Green Knight
First Post
The Good: Pretty much everything about the book.
The Bad: The paper package it was sent in. My copy arrived all bent.
Anyway, got my copy of the book, so let's see how badly I can spoil folks without giving away copyrighted information.
First off, the book starts off with the basic traits common to every Mechamorph. It also gives you the Mechamorph's Level Adjustment, which is +6. Now all of a sudden I'm here filled with visions of Mechamorphs in Forgotten Realms. Robot Mode and Griffon Mode. Hmm.
Then there's Character Creation. What your character gets is dependent on how he prioritizes five categories at the start of character creation. The five categories are:
Alt Form
Form Feats
Ability Scores
Special Powers
Gear
You pick a number between 1 and 5, and apply it to each category, the higher the better. Like so:
3 Alt Form
4 Form Feats
5 Ability Scores
1 Special Powers
2 Gear
So a Mechamorph like this would have better stats then other Mechamorphs, but would be severely lacking in Special Powers (Turning Invisible, Teleporting, etc).
Note that you don't have to put a lot of priority into alt forms, unless you want something REALLY big or REALLY special. For instance, with a 2 you can get a semi-trailer, a tank, or a construction vehicle, among other things. Those three right there will make your Mechamorph Gargantuan. You only need a higher Rank in Alt Forms when you want something like an Aircraft Carrier, a Space Shuttle, or a Mecha Starship.
As for available alt forms, you can be anything from animals, to vehicles, to objects (bunker, lab, repair bay, fortress), and weapons (archaic weapons and firearms).
There are four classes. The Controller, Scientist, Scout, and Soldier. The Controller's the robot which has smaller robots under his command, while the rest are self-explanatory. Right now I'm trying to work out a way of creating an Aircraft Carrier Mechamorph with a couple of Jet Fighters under his command. Just have to find Massmorph to make it work. Anyway, while there're only four classes, they allow for a great deal of variety between them. They're sort of like the classes in D20 Modern, which have Talent Trees you can choose from. And they've got a lot of variety. Looks good, all around.
Skills work as normal, as do Feats (one at 1st level, and an additional Feat every 3rd level). Your class gives you a set number of SP's, you spend them, and so on. Also, every class gives you a bonus Feat at every even level.
As for Special Powers, they're essentially spells, although you're limited in your selection (Can't take Wish, for example). Take the spells level and add 1. That's the Priority Rank. So a 4th-level spell can only be taken if you put a 5 in Priority for Special Abilities. You can also take more then one Special Ability, by taking several weaker ones. However, their Ranks added up can't exceed the Rank you Prioritized to Special Powers. For instance, let's say you put a 5 on Special Powers. Then you can take Nexus Touch (Cure Minor Wounds, Rank 1), Nexus Drain (Touch of Fatigue, Rank 1), and Cloak (Invisibility, Rank 3). Or you can take Warp (Dimension Door, Rank 5).
There're also setting-specific Special Powers. Like the ability of two or more Mechamorphs to merge into a larger robot. Or the ability to transform into more then one alternate mode (Hopefully if Mechamorphosis gets supplements in the future, they'll release a Prestige Class which'll flesh this out a bit more, allowing for quadruple-changers, and so on).
And last but not least, we have Gear (Split into three categories. Utility Gear, Tech Gear, and Weapons). Interesting technological gadgets that you can add to your Mechamorph. Things like Infrared Sensors, Repair Tools, a Stealth Skin, and so on.
To finish off, they have a Chapter called "Playing A Mechamorph", which has interesting things like Mechamorph specific Critical Hit tables, and a Chapter with the history of the Mechamorph race. Pretty good stuff, all around!
I'm gonna go ahead and write up some NPC's and post, them, later, to see how they look like.
The Bad: The paper package it was sent in. My copy arrived all bent.

Anyway, got my copy of the book, so let's see how badly I can spoil folks without giving away copyrighted information.

First off, the book starts off with the basic traits common to every Mechamorph. It also gives you the Mechamorph's Level Adjustment, which is +6. Now all of a sudden I'm here filled with visions of Mechamorphs in Forgotten Realms. Robot Mode and Griffon Mode. Hmm.

Then there's Character Creation. What your character gets is dependent on how he prioritizes five categories at the start of character creation. The five categories are:
Alt Form
Form Feats
Ability Scores
Special Powers
Gear
You pick a number between 1 and 5, and apply it to each category, the higher the better. Like so:
3 Alt Form
4 Form Feats
5 Ability Scores
1 Special Powers
2 Gear
So a Mechamorph like this would have better stats then other Mechamorphs, but would be severely lacking in Special Powers (Turning Invisible, Teleporting, etc).
Note that you don't have to put a lot of priority into alt forms, unless you want something REALLY big or REALLY special. For instance, with a 2 you can get a semi-trailer, a tank, or a construction vehicle, among other things. Those three right there will make your Mechamorph Gargantuan. You only need a higher Rank in Alt Forms when you want something like an Aircraft Carrier, a Space Shuttle, or a Mecha Starship.
As for available alt forms, you can be anything from animals, to vehicles, to objects (bunker, lab, repair bay, fortress), and weapons (archaic weapons and firearms).
There are four classes. The Controller, Scientist, Scout, and Soldier. The Controller's the robot which has smaller robots under his command, while the rest are self-explanatory. Right now I'm trying to work out a way of creating an Aircraft Carrier Mechamorph with a couple of Jet Fighters under his command. Just have to find Massmorph to make it work. Anyway, while there're only four classes, they allow for a great deal of variety between them. They're sort of like the classes in D20 Modern, which have Talent Trees you can choose from. And they've got a lot of variety. Looks good, all around.
Skills work as normal, as do Feats (one at 1st level, and an additional Feat every 3rd level). Your class gives you a set number of SP's, you spend them, and so on. Also, every class gives you a bonus Feat at every even level.
As for Special Powers, they're essentially spells, although you're limited in your selection (Can't take Wish, for example). Take the spells level and add 1. That's the Priority Rank. So a 4th-level spell can only be taken if you put a 5 in Priority for Special Abilities. You can also take more then one Special Ability, by taking several weaker ones. However, their Ranks added up can't exceed the Rank you Prioritized to Special Powers. For instance, let's say you put a 5 on Special Powers. Then you can take Nexus Touch (Cure Minor Wounds, Rank 1), Nexus Drain (Touch of Fatigue, Rank 1), and Cloak (Invisibility, Rank 3). Or you can take Warp (Dimension Door, Rank 5).
There're also setting-specific Special Powers. Like the ability of two or more Mechamorphs to merge into a larger robot. Or the ability to transform into more then one alternate mode (Hopefully if Mechamorphosis gets supplements in the future, they'll release a Prestige Class which'll flesh this out a bit more, allowing for quadruple-changers, and so on).
And last but not least, we have Gear (Split into three categories. Utility Gear, Tech Gear, and Weapons). Interesting technological gadgets that you can add to your Mechamorph. Things like Infrared Sensors, Repair Tools, a Stealth Skin, and so on.
To finish off, they have a Chapter called "Playing A Mechamorph", which has interesting things like Mechamorph specific Critical Hit tables, and a Chapter with the history of the Mechamorph race. Pretty good stuff, all around!
