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Posted (edited)

HypersynthHypersynth.jpg

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

small.Hypersynth.jpg.b6189cab0d923b4c89d0be0f51a73759.jpg

Edited by Supercape
Posted (edited)

Are you saying a PC whose special power is exploding and dying is a bit whacky? 😁

Also, noted an error should be Boost 4, not 6 (Have corrected)

Edited by Supercape
Posted

Just a couple very minor math things:

 

I tally the max Grapple bonus at +10 STR + 12 Boosted Attack + 2 Super-Strength = +24, rather than +26, but I could have easily missed a bonus somewhere.

 

I count 7pp of feats.

 

The Boost currently notes that it raises Attack to +10, but the Combat section says it's raised to +12.

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