Viewing Effect - Warp Form
Alter the body of another creature

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 a living 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

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

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. 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.

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 immediately made aware that they have been truly 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. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. 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.

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.)

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:

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.)

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.

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

Happy Accidents (Instead of causing a new Battle Scar, you may alter an existing Battle Scar of the target.)

Conduit (You may use this Power at any range, but doing so requires using a particular token of your target. You may use this Power once per token. Tokens must be of a particular type such as a track of the target, a body part of the target, etc.)
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.

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.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
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.

Drawbacks

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.)
Selfish (You may only target yourself.)
Traumatic (Make a Trauma roll when you use this power)
Consensual (Can only be used on consenting targets.)
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.
Humanities (This Power can only be used on Humans.)
I Got Better. . . (Your alteration "heals" over the course of the next month, after which it is fully cured.)
Bodypaint (Your changes must be aesthetic only and cannot cause dice bonuses or penalties.)
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.)
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
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 Cell's setting. 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.
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.

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

Example Powers