The Art of Transformation

From Summoner

Contents

My Hands (O)

The Art of Transformation, unlike even the other Trump Arts, is more instinctual than practiced. The first step towards mastery of the Art is to allow a certain quicksilver quality to the flesh. Flesh submits to Ego, and the Ego gives the Alter Self form. The first truth of Transformation is that the self is mutable. Matter flows into the Alter Self, while numinous Corpus replaces what is lost. Through this, the Summoner changes. He may sprout claws, perhaps darken his skin to attain a better camoflague, any reasonable advantage from the shape of his Alter Self. Unarmed attacks can made to do lethal damage, or can gain a +1 bonus to rolls, but not both. Any change should not create a bonus larger than the Alter Self's relevant Trait or the Summoner's dots in Transformation, whichever is lower.
Cost: 1 Id
Dice Pool: None
Action: Reflexive

Iron Masque (OO)

Flesh fades to Corpus, Corpus becomes flesh. Human flesh is not so tough a substance, and may be cut by blades, pierced by bullets, burned by flames. A demon's form and substance are often of hardier stuff, raw Ego given form. By becoming a being of Ego over flesh, one denies harm by sheer gravity of being. This power is rather obvious to an attentive observer, as anything from hard plates to an ephemeral wrap around the Summoner's skin...or replace it completely. Even almost-mundane Alter Selves surrender parts of their being, leaving sleeves of vastly different clothing on a Summoner's warddrobe, or a steel breastplate in the case of a knight of the Emperor arcanum. The final description is between the player and the Storyteller to decide, and need not always be the same.
The Summoner gains a point of Armor per success on the roll, but may gain no more Armor than their dots in Transformation. As part of their flesh and moving with them, it confers no penalties, but does not stack with any other sources of Armor.
Cost: 1 Id
Dice Pool: Stamina + Survival + Ego
Action: Instant

Roll Results

Dramatic Failure: The power fails, and the Summoner inflicts a level of bashing damage on themselves.
Failure: The Summoner fails to harden their flesh against attack.
Success: Flesh molds into hardier stuff of Ego, granting a point of all-purpose armor per success.
Exceptional Succcess: As with a normal success, except the armor qualifies with a BP rating equal to the Summoner's Ego.

Becoming the Beast (OOO)

The signature expression of Transformation, Becoming the Beast allows for a Summoner to shape his own flesh into the material form for his Alter Self. By shapeshifting in this manner, it becomes far less of an immediate drain to maintain the Self's presence in the World, as they are simply one being. The transformation can be as seamless as a flash of light, or as gruesome as the reworking and ripping of flesh and bone...there are theories that one's manner of transformation indicates a great deal about a Summoner's nature and mental health.
While so transformed, the Summoner acts entirely as an Alter Self, though he may substitute his Skills for a second Attribute in certain rolls, but must use the appropriate Attribute from his Alter Self. (i.e. Power + Brawl to bite, instead of Power + Finesse. Finesse + Brawl would not be valid.) He may also spend Id as a demon does to enhance rolls, heal, or power Numina, within the normal limits of his Ego.
This transformation lasts a number of rounds equal to the Summoner's unmodified Transformation + Ego. This can be extended by a single turn with a successful Transformation + Ego roll, but inflicts a single level of bashing damage. The number of rounds the Summoner may remain transformed refreshes each scene. The change can also be performed or maintained without a roll, reflexively, at the cost of one point of Id.
Cost: None or 1 Id
Dice Pool: Stamina + Survival + Ego
Action: Instant or Reflexive

Roll Results

Dramatic Failure: The transformation fails abruptly and painfully. Bones break or flesh tears. The Summoner suffers a level of lethal damage.
Failure: The transformation fails, but no other negative effect.
Success: The Summoner succeeds, ceding his own flesh into the form of his Alter Self.
Exceptional Success: As with a normal success, but the change is reflexive.

Devour and Purify (OOOO)

Flesh, Corpus, Id...they are all transmutations of the same universal truth. By internalizing this truth, the Summmoner alights a flame of Ego in their belly. From this point forward, they can devour the Corpus of a demon or even human flesh, and use it to recover Id. Of course, eating human flesh is almost certainly a sin of Identity, but sometimes there are desperate times or callous souls. Demons, however, tend to be fair game.
The Summoner may do this in their mortal form, but doing so may require a Stamina + Resolve roll to stomach the human or monstrous flesh, as it must be eaten raw. The Summoner may devour a single Health or Corpus in human form, though any bonus dice from My Hands may extend this at the rate of one additional point per die.
While transformed, however, the Summoner may spend a point of Willpower to make a consuming blow. Any damage done on that attack reaps Id equal to the levels of Health or Corpus damage inflicted. Otherwise, the Alter Self must bite the target and swallow to reap Id during combat. They may devour a fallen mortal at a rate of one Id per point of Power. Since demons discorporate when beaten, it is difficult to eat them. They must be harvested, as above. However, if the last damage they suffer is being Devoured, then they do not discorporate: they die. Alter Selves cannot be destroyed in this way, but discorporate normally.
Cost: None or 1 Willpower
Dice Pool: None
Action: Reflexive

Gestalt (OOOOO)

Flesh can become Corpus. Id can become Corpus or flesh. All are one, and all things are possible with Ego. The Summoner merges with the Alter Self, becoming more than either could have been alone. The change is usually recognizable as containing both the Summoner and his primary Alter Self. The face, though human, may have a distended, open maw, or shining eyes. Arms may extend unnaturally, only to sprout an Alter Self's signature wicked blades.
While sharing one form, the two identites are one. They possess both Virtues and both Vices, and may freely use each other's abilities. The two are a single entity for powers, and only take one action. Their thoughts and voice become as one, interlapping into a beautiful or terrible chorus. When there is a conflict between the two personalities, make a contested roll of the Summoner's Resolve + Composure vs. the Alter Self's Power + Resistance. The victor determines their feelings on the matter.
Once in the Gestalt form, the two beings also share strength. Apply half of the other party's relevant Attribute to the greater of the two in that category. For example, a Summoner with Strength 4 with an Alter Self of Power 6 has a total strength of 7 for the duration of the power. He rolls Attribute + Skill for rolls. The powers and natural abilities of both forms can be freely used within the Gestalt.
Use of this power is a level 4 sin against Identity. It tears down the boundaries of self and fills in all questions with one overriding truth. If a derangement is gained, it should reflect the focused, incomplete nature of the Alter Self.
Cost: 2 Id, 1 Willpower
Dice Pool: Resolve + Empathy + Transformation
Action: Extended; requires a total of five successes to transform, each roll represents a turn of focus. The Summoner may still apply his Defense during this period, but may take no other action.

Roll Results

Dramatic Failure: The merging fails, and painfully. The Summoner suffers a point of lethal damage, gains a mild derangement, and cannot Draw Out or transform for a single night.
Failure: The Summoner fails to accumulate successes, and must continue focusing or abandon the merger.
Success: The Summoner gathers successes towards achieving the Gestalt. Once he has accumulated 5 successes, the Gestalt form arises.
Exceptional Success: As with a regular success. It merely speeds up the change.



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