ENTRY 095: Orcamorphs
Most of whale species were lost with the flight from Earth.
Transhumanity abandoned them in the blackening oceans, too massive to transport
up the gravity well, and transhumanity’s final scramble for the safety of space
was marked by the dying cetaceans that beached themselves en masse, giving the
scavengers one final feast as those cousins of the deep stared up at the
fleeing contrails. A few carried with them genetic material taken from captive
cetacean populations, but many of the grandest specimens—the sperm whale, the
blue whale—are lost species. Even with this material available, few whales have
been cloned since the Fall; without a habitat that can sustain them
indefinitely, there is no point in setting up a self-sustaining population.
The majority of whales that do remain in transhuman space
are orcamorphs: uplifted and heavily transgenetically modified biomorphs based
on the orca whale with neo-atavisms that recall some of the creatures’ distant
past as land-dwelling mammals such as functional front and hind limbs. While
small by comparison with true orca, the standard orcamorph is between two and
three meters long and one to two meters tall at the shoulder when on all fours;
the largest orcamorphs are thus severely restricted in the habitats they can
actually maneuver in, and their weight can cause significant health issues in
environments greater than 1 g. Orcamorphs retain their triangular teeth,
distinct black and white coloration, and a vestigial dorsal fin, and look very
much like stunted orca whales with thick, hippopotamus-like limbs, the foremost
pair of which ends with long-fingered hands. They are capable of a hunched
bipedal stature, but generally prefer to walk on all fours.
Orcas were considered prime subjects for uplift because of
their massive brains, with many transhumans considering them sentient even
before the neural hacks were applied. Now the orcamorphs enjoy a reputation as
some of the most innately intelligent biomorphs in the solar system, though
with significant drawbacks: orcamorphs enjoy a vastly increased “life of the
mind” and tend to daydreaming, attention deficit disorders, and a tendency to
withdraw from everyday life; nearly forty percent of the population display
some form of autism. Despite this tendency to get lost in their own heads,
orcamorphs are highly social and tend to form deep relationships with small
groups, and many feel the need to keep in close contact with their groupmates
at all times, either by physical proximity, infrasonic calls, or a Mesh feed.
Orcamorph Stats
Orcamorphs are biomorphs; moreover they are marine mammals
rather than fish, and observe the same requirements for food, oxygen, water,
etc.—just more of it than smaller folk! They do not normally possess gills and
cannot breathe underwater unaided, but can hold their breath for long periods
of time. Their natural echolocation is usually accomplished by clicking
vocalizations.
Implants: Access
Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Eidetic
Memory, Enhanced Respiration, Oxygen Reserve, Temperature Tolerance
Aptitude Maximum: 40
(35 SOM)
Durability: 60
Wound Threshold: 8
Advantages: Bite
Attack (1d10 DV, use Unarmed Combat Skill), +10 COG, +5 COO, +10 INT, +5 SOM,
+10 Swimming
Disadvantages: Orcamorphs
counts as a large target (+10 modifier to hit in combat)
CP Cost: 80
Credit Cost: Expensive
(minimum 45,000)
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