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fate:transmutation [2012/10/25 03:37]
127.0.0.1 external edit
fate:transmutation [2021/12/03 23:37] (current)
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 ====== Transmutation ====== ====== 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.+Transmutation is the ability to change ​your physical form of something ​into something else. When transmuted you temporarily gain the new form'​s ​abilities ​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 [[tables#​time|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.+There is a danger when transmuting ​a yourself ​that you may get "​stuck"​ in the new form. For every [[tables#​time|time increment]] you are transformed over your skill rating ​you must make a Will skill check against a Fair(+2) difficulty, each roll required increased the difficulty by +1. Changing back will often involve a story element dedicated to helping you return to your normal form.
  
-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.+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. Magical dispels can return you to your original form or when your duration ​has elasped.
  
-\\ 
  
-<WRAP center round alert 60%> +===== When Transformations go wrong ===== 
-<WRAP centeralign>​ +<note warning
-When Transformations go wrong +Several power skills enable characters to assume difference forms; including ​[[fate:Creatures]][[Death]], Elements, ​[[Nature]], and Transmutation. ​On failure you may find yourself ​stuck in your new form because of serious ​or minor cost.
-</WRAP+
-Several power skills enable characters to assume difference forms; including ​Alchemy, ​Creatures, Death, Elements, Nature, and Transmutation. ​Sometimes when attempting ​transformation characters roll [[powers#​fumble|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 Resolve skill or suffer a Composure consequenceSuccess 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. +
-</​WRAP>​+
  
 +When stuck you gain a new temporary aspect related to being trapped in your new form. Each time period after you must Defend against a Mental Attack equal to Fair(+2) with a +1 for each increment on the time table you have been "​stuck."​ Success allows you to return to your normal form and remove the aspect. If you are ever taken out while in a different form, you are stuck in that form permanently unless someone else can change you back.
 +</​note>​
  
-===== Trappings ===== 
  
-==== Alter Self ==== +===== Actions =====
-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 [[actions#​maneuver|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. 
  
 +==== Overcome ====
 +In order to transform yourself you have to overcome your desire to retain your form. The base difficulty is Fair(+2) plus all of the stunts that you will gain in your new form.
  
-==== Alter Other ==== +<note tip> 
-The same as Alter Self above except against another target, it may be resisted.+[[people:​Xarth]] wants to transform himself into a bird. The base difficulty is Fair(+2) because he is not actively resisting the effortHe wants functional Wings (1 point) and Claws (1 point). This makes the final difficulty Great(+4). 
 +</​note>​
  
 +==== Create an Advantage ====
 +Advantages like //Sharp Claws//, //Gills//, or //Body of Iron// can all offer their own advantages. Transmutation does not have to involve the entire form, but instead you partially change yourself to take advantage of a small bonus.
  
-==== Alter Location ​==== +==== Attack ​==== 
-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 itemsThe items revert back when the power ends and matter cannot be created or destroyed.+This skill is not used to attackTransforming yourself is a simply an overcome check. 
 + 
 +==== Defend ==== 
 +This skill can easily defend against physical attacks by subtly transforming your body.
  
  
 ===== Stunts ===== ===== Stunts =====
  
-^ Stunt ^ Prerequisite ^ Description ​ ^  Page((Page numbers are in the Legends of Anglerre book until otherwise noted.)) ^ + 
-Shape Object ​ ​| ​  | Temporarily ​create ​simple ​items from raw materials ​ |  137 | +==== Shape Object ​==== 
-Transmute Self  | Shape Object ​ | FP to Alter Self immediately ​ |  137 | +You can temporarily ​create ​useful ​items out of raw material, such as walls, swords, or shields. Objects will last for the entire scene or less if you want. The base difficulty is Fair(+2) with additional +1 added for each change descriptor. Changing a wooden door to water is a Good(+3) difficulty while transforming a wooden door into a steel shield is a Great(+4) difficulty. 
-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 |+==== Transmute Self ==== 
 +You get a +1 bonus when transforming yourself. 
 + 
 + 
 +==== Transmute Other ==== 
 +This stunt allows you to attack a living being in an effort ​to force a transformation upon them. This is a Mental attack and resisted with Will. When the target has been "taken out" they have been transformed into the form you specified when you attacked them. If the target is willing then transforming them follows the same rules are transforming yourself. 
 + 
 + 
 +==== Alchemy ==== 
 +For a Fate Point any of your transformations are permanent. The end result is nearly indistinguishable from the real thing, even the faint aura of magic is masked. Any effort to divine the true nature of the transformed object has to overcome your Transmutation skill rating. 
 + 
 +Performing Alchemy on a living ​being is a dark and evil magic. Unlike other transformation,​ alchemy is permanent and binding. Tranforming a living being into another living being utterly destroys their original self - even if they are being transformed into the same species. 
 + 
 + 
 +==== Touchstone ==== 
 + 
 +//Requires: Alchemy.// A touchstone is the stuff of legends and creates is an object imbued with the very stuff of creation. This allows the wielder to transform reality, modifying aspects ​or other characters, creatures, items, even locations. For a Fate Point a character with a Touchstone gets a +3 to any Transformation involving Alchemy. 
 + 
  
  
 {{tag>​fate power stunt}} {{tag>​fate power stunt}}