Additional Morphs (Codebreaker's System)

Codebreaker (on rpg.net) reverse engineered a system for morphs based on the sample morphs in the book. This is a collection of morphs from that thread.
(http://forum.rpg.net/showthread.php?t=470503)

==Creating a Custom Biological Morph==
===House-Rule Methodology===

1) Start with a basic Flat Biomorph (Page 139 EP Core)
2) Assign Implants, calculating the CP cost using the CP values provided. After adding up all the individual CP costs for the entire Implant package, round the CP cost to the nearest five to calculate the final Implant CP cost.
Codebreaker (on rpg.net) reverse engineered a system for morphs based on the sample morphs in the book. This is a collection of morphs from that thread.
(http://forum.rpg.net/showthread.php?t=470503)

Creating a Custom Biological Morph

House-Rule Methodology

1) Start with a basic Flat Biomorph (Page 139 EP Core)
2) Assign Implants, calculating the CP cost using the CP values provided. After adding up all the individual CP costs for the entire Implant package, round the CP cost to the nearest five to calculate the final Implant CP cost.
3) Assign Maximum Aptitude values, calculating the CP cost using the CP values provided.
4) Assign Durability, calculating the CP cost using the CP values provided. Would Threshold is innately linked to a Morphs Durability. Wound Threshold equals Durability divided by Five.
5) Assign Advantages and Disadvantages, calculating the CP cost using the CP values provided. Morph Traits bought during creation of a Custom Morph should be checked by the GM before being used.
6) Calculate the Credit Cost of the Custom Morph. Credit Cost is calculated using a Threshold system. When the total CP cost of a Morph moves over the Threshold the Credit Cost increases to the specified cost.

CP Costs and Returns

For use with Creating a Custom Biological Morph

Implant Costs

Basic Implant Package = Free One Low Cost Implant = +1.5CP One Moderate Cost Implant = +3.3CP One High Cost Implant = +20CP

Maximum Aptitude Costs/Returns

Every Point above Flat Baseline (20) = +1CP Every Point below Flat Baseline (20) = -1CP

Durability Costs/Returns

Every Five Points of Durability above Flat Baseline (30) = +5CP Every Five Points of Durability below Flat Baseline (30) = -5CP

Advantage and Disadvantage Costs/Returns

Every Positive Point of Aptitude Bonus = +1CP Every Negative Point of Aptitude Bonus = -1CP Every Positive Point of Skill Bonus = +1CP Every Negative Point of Skill Bonus = -1CP Positive Morph Traits have a CP Cost equal to those given on Pages 145-148 EP Core Negative Morph Traits have a CP Return equal to half those given on Pages 148-152 EP Core Unlisted Advantage = +5CP-+10CP (Subject to GM approval)

Credit Cost Thresholds

CP Cost is Greater than 25: Credit Cost = Expensive CP Cost is Greater than 40: Credit Cost = Expensive (40,000) CP Cost is Greater than 70: Credit Cost = Expensive (50,000+) CP Cost is Greater than 100: Credit Cost = Expensive (100,000+)

Conditions

No Aptitude Bonus granted from the Advantages section may exceed +10 No Skill Bonus granted from the Advantages section may exceed +10

Suggestions (Subject to GM approval)

Any Morph that uses the Unlisted Advantage from the Advantages and Disadvantages section should be checked by a GM before use. Bonuses provided by this option have the potential to be game breaking.

Sample Morphs

Codebreaker commented "''Some of these (Notably the Tachikoma*) use a fair amount of GM Fiat, and bending the system slightly because of issues (The Tachikoma is a Synth, which is something the system cannot yet model).''"

Neo-Scorpio
Neo-Dolphin
Neo-Feline
Opheus
Puppy Love
Ragnarok
Tachikoma+(Synthetic)

* The Tachikoma is based on the unit of the same name from the anime Ghost in the Shell by Shirow Masamune.

Glossary

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