Common Biomorphs
Biomorphs are fully biological sleeves (often genetically modified and equipped with implants), birthed naturally or from an exowomb, and grown to adulthood either naturally or at a slightly accelerated rate.
Biomorphs with Cyberbrains
It is increasingly common to find biomorphs with cyberbrains, especially in the outer system. The advantage is that cyberbrains allow for easier resleeving and forking and have built-in mnemonic memory augmentations. The disadvantage is they are vulnerable to hacking. Adding a cyberbrain, access jacks, mnemonics, and puppet sock to your morph increases the MP cost by 1.
Flat
Flats are baseline unmodified humans, born with all of the natural defects, hereditary diseases, and other genetic mutations that evolution so lovingly applies. Flats are increasingly rare outside bioconservative enclaves — most died off with the rest of humanity during the Fall.
Flat
- Cost: 0 MP • Avail: 30
- WT: 6 • DUR: 30 • DR: 45
- Insight 0, Moxie 0, Vigor 0, Flex 0
- Movement Rate: Walker 4/20
- Common Extras: Many have the Genetic Defect trait
Splicer
Splicers are genefixed humans. Their genome cleansed of hereditary diseases and optimized for looks and health, but not otherwise substantially upgraded. Splicers make up the majority of transhumanity.
Splicer
- Cost: 1 MP • Avail: 90
- WT: 6 • DUR: 30 • DR: 45
- Insight 0, Moxie 0, Vigor 0, Flex 1
- Movement Rate: Walker 4/20
- Ware: Biomods, Cortical Stack, Mesh Inserts
Exalt
Exalts are the common, non-specialized “enhanced human” model. They are genetically upgraded to make them healthier, smarter, and more attractive (based on ever-evolving beauty standards). A modified metabolism keeps them fit and athletic for the duration of an extended lifespan.
Exalt
- Cost: 2 MP • Avail: 70
- WT: 7 • DUR: 35 • DR: 53
- Insight 1, Moxie 1, Vigor 1, Flex 0
- Movement Rate: Walker 4/20
- Ware: Biomods, Cortical Stack, Mesh Inserts
Neotenic
Neotenics are transhumans modified to retain a child-like form. They are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat living and spacecraft. Some people find neotenic sleeves distasteful, especially when employed in certain media and sex work capacities, but most are designed to be neuter-gendered.
Neotenic
- Cost: 2 MP • Avail: 50
- WT: 6 • DUR: 30 • DR: 45
- Insight 2, Moxie 1, Vigor 1, Flex 0
- Movement Rate: Walker 4/12
- Ware: Biomods, Circadian Regulation, Cortical Stack, Mesh Inserts
- Morph Traits: Exotic Morphology (Level 1)
- Notes: Small size
Ruster
Adapted for survival with minimum gear in the not-fully-terraformed Martian environment, these transgenic morphs feature insulated skin for more effective thermoregulation and respiratory system improvements to require less oxygen and filter carbon dioxide, among other mods.
Ruster
- Cost: 3 MP • Avail: 70
- WT: 7 • DUR: 35 • DR: 53
- Insight 0, Moxie 1, Vigor 1, Flex 1
- Movement Rate: Walker 4/20
- Ware: Biomods, Cold Tolerance, Cortical Stack, Enhanced Respiration, Mesh Inserts, Radiation Sense
- Common Extras: Many have the Planned Obsolescence trait
Bouncer
Bouncers are genetically adapted for microgravity. Their legs are more limber and their feet can grasp as well as their hands. They can tolerate the cold temperatures of beehive tunnels and have an oxygen reserve in case they are exposed to vacuum. Bouncers are very common in the outer system and zero-g habitats.
Bouncer
- Cost: 4 MP • Avail: 60
- WT: 7 • DUR: 35 • DR: 53
- Insight 1, Moxie 0, Vigor 1, Flex 2
- Movement Rate: Walker 4/12
- Ware: Biomods, Cold Tolerance, Cortical Stack, Grip Pads, Mesh Inserts, Oxygen Reserve, Prehensile Feet
- Morph Traits: Limberness (Level 1)
Futura
Futura morphs were specially crafted for the “Lost Generation” of accelerated-growth children. Adjusted for confidence, self-reliance, and adaptability, futuras were intended to help transhumanity regain its foothold. These programs proved disastrous and the line was discontinued, but some models and various spin-offs remain, viewed by some with distaste and others as collectibles or exotic oddities.
Futura
- Cost: 4 MP • Avail: 25
- WT: 7 • DUR: 35 • DR: 53
- Insight 2, Moxie 4, Vigor 1, Flex 0
- Movement Rate: Walker 4/20
- Ware: Biomods, Cortical Stack, Mesh Inserts
Hibernoid
Hibernoids are transgenic-modified humans with heavily altered sleep patterns and metabolic processes. Hibernoids have a decreased need for sleep, requiring only 1–2 hours a day on average. They can also trigger a form of voluntary hibernation, effectively halting their metabolism and need for oxygen. Hibernoids make excellent long-duration space travelers, but these morphs are also favored by personal aides and hypercapitalists with non-stop lifestyles.
Hibernoid
- Cost: 4 MP • Avail: 70
- WT: 7 • DUR: 35 • DR: 53
- Insight 1, Moxie 1, Vigor 0, Flex 2
- Movement Rate: Walker 4/20
- Ware: Biomods, Circadian Regulation, Clean Metabolism, Cold Tolerance, Cortical Stack, Hibernation, Mesh Inserts
Menton
Mentons are genetically modified to increase cognitive abilities, particularly learning ability, creativity, attentiveness, and memory. They are favored by academics, intellectuals, scientists, and engineers.
Menton
- Cost: 4 MP • Avail: 60
- WT: 7 • DUR: 35 • DR: 53
- Insight 3, Moxie 1, Vigor 1, Flex 1
- Movement Rate: Walker 4/20
- Ware: Biomods, Cortical Stack, Mesh Inserts, Mnemonics
Olympian
Olympians are human upgrades with improved athletic capabilities like endurance, hand-eye coordination, and cardiovascular functions. Olympians are common among athletes, dancers, freerunners, gatecrashers, and soldiers.
Olympian
- Cost: 4 MP • Avail: 60
- WT: 8 • DUR: 40 • DR: 60
- Insight 1, Moxie 1, Vigor 3, Flex 1
- Movement Rate: Walker 4/20
- Ware: Biomods, Cortical Stack, Mesh Inserts
Sylph
Sylph morphs are ideal for media icons, elite socialites, XP stars, models, and narcissists. Sylph gene sequences are tailored for distinctive good looks, ethereal and elfin features, and slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.
Sylph
- Cost: 4 MP • Avail: 60
- WT: 6 • DUR: 30 • DR: 45
- Insight 1, Moxie 3, Vigor 1, Flex 1
- Movement Rate: Walker 4/20
- Ware: Biomods, Clean Metabolism, Cortical Stack, Enhanced Pheromones, Mesh Inserts
- Common Extras: Many have the Striking Looks trait
Fury
Furies are combat morphs. These transgenic humans are upgraded for endurance, strength, reflexes, and capacity to handle physical trauma. Behavioral modifications for aggressiveness are offset by gene sequences promoting pack mentalities and cooperation, and they tend to be biologically female.
Fury
- Cost: 6 MP • Avail: 40
- WT: 10 • DUR: 50 • DR: 75
- Insight 1, Moxie 1, Vigor 4, Flex 2
- Movement Rate: Walker 4/20
- Ware: Biomods, Bioweave Armor (+2/+3), Claws, Cortical Stack, Enhanced Vision, Mesh Inserts
- Morph Traits: Enhanced Behavior (Aggressiveness, Level 2; Cooperation, Level 2)
- Common Extras: Many are equipped with neurachem, hardened skeleton, toxin filters
Ghost
Ghosts are partially designed for combat applications, but their primary focus is stealth and infiltration. Their genetic profile encourages speed, agility, and reflexes, and their minds are modified for patience and problem-solving.
Ghost
- Cost: 6 MP • Avail: 40
- WT: 9 • DUR: 45 • DR: 68
- Insight 2, Moxie 1, Vigor 3, Flex 2
- Movement Rate: Walker 4/20
- Ware: Biomods, Chameleon Skin, Cortical Stack, Grip Pads, Mesh Inserts
- Morph Traits: Enhanced Behavior (Patience, Level 2)
- Common Extras: Many are equipped with adrenal surge, skinflex
Remade
The remade are completely redesigned: humans 2.0. Their cardiovascular system is stronger, their digestive tract sanitized and restructured, and they have been optimized for health, intelligence, and longevity with numerous transgenic mods.
They look close to human, but are different in very noticeable and sometimes eerie ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller noses, smaller teeth, and elongated digits. The remade are popular with the Ultimates faction.
Remade
- Cost: 7 MP • Avail: 30
- WT: 9 • DUR: 45 • DR: 68
- Insight 2, Moxie 2, Vigor 2, Flex 2
- Movement Rate: Walker 4/20
- Ware: Biomods, Circadian Regulation, Clean Metabolism, Cold Tolerance, Cortical Stack, Enhanced Respiration, Enhanced Vision, Mesh Inserts
- Morph Traits: Exotic Morphology (Level 1)