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Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. I've done numerous blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the MechaMorphs, a species of sentient robots much like SROs, but with one extra trick up their sleeve--MechaMorphs are able to change forms from a humanoid-shaped robot to a vehicle (or, more rarely, into multiple different vehicles).

As always, paying Patreons can find this Starfinder First Edition article (and many more!) at the Starfinder First Edition Index.

(A MechaMorph in robot form. Art by Jacob Blackmon.)

MechaMorph

6 HP+2 STR, +2 CON, -2 WIS30 foot land speed

Size and Type

MechaMorphs are constructs with the technological subtype, though unlike other constructs, they have Constitution scores. Their base form can be Small, Medium, Large, or Huge. This decision is made at character creation and can’t be changed.

Healing Circuit

In addition to being constructs and thus able to benefit from spells like make whole, MechaMorphs count as living creatures for the purposes of magic healing effects that work on living creatures (though the number of Hit Points restored in such cases is halved), and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead). A character must use the Engineering skill to perform the tasks of the Medicine skill on MechaMorphs. Unlike SROs, MechaMorphs do not heal naturally over time as living creatures do.

Integrated Equipment

A MechaMorph has an internal, integrated standard datajack and comm unit. If a MechaMorph is helpless, these can be removed or destroyed without damaging the MechaMorph. They can be replaced or upgraded for the normal price of this equipment.

Robotic

MechaMorphs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. MechaMorphs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. MechaMorphs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. MechaMorphs do not breathe or suffer the normal environmental effects of being in a vacuum.

(MechaMorphs aren't always obvious in their ability to change form, though it is clear to anyone who successfully Recalls Knowledge about one. Art by Jacob Blackmon.)

Vehicle Form

A MechaMorph can change into a different physical form (or back again) as a swift action, or as part of a move action to move their speed. This form may be a vehicle (but not starship) of Small, Medium, Large, or Huge size, though it must be within one size category of their base form. The vehicle must be one with an item level no greater than the MechaMorph’s character level, and has the AC and HP/SP of the MechaMorph. What vehicle this form is can be changed each time the MechMorph gains a new character level.'

The MechaMorph can pilot itself, or allow someone else to pilot it. Anything it carried in its base form is stowed within it in its vehicle form, and the MechaMorph may opt to allow it to be accessed by riders/passengers.

While in a vehicle form, the MechaMorph gains a +10 bonus to Disguise checks to appear to be that vehicle.

Alternatively, a MechaMorph can have a secondary form that appears to be any object of the same size as the MechaMorph. Though the MechaMorph gains none of the functions of such a secondary form, they do gain a +20 to Disguise checks to appear to be that object, and gain +1 rank/level that must be put into a Profession skill appropriate to that form. For example, a MechaMorph that can take the form of an oven can take Profession (cook) with these ranks.

A MechaMorph wearing armor gains all the benefits of that armor in either form, and other creatures must make a Perception check (DC 15 + 1.5x MechaMorph level, plus the total Disguise skill bonus of the MechaMorph, if any) to realize the MechaMorph has armor in its secondary form, and to be able to attempt to identify the armor. Creatures riding inside a MechaMorph use their armor or its armor, whichever is better, for AC determination, and may (if the MechaMorph allows it) benefit from the environmental protections of the MechaMorph's armor.

Morphic

A MechaMorph can adjust its form to fit in spaces much smaller that normal for a creature it’s size. It can fit into spaces that a creature two sizes smaller could fit into. Its space does not change except as constrained by available space (for example, a Huge MechaMorph in a 5-foot wide corridor takes up a space 5 feet wide and 15 feet long)

Low-Light Vision

MechaMoprhs have low-light vision.

(Huge MechaMorphs can be terrifying soldiers. Art by Jacob Blackmon.)

MechaMorph Feats

MultiMorphYou are one of the rare MechaMorphs with an additional form.Prerequisites: MechaMorphBenefit: You gain an additional form from the vehicle form MechaMorph species trait. It follows all the rules of that trait.

Files

Comments

Ebonbolt

Not the first RPG write-up of Robots in Disguise as a race I've seen (rather simpler than the PF1 doc I have).

Owen K.C. Stephens

Oh heck no not the first. But keeping it simple, balanced, and playable for Starfinder specifically was a chunk of my goal here.

Ebonbolt

Don't get me wrong: I like the other guy's work (I won't drop his name for a couple of reasons, not least because that would be rude to Owen), it's just a significantly more complicated & intricate build than this. I like seeing different takes on similar ideas, especially if I can improve my own games & settings with them.

Owen K.C. Stephens

For the record, I don't mind if you point to other creators and their work!