Basic Morphs

Flats

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—most died off with the rest of humanity during the Fall. Most new children are splicers—screened and genefixed at the least—except in habitats where flats are treated as second-class citizens and indentured labor.

  • Implants None
  • Aptitude Maximum 20
  • Durability 30
  • Wound Threshold 6
  • Disadvantages None (Genetic Defects trait common)
  • CP Cost 0
  • Credit Cost High

Splicers

Splicers are genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.

  • Implants Basic Biomods , Basic Mesh Inserts , Cortical Stack
  • Aptitude Maximum 25
  • Durability 30
  • Wound Threshold 6
  • Advantages +5 to one aptitude of the player’s choice
  • CP Cost 10
  • Credit Cost High

Bouncers

Bouncers are humans genetically adapted for zero-G and microgravity environments. Their legs are more limber, and their feet can grasp as well as their hands.

  • Implants Basic Biomods , Basic Mesh Inserts , Cortical Stack , Grip Pads, Oxygen Reserve, Prehensile Feet
  • Aptitude Maximum 30
  • Durability 35
  • Wound Threshold 7
  • Advantages Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice
  • CP Cost 40
  • Credit Cost Expensive

Rusters

Adapted for survival with minimum gear in the not-yet-terraformed Martian environment, these transgenic morphs feature insulated skin for more effective thermoregulation and respiratory system improvements to require less oxygen and filter carbon dioxyde, among other mods.

  • Implants Basic Biomods , Basic Mesh Inserts , Cortical Stack , Enhanced Respiration, Temperature Tolerance
  • Aptitude Maximum 25
  • Durability 35
  • Wound Threshold 7
  • Advantages +5 SOM, +5 to one aptitude of the player’s choice
  • CP Cost 25
  • Credit Cost Expensive

Pleasure Pods

Pleasure pods are exactly what they seem—faux humans designed purely for intimate entertainment purposes. Pleasure pods have extra nerve clusters in their erogenous zones, fine motor control over certain muscle groups, enhanced pheromones, sanitized metabolisms, and the genetics for purring. Naturally, they are crafted for good looks and charisma and enhanced in other areas as well. Pleasure pods are capable of switching their sex at will to male, female, hermaphrodite, or neuter.

  • Implants Basic Biomods , Basic Mesh Inserts , Clean Metabolism, Cortical Stack , Cyberbrain , Enhanced Pheromones, Mnemonic Augmentation , puppet sock , Sex Switch
  • Aptitude Maximum 30
  • Durability 30
  • Wound Threshold 6
  • Advantages +5 INT, +5 SAV, +5 to one aptitude of the player’s choice
  • Disadvantages Social Stigma (Pleasure Pod) trait
  • CP Cost 20
  • Credit Cost High

Worker Pods

Part exalt human, part machine, these basic pods are virtually indistinguishable from humans. Worker pods are often used in menial labor jobs where interaction with humans is necessary.
Implants Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain , Mnemonic Augmentation, puppet sock
Aptitude Maximum 30
Durability 35
Wound Threshold 7
Advantages +10 SOM, +5 to one aptitude of the player’s choice
Disadvantages Social Stigma (Pod) trait
CP Cost 20
Credit Cost High

Case

Cases are extremely cheap, mass-produced robotic shells intended to provide an affordable remorphing option for the millions of infugees created by the Fall. Though many varieties of case bot models exist, they are uniformly regarded as shoddy and inferior. Most case morphs are vaguely anthromorphic, with a thin framework body, standing just shorter than an average human, and suffer from frequent malfunctions.
Enhancements Access Jacks , Basic Mesh Inserts , Cortical Stack , Cyberbrain , Mnemonic Augmentation
Mobility System (Movement Rate) Walker (4/16)
Aptitude Maximum 20
Durability 20
Wound Threshold 4
Advantages Armor (4/4)
Disadvantages -5 to one chosen aptitude, Lemon trait, Social Stigma (Clanking Masses) trait
CP Cost 5
Credit Cost Moderate

Synth

Synths are anthromorphic robotic shells (androids and gynoids). They are typically used for menial labor jobs where pods are not as good of an option. Cheaper than many other morphs, they are commonly used for people who need a morph quickly and cheaply or simply on a transient basis. Though they look humanoid, synths are easily recognizable as non-biological unless they have the synthetic mask option (p. 311).
Enhancements Access Jacks , Basic Mesh Inserts , Cortical Stack , Cyberbrain , Mnemonic Augmentation
Mobility System Walker (4/20)
Aptitude Maximum 30
Durability 40
Wound Threshold 8
Advantages +5 SOM, +5 to one other aptitude of the player’s choice, Armor 6/6
Disadvantages Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost 30
Credit Cost High

Infomorphs

Infomorphs are digital-only forms—they lack a physical body. Infomorphs are sometimes carried by other characters instead of (or in addition to) a muse in a ghostrider module (p. 307). Full rules for infomorphs can be found on p. 264.
Enhancements Mnemonic Augmentation
Aptitude Maximum 40
Speed Modifier +2
Disadvantages No physical form
CP Cost 0
Credit Cost 0

Basic Morphs

Beyond the Black questionable