Why havent there been any plant based morphs? It probably have to be something like a pod, as it would need to have extensive cybernetics. But why not?
I want to live out my 'I am Groot' fantasies damn it. And the aliens more then defiantly have morphs, and they're fungus people.
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Plant based morphs? Honest question.
Fri, 2015-05-15 00:23
#1
Plant based morphs? Honest question.
Fri, 2015-05-15 00:49
#2
Check out the Whiplash. It's
Check out the Whiplash. It's a planimal pod some autonomist genehacker based on xenogenetic splicing. Kinda like a squid crossed with a mandrake.
There's also nothing really stopping anyone from making some sort of plant based morph, though it would take quite the genehacker. Mechanically, a humanoid plant-based morph would have the Alien Biochemistry disadvantage, though I could see it potentially being justified if you can somehow supercharge the plant metabolism to keep a human activity level going on photosynthesis...though that would limit the amount of armor you could wear. So maybe a viable long-term colonial sustainability hack for a brinker group or a very long-range terrestrial scouting morph. You could also potentially make a dedicated guard-type morph, sort of like a dryad, meant to be run off AI and guard high-end locations while blending into the elegant gardens. It wouldn't hide from any real scanning, but a plant guardian's pretty exotic and might be missed simply because they never expect anything like it. Maybe.
I'll be honest, there's not a lot that immediately jumps out at me as a benefit to being a plant, at least not a humanoid one. Kinda loses the benefits of both as far as I can imagine.
Fri, 2015-05-15 23:31
#3
I've toyed with the idea
I've toyed with the idea occasionally. The best one I came up with was a "outdoors" morph for Venus based on the Green Man -http://en.m.wikipedia.org/wiki/Green_Man. This would almost certainly be a pod, although a brainbox with a mixed solar power/ algae greenhouse life support system could work- it would be kind of huge!
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Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Sat, 2015-05-16 04:12
#4
Transhuman gave us entire
Transhuman gave us entire habitats as morphs, big is not the issue.
Sat, 2015-05-16 12:36
#5
Simply looking like a plant
Simply looking like a plant is simple enough: biosculpt yourself leaves for hair and a variation of carapace armor that looks like bark skin. You could easily get yourself looking like a sylvari or Groot with a trip to the nanovats or two. But I thought of another option when you mentioned habitat sleeving.
Smartgardens. Like sleeving into a mini-habitat, this. Several habitats in the books mention the trees being modified to include processor capacity as a space-saver and design statement, and while this would limit your mobility just like any habitat, any given smartgarden is going to have a small army of bots at hand too.
Sat, 2015-05-16 14:05
#6
Hey! there we go.
Hey! there we go.
Combine the ideas into a smartgarden habitat where everything seems quiet, almost abandoned even, right up until the topiary starts attacking everybody!
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Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Sat, 2015-05-16 20:30
#7
Reminds me...
Ever read Neuromancer? Flying horticulture drones include lots of sharp bits. And most agricultural chemicals are generally toxic. Hell, most polinating insects are probably mesh-rigged to the smartgarden AI/sleeved ego.
Smartbees. My god.
Sun, 2015-05-17 09:00
#8
breakdown:
The downside to making an "uplifted plant" is it would be a very alien biochemistry and by extension have some very nasty resleeving penalties. As above, you would be better off either seriously modding the Whiplash, discussing the design of a similar but bigger critter with your GM, or modding an existing morph to suit your needs.
Off the top of my head, you'd have the Alien Biochemistry and Large traits, Heavy Bioweave Armor, a lot of biosculpting, and the Personal Power Plant mod (Gatecrashing p153) to represent your ability to photosynthesize. These are all things that you can apply to existing morphs, GM permitting.
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Sudo drop your weapon.
Sun, 2015-05-17 13:06
#9
Plants
True plants would make extremely poor morphs. The amount of energy harvested from sunlight is too low to power strong muscular movement or to power a brain capable of cognizant thought (human brains use something like 40% of our calories).
It should be noted that the Whiplash is not a plant. It is a planimal from the planet Sunrise. Planimals on Sunrise that live purely through photosynthesis do not move very quickly. Top speeds are about .5 kilometers per hour.
The reason that the Whiplash is able to move more quickly is because it does not survive purely on photosynthesis. It is a predatory planimal that eats other planimals, thereby gathering energy that has been concentrated. As a result a Whiplash is not capable of surviving without eating, barring the installation of a Personal Power Plant.
That's not to say that you couldn't make a 'Groot' morph. For one thing, it's your game and I can't tell you how to run it. For another the Whiplash shows that the basic idea is there. All I am really saying is that if a player were to come to me asking to make a 'Groot' morph for a campaign I was running it would need to be based on planimal biochemistry rather than true plant and if they wanted to avoid eating they would have to have a PPP. Photosynthesis alone would not be enough to power them.
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My artificially intelligent spaceship is psychic. Your argument it invalid.
Sun, 2015-05-17 16:05
#10
I agree that true plant
I agree that true plant wouldnt work. It would have to have cybernetic skeleton and actuators.
Wed, 2015-05-20 18:35
#11
I think you would need to
I think you would need to find something to substitute cellulose. Cellulose is far to rigid for any but small organisms to constrict with any swiftness