
Cerberus
The Hunter Faction of the Hounds of Hell MC
Shapeshifter
Native shamans long ago discovered how to shift their own bodies in much the same way that they affect external reality, and this Praxis is still in use today by shamans and witches of primitive cultures. Some Kinfolk and kinain also practice the art to keep up with their cousins. Shapeshifting allows you to transform your physical self, from simple cosmetic alterations to completely changing shape. However, taking on the form of an animal has its own consequences. Though you may gain all normal attributes of the creature in question, you also acquire some of the animal's wild nature. Storytellers should pay close attention to how long a sorcerer remains in non-human form or how frequently she shifts. Over time, you may find yourself less and less connected to humanity as your baser instincts rise to the surface. Forms exclusive to supernatural creatures may not be duplicated, such as a Garou's Crinos form or the vampiric Horrid Form. Shifting shape takes one full turn to accomplish after the spell verbal or ritual has been completed.
Basic:
Seeming
This spell allows you to change the details of your appearance. Cosmetic differences, such as varying your eye or hair color, require only a Simple Test. Significant alterations like modifying your facial features or skin tone require you to spend an appropriate Physical Trait. In general, you may effect any change that could be made with street makeup. However, because your bone structure and mannerisms remain constant, anyone intimately familiar with you can recognize you by passing a Static Mental Test. Seeming lasts until you next sleep or you choose to dispel it.
Doppelganger
A more dramatic form of Seeming, this effect allows you to take on a completely different appearance. You may change your height and mass by a noticeable amount or even switch genders. Each of these alterations requires the expenditure of an appropriate Physical Trait. This change lasts for one week or until you drop the effect.Another application of this spell grants you one additional appearancerelated Social Trait, either positive or negative, for each success on an Extended Simple Test. These bonus Traits last for the remainder of the game session or until used and may not be combined with any other form of Attribute increase.
Initially, you may select one alternate visage. Any additional masks you wish to wear require you to pass a Simple Test. However, if you are attempting to duplicate the image of another individual, you must pass a Static Physical Test.
When using this effect, you should find some way to indicate to other players that you look different, such as wearing different clothes or makeup, changing mannerisms, or wearing a card bearing your description pinned prominently to your shirt. If anyone asks if you are the same individual, simply inform him that you do not look anything like your normal character.
Intermediate:
Second Form
You are now able to leave your human frame behind completely. By spending an appropriate Trait, you may take on the shape of any creature found in nature between half and double your normal size. You must describe a specific category of shapes that you are capable of assuming. This could be one particular type of creature, like any bird or reptile. Alternately, you may select a fixed list of enumerated creatures, one for each Trait of Animal Ken. Extinct or mythical creatures, such as dinosaurs or dragons, may not be copied with this art.
In either case, you may select up to three additional appropriate Attribute Traits each time you shift. In addition, by taking one or more Negative Traits in your new form, you may select corresponding positive Traits. However, any Traits lost in previous forms may not be regained or replaced for the remainder of the game session. However, if any of these three Traits are lost while you are in your alternate form, they may not be regained for the remainder of the game session.
If the form possesses other inherent capabilities, such as wings or the ability to breathe water, you gain these as well. However, venoms and similar biological weapons may not be duplicated. Thus, though a bear-form would include claws that inflict aggravated damage, taking the shape of a cobra would not make you poisonous. There is a danger associated with taking on a shape not your own. If you remain in animal form for more hours than you have Mental Traits, you risk forgetting your human side. To retain your sense of self, you must pass a Static Mental Test. If you fail, your human personality begins to fade, replaced by the beast’s mind. Each time this happens, you lose one permanent Humanity Trait as more and more of the wild permeates your soul Should you need to take on any alternate pattern for an extended period of time, you may spend a temporary Willpower Trait each day to hold onto your identity. Once you run out of Willpower, your consciousness slips beyond reach, and you assume the animal shape and mind permanently. Change Self This spell allows you to undergo significant physical transformations. Rather than changing your entire form, you may make functional alterations. Change Self enables you to grow claws that inflict aggravated wounds, enhance the strength of your legs to leap great distances, sprout wings that enable to you fly (at normal walking speed) or gills that let you breathe water. Each such change requires the expenditure of a Physical Trait and the effects last for up to an hour. However, if this spell is performed as a ritual, you may sustain these alterations for a full day. The Storyteller has final approval on any intended alterations. A ritual casting will also allow you to enhance your natural body, granting yourself three extra Physical, Social (Appearance) or Mental (Perception) Traits or one additional Health Level. These Traits last for the remainder of the game session or until used.
Advanced:
1000 Forms
As your mastery of shapes increases, you may take on the shape of any natural creature from one as small as a mouse to something as large as an elephant. This must be a creature you have personally seen. In addition, each time you take on a new form, 1000 F m s allows you to refresh your pool of bonus Traits. In the example above, Jenine would be able to gain the full three Traits with 1000 Forms, regardless of how many she had lost in previous forms.
Master:
True Shifting
With this art, you are able to leave behind the living kingdoms and take on the form of any object you can think of. The size limitations at the previous level still apply, however, so you could not shrink to microscopic size or grow to a hundred feet tall. Any solid shape may be assumed at will. In addition, by spending a temporary Willpower Trait, you may shift intoa fluid state, taking on the form of water or wind or smoke. In this latter case, only magical attacks would be able to harm you. However, moving around of your own volition requires you to spend an appropriate Mental Trait at the beginning of each scene during which you wish to move. Otherwise, you must let the wind, current or other natural forces move you. Each new form grants you six freebie Traits that may be used to purchase additional Attribute Traits or Merits appropriate to your new shape. You may also gain up to six more Traits by taking Flaws or Negative Traits as appropriate. It is wise to consult with a Narrator before doing anything particularly bizarre, however, as certain forms may be disruptive to game balance.