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AQUANAUT

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

FAUST Skin, Cortical Stack,


Cyberb
Limbs (8 arms, 2 tentacle rain, Extra
Hydrostatic Pressur
s), Grip Pads,
e Adaptation,
Mesh Mnemonic Augme
Biomods, Basic ntation,
Implants: Basic , Cortical Polarization Vision,
dian Regulation Puppet Sock
Inser ts, Circa crine Movement Rate:
Memory, Endo
Stack , Eidetic Boost Submarine 4/36, Thrust
r-Linguist, Math Vector 4/28
Control, Hype Aptitude Maximu
m: 30
Rate: 4/20
Movement Durability: 40
mum: 30
Aptitude Maxi Wound Threshold:
8
Durability: 35 Advantages: 8 Arms,
2 Tentacles, 5 COO,

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

ARIEL AYAH BASIC POD

3 4 5

BIOCORE BLACKBIRD BOUNCER

6 7 8
•SYNTHMORPH• •BIOMORPH•

Spider-like robotic shells.


Humans adapted for both land MORPH
and underwater.
RECOGNITION CARDS
In addition to being a quick-reference for every
Eclipse Phase morph, you can use this deck as a
replacement for rolling d100. Most of the cards
have a circled (see below) number from 1–100
on the image side, so simply shuffl e the deck
Enhancements: Access Jacks, Basic Mesh and reveal one card to replace rolling dice. If
Inserts, Cortical Stack, Cyberbrain, Implants: Basic Biomods, Basic Mesh you draw one of the cards that has no number,
Enhanced Vision, Extra Limbs Inserts, Cortical Stack, Enhanced set it aside and draw a different card (or simply
remove the fenrir, morph variant, flexbot
(10 Arms/Legs), Lidar, Mnemonic Respiration, Gills, Sonar, Swim Bladder,
module, and eidolon cards).
Augmentation, Pneumatic Limbs, Temperature Tolerance (Improved
Radar Cold), Toxin Filters Remember that if any
Mobility System: Walker 4/24, Thrust Movement Rate: 4/20, Swimming 2/10 numbered cards are not
AQU ANAUT
Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 present in the deck, it’s
Aptitude Maximum: 30 Durability: 40 not truly a fair roll!
Durability: 40 Wound Threshold: 8
Wound Threshold: 8 Advantages: +5 COO, +10 SOM, +5 to one Gamemasters can also
use this deck to randomly
Advantages: +5 COO, +10 SOM, other aptitude of the player’s choice,
pick morphs for NPCs.
Armor 8/8 +10 Swimming skill
CP Cost: 45 Notes: Non-Human Biochemistry trait
Credit Cost: Expensive (minimum CP Cost: 50 1
40,000+) Credit Cost: Expensive
ARACHNOID ■ MRG p. 7 ■ AARON MILLER AQUANAUT ■ MRG p. 6 ■ MARK WINTERS

•POD• •POD• •BIOMORPH•


Mass-market biological androids, Flyers adapted to Titan’s
originally intended as servants.
Nursing and caretaker pods. atmosphere.

Implants: Basic Biomods, Basic Mesh


Inserts, Bioweave Armor (Light),
Claws, Cortical Stack, Direction Sense,
Enhanced Vision, Long-Term Life
Support, Low Pressure Tolerance,
Implants: Basic Biomods, Basic Mesh Oxygen Reserve, Prehensile Feet,
Inserts, Cortical Stack, Cyberbrain, Radiation Sense, T-Ray Emitter,
Implants: Basic Biomods, Basic Mesh Enhanced Smell, Mnemonic Temperature Tolerance (Cryonic), Wings
Inserts, Cortical Stack, Cyberbrain, Augmentation, Oxygen Reserve, Movement Rate: 4/20, Winged 8/40
Mnemonic Augmentation, Puppet Puppet Sock, Temperature Tolerance, Aptitude Maximum: 30
Sock Wrist-Mounted Tools Durability: 30
Movement Rate: 4/20 Movement Rate: 4/20 Wound Threshold: 6
Aptitude Maximum: 25 Aptitude Maximum: 30 Advantages: +5 COG, +5 REF, +5 to two
Durability: 30 Durability: 35 other aptitudes of the player’s choice
Wound Threshold: 6 Wound Threshold:7 Disadvantages: Temperature Intolerance
Advantages: +5 to one aptitude of the Advantages: +10 SAV, +5 to one other (Warm) trait
player’s choice aptitude of the player’s choice Notes: Non-Mammalian Biochemistry trait
Disadvantages: Social Stigma (Pod) trait Disadvantages: Social Stigma (Pod) trait CP Cost: 50
CP Cost: 5 CP Cost: 25 Credit Cost: Expensive (minimum
Credit Cost: Moderate Credit Cost: Expensive 50,000+)
BASIC POD ■ MRG p. 10 ■ JAMES MOSINGO AYAH ■ MRG p. 9 ■ SAM HOGG ARIEL ■ MRG p. 8 ■ SAM HOGG

•BIOMORPH• •SYNTHMORPH• •SYNTHMORPH•


Limber humans adapted for Synthetic neo-corvids, Synthmorphs with
zero-g/micrograv. optimized for stealth. biological brains.

Enhancements: Access Jacks, Basic Mesh


Inserts, Cortical Stack, Cyberbrain,
Enhanced Hearing, Enhanced Vision,
Invisibility, Mnemonic Augmentation,
Puppet Sock, Reduced Signature, Enhancements: Access Jacks, Basic Mesh
Wings Inserts, Brain Box, Cortical Stack,
Implants: Basic Biomods, Basic Mesh Mobility System: Walker 2/16, Hopper Eidetic Memory
Inserts, Cortical Stack, Grip Pads, 4/20, Winged 8/40 Mobility System: Walker 4/20
Oxygen Reserve, Prehensile Feet Aptitude Maximum: 30 (20 SOM) Aptitude Maximum: 30
Movement Rate: 4/20 Durability: 25 Durability: 40
Aptitude Maximum: 30 Wound Threshold: 5 Wound Threshold: 8
Durability: 35 Advantages: +5 COO, +5 REF, +5 to one Advantages: +5 SOM, +5 to two other
Wound Threshold: 7 other aptitude of the player’s choice, aptitudes of the player’s choice,
Advantages: Limber (Level 1) trait, +10 Flight skill, +10 Infiltration skill, Armor 6/6
+5 COO, +5 SOM, +5 to one other Armor 2/2, Beak/Claw Attack (1d10 + 1 Disadvantages: Social Stigma (Clanking
aptitude of the player’s choice DV, AP −1) Masses) trait
CP Cost: 40 Notes: Small Size trait CP Cost: 50
Credit Cost: Expensive CP Cost: 45 Credit Cost:
Credit Cost: Expensive (Minimum 45,000) Expensive (minimum 60,000+)
BOUNCER ■ MRG p. 13 ■ DANIEL CLARKE BLACKBIRD ■ MRG p. 12 ■ MARCO MAZZONI BIOCORE ■ MRG p. 11 ■ NATHAN GEPPERT
BRUISER CASE CETUS

9 10 11

CHICKCHARNIE

CLOUD SKIMMER
CLOUD SKATE

12 13 14

COURIER CRASHER CRITTER

15 16 17
•SYNTHMORPH• •SYNTHMORPH• •BIOMORPH•
Synthmorphs designed for use Cheap, mass-produced
Vat-grown thugs.
both in and out of water. synthetic shells.

Implants: Adrenal Boost, Basic Biomods,


Basic Mesh Inserts, Claws, Cortical
Enhancements: Access Jacks, Basic Mesh Stack, Hardened Skeleton
Inserts, Chemical Sniffer, Cortical Movement Rate: 4/20
Stack, Cyberbrain, Direction Sense, Aptitude Maximum: 30 (SOM 40)
Echolocation, Enhanced Hearing, Durability: 60 (includes Hardened
Enhanced Vision, Extra Limbs (8), Enhancements: Access Jacks, Basic Mesh Skeleton bonus)
Headlights, Hydrostatic Pressure Inserts, Cortical Stack, Cyberbrain, Wound Threshold: 12
Adaptation Mnemonic Augmentation Advantages: +10 Intimidation skill, +15
Mobility System: Submarine 4/36, Walker Mobility System: Walker 4/16 SOM (includes Hardened Skeleton
4/20 Aptitude Maximum: 20 bonus), +5 REF (+15 with Adrenal
Aptitude Maximum: 30 Durability: 20 Booost), +5 to one other aptitude of
Durability: 40 Wound Threshold: 4 the player’s choice
Wound Threshold: 8 Advantages: Armor (4/4) Disadvantages: Unattractive (Level 1)
Advantages: 8 Limbs, +5 COO, +5 SOM, Disadvantages: –5 to one chosen trait
+5 to one other aptitude of the aptitude, Lemon trait, Social Stigma Notes: Large Size trait
player’s choice, Armor 8/8 (Clanking Masses) trait CP Cost: 60
CP Cost: 45 CP Cost: 5 Credit Cost: Expensive (minimum
Credit Cost: Expensive (minimum Credit Cost: Moderate 60,000+)
40,000+)
CETUS ■ MRG p. 16 ■ THOMAS JUNG CASE ■ MRG p. 15 ■ MARK WINTERS BRUISER ■ MRG p. 14 ■ JAMES MOSINGO

•SYNTHMORPH• •BIOMORPH• •POD•


Part balloon, part rocket, Designed to soar in the upper
Humanoid flightless owls.
optimized for gas giant atmospheres. clouds of gas giants.
Implants: Basic Biomods, Basic Mesh
Inserts, Bioweave Armor (Light),
Enhancements: Access Jacks, Basic Cortical Stack, Direction Sense,
Mesh Inserts, Cortical Stack, Enhanced Vision, High-G Adaptation,
Cryonic Protection, Cyberbrain, Hydrostatic Pressure Adaptation,
Direction Sense, Enhanced Vision, Long-Term Life Support, Oxygen Implants: Basic Biomods, Basic Mesh
Extra Limbs (4 Arms), Hydrostatic Reserve, Radiation Sense, Radar, Swim Inserts, Cortical Stack, Cyberbrain,
Pressure Adaptation, Internal Bladder, T-Ray Emitter, Temperature Mnemonic Augmentation, Prehensile
Rocket, Mnemonic Augmentation, Tolerance (Cryonic), Wings Feet, Puppet Sock, Wings
Puppet Sock, Radar, Swim Bladder, Movement Rate: Winged 8/40 Movement Rate: 4/20, Winged 4/20 (low/
Telescoping Limbs Aptitude Maximum: 30 microgravity only)
Mobility System: Thrust Vector 8/40 Durability: 35 Aptitude Maximum: 25
Aptitude Maximum: 30 Wound Threshold: 7 Durability: 35
Durability: 40 Advantages: +5 COG, +5 REF, +5 SOM, +5 Wound Threshold: 7
Wound Threshold: 8 to one other aptitude of the player’s Advantages: Beak/Claw Attack (1d10 DV,
Advantages: 4 arms, +10 SOM, +5 REF, +5 choice AP −1, use Unarmed Combat skill), +5
to one other aptitude of the player’s Disadvantages: Temperature Intolerance COO, +5 INT, +10 REF
choice, Armor 10/10 (Warm) trait Notes: Non-Mammalian Biochemistry
CP Cost: 65 CP Cost: 55 trait
Credit Cost: Expensive (minimum Credit Cost: Expensive (minimum CP Cost: 35
70,000+) 60,000+) Credit Cost: Expensive
CLOUD SKIMMER ■ MRG p. 19 ■ MACIEJ REBISZ CLOUD SKATE ■ MRG p. 18 ■ DANIJEL FIRAK CHICKCHARNIE ■ MRG p. 17 ■ TOM GARDEN

•POD• •BIOMORPH• •SYNTHMORPH•


Eclectic biosculpted or Durable explorer morphs Rocket morphs for traversing between
genespliced animal designs. optimized for gatecrashing ops. habitats/moons in certain systems.
Enhancements: Access Jacks, Basic Mesh
Implants: Basic Biomods, Basic Mesh Inserts, Chemical Sniffer, Cortical
Inserts, Bioweave Armor (Light), Stack, Cryonic Protection, Cyberbrain,
Circadian Regulation, Clean Direction Sense, Enhanced Vision,
Implants: Basic Biomods, Basic Mesh Metabolism, Cortical Stack, Direction Extra Limbs (4), Grip Pads, Headlights,
Inserts, Claws, Cortical Stack, Sense, Eidetic Memory, Enhanced Hidden Compartment, Internal Rocket,
Cyberbrain, Enhanced Hearing, Respiration, Enhanced Vision, Grip Lidar, Magnetic System, Mnemonic
Enhanced Smell, Mnemonic Pads, Hibernation, Medichines, Augmentation, Plasma Sail Implant,
Augmentation, Puppet Sock Oxygen Reserve, Toxin Filters, Vacuum Radar, Retracting/Telescoping Limbs,
Movement Rate: 4/20 Sealing T-ray Emitter.
Aptitude Maximum: 30 Movement Rate: 4/20 Mobility System: Ionic 12/40, Thrust
Durability: 35 Aptitude Maximum: 30 Vector 8/40
Wound Threshold: 7 Durability: 40 Aptitude Maximum: 30
Advantages: +5 REF, +5 COO Wound Threshold: 8 Durability: 30
Disadvantages: Lacks Manipulators trait, Advantages: Bioweave Armor (Light) Wound Threshold: 6
quadrupeds have a difficult time in (2/3), +5 COG, +10 SOM, +5 to three Advantages: 4 Limbs, +5 COO, +5 INT, +5
microgravity (–30 to Free Fall Tests) other aptitudes of the player’s choice REF, +5 to one other aptitude of the
Notes: Non-Human Biochemistry trait CP Cost: 70 player’s choice, Armor 6/6
CP Cost: 15 Credit Cost: Expensive (Minimum CP Cost: 70
Credit Cost: Expensive 40,000+) Credit Cost: Expensive (minimum
40,000+)
CRITTER ■ MRG p. 22 ■ MARCO MAZZONI CRASHER ■ MRG p. 21 ■ JOSE CABRERA COURIER ■ MRG p. 20 ■ MACIEJ REBISZ
DAITYA DIGGER DRAGONFLY

18 19 20

DVERGR EXALT FAUST

21 22 23

FIGHTING KITE FLAT


FENRIR

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

•BIOMORPH• •BIOMORPH• •BIOMORPH•


Mentons modified for async abilities Humans adapted for
Genetically enhanced humans.
by a secretive group of genehackers. high-gravity environments.

Implants: Basic Biomods, Basic Mesh


Inserts, Circadian Regulation, Cortical
Stack, Eidetic Memory, Endocrine Implants: Basic Biomods, Basic Mesh
Control, Hyper-Linguist, Math Boost Inserts, Cortical Stack, High-G
Movement Rate: 4/20 Implants: Basic Biomods, Basic Mesh Adaptation
Aptitude Maximum: 30 Inserts, Cortical Stack Movement Rate: 4/20
Durability: 35 Movement Rate: 4/20 Aptitude Maximum: 35 (40 SOM)
Wound Threshold: 7 Aptitude Maximum: 30 Durability: 45 (includes implant bonuses)
Advantages: Psi Chameleon trait, Psi Durability: 35 Wound Threshold: 9
Defense (Level 1) trait, +10 COG, +10 Wound Threshold: 7 Advantages: +15 SOM (includes implant
WIL, +5 INT, +5 to one other aptitude Advantages: +5 COG, +5 to three other bonuses), +5 to one other aptitude of
of the player’s choice aptitudes of the player’s choice the player’s choice
CP Cost: 85 CP Cost: 30 CP Cost: 50
Credit Cost: Expensive (minimum Credit Cost: Expensive Credit Cost: Expensive
100,000+)
FAUST ■ MRG p. 28 ■ SAM HOGG EXALT ■ MRG p. 27 ■ EFREM PALACIOS DVERGR ■ MRG p. 26 ■ MARK WINTERS

•BIOMORPH• •SYNTHMORPH• •SYNTHMORPH•


A more durable and combat- Military-grade multi-ego
Baseline, unmodified humans.
oriented version of the kite morph. walking tanks.
Note: This morph is unique in that it allows
Enhancements: Access Jacks, Anti-Glare, more than one ego to use it at the same
Basic Mesh Inserts, Chameleon time. Ego Sharing may be purchased for this
Skin, Chemical Sniffer, Cortical morph an additional four times, for a total
Stack, Cyberbrain, Enhanced Vision, of five additional egos.
Enhancements: 360-Degree Vision, Access Jacks,
Mnemonic Augmentation, Neurachem
Anti-Glare, Basic Mesh Inserts, Cortical Stack,
(Level 1), Radar, Radar Absorbent, Cyberbrain, Direction Sense, Ego Sharing (1),
Shape Adjusting, T-Ray Emitter, Enhanced Hearing, Enhanced Vision,
Weapon Mount (Internal, Articulated, Extra Limbs (4), Heavy Combat Armor,Lidar,
Mnemonic Augmentation, Pneumatic Limbs,
Laser Pulser), Wings
Radar, Structural Enhancement, T-Ray Emitter,
Mobility System: Ionic 12/40, Thrust Weapon Mount (External, Articulated, 8)
Vector 8/40, Walker 2/8, Winged 8/32 Mobility System: Walker 4/20, Thrust Vector 4/12
Aptitude Maximum: 30 (25 SOM) Aptitude Maximum: 35
Implants: None Speed Modifier: +1 (Neurachem) Durability: 70 (80 with Structural Enhancement)
Wound Threshold: 14 (16 with Structural
Movement Rate: 4/20 Durability: 30 Enhancement)
Aptitude Maximum: 20 Wound Threshold: 6 Advantages: 4 Limbs, +5 REF, +5 COO, +10 SOM,
Durability: 30 Advantages: +5 to two aptitudes of the +5 to one other aptitude of the player’s
Wound Threshold: 6 player’s choice, Armor (4/4) choice, Armor 16/16 (32/32 with Heavy
Combat Armor)
Disadvantages: Notes: Small Size trait Notes: Large Size trait
None (Genetic Defects trait common) CP Cost: 35 CP Cost: Not available at character creation
CP Cost: 0 Credit Cost: Credit Cost: Expensive (rare and restricted;
Credit Cost: High Expensive (minimum 40,000+) minimum 100,000+)
FLAT ■ MRG p. 31 ■ EFREM PALACIOS FIGHTING KITE ■ MRG p. 30 ■ MACIEJ REBISZ FENRIR ■ MRG p. 29 ■ ADRIAN MAJKRZAK
FLEXBOT FREEMAN

FLYING SQUID
26 27 28

FURY FUTURA GALATEA

29 30 31

GARGOYLE GHOST GREY

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

•SYNTHMORPH• •BIOMORPH• •BIOMORPH•


High-end shells designed with Originally designed for
Combat-oriented biomorphs.
elegance and social functions in mind. the Lost Generation.

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

•BIOMORPH• •BIOMORPH• •SYNTHMORPH•


Eccentric biomorphs modeled on Combat morphs designed for
Mobile sensor units.
grey alien depictions. stealth and infiltration ops.

Enhancements: 360-Degree Vision,


Access Jacks, Anti-Glare, Basic Mesh
Implants: Basic Biomods, Basic Mesh Inserts, Chemical Sniffer, Cortical
Inserts, Circadian Regulation, Clean Stack, Cyberbrain, Enhanced Hearing,
Metabolism, Cortical Stack, Eidetic Implants: Basic Biomods, Basic Mesh Enhanced Smell, Enhanced Vision,
Memory, Emotional Dampers, Inserts, Chameleon Skin, Cortical Lidar, Mnemonic Augmentation,
Enhanced Vision, Math Boost Stack, Adrenal Boost, Enhanced Vision, Nanoscopic Vision, Oracles, Radar,
Movement Rate: 4/20 Grip Pads T-Ray Emitter
Aptitude Maximum: 30 (20 SOM) Movement Rate: 4/20 Mobility System: Walker 4/20
Durability: 30 Aptitude Maximum: 30 Aptitude Maximum: 30
Wound Threshold: 6 Durability: 45 Durability: 40
Advantages: +5 COG, +5 WIL, +5 to one Wound Threshold: 9 Wound Threshold: 8
other aptitude of the player’s choice Advantages: +10 COO, +5 REF, +5 SOM, Advantages:
Disadvantages: Uncanny Valley trait +5 WIL, +5 to one other aptitude of +5 INT, +5 to one other aptitude of the
CP Cost: 25 the player’s choice player’s choice, Armor 6/6
Credit Cost: CP Cost: 70 CP Cost: 40
Expensive (minimum 30,000+) Credit Cost: Expensive (minimum 40,000) Credit Cost: Expensive
GREY ■ MRG p. 42 ■ MARK MOLNAR GHOST ■ MRG p. 41 ■ MARK MOLNAR GARGOYLE ■ MRG p. 40 ■ NATHAN GEPPERT
GRIEFER GUARD HAZER

35 36 37

HIBERNOID HULDER HYPERBRIGHT

38 39 40

HYPERGIBBON INFOMORPH JENKIN

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.

Enhancements: Access Jacks, Basic Mesh


Inserts, Chemical Sniffer, Cortical
Stack, Cyberbrain, Cyberclaws,
Enhanced Vision, Hand Laser, Lidar, Enhancements: Access Jacks, Basic Mesh
Mnemonic Augmentation, Neurachem Inserts, Cyberbrain, Holographic
Implants: Basic Biomods, Basic Mesh (Level 1), Puppet Sock, Synthetic Mask, Projector, Loudspeakers, Mnemonic
Inserts, Cortical Stack, Enhanced T-Ray Emitter Augmentation, Puppet Sock
Vision, Radiation Sense, Respirocytes, Mobility System: Walker 4/20 Mobility System: Walker 4/16
Temperature Tolerance (Improved Cold) Aptitude Maximum: 30 Aptitude Maximum: 20
Movement Rate: 4/20 Speed Modifier: +1 (Neurachem) Durability: 20
Aptitude Maximum: 30 Durability: 40 Wound Threshold: 4
Durability: 35 Wound Threshold: 8 Advantages: Armor (4/4)
Wound Threshold: 7 Advantages: +10 SOM, +5 COO, +5 to one Disadvantages: –5 to two aptitudes of
Advantages: other aptitude of the player’s choice, the player’s choice, Lemon trait, No
+5 COO, +5 WIL, +5 to two other Armor 12/12 Cortical Stack trait, Social Stigma
aptitudes of the player’s choice CP Cost: 60 (Griefer) trait
CP Cost: 35 Credit Cost: Expensive (minimum CP Cost: 5
Credit Cost: Expensive 60,000+) Credit Cost: Moderate
HAZER ■ MRG p. 45 ■ DANIEL STULTZ GUARD ■ MRG p. 44 ■ JOSE CABRERA GRIEFER ■ MRG p. 43 ■ THOMAS JUNG

•BIOMORPH• •BIOMORPH• •BIOMORPH•


Humans with exotic neurochemistry Biomorphs optimized for living on Humans customized for
and increased intelligence. Titan’s surface. long-distance space travel.
Implants: Basic Biomods, Basic Mesh
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light),
Inserts, Circadian Regulation, Cortical Stack, Digging Claws,
Cortical Stack, Eidetic Memory, Direction Sense, Enhanced Vision,
Endocrine Control, Grip Pads, Long-Term Life Support,
Hyper-Linguist, Math Boost, Oxygen Reserve, Radiation Sense,
Mental Speed, Prehensile Feet Swim Bladder, T-Ray Emitter,
Movement Rate: 4/20 Temperature Tolerance (Cryonic)
Aptitude Maximum: Movement Rate: 4/20
40 (COG and INT), 30 (all others) Aptitude Maximum: 30
Durability: 35 Durability: 40 Implants: Basic Biomods, Basic Mesh
Wound Threshold: 7 Wound Threshold: 8 Inserts, Circadian Regulation,
Advantages: +15 COG, +10 INT, +5 WIL, Advantages: +5 SOM, +10 WIL, +5 to one Cortical Stack, Hibernation
+5 to one other aptitude of the other aptitude of player’s choice Movement Rate: 4/20
player’s choice Disadvantages: Aptitude Maximum: 25
Disadvantage: Temperature Intolerance (Warm) Durability: 35
Addiction (minor, to comfurt), Fast Notes: Wound Threshold: 7
Metabolism, Uncanny Valley Non-Mammalian Biochemistry trait Advantages: +5 INT, +5 to one other
CP Cost: 70 CP Cost: 50 aptitude of the player’s choice
Credit Cost: Credit Cost: CP Cost: 25
Expensive (Minimum 40,000+) Expensive (Minimum 40,000+) Credit Cost: Expensive
HYPERBRIGHT ■ MRG p. 48 ■ JESSADA SUTTHI HULDER ■ MRG p. 47 ■ BEN WOOTEN HIBERNOID ■ MRG p. 46 ■ JAMES MOSINGO

•POD• •INFOMORPH• •POD•


Scum-designed morph optimized Digital-only mind-states, available in
Small and nimble ape pods.
for survival and exotic lifestyles. various customized eidolon forms.

Enhancements: Basic Biomods, Basic Mesh


Inserts, Cortical Stack, Cyberbrain,
Digestive Symbiotes, Enhanced
Pheromones, Enhanced Respiration,
Enhanced Smell, Hibernation, Implants: Basic Biomods, Basic Mesh
Mnemonic Augmentation, Possum Inserts, Cortical Stack, Cyberbrain,
Cache, Prehensile Tail, Puppet Sock, Mnemonic Augmentation,
Temperature Tolerance, Toxin Filters Prehensile Feet, Puppet Sock
Movement Rate: 4/20 Movement Rate: 4/20
Aptitude Maximum: 25 Aptitude Maximum: 30
Durability: 35 Durability: 25
Wound Threshold: 7 Wound Threshold: 5
Advantages: +5 INT, +5 REF, +5 SOM, Advantages: +5 INT, +5 REF, +10 Climbing
Bite Attack (1d10 + 1 DV, AP –1) skill, +20 Freerunning skill,
Disadvantages: Social Stigma (Pod) trait, Enhancements: Mnemonic Augmentation Limber (Level 2) trait
Unattractive (Level 2) trait Aptitude Maximum: 40 Disadvantages: Social Stigma (Pod)
CP Cost: 20 Speed Modifier: +2 Notes: Non-Human Biochemistry trait,
Credit Costs: Disadvantages: No physical form Small Size trait
High in scum swarms, CP Cost: 0 CP Cost: 30
Expensive (minimum 40,000) elsewhere Credit Cost: 0 Credit Cost: Expensive
JENKIN ■ MRG p. 52 ■ MARCO MAZZONI INFOMORPH ■ MRG p. 50 ■ DANIEL CLARKE HYPERGIBBON ■ MRG p. 49 ■ TOM GARDEN
KITE LUNAR FLYER MARTIAN ALPINER

44 45 46

MENTON NAUTILOID

MIMIC

47 48 49

NEO-AVIAN NEO-BELUGA NEO-DOLPHIN

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.

Enhancements: Access Jacks,


Anti-Glare, Basic Mesh Inserts,
Chemical Sniffer, Cortical Stack,
Cyberbrain,Direction Sense,
Enhanced Hearing, Enhanced Vision,
Lidar, Mnemonic Augmentation, Radar, Implants: Basic Biomods, Basic Mesh
Shape Adjusting, T-Ray Emitter, Wings Inserts, Cortical Stack, Direction Sense,
Mobility System: Ionic 12/40, Grip Pads, Low Pressure Tolerance,
Thrust Vector 8/40, Implants: Basic Biomods, Oxygen Reserve, Respirocytes,
Walker 2/8, Basic Mesh Inserts, Clean Metabolism, Temperature Tolerance (Improved Cold)
Winged 8/32 Cortical Stack, Enhanced Vision, Wings Movement Rate: 4/20
Aptitude Maximum: 25 Movement Rate: 4/20, Winged 8/40 Aptitude Maximum: 25
Durability: 20 Aptitude Maximum: 30 Durability: 40
Wound Threshold: 4 Durability: 30 Wound Threshold: 8
Advantages: +5 to one aptitude of the Wound Threshold: 6 Advantages: +5 SOM, +10 Climbing skill
player’s choice, Armor (2/2) Advantages: +5 COG, +5 COO, +5 to two Disadvantages: Fast Metabolism trait,
Notes: Small Size trait other aptitudes—player’s choice Planned Obsolescence trait
CP Cost: 30 CP Cost: 35 CP Cost: 30
Credit Cost: High Credit Cost: Expensive Credit Cost: Expensive
MARTIAN ALPINER ■ MRG p. 55 ■ WILL NICHOLS LUNAR FLYER ■ MRG p. 54 ■ WILL NICHOLS KITE ■ MRG p. 53 ■ THOMAS JUNG

•SYNTHMORPH• •SYNTHMORPH• •BIOMORPH•


Combination Small stealth morphs customized Humans engineered for greater
spacecraft/submersible. for disguise and infiltration. cognitive ability.
Enhancements: Basic Mesh Inserts,
Cortical Stack, Cyberbrain,
Echolocation, Extra Limbs (8 Arms, Enhancements: Access Jacks, Basic Mesh
2 Tentacles), Hydrostatic Pressure Inserts, Chameleon Skin, Cortical
Adaptation, Industrial Armor, Internal Stack, Cyberbrain, Enhanced Vision,
Rocket, Mnemonic Augmentation, Extra Limbs (4 Legs, 2 Arms), Grip Pads,
Pneumatic Limbs (2 of the Arms), Mnemonic Augmentation, Puppet
Puppet Sock, Radar, Radiation Sense, Sock, Shape Adjusting, Skinflex,
Swim Bladder, Telescoping Limbs (2 of Telescoping Limbs
the Arms), T-Ray Emitter Mobility System: Walker 5/24 Implants: Basic Biomods, Basic Mesh
Mobility Systems: Internal Rocket 8/40, (2/8 with limbs mostly retracted) Inserts, Cortical Stack, Eidetic Memory,
Submarine 8/40 Aptitude Maximum: 30 (20 SOM) Hyper Linguist, Math Boost
Aptitude Maximum: 30 Durability: 25 Movement Rate: 4/20
Durability: 200 Wound Threshold: 5 Aptitude Maximum: 30
Wound Threshold: 40 Advantages: +5 COO, +5 to one other Durability: 35
Advantages: +5 SOM, +5 to two other aptitude of the player’s choice, Armor 4/4 Wound Threshold: 7
aptitudes of the player’s choice, Armor Disadvantages: Advantages: +10 COG, +5 INT, +5 WIL,
10/10 (20/20 with Industrial Armor) Social Stigma (Clanking Masses) trait +5 to one other aptitude of the
Notes: Very Large Size trait Notes: Small Size trait player’s choice
CP Cost: 155 CP Cost: 25 CP Cost: 40
Credit Cost: Expensive (150,000) Credit Cost: Expensive (minimum 30,000) Credit Cost: Expensive
NAUTILOID ■ MRG p. 58 ■ MACIEJ REBISZ MIMIC ■ MRG p. 57 ■ MACIEJ REBISZ MENTON ■ MRG p. 56 ■ DANIEL CLARKE

•BIOMORPH• •BIOMORPH• •BIOMORPH•


Uplifted dolphins, mostly found Smallest of the Uplifted neo-corvids
in aquatic environments. surviving whale uplifts. and neo-parrots.

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

•BIOMORPH• •BIOMORPH• •BIOMORPH•


Uplifted porpoises, slightly Uplifted pigs, bipedal and with Uplifted orcas,
smaller than neo-dolphins. transgenic hands and feet. typically 7 meters in size.

Implants: Basic Biomods, Basic Mesh


Inserts, Cortical Stack, Echolocation,
Implants: Basic Biomods, Basic Mesh Enhanced Hearing, Oxygen Reserve
Inserts, Cortical Stack, Echolocation, Movement Rate: Swim 16/60
Enhanced Hearing, Oxygen Reserve Aptitude Maximum: 30
Movement Rate: Swim 16/56 Durability: 40
Aptitude Maximum: 25 Wound Threshold: 8
Durability: 25 Implants: Basic Biomods, Basic Mesh Advantages: +5 COO, +5 INT, +10 SOM,
Wound Threshold: 5 Inserts, Cortical Stack +5 to one other aptitude of the
Advantages: +5 INT, +5 SOM, +5 to one Movement Rate: 4/20 player’s choice, +40 Swimming skill,
other aptitude of the player’s choice, Aptitude Maximum: 25 +20 Unarmed Combat skill, Bite Attack
+50 Swimming skill, Ramming Attack Durability: 35 (2d10 DV, use Unarmed Combat skill)
(1d10 DV) Wound Threshold: 7 Disadvantages: Neo-orcas lack a sense
Disadvantages: Neo-porpoises lack a Advantages: +5 SOM, +5 to one other of smell
sense of smell aptitude of the player’s choice Notes: Large Size trait, Non-Human
Notes: Non-Human Biochemistry trait Notes: Non-Human Biochemistry trait Biochemistry trait
CP Cost: 35 CP Cost: 20 CP Cost: 60
Credit Cost: Expensive (minimum 30,000) Credit Cost: High Credit Cost: Expensive (minimum 50,000)
NEO-PORPOISE ■ MRG p. 67 ■ JESSADA SUTTHI NEO-PIG ■ MRG p. 66 ■ TREVOR CLAXTON NEO-ORCA ■ MRG p. 65 ■ JONAS SPRINGBORG

•BIOMORPH• •BIOMORPH• •BIOMORPH•


Humans optimized for desert Uplifted whales, Child-sized humans designed for their
exoplanet environments. only a few hundred remain. agility and to consume less resources.
Implants: Basic Biomods, Basic Mesh
Inserts, Cortical Stack, Echolocation,
Enhanced Hearing, Oxygen Reserve
Implants: Basic Biomods, Basic Mesh Movement Rate: Swim 16/40
Inserts, Cortical Stack, Efficient Aptitude Maximum: 30
Digestion, Enhanced Respiration, Durability: 100
Fat Storage, Medichines, Respirocytes, Wound Threshold: 20
Temperature Tolerance (Improved Advantages: +5 COO, +5 INT, +5 SOM, Implants: Basic Biomods, Basic Mesh
Cold), Toxin Filters +5 to one other aptitude of the Inserts, Cortical Stack
Movement Rate: 4/20 player’s choice, +40 Swimming skill, Movement Rate: 4/20
Aptitude Maximum: 30 Ramming Attack (2d10 DV, use Aptitude Maximum: 30 (20 SOM)
Durability: Unarmed Combat skill), Bite Attack Durability: 30
45 (includes Respirocytes bonus) (4d10 DV, sperm whales only, use Wound Threshold: 6
Wound Threshold: 9 Unarmed Combat skill) Advantages: +5 COO, +5 INT, +5 REF,
Advantages: +5 REF, +5 SOM, Disadvantages: Neo-whales lack a sense +5 to one other aptitude of the
+5 to one other aptitude of the of smell player’s choice
player’s choice (includes penalties for Notes: Non-Human Biochemistry trait, Disadvantages:
Efficient Digestion) Very Large Size trait Social Stigma (Neotenic) trait
Disadvantages: Uncanny Valley trait CP Cost: 75 Notes: Small Size trait
CP Cost: 30 Credit Cost: Expensive (exceptionally CP Cost: 25
Credit Cost: Expensive rare; minimum 75,000) Credit Cost: Expensive
NOMAD ■ MRG p. 70 ■ MIKE PERRY NEO-WHALE ■ MRG p. 69 ■ MARK MOLNAR NEOTENIC ■ MRG p. 68 ■ ANDREW SILVER
OBSERVER OCTOMORPH

NOVACRAB

62 63 64

OLYMPIAN OPTERYX PLEASURE POD

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

•POD• •SYNTHMORPH• •BIOMORPH•


Biological androids designed for Small, fast, dinosaur-shaped shells, Humans upgraded
companionship and sex work. good for climbing, running, and flying. for athletic capabilities.

Enhancements: Access Jacks,


Basic Mesh Inserts, Claws,
Implants: Basic Biomods, Cortical Stack, Cyberbrain,
Basic Mesh Inserts, Enhanced Vision, Grip Pads,
Clean Metabolism, Mnemonic Augmentation,
Cortical Stack, Cyberbrain, Pneumatic Limbs (Legs),
Enhanced Pheromones, Prehensile Tail, Wings
Mnemonic Augmentation, Mobility System: Walker 8/40,
Puppet Sock, Sex Switch Winged 8/40 Implants: Basic Biomods, Basic Mesh
Movement Rate: 4/20 Aptitude Maximum: 30 (25 SOM) Inserts, Cortical Stack
Aptitude Maximum: 30 Durability: 25 Movement Rate: 4/20
Durability: 30 Wound Threshold: 5 Aptitude Maximum: 30
Wound Threshold: 6 Advantages: +5 COO, +5 INT, +5 REF, Durability: 40
Advantages: +5 INT, +5 SAV, +10 Climbing skill, +10 Flight skill, Wound Threshold: 8
+5 to one aptitude of the player’s choice Armor 2/2 Advantages: +5 COO, +5 REF, +10 SOM,
Disadvantages: Notes: Small Size trait +5 to one other aptitude of the
Social Stigma (Pleasure Pod) trait CP Cost: 40 player’s choice
CP Cost: 20 Credit Cost: CP Cost: 40
Credit Cost: High Expensive (Minimum 40,000+) Credit Cost: Expensive
PLEASURE POD ■ MRG p. 76 ■ EFREM PALACIOS OPTERYX ■ MRG p. 75 ■ NATHAN GEPPERT OLYMPIAN ■ MRG p. 74 ■ DANIEL CLARKE

•BIOMORPH• •SYNTHMORPH• •SYNTHMORPH•


Redesigned humans, Combat shells in the form of an Shells customized for mining the
favored by the ultimates. armored disk. Venusian surface.
Enhancements: 360-Degree Vision, Enhancements: Access Jacks, Basic
Access Jacks, Anti-Glare, Basic Mesh Mesh Inserts, Cortical Stack,
Inserts, Cortical Stack, Cyberbrain, Cyberbrain, Direction Sense,
Cyber Claws, Extra Limbs (4), Magnetic Echolocation, Enhanced Vision,
System, Mnemonic Augmentation, Extreme Heat Shielding, Extreme
Pneumatic Limbs, Puppet Sock, Radar, Pressure Adaptation, Mnemonic
Implants: Basic Biomods, Basic Mesh Augmentation, Radar, T-Ray Emitter,
Reflex Booster, Shape Adjusting,
Inserts, Circadian Regulation, Clean Wrist-Mounted Tools
Structural Enhancement, T-Ray Emitter,
Mobility System: Walker 2/4
Metabolism, Cortical Stack, Eidetic Weapon Mount (Articulated, 4)
Aptitude Maximum: 30
Memory, Enhanced Respiration, Mobility System: Walker 4/20, Hopper
Durability: 120
Temperature Tolerance, Toxin Filters 4/20, Ionic 12/40, Vectored Thrust 4/20 Wound Threshold: 24
Movement Rate: 4/20 Aptitude Maximum: 40 Advantages: High Temperature
Aptitude Maximum: 40 Speed Modifier: +1 (Reflex Booster) Operation trait, 8 limbs, Claw Attack
Durability: 40 Durability: (DV 2d10), –5 COO, +10 SOM,
50 (60 with Structural Enhancement) +5 to one other aptitude of the
Wound Threshold: 8
Wound Threshold: player’s choice, Armor 18/18
Advantages: +10 COG, +5 SAV, +10 SOM,
10 (12 w/Structural Enhancement) Disadvantages: Only works on the
+5 to two other aptitudes of the Advantages: 4 Limbs, +5 COO, +10 REF Venusian surface or in similar hot and
player’s choice (+20 with Reflex Booster), +10 SOM, high pressure environments
Disadvantages: Uncanny Valley trait Armor 16/16 Notes: Large Size trait
CP Cost: 60 CP Cost: 100 CP Cost: 100
Credit Cost: Credit Cost: Credit Cost:
Expensive (minimum 40,000+) Expensive (minimum 50,000+) Expensive (minimum 60,000+)
REMADE ■ MRG p. 79 ■ DANIEL CLARKE REAPER ■ MRG p. 78 ■ STAN VONMEDVEY Q-MORPH ■ MRG p. 77 ■ ANDY WRIGHT
RING FLYER ROVER

RIPWING
71 72 73

RUSTER SALAMANDER SAMSA

74 75 76

SAVANT SCURRIER SECURITY POD

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

•POD• •BIOMORPH• •BIOMORPH•


Combat-oriented, Biomorphs customized for life on
Humans adapted for Mars.
multi-limbed insectoid pods. solar habitats.
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, Implants: Basic Biomods,
Mnemonic Augmentation, Neurachem Basic Mesh Inserts, Cortical Stack,
(Level 1), Puppet Sock, Temperature Chameleon Skin, Enhanced Vision,
Tolerance Gas-Jet System, Medichines,
Movement Rate: 4/20
Oxygen Reserve, Prehensile Feet,
Aptitude Maximum: 30
Speed Modifier: +1 (Neurachem) Vacuum Sealing
Durability: 50 (includes Hardened Movement Rate: 4/20, Thrust Vector 8/40 Implants: Basic Biomods, Basic Mesh
Skeleton) Aptitude Maximum: 30 Inserts, Cortical Stack, Enhanced
Wound Threshold: 10 Durability: 60 Respiration, Temperature Tolerance
Advantages: +20 Intimidation skill, Wound Threshold: 12 Movement Rate: 4/20
4 arms, +10 SOM (includes Hardened Advantages: Coronal Adaptation (solar Aptitude Maximum: 25
Skeleton), +5 REF, +5 COO, +5 to one metabolism only) trait, Limber (Level 1) Durability: 35
other aptitude of the player’s choice,
trait, +5 COO, +5 INT, +5 to one other Wound Threshold: 7
Carapace Armor (11/11)
Disadvantages: Social Stigma (Pod) trait, aptitude of the player’s choice Advantages: +5 SOM, +5 to one other
Unattractive (Level 2) trait Notes: Non-Mammalian Biochemistry trait aptitude of the player’s choice
CP Cost: 60 CP Cost: 40 CP Cost: 25
Credit Cost: Expensive (minimum 60,000+) Credit Cost: Expensive Credit Cost: Expensive
SAMSA ■ MRG p. 85 ■ JAMES MOSINGO SALAMANDER ■ MRG p. 84 ■ MARCO MAZZONI RUSTER ■ MRG p. 83 ■ WILL NICHOLS

•POD• •POD• •SYNTHMORPH•


Bio-androids mass-produced for Squirrel-like pods adapted from Synthmorphs designed with
security/military operations. an alien species. augmented cognitive capabilities.

Implants: Access Jacks, Basic Biomods, Enhancements: Access Jacks,


Basic Mesh Inserts, Cortical Stack, Basic Mesh Inserts, Cortical Stack,
Implants: Adrenal Boost, Basic Biomods, Cyberbrain, Gliding Membrane, Cyberbrain, Eidetic Memory,
Basic Mesh Inserts, Bioweave Armor Mnemonic Augmentation, Hyper-Linguist, Math Boost,
(Light), Claws, Cortical Stack, Prehensile Tail, Puppet Sock Mnemonic Augmentation
Cyberbrain, Eelware, Enhanced Vision, Movement Rate: 4/20, Gliding Mobility System: Walker 4/20
Grip Pads, Mnemonic Augmentation, Aptitude Maximum: 25 Aptitude Maximum: 40 (COG and INT),
Puppet Sock, T-Ray Emitter Durability: 30 30 (all others)
Movement Rate: 4/20 Wound Threshold: 6 Durability: 40
Aptitude Maximum: 30 Advantages: +5 SAV, +10 COO, 6 Limbs, Wound Threshold: 8
Durability: 35 Limber (Level 1) Trait, +10 Climbing Advantages: +10 COG, +5 INT, +5 SAV,
Wound Threshold: 7 skill, +10 Freerunning skill +5 SOM, +5 to one other aptitude of
Advantages: +10 SOM, +5 to one other Disadvantages: Alien Biochemistry, Social the player’s choice, Armor 8/8
aptitude of the player’s choice Stigma (Alien), Social Stigma (Pod) Disadvantages:
Disadvantages: Social Stigma (Pod) trait Notes: Small Size trait Social Stigma (Clanking Masses) trait
CP Cost: 30 CP Cost: 40 CP Cost: 65
Credit Cost: Expensive Credit Cost: Expensive Credit Cost: Expensive (minimum 40,000+)
SECURITY POD ■ MRG p. 88 ■ LAKE HURWITZ SCURRIER ■ MRG p. 87 ■ JOE WILSON SAVANT ■ MRG p. 86 ■ ADRIAN MAJKRZAK
SELKIE SHAPER SLITHEROID

80 81 82

SPARE SPECIALIST POD SPHERE

83 84 85

SPLICER STEEL MORPH SUNDIVER

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.

Implants: Basic Biomods, Basic Mesh


Inserts, Cortical Stack, Echolocation,
Implants: Basic Biomods, Basic Enhanced Hearing, Enhanced
Mesh Inserts, Chameleon Skin, Vision, Enhanced Respiration, Gills,
Enhancements: Access Jacks, Basic Mesh Clean Metabolism, Cortical Stack, Hydrostatic Pressure Adaptation,
Inserts, Cortical Stack, Cyberbrain, Cyberbrain, Emotional Dampers, Swim Bladder, Temperature Tolerance
Enhanced Vision, Mnemonic Gait Masking, Mnemonic (Improved Cold), Toxin Filters
Augmentation Augmentation, Nanotat ID Flux, Movement Rate: 1/4, Swim 4/20
Mobility System: Snake 4/16, Roller 8/32 Puppet Sock, Sex Switch, Skinflex Aptitude Maximum: 30
Aptitude Maximum: 30 Movement Rate: 4/20 Durability: 40
Durability: 45 Aptitude Maximum: 30 Wound Threshold: 8
Wound Threshold: 9 Durability: 30 Advantages: +5 COO, +10 SOM, +5 to one
Advantages: +5 COO, +5 SOM, Wound Threshold: 6 other aptitude of the player’s choice,
+5 to one other aptitude of the Advantages: +5 INT, +5 SAV, +5 to one +10 Swimming skill
player’s choice, Armor 8/8 other aptitude of the player’s choice Notes: Non-Human Biochemistry trait
CP Cost: 40 CP Cost: 45 CP Cost: 55
Credit Cost: Expensive Credit Cost: Expensive (minimum 40,000) Credit Cost: Expensive
SLITHEROID ■ MRG p. 91 ■ BEN NEWMAN SHAPER ■ MRG p. 90 ■ ANDRE MINA SELKIE ■ MRG p. 89 ■ DANIJEL FIRAK

•SYNTHMORPH• •POD• •SYNTHMORPH•


One-meter diameter, Pods customized for specific Small, cheap, and lightweight shells
maneuverable spherical shells. aptitudes. designed as emergency backup morphs.

Enhancements: 360-Degree Vision,


Access Jacks, Basic Mesh Inserts,
Chameleon Skin, Cortical Stack,
Cyberbrain, Enhanced Vision,
Extra Limbs (4 Arms), Gas-Jet System, Implants: Access Jacks, Basic Biomods, Enhancements: Access Jacks, Basic Mesh
Mnemonic Augmentation, Basic Mesh Inserts, Cortical Stack, Inserts, Cyberbrain, Extra Limbs
Puppet Sock, Telescoping Limbs Cyberbrain, Mnemonic Augmentation, (3 Arms/3 Legs), Grip Pads, Mnemonic
Mobility System: Roller 8/32, Puppet Sock Augmentation, Puppet Sock
Thrust Vector 4/20 Movement Rate: 4/20 Mobility System: Walker 2/8
Aptitude Maximum: 30 Aptitude Maximum: 30 Aptitude Maximum: 20
Durability: 35 Durability: 35 Durability: 15
Wound Threshold: 7 Wound Threshold: 7 Wound Threshold: 3
Advantages: 4 arms, +10 COG, Advantages: +10 to one aptitude of Advantages: Armor (2/2)
+5 to three other aptitudes of the the player’s choice, +5 to one other Disadvantages:
player’s choice, Armor 6/6 aptitude of the player’s choice Social Stigma (Clanking Masses)
CP Cost: 65 Disadvantages: Social Stigma (Pod) trait Notes: Small Size trait
Credit Cost: CP Cost: 25 CP Cost: 5
Expensive (minimum 70,000+) Credit Cost: High Credit Cost: Moderate
SPHERE ■ MRG p. 94 ■ ADAM BURN SPECIALIST POD ■ MRG p. 93 ■ JAMES MOSINGO SPARE ■ MRG p. 92 ■ MARK WINTERS

•SYNTHMORPH• •SYNTHMORPH• •BIOMORPH•


Spacecraft that can survive the High-end synthmorphs developed
Genefixed and optimized humans.
solar corona. to counter biochauvinism.

Enhancements: 360-Degree Vision,


Access Jacks, Basic Mesh Inserts,
Cortical Stack, Cyberbrain, Enhanced Enhancements: Access Jacks,
Vision, Heavy Combat Armor, Internal Basic Mesh Inserts, Cortical Stack,
Rocket, Mnemonic Augmentation, Cyberbrain, Eidetic Memory,
Radar, Reflex Booster Mnemonic Augmentation
Mobility System: Thrust Vector 12/60 Mobility System: Walker 4/20
Aptitude Maximum: 30 Aptitude Maximum: 30
Speed Modifier: +1 (Reflex Booster) Durability: 40 Implants: Basic Biomods,
Durability: 120 Wound Threshold: 8 Basic Mesh Inserts, Cortical Stack
Wound Threshold: 24 Advantages: +10 SOM, +5 COG, Movement Rate: 4/20
Advantages: Coronal Adaptation, +5 COO, +5 to two other aptitudes of the Aptitude Maximum: 25
+10 REF (+20 with Reflex Booster), player’s choice, Armor 8/8 Durability: 30
Armor 16/16 Disadvantages: Social Stigma (Clanking Wound Threshold: 6
Notes: Large Size trait Masses) trait, Uncanny Valley trait Advantages:
CP Cost: 70 CP Cost: 50 +5 to one aptitude of the player’s choice
Credit Cost: Credit Cost: CP Cost: 10
Expensive (minimum 40,000+) Expensive (minimum 30,000+) Credit Cost: High
SUNDIVER ■ MRG p. 98 ■ MACIEJ REBISZ STEEL MORPH ■ MRG p. 96 ■ SAM HOGG SPLICER ■ MRG p. 95 ■ BEN NEWMAN
SWARMANOID SYLPH

SURYA

89 90 91

SYNTH SYNTHTAUR TAKKO

92 93 94

THESEUS VACUUM POD VENUSIAN GLIDER

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.

Implants: Basic Biomods, Basic Mesh


Inserts, Chameleon Skin, Cortical
Stack, Enhanced Hearing, Enhanced
Vision, Lateral Line, Medichines,
Implants: Basic Biomods, Basic Mesh Vacuum Sealing
Inserts, Clean Metabolism, Movement Rate: Thrust Vector 8/40
Cortical Stack, Enhanced Pheromones Enhancements: 360-Degree Vision, Aptitude Maximum: 30
Movement Rate: 4/20 Access Jacks, Basic Mesh Inserts, Durability: 100
Aptitude Maximum: 30 Cortical Stack, Cyberbrain, Mnemonic Wound Threshold: 20
Durability: 35 Augmentation, Swarm Composition Advantages: Coronal Adaptation trait,
Wound Threshold: 7 Mobility System: Walker 2/8, +10 COO, +5 REF, +5 SOM, +10 Free
Advantages: Hopper 4/20, Rotor 4/32 Fall skill
Striking Looks (Level 1) trait, +5 COO, Aptitude Maximum: 30 Notes: Non-Human Biochemistry trait,
+10 SAV, +5 to one other aptitude of Durability: 30 Very Large Size trait
the player’s choice Wound Threshold: 6 CP Cost: 50
CP Cost: 40 CP Cost: 25 Credit Cost:
Credit Cost: Expensive Credit Cost: Expensive Expensive (minimum 30,000+)
SYLPH ■ MRG p. 102 ■ WILL NICHOLS SWARMANOID ■ MRG p. 100 ■ DANIEL CLARKE SURYA ■ MRG p. 99 ■ MARK WINTERS

•SYNTHMORPH• •SYNTHMORPH• •SYNTHMORPH•


Shape-adjusting
Synthetic octopus shells. Common anthropomorphic shells.
synthetic centaurs.

Enhancements: 360-Degree Vision, Enhancements: Access Jacks,


Access Jacks, Basic Mesh Inserts, Basic Mesh Inserts, Cortical Stack,
Chameleon Skin, Cortical Stack, Cyberbrain, Extra Limbs (6 Arms/Legs),
Cyberbrain, Enhanced Vision, Grip Pads, Mnemonic Augmentation,
Extra Limbs (8 Arms), Grip Pads, Pneumatic Limbs (2 Hind Legs), Enhancements: Access Jacks, Basic Mesh
Mnemonic Augmentation, Prehensile Feet, Shape Adjusting, Inserts, Cortical Stack, Cyberbrain,
Polarization Vision Telescoping Limbs (4 Lower Arms/Legs) Mnemonic Augmentation
Mobility System: Walker 4/24, Mobility System: Mobility System: Walker 4/20
Thrust Vector 8/40 Walker 6/40 quadruped, 4/20 biped Aptitude Maximum: 30
Aptitude Maximum: 30 Aptitude Maximum: 30 (40 SOM) Durability: 40
Durability: 40 Durability: 60 Wound Threshold: 8
Wound Threshold: 8 Wound Threshold: 12 Advantages:
Advantages: Beak Attack Advantages: 6 Arms/Legs, +10 SOM, +5 SOM, +5 to one other aptitude of
(1d10 + 2 DV, use Unarmed Combat skill), +5 to two other aptitudes of the the player’s choice, Armor 6/6
+10 Free Fall skill, +10 Climbing skill, player’s choice, Armor 8/8 Disadvantages:
+5 COO, +5 INT, +5 SOM, Armor 8/8 Notes: Large Size trait Social Stigma (Clanking Masses) trait,
CP Cost: 60 CP Cost: 70 Uncanny Valley trait
Credit Cost: Credit Cost: CP Cost: 30
Expensive (minimum 45,000+) Expensive (minimum 80,000+) Credit Cost: High
TAKKO ■ MRG p. 105 ■ TREVOR CLAXTON SYNTHTAUR ■ MRG p. 104 ■ MARK MOLNAR SYNTH ■ MRG p. 103 ■ DANIEL CLARKE

•BIOMORPH• •POD• •BIOMORPH•


Membrane-equipped humans, gliding and Biological androids optimized for Hardy biomorphs popular with machine
surviving in the upper Venusian atmosphere. working in micrograv and vacuum. hunters, explorers, and zone stalkers.

Implants: Basic Biomods,


Implants: Basic Biomods, Basic Mesh Basic Mesh Inserts,
Inserts, Bioweave Armor (Light), Bioweave Armor (Light),
Implants: Basic Biomods, Cortical Stack, Cyberbrain, Cortical Stack, Direction Sense,
Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Grip Pads, Emergency Farcaster, Enhanced Vision,
Enhanced Respiration, Mnemonic Augmentation, Low Pressure Tolerance, Medichines,
Enhanced Vision, Gliding Membranes, Oxygen Reserve, Prehensile Feet, Nanophages, Oxygen Reserve,
Grip Pads, Prehensile Feet, Puppet Sock, Vacuum Sealing Radiation Sense, T-Ray Emitter,
Respirocytes Movement Rate: 4/20 Temperature Tolerance (Cold),
Movement Rate: 4/20, gliding Aptitude Maximum: 30 Toxin Filters
Aptitude Maximum: 30 Durability: 35 Movement Rate: 4/20
Durability: 30 Wound Threshold: 7 Aptitude Maximum: 30
Wound Threshold: 6 Advantages: Limber (Level 1) trait, Durability: 40
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one other Wound Threshold: 8
+5 REF, +5 SOM, +5 to two other aptitude of the player’s choice Advantages: +5 SOM, +5 WIL, +5 to one
aptitudes of the player’s choice Disadvantages: Social Stigma (Pod) trait other aptitude of the player’s choice
CP Cost: 40 CP Cost: 30 CP Cost: 30
Credit Cost: Expensive Credit Cost: Expensive Credit Cost: Expensive
VENUSIAN GLIDER ■ MRG p. 108 ■ JASON JUTA VACUUM POD ■ MRG p. 107 ■ JESSADA SUTTHI THESEUS ■ MRG p. 106 ■ JAMES MOSINGO
WORKER POD XU FU

WHIPLASH

98 99 100

INFOMORPH EIDOLONS INFOMORPH


FLEXBOTEIDOLONS
MODULES FLEXBOT MODULES
AGENT SAGE APIARY
Enhancements: Eidetic Memory, Hacking Enhancements: Eidetic Memory, Enhancements: Access Jacks, Basic Mesh
Alert, Mental Speed, Mnemonic Hyper Linguist, Math Boost, Inserts, Cortical Stack, Cyberbrain,
Augmentation Mnemonic Augmentation Mnemonic Augmentation, Modular
Aptitude Maximum: 40 Aptitude Maximum: 40 Design, Skinlink, Swarm Composition
Speed Modifier: +2 Speed Modifier: +2 Modularized Gear: Laser Link,
Advantages: +5 COG, Advantages: +10 COG, Nanodetector, Radio Booster
+5 to one other aptitude of the +5 to one other aptitude of the Mobility System: Walker 2/8, Hopper
player’s choice player’s choice 4/20, Rotor 4/32
CP Cost: 35 CP Cost: 40 Aptitude Maximum: 30 (25 SOM)
Credit Cost: Expensive (minimum 35,000) Credit Cost: Expensive (minimum 40,000) Durability: 20
Wound Threshold: 4
DIGIMORPH SCHOLAR Notes: Small Size trait , Swarm
Enhancements: Mnemonic Augmentation Enhancements: Eidetic Memory, Composition (p. 211 and p. 311, EP),
Aptitude Maximum: 40 Mnemonic Augmentation apiaries can only hold 2 egos
Speed Modifier: +2 Aptitude Maximum: 40 CP Cost: 10
Advantages: +5 to one aptitude of the Speed Modifier: +2 Credit Cost: High (minimum 10,000)
player’s choice Advantages: +5 COG, +5 INT
CP Cost: 25 CP Cost: 35
Credit Cost: Expensive Credit Cost: Expensive (minimum 35,000)

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.

Enhancements: 360° Vision, Access


Jacks, Basic Mesh Inserts, Cortical Implants: Access Jacks, Basic Biomods,
Stack, Cyberbrain, Direction Sense, Basic Mesh Inserts, Chameleon Skin,
Echolocation, Electrical Sense, Cortical Stack, Cyberbrain, Mnemonic
Enhanced Hearing, Enhanced Vision, Augmentation, Puppet Sock
Extra Limbs (3 Arms/6 Legs), Grip Movement Rate: 4/20
Pads, Lidar, Mnemonic Augmentation, Aptitude Maximum: 30
Pneumatic Limbs, Radar, Puppet Sock, Implants: Basic Biomods, Durability: 40
Radiation Sense, Telescoping Limbs Basic Mesh Inserts, Cortical Stack, Wound Threshold: 8
(Legs, 1 Arm), T-Ray Emitter Cyberbrain, Mnemonic Augmentation, Advantages:
Mobility System: Walker 4/20, Puppet Sock Tendril Attack (use Unarmed Combat
Wheeled 4/32 Movement Rate: 4/20 skill, 1d10 + (SOM ÷ 10) DV, +10 to
Aptitude Maximum: 30 Aptitude Maximum: 30 disarming called shot attacks),
Durability: 40 Durability: 35 +5 COO, +10 SOM, +5 to two other
Wound Threshold: 8 Wound Threshold: 7 aptitudes of the player’s choice
Advantages: Advantages: +10 SOM, +5 to one other Disadvantages: Alien Biochemistry, Social
+5 COO, + 5 SOM, Armor (8/8) aptitude of the player’s choice Stigma (Alien), Social Stigma (Pod)
CP Cost: 60 Disadvantages: Social Stigma (Pod) trait CP Cost: 50
Credit Cost: CP Cost: 20 Credit Cost:
Expensive (minimum 50,000+) Credit Cost: High Expensive (rare; minimum 50,000+)
XU FU ■ MRG p. 111 ■ MIKE SASS WORKER POD ■ MRG p. 110 ■ MARK WINTERS WHIPLASH ■ MRG p. 109 ■ JOE WILSON

FLEXBOT MODULES INFOMORPH EIDOLONS INFOMORPH EIDOLONS


BEEKEEPER SLAVE ELITE
Enhancements: Access Jacks, Basic Mesh Enhancements: Copylock, Mnemonic Enhancements: Mental Speed,
Inserts, Cortical Stack, Cyberbrain, Augmentation Mnemonic Augmentation
Medichines, Mnemonic Augmentation, Aptitude Maximum: 40 Aptitude Maximum: 40
Modular Design, Nanophages, Skinlink Speed Modifier: +2 Speed Modifier: +2
Modularized Gear: Disadvantages: Modified Behavior Advantages: +5 INT, +5 SAV
4 Specialized Hives of the player’s (Level 2: Blocked disobedience to a CP Cost: 35
choice particular person/group), −10 WIL Credit Cost: Expensive (minimum 35,000)
Mobility System: Walker 4/16, Hover 8/16 CP Cost: 5
Aptitude Maximum: 30 (25 SOM) Credit Cost: Moderate HOT SHOT
Durability: 30 Enhancements: Increased Speed,
Wound Threshold: 6 WIREHEAD Mnemonic Augmentation
Advantages: Armor 4/4, +5 COG, +5 INT, Enhancements: Increased Speed, Mental Aptitude Maximum: 40
+5 to one other aptitude of the Speed, Mnemonic Augmentation, Speed Modifier:
player’s choice Panopticon +3 (includes Increased Speed)
Notes: Small Size trait Aptitude Maximum: 40 Advantages: +5 REF,
CP Cost: 55 Speed Modifier: +5 to one other aptitude of the
Credit Cost: Expensive (minimum 55,000) +3 (includes Increased Speed) player’s choice
Advantages: +10 REF, +5 to one other CP Cost: 35
aptitude of the player’s choice Credit Cost: Expensive (minimum 35,000)
CP Cost: 60
Credit Cost: Expensive (minimum 60,000)

FLEXBOT MODULES FLEXBOT MODULES FLEXBOT MODULES


PICKLOCK GRIMOIRE CRAFTER
Enhancements: Access Jacks, Basic Enhancements: Access Jacks, Basic Mesh Enhancements: Access Jacks, Basic
Mesh Inserts, Chameleon Skin, Inserts, Cortical Stack, Cyberbrain, Mesh Inserts, Cortical Stack,
Cortical Stack, Cyberbrain, Grip Pads, Electrical Sense, Ghostrider Module, Cyberbrain, Fractal Digits, Mnemonic
Hidden Compartment, Mnemonic Mnemonic Augmentation, Modular Augmentation, Modular Design,
Augmentation, Modular Design, Radar Design, Multitasking, Shape Adjusting, Nanoscopic Vision, Pneumatic Limbs,
Absorbent (p. 149, Panopticon), Shape Skinlink Shape Adjusting, T-Ray Emitter
Adjusting, Wrist-Mounted Tools Modularized Gear: Modularized Gear: Tool Kit, Specialized
Mobility System: Laser Link, Microwave Link Hive (Engineer Swarm)
Hopper 4/20, Walker 4/16 Mobility System: Walker 4/16, Hover 8/40 Mobility System: Walker 4/16, Hover 8/40
Aptitude Maximum: 30 (25 SOM) Aptitude Maximum: 30 (25 SOM) Aptitude Maximum: 30 (25 SOM)
Durability: 20 Durability: 20 Durability: 30
Wound Threshold: 4 Wound Threshold: 4 Wound Threshold: 6
Advantages: Armor 4/4, INT +5 Advantages: Armor 6/6, +5 WIL Advantages: Armor 6/6, +5 COG, +5 SOM
Notes: Small Size trait Notes: Small Size trait Notes: Small Size trait
CP Cost: 20 CP Cost: 20 CP Cost: 40
Credit Cost: Expensive Credit Cost: Expensive (minimum 25,000) Credit Cost: Expensive (minimum 40,000)
FLEXBOT
FLEXBOT
MODULES
MODULES FLEXBOT MODULES MORPH VARIANTS
ROGUE WIZARD CEREAN NEO-CETACEAN
Enhancements: Access Jacks, Basic Enhancements: Access Jacks, Basic A s the ne o - b elu ga , ne o - d olp hin ,
Mesh Inserts, Chameleon Skin, Mesh Inserts, Cortical Stack, neo-orca, neo-porpoise, and neo-whale
Cortical Stack, Cyberbrain, Enhanced Cyberbrain, Mental Speed, Mnemonic (pp. 60-69, MRG), with the following
Vision, Fractal Digits, Mnemonic Augmentation, Modular Design, changes:
Augmentation, Modular Design, Shape Adjusting Implants: Add Gills, Hydrostatic Pressure
Nanoscopic Vision, Radar Absorbent Modularized Gear: Radio Booster Adaptation, Temperature Tolerance
(p. 149, Panopticon), Shape Adjusting, Mobility System: Walker 4/16, Hover 8/40 (Improved Cold), Toxin Filters.
T-Ray Emitter, Weapon Mount Aptitude Maximum: 30 (25 SOM) CP Cost: Increase by 10
Mobility System: Durability: 25
Hopper 4/20, Walker 4/16 Wound Threshold: 5 CEREAN OCTOMORPH
Aptitude Maximum: 30 (25 SOM) Advantages: Armor 4/4, +5 COG, +5 INT As the octomorph (p. 73, MRG), with the
Durability: 30 (35) Notes: Small Size trait following changes:
Wound Threshold: 6 (7) CP Cost: 35 Implants: Add Eelware, Hydrostatic
Advantages: Armor (6/6), +5 COO, +5 REF, Credit Cost: Expensive (minimum 35,000) Pressure Adaptation, Temperature
Tough (Level 1) trait Tolerance (Improved Cold), Toxin
Notes: Small Size trait Filters.
CP Cost: 35 CP Cost: 60
Credit Cost: Expensive (minimum 35,000)

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)

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