Edit of the Power of the Monster Edge taking the Trappings into account
Monster Shaping Magic
Requirements: True Atlantean, Clan Skellian,
Disguise, Arcane Background (Any except Magical Tattoos, Psionics, or Weird Science), Master of Magic, Novice
You gain the Monster Shaping Unique Mega Power for the
Disguise Power that replaces
Mass Disguise as the Mega Power option for your character.
- Monster Shaping Disguise
Power Points: 6-9
Range: Self
Duration: 1 hour (3/hour)
Trappings: Realistic looking and feeling Ectoplasmic cocoon that looks like one specific animal, creature of magic, or supernatural creature that has arms (A centaur, gorilla or t-rex is okay, a lion or rhino-buffalo is not). Use the list that follows to decide trappings for the power to help emulate natural abilities of the creature. One comes free, others may be added at +1 PPE per trapping.
- The Monster Shaping Disguise allows the character to assume the appearance (but none of the abilities) of one bipedal animal, creature of magic, or supernatural creature size one to four (size 1-4) per casting. The base cost increases to 5 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 4 Size levels different from themselves, nor can they assume the appearance of anyone specific. Also, the Magical tattoos of the character will appear on the skin of the new form, though they may change shape or appearance based on the needs of the controlling character. It requires a Notice roll at –2 to see through disguise if someone is familiar with this unique trapping. If unfamiliar, the penalty is –4.
With a raise, the character gets +1 Die Increase to Strength or +1 to Toughness (player's choice) for every size increase for the duration of the Monster Shaping Disguise. These bonuses can be mixed and matched.
Natural Abilities Trappings for Monster Shaping Disguise
- Aquatic: You gain the ability to breathe, speak, and move at your Pace-2 while underwater.
- Armored Hide: +2 Armor
- Fast: Your pace increases by 2. On a raise, your agility increase by one step.
- Fire Attuned: You gain the ability to breathe, speak, and move at your Pace-2 while in an environment, such as the lava of a volcano.
- Low Light Vision: You cut any darkness penalty within 10" in half. For example, a character in Dim (−1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2.
- Natural Weapons: You gain a natural Weapon that does Str+1d6.
- Space Native: You do not need to breathe, nor do you suffer decompression or other ill effects from a total lack of air or gravity.
- Thick Skin: Your toughness increases by +1. On a raise, your Vigor increase by one step.
- Wall Walker: You can stick to any surface, allowing him to climb walls and even hang from the ceiling. You can move along such surfaces at one quarter your normal Pace.
- Wings: You gain flight at your Pace-2, with a climb of 0.
Power of the Monster
Requirements: Veteran, Monster Shaping Magic or Monster Shaping Tattoo, Master of Magic
A exoskeleton made from ectoplasma wraps around the caster making the Disguise much more real and giving the monster shaping form the creature's natural abilities such as flight, vision, aquatic movement, and natural weapons.
Further, it modifies the Trappings above to read as follows:
- Aquatic: Your Pace while underwater increases by +2.
- Armored Hide: Add an additional +2 Armor.
- Fast: (unchanged)
- Fire Attuned: Your Pace while in a fiery environment, such as the lava of a volcano, increases by +2.
- Low Light Vision: You gain a +2 bonus to negate any penalties while in areas of limited or no light.
- Natural Weapons: Your natural weapon does M.D.
- Space Native: You gain a flight speed of your pace-2 while in space, or increase an existing flight speed by 2 while in vacuum.
- Thick Skin: (unchanged)
- Wall Walker: Your pace while walking on walls or ceilings increases by 2.
- Wings: You gain a climb of 1 or increase your flight pace by 2.
New Tattoo
Masquerade Mask (1): This tattoo grants the
Disguise power.
Image: A fancy mask obscuring a face.
Activation Cost: 3-5 P.P.E.
Strain: 2
Cost: 40,000
Monster Shaping Tattoo
Requirements: True Atlantean, Contact: Clan Skellian Alchemist,
Masquerade Mask Tattoo, Novice
You may replace Mass Disguise with the Monster Shaping Disguise of Clan Skellian.