Synthesist

Playability

Complex
Constitution
Intuition

Synthesists use technological implants to cast "tech"-magic, blending their physical form with advanced technology to enhance their combat abilities. They excel at using cybernetic enhancements to manipulate energy, control the battlefield, and augment their physical capabilities. Synthesists are often seen as pioneers, pushing the limits of what the human body and mind can achieve through technology.

Synthesists are often seen as daring and innovative, their willingness to merge with technology both impressive and unsettling. Allies appreciate their adaptability and raw power, while enemies quickly learn to fear the unpredictable nature of their hybrid abilities.

Weapon Categories

6

Any

Magic Categories

10

Tech Categories

12

Skill Categories

12

Class Specific Bonuses

  • +5 to any 1 modern weapon
  • +10 to any 1 spell category
  • +5 to any 1 skill categories
  • +10 to any 1 tech category
  • +10 to a signature move combining 2 tech skills and 1 spell. Can be changed when leveling.

Class Restrictions

None

Recommended Professions

Genewright
Combined
Complex
Glyphsmith
Combined
Standard
Obsidian Engineers
Combined
Complex
Technogician
Combined
Standard

Ability Rolls for Streamlined Character Creation

Constitution
Intuition
Reasoning
Memory
Quickness
Creativity
Boldness
Strength
Agility
Self Discipline
Presence
Empathy
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Constitution: Endurance for Bio-Morphing strain, buffers Electromancy surges, and carries heavier Cybernetics loads so you can keep casting and fighting through backlash.
Intuition: Moment-to-moment reads for Electromancy targeting, BiB dose/timing, TAS cues, and Piloting; helps judge when to commit a morph or terrain shift in Geomancy.

Supporting Abilities
Reasoning: Tech logic hub for TAS routing/interrupts, Cybernetics procedures, and complex Engineering/Tech-Sciences sequencing.
Memory: Schemas, protocols, and safe orders of operation—supports Electromancy patterning, TAS prompts, and Technological Sciences recall.

Important Abilities
Quickness: Initiative and timing to exploit TAS windows, fire off overcharge moments, and reposition during morph transitions (also sharp for fast weapon lines you select).
Creativity: Moved up—improvised BiB solutions, clever Engineering workarounds, and adaptive Geomancy setups when the obvious line is blocked.
Boldness: (Swapped ahead of Strength) Hard commits for overclocked Cybernetics/BiBs and high-payoff lightning/earth control plays.
Strength: Bio-Morphing melee power and geomantic smashes; adds shove/break/finish pressure if you pick heavier weapon options.

Minor Abilities
Agility: Fine control of reshaped bodies and clean weapon handling, but secondary to your timing/tech core.
Self Discipline: Helpful for holding forms and tidy sequences, yet trails Con/Reasoning/Quickness here.
Presence: Useful for the “impose/anchor” feel of Geomancy and for leadership beats; not a limiter.
Empathy: Good for team cohesion and bedside moments; low impact on the hybrid tech–magic loop.