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Synths are robots in Fallout: The Roleplaying Game.

Background[]

These first-generation synths are usually encountered in packs of four or more in Institute-controlled or-protected areas areas. They resemble humans in form and shape only, with most not even possessing synthetic skin, instead they appear like terrifying robotic caricatures, with mechanical parts where organs would be, and metal frames for bones. While intelligent and combat capable, they do not possess the higher sentience of third-generation synths.[1]

Attacks[]

  • Institute Laser: Body + Guns (TN 8), 4 Combat Dice Vicious Energy damage, Burst, Fire Rate 3, Range Medium
  • Shock Baton: Body + Melee (TN 8), 5 Combat Dice Energy damage, Range Close

Special abilities[]

  • Robot: The synth is a robot. They are immune to the effects of starvation, thirst, and suffocation. They are also immune to Poison and Radiation damage. However, machines cannot use food and drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired (p.34).
  • Immune to Radiation: The Synth reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
  • Immune to Poison: The Synth reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • Immune to Fear: The synth cannot be intimidated or threatened in any way and either ignores or attacks anyone who attempts to threaten or intimidate it.
  • Immune to Disease: The synth is immune to the effects of all diseases; they never suffer the symptoms of any disease.

Inventory[]

Apparel Weapon Other items On death
Synth Leg x2
Synth Arm x2
Synth Helmet
Institute Laser Gun (Photon Exciter, Improved Barrel)
Shock Baton
3d20 Fusion Cells

References[]

  1. Fallout: The Roleplaying Game core rulebook, pg. 373
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