EP Mods

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Contents

Standard Mods

These mods can be used on any morph, and many are included for free.

Basic Biomods

Description: Almost universal in biomorphs, many habitats will not allow individuals to visit/immigrate if their biomorph does not possess these biomods in order to preserve public health. Basic biomods consists of a series of genetic tweaks, tailored viruses, and bacteria that speed healing, greatly increase disease resistance, and impede aging. A morph with basic biomods heals twice as fast as an early 21st century human, gradually regrows lost body parts, is immune to all normal diseases (from cancer to the flu), and is largely immune to aging. In addition, the morph requires no more than 3'4 hours of sleep per night, is immune to ill effects from long-term exposure to low or zero gravity, and does not naturally suffer from biological problems like depression, shock reactions after being injured, or allergies.
Cost: [Moderate, but included for free in most biomorphs]
Source: CRB Standard

Basic Mesh Inserts

Description: Mesh inserts are ubiquitous among modern morphs. This network of cybernetic brain implants is essential equipment for anyone who wants to stay connected and make full use of the wireless mesh. The interconnected components of this system include:*Cranial Computer: This computer serves as the hub for the character's personal area network and is home to their muse (p. 264). It has all of the functions of a smartphone and PDA, acting as a media player, meshbrowser, alarm clock/ calendar, positioning and map system, address book, advanced calculator, file storage system, search engine, social networking client, messaging program, and note pad. It manages the user's augmented reality input and can run any software the character desires (see Software, p. 331). It also processes XP data, allowing the user to experience other people's recorded memories, and also allowing the user to share their own XP sensory input with others in real-time. Facial/image recognition and encryption software (p. 331) are included by default. *Radio Transceiver: This transceiver connects the user to the mesh and other characters/devices within range. It has an effective range of 20 kilometers in deep space or other locations far from radio interference and 1 kilometer in crowded habitats. *Medical Sensors: This array of implants monitors the user's medical status, including heart rate, respiration, blood pressure, temperature, neural activity, and much more. A sophisticated medical diagnostic system interprets the data and warns the user of any concerns or dangers. Using any of these functions is as easy as thinking.
Cost: [Moderate, but included for free in most morphs]
Source: CRB Standard

Bodysculpting

Description: If your morph's enhanced physique isn't enough, you can take it further with custom bodysculpting such as as elongated ears or fingers, nose alteration, hair addition/removal, feathers, exotic eyes, snakeskin, endowed genitalia, and more unusual physical alterations.
Cost: [Low]
Source: CRB Cosmetic

Cortical Stack

Description: A cortical stack is a tiny cyberware data storage unit protected within a synthdiamond case the size of a grape, implanted at the base of the skull where the brain stem and spinal cord connect. It contains a digital backup of that character's ego. Part nanoware, the implant maintains a network of nanobots that monitor synaptic connections and brain architecture, noting any changes and updating the ego backup in real time, right up to the moment of death. If the character dies, the cortical stack can be recovered and they may be restored from the backup (see Resleeving, p. 270). Cortical stacks do not have external or wireless access (for security), they must be surgically removed (see Retrieving a Cortical Stack, p. 268). Cortical stacks are extremely durable, requiring special effort to damage or destroy. They are commonly recovered from bodies that have otherwise been pulped or mangled. Cortical stacks are intentionally isolated from mesh inserts and other implants, as a security measure to prevent hacking or external tampering.
Cost: [Moderate, but included for free with most morphs]
Source: CRB Standard

Nanotats

Description: Tattoos created with nanobots can move around the body, change shape/color/brightness, texture, alternate text and images, and/or even create minor holographic effects on the skin's surface, all controllable via mesh inserts.
Cost: [Low]
Source: CRB Cosmetic

Piercings

Description: Name any part of the body and someone's figured out a way to pierce it, probably multiple times. Hoops, barbells, plugs, and chains are extremely common, often made of shapechanging smart materials.
Cost: [Trivial]
Source: CRB Cosmetic

Scarification

Description: Given modern medical abilities, scars of any sort are purely an affectation.
Cost: [Trivial]
Source: CRB Cosmetic

Scent Alteration

Description: Minor changes to a body's biochemistry can alter a character's natural smell or constantly perfume them.
Cost: [Low]
Source: CRB Cosmetic

Skindyes

Description: Dye jobs are available in all conceivable colors and patterns.
Cost: [Trivial]
Source: CRB Cosmetic

Bioware Modifications

Bioware can only be applied to biological morphs. Bioware is essentially genehacking a modification into a biological morph. No additional parts or machines are needed.

Adrenal Boost

Description: This adrenal gland enhancement supercharges the character's adrenal response to situations that invoke stress, pain, or strong emotions (fear, anger, lust, hate). When activated, the concentrated burst of norepinephrine accelerates heart rate and blood flow and burns carbohydrates. In game terms, this allows the character to ignore the modifiers from 1 wound and temporarily increases REF by +10 (also boosting REF-linked skills and Initiative). These modifiers apply until the character has calmed down (if the character also has endocrine control, p. 304, then adrenal boosts can be activated and deactivated at will, and the negated wounds are cumulative).
Cost: [High]
Source: CRB Bioware

Bioweave Armor (Heavy)

Description: Heavy bioweave armor involves lacing the morph's skin with a denser and thicker network of the same fibers. The morph's skin becomes thicker and somewhat less flexible except at the joints. The morph's skin also has an unusually smooth look, and a distinctively smooth and toughfeeling texture. This provides an Armor rating of 3/4 without decreasing the morph's mobility. The character's sense of touch, however, is significantly reduced ('20 modifier) except on their hands, feet, and face. This armor is cumulative with worn armor.
Cost: [Moderate]
Source: CRB Bioware

Bioweave Armor (Light)

Description: Bioweave armor involves lacing the morph's skin with artificial spider silk biological fibers. This provides an Armor rating of 2/3 without changing the appearance, texture, or sensitivity of the morph's skin. This armor is cumulative with worn armor.
Cost: [Low]
Source: CRB Bioware

Carapace Armor

Description: Carapace armor combines bioweave armor with hard but flexible plates of a chitinceramic hybrid material modeled on the microscopic structure and texture of arthropod exoskeletons. This armor is obvious and has a somewhat crocodilian or insectoid appearance (character's choice). The morph is completely hairless as well. This provides an Armor rating of 11/11. This armor is not cumulative with worn armor.
Cost: [Moderate]
Source: CRB Bioware

Chameleon Skin

Description: The morph's skin is augmented with complex chromatophores so that it changes color like the skin of a chameleon or an octopus. The morph can match the appearance of almost any color and most patterns. This provides a +20 modifier to Infiltration Tests to avoid being seen or noticed, as long as the character is stationary or not moving faster than a slow walk. The character must be nude or wearing smart clothing (p. 325) of the same color/ pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10. In addition to blending in, the character can also consciously change the color and pattern of their skin to deliberately stand out (+20 on Perception Tests to notice) or simply to produce attractive or interesting colors or patterns.
Cost: [Low]
Source: CRB Bioware

Circadian Regulation

Description: The morph only requires 2 hours of sleep to maintain health and function at peak mental capacity. The character dreams constantly while asleep and can both fall asleep and wake up almost instantly. In addition, the character can easily and with no ill-effects shift to a 2-day cycle, where they are awake for 44 hours and sleep for 4.
Cost: [Moderate]
Source: CRB Bioware

Claws

Description: The morph has retractable claws like those of a cat. These claws do not interfere with the character's manual dexterity and are razor sharp. However, they are relatively small and only do 1d10 + 1 + (SOM ' 10) damage, with an AP of '1. As a result, they are legal in almost all habitats and are considered tools as much as weapons.
Cost: [Low]
Source: CRB Bioware

Clean Metabolism

Description: The morph's symbiotic bacteria, gut flora, and glands have been genetically engineered to keep the morph 'clean.' The morph also produces smart antibiotics that prevent the growth of any bacteria or yeasts in it or on its skin. As a result, the morph is completely immune to infections, dental cavities, and bad breath, its sweat has no scent, and the morph's efficient digestion produces somewhat less solid waste and less odorous chemicals.
Cost: [Moderate]
Source: CRB Bioware

Digging Claws

Description: Adapted from the genetics of hole-digging creatures like moles and aardvarks, digging claws are lengthier, sturdier hands with hardy claws for loosening ground, cutting through hard surfaces, and shoveling dirt aside. Despite these changes, digging claws are still capable of grasping and fine manipulation like regular human hands. They can also be wielded offensively with Unarmed Combat skill, inflicting 1d10 + 2 + (SOM ' 10) DV with an AP of '1.
Cost: [Low]
Source: Gatecrashing Bioware

Direction Sense

Description: The character has an innate sense of direction and distance using advanced inertial navigation. The character can arbitrarily define any point as 'north' and keep track of which direction that is, as well as knowing approximately how far they have come. Characters with this augmentation can always retrace any route they have taken, only experiencing difficulty with three-dimensional routes lacking navigational markers (such as deep space or undersea; apply a '30 modifier). Since positioning inside habitats by anyone with basic mesh inserts is an automatic affair, only characters venturing to remote locations require this augmentation.
Cost: [Low]
Source: CRB Bioware

Drug Glands

Description: The morph has specially tailored glands designed to produce specific hormones or chemicals and release them in the body. The character has control over these glands and can release the chemicals at will. Each type of drug gland is considered a separate enhancement. For potential drugs and chemicals, see p. 317.
Cost: [One Cost Category Higher Than Drug Cost]
Source: CRB Bioware

Echolocation

Description: The character possesses sonar similar to that of a bat or dolphin. The character bounces brief ultrasonic pulses off their surroundings and uses them to form an image of these surroundings through the pattern of reflections of these pulses received by the character's ears. For more details, see Using Enhanced Senses, p. 302. This augmentation works in both air and water and has a range of 20 meters in air and 100 meters in water.
Cost: [Low]
Source: CRB Bioware

Eelware

Description: Derived from electric eel genetics, a character can have eelware implanted so that it connects to a network of bioconductors in the hands and feet (or other limbs), allowing the character to generate stunning shocks with a touch. Eelware inflicts shock damage (p. 204) exactly like a pair of shock gloves. Eelware can also be used to power implants and specially designed handheld devices by touch.
Cost: [Low]
Source: CRB Bioware

Efficient Digestion

Description: The character uses food and water more efficiently, to approximately 20% of normal caloric expenditure. The character functions normally by eating and drinking only once every five days. They can survive forty days without food and twenty-five days without water, though the effects of starvation become noticeable after ten days without food or water. These modifications come at a price, though, as physical strength and coordination are reduced in order to improve caloric usage efficiency: the character takes a -5 penalty to SOM and COO. This augmentation is not compatible with the personal power plant implant.
Cost: [High]
Source: Transhuman Bioware

Eidetic Memory

Description: The character can remember everything that ever happened to them, in detail, with no long term memory loss. For example, they can recite a page they read in a book a month ago, recall a string of 200 random characters they viewed a year ago, or even tell you what they had for breakfast on a particular date a decade ago. However, they can only remember things to which they paid attention. The character will not remember the contents of a note on someone's desk if they merely glanced at it; they must specifically have read it. No effort is required to use this augmentation, the character merely needs to attempt to remember a specific fact.
Cost: [Low]
Source: CRB Bioware

Emotional Dampers

Description: This low-cost alternative to endocrine control (p. 304) allows the user to voluntarily damp their morph's emotional responses and various non-verbal cues like pupil dilation, eye movement, or vocal tone. Using this augmentation allows the user to lie and conceal their emotions in such as way as to fool the keenest observer; apply a +30 modifier to Deception and Impersonation Tests. This modification does not affect methods of detecting lies and emotions that involve reading the character's neural state, including psi-gamma sleights. However, this augmentation damps out all emotional responses and so causes the character to be less persuasive in real-time personal interactions, imposing a '10 modifier to other Social skill tests like Persuasion. Characters can turn this augmentation on or off at will.
Cost: [Low]
Source: CRB Bioware

Endocrine Control

Description: This augmentation modifies the morph's endocrine system, giving the character fine control over their hormone output. This allows the character to completely control their appetite and emotions and to regulate pain. They receive a +30 modifier against the effects of hunger, fear, and any forms of emotional manipulation, such as the Drive Emotion sleight. This augmentation also allows character to lie with perfect conviction and to completely fool all methods of lie detection that do not rely on the target's neural output; apply a +20 modifier to Deception Tests. It also allows the character to remain awake for 48 hours without penalty, but after this time the character begins experiencing normal fatigue. Finally, the ability to regulate pain reception allows the character to ignore the '10 modifier from 1 wound.
Cost: [High]
Source: CRB Bioware

Enhanced Hearing

Description: The morph's ears are enhanced to hear both higher and lower frequency sounds'the range of sounds they can hear is twice that of normal human ears see Using Enhanced Senses, p. 302. In addition, their hearing is considerably more sensitive, allowing them to hear sounds as if they were five times closer than they are. A character with this augmentation can easily overhear even a softly spoken conversation at another table in a small restaurant. This augmentation provides a +20 modifier to all Perception Tests involving hearing.
Cost: [Low]
Source: CRB Bioware

Enhanced Pheromones

Description: The morph's biochemistry has been altered so that it produces enhanced pheromonal signals that subconsciously affect the behavior of other humans in the vicinity. These pheromones make the character more attractive and trustworthy to the target; apply a +10 modifier to appropriate Social skill tests, such as Persuasion. This augmentation only affects characters who can smell the pheromones, and it does not affect uplifts or xenomorphs.
Cost: [Low]
Source: CRB Bioware

Enhanced Respiration

Description: By boosting both lung efficiency and the blood's oxygen-carrying capacity, the character can live comfortably in both high and low pressure environments, from 0.2 atmospheres to 5 atmospheres, with no dizziness or need for gradual decompression. In addition, the character can hold their breath for up to 30 minutes when performing minimal activity or for up to 10 minutes while performing highly strenuous activity.
Cost: [Low]
Source: CRB Bioware

Enhanced Respiration (Specific)

Description: The Enhanced Respiration bioware on p. 305 of the Eclipse Phase core rulebook is partly what allows rusters to breathe the atmosphere of Mars. There are many exoplanets with atmospheres that are not breathable by normal transhumans, but that are close enough that they would be with a bit of modification (see What Worlds Are Breathable', p. 170). On some of these planets, rusters with standard enhanced respiration could breathe the air, but on others a different version of this biomod, specific to the atmosphere in question, may be called for.
Cost: [Low]
Source: Gatecrashing Bioware

Enhanced Smell

Description: The morph's sense of smell is equal to that of a bloodhound. The user can identify both chemicals and individuals by smell and can track people and chemically reactive objects by odor as long as the trail was made within the last several hours and has not been obscured. The character can also gain a general sense of the emotions and health of any character within 5 meters (+20 to Perception or Kinesics Tests to do so).
Cost: [Low]
Source: CRB Bioware

Enhanced Vision

Description: The morph's eyes have tetrachromatic vision capable of exceptional color differentiation. These eyes can also see the electromagnetic spectrum from terahertz wave frequencies to gamma rays, enabling them to see a total of several dozen colors, instead of the seven ordinary human eyes can perceive. In addition, these eyes have a variable focus equivalent to 5 power magnifiers or binoculars. This augmentation provides a +20 modifier to all Perception Tests involving vision. For further applications, see Using Enhanced Senses, p. 302.
Cost: [Low]
Source: CRB Bioware

Gills

Description: The morph's lung tissue has been adapted to function as gills, allowing the morph to breathe both air and water, as long as the water is not toxic or too stagnant. Characters with this augmentation breathe in water and then expel the water through slits just underneath their lowest pair of ribs that seal when the character is not underwater.
Cost: [Low]
Source: CRB Bioware

Gliding Membrane

Description: Gliding membranes are thin, muscular sheets that stretch from wrist to ankle, that allow the character to glide through the air. For human-sized morphs in standard Earth or Venusian gravity (1 g), these gliding membranes allow the glider to maintain a glide ratio of 10:1, so it can glide 10 meters for every meter of altitude it loses. In low-gravity environments, this ratio doubles to 20:1 or more. Gliding membranes provide a +10 modifier to Free Fall Tests made to cross long distances. Gliding membranes can also be used to ride thermal updrafts, allowing the morph to ascend to higher altitudes. Use the Flight skill to make tests when using gliding membranes. Gliding membranes can be wrapped around the morph's arms, legs, and torso when not being used, allowing the morph to move and wear clothes normally when not gliding.
Cost: [Low]
Source: Sunward Bioware

Grip Pads

Description: The morph possesses specialized pads on its palms, lower arms, shins, and the bottoms of its feet. Designed to emulate the pads on gecko feet, characters can support themselves on a wall or ceiling by placing any two of these pads against any surface not made from a material specially designed to resist this augmentation. Characters can climb any surface and move easily across ceilings that can support their weight. Apply a +30 modifier to Climbing Tests. The pads must be free to touch the surface the character is climbing (no gloves). The nature of these pads is obvious to anyone looking at them, but they do not impair the character's sense of touch or manual dexterity. If combined with the vacuum sealing augmentation, the character can even stick to surfaces in the vacuum of space.
Cost: [Low]
Source: CRB Bioware

Hibernation

Description: The character can voluntarily reduce the morph's metabolism to the point that the morph requires only 5% of the normal amount of food, water, and air. The character appears to sink into a deep sleep, but can maintain a dim awareness of both touch and sound and so can be easily awakened. Entering or leaving this state requires 3 minutes where the character is relatively helpless. With sufficient air, characters can safely hibernate for up to 40 days without food or water.
Cost: [Low]
Source: CRB Bioware

High-g Adaptation

Description: This augmentation is specifically designed to allow a morph to operate in environments where gravity is significantly greater than Earth's. The morph's heart and circulatory system are strengthened and its skeleton altered in composition and proportion to be harder, slightly thicker, and considerably more durable. The morph's muscle density is also increased and tendons and ligaments bolstered for improved efficiency in higher gravity. Apply a +5 Durability and +5 SOM bonus. In addition, the character suffers no negative modifiers from gravities up to 2 g, and reduces all penalties for higher gravities by 1 g.
Cost: [Moderate]
Source: Gatecrashing Bioware

Hydrostatic Pressure Adaptation

Description: The morph is capable of operating under extreme pressure conditions. Biomorphs (including pods) with this mod can withstand up to 500 atmospheres; the synthmorph equivalent can handle up to 2,500 atmospheres. The morph can also acclimate to changing pressures more quickly and is immune to oxygen toxicity, nitrogen narcosis, and the bends.
Cost: [Expensive]
Source: Rimward Bioware

Hyper Linguist

Description: The morph's brain maintains the linguistic flexibility of a small child, allowing the character to learn languages with great ease. This functions as the Hyper Linguist trait, p. 146.
Cost: [Low]
Source: CRB Bioware

Lateral Line (Enhanced Sense)

Description: A transgenic organ developed from aquatic creatures, a lateral line hears low-frequency sounds and can detect movement and vibrations through nearby liquids. Suryas use lateral lines to 'hear' in the corona's plasma atmosphere.
Cost: [Low]
Source: Sunward Bioware

Low Pressure Tolerance (Physical Augmentation)

Description: The morph can tolerate extremely low atmospheric pressures, such as those found at high altitudes on Mars, with no ill effects. Morphs with this mod are also somewhat more resistant to vacuum exposure and are able to spend up to five minutes in hard vacuum without incurring damage. However, morphs without respirocytes or an oxygen reserve still suffer asphyxiation.
Cost: [Low]
Source: Sunward Bioware

Math Boost

Description: This implants functions as the Math Wiz trait, p. 146.
Cost: [Low]
Source: CRB Bioware

Multiple Personalities

Description: The character's brain is intentionally partitioned to accommodate an extra personality. This multiplicity is not viewed as a disorder, but as a cognitive tool to help people deal with their hypercomplex environments. This extra personality can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character. For all intents and purposes, the extra personality is treated as a separate ego (i.e., it may fork separately), except that both personalities are backed up in the same cortical stack and if downloaded they must be placed in separate morphs or in another morph with this implant. Only one ego may be in control of the morph at a time. The other resides in the background, still active, but not on a surface level. Each ego is completely aware of what the other is doing, thinking, etc. If for some reason the subsumed personality wants to come to the fore, but the other personality won't relinquish control, make an Opposed WIL ' 3 Test. Each ego has its own Lucidity and Trauma Threshold, and they track stress and trauma separately. Any psi attacks or social/mental influences only affect the personality at the fore. Having an extra ego in your head, working in the background, is helpful for multitasking. The character receives an extra Complex Action each turn that may only be used for mental or mesh actions.
Cost: [High]
Source: CRB Bioware

Muscle Augmentation

Description: The morph's muscle mass has been enhanced and toned and myofibers strengthened. Apply a +5 modifier to SOM.
Cost: [High]
Source: CRB Bioware

Neurachem

Description: This bioware modification enhances the character's chemical synapses and juices their neurotransmitters, drastically speeding up neural connections. Neurachem can be mentally activated or triggered by charged emotions. Level 1 neurachem increases the Speed stat by +1, with no side effect. Level 2 raises the Speed stat by +2, but the character suffers a nervous system fatigue hangover for 1 hour after the boost wears off ('20 modifier to all actions). The speed boost lasts for 30 minutes, though it may be triggered again. Level 2 may be used as Level 1 if desired.
Cost: [High (Level 1), Expensive (Level 2)]
Source: CRB Bioware

Poison Gland

Description: Similar to the drug gland, this morph has special glands that produce poisons, like the venom glands of a snake. The morph has poison glands in its fingers and mouth, so that it can deliver either poison by scratching someone with a fingernail, biting them hard enough to draw blood, or even by sharing a beverage with someone or spitting into their drink. The morph is immune to the poisons it produces. These glands may not produce nanotoxins.
Cost: [One Cost Category Higher Than Toxin Cost]
Source: CRB Bioware

Polarization Vision

Description: Characters capable of seeing polarized light can view an aspect of light most humans only see weakly. Polarization reveals visual characteristics much in the way that color does for normal vision it enhances contrast, foils camouflage, and helps to detect patterns and objects, particularly in light that is reflected off a shiny surface or scattered through the atmosphere or water. One major use of polarization is easier orientation in relation to polarized light sources (such as navigating underwater by the direction of sunlight). It also allows better detection of water surfaces, reflective surfaces, and certain patterns made in the water or on skin (which can be created by chameleon skin). Polarization vision can discriminate watery surfaces from mirages and better detect transparent objects. In game terms, polarization vision allows the character to ignore negative visual Perception modifiers for camouflage, transparency, or viewing underwater. At the gamemaster's discretion, it may provide a bonus modifier for Perception Tests to detect patterns and Navigation Tests where orientation to light sources is beneficial. Octomorphs have natural polarization vision by default.
Cost: [Low]
Source: Panopticon Bioware

Prehensile Feet

Description: The morph's feet and leg joints are altered so that its toes are longer and more dexterous and the big toe is transformed into an opposable thumb. Physically, the morph's feet resemble a longer narrower hand or a human foot with finger (and thumb)-like toes. The character can walk normally but must wear specially designed shoes. However, this morph runs somewhat slower than a morph with unmodified feet ('1 meter per Action Turn). In addition, the morph's hips are slightly modified to allow greater mobility. In a properly constructed chair, or when floating in zero-G, the character can use both their hands and their feet to manipulate the same object. Most morphs used by characters who live in zero-G possess this augmentation.
Cost: [Low]
Source: CRB Bioware

Prehensile Tail

Description: A long (1.5 meters) prehensile tail is added to the morph's backside, extending out from the tailbone. This tail is prehensile and may be used to grab, hold, and even manipulate objects. The character can control the tail's movements with concentration, but it otherwise tends to move on its own. The tail also improves the character's balance; apply a +10 to any Physical skill tests where balance is a factor.
Cost: [Low]
Source: CRB Bioware

Radiation Tolerance

Description: This mod may only be installed in morphs with medichines. The biomorph's DNA is redundantly encoded and vital tissues are actively replaced. Additionally, vital systems are protected with special shielding sleeves and blood filters, and many chemical processes are reinforced against disruption. The morph can survive radiation exposure thirty times as effectively as if unaugmented.
Cost: [Expensive]
Source: Rimward Bioware

Scent Affinity

Description: This modification may only be applied to smart animals. This particular animal has been modified to identify and trust a particular scent or pheromonal signature. Anyone giving off this particular olfactory signature receives a +30 modifier to Animal Handling Tests against this creature, assuming the critter can smell them. Trainers, smart animal handlers, and wealthy owners use this bioware to maintain better control over their pets/investments.
Cost: [Trivial]
Source: Panopticon Bioware

Sex Switch

Description: A complex suite of alterations allows the character to switch their physical sex to male, female, hermaphrodite, or neuter. This change is mentally triggered but takes approximately 1 week to complete.
Cost: [Moderate]
Source: CRB Bioware

Skin Pocket

Description: The morph has a pocket within its skin layer, capable of holding and providing concealment (+30) for small items.
Cost: [Trivial]
Source: CRB Bioware

Temperature Tolerance

Description: The morph's temperature regulation and circulation are both substantially enhanced allowing the character to survive in temperatures as low as '30 degrees Celsius and as high as 60 degrees Celsius without discomfort or ill effects.
Cost: [Low]
Source: CRB Bioware

Temperature Tolerance (Cryonic)

Description: The morph is treated as having the Temperature Tolerance bioware (p. 305, EP), but the addition of both an integral nuclear battery and specially bioformed insulation allows this morph to indefinitely tolerate temperatures as low as '200 C without harm as long as the morph is in an atmosphere with a pressure of less than 0.1 atmosphere. In a dense atmosphere, like that of Titan, the morph can endure temperatures as low as '120 C.
Cost: [High]
Source: Rimward Bioware

Temperature Tolerance (Improved Cold)

Description: (PHYSICAL AUGMENTATION) The morph is treated as having the Temperature Tolerance biomod (p. 305, EP), but with an even greater resistance to low temperatures. The morph can tolerate temperatures as low as '80 C without ill effects.
Cost: [Moderate]
Source: Sunward Bioware

Toxin Filters

Description: The morph gains an improved liver and kidneys and biological filters in its lungs. Characters with this augmentation are immune to all chemical and biological toxins, including everything from recreational chemicals to nerve agents to spoiled food. In addition, the character can safely and comfortably breathe smoke and drink salt water. Unlike medichines, toxin immunity prevents the character from experiencing even brief harm or discomfort from a toxin (medichines merely rapidly repair damage caused by the toxin and then remove it from the morph). This augmentation provides no resistance to concentrated acid, nanotechnological attacks, or similar destructive agents. Some characters with this augmentation learn to enjoy the taste of various chemical toxins like cyanide or arsenic.
Cost: [Moderate]
Source: CRB Bioware

Cyberware Modifications

Cyberware can only be applied to biological morphs. Cyberware is installed by allowing nanomachines to 'grow' a component inside the morph.

Access Jacks

Description: Usually located in the base of the skull or neck, this implant is an external socket with a direct neural interface. It allows the character to establish a direct wired connection using a fiberoptic cable to external devices or other characters, which can be useful in places where wireless links are unreliable or complete privacy is required. Two characters linked via access jack can 'speak' mind-to-mind and transfer information between their mesh inserts and other implants. All synthmorphs have these by default.
Cost: [Low]
Source: CRB Cyberware

Anti-glare

Description: This visual mod eliminates penalties for glare.
Cost: [Low]
Source: CRB Cyberware

Cyberclaws

Description: The bones on the back of the morph's hand are bonded to smart material claws. These claws can extend through concealed ports in the morph's skin and extend 6 inches past the morph's knuckles. These razor-sharp weapons inflict 1d10 + 3 + (SOM ' 10) damage and have an AP of '2. If combined with eelware (p. 304), they can also inflict electric shocks. Likewise, cyberclaws can also deliver poison or nanotoxins secreted from a poison gland (p. 305) or implanted nanotoxins.
Cost: [Low]
Source: CRB Cyberware

Cybercortex

Description: Similar but less sophisticated than a cyberbrain, a cybercortex is a limited artificial version of the neocortex for smart animals. A cybercortex is not sufficient to raise an animal to sapience, but it does boost the animal's ability to learn, comprehend instructions/ commands, and reason. Apply a +10 modifier to Animal Handling Tests with this animal. The cybercortex also overrides many instinctive behaviors that would be undesirable in a service animal.
Cost: [Low]
Source: Panopticon Cyberware

Cyberlimb

Description: In an age when arms and legs can easily be regrown, many people consider cybernetic prostheses to be vulgar and distasteful. The Scum and others, however, treat them as iconic symbols of self-expression. Standard replacement cyberlimbs function the same as their biological equivalents, though that particular limb receives a +3/+3 Armor bonus when targeted specifically (this bonus does not apply to synthmorphs). Cyberlimbs may be masked to look real (see Synthetic Mask, p. 311), and may also feature small compartments for hiding/storing small objects.
Cost: [Moderate]
Source: CRB Cyberware

Cyberlimb Plus

Description: More extravagant cyberlimb models are also available, though they require more severe body alteration to accommodate. These limbs apply a +5 SOM bonus per limb (maximum +10). They may be replacement limbs or 'extra' limbs anchored in the body's skeletal frame. These cyberlimbs may not be masked.
Cost: [High]
Source: CRB Cyberware

Dead Switch

Description: This cortical stack (p. 300) accessory is designed to keep the stack from falling into the wrong hands. If the morph is killed, the dead switch wipes and melts the cortical stack completely, so that the ego cannot be recovered. This option is generally only used by covert operatives with recent backups.
Cost: [Low]
Source: CRB Cyberware

Electrical Sense

Description: The character can sense electric fields. Within 5 meters, the character can instantly tell if an electrical device is on or off and can see the precise location of electrical wiring behind a wall or inside a device. This sense gives the character a +10 modifier on any test involving analyzing, repairing, or modifying electrical equipment.
Cost: [Low]
Source: CRB Cyberware

Emergency Farcaster

Description: Only characters with cortical stacks can possess this augmentation. The morph has an implanted quantum farcaster (p. 314) linked to a highly secure storage facility. The high cost of this implant also covers the cost of this storage. Using standard radio and quantum encryption, the farcaster broadcasts full backups of the character's ego (pulled from the cortical stack) once every 48 hours. At the gamemaster's discretion, the backup interval may be scheduled more or less frequently, keeping in mind that ego broadcasts are generally limited for security purposes and because they hog bandwidth. These broadcasts only work when the character is in radio contact with the storage facility and is typically only used inside a habitat to broadcast backups back to a nearby space ship. If the radio broadcasts are blocked or jammed, this device cannot make backups. In the event of a farcaster failure, this augmentation also includes a single-use emergency neutrino broadcaster (p. 314) as well. This broadcaster contains approximately 10 nanograms of antimatter stored in an orange-sized triply redundant magnetic containment vessel. If the character is dying or urgently wishes to depart the morph, this tiny amount of antimatter is brought into contact with a similarly tiny amount of matter in a controlled fashion that generates a single brief and carefully coded neutrino pulse of the ego's most recent backup. However, the heat generated by this process literally cooks the entire morph, killing it and destroying all implants and electronics in or on it. This entire process takes less than 0.1 second and the broadcast can be received as long as the neutrino receiver is within 100 astronomical units of the character. Within the solar system, this implant effectively guarantees the character's backup. It is less useful on exoplanets where the character is out of neutrino range of their backup facility. The amount of antimatter carried by this implant is sufficiently small enough that it does not produce an explosion and will not damage any surrounding objects. Most habitats carefully scan all visitors to determine if they have this implant and if the amounts of antimatter involved are sufficiently low as not to pose a danger to the habitat and its inhabitants, and some ban this implant entirely.
Cost: [Expensive]
Source: CRB Cyberware

Ghostrider Module

Description: This implant allows the character to carry another infomorph inside their head. This infomorph could be another muse, an AI, a backed-up ego, or a fork. The module is linked to the character's mesh inserts, so the ghost-rider can access the mesh. The character may limit the ghostrider's access, or may allow them direct access to their sensory information, thoughts, communications, and other implants.
Cost: [Low]
Source: CRB Cyberware

Hand Laser

Description: The morph has a weapon-grade laser implanted in its forearm, with a flexible waveguide leading to a lens located between the first two knuckles on the morph's dominant hand. The laser fires from this waveguide, inflicting 2d10 damage with 0 AP. The laser is powered by a small nuclear battery located in the morph's torso, good for 50 shots before it must be recharged like other beam weapon batteries (p. 339).
Cost: [Moderate]
Source: CRB Cyberware

Hardened Skeleton

Description: The morph's skeleton has been laced with strengthening materials. Apply a +5 DUR and +5 SOM bonus.
Cost: [High]
Source: CRB Cyberware

Implant Masking

Description: Implant masking is not a separate implant, but a modification to an existing one. Masked cybernetic implants are composed of electromagnetic- and acoustic-absorbent smart materials that are less likely to be detected by surveillance and security systems using radar, x-rays, or ultrasound. Apply a -30 modifier to any attempts to detect the implant.
Cost: [Increase the masked implant's cost by one category]
Source: Panopticon Cyberware

Life Recorder

Description: Not everyone wants to broadcast their lifelog, whether for public viewing or for private storage elsewhere on the mesh. Some people want to retain a lifelog, but prefer to avoid possible interception of the contents online. Certain security, spy, political, and diplomatic professions may mandate this. Others may commonly find themselves in situations where they are cut off from regular mesh access (such as gatecrashers or remote asteroid herders). Most people also don't want to be bothered with carrying a storage device on their person at all time. In these cases, a life recorder serves the purpose. The life recorder is a micro-sized memory diamond storage device, typically implanted in the head (though occasionally elsewhere in the body). This implant records all sensory input as experienced by the brain to which it is linked. Life recorders are designed as one-way information receivers, simply storing data until they are removed; they are not meant to be accessed, much like cortical stacks.
Cost: [Low]
Source: Panopticon Cyberware

Medichines

Description: This is the most common form of nanoware. These nanobots monitor the user's body at a cellular level and fix any problems that arise. Medichines eliminate most diseases, drugs, and toxins (but not nanodrugs or nanotoxins) before they can do more than minor harm to the host (see Drug Effects, p. 318). If desired, the user can temporarily override this protection to permit intoxication or other effects, but unless the character activates a second specially labeled override, medichines prevent the toxins from accumulating to lethal or permanently harmful levels. In this case, they can also be activated at a later point to reduce a drug or toxin's remaining duration by half. Medichines allow the character to ignore the effects of 1 wound. They also speed normal healing as noted under see Biomorph Healing, p. 208. If the user suffers 5 or more wounds at once, or more than 6 wounds in an hour, the damage has exceeded the medichines' ability to repair. In this case, the medichines place the character into a medical stasis, where their mind and body are perfectly preserved, but where the character cannot act in any way. Under these circumstances the medichines also send out a priority call for emergency services via the character's mesh inserts. Medichines for synthmorphs and bots consist of nanobots that monitor and repair the shell's integrity and internal system functions. Note that the synthmorph version of medichines allows the synthmorph to self-repair in the same manner by which a biomorph with medichines would naturally heal (p. 208).
Cost: [Low]
Source: CRB Nanoware

Memory Lock

Description: This implant, when activated, prevents information from being stored in the subject's long-term memory or from being recorded via lifelog, mnemonic augmentation, or other sensory link. It also temporarily blocks up-to-the second cortical stack backups. The individual will retain short-term memories, but for no more than a few minutes. This implant is usually a requirement for personal aides, consultants, and other underlings of powerful people. The implants can be remotely activated by the superior during confidential meetings or other secret affairs to ensure privacy and deniability. This implant is also a popular option among some personal couriers who intentionally retain no memories of the party that hired them in case they are intercepted.
Cost: [Low]
Source: Panopticon Cyberware

Mnemonic Augmentation

Description: A character with this augmentation and a cortical stack can access digital recordings of all of the sensory data they have experienced in XP format (and they may share these recordings with others). Mnemonic augmentation differs from the eidetic memory bioware because it allows characters to digitally share all of their sensory data with others. It also allows them to closely examine sensory data they did not initially look at. For example, If the character glanced at a note but did not read it, they can later use image enhancement software to enhance this image and in most cases actually read what the note said. Mnemonic augmentation allows the character to clearly hear all background noises, like a conversation at a nearby table that the character only initially heard a few words of. Using mnemonic augmentation to retrieve a specific piece of information is quite easy, but usually requires between 2 and 20 minutes of concentration.
Cost: [Low]
Source: CRB Cyberware

Monitor Module

Description: A variant ghostrider module (p. 307, EP), the monitor module houses an observer ego (usually a monitor AI, see below) that keeps tabs on the character's movements, activities, and mesh traffic. Some monitor modules are installed discreetly, without the bearer being aware of the spy in their head; others are more overt about their presence, purpose, and activity. Monitors can access the mesh without the character's knowledge. If the morph is equipped with a puppet sock, the monitor ego can seize control of the morph. This implant is designed to be difficult to detect and identify; impose a -10 penalty on appropriate skill tests. Attempts to hack into the Monitor Module suffer a -20 modifier and can be actively countered by the monitor ego.
Cost: [Moderate]
Source: Transhuman Cyberware

Multi-tasking

Description: Only characters with cortical stacks can possess this augmentation. The character has an advanced computer installed in their brain that uses the data in the cortical stack to create several simultaneous short-term forks to handle various mental tasks. By design, this computer automatically reintegrates all of these forks into the character's core personality after a maximum of 4 hours, earlier if desired. This augmentation allows the character to both plan a speech and engage in intensive meshbrowsing while simultaneously fighting a gun battle or running from pursuit, since each of the forks operates independently. However, these forks can only perform purely mental or on-line interactions. This augmentation can produce a maximum of two forks at a time, giving the character an extra two Complex Actions on every Action Phase for mental or on-line actions. This implant cannot be used simultaneously with any other augmentation that allows for extra actions, or with the mental speed augmentation (p. 308).
Cost: [High]
Source: CRB Cyberware

Optogenetics Module

Description: This implant is designed to be used in biomorphs like the freeman (p. 191) that are genetically modified to make their neurons sensitive to light. This module establishes a network within the brain to manipulate these neurons with selective pulses of light. Whomever controls the optogenetics module (usually a monitor module muse or remote overseer) can trigger neuronal activity as desired. In game terms, the module can activate one of the following effects:*It can compel one specific behavior in the same manner as behavioral control, emotional control, or tasping psychosurgery (pp. 231'232, EP). *The module can impede or even cut off one specific source of sensory input as desired, thus the character can be made blind or deaf, for example, with a command. *Selective activation or inhibition of certain neurons can also aid or deter the treatment of either addiction or mental stress and disordersapply a modifier between +20 or -20 as desired by the module's controller to psychotherapy (p. 215, EP) and addiction (p. 318, EP) tests. *The module can trigger unconsciousness in the target ego (requiring a WIL x 3 Test at -30 to resist). Each module can only trigger one effect. Multiple modules can be installed within a morph. Installation of this module includes the genetic modification to make the targeted neurons sensitive to light.
Cost: [Low]
Source: Transhuman Cyberware

Oxygen Reserve

Description: The morph has a miniature oxygen tank and rebreather installed in its torso. This implant provides the equivalent of the life support system in a light vacsuit (p. 333), allowing the character to breathe comfortably for up to 3 hours. It feeds oxygen directly to the morph's blood stream, avoiding problems with pressure changes. Implanted sensors automatically cause the character to use the stored oxygen if they detect poisonous or insufficient atmosphere. Without vacuum sealing, the character can only survive in vacuum for 5 minutes, but remains conscious and active for the entire time, giving them far more time to find shelter or a vacsuit than characters without this implant. For every hour the character is in a breathable atmosphere, this implant recovers one hour of oxygen storage. The implant can be fully recharged within 15 minutes if the character is in a high-pressure mostly oxygen atmosphere.
Cost: [Low]
Source: CRB Cyberware

Parallel Processor

Description: A modified derivative of the neo-syngergist hypermesh link, this augmentation allows users to link their minds together together in a manner similar to parallel processing computers, allowing them to borrow processing power from other linked egos to solve intellectual problems. In addition to automatically providing the appropriate teamwork bonus for the problem (to a maximum of +30) without the others needing to take any actions, as long as three or more users are linked together, each user also gains a +5 COG bonus for the duration of the linkage. These bonuses only apply when the users are linked. Users must possess the mental speed augmentation to use this implant. While the implant is active, the character's Trauma Threshold is reduced by 1. To avoid possible personality bleed-over, users are advised to use this augmentation for no more than six hours per day.
Cost: [High]
Source: Rimward Cyberware

Puppet Sock

Description: This implanted computer allows the biomorph's body (the 'puppet') to be controlled by another character (the 'puppeteer'). While active, the puppet has no control over their body and is simply along for the ride (at the gamemaster's discretion, puppets who are tormented by repeated or extensive loss of control may suffer mental stress). The puppeteer may directly 'jam' the puppet or remote control it in the same way that robots and pods are teleoperated (p. 196). The puppeteer must either be ghostriding the puppet (see the Ghostrider Module, p. 307) or have a direct communications link (via mesh, radio, laser, etc.).
Cost: [Moderate]
Source: CRB Cyberware

Radiation Sense

Description: The character can sense the presence and approximate source of all forms of dangerous radiation, including neutrons, charged particles, and cosmic rays.
Cost: [Low]
Source: CRB Cyberware

T-ray Emitter

Description: Mounted under the skin of the user's forehead, this implant generates low-powered beams of terahertz radiation (T-rays) that allow the character to see using reflected T-rays. As discussed in Using Enhanced Senses, p. 302, this implant combined with the enhanced vision enhancement (or a terahertz sensor) allows the user to effectively see through cloth, plastic, wood, masonry, composites, and ceramics as well as being able to determine the composition of various materials. This implant allows the user to see using reflected T-rays for 20 meters in a normal atmosphere and for 100 meters in vacuum.
Cost: [Low]
Source: CRB Cyberware

Nanoware Modifications

These can be applied to any morph, be it synthetic, biological, or otherwise. It consists of implanting a hive that creates and replenishes nanomachines inside the morph's body.

Gait Masking

Description: Gait masking nanosystems alter the bone density, muscle tone, and shape of the user's feet and legs in minute but effective ways, altering their gait pattern just enough to avoid detection. The process of reconfiguration takes 20 minutes. Gait masking is illegal in many habitats. Gait masking can also be used to mimic an existing gait profile; apply a +30 modifier on Disguise Tests to fool gait biometric scanners.
Cost: [Expensive]
Source: Panopticon Nanoware

Implanted Nanotoxins

Description: The morph has an implanted nanobot hive that produces nanotoxins (p. 324). This implant is designed so that the character can deploy these nanobots instantly via a scratch with claws, spraying with saliva, or simply making continuous bare-skin contact. Characters can choose whether or not to deploy these nanobots. Each nanotoxin generator only produces a single variety of nanobots, with the most common types being ones designed to kill or incapacitate almost any living target or ones designed to destroy delicate machinery. Characters are immune to their own nanotoxins. Nanotoxins are highly restricted and many habitats will not allow anyone with this implant on board.
Cost: [One Cost Category Higher Than Toxin Cost]
Source: CRB Nanoware

Long-term Life Support

Description: The biomorph is adapted for harsh environmental conditions and can survive for long periods of time as a closed system thanks to symbiotic bacteria and nanomachines. This augmentation allows any biomorph or pod to recycle air, food, and water for up to one year. This augmentation's implanted miniature maker allows the morph to process ice and various simple organic chemicals into air, water, and food. The morph need not eat or breathe but must ingest about five kilograms of ice and carbon grit per day. It must also balance out or replenish chemical reserves once a month, either by exchanging with other similarly augmented morphs or applying a Low-cost chemical reserve pack.
Cost: [Expensive]
Source: Rimward Nanoware

Mental Speed

Description: With this nanoware system, nanobots alter the character's neural architecture and augment the functioning of their neurons. The character can deliberately speed up their mind to think and also receive and process sensory information far faster than ordinary humans. Time seems to subjectively slow down for the character, allowing them to carefully plan their next action, even if they only have a split second to do so. With this system active, the character can discern things occurring too fast for a normal human to perceive, such as the individual frames of an old analog film or understanding sounds that were accelerated to many times their normal speed. The character can also read 10 times faster than normal and can track the paths of bullets and similar fastmoving objects with a successful Perception Test. When using this augmentation, the character gains two extra Complex Actions during each Action Phase that may only be used for mental actions. The character also receives a +3 Initiative bonus. The character thinks at normal speed whenever this nanoware is inactive. This nanoware is incompatible with any other augmentation that provides any form of extra actions, such as multi-tasking. This augmentation can be used as often as desired, but actively using it renders ordinary conversation and social interactions difficult and requires concentration to maintain.
Cost: [High]
Source: CRB Nanoware

Nanophages

Description: These nanobots patrol the body, alert for signs of intrusive nanodrugs or -toxins and destroying them before they have more than a minor effect. Nanophages provide automatic immunity against nanodrugs and nanotoxins unless they are specifically commanded to stand down by the user, via their mesh implants.
Cost: [Moderate]
Source: CRB Nanoware

Nanotat ID Flux

Description: This highly illegal system is a programmable version of the nanotat ID. Any new (fake) ID may be programmed in, and the nanotat may be reconfigured in seconds (1 Action Turn) to switch to another ID pattern in storage. This nanoware may not be configured for legal IDs unless they are actually legal or their encryption has been cracked.
Cost: [Expensive]
Source: Panopticon Nanoware

Oracles

Description: These neural macrosensing nanobots pay attention to the sensory input on which the character is not focusing, alerting them about important things they might otherwise overlook. Oracles also act as a sort of memory buffer and search aid, extending short term memory, helping the character recall memories and details, and crosschecking them with other memories. Oracles negate Perception modifiers for distraction, apply a +10 modifier to Investigation Tests, and add a +30 bonus to memory-related tests.
Cost: [Moderate]
Source: CRB Nanoware

Respirocytes

Description: These nanobots act as highly efficient artificial red blood cells, increasing the ability to transfer oxygen and carbon dioxide. This increases the morph's ability to hold their breath to 4 hours and increases DUR by +5.
Cost: [Moderate]
Source: CRB Nanoware

Skillware

Description: The morph's brain is laced with a network of artificial neurons that may be formatted with downloaded information. This allows the user to download skillsofts (p. 332) into their brains, gaining the use of those programmed skills until the skillsoft is erased or replaced. Skillware systems are only capable of handling 100 total skill points worth of skillsofts at a time.
Cost: [High]
Source: CRB Nanoware

Skinflex

Description: This disguise implant allows the user to restructure their facial features and musculature and alter skin tone and hair color. The entire process takes a mere 20 minutes. Skinflex adds +30 to Disguise Tests.
Cost: [Moderate]
Source: CRB Nanoware

Skinlink

Description: Skinlink nanobots live on the morph's external skin or shell, automatically swarming over and creating a physical connection with any electronics the user touches. They also take advantage of the electrical field in a biomorph's skin for communication. They allow the user to communicate and mesh with any devices merely by touching them. This is considered a wired link, and so is not subject to wireless interception or interference. Two skinlinked characters can also communicate and mesh simply by touching.
Cost: [Moderate]
Source: CRB Nanoware

Robotic Enhancements

These can only be applied to morphs with machine parts, such as synthmorphs or bots.

360 Vision

Description: The shell's visual sensors are situated for a 360-degree field of vision.
Cost: [Low]
Source: CRB Robotic

Brain Box

Description: Just as some people in the outer system prefer biomorphs with cyberbrains because of the speed and ease of both forking and resleeving, others prefer the durability and utility of synthmorphs, but do not wish to give up having an organic brain. Some have aesthetic objections, while others worry about a cyberbrain's vulnerability to hacking. Though they are unlikely to discuss this fact in public, asyncs need biological brains to remain sane. Any pod and any synthmorph that does not use either modular design or swarm composition can house a brain box. Choosing this modification removes the following enhancements from the morph: cyberbrain, mnemonic augmentation, and puppet sock. The CP and credit cost of the morph remains unchanged. Users can add mnemonic augmentation and puppet sock augmentations back in, but must purchase them normally. A brain box consists of a living human brain and a sturdy, well-padded, miniature life-support system for this brain. Brain boxes require the addition of a small amount of concentrated nutrients once every month. To avoid the necessity of these nutrients, users can also install a smaller, cheaper, and more limited version of the long-term life support augmentation (p. 189, Rimward) that is designed specifically for use with a brain box. This augmentation has a cost of High and recycles the necessary nutrients as long as the morph has sufficient electricity and can gain access to small amounts of water and carbon twice a year. Brain boxes are normally hidden from standard visual detection, but a few eccentrics show them off with a transparent aluminum casing, allowing observers to see that their morph contains a biological brain. The brains with brain boxes must be specifically customized to the morph (a process requiring 3 days and a healing vat). The morph's aptitude modifiers do not change.
Cost: [Moderate]
Source: Transhuman Robotic

Chemical Sniffer

Description: This sensor detects molecules in the air and analyzes their chemical composition. It enables Chemistry Tests to determine the presence of gases, including toxins and other fumes. It can also detect the presence of explosives and firearms.
Cost: [Moderate]
Source: CRB Robotic

Cryonic Protection

Description: Even synthmorphs can have difficulty with the cryonic temperatures found in the outer system. While almost any synthmorph can operate normally for at least an hour at these temperatures, longer exposure can cause materials to get brittle and joints to lock up, especially in an atmosphere thick enough to conduct heat away from the morph. This augmentation uses the morph's nuclear battery to slightly warm its surface, while also coating the morph with a thin layer of insulation. Cryonic protection allows synthmorphs to operate indefinitely in the coldest temperatures found in the solar system.
Cost: [Low]
Source: Rimward Robotic

Ego Sharing

Description: This enhancement allows more than one ego to access the internal systems and controlling functions of a single synthmorph, bot, or vehicle at one time. Each ego requires its own cyberbrain. Command responsibilities are usually divided into appropriate sectors of control. For example, one ego is responsible for physical movement, another handles data analysis, a third operates weapon controls, and so on. Each ego acts on its own Initiative; the morph may only move on one ego's action and each weapon system and enhancement may only be actively used by one ego per Combat Turn, though other egos may passively access data from enhancements and systems used by others. Morph aptitude modifiers and bonuses from enhancements apply to all egos equally. No Speed-boosting enhancements may be used with this morph.
Cost: [Expensive]
Source: Rimward Robotic

Extra Limbs

Description: The shell is equipped with one or more extra limbs. A character using these limbs suffers an off-hand modifier (see Wielding Two or More Weapons, p. 206. These limbs may be arms (with hand/grippers/etc.), legs, tentacle-like, or otherwise articulated and/or prehensile. Some shells have rotational frames that allow them to move limbs around their body.
Cost: [Low]
Source: CRB Robotic

Extreme Heat Shielding

Description: This enhancement bolsters the synthmorph's tolerance to extremely high temperatures with heatresistant materials, heat sinks, and bulky coolant systems. This modification increases the morph's Durability by 25% while reducing its Movement Rate by half and modifying COO by '10. Morphs with this augmentation can withstand temperatures up to 500 C.
Cost: [Expensive]
Source: Sunward Robotic

Extreme Pressure Adaptation

Description: Morphs with this mod undergo serious structural reinforcement, enabling them to withstand pressure of up to 5,000 atmospheres. This modification increases the morph's Durability by 50% while reducing its Movement Rate by half and modifying COO by '10.
Cost: [Expensive]
Source: Sunward Robotic

Fractal Digits

Description: The synthmorph has 'bush robot' digits that are capable of splitting into smaller digits, and those smaller digits into micro digits, and so on down to the micrometer scale, allowing for ultra-fine manipulation. Apply a +20 COO modifier where such fine manipulation is a factor (such as detailed repair work). The bot must have functioning nanoscopic vision (p. 311) to get this bonus.
Cost: [Moderate]
Source: CRB Robotic

Heavy Combat Armor

Description: The synthmorph's frame is loaded with armor that offers protection from heavy weapons for serious combat operations. This modification is bulky and noticeable; the bot frame is encased in a heavy-duty carapace. It increases the bot's built-in Armor to 16/16. The shell's mobility systems and power output are also enhanced to deal with the extra load.
Cost: [High]
Source: CRB Robotic

Hidden Compartment

Description: The shell has a concealed aperture for a shielded interior compartment, ideal for storing valuables or smuggling contraband. Apply a '30 modifier to detect this compartment either manually or with sensor scans.
Cost: [Low]
Source: CRB Robotic

Holographic Projector

Description: The morph has embedded and concealable projectors capable of projecting high-definition, ultrarealistic three-dimensional images and movies. From a distance (20+ meters), such holograms can be difficult to distinguish as fake, but up close they are easier to see for what they are (+20 Perception Test modifier). Holograms do not appear in wavelengths other than visual light, and so are easily identified by anyone with enhanced vision.
Cost: [Low]
Source: Transhuman Robotic

Hopper

Description: Hoppers have two or more legs designed to propel the morph forward or up, much like a frog or grasshopper.
Cost: [Moderate]
Source: CRB Robotic

Hovercraft

Description: The shell uses an impeller to blast a cushion of high-pressure air off the surface below, repelling the frame off the ground (modern hovercraft do not use rubber skirts). Most hovercraft travel a meter or so above the ground, but can temporarily levitate themselves higher for short periods.
Cost: [Low]
Source: CRB Robotic

Industrial Armor

Description: The shell is equipped with protection against collisions, extreme weather, industrial accidents, and similar wear-and-tear. Increase the bot's built-in Armor rating to 10/10.
Cost: [Moderate]
Source: CRB Robotic

Internal Rocket

Description: This miniature metallic hydrogen rocket is specifically designed for low thrust. It provides an acceleration of up to 0.25 g, allowing the morph to take off and land on all moons and other small bodies in the solar system. This engine can operate for a total of one and a half hours before it requires refueling. Both the sundiver (p. 164, Sunward) and courier (p. 185, Rimward) are considered to have this enhancement.
Cost: [Moderate]
Source: Transhuman Robotic

Invisibility

Description: This enhancement works much like the invisibility cloak (p. 316, EP). The shell is completely sealed within a layer of metamaterials with a negative refractive index, making it invisible to the microwave and ultraviolet wavelengths and everything in between. This modification can only be applied to shells on which the entire outer surface can be coated (ionic, roller, snake, thrust vector, walker, wheeled, winged). At the gamemaster's discretion, this enhancement may not be applied to certain shells due to their configuration. Shells with this enhancement are effectively blinded, as they cannot use visual sensors (though they can view via meshed remote sensors), though they can also create temporary 'windows' as with invisibility cloaks. This mod is not compatible with the radar absorbent, reduced signature, or radar invisibility mods.
Cost: [Expensive]
Source: Panopticon Robotic

Ionic

Description: The shell uses principles of magnetohydrodynamics to levitate and fly, by ionizing surrounding air into plasma to create lift and momentum. The shell is also spun for stability. This system does not work in vacuum, but an underwater version uses the same mechanics for propulsion in liquid environments.
Cost: [High]
Source: CRB Robotic

Lidar

Description: This sensor emits laser light and measures the reflections to judge range, speed, and image the target. See Using Enhanced Senses, p. 302.
Cost: [Low]
Source: CRB Robotic

Light Combat Armor

Description: The synthmorph's frame is protected by armor designed for policing and security duties. This increases the bot's built-in Armor to 14/12.
Cost: [Moderate]
Source: CRB Robotic

Magnetic System

Description: A magnetic system allows the shell to cling to most ferrous materials. This enables the character to walk in zero-G situations by magnetically adhering surfaces, hang upside down, and hold onto devices without letting them drop or drift away. The shell receives a +30 modifier whenever maintaining a magnetic hold on something.
Cost: [Low]
Source: CRB Robotic

Microlight

Description: Popular in low-grav and microgravity environments, microlights encompass several types of ultralight or lighter-than-air systems, such as powered paragliders, autogyros, balloons, aerostats, and blimps. These systems do not work in vacuum.
Cost: [Low]
Source: CRB Robotic

Modular Design

Description: This shell is designed to lock together with similar modular morphs in different architectural patterns to create larger gestalt forms. When united with other modules, the group is treated as a single unit/morph, with shared capabilities. If damaged and then separated, damage and wounds are distributed evenly between modules; uneven amounts are allocated randomly. The exact capabilities of different shapes depends on the composition, and is largely left in the gamemaster's hands.
Cost: [High]
Source: CRB Robotic

Nanoscopic Vision

Description: The shell's visual sensors can focus like a microscope, using advanced superlens techniques to beat the optical diffraction limit and image objects as small as a nanometer. This allows the character to view and analyze objects as small as blood cells and even individual nanobots. The synthmorph must stay relatively steady to view objects at this scale.
Cost: [Moderate]
Source: CRB Robotic

Pneumatic Limbs

Description: The limbs are equipped with pneumatic cylinder systems that can generate up to 7,000 newtons of force. This allows the shell to push off and make impressive jumps (a synth of human size/weight can leap over 2 meters up). Apply a +20 to Freerunning Tests. A pneumatic limb used to strike an opponent in unarmed combat inflicts an extra 1d10 damage.
Cost: [Low]
Source: CRB Robotic

Radar Absorbent

Description: The shell is constructed with materials that either pass, absorb, or trap radar and terahertz waves, reducing its sensor signature. Though sensor processing has improved significantly, radar absorbent materials can still provide some protection from detection. Apply a -20 modifier to detect the shell with radar and terahertz frequencies. This mod is compatible with the reduced signature mod.
Cost: [Moderate]
Source: Panopticon Robotic

Reduced Signature

Description: This shell has been structurally modified to provide a much smaller radar cross-section. Shells with this modification have a very obvious streamlined, rounded and/or angular look, with no bulky pods or modules. External engines are instead incorporated into the frame. This enhancement is normally only applied to winged, rotorcraft, ionic, or thrust vector shells; apply a -30 modifier to detect these shells with radar and terahertz frequencies. For all other shells, a -10 modifier is applied. This modifier may not be applied to hoppers, tracked shells, or walkers while they are moving, as their mobility systems negate the advantage. The modifier from this enhancement is cumulative with the radar absorbent enhancement.
Cost: [High]
Source: Panopticon Robotic

Retracting/Telescoping Limbs

Description: The shell's limbs can either be retracted completely inside it's frame and/or extended for extra length (usually up to 1 or 2 meters extra). Telescoping limbs may give the shell a reach advantage in melee combat (p. 204).
Cost: [Low]
Source: CRB Robotic

Roller

Description: Only for circular shells, this system allows the synthmorph to roll like a ball. The shell rolls around an interior axle, propelled by a motor-driven pendulum.
Cost: [Moderate]
Source: CRB Robotic

Rotorcraft

Description: Rotating blades create lift, allowing the shell to move and hover like a helicopter. Most models use tilt-rotors or tilt-wings so that the rotorblades may be moved forward (for faster propellerlike propulsion) and for better maneuverability in zero-G. This system does not work in vacuum.
Cost: [Low]
Source: CRB Robotic

Shape Adjusting

Description: This shell is made from smart materials that allow it to alter its shape, altering its height, width, circumference, and external features, while retaining the same mass. This modification is typically employed to reshape the morph into special configurations adapted to specific tasks (for example, lengthening to crawl through a tunnel, widening its base for stability, expanding to reach out and attach to multiple access point simultaneously, and so on). This mod also allows the morph to change its features for disguise purposes; apply a +30 modifier to Disguise Tests.
Cost: [High]
Source: CRB Robotic

Smart Swarm

Description: The modular drones in this swarm are capable of forming shapes. A standard swarm can form a 1-meter tall body or base with up to 4 half-meter limbs. These limbs can engage in very limited physical activity and tool use. They are considered to have an aptitude maximum of 5 for COO, REF, and SOM. For strength/size-related options (p. 96), their Durability is halved. Any skill use involving leverage, strength, or fine dexterity suffers a -30 modifier or may not be possible (gamemaster discretion). Shaped swarms can manipulate gear that is small in size (see Gear Sizes, p. 297, EP) or smaller without penalty. They suffer a -30 modifier for manipulating medium-sized gear and cannot use larger gear. Shapes can be targeted in combat, though they usually gain the Small Size advantage (p. 95). A shaped swarm takes normal physical damage rather than following the combat rules for nanoswarms.
Cost: [High]
Source: Transhuman Robotic

Snake

Description: Commonly used by slitheroids, these shells use lateral undulation, flexing their body from left to right and waving their frame forward. Such shells may also use sidewinding or a concertina motion (straightening forward, then retracting the rear) to move. They also featured gyroscope stabilization so that they may circle into a hoop and roll like a wheel.
Cost: [Moderate]
Source: CRB Robotic

Structural Enhancement

Description: This modification bolsters the shell's structural integrity, boosting its ability to take damage. Increase Durability by 10 and Wound Threshold by 2.
Cost: [Moderate]
Source: CRB Robotic

Submarine

Description: Designed for undersea mobility, submarine shells use propellers or pumpjets to push through water.
Cost: [Moderate]
Source: CRB Robotic

Swarm Composition

Description: The shell is not a single unit but a swarm of hundreds of insect-sized robotic microdrones. Each individual 'bug' is capable of crawling, rolling, hopping several meters, or using nanocopter fan blades for airlift. The cyberbrain, sensor systems, and implants are distributed throughout the swarm. Though the swarm can 'meld' together into a roughly child-sized shape, the swarm is incapable of tackling physical tasks like grabbing, lifting, or holding as a unit. Individual bugs, however, are quite capable of interfacing with electronics. Swarms cannot carry most gear or wear armor, and may not make strength-based SOM-linked skill tests. For combat purposes, use the same rules as given for nanoswarms (p. 328). Damage and wounds are reflected as damaged/massacred bugs. The swarm may be 'healed' by manufacturing more bugs.
Cost: [High]
Source: CRB Robotic

Synthetic Mask

Description: The synthmorph is equipped with a realistic outer casing of faux-skin and carefully sculpted to pass as a biomorph (perhaps even a particular person). The morph can cry, spit, have sex, and will even bleed if cut. Only a detailed physical examination or a radar, terahertz, or x-ray scan will detect the synthmorph's true nature, and even then such exams/scans suffer a '30 modifier.
Cost: [Moderate]
Source: CRB Robotic

Thrust Vector

Description: These shells use either turbofans or turbojets to create atmospheric lift with a set of wings. The engines may be maneuvered to point and generate thrust in different directions for vertical takeoffs/landings and better maneuverability in zero-G.
Cost: [Moderate]
Source: CRB Robotic

Tracked

Description: Tracked shells use smart rotating treads to work their way across surfaces that would bog down other ground vehicles. They can prop themselves up in order to overcome taller obstacles or to lay themselves down to bridge across a ditch or crevice.
Cost: [Low]
Source: CRB Robotic

Walker

Description: Walkers use two or more limbs to walk or crawl across a surface. Many use grip pads (p. 305) or magnetic systems (p. 311) to stick to surfaces.
Cost: [Low]
Source: CRB Robotic

Weapon Mount

Description: The shell carries a built-in (or builton) weapon. This weapon mount may be either internal (concealed, only weapons small in relation to the shell may fit, '30 to Perception Tests to detect) or external (visible). It may be fixed (one direction only), swiveling (limited field of fire), or on an articulated mount (all directions).
Cost: [Low; Moderate for concealed/articulated]
Source: CRB Robotic

Wheeled

Description: Most wheeled shells feature smart spokes that allow the wheels to conform their shape to obstacles and even climb stairs. Some low-grav shells feature puncture-resistant and self-repairing compressed-gas tires.
Cost: [Low]
Source: CRB Robotic

Winged

Description: Primarily used by smaller shells, this system of four independently controlled wings allows the shell to hover or move rapidly in any direction.
Cost: [Low]
Source: CRB Robotic
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