These uplifted octopi sleeves have proven quite useful in zero-gravity environments. They retain eight arms, their chameleon ability to change skin color, ink sacs, and a sharp beak. They also have increased brain mass and longevity, can breathe both air and water, and lack a skeletal structure so they can squeeze through tight spaces. Octomorphs typically crawl along in zero-gravity using their arm suckers and expelling air for propulsion and can even walk on two of their arms in low gravity. Their eyes have been enhanced with color vision, provide a 360-degree field of vision, and they rotationally adjust to keep the slit-shaped pupil aligned with “up.” A transgenic vocal system allows them to speak.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Chameleon Skin
Aptitude Maximum: 30
Wound Threshold: 6
Advantages: 8 Arms, Beak Attack (1d10 DV, -1 AP, use Unarmed Combat skill), Ink Attack (blinding, use Exotic Ranged: Ink Attack skill), Limber (Level 2) trait, 360-degree Vision, +30 Swimming skill, +10 Climbing skill, +5 COO, +5 INT, +5 to one other aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)
Pivo: The best part about watching humans sleeve into octomorphs is how weirded out you get about the arms having minds of their own. Human limbs seem dumb and lifeless by comparison.
Ruqinzhe: For non-octopi, it can take a while to get used to, but these things are excellent for inﬁltration ops. You’d be surprised how many facilities gear their security towards humanoid-sized intruders or synthetics. There are usually lots of places an octomorph can exploit.
Sun Bu’er: There’s a group of exhuman uplifts who do scary things with their octomorphs: bone plates and hooks on the arms, the ability to engulf opponents, tailored toxin production, and custom beaks made of smart materials that deform to allow them to squeeze into very, very small places.