Shapeshift Spiritual (Action Powers)
|Templates for Action|
- Main article: Powers (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.
You can assume spirit form. You become Incorporeal. Add your Mind to all soak attributes. Damage and effects based on Psychic Damage affect you normally.
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 fails. It is possible to have your normal form be a Spirit Form without taking the power, but of you do, you can never manifest physically or change your medium and are always a spirit.
Pick one Stance power. You do not need to spend shots to activate this stance at the beginning of a scene. You still count as activating the power, which matters to other powers like Prayer. 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.
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.