Contents
Morphs
From Eclipse Phase Core Book
Biomorphs
Flats
Implants: None
Aptitude Maximum: 20
Durability: 30
Wound Threshold: 6
Disadvantages: None (Genetic Defects trait common)
CP Cost: 0
Credit Cost: High
Splicers
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
Exalts
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 to three other aptitudes of the player’s choice
CP Cost: 30
Credit Cost: Expensive
Mentons
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 COG, +5 INT, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Olympians
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 REF, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Sylphs
Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Bouncers
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
Furies
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Cortical Stack, Enhanced Vision, Neurachem (Level 1), Toxin Filters
Aptitude Maximum: 30
Speed Modifier: +1 (neurachem)
Durability: 50
Wound Threshold: 10
Advantages: +5 COO, +5 REF, +10 SOM, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 75
Credit Cost: Expensive (minimum 40,000)
Futuras
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 SAV, +10 WIL, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive (exceptionally rare; 50,000+)
Ghosts
Implants: Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Enhanced Vision, Grip Pads
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +10 COO, +5 REF, +5 SOM, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (minimum 40,000)
Hibernoids
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 to one aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive
Neotenics
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 20 (SOM), 30 (all else)
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 REF, +5 to one aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat)
Disadvantages: Social Stigma (Neotenic) trait
CP Cost: 25
Credit Cost: Expensive
Remade
Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters
Aptitude Maximum: 40
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two other aptitudes of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 60
Credit Cost: Expensive (minimum 40,000+)
Rusters
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
Neo-Avians
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25 (20 SOM)
Durability: 20
Wound Threshold: 4
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive
Neo-Hominids
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill
CP Cost: 25
Credit Cost: Expensive
Octomorphs
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: 8 Arms, Beak Attack (1d10 DV, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)
Pod Morphs
Pleasure Pods
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
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
Novacrab
Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), +10 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 60
Credit Cost: Expensive (minimum 30,000+)
Synthetic Morphs
Case
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: 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
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
Arachnoids
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)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, Armor 8/8
CP Cost: 45
Credit Cost: Expensive (minimum 40,000+)
Dragonfly
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Winged (8/32)
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Flight, +5 REF, Armor (2/2)
CP Cost: 20
Credit Cost: High
Flexbots
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits, Mnemonic Augmentation, Modular Design, Shape Adjusting
Mobility System: Walker (4/16), Hover (8/40)
Aptitude Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: Armor 4/4
CP Cost: 20
Credit Cost: Expensive (minimum 30,000+
Reaper
Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Cyber Claws, Extra Limbs (4), Heavy Combat Armor, Magnetic System, Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount (Articulated, 4)
Mobility System: Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)
Aptitude Maximum: 40
Speed Modifier: +1 (Reflex Booster)
Durability: 50 (60 with Structural Enhancement)
Wound Threshold: 10 (12 w/Structural Enhancement)
Advantages: 4 Limbs, +5 COO, +10 REF (+20 with Ref ex Booster), +10 SOM, Armor 16/16
CP Cost: 100
Credit Cost: Expensive (minimum 50,000+)
Slitheroids
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation
Mobility System: Snake (4/16; 8/32 rolling)
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
CP Cost: 40
Credit Cost: Expensive
Swarmanoid
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition
Mobility System: Walker (2/8), Hopper (4/20), Rotor (4/32)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: See Swarm Composition (p. 311)
Disadvantages: See Swarm Composition (p. 311)
CP Cost: 25
Credit Cost: Expensive
Infomorphs
Enhancements: Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Disadvantages: No physical form
CP Cost: 0
Credit Cost: 0
Additional Morphs
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