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Eclipse phase conversion for Strands of Fate

skywalcott

skywalcott
Hey gamers im slowly working on a conversion for Eclipse phase to Strands of Fate, I love the Eclipse Phase setting and love the Strands of Fate game system.
Ill be posting some of my work on here to see what you guys think,.
Please god if any of you see this stuff and have already done it tell me to stop right away and send me your work so i can stop converting and start playing.
these are some of the Eclipse phase morphs modified for Strands of Fate.
The implants are going to be converted to the various power advantages found in Strands.


(SoF) EP morphs.

BIOMORPHS
Biomorphs are fully biological sleeves (usually
equipped with implants), birthed naturally or in anexowomb, and grown to adulthood either naturally
or at a slightly accelerated rate.

FLATS
Flats are baseline unmodified humans, born with all
of the natural defects, hereditary diseases, and other
genetic mutations that evolution so lovingly applies.
Flats are increasingly rare—most died off with the rest
of humanity during the Fall. Most new children are
splicers—screened and genefixed at the least—except
in habitats where flats are treated as second-class citizens
and indentured labor.
Implants: None

Sleeve Aspects: " Baseline unmodified human"

Specialty Aspects: Genetic Defects (Endurance)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength:2.
Credit Cost: High

SPLICERS
Splicers are genefixed humans. Their genome has
been cleansed of hereditary diseases and optimized
for looks and health, but has not otherwise been
substantially upgraded. Splicers make up the majority
of transhumanity.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack

Sleeve Aspects: "Genefixed Human"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength: 2, +1 to any one physical ability.
Credit Cost: High

EXALTS
Exalt morphs are genetically-enhanced humans, designed
to emphasize specific traits. Their genetic code
has been tweaked to make them healthier, smarter,
and more attractive. Their metabolism is modified to
predispose them towards staying fit and athletic for
the duration of an extended lifespan.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack

Sleeve Aspects: "Genetically-enhanced human"

Specialty Aspects: Genefixed (Endurance), Attractive (Persuasion).

Physical Abilities: Agility: 2, Endurance: 2, Perception:2, Strength: 2, +1 to any two physical abilities.
Credit Cost: Expensive

MENTONS
Mentons are genetically modified to increase cognitive
abilities, particularly learning ability, creativity,
attentiveness, and memory. Rumors exist of superenhanced
mentons with more extreme intelligence
mods, but brain-hacking is notoriously difficult, and
many attempts to redesign mental faculties result in
impaired functioning, instability, or insanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Eidetic Memory, Hyper-Linguist, Math Boost

Sleeve Aspects: " genetically-modified cognitive abilities"

Specialty Aspects: Genefixed (endurance)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength: 2, +1 to reasoning/knowledge/craft abilities.
Credit Cost: Expensive

OLYMPIANS
Olympians are human upgrades with improved
athletic capabilities like endurance, eye-hand coordination,
and cardio-vascular functions. Olympians
are common among athletes, dancers, freerunners,
and soldiers.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack

Sleeve Aspects: " Human-upgrade"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 2, Endurance: 3, Perception: 2, Strength: 2, +1 to any two physical abilities.
Credit Cost: Expensive

SYLPHS
Sylph morphs are tailor-made for media icons, elite
socialites, XP stars, models, and narcissists. Sylph
gene sequences are specifically designed for distinctive
good looks. Ethereal and elfin features are
common, with slim and lithe bodies. Their metabolism
has also been sanitized to eliminate unpleasant
bodily odors and their pheromones adjusted for
universal appeal.
Implants: Basic Biomods, Basic Mesh Inserts, Clean
Metabolism, Cortical Stack, Enhanced Pheromones

Sleeve Aspects: "Tailor made for media icons"

Specialty Aspects: Genefixed (Endurance), "Gorgeous (Persuasion)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength: 2

Advantages: Striking Looks (Level 1) trait
Credit Cost: Expensive

BOUNCERS
Bouncers are humans genetically adapted for zero-G
and microgravity environments. Their legs are more
limber, and their feet can grasp as well as their hands.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Grip Pads, Oxygen Reserve, Prehensile Feet

Sleeve Aspects: "Genetically adapted for zero-g"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 3, Endurance: 2, Perception: 2, Strength: 2, +1 on any one physical ability.

Advantages: Limber (Level 1) trait
Credit Cost: Expensive

FURIES
Furies are combat morphs. These transgenic human
upgrades feature genetics tailored for endurance,
strength, and reflexes, as well as behavioral modifications
for aggressiveness and cunning. To offset tendencies
for unruliness and macho behavior patterns, furies
feature gene sequences promoting pack mentalities and
cooperation, and they tend to be biologically female.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave
Armor (Light), Cortical Stack, Enhanced
Vision, Neurachem (Level 1), Toxin Filters

Sleeve Aspects: "Human upgrade designed for combat"

Specialty Aspects: Genefixed ( Endurance)

Physical Abilities: Agility: 3, Endurance: 3, Perception 2, Strength: 2, +1 to any one physical ability.
Credit Cost: Expensive

FUTURAS
An exalt variant, futura morphs were specially crafted
for the “Lost generation.” Tailor-made for accelerated
growth and adjusted for con dence, self-reliance,
and adaptability, futuras were intended to help transhumanity
regain its foothold. These programs proved
disastrous and the line was discontinued, but some
models remain, viewed by some with distaste and
others as collectibles or exotic oddities.

Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Eidetic Memory, Emotional Dampers

Sleeve Aspects: " Exalt varient futura morph"

Specialty Aspects: Genefixed (endurance)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength:2, +1 to any two physical abilities.
Credit Cost: Expensive (exceptionally rare)

GHOSTS
Ghosts are partially designed for combat applications,
but their primary focus is stealth and in ltration.
Their genetic pro le encourages speed, agility, and
re exes, and their minds are modi ed for patience and
problem-solving.

Implants: Basic Biomods, Basic Mesh Inserts, Chameleon
Skin, Cortical Stack, Adrenal Boost, Enhanced
Vision, Grip Pads

Sleeve Aspects: " Designed for stealth and infiltration"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 3, Endurance: 2, Perception:3, Strength:2, +1 to reasoning and any one physical ability.
Credit Cost: Expensive

HIBERNOIDS
Hibernoids are transgenic-modified humans with
heavily-altered sleep patterns and metabolic processes.
Hibernoids have a decreased need for sleep, requiringonly 1-2 hours a day on average. They also have the
ability to trigger a form of voluntary hibernation,
effectively stopping their metabolism and need for
oxygen. Hibernoids make excellent long-duration
space travelers and habtechs, but these morphs are
also favored by personal aides and hypercapitalists
with non-stop lifestyles.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian
Regulation, Cortical Stack, Hibernation

Sleeve Aspects: " Designed for long duration space travel"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength:2
Credit Cost: Expensive

NEOTENICS
Neotenics are transhumans modified to retain a childlike
form. They are smaller, more agile, inquisitive,
and less resource-depleting, making them ideal for
habitat living and spacecraft. Some people find neotenic
sleeves distasteful, especially when employed in
certain media and sex work capacities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack

Sleeve Aspects: " Modified to retain child like form"

Specialty Aspects: Genefixed (Endurance), Social stigma "neotenic"(Persuasion)

Physical Abilities: Agility: 2, Endurance: 1, Perception: 2, Strength: 1
Credit Cost: Expensive

REMADE
The remade are completely redesigned humans:
humans 2.0. Their cardiovascular systems are stronger,
the digestive tract has been sanitized and restructured
to eliminate flaws, and they have otherwise been optimized
for good health, smarts, and longevity with numerous
transgenic mods. The remade are popular with
the ultimates faction. The remade look close to human,
but are different in very noticeable and sometimes eerie
ways: taller, lack of hair, slightly larger craniums, wider
eyes, smaller noses, smaller teeth, and elongated digits.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian
Regulation, Clean Metabolism, Cortical Stack,
Eidetic Memory, Enhanced Respiration, Temperature
Tolerance, Toxin Filters

Sleeve Aspects: " Human 2.0"

Specialty Aspects: Genefixed (Endurance), Uncanny valley(Persuasion)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength:2, +1 to reasoning and any two physical abilities.

UNCANNY VALLEY (Persuasion)
There is a point where synthetic human looks
become uncannily realistic and human-seeming, but they remain just different enough that their looks
seem creepy or even repulsive—a phenomenon called
the “uncanny valley". This does not
apply to interactions with xenomorphs or those with
the infolife or uplift backgrounds.

RUSTERS
Adapted for survival with minimum gear in the not yet-
terraformed Martian environment, these transgenic
morphs feature insulated skin for more effective thermoregulation
and respiratory system improvements to
require less oxygen and filter carbon dioxyde, among
other mods.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Enhanced Respiration, Temperature Tolerance

Sleeve Aspects: " Adapted for martian enviroment"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility:2, Endurance: 2, Perception: 2, Strength: 2,
Credit Cost: Expensive

NEO-AVIANS
Neo-avians include ravens, crows, and gray parrots
uplifted to human-level intelligence. Their physical
sizes are much larger than their non-uplifted cousins
(to the size of a human child), with larger heads
for their increased brain size. Numerous transgenic
modifications have been made to their wings, allowing
them to retain limited flight capabilities at 1 g,
but giving them a more bat-like physiology so they
can bend and fold better, and adding primitive digits
for basic tool manipulation. Their toes are also more
articulated and now accompanied with an opposable
thumb. Neo-avians have adapted well to microgravity
environments, and are favored for their small size and
reduced resource use.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack

Sleeve Aspects: "Neo-avian"

Specialty Aspects: Genefixed (Endurance)

Physical Abilities: Agility: 3, Endurance: 1, Perception:3, Strength:1

Advantages: Beak/Claw,Flight
Credit Cost: Expensive

NEO-HOMINIDS
Neo-hominids are uplifted chimpanzees, gorillas, and
orangutans. All feature enhanced intelligence and
bipedal frames.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack

Sleeve Aspects: "Neo- hominid"

Specialty Aspects: Genefixed (Endurance), Expert climber (Agility)

Physical Abilities: Agility: 3, Endurance: 2, Perception: 2, Strength: 3, +1 to any one physical ability.
Credit Cost: Expensive

OCTOMORPHS
These uplifted octopi sleeves have proven quite useful
in zero-gravity environments. They retain eight arms,their chameleon ability to change skin
color, ink sacs, and a sharp beak. They also
have increased cranial capacity and longevity,
can breathe both air and water, and lack a
skeletal structure so they can squeeze through tight
spaces. Octomorphs typically crawl along in zerogravity
using their arm suckers and expelling air for
propulsion and can even walk on two of their arms
in low gravity. Their eyes have been enhanced with
color vision, provide a 360-degree  eld of vision, and
they rotationally adjust to keep the slit-shaped pupil
aligned with “up.” A transgenic vocal system allows
them to speak.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Chameleon Skin

Sleeve Aspects: " Uplifted octopus"

Specialty Aspects: Genefixed (Endurance),

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength: 1,

Advantages: 8 Arms, Beak, Ink Attack (blinding),Limber (Level 2)
trait, 360-degree Vision.
Credit Cost: Expensive
 

skywalcott

skywalcott
Ive also done the synthetic morphs
(SoF) EP morphs.

SYNTHETIC MORPHS
Synthetic morphs are completely artificial/robotic.
They are usually operated by AIs or via remote control,
but the lack of available biomorphs after the
Fall meant that many infugees resorted to resleeving
in robotic shells, which were also cheaper, quicker to
manufacture, and more widely available. Nevertheless,
synthmorphs are viewed with disdain in many
habitats, an option that only the poor and desperate
accept to be sleeved in. Synthetic morphs are not
without with their advantages, however, and so are
commonly used for menial labor, heavy labor, habitat
construction, and security services.
All synthmorphs have the following advantages:

Lifeless Power advantage: Robot (P) (SoF) pg 143

• Lack of Biological Functions. Synthmorphs need
not be bothered with trivialities like breathing,
eating, defecating, aging, sleeping, or any similar
minor but crucial aspects of biological life.

• Pain Filter. Synthmorphs can filter out their
pain receptors, so that they are unhampered by
wounds or physical damage. All of there physical consequences are not persistant, ever.

• Immunity to Shock Weapons. Synthmorphs have
no nervous system to disrupt, and their optical
electronics are carefully shielded from interference.
Shock attacks may temporarily disrupt their
wireless radio communications, however, for the
duration of the attack.

• Environmental Durability. Synthmorphs are
built to withstand a wide range of environments,
from dusty Mars to the oceans of Europa to the
vacuum of space. They are unaffected by any but
the most extreme temperatures and atmospheric.

• Toughness. Synthetic shells are made to last—a
fact reflected in their and built-in Armor ratings. Their composition also makes
their physical strikes more damaging: apply a +2
WR modifier on unarmed attacks for human-sized
shells and larger.

CASE
Cases are extremely cheap, mass-produced robotic
shells intended to provide an affordable remorphing
option for the millions of infugees created by
the Fall. Though many varieties of case bot models
exist, they are uniformly regarded as shoddy and
inferior. Most case morphs are vaguely anthromorphic,
with a thin framework body, standing just
shorter than an average human, and suffer from
frequent malfunctions.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker

Sleeve Aspects: " Cheap, mass produced robotic shell"

Speciality Aspects: Robotic body (Endurance), Social stigma "clanking masses" (persuasion)

Physical abilities: Agility: 2, Endurance: 2, Perception: 2, Stregnth: 3

Advantages: Armor ( AR+1)

Disadvantages: , Lemon trait,This trait is only available for synthetic morphs.
This particular morph has some unfixable flaws. Once
per game session (preferably at a time that will maximize
drama or hilarity), the gamemaster can call for
the character to make a endurance Test. If the character fails, the morph
immediately suffers 1 consequence
resulting from some mechanical
failure, electrical glitch, or other breakdown.
This consequence may be repaired as normal.

Credit Cost: Moderate

SYNTH
Synths are anthromorphic robotic shells (androids
and gynoids). They are typically used for menial
labor jobs where pods are not as good of an option.
Cheaper than many other morphs, they are commonly
used for people who need a morph quickly
and cheaply or simply on a transient basis. Though
they look humanoid, synths are easily recognizable
as non-biological unless they have the synthetic mask
option.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker

Sleeve Aspects: " Athromorphic robotic shell"

Speciality Aspects: Robotic body (Endurance), Social stigma "clanking masses"(persuasion), Uncanny Valley (Persuasion)

Physical Abilities: Agility: 2, Endurance: 2, Perception: 2, Strength: 3, +1 to any one physical ability.


Advantages: Armor (AR+2)

UNCANNY VALLEY (Persuasion)
There is a point where synthetic human looks
become uncannily realistic and human-seeming, but they remain just different enough that their looks
seem creepy or even repulsive—a phenomenon called
the “uncanny valley". This does not
apply to interactions with xenomorphs or those with
the infolife or uplift backgrounds.
Credit Cost: High

ARACHNOIDS
Arachnoid robotic shells are 1-meter in length, segmented
into two parts, with a smaller head, like a
spider or termite. They feature four pairs of 1.5-meterlong
retractable arms/legs, capable of rotating around
the axis of the body, with built-in hydraulics for
propelling the bot with small leaps. The manipulator
claws on each arm/leg can be switched out with
extendable mini-wheels for high-speed skating movement. A smaller pair of manipulator arms near
the head allows for closer handling and tool use. In
zero-G environments, arachnoids can retract their
arms/legs and maneuver with vectored air thrusters.
Enhancements: Access Jacks, Basic Mesh Inserts,
Cortical Stack, Cyberbrain, Enhanced Vision, Extra
Limbs (6 Arms/Legs), Lidar, Mnemonic Augmentation,
Pneumatic Limbs, Radar

Mobility System: Walker, Thrust Vector

Sleeve Aspects: " Arachnoid robotic shell "

Specialty Aspects: Robotic body (Endurance),

Physical Abilities: Agility: 2, Endurance: 3, Perception: 2, Strength: 2

Advantages: Armor (AR+3)

DRAGONFLY
The dragonfly robotic morph takes the shape of a
meter-long flexible shell with multiple wings and manipulator
arms. Capable of near-silent turbofan-aided
flight in Earth gravity, dragonfly bots fare even better
in microgravity.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Winged

Sleeve Aspects: " Dragonfly robotic shell"

Specialty Aspects: Robotic body (Endurance)

Physical Abilities: Agility: 3, Endurance: 2, Perception: 2, Strength: 0

Advantages: Flight, Armor (AR+1)

Credit Cost: High

FLEXBOTS
Designed for multi-purpose functions, flexbots can
transform their shells to suit a range of situations
and tasks. Their core frame consists of a half-dozen
interlocking and shape-adjustable modules capable
of auto-transforming into a variety of shapes: multilegged
walker, tentacle, hovercraft, and many others.
Each module features its own sensor units and “bush
robot” fractal-branching digits (each capable of breaking
into smaller digits, down to the micrometer scale,
allowing for ultra-fine manipulation). The flexbot
control computer is also distributed between modules.
Individual flexbots are only the size of a large dog, but
multiple flexbots can join together for larger mass
operations, even taking on heavy-duty tasks such as
demolition, excavation, manufacturing, robotics assembly,
and so on.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Fractal Digits, Mnemonic
Augmentation, Modular Design, Shape Adjusting
Mobility System: Walker , Hover

Sleeve Aspects: " Designed for multi-purpose functions"

Specialty Aspects: Robotic body (Endurance)

Physical Abilities: Agility: 2 Endurance: 3 Perception: 2, Strength: 2

Advantages: Armor (AR+1)

Credit Cost: Expensive

REAPER
The reaper is a common combat bot, used in place of
biomorph soldiers and typically operated via teleoperation
or by autonomous AI. The reaper’s core form
is an armored disc, so that it can turn and present a
thin profile to an enemy. It uses vector thrust nozzles
to maneuver in microgravity, and also takes advantage
of an ionic drive for fast movement over distance.
Four legs/manipulating arms and four weapon pods
are folded inside its frame. The reaper’s shell is made
of smart materials, allowing these limbs and weapon
mounts to extrude in any direction desired and even
to change shape and length. In gravity environments,
the reaper walks or hops on two or four of these limbs.
Reapers are infamous due to numerous war XPs, and
bringing one into most habitats will undoubtedly raise
eyebrows, if not get you arrested.
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, Re ex Booster, Shape Adjusting,
Structural Enhancement, T-Ray Emitter, Weapon
Mount (Articulated, 4)
Mobility System: Walker , Hopper , Ionic, Vectored Thrust

Sleeve Aspects: "Combat bot"

Specialty Aspects: Robotic body (Endurance)

Physical Abilities: Agility: 2 Endurance: 4 Perception: 2, Strength: 4,+1 to any one ability.

Advantages: 4 Limbs, Armor (AR+5)

Credit Cost: Expensive

SLITHEROIDS
Slitheroid bots are synthetic shells taking the form of
a 2-meter-long segmented metallic snake, with two retractable
arms for tool use. Snake bots can coil, twist,
and roll their bodies into a ball or hoop, moving either
by slithering, burrowing, rolling, or pulling themselves
along by their arms. The sensor suite and control computer
are housed in the head.
Enhancements: Access Jacks, Basic Mesh Inserts,
Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic
Augmentation
Mobility System: Snake , rolling

Sleeve Aspects:"Snake bot"

Specialty Aspects: Robotic body (Endurance)

Physical Abilities: Agility: 3 Endurance: 3 Perception: 2, Strength: 3

Advantages: Armor (AR+2)

Credit Cost: Expensive

SWARMANOID
The swarmanoid is not a single shell per se, but rather
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 controlling computer and
sensor systems 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 are quite capable of interfacing
with electronics.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation,
Swarm Composition
Mobility System: Walker , Hopper, Rotor

Sleeve Aspects:"Swarm of hundreds of insect-sized robotic microdrones"

Specialty Aspects: Robotic body (Endurance) , Swarm mobility (Agility)

Physical Abilities: Agility:2 Endurance: 3 Perception: 2, Strength: 2

Credit Cost: Expensive
 
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