Morph Examples

Format
Morph Name
Description.
Physique: (This is the only way to gain ranks in the Physique skill.)
Aptitude: (Aptitudes cover a narrow range of situations and allow one to ignore a number of (-) dice equal to their level. This represents the morphs’ native instincts and abilities, the way they finesse the Ego’s actions and remove the little mistakes that morphs not ‘born to’ the situation let through.)
Aspects: (If any.)
Stunts: (Embodied knowledge or special mods.)

Biomorphs
Flat
The Human Mark 0. The Flat gene pool contains all of the random advantages & disadvantages that evolution bequeathed to the species. Flats are increasingly rare since by the time of the Fall, the vast majority of people who had the resources to escape Earth also had enough to get themselves (or their children, if nothing else) gene-cleaned, thus becoming Splicers. For the same reasons, Flats generally lack mesh inserts and a cortical stack. They can still back themselves up with an ego bridge like anyone else.
Physique: +1
Aptitude: None.
Aspect: No Mesh in My Mind
Stunts: None.

Splicer
Human Mark 1, sometimes called “genecleaned”. Hereditary diseases have been eliminated in the Splicer lineage, to the extent made possible by current knowledge, and they’ve been optimized for general health. This has lead to an increase in average good looks, but it hasn’t been specifically focused on. Still, some people get luckier than others.
Physique: +1
Aptitude: Pick one at L1.
Stunts: None.

Exalt
A Splicer variant specifically enhanced for health, intelligence, and general attractiveness – the latter of which is defined differently across cultures, so Exalts are perhaps surprisingly heterogeneous in appearance.
Physique: +1
Aptitude: Pick two at L1.
Stunts: None.

Menton
A Splicer variant optimized to enhance mental functions, particularly learning, creativity, attention, and memory. The designers of the Menton were careful to remain within a range of genotypes which are known to support good mental health. Rumors of super-Mentons sweep Sol system from time to time, but few body shops are able – and fewer are willing – to search the phase space of mental capacities for the sweet spot of trade-offs that are both non-disabling and worth bothering to sleeve into.
Physique: +1
Aptitude: Cognition 2 – Ignore 2 negative dice on rolls for cognitively demanding tasks.
Stunts: Hyper-Linguist, Math Boost, Mnemonic Augmentation

Olympian
A Splicer variant optimized for athletics, particularly endurance, hand-eye coordination, and cardiovascular functions. Olympians are common among professional athletes, dancers, and security personnel.
Physique: +2
Aptitude: Body 1 – Ignore 1 negative die on rolls for physically demanding tasks.
Stunts: Adrenaline Boost, Muscle Memory

Sylph
A set of Splicer variants individually tailored for people in high-visibility professions with the resources or Rep to get that kind of personalized attention. Also popular among a certain subset of the hyperelite. Looking stunningly beautiful can’t make up for being a jackass, but moneyed narcissists keep filling designers’ pockets anyway.
Physique: +1
Aptitude: Social 2 – Ignore 2 negative dice on rolls where good looks are an asset.
Aspect: Body of a Sim Star
Stunts: Striking Looks, Tailor Made

Bouncer
Specially adapted for microgravity and free fall, Bouncer morphs are all but immune to motion sickness and often have a way with 3D navigation. Their feet have been reworked to resemble those of arboreal apes and are every bit as dextrous as their hands. Bouncer morphs can walk in full gravity, but most people find egocasting into a rented body easier than putting up with the hassle.
Physique: +1
Aptitude: Pilot 1 – Ignore 1 negative die on rolls related to maneuvering in 3D space.
Stunts: None.

Fury
An Olympian base reworked for combat use by addition of enhanced aggressiveness, cooperation, and pack mentality. To curb displays of machismo, most are biologically female regardless of the gender of the ego intended to sleeve into them. Not recommended for guys susceptible to gender dysphoria.
Physique: +3
Aptitude: Body 1 – Ignore 1 negative die on rolls for physically demanding tasks.
Aptitude: Warfare 1 – Ignore 1 negative die on rolls for tasks related to warfare or combat.
Stunts: Adrenaline Boost, Light Bioweave Armor, Neurachem, Tailor Made

Ghost
The scouting counterpart to the Fury, Ghosts are typically closer to a gymnasts’ build. The Ghost’s brain supports patience and problem-solving, which traits the wearer often excelled at beforehand. Also a favorite among snipers.
Physique: +3
Aptitude: Awareness 1 – Ignore 1 negative die on rolls related to awareness of your surroundings.
Aptitude: Warfare 1 – Ignore 1 negative die on rolls for tasks related to warfare or combat.
Stunts: Adrenaline Boost, Chameleon Skin, Light Bioweave Armor, Neurachem, Tailor Made

Neotenic
While physically mature, the Neotenic morph remains childlike in appearance. Popular on spacecraft and habitats since their small size requires less living space and fewer resources to support. Increased curiosity was a windfall of tinkering with development, but there have been few complaints. Child actors have virtually all been replaced by Neotenic morphs, with extra biosculpting to enhance the ‘young mammal’ look.
Physique: +1
Aptitude: Pick one at L1.
Aspect: Childlike
Stunts: None.

Alpiner
Common on the early Martian frontier but now mostly supplanted by the Ruster except at high altitudes, Alpiners feature all of the Ruster’s cold-tolerance traits and then some. They also have chest ports for supplemental oxygen – because let’s face it, the peak of Olympus Mons will never have an atmosphere worth speaking of. And the rest of Mars used to be a lot like that.
Physique: +1
Aptitude: Pick one at L1.
Aspect: Made for Mars
Aspect: Planned Obsolescence – Due to the hypercorps’ desire to keep tight control over the independent population of Mars, this morph requires quarterly maintenance. Genehacked versions are available… if you know the right people.
Stunts: Enhanced Respiration (Mars), Low Pressure Tolerance, Temperature Tolerance (Enhanced Cold)

Ruster
Designed for survival with a minimum of gear for the remaining duration of Martian terraforming efforts, Rusters feature insulated skin, an enhanced ability to maintain body temperature by increasing its metabolic rate, and tweaks to vasoconstriction which serve to prevent frostbite. The typical phenotype has a deeper chest than the average human to accommodate larger lungs, but this is much as seen in Flats who spent their early life at high altitude. The real change is a relative increase in the efficiency of hemoglobin, which baseline humans and human-derived morphs lose in the first months of life.
Physique: +1
Aptitude: Pick one at L1.
Aspect: Made for Mars
Aspect: Planned Obsolescence – Due to the hypercorps’ desire to keep tight control over the independent population of Mars, this morph requires quarterly maintenance. Genehacked versions are available… if you know the right people.
Stunts: Enhanced Respiration (Mars), Temperature Tolerance
Suggested: Any.

Remade
Intended to be the Human Mark 2, opinions vary as to whether this is a worthy successor. Numerous transgenic modifications are intended to produce a phenotype of health, longevity, intelligence, and robustness, which seem to have panned out so far. While still within the nominally ‘human’ range, the distinctive appearance (tall, hairless, wide-eyed, and with unusually long digits) falls into the uncanny valley for some people, while others are squicked by the sheer number and variety of transgenes they use. The Remade morph is something of an unproven newcomer, but has been embraced by the Ultimates faction with great enthusiasm.
Physique: +2
Aptitude: Pick two at L1.
Aspect: Uncanny Valley Effect
Stunts: Eidetic Memory, Muscle Memory

Neo-Avians
Ravens, crows, grey parrots, and suchlike, uplifted to human-level intelligence. Now the size of a Neotenic, with sturdier bones and outsized heads (compared to their wild brethren) to house their larger brains, Neo-Avians retain only limited flight at 1g and remain substantially more fragile than the average Splicer. On the other hand, the morph features the ability to swallow in free fall, plus a couple of wingfingers and opposable thumbs on each foot. Their small size and extra maneuverability in microgravity makes them popular in habitats where anti-Uplift prejudice is at a minimum.
Physique: +0
Aptitude: Pilot 2 – Ignore 2 negative dice on rolls related to maneuvering in 3D space.
Aptitude: Pick one at L1.
Stunts: None.

Neo-Hominids
Uplifted bonobos, chimpanzees, gorillas, & orangutans, as well as neanderthals grown from DNA reconstructed from fossil remains before the Fall. All feature human-level intelligence and bipedal posture.
Physique: +1
Aptitude: Pick one at L1.
Stunts: None.

Octomorph
Perhaps the most dramatically altered uplifts, Octomorphs retain their eight arms, lack of bony skeleton, ink sacs, 360-degree vision, and the ability to change skin color & texture at will. Deliberate alterations have given them the ability to exchange oxygen both in air and underwater (including use of hemoglobin), skin that won’t dehydrate with prolonged exposure to air, color vision, and a vocal system derived from parrot stock. Despite their best attempts, the genetic engineers haven’t been able to build in a full sense of proprioception. Octomorphs only vaguely know where their body is without looking at it – but since their arms have some degree of autonomy in service of the Ego currently sleeved, it mostly works out.
Physique: +1
Aptitude: Pick one at L1.
Stunts: Chameleon Skin, Wall Crawler

’Pod
Faster than growing a full creature with a brain ready for imprinting with an Ego, basic ‘Pods are force-grown human bodies with extremely underdeveloped brains. Instead, they house an ego in a cyberbrain. Accelerated growth requires some shortcuts, which are offset by cybernetics and regular maintenance. All ’Pods are sterile by design. They’re employed for menial labor in most habitats, slave labor in some, and illegal in certain jurisdictions such as the Jovian Junta. Their legal status is a hot-button issue in many Inner System habitats.
Physique: +1
Aptitude: Pick one, at L1.
Aspect: Part Meat, Part Machine
Stunts: Mnemonic Augmentation, [1-2 additional stunts specializing the ’pod for its intended work]

Shaper
Shaper ‘pods are intended to be the best disguise morph on the market. Their default appearance is deliberately generic, but the suite of software and wetware enhancements can change facial features, gait, scent, and apparent brain-scan in less time than it takes to change clothes. Popular among spies, these morphs are often remotely operated in order to safeguard the user if the body is captured. Shapers are illegal in many jurisdictions.
Physique: +1
Aptitude: Infiltration 2 – Ignore 2 negative dice on rolls involving getting places you’re not supposed to go & being someone you’re not.
Aspect: Part Meat, Part Machine
Stunts: Eelware, Mnemonic Augmentation

Hypergibbon
While gibbons’ comparatively small and ancient brain structure ruled them out as candidates for uplift, their genestock makes excellent ’pods. Favored among Neo-Hominids who want a morph of comparable size to a Neotenic, but which is still configured as an ape.
Physique: +1
Aptitude: Pick one at L1.
Aspect: Part Meat, Part Machine
Stunts: Mnemonic Augmentation, Wall Crawler

Chickarnie
The Chickarnie morph is probably best described as a humanoid owl. These ’pods sacrifice flight (outside of microgravity & free fall) for near-human-average height, a pair of human-style hands, and solid bones. These advantages have given it a moderate following among Neo-Avians.
Physique: +1
Aptitude: Pilot 1 – Ignore 1 negative die on rolls related to maneuvering in 3D space.
Aspect: Part Meat, Part Machine
Stunts: Mnemonic Augmentation

Synthmorphs
Case
Bargain basement robot bodies, with all the mechanical reliability thus implied. Most are vaguely anthropomorphic, but not necessarily so.
Physique: +1
Aptitude: None.
Aspect: Lemon – Beware of GM compels at the moment of maximum hilarity.
Stunts: None.

Synth
Of better quality than the Case morph, Synths are basic androids & gynoids with a variety of metal or paint finishes. If you want a body quickly & cheaply, or perhaps just for a little while, this is what the rental agency will offer you.
Physique: +2
Aptitude: Pick one at L1.
Stunts: Mnemonic Augmentation

Steel
Originally designed by the Steel Liberators on Luna, their dream of synthmorph acceptance has grown roots here on Mars, and so has their icon. The Steel morph is intended to be not merely functional, but also attractive, and they typically have statuesque features. You can get a body-mask installed on one if you really want it to look like a biomorph, but it will put you on shaky ground with the Liberators unless you’re working for them under the table – in which case, you’ll meet few enough of them in order to preserve your cover. Then there are the art pieces, the Quicksilvers. With an exterior comprised of nanobots, they can take on any color of the spectrum and any shape that the Steel’s skeleton will allow. Performance artists take full advantage of it… as do criminals and covert operatives, thanks to its ability to impersonate any other humanoid synthmorph.
Physique: +2
Aptitude: Pick one at L1.
Stunts: Mnemonic Augmentation, [Quicksilver models also have Active Surface & Chameleon Skin]

Spare
Nobody is supposed to spend much time in a Spare. These morphs are low-mass bits of tech that fold flat when not in use, and make it very easy to plug in the cortical stack of someone whose last morph met an unexpected end. In any actual settlement, it’s simple for all but the friendless and destitute to rent a morph under those circumstances. Spares have their niche among Barsoomian nomads and gatecrashers, both of whom venture far from sophisticated repair equipment.
Physique: +1
Aptitude: None.
Stunts: Mnemonic Augmentation

Arachnoid
Meter-long mechanical spiders. What more could you want in a synthmorph?
Physique: +2
Aptitude: Reflexes 1 – Ignore 1 negative die on rolls where superhuman reflexes are an advantage.
Stunts: Mnemonic Augmentation, Wall Crawler

Dragonfly
One meter long, with a two-meter wingspan, Dragonflies have a 360-degree visual field and can fly in even full Earth gravity. They’re low-mass, low-power-signature morphs, but correspondingly fragile.
Physique: +0
Aptitude: Awareness 1 – Ignore 1 negative die on rolls related to awareness of your surroundings.
Aptitude: Pilot 2 – Ignore 2 negative dice on rolls related to maneuvering in 3D space.
Stunts: Mnemonic Augmentation

Flexbot
Six body segments with a surface of active nanomachines allow these mastiff-sized synthmorphs to assume nearly any shape they choose, from brick to fractal-bush, with a correspondingly wide range of coloration. Further, Flexbots can link to one another to form larger ‘bots, capable of even heavy construction. The designers intended the Flexbot to be a truly all-purpose design, and by and large they succeeded. Not recommended for people who can’t handle their body being amorphous from time to time.
Physique: +1
Aptitude: Pick two at L1.
Stunts: Active Surface, Mnemonic Augmentation

Gargoyle
The Gargoyle morph is an anthroform sensor bank. Gargoyles stand moderately taller than the average transhuman, for better viewing. They find use with the media, freelance journalists, forensic teams, and others who routinely need to thoroughly document a situation.
Physique: +1
Aptitude: Awareness 2 – Ignore 2 negative dice on rolls related to awareness of your surroundings.
Stunts: Mnemonic Augmentation, Sensor Suite, Tailor Made

Reaper
Infamous from combat XP-casts, the Reaper is a disc-profile synthmorph which has been unfavorably compared to a toaster waffle. (There aren’t many toasters around any more, but waffles retain a devoted following.) Attractiveness was hardly a priority when constructing these packages of peace and love, but limited internal volume tends to bias them towards built-in energy weapons rather than anything that would require magazine space. They can extrude up to four limbs at need, but will usually hover on gas jets when local gravity permits. In some habitats, a Reaper will merely raise eyebrows. In others, they’re likely to be taken out with prejudice and the operating Ego interrogated as to where they got such restricted military hardware.
Physique: +5
Aptitude: Body 2 – Ignore 2 negative dice on rolls for physically demanding tasks.
Aptitude: Warfare 2 – Ignore 2 negative dice on rolls for tasks related to warfare or combat.
Aspect: War Machine
Stunts: Adrenaline Boost, Heavy Armor, Mnemonic Augmentation, Neurachem, Tailor Made

Swarmanoid
Not a single ‘bot, but a hive of them. Depending on the swarm, each individual may be the size of a bee, to the size of a large butterfly, and the morph’s consciousness & cortical stack are distributed throughout. Individual ‘bots can only act on objects of their scale, although the square-cube law is on their side most of the time. An aggregate of ’bots is no stronger than the individuals most directly involved. (Imagine a swarm of bees struggling to push a button because it can’t get enough mass in one place to weigh enough, or fly with enough force to do so. Now you’ve got it.) While individual ‘bots are comparatively fragile, Swarmanoids move around or are harmlessly knocked about by most physical attacks. On the other hand, their internal communication often depends on radio, so they’re quite vulnerable to EMP’s. Other AoE effects, like fire, will deal full normal damage. Not recommended for those with poor sensory integration skills.
Physique: +1
Aptitude: Awareness 1 – Ignore 1 negative die on rolls related to awareness of your surroundings.
Aptitude: Reflexes 1 – Ignore 1 negative die on rolls where superhuman reflexes are an advantage.
Aspect: Distributed Consciousness
Stunts: Mnemonic Augmentation

Takko
The first synth octopod. These are intended to offer sensor and movement modes as similar to the baseline Octomorph as possible. It lacks ink sacs, but has a set of air jets to aid in microgravity ‘swimming’.
Physique: +2
Aptitude: Pick one at L1.
Stunts: Chameleon Skin, Mnemonic Augmentation, Wall Crawler

Infomorphs
Baseline
The basic life for many indentured, infomorphs exist as pure data. As such, they have no physical scores, and have to use a ’bot in order to take physical actions. There are plenty of excellent simulspaces which compete to provide the best simulation of being embodied, however.
Physique: N/A
Aptitude: Pick one at L1.
Aspect: Life at the Speed of Thought – With adequate processing power and no body to slow them down, infomorphs are blindingly fast.
Stunts: N/A

Morph Examples

Mars Dreaming Jssra