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I have a reward incoming (after July rewards and edits). 

I am contemplating reactivating Synth; a concept I liked, but I let become too powerful. 

So, toning back the powers. 

Thoughts welcome on everything, but most particularly;


Where to put Synth?

Plot hooks?


Secret ID?


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Character Name Synth
Power Level: 10 (215/215)
Unspent Power Points: 0


Trade-Offs: None

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: (Winter Snow)
Age:  5 (18/8/2010)
Apparent Age:25 (Varies)
Gender: Female (Varies)
Ethnicity: Caucasian (Varies)
Height: 5’10” (Varies)
Weight: 75Kgs (Varies)
Eyes: Blue - Green(Varies)
Hair: Long Brunette (Varies)


Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID is female, so “she” tends to use this pronoun.


In her 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.


When asleep, Synth reverts to this form. It is also the usual form when a “Superhero”, as it is (whilst unsettling), unique!


When Synth activates “hypertrophied” muscles, Synth becomes incredibly muscular, similar to a world class body builder with “chemical help”.


Winter Snow, her main Secret ID, looks like a slightly androgynous, tall woman with long brown hair. She is beautiful in a sense, but also plain (no makeup, neutral clothes).



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 a (democratic) socialist / idealist who wants a world utopia. This means fighting for the underdog and against corruption, as well as crime!


As a person, Synth is caring, compassionate, but can harbour simmering anger at the injustice of the world. Synth is extremely “humane”.


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’s major power is the ability to change her body to any humanoid. The change takes several seconds of concentration and is also painful depending on how extreme the change and how fast. 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 his/her own biological functions voluntarily (such as heart rate or various hormones like adrenaline). Synth 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, or even “shut down” genetic powers. However, Synth only has a limited store of such reserve cells, and they will wane in power with use (although replenished by protein…)


In hand to hand combat, Synth has little martial training but is very agile, strong, and fast. In addition, Synth has advanced anatomical knowledge, and is able to use in a fight (attacking pressure points and the like). 


Due to imprinted memories, also competent in many biological / psychological fields of science (including medical care). 




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). With the right scientific knowledge and procedures, false memories could be implanted.


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). When Synth revers to "natural" state, Synth will shed some skin and hair (which means she has to spend ten minutes every morning sweeping up and hoovering the bed). 


Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (over several 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, hue, 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.


Job Stinks: Whilst Synth can technically change her natural odour, the fact is her job smells. If called away mid work, she will certainly have a detectible odour. Even out of hours, 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 woods is struggling financially (run down rented room, no car, etc). 


...Not a fighter: Synth is a pacifist with little training in fighting (her attack and defence scores represent extremely fast reflexes and physical strength rather than true skill). She will often be reluctant to fight physically, and will be careful to cause minimal injury. Also, highly skilled and cunning martial artists may be able to pull a trick on her (said trick causing her to automatically miss, or them to automatically hit). 

Abilities: 16 + 25 + 20 + 4 + 8 + 4 = 77
Strength: 26 (+8) [30 (+10) with Rage]
Dexterity: 35 (+12)
Constitution: 30 (+10)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 14 (+2)

Combat: 20 + 20 = 40
Initiative: +12
Attack: +10
Defense: +10, +5 Flat Footed

Grapple: +18 (Additional +2 with Hypertrophied muscles, Additional +2 with Rage)
Knockback: -5

Saving Throws: 2 + 0 + 2 = 4
Toughness: +10 (+10 Con)
Fortitude: +12 (+10 Con, +2) [+14 with Rage]
Reflex: +12 (+12 Dex)
Will: +6 (+4 Wis, +2) [+8 with Rage]

Skills: 52 Ranks = 12 PP

Acrobatics 4 (+16) Skill Mastery

Craft (Mechanical) 4 (+6)

Diplomacy 4 (+6)

Disguise 0 (+2) [+20/+22 with Morph] Skill Mastery

Escape Artist 0 (+12) Skill Mastery [With Hypermobile muscles; +12 (+24)]

Drive 4 (+16)

Knowledge (Streetwise) 4 (+6)

Language 4 (English, French, German, Russian, Swedish)

Notice 12 (+16)

Search 4 (+6)

Sense Motive 4 (+8)

Stealth 4 (+16)


As enhanced traits

Knowledge (Behavioural Sciences) 8 (+10)

Knowledge (Life Sciences) 8 (+10)

Medicine 8 (+12) Skill Mastery

Feats: 10 PP

Acrobatic Bluff

Blind Fight

Evasion 2

Favoured Environment 2 (Arctic / Tundra, Sewers)

Jack of All Trades

Skill Mastery (Acrobatics, Disguise, Escape Artist, Medicine)

Takedown Attack 1

Uncanny Dodge (Auditory)


As Enhanced Traits:

Attractive 2 (Potentially)


Endurance 3 (With hyperefficient muscles)

Improved Critical 2 (Unarmed Attack)

Rage 1 (10 Round Duration)

Stunning Attack

Custom: Psychological Manipulation*


*If psychological profile is available (e.g. extensive interviews with engaged individual, or several dozen hours of intense observation plus developmental / biographical information), knowledge [Behavioural Sciences] can be used for interaction skills (Bluff, Diplomacy, Intimidate). NB will not work with attractive. 

Powers: 11 + 3 + 5 + 2 + 10 + 5 + 1 + 2 + 25 + 6 + 2 = 72


Enhanced Trait 10 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8, Chokehold, Custom Feat: Psychological Manipulation, Improved Critical 2 [Unarmed Combat], Stunning Attack) [10 PP] “Imprinted Biomedical Science Memories” [11PP]


Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism”


Synth can control his/her own automatic biological functions. Example of use might be to fool lie detectors. This ability might also give a situational bonus for some fortitude based attacks or environmental challenges although probably at a cost; for instance, lowering basal metabolic rate might help with starvation or hot environments, at the cost of physical abilities such as strength and speed. The rage feat represents the ability to flood massive amounts of adrenaline into the blood stream.


Immunity 5 (Aging, Cold, Disease, Poison, Own infection power) [5 PP] “Synthetic organism”


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, Covers Scent, Drawbacks: Full round to change [-3], Not clothes [-1], Power Loss: Sleep [-1]) [10 PP] “Synthetic organism”


Muscle Array (3 PP Array, Feats: Alternate Power 2) [5 PP]

                BP: Enhannced Trait 3 (Endurance 3) [3/3 PP] “Hyperefficient” [3/3 PP]

                AP: Super Strength 2 (+10 Effective Strength, Flaws: Noticeable) “Hypertrophy” [3/3PP]

                AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible” [3/3 PP]


Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism”


Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism”


Synthetic Cell Array (22 PP Array, Feats: Alternative Power 3) [25 PP]

BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Fades*) [21/22PP] “Infect”

AP: Healing 10 (Extras: Action [Standard], Total, Feats: Regrowth, Stabilise, Flaws: Fades*) [22/22] “Regenerate”

AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Sedation, Flaws: Fades*) [22/22PP] “Cannibalize”

AP: Nullify 10 (All genetic powers, Extras: Alt Save [Fort], Disease [+2], Feats: Insidious, Subtle, Flaws: Fades*, Range [touch]) [22/22] “Genetic Deactivation”

*”Cell Points” are recovered by eating and metabolising protein (about 1 PP/hour of eating, more for high quality protein sources, much less or none for low quality)


Super Senses 6 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Tracking [Olfactory]) [6 PP] “Synthetic organism”


Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism”

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)

DNA deactivate   Touch                   Dc 25 Fort (Disease) Nullify (Genetic Powers)


 *With Rage Active


Totals: Abilities (77) + Combat (40) + Saving Throws (4) + Skills (12) + Feats (10) + Powers (72) = 215/215 Power Points

Edited by Supercape
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So Custom: Psychological manipulation seems a bit off to me.  Online Research is a single feat that lets you use Computers for Gather information, this is similar but allows for 3 skills to be replaced by one (possibly four as sense motive is technically an interaction skill as well)  Might be better to buy enhanced versions of those skills with  profiling as a descriptor or as a limited (Maybe limited 2 given how in depth it looks like you're wanting the info) flaw on the skills.


Synthetic Cell array.  Fades is not really a valid flaw on any of those powers?  Fades causes the effect of the power to lessen over time after the initial use on a target.  I think you're going for a limited use power that needs recharge which would be the unreliable flaw (limited uses) with the cell point recovery being how you "reload".  Or perhaps some kind of Boost(Synthetic Cellular Array) though a boost would start to fade right after reload not on use so the Unreliable probably does what you want more.  Unreliable however limits it to 5 uses before recharge.  Alternately you could just go with a complication related to needing to recharge and take the HP when the GM declares you out of Synth cells


Extended x10 on super senses is 100,000,000,000 Foot range increments on your senses, that's ~19 Million Miles (~30 million Km) in which you can detect things with the same acuity as a normal human can within 10 feet (~3m). Edit:  Did some checking cus I am a nerd.  That's basically the distance from the sun to the kuiper belt


the drawback seems overly specific for even uncommon.  Maybe weakness to memory manipulation not just addition?  That seems more in keeping with uncommon level effects.

Edited by angrydurf
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Thanks Durf;


Ill throw in my reasoning:


Psychological Manipulation: 

I appreciate this is substituting one skill for three. However, I think it would be pretty hard to get it working. Psychological profiling is not simply "Study for one minute". Its hours of indepth work on somebody who would have to actually engage with the process (or several dozen hours of extremely high intensity observation, interviews with informants, neuropsychological evaluation). Actually getting this available would be extremely difficult, and certainly, its not a skill swap that could be used like online reasearch. Out of 10 interaction skill rolls, I doubt it could be used in one of those. 


Im not dead set on it, but I add it in because it has some flavour and plot hook elements to it. Aside from which, it gives Knowledge [Behavioural Sciences] some traction. If it wont fly with the refteam, its no biggie. But I add the above to explain just how hard it would be to actually use. 


In any case, helpful, because I will specifically annotate this for approval (or not!)


Synthetic Cell Array:

I disagree. Fades is a valid flaw in my opinion. 

To quote directly from core book: "Each time you use the power with this flaw, it loses 1 power point (not rank) and a commensurate amount of effectiveness. For powers with a duration longer than Instant, each round is considered “one use.” Emphasis mine. This means that instant duration powers are explicitly allowed to have the fades flaw. It essentially says that the power loses 1 PP every time it is used. So, Rank 10 effect first time, then Rank 9 (for two uses), then Rank 8, etc etc. 


Some ATT threads on the matter (unfortunately, nothing on official rules one way or the other)...http://www.atomicthinktank.com/viewtopic.phpf=16&t=44833&p=1025109&hilit=fades#p1025109


There are probably others, but that was as far as I could be bothered to dive! :)




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