Freedom of Form "I look as I choose to look, for I am as I choose to be."

1
Requires Seasoned
The power to change your appearance.
Used by Minerva McAlaster, Created by Polymorph.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see The moment Minerva 'unlatches' her form, it pulses like a degaussed TV. Her clothes and flesh both smear some, uncountable wounds on her her leaking. They don't seem to hurt, but she's obviously struggling to stay in one piece. In the wounds, the tears to another place entirely, one can sense all the things that shouldn't be said. Intrusive thoughts come to mind. But are they hers? Or yours?. You must actively and obviously be using a silver fox pendant.)

Minerva sucks in a breath and grips her pendant, squeezing it hard enough to hurt. She stares into her own reflection, and wills it to change. Her own form is begins to change in accordance with her desires. She breathes hard during this; the process is obviously deeply unpleasant, more so the bigger changes she makes.

Minerva's will begins to manifest further. More than just influencing people, more than just influencing herself, her will begins to spill over onto the world itself.

She started with small changes the first night, exploring the spark that had formed in her. The next night, she had fur. She could feel her bones grind, her jaw cracking as it turned into a maw, her flesh stretch as a tail burst out. She collapsed, crying. But they were tears of happiness, for in this first moment, all was right in the world. She slept like that, the first time she did it. It was restful sleep. She sleeps like that whenever she can now.

She's realized that her clothes are merely an extension of herself - and as such, she can mutate them just as much.

///
Meta: Minerva's mutation is more than just bone deep, and a large part of her transformation is instinctive and subconscious. When she gives herself fur, she's also instinctively messing with her own neurochemistry. She experiences a form of mild and constant euphoria while transformed.

She needs a mirror because she's exerting her will on changing herself, and at the moment, she needs to look at what she's doing.

"Man cannot remake himself without suffering, for he is both marble and sculptor."

///
History: As Minerva's concept comes together, I think 'everything is a cantrip / is effortless for her' is a big part of it. At the point of this edit, the power hasn't been used on a contract or a significant part of a move.

After Minerva's inability to use her powers while she was transformed lead to one of her fellow contractors dying, she focused, practicing. Practicing, practicing. She learned to use them when she's not her... but the pain she worked though is still there, always in the back of her mind.

Seasoned:
Minerva's powers intensified. Building on top of the latent power she has over other people, it's blossomed into something entirely more. People accept her if she believes she should be accepted. Her changes are deeper, touching her soul. But most importantly, they last. They last as long as she needs. She goes to sleep and awakes.. proper.
Something's happened, though. She doesn't have full control over it, and when she tries to change her form, it's almost like holding onto water. She needs to struggle as hard as she can just to keep from falling apart. It's hard work, and she has to exert her mind. At times, she wishes it was as easy as before.

Professional:
Minerva's experiences - traumatic and otherwise - have provided a little bit of clarity. She's only truly content in her true form. She's reluctant to do it - it takes her longer, she has a little bit less control over mutating her true form. But after everything that's happened, it's not quite as traumatic - she knows she'll go back. It's a deeper shift, as well. If something happens, she won't 'finch', and go back to her true form. She knows she can go back to it when she can. Just not yet.


Exert your Mind and spend a half hour. You must actively and obviously use a silver fox pendant to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The moment Minerva 'unlatches' her form, it pulses like a degaussed TV. Her clothes and flesh both smear some, uncountable wounds on her her leaking. They don't seem to hurt, but she's obviously struggling to stay in one piece. In the wounds, the tears to another place entirely, one can sense all the things that shouldn't be said. Intrusive thoughts come to mind. But are they hers? Or yours?.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

You may only use this Effect once per day.

  • While you may alter your outfit's appearance, this does not grant or store equipment.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Revision purchased with:
Improvement from running Stormy Talks spent on improving power: Freedom of Form    (since refunded)
Revision purchased with:
Improvement from running Stormy Talks spent on improving power: Freedom of Form    (since refunded)
Revision purchased with:

Community Activated Gifts

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

They are my familiars and my children both They are born of my blood and my magic. They will have roles and I will have them live as normalish children when not on mission.

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon up to 3 Sapient female Kitsune in human form one black fox tail and black fox ears look to be 16. at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Fox fire Electicity Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action.

You transform into Star Trek Black Goo for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.

You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.

Exert your Mind and spend an Action. You must use up at least a handful of fresh, foreign blood absorbed either through the hands or mouth in order to activate this Effect.

Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

Spend a Quick Action. You must actively and obviously use your sleeves to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 7 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is approximately 60 liters.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.

Stock Activated Gifts

Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.

Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and Spend an Action.

You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.

If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

You may end this Effect prematurely as a Free Action.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.

Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.

Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.