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[i][b]@[/b]Hoi all, thought you might be interested in a little something I scrapped from a confidential Mesh transmission out of Titan. Some background info for the uninitiated of you, CB Industries is one of the more exclusive labs working out of a semi-confidential hab somewhere high above the northern pole. Originally founded pre-Fall as a genetic research laboratory focusing on improving the natural human condition, it is rumored that they were forced off world when they where found to be in breach of ethic laws. [br][br] Since then they seem to of been hard at work pushing out hundreds of different biotic and synthetic Morphs, some you might of heard of like their Neo-Dolphin morphs that are used throughout the depths of Europa, and some you have almost certainly not heard of like their classified military grade Mini-Tanks. The following file is a few of the design specs that CB Industries was piping out to a client. Enjoy![/i]
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[b][u]Aquatic BioMorph Catalogue[/b][/u]
[b]Neo-Dolphin[/b] – When the pioneers of Europa first drilled through the Ice Crust and delved 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 did. CB Industries immediately saw the potential to make a profit and so quickly went to work filling the niche.
[b]Implants[/b] – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Clean Metabolism, Circadian Regulation, Echolocation, Enhanced Respiration, Oxygen Reserve, Temperature Tolerance, Respirocytes.
[b]Aptitude Maximum[/b] – 30
[b]Durability[/b] – 30
[b]Wound Threshold[/b] – 6
[b]Advantages[/b] – Swimming (8/40), Limber (Level 1), + 5 to two aptitudes of the players' choice, +20 Swimming.
[b]Disadvantages[/b] – Movement on Land (2/6)
[b]CP Cost[/b] – 55
[b]Credit Cost[/b] – Expensive (40,000)
[b]Neo-Orca[/b] – Developed by CB Industries to act as security under the Ice on Europa, the Neo-Orca is larger than most similar BioMorphs. Incredibly strong and surprisingly fast, the Neo-Orca is almost unmatched when under water.
[b]Implants[/b] – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Clean Metabolism, Circadian Regulation, Echolocation, Enhanced Respiration, Oxygen Reserve, Temperature Tolerance, Respirocytes.
[b]Aptitude Maximum[/b] – 30 (40 SOM)
[b]Durability[/b] – 50
[b]Wound Threshold[/b] – 10
[b]Advantages[/b] – Swimming (8/40), +15 SOM, +5 to two aptitudes of the players' choice, +20 Swimming.
[b]Disadvantages[/b] – Movement on Land (1/4), Large (+10 to hit in combat)
[b]CP Cost[/b] – 70
[b]Credit Cost[/b] – Expensive (50,000 Rare)
[b]Aqua[/b] – During the initial ventures under the ice on Europa, many of the explorers found that they could not easily adapt to the Neo-Dolphin morphs that were being used as standard issue. Instead of limiting the already small number of people willing to go under the ice even further CB Industries developed a humanoid morph that was capable of performing just as well as its Neo-Dolphins.
[b]Implants[/b] – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Enhanced Respiration, Gills, Temperature Tolerance.
[b]Aptitude Maximum[/b] – 30
[b]Durability[/b] – 30
[b]Wound Threshold[/b] – 6
[b]Advantages[/b] – Swimming (4/20), +5 COO, +5 SOM, +10 Swimming.
[b]CP Cost[/b] – 40
[b]Credit Cost[/b] – Expensive (40,000)
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[b][u]Robotics Catalogue[/b][/u] (Synthetics)
[b]MiniTank[/b] – The result of CB Industries first foray into cybernetics, the MiniTank is a military grade robotic attack Morph that was designed to act as fire support for special op groups. Featuring multiple mobility enhancements, including a strongly copyrighted web transport system, the MiniTank is touted as being capable in any environment, Zero-G included. When combined with its overwhelming fire power it is a deadly foe at any range.
[b]Implants[/b] – Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Heavy Combat Armour, Hidden Compartment, Extra Limbs (6 Legs), Medichines, Mnemonic Augmentation, Neurachem (Level 1), Pneumatic Limbs, T-Ray Emitter, 2 Weapon Mounts (Concealed/Articulated), 360 Vision.
[b]Armour Mods[/b] – Chameleon Coating, Self-Healing, Thermal Dampening.
[b]Mobility System (Walking/Running/Maximum)[/b] – Walker (4/24), Wheeled (8/32/120), Thrust Vector (Zero-G 4/20), Webbed (0/40/120), Hopper (4/24/50).
[b]Handling[/b] – +20
[b]Aptitude Maximum[/b] – 40
[b]Speed Modifier[/b] – +1 (Neurachem)
[b]Durability[/b] – 100
[b]Wound Threshold[/b] – 25
[b]Advantages[/b] – Web Launcher Attack (Immobilising, use Exotic Ranged: Web Attack skill), +30 Exotic Ranged: Web Attack skill, +10 COO, +5 INT, +5 REF, +10 SOM, +5 to one aptitude of the players' choice, 16/25 Armour.
[b]Disadvantages[/b] – Large/Heavy (+10 to hit in combat), Social Stigma (Military Mech).
[b]CP Cost[/b] – 200
[b]Credit Cost[/b] – Expensive (150,000 Rare)
[b]Mecha-Scorpio[/b] – Designed by the engineers of CB Industries to fulfil a contract issued by one of the many mercenary companies, the Mecha-Scorpio was initially used as the Morph of choice for assassinations and spy work. In recent years it has also been seen action in general military actions throughout the system, and at times beyond. Hardy, quick and deadly, the Mecha-Scorpio is more than capable of keeping pace with the popular Fury model and in some circumstances even out classing it.
[b]Implants[/b] – Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Grip Pads, Extra Limbs (8 Legs), Light Combat Armour, Mnemonic Augmentation, Neurachem (Level 1), Prehensile Tail, Implanted Nanotoxins (Necrosis), Medichines.
[b]Armour Mods[/b] – Chameleon Coating.
[b]Mobility System (Walking/Running)[/b] – Walker (4/20)
[b]Aptitude Maximum[/b] – 30
[b]Speed Modifier[/b] – +1 (Neurachem)
[b]Durability[/b] – 40
[b]Wound Threshold[/b] – 8
[b]Advantages[/b] – Stinger Attack (2d10DV, use Unarmed Combat Skill, applies Implanted Nanotoxins), +5 COO, +5 REF, +10 SOM, +5 to one aptitude of players' choice, 14/12 Armour.
[b]Disadvantages[/b] – Social Stigma (Military Mech).
[b]CP Cost[/b] – 80
[b]Credit Cost[/b] – Expensive (50,000 Rare)
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[b][u]General Catalogue[/b][/u]
[b]Ares[/b] – An experiment in drug augmentation conducted by CB Industries, the Ares was designed to be a base line special-ops Morph that could easily be upgraded while in the field. Although it was initially well received by paramilitary forces throughout the system it quickly became apparent that its inherent addictions made it unreliable in combat. Even outside military circles the Ares is now seen as an unstable failure.
[b]Implants[/b] – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Bioweave Armour (Light), Drug Gland (Kick), Drug Gland (MRDR), Emotional Dampers.
[b]Aptitude Maximum[/b] – 30
[b]Durability[/b] – 40
[b]Wound Threshold[/b] – 8
[b]Advantages[/b] – +10 COO, +5 REF, +5 SOM, +5 to one aptitude of the players' choice.
[b]Disadvantages[/b] – Addiction (Moderate Kick), Addiction (Moderate MRDR), Social Stigma.
[b]CP Cost[/b] – 35
[b]Credit Cost[/b] – Expensive
[b]Neo-Feline[/b] – Before the Fall a small group of bioengineers thought it might be interesting to Uplift a few gene fixed litters of household cats to act as intelligent pets for their children. Unfortunately for them they did not predict that the newly Uplifted cats would not appreciate being treated like slaves and escaped into the general population. After a few years of breeding and mingling with the natural cat population they quickly increased their numbers to a stable population. When the Fall occurred many of these Uplifted cats managed to get Egocast into space. The Neo-Feline BioMorph is the Morph of choice for many of these displaced animals, and CB Industries is the only corporation with a license for the copyright.
[b]Implants[/b] – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Claws, Prehensile Tail, Enhanced Pheromones.
[b]Aptitude Maximum[/b] – 25 (SOM 15)
[b]Durability[/b] – 20
[b]Wound Threshold[/b] – 4
[b]Advantages[/b] – Limber (Rank 1), +10 REF, +5 COO, +5 to one aptitude of the players' choice, Small (-10 to hit in combat).
[b]Disadvantages[/b] – Mild Addiction (Cat Nip)
[b]CP Cost[/b] – 30
[b]Credit Cost[/b] – Expensive
[b]Neo-Canine[/b] – The sleeve of choice for the vast majority of canine uplifts across the system and beyond, this BioMorph was designed by CB Industries to house those uplifts who were lucky enough to be re-sleeved after the Fall.
Implants – Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Smell, Enhanced Pheromones.
[b]Aptitude Maximum[/b] – 25 (SOM 15)
[b]Durability[/b] – 25
[b]Wound Threshold[/b] – 5
[b]Advantages[/b] – +5 INT, +5 REF, +5 to one aptitude of the players' choice, +10 to Perception, Bite Attack (1d10DV, use Unarmed Combat Skill).
[b]CP Cost[/b] – 30
[b]Credit Cost[/b] – Expensive
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Notes: Each BioMorph is made using the rules presented at http://forum.rpg.net/showthread.php?t=470503 . The Synthetic Morphs where made using the same system with some changed that I have been trying to work out. Note that the Morphs presented throughout the thread are not all up to date, so you might not want to use them as shown. Each Morph is balanced to the original rule set, the CP Costs follow the same pattern that the basic ones do. No ownership is claimed for any images used here.
Any suggestions on more Morphs are more than welcome, and any suggestions on how to improve the ones already done are just as welcome.
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"Let’s face it: Most of us are just here to shoot stormtroopers." - Gary M. Sarli
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"Let’s face it: Most of us are just here to shoot stormtroopers." - Gary M. Sarli