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SamsaMorph JamesMosingo

The samsa was the first attempt to create a combat pod model with a terrifying appearance. The samsa is an intimidating, two-meter-tall, four-armed, four-legged, humanoid insect. Samsas are an unsettling sight to many transhumans. They are most commonly used by mercenaries and enforcers in the rim. Their armored carapace provides protection and the extra limbs allow a character to dual wield rifles or other two-handed weapons.
Implants: 360-Degree Vision, Basic Biomods, Basic Mesh Inserts, Carapace Armor, Chameleon Skin, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Extra Limbs (4 Arms, 4 Legs), Grip Pads, Hardened Skeleton, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Temperature Tolerance
Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem)
Durability: 50 (includes Hardened Skeleton)
Wound Threshold:10
Advantages: +20 Intimidation skill, 4 arms, +10 SOM (includes Hardened Skeleton), +5 REF, +5 COO, +5 to one other aptitude of the player’s choice, Carapace Armor (11/11)
Disadvantages: Social Stigma (Pod) trait, Unattractive (Level 2) trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Just Mortal: These things are just fucking disgusting.
Callosum: The synaptic programming in some samsa cyberbrain models is a bit rough, if you ask me. In particular, the extra limbs are not always designed to be operated independently; sometimes they mirror the primary limbs. This is allegedly a “feature” for users who aren’t acclimated to multi-limb body plans, but it can be a real pain when you need to concentrate to move your appendages independently. Plus, it means a good brainhacker can trigger this mirroring behavior if they compromise your security. No so good when you’re in the middle of a firefight.
Pivo: I can’t speak for all neo-octopi, but you can definitely tell some of these models were designed for native two-arms, two-leg users. Like Callosum said, they really aren’t optimized to make the best use of those secondary arms.