Euromortis

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Name Euromortis
Classification Undead (With Mortal Parasite)
Age Expectancy Unknown
Average Height Unknown
Average Weight Unknown
Body Proxy
Spirit Normal
Soul Unknown
Preferred Weapons Unknown
Owner Isabel, Greg


Overview

After the disaster that caused the current ice age on Eurydice, the majority of life on the planet died off, and most Eurocids went into hibernation in the ice, unable to find new living bodies for their offspring to inhabit and overtake.

However, a small, mutated minority of the species, with the rare ability to maintain a certain level of their own intelligence without a living host, were able to overtake dead bodies, and thus survive the disaster for much longer. While these, too, eventually succumbed to the cold, they did so after managing to reproduce enough to increase significantly in number.

When SAHBER traveled to Eurydice, and picked up samples of several Eurocid, they had also unknowingly taken a few of the deviated strain as well.

After testing these mutated Eurocids on living subjects, they found them unable to synchronize. Having no interest in a strain that couldn't attach to a living host, they simply labeled them as duds, and placed what remained of them on a shelf.

When SAHBER's main headquarters were raided after the Scar case, the storage the Euromortis were in was broken open, allowing them to escape, and take up residence in the many dead bodies left behind in the wreckage.

Due to their lack of reliance on living creatures to subsist, Euromortis tend to be less manipulative and self-focused than Eurocids. They're also unable to continue mutating to their full form, due to the lack of keystone energy and independently living tissue in their bodies, leaving them in a relatively mundane form for their entire lifespans. For these reasons, they tend to drift a little more toward commutative living than regular Eurocid, and are all around a bit more pleasant to come across than their cousins. That said, they're still very alien in their behavior, and very little is known about their culture, customs, or even general tendencies as a species.

Euromortis are able to produce their own spirit energy, which keeps the bodies they inhabit in mostly-living shape. They are also able to take in keystones, but the energy is contained inside the Euromortis itself, and is thus unusable for host mutations.

Euromortis have somewhat of a hivemind, and can feel the presence of other Euromortis and Eurocids in its vicinity. When mature enough, this sense grows enough that they can communicate with each other in this way.

It's extremely difficult to identify a Euromortis without somehow looking inside the host body, such as through some form of MRI, or dissection.


Racial Passive

Body-Snatchers (Racial Passive): When the good guys are the ones who take over dead bodies, you know there's something wrong with the species.
Positives: -10 to social skill checks done against you, mostly because you just don't get it. If KOed or killed in battle, you may choose to spend a turn liberating yourself from your dead host. Once free, you're able to move normally (6 spaces), at which point you can either try to escape from the battle, or travel to another dead body to reanimate. While free from a body, you're only considered to have 200 HP, and die if you pass the standard 15% death threshold. If you attempt to reanimate a dead body, you must spend an action and 50 STM synchronizing with it. After synchronizing, it returns to life with your character's stats, at 20% HP. If this body belonged to a PC that died, but is able to return to life, that character will come back in a new body that looks just like it. On level 17 Euromortis get telepathy among their kind.
Negatives: Due to being aliens, Languages and Knowledges cost an extra 5 EXP to buy. You take 5 PLM more damage from techs with the Piercing tag, as they're able to hit the Euromortis inside directly. You may not take Piercing as your defended tag if you use the medium Armor passive.