Viewing Effect - Mundane Catalog
Change shape into non-humanoid creatures

Create a Mundane Catalog Power


You have the ability to temporarily transform into any one of a set of predefined creatures. These creatures could be normal animals or supernatural creatures, but they are mundane in their capabilities and cannot fly. You do not have access to your other Powers while transformed.


You may transform into one of up to [[number-animals]] non-human, non-flying creatures. These creatures may be aesthetically supernatural but cannot bestow any supernatural abilities. They must have analogous stats to an extant, living, mundane animal. You do not have access to any of your Powers while transformed.

Exert your Mind and spend an Action transforming into one of the following creatures: [[catalog-of-creatures]]. You remain transformed for up to one hour and may end the effect at will.

Your Injuries persist between forms, with potentially lethal results.

You should record the Attributes and Body score of your chosen creatures when you take this Power. Otherwise their stats are at the GM's discretion. You adopt the new form's Attributes (other than Intelligence and Wits) and Body rating.


For balance purposes, these forms should generally come with hefty limitations, as mundane animals would. These include things like an inability to speak, hooves instead of hands, etc. Forms are subject to Cell Leader approval.


Quick Change (Your transformation is nearly instant. Instead of requiring a full Action, you may activate this Power as a Quick Action [-2 dice to your main Action].)

Safe Changes (Changing forms cannot kill you because of carried over damage)

Shape to Shape (You may use this Power while transformed.)

Fur Coat (Your clothes change with you and are returned when you change back.)
Great for the prude crowd!

Catalog Change (You may change your catalog of forms during your downtime.)

Indefinite Duration (After changing shape, you stay in that form until you reactivate this Power.)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

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.

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.

Creature of Power (You have access to your passive Powers while transformed.)

Special Trick (You have access to one of your Active Powers while transformed.)

Fresh Body (Your Injuries are tracked separately in each form. Healing for a given form can only take place while you are in that form.)

Spirit Animal (You may only transform into one specific creature. However, you have full access to all your Powers while transformed.)

Take Wing (You may choose flying creatures for your catalog.)

Unleash (If you are restricted, restrained, dazed, sleepy, or stunned, transforming immediately ends the effect. Cooldown 1 minute.)


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
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.)
Traumatic (Make a Trauma roll when you use this power)
Long Cast (This Power takes one minute to activate.)
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.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
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 - Number Of Animals

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 2
  2. 3
  3. 6
  4. 10
  5. any number of

Example Powers