Actuating Acronyms: Synth Titles (Vault #30)

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It’s been awhile since we’ve posted some entries in The Vault, noble adventurers! With this addition we’ll be adding a series built for and around The Future expansion, shipped recently to all Kickstarter backers. We hope you enjoy them!

The Synthetics of The Future are often hyperefficient, inscrutable, and chilling in their goals and objectives, especially in relation to organics. Some have been built for use by the biological races, while others have long out-survived (or perhaps exterminated) their fleshly progenitors. Below are 20 Titles to give your Synths some personality and variation. As always, we’ve provided the formatting for you to copy and paste into the Quest Creator, speeding up your crafting.

  1. _EU_ (#EU) The Elimination Units began as an attempt to unify galactic currency, but an error in programming led them to target all currency holders instead. Oops. * At the beginning of combat, each adventurer with a Loot item takes 1 damage per item.

  2. _Alpha Control_ (#Alpha) The central Synth unit, guiding the actions of all others in this place. * While “Alpha Control” is in play, all Synth Encounter types take -1 damage from non-Tech abilities.

  3. _U.T.D._ (#UTD) Built for training purposes, the Unified Teaching Droid seeks to perfect its subjects, though over the millenia it’ has lost the capacity to discern where the line between ‘creative destruction’ and ‘destruction’ lies. * When the U.T.D. is defeated, all adventurers advance one skill one rating level.

  4. _Probebot_ (#Probe) By the stars, don’t let it near you! * While Probebot is in play, if an adventurer with an “Athletic” Skill takes damage, reduce their skill rating by 1. When Probebot is no more, restore the skill rating to its original level.

  5. _M.A.V. Unit_ (#MAV) Bristling with blades and saws, the Multi Armed Vivisection Unit “catalogs” and studies organic life forms, often while they are still (temporarily) alive. * If M.A.V. is attacked with a Melee ability, the adventurer using that ability loses 1 skill rating until the end of combat.

  6. _SLiP U._ (#Freudian) The Semantic Liberation interspecies Psychology Unit assaults you with dirty jokes and disturbing innuendo. * When SLiP enters play, all adventurers make a Persona or Skill roll. If they roll 14 or below, reduce their Persona or Skill level by 1.

  7. _L.E.V.I._ (#Levi) Before the last enemy fizzles into stillness it utters a cryptic message, “You may have defeated us, but LEVI is coming for you…” * The Lethal Emulation Vehicle & Infiltrator attacks with surprise from in your midst. All Adventurers make a Charisma skill roll. On an 11 or below, the first Ability they play this round is played as though they rolled a “1”.

  8. _NIFLM_ (#Nephelim) An assault of laser bursts both disorienting and harmful pulses from the Negative Impulse Feedback Laser Machine. * The 2nd round of combat, deal this Encounter card’s Tier value in damage to each adventurer, minus the rating of that adventurer’s Knowledge skill.

  9. _IU_ (#IU) The Interdiction Unit emits powerful EM fields that inhibit your performance. * While the IU is in play, all skill checks are made with a penalty equal to half this unit’s Tier value.

  10. _”Overlord”_ (#Overlord) The speakers on this synth begin playing a looped message, Bow to Overlord, serve your Master, meatbag!” * Every other round while “Overlord” is functional, add a “Custodian Pod” to combat and update the Tier Sum.

  11. _T.U._ (#TU) Quantum teleportation is the Transportation Unit’s forte. * Whenever an adventurer rolls 5, 10, or 15, they are teleported across the area and cannot use an offensive ability the next round.

  12. _HK-007_ (#Hunter Killer) The ubiquitous presence of such an alcohol-powered unit suggests that science and technology have not made us any less barbaric or any more “humane”. * Deal 1 damage to anyone that plays a Tech ability, unless they roll a 20.

  13. _H.L.P.R_ (#Helper) The Haptic Life Pro Regulator unleashes a burst of healing energy. *All non-Synths in play (including the adventurers) recover 1 health every Surge round.

  14. _UniH8R_ (#Haters) Driven insane by centuries of isolation, this Synth seeks to irradiate any intelligence that crosses its path. * On the first round of combat, deal 1 point of damage/Tech ability in an adventurer’s hand, and 1 point of damage/Tier to any other Encounter card in play (UniH8R does attack itself).

  15. _Lovebot 5000_ (#Lovebot) It wants hugs… * All adventurers without a Charisma skill take 2 damage on the second round of the encounter with Lovebot. Adventurers with Charisma skills can deal automatic “damage” to Lovebot equal to their skill rating instead of playing an ability each round.

  16. _PCU_ (#PCU) The Power Control Unit sends a surge of energy crackling through all mechanical devices. * Synths Surge on round 2 and 4 instead of 3 and 6. On those rounds, any player that successfully rolls to use a Tech ability uses the ability as though they rolled a “20”.

  17. _The Bladed Butcher_ (#Blades) A terrifying metal monstrosity festooned in rotting gore. It smells like an open grave. * Adventurers must make a Knowledge skill or Persona check of 10 or more. On a failure, they reduce the skill or Persona by 1.

  18. _Q.A.E._ (#QAE) The Quantum Anomaly Eliminator seeks to extirpate dangerous threats to galactic Constants. * Any Adventurer using a Magic ability takes 1 damage.

  19. _O.D.I.N._ (#ODIN) Operating from high on the Orbital Stream, the Organically Distributed Intelligence Network boosts efficacy of all cybernetic and synthetic systems. * All adventurers gain 1 to a skill rating while ODIN is in proximity. All Synthetic Encounter cards gain 1 Tier while ODIN is in proximity.

  20. _Stone Age_ (#Stone) Designed to counter the encroachment of self-destructive tech, the entity now known as “Stone Age” suppresses all Tech and advanced Loot. * While “Stone Age” is in play, Tech abilities cannot employ their roll “20” power and Future Loot loses 1 use or buried card.

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