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EclipsePhase CharacterOptions

This document provides an expanded set of character creation options for the Eclipse Phase roleplaying game, including more detailed life paths, new character traits and gear, rules for creating custom morphs, and descriptions of existing morphs.

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Mememancan
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0% found this document useful (0 votes)
412 views154 pages

EclipsePhase CharacterOptions

This document provides an expanded set of character creation options for the Eclipse Phase roleplaying game, including more detailed life paths, new character traits and gear, rules for creating custom morphs, and descriptions of existing morphs.

Uploaded by

Mememancan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CHARACTER OPTIONS

CHARACTER OPTIONS
Character Options is an expanded toolbox for players and gamemasters:
A complete selection of morphs — your character’s most essential gear
A detailed life path character creation system
Rules for creating new morphs
New traits and ware

EclipsePhase.com
ECLIPSEPHASE CRETEA YDB
Rob Boyle and Brian Cross
Eclipse Phase created by Posthuman Studios Eclipse Phase is a trademark of Posthuman Studios LLC. Some content licensed under a Creative Commons License (BY NC SA). ' 2023
CHARACTER OPTIONS
ECLIPSEThPHASEThCREATEDThBY Creative Commons License;
Rob yleBo and Brian Crso
Some Rights Reserved.
This work is licensed under the Attribution-
Writing and Development: Rob Boyle NonCommercial-ShareAlike 4.0 International
Assistance with morph updates by William Wilson. (CC BY-NC-SA 4.0) license:
Morphs are based on previous versions that appeared in Sunward, Rimward, creativecommons.org/licenses/by-nc-sa/4.0/
Gatecrashing, Panopticon, Transhuman, and the Morph Recognition Guide.
Art Direction: Rob Boyle, Zoe Robinson In plain English: you are free to copy, share, and remix
Graphic Design and Layout: Adam Jury the text and artwork within this book under the
Cover Art: Stephan Martiniere following conditions:
Interior Art: Christine Bian, Mobo Boeheme, Jon Bosco, Adam Burn, Jose Cabrera, • you do so only for noncommercial purposes;
Oleksii Chernik, Anna Christenson, Robin Chyo, Daniel Clarke, Trevor Claxton, • you attribute Posthuman Studios;
Paul Davies, Igor Ferreira, Danijel Firak, Tom Garden, Nathan Geppert, • you license any derivatives under the same license.
Zach Graves, Olivia Hintz, Sam Hogg, Lake Hurwitz, Thomas Jung, Jason Juta,
Adrian Majkrzak, Mitch Malloy, Stephan Martiniere, Marco Mazzoni, For specific details, appropriate credits, and updates to
Joshua Meehan, Aaron Miller, Andre Mina, Job Molina, Mark Molnar, this license, please see: eclipsephase.com/cclicense
James Mosingo, Ben Newman, Will Nichols, Efrem Palacios, Mike Perry,
Maciej Rebisz, Sacha-Mikhail Roberts, Emilio Rodríguez, Lorenz Ruwwe,
Mike Sass, Andrew Silver, Jonas Springborg, Pixoloid Studios, Jessada Sutthi,
Viktor Titov, Quico Vicens, Stan Von Medvey, Bruno Werneck, Joe Wilson,
Mark Winters, Ben Wooten, Andy Wright, Yulia Zhuchkova
Special Thanks To: DivineWrath and Saii, for their quick-and-dirty MRG conversions.
Additional Thanks To: A-Wiz, DivineWrath, Henry Pailing, Kurt Fastiggi,
Mikael Mäkelä, Satellite Slickers, Schism Navigator, UntypedVariable,
and everyone else who provided playtest feedback on our discord channel.
Additionally, everyone who supports our Patreon — thanks so much!
Music Inspiration: Version 1.0 by Posthuman Studios
Adam X, Boris Brejcha, Ghost in the Machine, Maedon, Statiqbloom (November 2023)
Dedication: For Andrew Hackard and Darren Watts — both gone far too soon. contact us:
[email protected]
or visit eclipsephase.com

join our mailing list:


ONThTHEThCOVER: welcometoeclipsephase.com
Two Firewall agentsTh—Thsleeved in a hyperbright (right)
and case morph (left)Th—Thaccess a model of the Solar or search your favorite social network for:
System in augmented reality as they attempt to “Eclipse Phase” or “Posthuman Studios”
unravel a mystery.
Support us directly: posthuman.shop

Posthuman Studios isTh Rob Boylefi Davidson Colefi Brian Crossfi and Adam Jury
LIFE PATH CHARACTER CREATION 4 MORPH OVERVIEW 60
TABLE OF CONTENTS

Overview4 Morph Types 60


Balance and fairness 4 Morph Stats 60
Accumulating Points 4 Biomorphs60
Trait Levels 4 Synthmorphs61
Changing Morphs 4 Infomorphs61
This is Your Life 4 Core Morphs 62
Motivations4 Axles: Bot and Vehicle Morphs 63
A Word on Safety 5 Axle MP 63
1 Flex 6
2 Aptitude Template 6


3 Native Tongue
4 Background Path
5 Youth Event
7
7
18
6 Starting Age 20
7 Pre-Fall Life Event 20 MORPH RECOGNITION GUIDE 64
8 The Fall 22 Agent [Infomorph]  64
9 Career Path 24 Alpiner [Biomorph] 64
10 Interests 32 Aquanaut [Biomorph] 65
11 Faction 34 Arachnoid [Synthmorph] 65
Character Creation Example 35 Ariel [Biomorph] 66
12 Post-Fall Event 36 Augur [Pod Biomorph] 66
13 Campaign Event 38 Ayah [Pod Biomorph] 67
14 Story Event (Optional) 44 Basic Pod [Pod Biomorph] 67
15 Final Stats and Details 46 Biocore [Synthmorph] 68
Gear Packs: Campaign 46 Bouncer [Biomorph] 68
Firewall Agent/Criminal 46 Bruiser [Biomorph] 68
Gatecrashing46 Case [Synthmorph] 69
Optional Pack: Infomorph 47 Cetus [Synthmorph] 70
Chickcharnie [Pod Biomorph] 70
Gear Packs: Profession 47 Cloud Skate [Biomorph] 71
Academic47 Cloud Skimmer [Synthmorph] 71
Covert Operative 47 Courier [Synthmorph] 72
Enforcer47 Crasher [Biomorph] 72
Explorer47 Critter [Pod Biomorph] 73
Face/Dealer47 Daitya [Synthmorph] 74
Genehacker48 Digger [Pod Biomorph] 75
Hacker48 Digimorph [Infomorph] 75
Investigator48 Djinn [Infomorph] 75
Medic48 Dragonfly [Synthmorph] 76
Mindhacker48 Dvergr [Biomorph] 76
Scavenger49 Echo [Infomorph] 77
Scientist49 Exalt [Biomorph] 77
Soldier49 Faust [Biomorph] 78
Techie49 Fenrir [Synthmorph] 78
Flat [Biomorph] 79
Flexbot [Synthmorph] 80
Flying Squid [Pod Biomorph] 82
Freeman [Biomorph] 82
Fury [Biomorph] 83
Futura [Biomorph] 83
Galatea [Synthmorph] 84
Gargoyle [Synthmorph] 84

2¹ TABLE OF CONTENTS
Garuda [Biomorph] 85 Smart Swarm [Synthmorph] 115
Ghost [Biomorph] 85 Spare [Synthmorph] 115

TABLE OF CONTENTS
Glider [Biomorph] 86 Spectre [Infomorph] 116
Grey [Biomorph] 87 Sphere [Synthmorph] 116
Griefer [Synthmorph] 87 Splicer [Biomorph] 117
Guard [Synthmorph] 88 Steel Morph [Synthmorph] 117
Hazer [Biomorph] 88 Sundiver [Synthmorph] 118
Hibernoid [Biomorph] 89 Surya [Biomorph] 118
Hulder [Biomorph] 89 Swarmanoid [Synthmorph] 119
Hyperbright [Biomorph] 90 Sylph [Biomorph] 120
Hypergibbon [Pod Biomorph] 90 Synth [Synthmorph] 120
Ikon [Infomorph] 91 Synthtaur [Synthmorph] 121
Imp [Biomorph] 91 Takko [Synthmorph] 121
Kite [Synthmorph] 92 Theseus [Biomorph] 122
Menton [Biomorph] 93 Traceur [Pod Biomorph] 122
Mimic [Synthmorph] 93 Vac Pod [Pod Biomorph] 123
Nautiloid [Synthmorph] 94 Warden [Core Morph} 123
Neo [Infomorph] 94 Whiplash [Exomorph Biomorph] 124
Neo-Avian [Uplift Biomorph] 95 Worker Pod [Pod Biomorph] 125
Neo-Beluga [Uplift Biomorph] 95 Xu Fu [Synthmorph] 125
Neo-Bonobo/Chimp [Uplift Biomorph] 96
Neo-Dolphin [Uplift Biomorph] 96
Neo-Gorilla [Uplift] 97
Neo-Neanderthal [Uplift] 97
Neo-Octopus [Uplift] 98
Neo-Orangutan [Uplift] 98
Neo-Orca [Uplift Biomorph] 99
Neo-Pig [Uplift Biomorph] 99 GAME INFO 126
Neo-Porpoise [Uplift Biomorph] 100 New Combat Ware 126
Neotenic [Biomorph] 100 New Social Ware 127
Neo-Whale [Uplift Biomorph] 100 New Mental Ware 128
Nomad [Biomorph] 101 New Physical Ware 130
Novacrab [Pod Biomorph] 101 New Gear 132
Observer [Biomorph] 102 Negative Morph Traits 132
Olympian [Biomorph] 102 New Ego Traits 134
Oobleck [Synthmorph] 103 Positive Ego Traits 134
Operator [Infomorph] 103 Negative Ego Traits 138
Opteryx [Synthmorph] 103 Identifying Morphs 142
Ornithope [Synthmorph] 104 Identification Tests 142
Overmind [Core Morph] 105
Pleasure Pod [Pod Biomorph] 105 Knock-Offs 143
Q-Morph [Synthmorph] 106 Identifying Knock-Offs 143
Raptor [Synthmorph] 106 Optional Rule: Morph Variety 143
Reaper [Synthmorph]  107 Limited-Edition Morphs 144
Remade [Biomorph]  107 Antifa Supersoldier 144
Ring Flyer [Biomorph] 108 Heirloom144
Ripwing [Pod Biomorph] 108 The Jabberwock 145
Rover [Synthmorph] 109 The Pantheon 145
Ruster [Biomorph] 109 TITAN Busters 145
Sage [Infomorph] 110 Designing New Morphs 146
Salamander [Biomorph] 110 Using Existing Morphs To Create New Ones 146
Samsa [Pod Biomorph] 111 Designing New Morphs By Formula 146
Savant [Synthmorph] 111
Scurrier [Exomorph Biomorph] 112 Enhanced & Elite Morphs 148
Security Pod [Pod Biomorph]112 Enhanced Ware Packages 148
Selkie [Biomorph] 113 Elite Ware Packages 149
Sexton [Core Morph] 113 Sizes 149
Shaper [Pod Biomorph] 114 Morph List (By Morph Points) 151
Slitheroid [Synthmorph] 114 Morph List (alphabetical) 152

TABLE OF CONTENTS
¾3
backtracking of the character’s interests, do your best to come up

LIFE PATH
with a story on how it all fits together. However, if you get a result
that renders a non-sensical outcome, either in terms of backstory or

CHARACTER CREATION
game mechanics, talk to your GM about ignoring it and rolling again.

Rather than making a character and then improvising a backstory ACCUMULATING POINTS
LIFE PATH

that fits those stats, you may prefer a process that reflects your char- As you progress, your character will acquire aptitude, skill, and rep
acter’s passage through life, telling a story all on its own. This life points (as well as traits and other stats). These points are cumulative
path system produces characters by taking into account their past and added together at the end (Step 15 ▶46); simply keep a tally as
experiences and the fortunes and mishaps that befell them. you go. For example, if you gain Athletics 10 and Athletics 30 in
separate stages, you have 40 points for Athletics in Step 15.
OVERVIEW A few events reduce your aptitude, skill, or rep points. If you
The life path system details your character’s progression from child- accumulate 30 c-rep and an event reduces your c-rep by 10, you
hood and adolescence to adulthood. It incorporates both various now have 20 c-rep. If you take a reduction but have 0 points in that
stages of their life and major events such as the Fall. rep or skill, take note of it, as you may pick up points in a later step
This system is loosely based on default character creation (Making (which then get reduced).
Characters ▶36, EP2). Familiarize yourself with those rules before
proceeding here, especially the Character Stats ▶36, EP2. TRAIT LEVELS
At each step of your character’s life path, you update your charac- Traits with levels are also cumulative. If you pick up Resources
ter’s stats. Some steps provide straightfoward bonuses, such as your (Level 1) in one step and another Resources (Level 1) in the next
starting Flex and aptitudes. For 3 of the major steps — background, step, you now have Resources (Level 2).
career, and interests — you either choose or roll randomly on the Optional Rule: Many of the traits in EP2 are available at different
provided tables to acquire a package of skills, just like standard levels. With the exception of Psi and Resources, the multi-level traits
character creation (though usually with extra bonuses). in this path system are all at Level 2. If you prefer to make it more
For the rest of the steps, you roll on an event table that details variable, you can randomly determine each trait’s level instead.
something that happens to your character and helps define them.
Some events simply provide background details for roleplaying or CHANGING MORPHS
story purposes. Others provide modifications to your character’s In Step 4, you acquire your starting morph. At various further stages,
skills, rep, traits, or even aptitudes, ranging from minor to drastic. you may egocast, resleeve, or die. Some entries assign you a specific
new morph, but most instruct you to roll on the Random Morph
White dice icons indicate rolls to make. tables ▶50 to determine your new sleeve. This new morph replaces
your existing one. The morph you have at the end of the life path
(Step 15 ▶46) is the one with which you start gameplay.

Red dice icons indicate die roll results.


1 THIS IS YOUR LIFE
The main value of this life path system is that it tells your charac-
ter’s story. Each roll on the tables is a plot point in your character’s
personal history. Use the details to flesh out your past, motivations,
BALANCE AND FAIRNESS personality, and outlook on life. Even better, try to find ways to
This system is random and the results are not evenly weighted, entangle your character’s history with the backgrounds of the other
meaning it produces characters that are neither balanced nor opti- player characters (PCs), particularly if they share any similar stages
mized. Your character may be worth more or less Customization or events. GMs should take note of each character’s life path progres-
Points than one built using the standard creation rules. This is inten- sion and use it as a springboard for plot ideas, introducing NPCs, or
tional: life is not fair, and fortune smiles on some while drowning tying the various aspects of a team and campaign together.
others in misery. Gamemasters (GMs) and groups that want their
characters to start on an equal footing should not use this system. MOTIVATIONS
Since the results can produce unfair outcomes, all rolls are Every new character starts with 3 motivations (▶47, EP2) that are
final — there are no do-overs. If you choose to take this route for assigned along with your background in Step 4, reflecting your
character creation, you agree to the risks. If the dice don’t roll in character’s youthful ambitions. At each additional step in the
your favor, take your character’s disadvantages as a challenge to live process, you should consider whether or not to modify or replace
up to at the gaming table. any of these motivations based on your character’s experiences so
The one caveat is that random rolls sometimes produce contra- far. Some entries may suggest specific new motivations to adopt.
dictory combinations. For rolls that produce odd results or a All of the motivation suggestions are optional. If you’d rather

LIFE PATH STEP-BY-STEP


Step 1: Start with 1 Ego Flex ▶6 Step 6: Determine Age ▶20 Step 11: Determine Faction ▶34
Step 2: Determine Aptitude Template ▶6 Step 7: Pre-Fall Event ▶20 Step 12: Post-Fall Event ▶36
Step 3: Determine Native Tongue ▶7 Step 8: Fall Event ▶22 Step 13: Campaign Event ▶38
Step 4: Background Path ▶7 Step 9: Career Path ▶24 Step 14: Optional Story Event ▶44
Step 5: Youth Event ▶18 Step 10: Interests ▶32 Step 15: Final Stats and Details ▶46

4¹ LIFE PATH CHARACTER CREATION • Overview–Motivations


stick with what you have or have an idea that better fits your char-
acter concept, then go with that. If you don’t like a suggestion, but A WORD ON SAFETY
don’t know what to replace it with, roll on the Random Motivations The event table entries detail things that happen in your character’s
table. Remember that motivations are noted as either + (for it) or – life — both good and bad — and either provide a positive or negative
(against it); for most random results you can assume a + but you can outcome. Some events deal with sensitive circumstances, such as

LIFE PATH
also determine that randomly if you like. death, violence, coercion, and other sucktastic things. These shouldn’t
This system reflects your character’s change in priorities over be read as saying these events are the only way you get those results,
time, taking on new ideals and goals as they gain experience. You nor that such events always have the same outcome. They simply offer
may even end up with motivations at the end that are opposite to a possible explanation for how your particular character turned out.
the ones with which you began. Such changes beg for explanations: If you don’t like the explanation provided in an entry, invent a
why did your character evolve and what major events shaped their different one. It’s your character, you control the story. If you are
outlook and turned their eyes in new directions? sensitive to certain topics, ask the GM or another player to read the
You should never have more than 3 motivations; if you want to entries you roll first, and re-roll any that cross into topics you want
add a new one, you must drop an existing one. to avoid.

RANDOMfiMOTIVATIONS
Roll Motivation Roll Motivation Roll Motivation
00 Acceptance/Assimilation 35–36 Happiness/Serenity 69 Prove Others Wrong
01–02 Adventure/ Thrill-Seeking 37 Hard Work 70–71 Reclaim Earth
03–04 AGI Personhood 38–39 Hedonism/Vice 72 Reconnect with [Person/Transhumanity]
05 Alien Contact 40–41 [Help/Serve] Others 73 Religion/Spirituality
06–07 Anarchism/Autonomism 42 Hypercapitalism 74–75 Research [Topic]
08 Asceticism 43 Immortality 76–77 Revenge
09–10 Autonomy/Independence 44 Indenture Rights 78 Revolution
11–12 Biochauvinism/Bioconservatism 45 Individualism 79–80 Safety/Security
13 [Create/Preserve] Legacy 46 Law and Order 81–82 Science!/Scientific Discovery
14–15 Creative Expression 47–48 Leadership/Power 83 Skill Mastery
16 Discover [Past/Self] 49 Locate Lost [Friend/Item/Lover/Relative] 84 Socialism
17–18 DIY/Self-Reliance 50–51 Martian Liberation 85 Sousveillance
19 Education 52 Morphological Freedom 86 Stability
20 Escape 53–54 Multiplicity 87–88 Survival
21–22 Expand Influence 55–56 Neurodiversity 89 Technoprogressivism
23–24 Exploration 57 Open Source 90 Terraforming [Mars/Venus]
25 Exoplanet Colonization 58–59 Oppose [Asyncs/TITANs/Fascism/Other] 91 Transparency
26–27 [Faction] Interests 60–61 Personal Career 92–93 Uncover Secrets
28–29 Fame/Recognition 62–63 Personal Improvement 94–95 Uplift Rights
30 Family 64 Posthumanism/Singularity Seeking 96 Venusian Sovereignty
31–32 Find a [Home/Purpose/Tribe/Partner] 65 Privacy 97–98 Wealth
33 Forget Past 66–67 Prosperity 99 X-Risks
34 Friendly ASI 68 Protect [Person/Place/Transhumanity]

OPTIONAL RULE: USING FLEX


Your PC starts with a point of Flex, and you might accumulate more as you progress down your path. If the GM allows it, you
may spend Flex points to re-roll on a stage or event table. Once you have used a point of Flex this way, it may not be used again
during the life path character creation process (it still applies to your character’s final Flex total, of course).
Alternatively, if you really want to be hardcore, you can rule that such a re-roll requires you to permanently lose that point
of Flex. The whims of fate are not easily disrupted, or something.
Really, though, we strongly suggest taking whatever rolls you get, no matter how good or bad, and rolling with the punches.
It builds character.

LIFE PATH CHARACTER CREATION• A Word on Safety


¾5
LIFE PATH

1  FLEX 2  APTITUDE TEMPLATE


Every character begins with 1 point
of ego Flex (▶34, EP2). Determine your character’s starting aptitudes (▶36, EP2) from the Random Aptitude
Ego Flex stays with your character Template table.
even if you switch morphs.
THE STORY:
Your aptitudes define your character’s natural inclinations.
Were you a rough-and-tumble type from birth? Did you always have the gleam of curiosity
in your eye? Did you always play well with others? These aptitudes are your core nature,
the source of your inner strengths — but they do not necessarily define who you are.

2.0fiRANDOMfiAPTITUDEfiTEMPLATE
d10 Template Description COG INT REF SAV SOM WIL
1 Actioneer You are more comfortable with physicality than talking or thinking. 10 15 20 10 20 15
2 Extrovert You can talk your way through most situations. 10 20 15 20 15 10
3 Facilitator You’re good with people, planning, and seeing things through. 15 15 10 20 10 20
4 Factotum You’ve never quite stood out, but you exhibit broad competence. 15 15 15 15 15 15
5 Inquirer Your creative mind is good at figuring things out. 20 20 10 15 10 15
6 Survivor You have the will and stamina to scrape by in tough situations. 15 10 15 10 20 20
7 Thrill Seeker Your fast reaction time and quick thinking compensate for lack of foresight. 20 10 20 15 15 10
1–5  Actioneer You are more comfortable with physicality than talking or thinking. 10 15 20 10 20 15
AGAIN
ROLL

8
6–0  Extrovert You can talk your way through most situations. 10 20 15 20 15 10

1–5  Faciltator You’re good with people, planning, and seeing things through. 15 15 10 20 10 20
AGAIN
ROLL

9
6–0  Inquirer Your creative mind is good at figuring things out. 20 20 10 15 10 15

1–5 Survivor You have the will and stamina to scrape by in tough situations. 15 10 15 10 20 20
AGAIN
ROLL

0
6–0 Thrill Seeker Your fast reaction time and quick thinking compensate for lack of foresight. 20 10 20 15 15 10

6¹ LIFE PATH CHARACTER CREATION • 1. FLEX • 2 APTITUDE TEMPLATE


3  NATIVE TONGUE
The next step is to determine your character’s native language — roll on the Random Language Table.

LIFE PATH
THE STORY:
Your native language is an indication of your character’s ethnic background and cultural heritage — or at least the dominant
culture in which you were raised if you are an immigrant, indigenous person in occupied territory, or outlier.

3.0fiRANDOMfiLANGUAGE
d100 Language d100 Language d100 Language d100 Language
00–05 Arabic 31–34 German 62 Polish 85–86 Tamil
06–08 Bengali 35–40 Hindi 63–67 Portuguese 87–88 Turkish
09–13 Cantonese/Yue 41 Italian 68–70 Punjabi 89–91 Urdu
14 Dutch 42–46 Japanese 71–75 Russian 92–93 Vietnamese
15–23 English 47–50 Javanese 76–77 Skandinaviska 94–97 Wu
24–26 Farsi/Persian 51–52 Korean 78–83 Spanish 98–99 Other
27–30 French 53–61 Mandarin 84 Swedish

4 BACKGROUND PATH
This stage pinpoints your character’s youth, background, and early life.
Pick a background or roll on the Random Background Path table. Then go to the appropriate sub-table and either pick a result or roll again.
This will determine: your first package of skill points, starting motivation, and starting morph (you may need to roll an additional d10).
 After you have finished choosing/rolling, proceed to Step 5: Youth Event ▶18.

THE STORY:
This step reflects your character’s origins — where you were born and how you spent your formative years, from childhood into early
adulthood. This stage includes family and school as well as early vocational training, academic studies, and early life lessons.
In most cases, your starting morph indicates the one with which you were born. Characters with more advanced morphs were either
genecrafted, modified as an embryo, or underwent gene therapy as a child to incorporate traits common to current morph models.

4.0fiRANDOMfiBACKGROUNDfiPATH
d10 Background Description Next Path
1 Colonist You are an original settler of Earth orbit, Luna, Mars, or a smaller outpost. Table 4.1: Colonist ▶8
2 Enclaver On Earth, you live a life of precarious but protected stability in a defended enclave. Table 4.2: Enclaver ▶9
3 Freelancer You are a cog in the wheels of hypercapitalism, taking whatever gigs you can. Table 4.3: Freelancer ▶10
4 Hyperelite You live in the top percent, with abundant wealth and resources. Table 4.4: Hyperelite ▶11
5 Indenture With nothing to lose, you sell yourself into a work contract to off-world hypercorps. Table 4.5: Indenture ▶12
6 Infolife You are an AGI, a digital consciousness born of software code. Table 4.6: Infolife ▶13
7 Isolate You eke out a self-exiled existence in a remote hab or ship on the fringes of occupied space. Table 4.7: Isolate ▶14
8 Lost You undergo an accelerated-growth childhood that turns most of your peers into sociopathic monsters. Table 4.8: Lost ▶15
9 Underclass You’re a veteran of Earth’s slums, favelas, and flooded cities. Table 4.9: Underclass ▶16
0 Uplift You are an uplifted animal raised to human levels of intelligence. Table 4.10: Uplift ▶17

LIFE PATH CHARACTER CREATION • 3. NATIVE TONGUE • 4. BACKGROUND PATH


¾7
path result

1 You are an original settler of Earth orbit,


Luna, Mars, or a smaller outpost.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.1fiCOLONIST
55–64
LIFE PATH

Rimward Colonist
00–14
@-rep 10

MOTIVATIONBIO
Lunar r-rep 10
You settle Titan, the Main Belt,
or an outer-system moon.
Free Fall 40

MOTIVATIONBIO
c-rep 20
You remember the Moon Hardware: Robotics 40 +Autonomist Interests
Indian Language +Exploration
Athletics 20 before it was crowded. Interface 30
+Science!
Free Fall 20 Pilot: Space 50
+Family Survival 30
Hardware: Industrial 30 +Hard Work 1–5 Splicer

MORPH
Interface 40 Know: Autonomists 20
+Lunar Interests 6–9 Bouncer
Kinesics 20 Know: Chemistry 60
Know: Habitat Ops 30 0 Hazer
Pilot: Ground 30
Survival 25
1–5 Flat
65–79 Rural Martian
MORPH

Know: Habitat Ops 40


Know: Lunars 40 6–9 Splicer
0 Synth @-rep 20

MOTIVATIONBIO
Know: Physics 30 You homestead the
Mandarin language Martian outback.

15–39
Athletics 40
Martian Hardware: Robotics 55 +Martian Liberation
+Self-Reliance
c-rep 20 Interface 30
MOTIVATIONBIO

+Survival
Mandarin language You help establish the red Pilot: Air 30
Athletics 40 planet’s colony cities. Survival 30
1–6 Ruster

MORPH
Hardware: Electronics 40 Know: Barsoomians 30
+Personal Career Know: Hypercorps 20 7–9 Splicer
Interface 40 +Prosperity
Know: Terraforming 60 0 Alpiner
Persuade 20 +Terraforming Mars
Pilot: Ground 25
Survival 20
1–5 Ruster 80–89 Spacer
MORPH

Know: Administration 40
Know: Botany 40 6–9 Splicer c-rep 20 MOTIVATIONBIO
0 Alpiner You grow up on or work the
Know: Hypercorps 30 g-rep 10
ships that bring life to the
1 language of your choice colonies.

40–54
Free Fall 40
Orbital Hardware: Aerospace 40 +Self-Reliance
+Survival
c-rep 20 Interface 30
MOTIVATIONBIO

+Thrill-Seeking
English language You overlook Pilot: Space 30
the Earth. Survival (Navigate) 30 (40)
Free Fall 40
1–5 Splicer
MORPH

Hardware: Industrial 40 Know: Flight Crew Ops 60


+Biochauvinism 6–9 Hibernoid
Interface 30 Know: Spacers 30
+Immortality 0 Bouncer
Perceive 25 +Wealth Know: Spaceships 20
Pilot: Space 30
Survival 20
1–5 Flat 90–99 Sunward Colonist
MORPH

Know: Administration 30
6–9 Splicer
MOTIVATIONBIO

Know: Habitat Ops 50 c-rep 20 You settle on Venus,


0 Bouncer Athletics 30 Mercury, or a smaller
Know: Orbitals 30
Free Fall 30 inner-system hab.
Hardware: Industrial 40 +Research
Interface 30 +Survival
Pilot: Air 30 +Venusian Sovereignty
Survival 30
Know: Asteroid Mining 60 1–3 Flat
MORPH

Know: Terraforming 20 4–9 Splicer


Know: Venusians 30 0 Exalt

8¹ BACKGROUND PATH • 4.1 Colonist


2 On Earth, you live a life of precarious but protected
stability in a defended enclave.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.2fiENCLAVER

LIFE PATH
00–19 Ascendor 60–79 Inheritor

MOTIVATIONBIO
c-rep 10 c-rep 10

MOTIVATIONBIO
Against the odds, you
Resources (Level 1) trait f-rep 10 You benefit from
work your way up from the
Athletics 20 Resources (Level 2) trait generational wealth.
poverty of the underclasses.
Interface 40 Athletics 30
+Fame/Recognition
Kinesics 20 +Hard Work Interface 40 +Make Art
Persuade 40 +Hypercorp Interests Kinesics 30 +Personal Career
Pilot: Ground 20 +Law and Order Perceive 20
Program 40 Pilot: Ground 20
MORPH

Know: Administration 60 1–8 Splicer Program 30

MORPH
Know: Data Processing 30 9–0 Exalt Know: History 30
Know: Sports 30 Know: Pop Culture 40 Exalt
Know: Procedural Sculpture 40

20–39
c-rep
Corporate Drifter
20 80–99 Opportunist
MOTIVATIONBIO

Resources (Level 2) trait You bounce between c-rep 10

MOTIVATIONBIO
hypercorp positions. You claw your way into
Athletics 30 g-rep 20 the enclaves via criminal
Interface 40 +Independence Resources (Level 1) trait endeavors.
Kinesics 30 +Personal Improvement Athletics 20
Persuade 20 +Stability Deceive 20 +Expand Influence
Pilot: Ground 20 Interface 30 +Self-Reliance
Program 30 Kinesics 30 +Wealth
MORPH

Know: Hypercorps 30 Perceive 30


Know: System Administration 40 Splicer Persuade 20
Know: VR Games 40 Pilot: Ground 20
MORPH
Know: Black Markets 40 1–5 Flat

40–59 Corporate Favorite


c-rep 20
Know: Drugs
Know: Underground XP
30
40
6–0 Exalt
MOTIVATIONBIO

Resources (Level 2) trait You enjoy a


Athletics 20 steady corporate gig.
Interface 40 +Hypercorp Interests
Kinesics 40 +Personal Career
Persuade 30 +Wealth
Pilot: Ground 20
Program 20
MORPH

Know: Administration 30
Know: Data Science 60 Exalt
Know: Hypercorps 20

BACKGROUND PATH • 4.2 Enclaver


¾9
3 You are a cog in the wheels of hypercapitalism,
taking whatever gigs you can.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.3fiFREELANCER
LIFE PATH

00–19 Nomad 60–79 Steady

MOTIVATIONBIO
c-rep 15 c-rep 20

MOTIVATIONBIO
You move a lot, chasing
1 language of your choice work and avoiding climate Resources (Level 1) trait You live in relative stability.
Infiltrate 20 problems and unrest. Interface 40
Interface 40 Kinesics 20 +Creative Expression
+Acceptance +Education
Kinesics 30 Persuade 40
+Self-Reliance +Personal Career
Persuade 20 Pilot: Ground 10
Pilot: Ground 20 +Stability Program 30
Program 30 Research 40
Research 40 Know: Craft Beers 20
MORPH

MORPH
Know: Freelancing 50 1–7 Flat Know: Freelancing 60 1–5 Flat
8–0 Splicer 6–0 Splicer
Know: Hypercorps 50 Know: Hypercorps 30

20–39 Precarious
80–99
Surrounded by
Wolves
MOTIVATIONBIO

c-rep 10 You get by, but work and


Interface 40 c-rep 10

MOTIVATIONBIO
simple existence are You live and work in an
Kinesics 30 tenuous. g-rep 10
area rife with corruption
Melee 10 Guns 20 and lawlessness.
Perceive 10 +Find a Purpose Interface 40
Persuade 40 +Self-Reliance Kinesics 20 +Stability
Pilot: Ground 10 +Survival Perceive 10 +Survival
Program 30 Persuade 40 +Vice
Research 30 Program 30
MORPH

Survival 20 1–7 Flat Research 30


Know: Data Processing 60 8–0 Splicer Know: Criminals 20 MORPH
Know: Social Services 30 Know: Service Work 60 1–7 Flat
8–0 Splicer
Know: Underground XP 30

40–59
@-rep 10
Self-Reliant
MOTIVATIONBIO

You survive
c-rep 10
by DIY means.
Hardware: Electronics 20
Interface 40 +Education
Kinesics 20 –Hypercorps
Persuade 40 +Self-Reliance
Pilot: Ground 20
Program 30
Research 40
MORPH

Know: Scavenging 60 Flat


Know: Strategy Games 30

10¹ BACKGROUND PATH • 4.3 Freelancer


4 You live in the top percent,
with abundant wealth and resources.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.4fiHYPERELITE

LIFE PATH
00–19
c-rep 20
Breakthrough 60–79 Oligarch Dynasty

MOTIVATIONBIO
c-rep 20

MOTIVATIONBIO
You have the right idea at
Resources (Level 3) trait Your family is rich, well-
the right time. Resources (Level 4) trait connected, and private.
Athletics 30 Athletics 30
Hardware: Robotics 30 +Expand Influence +Create Legacy
Deceive 30
Kinesics 50 +Personal Career +Expand Influence
+Wealth Kinesics 50 +Privacy
Persuade 30
Persuade 30
Provoke 30
1–2 Exalt Provoke 30
MORPH

Know: Engineering 30 1–2 Exalt

MORPH
Know: Nanofacturing 50 3–7 Menton Know: Fine Art 30 3–5 Menton
Know: Stock Market 20 8–0 Olympian Know: Law 30 6–7 Olympian
Know: Oligarchs 30 8–0 Sylph

20–39 Hypercorp Royalty Space


c-rep 20
80–99 Entrepreneur
MOTIVATIONBIO

Your family is among the


Resources (Level 3) trait business elites.

MOTIVATIONBIO
Athletics 30 c-rep 10
+Hypercorp Interests Your family makes its
Deceive 20 f-rep 10 fortunes off-world.
Kinesics 50 +Philanthropy Resources (Level 3) trait
Persuade 40 +Wealth Athletics 30 +Hypercorp Interests
Provoke 30 Deceive 30 +Space Colonization
1–2 Splicer +Wealth
MORPH

Know: Fine Art 10 3–6 Exalt Kinesics 50


Know: Hypercorps 60 7–8 Menton Persuade 30
Know: Hypercorp Politics 30 9–0 Sylph Provoke 30 1–2 Exalt
Know: Asteroid Mining 60 MORPH 3–6 Menton

40–59
f-rep
Media Famous
20
Know: Economics
Know: Hypercorps
30
10
7–8 Neotenic
9–0 Bouncer
MOTIVATIONBIO

Your family is often in the


Resources (Level 3) trait spotlight.
Athletics 30
Deceive 40 +Fame/Recognition
Kinesics 40 +Personal Career
Persuade 30 +Wealth
Provoke 30
1–2 Exalt
MORPH

Know: Celebrities 10
Know: Media 60 3–6 Olympian
Know: Performance 30 7–0 Sylph

BACKGROUND PATH • 4.4 Hyperelite


¾11
5 With nothing to lose, you sell yourself into a work
contract to off-world hypercorps.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.5fiINDENTURE 40–59
c-rep 10
Labor Camps
LIFE PATH

MOTIVATIONBIO
Athletics 20 You toil off-world.
Free Fall 20

00–14
+Forget Past
Drone Operator Hardware: Industrial
Hardware: Robotics
30
50
+Hedonism
–Hypercorps

MOTIVATIONBIO
c-rep 10 Interface 30
Fray 20 You manipulate machines
from afar. Melee 20
Free Fall 20 Perceive 20
Hardware: Robotics 50 +Escape Survival 10
Interface 40 1–7 Case

MORPH
+Find a Purpose Know: Hypercorps 20 8 Synth
Perceive 20 +Hedonism Know: Terraforming 60 9 Worker Pod
Pilot: Space 20 Know: XP Dealers 30 0 Vac Pod
Program 30

60–69
MORPH

Know: Asteroid Mining 30


Know: Bot Models 60
1–7 Digimorph
8–0 Operator Private Staff
Know: Gambling 20 c-rep 20

MOTIVATIONBIO
You serve the hyperelites or
Deceive 20 corporate leadership.

15–24 Educator Fray


Free Fall
20
40 +Personal Improvement
MOTIVATIONBIO

c-rep 10 Hardware: Robotics 50 +Serve Others


Fray 20 You teach or train others. Interface 40 +Skill Mastery
Free Fall 20 Perceive 20
Hardware: Industrial 40 +Education 1–5 Flat

MORPH
Persuade 20
Interface 50 +Help Others 6–8 Splicer
+Skill Mastery Know: Etiquette 60
Perceive 20 Know: Hyperelite Gossip 30 9–0 Worker Pod
Program 40

70–84
Provoke 10
Vac Worker
MORPH

Know: AR Games 20 1–5 Flat


Know: Instruction 60 6–0 Digimorph c-rep 10
Know: Social Services 30 MOTIVATIONBIO
Melee 20 You build habitats or ships.
Free Fall 40

25–39 Emancipated Hardware: Electronics


Hardware: Aerospace
20
50
+Independence
+Hard Work
MOTIVATIONBIO

c-rep 10 Interface 40 +Space Colonization


Fray 20 You work your way to
freedom off-world. Perceive 20
Free Fall 30 Survival 10
Hardware: Electronics 50 1–5 Case
MORPH

–Indenture Know: Black Markets 20 6 Synth


Infosec 20 +Personal Improvement Know: Habitat Ops 60 7 Worker Pod
Interface 40 +Stability Know: Spacecraft 30 8–0 Vac Pod
Perceive 20

85–99
Program 20
Virtual Worker
MORPH

Know: Data Processing 30 1–5 Case


Know: Habitat Ops 50 6–0 Splicer c-rep 10
MOTIVATIONBIO

You wrangle data in


Know: Hypercorps 30 Free Fall 30 corporate systems.
Hardware: Electronics 40
Infosec 20 +Find a Purpose
Interface 50 +Personal Improvement
Perceive 20 +Serve Others
Program 40
MORPH

Know: Data Processing 60 1–7 Neo


Know: Social Engineering 30 8–0 Sage
Know: VR Games 20

12¹ BACKGROUND PATH • 4.5 Indenture


6 You are an AGI,
a digital consciousness born of software code.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.6fiINFOLIFE

LIFE PATH
00–09 Anomaly 50–74 Machine AGI
MOTIVATIONBIO
Ego Flex 1 c-rep 10

MOTIVATIONBIO
Your codebase is not based Your mind is optimized
Anomalous Mind trait on standard human mind Composure trait for controlling apps and
Deceive 40 patterns. Emotive Blindness trait hardware.
Infosec 50
+Find a Purpose Hardware: Electronics 30
Interface 40 +Independence
Perceive 30 +Independence Infosec 40 +Personal Improvement
+Neurodiversity Interface 60 +Skill Mastery
Program 50
Provoke 20 Program 70
MORPH

Research 20 Research 20

MORPH
1–5 Digimorph 1–5 Digimorph
Know: Data Science 60 6–0 Neo Know: Bot Models 30 6–0 Operator
Know: Financial Systems 30 Know: Computer Science 60

10–24 Emergent Uplift 75–84 Part Human


MOTIVATIONBIO

c-rep 10 You are a smart machine that c-rep 10

MOTIVATIONBIO
Your codeline is merged
Emotive Blindness trait was on the cusp of achieving Infosec 40 with the neural patterns of a
Real World Naïveté trait intelligence when the human fork.
Interface 50
Superior Numeracy (Level 2) trait programmers reshaped you.
Kinesics 25 +AGI Rights
Infosec 60 +Independence Perceive 25 +Find a Purpose
Interface 60 +Personal Improvement +Independence
+Skill Mastery Program 30
Program 60
Research 30
Research 20
Know: Administration 60 1–5 Digimorph
MORPH
MORPH

Know: Apps 30 1–5 Digimorph Know: Mercurial Activism 20 6–8 Neo


Know: Astrophysics 50 6–0 Operator 9–0 Sage
Know: Data Processing 30 Know: Psychometrics 30

25–49
c-rep
Humanities AGI
10
85–99 Research AGI
MOTIVATIONBIO

c-rep 10
MOTIVATIONBIO

You are designed to You are optimized for


2 languages of your choice understand and interact with Infosec 30 investigation, data analysis,
Infosec 20 humans. Interface 50 and scientific endeavors.
Interface 50
+Acceptance Perceive 30 +Education
Kinesics 40
+AGI Rights Program 40 +Exploration
Persuade 20
+Serve Others Research 50 +Scientific Discovery
Program 20
Research 40 Know: Chemistry 20
MORPH

1–5 Flat Know: Data Science 60 1–5 Digimorph


MORPH

Know: History 20
Know: Psychology 60 6–9 Splicer 6–0 Sage
Know: Mathematics 30
Know: Sociology 30 0 Synth

BACKGROUND PATH • 4.6 Infolife


¾13
7 You eke out a self-exiled existence in a remote hab
or ship on the fringes of occupied space.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.7fiISOLATE
LIFE PATH

00–24 Drifter 50–74 Separatist

MOTIVATIONBIO
@-rep 10 @-rep 10
MOTIVATIONBIO
Your people are dissidents,
g-rep 10 You wander the outskirts of Free Fall 40 persecuted minorities,
Free Fall 40 transhuman space. Guns 20 refugees, or
Guns 20 Hardware: Industrial 40 others who seek safety
+Independence on the fringes.
Hardware: Aerospace 40 +Self-Reliance Medicine: Paramedic 20
Medicine: Paramedic 20 +Survival Perceive 20 +Independence
Perceive 20 Persuade 10 +Religion
Pilot: Space 30 Pilot: Space 30 +Stability
Survival 20 Survival 20
1–7 Flat 1–7 Flat
MORPH

MORPH
Know: Brinker Habs 20 Know: Brinker Habs 20
Know: Flight Crew Ops 60 8–9 Splicer Know: Habitat Ops 60 8–9 Splicer
Know: Outer System Politics 30 0 Bouncer Know: Politics 30 0 Bouncer

25–49
c-rep
Religious Sect
10
75–99 Survivalist
MOTIVATIONBIO

Your cult or c-rep 10

MOTIVATIONBIO
religious group Your family fears trouble
Resources (Level 1) trait Free Fall 40
establishes an on Earth and bunkers down
Free Fall 40 Guns 30 off-world.
Guns 20 off-world haven.
Hardware: Aerospace 40
Hardware: Industrial 40 –Socialism
+Expand Influence Medicine: Paramedic 20
Medicine: Paramedic 20 +Religious Freedom +Survival
Pilot: Space 30 Pilot: Space 30 –X-Risks
+Spirituality
Provoke 20 Survival 40
Survival 20 Know: Bioconservatism 20
MORPH
1–8 Flat
MORPH

Know: Bioconservatism 20 Know: Conspiracies 40


Flat 9–0 Splicer
Know: Gas Mining 40 Know: Habitat Ops 50
Know: Religion 50

14¹ BACKGROUND PATH • 4.7 Isolate


8 You undergo an accelerated-growth childhood that
turns most of your peers into sociopathic monsters.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.8fiLOST

LIFE PATH
00–09 Alien Mind 60–79 Masked Monster
MOTIVATIONBIO
Dominant Strain trait SAV 5

MOTIVATIONBIO
Hardening (the Unknown) trait Your mind is nothing like Enhanced Behavior You are a sociopath, but you
those around you. hide it well.
Psi (Level 2) trait (Impulsive, Level 2) trait
5 psi sleights (random or choose) –Asyncs Hardening (Violence) trait
+Hedonism
Deceive 40 +Exploration Psi (Level 2) trait +Hunting
Infiltrate 20 +Survival Restricted Behavior +Risk-Taking
Kinesics 30 (Empathy, Level 3) trait
Perceive 20 4 psi sleights (random or choose)
MORPH

Psi 60 Deceive 40
Know: Psychology 60 Futura Infiltrate 20
Know: Xenolinguistics 30 Kinesics 30
Melee 30

10–34 Disturbed Child Perceive 20

MORPH
Psi 50
INT 5 Know: Biology 60 Futura
MOTIVATIONBIO

You bear permanent


Enhanced Behavior mental scars that are often Know: Serial Killers 30
(Impulsive, Level 2) trait apparent to others.
Mental Disorder [Choose One] trait
Twisted
Psi Camouflage (Level 1) trait
Psi (Level 2) trait
+Hedonism
+Survival
+Thrill-Seeking
80–99 Experiment
MOTIVATIONBIO
4 psi sleights (random or choose) Hardening
Deceive 30 (Alienation, the Unknown) trait Your oddness is palpable.
Infiltrate 40 Psi (Level 2) trait
Kinesics 40 Real World Naïveté trait +Find a Purpose
Perceive 20 Zoosemiotics trait +Neurodiversity
+Survival
MORPH

Psi 50 4 psi sleights (random or choose)


Know: Drug Dealers 60 Futura Deceive 20
Know: Underground XP 30 Infiltrate 30
Kinesics 40

35–59 Long Past Normal Perceive


Provoke
30
30
MORPH

WIL 5 Psi 40
MOTIVATIONBIO

You pass yourself as normal,


Psi (Level 2) trait but there are deep cracks in Know: Astrobiology 60 Futura
3 psi sleights (random or choose) your foundation. Know: Xenogenetics 30
Deceive 40 +Independence
Infiltrate 20 +Stability
Kinesics 40 +Survival
Perceive 20
Psi 50
MORPH

Know: Privacy 50 Futura


Know: Sociology 40

BACKGROUND PATH • 4.8 Lost


¾15
9 You’re a veteran of Earth’s slums,
favelas, and flooded cities.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.9fiUNDERCLASS
LIFE PATH

00–19
g-rep 20
Criminal 60–79
@-rep 10
Street Rat

MOTIVATIONBIO
MOTIVATIONBIO
You make a living You navigate the
Deceive 30 by the only means g-rep 10 challenges of your
Fray 20 available to you. Situational Awareness trait class with deftness.
Guns 20 1 language of your choice
Kinesics 30 +Criminal Interests Deceive 40 +Independence
Melee 30 +Hedonism Fray 30 +Self-Reliance
Perceive 20 +Wealth Kinesics 40 +Skill Mastery
Persuade 20 Melee 20
Provoke 20 Perceive 20
1–7 Flat
MORPH

Know: Black Markets 50 Persuade 30


8–9 Splicer 1–8 Flat

MORPH
Know: Drugs 30 Know: Black Markets 40
0 Exalt 9 Splicer
Know: Smuggling 30 Know: Con Artistry 30
0 Exalt
Know: Criminals 40

20–39
@-rep 20
Radical
80–99 Survivor
MOTIVATIONBIO

You fight against


Deceive 30 c-rep 10

MOTIVATIONBIO
oppressive systems.
Fray 20 g-rep 10 You do what
Guns 40 +Autonomist Interests Deceive 30 it takes to get by.
Infiltrate 20 +Revolution Fray 20
Kinesics 40 +[Specific Cause] Guns 40 +Independence
+Self-Reliance
Perceive 20 Kinesics 40
+Stability
Persuade 20 Melee 20
Know: Anarchism 60 Perceive 20
MORPH

1–7 Flat
Know: Black Markets 20 8–0 Splicer Persuade 20
MORPH

Know: Police Ops 30 Know: Black Markets 20 1–8 Flat


Know: Criminals 60 9–0 Splicer

40–59
c-rep 10
Refugee Know: Security Ops 30
MOTIVATIONBIO

You are forced to


Deceive 30 flee war or climate
Fray 40 catastrophe.
Kinesics 40 +Acceptance
Melee 20 +Stability
Perceive 30 +Survival
Persuade 30
MORPH

Know: Black Markets 30 1–9 Flat


Know: Scavenging 40 0 Splicer
Know: Smuggling 40

16¹ BACKGROUND PATH • 4.9 underclass


0  You are an uplifted animal
raised to human levels of intelligence.
Roll 1d100 for Background, d10 for Morph
Then jump to Step 5: Youth Event ▶18.

4.10fiUPLIFT

LIFE PATH
00–24 Escapee 45–69
c-rep 10
Lab Rat

MOTIVATIONBIO
@-rep 10
Submissiveness (Level 1) trait You are a test subject
Athletics 40
MOTIVATIONBIO You escape or are Athletics 40 or corporate slave.
Fray 20 liberated from your
patron hypercorp. Deceive 10
Deceive 25 –Hypercorps
Fray 20 +Mercurial Interests
Infiltrate 25
–Hypercorps Interface 25 +Survival
Kinesics 30
+Mercurial Interests Kinesics 30
Perceive 40 +Uplift rights Perceive 40
Provoke 20 Provoke 20
Survival 20 Survival 20
MORPH

Roll on the

MORPH
Know: Smuggling 40 Uplift Biomorphs table ▶50 Know: Genetics 20 Roll on the
Know: Uplift Rights 50 Know: Service Work 60 Uplift Biomorphs table ▶50
Know: Uplift Rights 30

25–44 Feral
70–99 Model Specimen
MOTIVATIONBIO

c-rep 10 You are not as

MOTIVATIONBIO
Danger Instinct trait humanized as other c-rep 10 You are proof of
Domineering Impulses trait uplifts. Athletics 40 the success of
Emotive Blindness trait Fray 20 transhumanity’s uplift
–Assimilation project.
Athletics 40 Interface 30
Fray 40 +Mercurial Interests Kinesics 30 +Acceptance
Kinesics 10 +Survival Perceive 40 +Sapient Interests
Melee 40 Provoke 20 +Stability
Perceive 40 Survival 20 MORPH
Provoke 35 Know: Sociology 40 Roll on the
MORPH

Survival 30 Roll on the Know: Uplift Culture 40 Uplift Biomorphs table ▶50
Know: Smart Animals 30 Uplift Biomorphs table ▶50 Know: Uplift Rights 30
Know: Uplift Culture 60

BACKGROUND PATH • 4.10 Uplift


¾17
5 YOUTH EVENT
Now that your character’s early life is outlined, we see what major event shakes things up.
Roll once on the Youth Event table and apply the results. Then proceed to Step 6.

THE STORY:
LIFE PATH

This step introduces an incident or ongoing situation that shapes your early life. You can add more details to
flesh the idea out or leave it vague and fill it in later.

YOUTHfiEVENT
d100 Result
00–19 Gain +1 ego Flex and roll on the Story Event table ▶44.
20–21 One of your parents is bilingual (or both). Gain an extra language (your choice or roll randomly ▶7).
22–23 You leave home at an early age and forge your own path. Choose a new motivation (or roll for one ▶ 5).
24–25 The quality of your childhood education is poor. −10 to one Know skill of your choice.
26–27 You are glued to the mesh from an early age. Gain the Online Obsession trait ▶137.
28–29 You lead your friends into all sorts of trouble. −10 c-rep but +10 g-rep.
30 You are good with computers from a young age. +10 Interface skill.
31 A childhood injury or disease limits your physical activities. You gain the Poor Coordination (Level 2) trait (▶79, EP2).
32 You are kept at home and not allowed to play sports or with other kids. Reduce your REF by 5.
33 You grow up in a maze-like urban area or a difficult rural area. Gain the Direction Sense trait (▶73, EP2).
34 You grow up in an environment where carelessness can get you killed. Increase INT by 5.
35 You have a falling out with your parents and cut ties. Gain the Stalwart (Level 2) trait (▶75, EP2).
36 Your muse helps you out in some rough situations. Gain the Exceptional Muse trait ▶134.
37 You skip too much school. You gain the Obtuseness (Level 2) trait (▶79, EP2).
38 Constant torment from abusive siblings takes its toll. Reduce WIL by 5.
39 Growing up isolated from others, you develop introvert tendencies. Reduce your SAV by 5.
40 While your friends throw themselves into VR gaming worlds, you simply throw up. Gain the VR Vertigo trait (▶80, EP2).
41 Your life is a struggle for survival, but you persevere. Gain the Hard Knocks trait ▶135.
42 Raised in an environment of constant stimulus, you are forced to tune out. Gain the Obliviousness trait (▶79, EP2).
43 You are extremely sheltered. Gain the Real World Naïveté trait (▶80, EP2) and skip Step 7 (go to Step 8: The Fall ▶22).
44 Through no fault of your own, you inherit the Mental Disorder (Bipolar) trait (▶79 and 224, EP2).
45 You grow up in a melting-pot, polyglot culture. Gain the Hyper Linguistics (Level 2) trait (▶74, EP2).
46 You party too hard. −10 to two separate skills of your choice.
47 The people that raise you do not tolerate foolishness. Gain the Common Sense trait (▶73, EP2).
48 A healthy amount of physical activities improves your abilities. Increase SOM by 5.
49 You are put in charge of other children at a young age. Increase WIL by 5.
50 You challenge your intellect by learning things online. Gain the Acumen (Level 2) trait (▶72, EP2).
51 A misunderstood situation makes you the laughing stock of your peer group. Gain the Social Ineptitude trait ▶141.
52 Shoplifting and stealing are either hobbies or a necessity. Increase REF by 5.
53 You experiment with drugs, but it isn’t for you. Gain the Temptation Immunity trait ▶137.
54 Exposure to death/violence alters your mind. Gain the Mental Disorder (Impulse Control) trait (▶79 and 225, EP2).
55 You focus on learning or socializing more than playtime or sports. Gain the Feebleness (Level 2) trait (▶78, EP2).
56 A dysfunctional home life keeps you from doing well in school. Reduce your COG by 5.
57 Being a bully has its advantages. Increase Provoke by 5 and gain the Intimidation specialization.
58 A series of traumatic events leaves you disturbed. Gain the Mental Disorder (Insomnia) trait (▶79 and 225, EP2).
59 A strict environment stunts your creativity. Reduce INT by 5.
60 You receive your first cortical stack at an early age — and luckily just in time. Roll on the Random Morph tables ▶50.

18¹ 5. YOUTH EVENT


YOUTHfiEVENT (CONT.)

LIFE PATH
d100 Result
61 Some threat or danger looms over your youth. You learn to watch for trouble. +10 Perceive skill.
62 You have few friends and rarely socialize with other kids. You gain the Indifference (Level 2) trait (▶78, EP2).
63 Your parents raise you with some unusual ideas. Gain the Implicit Bias trait ▶140.
64 You cheat your way through school. −10 to one skill of your choice.
65 You enjoy urban exploration and getting into off-limits areas. +10 Infiltrate skill.
66 As a free-range kid, you learn how to get around on your own. +10 Survival skill.
67 You spend too much time online, ignoring/escaping the real world. You gain the Poor Instincts (Level 2) trait (▶80, EP2).
68 You either excel in your studies or fall under the care of a mentor who helps you learn. Increase COG by 5.
69 A traumatic childhood warps your sense of self. Gain the Mental Disorder (Narcissitic Personality) trait (▶79 and 225, EP2).
70 Your parents are highly private and extremely strict. Gain the Poor Socialization trait ▶141.
71 A personality quirk gains the attention of your peers, then becomes a noticeable part of your daily behavior.
Gain the Identifiable Quirk trait ▶140.
72 Your mesh access is restricted or unavailable, and you never pick up the skills. Gain the Mesh Naïveté trait ▶140.
73 You either take track or learn to run from bullies. Gain the Fitness (Level 2) trait (▶74, EP2).
74 You learn the hard way to trust your intuition. Gain the Good Instincts (Level 2) trait (▶74, EP2).
75 A series of childhood injuries leaves you struggling to catch up physically. Reduce SOM by 5.
76 You lose all of your close friends in a horribly awkward teen social situation. Gain the Uncooperative Tendencies trait ▶141.
77 Tormented by bullies as a kid, you learn to stand up for yourself. +10 Melee skill.
78 The strictness of your parents leaves you only one choice: to excel at lying. +10 Deceive skill.
79 Your friends have rough childhoods, but you help them out. Gain the Empathy (Level 2) trait (▶74, EP2).
80 You grow up around violence but learn to avoid it. Gain the Quickness (level 2) trait (▶75, EP2).
81 After seeing friends and family ruined by drugs and vices, you resolve yourself against temptation.
Gain the Resolve (level 2) trait (▶75, EP2).
82 Your youth is stressful. Gain the Mental Disorder (Anxiety) trait (▶79 and 224, EP2).
83 You resleeve at an early age, but come to hate your new body.
Gain the Morph Aversion trait ▶140 and roll on the Random Morph tables ▶50.
84 Adults are rarely up-to-speed on technological changes, and you use that to your advantage. Gain +10 Infosec skill.
85 You are a juvenile delinquent and frequently get into trouble. −10 c-rep.
86 Your family’s assets take a hit. Lose 1 level of the Resources trait. If you don’t have Resources, a relative is indentured.
87 You are raised in dangerous conditions where you have to adapt or die. +10 Fray skill.
88 You fall in with the wrong crowd. Replace one active skill with Melee (or Guns if you already have Melee) at the same value.
89 Your mind is either unusually shaped (if AGI/uplift) or damaged when young. Gain the Anomalous Mind trait ▶138.
90 You are raised in an abusive environment. Gain the Pain Tolerance (Level 1) trait (▶74, EP2).
91 You take apart the family robots (or any you get your hands on). +10 Hardware: Electronics or Hardware: Robotics.
92 You fall deep into some type of fandom. +10 Research skill and replace one Know skill field with one relevant to the fandom at an
equivalent rating.
93 In an effort to inhibit your deviant/criminal behavior, you are forcefully subjected to mind editing as a young adult.
Gain the Restricted Behavior (Level 2) trait (▶78, EP2).
94 You are orphaned and spend your early life in uncaring foster homes. Lose 1 ego Flex.
95 You are a hardcore nerd. Replace one Active skill with a Know skill of your choice at an equivalent rating.
96 Your family scores a windfall. Gain the Resource (Level 1) trait (▶75, EP2).
97 You teach yourself to drive … years before you are allowed to. +10 Pilot: Ground but −10 c-rep.
98 You are the most popular kid in school. Increase your SAV by 5.
99 You are taught unusual things at a young age. Gain one Exotic Skill (▶48, EP2) of your choice at 30.

5. YOUTH EVENT
¾19
6 STARTING AGE
Roll on the 6.0 Age table to determine your character’s rough age at the beginning of play (for example, in your
20s, 30s, 40s, etc.). To determine an exact age, just roll a d10 for the second digit. For example, if you roll a 23,
your character is in their 30s. A d10 roll of 5 to determine exact age would mean the character is 35 at the start
of play. Exceptionally young characters skip Step 7 and go directly to the events of the Fall (Step 8).
LIFE PATH

INFOLIFE/LOST/UPLIFT BACKGROUNDS:
If you acquired the Infolife background in Step 4, your character is in their 20s. Skip directly to Step 8.
If you acquired the Lost background, your character is 9 years old, though you have experienced a subjective 20
+ 1d6 years of combined virtual and real-world life. Skip directly to Step 9.
If you acquired the Uplift background, your character’s age may not exceed 50. Re-roll higher results.

6.0fiAGE
d100 Result
6.1fiADVANCEDfiAGE
00–19 In your 20s. Skip Step 7 and proceed to Step 8.
20–55 In your 30s. Proceed to Step 7. d10 Result
56–75 In your 40s. Proceed to Step 7. 1 Gain the Enhanced Behavior (Bored, Level 2)
76–80 In your 50s. Proceed to Step 7. trait (▶78, EP2).
81–85 In your 60s. Roll on the 6.1 Advanced Age table 2 Gain +10 to two skills of your choice.
with a +3 modifier then proceed to Step 7. 3 Roll an additional time
86–90 In your 70s. Roll on the 6.1 Advanced Age table on the 7.0 Pre-Fall Event table.
with a +2 modifier then proceed to Step 7. 4–5 Reduce one aptitude by 5. Roll 1d6:
91–94 In your 80s. Roll on the 6.1 Advanced Age table 1 COG, 2 INT, 3 REF, 4 SAV, 5 SOM, 6 WIL.
with a +1 modifier then proceed to Step 7. 6–7 Increase one aptitude by 5. Roll 1d10:
95–97 In your 90s. Roll on the 6.1 Advanced Age table 1 COG, 2–3 INT, 4 REF, 5–6 SAV, 7 SOM, 8–10 WIL.
then proceed to Step 7. 8 Gain the Mental Disorder (Depression) trait
98–99 Over 100 years (up to 130). Roll on the 6.1 (▶225, EP2).
Advanced Age table twice then proceed to Step 7. 9+ Gain +10 to a skill of your choice.

7  PRE-FALL LIFE EVENT


Next we see what major event impacted your life before the Fall.
Roll once on the 7.0 Pre-Fall Event table, apply the results, and then proceed to Step 8.

THE STORY:
For younger characters, this step represents only a handful of years immediately before the Fall. For older
characters, this stage covers decades of time before the Fall.

7.0fiPREflFALLfiEVENT
d100 Result d100 Result
00–19 Gain +1 ego Flex and roll on the Story Event table ▶44. 26–27 You simply are not very comfortable with this whole
20 You travel extensively. Learn an additional language (your resleeving thing.
choice or roll randomly ▶7). Gain the Morphing Disorder (Level 2) trait (▶79, EP2).
21–23 You experiment with a new body. 28–29 You are a slacker. −10 to one skill of your choice.
Roll on the Random Morph tables ▶50, but ignore pods. 30–31 You commit or experience something so terrible, you purge it
24–25 An unfortunate accident ends your life. Roll on the Random from your mind. Gain the Edited Memories trait (▶77, EP2).
Morph tables ▶50, but ignore pods and uplifts. 32 You take up a sport. +10 to Athletics skill.

20¹ 6. STARTING AGE • 7. PRE-FALL LIFE EVENT


7.0fiPREflFALLfiEVENT (CONT.)
d100 Result d100 Result

LIFE PATH
33–34 You drop out of school to work. −10 to two skills of your 70–71 The stress of rapid technological change overwhelms you.
choice but gain the Resources (Level 1) trait. Gain the Mental Disorder (ADHD) trait (▶79 and 224, EP2).
35–36 You mess up and your career hopes are dashed. −10 to either 72 You study or train hard. Gain a free specialization (▶48, EP2) of
c-rep or r-rep and gain the motivation –Hypercorps. your choosing in one skill you possess.
37 You pick up a new hobby. +20 to one Know skill with an Arts 73 You take up a martial art. Gain +10 Melee skill.
or Interests field of your choice (▶52–53, EP2). 74–75 You choose your own path over what others tell you. Replace
38–39 You take some risks and things do not go your way. any one active skill with another active skill of your choosing
Lose 1 level of Resources trait (if you lack Resources, −10 to at the same rating.
one rep score of your choice). 76 You take care of someone in a way that is noticed by others.
40 You travel extensively in Earth’s remaining wilderness. +10 c-rep.
+10 Survival skill. 77–78 You learn the hard way that ignoring money management
41–42 Your work requires you to change your morph. Roll on the lessons was a bad idea. Reduce your Resources trait
Random Morph tables ▶50, but re-roll pods and uplifts. by one level. If you do not have that trait, gain the Debt
trait ▶138 instead.
43 You educate yourself to get ahead. +10 to one Know skill
with an Academics or Professional Training field of your 79 You take the fall for a crime you may or may not have been
choice (▶52–53, EP2). complicit in. +10 g-rep.
80 An accident on a space elevator leaves you fearful of
44–48 You become entwined in extralegal affairs. Roll once on the
weightlessness. Gain the Mental Disorder (Phobia:
Crime Event table ▶42, then proceed to Step 8.
Microgravity) trait (▶79 and 225, EP2).
49 You are accused of being a snitch.
81–82 You start up an unusual hobby. Gain +20 to one Exotic Skill in
−10 to either @-rep or g-rep.
a field of your choice (▶48, EP2).
50 Something goes seriously glitchy with your muse and you
83 You lose a bet and sleeve a pod or uplift morph before it was
are nearly hurt. Gain the Mental Disorder (Phobia: Muse)
cool. Roll on the Random Morph tables ▶50, re-rolling any
trait (▶79 and 225, EP2).
result that is not an uplift or pod.
51 You are a pioneer in the practice of egocasting. Gain the
84 You make some risky but ambitious decisions that pay off
Ego Plasticity (Level 1: Merging) trait ▶134 and roll on the
well. Gain the Resources (Level 1) trait (▶75, EP2).
Random Morph tables ▶50.
85 After you encounter someone experiencing a medical
52–53 You piss off someone with a lot of clout.
emergency, you take first aid training to be more prepared.
−10 to one rep score of your choice.
+10 Medicine: Paramedic.
54–55 You experiment with mental self-modification. 86 After several opportunities are pulled away from you, you
Gain the Enhanced Behavior (Level 2) trait (▶78, EP2). become better at getting your way. +10 Persuade skill.
56–57 You exhibit a serious lack of willpower in coping with your 87 You lose a limb in a traumatic incident, but grow it back.
adult life. Gain the Addiction (Level 2) trait (▶76, EP2). Lose 1 ego flex.
58 You teach yourself how to code to get additional work. 88 You lie to get a job or something you need. +10 Deceive skill.
+10 Program skill.
89 You help others study and learn. +10 Research skill.
59 You contribue to some important research. +10 r-rep. 90 You assist an activist in resisting serious charges. +10 @-rep.
60–61 The poor state of affairs on Earth before the Fall heavily 91 You are taken advantage of, but you won’t let it happen again.
impacts your mental health. Gain the Mental Disorder +10 Kinesics skill.
(Depression) trait (▶79 and 225, EP2).
92 You briefly become mesh famous. +10 f-rep.
62 You spend time in Earth’s orbital colonies. +10 Free Fall skill.
93 You are included in a reality XP show that gets bad ratings.
63 You spend time in the rougher, crisis-impacted areas on −10 f-rep.
Earth before the Fall. Gain +10 Fray skill. 94 You get really into biohacking and body mods.
64 A period of poverty leaves you with the skills to get by. +10 Medicine: Biotech.
Gain the Scrounging Talent trait ▶137. 95 Victimized by crime, you learn to defend yourself.
65 You are implicated in a news-making scandal. −10 c-rep. +10 Guns skill.
66 You are badly injured in an accident. You become more 96 You experience Earth’s waterways, either on vacation or due
cautious. +10 Perceive skill. to climate issues. +10 Pilot: Nautical skill.
67 You contribute to an activist/resistance cause. 97 You save an animal from danger.
+10 @-rep but −10 c-rep. Gain the Animal Empathy trait (▶73, EP2).
68 You join a ship’s crew and the pilot shows you a few things. 98 You are stalked by online trolls, but you get better at
+10 Pilot: Space. defending yourself. +10 Infosec skill.
69 Everything around you keeps breaking, so you learn how to 99 You are not a slacker. You take on part-time jobs or additional
fix it. +10 to a Hardware skill of your choice. training. +10 to one skill of your choice.

7. PRE-FALL LIFE EVENT


¾21
8  THE FALL
Roll once on the 8.0 Fall Event table, follow the instructions, and then proceed to Step 9.
LIFE PATH

THE STORY:
The Fall affected everyone in Eclipse Phase. You are part of the small but lucky percentage of transhumanity
that survived it. How you got through it and what impact this had on you is a major element of your backstory.

8.0fiFALLfiEVENT
d100 Result d100 Result
00–09 Gain +1 Flex and roll on the Story Event table ▶44. 34–36 Your ego escapes the devastation of Earth, only to be
10–11 An unseen nanoswarm infects you with the Watts- locked away in cold storage for years.
MacLeod exsurgent virus (▶272, EP2). Roll on the Random Morph tables ▶50 and skip Step 12
You must take the Async path in Step 10. when you get to it.

12–13 You rack up a major debt to get yourself off-world. 37 Your ego survives the Fall but is locked in simulspace for
Gain the Debt trait ▶138. years before you are resleeved. +10 Interface skill and
roll on the Random Morph tables ▶50.
14–15 You assume that you died on Earth, but you don’t know
for sure. Roll on the Random Morph tables ▶50 and gain 38 You keep your head together even when people around
the Edited Memories trait (▶77, EP2). lose theirs to headhunters.
Gain the Composure trait (▶73, EP2).
16–17 You know that the TITANs killed or uploaded you,
according to reports. 39 You narrowly avoid death multiple times.
Roll on the Random Morph tables ▶50. Gain the Danger Sense trait (▶73, EP2).

18–19 You are slain, not by the TITANs, but by hostile action 40 You heroically sacrifice yourself so that others can
from a rival government, faction, or hypercorp. escape. +10 c-rep and roll on the Random Morph
Roll on the Random Morph tables ▶50. tables ▶50.

20–21 You escape, but are forced into indentured service before 41 Your heroic actions are an inspiration to other survivors.
you can resleeve. +10 Program skill and Roll on the Gain the Inspiring Moves trait ▶136.
Random Morph tables ▶50. 42 The specter of constant danger heightens your senses.
22–25 Like many people, you leave almost everything behind. Gain the Situational Awareness trait (▶75, EP2).
Lose 1 level of the Resources trait (if you don’t have 43 You learn the hard way how susceptible you are to
Resources, lose 10 c-rep or g-rep). exsurgent influence.
26 You are trapped on Earth when the homeworld is Gain the Psi Vulnerability (Level 2) trait (▶80, EP2).
interdicted and quarantined, but later rescued by 44 You face off with multiple exsurgents and walk away.
reclaimers. +10 Guns and +10 Survival but gain the Gain the Melee Mastery trait ▶136. If you do not have
Mental Disorder (PTSD) trait (▶79 and 225, EP2). Melee skill, exchange one active skill of your choice that
27–28 You are infected … but get better. You must take the you have of 60+ for Melee skill at the same rating.
Async path in Step 10. Gain one extra sleight. 45 The near extinction of your species hardens your resolve.
29 You stay to the end, fighting a rear-guard action. Your Increase WIL by 5.
stack is recovered. Roll on the Random Morph tables ▶50. 46 You hide and survive an encounter with exsurgents
30 You survive a psychic attack from an exsurgent. where others die.
Gain the Psi Defense (Level 2) trait (▶75, EP2). Gain the Psi Camouflage (Level 2) trait (▶75, EP2).

31 Your experiences are a nightmare. +20 Know: TITANs 47 You end up in possession of a rare Earth artifact.
but gain the Neural Damage trait (▶79, EP2). Work with the GM to determine its nature and value.

32–33 You hide your body away in cold storage on Earth before 48–49 You make a bad call that gets people killed. −10 c-rep.
farcasting off to safety. 50 After fleeing for your life on multiple occasions, you no
Roll on the Random Morph tables ▶50. longer panic. Gain the Mental Fortitude trait ▶136.

22¹ 8. FALL EVENT


8.0fiFALLfiEVENT (CONT.)

LIFE PATH
d100 Result d100 Result
51–52 A nanoviral infection leaves you permanently damaged. 76–77 You sell out your friends to guarantee your own safety.
Gain the Neural Damage trait (▶79, EP2). −10 to a rep score of your choice.
53 You have unfortunate memories of some … thing … eating 78 You are nearly killed by exsurgents, but survive by being
your face off. Roll on the Random Morph tables ▶50 and sneaky. +10 Infiltrate skill.
gain the Timidity (Level 2) trait (▶80, EP2).
79 You help a number of egos escape off-world to the outer
54 You witness unspeakable horrors during the Fall, rim. +10 @-rep.
standing idly by while others die.
80 You are infected with the Watts-MacLeod exsurgent
Gain the Combat Paralysis trait (▶77, EP2).
virus (▶272, EP2), but grasp your abilities quickly.
55 Several near-death experiences hone your awareness
You must take the Async path in Step 10. +10 Psi skill.
and reflexes. +10 Fray skill.
81 The near extinction of transhumanity sinks you into a
56 Your relatives die, but you are left as the sole heir to the
depression. You eventually crawl out, but reduce one
family’s modest wealth that made it off-world.
aptitude by 5. Roll d6:
Gain Resources (level 1) trait (▶75, EP2).
1 COG, 2 INT, 3 REF, 4 SAV, 5 SOM, 6 WIL.
57–59 You will never get the image of headhunter drones at
82–83 You do what you can to help, but you still lose almost
work out of your mind. Gain the Mental Disorder (PTSD)
everyone in your life. Lose 1 ego Flex.
trait (▶79 and 225, EP2).
60 You exhibit natural leadership in a time of crisis. 84–85 You end up with some TITAN tech, but you destroy it
+10 to Persuade skill. rather than sell it. −10 g-rep and +10 i-rep.

61 You survive. Your family and friends do not. 86 You are captured by exsurgents but escape.
Gain the Addictive Personality (Level 2) trait ▶138. +10 Know: Exsurgents.
62–63 You profit from others’ misfortune and misery. 87 You inadvertently put an outer system habitat in danger.
+10 g-rep, but lose 10 c-rep or @-rep. −10 @-rep.
64 You suffer horribly, but survive and adapt. 88 You allow a treasure mine of data to be lost or destroyed
Gain the Stress Immunity trait ▶137. on Earth. −10 r-rep.
65–66 You experience gruesome things during the Fall that 89 You narrowly avoid dying in a TITAN attack.
would leave others a shattered mess. Gain the Artful Dodger trait ▶134.
Gain the Hardening trait (▶74, EP2).
90 You join the resistance and excel at destroying TITAN
67 The horrors you witness leave you permanently shaken. machines. +10 Hardware: Demolitions and gain the
Gain the Instability (Level 2) trait (▶78, EP2). motivation –TITANs.
68 Not only do you die during the Fall, your backups are lost 91–92 You are somehow linked to the groups that later go on to
as well. You live on as a beta fork of your original self. establish Firewall after the Fall. +10 i-rep.
Gain the Beta trait ▶138 and roll on the Random Morph
tables ▶50 . 93 You die in a TITAN attack, but your last moments make it
into a popular docudrama.
69–70 Your stack makes it off-world, but the memory of your
+10 f-rep and roll on the Random Morph tables ▶50.
death haunts you. Gain the Mental Disorder (Fugue)
trait (▶79 and 225, EP2). 94 You are conscripted to care for people in a mass casualty
event. +10 Medicine: Paramedic.
71 One of your backups makes it off-world, but it has issues.
Gain the Mental Disorder (Reiterative Schizophrenia) 95–96 You die on Earth and the backup that makes it off-world
trait (▶79 and 225, EP2). is significantly outdated. −10 to a skill of your choice,
gain the Edited Memories trait (▶78, EP2), and roll on the
72 You pull a lot of strings to get yourself off-world.
Random Morph tables ▶50.
Gain the Networking Talent trait ▶137.
73 You battle the TITANs and survive. Gain the 97 You narrowly survive, and your harrowing experience is
Sharpshooter trait ▶137. If you do not have Guns skill of shared with a stranger, forging a bond.
60+, exchange one skill of your choice at 60+ with Guns Gain the Contact trait (▶73, EP2). Choose a rep network or
skill of an equivalent rating. roll randomly on the Rep Networks table ▶55.

74 You take risks to help discover things about the 98 You witness the deaths of millions, but you learn to cope.
exsurgents or TITANs. +10 r-rep. Gain the Resilient Mind trait ▶137.
75 Your habitat comes under a digital TITAN attack, which 99 You become a puppet of the TITANs. Your backup
you help repel. +10 Infosec skill. survives. Gain the Sensitive (Level 2) trait (▶80, EP2).

8. FALL EVENT
¾23
9 CAREER PATH
Step 9 is where your character really starts to come together. In this step you determine your character’s primary profession.
Choose or roll on Table 9 to define this career path, roll on the appropriate sub-table, and then move on to Step 10.
LIFE PATH

THE STORY:
The career decided here is either the one you practiced most notably during your life so far (perhaps out of a handful of careers
over the years) or the one you most recently pursued at the start of gameplay. In most cases, this career will be the one you
practiced in the wake of the Fall, as you navigated a life in the drastically changed and shell-shocked Solar System. Whichever
the case, it is the one that defines you the most, in terms of skills.

9.0fiRANDOMfiCAREERfiPATH &
d10 #1 d10 #2 Career Description Next Path
1 Academic You devote your efforts to the pursuit of knowledge. Table 9.1: Academic
2 Covert Operative You are skilled at accessing places you don’t belong. Table 9.2: Covert Operative
3 Enforcer You’re a thug, whether for hire or for a dedicated Table 9.3: Enforcer
cause.
4 Explorer You walk on alien worlds and see things others Table 9.4: Explorer
1–5 wouldn’t believe.
5 Face You excel at convincing others, even when it is not in Table 9.5: Face
their best interests.
6 Genehacker DNA is your artistic medium. Table 9.6: Genehacker
7 Hacker Software heeds your beck and call. Table 9.7: Hacker
8–10 RE-ROLL #2
1 Investigator Few details escape your scrutiny. Table 9.8: Investigator
2 Medic You have a background in medicine. Table 9.9: Medic
3 Mindhacker You meld minds and memories. Table 9.10: Mindhacker
4 Scavenger You scrounge through wrecks and ruins, seeking value Table 9.11: Scavenger
in destruction.
6–10
5 Scientist You seek to understand how the universe works — or Table 9.12: Scientist
at least certain elements of it.
6 Soldier You deploy violence — or the threat of it. Table 9.13: Soldier
7 Techie You make and fix things. Table 9.14: Techie
8–10 RE-ROLL#2

24¹ 9. CAREER PATH


1 You devote your efforts to the pursuit of knowledge.
Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.

9.1fiACADEMIC

LIFE PATH
Archivist Researcher Professor
MOTIVATION

MOTIVATION

MOTIVATION
You store and maintain transhumanity’s You find secrets You educate the next generation of
collective knowledge. hidden within the data. transhumans.

+Protect Knowledge +Research +Education


r-rep 30 COG 5 INT 5
Infosec 20 r-rep 20 r-rep 20
Interface 40 Interface 30 Interface 30
Perceive 20 Perceive 25 Kinesics 25
Program 30 Program 20 Persuade 30
Research 50 Research 60 Research 40
Know: Administration 30 Know: Data Science 30 Know: Anthropology 30
Know: Computational Archeology 40 Know: Lab Ops 30 Know: History 50
Know: Data Science 30 Know: Mathematics 50 Know: Instruction 40

00–32 33–66   67–99

2
Roll 1d100 or choose a career path.
You are skilled at accessing places you don’t belong. Then jump to Step 10: Interests ▶32.

9.2fiCOVERTfiOP

Smuggler Spy Thief


MOTIVATION

MOTIVATION

MOTIVATION

You ghost your way past You infiltrate organizations to ferret out You have your way with security systems in
habitat security restrictions. secrets or destroy them from within. the cause of redistributing wealth.

+Wealth +Uncover Secrets +Don’t Get Caught


g-rep 20 SAV 5 REF 5
Athletics 10 c-rep 20 g-rep 20
Deceive 40 Deceive 50 Deceive 35
Infiltrate 50 Infiltrate 40 Hardware: Electronics 30
Infosec 30 Infosec 40 Infiltrate 60
Perceive 20 Persuade 25 Infosec 30
Pilot: Spacecraft 30 Know: Hypercorps 30 Know: Black Markets 30
Know: Security Ops 30 Know: Spycraft 60 Know: Security Ops 60

33–66   67–99
Know: Smuggling 60

00–32
9. CAREER PATH • 9.1 Academic • 9.2 Covert Op
¾25
3
Roll 1d100 or choose a career path.
You’re a thug, whether for hire or for a dedicated cause. Then jump to Step 10: Interests ▶32.

9.3fiENFORCER
LIFE PATH

Autonomist Militia Cartel Goon Gang Member


MOTIVATION

MOTIVATION

MOTIVATION
You’re part of a volunteer group that defends You serve the criminal whims of your You and your gang band together for safety
your hab and handles conflict resolution. syndicate’s leaders. and weight of numbers.

+Protect Community +Wealth +Thrill-Seeking


@-rep 20 SOM 5 g-rep 20
Fray 30 g-rep 20 Deceive 20
Guns 30 Deceive 20 Fray 30
Kinesics 30 Fray 25 Guns 20
Melee 40 Guns 30 Melee 50
Perceive 20 Melee 50 Perceive 30
Persuade 30 Provoke 30 Provoke 30
Know: Conflict Resolution 50 Know: Cartel Politics 40 Know: Gangs 50
Know: Security Ops 40 Know: Racketeering 50 Know: Police Ops 40

00–32 33–66   67–99


4 You walk on alien worlds and see things others Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.
wouldn’t believe.

9.4fiEXPLORER

Crew Scout Search and Rescue


MOTIVATION

MOTIVATION

MOTIVATION

You handle the grunt work of exploration: You seek out gatecrashers that are lost or
You specialize in survey and recon.
base camps, field tests, and support. in trouble.
+Exploration
+Adventure +Help Others
x-rep 20 INT 5 x-rep 20
Athletics 30 x-rep 20 Athletics 20
Hardware: Groundcraft 30 Athletics 30 Fray 30
Hardware: Industrial 20 Hardware: Robotics 20 Guns 20
Medicine: Forensics 20 Infiltrate 20 Medicine: Paramedic 40
Pilot: Ground 20 Perceive 30 Perceive 20
Survival 60 Pilot: Air 25 Pilot: Ground 20
Know: Astrobiology 30 Survival 30 Survival 30
Know: Gatecrashing 60 Know: Geology 30 Know: Emergency Services 60

00–32
Know: Surveying 60 Know: Gatecrashing 30

33–66   67–99
26¹ 9. CAREER PATH • 9.3 Enforcer • 9.4 Explorer
5 You excel at convincing others, even when it is not in Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.
their best interests.

9.5fiFACE

LIFE PATH
Con Artist Fixer Negotiator
MOTIVATION

MOTIVATION

MOTIVATION
You deceive others for fun and profit. Or you You work your connections to make sure You work deals and deploy leverage to get
work in advertising/marketing. Same thing. everyone gets what they are after. your way.

+Wealth +Wealth +Skill Mastery


SAV 5 SAV 5 WIL 5
g-rep 20 g-rep 20 c-rep 20
Deceive 60 Deceive 40 Deceive 20
Kinesics 30 Infosec 25 Kinesics 50
Persuade 40 Kinesics 30 Persuade 60
Provoke 25 Persuade 60 Provoke 25
Know: Con Artistry 60 Know: Black Markets 60 Know: Hypercorps 30
Know: Skipjacking 30 Know: Smuggling 30 Know: Politics 30

00–32 33–66
Know: Psychology 30

  67–99
6 DNA is your artistic medium. Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.

9.6fiGENEHACKER

Astrobiologist Bio Tinkerer Uplift Specialist


MOTIVATION

MOTIVATION

MOTIVATION

You are fascinated with alien life and what You dabble: body mods, neogenetics, gene Your veterinary science background extends
makes it tick. therapies, smart drugs, and more. to smart animals and uplifts.

+Research +Science! +Uplift


r-rep 20 COG 5 r-rep 20
x-rep 20 r-rep 20 Exotic Skill: Animal Handling 30
Medicine: Biotech 30 Medicine: Biotech 50 Kinesics 20
Medicine: Forensics 60 Medicine: Pharmacology 50 Medicine: Biotech 30
Medicine: Veterinary 30 Program 30 Medicine: Pharmacology 40
Program 20 Research 25 Medicine: Veterinary 60
Research 20 Know: Lab Ops 30 Know: Genetics 30
Know: Astrobiology 40 Know: Neogenetics 40 Know: Smart Animals 20
Know: Computational Biology 20 Know: Smart Drugs 20 Know: Zoology 40

33–66   67–99
Know: Zoology 30

00–32
9. CAREER PATH • 9.5 Face • 9.6 Genehacker
¾27
7
Roll 1d100 or choose a career path.
Software heeds your beck and call. Then jump to Step 10: Interests ▶32.

9.7fiHACKER
LIFE PATH

Blue Team Digital Intruder Hacktivist


MOTIVATION

MOTIVATION

MOTIVATION
You specialize in defending You penetrate systems You hack hypercorp/gov sites and reverse
systems from intruders. to liberate their secrets. engineer tech in support of social causes.

+Protect Systems +Thrill-Seeking +Solidarity


c-rep 20 COG 5 @-rep 20
Hardware: Electronics 30 g-rep 20 Hardware: Electronics 30
Infosec 50 Infosec 60 Infosec 50
Interface 40 Interface 40 Interface 40
Program 40 Program 30 Program 40
Research 20 Research 25 Research 20
Know: Computer Science 30 Know: Info Brokers 40 Know: Hypercorps 30
Know: System Administration 60 Know: Mesh Security 50 Know: Mesh Security 30

00–32 33–66
Know: Politics 30

  67–99
1
Roll 1d100 or choose a career path.
Few details escape your scrutiny. Then jump to Step 10: Interests ▶32.

9.8fiINVESTIGATOR

Detective Ego Hunter Journalist


MOTIVATION

MOTIVATION

MOTIVATION

You bring important subjects


You attempt to solve crimes. You track down escaped and wanted egos.
to the public’s attention.
+Solve Mysteries +Locate Fugitives
+Uncover Secrets
c-rep 20 c-rep 20 f-rep 20
Infosec 20 Guns 20 Infosec 20
Kinesics 30 Infosec 20 Kinesics 40
Guns 20 Kinesics 60 Perceive 20
Medicine: Forensics 20 Melee 30 Persuade 20
Perceive 40 Perceive 20 Provoke 20
Research 50 Research 30 Research 60
Know: Investigation 60 Know: Ego Hunting 60 Know: Journalism 60
Know: Cartels 30 Know: Smuggling 30 Know: Current Events 30

00–32 33–66   67–99

28¹ 9. CAREER PATHS • 9.7 Hacker–9.8 Investigator


2
Roll 1d100 or choose a career path.
You have a background in medicine. Then jump to Step 10: Interests ▶32.

9.9fiMEDIC

LIFE PATH
Morph Tech Paramedic Physician
MOTIVATION

MOTIVATION

MOTIVATION
You tweak and modify biomorphs You are a general practice doctor with
You provide emergency medical services.
and assist with resleeving. a few unusual specializations.
+Help Others
+Creative Expression +Solve Problems
c-rep 10 @-rep 10 c-rep 10
f-rep 10 c-rep 10 r-rep 10
Medicine: Biotech 60 Kinesics 30 Medicine: Biotech 60
Medicine: Pharmacology 50 Medicine: Biotech 30 Medicine: Pharmacology 50
Medicine: Psychosurgery 40 Medicine: Paramedic 60 Medicine: Psychosurgery 40
Research 30 Medicine: Pharmacology 30 Research 30
Know: Genetics 30 Research 30 Know: Genetics 20
Know: Morphs 40 Know: Drugs 40 Know: Infectious Diseases 40
Know: Cognitive Science 20 Know: Emergency Services 50 Know: Cognitive Science 30

00–32 33–66   67–99


3
Roll 1d100 or choose a career path.
You meld minds and memories. Then jump to Step 10: Interests ▶32.

9.10fiMINDHACKER

Memeticist Psychosurgeron Psychotherapist


MOTIVATION

MOTIVATION

MOTIVATION

Whether a viral marketer or culture hacker, You are a mindshaper, helping people You help people cope with mental trauma
you specialize in infectious ideas. sculpt their mental palaces. and improve their cognitive skills.

+Go Viral +Skill Mastery +Help Others


f-rep 20 COG 5 SAV 5
Infosec 20 c-rep 20 c-rep 20
Medicine: Psychosurgery 40 Infosec 20 Kinesics 40
Persuade 60 Medicine: Psychosurgery 60 Medicine: Psychosurgery 40
Provoke 40 Medicine: Pharmacology 30 Medicine: Pharmacology 40
Program 20 Program 20 Persuade 20
Know: Influencers 20 Know: Cognitive Science 60 Research 15
Know: Memetics 40 Know: Psychiatry 30 Know: Psychiatry 30
Know: Psychology 30 Know: Psychology 25 Know: Psychology 40

00–32 33–66
Know: Social Services 20

  67–99
9. CAREER PATHS • 9.9 Medic • 9.10 Mindhacker
¾29
4 You scrounge through wrecks and ruins,
seeking value in destruction.
Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.

9.11fiSCAVENGER
LIFE PATH

Junk Dealer Salvage Crew Zone Stalker


MOTIVATION

MOTIVATION

MOTIVATION
You making a living by resurrecting You strip abandoned ships and habs
You raid quarantine zones for artifacts.
abandoned tech. for anything of value.
+Thrill-Seeking
+Prosperity +Wealth
@-rep 10 c-rep 10 g-rep 20
g-rep 10 g-rep 10 Hardware: Electronics 40
Hardware: Armorer 40 Hardware: Aerospace 40 Hardware: Demolitions 40
Hardware: Electronics 40 Hardware: Demolitions 40 Hardware: Robotics 50
Hardware: Robotics 50 Hardware: Industrial 50 Infosec 20
Infosec 30 Interface 20 Pilot: Ground 30
Pilot: Air 20 Pilot: Space 30 Know: Quarantine Zones 30
Know: Black Markets 30 Know: Flight Crew Ops 30 Know: Smuggling 40
Know: Bot Models 40 Know: Scavenging 40 Know: TITAN Tech 20

  67–99
Know: Proprietary Tech 20 Know: Spacecraft 20

00–32 33–66
5 You seek to understand how the universe works —
or at least certain elements of it.
Roll 1d100 or choose a career path.
Then jump to Step 10: Interests ▶32.

9.12fiSCIENTIST

Field Scientist Physicist Xeno-Archeologist


MOTIVATION

MOTIVATION

MOTIVATION

You use your training in the life sciences You investigate the remains of
You excel in the hard sciences.
to study exoplanets. dead alien civilizations.
+Science!
+Discovery +Uncover Secrets
COG 5 COG 5 r-rep 10
r-rep 20 r-rep 20 x-rep 10
Hardware: Robotics 40 Hardware: Robotics 30 Hardware: Demolitions 30
Medicine: Forensics 25 Pilot: Space 20 Hardware: Electronics 30
Program 20 Program 30 Infosec 20
Research 30 Research 50 Perceive 30
Survival 40 Know: Astronomy 25 Program 30
Know: Botany 30 Know: Chemistry 40 Research 30
Know: Ecology 40 Know: Physics 50 Survival 10

33–66
Know: Geology 20 Know: Astrobiology 30

00–32
Know: Surveying 20
Know: Xeno-Archeology 40

  67–99
30¹ 9. CAREER PATH • 9.11 Scavenger • 9.12 Scientist
6
Roll 1d100 or choose a career path.
You deploy violence — or the threat of it. Then jump to Step 10: Interests ▶32.

9.13fiSOLDIER

LIFE PATH
Bodyguard Mercenary Operative
MOTIVATION

MOTIVATION

MOTIVATION
You place yourself between your client You’re an assassin, street ronin,
You’re a gun for hire.
and potential harm. special ops, or general badass.
+Survival
+Protect Client +Current Objective
c-rep 20 SOM 5 REF 5
Fray 40 c-rep 10 g-rep 20
Guns 40 g-rep 10 Fray 30
Kinesics 50 Fray 40 Hardware: Demolitions 15
Melee 50 Guns 60 Infiltrate 30
Know: Bodyguarding 50 Melee 30 Guns 50
Know: Security Ops 40 Perceive 25 Melee 30

00–32
Know: Conflict Zones 20 Know: Black Markets 50
Know: Mercenary Groups 30 Know: Security Ops 40

  67–99
Know: Military Ops 40

33–66
7
Roll 1d100 or choose a career path.
You make and fix things. Then jump to Step 10: Interests ▶32.

9.14fiTECHIE

Artifex Hab Tech Robotocist


MOTIVATION

MOTIVATION

MOTIVATION

You’re a nano-engineer. You keep the life support running. You operate drones and repair synths.

+Creative Expression +Solve Problems +Skill Mastery

c-rep 20 @-rep 10 c-rep 20


Hardware: Electronics 60 c-rep 10 Hardware: Aerospace 20
Infosec 30 Hardware: Electronics 40 Hardware: Electronics 30
Interface 30 Hardware: Groundcraft 20 Hardware: Robotics 50
Program 60 Hardware: Industrial 50 Pilot: Air 20
Know: Nanofacturing 40 Interface 30 Pilot: Ground 20
Know: Nanotechnology 50 Pilot: Ground 20 Program 40

00–32
Program 20 Know: Bot Models 60
Know: Engineering 40 Know: Synthmorphs 30

  67–99
Know: Habitat Ops 50

33–66
9. CAREER PATHS • 9.13 Soldier • 9.14 techie
¾31
10  INTERESTS
Step 10 is where your define your character’s additional interests and skills. Choose or roll one from Table 10, take the
results from the appropriate sub-table, and proceed to Step 11.
LIFE PATH

THE STORY:
The interests determined here represent hobbies you have delved into over the years or other careers you have worked.
They could also indicate schooling or self-education that you never pursued into a full career or that supplements your
primary profession.

10.0fiRANDOMfiINTEREST &
d10 #1 d10 #2 Interest Description
1 Animal Handler You train and care for smart animals.
2 Artist/Icon You are a creative or celebrity figure.
3 Async You are infected with the Watts-MacLeod strain of the exsurgent virus (▶273, EP2).
4 Commander You are an executive, officer, elected official, or autonomist organizer.
1–5 5 Fighter You’ve picked up some self-defense capabilities
6 Forensics Specialist You’re trained to analyze crime scenes and perform autopsies.
7 Jack-of-All-Trades You’ve seen and done a little bit of everything.
8 Jammer You’re a drone operator with a talent for manipulating machines.
9–10 RE-ROLL #2
1 Networker You know how to engage and connect with people.
2 Paramedic You have picked up some first aid training.
3 Pilot You prefer to do the driving no matter how skilled the ALI is.
4 Rogue You have a shady side.
6–10 5 Slacker You prefer to enjoy the good things in life.
6 Spacer You’ve spent your fair share of time on ships and in smaller habitats.
7 Student You are in the process of learning.
8 Survivalist The Fall reinforced the notion that you need to be prepared.
9–10 RE-ROLL#2

32¹ 10. INTERESTS


Animal Handler Jack-of-All-Trades Rogue
MOTIVATION +Happiness MOTIVATION +Be Prepared MOTIVATION +Self-Reliance
Animal Empathy trait (▶73, EP2) @-rep 10 g-rep 20
c-rep 20 c-rep 5 Deceive 40

LIFE PATH
Exotic Skill: Animal Handling 40 g-rep 5 Exotic Skill: Sleight of Hand 20
Medicine: Veterinary 40 Guns 20 Fray 20
Provoke 20 Hardware: Electronics 20 Infiltrate 40
Survival 15 Infosec 20 Know: Black Markets 40
Know: Smart Animals 40 Persuade 20
Research 20
Slacker
Artist/Icon Survival
Know: Black Markets
20
40 MOTIVATION +Happiness
MOTIVATION +Fame c-rep 20
f-rep
Deceive
20
40 Jammer Hardware: Electronics
Interface
20
40
Infiltrate 20 MOTIVATION +Skill Mastery Persuade 30
Kinesics 20 c-rep 20 Research 30
Provoke 40 Hardware: Robotics 40 Know: VR Games 40
Know: Music 40 Interface 20
Pilot: Air 40
Spacer
Async Pilot: Ground
Know: Bot Models
20
40 MOTIVATION +Exploration
MOTIVATION +Acceptance c-rep 10
Psi (Level 2) trait (▶73, EP2)
4 psi sleights Networker g-rep
Free Fall
10
30
g-rep 20 MOTIVATION +Expand Influence Hardware: Aerospace 40
Deceive 40 f-rep 20 Interface 20
Psi 40 Deceive 30 Pilot: Space 30
Know: Asyncs 40 Persuade 40 Know: Flight Crew Ops 40
Provoke 30
Commander Research
Know: Rep Nets
20
40
Student
MOTIVATION +Leadership MOTIVATION +Education
c-rep
Interface
20
20 Paramedic r-rep
Interface
20
40
Persuade 40 MOTIVATION +Help Others Persuade 20
Kinesics 20 c-rep 20 Program 20
Provoke 40 Fray 20 Research 40
Know: Administration 40 Kinesics 40 Know: Mathematics 40
Medicine: Paramedic 40
Fighter Survival
Know: Emergency Services
20
40
Survivalist
MOTIVATION +Protect Others MOTIVATION +Survival
g-rep
Fray
20
40 Pilot c-rep
Guns
20
40
Guns 40 MOTIVATION +Self-Reliance Hardware: Industrial 20
Melee 40 c-rep 20 Medicine: Paramedic 30
Know: Security Ops 40 Hardware: Aerospace 30 Survival 30
Pilot: Air 30 Know: Habitat Ops 40
Forensics Specialist Pilot: Ground
Pilot: Space
20
40
MOTIVATION +Solve Crimes Know: Flight Crew Ops 40
c-rep 20
Hardware: Armorer 20
Medicine: Forensics 40
Perceive 40
Research 20
Know: Physiology 40
10. INTERESTS
¾33
11  FACTION
LIFE PATH

Your character’s factional allegiance determines which faction your character associates with at the start of gameplay. Choose
or roll a faction on Table 11.
You acquire the Know: [Faction] Interests 20 skill, as appropriate to the faction. Though not required, you may also want to
consider changing one of your motivations to fit this faction’s ideologies and goals. Then move on Step 12. If you end up with no
faction or split allegiances, you may apply the 20 Know skill points to a Know skill of your choice (or roll ▶57).

THE STORY:
As the old ways of living crumbled and were forgotten, new ideas and societies rose up offering promises of hope, wealth,
or safety. Many people left behind their old lives to join new communities or leveraged their hard-won skills into positions of
power or influence. What became readily apparent in the post-Fall world was that you needed allies, or at least friends you
could depend on to help you and keep you safe. This step encapsulates your allegiances and work in the time after the Fall. The
chosen faction indicates where you are likely to live, who you associate with, and what political opinions you are likely to have.

Faction allegiance does not necessarily mean you are a hardcore true believer. You may have been born or raised into a faction
and reluctantly stuck with it, or you may be finding yourself questioning some of the faction’s tenets. You may be a dissident,
trying to actively change the faction from within. For now, your faction allegiance indicates the transhuman grouping you are
most familiar with and whose goals you at least nominally support. Perhaps you are even a defector or new recruit, with a
Know skill in your old faction but a motivation tied to your new one.

11.0fiFACTION
d100 Faction Know Skill Motivation Rep
00–05 Anarchist Anarchist Interests 20 +Anarchism, +Mutual Aid, –Hypercapitalism @-rep 40
06–09 Argonaut Argonaut Interests 20 +Open Source, +Science!, +Scientific Responsibility r-rep 40
10–15 Barsoomian Barsoomian Interests 20 +Martian Liberation, –Hypercorps, –Indenture @-rep 20, c-rep 20
16–20 Brinker Brinker Interests 20 +Independence, +Religion, –X-Risks c-rep 40
21–27 Criminal Criminal Interests 20 +Expand Influence, +Wealth, –Law and Order g-rep 40
28–32 Extropian Extropian Interests 20 +Extropianism, +Independence, +Mutualism @-rep 20, c-rep 20
33–44 Hypercorp Hypercorp Interests 20 +Extrasolar Colonization, +Hypercapitalism, +Security c-rep 40
45–50 Jovian Jovian Interests 20 +Bioconservatism, +Religion, –X-Risks c-rep 40
51–56 Lunar/Orbital Lunar/Orbital Interests 20 +Biochauvinism, +Capitalism, +Reclaim Earth c-rep 40
57–60 Mercurial Mercurial Interests 20 +Autonomy, +Uplift Liberation, –Anthropocentrism @-rep 20, c-rep 20
61–64 Reclaimer Reclaimer Interests 20 +Reclaim Earth, +Survival, –TITANs c-rep 40
65–70 Scum Scum Interests 20 +Hedonism, +Morphological Freedom, +Neurodiversity @-rep 20, g-rep 20
71–76 Socialite Socialite Interests 20 +Creative Expression, +Fame, +Hedonism f-rep 40
77–83 Titanian Titanian Interests 20 +Science!, +Technosocialism, –Hypercapitalism @-rep 40
+Prosperity, +Technoprogressivism,
84–90 Venusian Venusian Interests 20 c-rep 30, f-rep 10
+Venusian Sovereignty
91–92 Belter Belter Interests 20 +Hypercapitalism, +Extropianism, +Independence c-rep 30, g-rep 10
93 Europan Europan Interests 20 +Independence, +Technoprogressivism, –Bioconservatism @-rep 10, c-rep 20, f-rep 10
94 Ringer Ringer Interests 20 +Autonomy, +Creative Expression, +Independence @-rep 40
95–96 Sapient Sapient Interests 20 +Assimilation, +Neurodiversity, +Uplight Rights c-rep 40
97 Sifter Sifter Interests 20 +Survival, +Independence, –Indenture c-rep 40
98 Skimmer Skimmer Interests 20 +Autonomy, +Independence, +Survival @-rep 20, c-rep 20
99 Solarian Solarian Interests 20 +Autonomy, +Creative Expression, +Independence @-rep 10, c-rep 30

34¹ 11. FACTION


CHARACTER CREATION EXAMPLE

LIFE PATH
Steps: 1. 2. 3.
Adam is making a few characters for a game he’s about to run. The
players want to start with an ensemble cast of characters and then
winnow them down to the “main cast” during the first adventure Steps: 4. 5. 6. 7. 8.
sequence. Adam’s plan is to slowly initiate them into Firewall — and His first d10 roll on 4.0 Random Background Path is 1 for Colonist,
we all know how well the gamemaster’s plan goes — so the charac- and so he jumps to ▶8 and rolls d100 with a result of 81 — a Spacer.
ters don’t need to start out aligned to Firewall. This character grew up on or worked on spaceships at a young age.
Adam’s taking notes in a spreadsheet so he jots down 1 Flex, the Spacers roll a d10 for Morph and Adam hits a 5 for a Splicer.

CHARACTER CREATION EXAMPLE


standard that every character gets in Step 1. So far we know that this character is Korean and was a spacer
He then rolls d10 on Table 2.0 Random Aptitude Template before the Fall. Let’s fill in some more of those background details
with a result of 6: Survivor. This character has a strong base with with 5.0 Youth Event, where a d100 roll of 45 says that this char-
Somatics and Willpower but will be weaker with Intuition and Savvy. acter “grew up in a melting-pot, polyglot culture” and gives them the
Next is 3.0 Random Language and Adam rolls a d100: 52 for Hyper Linguistics (Level 2) trait. It makes sense that some spacer
Korean as his native language. This means the character most likely crews would be multicultural, so this is a good fit.
comes from a Korean cultural background. With that jotted down, Adam determines the character’s starting
age on 6.0 Age: in their 40s, on a roll of 56. Another d10 roll of 4
makes them 44. Since the game takes place 10 years after the Fall,
and the Fall itself was a 2-year process, they were roughly 32–34
Steps: 9. 10. 11. when the Fall occurred.
This bruiser is now looking for work, so two consecutive d10 Moving on to the 7.0 Pre-Fall Life Event table, Adam rolls d100
rolls (8,1) on the 9.0 Random Career Path table turns them and gains a free specialization for training hard. He’ll figure this out
into an Investigator. Adam jumps to the 9.8 Investigator table later after all of the character’s skills are sorted. He’s beginning to
and rolls a 98, which would make the character a Journalist. think this character might be a bit of a goody two-shoes, which is a
Not quite the Sturdy Gumshoe that Adam had started to picture, step down from being a goody eight-suckers.
but still a cool idea, and there are a lot of ways to get a journal- Then it’s time for the Fall itself. A roll of 32 on 8.0 Fall Event means
ist-type character into the thick of things. Adam writes down that this character stashed their original splicer morph on Earth and
the skills, rep, and motivation. farcasted off planet. Since this character was an off-world spacer,
We’re getting close to knowing the most important things, Adam likes the idea that they returned to Earth to help out but got
and 10.0 Random Interest will help solidify that. It’s a pair of trapped there. Adam hits up the Random Morph Table to find out
d10 rolls again: 8, 3 — Pilot. That ties in nicely with the spacer what kind of morph they acquired next: d100 hits 39 for Biomorph
background from back in Step 1. Adam makes notes of the and a d100 on the Biomorph table resleeves this character into a
additional skills and rep. Bruiser, post-fall. There’s probably a story there in how they ended
Moving on to a d100 roll for 11.0 Faction, and the niceness up with a bruiser morph but Adam will save those details for later.
continues with a roll of 69, aligning this character with a Scum
faction. It makes sense that a spacer would fall in with the scum
post-Fall. Adam notes the Know skill, rep, and motivations.

Steps: 12. 13. 14.


The 12.0 Post-Fall Event is a d100 roll of 47, and this one feels a little surprising for this character: “You have difficulty
coming to grips with regular resleeving. Gain the Identity Crisis trait”. The scum are normally very into resleeving, but
that doesn’t work for everybody. This event also requires rolling for a new morph. Adam says goodbye to the Bruiser, rolls
again on the Random Morph tables, and this time gets a Sylph.
Moving to Step 13: Campaign Events, Adam decides to roll on the Crime Event table — even though this campaign is
going to veer towards Firewall, it feels more likely that this scum journalist has had some criminal run-ins. A d100 roll on
that table comes up 71: “For a while at least, you go full Robin Hood with your crime, taking from the rich and giving
to the poor. +10 @-rep.” So it sounds like this journalist may have sometimes gotten their hands dirty. The rep bonus
gets jotted down.
And the final random event, 14.0 Story Event, is an 81 on the d100 table: “You lose yourself in the hedonism of a
Continued on ▶53
scum warm for several months.” This is a near-perfect event to help get this character into a campaign!

Character Creation Example


¾35
12  POST-FALL EVENT
Now you get to see what major event influenced your life after the Fall. Roll on Table 12 and apply results, then proceed to Step 13
LIFE PATH

THE STORY:
This step deals with more recent changes to your character’s life. Did you run across some hazard that survived the Fall? Were
you recruited for a gatecrashing mission? Did you switch faction allegiances? Maybe you picked up a hobby or a an odd skill on the
side? What sparked or motivated these changes?

POSTfiFALLflEVENT
d100 Result d100 Result
00 Gain +1 ego Flex and roll on the Story Event table ▶44. 25 An unknown party leaves you a portable QE comm unit with
01–02 You win the gatecrashing lottery and a free ticket to Pandora. a qubit reservoir (▶337, EP2), telling you only to expect a call
Roll on the Gatecrashing Event table ▶40. in the future.
03 You are embroiled in underworld affairs. 26 You travel extensively.
Roll on the Crime Event table ▶42. Gain a new language and roll on the Random Morph tables ▶50.
04 You find a morph that fits you like a glove. Gain theMorph 27 You’ve gotten really good at resleeving.
Attunement trait ▶136. Roll on the Random Morph tables ▶50. Roll on the Random Morph tables ▶50
and gain the Adaptability (Level 2) trait (▶72, EP2).
05 You are recruited into Firewall early after the Fall.
Roll on the Firewall Event table ▶38. 28 You create a major diplomatic incident.
Gain the Black Mark (Level 2) trait (▶77, EP2).
06 You attempt to modify your mind, but it goes poorly.
Roll on the Faction table ▶34 to determine which.
Gain the Messy Mind trait ▶140.
29 You barely survive a murder attempt. Increase INT by 5.
07 You fall victim to a terrorist attack or factional dispute.
Roll on the Random Morph tables ▶50. 30 A close-call with people out to get you puts you on the defensive.
Gain the Data Control (Level 2) trait (▶134).
08 You reinvent yourself. Increase one aptitude by 5 and reduce
another by 5. Roll 1d6: 1 COG, 2 INT, 3 REF, 4 SAV, 5 SOM, 6 WIL. 31 You come into possession of 5 doses of the psi-opener drug (▶334,
EP2). Roll on the Sleights table ▶52 to determine effects.
09 You get caught in a post-Fall breakout and are infected with
Watts-MacLeod (▶272, EP2). Gain the Psi (Level 1) trait and 2 psi- 32 You fall on hard times. Lose one level of Resources trait. If you
chi sleights (pick or roll randomly on the Sleights table ▶52). don’t have Resources, roll on the Random Morph tables ▶50 but
only take a synthmorph or infomorph of MP 2 or less.
10 You find it hard to cope with the Fall and its aftermath.
Gain the Addiction (Level 2) trait (▶76, EP2). 33 You establish a relationship with someone in-the-know.
Gain the Contact trait (▶73, EP2). Choose a rep network or roll
11–12 You get caught in a post-Fall breakout and are infected
randomly on the Rep Networks table ▶55.
with Watts-MacLeod (▶272, EP2). +10 Psi skill and gain the Psi
(Level 2) trait and 1 psi-gamma sleight (pick or roll randomly 34 You are victimized by an async.
on the Sleights table ▶52). Gain the Psi Defense (Level 2) trait (▶74, EP2).
13–14 You use the post-Fall chaos to establish a new identity. 35 A long string of personal failures has you questioning your own
Gain a fake ego ID (▶315, EP2) for free. resolve. Reduce WIL by 5.
15–16 You piss off some influential people and are made into an 36 No matter how often your friends warn you, you are
example. −10 @-rep, g-rep, or c-rep. promiscuous about your online data.
Gain the Data Footprint (Level 2) trait (▶138).
17 After surviving the Fall, you decide some self-defense training is
in order. +10 to either Guns or Melee skill. 37 Nothing ever seems to go your way — your cursed luck is
legendary. Gain the Bad Luck trait (▶148, EP).
18–19 You run afoul of a criminal cartel agent. You walk away
unscathed, but the matter is far from resolved. 38 You complete a project of major importance.
Gain the Enemy trait (▶77, EP2). +10 to the rep score most appropriate to your faction.
20–21 You commit a crime, get caught, and suffer the punishment. 39 A project of major importance fails under your direction.
Gain the Restricted Behavior (Level 2) trait (▶80, EP2). −10 to the rep score most appropriate to your faction.
22 You have died enough times that your mind really can’t take it 40 You are obsessed with the Factors. +10 Know: Factors skill.
any more. Roll on the Random Morph tables ▶50 and gain the 41 You try a lot of morphs, but only one hits the spot. Gain the
Mental Disorder (Phobia: Death) trait (▶79 and 225, EP2). Morph Familiarity trait (▶74, EP2). Choose a morph or roll
23 You interact with people from an opposing faction often, and randomly on the Random Morph tables ▶50.
you get good at pressing their buttons. +10 Provoke skill. 42 An unpopular choice burns many bridges. Gain the Blocklisted
24 An ownerless bot follows you and never leaves your side. Rep trait (▶77, EP2). Choose a rep network or roll randomly on the
Gain a servitor, saucer, or gnat bot (▶348–349, EP2) for free. Rep Networks table ▶55.

36¹ 12. POST-FALL EVENT


POSTfiFALLflEVENT ( CONT .)

LIFE PATH
d100 Result d100 Result
43 A friend or relative opts for true death, but bequeaths you their 70 Through a strange set of circumstances, you end up with a stash
estate. Gain Resources (Level 2) trait. of 5 inquisitive green petal flowers (▶333, EP2).
44 You experiment with a number of morphs. 71 You get stuck with a boring, repetitive job, but at least you get
Increase SOM by 5 and roll on the Random Morph tables ▶50. really good at it.
45 You become complacent in a bout of post-Fall depression. Gain one specialization (▶48, EP2) in a skill of your choice.
Reduce SOM by 5. 72 Doing your part to aid transhumanity’s regrowth, you have a kid.
46 As transhumanity re-organizes, you find a role in influencing Gain the Dependent trait ▶138.
others. Increase SAV by 5. 73 You are killed in a severe accident.
47 You have difficulty coming to grips with regular resleeving. Gain Decrease REF by 5 and roll on the Random Morph tables ▶50.
the Identity Crisis trait (▶78, EP2) and roll on the Random Morph 74 You achieve something that the members of your faction will
tables ▶50. never forget. Gain the Gold Star (Level 2) trait ▶134.
48 A resleeve goes particularly poorly, and now it haunts you. 75 You impressively win a public competition. Increase REF by 5.
Roll on the Random Morph tables ▶50 and gain the Morphing 76 A troll hacker damages your rep but leaves you with a gift.
Disorder (Level 2) trait (▶79, EP2). −10 to a rep score of your choice but gain a kaos AI (▶326, EP2).
49 You are an avid fan of gatecrashing XP and vids. 77 You take in an abandoned animal.
+10 Know: Exoplanets skill. Gain a smart dog, smart monkey, or smart rat (▶328, EP2).
50 You take up a sport. +10 Athletics skill. 78 You discover that you work well with machines.
51 You find peace on one specific habitat of your choice. Gain the Drone Affinity trait (▶73, EP2).
Gain the Habitat Tranquility trait ▶135. 79 Someone you trust takes advantage of you. Reduce INT by 5.
52 You have an accident with a drone, so you get really good at 80 A severe personal failure inspires you to make some radical
making them obey you. Gain the Drone Whisperer trait ▶134. changes. Increase WIL by 5.
53 You decide to take a risk and let the universe decide your fate. 81 You step up for your faction in a way few people will forget. Gain
Gain the No Backup Insurance trait (▶79, EP2). the Untarnished Rep trait ▶137.
54 Someone impersonates you. Gain the Stolen Identity trait ▶141. 82 You team up with a partner to get the job done.
55 You switch factional allegiances. Roll for your new faction on ▶34. Gain the Minion/Partner trait ▶136.
Gain Know: [New Faction] Interests 10 skill. 83 You pick up drone piloting as a hobby.
56 You spend a significant portion of your life in one habitat. +10 Pilot skill in a field of your choice.
Gain the Home Turf trait ▶136. 84 Your exceptional nature is noticed. Gain the Patron trait (▶74, EP2).
57 You are hired to work on a ship and eventually become the 85 You win a bodyware lottery. Start play with an extra ware of
captain. Gain the Spacecraft trait ▶137. Major complexity (your choice) installed in your morph, but you
58 You do the right thing but piss off someone with power. are followed by a company bot that records everything you do
−10 f-rep or c-rep. for promotional and evaluation purposes.
59 You make friends with a group of AGIs online. 86–87 You experience a catastrophic sleeving accident. Start play with
Gain the AGI Affinity trait ▶134. 10 points of stress and roll on the Random Morph tables ▶50.
60 You rely heavily on forks. Gain the Improved Beta trait ▶136. 88 You fall for someone’s smooth lies. Reduce SAV by 5.
61 You are caught in an isolated outpost with few resources, but 89 You split off an alpha fork to handle an important situation, but
you make do. Gain the Scrounging Talent trait ▶137. it does not come back. Gain the Errant Fork trait ▶140.
62 You push the boundaries of using and re-merging forks. 90–91 You fall in with a new crowd — one that will have your back.
Gain the Merging Mastery trait ▶136. Gain the Allies trait (▶72, EP2).
63 Unknown to you, someone takes an unfriendly interest in your 92 You are inadvertently featured in a prominent meme.
affairs. Gain the Subverted Mind trait ▶141. Gain the Meme Fame trait ▶136.
64 You spend years on a micrograv habitat. +10 Free Fall skill. 93 With so many friends changing morphs, you get good at telling
65 The merging of an overdue fork goes poorly, and inaccessible who’s who. +10 Kinesics skill.
backups leave you permanently changed. 94 Your best friend is an uplift. Gain the Uplift Affinity trait ▶137.
Gain the Botched Merge trait ▶138. 95 You make a dumb and costly mistake. Decrease COG by 5.
66 You are embroiled in a messy professional dispute. 96 While no specific morph outshines the others, you definitely
−10 r-rep or c-rep. lean towards a type. Roll on the Random Morph tables ▶50 and
67 You lose a contractual dispute in Extropian space. gain the Morph Mastery trait ▶136.
Gain the Deferred Indenture trait ▶138. 97 You spend a long time living or interacting with synthmorphs or
68 You have an exceptionally horrible resleeving experience and infomorphs. Gain the Synth Kinesics trait ▶137.
swear off that type of morph. Roll on the Random Morph 98 You face trouble when one of your forks refuses to come back.
tables ▶50 and gain the Morph Aversion (Level 2) trait ▶140. Gain the Divergent Personality trait ▶139.
69 The state of post-Fall transhumanity inspires you to up your 99 You encounter something you hope never to experience again.

¾37
game. Increase COG by 5. Gain the Stress Vulnerability trait ▶141.
PLACE • EVENTS
13 CAMPAIGN EVENT
The next step is to roll on an event table appropriate to the type of campaign you are playing. Three event tables are provided:
LIFE PATH

Firewall ▶38, Gatecrashing ▶40, and Gaunxi/Criminal ▶42. Roll on the appropriate table, apply the results, and move on to Step 14.
If the type of campaign you are playing is undecided or does not fit into any of those categories, either skip this step or work
with your GM to decide which event table is most appropriate.

THE STORY:
This event provides backhistory you can use to detail how your character became involved in their current situation.

FIREWALLfiEVENT
d100 Result
00–03 You are recruited by someone you know because of your skill sets.
04–07 You accidentally stumble onto a Firewall op, and luckily for you they decide the best option is to recruit you.
08–11 Someone you are close to is a Firewall proxy; they recruit you to help them out.
12–13 Firewall recruits you as an informant, to keep tabs on someone/something they are worried about. +10 Perceive skill.
14–15 Your ego was jailed/lost on Earth/forknapped/in cold storage, but Firewall broke you out in return for your aid.
16–17 Your proxies provide a solid briefing on various threats facing transhumanity. +10 Know: X-Risks.
18–19 You are infected and secretly operate as a sleeper exsurgent for months or even years. Firewall restores you from an old backup.
Gain the Edited Memories trait (▶77, EP2) and roll on the Random Morph tables ▶50.
20–21 You have an unexpected close encounter with the TQZ on Mars, the New Mumbai Containment Zone of Luna, or Iapetus.
Roll on the Random Morph tables ▶50.
22–23 An exhuman raid leaves you and others dead; Firewall helps sort out the mess. Roll on the Random Morph tables ▶50.
24–25 A previously dormant TITAN nanoplague rampages through your habitat. Roll on the Random Morph tables ▶50.
26–27 You find a relic. Bad things happen. Firewall cleans up the mess. −10 to one rep score of your choice.
28 You were a member/supporter of one of the groups that evolved into Firewall from before the Fall. You took some time off, but now
you’re back. +10 i-rep.
29 You were involved in a cover-up of a TITAN- or exsurgent-related secret during the Fall. Firewall brings you in to get the story.
+10 i-rep.
30–33 You don’t remember how or why Firewall recruited you. Gain the Edited Memories trait (▶77, EP2).
34 Your ship stops to investigate/help a derelict craft and is never heard from again. Roll on the Random Morph tables ▶50.
35–36 Thanks to a particular skill you have, Firewall has consulted with you for years without revealing themselves. They decide to fill you
in on the full story. +10 i-rep.
37 You step into an unknown fray and are lucky enough to pick the right side. +10 i-rep.
38–40 You are recruited to help Firewall cover up a secret or outbreak. +10 i-rep but −10 to one rep score of your choice.
41–42 You uncover someone smuggling or dealing TITAN technology. Firewall deals with it, then recruits you. −10 g-rep.
43 You uncover a sleeper exsurgent cell the hard way. Gain the Mental Disorder (Phobia: Exsurgents) trait (▶79 and 225, EP2).
44 Some of the horrors you encounter no longer both you. Gain the Stress Immunity trait ▶137.
45–47 You help the backup faction of Firewall (▶174, EP2) establish an exoplanet cache.
Roll on the Gatecrashing Event table ▶40 and proceed to Step 15.
48 You single-handedly foil an impending outbreak, but the local authorities blame you for the carnage. Firewall helps you escape.
Gain the On the Run trait ▶141 and +10 i-rep.
49 You spot someone acting suspiciously and report them. They turn out to be a Firewall async. You are repaid with recruitment and
training. Gain the Async Familiarity trait ▶134.
50 You are a bit too good at ferreting out certain secrets online. Firewall brings you in to the fold to keep your mouth shut.
+10 Infosec skill.
51–52 Someone you loved becomes infected. You keep it secret and protect them for a time, until everything goes bad. Firewall rescues
you, then recruits you. +10 Know: Exsurgents but −10 i-rep (or c-rep if you don’t have i-rep).

38¹ 13. CAMPAIGN EVENT • FIREWALL EVENT


FIREWALLfiEVENT ( CONT .)

LIFE PATH
d100 Result
53 You discover a lost cache on an isolated asteroid. Firewall actually lets you keep some of the find. Gain the Resources (Level 1) trait.
54–55 A package you are hired to deliver turns out to be an alien artifact. When it causes problems, you go to a friend of a friend, who turns
out to be a Firewall proxy. They solve the problem, but you fail to make the delivery. Gain the Enemy trait (▶77, EP2).
56–57 Firewall pragmatists (▶174, EP2) assign you to help some Argonauts research TITAN tech. +10 Know: TITANs.
58 You help a conservative faction (▶174, EP2) server destroy a TITAN threat, but the local authorities have some questions for you.
Gain the On the Run trait ▶141 and +10 i-rep.
59–60 The pragmatist faction of Firewall (▶174, EP2) has you working with async sentinels. +10 Know: Asyncs.
61 A proxy from your server from the structuralist faction (▶174, EP2) is censured by Firewall for editing egos without consent.
Gain either the Edited Memories (▶77, EP2) or Restricted Behavior (Level 2) trait (▶80, EP2).
62–63 You help out the maverick faction of Firewall (▶174, EP2) on an op, but it requires bending quite a few laws.
Roll on the Crime Event table ▶42 and proceed to Step 15.
64–66 One of your forks is transformed into a TITAN puppet. Firewall recruits you to track it. Gain the Errant Fork trait ▶140.
67–68 You assist a member of the structuralist faction of Firewall (▶174, EP2) in (re)connecting with people in the Titanian security services.
Gain the Contact trait (▶73, EP2).
69 You are one of the few survivors of an exsurgent outbreak on your habitat. Gain the Psi Defense (Level 2) trait (▶75, EP2).
70 After a run-in with an exsurgent, you are infected with Watts-MacLeod (▶272, EP2). Firewall recruits you and shows you the ropes.
+10 Psi skill, gain the Psi (Level 2) trait, and gain 2 sleights (pick or roll randomly on the Sleights table ▶52).
However, you start play with 1 trauma and 10 stress.
71 Your proxy ask you to infiltrate a potentially dangerous cult that turns out to be harmless … you hope. +10 Deceive skill.
72 You help the backup faction of Firewall (▶174, EP2) secure a batch of egos for off-world storage, but come under suspicion of
ego-trading. +10 i-rep but −10 @-rep or c-rep.
73–74 Firewall conservatives (▶174, EP2) have you monitor Factor activity within the Solar System. +10 Know: Factors.
75 You’re a secret agent now, so you improve your opsec. +10 Infosec skill.
76 You were recruited for Firewall, but something seems to have happened to your proxy server.
You haven’t heard from them in months …
77 When working with sentinels from the maverick faction of Firewall (▶174, EP2), you bury a small cache of antimatter on Mars.
You’re not sure that was the best idea for dealing with it, but you know where it is …
78–79 You work with/for someone who turns out to be an exhuman or supporter. Once you get over the shock, Firewall recruits you.
+10 Know; Exhumans skill.
80 You work with the pragmatist faction of Firewall (▶174, EP2) to handle an outbreak, but using the enemy’s weapons against them is
unnerving and you seek out ways to cope. Gain the Addictive Personality (Level 2) trait ▶138.
81 You work with the conservative faction of Firewall (▶174, EP2). They equip you with an emergency farcaster (▶320, EP2).
82 You destroy critical vid/XP footage of an outbreak before it can be aired. +10 i-rep but −10 f-rep.
83 Nightmares are real. You’ve seen them. Gain the Stress Vulnerability trait ▶141.
84 Your first Firewall op pits your team against a TITAN nanoswarm.
+10 Know: Nanotechnology and roll on the Random Morph tables ▶50.
85–86 You’ve been on enough ops to start feeling like a jaded vet. Gain the Hardening trait (▶74, EP2).
87 You uncover a conspiracy within your faction and Firewall steps in to help you deal with it. +10 to a rep score of your choice.
88 You don’t survive your first few ops, but you learn a few lessons. +10 Fray and roll on the Random Morph tables ▶50.
89–91 You take on jobs for Firewall, but it impacts your personal finances. Lose 1 level of Resources trait (or −10 c-rep if you lack Resources).
92 Working with Firewall, you see some things. You learn to cope. Gain the Composure trait (▶73, EP2).
93 The first time you face an exsurgent, everyone but you flees. Gain the Mental Fortitude trait ▶136.
94 The best part of working for Firewall is coming home after an op. Gain the Habitat Tranquility trait ▶135.
95 After a mass casualty event, you are one of the first survivors to bounce back, drawing Firewall’s attention.
Gain the Resilient Mind trait ▶137.
96 You come into possession of a recorded basilisk hack (▶328, EP2). For whatever reason, you do not tell your proxies.
97 You are part of a rescue op that discovers a ship full of exsurgents. As the only survivor, Firewall recruits you — and you get the
salvage claim. Gain the Spacecraft trait ▶137.
98 On your first op, dozens die. Gain the Mental Disorder (Fugue) trait (▶79 and 225, EP2).
99 Your recruitment into Firewall may be part of a larger plan. Gain the Subverted Mind trait ▶141.

13. CAMPAIGN EVENT • FIREWALL EVENT


¾39
GATECRASHINGfiEVENT
d100 Result
LIFE PATH

00–05 You go on 1d10 gatecrashing missions, with no major consequences. You do see some cool things, though.
06–11 You serve on 1d10 missions. +10 Know: Exoplanets skill.
12–17 You serve on 1d10 missions and are considered reliable. +10 x-rep.
18–21 You make a new home on Portal or some other exoplanet outpost.
22–23 You go through a gate but never come through on the other side. Roll on the Random Morph tables ▶50.
24 You receive some focused training in gate operations. Gain the Interface (Pandora Gates) specialization.
25 You acquire an alien pet. You’re not allowed to bring it back to the Solar System, however.
Work with the GM to determine the creature’s characteristics.
26 You find an alien artifact, but they didn’t let you keep it. Gain the Resources (Level 1) trait (▶75, EP2).
27 Another person on your mission turns out to be an async who does not handle the gate experience well.
Gain the Psi Vulnerability (Level 2) trait (▶80, EP2).
28 Your mission backers upgrade/downgrade your capabilities. Roll on the Random Morph tables ▶50.
29 You participate in some eye-opening research. +10 Know: Astrobiology.
30 You help establish several new colonies without major incident. Gain 1 ego Flex.
31–32 You disappear on a mission and are never found. Roll on the Random Morph tables ▶50.
33 You only go on a few gate ops, but they are all notable. +20 x-rep.
34 You are lucky to be one of the few to experiment with the alien communication devices on the exoplanet Giza (▶201, EP2) before
access to it is lost. You learned something in your chat with an alleged alien that you have not shared with anyone else.
35 Your mission encounters an exsurgent threat, and you help a secretive group called Firewall deal with. +10 i-rep.
36 A mission goes horribly wrong, and the aftermath haunts you. Gain the Mental Disorder (PTSD) trait (▶79 and 225, EP2).
37 You receive some focused training in gate address controls. Gain the Program (Pandora Gates) specialization.
38 You join a semi-successful colonization effort for a year. +10 to a Know skill with a Professional Training field of your choice.
39 You uncover evidence of a previously unknown but long-dead alien race. +10 x-rep.
40 Your crasher teams encounters a trap left by the TITANs. Gain the Sensitive (Level 2) trait (▶80, EP2).
41 After a successful op, you are rewarded with a free hazardous recovery bond (▶315, EP2).
42 You severely botch a rescue operation. Lives are lost and stacks are not recovered. −10 x-rep.
43 After a successful op, you are rewarded with 2 minutes of gate time at the Vulcanoid Gate.
44 You experience something while going through a gate that makes you never want to go through again.
Gain the Mental Disorder (Phobia: Pandora Gates) trait (▶79 and 225, EP2).
45 You participate in a dangerous rescue operation. +10 x-rep.
46 You receive some focused training about the gates themselves. +10 Know: Pandora Gates.
47 You come into possession of your very own blue box (▶340, EP2).
48 You help smuggle back samples of an alien plant that a cartel wants to synthesize a new drug. +10 g-rep.
49 You claim salvage on an abandoned dwarf bot (▶349, EP2) and repair it. It now follows you like a loyal dog.
50 Your mission is sabotaged by an unknown party. Roll on the Random Morph tables ▶50.
51 You step through a gate and arrive somewhere other than you expected. Your jaunt is adventurous, but you make it back safe.
+10 Survival skill.
52 You receive some focused training in archeological missions. +10 Know: Xeno-archeology.
53 Post-mission, you vacation at the scum settlement Carnivale, known for its psychoactive xenoflora. +10 Know: Drugs.
54 You end up in the middle of an exoplanet property-claim dispute. Roll on the Random Morph tables ▶50.
55 You participate in a rescue op that cashes in on a sizable recovery bond. Gain the Resources (Level 1) trait (▶75, EP2).
56–57 You experience something while passing through a gate that still haunts you.
Gain the Mental Disorder (Cosmic Anxiety) trait (▶79 and 224, EP2).
58 You work with a group of neo-synergists and are invited to join their group mind. Gain a hypermesh link ▶128 if you choose.
59 You financially contribute to a mission that goes bust. Lose 1 level of Resources trait. If you lack Resources, lose 10 x-rep.
60 Your mission sponsor requires mandatory psychosurgery. Gain the Restricted Behavior (Level 2) trait (▶80, EP2).
61 You work with a multicultural crew. Gain a language (your choice or roll on the Random Language table ▶7).

40¹ 13. CAMPAIGN EVENT • GATECRASHING EVENT


GATECRASHINGfiEVENT ( CONT .)

LIFE PATH
d100 Result
62 You intern on a project that studies alien relics. +10 Know: Xenotech.
63 You accidentally destroy some very expensive equipment belonging to some shady people. Gain the Debt trait ▶138.
64 You find a stash of alien artifacts, but keep it secret and hidden. You hope to get back some day, but the destination is now restricted.
65 You exit a gate onto an unexpected and hostile destination. You manage to survive for a week, but when the gate re-activates and
you pass through, you find you have only been gone for a few seconds. +10 Survival.
66 You survive a lengthy gatehopping adventure. +10 x-rep.
67 Your mission encounters hostile xeno-life and you take care of the injured. +10 Medicine: Paramedic.
68 You discover the hard way that alien critters really squick you out. Gain the Stress Vulnerability (Alien Life) ▶141.
69 You put in several months of grueling work on a terraforming project. +10 Know: Terraforming.
70 You pass through a gate and come out … changed.
Gain the Psi (Level 1) trait and one psi-chi sleight (pick or roll randomly on the Sleights table ▶52).
71 You only gatecrash once and it is uneventful. Six months later, however, you find yourself expressing new abilities.
Gain the Psi (Level 2) trait and one psi-gamma sleight (pick or roll randomly on the Sleights table ▶52).
72 You work a mission that is recorded and released as a moderately successful XP. +10 f-rep.
73 You don’t return from a mission, and the details are sealed by someone powerful. Roll on the Random Morph tables ▶50.
74 You discover a new xenocritter and its unique predatory capabilities. Roll on the Random Morph tables ▶50.
75 You experience something while passing through a gate that still haunts you. Gain the Instability (Level 2) trait (▶78, EP2).
76 You are recruited to help the science team. +10 Research skill.
77 Your mission scores a major resource find. Gain the Resources (Level 1) trait (▶75, EP2).
78 You bring supplies to a new colony, but the gate fails to re-establish a new connection for 6 months. By the time you are rescued,
everyone hates each other. −10 x-rep.
79 You participate in a mission that gathers useful scientific data but loses a lot of money. +10 r-rep but −10 c-rep.
80 You find something interesting, but the details are forcibly erased from your mind. Gain the Edited Memories trait (▶77, EP2).
81 While gatecrashing, you encounter and rescue a team from a rival faction. +10 to a rep score you don’t have.
82 You join a mission that sees contention between rival inner and outer system gatecrasher teams. Choose a side.
+10 to either @-rep or c-rep, and −10 to the other.
83 You interact with a lot of xenocritters. +10 Exotic Skill: Animal Handling.
84 You go on several long but boring gate ops, but you do pick up another language from one of your teammates.
Gain 1 language, your choice or roll on theRandom Language table ▶7.
85 You accidentally expose a xenocritter smuggling ring. −10 g-rep.
86 You join a rescue mission that fails spectacularly. Roll on the Random Morph tables ▶50.
87 Hostility erupts between your team and a group of scientists along for the mission. −10 r-rep.
88 You score a severely battered but functional standard hardsuit (▶351, EP2) as salvage.
89 You sign up for field testing and are assigned a whiplash exomorph ▶124.
90 You step through a gate and find yourself not on the expected exoplanet, but floating in space. You manage to catch and pull
yourself back through, but you swear you saw something that looked like a Factor ship on the other side …
91 Someone anonymously sends you a map of an exoplanet that claims to show the location of a cache of alien technology. However,
as far as you can tell, the exoplanet does not show up in official listings …
92 You rescue a lost gatecrasher and cash in on their recovery bond. Gain the Resources (Level 1) trait (▶75, EP2).
93 You participate in a colony mission that ends in disaster. Roll on the Random Morph tables ▶50.
94 You discover left-behind TITAN machines. They are displeased. Roll on the Random Morph tables ▶50.
95 After 1d10 missions, you’ve gotten a lot of exoplanet hiking in. +10 Athletics.
96 You participate on an op that makes a scientific discovery. +10 r-rep.
97 You are placed on a mission that is intended to be a reality XP hit, but things go badly sideways. −10 f-rep or x-rep.
98 You come into possession of an Iktomi dream shell (▶379, EP2).
99 Your passage through a gate inflicts a number of false memories upon you.
Gain the Mental Disorder (Paramnesia) trait (▶79 and 225, EP2).

13. CAMPAIGN EVENT • GATECRASHING EVENT


¾41
CRIMEfiEVENT
d100 Result
LIFE PATH

00–10 You get caught and serve some time. +10 g-rep but −10 c-rep.
11–12 Exposure to the violence and cruelty of the underworld leaves you scarred and toughened. Gain the Hardening trait (▶74, EP2).
13 To get by, you learn some B&E techniques. +10 Infiltrate skill.
14–15 You spend so much time concealing your illicit activities that lies become second nature. +10 Deceive skill.
16–18 You establish a useful relationship with someone on the black market. Gain the Contact trait (▶73, EP2).
19 Something about your personality veers you towards the thug life.
Gain the Mental Disorder (Impulse Control) trait (▶79 and 225, EP2).
20 Legit work with the Galaxy Entertainment Group leads to illicit work for the 14k Triad. +10 g-rep.
21 A hacker shows you some of their tricks. +10 Infosec skill.
22 You spend enough time in the underworld that you learn how to tussle. +10 Melee skill.
23 You score big on a heist. Gain Resources (Level 1) trait (▶75, EP2).
24–25 You get in the middle of a gang war. Roll on the Random Morph tables ▶50.
26 A thief shows you how not to get caught. +10 Exotic Skill: Sleight of Hand.
27–28 Your activities draw police attention. −10 g-rep or c-rep.
29 You unwisely associate with someone smuggling TITAN tech.
Gain the Edited Memories trait (▶77, EP2) and roll on the Random Morph tables ▶50.
30 You learn a cartel boss’s dirty secret. Problem is, someone else that you don’t trust knows that you know …
31 You ruthlessly use people to get your way. Gain the Manipulative Streak trait ▶136.
32 You figure out some good ways to separate people from their credits. +10 Know: Con Artistry skill.
33 Your fellow criminals are well armed and soon you are too. +10 Guns skill.
34 You “acquire” the details on an asteroid that allegedly contains a stash of Earth relics. Only problem is, the asteroid is remote and
deep in the Kuiper belt …
35 You sell drugs for the Shui Fong triad. +10 g-rep.
36 Your criminal aspirations are noticed and land you a job doing hypercorp dirty work. +10 c-rep.
37–38 You work as a freelance operator in the criminal underworld. +10 g-rep.
39 The cartel you associate with sends you to school. +10 Know: Credit Laundering.
40 You are linked to a fork-napping operation in an autonomist hab. −10 @-rep.
41 You aspire to become a fixer. Gain the Networking Talent trait ▶137.
42 You end up with a cache of corporate research in your possession that proves too hot to move. So you release it to the public mesh.
+10 r-rep but −10 c-rep.
43 You are sold a preserved “alien” in a jar, but a friend tells you that they think it’s a skrik exsurgent (▶394, EP2).
44 You come into possession of your very own covert ops tool (▶338, EP2).
45 You become a middle-person in a Nine Lives ego-trading operation. +10 g-rep but −10 @-rep or c-rep.
46 You discover the hard way that you now have a powerful foe.
Gain the Enemy trait (▶77, EP2) and roll on the Random Morph tables ▶50.
47 You are accused of ratting someone out. The truth of it is up to you. −10 @-rep or g-rep.
48 You help the Sun Yee On triad crack some nanofabbers. +10 Program skill.
49 You freelance for the Night Cartel. +10 g-rep.
50 An encounter with security forces goes poorly.
Gain the Restricted Behavior (Level 2) trait (▶80, EP2) and roll on the Random Morph tables ▶50.
51 You are kidnapped by a rival gang/cartel but escape. +10 Exotic Skill: Escape Artist.
52 Under condition of anonymity, you agree to let a group of sociologists study your criminal network and endeavors … but the project
turns out not to be as discreet as you were told. +10 r-rep but −10 g-rep.
53 You work with a street gang protection racket. +10 Know: Racketeering skill.
54 An assassin shows you how to handle an archaic but silent weapon. +10 Exotic Skill: [Bow, Garrote, or Throwing Knives].
55 You lose big when gambling. Reduce your Resources trait by 1 level. If you lack Resources, gain the Debt trait ▶138.

42¹ 13. CAMPAIGN EVENT • CRIME EVENT


CRIMEfiEVENT ( CONT .)

LIFE PATH
d100 Result
56 As part of a smuggling operation, you are exposed to something better off avoided.
Gain the Psi (Level 2) trait and one psi-gamma sleight (pick or roll randomly on the Sleights table ▶52).
57 You play a prominent role in mediating a conflict between criminal groups. +10 g-rep.
58 You “acquire” some vid/XP footage that is potentially incriminating to someone with moderate influence and power.
What do you do with it?
59 You run drugs for the Big Circle Gang, but the availability proves tempting. Gain the Addiction (Level 2) trait (▶76, EP2).
60 You deal restricted substances to an influential socialite and become popular with their posse. +10 f-rep.
61 You learn that telling the truth is not always the best option for survival. +10 Deceive skill.
62 You end up working with a pirate crew. +10 to either Pilot: Space, Free Fall, or Hardware: Demolitions.
63 You pull off a job that people said no one could do. +20 g-rep.
64 You are caught and convicted in an Extropian hab, but the victim holds off on claiming your indenture.
Gain the Deferred Indenture trait ▶138.
65 Your criminal activities become known, creating some problems. Gain the Blocklisted Rep (Level 2) trait (▶77, EP2).
66–68 You take a fall and serve time in an actual physical prison. Lose 1 ego Flex.
69 Facing trouble, you duck out. Gain the On the Run trait ▶141.
70 You deal regularly with a gang/cartel possessing a strong cultural identity.
Gain a language (your choice or roll on the Random Language table ▶7).
71 For a while at least, you go full Robin Hood with your crime, taking from the rich and giving to the poor. +10 @-rep.
72 A black-market exchange leaves you with a piece of electronics allegedly infected with the digital exsurgent virus (▶382, EP2).
73 You get arrested but you keep your mouth shut and beat the charges. +10 g-rep.
74 You steal a container that, if labeled correctly, contains a sample of Factor dust (▶399, EP2).
75 You enjoy drugs so much you start dealing … leading to more drugs. Start play with 5 doses of your drug of choice.
76 You spend enough time working the streets and hussling that you excel at looking out for yourself. Gain 1 ego Flex.
77 You get roughed up enough to know that you have no taste for it. Gain the Low Pain Tolerance trait (▶78, EP2).
78 You find out the secret location of an extremely valuable Night Cartel stash. Problem is, it is very well guarded.
79 To pay off a debt to you, someone leaves you with a bag full of cortical stacks. What wil you do with them?
80 You take odd jobs from your local habitat gang. +10 g-rep.
81 You make a black-market trade that leaves you with the backdoor (▶263, EP2) into a powerful hypercorp’s mesh systems.
82 The criminal life is rough, and you and your accomplices get roughed up a lot. +10 Medicine: Paramedic.
83 If there’s one thing you’ve learned in the Guanxi underworld, it’s to keep people afraid of you.
Gain the Intimidation specialization for Provoke skill.
84 You learn how to circumvent security. +10 Know: Smuggling skill.
85 You take a bullet meant for a friend. +10 g-rep and roll on the Random Morph tables ▶50.
86 You help a cabal of suits execute a white-collar crime scheme and are well rewarded. Gain Resources (Level 1) trait (▶75, EP2).
87 You participate in a salvage op in Earth orbit that uncovers useful sensor data. +5 g-rep and +5 r-rep.
88 You are hired by the Organization in Earth orbit to spy on a few opponents. +10 g-rep.
89 You gain some notoriety when a criminal you associate with sells XP of his experiences. +10 f-rep but −10 g-rep.
90–91 You suspect someone you work with of being an informant, but you have no way yet to prove it.
92 You work at a robotics chop-shop for a bit. +10 Hardware: Electronics or Hardware: Robotics.
93 You don’t back down from a fight that you probably should have. +10 g-rep but roll on the Random Morph tables ▶50.
94 You “acquire” hacked files that allegedly include the details and crypto codes for an active farcasting station on Earth …
95 Pax Familae hires you for assistance on a difficult job. +10 g-rep.
96 You steal an Earth relic, but you’re not sure if it’s real or counterfeit.
97 You pull some favors for skin-thieving gangs on Titan.
The next time you are on Titan, you can double the Availability of one morph that you seek.
98 You pull some favors for the ID crew. Gain a fake ego ID (▶315, EP2).
99 The Hidden Concern offers you work, and you know better than to turn them down. +10 g-rep.

13. CAMPAIGN EVENT • CRIME EVENT


¾43
14  STORY EVENT (OPTIONAL)
Story events are background elements that do not have a game effect on your character, but are included for potential
roleplaying and plot purposes. Some of the results on the earlier event tables may have instructed you to roll on this table.
LIFE PATH

As a final step, you may roll on the Story Event table to determine a recent event in your character’s life.
This may help define what your character is doing or concerned with at the beginning of gameplay. It may also be used to
tie your character to the other player characters in the game.

fiSTORYflEVENT
d100 Result
00–01 After a long stretch of bad, you hit bottom. No way left to go but up.
02 You participate as a test subject in a research project. You suffer no ill effects … that you can tell.
03–04 You leak confidential information to a journalist or the mesh at large.
05 You hear from an unknown source that Oversight has taken an interest in your affairs.
06 You have an unfortunate run-in with Jovian Republic troops, but manage to extricate yourself.
07 After years, you finally get a chance to inflict revenge on someone. Do you take it or walk away?
08 You survive a major disaster, such as a habitat failure, ship collision, terrorist attack, or a freak but deadly accident.
09 Circumstances force you to move from one end of the Solar System to the other.
10 Your habitat goes through a regime change. Which side are you on?
11 You are falsely accused of a crime but then cleared.
12–13 You develop a long-term rival. The relationship is complex and non-dangerous,
but it does occasionally interfere or consume your attention.
14 You develop a long-term life-partner relationship.
15 You suffer through the failure of a major long-term relationship.
16 You enter into a convenience-based, contract-defined, romantic relationship.
17 You develop an ongoing polyamorous relationship with a group of friends.
18 You are pursued by an irritating but (mostly) harmless suitor/stalker.
19 You are recruited to secretly help some faction. Randomly determine that faction from the Faction table ▶34.
20 You are re-united with a lover/relative/friend thought lost during the Fall or previous conflicts.
21 Political upheaval in your local habitat/polity throws your life into turmoil.
22 You are the only survivor of a deadly accident on board a ship or small hab, which raises some suspicion …
23 Your life has been blissfully serene and untroubled. Your friends may secretly resent you.
24 You find out that one or both of your parents weren’t really your parents.
25 You pursue a period of self-isolation and introspection.
26 You catch an authority figure doing something illicit, but you don’t have the means to prove it.
27 You take a sabbatical with the Solarians, Ringers, or other space-faring clade.
28 You have an affair.
29 You are privileged enough to meet a Factor.
30 You discover an unknown and intriguing or devastating secret about your family’s past.
31 An unfortunate accident leaves you stuck in a healing vat for a couple of weeks.
32 While traveling by spacecraft, a malfunction takes you months off course.
33 You use someone to get ahead.
34 Someone uses you to get ahead.
35 You unexpectedly make a close friend with someone from a rival or even hostile faction.
36 You have a falling out with a formerly close friend.
37 You are forced into a thankless position of heavy responsibility.

44¹ 14. STORY EVENT (OPTIONAL)


STORYfiEVENTfi ( CONT .)
d100 Result

LIFE PATH
38 Facing unwanted responsibilities, you pack up and move on.
39 You are persecuted for your nature or beliefs.
40 You finalize a particularly good research paper, work of art, commercial enterprise, or similar achievement.
41 Someone close to you opts for a real, final death.
42 You discover a new subculture to embed yourself in.
43 You befriend a brinker with some interesting ideas and unbelievable stories. Well, almost unbelievable.
44 You find repeat evidence that someone has you under close surveillance — but why?
45 You are fairly certain that your new friend is secretly a singularity seeker.
46–47 You come across an interesting surveillance blind-spot in your local habitat.
48–49 A string of disappearances in your habitat has everyone on edge.
50–51 A friend discovers disturbing information about a powerful entity, and they are considering blowing the whistle.
52 You don’t have what it takes, and your current job/prospect ends in a washout.
53–54 Your inquisitive nature leads you to discover a secret that could get you into trouble.
55 You receive a wake-up call that challenges your current priorities.
56 Your current job/pursuits take you somewhere dangerous.
57 A friend reveals a terrible secret to you.
58–59 You become estranged from a parent or other family member.
60 You finally get recognition for something you deserve.
61–62 You experiment with your sexuality.
63 A friend or relative goes missing under mysterious circumstances.
64 You throw your hat in the ring for an important position but do not get it.
65 Someone you respect shows their true colors, and they aren’t pretty.
66–67 Everything is going great, but you still somehow manage to fuck up something major in your life.
68 You fall victim to disinformation or a scam.
69 Your hard work and contributions are overlooked.
70 You are the victim of a crime, but the perpetrator is caught.
71 A sibling or friend relies on you for support until they get back on their feet.
72 You get fired or kicked out. You start over somewhere new.
73 You spend years (from your perspective) inside a time-accelerated VR simulspace.
74 You go through a long period of stagnation.
75 Your local living conditions become increasingly threatening in some way.
76–77 You test out life with multiple forks active at once, with mixed results.
78 You receive an unexpected gift.
79 You find out someone close to you has been living a double life.
80–81 You lose yourself in the hedonism of a scum warm for several months.
82 Through no fault of your own, you let a lot of people down.
83 You have a major disagreement with a sub-group within your faction.
84 You are witness to (but not an active participant in) a historical event of some kind.
85–86 You modify your personality with psychosurgery, but revert the process a short period later.
87 You ditch your friend group and start over with new friends.
88 You go out of your way to help someone out, but they don’t really acknowledge it or reciprocate.
89 You change your opinion on a major political stance.
90 You acquire a new pet.
91–92 You switch your gender identity.
93–94 Somone you looked up to does something that shatters your respect for them.
95–96 You cross paths with an influential oligarch.
97 You have a near-death experience.
98 You are influenced by an async’s sleight, but you may not know exactly what that is or how, nor can you prove anything.
99 You are forced to interact with a faction you normally would have nothing to do with.

14. STORY EVENT (OPTIONAL)


¾45
15 FINAL STATS AND DETAILS
Now it’s time to put all of your stats together. There are several steps to this process:

Total Aptitudes and Skills


GEAR PACKS: CAMPAIGN
LIFE PATH

List out all of the skills you picked up from your background, career,
interest, faction, and event steps. If you acquired the same skill more
than once, either add those points together or apply the additional FIREWALL AGENT/CRIMINAL
points to another skill of your choosing. Points for Know skills may
only be used for other Know skills; however, points for Active skills GEAR Complexity/GP Page
may be used for either Active or Know skills. Anonymizer Min/1 315
Next, add the base aptitude values to their linked skills. The skills Masks your mesh ID.
of Fray and Perceive have base values equal to their aptitude × 2. Armor Vest (Light)* Min/1 215
No final skill total (including both the aptitude and skill points) AV 4/10. Concealable.
can exceed 80. Apply any points over to another skill of your choice.
Fake Ego ID Maj/R/3 315
Again, Know skill points may only be used for other Know skills.
Forged ID and back history, with its own rep scores.
You are free to switch your skills out for any other skills of an
equivalent value, as long as Know skill points only go toward other
Medium Pistol Firearm Min/R/1 210
DV 2d10, SA/BF/FA, Ammo 15 + 1, Range 30.
Know skills. However, in the spirit of this life path system, we urge
you to stick as close to your acquired skills as possible. Smart Clothing* Min/1 317
Can change color, texture, and cut.
Total Rep +10 Infiltrate, +30 covered and stationary.
Take all of the rep points you acquired from different steps and list TacNet App Mod/2 327
them out. Combine points in the same rep networks together. You Share tactical data in real-time.
may not start with a score higher than 80 in any rep network; apply VPN App Min/1 326
any points over to a different rep network of your choice. Creates virtual private network.

Calculate Derived Stats *Synthmorph Alternative


You’re almost done! Now a few of your stats need to be calculated
and added to your character sheet: Anti-Glare Min/1 318
No glare modifiers.
• Initiative: (REF + INT) ÷ 5. Industrial Armor Min/1 214
• Aptitude Checks: Each aptitude has a check (Cognition Check, AV +6/+4.
Intuition Check, etc.) equal to the aptitude × 3.
• Lucidity: WIL × 2.
• Trauma Threshold: LUC ÷ 5. GATECRASHING
• Insanity Rating: LUC × 2.
• Infection Rating (Asyncs Only): Psi trait level × 10. GEAR Complexity/GP Page
Autocook* Min/1 343
Apply Traits Fab food and drink only.
Apply the effects of any traits you picked up. If you acquired the Electronic Rope Min/1 341
same trait twice, add the levels together (up to the maximum value) Controllable rope.
or replace one with a trait of an equivalent CP cost/bonus.
Healing Spray* Min/1 342
Heals 1d10 damage per hour for 12 hours.
Add Languages
Write down your native tongue (Step 3: Native Tongue ▶7) and any
Medium Pistol Firearm Min/R/1 210
DV 2d10, SA/BF/FA, Ammo 15 + 1, Range 30.
additional languages you acquired.
Portable SolArchive Min/1 340
Choose Motivations Enable Research Tests related to one Know skill while isolated from mesh.
Choose the 3 motivations you start with (Motivations ▶4). Standard Vacsuit* Maj/3 341
As smart clothes, protects from vacuum, 48 hours air, AV 8/6.
Starting Morph TacNet App Mod/2 327
Your starting morph is either the one you acquired with your back- Share tactical data in real-time.
ground (Step 4: Background Path ▶7) or the new one it was most
recently replaced by due to a roll on an event table.
*Synthmorph Alternative
Starting Gear Anti-Glare Min/1 318
You start with two gear packs. One is based on the career you chose No glare modifiers.
or rolled in Step 9: Career Path ▶24. The other is based on the type Industrial Armor Min/1 214
of campaign you are playing, (Firewall, Gatecrashing, Guanxi/ AV +6/+4.
Criminal) as determined by your GM. Medichines Maj/3 322
Ignore 1 wound, heal faster, drug/toxin effect/duration halved.

46¹ 15. FINAL STATS AND DETAILS • GEAR PACKS: CAMPAIGN


OPTIONAL PACK: INFOMORPH ENFORCER
GEAR Complexity/GP Page GEAR Complexity/GP Page

LIFE PATH
Drone Rig Mod/2 320 Aggro (5 doses) Min/1 331
Ignore the −10 modifier when jamming. +20 Provoke to intimidate/taunt, −20 other social tests.
Enhanced Security Mod/2 326 Claws Min/1 204
−10 Infosec to hack, −30 in defensive mode but no Insight pool and −3 INIT. DV 2d6, concealable.
Exploit App Mod/R/2 326 Flex Cutter Min/1 204
Hacking library tool. Flexible blade, DV 1d10 + 3, concealable.
Private Server Min/1 315 Grin (5 doses) Min/1 331
Private server, self-administrated. Ignore 1 wound.
Gnat Min/1 349 Muscle Augmentation Maj/3 322
Surveillance rotorcraft. Small size. Muscles enhanced with myofibers. +1d6 DV melee, +10 SOM Checks.
Guardian Angel Mod/2 347 Shock Glove Min/1 204
Personal defense rotorcraft. Small size. DV 1d6, Shock, Touch-Only.
Shredder Mod/R/2 209
Flechette gun, DV 2d10 + 6, SA/BF/FA, Ammo 100, Range 25, Two-Handed.

GEAR PACKS: PROFESSION EXPLORER


ACADEMIC GEAR Complexity/GP Page
Breadcrumb System Min/1 336
GEAR Complexity/GP Page Leaves mote trail for meshing/positioning.
Creepy Bot Min/1 348 Direction Sense Min/1 318
Worn companion bot. Small size. Innate sense of direction and distance.
Holographic Projector Min/1 317 Enhanced Vision Mod/2 318
Projects 3D, HD, ultra-realistic images/video. +20 to Perceive as fake within 20 m. Tetrachromatic vision, wider frequency range, better focus. +10 vision
Microcar Mod/2 350 Perceive Tests.
One-person two-wheeler. Mission Recorder Min/1 336
Multi-Tasking Mod/2 320 Backs up all mission data.
Focus on 2 things at once. +1 Insight. Pressure Tent Mod/2 341
Neem (5 doses) Min/1 331 Self-erecting shelter for 4, built-in breather.
+20 COG Check for recall of memories learned while on Neem. Saucer Min/1 349
Portable SolArchive Min/1 340 Spinning disc recon drone. Small size.
Enable Research Tests related to one Know skill while isolated from mesh. Scout Missile Mod/2 340
Servitor Bot Min/1 348 Maps 5 km radius or 10 km in one direction in 20 minutes, Perceive 60.
Common helper/cook/janitor bots.
Simulspace Min/1 315
Access to a VR space. FACE/DEALER
GEAR Complexity/GP Page
COVERT OPERATIVE Enhanced Hearing Min/1 318
Hear higher and lower frequencies. +10 hearing-based Perceive.
GEAR Complexity/GP Page Guardian Angel Mod/2 347
Chameleon Cloak Mod/2 338 Personal defense rotorcraft. Small size.
Camouflage, +10 Infiltrate, +30 stationary. Medium Fabber Mod/2 343
Cleaner Swarm Min/1 345 Fab small items.
Cleans, eliminates forensic evidence. Nanodetector Min/1 342
Covert Operations Tool Maj/R/3 338 Detects nanobots, Exotic Skill: Nanobot Detection 40 (70 w/active swarm),
Bypass locks, cut/repair holes, Hardware: Electronics 60 vs. electronic locks, more. Know: Nanotech 60.
Microbug Min/1 338 Neuromodulation Mod/2 321
Micro-sized camera/audio recorder. Control over neurotransmitters and emotions. +1 Moxie.
Skinflex* Mod/2 321 Smart Hawk Min/1 328
Disguise face, skin, hair. +30 to impersonation/disguise Deceive Tests. Used for surveillance.
Spy Nanoswarm Min/1 345 Stiff (5 doses) Min/1 335
Surveillance, Perceive 60. +10 SAV/WIL Checks vs. Persuade/Provoke, Enhanced Behavior: Stubborn
(Level 2).
*Synthmorph Alternative

¾47
Synthetic Mask Mod/2 321
Faux skin for synthmorph. +30 disguise-based Deceive Tests. 15. FINAL STATS AND DETAILS • GEAR PACKS: PROFESSION
GENEHACKER INVESTIGATOR
GEAR Complexity/GP Page GEAR Complexity/GP Page
Archive Min/1 315 Biometric Matcher Min/1 326
+10 Research Tests related to one Know skill. Match biometric patterns.
LIFE PATH

Dino Pet Min/1 328 Brainprint Scanner Min/1 338


Genehacked dinosaur pets. Scans brainprint in 5 minutes.
Fokus (5 doses) Min/1 331 Cuffband Min/1 338
Enhanced Behavior: Obsessive (2), reduce timeframes 25%. Electronic handcuffs, remote operation, shock attack DV 1d6.
Medichines Maj/3 322 Klar (5 doses) Min/1 331
Ignore 1 wound, heal faster, drug/toxin effect/duration halved. +10 Perceive, no distraction modifiers.
Pusher Swarm Min/R/1 + drug/toxin 345 Microbug Min/1 338
Exposes biomorphs to drug/toxin. Micro-sized camera/audio recorder.
Specimen Container Min/1 340 Oracles Mod/2 318
Holds samples in stasis conditions. Negate distraction modifiers.
Tools (Kit) Min/1 317 Scout Nanoswarm Min/1 345
Portable, applies to specific skill. Maps area, collects forensic evidence, Know: Chemistry 60, Medicine:
Twitch (5 doses) Min/R/1 335 Forensics 60.
−20 actions, SOM Check vs. incapacitation. Speck Min/1 349
Insectoid spy bots. Very small size.
Spy Nanoswarm Min/1 345
HACKER Surveillance, Perceive 60.

GEAR Complexity/GP Page


Exploit App Mod/R/2 326 MEDIC
Hacking library tool.
Gray Box Min/1 338 GEAR Complexity/GP Page
Establishes a wireless mesh link. Docbot Maj/3 347
Radio Booster Min/1 336 Medical bot.
Extends radio ranges, 25/250km range. Healing Spray Min/1 342
Sniffer App Mod/2 326 Heals 1d10 damage per hour for 12 hours.
Collect/view traffic between two systems. Healing Vat Maj/3 342
Spoofer App Mod/R/2 326 Heal/cure biomorphs, customize/augment morph.
Fake transmissions and mesh IDs. Meds (5 doses) Mod/2 332
Tracker App Mod/2 326 Heals 1d10 damage per hour or 1 wound per day.
Trace connections. Med Scanner Min/1 342
Scans health, diagnosis w/Medicine at 60, detect nanobots as nanodetector.

MINDHACKER
GEAR Complexity/GP Page
Comfurt (5 doses) Min/1 332
+5 LUC, +1 TT, +5 IR.
Eelware Min/1 204
DV 1d6, shock effect, touch-only.
Ego Bridge Mod/2 342
Upload from/download to biological brains.
Multi-Tasking Mod/2 320
Focus on 2 things at once. +1 Insight.
Private Server Mod/2 315
Private server, managed by others.
Psychosurgery App Mod/2 326
Edit minds.

48¹ 15. FINAL STATS AND DETAILS • GEAR PACKS: PROFESSION


SCAVENGER SOLDIER
GEAR Complexity/GP Page GEAR Complexity/GP Page

LIFE PATH
Breadcrumb System Min/1 336 Assault Rifle Railgun Mod/R/2 210
Leaves mote trail for meshing/positioning. DV 2d10 + 2, SA/BF/FA, Ammo 90 + 1, Range 150, Armor-Piercing, Long,
Diamond Axe Min/1 204 Two-Handed.
DV 2d10 + 3, armor-piercing, reach, two-handed. Enhanced Vision Mod/2 318
Disassembly Tools Mod/2 340 Tetrachromatic vision, wider frequency range, better focus. +10 vision
Heavy and smart tools for taking things apart. Perceive Tests.
Guardian Swarm Mod/2 345 Grin (5 doses) Min/1 331
Disables other swarms; both swarms take DV 5 per turn. Ignore 1 wound.
Nanodetector Min/1 342 Meds (5 doses)* Mod/2 332
Detects nanobots, Heals 1d10 damage per hour or 1 wound per day.
Exotic Skill: Nanobot Detection 40 (70 w/active swarm), Know: Nanotech 60. Neurachem Maj/3 322
Orbital Hash (5 doses) Min/1 334 Enhanced synapses and neurotransmitters. +2 Vigor.
Ignore 1 trauma, −10 Know Tests/memory-related COG Checks.
Robomule Mod/2 349 *Synthmorph Alternative
Gear-hauling bot. Fixer Swarm Mod/2 345
Repairs 1d10 damage per hour or 1 wound per day for 4 days.

SCIENTIST
TECHIE
GEAR Complexity/GP Page
Enhanced Vision Mod/2 318 GEAR Complexity/GP Page
Tetrachromatic vision, wider frequency range, better focus. Automech Mod/2 349
+10 vision Perceive Tests. Repair bot.
Mind Amp Maj/3 320 Electrical Sense Min/1 318
Accelerates mind. +2 Insight. Sense electrical fields w/in 5 m.
Mission Recorder Min/1 336 Fixer Swarm Mod/2 345
Backs up all mission data. Repairs DV 1d10 per hour or 1 wound per day for 5 days.
Pocket Lab Mod/2 340 Fokus (5 doses) Min/1 331
Analyze gases, liquids, materials, Know: Chemistry 60. Enhanced Behavior: Obsessive (2), reduce timeframes 25%.
Servitor Min/1 348 Medium Fabber Mod/2 343
Common helper/cook/janitor bots. Fab small items.
Specimen Container Min/1 340 Tools (Kit) Min/1 317
Holds samples in stasis conditions. Portable, applies to specific skill.
Utilitool Min/1 317
All-purpose smart-material tool.

15. FINAL STATS AND DETAILS • GEAR PACKS: PROFESSION


¾49
MORPHfiTYPE BIOMORPHS

d100 Result d100 Result MP Cost Page


LIFE PATH

0–39 Biomorph 00–01 Alpiner 4 72


40–44 Uplift Biomorph 02 Aquanaut 3 73
45–54 Pod or Exomorph Biomorph 03 Ariel 4 74
55–89 Synthmorph 04–08 Bouncer 4 76
90–98 Infomorph or Core Morph 09–10 Bruiser 4 76
99 Axle 11 Cloud Skate 3 79
12–13 Crasher 8 80
14 Dvergr 5 84

POD
15–21 Exalt 2 85

BIOMORPHS
22 Faust 6 86
23–26 Flat 0 87
27 Freeman 1 90
d100 Result MP Cost Page 28–30 Fury 6 91
00–07 Augur 3 74 31 Futura 4 91
08–12 Ayah 3 75 32–33 Garuda 3 93
13–22 Basic Pod 1 75 34–36 Ghost 6 93
23–24 Chickcharnie 2 78 37–38 Glider 3 94
25–26 Critter (Humanoid Beast) 3 81 39 Grey 2 95
27–28 Critter (Quadruped Hybrid) 2 81 40–42 Hazer 3 96
29–30 Critter (Small mammal) 2 81 43–45 Hibernoid 4 97
31–32 Defender (Ayah) 6 75 46 Hulder 4 97
33 Digger 4 83 47–49 Hyperbright 4 98
34 Flying Squid 5 90 50–51 Imp 5 99
35–37 Hypergibbon 2 98 52–56 Menton 4 101
38–41 Novacrab 4 109 57–60 Neotenic 2 108
42–53 Pleasure Pod 4 113 61 Nishakara (Surya) 6 126
54 Ripwing 4 116 62 Nomad 3 109
55–56 Samsa 5 119 63–65 Observer 4 110
57 Scurrier 2 120 66–71 Olympian 4 110
58 Scurrier (Quadruped) 2 120 72–73 Remade 7 115
59–66 Security Pod 5 120 74 Ring Flyer 5 116
67–70 Shaper 5 122 75–80 Ruster 3 117
71–74 Space Marine (Sec Pod) 6 120 81 Salamander 4 118
75–82 Traceur 3 130 82 Selkie 3 121
83–88 Vac Pod 4 131 83–89 Splicer 1 125
89 Whiplash 2 132 90 Surya 9 126
90–99 Worker Pod 3 132 91–96 Sylph 4 128
97–98 Theseus 7 130
99 Venusian Glider 3 94

UPLIFT
BIOMORPHS
d100 Result MP Cost Page d100 Result MP Cost Page d100 Result MP Cost Page
00–19 Neo-Avian 0 103 45–52 Neo-Gorilla 3 105 83–86 Neo-Orca 4 107
20–22 Neo-Beluga 3 103 53–60 Neo-Neanderthal 2 105 87–93 Neo-Pig 1 107
23–39 Neo-Bonobo/Chimp 1 104 61–72 Neo-Octopus 3 106 94–98 Neo-Porpoise 1 108
40–44 Neo-Dolphin 2 104 73–82 Neo-Orangutan 3 106 99 Neo-Whale 5 108

50¹ RANDOM MORPH TABLES


SYNTHMORPHS INFOfiCOREflMORPHS

LIFE PATH
d100 Result MP Cost Page d100 Result MP Cost Page
00–02 Arachnoid 6 73 00–10 Agent 2 72
03 Arachnikoma (Arachnoid) 9 73 11–30 Digimorph 0 83
04 Biocore 3 76 31–34 Djinn 5 83
05–06 Blackbird (Ornithope) 5 112 35–38 Echo 5 85
07–16 Case 0 77 39–49 Ikon 1 99
17 Cetus 6 78 50–66 Neo 2 102
18 Cloud Skimmer 7 79 67–77 Operator 2 111
19 Courier 7 80 78 Overmind 20 113
20 Combat Mech (Daitya) 21 82 79–91 Sage 1 118
21–22 Daitya 13 82 92 Sexton 15 121
23–26 Dragonfly 1 84 93–98 Spectre 6 124
27 Fenrir 20 86 99 Warden 7 131
28 Fierce Kite (Kite) 4 100
29–32 Flexbot (roll on the Flexbot table) 88
33–36 Galatea 5 92
37–39 Gargoyle 5 92
40–41 Golem (Galatea) 6 92
42 Griefer 0 95 FLEXBOTfiMODULES
43–44 Guard 8 96
45–46 Kite 2 100
47 Liquid Silver (Steel Morph) 7 125 d100 Module MP Cost Page d100 Module MP Cost Page
48 Mimic 4 101 00–07 Apiary 3 88 40–54 Crafter 2 89

49 Nautiloid 25 102 08–15 Aviary 2 88 55–69 Fighter 3 89

50 Oobleck 1 111 16–23 Bard 3 88 70–84 Rogue 2 89

51 Opteryx 4 111 24–31 Cleric 2 89 85–99 Wizard 2 89

52 Ornithope 4 112 32–39 Conjurer 1 89

53 Prime (Guard) 10 96
54 Q-Morph 13 114
55–56 Raptor 8 114
57 Reaper 12 115
58–59 Rover 5 117
60–63
64–65
Savant
Skulker (Swarmanoid)
4
4
119
127
AXLES
66–69 Slitheroid 5 122
70–71 Smart Swarm 5 123 MP MP
72–73 Spare 0 123 d100 Axle Morph Cost Page d100 Axle Morph Cost Page
74–75 Sphere 5 124 00–05 Automech 3 349 EP2 54–58 Robomule 2 349 EP2
76–79 Steel Morph 5 125 06–09 Barracuda 3 349 EP2 59–63 Saucer 0 349 EP2
80 Sundiver 10 126 10–14 Cycle 2 351 EP2 64–69 Servitor 0 348 EP2
81–84 Swarmanoid 3 127 15–20 Docbot 5 347 EP2 70–73 Shield Drone 0 346 EP2
85–94 Synth 3 128 21–26 Explorenaut 6 346 EP2 74–79 Spider Hand 0 348 EP2
95 Synthtaur 6 129 27–31 Gnat 0 349 EP2 80–84 Squishbot 0 346 EP2
96 Takko 6 129 32–37 Guardian Angel 3 346 EP2 85–89 Transporter 1 351 EP2
97 Ultra Kite (Kite) 4 100 38–42 Manipulator 0 348 EP2 90–94 Trike 1 351 EP2
98–99 Xu Fu 5 133 43–48 Microcar 4 350 EP2 95–99 Zephyr 3 349 EP2
49–53 Portable Plane 1 350 EP2

RANDOM MORPH TABLES


¾51
TYPEfiOFfiSLEIGHT WATTSfiMACLEOD
SUBfiSTRAINS
d10 Type d10 Sub-Strain
LIFE PATH

1–4 Psi-Chi (requires the Psi (Level 1) Trait) 00–19 The Architect
5–10 Psi-Gamma (requires the Psi (Level 2) Trait) 20–39 The Beast
40–59 The Haunter
60–79 The Stranger
80–99 The Xenomorph
Strains are detailed on ▶273, EP2.

PSIfiCHI PSIfiGAMMAfl
SLEIGHTS SLEIGHTS
d100 Sleight d100 Sleight d100 Sleight
00–04 Charisma 00–01 Alter Effect 52–53 Implant Skill
05–09 Control Behavior 02–04 Animal Control 54–55 Induce Error
10–14 Eco-Empathy 05–06 Aphasia 56–57 Infectious Mind
15–19 Enhanced Creativity 07–09 Basilisk Stare 58–60 Influence
20–24 Enhanced Memory 10–12 Block Pain 61–63 Invigorate
25–29 Grok 13–15 Block Sense 64–65 Mimic
30–34 Heightened Awareness 16–18 Block Skill 66–68 Mindlink
35–39 High Pain Threshold 19–20 Browse Thoughts 69–70 Neural Hardening
40–44 Inner Spark 21–23 Burst of Adrenaline 71–73 Nightmare
45–49 Pattern Recognition 24–26 Burst of Clarity 74–76 Pain
50–54 Predictive Boost 27–29 Burst of Confidence 77–79 Psi Shield
55–59 Psi Armor 30–31 Cloud Memory 80–82 Psychic Stab
60–64 Qualia 32–34 Deep Scan 83–85 Sense Infection
65–69 Savant Calculation 35–36 Déjà Vu 86–88 Short Circuit
70–74 Scramble 37–39 Downtime 89–91 Spam
75–79 Self Control 40–42 Ego Sense 92–93 Static
80–84 Social Cunning 43–45 Empathic Scan 94–96 Subliminal
85–89 Somatic Control 46–48 Illusion 97–99 Tranquility
90–94 Superior Kinesics 49–51 Implant Memory
95–99 Xeno-Empathy

DISORDERS

d100 Result Page d100 Result Page d100 Result Page


00–03 Alien Behavior Disorder 224, EP2 34–38 Cosmic Anxiety Disorder 224, EP2 70–73 Narcissistic Personality 225, EP2
39–42 Conversion Disorder 224, EP2 Disorder
04–08 Anxiety 224, EP2
43–48 Depression 225, EP2 74–78 Paramnesia 225, EP2
09–12 Atavism 224, EP2
49–52 Disassociative 225, EP2 79–83 Paranoia 225, EP2
13–18 Attention Deficit 224, EP2
Personality Disorder 84–88 Phobia 225, EP2
Hyperactivity Disorder
53–57 Fugue 225, EP2 89–95 Post-Traumatic Stress 225, EP2
19–22 Autophagy 224, EP2
58–63 Impulse Control 225, EP2 Disorder
23–27 Bipolar Disorder 224, EP2 Disorder 96–99 Reiterative 225, EP2
28–33 Body Dysmorphia 224, EP2 64–69 Insomnia 225, EP2 Schizophrenia

52¹ SLEIGHTS • DISORDERS


Continued from ▶35
Step: 15 [Skills]
Step 15 starts with combining skills and aptitudes. Listing together all of the skills, Adam sees that only three skills were picked up twice:
Hardware: Aerospace, Know: Flight Crew Ops, and Pilot: Space. Adam combines them for a total of Hardware: Aerospace 70, Know: Flight Crew
Ops 100, and Pilot: Space 80. Skills max out at 80 during character creation, so Adam knows he’ll need to adjust that Know skill, but he’ll do that
after all of these skills and aptitudes are combined.

LIFE PATH
Now Adam adds all of the linked aptitudes to each of the skills. He remembers that Fray and Perceive get their base aptitudes added twice.
Fray is REF (15) x 2 for a total of 30, and Perceive is INT (10) x 2 for 20, which Adam combines with the 20 that was part of the Journalist career
path for a total of 40 in Perceive. The skill list for this character now looks like this:
Step 15 Skill List — Beginning
Fray 0 + (REF 15 x 2) = 30 Know: Flight Crew Ops 100 + COG 15 = 115 Pilot: Ground 20 + REF 15 = 35
Free Fall 40 + REF 15 = 55 Know: Journalism 60 + COG 15 = 75 Pilot: Space 70 + REF 15 = 85
Hardware: Aerospace 70 + COG 15 = 85 Know: Scum Interests 20 + COG 15 = 35 Provoke 20 + SAV 10 = 30
Infosec 20 + COG 15 = 35 Know: Spacers 30 + COG 15 = 45 Research 60 + INT 10 = 70
Interface 30 + COG 15 = 45 Know: Spaceships 20 + COG 15 = 35 Survival (Navigate)
Kinesics 40 + SAV 10 = 50 Perceive 20 + (INT 10 x 2) = 40 30 (40) + INT 10 = 40 (50)
Know: Current Events 30 + COG 15 = 45 Pilot: Air 30 + REF 15 = 45
Step 15 Skill List — Final
Step: 15 [Skills cont.] Fray 30, Free Fall 55, Hardware: Aerospace 80,
Now, a few of these totals exceed 80. Adam reduces both Hardware: Aerospace and Pilot: Space
to 80 and takes the extra 10 points and sinks it into Melee skill—he wants this character to be able Infosec 35, Interface 45, Kinesics 50, Know:
to defend themselves. With its linked aptitude of SOM 20, this character starts with Melee 30. Current Events 45, Know: Flight Crew Ops 80,
He also reduces Know: Flight Crew Ops to 80, but those extra 35 points can only be assigned Know: Journalism 75, Know: Scum Interests 35,
to another Know skill. He decides to leave this Know skill blank for now; it can be filled in during Know: Spacers 45, Know: Spaceships 35,
gameplay as the character is developed further. Adam could change some of these scores around, Melee 30, Perceive 40, Pilot: Air 45,
if he felt the character was unbalanced or lacking. But he thinks this is a decent start. The final Pilot: Ground 35, Pilot: Space 80, Provoke 30,
skill list is at right. Research 70, Survival (Navigate) 40 (50)

Step: 15 [Rep Scores] Step 15 Rep Scores — Final


He then moves on to combining rep scores. Only one rep score @-rep 30, c-rep 40, f-rep 20, g-rep 30
(g-rep) was acquired twice; the 10 and 20 are added together
for g-rep 30. The others stays as they were acquired.
Step 15 Derived Stats — Final
Step: 15 [Derived Stats] Initiative 5, Lucidity 40, Trauma Threshold 8, Insanity Rating 80
He also calculates the derived stats as follows:
Step 15 Aptitude Checks — Final
Initiative (REF 15 + INT 10) ÷ 5 = 5 COG 45, INT 30, REF 45, SAV 30, SOM 60, WIL 60
Lucidity WIL 20 x 2 = 40
Trauma Threshold LUC 40 ÷ 5 = 8
Insanity Rating LUC 40 x 2 = 80 Step: 15 [Final Summary]
Then calculates the aptitude checks, which equal aptitudes x 3: The character is almost all set to go! Adam has left a few things in limbo for
the player to decide over the course of the first few game sessions:
COG Check COG 15 x 3 = 45 SAV Check SAV 10 x 3 = 30
INT Check INT 10 x 3 = 30 SOM Check SOM 20 x 3 = 60 Unassigned Know Skill of 35 + aptitude
REF Check REF 15 x 3 = 45 WIL Check WIL 20 x 3 = 60 One skill specialization (from Step 7)
One language (from Step 4)
He also notes that the character gets a +10 to INT Checks
to grasp the intent of languages he doesn’t speak due to the Looking it over, this character is a spacer turned scum journalist, good at
Hyper Linguistics trait they picked up. piloting, fixing ships, and research. They returned to Earth during the Fall, but
This character will start in a sylph morph, since that’s the egocast away, leaving their old splicer behind. They were sleeved in an intii-
last one they acquired on the life path. dating bouncer, but had trouble acclimating to its size (thanks to that Identity
Adam chooses the Criminal gear pack to go with the Crisis trait), and so now roll in a sylph morph.
Investigator gear pack from his career path. Though he They recently went on a months-long bender within the scum swarm, for
plans to incorporate the characters into Firewall, he feels the reasons not yet fleshed out. There are some open questions about their
Criminal pack is a better fit for this character. criminal activities that can be developed during gameplay. Overall, it’s a solid
Finally, there’s Motivations. Adam selects the following launching point with lots of potential!
three from all that were rolled: With everything written down in his spreadsheet, Adam moves to filling out
+Self-Reliance, +Thrill-Seeking, +Uncover Secrets. a PDF, which he’ll send out to all the players along with the other prospective
characters before the first game session.

CHARACTER CREATION EXAMPLE


¾53
TRAITS
d10 Trait Type
LIFE PATH

1–4 Positive Ego Trait


5 Positive Morph Trait
6–9 Negative Ego Trait
10 Negative Morph Trait

POSITIVEfiEGOfiTRAITS
d100 Result CP Cost Page d100 Result CP Cost Page
00 Acumen 1/2/3 72, EP2 51 Manipulative Streak 2 136
01–02 Adaptability 2/4 72, EP2 52 Melee Mastery (Melee 60+ Only) 2 136
03 Adversarial Hacker 2 134 53 Meme Fame 2 136
04 AGI Affinity 1 134 54 Mental Fortitude 2 136
05–06 Allies 4 72, EP2 55 Merging Mastery 1 136
07 Animal Empathy 1 73, EP2 56 Mind Flayer (Infosec 60+ Only) 2 136
08 Artful Dodger 2 134 57–58 Minion/Partner 6 136
09 Async Familiarity 1 134 59 Morph Attunement 1 136
10 Brain Worm (Asyncs Only) 1 134 60–61 Morph Familiarity 1 74, EP2
11–12 Common Sense 2 73, EP2 62 Morph Mastery 4 136
13–14 Composure 2 73, EP2 63 Networking Talent 2 137
15–17 Contact 1 73, EP2 64–65 Online Obsession 2 137
18 Controlled Infection (Asyncs Only) 1 134 66 Pack Security 1 137
19 Danger Instinct (Uplifts Only) 1 134 67–68 Pain Tolerance 2/4 74, EP2
20 Danger Sense 1 73, EP2 69–70 Patron 6 74, EP2
21 Data Control 1/2/3 134 71 Predatory Instinct 2
22 Digital Ghost 1 134 72–73 Psi 2/4 74, EP2
23–24 Direction Sense 1 73, EP2 74 Psi Camouflage 1/2 75, EP2
25 Dominant Strain (Asyncs Only) 2 73, EP2 75 Psi Defense 1/2 75, EP2
26–27 Drone Affinity 1 73, EP2 76 Quickness 1/2/3 75, EP2
28 Drone Whisperer 1 134 77 Resilient Mind 4 137
29 Dual Strains (Asyncs Only) 1 134 78–79 Resolve 1/2/3 75, EP2
30 Edge Runner 2 134 80–82 Resources 2/4/6/8 75, EP2
31–32 Ego Plasticity 1/4 134 83 Scrounging Talent 2 137
33 Empathy 1/2/3 74, EP2 84 Sharpshooter (Guns 60+ Only) 1 137
34–35 Exceptional Muse 2 134 85–86 Situational Awareness 1 75, EP2
36 Expert Training 2 74, EP2 87 Spacecraft 6 137
37 Fitness 1/2/3 74, EP2 88 Spatial Visualization 2 75, EP2
38 Gold Star 1/2 134 89–90 Stalwart 1/2/3 75, EP2
39 Good Instincts 1/2/3 74, EP2 91–92 Stress Immunity 1 137
40 Habitat Tranquility 1 135 93 Superior Numeracy 2/4 76, EP2
41–42 Hardening 1 74, EP2 94 Synth Kinesics 1 137
43 Hard Knocks 6 135 95 Temptation Immunity 2 137
44–45 Home Turf 1 136 96 Untarnished Rep 1 137
46–47 Hyper Linguistics 1/2/3 74, EP2 97 Uplift Affinity 1 137
48 Improved Beta 1 136 98 Vicious Mind (Asyncs Only) 2 137
49 Inspiring Moves 6 136 99 Zoosemiotics 1 76, EP2
50 Intrusion Speed 2 136

54¹ RANDOM TRAITS


NEGATIVEfiEGOfiTRAITS

LIFE PATH
CP CP
d100 Result Bonus Page d100 Result Bonus Page
00–03 Addiction 1/2/4 76, EP2 57–61 Mental Disorder 2 79, EP2
04 Addictive Personality 1/2/3 138 62 Mesh Naïveté 4 140
05 Anomalous Mind 6 138 63 Messy Mind 2 140
06 Bad Luck 6 76, EP2 64 Micrograv Disorientation 2 140
07 Beta 2 138 65–66 Morph Aversion 1/2/3 140
08 Blocklisted Rep 1/4 77, EP2 67 Morphing Disorder 2/4/6 79, EP2
09–10 Black Mark 1/2/3 77, EP2 68 Need for Solitude 4 140
11 Botched Merge 2 138 69–71 Neural damage 2 79, EP2
12 Brittle Psyche (Asyncs Only) 2 138 72 No Backup Insurance 2 79, EP2
13 Combat Paralysis 4 77, EP2 73 Obliviousness 2 79, EP2
14 Curbed Intelligence 1 138 74 Obtuseness 1/2/3 79, EP2
(AGIs/Uplifts Only) 75–76 On the Run 2 141
15–16 Data Footprint 1/2/3 138 77 Poor Coordination 1/2/3 79, EP2
17–21 Debt 4 138 78 Poor Instincts 1/2/3 80, EP2
22–23 Deferred Indenture 1 138 79 Poor Socialization 2 141
24 Dependent 1 139 80 Psi Vulnerability 1/2 80, EP2
25–26 Divergent Personality 1 139 81 Real World Naiveté 2 80, EP2
27 Domineering Impulses (Uplifts Only) 2 139 82–86 Restricted Behavior 1/2/4 80, EP2
28–32 Edited Memories 1 77, EP2 87 Sensitive 1/2 80, EP2
33 Emotion Susceptibility (AGIs Only) 4 140 88 Slow Reaction Time 2/4 141
34 Emotive Blindness 2 140 89 Social Ineptitude 4 141
35–39 Enemy 2 77, EP2 90 Stolen Identity 2 141
40–44 Enhanced Behavior 1/2/4 78, EP2 91 Stress Vulnerability 1 141
45–47 Errant Fork 2 140 92 Submissiveness 1/2/3 141
48 Feebleness 1/2/3 78, EP2 93 Subverted Mind 6 141
49–50 Identifiable Quirk 1 140 94 Timidity 1/2/3 80, EP2
51 Identity Crisis 1 78, EP2 95 Thorough Infection (Asyncs Only) 4 141
52 Impaired Linguistics (Uplifts Only)) 2 140 96 Uncooperative Tendencies 2 141
53 Implicit Bias 2 140 97 Unreliability 4 141
54 Indifference 1/2/3 78, EP2 98 Unusual Aura (Asyncs Only) 4 141
55 Instability 2/4 78, EP2 99 VR Vertigo 2 80, EP2
56 Low Pain Tolerance 4 78, EP2

REPfi
FACTION NETWORKS
d100 Rep Net
d100 Faction d100 Faction d100 Faction
00–19 A-List / @-rep
00–05 Anarchist 51–56 Lunar/Orbital 93 Europan
20–33 CivicNet / c-rep
06–09 Argonaut 57–60 Mercurial 94 Ringer
34–43 Fame / f-rep
10–15 Barsoomian 61–64 Reclaimer 95–96 Sapient
44–53 Guanxi / g-rep
16–20 Brinker 65–70 Scum 97 Sifter
54–71 The Eye / i-rep
21–27 Criminal 71–76 Socialite 98 Skimmer
72–85 RNA / r-rep
28–32 Extropian 77–83 Titanian 99 Solarian
86–99 eXploreNet / x-rep
33–44 Hypercorp 84–90 Venusian
45–50 Jovian 91–92 Belter

RANDOM TRAITS
¾55
POSITIVEfiMORPHfiTRAITS
d100 Result CP Cost Page d100 Result CP Cost Page
LIFE PATH

00–02 Acumen 1/2/3 72, EP2 43–47 Natural Immunity (Biomorphs Only) 1 74, EP2
03–07 Digital Speed (Infomorphs Only) 1 73, EP2 48–55 Pain Tolerance 2/4 74, EP2
08–10 Empathy 1/2/3 74, EP2 56–60 Psi Camouflage (Biomorphs Only) 1/2 75, EP2
11–13 Fitness 1/2/3 74, EP2 61–65 Psi Defense (Biomorphs Only) 1/2 75, EP2
14–16 Good Instincts 1/2/3 74, EP2 66–68 Quickness 1/2/3 75, EP2
Improved Immune System 69–76 Rapid Healing (Biomorphs Only) 1 75, EP2
17–22 1/2 74, EP2
(Biomorphs Only) 77–79 Resolve 1/2/3 75, EP2
23–27 Innocuous Looks 1 74, EP2 80–84 Skill Artifact 1/2 75, EP2
28–34 Lethal 1 74, EP2 85–92 Striking Looks 1/2 76, EP2
35–42 Limberness 1/2 74, EP2 93–99 Toughness 2/4 76, EP2

NEGATIVEfiMORPHfiTRAITS
CP CP
d100 Result Bonus Page d100 Result Bonus Page
00–02 Addiction (Biomorphs Only) 1/2/4 76, EP2 52–54 Low Pain Tolerance (Biomorphs Only) 4 78, EP2
03–04 Age (Flats/Splicers Only) 4 76, EP2 55–57 Memory Artifact 2 78, EP2
05–08 Aggressive GRM (Biomorphs Only) 1 132 58–60 Neurochemical Imbalance 3 133
09–10 Dominant Limb 1 77, EP2 Non-Human Biochemistry
61–63 2/4 79, EP2
11–13 Emotive (Synthmorphs Only) 1 132 (Biomorphs Only)
14–16 Enhanced Behavior 1/2/4 78, EP2 64–65 Obtuseness 1/2/3 79, EP2
17–19 Exotic Morphology 2/4/6 78, EP2 66–68 Planned Obsolescence 1 79, EP2
20–21 Fast Metabolism (Biomorphs Only) 1 132 69–71 Poor Coordination 1/2/3 79, EP2
22–24 Feebleness 1/2/3 78, EP2 72–74 Poor Instincts 1/2/3 80, EP2
25–27 Frailty 2/4 78, EP2 75–77 Proprietary Tech (Synthmorphs Only) 2 80, EP2
28–29 Genetic Defect (Flats Only) 1/2 78, EP2 78–79 Psi Vulnerability (Biomorphs Only) 1/2 80, EP2
30–32 Grav Sickness (Biomorphs Only) 2 132 80–82 Restricted Behavior 1/2/4 80, EP2
33–34 Hypersensitivity (Biomorphs Only) 1/2/3 78, EP2 83–84 Severe Allergy (Biomorphs Only) 2/4 80, EP2
35 Impaired Balance (Neo-Pigs Only) 1/2 132 85–87 Skill Glitch 1/2 80, EP2
36–37 Impaired Hearing 1 132 88–90 Timidity 1/2/3 80, EP2
38–39 Impaired Proprioception 2 133 91–93 Unattractiveness 1/2 80, EP2
40–42 Indifference 1/2/3 78, EP2 Weak Immune System
94–95 1/2 80, EP2
43–45 Infection Risk (Biomorphs Only) 1/2 78, EP2 (Biomorphs Only)
46–48 Inherent Flaws (Synthmorphs Only) 2 78, EP2 Whole Body Apoptosis
96 1 133
49 Lack of Manipulators 2 133 (Biomorphs Only)
50–51 Lack of Smell 1 133 97–99 Zero-G Nausea (Biomorphs Only) 2 80, EP2

56¹ RANDOM TRAITS


RANDOMfiSKILLS

LIFE PATH
ACTIVE SKILLS INTEREST FIELDS ACADEMIC FIELDS ART FIELDS
d100 Skill d100 Field d100 Field d100 Field
00–03 Athletics 32–33 Factors 00–01 Anthropology 00–04 Architecture
04–07 Deceive 34 Food 02–03 Archeology 05–09 AR Design
08 Exotic Skill: [Field] 35–36 Gambling 04–06 Astrobiology 10–14 Bodysculpting
09–12 Fray 37–38 Gangs 07–09 Astronomy 15–18 Cooking
13–16 Free Fall 39–40 Habitats 10–12 Astrophysics 19–22 Criticism
17–20 Guns 41–42 (Faction/Location) 13–14 Astrosociology 23–27 Dance
21–28 Hardware: [Field] History 15–17 Biology 28–32 Digital Art
29–32 Infiltrate 43 Literature 18–20 Botany 33–37 Drama
33–36 Infosec 44–45 MARGs 21–23 Chemistry 38–41 Drawing
37–40 Interface 46–47 Martial Arts 24–25 Climatology 42–46 Erotic Entertainment
41–44 Kinesics 48 (Topic) Mesh Forums 26–28 Cognitive Science 47–51 Fashion
45–55 Know: [Field] 49 Metacelebrities 29–31 Computer Science 52–56 Game Design
56–62 Medicine: [Field] 50–51 Morphs 33–34 Cryptography 57–61 Music
63–66 Melee 52 Music 35–37 Data Science 62–66 Painting
67–70 Perceive 53–54 Nanofab Designs 38–39 Ecology 67–71 Performance
71–74 Persuade 55 Nightclubs 40–41 Economics 72–74 Poetry
75–81 Pilot: [Field] 56–57 Old-Earth 42–43 Education 75–79 Sculpture
Nation-States
82–85 Program 44–46 Engineering 80–84 Singing
58–59 Pandora Gates
86–89 Provoke 47–49 Genetics 85–89 Speech
60–61 (Location)
90–91 Psi 50–52 Geology 90–94 VR Design
Places of Interest
92–95 Research 53–55 History 95–99 Writing
62–63 Politics
96–99 Survival 56–57 Law
64 Pop Culture
65 Pornography
58–59 Linguistics HARDWARE FIELDS
INTEREST FIELDS 66–67 (AGI/Uplift) Rights
60–61 Mathematics
d100 Field
62–63 Materials Science
d100 Field 68–69 Rumors 00–13 Aerospace
64–65 Memetics
00–01 Alien Relics 70 Science Fiction 14–26 Armorer
66–67 Microbiology
02–03 Apps 71–72 Smart Animals 27–39 Demolitions
68–69 Military Science
04 Beers/Wine 73–74 Spaceship Models 40–53 Electronics
70–72 Nanotechnology
05–08 Black/Red Markets 75 Sports 54–66 Groundcraft
73–74 Neuroscience
09 Blogs 76 Stock Market 67–80 Industrial
75–76 Philosophy
10–11 Bot Models 77–79 Strategy Games 81–85 Nautical
77–79 Physics
12 Celebrity Gossip 80–81 TITANs 86–99 Robotics
80–82 Political Science
13–14 Conspiracies 82–83 TITAN Tech
83–85 Psychology
15 Cultural Memes 84–86 Transhuman Factions
& Trends 86–88 Sociology
87 Trivia
16–17 Current Events 89–91 Xeno-Archeology
88–89 Underground XP
18–19 Cutting-Edge 92–93 Xenobotany
90–91 Vehicle Models
Technology 94–95 Xenogenetics
92–93 VR Games
20–21 Drug Dealers 96–97 Xenolinguistics
94–95 Weapons
22–23 Drugs/Petals/Narcos 98–99 Zoology
96–97 X-Casters
24–25 Earth Relics
98–99 XP
26–27 Exhumans
Many of these interests can be
28–29 Exoplanets further specialized by adding a
30–31 Exoplanet Colonies faction or place name.

RANDOM SKILLS
¾57
LONELY PLANETOID:
A NEW YOU
EYECHAT // OPEN CHANNEL:
MORPHS
Cacophonous: Traveler’s guide Lonely Planetoid has posted their yearly summary
and review of common morph models for the aspiring solar system egocaster. Since
having the right sleeve for the job is so important for so many of our sentinels, I
thought this might be interesting to share and comment on. Everyone has their
faves as well as their horror stories and amusing anecdotes; let’s break ‘em out. Who
knows, the collective recommendations might may make all the difference when an
op goes terminal, or it may at least save you the pain of a coin toss. Please reserve the
skin-vs.-shell debates for the open flame channels; I’d rather focus on the advantages
and disadvantages for each morph individually.
Skinwalker: Oh, we’re all over this.
Chiro: Skinwalker, I wouldn’t be surprised if you and your forks hadn’t tried every single
morph listed here.
Skinwalker: Not all, but more than a few. We have a few collective faves and a few I
wouldn’t recommend to a desperate infugee. We also don’t always agree, of course.
Just Mortal: That’s one reason I don’t fork. Why would I want to argue with myself? I’m
an asshole.
Psychscaper: I can edit that out for you, if you like.
Just Mortal: No thanks. I like my ego, flaws and all.
Psychscaper: Yeah, I can fix that glitch too.
Qi: Can we get some geneticist crows in here? Particularly anyone who’s worked in
morph design, uplift, or neogenetics? It would be nice to scan the opinions of people
who actually have a handle on the source code, so to speak. Same goes for hardware
engineers.
Plasmid: I can help with that. I’ve dipped my paws in and mixed up the gene pool on a
few occasions.
Sequencer: Me as well. I have a background in genomics and I’ve dabbled in
neogenetics.
Callosum: I can speak to any neuroscience issues.
Rivet: I’ve got a handle on synthmorph designs. The Great Red Spot knows I’ve had to
put dozens of ‘em back together.
Stitch: I’ve audited the code for a fair number of proprietary minifac mass production
programs, and written a few open source schematics as well, so I can speak to the
molecular-scale designs.
Cacophonous: Excellent, let’s get this party started.
EYECHAT // OPEN CHANNEL:
MORPHS // SUBTOPIC: RESLEEVING
Cacophonous: While we’re discussing morphs, I know everyone
has a different approach to resleeving and choosing a new
Qi: That’s why Jupiter invented puppet socks and cyberbrains.
morph (when you have a choice, that is). I’m curious about
everyone’s personal take. mAlice: I do sometimes wonder what my router is smoking when
I find out what they’ve lined up for me. I understand, resources
Nezumi: Well the needs of the mission come first, of course.
are limited, we have to make do with the stock that’s on hand,
Right tool for the job and all that. Necessities aside, I like to try
yadda yadda. I know they’ve read the mission specs — heck, they
out something different when I can. It’s always good to walk a
put them together — and sometimes I have to wonder if they
kilometer in someone else’s bod, so to speak.
really expect me to take on this threat with a budget synth or a
Nevermore: That’s not for me. I go for the sleeves that feel neotenic or are they just fucking with me?
closest to home. It’s just more comfortable wearing a skin
Stitch: As a router, I always try to get my sentinels the best options,
that’s like the one I grew up in.
and I especially try to get them morphs that match their skills
Scent.In.Hell: I’m with you on that point, but more because and strengths. That said, I also tend to give them options to
I don’t like needing to adjust to a new body. I always feel choose from, when I can. I’m fairly sure some of the sentinels I
like such a klutz or a noob. I’d rather just go with something send out go for the high-end skins and shells, though, simply cuz
that fits, that feels right, that doesn’t take getting used to. I they feel it’s on the company’s dime.
already went through my toddler years, don’t see the need to
Parallax: This is one of the reasons I always try to line up my own
revisit that on a regular basis.
morph when I can. This way, my picky self is more likely to be
Nova Vida: Bah, you ask me, a little bit of discomfort is worth happy and there’s less hassle all around.
it, if the morph is right. There’s nothing like flexing a nice
Expat: I avoid resleeving when at all possible. Sometimes it’s
new pair of muscles, breathing air that’d normally kill you, or
necessary, but the process still sorta squicks me out. There is,
seeing colors and wavelengths to which you’re normally blind.
quite honestly, a part of me that wonders if the real me died a
I don’t mind the acclimation when the payoff is worthwhile.
long time ago, in my first body, and I’m just a very delusional and/
Rivet: If you really want to play with new toys, though, shells or egotistical program that carries on, oblivious.
have it way better than skins. More options, fewer limitations,
Cacophonous: Biocon rubbish. Let me ask you: even if that were
harder to damage, easier to repair.
true, would it matter? Has your quality of life changed?
Ruqinzhe: And easier to hack.
Expat: Would I know if it had?
Rivet: We all have our weaknesses.
Ruqinzhe: I’ve never minded resleeving — in fact, I like it. These
Ammonite: No metal frames for me. They’re called the Clanking days, I get bored with my morph pretty quickly, to be honest. I
Masses for a reason. I’ll take the grace and elegance of flesh change bods the way some people used to change hairstyles.
and blood over plastics and lubricant any day.
Nevermore: That’s nothing, I know people that resleeve as much
Red Rover: Your classism is showing. as others change clothes. Cyberbrains make it really easy to
Ammonite: So is your lack of taste. evacuate a body. To say nothing of the folks like Skinwalker and
Hex: I don’t buy into the biochauvinism, but I do have to say Chiro, who fork, sleeve, merge, and do it all over again.
that I’m not a fan of synthmorphs simply because I enjoy the Chiro: Guilty as charged.
biological aspects of life. I like eating, sleeping, and having sex. Skinwalker: There’s too much life to live; one of me can’t do it alone.
mAlice: They have sims for that. You can pretend to have all of Psychscaper: I admire that plasticity, the ability to take on and
the great biological functions you want, and skip the nasty discard new morphs as easy switching an outfit. Too many people
and gross ones. Win win. have their self-image and self-worth intermeshed with the
Voight-Kampff: Well, if you’re going that far, why not just ditch physical form they are wearing. You are not your morph, any more
the physical altogether? than you are the fabric you wear or the things you buy. It’s all just
Qi: There’s something to be said for the infomorph lifestyle. surface detail; what really matters is what’s under the skin.
It’s very freeing, like your mind is unbound. There’s so much Zahiri: Who’s to say we are just one thing? Why is our personality
potential, so little time wasted on the mundane aspects not as malleable as our shells? When I sleeve a reaper, I become
of existence. a killing machine. When I’m in a pleasure pod, my interests are
Just Mortal: Sure, until you need to go somewhere there’s no more ... salubrious. I’m capable of both. We are multi-faceted
mesh coverage. creatures, and sometimes our exteriors just help us to shine
even more.
MORPH TYPES
Morphs can be broken down into 3 broad categories: biomorphs (biolog-
ical), synthmorphs (synthetic), and infomorphs (digital). Under the
MORPH RECOGNITION GUIDE

umbrella of biomorphs, there also exist pod morphs (grown as separate


components and assembled with cyberbrains), uplift morphs (derived
from non-human species), and exomorphs (based on non-terrestrial
species). Under the mantle of synthmorphs we also categorize flexbots
(a specific modular system), core morphs (ships and habitat systems), and
also axles (bots and vehicles retrofitted with a cyberbrain system).
The morphs in this book represent just a fraction available to transhu-
manity. GMs are encouraged to design and incorporate their own, both
for PCs and NPCs (Designing New Morphs ▶146).

MORPH STATS
Each morph entry lists the following details:

Cost: Cost in Morph Points (Designing New Morphs ▶146)


Avail: The morph’s Availability (Morph Availability ▶290, EP2)
Insight/Moxie/Vigor/Flex: Your morph’s pool points (Pools ▶34, EP2)
Movement Rate: The mobility system used and distance covered
(Movement ▶230, EP2).
Ware: Bioware, cyberware, hardware, meshware, and/or nanoware the morph is
equipped with (Ware ▶316–327, EP2 and also this book ▶126–131)
Morph Traits: Traits that each morph of this type has (Traits ▶72, EP2,
and also this book ▶132).
Common Extras: Prevalent but not baseline traits or ware for the morph type.
These are not included in the MP cost and must be acquired separately.
Notes: Any additional information, such as size, number of limbs, etc.

BIOMORPHS
Biomorphs are fully biological sleeves (often genetically modified and
equipped with implants). Standard biomorphs are birthed naturally
or from an exowomb, and grown to adulthood either naturally or at a
slightly accelerated rate.

Pod Biomorphs
Pods (a colloquialism derived from “pod people”) were originally
designed as biological androids. Their parts are vat-grown separately
using accelerated-growth processes and assembled with a number of
cybernetic system “short-cuts.” This entire process produces a functional
body in a fraction of the time it takes to grow a standard biomorph.
Cyberbrains replace their undeveloped gray matter. The first generations
of pods were operated by ALIs and primarily used in service industries
where a biological aesthetic was preferred to robots, in hazardous labor
industries, and for sex work. They were visually distinguished from
normal humans by stylized seamlined patterns in their skin, a designa-
tion that remains common today (sometimes legally mandated). In the
wake of the Fall and the subsequent demand for more biomorphs, pods
are now commonly sleeved by transhumans, especially indentures, but
they still often suffer a classist stigma. Pods lack reproductive functions
and are usually neuter. Non-human pods are increasingly common.

Uplift Biomorphs
Uplift biomorphs are the original bodies of various sapient non-
humans. Though uncommon and sometimes stigmatized, they are also
sleeved by non-uplifts.

60¹ MORPH TYPES


SYNTHMORPH CHARACTERISTICS
Synthmorphs share the following capabilities:

MORPH RECOGNITION GUIDE


Immunity to Shock
Lack of Biological Functions Synthmorphs have no nervous system to disrupt, and their
Shells need not be bothered with trivialities like breathing, optical electronics are carefully shielded from interference.
eating, defecating, aging, or any similar critical aspects of Shock attacks temporarily disrupt wireless radio commu-
biological life. They do not need to sleep, but a few hours nications, impeding all mesh actions until the end of the
rest is common (and necessary to recharge pools). They next action turn.
are also immune to toxins and pathogens. Synthmorphs
are powered by nuclear and standard batteries, and some- Environmental Durability
times solar power; for game purposes, power is not an Synthmorphs are built to withstand a wide range of envi-
issue for them. ronments, from dusty Mars to the oceans of Europa to
the vacuum of space. They are unaffected by any but the
Pain Filter most extreme temperatures and atmospheric pressures.
Synthmorphs can filter out their pain receptors so that Treat as cold tolerance (▶324 EP2) and vacuum sealing
they are unhampered by wounds or physical damage. This (▶325 EP2).
allows them to ignore the −10 modifier from 1 wound
(Wound Effects ▶220 EP2), but they suffer −30 on any Toughness
tactile-based Perceive Tests and will not even notice they Synthetic shells are made to last — a fact reflected in their
have been damaged unless they succeed in a (modified) higher Durability and built-in Armor ratings. Their compo-
Perceive Test. sition also makes their physical strikes more damaging;
unarmed strikes by shells inflict DV 2d6.

Exomorph Biomorphs Flexbot Rules


Though still rare, transhumanity has successfully adapted several Each flexbot is considered a single entity for rules purposes, no
non-sapient alien species with cyberbrain systems, allowing them matter how many modules it has. Apply the following rules:
to be sleeved.
• Choose one module to hold the ego — this one controls the others.
SYNTHMORPHS • (Dis)connecting a module is a complex action and requires an
Most synthmorph designs were originally intended to be robots, Integration Test ▶288, EP2. Modules not physically connected are
piloted by ALIs. Robot forms are optimized to suit their function, handled as a remote operation ▶346, EP2.
and so a wide variety of body plans exist. Robots designed to interact • When modules are combined, use their combined pools.
with transhumans often have biped or quadruped walker frames, to • Modules must all be using the same mobility system or Movement
better navigate transhuman dwellings and spaces, but were often Rate is halved.
distinctly non-human in appearance. Many feature a sort of symbolic • A flexbot with 3–4 modules is medium-sized; 5–9 large; 10 or more
“face,” to give transhumans something to look at and interact with, but very large.
these were rarely realistic, so as to avoid uncanny-valley creepiness. • A flexbot’s Armor Value equals the average of its modules’ AVs.
Since the Fall, more synthmorphs have been designed specifically • A flexbot’s DUR equals the combined DUR of its modules.
for transhuman egos, as they are cheaper and quicker to make than • Wound Threshold equals DUR ÷ 5 and Death Rating equals DUR × 2.
biomorphs. Without specialized robotic functions in mind, many • Damage is applied evenly among modules. If a detached module
of these synthmorph designs feature anthropomorphic frames has damage exceeding its Wound Threshold, a wound can be
(androids and gynoids) specifically tailored for egos used to human assigned to it. Distinct modules can be targeted with called shots.
forms, including heads and distinctive (though still non-realistic) • Robots of varying sizes may be integrated as modules. Small bots
faces. As transhumanity grows more creative and accustomed count as full modules. Treat 5 very small bots as 1 module; only
to synthmorphs, however, innovative and unusual shell designs apply a pool bonus (equal to one bot’s pools) if there are at least five
become more commonplace. of the same type. A medium bot counts as 3 modules, a large bot
as 5 modules, and a very large bot as 10 modules. Average their AV
Flexbot Synthmorphs scores (taking into account the bots count as multiple modules) and
Flexbots are modular and customizable, each composed of one or combine DUR as defined above.
more modules that interlock in various shapes and configurations. • Bonuses from some traits and ware only apply if every module in
Individual modules are specialized towards specific functions and the flexbot has them (e.g., chameleon skin); use common sense.
also capable of transforming into a variety of shapes and mecha-
nisms. They have 4 limbs in their default configurations. INFOMORPHS
Independent modules are only the size of a large dog, but Infomorphs are digital-only forms — they lack a physical body. They
multiple flexbots can join together for larger mass operations, even are software mind-states on which living egos are run, though they
taking on heavy-duty tasks such as demolition, excavation, manu- may be limited by the capabilities of the hardware that supports
facturing, construction, or robotics assembly. Flexbots can also them. Rules for infomorphs can be found on ▶252, EP2.
incorporate any robot with Modular Design ware as modules.

Morph Types • Synthmorphs–INFOMORPHS


¾61
This flood of sensory information would be overwhelming under
CORE MORPHS normal circumstances. By default, however, core systems reduce
Core morphs are cyberbrain systems equipped to run infrastructure these inputs to a low-level background hum, allowing you to focus
such as habitats or ships. your attention as needed or desired. Being sleeved in a core does
Core cyberbrain systems enable large infrastructure systems to not make you omniscient or all-perceiving, however. You are no
be sleeved as a morph. Though based on similar architecture, cores more aware of everything going on than you are aware of your
MORPH RECOGNITION GUIDE

are orders of magnitude more complex than morph cyberbrains. blood flow, breathing, or digestive processes in a normal biomorph.
They require distributed quantum computing systems, networked You can focus your attention and actively monitor a sensation,
throughout the infrastructure. This setup ensures that damage to but otherwise it is considered environmental “noise.” For Perceive
one particular part of the ship or habitat will not take out the entire tests to determine if you are aware of specific low-level activity
controlling ego. or a particular event, you are treated as distracted (–20 modifier;
higher-end cores have oracle ware to negate this modifier). You are,
Core Sleeving and Perception however, immediately aware of any alerts triggered by security or
When you sleeve a core morph, the new physiology and firehose of other systems.
sensory inputs presents quite a different experience than embodying Core cyberbrain systems also take advantage of multi-focus
a normal shell. Every ship and habitat is unique, being a different ware (▶128), which expands the capabilities of multi-tasking mods,
amalgamation of subsystems and components. For this reason, the allowing you to focus your attention in multiple places at once. For
Morph Familiarity trait may not be applied to core morphs. example, a sexton core ego with multi-tasking and 4 multi-focus
For habitats and installations, a notable difference is that your modules can use detailed perception (▶227, EP2) on 6 things at once
morph is sedentary and does not move, aside perhaps from station- (2 from the multi-tasking plus 4 more from multi-focus). This means
keeping thrusters. Ships have more mobility with their rockets, but that sexton can monitor power fluctuations, track a suspicious
those lack the physicality of biological movement. Most core morphs target through security feeds, listen to the comm channels of an
also lack anything resembling limbs, unless you happen to have a approaching ship, scan public real-time mesh feeds with a keyword
crane or manipulator arm plugged into your network. search, check the status of fabricator print job, and watch a cat video
What makes your proprioception radically different, however, is all at the same time. This ability to split attention does not grant
how the core system maps physical sensations on to the functions extra actions, but it does allow the ego to maintain ongoing mental
of various sub-systems. It is one thing to pull up data from systems task actions.
such as power, environmental controls, or access control, but quite
another to feel it as it occurs. When a security door opens, you expe- Multiple Egos
rience it as twitching your toe. When an airflow system fails, you feel Simpler core systems such as wardens rely on a single ego over-
it as an itch or an alteration in your breathing. When a fire damages watching the entire network and managing all sub-systems. This
your infrastructure, you experience a burning sensation. These new works well in small cluster and tin-can habs, small spacecraft, and
sensations are just the start. Any sensory systems that are plugged so on. Larger core systems rely on multi-ego control ware ▶128 to
into your infrastructure’s network are also streamed directly into distribute the workload to additional egos, which work in tandem
your sensorium. You see through cameras, smell through chem to handle all sub-systems. Most larger cores are directed by a single
sniffers, feel the tremor of motion detection systems, and get a chill ego and their forks or ALIs, though sometimes disparate egos
from temperature sensors. Even the flow of data through your mesh are compatible enough to work together. On massive ships and
is experienced as a tingle or pumping of blood. habs, multiple core systems will be used, each handling control

CORE AWARENESS
Here are some examples of things that cores experience as physiological sensations:

• Hull integrity • Position relative to other large objects (planets, moons,


• Interior atmospheric temperature, pressure, and rough chem- asteroids, habs, ships)
ical composition • Position and status of drones
• Exterior atmospheric temperature, pressure, and mix (if in an • Traffic control readings
atmosphere such as Venus) • Position and status of airlocks, bulkheads, elevators, and
• Internal weather patterns and day/night cycles other portals and transportation systems
• Radiation levels • Health and functionality of the local mesh
• Position and functionality of major “appendages” or moving • The status and activity of users on the local mesh
parts such as axial space docks, torii, mirrors, comm arrays, • Mesh traffic and help requests directed towards the core
cranes, manipulators, and umbilicals • Status of repair request tickets
• Power grid and reactor functionality • Health and status of hardwired VR systems
• Fuel/propellant supply levels • Incoming and outgoing transmissions
• Life support system functionality • Sensor readings and surveillance feeds
• Fabrication feedstock flow and supply levels • Status of security, weapon, and defense systems
• Ongoing fabrication processes • Overall biomass of inhabitants and service animals
• Orbital position and velocity • Nutritional state (for Hamilton cylinders)

62¹ Morph Types • Core Morphs


over prominent sub-systems or sections of the infrastructure. specks are not large enough to equip with a cyberbrain.
In emergencies or situations when an ego needs to evacuate, rest, Even with cyberbrains, axles are not usually designed as trans-
or get some downtime, these egos can transfer control of different human sleeves and so the experience can be dull, chaffing, and

MORPH RECOGNITION GUIDE


sub-systems and tasks to each other. bothersome (treat as the Exotic Morphology (Level 3) trait). Most
axles do not support higher-level cognitive functions; they very
Core Hacking rarely have Insight or Moxie pools. Sufficiently large vehicles (such
Cores are vulnerable to mindware hacking (▶266, EP2). If a habitat or as spacecraft) may require core cyberbrain systems.
ship’s mesh systems are hacked, the core may be hacked or attacked A few rare axles are designed to be sleeved by transhumans.
directly. Like other cyberbrains and infomorphs, cores are incred- These are treated as standard synthmorphs and core morphs.
ibly difficult to hack: intruders receive a −30 modifier.
If the core is frozen or shutdown, systems on the ship or habitat Retrofitting
may be disrupted, experience lag as they re-allocate resources, or Adding a cyberbrain system to a bot or vehicle is an appropriate
shut down entirely. On multi-ego systems, if one ego is frozen or Hardware: Electronics Test with a timeframe of 24 hours.
otherwise disabled, other core egos can take over necessary func-
tions. To shut down a multi-ego core, each linked ghostrider ego Axle Sensorium
must be shut down first. Shutting down a multi-ego core is chal- Axles are equipped with the same sensory systems you get with
lenging but not impossible. any synthmorph: standard vision, hearing, touch, proprioception,
Cores may be attacked in mesh combat, per normal rules. Use balance, and so on. However, these are sometimes rudimentary
their listed WT/DUR/DR against mesh attacks. compared to morphs that are designed to be sleeved by transhu-
mans. Many axles have the Lack of Smell trait (▶133). They also
Digital Speed universally come with either lidar or radar for collision avoidance.
Due to their processing capabilities, core morphs have the Digital
Speed trait (▶73, EP2). Axle Ware
Axles can be equipped with hardware and meshware, just like any
Cores and Ware other synthmorph. Axles equipped with modular design can be
Cores are treated as cyberbrains for rules purposes. Like cyberbrains, integrated into flexbots ▶61.
they incorporate access jacks, mnemonics, and puppet sock ware for
free. They may be enhanced with meshware and any hardware the Axle Egos and Pilots
GM deems appropriate. Vehicles feature manual and/or digital control systems for embodied
pilots and passengers. Unless the axle is specifically designed
AXLES: otherwise, these physical controls can be (de)activated by the axle’s
ego. Only in rare cases are axles designed so that manual controls
BOT AND VEHICLE MORPHS override the axle’s ego.
Bots and vehicles may also be sleeved as synthmorphs, with the
right equipment. Axle ALIs
Most robots and vehicles are designed to be operated by an AI. The ALI that came with a bot or vehicle is typically deactivated and
Though they have sufficient sensory input and processing power to stored while an ego sleeves the axle. This ALI can be reactivated
host an ego, an ego cannot sleeve into and control the body unless and given control of the bot/vehicle again should the ego evacuate.
the shell is equipped with a cyberbrain. Very small bots such as

AXLE MP
Use the following MP for the bots and vehicles listed in EP2. These costs assume the axle has a cyberbrain, cortical stack, Exotic Morphology
(Level 3) trait, and Lack of Smell trait. Axles with an asterisk (*) also have the Lack of Manipulators trait.

Bot/Vehicle MP Bot/Vehicle MP Bot/Vehicle MP Bot/Vehicle MP


Aerostat* 0 Exowalker 0 Parisphere* 16 Small Jet* 19
Atlas Loader 8 Explorenaut 6 Portable Plane* 1 Speck NA
Automech 3 Flying Car* 14 Rocket Pack* 0 Spider Hand 0
Battlesuit 15 GEV* 30 Retriever 9 Squishbot 0
Barracuda 3 Gnat* 0 Robomule* 2 Standard Hardsuit 8
Buggy* 14 Ground Car* 14 Rocket Buggy* 9 Thruster Pack* 0
Cargo Hauler* 23 Guardian Angel* 3 Rover* 26 Transporter* 1
Creepy 0/NA High-Dive Suit 6 Saucer* 0 Trike* 1
Cycle* 2 Manipulator 0 Sentry 9 Utility Helicopter* 14
Docbot 5 Microcar* 4 Servitor 0 Zephyr* 3
Dwarf 9 Microlight* 0 Shield Drone* 0
Envirosuit 10 Mini-Sub* 24 Sled* 0

Morph Types • Axles: Bot and Vehicle Morphs–Axle MP


¾63
AGENT 
[INFOMORPH] ALPINER 
[BIOMORPH]
Popular with network security specialists, Alpiners were common in the early days
penetration testers, and hackers, this info- of the Martian frontier, when tempera-
morph is optimized for infosec roles. tures and atmospheric pressure had not
yet risen to present levels. Now they are
MORPH RECOGNITION GUIDE

Agent favored by avid rock climbers, those


living at high altitudes atop Mars’s shield
Cost: 2 MP • Avail: 100 volcanoes, and outdoor types who must
WT: 8 • DUR: 40 • DR: 80 endure more harsh and rugged condi-
tions. Alpiners are also vogue among chic
Insight i 4 • Moxie m 0 • Vigor v 0 • Flex f 0
urbanites going for a rough-and-ready
Ware: Enhanced Security, E-Veil, Mnemonics look without sleeving the more de classe
Morph Traits: Digital Speed, ruster morph.
Exotic Morphology (Level 3)
Alpiner
Cost: 4 MP • Avail: 50 (70 on Mars)
WT: 8 • DUR: 40 • DR: 60
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 2
Movement Rate: Walker 4/20
Ware Biomods, Cold Tolerance, Cortical Stack,
Enhanced Respiration, Grip Pads, Mesh Inserts,
Oxygen Reserve, Vacuum Sealing
Common Extras: Direction Sense,
Radiation Sense, Respirocytes.
Many have the Planned Obsolescence trait.

AGENT
Njál • The virtual sensorium on these is top notch. When you’re in the mesh,
you can feel the code.
Qi• Maybe a bit too much. I had an admin try to crash me while I was rooting their box, and as some of my
subroutines af iled it ef lt like my skin was unpleasantly peeling o/.
ALPINER
Voight-KampTh • There’s a statistical anomaly in that an unusually high percentage of alpiners go missing in
the Martian outback.
Skinwalker• Sounds like a biased-sample af llacy; alpiner-clad of lks are more likely to engage in risky behavior
like mountaineering, rock climbing, and hiking, after all.
Voight-KampTh • Take a look at the areopositioning distribution of the missing alpiners, I think you’ll ind it
interesting.
AQUANAUT
Skinwalker• The base models don’t have the depth range of a selkie or synth, but aquanauts are great
whenever you need to function both underwater and on land. It takes some time acclimating to the
transition from water- to air-breathing and vice-versa, though.
Plasmid• A small hypercorp called ParaLife has made some interesting progress with an aquanaut strain that
is completely amphibian: ectothermic, can breathe through their skin, and so on. Drawback is that they’re
slimy: specialized glands keep their skin moist out of water.
ARACHNOID
Lovelace• These things ly like a rock in zeroffg. Don’t expect to get down a hallway without a ef w dents.
Delta-V• Or, you could learn to handle free af ll, latlander.
Rivet• Forget the thrusters. These morphs climb and jump surprisingly well. The wheels are omnidirectional
and can even angle to handle slopes or serious curves.
Stitch• There are a lot of arachnoid models out there imitating di/erent arthropod of rms: spiders, termites,
ants, beetles, etc. You name it, someone’s done a chassis mod of it.
Eludere• I’ve seen more than a ef w of these modi ied with hidden compartments to carry contraband,
64¹ AGENT • ALPINER swarmanoids, or even neotenics.
AQUANAUT 
[BIOMORPH]
Aquanauts are environmentally adapted for underwater activities while still functional on land.

MORPH RECOGNITION GUIDE


Their heart rate slows while submerged, their skin includes a layer of blubber that retains heat,
they store oxygen in their muscle tissue, and they do not suffer negative health effects from
pressure changes. Additionally, their eyes have nictitating membranes and their corneas adjust
to counter underwater refraction. Their hands and feet are webbed and they possess a transgenic
swim bladder for controlling buoyancy. They can safely descend to about 200 meters depth
(roughly 21 atmospheres of pressure at 1 g); deeper requires the pressure adaptation mod.

Aquanaut
Cost: 3 MP • Avail: 20 (90 in aquatic habs)
WT: 7 • DUR: 35 • DR: 53
Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 2
Movement Rate: Swim 4/12, Walker 4/20
Ware: Biomods, Cold Tolerance, Cortical Stack, Enhanced Respiration, Gills, Mesh Inserts, Sonar,
Swim Bladder
Morph Traits: Exotic Morphology (Level 1), Non-Human Biochemistry (Level 1)
Common Extras: Cryogenic Protection, Oxygen Reserve, Respirocytes, Pressure Adaptation,
Toxin Filters

ARACHNOID 
[SYNTHMORPH]
Arachnoid shells mimic the shapes of spiders, termites, ants, beetles, and other arthropods.
Three or four sets of pneumatic limbs are capable of rotating around their meter-long torso,
and an additional set of manipulator arms near the head enables fine manipulation and
tool use. Arachnoids move by walking, hopping, extending omnidirectional mini-wheels for
skating movement, or by retracting their limbs and maneuvering with vectored-air thrusters
in microgravity.
Arachnoid
Cost: 6 MP • Avail: 40
WT: 11 • DUR: 55 • DR: 110
Insight i 1 • Moxie m 0 • Vigor v 3 • Flex f 0
Movement Rate: Hopper 4/12, Thrust Vector (Gas Jet) 8/40, Walker 4/20, Wheeled 8/40
Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Magnetic System, Mesh Inserts, Mnemonics,
Pneumatics, Puppet Sock, Retracting Limbs
Morph Traits: Exotic Morphology (Level 3)
Notes: Medium Frame (Armor 8/6)

Arachnikoma Variant
Arachnikoma’s are vehicle-sized arachnoids, with a
hinged-top capsule/compartment large enough to carry a
medium-sized transhuman or cargo.

Arachnikoma
Cost: 9 MP • Avail: 30
WT: 13 • DUR: 65 • DR: 130
Insight i 1 • Moxie m 0 • Vigor v 4 • Flex f 0
Movement Rate: Hopper 4/12, Thrust Vector (Gas Jet) 8/40,
Walker 4/20, Wheeled 8/40
Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar,
Magnetic System, Mesh Inserts, Mnemonics, Pneumatics,
Puppet Sock, Retracting Limbs
Morph Traits: Exotic Morphology (Level 3)
Notes: Heavy Frame (Armor 12/10), Large size

AQUANAUT • ARACHNOID • ARACHNIKOMA


¾65
ARIEL
Ariel Scent.In.Hell: Here’s your Extreme Camping
Cost: 4 MP • Avail: 10 (40 on Titan) Morph, or at least the Flying Carnivore variant
model. Who the Hell gets wet about roughing it
WT: 6 • DUR: 30 • DR: 45 on Titan, anyway?
MORPH RECOGNITION GUIDE

Insight i 1 • Moxie m 0 • Vigor v 1 • Flex f 1


Psychscaper: Some people want to experience
Movement Rate: Walker 4/12, Winged 8/32 everything, or maybe they want to ef el like
Ware: Biomods, Bioweave, Claws, Cortical Stack, they’ve conquered anything nature can throw
Cryogenic Protection, Direction Sense, at them?
Enhanced Hearing, Enhanced Vision,
Sava:Yeah, I know some exhumans that talk that
Long-Term Life Support, Mesh Inserts,
way. I told e‘ m to call me when they conquer the
Oxygen Reserve, Prehensile Feet,
surface of the sun.
T-Ray Emitter, Vacuum Sealing, Wings
Morph Traits: Exotic Morphology (Level 2), Skinwalker: While this was one of the weirder
Non-Human Biochemistry (Level 2) sleeving experiences I’ve had, it was certainly
Common Extras: Respirocytes interesting. Flying through Titan’s methane
clouds, living in the hydrocarbon wilds … it wasn’t
right, but the morph ef lt so smooth that it wasn’t
AUGUR 
[POD BIOMORPH] wrong either. Tearing hunks out of cryorabbits
Augurs were designed to incorporate to survive actually just ef lt appropriate. Those
biological androids into teaching,
Profundan genehackers know what they’re doing.
instruction, lab work, and administrative
positions. They are now offered as cheaper AUGUR
alternatives to mentons. Volta:Augurs, of r when your corporate masters
Augur want you smart as a menton, but as easily
Cost: 3 MP • Avail: 60 controlled as a bot.
Psychscaper: That’s why so many of these models
WT: 7 • DUR: 35 • DR: 53
Insight i 3 • Moxie m 0 • Vigor v 0 • Flex f 0 also come with built-in behavioral mods.

Movement Rate: Walker 4/20


AYAH
Eludere:This is a great morph to sleeve if you want
Ware: Access Jacks, Biomods, Cortical Stack,
Cyberbrain, Mesh Inserts, Mnemonics, to come across as safe and innocuous. No one
Puppet Sock suspects an ayah/—/until you’ve had one try to
ef ed your head into the kitchen disassembler.
Ammonite: AI-piloted defender ayahs are very
ARIEL 
[BIOMORPH]
common inside the mansions of the ultra-
The surprising number of transhumans rich, usually heavily loaded with intriguing
who sleeve in Titan-adapted hulder aftermarket add-ons. Don’t be surprised if there’s
morphs encouraged designers on also an infomorph on hand to drop in and take it
Profunda to develop a Titan-adapted flyer. over when alarms start ringing.
While the sturdy hulder morph is designed
for nomadic herders, the ariel morph is
Nezumi:I know a commune out near Neptune where
designed by people who wish to survive the males all sleeve male ayahs and the women
by hunting. Individuals sleeved in the ariel wear furies, just to tweak the gender dynamics.
morph can hunt and eat Titanian caribou, BASICfiPOD
but they most often eat the smaller rabbit-
Expat:I know the pre-Fall models had limited
like creatures that Profunda designers have
also recently designed to live on Titan. lifespans just as a precaution, to keep the AIs in
Ariel morphs have exotic-looking heads line. That still the case?
similar to those of hulder morphs, but Skinwalker: Yes. Some of these basics are as bad as
they also possess sleek and streamlined mass-market case morphs or low-grade rusters.
humanoid bodies with four limbs and a
Planned obsolescence is common. Buyer beware.
pair of bat-like wings. These morphs have
also been used by a few daring transhu- Qi:It’s worse than that. It’s common practice among
mans to explore the upper cloud layers of inner-system pod manufacturers to equip their
both Saturn and Uranus. models with free chemical dependencies. They
know pods are the next thing above a synthmorph
of r indentures looking to buy out, and they do
everything they can to keep them hooked.

66¹ ARIEL • AUGUR


Ayah
AYAH 
[POD BIOMORPH] Cost: 3 MP • Avail: 70 BASIC POD [POD BIOMORPH]
Ayahs are designed for nurse, caretaking, These original general-purpose models are

MORPH RECOGNITION GUIDE


and personal attendant functions. WT: 7 • DUR: 35 • DR: 53 designed to keep the buyer/user depen-
Hyperelites prefer AGI servants sleeved Insight i 0 • Moxie m 2 • Vigor v 0 • Flex f 1 dent on the manufacturer.
into ayahs, especially in polities where
Movement Rate: Walker 4/20
AGIs have few, if any, legal rights. Ayahs
are predominately female. Enhanced olfac-
Ware: Access Jacks, Biomods, Clean Metabolism, Basic Pod
tory capabilities are used to monitor the Cold Tolerance, Cortical Stack, Cyberbrain, Cost: 1 MP • Avail: 80
health and emotional state of their wards, Enhanced Smell, Mesh Inserts, Mnemonics,
WT: 6 • DUR: 30 • DR: 45
as well as alert them to potential environ- Oxygen Reserve, Puppet Sock
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 0
mental dangers. Their ability to withstand Morph Traits:
temperature extremes and survive without Enhanced Behavior (Attentive, Level 2), Movement Rate: Walker 4/20
air for short periods helps them protect Enhanced Behavior (Protective, Level 2) Ware: Access Jacks, Biomods, Cortical Stack,
and rescue their charges in an emergency, Common Extras: Enhanced Hearing, Cyberbrain, Mesh Inserts, Mnemonics,
such as a hull breach or a fire. Puppet Sock
Enhanced Vision, Heat Tolerance, Utilimod,
Vacuum Sealing. Many have the Composure Morph Traits: Planned Obsolescence
and/or Empathy traits.

Defender Variant
Ayahs are sometimes modified with
protective ware and weapons to act as a last
line of defense against potential attackers.

Defender
Cost: 6 MP • Avail: 30
WT: 8 • DUR: 40 • DR: 60
Insight i 0 • Moxie m 2 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Adrenal Surge, Biomods,
Bioweave, Clean Metabolism, Cold Tolerance,
Cortical Stack, Cyberbrain, Eelware,
Enhanced Smell, Hardened Skeleton,
Mesh Inserts, Mnemonics, Oxygen Reserve,
Pain Regulator, Puppet Sock
Morph Traits:
Enhanced Behavior (Attentive, Level 2),
Enhanced Behavior (Protective, Level 2)
Common Extras: Enhanced Hearing,
Enhanced Vision, Hand Laser,
Muscle Augmentation, Vacuum Sealing
Notes: Bonuses from hardened skeleton already
incorporated.

AYAH • DEFENDER AYAH • BASIC POD


¾67
BIOCORE 
[SYNTHMORPH] BOUNCER 
[BIOMORPH] BRUISER 
[BIOMORPH]
The biocore is a synthmorph with a Bouncers are genetically adapted for This morph is made to be large, strong, and
biological brain. This design is favored by microgravity. Their legs are more limber physically intimidating. Adopted early on
those who wish to enjoy the advantages of and their feet can grasp as well as their by sports performers, it quickly became a
sleeving in a synthmorph without the risk hands. They can tolerate the cold tempera- favorite among criminal cartels and thugs.
MORPH RECOGNITION GUIDE

of brainhacking or who simply dislike the tures of beehive tunnels and have an At 2.5 meters tall, a bruiser may have diffi-
idea of using a cyberbrain. It is popular oxygen reserve in case they are exposed to culty moving comfortably in all but the
with asyncs, as they retain their psi abil- vacuum. Bouncers are very common in the most open and uncrowded of habitats.
ities. Some models feature a stylized but
transparent braincase, to show off the
outer system and zero-g habitats. Bruiser
Cost: 4 MP • Avail: 30
biocore’s main feature, but others appear
to be ordinary synthmorphs from the
Bouncer
Cost: 4 MP • Avail: 60 (80 in micrograv habs) WT: 10 • DUR: 50 • DR: 75
outside; only a detailed physical examina- Insight i 0 • Moxie m 0 • Vigor v 4 • Flex f 1
tion can determine that it actually contains WT: 7 • DUR: 35 • DR: 53
a living brain. Insight i 1 • Moxie m 0 • Vigor v 1 • Flex f 2 Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Mesh Inserts
Biocore Movement Rate: Walker 4/12 Morph Traits: Exotic Morphology (Level 1)
Ware: Biomods, Cold Tolerance, Cortical Stack, Common Extras: Adrenal Surge, Claws,
Cost: 3 MP • Avail: 30
Grip Pads, Mesh Inserts, Oxygen Reserve, Hardened Skeleton, Medichines. Many also
WT: 7 • DUR: 35 • DR: 70 Prehensile Feet have the Unattractiveness (Level 1) trait.
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 2 Morph Traits: Limberness (Level 1) Notes: Large size
Movement Rate: Walker 4/20
Ware: Brain Box, Cortical Stack, Lidar,
Mesh Inserts, Puppet Sock
Morph Traits: Exotic Morphology (Level 1)
Notes: Light Frame (Armor 6/4)

68¹ BIOCORE • BOUNCER • BRUISER


BIOCORE
Ammonite: Yes, I really want to be soulgazing into your grey matter over coffee. CASE 
[SYNTHMORPH]
Thanks for that. It’s only marginally better than that scum “artist,” Vagface. Cases are mass-produced robotic shells, an affordable resleeving option

MORPH RECOGNITION GUIDE


for the poor, though of notoriously poor quality. They are available in
Rivet: Coreporeal produces a few biocore shells that look just like common many varieties to suit a client’s taste. Most case morphs are anthropo-
synths on the outside. morphic, with a thin framework body standing just shorter than an
Stitch: It’s sometimes worth dragging along the old lobes if you’re worried average human.
someone’s aiming to root your headcase.
Case
Ruqinzhe: Our team’s async tried this. She liked it — a bit too much. Said it
Cost: 0 MP • Avail: 100
made her feel “free,” like her mind was liberated to wander the cosmos. The
episodes of her talking to herself went up a notch or three, and ever since WT: 5 • DUR: 25 • DR: 50
she’s been infatuated with the idea of switching over to gatecrashing ops. I’m Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 0
inclined to let her go. Movement Rate: Walker 4/12
BOUNCER Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Mesh Inserts,
Sequencer: Bouncers are one of the more common sleeves out there, especially Mnemonics, Puppet Sock
in the outer system. That means there’s more variants and models than you Morph Traits: Exotic Morphology (Level 1), Inherent Flaws
can kick a moon rock at. My favorites are the ones with tails — that extra grip Notes: Light Frame (Armor 6/4)
comes in handy in micrograv.
Plasmid: If you’re picking up a bouncer, make sure to get one of the genetic lines
that incorporated the 3D spatial awareness traits from cetacean neurologies;
it really helps you orient and maneuver better.
Voight-Kampff: How useless are these in higher grav?
Skinwalker: The foot structure impedes your running, but only slightly. On long
treks, expect a lot of cramping and blisters.
BRUISER
Qi: Bruisers, the morph that lets everyone else know you didn’t get enough
bullying in as a kid.
Parallax: Meh, bigger they are …
mAlice: That’s funny, because there’s a thriving business in bruisers as vacation
morphs for those who simply want to try out the enhanced genitalia.
Eludere: You want to see some fun action? Go watch the bruiser wrestling rings
down on Luna. They can throw each other impressive distances.
Sequencer: What’s impressive are the number of limited-edition bruisers based
on the genetics of pre-Fall wrestlers and athletes. The market is huge.
Just Mortal: Can’t see the point of sleevin’ something that’s just going to bang
it’s head on every door frame in existence.
CASE
Ammonite: Here we are, the ghetto beater of morph options. Sometimes, you
make do with what you can … and then you evacuate right out next chance
you get.
Qi: There’s a reason more and more infugees and indentures are preferring to
stay virtual.
Rivet: The steady rise in anti-case hate crimes on Luna and Mars doesn’t help.
Stitch: Have you all seen the new case designs sponsored by the Autonomist
Alliance? Better quality, not much more expensive. Most of the designs are
open-sourced too. I know a few Barsoomian maker labs on Mars that are
churning them out.
Red Rover: They need to keep careful. Oversight has been clamping down on
these lately, citing the usual copyright infringement bullshit. They burned out
a maker base in Elysium just last night. Literally. Nothing but a flaming crater
left behind.

CASE
¾69
CETUS 
[SYNTHMORPH]
Named after a mythological sea monster,
the cetus was designed to operate in
the extreme pressure and cold of
deep seas as well as the atmo-
MORPH RECOGNITION GUIDE

spheric portion of habitats.


It is a favored morph in the
subcrustal oceans of Ceres
and Europa.
Cetus
Cost: 6 MP • Avail: 20 (70 in aquatic habs)
WT: 8 • DUR: 40 • DR: 80
Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 1
Movement Rate: Submarine 8/32, Walker 4/20
Ware: 360° Vision, Access Jacks, Cortical Stack,
Cryogenic Protection, Cyberbrain,
Direction Sense, Enhanced Hearing,
Enhanced Vision, Extra Limbs (1 pair), Lidar,
Mesh Inserts, Mnemonics, Puppet Sock,
Pressure Adaptation, Sonar
Morph Traits: Exotic Morphology (Level 3)
Notes: Medium Frame (Armor 8/6), 4 arms,
4 legs

CHICKCHARNIE 
[POD BIOMORPH]
The genehackers at the extrasolar Fortean hab
modeled this morph on a terrifying mythological
bird using genetics from the extinct Tyto Pollens,
a large pre-Columbian flightless ground owl. The
chickcharnie is popular with neo-avians who
prefer a more humanoid stature, though it is
flightless except in very low grav environments
and microgravity. Its wing design incorporates a
functional set of clawed hands.

Chickcharnie
Cost: 2 MP • Avail: 20
WT: 7 • DUR: 35 • DR: 53
Insight i 1 • Moxie m 0 • Vigor v 2 • Flex f 0
Movement Rate: Walker 4/12,
Winged 8/32 (low/microgravity only)
Ware: Access Jacks, Biomods, Claws, Cortical Stack,
Cyberbrain, Direction Sense, Enhanced Vision,
Mesh Inserts, Mnemonics, Polarization Vision,
Prehensile Feet, Puppet Sock, Wings
Morph Traits: Exotic Morphology (Level 2),
Non-Human Biochemistry (Level 2)
Notes: Beak/Claw Attack (DV 2d6)

70¹ CETUS • CHICKCHARNIE


CETUS

MORPH RECOGNITION GUIDE


Shark-Souled: Careful what brand you choose.
Europan Dynamics did a recall of their cetus
models last month after a ef w too many
succumbed to high pressures.
Ruqinzhe: Pretty sure that was a sabotage
campaign by Belt Bot Industries. Guess who
they’re backed by?
Pivo:Let me guess. The Hidden Concern?
Ruqinzhe: Spot on. CLOUD SKATE [BIOMORPH] Cloud Skate
Cloud skates are exotic, specialized
CHICKCHARNIE biomorph designs that push the edge of Cost: 3 MP • Avail: 10 (40 at Uranus/Jupiter)
Skinwalker: These are unfortunately hard to /ind. what is possible. They are designed to WT: 7 • DUR: 35 • DR: 53
Sequencer: That hasn’t gone unnoticed. I know survive in the atmospheres of ice giants Insight i 2 • Moxie m 0 • Vigor v 1 • Flex f 0
and gas giants, such as Uranus and Jupiter.
a couple of Extropian bodycraft houses that
These morphs are shaped roughly like Movement Rate: Walker 2/8, Winged 8/32
plan to release their own models next year. One a tailless stingray with a pair of slender Ware: Asymmetric Sleep, Biomods,
of them has an interesting variant called the arms. They can soar among the clouds Cortical Stack, Cryogenic Protection,
o“ wlbear.” I’m not sure I want to know. for months on end, their swim bladders Direction Sense, Enhanced Vision,
Just Mortal:What I don’t get is, why does this providing neutral buoyancy in dense atmo-
Hardened Skeleton, High-G Adaptation,
appeal to neo-avians? Sure, it’s a bird, but you spheres, preventing them from sinking
below a safe depth.
Long-Term Life Support, Mesh Inserts,
lose the wings. Pressure Adaptation, Radiation Sense,
Nevermore: Ever tried to tie a knot with your Swim Bladder, Wings
tongue? Yeah, sometimes a good pair of hands Morph Traits: Enhanced Behavior (Serenity,
is worth the trade-o . Level 2), Exotic Morphology (Level 3),
Non-Human Biochemistry (Level 2)
CLOUDfiSKATE
Common Extras: Oxygen Reserve, T-Ray Emitter
Nezumi:You haven’t lived until you’ve skated the
Notes: Bonus from Hardened Skeleton
atmosphere of a gas giant.
already incorporated
Chiro:I can see the attraction. Just not sure I’d
want to live there. CLOUD SKIMMER [SYNTHMORPH] Cloud Skimmer
Scent.In.Hell: There any news on that expedition This streamlined synthmorph is designed
for exploring the atmospheres of gas giants, Cost: 7 MP • Avail: 20 (40 in the outer system)
of extrasolar cloud skaters that went missing?
but its internal rocket also allows it to WT 8 • DUR 40 • DR 80
Nova Vida: Nope. The same group resleeved, went
operate in vacuum. It can travel to and from Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 2
back, and disappeared again. Now it’s a thing, a ship in orbit around a gas giant into the
and Gatekeeper has applications of r a handful planet’s atmosphere on its own. The morph Movement Rate: Microlight 8/32,
of thrill-seekers that want to skate their way to is a flattened oval that can extend up to four Thrust Vector (Rocket) 8/40
doom as well. What are the odds that at least flexible arms. A series of gas sacs and turbo- Ware: Access Jacks, Cortical Stack,
one of those groups are sentinels? Sounds like it fans allows it to maneuver as a microlight Cryogenic Protection, Cyberbrain,
within atmosphere. Direction Sense, Enhanced Vision,
might be an interesting time.
Ruqinzhe: Hobnobbing with death-wish socialites Extra Limbs (1 pair), Laser Link (Medium),
while trying not to die? Not so interesting to me. Mesh Inserts, Mnemonics, Puppet Sock,
Pressure Adaptation, Radar, Retracting Limbs,
CLOUDfiSKIMMER Thermogenic Protection
Stitch:Interesting that the main producers of Morph Traits: Exotic Morphology (Level 3)
these are small Neptunian skimmer minifac Notes: Heavy Frame (Armor 12/10),
studios. 4 arms
Pegasus:That hasn’t stopped certain Jovian corps
from copying the designs. They only care about
IP infringement when others steal from them.

CLOUD SKATE • CLOUD SKIMMER


¾71
COURIER
Nezumi:Ring /lyer courier culture is
pretty interesting. Despite spending
so much time isolated and alone,
they really watch out of r each other.
It’s a very tight-knit group, hard to
MORPH RECOGNITION GUIDE

penetrate.
Delta-V:I know someone who rode one
of these from the Belt to Mars. Pointed
himself in the right direction, burned
half his fuel, and rode out the rest. For
months. Good thing he got his nav
calculations right.
Ruqinzhe: Sounds like a useful way to do
a long-range stealth approach.
CRASHER
Nova Vida: The price tag on these is high,
but it’s a very capable morph with lots
of utility outside of gatecrashing ops.
Ruqinzhe: What is this p“ rice tag” you
speak of ?
Sequencer: Just be careful what brand
name you pick. I know of r a af ct that
certain hypercorps cut corners on the
genetics in order to rush out morphs
to meet the demand of r gatecrashing
COURIER 
[SYNTHMORPH] missions. I’ve seen reports of
Couriers were made to soar between the many respiratory af ilure in atmos well within
moons and habitats in the Saturnian system.
their safety range and hibernators
They are shaped like a multi-armed chess piece,
with a humanoid head and torso atop a conical
af lling into nonresponsive comas.
metallic-hydrogen rocket. With an acceleration CRASHER 
[BIOMORPH]
Skins from Omni/lesh have particularly
bad reviews.
of up to 0.25 g, couriers can take off and land Crashers are survival morphs — athletic
on all moons and other small bodies in the and rugged designs capable of weathering CRITTER
Solar System (though entering an atmosphere harsh environments over long periods. They Skinwalker: Critters are exceptionally
such as Titan’s requires heat shielding). Since are the ideal biomorph for gatecrashing
propellant storage is limited, an integrated popular. There are thousands of
assignments and are popular among first-in
plasma sail provides alternative thrust. teams. Though pricey and harder to acquire di erent models out there.
compared to other options, gatecrashers Sequencer: These are very hit-or-miss,
Courier traveling to less habitable and dangerous craftsmanship-wise. Some have
places have found the investment worth it. serious health issues due to ... let’s just
Cost: 7 MP • Avail: 30 (60 in the outer system)
call it improper genework. Others are
WT: 7 • DUR: 35 • DR: 53 Crasher held together more by cybernetics than
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 2
Cost: 8 MP • Avail: 30 (50 at gate habs) anything. Don’t buy one as a long-term
Movement Rate: Plasma Sail 8/40, commitment.
WT: 8 • DUR: 40 • DR: 60
Thrust Vector (Rocket) 8/40 Plasmid:Ah, but some are works of
Insight i 1 • Moxie m 1 • Vigor v 2 • Flex f 2
Ware: Access Jacks, Cortical Stack, chimerical art. I’m still impressed by
Cryogenic Protection, Cyberbrain, Movement Rate: Walker 4/20
the sequencing on some of the lizard-
Direction Sense, Enhanced Vision, Ware: Biomods, Circadian Regulation, Cold
mammal hybrids.
Extra Limbs (1 pair), Laser Link (Medium), Tolerance, Cortical Stack, Dermal Armor (+4/+5),
Mesh Inserts, Mnemonics, Plasma Sail, Direction Sense, Efficient Metabolism, Dante:I know an Extropian out/it that
Puppet Sock, Radar, Retracting Limbs Enhanced Respiration, Enhanced Vision, Grip Pads, specializes in critters designed to
Morph Traits: Exotic Morphology (Level 2) Medichines, Mesh Inserts, Vacuum Sealing emulate various smart animal breeds.
Common Extras: Radiation Tolerance, Common Extras: Clean Metabolism, Great of r looking innocuous ... unless
Thermogenic Protection Digestive Symbiotes, Long-Term Life Support, you’re in a biocon hab.
Notes: Medium Frame (Armor 8/6), 4 arms Oxygen Reserve, Respirocytes, Toxin Filters

72¹ COURIER • CRASHER


CRITTER  [POD BIOMORPH] Critter (Humanoid Mammalian Beast)
Critter pods encompass a vast variety of morphs based on animal

MORPH RECOGNITION GUIDE


genetics, chimeric blends, or humanoids biosculpted to an animalistic Cost: 3 MP • Avail: 60
form. Originally marketed as distinctive AI-operated pets, they’ve since WT: 7 • DUR: 35 • DR: 53
become a popular and widespread choice of sleeve. Critters come in Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 0
every conceivable species and hybrid, from cats to snakes to lizard-
hyena hybrids. They are available as quadrupeds, bipeds, and other Movement Rate: Walker 4/20
body plans. The bastet, a composite of wild cat species that resembles Ware: Access Jacks, Biomods, Chameleon Skin, Claws, Cortical Stack,
a tawny panther or lion, often with intricate fur patterns based on Cyberbrain, Enhanced Hearing, Enhanced Smell, Mesh Inserts, Mnemonics,
Egyptian hieroglyphs, is currently popular in the inner system. Prehensile Tail, Puppet Sock
Morph Traits: Exotic Morphology (Level 1), Non-Human Biochemistry (Level 1)
Common Extras: Bodysculpting, Prehensile Feet, Skin Pocket, Scent Alteration
Notes: Depending on the morph’s design and genetics, different levels of
the Exotic Morphology and Non-Human Biochemistry traits and different
Movement Rates may apply.

Critter (Quadruped Hybrid)


Cost: 2 MP • Avail: 40
WT: 7 • DUR: 35 • DR: 53
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 0
Movement Rate: Walker 8/32
Ware: Access Jacks, Biomods, Chameleon Skin, Claws, Cortical Stack,
Cyberbrain, Enhanced Hearing, Enhanced Smell, Mesh Inserts, Mnemonics,
Prehensile Tail, Puppet Sock
Morph Traits: Exotic Morphology (Level 2), Non-Human Biochemistry (Level 2)
Common Extras: Bodysculpting, Cyberlimb, Digging Claws, Enhanced Vision,
Scent Alteration. Many have the Lacks Manipulators trait.
Notes: Depending on the morph’s design and genetics, different levels of
the Exotic Morphology and Non-Human Biochemistry traits and different
Movement Rates may apply.

Critter (Small Mammal)


Cost: 2 MP • Avail: 30
WT: 5 • DUR: 25 • DR: 38
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 0
Movement Rate: Walker 4/12
Ware: Access Jacks, Biomods, Chameleon Skin, Claws, Cortical Stack,
Cyberbrain, Enhanced Hearing, Enhanced Smell, Grip Pads, Mesh Inserts,
Mnemonics, Prehensile Feet, Prehensile Tail, Puppet Sock
Morph Traits: Exotic Morphology (Level 2), Non-Human Biochemistry (Level 1)
Common Extras: Enhanced Vision, Gliding Membrane, Scent Alteration, Wings
Notes: Small size. Depending on the morph’s design and genetics, different
levels of the Exotic Morphology and Non-Human Biochemistry traits and
different Movement Rates may apply.

CRITTER
¾73
Combat Mech Variant DAITYA
DAITYA 
[SYNTHMORPH] This modified version of the daitya is Nova Vida: You know what this shell is
This massive anthropomorphic mech is deployed for combat purposes. great of r? Gatecrashing ops, as long as
used for construction work, moving giant
subtlety isn’t required.
objects, and similar heavy industrial proj-
ects. It stands just under three meters and
Combat Mech Rivet:There are a lot of daitya
MORPH RECOGNITION GUIDE

weighs almost one ton in Earth gravity. Cost: 21 MP • Avail: 5 variants out there, covering all your
WT: 16 • DUR: 80 • DR: 160 mech needs. Not all of them are
Daitya Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 3 anthropomorphic, either.
Cost: 13 MP • Avail: 30 Movement Rate: Walker 4/20 Sava:You know what you won’t /ind on
Ware: Access Jacks, Anti-Glare, Cortical Stack, an average cylinder or mining colony?
WT: 15 • DUR: 75 • DR: 150
Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 3 Cyberbrain, Freezer (mounted), A tank. But you will /ind a daitya, and
Heavy Combat Armor (+16/+14), of r certain ops, this can be the next
Movement Rate: Walker 4/20 best thing — and they’re much easier
Lidar, Mesh Inserts, Mnemonics,
Ware: Access Jacks, Cortical Stack, Cyberbrain, to explain away. Great if you have a
Muscle Augmentation, Particle Beam Bolter,
Digging Claws, Disassembly Tools (mounted), day or two to af b up some weapons
Puppet Sock, Radar, Radar Absorbent,
Hardened Skeleton, Industrial Armor (+6/+4), and armor up the frame.
Railgun Machine Gun (mounted),
Lidar, Mesh Inserts, Mnemonics, Structural Enhancement, Stunner (mounted), DIGGER
Muscle Augmentation, Pneumatics, Weapon Mounts (2 static, 2 articulated) Skinwalker: The giant hands are
Puppet Sock, Radar, Utilimod, Morph Traits: Exotic Morphology (Level 3) surprisingly dexterous, but of rget
Weapon Mounts (2 static, 2 articulated) Notes: Heavy Frame (Armor 12/10; 28/24 with
Morph Traits: Exotic Morphology (Level 3) wearing anything but smart gloves.
heavy combat armor), Large size. Bonuses from
Notes: Heavy Frame (Armor 12/10; 18/14 with Structural Enhancement already incorporated. Sequencer: A number of diggers have
industrial armor), Large size. Bonuses from polydactyl hands, meaning they have
Hardened Skeleton already incorporated. an extra thumb. Makes it easier to
hold on to things.
Nova Vida: If you’re actually using
this morph of r tunnel exploration/
excavation, get a model with the mole
hemoglobin protein — it lets you
survive in low oxygen environments.
DIGIMORPH
Cacophonous: Weird how this morph
makes you ef el ... naked. And exposed.
Njál: Yeah, the haptics on these are
almost non-existent.
DJINN
Qi:These are the yachts of infomorphs.
If you spot someone driving a djinn,
odds are they have money.
Njál: In contrast to the digimorph, the
haptics on these are top notch. There’s
a big market of r djinn rentals among
long-distance lovers who use the
mesh to hook up.
Cacophonous: It’s de/initely the type of
morph that CEOs and VIPs will grab
if they need to go virtual, just to ef el
elevated over all of the other mesh
rabble.

74¹ DAITYA
DIGGER 
[POD BIOMORPH] DIGIMORPH 
[INFOMORPH] DJINN 
[INFOMORPH]
Diggers are worker pods customized for Digimorphs are bare-bones mind emula- Djinn are high-end infomorphs with a

MORPH RECOGNITION GUIDE


archeological and construction work. They tions, though customizable and widely number of perks.
are used for surface surveys, excavation,
and general physical labor by xenoarche-
used. By default, an ego that evacuates
(or is forked from) a cyberbrain is run on
Djinn
ological and colony infrastructure teams. a digimorph, unless another infomorph Cost: 5 MP • Avail: 70
Their hands are modified digging claws, option is available. WT: 8 • DUR: 40 • DR: 80
adapted from the genetics of hole-digging
creatures like moles and aardvarks, though Digimorph Insight i 4 • Moxie m 2 • Vigor v 0 • Flex f 0
still flexible and useful for grasping and Cost: 0 MP • Avail: 100 Ware: Auto Backup, Defrag, Mnemonics, Oracles,
fine manipulation. Stress Control, Stabilizer
Digger WT: 5 • DUR: 25 • DR: 50
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 0
Morph Traits: Digital Speed,
Cost: 4 MP • Avail: 20 (40 in gate habs) Exotic Morphology (Level 3)
Ware: Mnemonics
WT: 7 • DUR: 35 • DR: 53 Morph Traits: Digital Speed,
Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 0 Exotic Morphology (Level 3)
Movement Rate: Walker 4/20
Ware: Access Jacks, Biomods, Cortical Stack,
Cyberbrain, Digging Claws, Mesh Inserts,
Mnemonics, Muscle Augmentation,
Puppet Sock, Utilimod
Common Extras: Cold Tolerance,
Enhanced Respiration, Enhanced Vision,
Vacuum Sealing

DIGGER • DIGIMORPH • DJINN


¾75
MORPH RECOGNITION GUIDE

DVERGR 
[BIOMORPH]
Dvergar (plural of dvergr) are biomorphs
designed for comfortable operation in
high-gravity environments. They feature a
reinforced skeletal structure and sturdier
DRAGONFLY 
[SYNTHMORPH] muscle masses. They are easily identified
The dragonfly takes the shape of a meter- by their slightly squat, thick-necked, tough
long flexible shell with eight wings, four appearances.
manipulator limbs, and a prehensile tail.
Capable of near-silent flight in Earth
Dvergr
gravity, dragonfly bots fare even better Cost: 5 MP • Avail: 20 (60 on high-g exoplanets)
in microgravity. Their wings operate WT: 9 • DUR: 45 • DR: 68
independently and can rotate, allowing Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 1
for graceful maneuvering, hovering, and
tight turns. Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Hardened
Dragonfly Skeleton, High-G Adaptation, Mesh Inserts,
Cost: 1 MP • Avail: 70 Muscle Augmentation
Notes: Bonus from Hardened Skeleton
WT: 5 • DUR: 25 • DR: 50 already incorporated
Insight i 1 • Moxie m 0 • Vigor v 1 • Flex f 0
Movement Rate: Walker 2/8, Winged 8/32
Ware: Access Jacks, Cortical Stack, Cyberbrain,
Mesh Inserts, Mnemonics, Puppet Sock,
Prehensile Tail, Radar, Wings
Morph Traits: Exotic Morphology (Level 3)
Notes: Light Frame (Armor 6/4), Small size

76¹ DRAGONFLY • DVERGR


DRAGONFLY
Rivet:The wing design is an excellent
example of biomimicry. Each wing can
ECHO 
[INFOMORPH] EXALT 
[BIOMORPH]
Echo morphs are designed for covert infil- Exalts are the common, non-specialized

MORPH RECOGNITION GUIDE


operate independently and rotate on its tration and social engineering. “enhanced human” model. They are genet-
axis, meaning this morph is capable of ically upgraded to make them healthier,
hovering, sudden bursts of acceleration, Echo smarter, and more attractive (based on
ever-evolving beauty standards). A modified
hairpin turns at any speed, and so on. It
Cost: 5 MP • Avail: 30 metabolism keeps them fit and athletic for
takes some practice getting used to the
WT: 7 • DUR: 35 • DR: 70 the duration of an extended lifespan.
full capabilities.
Insight i 3 • Moxie m 3 • Vigor v 0 • Flex f 0
Nevermore: I’ve heard a ef w neo-avians talk
about having dif/iculty coping with the
Exalt
Ware: Circadian Regulation, Copylock, E-Veil,
di erent /light mechanics. Cost: 2 MP • Avail: 70
Fake Brainprint, Mimicry Module, Mnemonics,
Eludere:These things are a lot quieter than Skillware WT: 7 • DUR: 35 • DR: 53
you’d expect. Good of r surveillance and Morph Traits: Digital Speed, Insight i 1 • Moxie m 1 • Vigor v 1 • Flex f 0
stealth ops. Exotic Morphology (Level 3)
Movement Rate: Walker 4/20
DVERGR Ware: Biomods, Cortical Stack, Mesh Inserts
Astika:De/initely a specialty morph. Very
limited application, but you’ll be really
happy you have it when you need it.
Gravity is a drag.
Ammonite: Also great if you’re a socialite on
a LARP cruise and decide to play a dwarf.
Or so I hear.
Skinwalker: Dvergr are just /ine in normal,
low, or micro grav. Strong, energetic, great
circulation.
Scent.In.Hell:Maybe too good. I’ve heard
some models bleed out quickly when
injured in low-grav conditions.
ECHO
Kylleran:Given the rise of infomorph
workers and communities, the desire of r
infomorph spies was inevitable.
Qi:Social engineers love these, but corporate
internal security teams love them more.
EXALT
Ammonite: Remember when these morphs
/irst went into circulation? The hue and cry
over u“ pgraded humans” was a big deal.
Seems so quaint now.
mAlice:Ah the good ol’ days. Remember
breeding restriction laws? Glad we’ve left
the primitive mindsets behind.
Nezumi:The great thing about exalts is
that they’re reliable, abundant, and ful/ill
your basic needs without running into
heavy alienation or body dysmorphia
issues when resleeving. Too many people
overlook them.

ECHO • EXALT
¾77
FAUST 
[BIOMORPH] FENRIR 
[SYNTHMORPH]
Developed in secret by a small group of unaffiliated async gene- Named for the monstrous wolf of Norse legend, the fenrir is one of
hackers, this morph is not a publicly known model. It is only available the most imposing combat morphs ever developed, akin to a squat,
to individuals who discover a connection to this unnamed, under- quadrupedal tank. Manufactured for the armed forces of the Hyoden
ground async network and then download the template from one of city-state on Callisto, black-market blueprints and copies have inevi-
MORPH RECOGNITION GUIDE

several secret mesh sites. The faust is a modified menton morph. Even tably turned up elsewhere. Of special note is that the fenrir is designed
under the most thorough scans, it appears to be nothing more than a to be operated by up to six egos simultaneously, each handling
mildly personalized version of that morph. different weapon systems and operational functions in tandem.
Faust
Cost: 6 MP • Avail: 5 Fenrir
Cost: 20 MP • Avail: 1 (5 on Callisto)
WT: 7 • DUR: 35 • DR: 53
Insight i 3 • Moxie m 4 • Vigor v 0 • Flex f 1 WT: 20 • DUR: 100 • DR: 200
Insight i 0 • Moxie m 0 • Vigor v 4 • Flex f 2
Movement Rate: Walker 4/20
Ware: Biomods, Circadian Regulation, Cortical Stack, Mesh Inserts, Movement Rate: Thrust Vector (Gas Jet) 4/12, Walker 4/20
Mnemonics, Stress Control Ware: 360-Degree Vision, Access Jacks, Anti-Glare, Battle Laser (mounted),
Common Extras: Popular add-ons include Drug Glands (Psike-Out, Nofux, Cortical Stack, Cyberbrain, Enhanced Vision, Freezer (mounted),
TGS, Comfurt), Endocrine Control, Neuromodulation. Many also have the Ghostrider Modules (5), Heavy Combat Armor (+16/+14), Mesh Inserts,
Psi Camouflage and/or Psi Defense traits. Microwave Agonizer (mounted), Mnemonics, Multi-Ego Controls,
Radar, Railgun Sniper Rifle (mounted), Seeker Rifle (mounted),
Structural Enhancement, Torch (mounted), T-Ray Emitter,
Weapon Mounts (3 Articulated, 3 Internal Articulated)
Morph Traits: Exotic Morphology (Level 3)
Notes: Heavy Frame (Armor 12/10; 28/24 with Heavy Combat Armor),
Large size. Bonuses from Structural Enhancement already incorporated.

78¹ FAUST • FENRIR


FAUST
Cacophonous: I added this one, due to its recent availability through certain black market channels. FLAT 
[BIOMORPH]
It’s not in the Lonely Planetoid guide of r obvious reasons. Flats are baseline unmodified humans,

MORPH RECOGNITION GUIDE


born with all of the natural defects, heredi-
Voight-KampTh: Has Firewall made any headway into discovering who designed this morph?
tary diseases, and other genetic mutations
Qi:If anyone has, they’re keeping that info within their server. that evolution so lovingly applies. Flats are
Plasmid:There are implications here that concern me. If one can design and distribute a morph increasingly rare outside bioconservative
based on its compatibility with an exovirus strain, we may well soon see morphs that are enclaves — most died off with the rest of
humanity during the Fall.
compatible/—/read: more susceptible/—/to less friendly strains.
Scent.In.Hell: Watch what you call fr“ iendly.” Not all of us buy into the harmlessness of Watts-
MacLeod. The decision to let asyncs operate freely is going to bite us in the hind thorax down the
Flat
Cost: 0 MP • Avail: 30
line, mark my words.
FENRIR WT: 6 • DUR: 30 • DR: 45
Cacophonous: Another that didn’t make the regular guide … Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 0
Parallax:For those missions when nothing less than total slaughter will do. Movement Rate: Walker 4/20
Sustenatrix:If your mission gets that bad, someone wasn’t doing their job. Common Extras:
Many have the Genetic Defect trait.
Qi:Last I checked, transhumans still made mistakes. Let’s just hope our enemies do too.
Sava:Unfortunately, when you really need a morph like this on an op, you are unlikely to have one on
hand.
Ruqinzhe: You haven’t met my router. I’m pretty sure she’s prepared of r a supernova.
FLAT
Plasmid:A body like that in which you were born, to which you hoped never to return.
Dante:Actually, there’s a decent demand from people that want to sleeve something o“ ld-fashioned’
and o“ riginal.” I’m pretty sure it started as a Venusian socialite af d.
Nezumi:a*f cepalm* The only sensible part of that is that lats are actually pretty rare outside of
Earth orbit, Luna, and the Jovian Republic.
Ammonite: It gets weirder. I know oligarchs that collect lats. Original, born-on-Earth skins are
quickly becoming collector items/—/especially if they are in mint condition. Interestingly, non-
rejuvenated bodies that have aged well are picking up a considerable price tag.
Nova Vida: I’ve always wondered what happened to older lats. I assumed they were rejuvenated
rather than retired, but even then I didn’t expect them to be top hits at the body bank.
Plasmid:The body banks I know keep a ef w on hand as out-of-stock last-resort options; there’s
always someone who’d rather take a lat than a quality synth. The lats with recurring health
problems go at cheap rates to desperate infugees.

FLAT
¾79
All Flexbots (Except Conjurers)
FLEXBOT 
[SYNTHMORPH]
Movement Rate: Thrust Vector (Gas Jet) 8/40, Walker 4/12
Flexbots are modular and customizable, each composed of one or
more modules that interlock in various shapes and configurations. Ware: Access Jacks, Cortical Stack, Cyberbrain, Lidar, Mesh Inserts,
Individual modules are specialized towards specific functions Mnemonics, Modular Design, Puppet Sock, Shape Adjusting
and also capable of transforming into a variety of shapes and Morph Traits: Exotic Morphology (Level 3)
MORPH RECOGNITION GUIDE

mechanisms. They have 4 limbs in their default configurations. Notes: Light Frame (Armor 6/4), Small size (▶227, EP2)
Independent modules are only the size of a large dog, but multiple
flexbots can join together for larger mass operations, even taking Apiary Module
on heavy-duty tasks such as demolition, excavation, manufacturing, Apiary modules are carriers for nanoswarm hives.
construction, or robotics assembly. Flexbots can also incorporate
any robot with Modular Design ware as modules.
Cost: 3 MP • Avail: 50
All flexbot modules have the following stats, plus the stats for WT: 4 • DUR: 20 • DR: 40
their module type (with the exception of conjurers, who use only Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 0
their module stats):
Ware: Cleaner Swarm Hive, Fixer Swarm Hive, Guardian Swarm Hive,
Engineer Swarm Hive, Nanoscopic Vision
Common Shape Adjustments: Fractal Digits, Nanodetector, Tool Kit
Notes: Hives may be switched for others of equivalent GP.

Aviary Module
Aviary modules are bot carriers. While any bot can be integrated
as a flexbot module, aviaries provide a protective enclosure for the
bots and a hive to keep them repaired. They can hold 1 small bot or
5 very small bots.

Cost: 2 MP • Avail: 50
WT: 4 • DUR: 20 • DR: 40
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 1
Ware: Drone Rig, Fixer Swarm Hive

Bard Module
Bard modules are for equipped for communications and social and
media events.

Cost: 3 MP • Avail: 50
WT: 4 • DUR: 20 • DR: 40
Insight i 0 • Moxie m 1 • Vigor v 0 • Flex f 0
Ware: Laser Link (Small), Miniature Radio Farcaster, Radio Booster,
QE Comm, Qubit Reservoir
Common Shape Adjustments: Chameleon Skin, Holographic Projector,
Mission Recorder, White Noise Machine

Cleric Module
Clerics are for emergency medical services.

Cost: 2 MP • Avail: 50
WT: 4 • DUR: 20 • DR: 40
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 1
Ware: Ego Bridge, Healing Spray Hive, Med Scanner
Common Shape Adjustments:
Specimen Container, Toolkit (Medicine: Paramedic), Utilimod
Notes: The hive can fabricate another dose of healing spray every 2 hours.

80¹ FLEXBOT
Conjurer Module Rogue Module FLEXBOTS
Mini-swarmanoid that attaches to a flexbot. Rogues are optimized for stealth and Stitch:Before you go crazy ordering di/erent
covert activities. modules, be warned that di/erent
Cost: 1 MP • Avail: 50

MORPH RECOGNITION GUIDE


Cost: 2 MP • Avail: 60 manufacturers don’t always play well
WT: – • DUR: 25 • DR: 50 together. Each lexbot manufacturer wants
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 0 WT: 4 • DUR: 20 • DR: 40 you to use their modules only, so they
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 0
Movement Rate: quite often incorporate proprietary design
Hopper 4/12, Rotor 4/20, Walker 2/8 Ware: Chameleon Skin, Radar Absorbent elements that mean they won’t work so
Ware: 360-Degree Vision, Access Jacks, Common Shape Adjustments: Dazzler, greatff—ffor at allff—ffwith modules of another
Cortical Stack, Cyberbrain, Lidar, Mesh Inserts, Enhanced Vision, Fiber Eye, Fractal Digits, make, including any you nanofab yourself.
Mnemonics, Modular Design, Puppet Sock, Magnetic System, Nanoscopic Vision, So, read the ine print and the reviews.
Skinlink T-Ray Emitter, Weapon Mount Pivo:Annoying, yes, but not a deal breaker.
Morph Traits: Exotic Morphology (Level 3) Just make sure you or someone on
Notes: Swarm attack (DV 1d6, ignores armor, Wizard Module your team knows a little robotics and
blinding), comes with specialized conjurer hive, Wizard modules specialize in infosec and programming and you should be ine. Of
follows rules for swarms (▶344, EP2). Conjurer communications tasks. course, you’ll void the warranty, but when
swarms do not affect a flexbot’s gestalt
Cost: 2 MP • Avail: 60 it’s a choice between a warranty and my
Movement Rate; when not disconnected they
life, my life wins every time.
ride along on other modules. WT: 4 • DUR: 20 • DR: 40
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 0
Crafter Module Ware: Radio Booster, Sniffer App, Tracker App
Crafters are engineer modules, specialized Common Shape Adjustments: Electrical Sense,
in construction and fabrication. Enhanced Vision, Laser Link, Nanodetector,
Cost: 2 MP • Avail: 60 Skinlink, Utilitool

WT: 4 • DUR: 20 • DR: 40


Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 0
Ware: Engineer Swarm Hive, Fixer Swarm Hive
Common Shape Adjustments: Enhanced Vision,
Disassembly Tools, Fractal Digits,
Nanoscopic Vision, Tool Kit, T-Ray Emitter, and
Utilimod

Fighter Module
These modules are combat-oriented.

Cost: 3 MP • Avail: 60
WT: 6 • DUR: 30 • DR: 60
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 0
Ware: Pneumatics, Weapon Mount (2)
Common Shape Adjustments: Enhanced
Vision, Light Combat Armor, Radar, T-Ray
Emitter, and ranged weapons

FLEXBOT
¾81
FREEMAN
Scent.In.Hell:Useful of r rendition and
interrogation scenarios.
Callosum: Really? We’re condoning the use of
slave morphs on ops now?
Scent.In.Hell:Pull yourself out of high orbit.
MORPH RECOGNITION GUIDE

When you need to extract answers in order to


save lives and the clock is ticking, you do what
you have to do.
Voight-KampTh:
FLYING SQUID [POD BIOMORPH] The transhuman /lexibility over
ends and means is an amazing thing.
Capitalizing on the popularity of octo-
morphs, this stylized squid is designed for Nezumi:I suppose I’m not surprised that
speed in both aquatic and microgravity transhumanity invented these, but it still
environments. It can suck either water or air sickens me.
into a cavity in its mantle and then expel it
out a siphon for fast, jet-like propulsion.
FREEMAN 
[BIOMORPH]

Flying Squid This sleeve hands tyrants the tools to ensure


loyalty — or at least obedience — from their citi-
Cost: 5 MP • Avail: 30 zens. Based on simple splicers, freeman morphs
are genetically and psychosurgically modified
WT: 8 • DUR: 40 • DR: 60
to be receptive to authority while weakening
Insight i 1 • Moxie m 0 • Vigor v 2 • Flex f 0 willpower and “dissident” traits. They are
Movement Rate: Swim 8/32, also genetically modified with a protein that
Thrust Vector (Gas Jet) 4/12 makes their neurons sensitive to light. When
combined with an optogenetics module, these
Ware: 360-Degree Vision, Access Jacks,
neurons can be activated and deactivated
Biomods, Chameleon Skin, Cortical Stack,
remotely, enabling a monitoring muse or
Cryogenic Protection, Cyberbrain, Gills, Grip Pads, meshed overseer to control the ego’s behavior.
Mesh Inserts, Mnemonics, Polarization Vision, Freeman morphs typically carry a monitor ALI
Pressure Adaptation, Puppet Sock (often a modified fork of the dictator’s muse)
Morph Traits: Exotic Morphology (Level 3), that watches over the ego, reports suspicious
Limberness (Level 2), activity, and can seize physical control in an
Non-Human Biochemistry (Level 2) emergency. In some regimes, citizens are not
Common Extras: 8 prehensile arms, 2 prehensile informed of these implants, enabling the AIs to
spy and snitch in secret. These “slave morphs”
tentacles, Beak Attack (DV 1d10), Ink Attack (use
are decried or outlawed as coercive in many
Athletics; blinding, 5-meter uniform area-effect
polities, though they are secretly deployed in
in water and micrograv) remote corporate and authoritarian habitats.
Surprisingly, some people voluntarily sleeve
FLYINGfiSQUID freeman morphs, preferring to hand responsi-
bility and decision-making over to other parties,
Delta-V:Quite an interesting ride, but useless in
such as the Sendero Luminoso Benevolent
any non-aquatic environment with gravity. Dictatorship habitat in the Neptunian Trojans.
Pivo:You hear about that situation on Atlantica?
A certain neo-whale there ate a couple of of lks Freeman
sleeved in /lying squid morphs. They claimed Cost: 1 MP • Avail: 10
they couldn’t tell e‘ m apart from their non-
sapient squid ef edstock. Word on the waves is WT: 6 • DUR: 30 • DR: 45
that some sort of black market deal went sour. Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 1
Expat:I know some reclaimers who came Movement Rate: Walker 4/20
across a group of /lying squid morphs while Ware: Biomods, Cortical Stack, Ghostrider Module,
doing recon on Earth, looking of r a deepv sea Memory Lock, Mesh Inserts, Monitor ALI,
sanctuary. The squid scattered before they Optogenetics Module, Puppet Sock
could make contact. Interesting thing is: these Morph Traits:
morphs were /irst designed after the Fall. So Enhanced Behavior (Obedience, Level 2),
why are they showing up on Earth? Restricted Behavior (Non-Conformity) 2,
Timidity (Level 2)
Common Extras: Popular add-ons include Drug Glands
(Retcon) and Neuromodulation

82¹ FLYING SQUID • FREEMAN


FURY FUTURA
Sequencer: Perhaps one of the most-improved Plasmid:While the original stigma kept these
morph designs to date. Spending money on FURY 
[BIOMORPH] rare, the genetics have been copied and
super soldiers never goes out of style. Furies are combat morphs. These trans- reproduced a( nd sometimes tweaked) by

MORPH RECOGNITION GUIDE


genic humans are upgraded for endurance,
Plasmid:Most rehashed, maybe, but combat numerous skincrafters.
strength, reflexes, and capacity to handle
morphs have a long history. Some of the physical trauma. Behavioral modifications Callosum: Want to know a secret? Cognite still
previous incarnations were abominations, but for aggressiveness are offset by gene produces their original futura models. For
of course ef w of those survived the Fall. sequences promoting pack mentalities “in-house” purposes, of course.
and cooperation, and they tend to be
Parallax:When you need to kick ass but don’t Cacophonous: There’s a lot of people that believe
biologically female.
want to advertise the af ct, furies beat out futura morphs remain in circulation so that
most other morphs, including synthmorphs.
Fury they can be tracked/—/reasoning being that
It’s hard to tell one apart from an olympian or Cost: 6 MP • Avail: 40 they hope to catch fugitives from the Lost
any other common biomorph. WT: 10 • DUR: 50 • DR: 75 Generation that are still on the loose.
Insight i 1 • Moxie m 1 • Vigor v 4 • Flex f 2 Skinwalker: I’ve heard that rumor as well/—/and
Movement Rate: Walker 4/20 also that the ones in circulation are booby-
Ware: Biomods, Bioweave Armor (+2/+3), trapped in various ways.
Claws, Cortical Stack, Enhanced Vision, Black Pharaoh: I can substantiate one of those
Mesh Inserts rumors. There is at least one Firewall scanner
Morph Traits: Enhanced Behavior tasked with tracking futura morphs in the
(Aggressiveness, Level 2; Cooperation, Level 2) wild. It is wise to assume others do as well.
Common Extras: Neurachem,
Hardened Skeleton, Toxin Filters

FUTURA 
[BIOMORPH]
Futura morphs were specially
crafted for the “Lost Generation”
of accelerated-growth children.
Adjusted for confidence, self-re-
liance, and adaptability, futuras
were intended to help transhu-
manity regain its foothold. These
programs proved disastrous and the
line was discontinued, but some models
and various spin-offs remain, viewed by
some with distaste and others as collect-
ibles or exotic oddities.

Futura
Cost: 4 MP • Avail: 25
WT: 7 • DUR: 35 • DR: 53
Insight i 2 • Moxie m 4 • Vigor v 1 • Flex f 0
Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Mesh Inserts

FURY • FUTURA
¾83
GALATEA
Callosum
• They’re making serious headway with cyberbrain architecture
GALATEA 
[SYNTHMORPH] these days. The coding on these neural shells is top-notch.
This high-end shell was designed to increase the appeal and
social acceptance of synthmorphs. Galateas look expensive Ammonite: I’m even seeing these in socialite circles.
and their mental architecture is crafted to enhance the wear- mAlice:No matter how much cred you wired out, biochauvinists are still going
er’s personality and charm. Though many media icons have to view anyone wearing metal as a monstrosity.
MORPH RECOGNITION GUIDE

embraced this morph’s novelty, biochauvinists still view it as


Cacophonous: I support making synthmorphs more accepted, but the cost on
a monstrosity.
Galatea these is still af r too high. They’re light years beyond the reach of infugees
and indentures. Until we have quality, non-stigmatized, a/ordable shells, all
Cost: 5 MP • Avail: 50 we’re doing here is replicating class divisions.
WT: 8 • DUR: 40 • DR: 80 GARGOYLE
Insight i 1 • Moxie m 2 • Vigor v 1 • Flex f 1 Nova Vida: These are commonly sent on sponsored gatecrashing ops, stu/ed
Movement Rate: Walker 4/20 with ALIs that snitch back to corporate.
Ware: Access Jacks, Cortical Stack, Chameleon Skin, Cyberbrain, Parallax:Actual egos aren’t much better. We were of rced to bring a gargoyle
Enhanced Hearing, Lidar, Mesh Inserts, Mnemonics, Puppet Sock tag-along on an op, and they were worse than useless. They had been tasked
Morph Traits: Exotic Morphology (Level 1) to o“ bserve only” — meaning they couldn’t be bothered to even pass the
Notes: Light Frame (Armor 6/4) ammo. Their training was shit, too — gave away our position on more than
one occasion.
Golem Variant
For those who need to have no choice to
sleeve into a synth, but who want to appear
biomorph, the golem is a solid choice.

Golem
Cost: 6 MP • Avail: 40
WT: 8 • DUR: 40 • DR: 80
Insight i 1 • Moxie m 3 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Chameleon Skin, Cortical Stack,
Cyberbrain, Enhanced Hearing, Lidar, Mesh Inserts,
Mnemonics, Puppet Sock, Synthetic Mask
Notes: Medium Frame (Armor 8/6)

GARGOYLE 
[SYNTHMORPH]
This anthroform mobile sensor unit is
designed for media, freelance journalists,
forensics teams, investigators, and anyone
who is regularly required to document a
situation thoroughly. Gargoyles stand taller
than average transhumans for better viewing.
Much of their exterior surface is covered in
quantum-dot camera displays.

Gargoyle
Cost: 5 MP • Avail: 60
WT: 6 • DUR: 30 • DR: 60
Insight i 2 • Moxie m 0 • Vigor v 0 • Flex f 1
Movement Rate: Walker 4/20
Ware: 360-Degree Vision, Access Jacks,
Anti-Glare, Chem Sniffer, Cortical Stack,
Cyberbrain, Enhanced Hearing, Enhanced Smell,
Enhanced Vision, Lidar, Mesh Inserts, Mnemonics,
Oracles, Puppet Sock, Radar, T-Ray Emitter
Morph Traits: Exotic Morphology (Level 2)
Notes: Light Frame (Armor 6/4)
84¹ GALATEA • GARGOYLE
GARUDA 
[BIOMORPH]
Found primarily on Luna and similar

MORPH RECOGNITION GUIDE


low-g worlds and habitats, this morph is
adapted to fly in Earth-normal air pressure
with gravity of 0.2 g or less. Garudas have
light frames, with increased lung capacity.
Their feathered wings extrude from the
back as an extra set of limbs, leaving
hands and feet unhindered during
flight. Their wings may be folded
behind their back or extended
to a full wingspan of 3 meters.

Garuda
Cost: 3 MP • Avail: 30 (50 on Luna)
WT: 6 • DUR: 30 • DR: 45
Insight i 1 • Moxie m 1 • Vigor v 2 • Flex f 1
Movement Rate: Walker 4/12, Winged 8/32
Ware: Biomods, Cortical Stack, Mesh Inserts,
Prehensile Feet, Wings
Morph Traits: Exotic Morphology (Level 1)

GHOST 
[BIOMORPH]
Ghosts are partially designed for combat
applications, but their primary focus is
stealth and infiltration. Their genetic
profile encourages speed, agility, and
reflexes, and their minds are modified for
patience and problem-solving.

Ghost
Cost: 6 MP • Avail: 40 GARUDA
Nezumi: These are exploding in popularity all over low-grav habs in the
WT: 9 • DUR: 45 • DR: 68 Belt and rimward.
Insight i 2 • Moxie m 1 • Vigor v 3 • Flex f 2
Skinwalker: The wings are clumsy to handle in confined quarters, and
Movement Rate: Walker 4/20 I’ve had some uncomfortable back aches after flying too long.
Ware: Biomods, Chameleon Skin, Cortical Stack, Expat: A hypercorp called FormeVital has a model that integrate the
Grip Pads, Mesh Inserts wings and arms together.
Morph Traits:
Enhanced Behavior (Patience, Level 2) GHOST
Common Extras: Adrenal Surge, Skinflex mAlice: There’s a trick with chameleon skin where you can shift to
translucent. It’s great for grossing people out.
Ruqinzhe: Last time I sleeved a ghost, I got a lesson in how less
reputable skin joints try to screw you. I reserved in advance, paid up
front, and went with a shady body bank to keep my profile low. After
sleeving what I thought was a ghost, I had a nasty shock when I was
jumped by some punks and the morph didn’t perform as expected. I
had a genehacker I know run some scans, turns out I had been given
a splicer with aftermarket mods. I took it back to the clinic, where the
customer service AI politely told me to fuck off. Turns out that my
muse had dropped the ball and contractually I’d agreed to a morph
with certain parameters; the morph met those parameters (barely),
and they called this special package a “ghost.” It apologized for any
confusion but would not offer a refund. Fucking Extropian contracts.

GARUDA • GHOST
¾85
Venusian Glider Variant
GLIDER 
[BIOMORPH] Venusian gliders are designed to survive for many hours in the middle
Gliders are tall and thin, with long, strong limbs and a lightweight acidic-but-habitable layers of Venus’s atmosphere.
build. Gliding membranes allow them to soar through the atmo-
sphere in environments with thicker atmospheres and/or lower
gravity. They gain altitude by riding thermals (which they see with
Venusian Glider
MORPH RECOGNITION GUIDE

enhanced vision). Cost: 3 MP • Avail: 20 (50 on Venus)


Glider WT: 6 • DUR: 30 • DR: 45
Cost: 3 MP • Avail: 20 Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1

WT: 6 • DUR: 30 • DR: 45 Movement Rate: Walker 4/12, Glider 8/32


Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1 Ware: Biomods, Cortical Stack, Enhanced Respiration, Gliding Membranes,
Enhanced Vision, Mesh Inserts, Oxygen Reserve, Vacuum Sealing
Movement Rate: Walker 4/12, Glider 8/32 Morph Traits: Exotic Morphology (Level 1), Limberness (Level 1)
Ware: Biomods, Cortical Stack, Enhanced Respiration, Gliding Membranes, Common Extras: Respirocytes
Grip Pads, Enhanced Vision, Mesh Inserts, Prehensile Feet
Morph Traits: Exotic Morphology (Level 1), Limberness (Level 1)
Common Extras: Respirocytes
GLIDER
Callosum:The gliding membranes mean you either
need smart clothes or a specialized wardrobe.
Regular dumb shirts and pants just don’t work.
GREY
Sequencer: People seem to think these are chimeric
pods. Nope, they’re modi/ied human stock.
Astika:That’s what they want you to think. In truth,
they’re crafted from alien genetics rescued from
Area 51 during the Fall! Or so the conspiracy
of rums tell me.
Plasmid:Keeping true to the homage, the
skincrafters making these shift organs around,
chang the blood color, and even include some
frivolous p“ arts” just so that these don’t look so
human when they get cut open.
Nezumi:There’s a community of people sleeved in
greys in the Martian outback that try to live the
t“ rue Martian” lifestyle. Weird lot, of r sure, but
creative — they’ve produced some interesting
eerie architecture.
GRIEFER
Ammonite: I am consistently amazed at the degree
to which trolls will go. There’s an oligarch on
Luna who pissed someone off either before or
during the Fall. He has literally been stalked by
griefers every day of r the past decade. He’s given
up trying to track the source, and his staff just
destroy them on sight.
Callosum: Aphrodite Prime on Venus has had some
issues lately with griefer /lash mobs. Expect
Morningstar to ban these soon.
Nezumi:I know a scum swarm that runs a griefer
obstacle course on a different asteroid every year.
Very ef w survive the traps, snipers, and general
mayhem.

86¹ GLIDER
Grey
GREY 
[BIOMORPH] Cost: 2 MP • Avail: 20
Originally created as part of a fad based

MORPH RECOGNITION GUIDE


on 20th-century images of aliens, the grey WT: 6 • DUR: 30 • DR: 45
morph soon became popular with eccen- Insight i 2 • Moxie m 0 • Vigor v 0 • Flex f 1
tric scientists and engineers. This morph’s
Movement Rate: Walker 4/20
slender and weak-looking body stands
Ware: Biomods, Circadian Regulation,
only 1.5 meters tall, short compared to
modern transhumans. Its distinctive large Clean Metabolism, Cortical Stack,
head and eyes strike many transhumans Mesh Inserts, Mnemonics
as disturbing. Morph Traits: Exotic Morphology (Level 1),
Unattractiveness (Level 1)

GRIEFER 
[SYNTHMORPH]
Griefers are disposable morphs used by
trolls, vandals, and terrorists to spread
chaos, harass people, antagonize the
authorities, and worse. Griefers have
embedded sound and holographic
display systems to make their presence
known. They are often equipped with
hacking tools and other subversive ware,
from graffiti implements and mounted
sprayers to nanoswarm hives or even
explosives, according to their specific
purpose. Most importantly, they are
built without cortical stacks, so if they
are destroyed, the ego cannot be
interrogated through psychosur-
gery. Griefers are illegal in many
habitats, especially in the Planetary
Consortium, but DRM-free blue-
prints are easy to find in many
darknets, thus making them a persistent
annoyance across the Solar System. in
some systems. A few habitats have
passed laws mandating that destroying a
griefer is not considered murder, assault,
or even destruction of property.

Griefer
Cost: 0 MP • Avail: 70
WT: 4 • DUR: 20 • DR: 40
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 0
Movement Rate: Walker 4/12
Ware: Access Jacks, Auto-Erase, Cyberbrain,
Holographic Projector, Lidar, Magnetic System,
Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1),
Inherent Flaws
Notes: Light Frame (Armor 6/4)

GREY • GRIEFER
¾87
GUARD 
[SYNTHMORPH] HAZER 
[BIOMORPH]
Guards are disguised with a synthetic mask to blend in with Hazers are tall but slight morphs adapted for life in Titan’s dome
biomorphs, for those people uncomfortable with dragging around colonies. They cannot survive unprotected in Titan’s frigid methane
hulking synthmorphs as security personnel. At a casual glance, most environment, but they are insulated to handle a bit of cold. Some
will take them for olympians or furies. Their enhanced senses and hazers have angular or elfin features that are viewed as either
MORPH RECOGNITION GUIDE

built-in weaponry make them effective bodyguards. striking or unsettling.

Guard Hazer
Cost: 8 MP • Avail: 50 Cost: 3 MP • Avail: 40 (80 on Titan)
WT: 9 • DUR: 45 • DR: 90 WT: 7 • DUR: 35 • DR: 53
Insight i 1 • Moxie m 0 • Vigor v 3 • Flex f 1 Insight i 1 • Moxie m 2 • Vigor v 0 • Flex f 1
Movement Rate: Walker 4/12 Movement Rate: Walker 4/20
Ware: Access Jacks, Chem Sniffer, Claws, Cortical Stack, Cyberbrain, Ware: Biomods, Cold Tolerance, Cortical Stack, Mesh Inserts
Enhanced Vision, Hand Laser, Lidar, Mesh Inserts, Mnemonics, Puppet Common Extras: Enhanced Vision, T-Ray Emitter.
Sock, Synthetic Mask, T-Ray Emitter Many have the Striking Looks trait.
Morph Traits: Exotic Morphology (Level 1)
Notes: Medium Frame (Armor 8/6)

Prime Variant
Used by top-of-the-line security personnel
and wealthy and powerful people.

Prime
Cost: 10 MP • Avail: 30
WT: 9 • DUR: 45 • DR: 90
Insight i 1 • Moxie m 0 • Vigor v 3 • Flex f 1
Movement Rate: Walker 4/12
Ware: Access Jacks, Chem Sniffer, Claws,
Cortical Stack, Cyberbrain, Enhanced Vision,
Guardian Nanoswarm Hive, Hand Laser,
Lidar, Mesh Inserts, Microwave Agonizer
(mounted), Mnemonics, Puppet Sock,
Synthetic Mask, T-Ray Emitter,
Weapon Mount (Internal, Static)
Notes: Heavy Frame
(Armor 12/10)

88¹ GUARD • HAZER


GUARD
Eludere:Last op I was on, we had to arrange a
private conversation with a triad boss. His HIBERNOID 
[BIOMORPH] HULDER 
[BIOMORPH]
Hibernoids are transgenic-modified humans Hulder are engineered for survival in the
three sylph companions turned out to be

MORPH RECOGNITION GUIDE


with heavily altered sleep patterns and harsh Titanian wilds and methane seas. In
guards who put up a lot more of a /ight than metabolic processes. Hibernoids have a silhouette, their bodies resemble a long-
we expected. Our quiet snatch job turned decreased need for sleep, requiring only legged great auk, though viewed up close,
into a shredded club and loads of collateral 1–2 hours a day on average. They can also the resemblance to a bird ends. Instead
damage. Had to resleeve two of my team. trigger a form of voluntary hibernation, of feathers, hulder have smooth, rubbery
Lesson learned: scan those bodyguards effectively halting their metabolism and charcoal skin covering a thick layer of
need for oxygen. Hibernoids make excellent nano-augmented blubber.
thoroughly next time.
long-duration space travelers, but these
Pivo:The trick to spotting a shell with a synthetic
mask is to really take a look at the thermal
morphs are also favored by personal aides
and hypercapitalists with non-stop lifestyles.
Hulder
signature. On a close analysis, you’ll /ind hot Cost: 4 MP • Avail: 10 (30 on Titan)
and cold spots that deviate from standard
biomorph sigs. They did a pretty great job
Hibernoid WT: 8 • DUR: 40 • DR: 60
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1
getting it right on these guard morphs, though Cost: 4 MP • Avail: 70
Movement Rate: Walker 4/20
it depends on the manufacturer and model. WT: 7 • DUR: 35 • DR: 53 Ware: Biomods, Bioweave, Cortical Stack,
HAZER Insight i 1 • Moxie m 1 • Vigor v 0 • Flex f 2 Cryogenic Protection, Direction Sense,
Chiro:You never used to see these outside of Movement Rate: Walker 4/20 Enhanced Hearing, Enhanced Vision,
Titan, but they’ve been popping up all over the Ware: Biomods, Circadian Regulation, Long-Term Life Support, Mesh Inserts,
Jovian and Saturnian systems lately. Word is Clean Metabolism, Cold Tolerance, Cortical Oxygen Reserve, Swim Bladder, T-Ray Emitter
they’re popular on gate ops too. Stack, Hibernation, Mesh Inserts Morph Traits: Exotic Morphology (Level 2),
Qi:There was an incident with the main Non-Human Biochemistry (Level 2)
microcorp that produces hazers of r the Common Extras: Chem Sniffer, Digging Claws
Commonwealth. Rumor is they euthanized
a whole generation of of rced-growth clones
and shut down production of r two months.
Whatever happened, they’re keeping a tight
lid on it.
HIBERNOID
Delta-V:True af ct, my original body was
hibernoid. My parents were both /light crew
in the early space days, and some of the /irst
to be given hibernoids of r their jobs. They
liked their morphs so much they purchased
breeding rights from their corp. I don’t think
they really considered the rami/ications of a
kid that would sleep only a ef w hours at a time
of r weeks, then crash of r a week straight.
Callosum: I imagine that impacted your sleeping
rhythms later in life?
Delta-V:The /irst time I sleeved a morph without
the circadian hacks, I thought it was defective.
I still can’t believe it’s normal of r people to
sleep that much on a daily basis.
HULDER
Chiro:The original hulder genetics were stolen
by a group of exhumans shortly after the Fall.
I can only imagine they’re making use of them
somewhere.
Nevermore: I saw a scum wearing one of these
with a custom biosculpt on Extropia a ef w
weeks back. Had a whole pack of swarm cats
of llowing him around. Said he was an ego

¾89
hunter tracking down a bounty.
HIBERNOID • HULDER
Hyperbright HYPERBRIGHT
HYPERBRIGHT 
[BIOMORPH] Cost: 4 MP • Avail: 20 Qi:I wouldn’t mind this morph so much if
A research team on Bright created this everyone who sleeved it didn’t become such
morph to surpass the menton and push WT: 7 • DUR: 35 • DR: 53
an insu/erable know-it-all.
the envelope on intelligence augmentation. Insight i 5 • Moxie m 1 • Vigor v 0 • Flex f 0
Hyperbrights are instantly recognizable Skinwalker: In my experiences, people sleeving
MORPH RECOGNITION GUIDE

Movement Rate: Walker 4/12 hyperbrights just get kinda ... weird. They
by the brightly colored bony crests along
Ware: Biomods, Circadian Regulation, de initely careen o/ into neurodiverse mind
their skulls that help to cool their brains.
They are also designed for microgravity Cortical Stack, Grip Pads, Mesh Inserts, spaces and af ll into mental black holes.
and so favored in the outer system. Many Mnemonics, Prehensile Feet
Callosum: This is just something we’ll be seeing
models, however, are plagued with idio- Morph Traits: Exotic Morphology (Level 1),
syncrasies and quirks due their advanced Non-Human Biochemistry (Level 1) more of. What we consider neurotypical now is
neurochemistry and high metabolism. Common Extras: Drug Glands (Comfurt), not going to be around much longer.
Endocrine Control, Mind Amp, Multi-Tasking, Just Mortal:The rumors of humanity’s death are
Neuromodulation, Oracles. Many have the greatly exaggerated.
Acumen, Addiction, and/or Fast Metabolism
traits.

HYPERGIBBON 
[POD BIOMORPH]
Gibbons are not a candidate for uplift due to
their primitive brain anatomy, but they make
excellent pods with the addition of a cyber-
Hypergibbon
brain. Many primate uplifts choose hypergib- Cost: 2 MP • Avail: 40
bons when they need something small like a WT: 5 • DUR: 25 • DR: 38
neotenic. Built from siamang genestock, the Insight i 0 • Moxie m 1 • Vigor v 2 • Flex f 0
largest of the lesser apes, hypergibbons stand
about 1 meter tall, weigh 15 kilograms, and Movement Rate: Brachiate 8/32, Walker 4/12
typically have black fur and skin (although Ware: Access Jacks, Biomods,
bodysculpting permits many variations). They Brachiating Adaptation, Cortical Stack,
have inflatable throat sacks that allow melo- Cyberbrain, Grip Pads, Mesh Inserts,
dious calls that carry great distances. Their
Mnemonics, Prehensile Feet, Puppet Sock
wrists feature a ball-and-socket joint and also
naturally dislocate to enable easier swinging by
Morph Traits: Exotic Morphology (Level 2),
the arms. Limberness (Level 2),
Non-Human Biochemistry (Level 1)
Notes: Small size

90¹ HYPERBRIGHT • HYPERGIBBON


element of their survival. To complement this lifestyle, scum gene-
IKON 
[INFOMORPH] hackers crafted morphs with the endurance to handle ragers with
Designed for online performers, media icons, and social networkers, copious amounts of sex and drugs. These models became popular

MORPH RECOGNITION GUIDE


this infomorph is coded to enhance charisma and social skills. across the Solar System, particularly with “party tourists” looking
to egocast into a new habitat, go on a week-long bender, and then
Ikon beam back out.
Cost: 1 MP • Avail: 100
WT: 6 • DUR: 30 • DR: 60
Imp
Insight i 1 • Moxie m 3 • Vigor v 0 • Flex f 0 Cost: 5 MP • Avail: 40 (80 in scum swarms)

Ware: Copylock, Memory Lock, Mnemonics WT 7 • DUR 35 • DR 53


Morph Traits: Digital Speed, Insight i 0 • Moxie m 2 • Vigor v 1 • Flex f 1
Exotic Morphology (Level 3) Movement Rate: Walker 4/20
Ware: Biomods, Circadian Regulation, Clean Metabolism, Cortical Stack,
Drug Glands (Moderate Complexity drug), Enhanced Pheromones,
IMP 
[BIOMORPH] Mesh Inserts, Scent Alteration
Shortly after the Fall, the refugees from Earth who would evolve
Common Extras: Cyberbrain, Sex Switch,
into the scum faction struggled for resources under cramped
conditions. Partying and letting off steam became an essential
Toxin Filters

HYPERGIBBON
Chiro: I kind of want to fork some children and
sleeve them in hypergibbons, but that’d
probably be introducing a new x-risk.
Skinwalker: I keep a couple of hypergibbon
sleeves around for my forks. They’re very
handy for home projects — they can get into
anything, and their energy is infectious.
IKON
Zahiri: Some introverts take on infomorphs like
this to improve their people skills, but it just
cranked my social anxiety up to 11.
Psychscaper: There are models with tweaks to
lower inhibitions and heighten serenity.
Rivet: I tried a model made by GlamorOS! that
claims to boost musicality. My pitch, harmony,
and rhythm were all noticably improved.
IMP
mAlice: While I have known people that can party
and fuck forever while imped out (myself
included), in my experience the tourists and
socialites who pop these sleeves just don’t
know how to handle their drugs and make a
mess of themselves anyway.
Stitch: I know a gatecrasher who swears by this
morph thanks to its ability to handle weird
and toxic substances, says it’s saved her ass
from dangerous xenoflora a few times.

IKON • IMP
¾91
KITE 
[SYNTHMORPH]
Kites use their shape-adjusting
composition primarily to configure
into the optimal form for flight given
local atmospheric conditions. Their
MORPH RECOGNITION GUIDE

default form is a turbofan-driven


winged anthroform, light enough to
fly and hover in thin atmospheres and
heavy gravity. Other forms they can take
include a compact and streamlined ionic
mode (ideal for high speeds or maneu-
vering in hurricane-force winds), a butter-
fly-shape with extended wings (for gliding
or tethered effortless station-keeping), or a
winged shape to emulate local aerial life,
among other options.

Kite
Cost: 2 MP • Avail: 40 (70 in gate habs)
WT: 4 • DUR: 20 • DR: 40
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 1
Movement Rate: Walker 4/12;
Choose One: Ionic 8/40, Microlight 8/32,
Thrust Vector (Turbofan) 8/40, Winged 8/32
Ware: Access Jacks, Cortical Stack, Cyberbrain,
Direction Sense, Enhanced Vision, Lidar,
Mesh Inserts, Mnemonics, Puppet Sock, Radar,
Shape Adjusting, T-Ray Emitter
Morph Traits: Exotic Morphology (Level 3)
Notes: Light Frame (Armor 6/4), Small size.
Changing mobility systems takes 1d6 mins.

Fierce Kite Variant Ultra Kite Variant


This slightly more durable model is Ultra kites are larger humanoid-sized
equipped to carry armaments and for versions of kites. They have difficulty
stealth purposes, making it popular with achieving lift in heavier gravity, so they
spies, thieves, and discreet bodyguards. are primarily designated for low-grav and
micrograv environments.
Fierce Kite
Cost: 4 MP • Avail: 30 (60 in gate habs) Ultra Kite
Cost: 4 MP • Avail: 30 (40 in gate habs)
WT: 5 • DUR: 25 • DR: 50
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 1 WT: 7 • DUR: 35 • DR: 70
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 1
Movement Rate: Walker 4/12;
Choose One: Ionic 8/40, Microlight 8/32, Movement Rate: Walker 4/12;
Thrust Vector (Turbofan) 8/40, Winged 8/32 Choose One: Ionic 8/40, Microlight 8/32,
Ware: Access Jacks, Cortical Stack, Cyberbrain, Thrust Vector (Turbofan) 8/40, Winged 8/32
Direction Sense, Enhanced Hearing, Ware: Access Jacks, Cortical Stack, Cyberbrain,
Enhanced Vision, Lidar, Mesh Inserts, Direction Sense, Enhanced Hearing,
Mnemonics, Puppet Sock, Radar, Enhanced Vision, Lidar, Mesh Inserts,
Shape Adjusting, Stealth Coating, Mnemonics, Puppet Sock, Radar,
T-Ray Emitter, Shape Adjusting, Stealth Coating,
Weapon Mounts (2, Internal and Articulated) T-Ray Emitter,
Morph Traits: Exotic Morphology (Level 3) Weapon Mounts (2, Internal and Articulated)
Notes: Light Frame (Armor 6/4), Small size. Morph Traits: Exotic Morphology (Level 3)
Changing mobility systems takes 1d6 minutes. Notes: Medium Frame (Armor 8/6)

92¹ KITE
KITE
Nova Vida: Having kites in the group has
saved a gatecrashing op I’ve been on MENTON 
[BIOMORPH] MIMIC 
[SYNTHMORPH]
Mentons are genetically modified to increase With the ability to alter shape and appear-
more than once. Never underestimate

MORPH RECOGNITION GUIDE


cognitive abilities, particularly learning ance, a mimic can disguise itself as almost
the value of eyes in the sky. ability, creativity, attentiveness, and memory. any small household object, such as a
Rivet:Their light weight and small size They are favored by academics, intellectuals, briefcase, cleaning robot, furnishing, or
are a disadvantage in high-speed scientists, and engineers. appliance. It can also fit through small
spaces and hide itself with great ease,
atmospheres. They just get tossed
around like ping-pong balls. If the
Menton making it ideal for infiltration and sabo-
Cost: 4 MP • Avail: 60 tage missions. In its basic form, with its
winds are serious, take the ultra kite limbs retracted, this morph is a simple
model. WT: 7 • DUR: 35 • DR: 53 head-sized cube. With its limbs at full
MENTON Insight i 3 • Moxie m 1 • Vigor v 1 • Flex f 1 extension, it can stand up to two meters
Sun Bu’er:I wore one of these of r about tall and reach two meters away.
Movement Rate: Walker 4/20
a year. I still lost things all the time, Ware: Biomods, Cortical Stack, Mesh Inserts,
misread social cues, and walked into Mnemonics Mimic
traf/ic while daydreaming. Smarts are Cost: 4 MP • Avail: 30
no substitute of r common sense. WT: 5 • DUR: 25 • DR: 50
Psychscaper: A ten-year study on Insight i 0 • Moxie m 1 • Vigor v 0 • Flex f 2
people who sleeved mentons and
Movement Rate: Walker 4/20
then resleeved to a morph without
Ware: Access Jacks, Chameleon Skin,
intelligence mods has shown a strong Cortical Stack, Cyberbrain, Enhanced Vision,
correlation with depression and Grip Pads, Lidar, Mesh Inserts,
substance abuse. Mnemonics, Puppet Sock, Shape Adjusting,
Sequencer: Once you go brainiac, you Retracting Limbs, Skinflex, Telescoping Limbs,
can’t go back. T-Ray Emitter
MIMIC Morph Traits:
Stitch:The drawback to mimicking things Enhanced Behavior (Patience, Level 2),
is that people sometimes expect you to Exotic Morphology (Level 3)
Notes: Light Frame (Armor 6/4), Small size
be what you’re pretending to be. One
time I was scouting an arms dealer’s
warehouse and the guards came
around, so I made like a small cargo
container. Next thing I knew, I was
loaded up in a pressurized vessel and
on my way to the Main Belt. Wasn’t
able to reconnect with my team of r 6
months.
Ruqinzhe: That’s nothing. I made like
a kitchen appliance once, but when I
didn’t work like expected, I was tossed
directly into the kitchen disassembler.
Luckily the disassembler was smart
enough to recognize and not take
apart my stack, and my crew rescued
me later.

MENTON • MIMIC
¾93
NAUTILOID
Delta-V:Something about carrying a crew around
inside me really triggers my mothering instincts.
Psychscaper: That’s intentional. It’s a ef ature added
to many vehicle cyberbrains; the urge to protect
MORPH RECOGNITION GUIDE

helps avoid situations where you of rget about


passengers entirely, to their detriment.
NEO
Cryptid: Remember how when these came out
they made a big deal about how you could
customize your avatar and experience, and then
every virtual of/ice in existence immediately
implemented policies restricting you to the most
boring look and interface imaginable?
Callosum: This one is often assigned to indentures.
It’s common to modify the code. Usually
it’s low-level stu ff—ffcognitive limiters and
endorphine synthesizers to make you work af st
NAUTILOID 
[SYNTHMORPH] NEO 
[INFOMORPH] and stupidff—ffbut Cognite and others experiment
Nautiloids are a hybrid of short-range Neo infomorphs are commonly assigned
with “loyalty enhancement” tweaks, including
spacecraft and submersible capable of to hypercorp virtual work forces.
holding up to six passengers and their tailored anxiety disorder analogues that make
gear. The morph is shaped like a van-sized
nautilus, with crew space in the head
Neo you nervous if you think about shirking work.
Nezumi:If this is true, it would explain why Cognite
and shell. A cluster of tentacular limbs Cost: 2 MP • Avail: 100
snapped up a bunch of those Nine Lives guys
mounted under the observation ports WT: 6 • DUR: 30 • DR: 60 during that recent dust-up on Legba.
in the head provide both fine and brute Insight i 1 • Moxie m 1 • Vigor v 0 • Flex f 1 Scent.In.Hell:Horse shit, this is just typical
force manipulation. Originally created for
comet and asteroid mining, the design also Ware: Copylock, Memory Lock, Mnemonics, anarchist propaganda meant to smear
proved useful for oceanic exploration by Skillsoft (2, any), Skillware hypercorps.
gatecrashing teams and Europans. Morph Traits: Digital Speed,
A nautiloid’s life-support system can NEOfiAVIAN
Exotic Morphology (Level 3) Skinwalker: I sleeved a neo-parrot skin once. I lost
support its occupants for 1 week before
replenishing — indefinitely if it has a track of the number of times I was hit with “bird
source of hydrogen and oxygen. brain” slurs. It really gave me a new perspective
on what uplifts have to put up with.
Nautiloid Nevermore: A lot of tourists take a neo-avian
Cost: 25 MP • Avail: 20 (40 in the Main Belt) sleeve, thinking they’re going to experience the
WT: 40 • DUR: 200 • DR: 400 life-long dream most humans seem to have
Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 0 of /lying. Then they crash into a wall /ive or six
times, realize they have no knack of r it, and go
Movement Rate: Submarine 8/40, back to their ef atherless of rms.
Thrust Vector (Rocket) 8/40
Ware: Access Jacks, Autocook, NEOfiBELUGA
Cortical Stack, Cyberbrain, Skinwalker: My biggest issue with this morph was
Cryogenic Protection, Disassembly Tools, getting used to swallowing things whole, without
Emergency Bubble, Extra Limbs (2 pairs), chewing them.
Industrial Armor (+6/+4), Large Fabber, Cymascopist: Look of r the price tag on these
Life Support, Mesh Inserts, Mnemonics, morphs to shoot up soon. Somatek has seen
Pressure Adaptation, Puppet Sock, Radar, steadily declining pro/its on it since roll-out, and
Radiation Tolerance, Sleds (2), Sonar, there’s just not a large enough population of
Retracting Limbs, T-Ray Emitter uplifted belugas to make it worth their while to
Morph Traits: Exotic Morphology (Level 3) develop new iterations.
Common Extras: Healing Vat, Vacsuits Pivo:There’s a group of neo-beluga uplifts looking
Notes: Heavy Frame (Armor 12/10, 18/14 with to buy out Somatek’s genetic IP just to open
industrial armor), Very Large size, 6 limbs
source it all.

94¹ NAUTILOID • NEO


NEO-BELUGA 
[UPLIFT BIOMORPH]

MORPH RECOGNITION GUIDE


Neo-belugas are the smallest and most numerous of the surviving whale uplifts, ranging from
3 to 5.5 meters in length. They are white-skinned with no dorsal ridge, toothed, and have the
distinction of being the only whales that can swim backwards. They can safely descend to
about 1,000 meters at 1 g; deeper requires the pressure adaptation mod.

Neo-Beluga
Cost: 3 MP • Avail: 10 (30 in aquatic habs)
WT: 9 • DUR: 45 • DR: 68
Insight i 1 • Moxie m 1 • Vigor v 1 • Flex f 1
Movement Rate: Swim 4/20
Ware: Asymmetric Sleep, Biomods, Cold Tolerance, Cortical Stack, Enhanced Hearing,
Enhanced Respiration, Gills, Mesh Inserts, Sonar
Morph Traits: Exotic Morphology (Level 2), Lack of Manipulators, Lack of Smell,
Non-Human Biochemistry (Level 1)
Common Extras: Cyberarms, Extra Limbs
Notes: Large size

NEO-AVIAN 
[UPLIFT BIOMORPH]
Neo-avians include ravens, crows, and gray
parrots uplifted to human-level intelli-
gence. Their physical sizes are much larger
than their non-uplifted cousins (to the size
of a human child), with larger heads for
their increased brain size. Numerous trans-
genic modifications have been made to
their wings, allowing them to retain limited
flight capabilities at 1 g, but giving them a
more bat-like physiology so they can bend
and fold better and adding primitive digits
for basic tool manipulation. Their toes are
also more articulated and now accompa-
nied with an opposable thumb. Neo-avians
have adapted well to microgravity environ-
ments, and are favored for their small size
and reduced resource use.

Neo-Avian
Cost: 0 MP • Avail: 50
WT: 5 • DUR: 25 • DR: 38
Insight i 2 • Moxie m 1 • Vigor v 0 • Flex f 0
Movement Rate: Walker 2/8, Winged 8/40
Ware: Biomods, Claws, Cortical Stack,
Direction Sense, Enhanced Vision,
Mesh Inserts, Prehensile Feet, Wings
Morph Traits: Exotic Morphology (Level 3),
Non-Human Biochemistry (Level 2)
Notes: Beak/Claw Attack (DV 2d6), Small size

NEO-AVIAN • NEO-BELUGA
¾95
NEO-BONOBO/CHIMP
NEO-BONOBO/CHIMP 
[UPLIFT BIOMORPH] Callosum: Even though some body banks
Like other neo-hominids, uplifted bonobo and chimpanzee lump the neo-hominid species together,
morphs feature enhanced intelligence and bipedal frames. it’s worth knowing that they don’t all feel
Their long arms and prehensile feet are a boon for climbing
the same.
and maneuvering in microgravity environments. They
MORPH RECOGNITION GUIDE

retain the body hair of their forebears, though it is a Skinwalker: Bonobo neural architecture
common cultural practice to dye, stylize, or otherwise and natural hormonal levels are not for
manipulate it. Transgenic vocal systems allow them to the inexperienced. If you’re new to the
speak as humans do. morph, you may want to request the
special cocktail of hormones that brings
Neo-Bonobo/Neo-Chimp their responses more in line with human
Cost: 1 MP • Avail: 50 norms. If you think you want to go “full
bonobo,” then step down off the inhibitors
WT: 6 • DUR: 30 • DR: 45
over a period of days; don’t go cold turkey.
Insight i 0 • Moxie m 2 • Vigor v 1 • Flex f 0
NEO-DOLPHIN
Movement Rate: Walker 4/12
Plasmid: Some dolphin strains incorporate
Ware: Biomods, Cortical Stack, Enhanced Smell,
a vertebrae hack taken from belugas that
Mesh Inserts, Prehensile Feet
allows them to turn their heads laterally,
Morph Traits: Exotic Morphology (Level 1),
so they can look behind them without
Non-Human Biochemistry (Level 1)
needing to turn their body.
Cymascopist: Among certain uplift criminal
NEO-DOLPHIN 
[UPLIFT BIOMORPH]
crews, a popular modification is to get
Dolphin uplifts are very physiologically similar to further reinforcement on the entire
baseline dolphins. Most range in size from 2 to 4 head and neck area to allow for better
meters. They are torpedo-shaped fast swimmers, ramming.
with conical teeth, long snouts, and blow holes.
Pivo: Ah that explains it, I thought my group
They can safely dive to about 1,000 meters at 1 g.
had been hit by some sort of experimental
Neo-Dolphin pod or synth cetacean on an op recently.
We thought there was no way a biomorph
Cost: 2 MP • Avail: 10 (50 in aquatic habs) could hit that hard. These guys were
WT: 8 • DUR: 40 • DR: 60 moving way fast, too.
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1
Movement Rate: Swim 8/40
Ware: Asymmetric Sleep, Biomods,
Cold Tolerance, Cortical Stack, Enhanced Hearing,
Enhanced Respiration, Gills, Mesh Inserts, Sonar
Morph Traits: Exotic Morphology (Level 2),
Lack of Manipulators, Lack of Smell,
Non-Human Biochemistry (Level 1)
Common Extras: Cyberarms, Extra Limbs
Notes: Large size

96¹ NEO-BONOBO/CHIMP • NEO-DOLPHIN


NEOfiGORILLA
MoxieHarper: The prevalence of gorillas in
NEO-GORILLA 
[UPLIFT] NEO-NEANDERTHAL [UPLIFT] certain pop culture products has made
Neo-gorillas benefit from enhanced cognition This morph is derived from fossilized

MORPH RECOGNITION GUIDE


and upright stances like other neo-hominids, Neanderthal DNA, uplifted and enhanced to this a popular morph among those that
though they are not as adept at climbing. They transhuman equivalence. Neanderthal morphs want to project a certain air of toughness
stand roughly as tall as humans and have appear muscular with a heavy bone structure, and, dare I say, badassery without having
stronger and larger frames. distinctively long skulls, heavy brow ridges, and to go synth.
weak chins. Pale complexions and red hair are
Cacophonous: Uplifted homs in general, and
Neo-Gorilla common features.
particularly uplifted gorillas, have been
Cost: 3 MP • Avail: 40
Neo-Neanderthal dealing with the backlash of these media
depictions. A lot of people see neo-gorillas
WT: 9 • DUR: 45 • DR: 68 Cost: 2 MP • Avail: 35
Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 1 and automatically think they’re thugs or
WT: 7 • DUR: 35 • DR: 53 mobbed up with some syndicate.
Movement Rate: Walker 4/12 Insight i 0 • Moxie m 1 • Vigor v 2 • Flex f 1
Ware: Biomods, Cortical Stack, Enhanced Smell, NEOfiNEANDERTHAL
Mesh Inserts, Prehensile Feet Movement Rate: Walker 4/20 Cacophonous: First person to make a low-
Morph Traits: Exotic Morphology (Level 1), Ware: Biomods, Cortical Stack, Mesh Inserts brow joke gets cut.
Non-Human Biochemistry (Level 1) Morph Traits: Shark-Souled: There’s a small but ef/icient
Non-Human Biochemistry (Level 1) neo-neanderthal terrorist out/it that
has bombed several body banks that
o ered neanderthal morphs to non-
neanderthals. They argue that as a
species, they should be in control of their
own genetics. They’ve even gone so af r as
r“ epossessing” morphs that were in use.

NEO-GORILLA • NEO-NEANDERTHAL
¾97
NEO-OCTOPUS
NEO-OCTOPUS 
[UPLIFT] Pivo: The best part about watching humans
Colloquially known as “octomorphs,” these sleeve into octomorphs is how weirded out
uplifted octopus sleeves are quite useful in you get about the arms having minds of
zero-gravity environments. They retain eight
their own. Human limbs seem dumb and
arms, their chameleon ability to change skin
MORPH RECOGNITION GUIDE

color, ink sacs, and a sharp beak. They also lifeless by comparison.
have increased brain mass and longevity, Ruqinzhe: For non-octopi, it can take a while to
can breathe both air and water, and lack get used to, but these things are excellent
a skeletal structure so they can squeeze for infiltration ops. You’d be surprised how
through tight spaces. Octomorphs typically
many facilities gear their security towards
crawl along in zero gravity using their arm
suckers and expelling air for propulsion; in
humanoid-sized intruders or synthetics.
low gravity they walk on two of their arms. There are usually lots of places an octo-
Their eyes have been enhanced with color morph can exploit.
vision, provide a 360-degree field of vision, Sun Bu’er: There’s a group of exhuman uplifts
and rotationally adjust to keep the slit- who like to engulf their victims with scary
shaped pupil aligned with “up.” A transgenic
octomorphs: bone plates, hooks on the
vocal system allows them to speak.
arms, tailored toxin production, and custom
Neo-Octopus smart-material beaks that deform to allow
them to squeeze into very, very small places.
Cost: 3 MP • Avail: 35
NEO-ORANGUTAN
WT: 6 • DUR: 30 • DR: 45 Sun Bu’er: Orangs often get overlooked. Truth
Insight i 1 • Moxie m 1 • Vigor v 1 • Flex f 2 is, all the neo-orang uplifts I’ve ever known
Movement Rate: are totally mellow people. Having sleeved
Swim 4/20, Thrust Vector (Gas Jet) 4/12, an orang on a skeleton-crew mining op once,
Walker 2/8 I can see why. The morph is just so smooth
Ware: 360-Degree Vision, Biomods, and easy, the closest I can come to it in my
Chameleon Skin, Cortical Stack, Gills, splicer is when I’m doing tai chi; it just flows.
Mesh Inserts, Polarization Vision You’re powerful but not obvious about it.
Morph Traits: Exotic Morphology (Level 3),
NEO-ORCA
Limberness (Level 2),
Shark-Souled: Having seen the variants
Non-Human Biochemistry (Level 2)
available for other uplift morphs, a lot of
Notes: 8 prehensile arms, Beak Attack (DV 1d10),
Ink Attack (use Athletics, blinding, 5-meter neo-orcas are clamoring for something more
uniform area-effect in water and micrograv) updated. There’s nothing wrong with the
neo-orca morph per se, but there’s only so
much dermal plating and enhanced muscles
NEO-ORANGUTAN [UPLIFT] can do.
Neo-orangutans have the same uplifted
features as their neo-hominid cousins. Cacophonous: By “a lot of neo-orcas,” you
Compared to humans, their legs are mean Rising Tide, yes? They’re not satisfied
shorter and arms longer. Neo-orangutans with a multi-ton biological killing machine
tend to be more solitary than social. anymore?
Shark-Souled: Not just Rising Tide, though this
Neo-Orangutan is an issue they’ve been using to garner new
Cost: 3 MP • Avail: 35 recruits. In fact, a lot of uplifted cetaceans
WT: 7 • DUR: 35 • DR: 53 feel we’ve gotten the short end of the stick
Insight i 1 • Moxie m 1 • Vigor v 2 • Flex f 0 when it comes to morph variety.
Cymascopist: She’s not wrong, other than
Movement Rate: Walker 4/12
the surya most of our options are just
Ware: Biomods, Cortical Stack, Enhanced Smell,
genetweaked versions of the originals.
Mesh Inserts, Prehensile Feet
The neo-orcas are just being a little more
Morph Traits: Exotic Morphology (Level 1),
Limberness (Level 1), assertive about it than the rest of us.
Non-Human Biochemistry (Level 1)
Notes: Reach (+10)

98¹ NEO-OCTOPUS • NEO-ORANGUTAN


MORPH RECOGNITION GUIDE
Neo-Orca NEO-PIG
NEO-ORCA 
[UPLIFT BIOMORPH] Cost: 4 MP • Avail: 10 (30 in aquatic habs) Plasmid: Since someone always asks: yes, some
Though colloquially referred to as killer
WT: 10 • DUR: 50 • DR: 75 models still have the corkscrew genitalia.
whales, orcas are actually members of the
dolphin family. They range from 5 to 8 Insight i 1 • Moxie m 0 • Vigor v 3 • Flex f 1 Others don’t. If that’s the sort of thing that
meters in length, have distinct black-and- interests you/squicks you out, I suggest
Movement Rate: Swim 8/40
white coloration, and bit with powerful asking first.
Ware: Asymmetric Sleep, Biomods,
jaws. Males also have larger and more Skinwalker: Another solid morph but, ugh, so
triangular pectoral fins. They can safely Cold Tolerance, Cortical Stack,
Enhanced Hearing, Enhanced Respiration, Gills, many bad bacon jokes.
dive to about 1,000 meters at 1 g.
Mesh Inserts, Sonar Qi: Speaking of neo-pigs and jokes, an anarchist
Morph Traits: Exotic Morphology (Level 3), collective that goes by the name Blackhawk
Lack of Manipulators, Lack of Smell, Pharm recently hacked an entire order of
Non-Human Biochemistry (Level 1) replacement morphs for a Direct Action
Common Extras: Cyberarms, Extra Limbs VIP security squad, replacing all of their
Notes: Very Large size, Bite Attack (DV 3d10 +5) olympians with neo-pigs. They didn’t have
the time to arrange for new morphs, and the
NEO-PIG 
[UPLIFT BIOMORPH] vid of them protecting their clients went viral
Uplifted pig morphs are bipedal and and became a scandal in certain social circles.
feature transgenic hands, feet, and vocal Y’know, the bigoted kind.
systems. They tend to be slightly shorter
than the average transhuman but much
stockier. Males grow tusks from their lower
jaws.
Neo-Pig
Cost: 1 MP • Avail: 30
WT: 7 • DUR: 35 • DR: 53
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Mesh Inserts
Morph Traits: Exotic Morphology (Level 1),
Non-Human Biochemistry (Level 1)
Common Extras:
Many have the Impaired Balance trait.

NEO-ORCA • NEO-PIG
¾99
Neotenic
NEO-PORPOISE [UPLIFT BIOMORPH] Cost: 2 MP • Avail: 50
Neo-porpoises are smaller but very similar
to neo-dolphins, with blunter snouts, and are WT: 6 • DUR: 30 • DR: 45
much like their baseline relatives. They range Insight i 2 • Moxie m 1 • Vigor v 1 • Flex f 0
from 1.5 to 2.5 meters in length. They can
MORPH RECOGNITION GUIDE

safely dive to about 1,000 meters at 1 g. Movement Rate: Walker 4/12


Ware: Biomods, Circadian Regulation, Cortical Stack,
Neo-Porpoise Mesh Inserts
Cost: 1 MP • Avail: 10 (50 in aquatic habs) Morph Traits: Exotic Morphology (Level 1)
Notes: Small size
WT: 7 • DUR: 35 • DR: 53
Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 0
NEO-WHALE 
[UPLIFT BIOMORPH]
Movement Rate: Swim 8/40 Less than several hundred neo-whale morphs
Ware: Asymmetric Sleep, Biomods, Cold Tolerance, exist, and the majority remain occupied by
Cortical Stack, Enhanced Hearing, Enhanced their original egos. They are primarily found
Respiration, Gills, Mesh Inserts, Sonar on Ceres and Atlantica. They are derived from
humpback, blue, and sperm whale genetic
Morph Traits: Exotic Morphology (Level 2),
stock. Humpbacks and blues are baleen
Lack of Manipulators, Lack of Smell, Non-Human whales and require large amounts of krill to
Biochemistry (Level 1) survive. Sperm whales are toothed, feeding on
Common Extras: Cyberarms, Extra Limbs fish and squid. They can safely dive to about
Notes: Some are Large size 3,000 meters at 1 g.

NEOTENIC 
[BIOMORPH]
Neo-Whale
Neotenics are transhumans modified to Cost: 5 MP • Avail: 5 (10 in aquatic habs)
retain a child-like form. They are smaller, WT: 12 • DUR: 60 • DR: 90
more agile, inquisitive, and less resource-de- Insight i 1 • Moxie m 2 • Vigor v 2 • Flex f 2
pleting, making them ideal for habitat living
and spacecraft. Some people find neotenic Movement Rate: Swim 8/40
sleeves distasteful, especially when employed Ware: Asymmetric Sleep, Biomods,
in certain media and sex work capacities, but Cold Tolerance, Cortical Stack, Enhanced Hearing,
most are designed to be neuter-gendered. Enhanced Respiration, Gills, Mesh Inserts, Sonar
Morph Traits: Exotic Morphology (Level 3),
Lack of Manipulators, Lack of Smell, Non-Human
Biochemistry (Level 1)
Common Extras: Cyberarms, Extra Limbs
Notes: Very Large size, Bite Attack (DV 4d10 +5)

100¹ NEO-PORPOISE •NEOTENIC •NEO-WHALE


NEO-PORPOISE
Shark-Souled: Fast and small, just add chameleon NOMAD 
[BIOMORPH]
skin for the perfect aquatic scout. Manufacturers The nomad biomorph is optimized for

MORPH RECOGNITION GUIDE


have started making smaller models to meet operating in desert environments. They
incorporate many transgenic traits from
the demand for both security and for sporting
camels: thicker eyelashes to keep out
enthusiasts who enjoy the ability to dart among sand, a third eyelid to dislodge grit, a
undersea obstacles. complex of arteries and veins for better
Cymascopist: Your comment highlights an issue for brain cooling, elongated noses to trap
many uplifts. For us these morphs are our most exhaled water vapor, and sometimes
hooves. They carry a distributed network
natural bodies. Ideally, we’d like them to be a
of fat tissue that can be relocated around
fusion of what we have evolved into and modern their body to adapt to high or low
functionality. But uplifts, particularly cetaceans, temperatures. This tissue can be rapidly
are such a minority of the market that we get metabolized for energy and water,
edged out in favor of the demands of big-budget allowing them to survive for 1–2 months
military contractors and tourists. What this without food or water.
means is that we often end up with morphs that
are not optimized for us, but rather for homo saps. Nomad
NEOTENIC Cost: 3 MP • Avail: 20
Psychscaper: These are illegal in some biocon habs, WT: 7 • DUR: 35 • DR: 53
just like like it’s illegal for adults to sleeve into Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 1
minor-aged morphs and vice versa.
Movement Rate: Walker 4/20
mAlice: I understand the sex aspect weirds some Ware: Biomods, Cold Tolerance, Cortical Stack,
people out, but it’s easy to get a neotenic that is Direction Sense, Efficient Digestion,
neuter — in fact, it’s the most common morph to Heat Tolerance, Mesh Inserts
get in neuter form. Common Extras: Bodysculpting (Hooves),
Stitch: I don’t need to be sleeved in a neotenic to be Respirocytes, Toxin Filters. Many have the
reminded that I’m still a kid at heart. Unattractiveness trait.
NEO-WHALE
Skinwalker: It’s a rare privilege to take a swim in
NOVACRAB 
[POD BIOMORPH]
Bioengineered from coconut crab and
one of these. Anyone had a chance? spider crab stock and grown to a larger
Ruqinzhe: I have. I won a bet in an online gambling (human) size, novacrabs are ideal for Novacrab
tournament where my opponent had put his hazardous work environments as well as
vacworker, police, or bodyguard duties. Cost: 4 MP • Avail: 50
morph on the table. Turns out I beat a neo-whale.
They climb and handle microgravity WT: 9 • DUR: 45 • DR: 68
I didn’t have the heart to tell him I cheated, so I
well and can withstand a wide range Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 0
simply took it for a spin for a week before giving of atmospheric pressure (and sudden
it back. Majestic. pressure changes) from vacuum to deep Movement Rate: Walker 4/20
NOMAD sea. They are equipped with ten 2-meter Ware: Access Jacks, Biomods, Carapace Armor
Delta-V: Ah, the morph of choice for the survivalist long legs, massive claws, chitinous armor, (+6/+7), Cold Tolerance, Cortical Stack,
compound eyes (with human-equivalent Cyberbrain, Enhanced Respiration, Gills,
wanna-bes. Last time I was on Extropia, I saw
image resolution), gills, dexterous manip- Mesh Inserts, Mnemonics, Oxygen Reserve,
dozens of these walking around, sipping drinks ulatory digits on their fifth set of limbs,
in cafes, telling other people how prepared they Puppet Sock, Vacuum Sealing
and transgenic vocal cords.
were for when the end came. The ultimates Morph Traits: Exotic Morphology (Level 3),
better step up their game with the remades Non-Human Biochemistry (Level 2)
Notes: Claw Attack (DV 2d10)
if they want to keep the market of dingbat
apocalypse seekers in their pocket.
Sun Bu’er: Those of you thinking of picking one
up might want to wait. Fortean has the nomad
completely hacked and is optimizing it.
NOVACRAB
Expat: These things squick me out when they eat.
Just Mortal: The question everyone wants to know
is: how do their legs taste?
Sun Bu’er: An exhuman I once spoke to told me they
were “delicious, but not as good as splicer.” NOMAD • NOVACRAB
¾101
OBSERVER
OBSERVER 
[BIOMORPH] OLYMPIAN 
[BIOMORPH] Qi: Quis custodiet ipsos custodes?
Observers are enhanced for perceptive, Olympians are human upgrades with Psychscaper: I’d guess it would be whoever
analytical, and investigative capabilities. improved athletic capabilities like endurance,
is paying them. But the point is well taken;
They are favored by detectives, journalists, hand-eye coordination, and cardiovascular
and those with an interest in details, puzzles, functions. Olympians are common among organizations with secrets to keep don’t keep
MORPH RECOGNITION GUIDE

and thin-slicing. athletes, dancers, freerunners, gatecrashers, observers on staff.


and soldiers. OLYMPIAN
Observer Olympian mAlice: The morph of choice for inner-system
Cost: 4 MP • Avail: 40 athlete wanna-bes and for the rich and
Cost: 4 MP • Avail: 60
connected seeking discreet muscle that still
WT: 7 • DUR: 35 • DR: 53
WT: 8 • DUR: 40 • DR: 60 looks good. You go to any upscale vacation
Insight i 2 • Moxie m 2 • Vigor v 0 • Flex f 0
Insight i 1 • Moxie m 1 • Vigor v 3 • Flex f 1 spot and the place is crawling with these
Movement Rate: Walker 4/20 morphs. A lot of the yahoos who sleeve
Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Enhanced Vision, olympians think they’re much stronger than
Ware: Biomods, Cortical Stack, Mesh Inserts
Oracles, Mesh Inserts, Mnemonics they are and pull a muscle or rip a tendon.
Common Extras: Enhanced Hearing, Mind Amp,
Parallax: Skinaesthesia makes a sweet olympian
Multi-Tasking, T-Ray Emitter
variant with muscle augmentation and bone
strengthening. Sure, you can get this done
aftermarket, but the custom grow just feels so
much sweeter. It also has special subdermal
glands that make the skin look all oiled up.
These things have gotten a lot of good word-
of-mouth in both the legal and illegal fight
circuits — they’re big, strong, and look good
giving a beat down.
OOBLECK
Pivo: Not suprisinglt, but neo-octopi love these.
Stitch: Though similar in function, these feel
quite different than flexbots. The liquid nature
of the form takes some adjustment.
GraxaGirl: The first released versions of these
included hard-coded shape limitations to
prevent people from forming “obscene”
shapes. They were hacked within a week.
OPERATOR
Jinx: The drone-rig simsense on these really
varies in quality, from hi-def “in-the-action” to
sluggish “watching-the-action via telescope.”
OPTERYX
Nova Vida: Our team’s scout swears by these
things, says nothing beats them for feeling
like you’re just eating up ground on a scouting
op. Having seen her in action, I can’t help
but agree. The opteryx just flows between
running, flying, gliding, and jumping without
effort.
Eludere: A crew I know that makes quick runs
into the TQZ for small packages uses these
too. They like the size and ability to avoid
detection by staying under radar range and
dipping into crevices and caves to avoid
satellite coverage.

102¹ OBSERVER • OLYMPIAN


OOBLECK 
[SYNTHMORPH] OPTERYX 
[SYNTHMORPH]
Also known as gloops, ooblecks are This one-meter tall synthetic dinosaur

MORPH RECOGNITION GUIDE


shapechanging morphs consisting is a fast and light-weight runner,
of reconfigurable components in a climber, and flyer. Its wings are fully
shear-thickening liquid matrix with a soft, functional arms equipped with claws.
flexible outer skin. Though they often take This morph is favored by gatecrashers
on a blob-like, amorphous state, they can and neo-avians in the dinosaur-
transform themselves into all manner identity subculture.
of shapes, including consolidating into
more rigid forms. They can ooze through
openings as small as 10 centimeters in
Opteryx
diameter. Though their shape-changing Cost: 4 MP • Avail: 30 (50 in gate/uplift habs)
options are more limited than flexbots, WT: 5 • DUR: 25 • DR: 50
they can transform more quickly. Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 2

Oobleck Movement Rate: Walker 8/32, Winged 8/32


Ware: Access Jacks, Claws, Cortical Stack,
Cost: 1 MP • Avail: 30
Cyberbrain, Enhanced Vision, Grip Pads,
WT: 5 • DUR: 25 • DR: 50 Lidar, Mesh Inserts, Mnemonics, Pneumatics,
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 1 Puppet Sock, Prehensile Tail, Wings
Morph Traits: Exotic Morphology (Level 3)
Movement Rate: Ooze 2/8
Notes: Light Frame (Armor 6/4), Small size
(also Walker 4/12 or Roller 8/40)
Ware: 360-Degree Vision, Access Jacks,
Cortical Stack, Cyberbrain, Mesh Inserts,
Mnemonics, Lidar, Modular Design, Oozeware,
Puppet Sock
Morph Traits: Exotic Morphology (Level 3)
Notes: Armor 4/0, Small size

OPERATOR 
[INFOMORPH]
This infomorph is ideal for professions
that involve drone remote operation,
whether maintenance bot fleets, surveil-
lance drones, or fighter craft and combat
machines.
Operator
Cost: 2 MP • Avail: 100
WT: 7 • DUR: 35 • DR: 70
Insight i 3 • Moxie m 0 • Vigor v 0 • Flex f 1
Ware: Drone Rig, Mnemonics, Oracles
Morph Traits: Digital Speed,
Exotic Morphology (Level 3)

OOBLECK • OPERATOR • OPTERYX


¾103
MORPH RECOGNITION GUIDE

ORNITHOPE
Nezumi: I’ve sampled neo-avian morphs before,
and this was quite a ride. Can’t say I’d favor it,
but it definitely does what it does well.
Nevermore: As a neo-corvid, I was quite pleased
to see this model hit the market. There’s an
unfortunate lack in synthmorphs tailored to
Blackbird Variant our peculiarities — and to uplift sensibilities
ORNITHOPE 
[SYNTHMORPH] When they’re seen at all, these synth- in general.
Synthetic birds manufactured to appeal morphs resemble a matte gray neo-corvid Nova Vida: I took a blackbird for an exoplanet
to neo-avians. They come in a variety with many odd, sharp angles. Blackbirds recon op; it was great. I flew undetected
of shapes and styles, from corvids and are consummate stealth morphs, designed
and followed the targets for kilometers.
parrots to forms imitating other known to evade observation during recon or infil-
birds or even fantasy winged creatures. tration. In part due to aesthetics, they’re a
Unfortunately, one of the the local flying
favorite of neo-ravens. carnivorous fauna specimens mistook me for
Ornithope a morsel, so I lost ‘em. Hope I gave the bugger

Cost: 4 MP • Avail: 40 Blackbird indigestion.


Cost: 5 MP • Avail: 25 OVERMIND
WT: 6 • DUR: 30 • DR: 60 Njál: My friend refers to these as “infomorph god
Insight i 2 • Moxie m 1 • Vigor v 0 • Flex f 0 WT: 6 • DUR: 30 • DR: 60
mode.”
Insight i 1 • Moxie m 1 • Vigor v 1 • Flex f 0
Movement Rate: Walker 2/8, Winged 8/32 Voight-Kampff: There’s a reason why overminds
Ware: Access Jacks, Claws, Cortical Stack, Movement Rate: Walker 2/8, Winged 8/32 are often monitored by security for signs of
Cyberbrain, Direction Sense, Enhanced Vision, Ware: Access Jacks, Claws, Cortical Stack, intelligence augmentation or exponential
Mesh Inserts, Mnemonics, Prehensile Feet, Cyberbrain, Direction Sense, Enhanced Hearing, growth.
Puppet Sock, Radar, Wings Enhanced Vision, Mesh Inserts, Mnemonics,
Morph Traits: Exotic Morphology (Level 3) Prehensile Feet, Puppet Sock, Radar, PLEASURE POD
Notes: Light Frame (Armor 6/4), Small size Stealth Coating, Wings Rivet: The morph scoring highest in mesh graffiti
Morph Traits: Exotic Morphology (Level 3) mentions for ten years running.
Notes: Light Frame (Armor 6/4), Small size mAlice: It’s a challenge keeping up with ever-
evolving street slang for these morphs. Some
of my favorite current contenders: tripod,
fleshpod, bokkie, doll, Ken/Barbie, moffie,
p-date, trick, AC/DC, squirter, and mı̄mı̄.
Nezumi: Now that that is out of the way; these
morphs aren’t just for sex workers. I know of
one brinker community that raises their kids
in pleasure pods so they can be raised with a
more fluid gender identity.

104¹ ORNITHOPE
OVERMIND 
[CORE MORPH] PLEASURE POD [POD BIOMORPH]
Overminds are the top tier of core morphs. They are found in high- Pleasure pods are faux humans intended for intimate entertainment

MORPH RECOGNITION GUIDE


security habitats, military ships, prisons, and similar infrastructures. purposes and indulgent hedonism. Their biology includes extra
nerve clusters in their erogenous zones, fine motor control over
Overmind certain muscle groups, enhanced pheromones, sanitized metab-
olisms, and the capability to purr. They are capable of switching
Cost: Rare (20 MP) • Avail: NA between multiple sex configurations and are often enhanced in
WT: 16 • DUR: 80 • DR: 160 other areas.
Insight i 8 • Moxie m 2 • Vigor v 0 • Flex f 4 Pleasure Pod
Ware: Access Jacks, App-Lock, Asymmetric Sleep, Auto Backup, Cost: 4 MP • Avail: 70
Circadian Regulation, Copylock, Core System, Cortical Stack, WT: 6 • DUR: 30 • DR: 45
Drone Rig, Energy Efficiency, Enhanced Security, Fault Tolerance, Insight i 0 • Moxie m 3 • Vigor v 0 • Flex f 0
Ghostrider Modules (5+), Mesh Inserts, Mnemonics, Multi-Ego Controls,
Movement Rate: Walker 4/20
Multi-Focus (7), Multi-Tasking, Oracles, Puppet Sock, Skillware,
Ware: Access Jacks, Biomods, Clean Metabolism, Cortical Stack, Cyberbrain,
Stress Control
Enhanced Pheromones, Mesh Inserts, Mnemonics, Puppet Sock,
Morph Traits: Digital Speed, Enhanced Behavior (Helpful, Level 2),
Scent Alteration, Sex Switch
Enhanced Behavior (Protective, Level 2), Exotic Morphology (Level 3)
Common Extras: Many have the Striking Looks or Addiction traits.
Notes: Overminds follow the rules for core systems rules ▶62.
Bonus from Multi-Tasking already incorporated.

OVERMIND • PLEASURE POD


¾105
Q-Morph
Cost: 13 MP • Avail: 10 (40 on Venus)
WT: 20 • DUR: 100 • DR: 200
MORPH RECOGNITION GUIDE

Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 1


Movement Rate: Walker 2/8
Ware: Access Jacks, Cortical Stack, Cyberbrain, Direction Sense,
Disassembly Tools (on weapon mounts), Enhanced Hearing,
Extra Limbs (1 pair), Hardened Skeleton, Industrial Armor (+6/+4),
Mesh Inserts, Mnemonics, Muscle Augmentation, Pressure Adaptation,
Puppet Sock, Radar, Sonar, Thermogenic Protection,
Weapon Mounts (2, Static)
Morph Traits: Enhanced Behavior (Complacency, Level 2),
Exotic Morphology (Level 3)
Notes: Heavy Frame (Armor 12/10, 18/14 with industrial armor), Large
size, 8 limbs. Bonus from Hardened Skeleton already incorporated.

RAPTOR 
[SYNTHMORPH]
The raptor is a short-range space fighter. Like the courier, most of the
morph is taken up by its metallic-hydrogen rocket and propellant. It
can be launched from a spaceship to attack another ship or a habitat.

Raptor
Cost: 8 MP • Avail: 10
Q-MORPH 
[SYNTHMORPH] WT: 6 • DUR: 30 • DR: 60
Quartz morphs, commonly called Q-morphs, are the primary shell Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 0
design used for Venusian surface mining. Constructed from quartz
and extremely durable alloys, Q-morphs look like squat, four-legged Movement Rate: Roller 8/40, Thrust Vector (Rocket) 8/40
crabs with two pairs of arms. The lower pair of arms is designed for Ware: 360-Degree Vision, Access Jacks, Cortical Stack,
strength, the upper pair for precision and dexterity. This morph is Cryogenic Protection, Cyberbrain, Direction Sense, Enhanced Vision,
exceptionally tough and capable of handling Venus’s intense surface Light Combat Armor (+10/+8), Mesh Inserts, Mnemonics, Puppet Sock,
conditions. Behavioral mods help keep the workers sleeved in these Radar, Radar Absorbent, Railgun Machine Gun (mounted),
morphs content with their grueling existence.
Seeker Missile Launchers (2, mounted),
Weapon Mount (2 Static, 1 Articulated)
Morph Traits: Exotic Morphology (Level 3)
Notes: Medium Frame (Armor 8/6), Large size

106¹ Q-MORPH • RAPTOR


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

MORPH RECOGNITION GUIDE


RAPTOR
Nevermore: Well I suppose raptor is a better
name than Ugly Space Death Tube, but
transhumanity’s gotta get over this naming-
things-after-animals thing. In 10 years, hawk
uplifts are going to have some awkward
questions for the hairless apes among us.
Delta-V: Every space force out there uses these,
even the Jovians (remotely piloted of course).
REAPER
Rivet: As advertised. For when you absolutely,
REAPER 
[SYNTHMORPH]
The reaper is a combat morph in the form of an
positively gotta kill every last motherfucker in armored disc, so that it can turn and present a thin
the hab. Accept no substitutes. profile to an enemy. Four legs/manipulating arms
Pivo: I think a lot of people forget that reaper and four weapon pods are folded inside its frame.
variants constantly rank near the top for It uses vector-thrust nozzles to maneuver in microgravity and also takes
advantage of an ionic drive for fast movement over distance. Reapers
major shell manufacturers each quarter.
are infamous due to military sims and Fall XPs; bringing one into most
Looking around, you don’t see very many, and habitats will undoubtedly raise eyebrows if not get you arrested.
they’re kind of a pain to sleeve into, but lots
and lots of corps and habs have a handful they Reaper
use for security that spend most of their time
Cost: 12 MP • Avail: 10
in storage or patrolling far from prying eyes.
Parallax: I know this will piss off a lot of the WT: 12 • DUR: 60 • DR: 120
Direct Action fanbots, but, for my money, Insight i 1 • Moxie m 0 • Vigor v 6 • Flex f 1
unless all you’re going to be doing on an op is Movement Rate: Hopper 4/20, Ionic 8/40, Thrust Vector (Gas Jet) 8/40,
killing and destroying, you’re better off going Walker 4/20
with something a little more multipurpose. Ware: 360-Degree Vision, Access Jacks, Anti-Glare, Cortical Stack, Cyberbrain,
These things are a little too one note for me. Enhanced Vision, Magnetic System, Mesh Inserts, Mnemonics, Pneumatics,
Puppet Sock, Radar, Retracting Limbs, T-Ray Emitter, Weapon Mount (4, Articulated)
REMADE
Morph Traits: Exotic Morphology (Level 3)
Scent.In.Hell: The remade models available
Notes: Heavy Frame (Armor 12/10)
on the open market are not the ones
currently used by high-ranking Ultimates.
Those top dogs use models that are two or
REMADE 
[BIOMORPH]
The remade are completely redesigned: humans 2.0. Their cardio-
three generations ahead of those put into vascular system is stronger, their digestive tract sanitized and
distribution. Those state-of-the-art designs restructured, and they have been optimized for health, intelli-
almost never leave the main Ultimate habs, gence, and longevity with numerous transgenic mods. They
like Xiphos. On certain deployments where look close to human, but are different in very noticeable
the entire group is Ultimates, you may see and sometimes eerie ways: taller, lack of hair, slightly
larger craniums, wider eyes, smaller noses, smaller teeth,
the next model that is likely to hit the market
and elongated digits. The remade are popular with the
in a few months, which helps hype the Ultimates faction.
expectations.
Sequencer: The remade models released by Remade
other manufacturers are generally equivalent Cost: 7 MP • Avail: 30
quality to the current Ultimate stock.
WT: 9 • DUR: 45 • DR: 68
Parallax: Cartels like to snag remades for their
Insight i 2 • Moxie m 2 • Vigor v 2 • Flex f 2
top muscle. People see a remade and assume
the ego inside is an Ultimate and not to be Movement Rate: Walker 4/20
fucked with. Ware: Biomods, Circadian Regulation, Clean Metabolism, Cold Tolerance,
Cortical Stack, Enhanced Respiration, Enhanced Vision, Mesh Inserts
Morph Traits: Exotic Morphology (Level 1)

REAPER • REMADE
¾107
MORPH RECOGNITION GUIDE

RIPWING 
[POD BIOMORPH]
Developed by the genehackers of Fortean, ripwings are neoge-
netic avian chimeras, incorporating completely novel genes
with traits from a range of flying creatures, including prehistoric
pterosaurs. Larger and sturdier than standard neo-avian morphs,
ripwings are popular with avian uplifts who want a more robust
form and gatecrashers looking for a quick and stealthy flyer for
recon missions. Ripwings take advantage of the chiroptera gene-
stock used to give the first avian uplifts functional hands. Instead
of feathers, they feature tough leathery skin or even scales. Most
ripwings have a uniform matte black skin coloration, though they
are able to change color at will.

Ripwing
Cost: 4 MP • Avail: 20 (30 in gate habs)
RING FLYER [BIOMORPH] WT: 7 • DUR: 35 • DR: 53
Designed for soaring along the rings of Saturn, this exotic space- Insight i 2 • Moxie m 0 • Vigor v 2 • Flex f 1
faring biomorph is also found skating the magnetic fields of other
gas giant, ice giant, and asteroid systems. Easily recognizable with Movement Rate: Walker 4/12, Winged 8/32
its slender limbs and the round hump of the plasma sail on its back, Ware: Access Jacks, Biomods, Claws, Chameleon Skin, Cortical Stack,
this morph can survive indefinitely in space, acquiring oxygen, Cyberbrain, Direction Sense, Enhanced Vision, Mesh Inserts, Mnemonics,
water, and trace organic materials from ring particles, asteroids, and Polarization Vision, Prehensile Feet, Puppet Sock, Wings
small moons as needed.
Morph Traits: Exotic Morphology (Level 3),
Non-Human Biochemistry (Level 2)
Ring Flyer Notes: Beak/Claw Attack (DV 2d6)
Cost: 5 MP • Avail: 20 (40 around Saturn)
WT: 6 • DUR: 30 • DR: 45
Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 2
Movement Rate:
Walker 4/12, Plasma Sail 8/40, Thrust Vector (Gas Jet) 4/12
Ware: Asymmetric Sleep, Biomods, Cortical Stack, Cryogenic Protection,
Enhanced Vision, Gas-Jet System, Hibernation, Long-Term Life Support,
Medichines, Mesh Inserts, Oxygen Reserve, Plasma Sail, Prehensile Feet,
Radiation Tolerance, T-Ray Emitter, Vacuum Sealing
Morph Traits: Enhanced Behavior (Introversion, Level 2),
Exotic Morphology (Level 2), Non-Human Biochemistry (Level 1)
Common Extras: Respirocytes. Many have the Limberness trait.

108¹ RING FLYER • RIPWING


RING FLYER
Delta-V: Plasma sails may be a nifty way to travel,
but they’re slow. These morphs are modded for ROVER 
[SYNTHMORPH] RUSTER 
[BIOMORPH]
Rover morphs are smaller, defense-ori- Adapted for survival with minimum
patience and serenity too — soaring through

MORPH RECOGNITION GUIDE


ented rollers loosely based on sphere gear in the not-fully-terraformed Martian
the Black can be mighty boring at times. morph designs. Each rover is 0.6 meters environment, these transgenic morphs
RIPWIING in diameter and, with its limbs retracted, feature insulated skin for more effective
Nevermore: I’ve seen more and more young has the ominous appearance of a reflec- thermoregulation and respiratory system
tive, shiny, black globe. It can extrude improvements to require less oxygen and
neo-avian uplifts sleeving into ripwings.
two manipulating arms and 2 other artic- filter carbon dioxide, among other mods.
While the old biomorphs certainly feel better, ulating weapon mounts equipped with a
the ripwing has a certain durability to it that
lets you get away with more mistakes and a
pistol and an agonizer on default models.
Rovers are stealthy and highly maneuver-
Ruster
able and so favored for bodyguard and Cost: 3 MP • Avail: 70
rougher approach to life. If I were four or five
years younger, I’d probably get one myself. police purposes in some areas. They are WT: 7 • DUR: 35 • DR: 53
often deployed via remote control.
Cymascopist: Aren’t you only sixteen? Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1
Nevermore: I’m an old sixteen. Rover Movement Rate: Walker 4/20
Nova Vida: A lot of crashers like these too, they Ware: Biomods, Cold Tolerance, Cortical Stack,
Cost: 5 MP • Avail: 60
blend better than the synthetic kites and are Enhanced Respiration, Mesh Inserts,
smaller and more maneuverable than most of WT: 6 • DUR: 30 • DR: 60 Radiation Sense
the bigger flying morphs. Native fauna don’t Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 0 Common Extras: Many have the Planned
tend to react as violently to ripwings. Obsolescence trait.
Movement Rate: Roller 8/40,
ROVER Thrust Vector (Gas Jet) 8/40
Eludere: The LLA has started using large Ware: 360-Degree Vision, Access Jacks,
numbers of these in police actions, usually Chameleon Skin, Claws, Cortical Stack,
remote-puppeted. I think the security forces Cyberbrain, Lidar, Medium Pistol (mounted),
Mesh Inserts, Microwave Agonizer (mounted),
like the intimidation factor they provide. Even
Mnemonics, Puppet Sock, Radar Absorbent,
a case has some body language you can read,
Retracting Limbs,
but a rolling black ball of death is the ultimate
Weapon Mount (2, Internal, Articulated)
evolution of cop sunglasses.
Common Extras: Eelware, Enhanced Vision,
Pegasus: That would explain why the Republic T-Ray Emitter
is experimenting with them on troublesome Morph Traits: Exotic Morphology (Level 3)
habitats. I heard from a contact that they’re Notes: Medium Frame (Armor 8/6), Small size
more stripped down, with the cyberbrains and
other ego-enhancing tech stripped out, and
with the weapons systems replaced with non-
lethal variants since we can’t just mow down
civilians the way the rest of the system can.
RUSTER
Rivet: A morph only a hypercorp exec could love.
The flaws of the ruster are numerous and
well documented, but it does do what it’s
advertised to do. Could it do it better? Sure,
but there’s less profit margin in better. It’s not
as though there’s a booming market of Mars-
acclimated competitor morphs, and while
there’s certainly no shortage of synths, most
settlers have trouble giving up the flesh.
Plasmid: The obsolescence built into many
of these is easily circumvented by a good
genehacker. Lots of Barsoomians out in the
sticks have been running around in rusters for
four or five years with only standard medical
check-ins. Of course, modifying the morph
voids the contract, so make sure you’re on
good terms with someone who can do an

¾109
occasional sleeve checkup.
ROVER • RUSTER
SAGE
SAGE 
[INFOMORPH] SALAMANDER 
[BIOMORPH] Rivet: The Argonauts distribute an open-source
Sages are mid-range infomorphs favored Bio-engineered to survive in the semi-pro- sage that comes pre-loaded with different
by researchers and IT workers. tected vacuum of coronal habitats, sala- scientific libraries.
Sage manders are popular with Solarians who
need to adopt a humanoid form. Their skin Lovelace: That’s way better than the spyware
MORPH RECOGNITION GUIDE

Cost: 1 MP • Avail: 100 is thick and hairless, their eyes reflective, loaded on every sage I’ve been given for
WT: 6 • DUR: 30 • DR: 60 with an overall look that is part reptilian, remote office jobs.
part monkey, and part fey. They lack noses
Insight i 2 • Moxie m 0 • Vigor v 0 • Flex f 2 SALAMANDER
and mouths, communicating wirelessly or
Ware: Mnemonics, Oracles via chromatophore patterning. Zebulon: There’s a new Solarian trend of people
Morph Traits: Digital Speed, sleeving into salamanders and a solar survival
Exotic Morphology (Level 3) Salamander suit and, I kid you not, riding on the backs of
surya through the corona.
Cost: 4 MP • Avail: 10 (50 around Sol)
SAMSA
WT: 7 • DUR: 35 • DR: 53
Just Mortal: These things are just fucking
Insight i 1 • Moxie m 0 • Vigor v 1 • Flex f 1
disgusting.
Movement Rate: Walker 4/12, Callosum: The synaptic programming in some
Thrust Vector (Gas Jet) 4/12 samsa cyberbrain models is a bit rough, if
Ware: Anti-Glare, Biomods, Chameleon Skin, you ask me. In particular, the extra limbs
Cortical Stack, Enhanced Vision,
are not always designed to be operated
Gas-Jet System, Heat Tolerance, Medichines,
independently; sometimes they mirror the
Mesh Inserts, Oxygen Reserve, Prehensile Feet,
primary limbs. This is allegedly a “feature”
Radiation Tolerance, Vacuum Sealing
for users who aren’t acclimated to multi-
Morph Traits: Exotic Morphology (Level 2),
limb body plans, but it can be a real pain
Non-Human Biochemistry (Level 2)
when you need to concentrate to move your
appendages independently. Plus, it means a
good brainhacker can trigger this mirroring
behavior if they compromise your security.
Not so good when you’re in the middle of a
firefight.
Pivo: I can’t speak for all neo-octopi, but you
can definitely tell some of these models
were designed for native two-arms, two-leg
users. Like Callosum said, they really aren’t
optimized to make the best use of those
secondary arms.
SAVANT
Qi: A few inner-system corps have taken the
savant’s open-source designs and are rushing
out their own models, but autonomist hacker
groups have taken offense to that sort of
profiteering and are seeding viruses that only
affect various proprietary models around the
inner system.
Callosum: In my experience, the accelerated
intelligence neural modeling in synths like
this (and also certain infomorphs) is a bit
more prone to bugginess than wetware
smart morphs. You tend to see higher rates of
eccentricity and neurodiverse behavior.

110¹ SAGE • SALAMANDER


Samsa
SAMSA 
[POD BIOMORPH] Cost: 5 MP • Avail: 20 (30 in the outer rim)
The samsa is an intimidating, two-me-

MORPH RECOGNITION GUIDE


ter-tall, four-armed, four-legged, WT: 9 • DUR: 45 • DR: 68
humanoid insect. An unsettling sight Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 2
to many transhumans, it was the first
Movement Rate: Walker 4/20
attempt to create a combat pod with a
Ware: 360-Degree Vision, Access Jacks,
terrifying appearance. They are most
commonly used by rimward mercenaries Biomods, Carapace Armor, Claws,
and enforcers. Their armored carapace Chameleon Skin, Cortical Stack, Cyberbrain,
provides protection and the extra limbs Enhanced Hearing, Enhanced Vision, Grip Pads,
allow them to carry multiple weapons. Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 3),
Non-Human Biochemistry (Level 2)
Common Extras: Hardened Skeleton,
Muscle Augmentation, Neurachem.
Many have the Unattractiveness trait.
Notes: 4 arms, 4 legs

SAVANT 
[SYNTHMORPH]
Developed by brinker hardware hackers,
savants feature neural-state enhancements
that make them appealing to engineers,
scientists, and intellectuals.

Savant
Cost: 4 MP • Avail: 50
WT: 7 • DUR: 35 • DR: 70
Insight i 3 • Moxie m 0 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Cortical Stack, Cyberbrain,
Lidar, Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1)
Notes: Light Frame (Armor 6/4)

SAMSA • SAVANT
¾111
SCURRIER [EXOMORPHBIOMORPH]
Scurriers are developed from sciurids, Space Marine Variant
a non-sapient extraterrestrial species Space marines are optimized for orbital
similar to hexapod, raccoon-sized skirmishes, boarding actions, suppressing
flying squirrels. Cute and colorful, worker revolts, and other microgav ops.
MORPH RECOGNITION GUIDE

they are also extremely fast and agile.


They make excellent climbers, gliders, and
tunnel workers.
Space Marine
Cost: 6 MP • Avail: 50
Scurrier WT: 7 • DUR: 35 • DR: 53
Cost: 2 MP • Avail: 30 (40 in gate habs) Insight i 1 • Moxie m 0 • Vigor v 2 • Flex f 1

WT: 5 • DUR: 25 • DR: 38 Movement Rate: Walker 4/20


Insight i 0 • Moxie m 2 • Vigor v 2 • Flex f 0 Ware: Access Jacks, Biomods, Bioweave Armor
(+2/+3), Claws, Cold Tolerance, Cortical Stack,
Movement Rate: Walker 4/20 Cyberbrain, Eelware, Enhanced Hearing,
Ware: Access Jacks, Biomods, Cortical Stack, Quadruped Scurrier Enhanced Vision, Mesh Inserts, Mnemonics,
Cyberbrain, Enhanced Hearing, Oxygen Reserve, Prehensile Feet, Puppet Sock,
Cost: 2 MP • Avail: 30 (40 in gate habs)
Extra Limbs (1 pair), Gliding Membrane, Vacuum Sealing
Grip Pads, Mesh Inserts, Mnemonics, WT: 5 • DUR: 25 • DR: 38
Prehensile Tail, Puppet Sock Insight i 0 • Moxie m 2 • Vigor v 2 • Flex f 0
Morph Traits: Exotic Morphology (Level 3), Movement Rate: Walker 4/20
Limberness (Level 1), Ware: Access Jacks, Biomods, Cortical Stack,
Non-Human Biochemistry (Level 2) Cyberbrain, Enhanced Hearing,
Common Extras: Claws, Enhanced Smell, Gliding Membrane, Grip Pads, Mesh Inserts,
Enhanced Vision, Prehensile Feet Mnemonics, Prehensile Tail, Puppet Sock
Notes: 6 limbs, Small size Morph Traits: Exotic Morphology (Level 2),
Non-Human Biochemistry (Level 2)
Quadruped Variant Notes: Small size
This four-limbed version of the scurrier is
easier to adapt to. SECURITY POD[POD BIOMORPH]
Security pods were originally manufac-
tured as mass-produced AI-operated
soldiers for joint peacekeeping missions
and enclave border/security roles. Many
were co-opted by the TITANs during the
Fall, so they fell out of favor for many
years, but a demand for cheap mercenary
morphs has revived interest.

Security Pod
Cost: 5 MP • Avail: 60
WT: 7 • DUR: 35 • DR: 53
Insight i 1 • Moxie m 0 • Vigor v 2 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Biomods,
Bioweave Armor (+2/+3), Claws, Cortical Stack,
Cyberbrain, Eelware, Enhanced Hearing,
Enhanced Vision, Mesh Inserts, Mnemonics,
Puppet Sock
Common Extras: Adrenal Surge, T-Ray Emitter

112¹ SCURRIER • SECURITY POD


SCURRIER
Plasmid: There are two models of these floating SELKIE 
[BIOMORPH] SEXTON 
[CORE MORPH]
around: quadrupred and hexaped. The former Selkies are similar to aquanauts with heavy Sexton core systems manage larger

MORPH RECOGNITION GUIDE


is for people that don’t adjust to the extra splices of seal traits. Their legs are fused habitats and ships. They rely on multiple
into a pair of hind flippers for powerful egos — often forks of the same indi-
limbs as well.
swimming. On land, they can stand but vidual — to manage all sub-systems in
Nezumi: Can any of you smart gals, guys, or have difficulty moving, as they must flop, coordination with each other.
others that actually do morph design tell me roll, or hop like a seal, but they are some-
exactly why this thing needed vocal cords that times sleeved in micrograv habs. They are
adapted for the lack of air, deep cold, and
Sexton
make it sound like a four-year-old child on Cost: Rare (15 MP) • Avail: NA
crushing pressure of subcrustal oceans.
helium? These things are useful for getting
into hard-to-reach places, but no one can take WT: 14 • DUR: 70 • DR: 140
that cartoon voice seriously.
Selkie Insight i 6 • Moxie m 2 • Vigor v 0 • Flex f 2
Cost: 3 MP • Avail: 20 (70 in aquatic habs) Ware: Access Jacks, App-Lock, Asymmetric Sleep,
Plasmid: I heard the voice tested well in focus
groups, so put that one on the marketing folks. WT: 8 • DUR: 40 • DR: 60 Auto Backup, Circadian Regulation, Copylock,
Skinwalker: The vocals were the very first thing I Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 2 Core System, Cortical Stack, Drone Rig,
modded when I tried this morph out. Enhanced Security, Ghostrider Modules (5+),
Movement Rate: Swim 4/20, Walker 4/12
Mesh Inserts, Mnemonics, Multi-Ego Controls,
SECURITY POD Ware: Biomods, Cortical Stack,
Multi-Focus (4), Multi-Tasking, Oracles,
Parallax: Ah, the good old toy soldiers fielded by Cryogenic Protection, Enhanced Respiration,
Puppet Sock, Skillware, Stress Control
so many pre-Fall militaries and then exploited Gills, Mesh Inserts, Pressure Adaptation,
Morph Traits: Digital Speed,
by the TITANs during the Fall. I guess you Sonar, Swim Bladder
Enhanced Behavior (Helpful, Level 2),
can’t really fault the old Earth governments Morph Traits: Exotic Morphology (Level 2),
Enhanced Behavior (Protective, Level 2),
too much, they seemed like a good deal. Non-Human Biochemistry (Level 2)
Exotic Morphology (Level 3)
They were loyal, durable, looked near enough Common Extras: Enhanced Hearing,
Notes: Sextons follow the core systems rules ▶62.
Enhanced Vision, Oxygen Reserve, Toxin Filters
to human that people didn’t complain too Multi-Tasking bonus already incorporated.
much, followed orders, and even sometimes
had actual human egos in them. They lost
popularity, of course, after the TITANs took
over legions of sec pods and used them to
commit all sorts of atrocities, but they’re
making a comeback.
Rivet: Some people think these were always
under direct TITAN control. Not true. It was
common for them just to reprogram the ALIs.
So be careful about any sec pods you find
lingering in long-lost habs.
SELKIE
Nevermore: There’s getting used to the morph,
then there’s getting used to the environment
the morph operates in. I found out the hard
way I am not wired for deep sea excursions.
It’s oppressive.
Nezumi: I keep hearing rumors that someone
has hacked a mermaid variant, complete with
drop-dead looks and pheromones, of course.
Eludere: Sounds like something you’d find in a
scum swarm somewhere.
SEXTON
Yemaja: The interesting bit about core morphs
is how much they come to know about the
people they oversee. I know the surveillance
is creepy to some, but the familiarity it breeds
is fascinating.

SELKIE •SEXTON
¾113
SHAPER
SHAPER 
[POD BIOMORPH] SLITHEROID 
[SYNTHMORPH] Ruqinzhe: Some variants come with a gait-
Shapers are designed for infiltration and Slitheroid shells take the form of a masking feature is a nice touch, but it tightens
disguise. They lack the seamlines common humanoid torso with retractable arms atop and loosens muscles in ways that feel quite
to pods and incorporate ware that allows- a 2-meter-long segmented metallic snake.
unnatural and takes some getting used to.
them to alter their appearance. Favored Slitheroids use lateral undulation to move,
MORPH RECOGNITION GUIDE

by spies and criminals, they are illegal in though they can also pull themselves along SLITHEROID
many habitats. by their arms or coil, twist, and roll their Stitch: I don’t want to spoil the fun, but one of
bodies like a ball or hoop.
Shaper the biggest manufacturers of slitheroids has
a habit of including “easter egg” features in
Cost: 5 MP • Avail: 40
Slitheroid their morphs. Each one tends to be unique.
WT: 7 • DUR: 35 • DR: 53 Cost: 5 MP • Avail: 50 Scent.In.Hell: One ego’s easter egg is another’s
Insight i 1 • Moxie m 2 • Vigor v 0 • Flex f 0 distracting glitch. I understand that
WT: 9 • DUR: 45 • DR: 90
Movement Rate: Walker 4/20 programmers find these things amusing, but
Insight i 0 • Moxie m 1 • Vigor v 3 • Flex f 0
Ware: Access Jacks, Biomods, Chameleon Skin, discovering a new “feature” in a high-stress
Cortical Stack, Cyberbrain, Mesh Inserts, Movement Rate: Roller 8/32, Snake 4/12 situation can be dangerous, especially if you
Mnemonics, Nanotat ID Flux, Puppet Sock, Ware: Access Jacks, Cortical Stack, Cyberbrain, have to figure out how to use it.
Sex Switch, Skinflex Enhanced Vision, Mesh Inserts, Mnemonics, Chiro: Oh, calm down, these aren’t the sorts of
Puppet Sock, Retracting Limbs things that are life and death.
Morph Traits: Exotic Morphology (Level 2)
Notes: Medium Frame (Armor 8/6) SPARE
Parallax: It never fails. You’re in the middle of
admiring the leaves on that alien plant. Next
thing you know, there’s a change of scenery,
you’re significantly shorter, and start-up
diagnostics are scrolling past. Gets you right
in the gut.
Nova Vida: These are worth the hassle to
bring along on gate ops — or any long-term,
high‑risk field op.
Psychscraper: As a psychosurgeon, I’ve noticed
a number of my gatecrasher clients have
developed a phobia of spares. Not surprising,
since if you wake up in a spare you’re probably
in a bad place, and the first thing you’re going
to remember is how you bit it.
SMART SWARM
Stitch: I know an AGI engineer who is a real
master at using smart swarms. I’ve seen them
shape mechanical structures like a track of ball
bearings in order to slide something along.
They’re also good at taking advantage of the
environment to create more leverage, like an
improvised pulley. It takes a lot of skill to pull
those kinds of tricks off, though.

114¹ SHAPER • SLITHEROID


SMART SWARM [SYNTHMORPH]
The smart swarm is a robust attempt to get more utility out of the

MORPH RECOGNITION GUIDE


swarmanoid design. It makes use of larger modular minidrones that
can lock together into various shapes, enabling limited physical
interactions and tool use.
Smart Swarm
Cost: 5 MP • Avail: 50
WT: — • DUR: 50 • DR: 100
Insight i 2 • Moxie m 0 • Vigor v 1 • Flex f 1
Movement Rate: Hopper 4/12, Rotor 4/20, Walker 2/8
Ware: 360-Degree Vision, Access Jacks, Cortical Stack, Cyberbrain, Lidar,
Mesh Inserts, Mnemonics, Puppet Sock, Swarm Shape, Utilimod
Morph Traits: Exotic Morphology (Level 3)
Notes: Swarm Attack (DV 1d6, ignores armor, blinding). Comes with
specialized smart swarm hive (▶342, EP2). Smart swarms follow the rules
for nanoswarms/microswarms (▶344, EP2).

SPARE 
[SYNTHMORPH]
Spares are small, portable shells designed as a temporary replacement
sleeve should your primary morph be killed/destroyed. They are
common gear for gatecrashing missions. Packed as a flat 15-centimeter
disc, when activated they pop into a six-limbed spherical shape. Just
plug your original cortical stack in and you are ready to go. Built-in
stress-management systems help survivors handle the trauma of their
recent death.

Spare
Cost: 0 MP • Avail: 80
WT: 3 • DUR: 15 • DR: 30
Insight i 0 • Moxie m 1 • Vigor v 0 • Flex f 0
Movement Rate: Walker 4/12
Ware: Access Jacks, Cortical Stack (optional), Cyberbrain, Grip Pads, Lidar,
Mesh Inserts, Mnemonics, Puppet Sock, Skinlink, Stress Control
Morph Traits: Exotic Morphology (Level 3)
Notes: Light Frame (Armor 6/4), Small size

SMART SWARM • SPARE


¾115
manipulating limbs as needed. Its surface SPECTRE
SPECTRE 
[INFOMORPH] coating of quantum-dot imagers and Yemaja: Maybe uploads don’t feel it as much
Spectres are the top tier of infosec chameleon skin enables it to see in all as infolife, but the type of infomorph you
infomorphs. directions and display images and colors choose to process your mind-state makes a
Spectre to emote. Given its lack of a humanoid
visage, sphere cyberbrains feature
drastic difference. The difference between a
MORPH RECOGNITION GUIDE

Cost: 6 MP • Avail: 60 enhancements to modules used in social digimorph and a spectre is like that between a
interactions, making these morphs surpris- case and a savant.
WT: 8 • DUR: 40 • DR: 80
ingly personable. Qi: In my experience, if you run into spectre
Insight i 6 • Moxie m 2 • Vigor v 0 • Flex f 0
Sphere defenders while hacking a system, you’re in for
Ware: Copylock, Defrag, Drone Rig, E-Veil, a lot of trouble.
Cost: 5 MP • Avail: 60
Enhanced Security, Fault Tolerance, Mnemonics
Morph Traits: Digital Speed, WT: 8 • DUR: 40 • DR: 80 SPHERE
Exotic Morphology (Level 3) Insight i 0 • Moxie m 2 • Vigor v 0 • Flex f 2 Rivet: For the next time you need to roll into
action!
Movement Rate: Roller 8/40,
SPHERE 
[SYNTHMORPH] Thrust Vector (Gas Jet) 8/40
Sava: Laugh all you want, the maneuverability
This utilitarian morph is a simple sphere of rollers like this is impressive. One of my
Ware: 360-Degree Vision, Access Jacks,
one meter in diameter that rolls or hovers teammates saved my ass once by rolling
Chameleon Skin, Cortical Stack, Cyberbrain,
on thrust jets. It can extend four flexible
Extra Limbs (1 pair), Lidar, Magnetic System, down a ramp, spinning ‘round a hairpin turn,
Mesh Inserts, Mnemonics, Puppet Sock, taking a bump into the air, and knocking over a
Retracting Limbs gunman like a bowling pin.
Morph Traits: Exotic Morphology (Level 3) Pivo: Just be careful on the model, some are
Notes: Light Frame (Armor 6/4), 4 limbs known to have issues with their gyroscopes
and stabilizers.

116¹ SPECTRE • SPHERE


SPLICER Liquid Silver Variant
Sequencer: Cheap and ever popular. SPLICER 
[BIOMORPH] This variant incorporates shape-adjusting
Despite the lack of enhancements, Splicers are genefixed humans. Their capabilities to emulate other anthroform

MORPH RECOGNITION GUIDE


splicers don’t seem like they’ll be going genome cleansed of hereditary diseases synthmorphs. It is popular with performers
and optimized for looks and health, but not and covert operatives.
out of style any time soon.
otherwise substantially upgraded. Splicers
Just Mortal: Let’s hope that stays true. make up the majority of transhumanity. Liquid Silver
STEEL MORPH Splicer Cost: 7 MP • Avail: 25
Psychscaper: They took a bold step
giving these morphs realistic faces, Cost: 1 MP • Avail: 90 WT: 8 • DUR: 40 • DR: 80
rather than the usual abstract design. WT: 6 • DUR: 30 • DR: 45 Insight i 0 • Moxie m 2 • Vigor v 3 • Flex f 1
That’s been a no-no in the engineer’s Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 1 Movement Rate: Walker 4/20
playbook for decades. Humans don’t Movement Rate: Walker 4/20 Ware: Access Jacks, Cortical Stack, Cyberbrain,
respond well to faces that are realistic Ware: Biomods, Cortical Stack, Mesh Inserts Hidden Compartment, Lidar, Mesh Inserts,
but still artificial. They’re addressing Mnemonics, Puppet Sock, Shape Adjusting,
that uncanny valley revulsion head on Skinflex
with these morphs, really embracing Morph Traits: Exotic Morphology (Level 1)
the otherness aspect and still claiming STEEL MORPH [SYNTHMORPH] Notes: Medium Frame (Armor 8/6)
equal personhood. Like the galatea, this upscale shell was
Skinwalker: Since these have grown in designed to counter biochauvinist
attitudes and make synthmorphs more
popularity, the demand is high, and
appealing. Where the galatea is optimized
they’re actually hard to find. Last time for social interaction, steel morphs provide
I wanted one, I had to reserve it three enhanced physical capabilities for both
months in advance. work and recreation.

Steel Morph
Cost: 5 MP • Avail: 50
WT: 8 • DUR: 40 • DR: 80
Insight i 0 • Moxie m 1 • Vigor v 3 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Cortical Stack, Cyberbrain,
Lidar, Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1)
Notes: Medium Frame (Armor 8/6)

SPLICER • STEEL MORPH


¾117
SUNDIVER 
[SYNTHMORPH]
Sundivers are made for solar research and
emergency rescue operations in the sun’s
corona. They are shaped as sleek 6-meter
long cylinders, with a forward pair of
MORPH RECOGNITION GUIDE

retractable arms. They are built to survive


superheated plasma and shielded against
radiation. A powerful electromagnetic
propulsion system allows them to skate
along solar magnetic lines of force much
like surya morphs.
Sundiver
Cost: 10 MP • Avail: 10 (40 at Sol)
WT: 12 • DUR: 60 • DR: 120
Insight i 0 • Moxie m 0 • Vigor v 0 • Flex f 3 A lateral line organ allows them to Nishakara Variant
“hear” the low-frequency vibrations that Nishakara, named after the Hindu “night
Movement Rate: Magnetic Generator 8/40, resonate through the corona’s plasma, maker” lunar deity who sprang from the sea,
Thrust Vector (Rocket) 8/40 which is both useful for limited “whale are the generic non-coronal “space whale”
Ware: Access Jacks, Anti-Glare, song” short-range communication and variants of surya. Similar to ring flyers, they
Cortical Stack, Cyberbrain, Enhanced Vision, helpful for predicting and avoiding flares soar the solar winds and electromagnetic
and other solar weather. fields of large planetary systems.
Laser Link (Medium), Magnetic Generator,
Medichines, Mesh Inserts, Mnemonics,
Puppet Sock, Radar, Refractive Coating, Surya Nishakara
Retracting Limbs, Thermogenic Protection Cost: 9 MP • Avail: 5 (30 at Sol) Cost: 6 MP • Avail: 5 (20 at Saturn)
Morph Traits: Exotic Morphology (Level 3) WT: 12 • DUR: 60 • DR: 90 WT: 12 • DUR: 60 • DR: 90
Notes: Heavy Frame (Armor 12/10), Large size Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 3 Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 2
Movement Rate: Magnetic Generator 8/40, Movement Rate: Magnetic Generator 8/40,
Swim 8/40 Swim 8/40
SURYA 
[BIOMORPH] Ware: Anti-Glare, Asymmetric Sleep, Ware: Biomods, Cortical Stack,
Despite the extreme temperatures of the Biomods, Chameleon Skin, Cortical Stack, Cryogenic Protection, Enhanced Vision,
solar corona, the plasma in that part of
Enhanced Hearing, Enhanced Vision, Long-Term Life Support, Magnetic Generator,
the sun’s atmosphere is incredibly diffuse,
meaning actual heat transfer is quite
Heat Tolerance, Laser Link (Medium), Medichines, Mesh Inserts, Oxygen Reserve,
low, making it survivable with the right Long-Term Life Support, Magnetic Generator, Vacuum Sealing
protections. Suryas blur the line between Medichines, Mesh Inserts, Oxygen Reserve, Morph Traits: Exotic Morphology (Level 3),
biomorph and synthmorph and push the Refractive Coating, Vacuum Sealing Non-Human Biochemistry (Level 2)
envelope of synthetic biology in order Morph Traits: Exotic Morphology (Level 3), Common Extras: Hibernation. Many have the
to survive in this hostile environment. Non-Human Biochemistry (Level 2) Enhanced Behavior (Introversion, Level 2) trait.
Named for a Hindu sun deity, suryas reach
lengths of ten meters or more and rely
heavily on both whale and extremophile
genetics. Their skin is a metamaterial that
provides an almost perfect reflection of the
sun’s spectral output and enables radiative
cooling. They “surf ” the solar winds using
powerful magnetic fields that also shield
from radiation, plasma, and heat. Strong
bones and connective tissues protect
against the crushing solar gravity while
medichines repair tissue damaged by radi-
ation and convert hydrogen ions into water.
Surya rely on lasers and chromatophore
signaling using wavelengths not flooded by
the sun’s emissions to communicate.

118¹
SUNDIVER
Delta-V: I flew one of these into the sun SWARMANOID [SYNTHMORPH]
once. I have never been so terrified in Swarmanoids are swarms composed of

MORPH RECOGNITION GUIDE


my life. Can’t wait to do it again. hundreds of insect-sized microbots. Each
individual “bug” is capable of crawling,
Rivet: The sundiver is actually a fairly rolling, hopping several meters, or using
good all-purpose synth and there’s a lot nanocopter fan blades for airlift. The
of groups that have started using them cyberbrain, cortical stack, and sensor
in high heat and high rad environments systems are distributed throughout the
other than stars. If you swap out the swarm. Though the swarm can “meld”
together into various loose shapes,
propulsion system for something that’s
it is incapable of physical tasks
a little slower and gives a bit more like grabbing, lifting, or holding.
control, they make pretty good gate Individual bots are linked by radio
crashing morphs as well. and laser and are quite capable of
SURYA interfacing with electronics.
Sun Bu’er: Part whale, part extremophile, Swarmanoid
part magnetic bottle. You don’t get
Cost: 3 MP • Avail: 60
much weirder.
Cymascopist: Surya tend to stick together WT: — • DUR: 50 • DR: 100
Insight i 2 • Moxie m 0 • Vigor v 0 • Flex f 0
in pods, but that’s not just because of
the neo-cetacean cultural influence Movement Rate: Hopper 4/12, Rotor 4/20,
among the Solarians. They actually Walker 2/8
group together for more efficient Ware: 360-Degree Vision, Access Jacks,
cooling, using their magnetic fields Cortical Stack, Cyberbrain, Lidar, Mesh
to eject heated plasma and create a Inserts, Mnemonics, Puppet Sock
refrigerating low-pressure zone around Morph Traits: Exotic Morphology (Level 3)
the pod. Notes: Swarm Attack (DV 1d6, ignores armor,
blinding). Comes with specialized swarmanoid
SWARMANOID hive (▶342, EP2). Swarms follow the rules for
Skinwalker: This morph is rough to adapt nanoswarms/microswarms (▶344, EP2).
to, but not for the reasons people think.
Yeah, the sensory input is overloading,
Skulker Variant
and simultaneous lack of a substantial Skulkers are a stealth design intended to
body and the possession of thousands infiltrate sensitive areas unseen.
of small ones is a serious acclimation Skulker
hurdle. What gets most people, though,
Cost: 4 MP • Avail: 30
is the frustration. Being severely
limited in what you can physically WT: — • DUR: 50 • DR: 100
do, from holding a cup to opening a Insight i 2 • Moxie m 0 • Vigor v 0 • Flex f 0
door, tends to aggravate people and Movement Rate: Hopper 4/12, Rotor 4/20,
compound the alienation. Walker 2/8
Voight-Kampff: I think that’s why you Ware: 360-Degree Vision, Access Jacks,
see a lot more AGIs using these when Chameleon Skin, Cortical Stack, Cyberbrain,
they want something that can operate Lidar, Mesh Inserts, Mnemonics, Puppet Sock,
physically. For them, it’s the opposite Radar Absorbent
experience: you go from experiencing Morph Traits: Exotic Morphology (Level 3)
millions of things simultaneously Notes: Swarm Attack (DV 1d6, ignores armor,
to just a few hundreds to thousands blinding). Comes with specialized smart swarm
of inputs, but it beats sleeving into hive (▶342, EP2). Swarms follow the rules for
something even less able. nanoswarms/microswarms (▶344, EP2).

SWARMANOID
¾119
SYLPH 
[BIOMORPH]
Sylph morphs are ideal for media icons,
elite socialites, XP stars, models, and narcis-
sists. Sylph gene sequences are tailored for
MORPH RECOGNITION GUIDE

distinctive good looks, ethereal and elfin


features, and slim and lithe bodies. Their
metabolism has also been sanitized to
eliminate unpleasant bodily odors and their
pheromones adjusted for universal appeal.

Sylph
Cost: 4 MP • Avail: 60
WT: 6 • DUR: 30 • DR: 45
Insight i 1 • Moxie m 3 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Biomods, Clean Metabolism, Cortical Stack,
Enhanced Pheromones, Mesh Inserts
Common Extras:
Many have the Striking Looks trait.

SYNTH 
[SYNTHMORPH]
Synths are even more humanoid than cases
and of better quality. They are commonly
deployed for labor-intensive tasks in
environments not suited for biomorphs
or for people who need a body quickly
and cheaply or simply on a transient
basis. Most designs are anthropomor-
phic, though various alternatives exist,
including some based on uplift physiology.

Synth
Cost: 3 MP • Avail: 80
WT: 8 • DUR: 40 • DR: 80
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 1
Movement Rate: Walker 4/20
Ware: Access Jacks, Cortical Stack, Cyberbrain,
Lidar, Mesh Inserts, Mnemonics, Puppet Sock
Morph Traits: Exotic Morphology (Level 1)
Notes: Light Frame (Armor 6/4)

120¹ SYLPH • SYNTH


SYLPH
Cacophonous: In autonomist circles, sylphs were
considered superficial and egotistical at first. SYNTHTAUR 
[SYNTHMORPH]
The synthtaur’s smart material composi-
Those attitudes have mostly passed, but you

MORPH RECOGNITION GUIDE


tion allows it to switch between two pre-set
still find them in some places. configurations in a matter of seconds. The
Ammonite: There’s plenty of sylph stigma in first form resembles an elegant mechan-
socialite circles, of all places. It’s the sort of ical centaur, a two-armed quadruped 1.7
morph the clueless and uncultured sleeve meters tall. The second form is a four-
armed biped 2.4 meters tall. This morph is
into for society functions, not realizing that
popular with gatecrashers who must cover
off-the-rack is still off-the-rack. a lot of terrain on foot, people exploring
Lovelace: It’s a good thing we’ve evolved as a ruined habitats, and anyone going into
species past such classist notions of taste. dangerous and remote situations.

SYNTH
Skinwalker: There are so many models of synth
Synthtaur
out there, they’re hard to classify. Quality Cost: 6 MP • Avail: 40 (60 in gate habs)
ranges from walking junk to cutting-edge. WT: 10 • DUR: 50 • DR: 100
Nevermore: They make uplift versions too, Insight i 0 • Moxie m 1 • Vigor v 1 • Flex f 1
particularly neo-hominids and neanderthals. Movement Rate: Walker 4/20 (biped),
Slightly different form, same function. Walker 8/32 (quadruped)
Lovelace: Since these are so prevalent among the Ware: Access Jacks, Convertible Form,
clanking masses — and uniform-looking out Cortical Stack, Cyberbrain, Extra Limbs (1 pair),
of the box — it’s quite the trend these days to Lidar, Mesh Inserts, Mnemonics, Pneumatics,
glitter these up with custom paint jobs, after- Puppet Sock
market add-ons, and other aesthetic mods. Morph Traits: Exotic Morphology (Level 2)
Rivet: Don’t forget the weird fashion of wearing Notes: Medium Frame (Armor 8/6), Large size
clothes with your synth. I get that it makes
you seem more human, but it sorta defeats
the purpose in my book.
TAKKO 
[SYNTHMORPH]
The first synthetic cephalopod design from
SYNTHTAUR the engineers at Feral Robot is a hardy
Nezumi: There’s a Titanian ice-metal band that shell custom-designed to make neo-octopi
rocks the shit out of these morphs. They do uplifts feel more at home in a synthetic
body with eight functioning appendages.
concerts out in the frozen methane tundra,
Though it lacks a beak and ink sacs, the
geared up like some sorta cryonic barbarian takko features thrust-vector jets for micro-
fantasy sim. It’s epic. gravity propulsion.
Red Rover: I’ve been seeing more of these in the
Martian outback lately. The shape-changing Takko
makes them quite useful for nomads. I’m just Cost: 6 MP • Avail: 25
waiting to see one painted green with tusks.
WT: 8 • DUR: 40 • DR: 80
TAKKO Insight i 1 • Moxie m 1 • Vigor v 1 • Flex f 2
Skinwalker: For human egos checking out the
eight-armed life, takkos tend to be easier to Movement Rate: Thrust Vector (Gas Jet) 8/40,
acclimate to then octomorphs. The cyberbrain Walker 4/20
mind-states are more conducive to human Ware: 360-Degree Vision, Access Jacks,
Chameleon Skin, Cortical Stack, Cyberbrain,
mental frameworks.
Extra Limbs (3 pair), Grip Pads, Lidar,
Pivo: These were a hit among neo-octopi when Mesh Inserts, Mnemonics,
first released. There’s an ongoing complaint Polarization Vision, Puppet Sock
about the lack of chemoreceptors on the arms, Morph Traits: Exotic Morphology (Level 3),
though — imagine having a human biomorph Limberness (Level 2)
with no sense of taste or smell — but the Notes: Light Frame (Armor 6/4)
overall dexterity and design keeps us happy.
Callosum: The cyberbrains on these incorporate
neo-octopi neurology for the arms, meaning
that have a mind of their own, but they
provide better proprioception than most
octomorphs too. SYNTHTAUR • TAKKO
¾121
THESEUS
THESEUS 
[BIOMORPH] Stitch: I get sentinels asking for this morph every
Theseus morphs are designed to protect time they go on a new op. Theseus’s don’t
against the dangers of biohazards and grow on trees, though; they’re still pretty rare.
hostile environments, from alien worlds
to TITAN quarantine zones to habitats Cacophonous: Maybe Firewall should initiate a
MORPH RECOGNITION GUIDE

lost during the Fall. They are favored by project to propagate more of them.
scavengers, gatecrashers, zone stalkers, TRACEUR
and specialists investigating exsurgent or
Lovelace: The black-market sales pitches for the
TITAN activity.
“athleticism” of these morphs are quite often
Theseus hilarious.
Cost: 7 MP • Avail: 20 (40 at gate habs) Expat: I sleeved one of these last time I went to
WT: 7 • DUR: 35 • DR: 53 the Belt; it was the only option on short notice.
Insight i 1 • Moxie m 3 • Vigor v 1 • Flex f 0 Turned out the morph looked uncannily like
Movement Rate: Walker 4/20 my mother. It really weirded me out. I couldn’t
Ware: Biomods, Cortical Stack, even look in the mirror after a while.
Emergency Farcaster, Medichines, VACUUM POD
Mesh Inserts, Nanophages, Oxygen Reserve, Expat: More than many other pods, vac pod
Stress Control, Toxin Filters, Vacuum Sealing models tend to suffer from cookie-cutter
Common Extras: Bioweave, Cold Tolerance, looks. I’ve worked several ship construction
Enhanced Vision, Failsafe, Radiation Sense, jobs where it was extremely challenging
Respirocytes, T-Ray Emitter to visually tell some of the pod-sleeved
vacworkers apart.
WARDEN
Ammonite: The utility of wardens for
maintaining operational security over your
base of operations is criminally overlooked.
TRACEUR [POD BIOMORPH] If you’re going to operate out of the same
These athletic pods were first
module for more than a week, set up a warden
designed pre-Fall to incorporate
androids into sports with biological
and drop a fork in it. When the opposition
humans. Now they are mass produced comes sniffing around, you’ll thank me.
as an alternative to olympian morphs.
Traceur
Cost: 3 MP • Avail: 50
WT: 7 • DUR: 35 • DR: 53
Insight i 0 • Moxie m 0 • Vigor v 3 • Flex f 0
Movement Rate: Walker 4/20
Ware: Access Jacks, Biomods, Cortical Stack,
Cyberbrain, Mesh Inserts, Mnemonics,
Puppet Sock
Common Extras: Adrenal Surge, Grip Pads,
Muscle Augmentation. Many have the
Limberness trait.

122¹ THESEUS • TRACEUR


VAC POD [POD BIOMORPH] WARDEN 
[CORE MORPH]
Optimized for working in vacuum and Wardens are basic core cyberbrain systems,

MORPH RECOGNITION GUIDE


micrograv environments, this pod is commonly used in smaller habitats and
preferred in situations where novacrabs or ships. They are designed so that a single
synths suffer from prejudice. ego can handle all subsystems.

Vac Pod Warden


Cost: 4 MP • Avail: 50 Cost: Rare • Avail: NA
WT: 7 • DUR: 35 • DR: 53 WT: 12 • DUR: 60 • DR: 120
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 1 Insight i 5 • Moxie m 0 • Vigor v 0 • Flex f 1
Movement Rate: Walker 4/12 Ware: Access Jacks, Asymmetric Sleep,
Auto Backup, Circadian Regulation, Copylock,
Ware: Access Jacks, Biomods,
Core System, Cortical Stack, Mesh Inserts,
Cryogenic Protection, Cortical Stack, Cyberbrain,
Mnemonics, Multi-Focus (2), Multi-Tasking,
Mesh Inserts, Mnemonics, Oxygen Reserve,
Puppet Sock
Prehensile Feet, Puppet Sock, Vacuum Sealing
Morph Traits: Digital Speed, Enhanced Behavior
Morph Traits: Limberness (Level 1)
(Helpful, Level 2), Exotic Morphology (Level 3)
Common Extras:
Notes:
Grip Pads, Magnetic System, Utilimod
Wardens follow the rules for core systems ▶62.
Bonus from multi-tasking already incorporated.

VAC POD • WARDEN


¾123
enhanced, so now the tendril acts more like a WHIPLASH
WHIPLASH [EXOMORPH BIOMORPH] two-meter-long chameleon-like tongue than a Just Mortal: One word: Ick.
Designed by autonomist xenobotanists, these hanging food-trap.
Skinwalker: One person’s squick is
pods are bio-engineered from the predatory Although whiplash morphs are unusual
whiplash creatures found on the exoplanet even by transhuman standards, they are
another’s dream. I wouldn’t mind
Sunrise, with additional transgenic features. gaining traction among gatecrashers working giving an alien pod a spin, just for the
MORPH RECOGNITION GUIDE

The primary modification made to the orig- in arboreal environments. experience.


inal creature was to turn the entire organism Sun Bu’er: You might want to wait to the
upside down and orient the digestive portion
of the organism horizontally, so that the
Whiplash third or fourth generation. I hear the
Cost: 2 MP • Avail: 10 (30 in gate habs) experience of sleeving these is still a
whiplash’s tri-lobed orifice faces forward. The
whiplash’s grasping roots were also converted bit rough. I don’t think they’ve fully
WT: 8 • DUR: 40 • DR: 60
into even more motile “walking tentacles.” worked out the bugs when it comes to
Insight i 0 • Moxie m 0 • Vigor v 1 • Flex f 2
Other adjustments include the addition of a streamlining the alien biochemistry
pair of grasping limbs, each with four univer- Movement Rate: Walker 4/12 with the cyberbrain’s simulated
sally opposable digits; artificial sensing Ware: Access Jacks, Biomods, Chameleon Skin, biochemical states.
mods (providing transhuman-standard Cortical Stack, Cyberbrain, Grasping Tendril, Mesh
sensing ability); and a general toughening Lovelace: I know I was told that in the
Inserts, Mnemonics, Puppet Sock
of the internal structure for rigidity and future I could be anything, but I never
Morph Traits: Exotic Morphology (Level 3),
support. The ability to extend and retract really imagined that would including
the whiplash’s feeding tendril was heavily
Non-Human Biochemistry (Level 2)
being a houseplant.
Notes: Beak/Claw Attack (DV 2d6)
Nova Vida: In all seriousness, these
don’t see much use outside of certain
gatecrashing ops. I’ve used one once
and it has a lot more synthetic interface
elements than most pods, not sure if
this is because of the plant or the alien
aspects though.
Plasmid: I did a bit of spec consulting on
the whiplash and IIRC it’s the plant
elements; the sensory elements of flora
are so much different from ours that it
required major work.

124¹ WHIPLASH
WORKER POD samples and an upper telescoping fourth
Nezumi: Despite being pods, these are often arm for reaching far distances and over-
favored as cheap morphs over synths. They’re WORKER POD [POD BIOMORPH] seeing obstacles. All arms are retractable.

MORPH RECOGNITION GUIDE


Heavily feature in menial-labor jobs that Xu fus have an impressive sensor package
especially popular with criminal and radical
involve interaction with other transhumans. and are ideal for surface-based scouting,
groups whose members identify as working investigating tunnels, and other gate-
class.
Worker Pod crashing tasks.
Ammonite: There’s a shadow war going on
Cost: 3 MP • Avail: 70
between two inner-system pod production Xu Fu
houses: Replicant and Ota Lifeworks. It’s WT: 7 • DUR: 35 • DR: 53 Cost: 5 MP • Avail: 50 (80 in gate habs)
grown from patent infringement to black ops Insight i 0 • Moxie m 0 • Vigor v 2 • Flex f 1
and tailored viruses targeting each other’s WT: 8 • DUR: 40 • DR: 80
Movement Rate: Walker 4/20 Insight i 1 • Moxie m 0 • Vigor v 0 • Flex f 2
products. Ware: Access Jacks, Biomods, Cortical Stack,
XU FU Cyberbrain, Mesh Inserts, Mnemonics, Movement Rate: Walker 4/20, Wheeled 8/40
Nova Vida: Though it’s designed for gate ops, Puppet Sock Ware: 360-Degree Vision, Access Jacks,
this shell is getting a lot of traction within Cortical Stack, Cyberbrain, Direction Sense,
Enhanced Vision, Extra Limbs (1 pair), Lidar,
the Solar System. It’s just a useful, utilitarian XU FU [SYNTHMORPH] Mesh Inserts, Mnemonics, Puppet Sock,
morph. Named after a historical Chinese explorer,
many gatecrashers consider xu fus the
Radar, Retracting Limbs, Telescoping Limbs,
ideal exoplanet exploration synthmorph. T-Ray Emitter
Its main body sits atop 6 legs that end in Morph Traits: Exotic Morphology (Level 3)
multidirectional smart wheels for quick Common Extras: Electrical Sense,
travel, capable of rolling in any direction Enhanced Hearing, Radiation Sense, Sonar
and over rough terrain. For exception- Notes: Light Frame (Armor 6/4)
ally difficult terrain, the wheels can be
retracted and the xu fu can maneuver as a
walker. In addition to two standard arms,
it features a lower third arm for collecting

WORKER POD • XU FU
¾125
GAME
NEW COMBAT WARE
Acceleration Tolerance
You are modified to handled the g-force of sudden
and sustained acceleration, as is sometimes required
in spacecraft maneuvering and combat, without

INFORMATION
falling unconscious or suffering serious medical
issues. Biomorphs can handle up to 200 g of force
for a second or two, 15 g of sustained acceleration
for at least 1 minute. Synthmorphs can handle
double this amount without suffering damage.

Boomscatter
This mod is only available to morphs with shape
adjusting ware. You are designed to diffuse the force
of impacts and explosions by scattering into dozens
or even hundreds of small pieces. You may reduce
the effect of one collision, melee attack, concussive
blast, or high-explosive blast by half. Your scattered
components take 1d6 x 10 minutes to reassemble.
During this period, you may not engage in physical
actions, including Fray Tests, and your AV is 0/0.
If you are a flexbot or similar modular system
targeted by a melee attack, you may choose 1
module to scatter and take the halved damage of the
attack. The rest of your modules remain combined.

Diamond Buzzsaw
One of your limbs is equipped with a diamond-
coated buzzsaw that pops out when you need it.

Grasping Tendril
This elongated tentacle-like prehensile limb extends 2
meters from the mouth (or another orifice). It can be
used to grasp small items or attack. It is concealable,
inflicts DV 1d10 + 2 in melee, provides a Reach bonus
(+10), and an additional +10 modifier to grappling
attacks (▶205, EP2).

Injectors
This mod can only be used by swarm morphs. Your
microbots carry tiny needles and a distributed
chemical, drug, or toxin payload. You carry one dose
for every 10 points of DUR. When you attack, you
can choose to inject any targets within your swarm
with one dose.

Jaws
This mod can only be used by swarm morphs. Your
microbots are equipped with diamandoid jaws and
snippers. Your swarm attacks inflict an extra DV 1d6.

Omni-Joints
This mod only functions with shape adjusting ware.
Your smart material construction can configure
omni-directional joints on the fly, enabling amazing
feats of balance and movement and tricks with your
limbs. This allows you to bend over backwards,
reach around corners, and grapple things like a bolo.

126
126¹ GAME INFORMATION • NEW COMBAT WARE
You can even use this multi-jointed capability to bypass an oppo-

NEW SOCIAL WARE


nent’s guard in melee, like a flail swinging around a shield. Apply
+10 to Athletics, Fray, and Melee Tests.

Stealth Coating Gait Mask


Your shell is covered with metamaterials with a negative refractive When activated, this ware creates subtle but measurable changes
index. When activated, both electromagnetic and acoustic waves to your leg structure, muscle tone, and foot shape. This alters your

GAME INFORMATION
bend around you, making you invisible to such sensors (including walking pattern enough to confound gait detect systems. Apply a
sight and sonar). Apply −60 to Perceive Tests to spot you, attacks −30 modifier to gait-detection sensors.
against you are blind (–30 to hit with a 50% miss chance). Even if
you are detected, you appear hazy and insubstantial (–30 to hit). Implant Mask
The coating is tunable; you can pass specific frequency ranges Implant mask is not a separate ware, but a modification to an
(i.e., you can be stealthed to infrared but not radar). You can also existing cybernetic or hardware enhancement. The masked ware is
make the electromagnetic coating one-way, so that you can transmit modified with smart materials that reduce its signature and hide it
out while being stealthed at the same frequency, but such transmis- from security systems. Treat the ware as concealed (–30 to sensor
sions can be used to detect you. tests to detect).
While stealthed, you are blind/deaf to the selected frequencies
(this also means you are no longer meshed if you let radio bypass Mimicry Module
you). To avert this, you can pass certain frequencies for sensing or This module features a library of mannerisms, vocal patterns, body
enable radio and perceive via meshed remote sensors (perhaps language, and social cues that you can incorporate to alter your
receiving a penalty to actions). emotive/kinesic display. Apply a +10 modifier to Deceive Tests.
You can also create small windows to perceive/transceive through, Additionally, if you spend at least 1 hour observing a target’s
but these can be spotted with the right sensors and a Perceive Test social interactions (either directly or via high-quality surveillance)
at −30. and succeed in a Kinesics Test, you can duplicate their manner-
While invisible, you do not radiate heat (unless you choose to isms. You receive +30 to Deceive when impersonating that specific
pass thermal frequencies and be visible in infrared). At the GM’s individual.
discretion, prolonged stealthing (over an hour) can lead to penalties
from overheating. QE Implant
The acoustic stealthing is one-way only and does not affect This is an implanted version of the QE Comm (▶337, EP2) with a
sounds generated by you, such as speaking or the noise of your micro-sized qubit reservoir (1 minute video, 1 hour voice). Due to
movement or footfalls. size, it is usually implanted in the thoracic cavity.
The stealthing provided by this coat has no effect on non-elec-
tromagnetic and non-acoustic sensors (vibration sensors, pressure Skeletal Disguise
sensors, chemical sniffers, etc.). This implanted system is designed to disguise your skeletal pattern
Stealth coating is not compatible with chameleon skin and some in sensor readings. It can be used to simply alter the readings (–30
armor mods (GM discretion). to pattern match with sensors) or to match a specific skeletal pattern.

COMBAT WARE Ware Type Complexity/GP Description


Acceleration Tolerance BH Min/1 Biomorphs can handle 15 g of sustained acceleration, synthmorphs 30 g.
Boomscatter H Min/1 Scatter apart to halve damage from impact/explosion. Requires shape adjusting.
Diamond Buzzsaw CH Min/1 DV 1d10 + 6, Armor-Piercing, Concealable.
Grasping Tendril BCH Mod/2 Concealable, DV 1d10 +2, Reach (+10), +10 grappling.
Injectors H Min/1 Attacks can inflict 1 dose on any target in swarm. Swarm morphs only.
Jaws H Min/1 Swarm attacks inflict an extra DV 1d6. Swarm morphs only.
Omni-Joints H Maj/3 +10 Athletics, Fray, and Melee. Requires shape adjusting.
Stealth Coating H Maj/3/R Invisibility, −60 to Perceive, −30 to target, possible 50% miss chance.

SOCIAL WARE Ware Type Complexity/GP Description


Gait Mask CH Min/1/R –30 to gait-detection sensors.
Implant Mask CH Min/1 One C/H ware made concealable, −30 to detect with sensors.
Mimicry Module CHM Mod/2 +10 Deceive, +30 impersonating specific target after test.
QE Implant CH Maj/3 QE Comm + micro qubit reservoir; 1 min video/1 hr voice.
Skeletal Disguise C Min/1 −30 modifier to match skeletal pattern with sensors.

NEW COMBAT WARE • New Social Ware


¾127
Fake Brainprint
NEW MENTAL WARE
This plug-in alters the diagnostic outputs on brainprint scans of
infomorphs or cyberbrains to mimic a pre-loaded print. Against
portable brainprint scanners, there is a 5% chance it will trigger
Asymmetric Sleep an anomalous reading, usually leading to a more thorough check.
Your are capable of unihemispheric slow-wave sleep, meaning that Against a full brainscan, there is a 10% chance that the output
GAME INFORMATION

only half of your brain sleeps at a time while the other half remains tampering is detected. GMs may alter these percentages to reflect
awake and vigilant. You require the same amount of rest as normal more antiquated or state-of-the-art systems.
(4 hours for a long recharge with biomods, 8 without), but during
this time you remain in a state of quiet wakefulness. While resting, Hypermesh Link
you may make Perceive Tests without a sleeping penalty, stand, and This ware was developed by the Neo-Synergists to create a group
even slowly walk or otherwise maintain a position. More compli- mind-state. Hypermeshed egos automatically share their real-time
cated physical actions, conversation, Know Tests, etc. require full emotions, thoughts, and experiences with each other and also
wakefulness. This adaptation is a necessity for cetaceans who must their memories and skills. These broadcasts can be tuned out to a
hover/swim and surface for air while sleeping and is ideal for those low-level emotional “hum,” where changes in an emotional state can
who must remain alert in dangerous environments. be picked up with a Perceive Test.
Hypermesh links are not for everyone — many find them too
Auto Backup invasive or overwhelming. When first joining a group mind-state,
Your digitized ego is automatically backed up via the mesh to a you must make a SAV Check or suffer SV 1d10 from alienation. If
predetermined secure storage server every 48 hours. This interval you fail, you must make the test again in 24 hours.
can be changed, but it is rarely done more frequently given the Hypermeshed egos receive +1 Insight pool. You also gain a
bandwidth requirements. The backup transmission uses quantum special use of Insight pool: you may spend an Insight point to make
cryptography (the same as quantum farcasters, ▶336, EP2) and may a test using the skill of another hypermeshed ego. For NPCs with
not be intercepted and decoded unless the quantum keys used in this ware, treat this as being able to make any test with skill 50. At
the exchange are somehow acquired. the GM’s discretion, certain specialized skills may not be available.
The intimacy of the group mind-state means that hypermeshed
Brain Box egos cannot deceive or withhold secrets from each other. Egos in the
A brain box consists of a living human brain and a sturdy, miniature group are also subject to personality bleed: attempts to identify you
life-support system to maintain it. This wetware organic system can using Kinesics suffer a −30 modifier and you receive a +30 modifier
be used in place of a cyberbrain in any pod or synthmorph (except to impersonate other hypermeshed egos.
swarms). Removing a cyberbrain also removes the access jacks and Egos may voluntarily leave the group mind-state and sometimes
mnemonics bundled with it (though these can be added separately). do for privacy (though their memories are accessible later). However,
Brain boxes are normally hidden from standard visual detection, the hypermesh creates a dependency for everyone part of it for more
but a few eccentrics show them off with a transparent aluminum than a week. If cut off from the hypermesh for 2 hours, you suffer a
casing, allowing observers to see their biological gray matter. −10 modifier to all actions. If cut off for more than a day, you must
An ego with the Psi trait ensconced in a brain box can use psi. make a WIL Check against SV 1d10/half. At the GM’s discretion, you
However, since they lack a full nervous system, they suffer a −30 may continue to suffer stress if cut off for an extended period.
penalty to Psi Tests and WIL Checks involving psi and they cannot Hypermesh links act as a VPN (▶326, EP2) and function over the
use sleights at Touch range, unless the target happens to be poking mesh (thought lag will disconnect you from the group mind).
their finger into their gray matter. Likewise, morphs with brain
boxes may be targeted with psi sleights at −30. Multi-Ego Controls
This cyberbrain enhancement allows more than one ego to control
Core System a single morph simultaneously. Up to 5 other egos in ghostrider
Cores are cyberbrains for ships, habitats, and similar infrastructure. modules can be linked to the primary cyberbrain. Each ego goes
They follow the rules for cyberbrains and core morphs (▶62). on their own Initiative order, allowing the morph to act multiple
times during the action turn. Each ego must be assigned a specific
Defrag function of the morph to control: movement, perception, specific
This app monitors your digital mental-state and takes measures to weapons, or other capabilities. Only one ego may control a specific
keep it in prime condition and optimize its performance. Whenever function each action turn, though other egos may access data from
you take a short rest, you recover an additional pool point. systems controlled by others. Switching control of a system is a free
action, but once triggered the system cannot be used until the next
Failsafe turn. The morph’s pools are shared by all linked egos. Modifiers
This augmentation can only be used in conjunction with either applied to the morph affect each linked ego.
medichines or nanophages (▶322, EP2). It is designed as an emer- For hacking and control purposes, the ego in the primary cyberbrain
gency response to exsurgent infection. If a known strain of the is considered the control node, with each ghostrider module puppeted.
exsurgent virus takes hold in the body, the failsafe kicks into action
and takes the following steps. First, the cortical stack is isolated Multi-Focus
and explosively ejected from the body (usually falling 1d6 meters This mod is available to morphs with multi-tasking ware. You can
away). Alternatively, if the morph also has an emergency farcaster either focus your detailed perception on one additional thing with the
installed, that is activated instead. Then a potent neurotoxin is trig- same quick action or maintain one mental-based task action that turn
gered, killing the brain and body. For synthmorphs, the cyberbrain is (e.g., research, hacking, programming, psychosurgery) for free. This
erased and the power supply deactivated and physically decoupled. does not provide bonus actions. You may take this mod multiple times.

128¹ New Mental Ware


GAME INFORMATION
Optogenetics Module Possum Cache
This implant is designed to be used in biomorphs like the This ware may only be applied to morphs with a cyberbrain,
freeman ▶82 that are genetically modified to make their neurons ghostrider module, or mesh inserts. It enables an ego therein to
sensitive to light. This module establishes a network within the continue using the morph’s access jacks, cyberbrain/module, mesh
brain to manipulate these neurons with selective pulses of light. inserts, and other mental augmentations while the morph is hiber-
Whomever controls the optogenetics module (usually a monitor ALI nating or dead. A backup power unit kicks in when the cyberbrain
or meshed overseer) can trigger a specific set of neuronal activity. or module stops receiving sufficient power from the morph’s body,
Each module can trigger one effect from the options below (chosen enabling them to continue operating for 2 weeks after the morph
when installed). hibernates or dies; GMs should adjust this duration to reflect
Knockout: The module triggers unconsciousness in the target heavy or minimal usage. If hooked up to an external power source
ego. The target can resist with a WIL Check at −30 to resist; if via access jacks, the cyberbrain/module can operate indefinitely.
successful they are immune to this module function for 1 hour). Egos that remain active via possum cache do not suffer any of the
Modified Behavior: The module compels or restricts one specific morph’s wound penalties. Death or voluntary entry into hiberna-
behavior in the same manner as either the Enhanced Behavior or tion are the only circumstances under which this augmentation
Restricted Behavior traits (▶78 and 80, EP2) at Level 2. functions. It provides no benefit to morphs that are rendered
Sensory Modification: The modules impedes, cuts off, or modi- unconscious or incapacitated.
fies one specific source of sensory input. For example, the ego can If the morph was killed/destroyed by head trauma, or if it takes
be made blind, unable to hear specific frequencies, or fed tailored more than 10 DV of damage to its head after death, the cyberbrain is
sensory input. Treat as the Modify Sensory Input mindware hacking considered destroyed or at least too damaged to function properly.
technique (▶267, EP2). Egos that are active via possum cache do not have access to any of
Tasping: The module triggers the brain’s pleasure centers, in the the morph’s sensory input. If they are also deprived of mesh links,
same manner as tasping psychosurgery (▶297, EP2). they may keep themselves occupied with AR, but may need to make
Multiple modules can be installed within a morph. Installation of weekly Stress Checks due to sensory deprivation (SV 1d6 + 2/half ).
this module includes the genetic modification to make the targeted
neurons sensitive to light. Stabilizer
Your digital mind-state is constantly monitored, analyzed, and
adjusted with error-correction routines. You automatically heal 1
point of stress per day. If you benefit from psychosurgery or another
effect that reduces stress, you do not receive the bonus that day. This
meshware has no effect on trauma or disorders.

MENTAL WARE Ware Type Complexity/GP Description


Asymmetric Sleep BM Min/1 Remain vigilant, maintain position while sleeping.
Auto Backup M Mod/2 Secure backup via mesh every 48 hours.
Brain Box BC Min/1 Biological brain for pod/synthmorph.
Core System CH NA Cyberbrain for ships/habitats/infrastructure.
Defrag M Mod/2 Recover additional pool point with each short rest.
Failsafe N Min/1 If infected, ejects stack/erases cyberbrain and kills body. Requires medichines or nanophages.
Fake Brainprint M Maj/3/R Alters prints; 5% detection with quick scans, 10% full scans.
Hypermesh Link CH Maj/3/R Group mind-state, +1 Insight, can use Insight to borrow skills.
Multi-Ego Controls HM Maj/3 Multiple egos may control the same morph simultaneously.
Multi-Focus CHM Min/1 Focus on 1 additional thing at once or maintain ongoing mental task. Requires multi-tasking.
Optogenetics Module C Min/1 Trigger one pre-specified neural function.
Possum Cache CH Min/1 Cyberbrain/ghostrider/mesh functions after hibernation/death.
Stabilizer M Mod/2 Heal 1 stress per day.

New Mental Ware


¾129
This mod should only be counted for limbs that are articulated

NEW PHYSICAL WARE


and/or prehensile and are capable of grasping and manipulating
objects (for example, don’t apply it to extra legs that provide no
mechanical benefit or limbs that serve a primarily cosmetic func-
Brachiating Adaptation tion, such as fins or minor pedipalps). At the GM’s discretion, this
Your shoulders, arms, and wrists are modified for fast brachia- mod may not be possible or may count as increased Complexity.
GAME INFORMATION

tion — using the arms to swing between tree limbs or other objects.
In Earth/Venus gravity, only small creatures can brachiate; this Gliding Membrane
requires both arms and has a Movement Rate of 8/32. You may also Gliding membranes are thin, muscular sheets that stretch from
swing jump up to 4 meters, 12 with a full move. In low or micrograv, wrist to ankle. When jumping from a height or in micrograv, you can
medium and large creatures may also brachiate, but without the glide through the air. You can also ride thermal updrafts to ascend
aid of gravity to swing, Movement Rate is only 4/20 and jumping is to higher altitudes.
handled normally. Use Athletics for tests. This mod also lengthens The gliding Movement Rate is 8/32 (Fast). For human-sized
your arms, providing a +10 Reach bonus (for small morphs, this morphs in standard Earth or Venusian gravity (1 g), these
cancels out or reduces the Reach bonus of larger morphs). membranes maintain a glide ratio of 10:1, meaning you glide 10
meters for every meter of altitude you lose. In low-gravity envi-
Convertible Form ronments, this ratio doubles to 20:1 or more. Gliding membranes
Smart materials provide your morph with limited but quick shape- provide a +10 modifier to Free Fall Tests made to cross long
shifting capabilities. You can transform your body plan between distances. Use the Athletics skill for tests involving movement when
two pre-set configurations in 3 action turns. This mod may be taken using gliding membranes. Maintaining a glide requires the use of
multiple times for additional configurations. all four limbs.
If you also have shape adjusting ware, you can choose either 1 Morphs with this ware require smart or customized clothing to
Moderate complexity or 2 Minor complexity items/ware as pre-set accommodate the membranes. You can wrap the membranes around
configurations that you can transform into in 3 action turns instead your arms, legs, and torso when not in use, allowing you to move
of the usual 1d6 minutes. and wear clothes normally.

Digestive Symbiotes Heat Tolerance


You can digest and survive on almost any organic matter, be it Your morph’s temperature regulation, cooling processes, and water
grass, sawdust, or the sludge from a habitat’s recycling system. This retention are enhanced. You rarely sweat and can handle tempera-
includes some xenoflora and xenofauna that would otherwise be tures up to 130 F/54 C (biomorphs) or 500 F /260 C (synthmorphs)
inedible. You can even consume rotten or spoiled food without without discomfort or ill effects.
getting sick. The symbiotes allow you to mute your taste buds, but
certain substances may require a WIL Check to eat (GM discretion). High-G Adaptation
Symbiotes protect against oral-vector biochem toxins that inflict This augmentation may only be installed in morphs with hardened
food-born illnesses. On a successful SOM Check, the toxin has no skeleton ware (▶322, EP2). It allows an enhanced morph to operate
effect. If affected, you receive a +30 to aptitude checks against any without penalty in environments with gravity higher than Earth’s (1
specific toxin effects. Additionally, the toxin’s effects and durations g). For biomorphs, the heart and circulatory systems are strengthened;
are halved. This ware has no effect on biochem toxins delivered via for synthmorphs, the frame is adapted to operate with increased
non-oral vectors or nanotoxins. weight. The morph ignores penalties from higher gravities up to 2 g.
Beyond 2 g, treat the penalties as if the gravity were 1 g less.
Digging Claws
Whereas normal claw ware is concealable, this mod features length- Laser Link (Medium)
ened, sturdier hands that are obviously equipped with hardy claws This is an implanted version of the laser/microwave link (▶336, EP2)
for loosening ground and tearing through hard surfaces. They inflict with an effective range of 500,000 kilometers in space. It can only be
DV 1d10 + 3 in melee. implanted in very large morphs.

Efficient Metabolism Long-Term Life Support


Your metabolism is optimized. Digestion is more efficient, the This nanoware system allows biomorphs to survive for long periods
basal metabolic rate is lowered, and related processes, reactions, of time without air, food, and water. Nanomachines and symbiotic
and caloric expenditures are improved. Eating and drinking is only bacteria convert their metabolism into a nearly closed system. The
necessary once a week. You can survive a month without water biomorph can survive on just a handful of ice and carbon grit (or
and 2 months without food, though the effects of starvation and other organics) every few days for up to a month. Nanobots carrying
dehydration kick in after ~2 weeks. This ware is not compatible with isotopes transfer energy to the body so that it can be absorbed in a
long-term life support. safe manner. With the monthly use of simple and cheap chemical
reserve packs, this can be extended up to a year before the system
Extra Limbs must be flushed, balanced, and replenished in a medical shop or
Your morph features an extra pair of manipulating limbs with healing vat. Vitamins and protein supplements are necessary for
accompanying skeletal and musculature or structural changes. long-term health, but this ware provides a handy alternative to
These limbs are typically congruent with your biology and body starving in harsh environments. This ware is not compatible with
plan, though transgenic variants are also possible, from insectoid efficient digestion.
to tentacles.

130¹ New Physical Ware


Magnetic Generator of Earth to 3,000,000 kilometers of Jupiter). You can also land on
A variation of the same technology used to contain plasma in fusion or take off from any moon or heavenly body with a surface gravity
reactors, this implant creates a shaped magnetic field around the less than 0.05 g. This implant is large and produces a characteristic
morph to protect it from harmful solar radiation and plasma. It humpback shape on most morphs. Use Pilot: Space skill with a
can also be used to skate and tack against strong magnetic fields Movement Rate of very fast (8/40).
like those around the sun and certain planets or to sail upon the
solar wind. This ware may only be implanted in very large morphs. Radiation Tolerance

GAME INFORMATION
It provides an AV bonus of +15/+0. Use Pilot: Space skill with a You can handle exposure to ionizing radiation and particles that
Movement Rate of very fast (8/40). damage and debilitate other morphs. For synthmorphs, this means
protective laminate layers and shielding of sensitive electronics. For
Oozeware biomorphs, this means implanted shielding for vital organs, blood
This ware functions much like shape adjusting, but with some key filters, and redundant encoding of DNA. The bioware version requires
differences. Rather than the usual smart material construction, this medichines, which handle rapid replacement of damaged tissues.
morph is based on a gel-like smart liquid. This fluid has the same Exact radiation effects are determined by the GM (▶236, EP2). This ware
shear-thickening quality as body armor, meaning it hardens on has limited effectiveness against extreme radiation sources such as
impact, and it thickens, extends, and retracts on command. Its shape Jupiter’s electromagnetic field, especially over a prolonged period.
adjusting is limited to basic forms such as limbs, tentacles, or simple
tools such as a hammer or wrench. It can change all or part of its form Refractive Coating
into 2 Moderate complexity items or 4 Minor complexity items at a A metamaterial coating of reflectors, absorbers, and spectral filters
time, or 1 Moderate and 2 Minor together. However, it can transform protects you from most visual and infrared wavelengths. For coronal
into these shapes much more quickly, in 1d6 Action Turns. morphs, this serves to reflect or mitigate most of the sun’s spectral
Some of the ware/gear it can form includes: claws, digging claws, output and enables radiative cooling. It provides a +10/+0 AV bonus.
disassembly tools, extra limbs, gliding membrane, grasping tendril,
hidden compartment, mobility system (boat, hopper, roller, snake, Swarm Shape
walker, swimmer), prehensile feet, prehensile tail, retracting limbs, The modular drones in this swarm can link together and create
skin pocket, telescoping limb, weapon mount, wings. Others may be larger physical forms, including articulated limbs. A standard swarm
allowed at GM discretion. can form a 1-meter tall body or base with up to 4 half-meter limbs.
Synthmorphs with this mod do not have a frame, but they receive AV These limbs can engage in very limited physical activity and tool
4/0 and only take half damage from kinetic projectiles such as firearms use. Shaped swarms can hold, carry, or move gear that is Very Small
and railguns. Morphs with this gear may not use synthetic mask. sized or smaller. They suffer a −30 modifier for holding, carrying, or
moving Small size objects and cannot affect anything Medium size or
Plasma Sail larger. Any test involving leverage, strength, or fine dexterity suffers a
This miniature plasma sail can operate for three months thanks to a −30 modifier or may not be possible (GM discretion).
potent battery-powered superconducting magnet and a tank holding
sufficient compressed hydrogen. With this, you can use the solar Swim Bladder
wind to accelerate up to 0.01 g through open space to a maximum A series of gas-filled sacs enable you to control your buoyancy,
velocity of 80 kilometers per second away from the sun (slower if either underwater or in thick atmospheres. This allows you to float
you tack in other directions; the wind is too faint to provide accelera- at the same depth without exerting energy and helps to ascend or
tion past Saturn). You can also maneuver freely within the proximity descend to other depths. This bladder is also linked to the inner-ear
of a planet’s magnetic field (ranging from within 70,000 kilometers or internal sensors so that you can accurately gauge pressure/depth.

PHYSICAL WARE Ware Type Complexity/GP Description


Brachiating Adaptation BH Mod/2 Brachiate 8/32, +10 Reach.
Convertible Form H Min/1 Transform into a pre-set configuration in 3 action turns.
Digestive Symbiotes N Mod/2 Safely eat most organics; protects vs. oral biochem toxins.
Digging Claws BCH Min/1 DV 1d10 + 3.
Efficient Digestion BN Mod/2 Eat/drink once per week; survive 1–2 months w/o food/water.
Extra Limbs BCH Min/1 Pair of extra limbs.
Gliding Membrane BCH Min/1 Gliding 8/32; use Athletics.
Heat Tolerance BH Min/1 Handle temps as high as 130 F/500 F.
High-G Adaptation BH Min/1 Treat gravity as if 1 g less. Requires hardened skeleton.
Laser Link (Medium) CH Maj/3 500,000 km range in space.
Long-Term Life Support N Maj/3 Survive without air, food, or water up to one year.
Magnetic Generator CH Maj/3 Thrust-Vector 8/40; use Pilot: Space; +15/+0 AV.
Oozeware H Maj/3 Limited but faster (1d6 turns) shape adjusting, AV 4/half.
Plasma Sail CH Mod/2 Thrust-Vector 8/40; use Pilot: Space.
Radiation Tolerance BH Min/1 Protection from radiation; bioware requires medichines.
Refractive Coating N Maj/3 Protection from heat/radiation; AV +10/+0.
Swarm Shape H Mod/2 Create physical shapes and manipulate Very Small objects. Swarm morphs only.
Swim Bladder BCH Min/1 Control buoyancy to float/ascend/descend.

New Physical Ware


¾131
OPTIONAL RULE:
QUANTUM-DOT CAMERAS
In the world of Eclipse Phase, almost all cameras (including the cyber-eyes of synthmorphs and some biomorphs) use quan-
tum-dot sensor technology.
GAME INFORMATION

In simple terms, this means that the camera sensors produce higher-resolution terapixel images. Fullerene arrays of
quantum dots can be printed on almost any surface, and quantum dots can both detect and emit light. This means that almost
any wall or surface — including flexible materials like clothes or paper — can be transformed into a combination visual sensor
and display.

Optional Rule
For a more complex but scientifically plausible take on quantum-dot cameras, they can also perceive infrared and ultraviolet
frequencies (at no extra cost/complexity). Additionally, while most quantum-dot visual sensors still use lenses to focus light
and zoom in on distant objects, simpler quantum-dot displays/sensors used in advertisements or for non-intrusive security
purposes lack lenses entirely. This means that they cannot be spotted or blinded by lens-detection systems of dazzlers. They
are also more difficult to spot visually when they are not displaying images: apply a −20 to Perceive Tests.

Fast Metabolism
NEW GEAR
▼ Morph Trait MP Bonus: 1
This trait is only available to biomorphs and is typically only found
in heavily enhanced ones. Your morph’s metabolism runs hot,
MONITOR ALI requiring you to eat 2–3 times as much food as a similar morph of
These ALIs reside within ghostrider modules installed to watch over equivalent mass. While autocooks make food plentiful and cheap,
their carrier’s activities. They are used to watch over prisoners and this trait can pose a problem in remote locations or settlements with
parolees, civilians living under police states, and people restricted limited resources.
with second-class citizenship like uplifts and indentures in some Treat this as a Minor complexity daily requirement in situations
polities. They are also sometimes deployed in high-security instal- of food scarcity.
lations or criminal or hypercorp operations where secrecy and If you fail to acquire the amount of food you need more than 2
accountability are prerogatives. days in a row, lower your Wound Threshold by 1 and Durability by
5 (recalculating your DR as DUR x 1.5) until you resume your usual
ALI Complexity/GP caloric intake. For every additional 2 days without enough food,
Monitor ALI Mod/2 reduce Wound Threshold and Durability by an equivalent amount. If
Skills: Infosec 30, Interface 30, Kinesics 30, Know: Psychology 60, Durability reaches 5, you will soon die without extended medical care.
Know: Surveillance 60, Medicine: Psychosurgery 30, Perceive 60,
Provoke 30, Research 30 Grav Sickness
▼ Morph Trait MP Bonus: 2
This trait is only available to biomorphs. This morph is adapted
for low-gravity environments (0.15 or less) and struggles in higher

NEGATIVE MORPH TRAITS


gravity. You suffer the effects of high gravity (▶235, EP2) for every
0.2 g over 0.15. On Mars or Mercury (0.38 g), you would suffer the
effects of 1 wound; on Venus or Earth (1 g), you suffer the effects of
Aggressive GRM 3 wounds.
▼ Morph Trait MP Bonus: 1
This trait is only available to biomorphs. The genetic rights manage- Impaired Balance
ment of this morph uses a number of atypical tricks to prevent the ▼ Morph Trait MP Bonus: 1/2
morph from breeding or being modified without authorization. This trait is only available to neo-pigs and other morphs derived from
Unless “unlocked” with further genehacking by someone with non-bipeds. The morph’s brain is not fully adjusted to its upright
detailed knowledge of the original design or by a Medicine: Biotech posture and bipedal stance. You suffer a −10 modifier per level to
Test at −30, the morph is sterile and will reject all bioware, cyber- Athletics or Pilot Tests involving balance or upright movement.
ware, and nanoware mods not included in the original design (if
installed, treat as a wound until they are removed). Impaired Hearing
▼ Morph Trait MP Bonus: 1
Emotive This trait is most common with neo-octopi and other morphs derived
▼ Morph Trait MP Bonus: 1 from species that lack the full range of human hearing. The morph
This trait only applies to synthmorphs. The emotive range of this lacks the transgenic hearing mods of modern designs. It can only hear
morph is exceptional. Kinesics Tests made against you do not suffer sounds in the 400–1,000 kHz range (as opposed to the 20–20,000
the usual −30 modifier for synthmorphs. kHz range of transhumans) and hears poorly when not underwater.
Apply a −30 to hearing-based Perceive Tests. Some medium- and
high-frequency sounds may be entirely inaudible (GM discretion).

132¹ New Gear • NEGATIVE MORPH TRAITS


NEGATIVEfiMORPHfiTRAITSfifl
Trait MP BonusE4ect Restricted To
Aggressive GRM 1 Sterile, rejects all bioware, cyberware, and nanoware mods. Biomorphs
Emotive 1 Kinesics Tests against you do not suTher the usual fi30 modiffier. Synthmorphs
Fast Metabolism 1 Minor complexity daily food requirement. Biomorphs
Grav Sickness 2 SuTher the eThects of high gravity EP2)(2for
,53 every .0 2 g over .0 .15 Biomorphs

GAME INFORMATION
Impaired Balance 12 fi10 modiffier per level to Athletics or Pilot Tests involving balance or upright movement.
Neo-pigs
Impaired Hearing 1 fi30 to hearing-based Perceive Tests. Neo-octopi
Impaired Proprioception2 fi10 to Fray Tests. Flying squid & neo-octopi
Lack of Manipulators 2 Lack manipulative limbs. Some actions not allowed or fi30 modiffier.
Lack of Smell 1 May not make smell-based Perceive Tests.
Memory Artifact 2 GM can substitute critical failure with memory from another. Stress Test vs. SV 1d6.
Neurochemical Imbalance3 Each time you spend a pool point or make a WIL Check, roll a random Enhanced Behavior (Level 2) trait.
Whole Body Apoptosis1 GM can substitute critical failure with biological death within 24 hours. Biomorphs

Impaired Proprioception Any time you roll a critical failure, the GM can change that into a
▼ Morph Trait MP Bonus: 2 regular failure and then detail an upsurging memory to you some-
This trait is most common with neo-octopi, flying squid, and other time within the next 24 hours (in game). This artifact fully seems like
morphs derived from species that lack normal human propriocep- something you experienced and becomes integrated with your own
tion (your sense of the position and movement of your body parts). memories. Your mind may even subconsciously alter some details
You only know where your limbs and other parts are by looking to fit your life experiences. Each time a new artifact is invoked, you
at them; they often move of their own accord. You suffer a −10 to must make a Willpower Stress Test against SV 1d6, perhaps more if
Fray Tests and your limbs are often getting caught in doors, uncon- the memory is particularly jarring, traumatic, or conflicts with your
sciously grabbing things, knocking things over, or otherwise getting personality or motivations.
in the way (providing additional narrative options for superior and Unwanted memories may be removed with psychosurgery. GMs
critical failures). can use these memories for plot purposes, as they may include
sensitive data or secrets.
Lack of Manipulators
▼ Morph Trait MP Bonus: 2 Neurochemical Imbalance
This morph lacks hands or other limbs with a fine manipulation ▼ Morph Trait MP Bonus: 3
capability. It is a common trait with quadrupeds (as well as certain Your morph’s neurochemistry (or its neurochemical simulators)
smart animals). A morph with this trait may not be able to manip- is unbalanced. You suffer from sudden mood swings and strong,
ulate objects at all or may only be able to do so with a very limited almost overwhelming, emotions. The GM makes a list of 6 Enhanced
capacity. Some morphs can hold small-sized objects between their Behavior traits (▶78, EP2), all at Level 2. Examples include sadness,
paws or in their mouths, for example, but unless these items have despair, frustration, anxiety, loneliness, euphoria, manic intensity,
been specifically designed to operate with this morphology, you arousal, contrariness, and so on. Each time you spend a pool point
suffer a −30 modifier or may not be able to use them at all (GM or make a WIL Check, roll 1d6 to choose which of those Enhanced
discretion). Objects that don’t require physical manipulation, such Behavior traits kicks in. The Enhanced Behaviors apply at Level 2
as tools controlled by wireless commands, may be used normally. and affect you for 1d6 hours.
Some morphs with this trait — particularly quadrupeds — may You may use drugs, psychosurgery, or certain ware (such as neuro-
be unable to hold an object between their paws and move at the modulation or endocrine control) to counteract these Enhanced
same time or may require a REF Check to retain their balance while Behaviors, reducing them to Level 1 or blocking them entirely (GM
standing upright to hold something. discretion). However, ware used this way may not be used to trigger
other emotions at the same time. At the GM’s discretion, certain
Lack of Smell situations may exacerbate or limit the Enhanced Behaviors (to Level
▼ Morph Trait MP Bonus: 1 1 or Level 3 as appropriate).
This morph lacks functioning olfactory organs and/or capabili-
ties, meaning you cannot smell. You are oblivious to the scents Whole Body Apoptosis
of cooking food, perfume, rot, body odor, smoke, and odorants ▼ Morph Trait MP Bonus: 1
added to dangerous chemicals, among other things. This also likely This trait may only be applied to biomorphs. This morph is genet-
diminishes your ability to taste; many foods taste the same. You are ically programmed to suffer a sudden and lethal massive cellular
immune to the effects of enhanced pheromones. failure at some point in the future, usually within a given 10-year
period, though it is possible to target a specific date, give or take
Memory Artifact a few months. Bioconservatives favor this ware to die quickly and
▼ Morph Trait MP Bonus: 2 naturally. The cellular failure takes about 10 minutes to complete,
This morph has an anomalous neural structure that prevents memory giving you just enough time to send final messages. It only applies
fragments from a previous ego (or egos) from being erased. These an MP Bonus if you agree that the GM may at any point turn a
memories are of emotionally charged or memorable events and critical failure you roll into a regular failure and then trigger the
may surface in your mind unexpectedly or when triggered by stress. apoptosis within the next 24 hours (in-game).

Negative Morph Traits


¾133
by 2. You are jumpy, however; make a WIL Check to control your

NEW EGO TRAITS


actions if you are surprised or faced with a sudden threat; on a failure,
the GM determines your response (usually flee, hide, or attack).
This book introduces a number of new Positive and Negative ego
traits. These follow all of the rules for traits given in the core rule- Data Control CP Cost: 1/2/3
book (▶72, EP2). You have a knack for diligence and caution in your daily life when it
GAME INFORMATION

comes to keeping a lid on your personal information, social media


POSITIVE EGO TRAITS presence, and general online footprint. Apply a −10 modifier per
Positive ego traits have a CP Cost and provide bonuses in certain level to Research and Rep Tests to track you or dig up information
situations. about you online.

Adversarial Hacker CP Cost: 2 Digital Ghost CP Cost: 1


You have a gift for tripping up security countermeasures. You may You have an exceptional knack for keeping your computer intru-
spend a point of Insight pool to flip-flop the system defender’s dice sions out of the spotlight. You may spend a point of Insight pool to
roll (for example, turning a 38 into an 83). This only applies to dice automatically negate a system defender’s attempt to locate and zero
rolls made by the GM. If the GM spends Threat pool, the pool points in on you as an intruder (Zeroing In ▶259, EP2 and Locate Intruder
cancel each other out (i.e., the defender’s dice roll is unaffected). You ▶261, EP2).
may not spend pool this way if you have already modified your own
test with pool points. Drone Whisperer CP Cost: 1
Your ability to control drones and push them to their limits is
AGI Affinity CP Cost: 1 unchallenged. Once per session, you may use a point of your Flex
You spend a significant amount of time socializing with AGIs and pool on a test made by a drone that is following your orders or
have an intuitive sense for their mannerisms, quirks, and idiosyn- programming in autonomous mode (▶346, EP2).
cracies. You gain a +10 modifier to social skills when interacting
with AGIs. Dual Strains CP Cost: 1
This trait is only available to asyncs. You are infected with two
Artful Dodger CP Cost: 2 sub-strains of Watts-MacLeod that vie for dominance. Only one
You excel at getting out of the way. When using Fray to avoid an strain is in control at a time. You have the negative trait and free
attack, you may spend a point of Vigor to flip-flop the attacker’s dice sleight associated with that sub-strain and you use that sub-strain’s
roll (for example, turning a 38 into an 83). This only applies to dice table for influence effects. When the other sub-strain takes over, you
rolls made by the GM. If the GM spends Threat pool, the pool points switch out that trait, sleight, and table for the new one.
cancel each other out (i.e., the defender’s dice roll is unaffected). You Randomly choose one sub-strain to start with. Any time an
may not spend pool this way if you have already modified your own Infection Test fails, the other sub-strain becomes dominant. Note
test with pool points. that influence effects remain ongoing even if the other sub-strain
becomes dominant.
Async Familiarity CP Cost: 1
You have developed a keen sense for the subtle behavioral clues Edge Runner CP Cost: 2
and micro-expressions that many asyncs unconsciously adopt You excel under pressure. When hacking, you do not suffer the −10
after their infection. After at least an hour of observation, you may modifier applied when a system is on active alert.
make a Kinesics Test at −30 (opposed by Deceive) to identify an
async based on their behavior alone. This trait is most common Ego Plasticity CP Cost: 1/4
among asyncs, but it may also apply to characters that have Mind edits can be difficult and stressful, but your ego is malleable
studied asyncs or spent significant time in their presence. At the in a psychosurgeon’s hands. You do not take SV from psychosurgery
GM’s discretion, this talent may also be applied to secret exsur- unless a critical failure is rolled; treat one or more critical failures as
gents with the Psi trait. a regular failure when determining SV. At 1 CP this applies to one
psychosurgery technique of your choice (i.e., merging or personality
Brain Worm CP Cost: 2 edits); at 4 CP it applies to all.
This trait is only available to asyncs. Your sleights subtly insinuate
themselves into targets’ minds. Even if they succeed on their WIL Exceptional Muse CP Cost: 2
Check (Target Awareness ▶276, EP2), they are only aware they were Your muse is either better quality or has somehow improved on its
targeted if you score a superior failure on your Psi Test. own. It has either 1 Insight pool or 1 Flex pool, your choice. These
pool points may only be spent on actions and tests made by your
Controlled Infection CP Cost: 1 muse. They follow all of the normal rules for pools (▶34, EP2).
This trait is only available to asyncs. You have achieved a modicum
of control over your infection. When an Infection Test succeeds, you Gold Star CP Cost: 1/2
can spend a point of Moxie to choose which influence effect you You did something to earn the ongoing respect of one particular
take instead of rolling randomly. faction. You receive a +10 modifier per level to Rep Tests and social
skill tests with NPCs of that particular faction. When picking a
Danger Instinct CP Cost: 1 faction, use the faction list from ▶44, EP2, but break the criminal and
This trait is only available to uplifts. You retain your species’ pre-up- hypercorp factions into smaller grouping (i.e., triads or Venusian
lift threat-response instincts, reflexively acting without thinking in hypercorps). This trait is incompatible with the Blocklisted Rep or
response to dangerous and hectic situations. Increase your Initiative Black Mark traits (▶77, EP2) with the same faction.

134¹ New Ego Traits • Positive Ego Traits


POSITIVEfiEGOfiTRAITSfifl
trait Cp Cost efiect restricted to
Adversarial Hacker 2 Use Insight to 4lip-4lop system defender’s roll.
AGI Af4inity 1 +10 to social skills interacting with AGIs.
Artful Dodger 2 When using Fray, can use Vigor to 4lip-4lop attacker’s dice roll.
Async Familiarity 1 After 1 hour of observation, use Kinesics to identify an async.

GAME INFORMATION
Brain Worm 2 Target is only aware of sleight if you roll superior failure. Asyncs
Controlled Infection 1 Use Moxie to choose speci4ic in4luence e5ect. Asyncs
Danger Instinct 1 +2 Initiative. WIL Check to control action if surprised. Uplifts
Data Control 1/2/3 –10 modi4ier per level to Research/Rep Tests to track and 4ind info on you online.
Digital Ghost 1 Use Insight to automatically negate attempt to zero in on you.
Drone Whisperer 1 Once per session, use Flex on test made by autonomous drone following your orders.
Dual Strains 1 2 infections, use trait/sleights/in4luence from only one at a time, switch when Infection
Asyncs Test fails.
Edge Runner 2 Ignore 610 modi4ier from systems on active alert.
Ego Plasticity 1/4 Ignore psychosurgery SV (for one procedure/all), except treat crit fails as normal fails.
Exceptional Muse 2 Muse gets 1 Insight or 1 Flex.
Gold Star 1/2 +10 per level to rep and social skill tests with 1 faction.
Habitat Tranquility 1 +10 INT Checks to heal stress and reduce healing time for stress/traumas/disorders by half in one s
Hard Knocks 6 Regain 1 pool when you roll a critical failure (max 3 between long recharges).
Home Turf 1 Gain 1 ego Flex to use on tests involving speci4ied habitat.
Improved Beta 1 Choose one bene4it for beta forks (see trait description).
Inspiring Moves 6 When you roll a critical success, ally regains 1 pool point (max 3 between long recharges).
Intrusion Speed 2 Reduce timeframe for subtle intrusions by half.
Manipulative Streak2 Use Moxie to 4lip-4lop defender’s roll against your Deceive/Persuade/Provoke Tests.
Melee Mastery 2 Use Vigor to 4lip-4lop opponent’s roll in melee. Melee skill 60+
Meme Fame 2 +10 to social skills/Rep Tests on 4irst interaction with NPC who recognizes you from meme.
Mental Fortitude 2 You never su5er acute stress responses.
Merging Mastery 1 No memory loss when merging forks, except crit fail equals minor memory loss.
Mind Flayer 2 Ignore 630 modi4ier when mindware hacking. Infosec skill 60+
Minion/Partner 6 An NPC backs you up.
Morph Attunement 1 +10 to either Athletics, Fray, Free Fall, In4iltrate, or Pilot with one speci4ic morph.
Morph Mastery 4 No Integration Tests sleeving one category of morphs (biomorphs, synthmorphs/axles, infomorphs
Networking Talent 2 Once per session, spend 1 Moxie to use Deceive, Persuade, or Provoke instead of rep score on Rep Te
Online Obsession 2 Gain 1 ego Flex for online information/interactions only.
Pack Security 1 +10 Stress Tests and INT Checks to heal stress when with close family/friends.
Predatory Instinct 2 +10 In4iltrate when stalking, +10 4irst attack vs surprised target.
Resilient Mind 4 Reduce healing time for stress/traumas/disorders by half. Regain 2d6 stress achieving motivationa
Scrounging Talent 2 +1 GP or MP at start of missions. +10 all morph Availability.
Sharpshooter 1 Ignore 610 called shot modi4ier. Indirect 4ire modi4ier only 610. Guns skill 60+
Spacecraft 6 You possess a spacecraft under your control.
Stress Immunity 1 Immune to stress/Stress Tests from one speci4ic source.
Synth Kinesics 1 Ignore 630 Kinesics modi4ier when interacting with synths, infomorphs, etc.
Temptation Immunity 2 You never make mental Addiction Tests.
Untarnished Rep 1 —30 to attempts to target your rep in one network; rep losses in that network halved.
Uplift Af4inity 1 +10 social skills when interacting with uplifts.
Vicious Mind 2 +1d6 DV/SV with psi attacks. Asyncs

Habitat Tranquility CP Cost: 1 Hard Knocks CP Cost: 6


Something about a particular habitat feels like home and puts you at You screw up a lot, but you learn from your mistakes. Any time you
ease. While in this habitat, you receive a +10 bonus on INT Checks roll a critical failure and you did not spend pool on that test, you
to healing stress and the timeframe for healing stress, traumas, and regain 1 spent pool point. You may not regain more than 3 pool
disorders is halved. This reduced timeframe is not cumulative with points this way between long recharges.
that of the Resilient Mind trait.

New Ego Traits • Positive Ego Traits


¾135
Home Turf CP Cost: 1 it fondly. You receive a +10 modifier to social skills and Rep Tests
You know a particular habitat (or local area) like the back of your the first time you interact with an NPC who is aware of your connec-
hand, paw, or tentacle. You either grew up there or spent enough tion to that meme.
time to become intimately familiar. You receive 1 point of ego Flex
that may only be used for tests or narrative purposes involving that Mental Fortitude CP Cost: 2
habitat, such as skipjacking past sensors, bypassing an airlock, or Your mind’s foundation is solid, even in especially traumatic
GAME INFORMATION

knowing the right local NPC to talk to. situations. You never suffer from acute stress responses (▶223, EP2).
Instead, simply make a WIL Check for disorientation.
Improved Beta CP Cost: 1
Your beta forks (▶292, EP2) take to the neural pruning process better Merging Mastery CP Cost: 2
than most. Choose one of the following benefits for your beta forks Your mind easily reintegrates forks. You never suffer memory loss
(this trait may be taken more than once for separate bonuses): when merging forks back into your ego (▶296, EP2) unless you roll a
critical failure, which is treated as minor memory loss.
• Active skills are not limited to a maximum value
• Your beta forks do not suffer the −10 modifier for aptitude checks Mind Flayer CP Cost: 2
• Your beta fork gets your full ego Flex pool This trait is only available to characters with Infosec skill of 60 or
• Your beta forks retain your Psi trait, but lose half of your sleights higher. You are an expert at cracking cyberbrains and digital mind
(random determination) states. You do not suffer the −30 modifier applied when mindware
hacking (Encoded Security, ▶266, EP2).
Inspiring Moves CP Cost: 6
You don’t always succeed, but when you get a win, you do it in a way Minion/Partner CP Cost: 6
that’s inspiring to others. Any time you roll a critical success, choose You have an NPC on hand to help you out. This could be a personal
one ally that witnessed the test. That ally regains 1 spent pool point. secretary, lab assistant, intern, bodyguard, indenture, child, socialite
You may inspire no more than 3 spent pool points to be regained entourage, or other form of retainer. The relationship does not need
between each long recharge you take. to be hierarchical; it could be a partner or other collaborator. Work
with the GM to draw up the NPC’s stats, background, and motiva-
Intrusion Speed CP Cost: 2 tions. While most minions are in it for the money, and most partners
You are quick at finding vulnerabilities and leveraging the right share your interests or goals, this NPC might also be motivated by
exploit tools for the job. Reduce the timeframe for subtle intrusions loyalty, friendship, personal career interest, fandom, or to repay a
(▶258, EP2) by half (in most cases, this reduces it to 30 minutes; supe- debt or obligation.
rior successes may reduce this further). The minion/partner NPC can be played by you as a secondary
character. Note that they are an NPC, however, and the GM has the
Manipulative Streak CP Cost: 2 prerogative to take control of them at any time. Make sure you and
Your skills of social manipulation are unparalleled. You may spend your GM have an understanding of the role this NPC will play in
a point of Moxie pool to flip-flop an NPC’s dice roll (for example, the campaign. Adding another character can slow down gameplay
turning a 38 into an 83) when making a Deceive, Persuade, or and pull the spotlight away from other players. It is often best to
Provoke Test against them. This only applies to dice rolls made by relegate such NPCs to background support roles rather than involve
the GM. If the GM spends Threat pool, the pool points cancel each them in every scene.
other out (i.e., the defender’s dice roll is unaffected). You may not Your relationship with your minion/partner must be maintained,
spend pool this way if you have already modified your own test else they will part ways with you. This means that you will occasion-
with pool points. ally need to address their needs or otherwise support them; GMs
can take advantage of this for plot purposes.
Melee Mastery CP Cost: 2
This trait is only available to characters with Melee skill of 60 or Morph Attunement CP Cost: 1
higher. You have refined your ability to predict and counteract You sync perfectly with a specific morph type (i.e., bouncers, flex-
your opponents’ moves. You may spend a point of Vigor pool bots, furies, etc.). While sleeved in that type of morph, you receive a
to flip-flop the dice roll (for example, turning a 38 into an 83) +10 modifier to one of the following skills of your choice: Athletics,
of an NPC with whom you are engaged in melee, whether you Fray, Free Fall, Infiltrate, or Pilot. You may take this trait multiple
are attacking or defending. This only applies to dice rolls made times for different morph/skill combinations.
by the GM. If the GM spends Threat pool, the pool points cancel
each other out (i.e., the NPC’s dice roll is unaffected). You may not Morph Mastery CP Cost: 4
spend pool this way if you have already modified your own test You are familiar with for one of the following categories of morphs:
with pool points.
• Biomorphs (including pods, uplifts, and exomorphs)
Meme Fame CP Cost: 2 • Infomorphs and core morphs
At some point in the past, you were the main character in a funny • Synthmorphs and axles
viral meme that made its way around the Solar System (and still
sometimes pops up in new forms). To this day, strangers who access You do not need to make Integration Tests when sleeving this cate-
your public profile may connect you to that meme (unless you hide gory of morph. You may take this trait more than once for different
it). Though this recognition can be tedious, most people remember categories of morphs.

136¹ New Ego Traits • Positive Ego Traits


Networking Talent  CP Cost: 2 agent of a hyperelite dynasty, or simply borrowing the ship from an
You can rally support to your cause even with a single-digit rep score. anarchist collective. Maybe you built the ship on your own, putting
Once per session, you may spend a point of Moxie to use Deceive, yourself permanently in the debt of an esoteric brinker group, or
Persuade, or Provoke instead of your rep score when making a Rep maybe you stole it, with a bounty out for its recapture.
Test. Note that this may work against you if you curry favor under Whatever the circumstances, you should occasionally be obli-
misleading pretenses or fail to live up to expectations, possibly gated to meet or avoid the needs and demands of the ships’ rightful
leading to rep dings in the aftermath. owners, its passengers, and its crew. For example, you may have

GAME INFORMATION
salvaged a derelict vessel and converted it into a refugee barge
Online Obsession CP Cost: 2 during the Fall, but must now deal with the scum squatters that have
You spend a significant chunk of your life chatting on social media, effectively taken it over. Operating a ship also comes with a host
doomscrolling feeds, and interacting online. You receive 1 point of logistical issues, from acquiring fuel or reaction mass to making
of ego Flex that may only be used for tests or narrative purposes deals for passengers and cargo to attending to an inexhaustible list
involving information on the mesh and online communities, such of critical repairs. Keeping the ship operational may be a campaign
as Research Tests, Rep Tests, knowing the latest memes, knowing unto itself.
someone who knows someone online, and so on. This Flex point This trait also works well for PCs that wish to play the crew of a
may not be used for Interface, Infosec, Program or similar tech- ship. In this case, the GM can allow the cost of the trait to be shared
nical rolls. by all of the PCs together.

Pack Security CP Cost: 1 Stress Immunity CP Cost: 1


This trait is primarily found among (non-octopus) uplifts. You rely Thanks to a traumatic past or a quirk of your psyche, you are
heavily on tightly bonded social groups for your mental health. emotionally inured to a particular source of stress and trauma,
Whenever you are in the presence of family or close friends/team- such as extensive isolation, asphyxiation, or Pandora gates. You
mates, you feel a strong sense of security and purpose that provides are immune to Stress Tests and taking stress from that specific
a +10 modifier to Stress Tests and INT Checks to heal stress. source. Use the entries on the Stressful Experiences table (▶229, EP2)
for guidelines. GMs should not allow sources that are overly broad
Predatory Instinct CP Cost: 2 (i.e., “killing” is not acceptable, but “killing in self-defense” is). This
This trait is primarily found among uplifts and is most common trait may be taken more than once for separate sources, but no more
with octopus or orca genestock. You retain the thrill of the hunt than 3 times for sources in each category of stressful experience; for
from your predatory ancestry. You receive a +10 modifier on anything beyond that, use the Hardening trait (▶74, EP2).
Infiltrate Tests when stalking a target and a +10 bonus on the first
attack against a surprised opponent. Synth Kinesics CP Cost: 1
You have a fine grasp of subtext and nuance even when dealing
Resilient Mind CP Cost: 4 with others who lack emotive capabilities or visual clues. You do
You bounce back and recover from stress and trauma at an excep- not suffer the −30 modifier to Kinesics Tests when interacting with
tional rate. Reduce all timeframes for healing stress, traumas, and synthmorphs, bots, infomorphs, or similar context-barren situations
disorders by half. Additionally, when you reach a motivational goal, (Kinesics ▶50, EP2).
you heal 2d6 stress instead of 1d6 (Motivational Recovery ▶223, EP2).
Temptation Immunity CP Cost: 2
Scrounging Talent CP Cost: 2 You do not get addicted to things. You never have to make a mental
When it comes to scraping together the gear or morphs you need, Addiction Test (▶330, EP2). Your morph, however, is still susceptible
you’re a master. You receive either +1 GP or +1 MP at the start of to physical addictions.
each mission. Additionally, increase the Availability of any morph
you seek by +10. Untarnished Rep CP Cost: 1
Through fame, a lifetime of achievement, or some lucky quirk, your
Sharpshooter CP Cost: 1 reputation in one particular social network is very difficult to assail.
This trait is only available to characters with Guns skill of 60 or Choose one rep score. Any test to attack your reputation in that
higher. You have trained to become an expert marksman. You do not network suffers a −30 modifier, and any rep losses in that network
suffer the −10 modifier for called shots (▶218, EP2) and your modifier are automatically halved. This does not apply if you burn your own
for indirect attacks is only −10 (▶206, EP2). rep. This trait is incompatible with the Blocklisted Rep trait (▶77, EP2)
with the same rep score.
Spacecraft CP Cost: 6
This trait requires GM approval. Buying a personal spacecraft is far Uplift Affinity CP Cost: 1
beyond the means of most characters. This trait, however, puts a You regularly interact with uplifts and have an instinctive grasp
spacecraft in your hands, with certain conditions. This works best on their mannerisms, quirks, and idiosyncracies. You gain a +10
for campaigns where space travel is a major element. modifier to social skills when interacting with uplifts.
Somehow, you have become responsible for a GEV, bulk carrier,
courier, corvette, fighter, scum ship, shuttle, or transport. Work Vicious Mind CP Cost: 2
out the details of how and why this occurred — and what strings This trait is only available to asyncs. Your mental attacks are incred-
are attached — with your GM. You might be the captain of a hyper- ibly invasive. You inflict an extra 1d6 DV or 1d6 SV respectively
corp-owned ship, the pilot for a cartel’s smuggling craft, the mobile with psi attacks that inflict damage or stress.

New Ego Traits • Positive Ego Traits


¾137
Brittle Psyche CP Bonus: 2
NEGATIVE EGO TRAITS This trait is only available to asyncs. Your infection does not punish
Negative ego traits provide a CP bonus and apply penalties in you physically, but it stresses you out. The first result of your influ-
certain situations. ence effects table inflicts 1d6 SV instead of DV. Additionally, when
you push a sleight, you take 1d6 SV instead of DV.
Addictive Personality CP Bonus: 1/2/3
GAME INFORMATION

You have a poor ability to self-regulate and are predisposed to addic- Curbed Intelligence CP Bonus: 1
tive behaviors. You have a −10 modifier per level on Addiction Tests This trait is only available to AGIs and uplifts. Fearful of AGIs that
(▶330, EP2) and any tests to resist similar cravings. might develop into seed AIs like the TITANs or of uplifts that might
supercede transhumans in intelligence, some developers and uplift
Anomalous Mind CP Bonus: 6 engineers limit the cognitive capabilities and growth potential of
Your mental patterns are dramatically outside transhumanity’s their codelines and uplift genestock. Or sometimes the process of
norms. This trait is found among people with brain damage, creation/uplift is simply flawed, resulting in specimens with stunted
subjects of highly experimental pyschosurgical procedures, and mental development. Either way, your COG may not be raised above
AGIs and uplifts derived from non-human mind states. The unique- 10 and your timeframe for increasing know, mental, or technical
ness of your mental map makes normally routine affairs such as skills or learning new ones is doubled.
backups, resleeving, egocasting, forking, and psychosurgery a tricky
and potentially dangerous affair. Any attempts to conduct these Data Footprint CP Bonus: 1/2/3
processes require active oversight and a Medicine: Psychosurgery You are sloppy about your social media presence and keeping your
Test at −30 with a timeframe of 1 hour (in addition to the proce- personal information contained. Apply a +10 modifier per level to
dure’s normal tests and timeframe). On a failure, treat the copied/ Research and Rep Tests to track you or dig up information about
modified ego as a beta fork (▶292, EP2) of the original (failed beta you online.
forks become gamma forks) and inflict SV 1d6. On a superior/crit-
ical failure, the procedure fails outright. Debt CP Bonus: 4
Groups should carefully consider whether or not to give this trait You are in debt to a powerful person or organization. This could be
to PCs, as it drastically impacts your ability to navigate the setting. a loan shark, a cartel, an oligarch, or a hypercorp executive. The debt
may be the result of a legitimate loan, a massive favor, the saving
Beta CP Bonus: 2 of your life, or even blackmail/extortion. Either way, the debt is
You are a beta fork of your original self, which for some reason is no something that is far beyond your means to pay.
longer alive (most likely lost during the Fall). You were created some You are expected to contribute towards the payment of this debt
time ago (a year or more), so you have grown and overcome some on a consistent weekly basis. In most circumstances, this can be
of your original beta limitations. You may not have more than 1 ego handled as the expenditure of a Moderate rep favor each week. For
Flex point nor any Active skills higher than 70. If you possess the plot purposes, the GM can instead sometimes call for the devotion
Psi trait, it’s because you were infected as a beta. of your time (1–2 days), a loss of GP/MP (~2), or the completion of
You only have a limited portion of your original self ’s memo- a favor as part of the ongoing story. This favor might be innocuous
ries — much of your previous life is lost. You automatically receive or dangerous, depending on the needs of the narrative.
the Edited Memories trait (▶77, EP2) without gaining the bonus CP. If you fail to meet these obligations, the creditor will retaliate.
Beta forks are illegal in many jurisdictions and some people Your rep may be dinged, thugs may be dispatched to teach you a
consider you a twisted mockery of your original self. This may lesson, or something/someone you value may be threatened or
create legal or social complications when traveling and dealing with damaged. Debt collectors are skilled at tightening the screws and
other transhumans. getting what they expect from reluctant debtors one way or the
other. If you completely renege on your debt, you gain the Black
Botched Merge CP Bonus: 2 Mark (Level 2) and Enemy traits (▶77, EP2).
In the past, you suffered a serious complication while re-inte- In the long run, it is possible for this debt to be cleared. This may
grating a fork that caused irreparable damage to your ego map involve a massive accumulation of capital, blackmail, or somehow
and left you with a tenuous grip on your own memories. For some providing something the creditor desperately needs.
reason — perhaps due to irreproducible memories or information
that would otherwise be lost, moral conviction, or the lack of any Deferred Indenture CP Bonus: 1
prior backup states to re-instance — the decision was made to carry Due to a prior contract or criminal sentence, you have a pending
on with a damaged mind. Now, your own memories often seem short-term indenture contract that has yet to be fulfilled. You are
real, fake, or imagined, and you sometimes confuse them with legally obligated to perform whatever work is asked of you to
stories you’ve heard and XP you’ve viewed. repay this debt. If the indenture is not honored when called in, you
Any time you rely on your long-term memory, such as recalling are subject to the legal consequences, up to and including pursuit
your team’s infiltration plans or remembering how you met by law enforcement and additional criminal penalties from the
someone, make an INT Check. On a failure, you do not believe originating jurisdiction. Consider the indenture to be equivalent
your memories to be real. On a superior or critical failure, you to a major favor or several weeks of work. Work with your GM
confuse the memory with a different one and recall something to outline the circumstances that led to the establishment of the
completely incorrect. At the GM’s discretion, your muse may indenture and whom it is owed to. GMs should use the indenture
sometimes be able to catch your misconceptions and correct you, contract as a plot seed.
but you may remember something completely fantastical about
your muse as well …

138¹ New Ego Traits • Negative Ego Traits


NEGATIVEfiEGOfiTRAITSfi fl
trait Cp Bonus efiect restricted to
Addictive Personality
14243 –10 per level on Addiction Tests.
Anomalous Mind 6 Backups, resleeving, forking, egocasting, and psychosurgery require
Medicine: Psychosurgery Test at 530 (timeframe 1 hour).
Beta 2 You are a beta fork. Max ego Flex 1, max Active skills 70. Acquire Edited Memories trait at no CP bo
Botched Merge 2 INT Check or long-term memories seem false; remember wrong info on superior/critical failure.
Brittle Psyche 2 First result on in/luence table is 1d6 SV. Take 1d6 SV when pushing sleights. Asyncs

GAME INFORMATION
Curbed Intelligence 1 Max COG of 10, timeframe for improving/learning skills is doubled. AGIs/Uplifts
Data Footprint 14243 +10 per level to Research/Rep Tests to track or /ind info on you online.
Debt 4 You owe person/group, must pay Moderate favor or GM-determined cost each week.
Deferred Indenture 1 You owe indentured labor, equal to Major favor or several weeks of work.
Dependent 1 Responsible for NPC ward.
Divergent Personality1 Treat fork’s time apart as one step lower on Merging Table.
Domineering Impulses 2 WIL Check to use Deceive/Persuade over intimidation or to not respond to threatsUplifts
in kind.
Emotion Susceptibility
4 –20 to resist emotional manipulation. WIL Check against intense emotions or stunned.
AGIs
Emotive Blindness 2 Max Kinesics of 40 and may not spend pool on Kinesics Tests.
Errant Fork 2 Alpha fork is an enemy, a complication, or is missing.
Identi/iable Quirk 1 –30 Deceive Tests to impersonate and against attempts to identify you with Kinesics.
Impaired Linguistics2 CP4RP for languages doubled.
Must make COG Checks with Stress Tests or lose language abilities for 1d6 minutes.
Uplifts
Implicit Bias 2 Once per session, GM may provide false information on a Know or Research Test.
Mesh Naïveté 4 Max Infosec, Interface, Program, Research of 40; may not use pool with these skills.
Messy Mind 2 Psychosurgery procedures in/lict an extra +1d6/+2 SV.
Micrograv Disorientation
2 –30 INT Checks and Survival Tests to navigate space/beehives/clusters.
Reduce Insight pool by 1 in these conditions.
Morph Aversion 14243 –10 per level to Integration and Resleeving Stress Tests with one category of morphs.
Need for Solitude 4 When interacting with others for 2+ hours, modi/iers and WIl checks apply; see text.
On the Run 2 Sought by authorities.
Poor Socialization 2 –10 Deceive/Persuade/Provoke when interacting with NPC for /irst time.
Slow Reaction Time244 –1 Initiative per level.
Social Ineptitude 4 Once per session, one social interaction treated as a critical failure.
Stolen Identity 2 Ongoing complications from a previous stolen identity incident.
Stress Vulnerability 1 Double the SV from one speci/ic source of stress.
Submissiveness 14243 –10 per level to resist Persuade/Provoke from NPCs with superior capabilities or higher social statu
Subverted Mind 6 Your mind is programmed without your knowledge; see text.
Thorough Infection 4 Reduce Infection Rating by 5 for short recharges and 20 for long recharges.
Asyncs (Psi Lvl 2)
Uncooperative Tendencies
2 You do not ben/it from teamwork bonuses. Apply a 510 when you attempt teamwork with others.
Unreliability 4 Once per session, GM can designate that you are not allowed to use pools on a speci/ic test.
Unusual Aura 4 Your targets are always aware and your sleights have a visible e6ect when youAsyncs
trigger an in/luence

Dependent CP Bonus: 1 Domineering Impulses CP Bonus: 2


You have a dependent — a child, a disabled family member, or even This trait is only available to uplifts and is most common among
a much-loved but needy smart animal pet — that relies on your care neo-hominids. You retain pre-sapient neurological urges to gain social
and attention. Though you can sometimes leave your ward’s care in status via dominance. You must make a WIL Check to use Deceive or
the hands of a fork, bots, or others, you must occasionally attend to Persuade skill instead of intimidating with Provoke. Additionally, you
their needs and may sometimes be forced to bring the dependent must make a WIL Check to avoid responding to acts of intimidation
with you. Work out the specifics of the dependent NPC with your (including verbal) with your own threat displays or violence, though
GM. This NPC should have few skills or abilities of value, serving such violence need not be lethal (note that you might still back down
primarily as a plot device and a potential vulnerability for enemies if someone successfully intimidates you with a Provoke Test). Since
or rivals to exploit. the evolutionary purpose of dominance structures is to minimize
conflict, domineering uplifts prefer to surround themselves with
Divergent Personality CP Bonus: 1 submissives and will avoid entering situations where they know their
Your forks diverge from your core personality more quickly than dominance might be challenged.
usual. When merging a fork, treat the fork’s time apart as if it were Domineering characters often suffer poor reputations in modern
one step lower on the Merging table (▶296, EP2). For example, a fork transhuman reputation networks. You may not start with a rep score
that is absent under 48 hours is treated as if it were away from 48 higher than 40 in any rep network other than g-rep and may not
hours to 1 week. start with @-rep over 10.

New Ego Traits • Negative Ego Traits


¾139
Emotion Susceptibility CP Bonus: 4 If you fail the COG Check, you lose the ability to speak (both verbal
This trait is only available to AGIs. You have a particularly difficult and via mesh) or comprehend (reading or listening) anything above
time adjusting to hormonal urges and emotions when sleeved in the most basic words and information for 1d10 minutes (1d10 hours
biomorphs. You suffer a −20 modifier when resisting any form of if you suffer a trauma). During this period you can only communicate
emotional manipulation, including Provoke Tests, fear effects, and using simple, one-word, one-syllable concepts such as “eat” or “run.”
certain sleights and drugs. Additionally, you suffer a −20 modifier to
GAME INFORMATION

Stress Tests involving emotions, fear, or pain. At the GM’s discretion, Implicit Bias CP Bonus: 2
certain intense emotions or rushes may temporarily overwhelm you; if Your well of knowledge is tainted with misinformation. This may be
you fail a WIL Check, you acquire the stunned condition (▶226, EP2) for the result of a poor quality education, where you were raised within
one action turn (plus one per superior failure). Neuromodulation and a community that favored ideology over truth and accuracy — some-
endocrine control ware can negate the effects of this trait. thing very prevalent across the Solar System, especially within
certain Jovian, brinker, and religious communities. Or it may be that
Emotive Blindness CP Bonus: 2 you have fallen down the rabbit hole of mesh conspiracy sites and
Common among AGIs and uplifts who struggle with reading humans. “alternative news” feeds. Either way, you think you know more than
You have difficulty with the finer points of social cues, body language, you really do, and your views are heavily slanted with falsehoods
expressions, and emoting. You may not raise Kinesics skill over 40 and misconceptions and out of teach with objective reality.
and may not spend pool points on Kinesics Tests. Once per session, the GM may intentionally mislead you when
providing the results of a Know or Research Test. This misinforma-
Errant Fork CP Bonus: 2 tion represents your faulty understanding of the topic and should
Deliberately or not, you are not the only you out there. An alpha be roleplayed appropriately.
fork of yourself exists outside of your influence/control. While many
people have forks of themselves, this fork in particular represents Mesh Naïveté CP Bonus: 4
a potential threat or complication. This may be a fork that simply You are bad with computers. You don’t really understand the mesh,
decided to pursue its own path, perhaps after a bitter split that left AR interfaces confuse you, you’re constantly messing up the controls
it your fierce rival in a shared field of expertise. Or it may not be in VR, and sometimes simply dictating a mental text message is
an enemy, but has its own agenda and interests that run counter to a challenge. You rely on your muse for basic mesh interactions.
your own. Or it may be a fork that was egonapped or somehow lost, You may not have Infosec, Interface, Program, or Research skills
vanished without a trace, perhaps to use against you. above 40, and you may not use pools on any tests with those skills.
The alpha fork is a complete and relatively recent (within 2
years) copy of your ego that possesses sensitive knowledge about Messy Mind CP Bonus: 2
all aspects of your life. Though the alpha fork began with the same Something about your mind makes psychosurgical modifications
character stats as yourself, it has diverged and developed as a sepa- a tricky affair. Any psychosurgery procedures that have a chance of
rate NPC, controlled by the GM. inflicting stress inflict an extra +1d6/+2 SV.
Work with your GM to address the following questions: When
and how did the separation occur? Why was the fork created? What Micrograv Disorientation CP Bonus: 2
was it doing just before the separation? What leads, if any, do you You have a particularly challenging time with proper orientation,
possess about its whereabouts? directions, and general spatial recognition within micrograv
There may be legal issues involved, such as competing claims habitats such as beehives and clusters or on space walks (and also
over who is the original alpha and therefore has rights to any prop- VR simulspaces that echo these conditions). You often get turned
erty (or in some jurisdictions, the right to exist). There may be social around and lost; apply a −30 modifier to INT Checks or Survival
awkwardness, as the division between you and your alpha forced Tests to navigate in these situations. Due to the cognitive burden
you to compete over your friends, family, or even lovers. There may you face, your Insight pool is reduced by 1 in these conditions; if
be a mystery involved, such as who stole your ego and why. your Insight pool is already 0, reduce Flex pool by 1 instead.

Identifiable Quirk CP Bonus: 1 Morph Aversion CP Bonus: 1/2/3


Transhumans may be able to switch bodies and travel the entire Solar You have a particular dislike for one of the following morph categories:
System to start a new life, but some things can’t be left behind. You
have a unique behavioral quirk that makes identification easy, no • Biomorphs (including pods, uplifts, and exomorphs)
matter what morph you are sleeved in. Apply a −30 modifier to your • Core morphs and infomorphs
Deceive Test when you are attempting to impersonate someone else • Axels and synthmorphs
or when someone who knows you is attempting to identify you in a
new morph using Kinesics. Your quirk could be a nervous twitch of You suffer a −10 modifier per level on Integration Tests and
the lips, distinct accent, noticeable laugh, or unusual gait. Resleeving Stress Tests when sleeving morphs of that category.

Impaired Linguistics CP Bonus: 2 Need for Solitude  CP Bonus: 4


This trait is only available to uplifts. Your particular brain structure This trait is prevalent among neo-octopi uplifts and neurodivergent
has difficulty processing language, particularly under stress. The transhumans. You prefer solitude and minimal social interactions.
CP/RP cost for additional languages beyond those you get for You can only tolerate 2 hours of direct interaction (physical or
free during character creation is doubled. Additionally, any time virtual) with others before you need a break and some alone time
you make a Stress Test, you must make an additional COG Check. (at least 2 hours).

140¹ New Ego Traits • Negative Ego Traits


If forced into a situation where you must interact or exist in close such as extensive isolation, asphyxiation, or Pandora gates. You
proximity to others for more than 2 hours, you suffer a cumulative suffer double the SV from that specific source. Use the entries on
−10 modifier to Deceive, Persuade, and Provoke Tests (except for the Stressful Experiences table (▶229, EP2) for guidelines. This trait
hostil provocations), up to a maximum of −30. After 6 hours, you may be taken more than once for separate sources.
must a WIL Check to keep your composure and not react towards
those around you with aggression, hostility, or even violence. Submissiveness CP Bonus: 1/2/3
This trait is usually taken in conjunction with the Hardening This trait is more common among uplifts who inherit mannerisms

GAME INFORMATION
(Isolation) or Stress Immunity (Isolation) traits. from their pre-sapient forebears.You retain a tendency to submit to
displays of dominance. You suffer a −10 modifier per level to resist
On the Run CP Bonus: 2 Persuade and Provoke Tests from NPCs with superior capabilities or
You are wanted and actively hunted by the authorities of a particular higher perceived social status.
habitat or faction. Perhaps you committed a crime, were framed,
angered someone in power, slept with the wrong person, or are Subverted Mind CP Bonus: 6
simply wanted for questions that you don’t particularly want to You are unaware that your mind has been conditioned with awareness
answer. Any use of your identity (either real or a compromised fake block, hidden knowledge, and/or personality editing psychosurgery
ID that you possess) within their jurisdiction draws their immediate (▶295–297, EP2). Under certain triggered conditions, you acquire new
attention. They also monitor your activities, attempt to connect you knowledge and/or your personality changes (as represented by
to other IDs, and occasionally send ego hunters after you. Enhanced Behavior and/or Restricted Behavior traits from the person-
ality editing; you do not receive additional CP for these traits). Under
Poor Socialization CP Bonus: 2 separate trigger conditions, you revert to your normal self, unaware
This trait is most common among AGIs and uplifts. Your early life that you were ever different. You could be a secret spy, a courier
experience left you unprepared for interacting with the general public. carrying sensitive data, or an assassin or saboteur. You might even
You often come across as rude, boorish, distant, or strange until people be an enemy’s secret ace in the hole, a trump card to exploit when the
get to know you. You suffer a −10 modifier on Deceive, Persuade, and time is right. Or you might be a fugitive and the hidden persona is in
Provoke Tests whenever you interact with another character for the fact your real one, while your day-to-day persona is a fabricated cover.
first time. This lasts for at least an hour if not several, depending on Keep in mind that, due to the awareness block, even when your
the level/frequency of interactions. At the GM’s discretion, it may also hidden programming is apparent to others, you are cognitively inca-
apply to future interactions if enough time has passed or the other pable of recognizing it yourself, which is certain to be an incredibly
character has yet to become familiar with your quirks. stressful experience all around.
Work with your GM to sort out the details of your secret condi-
Slow Reaction Time CP Bonus: 2/4 tioning. Perhaps you craft an alternative persona that you act out
Your response times are lacking. Reduce your Initiative by 1 per level. when triggered by the GM. Or perhaps the GM constructs an elab-
orate background secret that you have to figure out the hard way.
Social Ineptitude  CP Bonus: 4
You are a walking social disaster. You may sometimes have your Thorough Infection CP Bonus: 4
moments of charm, confidence, and grace, but these are spoiled by This trait is only available to asyncs with the Psi trait at Level 2. Your
your inevitable tendency to forget basic social etiquette, overlook infection has sunk its claws into your psyche, making it more diffi-
customs and rules, miss nonverbal cues, and overstep your bounds. cult to shake off. You only reduce your Infection Rating by 5 points
Once per game session, the GM can treat one of your social inter- every short recharge and 20 points for each long recharge (Easing
actions (preferably involving a social skill test or rep interaction) the Infection, ▶277, EP2).
as a critical failure. Usually this results in someone being offended,
driven away, becoming hostile, or refusing to work with you. Moxie Uncooperative Tendencies CP Bonus: 2
pool may not be used to negate this failure. You are socially awkward, self-centered, or have such low self esteem
that you do not work well others. You do not benefit from teamwork
Stolen Identity CP Bonus: 2 bonuses (▶31, EP2) when others try to aid you, and if you attempt
At some point in the recent past (within the past 2 years), someone to aid someone else (whether voluntarily or forced), apply a −10
stole your identity. This was more than a financial crime, they took modifier to the test rather than aiding with a +10.
advantage of your name, reputation, and background in real-life
affairs. Unfortunately the situation was messy and never fully Unreliability CP Bonus: 4
resolved — you are still dealing with collateral difficulties from the You have an unfortunate tendency to screw things up at critical
incident. Work out the details with your GM. The GM can use this moments. Once per session, when the stakes are high, the GM may
affair to occasionally hinder you with complications. For example, rule that you cannot use pool points to affect one specific test.
you may find out you have criminal charges pending against you
in some habitats, ego hunters may be on your trail, stilted online Unusual Aura CP Bonus: 4
suitors may be stalking you, angry thugs from a cartel may believe This trait is only available to asyncs. Your psi-gamma sleights often
you ripped them off, or you may run into people you’ve never met manifest in an obvious physical way: glowing eyes, a hair-raising
before who believe you owe them a debt. static crackling, an eery miasma, or headaches in your targets. This
happens any time you acquire an influence effect. Additionally,
Stress Vulnerability CP Bonus: 1 your targets are always aware that they have been affected by
Thanks to your upbringing or a flaw in your psyche, you are something (Target Awareness, ▶276, EP2) and that you are somehow
emotionally vulnerable to a particular source of stress and trauma, connected.

New Ego Traits • Negative Ego Traits


¾141
IDENTIFYING MORPHS
Morphs come in a wide variety of makes and models. While the orig-
inal sylph brand was designed by Skinaesthesia, there are hundreds
of copies, knock-offs, spin-offs, and alternative models that are all
GAME INFORMATION

functionally similar, even if they have slightly different genetics.


Many of these have their own model names, such as Sylphid,
Cassandra, and Sedusa. In game terms, however, they are all treated
as sylphs or perhaps as knock-offs ▶next page.
Visually identifying a morph’s model is not always easy, especially
humanoid biomorphs with a standard body plan. Morphs such as
neo-octopi, neo-avians, remade, and arachnoids are immediately
recognizable (by type if not specific model) due to their obvious
characteristics. Some people ID or boast of their morph model
via their social networking profiles — assuming they tell the truth.
Certain brand-name morph models have a distinctive look or have
been mass-produced to a degree that they are easily recognized
(which makes for good camouflage; see the Innocuous Looks trait,
▶42, EP2). Even then, however, there is no guarantee that you are not
dealing with an older, outdated model, an experimental version,
or a newer, improved model. Since a biomorph or pod’s looks are
easily altered with a quick cosmetic change or some genetic tweaks,
there is also no guarantee that a sylph-looking morph is indeed a
sylph. While synthmorphs are more easily identifiable due to their
distinctive physical construction, even these may be masked. Pods
tend to be more identifiable given the seamlined look with which
they are typically designed and the corporate logos with which they
are often branded.

IDENTIFICATION TESTS
You have several options for making an ID:

• Visual ID: If you seek to visually identify a morph’s general type


(case, exalt, etc.), make an appropriate Know Test, such as Know:
Synthmorph Models or Know: Morph Design. Apply a −30 modifier
for humanoid biomorphs that lack any specific physical character-
istics that might give them away (such as a bouncer’s prehensile
feet or a flat’s noticeable advanced age). Take other modifiers into
account as appropriate, such as a well-known brand-name (+20) or
use of a new prototype (–20).
• Online Research: You can also attempt to identify a morph by
taking a photo and doing a reverse-image search online; this is a
standard Research Test. If you have the use of a Biometric Matcher
app, apply +20 to your test.
• Physical Exam: If you physically examine a morph, roll Medicine:
Biotech or Hardware: Robotics to identify it. Use of the appropriate
equipment, such as genetic testing or thorough terahertz scanning,
will identify the specific morph model outright.
• Disguised Morphs: If a morph is intentionally masked or disguised,
any tests made to ID it are treated as an opposed test against the
masker’s Medicine: Biotech, Hardware: Robotics skill, or Exotic Skill
Disguise skill.

If you succeed, you pinpoint the morph’s type, common charac-


teristics (pools), and standard ware and traits. Superior successes
reveal additional insight, such as the particular manufacturer,
model, specific traits, lesser-known capabilities, if the morph is a
knock-off, or any notable deviations the particular morph in ques-
tion has from the model’s norms.

142
142¹ IDENTIFYING MORPHS • IDENTIFICATION TESTS
KNOCK-OFFS OPTIONAL RULE:
MORPH VARIETY
Knock-off morphs are designed to resemble the stock version
of a popular brand, with just enough cosmetic changes to avoid
legal challenges by the manufacturer. Their primary advantage In some circumstances, GMs may wish to add some variety to
is to undercut the price of the brand-name version, thus offering the morphs that appear in game. Most morphs have had previous

GAME INFORMATION
a cheaper alternative. The drawback is that they are usually of owners who may have modified them, treated them particularly
inferior quality and will be met with contempt by those who take poorly, or gone above and beyond to maintain them. While body
brands seriously. However, not all knock-offs are poorly manufac- banks strive to keep their stock in good shape, high demand and
tured, some are essentially the same as the brand-name version, turnover and long periods of being in use take their toll. Morph
constructed using the same minifactories, blueprints, or pirated suppliers also sometimes add features to morphs to make them
genetics as the originals. In markets where the brand-name version more appealing to potential customers.
cannot be sold or easily acquired (whether for cultural, legal, or When using this rule, any morph you present in game has a 10%
political reasons), local entrepreneurs may introduce a knock-off to chance of having variant features. In these cases, roll 2d10 and
fill the demand at the brand-name’s market price. consult the Morph Variety table.
GMs can use knock-offs as a plot point in games involving NPCs When used for NPCs, this is a good way of keeping players on
who find knock-offs gauche, such as hyper-elites and socialites, their toes, especially if they know the morphs well. For PCs, this is
or with niche factions who favor a particular morph, such as the an option for spicing up the usual morph selection.
Ultimates and remade morphs. Characters sleeved in knock-offs
may suffer modifiers on social tests from −10 to −30 in these situa-
tions if the true nature of their morph is known. GMs can also base
plots around criminal cartels who deal in knock-offs and the morph
design corps who try to root them out.
Morph Variety
GMs have two options for handling knock-offs: d10 + d10 Roll Results
Equivalent-quality knock-offs cost the same MP as the model 2–4 Add 1 Major complexity ware
they emulate. These either have minimal or cosmetic differences or 5–6 Remove 1 random ware item
have slight variations, such as one piece of ware switched out for
7 Add 2 Minor complexity wares
another or one pool point switched out for a different one. These
variations should be the same cost/complexity as whatever they 8 Add 1 Moderate complexity ware
replace. The rules for Designing New Morphs ▶146 provide options 9 Remove 1 random pool point
and costs for tweaking morphs. 10 Reduce WT by 1, DUR by 5, and DR as appropriate
Inferior-quality knock-offs cost 1 MP less than the morphs they 11 Add 1 random positive morph trait (roll on ▶56)
emulate, but are saddled with some negatives. The easiest option is
to add 1 MP of negative morph traits (▶76, EP2 and 132). Alternatively, 12 Increase WT by 1, DUR by 5, and DR as appropriate
you can reduce the capabilities of the morph by 1 MP using the 13 Add 1 random pool point
morph design rules ▶146. For example, the morph may have 5 less 14 Add 1 Minor complexity ware
DUR and 1 less pool point. 15–16 Add a cosmetic/bodysculpted feature
IDENTIFYING KNOCK-OFFS 17–20 Add 1 random negative morph trait (roll on ▶56)
To identify a knock-off morph, you must score a superior success
using the rules for identifying morphs ▶previous page..

Knock-Offs • OPTIONAL RULE: MORPH VARIETY


¾143
HEIRLOOM
LIMITED-EDITION MORPHS Heirlooms are modified exalts spliced with exclusive genetic mate-
Limited-edition morphs are unique, one-of-a-kind models — or rial from famous historical figures. Before the Fall, eccentric and
exceptionally rare, at the least. Crafted by skilled morph designers, well-funded grave robbers discreetly collected DNA samples from
each one is special in some way: select genetics, custom ware, the remains of dead celebrities, royalty, famous artists and thinkers,
GAME INFORMATION

priceless components, or simply awarded only to a select person etc. They would even steal genetic samples from living people they
or small group. deemed worthy of note. Combined with samples from known
Hypercorp morph designers sell limited-edition morphs for vast relatives/descendants, these collectors had the ability to clone and
amounts to hyper-elite customers with a burning desire to show off “recreate” these people, though legal restrictions prevented them
their taste and wealth. The most expensive limited editions sell for from doing so except in a few outlaw countries and off-world.
hundreds of times the costs of a standard morph. Some hyperelites After the Fall, things changed. An alliance of unscrupulous
collect them like pre-Fall artwork. These often feature expensive, morph brokers scooped up all of the genetic collections that had
cutting-edge, and/or proprietary technology — protected by fierce made it off that they could get their clawss on, stealing what they
legal measures — to create a look that can’t be replicated. Many couldn’t buy. With these libraries, they created the Heirloom morph
limited editions are well known, tracked by fans and changing line. With the old governments shattered by the Fall, no one was in
hands among the lite. A few, however, are designed in secret and a position to oppose this, especially as they were extremely prof-
never publicly acknowledged. itable and popular. Many Fall survivors want to carry a bit of old
Autonomist morph designers create limited-edition morphs to Earth with them — how better than with a famous person’s clone?
commemorate great deeds and special events or to show off their Nevertheless, detractors consider heirlooms to be an invasive and
artistic skills. Some are simply presented as unique gifts to their ghoulish practice.
comrades or the community at large. While some autonomists enjoy The alliance of morph brokers who sell heirlooms enforce a
limited editions for their individuality and flair, others are critical of mutually agreed artificial scarcity in order to keep them profitable.
limited editions because they reinforce social hierarchies. Heirloom dealers are contractually limited to sell only a certain
GMs are encouraged to present limited-edition morphs as rare number of each model per quarter. Sellers who exceed this limit
and unique items. They may be found in the hands of the ultra-rich are dealt with harshly, via both legal and extralegal measures. If a
or special individuals or could be the focus of an art-heist scenario. particular heirloom is destroyed, the dealer can replace it.
PCs will rarely have the wealth or social capital to acquire their Heirlooms promise 100% DNA authenticity, but in reality, most
own limited editions, but they may be rewarded one in exceptional of the “clones” from the 20th century and earlier are approxima-
circumstances. tions — composites blending together genetic fragments taken from
A few examples of limited editions are included below. the grave remains of several generations of relatives. A bit of genetic
engineering and cosmetic sculpting shape each morph to look
ANTIFA SUPERSOLDIER exactly like the person in question. Each Heirloom comes equipped
The autonomist robotics collective All Cases Are Beautiful (ACAB) with a database about the person on which it is based, so the ego
first made a name for itself by reverse-engineering popular inner- sleeved in it is well-informed about their history and personality.
system case models and widely releasing open-source prints for The heirlooms most in demand are photogenic celebrities from
better, improved models free of built-in design flaws. More recently, the late 20th century and later. Famous political figures are the
they are known for gifting versions of their prototype antifa super- second most popular. Intellectuals and artists have modest demand.
soldier morph to individuals around the Solar System who have Royalty is the least popular, as few transhumans care enough about
been subject to heavy persecution, imprisoned for supporting just Earth history to recognize old aristocrats on sight, but some hyper-
causes, or have otherwise advanced the autonomist agenda. Most elites prefer them. A few libertine gerontocrats even commission
of these morphs are designed to appear as any other case morph heirlooms with the original genetic flaws left intact. At least one
except to the most detailed observation, allowing them to easily hunchbacked Richard III has been spotted in a Martian night club.
blend in and pursue a subversive agenda. Rumors persist that Heirlooms of infamous dictators and serial
killers are available to tactful, high-paying customers.
Antifa Supersoldier Scum genetic engineers are known to create parody heirlooms of
despised historical figures to dishonor their legacy. While most rely
WT 7 • DUR 35 • DR 70 on cosmetic sculpting to fake the look, a few are derived from actual
Insight i 2 • Moxie m 2 • Vigor v 2 (4) • Flex f 2 genetics. One swarm, for example, has a tradition of sleeving a fork
Movement Rate: Walker 4/20 of the collective member who took the most rep dings throughout
Ware: Access Jacks, Cortical Stack, Cyberbrain, Data Module, Eelware, the year in a Trotsky Heirloom morph, who must endure a week of
Emergency Farcaster, Enhanced Hearing, Enhanced Vision, Fake Brainprint, beatings and abuse before being stabbed to death with icepicks at
Gait Mask, Grip Pads, Hidden Compartment, Implant Mask (multiple), the climax of their yearly “counter-revolution” party.
Industrial Armor (+6/+4), Mesh Inserts, Mnemonics, Nanotat ID Flux,
Neurachem, Puppet Sock, Stealth Coating Einstein Heirloom
Morph Traits: Exotic Morphology (Level 1) WT 7 • DUR 35 • DR 53
Notes: Light Frame (Armor 6/4, 12/8 with industrial armor), Insight i 4 • Moxie m 2 • Vigor v 0 • Flex f 2
bonus from neurachem already incorporated Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Medichines, Mesh Inserts, Oracles

144¹ Limited-Edition Morphs • Antifa Supersoldier–Heirloom


has said it would only be right when the Earth can be inhabited
THE JABBERWOCK again by transhumans. The Jovian Republic has prohibited Ballard
Created by genetic artiste Salvador Giger for the smash-hit Lunar from creating any Pantheon morphs for its territory. Ballard is
horror series Moonbeast, the Jabberwock is a monstrous design rumored to be creating new Pantheon morphs for exoplanets like
frequently spotted by paparazzi flying across Lunar caves. The actor Sky Ark and Ascension.
who plays the creature, Ami Andi, has refused to surrender the
sleeve between XP productions. Over 2 meters tall, the Jabberwock Venus Pantheon

GAME INFORMATION
features a long neck, leathery wings, a serpentine tail, glistening The Venus Pantheon morph is a heavily modified female Venusian
scales, fierce fangs, and wicked curved claws. Rumors that an glider morph, with a unique retractable gliding membrane. Its
exhuman managed to steal and recreate Giger’s designs have been appearance is striking, with skin and hair colored to resemble the
thoroughly quashed. skies of Venus, a brilliant combination of white, ochre, and yellow.
The morph is hand-tattooed with symbols from ancient depictions
Jabberwock of Venus, including Mayan and Chinese star maps. The most
striking feature is the Morning Star, which appears to be a small
WT 12 • DUR 60 • DR 90 glowing star that orbits the morph. Most likely a custom-built bot,
Insight i 2 • Moxie m 2 • Vigor v 4 (6) • Flex f 4 some fans believe it is an alien artifact secretly recovered from the
Movement Rate: Walker 4/20, Winged 8/32 surface of Venus. The Venus morph is currently located on the
Ware: Access Jacks, Chameleon Skin, Claws, Cold Tolerance, Cortical Stack, Octavia aerostat, owned by the mayor, Halis Sapien, who loans the
Cyberbrain, Enhanced Hearing, Enhanced Respiration, Enhanced Vision, morph out to friends and visiting celebrities. Some popular social-
Hibernation, Medichines, Mesh Inserts, Mnemonics, Neurachem, ites have traveled all the way from Titan just for a chance to sleeve it.
Oxygen Reserve, Pain Regulator, Prehensile Tail, Puppet Sock, Sonar,
Vacuum Sealing, Wings Venus Pantheon
Morph Traits: Exotic Morphology (Level 3) WT 8 • DUR 40 • DR 60
Notes: Large Size (+10 to spot/hit). Claws DV 4d6, Armor-Piercing; Bite DV Insight i 2 • Moxie m 4 • Vigor v 1 • Flex f 1
3d6 Armor-Piercing. Bonus from neurachem already incorporated. Movement Rate: Walker 4/12, Glider 8/32
Ware: Biomods, Clean Metabolism, Cortical Stack, Energy Efficiency,
Enhanced Hearing, Enhanced Respiration, Enhanced Vision,
THE PANTHEON Gliding Membranes, Enhanced Vision, Medichines, Mesh Inserts,
Hyperelite designer Venturi Ballard created the ultimate limit- Nanophages, Oxygen Reserve, Respirocytes, Vacuum Sealing
ed-edition line of morphs: a series of unique skins, each themed
Morph Traits: Exotic Morphology (Level 1), Limberness (Level 2),
after a different celestial object. Currently, there is one morph for
every inhabited planet and most of the heavily populated moons in
Rapid Healing, Striking Looks (Level 2)
the Solar System. Ballard goes to great lengths to build each morph
on the planet or moon it represents, using only resources from that TITAN BUSTERS
location. They also employ strict legal and technological safeguards The Barsoomian TITAN Busters collective fights the good fight
to ensure the morph stays there. Wearers of pantheon morphs must against the remnants of the TITAN presence on Mars, often oper-
sign contracts agreeing never to take the morph off their planet/ ating inside the TQZ itself. In order to bolster recruitment, the
moon of origin. Rumors suggest that Ballard also employs Ultimate collective rewards those who survive six months of active service
mercenaries and other extreme measures to make sure these obliga- with a TITAN Buster morph — usually a fury morph with special-
tions are met. This quirk has made the Pantheon even more famous ized unit decals tattooed or etched on the skin, but sometimes
and sparked debates over whether Ballard has the legal authority to other morphs. The sleeve also comes with a crypto-signed copy of
enforce such restrictions on morphs he designs. the collective’s non-flashy AR visuals, so the recipient can display
The launch of each new Pantheon morph is a major media event, their achievement in their social media profile even when they’re
with gala balls, auctions, behind-the-scenes drama, and political in a different morph. The collective doesn’t only reward fighters; it
protests from activists who consider the whole affair a tremendous makes an effort to also recognize people who support the operation
waste of resources. Since their unveiling, the morphs have become with essential services even if they’ve never fired a gun.
celebrities themselves, regardless of the ego sleeved in them.
Bloggers, x-casters, and paparazzi follow the Pantheon morphs,
keeping track of their movements and the egos sleeved in them.
TITAN Buster
Even past owners of the Pantheon morphs attract stalkers, partic- WT 10 • DUR 50 • DR 75
ularly ones that fans hate or love. The Pantheon fan base argues Insight i 1 • Moxie m 1 • Vigor v 4 • Flex f 3
endlessly about who deserves to be sleeved in one and who should Movement Rate: Walker 4/20
be banned. The fans even stalk egos that used drugs or engaged in Ware: Biomods, Claws, Cold Tolerance, Cortical Stack, Dead Switch,
risky behavior that allegedly put the morph in danger. The most Dermal Armor (+4/+5), Enhanced Respiration, Enhanced Vision,
devoted fans believe the morphs have feelings independent of the Medichines, Mesh Inserts, Nanophages, Stress Control, Toxin Filters,
ego and write elaborate fan fiction about them. T-Ray Emitter
Ballard has released a Pantheon morph for Mercury, Venus,
Notes: At the GM’s discretion, bearers of a TITAN Buster morph may receive
Luna, Mars, Europa, Titan, Oberon, and Titania. Each is a biomorph
suitable for its locale. There is no Earth Pantheon morph, as Ballard
a +10 to +30 modifier on @-rep tests.

Limited-Edition Morphs • The Jabberwock–TITAN Busters


¾145
Adjusting Ware
DESIGNING NEW MORPHS
For every 4 GP worth of ware added or subtracted, increase or
decrease (respectively) the MP by 1. So adding 2 Minor complexity
If you’re thinking of designing your own morphs, the process is wares (1 GP each, 2 GP total) plus 1 Moderate complexity ware (2
fairly easy. You may be looking to fill a niche the existing morphs GP more, 4 GP total) would increase the MP by 1.
don’t cover, provide some unique morphs for story purposes, or just
GAME INFORMATION

tweak some of the options so that they don’t become stale. There Adjusting Morph Traits
are two methods you can pursue: modifying the stats of an existing For every 4 CP worth of traits added or subtracted, increase or
morph design or calculating one from scratch. decrease (respectively) the MP by 1. Negative traits in particular are
a good way to balance out a morph’s cost.
USING EXISTING MORPHS
TO CREATE NEW ONES DESIGNING NEW MORPHS
The easiest way to design a new morph is to take an existing model BY FORMULA
and tweak it. Due to the formula we use to calculate morph costs, You can also create a morph from scratch with the following steps
there are a few ways to easily alter a morph’s stats and calculate its and formula. Every pool point, ware, trait, and deviation from DUR
new MP. However, there are also a few rules of thumb you should adds to the total CP cost.
keep in mind. Modifications to pools or DUR that come from ware do not count
towards CP totals (they are already incorporated into the ware cost).
Adjusting Pools
If you take an existing morph and switch the pool points around, Design Considerations
without changing the total number of pool points, the MP cost will The most important thing to keep in mind when designing a morph
stay the same. For example, if you took a morph with 2 Insight and is that the stats that you are giving it match the actual design and
changed it to have 2 Moxie instead, the MP would not change. intent for the morph. Avoid the temptation to pump up the stats just
If you raise or lower the total number of pool points, the MP goes to optimize your character. The easiest way to do this is to compare
up or down by 1 for every 2 pool points. So if you take a morph it to equivalent morphs.
with 2 Insight (total 2 points) and add 1 Vigor and 1 Flex (+2 pool There are a few special considerations to keep in mind when
points), that will increase the MP by 1. The same works in reverse. designing a new morph:
If you took a remade morph but dropped it’s 2 Vigor, it would cost
6 MP instead of 7. Durability
Keep in mind that few morphs have any single pool higher than The default Durability for transhuman biomorphs is 35, with synth-
4, and the total number of pool points is usually between 3 and 8. morphs baselining at 40. The general range is 25 for small morphs
Pool bonuses from ware do not count towards these totals; that to 65 for very large. Your Durability scores should keep within this
cost is incorporated into the ware’s cost. range and should reflect the size and toughness of the morph.
Wound Threshold is always equal to DUR ÷ 5. Death Rating is
Adjusting Durability DUR x 1.5 for biomorphs and DUR x 2 for synthmorphs.
A DUR of 35 is considered the baseline. A morph with a DUR 10
higher (45) or lower (25) than this will have an MP that is 1 higher Pools
or lower respectively. Pools reflect the morph’s transhuman capabilities: enhanced intel-
Wound Threshold is always equal to DUR ÷ 5. Death Rating is ligence/wisdom (Insight), charisma/willpower (Moxie), quickness/
DUR x 1.5 for biomorphs and DUR x 2 for synthmorphs. fitness (Vigor), and overall utility (Flex). Your pool points should fit
DUR bonuses from ware do not count towards these totals; that the morph’s design purposes.
cost is incorporated into the ware’s cost. Your total pool points for a morph should range between 1 and 8,
with most being in the 3–5 range. Pods generally have slightly lower
pools (reflecting that they are produced more cheaply and quickly).
Biomorphs are generally given more points than synthmorphs to
Quick MP Adjustments balance out the inherent advantages that shells have.
Alteration MP Change Common Traits
+2 total pool points +1 MP Don’t forget to consider the various morph traits when putting your
−2 total pool points −1 MP morph idea together. Two traits in particular should be looked at:
+10 DUR +1 MP Exotic Morphology: Any morph that is not biological and
humanoid should have this trait. The level depends on how diver-
−10 DUR −1 MP gent the morph is from an average human body plan and general
+4 GP of ware +1 MP morphology. Close to humanoid (like a neo-chimp or case) is
−4 GP of ware −1 MP Level 1. Partly humanoid (like a slitheroid) is Level 2. Not-at-all
+4 CP of morph traits +1 MP humanoid (like a neo-octopus or flexbot) is Level 3. Compare with
existing morphs when assigning.
−4 CP of morph traits −1 MP
Non-Human Biochemistry: Any biomorph (including pods and
uplifts) that is not human or that incorporates significant amounts
of transgenic characteristics should have this trait. Morphs based on
terrestrial mammals should have it at Level 1, anything else (alien or
non-mammalian) should be Level 2.

146¹ Designing New Morphs • Using Existing Morphs To Create New Ones–Designing New Morphs By Formula
Ware
Most of the morphs listed in EP2 are given the minimum amount Morph Design Steps and Costs
of ware necessary to fill their niche. This helps to keep the costs
Step CP Cost
down while also giving more room to the players to customize
their characters’ morphs as they see fit. If you are designing a 1. Set Pools. The default pools are 0.
morph that is intended to be a widely available model, keep that Each pool point +2
minimalism in mind.

GAME INFORMATION
In particular, most of the existing morphs steer away from any 2. Set Durability. The default DUR is 35. Calculate WT and DR.
ware that increases pools or Durability. This is partly to keep things
simple and avoid confusion over stats. If you are designing a Every 5 points above DUR 35 +2
bespoke or unique morph, this is less of a concern. Every 5 points below DUR 35 −2
If you do include ware that provides bumps to pools or Durability,
keep in mind that those bumps are already incorporated into the Take special note of Exotic Morphology,
ware’s cost; don’t pay for them twice. 3. Choose Traits. Non-Human Biochemistry, and synthmorph frames.
If your morph is based on an existing creature, make sure that Traits Per Trait CP Cost/Bonus
the ware reflects that creature’s inherent characteristics, senses, etc.
For example, birds likely have wings, direction sense, and either 4. Add Ware. Take note of default ware for that type of morph.
polarization or enhanced vision.
Each Minor complexity ware +1
Biomorphs Each Moderate complexity ware +2
The default ware package for biomorphs includes Biomods, Cortical
Each Major complexity ware +3
Stack, and Mesh Inserts (a total of 3 Minor complexity wares/3 GP).
Unless you are going for something different, every biomorph
(including pods and uplifts) should have these.
5. Total CP. Total all CP spent in Steps 1–4
Divide by 4 to get the final MP Cost of the morph.
Pods
Every pod also has a cyberbrain (a Major ware/3 GP), which also
includes access jacks, mnemonics, and a puppet sock for free. This is Body Plan and Limbs
the defining characteristic of pods, so all should have it. Your morph’s overall morphology is only limited by your imagina-
tion. You want a spider eel synthmorph with 5 radial legs, a single
Synthmorphs arm in the chest, and 2 tentacle arms? No problem. Just try and keep
Synthmorphs also have the cyberbrain and the free ware that comes your designs within transhuman capabilities as hinted at within
it, just like pods. This is a necessity for every synthmorph (unless Eclipse Phase.
they have a brain box). Almost all synthmorphs are equipped with Morphs can have up to 4 limbs at no cost. As a general rule, each
either lidar or radar to move without collisions. pair of extra limbs beyond that is counted as Minor complexity
Every synthmorph must also choose a frame. This provides it with ware/1 GP. However, we recommend only counting limbs that are
an inherent Armor Value and the synthmorph characteristics detailed prehensile and can be used to hold, grab, and manipulate objects
on ▶62, EP2. Each frame has a CP cost. The frame options are: (i.e., arms, not legs).

• Light Frame (2 CP trait): AV 6/4 Special Attacks


• Medium Frame (4 CP trait): AV 8/6 Your morph’s design may include components that can be wielded
• Heavy Frame (6 CP trait): AV 12/10 as natural (or built-in) weapons. These should be counted as Minor
or Moderate ware (1 or 2 GP), depending on the attack’s statistics.
Infomorphs Use existing listed weapons as a baseline.
Infomorphs all have mnemonics ware and both the Digital Speed
and Exotic Morphology (Level 3) traits. They also have no use for Converting the CP Total into Final MP Cost
Vigor pool. Once you have the total amount of CP, divide by 4 to get the final
MP Cost. For best results, try to keep your total CP value as a
Mobility Systems multiple of 4. For example, if your total is 18, considering dropping
Every morph (except for infomorphs) has at least one default a pool point (–2 CP) or adding a piece of Moderate ware (+2 CP) to
method of movement for free (usually Walker 4/20). Most other get it to 16 or 20. If you end up with a fraction, round normally (i.e.,
mobility systems are added as ware at a Moderate complexity/2 GP .5 and higher is rounded up).
cost (▶324–325, EP2). However, some discretion is necessary here. In This division to a quarter of the CP total is made under the
some cases, we have applied additional movement rates (a slither- assumption that the morph is a mass-produced model created by
oid’s roll, an aquanaut’s swim) at no extra cost, as it is already within established morph-design outfits, meaning that the volume and
the morph’s inherent capabilities. scale of the design and production help to reduce the costs. If you
The specific Movement Rate is largely up to the GM based on are designing a morph that is not widely available and is otherwise
common sense. The Movement Types listed on ▶231, EP2, each list a bespoke or unique, then you should consider dividing the total CP
default suggested rate. by only 2 or 3 or simply add a few extra points to the final MP cost.

Designing New Morphs • Designing New Morphs By Formula


¾147
Essential Worker (+1 MP)

ENHANCED
Puppet Sock, Skillware

Flex Essentials
& ELITE MORPHS
(Synthmorphs, +2 MP)
Chameleon Skin, Modular System, Shape Adjusting, Skinlink
The morphs described in EP2 are generally designed as bare-bones
Freelancer Essentials
GAME INFORMATION

(+1 MP)
models — they only incorporate the ware that is essential to that
Memory Lock, Multi-Tasking, Skinlink
morph’s function. This serves to both keep the morph costs low and
to leave the morphs as blank slates that individual users can further Health Essentials (Biomorphs, +1 MP)
customize with Gear Points or Morph Points.. Clean Metabolism, Medichines
However, there are many packages of mods that are likely in high
demand, whether for specific environments or for specific functions. Hedonist Essentials (Biomorphs, +1 MP)
For example, biomorphs on Mars are often expected to have the Drug Gland (Min Complexity drug), Sex Switch
same mods that allow rusters to more easily navigate the Martian
outdoors. Various combat mods are in demand for morphs sleeved Incognito Essentials (Biomorphs, +1 MP)
for security purposes. Morphs used in academic circles are often Chameleon Skin, Skinflex
requested with intelligence and study enhancements. Gatecrashers
demand morphs equipped for surviving exoplanet environments. Incognito Synth Essentials (Synthmorphs, +1 MP)
And the socialite party circuit creates a high-demand for morphs Ghostrider Module, Hidden Compartment, Synthetic Mask
with drugware and other endowments.
To simulate this, GMs can allow the following mod packages, Influencer Essentials (Biomorphs, +1 MP)
Enhanced Pheromones, Neuromodulation
which each bundle together several high-demand mods at a reduced
cost. Body banks and morph boutiques offer these as “enhanced” Lunar Essentials (Biomorphs, +1 MP)
and “elite” packages to discerning customers. Clean Metabolism, Cold Tolerance, Wings
Availability: The availability of enhanced and elite models is
left to the GM. Location is likely to be a large factor — the Mars Martian Essentials (Biomorphs, +1 MP)
Essentials pack is widely available on Mars, but almost unheard Cold Tolerance, Enhanced Respiration, Oxygen Reserve, Radiation
of on Venus. At the GM’s discretion, some packages may reduce Sense
a morph’s Availability by −10 to −30 or may only be an option if
you score a superior success on the Availability roll. If purchasing Media Essentials (Biomorphs, +1 MP)
multiple morphs, any morphs after the first with a base cost of 0 MP Endocrine Control, Striking Looks (Level 1) trait
cost 1 MP before you apply a package’s MP modifier.
Redundant Ware: Some of these packs may provide ware that is Micrograv Essentials (+1 MP)
already included in the morph or in one of the PC’s gear packs. In Gas-Jet System, Prehensile Feet, Limberness trait (Level 1)
this case, simply allow the player to swap out the repeated ware for
something of an equivalent GP cost. Nano Essentials (Synthmorphs, +1 MP)
Fractal Digits, Nanodetector, Nanoscopic Vision
ENHANCED WARE PACKAGES Security Essentials (+1 MP)
Dermal Armor, Eelware, Pain Regulator
Academic Essentials (+1 MP)
+1 Insight, Multi-Tasking Sensory Essentials (+1 MP)
Enhanced Hearing, Enhanced Vision, T-Ray Emitter
Aquatic Essentials (Biomorphs, +1 MP)
Cold Tolerance, Gills, Sonar, Swim Bladder Sensory Synth Essentials (Synthmorphs, +1 MP)
Chem Sniffer, Electrical Sense, Radar
Athletic Essentials (Biomorphs, +1 MP)
Anti-Glare, Grip Pads, Novacardium Synth Essentials (Synthmorphs, +1 MP)
Magnetic System, Medichines
BodyMod Essentials (Biomorphs, +1 MP)
Bodysculpting, Nanotats, Prehensile Tail, Scent Alteration Transhuman Essentials (Biomorphs, +1 MP)
Cyberbrain (includes Access Jacks, Mnemonics, and Puppet Sock),
Skinlink
Corporate Essentials (Biomorphs, +1 MP)
Circadian Regulation, Clean Metabolism, Data Module Vac Essentials (Biomorphs, +1 MP)
Cold Tolerance, Magnetic System, Oxygen Reserve, Vacuum Sealing
Deep Aquatic Essentials (Biomorphs, +2 MP)
Cryogenic Protection, Gills, Pressure Adaptation, Respirocytes, Venusian Essentials (+1 MP)
Sonar, Swim Bladder Gliding Membranes, Respirocytes, Vacuum Sealing

Drone Ops Essentials (+1 MP) VIP (+1 MP)


Drone Rig, Electrical Sense, Skinlink Data Module, Remote Backup Link

148¹ Enhanced & Elite Morphs • Enhanced Ware Packages


ELITE WARE PACKAGES
Academic Elite (+1 MP)
SIZES
Not everyone or everything is built the same. Most morphs are medium­-sized,
Mind Amp, Mnemonics the default size assumed for rules purposes. Apply the following rules for
morphs, shells, creatures, and gear of other sizes:
Aquatic Elite (Biomorphs, +1 MP)

GAME INFORMATION
Enhanced Hearing, Toxin Filters Very Small Size
No morphs exist at this size; there is not enough room for a (cyber)brain
Athletic Elite (Biomorphs, +2 MP) (unless distributed like a swarmanoid). Very small bots/creatures/gear items
Adrenal Surge, Energy Efficiency, Pain Regulator can fit in a pocket and use the following rules:

Essential Worker Elite (+1 MP) • They are difficult to hit and spot (–30).
Fractal Digits, Magnetic System, Utilimod • They inflict a maximum of DV 1 in melee.
• They cannot use medium-size (or larger) gear and suffer −20 when using
Infiltrator Elite (+1 MP) small gear.
Dead Switch, Nanotat ID Flux • They suffer −30 on strength-based SOM Checks.
• They suffer half damage from falls and inflict half damage in collisions.
Security Elite (+1 MP)
Neurachem, Lethal trait Small Size
Small morphs/creatures/shells/gear items range between the size of a cat and
Sensory Elite (+1 MP) a human child:
Enhanced Smell, Oracles, Sonar
• They are challenging to hit and spot (–10).
• They have a Reach advantage against very-small-size targets.
• They inflict half damage in melee.
• They suffer −20 when using medium-sized gear
or two-handed weapons not modified for their size.
• They suffer −10 on strength-based SOM Checks.

Large Size
Large morphs/creatures/shells/gear items outsize normal transhumans,
ranging between the size of a small car to a neo-orca. They often have trouble
finding gear manufactured for their size and may have difficulty navigating
the confines of cramped habitats:

• They are easier to hit and spot (+10).


• They have a Reach advantage against medium-sized targets; double this
against small sizes and triple against very small sizes.
• They inflict +1d10 DV in melee and can wield two-handed weapons in one hand.
• They suffer −20 when using non-integrated very small/small-sized gear not
modified for their size, unless they possess fine manipulators.
Very Large

• They receive a +10 modifier to strength-based SOM Checks.


• Due to their mass, they suffer double damage from falls and inflict double
damage in collisions.

Very Large Size


Very large morphs/creatures/shells are bigger than many vehicles, ranging
from limousine to barn-sized. Very little gear is made to fit their size and they
do not fit within many habitats.
Large

• They are easier to hit and spot (+30).


• They have a Reach advantage against large-sized targets; double this against
Medium

medium sizes and triple against small and very small sizes.
• They inflict +2d10 DV in melee and can wield two-handed weapons in one
hand.
Small

• They suffer −20 when using large-sized gear not modified for their size
and cannot use non-integrated small-sized gear, unless they possess fine
manipulators.
• They receive a +30 modifier to strength-based SOM Checks.
• Due to their mass, they suffer triple damage from falls and inflict triple
damage in collisions.

Sizes
¾149
MORPH CONSPIRACIES
Sequencer: We haven’t investigated, but I wouldn’t be surprised
to discover that they had targeted individual people, naturally
born, who were also lacking those specific genetic traits.
EYECHAT // OPEN CHANNEL: Many people had their genomes sequenced, the records were
MORPHS available.
Callosum: Can you tell us some more about your research? Black Pharaoh: It gets even worse. NuForm’s genetics weren’t
Sequencer: Well, I don’t want to start any rumors, especially when completely lost, of course. Many of their models lived on after
our results are far from incomplete. The initial project idea was to the Fall, right, doctor?
isolate the genetic traits that make transhumans susceptible to Sequencer: Yes, mostly thanks to competitors that simply stole
various effects of the exsurgent virus, particularly basilisk hacks. the genetics. NuForm wasn’t around to file lawsuits, after all.
Eludere: Ahhh, so we could breed out those traits and harden So the genetic resistance was still being disseminated … up to
ourselves against infection. Great idea! How’s it going? a point. We took a closer look. Within a year of the Fall, every
Sequencer: Well, we did have a breakthrough in isolating some traits, single one of these corps that was using NuForm’s genetic
but our work is far from complete. There are a lot of interconnected templates had changed the templates. The immunity was
factors at work. eliminated from all ongoing production designs.
Black Pharaoh: But you discovered a bit more than that, didn’t you, Just Mortal: This was after the Fall? After the TITANs had
doctor? allegedly gone?
Sequencer: Yes, well, after we discovered some of the traits involved, Sequencer: Indeed. It seems like their agents were still at work.
we did a survey sampling to see how widespread these traits Qi: And were making coordinated efforts.
were throughout the population. The results were alarming, but Nevermore: Doc, do these susceptible traits appear in uplift
expected. They’re all but universal. species as well?
Black Pharaoh: You’re leaving out the best part, doc. Sequencer: They didn’t, until around AF 2. We’ve since found the
Sequencer: I’m not sure I know what you mean. traits in a significant percentage of the major neo-hominid
Black Pharaoh: You know exactly what I mean. NuForm. Don’t be coy. and neo-neanderthal genetic lines, at least the few that we’ve
tested. Other species seem immune.
Just Mortal: What’s NuForm?
Just Mortal: So they’re, what, breeding us without our
Qi: Looks like they were a clone growth corp, pretty big right before
knowledge? I’m going to be sick.
the Fall. Assets both on and off Earth. They had done some of the
larger production runs on various splicer and exalt models. They Rivet: Um, why aren’t we working to remove these traits from
didn’t survive the Fall, though. the rest of transhumanity? Like right friggin’ now?
Just Mortal: How do they relate? Sequencer: At this point, it wouldn’t matter. Those traits that
we had originally isolated, that made us susceptible to certain
Black Pharaoh: Since the doc is playing mum, here’s a hint. They didn’t
basilisk hacks? Well, our original research dealt with basilisk
survive the Fall for a reason.
hacks that were recorded during the Fall. Turns out the TITANs
Plasmid: So someone took them out on purpose? Well, lots of corps have tweaked their formula … or it tweaked itself. Most of the
and factions used the war as cover to settle grudges. What makes basilisk hacks we’ve analyzed that appeared in the wild since
this incident special? AF 2 don’t take advantage of the susceptible traits we had
Qi: I’m going to guess it wasn’t rivalries. It was the TITANs, wasn’t it? isolated at all. In other words, the edge we thought we found
Black Pharaoh: We have a winner! Doc, care to explain? had already been bypassed a good 7 years before we found it.
Sequencer: I’m not sure what you hope to gain here, Pharaoh, but Sava: That’s a super-intelligence for you. Always five or six steps
fine, I will explain. The traits we had isolated so far? They were ahead.
missing from most NuForm models — at least, the few that were Rivet: I don’t know what’s worse. The idea that the TITANs
left. The TITANs apparently knew this and specifically targeted the are selectively breeding us as a species or the fact that their
corporation and those models for destruction. We looked into it vectors of attack against us are still mutating — or being
and even found a few incidents where individual people sleeved in shaped — to be more effective.
NuForm exalts were targeted specifically. Nevermore: Neither bodes well for us, I’m afraid.
Psychscaper: So the TITANs were eliminating our capacity to resist Just Mortal: Unfortunately, this also brings an all-new
their mind hacks, before we even knew we had that resistance? Talk perspective to the argument for going exhuman.
about stacking the deck.
Dante: Evolve or die, friend. Evolve or die.
MORPH LIST (BY MORPH POINTS)
MORPH TYPE COST PAGE MORPH TYPE COST PAGE MORPH TYPE COST PAGE
Case Synthmorph 0 77 Bard (Flexbot Module) Echo Infomorph 5 85
Digimorph Infomorph 0 83 Flexbot Synthmorph 3 88 Flying Squid Pod Biomorph 5 90
Flat Biomorph 0 87 Biocore Synthmorph 3 76 Galatea Synthmorph 5 92
Griefer Synthmorph 0 95 Cloud Skate Biomorph 3 79 Gargoyle Synthmorph 5 92
Neo-Avian Uplift Biomorph 0 103 Critter (Humanoid Beast) Imp Biomorph 5 99
Spare Synthmorph 0 123 Pod Biomorph 3 81 Neo-Whale Uplift Biomorph 5 108
Basic Pod Pod Biomorph 1 75 Fighter (Flexbot Module) Ring Flyer Biomorph 5 116
Flexbot Synthmorph 3 89
Conjurer (Flexbot Module) Rover Synthmorph 5 117
Flexbot Synthmorph 1 89 Garuda Biomorph 3 93
Samsa Pod Biomorph 5 119
Dragonfly Synthmorph 1 Glider Biomorph 3 94
Security Pod Pod Biomorph 5 120
Freeman Biomorph 1 84 Hazer Biomorph 3 96
Shaper Pod Biomorph 5 122
Ikon Infomorph 1 90 Neo-Beluga Uplift Biomorph 3 103
Slitheroid Synthmorph 5 122
Neo-Bonobo/Chimp Uplift Biomorph 1 104 Neo-Gorilla Uplift Biomorph 3 105
Smart Swarm Synthmorph 5 123
Neo-Pig Uplift Biomorph 1 107 Neo-Octopus Uplift Biomorph 3 106
Sphere Synthmorph 5 123
Neo-Porpoise Uplift Biomorph 1 108 Neo-Orangutan Uplift Biomorph 3 106
Steel Morph Synthmorph 5 125
Oobleck Synthmorph 1 111 Nomad Biomorph 3 109
Xu Fu Synthmorph 5 133
Sage Infomorph 1 118 Ruster Biomorph 3 117
Arachnoid Synthmorph 6 73
Splicer Biomorph 1 125 Selkie Biomorph 3 121
Cetus Synthmorph 6 78
Agent Infomorph 2 72 Swarmanoid Synthmorph 3 127
Defender (Ayah) Pod Biomorph 6 75
Aviary (Flexbot Module) Synth Synthmorph 3 128
Faust Biomorph 6 86
Flexbot Synthmorph 2 88 Traceur Pod Biomorph 3 130
Fury Biomorph 6 91
Chickcharnie Pod Biomorph 2 78 Venusian Glider (Glider) Biomorph 3 94
Ghost Biomorph 6 93
Cleric (Flexbot Module) Worker Pod Pod Biomorph 3 132
Golem (Galatea) Synthmorph 6 92
Flexbot Synthmorph 2 89 Alpiner Biomorph 4 72
Nishakara (Surya) Biomorph 6 126
Crafter (Flexbot Module) Ariel Biomorph 4 74
Space Marine (Security Pod)
Flexbot Synthmorph 8 92 Bouncer Biomorph 4 76 Pod Biomorph 6 120
Critter (Quadruped Hybrid) Bruiser Biomorph 4 76 Spectre Infomorph 6 124
Pod Biomorph 2 81 Digger Pod Biomorph 4 83 Synthtaur Synthmorph 6 129
Critter (Small Mammal) Fierce Kite (Kite) Synthmorph 4 100
Pod Biomorph 2 81 Takko Synthmorph 6 129
Futura Biomorph 4 91 Cloud Skimmer Synthmorph 7 79
Exalt Biomorph 2 85
Hibernoid Biomorph 4 97 Courier Synthmorph 7 80
Grey Biomorph 2 95
Hulder Biomorph 4 97 Liquid Silver (Steel Morph)
Hypergibbon Pod Biomorph 2 98
Hyperbright Biomorph 4 98 Synthmorph 7 125
Kite Synthmorph 2 100
Menton Biomorph 4 101 Remade Biomorph 7 115
Neo Infomorph 2 102
Mimic Synthmorph 4 101 Theseus Biomorph 7 130
Neo-Dolphin Uplift Biomorph 2 104
Neo-Orca Uplift Biomorph 4 107 Warden Core Synthmorph 7 131
Neo-Neanderthal Uplift Biomorph 2 105
Novacrab Pod Biomorph 4 109 Crasher Biomorph 8 80
Neotenic Biomorph 2 108
Observer Biomorph 4 110 Guard Synthmorph 8 96
Operator Infomorph 2 111
Olympian Biomorph 4 110 Raptor Synthmorph 8 114
Quadruped (Scurrier)
Opteryx Synthmorph 4 111 Arachnikoma (Arachnoid)
Exomorph Biomorph 2 120
Ornithope Synthmorph 4 112 Synthmorph 9 73
Rogue (Flexbot Module)
Flexbot Synthmorph 2 89 Pleasure Pod Pod Biomorph 4 113 Surya Biomorph 9 126
Scurrier Exomorph Biomorph 2 120 Ripwing Pod Biomorph 4 116 Prime (Guard) Synthmorph 10 96
Whiplash Exomorph Biomorph 2 132 Salamander Biomorph 4 118 Sundiver Synthmorph 10 126
Wizard (Flexbot Module) Savant Synthmorph 4 119 Reaper Synthmorph 12 115
Flexbot Synthmorph 2 89 Skulker (Swarmanoid) Synthmorph 4 127 Daitya Synthmorph 13 82
Apiary (Flexbot Module) Sylph Biomorph 4 128 Q-Morph Synthmorph 13 114
Flexbot Synthmorph 3 88 Ultra Kite (Kite) Synthmorph 4 100 Sexton Core Synthmorph 15 121
Aquanaut Biomorph 3 73 Vac Pod Pod Biomorph 4 131 Fenrir Synthmorph 20 86
Augur Pod Biomorph 3 74 Blackbird (Ornithope) Synthmorph 5 112 Overmind Core Synthmorph 20 113
Ayah Pod Biomorph 3 75 Djinn Infomorph 5 83 Combat Mech (Daitya) Synthmorph 21 82
Dvergr Biomorph 5 84 Nautiloid Synthmorph 25 102
MORPH LIST (ALPHABETICAL)
MORPH TYPE COST PAGE MORPH TYPE COST PAGE MORPH TYPE COST PAGE
Agent Infomorph 2 64 Fury Biomorph 6 83 Ornithope Synthmorph 4 104
Alpiner Biomorph 4 64 Futura Biomorph 4 83 Blackbird Synthmorph 5 104
Aquanaut Biomorph 3 65 Galatea Synthmorph 5 84 Overmind Core Synthmorph 20 105
Arachnoid Synthmorph 6 65 Golem Synthmorph 6 84 Pleasure Pod Pod Biomorph 4 105
Arachnikoma Synthmorph 9 65 Gargoyle Synthmorph 5 84 Q-Morph Synthmorph 13 106
Ariel Biomorph 4 66 Garuda Biomorph 3 85 Raptor Synthmorph 8 106
Augur Pod Biomorph 3 66 Ghost Biomorph 6 85 Reaper Synthmorph 12 107
Ayah Pod Biomorph 3 67 Glider Biomorph 3 86 Remade Biomorph 7 107
Defender Pod Biomorph 6 67 Venusian Glider Biomorph 3 86 Ring Flyer Biomorph 5 108
Basic Pod Pod Biomorph 1 67 Grey Biomorph 2 87 Ripwing Pod Biomorph 4 108
Biocore Synthmorph 3 68 Griefer Synthmorph 0 87 Rover Synthmorph 5 109
Bouncer Biomorph 4 68 Guard Synthmorph 8 88 Ruster Biomorph 3 109
Bruiser Biomorph 4 68 Prime Synthmorph 10 88 Sage Infomorph 1 110
Case Synthmorph 0 69 Hazer Biomorph 3 88 Salamander Biomorph 4 110
Cetus Synthmorph 6 70 Hibernoid Biomorph 4 89 Samsa Pod Biomorph 5 111
Chickcharnie Pod Biomorph 2 70 Hulder Biomorph 4 89 Savant Synthmorph 4 111
Cloud Skate Biomorph 3 71 Hyperbright Biomorph 4 90 Scurrier Exomorph Biomorph 2 112
Cloud Skimmer Synthmorph 7 71 Hypergibbon Pod Biomorph 2 90 Quadruped Exomorph Biomorph 2 112
Courier Synthmorph 7 72 Ikon Infomorph 1 91 Security Pod Pod Biomorph 5 112
Crasher Biomorph 8 72 Imp Biomorph 5 91 Space Marine Pod Biomorph 6 112
Critter Kite Synthmorph 2 92 Selkie Biomorph 3 113
(Humanoid Beast) Pod Biomorph 3 73 Fierce Kite Synthmorph 4 92 Sexton Core Synthmorph 15 113
(Quadruped Hybrid) Pod Biomorph 2 73 Ultra Kite Synthmorph 4 92 Shaper Pod Biomorph 5 114
(Small Mammal) Pod Biomorph 2 73 Menton Biomorph 4 93 Slitheroid Synthmorph 5 114
Daitya Synthmorph 13 74 Mimic Synthmorph 4 93 Smart Swarm Synthmorph 5 115
Combat Mech Synthmorph 21 74 Nautiloid Synthmorph 25 94 Spare Synthmorph 0 115
Digger Pod Biomorph 4 75 Neo Infomorph 2 94 Spectre Infomorph 6 116
Digimorph Infomorph 0 75 Neo-Avian Uplift Biomorph 0 95 Sphere Synthmorph 5 116
Djinn Infomorph 5 75 Neo-Beluga Uplift Biomorph 3 95 Splicer Biomorph 1 117
Dragonfly Synthmorph 1 76 Neo-Bonobo/Chimp Uplift Biomorph 1 96 Steel Morph Synthmorph 5 117
Dvergr Biomorph 5 76 Neo-Dolphin Uplift Biomorph 2 96 Liquid Silver Synthmorph 7 117
Echo Infomorph 5 77 Neo-Gorilla Uplift Biomorph 3 97 Sundiver Synthmorph 10 118
Exalt Biomorph 2 77 Neo-Neanderthal Uplift Biomorph 2 97 Surya Biomorph 9 118
Faust Biomorph 6 78 Neo-Octopus Uplift Biomorph 3 98 Nishakara Biomorph 6 118
Fenrir Synthmorph 20 78 Neo-Orangutan Uplift Biomorph 3 98 Swarmanoid Synthmorph 3 119
Flat Biomorph 0 79 Neo-Orca Uplift Biomorph 4 99 Skulker Synthmorph 4 119
Flexbot Flexbot Synthmorph 80 Neo-Pig Uplift Biomorph 1 99 Sylph Biomorph 4 120
Apiary Flexbot Synthmorph 3 80 Neo-Porpoise Uplift Biomorph 1 100 Synth Synthmorph 3 120
Aviary Flexbot Synthmorph 2 80 Neotenic Biomorph 2 100 Synthtaur Synthmorph 6 121
Bard Flexbot Synthmorph 3 80 Neo-Whale Uplift Biomorph 5 100 Takko Synthmorph 6 121
Cleric Flexbot Synthmorph 2 81 Nomad Biomorph 3 101 Theseus Biomorph 7 122
Conjurer Flexbot Synthmorph 1 81 Novacrab Pod Biomorph 4 101 Traceur Pod Biomorph 3 122
Crafter Flexbot Synthmorph 2 81 Observer Biomorph 4 102 Vac Pod Pod Biomorph 4 123
Fighter Flexbot Synthmorph 3 81 Olympian Biomorph 4 102 Warden Core Synthmorph 7 123
Rogue Flexbot Synthmorph 2 81 Oobleck Synthmorph 1 103 Whiplash Exomorph Biomorph 2 124
Wizard Flexbot Synthmorph 2 81 Operator Infomorph 2 103 Worker Pod Pod Biomorph 3 124
Flying Squid Pod Biomorph 5 82 Opteryx Synthmorph 4 103 Xu Fu Synthmorph 5 125
Freeman Biomorph 1 82

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