recursal/Fanatic-Fandom huggingface dataset:
Arachnoid 1e

Arachnoid robotic shells are 1-meter in length, segmented into two parts, with a smaller head, like a spider or termite. They feature four pairs of 1.5-meter-long retractable arms/legs, capable of rotating around the axis of the body, with built-in pneumatic systems for propelling the bot with small leaps. The manipulator claws on each arm/leg can be switched out with extendable mini-wheels for high-speed skating movement. A smaller pair of manipulator arms near the head allows for closer handling and tool use. In zero-G environments, arachnoids can retract their arms/legs and maneuver with vectored air thrusters.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar

**Mobility System:** Walker (4/24), Thrust Vector (8/40), Wheeled (8/40)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 COO, +10 SOM, Armor 8/8

**CP Cost:** 45

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

#### Arachnikoma Variant

Arachnikomas are larger-sized arachnoids. Their body serves as a capsule/cockpit for one human-sized passenger/pilot (or cargo), with a hinged top. Otherwise they are similar to arachnoids in form and function.

**Durability:** 60

**Wound Threshold:** 12

**Advantages:** Armor 12/12

**Notes:** Large Size trait

**CP Cost:** 55

**Credit Cost:** Expensive (minimum 55,000+)

**Moxie Harper:** These things ﬂy like a rock in zero g. Don’t expect to get down a hallway without a few dents.

**Delta-V:** Or, you could learn to handle free fall, ﬂatlander.

**Rivet:** Forget the thrusters. These morphs climb and jump surprisingly well. The wheels are omnidirectional and can even angle to handle slopes or serious curves.

**Stitch:** There are a lot of arachnoid models out there, most imitating different insectoid forms: spiders, termites, ants, beetles. You name it, someone’s done a chassis mod of it.

**Eludere:** I’ve seen more than a few of these modified with hidden compartments to carry contraband, swarmanoids, or even neotenics.
Whiplash 1e

Designed by autonomist xenobotanists as an experiment in developing a cyberbrain/planimal interface, whiplash pods are bioengineered from planimal stock found on Sunrise, with other transgenic features. Whiplash pods are gaining some traction among gatecrashers due to their ability to blend in to arboreal environments. The primary modification made to the whiplash stock was to turn the entire organism upside down and orient the digestive portion of the organism horizontally, so that the whiplash’s trilobed orifice faces forward. The whiplash’s grasping roots were also converted into even more motile “walking tentacles” borrowed from other Sunrise planimals. Other adjustments include the addition of a pair of grasping limbs, each with four universally opposable digits; artificial sensing mods (providing transhuman-standard sensing ability); and a general toughening of the internal structure for rigidity and support. The barrel-like body remains very similar to the original planimal stock and, reorientation notwithstanding, the digestive system remains mostly unchanged. The ability to extend and retract the whiplash’s feeding tendril was heavily enhanced, so now the tendril acts more like a two-meter-long chameleon-like tongue than a hanging food-trap.

**Implants:** Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** Tendril Attack (use Unarmed Combat skill, 1d10 + (SOM ÷ 10) DV, +10 to disarming called shot attacks), +5 COO, +10 SOM, +5 to two other aptitudes of the player’s choice

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

**CP Cost:** 50

**Credit Cost:** Expensive (rare; minimum 50,000+)

**Just Mortal:** One word: Ick.

**Skinwalker:** One person’s squick is another’s dream. I wouldn’t mind giving an alien pod a spin, just for the experience.

**Sun Bu’er:** You might want to wait to the third or fourth generation. I hear the experience of sleeving these is still a bit rough. I don’t think they’ve fully worked out the bugs when it comes to streamlining the alien biochemistry with the cyberbrain’s simulated biochemical states.

**Violet Perdido:** I know I was told that in the future I could be anything, but I never really imagined that would including being a houseplant.

**Nova Vida:** In all seriousness, these don’t see much use outside of certain gatecrashing ops. I’ve used one once and it has a lot more synthetic interface elements than most pods, not sure if this is because of the plant or the alien aspects though.

**Plasmid:** I did a bit of spec consulting on the whiplash and IIRC it’s the plant elements; the sensory elements of ﬂora are so much different from ours that it required a lot of major work.
Mimic 1e

In its basic form, with its limbs retracted, a mimic morph resembles a spare and is only a bit larger than a human head. With its four pencil-thin telescoping legs fully extended, it can stand up to two meters tall, and its arms can also each reach up to two meters from the morph. These limbs can all be fully retracted and the user can also alter the morph’s shape and appearance, causing it to look like almost any small object such as a briefcase, cleaning robot, or household appliance. This morph can easily ﬁt through small spaces and hide itself with great ease and is ideal for inﬁltration and sabotage missions.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (4 Legs, 2 Arms), Grip Pads, Mnemonic Augmentation, Puppet Sock, Shape Adjusting, Skinﬂex, Telescoping Limbs

**Mobility System:** Walker (5/24) (2/8 with limbs mostly retracted)

**Aptitude Maximum:** 30 (20 SOM)

**Durability:** 25

**Wound Threshold:** 5

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

**Disadvantages:** Social Stigma (Clanking Masses) trait

**Notes:** Small Size trait

**CP Cost:** 25

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

**Stitch:** The drawback to mimicking things is that people sometimes expect you to be what you’re pretending to be. One time I was scouting an arms dealer’s warehouse and the guards came around, so I made like a small cargo container. Next thing I knew, I was loaded up in a pressurized vessel and on my way to the Main Belt. Wasn’t able to reconnect with my team for 6 months.

**Ruqinzhe:** That’s nothing. I made like a kitchen appliance once, but when I didn’t work like expected, I was tossed directly into the kitchen disassembler. Luckily the disassembler was smart enough to recognize and not take apart my stack, and my crew rescued me later.
Menton 1e

Mentons are genetically modified to increase cognitive abilities, particularly learning ability, creativity, attentiveness, and memory. Rumors exist of super-enhanced mentons with more extreme intelligence mods, but brain-hacking is notoriously difficult, and many attempts to redesign mental faculties result in impaired functioning, instability, or insanity.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost
**Aptitude Maximum:** 30
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** +10 COG, +5 INT, +5 WIL, +5 to one aptitude of the player’s choice
**CP Cost:** 40
**Credit Cost:** Expensive

**Sun Bu’er:** I wore one of these for about a year. I still lost things all the time, misread social cues, and walked into trafﬁc while daydreaming. Smarts are no substitute for common sense.
**Psychscaper:** A ten-year study on people who sleeved mentons and then resleeved to a morph without intelligence mods has shown a strong correlation with depression and substance abuse.
**Sequencer:** Once you go brainiac, you can’t go back.
Purists 1e

Uplifts are no more immune to speciesism than transhumans. There are plenty of chimpanzees who believe the chimp is the pinnacle of evolution, parrots who look down at their non-avian brethren, and octopi who truly believe that eight is enough. Though their numbers are small, minute even, their dogma is dangerous and disturbing enough to take note of. These groups are a shameful reminder that hate knows no bounds.

Purist groups range from small public movements to secretive cells. Many are more akin to criminal gangs than activists or politicos. Their ideology is often rooted in rage at the treatment of uplifts by human hands. Many of their recruits are ignorant, misguided uplifts who were politically radicalized by some experience or event, and in the course of looking for answers they found the simplistic solution of scapegoating their enemies for all of their problems.

Even those who adhere to supremacist outlooks usually claim to be oppressed and victimized unfairly, held down by the injustices of humans. Some publish manifestos that strike out with blind rage at those who they feel are most to blame for these problems. Others take more direct courses of action, striking back at their enemies.

Examples of this ilk include Rising Tide, a group of neo-orca supremacists. Blaming the destruction of their home oceans on humans, these orcas also identify as apex predators, physically superior to almost all other biological sapients in the system. Another example is the neanderthal terrorist organization Wrong Turn. Members of Wrong Turn believe that all history changed for the worse when cro-magnons drove the original neanderthals into extinction. Their goal is to correct that “mistake” and prevent it from happening again by wiping out all humans and assuming their proper place in the vanguard of transhumanity.
Surya 1e

Named for a Hindu sun deity, suryas swim freely in the sun’s corona. Looking roughly like whales or orcas, suryas may reach lengths of ten meters or more. They generate powerful magnetic fields that shield them from solar radiation and heat, while allowing them to surf the solar wind and extract ionized particles. Strong bones and connective tissues protect against the crushing solar gravity. Beneath their thick hides are channels of liquid water interleaved with layers of fat which serve to shield the organism from harmful radiation. Engineered medichines repair tissue damaged by radiation and convert hydrogen ions into water.

A surya’s skin is an extraordinary organ, embedded with chromatophores that allow them to transmit alternating patterns of light and dark for communication. In addition, a lateral line runs down their sides, allowing them to detect the long-period sound waves that reflect off the sun’s lower atmosphere and resonate through the corona’s gas and plasma. Suryas traveling through the transition zone between the corona and the chromosphere use these vibrations to predict and avoid heavy solar weather.

**Implants:** Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Enhanced Hearing, Enhanced Vision, Lateral Line, Medichines, Vacuum Sealing

**Aptitude Maximum:** 30

**Durability:** 100

**Wound Threshold:** 20

**Advantages:** +10 COO, +5 REF, +5 SOM, +10 Free Fall skill, Coronal Adaptation trait

**Disadvantages:** Large Target (+10 to hit in combat)

**CP Cost:** 50

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

**Sun Bu’er:** Part whale, part extremophile, part magnetic bottle. You don’t get much weirder.

**Cymascopist:** Surya tend to stick together in pods, but that’s not just because of the neo-cetacean cultural inﬂuence among the Solarians. They actually group together for more efﬁcient cooling, using their magnetic ﬁelds to eject heated plasma and create a refrigerating low-pressure zone around the pod.
Fenrir 1e

Named for the monstrous wolf of Norse legend, the fenrir is one of the most imposing combat morphs ever developed. It is found only in the armed forces of the Hyoden city-state on Callisto (though black market blueprints/copies are rumored to be available elsewhere). A massive, squat quadrupedal morph designed to be operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy tank than a regular morph. It is possible that a single ego could ﬁll all six ego slots at once through the use of alpha forks, but this has never been tested. The most common weapons mounted are linked HEAP and/or plasmaburst seeker launchers, exoatmospheric plasma beam bolters, and machine railguns loaded with AP rounds.

**Note:** This morph is unique in that it allows more than one ego to use it at the same time. Ego Sharing may be purchased for this morph an additional four times, for a total of ﬁve additional egos.

**Enhancements:** 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Ego Sharing (1), Enhanced Hearing, Enhanced Vision, Extra Limbs (4), Heavy Combat Armor,Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Structural Enhancement, T-Ray Emitter, Weapon Mount (External, Articulated, 8)

**Mobility System:** Walker (4/20), Thrust Vector (4/12)

**Aptitude Maximum:** 35

**Durability:** 70 (80 with Structural Enhancement)

**Wound Threshold:** 14 (16 with Structural Enhancement)

**Advantages:** 4 Limbs, +5 REF, +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, Armor 16/16 (32/32 with Heavy Combat Armor)

**Disadvantages:** Large target (+10 to hit)

**CP Cost:** Not available at character creation

**Credit Cost:** Expensive (rare and restricted; minimum 100,000+)

**Cacophony:** Another that didn’t make the regular guide…

**Parallax:** For those missions when nothing less than total slaughter will do.

**Tio Silencio:** If your mission gets that bad, someone wasn’t doing their job.

**Qi:** Last I checked, transhumans still made mistakes. Let’s just hope our enemies do too.

**Nevermore:** Unfortunately, if you really need a morph like this on an op, you are unlikely to have one on hand.

**Ruqinzhe:** You haven’t met my router. I’m pretty sure she’s prepared for a supernova.
Omnicorp 1e

# Omnicorp

**Major Industries:** Nanofabrication, Chemicals, Energy, Anti-Matter

**Major Stations:** Monolith-3 (Mercury), Feynman (Luna)

A descendant of the pre-Fall megacorporate giant Monolith Industries, Omnicorp specializes in the fields of nanotech design and fabrication, chemical refining, alternative fuel, and antimatter research. Omnicorp managed to secure research-oriented key assets from its twin rival Starware in a violent conflict during the Fall, leading to an ongoing enmity that might be better termed a corporate war. Despite its progressive technological outlook, Omnicorp retains a conservative corporate structure with strict internal regulations and controls as a defense against Starware's repeated infiltration and sabotage attempts. Among the hypercorp's major assets are an antimatter research facility orbiting Mercury.

### Sidebar: Union Busting

*To: OmniSec Alpha*

*From: OmniSec 837302*

Surveillance has conﬁrmed it. The bio-sleeved workers at our secure Didenko facility are indeed communicating with outside autonomist interests and discussing militant free union organizing tactics and even a wildcat strike. Their primary complaints concern the 30-hour workdays and mandatory drug regimens enforced to keep the staff at our required levels of productivity. We recommend the immediate insertion of a counterinsurgency squad and implementation of standard union-busting protocols, including but not limited to loyalty testing, chemical paciﬁcation, tactical psychosurgery, selective excision of leadership nodes, memetic counterstrikes, and replacing the workforce with modiﬁed backups. The entire operation will take place using a purported mission to root out a Starware inﬁltration as cover.
Samsa 1e

The samsa was the ﬁrst attempt to create a combat pod model with a terrifying appearance. The samsa is an intimidating, two-meter-tall, four-armed, four-legged, humanoid insect. Samsas are an unsettling sight to many transhumans. They are most commonly used by mercenaries and enforcers in the rim. Their armored carapace provides protection and the extra limbs allow a character to dual wield rifles or other two-handed weapons.

**Implants:** 360-Degree Vision, Basic Biomods, Basic Mesh Inserts, Carapace Armor, Chameleon Skin, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Extra Limbs (4 Arms, 4 Legs), Grip Pads, Hardened Skeleton, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Temperature Tolerance

**Aptitude Maximum:** 30

**Speed Modiﬁer:** +1 (Neurachem)

**Durability:** 50 (includes Hardened Skeleton)

**Wound Threshold:**10

**Advantages:** +20 Intimidation skill, 4 arms, +10 SOM (includes Hardened Skeleton), +5 REF, +5 COO, +5 to one other aptitude of the player’s choice, Carapace Armor (11/11)

**Disadvantages:** Social Stigma (Pod) trait, Unattractive (Level 2) trait

**CP Cost:** 60

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

**Just Mortal:** These things are just fucking disgusting.

**Callosum:** The synaptic programming in some samsa cyberbrain models is a bit rough, if you ask me. In particular, the extra limbs are not always designed to be operated independently; sometimes they mirror the primary limbs. This is allegedly a “feature” for users who aren’t acclimated to multi-limb body plans, but it can be a real pain when you need to concentrate to move your appendages independently. Plus, it means a good brainhacker can trigger this mirroring behavior if they compromise your security. No so good when you’re in the middle of a ﬁreﬁght.

**Pivo:** I can’t speak for all neo-octopi, but you can deﬁnitely tell some of these models were designed for native two-arms, two-leg users. Like Callosum said, they really aren’t optimized to make the best use of those secondary arms.
Spoilers 1e

These pages are full of spoilers, so if you're a player you probably shouldn't read them, or you should at least talk to your gamemaster before doing so.

* Secrets That Matter
* Firewall
* The ETI
* The Exsurgent Virus
* Exsurgent Psi
* The Factors
* The Iktomi
* The Pandora Gates
* Project Ozma
* Prometheans
* The TITANs and Their Legacy

* Rimward Secrets
* Sunward Secrets

* Eclipse Phase Bestiary
Naturalists 1e

The smallest uplift faction is also, perhaps, the saddest. Naturalists are those who condemn the process of uplift entirely. They refute the right of transhumanity to raise uplifts without permission (even though such permission is impossible to grant) and believe that the proper path for any biological species is to steer its own evolution unhindered by the manipulations of others. To this end, naturalists seek to halt the machinery of uplift. Allying with neo-primitivists, they have been known to launch terror attacks on uplift facilities and researchers.

Many naturalists also wish to personally reverse their alterations and return to their baseline animal species, or at least as close to it as they can get. Some of them have taken this suicidal path, recruiting rogue genehackers to develop procedures to reverse many of the physiological and cognitive enhancements in their genetic code. Others have taken the quicker route, and submitted their alpha ego to neural pruning psychosurgery, effectively crippling their cognitive faculties. The main problem facing these reverted naturalists is where to go afterwards. Some are taken in by friends and supporters (often human neo-primitivists) who care for them in habitats with nature preserves. The small habitat known as Second Chance, in the Mars-Sol L4 point, is one particular refuge for these poor benighted creatures. Several others have arranged to be deposited on an appropriate exoplanet, where they can run (or swim or ﬂy) free, while others have contracted with scavengers or reclaimers to be taken and left behind on Earth.

Not all naturalists go this far, of course. Most are content to argue their positions and peacefully do what they can to stop the growth of uplift research. These often work ﬂipper-in-hand with the reclaimer movement, hoping to see a day when the Earth can be taken back and its former animal populations can be reseeded to live, die, and evolve as nature intended.
Blackbird 1e

When they’re seen at all, these morphs resemble a matte gray neo-corvid with many odd, sharp angles. Blackbirds are consummate stealth morphs, designed to evade visual observation and radar during recon or inﬁltration. In part due to aesthetics, they’re a favorite of neo-ravens.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Vision, Invisibility, Mnemonic Augmentation, Puppet Sock, Reduced Signature

**Mobility System:** Hopper (4/20), Winged (8/40)

**Aptitude Maximum:** 30 (20 SOM)

**Durability:** 25

**Wound Threshold:** 5

**Advantages:** Flight, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice, +10 Flight skill, +10 Inﬁltration skill, Armor 2/2, Beak/Claw Attack (1d10 + 1 DV, AP −1)

**Notes:** Small Size trait

**CP Cost:** 45

**Credit Cost:** Expensive (Minimum 45,000)

**Nezumi:** I’ve sampled neo-avian morphs before, and this was quite a ride. Can’t say I’d favor it, but it deﬁnitely does what it does well.

**Nevermore:** As a neo-corvid, I was quite pleased to see this model hit the market. There’s an unfortunate lack in synthmorphs tailored to our peculiarities—and to uplift sensibilities in general.

**Nova Vida:** I took one of these for a spin for an exoplanet recon op; it was great. I ﬂew undetected and followed the targets for kilometers. Unfortunately, one of the the local ﬂying carnivorous fauna specimens mistook me for a morsel, so I lost ‘em. Hope I gave the bugger indigestion.
Remade 1e

The remade are completely redesigned humans: humans 2.0. Their cardiovascular systems are stronger, the digestive tract has been sanitized and restructured to eliminate flaws, and they have otherwise been optimized for good health, smarts, and longevity with numerous transgenic mods. The remade are popular with the ultimates faction. The remade look close to human, but are different in very noticeable and sometimes eerie ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller noses, smaller teeth, and elongated digits.

**Implants:** Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters

**Aptitude Maximum:** 40

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +10 COG, +5 SAV, +10 SOM, +5 to two other aptitudes of the player’s choice

**Disadvantages:** Uncanny Valley trait

**CP Cost:** 60

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

**Scent.In.Hell:** The remade models available on the open market are not the ones currently used by high-ranking ultimates. Those top dogs use models that are two or three generations ahead of those put into distribution. Those state-of-the-art designs almost never leave the main ultimate habs, like Xiphos. On certain deployments where the entire group is ultimates, you may see the next model that is likely to hit the market in a few months, which helps hype the expectations.

**Sequencer:** The remade models released by other manufacturers are generally equivalent quality to the current ultimate stock.

**Parallax**: Lots of criminal types like to snag a remade for their top muscle. Most people see remade and they assume the ego inside is an ultimate and therefore not to be fucked with. Most real ultimates aren’t going to dirty their hands playing bruiser for a cut-rate Dragon Head.
Gorgon Defense Systems 1e

# Gorgon Defense Systems

**Major Industries:** Miltech, Security, Military Contracting

**Major Stations:** Extropia

Gorgon is one of the most significant Extropian success stories. Based out of the anarcho-capitalist freehold, Gorgon has become a major name in the design and manufacture of weapons, vehicles, sensors, and other defense technologies. Their product range includes personal weapon systems, spacecraft armaments, and habitat defense systems. While prominent in the inner system, Gorgon is also one of the main arms suppliers to autonomist and brinker stations. Their subsidiary Medusan Shield offers private security services in direct competition to Direct Action. While DirAct is known for its expertly trained soldiers, Medusan Shield is known for their elite cadre of highly trained and aesthetically enhanced female combat morphs. It is suspected that several prominent assassinations have been the work of agents contracted through Medusan Shield.
Nautiloid 1e

Nautiloids are a hybrid of short-range spacecraft and submersible capable of holding up to six passengers and their gear. The morph is shaped like a van-sized nautilus, with crew space in the head and shell. A cluster of tentacular limbs mounted under the observation ports in the head provide both ﬁne and brute force manipulation. Originally created for comet and asteroid mining, the design also proved useful for oceanic exploration by gatecrashing teams and Europans.

The morph’s interior includes a desktop cornucopia machine and a maker. It can deploy a pair of retractable pontoons for stability when ﬂoating on a liquid surface. A nautiloid’s life support system can support its occupants for up to three months before replenishing—indefinitely if it has a source of hydrogen and oxygen. Nautiloids include radiation shielding, a small airlock, and a healing vat.

The nautiloid is also available as a bot with no cyberbrain for the same cost. The bot version has no aptitude bonuses.

**Enhancements:** Basic Mesh Inserts, Cortical Stack, Cyberbrain, Echolocation, Extra Limbs (8 Arms, 2 Tentacles), Hydrostatic Pressure Adaptation, Industrial Armor, Internal Rocket, Mnemonic Augmentation, Pneumatic Limbs (2 of the Arms), Puppet Sock, Radar, Radiation Sense, Swim Bladder, Telescoping Limbs (2 of the Arms), T-Ray Emitter

**Mobility Systems:** Internal Rocket 8/40, Submarine 8/40

**Aptitude Maximum:** 30

**Durability:** 200

**Wound Threshold:** 40

**Advantages:** +5 SOM, +5 to two other aptitudes of the player’s choice, Armor 10/10 (20/20 with Industrial Armor)

**Notes:** Very Large Size trait

**CP Cost:** 155

**Credit Cost:** Expensive (150,000)

**Delta-V:** Something about carrying a crew around inside me really triggers my mothering instincts.

**Psychscaper:** That’s intentional. It’s a feature added to many vehicle cyberbrains; the urge to protect helps avoid situations where you forget about passengers entirely, to their detriment.
Ruster 1e

Adapted for survival with minimum gear in the not-yet-terraformed Martian environment, these transgenic morphs feature insulated skin for more effective thermoregulation and respiratory system improvements to require less oxygen and filter carbon dioxide, among other mods.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance
**Aptitude Maximum:** 25
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** +5 SOM, +5 to one aptitude of the player’s choice
**CP Cost:** 25
**Credit Cost:** Expensive

**Moxie Harper:** A morph only a hypercorp exec could love. The ﬂaws of the ruster are numerous and well documented, but it does do what it’s advertised to do. Could it do it better? Sure, but there’s less proﬁt margin in better. It’s not as though there’s a booming market of Mars-acclimated competitor morphs, and while there’s certainly no shortage of synths, most settlers have trouble giving up the ﬂesh.
**Plasmid:** The obsolescence that’s been built into many of these isn’t anything a good genehacker can’t work around. Lots of Barsoomians out in the sticks have been running around in rusters for four or ﬁve years with only standard medical check-ins. Of course, modifying the morph in this way voids the agreement you have with any reputable sleeving outﬁt, so make sure you’re also on good terms with someone who can do an occasional sleeve checkup.
Sphere 1e

Popular with AGIs and synthmorph activists, this morph is a sphere approximately one meter in diameter. It can extend up to four ﬂexible limbs as required, and typically hovers at approximately human eye level. The ﬁrst tests of this morph revealed that the chameleon surface was necessary because it allows the user to display the image of a face, which made most transhumans both more comfortable talking with this morph and less likely to assume that it is a robot.

**Enhancements:** 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (4 Arms), Gas-Jet System, Mnemonic Augmentation, Puppet Sock, Telescoping Limbs

**Mobility System:** Roller (8/32), Thrust Vector (4/20)

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** 4 arms, +10 COG, +5 to three other aptitudes of the player’s choice, Armor 6/6

**CP Cost:** 65

**Credit Cost:** Expensive (minimum 70,000+)

**Rivet:** For the next time you need to roll into action!

**Qi:** \*groan\*

**Sava:** Laugh all you want, the maneuverability of rollers like this is impressive. One of my teammates saved my ass once by rolling down a ramp, spinning ‘round a hairpin turn, taking a bump into the air, and knocking over a gunman like a bowling pin.

**Pivo:** Just be careful on the model, some are known to have issues with their gyroscopes and stabilizers.
Neo-Pig 1e

Uplifted pig morphs are bipedal and feature transgenic hands, feet, and vocal systems. They tend to be slightly shorter than the average transhuman but much stockier. Males grow tusks from their lower jaws.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack

**Aptitude Maximum:** 25

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** +5 SOM, +5 to one other aptitude of the player’s choice

**CP Cost:** 20

**Credit Cost:** High

**Plasmid:** Since someone always asks: yes, some models still have the corkscrew genitalia. Others don’t. If that’s the sort of thing that interests you/squicks you out, I suggest asking ﬁrst.

**Skinwalker:** Another solid morph but, ugh, so many bad bacon jokes.

**Qi:** Speaking of neo-pigs and jokes, an anarchist collective that goes by the name Blackhawk Pharm recently hacked an entire order of replacement morphs for a Direct Action VIP security squad, replacing all of their olympians with neo-pigs. They didn’t have the time to arrange for new morphs, and the vid of them protecting their clients went viral and became a scandal in certain social circles. Y’know, the bigoted kind.
Cognite 1e

# Cognite

**Major Industries:** Cognitive Science, Mental Implants, Psychosurgery, Nootropics

**Major Stations:** Thought (Venus orbit), Phobos (Mars moon)
A pioneer in the field of cognitive science, Cognite (pronounced cog-neet) drives forward the cutting edge of research into understanding the transhuman mind. Most well-known for their mental augmentations and the original menton morph design, Cognite also specializes in psychosurgery and nootropics. Their elitist and aloof image was not aided by their scandalous involvement with the projects to raise accelerated growth children that became known as the Lost generation, nor rumors that they engage in research involving TITAN-influenced incapacitating input attacks. Nevertheless they remain a key member in the Planetary Consortium.

### Sidebar: Psiclone

*To: Proxy-99*

*From: <Encrypted>*

I’m enclosing some data I recently acquired from an inside source regarding a so-called “Project Psiclone”—some type of black budget research initiative pursued by Cognite, possibly with involvement from other Planetary Consortium interests. Their work seems to focus strongly on the Watts-Macleod strain of the Exsurgent virus—with some alarming results.

*From an article written by the neo-dolphin Blue* [link]

Whereas many uplifts hate hypercorps like Somatek, Cognite they fear. Cognite is known and respected for their cognitive enhancements and psychosurgical procedures, but they are also infamous for their research into the dark and strange corners of the mind—and they don’t just toy with human minds. Uplifts are interesting primarily because their brains are not human in origin.

Though Cognite offers little in the way of uplift research or products or services geared towards uplift consumers, there is no question that they experiment with uplift cognition. Experimentation requires altering an experimental subject and observing the variation in results. Now this doesn’t sound so bad when you’re talking about rolling balls of different masses down ramps of various inclines, but what if you’re talking about slicing into living minds?

If rumors are to be believed, Cognite has numerous side projects dedicated to modeling and modifying uplift minds according to varying criteria. Things like modeling schizophrenia and autistic spectrum variations in different uplift breeds. Things like repeatedly inﬂicting mental stress on uplift forks to measure psychotic break points. Things like raising uplifts with non-human models of mind. That’s right—the dream that many mercurials have of non-human mindsets? I’d bet money Cognite is already far down that road—and most of us wouldn’t like the results.
Bathyscaphes 1e

This design is common to the subcrustal seas of Ceres, Enceladus, and Europa. Bathyscaphes were also built in the oceans of Earth, but it is unknown whether any survived the Fall. On Ceres and Enceladus, they are generally attached to the sea bed by massive anchors, while on Europa bathyscaphes are normally anchored to the highest spires of a lithodermic reef. Bathyscaphes are built up from clusters of spherical modules and are very similar on the inside to cluster habs elsewhere. Their exteriors, however, are designed for submersion rather than the vacuum of space. Their walls tend to be thicker, especially on Europa, where pressures beneath the planet’s thick crust are much higher than in other oceans. Some are partially water-ﬁlled on the inside, with breathing pockets for neo-cetacean morphs. Airlocks include systems for spraying down those entering to rinse away excess ammonia or salt. Some bathyscaphes supplement reactor power with tidal harnesses designed to convert energy from waves or currents into usable power.

Bathyscaphes are difficult to inﬁltrate from the outside. Technician AIs keep a constant watch for hull breaches. Even if cutting through a hull does not generate an immediate security response, the ﬂooding of the module that results from doing so will normally cause the module in question to be isolated from the rest of the hab.

Not all bathyscaphes are underwater. A few are used by gatecrashers in exoplanet high-pressure atmospheric conditions. These are functionally similar, though without the aquatic focus.
Stellar Intelligence 1e

# Stellar Intelligence

**Major Industries:** Intelligence, Data Mining, Info Brokerage, Espionage

**Major Stations:** Memory Hole (Martian Trojans)

Born from the ashes of the UN-governed Terran Intelligence Cooperative (TIC), its surviving personnel and assets were collectively uploaded during the Fall and quickly regrouped under the name Stellar Intelligence. Emerging as a virtual collective, most of Stellar’s employees remain loyal to the corporation and its director, the reclusive infomorph known as Syme. Stellar offers an impressive array of intelligence services, including data mining, analyst think tanks, retroquantification (bringing old secrets/data to light), memetic mapping, and more. Its services also extend to surveillance, data theft, espionage, media manipulation, and infiltration. The hypercorp's specialty is pre-empting civil insurgencies and preventing political memes and movements from destabilizing a habitat’s or sector’s regime. Criticized by civil rights movements and especially anarchists, Stellar is known to embed programmed infomorph agents into the local population of any oppressive regime that will pay their price. While many view Stellar as the brainwashing and secret police arm of the Planetary Consortium, the hypercorp offers its services to almost any other faction or individual.
Sylph 1e

Sylph morphs are tailor-made for media icons, elite socialites, XP stars, models, and narcissists. Sylph gene sequences are specifically designed for distinctive good looks. Ethereal and elfin features are common, with slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.

**Implants:** Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice

**CP Cost:** 40

**Credit Cost:** Expensive

**Cacophonous:** In autonomist circles, sylphs were looked down on for a while as superﬁcial and egotistical. Those attitudes have mostly passed, but you still ﬁnd them in some places.

**Das Frettchen:** There’s still plenty of stigma on sylphs elsewhere—notably in socialite circles, of all places. It’s the sort of morph the clueless and uncultured sleeve into for society functions, not realizing that off-the-rack is still off-the-rack.

**Moxie Harper:** It’s a good thing we’ve evolved as a species past such classist notions of taste.
Neo-Orca 1e

Though colloquially referred to as killer whales, orcas are actually members of the dolphin family. The average neo-orca length is 7 meters for males, 6 meters for females. Males also have larger and more triangular pectoral fins.

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

**Movement Rate:** Swim (16/60)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 COO, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, +20 Unarmed Combat skill, Bite Attack (2d10 DV, use Unarmed Combat skill)

**Disadvantages:** Neo-orcas lack a sense of smell and count as a large target in combat (+10 to hit)

**CP Cost:** 60

**Credit Cost:** Expensive (minimum 50,000)

**Shark-Souled:** Having seen the morph variants tailored for neo-avians, neo-octopi, and neo-hominids, a lot of neo-orcas are clamoring for something more updated. There’s nothing wrong with the neo-orca morph per se, but there’s only so much dermal plating and enhanced muscles can do.

**Cacophonous:** By “a lot of neo-orcas,” you mean Rising Tide, yes? They’re not satisﬁed with how many innocents they can kill with a multi-ton biological killing machine anymore?

**Shark-Souled:** Not just Rising Tide, though this is an issue they’ve been using to garner new recruits. In fact, a lot of uplifted cetaceans feel we’ve gotten the short end of the stick when it comes to morph variety.

**Cymascopist:** She’s not wrong, other than the surya most of our options are just genetweaked versions of the originals. The neo-orcas are just being a little more assertive about it than the rest of us.
Pax Familae 1e

**Major Stations:** Ambelina (Venus)

Though similar to the Night Cartel in that Pax Familae holds legal offices and outposts in several habitats while working underground in others, the difference between the two syndicates couldn’t be bigger. The entire Pax Familae organization goes back to one person, Claudia Ambelina, the syndicate’s founder and matriarch. Relying excessively on cloning and forking technologies, each individual member of the syndicate is a descendant or variant of Claudia. Biomorphs are cloned from Claudia’s original genetics or even sometimes sexually-produced offspring (thanks to sex switching bio-mods), while egos are forks. All members are utterly loyal to Claudia and show their family affiliation with pride and arrogance. Individually, each remains slightly but notably different, though all are calculating and ambitious. Regular re-assimilation of forks and XP updates are used to keep each variant aware of each of the other’s activities—once you’ve met one version of Claudia, the others will know you.

Pax Familae engages in a wide assortment of legal, dubious, and illegal operations, each tailored to the needs of the particular habitat in question. Common ventures include venture capital manipulations, reputation network gaming, financial consulting, info brokerage, stock manipulations, banking fraud, and loansharking.
Night Cartel 1e

**Major Stations:** New Sicily (The Belt)

When affiliation to one of the many multi-ethnic habitats replaced the concepts of ethnicity and nationality, cultural heritage and traditions faded with them into history. Several pre-Fall ethnic syndicates formed a careful alliance of necessity at first, but uploading and morphing soon after tore down any remaining social codes or racial prejudice. Progressive in both entrepreneurial and criminal vision, the Night Cartel emerged from the remnants of Earth’s underworld syndicates, merging the best qualities of each.

The Night Cartel holds legitimate hypercorp status in certain habitats while clearly working outside the law in other, more law-abiding or less corrupt regimes. The Night Cartel is involved in a number of traditional crime outlets: racketeering, extortion, kidnapping, pod slavery, and prostitution. They have also adapted well to the latest technological developments and compete with the triads in the electronic stimulant, drug, and nanofab piracy markets. Like the triads, the Night Cartel sometimes operates though legitimate hypercorp fronts.
Freeman 1e

Many leaders want to ensure loyalty or at least obedience from their citizens, especially recently sleeved infugees. The freeman biomorph offers rulers (some would say tyrants or dictators) a chance to offer citizens a new life without worrying about dissidence. Based on the splicer morph, the freeman is genetically modified to be more obedient, which results in lower Willpower. More insidiously, freeman morphs are genetically modified with a protein that makes their neurons sensitive to light. When combined with an optogenetics module implant, these neurons can be activated and deactivated remotely, enabling a monitoring muse or meshed overseer to control the ego’s behavior. (The specific behavior affected is chosen with each optogenetics module implant.)
The freeman comes with a specialized monitor AGI installed in a modified ghostrider module. The monitor, usually a modified fork of the tyrant’s muse, watches and reports all suspicious actions taken by the primary ego. The purpose of this implant is often concealed. Citizens who sleeve into a freeman morph are told the implant is a security measure that helps prevent infection from TITAN technology or some similar lie. The module is designed to resist tampering and will report to headquarters the instant it detects a hacker’s intrusion. The monitor muse can manipulate the ego’s behavior or even take control of the morph via its puppet sock, but avoids doing that unless absolutely necessary. Dictators do not want to reveal that their citizens have spies implanted in their skulls, watching them.
Surprisingly, some people voluntarily sleeve into freeman morphs, preferring to hand responsibility and decision-making over to other parties, such as the Sendero Luminoso Benevolent Dictatorship habitat in the Neptunian Trojans.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Monitor Module, Optogenetics Module, Puppet Sock
**Aptitude Maximum:** 25
**Durability:** 30
**Wound Threshold:** 6
**Advantages:** +5 SAV, +5 to one other aptitude of the player’s choice except WIL
**Disadvantages:** −5 WIL
**CP Cost:** 10
**Credit Cost:** High

**Scent.In.Hell:** Useful for rendition and interrogation scenarios.
**Callosum:** Really? We’re condoning the use of slave morphs on ops now?
**Scent.In.Hell:** Pull yourself out of high orbit. When you need to extract answers in order to save lives and the clock is ticking, you do what you have to do.
**Voight-Kampff:** The transhuman ﬂexibility over ends and means is an amazing thing.
**Nezumi:** I suppose I’m not surprised that transhumanity invented these, but it still sickens me.
Fury 1e

Furies are combat morphs. These transgenic human upgrades feature genetics tailored for endurance, strength, and reflexes, as well as behavioral modifications for aggressiveness and cunning. To offset tendencies for unruliness and macho behavior patterns, furies feature gene sequences promoting pack mentalities and cooperation, and they tend to be biologically female.

**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Vision, Neurachem (Level 1), Toxin Filters

**Aptitude Maximum:** 30

**Speed Modifier:** +1 (neurachem)

**Durability:** 50

**Wound Threshold:** 10

**Advantages:** +5 COO, +5 REF, +10 SOM, +5 WIL, +5 to one aptitude of the player’s choice

**CP Cost:** 75

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

**Sequencer:** Perhaps one of the most-improved morph designs to date. Spending money on super soldiers never goes out of style.

**Plasmid:** Most rehashed, maybe, but combat morphs have a long history. Some of the previous incarnations were abominations, but of course few of those survived the Fall.

**Parallax:** When you need to kick ass but don’t want to advertise the fact, furies beat out most other morphs, including synthmorphs. It’s hard to tell one apart from an olympian or any other common biomorph.
Chassis

The Chassis block is a type of Basic part used to form more tangible structure in a machine.

## Description

By Default it is a cube, but can be shaped via the Sculpt tool into different shapes.

## Usage

Its common usage is For Weight, Health, and Energy. When [[1]] is used on it, heavy group will make it substantially heavier and will provide more Health and Energy. It is also used in Vanity when shaped and angled with [[2]] to form different shapes not Achievable by sculpting alone.

## Sculpt tool functions.

You can scuplt this cube however you want, but if you sculpt too much it disappears.

## Trivia

* Most of a first time builder's machines will usually look primitive. one of the staples of this look is how the chassis is used to form everything in a crude manner. usually being Unsculpted.
Ariel 1e

The surprising number of transhumans who chose to sleeve in Titan-adapted hulder morphs encouraged designers on Profunda to develop a Titan-adapted ﬂyer. While the sturdy hulder morph is designed for nomadic herders, the ariel morph is designed by people who wish to survive by hunting. Individuals sleeved in the ariel morph can hunt and eat Titanian caribou, but they most often eat the smaller rabbit-like creatures that Profunda designers have also recently designed to live on Titan. Ariel morphs have exotic-looking heads similar to those of hulder morphs, but they also possess sleek and streamlined humanoid bodies with four limbs and a pair of bat-like wings.
These morphs have also been used by a few daring transhumans to explore the upper cloud layers of both Saturn and Uranus.
**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Direction Sense, Enhanced Vision, Long-Term Life Support, Low Pressure Tolerance, Oxygen Reserve, Prehensile Feet, Radiation Sense, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
**Aptitude Maximum:** 30
**Durability:** 30
**Wound Threshold:** 6
**Advantages:** Flight (Movement Rate 8/40), +5 COG, +5 REF, +5 to two other aptitudes of the player’s choice
**Disadvantages:** Temperature Intolerance (Warm) trait
**Notes:** Non-Mammalian Biochemistry trait
**CP Cost:** 50
**Credit Cost:** Expensive (minimum 50,000+)

**Scent.In.Hell:** Here’s your Extreme Camping Morph, or at least the Flying Carnivore variant model. Who the Hell gets wet about roughing it on Titan, anyway?
**Psychscaper:** Some people want to experience everything, or maybe they want to feel like they’ve conquered anything nature can throw at them?
**Sava:** Yeah, I know some exhumans that talk that way. I told ‘em to call me when they conquered the surface of the sun.
**Skinwalker:** While this was one of the weirder sleeving experiences I’ve had, it was certainly interesting. Flying through Titan’s methane clouds, living in the hydrocarbon wilds … it wasn’t right, but the morph felt so smooth that it wasn’t wrong either. Tearing hunks out of cryorabbits to survive actually just felt appropriate. Those Profundan genehackers know what they’re doing.