SynthMorph BarsoomianJourno DanielClarke

Synths are anthromorphic robotic shells (androids and gynoids). They are typically used for menial labor jobs where pods are not as good of an option. Cheaper than many other morphs, they are commonly used for people who need a morph quickly and cheaply or simply on a transient basis. Though they look humanoid, synths are easily recognizable as non-biological unless they have the synthetic mask option.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice, Armor 6/6
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 30
Credit Cost: High

Skinwalker: There are so many models of synth out there, they’re almost hard to classify. Quality ranges from walking junk heap to cutting-edge.
Nevermore: They make versions of these for uplifts too, particularly neo-hominids and neanderthals. Slightly different form, same function.
Moxie Harper: Since these are so prevalent among the clanking masses—and uniform-looking out of the box—it’s quite the trend these days to glitter these up with custom paint jobs, after-market add-ons, and other aesthetic mods.
Rivet: Don’t forget the weird fashion of wearing clothes with your synth. I get that it makes you seem more human, but sorta defeats the purpose in my book.