The uplifted versions of various dolphin species are very similar to baseline dolphins physiologically. Thanks to the oxygen reserve implant, neo-dolphins can stay underwater for longer (Cerean dolphins have gills installed, as the subcrustal sea has no breathable atmosphere above it). Common neo-dolphin germlines lack hands or other limbs, though cybernetic arms or even bioware enhancements are not uncommon.
Neo-dolphin morphs are very rare, since there are few habitats that can support them, and they are almost never found apart from aquatic environments.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Echolocation, Enhanced Hearing, Oxygen Reserve
Movement Rate: Swim (16/48)
Aptitude Maximum: 25
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other aptitude of the player’s choice, +40 Swimming skill, Ramming Attack (1d10 DV, use Unarmed Combat skill)
Disadvantages: Neo-dolphins lack a sense of smell.
CP Cost: 40
Credit Cost: Expensive (minimum 35,000)
Plasmid: Some dolphin strains incorporate a vertebrate hack taken from belugas, which allows them to turn their heads laterally, so they can see what’s sneaking up on them without needing to turn their body.
Cymascopist: A popular modiﬁcation among the uplifted dolphins has been to get further reinforcement on the entire head and neck area to allow for better ramming.
Pivo: Ah that explains it, I thought my group had been hit by some sort of experimental pod or synth cetacean on an op recently. We thought there was no way a biomorph could hit that hard. These guys were moving way fast, too.