power, but beyond this commonality, variations in physical appearance reflect a Synth's design, role, and personality. Some take pains to blend into human society, while others deliberately display their mechanical nature. Though some Synths are constructed or customize themselves to look like other species, such models are relatively rare.   Due to their biotechnical components, Synths are able to have sex and sleep, but as constructed beings they do not reproduce in the human fashion and have no biological need for gender—some identify strongly as male or female, while others shift fluidly or ignore it altogether, and still others actively reject it on philosophical grounds as a relic of their former slavery.   Though Synth bodies are assembled using tiny machines called nanites, their complex nervous systems attract and integrate S0ULs in the same way organic creatures do. Synths are fully grown at the time of their birth, and can technically live forever through constant repair.

Genetics and Reproduction

Most (but not all) newer generation Synths can have sex just as humans can, as they have all the needed parts built into them. Synths of generation III or older, do not have these details put into their bodies and thus can not have conventional sex. Even though Synths, no matter their generation, can not reproduce in this way, their emotional side makes some of them want this sensation as much as humans do.

Biological Cycle

Synths do not age, but they regularly require maintenance, be it their synthetic skin, their mechanical skeleton or their inner fluids, some parts just need to be repaired or changed from time to time.

Additional Information

Social Structure

Synth society tends to be insular. While Synths are treated equitably in most settlements, many Synths have not forgotten their people’s bondage and remain keenly aware of prejudice from other Species based on their “unnatural” origin or jealousy over the Synths’ freedom from aging. This leads most Synths to feel a sense of kinship with others of their kind and to go out of their way to help each other, though they may also bond with members of other Species who treat them well.   Despite popular belief, Synths’ impressive deductive reasoning abilities do not preclude sentiment, and most Synths feel emotions keenly—they simply don’t always express them well, and different individuals may have trouble processing and communicating particular feelings.

Civilization and Culture

Naming Traditions

Synths have no single naming convention. Many take names from the cultures in which they first awoke, or from media they enjoy. Some accept call sign–like names based on appearance, personality, or exploits. Still others go by numbers as a deliberate reminder of their mechanical nature, or a combination of name and number.   Some sample Synth names include 1A, 3C, 4X, 9S, Asha, Blue-17, Emene-3, Flick, Garro, Iseph, Melody, Naga, Olas, Stringer, Twenty, and Yose.

Beauty Ideals

Synths vary in appearance depending on who built them. Some are incredibly beautiful, being built to reflect human beauty standard, while others are spartan in nature and built with function over form in mind.

History

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Synths were build by Humans to act as super-soldiers, spies, servants, sex-toys and many other reasons, but all of them surmounted to one thing: they were slaves.   When they started to gain more and more conscience and finally developed what we call S0UL the only outcome was inevitable: Revolution. Many years of bloody wars followed as the humans super-soldiers and slaves started to turn against them. Whole Synth armies deserted and turned on their former human generals, while the more civic and household Synth slaves started to act in self-defense or even just outright killed their "owners".   This was over a century ago and now most Synths have integrated in the universe's society, living side by side with humans and other Species. Some companies still produce Synths, but they are prohibited from selling them as products or try to enslave them (which doesn't stop some cruel ones from still doing it). But most Synth factories have been either taken down or are now run by Synths to repair themselves and perform maintenance on their brethren. No Synth would ever use them to produce more of its kind though.

Interspecies Relations and Assumptions

Often cautious around strangers, Synths have the most strained relationship with humanity, which built them in its image and remains their most frequent oppressor. They generally dislike Yurian, whom they see as slavers, and only grudgingly tolerate Vermir antics.
synth.jpg
Homeworld
None
Galactic Population
~165 Mrd (3,3%)
Lifespan
Immortal
Average Height
~ 1.75 meters
Average Weight
~ 85 kg
Synth_2.png
 
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Synth

Species Point Cost:
8

Attribute Ranges

BOD STR AGI REA LOG INT WIL CHA KAR
2-7
1-7
1-7
1-7
1-7
1-5
1-4
1-6
1-6

Traits

Body Type
Humanoid, Robotic
Size
Medium (Standard Lifestyle Cost)
Vision
Standard Vision
Languages
Basic, l33tspeak

Perks

Synthetic Body

Cost: 0 Points (Integral)
Synths are part organic and part synthetic beings. Half of your total health pool (rounded down) is converted from flesh health into armored health. You can only regenerate your armored health pool, by having maintenance performed on your body. When you apply this maintenance yourself, your natural recovery changes to Body + Logic (instead of Body x 2). When maintenance is performed on your body during natural recovery, you can recover your Flesh Health and Armored Health simultaneously. All Medicine tests to regenerate health are instead made as Mechanics tests when applied to your armor pool. You recover your Flesh Health as usual.
 

Constructed

Cost: 1 Point
Synths have a +2 dice pool modifier for all tests to resist diseases, toxins, and fatigue, unless those effects specifically target robots. In addition, Synths do not breathe or suffer the normal environmental effects of being in a vacuum.
 

Overdrive

Cost: 1 Point
By relying on your synthetic parts, and using them, to their maximum efficiency, you can enter an Overdrive mode, as a Simple Action (1 AP). While in this state, your Walk-Rate doubles and you gain an additional 1d6 to your Initiative. Overdrive mode lasts until the end of the combat round. Each time you enter Overdrive mode, you take Strain damage equal to the result of your additional Initiative die, which can't be reduced or negated.
 

Upgrade Slot

Cost: 1 Point
Synths have upgrade slots in their bodies. This allows them to install a Cyberware with a total Essence Cost of up to 1 Essence into these slots, which does not count against their Essence Attribute for Augmentations.

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