So I've got a unique situation.
I've got a character I built for EP, a Humanities AGI that was stranded on Earth's surface for 4 years after the fall, where she scavenged morph parts to survive. When reclaimers brought her back to Luna as a thank you for keeping them alive on the surface she used her new skillset to become a morph designer, owning her own business.
Unfortunately I haven't done much playing of her though because of how unstable my group's dynamic's been lately :(
So basically I've got an ingame reason to introduce homebrew morphs to the world. Her particular morph was initially fashioned from what was on hand (a damage slitheroid and bits of various pods), she built a kind of mechanical naga-esc 'thing', which carried over into developing mythological themed morphs, first it was a refinement of her own body but it went from there.
So, I hope you like these, I'll be adding more as I make them.
"A vanity morph brand from Luna, Mythic morphs are designed to resemble demi-human beings from mythology and folklore (such as mermaids). While the aim was never about practical use, some of the morphs have seen some usage in specific communities where the body configuration happens to be an advantage.
The company comes under a lot of fire for their complete apathy to IP law and for its stance on piracy (if you're going to pirate anyone, pirate us), it’s massive push for morphological freedoms and for the for its increasingly inhuman product line. The company doesn’t care for these complaints saying that their business is booming because of their stances."
Satyr (Biomorph)
One of the few of the mythic line morphs that were made with practicality being a core design point, the satyr is essentially an Olympian that’s been heavily modified with ruster and mountain goat stock, allowing it to spring up sheer mountain faces with minimal effort (due to the grip pads on the hooves), which makes it quite useful in some Martian regions and in gatecrashing. Some find the rectangle eyes as being unsettling. They are often sculpted with tiny goat horns, though this doesn't come standard. Scum also have taken a liking to the morph as a flesh and blood embodiment of their lifestyle, usually adjusting it with implausibly sized sexual characteristics (for 'historical accuracy').
While Satyrs can run, pure accident discovered that they're capable of a strange 'hopping gallop' that's slightly faster than running, but takes some practice to be accustomed to.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Enhanced Vision, Enhanced Respiration, Temperature Tolerance, Anti-Glare
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Movement System: 4/25 Walk/Gallop
Advantages: +5 COO, +5 REF, +10 SOM, +5 to one other aptitude of the player’s choice.
CP Cost: 45
Credit Cost: Expensive
Satanae (Biomorph)
An offshoot of the Satyr morph that was developed primarily as a stunt to intimidate the rather pious CEO of a Jovian corporation, the Satanae morph is essentially a nightmarish vision of the devil himself. Since the intimidating look was captured by some adaptations already practical in combat, it has seen use by some more eccentric figures as bodyguards or shock troops.
Drawing on heavier goat stock and a fury template, the Satanae is Theriocephalic, bearing a goat head, horns and all. It also has retractable claws in its fingers, downward pointed ones just above the hooves and spines in the knees, elbows, upper back and shoulders. They also have the cliché hooked tail (complete with more retractable spines).
The downside however is that many of the fury gene sequencing was incompatible, meaning that Satanae are more prone to 'unruliness' than the Fury and are typically male. As a result they exhibit their namesake's pride and have a penchant for being quick to enrage, typically answering any slights against them or any display of overt violence with full blown 'rip and tear' mode. In their calm moments, they're known for a sadistic streak, but that's more a result of the type of person who enjoys being sleeved into one.
Scum have grown fond of them due to the pure, unrestrained 'fuck shit up' mindset of the morph, though even they hesitate to employ them when there's no combat to be had because ship maintenance does cost money.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Claws, Grip Pads, Enhanced Vision, Enhanced Respiration, Temperature Tolerance, Anti-Glare, Claws, Endocrine Control, Prehensile Tail, Heavy Bioweave Armour.
Notes: Large Size Trait
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Movement System: 4/25 Walk/Gallop
Advantages: +5 COO, + 5 REF, +10 SOM, +5 WIL, +5 to another aptitude of the player's choice, Horns (1d10 +1DV, AP-1, if immediately after a full charge the attack becomes 2d10 + 2DV, AP-2)
Disadvantages: Social Stigma (Theriocephalic), Uncontrollable urges - (Wreaking Havoc, Avenging Slights, Joining Fights, Breaking Stuff)
CP Cost: 80
Credit Cost: Expensive (at least 70,000+)
Merrow (Biomorph)
Merrow were made almost purely because Pavarti needed something 'exotic' and mermaids had been part of many a perverse fantasies since time immemorial. Avoiding the easy option of making it a pod, the Merrow was sculpted into shape from human stock, (though excessively genefixed with reference from porpoises). In the gatecrasher community, explorers on ocean exo-planets didn't always have easy access to neo-cetacean morphs and at times the Aquanaut is simply too slow for certain tasks (namely long range exploration). In essence, despite the other options available, merrow have found a very specific niche, able to outpace aquanauts at the expense of their legs, but able to keep a rough transhuman shape at the price of being slower than the neo-cetaceans themselves. They've been optimised, of all things, for singing as part of their original folklore.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Enhanced Respiration, Gills, Sonar, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters, Enhanced Respiration, Enhanced Pheromones, Striking Looks (level 1)
Movement Rate: Crawl 1/4, Swim 8/32
Aptitude Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: +5 COO, +10 SOM, +10 Swimming skill, +20 Art: Singing skill
Disadvantages: No Legs.
CP Cost: 45
Credit Cost: Expensive (minimum 30,000)
Wereling (Pod)
The Critter morph captured the minds of the furry kink, but there was still another step many within the fold wanted. Anthropomorphic variations of their critters. While this was possible with the original Critter morph, sculpting them away from their original body plan showed the limitations of the morph, and the lack of manipulators grew old on many, especially those who romanticised the werewolf rather than just a normal wolf.
The Wereling morph was the answer to that, taking the original critter design and adjusting it to be more transhuman, stripping back and limiting many of the bestial factors to get that equal parts human and beast result.
Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Cyberbrain, Enhanced Vision, Enhanced Hearing, Enhanced Smell, Mnemonic Augmentation, Puppet Sock
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 REF, +5 COO, +10 SOM, +5 to an aptitude of the player's choice, Bite Attack (1d10 + 1DV, -1AP)
Notes: Non-Human Biochemistry trait
CP Cost: 45
Credit Cost: Expensive
Werefiend (Pod)
The Wereling was made for its aesthetic. Some furries just like the aesthetic or have a philosophical outlook that deigns to emulate the positive traits of their chosen creature.
A minority however hold a different view. Nature wasn't fluffy bunnies and cute puppies. Nature is a pack of wolves eviscerating a coyote simply because it was there, an elephant crushing a lion's skull under heel, a shrike impaling a family of mice on bramble spikes.
Nature is brutal.
The Werefiend is an aesthetically identical combat variant of the Wereling, created with this mentality in mind. It lacks the empowered sense of self-reliance of a Fury, mostly because the bestial side's fight and flight response had come to the fore during production. The Flight response had since been pruned.
Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Cyberbrain, Enhanced Vision, Enhanced Hearing, Enhanced Smell, Mnemonic Augmentation, Puppet Sock, Neurachem (level 1), Light Bioweave Armour
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +5 REF, +5 COO, +10 SOM, +5 to an aptitude of the player's choice, Bite Attack (1d10 + 1DV, -1AP)
Disadvantages: Uncontrollable Urge - (Fight response)
Notes: Non-Human Biochemistry trait
CP Cost: 75
Credit Cost: Expensive
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