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Cryojunkie

Implemented

This design document has been completely implemented into Ephemeral Space. All information here should be present in-game.

Name: Cryojunkie

Organization: Crew

Archetypes: Freak, Jester

Description: Bear the fruits of your expensive designer surgeries. Question if it's actually worth living life as a cryonic zombie.

Objectives: Survive the round as a cryohusk. Stay away from high temperature areas.

I knneeewwww it--blugh...--you all... told me I was crazy.. for getting thaaat autofreeze implaaant... Hoouuww do I move my leghs again..?

Concept

The Cryojunkie is a secret identity which revives on death as a weak cryohusk, caused by an experimental anti-death implant that may or may not work as well as it's claimed.

Abilities

Once per round, a Cryojunkie can transform into a cryohusk one minute after death. This will completely revive the Cryojunkie, but they will remain weak and unable to speak clearly at all for a short time until they get their bearings back. When the Cryojunkie revives, they will release a burst of Cryogas.

Gameplay

The Cryojunkie can have a massive narrative effect on how events play out in a round due to the game-altering ability to revive after death with almost no caveats. This ability being so powerful is the reason for not simply making it a modifier or trait: planning around the death revival is the Cryojunkie's main intrigue. Cryojunkies are one of the only ways to truly continue to have a direct effect on the round after death--even if being an obvious cryohusk makes things a little difficult. Frankly its simply freaky to watch your buddy get killed and then they come back as a fucked up blue ice zombie.

The Cryojunkie's objectives mostly serve to subtly encourage and enhance the base effect of their ability. It encourages dying at least once--but surviving after that, which may be difficult with a weaker cryohusk body, or if whoever killed you might want to finish the job for good. The objective to avoid high temperatures encourages navigating the map in a novel way, as avoiding fires becomes much, much more of a priority than before, and a Cryojunkie which refuses to help put out fires may come under interesting suspicion.

The Cryojunkie has some deniability with changelings (tba) and corpsychids, which both present in similar ways to cryohusks and have methods of reviving after death.

If a Cryojunkie is killed and then revives as a husk, objectives which require them to be killed will not fail (ic they're 'socially dead' in some way, I guess). This gives them novel interplay with other secret identities or organizations which may seek to kill a Cryojunkie, since one may volunteer their own life for a greater purpose or as part of a backdoor deal.