Extreme Morph Variants

14 posts / 0 new
Last post
DivineWrath DivineWrath's picture
Extreme Morph Variants

This is going to be my thread for posting some extreme morph variants. I'm using the word extreme because morph variants are supposed to be within 20 CP of the original morph, but these morphs are going to be anything but that. Hence why I call them extreme variants.

My house rule is that morphs that are similar enough to each other can all benefit from the same Right At Home trait. So Right At Home (Arachnoids) allows a transhuman to sleeve into any arachnoid like morph with needing to make any resleeving tests. This works regardless if the morph is a cheap Basic Arachnoid or an expensive Light Battletank Arachnoid.

DivineWrath DivineWrath's picture
Arachnoid, Basic

Arachnoid, Basic
A basic Arachnoid robotic shell. It is an Arachnoid morph stripped down to the most fundamental systems. It has no aptitude bonuses and a slightly reduced aptitude cap. It serves as a cheap entry level Arachnoid morph for those new to Arachnoids or cheap temporary shell for experienced users.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar
Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
Aptitude Maximum: 25
Durability: 40
Wound Threshold: 8
Advantages: Armor 8/8
CP Cost: 10
Credit Cost: Expensive (minimum 10,000+)

Design Notes: This is supposed to be like the Splicer or Basic Pod of Arachnoids. Cheap. It strips away the aptitude bonuses and even some aptitude cap to make the price drop happen. If you were to reduce the aptitude cap by another 5 points, the morph would be priced 5 CP. I wasn't sure if I should go even that far.

----

Arachnoid, Light Battletank
The Light Battletank Arachnoid is a morph that takes the arachnoid frame and rebuilts it as a full fledged combat morph. It is intended to be tougher than common combat morphs, and was built larger to make it happen. Extra work was done to keep it light and mobile, so it retains the agility of its smaller cousins.
Enhancements: 360 Degree Vision, Anti-Glare, Cyberclaws, Enhanced Vision, Extra Limbs (10 Arms/Legs), Grip Pads, Lidar, Magnetic System, Neurachem (level 1), Pneumatic Limbs, Radar, Reflex Boosters, Structural Enhancement, T-Ray Emitter, Weapon Mount (4, articulated)
Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
Aptitude Maximum: 40
Speed Modifier: +2 (Reflex Booster, Neurachem (level 1))
Durability: 100 (110 with Structural Enhancement)
Wound Threshold: 20 (22 with Structural Enhancement)
Advantages: +10 COO, +5 SOM, +5 INT, +5 Any, Armor 12/12 (26/24 with Light Combat Armor)
Notes: Large Size trait
CP Cost: 125
Credit Cost: Expensive (minimum 125,000+)

Design Notes: I wanted a tank like morph for a while, but often the devs seem to avoid making anything like that. I decided to make this Light Battletank variant to be like a Reaper, but be much tougher and a little bit more dangerous. Its not built for flying (at least not better than the morph its modeled after) but it can climb most things. Its high speed rating allows it many attacks per turn (more than the Reaper).

Kojak Kojak's picture
These are really cool. Do you

These are really cool. Do you have the stats for the Assassin and Industrial variants as well?

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

DivineWrath DivineWrath's picture
Glad you like them. The

Glad you like them. The others needed more dusting than others. I'll post them when they're ready.

DivineWrath DivineWrath's picture
Sorry about the delay. I'm

Sorry about the delay. I'm having trouble with the Industrial Arachnoid so I moved on the Assassin Arachnoid. It too gave me trouble as well, but here it is.

Arachnoid, Assassin
An Arachnoid morph purpose designed for stealth and assassination. It has chameleon cloak, Radar Absorbent, and a skill bonus to infiltration to help avoid detection. It has cyberclaws, eelware, and a nasty bite attack to deal with victims. These weapons are often enhanced with after market mods to give it toxins and nanotoxins. Its small size combined with grip pads and magnetic system allows it to climb and attack from positions that most don't expect. Its frame was designed light in case the owner wants to add flying mobility systems. It was designed for quick kills and, if need be, self-destructing after a mission is complete. Some take this a step further and add explosives to the morph to make it a suicide bomber.
Enhancements: 360 Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Cyberclaws, Dead Switch, Eelware, Enhanced Vision, Extra Limbs (10 Arms/Legs), Grip Pads, Hidden Compartment, Lidar, Light Combat Armor (14/12), Magnetic System, Mental Speed, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Radar Absorbent (p. 149, Panopticon), Weapon Mount (2, articulated)
Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +10 COO, +10 SOM, Any +5, Armor 4/4 (18/16 with Light Combat Armor), +20 to Infiltration
Notes: Small Size trait
CP Cost: 60
Credit Cost: Expensive (minimum 60,000+)

Design Notes: This was a difficult morph to make. I kept wanting to add more augments, but I was at the limit. Any more and the price of aptitude bonuses would go up so much that the morph would suddenly become 20 CP more expensive. Technically, the bite attack should have push it over that limit long ago, but my spread sheet isn't complex enough to take it into account yet. By the time I realized it was problem, I was already at the limit for augments. I didn't want to remove anything, so I pretended it didn't matter. Its not like there aren't official morphs that don't follow the rules or add up correctly.

I did want to add poisons and nanotoxins to this morph, but I already mentioned that the augments was already pushed to the limit. I also noticed that it seems that available poisons and nanotoxins are most dangerous to biomorphs, not synthmorphs. In that way, it became justifiable to skip such augments if they weren't going to work on a sizable chunk of potential targets.

----

Arachnoid, Assassin - Suicide Bomber Refit
Some Assassin Arachnoids have abdomens added that contain an explosive charge. Treat this explosive as standard missile (High Explosive) centered on the morph. This explossion will destroy the morph (considered a design feature) and will deal 6d10 + 20 to everyone nearby (avg 53 damage). It will automatically detonate if the morph is disabled by damage (built in dead man switch), so the assassin never has to worry about activating it. A smart assassin will seek to deal some damage first to help ensure that target doesn't survive the explosive blast. If they don't, they risk the target surviving by the skin of their teeth.
Refit Cost: 1000 (1 Disposable Missile Launcher).
Notes: Doing this refit is a task action Hardware: Robotics. It should take 1 hours to complete. Assuming one has a guide to follow (and proper tools), this should be a simple success test. However, if the pod is being assembled from pieces, then someone with skills in explosives should assemble it. Assembling the explosive is not a simple success test. Alternatively, one could have the Assassin Arachnoid be CM printed with the Suicide Bomber pod already installed.

Design Notes: This borrows some work I was doing for the Industrial Arachnoid morph. Namely, some ideas of refitting morphs with special features. This adds a powerful explosive to the morph making it a suicide bomber. I figured it appropriate since it already has puppet sock for remote operations, and dead switch if the assassin decides to risk going in personally. The morph is fragile enough as is that a fire fight will probably end badly for it, so it might as well go out with a bang.

DivineWrath DivineWrath's picture
I had trouble with this morph

I had trouble with this morph. The problem was the stats I started with used to belong to something I called Arachnoid, Tool Shop. I ended up changing enough things that I was practically starting over. Then I started comparing it to the Daitya and then getting competing ideas of what I wanted my morph to be. Long story short, its now Light Industrial. There are some problems that I want to resolve, but I can fix them later.

Arachnoid, Light Industrial
This Arachnoid is purpose built for heavy lifting and industrial work. It had an abdomen added to the traditional Arachnoid frame for storage, which can store heavy loads and tools inside (this abdomen can be physically removed and replaced with proper tools). Its chameleon skin is used to make the morph stand out in its environment (+20 perception) and radar/lidar is used to help avoid bumping into stuff (its big enough that it will not be a gentle bump). Each of its legs is strong enough to lift the whole morph, and it has a variety of grippers at the end of its feet for holding onto various kind of surfaces. These gives it an advantage in climbing. Its ability to climb finds more use in the wilderness (or exoplanets) where other industrial tools and infrastructure can't be found (such as roads and cranes). Some Light Industrial Arachnoids have been refitted to serve different roles, such as replacing their abdomens with entire tool shops complete with articulated limbs.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Industrial Armor (10/10), Lidar, Mnemonic Augmentation, Muscle Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Retracting/Telescoping Limbs, Structural Enhancement
Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
Aptitude Maximum: 30
Durability: 70 (includes Structural Enhancement)
Wound Threshold: 14
Advantages: +10 COG, INT +5, +15 SOM (includes Muscle Augmentation), Any +5, Armor 10/10 (20/20 with Industrial Armor)
Notes: Large Size trait
CP Cost: 75
Credit Cost: Expensive (minimum 75,000+)

Design Notes: It has COG bonuses for hardware skills (such as Hardware: Industrial), and SOM bonuses because its a heavy lifter. The large trait is so it could easily move bigger objects. I increased its durability and armor since construction is a dangerous job. I don't want something falling on it and then taking it out of commission. At the very least, it should reduce the work required on the repair job.

Kojak Kojak's picture
These are both really awesome

These are both really awesome, I'll definitely try to shoehorn them into my next campaign.

"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop

DivineWrath DivineWrath's picture
I'm glad you like. I finished

I'm glad you like. I finished these after my short break.

Arachnoid, Industrial - Tool Shop Refit
Some Industrial Arachnoids have replaced with their abdomens with entire tool shops complete with articulated limbs. Its not unusual for such refits to allow other people to operate the articulated limbs through the mesh. Most of these tool shops are for industrial work, but they can be for other skills (such as Hardware: Robotics or Medicine: Paramedic) if someone thinks its a good idea for a large Arachnoid to carry one.
Refit Cost: 6000 (1 tool shop + 4 articulated tool mounts).
Notes: Doing this refit is a task action Hardware: Robotics. It should take 3 hours to complete, assuming that the mechanic has proper tools to lift the pod or a strong morph to help. This mod has been done before many times and is reasonably well documented. Assuming one has a guide to follow (and proper tools or help), this should be a simple success test. This means failure will cause some flaw to show up, but otherwise the Tool Shop pod will be mounted and controllable. Alternatively, one could have the Industrial Arachnoid be CM printed with the Tool Shop pod already installed.

Arachnoid, Industrial - Mountaineer Refit
These Industrial Arachnoids have been refited to climb mountains better and to pave the way for others to follow. Each of their legs can machine punch pitons into mountain sides and to seal the hole with a mix of fast drying concrete and nanomachines to seal a piton firmly in place. They have 4 spindles and spindle climbers weapon mounted to their front most and rear most legs. They are placed on the high point of the legs for optimal firing angles. While some argue that you don't need these morphs when you can buy flying machines, these Arachnoids can function in bad weather and not all planets have atmosphere good for flight.
Refit Cost: 10,000 (4 spindles and climber + 4 weapon mounts(swivel) + other tools).
Notes: Doing this refit is a task action Hardware: Robotics. It should take 8 hours to complete, assuming that the mechanic has proper tools. This mod has been done before many times and is reasonably well documented. Assuming one has a guide to follow (and proper tools), this should be a simple success test. Failure might mean that some flaw shows up (maybe a penalty to some dice rolls), but otherwise all the systems should be mounted and controllable. Alternatively, one could have the Industrial Arachnoid be CM printed with these systems already installed.

DivineWrath DivineWrath's picture
Here is a new morph. I wanted

Here is a new morph. I wanted to make a social style Arachnoid.

Arachnoid, Charlotte
This Arachnoid is an attempt to try to make a morph that is socially adept. This morph is named after the spider in the children's story "Charlotte's Web". Unfortunately for the pride of the designer, most people don't like spiders, so it hasn't become very popular. Still, some eccentrics and those raise a flipped bird to social standards have used them. Many have used the chameleon skin to take on different paint styles, words, and art.
Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Radar
Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, INT +5, +10 SAV, Any +5, Armor 8/8
CP Cost: 55
Credit Cost: Expensive (minimum 55,000+)

Design Notes: There isn't a whole lot of good examples of social synthmorphs. I don't think there are many social morphs period. So there wasn't very many morphs to compare this to. The Galatea had Chameleon Skin, so I gave this morph it as well. Is there much in term of social augments and traits? I found it was far easier to make combat or industrial morphs than social.

DivineWrath DivineWrath's picture
Well, I'm back at it again. I

Well, I'm back at it again. I'm making new morphs. This time its variants of the Dragonfly. I'm trying to push the number of variations to 6.

----

Dragonfly, Basic
A basic Dragonfly robotic shell. It is a Dragonfly morph stripped down to the most fundamental systems. It has no aptitude bonuses and a slightly reduced aptitude cap. It serves as a cheap entry level Dragonfly morph for those new to Dragonflys or cheap temporary shell for experienced users.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Mobility Systems: Walker 2/16, Winged 8/32
Aptitude Maximum: 25 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Armor (2/2)
Notes: Small Size trait
CP Cost: 5
Credit Cost: High

Design Note: This is supposed to be the 'splicer' of Dragonfly morphs. Bare bones, no aptitude bonuses, reduced aptitude cap, etc.

----

Dragonfly, Mechanic
The Mechanic Dragonfly is a dragonfly morph modified to be a mechanic in the air. It has an articulated weapon mounted to hold, use, and operate tools independently of the flight mechanism. Different tool kits can be fitted on this mount. The ghostrider module allows for a 2nd ego to be carried aid the primary.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Ghostrider Module, Mnemonic Augmentation, Puppet Sock, Retracting/Telescoping Limbs, Weapon Mount (Concealed/Articulated)
Mobility Systems: Walker 2/16, Winged 8/32
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Armor (2/2), +20 Flight, +10 COG, +5 REF, +5 SOM
Notes: Small Size trait
CP Cost: 40
Credit Cost: High (minimum 40,000+)

Design Note: I wanted a smart dragonfly variant. I'm not actually sure what I wanted to do with this. I'm still making tweaks as I prepare to post this. I'm temped towards adding enhanced senses, nanoscopic vision, wrist-mounted tools, and electrical sense. I still have doubts of whether or not these should be after market addons.

DivineWrath DivineWrath's picture
I was having trouble coming

I was having trouble coming up with names for these morphs. Then it dawned on me that there are probably different species of dragonflys, all with their own names. I started pairing names with morphs.

I decided that the Pondhawk would be a mid level combat morph because it had hawk in its name. The Sanddragon had dragon in the name, so it would be a high end combat morph.

----

Dragonfly, Pondhawk
The Dragonfly Pondhawk, or the just Pondhawk, is a medium sized dragonfly combat morph. The larger size allow the morph to be tougher and stronger than its smaller variants.
Enhancements: Anti-Glare, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Radar, (2) Weapon Mount (Concealed/Articulated)
Mobility Systems: Walker 2/16, Winged 8/32
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: Armor 6/6 (20/18 with Light Combat Armor), +10 COO, +5 REF, +5 Any
CP Cost: 50
Credit Cost: High (minimum 50,000+)

Design Notes: I increased its size to medium, added more DUR and armor, gave it some improved senses, etc. I played with the idea of giving it strength boosting augments, such as cyber arm pluses, but then got ride of them as they didn't seem to fit with the idea of a Dragonfly.

----

Dragonfly, Sanddragon
The Dragonfly Sanddragon, or the just Sanddragon, is a large sized dragonfly combat morph. Its large size and equipment makes it a war machine on the battle field. Its immense cost has limited its appearance on the battlefield.
Enhancements: 360 Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Hardened Skeleton, Heavy Combat Armor, Mnemonic Augmentation, Muscle Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Reflex Boosters, Shape Adjusting, Structural Enhancement, (4) Weapon Mount (Concealed/Articulated)
Mobility Systems: Internal Rocket 12/60, Walker 2/16, Winged 8/32
Aptitude Maximum: 40
Durability: 80 (95 with enhancements)
Wound Threshold: 16 (19 with enhancements)
Advantages: Armor 8/8 (24/24 with Heavy Combat Armor), +10 COO, +5 INT, +10 REF (+20 with enhancements), +10 SOM (+20 with enhancements), +5 any
Notes: Large Size trait
CP Cost: 130
Credit Cost: Expensive (minimum 130,000+)

Design Notes: I made this morph to be a tough insect in the sky. I gave it many reaper morph augments. I also made it really tough, tougher than a reaper.

When I was done, I had a morph worth 175 CP. At first, I was satisfied with that big number, but then I started to think it was much too expensive. I compared it to my aracknoid light tank and found it tougher. After that comparison, I started stripping things away. The largest cut was reducing DUR from 120 to 80 (to be less than my light tank).

DivineWrath DivineWrath's picture
Dragonfly, Blue Dasher

Dragonfly, Blue Dasher
The Blue Dasher, a Dragonfly variant, is a high speed racing and stunt morph. It has its wings enhanced and has a few pairs added for improved flight control. It even has an internal rocket for a sudden boost of speed. A few augments give it excellent awareness of the local terrain and obstacles.
Enhancements: 360 Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Vision, Lidar, Mnemonic Augmentation, Puppet Sock, Radar
Mobility Systems: Internal Rocket 12/60, Walker 2/16, Winged 8/32
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Armor (2/2), +20 Flight skill, +5 INT, 10 REF, +5 any
Notes: Small Size trait
CP Cost: 40
Credit Cost: Expensive (minimum 40,000+)

Design notes: When I was thinking about Dragonfly variant no. 6, I ended up picking the name first. Blue Dasher. Sounded like a good name for a race car. Everything there after was added to improve its ability to do racing and stunt work.

Xoden Xoden's picture
DivineWrath wrote:

DivineWrath wrote:

Dragonfly, Sanddragon

Now, if you sexually identify as an attack helicopter, you can really fulfill your dream. :)
CordialUltimate2 CordialUltimate2's picture
Xoden wrote:DivineWrath wrote

Xoden wrote:
DivineWrath wrote:

Dragonfly, Sanddragon

Now, if you sexually identify as an attack helicopter, you can really fulfill your dream. :)

It's an old joke in EP universe :-)

I will let your imagination run wild, about what incredibly mindtwisting things my group was discussing, when our Async sensed arousal from the bed he was lying down on.
(He lost sense of touch and gained ability to sense hormonal responses. Of course lacking organs to perceive them, he got only phantom responses.)

Exurgents wanna eat your ass and you are low on ammo? Register to mobile gear catalogue at eldrich.host.mesh! ORDER NOW! FOR FREE PLASMA MINIMISSILE PACK! *explosive delivery options included