Shapeshift (Action Powers Technique)

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Heroic Action Role-Play

Contents

Maneuver Skill Description

Maneuver governs you motor control and ability to maneuver and perform difficult physical stunts. This is complex body control and advanced maneuvers; normal movement stunts are governed by Dodge and it can sometimes be hard to draw a line between the two skills. Maneuver defaults to Reflexes and an outcome matching this attribute on a stunt directed against Maneuver will often result in a Setback.

Use in Action

You can walk tightropes, parachute, rock climb, sneak, tumble, vault, swim, and perform all the other advanced stunts reserved for the circus and action movies. Don't bother to roll for normal actions, such as running or climbing a ladder, only for dramatic acts like jumping from car to car in a high-speed chase or tightrope-walking between tall buildings.

Knowledge

You know the world record and the names of the hundred best athletes in any field you ever practiced. This can be sporting fields, but also secret ones such as ninja clans and commandos. You know a lot about sports; rules, arenas, clubs, and other trivia. You know the rules and ceremonies of a thousand competitions.

Contacts

You know practitioners, journalists, judges, and aficionados. Depending on your background, you might know people better in a specific field, such as sports, ninja, circus, or commando training. But in the athletic world, ability is more valued than talk, merely showing up and showing off at a training facility can usually win you some local contacts.

Perception

You notice when others move with smooth grace, and when their clothes are cut to allow free movement. You are a good judge terrain and determine how difficult it is to move through.

Stunts

List of specific stunts the skill can be used for, and rules for each using the standard power format.

Block

Trigger Action (Defense)

When another creature attempts to make a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot. You can also use this to replace the difficulty of Free Running stunts when people are moving within your reach.

Evasion

Standard Action

You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, (check out the Free Runing rules for examples). Make an opposed Maneuver roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer some Setback.

Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, but in this case it is usually quite easy for them to follow you at a distance unless you are also faster. You can usually avoid vehicles by going for rugged terrain.

Free Running

Inherent

You can move over hindering terrain, run and leap over hazards and difficult ground that would slow or hinder others. The difficulty depends on the situation.

Obstacle Difficulty
Rubble or other slowing obstacle. 6
Obstacle course, fences, walls up to 3m in height, tightrope. 9
Moving obstacles, fast traffic, slack ropes and swaying supports. 12
Running on walls. 15
Running on ceilings, flames, or slow missiles such as spears or arrows. 18
Running on clouds, flames, or bullets. 21
You end your move still in the hazard. +3

Free Running is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the margin matches your Reflexes you suffer a Setback.

Home Ground Advantage: When moving in a well-known area where you've been moving around many times or played as a child, you have home ground advantage. All Free Running rolls are Routine.

Swim

Inherent

This is similar to Free Running, only it involves water (or other liquid). A creature without the ability to move freely in water moves at half Move.

Obstacle Difficulty
Calm water. 3
Swell or small waves, no turbulence. 6
Wavy or choppy water, slight turbulence. Body surfing. 9
Breaking waves, marked turbulence or strong current. 12
Violently choppy water, strong turbulence, undertow. 15
Extreme turbulence, rapids, passing a propeller or other water-churning event. 18
Waterfall, fountain, ignoring a strong current. 21
You end your move still in the hazard. +3

Fly

Inherent

This is similar to Free Running, only it involves air or space travel. Only creature capable of flight need bother with this.

Obstacle Difficulty
Breeze. 3
Hard breeze. 6
Strong wind or turbulence. Light flying debris. Narrow areal passage. 9
Severe wind. Storm or narrow passage with a strong air current. Flying debris. 12
Windstorm, lots of flying debris. Tight passage (forcing the flier to bank to pass). 15
Hurricane. Flying through a slow propeller or other periodic hindrance. 18
Tornado, fast propeller. 21

Moving Past an Enemy

An enemy can use the Block stunt to force you to stop when you move adjacent. Moving through a space occupied by an enemy has a difficulty equal to his Maneuver.

Jump

Basic Action

You can make a jump equal to your Move in meters as a running jump; A quarter of that is the height of the jump. The difficulty of the stunt is twice the distance or eight times the height in meters. This is for when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you can make a Maneuver roll with the length (or four times the height) of the jump in meters as the difficulty.

Free Running is the more common stunt. Use the jump stunt only when there is a distinct hazard to be passed trough, not for difficult ground in general.

Outmaneuver

Basic Action

You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a height advantage, and causing someone to stumble. The roll will be heavily modified depending on how well you describe your stunt and use available props.

Make an opposed Maneuver roll against your target. If you succeed you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might drop his weapon, fall over a cliff, temporarily show off his unarmored flank and so on.

Run Push

Trigger Action

You can use this stunt to run at a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, where your Move would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.

This is a trigger action triggered by whatever action you needed greater speed for. Make a Maneuver roll against your Move; for every 3 points you score on this roll, your effective Move is increased by one. An Outcome of 3 allows +1 Move, 6 allows +2 Move, 9 allows +3, 12 allows +4 and so on.

Trip

Basic Action

You try to delay and hinder another character by unbalancing them. This is a buying time stunt. Make an opposed Maneuver check, on a success the target loses three shots from his current shot. On an outcome matching the target's Reflexes the target suffers a Setback.

Schticks

Schticks are mundane specializations.

Maneuver Schticks

Brachiating

Inherent

You can move trough the air as long as there are branches, vines, ropes, curtains, or other accessible handholds for you to use. This is usually the case in dense forests, but occurs in other places as well, such as in construction sites, slaughterhouses, and quaint urban neighborhoods.

Caped Crusader

Stance

Strike a pose while wearing a great billowing cloak. For the rest of the round you can glide using this cape, flying but only horizontally or downwards.

Escape Artist

Basic Action

You have the marvelous ability to contort your limbs and dislocate your bones in order to make efficient Contortions stunts. You use Maneuver instead of Reflexes for such stunts.

Follow Through

Inherent

When you make a successful Maneuver stunt and score an Outcome of 5 or more, you can add three to the Outcome of the action, increasing the chance to score a Setback.

Height Advantage

Trigger Action (Focus)

When you are within 10 meters on an opponent horizontally and between 2 and 20 meters above all opponents vertically, you can focus.

Lure

Basic Action

You try to lure an adjacent opponent away from his position by fancy footwork. You must begin this stunt next to an opponent. Make an opposed Maneuver roll, on a success opponent moves to a point adjacent to your new position or loses 3 shots (his choice). On an Outcome matching the target's Reflexes, he does both.

Parkour

Inherent

You can make Confident Rolls when Free Running.

Power Hitch

Trigger Action

When a creature within Move meters of you uses a power to move (such as Abundant Leap, Fly, or a Teleport power, you can make an opposed Maneuver roll to hitch a ride; moving along with the target and arriving at a spot of your choice within Move meters of that target. If you were Sneaking when you used this and end up in a place you can hide, you are still sneaking.

Sprinter

Inherent

When you perform a Run Push stunt, the Maneuver roll is Confident.

Tunnel Rat

Inherent

You are at home in caves, ventilation ducts, and other tight places. You can keep track of direction and distance and move without hesitation. Other people in such situations lose the movement that is part of a normal Basic Action and can only move their normal Move if they dedicate a whole basic action to it.

You automatically pass any Maneuver test to move around in a constricted space, as long as it is wider than your shoulders. Maneuver checks in tighter spaces are routine.

Maneuver Powers

These are powers related to the Maneuver skill.

Body control powers used to change yourself or imbue yourself with additional abilities. It is possible to make a Shapeshift power that affect other's as well, but that is not their basic purpose.

Maneuver Air

Abundant Leap

Basic Action

Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed, but is as taxing as running.

Air Adaption

Inherent

You can breathe air freely and can move on land at normal speed. Your skin will not take damage from normal exposure to air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment.

Air Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Air Elemental with this version of the power.

Feather Fall

Trigger Action or Inherent

You are immune to Falling damage. Whenever you see someone or something else fall, you can use a trigger action to make them fall safely. You can opt to slow only the last part of a fall, falling at full speed and then landing safely, or you can choose to slow the actual falling speed down to 1 (1 meter/round). It also allows horizontal movement at the target's normal speed, which allows someone with Move to glide at a 10:1 ratio by taking a Full Move action or half that with a normal Basic Action.

Hover

Stance

You can move through the air instead of along the ground.

Mist Form

Stance

You assume mist form. In this form, you can fly at your normal Move, and you can move through holes and small openings, though this last stunt takes time and is uncomfortable. You become Insubstantial, Incorporeal, and vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about, as there often is at night.

Prodigious Leap

Inherent

You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move or higher than one-quarter of that.

Maneuver Animal

Animal Form

Basic Action

You assume the form of any mundane animal. You keep your own skills and gain attributes typical of the selected animal. You gain whatever natural attacks, armor, senses, and movement abilities the animal has. You also get the Tool Ignorant limitation and suffer from Power Loss while changed, but you can still use your Animal Form powers normally.

Animal Wings

Basic Action or Inherent

You grow wings that let you fly through the air at your normal Move for the rest of the scene or until you spend a basic action to transform back. The wings are impractically large in cramped spaces, you can stunt to move trough a narrow space but cannot stay airborne unless you have wing room at some point of your move.

When you take this power, you can choose it to be Inherent instead of a Basic Action, in which case you always have wings and can fly.

Balancing Tail

Inherent

You have a tail you can use for balance, like that of a squirrel, monkey, or cat. As long as this is free and unobstructed it allows you to make Maneuver tasks very confidently. Does not apply to opposed rolls or interaction stunts, but it makes unopposed acrobatic stunts into routine maneuvers.

Beast Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Animal with this version of the power, but this includes all kinds of fantastic animals and beasts.

Cricket Legs

Stance

When you move, you can do so through the air in great leaps, instead of normal running. You can jump horizontally or vertically up to your normal speed as a part of a normal action, or twice that if you concentrate on leaping to the exclusion of other actions (a full move).

Fish Tail

Basic Action

A willing target you touch (traditionally with a kiss) grows a fish tail or finned feet and can breathe water and move underwater at normal speed. His skin will not take damage from normal exposure to water, and resists pressure down to 100 meters of depth. The target is now handicapped on land and cannot move as a part of a Basic Action. You can affect yourself plus up to Mind others simultaneously with this power. It otherwise lasts for a scene or until the target wills it to end.

Swarm

Inherent

Swarm is a very invasive power, that changes how your character works in complex ways. It is not generally recommended for player characters, except possibly as a part of a Shape Change.

You are not a single creature, but a communal entity composed of about 10 smaller creatures. You still act much as a single creature and most normal rules still apply. Incidental component creatures that move away from the swarm normally cannot act on their own - but you might explain other powers (Such as Tentacles as sub-swarms acting under your control.

The following happens to you, and attribute and skill changes apply after any normal limits or limitations. §1-§2 affects your intrinsic values and thus are cumulative with other modifications, §3 does not.

  1. Mind and Body are decreased by 3, which in turn reduces your Toughness. This is the attributes of an individual member of the swarm.
    1. Your mass and size does not change, but becomes the size of the swarm as a whole. A swarm is somewhat amorph, but assume there is a central hub that takes up about as much space as a regular creature. The creature uses it's original Body to qualify for Natural Reach, which then represents the swarms ability to spread out.
    2. If this would give you an attribute lower than zero (and the campaign does not use negative body scores) you cannot take this power. It is permissible to ignore mass limits on Body to get a body score of zero even for very small creatures, such as normal-sized insects.
  2. Your Melee skill is increased by +3. This represents members of the swarm assisting each other on such stunts.
  3. Damage resisted by Body or Toughness and that affects only a single creature in the swarm have to be particularly gruesome to have any effect at all; Add +3 to your Dodge against such attacks.
    1. As usual, skill bonuses are not cumulative, so this will not stack with other Dodge bonuses.
    2. You cannot take Damage Setbacks from attacks that only affect a single individual of the swarm; only area attacks can do Damage Setbacks.

The normal swarm comprises about 10 individuals, but some swarms actually comprise a larger number of even smaller creatures. Taking this power several times multiplies the number of creatures in the swarm by 10 and effects are cumulative.

When using a swarm in play, modify the base values according to §1 and §2. There is no need to recall the exact effects of these once they have had their effect on game values. Only apply §3 in play.

Wallcrawler

Inherent

You can crawl along vertical or inverted walls or surfaces at your normal movement speed and with no penalty to actions. You can ignore difficult ground based on uneven or sticky surfaces.

Maneuver Chi

Bodily Harmony

Basic Action

You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your Maneuver instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Combination Stance

Stance

A Chi practitioner has trained combinations of stances that he can swiftly switch between.

First, all currently active stances you are using end. Then select up to three stances that you know when you use this power. These three stances activate, just as if you had spent shots to activate each of them.

Power Imitation

Basic Action

Make an opposed Maneuver check against a creature adjacent to you and that you have seen using a power in this scene. If successful, you can use that same power for the rest of the scene. You can only imitate one power at a time in this way.

Self Focus

Inherent

You can use a Limit Break that affects only yourself, even when you are not focused. This only works in combat and action scenes; out of detailed time all limit break actions take their normal time.

Weight of the World

Stance

You become effectively weightless, trowing off the shackles of the material world. You can walk on any surface, no matter how thin. This includes walking on liquids. You can fly at your normal speed, but land at the end of each round.

Maneuver Dark

Guise of the Devil

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Devil with this version of the power.

Life Drain

Trigger Action

Whenever you successfully inflict a Damage Setback in combat, you can use life drain to regain one hit of damage.

Siphon Life

Finisher

You can use the energy from a defeated creature to heal yourself and your allies. Allies in an area with a diameter equal to your Mind in meters, centered on you, regain one hit of damage. The total number of Hits inflicted cannot exceed the target's initial Hits.

Wings of Darkness

Stance

You grow ephemeral wings of darkness that let you fly through the air at your normal Move.

Maneuver Death

Blood Drain

Finisher

Select one attribute of a living target. You temporarily increase your own attribute by two points, but not to a value higher than the target's. The attribute boost lasts the rest of the session, possibly more if the story merits it. You can only use Blood Drain once per session on any particular creature.

False Life

Stance

You can take three additional Hits before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.

Life Drain

Finisher

The target takes a Mortal Wound, quite likely killing him. You recover one Hit, one Fortune point, and become Focused. If the target's Mind is the same or higher than your own, you can instead opt to become a year younger. You can only use Life Drain once per day on any particular creature.

Steal Skill

Finisher

The target takes a Mortal Wound, quite likely killing it. You gain temporary access to one skill and two related schticks the victim had. For the duration of the current story, you can use his skill value instead of your own (if it is better) and learn two schticks related to that skill the target had. If you know the proper forms, you can learn powers instead of schticks. This power does not stack, when you use it any previously stolen skill is lost.

Undead Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Undead with this version of the power.

Maneuver Earth

Burrowing

Stance

You (and only you) can move through the earth by burrowing. When you try to move through earth or stone, make a Confident Maneuver check with a difficulty of 8 plus the armor value of the material. This is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the negative outcome matches your Reflexes you suffer a Setback.

Earth Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Earth Elemental with this power.

Earth Feet

Stance

Your movement is unhindered, as long as you are in contact with the earth. Sand, broken ground, caltrops, pebbles, slopes, walls, and steps no taller than you are, all can be easily moved through. Halve the Free Running difficulty as long as you are in contact with a solid surface.

Levitating Rock

Stance

You ride a large rock, moving through the air instead of along the ground. The rock is large and clumsy enough that it is hard for you to fly in constricted spaces.

Petrification

Basic Action or Finisher

You can turn yourself to stone as a basic action or turn an opponent to stone as a finishing move. This can either be a stone statue, a basic lump of rock, encasement in mineral substances, or a merger with existing stone or rock. It can be an useful item, such as a stairway, portal, or wall section. In either case size remains roughly the same, but mass is increased by a factor of four or so.

Someone who is petrified can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

This is a Curse, but you can use a basic action to break the effect at any time while touching the target.

Maneuver Electricity

Electric Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Electric Elemental with this version of the power.

Electric Ghost

Stance

You transform yourself into a sparkling nimbus of electricity. You become Insubstantial and Incorporeal. In this form, you can travel along metal surfaces with your Maneuver as your Move and you can move through holes and small openings or along metal cables as long as they can support a power surge - ordinary power cables are too weak and even indoor electric mains will be destroyed as you move along them. You cannot walk trough metal walls.

Magnetic Hover

Stance

You can move through the air instead of along the ground, but you can fly no further away from the ground, buildings, or a metal object than can carry your weight than your Mind meters.

Maneuver Fey

Alternate Self

Limit Beak

You assume the form of another creature. You must build a variant for for yourself using your normal points and limits. This can be any type of creature. You cannot automatically change back - you must either take this power for your new form or break the transformation as if it was a Curse. Your alternate self becomes your natural form, and cannot be detected as a shapeshift except with very close study, powers notwithstanding.

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

Fairy Cloak

Stance

You can change into a mundane form by isolating all your supernatural abilities and shape them into an item, commonly a piece of clothing such as a shawl. This power is only relevant for supernatural creatures, but can be used as an excuse for a mundane creature wishing to become a supernatural creature.

When you change into your mundane form, an object is created out of nowhere that contains all your powers. This can be any item but typically it is a piece of clothing or jewelry. It is always the same type of item, but becomes more extraordinary in appearance the more powers you hide in it. It merges with your body when you transform back into your supernatural form. In order to turn back into your fairy form, you need this item. If you do not have it, the effect turning you into a mundane form becomes a Curse, becoming an Inherent power instead of a Stance.

The mundane form is normally human, but can be any Folk or a normal Animal, as decided when the power is bought. You can get the power several times to gain additional options. In mundane form, you have normal attribute maxima of your race.

When using the power, you can also choose to hide your powers, schticks, and even points of Body in the object, making them unavailable to your mundane form. This always applies to all powers relating to your form, but can be applied to other powers you need to hide as the situation demands. It is not possible to detect your lost powers or gifted nature when you are in your mundane form; they simply are not present to be detected.

Fair Fool

Finisher

You gift a creature with the power of the fair folk, changing them into a fairy creature and giving them the Incommunicado limitation. A target that uses powers also gains the Iron Iron_Susceptibility] method.

In addition to this, you must transform a part of the target. You can choose to shrink or grow a bony part, or change part of the target into an animal form, typically the upper body of a wolf, the antlers of a deer, the intimate parts of a bovine, or the ears or head of a donkey. If the animal part is beneficial, pick an Inherent power of the Animal Form that the target gains.

This is a Curse. If the effect persists past the end of the story, the target should take the relevant limitations and powers.

Maneuver Fire

Fire Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Fire Elemental with this version of the power.

Fire Glide

Stance

You can walk on any combustible object as if it was flat ground, causing it to ignite. You can even walk on an inverted surface or one that would not carry your weight. You can fly at normal Move so long as you remain within Maneuver meters of an open fire. You leave a trail of fire and embers as you move, making you easy to track.

Rocket

Stance

You can move in air or vacuum instead of along the ground, leaving a trail of fire and smoke.

Maneuver Flux

Whimsy Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Whimsy with this version of the power.

Flux Shape

Limit Break

Build a variant character for for yourself using your normal points and limits. The next time you would be transformed into another shape by any kind of power, you can choose to assume this shape instead of whatever form you'd normally assume. This effect lasts until the end of the session, and you can be assumed to begin each session having used this power. You can change what form you change into by using this power again.

Lucky Break

Basic Action

You create a burst of luck and imbue it into a creature. That creature gains a Fortune point. The new point must be spent before the end of the round, or it is lost.

Twitch

Inherent

Your Initiative rolls are Standard Rolls instead of Closed Rolls.

Maneuver Force

Inertial Dampening

Trigger Action (Defense)

When a target in sight is about to take Concussion damage, you can substitute the targets Reflexes with your Maneuver to soak that damage.

Levitate

Stance

You can move through the air instead of along the ground.

Telekinetic Hand

Stance

You can manipulate objects within Mind meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.

Maneuver Gifts

Analyze Gifts

Basic Action

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Bestial Self

Limit Beak

You free your inner monstrous nature. You must build a monstrous variant for for yourself on the same point total. This is usually a hulking monstrosity, but is some cases it can be small and stealthy. It is never Folk or Animal. The bestial self and you share Hits and Fortune points. When the bestial self runs out of Hits, it runs away until it gets away or until it has taken Hits equal to your Body, which causes it to be defeated. After successfully running away or being defeated you transform back into your normal form. Any hits and other effect taken remain with you, possibly leaving you unconscious.

Instant Change

Basic Action

You can assume a mundane form and back again. The mundane form is normally human, but can be any Folk or a normal Animal. In this form, you have normal attribute maxima of your race, and you lose any powers based on physical form. It is not possible to detect your lost powers or gifted nature when you are in this form; they simply are not present to be detected. This is tied to the Mark of Power method.

Mutation

Inherent

Pick one Stance power. Your body mutates to accommodate this power, and it becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the Mark of Power method.

You can take this power several times, each time it applies to a separate power that is a stance.

Maneuver Ice

Deep Freeze

Finisher

The target is frozen and in suspended animation, unconscious. At your option they can become ice statures or be encased in a block of ice or even frozen into an existing ice wall.

People in deep freeze are asleep and will not bleed, age or die while frozen, as long as the cold is maintained. Add the targets Dodge value to the soak attribute against all types of damage, and if in an ice block or wall of ice add your Mind to the soak attribute as well. They can be transported or stored and then thawed out.

Ice Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Ice Elemental with this version of the power.

Skiing

Stance or Inherent

You can move unhindered and at your full Move with no risk of slipping or losing your balance on snow, ice or sleet. This part of the power is inherent.

You can create ice to ski over normal ground on even in less-than ideal circumstances; in this case Skate is a stance. You leave a path of ice after you move, but this is only cosmetic; it crumbles and melts almost instantly after you pass.

Snowman

Stance

You can change your substance (but not your shape) into snow and ice. In this form, you are immune to natural cold (but not cold attacks), and you can Sneak in ice and snow as if you had concealment. You can merge with snow, and pass through solid snow or ice at a rate of your Move as a Basic Action.

Maneuver Illusion

Assume Identity

Basic Action

You assume an identity of your invention. This is a facade, but you act, fees, and think according to this identity, at least as far as any but the deepest mind probes can determine. You have a fake personality, motivations, loyalties, and memories. This makes you the perfect deep cover agent. Your own personality remains in the background, dormant, but can suspend or reactivate Assume Identity as a Basic Action.

Someone under Assume Identity will register as the assumed identity would to all detection powers and other detection effects and his surface thoughts read as those of the assumed personality.

Assume Identity lasts until you end it, but grows in strength over time. If there is a major conflict of interests, a personality conflict can develop; this is a Curse.

Living Illusion

Stance

For you, illusions are real. You can walk on illusory bridges, gain nourishment from illusory feats, and gain protection from illusory armor.

Turn to Illusion

Finisher

You turn your target into an insubstantial illusory image of itself. In this form it has the Incorporeal limitation and suffers from Power Loss. This is a Curse. As an alternative, you can capture the creature's image on reflective surface, but if you do, destroying the thing that bears this surface breaks the curse. Merely disrupting the image does not break the curse; imprisoning someone on the surface of a reflecting pool means they will only appear when the pool is calm, but the pool itself must be destroyed to break the curse.

Vertigo

Basic Action

You create the illusion of motion for a creature with an opposed Maneuver check. If the creature cannot verify the lack of motion, it believes the location is in is moving. If the sense of motion conflicts with other senses, such as if the target can clearly see he is on a stationary, he instead loses 3 shots to vertigo. On an outcome matching the target'sReflexes he can no longer move as a part of a Basic Action for the rest of the scene.

Maneuver Life

Attribute Focus

Stance

Select one attribute of Body, Mind, or Reflexes. Increase the chosen attribute by three. Reduce the other two attributes by 2 each.

Body Control

Limit Break

You can change your shape within the limits of your species, body mass, and Body. You can dislocate and elongate limbs, change your apparent gender, mimic the facial features, stance and other cosmetic traits of others, and do other changes as long as you respect the three limitations above. You can use your Maneuver instead of your Reflexes for Contortions, and such checks are Routine for you. You can also use this to adopt a Disguise, tough you still need social skills in order to make the act believable.

Gender Change

Finisher

You change the gender and/or sexual orientation of the target. You can also change how the target's species sexual dimorphism expresses itself (feminine, androgynous, masculine), the target's sex drive, and its fertility. The target remembers its previous gender and orientation and might have qualms about its new sexual orientation, but these are intellectual memories that have a hard time standing up to the target's new physical needs.

This is a curse.

Growth

Stance

You grow to four times your ordinary weight (approximately 160% of your normal length), which gives you +3 Body, but reduces your Reflexes and Mind by one point each. You can take this power several times, multiplying the effect of the stance. Weight and size increase is exponential; three levels of growth makes you 256 times as heavy and four times as tall.

Improving Body places a strain on any weapons or other gear you use; it will break on a snakeyes result. Reducing Mind reduces the upper limit on daily expenditure of Fortune points while the stance is active. Reducing Reflexes costs you an equal number of shots.

Hamstring

Basic Action or Finisher

Make an opposed Maneuver roll, on a success the target's Move suffers a penalty of -1 until the end of the scene. This can be increased by various factors.

  • If the attack scores an Outcome matching the target's Move, the penalty is increased by two.
  • If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Slow results.

The target also loses as many shots as the penalty, with a minimum of three shots lost.

Living Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can assume the form of any living creature using this power. This includes Folk, Animals, Plant Elementals, Fairies, Monsters, Mutants, and Supers.

Maneuver Light

Angelic Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Angel with this version of the power. Doing so, you are filled with angelic virtue and become unable to do dark deeds.

Prismatic Division

Limit Break

You split into two creatures with identical abilities, but each of a different primary color. You share the same shot counter and fortune pool; each duplicate does the same actions but does so separately and moves separately, up to Mind meters apart. Only one duplicate can perform Limit Breaks each round. When one of you is hit, you can decide to either take the damage normally or have the duplicate that was hit disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.

You can take this power multiple times, gaining a number of additional selves equal to the number of power picks, up to seven.

Radiance

Stance

You surround yourself with a blinding aura of power, making you appear powerful and exalted. It is hard to focus on you through this intense glare; anyone wishing to target you must first take a Basic Action to overcome the glare. Once this is done, they can freely target you for the rest of the scene. This stance is negated against anyone against whom you have cover or concealment, just as if they had taken the basic action to overcome it.

Does not prevent area attacks.

Maneuver Magic

Morphism

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

The forms you can assume are limited by the forms you know.

Polymorphism

Limit Break

This is an ancillary power to Morphism. Each time you use Polymorphism, you can change what creature you change into using Morphism. If you have Morphism several times, all your available forms can change each time you use Polymorphism.

Maneuver Metal

Metal Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Metal Elemental with this version of the power.

Metal Hover

Stance

You can move trough the air instead of along the ground. You must we wielding or wearing a large metal object for this to work. Alternatively, it can create a metal platform or a pair of metal wings you use to hover, but this can be hard to use in constricted spaces.

Metalize

Basic Action or Finisher

You can turn yourself to metal as a basic action or turn an opponent into metal as a finishing move. This can either be a hollow metal statue, encasement in metal, or a useful item, such as a door, set of armor, or weapon. In either case volume is cut down to about 1/10 while mass is maintained.

Someone who is metalized can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

This is a Curse, but you can use a basic action to break the effect at any time while touching the target.

Maneuver Mind

Folk Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form of Folk this power.

Folk Guise

Basic Action

You assume the form of any mundane Folk selected when you use the power. You keep your own skills and gain the minimum attributes of the selected Folk and one race schtick of your choice. You lose any powers based on your physical shape.

Steal Voice

Finisher

You control your victim's ability to speak. You can change his voice, making it soft, croaking, roaring or whatever you like. You can make the target dumb, or prevent him from saying certain words or to talk about certain things. When applicable, this prevents the target from using the Charm and Impress skills at a value higher than his Mind. This is a mental effect, so telepathic communication if affected too.

You can mimic the target's voice and speech mannerisms. Any attempt you make to imitate the target is Routine, as long as your appearance makes it possible at all.

This is a Curse.

Maneuver Order

Unfailing Technique

Stance

You are calm and collected, able to do Maneuver tasks without distraction or imperfection. You treat Maneuver tasks that are not opposed as Routine.

True Form

Trigger Action

You can return to your true form at any time when you are transformed. This includes even Curses. You do not heal any damage, but if the transformation is the result of a Setback you negate the setback and do not suffer any other consequence of that Setback.

Virtuous Shape

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Virtue with this version of the power.

Maneuver Plant

Plant Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Plant Elemental with this version of the power.

Plant Path

Inherent or Basic Action

Plants part to allow passage to you. You are immune to Plant powers that impede movement as long as the power-user's Mind is less than your Ride. This part of the power is inherent. As a Basic Action you can touch a number of creatures equal to your Reflexes, allowing them to share the benefit for the rest of the scene as long as they stay within your Ride meters of you.

Evasion, Free Running, Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life.

Pathfinding is a Ride stunt and and Make Camp is a Recon stunt.

Tree Trap

Finisher

You trap your target inside a living tree (or other plant) within Mind meters. At your option, the target can be completely encased or partially exposed. Exposed parts of the target are awake and aware, while hidden parts are in suspended animation. You can shape the tree after it has imprisoned the target, and so can anyone who can manipulate living trees.

The targets life force is tied to that of the tree; as long as the tree is alive, the target survives. If the tree dies, so does the prisoner. A typical tree has a Body of 15-20 depending on size and kind. Freeing the targets requires breaking a Curse.

As an alternative, you can turn the target into a wooden statue or even a wooden object of approximately the same size such as a door, piece of furniture, or other item. In this form the victim can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

You can use this power on yourself, in which case you can break it as a basic action.

Maneuver Psi

Body Shift

Limit Break

Your mind changes bodies with another willing creature you touch. You each assume each others' Body, bodily shape, and any schticks or powers dependent on race or physical form, losing those attributes your partner gets. You both get Reflexes equal to the lower of your normal scores. Damage remains with the body, while Fortune points belong to the mind. The GM is the final arbiter on which powers belong in the body and which belong in the mind.

Body Shift can be ended as a Setback and at the end of a round you can choose to switch back.

Maneuver Space

Aberate

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Aberration with this version of the power.

Alter Size

Finisher

You change the target's size and the size of all their carried equipment. This can have a set duration of up to one day, or be a Curse. Sufficient changes will also change the Body score. You can change Body by as many points as your Mind, potentially reducing an ogre to the size of a small child and vice versa.

If you increase Body, Reflexes is lowered by the same amount, but no lower than half the targets original Reflexes - further reductions are taken of Mind instead.

Reducing Body reduces Move and increases Reflexes by half as much each, but can make stunts such as escaping confinement and finding hiding places much easier.

This can be used as a plot hook to place players in a miniature world - in such cases their attributes are usually not changed, instead the setting is altered to fit their new scale.

Dimension Door

Basic Action

You can disappear, only to appear moments later in another location. You teleport to another location; roll for this as if it was a ranged attack against a Dodge of 5, with normal Range modifiers. Cover is very common when teleporting. When calculating Cover, teleportation treats anything infused with powers, living, ferrous, containing lead, or firmly anchored in the ground as hard cover - other obstructions are merely concealment.

On a failed roll, you either fail to teleport or suffer a Setback, as appropriate.

Holding Space

Basic Action

You can access a personal extra-dimensional space, useful for storage. It is a Basic Action to put something into or to take something out of this space. This is about as practical as a backpack; it can take time to find things in the holding space and it is possible for others to reach into this space to steal things just like they could from a pack. You must be capable of lifting the object to move it into or out of this space. Your lifting can be assisted, which usually increases the time required a lot. No creature can enter the space, only reach into it to access the things inside.

A holding space can carry a large quantity of goods, add your Mind to your Body to see how much you can carry.

Teleport Stance

Stance

This stance can turn normal movement into teleportation. When you take a Basic Action, you can teleport some or all of the distance you'd normally move. Such movement is not an action; it is only the movement part of a normal Basic Action. You must have a clear line of sight to the target spot, but you can do several small teleports to move around corners or one long teleport to cover an obstacle such as a pit. As a Full Move, you can teleport a distance equal to your Maneuver in meters.

Maneuver Spiritual

Incarnate

Basic Action

You can assume a mundane form and back again. The mundane form is normally human, but you can choose any Folk or a normal Animal. In this form, you have normal attribute maxima of your assumed race. This power is negated as soon as you use any power. It is not possible to detect your lost powers or spiritual nature when you are in this form; they simply are not present to be detected. This is tied to the Mark of Power method.

Spirit Form

Basic Action

You can assume spirit form. You become Insubstantial and Incorporeal. Damage and effects based on Force affect you normally.

While you are in spirit form you are linked to a medium, a creature or an object of spiritual significance such as an altar or holy symbol. You cannot move except as your medium moves and can only interact with this focus. You can perceive normally from the location of the medium and you can use the Channeling power (if you have it) through a creature that either is or carries your medium. You can choose to link to a different medium each time you use the power.

When you take this power, you must decide if your spirit form or your temporal form (the form you are in when not using this power) is your natural state. You begin play sessions in your natural state, and resume your natural state on Power Loss or if the power is dispelled. It is possible to be in Spirit Form without taking the power, but of you do, you cannot manifest physically.

Spirit Incarnate

Inherent

Pick one Stance power. This power becomes a part of your spirit nature, and becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the Mark of Power method.

You can take this power several times, each time it applies to a separate power that is a stance.

Maneuver Tech

Balance Wires

Trigger Action (Defense)

Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to dance on razor wires. Free Running and Fly stunts are Routine for you.

Cyborg Assimilation

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Robot with this version of the power.

Hardwiring

Inherent

Hardwiring is a neural override that takes over your body and allows you to use your Maneuver skill as if it was Melee. At the end of a combat scene when you used this, this inflicts a Hit on you due to strain.

Physical Skill Processor

Stance

You have a computer connected to your brain that can run PSPs, programs that give you access to skills and abilities you normally lack. You run a PSP by activating this stance and selecting a certain stunt; you can now use this stunt using Maneuver. The PSP only applies to physical skills: Dodge, Melee, Recon, Ride, and Shoot. You can run several skillsofts at once by activating this power several times; each time costs a shot and allows you to select another specific stunt.

Prosthetic Limb

Basic Action

You have an artificial limb of great strength. This can be either an arm, two legs, or some smaller body part such as a hand, jaws, or similar. When you concentrate in the use of this limb, you are very strong, with a Body equal to your Maneuver skill. This is great for specific tasks such as breaking down doors, bending iron bars, hanging on to the outside of moving vehicles and so on. For a limb that can do damage on this scale, select Cybernetic Pile-driver.

Maneuver Time

Instant Action

Basic Action

One ally gets a burst of extra time and can immediately take one Basic Action or add three to their shot counter. Remember that the shot counter can never be higher than the current shot. If the target has Reflexes higher than your Maneuver, you must succeed at a Maneuver check against their Reflexes in order to affect them.

Task Prediction

basic Action

A specialized prediction effect where you look into the future to see the most opportune way to do specific action. This makes the task Routine. If conditions change a lot before you use this bonus, it is lost, so task prediction is usually best used in the same round. In order for another character to get this bonus, you must somehow transmit the information - such as by giving them advice.

Time for Action

Basic Action

Up to Mind allies of you within Maneuver meters makes their next Initiative roll as a Closed Confident roll.

Time Stop

Limit Break

You stop time for everyone except yourself. Make a Maneuver check against the highest Reflexes among the opposition. If you succeed, you have a number of shots equal to the outcome where only you can act. Treat this as a separate round that is played out right now and where only you have an initiative count. Once your extra shots are spent, play resumes where it was. During this time, there are some special rules.

  • You cannot focus during a time stop, and you cannot use time stop continuously.
  • The only creature that can act or be directly affected by actions or events is you. All other characters are frozen in time and immovable and invulnerable. There minds are not there to be interacted with, and they cannot perceive anything.
  • You can move (but not damage) nonliving, non-sentient objects by conscious effort. Objects do not move except when you move them. Even a flying or falling object is frozen in mid-air. An object you move this way loses its kinetic energy and, if unsupported, falls to the ground when time resumes.
  • By setting up an object to trip or hider a creature, you can do so a Trip stunt with a +3 bonus, whose effect is applied after the time stop ends.
  • Because creatures cannot perceive you, you can do a Sneak stunt with a +3 bonus, and can easily move into hiding.

Maneuver Water

Amorph

Stance

You become an amorph being with no definite form and no sensitive interior organs. You can displace your form to shift out of bonds or through tiny holes only large enough to let water through. Add your Mind to your Body and Toughness to soak Piercing damage.

Hover Bubble

Stance

You create a bubble of water around yourself that you can move. This lets you fly at your normal speed and helps sustain a water creature in air. It can also be used to create a bubble of air in water, with similar effects. You can keep another creature with you in a hover bubble, but unless that creature's Body is 5 or more lower than yours, neither of you can move as a part of a Basic Action while doing this.

Water Adaptation

Basic Action

A target you touch (traditionally kiss) can breathe water and can move underwater at normal speed. His skin will not take damage from normal exposure to water, and resists pressure at any depth. You can affect yourself plus up to Mind others simultaneously with this power. It lasts for a scene.

Water Elemental Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Water Elemental with this version of the power.

Water Walking

Basic Action

The target touched can walk on the surface of water or other liquid for the rest of the scene. You are assumed to use this on yourself each scene.

Whirlpool

Basic Action

You form a whirlpool with a diameter equal to your Mind, you must be in this area. Make a Trip maneuver against everyone in this area, friend and foe alike. You can move tripped targets to any point in the whirlpool; targets who you fail you trip instead decide where they end up.