TEXT: MORPH
  RECOGNITION GUIDE
  The Eclipse Phase Morph Compilation
  
  eclipsephase.com
  Morph Recognition Guide:
  n Includes every Eclipse Phase morph—the most essential gear for every character
  n Morph-related rules compilation
  n New artwork and size-comparisons
  n Compiled tables and quick reference material
  RECOGNITION GUIDE
  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); Some Rights Reserved. © 2014
  
   MORPH RECOGNITION
  GUIDE   
  
  2
  Opteryx 
  75
  Pleasure Pod 
  76
  Q-Morph 
  77
  Reaper 
  78
  Remade 
  79
  Ring Flyer 
  80
  Ripwing 
  81
  Rover 
  82
  Ruster 
  83
  Salamander 
  84
  Samsa 
  85
  Savant 
  86
  Scurrier 
  87
  Security Pod 
  88
  Selkie 
  89
  Shaper 
  90
  Slitheroid 
  91
  Spare 
  92
  Specialist Pod 
  93
  Sphere 
  94
  Splicer 
  95
  Steel Morph 
  96
  Steel Morph (Variants) 
  97
  Sundiver 
  98
  Surya 
  99
  Swarmanoid 
  100
  Swarmanoid variants 
  101
  Sylph 
  102
  Synth 
  103
  Synthtaur 
  104
  Takko 
  105
  Theseus 
  106
  Vacuum Pod 
  107
  Venusian Glider 
  108
  Whiplash 
  109
  Worker Pod 
  110
  Xu Fu 
  111
  MORPH OVERVIEW 
  112
  STARTING MORPHS 
  112
  Biomorphs 
  112
  Pods 
  112
  Synthetic Morphs 
  113
  IDENTIFYING MORPHS 
  113
  Visual ID 
  113
  Examination 
  114
  MORPH VARIANT RULES 
  114
  Knock-offs 
  114
  Variants 
  114
  Outer System Morph Variants 
  116
  Limited-Edition Morphs 
  116
  RESLEEVING 
  118
  Resleeving Biomorphs and Pods 
  118
  Resleeving Synthmorphs 
  119
  Resleeving Costs 
  119
  Integration 
  119
  Alienation 
  119
  Continuity Test 
  120
  Infomorph Resleeving 
  120
  MORPH BROKERAGE 
  121
  Morph Availability 
  121
  Morph Acquisition 
  121
  Renting Morphs 
  122
  TABLES 
  126
  MORPHS 
  6
  Aquanaut 
  6
  Arachnoid 
  7
  Ariel 
  8
  Ayah 
  9
  Basic Pod 
  10
  Biocore 
  11
  Blackbird 
  12
  Bouncer 
  13
  Bruiser 
  14
  Case 
  15
  Cetus 
  16
  Chickcharnie 
  17
  Cloud Skate 
  18
  Cloud Skimmer 
  19
  Courier 
  20
  Crasher 
  21
  Critter 
  22
  Daitya 
  23
  Digger 
  24
  Dragonfly 
  25
  Dvergr 
  26
  Exalt 
  27
  Faust 
  28
  Fenrir 
  29
  Fighting Kite 
  30
  Flat 
  31
  Flexbot 
  32
  Flying Squid 
  35
  Freeman 
  36
  Fury 
  37
  Futura 
  38
  Galatea 
  39
  Gargoyle 
  40
  Ghost 
  41
  Grey 
  42
  Griefer 
  43
  Guard 
  44
  Hazer 
  45
  Hibernoid 
  46
  Hulder 
  47
  Hyperbright 
  48
  Hypergibbon 
  49
  Infomorph 
  50
  Infomorph Eidolons 
  51
  Jenkin 
  52
  Kite 
  53
  Lunar Flyer 
  54
  Martian Alpiner 
  55
  Menton 
  56
  Mimic 
  57
  Nautiloid 
  58
  Neo-Avian 
  59
  Neo-Beluga 
  60
  Neo-Dolphin 
  61
  Neo-Gorilla 
  62
  Neo-Hominid 
  63
  Neo-Neanderthal 
  64
  Neo-Orca 
  65
  Neo-Pig 
  66
  Neo-Porpoise 
  67
  Neotenic 
  68
  Neo-Whale 
  69
  Nomad 
  70
  Novacrab 
  71
  Observer 
  72
  Octomorph 
  73
  Olympian 
  74
  TABLE OF CONTENTS
  
  INTRODUCTION
  3
  Contains material previously published in: 
  Eclipse Phase, Sunward: The Inner System,  
  Gatecrashing, Panopticon, Rimward: The Outer 
  System, and Transhuman.
  Writing: Lars Blumenstein, Rob Boyle, Brian Cross,  
  Jack Graham, James Knevitt, Steve Mohan, Ross 
  Payton, John Snead
  Editing: Rob Boyle, Adam Jury
  Development: Rob Boyle
  Art Direction: Rob Boyle
  Cover Art: Jose Cabrera, Trevor Claxton, Tom Garden, 
  Nathan Geppert, Sam Hogg, Mark Molnar,  
  Ben Newman
  Interior Art: Christine Bian (Novacrab); Adam Burn 
  (Skulker, Sphere, Liquid Silver Steel Morph); Jose 
  Cabrera (Crasher, Guard); Daniel Clarke (Bouncer, 
  Futura, Infomorph, Menton, Octomorph, Olympian, 
  Remade, Swarmanoid, Synth); Trevor Claxton (Neo-
  Pig, Takko); Danijel Firak (Cloud Skate, Neo-Avians, 
  Neo-Beluga, Selkie); Tom Garden (Chickcharnie, 
  Flexbot, Hypergibbon); Nathan Geppert (Biocore, 
  Gargoyle, Opteryx); Sam Hogg (Ariel, Ayah, Faust, 
  Galatea, Observer, Steel Morph); Lake Hurwitz 
  (Digger, Security Pod); Thomas Jung (Cetus, Griefer, 
  Kite); Jason Juta (Venusian Glider); Adrian Majkrzak 
  (Fenrir, Ring Flyer, Savant); Marco Mazzoni (Blackbird, 
  Daitya, Jenkin); Aaron Miller (Arachnoid); Andre 
  Mina (Shaper); Mark Molnar (Ghost, Neo-Gorilla, 
  Neo-Whale, Synthtaur); James Mosingo (Basic Pod, 
  Bruiser, Critter, Hibernoid, Samsa, Specialist Pod, 
  Theseus); Ben Newman (Fury, Slitheroid, Splicer); 
  Will Nichols (Dragonfly, Lunar Flyer, Martian Alpiner, 
  Neo-Hominid, Ripwing, Ruster, Sylph); Mike Perry 
  (Nomad); Efrem Palacios (Exalt, Flat, Pleasure Pod); 
  Maciej Rebisz (Cloud Skimmer, Courier, Fighting Kite, 
  Mimic, Nautiloid, Rover, Sundiver, Smart Swarm); 
  Andrew Silver (Ghost, Neotenic, Salamander); Jonas 
  Springborg (Neo-Dolphin, Neo-Orca); Daniel Stultz 
  (Hazer); Jessada Sutthi (Freeman, Hyperbright, 
  Neo-Porpoise, Vacuum Pod, opening page Synth-
  morph); Peter Tikos (Neo-Neanderthal); Stan Von-
  Medvey (Reaper); Joe Wilson (Flying Squid, Scurrier, 
  Whiplash); Mark Winters (Aquanaut, Case, Dvergr, 
  Spare, Surya); Ben Wooten (Hulder); Andy Wright 
  (Q-Morph)
  Graphic Design and Layout: Adam Jury
  Additional Help: William Wilson
  OUR RESOURCES
  http://eclipsephase.com
   
  —Eclipse Phase website, blog, and forum
  http://del.icio.us/infomorph
   
  —Eclipse Phase-related news and links
  http://posthumanstudios.com
   
  —Posthuman Studios website
  First Printing by Posthuman Studios
  contact us at info@posthumanstudios.com
  or via http://eclipsephase.com
  or search your favorite social network for:
  “Eclipse Phase” or “Posthuman Studios”
  Posthuman Studios is:  
  Rob Boyle, Brian Cross, Jack Graham, and Adam Jury
  Creative Commons License; Some Rights Reserved.
  This work is licensed under the Creative Commons 
  Attribution-Noncommercial-Share Alike 3.0 Unported License. 
  To view a copy of this license, visit:
  http://creativecommons.org/licenses/by-nc-sa/3.0/ 
  or send a letter to: Creative Commons, 171 Second Street, 
  Suite 300, San Francisco, California, 94105, USA.
  What this means is that you are free to copy, share, and 
  remix the text and artwork within this book under the 
  following conditions: 
  1) you do so only for noncommercial purposes; 
  2) you attribute Posthuman Studios; 
  3) you license any derivatives under the same license. 
  For specific details, appropriate credits, and updates/changes 
  to this license, please see: http://eclipsephase.com/cclicense
  Printed in the USA
  CREDITS
  
  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 recom-
  mend 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.
  LONELY PLANETOID: 
   
  A NEW YOU 
  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 
  morph (when you have a choice, that is). I'm curious about everyone's personal take. 
  Nezumi: Well the needs of the mission come first, of course. Right tool for the job and all that. Necessities aside, I like to try out 
  something different when I can. It's always good to walk a kilometer in someone else's bod, so to speak.
  Nevermore: That's not for me. I go for the sleeves that feel closest to home. It's just more comfortable wearing a skin that's like 
  the one I grew up in. 
  
  EYECHAT // OPEN CHANNEL: MORPHS
   
  // SUBTOPIC: RESLEEVING
  Scent.In.Hell: I'm with you on that point, but more because I don't like needing to adjust to a new body. I always feel like 
  such a klutz or a noob. I'd rather just go with something that fits, that feels right, that doesn't take getting used to. I 
  already went through my toddler years, don't see the need to revisit that on a regular basis.
  Nova Vida: Bah, you ask me, a little bit of discomfort is worth it, if the morph is right. There's nothing like flexing a nice 
  new pair of muscles, breathing air that'd normally kill you, or seeing colors and wavelengths to which you're normally 
  blind. I don't mind the acclimation when the payoff is worthwhile.
  Rivet: If you really want to play with new toys, though, shells have it way better than skins. More options, fewer limita-
  tions, harder to damage, easier to repair. 
  Ruqinzhe: And easier to hack.
  Rivet: We all have our weaknesses.
  Das Frettchen: No metal frames for me. They're called the Clanking Masses for a reason. I'll take the grace and elegance 
  of flesh and blood over plastics and lubricant any day.
  Jake Carter: Your classism is showing.
  Das Frettchen: So is your lack of taste.
  Violet Perdido: I don't buy into the biochauvinism, but I do have to say that I'm not a fan of synthmorphs simply because 
  I enjoy the biological aspects of life. I like eating, sleeping, and having sex.
  Moxie Harper: They have sims for that. You can pretend to have all of the great biological functions you want, and skip 
  the nasty and gross ones. Win win.
  Voight-Kampff: Well, if you're going that far, why not just ditch the physical altogether?
  Qi: There's something to be said for the infomorph lifestyle. It's very freeing, like your mind is unbound. There's so much 
  potential, so little time wasted on the mundane aspects of existence. 
  Just Mortal: Sure, until you need to go somewhere there's no mesh coverage.
  Qi: That's why Jupiter invented puppet socks and cyberbrains.
  Moxie Harper: I do sometimes wonder what my router is smoking when I find out what they've lined up for me. I under-
  stand, resources are limited, we have to make do with the stock that's on hand, yadda yadda. I know they've read the 
  mission specs—heck, they put them together—and sometimes I have to wonder if they really expect me to take on this 
  threat with a budget synth or a neotenic or are they just fucking with me? 
  Stitch: As a router, I always try to get my sentinels the best options, and I especially try to get them morphs that match 
  their skills and strengths. That said, I also tend to give them options to choose from, when I can. I'm fairly sure some of 
  the sentinels I send out go for the high-end skins and shells, though, simply cuz they feel it's on the company's dime.
  Parallax: This is one of the reasons I always try to line up my own morph when I can. This way, my picky self is more likely 
  to be happy and there's less hassle all around. 
  Expat: I avoid resleeving when at all possible. Sometimes it's necessary, but the process still sorta squicks me out. There 
  is, quite honestly, a part of me that wonders if the real me died a long time ago, in my first body, and I'm just a very 
  delusional and/or egotistical program that carries on, oblivious.
  Cacophonous: Biocon rubbish. Let me ask you: even if that were true, would it matter? Has your quality of life changed?
  Expat: Would I know if it had?
  Ruqinzhe: I've never minded resleeving—in fact, I like it. These days, I get bored with my morph pretty quickly, to be 
  honest. I change bods the way some people used to change hairstyles.
  Nevermore: That's nothing, I know people that resleeve as much as others change clothes. Cyberbrains make it really 
  easy to evacuate a body. To say nothing of the folks like Skinwalker and Chiro, who fork, sleeve, merge, and do it all 
  over again.
  Chiro: Guilty as charged.
  Skinwalker: There's too much life to live; one of me can't do it alone.
  Psychscaper: I admire that sort of plasticity, the ability to take on and discard new morphs as easy switching an outfit. 
  Too many people have their self-image and self-worth intermeshed with the physical form they are wearing. You are 
  not your morph, any more than you are the fabric you wear or the things you buy. It's all just surface detail, what really 
  matters is what's under the skin.
  Sun Bu'er: Who's to say we are just one thing? Why is our personality not as malleable as our shells? When I sleeve a 
  reaper, I become a killing machine. When I'm in a pleasure pod, my interests are more ... salubrious. I'm capable of both. 
  We are multi-faceted creatures, and sometimes our exteriors just help us to shine even more.
  
  MORPHS
  6
  B
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  P
  H
  AQUANAUT
  Aquanauts are environmentally adapted 
  for underwater activities. Their heart 
  rate slows while underwater, their skin 
  includes a layer of blubber that retains 
  heat, they store oxygen in their muscle 
  tissue, and they do not suffer negative 
  health effects from pressure changes. 
  Additionally, their eyes have nictitating 
  membranes and their corneas adjust to 
  counter underwater refraction. Their 
  hands and feet are webbed and they 
  possess a transgenic swim bladder for 
  controlling buoyancy. Aquanauts can 
  safely descend to about 200 meters 
  depth (roughly 21 atmospheres of 
  pressure at 1 g) without suffering 
  narcotic effects or other diving problems.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Enhanced 
  Respiration, Gills, Sonar, Swim 
  Bladder, Temperature Tolerance 
  (Improved Cold), Toxin Filters
  Movement Rate: 4/20, Swimming 2/10
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, +10 SOM,  
  +5 to one other aptitude of the 
  player’s choice, +10 Swimming skill
  Notes: Non-Human Biochemistry trait
  CP Cost: 50
  Credit Cost: Expensive
  Skinwalker: Though they don’t have the depth range of a selkie or synth, 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: they have specialized glands to keep their skin moist out of water.
  Moxie Harper: Last proxy I had that sleeved me in an aquanaut told me the immunity to nitrogen narcosis 
  also would prevent me from getting drunk. Well I can personally attest, that’s a flat-out lie.
  
  7
  S
  Y
  N
  T
  H
  M
  O
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  P
  H
  S
  Y
  N
  T
  H
  M
  O
  R
  P
  H
  Arachnoid robotic shells are 1-meter in length, segmented into two parts, with a smaller 
  head like a spider or termite. They feature four pairs of 1.5-meter-long retractable arms/
  legs, capable of rotating around the axis of the body, with built-in pneumatic systems for 
  propelling the bot with small leaps. The manipulator claws on each arm/leg can be switched 
  out with extendable mini-wheels for high-speed skating movement. A smaller pair of manip-
  ulator arms near the head allows for closer handling and tool use. In zero-g environments, 
  arachnoids can retract their arms/legs and maneuver with vectored air thrusters.
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, 
  Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar
  Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, +10 SOM, Armor 8/8
  CP Cost: 45
  Credit Cost: Expensive (minimum 40,000+)
  ARACHNOID
  ARACHNIKOMA VARIANT
  Arachnikomas are larger-sized arachnoids. Their body serves as a 
  capsule/cockpit for one human-sized passenger/pilot (or cargo), with 
  a hinged top. Otherwise they are similar to arachnoids in form and 
  function.
  Durability: 60
  Wound Threshold: 12
  Advantages: Armor 12/12
  Notes: Large Size trait
  CP Cost: 55
  Credit Cost: Expensive (minimum 55,000+) 
  Moxie Harper: These things fly like a rock in zero g. Don’t expect to get down a hallway without a 
  few dents.
  Delta-V: Or, you could learn to handle free fall, flatlander.
  Rivet: Forget the thrusters. These morphs climb and jump surprisingly well. The wheels are omnidi-
  rectional and can even angle to handle slopes or serious curves.
  Stitch: There are a lot of arachnoid models out there, most imitating different insectoid forms: spiders, 
  termites, ants, beetles. You name it, someone’s done a chassis mod of it. 
  Eludere: I’ve seen more than a few of these modified with hidden compartments to carry contraband, 
  swarmanoids, or even neotenics.
  
  8
  B
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  M
  O
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  P
  H
  ARIEL
  The surprising number of transhumans who 
  chose to sleeve in Titan-adapted hulder 
  morphs encouraged designers on Profunda 
  to develop a Titan-adapted flyer. While 
  the sturdy hulder morph is designed for 
  nomadic herders, the ariel morph is designed 
  by people who wish to survive by hunting. 
  Individuals sleeved in the ariel morph can 
  hunt and eat Titanian caribou, but they most 
  often eat the smaller rabbit-like creatures 
  that Profunda designers have also recently 
  designed to live on Titan. Ariel morphs have 
  exotic-looking heads similar to those of 
  hulder morphs, but they also possess sleek 
  and streamlined humanoid bodies with four 
  limbs and a pair of bat-like wings. These 
  morphs have also been used by a few daring 
  transhumans to explore the upper cloud 
  layers of both Saturn and Uranus.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Light), Claws, Cortical 
  Stack, Direction Sense, Enhanced Vision, 
  Long-Term Life Support, Low Pressure 
  Tolerance, Oxygen Reserve, Prehensile 
  Feet, Radiation Sense, T-Ray Emitter, 
  Temperature Tolerance (Cryonic), Wings
  Movement Rate: 4/20, Winged 8/40
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 COG, +5 REF, +5 to two 
  other aptitudes of the player’s choice
  Disadvantages: Temperature Intolerance 
  (Warm) trait
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 50
  Credit Cost: Expensive (minimum 50,000+)
  Scent.In.Hell: Here’s your Extreme 
  Camping Morph, or at least the 
  Flying Carnivore variant model. 
  Who the Hell gets wet about 
  roughing it on Titan, anyway?
  Psychscaper: Some people want to 
  experience everything, or maybe 
  they want to feel like they’ve 
  conquered anything nature can 
  throw at them?
  Sava: Yeah, I know some exhumans 
  that talk that way. I told ‘em to 
  call me when they conquered 
  the surface of the sun.
  Skinwalker: While this was one of 
  the weirder sleeving experiences 
  I’ve had, it was certainly inter-
  esting. Flying through Titan’s 
  methane clouds, living in the 
  hydrocarbon wilds … it wasn’t 
  right, but the morph felt so 
  smooth that it wasn’t wrong 
  either. Tearing hunks out of 
  cryorabbits to survive actually 
  just felt appropriate. Those 
  Profundan genehackers know 
  what they’re doing.
  
  9
  P
  O
  D
  AYAH
  The ayah pod morph is designed to fulfill 
  nurse and caretaker functions. Many 
  hyperelites prefer AGI servants sleeved 
  into ayah morphs, especially in polities 
  where AGIs have few, if any, legal rights. 
  Ayahs are almost always female with 
  pleasant but not stunningly beautiful 
  features. 
  Most of the enhanced features of an 
  ayah are built under the hood, so to 
  speak. Their enhanced olfactory capa-
  bilities help them monitor the health 
  and emotional state of their wards, as 
  well as alert them to potential environ-
  mental dangers. Their ability to with-
  stand temperature extremes and survive 
  without air for short periods helps 
  them protect and rescue their charges 
  in an emergency, such as a hull breach 
  or a fire. Ayahs are often modified 
  with bioweave armor and implanted 
  weapons so they can act as a last line of 
  defense against potential attackers.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, 
  Enhanced Smell, Mnemonic 
  Augmentation, Oxygen Reserve, 
  Puppet Sock, Temperature Tolerance, 
  Wrist-Mounted Tools
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold:7
  Advantages: +10 SAV, +5 to one other 
  aptitude of the player’s choice
  Disadvantages: Social Stigma (Pod) trait
  CP Cost: 25
  Credit Cost: Expensive
  Eludere: This is a great morph to sleeve 
  if you want to come across as safe and 
  innocuous. No one suspects an ayah—
  at least until you’ve had one try to feed 
  your head into the kitchen disassembler.
  Das Frettchen: Expect any ayah you find 
  in an oligarch’s demesne to be loaded 
  with intriguing aftermarket add-ons, 
  and don’t be surprised if there isn’t an 
  infomorph on hand to drop in and take 
  it over when alarms start ringing.
  Nezumi: I know a commune out near 
  Neptune where the males all sleeve 
  male ayahs and the women wear furies, 
  just to tweak the gender dynamics.
  
  10
  P
  O
  D
  BASIC POD
  Basic pods are essentially lower-
  cost pod versions of a splicer 
  morph. To keep expenses down, 
  this pod has slightly more 
  mechanical parts than most other 
  pods. As a result, it has more 
  obvious cybernetic components. 
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Cortical Stack, 
  Cyberbrain, Mnemonic 
  Augmentation, Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 to one aptitude 
  of the player’s choice
  Disadvantages: Social Stigma 
  (Pod) trait
  CP Cost: 5
  Credit Cost: Moderate
  Voight-Kampff: I know the pre-Fall models had limited lifespans just as a 
  precaution, to keep the AIs in line. That still the case?
  Skinwalker: Yes. Some of these basics pods are as bad as mass-market case 
  morphs or low-grade rusters. Planned obsolescence is common. Buyer 
  beware.
  Qi: It gets worse than that. It’s a common practice among inner-system pod 
  manufacturers to equip their models with free chemical dependencies. 
  They know pods are the next thing above a synthmorph for indentures 
  looking to buy out, and they do everything they can to keep them hooked.
  Violet Perdido: For the price, you could do worse. The stigma against pods 
  can work in your favor sometimes.
  
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  BIOCORE
  The biocore is a synthmorph with a biological brain. 
  This design is favored by those who wish to enjoy the 
  advantages of sleeving in a synthmorph without the 
  risk of brainhacking or who simply dislike the idea 
  of using a cyberbrain (including some asyncs). Most 
  models feature a stylized but transparent braincase, 
  to show off the biocore’s main feature, but others 
  appear to be ordinary synthmorphs from the outside; 
  only a detailed physical examination can determine 
  that it actually contains a living brain. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Brain Box, Cortical Stack, Eidetic Memory 
  Mobility System: Walker 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 SOM, +5 to two other aptitudes of 
  the player’s choice, Armor 6/6
  Disadvantages: Social Stigma (Clanking Masses) trait
  CP Cost: 50 
  Credit Cost: Expensive (minimum 60,000+)
  Das Frettchen: Yeah, I really want to be soulgazing into your grey matter over coffee. Thanks for 
  that. It’s only marginally better than that scum “artist,” Vagface.
  Rivet: Coreporeal produces a few biocore shells that look just like common synths on the outside. 
  It’s sometimes worth dragging along the old lobes if you’re worried someone’s aiming to root 
  your headcase.
  Ruqinzhe: Our team’s async tried this. She liked it—a bit too much. Said it made her feel “free,” 
  like her mind was liberated to wander the cosmos. The episodes of her talking to herself went 
  up a notch or three, and ever since she’s been infatuated with the idea of switching over to 
  gatecrashing ops. I’m inclined to let her go.
  
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  BLACKBIRD
  When they’re seen at all, these morphs 
  resemble a matte gray neo-corvid with many 
  odd, sharp angles. Blackbirds are consum-
  mate stealth morphs, designed to evade 
  visual observation and radar during recon or 
  infiltration. In part due to aesthetics, they’re 
  a favorite of neo-ravens.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, 
  Enhanced Hearing, Enhanced Vision, 
  Invisibility, Mnemonic Augmentation, 
  Puppet Sock, Reduced Signature, Wings
  Mobility System: Walker 2/16, Hopper 4/20, 
  Winged 8/40
  Aptitude Maximum: 30 (20 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 COO, +5 REF, +5 to one 
  other aptitude of the player’s choice, +10 
  Flight skill, +10 Infiltration skill, Armor 2/2, 
  Beak/Claw Attack (1d10 + 1 DV, AP −1)
  Notes: Small Size trait
  CP Cost: 45
  Credit Cost: Expensive (Minimum 45,000)
  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 unfortu-
  nate lack in synthmorphs tailored to our peculiarities—and to uplift sensibilities in general.
  Nova Vida: I took one of these for a spin for an exoplanet recon op; it was great. I flew undetected 
  and followed the targets for kilometers. Unfortunately, one of the the local flying carnivorous fauna 
  specimens mistook me for a morsel, so I lost ‘em. Hope I gave the bugger indigestion.
  
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  BOUNCER
  Bouncers are humans genetically adapted for 
  zero-g and microgravity environments. Their legs 
  are more limber, and their feet can grasp as well 
  as their hands.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Grip Pads, Oxygen Reserve, 
  Prehensile Feet
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: Limber (Level 1) trait, +5 COO,  
  +5 SOM, +5 to one other aptitude of the  
  player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Sequencer: Bouncers have to be one of the more 
  common sleeves out there, especially in the outer 
  system. That means there’s more variants and models 
  than you can kick a moon rock at. My favorites are 
  the ones with tails—that extra grip comes in handy 
  in micrograv.
  Plasmid: If you’re picking up a bouncer, make sure to 
  get one of the genetic lines that’s incorporated the 
  3D spatial awareness traits from cetacean neurologies; 
  it really does help you orient and maneuver better.
  Voight-Kampff: How useless are these in higher grav?
  Skinwalker: The foot structure impedes your running, 
  but only slightly. On long treks, expect a lot of 
  cramping and blisters. 
  
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  BRUISER
  This morph is specifically designed to be large, 
  strong, and physically intimidating. Adopted early 
  on by some sports performers, it quickly became 
  a favorite among criminal cartels and thugs. At 
  2.5 meters tall, the morph may have difficulty 
  moving comfortably in all but the most open and 
  uncrowded of habitats. This morph’s “claws” extend 
  from its knuckles and are more like reinforced bone 
  brass knuckles.
  Implants: Adrenal Boost, Basic Biomods, Basic Mesh 
  Inserts, Claws, Cortical Stack, Hardened Skeleton
  Movement Rate: 4/20
  Aptitude Maximum: 30 (SOM 40)
  Durability: 60 (includes Hardened Skeleton bonus)
  Wound Threshold: 12
  Advantages: +10 Intimidation skill, +15 SOM 
  (includes Hardened Skeleton bonus), +5 REF (+15 
  with Adrenal Booost), +5 to one other aptitude 
  of the player’s choice
  Disadvantages: Unattractive (Level 1) trait
  Notes: Large Size trait
  CP Cost: 60
  Credit Cost: Expensive (minimum 60,000+)
  Qi: Bruisers, the morph that lets everyone else know you didn’t get enough 
  bullying in as a kid.
  Parallax: Meh, bigger they are …
  Violet Perdido: Watch what you say. There’s a thriving business in bruisers 
  as vacation morphs for those who simply want to try out the enhanced 
  genitalia.
  Eludere: You want to see some fun action? Go watch the bruiser wrestling 
  rings down on Luna. They can throw each other impressive distances.
  Sequencer: What’s impressive are the number of limited-edition bruisers 
  based on the genetics of pre-Fall wrestlers and athletes. The market 
  is huge.
  Just Mortal: Can’t see the point of sleevin’ something that’s just going to 
  bang it’s head on every door frame in existence.
  
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  CASE
  Das Frettchen: Here we are, the ghetto beater of morph options. Sometimes, 
  you make do with what you can … and then you evacuate right out next 
  chance you get. 
  Qi: There’s a reason more and more infugees and indentures are preferring to 
  stay virtual.
  Rivet: The steady rise in anti-case hate crimes on Luna and Mars doesn’t help.
  Stitch: Have you all seen the new case designs sponsored by the Autonomist 
  Alliance? Better quality, not much more expensive. Most of the designs are 
  open-sourced too. I know a few Barsoomian maker labs on Mars that are 
  churning them out.
  Moxie Harper: They need to keep careful. Oversight has been clamping down 
  on these lately, citing the usual copyright infringement bullshit. They burned 
  out a maker base in Elysium just last night. Literally. Nothing but a flaming 
  crater left behind. 
  Cases are mass-produced robotic shells, an affordable remorphing 
  option for infugees. They are available in many varieties to suit a 
  client’s taste. Most case morphs are vaguely anthropomorphic, with 
  a thin framework body standing just shorter than an average human.
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, 
  Cyberbrain, Mnemonic Augmentation
  Mobility System: Walker 4/16
  Aptitude Maximum: 20
  Durability: 20
  Wound Threshold: 4
  Advantages: Armor (4/4)
  Disadvantages: –5 to one chosen aptitude, Lemon trait, Social 
  Stigma (Clanking Masses) trait
  CP Cost: 5
  Credit Cost: Moderate
  
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  CETUS
  The cetus, named after a mythological sea monster, was designed for deep sea activity and is capable of operating 
  under extreme pressure and cold. It is a favored morph for use in the undersea domains of Ceres and Europa. 
  Capable of moving quickly underwater, the morph can also operate outside of water in the atmospheric portion 
  of habitats. Cetus morphs usually feature a body slightly under one-meter wide, with a limb-span of over three 
  meters at full extension.
  Enhancements: Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, 
  Echolocation, Enhanced Hearing, Enhanced Vision, Extra Limbs (8), Headlights, Hydrostatic Pressure Adaptation
  Mobility System: Submarine 4/36, Walker 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: 8 Limbs, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
  CP Cost: 45 
  Credit Cost: Expensive (minimum 40,000+)
  Nova Vida: Careful what brand you choose. Europan Dynamics did a recall of their cetus models 
  last month after a few too many succumbed to high pressures.
  Ruqinzhe: Pretty sure that was a sabotage campaign by Belt Bot Industries. Guess who they’re 
  backed by?
  Pivo: Let me guess. The Hidden Concern?
  Ruqinzhe: Spot on.
  
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  CHICKCHARNIE
  The extinct Tyto Pollens was a large pre-Columbian flightless ground owl species in the 
  Caribbean. The chickcharnie was rumored to be a supernatural variant of this bird that 
  haunted the forests bestowing boons or curses upon travelers depending on how they 
  treated it. The Fortean version of the chickcharnie is best described as a humanoid owl. 
  Over one meter in height, it is bipedal but stands shorter than humans. Though winged, 
  it is flightless except in very low grav environments and microgravity. Its wing design, 
  however, incorporates a functional set of clawed hands. The chickcharnie is growing in 
  popularity among neo-avians who don’t mind sacrificing flight for physical resilience, 
  more functional hands, and a stature closely approximating transhuman standards.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Prehensile Feet, Puppet Sock, Wings
  Movement Rate: 4/20, Winged 4/20 (low/microgravity only) 
  Aptitude Maximum: 25 
  Durability: 35
  Wound Threshold: 7
  Advantages: Beak/Claw Attack (1d10 DV, AP −1, 
  use Unarmed Combat skill), +5 COO, +5 INT, +10 REF
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 35
  Credit Cost: Expensive
  Cacophonous: These are unfortunately 
  hard to find.
  Moxie Harper: That hasn’t gone unnoticed. 
  I know a couple of Extropian bodycraft 
  houses that plan to release their own 
  models next year. One of them has an 
  interesting variant called the “owlbear.” 
  I’m not sure I want to know.
  Just Mortal: What I don’t get is, why does 
  this appeal to neo-avians? Sure, it’s a 
  bird, but you lose the wings.
  Nevermore: Ever tried to tie a knot with 
  your tongue? Yeah, sometimes a good 
  pair of hands is worth the trade-off.
  
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  CLOUD SKATE
  Like the surya and hulder, the cloud skate is another biomorph that pushes the edge 
  of what is possible. It is designed to be able to live in the atmospheres of gas giants, 
  including Jupiter. This morph is shaped roughly like a tailless stingray with a pair of 
  slender arms. The version of the swim bladder used by this morph provides neutral 
  buoyancy in dense atmospheres, preventing it from sinking below a safe depth.
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical 
  Stack, Direction Sense, Enhanced Vision, High-G Adaptation, Hydrostatic Pressure 
  Adaptation, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Radar, Swim 
  Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
  Movement Rate: Winged 8/40
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 COG, +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice
  Disadvantages: Temperature Intolerance (Warm) trait
  CP Cost: 55
  Credit Cost: Expensive (minimum 60,000+)
  Nezumi: You haven’t lived until you’ve skated the atmosphere of a gas giant.
  Chiro: I can see the attraction. Just not sure I’d want to live there.
  Scent.In.Hell: There any news on that expedition of extrasolar cloud skaters that 
  went missing? 
  Nova Vida: Nope. The same group resleeved, went back, and disappeared again. 
  Now it’s a thing, and Gatekeeper has applications for a handful of thrill-seekers 
  that want to skate their way to doom as well. What are the odds that at least 
  one of those groups are sentinels? Sounds like it might be an interesting time.
  Ruqinzhe: Hobnobbing with death-wish socialites while trying not to die? Not so 
  interesting to me. 
  
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  CLOUD SKIMMER
  This streamlined synthmorph is designed for 
  exploring the atmospheres of gas giants, but its 
  internal rocket also allows it to operate in vacuum. 
  It can travel to and from a ship in orbit around a 
  gas giant into the planet’s atmosphere on its own. 
  The morph is a flattened oval that can extend up to 
  four flexible arms. The swim bladder acts much like 
  a high-pressure balloon to help keep the morph aloft 
  in a gas giant’s dense atmosphere. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cryonic Protection, Cyberbrain, 
  Direction Sense, Enhanced Vision, Extra Limbs (4 
  Arms), Hydrostatic Pressure Adaptation, Internal 
  Rocket, Mnemonic Augmentation, Puppet Sock, 
  Radar, Swim Bladder, Telescoping Limbs
  Mobility System: Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: 4 arms, +10 SOM, +5 REF, +5 to one 
  other aptitude of the player’s choice, Armor 10/10
  CP Cost: 65
  Credit Cost: Expensive (minimum 70,000+)
  Stitch: Interesting that the main 
  producers of these are small 
  Neptunian skimmer minifac studios.
  Tio Silencio: That hasn’t stopped 
  certain Jovian corps from copying 
  the designs. Apparently they only 
  care about IP infringement when 
  others steal from them.
  
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  COURIER
  This synthmorph was specifically designed to fly between the 
  many moons and habitats in the Saturnian system—carrying 
  goods throughout the outer system. This morph appears to 
  be a roughly humanoid head and torso set on a conical base, 
  with a total height of 1.5 meters, that makes it look rather 
  like a four-armed chess piece. This base contains both the 
  morph’s ionic propulsion system, which doubles as a plasma 
  sail in space, and an internal rocket. This miniature metal-
  lic-hydrogen rocket is specifically designed for low thrust. It 
  provides an acceleration of up to 0.25 g, allowing the morph 
  to take off and land on all moons and other small bodies in 
  the solar system. This engine can operate for a total of one 
  and a half hours before it requires refueling. The morph’s four 
  slender arms fold flat against its torso when it is in flight. Its 
  extensive sensor suit is useful for both navigation and various 
  covert purposes. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Chemical 
  Sniffer, Cortical Stack, Cryonic Protection, Cyberbrain, 
  Direction Sense, Enhanced Vision, Extra Limbs (4), Grip 
  Pads, Headlights, Hidden Compartment, Internal Rocket, 
  Lidar, Magnetic System, Mnemonic Augmentation, Plasma 
  Sail Implant, Radar, Retracting/Telescoping Limbs, T-ray 
  Emitter. 
  Mobility System: Ionic 12/40, Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: 4 Limbs, +5 COO, +5 INT, +5 REF, +5 to one 
  other aptitude of the player’s choice, Armor 6/6
  CP Cost: 70
  Credit Cost: Expensive (minimum 40,000+)
  Nezumi: Ring flyer courier culture is pretty interesting. Despite spending so much 
  time isolated and alone, they really watch out for each other. It’s a very tight-
  knit group, hard to 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.
  
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  CRASHER
  An enhanced version of ruster morphs, crashers are rugged 
  and durable designs capable of weathering a range of harsh 
  environments. They are the ideal biomorph for gatecrashing 
  assignments and are popular among first-in teams. Though 
  pricey compared to other biomorph options, many gatecrashers 
  traveling to less habitable and dangerous environments have 
  found the investment worth it.
  Implants: Basic Biomods,  
  Basic Mesh Inserts, Bioweave Armor 
  (Light), Circadian Regulation,  
  Clean Metabolism, Cortical Stack, 
  Direction Sense, Eidetic Memory, 
  Enhanced Respiration, Enhanced Vision, 
  Grip Pads, Hibernation, Medichines, 
  Oxygen Reserve, Toxin Filters,  
  Vacuum Sealing
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: Bioweave Armor (Light) (2/3), 
  +5 COG, +10 SOM, +5 to three other aptitudes 
  of the player’s choice
  CP Cost: 70
  Credit Cost: Expensive (Minimum 40,000+)
  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 “price tag” you speak of?
  Sequencer: Just be careful what brand name you pick. I know for a 
  fact that certain hypercorps cut corners on the genetics in order to 
  rush out morphs to meet the demand for gatecrashing missions. I’ve 
  seen reports of respiratory failure in atmos well within their safety 
  range and hibernators falling into nonresponsive comas. Skins from 
  Omniflesh have particularly bad reviews.
  
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  CRITTER
  Critters are pods either genetically blended from 
  multiple animal species or simply biosculpted to 
  appear as such. Originally popular among those 
  looking for smarter and distinctive AI-operated 
  pets, they’ve since expanded to patrol duty and 
  beyond. Critter pods come in almost every conceiv-
  able type of animal shape, from cats to skunks to 
  chimerical lizard-hyena hybrids. The vast majority 
  are quadruped and stick close to the animal type’s 
  body plan, though anthropomorphic models are 
  also available and there is a great deal of body-
  sculpted variety. Currently popular in the inner 
  system is the bastet, a composite of several wild 
  cat species that resembles a tawny panther or lion, 
  often with intricate patterns based on Egyptian 
  hieroglyphs in their fur. Some users prefer smaller 
  models of this morph with the Reduced Size trait 
  (p. 93, Transhuman).
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Claws, Cortical Stack, Cyberbrain, Enhanced 
  Hearing, Enhanced Smell, Mnemonic 
  Augmentation, Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 REF, +5 COO
  Disadvantages: Lacks Manipulators trait, quadru-
  peds have a difficult time in microgravity (–30 
  to Free Fall Tests)
  Notes: Non-Human Biochemistry trait
  CP Cost: 15
  Credit Cost: Expensive
  Skinwalker: Laugh all you want, Critters are a very popular morph. There are thousands of different 
  models out there.
  Sequencer: These are very hit-or-miss, craftsmanship-wise. Some have serious health issues due to … let’s 
  just call it improper genework. Others are held together more by cybernetics than anything. Don’t buy 
  one as a long-term commitment.
  Plasmid: Ah, but some are works of chimerical art. I’m still impressed by the sequencing on some of the 
  lizard-mammal hybrids.
  Moxie Harper: I know an Extropian outfit that specializes in critters designed to emulate various smart 
  animal breeds. Great for looking innocuous … unless you're in a biocon hab.
  
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  DAITYA
  This huge, vaguely anthropomorphic synthmorph is designed for large 
  construction projects and similar heavy industrial uses, such as moving 
  giant objects. At just under three-meters tall and with a mass of 
  almost one ton, the daitya is essentially an industrial mech. Modified 
  versions have occasionally been deployed for combat purposes. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, 
  Cyberbrain, Grip Pads, Hardened Skeleton, Industrial Armor, 
  Mnemonic Augmentation, Pneumatic Limbs (Arms), Puppet 
  Sock, Radar, 4 Weapon Mounts (Disassembly Tools; 2 fixed, 
  2 articulated), Wrist-Mounted Tools
  Mobility System: Walker 8/40
  Aptitude Maximum: 30 (40 SOM)
  Durability: 100 (includes Hardened Skeleton bonus)
  Wound Threshold: 20
  Advantages: +15 SOM (includes Hardened Skeleton bonus), 
  +5 to one other aptitude of the player’s choice, Armor 
  10/10 (20/20 with Industrial Armor)
  Notes: Large Size trait, melee attacks with the large-size 
  frame or disassembly tools inflict 3d10 + (SOM ÷ 10) DV 
  at AP −5
  CP Cost: 80
  Credit Cost: Expensive (minimum 80,000+)
  Nova Vida: You know what this shell is great for? 
  Gatecrashing ops, as long as subtlety isn’t required.
  Rivet: There are a lot of daitya variants out there, 
  covering all your mech needs. Not all of them are 
  anthropomorphic, either.
  Sava: You know what you won’t find on an average 
  O’Neill cylinder or mining colony? A tank. But you 
  will find a daitya, and for certain ops, this can be 
  the next best thing—and they’re much easier to 
  explain away. Great if you have a day or two to fab 
  up some weapons and armor up the frame.
  
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  DIGGER
  Diggers are worker pods customized for archeological 
  work. They are used for surface surveys, excavation, and 
  general physical labor by xenoarcheological teams. Their 
  hands are modified digging claws, adapted from the 
  genetics of hole-digging creatures like moles and aard-
  varks, though still flexible and useful for grasping and 
  fine manipulation.
  Implants: Access Jacks, Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, Digging Claws, 
  Enhanced Vision, Mnemonic Augmentation, 
  Puppet Sock, Wrist-Mounted Tools
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 SOM, +5 to one other 
  aptitude of the player’s choice
  Disadvantages: Social Stigma (Pod)
  CP Cost: 30
  Credit Cost: Expensive
  Skinwalker: Forget wearing gloves, but the giant hands 
  are surprisingly dexterous. 
  Sequencer: A number of diggers have polydactyl 
  hands, meaning they have an extra thumb. Makes it 
  easier to hold on to things.
  Nova Vida: If you’re actually using this morph for 
  tunnel exploration/excavation, get a model with the 
  mole hemoglobin protein—it lets you survive in low 
  oxygen environments.
  
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  DRAGONFLY
  The dragonfly robotic morph takes the shape of a meter-long flexible shell with multiple wings and manipulator 
  arms. Capable of near-silent turbofan-aided flight in Earth gravity, dragonfly bots fare even better in microgravity.
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Wings
  Mobility System: Winged 8/32, Walker 2/16
  Aptitude Maximum: 30 (20 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 REF, Armor (2/2)
  Notes: Small Size trait
  CP Cost: 20
  Credit Cost: High
  Pivo: The wing design is an excellent example of biomimicry. Each wing can operate inde-
  pendently and rotate on its axis, meaning this morph is capable of hovering, sudden bursts 
  of acceleration, hairpin turns at any speed, and so on. It takes some practice getting used 
  to the full capabilities.
  Nevermore: I’ve heard a few neo-avians talk about having difficulty coping with the different 
  flight mechanics.
  Eludere: These things are a lot quieter than you’d expect. Good for surveillance and stealth ops.
  
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  DVERGR
  Dvergar (plural of dvergr) are biomorphs 
  designed for comfortable operation in high-
  gravity environments. They feature a reinforced 
  skeletal structure and sturdier muscle masses. 
  They are easily identified by their slightly squat, 
  thick-necked, tough appearances.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, High-G Adaptation
  Movement Rate: 4/20
  Aptitude Maximum: 35 (40 SOM)
  Durability: 45 (includes implant bonuses)
  Wound Threshold: 9
  Advantages: +15 SOM (includes implant 
  bonuses), +5 to one other aptitude of the 
  player’s choice
  CP Cost: 50
  Credit Cost: Expensive
  Cacophonous: Definitely a specialty morph. Very limited 
  application, but you’ll be really happy you have it when 
  you need it. Gravity is a drag.
  Das Frettchen: Also great if you’re a socialite on a LARP 
  cruise and decide to play a dwarf. Or so I hear.
  Skinwalker: Dvergr are just fine in normal, low, or micro-
  grav. Strong, energetic, great circulation.
  Scent.In.Hell: Maybe too good. I’ve heard some models 
  bleed out quickly when injured in low-grav conditions.
  
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  EXALT
  Exalt morphs are genetically enhanced humans, 
  designed to emphasize specific traits. Their genetic 
  code has been tweaked to make them healthier, 
  smarter, and more attractive (based on ever-evolving 
  beauty standards). Their metabolism is modified to 
  predispose them towards staying fit and athletic for 
  the duration of an extended lifespan.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 COG,  
  +5 to three other aptitudes of the player’s choice
  CP Cost: 30
  Credit Cost: Expensive
  Das Frettchen: Remember when these morphs first went 
  into circulation? The hue and cry over “upgraded 
  humans” was a big deal. Seems so quaint now.
  Violet Perdido: Ah the good ol’ days. Remember 
  breeding restriction laws? Glad we’ve left the primi-
  tive mindsets behind.
  Nezumi: The great thing about exalts is that they’re 
  reliable, abundant, and fulfill your basic needs 
  without running into heavy alienation or body 
  dysmorphia issues when resleeving. Too many people 
  overlook them.
  
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  FAUST
  Developed in secret by a small group of unaffiliated async genehackers, 
  this morph is not a publicly known model. It is only available to individ-
  uals who discover a connection to this unnamed, underground async 
  network and then download the template from one of several secret 
  mesh sites. The faust is a modified menton morph. Even under the most 
  thorough scans, it appears to be nothing more than a mildly person-
  alized version of that morph.
  Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, 
  Cortical Stack, Eidetic Memory, Endocrine Control, Hyper-Linguist, 
  Math Boost
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: Psi Chameleon trait, Psi Defense (Level 1) trait, +10 COG, 
  +10 WIL, +5 INT, +5 to one other aptitude of the player’s choice
  CP Cost: 85
  Credit Cost: Expensive (minimum 100,000+)
  Cacophony: I added this one, due to its recent availability through 
  certain black market channels. It’s not in the Lonely Planetoid 
  guide for obvious reasons.
  Voight-Kampff: Has Firewall made any headway into discovering 
  who designed this morph?
  Qi: If anyone has, they’re keeping that info within their server.
  Plasmid: There are implications here that concern me. If one 
  can design and distribute a morph based on its compatibility 
  with an exovirus strain, we may well soon see morphs that are 
  compatible—read: more susceptible—to less friendly strains.
  Scent.In.Hell: Watch what you call “friendly.” Not all of us buy 
  into the harmlessness of Watts-MacLeod. The decision to let 
  asyncs operate freely is going to bite us in the hind thorax 
  down the line, mark my words.
  
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  FENRIR
  Named for the monstrous wolf of Norse legend, the fenrir is one of the most 
  imposing combat morphs ever developed. It is found only in the armed forces of the 
  Hyoden city-state on Callisto (though black-market blueprints/copies are rumored 
  to be available elsewhere). A massive, squat quadrupedal morph designed to be 
  operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy 
  tank than a regular morph. It is possible that a single ego could fill all six ego slots 
  at once through the use of alpha forks, but this has never been tested. The most 
  common weapons mounted are linked HEAP and/or plasmaburst seeker launchers, 
  exoatmospheric plasma beam bolters, and machine railguns loaded with AP rounds.
  Note: This morph is unique in that it allows more than one ego to use it at the 
  same time. Ego Sharing may be purchased for this morph an additional four 
  times, for a total of five additional egos. 
  Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Direction Sense, Ego Sharing (1), Enhanced Hearing, 
  Enhanced Vision, Extra Limbs (4), Heavy Combat Armor,Lidar, Mnemonic 
  Augmentation, Pneumatic Limbs, Radar, Structural Enhancement, T-Ray Emitter, 
  Weapon Mount (External, Articulated, 8)
  Mobility System: Walker 4/20, Thrust Vector 4/12
  Aptitude Maximum: 35
  Durability: 70 (80 with Structural Enhancement)
  Wound Threshold: 14 (16 with Structural Enhancement)
  Advantages: 4 Limbs, +5 REF, +5 COO, +10 SOM, +5 to one other aptitude of the 
  player’s choice, Armor 16/16 (32/32 with Heavy Combat Armor) 
  Notes: Large Size trait
  CP Cost: Not available at character creation
  Credit Cost: Expensive (rare and restricted; minimum 100,000+)
  Cacophony: Another that didn’t 
  make the regular guide…
  Parallax: For those missions 
  when nothing less than total 
  slaughter will do.
  Tio Silencio: If your mission gets 
  that bad, someone wasn’t 
  doing their job.
  Qi: Last I checked, transhumans 
  still made mistakes. Let’s just 
  hope our enemies do too.
  Nevermore: Unfortunately, if you 
  really need a morph like this 
  on an op, you are unlikely to 
  have one on hand.
  Ruqinzhe: You haven’t met my 
  router. I’m pretty sure she’s 
  prepared for a supernova.
  
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  FIGHTING KITE
  Based on the kite morph (p. 53) popular with gate-
  crashers, this morph is somewhat more durable and 
  better armored. It also includes a built-in laser as well 
  as anti-detection measures. Its default mode is turbo-
  fan-driven rotorcraft; its light weight allows it to fly and 
  hover, even in thin atmospheres and heavy gravities. 
  In streamlined ionic mode, it can travel at high speeds 
  and maneuver in hurricane-force winds. In vacuum, it 
  can drive itself with thrust-vector nozzles. It is occasion-
  ally used for aerial reconnaissance, but is most popular 
  with spies, thieves, and discrete bodyguards. 
  Enhancements: Access Jacks, Anti-Glare, Basic Mesh 
  Inserts, Chameleon Skin, Chemical Sniffer, Cortical 
  Stack, Cyberbrain, Enhanced Vision, Mnemonic 
  Augmentation, Neurachem (Level 1), Radar, Radar 
  Absorbent, Shape Adjusting, T-Ray Emitter, Weapon 
  Mount (Internal, Articulated, Laser Pulser), Wings
  Mobility System: Ionic 12/40, Thrust Vector 8/40, 
  Walker 2/8, Winged 8/32
  Aptitude Maximum: 30 (25 SOM)
  Speed Modifier: +1 (Neurachem) 
  Durability: 30 
  Wound Threshold: 6
  Advantages: +5 to two aptitudes of the player’s 
  choice, Armor (4/4)
  Notes: Small Size trait
  CP Cost: 35
  Credit Cost: Expensive (minimum 40,000+)
  FIERCE KITE VARIANT
  Fierce kites are larger, humanoid-sized fighting kites. 
  Aptitude Maximum: 30
  Durability: 50
  Wound Threshold: 10
  Advantages: Armor 8/8
  Notes: Does not have the Small size trait
  CP Cost: 55
  Credit Cost: Expensive (minimum 55,000+) 
  Parallax: These shells are smaller than most people realize. They can be pretty hard to hit in a 
  firefight.
  Eludere: I like that they have so many propulsion systems—and most of them are pretty quiet. 
  Rivet: The engineering of these wings is impressive. Considering their size, they fold up and deploy 
  very nicely and quickly. 
  Parallax: Yeah but the armor is crap. One solid hit can take these morphs out. If you’re expecting 
  trouble, it’s worth slapping on some extra protection.
  
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  FLAT
  Flats are baseline unmodified humans, born with all 
  of the natural defects, hereditary diseases, and other 
  genetic mutations that evolution so lovingly applies. 
  Flats are increasingly rare—most died off with the rest 
  of humanity during the Fall. Most new children are 
  splicers—screened and genefixed at the least—except 
  in habitats where flats are treated as second-class 
  citizens and indentured labor.
  Implants: None
  Movement Rate: 4/20
  Aptitude Maximum: 20
  Durability: 30
  Wound Threshold: 6
  Disadvantages: None (Genetic Defects trait common)
  CP Cost: 0
  Credit Cost: High
  Plasmid: Otherwise known as: a body like that in which you were born, to 
  which you hoped never to return.
  Moxie Harper: Actually, there’s a decent demand from people that want to 
  sleeve something “old-fashioned’ and “original.” I’m pretty sure it started 
  as a Venusian socialite fad.
  Nezumi: *facepalm* The only sensible part of that is that flats are actually 
  pretty rare outside of Earth orbit, Luna, and the Jovian Republic.
  Das Frettchen: It gets weirder. I know oligarchs that collect flats. Yes, that’s 
  right, original born-on-Earth skins are quickly becoming collector items. 
  Especially if they are in mint condition. Interestingly, non-rejuvenated 
  bodies that have aged well are picking up a considerable price tag.
  Nova Vida: I’ve always wondered what happened to older flats. I assumed 
  they were rejuvenated rather than retired, but even then I didn’t expect 
  them to be top hits at the body bank.
  Plasmid: The body banks I know keep a few on hand as out-of-stock 
  last-resort options; there’s always someone who’d rather take a flat than 
  a quality synth. The flats with recurring health problems typically go at 
  cheap rates to desperate infugees.
  
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  FLEXBOT
  Designed for multipurpose functions, flexbots can transform their shells to suit a range of situations and tasks. Their 
  core frame consists of a half-dozen interlocking and shape-adjustable modules capable of auto-transforming into a 
  variety of shapes: multi-legged walker, tentacle, hovercraft, and many others. Each module features its own sensor 
  units and “bush robot” fractal-branching digits (capable of breaking into smaller digits, down to the micrometer scale, 
  allowing for ultra-fine manipulation). The flexbot control computer is also distributed between modules. Individual 
  flexbots are only the size of a large dog, but multiple flexbots can join together for larger mass operations, even 
  taking on heavy-duty tasks such as demolition, excavation, manufacturing, robotics assembly, and so on. The flexbot 
  detailed here is the standard yeoman module. For additional rules, see Flexbots, p. 200, Transhuman.
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits,  
  Mnemonic Augmentation, Modular Design, Nanoscopic Vision, Shape Adjusting
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (SOM 25)
  Durability: 25
  Wound Threshold: 5
  Advantages: Armor 4/4, +5 to one aptitude of the player's choice
  Notes: Small Size trait
  CP Cost: 20
  Credit Cost: Expensive 
  Stitch: Before you go crazy ordering different modules, be warned that 
  different manufacturers don’t always play well together. Each flexbot 
  manufacturer wants you to use their modules only, so they quite often 
  incorporate proprietary design elements that mean they won’t work 
  so great—or at all—with modules of another make, including any you 
  nanofab yourself. So, read the fine print and the reviews.
  Pivo: Annoying, yes, but not a deal breaker. Just make sure you or someone 
  on your team knows a little robotics and programming and you should be 
  fine. Of course, you’ll void the warranty, but when it’s a choice between 
  a warranty and my life, my life wins every time..
  
  33
  Though each module is capable of acting as an inde-
  pendent flexbot morph, their modular design means 
  they are intended to meld with other modules in 
  various configurations. Individual modules are crafted 
  with specific tasks and specialties in mind, so that each 
  particular flexbot can be customized by adding and 
  removing modules depending on the task at hand. 
  This section describes the various specialized flexbot 
  modules that may be chosen as morphs at character 
  creation or added on to an existing flexbot. Each 
  module has a default configuration shape; unless 
  otherwise specified, the module is assumed to be in 
  this shape. The mobility systems given for each module 
  are those present in its default configuration; these 
  may be changed using the shape-adjusting augmen-
  tation (see Shape Adjusting, p. 208, Transhuman).
  APIARY
  The apiary is a mini-swarmanoid that attaches to a 
  flexbot.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Modular Design, Skinlink, Swarm 
  Composition
  Modularized Gear: Laser Link, Nanodetector, Radio 
  Booster
  Mobility System: Walker 2/8, Hopper 4/20, 
  Rotor 4/32
  Aptitude Maximum: 30 (25 SOM)
  Durability: 20
  Wound Threshold: 4
  Notes: Small Size trait , Swarm Composition (p. 211 
  and p. 311, EP), apiaries can only hold 2 egos
  CP Cost: 10
  Credit Cost: High (minimum 10,000)
  BEEKEEPER
  Beekeepers are modules used to deploy nanoswarms.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Medichines, 
  Mnemonic Augmentation, Modular Design, 
  Nanophages, Skinlink
  Modularized Gear:  
  4 Specialized Hives of the player’s choice
  Mobility System: Walker 4/16, Hover 8/16
  Aptitude Maximum: 30 (25 SOM)
  Durability: 30
  Wound Threshold: 6
  Advantages: Armor 4/4, +5 COG, +5 INT, 
  +5 to one other aptitude of the player’s choice
  Notes: Small Size trait 
  CP Cost: 55
  Credit Cost: Expensive (minimum 55,000)
  BOUBA
  This soft, amorphous module consists of hard parts 
  in a fluid matrix surrounded by a tough but flexible 
  skin. Its design doesn’t allow for reshaping into new 
  mobility systems, but it can slither along the ground 
  or hover.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Bioweave Armor (Light), Cortical 
  Stack, Chameleon Skin, Cyberbrain, Mnemonic 
  Augmentation, Modular Design, Skinflex, 
  Skinlink, Squishbot (p. 211, Transhuman)
  Mobility System: Hover 8/40, Snake 4/16
  Aptitude Maximum: 30 (25 SOM)
  Durability: 15
  Wound Threshold: 3
  Advantages: Armor 2/3
  Notes: Small Size trait 
  CP Cost: 10
  Credit Cost: High (minimum 10,000)
  CRAFTER
  The crafter module is specialized for construction 
  and fabrication.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Fractal Digits, 
  Mnemonic Augmentation, Modular Design, 
  Nanoscopic Vision, Pneumatic Limbs, Shape 
  Adjusting, T-Ray Emitter
  Modularized Gear: Tool Kit, Specialized Hive 
  (Engineer Swarm)
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (25 SOM)
  Durability: 30
  Wound Threshold: 6
  Advantages: Armor 6/6, +5 COG, +5 SOM
  Notes: Small Size trait 
  CP Cost: 40
  Credit Cost: Expensive (minimum 40,000)
  FIGHTER
  Fighters are combat-oriented modules.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Modular Design, Radar, T-Ray 
  Emitter, 2 Weapon Mounts
  Mobility System: Walker 4/16, Hover 8/16
  Aptitude Maximum: 30 (35 SOM)
  Durability: 30 (40)
  Wound Threshold: 6 (8)
  Advantages: Armor (8/8), Exceptional Aptitude 
  (SOM) trait, Tough (Level 2) trait, +5 COO, +5 SOM
  Notes: Small Size trait 
  CP Cost: 45
  Credit Cost: Expensive (minimum 45,000)
  FLEXBOT MODULES
  
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  GRIMOIRE
  Grimoires are an excellent complement to a wizard 
  module. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Electrical Sense, 
  Ghostrider Module, Mnemonic Augmentation, 
  Modular Design, Multitasking, Shape Adjusting, 
  Skinlink
  Modularized Gear: Laser Link, Microwave Link
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (25 SOM)
  Durability: 20
  Wound Threshold: 4
  Advantages: Armor 6/6, +5 WIL
  Notes: Small Size trait 
  CP Cost: 20
  Credit Cost: Expensive (minimum 25,000)
  LONGBOW
  Longbows provide a weapons platform.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Heavy Combat Armor, 
  Mnemonic Augmentation, Modular Design, 2 
  Weapon Mounts (Articulated)
  Modularized Gear: Laser Link
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (25 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: Armor 4/4 (20/20 with Heavy Combat 
  Armor), REF +5
  Notes: Small Size trait 
  CP Cost: 20
  Credit Cost: Expensive
  PICKLOCK
  Picklocks are an excellent complement to a rogue 
  module. They are illegal or restricted in many 
  habitats.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Chameleon Skin, Cortical Stack, Cyberbrain, 
  Grip Pads, Hidden Compartment, Mnemonic 
  Augmentation, Modular Design, Radar 
  Absorbent (p. 149, Panopticon), Shape Adjusting, 
  Wrist-Mounted Tools
  Mobility System: Hopper 4/20, Walker 4/16
  Aptitude Maximum: 30 (25 SOM)
  Durability: 20
  Wound Threshold: 4
  Advantages: Armor 4/4, INT +5
  Notes: Small Size trait 
  CP Cost: 20
  Credit Cost: Expensive
  ROGUE
  Rogue modules are optimized for stealth and infiltra-
  tion. They are illegal or restricted in many habitats.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Chameleon Skin, Cortical Stack, Cyberbrain, 
  Enhanced Vision, Fractal Digits, Mnemonic 
  Augmentation, Modular Design, Nanoscopic 
  Vision, Radar Absorbent (p. 149, Panopticon), 
  Shape Adjusting, T-Ray Emitter, Weapon Mount
  Mobility System: Hopper 4/20, Walker 4/16
  Aptitude Maximum: 30 (25 SOM)
  Durability: 30 (35)
  Wound Threshold: 6 (7)
  Advantages: Armor (6/6), +5 COO, +5 REF,  
  Tough (Level 1) trait
  Notes: Small Size trait 
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  SAPPER
  Sappers are an engineering module specializing 
  in deconstruction; they are often combined with 
  crafter modules.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Modular Design, Pneumatic 
  Limbs, Shape Adjusting
  Modularized Gear: Disassembly Tools, Specialized 
  Hive (Disassembler Nanoswarm)
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (35 SOM)
  Durability: 20
  Wound Threshold: 4
  Advantages: Armor 4/4, Exceptional Aptitude 
  (SOM)
  Notes: Small Size trait 
  CP Cost: 15
  Credit Cost: High (minimum 10,000)
  WIZARD
  Specialized for infosec and communications tasks.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Mental Speed, 
  Mnemonic Augmentation, Modular Design, 
  Shape Adjusting
  Modularized Gear: Radio Booster
  Mobility System: Walker 4/16, Hover 8/40
  Aptitude Maximum: 30 (25 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: Armor 4/4, +5 COG, +5 INT
  Notes: Small Size trait 
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  FLEXBOT MODULES (CONTINUED)
  
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  FLYING SQUID
  Given the popularity of octomorphs even among non-mercurials, morph designers have sought 
  out a similar morph that is operable in zero g and also designed for speed. Its streamlined form 
  resembles a stylized squid and this morph can move swiftly in both water and air. It can suck 
  either water or air into a cavity in its mantle and then expel it out a siphon in a chosen direc-
  tion for fast, jet-like propulsion. While popular with neo-octopi, its speed and overall utility 
  has made it an increasingly favorite option with others seeking an aquatic-adapted morph.
  Implants: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical 
  Stack, Cyberbrain, Extra Limbs (8 arms, 2 tentacles), Grip Pads, Hydrostatic Pressure 
  Adaptation, Mnemonic Augmentation, Polarization Vision, Puppet Sock
  Movement Rate: Submarine 4/36, Thrust Vector 4/28
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: 8 Arms, 2 Tentacles, +5 COO, +5 SOM, +5 to one other aptitude of the player’s 
  choice, +30 Swimming skill, Beak Attack (1d10 + 1 DV, AP –1), Limber (Level 2) trait
  Disadvantages: Social Stigma (Pod) trait
  Note: Non-Mammalian Biochemistry trait
  CP Cost: 55
  Credit Cost: Expensive (minimum 60,000+)
  Delta-V: Quite an interesting ride, but useless in any non-aquatic environment with gravity.
  Pivo: You hear about that situation on Atlantica? A certain neo-whale there ate a couple of folks 
  sleeved in flying squid morphs. They claimed they couldn’t tell ‘em apart from their non-sa-
  pient squid feedstock. Word on the waves is that some sort of black market deal went sour.
  Expat: I know some reclaimers who came across a group of flying squid morphs while doing 
  recon on Earth, looking for a deep sea sanctuary. The squid scattered before they could make 
  contact. Interesting thing is: these morphs were first designed after the Fall. So why are they 
  showing up on Earth?
  
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  FREEMAN
  Many leaders want to ensure loyalty or at least obedience from 
  their citizens, especially recently sleeved infugees. The freeman 
  biomorph offers rulers (some would say tyrants or dictators) 
  a chance to offer citizens a new life without worrying about 
  dissidence. Based on the splicer morph, the freeman is genet-
  ically modified to be more obedient, which results in lower 
  Willpower. More insidiously, freeman morphs are genetically 
  modified with a protein that makes their neurons sensitive to 
  light. When combined with an optogenetics module implant, 
  these neurons can be activated and deactivated remotely, 
  enabling a monitoring muse or meshed overseer to control the 
  ego’s behavior. (The specific behavior affected is chosen with 
  each optogenetics module implant.)
  The freeman comes with a specialized monitor AGI installed in 
  a modified ghostrider module. The monitor, usually a modified 
  fork of the tyrant’s muse, watches and reports all suspicious 
  actions taken by the primary ego. The purpose of this implant is 
  often concealed. Citizens who sleeve into a freeman morph are 
  told the implant is a security measure that helps prevent infec-
  tion from TITAN technology or some similar lie. The module is 
  designed to resist tampering and will report to headquarters 
  the instant it detects a hacker’s intrusion. The monitor muse 
  can manipulate the ego’s behavior or even take control of 
  the morph via its puppet sock, but avoids doing that unless 
  absolutely necessary. Dictators do not want to reveal that their 
  citizens have spies implanted in their skulls, watching them.
  Surprisingly, some people voluntarily sleeve into freeman 
  morphs, preferring to hand responsibility and decision-making 
  over to other parties, such as the Sendero Luminoso Benevolent 
  Dictatorship habitat in the Neptunian Trojans.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, 
  Monitor Module, Optogenetics Module, Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 SAV, +5 to one other aptitude of the player’s 
  choice except WIL
  Disadvantages: −5 WIL
  CP Cost: 10
  Credit Cost: High
  Scent.In.Hell: Useful for 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. When you need to extract answers in order to save lives and 
  the clock is ticking, you do what you have to do.
  Voight-Kampff: The transhuman flexibility over ends and means is an amazing thing.
  Nezumi: I suppose I’m not surprised that transhumanity invented these, but it still sickens me.
  
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  FURY
  Furies are combat morphs. These transgenic 
  human upgrades feature genetics tailored for 
  endurance, strength, and reflexes, as well as 
  behavioral modifications for aggressiveness 
  and cunning. To offset tendencies for unrul-
  iness and macho behavior patterns, furies 
  feature gene sequences promoting pack 
  mentalities and cooperation, and they 
  tend to be biologically female.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Bioweave Armor (Light), 
  Cortical Stack, Enhanced Vision, 
  Neurachem (Level 1), Toxin Filters
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Speed Modifier: +1 (neurachem)
  Durability: 50
  Wound Threshold: 10
  Advantages: +5 COO, +5 REF, +10 SOM, +5 WIL, 
  +5 to one other aptitude of the player’s choice
  CP Cost: 75
  Credit Cost: Expensive (minimum 40,000)
  Sequencer: Perhaps one of the 
  most-improved morph designs 
  to date. Spending money on 
  super soldiers never goes out 
  of style.
  Plasmid: Most rehashed, maybe, 
  but combat morphs have a 
  long history. Some of the 
  previous incarnations were 
  abominations, but of course 
  few of those survived the Fall.
  Parallax: When you need to kick 
  ass but don’t want to advertise 
  the fact, furies beat out most 
  other morphs, including synth-
  morphs. It’s hard to tell one 
  apart from an olympian or any 
  other common biomorph.
  
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  FUTURA
  An exalt variant, futura morphs 
  were specially crafted for the 
  “Lost generation.” 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 some with 
  distaste and others as collectibles or 
  exotic oddities.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Eidetic Memory, Emotional 
  Dampers
  Movement Rate: 4/20 
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 COG, +5 SAV, +10 WIL, +5 to one 
  other aptitude of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive (exceptionally rare; 50,000+)
  Plasmid: While the original stigma kept these rare, the genetics have been copied and 
  reproduced (and sometimes tweaked) by numerous skincrafters. 
  Callosum: Want to know a secret? Cognite still produces their original futura models. For 
  “in-house” purposes, of course.
  Cacophonous: There’s a lot of people that believe futura morphs remain in circulation so 
  that they can be tracked—reasoning being that they hope to catch fugitives from the Lost 
  Generation that are still on the loose.
  Skinwalker: I’ve heard that rumor as well—and also that the ones in circulation are booby-
  trapped in various ways.
  Black Pharaoh: I can substantiate one of those rumors. There is at least one Firewall scanner 
  tasked with tracking futura morphs in the wild. It is wise to assume others do as well.
  
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  GALATEA
  A group of Lunar morph designers created 
  this high-end synthmorph in an attempt 
  to increase the social acceptance of synth-
  morphs by showcasing how attractive and 
  versatile they can be. This elegant morph 
  looks expensive and is designed to allow 
  the user to master any social situation. A 
  few media icons and socialites have already 
  found that this morph’s mixture of utility 
  and novelty value has helped enhance 
  their fame and reputation.
  Enhancements: Access Jacks, Basic Mesh 
  Inserts, Chameleon Skin, Cortical 
  Stack, Cyberbrain, Enhanced Hearing, 
  Mnemonic Augmentation
  Mobility System: Walker 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +10 SAV, +5 COO, +5 INT,  
  +5 to one other aptitude of the player’s 
  choice, Armor 6/6
  CP Cost: 65
  Credit Cost: Expensive (minimum 70,000+)
  Callosum: Morphs like the galatea wouldn’t be possible if we weren’t 
  making serious headway in both cyberbrain architecture and info-
  morph virtual mind-states. The programming of the neural shells here 
  features some top-notch coding. 
  Das Frettchen: These are really making in-roads in socialite circles.
  Moxie Harper: No matter how much cred you wired out, biochauvinists 
  are still going to view anyone wearing metal as a monstrosity.
  Cacophonous: I support the idea behind making synthmorphs more 
  accepted, but let’s face reality: the cost on these is still far too high. 
  They’re light years beyond the reach of infugees and indentures. Until 
  we have quality, non-stigmatized, affordable shells, all we’re doing 
  here is replicating class divisions.
  
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  GARGOYLE
  Gargoyles are an anthroform synthetic morph designed 
  as a mobile sensor unit. They are used by media, freelance 
  journalists, forensics teams, and anyone who is regularly 
  required to document a situation thoroughly. Though 
  humanoid in shape, gargoyles stand taller than average 
  transhumans for better viewing. Much of their exterior 
  surface is covered in quantum dot camera-displays.
  Enhancements: 360-Degree Vision, Access Jacks, 
  Anti-Glare, Basic Mesh Inserts, Chemical Sniffer, 
  Cortical Stack, Cyberbrain, Enhanced Hearing, 
  Enhanced Smell, Enhanced Vision, Lidar, Mnemonic 
  Augmentation, Nanoscopic Vision, Oracles, Radar, 
  T-Ray Emitter
  Mobility System: Walker 4/20
  Aptitude Maximum: 30 
  Durability: 40 
  Wound Threshold: 8 
  Advantages: +5 INT, +5 to one other aptitude of the 
  player’s choice, Armor 6/6
  CP Cost: 40 
  Credit Cost: Expensive
  Nova Vida: These are quite common on sponsored gate-
  crashing ops these days. They offer more versatility than 
  a standard overseer drone. Cheaper sponsors will stuff an 
  AI into it. 
  Parallax: Actual egos aren’t much better. We were forced 
  to bring a gargoyle tag-along on an op, and they were 
  worse than useless. They had been tasked to “observe 
  only”—meaning they couldn’t be bothered to even pass 
  the ammo. Their training was shit, too—gave away our 
  position on more than one occasion.
  Ruqinzhe: Gargoyles are great for distractions. People get so 
  invested in taking them out or jamming their feeds that 
  they don’t notice the gnats or smart dust.
  
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  GHOST
  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.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Chameleon Skin, Cortical Stack, Adrenal 
  Boost, Enhanced Vision, Grip Pads
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 45
  Wound Threshold: 9
  Advantages:  
  +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to 
  one other aptitude of the player’s choice
  CP Cost: 70
  Credit Cost: Expensive (minimum 40,000)
  Violet Perdido: There’s a trick with chameleon skin where you 
  can shift to translucent. It’s great for grossing people out.
  Ruqinzhe: Last time I tried to get 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 
  genesplicer I know run some scans, turns out I had been 
  given a splicer with some 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 one they’d given me 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.
  
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  GREY
  Originally created as part of a fad based on 
  20th-century images of aliens, the grey morph 
  soon became popular with eccentric scientists and 
  engineers. This morph’s slender and weak-looking 
  body stands only 1.5 meters tall, short compared 
  to modern transhumans. Its distinctive large head 
  and eyes strike many transhumans as disturbing. 
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Clean Metabolism, 
  Cortical Stack, Eidetic Memory, Emotional 
  Dampers, Enhanced Vision, Math Boost
  Movement Rate: 4/20
  Aptitude Maximum: 30 (20 SOM)
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 COG, +5 WIL, +5 to one other 
  aptitude of the player’s choice
  Disadvantages: Uncanny Valley trait
  CP Cost: 25
  Credit Cost: Expensive (minimum 30,000+)
  Sequencer: A lot of people seem to think these are 
  chimeric pods. Nope, they’re modified human stock.
  Tio Silencio: That’s what they want you to think. In truth, 
  they’re crafted from alien genetics rescued from Area 
  51 during the Fall! Or so the conspiracy forums tell me.
  Plasmid: Keeping true to the homage, some of the 
  skincrafters making these things have shifted organs 
  around, changed the blood color, and even included 
  some frivolous parts just so that these don’t look so 
  human when they get cut open. 
  Nezumi: There’s a community of people sleeved in greys in 
  the Martian outback that try to live the “true Martian” 
  lifestyle. Weird lot, for sure, but creative—they’ve 
  produced some interesting eerie architecture.
  
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  GRIEFER
  Based on the case synthmorph design, griefers are used by vandals, terrorists, and dedicated 
  trolls to harass enemies and antagonize the masses. Griefers have embedded sound and 
  holographic display systems so they can easily harass an individual or an entire crowd. 
  They are also typically equipped with numerous hacking tools and software aids, 
  though they do not come with these by default. Most importantly, they are 
  built without cortical stacks, so if they are destroyed, the ego cannot be 
  interrogated through psychosurgery. Griefers are illegal in many habitats, 
  especially in the Planetary Consortium, but DRM-free blueprints are easy to 
  find in many darknets, thus making them a persistent annoyance in some 
  systems. A few habitats have passed laws mandating that killing a griefer is 
  not considered murder, assault, or even destruction of property. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Holographic 
  Projector, Loudspeakers, Mnemonic Augmentation, Puppet Sock
  Mobility System: Walker 4/16
  Aptitude Maximum: 20
  Durability: 20
  Wound Threshold: 4
  Advantages: Armor (4/4)
  Disadvantages: –5 to two aptitudes of the player’s choice, Lemon trait,  
  No Cortical Stack trait, Social Stigma (Griefer) trait
  CP Cost: 5
  Credit Cost: Moderate
  Das Frettchen: I am consistently amazed at the degree to which 
  trolls will go. There’s an oligarch on Luna who pissed someone 
  off either before or during the Fall. He has literally been stalked 
  by griefers every day for the past decade. He’s given up trying to 
  track the source, and his staff just destroy them on sight.
  Callosum: Aphrodite Prime on Venus has had some issues lately with 
  griefer flash mobs. Expect Morningstar to ban these soon.
  Nezumi: I know a scum swarm that runs a griefer obstacle course on 
  a different asteroid every year. Very few survive the traps, snipers, 
  and general mayhem.
  
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  GUARD
  Everyone knows that synthmorphs are tougher and 
  better equipped for serious combat than biomorphs. 
  However, many people in the inner system are not 
  comfortable with using hulking synthmorphs as body-
  guards or security personnel. Instead, some choose this 
  subtle and extremely deadly alternative. This morph’s 
  enhanced senses allow it to more easily detect any 
  threats to the person the user is guarding, and the 
  built-in weaponry and moderate armor make it highly 
  resistant to damage. The synthetic mask disguises it 
  quite effectively as an olympian or fury morph. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Chemical Sniffer, Cortical Stack, Cyberbrain, 
  Cyberclaws, Enhanced Vision, Hand Laser, Lidar, 
  Mnemonic Augmentation, Neurachem (Level 1), 
  Puppet Sock, Synthetic Mask, T-Ray Emitter
  Mobility System: Walker 4/20
  Aptitude Maximum: 30
  Speed Modifier: +1 (Neurachem)
  Durability: 40
  Wound Threshold: 8
  Advantages: +10 SOM, +5 COO, +5 to one other 
  aptitude of the player’s choice, Armor 12/12
  CP Cost: 60
  Credit Cost: Expensive (minimum 60,000+)
  DELUXE VARIANT
  This morph is used by both top-of-the-line security 
  personnel and wealthy and powerful people who 
  worry about kidnapping and similar threats and wish 
  to be able to personally respond to any problems.
  Enhancements: Add Nanophages, Weapon Mount 
  (Microwave Agonizer, Concealed)
  Durability: 50
  Wound Threshold: 10
  Advantages: Add +5 REF
  CP Cost: 75
  Credit Cost: Expensive (minimum 80,000+)
  Eludere: Last op I was on, we had to arrange a private conversation with a triad boss. 
  His three sylph companions turned out to be guards who put up a lot more of a 
  fight than we expected. Our quiet snatch job turned into a shredded club and loads 
  of collateral damage. Had to resleeve two of my team. Lesson learned: scan those 
  bodyguards thoroughly next time.
  Pivo: The trick to spotting a shell with a synthetic mask is to really take a look at the 
  thermal signature. On a close analysis, you’ll find hot and cold spots that deviate from 
  standard biomorph sigs. They did a pretty great job getting it right on these guard 
  morphs, though it depends on the manufacturer and model.
  
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  HAZER
  Hazers are tall, fine-boned morphs, lightly muscled but 
  heavily insulated against loss of body heat. Even with all 
  of their augmentations, hazers can’t survive exposure to 
  the frigid atmosphere of Titan—but they can handle it 
  slightly longer than other morphs. Hazers tend to be fair 
  and slender, with chiseled features. Some have features 
  so angular or elfin that their beauty is alien and unset-
  tling to other human phenotypes. Striking Looks and 
  Uncanny Valley are both common morph traits.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Enhanced Vision, Radiation Sense, Respirocytes, 
  Temperature Tolerance (Improved Cold)
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35 
  Wound Threshold: 7
  Advantages: +5 COO, +5 WIL, +5 to two other apti-
  tudes of the player’s choice
  CP Cost: 35
  Credit Cost: Expensive
  Chiro: You never used to see these outside of 
  Titan, but they’ve been popping up all over 
  the Jovian and Saturnian systems lately. 
  Word is they’re popular on gate ops too.
  Qi: There was some sort of incident with 
  the main microcorp that produces for the 
  Commonwealth. Rumor is they euthanized 
  a whole generation of force-growth clones 
  and shut down production for a good 
  two months. Whatever happened, they’re 
  keeping a tight lid on it.
  
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  HIBERNOID
  Hibernoids are transgenic-modified humans 
  with heavily altered sleep patterns and meta-
  bolic processes. Hibernoids have a decreased 
  need for sleep, requiring only 1–2 hours a 
  day on average. They also have the ability to 
  trigger a form of voluntary hibernation, effec-
  tively stopping their metabolism and need for 
  oxygen. Hibernoids make excellent long-du-
  ration space travelers and habtechs, but these 
  morphs are also favored by personal aides and 
  hypercapitalists with non-stop lifestyles.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Cortical Stack, 
  Hibernation
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 INT, +5 to one other aptitude 
  of the player’s choice
  CP Cost: 25
  Credit Cost: Expensive
  Delta-V: True fact, my original body was hibernoid. My parents were both flight crew in the early 
  space days, and some of the first to be given hibernoids for their jobs. They liked their morphs 
  so much they purchased breeding rights from their corp. I don’t think they really considered the 
  ramifications of a kid that would sleep only a few hours at a time for weeks, then crash for a 
  week straight.
  Callosum: I imagine that impacted your sleeping rhythms later in life?
  Delta-V: The first time I sleeved a morph without the circadian hacks, I thought it was defective. I 
  still can’t believe it was normal for people to sleep that much on a daily basis. 
  
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  HULDER
  Hulder are engineered for survival in the Titanian wilds. In 
  silhouette, their bodies resemble a long-legged great auk, 
  though viewed up close, the resemblance to a bird ends. Hulder 
  have no feathers, but rather smooth, rubbery charcoal or black 
  skin covering a thick layer of nano-augmented blubber. What 
  resembles a thick bill from a distance is actually a seamless 
  protrusion of the face, packed with sensory augmentations. 
  Hulder stand 2 meters tall and weigh on average 135 kilo-
  grams. Their sensory organs, webbed feet, and fingers are  
  all cybernetic.
  Hulder can only tolerate temperatures hospitable to baseline 
  transhumans for short periods of time. In the open, they must 
  balance their bodies’ chemical reservoirs with other hulder 
  and caribou once per month or with a chemical reserve 
  pack. A typical band of 2–6 hulder and 10–20 caribou can 
  go about a year before having to visit a hab or a station 
  like Huvudskär to replenish chemical reserves.
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave 
  Armor (Light), Cortical Stack, Digging Claws, Direction 
  Sense, Enhanced Vision, Long-Term Life Support, 
  Oxygen Reserve, Radiation Sense, Swim Bladder, T-Ray 
  Emitter, Temperature Tolerance (Cryonic)
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8 
  Advantages: +5 SOM, +10 WIL, +5 to one other aptitude of 
  player’s choice
  Disadvantages: Temperature Intolerance (Warm)
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 50
  Credit Cost: Expensive (Minimum 40,000+)
  Chiro: The original hulder genetics were stolen by a group of exhumans shortly after the 
  Fall. I can only imagine they’re making use of them somewhere.
  Nevermore: I saw a scum wearing one of these on Extropia a few weeks back. He’d done 
  some custom biosculpt on it and had a whole pack of swarm cats following him around. 
  Said he was an ego hunter for his swarm and was tracking down a bounty head.
  
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  HYPERBRIGHT
  This morph is an attempt by a research team on Bright 
  to create a successor to the menton, making it the 
  most intelligence-enhanced morph ever created. Work 
  on the hyperbright morph has been plagued with 
  difficulties, as the designers attempt to push technical 
  limits, creating a morph that can work at peak effi-
  ciency without distraction for long periods of time. In 
  an effort to create a morph that proves their design 
  and earns some positive reputation for their project, 
  the creators took short cuts that caused the morph 
  to have several distinctive and potentially annoying 
  quirks, including an inherent need for drugs to stabi-
  lize its exotic neurochemistry. The result is a morph that 
  is instantly recognizable by the brightly colored bony 
  crest along the skull that helps cool its brain. Despite 
  its quirks, the hyperbright has gained a small following 
  among a number of scientists and engineers, especially 
  since it has been optimized for use in the low-g envi-
  ronments of the outer system. When created or used 
  on Bright, this morph is usually also fitted with parallel 
  processor nanoware (p. 189, Rimward). 
  Implants: Basic Biomods, Basic Mesh Inserts, Circadian 
  Regulation, Cortical Stack, Eidetic Memory, 
  Endocrine Control, Grip Pads, Hyper-Linguist, Math 
  Boost, Mental Speed, Prehensile Feet
  Movement Rate: 4/20
  Aptitude Maximum: 40 (COG and INT), 30 (all others)
  Durability: 35
  Wound Threshold: 7
  Advantages: +15 COG, +10 INT, +5 WIL, +5 to one other 
  aptitude of the player’s choice
  Disadvantage: Addiction (minor, to comfurt), Fast 
  Metabolism, Uncanny Valley
  CP Cost: 70
  Credit Cost: Expensive (Minimum 40,000+)
  Moxie Harper: I wouldn’t mind this morph so much if everyone who sleeved it didn’t become such an 
  insufferable know-it-all.
  Skinwalker: Ever hung with a hyperbright who’s off their meds? They’re kinda … weird. They definitely 
  start to head off into neurodiverse mind spaces.
  Callosum: This is just something we’ll be seeing more and more of. What we consider neurotypical now 
  is not going to be around much longer.
  Just Mortal: The rumors of humanity’s death are greatly exaggerated.
  
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  HYPERGIBBON
  Built from siamang genestock, the largest of the lesser apes, 
  hypergibbons are often mistaken for uplifts, although this is 
  not the case. The gibbon was never a candidate for uplift due 
  to a brain anatomy considerably more primitive than great apes. 
  With the addition of a cyberbrain, though, they make excellent 
  pods. Many primate uplifts choose hypergibbons in place of 
  other pods or when they need something small like a neotenic.
  Hypergibbons stand about 1 meter tall, weigh 15 kilograms, 
  and typically have black fur and skin (although bodysculpting 
  permits many variations). They have inflatable throat sacks that 
  allow melodious calls that carry great distances. Their wrists 
  feature a ball-and-socket joint and also naturally dislocate to 
  enable easier swinging by the arms.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, 
  Cyberbrain, Mnemonic Augmentation, Prehensile Feet, 
  Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 INT, +5 REF, +10 Climbing skill, +20 
  Freerunning skill, Limber (Level 2) trait
  Disadvantages: Social Stigma (Pod)
  Notes: Non-Human Biochemistry trait, Small Size trait
  CP Cost: 30
  Credit Cost: Expensive
  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 my home for my forks as I need them. 
  They’re very handy for home projects—they can get into anything, and their energy is infectious.
  
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  INFOMORPH
  Voight-Kampf: I know what you’re thinking: what’s to know about 
  being data? Well the type of eidolon you choose to process your 
  mind-state can make a big difference. Maybe uploads don’t feel 
  it as much as infolife, but to us the differences are drastic, like the 
  difference between a case and a savant.
  Callosum: It’s common practice for hypercorps that use indentures 
  infomorphs to modify the code as part of the contract. Usually it’s 
  low-level stuff—cognitive limiters and endorphine synthesizers to 
  make you work fast and stupid—but Cognite and a few others 
  experiment with “loyalty enhancement” tweaks, including specifi-
  cally tailored anxiety disorder analogues that make people nervous 
  if they think about shirking work.
  Nezumi: If this is true, it would explain why Cognite snapped up a 
  bunch of those Nine Lives guys during that recent dust-up on Legba.
  Scent.In.Hell: Horse shit, this is just typical anarchist propaganda 
  meant to smear hypercorps.
  Infomorphs are digital-only forms—they lack a 
  physical body. Infomorphs are sometimes carried by 
  other characters instead of (or in addition to) a muse 
  in a ghostrider module. Full rules for infomorphs 
  can be found on p. 265, EP, and p. 138, Transhuman.
  Enhancements: Mnemonic Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Disadvantages: No physical form
  CP Cost: 0
  Credit Cost: 0
  EIDOLONS
  The basic infomorph shell is a software mind-emu-
  lation package that runs an ego. The default info-
  morph is much like a digital version of a flat, in that 
  it does not enjoy the cognitive or other aptitude 
  bonuses common to other physical morphs. Other 
  varieties of infomorph shells exist, however. Known 
  as eidolons, these digital morphs include routines 
  that bolster an ego’s innate capabilities and often 
  come equipped with pre-installed plug-ins and 
  upgrades. Eidolons follow all of the normal rules for 
  infomorphs, except as noted here.
  When an ego is uploaded, it can choose to run 
  on an eidolon instead of the standard infomorph 
  shell (p. 145, EP). The eidolon software must be 
  purchased or otherwise acquired, just like an info-
  morph or any other morph. Integration, Alienation, 
  and Continuity Tests are called for, just as with a 
  physical resleeving. Because the ego is mapped 
  and formatted to the particular eidolon, if the ego 
  is copied or forked to a basic infomorph or other 
  eidolon, another set of Integration, Alienation, and 
  Continuity Tests must be made. 
  Note that eidolons, like basic infomorphs, are 
  software emulations of the hardware used by cyber-
  brains. Characters in physical morphs with cyber-
  brains cannot make use of eidolons because the 
  eidolon is discarded when the ego is loaded onto 
  the cyberbrain hardware.
  While alpha forks can be installed in eidolons, 
  neither beta forks nor AIs have the full potential to 
  make use of an eidolon’s capabilities. 
  
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  INFOMORPH EIDOLONS
  SAGE
  This cutting-edge eidolon is too new to have seen 
  widespread adoption by scientists and academics, 
  but its popularity is spreading among intellectuals, 
  researchers, and others who can afford it. 
  Enhancements: Eidetic Memory, Hyper Linguist, 
  Math Boost, Mnemonic Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Advantages: +10 COG,  
  +5 to one other aptitude of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive (minimum 40,000)
  SCHOLAR
  Most voluntary infomorphs value intelligence 
  above physical prowess and so this is one of the 
  most popular eidolons. It is a simple and relatively 
  powerful eidolon which has no frills and is afford-
  able by most well-off infomorphs. 
  Enhancements: Eidetic Memory, Mnemonic 
  Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Advantages: +5 COG, +5 INT
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  SLAVE
  No one other than a handful of bizarre eccentrics 
  voluntarily uses this eidolon. It is specifically designed 
  as a means to control infomorphs who are being used 
  as slaves. One common use of this eidolon is sending 
  an infomorph on a mission where the sender wishes to 
  insure the infomorphs complete and total obedience.
  Enhancements: Copylock, Mnemonic Augmentation 
  Aptitude Maximum: 40
  Speed Modifier: +2
  Disadvantages: Modified Behavior (Level 2: Blocked 
  disobedience to a particular person/group), −10 WIL
  CP Cost: 5
  Credit Cost: Moderate
  WIREHEAD
  Regardless of whether an infomorph controls figh-
  tercraft, tiny surveillance drones, or attack robots, 
  this high-end eidolon is one that almost all people 
  in those professions wish they had access to.
  Enhancements: Increased Speed, Mental Speed, 
  Mnemonic Augmentation, Panopticon
  Aptitude Maximum: 40
  Speed Modifier: +3 (includes Increased Speed)
  Advantages: +10 REF,  
  +5 to one other aptitude of the player’s choice
  CP Cost: 60
  Credit Cost: Expensive (minimum 60,000)
  AGENT
  While some infomorphs who work in network 
  security and penetration testing use this eidolon, it 
  is most popular with hackers and criminals. Many 
  users also purchase the digital veil plug-in.
  Enhancements: Eidetic Memory, Hacking Alert, 
  Mental Speed, Mnemonic Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Advantages: +5 COG,  
  +5 to one other aptitude of the player’s choice
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  DIGIMORPH
  This budget eidolon is one of the cheapest avail-
  able. While it has only modest bonuses, it is highly 
  customizable and widely used.
  Enhancements: Mnemonic Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Advantages:  
  +5 to one aptitude of the player’s choice
  CP Cost: 25
  Credit Cost: Expensive
  ELITE
  Designed for performers, celebrities, and individ-
  uals who work with such people, this eidolon allows 
  users to be more charismatic and persuasive, while 
  also providing with them the ability to think on their 
  feet by speeding up their thoughts in order to give 
  themselves more time to consider their responses.
  Enhancements: Mental Speed, Mnemonic 
  Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Advantages: +5 INT, +5 SAV
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  HOT SHOT
  When you really want to pilot a high-speed space-
  craft, you don’t want to have to worry how your 
  squishy biomorph is going to hold up under high-g 
  maneuvers. This eidolon is quite popular among 
  fightercraft pilots as well as among infomorphs who 
  specialize in controlling and directing robots. 
  Enhancements: Increased Speed, Mnemonic 
  Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +3 (includes Increased Speed)
  Advantages: +5 REF,  
  +5 to one other aptitude of the player’s choice
  CP Cost: 35
  Credit Cost: Expensive (minimum 35,000)
  
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  JENKIN
  The handiwork of scum genehacker 
  Neville Orsonglass, the jenkin is a 
  byproduct of desperate measures taken 
  during the Fall. The original model was 
  simply the designer’s attempt to keep 
  him and his crewmates alive on a ship 
  with failing life support and recycling 
  systems. From there, it has evolved into 
  the ultimate survivor’s morph, though 
  the definition of “survivor” has now been 
  extended to “can take all of the drugs and 
  still function sexually.” This seems to be a 
  selling point with the scum. Despite the 
  morph’s stooped posture, rat-like features, 
  and pungent personal aroma, the implau-
  sibly sized secondary sexual characteristics 
  make it the life of certain kinds of parties.
  Enhancements: Basic Biomods, Basic 
  Mesh Inserts, Cortical Stack, Cyberbrain, 
  Digestive Symbiotes, Enhanced 
  Pheromones, Enhanced Respiration, 
  Enhanced Smell, Hibernation, 
  Mnemonic Augmentation, Possum 
  Cache, Prehensile Tail, Puppet Sock, 
  Temperature Tolerance, Toxin Filters
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 INT, +5 REF, +5 SOM, Bite 
  Attack (1d10 + 1 DV, AP –1)
  Disadvantages: Social Stigma (Pod) trait, 
  Unattractive (Level 2) trait
  CP Cost: 20
  Credit Costs: High in scum swarms, 
  Expensive (minimum 40,000) elsewhere
  Stitch: I’m honestly surprised it took this long to get a human-rat hybrid.
  Moxie Harper: How long before these are all the rage in socialite circles?
  Nezumi: No one is going to mention the pheromones? These aren’t the normal kind, 
  that you can’t actually smell—it’s more like a musk. Simply put, these things stink, 
  and suits they wear or furniture they sit on for a period of time acquire that smell.
  Qi: The last scum group I hung with thought the scent marking aspect was hilarious. 
  Every time a new arrival joined the fleet, a handful of jenkin-sleeved scum would rush 
  to greet them and rub themselves all over the new arrivals’ stuff.
  
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  KITE
  This small shape-shifting 
  synthetic shell is capable of 
  flight no matter the atmo-
  spheric environment—or lack 
  thereof. Its default mode is 
  turbofan-driven rotorcraft; 
  its light weight allows it to fly 
  and hover even in thin atmo-
  spheres and heavy gravities. 
  In streamlined ionic mode, it 
  can travel at high speeds and 
  maneuver in hurricane-force 
  winds. In vacuum, it can drive 
  itself with thrust-vector nozzles. 
  Sometimes called “multifliers,” 
  kites are popular among gate-
  crashers and gatehoppers due to 
  their adaptability and usefulness for aerial 
  recon and surveys.
  Enhancements: Access Jacks, Anti-
  Glare, Basic Mesh Inserts, Chemical 
  Sniffer, Cortical Stack, Cyberbrain, 
  Direction Sense, Enhanced Hearing, 
  Enhanced Vision, Lidar, Mnemonic 
  Augmentation, Radar, Shape Adjusting, 
  T-Ray Emitter, Wings
  Mobility System: Ionic 12/40, Thrust 
  Vector 8/40, Walker 2/8, Winged 8/32
  Aptitude Maximum: 25
  Durability: 20
  Wound Threshold: 4
  Advantages: +5 to one aptitude of the 
  player’s choice, Armor (2/2)
  Notes: Small Size trait
  CP Cost: 30
  Credit Cost: High
  ULTRA KITE VARIANT
  Ultra kites are humanoid-sized versions of 
  kite morphs. 
  Durability: 50
  Wound Threshold: 10
  Advantages: Armor 6/6
  Notes: Does not have the Small size trait
  CP Cost: 55
  Credit Cost: Expensive (minimum 55,000+) 
  Nova Vida: Having kites in the group has saved a gatecrashing op I’ve been 
  on more than once. Never underestimate the value of eyes in the sky.
  Rivet: Their light weight and small size are a disadvantage in high-speed 
  atmospheres. They just get tossed around like ping-pong balls. If the 
  winds are serious, take the ultra kite model.
  
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  LUNAR FLYER
  This morph is a version 
  of the exalt morph that 
  has been adapted to fly 
  in Earth normal air pressure 
  as long as the gravity is 0.2 g or 
  less. Though this morph is available 
  on other low-g worlds and habitats, it 
  was developed for and is primarily found 
  on Luna. This morph resembles a typical 
  exalt morph, except that it is lightly built, 
  has larger lungs, and has feathered wings 
  with a wingspan of 3 meters. The wings 
  come out of the back torso and leave the 
  morph’s hands and wrists unhindered. The 
  wings may also be folded behind the body.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Clean Metabolism, Cortical 
  Stack, Enhanced Vision, Wings
  Movement Rate: 4/20, Winged 8/40
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 COG, +5 COO, +5 
  to two other aptitudes—player’s 
  choice
  CP Cost: 35
  Credit Cost: Expensive
  Nezumi: These are exploding in popularity. I’ve seen them all over low grav habs in the Belt and 
  rimward.
  Skinwalker: The wings are a bit clumsy to handle sometimes, especially in confined quarters, and 
  I’ve had some uncomfortable back aches after flying too long. I prefer morphs that integrate the 
  wings and arms together.
  Expat: A hypercorp called FormeVital has a lunar flier model with wing-arms.
  
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  MARTIAN ALPINER
  Alpiners were a relatively common biomorph 
  design on early frontier Mars, when tempera-
  tures and atmospheric pressure had not 
  yet risen to present levels. Now they are 
  found predominantly in the city of Olympus, 
  where environmental conditions will always 
  be incredibly harsh. Avid rock climbers and 
  outdoor types also favor this morph, and in 
  recent years it has enjoyed an unusual vogue 
  among chic urbanites going for a rough-and-
  ready look without sleeving in the more de 
  classe ruster morph.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Direction Sense, Grip Pads, 
  Low Pressure Tolerance, Oxygen Reserve, 
  Respirocytes, Temperature Tolerance 
  (Improved Cold)
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 SOM, +10 Climbing skill
  Disadvantages: Fast Metabolism trait, 
  Planned Obsolescence trait
  CP Cost: 30
  Credit Cost: Expensive
  Violet Perdido: Worth it over a ruster, if you have the choice.
  Voight-Kampff: There’s a statistical anomaly worth noting: among people reported 
  missing in the Martian outback, an unusually high percentage were sleeved in 
  alpiner morphs.
  Jake Carter: Arguably, alpiner-clad types are more likely to engage in behavior that 
  carries some risk (mountaineering, rock climbing, hiking), but that is an interesting 
  thing to note.
  
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  MENTON
  Mentons are genetically modified to 
  increase cognitive abilities, particularly 
  learning ability, creativity, attentive-
  ness, and memory. Rumors exist of 
  super-enhanced mentons with more 
  extreme intelligence mods, but brain-
  hacking is notoriously difficult, and 
  many attempts to redesign mental 
  faculties result in impaired functioning, 
  instability, or insanity.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Eidetic 
  Memory, Hyper Linguist, Math Boost
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 COG, +5 INT, 
  +5 WIL, +5 to one other aptitude of 
  the player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Sun Bu’er: I wore one of these for about a year. I still 
  lost things all the time, misread social cues, and 
  walked into traffic while daydreaming. Smarts are 
  no substitute for common sense.
  Psychscaper: A ten-year study on people who sleeved 
  mentons and then resleeved to a morph without 
  intelligence mods has shown a strong correlation 
  with depression and substance abuse.
  Sequencer: Once you go brainiac, you can’t go back.
  
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  MIMIC
  In its basic form, with its limbs retracted, a mimic morph resembles a spare (p. 92) and is only a bit larger 
  than a human head. With its four pencil-thin telescoping legs fully extended, it can stand up to two 
  meters tall, and its arms can also each reach up to two meters from the morph. These limbs can all be fully 
  retracted and the user can also alter the morph’s shape and appearance, causing it to look like almost any 
  small object such as a briefcase, cleaning robot, or household appliance. This morph can easily fit through 
  small spaces and hide itself with great ease and is ideal for infiltration and sabotage missions. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain,  
  Enhanced Vision, Extra Limbs (4 Legs, 2 Arms), Grip Pads, Mnemonic Augmentation,  
  Puppet Sock, Shape Adjusting, Skinflex, Telescoping Limbs
  Mobility System: Walker 5/24 (2/8 with limbs mostly retracted)
  Aptitude Maximum: 30 (20 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 COO, +5 to one other aptitude of the player’s choice, Armor 4/4
  Disadvantages: Social Stigma (Clanking Masses) trait
  Notes: Small Size trait
  CP Cost: 25
  Credit Cost: Expensive (minimum 30,000)
  Stitch: The drawback to mimicking things is that people sometimes expect 
  you to be what you’re pretending to be. One time I was scouting an arms 
  dealer’s warehouse and the guards came around, so I made like a small 
  cargo container. Next thing I knew, I was loaded up in a pressurized vessel 
  and on my way to the Main Belt. Wasn’t able to reconnect with my team 
  for 6 months.
  Ruqinzhe: That’s nothing. I made like a kitchen appliance once, but when I 
  didn’t work like expected, I was tossed directly into the kitchen disassem-
  bler. Luckily the disassembler was smart enough to recognize and not take 
  apart my stack, and my crew rescued me later.
  
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  NAUTILOID
  Nautiloids are a hybrid of short-range spacecraft and submersible capable of holding up to six passengers and their 
  gear. The morph is shaped like a van-sized nautilus, with crew space in the head and shell. A cluster of tentacular limbs 
  mounted under the observation ports in the head provide both fine and brute force manipulation. Originally created for 
  comet and asteroid mining, the design also proved useful for oceanic exploration by gatecrashing teams and Europans.
  The morph’s interior includes a desktop cornucopia machine and a maker. It can deploy a pair of retractable 
  pontoons for stability when floating on a liquid surface. A nautiloid’s life support system can support its occupants 
  for up to three months before replenishing—indefinitely if it has a source of hydrogen and oxygen. Nautiloids include 
  radiation shielding, a small airlock, and a healing vat.
  The nautiloid is also available as a bot with no cyberbrain for the same cost. The bot version has no aptitude bonuses.
  Enhancements: Basic Mesh Inserts, Cortical Stack, Cyberbrain, Echolocation, Extra Limbs (8 Arms, 2 Tentacles), 
  Hydrostatic Pressure Adaptation, Industrial Armor, Internal Rocket, Mnemonic Augmentation, Pneumatic Limbs (2 of 
  the Arms), Puppet Sock, Radar, Radiation Sense, Swim Bladder, Telescoping Limbs (2 of the Arms), T-Ray Emitter
  Mobility Systems: Internal Rocket 8/40, Submarine 8/40
  Aptitude Maximum: 30
  Durability: 200
  Wound Threshold: 40
  Advantages: +5 SOM, +5 to two other aptitudes of the player’s choice, Armor 10/10 (20/20 with Industrial Armor)
  Notes: Very Large Size trait
  CP Cost: 155
  Credit Cost: Expensive (150,000)
  Delta-V: Something about carrying a crew around inside me really triggers my mothering instincts.
  Psychscaper: That’s intentional. It’s a feature added to many vehicle cyberbrains; the urge to protect 
  helps avoid situations where you forget about passengers entirely, to their detriment.
  
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  NEO-AVIAN
  Neo-avians include ravens, crows, and gray parrots 
  uplifted to human-level intelligence. 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 transgenic 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 accompanied with an opposable 
  thumb. Neo-avians have adapted well to microgravity envi-
  ronments, and are favored for their small size and reduced 
  resource use.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Ultraviolet Vision, Wings
  Movement Rate: 4/20, Winged 8/40
  Aptitude Maximum: 25 (20 SOM)
  Durability: 20
  Wound Threshold: 4
  Advantages: Beak/Claw Attack (1d10 DV, AP –1,  
  use Unarmed Combat skill), +5 INT, +10 REF,  
  +5 to one other aptitude of the player’s choice
  Notes: Non-Mammalian Biochemistry trait, Small Size trait
  CP Cost: 25
  Credit Cost: Expensive
  Skinwalker: I sleeved a neo-parrot skin once. I lost track of the number of times I was hit with 
  “bird brain” slurs. It really gave me a new perspective on what uplifts have to put up with.
  Nevermore: A lot of tourists take a neo-avian sleeve, thinking they’re going to experience the 
  life-long dream most humans seem to have of flying. Then they crash into a wall five or six 
  times, realize they have no knack for it, and go back to their featherless forms.
  
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  NEO-BELUGA
  Neo-belugas are the smallest and most numerous of the 
  surviving whale uplifts, ranging 5.5 meters in length on 
  average. They are white-skinned with no dorsal ridge, 
  toothed, and have the distinction of being the only 
  whale that can swim backwards.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Echolocation, Enhanced Hearing, Oxygen 
  Reserve
  Movement Rate: Swim 16/40
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other 
  aptitude of the player’s choice, +40 Swimming skill, 
  Ramming Attack (1d10 DV)
  Disadvantages: Neo-belugas lack a sense of smell
  Notes: Large Size trait, Non-Human Biochemistry trait
  CP Cost: 45
  Credit Cost: Expensive (minimum 40,000)
  Skinwalker: My biggest issue with this morph was getting used to swal-
  lowing things whole, without chewing them.
  Cymascopist: Look for the price tag on these morphs to shoot up soon. 
  Somatek has seen steadily declining profits on it since roll-out, and there’s 
  just not a large enough population of uplifted belugas to make it worth 
  their while to develop new iterations.
  Pivo: There’s a group of neo-beluga uplifts looking to buy out Somatek’s 
  genetic IP just to open source it all.
  
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  NEO-DOLPHIN
  The uplifted versions of various dolphin species are 
  very similar to baseline dolphins physiologically. 
  Thanks to the oxygen reserve implant, neo-dolphins 
  can stay underwater for longer (Cerean dolphins have 
  gills installed, as the subcrustal sea has no breathable 
  atmosphere above it). Common neo-dolphin germlines 
  lack hands or other limbs, though cybernetic arms or 
  even bioware enhancements are not uncommon. 
  Neo-dolphin morphs are very rare, since there are few 
  habitats that can support them, and they are almost 
  never found apart from aquatic environments.
  Implants: Basic Biomods, Basic Mesh Inserts,  
  Cortical Stack, Echolocation, Enhanced Hearing, 
  Oxygen Reserve
  Movement Rate: Swim 16/48
  Aptitude Maximum: 25
  Durability: 30 
  Wound Threshold: 6
  Advantages: +5 COO, +5 INT, +5 SOM,  
  +5 to one other aptitude of the player’s choice,  
  +40 Swimming skill, Ramming Attack  
  (1d10 DV, use Unarmed Combat skill)
  Disadvantages: Neo-dolphins lack a sense of smell
  Notes: Non-Human Biochemistry trait
  CP Cost: 40
  Credit Cost: Expensive (minimum 35,000)
  Plasmid: Some dolphin strains incorporate a vertebrae hack taken from belugas, which allows them 
  to turn their heads laterally, so they can see what’s sneaking up on them without needing to 
  turn their body.
  Cymascopist: A popular modification among the uplifted dolphins has been to get further rein-
  forcement on the entire head and neck area to allow for better ramming.
  Pivo: Ah that explains it, I thought my group had been hit by some sort of experimental pod or 
  synth cetacean on an op recently. We thought there was no way a biomorph could hit that hard. 
  These guys were moving way fast, too.
  
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  NEO-GORILLA
  Neo-gorillas were uplifted in the same manner 
  as the other neo-hominids and share the same 
  characteristics, though they are not quite as 
  adept at climbing. They stand roughly as tall 
  as humans, though they have stronger and 
  larger frames.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Prehensile Feet
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 INT, +10 SOM, +5 to one 
  other aptitude of the player’s choice
  Notes: Non-Human Biochemistry trait
  CP Cost: 35
  Credit Cost: Expensive (minimum 30,000)
  Moxie Harper: The prevalence of 
  gorillas in certain pop culture 
  products has made this a popular 
  morph among those that want to 
  project a certain air of toughness 
  and, dare I say, badassery without 
  having to go synth. 
  Cacophonous: Uplifted homs in 
  general, and particularly uplifted 
  gorillas, have been dealing with 
  the backlash of these media 
  depictions. A lot of people see 
  neo-gorillas and automatically 
  think they’re thugs or mobbed up 
  with some syndicate.
  
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  NEO-HOMINID
  (BONOBOS, CHIMPS, ORANGUTANS)
  Neo-hominids include both uplifted chimpanzees, bonobos, 
  and orangutans. All feature enhanced intelligence and 
  bipedal frames. They walk upright, though some (particularly 
  neo-orangutans) are known to knuckle-walk or switch to all 
  fours when injured or in times of stress. All are great climbers, 
  and their prehensile feet help both with climbing and maneu-
  vering in microgravity environments. They retain the body 
  hair of their forebears, though it is a common cultural practice 
  to dye, stylize, or otherwise manipulate their hair in certain 
  communities. Transgenic vocal systems allow them to speak as 
  humans do.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, 
  Prehensile Feet
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other 
  aptitude of the player’s choice, +10 Climbing skill
  Notes: Non-Human Biochemistry trait
  CP Cost: 25
  Credit Cost: Expensive
  Callosum: Even though some body banks lump the neo-hominid species 
  together, it’s worth knowing that they don’t all feel the same.
  Skinwalker: Bonobo neural architecture and natural hormonal levels are 
  not for the inexperienced. If you’re new to the morph, you may want 
  to request the special cocktail of hormones that brings their responses 
  more in line with human norms. If you think you want to go “full 
  bonobo,” then step down off the inhibitors over a period of days; 
  don’t try to cold turkey it.
  Sun Bu’er: While chimps are probably the most numerous and bonobos 
  the most notorious, the orangs often get overlooked. Truth is, all the 
  neo-orang uplifts I’ve ever known are totally mellow gals and guys. 
  Having sleeved into an orang on a skeleton crew mining op once , I 
  can see why. The morph is just so smooth and easy, the closest I can 
  come to it in my splicer is when I’m doing tai chi; it just flows. You’re 
  powerful but not obvious about it.
  
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  NEO-NEANDERTHAL
  Cacophonous: First person to make a low-brow joke 
  gets cut.
  Shark-Souled: There’s a small but efficient 
  neo-neanderthal terrorist outfit that has bombed 
  several body banks that offered neanderthal 
  morphs to non-neanderthals. They argue that as 
  a species, they should be in control of their own 
  genetics. They’ve even gone so far as “repos-
  sessing” morphs that were in use.
  This morph is based on fossilized Neanderthal DNA, uplifted and enhanced to transhuman equivalence. 
  Neanderthal morphs look like muscular humans with a heavy bone structure, distinctively long skulls, heavy 
  brow ridges, and weak chins. Pale complexions and red hair are common features.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COG, +5 INT, +10 SOM, +5 to one other 
  aptitude of the player’s choice
  Notes: Non-Human Biochemistry trait
  CP Cost: 40
  Credit Cost: Expensive
  
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  NEO-ORCA
  Shark-Souled: Having seen the morph variants tailored for neo-avians, 
  neo-octopi, and neo-hominids, a lot of neo-orcas are clamoring for some-
  thing more updated. There’s nothing wrong with the neo-orca morph per 
  se, but there’s only so much dermal plating and enhanced muscles can do. 
  Cacophonous: By “a lot of neo-orcas,” you mean Rising Tide, yes? They’re 
  not satisfied with how many innocents they can kill with a multi-ton 
  biological killing machine anymore?
  Shark-Souled: Not just Rising Tide, though this is an issue they’ve been 
  using to garner new recruits. In fact, a lot of uplifted cetaceans feel we’ve 
  gotten the short end of the stick when it comes to morph variety.
  Cymascopist: She’s not wrong, other than the surya most of our options are 
  just genetweaked versions of the originals. The neo-orcas are just being a 
  little more assertive about it than the rest of us.
  Though colloquially referred to as killer whales, orcas are actually members of the dolphin family. 
  The average neo-orca length is 7 meters for males, 6 meters for females. Males also have larger and 
  more triangular pectoral fins. 
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, 
  Oxygen Reserve
  Movement Rate: Swim 16/60
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice,  
  +40 Swimming skill, +20 Unarmed Combat skill, Bite Attack (2d10 DV, use Unarmed Combat skill)
  Disadvantages: Neo-orcas lack a sense of smell
  Notes: Large Size trait, Non-Human Biochemistry trait
  CP Cost: 60
  Credit Cost: Expensive (minimum 50,000)
  
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  NEO-PIG
  Uplifted pig morphs are bipedal and feature trans-
  genic hands, feet, and vocal systems. They tend to 
  be slightly shorter than the average transhuman but 
  much stockier. Males grow tusks from their lower jaws.
  Implants: Basic Biomods, Basic Mesh Inserts,  
  Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 SOM, +5 to one other aptitude of the 
  player’s choice
  Notes: Non-Human Biochemistry trait
  CP Cost: 20
  Credit Cost: High
  Plasmid: Since someone always asks: yes, 
  some models still have the corkscrew geni-
  talia. Others don’t. If that’s the sort of thing 
  that interests you/squicks you out, I suggest 
  asking first.
  Skinwalker: Another solid morph but, ugh, so 
  many bad bacon jokes. 
  Qi: Speaking of neo-pigs and jokes, an 
  anarchist collective that goes by the name 
  Blackhawk Pharm recently hacked an entire 
  order of replacement morphs for a Direct 
  Action VIP security squad, replacing all of 
  their olympians with neo-pigs. They didn’t 
  have the time to arrange for new morphs, 
  and the vid of them protecting their clients 
  went viral and became a scandal in certain 
  social circles. Y’know, the bigoted kind.
  
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  NEO-PORPOISE
  Neo-porpoises are smaller but very similar to neo-dolphins and are much like their baseline rela-
  tives. They average 2.5 meters in length.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, 
  Oxygen Reserve
  Movement Rate: Swim 16/56
  Aptitude Maximum: 25
  Durability: 25 
  Wound Threshold: 5
  Advantages: +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +50 Swimming 
  skill, Ramming Attack (1d10 DV), 
  Disadvantages: Neo-porpoises lack a sense of smell
  Notes: Non-Human Biochemistry trait
  CP Cost: 35
  Credit Cost: Expensive (minimum 30,000)
  Shark-Souled: Fast and small, and if you add chameleon skin, you have the 
  perfect aquatic scout. Manufacturers have started making smaller models 
  to meet the demand for both security and for sporting enthusiasts who 
  enjoy the ability to dart among undersea obstacles.
  Cymascopist: Your comment highlights an issue for many uplifts. For us 
  these morphs are our most natural bodies. Ideally, we’d like them to be a 
  fusion of what we have evolved into and modern functionality. But uplifts, 
  particularly cetaceans, are such a minority of the market for these morphs 
  that we get edged out in favor of the demands of big-budget military 
  contractors and tourists. What this means is that we often end up with 
  morphs that are not optimized for us, but rather for homo saps.
  
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  NEOTENIC
  Neotenics are transhumans modified to retain a 
  child-like form. They are smaller, more agile, inquis-
  itive, and less resource-depleting, making them 
  ideal for habitat living and spacecraft. Some people 
  find neotenic sleeves distasteful, especially when 
  employed in certain media and sex work capacities.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 30 (20 SOM)
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 COO, +5 INT, +5 REF, +5 to one 
  other aptitude of the player’s choice
  Disadvantages: Social Stigma (Neotenic) trait
  Notes: Small Size trait
  CP Cost: 25
  Credit Cost: Expensive
  Psychscaper: These are illegal in some biocon habs, just like like it’s illegal for 
  adults to sleeve into minor-aged morphs and vice versa.
  Violet Perdido: I understand the sex aspect weirds some people out, but it’s 
  fairly easy to get a neotenic that is neuter—in fact, it’s the most common 
  morph to get in neuter form.
  Stitch: I don’t need to be sleeved in a neotenic to be reminded that I’m still 
  a kid at heart.
  
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  NEO-WHALE
  Less than several hundred neo-whale morphs exist, and the majority remain occupied by their 
  original egos. They are primarily found in Ceres and Atlantica. They are derived from humpback, 
  blue, and sperm whale genetic stock. Humpbacks and blues are baleen whales and require large 
  amounts of krill to survive. Sperm whales are toothed, feeding on fish and squid.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, 
  Oxygen Reserve
  Movement Rate: Swim 16/40
  Aptitude Maximum: 30
  Durability: 100
  Wound Threshold: 20
  Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 
  Swimming skill, Ramming Attack (2d10 DV, use Unarmed Combat skill), Bite Attack (4d10 DV, 
  sperm whales only, use Unarmed Combat skill)
  Disadvantages: Neo-whales lack a sense of smell
  Notes: Non-Human Biochemistry trait, Very Large Size trait
  CP Cost: 75
  Credit Cost: Expensive (exceptionally rare; minimum 75,000)
  Skinwalker: It’s a rare privilege to take a swim in one of these. Anyone had a chance?
  Ruqinzhe: I have. I won a bet in an online gambling tournament where my opponent had put his 
  morph on the table. Turns out I beat a neo-whale. I didn’t have the heart to tell him I cheated, so I 
  simply took it for a spin for a week before giving it back. Majestic.
  
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  NOMAD
  While synthmorphs are the first choice 
  for many gatecrashers, morph designers 
  have made great headway in creating 
  biomorphs suitable for hazardous 
  exoplanets. The nomad biomorph is opti-
  mized for operating in desert environ-
  ments and takes many of its traits from 
  the camel, prompting some observers 
  to mistake the nomad for a pod morph. 
  With an elongated face designed like a 
  camel to trap water vapor in the nostrils 
  as the morph exhales, nomads are clearly 
  off-putting to many bioconservatives. 
  Some models also have camel feet for 
  better travels in sandy dune environ-
  ments. Nomads are actually quite hefty 
  under normal circumstances, as they 
  are designed to be able to carry large 
  amounts of fat tissue. Their fat tissue can 
  be moved around their body to adapt to 
  high or low temperatures. When nomads 
  are in the field, however, they can 
  become quite skinny, as they survive for 
  months on their fat tissue alone. 
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Efficient 
  Digestion, Enhanced Respiration, Fat 
  Storage, Medichines, Respirocytes, 
  Temperature Tolerance (Improved 
  Cold), Toxin Filters
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability:  
  45 (includes Respirocytes bonus)
  Wound Threshold: 9
  Advantages: +5 REF, +5 SOM,  
  +5 to one other aptitude of the 
  player’s choice (includes penalties for 
  Efficient Digestion)
  Disadvantages: Uncanny Valley trait
  CP Cost: 30
  Credit Cost: Expensive 
  Delta-V: Ah, the morph of choice for the survivalist wanna-bes. Last time I was on Extropia, I saw dozens of 
  these walking around, sipping drinks in cafes, telling other people how prepared they were for when the 
  end came. The ultimates better step up their game with the remades if they want to keep the market of 
  dingbat apocalypse seekers in their pocket. 
  Sun Bu’er: Those of you thinking of picking one up might want to wait. Unless it’s urgent, I hear that Fortean 
  has the nomad completely hacked and is optimizing it. I know some people have reservations about some 
  of the people at Fortean, but you can’t deny they do good work.
  
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  NOVACRAB
  Novacrabs are a pod design bioengineered from coconut crab and 
  spider crab stock and grown to a larger (human) size. Novacrabs are 
  ideal for hazardous work environments as well as vacworker, police, 
  or bodyguard duties, given their ten 2-meter long legs, massive claws, 
  and chitinous armor. They climb and handle microgravity well and can 
  withstand a wide range of atmospheric pressure (and sudden pressure 
  changes) from vacuum to deep sea. Novacrabs feature compound eyes 
  (with human-equivalent image resolution), gills, dexterous manipula-
  tory digits on their fifth set of limbs, and transgenic vocal cords.
  Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor, 
  Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic 
  Augmentation, Oxygen Reserve, Puppet Sock, Temperature 
  Tolerance, Vacuum Sealing
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), 
  +10 SOM, +5 to two other aptitudes of the player’s choice
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 60
  Credit Cost: Expensive (minimum 30,000+)
  Expat: I know some people 
  really dig their crab morphs, 
  but these things really squick 
  me out when they eat. 
  Just Mortal: The question 
  everyone wants to know is: 
  how do their legs taste?
  Sun Bu’er: An exhuman I once 
  spoke to told me they were 
  “delicious, but not as good 
  as splicer.”
  
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  OBSERVER
  Observers have their minds enhanced to 
  bolster intuitive, analytical, and investigative 
  capabilities. They are favored by detectives 
  and others with a mind towards details, 
  puzzles, and thin-slicing.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 INT, +5 COG, +5 REF, +5 to 
  one other aptitude of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Qi: Quis custodiet ipsos custodes?
  Psychscaper: I’d guess it would be whoever is paying them. But 
  the point is well taken; while great for freelancers, a lot of 
  organizations distrust employees sleeved into observers since 
  they, often rightly, assume they know more than they tell. 
  Sure you pick up more on the stuff you’ve been assigned, but 
  you also pick up on how your boss is likely to respond to you 
  if you start acting like a damned know-it-all.
  
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  OCTOMORPH
  These uplifted octopi sleeves have proven quite useful in zero-gravity environments. They retain eight arms, their 
  chameleon ability to change skin color, ink sacs, and a sharp beak. They also have increased brain mass and longevity, 
  can breathe both air and water, and lack a skeletal structure so they can squeeze through tight spaces. Octomorphs 
  typically crawl along in zero gravity using their arm suckers and expelling air for propulsion and can even walk on two 
  of their arms in low gravity. Their eyes have been enhanced with color vision, provide a 360-degree field of vision, and 
  rotationally adjust to keep the slit-shaped pupil aligned with “up.” A transgenic vocal system allows them to speak.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Polarization Vision
  Movement Rate: 2/12, Swim 4/24, Thrust Vector 2/12
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: 8 Arms, Beak Attack (1d10 DV, AP –1, use Unarmed Combat skill),  
  Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait,  
  360-degree Vision, +30 Swimming skill,  
  +10 Climbing skill, +5 COO, +5 INT,  
  +5 to one other aptitude of the  
  player’s choice
  Notes:  
  Non-Mammalian Biochemistry trait
  CP Cost: 50
  Credit Cost:  
  Expensive (minimum 30,000+)
  Pivo: The best part about watching humans sleeve 
  into octomorphs is how weirded out you get 
  about the arms having minds of their own. Human 
  limbs seem dumb and lifeless by comparison. 
  Ruqinzhe: For non-octopi, it can take a while to get 
  used to, but these things are excellent for infiltration 
  ops. You’d be surprised how many facilities gear 
  their security towards humanoid-sized intruders or 
  synthetics. There are usually lots of places an octo-
  morph can exploit.
  Sun Bu’er: There’s a group of exhuman uplifts who do 
  scary things with their octomorphs: bone plates and 
  hooks on the arms, the ability to engulf opponents, 
  tailored toxin production, and custom beaks made 
  of smart materials that deform to allow them to 
  squeeze into very, very small places.
  
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  OLYMPIAN
  Olympians are human upgrades with improved 
  athletic capabilities like endurance, eye-hand coor-
  dination, and cardiovascular functions. Olympians 
  are common among athletes, dancers, freerunners, 
  and soldiers.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, +5 REF, +10 SOM, +5 
  to one other aptitude of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Moxie Harper: The morph of choice for inner-
  system athlete wanna-bes and for the rich 
  and connected looking for discrete muscle 
  that can still look good. You go to any upscale 
  vacation spot and the place will be crawling 
  with these morphs, especially the clinics. A 
  lot of the yahoos who sleeve into these think 
  they’re much stronger than they are and end 
  up pulling a muscle or ripping a tendon.
  Parallax: Skinaesthesia makes a sweet olympian 
  variant with muscle augmentation and bone 
  strengthening. Sure, you can get this done 
  aftermarket, but the custom grow just feels so 
  much sweeter. It also has special subdermal 
  glands that make the skin look all oiled up. 
  These things have gotten a lot of good word-
  of-mouth in both the legal and illegal fight 
  circuit—they’re big, strong, and look good 
  giving a beat down.
  Violet Perdido: They’re also a big fave of certain 
  types of XP since that self-lubrication covers 
  everything.
  
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  OPTERYX
  This recon morph is designed to be a fast, light-
  weight runner, climber, and flyer. The opteryx 
  looks like a one-meter-tall winged, synthetic 
  dinosaur and adopts an almost horizontal body 
  posture when running, its tail held out for balance. 
  Its wings are fully functional arms equipped with 
  claws. This morph is a favorite for gatecrashers and 
  neo-avians in the dinosaur identity subculture. It 
  comes equipped with cartography package (p. 199, 
  Transhuman) software.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Claws, Cortical Stack, Cyberbrain, Enhanced 
  Vision, Grip Pads, Mnemonic Augmentation, 
  Pneumatic Limbs (Legs), Prehensile Tail, Wings
  Mobility System: Walker 8/40, Winged 8/40
  Aptitude Maximum: 30 (25 SOM)
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 COO, +5 INT, +5 REF, +10 Climbing 
  skill, +10 Flight skill, Armor 2/2
  Notes: Small Size trait
  CP Cost: 40
  Credit Cost: Expensive (Minimum 40,000+)
  Nova Vida: Our team’s scout swears by these things, says nothing beats 
  them for feeling like you’re just eating up ground on a scouting op. Having 
  seen her in action, I can’t help but agree. The opteryx just flows between 
  running, flying, gliding, and jumping without effort. 
  Eludere: A crew I know that makes quick runs into the TQZ for small 
  packages uses these too. They like the size and ability to avoid detection 
  by staying under radar range and dipping into crevices and caves to avoid 
  satellite coverage.
  
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  PLEASURE POD
  Pleasure pods are exactly what they seem—faux 
  humans designed purely for intimate entertain-
  ment purposes. Pleasure pods have extra nerve 
  clusters in their erogenous zones, fine motor 
  control over certain muscle groups, enhanced pher-
  omones, sanitized metabolisms, and the genetics 
  for purring. Naturally, they are crafted for good 
  looks and charisma and enhanced in other areas as 
  well. Pleasure pods are capable of switching their 
  sex at will to male, female, hermaphrodite, neuter, 
  or other intersex variations.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Clean Metabolism, Cortical Stack, Cyberbrain, 
  Enhanced Pheromones, Mnemonic 
  Augmentation, Puppet Sock, Sex Switch
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 INT, +5 SAV, +5 to one aptitude of 
  the player’s choice
  Disadvantages: Social Stigma (Pleasure Pod) trait
  CP Cost: 20
  Credit Cost: High
  Moxie Harper: The morph rated most likely to be mentioned 
  in mesh graffiti for ten years running.
  Violet Perdido: It’s a challenge keeping up with ever-evolving 
  street slang for these morphs. Some of my favorite current 
  contenders: tripod, fleshpod, bokkie, doll, Ken/Barbie, 
  moffie, p-date, trick, AC/DC, squirter, and mı¯mı¯.
  Nezumi: Now that that is out of the way; these morphs aren’t 
  just for sex workers. I know of one brinker community that 
  raises their kids in pleasure pods so they can be raised with 
  a more fluid gender identity. 
  
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  Q-MORPH
  Quartz morphs, commonly called Q-morphs, are the primary shell design used for Venusian surface mining. 
  Constructed from quartz and extremely durable alloys, Q-morphs look like four-legged crabs with two pairs 
  of arms. The lower pair of arms is designed for strength, the upper pair for precision and dexterity. This 
  morph is squat, exceptionally tough, and completely unable to function in temperatures below 250 C. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, 
  Enhanced Vision, Extreme Heat Shielding, Extreme Pressure Adaptation, Mnemonic Augmentation, 
  Radar, T-Ray Emitter, Wrist-Mounted Tools
  Mobility System: Walker 2/4
  Aptitude Maximum: 30
  Durability: 120
  Wound Threshold: 24
  Advantages: High Temperature Operation trait, 8 limbs, Claw Attack (DV 2d10), –5 COO, +10 SOM, +5 to 
  one other aptitude of the player’s choice, Armor 18/18
  Disadvantages: Only works on the Venusian surface or in similar hot and high pressure environments
  Notes: Large Size trait
  CP Cost: 100
  Credit Cost: Expensive (minimum 60,000+)
  Nova Vida: If you want to see Venus’s surface first-hand, this is the only way to go. 
  
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  REAPER
  The reaper is a common combat bot, used in place of biomorph soldiers and typically operated via teleoper-
  ation or by autonomous AI. The reaper’s core form is an armored disc, so that it can turn and present a thin 
  profile to an enemy. It uses vector-thrust nozzles to maneuver in microgravity and also takes advantage of an 
  ionic drive for fast movement over distance. Four legs/manipulating arms and four weapon pods are folded 
  inside its frame. The reaper’s shell is made of smart materials, allowing these limbs and weapon mounts to 
  extrude in any direction desired and even to change shape and length. In gravity environments, the reaper 
  walks or hops on two or four of these limbs. Reapers are infamous due to numerous war XPs, and bringing 
  one into most habitats will undoubtedly raise eyebrows if not get you arrested.
  Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, 
  Cyber Claws, Extra Limbs (4), Magnetic System, Mnemonic Augmentation, Pneumatic Limbs, Puppet 
  Sock, Radar, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount 
  (Articulated, 4)
  Mobility System: Walker 4/20, Hopper 4/20, Ionic 12/40, Vectored Thrust 4/20
  Aptitude Maximum: 40
  Speed Modifier: +1 (Reflex Booster)
  Durability: 50 (60 with Structural Enhancement)
  Wound Threshold: 10 (12 w/Structural Enhancement)
  Advantages: 4 Limbs, +5 COO, +10 REF (+20 with Reflex Booster), +10 SOM, Armor 16/16
  CP Cost: 100
  Credit Cost: Expensive (minimum 50,000+)
  Rivet: As advertised. For when you absolutely, positively gotta kill every last motherfucker in 
  the hab. Accept no substitutes.
  Pivo: I think a lot of people forget that reaper variants constantly rank near the top for major 
  shell manufacturers each quarter. Looking around, you don’t see very many, and they’re 
  kind of a pain to sleeve into, but lots and lots of corps and habs have a handful they use 
  for security that spend most of their time in storage or patrolling far from prying eyes. 
  Parallax: I know this will piss off a lot of the Direct Action fanbots, but, for my money, unless 
  all you’re going to be doing on an op is killing and destroying, you’re better off going 
  with something a little more multipurpose. These things are a little too one note for me.
  
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  REMADE
  The remade are completely redesigned humans: 
  humans 2.0. Their cardiovascular systems are 
  stronger, the digestive tract has been sani-
  tized and restructured to eliminate flaws, and 
  they have otherwise been optimized for good 
  health, smarts, and longevity with numerous 
  transgenic mods. The remade are popular with 
  the ultimates faction. The remade look close to 
  human, but are different in very noticeable and 
  sometimes eerie ways: taller, lack of hair, slightly 
  larger craniums, wider eyes, smaller noses, 
  smaller teeth, and elongated digits.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Clean Metabolism, 
  Cortical Stack, Eidetic Memory,  
  Enhanced Respiration, Temperature 
  Tolerance, Toxin Filters
  Movement Rate: 4/20
  Aptitude Maximum: 40
  Durability: 40
  Wound Threshold: 8
  Advantages: +10 COG, +5 SAV, +10 SOM, +5 to 
  two other aptitudes of the player’s choice
  Disadvantages: Uncanny Valley trait
  CP Cost: 60
  Credit Cost:  
  Expensive (minimum 40,000+)
  Scent.In.Hell: The remade models available on the open market are not the ones currently 
  used by high-ranking ultimates. Those top dogs use models that are two or three gener-
  ations ahead of those put into distribution. Those state-of-the-art designs almost never 
  leave the main ultimate habs, like Xiphos. On certain deployments where the entire 
  group is ultimates, you may see the next model that is likely to hit the market in a few 
  months, which helps hype the expectations.
  Sequencer: The remade models released by other manufacturers are generally equivalent 
  quality to the current ultimate stock.
  Parallax: Lots of criminal types like to snag a remade for their top muscle. Most people see 
  remade and they assume the ego inside is an ultimate and therefore not to be fucked 
  with. Most real ultimates aren’t going to dirty their hands playing bruiser for a cut-rate 
  Dragon Head.
  
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  RING FLYER
  Designed for use in Saturn’s magnetic field, this exotic biomorph is also occasionally used around Jupiter, 
  Uranus, and Neptune, as well as having limited use in the Jovian Trojans and Main Belt. Easily recog-
  nizable with its slender limbs and round-backed torso, this morph can survive indefinitely in space, 
  acquiring oxygen, water, and trace organic materials from the particles of Saturn’s rings. It can also 
  maneuver around any planet with a magnetic field, flying swiftly and easily in any of these environments. 
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced 
  Respiration, Enhanced Vision, Gas Jet System, Grip Pads, Hibernation, Long-Term Life Support, 
  Medichines, Oxygen Reserve, Plasma Sail Implant, Prehensile Feet, Radiation Tolerance, Temperature 
  Tolerance (Cryonic), Vacuum Sealing
  Movement Rate: 4/20, Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: Bioweave Armor (Light, 2/3), Limber (Level 1) trait, +5 COG, +5 COO, +5 REF, +5 to one 
  other aptitude of the player’s choice
  CP Cost: 70
  Credit Cost: Expensive (Minimum 40,000+)
  Delta-V: Plasma sails may be a nifty way to travel, but they’re slow. You can be sure these morphs are 
  modded for patience and serenity too—soaring through the Black can be mighty boring at times.
  
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  RIPWING
  Developed by the genehackers of Fortean, 
  ripwings are neogenetic avians, incor-
  porating genetics from a range of flying 
  creatures, some of them prehistoric ptero-
  saur genes acquired from Sky Ark researchers, 
  along with some original genetic traits. These 
  transgenic amalgamations are larger and sturdier 
  than standard neo-avian morphs. They are popular 
  among both neo-avian mercurials who want a more 
  robust form and gatecrashers looking for a 
  quick and stealthy flyer for recon missions. 
  The ripwing morph makes more extensive 
  use of the chiroptera genestocks used to 
  give the first avian uplifts functional hands. 
  Instead of feathers, ripwings feature tough 
  leathery skin or even scales. The morphs are usually a uniform 
  matte black in color, though they are able to change color at 
  will due to their chameleon skin enhancements.
  Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, 
  Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, 
  Mnemonic Augmentation, Prehensile Feet,  
  Puppet Sock, Wings
  Movement Rate: 4/20, Winged 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat 
  skill), +5 COO, +5 INT, +5 REF
  Disadvantages: Social Stigma (Neogenetic), Social Stigma (Pod)
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 40
  Credit Cost: Expensive (minimum 30,000)
  Nevermore: I’ve been seeing more and more 
  young neo-avian uplifts sleeving into 
  ripwings. While the old biomorphs certainly 
  feel better, the ripwing has a certain dura-
  bility to it that lets you get away with more 
  mistakes and a rougher approach to life. If 
  I were maybe four or five years younger, I’d 
  probably get one myself.
  Cymascopist: Aren’t you only sixteen?
  Nevermore: I’m an old sixteen.
  Nova Vida: A lot of crashers like these too, 
  they blend better than the synthetic kites 
  and are smaller and more maneuverable 
  than most of the bigger flying morphs. 
  Native fauna don’t tend to react as violently 
  to ripwings.
  
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  ROVER
  Rover morphs are a smaller, defense-oriented 
  version of the sphere morph. Each rover is 0.6 meters 
  in diameter and, with its limbs retracted, has the 
  ominous appearance of a reflective, shiny, black 
  globe. It can extrude three arms, each with a built-in 
  weapon: extendable claws, a small laser, and a heavy 
  rail pistol loaded with 200 rounds of ammunition. 
  Rovers are stealthy and highly maneuverable and so 
  favored for bodyguard and police purposes in some 
  areas. They are often deployed via remote control.
  Enhancements: 360-Degree Vision, Access Jacks, 
  Basic Mesh Inserts, Chameleon Skin, Cyberclaws, 
  Cortical Stack, Cyberbrain, Enhanced Vision, 
  Extra Limbs (3 Arms), Gas-Jet System, Hand Laser, 
  Mnemonic Augmentation, Neurachem (Level 
  1), Puppet Sock, Radar Absorbent, Reduced 
  Signature, T-Ray Emitter, Telescoping Limbs, 
  Weapon Mount (Articulated, Heavy Rail Pistol) 
  Mobility System: Roller 8/32, Thrust Vector 12/40
  Aptitude Maximum: 30
  Speed Modifier: +1 (Neurachem Level 1)
  Durability: 25
  Wound Threshold: 5
  Advantages: +5 COO, +5 REF, + 5 INT, +5 to one 
  other aptitude of the player’s choice, Armor 10/10
  Notes: Small Size trait
  CP Cost: 60
  Credit Cost: Expensive (minimum 60,000+)
  ROVER (SPACE FIGHTER VARIANT)
  This version of the rover is fitted with a miniature 
  metallic-hydrogen rocket with an acceleration up 
  to 0.25 g, so that it is useful in short-range space 
  battles. Several of these morphs can be launched 
  from a spaceship to attack another ship or a habitat.
  Enhancements: Add Internal Rocket
  CP Cost: 60
  Credit Cost: Expensive (minimum 60,000+)
  Eludere: The LLA has started using large numbers of these in police actions, 
  usually remote-puppeted. I think the security forces like the intimidation 
  factor they provide. Even a case has some body language you can read, 
  but a rolling black ball of death is the ultimate evolution of cop sunglasses.
  Tio Silencio: That would explain why the Republic has started experimenting 
  with them on some trouble habitats. I heard from a contact that they’re 
  more stripped down with the cyberbrains and other ego-enhancing tech 
  stripped out, but with most of the weapons systems still intact, though 
  often replaced with non-lethal variants since we can’t just mow down 
  civilians the way the rest of the system can.
  
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  RUSTER
  Adapted for survival with minimum gear in the 
  not-yet-terraformed Martian environment, these 
  transgenic morphs feature insulated skin for 
  more effective thermoregulation and respiratory 
  system improvements to require less oxygen and 
  filter carbon dioxyde, among other mods. Many 
  rusters come with the Planned Obsolescence trait, 
  as noted on p. 166, Sunward.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Enhanced Respiration, 
  Temperature Tolerance
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +5 SOM, +5 to one other aptitude of 
  the player’s choice
  CP Cost: 25
  Credit Cost: Expensive
  Moxie Harper: A morph only a hypercorp exec could 
  love. The flaws of the ruster are numerous and well 
  documented, but it does do what it’s advertised to 
  do. Could it do it better? Sure, but there’s less profit 
  margin in better. It’s not as though there’s a booming 
  market of Mars-acclimated competitor morphs, and 
  while there’s certainly no shortage of synths, most 
  settlers have trouble giving up the flesh.
  Plasmid: The obsolescence that’s been built into many 
  of these isn’t anything a good genehacker can’t work 
  around. Lots of Barsoomians out in the sticks have 
  been running around in rusters for four or five years 
  with only standard medical check-ins. Of course, 
  modifying the morph in this way voids the agreement 
  you have with any reputable sleeving outfit, so make 
  sure you’re also on good terms with someone who 
  can do an occasional sleeve checkup.
  
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  SALAMANDER
  Salamanders are a type of biomorph popular with 
  Solarians. They share some of the physiological 
  traits of suryas, but are unable to survive unpro-
  tected in the corona (requiring a solar survival suit, 
  like other biomorphs), and are instead bio-en-
  gineered to survive in the protected vacuum of 
  coronal habitats. Their skin is thick, hairless, vaguely 
  reptilian, and mostly black in color, with gold and 
  orange body patterning. Like suryas, salamanders 
  communicate either via wireless transmissions or 
  by “sunspotting”—using their chromatophores to 
  shift light and dark patterns on their skin to form 
  patterns easily comprehensible to other coronal 
  morphs. Salamanders have a wiry, streamlined, 
  swept-back sort of look, a combination of fey 
  and monkey-like. Their heads are also somewhat 
  reptilian, with reflective eyes, no nose, and no 
  mouth. Their feet are prehensile, usable just like 
  hands. They lack reproductive organs and capa-
  bilities and feature cyberware gas jets on their 
  chest and back for maneuvering in zero g. 
  Many Solarians who normally inhabit 
  suryas will sleeve into salamanders if 
  they need to use humanoid tools or 
  interact with non-Solarians.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Chameleon 
  Skin, Enhanced Vision, Gas-Jet System, 
  Medichines, Oxygen Reserve, Prehensile Feet, 
  Vacuum Sealing
  Movement Rate: 4/20, Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 60
  Wound Threshold: 12
  Advantages: Coronal Adaptation (solar metabolism 
  only) trait, Limber (Level 1) trait, +5 COO, +5 INT, 
  +5 to one other aptitude of the player’s choice
  Notes: Non-Mammalian Biochemistry trait
  CP Cost: 40
  Credit Cost: Expensive
  Moxie Harper: There’s a new Solarian trend of people sleeving into sala-
  manders and a solar survival suit and, I kid you not, riding on the backs of 
  surya through the corona. 
  
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  SAMSA
  The samsa was the first attempt to create 
  a combat pod model with a terrifying 
  appearance. The samsa is an intimidating, 
  two-meter-tall, four-armed, four-legged, 
  humanoid insect. Samsas are an unset-
  tling sight to many transhumans. They 
  are most commonly used by merce-
  naries and enforcers in the rim. 
  Their armored carapace provides 
  protection and the extra limbs allow 
  a character to dual wield rifles or 
  other two-handed weapons. 
  Implants: 360-Degree Vision, 
  Basic Biomods, Basic Mesh 
  Inserts, Carapace Armor, 
  Chameleon Skin, Cortical Stack, 
  Cyberbrain, Cyberclaws, Enhanced 
  Vision, Extra Limbs (4 Arms, 4 Legs), 
  Grip Pads, Hardened Skeleton, 
  Mnemonic Augmentation, Neurachem 
  (Level 1), Puppet Sock, Temperature 
  Tolerance
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Speed Modifier: +1 (Neurachem)
  Durability:  
  50 (includes Hardened Skeleton)
  Wound Threshold:10
  Advantages: +20 Intimidation skill,  
  4 arms, +10 SOM (includes Hardened 
  Skeleton), +5 REF, +5 COO, +5 to one 
  other aptitude of the player’s choice, 
  Carapace Armor (11/11)
  Disadvantages: Social Stigma (Pod) trait, 
  Unattractive (Level 2) trait
  CP Cost: 60
  Credit Cost:  
  Expensive (minimum 60,000+)
  Just Mortal: These things are just fucking disgusting. 
  Callosum: The synaptic programming in some samsa cyberbrain models is a bit rough, if you ask me. 
  In particular, the extra limbs are not always designed to be operated independently; sometimes they 
  mirror the primary limbs. This is allegedly a “feature” for users who aren’t acclimated to multi-limb 
  body plans, but it can be a real pain when you need to concentrate to move your appendages inde-
  pendently. Plus, it means a good brainhacker can trigger this mirroring behavior if they compromise 
  your security. No 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.
  
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  SAVANT
  This morph was developed on Ilmarinen as proof that 
  synthmorphs can also be useful to scientists and engi-
  neers. This strangely elegant morph lacks the disturbing 
  mimicry of humanity found in synth and steel morphs. 
  Instead, the ovoid head with its elegantly minimalist 
  face looks more like an artistic sculpture than a metal 
  version of a real human head. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Eidetic Memory, Hyper-
  Linguist, Math Boost, Mnemonic Augmentation
  Mobility System: Walker 4/20
  Aptitude Maximum: 40 (COG and INT), 30 (all others)
  Durability: 40
  Wound Threshold: 8
  Advantages: +10 COG, +5 INT, +5 SAV, +5 SOM, +5 to 
  one other aptitude of the player’s choice, Armor 8/8
  Disadvantages: Social Stigma (Clanking Masses) trait
  CP Cost: 65
  Credit Cost: Expensive (minimum 40,000+)
  Rivet: As a newer design, savants are still pretty hard to come by 
  anywhere outside of Neptune.
  Qi: A few inner system corps have taken the savant’s open source 
  designs and are rushing out their own models, but some autono-
  mist hacker groups have taken offense to that sort of profiteering 
  and are seeding several viruses that only affect various propri-
  etary models around the inner system.
  Callosum: In my experience, the accelerated intelligence neural 
  modeling in synths like this (and also certain eidolons) is a bit 
  more prone to bugginess than wetware smart morphs. You tend 
  to see higher rates of eccentricity and neurodiverse behavior.
  
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  SCURRIER
  Scurriers are pods developed from the 
  non-sapient extraterrestrials known as 
  sciurids (p. 172, Gatecrashing). In appear-
  ance, scurrier pods are similar to raccoon-
  sized flying squirrels with a lash-like manip-
  ulator rather than a fluffy tail, though still 
  regarded as highly cute. They make excel-
  lent climbers and are capable of gliding 
  due to the membrane between their 
  limbs. Scurriers are gaining popularity for 
  their usefulness in exploring tunnels and 
  small areas as well as high areas reached 
  by climbing. They have also been used for 
  maintenance and tech works tasks due to 
  their nimbleness and manual dexterity.
  Implants: Access Jacks, Basic Biomods, 
  Basic Mesh Inserts, Cortical Stack, 
  Cyberbrain, Gliding Membrane, 
  Mnemonic Augmentation, Prehensile 
  Tail, Puppet Sock
  Movement Rate: 4/20, Gliding 
  Aptitude Maximum: 25
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 SAV, +10 COO, 6 Limbs, 
  Limber (Level 1) Trait, +10 Climbing skill, 
  +10 Freerunning skill
  Disadvantages: Alien Biochemistry, Social 
  Stigma (Alien), Social Stigma (Pod)
  Notes: Small Size trait
  CP Cost: 40
  Credit Cost: Expensive
  Plasmid: There are two models of these floating around: quadrupred and 
  hexaped. The former is for people that don’t adjust to the extra limbs as well.
  Nezumi: Can any of you smart gals, guys, or others that actually do morph 
  design tell me exactly why this thing needed vocal cords that make it sound 
  like a four -year-old child on helium? Was it really necessary?
  Delta-V: I was wondering that myself. These things are useful on smaller habs 
  and long-haul craft for getting into hard to reach places, but I just can’t take 
  anyone seriously when they sound like a cartoon.
  Plasmid: Don’t blame the scientists, the scuttlebutt I heard was that the voice 
  tested well in focus groups, so put that one on the marketing folks.
  Skinwalker: The vocals were the very first thing I modded when I tried this 
  morph out.
  
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  SECURITY POD
  Originally developed for joint-nation peace-keeping 
  missions and border/enclave security roles, security pods 
  were essentially mass-produced AI-operated soldiers. For 
  obvious reasons, they fell out of favor during the Fall, but 
  they are slowly regaining acceptance. They are a favored 
  morph by mercenaries for infiltration and guerrilla 
  warfare purposes.
  Implants: Adrenal Boost, Basic Biomods, Basic Mesh 
  Inserts, Bioweave Armor (Light), Claws, Cortical Stack, 
  Cyberbrain, Eelware, Enhanced Vision, Grip Pads, 
  Mnemonic Augmentation, Puppet Sock, T-Ray Emitter
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 SOM, +5 to one other aptitude of the 
  player’s choice
  Disadvantages: Social Stigma (Pod) trait
  CP Cost: 30
  Credit Cost: Expensive
  SECURITY POD (SPACE MARINE VARIANT)
  The space marine variant of the security pod 
  was optimized for orbital skirmishes, boarding 
  actions, suppressing asteroid miner revolts, 
  and other space-theater operations.
  Implants: Add Oxygen Reserve, Prehensile 
  Feet, Vacuum Sealing
  CP Cost: 30
  Credit Cost: Expensive
  Parallax: Ah, the good old toy soldiers fielded by so many pre-Fall militaries and then exploited by the 
  TITANs during the Fall. I guess you can’t really fault the old Earth governments too much, they seemed 
  like a good deal. They were loyal, durable, looked near enough to human that people didn’t complain 
  too much, followed orders, and even sometimes had actual human egos in them. They lost popularity, 
  of course, after the TITANs took over legions of sec pods and used them to commit all sorts of atrocities, 
  but they’re making a comeback.
  Rivet: Some people have the misconception that these were always directly controlled by the TITANs. Not 
  true. It was common for them just to reprogram the AIs. So be careful about any sec pods you come 
  across in long-lost or out-of-the-way habs, where some of them still linger.
  
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  SELKIE
  Selkies look like a human-seal hybrid, and in fact their 
  genetics are aquanaut with heavy splices of seal traits. Their 
  arms are standard human-shaped, but their legs are fused 
  into a pair of hind flippers for powerful swimming. On land, 
  they can stand but have difficulty moving, as they must flop, 
  roll, or hop like a seal. They are adapted for the lack of air, 
  deep cold, and crushing pressure of subcrustal seas.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Echolocation, Enhanced Hearing, Enhanced 
  Vision, Enhanced Respiration, Gills, Hydrostatic Pressure 
  Adaptation, Swim Bladder, Temperature Tolerance 
  (Improved Cold), Toxin Filters
  Movement Rate: 1/4, Swim 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, +10 SOM, +5 to one other aptitude 
  of the player’s choice, +10 Swimming skill
  Notes: Non-Human Biochemistry trait
  CP Cost: 55 
  Credit Cost: Expensive
  Nevermore: There’s getting used to the morph, then 
  there’s getting used to the environment the morph 
  operates in. I found out the hard way I am not wired 
  for deep sea excursions. It’s oppressive.
  Nezumi: I keep hearing rumors that someone has 
  hacked a mermaid variant, complete with drop-dead 
  looks and pheromones, of course.
  Eludere: Sounds like something you'd find in a scum 
  swarm somewhere.
  
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  SHAPER
  Shapers are the ultimate disguise morph. 
  Constructed as pods, the default shaper 
  look is intentionally generic, based on the 
  computer-generated composite average 
  look of the solar system’s residents. They 
  lack the distinctive seam lines applied to 
  most pod morph designs. The skinflex 
  system allows the morph to quickly change 
  its outward appearance. Additional modi-
  fications help the morph evade or fool 
  sensor and biometric systems. Shapers are 
  a favorite tool for spies and are excellent 
  for infiltration or fooling surveillance. They 
  are often remotely operated via puppet 
  sock. Shapers are illegal in many habitats.
  Implants: Basic Biomods, Basic Mesh 
  Inserts, Chameleon Skin, Clean 
  Metabolism, Cortical Stack, Cyberbrain, 
  Emotional Dampers, Gait Masking, 
  Mnemonic Augmentation, Nanotat ID 
  Flux, Puppet Sock, Sex Switch, Skinflex
  Movement Rate: 4/20
  Aptitude Maximum: 30 
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 INT, +5 SAV, +5 to one 
  other aptitude of the player’s choice
  CP Cost: 45 
  Credit Cost: Expensive (minimum 40,000)
  Ruqinzhe: The gait-masking feature is a nice touch, 
  but it takes a little bit to get the swing of it.
  Skinwalker: Yeah they way we walk and move isn’t 
  really something we think about, but the active 
  masking basically tightens or loosens muscles in 
  ways that feel quite unnatural.
  
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  SLITHEROID
  Slitheroid bots are synthetic shells taking the form 
  of a 2-meter-long segmented metallic snake, with 
  two retractable arms for tool use. Snake bots can 
  coil, twist, and roll their bodies into a ball or hoop, 
  moving either by slithering, burrowing, rolling, or 
  pulling themselves along by their arms. The sensor 
  suite and control computer are housed in the head.
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Enhanced Vision, 
  Mnemonic Augmentation
  Mobility System: Snake 4/16, Roller 8/32
  Aptitude Maximum: 30
  Durability: 45
  Wound Threshold: 9
  Advantages: +5 COO, +5 SOM, +5 to one other 
  aptitude of the player’s choice, Armor 8/8
  CP Cost: 40
  Credit Cost: Expensive
  Stitch: I don’t want to spoil the fun, but one of the 
  biggest manufacturers of slitheroids has a habit of 
  including “easter egg” features in their morphs. 
  From the sound of it, each one tends to be unique.
  Scent.In.Hell: One ego’s easter egg is another’s 
  distracting glitch. I understand that programmers 
  find these things amusing, particularly among 
  themselves, but discovering a new “feature” in a 
  high-stress situation can be dangerous, especially if 
  you have to figure out how to use it. 
  Chiro: Oh, calm down, these aren’t the sorts of things 
  that are life and death.
  
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  SPARE
  Spare morphs are small, cheap, lightweight, synthetic shells designed to be used as a 
  replacement should someone’s original morph be killed or destroyed. A cortical stack 
  (retrieved from the character’s previous morph; see p. 268, EP) can be easily plugged into 
  the spare morph, effectively resleeving them (they must make Integration, Alienation, and 
  Continuity Tests as normal; see pp. 270-272, EP). Once plugged in, it takes only 3 Action 
  Turns for the cortical stack’s data to be read and checked for integrity and the ego to run 
  inside the spare’s cyberbrain.
  Spares are designed for portability. Packed as a flat disc 15 centimeters in diameter and 
  with a mass of 2 kilograms, when activated they pop into a spherical shape with 6 slender 
  and retractable 20-centimeter limbs (3 arms and 3 legs). They are a common piece of 
  equipment for gatecrashing teams.
  Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Extra Limbs (3 Arms/3 Legs), 
  Grip Pads, Mnemonic Augmentation, Puppet Sock
  Mobility System: Walker 2/8
  Aptitude Maximum: 20
  Durability: 15
  Wound Threshold: 3
  Advantages: Armor (2/2)
  Disadvantages: Social Stigma (Clanking Masses)
  Notes: Small Size trait
  CP Cost: 5
  Credit Cost: Moderate
  Parallax: It never fails. You’re in the middle of a firefight, 
  or maybe 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: Not much to look at, but these are well worth 
  the hassle to bring these along on gate ops—or any 
  job where you’ll be isolated in the field for long periods 
  with a possible casualty rate.
  Psychscraper: As a psychosurgeon who works with a lot 
  of crasher teams, I’ve noticed that a significant number 
  of my 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. To make it worse, 
  you’re pretty much useless to the rest of your team. 
  
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  SPECIALIST POD
  Designed specifically to compete with popular 
  mid-range morphs like the menton and 
  olympian, the specialist pod is cheaper and 
  faster to create than a biomorph. It also offers 
  the user a high degree of customization.
  Implants: Access Jacks, Basic Biomods, Basic 
  Mesh Inserts, Cortical Stack, Cyberbrain, 
  Mnemonic Augmentation, Puppet Sock 
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 to one aptitude of the 
  player’s choice, +5 to one other aptitude of 
  the player’s choice
  Disadvantages: Social Stigma (Pod) trait
  CP Cost: 25
  Credit Cost: High
  Violet Perdido: The black market sales pitches for the 
  “specialty” each of these morphs have are quite 
  often hilarious.
  Expat: I sleeved one of these last time I went to the 
  Belt; it was the only option on short notice. Turned 
  out the morph looked uncannily like my mother. It 
  really weirded me out. I couldn’t even look in the 
  mirror after a while.
  
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  SPHERE
  Popular with AGIs and synthmorph activ-
  ists, this morph is a sphere approximately 
  one meter in diameter. It can extend up to 
  four flexible limbs as required, and typically 
  hovers at approximately human eye level. 
  The first tests of this morph revealed that the 
  chameleon surface was necessary because it 
  allows the user to display the image of a face, 
  which made most transhumans both more 
  comfortable talking with this morph and less 
  likely to assume that it is a robot.
  Enhancements: 360-Degree Vision, Access 
  Jacks, Basic Mesh Inserts, Chameleon 
  Skin, Cortical Stack, Cyberbrain, Enhanced 
  Vision, Extra Limbs (4 Arms), Gas-Jet 
  System, Mnemonic Augmentation, 
  Puppet Sock, Telescoping Limbs 
  Mobility System: Roller 8/32,  
  Thrust Vector 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: 4 arms, +10 COG, +5 to 
  three other aptitudes of the player’s 
  choice, Armor 6/6
  CP Cost: 65
  Credit Cost:  
  Expensive (minimum 70,000+)
  Rivet: For the next time you need to roll into action!
  Qi: *groan*
  Sava: Laugh all you want, the maneuverability of rollers like this is impres-
  sive. One of my teammates saved my ass once by rolling down a ramp, 
  spinning ‘round a hairpin turn, taking a bump into the air, and knocking 
  over a gunman like a bowling pin. 
  Pivo: Just be careful on the model, some are known to have issues with their 
  gyroscopes and stabilizers.
  
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  SPLICER
  Splicers are genefixed humans. Their genome has been 
  cleansed of hereditary diseases and optimized for looks and 
  health, but has not otherwise been substantially upgraded. 
  Splicers make up the majority of transhumanity.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  Movement Rate: 4/20
  Aptitude Maximum: 25
  Durability: 30
  Wound Threshold: 6
  Advantages: +5 to one aptitude of the player’s choice
  CP Cost: 10
  Credit Cost: High
  Sequencer: Cheap and ever popular. Despite the lack of enhancements, 
  splicers don’t seem like they’ll be going out of style any time soon.
  Just Mortal: Let’s hope that stays true.
  
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  STEEL MORPH
  This morph was developed by technicians and 
  designers who are members of the Lunar synth-
  morph rights movement, the Steel Liberators. 
  Middle-class Lunars who came out of poverty and 
  continue to actively support the Steel Liberators 
  sometimes choose this morph, despite the fact 
  that this choice often results in them experi-
  encing significant prejudice from biochauvinists. 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Eidetic Memory, 
  Mnemonic Augmentation
  Mobility System: Walker 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +10 SOM, +5 COG, +5 to two other 
  aptitudes of the player’s choice, Armor 8/8
  Disadvantages: Social Stigma (Clanking Masses) 
  trait, Uncanny Valley trait
  CP Cost: 50
  Credit Cost: Expensive (minimum 30,000+)
  Psychscaper: They took a bold stepping giving these morphs real-
  istic faces, rather than the usual abstract design. That’s been a 
  no-no in the engineer’s playbook for decades. Humans don’t 
  respond well to faces that are realistic but still artificial. They’re 
  addressing that uncanny valley revulsion head on with these 
  morphs, really embracing the otherness aspect and still claiming 
  equal personhood.
  Skinwalker: Since these have grown in popularity, the demand is 
  high, and they’re actually hard to find. Last time I wanted one, I 
  had to reserve it three months in advance.
  
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  STEEL MORPH (VARIANTS)
  LIQUID SILVER VARIANT
  Designed as a top-end version of the steel morph, this shell’s entire 
  outer covering is composed of active nanomachines. A number of 
  synthmorph performers use this shell’s shape- and color-altering 
  capacities as part of their acts. However, the fact that this morph 
  can disguise itself as any other humanoid synthmorph, including 
  the ubiquitous case morph, means that a number of covert oper-
  atives and criminals also make use of this morph. This version of 
  the steel morph cannot use a synthetic mask. 
  Enhancements: Add Shape Adjusting, Skinflex, Wrist-Mounted 
  Tools
  Advantages: +5 to one additional aptitude
  CP Cost: 70
  Credit Cost: Expensive (minimum 40,000+)
  MASKED VARIANT
  This version of the steel morph is equipped 
  with the synthetic mask enhancement, 
  making the shell look like a human 
  biomorph. This version is uncommon, as 
  most Steel Liberators view biological 
  masking as a form of “selling out.” It is used 
  both by Lunars who are stuck sleeving into a 
  synthmorph, but whom don’t want to suffer 
  discrimination, and by Steel Liberator activ-
  ists looking to infiltrate biochauvinists and 
  other opponent groups.
  Enhancements: Add Synthetic Mask  
  (this negates the Social Stigma (Clanking 
  Masses) and Uncanny Valley traits)
  CP Cost: 55
  Credit Cost: Expensive (minimum 40,000+)
  
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  SUNDIVER
  The sundiver is a synthetic morph designed for solar research and emergency rescue operations. Sundivers 
  are sleek mechanisms, about six meters long. They look a little like ramjets, except for a pair of articulated 
  arms that extend forward from the morph’s pointed nose, allowing it to reach for and grasp objects. Because 
  sundivers operate in the coronal environment, they are built to survive superheated plasma and shielded 
  against radiation. Sundivers are equipped with a powerful electromagnetic propulsion system that allows 
  them to skate along solar magnetic lines of force much like the surya do. 
  Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced 
  Vision, Heavy Combat Armor, Internal Rocket, Mnemonic Augmentation, Radar, Reflex Booster
  Mobility System: Thrust Vector 12/60
  Aptitude Maximum: 30
  Speed Modifier: +1 (Reflex Booster) 
  Durability: 120
  Wound Threshold: 24
  Advantages: Coronal Adaptation, +5 COO, +10 REF (+20 with Reflex Booster), Armor 16/16
  Notes: Large Size trait
  CP Cost: 70
  Credit Cost: Expensive (minimum 40,000+) 
  Delta-V: I flew one of these into the sun once. I have never been so terrified in my life. Can’t wait to do 
  it again.
  Rivet: The sundiver is actually a fairly good all-purpose synth and there’s a lot of groups that have started 
  using them in high heat and high rad environments other than suns. If you swap out the propulsion 
  system for something that’s a little slower and gives a bit more control, they make pretty good gate-
  crashing morphs as well.
  
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  SURYA
  Named for a Hindu sun deity, suryas swim freely in the sun’s corona. Looking roughly like whales or orcas, 
  suryas may reach lengths of ten meters or more. They generate powerful magnetic fields that shield them 
  from solar radiation and heat, while allowing them to surf the solar wind and extract ionized particles. Strong 
  bones and connective tissues protect against the crushing solar gravity. Beneath their thick hides are channels 
  of liquid water interleaved with layers of fat which serve to shield the organism from harmful radiation. 
  Engineered medichines repair tissue damaged by radiation and convert hydrogen ions into water. A surya’s skin 
  is an extraordinary organ, embedded with chromatophores that allow them to transmit alternating patterns 
  of light and dark for communication. In addition, a lateral line runs down their sides, allowing them to detect 
  the long-period sound waves that reflect off the sun’s lower atmosphere and resonate through the corona’s 
  gas and plasma. Suryas traveling through the transition zone between the corona and the chromosphere use 
  these vibrations to predict and avoid heavy solar weather. 
  Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Enhanced Hearing, Enhanced 
  Vision, Lateral Line, Medichines, Vacuum Sealing 
  Movement Rate: Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 100
  Wound Threshold: 20
  Advantages: Coronal Adaptation trait, +10 COO, +5 REF, +5 SOM, +10 Free Fall skill
  Notes: Non-Human Biochemistry trait, Very Large Size trait
  CP Cost: 50
  Credit Cost: Expensive (minimum 30,000+) 
  Sun Bu’er: Part whale, part extremophile, part magnetic bottle. You don’t 
  get much weirder. 
  Cymascopist: Surya tend to stick together in pods, but that’s not just 
  because of the neo-cetacean cultural influence among the Solarians. They 
  actually group together for more efficient cooling, using their magnetic 
  fields to eject heated plasma and create a refrigerating low-pressure zone 
  around the pod.
  
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  SWARMANOID
  The swarmanoid is not a single shell per 
  se, but rather a swarm of hundreds of 
  insect-sized robotic microdrones. Each 
  individual “bug” is capable of crawling, 
  rolling, hopping several meters, or using 
  nanocopter fan blades for airlift. The 
  controlling computer, cortical stack, and 
  sensor systems 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 are quite capable of 
  interfacing with electronics. For additional 
  rules on swarmanoids, see p. 311, EP, and  
  p. 211, Transhuman.
  Enhancements: 360-Degree Vision, Access 
  Jacks, Basic Mesh Inserts, Cortical Stack, 
  Cyberbrain, Mnemonic Augmentation, 
  Swarm Composition
  Mobility System: Walker 2/8, Hopper 4/20, 
  Rotor 4/32
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  CP Cost: 25
  Credit Cost: Expensive
  Skinwalker: This morph is rough to adapt to, 
  but not usually for the reasons people think. 
  Yeah, the sensory input is overloading, and 
  simultaneous lack of a substantial body and 
  the possession of thousands of small ones is 
  a serious acclimation hurdle. What gets most 
  people, though, is the frustration. Being 
  severely limited in what you can physically 
  do, from holding a cup to opening a door, 
  tends to aggravate people and compound 
  the alienation.
  Voight-Kampff: I think that’s probably why you 
  see a lot more AGIs using these when they 
  want something that can operate physically. 
  For them, it’s almost the opposite experi-
  ence: you go from experiencing millions of 
  things simultaneously to just a few hundreds 
  to thousands of inputs, but it beats sleeving 
  into something even less able.
  
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  SWARMANOID VARIANTS
  SKULKER VARIANT
  Skulkers are a stealth swarmanoid designed to 
  infiltrate sensitive areas and avoid detection 
  by sensors.
  Enhancements: Add Chameleon Skin,  
  Radar Invisibility
  CP Cost: 35
  Credit Cost: Expensive (minimum 30,000)
  SMART SWARM VARIANT
  The smart swarm is a robust attempt to 
  get more utility out of the swarmanoid 
  morph design. It makes use of larger 
  modular minidrones (rather than micro-
  drones) that can lock together into various 
  shapes, enabling limited physical actions 
  and tool use. 
  Enhancements: Add Modular Design, 
  Smart Swarm
  Mobility System: Shaped Swarm 2/16
  CP Cost: 30
  Credit Cost: Expensive (minimum 30,000)
  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.
  
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  SYLPH
  Sylph morphs are tailor-made for media icons, elite 
  socialites, XP stars, models, and narcissists. Sylph gene 
  sequences are specifically designed for distinctive good 
  looks. Ethereal and elfin features are common, with 
  slim and lithe bodies. Their metabolism has also been 
  sanitized to eliminate unpleasant bodily odors and their 
  pheromones adjusted for universal appeal.
  Implants: Basic Biomods, Basic Mesh Inserts, Clean 
  Metabolism, Cortical Stack, Enhanced Pheromones
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: Striking Looks (Level 1) trait, +5 COO, +10 
  SAV, +5 to one other aptitude of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Cacophonous: In autonomist circles, sylphs were looked down 
  on for a while as superficial and egotistical. Those attitudes 
  have mostly passed, but you still find them in some places.
  Das Frettchen: There’s still plenty of stigma on sylphs else-
  where—notably in socialite circles, of all places. It’s the sort 
  of morph the clueless and uncultured sleeve into for society 
  functions, not realizing that off-the-rack is still off-the-rack.
  Moxie Harper: It’s a good thing we’ve evolved as a species past 
  such classist notions of taste.
  
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  SYNTH
  Synths are anthropomorphic robotic shells (androids and 
  gynoids). They are typically used for menial labor jobs 
  where pods are not as good of an option. Cheaper than 
  many other morphs, they are commonly used for people 
  who need a body quickly and cheaply or simply on a 
  transient basis. Though they look humanoid, synths are 
  easily recognizable as non-biological unless they have the 
  synthetic mask option (p. 311, EP).
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical 
  Stack, Cyberbrain, Mnemonic Augmentation
  Mobility System: Walker 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 SOM, +5 to one other aptitude of the 
  player’s choice, Armor 6/6
  Disadvantages: Social Stigma (Clanking Masses) trait, 
  Uncanny Valley trait
  CP Cost: 30
  Credit Cost: High
  Skinwalker: There are so many models of synth out there, 
  they’re almost hard to classify. Quality ranges from 
  walking junk heap to cutting-edge.
  Nevermore: They make versions of these for uplifts too, 
  particularly neo-hominids and neanderthals. Slightly 
  different form, same function.
  Moxie Harper: Since these are so prevalent among the 
  clanking masses—and uniform-looking out of the 
  box—it’s quite the trend these days to glitter these up 
  with custom paint jobs, after-market add-ons, and other 
  aesthetic mods.
  Rivet: Don’t forget the weird fashion of wearing clothes 
  with your synth. I get that it makes you seem more 
  human, but sorta defeats the purpose in my book.
  
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  SYNTHTAUR
  The synthtaur resembles an elegant mechanical centaur, 
  but is a versatile and extremely durable synthmorph. 
  The shape adjusting enhancement allows it to switch 
  between being a two-armed quadruped standing 1.7 
  meters tall or a four-armed biped standing 2.4 meters 
  high, as well as allowing it to fit into small spaces. Its 
  telescoping legs even allow it to reduce its height to 
  become a 2-meter-tall bipedal humanoid. This morph 
  is popular with gatecrashers, people exploring ruined 
  habitats, and anyone going into dangerous and 
  remote situations. 
  Enhancements: Access Jacks, Basic Mesh Inserts, Cortical 
  Stack, Cyberbrain, Extra Limbs (6 Arms/Legs), Grip 
  Pads, Mnemonic Augmentation, Pneumatic Limbs 
  (2 Hind Legs), Prehensile Feet, Shape Adjusting, 
  Telescoping Limbs (4 Lower Arms/Legs)
  Mobility System: Walker 6/40 quadruped, 4/20 biped
  Aptitude Maximum: 30 (40 SOM)
  Durability: 60
  Wound Threshold: 12
  Advantages: 6 Arms/Legs, +10 SOM, +5 to two other 
  aptitudes of the player’s choice, Armor 8/8
  Notes: Large Size trait
  CP Cost: 70
  Credit Cost: Expensive (minimum 80,000+)
  Nezumi: There’s a Titanian ice-metal band that rocks the shit out of these 
  morphs. They do concerts out in the frozen methane tundra, geared up 
  like some sorta cryonic barbarian fantasy sim. It’s epic. 
  Jake Carter: I’ve been seeing more of these in the Martian outback lately. 
  The shape-changing makes the quite useful for nomad types. I’m just 
  waiting to see one painted green with tusks.
  
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  TAKKO
  The first synthetic octopus design from the engineers at 
  Feral Robot is a hardy shell custom-designed to make 
  octopi uplifts feel more at home in a synthetic body 
  with eight functioning appendages. Though it lacks ink 
  sacs, the takko features vectored-thrust jets for micro-
  gravity propulsion.
  Enhancements: 360-Degree Vision, Access Jacks, 
  Basic Mesh Inserts, Chameleon Skin, Cortical 
  Stack, Cyberbrain, Enhanced Vision, Extra 
  Limbs (8 Arms), Grip Pads, Mnemonic 
  Augmentation, Polarization Vision
  Mobility System:  
  Walker 4/24, Thrust Vector 8/40
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages:  
  Beak Attack (1d10 + 2 DV, use Unarmed Combat skill), 
  +10 Free Fall skill, +10 Climbing skill,  
  +5 COO, +5 INT, +5 SOM, Armor 8/8
  CP Cost: 60
  Credit Cost: Expensive (minimum 45,000+)
  Skinwalker: For human egos checking out the eight-armed 
  life, takkos tend to be easier to acclimate to then octo-
  morphs. The cyberbrain mind-states are more conducive to 
  human mental frameworks.
  Pivo: These were a big hit among neo-octopi when first 
  released. There’s an ongoing complaint about the lack of 
  chemoreceptors on the arms in most models—imagine 
  having a human biomorph with no sense of taste or smell—
  but the overall dexterity and design keeps us happy. 
  Callosum: The cyberbrains on these incorporate some of the 
  neo-octopi neural framework in the arms, meaning that 
  have a bit of a mind of their own, but they include better 
  proprioception than most octomorphs too.
  
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  THESEUS
  While there are no sanctioned explorations of 
  Earth, a few daring or greedy transhumans defy 
  the laws to salvage there. Some scavengers and 
  explorers still scour the ruins of habitats that were 
  destroyed during the Fall. Others look for wealth 
  and secrets in the quarantined zones on Luna 
  and Mars. Some simply seek out remaining TITAN 
  machines to destroy, wherever they may be found. 
  The theseus is a popular biomorph for this type 
  of work. Its medichines and nanophages keep the 
  morph protected from most attacks by exsurgent 
  nanotech, and the lack of a cyberbrain makes it 
  less vulnerable to mind hacking. An emergency 
  farcaster allows the user to safely return from situ-
  ations where both their morph and their cortical 
  stack might be destroyed or corrupted. 
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Light), Cortical Stack, 
  Direction Sense, Emergency Farcaster, 
  Enhanced Vision, Low Pressure Tolerance, 
  Medichines, Nanophages, Oxygen Reserve, 
  Radiation Sense, T-Ray Emitter, Temperature 
  Tolerance (Cold), Toxin Filters
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 SOM, +5 WIL, +5 to one other 
  aptitude of the player’s choice 
  CP Cost: 30
  Credit Cost: Expensive
  Stitch: I get sentinels asking for this morph every time they go on a new op. 
  Theseus’s don’t grow on trees, however, and they’re still pretty rare. 
  Cacophonous: Maybe Firewall should initiate a project to propagate more 
  of them.
  
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  VACUUM POD
  Optimized for vacwork, this pod is preferred in situations 
  where novacrabs or synths don’t fare as well socially. The 
  vacuum pod is based on the bouncer morph and looks 
  superficially identical to one.
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave 
  Armor (Light), Cortical Stack, Cyberbrain, Enhanced 
  Respiration, Grip Pads, Mnemonic Augmentation, 
  Oxygen Reserve, Prehensile Feet, Puppet Sock, 
  Vacuum Sealing
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: Limber (Level 1) trait, +5 COO, +5 SOM,  
  +5 to one other aptitude of the player’s choice
  Disadvantages: Social Stigma (Pod) trait
  CP Cost: 30
  Credit Cost: Expensive
  Expat: More than many other pods, vac pod models 
  tend to suffer from cookie-cutter looks. I’ve 
  worked several ship construction jobs where it 
  was extremely challenging to visually tell some of 
  the pod-sleeved vacworkers apart.
  
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  VENUSIAN GLIDER
  The glider is designed to survive for many hours in Venus’s unbreathable atmosphere. Tall and 
  thin, with long, strong limbs and a lightweight build, this morph also features gliding membranes 
  (p. 166, Sunward) that allow it to soar through the upper Venusian atmosphere. It can even gain 
  altitude by riding thermals (which it can see using its enhanced vision). Once Venusian terraforming 
  efforts are complete, an upgraded version of this morph will be able to breathe normally.
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, 
  Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes
  Movement Rate: 4/20, gliding
  Aptitude Maximum: 30
  Durability: 30
  Wound Threshold: 6
  Advantages: Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice
  CP Cost: 40
  Credit Cost: Expensive
  Callosum: The gliding membranes mean you either need smart clothes or 
  a specialized wardrobe. Regular dumb shirts and pants just don’t work.
  
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  WHIPLASH
  Designed by autonomist xenobotanists as an experiment in developing a cyberbrain/planimal interface, whiplash pods are 
  bioengineered from planimal stock found on Sunrise (see Exotic Life, p. 130, Gatecrashing), with other transgenic features (see 
  Whiplash, p. 173, Gatecrashing). Whiplash pods are gaining some traction among gatecrashers due to their ability to blend 
  in to arboreal environments. The primary modification made to the whiplash stock was to turn the entire organism upside 
  down and orient the digestive portion of the organism horizontally, so that the whiplash’s tri-lobed orifice faces forward. 
  The whiplash’s grasping roots were also converted into even more motile “walking tentacles” borrowed from other Sunrise 
  planimals. Other adjustments include the addition of a pair of grasping limbs, each with four universally opposable digits; 
  artificial sensing mods (providing transhuman-standard sensing ability); and a general toughening of the internal structure 
  for rigidity and support. The barrel-like body remains very similar to the original planimal stock and, reorientation notwith-
  standing, the digestive system remains mostly unchanged. The ability to extend and retract the whiplash’s feeding tendril 
  was heavily enhanced, so now the tendril acts more like a two-meter-long chameleon-like tongue than a hanging food-trap.
  Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: Tendril Attack (use Unarmed Combat skill, 1d10 + (SOM ÷ 10) DV, 
  +10 to disarming called shot attacks), +5 COO, +10 SOM, +5 to two other 
  aptitudes of the player’s choice
  Disadvantages: Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)
  CP Cost: 50
  Credit Cost: Expensive (rare; minimum 50,000+)
  Just Mortal: One word: Ick.
  Skinwalker: One person’s squick is another’s dream. I wouldn’t mind giving an alien pod a spin, just for 
  the experience. 
  Sun Bu’er: You might want to wait to the third or fourth generation. I hear the experience of sleeving 
  these is still a bit rough. I don’t think they’ve fully worked out the bugs when it comes to streamlining 
  the alien biochemistry with the cyberbrain’s simulated biochemical states. 
  Violet Perdido: I know I was told that in the future I could be anything, but I never really imagined that 
  would including being a houseplant.
  Nova Vida: In all seriousness, these don’t see much use outside of certain gatecrashing ops. I’ve used one 
  once and it has a lot more synthetic interface elements than most pods, not sure if this is because of 
  the plant or the alien aspects though.
  Plasmid: I did a bit of spec consulting on the whiplash and IIRC it’s the plant elements; the sensory 
  elements of flora are so much different from ours that it required a lot of major work.
  
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  WORKER POD
  Part exalt human, part machine, these basic pods 
  are virtually indistinguishable from humans. 
  Worker pods are often used in menial labor jobs 
  where interaction with humans is necessary.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Mnemonic 
  Augmentation, Puppet Sock
  Movement Rate: 4/20
  Aptitude Maximum: 30
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 SOM, +5 to one other aptitude 
  of the player’s choice
  Disadvantages: Social Stigma (Pod) trait
  CP Cost: 20
  Credit Cost: High
  Nezumi: Despite being pods, these are often favored as cheap 
  morphs over synths. They’re especially popular with some 
  criminal and radical groups whose members really self-iden-
  tify as working class.
  Das Frettchen: There’s a shadow war going on between two 
  inner system pod production houses: Replicant and Ota 
  Lifeworks. Its grown from patent infringement to black ops 
  and tailored viruses targeting each other’s products. 
  
  111
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  XU FU
  Named after a historical Chinese explorer, many gatecrashers 
  consider xu fus the ideal exoplanet exploration synthmorph. Its 
  main body sits atop 6 legs (up to 2 meters long, though retractable) 
  that end in multidirectional smart wheels for quick travel, capable 
  of rolling in any direction and over rough terrain. For exception-
  ally difficult terrain, the wheels can be retracted and the xu fu can 
  maneuver as a walker. In addition to two standard arms, it features 
  a third 2-meter long sensor-equipped limb for reaching far distances, 
  overseeing obstacles, etc. Xu fus have an impressive sensor package 
  and are ideal for surface-based scouting as well as investigating 
  tunnels, collecting samples, and so on.
  Enhancements: 360° Vision, Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Direction Sense, Echolocation, 
  Electrical Sense, Enhanced Hearing, Enhanced Vision, Extra Limbs 
  (3 Arms/6 Legs), Grip Pads, Lidar, Mnemonic Augmentation, 
  Pneumatic Limbs, Radar, Puppet Sock, Radiation Sense, 
  Telescoping Limbs (Legs, 1 Arm), T-Ray Emitter
  Mobility System: Walker 4/20, Wheeled 4/32
  Aptitude Maximum: 30
  Durability: 40
  Wound Threshold: 8
  Advantages: +5 COO, + 5 SOM, Armor (8/8)
  CP Cost: 60
  Credit Cost: Expensive (minimum 50,000+)
  Nova Vida: Though it’s designed for gate 
  ops, this shell is getting a lot of traction 
  within the solar system. It’s just a 
  useful, utilitarian morph.
  
  112
  In Eclipse Phase, your body is disposable. If your 
  body gets old, sick, or too heavily damaged, you 
  can digitize your consciousness and download it 
  into a new body. The process isn’t cheap or easy, 
  but it offers effective immortality—as long as 
  you remember to back yourself up and don’t go 
  insane. The term morph is used to describe any 
  type of form your mind inhabits, whether it be a 
  vat-grown clone sleeve, a synthetic robotic shell, 
  a part-bio/part-flesh pod, or even the purely elec-
  tronic software state of an infomorph.
  You purchase your starting morph during 
  character creation (see Starting Morphs, p. 139, 
  Eclipse Phase). This is likely the morph you were 
  born with (assuming you were born), though it 
  may simply be another morph you’ve moved onto.
  Physical looks aside, your morph has a large 
  impact on your characteristics. Your morph deter-
  mines certain physical stats, such as Durability 
  and Wound Threshold, and it may also influence 
  Initiative and Speed. Morphs may also modify 
  some of your aptitudes and learned skills. Some 
  morphs come pre-loaded with specific traits and 
  implants, representing how it was crafted, and you 
  can always bling yourself out with more implants 
  if you choose (see Implants, p. 126, EP). All of 
  these factors are noted in the individual morph 
  descriptions.
  If you plan on switching your current morph 
  to another during gameplay, you may first want 
  to back yourself up (see Backups and Uploading, 
  p. 268, EP). Backing up regularly is always a smart 
  option in case you suffer an accidental or untimely 
  death. Acquiring a new morph is not always easy, 
  especially if you want it pre-loaded according to 
  certain specifications. The full process is detailed 
  under Resleeving, p. 118.
  APTITUDE MAXIMUMS
  Every morph has an aptitude maximum, some-
  times modified by traits. This maximum rep-
  resents the highest value at which the character 
  may use that aptitude while inhabiting that 
  morph, reflecting an inherent limitation in some 
  morphs. If a character’s aptitude (including any 
  bonuses from that morph)exceeds the aptitude 
  maximum of their morph, they must use it at the 
  maximum value for the duration of the time they 
  remain in that morph. This may also affect the 
  skills linked to that aptitude, which must be mod-
  ified appropriately.
  Some implants, gear, psi, and other factors 
  may modify a character’s natural aptitudes. 
  These augmented values may exceed a morph’s 
  aptitude maximums, as they represent external 
  factors boosting the morph’s ability. No aptitude, 
  however, augmented or not, may ever exceed a 
  value of 40. Innate ability only takes a person so 
  far—after that point, actual skill is what counts.
  Eva has a Cognition aptitude of 25. She is 
  unfortunately forced to sleeve into a flat morph 
  with an aptitude maximum of 20. For the dura-
  tion of the period she inhabits that morph, her 
  Cognition is reduced to 20, which also impacts 
  all of her COG-linked skills, reducing them by 5.
  EXAMPLE
  STARTING MORPHS
  Each morph has an associated CP cost. It also 
  supplies the character’s Durability and Wound 
  Threshold stats and may modify Initiative, Speed, 
  and certain aptitudes and learned skills. A credit 
  cost is also listed, but this refers to the cost of 
  buying such a morph in gameplay.
  Flexible Aptitude Bonuses: Some morphs have 
  aptitude bonuses that may be applied to an apti-
  tude of the player’s choice. This reflects that not all 
  morphs are created equal. When assigning these 
  universal aptitude bonuses, each boost must be 
  applied to a separate aptitude; you may not elevate 
  an aptitude that is already raised by that morph. 
  Once an individual morph’s aptitude bonuses have 
  been assigned, they are permanent for that morph 
  (i.e., if another character resleeves into that morph, 
  the bonuses remain the same).
  BIOMORPHS
  Biomorphs are fully biological sleeves (usually 
  equipped with implants), birthed naturally or in 
  an exowomb, and grown to adulthood either nat-
  urally or at a slightly accelerated rate.
  PODS
  Pods (from “pod people”) are vat-grown, biologi-
  cal bodies with extremely undeveloped brains that 
  are augmented with an implanted computer and 
  cybernetics system. Though typically run by an 
  AI, pods are socially unfavored in some stations, 
  1
  MORPH OVERVIEW
  
  MORPH OVERVIEW
  113
  built-in Armor ratings. Their composition also 
  makes their physical strikes more damaging: 
  apply a +2 DV modifier on unarmed attacks for 
  human-sized shells and larger.
  IDENTIFYING MORPHS
  Morphs come in a wide variety of makes and 
  models. While the original sylph brand was 
  designed by Skinaesthesia, there are hundreds 
  of copies, knock-offs, spin-offs, and alternative 
  models out there that are all functionally similar, 
  even if they have slightly different genetics. Many 
  of these have their own model names, such as 
  Sylphid, Cassandra, and Sedusa. In game terms, 
  however, they are all treated as sylphs or perhaps 
  knock-offs or variants. 
  Within Eclipse Phase, visually identifying a 
  morph’s model is not always easy, especially 
  humanoid biomorphs with a standard body plan. 
  Many morphs, such as octomorphs, neo-avians, 
  remade, and arachnoids, are immediately recog-
  nizable (by type if not specific model) due to their 
  obvious characteristics. Some people ID or boast 
  of their morph model via their social networking 
  profiles—assuming they tell the truth. Many 
  brand-name morph models have a distinctive 
  look or have been mass-produced to a degree 
  that they are easily recognized (which makes for 
  good camouflage; see the Innocuous trait, p. 146, 
  EP). Even then, however, there is no guarantee 
  that you are not dealing with an older, outdated 
  model, an experimental version, or a newer, 
  improved model. Since a biomorph or pod’s looks 
  are easily altered with a quick cosmetic change or 
  some genetic tweaks, there is no guarantee that 
  a sylph-looking morph is indeed a sylph. While 
  synthmorphs are more easily identifiable due to 
  their distinctive physical construction, even these 
  may be masked. Pods tend to be more identifiable 
  given the seamlined look with which they are 
  typically designed and the corporate logos with 
  which they are branded.
  VISUAL ID
  Characters that seek to visually identify a 
  morph’s general type (case, exalt, etc.) must 
  make an appropriate Knowledge Skill Test, such 
  as Interest: Synthmorph Models or Profession: 
  Morph Design. A Medicine skill with an appro-
  priate field (for biomorphs, including pods) or 
  Hardware: Robotics skill (for synthmorphs) may 
  be used as a complementary skill. Apply a −30 
  modifier for humanoid biomorphs that lack any 
  specific physical characteristics that might give 
  used as slave labor in others, and even illegal in 
  some areas. Because pods underwent accelerated 
  growth in their creation and were mostly grown as 
  separate parts and then assembled, their biological 
  design includes some shortcuts and limitations, 
  offset with implants and regular maintenance. 
  They lack reproductive capabilities. In many habi-
  tats, their legal status is a hotly contested issue. For 
  more details, see Pod People, p. 216, Transhuman.
  Unless otherwise noted, pods are also consid-
  ered biomorphs for all rules purposes.
  SYNTHETIC MORPHS
  Synthetic morphs are completely artificial/robotic. 
  They are usually operated by AIs or via remote 
  control, but the lack of available biomorphs 
  after the Fall meant that many infugees resorted 
  to resleeving in robotic shells, which were also 
  cheaper, quicker to manufacture, and more widely 
  available. Nevertheless, synthmorphs are viewed 
  with disdain in many habitats, an option that 
  only the poor and desperate accept to be sleeved 
  in. Synthetic morphs are not without their advan-
  tages, however, and so are commonly used for 
  menial labor, heavy labor, habitat construction, 
  and security services.
  All synthmorphs have the following advantages:
  • Lack of Biological Functions. Synthmorphs need 
  not be bothered with trivialities like breathing, 
  eating, defecating, aging, sleeping, or any similar 
  minor but crucial aspects of biological life.
  • Pain Filter. Synthmorphs can filter out their 
  pain receptors so that they are unhampered by 
  wounds or physical damage. This allows them 
  to ignore the –10 modifier from 1 wound (see 
  Wound Effects, p. 207, EP), but they suffer –30 
  on any tactile-based Perception Tests and will 
  not even notice they have been damaged unless 
  they succeed in a (modified) Perception Test.
  • Immunity to Shock Weapons. Synthmorphs 
  have no nervous system to disrupt, and their 
  optical electronics are carefully shielded from 
  interference. Shock attacks may temporarily 
  disrupt their wireless radio communications, 
  however, for the duration of the attack.
  • Environmental Durability. Synthmorphs are 
  built to withstand a wide range of environments, 
  from dusty Mars to the oceans of Europa to the 
  vacuum of space. They are unaffected by any but 
  the most extreme temperatures and atmospheric 
  pressures. Treat as temperature tolerance (p. 305, 
  EP) and vacuum sealing (p. 306, EP).
  • Toughness. Synthetic shells are made to last—a 
  fact reflected in their higher Durability and 
  
  114
  sometimes come with a social stigma attached and 
  may be of inferior quality. Many knock-offs are 
  not just equal quality, but essentially the same as 
  the brand-name version, as they are constructed 
  using the same minifactories, blueprints, or 
  pirated genetics as the originals. In markets where 
  the brand-name version cannot be sold or easily 
  acquired (whether for cultural, legal, or political 
  reasons), local entrepreneurs may introduce a 
  knock-off to fill the demand at the brand-name’s 
  market price.
  In game terms, knock-offs are offered at a 
  10% cheaper Cost, but have the Social Stigma 
  (Knock-off) trait. The knock-off version of a 
  brand-name exalt, which normally retails at an 
  Expensive Cost (20,000), would sell for 18,000. 
  When a character acquires a new knock-off 
  morph, the player rolls a Moxie x 10 Test and 
  consults the Knock-off Test table.
  Analyzing a morph to determine if it is a knock-
  off requires an Excellent Success (MoS 30+) on a 
  visual test (see Identifying Morphs, p. 113), but 
  can be more accurately ascertained with proper 
  genetics or diagnostics tests as noted. Morph 
  brokers who sell knock-offs do not like customers 
  testing their product beforehand and will usually 
  disallow or discourage it. 
  Knock-off morphs do not provide any social 
  skill bonuses or penalties unique to that exact 
  type of morph unless the viewer is fooled by the 
  counterfeit. For example, a knock-off of a Futura 
  morph would only provide modifiers based on its 
  connection to the Lost Generation if the viewer 
  thought it was an actual futura. Social modifiers 
  based on the general morph type (biomorph, syn-
  thmorph, pod) still apply to the knock-off. 
  To make a Knock-Off test, make a Moxie x 10 
  Test and check the result on the Knock-Off Test table.
  VARIANTS
  Variant morphs are modifications of existing stock 
  morph lines to better suit certain market segments 
  with specific needs. While individuals can add 
  implants to fine tune their morph as needed, when 
  a large enough class of customers all need the same 
  traits, it is more efficient to create a variant morph 
  that addresses their needs. For example, colonists 
  of an exoplanet with an ecosystem filled with 
  virulent alien diseases might need splicers with 
  the Rapid Healer and Improved Immune System 
  traits. Instead of manually adding the traits to 
  each morph, the hypercorp would create a variant 
  morph for all new colonists. 
  The cost of creating a variant morph is substantial, 
  so it is not done lightly. Nor do variants stray too 
  them away (such as a bouncer’s prehensile feet or 
  a flat’s noticeable advanced age). Other modifiers 
  may be taken into account, such as a well-known 
  brand-name or cookie-cutter-looks morph (+20) 
  or use of a new prototype (–20). Use of an image 
  recognition program to match the morph against 
  known models applies an additional +20 modi-
  fier. If a morph has been intentionally masked, 
  this test is made as an Opposed Test against the 
  masker’s Disguise, Medicine: Biosculpting, or 
  Hardware: Robotics skill. A success will pinpoint 
  the morph’s type, common characteristics (major 
  aptitude modifiers), and standard augmentations 
  and enhancements. Every 10 points of MoS will 
  reveal an additional insight, such as the partic-
  ular manufacturer, model, specific traits, less-
  er-known capabilities, and any visible deviations 
  the particular morph in question has from the 
  model’s norms. 
  EXAMINATION
  An actual physical examination of a morph uses a 
  Medicine skill with an appropriate field (for bio-
  morphs, including pods) or Hardware: Robotics 
  skill (for synthmorphs), but with a +10 modifier. 
  Appropriate Knowledge skills may be used as 
  a complementary skill. Use of the appropriate 
  equipment (genetic testing), terahertz scanning, 
  and so on will apply additional modifiers or simply 
  identify the morph outright.
  MORPH VARIANT RULES
  Thanks to the capitalist inclinations of the 
  hypercorp system, morphs are not only traded 
  as valuable commodities, but as luxury goods 
  for demanding consumers. While the majority 
  of transhumanity has to settle for a stock splicer, 
  flat, or case morph, many transhumans look for 
  something that will help them stand out of the 
  crowd. Knock-offs, variants, and limited edition 
  models of popular morph lines thrive in the mar-
  ketplace. The following optional rules introduce 
  more variety into the game and can be used in any 
  kind of campaign. 
  KNOCK-OFFS
  Knock-off morphs are designed to resemble the 
  stock version of a popular morph brand, with 
  just enough cosmetic changes (exotic coloration 
  or other bits of cosmetic flair) to avoid legal 
  challenges by the brand-name morph’s manufac-
  turer. Their primary advantage is to undercut the 
  price of the brand-name version, thus offering a 
  cheaper alternative. The drawback is that they 
  
  MORPH OVERVIEW
  115
  Variant morphs are often unavailable on the 
  open market. When they are, they usually cost 
  2–20% more than the stock version. 
  EXAMPLE: ZEN PILOT VARIANT MORPH
  Zen pilots are a variant of the hibernoid biomorph. 
  They are designed to withstand high emotional 
  distress from long periods of isolation in deep 
  space. With the endocrine control and drug gland 
  implants, zen pilots can survive being completely 
  alone for years at a time.
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Cortical Stack, 
  Hibernation, Endocrine Control, Drug Glands 
  (Comfurt and Juice)
  Aptitude Maximum: 25
  Durability: 35
  Wound Threshold: 7
  Advantages: +10 WIL 
  CP Cost: 30
  Credit Cost: Expensive (minimum 30,000)
  EXAMPLE: MARTIAN VARIANTS
  Almost all of the common biomorphs have been 
  adapted by one party or another for survival in 
  Mars’s partially terraformed outdoors. Martian 
  versions exist for exalts, furies, ghosts, mentons, 
  neo-hominids, olympians, sylphs, and all of the 
  varieties of pods, among others. These “red” vari-
  ants have the following changes: 
  Implants: Add Enhanced Respiration and 
  Temperature Tolerance.
  CP Cost: Remains the same.
  Credit Cost: Remains the same, but add 10,000 
  when not on Mars.
  far from the stock version. Push a stock morph too 
  far in one direction and it becomes an entirely new 
  type of morph—and usually rapidly exceeds the 
  project’s budget. Most variants are created by large 
  organizations for internal use. Individual consumers 
  typically prefer to customize stock morphs rather 
  than buy variants with an unproven track record. 
  In game terms, a variant morph will have up to 
  a total of 20 CP of modifications which are differ-
  ent from the original version’s traits and implants.  
  A variant morph may shift up to 10 points of 
  aptitude bonuses into any aptitude desired. Note 
  that the difference in cost counts for both negative 
  and positive modifications. For example, a variant 
  morph with a 10 CP negative trait and a 10 CP 
  positive trait can’t take any further modifications. 
  For the purposes of variant morphs, an implant 
  with a moderate or lower price costs 1 CP, high 
  costs 5 CP, and expensive costs 20 CP. 
  KNOCK-OFF TEST
  RESULT
  MODIFICATIONS
  Failure
  Social Stigma (Knock-off) and –5 to one randomly-selected aptitude
  Severe Failure  
  (MoF 30+)
  Social Stigma (Knock-off) and choose one: –10 to one aptitude, Aggressive GRM, Drug Fiend,  
  Frail (Level 1), Genetic Defect (Level 1), Lemon, Neural Damage, Personality Artifact, Proprietary Tech,  
  Severe Allergy (Level 1), Unattractive (Level 1), Uncontrollable Urge, Unfit (Level 1),  
  Weak Immune System (Level 1), Zero-G Nausea
  Critical Failure
  Social Stigma (Knock-off) and choose two from Severe Failure (above) or one from this list: Frail (Level 2),  
  Genetic Defect (Level 2), Low Pain Tolerance, Severe Allergy (Level 2), Unattractive (Level 2), Unfit (Level 2),  
  Weak Immune System (Level 2)
  Success
  Social Stigma (Knock-off)
  Excellent Success 
  (MoS 30+)
  Social Stigma (Knock-off), but tests to determine the morph’s knock-off status suffer a –30 modifier.
  Critical Success
  As Excellent Success (above) and choose one of the following traits: Drug Exception, Improved Immune System (Level 
  1), Limber (Level 1), Pain Tolerance (Level 1), Rapid Healer, Skill Artifact, Striking Looks (Level 1), or Tough (Level 1). 
  Alternatively, one negative trait may be removed from this morph (but not the Social Stigma (Knock-Off) trait). 
  Note that some traits are only applicable to certain types of morphs (synthmorphs cannot take Rapid Healer, for example).
  OPTIONAL RULE: 
  MORPH VARIETY
  Gamemasters that simply wish to introduce a bit 
  of variety and randomness to the resleeving pro-
  cess can use a simple variation of the knock-off 
  rules. Whenever a character sleeves into a morph 
  they have never been in before, have them make 
  a Moxie x 10 Test. On a Critical Failure, choose 
  one of the options from the Severe Failure entry 
  on the Knock-off Test table. On a Critical Success, 
  choose one of the options from the Critical 
  Success entry on the Knock-off Test table.
  n
  
  116
  Europan Orca: The greatest success to date is 
  the Europan orca, a cetacean uplift that upgrades 
  the neo-orca with carapace armor, eelware, 
  enhanced vision, hydrostatic pressure adaption 
  and temperature tolerance (improved cold; p. 166, 
  Sunward). Increase CP Cost by 10; Credit Cost 
  remains the same. These are especially useful as 
  undersea guards or mercenaries.
  OUTER SYSTEM SYNTHMORPHS
  Given that social attitudes toward cases and synths 
  (and similar low-end shells) are not as prejudiced 
  in autonomist and some other outer system cul-
  tures, gamemasters may wish to disallow the 
  Stigma: Clanking Masses negative trait in cam-
  paigns based primarily in these areas. To balance 
  this out, gamemasters may require these morphs 
  to take the Uncanny Valley negative trait instead.
  TITANIAN VARIANTS
  Commonly encountered morphs on Titan include:
  Titanian Fliers: Lunar fliers (p. 162, Sunward) 
  augmented with temperature tolerance (improved 
  cold; p. 166, Sunward). CP and Credit Costs remain 
  the same.
  Titanian Olympians: Often used by athletes and 
  outdoor workers, these are standard olympian 
  biomorphs augmented with temperature tolerance 
  (improved cold; p. 166, Sunward). CP and Credit 
  Costs remain the same.
  LIMITED-EDITION MORPHS
  Limited-edition morphs are made to fulfill social 
  needs rather than political or utilitarian needs. 
  Hypercorp morph designers make most of their 
  credits by selling limited-edition morphs to hyper-
  elite customers with a burning desire to show off 
  their taste and wealth. Autonomist morph design-
  ers create limited-edition morphs to commemorate 
  great deeds or show off their artistic skills as a 
  kind of living performance art. No matter what 
  the political orientation of a particular morph 
  designer, the basic motive remains the same—to 
  signify that this particular group of morphs is 
  special and unique in a post-scarcity society. 
  In game terms, limited-edition morphs all have 
  the Unique Look trait (p. 95, EP). The cost of a 
  limited-edition morph is vastly more expensive 
  in hypercorp territory, depending on how unique 
  the look is. The most expensive limited editions 
  can cost up to 100 times the cost of a stock 
  version of that morph, which has led to a specu-
  lative market for limited-edition morphs. Some 
  hyperelite collect them like pre-Fall artwork. 
  OUTER SYSTEM MORPH VARIANTS
  Many morphs used in outer system environments 
  are tailored with modifications specific to the locale. 
  BIOMORPHS WITH CYBERBRAINS
  The cultures of the outer system are far more 
  accepting of forking and regular resleeving. For 
  this reason, many biomorphs in the outer system 
  are equipped with cyberbrains rather than organic 
  brains by default. This makes the resleeving 
  process quicker (less than a minute as opposed to 
  an hour) and makes it substantially easier to fork. 
  The drawback is that cyberbrains are vulnerable to 
  hacking (p. 261, EP).
  Biomorphs with this option have Access Jacks, 
  Cyberbrain, Mnemonic Augmentation, and an 
  optional Puppet Sock. Increase CP Cost by 5; 
  Credit Cost remains the same.
  CEREAN VARIANTS
  Biomorphs on Ceres must be capable of handling 
  the ammonia content in the water in addition to 
  the pressure. 
  Cerean Aquanaut: As the aquanaut biomorph 
  (p. 150, Gatecrashing), but equipped with hydro-
  static pressure adaption. CP and Credit Costs 
  remain the same.
  Cerean Neo-Cetaceans: Neo-cetaceans modified 
  for survival on Ceres also have gills, hydrostatic 
  pressure adaption, temperature tolerance (improved 
  cold; p. 166, Sunward), and toxin filters. Increase 
  CP Cost by 10; Credit Cost remains the same.
  Cerean Octomorph: Favored by the Hidden 
  Concern, Cerean octomorphs are equipped with 
  eelware, hydrostatic pressure adaption, tempera-
  ture tolerance (improved cold; p. 166, Sunward), 
  and toxin filters. Increase CP Cost by 10; Credit 
  Cost remains the same.
  EUROPAN VARIANTS
  Various biomorphs have been adapted to survive in 
  the intense pressures and deep cold of the subsur-
  face Europan waters. 
  Europan Aquanaut: As the aquanaut biomorph 
  (p. 150, Gatecrashing), but equipped with hydro-
  static pressure adaption. CP and Credit Costs 
  remain the same.
  Europan Uplifts: Neo-cetaceans and neo-octopi 
  are natural fits for the Europan environment. Any 
  of these morphs (including the takko) can be mod-
  ified for survival on Europa, adding hydrostatic 
  pressure adaption and temperature tolerance 
  (improved cold; p. 166, Sunward). Increase CP 
  Cost by 5; Credit Cost remains the same.
  
  MORPH OVERVIEW
  117
  unveiling, the morphs have become celebrities 
  themselves, regardless of the ego sleeved in them. 
  Bloggers, x-casters, and paparazzi follow the 
  Pantheon morphs, keeping track of their move-
  ments and the egos sleeved in them. Even past 
  owners of the Pantheon morphs attract stalk-
  ers, particular ones that fans hate or love. The 
  Pantheon fan base argues endlessly about who 
  deserves to be sleeved in one and who should be 
  banned. Some fans stalk egos that used drugs or 
  engaged in risky behavior that put the morph 
  in danger. The most devoted fans believe the 
  morphs have feelings independent of the ego and 
  write elaborate stories about them.
  Ballard has released a Pantheon morph for 
  Mercury, Venus, Luna, Mars, Europa, Titan, 
  Oberon, and Titania. Each is a biomorph suitable 
  for its locale and each is worth at least 10 times 
  the price of its stock version. The Luna, Venus, 
  Mars, and Titan morphs are each worth millions. 
  There is no Earth Pantheon morph, as Ballard has 
  said it would only be right when the Earth can 
  be inhabited again by transhumans. The Jovian 
  Republic has prohibited Ballard from creating 
  any Pantheon morphs for its territory. Ballard is 
  rumored to be creating new Pantheon morphs for 
  exoplanets like Sky Ark and Ascension. 
  HEIRLOOM
  A more common limited-edition morph, the 
  Heirloom is a splicer morph created with genetic 
  material from famous historical figures. They are 
  typically priced as Expensive morphs, though 
  some particular figures are cheaper or more expen-
  sive than others. 
  Even before the Fall, highly eccentric and well-
  funded grave robbers discreetly collected DNA 
  samples from the remains of dead celebrities, 
  royalty, famous artists and thinkers—whoever 
  they could. Combined with samples from known 
  relatives, these ghoulish collectors had the ability 
  Autonomist-manufactured limited edition 
  morphs will generally cost the same as a stock 
  morph, but characters who want the morph 
  must get the approval of the morph’s designer. 
  Characters who make or modify their morph to 
  resemble a limited edition typically suffer large 
  rep loss when it is revealed. 
  The exact nature of the Unique Look trait is 
  only limited by the imagination of the gamemaster. 
  Hypercorp limited editions tend to use expensive 
  and proprietary technology along with legal pro-
  tection to create a look that can’t be replicated. 
  Limited-edition morph designers in autonomist 
  regions tend to use reputation and social aware-
  ness to keep the look of their product unique. 
  Some examples are presented below. 
  THE PANTHEON
  Hyperelite designer Venturi Ballard created the 
  ultimate limited-edition line of morphs: a series 
  of unique morphs, each themed after a different 
  celestial object. Currently, there is one morph 
  for every inhabited planet and heavily populated 
  moon in the solar system. Furthermore, Ballard 
  has gone to great lengths to build each morph on 
  the planet it is meant to represent and tries to 
  keep them on that planet, using both legal and 
  technological safeguards to ensure the morph 
  stays there. Rumors of secret contracts, ultimate 
  mercenaries, and other extreme measures circu-
  late freely through the mesh, something Ballard 
  seems to encourage. This quirk has made the 
  Pantheon even more famous, as transhumans 
  throughout the solar system debate whether 
  Ballard has the right to control a morph he 
  designs to that extent. 
  The launch of the Pantheon line was a major 
  media event, with gala balls, auctions, behind-
  the-scenes drama, and political protests from 
  activists who decried the Pantheon morphs as 
  a tremendous waste of resources. Since their 
  EXAMPLE
  The Venus Pantheon morph is a modified female 
  Venusian glider morph with the Striking Looks 
  (Level 2) and Unique Look traits. The Venus morph 
  is colored to resemble the skies of Venus, a brilliant 
  combination of white, ochre, and yellow. The morph 
  is tattooed with symbols from ancient depictions of 
  Venus, including Mayan and Chinese star maps. 
  The most striking feature is the Morning Star, which 
  appears to be a small glowing star that orbits the 
  Venus Morph. Most believe the Morning Star is a 
  custom-built gnat bot, but others believe it is an 
  alien artifact recovered from an exoplanet. The 
  Venus morph is currently located on the Octavia 
  aerostat, owned by the mayor, Halis Sapien, who 
  loans the morph out to friends and visiting celeb-
  rities. Some popular socialites have traveled all the 
  way from Titan, just for a chance to sleeve in the 
  Venus morph. 
  EXAMPLE
  
  118
  to clone some celebrities, though legal restrictions 
  prevented them from doing so except in a few 
  outlaw countries and off-world. After the Fall, 
  things changed. Some collectors made it off Earth 
  with their libraries of famous DNA intact, but in 
  desperate need of money. They sold their collec-
  tions to a group of unscrupulous morph brokers, 
  who in turn created the Heirloom morph line. 
  With the old governments shattered by the Fall, no 
  one was in a position to oppose this, especially as 
  they became an extremely profitable morph line. 
  Many Fall survivors wanted to carry a bit of old 
  Earth history with them. How better to do that 
  than with a famous person?
  Heirlooms promise 100% DNA authenticity, 
  but in reality, most of the “clones” from the 20th 
  century and earlier are only approximations—
  composites made from genetic fragments from 
  grave remains from several generations of relatives. 
  Some engineering and cosmetic surgery is done on 
  the morph to make it look exactly like the person 
  in question. Each Heirloom is implanted with a 
  database about the person on which it is based, 
  so the ego sleeved in it will be able to answer any 
  trivia questions about the person. 
  Several morph brokers sell Heirlooms. In order 
  to keep them profitable, they enforce a mutually 
  agreed artificial scarcity. Each Heirloom dealer 
  agrees to sell only a certain number of morphs 
  based on person X per quarter. If a particular 
  Heirloom is destroyed, the dealer can replace 
  it. The most common Heirlooms are photogenic 
  celebrities from the late 20th century and later, 
  as they are the ones with the highest demand. 
  Famous political figures, especially dictators and 
  other prominent national leaders, are the second 
  most popular. Intellectuals and artists have 
  modest demand. Royalty is the least popular, as 
  few transhumans care enough about Earth history 
  to recognize old aristocrats on sight, but some 
  hyperelites prefer them. A few libertine geronto-
  crats even commission Heirlooms with the genetic 
  flaws of the original person left intact. At least 
  one hunchbacked Richard III has been spotted in 
  a Martian night club. 
  Scum genetic engineers have created parody 
  Heirlooms of madmen, killers, and Hitler. These 
  are normal splicers altered by cosmetic surgery, 
  and are usually found in scum or autonomist 
  habitats. Hitler morphs are becoming quite 
  common in scum swarms, including variations 
  like female Hitlers, synth Hitlers, and even uplift 
  Hitlers, which are usually just octomorphs with 
  implanted mustaches. 
  TITAN BUSTER
  A Barsoomian collective fights the good fight 
  against the remnants of the TITAN presence in 
  the TQZ on Mars. In order to bolster recruit-
  ment, the collective rewards fighters who survive 
  six months of active service with a TITAN 
  Buster morph—either a fury or reaper morph 
  with specialized unit decals tattooed or etched 
  on the skin of the morph, plus a notification 
  throughout the autonomist social networks of 
  the character’s achievement. TITAN Busters 
  enjoy positive modifiers when making Social 
  Skill Tests against autonomists or characters 
  with a grudge against the TITANs. Characters 
  that earn the TITAN Buster morph but have to 
  egocast to another habitat may modify another 
  fury or reaper morph to show the TITAN Buster 
  unit decals (a Low cost bodysculpt). Any char-
  acter that is caught posing as a TITAN Buster 
  without putting in the time is likely to get a flood 
  of negative pings from the @-rep network.
  RESLEEVING
  Resleeving (also called remorphing) is the process 
  of giving a new body to an ego. Changing bodies 
  is a normal part of life for hundreds of millions 
  of transhumans, and it is an even more frequent 
  occurrence for people in certain professions. 
  Characters involved in specialized work may 
  resleeve as often as once a month. Those who 
  travel frequently may do so even more often. Also, 
  given the number of infugees who died during the 
  Fall but have now acquired a new morph, the vast 
  majority of transhumanity has resleeved at least 
  once. As such, most transhumans are accustomed 
  to resleeving.
  Adjusting to a new body takes time and a bit of 
  effort (see Integration, p. 119). Resleeving is also 
  difficult psychologically, as reflected by continuity 
  (p. 120) and alienation (p. 119).
  Once an ego fully inhabits a new morph, the 
  new morph’s cortical stack needs ten minutes to 
  amass a complete backup of the ego.
  RESLEEVING BIOMORPHS AND PODS
  Resleeving takes about an hour in a properly 
  equipped clinic. In essence, the process works 
  like uploading in reverse. The new sleeve is 
  hooked up to an ego bridge that infiltrates the 
  brain with nanobots that physically restructure 
  the brain’s neural structure and connections 
  according to the map provided by the backup. 
  Sleeving takes six times as long as uploading 
  because the nanobot swarm working as a wet 
  
  MORPH OVERVIEW
  119
  ALIENATION
  After loss of continuity, the other major factor 
  impacting resleeving characters is alienation. Once 
  the ego has its new sleeve under control, it’s time 
  to look in the mirror. The Alienation Test reflects 
  the experience of coming to terms with a new face, 
  skin, and brain. For example, transferring to a 
  printer in the template brain needs to duplicate 
  the entire physical structure of the ego’s neural 
  network. For resleeving, a “wet” ego bridge is 
  used, meaning that the sleeve and ego bridge are 
  submerged in a vat filled with nanogel.
  Sleeving into a pod only takes half an hour, as 
  their brains are half biological, half cyberbrain.
  RESLEEVING SYNTHMORPHS
  Resleeving into the cyberbrain of a synthmorph is 
  much easier and quicker, being a matter of copying 
  the backup into the cyberbrain (an instantaneous 
  affair) and then running the backup in its virtual 
  brain state (1 Action Turn). The drawback to 
  synthmorphs is that they are more difficult to 
  acclimate to (see Integration, below), they are 
  vulnerable to cyberbrain hacking (p.  261, EP), 
  and synthmorphs are viewed as low class in some 
  cultures.
  EVACUATING A CYBERBRAIN
  Characters inhabiting a synthmorph cyberbrain 
  may voluntarily choose to evacuate by copying 
  themselves as an infomorph onto another device. 
  This takes 1 full Action Turn; see Infomorph 
  Resleeving, p. 120.
  RESLEEVING COSTS
  The costs involved for the resleeving process itself 
  are generally subsumed in the costs of the backup 
  insurance and/or the new sleeve itself. Costs for 
  individual morphs are noted in their descriptions . 
  See Morph Brokerage (p. 121) for rules on finding 
  and acquiring morphs.
  INTEGRATION
  Getting used to a new body typically takes some 
  time. The character must become acclimated to 
  the changes in height, weight, sex, and capabilities, 
  which often requires unlearning ways of doing 
  things that worked fine for their previous form. 
  Resleeving in a synthetic morph or an uplift is 
  also quite confusing at first, given the drastically 
  different morphologies, change in limb structure 
  (and sometimes amount of limbs), and so on. 
  Luckily, transhuman minds are adaptive things, and 
  this process is aided by the application of mental 
  “patches” during the resleeving process that give the 
  character a bit of a boost for using their new body.
  An ego in a new morph makes an Integration 
  Test upon taking control of the body, rolling 
  SOM × 3 (morph bonuses do not apply) and apply-
  ing modifiers from the Integration and Alienation 
  Modifiers table. The result of the test is explained 
  on the Integration Test table.
  INTEGRATION AND  
  ALIENATION MODIFIERS
  SITUATION
  EFFECT
  Familiar; character has used this exact morph extensively in the past
  +30
  Clone of prior morph
  +20
  Character’s original morph type (what they were raised with)
  +20
  Adaptability trait (Level 2)
  +20
  Adaptability trait (Level 1)
  +10
  Character has previously used this type of morph
  +10
  First time resleeving
  –10
  Character is an AGI sleeving into a physical body
  –10
  Character is an uplift resleeving in a non-uplift (of their type) body
  –10
  Synthetic morph
  –10
  Sex change (from last morph)
  –10
  Morph is heavily modified
  –10
  Morphing Disorder trait (Level 1)
  –10
  Morphing Disorder trait (Level 2)
  –20
  Infomorph (does not apply to AGIs) (Alienation Test only)
  –20
  Fork (Alienation Test only)
  –20
  Morphing Disorder trait (Level 3)
  –30
  Exotic morph (see Exotic Morphs, p. 120)
  –30
  INTEGRATION TEST
  TEST RESULT
  EFFECT
  Critical Failure
  Character is unable to acclimate to the new 
  morph—something is just not right. Char-
  acter suffers a –30 modifier to all physical 
  actions until resleeved.
  Severe Failure (MoF 30+)
  Character has serious trouble acclimating to 
  the new morph. They suffer a –10 modifier 
  to all actions for 2 days plus 1 day per 10 full 
  points of MoF.
  Failure
  Character has some trouble acclimating to 
  new morph. They suffer a –10 modifier to all 
  physical actions for 2 days plus 1 day per 10 
  full points of MoF.
  Success
  Standard acclimation period. The character 
  suffers a –10 modifier to all physical actions 
  for 1 day.
  Excellent Success (MoS 30+)
  No ill effects. Character acclimates to new 
  morph in no more than a few minutes.
  Critical Success
  Lookin’ good! This morph is an exceptionally 
  good fit for the character. No ill effects; gain 1 
  Moxie point for use in that game session only.
  
  120
  points of MoS on the Continuity Test, or increase 
  it by 1 point for every 10 full points of MoF.
  INFOMORPH RESLEEVING
  Rather than resleeving into a physical body, a 
  backup may instead by instantiated as an info-
  morph, a purely digital form. Infomorphs are dis-
  tinct from backups in that backups are inert files. 
  Infomorphs are backups imprinted onto a virtual 
  brain template and run as a program. This virtual 
  brain state must be run on a specific device and 
  follows all of the rules noted for infomorphs on 
  p. 265, EP. Infomorphs may copy themselves to 
  other devices, typically erasing themselves from 
  the previous device as they go. Infomorphs that 
  copy without erasing are treated as forks.
  Characters instantiating as infomorphs must make 
  Continuity and Alienation Tests, just like resleeving.
  Infomorphs may be resleeved into physical 
  morphs, following normal resleeving rules.
  radically different morph (such as a swarmanoid) 
  can be difficult to grasp. Uplifts often struggle to 
  get acquainted with the unusual hormonal urges 
  of a human biomorph and vice versa. While the 
  character’s ego is as it was in their last sleeve, the 
  brains and neurochemistry of many morphs may 
  alter aptitudes like WIL or COG. The effects of 
  this can be frustrating or disorienting.
  Every character makes an Alienation Test to 
  reflect how mentally stressful it is to get a grip on 
  their new body, rolling INT × 3 and apply modifi-
  ers from the Integration and Alienation Modifiers 
  table. Consult the Integration Test table (p. 119) to 
  determine the effects.
  CONTINUITY TEST
  Perhaps the biggest shock that strikes most 
  resleeving characters is the loss of continuity of self. 
  This is particularly true for characters who died. If 
  their cortical stack was retrieved, they will remem-
  ber their own death. If they were restored from an 
  archived backup, they will not remember their death, 
  but they will have lost an entire period of their 
  life—all the way back to their last backup. In fact, 
  if their body was not recovered, they may not even 
  know that they are dead for certain—there may be a 
  surviving copy of themselves out there. The driving 
  point in this loss of continuity is a sort of existential 
  crisis—they are no longer the original person they 
  once were. This leads some to question whether they 
  are who they think they are, or are they some poor 
  imitation and not a real person at all?
  To determine how this loss of continuity affects 
  a character, make a Continuity Test by rolling 
  WIL × 3. Every character suffers stress from loss of 
  continuity, as noted on the Continuity Stress table. 
  Reduce this stress damage by 1 point per 10 full 
  EXOTIC MORPHS
  A number of morphs count as exotic for the pur-
  poses of Integration and Alienation Test modifi-
  ers (–30):
  • All uplift morphs other than neo-hominids and 
  neanderthals.
  • All non-humanoid pods: chickcharnies, 
  novacrabs, scurriers, whiplashes, etc.
  • Unusual biomorphs such as ariels, cloud skates, 
  hulders, ripwings, salamanders, and suryas.
  • Synthmorphs, bots, and vehicles with unusual 
  morphologies: fenrirs, flexbots, nautiloids, skulk-
  ers, smart swarms, swarmanoids, and takkos.
  • Habitats.
  n
  ALIENATION TEST
  TEST RESULT
  EFFECT
  Critical Failure
  Extreme Dysmorphia. The character doesn’t like 
  their new sleeve at all and suffers 2 stress points 
  per 10 full points of MoF.
  Failure
  Character is uneasy about the new morph and 
  suffers 1 stress point per 10 full points of MoF.
  Success
  Character adapts to their new look well. No ill effects.
  Critical Success
  Best. Morph. Ever. The new morph jives perfect-
  ly with the character’s sense of self, and even 
  enhances it somewhat. The character actually heals 
  1d10 ÷ 2 (round up) stress points.
  CONTINUITY STRESS
  SITUATION
  STRESS VALUE
  Backup from cortical stack
  Character remembers peaceful or not 
  notable death
  1d10 ÷ 2 (round down)
  Character remembers sudden or 
  violent death
  1d10
  Backup from archive
  Short memory gap (less than 1 day)
  1d10 ÷ 2 (round down)
  Memory gap greater than one day
  1d10
  Not knowing if/how you died
  +2
  Uploading-to-resleeve with continuity 
  (p. 269 EP)
  0
  Uploading-to-resleeve without 
  continuity
  1d10 ÷ 2 (round down)
  Character is a fork
  2
  
  MORPH OVERVIEW
  121
  characters can also locate new morphs using their 
  Networking skills (see Reputation and Social 
  Networks, p. 285, EP). Certain morph types are 
  harder to find then others; the gamemaster should 
  apply an appropriate modifier for any morphs 
  that seem rare or unusual (for example, swarman-
  oids or reapers). Likewise, some morphs may 
  simply be unavailable in a given locale. Rusters 
  are rarely available off of Mars, for example, 
  while on Europa, most morphs are exotic local 
  aquatic varieties.
  The gamemaster determines which factions 
  are able to provide new morphs in a given locale. 
  Factions will not provide morphs that are unavail-
  able to that faction as starting characters. If the 
  faction is not the dominant one in that locale, a 
  penalty should be applied, ranging from –10 to 
  –30. Despite having a presence in a given locale, 
  some factions may be unable to provide morphs 
  at all.
  If the character is seeking a customized morph 
  with specific implants or enhancements, the 
  search will be more challenging. The gamemaster 
  should apply a –10 to –30 modifier here as well, 
  depending on the extent and legality of the mod-
  ifications sought.
  MORPH ACQUISITION
  Once a morph is located, the character may call 
  in favors (p. 289, EP) or pay credits for it. In the 
  inner system, morph prices are often inflated by 
  demand in the market such that the most desirable 
  morph types can cost a small fortune. Outsystem, 
  MORPH BROKERAGE
  Morphs are a major commodity in transhuman 
  society. The technology and materials needed to 
  grow new morphs are cheap and abundant, though 
  they take time. Cloned biomorphs take at least 
  a year and a half, even with accelerated growth. 
  Pods, which are typically pieced together from vat-
  grown parts, take about 6 months. Synthmorphs 
  like cases and synths can be produced in a day, 
  whereas more complicated models can take a week 
  or more. Theoretically, supply will one day out-
  strip demand to the point where flesh is free.
  Characters have several options for acquiring 
  morphs when they travel by egocast, suffer heavy 
  damage, or just feel like a new body. When ego-
  casting, the most common method for travelers of 
  middling means is to store their current morph in 
  a body bank’s secure facility and lease a morph at 
  their destination. Less commonly, characters may 
  rely on public resleeving facilities, or if they have 
  the means they may purchase a new morph out-
  right. Characters who expect to stay at their des-
  tination indefinitely or who decide to resleeve but 
  aren’t traveling might instead opt for a trade-in on 
  their old body, leaving it behind permanently in 
  most cases.
  MORPH AVAILABILITY
  As noted under Resleeving and the Gamemaster, 
  finding the model of morph you want is not 
  always easy. While many basic morph types 
  (cases, synths, splicers) are generally available, 
  RESLEEVING AND THE GAMEMASTER
  The gamemaster has a fine amount of control over what a character can obtain when resleeving. The 
  characters may be supplied with new morphs by Firewall or whatever employer/patron for whom they 
  are currently working. In this case, the gamemaster can simply assign whatever morphs they see fit—with 
  complete control over enhancements, traits, etc. While morphs should be tailored for the mission at hand, 
  this presents an opportunity for the gamemaster to throw the characters some new toys to play with and 
  also some new challenges to overcome. Gamemasters are encouraged to mix it up, have fun, and give 
  players something they can work with without necessarily giving them everything they want.
  In other cases, the availability of desired morphs may be limited by the resleeving location. A small 
  outpost in the wilds of Mars is unlikely to have a wide selection of morphs—in fact, a few rusters and 
  synthmorphs may be all they have. Similarly, large habitats have a high demand for good morphs, so there 
  may be a waiting list for top-of-the-line sylphs or remade morphs. In the same vein, available morphs are 
  going to be subject to local legalities, so getting that reaper morph may be out of the question. Characters 
  could always turn to black market morph providers, but these come with their own risks.
  What this means is that gamemasters should never be afraid to say no if a character is pursuing a morph 
  that is unreasonable or potentially disruptive to the game. While it’s good form to give the players what they 
  want once in a while, it also makes for more interesting roleplaying to saddle them with morphs that are 
  a little different than what they were hoping for or that come with some interesting challenges, such as a 
  physical addiction. For extra fun, leave the character unaware of a morph’s negative traits or secret implants 
  until they reveal themselves. As always, the goal is to have fun, but variety often helps with that.
  n
  
  122
  BLACK MARKET MORPHS
  Black market body traders promise to provide the 
  buyer with morphs and upgrades of choice regard-
  less of a habitat’s laws against weapons or implants, 
  in addition to bypassing standard arrival registra-
  tion via darkcasting. Illegal morphs usually come 
  with a price markup (+25% at least), whereas used 
  morphs with unsavory backgrounds (and traits) 
  can usually be acquired on the cheap (–25%).
  INDENTURE
  Characters who find themselves too destitute to 
  afford a new morph can strike a deal for inden-
  tured service—a “deal” that is rarely advantageous 
  to the new indenture. Typical contracts require 
  years of indentured labor—terraforming Mars, 
  herding comets, asteroid mining, constructing 
  habitats, colonizing exoplanets, etc.—in exchange 
  for a cheap synthetic morph or splicer at the end 
  of the term. Gamemasters may use their discretion 
  in offering such terms, though in many cases the 
  terms offered will temporarily or permanently end 
  the character’s career as a free agent. Hypercorps 
  using indentured labor are notorious for changing 
  the terms at a whim, extending the service period, 
  or slamming the indenture with a slew of hidden 
  and outrageous charges that were not made clear 
  up front. Characters may, of course, enter into 
  such service fully intending to grab their morph 
  and run at the first opportunity, but the hyper-
  corps are very protective of their investments. 
  Indentures are closely monitored and tracked, and 
  the hypercorps are not above sending ego hunters 
  to retrieve a runaway.
  PUBLIC RESLEEVING
  Some locales, notably Titan, have a well-devel-
  oped public resleeving infrastructure intended to 
  provide a body to anyone who needs one. Morphs 
  provided are usually unremarkable cases, synths, 
  or splicers with no Positive traits or optional 
  implants. Anyone holding citizenship in a locale 
  with public resleeving may apply for a body. Wait 
  times are between a month and two years, with 
  Reputation influencing wait times at the gamemas-
  ter’s discretion.
  RENTING MORPHS
  For temporary visits where an infomorph won’t 
  do, morphs may be leased rather than bought. The 
  cost to rent a morph is 1% of its cost per day, plus 
  a Low charge for resleeving. This cost includes 
  rental insurance (see below). If the rental insurance 
  is waived (not always possible unless you have a 
  good Rep), the rental cost may be reduced by half.
  prices in rep are more reasonable but still steep due 
  to population pressures on life support-dependent 
  outer system settlements. For travelers and fre-
  quent body hoppers, there are a number of ways 
  to defray these costs.
  BROKERAGE AND MATCHMAKING
  Finding morphs for travelers and the bodiless is a 
  specialized skill demanding deep social networks 
  and a flair for negotiation. In general, it’s a seller’s 
  market, so brokers (or “matchmakers,” as they’re 
  called in the open economy) act as agents for the 
  person seeking a body. Listed morph costs assume 
  a 10% fee paid to the broker. Characters wishing 
  to cut out the middleman may reduce cost by 10% 
  but take a –30 penalty on their Networking Test to 
  locate an available morph.
  CUSTOMIZED MORPHS
  If a character seeks to have a customized morph 
  (with extra bioware, cyberware, or nanoware 
  implants or robotic enhancements), the costs for 
  these enhancements are added to the morph’s cost 
  (if the gamemaster chooses, discount package deals 
  may apply). Likewise, morphs may come saddled 
  with positive or negative morph traits (p. 145, EP). 
  These traits raise or lower the morph’s cost at a 
  rate of +500 credits per CP for positive traits, or 
  –200 credits per CP of negative traits. Negative 
  traits typically reflect abuses the morph has suf-
  fered at the hands of previous occupants.
  TRADE-IN
  For those who wish to leave their old morph 
  behind permanently, trade-ins on current morphs 
  are an option. The high demand for bodies means 
  that a buyer is almost always available unless 
  the gamemaster finds extenuating circumstances. 
  Morphs may be traded in for the value shown on 
  the Morph Costs table (adjusted for any positive 
  or negative traits), less a 10% physical exam and 
  finder’s fee. This is either paid to the morph broker 
  in cred or rendered as a favor using rep.
  PATRON PROVISIONING
  Characters on missions for rich or influential patrons 
  may have morphs provided for them. Normally 
  such provisions are made for the duration of a job, 
  although less commonly the morph itself might be 
  payment for services rendered. Gamemasters are 
  encouraged to be creative with such arrangements, 
  though players should be advised that such bargains 
  can quickly turn Faustian.
  
  MORPH OVERVIEW
  123
  RENTAL INSURANCE
  Leased morphs must be covered by an insurance 
  policy, which often restricts the character from 
  breaking the law or taking the morph anywhere 
  too dangerous or lawless. Characters may pur-
  chase hazard insurance that will cover taking the 
  morph into certain dangerous situations, but this 
  will double the rental price at minimum.
  If a character suffers extensive organic damage 
  or death while insured, the insurance will cover 
  80% of the morph’s cost, meaning that the 
  character is expected to pay the other 20%. If 
  they cannot pay, their possessions or their stored 
  morph may be seized in payment.
  If a character violates their insurance policy by 
  intentionally putting themself in harm’s way above 
  the threat level at which the policy was purchased, 
  without first communicating with and rendering 
  payment to the insurer, the policy may be declared 
  void. If the leased morph dies under a voided 
  policy and the character cannot pay to replace it, 
  their possessions and stored morph may be subject 
  to seizure.
  Seizure takes different forms depending upon 
  the local economy and legal system. In hypercorp 
  space, it is a straightforward seizure of liquid 
  assets, including forced uploading if the charac-
  ter’s morph is seized. Elsewhere, the character 
  is more likely to end up owing a lot of favors or 
  taking severe hits to their reputation, but they are 
  unlikely to undergo forced uploading or outright 
  physical seizure of their morph.
  Characters who are leasing a morph may also 
  use their previous morph as collateral. In this case, 
  deduct the cost of the character’s current morph 
  from the rental morph before calculating the 1% 
  cost per day, with a minimal rental cost of 10 
  credits per day.
  PENAL LEASE
  Characters visiting the inner system or Jovian 
  Republic may be able to lease morphs belonging to 
  prisoners. In most jurisdictions, criminals are sen-
  tenced to terms in rehabilitative simulspace with 
  a stipulation that the prisoner’s morph becomes 
  state property during their term of incarceration. 
  Morphs acquired this way often have complicated 
  histories but also tend to have modifications useful 
  to Firewall agents. Conversely, characters who find 
  themselves imprisoned may be subject to having 
  their body leased out during incarceration.
  The effects of taking a penal lease are at the 
  discretion of the gamemaster. A character may 
  have to pull some strings with their Reputation 
  in order to lease such a morph, especially if it 
  has restricted or illegal modifications. Negative 
  traits, cases of mistaken identity, and unfortu-
  nate encounters with friends and associates of the 
  morph’s former occupant are among the possible 
  drawbacks to this type of arrangement. On the 
  up side, penal leases may reduce costs for both 
  leasing and insuring the morph, again subject to 
  the gamemaster’s discretion.
  CUSTOM-GROWN OR -DESIGNED MORPHS
  Some people are very particular about their 
  morphs. To them, nothing “off the shelf” will do, 
  even if it’s a customized model tricked out with 
  specific implants, traits, and biosculpting. Instead, 
  they desire something unique, something that 
  must be specially grown or designed.
  In the case of biomorphs, this usually means that 
  the patron desires a very specific set of genetic 
  traits. This could be traits from their original 
  genetic lineage, traits copied from someone they 
  idolized or honored, genes artfully crafted by 
  a renowned genetic designer, or mystery traits 
  purchased at great expense from the Factors or 
  extracted from a lost TITAN lab. Alternatively, 
  it could mean the client seeks something more 
  specific, such as an exact duplicate clone of their 
  original body.
  While it is possible to put an existing morph in a 
  healing vat and alter its genetics with metamorph-
  ing nanoviruses in a matter of days, these procedures 
  are difficult and prone to disaster. In many cases, it 
  is preferred to simply grow the desired clone from 
  scratch, though even with accelerated growth this 
  takes from 1.5 to 2 years (or 6 months to 1 year in 
  the case of pods). Nevertheless, some hyperelites 
  have taken steps to ensure that the morph they 
  desire is available at all likely egocast destinations.
  Though rarer, custom synthmorphs are some-
  times sought after, usually by people who wish to 
  showcase unique or artistic robotic designs, but 
  sometimes also by engineers or agents who are 
  field-testing prototypes. Assuming blueprints are 
  available, such models can be constructed in a 
  matter of hours or days.
  Aside from time, the largest barrier to custom 
  and unique morph designs is typically cost. 
  Ultimately it is the gamemaster’s decision on what 
  expenses such measures entail—usually starting at 
  Expensive and moving up—or even whether they 
  are possible at all.
  n
  
  124
  IMPLANT
  TYPE
  PAGE
  Access Jacks
  Cyberware
  p. 306, EP
  Adrenal Boost
  Bioware
  p. 302, EP
  Anti-Glare
  Cyberware
  p. 306, EP
  Basic Biomods
  Standard
  p. 300, EP
  Basic Mesh Inserts
  Standard
  p. 300, EP
  Bioweave Armor (Heavy)
  Bioware
  p. 303, EP
  Bioweave Armor (Light)
  Bioware
  p. 302, EP
  Bodysculpting
  Cosmetic
  p. 309, EP
  Carapace Armor
  Bioware
  p. 303, EP
  Chameleon Skin
  Bioware
  p. 303, EP
  Circadian Regulation
  Bioware
  p. 304, EP
  Claws
  Bioware
  p. 304, EP
  Clean Metabolism
  Bioware
  p. 304, EP
  Cortical Stack
  Standard
  p. 300, EP
  Cyberbrain
  Standard
  p. 300, EP
  Cyberclaws
  Cyberware
  p. 307, EP
  Cybercortex
  Cyberware
  p. 148, Panopticon
  Cyberlimb
  Cyberware
  p. 307, EP
  Cyberlimb Plus
  Cyberware
  p. 308, EP
  Dead Switch
  Cyberware
  p. 306, EP
  Digestive Symbiotes
  Nanoware
  p. 198, Transhuman
  Digging Claws
  Bioware
  p. 152, Gatecrashing
  Direction Sense
  Bioware
  p. 301, EP
  Drug Glands
  Bioware
  p. 304, EP
  Echolocation
  Bioware
  p. 301, EP
  Eelware
  Bioware
  p. 304, EP
  Efficient Digestion
  Bioware
  p. 197, Transhuman
  Eidetic Memory
  Bioware
  p. 301, EP
  Electrical Sense
  Cyberware
  p. 306, EP
  Emergency Farcaster
  Cyberware
  p. 306, EP
  Emotional Dampers
  Bioware
  p. 304, EP
  Endocrine Control
  Bioware
  p. 304, EP
  IMPLANT
  TYPE
  PAGE
  Enhanced Hearing
  Bioware
  p. 301, EP
  Enhanced Pheromones
  Bioware
  p. 305, EP
  Enhanced Respiration
  Bioware
  p. 305, EP
  Enhanced Respiration 
  (Specific)
  Bioware
  p. 152, Gatecrashing
  Enhanced Smell
  Bioware
  p. 301, EP
  Enhanced Vision
  Bioware
  p. 301, EP
  Fat Storage
  Bioware
  p. 197, Transhuman
  Gait Masking
  Nanoware
  p. 149, Panopticon
  Gas-Jet System
  Cyberware
  p. 166, Sunward
  Ghostrider Module
  Cyberware
  p. 307, EP
  Gills
  Bioware
  p. 305, EP
  Gliding Membrane
  Bioware
  p. 166, Sunward
  Grip Pads
  Bioware
  p. 305, EP
  Hand Laser
  Cyberware
  p. 308, EP
  Hardened Skeleton
  Cyberware
  p. 308, EP
  Hibernation
  Bioware
  p. 305, EP
  High-G Adaptation
  Bioware
  p. 152, Gatecrashing
  Hyper-Linguist
  Bioware
  p. 301, EP
  Hydrostatic Pressure Adaptation
  Bioware
  p. 188, Rimward
  Implant Masking
  Cyberware
  p. 148, Panopticon
  Implanted Nanotoxins
  Nanoware
  p. 308, EP
  Lateral Line
  Bioware
  p. 166, Sunward
  Life Recorder
  Cyberware
  p. 148, Panopticon
  Long-Term Life Support
  Nanoware
  p. 189, Rimward
  Low Pressure Tolerance
  Bioware
  p. 166, Sunward
  Math Boost
  Bioware
  p. 301, EP
  Medichines
  Nanoware
  p. 308, EP
  Memory Lock
  Cyberware
  p. 149, Panopticon
  Mental Speed
  Nanoware
  p. 308, EP
  Mnemonic Augmentation
  Cyberware
  p. 307, EP
  Monitor Module
  Cyberware
  p. 197, Transhuman
  IMPLANTS
  ENHANCEMENT
  PAGE
  360-Degree Vision
  p. 311, EP
  Brain Box
  p. 198, Transhuman
  Chemical Sniffer
  p. 311, EP
  Cryonic Protection
  p. 190, Rimward
  Ego Sharing
  p. 190, Rimward
  Extra Limbs
  p. 310, EP
  Extreme Heat Shielding
  p. 166, Sunward
  Extreme Pressure Adaptation p. 167, Sunward
  Fractal Digits
  p. 311, EP
  Heavy Combat Armor
  p. 310, EP
  Hidden Compartment
  p. 311, EP
  Holographic Projector
  p. 198, Transhuman
  ENHANCEMENT
  PAGE
  Industrial Armor
  p. 310, EP
  Internal Rocket
  p. 198, Transhuman
  Invisibility
  p. 149, Panopticon
  Lidar
  p. 311, EP
  Light Combat Armor
  p. 310, EP
  Magnetic System
  p. 311, EP
  Modular Design
  p. 311, EP
  Nanoscopic Vision
  p. 311, EP
  Pneumatic Limbs
  p. 311, EP
  Radar
  p. 311, EP
  Radar Absorbent
  p. 149, Panopticon
  Radar Invisibility
  p. 150, Panopticon
  ENHANCEMENT
  PAGE
  Radiation Shielding
  p. 167, Sunward
  Reduced Signature
  p. 149, Panopticon
  Retracting/Telescoping 
  Limbs
  p. 311, EP
  Shape Adjusting
  p. 311, EP
  Smart Swarm
  p. 198, Transhuman
  Smart Wings
  p. 190, Rimward
  Sound System
  p. 199, Transhuman
  Structural Enhancement
  p. 311, EP
  Swarm Compositions
  p. 311, EP
  Synthetic Mask
  p. 311, EP
  Weapon Mount
  p. 311, EP
  ROBOTIC ENHANCEMENTS
  Continued on next page
  
  MORPH OVERVIEW
  125
  IMPLANT
  TYPE
  PAGE
  Multiple Personalities
  Bioware
  p. 301, EP
  Multi-Tasking
  Cyberware
  p. 307, EP
  Muscle Augmentation
  Bioware
  p. 305, EP
  Nanophages
  Nanoware
  p. 309, EP
  Nanotats
  Cosmetic
  p. 310, EP
  Nanotat ID Flux
  Nanoware
  p. 149, Panopticon
  Neurachem
  Bioware
  p. 305, EP
  Neural Enhancers
  Nanoware
  p. 189, Rimward
  Optogenetics Module
  Cyberware
  p. 197, Transhuman
  Oracles
  Nanoware
  p. 309, EP
  Oxygen Reserve
  Cyberware
  p. 308, EP
  Parallel Processor
  Cyberware
  p. 189, Rimward
  Personal Power Plant
  Nanoware
  p. 153, Gatecrashing
  Piercings
  Cosmetic
  p. 310, EP
  Plasma Sail Implant
  Cyberware
  p. 189, Rimward
  Poison Gland
  Bioware
  p. 305, EP
  Polarization Vision
  Bioware
  p. 148, Panopticon
  Possum Cache
  Cyberware
  p. 197, Transhuman
  Prehensile Feet
  Bioware
  p. 305, EP
  Prehensile Tail
  Bioware
  p. 305, EP
  Puppet Sock
  Cyberware
  p. 307, EP
  Radiation Sense
  Cyberware
  p. 306, EP
  Radiation Tolerance
  Bioware
  p. 189, Rimward
  Reflex Boosters
  Cyberware
  p. 308, EP
  Respirocytes
  Nanoware
  p. 309, EP
  IMPLANT
  TYPE
  PAGE
  Scarification
  Cosmetic
  p. 310, EP
  Scent Affinity
  Bioware
  p. 148, Panopticon
  Scent Alteration
  Cosmetic
  p. 310, EP
  Sense Affinity
  Cyberware
  p. 149, Panopticon
  Sex Switch
  Bioware
  p. 305, EP
  Skeletal Disguise
  Nanoware
  p. 149, Panopticon
  Skillware
  Nanoware
  p. 309, EP
  Skindyes
  Cosmetic
  p. 310, EP
  Skinflex
  Nanoware
  p. 309, EP
  Skinlink
  Nanoware
  p. 309, EP
  Skin Pocket
  Bioware
  p. 305, EP
  Subdermal Implants
  Cosmetic
  p. 310, EP
  Swim Bladder
  Bioware
  p. 152, Gatecrashing
  Temperature Tolerance
  Bioware
  p. 305, EP
  Temperature Tolerance  
  (Cryonic)
  Bioware
  p. 189, Rimward
  Temperature Tolerance  
  (Improved Cold)
  Bioware
  p. 166, Sunward
  Toxin Filters
  Bioware
  p. 305, EP
  T-Ray Emitter
  Cyberware
  p. 306, EP
  Ultraviolet Vision
  Bioware
  p. 148, Panopticon
  Vacuum Sealing
  Bioware
  p. 306, EP
  Wings
  Bioware
  p. 166, Sunward
  Winterist
  Bioware
  p. 189, Rimward
  Wrist-Mounted Tools
  Nanoware
  p. 309, EP
  IMPLANTS (CONT.)
  FLEXBOT UPGRADES
  UPGRADE
  PAGE
  Advanced Internal Articulation
  p. 209, Transhuman
  Articulated Gear Mount
  p. 209, Transhuman
  Body Mass Converter
  p. 209, Transhuman
  Mass Transfer
  p. 210, Transhuman
  Modularized Gear
  p. 210, Transhuman
  Reconfigurable Proprioception
  p. 210, Transhuman
  Squishbot
  p. 210, Transhuman
  SOFTWARE
  SOFTWARE
  PAGE
  Cartography Package
  p. 199, Transhuman
  Monitor AI
  p. 199, Transhuman
  INFOMORPH SOFTWARE
  SOFTWARE
  PAGE
  Autodelete
  p. 139, Transhuman
  Copylock
  p. 139, Transhuman
  Digital Veil
  p. 139, Transhuman
  Emergency Backup
  p. 140, Transhuman
  Hacking Alert
  p. 140, Transhuman
  Persistence
  p. 140, Transhuman
  Active Countermeasures
  p. 140, Transhuman
  Impersonate
  p. 140, Transhuman
  Increased Speed
  p. 141, Transhuman
  Mental Repair
  p. 141, Transhuman
  Mental Stability
  p. 141, Transhuman
  Panopticon
  p. 141, Transhuman
  SWARMANOID ENHANCEMENTS
  ENHANCEMENT
  PAGE
  Gas-Jet System
  p. 213, Transhuman
  Injectors
  p. 213, Transhuman
  Internal-Rocket System
  p. 213, Transhuman
  Jaws
  p. 214, Transhuman
  Laser Link
  p. 214, Transhuman
  Micro-Tools
  p. 214, Transhuman
  Microwave Link
  p. 214, Transhuman
  Recharge Pack
  p. 214, Transhuman
  Ultrasound Link
  p. 214, Transhuman
  
  TABLES
  126
  SKULKER MORPH n P. 113
  D100 
  ROLL
  TRAIT
  CP 
  COST
  01–03 Coronal Adaptation (p. 164, Sunward)
  30
  04–10
  Drug Exception (p. 83, Transhuman)
  10
  11–17
  Eidetic Memory (p. 146, EP)
  10
  18–23
  Enlarged Size (p. 83, Transhuman)
  10
  24–29
  Exceptional Aptitude (p. 146, EP)
  20
  30–32
  High-Temperature Operation (p. 165, 
  Sunward)
  10
  33–38
  Improved Immune System (biomorphs only) 
  (p. 146, EP)
  10/20
  39–45
  Innocuous (p. 146, EP)
  10
  46–51
  Limber (biomorphs only) (p. 146, EP)
  10/20
  52–57
  Natural Immunity (biomorphs only) (p. 146, EP)
  10
  58–63 Pain Tolerance (biomorphs only) (p. 146, EP)
  10/20
  64–69 Psi Chameleon (biomorphs only) (p. 147, EP)
  10
  70–75
  Psi Defense (biomorphs only) (p. 147, EP)
  10
  76–81
  Rapid Healer (biomorphs only) (p. 147, EP)
  10
  82–86 Skill Artifact (p. 86, Transhuman)
  10/20
  87–92 Striking Looks (biomorphs only) (p. 148, EP)
  10/20
  93–00 Tough (p. 148, EP)
  10/20/30
  POSITIVE MORPH TRAITS
  D100 
  ROLL
  TRAIT
  CP COST
  01–04 Addiction (biomorphs only) (p. 148, EP)
  5/10/20
  05–06 Aged (flats/splicers only) (p. 148, EP)
  10
  07–09 Aggressive GRM (p. 87, Transhuman)
  10
  10–12
  Drug Fiend (p. 88, Transhuman)
  10
  13–15
  Fast Metabolism (p. 165, Sunward)
  5
  16–18
  Frail (p. 149, EP)
  10/20
  19–20
  Genetic Defect (flats only) (p. 149, EP)
  10/20
  20–21
  Impaired Hearing (octomorphs only) 
  (p. 145, Panopticon)
  5
  22–24
  Impaired Linguistics (uplifts only) 
  (p. 147, Panopticon)
  10/20
  25–26
  Impaired Proprioception (octomorphs/flying 
  squid only) (p. 90, Transhuman)
  10
  27–29
  Implant Rejection (biomorphs only) (p. 150, EP)
  5/15
  30–31
  Lacks Manipulators (p. 90, Transhuman)
  10
  32–36
  Lemon (synthmorphs only) (p. 150, EP)
  10
  37–39
  Low-Gravity Adaptation (p. 91, Transhuman)
  10
  40–42 Low Pain Tolerance (biomorphs only) 
  (p. 150, EP)
  20
  43–45
  Memory Artifact (p. 91, Transhuman)
  5
  46–48 Mild Allergy (biomorphs only) (p. 150, EP)
  5
  49–51
  Neurochemical Imbalance (p. 91, Transhuman)
  5
  52–53
  No Cortical Stack (p. 151, EP)
  10
  54–56 Personality Artifact (p. 92, Transhuman)
  10
  57–60
  Planned Obsolescence (p. 165, Sunward)
  5
  61–64
  Proprietary Tech (synthmorphs only) (p. 93, 
  Transhuman)
  10
  65–67 Psi Vulnerability (biomorphs only) (p. 151, EP)
  10
  68–70
  Reduced Size (p. 93, Transhuman)
  10
  71–73
  Severe Allergy (biomorphs only) (p. 151, EP)
  10/20
  74–76
  Social Stigma (p. 151, EP)
  10
  77–78
  Temperature Intolerance (Warm) (p. 188, 
  Rimward)
  10
  79–81
  Unattractive (biomorphs only) (p. 151, EP)
  10/20/30
  82–84
  Uncanny Valley (p. 151, EP)
  10
  85–87 Uncontrollable Urge (p. 94, Transhuman)
  10
  88–90 Unfit (p. 152, EP)
  10
  91–92
  Weak Grip (neo-avians & neo-pigs only) 
  (p. 148, Panopticon)
  10
  93–95
  Weak Immune System (biomorphs only) 
  (p. 152, EP)
  10
  96–00 Zero-G Nausea (p. 152, EP)
  10
  NEGATIVE MORPH TRAITS
  
  MORPH OVERVIEW
  127
  RANDOM MORPH TABLE
  MORPH TYPE
  D100
   ROLL
  TYPE
  01–50 Biomorph
  51–55 Uplift Biomorph
  56–65 Pod Biomorph
  66–95 Synthmorph
  96–00 Infomorph/Eidolon
  BIOMORPHS
  D100  
  ROLL TYPE
  PAGE 
  REF
  CP  
  COST
  01–03 Flat
  (p. 31)
  0
  04–13 Splicer
  (p. 95)
  10
  14–21 Exalt
  (p. 27)
  30
  22–26 Menton
  (p. 56)
  40
  27–34 Olympian
  (p. 74)
  40
  35–39 Sylph
  (p. 102)
  40
  40–46 Bouncer
  (p. 13)
  40
  47–49 Fury
  (p. 37)
  75
  50
  Futura
  (p. 38)
  40
  51–53 Ghost
  (p. 41)
  70
  54–56 Hibernoid
  (p. 46)
  25
  57–59 Neotenic
  (p. 68)
  25
  60–62 Remade
  (p. 79)
  60
  63–69 Ruster
  (p. 83)
  25
  70
  Lunar Flyer 
  (p. 54)
  35
  71–72 Martian Alpiner
  (p. 55)
  30
  73
  Salamander
  (p. 84)
  40
  74
  Surya
  (p. 99)
  50
  75
  Venusian Glider
  (p. 108)
  40
  76–77 Hazer
  (p. 45)
  35
  78
  Hulder
  (p. 47)
  50
  79
  Hyperbright
  (p. 48)
  70
  80
  Ring Flyer
  (p. 80)
  70
  81
  Selkie
  (p. 89)
  55
  82
  Aquanaut
  (p. 6)
  50
  83–85 Crasher
  (p. 21)
  70
  86
  Dvergr
  (p. 26)
  50
  87
  Ariel
  (p. 8)
  50
  88–89 Bruiser
  (p. 14)
  60
  90
  Cloud Skate
  (p. 18)
  55
  91
  Faust
  (p. 28)
  85
  92
  Freeman
  (p. 36)
  10
  93
  Grey
  (p. 42)
  25
  94–95 Nomad
  (p. 70)
  30
  96–99 Observer
  (p. 72)
  40
  00
  Theseus
  (p. 106)
  30
  UPLIFT BIOMORPHS
  D100
  ROLL TYPE
  PAGE 
  REF
  CP
  COST
  01–30 Neo-Avian
  (p. 59)
  25
  31–50 Neo-Hominid*
  (p. 63)
  25
  51–70 Octomorph
  (p. 73)
  50
  71–75 Neanderthal
  (p. 64)
  40
  76
  Neo-Beluga
  (p. 60)
  45
  77
  Neo-Dolphin
  (p. 61)
  40
  78–92 Neo-Gorilla
  (p. 62)
  35
  93
  Neo-Orca
  (p. 65)
  60
  94–98 Neo-Pig
  (p. 66)
  20
  99
  Neo-Porpoise
  (p. 67)
  35
  00
  Neo-Whale
  (p. 69)
  75
  *Used for Neo-Chimps (1–5), Neo-Bonobos 
  (6–7), and Neo-Orangutans (8–0)
  POD BIOMORPHS
  D100
  ROLL TYPE
  PAGE 
  REF
  CP
  COST
  01–15 Pleasure Pod
  (p. 76)
  20
  16–30 Worker Pod
  (p. 110)
  20
  31–33 Novacrab
  (p. 71)
  60
  34–35 Digger
  (p. 24)
  30
  36–38 Ripwing
  (p. 81)
  40
  39
  Scurrier
  (p. 87)
  40
  40
  Whiplash
  (p. 109)
  50
  41–42 Chickcharnie
  (p. 17)
  35
  43–44 Hypergibbon
  (p. 49)
  30
  45–46 Shaper
  (p. 90)
  45
  47–53 Ayah
  (p. 9)
  25
  54–62 Basic Pod
  (p. 10)
  5
  63–67 Critter
  (p. 22)
  15
  68–70 Flying Squid
  (p. 35)
  55
  71–72 Jenkin
  (p. 52)
  20
  73–75 Samsa
  (p. 85)
  60
  76–83 Security Pod
  (p. 88)
  30
  84–86 Space Marine
  (p. 88)
  30
  87–95 Specialist Pod
  (p. 93)
  25
  96–00 Vacuum Pod
  (p. 107)
  30
  SYNTHMORPHS
  D100
  ROLL TYPE
  PAGE 
  REF
  CP
  COST
  01–20 Case
  (p. 15)
  5
  21–35 Synth
  (p. 103)
  30
  36–40 Arachnoid
  (p. 7)
  45
  41–45 Dragonfly
  (p. 25)
  20
  46–49 Flexbot
  (p. 32)
  20*
  50
  Reaper
  (p. 78)
  100
  SYNTHMORPHS
  D100 
  ROLL TYPE
  CP 
  COST
  51–54 Slitheroid
  (p. 91)
  40
  55–58 Swarmanoid
  (p. 100)
  25
  59
  Q Morph
  (p. 77)
  100
  60–61 Steel Morph
  (p. 96)
  50
  62
  Steel Morph (Masked) (p. 97)
  55
  63
  Steel Morph (Liquid Silver)(p. 97)
  70
  64
  Sundiver
  (p. 98)
  70
  65
  Cetus
  (p. 16)
  45
  66
  Courier
  (p. 20)
  70
  67
  Fenrir
  (p. 29)
  NA
  68
  Savant
  (p. 86)
  65
  69
  Kite
  (p. 53)
  30
  70
  Spare
  (p. 92)
  5
  71–72 Xu Fu
  (p. 111)
  60
  73–74 Gargoyle
  (p. 40)
  40
  75
  Skulker
   (p. 101)
  35
  76–77 Takko
  (p. 105)
  60
  78
  Biocore
  (p. 11)
  50
  79–80 Blackbird
  (p. 12)
  45
  81
  Cloud Skimmer
  (p. 19)
  65
  82
  Daitya
  (p. 23)
  80
  83
  Fighting Kite
  (p. 30)
  35
  84–85 Galatea
  (p. 39)
  65
  86
  Griefer
  (p. 43)
  5
  87–88 Guard
  (p. 44)
  60
  89
  Guard Deluxe
  (p. 44)
  75
  90
  Mimic
  (p. 57)
  25
  91
  Nautiloid
  (p. 58)
  155
  92–93 Opteryx
  (p. 75)
  40
  94–95 Rover
  (p. 82)
  60
  96
  Space Fighter Rover (p. 82)
  60
  97
  Smart Swarm
  (p. 101)
  30
  98–99 Sphere
  (p. 94)
  65
  00
  Synthtaur
  (p. 104)
  70
  INFOMORPHS/EIDOLONS
  D100
  ROLL TYPE
  PAGE 
  REF
  CP
  COST
  01–50 Infomorph
  (p. 50) 
  0
  51–57 Agent
  (p. 51)
  35
  58–70 Digimorph
  (p. 51)
  25
  71–74 Elite
  (p. 51)
  35
  75–81 Hot Shot
  (p. 51)
  35
  82–85 Sage
  (p. 51)
  40
  86–92 Scholar
  (p. 51)
  35
  93
  Slave
  (p. 51)
  5
  94–00 Wirehead
  (p. 51)
  60
  
  EYECHAT // OPEN CHANNEL: MORPHS
  Callosum: Can you tell us some more about your research?
  Sequencer: Well, I don’t want to start any rumors, especially 
  when our results are far from incomplete. The initial project 
  idea was to try and isolate the genetic traits that make trans-
  humans susceptible to various effects of the exsurgent virus, 
  particularly basilisk hacks.
  Eludere: Ahhh, so we could breed out those traits and harden 
  ourselves against infection. Great idea! How’s it going?
  Sequencer: Well, we did have a breakthrough in isolating some 
  traits, but our work is far from complete. There are a lot of 
  interconnected factors at work. 
  Black Pharaoh: But you discovered a bit more than that, didn’t 
  you, doctor?
  Sequencer: Yes, well, after we discovered some of the traits 
  involved, we did a survey sampling to see how widespread 
  these traits were throughout the population. The results were 
  alarming, but expected. They’re all but universal.
  Black Pharaoh: You’re leaving out the best part, doc.
  Sequencer: I’m not sure I know what you mean.
  Black Pharaoh: You know exactly what I mean. NuForm. Don’t 
  be coy. 
  Just Mortal: What’s NuForm?
  Qi: Looks like they were a clone growth corp, pretty big right 
  before the Fall. Assets both on and off Earth. They had done 
  some of the larger production runs on various splicer and 
  exalt models. They didn’t survive the Fall, though. 
  Just Mortal: How do they relate?
  Black Pharaoh: Since the doc is playing mum, here’s a hint. They 
  didn’t survive the Fall for a reason.
  Plasmid: So someone took them out on purpose? Well, lots of 
  corps and factions used the war as cover to settle grudges. 
  What makes this incident special?
  Qi: I’m going to guess it wasn’t rivalries. It was the TITANs, 
  wasn’t it?
  Black Pharaoh: We have a winner! Doc, care to explain?
  Sequencer: I’m not sure what you hope to gain here, Pharoah, 
  but fine, I will explain. The traits we had isolated so far? They 
  were missing from most NuForm models—at least, the few 
  that were left. The TITANs apparently knew this and specifi-
  cally targeted the corporation and those models for destruc-
  tion. We looked into it and even found a few incidents where 
  individual people sleeved in NuForm exalts were targeted 
  specifically. 
  Psychscaper: So the TITANs were eliminating our capacity to 
  resist their mind hacks, before we even knew we had that 
  resistance? Talk about stacking the deck.
  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. 
  Many people had their genomes sequenced, the records 
  were available.
  Black Pharaoh: It gets even worse. NuForm’s genetics weren’t 
  completely lost, of course. Many of their models lived on after 
  the Fall, right, doctor?
  Sequencer: Yes, mostly thanks to competitors that simply stole 
  the genetic codes. NuForm wasn’t around to file lawsuits, 
  after all. So the genetic resistance was still being disseminated 
  … up to a point. We took a closer look. Within a year of the 
  Fall, every single one of these corps that was using NuForm’s 
  genetic templates had changed the templates. The immunity 
  was eliminated from all ongoing production designs.
  Just Mortal: This was after the Fall? After the TITANs had 
  allegedly gone?
  Sequencer: Indeed. It seems like their agents were still at work.
  Qi: And were making coordinated efforts.
  Nevermore: Doc, do these susceptible traits appear in uplift 
  species as well?
  Sequencer: They didn’t, until around AF 2. We’ve since found 
  the traits in a significant percentage of the major neo-hom-
  inid and neo-neanderthal genetic lines, at least the few that 
  we’ve tested. Other species seem immune. 
  Just Mortal: So they’re, what, breeding us without our knowl-
  edge? I’m going to be sick.
  Rivet: Um, why aren’t we working to remove these traits from 
  the rest of transhumanity? Like right friggin’ now?
  Sequencer: At this point, it wouldn’t matter. Those traits that 
  we had originally isolated, that made us susceptible to certain 
  basilisk hacks? Well, our original research dealt with basilisk 
  hacks that were recorded during the Fall. Turns out the 
  TITANs have tweaked their formula … or it tweaked itself. 
  Most of the basilisk hacks we’ve analyzed that appeared in 
  the wild since AF 2 don’t take advantage of the susceptible 
  traits we had isolated at all. In other words, the edge we 
  thought we found had already been bypassed a good 7 years 
  before we found it.
  Sava: That’s a super-intelligence for you. Always five or six steps 
  ahead.
  Rivet: I don’t know what’s worse. The idea that the TITANs 
  are selectively breeding us as a species or the fact that their 
  vectors of attack against us are still mutating—or being 
  shaped—to be more effective.
  Nevermore: Neither bodes well for us, I’m afraid.
  Just Mortal: Unfortunately, this also brings an all-new perspec-
  tive to the argument for going exhuman.
  Sun Bu’er: Evolve or die, friend. Evolve or die.
  MORPH 
  CONSPIRACIES
  
SOURCE: textdata/thevault/Eclipse Phase/1st edition/Eclipse Phase 1e - Morph Recognition Guide - The Eclipse Phase Morph Compilation.pdf