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  1. GM Continued from Hot and Bothered It was still snowing outside the WEST base, Alaska. Dr North had rustled up some cold weather clothing from the base, but he was pale, clammy. Whatever had been done to him during storage had sapped him of his energy. He was only standing due to duty. And fear. How many Hypersynth weapons had been sold? Who to? What danger did they pose. He only knew the answer to the last question: A lot. Synth was similarly kitted out in cold weather clothing - recuperating physically at great speed, but clearly dazed. "Where am I? Who am I? Why am I?" it looked like mentally it would be some time before she recovered from storage. Predator now had some significant challenges. First, what to do with Synth. Wanted for crimes she certainly did, but was hardly guilty of - not least being broke out of prison. Synth was hardly a threat, that was clear from AEGIS files. At least, not directly. The problem was that SHADOW desperately wanted their experiment back to make use of her DNA. What did Synth want? A normal life? A life of heroics? Both? Secondly, an unnamed number of Hypersynth weapons were released to the world, or in transit to various nefarious organisations. Fortunately, Predator had the science mastermind Terrifica on her side. Unfortunately, Predator was in the middle of a snow storm far from civilisation with Dr North dead on his feet, and Synth dead in her skull.
  2. Hypersynth Power Level: 11 (196 PP) [NB Usually PL 9 until just before death] Unspent Power Points: 0 Trade-Offs: +2 In Brief: Cloned Bioweapons [Free to use by anyone as a GM] Description: Varies The Hypersynth bioweapon, before activation, is kept in stasis – normally suspended floating a high tech tube full of customised pale blue liquid. In this state they are genderless, pale, almost transclucent, without clear features. When primed/awoken they will take the form of a particular individual, an almost perfect copy. History: the Hypersynth bio weapon is a modified, cloned, copy of Dr Jane Janis, a former member of WEST who was working on the Synth project in Alaska. She took over the project and developed the Hypersynth, cloned versions of Synth that she has sold to various Terrorist organisations (and the like). Dr Janis is a cynical, greedy and intelligent woman who has decided the world is doomed and all one can do is get as much money as possible to escape earth or ride out the storm. Thanks to the actions of Terrifica, Archer III and Predator, the authorities do at least have detailed (albeit not totally complete) files on the Hypersynth, are aware of its capabilities and biology. Personality & Motivation: The Hypersynth model has no particularly personality. They are imprinted with basic knowledge and personality traits by the activator. They have a tendency to anxiety, due to a particular feature: A tube of modified super-drug in their chest that slowly feeds out enhancing chemicals. The Hypersynth will typically believe it is the person they are copying – although they may do specific programmed behaviours. However when the super drug tube activates they will become totally fixed on their target – nothing else matters (because they will be dead in 30 seconds). The Hypersynth model is unstable. Once awoken, it will slowly decay, becoming more erratic in behaviour and overheating. Its life expectancy is rarely more than a couple of weeks. Powers & Tactics: Like Synth, the Hypersynth had exceptional strength, agility and speed as well as superhuman senses. They lack combat expertise and skill, but are effective fighters due to sheer speed and ferocity. They are set with a “trigger” – usually a target – that will release the tube of superdrugs into their blood stream, making them more powerful but also setting in motion a cascade of chemical reactions that will cause them to overheat and eventually explode. Even in death, they can be dangerous. The explosion will cover the nearby area with gore and specks of blood that contain a dangerous virus which may in itself succeed where the hypersynth failed. NB: Various superscientists may have made additional modifications to the hypersynth template. Abilities: 16 + 16 +16 +0 +0 + 0 = 48 Strength: 26 (+8) 30 if boosted (+10) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +20 (+8 Dex, +12 Improved Initiative) Attack: +10, +12 Boosted Defence: +10, +5 Flat Footed, +12, +6 Boosted Grapple: +18, +24 Boosted Knockback: -4 Saving Throws: 7 + 7 + 4 = 16 Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) Reflex: +12 (+8 Dex, +4) Will: +5 (+5) +12 when boosted. Skills: 12 PP = 48 Ranks Acrobatics 4 (+12) Bluff 4 (+4) Escape Artist 12 (+20) Notice 12 (+20) Search 4 (+4) Stealth 4 (+12) Two extra skills at 4 (+4) from craft, knowledge, profession and perform that are custom imprinted to help “Blend in” with the person they are mimicking. Feats: 8 PP Chokehold Endurance Evasion 2 Favoured Opponent (Person they have copied) Improved Initiative 3 NB: May have Equipment X as supplied by whatever organisation / person has activated the Hypersynth model. Powers 5 + 41 + 4 + 1 + 3 + 2 + 5 + 2 + 7 + 2 = 72 Boost 4 (all Physical abilities, Extras: Total Fade [4 rounds, then explodes], Feats: Triggered (one condition), Flaws: Lethal – dies at end of boost [-2], Personal) [5 PP] “Chemical tube in chest” Strength +4 (to 30), Attack +2 (to +12), Defence +2 (to +12), Superstrength 2 (to effective strength of 40), Leaping 6, Speed 6, Swimming 6 Drain 10 (Single trait, CON, Extras: Cloud Area, Disease, Feats: Triggered [death]) [41 PP] Enhanced Trait 8 (+7 Will, Fearless Trait, Flaws: Only when boosted) [4 PP] Immunity 5 (Poison, Disease, Aging, Critical Hits [+3 DC as opposed to +5, Flaws: Limited half effect) [3 PP] Immunity 1 (Hypersynth or Synth powers) [1 PP] Leaping 2 (x5 distance) [2 PP] Morph 4 (+20, One appearance, Flaws: Permanent [+0]) [4 PP] [NB: Will normally have "taken 20" on disguise roll unless programmed in a hurry] Speed 2 (25 mph) [2 PP] Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Abilities 48 + Saves 16 + Combat 40 + Skills 12 + Feats 8 + Powers 72 = 196
  3. Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective and introspective. She harbours an unsettling (albeit unwarranted) guilt about her origin, and her overcompensation can make her slightly paranoid ("they aren't getting my DNA!"). She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [25 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  4. Tuesday, November 28th , 2017 Blackstone Federal Penitentiary Cell Block B, Cell 254 4:26 AM Live in Blackstone wasn’t all bad. Sure, there was little freedom and everywhere you went, somebody was likely watching you. Nobody really liked each other, and everything was scheduled down to a point. But at the very least sleeping tight wasn’t an issue. Getting woken up in the middle of the night was incredibly rare, the prison tried to avoid it whenever possible due to some bad experiences. So when suddenly, somebody knocked at Prisoner SH-202, better known as Synth, ‘s cell, it was enough to get her attention, even at this point of the night. What came after did even more for that. The clicking of the lock, indicating the door had been unlocked, and the whisper, easily audible with Synth’s ears. It was in Swedish. [“Come with us.”]
  5. GM Monday, January 30th, 2017 The Boardwalk, South Freedom, Freedom City 11:05 AM Leeroy Street was one of the less nice places in The Boardwalk. It was still nicer than many places further down south, but to people that knew the place, it stood out. Refuse Collectors generally had a pretty good idea of what happened in various places, how businesses were doing, where parties happened, and so on. Sometimes, it was still surprising just what the latest trash could tell about a place. Today, Winter Snow, alias Synth, was once more assigned to the area including this street. At least it never got boring. So, after a while, the truck had arrived at the small street, lined with the less fancy establishments that somehow existed everywhere. A run down bar, an old movie store, and a few others, in similar condition. This was the third week in a row that she’d been assigned to this area after the weekend. Perhaps it was starting to be a routine of some sort? Either way, everything went as usual, until she got to Scrapper’s, a bar of some sorts. They always had a fair bit of trash, and for the last two weeks, something had stood out. The first week, there was a slight hint of blood in the trash’s smell. Nothing too strange, bars had accidents (and fights) too, so she had just noted it down as something that happened occasionally. Last week, the smell also was there, slightly stronger even. But this week? This week was different. It was still there. But it wasn’t a hint. It was more. The smell of blood was, at least to her, noticeable. Something was in these bags.
  6. OOC for this , where Synth investigates some shady stuff! (Great description, I know )
  7. Synth Power Level: 11/15 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +1 attack/-1 DC; +1 defense/-1 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 7 (18/8/2010) Apparent Age:25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Green) Hair: Chestnut (Jet Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. Whilst asleep, she reverts to this default form. When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with rather messy choppy hair. She is beautiful in a sense, but scruffy with drab, cheap clothes. As a “superhero” (and there is time to change), she wears a dark all in one spandex number. She changes her appearance slightly, her eyes becoming blue, her hair and skin lighter. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in day to day empathy. As synth also carries the imprinted memories of several scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration and is also painful depending on how extreme and speedy the change is. For this reason Synth will usually (time permitting) change slowly. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth does not age and is immune to poison and disease. Synth can control her own biological functions voluntarily (such as heart rate or various hormones like adrenaline) and is able to change muscle function; normally (as it is most comfortable), Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synth’s cells can “infect” others, causing them to break out in contagious boils or blotches, a tactic used against biological targets. Synth’s cells can also regenerate, and can cannibalize others flesh. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has no formal martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue rather than “skill” in combat. Complications: Inhuman: Regular medicine, unless done by biogenetic experts, will be ineffective on Synth, or possibly harmful. In addition, whilst Synth normally has immunity to poison and disease, certain engineered toxins and diseases will still affect her (or possibly she might be especially vulnerable to them). Ugly: Whilst Synth can normally choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). When she sleeps, for instance, she will revert to this state. Of course, this is not a complication unless actually being horribly ugly causes some additional problems over and above losing morphed status). Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (a few minutes) it is an unpalatable ache. A speedy transformation can be anything from a griping pain (if the changes are relatively minor) to a crippling agony (for major changes of size, build, or gender). This could leave Synth flat footed, stunned, or even unconscious, and at the very least are distracting. Reverting to "natural" state is, however, painless. Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Job Stinks: The job smells. If called away mid work, she will certainly have a detectible (and unpleasant) odour. Even out of hours and after a shower, sensitive noses (such as the scent supersense) may well pick up her day job. She would have to some time with industrial strength detergents to completely wipe the smell away. Aside from this making her recognisable, it may also make social interactions more difficult. In addition, refuse collection is not well paid; Winter snow is struggling financially (run down rented room, no car, etc). Abilities: 16 + 32 + 20 + 6 + 8 + 4 = 86 Strength: 26 (+8) [30 (+10) with Rage] Dexterity: 42 (+16) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 24 + 24 = 48 Initiative: +20 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +28 (Additional +3 with Hypertrophied muscles) Knockback: -5 Saving Throws: 2 + 2 + 2 = 6 Toughness: +10 (+10 Con) Fortitude: +14 (+10 Con, +4) [+16 with Rage] Reflex: +16 (+16 Dex) Will: +6 (+4 Wis, +2) [+8 with Rage] Skills: 100 Ranks = 25 PP Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 17 PP Acrobatic Bluff Blind Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Initiative 1 Jack of All Trades Move By Action Skill Mastery (Disguise, Drive, Escape Artist, Medicine) Takedown Attack 1 Stunning Attack Ultimate Effort [Fort Saves] Uncanny Dodge (Auditory) As Enhanced Traits: Attractive 2 (Potentially) Endurance 5 (with hyper efficient muscles active) Rage 1 (10 Round Duration) Powers: 6 + 3 + 7 + 2 + 8 + 6 + 1 + 2 + 7 + 2 + 25 = 69 Enhanced Trait 6 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8) [6 PP] “Imprinted Biomedical Science Memories” Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism” Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Leaping 2 (x5 distance, total: running 90’, standing 45’, high jump 22’) [2PP] “Synthetic organism” Morph 4 (Humans, +20 to disguise rolls, Extras: Duration [continuous], Feats: Attractive 2, Drawbacks: Full round to change [-3], Not clothes or inorganic material [-2], Power Loss: Sleep [-1]) [8 PP] “Synthetic organism” Muscle Array (5 PP Array, Feats: Alternate Power 2, Drawbacks: Move action to change array) [6 PP] BP: Enhanced Trait 5 (Endurance 5) [5/5 PP] “Hyperefficient muscles” AP: Super Strength 3 (+15 to Strength, Drawbacks: Noticeable) [5/5 PP] “Hypertrophied muscles” AP: Enhanced Trait 4 (Escape Artist +15) linked with Quickness 3 (Additional x10 for x50 total, Flaws: One task [Escape Artistry]) [5/5 PP] “Hyperflexible muscles” Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism” Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism” Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism” Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores” Drawbacks Vulnerability (Acid, uncommon, Minor, +1 DC) [-1 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/25* Tough Damage (Staged) Infect Touch DC 25 Fort Nauseate Cannibalize Touch Dc 25 Fort Damage (Staged) *With Rage Active Totals: Abilities 86 + Skills 25 + Feats 17 + Powers 69 + Combat 48 + Saves 6 – Drawbacks 1 = 250/250PP
  8. Thursday, Jan 5th, 2012 The crowd outside Fun Time Toy's main lobby had begun growing as the unveiling of their newest product line came closer. The company had managed to keep what exactly it was under wraps, using everything from harsh Non-Disclosure Agreements with their employees and contractors to false leaks declaring everything from a line of Freedom League action figures to working hoverboards. When the announcement had been opened to the public and not just to the press, demand and interest had spiked. The entry fee for the public had also included a gift basket with a random selection of the company's catalog. The speakers setup outside the entrance crackled to life. "Welcome ladies and gentlemen! Please step back from the doors and have your ticket ready. Our friendly staff will guide you to the exhibition hall where the new line as well as complementary donuts and drinks are being served," a male voice sounded over the chilled crowd.
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