Viewing Effect - Warp Form
Disfigure another creature's body

Create a Warp Form Power

Description

You are capable of permanently altering the body of another creature, given enough time. You may transform them in aesthetic or inconvenient ways but cannot make any alterations that are majorly debilitating.

System

Exert your Mind, choose an Animate target within [[range]], and spend [[cast-time]] warping their form. You roll [[attack-roll]], which the target may contest by rolling [[defensive-roll]], provided they are not restrained, unconscious, or incapacitated.

If you are successful, you may change their body in a way that ranges from a mere aesthetic difference to something inconvenient. Alterations cannot cause a dice penalty of more than -2 to any given Action.

Your alteration counts as a new Battle Scar and is affected by Powers that interact with Battle Scars.

Enhancements

Conduit (This Effect has unlimited range, but you require a token of your target to use it. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc. One activation per token.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Cantrip (Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)

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.

Strict Regimen (Upon treatment, you may specify a clearly-defined behavior that the patient must adhere to. If they violate the rule, the treatment is immediately reversed.)

Rewrite DNA (The alterations you make longer count as Battle Scars.)

Debilitating (Your alterations may cause serious disabilities such as the loss of a sense or limb.)

Master Fleshcrafter (Full Polymorphs no longer require two applications of Warp Form.)

Full Polymorph (You may make sweeping, full-body changes to your target with a single application of this Power, transforming them into another species if desired. A full Polymorph requires two applications of Warp Form.)
The first application of Warp Form causes a partial transformation, the second finishes it.

Happy Accidents (Instead of inflicting a new Battle Scar, you may alter an existing Battle Scar on the target.)
This may allow you to increase or decrease its severity, depending on your Outcome.

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Willful End (You may end this Effect before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Augmentation (Your alterations may provide a functional benefit to your target instead of a penalty. Can give up to +2 dice for relevant actions, or simple beneficial traits possessed by mundane animals, such as gills for water breathing.)
Any alterations must still cause an aesthetic difference. Whether or not a particular augmentation is allowed is up to your Cell Leaders. As always, dice bonuses to the same pool from multiple sources do not stack. The highest bonus is used. Augmentations still count as Battle Scars.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Selfish (You may only target yourself.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
Exhausting (After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
I Got Better. . . (Your alteration "heals" over the course of the next month, after which it is fully cured.)
Sacrifice (Activating this Effect 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.
Specialist (Your alteration is restricted to a particular theme. For example, you may only change the target's face, or all changes must involve elements of barnyard animals.)
Bodypaint (Your changes must be aesthetic only and cannot cause dice bonuses or penalties.)
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.
Easy to Resist (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated such that they could not or would not roll to resist this Power.)
If this condition is satisfied, no defensive rolls may be made by the target.

Parameter - Cast Time

Default Level: 0

Seasoned Threshold: 7

Veteran Threshold: 7

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Example Powers