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Robots
Oct 31, 2019 9:40:26 GMT
Post by saturnine on Oct 31, 2019 9:40:26 GMT
Generation 3 Synths Synths are androids created by the Institute but the 3rd Generation Synths are visually indistinguishable from natural-born humans down to the cellular level. They’re built from lab-grown bones and muscles, and other tissues. Even though they’re entirely biological, each Gen 3 synth contains a neurological implant inside their brain that allows for programming and manipulation via voice commands. The implants cannot be detected nor removed without killing the synth. These Synths cannot be deactivated via Pulse Grenades, but their neurological implant can be damaged this way. The effects of the neurological implant being pulsed may change the synths personality entirely, or not affect them at all. Roll a 1d100 with 90 - 100 causing damage to the Synths personality. They can be healed with Stimpacks. Playing a prototype Synth such as Nick Valentine and DiMA, which are gaps between Gen 2 and and Gen 3 must also follow these stats. However, these prototypes are susceptible to pulse of 100%. They can still earn perks but they follow the same rules as Robots for short and long rest. You can only play as a 3rd Generation Synth if your campaign takes place after 2227.
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