Transmute Life (Action Powers)

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Main article: Powers (Action)

Cubicle of Life

Limit Break

You can create artificial life, a chimera, an amalgam of physical and mental abilities from different creatures. You can only create physical, living creatures this way; Plants, [Plant Elementals (Action Creatures) | Plant Elemental]], Animal, or Folk. The sum of the creature's attributes can be no higher than your powers skill; it is rare to see a chimera with much in the way of Mind.

The creature created this way is barely alive; tough it goes through the motions of life, it is a sterile automaton. It lacks motivation of its own, but will obey your orders without enthusiasm. To truly make the creature live takes Spark of Life. Of course, if all you want is a powerful bodyguard or servant, this is not needed, and it even lessens your control over it.

Fleshcraft

Trigger Action (Finisher)

You can shape living bodies, changing their exact form within the norms of their species, or grafting dead body parts onto them. Finally, it can be used to repair and animate dead bodies, making them living automatons. It is generally hard to restore a creature changed by Fleshcraft; it is considered a Curse. Of course, further applications of Fleshcraft can give the semblance of a cure.

Cosmetic Change: Perhaps the most common way, this is used to create a permanent disguise or disfigurement, or simply to appease the target's vanity. Depending on the way this is done, you can give move points between the the target's Presence and Charm skills.

Changing Form: You can change the target, making him or here, thin or obese, harmoniously proportioned or a monster. This allows you to rearrange the targets attributes within the norms of his species. You can make the target frail and uncoordinated (down to Body and Reflexes 3 for a human, but you cannot increase the targets attribute total.

Grafting: You can attach an alien body part to a creature. This is most often done to impart some new shtick or schticks, usually a Mutation. This places great strain on the patient's body and sanity; for each mutation so grafted, the patient loses one point from an attribute of his choice. The can be recovered by purchasing the mutations using experience points.

Automatons: Though the effects are different and you need to harvest, repair, and combine suitable body parts, the effects of creating an automaton is similar to that of the Cubicle of Life power.