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Shapeshifter

by Baron Sengir

(Author's Note: before I start I want to say that this Shapeshifter is a revision of the one made by Cyan Blade, the new talents are mostly of his making and some of the text is also from his Shapeshifter, so CB: thanks, I hope this isn't too hard on ya? =0)

History/Background

The Shapeshifter is the Racial Discipline for the Changelings, because of their Elemental composition they have a greater understanding of the Elements in other forms, such as Namegivers, animals and others, though usually not so obvious, everything has tiny bits of each Element within themselves. Because of this understanding, Shapeshifters have learned to rearrange the Elements within matter, thus changing the matter itself.  The Discipline is uncommon in Barsaive, but that's because it's a small part, in the Theran "Empire" and beyond, there are much more of them. Because their abilities are focused inwards so much, their capabilities of fighting the Horrors were small, but luckily they found a way to protect the Life-pools from where they came in a way similar to the protection used by Obsidimen and their Liferocks. Because this Discipline has been in existence so long among the Changelings it consists of 15 Circles, a truly magnificent achievement for the Race. 

Usually people fear Shapeshifters, because of their abilities, as well because of their unknowingness. It is because of this fear and unknowingness that many in Barsaive started to accuse them of being Horror-Constructs and some people even hunted them down. This to the great disgust of Thera and, if Vasgothia would have known, the Vasgothian inhabitants. For these people have respect for the Shapeshifters, the Therans because to them they are an example of control over the Elements not even an Elementalist has; the Vasgothians because in their country the Changelings and Shapeshifters are well known.

Legends say that the first Shapeshifters were normal Changelings, who, at that time, had no particular form, but the ability to assume others. As the Changelings started to emulate other Namegivers they lost their innate ability to shift shapes, yet some combined both of these and created the Shapeshifter Discipline.

Talent Crisis:

A Shapeshifter may have a talent crisis after a traumatic event with an Element, this might range from Small to Heinous, Heinous after being almost killed by an Elemental Spirit for no apparent reason, Small after being attacked by an Elemental creature (Obsidimen, etc.) When a High Circle Shapeshifter gets a talent crisis, he might start to randomly take forms and shapes, which can only be stopped after a Deed of Atonement.

Deed of Atonement: 

A Deed of Atonement is coming to peace with the Elements within, usually by meditating for several days, but when suffering from a Heinous Talent Crisis, only doing penance with an Elemental Spirit will help.

Half-Magic:

The Shapeshifter may use Half-Magic to recognize different plants and Elements and the use of Elemental magic, also to detect True Elements or Elemental Spirits, like the Nethermancer may detect spirits.

Multi-Discipline Combinations:

Although the difference in use of Elemental Magic, Elementalists combine good with the Shapeshifter. Nethermancers are also a not too uncommon choice. Troubadours are also often chosen. Illusionists are sometimes chosen, but most of their Talents and Spells become obsolete. The others are chosen as well, but not as frequent as the above.

 

Racial Restrictions: Changelings only.

Important Attributes: Dexterity, Toughness, Willpower

Artisan Skills: Runic  Carving, Wood/Stone Carving, Sculpting

"Only by understanding the fundamental composition of matter can one even begin to understand all of its complexities, let alone to gain mastery over it."    -Teloran, Changeling Shapeshifter                          (Thanks Cyan, again=0)

Karma Ritual: (my thanks again go to Cyan, because he describes this very well and I couldn't have done it better.)                                                                                                                                             To begin his Karma ritual, the Shape Shifter sits cross-legged, picking up a small object and holding it in both hands. For the first ten minutes, the Shape Shifter draws out each of the elements within the object. First fire, making the object hot, then water, making it feel wet, earth, hardening the object, air, making it lighter, and lastly wood, changing its texture. The Shape Shifter then places the object in front of him and focuses his attention inward, causing his heart rate and breathing to slow, feeling each of the five elements within him surge and diminish one by one. After this, he picks up the object, holding it in his left hand. The Shape Shifter then causes each of the elements within his right hand to rearrange themselves until they have formed the object held in the opposite hand. The ritual is complete when his hand returns to its normal shape.

Talents at Circle:

 

I

Karma Ritual

Avoid Blow

Body Weaponry* (D)

Body Shielding*

Metabolism* (D)

Unarmed Combat (D)

Mimic Voice

 

II

Morph Features (D)

Durability (8/7)

Speak Language

 

III

Beastform (D)

Swift Kick

 

IV

Slow Metabolism (D)

Thread Weaving (Shape Weaving) (D)

Karma: the Shapeshifter may spend Karma on actions using Willpower only.

 

V

Elemental Tongues

Wood Skin

+1 Physical Defense

 

VI

Resist Elements 

Wound Balance

+1 Social Defense

 

VII

Fireblood

Second Attack

+1 Recovery Test each day.

 

VIII

Metamorphosis (D)

Poison Resistance

Karma: the Shapeshifter may spend Karma on actions using Dexterity only.

 

IX

Earth Skin

Reshape Object (D)

Memorize Image

+1 Physical Defense.

+1 Spell Defense.

 

X

Cold Purify

Elemental Hold 

+1 Spell Defense

+1 Initiative Step

 

XI

Defense

Vitality

Karma: Add 25 to the Shapeshifter's Maximum Karma Points

 

XII

Summon

Summoning Circle

+1 Social Defense

Karma: the Shapeshifter may spend Karma on actions using Toughness only.

 

XIII

Bargain with Summoned Creature (D)

Stone Skin

+2 Physical Defense

+1 Recovery Test each day.

 

XIV

Vital Strike

Earth Armor

Death Hands:  when using the Body Weaponry talent, the Shapeshifter may spend up to 3 additional Karma Points for the Damage Test.

 

XV

Venom

Aura Armor

+2 Physical Defense

+1 Spell Defense

 

 

New Talents:

Beastform
Step Number: Rank + Willpower Step 
Action: Yes             Skill Use: No 
Karma: Yes             Strain: 3 
Discipline Talent: Shapeshifter 


The Beastform talent allows a Shape Shifter to assume the shape of a non-magical animal, such as those on pg. 311 ED, between 5% and 200% of the character's own weight. If the Shape Shifter beats his spell defense (which cannot be lowered) using the Beastform talent step, he gains all of the beast's normal physical attributes and abilities while retaining all mental attributes and talents. The character's clothing and equipment do not morph with him when he shifts to beast form and he cannot be wearing any type of armor when he uses this talent. The duration of Beastform is (2 + rank) x 2 minutes, or until the character decides to end use of this talent. Characters in beast form may be affected by any talents or spells that normally affect beasts. 




Body Weaponry
Step Number: Rank + Strength Step + 3 
Action: No             Skill Use: No 
Karma: Yes             Strain: None 
Discipline Talent: Shapeshifter 


Using the Body Weaponry talent, a character causes their dominant arm to form the shape of a weapon. The character uses his Unarmed Combat talent to make on an attack test. If successful, the damage test is made using the Body Weaponry step. Body Weaponry lasts until it does damage at which point the character's dominant arm returns to its normal shape.

Body Shielding

Step Number: Rank + Toughness                                                                                                 Action: No            Skill Use: No                                                                                                           Karma: Yes           Strain: 2                                                                                                                     Discipline Talent: None 

With Body Shielding, a character can use his Shapeshifting abilities to turn his non-dominant hand into a shield of any kind. The character makes a Body Shielding test against his own Wound Threshold, if successful add Rank points to the characters Normal Armor Rating, each use lasts for Rank rounds.


Metabolism
Step Number: Rank + Toughness Step 
Action: Yes                 Skill Use: No 
Karma: No                 Strain: None 
Discipline Talent: Shape Shifter 


The Metabolism talent is the most basic shape shifting talent and is a prerequisite for all other shape shifting talents. Metabolism allows a shape shifter to increase his metabolism and alter very small aspects of his physiology. It allows him to repair injuries at an accelerated rate and perform minor alterations to his body such as changing eye color, hair color, slight changes in skin color, and other very slight cosmetic alterations. The character substitutes his Metabolism talent step for his Toughness step number when making a recovery test to reflect the increased healing rate.




Metamorphosis
Step Number: Rank + Willpower Step 
Action: Yes                 Skill Use: No 
Karma: No                 Strain: 4 
Discipline Talent: Shape Shifter 


Metamorphosis allows a Shape Shifter to temporarily assume the shape of any animate or inanimate object. The Shape Shifter rolls the Metamorphosis step dice to see if he beats his own spell defense. If so, he can choose to change his shape to any animate or inanimate object with the following property: the object must weigh between 1/rank to rank times the Shape Shifter's own weight. To detect the Shape Shifter in astral space while morphed, an observer must achieve a Good or better success on an Astral Sensing Test against the Shape Shifter's spell defense. The Metamorphosis talents lasts until the Shape Shifter ends the effect or until 10 x rank minutes have elapsed.




Morph Features
Step Number: Rank + Willpower Step + 3 
Action: Yes             Skill Use: No 
Karma: No              Strain: 2 
Discipline Talent: Shape Shifter 


The Morph Features talent allows a Shape Shifter to alter his or her own physical appearance to match that of either someone the Shape Shifter knows or has seen in passing in the last 24 hours. The Shape Shifter's can change his size to up to twice his normal weight and down to one half, but not more than 50% in any dimension. This talent is not an illusion but an actual physical change. If a character knows the person that the Shape Shifter has morphed his features into, a sensing test against a difficulty number equal to the result of the Morph Features test is required for that character to realize the Shape Shifter is not who they appear to be. The Shape Shifter can maintain Morph Features for a number of minutes equal to the result of the Morph Features test, and can string together multiple Morph Features, paying 2 strain each time.




Resist Elements
Step Number: Rank + Willpower Step 
Action: No                 Skill Use: No 
Karma: No                 Strain: None 
Discipline Talent: None 


The Resist Elements talent allows a character to increase his Mystic Armor against elemental magic. To use this talent, the character feels each of the elements within him, fire, earth, air, water, and plant. When the harmful element comes into contact with him, he opposes it with its opposite element, water against fire, earth against air, etc. The character then rolls the Resist Element dice and substitutes the result for his Mystic Armor for a number of rounds equal to his Resist Elements rank. The character must use this test result, even if his normal Mystic Armor rating is higher. 




Slow Metabolism
Step Number: Rank + Willpower Step 
Action: Yes             Skill Use: No 
Karma: No             Strain: None 
Discipline Talent: Shape Shifter 


Slow Metabolism allows a character to slow their metabolic processes such as breathing, heart rate, as well as lower their body temperature. In this state, a character is often presumed dead and can be easily mistaken as such. This talent lasts for rank minutes and can be strung together continuously for a constant effect. The difficulty number for an observer to realize the character is still alive is equal to the result of the Slow Metabolism test. Each time Slow Metabolism is renewed a new test be made. In addition, while in this state of slowed metabolism, poisons spread more slowly, advancing at only half their normal speed.