Morphs

Biomorphs

Flats

Implants: None
Characteristic Maximum: 20
Characteristics: BODY 10, REC 4, PD 2, ED 2, END 20, STUN 20, SPD 2
Disadvantages:
 None (Genetic Defects trait common)
CP Cost: 10
Credit Cost: High

Splicers

Implants: Basic Biomods (15 pts), Basic Mesh Inserts (25 pts), Cortical Stack (5 pts)
Characteristic Maximum: 25
Characteristics: BODY 10, REC 5, PD 3, ED 3, END 25, STUN 22, SPD 2
Advantages:
 +5 points to a characteristic of choice
CP Cost: 60
Credit Cost: High

Exalts

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Characteristic Maximum: 30
Characteristics: BODY 12, REC 6, PD 4, ED 4, END 25, STUN 22, SPD 2
Advantages: +5 INT, +5 points to three other characteristics of the player’s choice
CP Cost: 80
Credit Cost: Expensive

Mentons

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist (10 pts), Math Boost
Characteristic Maximum: 30
Characteristics: BODY 12, REC 6, PD 4, ED 4, END 25, STUN 26, SPD 2
Advantages:
 +10 INT, +1 PER, +2 Lightning Reflexes, +5 EGO, +5 points to one other characteristic of the player’s choice
CP Cost: 110
Credit Cost: Expensive

Olympians

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack (45 pts)
Characteristic Maximum: 30
Characteristics: BODY 14, REC 8, PD 6, ED 6, END 40, STUN 30, SPD 2
Advantages:
 +5 DEX, +1 DCV, +10 STR, +10 CON, +5 points to one other characteristic of the player’s choice
CP Cost: 120
Credit Cost: Expensive

Sylphs

Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones (Striking Appearance 2pts)
Characteristic Maximum: 30
Characteristics: BODY 12, REC 6, PD 4, ED 4, END 25, STUN 22, SPD 2
Advantages:
 Striking Looks (Level 1) trait, +5 DEX, +10 PRE, +5 points to one other characteristic of the player’s choice
CP Cost: 95
Credit Cost: Expensive

Bouncers

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads (Clinging 10 pts), Oxygen Reserve (11 pts), Prehensile Feet (+2 pts to Limber)
Characteristic Maximum: 30
Characteristics: BODY 12, REC 6, PD 4, ED 4, END 25, STUN 26, SPD 2
Advantages:
 Limber (Level 1) trait, +5 DEX, +5 STR, +5 CON, +5 points to one other characteristic of the player’s choice
CP Cost: 125
Credit Cost: Expensive

Furies

Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light) (2 rPD, 1 rED; 6 pts), Cortical Stack, Enhanced Vision (37 pts), Neurachem (Level 1) 20 pts, Toxin Filters 5pts; 113pts
Characteristic Maximum: 30; 10 pts
Speed Modifier: +2 SPD (neurachem)
Characteristics: BODY 16, REC 10, PD 8, ED 8, END 60, STUN 40, SPD 2 (4 total); 42 pts
Advantages: +5 DEX, +1 DCV, +10 STR, +10 CON, +5 EGO, +5 points to one other characteristic of the player’s choice; 45 pts
CP Cost: 210 
Credit Cost: Expensive (minimum 40,000+)

Futuras

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Emotional Dampers (7 pts); 57 pts
Characteristic Maximum: 30
Characteristics: BODY 12, REC 6, PD 4, ED 4, END 30, STUN 26, SPD 2; 13 pts
Advantages:
 +5 INT, +5 PRE, +10 EGO, +5 points to one other characteristic of the player’s choice
CP Cost: 105
Credit Cost: Expensive (exceptionally rare; 50,000+)

Ghosts

Implants: Adrenal Boost (10 pts), Basic Biomods, Basic Mesh Inserts, Chameleon Skin (10 pts), Cortical Stack, Enhanced Vision (37 pts), Grip Pads (10 pts)
Characteristic Maximum: 30
Characteristics: BODY 14, REC 10, PD 6, ED 6, END 35, STUN 36, SPD 2; 33 pts
Advantages: +10 DEX, +1 DCV, +5 STR, +5 CON, +5 EGO, +5 points to one other characteristic of the player’s choice; 45 pts
CP Cost: 200
Credit Cost: Expensive (minimum 40,000+)

Hibernoids

Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Cortical Stack, Hibernation
Characteristic Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Neotenics

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Characteristic Maximum: 20 (SOM), 30 (all else)
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 REF, +5 to one other aptitude of the player’s choice; neotenics count as a small target (–10 modifier to hit in combat)
Disadvantages: Social Stigma (Neotenic) trait
CP Cost: 25
Credit Cost: Expensive

Remades

Implants: Basic Biomods, Basic Mesh Inserts, Circadian Regulation, Clean Metabolism, Cortical Stack, Eidetic Memory, Enhanced Respiration, Temperature Tolerance, Toxin Filters
Characteristic Maximum: 40
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two other aptitudes of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 60
Credit Cost: Expensive (minimum 40,000+)

Rusters

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance
Characteristic Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Neo-Avians

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Characteristic Maximum: 25 (20 SOM)
Durability: 20
Wound Threshold: 4
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive

Neo-Hominids

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Characteristic Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +10 Climbing skill
CP Cost: 25
Credit Cost: Expensive

Octomorphs

Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack
Characteristic Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: 8 Arms, Beak Attack (1d10 DV, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Pod Morphs

Pleasure Pods

Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Cyberbrain, Enhanced Pheromones, Mnemonic Augmentation, Puppet Sock, Sex Switch
Characteristic Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +5 INT, +5 SAV, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pleasure Pod) trait
CP Cost: 20
Credit Cost: High

Worker Pods

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Characteristic Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 20
Credit Cost: High

Novacrabs

Implants: Basic Biomods, Basic Mesh Inserts, Carapace Armor, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Vacuum Sealing
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 10 legs, Carapace Armor (11/11), Claw Attack (DV 2d10), +10 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 60
Credit Cost: Expensive (minimum 30,000+)

Synthetic Morphs

Cases

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/16)
Characteristic Maximum: 20
Durability: 20
Wound Threshold: 4
Advantages: Armor (4/4)
Disadvantages: –5 to one chosen aptitude, Lemon trait, Social Stigma (Clanking Masses) trait
CP Cost: 5
Credit Cost: Moderate

Synths

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/20)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice, Armor 6/6
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 30
Credit Cost: High

Arachnoids

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar
Mobility System: Walker (4/24), Thrust Vector (8/40)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, Armor 8/8
CP Cost: 45
Credit Cost: Expensive (minimum 40,000+)

Dragonflies

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Winged (8/32)
Characteristic Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Flight, +5 REF, Armor (2/2)
CP Cost: 20
Credit Cost: High

Flexbots

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Fractal Digits, Mnemonic Augmentation, Modular Design, Shape Adjusting
Mobility System: Walker (4/16), Hover (8/40)
Characteristic Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: Armor 4/4
CP Cost: 20
Credit Cost: Expensive (minimum 30,000+

Reapers

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, Reflex Booster, Shape Adjusting, Structural Enhancement, T-Ray Emitter, Weapon Mount (Articulated, 4)
Mobility System: Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)
Characteristic Maximum: 40
Speed Modifier: +1 (Reflex Booster)
Durability: 50 (60 with Structural Enhancement)
Wound Threshold: 10 (12 w/Structural Enhancement)
Advantages: 4 Limbs, +5 COO, +10 REF (+20 with Ref ex Booster), +10 SOM, Armor 16/16
CP Cost: 100
Credit Cost: Expensive (minimum 50,000+)

Slitheroids

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic Augmentation
Mobility System: Snake (4/16; 8/32 rolling)
Characteristic Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +5 COO, +5 SOM, +5 to one other aptitude of the player’s choice, Armor 8/8
CP Cost: 40
Credit Cost: Expensive

Swarmanoids

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Swarm Composition
Mobility System: Walker (2/8), Hopper (4/20), Rotor (4/32)
Characteristic Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: See Swarm Composition (p. 311)
Disadvantages: See Swarm Composition (p. 311)
CP Cost: 25
Credit Cost: Expensive

Infomorphs

Enhancements: Mnemonic Augmentation
Characteristic Maximum: 40
Speed Modifier: +2
Disadvantages: No physical form
CP Cost: 0
Credit Cost: 0

Sunward Biomorphs

Lunar Fliers

Implants: Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Vision, Wings
Characteristic Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Flight (Movement Rate 8/40), +5 COG, +5 COO, +5 to two other aptitudes of the player’s choice
CP Cost: 35
Credit Cost: Expensive

Martian Alpiners

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Grip Pads, Low Pressure Tolerance, Oxygen Reserve, Respirocytes, Temperature Tolerance (Improved Cold)
Characteristic Maximum: 25
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +10 Climbing skill
Disadvantages: Fast Metabolism trait, Planned Obsolescence trait
CP Cost: 30
Credit Cost: Expensive

Neanderthals

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COG, +5 INT, +10 SOM, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Rusters (Martian Morph Obsolescence optional rule)

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Temperature Tolerance
Characteristic Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: Planned Obsolescence trait
CP Cost: 20
Credit Cost: High

Salamanders

Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Coronal Adaptation, Cortical Stack, Enhanced Vision, Gas Jet System, Medichines, Oxygen Reserve, Prehensile Feet, Vacuum Sealing
Characteristic Maximum: 30
Durability: 60
Wound Threshold: 12
Advantages: Limber (Level 1) trait, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Suryas

Implants: Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Coronal Adaptation, Cortical Stack, Enhanced Hearing, Enhanced Vision, Lateral Line, Medichines, Vacuum Sealing
Characteristic Maximum: 30
Durability: 100
Wound Threshold: 20
Advantages: +10 COO, +5 REF, +5 SOM, +10 Free Fall skill
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Venusian Gliders

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Enhanced Vision, Gliding Membranes, Grip Pads, Prehensile Feet, Respirocytes
Characteristic Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: Limber (Level 1) trait, +5 REF, +5 SOM, +5 to two other aptitudes of the player’s choice
CP Cost: 40
Credit Cost: Expensive

Sunward Synthetic Morphs

Q-Morphs

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Vision, Extreme Heat Shielding, Extreme Pressure Adaptation, Mnemonic Augmentation, Radar, T-Ray Emitter, Wrist Mounted Tools
Mobility System: Walker (2/4)
Characteristic Maximum: 30
Durability: 120
Wound Threshold: 24
Advantages: 8 limbs, Claw Attack (DV 2d10), +10 SOM, +5 to one other aptitude of the player’s choice
Disadvantages: -5 COO, only works on the Venusian surface or in similar hot and high pressure environments
CP Cost: 100
Credit Cost: Expensive (minimum 60,000+)

Steel Morphs

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation
Mobility System: Walker (4/20)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)

Steel Morphs (Masked Variant)

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Synthetic Mask
Mobility System: Walker (4/20)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8
CP Cost: 55
Credit Cost: Expensive (minimum 30,000+)

Steel Morphs (Liquid Silver Variant)

Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, Shape Adjusting, Skinflex, Wrist Mounted Tools
Mobility System: Walker (4/20)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +10 SOM, +5 COG, +5 to three other aptitudes of the player’s choice, Armor 8/8
Disadvantages: Social Stigma (Clanking Masses) trait, Uncanny Valley trait
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Sundivers

Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Coronal Adaptation, Cortical Stack, Cyberbrain, Enhanced Vision, Heavy Combat Armor, Mnemonic Augmentation, Radar, Reflex Booster
Mobility System: Thrust Vector (12/60)
Characteristic Maximum: 30
Speed Modifier: +1 (Reflex Booster)
Durability: 120
Wound Threshold: 24
Advantages: +5 COO, +10 REF (+20 with Reflex Booster), Armor 16/16
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Gatecrashing Biomorphs

Aquanaut

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Respiration, Gills, Sonar, Swim bladder, Temperature Tolerance (Improved Cold), Toxin Filters
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, +5 to one other aptitude, +10 Swimming skill
CP Cost: 50
Credit Cost: Expensive

Crasher

Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Directional Sense, Eidetic Memory, Enhanced Respiration, Enhanced Vision, Grip Pads, Hibernation, Medichines, Oxygen Reserve, Toxin Filters, Vacuum Sealing
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Bioweave Armor (Light) (2/3), +5 COG, +10 Som, +5 to three other aptitudes
CP Cost: 70
Credit Cost: Expensive (minimum 40,000+)

Dvergr

Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, High-G Adaptation
Characteristic Maximum: 35 (40 SOM)
Durability: 45 (includes implant bonuses)
Wound Threshold: 9
Advantages: +15 SOM (includes implant bonuses)
CP Cost: 50
Credit Cost: Expensive

Gatecrashing Podmorphs

Digger

Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digging Claws, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Wrist-Mounted Tools
Characteristic Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one aptitude
Disadvantages: Social Stigma (Pod)
CP Cost: 30
Credit Cost: Expensive

RipWing

Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Mnemominc Augmentation, Prehensile Feet, Puppet Sock, Wings
Characteristic Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed Combat skill), Flight, +5 COO, +5 INT, +5 REF
Disadvantages: Social Stigma (Neogenetic), Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive (minimum 30,000+)

Scurrier

Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Gliding Membrane, Mnemonic Augmentation, Prehensile Tail, Puppet Sock
Characteristic Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 SAV, +10 COO, 6 Limbs, Limber (Level 1), +10 Climbing Skill, +10 Free Running Skill, counts as a small target (-10 to hit)
Disadvantages: Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive

Whiplash

Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Tendril Attack (use Unarmed Combat skill, 1d10 + SOM/10 DV, +10 to disarming called shots) +5 COO, +10 SOM, +5 to two other aptitudes
Disadvantages: Alien Biochemistry, Social Stigma (Alien), Social Stigma (Pod)
CP Cost: 50
Credit Cost: Expensive (rare; minimum 50,000+)

Gatecrashing Synthmorphs

Kite

Enhancements: Access Jacks, Anti-Glare, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Lidar, Mnemonic Augmentation, Radar, Shape Adjusting, T-Ray Emitter
Mobility System (Movement Rate): Ionic (12/40), Thrust Vector (8/40), Walker (2/8), Winged (8/32)
Characteristic Maximum: 25
Durability: 40
Wound Threshold: 4
Advantages: Flight, +5 to one aptitude, Armor (2/2), Counts as a small target (-10 to hit)
CP Cost: 30
Credit Cost: High

Spare

Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Extra Limbs (3 Arms / 3 Legs), Grip Pads, Mnemonic Augmentation, Puppet Sock
Mobility System (Movement Rate): Walker (2/8)
Characteristic Maximum: 20
Durability: 15
Wound Threshold: 3
Advantages: Armor (2/2), Counts as a small target (-10 to hit)
CP Cost: 5
Credit Cost: Moderate

Xu Fu

Enhancements: 360* Vision, Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Direction Sense, ,Echolocation, Electrical Sense, Enhanced Hearing, Enhanced Vision, Extra Limbs (3 Arms / 6 Legs), Grip Pads, Lidar, Mnemonic Augmentation, Radar, Puppet Sock, Radiation Sense, Telescoping Limbs (Legs, 1 Arm), T-Ray Emitter
Mobility System (Movement Rate): Walker (2/8), Wheeled (4/32)
Characteristic Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 SOM, Armor (8/8)
CP Cost: 60
Credit Cost: Expensive (minimum 50,000+)