Diggers are worker pods customized for archaeological work. They are used for surface surveys, excavation, and general physical labor by xenoarchaeological teams. Their hands are modified digging claws, adapted from the genetics of hole-digging creatures like moles and aardvarks, though still flexible and useful for grasping and fine manipulation.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Digging Claws, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Wrist-Mounted Tools
Aptitude Maximum: 30
Wound Threshold: 7
Advantages: +10 SOM, +5 to one aptitude of the player’s choice
Disadvantages: Social Stigma (Pod)
CP Cost: 30
Credit Cost: Expensive
Skinwalker: Forget wearing gloves, but the giant hands are surprisingly dexterous.
Sequencer: A number of diggers have polydactyl hands, meaning they have an extra thumb. Makes it easier to hold on to things.
Nova Vida: If you’re actually using this morph for tunnel exploration/excavation, get a model with the mole hemoglobin protein—it lets you survive in low oxygen environments.