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Idea - Morphology Traits - Arachnoids

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DivineWrath DivineWrath's picture
Idea - Morphology Traits - Arachnoids
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.
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.
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.
DivineWrath DivineWrath's picture
Spoiler: Highlight to view
Spoiler: Highlight to view
ARACHNOID, BASIC A basic arachnoid robotic shell. It is a striped down version of the standard Arachnoid morph. Only the most fundamental systems are retained. This shell has no aptitude bonuses and has slighly lighter armor than the standard model. All to try to keep the price down. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 40 Wound Threshold: 8 Advantages: Armor 6/6 CP Cost: 15 Credit Cost: Expensive (minimum 15,000+)
Design Notes: I figured that I should start with a basic version. This version is the one most physically similar to the original arachnoid, but it drops stuff to bring it to 1/3rd of the price. This would allow people who like the arachnoid morph to buy an arachnoid like morph with a tight budget.
DivineWrath DivineWrath's picture
Spoiler: Highlight to view
Spoiler: Highlight to view
ARACHNOID, BATTLE The Battle Arachnoid is a morph that takes the arachnoid frame and rebuilts it as a full fledged combat morph. It is intended to be tougher than common combat morphs, and was built larger to make it happen. Extra work was done to keep it light and mobile, so it retains the agility of its smaller cousins. Enhancements: 360 Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Extra Limbs (10 Arms/Legs), Grip Pads, Lidar, Light Combat Armor, Magnetic System, Mnemonic Augmentation, Neurachem (level 1), Pneumatic Limbs, Puppet Sock, Radar, Reflex Boosters, Structural Enhancement, T-Ray Emitter, Weapon Mount (4, articulated) Mobility System: Walker 4/24, Ionic 12/40, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 40 Speed Modifier: +2 (Reflex Booster, Neurachem (level 1)) Durability: 100 (110 with Structural Enhancement) Wound Threshold: 20 (22 with Structural Enhancement) Advantages: +10 COO, +10 REF (with Reflex Booster), +5 SOM, +5 INT, +5 Any, Armor 12/12 (26/24 with Light Combat Armor) CP Cost: 125 Credit Cost: Expensive (minimum 125,000+)
Design Notes: I figured that if a type of morph becomes popular, that it would likely get a combat version. I'm not sure if I went too far. I seemed to like the idea that I had a 125k morph, so I didn't want to deviate from that price. Also many of the complaints of some of the combat morphs having too little durability, so I wanted something with at least 100 DUR. Making it a large morph was an acceptable tradeoff. This thing definitely outclasses a Reaper. It has better armor, more durability, and a higher speed rating. It also "borrows" a number of systems from a Reaper, including its high speed ionic system. I'm not sure if I should have added more weapon mounts.
DivineWrath DivineWrath's picture
Spoiler: Highlight to view
Spoiler: Highlight to view
ARACHNOID, Tool Shop The Tool Shop Arachnoid is an aracknoid model that is built larger and stronger than a typical arachnoid. It is a machine that is built to be able carry heavy loads where a normal arachnid would have an abdonmen. A latching mechanism where the thorax/abdonmen would connect allows for this morph grab and hold objects with a matching latch. While this morph was originally designed to carry a pod that can turn into a tool shop, this morph can technically carry any pod that has a proper latching port. The latch system this morph uses doesn't allow for much integrated control over a pod, so using a weapon system in the pod doesn't work well. *The Tool Shop pod isn't listed in the price of this morph. Enhancements: 360 Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Industrial Armor, Lidar, Mnemonic Augmentation, Muscle Augmentation, Pneumatic Limbs, Radar Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 60 Wound Threshold: 12 Advantages: +10 COO, +5 SOM (+10 SOM with Muscle Augmentation), INT +5, Any +5, Armor 10/10 (20/20 with Industrial Armor) Notes: Large Size trait CP Cost: 65 Credit Cost: Expensive (minimum 65,000+)
Design Notes: I wanted an industrial Arachnoid. The ability to carry a significant cargo load would allow to help with construction work. In fact, the ability to move cargo over multiple terrain types would add to its utility. I opted to a focus on the Tool Shop since I don't know how much it gets used in the game. I'm not sure if I'm finished designing this morph, as I'm not fully sure if this morph should have the ability to switch pods or handle such rules.
DivineWrath DivineWrath's picture
Spoiler: Highlight to view
Spoiler: Highlight to view
Synthetic Spider An Arachnoid model that puts design emphasis on spiders. The synthetic spider uses modified spindle hardware to produce spindle rope like a spider produces silk. Not only that, it can also shoot the spindle rope. Aside from producing synthetic webbing, it is equiped with tools to do construction work. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar Modularized Gear: Spindle, Spindle Climber Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 40 Wound Threshold: 8 Advantages: +5 COO, +10 SOM, +5 Any, Armor 8/8 CP Cost: 50 Credit Cost: Expensive (minimum 50,000+)
Design Notes: Ok, when I think about Arachnoids, I often think spiders. As such, I thought it would be appropriate for there to be an Arachnoid like morph that tries to do all that a spider can do. It uses a spindle and a spindle climber to use as a silk substitute. It didn't matter if this morph had a practical job for it. I imagine that someone would design and built it first, then figure out a use for it later.