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Transmutation

Transmutation is the ability to change yourself or a target into something else. Depending on the nature of this power you may be required to specify the “something else” when you take the skill. Examples include Medusa (Transmutation Stone), Vampire (Transmutation Bat, Wolf, Rat, Fog), or Dragon (Transmutation Human Form). When transmuted you temporarily gain the new form's powers and limitations. So if you are transmuted into a eagle you can fly, but you cannot form human speech.

There is a danger when transmuting that you may get “stuck” in the new form. Second staying transmuted in any form too long may prevent you from changing back. For every time increment you stay transformed over your power skill level you must make a Resolve skill check against a Mediocre(+0) difficulty, each roll required increased the difficulty by +1.

Transmutation gives you the form of something else; this is not a glamour or partial change, this is true shape shifting. Inside you are still yourself so you retain all of your skills and stunts, but your new form may not be able to effectively use them. You gain all of the aspects and stunts of your transformed form. Magical dispels can return you to your original form or when the duration of the spell is up.


When Transformations go wrong

Several power skills enable characters to assume difference forms; including Alchemy, Creatures, Death, Elements, Nature, and Transmutation. Sometimes when attempting a transformation characters roll power fumbles and find themselves stuck in the new form. When stuck you gain a new temporary aspect related to being trapped in your new form. Each time period after you must make a Resolve skill or suffer a Composure consequence. Success allows you to return to your normal form and remove the aspect. If you are ever taken out then you are stuck in that form permanently unless someone else can change you back.

Alter Self

You can fully, or even partially, transform yourself into a specific substance or creature. This is an Average(+1) base difficulty for “generic” changes into a base material (stone), plant, animal, or non-specific sentient. +1 is added to the difficulty for each parameter you want to add to the transformation. For example if you want to transform yourself in a large statue of the king that would be a Good(+3) difficulty (+1 large, +1 specific person). When changing into something specific shifts are added to the defense roll to resist be being recognized as a fake.

Additionally you can use this trapping to place small aspects as maneuvers like “Stone Flesh”, “Claws”, or “Beautiful Features”. To make these aspects permanent is an attack against your own composure track at a Mediocre(+0) difficulty. When you are taken out you transform permanently; otherwise any consequences you take are partial transformations.

Alter Other

The same as Alter Self above except against another target, it may be resisted.

Alter Location

Same as Alter Self, except it applies to scenes and locations. This can be used to alter the shape of objects, erect barriers, and repair damaged items. The items revert back when the power ends and matter cannot be created or destroyed.

Stunt Prerequisite Description Page1)
Shape Object Temporarily create simple items from raw materials 137
Transmute Self Shape Object FP to Alter Self immediately 137
Transmute Other Shape Object Like Transmute Self, but applies to others 138
Transmute Location Shape Object FP to force change of non-living materials 138
Likeness Transmute Self or Transmute Other Mimic exact likeness of person or creature 138
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Page numbers are in the Legends of Anglerre book until otherwise noted.