Thursday, September 29, 2016

Mobile Greenhouse

Mobile Greenhouse
A creation typically used by various Nomads on Mars, though variants of these can be found throughout the solar system. They feature lightweight but rigid base with wheels and an inflated and pressurized tube of translucent polymers, forming a large pressure tent. The inside features a collapsible and highly modular system of supports and endoskeletal struts which can be used to assemble planters, water systems, hooks for hydroponics and many other agriculture or aquaculture needs. They average about 38 square meters of surface, but their interior volume is flexible and multiple greenhouses can be linked together for more space. They have eight wheels, and are typically towed, but have a small electric motor and manual controls to self-propel if needed. They have rechargeable batteries linked to extendable solar panels, as a Greenhouse requires exposure to sunlight to function. Almost all modern Mobile Greenhouses come equipped with either integrated nanoswarm hives, or apiaries for Gardener Bees or Wasps. With their internal environmental controls, and enough plant material, they can provide indefinite life support to up to half a dozen transhumans. Some Scum ships are even known to attach greenhouses to the hull or tow them in space for extremely “ghetto” hydroponics or living space rigs. Comes with exterior floodlights and a Spindle to act as a tow cable. [High]

Capacity: 1-6
Handling: -10
Movement Rate: 4/20
Max Speed: 40
AV: 10/10
DUR: 40
WT: 8

Wednesday, September 28, 2016


Type: Tidally Locked
Jovian Moon
Primary Star: M4V (Red Dwarf)
Satellite Of: Alfheimr (95 Earth Masses)
Gravity: .05 g
Diameter: 1,522.8 km
Atmospheric Pressure: 0 atm
Atmospheric Composition: N/A
Surface Temperature (Mean): 180 C
Day Length: N/A
Orbital Period: 52 Days
Satellites: None
Gate Access: Fissure Gate
Notes: High Population of System Bodies, Resources Available, Alien Archaeological Traces
Discovered by a Scum group of “vikings” from Phelan’s Recourse (hence the norse/germanic
naming), Merowech is an interesting mirror to Oberon and the Fissure Gate. A small,
tidally locked moon around a small jovian world (Alfheimr), in a standard Red Dwarf system with
a high volume of planetary bodies. Merowech is cold, airless, with a layer of ices over a hard,
rocky crust. Planetary surveys indicate that Merowech is ideal for volatile mining, and so some
have placed an interest in the world, but can’t come to a clean agreement due to the stipulations
about the Fissure Gate. Much more interesting are the alien traces on this world, mostly
exploration marks around the Gate which have survived due to a lack of erosive forces, and
several artifacts discovered. Called “Alfur Tren” or “Elf Trees”, they are mysterious treelike
constructs which appear to “grow” out of the surface of Merowech, and are all composed of a
mixture of crystalline “shells” or “skin”, and a primary composition of precious metals. They are
also highly reflective, appearing luminous when placed in almost any light. When placed in an
atmosphere, they appear to “hum” slightly, though they do not appear to vibrate when scanned.
Many consider this hum to be soothing, or have an otherwise positive emotional aspect (though
many Asyncs have noted it has no effect on them, or is slightly annoying, like someone playing
a piece of music on repeat). Elf Trees are moderately robust, but also very fragile; they seem to
ignore extremes of temperature and radiation, but crumple to dust when exposed to significantly
high gravity or pressure, but do not react to “artificial” gravity of many habitats. Due to their
pleasing looks, precious composition and relative rarity, Elf Trees are a moderately valuable
artifact back insystem. They are only found on the “day” side of Merowech, and leading theory
they are the byproduct of some alien nanotech, similar to TITAN “termite mounds” and fractal
burrows. Exact analysis is difficult however, as their outer layers are resistant to many kinds of
scans and almost any damage to the object causes the entire thing to shatter, turning into an
inert pile of dust of metals such as gold, platinum or iridium. The Merowech Gate is located in a
bottom of a crater intersecting a chasma in proximity to the tidal “pole” of Merowech on the Alfheimr side, with the small jovian hanging prominently in the sky, reflecting a gold-white
color. Some who spend time out under the stars and sky under Alfheimr report a similar hum to the Elf Trees and an inexplicable compulsion to go toward or reach out for the Gas Giant. Many people
who have slept on Merowech report unusual dreams about tall, luminous figures.

Monday, September 26, 2016

Brand Name Weapons #2 - PSC

Polite Society Collective (PSC)
The PSC is an Anarchist collective focused on production of self and station-defense weapons, their name derived from the phrase "An armed society is a polite society". Originally made by pirating designs from the Inner System, the group's work has evolved into its own style of simple, utilitarian designs made to easily come out of and be assembled from nanofabricators. This has led to some weapon's experts and aficionados to derisively refer to their weapons as "box guns" for their simplistic designs.

PSC "Adjudicator" Heavy Pistol:
"Why wouldn't you use a heavy pistol?" - Anarchist militia member
The first major blueprint launched by the Polite Society Collective, the Adjudicator is one of the most ubiquitous models of pistol on the AA, often at the top of fabricator lists. Built on the most basic principles, the weapon is also the source of the "boxgun" complaints, with straight angles which are easy to make in a fabricator. Compact, easily adjusted to any morphology, the Adjudicator is built along the principle of "why not use the largest bullet for self-defense". It's shortened design also makes it easy to draw and fire in close-quarters, with a slight loss of range not usually noticed in the tight confines of Anarchist habs. Decrease the maximum range of this weapon by 20%, reduce the penalty for the Attacker being in Melee by 10. [Low]
AP -4 2d10+6 DV SA/BF Ammo 8

PSC "Liberator" Assault Rifle:
The right arm of the Autonomist world, the Liberator model was produced after the Battle of Locus, and has spread to a majority of Anarchist militias in the outer system. The model has also begun appearing in the hands of militant Barsoomians on Mars. The Liberator is a balanced, model designed for fighting in close-quarters on space habs, but keeps most of it's range for "repelling boarders". While slightly more complex than most PSC designs, the Liberator is still fairly modular and easy to assemble, ready to go to defend liberty and autonomy. Decrease the max range of this weapon by 10%. [Moderate]
AP -6 2d10+6 DV SA/BF/FA  Ammo 35

PSC "Sunburst" Plasma Rifle:
In terms of power and utility, almost all accept that the Plasma Rifle is the primary type of weapon, with Plasma's thermal damage unlikely to breach many outer pressure hulls and having advantages against rogue nanotech. PSC produces a "slim" model with better energy efficiency which produces a lighter induction of plasma, meaning it doesn't hit as hard, but is less expensive to construct and easier on the outputs. It also features a reserve battery system, so it can hold two batteries at once meaning it can be switched between the two as a Quick Action, but both can be completely replaced in one Complex Action. Decrease the maximum range of this weapon by 20%, reduce the penalty for the Attacker being in Melee by 10. [Expensive (10,000)]
AP -7 3d10+18 DV SA  Ammo 14

Saturday, September 24, 2016

Musical genres

(Shout out to ThatWhichNeverWas on the Forums, who listed some ideas for music in the world of EP which quickly set me off on the path to a lot of these concepts)

Ethereal or haunting genre of music only completely appreciated by those with Enhanced Hearing.

Genre based on metal music, common on Venus. Combines traditional instrumentation and style of metal with themes related to airships, gliding or other uniquely venusian aspects.

Popular fusion genre on Titan, combines punjabi pop music with swedish polka.

Style popular on Luna and pushed by Experia - large performance bands with traditional instruments of the Indian Subcontinent and Southeast Asia. Works well with crowd dances.

Modern iteration of metal music popular on Titan. Mixes elements of black, viking and pirate metal with use of synths and playing with atmospheric density. 

"Mathematically perfect" digital music, made and popular among AGI and other infolife. Named after the muse of music. 

Popular in the Orbit and Scum swarms, combines traditional elements of "rock" music with drug culture and certain psychedelic or hypnotic overtones. A laid back genre. 

Slow, relaxing, almost hypnotic electronic music, favorite for ambient sound or slow dances. 

Short for "Mars Pop", music popular among urban martians and the planetary consortium. Solo or group acts based by digitally-derived music based on a number of asian music styles - with songs often recorded in multiple languages. 

A genre favored among Neanderthal and Hominid uplifts, uses "primitive" instrumentation and simple musical structure. 

Martian music genre, popular among barsoomians and nomads. Uses a mixture of "simple" instruments such as acoustic guitars and sitars and vocals often in one or more languages to resemble previous generations of rock and country music.

Surprisingly deep musical genre which reimagines many classic sounds in early video game "midi" style. 

Music genre which plays pre-Fall styles of music on "scavenged" instruments, both replicas of existing styles or wholly unique constructs. Music in general plays to themes of memory and nostalgia.

"Scum Tribal" attempts to classify the unclassifiable, the "genre" of music common in Scum Swarms - an ad hoc combination of instruments ranging from modern to ancient, often with psychedelic undertones.

Electronic/synth music genre produced by recording synthmorph vocals, high on acoustic dissonance and social themes.

"Genre" which includes popular music and music styles from the 20th century (particularly the last half), and includes remixes and mashups thereof. 

Friday, September 23, 2016

Dual Purpose Grenades

Dual Grenades
Also called "Dual Phase Grenades" or "Dual Purpose Grenades", these munitions take advantage of minifacturing technology to allow a single standard-sized grenade shell to hold the payload of two minigrenade types. These grenades come with both physical and wireless-activated switches, allowing one to pick which type of payload to detonate easily in the moment, and combine with any number of detonation options. Purchasing this addition combines two types of minigrenades into a single device the size of a standard grenade, and may not be added to extant minigrenades without being completely disassembled and rebuilt in a fabber. Only the DV and effects of one minigrenade type are used when it is detonated, but which is detonated can be changed at any time before it actually goes off. Dual Grenades can also be Sticky (p. 341 EP). [Low] (plus cost of the minigrenades)

Dual Grenades have many uses and combinations. A standard military loadout mixes Concussion minigrenades with Frag minigrenades, allowing one to pick a situation where stunning force is better, or to inflict lethal harm. Riot police may mix CR Gas or Smoke charges with an Overload charge, depending on which option may be more appropriate to control or disperse a crowd as needed - especially in polities who are concerned with civilian's rights. Anti-Nanoswarm DP grenades often carry EMP/Plasmaburst charges, to cripple and disorient nanotech then have the option to cleanse the area with heat.

Thursday, September 22, 2016


Amorph (Pod)
A long-rumored creation said to have been designed by Scum Genehackers, Extropian morph houses or Extrasolar Exhumans, the Amorph is a simple concept, a transgenic pod based on Factor biological data. Obtaining the samples to produce this morph was very difficult, and the end result is a pod which functions similar to the Bouba module, but with organic compounds which at passing glance resembles a Factor. The final version is a translucent, colored gel with cyberbrain components suspended inside it, with a bioweave shell to give it more security and substance. While they can flex to many shapes and sizes, most who sleeve in the Amorph tend to use their skinflex ability to shift into a roughly humanoid shape to make it easier to relate to others, though the morph can technically perceive both electrical current and the EM spectrum in a broad 360 view. The intrinsic abilities of the factor genetics used also means Amorphs develop eelware, skinlink and toxin glands. Their strange, distributed nature and shocking resilience also tends to embolden the wearers. Amorphs are slightly sticky to the touch, and look and feel a bit like gummi bears. Domestic intelligence agencies and Firewall are highly interested in this design for use to potentially infiltrate Factors.
Implants: 360 Degree Vision, Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Chameleon Skin, Cortical Stack, Cyberbrain, Eelware, Electrical Sense, Enhanced Smell, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Poison Gland (Factor Dust Toxin), Skinflex, Skinlink, Squishbot, Swim Bladder, Toxin Filters
Movement Rate: Snake 4/16, Swim 4/16
Aptitude Maximum: 30 (20 SOM)
Durability: 30
Wound Threshold: 6
Advantages:  +10 COO, +5 WIL
Notes: Social Stigma (Pod), Social Stigma (Alien), Alien Biochemistry
CP Cost: 40
Credit Cost: Expensive (80,000+)

(The Amorph is probably the second morph I put serious effort into using the Morph Creation System. In several books, the concept of making a morph based on Factor "genetics" is discussed, both just as a market move or as a covert move by groups like Firewall. The inclusion of Squishbot in Transhuman also kind of set some precedent for a gelatinous morph as well. Other than that, the Amorph was built to model to the best of transhumanity's ability the natural abilities of the Factors. Of course what they do is entirely biological - or at least looks like it, while the Amorph has to rely on cyberware and nanoware to make up the difference. The cost on this is ludicrously high for roleplaying reasons, a GM could easily reduce the cost down to match the CP cost if they felt like it, but it might not match the exclusivity of the design)

Wednesday, September 21, 2016

Toxin ammo

Conventional firearms offer some of the broadest application of ammunition options, both "smart" and based in regular technology. Many of these have utility applications, like jamming or tracking rounds, or less-lethal options like plastic or zap gel rounds. Capsule or splash rounds can be used to deliver a wide variety of payloads, and many conventional ammunition designs such as armor penetrators or hollowpoints can increase conventional combat effectiveness. But, some people don't play by the rules of engagement - if they even have any. For those with access to easy refinement and separation of elements and compounds (via Nanofabrication) there are some nastier options with which one can load a gun.

Toxin: These rounds are specifically made from a blend of compounds and heavy metals which are toxic to most transhuman biochemistries. Some blends may even be mildly radioactive. The result is that being struck with such a round tends to release elements into the bloodstream, which can cause some acute effects in a short timeframe, but most bodies with basic biomods will also quickly take them out of the system, and prevents the most serious long-term side effects. When a biomorph or pod is hit by an attack using Toxin ammo, they must make a DUR test, taking 10 DV per Action turn for 1 action turn per MoF, which ignores armor. Medichines makes this a DUR x2 test, and those with Toxin Filters are completely immune. Passing the test still grants a -10 penalty to all tests for 1 Action turn, as if from a Wound. Luckily, the exotic or at least non-standard composition of this ammunition impacts their ability to function as bullets, reducing both the DV and the AP of the firearm by 2. [Low]

Monday, September 19, 2016

Selachi Morph

Selachi Morph (Pod)
Designed along similar lines to the Critter, the Selachi is a custom, transgenic pod derived from multiple strains of sharks, for use as an intimidating morph or for those who wish to have aquatic security morphs unbound by concerns over uplift genetics. The morph is amphibious, with a thick skin and a deadened pain response - it's appearance is both naturally intimidating and good to move through the water, despite its enormous size. It's massive jaws make a powerful bite at close range, enhanced with cybernetics to be capable of crushing even some synthetic shells in it's mouth. It's also adapted for sensory underwater, capable of multiple avenues of perception to detect potential security threats - or prey. The systems to stimulate predatory behavior are pretty advanced, and many people report increased blood-thirst or desire to do violence, combined with low empathy or surprisingly calm responses to stress. The morph draws criticism from some circles in the Inner System as an "exhuman" design, which diverges a little too far from transhuman norms.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioelectric Sense, Bioweave Armor (Light), Cyberbrain, Enhanced Hearing, Enhanced Smell, Gills, Lateral Line, Mnemonic Augmentation, Neurachem (1), Polarization Vision, Predator Node, Puppet-Sock, Swim Bladder, Temperature Tolerance
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +10 SOM, +5 REF, +5 WIL, +10 Intimidation, +10 Swimming, Pain Tolerance (1) trait, Bite Attack (AP -5, 3d10 DV, use Unarmed), +1 Speed (Neurachem)
Notes: Large Size, Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 60
Credit Cost: Expensive (60,000+)

(The Selachi is a pod I designed based on some request and input from community members, looking for a combat morph with a shark aesthetic. The result is kind of an amphibious Bruiser creature - a scary morph which hurts like hell in a fight, but like most combat morphs is very expensive to obtain - even as a Pod. But, since this is a large morph with good DUR it makes an ideal combat morph in one of the handful of aquatic situations people might run into in the Solar System. Predator Node is a bioware from other homebrew works - which just mimics the trait for any morph. I thought to use another homebrew for the bite attack, but figured it was more devastating to use the 3d10 DV natural weapon to represent the fact that a Selachi has huge jaws and cyberware-enhanced bite force. An idea from the original suggester was a SAV penalty, but even for a discount I felt that would harm its efficacy at Intimidation, which is something a 9-foot sharkman should be good at.)

Sunday, September 18, 2016

Bioelectric Sense

Many aquatic animals (and some in other environments) possess a passive ability to sense minute electrical fields, such as those generated by the muscle impulses of living things. This ability is primarily used to supplement other senses to detect nearby creatures - predators or prey. Naturally, such a sense can be replicated using bioware, in addition to the ability of Cyberware to outright build a detector specifically for electric current, the Electrical Sense (p. 306 EP).

Bioelectric Sense: This implant installs passive electroreceptor organs in the skin of the morph, which detect electrical fields that get close. This has a range of approximately 5 meters in air, but goes up to 20 meters in water (especially salt water). Unlike Electrical Sense cyberware, the Bioelectric Sense only roughly gives a direction and distance to an object generating an electric or magnetic field, and may not sense such fields through certain shielded materials. The primary advantage of this implant is that it is sensitive enough to detect minute electrical fields generated by muscle contractions and other nerve impulses in living creatures, and does so passively. Due to the fact that their internal systems do not completely mimic biomorphs, this augment also gives a +20 to any perception check to observe if someone is a Synthmorph using a Synthetic Mask (p. 311 EP) in range. [Low]

Friday, September 16, 2016

Exotic Melee Weapons: Spears

Spears are an interesting item in AF 10. While very useful tools historically, their utility as a tool and a weapon is much reduced by the post-Fall environment. Additionally, their use is somewhat exotic to many, not quite the same dynamic as common blades (both long and short) or blunt weapons. Even so, there are some who pursue the art of using spear forms as tools or weapons, and there is a small variety of options available to those who wish to do so. Using any of these is a Exotic Melee Weapon: Spear test. Unless otherwise noted, a Spear should be considered to give its user the Reach benefit.

Spear: Basic spears come in a wide variety, from sharpened bamboo shafts, to pipes with chipped glass taped to the end, to fine pieces of authentic wood and polished steel blades. Despite their relative ease of construction, they are still a rare sight excepting among neoprimitivists or practitioners of select martial arts. They are, however, still a decently reliable weapon, useful for gaining reach on one's opponent. [Trivial]
AP -1 2d10+DB DV

Javelin: A javelin is a shorter, lighter weight spear. It can easily be wielded in one hand, but the primary benefit is that the weapon is light enough and properly balanced for throwing, and can be thrown for no additional penalty using a Thrown Weapons test. While Javelins may be too short to offer reach bonuses, they make for an interesting and relatively silent option for both melee and ranged opportunities. More than one Hypercorp outpost on Mars has done a shift change only to find that displeased Nomads or Barsoomians placed javelins in the chest of the night crew. [Trivial]
AP -1 1d10+2+DB DV

Collapsible Spear: Using basic collapsing designs or native smart materials, this type of spear can easily collapse down to a much more manageable size, moving from a large object to a small one. This makes it easier to transport or conceal, but ready to spring to full size with a gesture or flick of a switch. When folded, the Spear acts as a simple Knife (p. 334 EP). Collapsing and uncollapsing is a Quick Action. [Low]
AP -1 2d10+DB DV

Hunting Spear: Also called a "Boar Spear" (though some Neo-Pigs find this offensive, or at least rude), this is a design of spear intended for hunting of large, potentially dangerous game. It features a slightly longer blade, and a crossbar below it which prevents prey from rushing up the spear or breaking it and charging the user. The weapon is also balanced to be used in a rush, stuck into the enemy and leave them to bleed out. The bar grants a +10 to Fray tests in order to avoid a melee attack, and the weapon gives no penalty to be used in a Charge attack. [Low]
AP -2 2d10+2+DB DV

Pneumatic Spear: A truly exotic weapon, the Pneumatic Spear is a collapsing design with a powerful pneumatic system attached to it. This allows it to collapse and extend with great force. Normally, the weapon is a slightly heavier than normal spear, with a larger blade. The increased mass makes it slightly more damaging to use, but the true advantage is when it is extended. When used in an attack while extending (Collapsing or extending takes a Quick Action), the spear generates extreme force, adding 1d10 to DV, and increasing AP by 4. This more advanced construction, sadly makes the spears more complex and expensive, which when combined with the increased weight often makes them impractical. [Moderate]
AP -2  2d10+2+DB DV

(Original stat-line for the Spear/Collapsible Spear credit Colin Chapman)

Thursday, September 15, 2016


Prosthesis (Synth)
In the decades before cyberbrain technology and mind uploading was reliable, the only recourse for persons with medical or job requirements to utilize a Synthetic body was the full-body prosthetic. This system actually extracts the brain of the subject and places them in a custom built synth shell, designed to mimic a normal body. Due to its use for security or medical purposes, Prosthesis also tend to come equipped with strong sensory enhancements and a fortified body, to allow the user to function at high potential, while also mimicking normal human functions. These improvements tended to make the models expensive. However, due to being an older design, the faces and expressions of the prosthesis tend to be vacant, doll-like or otherwise subtly off-putting to most transhumans. These days, Prosthesis are almost exclusively used by rich bioconservatives (usually for their intended purpose of medical replacement), or by morph hipsters who enjoy the throwback in terms of synths to using a human brain in a can.
Enhancements: Access Jack, Basic Mesh Inserts, Chem Sniffer, Cortical Stack, Brain Box, Enhanced Hearing, Enhanced Vision, Mnemonic Augmentation, Pneumatic Limbs, Synthetic Mask
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 REF, +5 to one Aptitude of your choice, Armor 8/8
Notes: Uncanny Valley trait
CP Cost: 35
Credit Cost: Expensive (35,000+)

(The Prosthesis is a morph design I've run a few revisions through. The concept was to utilize the Brain Box in a different way, and harken to a lot of earlier cyberpunk material with a wholly synthetic body which did not replace the brain. What purpose could such a design have? Obviously a full-body prosthetic - with the terminology borrowed mostly from Ghost In The Shell. Of course, making a good synth, especially having to re-add some implants normally covered by a Cyberbrain, makes a quite expensive model, masked or no. This fits the requirements of the setting, of course, and given advances in Synthmorph/Cyberbrain technology, such a specific caveat for the Prosthesis means they're likely to be uncommon and expensive to build - this style of design has fallen out of favor. Like a lot of Synths, it makes a decent start to a combat morph, but can be general enough that one might find a use for it multiple niches).

Monday, September 12, 2016

Dryad morph

Dryad (Biomorph)
Designed by and for Nano-ecologists, the Dryad is an interesting attempt at building a highly sophisticated morph which is designed to be one among its environment, and also is extensively loaded with nanotechnology. The morph is equipped with Digging Claws, Wrist-Mounted Tools and a Gardener nanoswarm hive built right into the body - ideal tools for living among plant-life and helping to nurture or grow them. Photosynthetic Skin, Respirocytes, and enhanced metabolisms in the form of the fat storage and digestive nanotech means they can "live off the land" very easily, for long extended periods. Enhanced Respiration and Temperature Tolerance make them at home in many environments Nano-Ecologists are trying to adapt, Mars included. And the Chameleon Skin helps them literally blend in. Dryads are unusual in that they have Heavy bioweave, which is often cosmetically modded to look bark-like, and is designed to protect from scrapes and bruises inflicted by plants - they utilize an enhanced sense of touch to help off-set the difficulties of this modification. Dryads are sturdy morphs, though with fat storage females of this type tend to have "fecund" figures - but generally tend to encourage cautious, nurturing or protective mentalities, who are often very methodical but observant. Do not piss a dryad off, their natural defensive responses are lightning quick to protect a grove or hive, and their claws are sharp.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Heavy), Chameleon Skin, Cortical Stack, Digging Claws, Digestive Symbiotes, Enhanced Respiration, Enhanced Smell, Enhanced Touch, Fat Storage, Grip Pads, Integrated Gear (Gardener Hive), Nanophages, Photosynthetic Skin, Radiation Sense, Respirocytes, Temperature Tolerance, Toxin Filters, Wrist-Mounted Tools, Ultraviolet Vision
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 35 (w/ Respirocytes)
Wound Threshold: 7
Advantages: +5 COG, +5 INT, +5 SAV, +5 SOM
CP Cost: 35
Credit Cost: Expensive (35,000+)

(The Dryad was built after I developed Photosynthetic Skin at request from my home group. I had been working on some mythological morph themes (which will eventually be posted) so I decided to take the name Dryad and figure out a morph which could carry Photosynthetic Skin. Since that was nanotech, I turned it into a nano-ecologist project. Added in all applicable nanoware and many other environmental adaptations to build a morph with a unique niche to "live off the land", but not in a survivalist/prepper way like the Nomad morph, but more in-tune with a carefully crafted environment. The Dryad would be an interesting choice for a Player Character, they have a lot of survival utility and even sensory enhancements, but also lean to a narrow set of technical skills.)

Sunday, September 11, 2016

Photosynthetic Skin

Advances in biotechnology and nanotechnology have allowed Transhumans to greatly decrease their resource consumption, and extend the amount of time they can survive without needing to consume normal foods. The Personal Power Plant (p. 153 Gatecrashing) utilizes exotic and rare isotopes combined with nanomachines to generate bodily energy for decades. The implant for Long Term Life Support (p. 189 Rimward) puts maker nanites directly in the body to recycle food and air, if the morph can stay supplied with chemical supplements and raw materials. Efficient Digestion (p. 197 Transhuman) optimizes the body to use less calories, at the expense of its natural aptitudes, while Digestive Symbiote (p. 198 Transhuman) nanobots allow the body to consume almost any organic material. Nano-ecologists have been able to produce their own tech which advances the Transhuman body's ability to survive on minimal supplies, though its environmental constraints limit its use.

Photosynthetic Skin: Developed by nano-ecologists, this nanoware implant places active nanite groupings in the skin of the morph, which absorb the energy used by sunlight, and use water and the body's natural waste CO2 to produce limited amounts of chemical energy. While it would be possible to use genehacking to simply build morphs with cells designed for photosynthesis, the implant is able to accomplish this with an efficiency without heavily altering existing structures, making it more cost-effective. This allows a morph with this implant to survive without eating up to a month using just sunlight and water, though as with the personal power plant, certain vitamins and other supplements may be needed for cell replenishment or to avoid unpleasant deficiencies with extended use. However, this comes at certain "cost", which is that in order to function, the morph must expose a majority of its bare skin to the sunlight for approx 8 hours a day, more or less depending on local light conditions - though certain artificial lights also meet this requirement. [Low]

Due to the sunlight and skin requirements, the Photosynthesis upgrade has very limited applications. As Mars gets more terraformed, it becomes possible for those in the Outback to utilize this to reduce food consumption, and certain Gatecrashers have been interested for use on exoplanets, as this can avoid problems with consuming "local" flora or fauna for extended periods. Where the implant is getting the most traction, however is with Reclaimers. Damage to the Earth's biosphere means natural food is fairly limited and will take much time to replenish, but with basic toxin filtration to remove worry about contaminants, there is still a great deal of water left on the planet which could allow a bimorph to survive extended periods on the surface. Supposedly, this application is "purely hypothetical" at this state.

Saturday, September 10, 2016

Brand Name Weapons #1 - ScumTek

ScumTek is not so much a weapon design group as it is a loosely associated group of weapons otaku and Scum nanofab jocks who regularly correspond around the Solar System on exotic, niche or experimental weapon designs. Their weapons often push the boundaries of commonly-available tech, and also of common sense. While their weapons are often unusual or impractical, their designs have found some merit among Scum Swarms, gun nuts, a handful of Anarchist militias and especially Criminals with a penchant for showy equalizers. ScumTek hardly claims responsibility for most of their designs, as they are all open source with engineered capabilities for modifications - both structural and cosmetic.

ScumTek Outback Hawk Heavy Pistol:
The quintessential ScumTek weapon design, the Outback Hawk is a slightly over-sized heavy pistol model which features an even larger caliber round and "personalized" blend of ignition brick. This means the weapon packs a bigger punch than even a normal heavy pistol. The downside is that the weapon requires even more recoil compensation technology than normal, which means that automatic and burst fire mechanisms had to be removed to make room, and the larger size of ammunition means less overall magazine capacity. A common field modification is to replace these functions, though this is known to produce a marked decrease in accuracy. The use of specialized caseless material means there is not a railgun version of this weapon. Increase range of this weapon by 50%. [Low]
AP -4 2d10+6 DV SA  Ammo 8

ScumTek "Oozer" Machine Pistol:
Another ScumTek design made popular my modern crime and action vids, the Oozer is an attempt to build a cheap, small automatic weapon. It features a blocky, streamlined SMG frame made of basic composites which are easy to produce in a fabber. The weapon can easily be fired one-handed, as it uses smaller than normal ammunition in order to have a higher magazine capacity and even more balanced recoil. This is good because standard, the weapon only fires in bursts or on full automatic. The Oozer is even commonly obtained with technically "aftermarket" extended magazines and a block suppressor on the barrel. Due to it's size and composition, Perception checks to notice this weapon when concealed on a person are at -10. Reduce range of this weapon by 10%. [Low]
AP -1 2d10+1 DV BF/FA  Ammo 30

ScumTek "Perforator" Automatic Sniper Rifle:
"Ever wanted your long-range, precision weapon to fire on full auto? Now you can!" - quote from a ScumTek mesh forum
The Perforator is a solid example of the ScumTek ethos. Take a weapon designed for one thing, and play with the design until it also does something else. The Perforator is slightly bulkier than a normal Sniper Rifle. In addition to to the additional firing modes, the Perforator has an extended magazine, a reinforced precision stock, and an integral flash and sound suppressor. The weapon is also almost always equipped with an Imaging Scope. [High]
AP -12 2d10+10 DV SA/BF/FA  Ammo 24

Friday, September 9, 2016


Also called "Scalp Contracts", scalphunting is a type of job or contract order common on Extropia, and some other habitats of those political leanings. In Extropian economic models, just about every service is provided via a contract, this includes odd jobs. So, for those people who need short-term, high-pay, high-urgency jobs done - there is scalp contracts. These services are usually put out on a "first come, first serve" basis, and form short term job contracts rather than steady pay for a continuous service. There is minimal negotiation in a Scalp Contract, though there are often small percentage bonuses for a high speed accomplishing the task, but failing such a contract (as many of them have short time frames to complete) will typically result in a rep hit. Extropia's local mesh is awash in these jobs, both through personal social media posts, and many job posting services, who make their profit on minute percentages of the job pay. Larger hypercorps on Extropia often accomplish a similar service by subcontracting to "gofer" corps, who do such odd jobs on a regular contractual basis, though this is never quite as popular as just going "scalphunting". The term gets its origin from several historical uses of the term "scalping" in association with money-making.

Mechanical Considerations: Finding a Scalphunting job is an appropriate Networking or Research test. They should be the kind of job one can accomplish in a short period of time with a skill test or two and pays relatively well compared to the amount of effort. GMs, assign a price in a few hundred to a few thousand Credits based on projected difficulty and time frame, and figure out a few applicable skills to do the job, preferably a mix of Active and Knowledge skills.

Scalphunting Ideas:

  • A mercenary contractor is about to ship out, but left his order of Ramen back in the Noodle. He leaves in less than an hour. Pays 500. Applicable skills: Flight, Freerunning, Free Fall, Pilot: Aircraft
  • A pet owner is looking to recover their rare Profundan micrograv cat, which has gotten lost in the station. First person to find the cat gets paid 500.
  • A small group is planning an ad hoc recreation of "Where's Waldo" in Progress Plaza and is planning for about 4 hours. Pays 750. Applicable skills: Disguise, Infiltration, Academics: Kinesiology, Art: Performance
  • A restaurant is trying an unusual marketing technique, handing out physical flyers as people come in. Need to hand out a packet of flyers before the dinner rush in 6 hours. Pays 1,000. Applicable skills: Persuasion, Art: Design, Profession: Cool Hunting, Profession: Viral Marketing
  • A legal firm is looking for a way to serve papers to an unpleasant businessman on Extropia who is keenly avoiding known employees. They need to do it in the next 24 hours, or there will be further contract snafus. Pays 2,000. Applicable skills: Deception, Intimidation, Persuasion, Interest: Extropian Legal Codes, Profession: Law
  • A member of a hyperelite dynasty is preparing to meet with a matchmaker and a potential political spouse in 6 hours, and needs some coaching on some particular cultural and social norms before the meeting. Pays 5,000. Applicable skills: Art: Speech, Interest: Old-Earth Trivia, Interest: Transhuman Culture, Profession: Diplomat.
  • An eccentric resident wants to solve their own murder, and so needs someone to kill them. 24 hour time to set up, pays 10,000 and waives any legal fees or penalties. Applicable skills: Infiltration, Academics: Criminology, Art: Writing, Profession: Forensics, Profession: Police Procedures

Thursday, September 8, 2016

Armor Nanotech

Nanotech and smart material integration has done wonders for armor technology in AF 10. Systems like Lotus Coating, Immunogenic System and Reactive Coating (p. 313 EP) all integrate nanobots directly or utilize advanced materials science to offer great enhancements or new technological options in armor technology. But there are some even more complex and potent enhancements possible to armor, if one is willing to pay the additional costs to install them. Many of these are derived by studying techniques and technologies developed or utilized by TITAN platforms during the Fall, and using transhuman technology to produce them - which in turn has its own limitations.

NxRA: Non-Explosive Reactive Armor is a modification of the concept or reactive armor, derived from "Deflector" technology show by many advanced TITAN weapon systems during the Fall. This modification embeds the surface of the armor with small but very powerful superconducting capacitors. When a physical object strikes the armor, the capacitors discharge, producing localized but incredibly potent magnetic fields. This force is enough to deflect or divert many small physical projectiles, but does not necessarily completely cancel the force they have. Its entirely possible for a round to bounce off one area of the target and strike another portion before the capacitors cycle, or hit an adjacent target. Even so, it is a potent defense for those who can afford its cost, usually preferring to mount it on combat drones or vehicles. This mod grants a -20 penalty to physical projectile attacks, such as Seekers and Kinetic Weapons. The internal power which rapidly fills the capacitors holds enough power for 10 uses at a time, and will completely recharge in one hour. [High]

Smart Chaff: Conventional chaff countermeasures are still utilized by armored vehicles, aerial drones and even spacecraft for their purpose of defeating or weakening munitions guided by radar or lidar. Smart Chaff is a countermeasure which is conceptually similar to the conventional kind in that it has a marked similarity to the idea of the protective husk or shell to plants, and is used primarily to combat explosive weapons. The smart chaff system builds small launchers into set of armor or armored shell which when they detect an oncoming explosive munition, spray a tiny set of smart material particles into the air in the direction of the explosive. These smart particles adjust their shape and attitude as they move through the air, forming a fine mist which functions to absorb or deflect oncoming waves of heat and pressure. While fairly potent in this function, deflecting force away from the user or functioning as a temporary "ablative" layer for heat or other radiation, the Smart Chaff has such minimal mass on its own, it is completely ineffective at stopping explosives with a kinetic component, such as shrapnel from a Fragmentation grenade, or the penetrator in a HEAP seeker. This mod adds 10 points of Energy Armor against explosive weapons like Grenades and Seekers. This bonus can only be applied to attacks the user is aware of. The system holds 5 uses at a time, and recovers 1 user per hour. [High]

Wednesday, September 7, 2016

Black Lightening

For most transhumans, caffeine is a popular "addiction", but mostly a cosmetic one. The effects of caffeination are limited compared to real nootropics or stimulants, or the enhancements inherent to a morph, but many also have an acquired habit from the past. It is a social habit as well, with many transhumans still enjoying a "morning coffee" or a "tea time" with others - Old Earth nostalgia being a prime factor. But for Synthmorphs and Infomorphs, these rituals are no longer possible. Sure, XP or VR can mimic the sensation, but this is still consuming a form of media, not a product. This is where Black Lightening comes in.

Black Lightening: This narcoalgorithm is designs as an analog for caffeine or other stimulants, which works by digitally simulating centers in the cyberbrain (or emulator software) which mimic a refreshing jolt of coffee. Users feel more pep, and are more active, and tend to feel like they can react faster, or get more done. This last aspect is actually because the algorithm also includes a time sense dilator, users actually experience that they move and react quicker to thinks, similar to the Neurochem implant, and gain +1 Speed while using the algorithm. Combined with the stimulant experience, the user feels an improvement in productivity and energy which is akin to how many felt on caffeine before, or many felt that they should feel. However, this stimulation has some downsides. Many also are jumpy, erratic or impatient - they have high volumes of energy they feel compelled to use on something, which may come out as nervous or repetitive gestures (pacing, tapping) or an inability to sit still or wait. Users must make a WILx3 test to remain passive or wait for something to happen, with failure indicating they need to take some form of action rather than wait. [Low]

Application: Run
Onset: Instant
Duration: 3 Hour
Addiction Modifier: +0
Addiction Type: Mental

Black Lightening is often sold for Synths in small packages which resemble k cups or tea bags, but are plugged directly into the access jacks.

Monday, September 5, 2016

Memory Wipe

While memories may never have been "sacred", the transhuman future means that a person's memories are more readily accessible by others than ever before. This means that to protect secrets or intentions, some people occasionally block or erase memories to keep them from others. Commonly, this involves devices such as the Memory Lock (p. 149 Panopticon) or drugs like Grey Ranks (p. 175 Firewall) to block long-term memories from forming. Others may undergo lengthy and possibly damaging psychosurgery to remove or alter their own memories, and similar processes can be done with Brainhacking. The fact that editing memories stored in a cyberbrain is much easier led to the advent of this particular technology, used by some criminal or special operations types.

Memory Wipe: The Memory Wipe is an add-on which integrates with Mnemonic Augmentation, such as is automatically included in Cyberbrains or Infomorphs. It serves as an automated process to delete certain memories stored in Mnemonic Augmentation, which puts them out of reach of brainhackers and psychosurgeons. This system can be fairly nuanced, either able to delete all memories held in a single period of time (up to one week), or memories can be "tagged" for deletion in the interface (Make an Interfacing test to tag memories in a pinch) and all scrubbed at once as a Complex Action. This can be highly disorienting to some people, as memory wipe users are often conscious and aware they have wiped their own memories, and thus keenly aware they can now no longer remember something. A gamemaster's discretion, deleting more than several continuous minutes of memories may require the user to make a Continuity test (p. 272 EP) to handle the possible stress. Like with many computer systems, the speed at which the Memory Wipe removes the memories means they are often not completely deleted, and a psychosurgeon may attempt to recover the memories with a -30 Psychosurgery test, in an action which may take minutes or hours of work depending on how much memory was deleted. This augmentation is also available as a software upgrade for Infomorphs. Requires Mnemonic Augmentation. [Moderate]

Sunday, September 4, 2016

Attack Barrier

Almost all computer systems and devices come equipped with a Firewall (or many other similar programs with a variety of names such as "Lavawall", "Icewall", "Thunderwall", etc.) which serve a basic function of screening unauthorized traffic in, while still allowing regular outgoing communications. For most, this level of protection suffices, especially when combined with active monitoring by dedicated information security technicians or onboard AI. But for many military systems, the risks of hacking offer too much to leave to conventional, low-level systems. Such systems were used before The Fall, but the TITAN systems often found other ways to bypass these protections, or were simply not deterred by the additional countermeasures of military firewalls - which led to their use being limited afterword, and almost exclusively resigned to use by governing bodies, even private individuals have a hard time acquiring these so-called "Attack Barriers".

Attack Barrier: Known also as a military-grade Firewall, or sometimes referred to colloquially as a "backfire wall", the Attack Barrier is a sophisticated, nasty piece of software which is regulated basically anywhere that has regulations. The system integrates sub-AI Expert Systems and a modular codebase to increase efficiency and difficulty to probe. Some are even heuristic or self-modifying, even deliberately forming small exploits for a moment, only to close them shortly after. This automatically applies a -10 penalty on InfoSec tests to bypass the Firewall of a protected system. But the real prowess (and danger) of an Attack Barrier happens if a hacker fails to properly bypass the system. Failing to break an Attack Barrier almost always results in the Barrier logging the hacking attempt, at which point the system automatically counterattacks. Wireless intruders are subject to a trace and counterintrusion (see p. 258 EP) with an Attack Barrier's built in skillsofts counting as Research and InfoSec of 40. Failure to trace or counter-intrude will have the system log appropriate recommendation to perform a wireless termination or reauthentication. More dangerous for a hacker, however, is what Attack Barriers do to wired connections. The attack barrier system produces a potent electrical feedback in the area of intrusion, such as access jacks or conductive surfaces in case of Skinlinks, which causes 1d10+5+Shock DV to the person or device plugged into the system, ignoring Armor Value. While intended to incapacitate the hacker, this also commonly has the effect of damaging or disabling the physical access point used by the hacker. [Moderate]

Despite their uses, Attack Barriers are fairly rare outside of government computer systems, and as noted are highly regulated by most local laws - which often limit their powers. Attack Barriers used by the Titanian Commonwealth, for instance, have particularly sophisticated tracing and counterintrusion properties, grafted from their own top InfoSec experts, but their barriers are almost all secured in hardware which is physically incapable of using the shock functionality (at least, officially). In the Planetary Consortium, hypercorps with controlling interests in habs or corp stations are allowed to utilize these softwares, but rarely do so because of the harm they inevitably cause to their own hardware - preferring to use indentures or shackled AGI for active security. A topic common in LLA legislation is if Lunar banks may be allowed to employ Attack Barriers to safeguard the electronic systems which govern bank security, which has yet to pass. Before the Fall, Attack Barriers were actually most common on military vehicles, intended to protect from unwanted hacking while still allowing normal network functions - but due to this making subverted vehicles all the more hard to retake, this use of them has almost universally been stopped. Even still, rumors persist of government operatives using them in their own Cyberbrains, a nasty surprise used by many a counterterrorism or undercover operative.


Felinoid (Biomorph) Originally a very obvious hack by early Genehackers and biosculptors, the Felinoid became its own robust morph-line, an alternative to the Bouncer for those who prefer not to deal with microgravity or prehensile feet. The full felinoid has enhanced genetics for hyperflexibility, enhanced senses, the tail and grip pads in the hands and feet to grip almost any surface, but retains the oxygen supply of the Bouncer. Felinoids also come with the appropriate features, with slim, lithe builds, cosmetically furred and enlarged ears (which are still on the side of the head), claws, pointed teeth and eyes with slit pupils. They also contain the genetics to purr from the Pleasure Pod. Users of Felinoids usually report an increase in inquisitiveness, impulse to react to fast moving objects and to work their claws into soft materials. A common upgrade to the Felinoid called the "Tigress" works as a cheap security/infiltration upgrade, adding armor, chameleon skin and upgrades to cyberclaws - as well as any number of other appropriate enhancements. Numerous cosmetic variants which display different ears and tails also exist. Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Grip Pads, Oxygen Reserve, Prehensile Tail Movement Rate: Walker (4/20) Aptitude Maximum: 30 Durability: 35 Wound Threshold: 7 Advantages: +5 COO, +5 REF, Limber (1) trait CP Cost: 30 Credit Cost: Expensive

(This was one of the first morphs I designed using Transhuman's morph creation rules. Feature creep is an obvious issue with this sort of thing, so I wanted to make a simple design goal. To that end, the idea that some genehackers would obviously design the optimal catgirl/kemonomimi morph made for a very simple idea. After some work, and commentary, Oxygen Reserve was added because it doesn't change the end-cost of the morph, and then more clearly makes it an alternative to the micro-grav oriented Bouncer for people who prefer to climb on things rather than be free-floating)

Saturday, September 3, 2016

Enhanced Touch

In terms of bioware, the concept of enhanced senses is very common in the Transhuman Future. Enhanced Vision and Enhanced Hearing (p. 301 EP) are such common augmentations that many lines of morphs even come with them naturally. While not as common, Enhanced Smell (p. 301 EP) is similarly a useful modification with many applications for transhumans. However, the augmentation of Enhanced Touch can be seen as more exotic.

Enhanced Touch: In simple terms, this implant greatly increases the density, sensitivity and complexity of various cells in the skin responsible for tactile and haptic feedback, usually around 5x increase in sensitivity. This means that morphs with this implant have a much better sense of "fine touch", and are able to tell details about an object through simple touch much better than before, possibly even being able to get a sense of an object as good as with (unenhanced) vision. This augmentation also tends to give morphs a more detailed sense of small ambient details, such as shifts in airflow and temperature. However, this enhancement in sensitivity is invariably bonded to other aspects of the sense of touch, such as pain responses. The implant offers a +20 bonus to any purely touch-based Perception test, and a +10 modifier on any Skill Test which involves a fine touch (so long as you're using your bare hands), but a -10 on all tests related to pain, such as the WIL test caused by a Microwave Agonizer's "Pain" setting. [Low]

Many people who utilized Enhanced Touch operate in Socialite circles, the increased detail and fine touch sense are useful for many artisans, especially in the fashion industry. Others simply enjoy the novelty, or even pleasure generated from the enhanced sensitivity. Technicians, escape artists and cat burglars are the other most frequent users of Enhanced Touch, as it has great uses for manipulating small objects, or doing precise work on things you cannot see. Many criminal outfits make use of Enhanced Touch in certain morphs, either for purposes of interrogation or as an extremely "ghetto" version of Tasping if they cannot afford or perform conventional Psychosurgery. Enhanced Touch is also available as a Robotic Enhancement, and quite popular for Synths which may normally experience a certain dullness in their tactile sensors. The fact that all Synthmorphs can disable pain feedback make this option even more appetizing for them. For biomorphs, use of Sense Filters (p. 149 Panopticon) is recommended to avoid any unwanted side-effects.


So, here's what this is.

I been a huge fan of the Eclipse Phase RPG for a long time. Been a member on their forum for years, etc, etc. Inspired by concepts like Farcast and Seedware I wanted to create a personal space to jot down homebrew ideas for mechanics, characters, plots, items, whatever without having to worry about threads getting buried on a forum or passing into the ether such as on an imageboard. I've had loads of ideas I've either made, or curated over the years - some of which I've never shared outside my immediate gaming group, so I figured I might as well have a place to expand on ideas, keep track of them, share them with people.

 I don't want to say this is a yearblog like Farcast or Seedware. I don't want to nail myself down to posting every day, because I'm doing this for fun. Life can be random or chaotic sometimes, and I don't want this to become a chore for me to do every day. Similarly, I don't know if I'll stretch it out to post a continuous year, or maybe it'll go way past that. And maybe I want to post multiple entries in one day. Some people work well with a lot of rules, some people work well with lots of freedom.

The name comes from the "reputation system" or "reputation economy" concept in the game, where reputational standing with various clusters of factions is codified as "rep", usually with a certain letter prefix. So "H-rep" is my sharing of ideas which are homebrewed, building a little network and maybe a little rep for myself.

Here's hoping for a long while of good ideas.

Eclipse Phase is under the Creative Commons license, Attribution-Noncommercial-Share Alike. So all credit to the setting and original work go to Posthuman Studios, who generously allow their work to be shared, copied or remixed for noncommercial purposes, so long as it's done with attribution under the same licensing.