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EclipsePhase - MorphRecognitionCards - 9UP
EclipsePhase - MorphRecognitionCards - 9UP
MORPH
RECOGNITION CARDS
Mentons mod
•BIOMORP
ified for async
H•
abilities
ers. •POD•
etive grou p of genehack Squid pods that funct
by a secr ion well in
both micrograv and
Implants: 360-De
underwater.
gree Vision, Access
Jacks, Basic Mesh
Inserts, Chameleon
ARACHNOID
hold: 7
Wound Thres trait, Psi +5 SOM, +5 to one
Psi Chameleon other aptitude of
Advantages: COG, +10 the player’s choice,
l 1) trait, +10 +30 Swimming skill,
Defense (Leve aptitude Beak Attack (1d10
+5 to one other + 1 DV, AP –1),
WIL, +5 INT, Limber (Level 2) trait
choice
of the player’s Disadvantages: Social
Stigma (Pod) trait
CP Cost: 85
Credit Cost:
100,0 00+)
Expen sive (minimum
FAUST ■ MRG p. 28
■ SAM HOGG
Note: Non-Mammali
CP Cost: 55
Credit Cost:
FLYING SQUID
an Biochemistry trait
Expensive (minimu
m 60,000+)
FLYING SQUID ■ MRG p. 35 ■
JOE WILSON
23
1 2
27
3 4 5
6 7 8
•SYNTHMORPH• •BIOMORPH•
9 10 11
CHICKCHARNIE
CLOUD SKIMMER
CLOUD SKATE
12 13 14
15 16 17
•SYNTHMORPH• •SYNTHMORPH• •BIOMORPH•
Synthmorphs designed for use Cheap, mass-produced
Vat-grown thugs.
both in and out of water. synthetic shells.
18 19 20
21 22 23
24 25
•SYNTHMORPH• •POD• •SYNTHMORPH•
Pods customized for archeological Heavy-duty
Meter-long flying insectoid shells.
and excavation work. industrial/construction morphs.
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
Implants: Access Jacks, Basic Biomods, (Disassembly Tools; 2 fixed,
Basic Mesh Inserts, Cortical Stack, 2 articulated), Wrist-Mounted Tools
Enhancements: Access Jacks, Basic Mesh Cyberbrain, Digging Claws, Enhanced Mobility System: Walker 8/40
Aptitude Maximum: 30 (40 SOM)
Inserts, Cortical Stack, Cyberbrain, Vision, Mnemonic Augmentation,
Durability:
Mnemonic Augmentation, Wings Puppet Sock, Wrist-Mounted Tools
100 (includes Hardened Skeleton bonus)
Mobility System: Winged 8/32, Walker Movement Rate: 4/20
Wound Threshold: 20
2/16 Aptitude Maximum: 30
Advantages: +15 SOM (includes Hardened
Aptitude Maximum: 30 (20 SOM) Durability: 35 Skeleton bonus), +5 to one other
Durability: 25 Wound Threshold: 7 aptitude of the player’s choice, Armor
Wound Threshold: 5 Advantages: +10 SOM, +5 to one other 10/10 (20/20 with Industrial Armor)
Advantages: +5 REF, Armor (2/2) aptitude of the player’s choice Notes: Large Size trait, melee attacks with
Notes: Small Size trait Disadvantages: Social Stigma (Pod) the large-size frame or disassembly tools
CP Cost: 20 CP Cost: 30 inflict 3d10 + (SOM ÷ 10) DV at AP −5
Credit Cost: High Credit Cost: Expensive CP Cost: 80
Credit Cost: Expensive (minimum 80,000+)
DRAGONFLY ■ MRG p. 25 ■ WILL NICHOLS DIGGER ■ MRG p. 24 ■ LAKE HURWITZ DAITYA ■ MRG p. 23 ■ MARCO MAZZONI
FLYING SQUID
26 27 28
29 30 31
32 33 34
•BIOMORPH• •POD• •SYNTHMORPH•
Humans modified for obedience and Squid pods that function well in Shapeshifting multi-purpose shells
subservience, used in dictatorships. both micrograv and underwater. with numerous modular options.
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: Enhancements: Access Jacks,
Implants: Basic Biomods, Basic Mesh Submarine 4/36, Thrust Vector 4/28 Basic Mesh Inserts, Cortical Stack,
Inserts, Cortical Stack, Monitor Aptitude Maximum: 30 Cyberbrain, Fractal Digits,
Module, Optogenetics Module, Durability: 40 Mnemonic Augmentation,
Puppet Sock Wound Threshold: 8 Modular Design, Nanoscopic Vision,
Movement Rate: 4/20 Advantages: 8 Arms, 2 Tentacles, 5 COO, Shape Adjusting
Aptitude Maximum: 25 +5 SOM, +5 to one other aptitude of Mobility System: Walker 4/16, Hover 8/40
Durability: 30 the player’s choice, +30 Swimming skill, Aptitude Maximum: 30 (SOM 25)
Wound Threshold: 6 Beak Attack (1d10 + 1 DV, AP –1), Durability: 25
Advantages: Limber (Level 2) trait Wound Threshold: 5
+5 SAV, +5 to one other aptitude of Disadvantages: Social Stigma (Pod) trait Advantages: Armor 4/4, +5 to one
the player’s choice except WIL Note: Non-Mammalian Biochemistry trait aptitude of the player’s choice
Disadvantages: −5 WIL CP Cost: 55 Notes: Small Size trait
CP Cost: 10 Credit Cost: CP Cost: 20
Credit Cost: High Expensive (minimum 60,000+) Credit Cost: Expensive
FREEMAN ■ MRG p. 36 ■ JESSADA SUTTHI FLYING SQUID ■ MRG p. 35 ■ JOE WILSON FLEXBOT ■ MRG p. 32 ■ TOM GARDEN
Enhancements: Access Jacks, Basic Mesh Implants: Basic Biomods, Basic Mesh
Inserts, Chameleon Skin, Cortical Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light),
Stack, Cyberbrain, Enhanced Hearing, Inserts, Cortical Stack, Eidetic Memory, Cortical Stack, Enhanced Vision,
Mnemonic Augmentation Emotional Dampers Neurachem (Level 1), Toxin Filters
Mobility System: Walker 4/20 Movement Rate: 4/20 Movement Rate: 4/20
Aptitude Maximum: 30 Aptitude Maximum: 30 Aptitude Maximum: 30
Durability: 40 Durability: 35 Speed Modifier: +1 (neurachem)
Wound Threshold: 8 Wound Threshold: 7 Durability: 50
Advantages: +10 SAV, +5 COO, +5 INT, Advantages: +5 COG, +5 SAV, +10 WIL, Wound Threshold: 10
+5 to one other aptitude of the +5 to one other aptitude of the Advantages: +5 COO, +5 REF, +10 SOM,
player’s choice, Armor 6/6 player’s choice +5 WIL, +5 to one other aptitude of
CP Cost: 65 CP Cost: 40 the player’s choice
Credit Cost: Expensive (minimum Credit Cost: CP Cost: 75
70,000+) Expensive (exceptionally rare; 50,000+) Credit Cost: Expensive (minimum 40,000)
GALATEA ■ MRG p. 39 ■ SAM HOGG FUTURA ■ MRG p. 38 ■ DANIEL CLARKE FURY ■ MRG p. 37 ■ BEN NEWMAN
35 36 37
38 39 40
41 42 43
•BIOMORPH• •SYNTHMORPH• •SYNTHMORPH•
Humans optimized for life in Bodyguard synthmorphs with a Cheap burner shells favored by
Titan’s domes. biological veneer. trolls, vandals, and dissidents.
44 45 46
MENTON NAUTILOID
MIMIC
47 48 49
50 51 52
•BIOMORPH• •BIOMORPH• •SYNTHMORPH•
Humans adapted for Mars’s Winged humans capable of flying Small shell capable of flying in
mountains and highlands. in Lunar gravity. various modes, often used for recon.
Implants: Basic Biomods, Basic Mesh Implants: Basic Biomods, Basic Mesh
Inserts, Cortical Stack, Echolocation, Inserts, Cortical Stack, Echolocation, Implants: Basic Biomods, Basic Mesh
Enhanced Hearing, Oxygen Reserve Enhanced Hearing, Oxygen Reserve Inserts, Cortical Stack, Ultraviolet
Movement Rate: Swim 16/48 Movement Rate: Swim 16/40 Vision, Wings
Aptitude Maximum: 25 Aptitude Maximum: 25 Movement Rate: 4/20, Winged 8/40
Durability: 30 Durability: 35 Aptitude Maximum: 25 (20 SOM)
Wound Threshold: 6 Wound Threshold: 7 Durability: 20
Advantages: +5 COO, +5 INT, +5 SOM, Advantages: +5 COO, +5 INT, +5 SOM, Wound Threshold: 4
+5 to one other aptitude of the +5 to one other aptitude of the Advantages:
player’s choice, +40 Swimming skill, player’s choice, +40 Swimming skill, Beak/Claw Attack (1d10 DV, AP –1,
Ramming Attack (1d10 DV, Ramming Attack (1d10 DV) use Unarmed Combat skill), +5 INT,
use Unarmed Combat skill) Disadvantages: Neo-belugas lack a sense +10 REF, +5 to one other aptitude of
Disadvantages: Neo-dolphins lack a of smell the player’s choice
sense of smell Notes: Large Size trait, Non-Human Notes: Non-Mammalian Biochemistry
Notes: Non-Human Biochemistry trait Biochemistry trait trait, Small Size trait
CP Cost: 40 CP Cost: 45 CP Cost: 25
Credit Cost: Expensive (minimum 35,000) Credit Cost: Expensive (minimum 40,000) Credit Cost: Expensive
NEO-DOLPHIN ■ MRG p. 61 ■ JONAS SPRINGBORG NEO-BELUGA ■ MRG p. 60 ■ DANIJEL FIRAK NEO-AVIAN ■ MRG p. 59 ■ DANIJEL FIRAK
NEO-GORILLA NEO-HOMINID NEO-NEANDERTHAL
53 54 55
NEO-PIG
NEO-PORPOISE
NEO-ORCA
56 57 58
NEOTENIC NOMAD
NEO-WHALE
59 60 61
•BIOMORPH• •BIOMORPH• •BIOMORPH•
Resurrected Uplifted bonobos, Uplifted gorillas,
and uplifted neanderthals. chimpanzees, and orangutans. larger than other ape uplifts.
Implants: Basic Biomods, Basic Mesh Implants: Basic Biomods, Basic Mesh
Inserts, Cortical Stack Inserts, Cortical Stack, Prehensile Feet Implants: Basic Biomods, Basic Mesh
Movement Rate: 4/20 Movement Rate: 4/20 Inserts, Cortical Stack, Prehensile Feet
Aptitude Maximum: 30 Aptitude Maximum: 25 Movement Rate: 4/20
Durability: 40 Durability: 30 Aptitude Maximum: 30
Wound Threshold: 8 Wound Threshold: 6 Durability: 40
Advantages: +5 COG, +5 INT, +10 SOM, Advantages: +5 COO, +5 INT, +5 SOM, Wound Threshold: 8
+5 to one other aptitude of the +5 to one other aptitude of the Advantages: +5 INT, +10 SOM, +5 to one
player’s choice player’s choice, +10 Climbing skill other aptitude of the player’s choice
Notes: Non-Human Biochemistry trait Notes: Non-Human Biochemistry trait Notes: Non-Human Biochemistry trait
CP Cost: 40 CP Cost: 25 CP Cost: 35
Credit Cost: Expensive Credit Cost: Expensive Credit Cost: Expensive (minimum 30,000)
NEO-NEANDERTHAL ■ MRG p. 64 ■ PETER TIKOS NEO-HOMINID ■ MRG p. 63 ■ WILL NICHOLS NEO-GORILLA ■ MRG p. 62 ■ MARK MOLNAR
NOVACRAB
62 63 64
65 66 67
REMADE
Q-MORPH
REAPER
68 69 70
•BIOMORPH• •BIOMORPH• •POD•
Uplifted octopi, adapted for micrograv. Humans optimized for intuition Human-sized crab pods,
Also functional on land/underwater. and pattern recognition. ideal for hazardous vacwork.
Implants: Basic Biomods, Basic Mesh
Inserts, Cortical Stack, Chameleon Implants: Basic Biomods, Basic Mesh
Skin, Polarization Vision Inserts, Carapace Armor, Cortical
Movement Rate: Stack, Cyberbrain, Enhanced
2/12, Swim 4/24, Thrust Vector 2/12 Respiration, Gills, Mnemonic
Aptitude Maximum: 30 Augmentation, Oxygen Reserve,
Durability: 30 Puppet Sock, Temperature Tolerance,
Wound Threshold: 6 Vacuum Sealing
Advantages: 8 Arms, Beak Attack Movement Rate: 4/20
(1d10 DV, AP –1, use Unarmed Combat Aptitude Maximum: 30
skill), Ink Attack (blinding, use Exotic Implants: Basic Biomods, Basic Mesh Durability: 40
Ranged: Ink Attack skill), Inserts, Cortical Stack Wound Threshold: 8
Limber (Level 2) trait, 360-degree Movement Rate: 4/20 Advantages: 10 legs, Carapace Armor (11/11),
Vision,+30 Swimming skill, Aptitude Maximum: 30 Claw Attack (DV 2d10), +10 SOM,
+10 Climbing skill, +5 COO, +5 INT, Durability: 35 +5 to two other aptitudes of the
+5 to one other aptitude of the Wound Threshold: 7 player’s choice
player’s choice Advantages: +10 INT, +5 COG, +5 REF, Notes:
Notes: Non-Mammalian Biochemistry trait +5 to one other aptitude of the Non-Mammalian Biochemistry trait
CP Cost: 50 player’s choice CP Cost: 60
Credit Cost: CP Cost: 40 Credit Cost:
Expensive (minimum 30,000+) Credit Cost: Expensive Expensive (minimum 30,000+)
OCTOMORPH ■ MRG p. 73 ■ DANIEL CLARKE OBSERVER ■ MRG p. 72 ■ OBSERVER NOVACRAB ■ MRG p. 71 ■ CHRISTINE BIAN
RIPWING
71 72 73
74 75 76
77 78 79
•SYNTHMORPH• •POD• •BIOMORPH•
Robust neogenetic flyer, popular Exotic biomorphs optimized for
Smaller, defense-oriented spheres.
with some neo-avians. sailing Saturn’s magnetic fields.
Enhancements: 360-Degree Vision,
Access Jacks, Basic Mesh Inserts,
Chameleon Skin, Cyberclaws, Cortical Implants: Basic Biomods, Basic Mesh
Stack, Cyberbrain, Enhanced Vision, Inserts, Bioweave Armor (Light),
Extra Limbs (3 Arms), Gas-Jet System, Cortical Stack, Enhanced Respiration,
Hand Laser, Mnemonic Augmentation, Implants: Access Jacks, Basic Biomods, Enhanced Vision, Gas Jet System,
Neurachem (Level 1), Puppet Sock, Basic Mesh Inserts, Chameleon Skin, Grip Pads, Hibernation, Long-Term Life
Radar Absorbent, Reduced Signature, Cortical Stack, Cyberbrain, Enhanced Support, Medichines, Oxygen Reserve,
T-Ray Emitter, Telescoping Limbs,
Vision, Mnemonic Augmentation, Plasma Sail Implant, Prehensile Feet,
Weapon Mount (Articulated, Heavy
Rail Pistol) Prehensile Feet, Puppet Sock, Wings Radiation Tolerance, Temperature
Mobility System: Roller 8/32, Thrust Movement Rate: 4/20, Winged 4/20 Tolerance (Cryonic), Vacuum Sealing
Vector 12/40 Aptitude Maximum: 30 Movement Rate: 4/20, Thrust Vector 8/40
Aptitude Maximum: 30 Durability: 35 Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem Level 1) Wound Threshold: 7 Durability: 30
Durability: 25 Advantages: Beak/Claw Attack Wound Threshold: 6
Wound Threshold: 5 (1d10 DV, use Unarmed Combat skill), Advantages: Bioweave Armor (Light, 2/3),
Advantages: +5 COO, +5 REF, + 5 INT,
+5 COO, +5 INT, +5 REF Limber (Level 1) trait, +5 COG,
+5 to one other aptitude of the
player’s choice, Armor 10/10 Disadvantages: Social Stigma +5 COO, +5 REF, +5 to one other
Notes: Small Size trait (Neogenetic), Social Stigma (Pod) aptitude of the player’s choice
CP Cost: 60 Notes: Non-Mammalian Biochemistry trait CP Cost: 70
Credit Cost: CP Cost: 40 Credit Cost:
Expensive (minimum 60,000+) Credit Cost: Expensive (minimum 30,000) Expensive (Minimum 40,000+)
ROVER ■ MRG p. 82 ■ MACIEJ REBISZ RIPWING ■ MRG p. 81 ■ WILL NICHOLS RING FLYER ■ MRG p. 80 ■ ADRIAN MAJKRZAK
80 81 82
83 84 85
86 87 88
•SYNTHMORPH• •POD• •BIOMORPH•
Snake-like shells, capable of Pods designed for disguise and Human-seal hybrids adapted for
climbing, slithering, and rolling. infiltration purposes. deep sea environments.
SURYA
89 90 91
92 93 94
95 96 97
•BIOMORPH• •SYNTHMORPH• •BIOMORPH•
Humans optimized for Whale-like, capable of surviving the
Swarms of microbots.
media/social functions. corona and surfing the solar winds.
WHIPLASH
98 99 100
FLEXBOT
FLEXBOT
MODULES
MODULES FLEXBOT
FLEXBOT
MODULES
MODULES FLEXBOT MODULES
BOUBA FIGHTER LONGBOW
Enhancements: Access Jacks, Basic Mesh Enhancements: Access Jacks, Basic Mesh Enhancements: Access Jacks, Basic Mesh
Inserts, Bioweave Armor (Light), Inserts, Cortical Stack, Cyberbrain, Inserts, Cortical Stack, Cyberbrain,
Cortical Stack, Chameleon Skin, Mnemonic Augmentation, Modular Heavy Combat Armor, Mnemonic
Cyberbrain, Mnemonic Augmentation, Design, Radar, T-Ray Emitter, 2 Augmentation, Modular Design, 2
Modular Design, Skinflex, Skinlink, Weapon Mounts Weapon Mounts (Articulated)
Squishbot (p. 211, Transhuman) Mobility System: Walker 4/16, Hover 8/16 Modularized Gear: Laser Link
Mobility System: Hover 8/40, Snake 4/16 Aptitude Maximum: 30 (35 SOM) Mobility System: Walker 4/16, Hover 8/40
Aptitude Maximum: 30 (25 SOM) Durability: 30 (40) Aptitude Maximum: 30 (25 SOM)
Durability: 15 Wound Threshold: 6 (8) Durability: 25
Wound Threshold: 3 Advantages: Armor (8/8), Exceptional Wound Threshold: 5
Advantages: Armor 2/3 Aptitude (SOM) trait, Tough (Level 2) Advantages: Armor 4/4 (20/20 with
Notes: Small Size trait trait, +5 COO, +5 SOM Heavy Combat Armor), REF +5
CP Cost: 10 Notes: Small Size trait Notes: Small Size trait
Credit Cost: High (minimum 10,000) CP Cost: 45 CP Cost: 20
Credit Cost: Expensive (minimum 45,000) Credit Cost: Expensive
•SYNTHMORPH• •POD• •POD•
Synthmorphs designed for Exotic pods derived from a
Mass-produced for menial labor.
exploration operations. predatory alien plant.
MORPH
MORPH
VARIANTS
VARIANTS MORPH
MORPH
VARIANTS
VARIANTS MORPH VARIANTS
EUROPAN UPLIFT MASKED STEEL MORPH SPACE FIGHTER
A s the ne o - b elu ga , ne o - d olp hin , As the steel morph (p. 96, MRG), with the As the rover (p. 82, MRG), with the
neo-orca, neo-porpoise, neo-whale, following changes: following changes:
octomorph, and takko (pp. 60–105, MRG), Enhancements: Enhancements: Add Internal Rocket
with the following changes: Add Synthetic Mask (this negates the CP Cost: 60
Implants: Add Hydrostatic Pressure Social Stigma (Clanking Masses) and Credit Cost: Expensive (minimum 60,000+)
Adaptation, Temperature Tolerance Uncanny Valley traits)
(Improved Cold) CP Cost: 55 SPACE MARINE
CP Cost: Increase by 5 Credit Cost: As the security pod (p. 88, MRG), with the
Expensive (minimum 40,000+) following changes:
FIERCE KITE Implants: Add Oxygen Reserve,
As the fighting kite (p. 30, MRG), with the OUTER SYSTEM BIOMORPH Prehensile Feet, Vacuum Sealing
following changes: As any existing biomorph, with the CP Cost: 30
Aptitude Maximum: 30 following changes: Credit Cost: Expensive
Durability: 50 Implants: Add Access Jacks, Cyberbrain,
Wound Threshold: 10 Mnemonic Augmentation, and an TITANIAN FLYER/OLYMPIAN
Advantages: Armor 8/8 optional Puppet Sock. As the lunar flyer (p. 54, MRG) or
Notes: Does not have the Small size trait CP Cost: Increase by 5 olympian (p. 74, MRG), with the following
CP Cost: 55 change:
Credit Cost: Implants: Add Temperature Tolerance
Expensive (minimum 55,000+) (Improved Cold)
MORPH
MORPH
VARIANTS
VARIANTS MORPH VARIANTS FLEXBOT MODULES
DELUXE GUARD ARACHNIKOMA SAPPER
As the guard (p. 44, MRG), with the As the arachnoid (p. 7, MRG), with the Enhancements: Access Jacks, Basic Mesh
following changes: following changes: Inserts, Cortical Stack, Cyberbrain,
Enhancements: Add Nanophages, Durability: 60 Mnemonic Augmentation, Modular
Weapon Mount (Microwave Agonizer, Wound Threshold: 12 Design, Pneumatic Limbs, Shape
Concealed) Advantages: Armor 12/12 Adjusting
Durability: 50 Notes: Large Size trait Modularized Gear: Disassembly Tools,
Wound Threshold: 10 CP Cost: 55 Specialized Hive (Disassembler
Advantages: Add +5 REF Credit Cost: Expensive (minimum Nanoswarm)
CP Cost: 75 55,000+) Mobility System: Walker 4/16, Hover 8/40
Credit Cost: Aptitude Maximum: 30 (35 SOM)
Expensive (minimum 80,000+) CEREAN/EUROPAN AQUANAUT Durability: 20
As the aquanaut (p. 6, MRG), with the Wound Threshold: 4
EUROPAN ORCA following changes: Advantages: Armor 4/4, Exceptional
As the neo-orca (p. 65, MRG), with the Implants: Add Hydrostatic Pressure Aptitude (SOM)
following changes: Adaptation Notes: Small Size trait
Implants: Add Carapace Armor, Eelware, CP Cost: 15
Enhanced Vision, Hydrostatic Pressure Credit Cost: High (minimum 10,000)
Adaptation, Temperature Tolerance
(Improved Cold)
CP Cost: 70
MORPH
MORPH
VARIANTS
VARIANTS MORPH
MORPH
VARIANTS
VARIANTS MORPH VARIANTS
ULTRA KITE SKULKER LIQUID SILVER MORPH
As the kite (p. 53, MRG), with the As the swarmanoid (p. 100, MRG), with As the steel morph (p. 96, MRG), with the
following changes: the following changes: following changes:
Durability: 50 Enhancements: Add Chameleon Skin, Enhancements: Add Shape Adjusting,
Wound Threshold: 10 Radar Invisibility Skinflex, Wrist-Mounted Tools
Advantages: Armor 6/6 CP Cost: 35 Advantages: +5 to one additional
Notes: Does not have the Small size trait Credit Cost: Expensive (minimum 30,000) aptitude
CP Cost: 55 CP Cost: 70
Credit Cost: SMART SWARM Credit Cost:
Expensive (minimum 55,000+) As the swarmanoid (p. 100, MRG), with Expensive (minimum 40,000+)
the following changes:
ZEN PILOT Enhancements: Add Modular Design, MARTIAN BIOMORPH/POD
As the hibernoid (p. 46, MRG), with the Smart Swarm As any existing biomorph/pod, with the
following changes: Mobility System: Shaped Swarm 2/16 following changes:
Implants: Add Endocrine Control, Drug CP Cost: 30 Implants: Add Enhanced Respiration and
Glands (Comfurt and Juice) Credit Cost: Expensive (minimum 30,000) Temperature Tolerance.
Advantages: +10 WIL Credit Cost: Remains the same, but add
CP Cost: 30 10,000 when not on Mars.
Credit Cost: Expensive (minimum 30,000)