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  1. Originally written down by a dude name Fox, modified by Snyder for some shitty campaign I wanna play
  2.  
  3. Character Creation includes the following: 60 Free points to spend, 4 Free Skills, Pick your Native Language(Automatically start with 4 points in it) Each character starts with 1 Fate Point and 5,000 Gild unless stated otherwise, as well as 50 Reputation to divide between factions of your choice.
  4.  
  5. Backgrounds.
  6. [Drifter: You and your kind have remained drifting through the Sol system since you remember. Your kind are usually thrown in with the Pirate, Mercenary, Salvager, Migrant Worker, or Asteroid Farmer types.
  7. Common Shells: Cheap/Counterfeit.
  8. Characteristics: +10 Fellowship.
  9. Skills: +1 Surface Navigation, +2 Operate Voidship, +1 Lore [Field of your choice]
  10. Disadvantages: None
  11. __________________________________________________
  12. [Fall Evacuee: You were born and raised on earth and evacuated during the horrors of the fall, having to abandon many aspects of your old life. But you were lucky enough to escape with your body intact, able to make a life for yourself among the stars.
  13. Common Shells: Flats, Splicers, Cases.
  14. Characteristics: +10 In any.
  15. Skills: +1 Operate Surface, +1 Logic, +2 Lore [Field of your choice]
  16. Disadvantages: Only 2,500 starting Credits
  17. __________________________________________________
  18. [Highlife: You were privileged to have been raised as part of the immortal upper class. Pampered with wealth and influence that most can only dream of.
  19. Common Shells: Exalts, Sylphs.
  20. Characteristics: +10 Influence, +10 Fellowship
  21. Skills: +2 Charm, +1 Deceive, +2 Lore [Highlife]
  22. Disadvantages: May not start with Flat, Splicer, Pod, Uplift, or synthetic morphs.
  23. BONUS: +10,000 Starting Credits.
  24. __________________________________________________
  25. [AGI: Your exist not as a physical being but as an infopod… Your consciousness is purely digital, an “Artifical Generate Intelligence”(AGI) Your very existence is illegal in many habitats, due to the legacy of those of your kind that perpetrated the Fall. Unlike your progenitors your capacity for self-improvement is extremely limited, although you maintain full autonomy.
  26. Common Shells: Infomorphs/Synthetic morphs.
  27. Characteristics: +30 Intelligence.
  28. Skills: +3 Tech-Use, +2 Interfacing, +2 Forbidden Lore(Artificial Intelligence)
  29. Disadvantages: Real World Naivete, Social Stigma(AGI), May not purchase PSI Trait, Social skills cost twice as much.
  30. __________________________________________________
  31. [Isolate: You were raised in a self-exiled grouping on the fringes of the system. Whther it was a religious group, cult, social experiment, anti-tech cell, or a group that wanted to be isolated, you spent most if not all of your upbringing isolated from other factions.
  32. Common Shells: All.
  33. Characteristics: +20 Invested by your choice.
  34. Skills: +4 Skills of your choice.
  35. Disadvantages: -20 Rep with all factions.
  36. __________________________________________________
  37. [Lost: You are a legacy of one of the most infamous debacles since the fall. A member of the “Lost Generation” you went through an accelerated growth childhood, somehow surviving where others of your kind died, went insane, or were persecuted.
  38. Common Shells: Futuras.
  39. Characteristics: +20 Invested by your choice.
  40. Skills: +2 Psyniscience, +2 Tech-use.
  41. Disadvantages: Two mental disorders, Social Stigma(Lost), Starts with Futura morph.
  42. __________________________________________________
  43. [Lunar Colonist: Your childhood was spent in a cramped dome city, or underground station on the Moon, having a frontrow seat for the Fall of earth.
  44. Common Shells: Flats, Splicers, Casing.
  45. Characteristics: +10 Toughness, +10 Agility.
  46. Skills: +1 Operate Surface, +1 Survival, +1 Security.
  47. Disadvantages: None.
  48. __________________________________________________
  49. [Martian: You were raised in a station on or orbiting Mars, the most populated planet in the Sol System.
  50. Common Shells: Flats, Splicers, Rusters.
  51. Characteristics: +10 Strength, +10 Perception.
  52. Skills: +1 Operate Surface, +1 Navigate Surface, +1 Awareness.
  53. Disadvantages: None
  54. __________________________________________________
  55. [Renascitur: You were born and raised on earth, but you didn’t survive the fall. Your last memories are that of your body dying. Your backup was transmitted offworld in the “Last Wave” and you were one of the lucky few to be re-instated into a morph.
  56. Common Shells: Cases, Infomorphs, Synth.
  57. Characteristics: +10 In any.
  58. Skills: +1 Operate Surface, +1 Logic, +2 Lore [Field of your choice]
  59. Disadvantages: Edited Memories, 0 Starting Credits.
  60. __________________________________________________
  61. [Lowlife: You were raised in the nomadic and chaotic lifestyle common to a Scum Barge.
  62. Common Shells: All, especially Bouncers.
  63. Characteristics: +20 Fellowship, -10 Intelligence.
  64. Skills: +1 Commerce, +1 Deceive, +1 SleightOfHand.
  65. Disadvantages: None.
  66. __________________________________________________
  67. [Uplifted: You aren’t even a human. Whether it was experimentation, rogue happenstance or a condition of your birth, you’ve gained sentience.
  68. Common Shells: Neo-Avian, Neo-Hominid, Octomorph, Ape, Bonobo, Cetacean, Chimp, Corvid, Emergent AGI, Feral. (Uplifts)
  69. Characteristics: +10 Perception, +10 Willpower.
  70. Skills: +1 Dodge, +1 Logic, +1 Awareness.
  71. Disadvantages: must choose an uplift Morph to start.
  72. _________________________________________________
  73.  
  74.  
  75. Factions
  76. Anarchist,
  77. Advantages: +10 to a characteristic of your choice, +1 to a skill of your choice, +3 Network(Autonomists)
  78. Disadvantages: None
  79. Common Morphs: All
  80. __________________________________________________
  81. Argonaut,
  82. Advantages: +1 to 1 scholastic lore, and 1 lore of your choice, +2 to Network(Scientists)
  83. Disadvantages: None
  84. Common Morphs: All
  85. __________________________________________________
  86. Barsoomian,
  87. Advantages: +10 Agility, +1 Acrobatics, +1 Athletics, +1 Awareness, +2 Network(Autonomists)
  88. Disadvantages: None.
  89. Common Morphs: Cases, Flats, Rusters, Slicers, Synths.
  90. __________________________________________________
  91. Brinker,
  92. Advantages: +2 Operate Voidship, +1 to a skill of your choice, +20 to Network(Group of your choice)
  93. Disadvantages:
  94. Common Morphs: All
  95. __________________________________________________
  96. Criminal,
  97. Advantages: +1 Intimidate, +3 Network(Criminal)
  98. Disadvantages:
  99. Common Morphs: All.
  100. __________________________________________________
  101. Extropian,
  102. Advantages: +1 Inquiry, +2 Network(Autonomists) +1 Network(Hypercorps)
  103. Disadvantages: None
  104. Common Morphs: All
  105. __________________________________________________
  106. Hypercorp,
  107. Advantages: +1 Charm, +3 Network(Hypercorps)
  108. Disadvantages: None
  109. Common Morphs: Exalts, Olympians, Splicers, Sylphs
  110. __________________________________________________
  111. Jovian,
  112. Advantages: +Weapon Skill of your choice, +1 Dodge, +2 Network(Hypercorps)
  113. Disadvantages: Must start with a flat or splicer morph. May not start with any nanoware/nanotech.
  114. Common Morphs: Flats and Splicers.
  115. __________________________________________________
  116. Lunar,
  117. Advantages: +2 To one language of your choice. +2 Network(Hypercorps) +1 Network(Ecologists)
  118. Disadvantages: None.
  119. Common Morphs: Cases, Exalts, Flats, Splicers, Synths.
  120. __________________________________________________
  121. Mercurial,
  122. Advantages: +2 To any skill of your choice. +2 Network of your choice.
  123. Disadvantages: None.
  124. Common Morphs: Infomorphs, Synths, Uplift Morphs.
  125. __________________________________________________
  126. Scum,
  127. Advantages: +2 Acrobatics, +1 Skill of your choice, +20 Network(Autonomists)
  128. Disadvantages: None
  129. Common Morphs: All
  130. __________________________________________________
  131. Socialite,
  132. Advantages: +2 Charm, +2 Network(Media)
  133. Disadvantages: May not start with a flat, pod, uplight, or synthetic morph.
  134. Common Morphs: Exalts, Olympians, Sylphs.
  135. __________________________________________________
  136. Titanian,
  137. Advantages: +2 Skills of your choice, +2 Network(Autonomists)
  138. Disadvantages: None
  139. Common Morphs: All
  140. __________________________________________________
  141. Ultimate,
  142. Advantages: +1 Skill of your choice, +2 Network of your choice.
  143. Disadvantages: May not start with flat, splicer, uplift, or pod morphs.
  144. Common Morphs: Exalts, Remades.
  145. __________________________________________________
  146. Venusian,
  147. Advantages: +1 Pilot Aeronautica, +1 Skill of your choice, +2 Network(Hypercorps)
  148. Disadvantages: None
  149. Common Morphs: Cases, Exalts, Mentons, Splicers, Sylphs, Synths.
  150.  
  151. Sleeves
  152. __________________________________________________
  153. BIOMORPHS
  154. Biologically grown bodies, these are generally created in vitae wombs, which are artificial birthing pods.
  155.  
  156. Flat, Baseline unmodified humans, born with all of the natural defects, hereditary diseases, and other genetic mutations that evolution so lovingly applies. Flats are becoming increasingly rare- most natural flats died off with the rest of humanity during the Fall. Most new children are splicers, screened and genefixed at the least.
  157. Implants: None
  158. Aptitude Maximum: 60
  159. Wound Threshold: 6 + Toughness Bonus
  160. Disadvantages: None
  161. Cost: Medium
  162. __________________________________________________
  163. Splicers, Genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.
  164. Implants: Basic biomods, Basic Mesh Inserts, Cortical Stack.
  165. Aptitude Maximum: 65
  166. Wound Threshold: 7 + Toughness Bonus
  167. Advantages: +5 To one characteristic of the player’s choice.
  168. Cost: High.
  169. __________________________________________________
  170. Exalts, These morphs are genetically hanced humans, designed to emphasize specific traits. Their genetic code has been tweaked to make them healthier, smarter, and more attractive. Their metabolism is modified to predispose them towards staying fit and athletic for the duration of an extended lifespan.
  171. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  172. Aptitude Maximum: 65(No cap on Agility)
  173. Wound Threshold: 7 + Toughness Bonus
  174. Advantages: +5 Intelligence, +5 Fellowship, +5 Agility, +1 Athletics, +1 Awareness.
  175. Cost: Very High.
  176. __________________________________________________
  177. Mentos, Genetically modified to increase cognitive abilities, particularly learning abilities, creativity, attentiveness, and memory. Rumors exist of super enhanced mentons with more extreme intelligence mods, but brain-hacking is notoriously difficult.
  178. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost.
  179. Aptitude Maximum: 60(No cap on intelligence)
  180. Wound Threshold: 5 + Toughness Bonus
  181. Advantages: +20 Intelligence, +2 Tech-Use, +2 Interfacing, +1 Skill of your choice.
  182. Cost: Very High.
  183. __________________________________________________
  184. Olympians, Upgraded humans with improved athletic capabilities like endurance, hand-eye coordination, and cardiovascular functions. Olympians are common among athletes, dancers, freerunners, and soldiers.
  185. Implants: Basic biomods, Basic Mesh Inserts, Cortical Stack.
  186. Aptitude Maximum: 80
  187. Wound Threshold: 10+Toughness Bonus
  188. Advantages: +10 Agility, +10 Strength, +10 Toughness, +1 Intimidate, +1 Athletics, +1 Acrobatics, +1 Survival.
  189. Cost: Extremely High
  190. __________________________________________________
  191. Sylphs, Tailor made for media icons, elites, socialites, XP stars, models and narcissists. Sylph gene sequences are specifically designed for distinctive good looks. Ethereal and elvin features are common, with slim and lithe bodies.
  192. Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones.
  193. Aptitude Maximum: 60(No cap on Fellowship)
  194. Wound Threshold: 6 + Toughness Bonus
  195. Advantages: Striking Looks, +20 Fellowship, +1 Charm, +1 Inquiry
  196. Cost: High
  197.  
  198. __________________________________________________
  199. Bouncers, Adapted for zero-g and microgravity environments. They’re thinner and taller than usual morphs. Their hands and feet have been adapted to be capable of clinging to the environment around them, as well as grasping objects.
  200. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen reserve, Prehensile Feet
  201. Aptitude Maximum: 60(No Cap on Agility)
  202. Wound Threshold: 7 + Toughness Bonus
  203. Advantages: +10 Agility, +2 Acrobatics.
  204. Cost: High
  205. __________________________________________________
  206. Furies, Genetically tailored for endurance, strength, and reflexes as well as behavioral modifications for aggressiveness and cunning. Furies have a gene sequence promoting pack mentality and cooperation., they tend to be biologically female.
  207. Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Vision, NeuraChem(Lv1), Toxin Filters.
  208. Aptitude Maximum: 80
  209. Wound Threshold: 12 + Toughness
  210. Advantages: +10 Strength, +10 Toughness, +10 Weapon Skill, +10 Ballistic Skill, +1 Weapon Aptitude.
  211. Cost: Extremely High
  212.  
  213. __________________________________________________
  214. Futuras, Tailor-made for accelerated growth and adjusted for confidence, self-reliance and adaptability, futuras were intended to help transhumanity regain its foothold. These programs proved disastrous and the line was discontinued, but some models remain, viewed by most with distaste.
  215. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers.
  216. Aptitude Maximum: 70
  217. Wound Threshold: 7 + Toughness Bonus
  218. Disadvantages: +10 Willpower, +10 Fellowship, +10 Intelligence, +3 Skills of your choice.
  219. Cost: Extremely High, Exceptionally Rare.
  220.  
  221. __________________________________________________
  222. Ghosts, Designed partially for combat applications, their primary focus is stealth and infiltration. Their genetic profile encourages speed, agility, and reflexes, while their minds have been modified for patience and problem-solving.
  223. Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Adrenal Boost, Enhanced Vision, Grip Pads.
  224. Aptitude Maximum: 75
  225. Wound Threshold: 9 + Toughness Bonus
  226. Advantages: +20 Agility, +2 Athletics, +2 Acrobatics, +2 Stealth, +2 Sleight of Hand
  227. Cost: Extremely High
  228. __________________________________________________
  229. Hibernoids, Modified for long-duration space travel, or for being habtechs these morphs have been modified to require a mere 1-2 hours of sleep a day. They also see use by personal aides and hypercapitalists with non-stop lifestyles.
  230. Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation
  231. Aptitude Maximum: 65
  232. Wound Threshold: 7 + Toughness Bonus
  233. Advantages: +10 Intelligence, +10 Characteristic Points of your choice.
  234. Cost: Extremely High
  235.  
  236. __________________________________________________
  237. Neotenics, Modified to retain a child-like form, they are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat and spacecraft living. Many people find neotenic sleeves(morphs) distasteful, especially when employed in certain media and sex work capacities.
  238. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  239. Aptitude Maximum: 50
  240. Wound Threshold: 4 + Toughness Bonus
  241. Advantages: +10 Agility, +10 Intelligence, +1 Athletics, +1 Acrobatics, +1 Tech-Use, +1 Charm, +1 Stealth.
  242. Disadvantages: Social Stigma(Neotenic)
  243. Cost: Extremely High
  244.  
  245. __________________________________________________
  246. Remade, made to be humans 2.0. Their cardiovascular systems are stronger, the digestive tract has been sanitized and restructured to eliminate flaws, and they have otherwise been optimized for good health, smarts, and longevity with numerous transgenic mods. The remade look close to human, but they are very noticeably different in sometimes eerie ways: Taller, lack of hair, slightly larger proportions, wider eyes, sharpened teeth, and longer fingers make them cause unease in others.
  247. Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters
  248. Aptitude Maximum: 80
  249. Wound Threshold: 10 + Toughness Bonus
  250. Advantages: +10 Strength, +10 Toughness, +10 Perception, +10 Willpower
  251. Disadvantages:Uncanny Valley.
  252. Cost: Extremely High, Extremely Rare.
  253.  
  254. __________________________________________________
  255. Rusters,
  256. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance.
  257. Aptitude Maximum: 65
  258. Wound Threshold: 7 + Toughness Bonus
  259. Advantages: +10 Toughness, +10 Perception, +3 Skills of your choice.
  260. Cost: Extremely High
  261.  
  262. __________________________________________________
  263. Neo-Avians,
  264. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack.
  265. Aptitude Maximum: 60
  266. Wound Threshold: 4 + Toughness Bonus.
  267. Advantages: Natural Weapons, Flight, +10 Intelligence, +10 Agility, +2 Skills of your choice.
  268. Cost: High
  269. __________________________________________________
  270. Neo-Hominids,
  271. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet.
  272. Aptitude Maximum: 75
  273. Wound Threshold: 10 + Toughness Bonus
  274. Advantages: +10 Intelligence, +10 Agility, + 10 Strength, +2 Acrobatics
  275. Cost: Extremely High
  276. __________________________________________________
  277. Octomorphs,
  278. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin
  279. Aptitude Maximum: 60
  280. Wound Threshold: 6 + Toughness Bonus
  281. Advantages: 8 Arms, Natural Weapons, Ink Attack, Limber(Level 2), 360-degree vision, +10 Toughness, +20 Intelligence.
  282. Cost: Extremely High.
  283.  
  284. __________________________________________________
  285. PODS
  286. These are artificially grown human bodies that aren’t grown to full maturity, many appear very sickly and lack proper mental capacity due to severe brain damage. Pods are typically used mainly for manual labor.
  287.  
  288. Pleasure Pods,
  289. Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Pheromones, Mnemonic Augmentation, Puppet Sock, Gender-Switch
  290. Aptitude Maximum: 30(No cap on Willpower, Fellowship, or Agility)
  291. Wound Threshold: 5 + Toughness Bonus
  292. Advantages: +20 Fellowship, +20 Willpower.
  293. Disadvantages: Social Stigma(Pleasure Pod)
  294. Cost: High
  295.  
  296. __________________________________________________
  297. Worker Pods,
  298. Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
  299. Aptitude Maximum: 40
  300. Wound Threshold: 7 + Toughness Bonus
  301. Advantages: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
  302. Disadvantages: Social Stigma (Pod)
  303. Cost: High
  304.  
  305. __________________________________________________
  306. NovaCrabs,
  307. Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor(Covering), Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing
  308. Aptitude Maximum: 40
  309. Wound Threshold: 8 + Toughness Bonus
  310. Advantages: 10 Legs, Carapace Armor(3), Natural Weapons, +20 Toughness, +2 Skills of your choice.
  311. Cost: Extremely High.
  312.  
  313. __________________________________________________
  314. SYNTHETICS
  315. Robotic morphs. These rarely if never resemble actual human beings.
  316. Case,
  317. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation.
  318. Mobility System: 1/2/3/4.
  319. Aptitude Maximum: 40
  320. Wound Threshold: 5 + Toughness Bonus
  321. Advantages: Full body armored (3)
  322. Disadvantages: -5 To each aptitude.
  323. Cost: Low
  324.  
  325. __________________________________________________
  326. Synth,
  327. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
  328. Mobility System: (Base off of Agility Movement table)
  329. Aptitude Maximum: 60
  330. Wound Threshold: 8 + Toughness Bonus
  331. Advantages: +10 Intelligence, +10 Toughness, +5 Characteristic Points, +2 Skills, Full Body Armor (5)
  332. Disadvantages: Social Stigma(Synth), Uncanny Valley.
  333. Cost: High.
  334.  
  335. __________________________________________________
  336. Arachnoid,
  337. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs(10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar.
  338. Mobility System: Walking: 4/8/12/24, Thrust Vector: 40, Wheeled: 6, 12, 18, 36.
  339. Aptitude Maximum: 50
  340. Wound Threshold: 8 + Toughness Bonus
  341. Advantages: +20 Agility, +Armor(2).
  342. Cost: Extremely High
  343. __________________________________________________
  344. Dragonfly,
  345. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation.
  346. Mobility System: Flight(8/16/24/48)
  347. Aptitude Maximum: 60
  348. Wound Threshold: 5 + Toughness Bonus
  349. Advantages: Flight, +Armor(2), +20 to Hitting Flying Targets, +Small Target(-10 to being hit)
  350. Cost: High
  351.  
  352. __________________________________________________
  353. Flexbot,
  354. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits, Mnemonic Augmentation, Modular Design, Nanoscopic Vision, Shape Adjusting
  355. Mobility System: Based on Movement Table for Agility.
  356. Aptitude Maximum: 40(Unless Module states otherwise)
  357. Wound Threshold: 5 + Toughness Bonus
  358. Advantages: +Armor (4), +Individual Flexbots count as small Targets.
  359. Cost: Extremely High
  360.  
  361. __________________________________________________
  362. Reaper, (I’ll add this some other time, fuck that noise.)
  363. Enhancements:
  364. Mobility System:
  365. Aptitude Maximum:
  366. Wound Threshold:
  367. Disadvantages:
  368. Cost:
  369.  
  370. __________________________________________________
  371. Slitheroids,
  372. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced vision, Mnemonic Augmentation
  373. Mobility System: Snake Mode: 4/8/12/24, Rolling Mode: 5/10/15/30
  374. Aptitude Maximum: 70
  375. Wound Threshold: 9 + Toughness Bonus
  376. Advantages: +10 Agility, +2 Athletics, +1 Awareness,
  377. Cost: Extremely High
  378.  
  379. __________________________________________________
  380. Swarmanoid,
  381. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition.
  382. Mobility System: based on agility movement table.
  383. Aptitude Maximum: 30
  384. Wound Threshold: 6 + Toughness Bonus
  385. Cost: Ridiculously Expensive.
  386.  
  387. __________________________________________________
  388. INFOMORPHS
  389. (This will come in handy another time)
  390.  
  391.  
  392.  
  393. Resleeve
  394. The transhuman mind is no longer a prisoner of the biological hardware on which it originates. Through various mechanisms, biological brains may be digitally emulated, allowing people to make a backup of their minds, including their entire personality, memories, and skills. This process is better known as “Uploading”
  395. The primary use of backups is to ensure the person’s consciousness can be retrieved in case of death., in which case they may be remorphed.
  396.  
  397. Cortical Stacks are an implant the size of a grape, typically inserted at the base of one’s spinal column. They deploy a network of nanobots throughout the brain that take a snapshot of the mind’s neural state, storing the data as a backup within the cortical stack. The average transhuman’s cortical stack backs up their consciousness 86,400 times a day, keeping only the most recent backup stored on the stack.
  398.  
  399. Retrieving a cortical stack requires extreme care, typically only performed by skilled surgeons. However we can’t always exercise caution and must perform a “Popping” which is typically conducted by creating a small incision just above the Stack and applying pressure similar to popping a zit, causing the grape sized implant to surface. Though this method is incredibly grisly.(Medicae Test when surgically done, Perception and Strength test when ‘popping’)
  400. Once a cortical stack is retrieved it can be loaded into a Con-Bridge. And used to bring the consciousness back as either an Infomorph, or by remorphing.
  401. Destroying a cortical stack is incredibly difficult due to their extremely durable design. (Cortical stacks have an armor rating of 15, and 20 “wounds”)
  402.  
  403. Best Case Uploads: Secure Storage facilities will usually handle brain-scans in-house, allowing you to arrive and have your brain scanned over before the backup consciousness is placed in their database. In ideal circumstances the person who is remorphing is doing is intentionally, and will not suffer any noticable loss of continuity. Though the experience of switching from one morph to another is still a bit jarring, the transition itself can be made into a seamless process, with no gaps in awareness or memory. In this case the Con-Bridge is connected to another Con-Bridge and the new morph, this connection can be made wirelessly or by farcaster link, with a maximum distance of 10,000 kilometers.
  404.  
  405. Worse Case Uploads: An upload made after death is possible as long as the body’s mind is scanned within 5 minutes of their death, should the scan be initiated much later than this the Victim will be too brain damaged to be a viable scan. Worse yet is the act of destructive uploads known as “Brain Peeling” which is practiced by bioconservatives who believe it’s the only pure method of uploading, as it “transfers the soul.” many completely refuse remorphing, spending the rest of their lives as infomorphs, living in their dedicated simulspace.
  406.  
  407. Many Upload Storage facilities offer insurance services.
  408.  
  409. Positive Traits.
  410. Adaptability: Resleeving is a breeze, adjusting into a new morph much quicker than most other people. Apply a +10 bonus for willpower tests on integration and alienation with a new morph.
  411.  
  412. Allies: Your character is part of or has a relationship with some influential group that they can occasionally call on for support. For example, this could be their old gatecrashing crew, former research lab co-workers, a criminal cartel they are part of, or an elite social clique. (Consult the GM for what the group is, keep in mind calling upon them means they can start to call upon you as well.)
  413.  
  414. Ambidextrous: The character can use and manipulate objects equally well with both hands, You no longer suffer the off-hand modifier. However this trait must be taken for each limb you wish to apply it too.
  415.  
  416. Animal Empathy: The Character has an instictive feel for handling and working with non-sapient animals. Gain a +10 to animal handling tests, as well as tests when you must influence or interact with an animal.
  417.  
  418. Brave: You do not scare easily, and will face threats, intimidation, and certain bodily harm without flinching. Gain +10 to willpower tests when facing something frightful, or intimidating.
  419.  
  420. Common Sense: The character has an innate sense of judgement that cuts through other distractions and factors that might cloud a decision. Once per session you may ask the GM what choice they should make or what course of action they should take, and the GM should give solid advice based on what the character knows.
  421.  
  422. Danger Sense: The Character has an intuitive sixth sense that warns them of imminent threats. Gain a +10 modifier on awareness tests.
  423.  
  424. Eidetic Memory(Background/Morph Trait): Much like a computer the character has perfect memory recall, they can remember anything they have sensed, often even from a single glance. This works the same as the eidetic memory implant.
  425.  
  426. Expert: The Character is a legend in the use of one particular skill. The character may raise one learned skill to it’s max rank during character creation.
  427.  
  428. First Impression: The character has a way of charming or otherwise making a good impression the first time they interact with someone. This innate social lubricant allows them to more readily deal with new contacts and slip right into new social environments. Apply a +10 modifier on social skill tests when the character is interacting with another character for the first time.
  429.  
  430. Hyper Linguist: The character has an intuitive understanding of linguistic structures that facilitates learning new languages easily. The character requires one-third the normal amount of time and experience to learn any language. The character can also learn any human language to Rank 1 by constant immersive exposure to it for 24 hours. The character also receives a +10 modifier when attempting to interpret languages they don’t know.
  431.  
  432. Improved Immune System (Morph Trait): The Morph’s immune system is robust and more resistant to diseases, drugs, and toxins. Even more than basic biomods. Gain a +10 modifier when attempting to resist infection or the effects of a toxin or drug.
  433.  
  434. Innocuous(Morph Trait): In an age when exotic appearances and good looks are commonplace, the morph’s look is surprisingly bland and undistinguished, in that cookie cutter sort of way. Others will have a hard time picking you out of a crowd, or describing your appearance, let alone remembering physical details. Enemies take a -10 modifier to attempting to spot you, describe you, or remember you.
  435.  
  436. Limber (Morph Trait): You’re especially flexible and supple, capable of graceful contortions and interesting positions. You’ll be able to smoke with your toes, do the splits, and squeeze into cramped spaces. Truly a double-jointed escape artist, gaining +20 modifier to anything relying on escaping from bods, fitting into narrow confines, contortion or flexibility.
  437.  
  438. Math Wiz: You can perform any feat of calculation, including the most complex and advanced mathematics, instantly and with great precision, with the same ease an unmodified human can add 2 + 3. You can calculate odds, find correlations in numerical data, and perform similar tasks with great ease. Gain +30 to tests involving math calculations.
  439.  
  440. Natural Immunity(Morph Trait): You have an immunity to a specific drug, disease, or toxin. When afflicted with that specific chemical, poison, or pathogen the character remains unaffected. This immunity may not be applied to nanodrugs or nanotoxins.
  441.  
  442. Pain Tolerance(Consciousness/Morph Trait) The Character has a high threshold for pain tolerance and is better at ignoring the effects of pain on their abilities and concentration. Gain 4 wounds and ignore the effects of 1 traumatic injury.
  443.  
  444. Patron: You have an influential person in your life who can be relied on for occasional support. This could be a wealthy hyper-elite, a high-ranking triad boss, or an anarchist networker with an unbeatable reputation. When called upon this patron can pull strings on the character’s behalf, supply resources, introduce them to people they need to know, and bail them out of trouble.
  445.  
  446. PSI: The character has been infected with the Watts-MacLeon strain of the exsurgent virus, which altered their brain structure and opened the potential for their mind to enhance their cognitive abilities and read and manipulate the biological minds of others.
  447.  
  448. PSI Chameleon: The Character’s mental state is naturally resistant to Psi Sensing. Gain +20 when attempting to resist psionic abilities.
  449.  
  450. Rapid Healer(Morph Trait): The Morph recovers from damage quicker than others. Your healing rate is increased by 50%
  451.  
  452. Right at Home: The Character chooses one type of morph that will always fit like a glove. When resleeving into this type of morph you automatically adjust to the new body, with no tests needed.
  453.  
  454. Situational Awareness: The character is very good at maintaining continuous partial awareness of the goings-on in their immediate environment. In game terms, they do not suffer from distraction when making perception tests to notice things even when their attention is focused elsewhere, or when making quick perception tests during combat.
  455.  
  456. Striking Looks(Morph Trait): In an age where biosculpting is easy, and good looks are both cheap and commonplace. This morph, however, possesses a physical look that can only be described as striking and unusual, but also somehow alluring and fascinating. Gain a +20 modifier on tests where beauty may affect the outcome of the test.
  457.  
  458. Tough (Morph Trait) This morph is resilient, more so than others of it’s type and can take more physical abuse. Gain 1 passive armor rating across your entire body, and 3 wounds.
  459.  
  460. Zoosemiotics: A character with this trait and the Psi trait does not suffer a modifier when using Psionic Abilities on non-sapient or partly sapient animal species.
  461.  
  462.  
  463. Negative Traits
  464. Addiction: Addiction comes in 2 forms: Mental, affecting your imprinted consciousness, and physical which affects your morph. Addiction comes in three levels: Minor, Moderate, and Major. Each will have increasingly severe effects.
  465.  
  466. Bad Luck: Due to some inexplicable cosmic coincidence, things seem to go wrong around you constantly. When you’re around you and any friends around you cannot use fate points.
  467.  
  468. Blacklisted: You have managed to get yourself blacklisted from certain circles. Whether you actually did something to deserve it or not, anyone associated with this circle refuses to help you. With this trait you can only have a maximum of 0 reputation with the decided faction.
  469.  
  470. Black Mark: At some point in the character’s past they managed to do something that earned them a black mark on their reputation. For some reason, no matter what they do, this black mark cannot be shaken off and continues to haunt their interactions. Take a -40 to all social tests with people of this faction.
  471.  
  472. Combat Paralysis: You have an unfortunate habit of freezing in combat or stressful situations, like a deer caught in headlights. Anytime violence breaks out around you, or you are surprised, you must make a willpower test in order to act or respond in any way. If you fail you’ll lose your action and remain incapable of reacting to the situation until the next turn cycle.
  473.  
  474. Edited Memories: At some point in your past, you’ve had certain memories strategically removed or otherwise lost to you. This may have been done to intentionally forget an unpleasant or shameful experience or to make a break with the past. The memory could have also been lost due to an unexpected death, or it may have been erased against your will. Whatever the case, the memory should bear some importance, and there should exist either evidence of what happened or NPCs who know what happened.
  475.  
  476. Enemy: At some point in your past you made an enemy for life, who continues to haunt you.
  477.  
  478. Feeble: You’re particularly weak, with only one skill point on character creation, any skill you gain can only be taken to level 2.
  479.  
  480. Frail (Morph Trait): This morph is not as resilient as others of it’s type. Lose 20 Toughness.
  481.  
  482. Genetic Defect (Morph Trait): This morph is not genefixed, and in fact suffers from a genetic disorder or other impairing mutation.
  483.  
  484. Identity Crisis: Your consciousness has trouble adapting itself to the changed look of a new morph, stuck with the mental image of your original body you simply do not grow accustomed to your new face. Due to this you will have a great deal of difficulty identifying yourself in the mirror, photos, surveillance feeds, etc. You’ll frequently forget the shape of your current body, acting inappropriately, describing yourself by your original body, forgetting to duck when walking through doorways, etc.
  485.  
  486. Illiterate: You know how to speak but have a great deal of difficulty in reading or writing.
  487.  
  488. Immortality Blues: You’ve lived so long you’re now bored with life and have difficult motivating yourself. This manifests itself in unhealthy behaviors, such as recklessness or taking dangerous risks You cannot take this trait with infofile or uplift backgrounds.
  489.  
  490. Incompetent: You’re completely incapable of performing a particular skill, no matter any training you receive you’ll never figure it out.
  491.  
  492. Lemon(Morph Trait): This particular morph has some unfixable flaws. Once per game session you must make a toughness check with a -10 mod, failing will cause you to suffer from 1 wound.
  493.  
  494. Low Pain Tolerance: Pain is your worse enemy. Your extremely low threshold for pain is severely impairing, you take a larger penalty for severe wounds, and lose 4 wounds.
  495.  
  496. Mental Disorder: You have a psychological disorder from a previous traumatic experience in your life.
  497.  
  498. Mild Allergy (Morph Trait): The morph is allergic to a specific chosen allergen, and suffer mild discomfort when exposed to it. Take a -10 penalty to stealth and perception checks.
  499.  
  500. Modified Behavior: You have been conditioned via time-accelerated behavioral control pschosurgery. This is common among ex-felons, who have been conditioned to respond to specific ideas or activities with vehement horror and disgust. Rank 1: You must make a willpower test to do the action that you’ve been conditioned to avoid. Rank 2: You are limited only to behaviors that are allowed via your conditioning.
  501.  
  502. Morphing Disorder: Adapting to new morphs is particularly challenging for you, take a -10 penalty to integration and alienation tests.
  503.  
  504. Neural Damage: You have suffered from some type of neurological damage that simply cannot be cured. The affliction is now part of your imprinted consciousness and remains with you even when you remorph.
  505.  
  506. No Cortical Stack (Morph Trait): The morph lacks a cortical stack, this means you cannot be remorphed from the cortical stack, and if you die you can only be remorphed from a standard backup.
  507.  
  508. Oblivious: You are particularly oblivious to events around you, or anything other than what your attention is focused on. Suffer a -10 to awareness tests, when distracted take a -30 penalty.
  509.  
  510. On the Run: You are wanted by the authorities on a particular habitat, station, or by a specific faction. They continue to actively search for you. You either committed a crime or somehow displeased someone in power.
  511.  
  512. Psi Vulnerable: Your mind is like a castle.. With it’s gate open, it’s walls deserted and it’s guardsmen sleeping. Take a -20 penalty when attempting to resist psionic attacks.
  513.  
  514. Real World Naivete: You have very limited personal experience with the real world, or you have spent so much time in simulspace that your functioning in real life is impaired. You lack physical properties, social cues, and other factors that people with standard upbringings take for granted. The lack of common sense will cause you to misunderstand how a device works, or to misinterpret someone’s body language.
  515.  
  516. Severe Allergy: The morph’s biochemistry suffers a severe allergic reactoin (Anaphylaxis) when it comes in contact with a specific allergen. You must make a toughness test or go into anaphylactic shock, dying of respiratory failure in 2d10 minutes unless proper medical care is applied.
  517.  
  518. Social Stigma(Consciousness or Morph trait) An unfortunate aspect of your background or your current morph is that they suffer from stigma in certain social situations. Take -10 through -50 penalties in social scenarios.
  519.  
  520. Timid: You’re easily frightened. Take a -10 modifier when resisting fear or intimidation.
  521.  
  522. Unattractive(Morph Trait): In a time where good looks are easily purchased this morph is conspicuously ugly. As unattractiveness is increasingly associated with being poor, backward, or genetically defective, responses to a lack of good looks range from distaste to horror. Suffer a -20 on social tests.
  523.  
  524. Uncanny Valley(Morph Trait): There is a point where synthetic human looks become ucannily realistic and human-seeming, but they remain just different enough that their looks seem creepy or even repulsive. Take a -10 to social tests.
  525.  
  526. Unfit(Morph Trait): The morph is not properly optimized, or just in bad shape. Lose 10 strength, agility and toughness.
  527. Augmentations
  528.  
  529. ________________Standard Augs______________________
  530. Basic Biomods: Almost universal in biomorphs, many habitats will not allow individuals to visit/immigrate if their biomorph does not possess these biomods in order to preserve public health. These mods consist of genetic tweaks, tailored viruses, and bacteria that speed healing, greatly increase disease resistance, and impede aging. A morph with basic biomods heals twice as fast as an early 21st century human, gradually regrowing lost body parts, immune to all normal diseases, and requires no more than 5 hours of sleep per night. Even immune to the ill effects of long-term exposure to low or zero gravity, almost always lacking biological problems like depression, shock reactions from injury, and allergies.
  531. Cost: 500
  532.  
  533. Basic Mesh Inserts:
  534. (Cranial Computer: By default includes functions such as a Smartphone, PDA, Media Player, Meshbrowser, Alarm Clock, Calender, Positioning and Map system, Address Book, Advanced Calculator, File Storage System, Search Engine, Social Networking Client, Messaging Program, notepad, Manages augmented reality input, Runs software, Processes XP data, Allows the experiencing of Recorded memories, Allows the sharing of sensory Input and Memories, real-time facial/image recognition and encryption software.
  535. (Radio Transceiver: Effective range of 20 kilometers in deep space, 1 kilometer in crowded habitats/natural environments.
  536. Cost: 750
  537. (Medical Sensors: Monitors the user’s medical status, including heart rate, respiration, blood pressure, temperature, neural activity and much more. Warns the user of any concerns or dangers.
  538. Cost: 50
  539.  
  540. Cortical Stack: Cyberware data storage unit, protected within an extremely durable synthdiamond case the size of a grape. Typically implanted at the base of the skull where the brainstem and spinal cord connect. These contain a backup of the individual’s consciousness, in case of death these should always be recovered by professionals for immediate resleeving, they cannot be accessed externally and require surgery to remove.
  541. Cost: 800
  542.  
  543. Cyberbrain: This is where a consciousness or controlling AI resides in synthmorphs and pods. Modeled on biological brains, cyberbrains have a holistic architecture and serve as a command node and central processing point for sensory input and decision making. Only one Consciousness or AI may inhabit a cyberbrain at a time, to accommodate extras, mesh inserts or ghostrider modules must be used.
  544. Cost: 1000
  545.  
  546. Bioware
  547. Enhanced Senses:
  548. -(Direction Sense: Grants the Morph an innate sense of direction and distance using advanced inertial navigation.{+4 Surface Navigation, +2 Stellar Navigation}
  549. Cost: 100
  550.  
  551. -(Echolocation: The Morph possesses sonar similar to that of a bat or dolphin. This works in both air and water and has a range of 20 meters in air, 100 meters in water.
  552. Cost: 140
  553.  
  554. -(Enhanced Hearing: The Morph’s ears are enhanced to hear both higher and lower frequency sounds. The range of sounds they can hear is twice that of a normal human ear, in addition their hearing is considerably more sensitive. +20 to All perception tests involving hearing
  555. Cost: 150
  556.  
  557. -(Enhanced Vision The morph’s eyes have tetrachromatic vision, capable of exceptional color differentiation. These eyes can also see the electromagnetic spectrum from terahertz wave frequencies to gamma rays. In addition, these eyes have a variable focus equivalent to 5 power magnifiers or binoculars. +20 to all perception tests involving vision.
  558. Cost: 200
  559.  
  560. -(Enhanced Smell: The Morph’s sense of smell is equal to that of a bloodhound, The user can identify both chemicals and individuals by smell. The Morph can also gain a general sense of emotions and health of any other morph within 5 meters.(Roll off perception, take +20)
  561. Cost: 100
  562.  
  563. Mental Augmentations:
  564. -(Eidetic Memory: You can remember everything that ever happened to you, in detail, with no long term memory loss. However you can only remember things you have paid attention too. You will not remember something you merely glanced at.
  565. Cost: 250
  566.  
  567. -(Hyper Linguist: Your brain maintains the linguistic flexibility of a small child, allowing you to learn languages with great ease.
  568. Cost: 150
  569.  
  570. -(Math Boost: With this augmentation you gain the math wiz trait.
  571. Cost: 350
  572.  
  573. -(Multiple Personalities: Your brain is intentionally partitioned to accommodate an extra personality. This can be anything from a coded personality, to a downloaded ego fork from another person. Each present consciousness is aware of what the other is doing and thinking. If the dormant consciousness wishes to emerge it must make an opposed willpower test.
  574. Cost: 2000
  575.  
  576. ___________________Physical Augmentations________________________
  577. Adrenal Boost: The character has an enhanced adrenal gland, which supercharges the character’s adrenal response to situations that invoke stress, pain, or strong emotions.(Fear, anger, lust, hate) Upon activation ignore the effects of 1 severe wound, temporarily gain 10 toughness, these continue apply until the character has calmed down.
  578. Cost: 1700
  579.  
  580. Bioweave Armor: The morph’s skin is laced with artificial spider silk biological fibers. Providing a passive armor rating equal to the strength of the silk.
  581. Cost: 350
  582.  
  583. Carapace Armor: This is a combination of bioweave armor and flexible plates of chitin ceramic hybrid materials. The strength of the carapace is variable.
  584. Cost: 800
  585.  
  586. Chameleon Skin: The morph's skin is augmented with complex chromatophores so that it changes color like the skin of a chameleon or an octopus. This provides a +20 to relevant stealth tests. If moving this is reduced to +10. The character is able to consciously change the color of their skin, including to a pattern that stands out visibly +5 Fellowship.
  587. Cost: 500
  588.  
  589. Circadian Regulation: The morph only needs 2 hours of sleep to maintain health and function at peak mental capacity, allowing them to dream constantly while asleep and fall asleep and wake up almost instantly. In addition, the character can easily and with no ill-effects shift to a 2-day cycle where they are awake for 44 hours and sleep for 4.
  590. Cost: 1200
  591.  
  592. Claws: The morph has retractable claws like those of a cat. These do not interfere with manual dexterity and are razor sharp. They’re typically considered more of a tool rather than a weapon.
  593. -(1d6+1 Damage, Very hard to detect.(-30)
  594. Cost: 250
  595.  
  596. Clean Metabolism: The morph’s symbiotic bacteria, gut flora, and glands have been genetically engineered to keep the morph “Clean” the morph also produces smart antibiotics that prevent the growth of any bacteria or yeasts in it or on its skin. The morph is completely immune to infections, cavities, bad breath, it’s sweat has no scent and it’s efficient digestive system produces less solid waste and less odorous chemicals.
  597. Cost: 1000
  598.  
  599. Secondary Heart: The Morph has an implanted auxiliary heart, it’s smaller than their primary heart but aids in stronger circulation and better oxygen throughput to and from musculature. Gain 4 wounds and 5 toughness.
  600. Cost: 800
  601.  
  602. Drug Glands: The morph has specifically tailored glands designed to produce specific hormones or chemicals and release them in the body. The character has control over these glands and can release the chemicals at will. (Drug types vary.)
  603. Cost: (Depends on chems they produce.)
  604.  
  605. Eelware: Derived from electric eel genetics a morph implanted with eelware will have it connet to a network of bioconductors in the hands and feet. Allowing the character to generate stunning shocks with a touch. Eelware can also power certain implants and devices by touch.
  606. Cost: 350
  607.  
  608. Emotional Dampers: A low cost alternative to endocrine control, this allows the user to voluntarily damp their morph’s emotional responses and various non-verbal cues like pupil dilation, eye movement, or vocal tone. Gain +20 to deception tests where applicable. However there are methods of detecting lies and emotions that can bypass this implant.
  609. Cost: 200
  610.  
  611. Endocrine Control: The character has control over their hormone output, allowing them to completely control their appetite and emotions as well as pain regulation. Gain +30 to deception tests, tests against the effects of hunger, fear and any form of emotional manipulation. This also allows the character to lie with perfect conviction and to completely fool all methods of lie detection that do not rely on neural output. Grants additional pain regulation, allowing the character to ignore 1 wound.(Stacks)
  612. Cost: 1100
  613.  
  614. Enhanced Pheromones: The morph’s biochemistry has been altered so that it produces enhanced pheromonal signals that can subconsciously affect the behavior of other humans in the vicinity. Gain a +10 modifier to appropriate social tests such as bartering, charming and ordering.
  615. Cost: 400
  616.  
  617. Enhanced Respiration: By boosting both lung efficiency and the blood’s oxygen carrying capacity, the character can live comfortably in both high and low pressure environments, from 0.2 atmospheres to 5 atmospheres with no dizziness or need for gradual decompression. In addition you can hold your breath for up to 30 minutes when performing minimal activity, or 10 minutes while performing highly strenuous activity.
  618. Cost: 350
  619.  
  620. Gills: The morph’s lung tissue has been adapted to function as gills, allowing the morph to breath both air and water unless the water is toxic, or stagnant.The character will expel the water through slits just underneath their lowest pair of ribs that seal when the character is not underwater.
  621. Cost: 400
  622.  
  623. Grip Pads: The morph possesses specialized pads on its palms, lower arms, shins, and the bottoms of it’s feet. Designed to emulate the pads on gecko feet. The character can climb any surface and move easily across ceilings that can support their weight. Apply a +30 modifier to climbing tests.
  624. Cost: 200
  625.  
  626. Hibernation: The character can voluntarily reduce the morph’s metabolism to the point that the morph requires only 5% the normal amount of food, water, and air. The character will sink into a deep sleep, but can maintain a dim awareness of both touch and sound and can be easily awakened. Entering or leaving this state requires 3 minutes where the character is relatively helpless.
  627. Cost: 500
  628.  
  629. Muscle Augmentation: The morph’s muscle mass has been enhanced, toned and myofibers strengthened. Gain 10 strength.
  630. Cost: 2000
  631.  
  632. Neurachem: This bioware modification enhances chemical synapses and juices their neurotransmitters, drastically speeding up neural connections. Each level of this augmentation increases initiative by 2 and each speed rating by 1 point.
  633. Cost: 5500 P/L.
  634.  
  635. Poison Gland: Similar to the drug gland this morph has special glands that produce poisons, like the venom glands of a snake. The poison glands reside in the mouth and fingernails. Targets can be poisoned by any mean so long as the poison enters their system, while the morph possessing the gland is immune to their own poison. The gland is based on various types of poison (Consult GM)
  636. Cost: Depends on poison produced.
  637.  
  638. Prehensile Feet: The morph’s feet and leg joints are altered so that it’s toes are longer and more dexterous, the big toe being transformed into an opposable thumb, instead having 4 toes. They can walk normally but must wear specially designed shoes. The morph will lose 1 speed rating, as they run slower than standard morphs. In addition their hips are slightly modified to allow greater mobility. These augments are ideal for zero-g as it allows the morph to manipulate objects with both their hands and feet.
  639. Cost: 300
  640.  
  641. Prehensile Tail: A long (1.5 meters, 4 foot long) tail is added to the morph’s backside, extending out from the tailbone. This tail can grab, hold, and manipulate objects. The morph can control the tail’s movements with concentration, but it otherwise moves on it’s own. The tail also improves balance, gain +10 to applicable tests.
  642. Cost: 400
  643. Sex Switch(Gender Switch): A complex suite of alterations allows the character to switch their physical sex to male, female, hermaphrodite, or neuter. This change is mentally triggered and takes 1 week to complete
  644. Cost: 800
  645.  
  646. Skin Pocket: The morph has a pocket hidden in their skin layer, capable of holding and providing concealment for small items. (Hard to spot, -20, easier based on object size)
  647. Cost: 50
  648.  
  649. Toxin Filters: The Morph gains an improved liver and kidneys as well as biological filters in it’s lungs. The morph is immune to all chemical and biological toxins, including everything from recreational chemicals to nerve agents to spoiled food. The character can comfortably breathe in smoke and drink salt water. This augmentation will not provide resistance to concentrated acids, nanotechnological attacks, or similar destructive agents.
  650. Cost: 700
  651.  
  652. Temperature Tolerance: The morph’s temperature regulation and circulation are both substantially increased, allowing them to survive in temperatures as low as -30*C and as high as 60 degrees celsius.
  653. Cost: 80
  654.  
  655. Vacuum Sealing: To possess this augmentation the character must also possess some form of bioware armor, or carapace armor. This is specifically designed to allow morphs to survive the effects of vacuum. This protects the morph from temperatures of -75 to 100*c. In addition the character’s mouth, nose, and other orifices can seal sufficiently well to resist vacuum, and the morph possesses a special membrane that extends over their eyes allowing them to see without risking any eye damage.
  656. Cost: 3500
  657.  
  658. Cyberware
  659. Enhanced Senses:
  660. -(Anti-Glare: This visual mod eliminates penalties for glare.
  661. Cost: 200
  662.  
  663. -(Electrical Sense: The character can sense electric fields within 5 meters, the character can instantly tell if a device is on or off and can see the precise location of electrical wiring behind a wall or inside a device. Gain +10 to rolls involving analyzing, repairing, or modifying electrical equipment.
  664. Cost: 320
  665.  
  666. -(Radiation Sense: The character can sense the presence and approximate source of all forms of dangerous radiation, including neutrons, charged particles, and cosmic rays.
  667. Cost: 260
  668.  
  669. -(T-Ray Emitter: Mounted under the user’s forehead, this implant generates low powered beams of terahertz radiation, allowing the user to see using reflected t-Rays. This implant involved with enhanced vision allows the user to effectively see through cloth, plastic, wood, masonry, composites, and ceramics as well as being able to determine the composition of various materials. The user can see up to 20 meters in a normal atmosphere and for 100 meters in a vacuum.
  670. Cost: 280
  671.  
  672. Mental Augmentations:
  673. -(Access Jack: Usually located in the base of the skull or neck this implant is an external socket with direct neural interface. Two characters linked can “Speak” mind-to-mind and transfer information between their mesh inserts and other implants in complete privacy.
  674. Cost: 300
  675.  
  676. -(Dead Switch: A cortical stack accessory designed to keep the stack from falling into the wrong hands. If the morph is killed, the dead switch wipes and melts the cortical stack completely, so that the consciousness cannot be recovered. This is generally only used by covert operatives with recent backups.
  677. Cost: 100
  678.  
  679. -(Emergency Farcaster: A cortical stack accessory that links a quantum farcaster to a highly secure storage facility. The high cost of this implant also covers the cost of storage. Once every 48 hours the storage facility receives an encrypted update of the user’s consciousness. These will only broadcast when the user is close to a radio tower.
  680. Cost: 13,000
  681.  
  682. -(Emergency Nutrinocaster: This can be used in unison with a farcaster, functionally similar however this is only used upon death or at will, the broadcaster contains 10 nanograms of antimatter stored in a grape size triply redundant magnetic containment vessel. If the morph is dying or their consciousness urgently wishes to depart from the morph they can activate the implant which sends a carefully coded neutrino pulse of the ego’s most recent backup. The process lasts less than 0.1 second and the broadcast can be received as long as the neutrino receiver is within 100 astronomical units of the character. Their body is immediately burnt to a crisp from the intense heat generated.
  683. Cost: 20,000
  684.  
  685. Ghostrider module: This implant allows the character o carry another infomorph inside their head. This infomorph could be another muse, an ai, a backed up ego, or a fork. The ghost-rider is able to access the user’s mesh, however the character may limit the ghost rider’s access, or may allow them direct access to their sensory information, thoughts, communications, and other implants.
  686. Cost: 450
  687.  
  688. Mnemonic Augmentation: This augmentation and a cortical stack can access digital recordings of all of the sensory data they have experienced in XP format.(And they may share these recordings with others) Mnemonic augmentation differs from the eidetic memory bioware because it allows characters to digitally share all of their sensory data with others, also allowing them to closely examine sensory data they did not initially look at. For example, if the character glances at a note but does not read it, they can later use the image enhancement software to enhance this image and most cases actually read what the note said.
  689. Cost: 300
  690.  
  691. Multi-Tasking: Cortical stacks are required to possess these augmentations. The character has an advanced computer installed in their brain that uses the data in the cortical stack to create several simultaneous short-term forks to handle various mental tasks. After 4 hour or less the forks will be merged to the main conscious stream again. This can allow the user to both plan a speech and engage in intensive mesh-browsing while simultaneously fighting a gun battle or running from pursuit. The forks may only perform purely mental or on-line interactions, and this augmentation may only create 2 forks at a time.
  692. Cost: 2200
  693.  
  694. Puppet Sock: This implanted computer allows the biomorph’s body to be controlled by another character. While active, the puppet has no control over their body and is simply along for the ride.
  695. Cost: 900
  696. _____________________Physical Augmentations_____________________________
  697. Cyberclaws: The bones on the back of the morph’s hand are bonded to smart material claws. These can extend through concealed ports in the morph’s skin and extend 6 inches past the morph’s knuckles. (1d6+3, 2 Pen) If combined with Eelware gain 1d6 Fatigue damage, If combined with poison glands gain poison damage.
  698. Cost: 400
  699.  
  700. Smartblade: A smart material blade is inserted into the lower arm of the morph and can be extended through a concealed sheath in the morph’s skin. The blade is roughly 8 inches long. (1d10+2, 3 Pen.) If combined with poison glands gain poison damage.
  701. Cost: 1000
  702.  
  703. Cyberlimb: Many people consider cybernetic prostheses to be vulgar and distasteful. Scum and others consider them to be iconic symbols of self-expression. Cybernetic limbs gain a passive 1 point of armor rating, but are otherwise functionally the same.
  704. Cost: 800 P/Limb
  705.  
  706. Cyberlimb plus: More extravagant Cyberlimb models are also available, though they require more severe body alteration to accommodate. Each arm gains +5 Strength, Each Leg gains +5 Agility, Each limb has 2 points of armor rating.
  707. Cost: 1500 P/Limb
  708.  
  709. Hand Laser: The morph has a weapon-grade laser implanted in it’s forearm. With a flexible waveguide leading to a lens located between the first two knuckles on the morph’s dominant hand. The laser’s strength is variable, smaller models deal 1d8+1 damage, Medium models gain 1d10+2, the strongest model gains 2d10+2. The laser is powered by a nuclear battery located in the morph’s torso, good for 50, 30, and 10 shots respectively before requiring a recharge
  710. Cost: 700
  711.  
  712. Hardened Skeleton: The morph’s skeleton has been augmented with strengthening materials. +10 Toughness.
  713. Cost: 3000
  714.  
  715. Oxygen Reserve: A miniature oxygen tank and rebreather is installed in the torso, attached to the morph’s bloodstream. This gives the morph up to 3 hours of oxygen. Implanted sensors automatically cause the use of the stored oxygen if they detect poisonous or insufficient atmosphere. Without vacuum sealing the morph can only survive for 5 minutes and will remain conscious and active the entire time.
  716. Cost: 120
  717.  
  718. Reflex Boosters: The Morph’s spinal column and nervous system is rewired with superconducting materials, boosting transmission speed. This improves reaction times greatly. Gain +6 initiative, as well as +2 Awareness
  719. Cost: 22,000
  720. Nanoware
  721. Medichines: This is the most common form of nanoware. These nanobots monitor the user’s body at a cellular level and fix any problems that arise. Medichines eliminate most diseases, drugs, and toxins. They do not effect nanodrugs or nanotoxins. If desired the user can temporarily override this protection to permit intoxication or other effects.
  722. Cost: 400
  723.  
  724. Mental Speed: An injection of highly advanced nanobots that alter the character’s neural architecture and increases the functioning of their neurons. The character gains the ability to deliberately speed up their mind to think and also receive and process sensory information far faster than ordinary humans. +10 to Intelligence when activated, can be used in combat to gain +3 to initiative. When used in conjunction with multitask gain +5 to each fork created.
  725. Cost: 4500
  726.  
  727. Nanophages: These nanobots patrol the body, alert for signs of intrusive nanodrugs or toxins, destroying them before they have more than a minor effect. They can be manually commanded to stand down via the user’s mesh implants.
  728. Cost: 1400
  729.  
  730. Oracles: These neural macrosensing nanobots pay attention to the sensory input on which the character is not focusing, alerting them about important things they might otherwise overlook. Oracles also act as a sort of memory buffer and search aid, extending short term memory to help the character to recall memories and details. Oracles negate perception modifiers for distractions, and increase tests involving investigation by 10 points.
  731. Cost: 1100
  732.  
  733. Respirocytes: These nanobots act as highly efficient artificial red blood cells, increasing the ability to transfer oxygen and carbon dioxide. This increases the morph’s ability to hold their breath to 4 hours and increases Toughness by 5.
  734. Cost: 1500
  735.  
  736. Skillware: The morph’s brain is laced with a network of artificial neurons that may be formatted with downloaded information. This allows the user to download skillsofts into their brains, gaining the use of those programmed skills until the skillsoft is erased or replaced. Skillware can only handle 8 skill points worth of skillsofts at a time.
  737. Cost: 5000
  738.  
  739. Skinflex: This disguise implant allows the user to restructure their facial features and musculature and alter skin tone and hair color. The entire process takes a mere 20 minutes. +30 to pertinent deceive tests.
  740. Cost: 600
  741.  
  742.  
  743. Skinlink: Nanobots live on the morph’s external skin or shell, automatically swarming over and creating a physical connection with any electronics the user touches. They take full advantage of the electrical field in the biomorph’s skin for communication. They allow the user to communicate and mesh with devices merely by touching them. This is considered a wired link, and so is not subject to wireless interception or interference. Two skinlinked characters can communicate and mesh simply by touching.
  744. Cost: 900
  745.  
  746. Wrist-Mounted Tools: The morph has a 6 centimeter wide metal band containing nanbot generators implanted around each wrist. These nanobots link together to duplicate the function of a utilitool, creating narrow but highly flexible arms that each ends in a special tool. Gain +20 to pertinent repairing, modifying, opening locks, disarming or performing first aid rolls.
  747. Cost: 1350
  748. ______________________Cosmetic Mods____________________________
  749. Bodysculpting: If your morph’s enhanced physique isn’t enough, you can take it further with custom bodysculpting such as elongated ears or fingers, nose alterations, hair additions or removal, feathers, exotic eyes, snakeskin, pronounced features and more unusual physical alteration.
  750. Cost: 300
  751.  
  752. Nanotats: Tattoos created with nanobots can move around the body, change shape/color/brightness, texture, alternate text and images, and/or even create minor holographic effects on the skin’s surface, all controllable via your mesh insert.
  753. Cost: 250
  754.  
  755. Piercings: Name any part of the body and someone’s figured out a way to pierce it. Some piercings are even made of shapechanging smart materials.
  756. Cost: 10
  757.  
  758. Scarification: Given modern medical abilities, scars of any sort are purely aesthetic.
  759. Cost: 40
  760.  
  761. Scent Alteration: Minor changes to a body’s biochemistry can alter one’s natural smell or constantly perfume them.
  762. Cost: 400
  763.  
  764. Skindyes: Dye jobs are available in all conceivable colors and patterns.
  765. Cost: 40
  766.  
  767. Subdemal Implants: Adding small implants under the skin can create bumps, ridges, piercing anchors, and similar texture alterations.
  768. Cost: 70
  769. _______________________Robotic Enhancements___________________________
  770. Armor:
  771. -(Industrial Frame: Equipped with protection against collisions, extreme weather, industrial accidents, and similar wear-and-tear. Gain 3 static armor rating across the entirety of your frame.
  772. Cost: 800
  773.  
  774. -(Heavy Combat Frame: A heavier frame designed for protection against heavy weaponry, mainly designed for extremely serious combat operations. Not only is this modification very bulky, it’s also incredibly noticeable. Gain 8 Static armor rating across your entire frame, but take a 30 point agility penalty.
  775. Cost: 6000
  776.  
  777. -(Light Combat Frame: Mainly designed for use in police and security duties. A combination of Ceramite and reinforcing structures.Gain 4 Static armor across the entirety of your frame, take a 15 point agility penalty.
  778. Cost: 1200
  779.  
  780. Mobility Systems:
  781. -(Walker, Walkers use two or more limbs to walk or crawl across a surface. Many use grip pads or magnetic systems to stick to surfaces.
  782. Cost: 130
  783.  
  784. -(Hopper, A system of movement utilizing two or more legs designed to propel the morph forward or upward, much like a frog or grasshopper.
  785. Cost: 800
  786.  
  787. -(Hovercraft, The shell uses an impeller to blast a cushion of high pressure air off the surface below, repelling the frame off the ground. These frames typically travel a meter or so above ground, and can temporarily levitate themselves higher for short periods.
  788. Cost: 230
  789.  
  790. -(Ioinic: The shell uses principles of magnetohydrodynamics to levitate and fly, by ionizing surrounding air into plasma to create lift and momentum. The shell is also sun for stability. This system does not work in a vacuum, but an underwater version uses the same mechanics for propulsion in liquid environments.
  791. Cost: 3500
  792.  
  793. -(Microlight:Popular in low-grav and microgravity environments, microlights encompass several types of ultralight or lighter-than-air systems, such as powered paragliders, autogyros, balloons, aerostats, and blimps. These systems do not work in vacuum.
  794. Cost: 700
  795.  
  796. -(Roller: Only for circular shells, this system allows the synthmorph to roll like a ball. The shell rolls around an interior axle, propelled by a motor driven pendulum.
  797. Cost: 500
  798.  
  799. -(Rotorcraft: Rotating blades create lift, allowing the shell to move and hover like a helicopter. Most models use tilt-rotors or tilt-wings so that the rotorblades may be moved forward and for better maneuverability in zero-G. This system does not work in vacuum.
  800. Cost: 280
  801.  
  802. -(Snake: Commonly used by slitheroids, these shells use lateral undulation, flexing their body from left to right and waving their frame forward. Such shells may also use sidewinding or a concertina motion to move. They also feature gyroscope stabilization so that they may circle into a hoop and roll like a wheel.
  803. Cost: 800
  804.  
  805. -(Submarine: Designed for undersea mobility, submarine shells use propellers or pumpjets to push through water.
  806. Cost: 500
  807.  
  808. -(Tracked: Tracked shells use smart rotating treads to work their way across surfaces that would bog down other ground vehicles. They can prop themselves up in order to overcome taller obstacles or to lay themselves down to bridge across a ditch or crevice.
  809. Cost: 250
  810.  
  811. -(Thrust Vector: These shells use either turbofans or turbojets to create atmospheric lift with a set of wings. The engines are maneuvered to point and generate thrust in different directions for a vertical takeoff/landing and better maneuverability in zero-G
  812. Cost: 1000
  813.  
  814. -(Wheeled: Most wheeled shells feature smart spokes that allow the wheels to conform their shape to obstacles and even climb stairs. Some low-grav shells feature puncture resistant and self repairing compressed gas tires.
  815. Cost: 350
  816.  
  817. -(Winged: Primarily used by smaller shells, this system of two, four, or six independently controlled wings allows the shell to hover or move rapidly in any direction.
  818. Cost: 250
  819. ____________________Physical Mods_________________
  820. Extra Limbs: The shell is equipped with one or more extra limbs. A character using these limbs suffers an off-hand modifier(-10) these limbs may be arms, legs, tentacle-like, or otherwise articulated and/or prehensile. Some limbs are mounted on rotating frames that allow them to move limbs around their body. In 360*.
  821. Cost: 120
  822.  
  823. Fractal Digits: The synthmorph has digits that are capable of splitting into smaller digits, and these smaller digits into micro digits, and so on down to the micrometer scale, allowing for ultra-fine manipulation. Apply a +20 modifier to scenarios where such fine manipulation is a factor.
  824. Cost: 1200
  825.  
  826. Hidden Compartment: A concealed aperture for a shielded interior compartment, ideal for storing valuables or smuggling contraband. Enemies take a -30 modifier to detect this compartment whether manually searching or using sensor scans.
  827. Cost: 100
  828.  
  829. Magnetic System: The shell is capable of clinging to most ferrous materials. This enables the character to walk in Zero-G situations by magnetically adhering to surfaces, hang upside down, and hold onto devices without letting them drop or drift away. When being thrown or knocked down while standing on a ferrous material, gain +30 to the toughness roll.
  830. Cost: 140
  831.  
  832. Modular Design: This shell is designed to lock together with similar modular morphs in different architectural patterns to create larger gestalt forms. When united with other modules, the group is treated as a single unit/morph, with shared capabilities. If damaged, split the damage and wounds between the two morphs evenly. Uneven amounts are allocated randomly. The exact capabilities of a modular morph is left in the gamemaster’s hands.
  833. Cost: 3000
  834.  
  835. Pneumatic Limbs: The limbs are equipped with a pneumatic cylinder system that can generate up to 7,000 newtons of force. This allows the shell to push off and make impressive jumps, apply a +20 to acrobatics tests. If used to strike an opponent this takes an entire turn to prepare and can only be spotted by an awareness test(-10) attempts to dodge the attack take a -20 penalty, the pneumatic punch/kick deals 2d10 damage.
  836. Cost: 200
  837.  
  838. Retracting/Telescoping Limbs: The shell’s limbs can either be retracted completely inside it’s frame and/or extended for extra length (Usually up to 1 or 2 meters extra) telescopic limbs can provide a range advantage in melee combat.
  839. Cost: 400
  840.  
  841. Shape Adjusting: This shell is made from smart materials that allow it to alter it’s shape, altering its height, width, circumference, and external features, while retaining the same mass. This modification is typically employed to reshape the morph into special configurations adapted to specific tasks. Gain a +20 to pertinent tests, and a +30 to deceive when disguised.
  842. Cost: 8000
  843.  
  844. Structural Enhancement: This modification bolsters the shell’s structural integrity, boosting it’s ability to take damage. Gain 6 wounds and 1 armor rating.
  845. Cost: 700
  846.  
  847. Swarm Composition: THe shell is not a single unit but a swarm of hundreds of insect sized microdrones. Each individual “Bug” is capable of crawling, rolling, hopping several meters, or using nanocopter fan blades for airlift. The cyberbrain, sensor systems and implants are distributed throughout the swarm. THough the swarm can “Meld” together into a roughly child-sized shape, the swarm is incapable of tackling physical tasks like grabbing, lifting, or holding as a unit. Individual bugs, however are quite capable of interfacing with electronics. Swarms cannot carry most gear or wear armor, and may not make strength based tests. 1 Wound point represents 100 “Bugs”
  848. Cost: 3300
  849.  
  850. Synthetic Mask: The synthmorph is equipped with a realistic outer casing of faux-skin and carefully sculpted to pass as a biomorph. The morph can cry, spit, have sex, and will even bleed if cut. Only a detailed physical examination or a radar, terahertz, or x-ray scan will detect the synthmorph’s true nature, even then such exams/scans suffer a -30 modifier.
  851. Cost: 1500
  852.  
  853. Weapon Mount: The shell carries a built-in/built-on weapon. This weapon mount may be either internal(Hidden, checks to find them take a -30 penalty) or external. It may be fixed, swiveling, or an articulated mount.
  854. Cost: 800
  855.  
  856.  
  857. ____________________Sensors_________________
  858. 360* Vision: The shell’s visual sensors are suited for a full 360 degree field of vision.
  859. Cost: 120
  860.  
  861. Chemical Sniffer: The sensors detect molecules in the air and analyzes their chemical composition. It psyniscience tests to determine the presence of gases, including toxins and other fumes. It can also detect the presence of explosives and firearms.
  862. Cost: 600
  863.  
  864. Lidar: This sensor emits laser light and measures the reflections to judge range, speed, and image the target.
  865. Cost: 120
  866.  
  867.  
  868. Nanoscopic Vision: The shell’s visual sensors can focus like a microscope, using advanced superlens techniques to beat the optical diffraction limit and image objects as small as a nanometer. This allows the character to view and analyze objects as small as blood cells and even individual nanobots. However the morph must remain very steady to view objects on this scale.
  869. Cost: 900
  870.  
  871.  
  872. Radar: This sensor system bounces radio or microwaves off targets and measures the reflected waves to judge size, composition, and motion.
  873. Cost: 350
  874.  
  875. Services
  876. All trade is done with a labor backed currency called “Gilds”(*After the Mercantile Alliance) almost every faction in the inner-rim will do trade utilizing gilds.
  877.  
  878. Companies
  879. .
  880. Weapons & Modifications
  881. .
  882. Armor & Modifications
  883. .
  884. Foods/Drugs
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