Edit: The thread that spawned this idea was this one:
http://eclipsephase.com/right-home-trait
Hey all. I've been playing with an idea for the Right at Home trait. One problem is that many synthmorphs are a one of a kind. Often, there does not exist any similar morphs, morph variants, or even significantly improved versions. Without having a group of similar morphs, there are no good grounds to make a case for traits that apply to group of morphs.
To play with that idea, I decided to increase the number of Arachnoid like morphs to more than half a dozen. I'll post them when I'm sure they are good enough. Keep in mind that I didn't want these morphs to be merely morph variants. I wanted them to be Arachnoid like much like a Fury or Menton is Splicer like. The Fury, Menton, and Splicer are humanoid morphs made from the human genestock, and I wanted the Arachnoid like morphs to have the similar relationship to each other.
To remove all ambiguity, I'm thinking that each morph should have a morphology trait that say explicitly what they are like. I'm thinking that maybe they should have some bonuses so it becomes worth while to pick a battle Arachnoid instead of a battle Dragonfly, or vice versa.
By the way, does it matter if I put them in spoiler tags? Would you guys prefer quote tags? I'll make some edits later if the general census argues otherwise.
Spoiler: Highlight to view
Arachnoid Morphology (Neutral)
This morph is built consistent with the Arachnoid standard design. This morph has 10 limbs and is configured much like an arachnid (think spiders) but with some changes. There are 4 pairs of legs, 1 pair of arms, and a head that can twist and turn to look around, and a thorax (think torso) to hold everything together. When designing a new morph with this trait, the extra limbs do not count towards the limit of augments.
This morphology has an advantage when it is able to place all its legs firmly on the ground. This morph gains a +30 mod to resist knockdown and knockback (assuming gravity is Earth like). Any environment that has significantly different gravity is going to affect this modifier. Microgravity has too little gravity to give this bonus. The morph would require some other means to stick to ground to keep this bonus, such as grip pads or a magnetic system. It can also carry twice the weight that a normal morph can, assuming that it can put its legs to work (note that rules for encumbrance is normally avoided to reduce book keeping).
Anyone who is currently adjusted to any morph with this trait will not suffer the -30 modifier (exotic morphs) to resleeve in a similar morph (another morph with this trait). This perk only lasts 24 hours. Any longer and you will start forget how the morph works.