Synth, Variant (5e Race)
Synth
“At that time, the year 2227, the Institute had made great strides in synth production. But it was never enough. Scientific curiosity, and the goal of perfection, drove them ever onward. What they wanted was... the perfect machine. So they followed the best example thus far - the human being. Walking, talking, fully articulate... Capable of anything.”- Shaun, Director of the Institute
Physical Description
Synths, also known as Synthetic Humans, were designed by the Institute to emulate humans. While the earlier “Gen 1” models were whirring, metallic androids, the newest “Gen 3” models are completely indistinguishable to humans, right down to their flesh and blood, save for a chip in their skull that dictates enables the Institute to initiate a number of protocols, such as temporarily cutting all access to their own body or causing them to go berserk. The second generation synths were simply upgrades to the first generation including a pseudo-skin outer layer.
History
While the Institute initially used synths as simple machines used for solving simple problems, the pursuit of greatness caused their researchers to constantly attempt to improve them. They wanted a perfect machine that was capable of everything. Ultimately, this led them back to where they started, the human person. While there was a detour into FEV research, this ultimately ended in the creation of a super mutant outbreak in the Commonwealth with little scientific advancement in the way of synth creation. After obtaining the biological information of a prewar human, completely untouched by radiation, who was kept alive in cryogenic containment, they had the perfect template to begin printing humans.
Society
Synths act just like humans. They eat, drink, talk and even go to the bathroom. While synths are generally mistrusted to the point of lynching by almost all human societies, most synths don't even know they are synths. Most members of the Institute are synths and, as such, they are treated as citizens. However, should a synth escape the Institute’s grasp, they will be hunted down without remorse.
Synth Names
Most synths use official designations given by the Institute. Those who escape their masters often use typical human names. Synths with designations beginning in X are part of the Retention Bureau, and are used to track and retrieve or eliminate rogue synths.
Institute Names: S3-47, A3-21, R3-11, X6-88
Synth Traits
Artificial humans built to be the perfect machine.
Ability Score Increase. Your Intelligence and Charisma increase by +2, but your Wisdom decreases by -4.
Age. While synth are designed to be identical to humans, their hand-tooled genetics lead them to living roughly 20-50 years longer than an average human
Alignment. Synths typically lean toward neutral alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Inhuman. Synths heal much slower than most humans. When you add your Constitution modifier when you regain hit points, you instead only add half your Constitution modifier.
Synth Knowledge. You gain proficiency in one Intelligence or Wisdom skill.
Robtic Parts. You have advantage against the effects of radiation.
Convincing Replica. You have advantage on Deception rolls due to synthetic bodies unless dealing with Institue agents, but disadvantage on Survival checks due to your lack of knowledge of the wastes.
Synth Code. Each synth has a code that, when spoken to them, will shut it down (Essentially causing them to become paralyzed). Each code is unique (ask GM).
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
′ ″ | + | lb. | × () lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races
Back to Main Page → 5e Homebrew → Campaign Settings → Fallout