Drider Biomorph (Fashion) Originally designed for zero-g habitats where two-legged morphs would tend to have a disadvantage in movement, this design, a human torso grafted onto an appropriately sized spider abdomen, was quickly put in use by the regrowing Gothic movement for fashion purposes. It is still popular in zero-g habitats however, especially ones that can afford to support some empty space. One reason for the popularity is the nanohive in the abdomen that produces high-strength cable engineered from spider silk, and the eight legs that allow the morph to anchor itself almost anywhere. The Drider is capable of anchoring a cable-end anywhere, including other cables, leading to web construction inside habs with enough space. The cables are strong enough that some Nuestro Shells use them to anchor modules solidly. Driders that specialize in zero-g and vacuum construction often get the appropriate implants to survive in space without impairing their efficiency. One issue with Driders is that their diet requires material supplements for their web production nanohive, meaning that a hab will have to spend more resources on feeding them, as well as their tendency to build webs in areas where people didn't want webs. [b]Implants:[/b] Basic Biomods, Basic Mesh Inserts, Cortical Stack, Web Production NanoHive, Enhanced Vision, Grip Pads (ends of legs), Extra Limbs (8 Legs) [b]Movement Rate:[/b] Walker (6/28) [b]Aptitude Maximum:[/b] 30 [b]Durability:[/b] 35 [b]Wound Threshold:[/b] 7 [b]Advantages:[/b] +5COO, +5REF, +5 to one other aptitude of Player's choice, +10 Freefall [b]Disadvantages:[/b] Uncanny Valley, requires supplements to provide materials for web production. [b]CP Cost:[/b] 55 [b]Credit Cost:[/b] Expensive (40,000) [b]Nanotech Implant/Tool:[/b] Web Production NanoHive [b](High)[/b]. Produces high-strength cables that can vary from 5mm to 6cm in diameter. Ends can be made sticky to attach them to anything. In some habitats, these are used to create frameworks that then have items (such as walls) nanowelded to them (can be done using utilitools). Requires specialized feedstock [b](Trivial)[/b] to function. If an implant, the feedstock must be incorporated into food or taken as a supplement. [b]Notable Station:[/b]
Sylvan (Biomorph) Also called “Elves” as a slang term, this morph was designed to be nimble and fast, while looking like elves of classical fantasy. It's popular amongst dedicated freerunners and some LARP groups. Striking Looks and Uncanny Valley are typical traits amongst Sylvans. Many also pick up Direction Sense to more easily know their routes by gut instinct, and Medichines are popular with the more extreme runners. [b]Implants:[/b] Basic Mesh Inserts, Basic Biomods, Cortical Stack, Enhanced Hearing, Enhanced Vision, Oracles [b]Mobility:[/b] Walker (6/48) [b]Speed Modifier:[/b] +1 [b]Aptitude Maximum:[/b] 30 [b]Durability:[/b] 30 [b]Wound Threshold:[/b] 6 [b]Advantages:[/b] +10 Freerunning, +5 COO, +5 REF, +5 SOM, +5 to one other aptitude of Player's choice [b]CP Cost:[/b] 50 [b]Credit Cost:[/b] Expensive (40,000) There is a cheaper version available, which is not as capable. Called the City Elf, it drops the Speed Bonus, the Oracles, Movement is 4/40 and no REF bonus. CP Cost is 30, Credit cost is Expensive.
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The station Lolth (Population 35,000), named after a fictional deity that loved spiders, is notable for its construction and high drider population. It's an unspun 10kmCole Bubble attached to a 150mTorus, with the torus being used for facilities that need gravity and some visitor quarters. Those look normal. Inside the bubble however... One of the first things that they did was to create artificial rock spires and ridges as anchor points for their webbing. Then, they went all over the place. Thoroughfares are marked in AR, consisting of semi-flexible bridges that pass each other in crazy ways, necessitating freefall jumps to and from them (You're expected to walk on the bridges. What else are grip pads for?). Important facilities, such as the power plant, recyclers, and harvester drone bays are imbedded in the walls near the torus entry point. One of things that get most people about Lolth is the aesthetics. It's deliberately creepy, with spider and cobweb motifs all around, and creepies made to look like spiders running around. Most light is kept outside of the ranges that those without Enhanced Vision see, making it rather dark to those without the augmentation. Some of the few stable things in the entire habitat are the shell and the occasional spire, with even the pipes that carries water, fabber feedstock, air, and power cables being rather flexible (many of those are built into the underside or middle of thoroughfare bridges). A good deal of the habitat is empty, as most transhumans don't want to live there. With the huge influx of infugees though, some of them are willing to take a chance to get anywhere, so Lolth is currently surging upwards in physical population, most housed in cases or splicers, while they grow more Driders for those who want one.
—Somebody is using bad science! Snark, facts, snark. Your body is corrupted: Cool, do more science to it. Your mind is warped: That's nice, want a cookie? What do we say to the God of Death? Not today!