Next Game: May 28
The group's great relief at finding themselves alive turned to horror when their train ran over a cliff.


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Alter Physical Form

categories: Body Modification
optimal stat: Body
6 levels, 3 points per level

This attribute grants its owner the ability to turn his or her body to stone, to water, or to other physical forms. It does not grant additional powers, nor does it change the shape of the character - for that, take Metamorphosis, Elasticity, and various other attributes. The only effect is that the character changes from being a carbon-based mammallian life form (or whatever his or her natural form) and becomes composed of some other material, though the character certainly gains whatever physical properties his or her alternate form possesses. Remember, the character retains his or her shape, even if he or she changes into water. It takes one turn to change into an alternate form. This attribute may be combined with the defects that are normally reserved for Metamorphosis, such as Involuntary Physical Change. Clothing and items may or may not transform with the character, depending on the nature of the attribute (magical, technological, biological, etc).

At the default point cost (3 points per level), the character may change only between his or her normal form, and one alternate form at his or her level of Alter Physical Form. (For example, level 5 is a being of light. At 3 points per level, the character can change back and forth between light form and normal form, but not take any other forms.) However, at an additional cost of 1 point per level, the character can switch between normal form, the form at the chosen level, and any form at any level up to that one.

Level One: The character may change into a solid material that is weaker or less durable than his or her normal form. Examples include soft sand, soft plastic, cardboard, wax, cloth, foil, et cetera. At 3 points per level, specify one form; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is more vulnerable to physical damage (takes +10 per hit), but is more pliable, not to mention a great deal lighter. Recommended additional attributes and defects: Elasticity, Speed, Awkward, Not So Strong, Not So Tough.

Level Two: The character may change into a solid material that is stronger or more durable than his or her normal form. Examples include stone, ice, metal, hard plastic, hard-packed sand, concrete, et cetera. At 3 points per level, specify one form; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is more resistant to physical damage (takes -10 per hit), but is significantly less flexible; it takes a great deal of effort to move, and the character is slow (-2 to AV and DV). The character is also much heavier. Recommended additional attributes and defects: Heavy Armor, Speed (to move at a normal speed instead of a slow one), Environmental Resistance, Super Strength, Awkward.

Level Three: The character may change into a specific liquid, but still retains a physical shape due to chemical bonds, magic, or other means. At 3 points per level, specify one liquid; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is very resistant to physical damage (takes -20 per hit) when it comes from a focused blow such as a blade or a gun. When the blow is significantly larger, it can splatter the character (successful body check to resist), sending his or her body all over the ground. It will then take a successful body check at -4 difficulty for the character to reconstitute himself or herself, and he or she may not change out of liquid form until reconstituted. Recommended additional attributes and defects: Telekinesis (to reconstitute with no difficulty), Force Field (a personal force field could prevent splattering), Elasticity, Not So Strong.

Level Four: The character may change into a specific gas, including fire. At 3 points per level, specify one gas; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character appears as a thick cloud of smoke. The character is impervious to physical injuries, but can still be harmed by magical, elemental, and various other kinds of attacks. The character can make physical contact with objects and people, but is not strong enough to lift anything but sheets of paper and other things that are susceptible to wind. The main problem with this form is a weakness to wind: Any gust over 5mph will scatter the character! Telekinesis, Force Field, and other attributes can keep the character together; otherwise, the attribute should only be used indoors when there is no breeze. (If scattered, it will take a successful body check at -6 to reconstitute.) Recommended attributes: Flight, Special Attack (Burning ability if fire), Elasticity, Environmental Resistance, Vulnerability (water if fire), Not So Fast, Not So Tough.

Level Five: The character may change into light. This means that the character exists as energy, not as matter. No physical or biological attack can harm the character, nor can a strong wind; the character is completely impervious to both. Magical, telepathic, and energy-based attacks can still harm the character, and there is one other weakness: Strong light. If an enemy shines a bright light onto the character, such as a powerful lantern, it will cause damage (the GM should decide an appropriate amount). The character always appears as he or she would in a very bright room or on a brilliant sunny day, so the character cannot hide in shadows, and in fact can illuminate a dark room. Though the character is made of light, the nature of the attribute dictates that the character is still positioned at some specific point in space, and is subject to the rules of gravity, meaning that the character cannot move around at will, but must walk or fall to travel. The character cannot penetrate any solid or liquid unless it is translucent (body check -2) or transparent (body check). The character may have to pass a body check to pass through a thick, non-translucent gas. Recommended attributes and defects: Flight, Telekinesis, Heightened Senses (Vision), Environmental Control (Light), Special Attack (Burning to cook victims), Vulnerability, Sensory Impairment (Taste and Touch).

Level Six: The character has no corporeal form, neither matter nor energy. This is not the same as Astral Projection, since the character still only moves at normal speed, and can still be seen by anyone in the area. (For simplicity's sake, the character appears as though he or she is really standing there, plainly visible in light and hidden in shadows.) The character is invulnerable to all attacks except magical and telepathic ones, however, and may pass through any physical material (solid, liquid, gas, even force fields), being physically contained only by magical means. The character is also not affected by gravity, and may move freely in any direction, but only at a slow pace, the same as running. Recommended additional attributes and defects: Flight (to move quickly), Telekinesis, Sensory Impairment, Bane.

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