Shapeshifting Enhancements

Biometrics: You can alter even the most minute biological data (including DNA, fingerprints, retinal prints, etc.).

Catalog: You have a number of faces that you can assume at will. The method used to determine the number of faces may vary; most commonly it is equal to your Discipline, but it could be an unlimited number linked to increasingly high Stability checks, or determined in one of many other ways.

Mimic: You can mimic the appearance of a specific person. You must have had direct physical target with the target. (This does not require skin-to-skin contact; shaking hands with a person wearing gloves would be sufficient.) If you do not have Catalog, you can only “store” the appearance of the target until you shift to a form other than the target, at which point you must touch the target again to “store” the target’s appearance again. If you have Catalog, the target becomes one of your stored faces, and is lost if you replace it with another face. You must be Veteran or above to take this Enhancement.

Morphing: An Item with this Enhancement can morph between three forms (its native form and two others), which must be chosen when this Enhancement is selected. Morphing does not in any way affect the functioning of the Item, only the form. This is an Active Enhancement. Duration is the skill modifier in hours and can be increased normally. This Enhancement can be taken with any Item. It is possible to have Morphing and also have Ammo Morphing, Armor Morphing, Blade Morphing, Bow Morphing, and/or Rifle Morphing.

Ammo Morphing: Any Item in your possession which is a hand-held firearm can accept ammunition designed for any revolver, pistol, shotgun, or rifle (including submachine guns, assault rifles, battle rifles, sniper rifles, and even heavy machine guns – but not grenades or minigrenades, nor BB guns or the like). Any Item in your possession which is a hand-held missile weapon other than a firearm can utilize ammunition designed for any hand-held missile weapon other than a firearm. For example, a bow could utilize a crossbow bolt, or even a blowgun dart. As you load it, the ammunition morphs to become suitable for the weapon. If the weapon can utilize multiple types of ammunition, you choose what the ammo morphs into. You can morph ammunition into special rounds, including armor-piercing, incendiary, silver, cold iron, or other special materials which are suited to the weapon (but not including grenades or minigrenades). Morphing ammunition costs an action. For a single action, you can morph all of the ammunition loaded in all the weapons in your possession, including ammunition in magazines attached to a weapon, and can morph different rounds into different types of ammunition. (For example, for a single action, you could morph a certain number of rounds into cold iron, a certain number into silver, and a certain number into incendiary.) All ammunition which has been morphed returns to its original form when the Duration ends. This is an Active Enhancement with a Duration of 1 (skill modifier in turns). This Enhancement can be taken with any hand-held missile weapon which is and Item; it can also be taken with certain other Powers, as specified.

Armor Morphing: Can only be taken with Armor which is an Item. The Armor can morph to become any type of armor, clothing, or mundane protective garb, but does not include any extra features such as water or oxygen tanks. (For example, it could become a spacesuit, but would only have the oxygen contained within the suit; it would not have oxygen tanks such as those normally worn by astronauts.) It must be a single piece, and at a minimum must cover the torso and legs. Unless Concealed is taken with the Item, it is not concealable, but is always bulky and menacing, obviously supernatural and very dangerous. Normally there are no maneuver penalties associated with the Armor, but when in the form of mundane protective garb, maneuver penalties apply. The wearer receives the benefit of the full Armor rating regardless of the current form. This is an Active Enhancement which does not have Duration. The Armor remains in the form it has taken until you use this Enhancement to change its form again. However, if in a form which does not cover the entire body, the Armor will instantaneously extend to cover the entire body when protection is needed (even without being activated); it is not possible to bypass it by aiming for an unprotected area.

Blade Morphing: Can only be taken with a melee weapon which is an Item. The Item can morph to become any melee weapon (not just a blade, despite the name). However, unless Concealed is taken with the Item, it is not concealable, but is always bulky and menacing, obviously supernatural and very dangerous. This is an Active Enhancement which does not have Duration. It remains in the form it has taken until you use this Enhancement to change its form again.

Bow Morphing: Can only be taken with a hand-held missile weapon which is an Item and is not a firearm. The Item can morph to become any hand-held missile weapon (not just a bow, despite the name) other than a firearm. However, unless Concealed is taken with the Item, it is not concealable, but is always bulky and menacing, obviously supernatural and very dangerous. This is an Active Enhancement which does not have Duration. It remains in the form it has taken until you use this Enhancement to change its form again.

Rifle Morphing: Can only be taken with a hand-held firearm which is an Item. The Item can morph to become any revolver, pistol, shotgun, or rifle (including submachine guns, assault rifles, battle rifles, sniper rifles, and even heavy machine guns). However, unless Concealed is taken with the Item, it is not concealable, but is always bulky and menacing, obviously supernatural and very dangerous. It incorporates accessories appropriate to its current form, such as a scope, flash suppressor, sound suppressor, range finder, laser sight, and so forth (but not grenade launchers or the like). This is an Active Enhancement which does not have Duration. It remains in the form it has taken until you use this Enhancement to change its form again. Rate of Fire is 3 for all forms.

Maximum Effective Range:
Heavy Machine Gun: 1.5 miles
Sniper Rifle: 1.5 miles
Battle Rife: 600 meters
Assault Rifle: 600 meters
Submachine Gun: 250 meters
Shotgun: 50 meters
Pistol or Revolver: 120 meters

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