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
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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