Over the years, I've statted up a few different morphs to cover special niches I felt were unfilled in Eclipse Phase. I've decided that, since this is the big hub for all things Eclipse Phase, I should perhaps post them here, and not just on other forums:
[h2]Elephant Sapiens (Uplift Biomorph)[/h2]
The sapient elephant is a morph that is simple in its execution. It takes the already gigantic brain of the elephant and enhances it with the wonders of transhumanity, uplifting it to transhuman cognition. It further augments the Indian Elephant's genetic template by cleaning up the genome much like splicers are to flats, and supplementing it with traits from the African elephants, such as an extra finger on the trunk. However, uplifted pachyderms are very large, requiring both large amounts of real estate and food. This has given elephant sapiens a negative reputation as a morph for callous egoists who take more than their fair share from society.
[b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Hearing
[b]Speed:[/b] (8/30)
[b]Aptitude Maximum:[/b] 30 (SOM 40)
[b]Durability:[/b] 60
[b]Wound Threshold:[/b] 12
[b]Advantages:[/b] +10 SOM, +5 COG, -5 COO, +5 to one other aptitude of the player's choice, armor (3/4), 1 prehensile trunk, 4 legs, Trunk Attack (1d10 DV+SOM/10, has Long Reach, may be used for Knockback, use Unarmed Combat skill) Tusk/Head Attack (1d10+3+SOM/10 DV, used Unarmed Combat skill), Water Attack (possibly distracting, use Exotic Ranged: Ink Attack skill)
[b]Disadvantages:[/b] Elephants counts as a medium-large target (+20 modifier to hit in combat), -20 Freefall skill, Social Stigma (Uplift), for jumping purposes Sapient Elephants have a SOM of 5, no arms
[b]CP Cost:[/b] 60
[b]Credit Cost:[/b] Expensive (100,000+ rare)
[h2]Resurrected Mammoth (Uplift Biomorph)[/h2]
The Resurrected Mammoth is similar to the elephant uplifts, but uses DNA from Siberian mammoths as its base. In addition to its thick wooly coat, it has been augmented for survival in cold environments.
[B]Implants:[/B] Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Hearing, Temperature Tolerance (Improved Cold)
[b]Speed:[/b] (8/30)
[B]Aptitude Maximum:[/B] 30 (SOM 40)
[B]Durability:[/B] 60
[B]Wound Threshold:[/B] 12
[B]Advantages:[/B] +10 SOM, +5 COG, -5 COO, +5 to one other aptitude of the player's choice, armor (3/4) 1 prehensile trunk, 4 legs, Trunk Attack (1d10+SOM/10 DV, has Long Reach, may be used for Knockback, use Unarmed Combat skill) Tusk/Head Attack (1d10+3+SOM/10 DV, has long reach, used Unarmed Combat skill), Water Attack (possibly distracting, use Exotic Ranged: Ink Attack skill)
[B]Disadvantages:[/B] Mammoths counts as a medium-large target (+20 modifier to hit in combat), -20 Freefall skill, Social Stigma (Uplift), for jumping purposes Mammoths have a SOM of 5, no arms
[B]CP Cost:[/B] 65
[B]Credit Cost:[/B] Expensive (100,000+ rare)
[h2]Neotenic Elephant (Uplift Biomorph)[/h2]
Neotenic Elephant Sapiens are the size of an Asian black bear and less resource-intensive than their morphologically adult counterparts, but also less physically capable.
[b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Hearing
[B]Aptitude Maximum:[/B] 25 (SOM 30)
[B]Durability:[/B] 40
[B]Wound Threshold:[/B] 8
[B]Advantages:[/B] +5 SOM, -5 COO, +5 to one other aptitude of the player's choice, armor (2/3) 1 prehensile trunk, 4 legs, Trunk Attack (1d10 DV+SOM/10, use Unarmed Combat skill) Tusk/Head Attack (1d10+3+SOM/10 DV, used Unarmed Combat skill), Water Attack (possibly distracting, use Exotic Ranged: Ink Attack skill)
[B]Disadvantages:[/B] -20 Freefall skill, Social Stigma (Uplift), for jumping purposes Neotenic Elephants have a SOM of 5, no arms
[B]CP Cost:[/B] 25
[B]Credit Cost:[/B] Expensive
[h2]Kangaroo Pod (Pod Biomorph)[/h2]
While kangaroos are not ideal for uplifting, genengineered smart kangaroos have been installed with cyberbrains and adapted to live on the surface of Mars, where they serve as an alternative to vehicles due to their great endurance and high speed movement. Their marsupial pouches have been modified to carry small items, and are expressed in both sexes of kangaroo pod. However, the paws of the kangaroo forelimbs are not suited for fine manipulation or secure grips, a weakness generic engineering has not managed to fix. Kangaroo pods can walk long distances by jumping in a distinctive manner at a speed of 25 km/h, for periods of several hours at speeds of 40 km/h, and even 70 km/h for short distances.
[b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Low Pressure Tolerance, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Respirocytes, Skin Pocket, Temperature Tolerance (Improved Cold)
[b]Speed:[/b] Walking (4/20), Hopping (20/60)
[B]Aptitude Maximum:[/B] 25
[B]Durability:[/B] 30 (35 with Respirocytes)
[B]Wound Threshold:[/B] 6 (7 with Respirocytes)
[B]Advantages:[/B] +5 to two aptitudes of the player’s choice, +10 Freerunning, multiply the total jump distance of running and standing jumps by 5.
[B]Disadvantages:[/B] Social Stigma (Pod), Weak Grip
[B]CP Cost:[/B] 30
[B]Credit Cost:[/B] Expensive
[h2]Parallel Problem-Solving Octopus Body (Pod Biomorph)[/h2]
The Parallel Problem-Solving Octopus Body, also known as the "parallel problem-solving pod" is an octomorph body designed to provide the cognitive abilities of the Menton to octomorphs. Initial designs by a Darwin's Children Incorporated/Cognite joint committee called for an octomorph where the central brain was greatly enhanced. This design was unworkable with current uplift neuroscience technology, and the project was handed over to a DCI skunkworks subsidiary. Rather than trying to apply transhuman brain enhancement to an octopus brain, the final design takes advantage of the octomorph's distributed brain structure. Each of the octomorph's arms has been augmented with a cyberbrain to take advantage of octopuses' limb autonomy to parallel-process problem-solving, creativity and memory. The final design is more technically complicated than a Menton, but has a built-in hardware for autonomous operation of each of the morph's eight limbs. It is gaining traction among octopus scientists as well as marine biologists on Europa. Up to nine people can sleeve into this morph at the same time. Only the Ego sleeve in the central brain gains the bonuses to Aptitudes.
[B]Implants:[/B] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Cyberbrain, Ego Sharing, Eidetic Memory, Hyper Linguist, Math Boost
[B]Aptitude Maximum:[/B] 30
[B]Durability:[/B] 30
[B]Wound Threshold:[/B] 6
[B]Advantages:[/B] 8 Arms, Beak Attack (1d10 DV, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +10 COG, +5 COO, +5 INT
[b]Disadvantages:[/b] If less than 5 of the arm cyberbrains have Egos or forks in them, the morph only provides +5 COG to the central Ego.
[B]CP Cost:[/B] 75
[B]Credit Cost:[/B] Expensive (50,000)
[h2]Deep-sea Penguin (Pod Biomorph)[/h2]
The Deep-sea Penguin is a pod biomorph designed to corner the (admittedly limited) Europan and Atlantican uplifted avian markets. Though the morph is not highly sought after, it bridges the gap between uplifted avians and uplifted whales and octopuses by providing neo-avians with a familiar bodyform that is suited for use underwater. No penguin has a large and complex enough brain for uplifting with current technology, so the Deep-sea Penguin is simply a vat-grown king penguin with a cyberbrain. In addition to the antarctic adaptions of the king penguins, transgenic bioware and cybernetic augmentations has expanded the Deep-sea Penguin's ability to survive underwater and extended its operational range, and it has been given the transgenic, bat-like restructuring of the wings as well as primitive digits found in neo-avians in order to allow the Deep-sea Penguin to use tools.
[B]Implants:[/B] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Echolocation, Gills, Oxygen Reserve, Swim Bladder, Temperature Tolerance (Improved Cold), Ultraviolet Vision
[B]Aptitude Maximum:[/B] 25 (20 SOM)
[B]Durability:[/B] 20
[B]Wound Threshold:[/B] 4
[B]Advantages:[/B] Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), +20 Swimming skill, +5 INT, +5 REF, +5 COO +5 to one Aptitude of the of the player's choice, small target (-10 to hit in combat)
[b]Disadvantages:[/b] Unlike other avian morphs, the Deep-sea Penguin cannot fly, even in low-gravity environments. Its wings are strictly for underwater propulsion and navigation.
[B]CP Cost:[/B] 25
[B]Credit Cost:[/B] Expensive (20,000 Rare)
[h2]Darwin (Uplift Biomorph)[/h2]
The Darwin is a neo-chimpanzee morph augmented for imporoved mental functions. While the neo-homonid brain, at best, can be said to have borrowed heavily from the baseline human brain, the Darwin not as much "borrows" as "rips off wholesale" the neural structures of the Menton. More than one neuropsychologist have commented that they can't tell a Darwin brain from a Menton one, despite one ostensibly being of an entirely different species than the other. While the Darwin retains the distinctive protruding jaws of its simian origins, the skull has been elongated lengthwise and widened to accommodate the larger brain, and the forehead has a distinct [i]homo sapiens neanderthals[/i] look to it.
[b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost, Prehensile Feet
[b]Aptitude Maximum:[/b] 30
[b]Durability:[/b] 35
[b]Wound Threshold:[/b] 7
[b]Advantages:[/b] +10 COG, +5 INT, +5 WIL, +5 SOM, +5 to one other Aptitude of the player's choice, +10 Climbing skill
[b]CP Cost:[/b] 55
[b]Credit Cost:[/b] Expensive (40,000 Rare)
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