Body Control Powers

BODYMORPH
Rank: 3
Cost: 1 Inner Reserves, see below
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character’s entire body transforms into a different form of matter or energy (stone, sand, fire, electricity, etc.), chosen when this power is first purchased. In addition to conferring a variety of basic advantages, a character’s Bodymorph power also grants him a number of other superpowers that may only be used in his alternate form. The character may have a number of dots in subordinate powers of Rank 1 or Rank 2 equal to his dots in Bodymorph (note that each technique in a Rank 3 power is effectively a Rank 2 power); for example, a character with three dots in Bodymorph could have one dot in Claws and two dots in Armor as subordinate powers. These subordinate powers must be activated and any activation costs paid as normal; however, if a subordinate power normally requires an action to activate, the character may choose to activate it in the same turn as he activates Bodymorph. The following are examples of possible Bodymorph types, with appropriate advantages and subordinate powers; the Storyteller is encouraged to come up with other Bodymorph types. As always, the Storyteller is also the final arbiter as to whether a given power or advantage is appropriate for a given Bodymorph type.
Stone/metal/hard solid: the character gains 1/1 armor, and his unarmed attacks deal an additional die of damage. Possible subordinate powers include additional dots in Armor, Claws, or Density Control (Increase).
Water/smoke/fluid or gas: the character gains the ability to breathe whatever fluid or gas his form is composed of, and the ability to move at normal speed in any direction through liquids or gases (as appropriate), without the need for dice rolls. His fluid, malleable form also grants him +1 Defense, gas characters cannot be attacked physically, only by mental powers or energy. Possible subordinate powers include Density Control (Decrease), Plasticity, Flight (for gaseous characters), Poison (for characters who transform into a toxic substance), or Immolation (for characters who transform into a corrosive substance).
Flame/light/energy: The character’s Defense increases by +1, and his unarmed attacks deal lethal damage. Possible subordinate powers include Immolation, Invulnerability (of the appropriate type), Force Bolt, Force Field, Flight, or Density Control (Decrease).
Bodymorph is useful for building a ‘power form’ for a character, much like a werewolf, or even The Hulk’s green bod (The Hulk’s requirement that he be angry and less in control in this form would be an excellent example of a weakness for Bodymorph).
Extras: All in one (Any cost for any extra subordinate powers is not included).

BOOST
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost. This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain 6 Strength.
Extras: Extra Attribute – (Power increases two Attributes simultaneously instead of one), Mega-Boost – (The character is allowed to activate and gain benefit from Boost a number of times per scene equal to his effective Stamina before using Boost).
DENSITY CONTROL
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Stamina + (Survival) + Density Control
Action: Extended
Range: Self
Area: N/A
Duration: One scene
Effect: The character may either increase OR decrease his density (chosen when the power is purchased). If the character is increasing his density, each success gained on the activation roll doubles the character’s weight and grants the character +1/
1 armor and 1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem). If the character is decreasing his density, the number of successes gained on the activation roll is compared to the chart below to determine the effects.
One success: the character gains +1 Defense. He may ooze through cracks or tiny openings at a rate of one inch per turn.
Two successes: the character gains +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn.
Three successes: the character gains +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
Four successes: as three successes, except that the character only takes half damage from energy-based sources (such as force blasts or fire).
Five or more successes: as three successes, except that the character also takes no damage from energy-based sources. By spending a point of Inner Reserves, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.
Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina. Each roll takes one turn. Returning to normal density is a reflexive action and does not require a Inner Reserves expenditure.
Alternate Version of Density Control (note: I amalagated 1 & 2 successes in to level 1, to bring this power more in line with other Rank 2 powers)
Density Increase: If the character is increasing his density, each level in this power doubles the character’s weight and grants the character +1/
1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem).
Density Decrease: If the character is decreasing his density, consult the following power descriptions:
1 Level: Purchasing 1 level in Density Control gives the character +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn.
2 Levels: Purchasing 2 levels in Density Control gives the character +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
3 Levels: Purchasing 3 level in Density Control gives the character the same abilities as 2 levels, except that the character now only takes half damage from energy-based sources (such as force blasts or fire).
4 Levels: as 3 Levels, except that the character now takes no damage from energy-based sources.
5 Levels: as 4 levels, except that by spending a point of Inner Reserves, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.
Extras (for both versions): Full Control – (Character may both increase and decrease density).

PLASTICITY
Rank: 1
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to stretch and contort as though she were made of rubber. When this power is active, the character is able to stretch her arms, legs, torso, and neck a maximum of three yards for every dot in Power Level she possesses, and may add her Plasticity rating to all rolls made to grapple another character or to escape from a grapple. She is also able to squeeze her entire body through any opening that would allow a being to pass through which was size [her size – Plasticity rating]. Thus a normal size person (size 5) with Plasticity 3 could fit through a size 2 opening.
Extras: None.

EXTRA ARMS
Rank: 2
Cost: N/A
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character possesses more than the standard human complement of arms: two for every dot he has in this power. Whenever this character attempts to grapple an opponent, he may add a number of dice to his dice pool equal to the number of dots he possesses in Extra Arms.
He may also attempt to grapple multiple opponents at once, to a maximum of one opponent for every dot in Extra Arms the character possesses; the character suffers a cumulative -1 penalty to all grappling rolls for each additional opponent grappled after the first. The character may still only make one attack per turn in combat (unless Merits such as Fighting Style: Boxing or Fighting Style: Kung Fu are purchased).
Furthermore, if the character is able to hold multiple automatic weapons and elects to fire a burst as his attack, he may elect to fire all of the guns at once and allocate the bullets fired between each weapon.
Out of combat, of course, there are a great many benefits to having more than the standard number of hands; the Storyteller is the final arbiter as to what effect this has in-game, but as a general rule, the character should not be able to perform more tasks at once than his Wits or Intelligence (whichever is lower), and only if the tasks are not particularly mentally taxing.
The extra ‘arms’ need not be literal arms. Any similarly sized and dexterous appendage may do.
Extras: None.

INVISIBILITY
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Wits + (Stealth) + Invisibility
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to turn himself, his clothing, and his personal possessions invisible. If the character succeeds on the activation roll, characters who are not actively searching for him become unable to see him at all, and characters who are actively searching for the invisible character must roll Wits + Composure and score more successes than the Invisible character scored on his activation roll, plus the Invisible character’s Power Level. If this Wits + Composure roll is successful, the opposing characters are able to discern the invisible character’s location in some manner and may attack him, with a -2 penalty due to his concealment; otherwise, the opposing characters are unable to locate the invisible character and must use the rules for Fighting Blind if they wish to attack him. Note that Invisibility only renders the character imperceptible to standard vision; other methods of detection (hearing, smell, infrared vision, telepathic scanning) will detect the character as normal.
Extras: Enhanced Effect – (The character may render himself undetectable to senses other than standard vision at a cost of one additional Inner Reserves per sense, up to a maximum number of senses equal to the character’s dots in Invisibility).

Body Control Powers

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