Many Paths

Shapeshifting

Shapeshifting is what seperates the Chaosites from the plebs. The aloof nomads of the Ways regard their mastery of the body as the ultimate expression of their superiority over the other denizens of the Shadows which are collectively known as the Courts of Chaos.

All Chaosite nobles have two basic forms: the normal form and the movement form. Normal forms tend to look like twisted or demonic humanoids or animals. Movement forms are more widely variable. Many are capable of flight, some are not even physical in a normal sense of the word – standing storms or even flitting flames are not uncommon. Other movement forms might be a cloud of butterflies or a semi-dimensional shadow. Their only common basis is that it's possible to travel reasonably fast for a long, long period of time. Needless to say, the Procession of a group of Chaosites down a Way can be a very strange and glorious sight.

Normal Chaosites do not have a "human form." However, Chaosites descended from Amberites sometimes do as well. There is no additional cost to play a Chaosite descended from an Amberite, and such a character may choose to have two or three base forms.

Relationship of the Powers

Normal Chaosites which have sufficient Shapeshifting may, of course, assume Human form, but holding an alien form for extended periods of time is somewhat energy-consuming, and not usually possible during periods of sleep or the like.

Primal Form
Cost: 10 pts
Prerequisites: None
Allows: Healing

This is a self-defense mechanism par excellance, and works as described in the DRPG, including the scary aspects of it.

Exagerate Feature
Cost: 5 pts
Prerequisites: None
Allows: Bestial Feature

This is the ability to enhance a normal feature or sense of the body. Skin can be made tougher, olfactory sense more acute, nightvision better. Fingernails can be turned into claws, etc. One of the character's standard forms must have some of these abilities to some degree (an eyeless form could not be made to see, etc.) No skelatal (or exo-skelatal) changes (besides, perhaps, thickening of the bones or the like) can be made. No extra limbs can be created. Unless one also has Alternate Form, only one feature can be enhanced at once.

Alternate Form
Cost: 3 pts
Prerequisites: None
Allows: Specific Form

Alternate form is the ability to do a full-body shift. This shift can include any other powers or combinations thereof that the Shapeshifter can normally accomplish (so, for example, you might shift into a form with sensitive eyes (exagerated feature) and wings (bestial feature)), and can also include any number of purely cosmetic changes (adding fur or the like).

Alternate form does not allow fine enough control to imitate another unique being. You may be able to become a slim redhead, but you won't be mistaken for Brand. Alternate form (by itself) also does not allow such changes as giving yourself digitigrade legs (if you don't already), or vanishing one of your eyes, or even creating enough fur or body fat to deal with arctic temperatures.

Healing
Cost: 5 pts
Prerequisites: Primal Form
Allows: Automatic Shapeshifting

This power allows the mostly unconscious healing of wounds with a truly frighening speed. Even the most unskilled of Shapeshifters can close surface lacerations in just a few minutes, and even deep wounds are rarely fatal to possessors of this power.

This form of healing does not allow any kind of regeneration. If a body part is severed, it must grow back on its own (both Amberites and Chaosites have natural regenerative powers), often taking years or decades. If an organ is entirely removed, or pulped or slashed past the point of working, the result is generally fatal. This healing is at its strongest when all it has to do is knit some tissues back together, stop bloodloss.

Though healing is generally done unconsciously, it is possible to stop it from happening, if one desires to do so, for some strange reason. Healing does take a fair amount of energy, and if it's recently saved your life, a big, hearty bowl of soup and a good night's rest are in order.

Bestial Feature
Cost: 5 pts
Prerequisites: Exagerated Feature
Allws: Shapeshift Organs, Quick-Shift

Bestial feature allows more extensive modifications to the Shapeshifter's body. The skeletal system can be changed, allowing new limbs to be grown, proportions to be changed, etcetera. The Shapeshifter could change her entire posture, becoming quadrepedal, or grow wolverine-like claws.

Organs remain beyond the skill level of the Shifter. No new eyes, hearts, brains, etcetera can be created. Further, an endo-skeletal creature can not become exo-skeletal, nor the reverse (though a convincing imitation may be possible). In addition, only one change can be made at a time, unless the Shifter also has alternate form.

Specific Form
Cost: 3 pts
Prerequisites: Alternate Form
Allows: Shapeshift Aura

With this power, a Shapeshifter's fine control grows deep enough to be able to mimic another unique being almost exactly. If the Shifter puts enough effort into "getting a form right," only the most accurate of high-tech sensing devices will be able to detect the differences. (Note, however, that you can only mimic what you know. If Fred has a distinctive mole on an area that's normally hidden by clothing, you may be in trouble when trying to pose as Fred in front of his wife). Particularly high psyche folks may also get a clue (unless you also have Shapeshift Aura).

This power also allows detailed shifting without mimickry. There are several artisans in the Courts who spend all of their time perfecting forms they consider aesthetically pleasing, and this is the power you'd need to join their ranks. In general, any conscious Shapeshifting that requires a level of accuracy better than a centimeter or so will require this Power.

Automatic Shapeshifting
Cost: 5 pts
Prerequisites: Healing
Allows: Regenerate

A Shapeshifter can, with sufficient practice, allow her body free reign to shift in response to its enviroment, without the total loss of control that Primal Form entails. Automatic Shapeshifting is slower than Primal Form, and a less foolproof way to avoid harm, but it's a useful ability none the less.

Automatic shapeshifting requires no concentration to maintain, which makes it ideal for situations where the Shifter wants to focus on some other task (like combat). It is also, like Primal Form, not as strongly bound by the limitations of conscious Shapeshifting -- Automatic Shapeshifting allows one to duplicate the abilities of "Exagerate Form," "Bestial Feature," and "Alternate Form," when necessary to one's survival.

However, Automatic Shapeshifting is quite draining. Extensive use of the ability for more than an hour or so is enough to put most Chaosites in bed for a couple of days, and any more than that can be life-threatening. The exact numbers here depend on Endurance.

Shapeshift Organs
Cost: 5 pts
Prerequisites: Bestial Feature
Allows: Regenerate

With this power, it is possible to shift any part of the body, including brain, heart, skeleton, etcetera. One can leave one's kindgom behind and become an invertebrate (or vertebrate) or even a plant. However, as with Bestial Feature and Exagerated Feature, only one shift at a time is possible until Alternate Form is purchased.

The only other limits on Shapeshift Organs are that mass can not be changed, and only organic forms are permissable.

Shapeshift Aura
Cost: 5 pts
Prerequisites: Specific Form
Allows: Quick-Shift, Shapeshift Blood

Shapeshift Aura allows one to change one's aural signature, either to something altogether new, or to mimic another's. Magic cast by the Shifter, or traces left by her, will not be traceable back to her normal self. High Psyche folk will no longer intuitively see through her disguises. (Though someone with a great deal of skill might see through a Shifter's changed aura).

This also includes the ability to see another's aural signature, though one can also do this with Logrus or Pattern Sensing abilities.

Regenerate
Cost: 2 pts
Prerequisites: Automatic Shapeshifting and Shapeshift Organs
Allows: Shapeshift Blood

This ability extends the healing power to cover any type of wound. With this power, it becomes extremely difficult to kill a Shapeshifter without an instantly fatal blow. Barring such luck, a would-be assassin is usually relegated to "wearing down" the Shifter, delivering enough wounds that their regeneration slows.

This ability is inexpensive because it is possible to do such healing with only Shapeshift Organs. The only thing you buy with Regeneration is ability to regenerate without concentrating on it.

Quick-Shift
Cost: 2 pts
Prerequisites: Bestial Feature and Shapeshift Aura
Allows:

There are two interrelated styles of fighting taught by certain warriors in Clans Hendrake and Minobee, which rely on attack routines that involve rapid body shifts. These particular sequences are learned by rote by the students of these styles, in much the same way that a tricky sequence of feints and attacks might be learned by a conventional fencer. This is the power to do such fast shifts.

This power does not speed up normal shifts, only certain learned combat techniques. Mechanically, this will be handled in the same way any other combat manuever might be — you will say something like, "I try a tricky little manuever that involves my parrying with a left arm that is suddenly armored, and stabbing with a right which is a bit longer than it was," and I'll evaluate its effectiveness. There is no exhaustive list of "quick-shifts," but most students only learn a dozen or so.

Shapeshift Blood
Cost: 10 pts
Prerequisites: Regenerate and Shapeshift Aura
Allows: Shapeshift Others

As described in the DRPG.

Shapeshift Others
Cost: 10 pts
Prerequisites: Shapeshift Blood
Allows:

Allows the use of any of your normal Shapeshift powers on another. The target must either submit to your changes (not knowing what they may be), or be totally psychically dominated. However, if you cut them and catch their blood, their blood is considered seperate from them and does not get a chance to resist.