EclipsePhase CharacterOptions
EclipsePhase CharacterOptions
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
Posthuman Studios isTh Rob Boylefi Davidson Colefi Brian Crossfi and Adam Jury
LIFE PATH CHARACTER CREATION 4 MORPH OVERVIEW 60
TABLE OF CONTENTS
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.
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]
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
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
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
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
Know: Administration 30
6–9 Splicer
MOTIVATIONBIO
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
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
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: Administration 30
Know: Data Science 60 Exalt
Know: Hypercorps 20
4.3fiFREELANCER
LIFE PATH
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
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
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
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
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
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
40–59
f-rep
Media Famous
20
Know: Economics
Know: Hypercorps
30
10
7–8 Neotenic
9–0 Bouncer
MOTIVATIONBIO
Know: Celebrities 10
Know: Media 60 3–6 Olympian
Know: Performance 30 7–0 Sylph
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
MOTIVATIONBIO
You serve the hyperelites or
Deceive 20 corporate leadership.
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
85–99
Program 20
Virtual Worker
MORPH
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
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
25–49
c-rep
Humanities AGI
10
85–99 Research AGI
MOTIVATIONBIO
c-rep 10
MOTIVATIONBIO
Know: History 20
Know: Psychology 60 6–9 Splicer 6–0 Sage
Know: Mathematics 30
Know: Sociology 30 0 Synth
4.7fiISOLATE
LIFE PATH
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
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
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
MORPH
Psi 50
INT 5 Know: Biology 60 Futura
MOTIVATIONBIO
WIL 5 Psi 40
MOTIVATIONBIO
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
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
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
40–59
c-rep 10
Refugee Know: Security Ops 30
MOTIVATIONBIO
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
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
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.
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.
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.
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.
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.
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
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.
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
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.
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
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.
9.4fiEXPLORER
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.
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
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.
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
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.
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
MOTIVATION
MOTIVATION
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
9.10fiMINDHACKER
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.
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
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
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
MOTIVATION
MOTIVATION
You’re a nano-engineer. You keep the life support running. You operate drones and repair synths.
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
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
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.
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.
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).
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.
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).
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).
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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
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
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
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)
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
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
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
MORPH STATS
Each morph entry lists the following details:
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.
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:
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.
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.
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
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.
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)
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
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)
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
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
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
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.
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
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
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
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
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
86¹ GLIDER
Grey
GREY
[BIOMORPH] Cost: 2 MP • Avail: 20
Originally created as part of a fad based
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
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)
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
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
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.
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
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
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
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)
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
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)
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)
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
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
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
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.
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.
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
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
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.
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
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.
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)
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
SWARMANOID
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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
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)
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
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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.
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.
WORKER POD • XU FU
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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-
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.
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.
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.
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.
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
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).
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
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.
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.
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 …
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
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.
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.
IDENTIFICATION TESTS
You have several options for making an ID:
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..
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
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.
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).
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
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:
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