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Character Descriptions

This morph has been genetically enhanced through biomods to heal quickly, resist disease and aging, and function with less sleep. It has various implants including a cortical stack backup of the user's consciousness. The stack allows digital resurrection if the morph's body is killed. Other implants provide enhanced senses, medical monitoring, wireless connectivity to the mesh network, and armor woven into the skin. The morph requires fewer resources than an unenhanced human but has drawbacks such as high cost and lack of emotional responses like depression in some cases. It is well-suited for dangerous gatecrashing assignments.

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0% found this document useful (0 votes)
121 views17 pages

Character Descriptions

This morph has been genetically enhanced through biomods to heal quickly, resist disease and aging, and function with less sleep. It has various implants including a cortical stack backup of the user's consciousness. The stack allows digital resurrection if the morph's body is killed. Other implants provide enhanced senses, medical monitoring, wireless connectivity to the mesh network, and armor woven into the skin. The morph requires fewer resources than an unenhanced human but has drawbacks such as high cost and lack of emotional responses like depression in some cases. It is well-suited for dangerous gatecrashing assignments.

Uploaded by

evilnerf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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series of genetic tweaks, tailored viruses, and bacteria

that speed healing, greatly increase disease resistance,


Zone Stalker and impede aging. A morph with basic biomods
heals twice as fast as an early 21st century human,
Morph gradually regrows lost body parts, is immune to all
CRASHER (BIOMORPH) normal diseases (from cancer to the flu), and is largely
An enhanced version of ruster morphs, crashers immune to aging. In addition, the morph requires no
are rugged and durable designs capable of weathering a more than 34 hours of sleep per night, is immune
range of harsh environments. They are the to ill effects from long-term exposure to low or zero
ideal biomorph for gatecrashing assignments and gravity, and does not naturally suffer from biological
are popular among first-in teams. Though pricey problems like depression, shock reactions after being
compared to other biomorph options, many gatecrashers injured, or allergies. [Moderate, but included for free
traveling to less habitable and dangerous in most biomorphs]
environments have found the investment worth it.
Implants: Basic Biomods, Basic Mesh Inserts, BASIC MESH INSERTS
Bioweave Armor (Light), Circadian Regulation, Mesh inserts are ubiquitous among modern morphs.
Clean Metabolism, Cortical Stack, Direction Sense, This network of cybernetic brain implants is essential
Eidetic Memory, Enhanced Respiration, Enhanced equipment for anyone who wants to stay connected
Vision, Grip Pads, Hibernation, Medichines, and make full use of the wireless mesh. The interconnected
Oxygen Reserve, Toxin Filters, Vacuum Sealing components of this system include:
Aptitude Maximum: 30 Cranial Computer: This computer serves as the
Durability: 40 hub for the characters personal area network
Wound Threshold: 8 and is home to their muse (p. 264). It has all of
Advantages: Bioweave Armor (Light) (2/3), +5 COG, the functions of a smartphone and PDA, acting
+10 SOM, +5 to three other aptitudes of the as a media player, meshbrowser, alarm clock/calendar,
players choice positioning and map system, address book,
CP Cost: 70 advanced calculator, file storage system, search
Credit Cost: Expensive (Minimum 40,000+) engine, social networking client, messaging program,
and note pad. It manages the users augmented
Equipment reality input and can run any software the character
Seeker Rifle (Micromissile/Minimissile): The seeker desires (see Software, p. 331). It also processes XP
rifle comes in a bullpup configuration and fires either data, allowing the user to experience other peoples
micromissiles or minimissiles in semi-auto mode. It is recorded memories, and also allowing the user to
a two-handed weapons. [High] share their own XP sensory input with others in
SEEKER WEAPONS Seeker Rifle (p. 204) real-time. Facial/image recognition and encryption
FIRING MODES SA software (p. 331) are included by default.
AMMO 12 micromissile/6 minimissile Radio Transceiver: This transceiver connects the
user to the mesh and other characters/devices
High-Explosive Armor-Piercing (HEAP): A design within range. It has an effective range of 20 kilometers in
only available for seekers (not grenades), HEAP warheads deep space or other locations far from radio
use high explosives to blast a path for a penetrating round. interference and 1 kilometer in crowded habitats.
HEAPs lose 4 damage per meter distance from the blast, Medical Sensors: This array of implants monitors
as opposed to the usual 2. [Moderate] the users medical status, including heart rate,
respiration, blood pressure, temperature, neural
Heavy Rail Pistol activity, and much more. A sophisticated medical
ARMOR PENETRATION (AP) 7 diagnostic system interprets the data and warns
DAMAGE VALUE (DV) 2d10 + 6 the user of any concerns or dangers.
AVERAGE DV 17 Using any of these functions is as easy as thinking.
FIRING MODES SA, BF, FA [Moderate, but included for free in most morphs]
AMMO 10
CORTICAL STACK
Implants A cortical stack is a tiny cyberware data storage unit
BASIC BIOMODS protected within a synthdiamond case the size of a
Almost universal in biomorphs, many habitats will grape, implanted at the base of the skull where the
not allow individuals to visit/immigrate if their biomorph brain stem and spinal cord connect. It contains a digital
does not possess these biomods in order to backup of that characters ego. Part nanoware, the
preserve public health. Basic biomods consists of a implant maintains a network of nanobots that monitor
synaptic connections and brain architecture, noting
any changes and updating the ego backup in real time, ago, or even tell you what they had for breakfast on a
right up to the moment of death. If the character dies, particular date a decade ago. However, they can only
the cortical stack can be recovered and they may be remember things to which they paid attention. The
restored from the backup (see Resleeving, p. 270). character will not remember the contents of a note
Cortical stacks do not have external or wireless access on someones desk if they merely glanced at it; they
(for security), they must be surgically removed (see must specifically have read it. No effort is required to
Retrieving a Cortical Stack, p. 268). Cortical stacks use this augmentation, the character merely needs to
are extremely durable, requiring special effort to attempt to remember a specific fact. [Low]
damage or destroy. They are commonly recovered
from bodies that have otherwise been pulped or Enhanced Respiration: By boosting both lung efficiency
mangled. Cortical stacks are intentionally isolated and the bloods oxygen-carrying capacity, the
from mesh inserts and other implants, as a security character can live comfortably in both high and low
measure to prevent hacking or external tampering. pressure environments, from 0.2 atmospheres to 5
[Moderate, but included for free with most morphs] atmospheres, with no dizziness or need for gradual
decompression. In addition, the character can hold
Bioweave Armor (Light): Bioweave armor involves their breath for up to 30 minutes when performing
lacing the morphs skin with artificial spider silk biological minimal activity or for up to 10 minutes while performing
fibers. This provides an Armor rating of 2/3 without highly strenuous activity. [Low]
changing the appearance, texture, or sensitivity of the
morphs skin. This armor is cumulative with worn armor, Enhanced Hearing: The morphs ears are enhanced
but not heavy bioweave or carapace. [Low] to hear both higher and lower frequency soundsthe
range of sounds they can hear is twice that of normal
Circadian Regulation: The morph only requires human ears see Using Enhanced Senses, p. 302. In
2 hours of sleep to maintain health and function at addition, their hearing is considerably more sensitive,
peak mental capacity. The character dreams constantly allowing them to hear sounds as if they were five
while asleep and can both fall asleep and wake up times closer than they are. A character with this
almost instantly. In addition, the character can easily augmentation can easily overhear even a softly spoken
and with no ill-effects shift to a 2-day cycle, where they conversation at another table in a small restaurant.
are awake for 44 hours and sleep for 4. [Moderate] This augmentation provides a +20 modifier to all
Perception Tests involving hearing. [Low]
Clean Metabolism: The morphs symbiotic bacteria,
gut flora, and glands have been genetically engineered Enhanced Vision: The morphs eyes have tetrachromatic
to keep the morph clean. The morph also produces vision capable of exceptional color differentiation. These
smart antibiotics that prevent the growth of any eyes can also see the electromagnetic
bacteria or yeasts in it or on its skin. As a result, the spectrum from terahertz wave frequencies to gamma
morph is completely immune to infections, dental cavities, rays, enabling them to see a total of several dozen
and bad breath, its sweat has no scent, and the colors, instead of the seven ordinary human eyes
morphs efficient digestion produces somewhat less can perceive. In addition, these eyes have a variable
solid waste and less odorous chemicals. [Moderate] focus equivalent to 5 power magnifiers or binoculars.
This augmentation provides a +20 modifier to all
Direction Sense: The character has an innate sense Perception Tests involving vision. For further applications,
of direction and distance using advanced inertial see Using Enhanced Senses, p. 302. [Low]
navigation. The character can arbitrarily define any
point as north and keep track of which direction Grip Pads: The morph possesses specialized pads
that is, as well as knowing approximately how far on its palms, lower arms, shins, and the bottoms of
they have come. Characters with this augmentation its feet. Designed to emulate the pads on gecko feet,
can always retrace any route they have taken, only characters can support themselves on a wall or ceiling
experiencing difficulty with three-dimensional routes by placing any two of these pads against any surface
lacking navigational markers (such as deep space or not made from a material specially designed to resist
undersea; apply a 30 modifier). Since positioning this augmentation. Characters can climb any surface
inside habitats by anyone with basic mesh inserts is an and move easily across ceilings that can support their
automatic affair, only characters venturing to remote weight. Apply a +30 modifier to Climbing Tests. The
locations require this augmentation. [Low] pads must be free to touch the surface the character is
climbing (no gloves). The nature of these pads is obvious to
Eidetic Memory: The character can remember anyone looking at them, but they do not impair the
everything that ever happened to them, in detail, with Characters sense of touch or manual dexterity. If
no long term memory loss. For example, they can combined with the vacuum sealing augmentation, the
recite a page they read in a book a month ago, recall character can even stick to surfaces in the vacuum of space.
a string of 200 random characters they viewed a year [Low]
Hibernation: The character can voluntarily reduce recharged within 15 minutes if the character is in a
the morphs metabolism to the point that the morph high-pressure mostly oxygen atmosphere. [Low]
requires only 5% of the normal amount of food,
water, and air. The character appears to sink into Temperature Tolerance: The morphs temperature
a deep sleep, but can maintain a dim awareness of regulation and circulation are both substantially
both touch and sound and so can be easily awakened. enhanced allowing the character to survive in temperatures
Entering or leaving this state requires 3 minutes where as low as 30 degrees Celsius and as high as 60
the character is relatively helpless. With sufficient air, degrees Celsius without discomfort or ill effects. [Low]
characters can safely hibernate for up to 40 days
Toxin Filters: The morph gains an improved
without food or water. [Low]
liver and kidneys and biological filters in its lungs.
Medichines: This is the most common form of Characters with this augmentation are immune to all
nanoware. These nanobots monitor the users body at
chemical and biological toxins, including everything
a cellular level and fix any problems that arise. Medichines
from recreational chemicals to nerve agents to spoiled
eliminate most diseases, drugs, and toxins (but not
food. In addition, the character can safely and comfortably
nanodrugs or nanotoxins) before they can do more than
breathe smoke and drink salt water. Unlike
minor harm to the host (see Drug Effects, p. 318). If
medichines, toxin immunity prevents the character
desired, the user can temporarily override this protection to
from experiencing even brief harm or discomfort
permit intoxication or other effects, but unless the character
from a toxin (medichines merely rapidly repair
activates a second specially labeled override, medichines
damage caused by the toxin and then remove it from
prevent the toxins from accumulating to lethal or
the morph). This augmentation provides no resistance
permanently harmful levels. In this case, they can also be
to concentrated acid, nanotechnological attacks, or
activated at a later point to reduce a drug or toxins
similar destructive agents. Some characters with
remaining duration by half. Medichines allow the character
this augmentation learn to enjoy the taste of various
to ignore the effects of 1 wound. They also speed normal
chemical toxins like cyanide or arsenic. [Moderate]
healing as noted under see Biomorph Healing, p. 208. If the
user suffers 5 or more wounds at once, or more than 6 T-Ray Emitter: Mounted under the skin of the
wounds in an hour, the damage has exceeded the users forehead, this implant generates low-powered
medichines ability to repair. In this case, the medichines beams of terahertz radiation (T-rays) that allow the
place the character into a medical stasis, where their mind character to see using reflected T-rays. As discussed in
and body are perfectly preserved, but where the character Using Enhanced Senses, p. 302, this implant combined
cannot act in any way. Under these circumstances the with the enhanced vision enhancement (or a terahertz
medichines also send out a priority call for emergency sensor) allows the user to effectively see through cloth,
services via the characters mesh inserts. Medichines for plastic, wood, masonry, composites, and ceramics as
synthmorphs and bots consist of nanobots that monitor and well as being able to determine the composition of
repair the shells integrity and internal system functions. various materials. This implant allows the user to see
Note that the synthmorph version of medichines allows the using reflected T-rays for 20 meters in a normal
synthmorph to self-repair in the same manner by which a atmosphere and for 100 meters in vacuum. [Low]
biomorph with medichines would naturally heal (p. 208).
[Low] Vacuum Sealing: To possess this augmentation, the
character must also possess some form of bioware
Oxygen Reserve: The morph has a miniature armor or carapace armor. The morph has been specially
oxygen tank and rebreather installed in its torso. This designed to survive the effects of vacuum. The
implant provides the equivalent of the life support characters skin resists vacuum as well as protecting the
system in a light vacsuit (p. 333), allowing the character to wearer from temperatures from 75 to 100 C. In addition,
breathe comfortably for up to 3 hours. It feeds the characters mouth, nose, and other orifices can
oxygen directly to the morphs blood stream, avoiding seal sufficiently well to resist vacuum, and the morph
problems with pressure changes. Implanted sensors possesses a special membrane that extends over their
automatically cause the character to use the stored eyes, allowing the character to see in vacuum without
oxygen if they detect poisonous or insufficient atmosphere. risking any eye damage. This augmentation is usually
Without vacuum sealing, the character can combined with either the enhanced respiration or
only survive in vacuum for 5 minutes, but remains oxygen storage augmentation, or both together. [High]
conscious and active for the entire time, giving them
far more time to find shelter or a vacsuit than characters Gear
without this implant. For every hour the character Backup Insurance: In the event of verifiable death, or
is in a breathable atmosphere, this implant recovers after a set period of being missing, backup insurance will
one hour of oxygen storage. The implant can be fully arrange for your cortical stack to be retrieved and your ego
downloaded into another morph. If the cortical stack cannot
be retrieved, your most recent backup is used. Most olicies Scrappers Gel: This goo turns into a potent acid
require that the holder provide a backup to be uploaded into when given an electrical charge. It comes in a gel-like
secure storage at least twice a year. This industry works in state and may be smeared like jelly, and may even be
a manner similar to insurance underwriting in terms of cost used in space. In acid form, scrappers gel does 1d10
and individuals engaged in high risk professions can expect + 5 DV per Action Turn to anything it touches for 3
to pay a premium for the service. Additionally, attempts to turns, unless the material has been treated against
retrieve a cortical stack are minimal unless one wants to acid. Armor will protect against this acid at first, but
pay for some extra effort (a thriving industry of the acid will eat through the armor, so that it will
paramilitary ego-repo operatives exists for this purpose). no longer protect after its full armor value has been
[Low to Moderate per month] reached. [Low]

Covert Operations Tool (COT): This handheld Superthermite Charges: These powerful and highly
device is the ultimate in infiltration technology. It contains stable demolition charges are made from a combination of
both smart matter micromanipulators, cutting tools, and an nanometals and metal oxides. A single charge can be used
advanced nanotechnology generator to create an explosive blast inflicting 2d10+5 damage. This
capable of producing nanobots that can bore or cut charge can be shaped with a successful Demolitions Test,
through almost any material and disable or open focusing the blast in a particular 90-degree direction (for
almost any electronic lock. example, to blow through a door). This triples the damage
Cutting out a lock or boring a 1-millimeter hole in of the blast in the focused direction; in all other directions,
a wall with a COT requires ((Durability + Armor) the damage is reduced to 1/3rd (round down). Multiple
10) seconds. Cutting out a 1-meter diameter hole in charges apply a cumulative effect. [Moderate]
a wall requires ((Durability + Armor) 10) minutes.
These same nanobots can later be used to repair this SURVIVAL BELT
damage so that it is invisible to any but the most This widely used item is a collection of tools that are
careful and detailed examination. useful or essential to gatecrashers, all in a comfortable
A COT can easily open any old-fashioned mechanical lock and durable belt with more than a dozen pockets. The
simply by analyzing it and shaping an standard survival belt contains the following:
appropriate key, though this takes a full Action Turn. Basic Tool Kit (p. 326, EP)
It can also open electronic locks by infiltrating them Breadcrumb Positioning System (p. 332, EP)
with nanobots that influence the locks electronics, Electronic Rope (10 meters) (p. 332, EP)
no matter what authentication system the lock uses. Emergency Rations (p. 158)
Opening electronic locks takes a full Action Turn, but Filter Straws (3) (p. 159)
success is practically guaranteed. Opening an electronic Flashlight (p. 333, EP)
lock in this manner will, however, trigger an Flex Cutter (p. 334, EP)
alarm and/or be logged as an event. For more details, 2 Nanobandages (p. 333, EP)
see Electronic Locks, p. 291. [High] Solar Recharger (p. 155)
Radio Booster (p. 314, EP)
Disassembly Tools: These tools are useful for Recon Hopper (p. 161) or Recon Flyer (p. 161)
salvage ops, breaking down wrecks, or dissembling Repair Spray (p. 333, EP)
anything from a habitat room to a vehicle or synthmorph. Utilitool (p. 326, EP)
They include plasma torches, laser cutters, Viewers (p. 326, EP)
pneumatic jaws, and smart tools like spanners and The only essential gear not included is a vacsuit.
wrenches that can be adapted to a wide array of [Moderate]
connections and fittings. [High]

Fabber: Fabbers are specialized nanofabricators,


portable and considerably smaller than CMs. There
are a wide variety of portable fabbers, including
ones that can make any hand tool or small piece of
personal electronics, ones that can turn any organic
material into food and drink, and ones that can create
any drug or medicine as well as bandages and specialized
dressings. The most common fabbers have a
volume of 4 liters. Larger hand tools and devices are
produced as 2 or 3 separate parts that must be fitted
together. Like CMs, fabbers also contain miniature
disposal units. [Moderate]
intentionally forget an unpleasant or shameful experience
Martian Ranger or to make a break with the past. The memory
may also have been lost by an unexpected death (with
Morph no recent backup), or it may have been erased against
MARTIAN ALPINER (BIOMORPH) the characters will. Whatever the case, the memory
Alpiners were a relatively common biomorph design should bear some importance, and there should exist
on early frontier Mars, when temperatures and atmospheric either evidence of what happened or NPCs who know
pressure had not yet risen to present levels. the full story. This is a tool the gamemaster can use to
Now they are found predominantly in the city of haunt the character at some future point with ghosts
Olympus, where environmental conditions will always from their past.
be incredibly harsh. Avid rock climbers and outdoor
types also favor this morph, and in recent years it has SITUATIONAL AWARENESS
enjoyed an unusual vogue among chic urbanites going Cost: 10 CP
for a rough-and-ready look without sleeving in the The character is very good at maintaining continuous
more de classe ruster morph. partial awareness of the goings-on in their
Implants: Basic Biomods, Basic Mesh Inserts, immediate environment. In game terms, they do not
Cortical Stack, Direction Sense, Grip Pads, Low suffer the Distracted modifier on Perception Tests
Pressure Tolerance, Oxygen Reserve, Respirocytes, to notice things even when their attention is focused
Temperature Tolerance (Improved Cold) elsewhere or when making Quick Perception Tests
Aptitude Maximum: 25 during combat.
Durability: 40
Wound Threshold: 8 FAST METABOLISM (MORPH TRAIT)
Advantages: +5 SOM, +10 Climbing skill Bonus: 5 CP
Disadvantages: Fast Metabolism trait, The morphs metabolism runs hot, requiring the character
Planned Obsolescence trait to eat two to three times as much food as a normal
CP Cost: 30 character with similar body mass. Food tends to be plentiful
Credit Cost: Expensive and cheap in most transhuman settlements, but this trait
can pose a problem in remote areas or when visiting
Traits settlements with limited resources. The character must plan
ADDICTION (EGO OR MORPH TRAIT) ahead and pack enough food on expeditions. If the
character is eating off their rep, they must expend two
Bonus: 5 CP (Minor), 10 CP (Moderate), or 20 CP
trivial favors each day for the additional food they require.
(Major)
If the character is unable to obtain enough food, they lose
Addiction comes in two forms: mental (affecting
SOM at the rate of one point per day until they resume their
the ego) and physical (affecting the biomorph). The
usual caloric intake. This trait is only available for
character or morph is addicted to a drug (p. 317),
biomorphs (including uplifts and pods).
stimulus (XP), or activity (mesh use) to a degree that
impacts the characters physical or mental health.
PLANNED OBSOLESCENCE (MORPH TRAIT)
Players and gamemasters should work together to
agree on addictions that are appropriate for their Bonus: 5 CP
game. Addiction comes in three levels of severity: The morph is a hypercorp model that requires periodic GSP
minor, moderate, or major: (Genetic Service Pack) therapy. For every three months
Moderate: A moderate addiction is in full swing. of game time, the character must spend credits equal to
The character obviously has a problem, and must 10% the cost of the morph on GSP upgrades. If they fail
satisfy the addiction at least once a day. If they fail to do so, the morphs SOM is reduced by 5 until the
to do so, they may suffer mood swings, compulsive character gets their GSP therapy. These penalties are
cumulative over time (at 6 months, 9 months, etc.),
behavior, physical sickness, or other side effects until
but getting GSP therapy once removes all penalties. The
they indulge their craving. Apply a 20 modifier to
character suffers no SOM loss if the majority of a given 3
all of the characters actions until they get their fix.
month period was spent in hibernation, in a healing vat, or
Additionally, a character with this level of addiction
in some other form of metabolic suspension. The SOM
suffers a penalty of 5 DUR (physical addiction) or
10 to Willpower Stress Tests (mental addiction). reduction is due to low level neural degradation, minor
tumors, joint pain, and other problems that crop up and
EDITED MEMORIES express later as hypercorp genetic designers working on
tight budgets and tighter deadlines race to release morph
Bonus: 10 CP
models with extra value-added features. While theoretically
At some point in the characters past, the character had
over many years this trait would lead to the early death of
certain memories strategically removed or
the morph, in game terms the morph stops accruing
otherwise lost to them. This may have been done to
penalties when its SOM is reduced to 5. The character
regains their normal SOM score if they resleeve. This trait immune to aging. In addition, the morph requires no
is only available to biomorphs (including uplifts and pods). more than 34 hours of sleep per night, is immune
to ill effects from long-term exposure to low or zero
Weapons gravity, and does not naturally suffer from biological
Body Armor (Light): These high performance armor problems like depression, shock reactions after being
outfits protect the wearer from head to toe. An integrated injured, or allergies. [Moderate, but included for free
armor vest is supplemented with increased protection on in most biomorphs]
the limbs and joints, while still managing to be flexible
and non-restrictive. Body armor is typically worn by BASIC MESH INSERTS
security and police forces, and supplemented with a Mesh inserts are ubiquitous among modern morphs.
helmet. It provides an Armor Value of 10/10. [Low] This network of cybernetic brain implants is essential
equipment for anyone who wants to stay connected
Medium Pistol and make full use of the wireless mesh. The interconnected
ARMOR PENETRATION (AP) -2 components of this system include:
DAMAGE VALUE (DV) 2d10 + 2 Cranial Computer: This computer serves as the
AVERAGE DV 13 hub for the characters personal area network
FIRING MODES SA, BF, FA and is home to their muse (p. 264). It has all of
AMMO 12 the functions of a smartphone and PDA, acting
as a media player, meshbrowser, alarm clock/calendar,
Bug: Bug rounds are equipped with a microbug positioning and map system, address book,
and medical sensor nanobots. They attempt to gather advanced calculator, file storage system, search
information on the targets location (via standard mesh engine, social networking client, messaging program,
tracking), health (querying the targets medichines), and and note pad. It manages the users augmented
surroundings (typically hindered by being inside the reality input and can run any software the character
targets body). They will transmit status reports in a pre- desires (see Software, p. 331). It also processes XP
programmed manner via the mesh or a pre-chosen data, allowing the user to experience other peoples
frequency band either continuously or in pre-set intervals. recorded memories, and also allowing the user to
[Low share their own XP sensory input with others in
Submachine Gun real-time. Facial/image recognition and encryption
ARMOR PENETRATION (AP) 2 software (p. 331) are included by default.
DAMAGE VALUE (DV) 2d10 + 3 Radio Transceiver: This transceiver connects the
AVERAGE DV 14 user to the mesh and other characters/devices
FIRING MODES SA, BF, FA within range. It has an effective range of 20 kilometers in
AMMO 20 deep space or other locations far from radio
interference and 1 kilometer in crowded habitats.
Accushot: Accushot bullets change shape within Medical Sensors: This array of implants monitors
flight to keep dead on course, countering the effects of the users medical status, including heart rate,
wind, drag, and gravity over distance. Attacks made respiration, blood pressure, temperature, neural
with accushot bullets ignore all range modifiers. [Low] activity, and much more. A sophisticated medical
diagnostic system interprets the data and warns
Zap: Zap rounds are rubber or gel bullets that the user of any concerns or dangers.
create an electric charge upon firing in a piezoelectric Using any of these functions is as easy as thinking.
like manner to stun the target effectively with both [Moderate, but included for free in most morphs]
the bullet and the electric shock. [Trivial]
CORTICAL STACK
Implants A cortical stack is a tiny cyberware data storage unit
BASIC BIOMODS protected within a synthdiamond case the size of a
Almost universal in biomorphs, many habitats will grape, implanted at the base of the skull where the
not allow individuals to visit/immigrate if their biomorph brain stem and spinal cord connect. It contains a digital
does not possess these biomods in order to backup of that characters ego. Part nanoware, the
preserve public health. Basic biomods consists of a implant maintains a network of nanobots that monitor
series of genetic tweaks, tailored viruses, and bacteria synaptic connections and brain architecture, noting
that speed healing, greatly increase disease resistance, any changes and updating the ego backup in real time,
and impede aging. A morph with basic biomods right up to the moment of death. If the character dies,
heals twice as fast as an early 21st century human, the cortical stack can be recovered and they may be
gradually regrows lost body parts, is immune to all restored from the backup (see Resleeving, p. 270).
normal diseases (from cancer to the flu), and is largely Cortical stacks do not have external or wireless access
(for security), they must be surgically removed (see
Retrieving a Cortical Stack, p. 268). Cortical stacks implant provides the equivalent of the life support
are extremely durable, requiring special effort to system in a light vacsuit (p. 333), allowing the character to
damage or destroy. They are commonly recovered breathe comfortably for up to 3 hours. It feeds
from bodies that have otherwise been pulped or oxygen directly to the morphs blood stream, avoiding
mangled. Cortical stacks are intentionally isolated problems with pressure changes. Implanted sensors
from mesh inserts and other implants, as a security automatically cause the character to use the stored
measure to prevent hacking or external tampering. oxygen if they detect poisonous or insufficient atmosphere.
[Moderate, but included for free with most morphs] Without vacuum sealing, the character can
only survive in vacuum for 5 minutes, but remains
Direction Sense: The character has an innate sense conscious and active for the entire time, giving them
of direction and distance using advanced inertial far more time to find shelter or a vacsuit than characters
navigation. The character can arbitrarily define any without this implant. For every hour the character
point as north and keep track of which direction is in a breathable atmosphere, this implant recovers
that is, as well as knowing approximately how far one hour of oxygen storage. The implant can be fully
they have come. Characters with this augmentation recharged within 15 minutes if the character is in a
can always retrace any route they have taken, only high-pressure mostly oxygen atmosphere. [Low]
experiencing difficulty with three-dimensional routes
lacking navigational markers (such as deep space or TEMPERATURE TOLERANCE (IMPROVED COLD)
undersea; apply a 30 modifier). Since positioning (PHYSICAL AUGMENTATION)
inside habitats by anyone with basic mesh inserts is an The morph is treated as having the Temperature
automatic affair, only characters venturing to remote Tolerance biomod (p. 305, EP), but with an even
locations require this augmentation. [Low] greater resistance to low temperatures. The morph
can tolerate temperatures as low as 80 C without ill
Grip Pads: The morph possesses specialized pads effects. [Moderate]
on its palms, lower arms, shins, and the bottoms of
its feet. Designed to emulate the pads on gecko feet, Gear
characters can support themselves on a wall or ceiling
Backup Insurance: In the event of verifiable death, or
by placing any two of these pads against any surface
after a set period of being missing, backup insurance will
not made from a material specially designed to resist
arrange for your cortical stack to be retrieved and your ego
this augmentation. Characters can climb any surface
downloaded into another morph. If the cortical stack cannot
and move easily across ceilings that can support their
be retrieved, your most recent backup is used. Most olicies
weight. Apply a +30 modifier to Climbing Tests. The
require that the holder provide a backup to be uploaded into
pads must be free to touch the surface the character
secure storage at least twice a year. This industry works in
is climbing (no gloves). The nature of these pads is
a manner similar to insurance underwriting in terms of cost
obvious to anyone looking at them, but they do not
and individuals engaged in high risk professions can expect
impair the characters sense of touch or manual dexterity. If
to pay a premium for the service. Additionally, attempts to
combined with the vacuum sealing augmentation, the
retrieve a cortical stack are minimal unless one wants to
character can even stick to surfaces in the
pay for some extra effort (a thriving industry of
vacuum of space. [Low]
paramilitary ego-repo operatives exists for this purpose).
LOW PRESSURE TOLERANCE (PHYSICAL [Low to Moderate per month]
AUGMENTATION)
The morph can tolerate extremely low atmospheric COLD WEATHER GEAR
pressures, such as those found at high altitudes on This is a full suit of clothing for extreme cold weather,
Mars, with no ill effects. Morphs with this mod are including boots, jacket, pants, gloves, face mask, and
also somewhat more resistant to vacuum exposure goggles, with apertures and clips for breathing equipment.
and are able to spend up to five minutes in hard Much less bulky than its antique equivalents, these suits
vacuum without incurring damage. However, morphs allow full maneuverability. They come in two versions:
without respirocytes or an oxygen reserve still suffer basic (for rusters and alpiners) which protects up to 50 C,
asphyxiation. [Low] and survival (for most other morphs), which protects up to
100 C. The survival version is partially pressurized for
Respirocytes: These nanobots act as highly efficient morphs operating in the extreme low pressures of the
artificial red blood cells, increasing the ability to Martian highlands. [Trivial for basic, Low for survival]
transfer oxygen and carbon dioxide. This increases
the morphs ability to hold their breath to 4 hours Cuffband: This smart plastic loop restricts around
and increases DUR by +5. [Moderate] a prisoners limbs when activated. If the prisoner
struggles, it will tighten more. Cuffbands will inform
Oxygen Reserve: The morph has a miniature the user if they are cut or loosened and are electronically
oxygen tank and rebreather installed in its torso. This controlled, so the user can release the prisoner
remotely. Some cuffband variants including a shock and measuring them as they bounce off the
system (treat as a shock attack, p. 204.) to zap and target. Radar works best when detecting metallic
restrain unruly prisoners. [Low] objects, and is less effective (20 modifier) against
biomorphs and small items. Resolution is not high,
Fiber Eye: This is a flexible and electronically controllable however, so it can see shapes but not colors or fine
length of fiberoptic cable and viewer, which details. It can be used to detect both speed and
can be worked through cracks, under doors, and movement, can see through walls (up to a cumulative
around corners to peep unobtrusively. [Low] Armor + Durability of 100), and can detect
cybernetic implants or concealed items. At close
Klar: Klar boosts alertness and enhances clarity and
ranges (12 meters), it can detect pulse rate and
perception. Users report a feeling of being elevated
respiration by measuring the motion of the
to a higher level. They receive +5 INT while the drug
lasts. [Low] Radio Booster: This device boosts the range and
sensitivity of short-range radios, like those from
Maker: Makers are specially designed to produce
implants, ectos, or microbugs. The booster must be
food and drink for the user. Raw materials can be provided
with the shorter-ranged devices range (or directly
by the addition of any water-containing liquid and collected
linked via fiberoptic cable). It will repeat any transmissions
biomass like leftover food, grass, dirt, dead animals, or
received from that device, but at its extended
transhuman waste. Some models are built into standard
range of 25 kilometers in urban areas (250 kilometers
vacsuits. Makers can produce water and various flavored
remote areas). Broadcasts from a radio booster are
beverages, as well as ration bars or thick pudding-like
easy to receive by anyone looking for broadcasts (see
edible gels. With adequate raw material, a maker can
Wireless Scanning, p. 251), though transmissions may
indefinitely provide food and drink for up to three
be stealthed (p. 252). Boosters are commonly used by
transhumans. Most units, however, have a very limited
characters traveling far from habitats or other civilized
range of flavors and textures that are widely considered to
regions. [Low]
be fairly bad. Models with a wider and better range of
flavors and textures are more expensive, but produce food Utilitool: This hand tool includes a specialized
that is considered adequate or occasionally good. [Low to small nanobot generator. In its basic form, a utilitool
Moderate] is the size and shape of a large fountain pen. It can
transform into almost any tool, however, from a
Prisoner Mask: This hood tightens around the
wrench, knife, or powered screwdriver to a rotary
head of a prisoner, blocks all vision frequencies, and
grinder or pair of pliers. Some inexpensive utilitools
engages in low-level jamming in order to prevent any
are optimized for specialized tasks, like cooking
wireless communication via mesh inserts. [Moderate]
or wilderness survival, but more expensive models
Lidar: This sensor emits laser light and measures become almost any imaginable hand tool. Utilitools
the reflections to judge range, speed, and image the are normally mentally controlled using the characters
target. See Using Enhanced Senses, p. 302. [Low] basic mesh inserts. Characters without such implants
frared sensory input is passive. can control the tool via voice commands and touch
Lidar (Visible Light): Similar to radar, but with controls. Characters using a utilitool gain a +10 modifier to
much higher resolution, lidar actively bounces skills involving repairing or modifying devices
light from the infrared through ultraviolet spectrum off a with mechanical parts, opening locks, disarming
target and measures the backscatter, alarm systems, or performing first aid. [Low]
fluorescence, and other properties. Lidar is very
useful for detecting atmospheric chemical properties and
weather. Like radar, it can be used to
measure a targets range and speed, or develop a
three-dimensional image. One clever use of lidar is
to precisely map the position of everything in a
room (taking several turns of scanning) and then
check that positioning later to see if anything has
been moved.

Radar: This sensor system bounces radio or microwaves


off targets and measures the reflected waves
to judge size, composition, and motion. See Using
Enhanced Senses, p. 302. [Low]
Radar (Radio/Microwave): Radar sensors work
by actively emitting radio waves and microwaves
vehement horror and disgust, but may have occurred
Barsoomian Freelance Journalist for some other reason or even been self-inflicted.
At Level 1, the chosen behavior is either limited or
Morph boosted, at Level 2 it is either blocked or encouraged, and
SYNTH at Level 3 it is expunged or enforced (see
Synths are anthropomorphic robotic shells (androids p. 231 for details). This trait should only be allowed
and gynoids). They are typically used for menial for behaviors that are either limited or, if encouraged,
labor jobs where pods are not as good of an option. impact the character in a negative way
Cheaper than many other morphs, they are commonly used
for people who need a body quickly and SOCIAL STIGMA (EGO OR MORPH TRAIT)
cheaply or simply on a transient basis. Though they Bonus: 10 CP
look humanoid, synths are easily recognizable as An unfortunate aspect of the characters background means
non-biological unless they have the synthetic mask that they suffer from a stigma in
option (p. 311). certain social situations. They may be sleeved in
Enhancements: Access Jacks, Basic Mesh a morph viewed with repugnance, be a survivor of
Inserts, Cortical Stack, Cyberbrain, Mnemonic the infamous Lost generation, or may be an AGI in
Augmentation a post-Fall society plagued by fear of artificial intelligence.
Mobility System: Walker (4/20) In social situations where the characters nature
Aptitude Maximum: 30 is known to someone who view that nature with distaste,
Durability: 40 fear, or repugnance, they suffer a 10 to 30
Wound Threshold: 8 modifier (gamemasters discretion) to social skill tests.
Advantages: +5 SOM, +5 to one other aptitude of the
players choice, Armor 6/6 UNCANNY VALLEY (MORPH TRAIT)
Disadvantages: Social Stigma (Clanking Masses) trait, Bonus: 10 CP
Uncanny Valley trait There is a point where synthetic human looks become
CP Cost: 30 uncannily realistic and human-seeming, but they remain
Credit Cost: High just different enough that their looks seem creepy or even
repulsivea phenomenon called the uncanny valley.
Qualities Morphs whose looks fall into this range suffer a 10
ADDICTION (EGO OR MORPH TRAIT) modifier on social skill tests when dealing with humans.
This modifier does not apply to interactions with
Bonus: 5 CP (Minor), 10 CP (Moderate), or 20 CP
xenomorphs or those with the infolife or uplift
(Major)
backgrounds.
Addiction comes in two forms: mental (affecting
the ego) and physical (affecting the biomorph). The
character or morph is addicted to a drug (p. 317),
stimulus (XP), or activity (mesh use) to a degree that Equipment
impacts the characters physical or mental health.
Players and gamemasters should work together to
Shredder
agree on addictions that are appropriate for their ARMOR PENETRATION (AP) 10
game. Addiction comes in three levels of severity: DAMAGE VALUE (DV) 2d10 + 5
minor, moderate, or major: AVERAGE DV 16
Minor: A minor addiction is largely kept under
controlit does not ruin the characters life, though FIRING MODES SA, BF, FA
it may create some difficulties. The character may not AMMO 100
even recognize or admit they have a problem. The
character must indulge the addiction at least once
a week, though they can go for longer without too
much difficulty. If they fail to get their weekly dose,
they suffer a 10 modifier on all actions until they get
their fix.

MODIFIED BEHAVIOR
Bonus: 5 (Level 1), 10 (Level 2), or 20 (Level 3) CP
The character has been conditioned via timeaccelerated
behavioral control psychosurgery. This
is common among ex-felons, who have been conditioned to
respond to a specific idea or activity with
Implants any changes and updating the ego backup in real time,
right up to the moment of death. If the character dies,
Access Jacks: Usually located in the base of the skull
the cortical stack can be recovered and they may be
or neck, this implant is an external socket with a direct
restored from the backup (see Resleeving, p. 270).
neural interface. It allows the character to establish
Cortical stacks do not have external or wireless access
a direct wired connection using a fiberoptic cable to
(for security), they must be surgically removed (see
external devices or other characters, which can be
Retrieving a Cortical Stack, p. 268). Cortical stacks
useful in places where wireless links are unreliable or
are extremely durable, requiring special effort to
complete privacy is required. Two characters linked
damage or destroy. They are commonly recovered
via access jack can speak mind-to-mind and transfer
from bodies that have otherwise been pulped or
information between their mesh inserts and other
mangled. Cortical stacks are intentionally isolated
implants. All synthmorphs have these by default. [Low]
from mesh inserts and other implants, as a security
measure to prevent hacking or external tampering.
[Moderate, but included for free with most morphs]
BASIC MESH INSERTS
Mesh inserts are ubiquitous among modern morphs. CYBERBRAIN
This network of cybernetic brain implants is essential Cybernetic brains are where the ego (or controlling
equipment for anyone who wants to stay connected AI) resides in synthmorphs and pods. Modeled on
and make full use of the wireless mesh. The interconnected biological brains, cyberbrains have a holistic architecture
components of this system include: and serve as the command node and central processing
Cranial Computer: This computer serves as the point for sensory input and decision-making.
hub for the characters personal area network Only one ego or AI may inhabit a cyberbrain at a
and is home to their muse (p. 264). It has all of time; to accommodate extras, mesh inserts (p. 300)
the functions of a smartphone and PDA, acting or a ghostrider module (p. 307) must be used. Since
as a media player, meshbrowser, alarm clock/calendar, cyberbrains store memories digitally, they have the
positioning and map system, address book, equivalent of mnemonic augmentation (p. 307). They also
advanced calculator, file storage system, search have a built-in puppet sock (p. 307) and may be remote-
engine, social networking client, messaging program, controlled, though this option may be removed by those
and note pad. It manages the users augmented who value their security. Cyberbrains are vulnerable to
reality input and can run any software the character cyberbrain hacking (p. 261) and other forms of electronic
desires (see Software, p. 331). It also processes XP infiltration/attack. Cyberbrains come equipped with two or
data, allowing the user to experience other peoples more pairs of external access jacks (p. 306), usually located
recorded memories, and also allowing the user to at the base of the skull, which allow for direct wired
share their own XP sensory input with others in connections. [Moderate, but included for free in all
real-time. Facial/image recognition and encryption synthetic morphs and pods
software (p. 331) are included by default.
Radio Transceiver: This transceiver connects the Enhanced Hearing: The morphs ears are enhanced
user to the mesh and other characters/devices to hear both higher and lower frequency soundsthe
within range. It has an effective range of 20 kilometers in range of sounds they can hear is twice that of normal
deep space or other locations far from radio human ears see Using Enhanced Senses, p. 302. In
interference and 1 kilometer in crowded habitats. addition, their hearing is considerably more sensitive,
Medical Sensors: This array of implants monitors allowing them to hear sounds as if they were five
the users medical status, including heart rate, times closer than they are. A character with this
respiration, blood pressure, temperature, neural augmentation can easily overhear even a softly spoken
activity, and much more. A sophisticated medical conversation at another table in a small restaurant.
diagnostic system interprets the data and warns This augmentation provides a +20 modifier to all
the user of any concerns or dangers. Perception Tests involving hearing. [Low]
Using any of these functions is as easy as thinking.
Enhanced Vision: The morphs eyes have tetrachromatic
[Moderate, but included for free in most morphs]
vision capable of exceptional color differentiation. These
CORTICAL STACK eyes can also see the electromagnetic
spectrum from terahertz wave frequencies to gamma
A cortical stack is a tiny cyberware data storage unit
rays, enabling them to see a total of several dozen
protected within a synthdiamond case the size of a
colors, instead of the seven ordinary human eyes
grape, implanted at the base of the skull where the
can perceive. In addition, these eyes have a variable
brain stem and spinal cord connect. It contains a digital
focus equivalent to 5 power magnifiers or binoculars.
backup of that characters ego. Part nanoware, the
This augmentation provides a +20 modifier to all
implant maintains a network of nanobots that monitor
synaptic connections and brain architecture, noting
Perception Tests involving vision. For further applications, various materials. This implant allows the user to see
see Using Enhanced Senses, p. 302. [Low] using reflected T-rays for 20 meters in a normal
atmosphere and for 100 meters in vacuum. [Low]
Enhanced Smell: The morphs sense of smell is equal to
that of a bloodhound. The user can identify both chemicals Gear
and individuals by smell and can track people and
Backup Insurance: In the event of verifiable death, or
chemically reactive objects by odor as long as the trail was
after a set period of being missing, backup insurance will
made within the last several hours and has not been
arrange for your cortical stack to be retrieved and your ego
obscured. The character can also gain a general sense of the
downloaded into another morph. If the cortical stack cannot
emotions and health of any character within 5 meters (+20
be retrieved, your most recent backup is used. Most olicies
to Perception or Kinesics Tests to do so). [Low]
require that the holder provide a backup to be uploaded into
Lidar: This sensor emits laser light and measures secure storage at least twice a year. This industry works in
the reflections to judge range, speed, and image the a manner similar to insurance underwriting in terms of cost
target. See Using Enhanced Senses, p. 302. [Low] and individuals engaged in high risk professions can expect
frared sensory input is passive. to pay a premium for the service. Additionally, attempts to
Lidar (Visible Light): Similar to radar, but with retrieve a cortical stack are minimal unless one wants to
much higher resolution, lidar actively bounces pay for some extra effort (a thriving industry of
light from the infrared through ultraviolet spectrum off a paramilitary ego-repo operatives exists for this purpose).
target and measures the backscatter, [Low to Moderate per month]
fluorescence, and other properties. Lidar is very
Covert Operations Tool (COT): This handheld
useful for detecting atmospheric chemical properties and
device is the ultimate in infiltration technology. It contains
weather. Like radar, it can be used to
both smart matter micromanipulators, cutting tools, and an
measure a targets range and speed, or develop a
advanced nanotechnology generator
three-dimensional image. One clever use of lidar is
capable of producing nanobots that can bore or cut
to precisely map the position of everything in a
through almost any material and disable or open
room (taking several turns of scanning) and then
almost any electronic lock.
check that positioning later to see if anything has
Cutting out a lock or boring a 1-millimeter hole in
been moved.
a wall with a COT requires ((Durability + Armor)
Mnemonic Augmentation: A character with this 10) seconds. Cutting out a 1-meter diameter hole in
augmentation and a cortical stack can access digital a wall requires ((Durability + Armor) 10) minutes.
recordings of all of the sensory data they have experienced These same nanobots can later be used to repair this
in XP format (and they may share these recordings with damage so that it is invisible to any but the most
others). Mnemonic augmentation differs careful and detailed examination.
from the eidetic memory bioware because it allows A COT can easily open any old-fashioned mechanical lock
characters to digitally share all of their sensory data simply by analyzing it and shaping an
with others. It also allows them to closely examine appropriate key, though this takes a full Action Turn.
sensory data they did not initially look at. For It can also open electronic locks by infiltrating them
example, If the character glanced at a note but did not with nanobots that influence the locks electronics,
read it, they can later use image enhancement software to no matter what authentication system the lock uses.
enhance this image and in most cases actually Opening electronic locks takes a full Action Turn, but
read what the note said. Mnemonic augmentation success is practically guaranteed. Opening an electronic
allows the character to clearly hear all background lock in this manner will, however, trigger an
noises, like a conversation at a nearby table that the alarm and/or be logged as an event. For more details,
character only initially heard a few words of. Using see Electronic Locks, p. 291. [High]
mnemonic augmentation to retrieve a specific piece of
Facial/Image Recognition: This program can be
information is quite easy, but usually requires between
used to take an image and run a pattern-matching
2 and 20 minutes of concentration. [Low]
search among public archives. Similar version of this
T-Ray Emitter: Mounted under the skin of the program exist for other biometrics: gait recognition,
users forehead, this implant generates low-powered vocal recognition, etc. [Low]
beams of terahertz radiation (T-rays) that allow the
Gnat: Gnats are small rotorcraft camera/surveillance
character to see using reflected T-rays. As discussed in
drones. Many people use gnats for personal
Using Enhanced Senses, p. 302, this implant combined
lifelogging, while socialites and media use them to
with the enhanced vision enhancement (or a terahertz
capture the glamor or hottest news. [Low]
sensor) allows the user to effectively see through cloth,
plastic, wood, masonry, composites, and ceramics as
well as being able to determine the composition of
Gnat with the shorter-ranged devices range (or directly
Movement Rate 8/40 linked via fiberoptic cable). It will repeat any transmissions
Max Velocity 60 received from that device, but at its extended
Armor 2/2 range of 25 kilometers in urban areas (250 kilometers
Durability 25 remote areas). Broadcasts from a radio booster are
Wound Threshold 5 easy to receive by anyone looking for broadcasts (see
Mobility System Rotor Wireless Scanning, p. 251), though transmissions may
Enhancements: 360-Degree Vision, Access Jacks, be stealthed (p. 252). Boosters are commonly used by
Enhanced Hearing, Enhanced Vision, Radar characters traveling far from habitats or other civilized
regions. [Low]
Linkstate: This software actually connects the user
to a peer-to-peer network, where it randomly connects to Repair Spray: This nanobot generator creates
other linkstate users and samples a bit of their nanobots designed to repair synthmorphs, vehicles,
XP feed and randomly accessed memoriestypically and other common objects. Repair spray contains the
just enough to provide context, but not enough to specifications and plans for almost all commonly used
acquire private personal details. These inputs are synthmorphs and devices and is a ubiquitous household
spliced together, their emotional inputs amplified, item. If it does not contain the specifications for
and then the entire package is spiked with some hormonal something it is being used to repair, it must query the
circuit triggers and artificial synaesthesia. The objects voice for these details, otherwise it cannot
effect is a mind-blowing mixed sampling of peoples repair it. Simply touch it to the damaged area, push
lives, mashed together in a sensory soup, that hits the button on top, and it sprays out a number of nanobots
the mind with a euphoric rush. Linkstate users are sufficient to make repairs. These nanobots repair
catatonic while under the effects (typical sessions run 1d10 points of damage per 2 hours. Once all damage
34 hours), but afterwards they often report that they is restored, the nanobots repair wounds at the rate of
have flashbacks of events in other peoples lives. [Low] 1 per day. Repair spray also cleans and polishes items
Narcoalgorithms are software programs that simulate and returns them to a pristine and new state. Repair
the effects of drugs on biological bodies. Almost all spray is not effective on any object with more than
bio, chemical, and nano drugs can be replicated as 3 wounds, but it provides a +30 to all repair rolls on
narcoalgorithms, with corresponding effect (gamemaster anything too badly damaged for it to fully repair (see
discretion). Standard duration is 3 hours. Synthmorph and Object Repair, p. 208). [Low]
Addiction to narcoalgorithms is considered mental.
Narcoalgorithms may be run by infomorphs, egos Saucer: These disc-shaped drones are lightweight
encased in cyberbrains (pods and synthmorphs), and quiet. They are typically launched by throwing
simulmorphs, and even AIs. them like a frisbee, after which they propel themselves
with an ionic drive (p. 310). Saucers make excellent
Microbug: This device is a tiny camera and microphone 1 eye in the sky monitors and scouts. [Low]
millimeter across. It has the visual capabilities of a set of Saucer
specs (p. 326). It can hear everything Movement Rate 8/40
within 20 meters and see everything within the same Max Velocity 200
range that is in its line of sight. A microbug can record Armor 2/2
up to 100 hours of information. Microbugs can be Durability 25
set to broadcast continuously, at set intervals, or only Wound Threshold 5
when they receive a special signal. If desired, they Mobility System Ionic
can also be set to only record if there is movement Enhancements: 360-Degree Vision, Access Jacks,
or voices in the room they are in. Microbugs have Chameleon Skin, Enhanced Hearing, Enhanced Vision,
adhesive backs and can stick to almost any surface. Radar
Microbugs can also establish their location via mesh
positioning or GPS, and so double as tracking devices. Speck: Specks are tiny insectoid spy drones, 2.5 mm
To avoid being detected by their radio transmissions, long and 2 mm wide, about the size of a small fruit fly.
some microbugs are attached to miniature quantum They fly with tiny wings, carry a microbug, and are
farcasters (p. 315). These microbugs are much larger excellent for surveillance purposes or otherwise being
(1 centimeter) and easy to see, but their transmissions a speck on a wall. Specks are difficult to notice (30
cannot be detected or blocked. [Trivial, Low for Perception modifier) and almost impossible to distinguish
quantum farcaster bugs] from an actual insect. [Low]
Speck
Radio Booster: This device boosts the range and Movement Rate 1/5
sensitivity of short-range radios, like those from Max Velocity 5
implants, ectos, or microbugs. The booster must be Armor
Durability 5
Wound Threshold 1
Mobility System Winged/Hopper
Enhancements: +5 REF, +5 COO, 10 SOM, Access
Jacks, Grip Pads, Enhanced Hearing, Enhanced Vision,
Synthetic Mask

Smart Dust: This device is a walnut-sized specialized


nanobot generator that creates tiny sensor nanobots, each
one of which is a tiny sphere the diameter of a human hair.
A packet of smart dust nanobots is sufficient to perform
detailed surveillance on a large room like an auditorium has
a volume of 1 cubic centimeter and contains 3 million
nanobots. Each nanobot contains tiny cameras,
microphones, a tiny computer, a radio, and chemical
sensors, as well as short legs that allow them to walk and
climb at a rate of 5 cm per second. When a character dumps
a packet of smart dust in a room, it will cover every surface
in the room within 20 minutes, including all furniture and
the insides of every drawer and other space that is not
airtight. At this point, the smart dust has recorded all data
about the room that can be obtained by exceedingly
detailed observation, including the DNA of everyone who
has visited the room in the last week or two. The smart
dust can then either broadcast a brief, highly compressed
signal, or it can send all of its information to a few hundred
nanobots that then walk to a prearranged destination for
pickup and downloading by their user. The user need only
find a single nanobot with a nanodetector to acquire the
information obtained by the smart dust. If ordered to do so,
the remaining nanobots can either power down and await
further orders or self-destruct in a fashion that turns them
into a tiny amount of dust made mostly of metal and
silicon. [Moderate

Tracking Skillsoft: These programs provide the


character with a rating of up to 40 in a single Active
skill. [High]

Tracking: This software is used to track people by


their presence online. See Scanning, Tracking, and
Monitoring, p. 251. [Moderate]

Trike: The trike exoskeleton is a three-wheeled


personal motorcycle design, rather than a walker. It
provides partial protection to the wearer with an
Armor Value of 2/4. Piloted with Pilot: Groundrcraft
skill. [Moderate]
suits are also favored by sports enthusiasts and explorers.
Mercurial Scavenger The basic jumpsuit offers comfortable protection equal to
that of armor clothing. When activated with an electronic
Morph signal, however, elastic polymers within the suit stiffen and
OCTOMORPHS form rigid impact protection for vital areas. Crash suits
These uplifted octopi sleeves have proven quite useful provide an Armor Value of 3/4 when inactive and 4/6 when
in zero-gravity environments. They retain eight arms, activated. [Low]
their chameleon ability to change skin color, ink sacs,
and a sharp beak. They also have increased brain mass Medium Pistol
and longevity, can breathe both air and water, and lack a ARMOR PENETRATION (AP) -2
skeletal structure so they can squeeze through tight spaces. DAMAGE VALUE (DV) 2d10 + 2
Octomorphs typically crawl along in zero gravity using AVERAGE DV 13
their arm suckers and expelling air for propulsion and FIRING MODES SA, BF, FA
can even walk on two of their arms in low gravity. Their AMMO 12
eyes have been enhanced with color vision, provide a 360-
degree field of vision, and rotationally adjust to keep the Implants
slit-shaped pupil aligned with up. A transgenic vocal BASIC BIOMODS
system allows them to speak. Almost universal in biomorphs, many habitats will
Implants: Basic Biomods, Basic Mesh Inserts, Cortical not allow individuals to visit/immigrate if their biomorph
Stack, Chameleon Skin does not possess these biomods in order to
Aptitude Maximum: 30 preserve public health. Basic biomods consists of a
Durability: 30 series of genetic tweaks, tailored viruses, and bacteria
Wound Threshold: 6 that speed healing, greatly increase disease resistance,
Advantages: 8 Arms, Beak Attack (1d10 DV, AP 1, use and impede aging. A morph with basic biomods
Unarmed Combat skill), Ink Attack (blinding, use heals twice as fast as an early 21st century human,
Exotic Ranged: Ink Attack skill), Limber (Level 2) gradually regrows lost body parts, is immune to all
trait, 360-degree Vision, +30 Swimming skill, +10 normal diseases (from cancer to the flu), and is largely
Climbing skill, +5 COO, +5 INT, +5 to one other immune to aging. In addition, the morph requires no
aptitude of the players choice more than 34 hours of sleep per night, is immune
CP Cost: 50 to ill effects from long-term exposure to low or zero
Credit Cost: Expensive (minimum 30,000+) gravity, and does not naturally suffer from biological
problems like depression, shock reactions after being
Traits injured, or allergies. [Moderate, but included for free
AMBIDEXTROUS in most biomorphs]
Cost: 10 CP BASIC MESH INSERTS
The character can use and manipulate objects Mesh inserts are ubiquitous among modern morphs.
equally well with both hands (they do not suffer the This network of cybernetic brain implants is essential
off-hand modifier, as noted under Wielding Two or equipment for anyone who wants to stay connected
More Weapons, p. 206). If the character has other and make full use of the wireless mesh. The interconnected
prehensile limbs (feet, tail, tentacles, etc.), this trait components of this system include:
may be applied to a limb other than the hand. This Cranial Computer: This computer serves as the
trait may be taken multiple times for multiple limbs. hub for the characters personal area network
and is home to their muse (p. 264). It has all of
LIMBER (MORPH TRAIT) the functions of a smartphone and PDA, acting
Cost: 10 (Level 1) or 20 (Level 2) CP as a media player, meshbrowser, alarm clock/calendar,
The morph is especially flexible and supple, capable of positioning and map system, address book,
graceful contortions and interesting positions. At Level advanced calculator, file storage system, search
1, the character can smoke with their toes, do the splits, engine, social networking client, messaging program,
and squeeze into small, cramped spaces. At Level 2, they and note pad. It manages the users augmented
are double-jointed escape artists. Each level provides a reality input and can run any software the character
+10 modifier to escaping from bonds, fitting into narrow desires (see Software, p. 331). It also processes XP
confines, and other acts relying on contortion or flexibility. data, allowing the user to experience other peoples
This trait is only available to biomorphs recorded memories, and also allowing the user to
share their own XP sensory input with others in
Equipment real-time. Facial/image recognition and encryption
Crash Suit: Designed for both industrial worksite safety software (p. 331) are included by default.
and protection from accidental zero-G collisions, crash Radio Transceiver: This transceiver connects the
user to the mesh and other characters/devices they have come. Characters with this augmentation
within range. It has an effective range of 20 kilometers in can always retrace any route they have taken, only
deep space or other locations far from radio experiencing difficulty with three-dimensional routes
interference and 1 kilometer in crowded habitats. lacking navigational markers (such as deep space or
Medical Sensors: This array of implants monitors undersea; apply a 30 modifier). Since positioning
the users medical status, including heart rate, inside habitats by anyone with basic mesh inserts is an
respiration, blood pressure, temperature, neural automatic affair, only characters venturing to remote
activity, and much more. A sophisticated medical locations require this augmentation. [Low]
diagnostic system interprets the data and warns
the user of any concerns or dangers. Echolocation: The character possesses sonar similar
Using any of these functions is as easy as thinking. to that of a bat or dolphin. The character bounces
[Moderate, but included for free in most morphs] brief ultrasonic pulses off their surroundings and uses
them to form an image of these surroundings through
Chameleon Skin: The morphs skin is augmented the pattern of reflections of these pulses received
with complex chromatophores so that it changes by the characters ears. For more details, see Using
color like the skin of a chameleon or an octopus. The Enhanced Senses, p. 302. This augmentation works in
morph can match the appearance of almost any color both air and water and has a range of 20 meters in air
and most patterns. This provides a +20 modifier to and 100 meters in water. [Low]
Infiltration Tests to avoid being seen or noticed, as
long as the character is stationary or not moving Electrical Sense: The character can sense electric
faster than a slow walk. The character must be nude fields. Within 5 meters, the character can instantly
or wearing smart clothing (p. 325) of the same color/ tell if an electrical device is on or off and can see the
pattern. If incompletely camouflaged, or if moving precise location of electrical wiring behind a wall or
faster, reduce the modifier to +10. In addition to inside a device. This sense gives the character a +10
blending in, the character can also consciously change modifier on any test involving analyzing, repairing, or
the color and pattern of their skin to deliberately modifying electrical equipment. [Low]
stand out (+20 on Perception Tests to notice) or
Enhanced Vision: The morphs eyes have tetrachromatic
simply to produce attractive or interesting colors or
vision capable of exceptional color differentiation. These
patterns. [Low]
eyes can also see the electromagnetic
spectrum from terahertz wave frequencies to gamma
CORTICAL STACK
rays, enabling them to see a total of several dozen
A cortical stack is a tiny cyberware data storage unit
colors, instead of the seven ordinary human eyes
protected within a synthdiamond case the size of a
can perceive. In addition, these eyes have a variable
grape, implanted at the base of the skull where the
focus equivalent to 5 power magnifiers or binoculars.
brain stem and spinal cord connect. It contains a digital
This augmentation provides a +20 modifier to all
backup of that characters ego. Part nanoware, the
Perception Tests involving vision. For further applications,
implant maintains a network of nanobots that monitor
see Using Enhanced Senses, p. 302. [Low]
synaptic connections and brain architecture, noting
any changes and updating the ego backup in real time, Grip Pads: The morph possesses specialized pads
right up to the moment of death. If the character dies, on its palms, lower arms, shins, and the bottoms of
the cortical stack can be recovered and they may be its feet. Designed to emulate the pads on gecko feet,
restored from the backup (see Resleeving, p. 270). characters can support themselves on a wall or ceiling
Cortical stacks do not have external or wireless access by placing any two of these pads against any surface
(for security), they must be surgically removed (see not made from a material specially designed to resist
Retrieving a Cortical Stack, p. 268). Cortical stacks this augmentation. Characters can climb any surface
are extremely durable, requiring special effort to and move easily across ceilings that can support their
damage or destroy. They are commonly recovered weight. Apply a +30 modifier to Climbing Tests. The
from bodies that have otherwise been pulped or pads must be free to touch the surface the character is
mangled. Cortical stacks are intentionally isolated climbing (no gloves). The nature of these pads is obvious to
from mesh inserts and other implants, as a security anyone looking at them, but they do not impair the
measure to prevent hacking or external tampering. Characters sense of touch or manual dexterity. If
[Moderate, but included for free with most morphs] combined with the vacuum sealing augmentation, the
character can even stick to surfaces in the vacuum of space.
Direction Sense: The character has an innate sense
[Low]
of direction and distance using advanced inertial
navigation. The character can arbitrarily define any Medichines: This is the most common form of
point as north and keep track of which direction nanoware. These nanobots monitor the users body at
that is, as well as knowing approximately how far a cellular level and fix any problems that arise. Medichines
eliminate most diseases, drugs, and toxins (but not Breadcrumb Positioning System: This worn device
nanodrugs or nanotoxins) before they can do more than leaves micro breadcrumbs behind as the character
minor harm to the host (see Drug Effects, p. 318). If moves. These devices interact with mesh inserts (or
desired, the user can temporarily override this protection to ectos) as long as they are within range (50 meters),
permit intoxication or other effects, but unless the character allowing the user to map their position in relation to
activates a second specially labeled override, medichines the breadcrumb trail. This is useful in derelict habitats,
prevent the toxins from accumulating to lethal or wilderness, and other areas where there is no local
permanently harmful levels. In this case, they can also be functioning mesh, and is helpful both for mapping
activated at a later point to reduce a drug or toxins and for finding ones way back. [Low]
remaining duration by half. Medichines allow the character
to ignore the effects of 1 wound. They also speed normal Disassembly Tools: These tools are useful for
healing as noted under see Biomorph Healing, p. 208. If the salvage ops, breaking down wrecks, or dissembling
user suffers 5 or more wounds at once, or more than 6 anything from a habitat room to a vehicle or synthmorph.
wounds in an hour, the damage has exceeded the They include plasma torches, laser cutters,
medichines ability to repair. In this case, the medichines pneumatic jaws, and smart tools like spanners and
place the character into a medical stasis, where their mind wrenches that can be adapted to a wide array of
and body are perfectly preserved, but where the character connections and fittings. [High]
cannot act in any way. Under these circumstances the
Mobile Lab: The mobile lab is a handheld device
medichines also send out a priority call for emergency
that contains all different types of sensors to investigate
services via the characters mesh inserts. Medichines for
organic and inorganic liquid, gaseous, and solid
synthmorphs and bots consist of nanobots that monitor and
components (from soil to tissue samples) and compositions.
repair the shells integrity and internal system functions.
It performs material analysis using different methods of
Note that the synthmorph version of medichines allows the
spectrometry and biochemical testing, comparing results to
synthmorph to self-repair in the same manner by which a
a built-in database of element and compound spectra. Its
biomorph with medichines would naturally heal (p. 208).
built in AI comes equipped with Academic: Chemistry 30.
[Low]
[Moderate]
Oracles: These neural macrosensing nanobots pay
attention to the sensory input on which the character NANODETECTORS Nanodetectors are small devices that
is not focusing, alerting them about important things suck in air and micro debris in order to scan for and detect
they might otherwise overlook. Oracles also act as a nanobots. Given that nanobots are so small, the density of
sort of memory buffer and search aid, extending short nanobots in the area has a large impact on its success. The
term memory, helping the character recall memories nanodetector has a base skill of 30 for detecting nanobots,
and details, and crosschecking them with other memories. modified by +30 if an active nanoswarm or hive is present,
Oracles negate Perception modifiers for distraction, apply a +0 if a nanoswarm or hive was active recently, and 10 for
+10 modifier to Investigation Tests, and the presence of nanobots outside of a swarm or hive. Once
add a +30 bonus to memory-related tests. [Moderate] a nanobot is detected it may be analyzed either by the user
or the nanodetectors AI, using Academics: anotechnology
Radiation Sense: The character can sense the presence and 30 skill. Nanodetectors are often worn and left on, set to
approximate source of all forms of dangerous radiation, alert the user if a hostile nanoswarm is detected. [Low]
including neutrons, charged particles,
and cosmic rays. [Low] Radio Booster: This device boosts the range and
sensitivity of short-range radios, like those from
Backup Insurance: In the event of verifiable death, or implants, ectos, or microbugs. The booster must be
after a set period of being missing, backup insurance will with the shorter-ranged devices range (or directly
arrange for your cortical stack to be retrieved and your ego linked via fiberoptic cable). It will repeat any transmissions
downloaded into another morph. If the cortical stack cannot received from that device, but at its extended
be retrieved, your most recent backup is used. Most olicies range of 25 kilometers in urban areas (250 kilometers
require that the holder provide a backup to be uploaded into remote areas). Broadcasts from a radio booster are
secure storage at least twice a year. This industry works in easy to receive by anyone looking for broadcasts (see
a manner similar to insurance underwriting in terms of cost Wireless Scanning, p. 251), though transmissions may
and individuals engaged in high risk professions can expect be stealthed (p. 252). Boosters are commonly used by
to pay a premium for the service. Additionally, attempts to characters traveling far from habitats or other civilized
retrieve a cortical stack are minimal unless one wants to regions. [Low]
pay for some extra effort (a thriving industry of
paramilitary ego-repo operatives exists for this purpose). ynthmorph and Object Repair, p. 208). [Low]
[Low to Moderate per month] Shelter Dome: A variant of the emergency bubble,
this package unfolds into a dome with a 2.5-meter
ceiling and a floor 4 meters across. To safely use this
shelter, it must be staked down to the surface it is
placed on. [Moderate]

Specimen Container: This capsule container is


designed to hold samples of any sort (chemical, biological,
etc.) in near stasis. It can be programmed to
reproduce whatever conditions the user specifies, from
cryogenic freezing to extreme heat, or even vacuum or
high-pressure atmosphere. [Low]

Superthermite Charges: These powerful and highly


stable demolition charges are made from a combination of
nanometals and metal oxides. A single charge can be used
to create an explosive blast inflicting 2d10+5 damage. This
charge can be shaped with a successful Demolitions Test,
focusing the blast in a particular 90-degree direction (for
example, to blow through a door). This triples the damage
of the blast in the focused direction; in all other directions,
the damage is reduced to 1/3rd (round down). Multiple
charges apply a cumulative effect. [Moderate]

Tactical Networks: These programs allow people in


the same squad to share tactical data in real-time. See
Tactical Networks, p. 205. [Moderate]

Standard Vacsuit: These suits resemble light vacsuits


made from thicker and more durable materials that resist
tearing and provides the wearer with light armor. They are
fitted with more substantial life support belts that includes a
maker (p. 328) capable of recycling all wastes and
producing air for up to 48 hours and food and water
indefinitely. The best suits are made of smart materials that
can transform from standard clothing to vacuum suits in a
single Action Turn, and will do so automatically if life
support is needed. Each suit also contains an ecto (p. 325),
a radio booster (p. 314), and sensors equal to specs (p.
326). These suits have an Armor rating of 7/7 and protect
the wearer from temperatures from 175 to 140 C. They
can almost instantly seal any hole unless more than 30
points of damage are inflicted at once. [Moderate, High
for smartfabric suits]

X-Ray Emitter: This device is designed to be used


with either the enhanced vision augmentation (p. 301)
or specs (p. 326). It emits a focused beam of lowpowered
x-rays that allows the user of either device to
both see and see through most objects using backscatter x-
ray radiation (p. 303). This allows the character
to literally see through walls and into containers,
including ones made of metal. [Low]

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