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Custom Morphs (RP Laboratories)

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RustedPantheress RustedPantheress's picture
Custom Morphs (RP Laboratories)
Drider Biomorph (Fashion) Originally designed for zero-g habitats where two-legged morphs would tend to have a disadvantage in movement, this design, a human torso grafted onto an appropriately sized spider abdomen, was quickly put in use by the regrowing Gothic movement for fashion purposes. It is still popular in zero-g habitats however, especially ones that can afford to support some empty space. One reason for the popularity is the nanohive in the abdomen that produces high-strength cable engineered from spider silk, and the eight legs that allow the morph to anchor itself almost anywhere. The Drider is capable of anchoring a cable-end anywhere, including other cables, leading to web construction inside habs with enough space. The cables are strong enough that some Nuestro Shells use them to anchor modules solidly. Driders that specialize in zero-g and vacuum construction often get the appropriate implants to survive in space without impairing their efficiency. One issue with Driders is that their diet requires material supplements for their web production nanohive, meaning that a hab will have to spend more resources on feeding them, as well as their tendency to build webs in areas where people didn't want webs. [b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Web Production NanoHive, Enhanced Vision, Grip Pads (ends of legs), Extra Limbs (8 Legs) [b]Movement Rate:[/b] Walker (6/28) [b]Aptitude Maximum:[/b] 30 [b]Durability:[/b] 35 [b]Wound Threshold:[/b] 7 [b]Advantages:[/b] +5COO, +5REF, +5 to one other aptitude of Player's choice, +10 Freefall [b]Disadvantages:[/b] Uncanny Valley, requires supplements to provide materials for web production. [b]CP Cost:[/b] 55 [b]Credit Cost:[/b] Expensive (40,000) [b]Nanotech Implant/Tool:[/b] Web Production NanoHive [b](High)[/b]. Produces high-strength cables that can vary from 5mm to 6cm in diameter. Ends can be made sticky to attach them to anything. In some habitats, these are used to create frameworks that then have items (such as walls) nanowelded to them (can be done using utilitools). Requires specialized feedstock [b](Trivial)[/b] to function. If an implant, the feedstock must be incorporated into food or taken as a supplement. [b]Notable Station:[/b]
Spoiler: Highlight to view
The station Lolth (Population 35,000), named after a fictional deity that loved spiders, is notable for its construction and high drider population. It's an unspun 10kmCole Bubble attached to a 150mTorus, with the torus being used for facilities that need gravity and some visitor quarters. Those look normal. Inside the bubble however... One of the first things that they did was to create artificial rock spires and ridges as anchor points for their webbing. Then, they went all over the place. Thoroughfares are marked in AR, consisting of semi-flexible bridges that pass each other in crazy ways, necessitating freefall jumps to and from them (You're expected to walk on the bridges. What else are grip pads for?). Important facilities, such as the power plant, recyclers, and harvester drone bays are imbedded in the walls near the torus entry point. One of things that get most people about Lolth is the aesthetics. It's deliberately creepy, with spider and cobweb motifs all around, and creepies made to look like spiders running around. Most light is kept outside of the ranges that those without Enhanced Vision see, making it rather dark to those without the augmentation. Some of the few stable things in the entire habitat are the shell and the occasional spire, with even the pipes that carries water, fabber feedstock, air, and power cables being rather flexible (many of those are built into the underside or middle of thoroughfare bridges). A good deal of the habitat is empty, as most transhumans don't want to live there. With the huge influx of infugees though, some of them are willing to take a chance to get anywhere, so Lolth is currently surging upwards in physical population, most housed in cases or splicers, while they grow more Driders for those who want one.
Sylvan (Biomorph) Also called “Elves” as a slang term, this morph was designed to be nimble and fast, while looking like elves of classical fantasy. It's popular amongst dedicated freerunners and some LARP groups. Striking Looks and Uncanny Valley are typical traits amongst Sylvans. Many also pick up Direction Sense to more easily know their routes by gut instinct, and Medichines are popular with the more extreme runners. [b]Implants:[/b] Basic Mesh Inserts, Basic Biomods, Cortical Stack, Enhanced Hearing, Enhanced Vision, Oracles [b]Mobility:[/b] Walker (6/48) [b]Speed Modifier:[/b] +1 [b]Aptitude Maximum:[/b] 30 [b]Durability:[/b] 30 [b]Wound Threshold:[/b] 6 [b]Advantages:[/b] +10 Freerunning, +5 COO, +5 REF, +5 SOM, +5 to one other aptitude of Player's choice [b]CP Cost:[/b] 50 [b]Credit Cost:[/b] Expensive (40,000) There is a cheaper version available, which is not as capable. Called the City Elf, it drops the Speed Bonus, the Oracles, Movement is 4/40 and no REF bonus. CP Cost is 30, Credit cost is Expensive.
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OneTrikPony OneTrikPony's picture
What's the rationalization of
What's the rationalization of the Sylvan's Speed of 64? (that would be 64 meters in ~3 seconds right?) Is there some math that brings you to that specific number? I'd like to know what gear or modification can make that kind of performance happen without wheels. I'm seeing an acceleration of 28m/s^2. That's pretty ungodly power for the system of levers and pullies that compose a biomorph's body. Especially for something that looks like a skinny elf. The very best sprinters that humanity has produced manage 9 to 10 m/s^2 and those guys almost look like bodybuilders.

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RustedPantheress RustedPantheress's picture
I used the Custom Morph
I used the Custom Morph creation rules, and I just dropped an extra two points on running speed without really thinking about it. I'm thinking long legs and really efficient muscle groups, but probably would drop the speed down by a bit. Maybe 10/54 or 10/60. Which sounds better?
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
OneTrikPony OneTrikPony's picture
10/54 sounds better but still
10/54 sounds better but still way too high for me. I'm probably too conservative to judge this for the EP setting. But movment rate boosting gear is conspicuously lacking so I'm interested. A bit of analysis: Current rules hardcap biomorph sprinting speed at 40m per Action Turn. That movement rate is only achievable by SPD 4 Biomorph who make a MOS of 50 on a Freerunning (sprinting) test on all 4 of their Action Phases for that turn * (p 191) [b]40 m / (~3sec.) Action Turn =[/b] A maximum speed of 13.3m/s, 48kmh A (probable) sustainable speed of 11m/s 40kph (maintaining 25m/Turn over 4 turns for 100m) Acceleration of 17m/s^2 (that's 1.8G you'd need spikes on your shoes to do that on earth. It would be harder on mars or luna) To compare to the fastest man we currently know about; Usain Bolt His maximum speed is about 43.3kph, 12.8m/s His sustainable speed (over 100m) is 10.2m/s, 37kph His acceleration (40m/4.1s ?) is 9.5m/s^2 And now the obligatory Cheetah (fastest biomorph evAR!) Stats :D The have a Maximum speed of 31m/s, 112 kph, (93m/Action Turn) And are capable of accelerating to 64kph in one sec. 17m/s^2 If you assume that the cheetah has SPD 2, and a running skill of 90, then the maximum speed translates to a base movement rate of 4/80** [b]My Conclusion:[/b] I don't think I'd give a humanoid biomorph that has been engineered for sprinting a Base Movement rate greater than 5/40. True, that's not nearly as fast as biological systems like the Cheetah can move but it's 30% faster than the fastest man in the world right now. Humanoids trade the cheetah's super efficient, long, springy spine for the ankles, calves and hips that allow us to have opposable thumbs. We still get awesome acceleration, A movement 40 biomorph is quick as a cheetah, a base biomorph at 8.8m/s^2 is almost as quick as Usain Bolt without making a test. Yep, Humans're torquey little bitches. :) Probably I'd mention some modifications such as increased flexibility and strength in the spine that allows for greater rotation of the hips. More advantageous ratios of length in the foot and shin to the femur. Consolidation of toes into two or three bigger ones. Lighter bones in the lower leg and foot. Preloaded tensile structures in the hips and legs that resemble those in the hindquarters of a horse. And a much greater ratio of fast twitch to slow twitch muscle fibers throughout the body. Wow! that was long. Apparently I was more interested than I thought. Sorry. *Yes I realize that this makes Movement rate dependent on The SPeeD stat but that can of worms has been opened and closed half a dozen times before. For those who can't adjust to a system where iterative actions-per-turn are not dictated by Class/Level, console yourself with the realization that actually doubling your speed and reaching that cap has a dice probability of about 2%. ** I wouldn't increase the walking rate because that has implications for combat modifiers. There's no reason that anything should walk faster just because it sprints faster. Linx http://wiki.answers.com/Q/What_is_the_top_speed_of_a_100m_sprinter

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RustedPantheress RustedPantheress's picture
Hmm... Sounds good, although
Hmm... Sounds good, although I'm not seeing the sprinting hardcap in the rules. I'll fiddle with the numbers a bit.
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OneTrikPony OneTrikPony's picture
The sprinting hard cap is the
The sprinting hard cap is the "Maximum bonus of +5 meters." per Action Phase. Last sentence under SPrinting on p. 191. So you got a movement rate of 4/20, the maximum 4 Physical complex actions / Turn with SPD 4, and potential to add 5 meters to your movement rate for the Turn on each of 4 Action Phases.

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RustedPantheress RustedPantheress's picture
OneTrikPony wrote:The
OneTrikPony wrote:
The sprinting hard cap is the "Maximum bonus of +5 meters." per Action Phase. Last sentence under SPrinting on p. 191. So you got a movement rate of 4/20, the maximum 4 Physical complex actions / Turn with SPD 4, and potential to add 5 meters to your movement rate for the Turn on each of 4 Action Phases.
Looked that over. Max cap is +20 if you have SPD 4, but you have to divide your Move is distance per Action Turn, not Phase. So, divide the movement by 4, that gets you how much you move per phase. Max of +5/Phase for a sprint, a 4/20 morph can sprint a maximum of 10 meters per Phase (20meters/4Phases=5meters/phase). Now, I bumped the Sylvan down to 6/48. So, 48/4=12meters/phase running. Add in the max +5/phase from sprinting, you get 17. Sylvan gets a max of +10/Turn due to SPD 2, so both turns spent sprinting nets a max of 34/Turn.
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
OneTrikPony OneTrikPony's picture
I see... Nope, you lost me.
I see... Nope, you lost me. Movement 6/48 with SPD 2 yields a possible maximum of 58 meters per Action Turn or 29 meters per Action Phase. I avoid calculation of speed per Action Phase because the number of Action Phases per Turn is independent of the character with fewer than 4. The total distance moved per Turn will add up the same but the character's speed per Phase will vary if there are More Phases.

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RustedPantheress RustedPantheress's picture
Well.... *handwaves the
Well.... *handwaves the science* Applied Genetic Phlebotnium. This is a transhuman after all.
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
OneTrikPony OneTrikPony's picture
Which is totally valid. The
Which is totally valid. The cheetah stats prove that it *can* be done. I'll look forward to more of your ideas in the future.

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RustedPantheress RustedPantheress's picture
Lamia (Biomorph)
Lamia (Biomorph) It all started when a scum designer look at the Slitheroid synthmorph and thought “Why not try it with a biomorph?” The result was successful with various scum barges, and the design was released as open source, with even some hypercorps making their own lines. One variant is a podmorph and is slightly infamous for its use in exotic brothels. As a neogenetic (and not all that human looking) morph, Lamias are banned in the Jovian Republic. Lamias range from 250cm to 300cm in total length, of which the first 90cm to 110cm are a human torso (complete with crotch), with rest being an appropriately sized snake tail in a wide variety of color and patterns. The tail is packed with muscles, an extended digestive system designed to pull maximum nutrition from food, and in female Lamias a large womb is placed there as well Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Access jacks Mobility System: Snake (4/16; cannot roll) Aptitude Maximum: 30 Durability: 30 Wound Threshold: 6 Advantages: COO +5, REF +5, +5 Player's Choice, Natural Immunity (Most types of snake venom), Poison Gland, Bite Attack (1d10 AP -2), Claws (1d10+1+DB), Reduced food requirements (75% of human standard) Disadvantages: -10 Freerunning, Social Stigma (Neogenetic Morph) CP cost: 35 Credit Cost: Expensive (30,000) Lamia Variants Pod: Used in many exotic brothels. Remove Poison Gland, add Social Stigma (Pod), CP cost is 30, Credit cost is 27,000. Comes in Female only (Womb is included, but cannot reproduce). Safe: A Hypercorp variant sold in the inner system, with the poison removed. Remove Poison Gland and Bite Attack. CP cost is 30, Credit cost is 30,000. Scummer: Popular amongst several scum groups, the poison gland has been modified to produce a drug (Chemical or Biological). As a side effect, the morph cannot be effected by that drug. CP cost 35, Credit cost 32,000.
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!
tygertyger tygertyger's picture
"Lamias range from 250cm to
"Lamias range from 250cm to 300cm in total length, of which the first 90cm to 110cm are a human torso" That puts the humanoid part of the Lamia at roughly one third the total body length, and most of the full body length of an adult human (we range about 150-190 cm on average; 200 cm is unusually tall). Was that intentional? If the humanoid parts of the Lamia are supposed to be comparable in size to human torsos, you could trim 30-40 cm off of that, and leaving the total body length alone makes them even more snaky.
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RustedPantheress RustedPantheress's picture
I might have screwed up on
I might have screwed up on the numbers, probably by including the head in that figure. Although yes, the torso+head is supposed to be around 1/3 total body length.
Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!