It's that time of the week again, more Morphs from CB Industries, ready to be used in any Eclipse Phase game, and balanced to the Morphs we already have. This week we focus on Uplifts, however for now I have left out and flavour text. Not in a very creative writing mood today, will see about updating them tomorrow with some flavour.
Uplifted Morphs
Thick Skin (New Gear) (Cost: Low) – Provides 0/5 Armour ratings without changing the appearance, texture or sensitivity of the morphs skin. This armour is cumulative with worn armour.
Ursus (Bear)(BioMorph)
One of the newer species of Uplifted animals to be accepted under the constantly broadening umbrella of Transhumanity, the Ursus' are uplifted bears of almost all types, from Brown and Black to Polar and Panda. All feature human levels of intelligence, as well as being modified to be capable of bipedal movement and human like hand dexterity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Smell, Adrenal Boost, Claws, Hibernation, Thick Skin
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +5 COO, +10 SOM, +5 to one other aptitude of the players' choice, Bite Attack (2d10, use Unarmed Skill)
Disadvantages: Fast Metabolism
CP Cost: 50
Credit Cost: Expensive (40,000)
Neo-Feline (BioMorph)
Neo-Felines are uplifted big cats, including lions, panthers and tigers. Featuring human level intelligence while retaining their native reactions and speed, the Neo-Feline line is a favourite among many Uplifted quadrupeds who want some bang for their buck.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Claws, Prehensile Tail
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 REF, +5 SOM, +5 to one other aptitude of the players' choice, Bite Attack (1d10 +5, use Unarmed Skill), Quadruped (Movement Rate 6/30)
CP Cost: 35
Credit Cost: Expensive (30,000)
Neo-Kitten Variant (BioMorph)
A smaller version of the Neo-Feline, instead based on the larger domesticated cats that positively plagued Earth before the Fall, the Neo-Kitten is the Morph of choice for the few such uplifted animals that managed to escape the ruin of the home world.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Prehensile Tail
Aptitude Maximum: 25 (SOM 20)
Durability: 20
Wound Threshold: 4
Advantages: +10 REF, +5 COO, Quadruped (Movement Rate 6/30), Small (-10 to hit in combat), Limber (1)
CP Cost: 25
Credit Cost: Expensive
Neo-Canine (BioMorph)
For time immemorial humanity has relied on domesticated wolves for a variety of roles, slowly but surely breeding favourable traits into the species and unfavourable ones out, a trend that continued during the emergence of transhumanity and its venture into space. Although the first attempts at Uplifting focused on primarily on chimps and cetaceans, as soon as the technology was proven to be functional many research teams turned their attention to man’s' best friend. These uplifted canines tend towards the larger breeds, particularly ones that showed substantial intellect before any modifications occurred such as German Shepherds, Retrievers and Rottweilers.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Smell
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 REF, +5 to one aptitude of the players' choice, +20 to Perception, Bite Attack (1d10 + 5, use Unarmed Skill)
CP Cost: 30
Credit Cost: Expensive
Alpha Variant (BioMorph)
This larger, more advanced variant of the Neo-Canine Uplift is specially modified to better suit the security detail that many of their owners tend towards. Featuring a more complete implant suite, a more durable frame and increased pain tolerance, many security teams find these Uplifts extremely valuable while performing their duties.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Hearing, Enhanced Smell, Enhanced Pheromones, Bioweave Armour (Light), T-Ray Emitter, Medichines
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 INT, +5 REF, +5 to one aptitude of the players' choice, +20 to Perception, Bite Attack (1d10 + 5, use Unarmed Skill), Pain Tolerance (1)
CP Cost: 40
Credit Cost: Expensive (30,000)
Arachnoid [Pod]
Arachnoids are a pod design bioengineered from stocks of the large spider species of Earth. Although the intelligence levels of such creatures where far below the required for full Uplifting some research teams had success in partial uplifting techniques, the results of which tend to inhabit these mass produced pods. They have also developed a small foothold with certain Martian groups, who find their ability to handle rough terrain with ease vital in the mountainous terrain that makes up their range.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, 360 Degree Vision, Built-In Spindle, Carapace Armour, Grip Pads, Implanted Nanotoxins, Puppet Sock
Movement System: Walker (8/40), Hopper (6/30)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 REF, +5 COO, +5 SOM, 8 Limbs (Arms/Legs), Bite Attack (1d10 + 4, use Unarmed Skill), Web Attack (Immobilising, use Exotic Weapon (Web) Skill), +20 Climbing, +30 Exotic Weapon (Web) Skill
CP Cost: 45
Credit Cost: Expensive (40,000)
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Brian Cross
Posthuman Studios
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"Let’s face it: Most of us are just here to shoot stormtroopers." - Gary M. Sarli
"Let’s face it: Most of us are just here to shoot stormtroopers." - Gary M. Sarli
root@Uplifted Morphs
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