Mechamorphosis Bits (3 Advanced Classes, Humans, And Terran Base Class)

Neo

Explorer
Here are some advanced classes, rules for playing humans and a Terran Base Class I came up with for use with the mechamorphosis Horizon Game from Fantasy Flight Games.

BIOMORPH

It is a commonly made misconception that the mechamorphs are only able to assume vehicular and bestial forms, however this is not strictly true. In fact humanoids being just another mammalian species are just as viable an alternate form as any other creature on earth and indeed a handful of mechamorphs have indeed learned to assume a biological cocoon that hides their robotic frames. This is much more than just appearing as a humanoid robot however, for all intent and purpose a biomorph appears biological! With the help of a soft polymorphic techno organic cocoon, that with the help of nanotechnology acts like an smart liquid metal they are able to create the illusion of actual skin and hair. These biomorphs as they are known are able to infiltrate and integrate with human (or humanoid) societies in a much more direct way than other mechamorphs making them unsurpassable intelligence gatherers. To many mechamorphs the biomorphs are more like biologicals than not picking up their mannerisms and customs.

Hit Die: d6

Requirements
To qualify to become a Biomorph (Bio), a character must fulfil all of the following criteria:

Class Abilites: Deceptive 1, Deceptive 2
Skills: Disguise 6 ranks, Knowledge (Earth Biology) 4 ranks, Knowledge (Earth Culture) 4 ranks
Special Powers: Must possess the Multiform special power
Special: Charisma of 13+ and cannot have a size greater than large in any form.

Class Skills
The Biomorph's class skills (and the key ability for each skill) are Acrobatice (Dex), Athletics (Str), Build/Repair (Simple) (Int), Fine Manipulation (DeX), Interaction (Cha), Knowledge (Earth Biology) (Int), Knowledge (Earth Culture) (Int), Knowledge (Earth Geography) (Int), Knowledge (Earth History) (Int), Senses (Wis) and Stealth (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the Biomorph advanced class:

Weapon Proficiency: A Biomorph is proficient with no additional weapon proficiencies.
Alt Form - Biomorph: The. Biomorph is any mechamorph who gains a medium sized humanoid form that allows them to pass as human or humanoid. These biomorphic shells consist of a soft polymorphic techno organic cocoon that covers the compact metallic endo skeletal structure that usually makes up a mechamorphs frame. In this form they are almost indistinguishable from other organic humanoids, appearing biological. However while in the biomorph alt form a mechamorph loses its damage resistance and energy resistances typically granted for its type, regaining them only when they revert to their base robotic primary form of other alt forms.

Zero Signature: While a biomorph is in their techno organic alternate form they register just as any other biological entity would. In effect this means the mechamorph while in the biomorph form no longer registers to nexus type radars and sensors of any sort. However any biomorph who has suffered 50% or greater hit point loss is damaged to such an extent that the biomorphic cocoon no longer disguises their nexus emissions and they can once again be detected by such sensors until they are repaired enough to disguise them once more.

Disguise Mastery: All biomorphs learn pretty quickly to become adept at passing for biological, looking the part is rarely enough alone, instead they need to learn the nuances of being biological such as mimicking breathing and blinking, ways of talking and acting and generally presenting themselves as biological in every regard. By learning to pass themselves off as being biological they learn to fool all but the most diligent or suspicious of onlookers. Starting at 1st level a biomorph gains a +2 competence bonus to disguise checks, this bonus increases a further +2 at levels 3, 5, 7, and finally at 9th.

Improved Natural Attack: The biomorphs are frequently assumed to be weak because they appear biological, however thanks to the flexibility and more efficient distribution of power granted by their techno organic cocoons provides backed up by the power of their robotic frames underneath they are in truth actually more able to cause physical harm. In effect a biomorphs unarmed attack damage counts as if they were one size category larger while in their biomorph form.

Regenerative Cacoon: while it is true structurally a biomorphs form is more susceptible to harm, lacking the resistance to damage and energies their robotic forms provide the biomorphs techno organic cocoon is actually far easier to repair. With the help of nanites that are automatically flooding to damaged areas, the biomorph beginning at 2nd level gains the capacity to heal damage rapidly as if they had Fast Heal 2. this regenerative capacity increases in efficiency at level 6 acting as if Fast Heal 4, and finally at 10th level it acts as if Fast Heal 6 were possessed. Note only damage caused in the biomorph form can be regenerated in this way, damage caused in the primary form or other for example vehicular form is not regenerated if the mechamorph assumes its biomorph form.

Mutable Form: As the biomorph develop in ability it learns to extend a greater degree of control over its polymorphic techno organic cacoon, in effect allowing it to alter its biological appearance. Such changes as appearing a foot taller or shorter, thin, fat or somewhere in between, changing gender, or pigmentation, appearing human or humanoid are all possible changes. The alterations last until the biomorph wills them to revert, or 1 hour per level has passed or until they change to another alt form, whichever happens first. Using the Mutable Form ability costs the biomorph 1 nexus point per use, they can extend a mutable forms duration each time it is due to run out by paying another nexus point, so in effect a new form could be kept as long as the biomorph has energy to sustain it.

Quick Morph: At 8th level all biomorphs gain the quick Morph feat as a bonus feat.

The Biomorph

Level
Attack
Fort
Ref
Will
Special

1st
+0
+0
+2
+2
Alt Form-Biomorph, Zero Signature, Disguise Mastery +2

2nd
+1
+0
+3
+3
Improved Natural Attack, Regenerative Cacoon 2

3rd
+2
+1
+3
+3
Disguise Mastery +4

4th
+3
+1
+4
+4
Mutable Form

5th
+3
+1
+4
+4
Disguise Mastery +6

6th
+4
+2
+5
+5
Regenerative Cacoon 4

7th
+5
+2
+5
+5
Disguise Mastery +8

8th
+6
+2
+6
+6
Quick Morph

9th
+6
+3
+6
+6
Disguise Mastery +10

10th
+7
+3
+7
+7
Regenerative Cacoon 6
 
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JAEGGER

A Jaegger is a mechamorph dedicated to the pursuit and apprehension of other mechamorphs be they enemies or criminals. A Jaegger can be a law enforcer, a bounty hunter or an assassin but whatever the exact nature and design of their intents their aim is the same to pursue and capture by whatever means necessary.

Hit Die: d10

Requirements
To qualify to become a Jaegger (Jgr), a character must fulfil all of the following criteria:

Class Abilites: Tracking 1, Tracking 2, Sensors
Skills: Senses 6 ranks,
Feats: Improved Unarmed
Gear: Nexus Sensors, Nexus Radar.

Class Skills
The Jaegger's class skills (and the key ability for each skill) are Athletics (Str), Computer Use (Int), Concentration (Con), Knowledge (Earth Geography) (Int), Knowledge (Galaxy) (Int), Knowledge (Warfare) (Int), Interaction (Cha), Senses (Wis), and Stealth (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the Jaegger advanced class:

Weapon Proficiency: A Jaegger is proficient with no additional weapon proficiencies.
Disable, Not Destroy: A Jaegger can choose to deal non lethal damage with an attack instead of lethal damage with no penalty to the attack roll. Normally such actions would be limited to melee attacks and incur a –4 penalty on attack rolls.

Power Surge: Beginning at 1st level, the Jaegger can add +1d6 non lethal damage to an attack using Disable, Not Destroy whenever the target would normally be denied its Dexterity bonus to Armour Class. Each use of power surge costs the Jaegger on nexus point to use as some of their power is expended. The bonus dice of damage increases as the Jaegger gains experience raising to +2d6 at 4th, +3d6 at 7th and finally to +4d6 at 10th level.

Improved Grapple: A Jaegger of 2nd level gains the Improved Grapple feat as a bonus feat, even if they do not meet the prerequisites.

Energy Drain: From 2nd level when a Jaegger uses power surge they also deal one point of temporary strength drain to the target in addition to any other damage.

Hunter: The Jaeggers are skilled hunters and are capable at tracking and finding a prey wherever they may hide. To this end they gain a bonus to all Interaction and Senses checks made in the pursuit of their prey.

Nexus Sense: The Jaegger have developed a knack for sensing the emissions from any nexus generators (mechamorphs) in their vicinity. The Jaegger has a range of sense equal to that of their Nexus Radars and can determine the presence and general direction of the emissions but not the specific distance, location or identity of the targets. From 10th level the Jaegger gains such sensitivity to these emission that it can now identify specific signatures, allowing it to recognise any mechamorph they have previously encountered and use the track feat to follow the signature unerringly to its source via a Sense skill check DC 15 + targets HD.

Strength Boost (Sp): The Jaeggers systems develop the capacity to temporarily increase the mechamorphs strength, raising it 1d4+1 points for 1 minute per level. Using this ability costs the Jaegger a nexus point to activate it.

Power Boost (Sp): The Jaegger through surging power to certain systems can provide itself a temporary boost to its speed. Using this ability costs the Jaegger two nexus point to activate it and for 1 round per level grants it the following benefits. When making a full attack action it can make one extra attack with any weapon it holds at full base attack bonus. It gains +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, its movement increases 30 feet to a maximum of double its normal speed.

The Jaegger

Level
Attack
Fort
Ref
Will
Special

1st
+1
+2
+0
+0
Disable, not Destroy, Power Surge +1d6

2nd
+2
+3
+0
+0
Improved Grapple, Energy Drain

3rd
+3
+3
+1
+1
Hunter +2, Nexus Sense

4th
+4
+4
+1
+1
Power Surge +2d6

5th
+5
+4
+1
+1
Strength Boost

6th
+6
+5
+2
+2
Hunter +4

7th
+7
+5
+2
+2
Power Surge +3d6

8th
+8
+6
+2
+2
Power Boost

9th
+9
+6
+3
+3
Hunter +6

10th
+10
+7
+3
+3
Improved Nexus Sense, Power Surge +4d6
 
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OMEGA

The Omega is the title for those Exiles who are destined to lead, they are fearless and tough and inspire caution and respect in all, even their enemies. The mantle of Omega is not for everyone and only those who are truly worthy of the role ever find themselves placed firmly within it. There has been a legacy of great heroes and near legendary beings to fill the role of Omega among the exiles and all are remembered for their greet deeds and sacrifices.

All who become Omega’s add the word “Omega” to their name as either a prefix or a suffix, e.g. The exile Maximus would become either Omega Maximus or Maximus Omega.


Hit Die: d12

Requirements
To qualify to become a OMEGA (Omg), a character must fulfil all of the following criteria:

Class Abilites: Provide Aid, Provide Aid 2
Skills: Interaction 10 ranks,
Special: Must be an Exile and have a Charisma of 13+

Class Skills
The Omega's class skills (and the key ability for each skill) are Build/Repair (Simple) (Int), Computer Use (Int), Concentration (Con), Interaction (Cha), Knowledge (Earth Culture) (Int), Knowledge (Galaxy) (Int), Knowledge (Mechamorph History) (Int), Knowledge (Warfare) (Int), Senses (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the Omega advanced class:

Weapon Proficiency: An Omega is proficient with no additional weapon proficiencies.

Symbol of Hope: The. Omega are a symbol of everything the Exiles hold dear, bravery, justice, the will to overcome and persevere against overwhelming odds. It is because they are so symbolic that to all exiles within 30 feet of an Omega they imbue a +1 morale bonus to attack rolls, and a +4 bonus on saves against Fear or Control. The Omega itself cannot benefit from its own symbolic nature however.

Tactics: An Omega is a competent leader and tactician able to direct his subordinates in combat in an effective way improving their chances of a successful outcome. If an Omega spends a Full round action directing his allies in combat, he can provide them a +2 competence bonus to attack and damage rolls for that round.

Commanding Presence: The mere presence of an Omega among a group of exiles can give their enemies cause for concern and make them hesitate. Such hesitation in a fire-fight can be fatal. In the first round of combat and only then an Omega can choose to make a Commanding Presence check, requiring all enemies who have a clear unobstructed view of him to make a Will saving throw DC 15 + Omegas HD. failure on this save means they are Shaken. Any mechamorph who makes this save, cannot be thus affected by Commanding Presence again for at least 24 hours.

Increased Toughness: All Omega are renowned for their toughness and durability, whether this is a representation of their strength of will and refusal to go down without a fight or an actual physical increase in toughness is unknown. All that is known is that any Omega will not go down easily. Starting at 3rd level the normal Damage resistance of the mechamorph improves, initially they gain Damage resistance 5/- meaning they can reduce damage by their normal 10 versus all attacks forms except those powered by Nexus energy, but now they can reduce even Nexus based attacks by 5. From 7th level their full damage resistance becomes nexus resistant giving them Damage Resistance 10/- applying to all forms of damage.

Increased Nexus Reserves: An Omega of 5th level is able to store more nexus energy reserves than the average mechamorph and these reserves are more efficient than usual. Effectively an Omega receives a bonus number of Nexus points equal to their Charisma modifier. Unlike normal nexus points these bonus points can be converted to Energy Cells on a 1-1 basis as opposed to the usual 2-1.

Nexus Boost: Upon reaching 9th level and Omega can grant any of his allies within 30 feet a bonus 3d10 temporary hit points. Each creature affected costs the Omega 1 nexus point as a ball of nexus energy floats over and is absorbed by them. The Omega can boost a number of allies equal to his level and the boost lasts for an equal number of rounds. This ability can be used as often as the Omega has nexus points to power it.

Legacy Spark: No Omega ever really dies, not in the obvious sense anyway as the mantle of omega always passes to another and in doing so carries something of the previous omega with it. In effect a part of each Omega is passed to the next, most often this is in the form of some specific knowledge or memories but it is never complete or consuming. When an Omega reaches –10 Hit points they have a partial action on the round following to attempt to touch someone within range, if they are able too the legacy of their spark passes to that mechamorph where it will lie dormant hidden within them occasionally providing glimpses or visions of things that Omega did or knew, until the recipient either gains a level in the Omega advanced class or comes into physical contact with someone who does. At this time the legacy spark passes to them and merges with their own providing the tangible benefit such legacy sparks carry the portion of the previous omegas persona, this can take numerous forms chosen by the original Omega at the time of their demise and chosen from the following:-
A Feat (the original Omega must have possessed it)

1 rank of Special Power (as above)

+1 Bonus to a Saving Throw

+3 Skill points (in a skill the original omega possessed)

+1 Competence bonus to Attack rolls

+1 Competence bonus to Armour Class

+3 Hit Points

The Omega

Level
Attack
Fort
Ref
Will
Special

1st
+1
+2
+0
+2
Symbol of Hope, Tactics

2nd
+2
+3
+0
+3
Commanding Presence 1/day

3rd
+3
+3
+1
+3
Increased Toughness 5/-

4th
+4
+4
+1
+4
Commanding Presence 2/day

5th
+5
+4
+1
+4
Increased Nexus Reserves

6th
+6
+5
+2
+5
Commanding Presence 3/day

7th
+7
+5
+2
+5
Increased Toughness 10/-

8th
+8
+6
+2
+6
Commanding Presence 4/day

9th
+9
+6
+3
+6
Nexus Boost

10th
+10
+7
+3
+7
Legacy Spark
 
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HUMANS

Born on the planet Earth Humans (Homo Sapiens) are the dominant species of their world, they are numerous and split into many kinds of faction from country, religion, belief, down to families. Humans are a rather self destructive people as a species reproducing quickly and using up their worlds resources with little view to the future well being of their homeworld. Humans are also prone to warring with each other and have a long history of conflicts mostly over land and the acquisition of wealth or power.

When the mechamorphs came to Earth it was decided quite quickly that they would keep their presence a secret from the general populace to prevent them getting stuck in the middle of a conflict that they would be largely unable to hold their own in. However as things developed small numbers of humans and certain organisations soon learned of the mechamorphs existence and have taken various standpoints and approaches to this robotic species some see them as friends others as invaders.

For those who have decided to play a human in Mechamorphosis they are considered to be one of the few who have discovered the existence of mechamorphs.


Human Traits
Medium size: Humans have no benefits or penalties due to their size.
Base speed 30 feet.
All humans receive a bonus feat at 1st level.
At 1st level all humans receive 4 bonus skill points
For every level after 1st a human receive one bonus skill point.
All Humans Speak the native language of their country.


PRIORITIES
All humans must assign priorities just as Mechamorphs do, and these along with their base class Terran determine many of the aspect of their development. As can be seen by the table below all humans must place their Priority 5 in race.

Priority
Form
Ability Scores
BAB Progression
Save Progression
Gear

1
-
20
Poor
All Poor
4

2
-
24
Poor
2 Poor
8

3
-
28
Average
1 Poor
12

4
-
32
Good
All Good
16

5
Human
N/a
N/a
N/a
N/a
 

Okay... my first reaction to this was "someone's doing Transformers in a way that avoids copyrights". Obviously the biomorph is a slight departure from that concept. My second reaction was "someone has turned a type of machine into a class." That, to me, seems like the wrong way to go about it. Obviously I don't know much about the nature of "mechamorphs", because you haven't really given much in the way of explaination in that regard. Are these machines? Are they built, or do they "grow" in ability in function? The way these are presented, as classes, strikes me heavily of a D&D-style approach, and feels a lot like "fantasy robots". That's just how I see it.

Can you explain Mechamorphosis in a little more detail?
 

THE TERRAN (Base Class)

The Terran base class is representative of almost any type of human from a scientist, soldier to a corporate businessman or grease monkey. Humans fill a multitude of rolls and through the careful selection of class abilities and skills can do so effectively in the world of mechamorphs.

Level
Attack
Fort
Ref
Will
AC Bonus
Special

1st
Special
Special
Special
Special
+3
Bonus Feat, Class Ability

2nd
--
--
--
--
+4
Bonus Feat

3rd
--
--
--
--
+4
Class Ability

4th
--
--
--
--
+4
Bonus Feat

5th
--
--
--
--
+5
Class Ability

6th
--
--
--
--
+5
Bonus Feat

7th
--
--
--
--
+6
Class Ability

8th
--
--
--
--
+6
Bonus Feat

9th
--
--
--
--
+6
Class Ability

10th
--
--
--
--
+7
Bonus Feat

11th
--
--
--
--
+7
Class Ability

12th
--
--
--
--
+8
Bonus Feat

13th
--
--
--
--
+8
Class Ability

14th
--
--
--
--
+8
Bonus Feat

15th
--
--
--
--
+9
Class Ability

16th
--
--
--
--
+9
Bonus Feat

17th
--
--
--
--
+10
Class Ability

18th
--
--
--
--
+10
Bonus Feat

19th
--
--
--
--
+10
Class Ability

20th
--
--
--
--
+11
Bonus Feat

Base Hit Dice: d4

Class Skills: A Terran chooses any 8 skills, these skills become their class skills.

Skill points at 1st level = 4 + Int x 4

Skills points per level = 4 + Int

Class Abilities:
Advance Humanoid: Your mechamorph companion gains a class level in scientist, scout, or soldier. It does not advance in levels normally.
You may select this ability multiple times. Each time you do, your companion gains a level in a class of your choice. Humanoid companions may never multiclass, and do not gain special powers or gear, but otherwise gain hit points, feats, skill points, and class abilities as normal for each level.

Defensive 1: If you choose to fight defensively or use total defense, you gain an additional +1 dodge bonus to AC for every two level of Terran you have.

Defensive 2: By readying an action to do so, you can dodge one attack of which you are aware. If the attack occurs, you may immediately roll an Acrobatics check opposed by the attack roll. If you succeed, the attack misses you, even if the attack would normally hit your AC.

Defensive 3: You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a special power), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll – if you are denied your Dexterity bonus to AC, you cant use this ability. The evasion ability does not apply to the defensive roll. You may select this multiple times each time gaining an additional use per day.

Evasion 1: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. A helpless Terran does not gain the benefit of evasion.

Evasion 2: This ability works like evasion, except that while you take no damage on a successful Reflex saving throw against certain attacks, you now take only half damage on a failed save.

Improved Form 1: You may choose a new alt form for your mechamorph companion. They may have priority 1 weapon alt forms.

Improved Form 2: You may choose a new alt form for your mechamorph companion. They may have priority 2 weapon alt forms.

Improved Form 3: You may choose a new alt form for your mechamorph companion. They may have priority 3 weapon alt forms.

Improviser 1: Whenever using the Build/Repair skill, you may treat your repair tools as if they were one tech score higher.

Increased Toughness: The Terrans base hit dice is increased to d6 instead of a d4 from the point this bonus is taken and thereafter. It does not however allow extra hit points or rerolls of hit dice up to that point.

Knack: Select a class skill. You add a bonus equal to your Terran level when making checks with that skill. This special ability may be taken multiple times, each time applying to a different class skill.

Marksman 1: Using a full round action, you may make a single ranged attack that deals an extra 1d8 points of damage (1d4 against Mechamorphs). This damage is not multiplied on critical hits.

Marksman 2: You no longer provoke attacks of opportunity when you make a ranged attack.

Marksman 3: You may deal an additional 1d8 points of damage (1d4 against Mechamorphs) if you make a single ranged attack as a full round action. This damage stacks with that granted by the Marksman 1ability

Marksman 4: As a full round action, you may “cover” an area that includes a 60-ft. radius surrounding you. Until the beginning of your next action, you threaten that area with a single ranged weapon of your choice. Any actions in that area that would normally provoke attacks of opportunity from an adjacent opponent, provoke attacks of opportunity from you.

Marksman 5: You may now apply Marksman bonus damage when making a single ranged attack as a standard action (though you may only make one attack as part of that action), instead of as a full round action. You also deal an additional 1d8 damage (1d4 against mechamorphs) when doing so, which stacks with the bonus damage from the Marksman 1 and Marksman 2 abilities.

Marksman 6: Once per day, you may declare a successful ranged attack roll as a critical threat; if the roll to confirm hit, the attack is a critical hit. This ability does not function against mechamorphs.

Marksman 7: You may now apply the bonus damage from Marksman abilities to one ranged attack per round, regardless of the type of attack action used. In addition your ability to declare a successful attack a threat now applies to any species including mechamorphs.

Mechamorph Companion: the Terran has befriended and travels with a mechamorph companion who can act independently but is predisposed towards travelling with and helping the character. Such mechamorph companions are always Medium in size and frequently have an alternate form that aids the character such as a weapon, armour or a small vehicle like a hover board, motorcycle or similar or some kind of animal. Unlike the Mechamorphs controller class a Terran does not share a link or any other companion special benefits. Otherwise for purposes of determining the stats and hit dice etc. of the companion the rules are exactly as described for the Controller.

On the Move: Your penalties for firing while travelling at high speeds are reduced by 2.
You may select this ability multiple times. Each time you do, your penalties for firing while travelling at high speeds are reduced by an additional 2.

Savvy Tech 1: You may use the Build/Repair skill to create gear with a priority cost of up to 4.

Savvy Tech 2: You may use the Build/Repair skill to create gear with a priority cost of up to 6.

Savvy Tech 3: You may use the Build/Repair skill to create gear with a priority cost of up to 8.

Sense Nexus Energy: You are one of the fortunate few who have a natural ability to sense nexus energy. With this sense you are able to sense any source of nexus energy with 1 mile including mechamorphs, such sense is not hindered by intervening terrain in any way. This ability can be taken multiple times each time increasing the range by 1 mile.

Sneak Attack: If you catch an opponent when it is unable to defend itself effectively from your attack (whenever it is denied a Dexterity bonus to AC or is flanked), you can strike a vital spot for an extra 1d6 points of damage. For Terrans this ability can only be used against other humans not mechamorphs due to the completely different anatomy of the two species.
You may select this ability multiple times. Each time you do, you gain another +1d6 to you sneak attack damage.

Steady Fixer 1: You may perform battlefield repairs, gear repairs, and jury riggings in one round, and may perform all other Build/Repair skills in half the normal time.

Stealth 1: You may move at full speed while using the Stealth skill without suffering the normal –5 penalty.

Stealth 2: When using the Stealth skill while attacking, running, or charging, you suffer a –10 penalty instead of the normal –20 penalty.

Tracker 1: You gain the Track feat as a bonus feat.

Tracker 2: You may move at your normal speed while following tracks, without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice the normal speed while tracking.

Trapspringer: You can uses the Senses skill to find traps with DC’s higher than 20. You can also use the Build/Repair skill to disarm traps.

Uncanny Dodge 1: You retain your Dexterity bonus to Ac regardless of being caught flat-footed or struck by a hidden attack.

Uncanny Dodge 2: You can no longer be flanked.
 

Roudi said:
Okay... my first reaction to this was "someone's doing Transformers in a way that avoids copyrights". Obviously the biomorph is a slight departure from that concept. My second reaction was "someone has turned a type of machine into a class." That, to me, seems like the wrong way to go about it. Obviously I don't know much about the nature of "mechamorphs", because you haven't really given much in the way of explaination in that regard. Are these machines? Are they built, or do they "grow" in ability in function? The way these are presented, as classes, strikes me heavily of a D&D-style approach, and feels a lot like "fantasy robots". That's just how I see it.

Can you explain Mechamorphosis in a little more detail?

Mechamorphosis is one of the Horizon setting books put out by Fantasy Flight Games, and is a game about transformer like beings called Mechamorphs.

More info on the book, preview etc can be found here http://www.fantasyflightgames.com/hr05.html
 

So are these tidbits your own creation, or are these excerpts from the book? If they're your own, I think I can look past some of the grammatical errors, but if these are direct from the books, well... I'd ask FFG to review their editors.

Certainly is an interesting minigame concept, but like I've stated, I'm not too keen on the whole "What you physically are is your class" approach.
 
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Roudi said:
So are these tidbits your own creation, or are these excerpts from the book? If they're your own, I think I can look past some of the grammatical errors, but if these are direct from the books, well... I'd ask FFG to review their editors.

They are my own creations yes, only exception being most of the listed class abilities for the terran class which are from the book but are Open Content.

Certainly is an interesting minigame concept, but like I've stated, I'm not too keen on the whole "What you physically are is your class" approach. I'll amend my statement before, about this being D&D-like. At least D&D lets you choose a race, then a class. From what I'm seeing here, a class could be your race, your mechamorph type, or your role in life. It strikes me more like the RIFTS style of Occupational Character Classes and Racial Character classes, except that at least RCCs and OCCs had distinctions. These don't seem to.

It works on the same lines of D&D (mechamorphosis is a D20 game setting so uses the same basic rules) with classes determining what you do..more so with this horizon book as the class its provides are directly related to the only race playable the mechamorphs. The advanced classes I provide here are ways of specialising your class.

Your class is not your race your race is mechamorph, which provides racial benefits, you then choose a class, which determines what you do.. as with all D20 type games you can multiclass and therefore vary your characters abilities immensely.. you also get feats which allow you to do certain things, and have skills also.

Mechamorphosis is no different from D&D in how it works except that there is onyl one race.. (well two now if you include the Humans option I provide here on this thread) as the game is based solely around the mechamorphs.
 

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