Shapeshifting

Powers that involve changing one's physical or mental shape. Surprise!

(Family) Shifter [-4] Description: Your shapeshifting abilities are limited to one family of creatures. For example you might only be able to shapeshift into any type of canine/feline/avian creature. Musts: You must choose a type of creature that you can shapeshift into. Skills Affected: Varies Effects Limited Multiform. You may take on nearly any form so long as it falls within the family of creatures you've chosen. Limited Skill Shuffle. At the end of the day most cats or most dogs have the same types of skills, just in varying degrees, a tiger might have a higher might rating than a tabby cat. You may build only one alternate skill configuration, but may choose three skills which may be adjusted from form to form within that configuration. Function Follows These Forms. You have two form points which you may use to gain temporary access to powers that make sense given your chosen family of creatures. Extra Form Points [-]. You may purchase an extra form points at a one for one ration to refresh spent. A Family Understanding [+1]. Your understanding of your chosen family of creatures is expansive. You may purchase the pact instincts power for free.

MULTIPLE BODIES [–7] Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong. Skills Affected: Physical skills. Effects: Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power. We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also "spill over" in this way. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (+0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (+5) skills to Good (+3), you would acquire two skill points to raise one of your copy’s skills to Fair (+2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later). <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of "templates" based on the kind of power-sets you could give different numbers of clones, to save time.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Phouka Beast Change: Your beast form is mutable. While you may only change into one animal, you can change into variations of the same one. You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">PAINFUL TRANSFORMATION [+1] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: Shifting forms is extremely painful. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: A Shapeshifting ability. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: Endurance <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Painful Transformation. Choose one form you have access to. Whenever you shift forms, unless it is into the chosen form, you immediately receive a Mild Physical Consequence related to the stress of transformation.

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Flesh Forgery. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your alternate form(s) include items that are not connected to your main body. You may create a simple item whenever you shapeshift into a an alternate form. These items disappear when you shapeshift back. If you have Beast Change, then you must select the item when you take this power. If you have True Shapeshifting, then you may create whatever you wish. However, anything more complex than a knife or a pair of pants may call for a Craftsmanship roll. Armour, thrown weapons, and one handed melee weapons created with this power are limited to rating 2, while two handed melee weapons are limited to rating 3. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Arsenal Of Flesh [-1]. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are no longer limited to creating a single item. You may a number of items, although large quantities may require a Craftsmanship roll.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">FLESH FORGERY **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-1]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The shape(s) that you assume can include equipment.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have the Beast Change power or the True Shapeshifting power in order to take this one.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Weapons, Craftsmanship
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213). Musts: Modular Abilities.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Symbiosis Of Spirit -0 (requires Demonic Co-pilot) <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene. (As everyone knows you cannot interrupt a transformation sequence).

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Almost Perfect Disguise. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may fashion a disguise with a supplemental action, altering your height, weight, build, appearance etc. Your disguises are almost entirely perfect and are very difficult to see through. There is, however, always one method to unmask you. It may be that uttering your true name strips you of all false pretenses, or perhaps your eyes always look the same, no matter the form you take. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Appearance Can Be Deceiving. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your disguises match your role almost perfectly. Any social action where appearance is a primary factor gains a +2 on the roll, so long as your disguise matches the role you are trying to play. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Clothes to Fit the Role. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are naturally able to fashion appropriate attire along with the magical act of modifying your appearance. As long as your disguise persists, so do the clothes generated by it (even if they are separated from your person). These clothes can look like anything, be of any material, color, or cut. As they are technically a part of you, they can act as a biological link for the purposes of tracking or thaumaturgy.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Shapeshifting Disguise [–1] **
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">This is a variant on Human Guise (page 176) that offers a few extra benefits. Most commonly used shapeshifters who have a limited range (such as only humanoid forms).
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Social skills.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Composite Personality [-2] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You are not alone in your mind, you have access to dozens of other minds, memories and skills. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics) <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">See-Saw Mentality (Requires Composite Personality) [-2] When one personality is pushed down another is pushed up. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You are immune to unnatural mental stress but any mental damage greater than your mental stress track forces you to change personality.