The Pangoloid, The Poor Man's Reaper

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Grim G Grim G's picture
The Pangoloid, The Poor Man's Reaper

Here's my calculations for the pricing, I didn't put the cred price in so it can be adjusted based on the location. I aimed for essentials only and feedback on that would be good.

Type: Synthmorph
Real CP: 203.5
DUR: 30 + 10 = 40
Light Synth Armor CP: 15
Total DUR CP: 10
Reflex Booster: Expensive 20,000
Light Combat Armor: High (FP) 1,000
Structural Enhancement: Moderate (FP) 1,000
Puppet Sock: Moderate 1,000
Roller: Moderate 1,000
Thrust Vector: Moderate 1,000
360° Vision: Low 250
Walker: Low 250
Digging Claws: Low 250
Radar: Low 250
Eelware: Low 250
Enhanced Vision: Low 250
Prehensile Tongue: Low 250
Access Jack: Low 250
Anti-Glare: 250
Mnemonic Augmentation: 250
Augment Cost: 25,500 ÷ 1,000 = 25.5 (Rounded) 26
FP Augment Cost: 2,000 = 2 CP
Coo 5: 42.5 Som 10: 85
Aptitude Total: 127.5
Adjusted CP: 51
Final CP Cost: 53

The Pangaloid was designed through an open sourced team of scum for one pourpose: a cheaper, yet still reliable alternative to the Reaper combat synth. Inspired by the now extinct mammal, the Pangolin, the Pangoloid takes some liberties with the aesthetic in order to make the shell easier for humanoids to adjust to. The Pangoloid stands upright and 5 feet tall with a hunched over head and a small stub of a tail rather than the long one Pangolins use for balance. The Pangoloid also has the ability to curl into a ball for both protection and increased mobility. The designers decided to stay close to the aesthetic of it’s inspiration with overlapping armored scales on the back, digging claws and a prehensile tongue.

Enhancements: 360° Vision, Access Jack, Anti-Glare, Digging Claws, Eelware, Enhanced Vision, Extra Limb (Tongue), Light Combat Armor, Mnemonic Augmentation, Puppet Sock, Radar, Reflex Booster, Structural Enhancement
Mobility Systems: Walker 4/20, Roller 8/32, Vectored Thrust 4/20
Aptitude Maximum: 30
Speed Modifier: +1 (Reflex Booster)
Durability: 40 (50 with Structural Enhancement)
Wound Threshold: 8 (10w/Structural Enhancement)
Advantages: Extra Limb, +5 COO, +10 SOM, Armor 6/6 (20/18 with Light Combat Armor)
Notes: Tongue extends 1.5m and has Ellware included, under belly counts as armor 6/6 for the purpose of call shots, this does not apply when the morph is curled up, scales also have Eelware included.

Laskeutua Laskeutua's picture
I like it, the description

I like it, the description certainly makes if fit in setting and frankly, any cheap combat morph is welcome.

My only issue is its CP cost - numbers that aren't in multiple of 5 in char-gen is frustrating to work with.

Grim G Grim G's picture
Laskeutua wrote:I like it,

Laskeutua wrote:
I like it, the description certainly makes if fit in setting and frankly, any cheap combat morph is welcome.

My only issue is its CP cost - numbers that aren't in multiple of 5 in char-gen is frustrating to work with.


I suppose I could add a few more things. I wanted to do an Ionic drive but realized that doesn't work in a vacuum.
Laskeutua Laskeutua's picture
But it works really well in

But it works really well in pressurised habs in micrograv (like Locus)

SquireNed SquireNed's picture
AMCS Version

Here's the morph redone in my morph creation system, in case people prefer it (for most things, it falls closer to the baseline than do the Transhuman creation stats, especially as one's morphs go more exotic):

Pangoloid
MP / K Cred
SYNTHMORPH 10 / 0
Medium Size (DUR = 45 [20 + 25@15 MP]) 25 / 0
Light Armor (6/6) 33 / 0
+5 COO [FREE]
+10 SOM 58 / 0
Reflex Booster (Expensive 20k) 73 / 10
Light Combat Armor (High) 78 / 13
Structural Enhancement (Moderate) 80/14
Puppet Sock (Moderate) 82/15
Roller (Moderate) 84/16
Thrust Vector (Moderate) 86/17
360 Vision (Low) 87/17
Walker (Low) 88/17
Digging Claws (Low) 89/17
Radar (Low) 90/17
Eelware (Low) 91/17
Enhanced Vision (Low) 92/17
Prehensile Tongue (Low) 93/17
Access Jack (Low) 94/17
Anti-Glare (Low) 95/17

CP Cost: 50 [47.5 rounding up]
Credit Cost: Expensive (50,000) [48+2/3 rounding up)

Note: I used augmentations rather than the AMCS to handle movement modes; technically would get a free movement mode but the final difference is moot. It is slightly more powerful than the Pangoloid as it stands, getting 5 extra DUR and being able to take 2/2 more armor than it would otherwise without bumping into the next bracket, but a lot of that comes down to the Transhuman morph rules erring on the side of caution with regards to not allowing overpowered custom morphs.

SquireNed SquireNed's picture
AMCS Version

Here's the morph redone in my morph creation system, in case people prefer it (for most things, it falls closer to the baseline than do the Transhuman creation stats, especially as one's morphs go more exotic):

Pangoloid
MP / K Cred
SYNTHMORPH 10 / 0
Medium Size (DUR = 45 [20 + 25@15 MP]) 25 / 0
Light Armor (6/6) 33 / 0
+5 COO [FREE]
+10 SOM 58 / 0
Reflex Booster (Expensive 20k) 73 / 10
Light Combat Armor (High) 78 / 13
Structural Enhancement (Moderate) 80/14
Puppet Sock (Moderate) 82/15
Roller (Moderate) 84/16
Thrust Vector (Moderate) 86/17
360 Vision (Low) 87/17
Walker (Low) 88/17
Digging Claws (Low) 89/17
Radar (Low) 90/17
Eelware (Low) 91/17
Enhanced Vision (Low) 92/17
Prehensile Tongue (Low) 93/17
Access Jack (Low) 94/17
Anti-Glare (Low) 95/17

CP Cost: 50 [47.5 rounding up]
Credit Cost: Expensive (50,000) [48+2/3 rounding up)

Note: I used augmentations rather than the AMCS to handle movement modes; technically would get a free movement mode but the final difference is moot. It is slightly more powerful than the Pangoloid as it stands, getting 5 extra DUR and being able to take 2/2 more armor than it would otherwise without bumping into the next bracket, but a lot of that comes down to the Transhuman morph rules erring on the side of caution with regards to not allowing overpowered custom morphs.