Beyond:Adaptations and Constraints
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Adaptations & Constraints
[edit]Morphotypes in Beyond are defined by Adaptations and Constraints. The GM chooses these when designing a Morphotype for use in their campaign.
- Adaptations are inherent advantages of a form—biological, mechanical, or otherwise.
- Constraints are the limitations imposed by that form.
These traits are broad, always in effect, and shape play continuously. They are not chosen by players, but granted by Morphotype.
When relevant, Adaptations and Constraints grant **Signal Dice** or **Noise Dice**, or modify Attribute limits.
Adaptations
[edit]| Adaptation | Effect |
|---|---|
| Additional Sense | The morphotype possesses a non-standard sense (sonar, EM, etc.). Gain +1 Signal Die on perception checks where this sense applies. May function in conditions where normal senses fail. |
| Aquatic | Can breathe and move freely in water. Gain +1 Signal Die to Athletics in aquatic environments. |
| Burrower | Can move through soft ground or similar material. Gain +1 Signal Die when navigating subterranean environments. |
| Climber | Exceptional ability to scale surfaces. Gain +1 Signal Die to climbing and vertical movement. |
| Distributed Cognition | No single point of mental failure. Reduce Noise Dice from disorientation, shock, or mental disruption by 1. |
| Enhanced Agility | Exceptional coordination and reflexes. May increase maximum **Physique (Agility)** to 6. Gain +1 Signal Die on movement-based checks. |
| Enhanced Endurance | Resistant to fatigue and environmental stress. May increase maximum **Physique (Endurance)** to 6. Reduce Noise Dice from fatigue or environmental strain by 1. |
| Enhanced Intellect | Superior reasoning or processing ability. May increase maximum **Intellect** to 6. Gain +1 Signal Die on analytical or technical tasks. |
| Enhanced Presence | Strong force of personality or emotional projection. May increase maximum **Presence** to 6. Gain +1 Signal Die on social influence checks. |
| Enhanced Strength | Greater-than-human physical power. May increase maximum **Physique (Strength)** to 6. Gain +1 Signal Die on lifting, striking, or brute-force tasks. |
| Environmental Tolerance | Adapted to extreme heat, cold, radiation, or pressure. Ignore minor environmental hazards and reduce related Noise Dice by 1. |
| Flight | True aerial movement. Gain +1 Signal Die when maneuvering in open air. Can traverse vertical space freely. |
| Glide | Controlled descent and limited aerial maneuvering. Ignore falling damage from moderate heights and gain +1 Signal Die when descending. |
| Integrated Interface | Direct connection to compatible systems. Gain +1 Signal Die when interfacing with technology. |
| Low-Light Vision | Can see in dim environments. Ignore penalties from low illumination. |
| Multiple Manipulators | Multiple limbs capable of fine work. Gain +1 Signal Die on tasks involving multitasking or tool use. |
| Natural Armor | Tough hide or structure. Reduce incoming physical damage (Referee adjudicates scale). |
| Natural Weapons | Built-in melee weapons. Counts as an armed attack; gain +1 Signal Die in close combat. |
| Psionic Sensitivity | Awareness of psionic activity. Gain +1 Signal Die when detecting or resisting psionic effects. |
| Regeneration | Recovers from injury rapidly. Heal faster than baseline (Referee determines rate). |
| Tireless | Does not fatigue under normal exertion. Ignore minor fatigue effects. |
| Tool Affinity | Natural ease with tools and devices. Gain +1 Signal Die on repair, construction, or technical use. |
| Vacuum-Tolerant | Can survive in vacuum for limited periods without harm. |
Constraints
[edit]| Constraint | Effect |
|---|---|
| Awkward Locomotion | Movement is impaired in certain environments. Suffer +1 Noise Die on movement checks outside native conditions. |
| Caste Conditioning | Behavior shaped by ingrained hierarchy. Suffer +1 Noise Die when acting against role or authority structure. |
| Environmental Dependency | Requires specific conditions (water, pressure, etc.) to function normally. Suffer +1 Noise Die when outside native environment. |
| Fragile Structure | Physically delicate. Suffer +1 Noise Die when resisting damage or physical stress. |
| High Energy Demand | Requires frequent sustenance or power. Suffer +1 Noise Die when deprived. |
| Hostile Environment | Native conditions are incompatible with human norms. Requires protective systems; without them, suffers severe impairment or harm. |
| Instinct-Driven | Subject to strong behavioral impulses. Suffer +1 Noise Die when resisting instinctual responses. |
| Large Frame | Bigger than human norm. Easier to target; suffer +1 Noise Die in stealth or evasion. |
| Limited Manipulation | Can interact with objects, but clumsily. Suffer +1 Noise Die on fine tasks. |
| Maintenance Requirement | Requires repair, calibration, or upkeep. Suffer +1 Noise Die if not properly maintained. |
| No Fine Manipulation | Cannot use standard tools or equipment effectively. |
| Pressure Sensitivity | Performs poorly outside native pressure or gravity. Suffer +1 Noise Die in such environments. |
| Reduced Potential | Lower developmental ceiling. Maximum of one Attribute is reduced to 4. |
| Rigid Thinking | Difficulty adapting to new situations. Suffer +1 Noise Die on improvisation or abstract reasoning. |
| Slow Advancement | Gains new Edges more slowly (Referee applies penalty to advancement checks). |
| Slow Reaction | Sluggish responses. Suffer +1 Noise Die on initiative or rapid-response actions. |
| Small Frame | Reduced size limits strength and reach. Suffer +1 Noise Die on lifting or grappling. |
| Social Disconnect | Difficulty relating to other beings. Suffer +1 Noise Die on most Presence-based interactions. |
| Thermal Sensitivity | Extreme temperatures impair function. Suffer +1 Noise Die in hot or cold conditions. |
| Uncanny Form | Appearance unsettles others. Suffer +1 Noise Die in social situations with unfamiliar species. |
Notes
[edit]- Adaptations and Constraints should always be considered together when designing a Morphotype.
- Every significant advantage should be balanced by a meaningful limitation.
- Traits should affect play regularly—not just in rare situations.
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