Shapechange "The greatest trick the devil ever pulled..."

2
The power to change your appearance.
Used by Ky Matranaga, Created by Monday.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see blood drain from Ky's body and form into live, supernatural tendrils that change his form. You must actively and obviously be using a sharp object to draw blood.)

Ky Matranaga is too infamous to walk in public-- in order to survive, the devil inside must convince the world that he doesn't exist. By absorbing the life essence within him, Ky is able to change his form to fit his needs. Some blood must be spilled in the process, of course. But at this point, it's the least of his concerns.


Spend 2 Actions. You must actively and obviously use a sharp object to draw blood to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

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 cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood drain from Ky's body and form into live, supernatural tendrils that change his form.

This Gift's Cost is capped at 2 and cannot be increased further.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Community Activated Gifts

Exert your Mind and spend an Action to activate.

You transform into a wendigo until you transform into something else or choose to return to your original form. You cannot transform into a flying creature. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

Possession of this Power grants the following Trauma at all times: Cannibalism.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

Grace knows the importance of staying hidden. Being able to wriggle into small spaces already is helpful, but being able to slip past people in broad daylight is required for swiping necessities. This power is most often used for sneaking into the cargo holds of planes to travel long distances.

Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Grace covers her eyes and counts to five. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You are obscured in one of the following manners. Lasts 2 hours.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

An inexperienced Isaac performed a ritual early into his study, one of his firsts. Looking back, it was stupid of him to attempt a ritual like this, it could have easily killed him, and condemned his soul for eternity. This ritual involved rubbing the ashes from cremated eyeballs on his own, under a supermoon. These eyes came from a lesser god known as Macula the Fearful, a lesser god that was killed by another, Issac was merely the vulture feasting on his corpse.

Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You automatically detect all undead beings within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

If no undead beings targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

Even if there are no undead beings within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Otherworldly eyes manifest above your face, the sockets being filled with hundreds of quivering eyes.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

When he first started flipping identities, the disguises we're subtle. Glasses, perhaps peroxide bleached hair.
After lots of time, anxiety, and an experimental spirit, he's learned quite a few tricks in prosthetics, makeup, and most importantly, method acting.

Spend a minute to activate. You must actively and obviously use Disguise Kit, or at the very least, makeup. to activate this Effect. Make a Trauma roll when you activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.

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. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.

This Gift's Cost is capped at 2 and cannot be increased further.

Possession of this Power grants the following Trauma at all times: Split Personality Disorder- He does not recall being disguised while disguised- he believes he IS the disguised person, likely becoming making a mind roll if shown evidence..

  • While you may alter your outfit's appearance, this does not grant or store equipment.
  • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.

Exert your Mind (unless you win a coin flip) and spend a Free Action. You must use up alcohol in order to activate this Effect.

You can run at four times your normal movement speed for the next hour.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Stock Activated Gifts

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

  • This includes any objects that come into range during activation.

Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    • Small (mouse up to regular house cat) Body 1. Brawn 0. Dexterity 4. Cannot injure others with attacks. Cannot die from falling damage. +3 dice to Stealth rolls.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

Exert your Mind and spend an Action.

You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

This Effect activates whenever combat begins. It does not require an Action or Exertion.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.

Exert your Mind and spend an Action.

You transform into a flowing pool of water 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.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.