Mage Shapeshifting
For mages with Life 4+ that wish to shapeshift themselves, each shape must be "built" before it will be set into the +shift code and added to your forms. This write-up will not focus on the transforming of other creatures or objects.
Two successes | change self' into a fairly similar shape (woman to man) |
Three successes | change self into a radically different shape (woman to mist, man into tiger) |
Four successes | change another character into a fairly similar shape (man into pig) |
Five successes or more | to change that other party into a radically different shape (man into cobblestone). |
For details about conjuring and shaping inanimate objects and natural elements, see the Elemental Mastery section, (pp. 26-41). |
Prerequisite: Life 4+ (and other spheres as needed for additional effects)
Step 1: Determine base successes needed using chart above.
Step 2: Attributes: 1 success needed for dot of attribute increase from base stats.
-- Max attributes are determined by bestiary write up for same or equivalent beast
-- Note: Natural beasts have 0 Manipulation, Charisma or Appearance. Stats will be adjusted downward as necessary but will not require additional success.
Example: Human Strength 2 to Wolf Strength 4 = +2 successes
Step 3: Innate abilities:
-- "If the new form has certain innate physical abilities (wings, claws, gills, a tail), then the shapechanger can use them naturally; however, abilities that human beings could not innately possess – fire-breath, levitation, poison, etc. – do not automatically come with the new form. A mage may use
other Spheres to create those abilities (say, Forces and Prime to conjure fiery breath), but such powers must be “built into” the shapechanging Effect – they’re not automatically “part of the package.”
Step 4: Additional (Special) Abilities (fire-breath, levitation, poison, etc):
Usage: Such abilities typically use one point of Quintessence per application (one point to levitate, one point per blast of fire, and so forth). This Quintessence from the Mage's own pool and/or pattern.
Whether a Special Ability is "simple" or "powerful" is at Storyteller's judgement.
--"Simple abilities" : +1 additional success and spheres to make the effect
-Example: Fire-breathing: +1 success plus Forces 3/Prime 2 for the effect
--Extremely Powerful abilities (ex: ability to radiate an aura of crackling electricity): +2 successes and spheres to make the effect.
Step 5: Acclimation Time
HOUSE RULE: For forms that are vaguely similiar to human (ape, other sex, etc) you are at +1 difficulty to all rolls for 24 hours. For forms that are radically different from human, you are at +2 difficulty to all rolls for 48 hours.
Step 6: Losing One’s Self/ “Purchasing” a New Self
House Rule This Willpower spend must be done at least once per form. After this initial spend of Willpower, you may opt to "buy" the form with 2xp to avoid this expenditure in the future. If the mage has Life 5 at the time of creation, this spend is not necessary as they do not "lose" themselves to the form.
- Similiar form: Spend 1 willpower per 3 days spend in total immersion.
- Radical form: Spend 1 willpower per day spend in total immersion.
Step 7: Shapeshifting and Consecrating Possessions