Decided to redo my Aquatic Morphs so that they are a bit more in-line with the system, as well as making them more independent of the normal Morphs.
Aquatic Morphs
Aquatic (BioMorph Trait) (Cost: 10CP) – This morph has been specifically designed to operate in an aquatic environment, enabling them to spend the entirety of their life in water. Unlike morphs that live in dry conditions this morph is unable to keep its skin sufficiently damp for survival when subjected to prolonged exposure outside of watery bodies. This morph loses 5 point of SOM and 1 point of COO for every 5 minutes it spends outside of water. These same penalties are applied to all SOM and COO skill based rolls, respectively. When its SOM equals zero the morph begins to take 5 points of damage every minute and it becomes completely immobile. The morph retains all cognitive function and mesh access when in this state, but is unable to physically move under its own power. Even if placed back into water the morph still suffers from these effects for at least 5 minutes as its skin begins to rehydrate itself. This trait may only be applied to BioMorphs.
Europan Mesh Inserts (New Gear) (Cost: Moderate) – Mesh inserts that work under the Europan waters as well as normal Mesh Inserts work as well in Urban centres. Unsure how, possibly using ultrasonic waves, perhaps using nano bot swarm re transmitters. Will clarify when I have had more of a think about it
Tursiops (BioMorph)
When the Hypercorp pioneers of Europa first drilled through the ice crust and delved deep into the freezing cold waters below they quickly found that they were in need of a Morph capable of exploring them with the ease that the aquatic animals of Earth once did its oceans. CB Industries immediately saw the potential to make an easy profit and so went to work filling the niche with the Tursiops BioMorph based off the Bottle-nosed Dolphin of Earth. Unlike natural Bottle-nosed Dolphins, the Tursiops Morph comes standard with a set of fish like gills to better facilitate working under the surface ice of Europa.
Implants: Basic Biomods, Europan Mesh Inserts, Cortical Stack, Direction Sense, Echolocation, Gills, Lateral Line, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Swimming (Movement Rate 8/40), +5 SOM, +5 COG, Limber (1), +30 Swimming skill
Disadvantages: Aquatic, Movement on Land (Movement Rate 2/6)
CP Cost: 30
Credit Cost: Expensive
Orcinus (BioMorph)
The Hypercorp elite were not the only ones who went under the ice of Europa. Along with the legitimate settlers criminals, ecoterrorists and worse followed them down and began operations to disrupt development of what they saw as the destruction of a potentially pristine environment. To counter these malicious groups the Europaen Hypercorps put out a contract for a Morph capable of combat operations in the freezing depths, a contract that was filled by CB Industries. Like the Tursiops BioMorph the Orcinus comes standard with a set of gills.
Implants: Basic Biomods, Europan Mesh Inserts, Cortical Stack, Direction Sense, Echolocation, Gills, Lateral Line, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 30
Durability: 60
Wound Threshold: 12
Advantages: Swimming (Movement Rate 8/40), +10 SOM, +5 COG, +5 to one other aptitude of the players' choice, +30 Swimming skill
Disadvantages: Aquatic, Movement on Land (Movement Rate 2/6)
CP Cost: 55
Credit Cost: Expensive (30,000 minimum)
Aqua (BioMorph) – Designed specifically for those individuals who where unable to adapt to the standard issue Tursiops Morphs, the Aqua is a humanoid BioMorph capable of living under water for prolonged periods of time. Although not as agile when submerged as most aquatic Morphs, the Aqua is more than proficient enough to perform as the permanent sleeve for any individual. They are also capable of making extended trips above water, something many of the other Europaen based Morphs are incapable of. Because of this they are widely used as emissaries to visitors to the underwater habitats that dot the Europaen subsurface.
Implants: Basic Biomods, Europan Mesh Inserts, Cortical Stack, Direction Sense, Gills, Temperature Tolerance (Improved Cold)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Swimming (Movement Rate 4/20), +5 to one aptitude of the players' choice, +10 Swimming skill
CP Cost: 15
Credit Cost: High
Remote (SynthMorph) – Although many aquatic Morphs are perfectly capable of interacting with objects within their own watery domains most suffer when on land. In response to this many Morph manufactures have designed so called “Remotes”, synthetic robots intended to be jumped into when the owner needs to interact with others. Many aquatics take the ownership of their Remote very seriously, for many it is their first large purchase, and they have a tendency of personalising it to their own needs and tastes.
Enhancements: Access Jacks, Europan Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/20, +20 Handling), Submarine (4/20, +30 Handling)
Aptitude Maximum: 20
Durability: 20
Wound Threshold: 4
Advantages: Social Stigma (Clanking Masses), +20 Swimming skill, Small Target (-10 to hit in combat). Armour 2/2
CP Cost: 10
Credit Cost: Moderate
—
-
root@Aquatic Morphs
[hr] Thank you, these are very good. Communications in salty water are limited to about 20 meters for EM spectrum, and ultrasonics die out very quickly. Low frequency sonar does much better for long distance communication, but is high latency. The nanoswarm of repeaters is by far the most likely scenario, and has neat side effects. I like Europa quite a bit, mostly due to this communication problem. With the mesh extending everywhere, the most private place in the whole system is in the Europan oceans. If you can manage a bathyscaphe sturdy enough to get down to kilometers of depth (currently the deepest dive is 10 km) you can hide even very, very large objects with every expectation of them never being found. I still don't think the technology in Eclipse Phase can handle the full 100 km depth of Europa's oceans, as the pressure down there is roughly 10,000 atm (using the approximation of 10 m/atm), or 1.0 GN/m[sup]2[/sup] (yes, that's a giganewton).@-rep +1
|c-rep +1
|g-rep +1
|r-rep +1
]+1 r-Rep , +1 @-rep


root@Aquatic Morphs
[hr] The diver morph being restricted to a few thousand kilometers of pressure differential was a better idea. Firstly, getting something to work that deep down will require it to be shaped similarly to the Venusian surface crabs made from crystal. Secondly, the Europan ocean floor is not the best place to hide anything. The water column is 100 km deep, and you get to hide things in a three dimensional space as opposed to on a 2 dimensional surface. There is also an advantage to being free floating when it comes to dealing with the undersea "weather" caused by the strange tides of the Europan ocean. Free floating habitats can ride the mid-column waves better than a standing structure on the floor could.@-rep +1
|c-rep +1
|g-rep +1
|r-rep +1
]+1 r-Rep , +1 @-rep

