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).

Eyechat Open Channel: Morphs

Cacophonous: Traveler’s guide Lonely Planetoid has posted their yearly summary and review of common morph models for the aspiring solar system egocaster. Since having the right sleeve for the job is so important for so many of our sentinels, I thought this might be interesting to share and comment on. Everyone has their faves as well as their horror stories and amusing anecdotes; let’s break ‘em out. Who knows, the collective recommendations might may make all the difference when an op goes terminal, or it may at least save you the pain of a coin toss. Please reserve the skin vs. shell debates for the open flame channels; I’d rather focus on the advantages and disadvantages for each morph individually.
Skinwalker: Oh, we’re all over this.
Chiro: Skinwalker, I wouldn’t be surprised if you and your forks hadn’t tried every single morph listed here.
Skinwalker: Not all, but more than a few. We have a few collective faves and a few I wouldn’t recommend to a desperate infugee. We also don’t always agree, of course.
Just Mortal: That’s one reason I don’t fork. Why would I want to argue with myself? I’m an asshole.
Psychscaper: I can edit that out for you, if you like.
Just Mortal: No thanks. I like my ego, flaws and all.
Psychscaper: Yeah, I can fix that glitch too.
Qi: Can we get some geneticist crows in here? Particularly anyone who’s worked in morph design, uplift, or neogenetics? It would be nice to scan the opinions of people who actually have a handle on the source code, so to speak. Same goes for hardware engineers.
Plasmid: I can help with that. I’ve dipped my paws in and mixed up the gene pool on a few occasions.
Sequencer: Me as well. I have a background in genomics and I’ve dabbled in neogenetics.
Callosum: I can speak to any neuroscience issues.
Rivet: I’ve got a handle on synthmorph designs. The Great Red Spot knows I’ve had to put dozens of ‘em back together.
Stitch: I’ve audited the code for a fair number of proprietary minifac mass production programs, and written a few open source schematics as well, so I can speak to the molecular-scale designs.
Cacophonous: Excellent, let’s get this party started.

Eyechat Open Channel: Morphs Subtopic: Resleeving

Cacophonous: While we're discussing morphs, I know everyone has a different approach to resleeving and choosing a new morph (when you have a choice, that is). I'm curious about everyone's personal take.
Nezumi: Well the needs of the mission come first, of course. Right tool for the job and all that. Necessities aside, I like to try out something different when I can. It's always good to walk a kilometer in someone else's bod, so to speak.
Nevermore: That's not for me. I go for the sleeves that feel closest to home. It's just more comfortable wearing a skin that's like the one I grew up in.
Scent.In.Hell: I'm with you on that point, but more because I don't like needing to adjust to a new body. I always feel like such a klutz or a noob. I'd rather just go with something that fits, that feels right, that doesn't take getting used to. I already went through my toddler years, don't see the need to revisit that on a regular basis.
Nova Vida: Bah, you ask me, a little bit of discomfort is worth it, if the morph is right. There's nothing like flexing a nice new pair of muscles, breathing air that'd normally kill you, or seeing colors and wavelengths to which you're normally blind. I don't mind the acclimation when the payoff is worthwhile.
Rivet: If you really want to play with new toys, though, shells have it way better than skins. More options, fewer limitations, harder to damage, easier to repair.
Ruqinzhe: And easier to hack.
Rivet: We all have our weaknesses.
Das Frettchen: No metal frames for me. They're called the Clanking Masses for a reason. I'll take the grace and elegance of flesh and blood over plastics and lubricant any day.
Jake Carter: Your classism is showing.
Das Frettchen: So is your lack of taste.
Violet Perdido: I don't buy into the biochauvinism, but I do have to say that I'm not a fan of synthmorphs simply because I enjoy the biological aspects of life. I like eating, sleeping, and having sex.
Moxie Harper: They have sims for that. You can pretend to have all of the great biological functions you want, and skip the nasty and gross ones. Win win.
Voight-Kampff: Well, if you're going that far, why not just ditch the physical altogether?
Qi: There's something to be said for the infomorph lifestyle. It's very freeing, like your mind is unbound. There's so much potential, so little time wasted on the mundane aspects of existence.
Just Mortal: Sure, until you need to go somewhere there's no mesh coverage.
Qi: That's why Jupiter invented puppet socks and cyberbrains.
Moxie Harper: I do sometimes wonder what my router is smoking when I find out what they've lined up for me. I understand, resources are limited, we have to make do with the stock that's on hand, yadda yadda. I know they've read the mission specs—heck, they put them together—and sometimes I have to wonder if they really expect me to take on this threat with a budget synth or a neotenic or are they just fucking with me?
Stitch: As a router, I always try to get my sentinels the best options, and I especially try to get them morphs that match their skills and strengths. That said, I also tend to give them options to choose from, when I can. I'm fairly sure some of the sentinels I send out go for the high-end skins and shells, though, simply cuz they feel it's on the company's dime.
Parallax: This is one of the reasons I always try to line up my own morph when I can. This way, my picky self is more likely to be happy and there's less hassle all around.
Expat: I avoid resleeving when at all possible. Sometimes it's necessary, but the process still sorta squicks me out. There is, quite honestly, a part of me that wonders if the real me died a long time ago, in my first body, and I'm just a very delusional and/or egotistical program that carries on, oblivious.
Cacophonous: Biocon rubbish. Let me ask you: even if that were true, would it matter? Has your quality of life changed?
Expat: Would I know if it had?
Ruqinzhe: I've never minded resleeving—in fact, I like it. These days, I get bored with my morph pretty quickly, to be honest. I change bods the way some people used to change hairstyles.
Nevermore: That's nothing, I know people that resleeve as much as others change clothes. Cyberbrains make it really easy to evacuate a body. To say nothing of the folks like Skinwalker and Chiro, who fork, sleeve, merge, and do it all over again.
Chiro: Guilty as charged.
Skinwalker: There's too much life to live; one of me can't do it alone.
Psychscaper: I admire that sort of plasticity, the ability to take on and discard new morphs as easy switching an outfit. Too many people have their self-image and self-worth intermeshed with the physical form they are wearing. You are not your morph, any more than you are the fabric you wear or the things you buy. It's all just surface detail, what really matters is what's under the skin.
Sun Bu'er: Who's to say we are just one thing? Why is our personality not as malleable as our shells? When I sleeve a reaper, I become a killing machine. When I'm in a pleasure pod, my interests are more ... salubrious. I'm capable of both. We are multi-faceted creatures, and sometimes our exteriors just help us to shine even more.

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.

Aquanauts

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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
Skinwalker: Though they don’t have the depth range of a selkie or synth, aquanauts are great whenever you need to function both underwater and on land. It takes some time acclimating to the transition from water- to air-breathing and vice-versa, though.
Plasmid: A small hypercorp called ParaLife has made some interesting progress with an aquanaut strain that is completely amphibian: ectothermic, can breathe through their skin, and so on. Drawback is that they’re slimy: they have specialized glands to keep their skin moist out of water.
Moxie Harper: Last proxy I had that sleeved me in an aquanaut told me the immunity to nitrogen narcosis also would prevent me from getting drunk. Well I can personally attest, that’s a flat-out lie.

Ariel

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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+)
Scent.In.Hell: Here’s your Extreme Camping Morph, or at least the Flying Carnivore variant model. Who the Hell gets wet about roughing it on Titan, anyway?
Psychscaper: Some people want to experience everything, or maybe they want to feel like they’ve conquered anything nature can throw at them?
Sava: Yeah, I know some exhumans that talk that way. I told ‘em to call me when they conquered the surface of the sun.
Skinwalker: While this was one of the weirder sleeving experiences I’ve had, it was certainly interesting. Flying through Titan’s methane clouds, living in the hydrocarbon wilds … it wasn’t right, but the morph felt so smooth that it wasn’t wrong either. Tearing hunks out of cryorabbits to survive actually just felt appropriate. Those Profundan genehackers know what they’re doing.

Bouncers

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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
Sequencer: Bouncers have to be one of the more common sleeves out there, especially in the outer system. That means there’s more variants and models than you can kick a moon rock at. My favorites are the ones with tails—that extra grip comes in handy in micrograv.
Plasmid: If you’re picking up a bouncer, make sure to get one of the genetic lines that’s incorporated the 3D spatial awareness traits from cetacean neurologies; it really does help you orient and maneuver better.
Voight-Kampff: How useless are these in higher grav?
Skinwalker: The foot structure impedes your running, but only slightly. On long treks, expect a lot of cramping and blisters.

Bruiser

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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+)
Qi: Bruisers, the morph that lets everyone else know you didn’t get enough bullying in as a kid.
Parallax: Meh, bigger they are …
Violet Perdido: Watch what you say. There’s a thriving business in bruisers as vacation morphs for those who simply want to try out the enhanced genitalia.
Eludere: You want to see some fun action? Go watch the bruiser wrestling rings down on Luna. They can throw each other impressive distances.
Sequencer: What’s impressive are the number of limited-edition bruisers based on the genetics of pre-Fall wrestlers and athletes. The market is huge.
Just Mortal: Can’t see the point of sleevin’ something that’s just going to bang it’s head on every door frame in existence.

Cloud Skate

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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+)
Nezumi: You haven’t lived until you’ve skated the atmosphere of a gas giant.
Chiro: I can see the attraction. Just not sure I’d want to live there.
Scent.In.Hell: There any news on that expedition of extrasolar cloud skaters that went missing?
Nova Vida: Nope. The same group resleeved, went back, and disappeared again. Now it’s a thing, and Gatekeeper has applications for a handful of thrill-seekers that want to skate their way to doom as well. What are the odds that at least one of those groups are sentinels? Sounds like it might be an interesting time.
Ruqinzhe: Hobnobbing with death-wish socialites while trying not to die? Not so interesting to me.

Crashers

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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+)
Nova Vida: The price tag on these is high, but it’s a very capable morph with lots of utility outside of gatecrashing ops.
Ruqinzhe: What is this “price tag” you speak of?
Sequencer: Just be careful what brand name you pick. I know for a fact that certain hypercorps cut corners on the genetics in order to rush out morphs to meet the demand for gatecrashing missions. I’ve seen reports of respiratory failure in atmos well within their safety range and hibernators falling into nonresponsive comas. Skins from Omniflesh have particularly bad reviews.

Dvergr

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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
Cacophonous: Definitely a specialty morph. Very limited application, but you’ll be really happy you have it when you need it. Gravity is a drag.
Das Frettchen: Also great if you’re a socialite on a LARP cruise and decide to play a dwarf. Or so I hear.
Skinwalker: Dvergr are just fine in normal, low, or micrograv. Strong, energetic, great circulation.
Scent.In.Hell: Maybe too good. I’ve heard some models bleed out quickly when injured in low-grav conditions.

Exalts

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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
Das Frettchen: Remember when these morphs first went into circulation? The hue and cry over “upgraded humans” was a big deal. Seems so quaint now.
Violet Perdido: Ah the good ol’ days. Remember breeding restriction laws? Glad we’ve left the primitive mindsets behind.
Nezumi: The great thing about exalts is that they’re reliable, abundant, and fulfill your basic needs without running into heavy alienation or body dysmorphia issues when resleeving. Too many people overlook them.

Faust

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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+)
Cacophony: I added this one, due to its recent availability through certain black market channels. It’s not in the Lonely Planetoid guide for obvious reasons.
Voight-Kampff: Has Firewall made any headway into discovering who designed this morph?
Qi: If anyone has, they’re keeping that info within their server.
Plasmid: There are implications here that concern me. If one can design and distribute a morph based on its compatibility with an exovirus strain, we may well soon see morphs that are compatible—read: more susceptible—to less friendly strains.
Scent.In.Hell: Watch what you call “friendly.” Not all of us buy into the harmlessness of Watts-MacLeod. The decision to let asyncs operate freely is going to bite us in the hind thorax down the line, mark my words.

Flats

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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
Plasmid: Otherwise known as: a body like that in which you were born, to which you hoped never to return.
Moxie Harper: Actually, there’s a decent demand from people that want to sleeve something “old-fashioned’ and “original.” I’m pretty sure it started as a Venusian socialite fad.
Nezumi: *facepalm* The only sensible part of that is that flats are actually pretty rare outside of Earth orbit, Luna, and the Jovian Republic.
Das Frettchen: It gets weirder. I know oligarchs that collect flats. Yes, that’s right, original born-on-Earth skins are quickly becoming collector items. Especially if they are in mint condition. Interestingly, non-rejuvenated bodies that have aged well are picking up a considerable price tag.
Nova Vida: I’ve always wondered what happened to older flats. I assumed they were rejuvenated rather than retired, but even then I didn’t expect them to be top hits at the body bank.
Plasmid: The body banks I know keep a few on hand as out-of-stock last-resort options; there’s always someone who’d rather take a flat than a quality synth. The flats with recurring health problems typically go at cheap rates to desperate infugees.

Freeman

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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
Scent.In.Hell: Useful for rendition and interrogation scenarios.
Callosum: Really? We’re condoning the use of slave morphs on ops now?
Scent.In.Hell: Pull yourself out of high orbit. When you need to extract answers in order to save lives and the clock is ticking, you do what you have to do.
Voight-Kampff: The transhuman flexibility over ends and means is an amazing thing.
Nezumi: I suppose I’m not surprised that transhumanity invented these, but it still sickens me.

Furies

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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)
Sequencer: Perhaps one of the most-improved morph designs to date. Spending money on super soldiers never goes out of style.
Plasmid: Most rehashed, maybe, but combat morphs have a long history. Some of the previous incarnations were abominations, but of course few of those survived the Fall.
Parallax: When you need to kick ass but don’t want to advertise the fact, furies beat out most other morphs, including synthmorphs. It’s hard to tell one apart from an olympian or any other common biomorph.

Futuras

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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+)
Plasmid: While the original stigma kept these rare, the genetics have been copied and reproduced (and sometimes tweaked) by numerous skincrafters.
Callosum: Want to know a secret? Cognite still produces their original futura models. For “in-house” purposes, of course.
Cacophonous: There’s a lot of people that believe futura morphs remain in circulation so that they can be tracked—reasoning being that they hope to catch fugitives from the Lost Generation that are still on the loose.
Skinwalker: I’ve heard that rumor as well—and also that the ones in circulation are booby-trapped in various ways.
Black Pharoah: I can substantiate one of those rumors. There is at least one Firewall scanner tasked with tracking futura morphs in the wild. It is wise to assume others do as well.

Ghosts

GhostMorph_BenNewman.png
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)
Violet Perdido: There’s a trick with chameleon skin where you can shift to translucent. It’s great for grossing people out.
Ruqinzhe: Last time I tried to get a ghost, I got a lesson in how less reputable skin joints try to screw you. I reserved in advance, paid up front, and went with a shady body bank to keep my profile low. After sleeving what I thought was a ghost, I had a nasty shock when I was jumped by some punks and the morph didn’t perform as expected. I had a genesplicer I know run some scans, turns out I had been given a splicer with some aftermarket mods. I took it back to the clinic, where the customer service AI politely told me to fuck off. Turns out that my muse had dropped the ball and contractually I’d agreed to a morph with certain parameters; the one they’d given me met those parameters (barely), and they called this special package a “ghost.” It apologized for any confusion but would not offer a refund. Fucking Extropian contracts.

Grey

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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+)
Sequencer: A lot of people seem to think these are chimeric pods. Nope, they’re modified human stock.
Tio Silencio: That’s what they want you to think. In truth, they’re crafted from alien genetics rescued from Area 51 during the Fall! Or so the conspiracy forums tell me.
Plasmid: Keeping true to the homage, some of the skincrafters making these things have shifted organs around, changed the blood color, and even included some frivolous parts just so that these don’t look so human when they get cut open.
Nezumi: There’s a community of people sleeved in greys in the Martian outback that try to live the “true Martian” lifestyle. Weird lot, for sure, but creative—they’ve produced some interesting eerie architecture.

Hazer

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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
Chiro: You never used to see these outside of Titan, but they’ve been popping up all over the Jovian and Saturnian systems lately. Word is they’re popular on gate ops too.
Qi: There was some sort of incident with the main microcorp that produces for the Commonwealth. Rumor is they euthanized a whole generation of forced-growth clones and shut down production for a good two months. Whatever happened, they’re keeping a tight lid on it.

Hibernoids

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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
Delta-V: True fact, my original body was hibernoid. My parents were both flight crew in the early space days, and some of the first to be given hibernoids for their jobs. They liked their morphs so much they purchased breeding rights from their corp. I don’t think they really considered the ramifications of a kid that would sleep only a few hours at a time for weeks, then crash for a week straight.
Callosum: I imagine that impacted your sleeping rhythms later in life?
Delta-V: The first time I sleeved a morph without the circadian hacks, I thought it was defective. I still can’t believe it was normal for people to sleep that much on a daily basis.

Hulder

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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+)
Chiro: The original hulder genetics were stolen by a group of exhumans shortly after the Fall. I can only imagine they’re making use of them somewhere.
Nevermore: I saw a scum wearing one of these on Extropia a few weeks back. He’d done some custom biosculpt on it and had a whole pack of swarm cats following him around. Said he was a ego hunter for his swarm and was tracking down a bounty head.

Hyperbright

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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+)
Moxie Harper: I wouldn’t mind this morph so much if everyone who sleeved it didn’t become such an insufferable know-it-all.
Skinwalker: Ever hung with a hyperbright who’s off their meds? They’re kinda … weird. They definitely start to head off into neurodiverse mind spaces.
Callosum: This is just something we’ll be seeing more and more of. What we consider neurotypical now is not going to be around much longer.
Just Mortal: The rumors of humanity’s death are greatly exaggerated.

Lunar Fliers

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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
Nezumi: These are exploding in popularity. I’ve seen them all over low grav habs in the Belt and rimward.
Skinwalker: The wings are a bit clumsy to handle sometimes, especially in confined quarters, and I’ve had some uncomfortable back aches after flying too long. I prefer morphs that integrate the wings and arms together.
Expat: A hypercorp called FormeVital has a lunar flier model with wing-arms.

Martian Alpiners

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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
Violet Perdido: Worth it over a ruster, if you have the choice.
Voight-Kampff: There’s a statistical anomaly worth noting: among people reported missing in the Martian outback, an unusually high percentage were sleeved in alpiner morphs.
Jake Carter: Arguably, alpiner-clad types are more likely to engage in behavior that carries some risk (mountaineering, rock climbing, hiking), but that is an interesting thing to note.

Mentons

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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
Sun Bu’er: I wore one of these for about a year. I still lost things all the time, misread social cues, and walked into traffic while daydreaming. Smarts are no substitute for common sense.
Psychscaper: A ten-year study on people who sleeved mentons and then resleeved to a morph without intelligence mods has shown a strong correlation with depression and substance abuse.
Sequencer: Once you go brainiac, you can’t go back.

Neanderthals

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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
Cacophonous: First person to make a low-brow joke gets cut.
Shark-Souled: There’s a small but efficient neo-neanderthal terrorist outfit that has bombed several body banks that offered neanderthal morphs to non-neanderthals. They argue that as a species, they should be in control of their own genetics. They’ve even gone so far as “repossessing” morphs that were in use.

Neo-Avians

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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, AP -1, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice, Neo-avians count as a small target (-10 to hit in combat)
CP Cost: 25
Credit Cost: Expensive
Skinwalker: I sleeved a neo-parrot skin once. I lost track of the number of times I was hit with “bird brain” slurs. It really gave me a new perspective on what uplifts have to put up with.
Nevermore: A lot of tourists take a neo-avian sleeve, thinking they’re going to experience the life-long dream most humans seem to have of flying. Then they crash into a wall five or six times, realize they have no knack for it, and go back to their featherless forms.

Neo-Beluga

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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)
Skinwalker: My biggest issue with this morph was getting used to swallowing things whole, without chewing them.
Cymascopist: Look for the price tag on these morphs to shoot up soon. Somatek has seen steadily declining profits on it since roll-out, and there’s just not a large enough population of uplifted belugas to make it worth their while to develop new iterations.
Pivo: There’s a group of neo-beluga uplifts looking to buy out Somatek’s genetic IP just to open source it all.

Neo-Dolphin

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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)
Plasmid: Some dolphin strains incorporate a vertebrate hack taken from belugas, which allows them to turn their heads laterally, so they can see what’s sneaking up on them without needing to turn their body.
Cymascopist: A popular modification among the uplifted dolphins has been to get further reinforcement on the entire head and neck area to allow for better ramming.
Pivo: Ah that explains it, I thought my group had been hit by some sort of experimental pod or synth cetacean on an op recently. We thought there was no way a biomorph could hit that hard. These guys were moving way fast, too.

Neo-Hominids

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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
Callosum: Even though some body banks lump the neo-hominid species together, it’s worth knowing that they don’t all feel the same.
Skinwalker: Bonobo neural architecture and natural hormonal levels are not for the inexperienced. If you’re new to the morph, you may want to request the special cocktail of hormones that brings their responses more in line with human norms. If you think you want to go “full bonobo,” then step down off the inhibitors over a period of days; don’t try to cold turkey it.
Sun Bu’er: While chimps are probably the most numerous and bonobos the most notorious, the orangs often get overlooked. Truth is, all the neo-orang uplifts I’ve ever known are totally mellow gals and guys. Having sleeved into an orang on a skeleton crew mining op once , I can see why. The morph is just so smooth and easy, the closest I can come to it in my splicer is when I’m doing tai chi; it just flows. You’re powerful but not obvious about it.

Neo-Hominid (Gorilla)

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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)
Moxie Harper: The prevalence of gorillas in certain pop culture products has made this a popular morph among those that want to project a certain air of toughness and, dare I say, badassery without having to go synth.
Cacophonous: Uplifted homs in general, and particularly uplifted gorillas, have been dealing with the backlash of these media depictions. A lot of people see neo-gorillas and automatically think they’re thugs or mobbed up with some syndicate.

Neo-Orca

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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)
Shark-Souled: Having seen the morph variants tailored for neo-avians, neo-octopi, and neo-hominids, a lot of neo-orcas are clamoring for something more updated. There’s nothing wrong with the neo-orca morph per se, but there’s only so much dermal plating and enhanced muscles can do.
Cacophonous: By “a lot of neo-orcas,” you mean Rising Tide, yes? They’re not satisfied with how many innocents they can kill with a multi-ton biological killing machine anymore?
Shark-Souled: Not just Rising Tide, though this is an issue they’ve been using to garner new recruits. In fact, a lot of uplifted cetaceans feel we’ve gotten the short end of the stick when it comes to morph variety.
Cymascopist: She’s not wrong, other than the surya most of our options are just genetweaked versions of the originals. The neo-orcas are just being a little more assertive about it than the rest of us.

Neo-Pig

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Uplifted 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
Plasmid: Since someone always asks: yes, some models still have the corkscrew genitalia. Others don’t. If that’s the sort of thing that interests you/squicks you out, I suggest asking first.
Skinwalker: Another solid morph but, ugh, so many bad bacon jokes.
Qi: Speaking of neo-pigs and jokes, an anarchist collective that goes by the name Blackhawk Pharm recently hacked an entire order of replacement morphs for a Direct Action VIP security squad, replacing all of their olympians with neo-pigs. They didn’t have the time to arrange for new morphs, and the vid of them protecting their clients went viral and became a scandal in certain social circles. Y’know, the bigoted kind.

Neo-Porpoise

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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)
Shark-Souled: Fast and small, and if you add chameleon skin, you have the perfect aquatic scout. Manufacturers have started making smaller models to meet the demand for both security and for sporting enthusiasts who enjoy the ability to dart among undersea obstacles.
Cymascopist: Your comment highlights an issue for many uplifts. For us these morphs are our most natural bodies. Ideally, we’d like them to be a fusion of what we have evolved into and modern functionality. But uplifts, particularly cetaceans, are such a minority of the market for these morphs that we get edged out in favor of the demands of big-budget military contractors and tourists. What this means is that we often end up with morphs that are not optimized for us, but rather for homo saps.

Neo-Whale

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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)
Skinwalker: It’s a rare privilege to take a swim in one of these. Anyone had a chance?
Ruqinzhe: I have. I won a bet in an online gambling tournament where my opponent had put his morph on the table. Turns out I beat a neo-whale. I didn’t have the heart to tell him I cheated, so I simply took it for a spin for a week before giving it back. Majestic

Neotenics

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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
Psychscaper: These are illegal in some biocon habs, just like like it’s illegal for adults to sleeve into minor-aged morphs and vice versa.
Violet Perdido: I understand the sex aspect weirds some people out, but it’s fairly easy to get a neotenic that is neuter—in fact, it’s the most common morph to get in neuter form.
Stitch: I don’t need to be sleeved in a neotenic to be reminded that I’m still a kid at heart.

Nomad

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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
Delta-V: Ah, the morph of choice for the survivalist wanna-bes. Last time I was on Extropia, I saw dozens of these walking around, sipping drinks in cafes, telling other people how prepared they were for when the end came. The ultimates better step up their game with the remades if they want to keep the market of dingbat apocalypse seekers in their pocket.
Sun Bu’er: Those of you thinking of picking one up might want to wait. Unless it’s urgent, I hear that Fortean has the nomad completely hacked and is optimizing it. I know some people have reservations about some of the people at Fortean, but you can’t deny they do good work.

Observer

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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
Qi: Quis custodiet ipsos custodes?
Psychscaper: I’d guess it would be whoever is paying them. But the point is well taken; while great for freelancers, a lot of organizations distrust employees sleeved into observers since they, often rightly, assume they know more than they tell. Sure you pick up more on the stuff you’ve been assigned, but you also pick up on how your boss is likely to respond to you if you start acting like a damned know-it-all.

Octomorphs

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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, -1 AP, 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+)
Pivo: The best part about watching humans sleeve into octomorphs is how weirded out you get about the arms having minds of their own. Human limbs seem dumb and lifeless by comparison.
Ruqinzhe: For non-octopi, it can take a while to get used to, but these things are excellent for infiltration ops. You’d be surprised how many facilities gear their security towards humanoid-sized intruders or synthetics. There are usually lots of places an octomorph can exploit.
Sun Bu’er: There’s a group of exhuman uplifts who do scary things with their octomorphs: bone plates and hooks on the arms, the ability to engulf opponents, tailored toxin production, and custom beaks made of smart materials that deform to allow them to squeeze into very, very small places.

Olympians

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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
Moxie Harper: The morph of choice for inner-system athlete wanna-bes and for the rich and connected looking for discrete muscle that can still look good. You go to any upscale vacation spot and the place will be crawling with these morphs, especially the clinics. A lot of the yahoos who sleeve into these think they’re much stronger than they are and end up pulling a muscle or ripping a tendon.
Parallax: Skinaesthesia makes a sweet olympian variant with muscle augmentation and bone strengthening. Sure, you can get this done aftermarket, but the custom grow just feels so much sweeter. It also has special subdermal glands that make the skin look all oiled up. These things have gotten a lot of good word-of-mouth in both the legal and illegal fight circuit—they’re big, strong, and look good giving a beat down.
Violet Perdido: They’re also a big fave of certain types of XP since that self-lubrication covers everything.

Remade

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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+)
Scent.In.Hell: The remade models available on the open market are not the ones currently used by high-ranking ultimates. Those top dogs use models that are two or three generations ahead of those put into distribution. Those state-of-the-art designs almost never leave the main ultimate habs, like Xiphos. On certain deployments where the entire group is ultimates, you may see the next model that is likely to hit the market in a few months, which helps hype the expectations.
Sequencer: The remade models released by other manufacturers are generally equivalent quality to the current ultimate stock.
Parallax: Lots of criminal types like to snag a remade for their top muscle. Most people see remade and they assume the ego inside is an ultimate and therefore not to be fucked with. Most real ultimates aren’t going to dirty their hands playing bruiser for a cut-rate Dragon Head.

Ring Flyer

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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+)
Delta-V: Plasma sails may be a nifty way to travel, but they’re slow. You can be sure these morphs are modded for patience and serenity too—soaring through the Black can be mighty boring at times.

Rusters

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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
Moxie Harper: A morph only a hypercorp exec could love. The flaws of the ruster are numerous and well documented, but it does do what it’s advertised to do. Could it do it better? Sure, but there’s less profit margin in better. It’s not as though there’s a booming market of Mars-acclimated competitor morphs, and while there’s certainly no shortage of synths, most settlers have trouble giving up the flesh.
Plasmid: The obsolescence that’s been built into many of these isn’t anything a good genehacker can’t work around. Lots of Barsoomians out in the sticks have been running around in rusters for four or five years with only standard medical check-ins. Of course, modifying the morph in this way voids the agreement you have with any reputable sleeving outfit, so make sure you’re also on good terms with someone who can do an occasional sleeve checkup.

Salamanders

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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 (solar metabolism only), +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Moxie Harper: There’s a new Solarian trend of people sleeving into salamanders and a solar survival suit and, I kid you not, riding on the backs of surya through the corona.

Selkie

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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
Nevermore: There’s getting used to the morph, then there’s getting used to the environment the morph operates in. I found out the hard way I am not wired for deep sea excursions. It’s oppressive.
Nezumi: I keep hearing rumors that someone has hacked a mermaid variant, complete with drop-dead looks and pheromones, of course.
Eludere: Sounds like something you'd find in a scum swarm somewhere.

Splicers

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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
Sequencer: Cheap and ever popular. Despite the lack of enhancements, splicers don’t seem like they’ll be going out of style any time soon.
Just Mortal: Let’s hope that stays true

Surya

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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, 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+)
Sun Bu’er: Part whale, part extremophile, part magnetic bottle. You don’t get much weirder.
Cymascopist: Surya tend to stick together in pods, but that’s not just because of the neo-cetacean cultural influence among the Solarians. They actually group together for more efficient cooling, using their magnetic fields to eject heated plasma and create a refrigerating low-pressure zone around the pod.

Sylphs

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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
Cacophonous: In autonomist circles, sylphs were looked down on for a while as superficial and egotistical. Those attitudes have mostly passed, but you still find them in some places.
Das Frettchen: There’s still plenty of stigma on sylphs elsewhere—notably in socialite circles, of all places. It’s the sort of morph the clueless and uncultured sleeve into for society functions, not realizing that off-the-rack is still off-the-rack.
Moxie Harper: It’s a good thing we’ve evolved as a species past such classist notions of taste

Theseus

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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
Stitch: I get sentinels asking for this morph every time they go on a new op. Theseus’s don’t grow on trees, however, and they’re still pretty rare.
Cacophonous: Maybe Firewall should initiate a project to propagate more of them.

Venusian Glider

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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
Callosum: The gliding membranes mean you either need smart clothes or a specialized wardrobe. Regular dumb shirts and pants just don’t work.

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

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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
Eludere: This is a great morph to sleeve if you want to come across as safe and innocuous. No one suspects an ayah—at least until you’ve had one try to feed your head into the kitchen disassembler.
Das Frettchen: Expect any ayah you find in an oligarch’s demesne to be loaded with intriguing aftermarket add-ons, and don’t be surprised if there isn’t an infomorph on hand to drop in and take it over when alarms start ringing.
Nezumi: I know a commune out near Neptune where the males all sleeve male ayahs and the women wear furies, just to tweak the gender dynamics.

Basic Pod

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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
Voight-Kampff: I know the pre-Fall models had limited lifespans just as a precaution, to keep the AIs in line. That still the case?
Skinwalker: Yes. Some of these basics pods are as bad as mass-market case morphs or low-grade rusters. Planned obsolescence is common. Buyer beware.
Qi: It gets worse than that. It’s a common practice among inner-system pod manufacturers to equip their models with free chemical dependencies. They know pods are the next thing above a synthmorph for indentures looking to buy out, and they do everything they can to keep them hooked.
Violet Perdido: For the price, you could do worse. The stigma against pods can work in your favor sometimes.

Chickcharnie

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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
Cacophonous: These are unfortunately hard to find.
Moxie Harper: That hasn’t gone unnoticed. I know a couple of Extropian bodycraft houses that plan to release their own models next year. One of them has an interesting variant called the “owlbear.” I’m not sure I want to know.
Just Mortal: What I don’t get is, why does this appeal to neo-avians? Sure, it’s a bird, but you lose the wings.
Nevermore: Ever tried to tie a knot with your tongue? Yeah, sometimes a good pair of hands is worth the trade-off.

Critter

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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
Skinwalker: Laugh all you want, Critters are a very popular morph. There are thousands of different models out there.
Sequencer: These are very hit-or-miss, craftsmanship-wise. Some have serious health issues due to … let’s just call it improper genework. Others are held together more by cybernetics than anything. Don’t buy one as a long-term commitment.
Plasmid: Ah, but some are works of chimerical art. I’m still impressed by the sequencing on some of the lizard-mammal hybrids.
Moxie Harper: I know an Extropian outfit that specializes in critters designed to emulate various smart animal breeds. Great for looking innocuous … unless you're in a biocon hab.

Digger

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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
Skinwalker: Forget wearing gloves, but the giant hands are surprisingly dexterous.
Sequencer: A number of diggers have polydactyl hands, meaning they have an extra thumb. Makes it easier to hold on to things.
Nova Vida: If you’re actually using this morph for tunnel exploration/excavation, get a model with the mole hemoglobin protein—it lets you survive in low oxygen environments.

Flying Squid

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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+)
Delta-V: Quite an interesting ride, but useless in any non-aquatic environment with gravity.
Pivo: You hear about that situation on Atlantica? A certain neo-whale there ate a couple of folks sleeved in flying squid morphs. They claimed they couldn’t tell ‘em apart from their non-sapient squid feedstock. Word on the waves is that some sort of black market deal went sour.
Expat: I know some reclaimers who came across a group of flying squid morphs while doing recon on Earth, looking for a deep sea sanctuary. The squid scattered before they could make contact. Interesting thing is: these morphs were first designed after the Fall. So why are they showing up on Earth?

Hypergibbon

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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
Chiro: I kind of want to fork some children and sleeve them in hypergibbons, but that’d probably be introducing a new x-risk.
Skinwalker: I keep a couple of hypergibbon sleeves around my home for my forks as I need them. They’re very handy for home projects—they can get into anything, and their energy is infectious.

Jenkin

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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
Stitch: I’m honestly surprised it took this long to get a human-rat hybrid.
Moxie Harper: How long before these are all the rage in socialite circles?
Nezumi: No one is going to mention the pheromones? These aren’t the normal kind, that you can’t actually smell—it’s more like a musk. Simply put, these things stink, and suits they wear or furniture they sit on for a period of time acquire that smell.
Qi: The last scum group I hung with thought the scent marking aspect was hilarious. Every time a new arrival joined the fleet, a handful of jenkin-sleeved scum would rush to greet them and rub themselves all over the new arrivals’ stuff.

Novacrab

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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+)
Expat: I know some people really dig their crab morphs, but these things really squick me out when they eat.
Just Mortal: The question everyone wants to know is: how do their legs taste?
Sun Bu’er: An exhuman I once spoke to told me they were “delicious, but not as good as splicer.”

Pleasure Pods

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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
Moxie Harper: The morph rated most likely to be mentioned in mesh graffiti for ten years running.
Violet Perdido: It’s a challenge keeping up with ever-evolving street slang for these morphs. Some of my favorite current contenders: tripod, fleshpod, bokkie, doll, Ken/Barbie, moffie, p-date, trick, AC/DC, squirter, and mīmī.
Nezumi: Now that that is out of the way; these morphs aren’t just for sex workers. I know of one brinker community that raises their kids in pleasure pods so they can be raised with a more fluid gender identity.

Ripwing

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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)
Nevermore: I’ve been seeing more and more young neo-avian uplifts sleeving into ripwings. While the old biomorphs certainly feel better, the ripwing has a certain durability to it that lets you get away with more mistakes and a rougher approach to life. If I were maybe four or five years younger, I’d probably get one myself.
Cymascopist: Aren’t you only sixteen?
Nevermore: I’m an old sixteen.
Nova Vida: A lot of crashers like these too, they blend better than the synthetic kites and are smaller and more maneuverable than most of the bigger flying morphs. Native fauna don’t tend to react as violently to ripwings.

Samsa

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The samsa was the first attempt to create a combat pod model with a terrifying appearance. The samsa is an intimidating, two-meter-tall, four-armed, four-legged, humanoid insect. Samsas are an unsettling sight to many transhumans. They are most commonly used by mercenaries and enforcers in the rim. Their armored carapace provides protection and the extra limbs allow a character to dual wield rifles or other two-handed weapons.
Implants: 360-Degree Vision, Basic Biomods, Basic Mesh Inserts, Carapace Armor, Chameleon Skin, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Extra Limbs (4 Arms, 4 Legs), Grip Pads, Hardened Skeleton, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Temperature Tolerance
Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem)
Durability: 50 (includes Hardened Skeleton)
Wound Threshold:10
Advantages: +20 Intimidation skill, 4 arms, +10 SOM (includes Hardened Skeleton), +5 REF, +5 COO, +5 to one other aptitude of the player’s choice, Carapace Armor (11/11)
Disadvantages: Social Stigma (Pod) trait, Unattractive (Level 2) trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)
Just Mortal: These things are just fucking disgusting.
Callosum: The synaptic programming in some samsa cyberbrain models is a bit rough, if you ask me. In particular, the extra limbs are not always designed to be operated independently; sometimes they mirror the primary limbs. This is allegedly a “feature” for users who aren’t acclimated to multi-limb body plans, but it can be a real pain when you need to concentrate to move your appendages independently. Plus, it means a good brainhacker can trigger this mirroring behavior if they compromise your security. No so good when you’re in the middle of a firefight.
Pivo: I can’t speak for all neo-octopi, but you can definitely tell some of these models were designed for native two-arms, two-leg users. Like Callosum said, they really aren’t optimized to make the best use of those secondary arms.

Scurrier

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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
Plasmid: There are two models of these floating around: quadrupred and hexaped. The former is for people that don’t adjust to the extra limbs as well.
Nezumi: Can any of you smart gals, guys, or others that actually do morph design tell me exactly why this thing needed vocal cords that make it sound like a four -year-old child on helium? Was it really necessary?
Delta-V: I was wondering that myself. These things are useful on smaller habs and long-haul craft for getting into hard to reach places, but I just can’t take anyone seriously when they sound like a cartoon.
Plasmid: Don’t blame the scientists, the scuttlebutt I heard was that the voice tested well in focus groups, so put that one on the marketing folks.
Skinwalker: The vocals were the very first thing I modded when I tried this morph out.

Security Pod

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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
Parallax: Ah, the good old toy soldiers fielded by so many pre-Fall militaries and then exploited by the TITANs during the Fall. I guess you can’t really fault the old Earth governments too much, they seemed like a good deal. They were loyal, durable, looked near enough to human that people didn’t complain too much, followed orders, and even sometimes had actual human egos in them. They lost popularity, of course, after the TITANs took over legions of sec pods and used them to commit all sorts of atrocities, but they’re making a comeback.
Rivet: Some people have the misconception that these were always directly controlled by the TITANs. Not true. It was common for them just to reprogram the AIs. So be careful about any sec pods you come across in long-lost or out-of-the-way habs, where some of them still linger

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

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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)
Ruqinzhe: The gait-masking feature is a nice touch, but it takes a little bit to get the swing of it.
Skinwalker: Yeah they way we walk and move isn’t really something we think about, but the active masking basically tightens or loosens muscles in ways that feel quite unnatural.

Specialist Pod

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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
Violet Perdido: The black market sales pitches for the “specialty” each of these morphs have are quite often hilarious.
Expat: I sleeved one of these last time I went to the Belt; it was the only option on short notice. Turned out the morph looked uncannily like my mother. It really weirded me out. I couldn’t even look in the mirror after a while.

Vacuum Pod

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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
Expat: More than many other pods, vac pod models tend to suffer from cookie-cutter looks. I’ve worked several ship construction jobs where it was extremely challenging to visually tell some of the pod-sleeved vacworkers apart.

Whiplash

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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+)
Just Mortal: One word: Ick.
Skinwalker: One person’s squick is another’s dream. I wouldn’t mind giving an alien pod a spin, just for the experience.
Sun Bu’er: You might want to wait to the third or fourth generation. I hear the experience of sleeving these is still a bit rough. I don’t think they’ve fully worked out the bugs when it comes to streamlining the alien biochemistry with the cyberbrain’s simulated biochemical states.
Violet Perdido: I know I was told that in the future I could be anything, but I never really imagined that would including being a houseplant.
Nova Vida: In all seriousness, these don’t see much use outside of certain gatecrashing ops. I’ve used one once and it has a lot more synthetic interface elements than most pods, not sure if this is because of the plant or the alien aspects though.
Plasmid: I did a bit of spec consulting on the whiplash and IIRC it’s the plant elements; the sensory elements of flora are so much different from ours that it required a lot of major work.

Worker Pods

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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
Nezumi: Despite being pods, these are often favored as cheap morphs over synths. They’re especially popular with some criminal and radical groups whose members really self-identify as working class.
Das Frettchen: There’s a shadow war going on between two inner system pod production houses: Replicant and Ota Lifeworks. Its grown from patent infringement to black ops and tailored viruses targeting each other’s products.

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

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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+)

Arachnikoma Variant

Arachnikomas are larger-sized arachnoids. Their body serves as a capsule/cockpit for one human-sized passenger/pilot (or cargo), with a hinged top. Otherwise they are similar to arachnoids in form and function.
Durability: 60
Wound Threshold: 12
Advantages: Armor 12/12
Notes: Large Size trait
CP Cost: 55
Credit Cost: Expensive (minimum 55,000+)
Moxie Harper: These things fly like a rock in zero g. Don’t expect to get down a hallway without a few dents.
Delta-V: Or, you could learn to handle free fall, flatlander.
Rivet: Forget the thrusters. These morphs climb and jump surprisingly well. The wheels are omnidirectional and can even angle to handle slopes or serious curves.
Stitch: There are a lot of arachnoid models out there, most imitating different insectoid forms: spiders, termites, ants, beetles. You name it, someone’s done a chassis mod of it.
Eludere: I’ve seen more than a few of these modified with hidden compartments to carry contraband, swarmanoids, or even neotenics.

Biocore

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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+)
Das Frettchen: Yeah, I really want to be soulgazing into your grey matter over coffee. Thanks for that. It’s only marginally better than that scum “artist,” Vagface.
Rivet: Coreporeal produces a few biocore shells that look just like common synths on the outside. It’s sometimes worth dragging along the old lobes if you’re worried someone’s aiming to root your headcase.
Ruqinzhe: Our team’s async tried this. She liked it—a bit too much. Said it made her feel “free,” like her mind was liberated to wander the cosmos. The episodes of her talking to herself went up a notch or three, and ever since she’s been infatuated with the idea of switching over to gatecrashing ops. I’m inclined to let her go.

Blackbird

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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)
Nezumi: I’ve sampled neo-avian morphs before, and this was quite a ride. Can’t say I’d favor it, but it definitely does what it does well.
Nevermore: As a neo-corvid, I was quite pleased to see this model hit the market. There’s an unfortunate lack in synthmorphs tailored to our peculiarities—and to uplift sensibilities in general.
Nova Vida: I took one of these for a spin for an exoplanet recon op; it was great. I flew undetected and followed the targets for kilometers. Unfortunately, one of the the local flying carnivorous fauna specimens mistook me for a morsel, so I lost ‘em. Hope I gave the bugger indigestion.

Case

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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
Das Frettchen: Here we are, the ghetto beater of morph options. Sometimes, you make do with what you can … and then you evacuate right out next chance you get.
Qi: There’s a reason more and more infugees and indentures are preferring to stay virtual.
Rivet: The steady rise in anti-case hate crimes on Luna and Mars doesn’t help.
Stitch: Have you all seen the new case designs sponsored by the Autonomist Alliance? Better quality, not much more expensive. Most of the designs are open-sourced too. I know a few Barsoomian maker labs on Mars that are churning them out.
Moxie Harper: They need to keep careful. Oversight has been clamping down on these lately, citing the usual copyright infringement bullshit. They burned out a maker base in Elysium just last night. Literally. Nothing but a flaming crater left behind.

Cetus

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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+)
Nova Vida: Careful what brand you choose. Europan Dynamics did a recall of their cetus models last month after a few too many succumbed to high pressures.
Ruqinzhe: Pretty sure that was a sabotage campaign by Belt Bot Industries. Guess who they’re backed by?
Pivo: Let me guess. The Hidden Concern?
Ruqinzhe: Spot on.

Cloud Skimmer

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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+)
Stitch: Interesting that the main producers of these are small Neptunian skimmer minifac studios.
Tio Silencio: That hasn’t stopped certain Jovian corps from copying the designs. Apparently they only care about IP infringement when others steal from them.

Courier

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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+)
Nezumi: Ring flyer courier culture is pretty interesting. Despite spending so much time isolated and alone, they really watch out for each other. It’s a very tight-knit group, hard to penetrate.
Delta-V: I know someone who rode one of these from the Belt to Mars. Pointed himself in the right direction, burned half his fuel, and rode out the rest. For months. Good thing he got his nav calculations right.
Ruqinzhe: Sounds like a useful way to do a long-range stealth approach.

Daitya

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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+)
Nova Vida: You know what this shell is great for? Gatecrashing ops, as long as subtlety isn’t required.
Rivet: There are a lot of daitya variants out there, covering all your mech needs. Not all of them are anthropomorphic, either.
Sava: You know what you won’t find on an average O’Neill cylinder or mining colony? A tank. But you will find a daitya, and for certain ops, this can be the next best thing—and they’re much easier to explain away. Great if you have a day or two to fab up some weapons and armor up the frame.

Dragonfly

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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
Pivo: The wing design is an excellent example of biomimicry. Each wing can operate independently and rotate on its axis, meaning this morph is capable of hovering, sudden bursts of acceleration, hairpin turns at any speed, and so on. It takes some practice getting used to the full capabilities.
Nevermore: I’ve heard a few neo-avians talk about having difficulty coping with the different flight mechanics.
Eludere: These things are a lot quieter than you’d expect. Good for surveillance and stealth ops.

Fenrir

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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+)
Cacophony: Another that didn’t make the regular guide…
Parallax: For those missions when nothing less than total slaughter will do.
Tio Silencio: If your mission gets that bad, someone wasn’t doing their job.
Qi: Last I checked, transhumans still made mistakes. Let’s just hope our enemies do too.
Nevermore: Unfortunately, if you really need a morph like this on an op, you are unlikely to have one on hand.
Ruqinzhe: You haven’t met my router. I’m pretty sure she’s prepared for a supernova.

Fighting Kite

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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+)

Fierce Kite

Fierce kites are larger, humanoid-sized fighting kites.
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: Armor 8/8
Notes: Does not have the Small Size trait
CP Cost: 55
Credit Cost: Expensive (minimum 55,000+)
Parallax: These shells are smaller than most people realize. They can be pretty hard to hit in a firefight.
Eludere: I like that they have so many propulsion systems—and most of them are pretty quiet.
Rivet: The engineering of these wings is impressive. Considering their size, they fold up and deploy very nicely and quickly.
Parallax: Yeah but the armor is crap. One solid hit can take these morphs out. If you’re expecting trouble, it’s worth slapping on some extra protection.

Flexbots

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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.
Flexbot Special Rules
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 (SOM 25)
Durability: 25
Wound Threshold: 5
Advantages: Armor 4/4, small target (-10 modifier to hit in combat)
CP Cost: 20
Credit Cost: Expensive
Stitch: Before you go crazy ordering different modules, be warned that different manufacturers don’t always play well together. Each flexbot manufacturer wants you to use their modules only, so they quite often incorporate proprietary design elements that mean they won’t work so great—or at all—with modules of another make, including any you nanofab yourself. So, read the fine print and the reviews.
Pivo: Annoying, yes, but not a deal breaker. Just make sure you or someone on your team knows a little robotics and programming and you should be fine. Of course, you’ll void the warranty, but when it’s a choice between a warranty and my life, my life wins every time..

Galatea

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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+)
Callosum: Morphs like the galatea wouldn’t be possible if we weren’t making serious headway in both cyberbrain architecture and infomorph virtual mind-states. The programming of the neural shells here features some top-notch coding.
Das Frettchen: These are really making in-roads in socialite circles.
Moxie Harper: No matter how much cred you wired out, biochauvinists are still going to view anyone wearing metal as a monstrosity.
Cacophonous: I support the idea behind making synthmorphs more accepted, but let’s face reality: the cost on these is still far too high. They’re light years beyond the reach of infugees and indentures. Until we have quality, non-stigmatized, affordable shells, all we’re doing here is replicating class divisions.

Gargoyle

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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
Nova Vida: These are quite common on sponsored gatecrashing ops these days. They offer more versatility than a standard overseer drone. Cheaper sponsors will stuff an AI into it.
Parallax: Actual egos aren’t much better. We were forced to bring a gargoyle tag-along on an op, and they were worse than useless. They had been tasked to “observe only”—meaning they couldn’t be bothered to even pass the ammo. Their training was shit, too—gave away our position on more than one occasion.
Ruqinzhe: Gargoyles are great for distractions. People get so invested in taking them out or jamming their feeds that they don’t notice the gnats or smart dust.

Griefer

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Based on the case synthmorph design, griefers are used by vandals, terrorists, and dedicated trolls to harass enemies and antagonize the masses. Griefers have embedded sound and holographic display systems so they can easily harass an individual or an entire crowd. They are also typically equipped with numerous hacking tools and software aids, though they do not come with these by default. Most importantly, they are built without cortical stacks, so if they are destroyed, the ego cannot be interrogated through psychosurgery. Griefers are illegal in many habitats, especially in the Planetary Consortium, but DRM-free blueprints are easy to find in many darknets, thus making them a persistent annoyance in some systems. A few habitats have passed laws mandating that killing a griefer is not considered murder, assault, or even destruction of property.
Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Holographic Projector, Loudspeakers, Mnemonic Augmentation, Puppet Sock
Mobility System: Walker 4/16
Aptitude Maximum: 20
Durability: 20
Wound Threshold: 4
Advantages: Armor (4/4)
Disadvantages: –5 to two aptitudes of the player’s choice, Lemon trait, No Cortical Stack trait, Social Stigma (Griefer) trait
CP Cost: 5
Credit Cost: Moderate
Das Frettchen: I am consistently amazed at the degree to which trolls will go. There’s an oligarch on Luna who pissed someone off either before or during the Fall. He has literally been stalked by griefers every day for the past decade. He’s given up trying to track the source, and his staff just destroy them on sight.
Callosum: Aphrodite Prime on Venus has had some issues lately with griefer flash mobs. Expect Morningstar to ban these soon.
Nezumi: I know a scum swarm that runs a griefer obstacle course on a different asteroid every year. Very few survive the traps, snipers, and general mayhem.

Guard

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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+)

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+)
Eludere: Last op I was on, we had to arrange a private conversation with a triad boss. His three sylph companions turned out to be guards who put up a lot more of a fight than we expected. Our quiet snatch job turned into a shredded club and loads of collateral damage. Had to resleeve two of my team. Lesson learned: scan those bodyguards thoroughly next time.
Pivo: The trick to spotting a shell with a synthetic mask is to really take a look at the thermal signature. On a close analysis, you’ll find hot and cold spots that deviate from standard biomorph sigs. They did a pretty great job getting it right on these guard morphs, though it depends on the manufacturer and model.

Kite

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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

Ultra Kite Variant

Ultra kites are larger, humanoid-sized kites.
Durability: 50
Wound Threshold: 10
Advantages: Armor 6/6
Notes: Does not have the Small size trait
CP Cost: 55
Credit Cost: Expensive (minimum 55,000+)
Nova Vida: Having kites in the group has saved a gatecrashing op I’ve been on more than once. Never underestimate the value of eyes in the sky.
Rivet: Their light weight and small size are a disadvantage in high-speed atmospheres. They just get tossed around like ping-pong balls. If the winds are serious, take the ultra kite model

Mimic

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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)
Stitch: The drawback to mimicking things is that people sometimes expect you to be what you’re pretending to be. One time I was scouting an arms dealer’s warehouse and the guards came around, so I made like a small cargo container. Next thing I knew, I was loaded up in a pressurized vessel and on my way to the Main Belt. Wasn’t able to reconnect with my team for 6 months.
Ruqinzhe: That’s nothing. I made like a kitchen appliance once, but when I didn’t work like expected, I was tossed directly into the kitchen disassembler. Luckily the disassembler was smart enough to recognize and not take apart my stack, and my crew rescued me later.

Nautiloid

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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)
Delta-V: Something about carrying a crew around inside me really triggers my mothering instincts.
Psychscaper: That’s intentional. It’s a feature added to many vehicle cyberbrains; the urge to protect helps avoid situations where you forget about passengers entirely, to their detriment.

Opteryx

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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+)
Nova Vida: Our team’s scout swears by these things, says nothing beats them for feeling like you’re just eating up ground on a scouting op. Having seen her in action, I can’t help but agree. The opteryx just flows between running, flying, gliding, and jumping without effort.
Eludere: A crew I know that makes quick runs into the TQZ for small packages uses these too. They like the size and ability to avoid detection by staying under radar range and dipping into crevices and caves to avoid satellite coverage.

Q-Morph

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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+)
Nova Vida: If you want to see Venus’s surface first-hand, this is the only way to go.

Reapers

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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+)
Rivet: As advertised. For when you absolutely, positively gotta kill every last motherfucker in the hab. Accept no substitutes.
Pivo: I think a lot of people forget that reaper variants constantly rank near the top for major shell manufacturers each quarter. Looking around, you don’t see very many, and they’re kind of a pain to sleeve into, but lots and lots of corps and habs have a handful they use for security that spend most of their time in storage or patrolling far from prying eyes.
Parallax: I know this will piss off a lot of the Direct Action fanbots, but, for my money, unless all you’re going to be doing on an op is killing and destroying, you’re better off going with something a little more multipurpose. These things are a little too one note for me.

Rover

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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+)

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+)
Eludere: The LLA has started using large numbers of these in police actions, usually remote-puppeted. I think the security forces like the intimidation factor they provide. Even a case has some body language you can read, but a rolling black ball of death is the ultimate evolution of cop sunglasses.
Tio Silencio: That would explain why the Republic has started experimenting with them on some trouble habitats. I heard from a contact that they’re more stripped down with the cyberbrains and other ego-enhancing tech stripped out, but with most of the weapons systems still intact, though often replaced with non-lethal variants since we can’t just mow down civilians the way the rest of the system can.

Savant

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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+)
Rivet: As a newer design, savants are still pretty hard to come by anywhere outside of Neptune.
Qi: A few inner system corps have taken the savant’s open source designs and are rushing out their own models, but some autonomist hacker groups have taken offense to that sort of profiteering and are seeding several viruses that only affect various proprietary models around the inner system.
Callosum: In my experience, the accelerated intelligence neural modeling in synths like this (and also certain eidolons) is a bit more prone to bugginess than wetware smart morphs. You tend to see higher rates of eccentricity and neurodiverse behavior.

Slitheroids

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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
Stitch: I don’t want to spoil the fun, but one of the biggest manufacturers of slitheroids has a habit of including “easter egg” features in their morphs. From the sound of it, each one tends to be unique.
Scent.In.Hell: One ego’s easter egg is another’s distracting glitch. I understand that programmers find these things amusing, particularly among themselves, but discovering a new “feature” in a high-stress situation can be dangerous, especially if you have to figure out how to use it.
Chiro: Oh, calm down, these aren’t the sorts of things that are life and death.

Spare

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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
Parallax: It never fails. You’re in the middle of a firefight, or maybe you’re in the middle of admiring the leaves on that alien plant. Next thing you know, there’s a change of scenery, you’re significantly shorter, and start-up diagnostics are scrolling past. Gets you right in the gut.
Nova Vida: Not much to look at, but these are well worth the hassle to bring these along on gate ops—or any job where you’ll be isolated in the field for long periods with a possible casualty rate.
Psychscraper: As a psychosurgeon who works with a lot of crasher teams, I’ve noticed that a significant number of my clients have developed a phobia of spares. Not surprising, since if you wake up in a spare you’re probably in a bad place, and the first thing you’re going to remember is how you bit it. To make it worse, you’re pretty much useless to the rest of your team.

Sphere

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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+)
Rivet: For the next time you need to roll into action!
Qi: *groan*
Sava: Laugh all you want, the maneuverability of rollers like this is impressive. One of my teammates saved my ass once by rolling down a ramp, spinning ‘round a hairpin turn, taking a bump into the air, and knocking over a gunman like a bowling pin.
Pivo: Just be careful on the model, some are known to have issues with their gyroscopes and stabilizers.

Steel Morph

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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+)
Psychscaper: They took a bold stepping giving these morphs realistic faces, rather than the usual abstract design. That’s been a no-no in the engineer’s playbook for decades. Humans don’t respond well to faces that are realistic but still artificial. They’re addressing that uncanny valley revulsion head on with these morphs, really embracing the otherness aspect and still claiming equal personhood.
Skinwalker: Since these have grown in popularity, the demand is high, and they’re actually hard to find. Last time I wanted one, I had to reserve it three months in advance.
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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+)
SteelMorphMasked_HumanImpersonator_SamHogg.png

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+)

Sundiver

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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+)
Delta-V: I flew one of these into the sun once. I have never been so terrified in my life. Can’t wait to do it again.
Rivet: The sundiver is actually a fairly good all-purpose synth and there’s a lot of groups that have started using them in high heat and high rad environments other than suns. If you swap out the propulsion system for something that’s a little slower and gives a bit more control, they make pretty good gatecrashing morphs as well.

Swarmanoid

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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.
Swarmanoid Special Rules
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
Skinwalker: This morph is rough to adapt to, but not usually for the reasons people think. Yeah, the sensory input is overloading, and simultaneous lack of a substantial body and the possession of thousands of small ones is a serious acclimation hurdle. What gets most people, though, is the frustration. Being severely limited in what you can physically do, from holding a cup to opening a door, tends to aggravate people and compound the alienation.
Voight-Kampff: I think that’s probably why you see a lot more AGIs using these when they want something that can operate physically. For them, it’s almost the opposite experience: you go from experiencing millions of things simultaneously to just a few hundreds to thousands of inputs, but it beats sleeving into something even less able
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Skulker Variant

Skulkers are a stealth swarmanoid designed to infiltrate sensitive areas and avoid detection by sensors.
Enhancements: Add Chameleon Skin, Radar Invisibility
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)
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Smart Swarm Variant

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: Add Modular Design, Smart Swarm
Mobility System: Shaped Swarm 2/16
CP Cost: 30
Credit Cost: Expensive (minimum 30,000)
Stitch: I know an AGI engineer who is a real master at using smart swarms. I've seen them shape mechanical structures like a track of ball bearings in order to slide something along. They're also good at taking advantage of the environment to create more leverage, like an improvised pulley. It takes a lot of skill to pull those kinds of tricks off, though.

Synth

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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
Skinwalker: There are so many models of synth out there, they’re almost hard to classify. Quality ranges from walking junk heap to cutting-edge.
Nevermore: They make versions of these for uplifts too, particularly neo-hominids and neanderthals. Slightly different form, same function.
Moxie Harper: Since these are so prevalent among the clanking masses—and uniform-looking out of the box—it’s quite the trend these days to glitter these up with custom paint jobs, after-market add-ons, and other aesthetic mods.
Rivet: Don’t forget the weird fashion of wearing clothes with your synth. I get that it makes you seem more human, but sorta defeats the purpose in my book.

Synthtaur

SynthaurMorph_MarkMolnar.png
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+)
Nezumi: There’s a Titanian ice-metal band that rocks the shit out of these morphs. They do concerts out in the frozen methane tundra, geared up like some sorta cryonic barbarian fantasy sim. It’s epic.
Jake Carter: I’ve been seeing more of these in the Martian outback lately. The shape-changing makes the quite useful for nomad types. I’m just waiting to see one painted green with tusks.

Takko

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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+)
Skinwalker: For human egos checking out the eight-armed life, takkos tend to be easier to acclimate to then octomorphs. The cyberbrain mind-states are more conducive to human mental frameworks.
Pivo: These were a big hit among neo-octopi when first released. There’s an ongoing complaint about the lack of chemoreceptors on the arms in most models—imagine having a human biomorph with no sense of taste or smell—but the overall dexterity and design keeps us happy.
Callosum: The cyberbrains on these incorporate some of the neo-octopi neural framework in the arms, meaning that have a bit of a mind of their own, but they include better proprioception than most octomorphs too.

Xu Fu

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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+)
Nova Vida: Though it’s designed for gate ops, this shell is getting a lot of traction within the solar system. It’s just a useful, utilitarian morph.

Infomorphs

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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

Digimorph

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)
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

Hot Shot

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)
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

Scholar

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)
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

Wirehead

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
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.

Additional Reading on Morphs


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