recursal/Fanatic-Fandom huggingface dataset:
Xu Fu 1e

Named after a historical Chinese explorer, many gatecrashers consider xu fus the ideal exoplanet exploration synthmorph. Its main body sits atop 6 legs (up to 2 meters long, though retractable) that end in multidirectional smart wheels for quick travel, capable of rolling in any direction and over rough terrain. For exceptionally difficult terrain, the wheels can be retracted and the xu fu can maneuver as a walker. In addition to two standard arms, it features a third 2-meter long sensor-equipped limb for reaching far distances, overseeing obstacles, etc. Xu fus have an impressive sensor package and are ideal for surface-based scouting as well as investigating tunnels, collecting samples, and so on.

**Enhancements:** 360° Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Electrical Sense, Enhanced Hearing, Enhanced Vision, Extra Limbs (3 Arms/6 Legs), Grip Pads, Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar, Puppet Sock, Radiation Sense, Telescoping Limbs (Legs, 1 Arm), T-Ray Emitter

**Mobility System (Movement Rate):** Walker (4/20), Wheeled (4/32)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 COO, + 5 SOM, Armor (8/8)

**CP Cost:** 60

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

**Nova Vida:** Though it’s designed for gate ops, this shell is getting a lot of traction within the solar system. It’s just a useful, utilitarian morph.
Splicer 1e

Splicers are genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.

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

**Aptitude Maximum:** 25

**Durability:** 30

**Wound Threshold:** 6

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

**CP Cost:** 10

**Credit Cost:** High

**Sequencer:** Cheap and ever popular. Despite the lack of enhancements, splicers don’t seem like they’ll be going out of style any time soon.

**Just Mortal:** Let’s hope that stays true
Comet Express 1e

# Comet Express (ComEx)

**Major Industries:** Courier Services, Shipping, Logistics

**Major Stations:** Nectar (Luna), Olympus (Mars)

Comet Express specializes in delivery services, interstellar logistics, supply chains, and shipping. They maintain a presence on almost every transhuman habitat in the solar system, often via local subcontractors. Despite the wonders of nanofabrication, many resources must still be imported. ComEx focuses on managing supply and trade routes and making sure physical shipments reach their destinations. For that purpose, ComEx maintains orbital hubs equipped with slingshot accelerators at strategic waypoints throughout the system and a fleet of cargo vessels and courier drones. For reasons unknown to the public, ComEx is viewed with hostility by the Jovian Republic, who have standing orders to shoot down ComEx vessels.
Faust 1e

This morph is not a publicly known model. It was developed in secret by a small group of unaffiliated async genehackers. It is only available to individuals who discover a connection to this unnamed, underground async network and then download the template from one of several secret mesh sites. The faust is a modified menton morph. Even under the most thorough scans, it appears to be nothing more than a mildly personalized version of that morph.
**Implants:** Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Eidetic Memory, Endocrine Control, Hyper-Linguist, Math Boost
**Aptitude Maximum:** 30
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** Psi Chameleon trait, Psi Defense (Level 1) trait, +10 COG, +10 WIL, +5 INT, +5 to one other aptitude of the player’s choice
**CP Cost:** 85
**Credit Cost:** Expensive (minimum 100,000+)

**Cacophony:** I added this one, due to its recent availability through certain black market channels. It’s not in the Lonely Planetoid guide for obvious reasons.
**Voight-Kampff:** Has Firewall made any headway into discovering who designed this morph?
**Qi:** If anyone has, they’re keeping that info within their server.
**Plasmid:** There are implications here that concern me. If one can design and distribute a morph based on its compatibility with an exovirus strain, we may well soon see morphs that are compatible—read: more susceptible—to less friendly strains.
**Scent.In.Hell:** Watch what you call “friendly.” Not all of us buy into the harmlessness of Watts-MacLeod. The decision to let asyncs operate freely is going to bite us in the hind thorax down the line, mark my words.
Wheel

Set and Unset Wheels

 Usage

Used to increase friction on a surface, Commonly used for ground vehicles. Off road wheels have more traction on Wood boxes and actual terrain. On road wheels have more traction on boxes and also wood.

Wheels do not provide any motive power themselves and must be attached to a rotor to turn.

## Trivia

* The Wheel is sometimes used as a part of vanity because of it's unique shape and texture.
Security Pod 1e

Originally developed for joint-nation peace-keeping missions and border/enclave security roles, security pods were essentially mass-produced AI-operated soldiers. For obvious reasons, they fell out of favor during the Fall, but they are slowly regaining acceptance. They are a favored morph by mercenaries for inﬁltration and guerrilla warfare purposes.

**Implants:** Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Eelware, Enhanced Vision, Grip Pads, Mnemonic Augmentation, Puppet Sock, T-Ray Emitter

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

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

**Disadvantages:** Social Stigma (Pod) trait

**CP Cost:** 30

**Credit Cost:** Expensive

**Parallax:** Ah, the good old toy soldiers ﬁelded by so many pre-Fall militaries and then exploited by the TITANs during the Fall. I guess you can’t really fault the old Earth governments too much, they seemed like a good deal. They were loyal, durable, looked near enough to human that people didn’t complain too much, followed orders, and even sometimes had actual human egos in them. They lost popularity, of course, after the TITANs took over legions of sec pods and used them to commit all sorts of atrocities, but they’re making a comeback.

**Rivet:** Some people have the misconception that these were always directly controlled by the TITANs. Not true. It was common for them just to reprogram the AIs. So be careful about any sec pods you come across in long-lost or out-of-the-way habs, where some of them still linger.

#### Space Marine Variant

The space marine variant of the security pod was optimized for orbital skirmishes, boarding actions, suppressing asteroid miner revolts, and other space-theater operations.

**Implants:** Add Oxygen Reserve, Prehensile Feet, Vacuum Sealing

**CP Cost:** 30

**Credit Cost:** Expensive
Cole Bubbles 1e

The original theory behind Dandridge M. Cole’s “bubbleworld” habitat was to quickly create a hollow sphere by the expansion from ﬂash evaporation of water inside a cavity dug at the center of a metallic asteroid. In practice, this turned out to be extremely difficult because few asteroids were homogenous enough to withstand this process without cracking along impurities. On top of that, the energy expenditure to soften the asteroid into an elastic state and ﬂash boil the water are immense.

Instead, most habitats called Cole bubbles are created by a more controlled method. A suitable metallic asteroid is encapsulated in a thin polymer shell inflated to the desired radius with carbon monoxide at low pressure. The entire collection is heated until the nickel and iron in the asteroid begin to react with the CO gas. By keeping the shell at a constant temperature and with transport assisted by nanoparticle catalysts, the nickel alloys will deposit evenly on the interior of the shell until the heat is cut off and the reaction stops.

The fabrication shell can either be kept in place as a protective coating or recycled for other uses. Any remaining carbon monoxide, metal ore, volatiles, and silicates serve as feedstock for synthesizing industrial materials for the Cole habitat’s internal systems. These can include composites and lubricants made from hydrocarbons and ceramic-metal hybrids. Like anywhere else, as many of the local resources are utilized as possible.

Cole bubbles left in microgravity are popular amongst neo-avians and transhumans adapted permanently for life in zero g because they can literally ﬂy from one point in the habitat to any other, so long as any obstructions are accounted for. Water-breathing species share this affinity as well, though their habs must have significantly thicker shells to hold the water pressure. Cole habitats can also be spun for artiﬁcial gravity; the centrifugal effect proportionally decreases the closer one gets to the poles along the axis of rotation. There is no functional difference between these habitats and Bernal spheres. Only the construction method is different.

Most residents of spun Cole bubbles are in the central third of the sphere where gravity variation is the least. The remaining two-thirds are evenly divided into park and agricultural space and windows near the poles for mirrors to reﬂect in ambient light. Some enterprising developers have ﬁgured out how to control the deposition process such that the bubble is shaped more like a lozenge, thus increasing the internal area spun to the desired speed. The deposition rate is kept the same along the oblong substrate by using nanomachine swarms to induce and control a gradient in the catalyst concentrations in the CO gas.

Because Cole bubbles are fashioned from large metallic asteroids, they are predominately found in the Belt (the icy asteroids found elsewhere being unusable). Cole bubbles can be quite large, easily over 10 kilometers in diameter, and so are capable of supporting hundreds of thousands or even several million people. Spaceports are located at the bubble’s axis points, taking advantage of the zero g there.
Neotenic 1e

Neotenics are transhumans modified to retain a child-like form. They are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat living and spacecraft. Some people find neotenic sleeves distasteful, especially when employed in certain media and sex work capacities.

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

**Aptitude Maximum:** 20 (SOM), 30 (all else)

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** +5 COO, +5 INT, +5 REF, +5 to one aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat)

**Disadvantages:** Social Stigma (Neotenic) trait

**CP Cost:** 25

**Credit Cost:** Expensive

**Psychscaper:** These are illegal in some biocon habs, just like like it’s illegal for adults to sleeve into minor-aged morphs and vice versa.

**Violet Perdido:** I understand the sex aspect weirds some people out, but it’s fairly easy to get a neotenic that is neuter—in fact, it’s the most common morph to get in neuter form.

**Stitch:** I don’t need to be sleeved in a neotenic to be reminded that I’m still a kid at heart.
Tharsis League 1e

# The Tharsis League

**League Members:** Ashoka, Elysium, Noctis-Qianjiao, Olympus, Valles-New Shanghai, plus over a dozen others.

**Memes:** Martian Nationalism

A loose coalition of the planet’s major independent settlements, elected members form a committee representing the population in matters concerning or affecting the majority of its habitats and settlements. Prominent debates revolve around the scientific approach of the ongoing terraforming process as well as trade and taxation restrictions initiated by the Planetary Consortium and its member hypercorps.

The League’s committee is rarely united in its agenda and opinion, and tensions are increasingly on the rise. The cities with strong hypercorp ties are accused of dominating council affairs, manipulating matters behind the scenes, failing to do anything about the TITAN Quarantine Zone, and selling out Martian interests to the hypercorps and the Planetary Consortium (of which many are also part). In response, the non-Consortium cities are condemned for advocating anti-hypercorp initiatives, passively blocking terraforming measures, and for maintaining ties to the Barsoomians—the Martian underclass resistance living in the desolate and unstable outskirts.
Reaper 1e

The reaper is a common combat bot, used in place of biomorph soldiers and typically operated via teleoperation or by autonomous AI. The reaper’s core form is an armored disc, so that it can turn and present a thin profile to an enemy. It uses vector thrust nozzles to maneuver in microgravity, and also takes advantage of an ionic drive for fast movement over distance. Four legs/manipulating arms and four weapon pods are folded inside its frame. The reaper’s shell is made of smart materials, allowing these limbs and weapon mounts to extrude in any direction desired and even to change shape and length. In gravity environments, the reaper walks or hops on two or four of these limbs. Reapers are infamous due to numerous war XPs, and bringing one into most habitats will undoubtedly raise eyebrows, if not get you arrested.

**Enhancements:** 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Cyber Claws, Extra Limbs (4), Magnetic System, Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount (Articulated, 4), Mnemonic Augmentation

**Mobility System:** Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)

**Aptitude Maximum:** 40

**Speed Modifier:** +1 (Reflex Booster)

**Durability:** 50 (60 with Structural Enhancement)

**Wound Threshold:** 10 (12 w/Structural Enhancement)

**Advantages:** 4 Limbs, +5 COO, +10 REF (+20 with Reflex Booster), +10 SOM, Armor 16/16

**CP Cost:** 100

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

**Rivet:** As advertised. For when you absolutely, positively gotta kill every last motherfucker in the hab. Accept no substitutes.

**Pivo:** I think a lot of people forget that reaper variants constantly rank near the top for major shell manufacturers each quarter. Looking around, you don’t see very many, and they’re kind of a pain to sleeve into, but lots and lots of corps and habs have a handful they use for security that spend most of their time in storage or patrolling far from prying eyes.

**Parallax:** I know this will piss off a lot of the Direct Action fanbots, but, for my money, unless all you’re going to be doing on an op is killing and destroying, you’re better off going with something a little more multipurpose. These things are a little too one note for me.
Takko 1e

The first synthetic octopus design from the engineers at Feral Robot is a hardy shell custom-designed to make octopi uplifts feel more at home in a synthetic body with eight functioning appendages. Though it lacks ink sacs, the takko features vectored-thrust jets for microgravity propulsion.

**Enhancements:** 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (8 Arms), Grip Pads, Mnemonic Augmentation, Polarization Vision

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

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** Beak Attack (1d10 + 2 DV, use Unarmed Combat skill), +10 Free Fall skill, +10 Climbing skill,+5 COO, +5 INT, +5 SOM, Armor 8/8

**CP Cost:** 60

**Credit Cost:** Expensive (minimum 45,000+)

**Skinwalker:** For human egos checking out the eight-armed life, takkos tend to be easier to acclimate to then octomorphs. The cyberbrain mind-states are more conducive to human mental frameworks.

**Pivo:** These were a big hit among neo-octopi when ﬁrst released. There’s an ongoing complaint about the lack of chemoreceptors on the arms in most models—imagine having a human biomorph with no sense of taste or smell—but the overall dexterity and design keeps us happy.

**Callosum:** The cyberbrains on these incorporate some of the neo-octopi neural framework in the arms, meaning that have a bit of a mind of their own, but they include better proprioception than most octomorphs too.
Biocore 1e

Originally designed by a scum engineer who just wanted to see if it could be done, the biocore is a synthmorph with a biological brain. The design has since spread to those who wish to enjoy the advantages of sleeving in a synthmorph without the risk of brainhacking or who simply dislike the idea of using a cyberbrain (including some asyncs). Most models feature a stylized but transparent braincase, to show off the biocore’s main feature, but others appear to be ordinary synthmorphs from the outside; only a detailed physical examination can determine that it actually contains a living brain.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Brain Box, Cortical Stack, Eidetic Memory

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 SOM, +5 to two other aptitudes of the player’s choice, Armor 6/6

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

**CP Cost:** 50

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

**Das Frettchen:** Yeah, I really want to be soulgazing into your grey matter over coffee. Thanks for that. It’s only marginally better than that scum “artist,” Vagface.

**Rivet:** Coreporeal produces a few biocore shells that look just like common synths on the outside. It’s sometimes worth dragging along the old lobes if you’re worried someone’s aiming to root your headcase.

**Ruqinzhe:** Our team’s async tried this. She liked it—a bit too much. Said it made her feel “free,” like her mind was liberated to wander the cosmos. The episodes of her talking to herself went up a notch or three, and ever since she’s been infatuated with the idea of switching over to gatecrashing ops. I’m inclined to let her go.
GD Archievements

Achievements are a feature of Geometry Dash that are unlocked by completing certain tasks or objectives. They can unlock a variety of rewards, including icons, colours, and sometimes Secret Coins and Themes. They are often obtained by leveling up, collecting stars, Secret Coins, User Coins, and Diamonds, completing Map Packs, Demon levels, Silent levels, Nothing Harder! levels, and official levels, as well as through general gameplay. They will show up in a brown rectangular box at the top of the screen, along with a ringing sound effect, once you unlock one.
Other Groups 1e

**Posted by:** Cacophonous, Firewall Router <**Info Msg Rep**>

Firewall is by no means the only transhuman group concerned about x-risks. We have many fellow travelers, some of which are allies (the argonauts) or at least share enough common ground as to avoid interfering with each and sometimes even work together (the Titanians). Others are rivals with varying degrees of hostility, ranging from indifferent (the ultimates) to destroy-with-prejudice-upon-contact (the Jovians). It is not uncommon for us to cross paths with these groups in our investigations, though it is, of course, not always apparent what agencies these other operatives represent. Sentinels have been known to use some of these other groups as cover identities or as patsies to take the blame, and they assuredly do the same with us when convenient.

* The Argonauts
* Hypercorp Interests
* Jovian Agencies
* Oligarchs
* Religious Groups
* Titanian Agencies
* TITAN Hunters
* The Ultimates
Octomorph 1e

These uplifted octopi sleeves have proven quite useful in zero-gravity environments. They retain eight arms, their chameleon ability to change skin color, ink sacs, and a sharp beak. They also have increased brain mass and longevity, can breathe both air and water, and lack a skeletal structure so they can squeeze through tight spaces. Octomorphs typically crawl along in zero-gravity using their arm suckers and expelling air for propulsion and can even walk on two of their arms in low gravity. Their eyes have been enhanced with color vision, provide a 360-degree field of vision, and they rotationally adjust to keep the slit-shaped pupil aligned with “up.” A transgenic vocal system allows them to speak.

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

**Aptitude Maximum:** 30

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** 8 Arms, Beak Attack (1d10 DV, -1 AP, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice

**CP Cost:** 50

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

**Pivo:** The best part about watching humans sleeve into octomorphs is how weirded out you get about the arms having minds of their own. Human limbs seem dumb and lifeless by comparison.

**Ruqinzhe:** For non-octopi, it can take a while to get used to, but these things are excellent for inﬁltration ops. You’d be surprised how many facilities gear their security towards humanoid-sized intruders or synthetics. There are usually lots of places an octomorph can exploit.

**Sun Bu’er:** There’s a group of exhuman uplifts who do scary things with their octomorphs: bone plates and hooks on the arms, the ability to engulf opponents, tailored toxin production, and custom beaks made of smart materials that deform to allow them to squeeze into very, very small places.
Futura 1e

An exalt variant, futura morphs were specially crafted for the “Lost generation.” Tailor-made for accelerated growth and adjusted for confidence, self-reliance, and adaptability, futuras were intended to help transhumanity regain its foothold. These programs proved disastrous and the line was discontinued, but some models remain, viewed by some with distaste and others as collectibles or exotic oddities.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** +5 COG, +5 SAV, +10 WIL, +5 to one other aptitude of the player’s choice

**CP Cost:** 40

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

**Plasmid:** While the original stigma kept these rare, the genetics have been copied and reproduced (and sometimes tweaked) by numerous skincrafters.

**Callosum:** Want to know a secret? Cognite still produces their original futura models. For “in-house” purposes, of course.

**Cacophonous:** There’s a lot of people that believe futura morphs remain in circulation so that they can be tracked—reasoning being that they hope to catch fugitives from the Lost Generation that are still on the loose.

**Skinwalker:** I’ve heard that rumor as well—and also that the ones in circulation are booby-trapped in various ways.

**Black Pharoah:** I can substantiate one of those rumors. There is at least one Firewall scanner tasked with tracking futura morphs in the wild. It is wise to assume others do as well.
Savant 1e

This morph was developed on Ilmarinen as proof that synthmorphs can also be useful to scientists and engineers. This strangely elegant morph lacks the disturbing mimicry of humanity found in synth and steel morphs. Instead, the ovoid head with its elegantly minimalist face looks more like an artistic sculpture than a metal version of a real human head.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Hyper-Linguist, Math Boost, Mnemonic Augmentation

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 40 (COG and INT), 30 (all others)

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +10 COG, +5 INT, +5 SAV, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8

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

**CP Cost:** 65

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

**Rivet:** As a newer design, savants are still pretty hard to come by anywhere outside of Neptune.

**Qi:** A few inner system corps have taken the savant’s open source designs and are rushing out their own models, but some autonomist hacker groups have taken offense to that sort of proﬁteering and are seeding several viruses that only affect various proprietary models around the inner system.

**Callosum:** In my experience, the accelerated intelligence neural modeling in synths like this (and also certain eidolons) is a bit more prone to bugginess than wetware smart morphs. You tend to see higher rates of eccentricity and neurodiverse behavior.
Darwin's Children, Incorporated 1e

# Darwin's Children, Incorporated

DCI is the largest hypercorp wholly owned and operated by uplifts. Its focus is on providing the tools and adaptations for uplifts to function in transhuman society. It designs blueprints for and manufactures translators that convert dolphin whistles and whale song into human speech, servos that allow parrots and octopi to manipulate equipment they don’t have the strength to operate on their own, drugs that compensate for protein deficiencies, and a thousand other products. If there’s an uplift somewhere that needs a special tool or modiﬁed device, DCI has likely either designed one itself or contracted with freelancers to do so.

Lest you think DCI is all about uplift love, don’t lose sight of the fact that they are a ruthless for-proﬁt business. The neo-orangutans behind the outﬁt are cold-hearted capitalists whose driving ideology seems to be to raid the bank accounts of their fellow uplifts before some humans do. Greed is not solely a human trait.

Nevertheless, DCI recognizes that the more rights uplifts have, the better consumers they will be. Based in the Morningstar Constellation, DCI has been instrumental in lobbying the ﬂedgling government to pass legislation protecting uplift interests. They also contribute heavily to uplift rights groups active in the Consortium.
Selkie 1e

Selkies look like a human-seal hybrid, and in fact their genetics are aquanaut with heavy splices of seal traits. Their arms are standard human-shaped, but their legs are fused into a pair of hind ﬂippers for powerful swimming. On land, they can stand but have difficulty moving, as they must ﬂop, roll, or hop like a seal. They are adapted for the lack of air, deep cold, and crushing pressure of subcrustal seas.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Enhanced Vision, Enhanced Respiration, Gills, Hydrostatic Pressure Adaptation, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill **Disadvantages:** Movement Rate of 1/4 on land

**CP Cost:** 55

**Credit Cost:** Expensive

**Nevermore:** There’s getting used to the morph, then there’s getting used to the environment the morph operates in. I found out the hard way I am not wired for deep sea excursions. It’s oppressive.

**Nezumi:** I keep hearing rumors that someone has hacked a mermaid variant, complete with drop-dead looks and pheromones, of course.

**Eludere:** Sounds like something you'd ﬁnd in a scum swarm somewhere.
Neo-Hominid 1e

Neo-hominids are uplifted chimpanzees, gorillas, and orangutans. All feature enhanced intelligence and bipedal frames.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
**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, +10 Climbing skill
**CP Cost:** 25
**Credit Cost:** Expensive

**Callosum:** Even though some body banks lump the neo-hominid species together, it’s worth knowing that they don’t all feel the same.
**Skinwalker:** Bonobo neural architecture and natural hormonal levels are not for the inexperienced. If you’re new to the morph, you may want to request the special cocktail of hormones that brings their responses more in line with human norms. If you think you want to go “full bonobo,” then step down off the inhibitors over a period of days; don’t try to cold turkey it.
**Sun Bu’er:** While chimps are probably the most numerous and bonobos the most notorious, the orangs often get overlooked. Truth is, all the neo-orang uplifts I’ve ever known are totally mellow gals and guys. Having sleeved into an orang on a skeleton crew mining op once , I can see why. The morph is just so smooth and easy, the closest I can come to it in my splicer is when I’m doing tai chi; it just ﬂows. You’re powerful but not obvious about it.

## Neo-Gorilla

To highlight the differences in neo-hominid species, apply the following stats for neo-gorillas. The neo-hominid entry above applies for neo-chimpanzees, neo-bonobos, and neo-orangutans.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Prehensile Feet
**Aptitude Maximum:** 30
**Durability:** 40
**Wound Threshold:** 8
**Advantages:** +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
**CP Cost:** 35
**Credit Cost:** Expensive (minimum 30,000)

**Moxie Harper:** The prevalence of gorillas in certain pop culture products has made this a popular morph among those that want to project a certain air of toughness and, dare I say, badassery without having to go synth.
**Cacophonous:** Uplifted homs in general, and particularly uplifted gorillas, have been dealing with the backlash of these media depictions. A lot of people see neo-gorillas and automatically think they’re thugs or mobbed up with some syndicate.
Steel Morph 1e

This morph was developed by technicians and designers who are members of the Lunar synthmorph rights movement, the Steel Liberators. Middle-class Lunars who came out of poverty and continue to actively support the Steel Liberators sometimes choose this morph, despite the fact that this choice often results in them experiencing significant prejudice from biochauvinists.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8

**Disadvantages:** Social Stigma (Clanking Masses) trait, Uncanny Valley trait

**CP Cost:** 50

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

**Psychscaper:** They took a bold stepping giving these morphs realistic faces, rather than the usual abstract design. That’s been a no-no in the engineer’s playbook for decades. Humans don’t respond well to faces that are realistic but still artificial. They’re addressing that uncanny valley revulsion head on with these morphs, really embracing the otherness aspect and still claiming equal personhood.

**Skinwalker:** Since these have grown in popularity, the demand is high, and they’re actually hard to ﬁnd. Last time I wanted one, I had to reserve it three months in advance.

#### Liquid Silver Variant

Designed as a top-end version of the steel morph, this shell's entire outer covering is composed of active nanomachines. A number of synthmorph performers use this shell's shape- and color-altering capacities as part of their acts. However, the fact that this morph can disguise itself as any other humanoid synthmorph, including the ubiquitous case morph, means that a number of covert operatives and criminals also make use of this morph. This version of the steel morph cannot use a synthetic mask.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Shape Adjusting, Skinflex, Wrist-Mounted Tools

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +10 SOM, +5 COG, +5 to three other aptitudes of the player’s choice, Armor 8/8

**Disadvantages:** Social Stigma (Clanking Masses) trait, Uncanny Valley trait

**CP Cost:** 70

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

#### Masked Variant

This version of the steel morph is equipped with the synthetic mask enhancement, making the shell look like a human biomorph. This version is uncommon, as most Steel Liberators view biological masking as a form of “selling out.” It is used both by Lunars who are stuck sleeving into a synthmorph, but whom don’t want to suffer discrimination, and by Steel Liberator activists looking to infiltrate biochauvinists and other opponent groups. Use the same stats as the steel morph, with the following changes:

**Enhancements:** Add Synthetic Mask (this negates the Social Stigma (Clanking Masses) and Uncanny Valley traits)

**CP Cost:** 55

**Credit Cost:** Expensive (minimum 40,000+)
Aquanaut 1e

Aquanauts are environmentally adapted for underwater activities. They have seen a revival on exoplanets with habitable seas and oceans. Their heart rate slows while underwater, their skin includes a layer of blubber that retains heat, they store oxygen in their muscle tissue, and they do not suffer negative health effects from pressure changes. Additionally, their eyes have nictitating membranes and their corneas adjust to counter underwater refraction. Their hands and feet are webbed and they possess a transgenic swim bladder for controlling buoyancy. They can safely descend to about 200 meters depth (roughly 6 atmospheres of pressure) without suffering narcotic effects or other diving problems.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Gills, Sonar, Swim Bladder, Temperature Tolerance (Improved Cold), Toxin Filters
**Aptitude Maximum:** 30
**Durability:** 40
**Wound Threshold:** 8
**Advantages:** +5 COO, +10 SOM, +5 to one other aptitude of the player’s choice, +10 Swimming skill
**CP Cost:** 50
**Credit Cost:** Expensive

**Skinwalker:** Though they don’t have the depth range of a selkie or synth, aquanauts are great whenever you need to function both underwater and on land. It takes some time acclimating to the transition from water- to air-breathing and vice-versa, though.
**Plasmid:** A small hypercorp called ParaLife has made some interesting progress with an aquanaut strain that is completely amphibian: ectothermic, can breathe through their skin, and so on. Drawback is that they’re slimy: they have specialized glands to keep their skin moist out of water.
**Moxie Harper:** Last proxy I had that sleeved me in an aquanaut told me the immunity to nitrogen narcosis also would prevent me from getting drunk. Well I can personally attest, that’s a ﬂat-out lie.
Nimbus 1e

# Nimbus

**Major Industries:** Electronics, Mesh Systems, Farcasting, Communications

**Major Stations:** Octavia (Venus)

Nimbus produces key components for mesh infrastructure, from spime microradio and sensor systems to ectos, servers, and laser links. Nimbus also dominates the network of farcaster links throughout the system, due to several breakthroughs in this technology (some claim that Nimbus purchased these advances from the Factors). Rumors that Nimbus controls a secret Pandora Gate or that they engage in illicit ego-smuggling (or even that they are secretly transferring stolen egos to experimental exoplanet colonies) regularly circulate through the mesh, but remain unconfirmed.
Olympian 1e

Olympians are human upgrades with improved athletic capabilities like endurance, eye-hand coordination, and cardio-vascular functions. Olympians are common among athletes, dancers, freerunners, and soldiers.

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

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

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

**CP Cost:** 40

**Credit Cost:** Expensive

**Moxie Harper:** The morph of choice for inner-system athlete wanna-bes and for the rich and connected looking for discrete muscle that can still look good. You go to any upscale vacation spot and the place will be crawling with these morphs, especially the clinics. A lot of the yahoos who sleeve into these think they’re much stronger than they are and end up pulling a muscle or ripping a tendon.

**Parallax:** Skinaesthesia makes a sweet olympian variant with muscle augmentation and bone strengthening. Sure, you can get this done aftermarket, but the custom grow just feels so much sweeter. It also has special subdermal glands that make the skin look all oiled up. These things have gotten a lot of good word-of-mouth in both the legal and illegal ﬁght circuit—they’re big, strong, and look good giving a beat down.

**Violet Perdido:** They’re also a big fave of certain types of XP since that self-lubrication covers *everything*.
Vacuum Pod 1e

Optimized for vacwork, this pod is preferred in situations where novacrabs or synths don’t fare as well socially. The vacuum pod is based on the bouncer morph and looks superﬁcially identical to one.

**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Cyberbrain, Enhanced Respiration, Grip Pads, Mnemonic Augmentation, Oxygen Reserve, Prehensile Feet, Puppet Sock, Vacuum Sealing

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice

**Disadvantages:** Social Stigma (Pod) trait

**CP Cost:** 30

**Credit Cost:** Expensive

**Expat:** More than many other pods, vac pod models tend to suffer from cookie-cutter looks. I’ve worked several ship construction jobs where it was extremely challenging to visually tell some of the pod-sleeved vacworkers apart.
Jenkin 1e

The handiwork of scum genehacker Neville Orsonglass, the jenkin is a byproduct of desperate measures taken during the Fall. The original model was simply the designer’s attempt to keep him and his crewmates alive on a ship with failing life support and recycling systems. From there, it has evolved into the ultimate survivor’s morph, though the definition of “survivor” has now been extended to “can take all of the drugs and still function sexually.” This seems to be a selling point with the scum. Despite the morph’s stooped posture, rat-like features, and pungent personal aroma, the implausibly sized secondary sexual characteristics make it the life of certain kinds of parties.

**Enhancements:**

Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digestive Symbiotes, Enhanced Pheromones, Enhanced Respiration, Enhanced Smell, Hibernation, Mnemonic Augmentation, Possum Cache, Prehensile Tail, Puppet Sock, Temperature Tolerance, Toxin Filters

**Aptitude Maximum:** 25

**Durability:** 35

**Wound Threshold:** 7

**Advantages:** +5 INT, +5 REF, +5 SOM, Bite Attack (1d10 + 1 DV, AP –1)

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

**CP Cost:** 20

**Credit Costs:** High in scum swarms, Expensive (minimum 40,000) elsewhere

**Stitch:** I’m honestly surprised it took this long to get a human-rat hybrid.

**Moxie Harper:** How long before these are all the rage in socialite circles?

**Nezumi:** No one is going to mention the pheromones? These aren’t the normal kind, that you can’t actually smell—it’s more like a musk. Simply put, these things stink, and suits they wear or furniture they sit on for a period of time acquire that smell.

**Qi:** The last scum group I hung with thought the scent marking aspect was hilarious. Every time a new arrival joined the ﬂeet, a handful of jenkin-sleeved scum would rush to greet them and rub themselves all over the new arrivals’ stuff.
Bruiser 1e

This morph is specifically designed to be large, strong, and physically intimidating. Adopted early on by some sports performers, it quickly became a favorite among criminal cartels and thugs. At 2.5 meters tall, the morph may have difficulty moving comfortably in all but the most open and uncrowded of habitats. This morph’s “claws” extend from its knuckles and are more like reinforced bone brass knuckles.
**Implants:** Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Hardened Skeleton
**Aptitude Maximum:** 30 (SOM 40)
**Durability:** 60 (includes Hardened Skeleton bonus)
**Wound Threshold:** 10
**Advantages:** +10 Intimidation skill, +15 SOM (includes Hardened Skeleton bonus), +5 REF (+15 with Adrenal Booost), +5 to one other aptitude of the player’s choice
**Disadvantages:** Unattractive (Level 1) trait
**Notes:** Large Size trait
**CP Cost:** 60
**Credit Cost:** Expensive (minimum 60,000+)

**Qi:** Bruisers, the morph that lets everyone else know you didn’t get enough bullying in as a kid.
**Parallax:** Meh, bigger they are …
**Violet Perdido:** Watch what you say. There’s a thriving business in bruisers as vacation morphs for those who simply want to try out the enhanced genitalia.
**Eludere:** You want to see some fun action? Go watch the bruiser wrestling rings down on Luna. They can throw each other impressive distances.
**Sequencer:** What’s impressive are the number of limited-edition bruisers based on the genetics of pre-Fall wrestlers and athletes. The market is huge.
**Just Mortal:** Can’t see the point of sleevin’ something that’s just going to bang it’s head on every door frame in existence.
Novacrab 1e

Novacrabs are a pod design bio-engineered from coconut crab and spider crab stock and grown to a larger (human) size. Novacrabs are ideal for hazardous work environments as well as vacworker, police, or bodyguard duties, given their ten 2-meter long legs, massive claws, and chitinous armor. They climb and handle microgravity well and can withstand a wide range of atmospheric pressure (and sudden pressure changes) from vacuum to deep sea. Novacrabs feature compound eyes (with human-equivalent image resolution), gills, dexterous manipulatory digits on their fifth set of limbs, and transgenic vocal cords.

**Implants:**

Basic Biomods, Basic Mesh Inserts, Carapace Armor, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), +10 SOM, +5 to two other aptitudes of the player’s choice

**CP Cost:** 60

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

**Expat:** I know some people really dig their crab morphs, but these things really squick me out when they eat.

**Just Mortal:** The question everyone wants to know is: how do their legs taste?

**Sun Bu’er:** An exhuman I once spoke to told me they were “delicious, but not as good as splicer.”
Pirates 1e

Most pirates attack automated cargo ships and longrange supply convoys, with the occasional raid on an asteroid mining station, research outpost, or brinker habitat. On rare occasions they have been known to attack commercial cruisers to rob the wealthy or kidnap socialites. Many pirates take advantage of scum fleets as cover, trading with them and using their limited maintenance capabilities. Quite a few also make sideline pro� ts as smugglers and/or free traders, often utilizing connections to one of the crime syndicates or political outcasts.
Swarmanoid 1e

The swarmanoid is not a single shell per se, but rather a swarm of hundreds of insect-sized robotic microdrones. Each individual “bug” is capable of crawling, rolling, hopping several meters, or using nanocopter fan blades for airlift. The controlling computer and sensor systems are distributed throughout the swarm. Though the swarm can “meld” together into a roughly child-sized shape, the swarm is incapable of tackling physical tasks like grabbing, lifting, or holding as a unit. Individual bugs are quite capable of interfacing with electronics.

Swarmanoid Special Rules

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition

**Mobility System:** Walker (2/8), Hopper (4/20), Rotor (4/32)

**Aptitude Maximum:** 30

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** See Swarm Composition

**Disadvantages:** See Swarm Composition

**CP Cost:** 25

**Credit Cost:** Expensive

**Skinwalker:** This morph is rough to adapt to, but not usually for the reasons people think. Yeah, the sensory input is overloading, and simultaneous lack of a substantial body and the possession of thousands of small ones is a serious acclimation hurdle. What gets most people, though, is the frustration. Being severely limited in what you can physically do, from holding a cup to opening a door, tends to aggravate people and compound the alienation.

**Voight-Kampff:** I think that’s probably why you see a lot more AGIs using these when they want something that can operate physically. For them, it’s almost the opposite experience: you go from experiencing millions of things simultaneously to just a few hundreds to thousands of inputs, but it beats sleeving into something even less able

#### Skulker Variant

Skulkers are a stealth swarmanoid designed to inﬁltrate sensitive areas and avoid detection by sensors.

**Enhancements:** Add Chameleon Skin, Radar Invisibility

**CP Cost:** 35

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

#### Smart Swarm Variant

The smart swarm is a robust attempt to get more utility out of the swarmanoid morph design. It makes use of larger modular minidrones (rather than microdrones) that can lock together into various shapes, enabling limited physical actions and tool use.

**Enhancements:** Add Modular Design, Smart Swarm

**Mobility System:** Shaped Swarm 2/16

**CP Cost:** 30

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

**Stitch:** I know an AGI engineer who is a real master at using smart swarms. I've seen them shape mechanical structures like a track of ball bearings in order to slide something along. They're also good at taking advantage of the environment to create more leverage, like an improvised pulley. It takes a lot of skill to pull those kinds of tricks off, though.
Hypergibbon 1e

Built from siamang genestock, the largest of the lesser apes, hypergibbons are often mistaken for uplifts, although this is not the case. The gibbon was never a candidate for uplift due to a brain anatomy considerably more primitive than great apes. With the addition of a cyberbrain, though, they make excellent pods.

Many primate uplifts choose hypergibbons in place of other pods or when they need something small like a neotenic.

Hypergibbons stand about 1 meter tall, weigh 15 kilograms, and typically have black fur and skin (although bodysculpting permits many variations). They have inflatable throat sacks that allow melodious calls that carry great distances. Their wrists feature a ball-and-socket joint and also naturally dislocate to enable easier swinging by the arms.

**Implants:**

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

**Aptitude Maximum:** 30

**Durability:** 25

**Wound Threshold:** 5

**Advantages:** +5 INT, +5 REF, +10 Climbing skill, +20 Freerunning skill, Limber (Level 2) trait, hypergibbons count as a small target in combat (–10 to hit)

**Disadvantages:** Social Stigma (Pod)

**CP Cost:** 30

**Credit Cost:** Expensive

**Chiro:** I kind of want to fork some children and sleeve them in hypergibbons, but that’d probably be introducing a new x-risk.

**Skinwalker:** I keep a couple of hypergibbon sleeves around my home for my forks as I need them. They’re very handy for home projects—they can get into anything, and their energy is infectious.