So I'm concocting a conversion for Eclipse Phase to the GUMSHOE system (it's actually a lot easier than it sounds) and I created a list of all the available morphs, including some cherry picked morphs from the Transhuman play tests. As I was going along, I divided the morphs into different "categories" outside of the standard ones, and I noted that uplift and mercurial oriented morphs tend to be lacking. So I started trying to find some way to pad it, and that lead to the creation of these.
Any thoughts? I was eyeballing prices, so they're probably wrong, but any other input?
Spoiler: Highlight to view
Grendel (Pod)
This morph was cooked up by a few genehackers who noticed that cetacean uplifts have a slight difficulty moving around on dry land. Following the phylogenetic bush back far enough lead them to the Ambulocetus natans, an early ancestor of both land-based mammals and early cetaceans. While there was no available DNA to work with (they died out 48 to 50 million years ago), the genehackers instead created a creature that looked strikingly similar, and served the same general purpose.
Grendels are about 2 meters long, and vaguely resemble long, streamlined crocodiles; sporting a long bill full of teeth and a long tail, but they have the rubbery skin common to certain cetacean species and are endothermic. Unlike crocodiles, grendels can sit up on their back legs and manipulate things and objects with their front paws, but ground-based locomotion requires all four of their limbs.
The big selling point for the grendel is it's amphibious nature. Neo-cetaceans who want to have the best of both worlds often sleeve in grendel morphs; they are excellent swimmers and at home in the water and on dry land. In addition, unlike humanoid morphs like the aquanaut, the grendel does not require neo-cetaceans to sacrifice their basic body shape.
Implants Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Echolocation, Enhanced Vision, Enhanced Hearing, Mnemonic Augmentation, Swim Bladder, Oxygen Reserve, Puppet Sock
Aptitude Maximum 30
Durability 35
Wound Threshold 7
Advantages +10 SOM, +5 two other abilities of choice, +10 Swimming
Disadvantages Social Stigma (Pod)
CP Cost 30
Credit Cost Expensive
Spoiler: Highlight to view
Pteropod (Pod)
The pteropod began as an attempt to give neo-avians more choices for morphs that didn't sacrifice their ability to fly. Derived from the reconstructed genestock of pterodactyls on Sky Ark, the pteropod is slightly smaller, and has a few notable changes to its biology. The arms have primitive hands, that allow the pteropod to manipulate objects, and they can support themselves for a limited time on their back legs. They are also slightly more comfortable walking around than a traditional pterodactyl, but their comfort zone is flying. Even though they can support themselves on their back legs, locomotion requires all four limbs, as it does with traditional pterodactyls.
Pteropods are popular with mercurials of all stripes, and are also popular with gatecrashers, who like that they can use the rather large morph as a very long-range aerial recon platform.
Implants Basic Biomods, Basic Mesh Inserts, Bioweave Armor (2/3), Cortical Stack, Cyberbrain, Echolocation, Enhanced Hearing, Enhanced Respiration, Enhanced Vision, Gliding Membrane, Grip Pads, Mnemonic Augmentation, Prehensile Feet, Puppet Sock, Respirocytes, Oxygen Reserve
Aptitude Maximum 35
Durability 40
Wound Threshold 8
Advantages Large Frame Trait, Flight (Movement 12/60), +10 SOM, +5 COO, +5 1 other trait of choice
Disadvantages Social Stigma (Pod)
CP Cost 45
Credit Cost Expensive (minimum 30,000)
Spoiler: Highlight to view
Attercap (Pod)
The attercap is a very strange morph, pulled straight from the nightmares of a great many transhumans. Resembling so much as a very large spider, the attercap can be thought of as the biological companion to the arachnoid synthetic except, you know, it's biological. The story behind this morph lies with the twisted mind of a genehacker with too much time on their hands and too little sense in their head, with a major thing for spiders - not from an exhuman, as the story commonly goes.
Attercaps resemble large, 2 meter long spiders with a leg span of up to 4 meters. They have an internal skeleton to support them in addition to the external skeleton, and despite common belief, their strength is not proportional; they are slightly stronger than the average transhuman. Under their cephalothorax are two tiny arms that they use to manipulate objects; when not in use, the arms are tucked up inside of the cephalothorax. They have multifaceted eyes, and resemble a mix of several very large spider breeds - the giant huntsman spider is the most obvious, but it also has secondary eyes all around its head, similar to the jumping spider. Long pedipulps function as a second set of limbs in this morph, but they lack the manipulatory capabilities of the set of limbs that lurk inside of the cephalothorax. The original design for the morph included a potent neurotoxin, but later designs excluded that. The fangs, however, remained. Attercaps posses trangenic vocal cords, but describing their voice as "unpleasant" is an understatement. They also have the ability to caterwaul, often described as unnatural and eerie since, you know, being a giant 4 meter big spider wasn't creepy enough.
Implants360-Degree Vision, Anti-Glare, Basic Biomods, Basic Mesh Inserts, Adrenal Boost, Carapace, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limb (4 limbs/8 legs) Grip Pads, Hardened Skeleton, Mnemonic Augmentation, Muscle Augmentation, Poison Glands, Puppet Sock
Aptitude Maximum 35
Durability40
Wound Threshold 8
Advantages Armor 11/11, +5 SOM, +5 COO, +5 1 other ability of choice, +10 Climb; 4 limbs, 1 set for moving and pushing and the other for manipulation, Limber (Level 1)
Disadvantages Social Stigma (Pod), Social Stigma (you're a huge goddamn spider)
CP Cost 45
Credit Cost Expensive
Spoiler: Highlight to view
Mottlemorph (Biomorph)
From 15 November 1966 to 15 December 1967, Point Pleasant, West Virgina was home to several very strange and eerie sightings. While the accepted explanation is that the creature was a giant barn owl, the legacy of Mothman lived on in popular culture. It persisted into the future, known by those familiar enough with their "ancient" conspiracies - and those fortunate (or unfortunate) enough to have a copy of the "Mothman Prophecies".
Attempts to bring to life the mysterious Point Pleasant cryptid resulted in the mottlemorph, a biomorph splice. A humanoid morph, the mottlemorph is very distinctive in a number of ways. It's covered in soft, gray hair, and it sports two large antenna and large compound eyes, on a face that's just human enough to be unsettling. It has a hunched over posture, with large moth wings extending from the back that allow it to fly in microgravity and in low gravity, like Luna. The mottlemorph has digitigrade legs, and of course, the design on the back of the wings comes from the Acherontia atropos species of Moth (better known as the Death's head moth). Currently little more than a curiosity, the morph can function fairly well as an exceptionally ugly and unsettling Lunar Flyer.
Implants Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Respiration, Enhanced Vision, Respirocytes, Wings
Aptitude Maximum30
Durability 30
Wound Threshold 6
Advantages Flight (Movement Rate 8/40), +5 WIL, +5 COO, +5 to two other aptitudes of choice
Disadvantages Uncanny Valley trait
CP Cost 40
Credit Cost Expensive
—
"If we succeed, we're geniuses for doing it. If we fail, we're stupid for trying it. If we succeed beyond our goal and our dreams, we're insane for reaching so high and getting there."
+1 r-Rep , +1 @-rep

