Case Morphs

The Case have 3 morphs or ‘frames’ as they refer to them that they can use. The Case also are the only ones who can transfer from body to body, though they have never tried to do this with an organic ‘type of frame’.

Base line Frame These are the least complex and most simplistic of all Case frames. Though many varieties of case bot models exist, they are uniformly regarded as antiques. Most case morphs are vaguely anthromorphic, with a thin framework body, standing just shorter than an average human. The one advantage they have is extremely cheap, mass-produced robotic shells intended to provide an affordable basic solution for the average Case.
  • Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, synthmorph
  • Mobility System (Movement Rate): Walker (4/16)
  • Aptitude Maximum: 20
  • Durability: 20
  • Wound Threshold: 4
  • Advantages: Armor (4/4)
  • Disadvantages: –5 to one chosen aptitude
  • CP Cost: 20
  • Credit Cost: Moderate
Light Frame Case light frames are easily the most common seen type of Case body styling, even though on their own worlds the base line frames outnumber them. Much more solid and organic looking these frames look less like ‘robots’ and so are often better suited to working with other races.
  • Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Eidetic Memory, Mnemonic Augmentation, synthmorph
  • Mobility System: Walker (4/20)
  • Aptitude Maximum: 30
  • Durability: 40
  • Wound Threshold: 8
  • Advantages: +10 SOM, +5 COG, +5 to two other aptitudes of the player’s choice, Armor 8/8
  • Disadvantages: Uncanny Valley trait
  • CP Cost: 55
  • Credit Cost: High
Heavy Frame The least common type of Case frame, heavy frames are designed for use in space and often for forms of heavy duty labor. However some Case Divergents use heavy frames for combat purposes. They are larger than human normal at about 7 feet tail (2.15 meters) and bulkier.
  • Enhancements: 360-Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Heavy Combat Armor, Magnetic System, Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster, Structural Enhancement, T-Ray Emitter, Mount (Articulated, 4), synthmorphs
  • Mobility System: Walker (4/20), Hopper (4/20), Ionic (12/40), Vectored Thrust (4/20)
  • Aptitude Maximum: 40
  • Speed Modifier: +1 (Reflex Booster)
  • Durability: 50 (60 with Structural Enhancement)
  • Wound Threshold: 10 (12 w/Structural Enhancement)
  • Advantages: +5 COO, +10 REF (+20 with Reflex Booster), +10 SOM, Armor 16/16
  • CP Cost: 100
  • Credit Cost: Expensive

Note: All costs for ‘synthmorphs’ are raised in price to offset their natural synthmorph traits compared to biological ‘morphs’.

Case Morphs

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