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Created page with "<div class="codex-page codex-page--beyond"> == Morphotypes == In Beyond, a character’s physical form, origin, and biological or engineered nature are defined by their **Morphotype**. A Morphotype describes what a character *is*: their body, their capabilities, and the constraints imposed by their physiology or construction. Morphotypes include baseline humans, alien lifeforms, uplifted animals, synthetic beings, and other forms of intelligent existence. Morphotypes..."
 
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{{BeyondHeader}}
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<div class="codex-page codex-page--beyond">


== Morphotypes ==
= Morphotypes =


In Beyond, a character’s physical form, origin, and biological or engineered nature are defined by their **Morphotype**.
[[File:BeyondMorpho.png]]


A Morphotype describes what a character *is*: their body, their capabilities, and the constraints imposed by their physiology or construction. Morphotypes include baseline humans, alien lifeforms, uplifted animals, synthetic beings, and other forms of intelligent existence.
''The base [[Beyond:Character Creation|character creation]] procedure assumes that the player is creating a baseline human character. The Morphotype rules enable players to create characters different from the baseline.''
 
In '''Beyond''', a character’s physical form, origin, and biological or engineered nature are defined by their '''Morphotype'''. Morphotypes are defined by the GM when setting up the campaign universe to play in. Players can select from the list of approved types supplied by the GM.
 
A Morphotype describes what a character ''is'': their body, their capabilities, and the constraints imposed by their physiology or construction. Morphotypes include human species, sapient and non-sapient alien lifeforms, uplifted animals, synthetic beings, and other forms of intelligent existence. Morphotypes are defined by the GM when setting up the campaign.  


Morphotypes are not merely cosmetic. They shape how a character moves through the world, what they can do effortlessly, and what challenges they must constantly overcome.
Morphotypes are not merely cosmetic. They shape how a character moves through the world, what they can do effortlessly, and what challenges they must constantly overcome.
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Each Morphotype is defined by two elements:
Each Morphotype is defined by two elements:


'''Adaptations'''
'''Adaptations''': These are the inherent advantages of the Morphotype—biological, mechanical, or otherwise. Adaptations describe what the form is *good at*.
These are the inherent advantages of the Morphotype—biological, mechanical, or otherwise. Adaptations describe what the form is *good at*.


Examples include flight, natural weapons, enhanced perception, or unusual environmental tolerance.
Examples include flight, natural weapons, enhanced perception, or unusual environmental tolerance.


'''Constraints'''
'''Constraints''': These are the limitations imposed by the Morphotype. Constraints are not optional drawbacks; they are fundamental aspects of the character’s nature.
These are the limitations imposed by the Morphotype. Constraints are not optional drawbacks; they are fundamental aspects of the character’s nature.


Examples include environmental dependency, lack of manipulators, fragile structure, or behavioral limitations.
Examples include environmental dependency, lack of manipulators, fragile structure, or behavioral limitations.


Every Adaptation should be balanced by one or more Constraints. Morphotypes are defined by tradeoffs, not by advantages alone.
Every Adaptation should be balanced by one or more Constraints. Morphotypes are defined by tradeoffs, not by advantages alone.  
 
Adaptations and Constraints [[Beyond:Adaptations and Constraints|are listed here.]]


== Morphotype Templates ==
== Morphotype Templates ==


Each Morphotype has an associated **Template Level**, which reflects how far it deviates from baseline human norms.
Each Morphotype has an associated Template type, which reflects how far it deviates from baseline human norms. Template type determines any adjustments made during character creation.


Template Level determines any adjustments made during character creation.
=== Baseline ===
 
; Near-Human (0)
: Minor or cosmetic differences. No changes to character creation.
: Minor or cosmetic differences. No changes to character creation.


; Distinct (+1)
=== Distinct ===
: Noticeable advantages or unusual physiology.
: Noticeable advantages or unusual physiology.
: Apply one of the following:
: Apply one of the following:
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:* Comparable limitation as determined by the Referee
:* Comparable limitation as determined by the Referee


; Extreme (+2)
=== Extreme ===
: Strongly non-human or highly specialized forms.
: Strongly non-human or highly specialized forms.
: Apply two of the following:
: Apply two of the following:
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:* Mandatory Constraint with frequent impact
:* Mandatory Constraint with frequent impact


; Exotic (+3)
=== Exotic ===
: Radically different forms that require special consideration.
: Radically different forms that require special consideration.
: Apply three or more limitations, such as:
: Apply three or more limitations, such as:
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:* Restricted Careers
:* Restricted Careers


The Referee determines the appropriate Template Level when designing a Morphotype.
The GM determines the appropriate Template type when designing a Morphotype.


== Character Creation ==
== Character Creation ==
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When creating a character:
When creating a character:


# Choose a Morphotype
# Choose a Morphotype from the list supplied by the GM
# Apply its Adaptations and Constraints
# Apply its Adaptations and Constraints
# Apply any Template adjustments
# Apply any Template adjustments
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== Designing Morphotypes ==
== Designing Morphotypes ==


When creating a Morphotype, the Referee should consider:
When creating a Morphotype for a setting, the GM should consider:


* What environment shaped this form?
* What environment shaped this form?
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* 2–4 Adaptations
* 2–4 Adaptations
* 2–4 Constraints
* 2–4 Constraints
* A Template Level from 0 to +3
* A Template type


Avoid designing Morphotypes as collections of advantages. Every strength should introduce a limitation that matters in play. An extreme Physique might mean a low Agility. A clawed hand could be offset by the lack of fine manipulators.
Avoid designing Morphotypes as collections of advantages. Every positive trait should introduce a limitation that matters in play. An extreme Physique might mean large muscles and a low Agility. A clawed hand that forms a natural weapon could be offset by the lack of fine manipulators on the hand.


== Scope ==
== Scope ==
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The '''Beyond''' core rules assume Morphotypes with physical forms that can interact directly with environments, tools, and other characters.
The '''Beyond''' core rules assume Morphotypes with physical forms that can interact directly with environments, tools, and other characters.


Highly abstract, extreme non-humanoid entities—such as distributed intelligences, energy-based lifeforms, or fully digital minds—are outside the scope of these rules.
Highly abstract, extreme non-humanoid entities—such as distributed intelligences, intelligent bacteria, energy-based lifeforms, or fully digital minds—are outside the scope of these rules.


== Example Morphotype ==
== Example Morphotypes ==


'''Kherax (Reptilian Brutes)'''
These examples are intended to illustrate how the rules might work on two example types. Their presence here is not intended to imply that these types are available for play in a specific setting.


; Template Level: +1 (Distinct)
=== Kherax (Reptilian Brutes) ===
 
; Template Type: Distinct


; Adaptations:
; Adaptations:
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Kherax are physically dominant and extremely durable, but their physiology limits their ability to interact with technology and operate in certain environments.
Kherax are physically dominant and extremely durable, but their physiology limits their ability to interact with technology and operate in certain environments.
=== Simian (Chimpanzee Uplift) ===
; Morphotype Template: Baseline
; Adaptations:
* Climber (gain +1 Signal on climbing and vertical movement)
* Enhanced Agility (may increase maximum Agility to 6)
* Tool Affinity (gain +1 Signal when using or improvising tools)
* Heightened Awareness (gain +1 Signal on nearby perception checks)
; Constraints:
* Limited Manipulation (suffer +1 Noise on delicate or technical tasks)
* Impulsive Tendencies (suffer +1 Noise when resisting emotional or instinctive reactions)
* Social Friction (suffer +1 Noise on formal Presence interactions)
* Light Frame (suffer +1 Noise on lifting and grappling tasks)
Chimpanzee uplifts are agile, perceptive, and highly adaptable, excelling in mobility and improvisation. However, their instincts and physiology make precision work, restraint, and formal interaction more difficult.


{{BeyondNav}}
{{BeyondNav}}
[[Categories:Beyond]]


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Latest revision as of 16:00, 1 May 2026

Morphotypes

[edit]

The base character creation procedure assumes that the player is creating a baseline human character. The Morphotype rules enable players to create characters different from the baseline.

In Beyond, a character’s physical form, origin, and biological or engineered nature are defined by their Morphotype. Morphotypes are defined by the GM when setting up the campaign universe to play in. Players can select from the list of approved types supplied by the GM.

A Morphotype describes what a character is: their body, their capabilities, and the constraints imposed by their physiology or construction. Morphotypes include human species, sapient and non-sapient alien lifeforms, uplifted animals, synthetic beings, and other forms of intelligent existence. Morphotypes are defined by the GM when setting up the campaign.

Morphotypes are not merely cosmetic. They shape how a character moves through the world, what they can do effortlessly, and what challenges they must constantly overcome.

Adaptations and Constraints

[edit]

Each Morphotype is defined by two elements:

Adaptations: These are the inherent advantages of the Morphotype—biological, mechanical, or otherwise. Adaptations describe what the form is *good at*.

Examples include flight, natural weapons, enhanced perception, or unusual environmental tolerance.

Constraints: These are the limitations imposed by the Morphotype. Constraints are not optional drawbacks; they are fundamental aspects of the character’s nature.

Examples include environmental dependency, lack of manipulators, fragile structure, or behavioral limitations.

Every Adaptation should be balanced by one or more Constraints. Morphotypes are defined by tradeoffs, not by advantages alone.

Adaptations and Constraints are listed here.

Morphotype Templates

[edit]

Each Morphotype has an associated Template type, which reflects how far it deviates from baseline human norms. Template type determines any adjustments made during character creation.

Baseline

[edit]
Minor or cosmetic differences. No changes to character creation.

Distinct

[edit]
Noticeable advantages or unusual physiology.
Apply one of the following:
  • –2 Attribute Points
  • –1 Combat Ability
  • Comparable limitation as determined by the Referee

Extreme

[edit]
Strongly non-human or highly specialized forms.
Apply two of the following:
  • –2 Attribute Points
  • –1 Combat Ability
  • Reduced Attribute Maximum
  • Mandatory Constraint with frequent impact

Exotic

[edit]
Radically different forms that require special consideration.
Apply three or more limitations, such as:
  • Severe Attribute reduction
  • Environmental dependency
  • Inability to use standard equipment
  • Restricted Careers

The GM determines the appropriate Template type when designing a Morphotype.

Character Creation

[edit]

When creating a character:

  1. Choose a Morphotype from the list supplied by the GM
  2. Apply its Adaptations and Constraints
  3. Apply any Template adjustments
  4. Proceed with normal character creation:
    1. Assign Attributes
    2. Choose Careers
    3. Select Edges and Drawbacks

Morphotype traits are separate from a character’s personal Edges and Drawbacks. They cannot be removed or ignored.

Advancement and Growth

[edit]

Highly specialized Morphotypes often develop more slowly than baseline humans.

Some Morphotypes include Constraints that reduce advancement speed or impose penalties when gaining new Edges. This reflects the difficulty of growth for beings whose forms are highly optimized or constrained.

Humans and Near-Human Morphotypes tend to advance more flexibly over time, while more extreme Morphotypes begin play with greater capabilities but plateau earlier.

Designing Morphotypes

[edit]

When creating a Morphotype for a setting, the GM should consider:

  • What environment shaped this form?
  • What does it do effortlessly?
  • What does it struggle with?
  • How does it interact with tools, technology, and other beings?

A typical Morphotype includes:

  • 2–4 Adaptations
  • 2–4 Constraints
  • A Template type

Avoid designing Morphotypes as collections of advantages. Every positive trait should introduce a limitation that matters in play. An extreme Physique might mean large muscles and a low Agility. A clawed hand that forms a natural weapon could be offset by the lack of fine manipulators on the hand.

Scope

[edit]

The Beyond core rules assume Morphotypes with physical forms that can interact directly with environments, tools, and other characters.

Highly abstract, extreme non-humanoid entities—such as distributed intelligences, intelligent bacteria, energy-based lifeforms, or fully digital minds—are outside the scope of these rules.

Example Morphotypes

[edit]

These examples are intended to illustrate how the rules might work on two example types. Their presence here is not intended to imply that these types are available for play in a specific setting.

Kherax (Reptilian Brutes)

[edit]
Template Type
Distinct
Adaptations
  • Natural Weapons (bite and claws)
  • Tough Hide (counts as light armor)
  • Powerful Build
Constraints
  • No Fine Manipulation
  • Cold-Blooded
  • Large Frame (easier to hit, requires modified equipment)

Kherax are physically dominant and extremely durable, but their physiology limits their ability to interact with technology and operate in certain environments.

Simian (Chimpanzee Uplift)

[edit]
Morphotype Template
Baseline
Adaptations
  • Climber (gain +1 Signal on climbing and vertical movement)
  • Enhanced Agility (may increase maximum Agility to 6)
  • Tool Affinity (gain +1 Signal when using or improvising tools)
  • Heightened Awareness (gain +1 Signal on nearby perception checks)
Constraints
  • Limited Manipulation (suffer +1 Noise on delicate or technical tasks)
  • Impulsive Tendencies (suffer +1 Noise when resisting emotional or instinctive reactions)
  • Social Friction (suffer +1 Noise on formal Presence interactions)
  • Light Frame (suffer +1 Noise on lifting and grappling tasks)

Chimpanzee uplifts are agile, perceptive, and highly adaptable, excelling in mobility and improvisation. However, their instincts and physiology make precision work, restraint, and formal interaction more difficult.



Categories:Beyond