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Shifting

Index | Overworld? | Rules | Character Creation | Magick | Shifting

Shapeshifting is a power which does not have to be taught (though it is much easier to learn that way). Instead simply a great desire for it, or at least for something which the subconscious could interpret as it can bring it on.

The most important statistics for shapeshifting are Psyche and Endurance. Psyche governs the maximum rate at which changes can be safely made (if shifting is done at a faster rate there is the risk of injuring oneself, or even worse of inducing Flow Cancer into oneself), while Endurance governs both how long one can keep shifting shape, and also how long a form can be maintained once it is achieved.

Shapeshifting comes in two basic levels of knowledge, the basic and the advanced. However, the advanced knowledge divides further into three branches which are essentially independent of one another. These are :

  • general enhancements
  • shapeshifting matter apart from ones own body
  • moulding ones spirit and powers

Each of the basic forms requires greater definition of the advantages, disadvantages, and expectations of that form.

With basic shapeshifting one's clothes do not change with you (that requires the Mould Matter portion of Advanced Shapeshifting); however, clothing which shifts to accommodate the changes in ones body is not totally uncommon.

Also, pregnancy has effects on a shapeshifter's abilities. The growing baby somehow inhibits the power where it would affect them - that is, shifting the womb and other essential areas. Only a shapeshifter with the advanced ability Mould Living Non-Self Matter can overcome this limitation. Even then it is not considered something which is good for the child.

Known/Basic Forms come in 3 versions
1) HUMAN FORM
This form is the standard / default form for the character. This form is expected to be humanoid. The humanoid form sets the character apart from lower shifters, who for one reason or another find it difficult to maintain a form of this complexity and exactness. Though this form can have demonic, animalistic, or other qualities making each character's unique, this form has no real advantages or disadvantages.

2) AVATAR FORM
The most basic shapeshifting powers, bringing out the basic alternate forms. These can be larger or smaller than basic human form, the extra mass generally being gained or lost from the air (with a rush of wind). The amount by which these forms can be larger or smaller is dependant on Endurance. This form is much easier to maintain than any other forms the shapeshifter may know.

3) WAR FORM
This form is used mainly for two purposes: for combat and for surviving in hostile environments. The war (or combat) form has intrinsic Extra Hard claws, teeth etc., and intrinsic armour equivalent to Resistant to Normal Weapons. The energy and concentration required to maintain this form are higher than those required to maintain the human form. The Survival form seeks to utilise every available survival / combat option , according to the skill of the user.

For how many extra points you can spend at each level use the table below
Shapeshifting Powers Points that can be spent
1 5
2 15
3 20
4 25
5 30
6 35
7 40
8 45
9 50
10 whatever

At level 0, you have:
Inherent Crisis Management
This level of shapeshift is the most basic, and the user has no control over their ability whatsoever. However, it will ensure survival of injuries and hostile environments, with the proviso that it takes about 1 minute for this to kick in and work. So you need to avoid situations which will get you dead faster than that, or you will still die.

Abilities available with 1 or better Shapeshifting
Cost Name Note Required
5 Basic Shifting To Known/Basic Forms See note Inherent Crisis Management
Abilities available with 2 or better Shapeshifting
Cost Name Note Required
5 Shift Face And Body See note Basic Shifting To Known/Basic Forms
Abilities available with 3 or better Shapeshifting
Cost Name Note Required
5 Berserker See note Shift Wounds
5 Shape Body Parts See note Basic Shifting To Known/Basic Forms
Abilities available with 4 or better Shapeshifting
Cost Name Note Required
5 Animal Abilities See note Shape Body Parts
5 Mould Living Non-Self Matter See note Shift Face And Body and Shape Body Parts
5 Shift Wounds See note Basic Shifting To Known/Basic Forms
Abilities available with 5 or better Shapeshifting
Cost Name Note Required
5 Absorb & Eject Mass See note Shape Body Parts
5 Mould Unliving Non-Self Matter See note Mould Living Non-Self Matter
Abilities available with 6 or better Shapeshifting
Cost Name Note Required
5 Shift Anatomy & Structure, Acquire Forms Abilities See note Animal Abilities
Abilities available with 7 or better Shapeshifting
Cost Name Note Required
5 Creatures of Blood See note Shift Anatomy And Structure, Acquire Forms Abilities & Mould Living Non-Self Matter
5 Non-organic Forms See note Shift Anatomy And Structure, Acquire Forms Abilities
5 Energy Forms See note Shift Anatomy And Structure, Acquire Forms Abilities
Abilities available with 8 or better Shapeshifting
Cost Name Note Required
10 Fluid Flesh See note Creatures of Blood
5 Shift Persona See note Basic Shifting To Known/Basic Forms
5 Advanced Wound Shifting See note Shift Wounds
Abilities available with 9 or better Shapeshifting
Cost Name Note Required
10 Exalted Persona Shapeshift See note Shift Persona
5 Shift Aura See note Shift Persona
Abilities available with 10 or better Shapeshifting
Cost Name Note Required
5 Selected Directional Multiple Psyche Emulation See note Shift Aura
5 Total Aura Cloak See note Shift Aura

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Page last modified on July 08, 2007, at 04:20 PM