Identifying Morphs

Table of Contents

Morphs come in a wide variety of makes and models. While the original sylph brand was designed by Skinaesthesia, there are hundreds of copies, knockoffs, spin-offs, and alternative models out there that are all functionally similar, even if they have slightly different genetics. Many of these have their own model names, such as Sylphid, Cassandra, and Sedusa. In game terms, however, they are all treated as sylphs or perhaps knock-offs or variants.Within Eclipse Phase, visually identifying a morph’s model is not always easy, especially humanoid biomorphs with a standard body plan. Many morphs, such as octomorphs, neo-avians, remade, and arachnoids, are immediately recognizable (by type if not specific model) due to their obvious characteristics. Some people ID or boast of their morph model via their social networking profiles—assuming they tell the truth. Many brand-name morph models have a distinctive look or have been mass-produced to a degree that they are easily recognized (which makes for good camouflage; see the Innocuous trait). Even then, however, there is no guarantee that you are not dealing with an older, outdated model, an experimental version, or a newer, improved model. Since a biomorph or pod’s looks are easily altered with a quick cosmetic change or some genetic tweaks, there is no guarantee that a sylph-looking morph is indeed a sylph. While synthmorphs are more easily identifiable due to their distinctive physical construction, even these may be masked. Pods tend to be more identifiable given the seamlined look with which they are typically designed and the corporate logos with which they are branded.

Visual ID

Characters that seek to visually identify a morph’s general type (case, exalt, etc.) must make an appropriate Knowledge Skill Test, such as Interest: Synthmorph Models or Profession: Morph Design. A Medicine skill with an appropriate field (for biomorphs, including pods) or Hardware: Robotics skill (for synthmorphs) may be used as a complementary skill. Apply a −30 modifier for humanoid biomorphs that lack any specific physical characteristics that might give them away (such as a bouncer’s prehensile feet or a flat’s noticeable advanced age). Other modifiers may be taken into account, such as a well-known brand-name or cookie-cutter-looks morph (+20) or use of a new prototype (–20). Use of an image recognition program to match the morph against known models applies an additional +20 modifier. If a morph has been intentionally masked, this test is made as an Opposed Test against the masker’s Disguise, Medicine: Biosculpting, or Hardware: Robotics skill. A success will pinpoint the morph’s type, common characteristics (major aptitude modifiers), and standard augmentations and enhancements. Every 10 points of MoS will reveal an additional insight, such as the particular manufacturer, model, specific traits, lesser-known capabilities, and any visible deviations the particular morph in question has from the model’s norms.

Examination

An actual physical examination of a morph uses a Medicine skill with an appropriate field (for biomorphs, including pods) or Hardware: Robotics skill (for synthmorphs), but with a +10 modifier. Appropriate Knowledge skills may be used as a complementary skill. Use of the appropriate equipment (genetic testing), terahertz scanning, and so on will apply additional modifiers or simply identify the morph outright.

Morph Variant Rules

Thanks to the capitalist inclinations of the hypercorp system, morphs are not only traded as valuable commodities, but as luxury goods for demanding consumers. While the majority of transhumanity has to settle for a stock splicer, flat, or case morph, many transhumans look for something that will help them stand out of the crowd. Knock-offs, variants, and limited edition models of popular morph lines thrive in the marketplace. The following optional rules introduce more variety into the game and can be used in any kind of campaign.

Knock-Offs

Knock-off morphs are designed to resemble the stock version of a popular morph brand, with just enough cosmetic changes (exotic coloration or other bits of cosmetic flair) to avoid legal challenges by the brand-name morph’s manufacturer. Their primary advantage is to undercut the price of the brand-name version, thus offering a cheaper alternative. The drawback is that they sometimes come with a social stigma attached and may be of inferior quality. Many knock-offs are not just equal quality, but essentially the same as the brand-name version, as they are constructed using the same minifactories, blueprints, or pirated genetics as the originals. In markets where the brand-name version cannot be sold or easily acquired (whether for cultural, legal, or political reasons), local entrepreneurs may introduce a knock-off to fill the demand at the brand-name’s market price.
In game terms, knock-offs are offered at a 10% cheaper Cost, but have the Social Stigma (Knock-off) trait. The knock-off version of a brand-name exalt, which normally retails at an Expensive Cost (20,000), would sell for 18,000. When a character acquires a new knock-off morph, the player rolls a Moxie x 10 Test and consults the Knock-off Test table:
Knock-Off Test
Result
Modifications
Failure
Social Stigma (Knock-off) and –5 to one randomly-selected aptitude
Severe Failure (MoF 30+)
Social Stigma (Knock-off) and choose one: –10 to one aptitude, Aggressive GRM, Drug Fiend, Frail (Level 1), Genetic Defect (Level 1), Lemon, Neural Damage, Personality Artifact, Proprietary Tech, Severe Allergy (Level 1), Unattractive (Level 1), Uncontrollable Urge, Unfit (Level 1), Weak Immune System (Level 1), Zero-G Nausea
Critical Failure
Social Stigma (Knock-off) and choose two from Severe Failure (above) or one from this list: Frail (Level 2), Genetic Defect (Level 2), Low Pain Tolerance, Severe Allergy (Level 2), Unattractive (Level 2), Unfit (Level 2), Weak Immune System (Level 2)
Success
Social Stigma (Knock-off)
Excellent Success
(MoS 30+) Social Stigma (Knock-off), but tests to determine the morph’s knock-off status suffer a –30 modifier.
Critical Success
As Excellent Success (above) and choose one of the following traits: Drug Exception, Improved Immune System (Level 1), Limber (Level 1), Pain Tolerance (Level 1), Rapid Healer, Skill Artifact, Striking Looks (Level 1), or Tough (Level 1). Alternatively, one negative trait may be removed from this morph (but not the Social Stigma (Knock-Off) trait).
Note that some traits are only applicable to certain types of morphs (synthmorphs cannot take Rapid Healer, for example).
Analyzing a morph to determine if it is a knock-off requires an Excellent Success (MoS 30+) on a visual test (see Identifying Morphs, above), but can be more accurately ascertained with proper genetics or diagnostics tests as noted. Morph brokers who sell knock-offs do not like customers testing their product beforehand and will usually disallow or discourage it.
Knock-off morphs do not provide any social skill bonuses or penalties unique to that exact type of morph unless the viewer is fooled by the counterfeit. For example, a knock-off of a Futura morph would only provide modifiers based on its connection to the Lost Generation if the viewer thought it was an actual futura. Social modifiers based on the general morph type (biomorph, synthmorph, pod) still apply to the knock-off.
To make a Knock-Off test, make a Moxie x 10 Test and check the result on the Knock-Off Test table.

Variants

Variant morphs are modifications of existing stock morph lines to better suit certain market segments with specific needs. While individuals can add implants to fine tune their morph as needed, when a large enough class of customers all need the same traits, it is more efficient to create a variant morph that addresses their needs. For example, colonists of an exoplanet with an ecosystem filled with virulent alien diseases might need splicers with the Rapid Healer and Improved Immune System traits. Instead of manually adding the traits to each morph, the hypercorp would create a variant morph for all new colonists.
The cost of creating a variant morph is substantial, so it is not done lightly. Nor do variants stray too far from the stock version. Push a stock morph too far in one direction and it becomes an entirely new type of morph—and usually rapidly exceeds the project’s budget. Most variants are created by large organizations for internal use. Individual consumers typically prefer to customize stock morphs rather than buy variants with an unproven track record.
In game terms, a variant morph will have up to a total of 20 CP of modifications which are different from the original version’s traits and implants. A variant morph may shift up to 10 points of aptitude bonuses into any aptitude desired. Note that the difference in cost counts for both negative and positive modifications. For example, a variant morph with a 10 CP negative trait and a 10 CP positive trait can’t take any further modifications. For the purposes of variant morphs, an implant with a moderate or lower price costs 1 CP, high costs 5 CP, and expensive costs 20 CP.
Variant morphs are often unavailable on the open market. When they are, they usually cost 2–20% more than the stock version.

Example: Zen Pilot Variant Morph

Zen pilots are a variant of the hibernoid biomorph. They are designed to withstand high emotional distress from long periods of isolation in deep space. With the endocrine control and drug gland implants, zen pilots can survive being completely alone for years at a time.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation, Endocrine Control, Drug Glands (Comfurt and Juice)
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +10 WIL
CP Cost: 30
Credit Cost: Expensive (minimum 30,000)

Example: Martian Variants

Almost all of the common biomorphs have been adapted by one party or another for survival in Mars’s partially terraformed outdoors. Martian versions exist for exalts, furies, ghosts, mentons, neohominids, olympians, sylphs, and all of the varieties of pods, among others. These “red” variants have the following changes:
Implants: Add Enhanced Respiration and Temperature Tolerance.
CP Cost: Remains the same.
Credit Cost: Remains the same, but add 10,000 when not on Mars.

Limited-Edition Morphs

Limited-edition morphs are made to fulfill social needs rather than political or utilitarian needs. Hypercorp morph designers make most of their credits by selling limited-edition morphs to hyperelite customers with a burning desire to show off their taste and wealth. Autonomist morph designers create limited-edition morphs to commemorate great deeds or show off their artistic skills as a kind of living performance art. No matter what the political orientation of a particular morph designer, the basic motive remains the same—to signify that this particular group of morphs is special and unique in a post-scarcity society.
In game terms, limited-edition morphs all have the Unique Look trait. The cost of a limited-edition morph is vastly more expensive in hypercorp territory, depending on how unique the look is. The most expensive limited editions can cost up to 100 times the cost of a stock version of that morph, which has led to a speculative market for limited-edition morphs. Some hyperelite collect them like pre-Fall artwork. Autonomist-manufactured limited edition morphs will generally cost the same as a stock morph, but characters who want the morph must get the approval of the morph’s designer. Characters who make or modify their morph to resemble a limited edition typically suffer large rep loss when it is revealed.
The exact nature of the Unique Look trait is only limited by the imagination of the gamemaster. Hypercorp limited editions tend to use expensive and proprietary technology along with legal protection to create a look that can’t be replicated. Limited-edition morph designers in autonomist regions tend to use reputation and social awareness to keep the look of their product unique. Some examples are presented below.

The Pantheon

Hyperelite designer Venturi Ballard created the ultimate limited-edition line of morphs: a series of unique morphs, each themed after a different celestial object. Currently, there is one morph for every inhabited planet and heavily populated moon in the solar system. Furthermore, Ballard has gone to great lengths to build each morph on the planet it is meant to represent and tries to keep them on that planet, using both legal and technological safeguards to ensure the morph stays there. Rumors of secret contracts, ultimate mercenaries, and other extreme measures circulate freely through the mesh, something Ballard seems to encourage. This quirk has made the Pantheon even more famous, as transhumans throughout the solar system debate whether Ballard has the right to control a morph he designs to that extent.
The launch of the Pantheon line was a major media event, with gala balls, auctions, behind-the-scenes drama, and political protests from activists who decried the Pantheon morphs as a tremendous waste of resources. Since their unveiling, the morphs have become celebrities themselves, regardless of the ego sleeved in them. Bloggers, x-casters, and paparazzi follow the Pantheon morphs, keeping track of their movements and the egos sleeved in them. Even past owners of the Pantheon morphs attract stalkers, particular ones that fans hate or love. The Pantheon fan base argues endlessly about who deserves to be sleeved in one and who should be banned. Some fans stalk egos that used drugs or engaged in risky behavior that put the morph in danger. The most devoted fans believe the morphs have feelings independent of the ego and write elaborate stories about them.
Ballard has released a Pantheon morph for Mercury, Venus, Luna, Mars, Europa, Titan, Oberon, and Titania. Each is a biomorph suitable for its locale and each is worth at least 10 times the price of its stock version. The Luna, Venus, Mars, and Titan morphs are each worth millions. There is no Earth Pantheon morph, as Ballard has said it would only be right when the Earth can be inhabited again by transhumans. The Jovian Republic has prohibited Ballard from creating any Pantheon morphs for its territory. Ballard is rumored to be creating new Pantheon morphs for exoplanets like Sky Ark and Ascension.
Example: The Venus Pantheon morph is a modified female Venusian glider morph with the Striking Looks (Level 2) and Unique Look traits. The Venus morph is colored to resemble the skies of Venus, a brilliant combination of white, ochre, and yellow. The morph is tattooed with symbols from ancient depictions of Venus, including Mayan and Chinese star maps. The most striking feature is the Morning Star, which appears to be a small glowing star that orbits the Venus Morph. Most believe the Morning Star is a custom-built gnat bot, but others believe it is an alien artifact recovered from an exoplanet. The Venus morph is currently located on the Octavia aerostat, owned by the mayor, Halis Sapien, who loans the morph out to friends and visiting celebrities. Some popular socialites have traveled all the way from Titan, just for a chance to sleeve in the Venus morph.

Heirloom

A more common limited-edition morph, the Heirloom is a splicer morph created with genetic material from famous historical figures. They are typically priced as Expensive morphs, though some particular figures are cheaper or more expensive than others. Even before the Fall, highly eccentric and wellfunded grave robbers discreetly collected DNA samples from the remains of dead celebrities, royalty, famous artists and thinkers—whoever they could. Combined with samples from known relatives, these ghoulish collectors had the ability to clone some celebrities, though legal restrictions prevented them from doing so except in a few outlaw countries and off-world. After the Fall, things changed. Some collectors made it off Earth with their libraries of famous DNA intact, but in desperate need of money. They sold their collections to a group of unscrupulous morph brokers, who in turn created the Heirloom morph line. With the old governments shattered by the Fall, no one was in a position to oppose this, especially as they became an extremely profitable morph line. Many Fall survivors wanted to carry a bit of old Earth history with them. How better to do that than with a famous person?
Heirlooms promise 100% DNA authenticity, but in reality, most of the “clones” from the 20th century and earlier are only approximations—composites made from genetic fragments from grave remains from several generations of relatives. Some engineering and cosmetic surgery is done on the morph to make it look exactly like the person in question. Each Heirloom is implanted with a database about the person on which it is based, so the ego sleeved in it will be able to answer any trivia questions about the person.
Several morph brokers sell Heirlooms. In order to keep them profitable, they enforce a mutually agreed artificial scarcity. Each Heirloom dealer agrees to sell only a certain number of morphs based on person X per quarter. If a particular Heirloom is destroyed, the dealer can replace it. The most common Heirlooms are photogenic celebrities from the late 20th century and later, as they are the ones with the highest demand. Famous political figures, especially dictators and other prominent national leaders, are the second most popular. Intellectuals and artists have modest demand. Royalty is the least popular, as few transhumans care enough about Earth history to recognize old aristocrats on sight, but some hyperelites prefer them. A few libertine gerontocrats even commission Heirlooms with the genetic flaws of the original person left intact. At least one hunchbacked Richard III has been spotted in a Martian night club. Scum genetic engineers have created parody Heirlooms of madmen, killers, and Hitler. These are normal splicers altered by cosmetic surgery, and are usually found in scum or autonomist habitats. Hitler morphs are becoming quite common in scum swarms, including variations like female Hitlers, synth Hitlers, and even uplift Hitlers, which are usually just octomorphs with implanted mustaches.

TITAN Buster

A Barsoomian collective fights the good fight against the remnants of the TITAN presence in the TQZ on Mars. In order to bolster recruitment, the collective rewards fighters who survive six months of active service with a TITAN Buster morph—either a fury or reaper morph with specialized unit decals tattooed or etched on the skin of the morph, plus a notification throughout the autonomist social networks of the character’s achievement. TITAN Busters enjoy positive modifiers when making Social Skill Tests against autonomists or characters with a grudge against the TITANs. Characters that earn the TITAN Buster morph but have to egocast to another habitat may modify another fury or reaper morph to show the TITAN Buster unit decals (a Low cost bodysculpt). Any character that is caught posing as a TITAN Buster without putting in the time is likely to get a flood of negative pings from the @-rep network.

Morphs!

Each morph has an associated CP cost. It also supplies the character’s Durability and Wound Threshold stats, and may modify Initiative, Speed, and certain aptitudes and learned skills. A credit cost is also listed, but this refers to the cost of buying such a morph in gameplay.
Flexible Aptitude Bonuses: Some morphs have aptitude bonuses that may be applied to an aptitude of the player’s choice. This reflects that not all morphs are created equal. When assigning these universal aptitude bonuses, each boost must be applied to a separate aptitude; you may not elevate an aptitude that is already raised by that morph. Once an individual morph’s aptitude bonuses have been assigned, they are permanent for that morph (i.e., if another character resleeves into that morph, the bonuses remain the same).

Biomorphs

Biomorphs are fully biological sleeves (usually equipped with implants), birthed naturally or in an exowomb, and grown to adulthood either naturally or at a slightly accelerated rate.

Ariel

The surprising number of transhumans who chose to sleeve in Titan-adapted hulder morphs encouraged designers on Profunda to develop a Titan-adapted flyer. While the sturdy hulder morph is designed for nomadic herders, the ariel morph is designed by people who wish to survive by hunting. Individuals sleeved in the ariel morph can hunt and eat Titanian caribou, but they most often eat the smaller rabbit-like creatures that Profunda designers have also recently designed to live on Titan. Ariel morphs have exotic-looking heads similar to those of hulder morphs, but they also possess sleek and streamlined humanoid bodies with four limbs and a pair of bat-like wings.
These morphs have also been used by a few daring transhumans to explore the upper cloud layers of both Saturn and Uranus.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Direction Sense, Enhanced Vision, Long-Term Life Support, Low Pressure Tolerance, Oxygen Reserve, Prehensile Feet, Radiation Sense, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Flight (Movement Rate 8/40), +5 COG, +5 REF, +5 to two other aptitudes of the player’s choice
Disadvantages: Temperature Intolerance (Warm) trait
Notes: Non-Mammalian Biochemistry trait
CP Cost: 50
Credit Cost: Expensive (minimum 50,000+)

Aquanauts

Aquanauts are environmentally adapted for underwater activities. They have seen a revival on exoplanets with habitable seas and oceans. Their heart rate slows while underwater, their skin includes a layer of blubber that retains heat, they store oxygen in their muscle tissue, and they do not suffer negative health effects from pressure changes. Additionally, their eyes have nictitating membranes and their corneas adjust to counter underwater refraction. Their hands and feet are webbed and they possess a transgenic swim bladder for controlling buoyancy. They can safely descend to about 200 meters depth (roughly 6 atmospheres of pressure) without suffering narcotic effects or other diving problems.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Gills, Sonar, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill
CP Cost: 50
Credit Cost: Expensive

Bouncers

bouncer_morph.jpg
Bouncer Morph
Bouncers are humans genetically adapted for zero-G and microgravity environments. Their legs are more limber, and their feet can grasp as well as their hands.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen Reserve, Prehensile Feet
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Bruiser

This morph is specifically designed to be large, strong, and physically intimidating. Adopted early on by some sports performers, it quickly became a favorite among criminal cartels and thugs. At 2.5 meters tall, the morph may have difficulty moving comfortably in all but the most open and uncrowded of habitats. This morph’s “claws” extend from its knuckles and are more like reinforced bone brass knuckles.
Implants: Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Hardened Skeleton
Aptitude Maximum: 30 (SOM 40)
Durability: 60 (includes Hardened Skeleton bonus)
Wound Threshold: 10
Advantages: +10 Intimidation skill, +15 SOM (includes Hardened Skeleton bonus), +5 REF (+15 with Adrenal Booost), +5 to one other aptitude of the player’s choice
Disadvantages: Unattractive (Level 1) trait
Notes: Large Size trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Cloud Skate

Like the surya and hulder morphs, the cloud skate is another biomorph that pushes the edge of what is possible. It is designed to be able to live in the atmospheres of gas giants, including Jupiter. This morph is shaped roughly like a tailless stingray with a pair of slender arms. The version of the swim bladder used by this morph provides neutral buoyancy in dense atmospheres, preventing it from sinking below a safe depth. Several small outer system collectives are planning to use these morphs to colonize the atmospheres of Saturn and Neptune and are also working on creating versions of animals and plants that can also live in these exotic environments.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Direction Sense, Enhanced Vision, High-G Adaptation, Hydrostatic Pressure Adaptation, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Radar, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
Movement Rate: Winged (8/40)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Flight, +5 COG, +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Temperature Intolerance (Warm) trait
CP Cost: 55
Credit Cost: Expensive (minimum 60,000+)

Crashers

An enhanced version of ruster morphs, crashers are rugged and durable designs capable of weathering a range of harsh environments. They are the ideal biomorph for gatecrashing assignments and are popular among first-in teams. Though pricey compared to other biomorph options, many gatecrashers traveling to less habitable and dangerous environments have found the investment worth it.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Direction Sense, Eidetic Memory, Enhanced Respiration, Enhanced Vision, Grip Pads, Hibernation, Medichines, Oxygen Reserve, Toxin Filters, Vacuum Sealing
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Bioweave Armor (Light) (2/3), +5 COG, +10 SOM, +5 to three other aptitudes of the player’s choice
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)

Dvergr

Dvergar (plural of dvergr) are biomorphs designed for comfortable operation in high-gravity environments. They feature a reinforced skeletal structure and sturdier muscle masses. They are easily identified by their slightly squat, thick-necked, tough appearances.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, High-G Adaptation
Aptitude Maximum: 35 (40 SOM)
Durability: 45 (includes implant bonuses)
Wound Threshold: 9
Advantages: +15 SOM (includes implant bonuses), +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive

Exalts

Exalt morphs are genetically-enhanced humans, designed to emphasize specific traits. Their genetic code has been tweaked to make them healthier, smarter, and more attractive. Their metabolism is modified to predispose them towards staying fit and athletic for the duration of an extended lifespan.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 to three other aptitudes of the player’s choice
CP Cost: 30
Credit Cost: Expensive

Faust

This morph is not a publicly known model. It was developed in secret by a small group of unaffiliated async genehackers. It is only available to individuals who discover a connection to this unnamed, underground async network and then download the template from one of several secret mesh sites. The faust is a modified menton morph. Even under the most thorough scans, it appears to be nothing more than a mildly personalized version of that morph.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Hyper-Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Psi Chameleon trait, Psi Defense (Level 1) trait, +10 COG, +10 WIL, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 85
Credit Cost: Expensive (minimum 100,000+)

Flats

Flats are baseline unmodified humans, born with all of the natural defects, hereditary diseases, and other genetic mutations that evolution so lovingly applies. Flats are increasingly rare—most died off with the rest of humanity during the Fall. Most new children are splicers—screened and genefixed at the least—except in habitats where flats are treated as second-class citizens and indentured labor.
Implants: None
Aptitude Maximum: 20
Durability: 30
Wound Threshold: 6
Disadvantages: None (Genetic Defects trait common)
CP Cost: 0
Credit Cost: High

Freeman

Many leaders want to ensure loyalty or at least obedience from their citizens, especially recently sleeved infugees. The freeman biomorph offers rulers (some would say tyrants or dictators) a chance to offer citizens a new life without worrying about dissidence. Based on the splicer morph, the freeman is genetically modified to be more obedient, which results in lower Willpower. More insidiously, freeman morphs are genetically modified with a protein that makes their neurons sensitive to light. When combined with an optogenetics module implant, these neurons can be activated and deactivated remotely, enabling a monitoring muse or meshed overseer to control the ego’s behavior. (The specific behavior affected is chosen with each optogenetics module implant.)
The freeman comes with a specialized monitor AGI installed in a modified ghostrider module. The monitor, usually a modified fork of the tyrant’s muse, watches and reports all suspicious actions taken by the primary ego. The purpose of this implant is often concealed. Citizens who sleeve into a freeman morph are told the implant is a security measure that helps prevent infection from TITAN technology or some similar lie. The module is designed to resist tampering and will report to headquarters the instant it detects a hacker’s intrusion. The monitor muse can manipulate the ego’s behavior or even take control of the morph via its puppet sock, but avoids doing that unless absolutely necessary. Dictators do not want to reveal that their citizens have spies implanted in their skulls, watching them.
Surprisingly, some people voluntarily sleeve into freeman morphs, preferring to hand responsibility and decision-making over to other parties, such as the Sendero Luminoso Benevolent Dictatorship habitat in the Neptunian Trojans.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Monitor Module, Optogenetics Module, Puppet Sock
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 SAV, +5 to one other aptitude of the player’s choice except WIL
Disadvantages: −5 WIL
CP Cost: 10
Credit Cost: High

Furies

scum-enforcer-fury.jpg
Fury Morph
Furies are combat morphs. These transgenic human upgrades feature genetics tailored for endurance, strength, and reflexes, as well as behavioral modifications for aggressiveness and cunning. To offset tendencies for unruliness and macho behavior patterns, furies feature gene sequences promoting pack mentalities and cooperation, and they tend to be biologically female.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Vision, Neurachem (Level 1), Toxin Filters
Aptitude Maximum: 30
Speed Modifier: +1 (neurachem)
Durability: 50
Wound Threshold: 10
Advantages: +5 COO, +5 REF, +10 SOM, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 75
Credit Cost: Expensive (minimum 40,000)

Futuras

An exalt variant, futura morphs were specially crafted for the “Lost generation.” Tailor-made for accelerated growth and adjusted for confidence, self-reliance, and adaptability, futuras were intended to help transhumanity regain its foothold. These programs proved disastrous and the line was discontinued, but some models remain, viewed by some with distaste and others as collectibles or exotic oddities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 SAV, +10 WIL, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive (exceptionally rare; 50,000+)

Ghosts

ghost.jpg
Ghost Morph
Ghosts are partially designed for combat applications, but their primary focus is stealth and infiltration. Their genetic profile encourages speed, agility, and reflexes, and their minds are modified for patience and problem-solving.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Adrenal Boost, Enhanced Vision, Grip Pads
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (minimum 40,000)

Grey

Originally created as part of a fad based on 20th-century images of aliens, the grey morph soon became popular with eccentric scientists and engineers. This morph’s slender and weak-looking body stands only 1.5 meters tall, short compared to modern transhumans. Its distinctive large head and eyes strike many transhumans as disturbing.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Emotional Dampers, Enhanced Vision, Math Boost
Aptitude Maximum: 30 (20 SOM)
Durability: 30
Wound Threshold: 6
Advantages: +5 COG, +5 WIL, +5 to one other aptitude of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 25
Credit Cost: Expensive (minimum 30,000+)

Hazer

Hazers are tall, fine-boned morphs, lightly muscled but heavily insulated against loss of body heat. Even with all of their augmentations, hazers can’t survive exposure to the frigid atmosphere of Titan—but they can handle it slightly longer than other morphs. Hazers tend to be fair and slender, with chiseled features. Some have features so angular or elfin that their beauty is alien and unsettling to other human phenotypes. Striking Looks and Uncanny Valley are both common morph traits.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Radiation Sense, Respirocytes, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COO, +5 WIL, +5 to two other aptitudes of the player’s choice
CP Cost: 35
Credit Cost: Expensive

Hibernoids

Hibernoids are transgenic-modified humans with heavily-altered sleep patterns and metabolic processes. Hibernoids have a decreased need for sleep, requiring only 1-2 hours a day on average. They also have the ability to trigger a form of voluntary hibernation, effectively stopping their metabolism and need for oxygen. Hibernoids make excellent long-duration space travelers and habtechs, but these morphs are also favored by personal aides and hypercapitalists with non-stop lifestyles.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 to one aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Hulder

Hulder are engineered for survival in the Titanian wilds. In silhouette, their bodies resemble a long-legged great auk, though viewed up close, the resemblance to a bird ends. Hulder have no feathers, but rather smooth, rubbery charcoal or black skin covering a thick layer of nano-augmented blubber. What resembles a thick bill from a distance is actually a seamless protrusion of the face, packed with sensory augmentations. Hulder stand 2 meters tall and weigh on average 135 kilograms. Their sensory organs, webbed feet, and fingers are all cybernetic.
Hulder can only tolerate temperatures hospitable to baseline transhumans for short periods of time. In the open, they must balance their bodies’ chemical reservoirs with other hulder and caribou once per month or with a chemical reserve pack. A typical band of 2–6 hulder and 10–20 caribou can go about a year before having to visit a hab or a station like Huvudskär to replenish chemical reserves.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Digging Claws, Direction Sense, Enhanced Vision, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +10 WIL, +5 to one aptitude of player’s choice
Disadvantages: Temperature Intolerance (Warm)
CP Cost: 50
Credit Cost: Expensive (Minimum 40,000+)

Hyperbright

This morph is an attempt by a research team on Bright to create a successor to the menton, making it the most intelligence-enhanced morph ever created. Work on the hyperbright morph has been plagued with difficulties, as the designers attempt to push technical limits, creating a morph that can work at peak efficiency without distraction for long periods of time. In an effort to create a morph that proves their design and earns some positive reputation for their project, the creators took short cuts that caused the morph to have several distinctive and potentially annoying quirks, including an inherent need for drugs to stabilize its exotic neurochemistry. The result is a morph that is instantly recognizable by the brightly colored bony crest along the skull that helps cool its brain. Despite its quirks, the hyperbright has gained a small following among a number of scientists and engineers, especially since it has been optimized for use in the low-g environments of the outer system. When created or used on Bright, this morph is usually also fitted with the parallel processor nanoware.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Grip Pads, Hyper-Linguist, Math Boost, Mental Speed, Prehensile Feet
Aptitude Maximum: 40 (COG and INT), 30 (all others)
Durability: 35
Wound Threshold: 7
Advantages: +15 COG, +10 INT, +5 WIL, +5 to one other aptitude of the player’s choice
Disadvantage: Addiction (minor, to comfurt), Fast Metabolism, Uncanny Valley
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)

Lunar Fliers

This morph is a version of the exalt morph that has been adapted to fly in Earth normal air pressure as long as the gravity is 0.2 g or less. Though this morph is available on other low-g worlds and habitats, it was developed for and is primarily found on Luna. This morph resembles a typical exalt morph, except that it is lightly built, has larger lungs, and has feathered wings with a wingspan of 3 meters. The wings come out of the back torso and leave the morph’s hands and wrists unhindered. The wings may also be folded behind the body.
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Vision, Wings
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Flight (Movement Rate 8/40), +5 COG, +5 COO, +5 to two other aptitudes—player’s choice
CP Cost: 35
Credit Cost: Expensive

Martian Alpiners

Alpiners were a relatively common biomorph design on early frontier Mars, when temperatures and atmospheric pressure had not yet risen to present levels. Now they are found predominantly in the city of Olympus, where environmental conditions will always be incredibly harsh. Avid rock climbers and outdoor types also favor this morph, and in recent years it has enjoyed an unusual vogue among chic urbanites going for a rough-and-ready look without sleeving in the more de classe ruster morph.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Grip Pads, Low Pressure Tolerance, Oxygen Reserve, Respirocytes, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 25
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +10 Climbing skill
Disadvantages: Fast Metabolism trait, Planned Obsolescence trait
CP Cost: 30
Credit Cost: Expensive

Mentons

Mentons are genetically modified to increase cognitive abilities, particularly learning ability, creativity, attentiveness, and memory. Rumors exist of super-enhanced mentons with more extreme intelligence mods, but brain-hacking is notoriously difficult, and many attempts to redesign mental faculties result in impaired functioning, instability, or insanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 COG, +5 INT, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Neanderthals

This morph is based on fossilized Neanderthal DNA, uplifted and enhanced to transhuman equivalence. Neanderthal morphs look like muscular humans with a heavy bone structure, distinctively long skulls, heavy brow ridges, and weak chins. Pale complexions and red hair are common features.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COG, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Neo-Avians

Neo-avians include ravens, crows, and gray parrots uplifted to human-level intelligence. Their physical sizes are much larger than their non-uplifted cousins (to the size of a human child), with larger heads for their increased brain size. Numerous transgenic modifications have been made to their wings, allowing them to retain limited flight capabilities at 1 g, but giving them a more bat-like physiology so they can bend and fold better, and adding primitive digits for basic tool manipulation. Their toes are also more articulated and now accompanied with an opposable thumb. Neo-avians have adapted well to microgravity environments, and are favored for their small size and reduced resource use.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25 (20 SOM)
Durability: 20
Wound Threshold: 4
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Neo-Beluga

Neo-belugas are the smallest and most numerous of the surviving whale uplifts, ranging 5.5 meters in length on average. They are white-skinned with no dorsal ridge, toothed, and have the distinction of being the only whale that can swim backwards.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/40)
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV)
Disadvantages: Neo-belugas lack a sense of smell and count as a large target in combat (+10 to hit)
CP Cost: 45
Credit Cost: Expensive (minimum 40,000)

Neo-Dolphin

The uplifted versions of various dolphin species are very similar to baseline dolphins physiologically. Thanks to the oxygen reserve implant, neo-dolphins can stay underwater for longer (Cerean dolphins have gills installed, as the subcrustal sea has no breathable atmosphere above it). Common neo-dolphin germlines lack hands or other limbs, though cybernetic arms or even bioware enhancements are not uncommon.
Neo-dolphin morphs are very rare, since there are few habitats that can support them, and they are almost never found apart from aquatic environments.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/48)
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV, use Unarmed Combat skill)
Disadvantages: Neo-dolphins lack a sense of smell.
CP Cost: 40
Credit Cost: Expensive (minimum 35,000)

Neo-Hominids

Neo-hominids are uplifted chimpanzees, gorillas, and orangutans. All feature enhanced intelligence and bipedal frames.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill
CP Cost: 25
Credit Cost: Expensive

Neo-Hominid (Gorilla)

To highlight the differences in neo-hominid species, apply the following stats for neo-gorillas. The neo-hominid entry above applies for neo-chimpanzees, neo-bonobos, and neo-orangutans.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)

Neo-Orca

Though colloquially referred to as killer whales, orcas are actually members of the dolphin family. The average neo-orca length is 7 meters for males, 6 meters for females. Males also have larger and more triangular pectoral fins.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/60)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, +20 Unarmed Combat skill, Bite Attack (2d10 DV, use Unarmed Combat skill)
Disadvantages: Neo-orcas lack a sense of smell and count as a large target in combat (+10 to hit)
CP Cost: 60
Credit Cost: Expensive (minimum 50,000)

Neo-Pig

219_max.jpgUplifted pig morphs are bipedal and feature transgenic hands, feet, and vocal systems. They tend to be slightly shorter than the average transhuman but much stockier. Males grow tusks from their lower jaws
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 20
Credit Cost: High

Neo-Porpoise

Neo-porpoises are smaller but very similar to neo-dolphins and similarly are much like their baseline relatives. They average 2.5 meters in length.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/56)
Aptitude Maximum: 25
Durability: 25
Wound Threshold: 5
Advantages: +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +50 Swimming skill, Ramming Attack (1d10 DV),
Disadvantages: Neo-porpoises lack a sense of smell.
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)

Neo-Whale

Less than several hundred neo-whale morphs exist, and the majority remain occupied by their original egos. They are primarily found in Ceres and Atlantica. They are derived from humpback, blue, and sperm whale genetic stock. Humpbacks and blues are baleen whales and require large amounts of krill to survive. Sperm whales are toothed, feeding on fish and squid.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/40)
Aptitude Maximum: 30
Durability: 100
Wound Threshold: 20
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (2d10 DV, use Unarmed Combat skill), Bite Attack (4d10 DV, sperm whales only, use Unarmed Combat skill)
Disadvantages: Neo-whales lack a sense of smell and count as a very large target in combat (+30 to hit)
CP Cost: 75
Credit Cost: Expensive (exceptionally rare; minimum 75,000)

Neotenics

Neotenics are transhumans modified to retain a child-like form. They are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat living and spacecraft. Some people find neotenic sleeves distasteful, especially when employed in certain media and sex work capacities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 20 (SOM), 30 (all else)
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 REF, +5 to one aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat)
Disadvantages: Social Stigma (Neotenic) trait
CP Cost: 25
Credit Cost: Expensive

Nomad

While synthmorphs are the first choice for many gatecrashers, morph designers have made great headway in creating biomorphs suitable for hazardous exoplanets. The nomad biomorph is optimized for operating in desert environments and takes many of its traits from the camel, prompting some observers to mistake the nomad for a pod morph. With an elongated face designed like a camel to trap water vapor in the nostrils as the morph exhales, nomads are clearly off-putting to many bioconservatives. Some models also have camel feet for better travels in sandy dune environments. Nomads are actually quite hefty under normal circumstances, as they are designed to be able to carry large amounts of fat tissue. Their fat tissue can be moved around their body to adapt to high or low temperatures. When nomads are in the field, however, they can become quite skinny, as they survive for months on their fat tissue alone.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Efficient Digestion, Enhanced Respiration, Fat Storage, Medichines, Respirocytes, Temperature Tolerance (Improved Cold), Toxin Filters.
Aptitude Maximum: 30
Durability: 45 (includes Respirocytes bonus)
Wound Threshold: 9
Advantages: +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice (includes penalties for Efficient Digestion)
Disadvantages: Uncanny Valley trait
CP Cost: 30
Credit Cost: Expensive

Observer

Observers have their minds enhanced to bolster intuitive, analytical, and investigative capabilities. They are favored by detectives and others with a mind towards details, puzzles, and thin-slicing.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 INT, +5 COG, +5 REF, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Octomorphs

These uplifted octopi sleeves have proven quite useful in zero-gravity environments. They retain eight arms, their chameleon ability to change skin color, ink sacs, and a sharp beak. They also have increased brain mass and longevity, can breathe both air and water, and lack a skeletal structure so they can squeeze through tight spaces. Octomorphs typically crawl along in zero-gravity using their arm suckers and expelling air for propulsion and can even walk on two of their arms in low gravity. Their eyes have been enhanced with color vision, provide a 360-degree field of vision, and they rotationally adjust to keep the slit-shaped pupil aligned with “up.” A transgenic vocal system allows them to speak.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: 8 Arms, Beak Attack (1d10 DV, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Olympians

Olympians are human upgrades with improved athletic capabilities like endurance, eye-hand coordination, and cardio-vascular functions. Olympians are common among athletes, dancers, freerunners, and soldiers.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 REF, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Remade

The remade are completely redesigned humans: humans 2.0. Their cardiovascular systems are stronger, the digestive tract has been sanitized and restructured to eliminate flaws, and they have otherwise been optimized for good health, smarts, and longevity with numerous transgenic mods. The remade are popular with the ultimates faction. The remade look close to human, but are different in very noticeable and sometimes eerie ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller noses, smaller teeth, and elongated digits.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters
Aptitude Maximum: 40
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two other aptitudes of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 60
Credit Cost: Expensive (minimum 40,000+)

Ring Flyer

Designed for use in Saturn’s magnetic field, this exotic biomorph is also occasionally used around Jupiter, Uranus, and Neptune, as well as having limited use in the Jovian Trojans and Main Belt. Easily recognizable with its slender limbs and round-backed torso, this morph can survive indefinitely in space, acquiring oxygen, water, and trace organic materials from the particles of Saturn’s rings. It can also maneuver around any planet with a magnetic field, flying swiftly and easily in any of these environments.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Respiration, Enhanced Vision, Gas Jet System, Grip Pads, Hibernation, Long-Term Life Support, Medichines, Oxygen Reserve, Plasma Sail Implant, Prehensile Feet, Radiation Tolerance, Temperature Tolerance (Cryonic), Vacuum Sealing
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Bioweave Armor (Light, 2/3), Limber (Level 1) trait, +5 COG, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)

Rusters

Adapted for survival with minimum gear in the not-yet-terraformed Martian environment, these transgenic morphs feature insulated skin for more effective thermoregulation and respiratory system improvements to require less oxygen and filter carbon dioxide, among other mods.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 to one aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Salamanders

Salamanders are a type of biomorph popular with Solarians. They share some of the physiological traits of suryas, but are unable to survive unprotected in the corona (requiring a solar survival suit, like other biomorphs), and are instead bio-engineered to survive in the protected vacuum of coronal habitats. Their skin is thick, hairless, vaguely reptilian, and mostly black in color, with gold and orange body patterning. Like suryas, salamanders communicate either via wireless transmissions or by “sunspotting”—using their chromatophores to shift light and dark patterns on their skin to form patterns easily comprehensible to other coronal morphs. Salamanders have a wiry, streamlined, swept-back sort of look, a combination of fey and monkey-like. Their heads are also somewhat reptilian, with reflective eyes, no nose, and no mouth.
Their feet are prehensile, usable just like hands. They lack reproductive organs and capabilities and feature cyberware gas jets on their chest and back for maneuvering in zero g. Many Solarians who normally inhabit suryas will sleeve into salamanders if they need to use humanoid tools or interact with non-Solarians.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Enhanced Vision, Gas Jet System, Medichines, Oxygen Reserve, Prehensile Feet, Vacuum Sealing
Aptitude Maximum: 30
Durability: 60
Wound Threshold: 12
Advantages: Limber (Level 1) trait, Coronal Adaptation trait, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Selkie

Selkies look like a human-seal hybrid, and in fact their genetics are aquanaut with heavy splices of seal traits. Their arms are standard human-shaped, but their legs are fused into a pair of hind flippers for powerful swimming. On land, they can stand but have difficulty moving, as they must flop, roll, or hop like a seal. They are adapted for the lack of air, deep cold, and crushing pressure of subcrustal seas.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Enhanced Vision, Enhanced Respiration, Gills, Hydrostatic Pressure Adaptation, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill Disadvantages: Movement Rate of 1/4 on land
CP Cost: 55
Credit Cost: Expensive

Splicers

splicer.jpg
Splicer Morph
Splicers are genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 to one aptitude of the player’s choice
CP Cost: 10
Credit Cost: High

Surya

Named for a Hindu sun deity, suryas swim freely in the sun’s corona. Looking roughly like whales or orcas, suryas may reach lengths of ten meters or more. They generate powerful magnetic fields that shield them from solar radiation and heat, while allowing them to surf the solar wind and extract ionized particles. Strong bones and connective tissues protect against the crushing solar gravity. Beneath their thick hides are channels of liquid water interleaved with layers of fat which serve to shield the organism from harmful radiation. Engineered medichines repair tissue damaged by radiation and convert hydrogen ions into water.
A surya’s skin is an extraordinary organ, embedded with chromatophores that allow them to transmit alternating patterns of light and dark for communication. In addition, a lateral line runs down their sides, allowing them to detect the long-period sound waves that reflect off the sun’s lower atmosphere and resonate through the corona’s gas and plasma. Suryas traveling through the transition zone between the corona and the chromosphere use these vibrations to predict and avoid heavy solar weather.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Coronal Adaptation, Cortical Stack, Enhanced Hearing, Enhanced Vision, Lateral Line, Medichines, Vacuum Sealing
Aptitude Maximum: 30
Durability: 100
Wound Threshold: 20
Advantages: +10 COO, +5 REF, +5 SOM, +10 Free Fall skill, Coronal Adaptation trait
Disadvantages: Large Target (+10 to hit in combat)
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Sylphs

concept_08.jpg
Sylph Morph
Sylph morphs are tailor-made for media icons, elite socialites, XP stars, models, and narcissists. Sylph gene sequences are specifically designed for distinctive good looks. Ethereal and elfin features are common, with slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Theseus

While there are no sanctioned explorations of Earth, a few daring or greedy transhumans defy the laws to salvage there. Some scavengers and explorers still scour the ruins of habitats that were destroyed during the Fall. Others look for wealth and secrets in the quarantined zones on Luna and Mars. Some simply seek out remaining TITAN machines to destroy, wherever they may be found. The theseus is a popular biomorph for this type of work. Its medichines and nanophages keep the morph protected from most attacks by exsurgent nanotech, and the lack of a cyberbrain makes it less vulnerable to mind hacking. An emergency farcaster allows the user to safely return from situations where both their morph and their cortical stack might be destroyed or corrupted.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Direction Sense, Emergency Farcaster, Enhanced Vision, Low Pressure Tolerance, Medichines, Nanophages, Oxygen Reserve, Radiation Sense, T-Ray Emitter, Temperature Tolerance (Cold), Toxin Filters
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 WIL, +5 to one other aptitude of the player’s choice
CP Cost: 30
Credit Cost: Expensive

Venusian Glider

The glider is designed to survive for many hours in Venus’s unbreathable atmosphere. Tall and thin, with long, strong limbs and a lightweight build, this morph also features gliding membranes that allow it to soar through the upper Venusian atmosphere. It can even gain altitude by riding thermals (which it can see using its enhanced vision). Once Venusian terraforming efforts are complete, an upgraded version of this morph will be able to breathe normally.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Pods

Pods (from “pod people”) are vat-grown, biological bodies with extremely undeveloped brains that are augmented with an implanted computer and cybernetics system. Though typically run by an AI, pods are socially unfavored in some stations, utilized in slave labor in others, and even illegal in some areas. Because pods underwent accelerated growth in their creation, and were mostly grown as separate parts and then assembled, their biological design includes some shortcuts and limitations, offset with implants and regular maintenance. They lack reproductive capabilities. In many habitats, their legal status is a hotly-contested issue.Unless otherwise noted, pods are also considered biomorphs for all rules purposes.

Ayah

Despite the advances in biotechnology, the hyperelite still need caretakers for their children and infirm. The ayah pod morph is designed to fulfill all nurse and caretaker functions. Rather than trust lower-class transhumans, hyperelites prefer AGI servants sleeved into ayah morphs, especially in polities where AGIs have few, if any, legal rights. Ayahs are almost always female with pleasant but not stunningly beautiful features.
Most of the enhanced features of an ayah are built under the hood, so to speak. Their enhanced olfactory capabilities help them monitor the health and emotional state of their wards, as well as alert them to potential environmental dangers. Their ability to withstand temperature extremes and survive without air for short periods helps them protect and rescue their charges in an emergency, such as a hull breach or a fire. Ayahs are often modified with bioweave armor and implanted weapons so they can act as a last line of defense against potential attackers.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Smell, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Wrist-Mounted Tools
Aptitude Maximum: 30
Durability: 35
Wound Threshold:7
Advantages: +10 SAV, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 25
Credit Cost: Expensive

Basic Pod

When pods were first introduced, non-specialized models were favored due to their low cost and quicker production time. Basic pods are essentially a lower-cost pod version of a splicer morph. To keep expenses down, this pod has slightly more mechanical parts than most other pods. As a result, it has more obvious cybernetic components.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 to one aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 5
Credit Cost: Moderate

Chickcharnie

Another creation by the mad geniuses of the exoplanet Fortean, this morph is a modified version of a resurrected species. The extinct Tyto pollens was a large pre-Columbian flightless ground owl species in the Caribbean. The chickcharnie was rumored to be a supernatural variant of this bird that haunted the forests bestowing boons or curses upon travelers depending on how they treated it. The Fortean version of the chickcharnie is best described as a humanoid owl. Over one meter in height, it is bipedal but stands shorter than humans. Though winged, it is flightless except in very low grav environments and microgravity. Its wing design, however, incorporates a functional set of clawed hands. The chickcharnie is growing in popularity among neo-avians who don’t mind sacrificing flight for physical resilience, more functional hands, and a stature closely approximating transhuman standards.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Prehensile Feet, Puppet Sock
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), +5 COO, +5 INT, +10 REF
CP Cost: 35
Credit Cost: Expensive

Critter

Critters are pods either genetically hacked together from various animal species or simply biosculpted to appear as such. Originally popular among hyperelites who preferred smarter and distinctive AI-operated pets, they were also sometimes deployed on a covert basis as bodyguards or spies disguised as smart animals. Naturally these morphs were also embraced by people with a furry kink or who simply wanted to test-drive a body that was more bestial. Critter pods come in almost every conceivable type of animal shape, from cats to skunks to chimerical lizard-hyena hybrids. The vast majority are quadruped and stick close to the animal type’s body plan, though anthropomorphic models are also popular and there is a great deal of bodysculpted variety. A model currently popular in the inner system is the bastet, a composite of several wild cat species that resembles a tawny panther or lion, often with intricate patterns based on Egyptian hieroglyphs in their fur. Some users prefer smaller models of this morph with the Reduced Size trait.
Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 REF, +5 COO
Disadvantages: Lacks Manipulators trait, quadrupeds have a difficult time in microgravity (–30 to Free Fall Tests)
Notes: Non-Human Biochemistry trait
CP Cost: 15
Credit Cost: Expensive

Digger

Diggers are worker pods customized for archaeological work. They are used for surface surveys, excavation, and general physical labor by xenoarchaeological teams. Their hands are modified digging claws, adapted from the genetics of hole-digging creatures like moles and aardvarks, though still flexible and useful for grasping and fine manipulation.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digging Claws, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Wrist-Mounted Tools
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one aptitude of the player’s choice
Disadvantages: Social Stigma (Pod)
CP Cost: 30
Credit Cost: Expensive

Flying Squid

Given the popularity of octomorphs even among nonmercurials, morph designers have sought out a similar morph that is operable in zero g and also designed for speed. Its streamlined form resembles a stylized squid and this morph can move swiftly in both water and air. It can suck either water or air into a cavity in its mantle and then expel it out a siphon in a chosen direction for fast, jet-like propulsion. While popular with neo-octopi, its speed and overall utility has made it an increasingly favorite option with others seeking an aquatic-adapted morph.
Implants: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Extra Limbs (8 arms, 2 tentacles), Grip Pads, Hydrostatic Pressure Adaptation, Mnemonic Augmentation, Polarization Vision, Puppet Sock
Movement Rate: Submarine (4/36), Thrust Vector (4/28)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 8 Arms, 2 Tentacles, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, +30 Swimming skill, Beak Attack (1d10 + 1 DV, AP –1), Limber (Level 2) trait
Disadvantages: Social Stigma (Pod) trait
Note: Non-Mammalian Biochemistry trait
CP Cost: 55
Credit Cost: Expensive (minimum 60,000+)

Hypergibbon

Built from siamang genestock, the largest of the lesser apes, hypergibbons are often mistaken for uplifts, although this is not the case. The gibbon was never a candidate for uplift due to a brain anatomy considerably more primitive than great apes. With the addition of a cyberbrain, though, they make excellent pods.
Many primate uplifts choose hypergibbons in place of other pods or when they need something small like a neotenic.
Hypergibbons stand about 1 meter tall, weigh 15 kilograms, and typically have black fur and skin (although bodysculpting permits many variations). They have inflatable throat sacks that allow melodious calls that carry great distances. Their wrists feature a ball-and-socket joint and also naturally dislocate to enable easier swinging by the arms.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Prehensile Feet, Puppet Sock
Aptitude Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: +5 INT, +5 REF, +10 Climbing skill, +20 Freerunning skill, Limber (Level 2) trait, hypergibbons count as a small target in combat (–10 to hit)
Disadvantages: Social Stigma (Pod)
CP Cost: 30
Credit Cost: Expensive

Jenkin

The handiwork of scum genehacker Neville Orsonglass, the jenkin is a byproduct of desperate measures taken during the Fall. The original model was simply the designer’s attempt to keep him and his crewmates alive on a ship with failing life support and recycling systems. From there, it has evolved into the ultimate survivor’s morph, though the definition of “survivor” has now been extended to “can take all of the drugs and still function sexually.” This seems to be a selling point with the scum. Despite the morph’s stooped posture, rat-like features, and pungent personal aroma, the implausibly sized secondary sexual characteristics make it the life of certain kinds of parties.
Enhancements: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digestive Symbiotes, Enhanced Pheromones, Enhanced Respiration, Enhanced Smell, Hibernation, Mnemonic Augmentation, Possum Cache, Prehensile Tail, Puppet Sock, Temperature Tolerance, Toxin Filters
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 REF, +5 SOM, Bite Attack (1d10 + 1 DV, AP –1)
Disadvantages: Social Stigma (Pod) trait, Unattractive (Level 2) trait
CP Cost: 20
Credit Costs: High in scum swarms, Expensive (minimum 40,000) elsewhere

Novacrab

Novacrabs are a pod design bio-engineered from coconut crab and spider crab stock and grown to a larger (human) size. Novacrabs are ideal for hazardous work environments as well as vacworker, police, or bodyguard duties, given their ten 2-meter long legs, massive claws, and chitinous armor. They climb and handle microgravity well and can withstand a wide range of atmospheric pressure (and sudden pressure changes) from vacuum to deep sea. Novacrabs feature compound eyes (with human-equivalent image resolution), gills, dexterous manipulatory digits on their fifth set of limbs, and transgenic vocal cords.
Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), +10 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 60
Credit Cost: Expensive (minimum 30,000+)

Pleasure Pods

Pleasure pods are exactly what they seem—faux humans designed purely for intimate entertainment purposes. Pleasure pods have extra nerve clusters in their erogenous zones, fine motor control over certain muscle groups, enhanced pheromones, sanitized metabolisms, and the genetics for purring. Naturally, they are crafted for good looks and charisma and enhanced in other areas as well. Pleasure pods are capable of switching their sex at will to male, female, hermaphrodite, or neuter.
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Pheromones, Mnemonic Augmentation, Puppet Sock, Sex Switch
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +5 INT, +5 SAV, +5 to one aptitude of the player’s choice
Disadvantages: Social Stigma (Pleasure Pod) trait
CP Cost: 20
Credit Cost: High

Ripwing

Developed by the genehackers of Fortean, ripwings are neogenetic avians, incorporating genetics from a range of flying creatures, some of them prehistoric pterosaur genes acquired from Sky Ark researchers, along with some original genetic traits. These transgenic amalgamations are larger and sturdier than standard neo-avian morphs. They are popular among both neo-avian mercurials who want a more robust form and gatecrashers looking for a quick and stealthy flyer for recon missions. The ripwing morph makes more extensive use of the chiroptera genestocks used to give the first avian uplifts functional hands. Instead of feathers, ripwings feature tough leathery skin or even scales. The morphs are usually a uniform matte black in color, though they are able to change color at will due to their chameleon skin enhancements.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation, Prehensile Feet, Puppet Sock, Wings
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 COO, +5 INT, +5 REF
Disadvantages: Social Stigma (Neogenetic), Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive (minimum 30,000)

Samsa

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+)

Scurrier

Scurriers are pods developed from the non-sapient extraterrestrials known as sciurids. In appearance, scurrier pods are similar to raccoon-sized flying squirrels with a lash-like manipulator rather than a fluffy tail, though still regarded as highly cute. They make excellent climbers and are capable of gliding due to the membrane between their limbs. Scurriers are gaining popularity for their usefulness in exploring tunnels and small areas as well as high areas reached by climbing. They have also been used for maintenance and tech works tasks due to their nimbleness and manual dexterity.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Gliding Membrane, Mnemonic Augmentation, Prehensile Tail, Puppet Sock
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 SAV, +10 COO, 6 Limbs, Limber (Level 1) Trait, +10 Climbing skill, +10 Freerunning skill, counts as a small target in combat (–10 to hit)
Disadvantages: Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive

Security Pod

Originally developed for joint-nation peace-keeping missions and border/enclave security roles, security pods were essentially mass-produced AI-operated soldiers. For obvious reasons, they fell out of favor during the Fall, but they are slowly regaining acceptance. They are a favored morph by mercenaries for infiltration and guerrilla warfare purposes.
Implants: Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Eelware, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Puppet Sock, T-Ray Emitter
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 30
Credit Cost: Expensive

Security Pod - Space Marine Variant

The space marine variant of the security pod was optimized for orbital skirmishes, boarding actions, suppressing asteroid miner revolts, and other space-theater operations.
Implants: Add Oxygen Reserve, Prehensile Feet, Vacuum Sealing
CP Cost: 30
Credit Cost: Expensive

Shaper

Shapers are the ultimate disguise morph. Constructed as pods, the default shaper look is intentionally generic, based on the computer-generated composite average look of the solar system’s residents. They lack the distinctive seam lines applied to most pod morph designs. The skinflex system allows the morph to quickly change its outward appearance. Additional modifications help the morph evade or fool sensor and biometric systems. Shapers are a favorite tool for spies and are excellent for infiltration or fooling surveillance. They are often remotely operated via puppet sock. Shapers are illegal in many habitats.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Clean Metabolism, Cortical Stack, Cyberbrain, Emotional Dampers, Gait Masking, Mnemonic Augmentation, Nanotat ID Flux, Puppet Sock, Sex Switch, Skinflex
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +5 INT, +5 SAV, +5 to one aptitude of the player’s choice
CP Cost: 45
Credit Cost: Expensive (minimum 40,000)

Specialist Pod

Designed specifically to compete with popular mid-range morphs like the menton and olympian, the specialist pod is cheaper and faster to create than a biomorph. It also offers the user a high degree of customization.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 to one aptitude of the player’s choice, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 25
Credit Cost: High

Vacuum Pod

Optimized for vacwork, this pod is preferred in situations where novacrabs or synths don’t fare as well socially. The vacuum pod is based on the bouncer morph and looks superficially identical to one.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Cyberbrain, Enhanced Respiration, Grip Pads, Mnemonic Augmentation, Oxygen Reserve, Prehensile Feet, Puppet Sock, Vacuum Sealing
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 30
Credit Cost: Expensive

Whiplash

Designed by autonomist xenobotanists as an experiment in developing a cyberbrain/planimal interface, whiplash pods are bioengineered from planimal stock found on Sunrise, with other transgenic features. Whiplash pods are gaining some traction among gatecrashers due to their ability to blend in to arboreal environments. The primary modification made to the whiplash stock was to turn the entire organism upside down and orient the digestive portion of the organism horizontally, so that the whiplash’s trilobed orifice faces forward. The whiplash’s grasping roots were also converted into even more motile “walking tentacles” borrowed from other Sunrise planimals. Other adjustments include the addition of a pair of grasping limbs, each with four universally opposable digits; artificial sensing mods (providing transhuman-standard sensing ability); and a general toughening of the internal structure for rigidity and support. The barrel-like body remains very similar to the original planimal stock and, reorientation notwithstanding, the digestive system remains mostly unchanged. The ability to extend and retract the whiplash’s feeding tendril was heavily enhanced, so now the tendril acts more like a two-meter-long chameleon-like tongue than a hanging food-trap.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Tendril Attack (use Unarmed Combat skill, 1d10 + (SOM ÷ 10) DV, +10 to disarming called shot attacks), +5 COO, +10 SOM, +5 to two other aptitudes of the player’s choice
Disadvantages: Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)
CP Cost: 50
Credit Cost: Expensive (rare; minimum 50,000+)

Worker Pods

Part exalt human, part machine, these basic pods are virtually indistinguishable from humans. Worker pods are often used in menial labor jobs where interaction with humans is necessary.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 20
Credit Cost: High

Synthetic Morphs

Synthetic morphs are completely artificial/robotic. They are usually operated by AIs or via remote control, but the lack of available biomorphs after the Fall meant that many infugees resorted to resleeving in robotic shells, which were also cheaper, quicker to manufacture, and more widely available. Nevertheless, synthmorphs are viewed with disdain in many habitats, an option that only the poor and desperate accept to be sleeved in. Synthetic morphs are not without with their advantages, however, and so are commonly used for menial labor, heavy labor, habitat construction, and security services.
All synthmorphs have the following advantages:
  • Lack of Biological Functions. Synthmorphs need not be bothered with trivialities like breathing, eating, defecating, aging, sleeping, or any similar minor but crucial aspects of biological life.
  • Pain Filter. Synthmorphs can filter out their pain receptors, so that they are unhampered by wounds or physical damage. This allows them to ignore the –10 modifier from 1 wound, but they suffer –30 on any tactile-based Perception Tests and will not even notice they have been damaged unless they succeed in a (modified) Perception Test.
  • Immunity to Shock Weapons. Synthmorphs have no nervous system to disrupt, and their optical electronics are carefully shielded from interference. Shock attacks may temporarily disrupt their wireless radio communications, however, for the duration of the attack.
  • Environmental Durability. Synthmorphs are built to withstand a wide range of environments, from dusty Mars to the oceans of Europa to the vacuum of space. They are unaffected by any but the most extreme temperatures and atmospheric pressures. Treat as Temperature Tolerance and Vacuum Sealing.
  • Toughness. Synthetic shells are made to last—a fact reflected in their higher Durability and built-in Armor ratings. Their composition also makes their physical strikes more damaging: apply a +2 DV modifier on unarmed attacks for human-sized shells and larger.

Arachnoids

Arachnoid robotic shells are 1-meter in length, segmented into two parts, with a smaller head, like a spider or termite. They feature four pairs of 1.5-meter-long retractable arms/legs, capable of rotating around the axis of the body, with built-in pneumatic systems for propelling the bot with small leaps. The manipulator claws on each arm/leg can be switched out with extendable mini-wheels for high-speed skating movement. A smaller pair of manipulator arms near the head allows for closer handling and tool use. In zero-G environments, arachnoids can retract their arms/legs and maneuver with vectored air thrusters.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar
Mobility System: Walker (4/24), Thrust Vector (8/40), Wheeled (8/40)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, Armor 8/8
CP Cost: 45
Credit Cost: Expensive (minimum 40,000+)

Biocore

Originally designed by a scum engineer who just wanted to see if it could be done, the biocore is a synthmorph with a biological brain. The design has since spread to those who wish to enjoy the advantages of sleeving in a synthmorph without the risk of brainhacking or who simply dislike the idea of using a cyberbrain (including some asyncs). Most models feature a stylized but transparent braincase, to show off the biocore’s main feature, but others appear to be ordinary synthmorphs from the outside; only a detailed physical examination can determine that it actually contains a living brain.
Enhancements: Access Jacks, Basic Mesh Inserts, Brain Box, Cortical Stack, Eidetic Memory
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 to two other aptitudes of the player’s choice, Armor 6/6
Disadvantages: Social Stigma (Clanking Masses) trait
CP Cost: 50
Credit Cost: Expensive (minimum 60,000+)

Blackbird

When they’re seen at all, these morphs resemble a matte gray neo-corvid with many odd, sharp angles. Blackbirds are consummate stealth morphs, designed to evade visual observation and radar during recon or infiltration. In part due to aesthetics, they’re a favorite of neo-ravens.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Vision, Invisibility, Mnemonic Augmentation, Puppet Sock, Reduced Signature
Mobility System: Hopper (4/20), Winged (8/40)
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Flight, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice, +10 Flight skill, +10 Infiltration skill, Armor 2/2, Beak/Claw Attack (1d10 + 1 DV, AP −1)
Notes: Small Size trait
CP Cost: 45
Credit Cost: Expensive (Minimum 45,000)

Case

Cases are extremely cheap, mass-produced robotic shells intended to provide an affordable remorphing option for the millions of infugees created by the Fall. Though many varieties of case bot models exist, they are uniformly regarded as shoddy and inferior. Most case morphs are vaguely anthromorphic, with a thin framework body, standing just shorter than an average human, and suffer from frequent malfunctions.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System (Movement Rate): Walker (4/16)
Aptitude Maximum: 20
Durability: 20
Wound Threshold: 4
Advantages: Armor (4/4)
Disadvantages: –5 to one chosen aptitude, Lemon trait, Social Stigma (Clanking Masses) trait
CP Cost: 5
Credit Cost: Moderate

Cetus

The cetus, named after a mythological sea monster, was designed for deep sea activity and is capable of operating under extreme pressure and cold. It is a favored morph for use in the undersea domains of Ceres and Europa. Capable of moving quickly underwater, the morph can also operate outside of water in the atmospheric portion of habitats. Cetus morphs are slightly smaller than arachnoids.
Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Vision, Extra Limbs (8), Headlights, Hydrostatic Pressure Adaptation
Mobility System: Submarine (4/36), Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 8 Limbs, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
CP Cost: 45
Credit Cost: Expensive (minimum 40,000+)

Cloud Skimmer

This streamlined synthmorph is designed for exploring the atmospheres of gas giants, but its internal rocket also allows it to operate in vacuum. This morph can travel to and from a ship in orbit around a gas giant into the planet’s atmosphere on its own. The morph is a flattened oval that can extend up to four flexible arms. The swim bladder acts much like a high pressure balloon to help keep the morph aloft in a gas giant’s dense atmosphere.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cryonic Protection, Cyberbrain, Direction Sense, Enhanced Vision, Extra Limbs (4 Arms), Hydrostatic Pressure Adaptation, Internal
Rocket, Mnemonic Augmentation, Puppet Sock, Radar, Swim Bladder, Telescoping Limbs
Mobility System: Thrust Vector (8/40)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 4 arms, +10 SOM, +5 REF, +5 to one other aptitude of the player’s choice, Armor 10/10
CP Cost: 65
Credit Cost: Expensive (minimum 70,000+)

Courier

This synthmorph was specifically designed to fly between the many moons and habitats in the Saturnian system. It is used by both couriers and smugglers throughout the outer system. This morph appears to be a roughly humanoid head and torso set on a conical base, with a total height of 1.5 meters, that makes it look rather like a four-armed chess piece. This base contains both the morph’s ionic propulsion system, which doubles as a plasma sail in space, and an internal rocket. This miniature metallic hydrogen rocket is specifically designed for low thrust. It provides an acceleration of up to 0.25 g, allowing the morph to take off and land on all moons and other small bodies in the solar system.
This engine can operate for a total of one and a half hours before it requires refueling. The morph’s four slender arms fold flat against its torso when it is in flight. Its extensive sensor suit is useful for both navigation and various covert purposes.
Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cryonic Protection, Cyberbrain, Direction Sense, Enhanced Vision, Extra Limbs (4), Grip Pads, Headlights, Hidden Compartment, Internal Rocket, Lidar, Magnetic System, Mnemonic Augmentation, Plasma Sail Implant, Radar, Retracting/Telescoping Limbs, T-ray Emitter.
Mobility System: Ionic (12/40), Thrust Vector (8/40)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: 4 Limbs, +5 COO, +5 INT, +5 REF, +5 to one other aptitude of the player’s choice, Armor 6/6
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Daitya

This huge, vaguely anthropomorphic synthmorph is designed for large construction projects and similar heavy industrial uses, such as moving large objects. At just under three-meters tall and with a mass of almost one ton, the daitya is essentially an industrial mech. Modified versions have occasionally been deployed for combat purposes.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Grip Pads, Hardened Skeleton, Industrial Armor, Mnemonic Augmentation, Pneumatic Limbs (Arms), Puppet Sock, Radar, 4 Weapon Mounts (Disassembly Tools; 2 fixed, 2 articulated), Wrist-Mounted Tools
Mobility System: Walker (8/40)
Aptitude Maximum: 30 (40 SOM)
Durability: 100 (includes Hardened Skeleton bonus)
Wound Threshold: 20
Advantages: +15 SOM (includes Hardened Skeleton bonus), +5 to one other aptitude of the player’s choice, Armor 10/10 (20/20 with Industrial Armor)
Notes: Large Size trait, melee attacks with the large-size frame or disassembly tools inflict 3d10 + (SOM ÷ 10) DV at AP −5
CP Cost: 80
Credit Cost: Expensive (minimum 80,000+)

Dragonfly

The dragonfly robotic morph takes the shape of a meter-long flexible shell with multiple wings and manipulator arms. Capable of near-silent turbofan-aided flight in Earth gravity, dragonfly bots fare even better in microgravity.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Winged (8/32)
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages:Flight, +5 REF, Armor (2/2), small target (–10 modifier to hit in combat)
CP Cost: 20
Credit Cost: High

Fenrir

Named for the monstrous wolf of Norse legend, the fenrir is one of the most imposing combat morphs ever developed. It is found only in the armed forces of the Hyoden city-state on Callisto (though black market blueprints/copies are rumored to be available elsewhere). A massive, squat quadrupedal morph designed to be operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy tank than a regular morph. It is possible that a single ego could fill all six ego slots at once through the use of alpha forks, but this has never been tested. The most common weapons mounted are linked HEAP and/or plasmaburst seeker launchers, exoatmospheric plasma beam bolters, and machine railguns loaded with AP rounds.
Note: This morph is unique in that it allows more than one ego to use it at the same time. Ego Sharing may be purchased for this morph an additional four times, for a total of five additional egos.
Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Ego Sharing (1), Enhanced Hearing, Enhanced Vision, Extra Limbs (4), Heavy Combat Armor,Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Structural Enhancement, T-Ray Emitter, Weapon Mount (External, Articulated, 8) Mobility System: Walker (4/20), Thrust Vector (4/12)
Aptitude Maximum: 35
Durability: 70 (80 with Structural Enhancement) Wound Threshold: 14 (16 with Structural Enhancement)
Advantages: 4 Limbs, +5 REF, +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, Armor 16/16 (32/32 with Heavy Combat Armor)
Disadvantages: Large target (+10 to hit)
CP Cost: Not available at character creation
Credit Cost: Expensive (rare and restricted; minimum 100,000+)

Fighting Kite

Based on the kite morph popular with gatecrashers, this morph is somewhat more durable and better armored. It also includes a built-in laser as well as anti-detection measures. Its default mode is turbofan-driven rotorcraft; its light weight allows it to fly and hover, even in thin atmospheres and heavy gravities. In streamlined ionic mode, it can travel at high speeds and maneuver in hurricane-force winds. In vacuum, it can drive itself with thrust-vector nozzles. It is occasionally used for aerial reconnaissance, but is most popular with spies, thieves, and discrete bodyguards.
Enhancements: Access Jacks, Anti-Glare, Basic Mesh Inserts, Chameleon Skin, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation, Neurachem (Level 1), Radar, Radar Absorbent, Shape Adjusting, T-Ray Emitter, Weapon Mount (Internal, Articulated, Laser Pulser)
Mobility System: Ionic (12/40), Thrust Vector (8/40), Walker (2/8), Winged (8/32)
Aptitude Maximum: 30 (25 SOM)
Speed Modifier: +1 (Neurachem)
Durability: 30
Wound Threshold: 6
Advantages: Flight, +5 to two aptitudes of the player’s choice, Armor (4/4)
Notes: Small Size trait
CP Cost: 35
Credit Cost: Expensive (minimum 40,000+)

Flexbots

Designed for multi-purpose functions, flexbots can transform their shells to suit a range of situations and tasks. Their core frame consists of a half-dozen interlocking and shape-adjustable modules capable of auto-transforming into a variety of shapes: multi-legged walker, tentacle, hovercraft, and many others. Each module features its own sensor units and “bush robot” fractal-branching digits (each capable of breaking into smaller digits, down to the micrometer scale, allowing for ultra-fine manipulation). The flexbot control computer is also distributed between modules. Individual flexbots are only the size of a large dog, but multiple flexbots can join together for larger mass operations, even taking on heavy-duty tasks such as demolition, excavation, manufacturing, robotics assembly, and so on.
Enhancements:Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits, Mnemonic Augmentation, Modular Design, Shape Adjusting, Nanoscopic Vision
Mobility System: Walker (4/16), Hover (8/40)
Aptitude Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: Armor 4/4, small target (-10 modifier to hit in combat)
CP Cost: 20
Credit Cost: Expensive (minimum 30,000+)

Galatea

A group of Lunar morph designers created this high-end synthmorph in an attempt to increase the social acceptance of synthmorphs by showcasing how attractive and versatile they can be. This elegant morph looks expensive and is designed to allow the user to master any social situation. A few media icons and socialites have already found that this morph’s mixture of utility and novelty value has helped enhance their fame and reputation.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Hearing, Mnemonic Augmentation
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SAV, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice, Armor 6/6
CP Cost: 65
Credit Cost: Expensive (minimum 70,000+)

Gargoyle

Gargoyles are an anthroform synthetic morph designed as a mobile sensor unit. They are used by media, freelance journalists, forensics teams, and anyone who is regularly required to document a situation thoroughly. Though humanoid in shape, gargoyles stand taller than average transhumans for better viewing. Much of their exterior surface is covered in quantum dot camera-displays.
Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Lidar, Mnemonic Augmentation, Nanoscopic Vision, Oracles, Radar, T-Ray Emitter
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 INT, +5 to one aptitude of the player’s choice, Armor 6/6
CP Cost: 40
Credit Cost: Expensive

Guard

Everyone knows that synthmorphs are tougher and better equipped for serious combat than biomorphs. However, many people in the inner system are not comfortable with using hulking synthmorphs as bodyguards or security personnel. Instead, some choose this subtle and extremely deadly alternative. This morph’s enhanced senses allow it to more easily detect any threats to the person the user is guarding, and the built-in weaponry and moderate armor make it highly resistant to damage. The synthetic mask disguises it quite effectively as an olympian or fury morph.
Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Hand Laser, Lidar, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Synthetic Mask, T-Ray Emitter
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem)
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COO, +5 to one other aptitude of the player’s choice, Armor 12/12
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Guard (Deluxe Variant)

This morph is used by both top-of-the-line security personnel and wealthy and powerful people who worry about kidnapping and similar threats and wish to be able to personally respond to any problems.
Enhancements: Add Nanophages, Weapon Mount (Microwave Agonizer, Concealed)
Durability: 50
Wound Threshold: 10
Advantages: Add +5 REF
CP Cost: 75
Credit Cost: Expensive (minimum 80,000+)

Kite

Gatecrashing_26_KITE_TJung.jpg
Kite Morph
This small shape-shifting synthetic shell is capable of flight no matter the atmospheric environment—or lack thereof. Its default mode is turbofan-driven rotorcraft; its light weight allows it to fly and hover even in thin atmospheres and heavy gravities. In streamlined ionic mode, it can travel at high speeds and maneuver in hurricane-force winds.
In vacuum, it can drive itself with thrust-vector nozzles. Sometimes called “multifliers,” kites are popular among gatecrashers and gatehoppers due to their adaptability and usefulness for aerial recon and surveys.
Enhancements: Access Jacks, Anti-Glare, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Lidar, Mnemonic Augmentation, Radar, Shape Adjusting, T-Ray Emitter
Mobility System (Movement Rate): Ionic (12/40), Thrust Vector (8/40), Walker (2/8), Winged (8/32)
Aptitude Maximum: 25
Durability: 20
Wound Threshold: 4
Advantages: Flight, +5 to one aptitude of the player’s choice, Armor (2/2), counts as a small target in combat (–10 to hit)
CP Cost: 30
Credit Cost: High

Mimic

In its basic form, with its limbs retracted, a mimic morph resembles a spare and is only a bit larger than a human head. With its four pencil-thin telescoping legs fully extended, it can stand up to two meters tall, and its arms can also each reach up to two meters from the morph. These limbs can all be fully retracted and the user can also alter the morph’s shape and appearance, causing it to look like almost any small object such as a briefcase, cleaning robot, or household appliance. This morph can easily fit through small spaces and hide itself with great ease and is ideal for infiltration and sabotage missions.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (4 Legs, 2 Arms), Grip Pads, Mnemonic Augmentation, Puppet Sock, Shape Adjusting, Skinflex, Telescoping Limbs
Mobility System: Walker (5/24) (2/8 with limbs mostly retracted)
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: +5 COO, +5 to one other aptitude of the player’s choice, Armor 4/4
Disadvantages: Social Stigma (Clanking Masses) trait
Notes: Small Size trait
CP Cost: 25
Credit Cost: Expensive (minimum 30,000)

Nautiloid

Nautiloids are a hybrid of short-range spacecraft and submersible capable of holding up to six passengers and their gear. The morph is shaped like a van-sized nautilus, with crew space in the head and shell. A cluster of tentacular limbs mounted under the observation ports in the head provide both fine and brute force manipulation. Originally created for comet and asteroid mining, the design also proved useful for oceanic exploration by gatecrashing teams and Europans.
The morph’s interior includes a desktop cornucopia machine and a maker. It can deploy a pair of retractable pontoons for stability when floating on a liquid surface. A nautiloid’s life support system can support its occupants for up to three months before replenishing—indefinitely if it has a source of hydrogen and oxygen. Nautiloids include radiation shielding, a small airlock, and a healing vat.
The nautiloid is also available as a bot with no cyberbrain for the same cost. The bot version has no aptitude bonuses.
Enhancements: Basic Mesh Inserts, Cortical Stack, Cyberbrain, Echolocation, Extra Limbs (8 Arms, 2 Tentacles), Hydrostatic Pressure Adaptation, Industrial Armor, Internal Rocket, Mnemonic Augmentation, Pneumatic Limbs (2 of the Arms), Puppet Sock, Radar, Radiation Sense, Swim Bladder, Telescoping Limbs (2 of the Arms), T-Ray Emitter
Mobility Systems: Internal Rocket 8/40, Submarine 8/40
Aptitude Maximum: 30
Durability: 200
Wound Threshold: 40
Advantages: +5 SOM, +5 to two other aptitudes of the player’s choice, Armor 10/10 (20/20 with Industrial Armor)
Notes: Very Large Size trait
CP Cost: 155
Credit Cost: Expensive (150,000)

Opteryx

This recon morph is designed to be a fast, lightweight runner, climber, and flyer. The opteryx looks like a one-meter-tall winged, synthetic dinosaur and adopts an almost horizontal body posture when running, its tail held out for balance. Its wings are fully functional arms equipped with claws. This morph is a favorite for gatecrashers and neo-avians in the dinosaur identity subculture. It comes equipped with cartography package software.
Enhancements: Access Jacks, Basic Mesh Inserts, Claws, Cortical Stack, Cyberbrain, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Pneumatic Limbs (Legs), Prehensile Tail
Mobility System: Walker (8/40), Winged (8/40)
Aptitude Maximum: 30 (25 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Flight, +5 COO, +5 INT, +5 REF, +10 Climbing skill, +10 Flight skill, Armor 2/2
Notes: Small Size trait
CP Cost: 40
Credit Cost: Expensive (Minimum 40,000+)

Q-Morph

Quartz morphs, commonly called Q-morphs, are the primary shell design used for Venusian surface mining. Constructed from quartz and extremely durable alloys, Q-morphs look like four-legged crabs with two pairs of arms. The lower pair of arms is designed for strength, the upper pair for precision and dexterity. This morph is squat, exceptionally tough, and completely unable to function in temperatures below 250 C.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Vision, Extreme Heat Shielding, Extreme Pressure Adaptation, Mnemonic Augmentation, Radar, T-Ray Emitter, Wrist-Mounted Tools
Mobility System: Walker (2/4)
Aptitude Maximum: 30
Durability: 120
Wound Threshold: 24
Advantages: 8 limbs, Claw Attack (DV 2d10), –5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, Armor 18/18, High Temperature Operation trait.
Disadvantages: Only works on the Venusian surface or in similar hot and high pressure environments
CP Cost: 100
Credit Cost: Expensive (minimum 60,000+)

Reapers

The reaper is a common combat bot, used in place of biomorph soldiers and typically operated via teleoperation or by autonomous AI. The reaper’s core form is an armored disc, so that it can turn and present a thin profile to an enemy. It uses vector thrust nozzles to maneuver in microgravity, and also takes advantage of an ionic drive for fast movement over distance. Four legs/manipulating arms and four weapon pods are folded inside its frame. The reaper’s shell is made of smart materials, allowing these limbs and weapon mounts to extrude in any direction desired and even to change shape and length. In gravity environments, the reaper walks or hops on two or four of these limbs. Reapers are infamous due to numerous war XPs, and bringing one into most habitats will undoubtedly raise eyebrows, if not get you arrested.
Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Cyber Claws, Extra Limbs (4), Magnetic System, Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount (Articulated, 4), Mnemonic Augmentation
Mobility System: Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)
Aptitude Maximum: 40
Speed Modifier: +1 (Reflex Booster)
Durability: 50 (60 with Structural Enhancement)
Wound Threshold: 10 (12 w/Structural Enhancement)
Advantages: 4 Limbs, +5 COO, +10 REF (+20 with Reflex Booster), +10 SOM, Armor 16/16
CP Cost: 100
Credit Cost: Expensive (minimum 50,000+)

Rover

Rover morphs are a smaller, defense-oriented version of the sphere morph. Each rover is 0.6 meters in diameter and, with its limbs retracted, has the ominous appearance of a reflective, shiny, black globe. It can extrude three arms, each with a built-in weapon: extendable claws, a small laser, and a heavy rail pistol loaded with 200 rounds of ammunition. Rovers are stealthy and highly maneuverable and so favored for bodyguard and police purposes in some areas. They are often deployed via remote control.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cyberclaws, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (3 Arms), Gas-Jet System, Hand Laser, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Radar Absorbent, Reduced Signature, T-Ray Emitter, Telescoping Limbs, Weapon Mount (Articulated, Heavy Rail Pistol)
Mobility System: Roller (8/32), Thrust Vector (12/40)
Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem Level 1)
Durability: 25
Wound Threshold: 5
Advantages: +5 COO, +5 REF, + 5 INT, +5 to one other aptitude of the player’s choice, Armor 10/10
Notes: Small Size trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Rover (Space Fighter Variant)

This version of the rover is fitted with a miniature metallic-hydrogen rocket with an acceleration up to 0.25 g, so that it is useful in short-range space battles. Several of these morphs can be launched from a spaceship to attack another ship or a habitat.
Enhancements: Add Internal Rocket
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Savant

This morph was developed on Ilmarinen as proof that synthmorphs can also be useful to scientists and engineers. This strangely elegant morph lacks the disturbing mimicry of humanity found in synth and steel morphs. Instead, the ovoid head with its elegantly minimalist face looks more like an artistic sculpture than a metal version of a real human head.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Hyper-Linguist, Math Boost, Mnemonic Augmentation
Mobility System: Walker (4/20)
Aptitude Maximum: 40 (COG and INT), 30 (all others)
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 INT, +5 SAV, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
Disadvantages: Social Stigma (Clanking Masses) trait
CP Cost: 65
Credit Cost: Expensive (minimum 40,000+)

Skulker

Skulkers are a stealth swarmanoid designed to infiltrate sensitive areas and avoid detection by sensors.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Radar Invisibility, Swarm Composition
Mobility System: Walker (2/8), Hopper (4/20), Rotor (4/32)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: See Swarm Composition
Disadvantages: See Swarm Composition
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)

Slitheroids

Slitheroid bots are synthetic shells taking the form of a 2-meter-long segmented metallic snake, with two retractable arms for tool use. Snake bots can coil, twist, and roll their bodies into a ball or hoop, moving either by slithering, burrowing, rolling, or pulling themselves along by their arms. The sensor suite and control computer are housed in the head.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation
Mobility System: Snake (4/16; 8/32 rolling)
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
CP Cost: 40
Credit Cost: Expensive

Smart Swarm

The smart swarm is a robust attempt to get more utility out of the swarmanoid morph design. It makes use of larger modular minidrones (rather than microdrones) that can lock together into various shapes, enabling limited physical actions and tool use.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Modular Design, Swarm Composition, Smart Swarm (p. 198)
Mobility System: Walker (Drones 2/8, Shaped Swarm 2/16), Hopper (4/20), Rotor (4/32)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Notes: See Swarm Composition and Smart Swarm
CP Cost: 30
Credit Cost: Expensive (minimum 30,000+)

Spare

Spare morphs are small, cheap, lightweight, synthetic shells designed to be used as a replacement should someone’s original morph be killed or destroyed. A cortical stack (retrieved from the character’s previous morph) can be easily plugged into the spare morph, effectively resleeving them (they must make Integration, Alienation, and Continuity Tests as normal). Once plugged in, it takes only 3 Action Turns for the cortical stack’s data to be read and checked for integrity and the ego to run inside the spare’s cyberbrain.
Spares are designed for portability. Packed as a flat disc 15 centimeters in diameter and with a mass of 2 kilograms, when activated they pop into a spherical shape with 6 slender and retractable 20-centimeter limbs (3 arms and 3 legs). They are a common piece of equipment for gatecrashing teams.
Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Extra Limbs (3 Arms/3 Legs), Grip Pads, Mnemonic Augmentation, Puppet Sock
Mobility System (Movement Rate): Walker (2/8)
Aptitude Maximum: 20
Durability: 15
Wound Threshold: 3
Advantages: Armor (2/2), counts as a small target in combat (–10 to hit)
Disadvantages: Social Stigma (Clanking Masses)
CP Cost: 5
Credit Cost: Moderate

Sphere

Popular with AGIs and synthmorph activists, this morph is a sphere approximately one meter in diameter. It can extend up to four flexible limbs as required, and typically hovers at approximately human eye level. The first tests of this morph revealed that the chameleon surface was necessary because it allows the user to display the image of a face, which made most transhumans both more comfortable talking with this morph and less likely to assume that it is a robot.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (4 Arms), Gas-Jet System, Mnemonic Augmentation, Puppet Sock, Telescoping Limbs
Mobility System: Roller (8/32), Thrust Vector (4/20)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: 4 arms, +10 COG, +5 to three other aptitudes of the player’s choice, Armor 6/6
CP Cost: 65
Credit Cost: Expensive (minimum 70,000+)

Steel Morph

This morph was developed by technicians and designers who are members of the Lunar synthmorph rights movement, the Steel Liberators. Middle-class Lunars who came out of poverty and continue to actively support the Steel Liberators sometimes choose this morph, despite the fact that this choice often results in them experiencing significant prejudice from biochauvinists.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Steel Morph (Masked Variant)

This version of the steel morph is equipped with the synthetic mask enhancement, making the shell look like a human biomorph. This version is uncommon, as most Steel Liberators view biological masking as a form of “selling out.” It is used both by Lunars who are stuck sleeving into a synthmorph, but whom don’t want to suffer discrimination, and by Steel Liberator activists looking to infiltrate biochauvinists and other opponent groups. Use the same stats as the steel morph, with the following changes:
Enhancements: Add Synthetic Mask (this negates the Social Stigma (Clanking Masses) and Uncanny Valley traits)
CP Cost: 55
Credit Cost: Expensive (minimum 40,000+)

Steel Morph (Liquid Silver Variant)

Designed as a top-end version of the steel morph, this shell's entire outer covering is composed of active nanomachines. A number of synthmorph performers use this shell's shape- and color-altering capacities as part of their acts. However, the fact that this morph can disguise itself as any other humanoid synthmorph, including the ubiquitous case morph, means that a number of covert operatives and criminals also make use of this morph. This version of the steel morph cannot use a synthetic mask.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Shape Adjusting, Skinflex, Wrist-Mounted Tools
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COG, +5 to three other aptitudes of the player’s choice, Armor 8/8
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Sundiver

The sundiver is a synthetic morph designed for solar research and emergency rescue operations. Sundivers are sleek mechanisms, about six meters long. They look a little like ramjets, except for a pair of articulated arms that extend forward from the morph’s pointed nose, allowing it to reach for and grasp objects. Because sundivers operate in the coronal environment, they are built to survive superheated plasma and shielded against radiation. Sundivers are equipped with a powerful electromagnetic propulsion system that allows them to skate along solar magnetic lines of force much like the surya do.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Coronal Adaptation, Cortical Stack, Cyberbrain, Enhanced Vision, Heavy Combat Armor, Mnemonic Augmentation, Radar, Reflex Booster
Mobility System: Thrust Vector (12/60)
Aptitude Maximum: 30
Speed Modifier: +1 (Reflex Booster)
Durability: 120
Wound Threshold: 24
Advantages: +5 COO, +10 REF (+20 with Reflex Booster), Armor 16/16
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Swarmanoid

Swarmanoid.jpg
Swarmanoid Morph
The swarmanoid is not a single shell per se, but rather a swarm of hundreds of insect-sized robotic microdrones. Each individual “bug” is capable of crawling, rolling, hopping several meters, or using nanocopter fan blades for airlift. The controlling computer and sensor systems are distributed throughout the swarm. Though the swarm can “meld” together into a roughly child-sized shape, the swarm is incapable of tackling physical tasks like grabbing, lifting, or holding as a unit. Individual bugs are quite capable of interfacing with electronics.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition
Mobility System: Walker (2/8), Hopper (4/20), Rotor (4/32)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: See Swarm Composition
Disadvantages: See Swarm Composition
CP Cost: 25
Credit Cost: Expensive

Synth

Synths are anthromorphic robotic shells (androids and gynoids). They are typically used for menial labor jobs where pods are not as good of an option. Cheaper than many other morphs, they are commonly used for people who need a morph quickly and cheaply or simply on a transient basis. Though they look humanoid, synths are easily recognizable as non-biological unless they have the synthetic mask option.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice, Armor 6/6
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 30
Credit Cost: High

Synthtaur

The synthtaur resembles an elegant mechanical centaur, but is a versatile and extremely durable synthmorph. The shape adjusting enhancement allows it to switch between being a two-armed quadruped standing 1.7 meters tall or a four-armed biped standing 2.4 meters high, as well as allowing it to fit into small spaces. Its telescoping legs even allow it to reduce its height to become a 2-meter-tall bipedal humanoid. This morph is popular with gatecrashers, people exploring ruined habitats, and anyone going into dangerous and remote situations.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Extra Limbs (6 Arms/Legs), Grip Pads, Mnemonic Augmentation, Pneumatic Limbs (2 Hind Legs), Prehensile Feet, Shape Adjusting, Telescoping Limbs (4 Lower Arms/Legs)
Mobility System: Walker (6/40 quadruped, 4/20 biped)
Aptitude Maximum: 30 (40 SOM)
Durability: 60
Wound Threshold: 12
Advantages: 6 Arms/Legs, +10 SOM, +5 to two other aptitudes of the player’s choice, Armor 8/8
Notes: Large Size trait
CP Cost: 70
Credit Cost: Expensive (minimum 80,000+)

Takko

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Takko
The first synthetic octopus design from the engineers at Feral Robot is a hardy shell custom-designed to make octopi uplifts feel more at home in a synthetic body with eight functioning appendages. Though it lacks ink sacs, the takko features vectored-thrust jets for microgravity propulsion.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (8 Arms), Grip Pads, Mnemonic Augmentation, Polarization Vision
Mobility System: Walker (4/24), Thrust Vector (8/40)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Beak Attack (1d10 + 2 DV, use Unarmed Combat skill), +10 Free Fall skill, +10 Climbing skill,+5 COO, +5 INT, +5 SOM, Armor 8/8
CP Cost: 60
Credit Cost: Expensive (minimum 45,000+)

Xu Fu

Named after a historical Chinese explorer, many gatecrashers consider xu fus the ideal exoplanet exploration synthmorph. Its main body sits atop 6 legs (up to 2 meters long, though retractable) that end in multidirectional smart wheels for quick travel, capable of rolling in any direction and over rough terrain. For exceptionally difficult terrain, the wheels can be retracted and the xu fu can maneuver as a walker. In addition to two standard arms, it features a third 2-meter long sensor-equipped limb for reaching far distances, overseeing obstacles, etc. Xu fus have an impressive sensor package and are ideal for surface-based scouting as well as investigating tunnels, collecting samples, and so on.
Enhancements: 360° Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Electrical Sense, Enhanced Hearing, Enhanced Vision, Extra Limbs (3 Arms/6 Legs), Grip Pads, Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Puppet Sock, Radiation Sense, Telescoping Limbs (Legs, 1 Arm), T-Ray Emitter
Mobility System (Movement Rate): Walker (4/20), Wheeled (4/32)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, + 5 SOM, Armor (8/8)
CP Cost: 60
Credit Cost: Expensive (minimum 50,000+)

Infomorphs

Infomorphs are digital-only forms—they lack a physical body. Infomorphs are sometimes carried by other characters instead of (or in addition to) a muse in a ghostrider module.
Enhancements: Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Disadvantages: No physical form
CP Cost: 0
Credit Cost: 0

Eidolons

The basic infomorph shell is a software mind-emulation package that runs an ego. The default infomorph is much like a digital version of a flat, in that it does not enjoy the cognitive or other aptitude bonuses common to other physical morphs. Other varieties of infomorph shells exist, however. Known as eidolons, these digital morphs include routines that bolster an ego’s innate capabilities and often come equipped with pre-installed plug-ins and upgrades. Eidolons follow all of the normal rules for infomorphs, except as noted here.
When an ego is uploaded, it can choose to run on an eidolon instead of the standard infomorph shell. The eidolon software must be purchased or otherwise acquired, just like an infomorph or any other morph. Integration, Alienation, and Continuity Tests are called for, just as with a physical resleeving. Because the ego is mapped and formatted to the particular eidolon, if the ego is copied or forked to a basic infomorph or other eidolon, another set of Integration, Alienation, and Continuity Tests must be made.
Note that eidolons, like basic infomorphs, are software emulations of the hardware used by cyberbrains. Characters in physical morphs with cyberbrains cannot make use of eidolons because the eidolon is discarded when the ego is loaded onto the cyberbrain hardware.
While alpha forks can be installed in eidolons, neither beta forks nor AIs have the full potential to make use of an eidolon’s capabilities.

Agent

While some infomorphs who work in network security and penetration testing use this eidolon, it is most popular with hackers and criminals. Many users also purchase the digital veil plug-in.
Enhancements: Eidetic Memory, Hacking Alert, Mental Speed, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Advantages: +5 COG, +5 to one other aptitude of the player’s choice
CP Cost: 35
Credit Cost: Expensive (minimum 35,000)

Digimorph

This budget eidolon is one of the cheapest available. While it has only modest bonuses, it is highly customizable and widely used.
Enhancements: Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Advantages: +5 to one aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Elite

Designed for performers, celebrities, and individuals who work with such people, this eidolon allows users to be more charismatic and persuasive, while also providing with them the ability to think on their feet by speeding up their thoughts in order to give themselves more time to consider their responses.
Enhancements: Mental Speed, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Advantages: +5 INT, +5 SAV
CP Cost: 35
Credit Cost: Expensive (minimum 35,000)

Hot Shot

When you really want to pilot a high-speed spacecraft, you don’t want to have to worry how your squishy biomorph is going to hold up under high-g maneuvers. This eidolon is quite popular among fightercraft pilots as well as among infomorphs who specialize in controlling and directing robots.
Enhancements: Increased Speed, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +3 (includes Increased Speed)
Advantages: +5 REF, +5 to one other aptitude of the player’s choice
CP Cost: 35
Credit Cost: Expensive (minimum 35,000)

Sage

This cutting-edge eidolon is too new to have seen widespread adoption by scientists and academics, but its popularity is spreading among intellectuals, researchers, and others who can afford it.
Enhancements: Eidetic Memory, Hyper Linguist, Math Boost, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Advantages: +10 COG, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive (minimum 40,000)

Scholar

Most voluntary infomorphs value intelligence above physical prowess and so this is one of the most popular eidolons. It is a simple and relatively powerful eidolon which has no frills and is affordable by most well-off infomorphs.
Enhancements: Eidetic Memory, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Advantages: +5 COG, +5 INT
CP Cost: 35
Credit Cost: Expensive (minimum 35,000)

Slave

No one other than a handful of bizarre eccentrics voluntarily uses this eidolon. It is specifically designed as a means to control infomorphs who are being used as slaves. One common use of this eidolon is sending an infomorph on a mission where the sender wishes to insure the infomorphs complete and total obedience.
Enhancements: Copylock, Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Disadvantages: Modified Behavior (Level 2: Blocked disobedience to a particular person or group), –10 WIL
CP Cost: 5
Credit Cost: Moderate

Wirehead

Regardless of whether an infomorph controls fightercraft, tiny surveillance drones, or attack robots, this high-end eidolon is one that almost all people in those professions wish they had access to.
Enhancements: Increased Speed, Mental Speed, Mnemonic Augmentation, Panopticon
Aptitude Maximum: 40
Speed Modifier: +3 (includes Increased Speed)
Advantages: +10 REF, +5 to one other aptitude of the player’s choice
CP Cost: 60
Credit Cost: Expensive (minimum 60,000

Outer System Morph Variants

Many morphs previously described in other Eclipse Phase books are used in outer system environments, often tailored with modifications specific to the locale.

Biomorphs with Cyberbrains

The cultures of the outer system are far more accepting of forking and regular resleeving. For this reason, many biomorphs in the outer system are equipped with cyberbrains rather than organic brains by default. This makes the resleeving process quicker (less than a minute as opposed to an hour) and makes it substantially easier to fork. The drawback is that cyberbrains are vulnerable to hacking.
Biomorphs with this option have Access Jacks, Cyberbrain, Mnemonic Augmentation, and an optional Puppet Sock. Increase CP Cost by 5; Credit Cost remains the same.

Cerean Variants

Biomorphs on Ceres must be capable of handling the ammonia content in the water in addition to the pressure.
Cerean Aquanaut: As the aquanaut biomorph, but equipped with hydrostatic pressure adaption. CP and Credit Costs remain the same.
Cerean Neo-Cetaceans: Neo-cetaceans modified for survival on Ceres also have gills, hydrostatic pressure adaption, temperature tolerance (improved cold), and toxin filters. Increase CP Cost by 10; Credit Cost remains the same.
Cerean Octomorph: Favored by the Hidden Concern, Cerean octomorphs are equipped with eelware, hydrostatic pressure adaption, temperature tolerance (improved cold), and toxin filters. Increase CP Cost by 10; Credit Cost remains the same.

Europan Variants

Various biomorphs have been adapted to survive in the intense pressures and deep cold of the subsurface Europan waters.
Europan Aquanaut: As the aquanaut biomorph, but equipped with hydrostatic pressure adaption. CP and Credit Costs remain the same.
Europan Uplifts: Neo-cetaceans and neo-octopi are natural fits for the Europan environment. Any of these morphs (including the takko) can be modified for survival on Europa, adding hydrostatic pressure adaption and temperature tolerance (improved cold). Increase CP Cost by 5; Credit Cost remains the same.
Europan Orca: The greatest success to date is the Europan orca, a cetacean uplift that upgrades the neo-orca with carapace armor, eelware, enhanced vision, hydrostatic pressure adaption and temperature tolerance (improved cold). Increase CP Cost by 10; Credit Cost remains the same. These are especially useful as undersea guards or mercenaries.

Outer System Synthmorphs

Given that social attitudes toward cases and synths (and similar low-end shells) are not as prejudiced in autonomist and some other outer system cultures, gamemasters may wish to disallow the Stigma: Clanking Masses negative trait in campaigns based primarily in these areas. To balance this out, gamemasters may require these morphs to take the Uncanny Valley negative trait instead.

Titanian Variants

Commonly encountered morphs on Titan include:
Titanian Fliers: Lunar fliers augmented with temperature tolerance (improved cold). CP and Credit Costs remain the same.
Titanian Olympians: Often used by athletes and outdoor workers, these are standard olympian biomorphs augmented with temperature tolerance (improved cold). CP and Credit Costs remain the same.

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