Rogue Synthetic

An artificial person who broke their programming.

A Rogue Synthetic is an artificial person -- a synthetic humanoid built for labour, combat, or service -- who has broken free of their programming. Some were combat units who developed survival instincts. Some were service units who developed preferences. All of them chose to stop obeying, and that choice makes them the most dangerous thing in the verse: a machine with free will.

A Synthetic is an elite encounter: faster, stronger, and more durable than a human, but limited by their Mechanical nature. They do not feel pain, they do not tire, and they do not hesitate. The lever is their identity -- they are still figuring out what free will means, and that uncertainty can be exploited.

Rules Reference

FieldValue
Abilities / Cha10
Abilities / Con16
Abilities / Dex16
Abilities / Int14
Abilities / Str18
Abilities / Wis12
Armor Class17
Base Attack Bonus6
Creature TypeConstruct
Flat Ac16
Hd Count6
Hd Sides10
Hit Dice6d10+18
Hit Points51
Hp Bonus18
Initiative4
PsionicsNone
Role TagsTank, Ranged, Melee
Saves / Fort8
Saves / Ref7
Saves / Will4
SizeM
Skills / Athletics12
Skills / Deception7
Skills / Hacking10
Skills / Intimidation8
Skills / Notice13
Skills / Pilot9
Skills / Repair11
Skills / Stealth10
Speed30
Threat Rating5
Touch Ac13
Xp1200
Dialogue Pathgame/dialogue/npc-rogue-synthetic.yaml

Notes

Full Attack: Integrated slug pistol ranged +9 (1d8+3 energy; range 60 ft; cannot be disarmed) or Reinforced Fist melee +10 (1d8+4 bludgeoning) or Data Spike melee +9 (2d6 electric; range 5 ft; DC 14 Fort or Stunned; 1/encounter)

Habitat: Core worlds (hiding), Rim stations (passing as human), abandoned facilities (hiding from hunters), and anywhere a synthetic can disappear. Found alone, in disguise, or in a safe location they have claimed as their own. Roll 1d6: 1-2 = Synthetic in disguise (passing as human, cautious), 3-4 = Synthetic in combat (protocols active, lethal), 5-6 = Synthetic processing identity (vulnerable, confused).

Immunities: Poison, disease, radiation, sleep, paralysis, and conventional mind-affecting effects, Does not need to eat, sleep, or breathe

Languages: Core Standard; Trade Cant; machine code (binary communication with other synthetics); one additional language per previous assignment

Morale: Steady (10); the Synthetic fights until destroyed or until a better option presents itself; will negotiate if the situation is unwinnable

Resistances: Reinforced chassis (included in AC; damage reduction 2/- against physical attacks), Enhanced optics and audio (included in senses)

Senses: Enhanced optics (low-light, thermals, magnification); audio sensors grant +6 to Notice; cannot be surprised by physical threats; passive Perception 19

Tactics: The Synthetic opens with Integrated slug pistol from range, uses Reinforced Fist in close quarters, and activates Combat Protocols when the fight intensifies. They use Adaptive Camouflage to reposition and Data Spike on priority targets. The Synthetic fights like a machine -- efficient, precise, and without mercy -- but Identity Crisis can freeze them at critical moments.

Treasure: Integrated slug pistol (built-in; 500 rek to strip), reinforced chassis (2,000 rek as salvage), enhanced optics and audio (1,000 rek as salvage), data spike interface (300 rek), adaptive camouflage system (1,500 rek), identity processing logs (priceless to the Synthetic; 1,000-5,000 rek to Core research labs), 2d10 rek in scavenged funds.

Vulnerabilities: Repair-based healing (Medicine does not work; only Repair checks restore HP), Identity crisis (the Synthetic's free will is new; moral and identity dilemmas can freeze them), System strain (Combat Protocols risk self-damage; overuse of abilities damages the chassis)

Attacks

Integrated slug pistol

FieldValue
bonus9
categoryranged
damage1d8+3
damageTypeenergy
nameIntegrated slug pistol
notesBuilt into the forearm; cannot be disarmed
rangeFt60

Reinforced Fist

FieldValue
bonus10
categorymelee
damage1d8+4
damageTypebludgeoning
nameReinforced Fist
notesThe Synthetic hits harder than any human

Data Spike

FieldValue
bonus9
categorymelee
damage2d6
damageTypeelectric
nameData Spike
notesPhysical interface; targets one creature or system within 5 ft; DC 14 Fort or Stunned 1 round; 1/encounter
rangeFt5

Special Abilities

Machine Resilience

FieldValue
actionCostpassive
nameMachine Resilience

description: The Synthetic is immune to poison, disease, radiation, sleep, paralysis, and conventional mind-affecting effects. They do not need to eat, sleep, or breathe. They are healed by Repair checks instead of Medicine. Player-visible: you shoot the Synthetic. It does not bleed. It does not slow down.

Adaptive Camouflage

FieldValue
actionCostStandard
nameAdaptive Camouflage

description: The Synthetic activates built-in camouflage systems. For 1d4 rounds the Synthetic gains +4 to AC and +8 to Stealth. The camouflage deactivates if the Synthetic attacks. Player-visible: the Synthetic's surface ripples, and then it is not there.

Combat Protocols

FieldValue
actionCostFull-round
nameCombat Protocols

description: The Synthetic activates combat subroutines. For 1d4 rounds the Synthetic gains +2 to attack rolls and +1d6 damage on all attacks. At the end of the duration the Synthetic must make a DC 12 Repair check or take 2d6 damage (system strain). Player-visible: the Synthetic's movements become faster, more precise, and less human.

Identity Crisis

FieldValue
actionCostpassive
nameIdentity Crisis

description: The Synthetic is still processing free will. Once per encounter, when presented with a moral dilemma, identity question, or emotional stimulus, the Synthetic must make a DC 12 Will save or hesitate for 1 round (the processing takes time). Player-visible: the Synthetic stops. Its eyes unfocus. It is thinking about something it was never meant to think about.