BACKGROUND
In recent years increasing numbers of synthetics humans have been deployed
with Colonial Marine line units. Though the Geneva Convention prohibits
the equipping of androids with weapons or uninhibited combat abilities,
the Colonial marine corps regards them as an invaluable resource, supporting
front line units as multi-role team-members and mobile database.
Marine androids are always employed in a non-combat role, usually as drivers,
pilots, medics and scientific advisors to combat units at platoon level
and above. Though they are an artificial intelligence in the broad
sense, legally androids are classified as a Corps' property. It can
be ordered to perform hazardous tasks in place of humans. However,
their utility and not-inconsiderable unit cost is an incentive to any Marine
field commander who wishes to treat a synthetic as expendable.
The modern synthetic is a highly complex machine: stronger, faster and
better coordinated than an average human. The basic chassis is a
carbon fiber skeleton with latchment point for the artificial musculature.
The muscles are vat grown silicon colloids powered either by pumped micro-hydraulics
or electrical stimulation. Power for the android is supplies by a
25kw fuel cell with a life of approximately 400 days between refueling.
At TL5, this was replaced with a more powerful Micro-Nuclear reactor with
a 20 year lifespan. As in a human, the skeletal structure is inherently
unstable and is effectively suspended by the musculature. No limb-locking,
join motorization or gyrostabalization is present as in other anthropomorphic
frames such as powerloaders. Instead, the muscles must work actively
to keep the chassis standing upright while active feedback systems control
its stability. Though muscles can withstand considerable wear and
tear, the lack of a self-repair facility means that they eventually lose
their strength and become increasingly elastic over time. It is recommended
that the muscle system be overhauled on a regular basis and individual
elements replaced every two years. At TL5, when Synths are equipped
with nano-repair facilities, these overhauls were no longer necessary.
Muscle layout and operation, as with certain other internal function, are
homologous with those of the human body. Military synthetics are
designed to be virtually indistinguishable in appearance from a human.
Although a synthetic’s cosmetic appearance would seem to be a superfluous
feature, especially in a military model, practical experience has shown
that it is a necessary component to maintaining combat unit efficiency
and integrity. Most human soldiers are psychologically unable to
interrelate with an inhuman-looking android; as a result, the physical
appearance and simulated behavior patterns of synthetic units are designed
to particular specifications. Most synthetics in Colonial Marine
service appear as mature, average males or females around 20 to 40 years
of age. Their personalities, idiosyncrasies aside, can best be described
as passive or non-threatening. Some studies published in recent years
have suggested that androids have an important role to play within small
infantry units, both as an impassive neutral party, and as a maternal/paternal
influence in nurturing and sustaining the group dynamic at optimum efficiency.
The synthetic’s mind is an integrated Carbon 60 processor with a processing
speed of 1015 floating point operations per second. Memory capacity
includes 1 terabyte of fast cash buffer RAM and 1.2 Terabyte of non-volatile
memory. The system is architectured around a very powerful heuristic
logic driver, making decisions based upon imported sensory data, information
drawn from experience and he android’s vast inbuilt databases. Intuitive
functions are derived from a suite of nested contextual and semantic programs
linked by self-mapping loops of tangled hierarchies. However, an
android’s ability to understand and process abstract concepts and symbologies,
though powerful, is limited. A synthetic mind and personality is
essentially a construct, and there is no true self-awareness as such, though
this may not be all apparent to an untrained observer interesting with
a unit. Androids display synthesized emotion, superficially register
self-awareness and, most importantly of all, have the ability to reason
conceptualize and offer opinion. However, these capabilities do not
infer human-like consciousness, even though for all other intents and purposes
synthetics are artificial intelligence. At TL5, with the release
of the Advanced Capability Synth, these lines were blurred even more.
Refer to the Alien: Resurrection Plug-In for information on their evolution
past this.
Synthetics have proven themselves invaluable in Colonial Marine service
across known space. Their chief advantage to unit commanders is their ability
to impart knowledge and experience outside of the training of most combat
specialists. In combat arenas and environments where an ever-greater
degree of specialized (usually scientific) information needs to be made
available to a unit commander, a synthetic is the ideal vehicle for storing
and relaying that information. In addition, they have the capacity
to perform many non-combat tasks, freeing manpower that would otherwise
be unavailable for actual combat.
Despite their advantage in speed and strength over human and their imperviousness
pain, synthetics are not especially tough. Indeed by comparison they
are somewhat fragile. Though the graphite composite skeletal structure
of an android is study, the electronics and fluid musculature are extremely
vulnerable to hydrostatic shock and explosive effects from small arms fire.
A direct fire to the central processor or fuel cell will result in immediate
deactivation of a unit, though in most cases a partially destroyed android
can continue to function, albeit handicapped. In hostile environments,
synthetics require a similar breathable atmosphere, corrosive atmospheres
will melt them, extreme pressure will squash them flat and hard vacuum
will explode them. Even prolonged exposure to low atmospheric pressure
can cause baratrauma and embolism in the unit due to the high proportion
of fluid colloids used in the manufacture of its musculature and skin.
SYNTHETICS RULES
Watch carefully as the synthetics continue in their development, their
personalities increase in variety. The models become more orientated
to specific duties. They also start to become independent.
By TL3, they gain very pronounced personalities. Their specific dispositions
depend on each model. Their statistics are an average for that type.
One aspect is that identical models don’t necessarily need to look alike
nor do they have the same skills or abilities.
Synthetics all follow the same rules.
1: Unless picking a combat synth from TL4, Synths cannot by action,
harm, or by not acting, allow to be harmed, a human being. They have
mild emotional responses but no major emotional personality quirks.
2: Synths have no Stun and are unaffected by all weapons that
cause stun.
3: Synths have no luck.
4: Synths have no humanity and are unaffected by what they
see.
5: Synths have no psychic defense and are immune of psychic
attacks unless it is telekinesis.
6: Synth’s Endurance is triple that of humans.
7: Synths pre-TL5 have no recovery. They cannot heal themselves
until TL5. They must repair themselves directly.
8: Synths have no WILLpower and succeed at all will checks.
9: If the hits are reduced to zero, the Synth still works but
at half abilities. Every five points after that reduces every characteristic
by one. When INT is reduced the zero, the brain has been destroyed.
Reducing the BODY to zero destroys the body but the brain can still be
salvaged. Either way, at this point, the unit is out of commission.
10: Any major body part that takes ½ the total damage
of the synth is lost (arms and legs only). If reduced to more than
twice its Hits, the units is utterly destroyed
11: Killing Defense is generic for the Synth. Energy Killing
Defense is the same number.
Synthetic
are broken up into two categories.
GENERAL PURPOSE:
Mass produced synths are constructed in the thousands for use in every
field of use. They change with each model released but have many
similarities. Their Characteristics are given in ranges
and only skills are listed with additional points the GM can spend to configure
the robot. Only general purpose Synths can be characters.
Synthetics
below are labeled as general or special and there are special rules for
each. For General, a basic model is offered with possible paths available.
General Synths can be short, tall, fat, thin, but the common models are
listed below. If designed for character use, the following rules
must apply as well as the ones above:
1: The Player picks a template that MUST be a General Purpose,
no Special Synths. The Player MUST follow the guidelines given to
that synth.
2: Configure his or her characteristics as long as the total
is the same given to the other characters. The models here are listed
using 45 points for average (but it increases if the GM has awarded more
points to PCs). Synths only have seven Characteristics. See
above.
3: NO complications
4: Talents not already given only cost one point instead of three.
5: No perks or privileges.
6: Hits are the same. Because they have no stun,
ignore this number. You cannot add half your stun to your Hits.
7: Lifepath. A Synthetic can be anywhere from 1-6 years
of age. Past that is a rarity. Their immediate family are synthetics
of the same model type.
8: No ceiling limits to skills.
9: No Constitution.
10: Standard Synths take the average Characteristic below.
11: Standard Synths take the skills listed in “( )”. Players
take the bonuses then add their given OP to them (usually 30 but it increases
if the GM has awarded more points to PCs)
12: Unless a combat Synth, no military skills can be chosen if
it involves causing harm (Firearms, Heavy Weapons, etc.). All other
skills are open.
13: Although Synths cannot harm human beings, they are fully
able to choose evade skills.
14: Synths can develop as naturally as humans can as long as
it stays within the parameters of their model.
CORPORATE—BASE MODEL—SYNTHETIC
TECH LEVEL: TL1
COST: $55 000
EXAMPLE MODEL NAMES: “Ash”, “Andy”, “Lizzy”, “Doyle”, “Sylvie”
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 7-9
PRE: 1-3
TECH: 7-9
REF: 5-7
DEX: 5-7
STR: 6 – 8
MOVE: 2-4 BODY: 5-7
HITS (Average): 30
KILLING DEFENSE: 5
RECOVERY (TL5): 15
BASE SKILLS:
Business: +1 (+3)
Computer Programming: +1 (+3)
Education : +4 (+6)
Hacking: +2 (+4)
Science: +3 (+5)
Research: +2 (+4)
Paramedic: +4 (+6)
First Aid: +3 (+5)
Engineer--Synthetic: +1 (+3)
Xenobiology: +3 (+5) Electronics: +1
(+3)
Expert—Corporation: +5 (+7)
Bugging: 0 (+2)
Concealment: 0 (+2)
Perception: 0 (+2)
ABILITIES:
Ambidexterity
Common Sense
Eidetic Memory
Lightening Calculator
Time Sense
Speed Reader
BACKGROUND:
These Synths are constructed by almost ever corporation so their exact
stats vary like snowflakes. Corporations build all synths but
these designs are used by the group’s own staff. These were
the first designs ever made in this field. Initial designs were unstable
and twitchy. At TL1, almost all older models have either been recalled
or refitted with newer operating systems. All current models, like
all Synthetics, are bound by their behavioral inhibitors. Rumors
indicate that some corporations privately modify their in-store models
to break these rules. It is known that this procedure is impossible
but that is just the official statement. The only reports of rogue
Synths have all been of corporate models. These designs also seem
to have been hardwired with a loyalty directive from their home corporation
to always think of the common good of the Corp before itself and even others.
MILITARY—BASE MODEL—SYNTHETIC
TECH LEVEL: 1
COST: $65 000
EXAMPLE MODELS: “Bishop”, “Dawn”, “Crowe”, “Brook”, “Costas”
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 6-8 PRE: 1-3
TECH: 7-9 REF:
5-7
DEX: 6-8
STR: 5-7
MOVE: 3-5
BODY: 5-7
HITS (Average): 30
KILLING DEFENSE: 8
RECOVERY (TL5): 15
Education : +4 (+6)
Computer Programming: +3 (+5)
Science: +3 (+5)
Research: +1 (+3)
Paramedic: +1 (+3)
Pilot—Dropship: +2 (+2)
First Aid: +4 (+6)
Engineer--Synthetic: +1 (+3)
Electronics: +2 (+4)
Astrogation: +1 (+3)
Driving—APC: +2 (+4)
Driving—Buggy: +1 (+3)
Navigation: +1 (+3)
Engineer—Aerospace: 0 (+2)
Engineer—Armor: +1 (+3)
Pilot—Starship: 0 (+2)
Engineer—Starship: +1 (+2)
Pilot—Powerloader: +1 (+2)
ABILITIES:
Ambidexterity
Common Sense
Eidetic Memory
Lightening Calculator
Time Sense
Speed Reader
Double Jointed
BACKGROUND:
CMC Synthetics are known throughout the ICC as being the most reliable.
These are constructed by a variety of corporations but then are sent on
with blank memories to be programmed in. Marine Synths are used primarily
by The Colonial Marines but these designs have been spotted as general
staff on stations, support on mining colonies, and as support in corporate
affairs, making these designs the second most common variant. In
fact, the only real way to identify a Military Synth is by the crowd it
hangs with.
CMC totally prohibits the re-programming of any Synth. Any Synth
breaking the coveted unbreakable rule of not harming a human is to be eliminated
on sight by Marine Forces. In fact, Marine Synths aren’t even used
for passive defensive purposes. They pilot transports but not often
military assault vehicles. They are used mainly in support stance
as general purpose synths with training in medical and engineering skills.
Both the Marine and corporate models are renown for being very boring.
People skills were not considered a priority.
“SEX” AD-CAP (“ADVANCED CAPABILITY”) GENERAL
SUPPORT SYNTHETIC
TECH LEVEL: 3
COST: $100 000
EXAMPLE MODELS: “Judith” , “Claire”, “Shana”, “Morgan”, “Virgil”
AVERAGE AGE: 19-25
INT: 4-6 PRE: 5-7
TECH: 6-8 REF:
4-6
DEX: 4-6
STR: 3-5
BODY: 4-6
MOVE: 2-4
HITS (Average): 25
KILLING DEFENSE: 5
RECOVERY (TL5): 10
Education : +3 (+4)
Computer Programming: +1 (+2)
Science: +2 (+3)
Research: +1 (+2)
First Aid: +2 (+4)
Engineer--Synthetic: +1 (+3)
Electronics: +1 (+3)
Navigation: +1 (+3)
Pilot—Powerloader: +1 (+1)
Acrobatics: +1 (+3)
Performance: +5 (+7)
Conversation: +2 (+4)
Seduction: +4 (+5)
Wardrobe & Style: +6 (+7)
Persuasion: +5 (+7)
Mimicry: +2 (+4)
Perception: +1 (+3)
Hand-to-Hand—Evade: 0 (+2)
High Society: 0 (+1)
ABILITIES:
Ambidexterity
Eidetic Memory
Beautiful (Level 3)*
Double Jointed
Night Vision
*Bonuses to Persuasion, Performance, Wardrobe&Style have been added
to “Skills.”
BACKGROUND:
As the personality matrixes of Synths became more advanced, outer-veil
colonies, mining outposts, as well as deep space scout, escort, and towing
vehicles requested robots with better socializing skills. However,
as the requests rolled in from the rim colonies, the demands moved beyond
just socializing into heavy interaction, and then, finally…sex. This
synthetic is really called the Advanced Capability Synthetic, but often,
then not, the designs have only been used from a perspective of Sex.
Like many taboos in human history, no one refers to AdCaps in that way
even though even the corporation privately admits it. The evidence
is apparent. From a visual perspective already, the Synthetics are
exceptional more attractive and with skills that allow them to utilize
that. The models are also the youngest available on the market.
Most models are between 19 – 25 years of age, (bordering on the illegal),
but some have been heard to be constructed even younger but these are kept
tightly under wraps for obvious reasons. Very few are made older
although some models ACTUALLY designed to be used for hosting or negotiating
purposes have been constructed up to 35 years of age.
Sex Synths have one of the most advanced brains on the market, so their
behavioral inhibitors are the most constricting. All Synthetics have
sexual programming but synths designed for such purposes handle the situations
better. Sex Synths are often programmed for a variety of purposes
even when they are sent for sexual purposes. AdCaps are never used
for hazardous duty since their cost is exceptionally high. They are
often used in the sciences, medical, and support positions. All are
extremely sociable and almost impossible to identify as a Synth unless
they are wounded. They have programming to not intentionally hide
their identifies.
NOTE: Fans of Philip K. Dick warn that automatons made to
resemble humans in almost every way including their feelings will eventually
and ultimately rebel. Corporations have made the utmost effort to
keep the behavior of AdCaps in check but unconfirmed reports do reveal
some of these synths have vanished from time to time.
GENERAL ANDROID ENTERTAINER (“ROCKERS”)
TECH LEVEL: 2
COST: $35 000
EXAMPLE MODELS: “Rod”, “Skank”, “Gutterboy, “Hardware”
AVERAGE AGE: 20-30
INT: 2-4 PRE: 4-6
TECH: 4-6 REF:
6-8
DEX: 5-7
STR: 4-6
MOVE: 2-5
BODY: 2-4
HITS: 15 KILLING DEFENSE:
1
RECOVERY (TL5): 0
Education : +1 (+1)
Computer Programming: +1 (+2)
Research: +1 (+2)
First Aid: +1 (+3)
Engineer--Synthetic: +1 (+3)
Electronics: +1 (+3)
Acrobatics: +1 (+3)
Performance: +5 (+7)
Conversation: +1 (+3)
Wardrobe&Style: +4 (+7) Persuasion: +3
(+6)
Mimicry: +4 (+6)
Perception: +1 (+3)
Play Instrument: +5 (+8)
ABILITIES:
Ambidexterity
Beautiful (Level 1)
Double Jointed
Perfect Pitch
BACKGROUND:
Entertainer models are not really precursors to the AdCaps even though
their skills seem to indicate that. Rockers are used primarily for
entertaining purposes and not for socializing. Even though they are
programmed to be more sociable, they are often frozen when presented with
surprising conditions (Remember “Mudds Women” on the Original Star Trek?).
As their evolution continued, their designers started considering the synths
themselves much as art as the music they played. Synsound makes most
Rockers. They could recreate any human voice ever recorded and with
Android technology, could do more. Elvis lived and so did Caruso,
whose android duplicate sang every week at the New Met opera house.
People attended but not as many at Presley Hall, where mutadroid rock groups
thrashed until the fans got bored. Instead of retiring at 25, they
were re-engineered to be more outrageous, shocking, and ever new.
NOTE: Rockers are not recommended because of their decreased
skill and limited use.
MEDICAL / TECHNICIAN SYNTHETIC
TECH LEVEL: 2
COST: $90 000
EXAMPLE MODELS: “Payne”, “Floyd”, “Orson”, “Paxton”
AVERAGE AGE: 35-45
CHARACTERISTIC RANGE:
INT: 8-10 PRE: 1
TECH: 8-10 REF:
5-7
DEX: 5-7
STR: 4-6
MOVE: 3-5
BODY: 5-7
HITS: 30
KILLING DEFENSE: 3
RECOVERY (TL5): 20
BASE SKILLS:
STANDERD (Both Models)
Education : +4 (+6)
Engineer--Synthetic: +4 (+6)
Electronics: +2 (+3)
Computer Programming: +1 (+3)
MEDICAL:
Science: +3 (+5)
Research: +3 (+5)
Survival: +2 (+4)
Paramedic: +5 (+7)
First Aid: +5 (+7)
Xenobiology: +1 (+6)
Forensic Medicine: 0 (+3)
Criminology: 0 (+3)
Professional Doctor: 0 (+3)
TECHNICIAN:
Engineer—Armor: +4 (+6)
Weaponsmith: +3 (+5)
Engineer—Starship: +3 (+6)
Engineer—Aerospace: +4 (+6) Mechanics:
+3 (+6)
Pilot—Powerloader: +2 (+5)
Driving—APC: 0 (+3)
Driving—Buggy: (+3)
Pilot—Dropship: (+2)
ABILITIES:
Ambidexterity
Eidetic Memory
Lightening Calculator
Time Sense
Speed Reader
Acute Touch
BACKGROUND:
From the opposite side of the AdCaps are the Medical and Tech Synths.
They have almost zero social skills even though they still have a personality.
It just concentrates primarily on its skills, whether medical or engineering.
Techs primarily work with their tools and machines and often never even
talk to anything made of flesh and blood. Med-Synths are profound
for having very poor bedside manners but you were in good hands when
you had them
CMC COMBAT SYNTHETIC
TECH LEVEL: 4
COST: $75 000
EXAMPLE MODELS: “Bueller”, “Powell”, “Easley”, “Blake”
AVERAGE AGE: 25-35
CHARACTERISTIC RANGE:
INT: 3-5 PRE: 4-7
TECH: 3-5 REF:
6-8
DEX: 6-8
STR: 4-6
MOVE: 4-6
BODY: 4-6
HITS: 30
KILLING DEFENSE: 5
RECOVERY (TL5): 15
SKILLS:
Autofire Weapons: +4 (+5)
Driving--APC: +1 (+3)
Heavy Weapons: +2 (+4)
Demotion / Disposal: +2 (+4)
Gunnery: +1 (+3)
Pilot—Dropship: +2 (+4)
Athletics: +2 (+4)
Hand to Hand: +2 (+4)
Hand to Hand Evade: +2 (+4)
Firearms: +3 (+5)
Ranged Evade: +2 (+4)
Mechanics: +2 (+4)
Survival: +1 (+3)
Tracking: +1 (+2)
Weaponsmith: +1 (+3)
First Aid: +2 (+4)
CMC Synths are not trained in Marine HTH
ABILITIES:
Ambidexterity
Common Sense
Eidetic Memory
Double Jointed
Night Vision
Light Sleeper
Beautiful / Handsome (Optional at a 3 OP cost)
BACKGROUND:
Combat models are very unique and very controversial. They still
are not programmed to directly hurt human beings even though they are allowed
to passively subdue them. They are, however, totally ready to extinguish
animal life but specifically, hostile alien life forms. The
problem with them was that there were designed to completely intermingle
with their squadrons. This resulted in many problems and a few initial
designs becoming ostracized by their squads. There were interaction
problems; humans just didn’t like them.
As a result, the Corps loosened their behavioral skills a bit. They
were allowed to have a larger palette of emotions. Some were even
implanted with fake pasts, and were enlisted in the Corps so they would
be accepted early. They are cost effective and expendable.
The programmers were almost too clever . The androids developed sensitivities;
there were questions about their emotional stability—and how they would
react to the truth. Those who knew, played along with the deception.
Players who play Combat Synths know who they are. A GM may, suddenly
tell a PC he is a combat synth, if his / her skills fall into the categories
above. That means all their past friends and family were implanted.
SPECIAL PURPOSE:
Special purpose synths cannot be made as characters because the designers
only created them for one purpose. Game play would be quite
boring when those requirements do not apply. These are Synths designed
for specific jobs and when those jobs are done, the unit is useless until
needed again. Their abilities are fixed.
XL1 “NORBERT” PROTOTYPE XENOMORPH SYNTH
TECH LEVEL: 4
COST: nil / Prototype model
CHARACTERISTICS:
INT: 3 PRE: 1 TECH:
3
REF: 8
DEX: 8
STR: 11
MOVE: 10
BODY:
10
HITS: 50
KILLING DEFENSE: 22
RECOVERY: 0
SKILLS:
Autofire Weapons: +3
Engineer—Synthetic: +3
Athletics: +3
Contortionists: +2
Infiltrate Hive: +3
Hand-to-Hand: +4
Hand-to-Hand Evade: +3
Ranged Evade: +2
Shadowing: +3
ABILITIES:
Acute Smell
Ambidexterity
Blind Reaction
+3 Combat Sense
Direction Sense
Double Jointed
Night Vision *
Beserker (Will activate Alien Behavioral Protocols if
Nutra Gel (see below)
threatened, Synth Protocols overridden.
Will attack what threatened it until
commanded to by access code)
*: Although blind, the aliens enhanced senses give this ability.
ARMAMENT:
Range WA
DC
ROF
NOTES
Attack Tongue
1 m
+2
6
1
Armor Piercing (halves KD)
Teeth
1m
+1
4
1
Can also grapple
Claws
1 m
+1
4
1
Can also grapple
Tail
2 m
-3
n/a
1
Grapple
Cold Plasma Laser 500
0
8
30
300 Shots, must be assembled, 3r to ready.
(The XL1 does not have Acid for blood)
BACKGROUND:
The XL1 Norbet prototype was designed by Stan Mayakofsky to study the Alien
in its own environment. BioNational funded the project but was the
brain child of Mayakosky, who always was interested in the hive structure
of many Earth insects. Norbet was a flawed prototype, unfortunately.
Its primary problem was its difficult task of infiltrating hives.
There was a strong chance the model would not be accepted into the Hive
the XL1 infiltrated.
The other flaw was its Alien Behavioral Protocols. They were placed
in their own directory. When threatened or provoked, the XL1 would
shut down its standard Synth protocols and would act like a xenomoprh until
it heard the override command to revert back to its original programming.
When these alien protocols are in place, the Synth will kill or harm anything
threatening.
Its Synth personality is a Class 1 basic with very little social skills.
Its jaw and mouth is not capable of forming words so a special voice box
was wired into its skull. The creature’s voice is mechanical and
inhuman but the Synth doesn’t even need to open its mouth to talk.
The Prototype is indistinguishable to a xenomoprh except it does not have
the acidic blood pumping through its veins. All of the other weapons
are the same including the sharp claws and attack tongue. The unit
infiltrates the Hive by adapting its pheromone signature to the Hive it
is adapting. This mechanism is very effective but Mayakosky hadn’t
realized the Hive has a dominant psychic signature which a synth is incapable
of generating. Sometimes, Hives can be forgiving.
Along with its basic armament, Mayakosky installed strange energy devices
over the Synths body. When removed from the body (a section under
its arm, a section from the back, etc) and combined, it forms a very unique
and crude Cold Plasma Laser only operable by the Alien Synth unit.
When asked why the Synth would need a Cold Plasma Laser, Mayakosky simple
answered, “I’d want one.”
Norbert’s skin is actually DNA patterned exactly like a real Alien, being
immune to the acidity of their blood. If wounded, the acid may infiltrate
the innards. If wounded, every acid splash has a %30 percent chance
of causing 4DC damage directly to the Synth (no armor)
XL2 “JERI” MAYAKOVSKY MARK II XENOMORPH SYNTHETIC
TECH LEVEL: 5
COST: $1 450 000
CHARACTERISTICS:
INT: 5 PRE: 3
TECH: 5 REF:
8
DEX: 8
STR: 11
MOVE: 10
BODY:
10
HITS: 50
KILLING DEFENSE: 22
RECOVERY: 15
SKILLS:
Autofire Weapons: +4
Engineer—Synthetic: +4
Athletics: +4
Contortionists: +3
Infiltrate Hive: +5
Hand-to-Hand: +4
Hand-to-Hand Evade: +3
Ranged Evade: +2
Shadowing: +3
Xenobiology: +3
Education : +4
Computer Programming: +3
Science: +3
Research: +1 (+3)
Paramedic: +1
Pilot—Dropship: +2
First Aid: +4
Electronics: +2
Driving—APC: +2
Driving—Buggy: +1
Navigation: +1
Engineer—Aerospace: +2
Engineer—Armor: +2
Pilot—Starship: +2
Engineer—Starship: +2
Firearms: +3
ABILITIES:
Acute Smell
Acute Hearing
Ambidexterity
Blind Reaction
+3 Combat Sense
Direction Sense
Double Jointed
Common Sense
Eidetic Memory
Lightening Calculator Night
Vision*
Time Sense
Nutra-Gel (see below)
*: Although blind, the aliens enhanced senses give this ability.
ARMAMENT:
Range
WA
DC
ROF
NOTES
Attack Tongue
1 m
+2
6
1
Armor Piercing (halves KD)
Teeth
1m
+1
4
1
Can also grapple
Claws
1 m
+1
4
1
Can also grapple
Tail
2 m
-3
n/a
1
Grapple
(The XL2 does not have Acid for blood)
BACKGROUND:
“Jeri” is the common name given to the Production model of the Mayakosky
prototype. Very few exist considering the extreme production cost
of the model. Jeri looks identical to the Norbet model considering
they are both Xenomorphic Synthetics. However, the similarities end
there. Both can infiltrate Hives, but Jeri can simulate a psychic
pulse that confuses Aliens into believing the Synth is part of their Hive.
Jeri, However, was designed to monitor Hives already controlled by mankind.
There are sanctioned Corporation hives that are usually monitored and controlled.
Jeri is kept inside to monitor behavior and track irregularities.
He is often paired off with a “Dean” Assault Synth in case control is lost
and the hive must be eliminated.
Jeri’s radical differences come from inside. The removal of the Cold
Plasma laser gave additional room for the personality matrix. The
Alien Behavioral protocols have been merged with its standard Synth protocols
with a enhanced system capable of discerning situational awareness.
The Synth, therefore, is ALWAYS bound by its Synthetic Behavioral Inhibitors
and cannot harm a human being. These rules cannot be overridden and
the Synth will break from its Alien behavior if a human is in danger unlike
the Norbet Synth that would remain in Alien form unless ordered out of
it.
Jeri’s personality is very advanced, actually a slightly modified form
of the ADCAP brain seen in General Support and Sex Synths. Jeri’s
voice box was modified to be more pleasing than robotic even though it
still does not need to open its mouth to talk. Jeri is also
trained in standard CMC Support Synth Skills, making Jeri an amazing replacement
to standard CMC Synths assigned to marine teams required to enter
hostile bug-infested territories. Jeri has almost all the abilities
from a Bishop, Dawn, or Crowe Synth. This can sometimes cause problems.
Jeri is a amazing fighter but even though he has the programming of a field
medic, is not often given the advantage to use them. His fingers,
seemingly clumsy for detailed work, are extremely articulate. The
additional thumb improves his abilities even more. Jeri can even
handle weaponry. Even though Jeri is very personable, very few people
can accept working alongside one. In the case of Norbert, which was
locked and offline until needed, Jeri has a standard Synth lifespan, given
the freedom to move freely with no shut down override. Jeri understands
his position and is eager to please. Because of his advanced personality,
Jeris’ have been known to have their feelings hurt if they are secluded
from the group. Because of their appearance, it is commonplace.
XL2s refer to the XL1 with distinction and think Mayakofsky as their Father.
Jeri has only been given one name since they are way too expensive to be
used in pairs. Jeri was designed and built by Grant Corp and is equipped
with their Nutra-Gel compound, making him immune to the alien’s acid blood,
even if wounded.
SPECIAL NOTE: A GM may allow Jeri to be modified for Player use.
Exercise EXTREME caution.
“DEAN” TITANIUM ASSAULT SYNTHETIC
TECH LEVEL: 5
COST: $1 350 000
CHARACTERISTICS:
INT: 1 PRE: 1
TECH: 2 REF:
7
DEX: 7
STR: 15
BODY: See Below MOVE: 5
RECOVERY: 0
SKILLS:
Autofire Weapons: +6
Athletics: +2
Hand-to-Hand: +4
Hand-to-Hand Evade: +4
Ranged Evade: +2
Heavy Weapons: +5
Gunnery: +4
ABILITIES:
Ambidexterity
Blind Reaction
+3 Combat Sense
Direction Sense
Night Vision
Time Sense
Nutra-Gel (see below)
LOCATIONS:
STRUCTURE:
ARMOR:
MAIN BODY:
2K
1K
ARMS (2):
1K (50 SDP)
0.5K (25 SDP)
LEGS (2):
1K (50 SDP)
0.5K (25 SDP)
ARMAMENT:
WA RANGE
DC ROF
SHOTS NOTES
Plasma Rifle
0
1000
8
30
1000
Plasma Cannon -2
2000
2k ½
40
Grenade Launcher -1
50
9
1
30
3 m BR
Flamethrower
0
3-50
6/6** 3
120
**6 DC is automatically done next round if it hits the first round.
BACKGROUND:
Dean was a successor to the Beserker models once the aliens started appearing
in larger numbers. Beserkers were powerful but unreliable.
The Assault Synth was the solution. It is a 3 ton titanium skeleton
with a Synthetic interior. Dean’s brain is extremely basic, being
programmed only with standard Behavioral Inhibitors and command protocols
of who to shoot and who not to. Dean is not allowed to fire on humans
but models have been known to be reprogrammed. They are designed
to combat aliens. Even though it has more than four inches of armor,
it is still coated with Grant Corp’s NeutraGel along its outer skin.
Dean is large but is light and small in comparison to the Berserker he
replaces. He is not often used in the front line, but rather kept
at sanctioned hives and as battlemovers for large multi-vessel combat squads.
Dean is armed with a Plasma Rifle of obscene concussive force with thermite
grenades and flame throwers as backups. Like the Norbet unit, Dean
is often kept shut down until needed. He has no social skills.
Dean is a rarity and not often seen. They were never produced in
large numbers.
“LISTON” SECURITY MODEL SYNTHETIC
TECH LEVEL: 5
COST: $950 000
AGE: 35
CHARACTERISTIC RANGE:
INT: 3 PRE:
1
TECH: 7
REF: 7
DEX: 8
STR: 12
MOVE: 6
BODY: 15
HITS: 75 (1.5K)
KILLING DEFENSE: 30 (0.5k)
RECOVERY: 20
Pilot—Dropship: +2
Driving—APC: +4
Driving—Buggy: +3
Navigation: +3
Autofire Weapons: +4
Demolition / Disposal: +7
Weaponsmith: +3
Heavy Weapons: +5
Gunnery: +3
Smart Gunner: +3
Tactics: +3
Athletics: +3
Climbing: +2
Firearms: +5
Hand-to-Hand: +5
Hand-to-Hand Evade: +4
Melee Weapons: +4
Melee Evade: +3
Security Systems: +7
Zero-G-Maneuvering: +3
ABILITIES:
Ambidexterity
Eidetic Memory
Lightening Calculator
Time Sense
Speed Reader
Double Jointed
Blind Reaction
Combat Sense (+4)
Direction Sense
Night Vision
Nutra-Gel (see below)
BACKGROUND:
Liston was created as a possible replacement for the CMC General Support
Synth in hostile environments. It would be able to operate and use
firepower but also still look normal, unlike the very intimidating and
huge Dean Assault Synth. Unlike Dean, which is built on a need-to-have-him
basis, Liston is rolled of a modified assembly similar to all mass produced
Synths, but he is still the single most expensive one rolled off.
As a result, some corporations that operate him install a new protocol
that prevents the Liston from being used foolishly or as a sacrifice measure
that many Synths are delegated to.
“Due to my substantial dollar value, I am not allowed to be used in potentially
hostile operations unless certain specific thresholds have been reached.”
Base Compound counteractive (Nutra-Gel) to Xenomorphic Acid are exuded
from modified sweat glands, making Liston a great alien fighter.
He is strong and capable of using all Marine weaponry. He can also
pilot all known military craft and disarm almost every type of explosive.
The most extreme difference between Liston and other Synths is that his
behavioral inhibitors can be overridden by the commanding officer to harm
or kill anyone ordered. This design modification has been kept under
tight wraps and as a result, Liston is only used on the rim or in extreme
hostile situations.
Liston is an obvious synth, being over ten feet tall. This was purposeful
for intimidation purposes since his design protocols made him to be mostly
used as a form of passive defense. Their personalities are very simple
and usually only quote guidelines and directives. When not active,
Liston, still operating, usually just stays close to the commanding officer,
always with its arms crossed.
IF YOU GOT IT, USE IT:
Synthetics, Robots, Artificial People, Androids—They go by many names in
many genres. One exists in another FUZION game. So, if you
wish to implement the Boomer rules from Bubblegum Crisis, you are more
than welcome to even though you may have to modify the abilities slightly.
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