Showing posts with label morphs. Show all posts
Showing posts with label morphs. Show all posts

Saturday, March 25, 2017

Neo-Raptor

Neo-Raptor (Biomorph)
A product of the "Lost World" Center in Burroughs Crater, this is a transgenic morph creation built from a combination of extant DNA samples, structural analysis of fossil record, neogenetic modeling of Dromaeosauridae and Neo-Avian uplift strains. The result is a small, avian-form morph which visibly and functionally resembles "raptor" dinosaur species. While the morph cannot fly and instead must glide short distances with feathers and membrane it has several advantages over the normal Neo-Avian, such as powerful legs and a counterbalancing tail for sprinting, greater sense of vision and smell over uplifted species, sharp claws on the hands and feet - the latter of which are designed to be highly flexible and prehensile. Because they were designed on Mars, the morph also comes "Rusterized" and able to survive many Martian conditions with lower oxygen values and temperatures. For purposes of logistics, most Neo-Raptors are based on smaller species and stand about 1 meter in height, but larger variants exist. This is a fully marketed product, and several Hypercorps have taken to employing them with Neo-Avian uplifts as patrol and security forces due to their inherent agility and intimidating appearance. It should be noted, this is not a proper uplift species. Not enough DNA exists to recreate a raptor species and uplift in situ - the Neo-Raptor is more akin to a specialized and adapted Neo-Avian morph and they do not exist as a species on their own.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Enhanced Smell, Enhanced Respiration, Enhanced Vision, Gliding Membrane, Prehensile Feet, Temperature Tolerance
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30 (20 SOM)
Durability: 30
Wound Threshold: 6
Advantages: +5 SOM, +5 INT, +10 REF, +10 Flight, +10 Freerunning, +10 Intimidation
Notes: Small Size, Nonmammalian Biochemistry
CP Cost: 30
Credit Cost: Expensive (30,000)

(This is an idea I've had since the first glimmers of Burroughs Crater - a way to add a bit of unique flavor for them into the game itself beyond the area of the crater. I know others have made dinosaurid morphs in the past, but this clicked really well for my own variation to work with Lost World. The result is a pretty pesky little bugger, with a lot of skill enhancements to counterbalance the limited SOM, relatively low DUR and limited implant selection, including the loss of the Wings. With this aptitude and implant spread, they make decent morphs for combat and scouting, with a lot of mobility. Range isn't their thing, but you could outfit them with Chameleon Skin and let loose if you liked - a raptor with a gun is probably a pretty fun image. I'm explicitly noting this is not a "Raptor Uplift" - that's a really complex process which would require reviving actual dromaeosaurs and carefully adjusting their genetics to make them transhuman level cognitives, and there's just not enough of the underlying DNA to work with. Even if someone was "born" into a Neo-Raptor morph, they'd just be a Neo-Avian pattern uplift with a specialized morph. Use enlarged size if you want to model a larger "sub-species" of Neo-Raptor.)


Saturday, February 11, 2017

Arachne

Arachne (Pod)
One of the latest models from Fortean, this pod actually isn't necessarily directly mythological - but pop-cultural. However it does have a decent background, and thus was chosen. The Arachne has an upper torso of a human (usually female) and a lower body which resembles a spider. This morph very heavily utilizes cybernetics and biosculpting to create, and so there is some debate among genehackers if it meets the proper standards of Fortean, but functionally it has the respective elements. The legs end in grip pad material so it can climb, and the multi-leg pace makes them fairly quick on their feet and able to move easily, despite their enlarged size. For protection, the shell of the lower body and sections of the torso are carapaced, but most of the upper body is not, though this protection is fairly balanced (and conventional armor is hard to wear on the Arachne anyway). The morph has venom, sharp bioware claws and lightning fast reaction time, meaning it can be used for fighting or security purposes pretty easily, but most impressive are its mobility options - not just the grip pads but a spindle build into the lower torso, and spinneret organs in the hands or mouth usually for organic silk. While hobbyists popularize the morph, it's also been of some appeal to Neo-Octopi, and those in ongoing areas of octopode research, and supposedly some hypercorps have acquired a version of the design to test with octopi minds to create "water spider" pods.
Implants: Access Jacks, Basic Biomods, Basic Mesh Insert, Carapace Armor, Claws, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (8 Legs/2 Arms), Grip Pads, Modularized Gear (Spindle), Mnemonic Augmentation, Poison Gland (Twitch), Predator Node, Puppet-Sock, Reflex Booster, Spinneret
Movement Rate: 4/20 Walker
Aptitude Maximum: 30
Durability: 50 (w/ Hardened Skeleton)
Wound Threshold: 10
Advantages: +10 Freerunning, +5 COO, +10 SOM (w/ Hardened Skeleton), +10 REF (w/ Reflex Booster), +1 Speed (w/ Reflex Booster), Limber (1) trait
Notes: Large Size, Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 45
Credit Cost: Expensive (45,000)

(The arachne is a recent creation of mine. While I'm sure I've seen someone else attempt a "Drider", they probably did not mount a spindle to it, or invent a new Bioware to produce spider silk. Technically, this morph breaks some rules, such as Carapace not covering literally the entire body or rendering the morph hairless - though an Arachne still can't stack armor with it unless it allows stacking separately. It also has a gear mount built in, but it's cool, so skip the problem. The morph itself is very tough, quite large and has some potent bonuses due to implants. It could easily be used as a combat platform for a "tank" character. But is also has great mobility. I included the freerunning bonus because spiders move pretty fast, and multiple strong legs would be ideal for short sprints, jumps and clearing of obstacles - and the climb bonus is already vastly added by Grip Pads. This means you can use this morph to really get around. Add some additional modifications, and you can get a variety of uses from the morph. Just remember the Large size and vast collection of legs, which can make tight spaces uncomfortable, even with Limber.)

Monday, February 6, 2017

Vishakanya

Vishakanya is many things. It is a tactic. It is a group. It is an individual operator. It is a way of life. It is a physical shell. The term "Visha Kanya" originates from Sanskrit, and translates into English as "poison girl". The name describes a type of female assassin in Indian ancient history and mythology, who were rumored to have supernatural powers to kill or that their bodily fluids were poisonous, meaning sexual contact would be lethal. Other accounts tend toward more realistic, using seduction to distract from administering a poison or the practice of Mithridatism (slowly acquiring poison immunity) - though the actual effectiveness of this technique is not as reported in many histories and stories. From there, "poison girl" remained a concept and archetype in the world of Indian literature, well into the modern period.

Most importantly, the idea has persisted in the collective unconsciousness into the age of space colonization, where Indian government, corporate and civilian colonization efforts have spread beyond Earth, and remained even after the subcontinent had fallen. While a singular Indian culture remains strongest on Luna, their population and language group was large enough to be noted across the Solar System, with significant populations among several planetary bodies. Also important is that advances in Transhuman technology made many of the legends of the Vishakanya possible, or more believable. This allows for a manipulation of image, myth and popular culture similar to the Bruixeria phenomena. Morphs can be customized to produce or be immune to poison, they can internalize weapons and be able to lie better, they can sense beyond the norm, and even alter their physical appearance. The rise of Nanoware in the post-Fall era makes their capabilities even higher.

So, the practice of Vishakanya began to rise again, and so did organizations to support them. Corporate and criminal groups of indian cultures began to exercise the tactic and cultivate both specific morph-lines and agents and support staff to train and utilize them. The idea then spread to have a moderate amount of knowledge and utility in Hindi cultures across the Solar System, and the term has been adopted for other cultures to refer to the idea. As of yet, no political operators have been tied to a Vishakanya-type operation, though that does not rule out it being used to quell political rivals.

In the early days of the reemergence, one had to cultivate or customize their own "poison girl" morph, but now when one wants to send a Visha Kanya, they tend to want to contact the right group. These groups are typically a front for a local organization who may pay their dues to a bigger org or stand in their own right. On Luna, they are typically "cultural" centers or organizations, who stay clear of the local triads and "civil leaders". One pays an appropriate rental fee and obtains the body for the agreed upon period. Most houses which supply the morphs can also supply Egos to use them, but by all accounts these are often of much lower quality and the bodies; they use forknapped minds who are tasped or behaviorally modified, egos they have illegally or cheaply indentured because they have no marketable skills, poorly-made forks of their own operators and desperate low-level employees who can only be promoted through kills. If one lacks the mind of an assassin to go with the body, one will have much more success finding a freelance hitter who uses the Vishakanya body and tactics.

Modern Vishakanya operations are fairly simple, and follow the themes. Using implants and training they socially manipulate the target, draw them to a secluded or other favorable location - then kill or incapacitate them with poison. Sometimes, a physical death is all that matters - resleeving is expensive and stressful, so it can be a simple warning or reminder. Other times the poison girl is sent to capture the stack, which allows the target to be forknapped and tortured or interrogated. Other times, killing is not the goal (though to those with the right resources it can be a very temporary setback) but to incapacitate, so that other operatives may move or other information can be gained - or the classic opportunity to construct situations to blackmail the target or harm their social standing. On Luna, use of a variant of the Vishakanya tactic is rising among Synthmorph activists, where instead of a biomorph they use a masked synthmorph, and after incapacitating the principle construct a way to reveal this to the public to hurt the standing of prominent biochauvanists. While the term still used is "poison girl", the physical shell can be any gender, and many are armed with sex switches or even hermaphroditic to allow broader utility.

Vishakanya (Biomorph)
The Vishakanya morph epitomizes the "poison girl" aesthetic. Their bodies are lithe, lean, usually with Subcontinent or Central Asian phenotypes - but each is deliberately crafted to look generic and appealing. These are not covert, fast infiltrators like a Ghost, but rather subtle social assassins and operatives. The primary function is that their bodies are poisonous and immune to poison, with the spit and other bodily fluids able to secret the BTX2 toxin. They have sharp senses which are belied by their appearances - and the social mods mean they can easily slip in wherever needed. Claws and Eelware let them defend themselves, or quietly disable targets. Advances in nanotechnology allow them to be even more covert, and sometimes they are improved with additional nanoware. All the while, they look like humble Splicers or Exalts. While they have a variety of improvements, it should be noted that a Vishakanya is not equipped for open combat, they have no augmentations to increase their durability, reaction or other combat potential - an open fight is an anathema to the subculture this morph was designed to represent. They are seducers and poisoners, not SpecOps ninjas.
Implants: Basic Biomods, Basic Mesh Insert, Claws, Cortical Stack, Eelware, Emotional Dampers, Enhanced Pheromones, Enhanced Smell, Enhanced Touch, Enhanced Vision, Nanophages, Poison Gland (BTX2), Sex Switch, Skinflex, Skinlink, Skin Pocket, Toxin Filters, Truth Filters
Movement Rate: 4/16 Walker
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 SAV, +5 SOM, +5 WIL, Limber (1) trait, Innocuous trait
CP Cost: 60
Credit Cost: Expensive (60,000)

Monday, January 30, 2017

Minotaur/Holstaur Pod

Minotaur (Pod)
Implemented by Fortean, this morph is a design based on classical mythology which also makes due as a decent security or enforcer morph. The upper torso is that of a (quite tall) human with heavy, thick build layered in muscles but the head and legs are styles after a bovine, typically a bull. This includes both long legs ending in hooves, and the traditional bullhead face - with some slight alterations. This includes moving the eyes closer together so they mostly face forward, and alterations of teeth and jaw structure to be omnivorous, matching with the fact that it has digestion based on a human. Long horns jut from the head, which when combined with an average 3 meters of height mean small doors can be a problem - but they are devastating weapons also. Generally, while intimidating, Minotaurs are considered unpleasant to look at, as their features are distinctly animal and then off-putting besides. As minotaurs have hooves, and lack proper feet, there are many habitat designs which do not allow them proper footing - which can be a hinderance.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Cyberbrain, Enhanced Smell, Fat Storage, Hardened Skeleton, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 45 (w/Hardened Skeleton)
Wound Threshold: 9
Advantages: +10 SOM (w/ Hardened Skeleton), +5 INT, +5 WIL, +10 Intimidation, Horn Attack (2d10 DV, AP -3), Pain Tolerance (1) trait
Notes: Large Size, Non-Human Biochemistry, Social Stigma (Pod), Uncanny Valley trait, Lacks Feet
CP Cost: 45
Credit Cost: Expensive (40,000+)


-Holstaur Variant
Variation on the Minotaur designed by Anarchists back on Chat Noir who got a hold of the design and decided to make it "cute", which also makes it much more useful in normal conditions in the Solar System. Holstaurs are normally sized, though still a little heavily proportioned, with only the lower body having cow-like features (hooves). While still impressive, their horns are slightly smaller to make them more manageable, and they've been retuned for herding and other defensive behaviors which generally make them more sociable. The human face additionally is well built to be appealing and friendly to most - making them much better at face-to-face interaction while still keeping their slight menacing air. Their hardening mods still exist, however, making them quite dangerous in a fight if underestimated. Holstaurs may be equipped with non-prehensile cosmetic tails, or cosmetic ear mods.
Implants: Add Enhanced Pheromones
Advantages: +5 SOM (w/ Hardened Skeleton), +5 SAV, +5 INT, +5 WIL, add Striking Looks (1) trait, Horn Attack becomes 1d10+1 DV AP -1
Notes: Remove Large Size and Uncanny Valley traits.


CP Cost: 40

(Another mythological/monstergirl type reference. Saw a version of the original from some time ago, and was inspired to make my own try on it. The Minotaur is another variation on the typical "big burly" type morph, with decent DUR, great SOM, the built in weapon and intimidation bonus, but the counterpoint of the "hooves" problem, like with the Centaur. The +INT is for INIT and also reflects a more balanced situational awareness to the core Minotaur, which makes a good fighter. I went with Uncanny Valley instead of Attractive because specifically I thought the idea of a more anthropoid cow able to speak human language would specifically be off-putting to people, but a talking Orca or Pig wouldn't be bothered - unlike if they saw a horrific bugman face. The Holstaur then is "okay, take big burly and make it more utility". It technically breaks the variant rules, but those are extremely limiting anyway and it isn't truly its own morph line. So, this one drops Large Size (but doesn't Reduce, it's more just a remodel still built on a tough frame) and Uncanny Valley via having a real face - and adds Striking Looks, a SAV bonus and Pheromones to get much more social advantage - though it loses some SOM and the Horn attack becomes weaker. This makes a morph which can still go some rounds, but is much more socially adroit. It can influence people, determine their motives better, and is actually better at intimidating. Minotaurs are thugs and enforcers, a Holstaur can make a pocket Fury or a bodyguard - nobody expects that cute (literal) cowgirl to pull a diamond axe from behind her back and slam it into your chest.)

Sunday, November 13, 2016

Revenant pod

Revenant (Pod)
For those who have experienced "death", many find it unpleasant in many ways, and like to avoid it. Others embrace deathliness. Either way, those people who have to deal with death both mentally and with the physical problems (i/e non-functioning morphs) often come up with interesting coping mechanisms. The Revenant Pod is one of these mechanisms. Designed similar to the survivalist pod, the Jenkin, the Revenant has interesting definitions of "survival". Firstly, the only way to properly assemble a Revenant is by recycling - skin and even whole limbs from other pods and biomorphs are used, giving them an often "patchwork" or pallid look as damaged flesh is recovered. Internals such as organs and internal cybernetics are often built from recycled materials. However, the real "survival" of the morph comes from its enhancements. The skin is made exceptionally hard, and many nerves - especially responsible for pain - are deadened. Revenants are almost as bad as synthmorphs at noticing serious injures. The armor and tough cybernetic skeleton mean they absorb a lot of harm - are not bothered by most poisons, and are protected against vacuum and temperature extremes, with cybernetics to supplement the lungs. Emotional Dampers keep them calm and focused, in off-putting, in stressful situations, and ultimately, the Possum Cache allows them to keep functioning over the mesh while Medichines perform basic repairs on the body. Revenants are hardy enough that so long as the cyberbrain isn't damaged, even severed limbs can simply be reattached in time. However, due to recycling concerns, Revenants tend to have blank, often similar faces which means social interactions with them are... unusual to say the least. The deliberately deadened nerves also tends to greatly inhibit rapid reactions and quick movements. This pod is most popular in certain morbid circles of Scum, Socialites and Brinkers - though any habitat with strained resources on morphs (or who has recently experienced large die-off of biomorphs or pods) can turn to the design in a pinch.
Implants: Access Jacks, Basic Biomods, Basic Mesh Insert, Bioweave Armor (Heavy), Cyberbrain, Emotional Dampers, Hardened Skeleton, Hibernation, Medichines, Mnemonic Augmentation, Oxygen Reserve, Possum Cache, Puppet-Sock, Toxin Filters, Vacuum Sealing
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30
Durability: 40 (w/ Hardened Skeleton)
Wound Threshold: 8
Advantages: +10 SOM (w/ Hardened Skeleton), +5 WIL, Pain Tolerance (2)
Notes: -5 REF, Social Stigma (Pod), Uncanny Valley trait
CP Cost: 40
Credit Cost: Expensive (40,000)

(Revenant is actually a recent idea. I thought of it while trying to come up with new ideas for H-Rep (not that I'm running out of backlogged ideas, just wanted to make sure I could keep it fresh), and decided to do something interesting with the Possum Cache. From there, it moved back to mythology ideas, and generated a zombie-like pod, built from recycled materials which is pretty tough to take out. It can lie in wait for quite some time before springing to life, and with build in Medichines can pop back up even after you think you've killed it. With the x2 Pain Tolerance, it also is remarkably resistant to Wounds. The WIL bonus and Emotional Dampers means they can put up mentally with all the abuse they can take. REF penalty slightly balances this out - the Revenant goes nowhere fast but can take a beating on the way. It makes a bit of an oddball combat pod which could symbolize an interesting history. GMs are encouraged to reduce the price in habs which have an influx of "raw materials" to work with, though the CP cost is important for balancing concerns)

Tuesday, November 1, 2016

Lamia pod

Lamia (Pod)
Another Fortean creation, The Lamia pod is less transgenic and rather a clever use of cybernetics. The lower body, where most of the legs would be, is replaced by a long, cybernetic tail shielded in synthetic scales. The tail not only touches the ground, but has enough length to coil around slightly and act as a prehensile limb. This means that generally, the Pod is only about the height of an average transhuman. They are also armed with several snake-like features, like the enhanced sense of smell and taste, the ability to see into IR, and a poison gland located in the mouth. The hands and snake tail are also covered in grip pad material, giving them a great natural ability to climb and slide up and down objects. Lamias are also equipped with digging claws to burrow if they so desire. Additionally, there are more cosmetic alterations, such as the ability to dislocate the jaw, and powerful digestion nanotech which allows them to consume animals whole. Variants of the Lamia both with and without butts exist.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Heavy), Cortical Stack, Cyberbrain, Digging Claws, Enhanced Smell, Enhanced Vision, Grip Pads,  Lateral Line, Mnemonic Augmentation, Muscle Augmentation, Poison Gland (BTX2), Prehensile Tail, Puppet Sock
Movement Rate: 4/16 (Snake)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +10 Climbing, Limber (1) traits, Striking Looks (1) trait
Notes: Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive (40,000+)

(Another concept which has been through several iterations on the internet, this being my own take. Like others, this was an early design I went through several internal variations on. I wanted this less for the mythological theme, and more just because I wanted to do something interesting with the Snake mobility. From there, it was easy to think about some classically snake-y features which could be incorporated into a morph. The climbing/digging, COO bonus and sensory augs make a Lamia a viable stealth morph (combine with Chameleon Skin for more fun), but the Muscle Augmentation and Poison Gland make it more combat focused, including with an unarmed weapon - so there's some variation of utility. The butts comment harkens back to an old internet discussion about the merits of various snakemen and snakewomen.)

Thursday, October 27, 2016

Harpy pod

Harpy (Pod)
A Fortean creation, this pod splices transhuman lines from Furies and Lunar Fliers with large raptor genetics to produce a flight-capable combat pod. Unlike a majority of Lunar Fliers, the harpy is more like a Neo-Avian, with wings on the arms which have flexible hands tipped with sharp talons for gripping. The feet are also reinforced and fully prehensile and armed with claws - and allow the Harpy to grip and manipulate objects with it's legs while its arms are in flight. Harpies are also heavily muscled, with enhanced torso muscle groups to give them the ability to fly, and are gifted with sensory augmentations and low pressure protection to operate at high altitudes. For "thematic" purposes, the Harpy are nearly always produced as female, with sharp, austere features.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Low Pressure Tolerance, Mnemonic Augmentation, Muscle Augmentation, Neurachem (1), Prehensile Feet, Wings
Movement Rate: Walker (3/19), Flight (8/40)
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +5 to one Aptitude of your choice, +1 Speed (Neurachem)
Notes: Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 55
Credit Cost: Expensive (55,000+)

-Siren Variant
While some use the Harpy for combat and survival purposes, a variant designed for socialization also exists - the Siren. This model has its maximum combat potential toned down to make way for more socially focused implants. Similarly, the morph is respecc'd both for physical appearance and social acumen. Sirens tend to be more thin and finely built than Harpies, with softer, more alluring features.
Implants: Remove Neurachem (1), add Clean Metabolism, Enhanced Pheromones and Lyre's Syrinx
Advantages: +5 SOM (w/ Muscle Augmentation), +5 SAV, +5 COO, +5 INT, +5 to one Aptitude of your choice, add Striking Looks (1) trait
CP Cost: 60
Credit Cost: Expensive (60,000+)

(Though ultimately made as another pod from Fortean, my Harpy design as a combat morph+wings has gone through a couple of iterations, including just as a Fury variant with the Wings. Thematically, mods which make sense for the Harpy also interestingly make it ideal for a fighting morph, with the claws, strong upper-body strength for the wings, the enhanced sensory, etc. Once it stood on it's own, it was possible to produce the more expensive Siren variant, which moves around its bonuses to allow a more social focus, which bridges the gap between avian and humanoid morphs. It might be interesting to see how a Neo-Avian handles the presence of the Pod - do some communities like them for allowing them to interact with humanoids while retaining many natural capabilities, or do they find it an offensive "cultural appropriation" (and some with a less than positive view of Mercurials might point out Neo-Avians didn't have a culture when the Greeks were making urns). The Lyre's Syrinx is an interesting implant which originates from Seedware. I don't often cross-reference other big homebrew works, but the nature of the implant both mechanically and fluff-wise made it an ideal pick for the Siren variant)

Tuesday, October 25, 2016

Centaur Pod

Centaur (Pod)
One of Fortean's earliest transgenic creations, this model combines the humanoid upper torso with a full-sized torso of a horse - using the best Smart Horse genelines. Internal cybernetics reinforce the body, and greatly augmented musculature allows both halves of the body to support themselves. Centaur pods are very fast, great sprinters, with enhanced multi-lung systems which mean they can work in various levels of oxygen environments. They're surprisingly agile on their feet too, the result of highly optimized cyberbrain sectors. Centaur users report increased curiosity, inquisitiveness and observation, though they sometimes feel panicky or more likely to flee from threats. They are also bundled with digestive enhancements which means they can actually live off grass, though a Centaur pod requires a decent diet to keep it's organic parts nourished. The hooves of a Centaur pod make deadly weapons in a pinch as well. It is possible for one or more medium sized morphs to ride on the back of a Centaur, but the small centaur communities of Fortean generally consider this rude except under specific circumstances. Fortean's genehackers have also managed to "miniaturize" the Centaur by sculpting down it's body to be more in line with a pony, which makes the result about as tall as the normal transhuman - though considerably less hardy (See Reduced Size trait).
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digestive Symbiotes, Enhanced Hearing, Enhanced Respiration, Mnemonic Augmentation, Muscle Augmentation, Puppet-Sock
Movement Rate: 4/40 (Walk)
Aptitude Max: 30 (40 SOM)
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +10 Freerunning, Hoof Attack (AP -1 1d10+1 DV, use Unarmed), Extra Limb x2 (Four Legs, 2 Arms)
Notes: Large Size, Non-human Biochemistry, Social Stigma (Pod)
CP Cost: 35
Credit Cost: Expensive (35,000+)

(Centaur is actually fairly late in a series of classical mythology pods I work on from time to time [feel free to leave a suggestion in the comments, I already have a version of Harpy and Lamia] which usually sources back to good ol' Fortean for making unusual genehacking combinations. The Centaur is an interesting morph. Large Size gives it a lot of solid bonuses but matched impairment, and because of fairly limited implant needs it can afford a Muscle Augmentation - so Centaur Cavalry could actually work as a build. The hooves also make a decent unarmed attack with a guaranteed decent DB. Wouldn't want to try one in zero-g, though. The Reduced Size trait means one can make a pocket or mini-centaur morph which is more manageable but less visually impressive. Might be a good morph for a gatecrashing campaign)

Friday, October 21, 2016

Yeti

Yeti (Pod)
Originally designed by a Titanian microcorp as a cold-weather option for Hominid uplifts, the Yeti has spread throughout the Outer System as a low-temp labor pod which is also suited to Uplifts. Made from a combination of various hominid species (including some extinct lines), the Yeti is a tall, large morph covered in thick fur and an insulating layer of fat, with very long arms. Designed to operate in cold temperatures, it is shielded from glare and able to navigate easily, and enter hibernation to conserve resources. It also has a reinforced skeleton which makes it ideal for heavy lifting jobs. Sadly, the mixture of genes that went into the pod means that almost always do they have unpleasant or unnatural facial features, which tends to impact their ability to socialize properly.
Implants: Access Jacks, Anti-Glare, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Fat Storage, Enhanced Respiration, Enhanced Hearing, Enhanced Vision, Hardened Skeleton, Hibernate, Mnemonic Augmentation, Prehensile Feet, Puppet-Sock, Temperature Tolerance (Improved Cold)
Movement Rate: 4/20 (Walker)
Aptitude Maximum: 30 (40 SOM)
Durability: 40 (w/ Hardened Skeleton)
Wound Threshold: 8
Advantages: +10 SOM (w/ Hardened Skeleton), +5 to one aptitude of your choice
Notes: Large Size, Non-Human Biochemistry, Social Stigma (Pod), Unattractive (1) trait
CP Cost: 30
Credit Cost: Expensive (30,000+)

(This was an attempt to build a cold-weather pod suitable for Hominids, who might not be comfortable in something like a Hulder. It ended up being an interesting design for it's raw strength and tough build, but it has a couple of negative impacting traits. Unlike some of the other designs I've done based on mythical archetypes, this isn't a Fortean creation. I personally think the Yeti name is kind of a marketing ploy to get it more coverage on the Mesh, and because coming up with another name for a cold-weather super-ape would be hard. A variant with (Cryonic) to withstand all kinds of cold temperatures would probably be roughly the same CP cost, but probably more expensive)

Thursday, October 20, 2016

Ulmo

Ulmo
Type: Terrestrial (Oceanic)
Primary Star: M2V (Red Dwarf)
Gravity: .84 g
Diameter: 10,076.62 km
Atmospheric Pressure: .53 atm
Atmospheric Composition: 55% Argon, 17% Oxygen, 17% Carbon dioxide, 7% Sulfur dioxide,
3% Nitrogen, 1% Other Gasses
Surface Temperature (Mean): 28 C
Day Length: 48 Hours
Orbital Period: 283 Days
Satellites: None
Gate Access: Vulcanoid Gate, Set Gate
Notes: Planetary Rings, Deep Oceans, Transhuman Settlement (Aqua Dimension Research
Station Bathyscaphe)
Ulmo is an interesting prospect, settled in relatively close to its star, with an ideal temperature range for transhumans, but an atmosphere too thin for those without Enhanced Respiration to breathe. Unfortunately or fortunately, as the case may be, much of Ulmo’s surface is covered in extremely deep oceans, which alleviates this problem for water breathing biomorphs. Due to it’s otherwise hospitable conditions, Ulmo has been settled by a aquaculture and biodesign extropian microcorp known as Aqua Dimension, based out of Ceres in the Main Belt. Aqua Dimension has built a sizable bathyscaphe near the Gate area, and begun exploration efforts. The discovery of an entire planetary body of oceans has interested both Neo-Octopi
and Neo-Cetaceans, and it is believed the Hidden Concern has invested into the exploration of the planet. Aqua Dimension has even created an amphibious variant of the Ruster (usually called a “Salter”) which allows normal Transhumans to survive on surface conditions on Ulmo. Ulmo has no moons, but does have a planetary ring formation, which is highly interesting. The Gate on Ulmo is located in a large, black rock grotto inside a seamount relatively close to the surface, with the gate itself located outside of the water.

Mera
Station Type: Bathyscaphe
Allegiance: Independent (Aqua Dimension/TerraGenesis)
Primary Languages: English, Spanish, Russian, Neo-Cetacean
Population: 3,000
Mera is a Bathyscaphe habitat on Ulmo anchored to the top of the seamount (usually titled Mera Seamount) which contains the Pandora Gate. Mera is owned and operated by Aqua Dimension, an extropian-style hypercorp primarily based out of Ceres and Atlantica in the Main Belt, with a contractual agreement with TerraGenesis. Aqua Dimension specializes in aquaculture and aquatic biodesign, and is considered a competitor to several major Genehacking outfits on Enceladus, and is also well known for a large volume of Neo-Cetacean and Neo-Octopi uplifts among its staff. The station is arranged into a series of submerged spheres at various depths (but never too extremely far from the surface), with the outermost layer of spheres partially flooded to accommodate amphibious morphs. Beyond the spheres are anchored frameworks which function as cultivates for aquaculture designed by Aqua Dimension to grow and thrive on Ulmo. Primary power for the station is generated by tidal plants along the bottom and attached to the anchoring tethers, with some limited surface solar facilities. The central bubble of the station, known as “The Sphere” is the largest, and holds the primary infrastructure and administration facilities for the colony, as well as connects to the anchors and to “Gate Grotto”, via pressurized elevator. The Gate Grotto itself has been sealed and increased to normal earth pressure, and connects via a short swim or submarine ride to a specialized “customs” facility which leads into the Sphere. The rest of the station’s spheres are arranged into roughly three layers out from the sphere, known as the Inner Circle, Middle Circle and Outer Circle. The Inner Circle contains most of the habitation, recreation and life support infrastructure for the station, the Middle Circle is made up of research and development labs, specialized towards specific projects, and the Outer Circle contains the amphibious bubbles which are for Aquatic morphs and uplifts, and some other specialized research tasks. On the topmost layer of Mera, where The Sphere actually breaks the surface of Ulmo’s vast oceans, is the TerraGenesis run resort known as the Pacifica Hotel, which is a large, mostly open air space, where people can rent one of Aqua Dimension’s custom “Salter” morphs, and enjoy the experience of Ulmo to the fullest.

About 50% of the population are employees directly with Aqua Dimension, with another 30% unaffiliated contract employees. The remaining population is a combination of dependents, unaffiliated researchers (mostly Argonauts and Europans), TerraGenesis and other Venusian and Extropian corp affiliates, and an indeterminate number of tourists, gawkers, aquatic mercurials and freelance gatecrashers. Mera is wholly owned and operated by Aqua Dimension (except for large sections leased to TerraGenesis to run their resort) operates off a Profundan anarchocapitalist model, where employees of the corp are provided with shares, the dividends of which go first and foremost to paying for habitation expenses on Mera. Contractors are provided with habitation and necessities as part of their employment contracts for the period of their employment (thus, coming out of their end pay), and all other parties must either obtain basic resources on a prorated basis, or are provided them by a group (such as TerraGenesis) who have an extant contract with Aqua Dimension. There is also the influence of the Hidden Concern, who have invested in the project though legitimate and illegitimate means, and as such, are one of the few forces to hold shares in the microcorp who are not employed by it. In addition to their living expenses, shareholders are entitled to vote on matters related to the corporation as a whole, including regular elections for the CEO and other officer positions in the corp.

Salter Biomorph (Ruster Variant)
Implants: Add Direction Sense, Echolocation, Gills, Lateral Line and Swim Bladder
CP Cost: 30
Cost: Expensive (Almost impossible to find off Ulmo)

Saturday, October 1, 2016

Isonade morph

Isonade (Synth)
Named after a legendary water-creature from Japanese Mythology, the Isonade was designed by an offshoot of the corporation who designed the Takko morph, and has similar principles. Cetacean morphs are rare and sometimes at a premium, even in aquatic habitats, so the Isonade is intended as a synthetic alternative. It obviously requires no gills or oxygen reserve, and is equipped both with an aquatic propeller system, a thrust vector for Zero-G, and the underside can undulate along the ground when out of water but in gravity. The morph is equipped with a number of features which can be enjoyed by aquatic uplifts and are useful, such as its eelware and electrical sense. With equipped Sonar and enhanced hearing, the morph is capable of "speaking" Neo-Cetacean, and can also use the Octopus chromatophore language with Chameleon Skin. As a final useful feature, the Isonade has two retractable arms, which can telescope, so the morph retains it's manipulators as needed. However, it's synthetic shell isn't as fully optimized for proper "swimming" as an actual Cetacean morph. Sadly also, the extensive adaptation and custom shell does make it quite expensive to produce.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Eelware, Electrical Sense, Enhanced Hearing, Extra Limbs (Two extendable Arms), Hydrostatic Pressure Adaptation, Mnemonic Augmentation, Polarization Vision, Puppet-Sock, Sonar, Telescoping Limbs
Movement Rate: (Submersible), 4/16 (Snake), 8/40 (Thrust Vector)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 REF, +5 INT, +5 to one of your choice, +30 Swimming, Bite Weapon (AP -1, 1d10+1 DV, use Unarmed), Armor 6/6
CP Cost: 50
Credit Cost: Expensive (50,000+)

(The Isonade is a morph I originally designed in a little jam to build a Cetacean-compatible synthmorph option over in the /epg/ community. This is a later reiteration with some refinement. Like many synth alternatives, the Isonade (named after a creature from Japanese Folklore as noted above - giving it an echo to the Takko) is expensive. But carries a lot of benefit, and can probably be more easily mass produced then possibly GRM-locked uplift morphs. The addition of snake was an idea I had because I didn't want it to be useless out of water, but Thrust Vector might not be universally applicable. So in a pinch the Isonade can scoot along a surface to move. It loses some of the massive swimming bonus for a better natural weapon, the shell armor and some great bonuses - plus no need to worry about breathing at all)

Thursday, September 22, 2016

Amorph

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)

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.)

Thursday, September 15, 2016

Prosthesis

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 4, 2016

Felinoid

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)