New FATE Morphs

I’m still mulling over Transhumanity’s Fate after making Piotr LeFleur. It’s an interesting task to be looking at a new version of an existing game, not least because there’s already lost of material to update. I understand why they had only a smattering of morphs in Transhumanity’s Fate (although why that would include the neo-pig and not some other favorites is beyond me) but the internet isn’t restrained by such needs. If I want to give you a slew of morphs that may-or-may-not be useful to you, then I’m perfectly free to.

And so, here’s a slew of morphs for Transhumanity’s Fate!

Aquanauts

Originally designed for life in Earth’s oceans, aquanauts are now most frequently seen in the seas of Europa, the asteroid habs of Atlantica and Ceres, and gatecrashing trips to exoplanets with oceans. They are suited for indefinite periods underwater, moving as quickly and gracefully as a fish.

Sample Aspect: Constantly Moist, Parasites from an Exoplanet
Traits: Essential Biomorph Traits, Environmental Adaptation (Aquatic), Environmental Adaptation (Cold)
Stunts: Mobility (Swim), Toxin Filters
Durability: Average (+1)
Stress Boxes: 3 (max)
Refresh: 1
Cred/Civ Rep Cost: Great (+4)

Exalts

These genetically enhanced morphs are similar to splicers but they have been designed to emphasize a particular trait. Some are faster, some are tougher, some are more coordinated, but all of them are impressive.

Sample Aspect: Built for the Job, Hypercorp Standard, Prototype Design
Traits: Essential Biomorph Traits, Common
Stunts: Any one Skill stunt.
Durability: Average (+1)
Stress Boxes: 3 (max)
Refresh: 0
Cred/Civ Rep Cost: Good (+3)

Hazer

Like splicers, these are standard stock for a majority of people to use every day. Hazers are specialized for the cold and sometimes dangerous conditions on Titan, however, and are a little pricier.

Sample Aspect: Elfin Features, Seen Better Days
Traits: Essential Biomorph Traits, Environmental Adaptation (Improved Cold), Environmental Adaptation (Unbreathable Air)
Stunts: Enhanced Sense (Sight), Enhanced Sense (Radiation)
Durability: Average (+1)
Stress Boxes: 3 (max)
Refresh: 0
Cred/Civ Rep Cost: Good (+3)

Martian Alpiners

Before terraforming, even Rusters wouldn’t survive on the surface of Mars unprotected. These morphs are even more suited to the cold and thin atmosphere of Mars’ upper elevations, making them popular in Olympus.

Sample Aspect: Aching Joints, Planned Obsolescence
Traits: Essential Biomorph Traits, Environmental Adaptation (Improved Cold), Environmental Adaptation (Thin Atmosphere)
Stunts: Direction Sense (Survival stunt), Mobility (Grip Pads), Oxygen Reserve
Durability: Average (+1)
Stress Boxes: 3 (max)
Refresh: 0
Cred/Civ Rep Cost: Great (+4)

Neo-Hominids

This morph includes the birth-bodies for uplifted chimpanzees, bonobos, and orangutans. They differ from non-uplifted primates in that they can walk upright (though they can knuckle-walk or switch to all fours when running) and their transgenic vocal chords allow them to speak any human language.

Sample Aspect: Primate Tastes, Raging Libido
Traits: Essential Biomorph Traits, Manipulators (Prehensile Feet), Stigma (Uplift)
Stunts: None
Durability: Average (+1)
Stress Boxes: 3 (max)
Refresh: 0
Cred/Civ Rep Cost: Good (+3)

Neo-Hominid (Gorilla)

Similar to other neo-hominid morphs, this morph is the birth-body for neo-gorillas. Uplifted gorillas are bigger and stronger than their neo-hominid cousins, however, and they have the territorial hormones of their non-uplifted ancestors.

Sample Aspect: Big Frame, Short Temper
Traits: Essential Biomorph Traits, Manipulators (Prehensile Feet), Stigma (Uplift)
Stunts: Structural Enhancement
Durability: Good (+3)
Stress Boxes: 4 (max)
Refresh: 1
Cred/Civ Rep Cost: Good (+3)

Olympians

A common morph built for strength, Olympians are the preferred body for many professional atheletes and explorers, as well as criminal enforcers and mercenaries who don’t want to stand out.

Sample Aspect: Battle Scars, Celebrity Athlete’s Old Morph
Traits: Essential Biomorph Traits
Stunts: Any Somatics stunt
Durability: Good (+3)
Stress Boxes: 4 (max)
Refresh: 0
Cred/Civ Rep Cost: Good (+3)

Remade

The Ultimates designed this morph to be the ultimate in humanity’s next step. They are redesigned to be smarter, faster, healthier, smarter, and longer-lived. The trade off for all of this is features that are strange and different, making them somewhat off-putting to the unaccustomed transhuman.

Sample Aspect: Battle Scars, Latest Model
Traits: Essential Biomorph Traits, Circadian Regulation, Clean Metabolism, Environmental Adapatation (Cold), Environmental Adaptation (Thin Atmosphere), Uncanny Valley
Stunts: Eidetic Memory (Investigate stunt), Toxin Filters
Durability: Good (+3)
Stress Boxes: 4 (max)
Refresh: 1
Cred/Civ Rep Cost: Great (+4)

Morph Traits

Circadian Regulation: You only require two hours of sleep to feel fully rested and healthy. You dream constantly while asleep and you can wake up and fall asleep nearly instantly.

Clean Metabolism: Your morph’s symbiotic gut flora have been genetically engineered to deal with infections easily. They produce medical-level antibiotics, prevent cavities and bad breath, and remove the scent from your sweat.

Uncanny Valley: Your morph looks human… mostly. There’s just something a little off about the design that makes it even more disturbing than a truly inhuman-looking face. This will impact social situations for good or bad, depending on the other person’s outlook, and marks your body as something very much designed.

Morph Stunts

Mobility (Swimming):Your morph is able to swim at incredible speeds, either with webbed hands and feet or fins, and your swim bladder helps you to keep your depth steady while swimming. Aquatic morphs can withstand standard pressures (such as you might find on Atlantica or Ceres) but truly devastating pressures (such as the depths of Europa) require additional considerations.

When swimming, morphs with this stunt gain +2 to Athletics rolls when maneuverability, stamina, or speed are an advantage.

Oxygen Reserve: Your morph has an oxygen tank that allows it to hold its breath for up to three hours by feeding oxygen directly into the bloodstream. This isn’t the same as vacuum sealing and without proper protection an oxygen reserve will only allow you to survive five minutes in vacuum. Once expended, the oxygen reserve can be refilled with 15 minutes in a normal breathing environment.

Toxin Filters: You have +2 to overcome or defend actions to survive the effect of toxins or poisons, including from non-stress attacks that would place a condition like Paralyzed or In Pain when they come from toxins.

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