Viewing Effect - Inanimate Transformation
Transform into a non-living object

Requires: Seasoned

Create a Inanimate Transformation Power


You may temporarily transform into a specific inanimate object. While in this form, you cannot move or perceive the outside world.


Exert your Mind and spend a round transforming into [[chosen-form]]. You remain that way for [[duration]].

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


Prison (If you are dismantled or damaged as an object beyond a point that would kill you if the effect were to end, you do not revert to your original form until you have been sufficiently repaired.)

Epoxy (If you are repaired while transformed, you will be healed upon being restored. The amount you are healed depends on the quality of the repair job)

Nothing to See Here (Instead of a specific predetermined form, you may transform into a copy of any touched object.)

Gargoyle (You are capable of perceiving the world around like normal while you are transformed.)

Artifact of Power (You are capable of using any powers that do not require movement, speech or similar while transformed. If you are damaged beyond a point where you would die if transformed back into a human, this effect ends.)

Haunted (You may control the motion and functioning the object you have transformed into. For instance, you could open and close hinged doors on yourself, start your engine and steer yourself, etc.)
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.

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Willful End (You may end this Power before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)
Why take this when Switch is available? It's because the goal is to create the most flavorful Powers, not the strongest ones. . . OR HAVE YOU FORGOTTEN? D:

Spirit of the Sword (If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats.)
Any Action that would cause self-harm to your host requires a contested Mind roll. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.

Curse of the Castle (You may use this Power on another creature by Exerting your Mind and making a contested roll. The duration cannot be indefinite, and the target always has access to the Haunted, Artifact of Power, Gargoyle, and Prison Enhancements.)

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Sentient Object (Upon taking this Enhancement, you are permanently transformed into your chosen object. You receive the effects of the Haunted, Artifact of Power, Spirit of the Sword, Gargoyle, and Prison Enhancements without having to take them.)
In order to take this Enhancement, the Duration parameter must be set to its default level. Similarly, any Drawbacks that are avoided by this Enhancement's effect (e.g. Conditional) cannot be taken. Taking this enhancement bypasses any status restrictions on the other enhancement effects that it grants. For example, you will still get the Spirit of the Sword enhancement even if you are not Veteran status. If the item which you have become is also a Unique Focus for one of your other Powers, you may no longer use that Power unless someone is wielding you, and they will be at a -2 dice penalty while doing so.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Long Cast (This Power takes one minute to activate.)
Obvious Disguise (Your transformed state looks like you. A statue, for example.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Duration

Default Level: 2

Seasoned Threshold: 9

Veteran Threshold: 9

  1. 1 round
  2. 3 rounds
  3. 3 minutes
  4. 30 minutes
  5. 3 hours
  6. 1 day
  7. 1 month

Example Powers