Beyond:Morphotypes: Difference between revisions
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Template Level determines any adjustments made during character creation. | Template Level determines any adjustments made during character creation. | ||
=== Near-Human === | |||
: Minor or cosmetic differences. No changes to character creation. | : Minor or cosmetic differences. No changes to character creation. | ||
=== 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 === | |||
: 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 === | |||
: 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: | ||
Revision as of 23:20, 30 April 2026
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 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
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.
Morphotype Templates
Each Morphotype has an associated **Template Level**, which reflects how far it deviates from baseline human norms.
Template Level determines any adjustments made during character creation.
Near-Human
- Minor or cosmetic differences. No changes to character creation.
Distinct
- Noticeable advantages or unusual physiology.
- Apply one of the following:
- –2 Attribute Points
- –1 Combat Ability
- Comparable limitation as determined by the Referee
Extreme
- 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
- 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 Level when designing a Morphotype.
Character Creation
When creating a character:
- Choose a Morphotype from the list supplied by the GM
- Apply its Adaptations and Constraints
- Apply any Template adjustments
- Proceed with normal character creation:
- Assign Attributes
- Choose Careers
- 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
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
When creating a Morphotype, 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 Level from 0 to +3
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.
Scope
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.
Example Morphotype
Kherax (Reptilian Brutes)
- Template Level
- +1 (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.
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