recursal/Fanatic-Fandom huggingface dataset:
Chickcharnie 1e

Another creation by the mad geniuses of the exoplanet Fortean, this morph is a modified version of a resurrected species. The extinct *Tyto pollens* was a large pre-Columbian flightless ground owl species in the Caribbean. The chickcharnie was rumored to be a supernatural variant of this bird that haunted the forests bestowing boons or curses upon travelers depending on how they treated it. The Fortean version of the chickcharnie is best described as a humanoid owl. Over one meter in height, it is bipedal but stands shorter than humans. Though winged, it is flightless except in very low grav environments and microgravity. Its wing design, however, incorporates a functional set of clawed hands. The chickcharnie is growing in popularity among neo-avians who don’t mind sacrificing flight for physical resilience, more functional hands, and a stature closely approximating transhuman standards.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Prehensile Feet, Puppet Sock

**Aptitude Maximum:** 25

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), +5 COO, +5 INT, +10 REF

**CP Cost:** 35

**Credit Cost:** Expensive

**Cacophonous:** These are unfortunately hard to ﬁnd.

**Moxie Harper:** That hasn’t gone unnoticed. I know a couple of Extropian bodycraft houses that plan to release their own models next year. One of them has an interesting variant called the “owlbear.” I’m not sure I want to know.

**Just Mortal:** What I don’t get is, why does this appeal to neo-avians? Sure, it’s a bird, but you lose the wings.

**Nevermore:** Ever tried to tie a knot with your tongue? Yeah, sometimes a good pair of hands is worth the trade-off.
Salamander 1e

Salamanders are a type of biomorph popular with Solarians. They share some of the physiological traits of suryas, but are unable to survive unprotected in the corona (requiring a solar survival suit, like other biomorphs), and are instead bio-engineered to survive in the protected vacuum of coronal habitats. Their skin is thick, hairless, vaguely reptilian, and mostly black in color, with gold and orange body patterning. Like suryas, salamanders communicate either via wireless transmissions or by “sunspotting”—using their chromatophores to shift light and dark patterns on their skin to form patterns easily comprehensible to other coronal morphs. Salamanders have a wiry, streamlined, swept-back sort of look, a combination of fey and monkey-like. Their heads are also somewhat reptilian, with reflective eyes, no nose, and no mouth.

Their feet are prehensile, usable just like hands. They lack reproductive organs and capabilities and feature cyberware gas jets on their chest and back for maneuvering in zero g. Many Solarians who normally inhabit suryas will sleeve into salamanders if they need to use humanoid tools or interact with non-Solarians.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin, Enhanced Vision, Gas Jet System, Medichines, Oxygen Reserve, Prehensile Feet, Vacuum Sealing

**Aptitude Maximum:** 30

**Durability:** 60

**Wound Threshold:** 12

**Advantages:** Limber (Level 1) trait, Coronal Adaptation trait (solar metabolism only), +5 COO, +5 INT, +5 to one other aptitude of the player’s choice

**CP Cost:** 40

**Credit Cost:** Expensive

**Moxie Harper:** There’s a new Solarian trend of people sleeving into salamanders and a solar survival suit and, I kid you not, riding on the backs of surya through the corona.
Fa Jing 1e

# Fa Jing

**Major Industries:** Mining, Energy, Biotech, Industrial Manufacturing

**Major Stations:** New Dazhai (Mars)

The industrial giant Fa Jing is a powerhouse in the mining and energy production markets and also boasts a remarkable presence in the fields of biotech and industrial equipment manufacturing. The former megacorp has quickly adapted to the new economic environments and reputation-based systems, thanks partly to its dedication to network building and sharing social responsibility, epitomized in concepts like dàtóng and guanxi. Often considered insular and close-minded, its internal communal and protective mindset is a strong contrast to its manipulating and monopolist business attitude. Fa Jing is engaged in mining operations throughout the asteroid belt and the Trojans and maintains significant corporate assets on Mars.
Exhumans 1e

**Memes:** Adaptability, Hyper-Evolution, Singularity

**Main Stations:** Unknown

More than any other faction, exhumans seek to take the capabilities of self-modi� cation to the absolute limit and become posthuman. Typical exhumans see the Fall as either a missed evolutionary opportunity and/or as an example of transhumanity’s inferiority and unworthiness. Though specific ideologies differ between exhuman packs, as a whole they seek to self-evolve to a more advanced state of being. To some, this means genetically transforming themselves into a top-of-the-food-chain, super-smart, survive-anywhere predator that can out-compete all other life forms for dominance. To others, it means bootstrapping their intelligence to the levels of the TITANs through extensive genetic modifications and pharmaceutical treatments or going infomorph and modifying their programming. A few are singularity seekers, hoping to find some TITAN relic that will allow them to transcend their current transhuman limitations, or even to find the TITANs themselves and be absorbed into their super-consciousness.

Exhumans are universally mistrusted by many, and for good reason. Typical exhumans engage in modifications that are extreme and untested, sometimes fringe science at best, often resulting in horrible failures and disfigurement, but more commonly driving the subject insane—or into a completely alien or feral mindset. Though individual exhumans pursue their own paths, they are known to band together in the Kuiper Belt and other remote areas. Several packs of exhumans have taken their loathing for inferior transhumanity to an extreme, declaring war on their former species and launching brutal raids and pirate attacks on isolated outposts.
Hibernoid 1e

Hibernoids are transgenic-modified humans with heavily-altered sleep patterns and metabolic processes. Hibernoids have a decreased need for sleep, requiring only 1-2 hours a day on average. They also have the ability to trigger a form of voluntary hibernation, effectively stopping their metabolism and need for oxygen. Hibernoids make excellent long-duration space travelers and habtechs, but these morphs are also favored by personal aides and hypercapitalists with non-stop lifestyles.
**Implants:** Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation
**Aptitude Maximum:** 25
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** +5 INT, +5 to one aptitude of the player’s choice
**CP Cost:** 25
**Credit Cost:** Expensive

**Delta-V:** True fact, my original body was hibernoid. My parents were both ﬂight crew in the early space days, and some of the ﬁrst to be given hibernoids for their jobs. They liked their morphs so much they purchased breeding rights from their corp. I don’t think they really considered the ramiﬁcations of a kid that would sleep only a few hours at a time for weeks, then crash for a week straight.
**Callosum:** I imagine that impacted your sleeping rhythms later in life?
**Delta-V:** The ﬁrst time I sleeved a morph without the circadian hacks, I thought it was defective. I still can’t believe it was normal for people to sleep that much on a daily basis.

#### **Zen Pilot Variant**

Zen pilots are a variant of the hibernoid biomorph. They are designed to withstand high emotional distress from long periods of isolation in deep space. With the endocrine control and drug gland implants, zen pilots can survive being completely alone for years at a time.
**Implants:** Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation, Endocrine Control, Drug Glands (Comfurt and Juice)
**Aptitude Maximum:** 25
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** +10 WIL
**CP Cost:** 30
**Credit Cost:** Expensive (minimum 30,000)
Ghost 1e

Ghosts are partially designed for combat applications, but their primary focus is stealth and infiltration. Their genetic profile encourages speed, agility, and reflexes, and their minds are modified for patience and problem-solving.
**Implants:** Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Adrenal Boost, Enhanced Vision, Grip Pads
**Aptitude Maximum:** 30
**Durability:** 45
**Wound Threshold:** 9
**Advantages:** +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to one aptitude of the player’s choice
**CP Cost:** 70
**Credit Cost:** Expensive (minimum 40,000)

**Violet Perdido:** There’s a trick with chameleon skin where you can shift to translucent. It’s great for grossing people out.
**Ruqinzhe:** Last time I tried to get a ghost, I got a lesson in how less reputable skin joints try to screw you. I reserved in advance, paid up front, and went with a shady body bank to keep my proﬁle low. After sleeving what I thought was a ghost, I had a nasty shock when I was jumped by some punks and the morph didn’t perform as expected. I had a genesplicer I know run some scans, turns out I had been given a splicer with some aftermarket mods. I took it back to the clinic, where the customer service AI politely told me to fuck off. Turns out that my muse had dropped the ball and contractually I’d agreed to a morph with certain parameters; the one they’d given me met those parameters (barely), and they called this special package a “ghost.” It apologized for any confusion but would not offer a refund. Fucking Extropian contracts.
Scurrier 1e

Scurriers are pods developed from the non-sapient extraterrestrials known as sciurids. In appearance, scurrier pods are similar to raccoon-sized flying squirrels with a lash-like manipulator rather than a fluffy tail, though still regarded as highly cute. They make excellent climbers and are capable of gliding due to the membrane between their limbs. Scurriers are gaining popularity for their usefulness in exploring tunnels and small areas as well as high areas reached by climbing. They have also been used for maintenance and tech works tasks due to their nimbleness and manual dexterity.

**Implants:** Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Gliding Membrane, Mnemonic Augmentation, Prehensile Tail, Puppet Sock

**Aptitude Maximum:** 25

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** +5 SAV, +10 COO, 6 Limbs, Limber (Level 1) Trait, +10 Climbing skill, +10 Freerunning skill, counts as a small target in combat (–10 to hit)

**Disadvantages:** Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)

**CP Cost:** 40

**Credit Cost:** Expensive

**Plasmid:** There are two models of these ﬂoating around: quadrupred and hexaped. The former is for people that don’t adjust to the extra limbs as well.

**Nezumi:** Can any of you smart gals, guys, or others that actually do morph design tell me exactly why this thing needed vocal cords that make it sound like a four -year-old child on helium? Was it really necessary?

**Delta-V:** I was wondering that myself. These things are useful on smaller habs and long-haul craft for getting into hard to reach places, but I just can’t take anyone seriously when they sound like a cartoon.

**Plasmid:** Don’t blame the scientists, the scuttlebutt I heard was that the voice tested well in focus groups, so put that one on the marketing folks.

**Skinwalker:** The vocals were the very ﬁrst thing I modded when I tried this morph out.
Griefer 1e

Based on the case synthmorph design, griefers are used by vandals, terrorists, and dedicated trolls to harass enemies and antagonize the masses. Griefers have embedded sound and holographic display systems so they can easily harass an individual or an entire crowd. They are also typically equipped with numerous hacking tools and software aids, though they do not come with these by default. Most importantly, they are built without cortical stacks, so if they are destroyed, the ego cannot be interrogated through psychosurgery. Griefers are illegal in many habitats, especially in the Planetary Consortium, but DRM-free blueprints are easy to ﬁnd in many darknets, thus making them a persistent annoyance in some systems. A few habitats have passed laws mandating that killing a griefer is not considered murder, assault, or even destruction of property.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cyberbrain, Holographic Projector, Loudspeakers, Mnemonic Augmentation, Puppet Sock

**Mobility System:** Walker 4/16

**Aptitude Maximum:** 20

**Durability:** 20

**Wound Threshold:** 4

**Advantages:** Armor (4/4)

**Disadvantages:** –5 to two aptitudes of the player’s choice, Lemon trait, No Cortical Stack trait, Social Stigma (Griefer) trait

**CP Cost:** 5

**Credit Cost:** Moderate

**Das Frettchen:** I am consistently amazed at the degree to which trolls will go. There’s an oligarch on Luna who pissed someone off either before or during the Fall. He has literally been stalked by griefers every day for the past decade. He’s given up trying to track the source, and his staff just destroy them on sight.

**Callosum:** Aphrodite Prime on Venus has had some issues lately with griefer ﬂash mobs. Expect Morningstar to ban these soon.

**Nezumi:** I know a scum swarm that runs a griefer obstacle course on a different asteroid every year. Very few survive the traps, snipers, and general mayhem.
Nine Lives 1e

**Major Station:** Legba (Main Belt)

This widespread network of soul-traders specializes in the acquiring, trading, and overall trafficking of transhumans. Their primary market lies in ego-trading: stealing backups, fork-napping, kidnapping and forced uploading, and so on. Nine Lives are known to run illegal infomorph-slave colonies as well as organize pit fights using all manner of physical bodies (biomorphs, synthmorphs, animals) loaded with all manner of consciousnesses (transhuman, AI, animal, etc). Only the truly desperate look towards the syndicate to be smuggled out of a habitat or hypercorporate indenture. Their ruthlessness in acquiring egos has earned them a fearful reputation among the transhuman population as well as in infomorph societies.
Zbrny Group 1e

### Solarchive Search: Zbrny Group + Conspiracy

The secretive Zbrny Group is the center of many recurring conspiracy theories and horror tales. Though varying in detail and plausibility, most rumors claim that an outside attack on the former Eastern European hypercorp's asteroid mining and processing stations caused a major blackout and complete shut-down of life support systems over an extended period of time. Depending on the source, the attack itself is claimed to have been caused by the TITANs or a powerful underworld syndicate CEO Krystof Zbrny was indebted to. Barely acknowledging the system failures, Zbrny headquarters ordered all non-affected stations to be abandoned, the personnel either laid off or transferred to the affected stations. Since then, no one has seen or communicated with any employees of the mysterious hypercorp—negotiations with outsiders are conducted exclusively via a spokesperson AGI. To this day, Zbrny drones continue to mine asteroids for minerals and ores, supplying the company’s processing stations. According to rumors, an attempt by brinker pirates to board a Zrbny outpost resulted in the station’s self-destruction. The company’s AI-piloted massive bulk freighters are notoriously non-responsive, earning them the nickname “zombie ships.”
Characters 1e

This page is intended to be a place where groups can post their characters for ease of access, or to show off to the internet. Please put each individual group's characters under their own heading.

## A Still More Glorious Dawn... - Chuck's Roll20 Game

### PCs

* Lola, Criminal Tough / Smuggler
* Mohan Fareedi Criminal Face
* Ekaterina Milyena Trotskiy Titanian Medic / Bot Jammer
* Tunguska Iteratsiya 9 Mercurial Weapons Specialist / Techie
* Felix Legato, Maker Nomad Terraformer / Infiltration Specialist

### NPCs

* Professor Magnus Ming
* Morteza Bey
* Mason Wang
* Dexter Vo
* Ana Durutti
* Hen7rik
* Sylvia PTH
* Teal Indigent
* dB Cooper

Character Sheet Template

## Sample Characters

* Anarchist Militia Volunteer
* Anarchist Techie
* Argonaut Psychosurgeon
* Argonaut Reverse Engineer
* Argonaut Xenoarcheologist
* Argonaut Xenolinguist
* Barsoomian Freelance Journalist
* Brinker Genehacker
* Carbon Reaver Pirate
* Criminal Hacker
* Dig Ops Specialist
* Direct Action Mercenary
* Earth Survivor
* Enceladan Body Stylist
* Exotech Risk Specialist
* Extropian Freelance Judge
* Extropian Smuggler
* Firewall Crow
* Firewall Eraser
* Firewall Filter
* Firewall Register
* Firewall Router
* Firewall Scanner
* Firewall Vector
* Firewall Veteran Sentinel
* Flexbot Traceur
* Hidden Concern Assassin
* Human Impersonator
* Hypercorp Black Marketeer
* Hypercorp First-Contact Specialist
* Insurgent Reclaimer
* Jovian CBeat Specialist
* Jovian Envoy
* Jovian Spy
* Lunar Ego Hunter
* Machine Hunter
* Maker Nomad Bot Jammer
* Martian Ranger
* Mercurial Investigator
* Mercurial Scavenger
* Mobile Scientist
* Oligarch
* Oversight Auditor
* Scavenger
* Scum Barge Chemist
* Scum Enforcer
* Siftrunner Techie
* Socialite Escort
* Solarian Researcher
* Synthmorph Activist
* Titanian Explorer
* Titanian Programmer-Archeologist
* Titanian Science Police Inspector
* Triad Soldier
* Ultimate Merc
* Ultimate Purifier
* Ultimate Gatecrasher
* Venusian Gargoyle
* Venusian Negotiator
* Zone Stalker
Q-Morph 1e

Quartz morphs, commonly called Q-morphs, are the primary shell design used for Venusian surface mining. Constructed from quartz and extremely durable alloys, Q-morphs look like four-legged crabs with two pairs of arms. The lower pair of arms is designed for strength, the upper pair for precision and dexterity. This morph is squat, exceptionally tough, and completely unable to function in temperatures below 250 C.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Vision, Extreme Heat Shielding, Extreme Pressure Adaptation, Mnemonic Augmentation, Radar, T-Ray Emitter, Wrist-Mounted Tools

**Mobility System:** Walker (2/4)

**Aptitude Maximum:** 30

**Durability:** 120

**Wound Threshold:** 24

**Advantages:** 8 limbs, Claw Attack (DV 2d10), –5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, Armor 18/18, High Temperature Operation trait.

**Disadvantages:** Only works on the Venusian surface or in similar hot and high pressure environments

**CP Cost:** 100

**Credit Cost:** Expensive (minimum 60,000+)

**Nova Vida:** If you want to see Venus’s surface ﬁrst-hand, this is the only way to go.
Ecologene 1e

# Ecologene

**Major Industries:** Environmental Systems, Genetics

**Major Stations:** McClintock (Mars orbit)

Ecologene specializes in living systems, environmental genetics (with a specialty in insects), smart animals, bio-architecture, and environmental nanotech. They design and maintain the ecosystems inside numerous habitats and tunnel colonies. One of Ecologene’s notable projects is building and maintaining a massive genetics archive of all life forms, though this endeavor was nearly crippled by the Fall. For unknown reasons, Ecologene seems to be favored by the Factors. Some speculate that Ecologene has some sort of blackmail material in hand, while others believe Ecologene is trading away transhumanity’s genetic secrets in exchange for a few xeno-tech gifts.
Prosperity Group 1e

# Prosperity Group

**Major Industries:** Agriculture, Aquaculture, Pharmaceuticals

**Major Stations:** Ceres, Lu Xing (Mars)

The Prosperity Group ascended into the hypercorp ranks before the Fall, meeting the high demand many new stations had for microgravity agritech, aquaculture, hydroponics, and other sources of food. Expanding into pharmaceuticals as well, Prosperity is considered the lead supplier for the poor man’s food and drugs. Their cultured faux-meats and protein-enriched nutrition additives are in high demand. This corp earned some sympathy when it lost an entire habitat to some sort of resurgent TITAN outbreak a few years after the Fall, though some have suggested this was just a cover story to hide an unfortunate accident resulting from experimental drug testing on an unwitting populace.
Cetus 1e

The cetus, named after a mythological sea monster, was designed for deep sea activity and is capable of operating under extreme pressure and cold. It is a favored morph for use in the undersea domains of Ceres and Europa. Capable of moving quickly underwater, the morph can also operate outside of water in the atmospheric portion of habitats. Cetus morphs are slightly smaller than arachnoids.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Vision, Extra Limbs (8), Headlights, Hydrostatic Pressure Adaptation

**Mobility System:** Submarine (4/36), Walker (4/20)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** 8 Limbs, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8

**CP Cost:** 45

**Credit Cost:** Expensive (minimum 40,000+)

**Nova Vida:** Careful what brand you choose. Europan Dynamics did a recall of their cetus models last month after a few too many succumbed to high pressures.

**Ruqinzhe:** Pretty sure that was a sabotage campaign by Belt Bot Industries. Guess who they’re backed by?

**Pivo:** Let me guess. The Hidden Concern?

**Ruqinzhe:** Spot on.
Neanderthal 1e

This morph is based on fossilized Neanderthal DNA, uplifted and enhanced to transhuman equivalence. Neanderthal morphs look like muscular humans with a heavy bone structure, distinctively long skulls, heavy brow ridges, and weak chins. Pale complexions and red hair are common features.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack
**Aptitude Maximum:** 30
**Durability:** 40
**Wound Threshold:** 8
**Advantages:** +5 COG, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
**CP Cost:** 40
**Credit Cost:** Expensive

**Cacophonous:** First person to make a low-brow joke gets cut.
**Shark-Souled:** There’s a small but efficient neo-neanderthal terrorist outﬁt that has bombed several body banks that offered neanderthal morphs to non-neanderthals. They argue that as a species, they should be in control of their own genetics. They’ve even gone so far as “repossessing” morphs that were in use.
Technoprogressivism 1e

**Technoprogressivism** is the political philosophy that supports pursuing research and technological advancement with the goal of democratically improving the transhuman condition. It is most strongly associated with the Argonauts, but the Titanian Commonwealth, anarchists generally, and to a lesser extent the Morningstar Constellation also have many proponents of the philosophy.
Toruses 1e

Torus habitats can best be described as resembling wheels spinning out in space. They are intended to provide artiﬁcial gravity for the entire population through centripetal force without requiring as many resources as an O’Neill cylinder or similar megaproject. A free-spinning torus will often have a circular crosssection to maximize radiation deflection and best carry the pressure loads from the internal atmosphere. Hybrid habitats where the torus is part of a larger overall structure tend to have a rectangular crosssection for ease of manufacturing and increased overall volumetric efficiency. Even then, the edges where the faces of the torus meet tend to be rounded to prevent stress fractures from the internal pressure.

Docking with the rotating ring of a torus presents a difficult orbital mechanics problem, to put it lightly, so most torus habs locate their docking modules or spaceports at the center of rotation. Spoke arms connect this core or hub out to the ring. If the core is not de-spun from the ring, any visiting vehicle must match the station’s rate of rotation about the approach axis to dock. This is not as much of an issue for large torus habitats with a slow rate of rotation.

The radius of any spin habitat is proportionally related to the decimal fraction of Earth-normal gravity desired and the inverse-square of the radial velocity. This means that the most significant limitation is the rate of rotation the inhabitants can withstand without Coriolis effects on the neurovestibular system causing discomfort and nausea. In baseline humans, the maximum safe speed is about two revolutions per minute. Beyond that, an increasing proportion of the population experiences nausea, some of whom never recover.

The smallest 1 g torus habitats are, thus, nearly 500 meters in diameter across the axis of rotation, while a 0.1 g torus can be as small as 50 meters. Many torus habs associated with the Planetary Consortium approximate the Martian standard of 0.38 g to reduce the minimum size of the station while still providing an environment amenable to many, if not most, biomorphs.

“Double-decker” torus habitats actually consist of two counter-rotating torus sections around a de-spun core section. This allows the two sections to cancel out each other’s momentum on the core without the complicated machinery required of single section habs. However, moving between each section does require temporary exposure to microgravity during the portion of the trip moving through the core.

The majority of torus habs have a common environment through the entire structure. Industrial and commercial outposts tend towards a more functional layout that takes up the entire interior like decks on a ship, while colonies have an open air volume and exterior windows along the core-facing side and an artiﬁcial biosphere resembling a valley that wraps back around on itself. In the classic Stanford torus layout, a system of reconﬁgurable mirrors provides a day-night cycle through the windows. However, some stations accommodate multiple environments by partitioning the ring or adopting the double- (or even quadruple-) decker conﬁguration.
Chuck's Eclipse Phase Wiki

Your mind is software. *Program it.*

Your body is a shell. *Change it.*

Death is a disease. *Cure it.*

Extinction is approaching. *Fight it.*

Eclipse Phase. Post-apocalyptic Transhuman Conspiracy Horror.

**Second Edition:** Coming Soon!

*Eclipse Phase is a product of Posthuman Studios, and is licensed under a Creative Commons Attribution-Noncommercial-Share Alike license, as are the text contents of this website. I will try to attribute artwork to the artist, but I cannot promise perfection. If you see your art here without attribution, let me know, and I will correct that.*

This wiki is in the process of being transferred from eclipse-phase.wikispaces.com
Ripwing 1e

Developed by the genehackers of Fortean, ripwings are neogenetic avians, incorporating genetics from a range of flying creatures, some of them prehistoric pterosaur genes acquired from Sky Ark researchers, along with some original genetic traits. These transgenic amalgamations are larger and sturdier than standard neo-avian morphs. They are popular among both neo-avian mercurials who want a more robust form and gatecrashers looking for a quick and stealthy flyer for recon missions. The ripwing morph makes more extensive use of the chiroptera genestocks used to give the first avian uplifts functional hands. Instead of feathers, ripwings feature tough leathery skin or even scales. The morphs are usually a uniform matte black in color, though they are able to change color at will due to their chameleon skin enhancements.

**Implants:** Access Jacks,

Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation, Prehensile Feet, Puppet Sock, Wings

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 COO, +5 INT, +5 REF

**Disadvantages:** Social Stigma (Neogenetic), Social Stigma (Pod)

**CP Cost:** 40

**Credit Cost:** Expensive (minimum 30,000)

**Nevermore:** I’ve been seeing more and more young neo-avian uplifts sleeving into ripwings. While the old biomorphs certainly feel better, the ripwing has a certain durability to it that lets you get away with more mistakes and a rougher approach to life. If I were maybe four or ﬁve years younger, I’d probably get one myself.

**Cymascopist:** Aren’t you only sixteen?

**Nevermore:** I’m an old sixteen.

**Nova Vida:** A lot of crashers like these too, they blend better than the synthetic kites and are smaller and more maneuverable than most of the bigger ﬂying morphs. Native fauna don’t tend to react as violently to ripwings.
Grey 1e

Originally created as part of a fad based on 20th-century images of aliens, the grey morph soon became popular with eccentric scientists and engineers. This morph’s slender and weak-looking body stands only 1.5 meters tall, short compared to modern transhumans. Its distinctive large head and eyes strike many transhumans as disturbing.
**Implants:** Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Emotional Dampers, Enhanced Vision, Math Boost
**Aptitude Maximum:** 30 (20 SOM)
**Durability:** 30
**Wound Threshold:** 6
**Advantages:** +5 COG, +5 WIL, +5 to one other aptitude of the player’s choice
**Disadvantages:** Uncanny Valley trait
**CP Cost:** 25
**Credit Cost:** Expensive (minimum 30,000+)

**Sequencer:** A lot of people seem to think these are chimeric pods. Nope, they’re modiﬁed human stock.
**Tio Silencio:** That’s what they want you to think. In truth, they’re crafted from alien genetics rescued from Area 51 during the Fall! Or so the conspiracy forums tell me.
**Plasmid:** Keeping true to the homage, some of the skincrafters making these things have shifted organs around, changed the blood color, and even included some frivolous parts just so that these don’t look so human when they get cut open.
**Nezumi:** There’s a community of people sleeved in greys in the Martian outback that try to live the “true Martian” lifestyle. Weird lot, for sure, but creative—they’ve produced some interesting eerie architecture.
Beehives 1e

The most common habitat in the Belt or among other small planetesimals is the beehive. Tunnels burrowed into rock or ice, often in the wake of mining or exploratory operations, are converted into living spaces by either fusing the existing material or coating the walls with a sealant. Chambers are dug out of the host object and internally sealed in the same manner if additional internal volume is required. Access points on the surface are capped with airlocks, docking modules, or hard seals to prevent depressurization. Beehives are interesting because they are built much like underground bunkers and warrens on the planets, but share the microgravity environment of tin cans and cluster habitats. For people without the training or mods to think three-dimensionally, this can make beehives a veritable labyrinth. Purpose-built beehive habitats use color coding and grid assignments to make navigation easier. Those adapted from mining tunnels or designed for internal security may not have such luxuries.

An asteroid, comet, or Kuiper Belt object has to be large or dense enough to hold itself together to be suitable for a beehive. Rock and dust piles or actively venting comets are just too unstable and usually aren’t worth the energy expenditure to melt into a usable state. As a result, beehives are limited at the lower end to metallic asteroids approximately a quarter of a kilometer on the long axis. Population sizes vary from one or two dozen inhabitants and small communities of a few hundred to the ten million residents of Extropia.

Solar power is an option for beehive stations in the inner system, despite the fact that so many are built into irregularly shaped objects. If there is not enough surface area on the sunward-facing side(s), a power sat with constant collection and transmission capability can beam the energy via laser to receivers on the surface. In the Belt, smaller habitats often rely on Sterling radioisotope thermal generators continuously feeding a capacitor system that balances out peak and off-peak loads. Fusion generators are common in the outer system because of the abundance of hydrogen fuel.

Nuclear reactors (whether ﬁssion or fusion) are the generator of choice for stations with high power requirements, especially in the outer system where solar panels are dramatically less effective, but these habitats must carefully balance safety and security. If the host object is large enough, the generator can be installed behind enough rock or ice to effectively protect residents from radiation hazards and the reactor itself from outside attack. Beehives with an extended long axis will often concentrate the habitable volume on one end and the power systems on the opposite. The smallest beehive communities have even been known to use structural booms to take advantage of the inverse-square law and put the reactor out on the other side of a directional radiation shield, much like spacecraft.
Socialites 1e

**Memes:** Art, Culture, Hedonism, Immortality

**Main Stations:** Valles-New Shanghai (Mars), Elysium (Mars), Noctis-Qianjiao (Mars)

Uploading and resleeving effectively grant immortality to those who can afford it. This has created a shift among the exclusive rich and economic elites of the inner system, whether they be the heads of hypercorps, old Earth dynasties, or other displanted oligarchs. The top ranks of the wealthy and influential need never fear death, allowing them to plan for the long-term. Some of these were among the first to acquire longevity treatments when they became available on Earth and are now approaching two centuries in age.

Where once these power brokers would have passed their riches on to their family and descendants, however, their heirs now face a situation where they have more-than-comfortable lives and access to massive fortunes, but no chance that they will ever control those fortunes or rise to the levels of their elders. Even the nouveau rich who become wealthy on their own often find themselves excluded from this influential club—at least until they put in a good fifty years.

Rich and bored, with no responsibilities but the solar system at their reach, a new culture of elite socialites has risen. These glitterati indulge in eccentric lifestyles and excessive parties, covered by the media in all its superficial and polished glory. Private habitats and ships, lavish soirees, armies of servants, and the ability to buy almost anything or anyone leads to all sorts of interesting adventures. Naturally, these socialites form into constantly-shifting cliques and webs of allegiances, complete with affairs, scandals, intrigue, and backbiting.
Neo-Dolphin 1e

The uplifted versions of various dolphin species are very similar to baseline dolphins physiologically. Thanks to the oxygen reserve implant, neo-dolphins can stay underwater for longer (Cerean dolphins have gills installed, as the subcrustal sea has no breathable atmosphere above it). Common neo-dolphin germlines lack hands or other limbs, though cybernetic arms or even bioware enhancements are not uncommon.

Neo-dolphin morphs are very rare, since there are few habitats that can support them, and they are almost never found apart from aquatic environments.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve

**Movement Rate:** Swim (16/48)

**Aptitude Maximum:** 25

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV, use Unarmed Combat skill)

**Disadvantages:** Neo-dolphins lack a sense of smell.

**CP Cost:** 40

**Credit Cost:** Expensive (minimum 35,000)

**Plasmid:** Some dolphin strains incorporate a vertebrate hack taken from belugas, which allows them to turn their heads laterally, so they can see what’s sneaking up on them without needing to turn their body.

**Cymascopist:** A popular modiﬁcation among the uplifted dolphins has been to get further reinforcement on the entire head and neck area to allow for better ramming.

**Pivo:** Ah that explains it, I thought my group had been hit by some sort of experimental pod or synth cetacean on an op recently. We thought there was no way a biomorph could hit that hard. These guys were moving way fast, too.
Martian Apliner 1e

Alpiners were a relatively common biomorph design on early frontier Mars, when temperatures and atmospheric pressure had not yet risen to present levels. Now they are found predominantly in the city of Olympus, where environmental conditions will always be incredibly harsh. Avid rock climbers and outdoor types also favor this morph, and in recent years it has enjoyed an unusual vogue among chic urbanites going for a rough-and-ready look without sleeving in the more de classe ruster morph.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Grip Pads, Low Pressure Tolerance, Oxygen Reserve, Respirocytes, Temperature Tolerance (Improved Cold)
**Aptitude Maximum:** 25
**Durability:** 40
**Wound Threshold:** 8
**Advantages:** +5 SOM, +10 Climbing skill
**Disadvantages:** Fast Metabolism trait, Planned Obsolescence trait
**CP Cost:** 30
**Credit Cost:** Expensive

**Violet Perdido:** Worth it over a ruster, if you have the choice.
**Voight-Kampff:** There’s a statistical anomaly worth noting: among people reported missing in the Martian outback, an unusually high percentage were sleeved in alpiner morphs.
**Jake Carter:** Arguably, alpiner-clad types are more likely to engage in behavior that carries some risk (mountaineering, rock climbing, hiking), but that is an interesting thing to note.
Skinthetic 1e

# Skinthetic

**Major Industries:** Genetics, Cloning, Biotech

**Major Stations:** Extropia

Skinthetic is also a lead designer of morphs, but with a much sleazier reputation and not just because of their anarcho-capitalist roots. Specializing in extensive and often radical bio-modifications, the hypercorp pushes the envelope in exotic pod and biomorph designs under the mantle of morphological freedom. Bioconservatives have condemned the corporation’s business practices and ethics and have even leveled accusations that Skinthetic is experimenting with xenogenetic materials acquired from the Factors. Skinthetic's cavalier attitude actually makes them popular in many parts of the outer system, and they are know as the biotech corp to go to if you want something *weird*.

Skinthetic is known for their cutting-edge and unusual morph designs, particularly those that push the boundaries of taste and utility. Lesser known is the fact that Skinthetic employment contracts are harsh even by Extropian standards—their genehackers are typically bound to lengthy employment periods, virtually isolated working conditions, and strict non-disclosure and no compete clauses. On the other hand, Skinthetic design labs are considered one of the most creative and intense places a biogenetecist can work, and the genetic archives at their disposal are massive, so the trade-off is often considered worth it.
Exotech 1e

# Exotech

**Major Industries:** Uploading, AIs, Electronics, Software

**Major Stations:** Starwell (Main Belt)

Often regarded as the personal technocratic pulpit of the infamous media mogul Morgan Sterling, Exotech emerged from the Fall almost unscathed, any significant losses absorbed by corporate assets in peripheral market segments, while ruthlessly buying out troubled competitors or think tanks unable to adapt to the transitioning economy. Nowadays, Exotech remains a predominant designer of high-end electronics, AIs, and mesh presence software systems. Exotech also continues to pursue an uncompromising progressive agenda with its research in mind emulation, uploading, and resleeving, as well as infomorph ego simulation.
Courier 1e

This synthmorph was specifically designed to ﬂy between the many moons and habitats in the Saturnian system. It is used by both couriers and smugglers throughout the outer system. This morph appears to be a roughly humanoid head and torso set on a conical base, with a total height of 1.5 meters, that makes it look rather like a four-armed chess piece. This base contains both the morph’s ionic propulsion system, which doubles as a plasma sail in space, and an internal rocket. This miniature metallic hydrogen rocket is specifically designed for low thrust. It provides an acceleration of up to 0.25 g, allowing the morph to take off and land on all moons and other small bodies in the solar system.

This engine can operate for a total of one and a half hours before it requires refueling. The morph’s four slender arms fold ﬂat against its torso when it is in ﬂight. Its extensive sensor suit is useful for both navigation and various covert purposes.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cryonic Protection, Cyberbrain, Direction Sense, Enhanced Vision, Extra Limbs (4), Grip Pads, Headlights, Hidden Compartment, Internal Rocket, Lidar, Magnetic System, Mnemonic Augmentation, Plasma Sail Implant, Radar, Retracting/Telescoping Limbs, T-ray Emitter.

**Mobility System:** Ionic (12/40), Thrust Vector (8/40)

**Aptitude Maximum:** 30

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** 4 Limbs, +5 COO, +5 INT, +5 REF, +5 to one other aptitude of the player’s choice, Armor 6/6

**CP Cost:** 70

**Credit Cost:** Expensive (minimum 40,000+)

**Nezumi:** Ring ﬂyer courier culture is pretty interesting. Despite spending so much time isolated and alone, they really watch out for each other. It’s a very tight-knit group, hard to penetrate.

**Delta-V:** I know someone who rode one of these from the Belt to Mars. Pointed himself in the right direction, burned half his fuel, and rode out the rest. For months. Good thing he got his nav calculations right.

**Ruqinzhe:** Sounds like a useful way to do a long-range stealth approach.
Pathfinder 1e

# Pathfinder

**Major Industries:** Exoplanet Colonization, Mining, Research

**Major Stations:** Ma’adim Vallis (Mars)

Pathfinder is one of the first hypercorps to dive into galactic expansion, claiming new territories beyond the Pandora gates and establishing numerous colonies. Taking advantage of desperate infugees and gatecrashers, Pathfinder offers transportation to an exoplanet and a new morph in exchange for indentured labor. The corp has established several off-world mining and resource exploitation projects, much to the chagrin of preservationists. Though Pathfinder has but a small presence in the solar system, it is a frequent target of eco-terrorist attacks.
Opteryx 1e

This recon morph is designed to be a fast, lightweight runner, climber, and ﬂyer. The opteryx looks like a one-meter-tall winged, synthetic dinosaur and adopts an almost horizontal body posture when running, its tail held out for balance. Its wings are fully functional arms equipped with claws. This morph is a favorite for gatecrashers and neo-avians in the dinosaur identity subculture. It comes equipped with cartography package software.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Claws, Cortical Stack, Cyberbrain, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Pneumatic Limbs (Legs), Prehensile Tail

**Mobility System:** Walker (8/40), Winged (8/40)

**Aptitude Maximum:** 30 (25 SOM)

**Durability:** 25

**Wound Threshold:** 5

**Advantages:** Flight, +5 COO, +5 INT, +5 REF, +10 Climbing skill, +10 Flight skill, Armor 2/2

**Notes:** Small Size trait

**CP Cost:** 40

**Credit Cost:** Expensive (Minimum 40,000+)

**Nova Vida:** Our team’s scout swears by these things, says nothing beats them for feeling like you’re just eating up ground on a scouting op. Having seen her in action, I can’t help but agree. The opteryx just ﬂows between running, ﬂying, gliding, and jumping without effort.

**Eludere:** A crew I know that makes quick runs into the TQZ for small packages uses these too. They like the size and ability to avoid detection by staying under radar range and dipping into crevices and caves to avoid satellite coverage.
Flat 1e

Flats are baseline unmodified humans, born with all of the natural defects, hereditary diseases, and other genetic mutations that evolution so lovingly applies. Flats are increasingly rare—most died off with the rest of humanity during the Fall. Most new children are splicers—screened and genefixed at the least—except in habitats where flats are treated as second-class citizens and indentured labor.
**Implants:** None
**Aptitude Maximum:** 20
**Durability:** 30
**Wound Threshold:** 6
**Disadvantages:** None (Genetic Defects trait common)
**CP Cost:** 0
**Credit Cost:** High

**Plasmid:** Otherwise known as: a body like that in which you were born, to which you hoped never to return.
**Moxie Harper:** Actually, there’s a decent demand from people that want to sleeve something “old-fashioned’ and “original.” I’m pretty sure it started as a Venusian socialite fad.
**Nezumi:** \*facepalm\* The only sensible part of that is that ﬂats are actually pretty rare outside of Earth orbit, Luna, and the Jovian Republic.
**Das Frettchen:** It gets weirder. I know oligarchs that collect ﬂats. Yes, that’s right, original born-on-Earth skins are quickly becoming collector items. Especially if they are in mint condition. Interestingly, non-rejuvenated bodies that have aged well are picking up a considerable price tag.
**Nova Vida:** I’ve always wondered what happened to older ﬂats. I assumed they were rejuvenated rather than retired, but even then I didn’t expect them to be top hits at the body bank.
**Plasmid:** The body banks I know keep a few on hand as out-of-stock last-resort options; there’s always someone who’d rather take a ﬂat than a quality synth. The ﬂats with recurring health problems typically go at cheap rates to desperate infugees.
Skinaesthesia 1e

# Skinaesthesia

**Major Industries:** Genetics, Cloning, Biotech

**Major Stations:** Ptah (Mars)

As the leading designer of biomorphs, Skinaesthesia enjoys system wide popularity and respect for its sophisticated products, especially high-end customized models. Best known for its breakthroughs in genetic engineering and enhancements, the hypercorp’s interest in sophisticated combat morphs or stylized pleasure pods are lesser known facts and often sold through a network of seemingly unaffiliated shell corporations or local distributors. Skinaesthesia focuses on emphasizing environmental adaptations and useful cybernetic enhancements, increasing transhumanity’s chances for survival and further prosperity. Experimental morphs are sometimes offered to desperate infugees for field testing.