Sunday, November 13, 2016

Revenant pod

Revenant (Pod)
For those who have experienced "death", many find it unpleasant in many ways, and like to avoid it. Others embrace deathliness. Either way, those people who have to deal with death both mentally and with the physical problems (i/e non-functioning morphs) often come up with interesting coping mechanisms. The Revenant Pod is one of these mechanisms. Designed similar to the survivalist pod, the Jenkin, the Revenant has interesting definitions of "survival". Firstly, the only way to properly assemble a Revenant is by recycling - skin and even whole limbs from other pods and biomorphs are used, giving them an often "patchwork" or pallid look as damaged flesh is recovered. Internals such as organs and internal cybernetics are often built from recycled materials. However, the real "survival" of the morph comes from its enhancements. The skin is made exceptionally hard, and many nerves - especially responsible for pain - are deadened. Revenants are almost as bad as synthmorphs at noticing serious injures. The armor and tough cybernetic skeleton mean they absorb a lot of harm - are not bothered by most poisons, and are protected against vacuum and temperature extremes, with cybernetics to supplement the lungs. Emotional Dampers keep them calm and focused, in off-putting, in stressful situations, and ultimately, the Possum Cache allows them to keep functioning over the mesh while Medichines perform basic repairs on the body. Revenants are hardy enough that so long as the cyberbrain isn't damaged, even severed limbs can simply be reattached in time. However, due to recycling concerns, Revenants tend to have blank, often similar faces which means social interactions with them are... unusual to say the least. The deliberately deadened nerves also tends to greatly inhibit rapid reactions and quick movements. This pod is most popular in certain morbid circles of Scum, Socialites and Brinkers - though any habitat with strained resources on morphs (or who has recently experienced large die-off of biomorphs or pods) can turn to the design in a pinch.
Implants: Access Jacks, Basic Biomods, Basic Mesh Insert, Bioweave Armor (Heavy), Cyberbrain, Emotional Dampers, Hardened Skeleton, Hibernation, Medichines, Mnemonic Augmentation, Oxygen Reserve, Possum Cache, Puppet-Sock, Toxin Filters, Vacuum Sealing
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 40 (w/ Hardened Skeleton)
Wound Threshold: 8
Advantages: +10 SOM (w/ Hardened Skeleton), +5 WIL, Pain Tolerance (2)
Notes: -5 REF, Social Stigma (Pod), Uncanny Valley trait
CP Cost: 40
Credit Cost: Expensive (40,000)

(Revenant is actually a recent idea. I thought of it while trying to come up with new ideas for H-Rep (not that I'm running out of backlogged ideas, just wanted to make sure I could keep it fresh), and decided to do something interesting with the Possum Cache. From there, it moved back to mythology ideas, and generated a zombie-like pod, built from recycled materials which is pretty tough to take out. It can lie in wait for quite some time before springing to life, and with build in Medichines can pop back up even after you think you've killed it. With the x2 Pain Tolerance, it also is remarkably resistant to Wounds. The WIL bonus and Emotional Dampers means they can put up mentally with all the abuse they can take. REF penalty slightly balances this out - the Revenant goes nowhere fast but can take a beating on the way. It makes a bit of an oddball combat pod which could symbolize an interesting history. GMs are encouraged to reduce the price in habs which have an influx of "raw materials" to work with, though the CP cost is important for balancing concerns)

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