Hi, I recently found Eclipse Phase and I love the concept of bodies as just another tool in the pack. I am still learning the rules and I have come up with a few morph concepts that could use feedback.
+Tremor-Pod Morph
A large worm that is used to hollow out underground areas and asteroids for habitats. Seismic sensors and a powerful stomach to digest all those minerals and earth would be invaluable.
+Scalder-Bio Morph
A humanoid morph used in areas that deal with hot liquids that would boil a Flat alive. Works well in areas of steam bursts, saunas, and soup mishaps.
+Muckboy-Bio Morph
A humanoid morph used in wetlands for various roles, from scouting to exploration of swamp exoplanets.
That's all I have for now, feedback is welcomed.
G_L91
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Odd Morph Concepts
Sat, 2011-05-28 21:37
#1
Odd Morph Concepts
Sun, 2011-05-29 15:58
#2
Re: Odd Morph Concepts
The Tremor Pod Morph seems a little ill-conceived when you have nanoswarms to do your mining and have large robotic mining machines. Scalders have potential but you'd need to identify where it is that having a morph specifically built to survive heat is beneficial, since anywhere in the solar system that isn't Mercury tends to be either very cold to human norms or climate controlled. Only place I can think of a use for them is perhaps underground Mercury habitats.
Muckboys have potential. I've an infatuation with amphibian-esque morphs, too, that makes me love the concept.
Off the top of my head, I see them having bonuses to REF and COO, along with features like Heavy Bioweave Armour or Carapace Armour (reduces the nasty effects of animal bites and makes insect bites essentially a non-issue), Toxin Filters, Enhanced Respiration, and possibly Gills. Probably temperature tolerance too, because swamps tend to be quite warm or quite cool.
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[img]http://img813.imageshack.us/img813/982/exhumanbar.jpg[/img]
[img]http://img804.imageshack.us/img804/4473/scumbar.jpg[/img]
[img]http://img818.imageshack.us/img818/1396/gatecrasherbar.jpg[/img]
[code][@-rep +1, f-rep +2][/code]
Sun, 2011-05-29 17:00
#3
Re: Odd Morph Concepts
Change the remit of a Tremor-Pod to some degree.
Long-term exploration or habitation of underground areas. A Surya for planets or asteroids with extensive caves or tunnels. The Tremor-Pod is optimised for moving through tight spaces, with or without gravity. It has a natural ability to dig through any obstacles, using a set of forward limbs with picks, shovels and hammers. It also produces a natural gel explosive that it can inject into or onto any material too tough to dig through, so it can blast it's way through. It navigates with a sonar sense. It can even make noises loud enough to destabilise the surrounding rocks, to cause a cave-in. Useful when attacked. It can survive vacuum, though it can't normally move without purchase on something.
A set of fine manipulators can pop out (like the graboids grabbers, but far better), so that the Morph can investigate anything interesting it comes across. Though it's normally blind, some of these grabbers have eyes. An Ego would sleeve into one due to the inherent difficult in communicating through large amounts of material. Need to explore a labyrinth of unimaginably deep tunnels and bunkers on an exoplanet? Need to repair some very deep mining equipment that is malfunctioning? You can either send robots, who would not be equipped to deal with the unexpected, or you go in a cumbersome humanoid morph, which needs to do a lot of preparation work at every turn to even move down here, or you use the Tremor-Pod.
A striking gang of miners in Tremor-Pods would be formidable foes to any mercenary hypercorps sent in to break up the strike.
Sun, 2011-05-29 20:43
#4
Re: Odd Morph Concepts
I know you didn't actually ask, and that I changed some stuff, but;
[b]Tremor (Exotic Pod)[/b]
The tremor is an exotic pod morph developed from non-sapient xenobiology native to the exoplanet Bluewood. Only recently discovered, they seem to fill an intrinsic link in the complex biosphere that makes Bluewood such an interesting locale for scientists. Loosely resembling Earth born earthworms, although magnitudes larger, these armoured behemoths drill through the hard packed soil of Bluewood and return lost nutrients and minerals back to the surface. Captured examples of these curious creatures have resulted in increased exploration of the largely unknown that makes up the Bluewood subsurface.
[b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Carapace Armor, Cyberbrain, Mnemonic Augmentation, Puppet Sock, Clean Metabolism, Digging Claws (Mouth), Enhanced Hearing (Infrasound), Echolocation (Infrasound), Implanted Specialized Hive (Stomach, Disassemblers), Personal Power Plant
[b]Aptitude Maximum:[/b] 30
[b]Durability:[/b] 100
[b]Wound Threshold:[/b] 20
[b]Advantages:[/b] +10 SOM, +5 to one aptitude of the player's choice, -5 COO, Burrow (Movement Rate 4/20)
[b]Disadvantages:[/b] Alien Biochemistry, Fast Metabolism, Social Stigma (Alien Pod), Large target (+10 to hit in combat)
[b]CP Cost:[/b] 70
[b]Credit Cost:[/b] Expensive (rare, minimum 40,000+)
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Sun, 2011-05-29 21:52
#5
Re: Odd Morph Concepts
Thanks for the feedback, I'll get right on them.
And a big thanks to Codebreaker for creating the Tremor Morph, which is amazing. I can see how it could be misused and the dangers of using it, but who has not wanted at one point to become a giant worm?
Mon, 2011-05-30 10:44
#6
Re: Odd Morph Concepts
I don't really know; would they be of use on Titan?
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@-rep +2
C-rep +1
Mon, 2011-05-30 11:12
#7
Re: Odd Morph Concepts
Only if they can survive underground at 94K. Otherwise, not really.
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[img]http://img813.imageshack.us/img813/982/exhumanbar.jpg[/img]
[img]http://img804.imageshack.us/img804/4473/scumbar.jpg[/img]
[img]http://img818.imageshack.us/img818/1396/gatecrasherbar.jpg[/img]
[code][@-rep +1, f-rep +2][/code]
Mon, 2011-05-30 11:27
#8
Re: Odd Morph Concepts
I don't really know much about the Titan subsurface, but I seem to remember an article in the last few months hinting that it might be a Europa like subsurface ocean? If that is the case, probably not. We won't know the conditions of Titan in EP until Rimward comes out, and I don't think that that is slated until Q3.
It could probably find a niche in most of the inner system though. EP's general preference towards the biological means that it could be considered over mechanical options. Mercury miners might want a few, the Martians might find a use.
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Mon, 2011-05-30 19:36
#9
Re: Odd Morph Concepts
Here is the Muckboy morph, hope it works.
Muckboy (BioMorph)
A recent design for work in sewers and wetland areas, the Muckboy exhibits some amphibian traits in a humanoid form.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Heavy), Cortical Sack, Directional Sense, Enhanced Respiration, Temperature Tolerance, Toxin Filters
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COO, +5 REF
Disadvantages:
CP Cost: 35
Credit Cost: Expensive
Mon, 2011-05-30 18:00
#10
Re: Odd Morph Concepts
Looks good, but I recommend raising the Aptitude Max to 30 and the CP cost to 35 along with it. This morph is a high performance body, after all.
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[img]http://img813.imageshack.us/img813/982/exhumanbar.jpg[/img]
[img]http://img804.imageshack.us/img804/4473/scumbar.jpg[/img]
[img]http://img818.imageshack.us/img818/1396/gatecrasherbar.jpg[/img]
[code][@-rep +1, f-rep +2][/code]