Bouncers are humans genetically adapted for zero-G and microgravity environments. Their legs are more limber, and their feet can grasp as well as their hands.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Grip Pads, Oxygen Reserve, Prehensile Feet
Aptitude Maximum: 30
Wound Threshold: 7
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Sequencer: Bouncers have to be one of the more common sleeves out there, especially in the outer system. That means there’s more variants and models than you can kick a moon rock at. My favorites are the ones with tails—that extra grip comes in handy in micrograv.
Plasmid: If you’re picking up a bouncer, make sure to get one of the genetic lines that’s incorporated the 3D spatial awareness traits from cetacean neurologies; it really does help you orient and maneuver better.
Voight-Kampff: How useless are these in higher grav?
Skinwalker: The foot structure impedes your running, but only slightly. On long treks, expect a lot of cramping and blisters.