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Mechamorphosis
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====Mechamorph Critical Hits==== When a mechamorph takes a critical hit, because of their quasi-[[construct]] nature, they suffer more specific effects than the usual increased damage. A critical hit causes normal weapon damage, and a roll on the following table. Weapons with critical hit multipliers cause multiple rolls on the critical hit table - a critical x2 causes two rolls, a critical x3 causes three rolls, and so forth. 1 - Sensors: The mechamorph loses the use of a sensor system like infrared or radar, or one of his senses, such as sight or hearing. The damaged system is determined randomly. The system remains inoperable until it is repaired. If all sensors are destroyed, the mechamorph instead suffers double damage. 2-3 - Gyroscope: The mechamorph’s gyroscope is damaged, throwing him off balance. The mechamorph suffers 1d4 points of Dexterity damage, and must make a Reflex save with a DC equal to 10 + damage dealt, or immediately fall prone. The result is cumulative each time this component is damaged. 4-5 - Motion Regulator: The mechamorph’s internal motion regulator is damaged, reducing his base movement in all forms by one-half. If this component is already damaged, the mechamorph becomes unable to move except with a 10-ft. crawl as a full-round action. 6-9 - Data Processor: The mechamorph’s internal data pathways are damaged. He suffers 1d4 points of Intelligence damage, and must make a Will save with a DC equal to 10 + damage dealt, or immediately lose all ranks in one randomly determined skill for 24 hours. 10-12 - Articulation Servos: The articulation servo in one of the mechamorph’s arms is damaged. He suffers a –4 penalty to all attacks and skill checks involving the use of the arm. This result is cumulative each time this component is damaged. 13-15 - Nexus Energy Leak: The mechamorph’s nexus energy container is breached. He suffers 1d4 points of Constitution damage and must make a Fortitude save with a DC equal to 10 + damage dealt, or be stunned for one round. 16-17 - Weapon System: One mounted weapon is hit and damaged, along with one round of ammo. Explosive ammo goes off, doing one-half normal damage to the mechamorph. If a mechamorph does not have any mounted weapons, the mechamorph instead suffers double damage. 18 - Cracked Chassis: The mechamorph’s damage reduction/nexus energy is reduced to 5. If this component is already damaged, the mechamorph instead suffers double damage. 19 - Morph Actuator: The mechamorph suffers damage to his morph actuators, which impairs his ability to morph. A character with a single damaged morph actuator must make a Concentration check as a full-round action with a DC of 10 + damage dealt in order to morph. A character with two damaged morph actuators cannot morph until his actuators are repaired. 20 - Nexus Generator: The mechamorph’s nexus generator housing is damaged. The mechamorph is slowed until the housing is repaired. If this component is hit again, the generator explodes, dealing nexus energy damage to the mechamorph and nearby characters. The explosion deals 1d10 points of damage per Hit Die of the mechamorph to all creatures in a radius of 10 ft. per Hit Die of the mechamorph. The mechamorph itself automatically takes the damage; other creatures in the radius may make a Reflex saves (DC 10 + 1/2 Hit Dice of the exploding mechamorph) for half damage.
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