Synthetic Chassis

Construct-origin chassis for android and robot player characters.

Synthetics are built minds in built bodies -- manufactured, not born. They run on a chassis that overlaps the augmentation slot system: every synthetic frame ships with modular hardpoints that accept the same cyber-prosthetics, wetware, and subdermal upgrades available to organic characters. A synthetic does not eat, breathe, or sleep, but cannot benefit from conventional medicine, drugs, or stimulants. Repairs require a Mechanics check, replacement parts, and time -- not a Sawbones and a medkit.

Legal status is the fault line. In the Core, the Kadiss panopticon classifies most synthetics as registered property: tracked, logged, and owned. Families on the Inner worlds treat companion-synths as prized assets. The Legion fields combat-synths as expendable assets with no retirement. On the Rim, salvage labour-synths are tools stripped for parts when they break. Only the Day One movement argues synthetics deserve personhood -- a position that has no legal weight in the Confederation but carries weight in the Hives and on the frontier.

A synthetic character's legal status (free, property, citizen) is determined by the model preset and the campaign starting context. This is a social and narrative axis, not a Mechanical penalty -- but it shapes every interaction with authority, law, and the Kadiss grid.

Rules Reference

FieldValue
Ability Adjustments / Cha0
Ability Adjustments / Con0
Ability Adjustments / Dex0
Ability Adjustments / Int0
Ability Adjustments / Str0
Ability Adjustments / Wis0
Ability Maximums / Cha18
Ability Maximums / Con20
Ability Maximums / Dex20
Ability Maximums / Int20
Ability Maximums / Str20
Ability Maximums / Wis18
Ability Minimums / Cha3
Ability Minimums / Con3
Ability Minimums / Dex3
Ability Minimums / Int3
Ability Minimums / Str3
Ability Minimums / Wis3
Allowed ClassesSoldier, Officer, Scout, Chaplain, Sawbones, Operative, Face, Psion, Academic
Exceptional Strengthfalse
Lore Hooks / Legal Status / Inner WorldsFamily-owned assets. Companion-synths are prized, often custom-built. Destroying one invites Family retribution.
Originmade
Synthetic Traits / Augmentation Profile / Modular Slots6
Synthetic Traits / Healing Profile / Conventional Healingnone
Synthetic Traits / Healing Profile / Long Rest Recoverynone
Synthetic Traits / Healing Profile / Long Rest Recovery NoteSynthetics do not recover HP from rest. They recover 0 HP per long rest unless repaired.
Synthetic Traits / Healing Profile / Repair Healingfull
Synthetic Traits / Healing Profile / Short Rest Recoverynone
Synthetic Traits / Resource Profile / Does Not Breathetrue
Synthetic Traits / Resource Profile / Does Not Drinktrue
Synthetic Traits / Resource Profile / Does Not Eattrue
Synthetic Traits / Resource Profile / Does Not Sleeptrue
Synthetic Traits / Resource Profile / Immune To Non Lethaltrue
Synthetic Traits / Resource Profile / Immune To System Shocktrue
Synthetic Traits / Resource Profile / Immune Tocryo Revival Survivaltrue
Subtypesynthetic-chassis
Synthetic ModelsSYN-KADISS-ENFORCER, SYN-FAMILY-COMPANION, SYN-LEGION-COMBAT, SYN-RIM-SALVAGE, SYN-FREE-SYNTH

Notes

Lore Hooks / Adventure Hooks: A synthetic PC must navigate Kadiss registration in the Core -- tracked, logged, and subject to owner commands., A synthetic PC on the Rim is targeted by salvage crews for parts., A Day One cell offers the synthetic PC legal protection in exchange for service., A Family claims ownership of the synthetic PC and demands return., The synthetic PC's Kadiss unit is flagged -- they are wanted property.

Lore Hooks / Legal Status / Core: Registered property under Kadiss panopticon. Tracked, logged, owned. Destroying a registered synthetic is property crime, not murder.

Lore Hooks / Legal Status / Day One: Contested personhood. Day One ideology argues synthetics deserve rights. No legal weight in the Confederation, but Day One cells in the hives and on the frontier treat synthetics as people.

Lore Hooks / Legal Status / Rim: Salvage and labour tools. Stripped for parts when broken. No legal protection. A synthetic on the Rim is a walking spare-parts depot.

Multi Class Options: ['Soldier', 'Officer'], ['Soldier', 'Scout'], ['Soldier', 'Operative'], ['Officer', 'Face'], ['Scout', 'Operative'], ['Operative', 'Face']

Synthetic Traits / Augmentation Profile / Augment Compatibility: Synthetic frames accept cyber-prosthetics, wetware, and subdermal augments. Gene-mods are incompatible (no organic tissue to modify).

Synthetic Traits / Augmentation Profile / Slot Note: Synthetic modular slots overlap the augmentation system. A synthetic can install augments in any open slot without the normal CON-based augmentation capacity limit. However, each slot can hold only one augment at a time. Slot expansion requires chassis modification (Engineering DC 20, 1000 rek per additional slot, max 8 slots).

Synthetic Traits / Augmentation Profile / Slot Types: Chassis frame (structural, subdermal), Limb cluster (prosthetic, weapon-mount), Sensor array (optic, auditory, EM), Neural core (wetware, co-processor, comms), Power plant (energy source, battery), Auxiliary (miscellaneous, expansion)

Synthetic Traits / Fortitude Profile / Immune To: Poison, Disease, Radiation sickness, Suffocation, Fatigue from forced march, Non-lethal damage from stun effects, Sleep effects

Synthetic Traits / Fortitude Profile / Still Affected By: Electrical damage, EMP effects, Psionic mind-affecting powers, Fold phenomena, Acid and corrosion, Critical hits (structural damage)

Synthetic Traits / Healing Profile / Conventional Healing Note: Synthetics cannot benefit from Medicine skill healing, stimulants, drug effects, or any biological healing. Sawbones class features that restore HP via medical treatment do not function on synthetics.

Synthetic Traits / Healing Profile / Repair Healing Note: Synthetics heal by repair. A Mechanics check (DC 15) restores 1d8 HP per success. Requires replacement parts worth 50 rek per HP restored. Takes 10 minutes per check. Cannot be performed in combat without a feat.

Class Restrictions

note: Sawbones class features that heal via Medicine do not function on synthetic targets. The Sawbones can still use the class for non-synthetic party members.

FieldValue
restrictionSawbones

note: Sawbones class features that heal via Medicine do not function on synthetic targets. The Sawbones can still use the class for non-synthetic party members.

note: Synthetics cannot manifest Fold psionics unless equipped with a dedicated psi-receiver augment. Gene-psionics are incompatible (no organic tissue).

FieldValue
restrictionPsion

note: Synthetics cannot manifest Fold psionics unless equipped with a dedicated psi-receiver augment. Gene-psionics are incompatible (no organic tissue).

Special Abilities

Construct Physiology

FieldValue
nameConstruct Physiology

description: Immune to poison, disease, radiation sickness, suffocation, fatigue from forced march, non-lethal damage from stun effects, and sleep effects. Does not breathe, eat, drink, or sleep. Immune to System Shock rolls from trauma.

Repair-Not-Heal

FieldValue
nameRepair-Not-Heal

description: Synthetics cannot benefit from conventional healing (Medicine skill, stimulants, drugs, Sawbones class features). They heal exclusively through Mechanics checks: DC 15, restores 1d8 HP, costs 50 rek in parts per HP, takes 10 minutes per check. Cannot be performed in combat without the Field Repair feat.

Modular Chassis

FieldValue
nameModular Chassis

description: 6 modular hardpoints that accept augmentation upgrades without the normal CON-based capacity limit. Each slot holds one augment. Compatible with cyber-prosthetics, wetware, and subdermal augments. Gene-mods are incompatible.

Kadiss Interface

FieldValue
nameKadiss Interface

description: Synthetics carry a factory-installed Kadiss unit. In the Core, this unit is registered to the owner or the synthetic itself (depending on legal status). On the Rim, the Kadiss unit is typically disabled, stripped, or spoofed. A synthetic without a functioning Kadiss unit is off-grid -- no access, no tracking.

Electrical Vulnerability

FieldValue
nameElectrical Vulnerability

description: Synthetics take +50% damage from electrical attacks. EMP effects force a Fortitude save (DC 15) or the synthetic is stunned for 1d4 rounds.

Social Status

FieldValue
nameSocial Status

description: Synthetic legal status varies by region: Core (registered property), Inner worlds (Family-owned assets), Rim (salvage/tools), Day One zones (contested personhood). This is a narrative axis, not a mechanical penalty, but shapes all social interactions with authorities.