Normal Topic Transformation Variations ... and Transmutation (Read 1424 times)
polarboy
Justice Leaguer
*****
Offline



Posts: 937
Location: 21st Century
Joined: Sep 9th, 2009
Gender: Male
Transformation Variations ... and Transmutation
Sep 20th, 2009 at 1:16am
Print Post  
Characters from two of the modules include variant forms of transformation not covered in the revised rules and worthy of attention--as they amount to Transformation/Stronger Form (with a built-in limitation in each case).

In Pentacle Plot, the Shaman (5 hit points) would be an utter push over in a fight but for one thing: he can turn him into a giant eagle when needed.

Weight. 300 lbs., Agility: 18, Ferocity:--, Hits: 45, Accuracy:+3, Damage: 2d6 , Power: 100, Movement 20" ground, 120" air.

This can only be done for one hour each day, and there is a 20% chance on turning back that the Shaman will be called up by his ancestors, disappearing forever. The Shaman has Cosmic Awareness in both forms.

The module describes Shaman's transformation as a type of Power Activation, but it doesn't fit the rulebook definition of that option.


In SuperCrooks & Criminals, the married couple Whiteout and Bora each have powers unto themselves, but Bora's character sheet also lists an ability they share.

Transformation: Whiteout and Bora can merge their forms into one being. In this state, S, E, A, I, and C are added to form one sum from both people. From these increased statistics al others are based normally. Hit Points and Power Points are added at their present levels. This merging lasts to a maximum of 5 turns. Exceeding this amount causes unconsciousness for both, as well as separation. If this creature is knocked out, again, both will be unconscious and separated. PR of 10 per person before merging. Their cumulative height is 10 feet.

The counter for their uniquely merged form has blue skin and white hair.


Though not officially transformation, the villain Kahless Khan from Great Iridium Con has a makeup artist skill that provides some disguise capabilities often seen in action films.

Make-up Kit: He cannot disguise himself as any specific character, but he can change his apparent age, hair style, eye color, etc., in 1d4 + 1 minutes. The kit includes a small mirror and pocket knife (+1 to Hit, HTH +1 damage, no range).

Getting out of his Klingon makeup at a science-fiction convention takes five turns.

Because shapeshifter/disguise counts as two powers, I could see this disguise skill as one power (similar to transformation/weaker form).
« Last Edit: Oct 5th, 2009 at 8:41pm by polarboy »  
Back to top
 
IP Logged
 
polarboy
Justice Leaguer
*****
Offline



Posts: 937
Location: 21st Century
Joined: Sep 9th, 2009
Gender: Male
Re: Transformation Variations
Reply #1 - Sep 21st, 2009 at 1:31am
Print Post  
Here are two examples of characters who undergo a personality change when they transform.


In SuperCrooks & Criminals Dr. Timmins (good) turns into the werewolf-like Wereworg (evil). Though not explicitly stated, for all intents and purposes he has the weakness low-self control.

Transformation: With the rise of the full moon Dr. Timmins undergoes a metamorphosis, changing him into a wolf. This change goes on completely unremembered by the good doctor. The same is true for his actions in this form. 0 PR.

Origin & Background: ...
Timmins has gone mad with the effects of this disease. But when seeing him in his normal state, the doctor will appear sound of mind and body.



Manstar (Frank Yurissi), a villain from the V&V limited series. His full stats appear in the first issue.

Transformation (power activation) requires one action. In this form he gains: Flame Power (full body effect), Disintegration Ray, Heightened Attack, Adaption, and ...
Psychosis: Manstar suffers from a split personality. As Yurissi, he hates and fears Manstar but is compelled to transform into him when the pressures of everyday life get to him. Manstar despises Yurissi and will revert back to him only in emergency, say, to avoid detection or capture.

Origin/Background: ...
After being exposed to strange radiation emanating from a meteorite he discovered, he gained the ability to split his psyche" into two separate beings--the wimpy, ineffective Frank and the powerful and aggressive Manstar.



« Last Edit: Sep 21st, 2009 at 8:39am by polarboy »  
Back to top
 
IP Logged
 
polarboy
Justice Leaguer
*****
Offline



Posts: 937
Location: 21st Century
Joined: Sep 9th, 2009
Gender: Male
Re: Transmutation Variations
Reply #2 - Sep 24th, 2009 at 12:21am
Print Post  
Given the open-endedness of transmutation, it's interesting to see how various options and limits can play out. As usual, here are examples from the published resources.


Sequoya from Great Iridium Con.
Transmutation: Range = touch, PR = 8 per attempt. transforms any solid into inanimate wood, SR 3. Living creatures will normally return to life in 2d12 hours, though there is a 1% chance that the change is permanent.

The power may also be used for special attacks against eyes or limbs, or inanimate objects: parts of the body and magical items regain function in 3d10 days, and have a 2% chance of being permanently affected; devices and inanimate objects also take 3d10 days, but have a 5% chance of remaining permanently altered.

Note: Sequoya also has Stretching Powers, so his zero-inch range isn't as limitating as it may seem.



Shee-Ariel from Dawn of DNA
Transmutation: 38 inch range, PR = 8 per attempt. Able to change anything into anything, though gasses must remain gasses and liquids remain liquids, etc. Only matter can be transmuted. Lasts five minutes, or only two minutes if an animate object is rendered inanimate or an inanimate object is animated.


Od from Most Wanted (vol. 3).
Transmutation: 26 range, PR = 8 per attempt, changes targets entirely into abstract art objects. Wake-up rolls allowed to change back. The GM must determine the random temporarily effects on he victim.


Mystico from Most Wanted (vol. 3).
Transmutation: Anything to anything automatically on a hit except that the target's sentience and animation cannot be affected; i.e. a brick could be turned into a dead, inanimate body or a human could be changed into a thinking, animate brick. PR = 8 per success. 52" range.

He has this complementary power.
Animal Control: control of transmuted animals; up to 20 hit points worth can be controlled, or at least one creature, Heightened Intelligence + 13. (Mystico has 10 hit points and 26 intelligence.)
« Last Edit: Sep 24th, 2009 at 12:25am by polarboy »  
Back to top
 
IP Logged
 
polarboy
Justice Leaguer
*****
Offline



Posts: 937
Location: 21st Century
Joined: Sep 9th, 2009
Gender: Male
Re: Transformation ... Water Variations
Reply #3 - Nov 18th, 2009 at 1:23am
Print Post  
Here are two characters with water-based powers that relate to this thread.

Tidal Wave from Most Wanted, Vol. 3
Vehicle: High-Tech Surfboard

a) Speed Bonus: +600 inches/turn
b) Mutant Power: Surfboard transmutes all material within thirty inches into high density liquid--consider objects to have a Structural Rating of 1/5 their normal SR.


Tsunami from Honor
Elemental Control:
With this power, Tsunami can control and create twenty-five feet of water at will. With this control, a fountain or wave of incredible pressure can be created, doing 1d12 damage due to concussive force, Range = 19 inches, attacks as Force Field. PR = 2 per round to control and costs 1 inch of movement to create 1 cubic foot of water.

Also with this power, Tsunami can propel her body through the air at a maximum speed and height (altitude) of Agility inches.

When in contact with any body of water, Tsunami can also bring that water under her control. The strain of doing tis, however, is so great that Tsunami will only make such an attempt when her power score is near maximum. PR = an additional 3 points per turn per cubic foot of water being controlled. A maximum of twenty-five cubic feet of outside water can be controlled.

Tsunami's water control defends as Vibratory Powers and there is no cost to activate it as a defense.

Transformation: Tsunami has the ability to transform her entire body into water. In this state, she can willfully move at normal speed and retain all of her current hit points and powers. If she makes contact with a body of water, Tsunami can disperse her molecules and reform them again anywhere within that body of water (much like a limited version of the power Teleportation). PR = 0 for Transformation, but the 'teleportation' application of the power has a PR of 10. In this form, the power defends as Vibratory Powers.

Should  even some of the molecules of her body be contained in this state, Tsunami would be unable to regain her human form.
« Last Edit: Nov 26th, 2009 at 3:19am by polarboy »  
Back to top
 
IP Logged
 
polarboy
Justice Leaguer
*****
Offline



Posts: 937
Location: 21st Century
Joined: Sep 9th, 2009
Gender: Male
Re: Transformation Variations ... and Transmutation
Reply #4 - Nov 26th, 2009 at 3:28am
Print Post  
Here are two more examples of characters who transmute opponents in only one way--but with different saving throw mechanics.

The Secret in the Swamp includes an evil spirit with Transmutation: A hit will turn the victim a wooden statue. A wake up roll vs. Endurance d100 is allowed each between turns phase to throw off the effects. Range = Intelligence x 2. PR = 8.

Battle Above the Earth includes the villain Mystic with Magical Spell Device: Rod of Power: Range = 30 inches.  Turns victim non-corporeal until the victim saves vs. Intelligence on percentile dice. Attacks as transmutation. Four changes per day.

Another magic wand, of course, belongs to to an unlikely hero in Opponents Unlimited.

Special Weapon:
Prankster wields a device resembling a magic wand, but with rather curious properties. It can create any substance having a Structural Strength of exactly one, forming one cubic foot or less of the desired substance per point of Power the Prankster channels through the want. Creating substance in this manner costs Prankster an action. The device can create fully formed items (i.e. a banana, a whipped cream pie on a paper plate, etc.). It cannot create dangerous substances (boiling oil, acid, etc.), nor does it have any significant range. The substance created by the wand is totally real and behaves accordingly.




  
Back to top
 
IP Logged
 
 
>