Morph Benefits

Core Book

Biomorphs

Flats: Implants: None, Aptitude Maximum: 20, Durability: 30, Wound Threshold: 6, Disadvantages: None (Genetic Defects trait common), CP Cost: 0, Credit Cost: High

Splicer: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 25, Durability: 30, Wound Threshold: 6, Advantages: +5 to one aptitude of the player’s choice, CP Cost: 10, Credit Cost: High

Exalt: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: +5 COG, +5 to three other aptitudes of the player’s choice, CP Cost: 30, Credit Cost: Expensive

Menton: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: +10 COG, +5 INT, +5 WIL, +5 to one, aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Olympian: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: +5 COO, +5 REF, +10 SOM, +5 to one other aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Sylph: Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice, CP Cost: 40 Credit Cost: Expensive

Bouncer: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen Reserve, Prehensile Feet, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Fury: Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced, Vision, Neurachem (Level 1), Toxin Filters, Aptitude Maximum: 30, Speed Modifier: +1 (neurachem), Durability: 50, Wound Threshold: 10, Advantages: +5 COO, +5 REF, +10 SOM, +5 WIL, +5 to one aptitude of the player’s choice, CP Cost: 75, Credit Cost: Expensive (minimum 40,000)

Futura: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: 5 COG, +5 SAV, +10 WIL, +5 to one other aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive (exceptionally rare; 50,000)

Ghost: Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Adrenal Boost, Enhanced Vision, Grip Pads, Aptitude Maximum: 30, Durability: 45, Wound Threshold: 9, Advantages: +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to one aptitude of the player’s choice, CP Cost: 70, Credit Cost: Expensive (minimum 40,000)

Hibernoid: Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation, Aptitude Maximum: 25, Durability: 35, Wound Threshold: 7, Advantages: +5 INT, +5 to one aptitude of the player’s choice, CP Cost: 25, Credit Cost: Expensive

Neotenic: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 20 (SOM), 30 (all else), Durability: 30, Wound Threshold: 6, Advantages: +5 COO, +5 INT, +5 REF, +5 to one aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat), Disadvantages: Social Stigma (Neotenic) trait, CP Cost: 25, Credit Cost: Expensive

Remade: Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters, Aptitude Maximum: 40, Durability: 40, Wound Threshold: 8, Advantages: 10 COG, +5 SAV, +10 SOM, +5 to two, other aptitudes of the player’s choice, Disadvantages: Uncanny Valley trait, CP Cost: 60, Credit Cost: Expensive (minimum 40,000)

Ruster: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance, Aptitude Maximum: 25, Durability: 35, Wound Threshold: 7, Advantages: +5 SOM, +5 to one aptitude of the player’s choice, CP Cost: 25, Credit Cost: Expensive

Neo-Avian: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 25 (20 SOM), Durability: 20, Wound Threshold: 4, Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice, CP Cost: 25, Credit Cost: Expensive

Neo-Hominids: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet, Aptitude Maximum: 25, Durability: 30, Wound Threshold: 6, Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill, CP Cost: 25, Credit Cost: Expensive

Octomorph: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: 8 Arms, Beak Attack (1d10 DV, use
Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2), trait, 360-degree Vision, 30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice, CP Cost: 50, Credit Cost: Expensive (minimum 30,000)

Pods

Pleasure Pod: Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Pheromones, Mnemonic Augmentation, Puppet Sock, Sex Switch, Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: +5 INT, +5 SAV, +5 to one aptitude of the, player’s choice, Disadvantages: Social Stigma (Pleasure Pod) trait, CP Cost: 20, Credit Cost: High

Worker Pod: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock, Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: +10 SOM, +5 to one aptitude of the player’s choice, Disadvantages: Social Stigma (Pod) trait, CP Cost: 20, Credit Cost: High

Novacrab: Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing, Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), 10 SOM, +5 to two other aptitudes of the player’s choice, CP Cost: 60, Credit Cost: Expensive (minimum 30,000)

Synthetic

Case: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic
Augmentation, Mobility System (Movement Rate): Walker (4/16), Aptitude Maximum: 20, Durability: 20, Wound Threshold: 4, Advantages: Armor (4/4), Disadvantages: –5 to one chosen aptitude, Lemon trait, Social Stigma (Clanking Masses) trait, CP Cost: 5, Credit Cost: Moderate

Synth: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Mobility System: Walker (4/20), Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: +5 SOM, +5 to one other aptitude of the player’s choice, Armor 6/6, Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait, CP Cost: 30, Credit Cost: High

Arachnoid: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Mobility System: Walker (4/24), Thrust Vector (8/40), Wheeled 8/40, Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 5 COO, +10 SOM, Armor 8/8, CP Cost: 45, Credit Cost: Expensive (minimum 40,000)

Dragonfly: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Mobility System: Winged (8/32), Aptitude Maximum: 30 (20 SOM), Durability: 25, Wound Threshold: 5, Advantages: Flight, +5 REF, Armor (2/2), dragonflies count as a small target (–10 to hit in combat), CP Cost: 20, Credit Cost: High

Flexbot: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits, Mnemonic Augmentation, Modular Design, Nanoscopic Vision, Shape Adjusting, Mobility System: Walker (4/16), Hover (8/40), Aptitude Maximum: 30, Durability: 25, Wound Threshold: 5, Advantages: Armor 4/4, individual flexbots count as a small target (–10 modifier to hit in combat), CP Cost: 20, Credit Cost: Expensive (minimum 30,000+)

Reaper: Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Cyber Claws, Extra Limbs (4), Magnetic System, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount (Articulated, 4), Mobility System: Walker (4/20), Hopper (4/20), Ionic
(12/40), Vectored Thrust (4/20), Aptitude Maximum: 40, Speed Modifier: 1 (Reflex Booster), Durability: 50 (60 with Structural Enhancement), Wound Threshold: 10 (12 w/Structural Enhancement), Advantages: 4 Limbs, +5 COO, +10 REF (20 with Reflex Booster), 10 SOM, Armor 16/16, CP Cost: 100, Credit Cost: Expensive (minimum 50,000)

Slitheroid: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation, Mobility System: Snake (4/16; 8/32 rolling), Aptitude Maximum: 30,
Durability: 45, Wound Threshold: 9, Advantages: +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8, CP Cost: 40, Credit Cost: Expensive

Swarmoid: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition, Mobility System: Walker (2/8), Hopper (4/20), Rotor (4/32), Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: See Swarm Composition (p. 311), Disadvantages: See Swarm Composition (p. 311), CP Cost: 25, Credit Cost: Expensive

Infromorph

Infomorph: Enhancements: Mnemonic Augmentation, Aptitude Maximum: 40, Speed Modifier: +2, Disadvantages: No physical form, CP Cost: 0, Credit Cost: 0

Sunward

Biomorphs

Lunar Flier: Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Vision, Wings, Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: Flight (Movement Rate 8/40), +5 COG, +5 COO, +5 to two other aptitudes—player’s choice, CP Cost: 35, Credit Cost: Expensive

Martian Alpiner: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Grip Pads, Low Pressure Tolerance, Oxygen Reserve, Respirocytes, Temperature Tolerance (Improved Cold), Aptitude Maximum: 25, Durability: 40, Wound Threshold: 8, Advantages: +5 SOM, +10 Climbing skill, Disadvantages: Fast Metabolism trait, Planned Obsolescence trait, CP Cost: 30, Credit Cost: Expensive

Neanderthal: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Aptitude Maximum: 30
Durability: 40, Wound Threshold: 8, Advantages: +5 COG, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Salamander: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Enhanced Vision, Gas Jet System, Medichines, Oxygen Reserve, Prehensile Feet, Vacuum Sealing, Aptitude Maximum: 30, Durability: 60, Wound Threshold: 12, Advantages: Coronal Adaptation (solar metabolism only) trait, Limber (Level 1) trait, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Surya: Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Coronal Adaptation, Cortical
Stack, Enhanced Hearing, Enhanced Vision, Lateral Line, Medichines, Vacuum Sealing, Aptitude Maximum: 30, Durability: 100, Wound Threshold: 20, Advantages: 10 COO, +5 REF, +5 SOM, +10 Free Fall skill, Disadvantages: Large Target combat modifier, CP Cost: 50, Credit Cost: Expensive (minimum 30,000)

Venusian Glider: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes, Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice, CP Cost: 40, Credit Cost: Expensive

Synthetic

Q-Morph: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Vision, Extreme Heat Shielding, Extreme Pressure Adaptation,
Mnemonic Augmentation, Radar, T-Ray Emitter, Wrist-Mounted Tools, Mobility System: Walker (2/4)
Aptitude Maximum: 30, Durability: 120, Wound Threshold: 24, Advantages: 8 limbs, Claw Attack (DV 2d10), –5 COO, 10 SOM, +5 to one other aptitude of the player’s choice, Armor 18/18, Disadvantages: Only works on the Venusian surface or in similar hot and high pressure environments, CP Cost: 100, Credit Cost: Expensive (minimum 60,000)

Steel Morph: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Mobility System: Walker (4/20), Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8, Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait,
CP Cost: 50, Credit Cost: Expensive (minimum 30,000
)
– Steel Morph (Masked Variant): Enhancements: Add Synthetic Mask (this negates the Social Stigma (Clanking Masses) and Uncanny Valley traits), CP Cost: 55
– Steel Morph (Liquid Silver Variant): Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Shape Adjusting, Skinflex, Wrist-Mounted Tools, Mobility System: Walker (4/20), Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 10 SOM, +5 COG, +5 to three other aptitudes of the player’s choice, Armor 8/8, Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait, CP Cost: 70, Credit Cost: Expensive (minimum 40,000)

Sundiver: Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Heavy Combat Armor, Mnemonic Augmentation, Radar, Reflex Booster
Mobility System: Thrust Vector (12/60), Aptitude Maximum: 30, Speed Modifier: 1 (Reflex Booster), Durability: 120, Wound Threshold: 24, Advantages: Coronal Adaptation, +5 COO, +10 REF
(
20 with Reflex Booster), Armor 16/16, Disadvantages: Large, CP Cost: 70, Credit Cost: Expensive (minimum 40,000+)

Rimward

Biomorphs

Hazer: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Radiation Sense, Respirocytes, Temperature Tolerance (Improved Cold; p. 166, Sunward), Aptitude Maximum: 30, Durability: 35, Wound Threshold: 7, Advantages: +5 COO, +5 WIL, +5 to two other aptitudes of the player’s choice, CP Cost: 35, Credit Cost: Expensive

Hulder: Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Digging Claws, Direction Sense, Enhanced Vision, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic), Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 5 SOM, +10 WIL, +5 to one aptitude of player’s choice, Disadvantages: Temperature Intolerance (Warm), CP Cost: 50, Credit Cost: Expensive (Minimum 40,000)

Hyperbright: Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Grip Pads, Hyper-Linguist, Math Boost, Mental Speed, Prehensile Feet, Aptitude Maximum: 40 (COG and INT), 30 (all others), Durability: 35, Wound Threshold: 7, Advantages: 15 COG, +10 INT, +5 WIL, +5 to one other aptitude of the player’s choice, Disadvantage: Addiction (minor, to comfurt), Fast Metabolism (p. 165, Sunward), Uncanny Valley, CP Cost: 70, Credit Cost: Expensive (Minimum 40,000)

Ring Flyer: Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Respiration, Enhanced Vision, Gas Jet System, Grip Pads, Hibernation, Long-Term Life Support, Medichines, Oxygen Reserve, Plasma Sail Implant, Prehensile Feet, Radiation Tolerance, Temperature Tolerance (Cryonic), Vacuum Sealing, Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: Bioweave Armor (Light, 2/3), Limber (Level 1) trait, 5 COG, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice, CP Cost: 70, Credit Cost: Expensive (Minimum 40,000)

Selkie: Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Enhanced Vision, Enhanced Respiration, Gills, Hydrostatic Pressure Adaptation, Swim Bladder (p.152, Gatecrashing), Temperature Tolerance (Improved Cold; p. 166, Sunward), Toxin Filters, Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill, Disadvantages: Movement Rate of 1/4 on land, CP Cost: 55, Credit Cost: Expensive

Synthetic

Cetus: Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Vision, Extra Limbs (8), Headlights, Hydrostatic Pressure Adaptation, Mobility System: Submarine (4/36), Walker (4/20),
Aptitude Maximum: 30, Durability: 40, Wound Threshold: 8, Advantages: 8 Limbs, 5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8, CP Cost: 45, Credit Cost: Expensive (minimum 40,000)

Courier: Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cryonic Protection, Cyberbrain, Direction Sense, Enhanced Vision, Extra Limbs (4), Grip Pads, Headlights, Hidden Compartment, Internal Rocket, Lidar, Magnetic System, Mnemonic Augmentation, Plasma Sail Implant, Radar, Retracting/Telescoping Limbs, T-ray Emitter, Mobility System: Ionic (12/40), Thrust Vector (8/40), Aptitude Maximum: 30, Durability: 30, Wound Threshold: 6, Advantages: 4 Limbs, 5 COO, +5 INT, +5 REF, +5 to one other aptitude of the player’s choice, Armor 6/6, CP Cost: 70, Credit Cost: Expensive (minimum 40,000)

Fenrir: Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Direction Sense, Ego Sharing (1), Enhanced Hearing, Enhanced Vision, Extra Limbs (4), Heavy Combat Armor,Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Structural Enhancement, T-Ray Emitter, Weapon Mount (External, Articulated, 8), Mobility System: Walker (4/20), Thrust Vector (4/12), Aptitude Maximum: 35, Durability: 70 (80 with Structural Enhancement), Wound Threshold: 14 (16 with Structural Enhancement), Advantages: 4 Limbs, 5 REF,
+5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, Armor 16/16 (32/32 with Heavy
Combat Armor), Disadvantages: Large target (
10 to hit), CP Cost: Not available at character creation, Credit Cost: Expensive (rare and restricted; minimum 100,000+)

Savant: Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic
Memory, Hyper-Linguist, Math Boost, Mnemonic Augmentation, Mobility System: Walker (4/20), Aptitude Maximum: 40 (COG and INT), 30 (all others), Durability: 40, Wound Threshold: 8, Advantages: 10 COG, +5 INT, +5 SAV, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8, Disadvantages: Social Stigma (Clanking Masses) trait, CP Cost: 65, Credit Cost: Expensive (minimum 40,000)

Morph Benefits

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