SynthCybershell [anthropomorphic]A synth (short for synthetic),is a humanoid robotic shell, designed to look male, female, or neuter. Synths have been in use for a long time and there are countless variations on the theme, ranging from ones with multiple arms to ones that are high end an expensive. In practice, the term humaniform is sometimes used, although they differ from many other humaniform shells (such as the Galatea and the Case) in their construction; synths are built en mass, but without all the flaws that are usually associated with the Case. Because of their varied nature and appearance, there isn't just one type of Synth, there are thousand, if not millions, of different variations.
Although Synths are humanoid, they are recognizably not-biological unless they have some sort of synthetic mask, which hides their robotic nature. Synths are not nay stronger nor are they more durable than the average individual, although like all robots and machines, they are better at soaking up damage. As a result, they are sometimes used by AGIs and digitals who need a quick body to get a few tasks done, and in all but the most ardent bioconservative habitats, there are always a handful lying around that are un-accounted for. They also tend to be cheaper on average than most other cybershells, making them a practical option for those who don't have a lot of money. They are also used for menial jobs where the use of pods is not an option. Intersting Facts
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Synth 40 points
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
HT +1 [10].
Absolute Direction (requires signal, -20%) [4]; Cortical Stack [6]; Machine [25]; Photographic Memory (Recorded data only, -20%) [8]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; XP, +80%) [17]. Accessory (Cyberbrain, Tiny Computer) [2]. Cybershell [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, fuel cells) [-10]; Social Stigma (Clanking Masses) [-10]. Has a neck but no special effects [-1]. Individuals of the same model closely resemble each other. [0] $40,000 + cost of computer. LC 4. |
Synth Meta-Trait (+14 points): Because the synth is so flexible, it can practically be made in any design form and not all synths are human. To represent this, the core attributes of the Synth are reduced into a template, so it can be applied to any of the other non-Cybershell templates. Almost anything can be replicated using cybershell technology and enough creativity, but some - such as a cybershell variant of the Whiplash - are bound to be less common than others. Note that this template may not be applied to clades unless the clade in question allows cybershell members. This can (and often is) stacked with one of the biomorphic lenses below. Add Basic Mesh Inserts [26], Cyberbrain [4], Cybershell Body [-15], Has a neck but no special effects [-1], Machine [24], Maintenance (Electronics Repair and Mechanic skills, 2 people, monthly) [-4]; Restricted Diet (Common, fuel cells) [-10], and Social Stigma (Clanking Masses) [-10]; delete traits like Basic Biomods Resistances to disease or viruses, and any modifications to the Fatigue Point total (Which, given they're machines, should be zero) [varies]. Since Regeneration and Regrowth can be mimicked with nanoware, these traits are assumed to stay with the original template. Any mental disadvantages such as Greedy, Gluttony, Callous, Workaholic and the like are all deleted as well. The cost is adjusted to the new point value, or the total point cost x 1,000, although more exotic shells may cost more, per GM ruling. The most common templates this gets added to are the Neo-Animals.
Synth Variants and FAmily
The synth is one of the most highly adaptable cybershells. Most humanoid shells in some way or another are based on the Synth, which has been a feature since the Interplanetary period, if not earlier. While individual synths may not be so easily modified, when manufactured, the synth proves to be a highly flexible shell.
Cosmetic Lenses
Shells should be given one or more of the following lenses, with Sculpted being the assumed default trait that they all possess, unless the template does not specify otherwise. Note that these can be applied to any cybershell; they are an exception to the rule about altering a shell. The first price is the price as applied to the standard synth template; the second price is the price as applied to the synth meta-trait.
Crystalline Coating (+0 points):
Furry (+1 point): Living Flesh (+0 points): Mannequin (-2 points): Mirror Coating (+3 points): Realistic Flesh (-1 point): Sculpted (+0 points): Semi-Sculpted Body (-3 points): Synthetic Organs (+0 points): |
Crystalling coating covers the skin of the cybershell within a surface that accommodates the growth of crystals on the surface. Ultimately, the exterior ends up covered in a layer of polymer strings and atoms laid down a vat that speeds up the crystallization process, resulting in artificial crystals that mimic the growth patterns of actual crystals ranging from quartz and silver to bismuth and antimony. These rarely provide any protection, since the crystalline growths tend to be fragile, but they are often exceedingly hypnotic and interesting to look at. This can only be combined with the Mannequin, Sculpted, or Semi-Sculpted options, replacing them. Add Appearance (Attractive; Impressive, +0%) [4] and Unnatural Features 4 [-4] with the 0-point feature Covered in crystalline growths [0]. +150% to cost; 40/14 points.
The cybershell's body is covered in fur, which can feel realistic or soft and artificial, depending on the shell in question and what's desired by the owner. This must be combined with Living Flesh, Mannequin, or Realistic Flesh, replacing them. Add Fur [1]; +10% dollar cost. Point cost varies. This is similar to Realistic Flesh (see below) but it also allows the robot to sweat, bruise, bleed, and even heal. It will pass normal inspection as a living thing, although the robot's nature can be revealed at a Sense -4, a cut deep enough to cause at least 1 HP of damage, or a successful use of the diagnostic sensors. This is a 0-point feature; +50% cost. 40/+14 points. The shell can sometimes pass for a living being of a particular genotype or clade, but the details and the complexion or physical features are unconvincing. Up close, it looks like a well made doll, with a successful Vision (including Infravision), Smell, or Touch roll revealing the artificial nature. So will any diagnostic attempt or injury, since it doesn't breathe. Furthermore, it will look uncanny to observers, since attempts to reproduce a human face are made, but muscle control and general appearance suggests something is off or wrong. Add Unnatural Features 2 [-2]; +10% cost. 38/+12 points. Mirror Coating is an application of a coating of a highly reflective smart material on the surface of the robot; this option provides some protection against beam weapons, but often exists only for looks. It may only be combined with the Mannequin, Sculpted, or Semi-Sculpted options, replacing them. Add DR 2 (Limited, Beam Weapons, -40%) [6] and Unnatural Features 3 [-3]. +150% to cost. 97/+71 points. The shell has realistic skin and, optionally, hair, of the correct temperature, complex pseudo-musculature structures to mimic facial features and expressions, muscle tics, and it feels real. However, it still possesses subtle imperfections; with a Vision-4 roll, Smell-2 roll, or Touch roll, the artificial nature of the skin can be determined. It does not sweat, nor does it bleed or bruise, so any injury will automatically reveal what's under it. Add Resembles a human until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-1]; +20% cost. 39/+13 points. The shell has a sculpted humanoid body that may be attractive but is clearly a machine. Skin may be plastic, shiny chrome, or metal, and it cannot pass for anything other than a cybershell. There is no attempt to precisely reproduce a human-like face with this lens. This is a 0-point feature that is included by default on all synths. 40/+14 points. The face and hands are doll-like, but the rest of the body is left unsculpted and is thus entirely artificial. It can pass as a human if clothed and in poor light. Similarly, detailed attempts to make the face as humanlike as possible without actually recreating in painful detail every muscle attachment lead to an enhanced version of the problem surrounding the Mannequin. Add Unnatural Features 3 [-3]; +5% cost. 37/+11 points. The cybershell has functioning organs, and it is nearly impossible to tell it from a partial cyborg without an autopsy or detailed examination of the brain. This is otherwise the same as Living Flesh (see above). This is a 0-point feature; +100% cost. 40/+14 points. |
Babbage-series MEchanical men [Anthropomorphic] |
60 Points |
The Babbage-series cybershells are cybershells that are designed with the intent of making them look like clockwork robots. This makes them superficially similar to the Quarut (see below), but they rely wholly on mechanical energy for power rather than electrical energy. However, they still make heavy use of electronics - it's just that the electronics are integrated into the overall system in an unobtrusive way, so as not to detract from the "steampunk" or "clockpunk" aesthetic that engineers aim for. While they are a variant of the basic Synth, it's worth noting that many of these shells are hand-designed and constructed as a labor of love by those who are involved. Shells of this nature take pride in being hand-built rather than manufactured through minifacturing facilities, which makes many of them the equivalent to pieces of art. As a result, they are often rare outside of the clade where they're most common, the Babbage Machines. Common metals used include steel, iron, brass, bronze, gold, silver, and the like; use of carbon-nanotubes, modern superalloys, and even older materials like aluminum is often avoided as a way to ensure that the proper era feel is maintained.
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
ST +2 [20]; HT +1 [10].
Absolute Direction (requires signal, -20%) [4]; Cortical Stack [6]; Machine [25]; Photographic Memory (Recorded data only, -20%) [8]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; XP, +80%) [17]. Accessory (Cyberbrain, Tiny Computer) [2]. Cybershell [-15]; Increased Consumption 1 (4-hour endurance) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Social Stigma (Clanking Masses) [-10]. Has a neck but no special effects [-1]. Individuals of the same model closely resemble each other. [0] Cost usually varies, and may run as high as one million depending on the individual. |
Difference-Engine Synth (+0 Points): A Difference-Engine Synth is any type of synth that relies not on power cells but on mechanical power in order to operate. Often, these are wind-up dolls, using springs, pullies, and other mechanisms for power, usually making heavy use of batteries composed of nanoflywheels while deliberately trying to minimize use of electronics and electronic devices. As a result, they do not have the Restricted Diet (power cells); each wind up (which is a ready action given the efficiency of nanoflywheels) is enough to power them for the duration instead. Delete Restricted Diet (Power Cells) [+10] and add Increased Consumption 1 (4-hour endurance) [-10]; larger models (SM+1 or greater) should have Increased Consumption 2 (2-hour endurance) [-20] or even 3 (1-hour endurance) [-30]; few should be more than 4 (half-hour endurance) [-40] given the efficiency of nanoflywheel batteries.
Elewa-series Cyberdolls [Anthropomorphic] |
131 Points |
Designed by the artists at Ile Iyika, the Elewa-series Cyberdolls are some of the best designed Synths on the market, famous throughout the Verge and Bleed. The shell is solid and sturdy, with good looks, and with good fuel economy. The base Elewa has a realistic skin covering that that captures the correct texture and and temperature of human skin, as well as the correct texture of hair; they also feature complex pseudo muscles that in the face that allow for facial expressions, muscle tics, and the like, and it looks real, although it lacks a pulse and doesn't sweat. The Elewa is designed to look like an individual from West Africa; Ile Iyika are run by a group of Igbo who want to encourage the expression of African culture in the Verge and Bleed through their designs. They will make the model in other phenotypes, but this increases the total price by anywhere from 25 to 50% depending on the phenotype and the design may not be as realistic. Ile Iyika is located on Bluefall. The base design presented in the template below is referred to as the Elewa Akobi.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Quirks Features Cost |
ST+2 [20]; HT+2 [20].
HP+3 [6]. Absolute Direction (Requires Signal, -20%) [4]; Cortical Stack [6]; Damage Resistance 2 (Flexible, -20%) [8]; Doesn’t Breathe [20]; Handsome/Beautiful (Off-the-shelf looks, -50%; Humans Only, -20%) [3]; Machine [25]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; XP, +80%) [18]. Accessory (Small or Compact Microframe Computer); Sanitized Metabolism [2]. Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]. Has a Neck Hit Location, but no special vulnerabilities there; Resembles a human until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-2]. Individuals of the same production run often resemble each other. $131,000 + computer. LC 3. |
Elewa Eranko (+7 points): The Eranko is a sidestep from the normal designs by the house and instead focuses on applying realistic fur to a body, often combing it with a muzzle and animal ears. The design was requested by a number of uplifts and neo-animals, and so now it comes in a wide variety of different animal types. Delete Resembles a human until inspected closely [+1], Handsome/Beautiful [-3], and add Fur [1] and add Claws (Blunt) [3] and Teeth (Sharp) [1]. 129 points.
Elewa Iketa (+1 points): The Iketa is an improvement on the Elekeji that the company rolled out about 5 years ago. The living flesh is combined with synthetic organs that are fully functional, making it impossible to tell the cybershell from a partial cyborg unless properly examined. This allows the robot to eat, drink, sweat, have sex, and the like. Delete Quirk Resembles human until closely inspected [+1], add the 0-point features Living Skin and Synthetic Organs. 126 points.
Elewa Iketa (+1 points): The Iketa is an improvement on the Elekeji that the company rolled out about 5 years ago. The living flesh is combined with synthetic organs that are fully functional, making it impossible to tell the cybershell from a partial cyborg unless properly examined. This allows the robot to eat, drink, sweat, have sex, and the like. Delete Quirk Resembles human until closely inspected [+1], add the 0-point features Living Skin and Synthetic Organs. 126 points.
Guardian-class Pretorian [Combat] |
141 Points |
For some individuals, the toughness of a synthetic is a huge allure, but there's often a steep social penalty that comes with them. Furthermore, a synth is known to be tough and durable, and for some people - such as those looking for tough and durable bodyguards - it can be beneficial to keep that information private. The Guardian-class Praetorians are a model of combat synth that make of the basic synth chassis, but modifies it in a number ways. The most immediate way is by applying synthetic and organs and living skin to the cybershell, which makes the almost indistinguishable from a heavily augmented cyborg except on closer analysis or looking at the brain. They also feature boosted reaction times, and are comparable to an Immortal-series "36 LCS" listed below. This makes them ideal bodyguards, and indeed, they often appear as bodyguards for the glitterati, powerful politicians, or crime bosses; few realize that they are even dealing with a synthetic until combat starts, at which point the reality sinks in, often too late, for the attacker.
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
ST+1 [10]; HT+1 [10].
Absolute Direction (Requires Signal, -20%) [4]; Cortical Stack [6]; Combat Reflexes [15]; DR 5 [25]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Accessories (Cyberbrain, Small Computer). [2] Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any one liquid fuel) [-20]. Has a Neck hit location, but no special vulnerabilities there. [-1] Individuals of the same model closely resemble each other; Living Flesh; Synthetic Organs. $352,500 + computer. LC 1. |
Immortal-series "36 LCS" [Combat] |
92 points |
This shell goes by a lot of different names; it's often simply just called the Immortal, but it's also called the MCS-series LCS (Light Combat Shell), the Talos-series Combat Shell, the Alkinous-series, the Ibn Hayyan/Gebber-series (in the Umma, where they also have a distinctively less humanoid appearance) and the like. All these names describe the same basic concept, however: a humanoid or near-humanoid light combat shell based off the standard synth chassis. It is a relatively cheap and easy design to produce and manufacture and frequently appears as one of the mainstays within third wave governments and territories, as well as some bioconservative territories. The basic design appears as a dark gray metal/carbon nanofiber humanoid, and can quickly and easily blend in with local populations if need be, but in most bioconservative habitats (and in some non-bioconservative habitats) there is a preference for altering the head so it looks less human, or in the case of the Umma, altering the entire shell so it looks like a transforming fighter jet (although there is some argument over how human is allowed, the Umma traditionally considers the Gebber-series LCS to be as humanoid as a cybershell is allowed to be within their territories).
The design for the LCS is old, and there are thousands of local variants of it each fitted out for their own environmental needs. It features few extraneous modifications, to help keep the overall price low. This cheapness along with the reliability of the shell means that it's often placed on the same tier or above the Security Pod.
The design for the LCS is old, and there are thousands of local variants of it each fitted out for their own environmental needs. It features few extraneous modifications, to help keep the overall price low. This cheapness along with the reliability of the shell means that it's often placed on the same tier or above the Security Pod.
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
ST+1 [10]; HT+1 [10].
Absolute Direction (Requires Signal, -20%) [4]; Cortical Stack [6]; DR 10 [50]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Accessories (IFF transponder, Small Computer). [2] Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Has a Neck hit location, but no special vulnerabilities there. [-1] Individuals of the same model closely resemble each other. $92,000 + computer. LC 0. |
MCS 36a (+103 Points): The MCS 36a features the same combat frame as a traditional MCS 36, but they integrate more modern armor and sensors, and often receive more tactically-minded infomorphs. Change Damage Resistance to 15 [75] and add DX+1 [20], Breath Holding 3 [6], Claws (Sharp Claws) [5]; Nictitating Membrane 1 [1]; Night Vision 5 [5], Peripheral Vision [15], Pressure Support 1 [5], Protected Sense (Vision) [5]; Resistant to Electrical Pulses and Surges (+3) [1]; and Sealed [15]. 189 points.
Immortal-series "52 LCS" [Combat] |
217 points |
The MCS-series 52 Light Combat Shell is a dated model still in use in some nations that features two integrated weapons. The downside of the 52 LCS is that it is too lightly armored to appear on the modern battle field and too large to integrate into the civilian population, which results in it being used mostly by some governments to terrorize their own population and frequently sees use as a tool used to put down protests and insurrection. The 52 LCS is very common in Nariac, where it is used in several habitats against those who would protest against the administration, although it shows up all over the Verge and Bleed. Those employed by the Umma, who do make use of the shell, have the same inhuman appearance as the 36 LCS. The conventional loadout is a 5.7mmCL Gatling carbine, although fourth wave powers sometimes use a 18.5mm Gauss CAW.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Quirks Features Cost |
ST+4 (Size, -10%) [36]; HT+3 [30].
SM+1. Absolute Direction (Requires Signal, -20%) [4]; Cortical Stack [6]; DR 25 [125]; Filter Lungs [5]; High Pain Threshold [10]; Machine [25]; Payload 4 [4]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Accessories (IFF transponder, Small Computer). [2] Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Has a Neck hit location, but no special vulnerabilities there. [-1] Individuals of the same model closely resemble each other. $217,000 + computer. LC 0. |
The inevitable series of cybershells are a type of cybershell that rely heavily on nanoflywheels for power but are designed to look like baroque or heavily abstract shells. There are two shells that are the most common; the Varakhut and the Quarut; while the two shells are radically different in terms of design, both are little more than modifications on the basic synth with some heavy artistic license taken.
The Quarut is a machine that is designed to look as if it is constructed entirely of clockwork gears and springs, the frame wrapped in baroque armor while a glowing cylinder in the head projects the image of an hourglass. The actual design of the cybershell is beyond the baroque fastenings and becomes apparent when more closely examined; the machinery is delicate and well-designed, and it is powered by batteries of nanoflywheels that gradually charge up over time. The Varakhut, meanwhile, is a microgravity version of the Quarut but rather than looking baroque and designed by a made scientist from the Victorian Era, the Quarut looks like a living piece of abstract art, or a collection of geometric shapes and forms that forms the suggestion of a humanoid figure. Their plating is often black, and they have LEDs that illuminate under the arms. The color of the illumination in both shells depends on the individual in question. Both shells can easily match the MCS 36-LCS in combat, but they aren't combat shells per se. The AGIs that live inside of these refer to themselves as the servants of the God AIs, and they claim that their cybershells were designed by the God AIs. In a way, they see themselves as mechanical angels or mechanical agents of the God AIs; the clockwork seraphim that the God AIs used to interact with the physical world. And the design of the bodies reveals this; the circuitry is excellent and the construction is superior by even modern standards; they are among some of the finest shells ever made. However, they are also very rare; the total number of inevitable series shells is unknown but is believed to be less than 3,000 individuals of both types. They are often encountered already inhabited by AGIs that claim to have been programmed by the God AIs (they likely were not); exactly how to come by one of these shells without hunting one down and killing the AGI inside of it is unknown, but doing that is a certain way to draw the attention - and ire - of all the other Inevitable, who will stop at nothing to reclaim the shell and punish the parties responsible. Which, given they can't solo a Reaper, Fenrir, or Ghola, ultimately means they aren't worth the hassle. |
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
ST+1 [10]; HT+1 [10].
Absolute Direction (Requires Signal, -20%) [4]; Combat Reflexes [15]; Cortical Stack [6]; DR 10 [50]; Filter Lungs [5]; High Pain Threshold [10]; Hyperspectral Vision [25]; Machine [25]; Reduced Consumption 2 (Recharge/refuel once a day) [4]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]. Accessories (IFF transponder, Small Computer). [2] Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Reputation -1 (Humorless Avenger, Everyone, All the Time) [-5]; Restricted Diet (Common, any one liquid fuel) [-20]; Social Stigma (Monster) [-15]. Has a Neck hit location, but no special vulnerabilities there. [-1] Individuals of the same model closely resemble each other. $92,000 + computer. LC 0. |
Choose one of the following lenses:
Quarut (+181 Points): Quarats are terrifying opponents in close combat, sporting a set of very sharp claws, impressive striking strength (their unarmed damage is 2d impaling with an armor divisor of 3, so against a 36 LCS, the opposing cybershell only has DR 3). However, that's not what truly makes them dangerous; what makes them truly dangerous is the accelerated shell coding that lets them process time much more slowly, so they can take more time, and the enhanced neurological framework that means they can move much faster than even a normal cybershell. Add Altered Time Rate 1 [100], Claws (Long Talons; Armor Divisor, 3, +100%) [16], Extra Attack 2 [50], Frightens Animals [-10], Mute [-25], Striking ST +10 [50]. 314 points.
Varakhut (+65 Points): Varakhuts are designed for microgravity operations; when in a gravity well, they are reduced the undignified task of dragging themselves along the ground in order to move. However, the shell features a number of built-in weapons and tools, as well as a fluid form that, despite its blocky appearance, makes it rather difficult to target, although they are not as solid as they may look (and as a result, can slip through small cracks and crevasses). Unlike the Quarut, they are actually capable of talking. Add 360° Vision [25]. Accessory (Vector Thruster) [1], Enhanced Defenses (Dodge) [15], Flexible [5], G-Tolerance [10], Increased Consumption 2 [-20]; Invertebrate [-20]; Radar [20]; Ladar [20], and Silence 2 [10], 198 points.
Quarut (+181 Points): Quarats are terrifying opponents in close combat, sporting a set of very sharp claws, impressive striking strength (their unarmed damage is 2d impaling with an armor divisor of 3, so against a 36 LCS, the opposing cybershell only has DR 3). However, that's not what truly makes them dangerous; what makes them truly dangerous is the accelerated shell coding that lets them process time much more slowly, so they can take more time, and the enhanced neurological framework that means they can move much faster than even a normal cybershell. Add Altered Time Rate 1 [100], Claws (Long Talons; Armor Divisor, 3, +100%) [16], Extra Attack 2 [50], Frightens Animals [-10], Mute [-25], Striking ST +10 [50]. 314 points.
Varakhut (+65 Points): Varakhuts are designed for microgravity operations; when in a gravity well, they are reduced the undignified task of dragging themselves along the ground in order to move. However, the shell features a number of built-in weapons and tools, as well as a fluid form that, despite its blocky appearance, makes it rather difficult to target, although they are not as solid as they may look (and as a result, can slip through small cracks and crevasses). Unlike the Quarut, they are actually capable of talking. Add 360° Vision [25]. Accessory (Vector Thruster) [1], Enhanced Defenses (Dodge) [15], Flexible [5], G-Tolerance [10], Increased Consumption 2 [-20]; Invertebrate [-20]; Radar [20]; Ladar [20], and Silence 2 [10], 198 points.
Jenseits-series Synthuman [Anthropomorphic] |
197 points |
The Jenseits Series "synthetic human" is a model made by Klugrobotik Aktienegesellschaft, usually used for teletourism to hostile locations or different locations. The size of the model makes it unwieldy aboard most normal space ships, so they tend to be largely planet-bound. The design, while humanoid, is highly stylized, so it doesn't provoke the uncanny valley response. The basic model, the Jenseits Alpha, proved popular enough for a wide variety of tasks that it was spun off into a series of different models. They remain one of KRA's most popular lines.
Attribute Modifiers
Advantages Perks Disadvantages Quirks Features Cost |
ST+1 (Size, -10%) [9]; HT+2 [20].
HP+4 [8]; SM+1. Absolute Direction (Requires Signal, -20%) [4]; Chameleon 1 [5]; DR 3 [15]; High Manual Dexterity 4 [20]; Hyperspectral Vision [25]; Machine [25]; Microscopic Vision 3 [15]; Sealed [15]; Sensitive Touch [10]; Telecommunication (Cable Jack; XP, +80%) [9]; Telecommunication (Laser Communication; Video, +40%) [21]; Telecommunication (Radio; XP, +80%) [18]; Temperature Tolerance 6 [6]; Vacuum Support [5]. Accessories (Microframe Computer, Micromanipulation Tools); Physically attractive in a stylized, abstract way (+1 reactions from people with a taste for stylish design who haven’t seen the model much before). [3] Cybershell Body [-15]; Restricted Diet (Very Common, power cells) [-10]; Social Stigma (Cybershell) [-10]. Individuals of the same model closely resemble each other. Thin Frame [-1]. $22,070 + computer. LC 3. |
Jenseits Beta (-9 points): The Beta is a version of the Alpha that isn't as large; rather, it's roughly the normal size of a human adult and thus, are easier to produce and make. It still retains all of the features, cosmetic or otherwise, of the original Alpha. Delete ST +1 [-9] and SM+1 [0]. 188 points.
Jeneits Éclaireur (-14 Points): The éclaireur is a variant of the Jenseits Beta that is designed to compete with the many standard Synth variants and as such is a human sized model that is designed to be slightly cheaper than the standard model, and lacks the micromanipulation tool kit and the case is a little less durable, while retaining the stylish physique that Jenseits is known for. Delete ST +1 [-9], Accessories (Micromanipulation Tools) [-1], and reduce HP to HP +2 [-4]. 93 points.
Jenseits Esploratore (+111 Points): The esploratore is a variant of the Jenseits Alpha that is better equipped to explore more dangerous environments, designed specifically with corrosive atmospheres like those of Venus in mind. Add Pressure Support 2 [10]; Sealed (Acid-Resistant, +40%) [21]; Temperature Tolerance 80 [80]. 308 points.
Jeneits Éclaireur (-14 Points): The éclaireur is a variant of the Jenseits Beta that is designed to compete with the many standard Synth variants and as such is a human sized model that is designed to be slightly cheaper than the standard model, and lacks the micromanipulation tool kit and the case is a little less durable, while retaining the stylish physique that Jenseits is known for. Delete ST +1 [-9], Accessories (Micromanipulation Tools) [-1], and reduce HP to HP +2 [-4]. 93 points.
Jenseits Esploratore (+111 Points): The esploratore is a variant of the Jenseits Alpha that is better equipped to explore more dangerous environments, designed specifically with corrosive atmospheres like those of Venus in mind. Add Pressure Support 2 [10]; Sealed (Acid-Resistant, +40%) [21]; Temperature Tolerance 80 [80]. 308 points.