Other Morphs

Other morphs cover similar options as Other backgrounds, still the most common are Infomorphs of those covered below.

Infomorphs

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 (p. 307). Full rules for infomorphs can be found on p. 264.
  • Enhancements: Mnemonic Augmentation, synthmorph
  • Aptitude Maximum: 40
  • Speed Modifier: +2
  • Disadvantages: No physical form
  • CP Cost: 0
  • Credit Cost: 0

Neo-Avians

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 modi_ cations have been made to their wings, allowing them to retain limited _ ight 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 environments, and are favored for their small size and reduced resource use.
  • Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  • Aptitude Maximum: 25 (20 SOM)
  • Durability: 20
  • Wound Threshold: 4
  • Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice
  • CP Cost: 25
  • Credit Cost: Expensive

Neo-Hominids

Neo-hominids are uplifted chimpanzees, gorillas, and orangutans. All feature enhanced intelligence and bipedal frames.
  • Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  • Aptitude Maximum: 25
  • Durability: 30
  • Wound Threshold: 6
  • Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill
  • CP Cost: 25
  • Credit Cost: Expensive

Octomorphs

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 cranial capacity 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 zerogravity 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 they 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
  • Aptitude Maximum: 30
  • Durability: 30
  • Wound Threshold: 6
  • Advantages: 8 Arms, Beak Attack (1d10 DV, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
  • CP Cost: 50
  • Credit Cost: Expensive

Other Morphs

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