SHAPESHIFTING


Shapeshifting is a power which does not have to be taught (though it is much easier to learn that way). Instead simply a great desire for it, or at least for something which the subconscious could interpret as it can bring it on; this is probably a holdover from the origin of humanity in Chaos.

Because of this, although it does not have as much active power as Pattern or Logrus, it is just as 'real' a power as either of them.

Clearly shapeshifting is one of the fully Real powers. It works throughout shadow and, as Dara demonstrated, works even on the Pattern. However, the stress of walking the Pattern made Dara's shapeshifting work without her conscious control, and others of Amber blood who are shapeshifters will almost certainly show similar effects when walking the Pattern.

The most important statistics for shapeshifting are Psyche and Endurance. Psyche governs the maximum rate at which changes can be safely made (if shifting is done at a faster rate there is the risk of injuring oneself, or even worse of inducing Chaos Cancer into oneself), while Endurance governs both how long one can keep shifting shape, and also how long a form can be maintained once it is achieved. Because of this a typical Chaosite, with both of these statistics at roughly Chaos ranked, will be both slow at shifting shape and unable to maintain any form other than their Avatar or Demon form for very long, even if they are a full shapeshifter.

Note that the Resume True Form Power Word can force a shapeshifter back into their true form. However, the effects of this Power Word vary with the target, and will tend to force them back into what they see as their True Form. That is, some people may see themselves as human, others as demon, others still as their Avatar form, and it is that form into which the Power Word will force them...

Shapeshifting comes in two basic levels of knowledge, the basic and the advanced. However, the advanced knowledge divides further into three branches which are essentially independent of one another. These are:


Basic Shapeshifting

Cost : 35 points

With basic shapeshifting ones clothes do not change with you (that requires the Mould Matter portion of Advanced Shapeshifting); however, in Chaos, at least, it is common to have clothing which shifts to accommodate the changes in ones body.

AVATAR AND DEMON FORM (5 points) - the most basic shapeshifting power, the bringing out of ones basic alternate forms. These can be larger or smaller than basic human form, the extra mass generally being gained or lost from the air (with a rush of wind). The amount by which these forms can be larger or smaller is dependant on Endurance.
The Demon (or combat, or war) form is optimised for combat above all else, and as such it has intrinsic Extra Hard claws, teeth etc., and intrinsic armour which is equivalent to Resistant to Normal Weapons.
The Avatar form is, to some extent, a reflection of the shapeshifter's personality. It is a living form, but other than that there is little it cannot be - it can be an animal of some kind (more common for Amberite shapeshifters) or an elemental form (more common in Chaos) or something else such as a plant-based or non-combat demon form.
Elemental Avatar forms need to be regulated by the GM to ensure that they maintain game balance. For example, a fire elemental form is useful, but it should not give the character fire-related super-powers (though enhancement of one's abilities in fire form may be possible via spells or items) and will be vulnerable to (for example) large amounts of water. Likewise, an intangible, transparent air elemental form could be able to fly and be hard to see and hurt, but cannot do very much when in that form. There is also the question of what counts as an 'element'. In the West of shadow Earth there are four - earth, air, fire and water - but other cultures on Earth include other things, such as metal, as elements. One could certainly make a case for ice, electricity, light, darkness and so on being elements too. I would be inclined to allow any and all of these if a character wants one of them as an Avatar form, with the caveat that their abilities should be checked to ensure that they are not unbalancing.
Note that the difference between a shapeshifter's three base forms (their base human form, their Avatar form and their Demon form) and any other forms they may know is that the three base forms require no effort to maintain at all, and one will not leave any of them and revert to another form if asleep or unconscious. Other forms do require effort to maintain and cannot be retained while asleep or unconscious.
SHIFT FACE AND BODY (5 points) - what it says, basically. This power also includes the ability to permanently change ones appearance, slowly (over months) and with some effort of constant concentration until it is done. It also allows faster changes which wear off if the user sleeps, falls unconscious, or otherwise stops maintaining them. This ability does allow a shapeshifter to mimic the appearance of others (with study) but only physically - there is no imitation of mind or psyche.
HEAL WOUNDS (5 points) - as per the ADRP rulebook. The shapeshifter must be conscious for this to occur, unless they also have Automatic/Unconscious Shapeshifting. Even then it is faster if the shapeshifter is conscious.
MAJOR EXTERNAL CHANGES (5 points) - the shapeshifter can adopt learned animal forms and make similar changes into a non-human form. They gain the abilities of learned forms (such as enhanced senses) but will not, in general, be able to adopt those abilities independent of the form from which they derive (so one could take on the form of a bird and fly, but not add wings to your human form and expect to be able to fly). As with Shift Face and Body, above, these changes wear off unless maintained. This ability allows one to learn elemental forms if one should have the opportunity to do so (see above for more on this).
INTERNAL CHANGES (5 points) - as shift internal structures in the ADRP rulebook. The shapeshifter can move and rearrange their internal structures at will. As with Shift Face and Body, above, these changes wear off unless maintained or unless months are taken to make the changes permanent - which can be an advantage if one unwittingly makes a mistake when shifting ones organs around!
ANIMAL ABILITIES (5 points) - as shift to animal abilities in the ADRP rulebook. The shapeshifter can take on the abilities of animal forms they know (such as enhanced senses) without fully taking on the associated animal form. As with Shift Face and Body, above, these changes wear off unless maintained or unless months are taken to make the changes permanent.
AUTOMATIC/UNCONSCIOUS SHAPESHIFTING (5 points) - as in the ADRP rulebook. This also, if allowed, will automatically adapt the body to physical tasks being performed (not combat, as that has too much involved, but, for example, running, climbing, or digging).

Note the order given is above is how adults generally learn to shapeshift. Children learn shapeshifting in an entirely different order :

AUTOMATIC/UNCONSCIOUS SHAPESHIFTING
AVATAR AND DEMON FORM
HEAL WOUNDS
SHIFT FACE AND BODY
MAJOR EXTERNAL CHANGES
INTERNAL CHANGES
ANIMAL ABILITIES

Also, pregnancy has effects on a shapeshifter's abilities. The growing baby somehow inhibits the power where it would affect them - that is, shifting the womb and other essential areas. Only a shapeshifter with the advanced ability Mould Living Non-Self Matter can overcome this limitation. Even then it is not considered something which is good for the child.


Depending on ones heredity (for example the amount of demonic blood one has) it may be impossible for one to shapeshift into a fully human-seeming form. This was the case with (for example) Dara's mother. A character with this problem does not suffer any other limitations on their power, but it does have an effect in Chaos society, where they will be looked down upon for having too many 'demons in the woodpile'.

If this is the case (which applies to Chaos characters only), then the total cost of the Shapeshifting power remains the same, but the character has a 5 point disadvantage, 'Excessive Demon Blood' which effectively reduces the total cost of the power to 30 points.


Advanced Shapeshifting

Total Cost : 50 points [60 points]

Advanced Shapeshifting is either enhancements to the basic power, extending ones control of mass/matter to things other than ones own body, or altering the mind to disguise it and/or gain non-real intrinsic powers. It is, of course, possible to learn all of these things.

Like basic shapeshift, any kind of advanced shapeshift does not have to be taught, but is much easier to learn that way.


This divides into three 'paths':


Back to my Amber Page.

Go to Pattern-Based Shapeshifting or Lycanthropy - two alternatives to this power.
Or Space-Shifting, Shapeshifting as an alternative to the Logrus.

Or go to the Pattern, Logrus, Alternatives to Logrus, Trump, or Magic Pages.