recursal/Fanatic-Fandom huggingface dataset:
Specialist Pod 1e

Designed specifically to compete with popular mid-range morphs like the menton and olympian, the specialist pod is cheaper and faster to create than a biomorph. It also offers the user a high degree of customization.

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

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

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

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

**CP Cost:** 25

**Credit Cost:** High

**Violet Perdido:** The black market sales pitches for the “specialty” each of these morphs have are quite often hilarious.

**Expat:** I sleeved one of these last time I went to the Belt; it was the only option on short notice. Turned out the morph looked uncannily like my mother. It really weirded me out. I couldn’t even look in the mirror after a while.
Neo-Beluga 1e

Neo-belugas are the smallest and most numerous of the surviving whale uplifts, ranging 5.5 meters in length on average. They are white-skinned with no dorsal ridge, toothed, and have the distinction of being the only whale that can swim backwards.

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

**Movement Rate:** Swim (16/40)

**Aptitude Maximum:** 25

**Durability:** 35

**Wound Threshold:** 7

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

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

**CP Cost:** 45

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

**Skinwalker:** My biggest issue with this morph was getting used to swallowing things whole, without chewing them.

**Cymascopist:** Look for the price tag on these morphs to shoot up soon. Somatek has seen steadily declining proﬁts on it since roll-out, and there’s just not a large enough population of uplifted belugas to make it worth their while to develop new iterations.

**Pivo:** There’s a group of neo-beluga uplifts looking to buy out Somatek’s genetic IP just to open source it all.
Eidolons 1e

Infomorphs are digital-only forms—they lack a physical body. Infomorphs are sometimes carried by other characters instead of (or in addition to) a muse in a ghostrider module.

**Enhancements:** Mnemonic Augmentation

**Aptitude Maximum:** 40

**Speed Modifier:** +2

**Disadvantages:** No physical form

**CP Cost:** 0

**Credit Cost:** 0

When an ego is uploaded, it can choose to run on an eidolon instead of the standard infomorph shell. The eidolon software must be purchased or otherwise acquired, just like an infomorph or any other morph. Integration, Alienation, and Continuity Tests are called for, just as with a physical resleeving. Because the ego is mapped and formatted to the particular eidolon, if the ego is copied or forked to a basic infomorph or other eidolon, another set of Integration, Alienation, and Continuity Tests must be made.
Note that eidolons, like basic infomorphs, are software emulations of the hardware used by cyberbrains. Characters in physical morphs with cyberbrains cannot make use of eidolons because the eidolon is discarded when the ego is loaded onto the cyberbrain hardware.
**Enhancements:** Eidetic Memory, Hacking Alert, Mental Speed, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Advantages:** +5 COG, +5 to one other aptitude of the player’s choice
**CP Cost:** 35
**Credit Cost:** Expensive (minimum 35,000)
**Enhancements:** Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Advantages:** +5 to one aptitude of the player’s choice
**CP Cost:** 25
**Enhancements:** Mental Speed, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Advantages:** +5 INT, +5 SAV
**CP Cost:** 35
**Credit Cost:** Expensive (minimum 35,000)
**Enhancements:** Increased Speed, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +3 (includes Increased Speed)
**Advantages:** +5 REF, +5 to one other aptitude of the player’s choice
**CP Cost:** 35
**Enhancements:** Eidetic Memory, Hyper Linguist, Math Boost, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Advantages:** +10 COG, +5 to one other aptitude of the player’s choice
**CP Cost:** 40
**Credit Cost:** Expensive (minimum 40,000)
**Enhancements:** Eidetic Memory, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Advantages:** +5 COG, +5 INT
**CP Cost:** 35
**Enhancements:** Copylock, Mnemonic Augmentation
**Aptitude Maximum:** 40
**Speed Modifier:** +2
**Disadvantages:** Modified Behavior (Level 2: Blocked disobedience to a particular person or group), –10 WIL
**CP Cost:** 5
**Credit Cost:** Moderate
**Enhancements:** Increased Speed, Mental Speed, Mnemonic Augmentation, Panopticon
**Aptitude Maximum:** 40
**Speed Modiﬁer:** +3 (includes Increased Speed)
**Advantages:** +10 REF, +5 to one other aptitude of the player’s choice
**CP Cost:** 60
**Credit Cost:** Expensive (minimum 60,000
Feral Robot 1e

# Feral Robot

Feral Robot is a small, ﬁve-person virtual company, all uplifts, scattered throughout the solar system. Despite their size, they are large in impact. Feral Robot’s personnel are system-class robotics engineers. They specialize in producing synthetic morphs that mimic uplift forms rather than humanoid styles. Though mass-produced by other hypercorps, Feral Robot were the ones who designed the takko morph, the ﬁrst fully synthetic uplift design made available for commercial usage. The design sacrifices little of an octomorph's natural dexterity and utility but adds a greater degree of durability and the advantages of a fully synthetic body. Feral Robot is primarily busy with custom-order models, but word is their next project is to develop a synthetic avian morph specially adapted for the Venusian atmosphere.
Setting Information 1e

* Fiction
* Campaign Models
* Transhumanism, Post-Apocalyptic, Conspiracy, and Horror Themes
* Ego vs. Morph
* Glossary
* Firewall
* History
* Society and Technology
* Politics, Power, and Law Enforcement
* The Economy
* Habitats
	+ The Space Life Survival Guide
	+ Living Space in Space
	+ Habitat Systems
	+ Hazards
	+ The Habitat is Not the Territory
* Places of Interest
* Factions
* Life In Space
* Gatecrashing Ops
	+ Organizing Missions
	+ Exploration Missions
	+ Extrasolar Environments
	+ Colonization Missions
	+ Research Missions
	+ Resource Exploitation Missions
	+ Xenoarcheological Missions
	+ Gates and Communications
	+ Emergency Protocols
* Pandora Gates
* Extrasolar Systems
* Surveillance
	+ Our Transparent Society
	+ Identity and Identification
	+ Panopticon Issues, Ethics, and Culture
	+ Surveillance Technology
	+ Countersurveillance
	+ Groups
	+ Audience Participation
	+ The State of Privacy
* Uplifts
	+ Uplift Species
	+ Smart Animals
	+ Uplift Specialists
	+ Uplift Social Issues
	+ Uplift Factions
	+ Allies and Enemies
* X-Risks
	+ Active Threat Reports
Gargoyle 1e

Gargoyles are an anthroform synthetic morph designed as a mobile sensor unit. They are used by media, freelance journalists, forensics teams, and anyone who is regularly required to document a situation thoroughly. Though humanoid in shape, gargoyles stand taller than average transhumans for better viewing. Much of their exterior surface is covered in quantum dot camera-displays.

**Enhancements:** 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Lidar, Mnemonic Augmentation, Nanoscopic Vision, Oracles, Radar, T-Ray Emitter

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 30

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +5 INT, +5 to one aptitude of the player’s choice, Armor 6/6

**CP Cost:** 40

**Credit Cost:** Expensive

**Nova Vida:** These are quite common on sponsored gatecrashing ops these days. They offer more versatility than a standard overseer drone. Cheaper sponsors will stuff an AI into it.

**Parallax:** Actual egos aren’t much better. We were forced to bring a gargoyle tag-along on an op, and they were worse than useless. They had been tasked to “observe only”—meaning they couldn’t be bothered to even pass the ammo. Their training was shit, too—gave away our position on more than one occasion.

**Ruqinzhe:** Gargoyles are great for distractions. People get so invested in taking them out or jamming their feeds that they don’t notice the gnats or smart dust.
Triads 1e

**Major Stations:** Qing Long (Martian Trojans)

The only major Earth syndicate to survive the Fall almost unscathed, the triads dominate the solar system’s underworld by their sheer membership size and a history of centuries of economic and political influence. Having evolved into legit enterprises and small economic consortiums already before the Fall, the triads gained a foothold during the early colonization of space thanks to the masses of Chinese workers. Since the Fall, they have used their influence to spread to numerous habitats, taking advantage of the disparities in wealth and restrictive refugee policies to create flourishing gray and black market enterprises. Part of their success also lies in their continual utilization of ethnic Chinese social cues to ensure their insularity.

Though numerous small triad outfits exist, usually isolated to a particular station, there are four large triad groups worthy of mention. Each of these wields enough influence to engage in system-wide criminal activities. Traditionally they operate through small to medium-sized gangs local to a specific habitat or use their legal outfits as a font for their endeavours.

**The 14K Triad** controls a large part of the casino industry and the various forms of illegal gambling, betting, and rigged lotteries. Through their Galaxy Entertainment Group, a legal casino and gambling hypercorp, the 14K maintains tight connections to politicians, celebrities and influential entrepreneurs in several habitats and can afford the luxury of a private police force, the Pai Gow (Double Hand). Using the casino business for money laundry, they are also heavily involved in loan sharking and credit/ID fraud.

**The Shui Fong**—though smaller than the 14K—caters to the vices and addictions of indentured habitat workers, miners, and other laborers, supplying drugs and illegal XP, running prostitution rings, and arranging illegal pit fights and gambling tournaments. The origin of the Shui Fong’s fierce rivalry with the 14K lies in the ruins of Earth’s pre-Fall history, but the hatred between the two factions was carried into space and continues to simmer.

**The Sun Yee On** once ranked second among Earth’s biggest triads, with over 25,000 suspected members. They profit primarily by selling cheap copies of nanofab blueprints and rigged makers and fabbers. Legal products are distributed through their Wushuang Corporation, while illegal goods are patched together by enslaved infomorphs in virtual sweatshops in remote corners of the mesh. The Sun Yee On’s second main profit source are fake Earth nostalgia items, such as jewelry, documents, coins, and other collector’s items.

**The Big Circle Gang** is the smallest of the four triad factions with only approximately 8,000 members. They run a large part of the solar system’s drug trade, producing organic drugs, smart drugs, and narcoalgorithms of all kinds in secluded habitats or abandoned asteroid mining and processing facilities converted into drug labs.
Lunar Flier 1e

This morph is a version of the exalt morph that has been adapted to fly in Earth normal air pressure as long as the gravity is 0.2 g or less. Though this morph is available on other low-g worlds and habitats, it was developed for and is primarily found on Luna. This morph resembles a typical exalt morph, except that it is lightly built, has larger lungs, and has feathered wings with a wingspan of 3 meters. The wings come out of the back torso and leave the morph’s hands and wrists unhindered. The wings may also be folded behind the body.
**Implants:** Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Vision, Wings
**Aptitude Maximum:** 30
**Durability:** 30
**Wound Threshold:** 6
**Advantages:** Flight (Movement Rate 8/40), +5 COG, +5 COO, +5 to two other aptitudes—player’s choice
**CP Cost:** 35
**Credit Cost:** Expensive

**Nezumi:** These are exploding in popularity. I’ve seen them all over low grav habs in the Belt and rimward.
**Skinwalker:** The wings are a bit clumsy to handle sometimes, especially in conﬁned quarters, and I’ve had some uncomfortable back aches after ﬂying too long. I prefer morphs that integrate the wings and arms together.
**Expat:** A hypercorp called FormeVital has a lunar ﬂier model with wing-arms.
The Reverent 1e

The reverent are ﬁlled with an adoration for human beings that sometimes borders on worship. They regard Homo sapiens as humble gods, the most successful child to arise from the cradle of Earth. Without humans, no uplifts would exist, so in reverent eyes humans should be idolized, cherished, rewarded, and served. Reverents follow transhuman culture slavishly, copying human styles of fashion, political trends, entertainment, and cuisine. Sex with transhumans is extremely popular. They often choose to sleeve in transhuman morphs, feeling incredibly honored to do so, as they will tell anyone who listens. Being mistaken for a human is considered one of the highest forms of ﬂattery. Though some humans welcome the reverents' point of view—particularly the hypercorp shills who beneﬁt from the loyalty of their citizens—most humans are made queasy by their pseudo-worship.

The reverent are the only uplift faction that fully supports the genetic and reproductive controls forced upon uplifts. They reason that uplift is a tremendous gift—and only the best among the baseline creatures deserve it. Besides, if the very transhuman scientists who brought them into the world believe uplift should be limited to genetically perfect specimens, who are uplifts to argue with the wisdom of their betters? Mercurials despise the reverents. They consider the reverents’ subservience a shameful display of self-loathing and speciesism. Some mercurials have gone so far as to “out” reverents in human morphs, making it difﬁcult for them to pass as human. Some have theorized that the reverents are a hypercorp experiment to breed willing uplift slaves—and in truth, a number of the reverents’ core initial membership was composed of neo-chimpanzees bred by the same hypercorp (which one? I’ll let you dig up that gem yourself). Amusingly, when faced with the inevitable Uncle Tom epithets thrown their way, the average reverent will smile serenely and say: “Uncle Tom? See? You even rely on humanity for your insults.”
Experia 1e

# Experia

**Major Industries:** Media (AR, VR, XP), News, Entertainment, Memetics

**Major Stations:** Elysium (Mars)

Living up to its name, Experia dominates the solar system’s news, media, and entertainment market segments, generating controversy not only with its publicly expressed pro-AI stance or inviting an AGI to its board of directors, but also by proficient use of hyperviral marketing and sophisticated XP-programming. Another core segment is the production of educational XP and infomorph or AI tutors, some of the latter regularly ascending to pop-culture icon status.

Experia is the Planetary Consortium’s prime authority on designing and deploying customized viral memes, developed to counter anything posing a threat to the Consortium’s interests. The corp has automated nodes and VR centers on many habitats throughout the solar system, and it contracts thousands of freelance lifeloggers as live, roving, citizen journalistas. Claims by some infomorphs that Experia has illegally subjected indentured infomorphs to never-ending simulation experiments for forecasting and intelligence analysis purposes remain unsubstantiated.
Venusian Glider 1e

The glider is designed to survive for many hours in Venus’s unbreathable atmosphere. Tall and thin, with long, strong limbs and a lightweight build, this morph also features gliding membranes that allow it to soar through the upper Venusian atmosphere. It can even gain altitude by riding thermals (which it can see using its enhanced vision). Once Venusian terraforming efforts are complete, an upgraded version of this morph will be able to breathe normally.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes

**Aptitude Maximum:** 30

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice

**CP Cost:** 40

**Credit Cost:** Expensive

**Callosum:** The gliding membranes mean you either need smart clothes or a specialized wardrobe. Regular dumb shirts and pants just don’t work.
Observer 1e

Observers have their minds enhanced to bolster intuitive, analytical, and investigative capabilities. They are favored by detectives and others with a mind towards details, puzzles, and thin-slicing.

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

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

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

**CP Cost:** 40

**Credit Cost:** Expensive

**Qi:** Quis custodiet ipsos custodes?

**Psychscaper:** I’d guess it would be whoever is paying them. But the point is well taken; while great for freelancers, a lot of organizations distrust employees sleeved into observers since they, often rightly, assume they know more than they tell. Sure you pick up more on the stuff you’ve been assigned, but you also pick up on how your boss is likely to respond to you if you start acting like a damned know-it-all.
Mobility Systems 1e

# Mobility Systems

The various mobility systems in Eclipse Phase provide a wide range of propulsion options. Most morphs, bots, and vehicles list the Movement Rate each mobility system provides in their description. The default Movement Rate for any morph, bot, or vehicle (if unlisted) is 4/20, no matter the method.
When adding a new mobility system to a morph, use the default Movement Rate provided on the Mobility Systems table as a starting basis. A number of factors may impact the morph’s speed with that system; the gamemaster should consider the following factors and adjust the Movement Rate as suggested or as they see ﬁt, using their common sense. The physical characteristics of the morph or shell in question should be kept in mind; an aerodynamic shape, for example, might increase its winged Movement Rate, whereas a top-heavy chassis might decrease its wheeled Movement Rate. Use existing morph, bot, and vehicle descriptions as a rough benchmark and guideline.
Most mobility systems, with the exception of ionic and thrust vector, should not exceed a Movement Rate of 8/40.
**Bulky Armor or Mass:** Morphs or shells that are heavily armored or dense suffer from decreased Movement Rates, usually −0/–8 but up to −4/–20.
**Extra Legs:** Many-legged morphs and shells tend to have a faster run Movement Rate when walking (+4 to +8).
**Large Size:** Large morphs typically have a fast walker running rate, and very large morphs and shells will move at very fast walker speeds (8/40). Large mass can be detrimental to some other forms of movement, however, particularly hovercraft, submarine, and thrust vector systems (up to −4/–12). Large bots or vehicles with microlight mobility do not function well in high gravity or thin atmospheres.
**Small Size:** A diminutive frame is disadvantageous to some types of movement (walker, hovercraft), generally reducing the running Movement Rate by 4 or 8. Very small morphs, bots, and vehicles especially suffer and may have a Movement Rate as low as 1/4. Small size and mass is advantageous for other systems, however, particularly ionic, rotorcraft, and thrust vector systems; in this case, increase Movement Rate by +0/+4 to +4/+20 as appropriate.

## Cruising Speed

For long-distance travel, it may be useful to know a morph or shell’s typical cruising speed over time. As a general rule of thumb, simply use the morph’s running rate value, expressed in kilometers per hour. A ground car with a Movement Rate of 8/40, for example, can be assumed to move around 40 kph when traveling long distance.
Digger 1e

Diggers are worker pods customized for archaeological work. They are used for surface surveys, excavation, and general physical labor by xenoarchaeological teams. Their hands are modified digging claws, adapted from the genetics of hole-digging creatures like moles and aardvarks, though still flexible and useful for grasping and fine manipulation.

**Implants:** Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digging Claws, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Wrist-Mounted Tools

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:** 7

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

**Disadvantages:** Social Stigma (Pod)

**CP Cost:** 30

**Credit Cost:** Expensive

**Skinwalker:** Forget wearing gloves, but the giant hands are surprisingly dexterous.

**Sequencer:** A number of diggers have polydactyl hands, meaning they have an extra thumb. Makes it easier to hold on to things.

**Nova Vida:** If you’re actually using this morph for tunnel exploration/excavation, get a model with the mole hemoglobin protein—it lets you survive in low oxygen environments.
Preservationists 1e

**Memes:** Preservationism, Environmentalism

**Main Stations:** Muir (Luna)

Preservationists are environmentalists who call for a no-impact, hands-off approach when it comes to inhabiting new worlds. They are extremely protective of naturally-intact biospheres that might have any semblance of life, no matter how microbial, hoping to keep them from despoilment or contamination. In addition to opposing terraforming and expansion through the Pandora Gates, they are often opposed to fusion and antimatter power.
Cloud Skate 1e

Like the surya and hulder morphs, the cloud skate is another biomorph that pushes the edge of what is possible. It is designed to be able to live in the atmospheres of gas giants, including Jupiter. This morph is shaped roughly like a tailless stingray with a pair of slender arms. The version of the swim bladder used by this morph provides neutral buoyancy in dense atmospheres, preventing it from sinking below a safe depth. Several small outer system collectives are planning to use these morphs to colonize the atmospheres of Saturn and Neptune and are also working on creating versions of animals and plants that can also live in these exotic environments.
**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Direction Sense, Enhanced Vision, High-G Adaptation, Hydrostatic Pressure Adaptation, Long-Term Life Support, Oxygen Reserve, Radiation Sense, Radar, Swim Bladder, T-Ray Emitter, Temperature Tolerance (Cryonic), Wings
**Movement Rate:** Winged (8/40)
**Aptitude Maximum:** 30
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** Flight, +5 COG, +5 REF, +5 SOM, +5 to one other aptitude of the player’s choice
**Disadvantages:** Temperature Intolerance (Warm) trait
**CP Cost:** 55
**Credit Cost:** Expensive (minimum 60,000+)

**Nezumi:** You haven’t lived until you’ve skated the atmosphere of a gas giant.
**Chiro:** I can see the attraction. Just not sure I’d want to live there.
**Scent.In.Hell:** There any news on that expedition of extrasolar cloud skaters that went missing?
**Nova Vida:** Nope. The same group resleeved, went back, and disappeared again. Now it’s a thing, and Gatekeeper has applications for a handful of thrill-seekers that want to skate their way to doom as well. What are the odds that at least one of those groups are sentinels? Sounds like it might be an interesting time.
**Ruqinzhe:** Hobnobbing with death-wish socialites while trying not to die? Not so interesting to me.
Ring Flyer 1e

Designed for use in Saturn’s magnetic ﬁeld, this exotic biomorph is also occasionally used around Jupiter, Uranus, and Neptune, as well as having limited use in the Jovian Trojans and Main Belt. Easily recognizable with its slender limbs and round-backed torso, this morph can survive indefinitely in space, acquiring oxygen, water, and trace organic materials from the particles of Saturn’s rings. It can also maneuver around any planet with a magnetic ﬁeld, ﬂying swiftly and easily in any of these environments.

**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Respiration, Enhanced Vision, Gas Jet System, Grip Pads, Hibernation, Long-Term Life Support, Medichines, Oxygen Reserve, Plasma Sail Implant, Prehensile Feet, Radiation Tolerance, Temperature Tolerance (Cryonic), Vacuum Sealing

**Aptitude Maximum:** 30

**Durability:** 30

**Wound Threshold:** 6

**Advantages:** Bioweave Armor (Light, 2/3), Limber (Level 1) trait, +5 COG, +5 COO, +5 REF, +5 to one other aptitude of the player’s choice

**CP Cost:** 70

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

**Delta-V:** Plasma sails may be a nifty way to travel, but they’re slow. You can be sure these morphs are modded for patience and serenity too—soaring through the Black can be mighty boring at times.
Spare 1e

Spare morphs are small, cheap, lightweight, synthetic shells designed to be used as a replacement should someone’s original morph be killed or destroyed. A cortical stack (retrieved from the character’s previous morph) can be easily plugged into the spare morph, effectively resleeving them (they must make Integration, Alienation, and Continuity Tests as normal). Once plugged in, it takes only 3 Action Turns for the cortical stack’s data to be read and checked for integrity and the ego to run inside the spare’s cyberbrain.

Spares are designed for portability. Packed as a flat disc 15 centimeters in diameter and with a mass of 2 kilograms, when activated they pop into a spherical shape with 6 slender and retractable 20-centimeter limbs (3 arms and 3 legs). They are a common piece of equipment for gatecrashing teams.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cyberbrain, Extra Limbs (3 Arms/3 Legs), Grip Pads, Mnemonic Augmentation, Puppet Sock

**Mobility System (Movement Rate):** Walker (2/8)

**Aptitude Maximum:** 20

**Durability:** 15

**Wound Threshold:** 3

**Advantages:** Armor (2/2), counts as a small target in combat (–10 to hit)

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

**CP Cost:** 5

**Credit Cost:** Moderate

**Parallax:** It never fails. You’re in the middle of a ﬁreﬁght, or maybe you’re in the middle of admiring the leaves on that alien plant. Next thing you know, there’s a change of scenery, you’re signiﬁcantly shorter, and start-up diagnostics are scrolling past. Gets you right in the gut.

**Nova Vida:** Not much to look at, but these are well worth the hassle to bring these along on gate ops—or any job where you’ll be isolated in the ﬁeld for long periods with a possible casualty rate.

**Psychscraper:** As a psychosurgeon who works with a lot of crasher teams, I’ve noticed that a signiﬁcant number of my clients have developed a phobia of spares. Not surprising, since if you wake up in a spare you’re probably in a bad place, and the ﬁrst thing you’re going to remember is how you bit it. To make it worse, you’re pretty much useless to the rest of your team.
Gatekeeper Corporation 1e

# Gatekeeper Corporation

**Major Industries:** Gatecrashing, Research, XP Media, Exoplanet Colonization

**Major Stations:** Gateway (Pandora)

Initially born from the merger of several scientific institutions and their corporate financiers, this hypercorp made a name for itself overnight when it announced the successful decoding of the wormhole gateway discovered on Saturn’s moon Pandora. Under the leadership of the eccentric but charismatic xenoarcheologist Xander Rabin, the consortium funds gatecrasher explorations through the Pandora gate, paying a small share of the revenue to the explorers but otherwise retaining all-encompassing rights on any discoveries made—as well as the marketing and distribution of the highly popular gatecrasher XP recordings. Aside from scheduled explorations, the consortium offers high-risk gatecrasher scouting and discovery trips for the bold or desperate, selected through a random lottery system.
Solaris 1e

# Solaris

**Major Industries:** Banking, Insurance, Investments, Futures Markets, Info Brokerage

**Major Stations:** None

Solaris is the solar system’s leading banking and financial investment hypercorp, dealing in insurances, info-brokerage, and high-risk investments on cultural and social experimental speculation. A member of the Planetary Consortium, Solaris advises many habitats on regulating their transitional economies. Solaris has no offices or physical assets; each banker is a mobile virtual office. Solaris is rumored to maintain a secret base where the corporation runs simulations on the development of the entire solar system’s macro-economy, constantly adjusting its own strategies based on the dynamics of this big blueprint. Fueling these rumors, Solaris is known to hire “independent consultants” to tip the balance in politically or economically profitable high-risk investments.
Grailhunter 1e

## Grailhunter

**Classification:** TOP SECRET / FAR HORIZONS EYES ONLY

**Location:** Scattered Disc

We already know the Factors don’t trust the Pandora gates and they have managed to survive for quite a long time, so placing backups for human civilization on a world easily accessible via Pandora gates seems foolish to the extreme. I’m betting the Factors are correct, which is why Operation FAR HORIZONS is pursuing a radical alternative to the various refuges. We recently constructed a small micrograv habitat with the same capabilities as Operation FORCED RETIREMENT sanctuaries inside a large Kuiper Belt object, then built a small torus around it. Then, we ﬁtted it with a magnetic sail and, three months ago, launched it. We’re using a magnetic sail because a fusion drive ﬂare would let everyone know exactly where we’re going. Currently, the only way to locate the cometship is to know exactly where to look for it. So far, only a few astronomers have noticed it, and the cometship looks no different from other efforts to colonize the Oort Cloud.

Our plans, of course, are to go a whole lot further. Our destination is Lalande 21185, a red dwarf star 8 light years away. We know it has one gas giant the size of Saturn, another the size of Neptune, a pair of terrestrial planets, and a large asteroid belt. It’s not a big planetary system, but it should have sufﬁcient resources for any reasonable purpose. The magnetic sail powering the comet has gotten it heading out of the solar system, but at its current speed, it will take around 20,000 years to reach its destination. We trust our nanotech, but that might be too long for anything transhumanity can currently build. However, we’re working on constructing a series of particle beams at various points around the Kuiper Belt that we will aim at the magnetic sail. If we succeed in constructing these particle beams, we can get the ship going 30 to 150 times faster, allowing it to arrive after only a few centuries.

Our plan is for the ship to activate once it is within a year or two of its destination, bringing a few dozen of the stored minds to consciousness and starting to grow or build bodies for the rest. We picked Lalande 21185 because no one has found a Pandora gate that accesses this star system, and it’s near enough for us to possibly reach it within a reasonable time. We also hope that it will be too far away for anything that destroys transhumanity in the solar system to worry about.

Currently, the ship is at around 300 AU from the sun, meaning that it’s barely within egocasting range. We plan to send out occasional one-way forks with updates on a periodic basis for as long as we can. These forks are under orders to conduct maintenance tasks and then put themselves in storage. They are to maintain radio silence unless there is an emergency on the ship.

The backup server that completed and launched the *Grailhunter* is very proud of the cometship and hopes you will be too. The future of transhumanity may very well rest on the efforts of long-term survival projects like this.
Domes 1e

Inflatable domes are an exceptionally common habitat used on asteroids, moons, and planetary bodies. They are ideal for being lightweight and portable as well as quick and easy to assemble (many assemble themselves). They range from small encampment models to ones large enough to contain a massive city. Most are simply composed of plastic ﬁlms supported entirely by the internal air pressure, sometimes contained with a high-tensile strength restraint net. Strong enough to withstand hurricane winds, micrometeorite strikes, and heavy snow or dirt loads, they are buttressed with hardened shutters in dangerous environments. Some are transparent, some opaque with reﬂective surfaces. Larger city domes are constructed from sturdier materials like aerogel, transparent alumina, and diamond.

Domes for temporary settlements are simply inflated on any available flat surface. For more permanent installations, they are used to cap off craters, canyons, or shallow holes dug in easily removable regolith. Though the atmosphere on large domes helps protect against radiation, smaller ones are buried for protection. Domes are often protected with multiple insulating layers and damage-sensing autorepair networks.

Under the dome, the settlement consists of whatever structures the residents desire. In smaller domes in airless environments, tin can habs and underground warrens are used to protect against solar radiation and cosmic rays. The larger domes of Martian cities cover massive skyscrapers and urban cityscapes. Multiple domes are often joined together to cover larger areas. Airlocks provide access to the outside, while ventilators pipe out unwanted gases from the air plant and life support machinery.

Planetary domed habitats vary a great deal in terms of security arrangements. The big Martian cities like Valles-New Shanghai and Elysium have fairly relaxed customs arrangements, with anyone able to enter with only a cursory ID scan.
 Large Lunar and Titanian cities are also very easy to enter, at least for citizens of their respective polities. Smaller settlements vary a lot. Farm towns like Pilsener City on Mars have almost non-existent security, while high security corporate domes like New Dazhai on Mars will subject visitors to full-on customs procedures.

Breaching dome walls varies in difficulty based on the age of the dome and the level of security present. Newer domes usually have smart hull repair and are heavily monitored for atmospheric breaches, while older settlements tend to lack both the fancy hardware and the tight security. Domes also don’t offer as many service hatches and drone bays for clandestine access, as domes do not generally have the busy ﬂeets of harvester and repair drones that accompany space habs. Some domes are accessible via underground tunnel networks with remote access points. Domes have a vulnerability in that a significant amount of damage to their structure can create an irreparable breach or breaches, possibly strong enough to vent the atmosphere in seconds.
Synthtaur 1e

The synthtaur resembles an elegant mechanical centaur, but is a versatile and extremely durable synthmorph. The shape adjusting enhancement allows it to switch between being a two-armed quadruped standing 1.7 meters tall or a four-armed biped standing 2.4 meters high, as well as allowing it to ﬁt into small spaces. Its telescoping legs even allow it to reduce its height to become a 2-meter-tall bipedal humanoid. This morph is popular with gatecrashers, people exploring ruined habitats, and anyone going into dangerous and remote situations.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Extra Limbs (6 Arms/Legs), Grip Pads, Mnemonic Augmentation, Pneumatic Limbs (2 Hind Legs), Prehensile Feet, Shape Adjusting, Telescoping Limbs (4 Lower Arms/Legs)

**Mobility System:** Walker (6/40 quadruped, 4/20 biped)

**Aptitude Maximum:** 30 (40 SOM)

**Durability:** 60

**Wound Threshold:** 12

**Advantages:** 6 Arms/Legs, +10 SOM, +5 to two other aptitudes of the player’s choice, Armor 8/8

**Notes:** Large Size trait

**CP Cost:** 70

**Credit Cost:** Expensive (minimum 80,000+)

**Nezumi:** There’s a Titanian ice-metal band that rocks the shit out of these morphs. They do concerts out in the frozen methane tundra, geared up like some sorta cryonic barbarian fantasy sim. It’s epic.

**Jake Carter:** I’ve been seeing more of these in the Martian outback lately. The shape-changing makes the quite useful for nomad types. I’m just waiting to see one painted green with tusks.
Basic Pod 1e

When pods were ﬁrst introduced, non-specialized models were favored due to their low cost and quicker production time. Basic pods are essentially a lower-cost pod version of a splicer morph. To keep expenses down, this pod has slightly more mechanical parts than most other pods. As a result, it has more obvious cybernetic components.

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

**Aptitude Maximum:** 25

**Durability:** 30

**Wound Threshold:** 6

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

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

**CP Cost:** 5

**Credit Cost:** Moderate

**Voight-Kampff:** I know the pre-Fall models had limited lifespans just as a precaution, to keep the AIs in line. That still the case?

**Skinwalker:** Yes. Some of these basics pods are as bad as mass-market case morphs or low-grade rusters. Planned obsolescence is common. Buyer beware.

**Qi:** It gets worse than that. It’s a common practice among inner-system pod manufacturers to equip their models with free chemical dependencies. They know pods are the next thing above a synthmorph for indentures looking to buy out, and they do everything they can to keep them hooked.

**Violet Perdido:** For the price, you could do worse. The stigma against pods can work in your favor sometimes.
Dragonfly 1e

The dragonfly robotic morph takes the shape of a meter-long flexible shell with multiple wings and manipulator arms. Capable of near-silent turbofan-aided flight in Earth gravity, dragonfly bots fare even better in microgravity.

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

**Mobility System:** Winged (8/32)

**Aptitude Maximum:** 30 (20 SOM)

**Durability:** 25

**Wound Threshold:** 5

**Advantages:**Flight, +5 REF, Armor (2/2), small target (–10 modifier to hit in combat)

**CP Cost:** 20

**Credit Cost:** High

**Pivo:** The wing design is an excellent example of biomimicry. Each wing can operate independently and rotate on its axis, meaning this morph is capable of hovering, sudden bursts of acceleration, hairpin turns at any speed, and so on. It takes some practice getting used to the full capabilities.

**Nevermore:** I’ve heard a few neo-avians talk about having difﬁculty coping with the different ﬂight mechanics.

**Eludere:** These things are a lot quieter than you’d expect. Good for surveillance and stealth ops.
Terragenesis 1e

# Terragenesis

**Major Industries:** Terraforming, Ecosystem Management, Environmental Data

**Major Stations:** Caldwell (Vulcanoids), Ashoka (Mars), Elegua (Earth orbit)

Built from the remains of several pre-Fall South African and Southeast Asian corporations who engaged in geo-engineering projects and sought to relieve Earth’s ecological crises, TerraGenesis's expertise is in developing sustainable biospheres and ecosystems via aggressive industrialized terraforming. TerraGenesis is different in that it is a worker-owned cooperative, with workplace councils in local offices and an elected cooperative congress handling management. It maintains several habitats on Mars and a small number of research stations in orbit around Earth, collecting data for simulations of Earth revitalization projects. The latter initiative is strongly supported—and possibly financed—by prominent reclaimers. TerraGenesis's work on Mars, however, is often targeted by preservationist saboteurs. Thanks to their possession of the Vulcanoid Pandora Gate, the cooperative has a growing presence on various exoplanets that are ripe for terraforming or geoengineering.
Slitheroid 1e

Slitheroid bots are synthetic shells taking the form of a 2-meter-long segmented metallic snake, with two retractable arms for tool use. Snake bots can coil, twist, and roll their bodies into a ball or hoop, moving either by slithering, burrowing, rolling, or pulling themselves along by their arms. The sensor suite and control computer are housed in the head.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation

**Mobility System:** Snake (4/16; 8/32 rolling)

**Aptitude Maximum:** 30

**Durability:** 45

**Wound Threshold:** 9

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

**CP Cost:** 40

**Credit Cost:** Expensive

**Stitch:** I don’t want to spoil the fun, but one of the biggest manufacturers of slitheroids has a habit of including “easter egg” features in their morphs. From the sound of it, each one tends to be unique.

**Scent.In.Hell:** One ego’s easter egg is another’s distracting glitch. I understand that programmers ﬁnd these things amusing, particularly among themselves, but discovering a new “feature” in a high-stress situation can be dangerous, especially if you have to ﬁgure out how to use it.

**Chiro:** Oh, calm down, these aren’t the sorts of things that are life and death.
Crasher 1e

An enhanced version of ruster morphs, crashers are rugged and durable designs capable of weathering a range of harsh environments. They are the ideal biomorph for gatecrashing assignments and are popular among first-in teams. Though pricey compared to other biomorph options, many gatecrashers traveling to less habitable and dangerous environments have found the investment worth it.
**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Direction Sense, Eidetic Memory, Enhanced Respiration, Enhanced Vision, Grip Pads, Hibernation, Medichines, Oxygen Reserve, Toxin Filters, Vacuum Sealing
**Aptitude Maximum:** 30
**Durability:** 40
**Wound Threshold:** 8
**Advantages:** Bioweave Armor (Light) (2/3), +5 COG, +10 SOM, +5 to three other aptitudes of the player’s choice

**CP Cost:** 70
**Credit Cost:** Expensive (Minimum 40,000+)
**Nova Vida:** The price tag on these is high, but it’s a very capable morph with lots of utility outside of gatecrashing ops.
**Ruqinzhe:** What is this “price tag” you speak of?
**Sequencer:** Just be careful what brand name you pick. I know for a fact that certain hypercorps cut corners on the genetics in order to rush out morphs to meet the demand for gatecrashing missions. I’ve seen reports of respiratory failure in atmos well within their safety range and hibernators falling into nonresponsive comas. Skins from Omniﬂesh have particularly bad reviews.
Rover 1e

Rover morphs are a smaller, defense-oriented version of the sphere morph. Each rover is 0.6 meters in diameter and, with its limbs retracted, has the ominous appearance of a reﬂective, shiny, black globe. It can extrude three arms, each with a built-in weapon: extendable claws, a small laser, and a heavy rail pistol loaded with 200 rounds of ammunition. Rovers are stealthy and highly maneuverable and so favored for bodyguard and police purposes in some areas. They are often deployed via remote control.

**Enhancements:** 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cyberclaws, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (3 Arms), Gas-Jet System, Hand Laser, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Radar Absorbent, Reduced Signature, T-Ray Emitter, Telescoping Limbs, Weapon Mount (Articulated, Heavy Rail Pistol)

**Mobility System:** Roller (8/32), Thrust Vector (12/40)

**Aptitude Maximum:** 30

**Speed Modifier:** +1 (Neurachem Level 1)

**Durability:** 25

**Wound Threshold:** 5

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

**Notes:** Small Size trait

**CP Cost:** 60

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

#### Space Fighter Variant

This version of the rover is ﬁtted with a miniature metallic-hydrogen rocket with an acceleration up to 0.25 g, so that it is useful in short-range space battles. Several of these morphs can be launched from a spaceship to attack another ship or a habitat.

**Enhancements:** Add Internal Rocket

**CP Cost:** 60

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

**Eludere:** The LLA has started using large numbers of these in police actions, usually remote-puppeted. I think the security forces like the intimidation factor they provide. Even a case has some body language you can read, but a rolling black ball of death is the ultimate evolution of cop sunglasses.

**Tio Silencio:** That would explain why the Republic has started experimenting with them on some trouble habitats. I heard from a contact that they’re more stripped down with the cyberbrains and other ego-enhancing tech stripped out, but with most of the weapons systems still intact, though often replaced with non-lethal variants since we can’t just mow down civilians the way the rest of the system can.
Bouncer 1e

Bouncers are humans genetically adapted for zero-G and microgravity environments. Their legs are more limber, and their feet can grasp as well as their hands.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen Reserve, Prehensile Feet
**Aptitude Maximum:** 30
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice
**CP Cost:** 40
**Credit Cost:** Expensive

**Sequencer:** Bouncers have to be one of the more common sleeves out there, especially in the outer system. That means there’s more variants and models than you can kick a moon rock at. My favorites are the ones with tails—that extra grip comes in handy in micrograv.
**Plasmid:** If you’re picking up a bouncer, make sure to get one of the genetic lines that’s incorporated the 3D spatial awareness traits from cetacean neurologies; it really does help you orient and maneuver better.
**Voight-Kampff:** How useless are these in higher grav?
**Skinwalker:** The foot structure impedes your running, but only slightly. On long treks, expect a lot of cramping and blisters.