Homebrew Synth Species Details
Personality: If involved with the Institute they tend to be workers and all about business and not so much anything other than the orders given by the Instute. Some infiltrate human societies and act just like humans. If not involved with the Institute or are in hiding then just like humans see below.
Humans tend to be happy, hopeful, and content when in a safe, familiar place such as their homes. They are generally nice to others, though always put themselves and their families and friends before others. When threatened, they tend to overreact and become violent. But most Humans after the war devolved and reverted to slavery, murder, and theft among other vile acts or immorality and insanity.
Physical Description: Just like humans see below
Post-nuclear humans, as a direct result of the radiation and exposition to the F.E.V. of the West Tek Research Facility (that has mutated after the Great War due to radiation), and some other biochemical agents released into the environment during and after the Great War, exhibit more diversity, primarily in genetic structure. The aforementioned factors have resulted in an increased rate of mutations in humans, although very few of these result in phenotypical changes. Most of these changes are non-lethal, non-damaging variations in the human DNA that simply increase the genepool variety. Also, humans with minor mutations, like additional toes, skin lesions due to TDC infection, permanent red eyes, permanent varicose veins or complete lack of hair, are still considered to be normal humans.
Relations: Can have different veiws depending on if the Synth is aware of itself and the Institute and if they follow them. For instance some Synths are a workers of the institute and "share the veiws of humans" until needed otherwise by the Institute. They work to infiltrate human society for the Institute's purpose.
Humans of the Wastelands are not a trusting lot when it comes to outsiders and others sentient beings of the waste. Humans view other Humans depending on their community; Vault Dwellers, for example, are xenophobic of Wasteland humans, believing they have contagious diseases and are overly violent. Most Humans can coexist with others human once trust is established.
Other sentient beings of the waste are view with blatant racism by Humans. They generally view Ghouls with disdain and most will shoot a Ghoul on sight, since they look like walking corpses. A few communities have taken pity on these irradiated souls, however, and allow them to live on the outskirts of society. They are tolerated for their knowledge of pre-war history and technology and ability to repair items.
Super Mutants, though, are viewed as a dangerous threat to humanity by most, as they seek to "evolve" the Human race into monstrosities. The Super Mutants must be destroyed to preserve Human existence. In a few cases Wasteland towns and caravans have adopted a few defector Super Mutants as military measures against raiders and other Super Mutants.
Lands: If involved with the Institute then they live in the Institute (unknown to anyone but Synths). If in hiding or a runaway then just like humans see below.
Humans can be found anywhere, from living as merchants in a town, to coexisting in Human/Ghoul towns, to living in old Vaults or city ruins. Some even live in unopened vaults and/or Enclave bases. The most common human lifestyle is to live in a small wasteland community. They squat in the ruins of civilization, living in houses and still-serviceable buildings, and may have luxuries such as flush toilets and electricity.
Religion: If involved with the Institute then they praise and worship the Institute as the answer to everything and all. If otherwise in hiding or a runaway Synth just like humans see below.
Religion continues to serve a fundamental part of post-apocalyptic society, with old-world religions such as Christianity, Mormonism, and the worship of Dharma still existing, alongside new cults and churches like the Children of the Cathedral and Children of the Atom, revolving around the events of Great War of 2077. In addition to religion, quasi-religious organizations also sprouted up, including the Brotherhood of Steel, the Followers of the Apocalypse, and various other faiths revolving everything from ancient Rome and nature to specific animals and even fragments of old-world knowledge.
Language: Common and one other language
Names: If Involved with Institute and not in hiding then names would include, AJ792 SU445 and so on. If in hiding a runaway or otherwise they are any name that is given to them or chosen by them.
Synth Traits
It’s hard to make generalizations about Synths, but your Synth character has these traits.Vital Statistics
As ageless, artificial beings, Synths can start at any age, including zero and do not age. Everything else just like humans.
Recharge
Instead of sleeping the user enters an off period of 4-8 hours. During this time, the user cannot be woken up by non-magical means until they are charged up. If they do not recharge they will take a level of exhaustion. They may also charged if hit by a Lightning attack.
Modular expansion
You are able to detach and reattach limbs at will, but doing so costs one action.
Ability Score Increase
Your ability scores each increase by 1.
Age
Synths are "born" in their age and can live well beyond a human lifespan.
Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Synths typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Synths are also quick learners making them able to learn any language with intense study over the course of a few days.
Metal Plating
You have a Natural AC of 12+ Dex Modifier. If some metal plating is revealed and the opponent attacks it with an acid based damage, the user takes twice the damage for that area. Along with that when attacked by lightning grasp, the opponent has an advantage on the attack.
Mechanical Body
Though you have the body of a construct you are required to eat food to keep up your energy, breathing though is not required. You are also immune to poison and disease.
Energize
The user is resistant to lightning damage and takes half the damage as temp hp.
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