Synths are even more humanoid than cases and of better quality. They are commonly deployed for labor-intensive tasks in environments not suited for humans or for people who need a body quickly and cheaply or simply on a transient basis. Most designs are anthropomorphic, though various alternatives exist, including some based on uplift physiology.
Ltouroumov (talk | contribs) (Created page with "<!-- SYNC:7yzq --> <div class="object-wrapper"> <onlyinclude> <div class="object"> <h2>Synth</h2> <div class="text">Synths are even more humanoid than cases and of better quality. They are commonly deployed for labor-intensive tasks in environments not suited for humans or for people who need a body quickly and cheaply or simply on a transient basis. Most designs are anthropomorphic, though various alternatives exist, includi...") |
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<h2>[[Project V17/Character/Robot Chassis/Synth|Synth]]</h2> | <h2>[[Project V17/Character/Robot Chassis/Synth|Synth]]</h2> | ||
<div class="text">Synths are even more humanoid than cases and of better quality. They are commonly deployed for labor-intensive | <div class="scores"> | ||
tasks in environments not suited for humans or for people who need a body quickly and cheaply or simply on a | <div class="score"> | ||
transient basis. Most designs are anthropomorphic, though various alternatives exist, including some based on uplift physiology.</div> | Cost: 5 CP | ||
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Synths are even more humanoid than cases and of better quality. They are commonly deployed for labor-intensive tasks in environments not suited for humans or for people who need a body quickly and cheaply or simply on a transient basis. Most designs are anthropomorphic, though various alternatives exist, including some based on uplift physiology. | |||
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