SynthOctopus TrevorClaxton

The first synthetic octopus design from the engineers at Feral Robot is a hardy shell custom-designed to make octopi uplifts feel more at home in a synthetic body with eight functioning appendages. Though it lacks ink sacs, the takko features vectored-thrust jets for microgravity propulsion.
Enhancements: 360-Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (8 Arms), Grip Pads, Mnemonic Augmentation, Polarization Vision
Mobility System: Walker (4/24), Thrust Vector (8/40)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: Beak Attack (1d10 + 2 DV, use Unarmed Combat skill), +10 Free Fall skill, +10 Climbing skill,+5 COO, +5 INT, +5 SOM, Armor 8/8
CP Cost: 60
Credit Cost: Expensive (minimum 45,000+)

Skinwalker: For human egos checking out the eight-armed life, takkos tend to be easier to acclimate to then octomorphs. The cyberbrain mind-states are more conducive to human mental frameworks.
Pivo: These were a big hit among neo-octopi when first released. There’s an ongoing complaint about the lack of chemoreceptors on the arms in most models—imagine having a human biomorph with no sense of taste or smell—but the overall dexterity and design keeps us happy.
Callosum: The cyberbrains on these incorporate some of the neo-octopi neural framework in the arms, meaning that have a bit of a mind of their own, but they include better proprioception than most octomorphs too.

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