METAMORPH

Requirements

To qualify to become a Metamorph, a character must fulfill the following criteria.

Race: Human, Shirren, Uplift species, possibly other with GM approval.

Mutant Template: The character must have taken one of the following templates at first level; minor mutant, major mutant, or true mutant or taken minor mutant as a feat.

Class Information

Stamina: 1d10 + Con Bonus                

Hit Dice: Racial + one time Occupation Bonus

Edge: 2 (+0)

Class Skills: Bluff, Computer Use, Diplomacy, Intimidate, Life Science, Mysticism, Physical Science, Linguistics, Profession, Sense Motive, and Survival.

Talents

The metamorph selects talents available to their core class(s). The metamorph must still meet all the prerequisites of a talent.

Class Features

The metamorphs advanced class grants the following class features at 1st, 2nd, 6th, 8th, and 10th level.

UNSTABLE DNA  1st LEVEL

Your genetics begin changing so rapidly it’s almost impossible to trace DNA evidence back to you or implant augmentations which rely on DNA imprints.  You gain all of the following features;

Affliction Resistance:  Your rapidly changing DNA assist you in making saving throws against afflictions.  If you fail a saving throw against an affliction you gain a +1 cumulative bonus on each additional save until you make the saving throw or the affliction runs its course.

Cybernetic Rejection: You gain the cybernetic rejection deformity.  You must spend the 5 tier points immediately. If you already have this deformity you permanently gain 1 Resolve point. 

Untraceable DNA: Anyone attempting to match your DNA to a sample taken within the last 8 hours suffers a -8 penalty to their Life Science skill check.  It’s impossible to match your DNA after 8 hours. 

REPRESS MUTATION  2nd LEVEL

You have learned to repress one of your deformities or beneficial mutations.   Although you cannot take advantage of a mutation while its repressed the mutation is effectively undetectable and show no outwards signs of existence.  You may also purposefully repress any and all cosmetic mutations with this ability.  Repressing or activating a beneficial mutation is considered a move action.

RAPID MUTATION  4th LEVEL

You add 2 points to your Gene Pool.  You can spend them immediately on a new mutation or to remove a drawback.  Due to your malleable genetics, you can sub out one mutation for a mutation of greater value or sub out a deformity for one of lesser value by using these points.  You cannot remove cybernetics rejection with this ability.

REPRESS MUTATION II  6th LEVEL

You have learned to repress a second deformity or beneficial mutation.  You can repress or activate both deformities or beneficial mutations as a move action.

RAPID MUTATION II  8th LEVEL

You add 3 points to your Gene Pool.  You can spend them immediately on a new mutation or to remove a drawback.  Due to your malleable genetics, you can sub out one mutation for a mutation of greater value or sub out a deformity for one of lesser value by using these points.  You cannot remove cybernetics rejection with this ability.

HAND OF DARWIN  10th LEVEL

You add 5 points to your Gene Pool.  You can spend them immediately on a new mutation or to remove a drawback.  Due to your malleable genetics, you can sub out one mutation for a mutation of greater value or sub out a deformity for one of lesser value by using these points.  You cannot remove cybernetics rejection with this ability.

In addition, you can repress or activate all of your deformities and beneficial mutations as a swift action as though using you are using the repress mutation ability.

Metamorphs are mutants with unstable or constantly changing genetic structure.  As their chromosomes change they continue to gain deformities and beneficial mutations over their entire lifespan.  Most metamorphs maintain a low profile on the fringes of civilization since they represent an unpredictable threat to an orderly civilized society.  Their chromosomes mutate at such an accelerated rate that their DNA imprint becomes unrecognizable in just a few weeks.  In addition to being genetically incompatible with cybernetics and bionics, a metamorph cannot even maintain an ID chip.  This lack of identity causes them to be ostracized in communities which rely on biometric identification.  If mutants are generally shunned, metamorphs are hunted.  Consequently, metamorphs take advantage of their malleable genetic code and beneficial mutations to hide themselves and survive.  Many capitalize on their anonymity by turning to crime or espionage.  Others seek to understand and develop their powers, adapting to each cycle of change as the next phase in their evolution.

The majority of metamorphs are humans and shirrens, though mutant members of other races are uncommon its possible for a metamorph to be from any race.  Metamorphs gravitate toward the Luminary, Free Agent, and Combat Spec classes.


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