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biomorph.txt
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---Aquanaut
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
---Hulder
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+)
---Bouncer
Bouncers are humans genetically adapted for zero-G and microgravity environments. Their legs are more limber, and their feet can grasp as well as their hands.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen Reserve, Prehensile Feet
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
---Bruiser
This morph is specifically designed to be large, strong, and physically intimidating. Adopted early on by some sports performers, it quickly became a favorite among criminal cartels and thugs. At 2.5 meters tall, the morph may have difficulty moving comfortably in all but the most open and uncrowded of habitats. This morph’s “claws” extend from its knuckles and are more like reinforced bone brass knuckles.
Implants: Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Hardened Skeleton
Aptitude Maximum: 30 (SOM 40)
Durability: 60 (includes Hardened Skeleton bonus)
Wound Threshold: 10
Advantages: +10 Intimidation skill, +15 SOM (includes Hardened Skeleton bonus), +5 REF (+15 with Adrenal Booost), +5 to one other aptitude of the player’s choice
Disadvantages: Unattractive (Level 1) trait
Notes: Large Size trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)
---Cloud Skate
Like the surya and hulder morphs, the cloud skate is another biomorph that pushes the edge of what is possible. It is designed to be able to live in the atmospheres of gas giants, including Jupiter. This morph is shaped roughly like a tailless stingray with a pair of slender arms. The version of the swim bladder used by this morph provides neutral buoyancy in dense atmospheres, preventing it from sinking below a safe depth. Several small outer system collectives are planning to use these morphs to colonize the atmospheres of Saturn and Neptune and are also working on creating versions of animals and plants that can also live in these exotic environments.
Implants:
Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Direction Sense, Enhanced Vision, High-G Adaptation, Hydrostatic Pressure Adaptation, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Radar, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
Movement Rate: Winged (8/40)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Flight, +5 COG, +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Temperature Intolerance (Warm) trait
CP Cost: 55
Credit Cost: Expensive (minimum 60,000+)
---Crasher
An enhanced version of ruster morphs, crashers are rugged and durable designs capable of weathering a range of harsh environments. They are the ideal biomorph for gatecrashing assignments and are popular among first-in teams. Though pricey compared to other biomorph options, many gatecrashers traveling to less habitable and dangerous environments have found the investment worth it.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Direction Sense, Eidetic Memory, Enhanced Respiration, Enhanced Vision, Grip Pads, Hibernation, Medichines, Oxygen Reserve, Toxin Filters, Vacuum Sealing
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Bioweave Armor (Light) (2/3), +5 COG, +10 SOM, +5 to three other aptitudes of the player’s choice
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)
---Dvergr
Dvergar (plural of dvergr) are biomorphs designed for comfortable operation in high-gravity environments. They feature a reinforced skeletal structure and sturdier muscle masses. They are easily identified by their slightly squat, thick-necked, tough appearances.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, High-G Adaptation
Aptitude Maximum: 35 (40 SOM)
Durability: 45 (includes implant bonuses)
Wound Threshold: 9
Advantages: +15 SOM (includes implant bonuses), +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive
---Exalt
Exalt morphs are genetically-enhanced humans, designed to emphasize specific traits. Their genetic code has been tweaked to make them healthier, smarter, and more attractive. Their metabolism is modified to predispose them towards staying fit and athletic for the duration of an extended lifespan.
Implants:
Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 to three other aptitudes of the player’s choice
CP Cost: 30
Credit Cost: Expensive
---Faust
This morph is not a publicly known model. It was developed in secret by a small group of unaffiliated async genehackers. It is only available to individuals who discover a connection to this unnamed, underground async network and then download the template from one of several secret mesh sites. The faust is a modified menton morph. Even under the most thorough scans, it appears to be nothing more than a mildly personalized version of that morph.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Hyper-Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Psi Chameleon trait, Psi Defense (Level 1) trait, +10 COG, +10 WIL, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 85
Credit Cost: Expensive (minimum 100,000+)
---Flats
Flats are baseline unmodified humans, born with all of the natural defects, hereditary diseases, and other genetic mutations that evolution so lovingly applies. Flats are increasingly rare—most died off with the rest of humanity during the Fall. Most new children are splicers—screened and genefixed at the least—except in habitats where flats are treated as second-class citizens and indentured labor.
Implants: None
Aptitude Maximum: 20
Durability: 30
Wound Threshold: 6
Disadvantages: None (Genetic Defects trait common)
CP Cost: 0
Credit Cost: High
---Freeman
Many leaders want to ensure loyalty or at least obedience from their citizens, especially recently sleeved infugees. The freeman biomorph offers rulers (some would say tyrants or dictators) a chance to offer citizens a new life without worrying about dissidence. Based on the splicer morph, the freeman is genetically modified to be more obedient, which results in lower Willpower. More insidiously, freeman morphs are genetically modified with a protein that makes their neurons sensitive to light. When combined with an optogenetics module implant, these neurons can be activated and deactivated remotely, enabling a monitoring muse or meshed overseer to control the ego’s behavior. (The specific behavior affected is chosen with each optogenetics module implant.)
The freeman comes with a specialized monitor AGI installed in a modified ghostrider module. The monitor, usually a modified fork of the tyrant’s muse, watches and reports all suspicious actions taken by the primary ego. The purpose of this implant is often concealed. Citizens who sleeve into a freeman morph are told the implant is a security measure that helps prevent infection from TITAN technology or some similar lie. The module is designed to resist tampering and will report to headquarters the instant it detects a hacker’s intrusion. The monitor muse can manipulate the ego’s behavior or even take control of the morph via its puppet sock, but avoids doing that unless absolutely necessary. Dictators do not want to reveal that their citizens have spies implanted in their skulls, watching them.
Surprisingly, some people voluntarily sleeve into freeman morphs, preferring to hand responsibility and decision-making over to other parties, such as the Sendero Luminoso Benevolent Dictatorship habitat in the Neptunian Trojans.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Monitor Module, Optogenetics Module, Puppet Sock
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 SAV, +5 to one other aptitude of the player’s choice except WIL
Disadvantages: −5 WIL
CP Cost: 10
Credit Cost: High
---Furies
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)
---Futura
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+)
---Ghost
Ghosts are partially designed for combat applications, but their primary focus is stealth and infiltration. Their genetic profile encourages speed, agility, and reflexes, and their minds are modified for patience and problem-solving.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Adrenal Boost, Enhanced Vision, Grip Pads
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (minimum 40,000)
---Grey
Originally created as part of a fad based on 20th-century images of aliens, the grey morph soon became popular with eccentric scientists and engineers. This morph’s slender and weak-looking body stands only 1.5 meters tall, short compared to modern transhumans. Its distinctive large head and eyes strike many transhumans as disturbing.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Emotional Dampers, Enhanced Vision, Math Boost
Aptitude Maximum: 30 (20 SOM)
Durability: 30
Wound Threshold: 6
Advantages: +5 COG, +5 WIL, +5 to one other aptitude of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 25
Credit Cost: Expensive (minimum 30,000+)
---Hazer
Hazers are tall, fine-boned morphs, lightly muscled but heavily insulated against loss of body heat. Even with all of their augmentations, hazers can’t survive exposure to the frigid atmosphere of Titan—but they can handle it slightly longer than other morphs. Hazers tend to be fair and slender, with chiseled features. Some have features so angular or elfin that their beauty is alien and unsettling to other human phenotypes. Striking Looks and Uncanny Valley are both common morph traits.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Radiation Sense, Respirocytes, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COO, +5 WIL, +5 to two other aptitudes of the player’s choice
CP Cost: 35
Credit Cost: Expensive
---Hibernoid
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
---Zen Pilot Hibernoid
Zen pilots are a variant of the hibernoid biomorph. They are designed to withstand high emotional distress from long periods of isolation in deep space. With the endocrine control and drug gland implants, zen pilots can survive being completely alone for years at a time.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation, Endocrine Control, Drug Glands (Comfurt and Juice)
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +10 WIL
CP Cost: 30
Credit Cost: Expensive (minimum 30,000)
---Hulder
Hulder are engineered for survival in the Titanian wilds. In silhouette, their bodies resemble a long-legged great auk, though viewed up close, the resemblance to a bird ends. Hulder have no feathers, but rather smooth, rubbery charcoal or black skin covering a thick layer of nano-augmented blubber. What resembles a thick bill from a distance is actually a seamless protrusion of the face, packed with sensory augmentations. Hulder stand 2 meters tall and weigh on average 135 kilograms. Their sensory organs, webbed feet, and fingers are all cybernetic.
Hulder can only tolerate temperatures hospitable to baseline transhumans for short periods of time. In the open, they must balance their bodies’ chemical reservoirs with other hulder and caribou once per month or with a chemical reserve pack. A typical band of 2–6 hulder and 10–20 caribou can go about a year before having to visit a hab or a station like Huvudskär to replenish chemical reserves.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Digging Claws, Direction Sense, Enhanced Vision, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +10 WIL, +5 to one aptitude of player’s choice
Disadvantages: Temperature Intolerance (Warm)
CP Cost: 50
Credit Cost: Expensive (Minimum 40,000+)
---Hyperbright
This morph is an attempt by a research team on Bright to create a successor to the menton, making it the most intelligence-enhanced morph ever created. Work on the hyperbright morph has been plagued with difficulties, as the designers attempt to push technical limits, creating a morph that can work at peak efficiency without distraction for long periods of time. In an effort to create a morph that proves their design and earns some positive reputation for their project, the creators took short cuts that caused the morph to have several distinctive and potentially annoying quirks, including an inherent need for drugs to stabilize its exotic neurochemistry. The result is a morph that is instantly recognizable by the brightly colored bony crest along the skull that helps cool its brain. Despite its quirks, the hyperbright has gained a small following among a number of scientists and engineers, especially since it has been optimized for use in the low-g environments of the outer system. When created or used on Bright, this morph is usually also fitted with the parallel processor nanoware.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Grip Pads, Hyper-Linguist, Math Boost, Mental Speed, Prehensile Feet
Aptitude Maximum: 40 (COG and INT), 30 (all others)
Durability: 35
Wound Threshold: 7
Advantages: +15 COG, +10 INT, +5 WIL, +5 to one other aptitude of the player’s choice
Disadvantage: Addiction (minor, to comfurt), Fast Metabolism, Uncanny Valley
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)
---Luna Flier
This morph is a version of the exalt morph that has been adapted to fly in Earth normal air pressure as long as the gravity is 0.2 g or less. Though this morph is available on other low-g worlds and habitats, it was developed for and is primarily found on Luna. This morph resembles a typical exalt morph, except that it is lightly built, has larger lungs, and has feathered wings with a wingspan of 3 meters. The wings come out of the back torso and leave the morph’s hands and wrists unhindered. The wings may also be folded behind the body.
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Vision, Wings
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Flight (Movement Rate 8/40), +5 COG, +5 COO, +5 to two other aptitudes—player’s choice
CP Cost: 35
Credit Cost: Expensive
---Martian Alpiner
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
---Menton
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
---Neanderthal
This morph is based on fossilized Neanderthal DNA, uplifted and enhanced to transhuman equivalence. Neanderthal morphs look like muscular humans with a heavy bone structure, distinctively long skulls, heavy brow ridges, and weak chins. Pale complexions and red hair are common features.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COG, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
---Neo-Avian
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
---Neo-Beluga
Neo-belugas are the smallest and most numerous of the surviving whale uplifts, ranging 5.5 meters in length on average. They are white-skinned with no dorsal ridge, toothed, and have the distinction of being the only whale that can swim backwards.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/40)
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV)
Disadvantages: Neo-belugas lack a sense of smell and count as a large target in combat (+10 to hit)
CP Cost: 45
Credit Cost: Expensive (minimum 40,000)
---Neo-Dolphin
The uplifted versions of various dolphin species are very similar to baseline dolphins physiologically. Thanks to the oxygen reserve implant, neo-dolphins can stay underwater for longer (Cerean dolphins have gills installed, as the subcrustal sea has no breathable atmosphere above it). Common neo-dolphin germlines lack hands or other limbs, though cybernetic arms or even bioware enhancements are not uncommon.
Neo-dolphin morphs are very rare, since there are few habitats that can support them, and they are almost never found apart from aquatic environments.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/48)
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV, use Unarmed Combat skill)
Disadvantages: Neo-dolphins lack a sense of smell.
CP Cost: 40
Credit Cost: Expensive (minimum 35,000)
---Neo-Hominid
Neo-hominids are uplifted chimpanzees, gorillas, and orangutans. All feature enhanced intelligence and bipedal frames.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill
CP Cost: 25
Credit Cost: Expensive
---Neo-Hominid (Gorilla)
To highlight the differences in neo-hominid species, apply the following stats for neo-gorillas. The neo-hominid entry above applies for neo-chimpanzees, neo-bonobos, and neo-orangutans.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)
---Neo-Orca
Though colloquially referred to as killer whales, orcas are actually members of the dolphin family. The average neo-orca length is 7 meters for males, 6 meters for females. Males also have larger and more triangular pectoral fins.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/60)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, +20 Unarmed Combat skill, Bite Attack (2d10 DV, use Unarmed Combat skill)
Disadvantages: Neo-orcas lack a sense of smell and count as a large target in combat (+10 to hit)
CP Cost: 60
Credit Cost: Expensive (minimum 50,000)
---Neo-Pig
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
---Neo-Porpoise
Neo-porpoises are smaller but very similar to neo-dolphins and similarly are much like their baseline relatives. They average 2.5 meters in length.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/56)
Aptitude Maximum: 25
Durability: 25
Wound Threshold: 5
Advantages: +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +50 Swimming skill, Ramming Attack (1d10 DV),
Disadvantages: Neo-porpoises lack a sense of smell.
CP Cost: 35
Credit Cost: Expensive (minimum 30,000)
---Neo-Whale
Less than several hundred neo-whale morphs exist, and the majority remain occupied by their original egos. They are primarily found in Ceres and Atlantica. They are derived from humpback, blue, and sperm whale genetic stock. Humpbacks and blues are baleen whales and require large amounts of krill to survive. Sperm whales are toothed, feeding on fish and squid.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/40)
Aptitude Maximum: 30
Durability: 100
Wound Threshold: 20
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (2d10 DV, use Unarmed Combat skill), Bite Attack (4d10 DV, sperm whales only, use Unarmed Combat skill)
Disadvantages: Neo-whales lack a sense of smell and count as a very large target in combat (+30 to hit)
CP Cost: 75
Credit Cost: Expensive (exceptionally rare; minimum 75,000)
---Neotenics
Neotenics are transhumans modified to retain a child-like form. They are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat living and spacecraft. Some people find neotenic sleeves distasteful, especially when employed in certain media and sex work capacities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 20 (SOM), 30 (all else)
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 REF, +5 to one aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat)
Disadvantages: Social Stigma (Neotenic) trait
CP Cost: 25
Credit Cost: Expensive
---Nomad
While synthmorphs are the first choice for many gatecrashers, morph designers have made great headway in creating biomorphs suitable for hazardous exoplanets. The nomad biomorph is optimized for operating in desert environments and takes many of its traits from the camel, prompting some observers to mistake the nomad for a pod morph. With an elongated face designed like a camel to trap water vapor in the nostrils as the morph exhales, nomads are clearly off-putting to many bioconservatives. Some models also have camel feet for better travels in sandy dune environments. Nomads are actually quite hefty under normal circumstances, as they are designed to be able to carry large amounts of fat tissue. Their fat tissue can be moved around their body to adapt to high or low temperatures. When nomads are in the field, however, they can become quite skinny, as they survive for months on their fat tissue alone.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Efficient Digestion, Enhanced Respiration, Fat Storage, Medichines, Respirocytes, Temperature Tolerance (Improved Cold), Toxin Filters.
Aptitude Maximum: 30
Durability: 45 (includes Respirocytes bonus)
Wound Threshold: 9
Advantages: +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice (includes penalties for Efficient Digestion)
Disadvantages: Uncanny Valley trait
CP Cost: 30
Credit Cost: Expensive
---Observer
Observers have their minds enhanced to bolster intuitive, analytical, and investigative capabilities. They are favored by detectives and others with a mind towards details, puzzles, and thin-slicing.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 INT, +5 COG, +5 REF, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
---Octomorph
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+)
---Olympian
Olympians are human upgrades with improved athletic capabilities like endurance, eye-hand coordination, and cardio-vascular functions. Olympians are common among athletes, dancers, freerunners, and soldiers.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 REF, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
---Remade
The remade are completely redesigned humans: humans 2.0. Their cardiovascular systems are stronger, the digestive tract has been sanitized and restructured to eliminate flaws, and they have otherwise been optimized for good health, smarts, and longevity with numerous transgenic mods. The remade are popular with the ultimates faction. The remade look close to human, but are different in very noticeable and sometimes eerie ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller noses, smaller teeth, and elongated digits.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters
Aptitude Maximum: 40
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two other aptitudes of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 60
Credit Cost: Expensive (minimum 40,000+)
---Ring Flyer
Designed for use in Saturn’s magnetic field, this exotic biomorph is also occasionally used around Jupiter, Uranus, and Neptune, as well as having limited use in the Jovian Trojans and Main Belt. Easily recognizable with its slender limbs and round-backed torso, this morph can survive indefinitely in space, acquiring oxygen, water, and trace organic materials from the particles of Saturn’s rings. It can also maneuver around any planet with a magnetic field, flying swiftly and easily in any of these environments.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Respiration, Enhanced Vision, Gas Jet System, Grip Pads, Hibernation, Long-Term Life Support, Medichines, Oxygen Reserve, Plasma Sail Implant, Prehensile Feet, Radiation Tolerance, Temperature Tolerance (Cryonic), Vacuum Sealing
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Bioweave Armor (Light, 2/3), Limber (Level 1) trait, +5 COG, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (Minimum 40,000+)
---Ruster
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
---Salamander
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
---Selkie
Selkies look like a human-seal hybrid, and in fact their genetics are aquanaut with heavy splices of seal traits. Their arms are standard human-shaped, but their legs are fused into a pair of hind flippers for powerful swimming. On land, they can stand but have difficulty moving, as they must flop, roll, or hop like a seal. They are adapted for the lack of air, deep cold, and crushing pressure of subcrustal seas.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Enhanced Vision, Enhanced Respiration, Gills, Hydrostatic Pressure Adaptation, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill Disadvantages: Movement Rate of 1/4 on land
CP Cost: 55
Credit Cost: Expensive
---Splicer
Splicers are genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 to one aptitude of the player’s choice
CP Cost: 10
Credit Cost: High
---Surya
Named for a Hindu sun deity, suryas swim freely in the sun’s corona. Looking roughly like whales or orcas, suryas may reach lengths of ten meters or more. They generate powerful magnetic fields that shield them from solar radiation and heat, while allowing them to surf the solar wind and extract ionized particles. Strong bones and connective tissues protect against the crushing solar gravity. Beneath their thick hides are channels of liquid water interleaved with layers of fat which serve to shield the organism from harmful radiation. Engineered medichines repair tissue damaged by radiation and convert hydrogen ions into water.
A surya’s skin is an extraordinary organ, embedded with chromatophores that allow them to transmit alternating patterns of light and dark for communication. In addition, a lateral line runs down their sides, allowing them to detect the long-period sound waves that reflect off the sun’s lower atmosphere and resonate through the corona’s gas and plasma. Suryas traveling through the transition zone between the corona and the chromosphere use these vibrations to predict and avoid heavy solar weather.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, 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+)
---Slyph
Sylph morphs are tailor-made for media icons, elite socialites, XP stars, models, and narcissists. Sylph gene sequences are specifically designed for distinctive good looks. Ethereal and elfin features are common, with slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
---Theseus
While there are no sanctioned explorations of Earth, a few daring or greedy transhumans defy the laws to salvage there. Some scavengers and explorers still scour the ruins of habitats that were destroyed during the Fall. Others look for wealth and secrets in the quarantined zones on Luna and Mars. Some simply seek out remaining TITAN machines to destroy, wherever they may be found. The theseus is a popular biomorph for this type of work. Its medichines and nanophages keep the morph protected from most attacks by exsurgent nanotech, and the lack of a cyberbrain makes it less vulnerable to mind hacking. An emergency farcaster allows the user to safely return from situations where both their morph and their cortical stack might be destroyed or corrupted.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Direction Sense, Emergency Farcaster, Enhanced Vision, Low Pressure Tolerance, Medichines, Nanophages, Oxygen Reserve, Radiation Sense, T-Ray Emitter, Temperature Tolerance (Cold), Toxin Filters
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 WIL, +5 to one other aptitude of the player’s choice
CP Cost: 30
Credit Cost: Expensive
---Venusian Glider
The glider is designed to survive for many hours in Venus’s unbreathable atmosphere. Tall and thin, with long, strong limbs and a lightweight build, this morph also features gliding membranes that allow it to soar through the upper Venusian atmosphere. It can even gain altitude by riding thermals (which it can see using its enhanced vision). Once Venusian terraforming efforts are complete, an upgraded version of this morph will be able to breathe normally.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 40
Credit Cost: Expensive
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