got reminded today that I made some weird little uplift and uplift-adjacent morphs for EP2e when I was running a game in it a while back and I still think they're really neat. so without further ado: The Chiromorph, Neo-Hive, and Neo-Rat. Some of these descriptions mention or allude to original characters and events in that old game but they're plenty usable without x)
Chiromorph (Biomorph)
This morph resembles an incredibly large vampire bat. It's more often found on the market as a pod morph, but their original designer (Serena Chiropt) was able to stitch together a surprisingly stable genome that mixed neo-avian, chiroptera, and even some neo-hominid DNA, allowing them to be grown as full biomorphs.
Cost: 3 MP - Avail: 25
WT: 7 - DUR: 35 - DR: 53
Insight 0 Moxie 1 Vigor 2 Flex 0
Movement Rate: Walker 4/12, Winged 4/20
Ware: Biomods, Claws, Cortical Stack, Enhanced Hearing, Enhanced Smell, Immunizers, Mesh Inserts, Prehensile Feet, Sonar, Wings
Morph Traits: Exotic Morphology (Level 2), Non-Human Biochemistry (Level 1)
Notes: Fangs/Claw Attack (DV 2d6), Small size [>227]
Neo-Hive (Uplift Biomorph)
Neo-hive are a cutting-edge, experimental project in the science of uplifts led by a potentially-deranged scientist in the Martian outback. Inspired by the distributed intelligence of swarmanoids and the pheremonal communication of the mysterious "Factor dust", they consist of swarms of transgenic wasps, bees, and winged ants whose scent-based communication is enhanced by radio and laser communication. The result is a "hive mind", a consensus intelligence that is thus far bizarre and alien to transhumanity.
Though studies into these hive minds are still ongoing, a prototype pod-like version of this morph, utilizing a distributed cyberbrain (Biomorphs With Cyberbrains [>55]), is actively being tested for release.
Neo-hives follow swarm rules [>344], being considered one swarm unit. They can be replenished from a heavily modified type of nanofabber with some technology in common with an exowomb. Other than the difficulty of procuring one pre-built, this nanofabber can be treated as a specialized hive.
Despite being biomorphs, neo-hives can install injector and jaws hardware as if it were bioware. They may be able to use other swarm-specific hardware, at the GM's discretion.
Cost: 2 MP - Avail: 5
WT: -- - DUR: 25 - DR: 38
Insight 2 Moxie 1 Vigor 2 Flex 1
Movement Rate: Hopper 4/12, Walker 2/8, Winged 8/32
Ware: 360-Degree Vision, Biomods, Cortical Stack, Enhanced Pheromones, Enhanced Smell, Enhanced Vision, Grip Pads, Mesh Inserts
Morph Traits: Exotic Morphology (Level 3), Non-Human Biochemistry (Level 2)
Notes: Swarm Sting (DV 1d6, ignores armor, blinding), comes with specialized hive (see above)
Common Extras: Injector, Jaws, Poison Glands
Neo-Rat (Uplift Biomorph)
Similar to neo-avians, neo-rats are derived from fancy and laboratory rats grown to a much larger size and great intelligence. Transgenic modifications alter their posture to make a bipedal stance comfortable for long periods and add opposable thumbs to their already-dextrous hands, as well as human-like vocal cords and greater longevity. Their color vision has been corrected to be on par with a biomodded human morph.
They are well adapted for microgravity and cramped conditions, making them a natural fit for habitats and scum swarms.
Cost: 1 MP - Avail: 50
WT: 6 - DUR: 30 - DR: 45
Insight 0 Moxie 1 Vigor 0 Flex 2
Movement Rate: Walker 4/12
Ware: Biomods, Cortical Stack, Enhanced Hearing, Enhanced Smell, Grip Pads, Mesh Inserts, Prehensile Tail
Morph Traits: Exotic Morphology (Level 2), Non-Human Biochemistry (Level 1)
Notes: Small size [>227]
Common Extras: Claws, Digestive Symbiotes, Hibernation, Toxin Filters