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Synth (PL 10)


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SynthSynth8.jpg

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

 

 

Edited by Supercape
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