Sunday, November 10, 2019

The World of Tomorrow

The World of Tomorrow
Station Type: O'Neill Cylinder
Allegiance: Independant (Morningstar Constellation)
Primary Language: English, French, Japanese

Tucked into the Venus/Sun L4 point, The World of Tomorrow is an unusual habitat. Earth Nostalgia is a huge factor in the post-Fall era, whether people admit it or not. The World of Tomorrow is a send-up of those dreams of the futurepast, a habitat modeled on humanity's vision of the future in the 20th century. This is the world our ancestors thought would be the future, which never came. A world of art deco and streamlined chrome, powered by THE ATOM and more. Sprawling skyscrapers of an early style dot its interior skyline, combined with exotic flying or suspended structures as there is a lot of emphasis on the air, and influence of Venusian culture. The cylinder is designed to mimic earthlike gravity and atmosphere.
World of Tomorrow is effectively a tourist destination, though there is some more serious work for some residents. Established by some Venusian hypercorps, it is run by the "Science Council" who built the hab and maintain it's specific atmosphere. People dress in retro sleek clothing, go about their daily commute using personal thruster packs or flying cars, and servitor bots wearing aprons and frilly headdresses scoot around doing menial work. AR skins can complete the transformation, turning any piece of decor or tech into a deliberate retro-ism. Some even can render the world in black and white. The aesthetics constantly reference early atomic and rocket science, and unnecessary blinking lights abound. Visitors will find quaint little throwbacks like "food pills", typewriters and public telephones. Permanent residents form a blend of actors, otaku and actual scientists doing some work.
For visitors, there are a variety of packages and levels of experience. "Day trippers" just out for a quick sleeve and go often simply just tour the hab, seeing the specific detail of life here and taking in some of the sights. One can hit up the range to play with some exotic beam weapons, visit the best recreation of a milkshake parlor in the solar system, or visit a variety of museums which explore the early history of spaceflight, atomic energy, computers and robotics. Several of the hypercorps which are invested into World of Tomorrow also operate "show labs" here, they do little in the way of actual research but are able to run demonstrations and presentations to advertise their companies and technology. There's even several drive in film theaters. For those who wish to recapture their child-like wonder, World of Tomorrow has a large stock of neotenic morphs to sleeve in to. For those paying for an extended stay, or especially who arrive physically, there are more amenities. World of Tomorrow has several comprehensive resort hotels which model several cultures and periods of Earth history, offer gourmet dining, robot butlers, the works. The various districts of World of Tomorrow are crammed with various unusual shops and services - specialists in retro tech. World of Tomorrow is one of the foremost places to either copy or produce retro storage media, like vinyl discs, wax cylinders and magnetic tapes. Art boutiques are masters of reproducing the hab's look and feel to any modern technology as well, selling various custom-made souvenirs to visitors, using one-time blueprints for those who did not travel there physically. And in some corners, one can find very expensive and elite stores selling actual Old Earth antiques and artifacts. The best of these have Reclaimer connections and occasionally sell objects recovered from the post-Fall Earth. If the simple art and culture aren't enough, there are many themed packages, which use actors, ALI and AR effects to create all kinds of neat scenarios you can interact with. You can fight (or be) a mad scientist, experience a kaiju attack or repel an alien invasion (Grey morphs are also popular sight on the hab), be part of a viral outbreak movie, be a giant robot pilot or space captain, and more. Depending on how much you're willing to spend, you can do group scenarios, generic ones, or even custom tailored things right to you. Those without an excess of funds will have to settle for XP.
For the residents of World of Tomorrow, things are slightly different. Corporate employees from sponsors are basically on permanent work visas - they're responsible to their employers, but still bound by the charter of the hab (based on Venusian common law), and still perform all their normal functions. While a lot of them handle PR, some real scientists and researchers are employed to do actual work, or just provide accurate technical descriptions of their work. Working at World of Tomorrow is usually considered a relaxed and positive posting, though some more serious workers find it a bit grating. Next are the "actors", or just the personnel hired directly by the Science Council. They are employed, and live a life many in a corporate owned hab would find familiar, though with the "softness" the Morningstar Constellation is known for. Many of them are indeed "actors", or at least roleplaying - they perform normal jobs such as repairing or directing bots, policing the streets, customer service and more, but must do so "in character". Indentures are rare in the World of Tomorrow as a result, few applicants have the personality and social skills for the work - instead a lot of glitterati types often end up here, trying to get a "break". For those who can't or need a rest from constantly dealing with tourists, like most Cylinders World of Tomorrow has large sections of green space which are used both for environments and to grow food - many earth classics. There are even some stock of cattle herds for that authentic "beef burger" experience (so yes, there are space cowboys. And girls, and neuters, and herms). While not an extensive shipyard, World of Tomorrow does have some facilities to build and repair spacecraft, often adding their retro flare. Other menial tasks are usually handled by ALI. Then there are the hobbyists. They come from all strains. Some are permanent tourists, some are former infugees looking to recapture the past, others wish to take a break from the "real" world of Luna and Earth Orbit. Even some are born from wandering Scum Swarms or emigrate from the Outer System to experience a world they never saw, having been born far from earth. While all of these are enthusiasts, their flavor can vary. A very few are actual experts, historians, anthropologists and documentarians who are consultants for the Science Council, or just want to get as close as possible to their subject matter. Many are artists, who are trying to recreate the style of "raygun gothic", producing vids, games, VR and more based on the aesthetics of the hab. Some may blend with the next group, the gearheads, who are the masters of the old mediums, understanding various outdated and retro tech - and even producing media on it. World of Tomorrow has one of the few functioning facilities to produce actual "film" vids in the solar system. And then there are those who are here just because they want to escape the modern solar system, and engage in a little nostalgia full-time. These all make their way as one does in the hypercapitalist economy, acting as freelancers or flexible employees to sell their wares or services.
Unfortunately, World of Tomorrow is heavily reliant on tourism and outside sponsorship. The system of Venus orbit is fairly open, requiring all materials to be recycled or imported, which can be expensive. The place generates positive PR and rep for most involved, so for now it is fairly stable, but if Earth Nostalgia ever becomes passe, the habitat could be in trouble sustaining itself. It is also a bit of hotbed for Reclaimer activities in the Venusian area. While the most hardcore are stationed around Earth, there is plenty of agitation, especially from the wing of Morningstar opposed to complete Venus terraforming. Those with these opinions tend to keep quiet in public, however, as the Planetary Consortium officially pushes that earth is dead and gone, despite being a large source of the tourism.

Saturday, November 9, 2019

Melee Weapon Mods 2E

(This was much requested by my home group players to bring over this original article to 2E. So without further ado, here are some weapon modifications and accessories which can be added to melee weapons.)

Ballistic Grip: Melee weapons always have a range disadvantage. To combat this, some weapons embed a single shot of kinetic ammunition in a hidden grip, with a barrel concealed with a small cutout (or disposable protector) which can be released with a hidden latch or trigger. This has all the stats of a Holdout Pistol, but is only SS. The hidden round cannot be sensed except by X-rays or other penetrating scans. [Minor] (R)

Custom Grip: Specially crafted grip made of shape-changing memory materials, and special density alterations to contour perfectly to the hand of the wielder and adhere to them. Configures in 3 Action Turns, the user it is set to gains a +10 on Melee tests, but all other wielders take a -10 to Melee until they reconfigure it. [Minor]

Folding Weapon: Weapon is made to be collapsible. The business end is made of extending or telescoping materials and shape-adjusting smart materials, and the handle is rebuild to collapse the weapon inside of it. In short order the weapon can be extended or retracted to just the handle. While collapsed, the weapon is much more innocuous. The weapon collapses to Very Small size (and thus is Concealable). [Minor] (R)

Ghost Sword: Weapon is remade with metamaterials along the "business" end, which render it invisible to the naked eye and several types of scanners. this also makes it hard to wield, as it must be done by feel. -20 on attack rolls with the weapon, but -20 on Fray to dodge or parry a successful hit. This penalty also applies to certain sensor rolls to find the weapon (but it is not necessarily easier to hide). [Minor] (R)

HF Blade: The weapon is armed with an oscillating module which causes the weapon to vibrate at ultra-high frequencies, like a Vibroblade. This effect is not very pronounced in most cases, but does allow it to slip through or grind down armor more easily. When careful action, such as a sawing motion, is applied, add +1d10 DV. The weapon is Armor Piercing. [Minor] (R)

Masterwork Blade: Most weapons are produced by fabricators, using standard metallurgy. Rarely, a skilled smith who has experience will craft the weapon, using fine quality metals, though this requires additional resources. The weapon with this mod deals +1d6 DV. [Minor]

Oversized Weapon: Some morphs are bigger and stronger than others, so they need bigger weapons. This mod can only be applied to a weapon which is not already Two-Handed. The weapon becomes two-handed, and gains Reach, but loses Concealable if it had it. If it already had reach, it gets the next level of reach (+20). [Minor]

Quick-Draw Sheath: While it can be fairly easy to draw many melee weapons, with a combination of some skill and tech this can be done very rapidly to allow surprise strikes on an enemy. This can be a spring-loaded or tactical sheath, a perfectly angled scabbard or a set of electromagnetic locks which can switch from holding to repelling a weapon in a flash. Allows one to draw and attack with a Melee weapon with a single Complex action. [Minor]

Shock Capacitor: Weapon has an embedded battery, capacitor and conductive lead, which causes it to generate an electric shock on contact which discharges the capacitor - flooding the target with incapacitating electric current. The weapon gains the Shock quality, which can be used in touch-only attacks. [Minor]

Thermic Weapon: Similar to the shock capacitor, this weapon is embedded with a nuclear battery, but also a heat conducting element that when activated superheats the blade. Thermic weapons are incredibly dangerous, but will boil straight through armor and even deck plate. The weapon gains Armor-Piercing and now affects Energy armor. If the attacker scores a superior success, the target is set On Fire, taking 2d10 DV per turn until extinguished. [Minor] (R)

Viper Capsule: The handle of the weapon is rebuilt to hold several doses of drugs, toxins or nanotoxins. Then, in a pinch, they can be released with slight pressure to flood the blade, delivering their payload to a target on a strike. The target must be damaged by the attack to deliver the payload. Holds up to 5 doses, bladed weapons only. [Minor] (R)

Friday, November 8, 2019

Revolvers

Revolvers or "Wheel Guns" have been a common style of handgun for several centuries, originally holding more rounds than traditional single-shot guns, after the rise of automatics they became prefered as an emergency weapon as their mechanisms are much less likely to jam, and because they could load different ammunition or even allow customization of ammo load. After the Fall, Revolvers of several types are still used for these purposes, by those who want slightly more stopping power, control over ammunition loads, or who don't trust modern kinetic designs. Modern revolvers are made with advanced polymer frames to reduce weight and speed production, and can load the same style of caseless ammunition as other kinetics. They are all double-action or have a recoil based action, and are designed to be used with speedloaders or have disposable cylinders. Antique revolvers may require additional Complex actions to reload. In addition to having Smartlink and Safety Systems, all modern revolvers are equipped with mesh-controlled "smart cylinders" which allow you to load specific chambers with ammunition and freely switch to them quickly (i/e have the Smart Magazine effect). Because of their design, Revolvers cannot be equipped with Extended Magazines or Sound Suppressors, but can be Railguns.

Snubnose Revolver: Ultra-compact revolver, designed to be pocketed easily. These typically fire from the bottom cylinder instead of the top in order to better manage recoil. They are used as an emergency weapon by some military and law enforcement, or a self-defense weapon. Concealable. [Minor] (R)
1d10+1d6+2 DV SA Ammo 6 Range 30

Revolver: Standard size revolver. Uses slightly heavier ammunition than normal pistols, with a decent barrel length giving it increased power and range over conventional automatics, which helps mitigate the small ammo capacity. [Minor] (R)
2d10+1d6 DV SA Ammo 7 Range 50

Hunting Revolver: A veritable "hand cannon", these revolvers have very long barrels and high caliber ammo (more akin to a rifle than a pistol round), and were originally used for sport shooting. Some are still used this way, but they may also be used as a showy equalizer. Modern morphs can fire them one-handed, but two hands is recommended for stability. Knockdown, Long. [Minor] (R)
2d10+1d6+2 DV SA Ammo 5 Range 100

Polygun Revolver: Shape-adjusting version of the revolver. Using this technology, it can manipulate barrel size and shape and the cylinder to accept a variety of ammunition and alter it's profile. Can switch between Snubnose, Revolver and Hunting Revolver in 3 Action Turns, using the original weapon's profile, but each accepts different ammunition. [Moderate] (R)

Monday, November 4, 2019

Actual Play Update

Hey y'all, still alive! And better than that, my group is actually moving forward on some EP 2nd edition, we've already posted a session zero and our first play session (part 1 of the classic Glory scenario) will be up soon. If you want to keep up, check out the playlist here.

Actually working with 2nd Ed Eclipse Phase does have some of my gears turning, you might expect a few new homebrew subjects or maybe some scenarios out of me before long, there's definitely some ideas which could be remade in 2E, or which work now we've got some new or streamlined rules, so look forward to it!

Monday, August 5, 2019

Gacha

(Hey, been a while, huh guys? The simple version is basically that I pivoted a lot of my work to my YouTube channel and growing and refining that, which combined with kind of the stagnation I felt while the 2E was being developed and tested meant I didn't feel like firing in on some EP ideas for a while. But since 2E is out and about and I've been reading it and getting a bit back into EP, I've been thinking about occasionally scratching a few ol' ideas off my list, and maybe some new ones. If you want to hear my thoughts on the new edition, check out the most recent episode of our podcast What's Up? w/ Omega & Lucky where me and the co-host get into it. Also considering subbing us for future Actual Plays and other discussions. Otherwise, here's a bit of a look at what has been consuming a lot of my time for the past couple years...)

"Gacha" is a term for a type of randomized mechanic from the Japanese "gashapon" the term for capsule machines. The western way of referring to this mechanic was popularized as "loot boxes". They are commonly a form of monetization, where one redeems in-game items or currency for a randomized reward, and the currency can be purchased with real-world money. It draws its origins from real life capsule toy machines, where one feeds in physical currency to get a randomly distributed toy (often with specific items having specific rarity), or from the "booster pack" model of many trading card games. Over the years, various concerns and definitions have been raised over the system, theorizing it is anti-consumer, exploits addictive tendencies, or is tantamount to gambling - but also it's incredibly lucrative. This means that obviously even in AF 10, the profitability of these models and familiarity means they are still used in certain types of entertainment.

Randomized trading and collectible card games are still popular, though to conserve resources they are often now purely digital and played via AR. The general outlines for a lot of these games are the same, they involve building up resources to play various personalities or entities, who appear in the AR skin and do battle with your opponent - who can be another person or an ALI. There is a wealth of these games, and often amateur game designers will cut their teeth producing such games, with only a few taking off. Some are licensed products in a franchise, others are their own original creation involving specific art styles and "lore" (For instance, Monsters' Duel has an artstyle based on traditional Japanese pop culture, while Spells: Archived has a western look somewhere between fantasy novel cover and a metal album cover. Both are owned and operated by the same hypercorp). There are even sports based games which involve trading of current and historical players, and often integrate into Fantasy Sports teams who compete against other fantasy teams and clubs. While some of these games offer fixed distribution, most are randomized. Players can either pay real money outright, or grind for in-game points which can be converted into boosters. If players can actually trade their libraries, there is also often a secondary market for specific cards of high rarity.

In the AR or vid-game space, there are also many traditional "gacha games", which rely entirely on this randomized mechanic. One's available "units" or other game pieces are entirely random, and one must spend an in-game currency (often premium) to receive new units. Units often have special increases in rarity (rate ups) or are time limited to drive sales, and some games are not well balanced, meaning new units are often required to keep advancing in play. Many of these games use characters from media franchises, or contain original stories set in fictional universe in order to get engagement from players and build a roster. Still others use public domain characters from history and folklore in their own art style, such as Destiny & Chaos which uses characters from many traditional mythologies, or Tactics Crest, which has famous military commanders. Or the even more esoteric collab between Direct Action and Go-nin, Foxhole Girls, which personifies military hardware with an asian pop-artist style. These rely more heavily on gameplay and appealing to classic questions like, "Who was a better commander, Caesar or George Washington" or "What would happen if Hercules and Cu Chulainn fought?". Some do use entirely original rosters, though often with very archetypal setup for why one must collect all these characters - these models often have to try very hard to get noticed in the market.

Other games, especially VR games, may utilize this form of monetization as an extra revenue source. While many allow custom adaptations by the community, quite a few also randomly distribute cosmetic in-game items randomly, adding new "skins" to the simulmorph or various aspects of the game universe. Some of these are quite rare, and often highly valued in the secondary market either just for the prestige, or because they're often designed by the professional art team. Some of these items may be available in non-randomized form, but often require large expenses of in-game, even premium, currency, incentivising the "gambling" aspect. Some games take this a step further, pushing closer to the "gacha" model to randomize actual game elements such as in-game equipment, abilities, characters, etc in the rewards system. If these are mechanically superior, this is often seen as a warning sign for consumers, as those with lots of free time and money can often gain an edge over players with shallow pockets or who lack time to grind.

How these games are handled depends very highly on the "market place". While quite a few polities don't necessarily feel any moral compunctions against gambling, some may not like the monetization angle, others are money driven but note the stigma. The LLA is a more socially conservative locale, who carefully regulates many of these models - requiring rarities to be posted, availability to be clearly stated and leaving exploitive tricks (such as making a unit appear for a limited time, then reappear later permanently without noting) open to litigation. Morningstar operates similarly, trying to enact a more "concerned" hypercapitalism, and avoid the appearance of praying on addicts. Such games are somewhat rare in the Jovian republic, especially as they tend to be less focused on some of the technologies - but may still be made available with some of the same regulations. In addition, if a game deals with sensitive subjects (such as nanotechnology, AGI, Uplifts, Anarchism, etc) it may be censored by the government, in addition to removing blatant sacreligious elements. The Planetary Consortium and allies polities, on the other hand, fully embrace the free market. Little restriction is put on these games other than the default protections one might assume (such as outright scams or frauds), and let the consumers take care of the rest. This tends to mean the most exploitative or profit driven games have smaller player bases or build slowly over time, while more "approachable" games are more acceptable, liked by their players for not being a "blatant" cash-grab or having more respectable mechanics for free or small-budget players which keep them interested.

Extropians have an interesting approach - as obviously they see nothing philosophically wrong with any model where the customer voluntarily pays in, fully knowing the terms of the payment. Extropians may often play the same games as the PC. However, their open source and remixing culture puts them at odds sometimes as well, leading to many "hacked" servers, homebrews, or "custom" games where underlying codes and elements are altered, units and items added, currencies and probabilities changed, etc. Players of these versions of the games are often barred from the "normal" versions, but some of these offshoots get popular on their own. The New Economy also has interesting thoughts on the model. Autonomy isn't restricted, so there's nothing wrong with people playing these games or the gambling aspect, but exploitative monetization is frowned upon also. Like the Extropians, Anarchists and Titanians often have to host their own versions of these games (or are distributed a different version) with the monetization elements removed, and in-game points only used. Some have even integrated this with the rep system, players in good rep standing generate steady amounts of in-game currency to trade in for the randomized materials. Players with bad habits or who have a low rep will find themselves struggling to earn new items, cards or units.

Tuesday, February 20, 2018

So, You've Just Been Resleeved

[EDITOR'S NOTE: Variations of this Article have been circulated by the Planetary Consortium since shortly after the Fall. All too often Sentinels forget about their basic procedures in a rush to get back in to the action, so it's good to refresh yourself on the basics. I've edited a lot of their political BS out of this version, and kept it to just the stuff you actually need to keep in mind, with some additional comments. -Yumiko Akiyama, Veteran Sentinel]

1. Remain calm and take it slow when you resleeve. Physical side-effects can include dizziness and lightheadedness, shakes or shivers, temporary loss of balance, exhaustion and poor fine control, which persist for a statistically average 24-48 hours. This acclimation period is perfectly normal, so remember to plan your sleeves accordingly. This effect is noted to be less if one uses a familiar Morph type, or a clone of a previous morph.

[Yumiko: This is actually good advice. If you're not lucky enough to be a person who has developed strong adaptability, you'll feel a little off your game for a day or two. Don't push too hard even if the case is hot, make sure your new body works first. I recommend finding a safehouse, getting the lay of the land, or making sure to reup any implants you need to kill the time until you adjust.]

2. You may experience mental or physical artifacts when resleeving. This is perfectly normal, and will pass in time. If you are unsure if your behavior is normal for you, or if you experience excessive amounts of memory, emotion or habitual artifacting, check with your Muse, or a resleeving technician for assistance and psychological analysis. Otherwise, remain calm and act as comes natural to you.

[Yumiko: Artifacts are the worst, usually. Sometimes you get an embedded skill, but almost every Sentinel has experienced a sudden bout of nicotine or caffeine addiction, or something harder. Pods are the shittiest, the underlying cyberbrain architecture can come on very strong. I've had bad experiences being all "oorah devil dog" in Security Pods, or worse in a Pleasure Pod. I recommend contacting The Eye for help first though, if you don't have a mind-doc in your team.]

3. Normally, your HUD will be turned off not to display date and time, and there are no reflective surfaces in the resleeving room, to prevent unwanted panic over continuity and identity. Take your time before examining yourself and checking the time. Your Muse is equipped with psychology software, and will let you know when you are ready to examine your new body and circumstances.

[Yumiko: Sentinels ignore this part a lot, we're busy. I kept it in mostly for contrast - don't rush back into action if you're coming off a violent resleeve, but familiarize yourself with your morph as soon as possible. Try not to be too obvious about it though, you might weird out the technicians in a public body bank or clinic - they're used to dealing with rich tourists, travelling corp-men and indentures cashing out their contracts most of the time.]

4. Take time to adjust to your new physical situation - this includes both any changes to height, weight and balance of your new morph, but also different conditions of gravity, atmospheric pressure and other environmental conditions. Proceed with caution when you get up from the ego bridge and begin moving around.

[Yumiko: I honestly think this should be higher up the list, but to the PC I guess it's more expensive and time consuming to have to fix your mental problems instead of a stubbed toe or bump on the head. Just stay relaxed like they say and get a feel for the new body and where you're operating. Understanding your physical capabilities and limitations can mean the difference between needing a new Morph]

5. If you have spent an extended period in a Virtual environment, be aware some sensations may be sharper or more defined in "real space". Please remember to consider your surroundings and local customs when refreshing yourself on "real" sensations.

[Yumiko: Not often a problem for Sentinels, even if they have been in VR or Infomorph states for a long period of time, but the last part stands all the time. As an operative, be familiar with the terrain, both physical and social, and account for it in your actions. Anything you do which is worth remarking might come up later if an opposing group tries to track you. But, if you're an AGI who hasn't tried a physical morph out before, this does apply. Keep it relaxed until you're in private]

6. Be aware, unless you have made a custom order, your Morph may have been previously used. Be cautious leaving yourself in Privacy Mode as people may see your face and think you are someone else. Depending on what your Morph was doing recently, and how long it has been in storage, you may feel the need to "catch up" on bodily functions preserved during stasis. Do not be alarmed if you feel a strong desire to sleep, eat, excrete or experience physical or emotional arousal.

[Yumiko: The face part is the most important here, especially if the organization is providing your bodies and doesn't give you full provenance. Given how we have to operate in secret, operating anonymously is not unknown. Cover your face if it's going to be a problem. Getting a quick meal or lay in right after resleeving can sometimes help you adjust, however. I edited out the lovely implication you can often pay for a new face right away in the shop - find somebody on the street who can do it cheaper.]

7. If your new body comes with additional implants, take your time to familiarize yourself with their features, to avoid accidents and make the most of your Morph.

[Yumiko: Again, damned good advice. Sentinels can go crazy ordering new 'ware for an OP, make sure you know how to use everything. As a freelancer before Firewall I knew some guys who accidentally hit themselves in the groin with an implant blade or hand laser because they forgot which muscle groups set them off. Enhanced Senses also can take some adjusting too. Again, edited out the bits where the Consortium tries to shill you on ordering new mods right away.]

8. Remember to be polite to the Resleeving technicians. They are here to help.

[Yumiko: Presented without comment.]

Sunday, January 14, 2018

Psychovore

PSYCHOVORE
A species which is found on Bromeliad, but probably not native to there. Their normal appearance is a semi-amorphous quadruped with blue-black skin about the size of a medium to small dog. They have no apparent eyes, but do have some photosensitivity in their skin, allowing them to "see", as well as sense Near IR (body heat) and their own Psi senses. The Psychovore name comes from their unusual "diet", which is to make physical contact with the brain or CNS and parasitize the neuroelectric and neurochemical energy there, killing the host. To assist in this, they are effectively boneless, with variable tension in their outer skin and internal fibers, making them fairly strong and fast moving. They can grip to surfaces and their "limbs" can sub-divide up to the nanoscale level like fractal digits - a capability beyond Transhuman biology. Their limbs can even stretch and flex, giving them some surprising reach. Other internal structures are flexible and adaptable. They self-repair quickly with healing organelles which are as efficient as medichines, and their internal composition is very variable - with "storage" organelles halfway between power plants and neurons. They are also resistant to vacuum and do not need to "breathe" for their metabolism. Combined with the fact that they reproduce asexually by fission after large meals, the complex internal structure, this all around hardiness means it is highly likely Psychovores are artificial creations - some kind of alien bioweapon. Initial studies indicate they may have been on Bromeliad for upwards of 100,000 years.
Behaviorally, Psychovores are solo or small pack hunters. Their skin is chameleonic, and they can climb fast and well, so they tend to hide out of line of sight and ambush, utilizing their Psi abilities to sense even through solid material. They can also fit through or in small spaces as needed. They have a pronounced range of senses. They tend to immediately go for wherever the brain is located with a pounce or drop, but if they don't have easy access, they can grapple or even use Psi Sleights to try and stun the target, both on contact and remotely. If threatened, they will try and provoke a fear response or "disappear from perception" of observers. Psychovores are hostile to drones and synthmorphs, destructively attacking them when spotted - possibly due to their inability to sense or attack them with Psi.
Initial examinations of their structure is that they're basically all "brain" equivalent, and digesting brains of others allows them to grow new neural tissue - which is also all their other tissues, and divide or grow in strength. While they are not actively sapient, they do have animal cunning and appear to be able to "learn" by consuming animals to know their behaviors. Given their chamelonic and adaptive abilities, this gives great concern if they should ever be able to consume a large number of Transhuman brains. What might they learn about hunting us?
Threat Level: Orange
Numbers: 1-4
COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 15
WIL 20 INIT 7 SPD 2 DUR 25 WT 5 DR 38
Tendril: 1d10+1 DV, AP 0, Reach, Subdual
Fractal Stab: 1d10+4 DV, AP -8
Psychic Vampire: After making a successful Subdual attack, the Psychovore can spend a Complex Action to perform a Psychic Vampire attack, which is an opposed WILx3 test. If the Psychovore succeeds, it deals 1d10/2 DV which ignores normal armor (but not Psi Armor). It will latch on until the target is dead and they are removed and deal 1d10/2 DV this way each round. The target must have a biological brain.
Fray/Armor: 50, 2/3
Perception: 40
Move: 4/20 Walker
Skills: Climbing 40, Control 40, Infiltration 40, Sense 40, Psi Assault 40, Unarmed Combat 50
Ware: Chameleon Skin, Infrared Vision, Grip Pads, Fractal Digits, Medichines, Squishbot, Vacuum Sealing
Traits: Limber (2), Small Size, Psi (2)
Psi Sleights: Agony, Confusion, Drive Emotion, Ego Sense, Extend Range
Absorption: When the Psychovore successfully makes a Psychic Vampire attack, it heals a number of DV equal to half the DV it deals with each attack. If it kills a sentient creature it gains a +10 to COG, INT and WIL for 1d10 Hours or can divide to form 1d6/2 Psychovores.
Stress Test: 1d10/2 +3

[SIDEBAR: Psychovores Of Unusual Size]
Theoretical simulations based on examinations of their physical structure and preliminary survey reports indicate there may be larger Psychovores out there - some kind of mature stage when they fail to divide - or perhaps upon many divisions. These forms are more flexible, some may even be able to walk upright or have even more multipurpose limbs. When upgrading the Size Trait of a Psychovore increase all it's Attributes by 5 (and make sure to also increase derived stats and skills appropriately). If it is Medium Size, it has a DUR of 35, if it is Large size it has a DUR of 50. Psychovores of this larger size also begin displaying more complex behaviors as they absorb knowledge and skills from victims. They can add any skill (including Knowledge skills) they like when they kill a victim, and can also copy any of their Psi Sleights. They can mimic the form and shape of other things, akin to Skinflex/Shape Adjusting wares but do not normally gain the Disguise or Impersonate skills, so their ability to pretend to be something complex (like a Transhuman) is limited. Their physical forms can also mimic any Bio or Nanoware they consume, particularly sensory and mental augmentations. The more they consume, the smarter and more adaptable they get. At a GM's discrecion they may even being displaying Psi Epsilon abilities.