BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Shapeshifters

Shapeshifters are humans. As simple and true as that statement may be, they are also inherently inhuman in a way that is difficult to reconcile for most. Simply put, while mortal humans are bound to a single form for their entire lives short of such extremes as surgical intervention, shapeshifters are impermanent in the truest sense. Most do not even have a single form which they consider their true selves. This is all thanks to the unique gifts they exhibit which allow them to flow from one physical form to another, not as an adrenaline response as the anthropomorphs, but in more subtle and conscious ways.

 

Fittingly, it is unknown how shapeshifters first came to be. They've lived dispersed within the mortal human population for all of recorded history and presumably well beyond. They exist across cultures and continents. As such they are as diverse as the entirety of humanity. There is no shapeshifter nation, but simply members of various cultures across the globe. They are however able to recognize each other which allows them to discreetly connect with others like themselves if desired. Given the incredibly small percentage of the global population they represent this has done great things for their diversity while unfortunately leaving them with virtually no representation in supernatural society. A small number of shapeshifters in San Gabriel have come together with the Anthropmorphs and Mmorloks to form something of a political action group, but they are not representative of any larger organization among shapeshifters.

 

As with their appearances and cultures, shapeshifters vary rather drammatically in power. Some make only minor alterations to their appearance, adjusting visible physical traits within the expected norms of mortal human biology. Others are able to take on more drammatic changes, expressing animalistic, supernatural, or alien biological traits. Some even manage to fully escape human biology, shifting alternately between the shapes of animals, inanimate objects, or even amorphous sludge. This variety is explained among supernatural scholars, mostly the wizardly orders, as a unique form of magic which is seemingly accessible only to those born shapeshifters. Of course regional folklore has countless explanations for these individuals based on their interactions with mortals, ranging from the gifts of gods to infernal bargains to alien incursions. Shapeshifters themselves tend to not bother with defining the nature of their abilities as to them it is no less natural than breathing, though given their diversity there are of course some who've sought out clear definitions as do so many outside their kin.

Basic Information

Anatomy

It is difficult to explain the anatomy of a shapeshifter. They are at once entirely human, as normal as any mortal, and at the same time every aspect of their physical form is prone to change at the effort of a thought and a slight exertion. There are a few unifying characteristics. As with several other supernatural beings, Shapeshifters exhibit severe allergic reations to contact with silver. This not only harms them in a manner similar to other such affected beings, but prevents them from effectively controlling their forms, often resulting in a malformed appearance to pair with the toxic effects of exposure. The blood of a Shapeshifter will luminesce under UV light without other chemical intervention. Such blood also tends to not react with other materials, instead beading like water on a hydrophobic surface.

Genetics and Reproduction

Given that the origins of shapeshifters as a species remain unknown it is difficult to determine how they reproduce. All shapeshifters retain the ability to procreate with humans but offspring so produced seems to be human as often or more than shapeshifter. Likewise, two shapeshifters who mate produce human offspring with no greater frequency than those who mate with humans. At the same time, a shapeshifter infant can be born to two human parents seemingly at random, though they rarely express their capabilities until well into adolescence or even adulthood. These last ones usually end up being discovered by another shapeshifter who mentors them in their abilities and how to remain safe from mortal society, though there are plenty of examples of shapeshifters who manifest their powers in solitude and must find their own way through human society.

Growth Rate & Stages

Shapeshifters rarely exhibit their capabilities as children so for the first 10-20 years of their lives they live as any other mortal would. Once their abilities manifest though their growth and the effects of aging become almost irrelevant. Old age seems to have little effect on shapeshifters except those who've least developed their abilities. They still share an average lifespan with the mortal humans of their respective societies and are subject to the same hazzards, including predation, disease, and natural disasters, though shapeshifters of more advanced abilities can usually better resist such dangers than can mortals.

Dietary Needs and Habits

There are countless stories in folklore about shapeshifters with what one might call unique dietary requirements, however in practice shapeshifters have the same biological needs as any mortal.

Behaviour

Shapeshifters tend to be more open-minded than the average for their respecitve cultures, likely owing to their own unique nature within the otherwise mundane population. They are frequently either members of marginalized groups or vocal supporters of such. This is not to say all shapeshifters follow such behaviors, but their very different perspective tends to encourage such. Most do not come into direct contact with the larger supernatural world which insulate them from the more inhuman perspectives, but most at least have a limited understanding that they're not the only different beings in the world. This also leads to a tendency to a broader view of cultural norms or spiritual pracitces than most humans, though again this is not universal and there are plenty of shapeshifters who adhere more strictly than the average person to their culture's expectations and traditions, perhaps seeking a source of stability in their otherwise malleable being. Ultimately, as with every other aspect of their being, shapeshifters are as varied as humanity and frequently moreso.

Shapeshifting

 

The unique arcana available to Shapeshifters to change their appearnace and physiology.

 

Novice: You learn two Novice degree Shapeshifting spells of your choice.

 

Expert: You learn one Expert or Novice degree Shapeshifting spell of your choice. You gain the focus Intelligence (Shapeshifting).

 

Master: You learn one Shapeshifting spell of your choice from any degree. You can also choose one power stunt (MABR p.93) you can perform for -1 SP (minimum 1) when casting Shapeshifting spells.

 

Grandmaster: You learn two Shapeshifting spells of your choice from any degree. Additionally, your Force when casting Shapeshifting spells is always +2.

 

Apex: You now know all Shapeshifting spells of every degree. Treat all Novice degree Shapeshifting spells you cast as minor arcana with a cost of 1 PP.

 

A shapeshifter with at least one degree in this talent gains the minor arcana Sense Kin, which allows them to instinctively detect other shapeshifters they interact with, be it simply passing a stranger on the street or a proper social encounter.

 
Formshift
Requirements: Shapeshifting (Novice)
Cost: 2 PP | Fatigue: TN 10
Time: Minor Action
Target Number: 9
Test: None

You alter your physical form within the scope of normal human appearance. You can create subtly unnatural changes, such as dyed hair or a tattoo, but you cannot create clothing or jewelry and you cannot mimic the appearance of specific individuals. This change is not quite instantaneous, but it's still incredibly fast with a full body transformation taking less than 2 seconds on average. Once the change is complete, the new appearance is your true physical form for all intents and purposes. Changes to internal biology, such as physical sex characteristics, are reflected on all biological levels.

 
Adaptation
Requirements: Shapeshifting (Novice)
Cost: 4 PP | Fatigue: TN 11
Time: Major Action
Target Number: 11
Test: None

You alter your body to take on inhuman traits. For the duration of the encounter or until you choose to end the effect as a free action, you may choose to take on one of the following special qualities.

  • Claws You grow a pair of claws which you can use as a melee weapon (1d6) and which aid you in climbing allowing you to reroll any 1's on Strength (Climbing) tests.
  • Improved Agility Your body becomes faster and more agile, increasing your speed by 3 meters and allowing you to reroll any 1's on Dexterity (Acrobatics) tests.
  • Night Vision You eyes change allowing you to see in near darkness as though it were normal light.
  • Scent Tracker You develop a keen sense of smell and may reroll failed Perception (Smelling) and Perception (Tracking) tests, but the results of the rerolls are final.
  • Tough Hide You develop a thick hide, fur, scales, or some similar protective layer granting you a natural Armor Rating of 2.
  • Vicious Maw Your mouth changes into a fearesome maw of razor sharp teeth which you can use as a melee weapon (1d6).

At the GM's discretion you may describe a trait of a similar nature to those listed above to address a specific challenge, environment, or hazzard. The creative application of this spell could completely neutralize some obstacles, and for those which are not neutralized you can reroll any 1 or 2's on abillity tests to navigate the environment or avoid harm from a relevant hazzard.
At the expert degree, you may choose to spend an additional 2 PP to instead take on one of the following special qualities instead.
  • Constrict Your body elongates into a serpentine form perfect for squeezing your prey (see Fantasy Age 2e Core Rulebook, p.210).
  • Echolocation You develop a bat's sense of echolocation (see Fantasy Age 2e Core Rulebook, p.207).
  • Pounce You grow claws as above with the added ability to strike effectively with both hands at the same time (see Fantasy Age 2e Core Rulebook, p.210).
  • Swimming Charge You grow a powerful tail to aid in fast swimming (see Fantasy Age 2e Core Rulebook, p.208).
  • Tentatcle Grab One of your appendages, or a new one sprouting from your body, becomes a powerful tentacle which you can use to grab other creatures (see Fantasy Age 2e Core Rulebook, p.211).
  • Venomous Bite You gain a powerful bite as Vicious Maw above with the added ability to envenomate your targets (see Fantasy Age 2e Core Rulebook, p.211).
  • Very Tough Hide You develop a natural defense as above, but thicker and more protective increasing your Natural Armor Rating to 4, but reducing your speed by 1 meter.

 
Enhance Abilities
Requirements: Shapeshifting (Novice)
Cost: 4 PP | Fatigue: TN 11
Time: Major Action
Target Number: 12
Test: None

You alter your physical form to favor certain strengths over others. You could grow more muscular or improve your agility. Choose two abilities from Constitution, Dexterity, Perception, or Strength. Decrease one of the chosen abilities by 2 and increase the other by 2 for the duration of the encounter. Once cast, you cannot cast this spell again during the same encounter.
At the expert degree, you increase the chosen ability by 3 instead. At the master degree, you may choose 2 abilities to decrease and 2 abilities to increase in the same casting of this spell.

 
Accoutrements
Requirements: Shapeshifting (Novice)
Cost: 2 PP | Fatigue: TN 10
Time: Minor Action
Target Number: 9
Test: None

You've learned to fashion a variety of clothing, jewelry, and even carried objects as fashioned from yourself. You can make these appear as normal objects of their kind, but you are unable to remove them or in any other way separate them from your body as they are inherently a part of you. Handheld objects created in this way can be used as weapons, but any damage that would be inflicted on the object is inflicted on your person. You are unable to create objects of a mechanically complex or magical nature, such as guns or enchanted items.
If you also know the Formshift spell you may fold this effect into the casting of that spell by spending an additional 2 PP and increasing the TN to 10.

 
Mimicry
Requirements: Shapeshifting (Expert)
Cost: 8 PP | Fatigue: TN 13
Time: Major Action
Target Number: Varies
Test: Perception (Empathy) vs Force

Become someone specific. You can imitate the appearance, voice, and other physiological traits of a specific individual you have observed for at least 1 hour. The TN of this spell ranges from 13 to 21 depending on your familiarity with the individual you are attempting to imitate (See the Remote Sensing table, Modern Age Basic Rulebook, p.102) though you cannot imitate individuals you have not personally observed. Once the change is complete, the new appearance is your true physical form for all intents and purposes.

 
Alter Form
Requirements: Shapeshifting (Expert)
Cost: 7 PP | Fatigue: TN 12
Time: Major Action
Target Number: 14
Test: Ability (Focus) vs Force

Take fully shift your form into that of an animal. This spell follows the same rules as the Beast Arcana spell Lesser Beast Form (see Fantasy Age 2e Core Rulebook, p.120). If you also have access to that spell reduce the TN of this spell by 2.
At the master degree, if you choose to spend an additional 5 PP this spell follows the same rules as the Greater Beast Form spell (see Fantasy Age 2e Core Rulebook, p.121). If you also have access to that spell the additional cost is only 3 PP.

 
Amorphous
Requirements: Shapeshifting (Master)
Cost: 15 PP | Fatigue: TN 16
Time: Major Action
Target Number: 16
Test: Ability (Focus) vs Force

For the duration of the encounter, or until you choose to shift back as a minor action, your body shifts into a viscous, liquid-like state allowing you to pass through areas impossible for other beings. You lose the ability to speak, but are still able to perceive with your senses as normal. Objects you are wearing or carrying drop to the floor where you previously were and you are unable to carry any object or amount of objects in excess of 1 pound. You may enter any non-watertight space through normal movement. You cannot attack while in this form, but you also take half damage from any non-magical sources. While in this state you are small and easy to overlook, granting you a +2 circumstance bonus to your Defense and to any ability tests where this would give you an advantage, such as Dexterity (Stealth) tests.

 
Multiform
Requirements: Shapeshifting (Master)
Cost: 18 PP | Fatigue: TN 18
Time: Major Action
Target Number: 17
Test: Ability (Focus) vs Force

Enter an ever-changing form, allowing you to rapidly switch between shapes. This makes you incredibly difficult to predict in combat, able to adapt instantly to unforeseen hazzards, or shift between appearances rapidly in social encounters. You are able to use the effects of Novice degree Shapeshifting spells you know as free actions and expert degree Shapeshifting spells you know as minor actions, without spending their cost in PP. This effect persists for 4 PP per round in action time or 10 PP per minute in narrative time in which you maintain the effect and precludes the casting of any other spells (except by the effect of Multiform).



Cover image: by Pexels

Comments

Please Login in order to comment!