(Old Metamorphosis Rules)

## Known Powers

### Aspirant Powers

**Mastery of Flesh [Requires atleast one power of Resurrection | 5 points]-** *Allows the Aspirant to sever and reattach their limbs at will. Severed limbs can be called back to unlife, transforming flesh and bone into aggressive, spider like constructs.*

Active: The Aspirant may choose to inflict or undo a Multilation on themselves (should they have the required bodypart).

Active: The Aspirant may revive any or all of their Severed Bodyparts which requires a successful Evocation Roll. The bodypart be transformed and can be controlled directly; each of them has 5 points of Initiative, 3 points of Health and uses the Aspirants physical Attributes and Talents reduced by 1.

**Ghoul-Strength [5 points]**- *The Aspirant will find it it much easier to make use of their strength as they gain understanding of secrets of their flesh.*

Active: Once per session the Aspirant may double their Strength-Rating for a single roll (this does not affect their Toughness).

**Pazuzus Maw [10 points]-** *The Aspirant may use their Essence to push out their duller teeth and replace them with a set of temporary fangs strong and sharp and enough to bite through steel.*

Active: The Aspirant must make a successful Evocation Roll and spend 2 points of Essence to replace their teeth with a set of sharp fangs. In combat this unlocks a brutal short-ranged bite attack, requiring 5 points of Initiative. They must make a contested Strength + Brawl Roll against their target and for every success it loses a point of Health. This damage can be increased further using **Overwhelming Might.** Out of Combat this can be used to chew through solid wood, stone or steel. Using this do destroy a high quality door will require up to 15 minutes, carving a tunnel this way may require several hours or days.

**Feral Patronage [10 points]-** *Allows the Aspirant to controll animals that where fed with their flesh. This functions similarly to **Danse Macabre** (Resurrection). Swarms of small animals may be controlled as one.*

Passive: Should any animal feed from the Aspirants flesh they establish a connection that lasts for up to 24 hours. The Aspirant will be aware of their exact location while the connection lasts.

Active: When investing Absolute Focus the Aspirant can access the senses of any animal they are connected to.

Active: The Aspirant needs to make a successful Evocation Roll. Should it be successful they may take controll over an animal connected to them. In their new host they must still use their own Intellect, Charisma, Composure and Vigor Rating. However they may not cast any powers through their host. This requires Absolute Focus. They may even controll groups of small animals as a swarm with a single mind.

**Overwhelming Might [Requires Ghoul-Strength | 15 points]-** *Allows the Aspirant to project physical force from any part of their body at the expense of Essence. They receive no form of counter force from that source. Should it be used to increase the strength of their blows they suffer no additional damage to their own hands.*

Active: The Aspirant may spend up to three points of Essence when successfully causing damage with a Melee or Throwing Action. For every point of Essence spend their target looses two points of Health/Binding. Should the additional damage be higher than the chosen melee weapons Durability, it will instantly break and negate all damage while unarmed attacks have unlimited potential.

Active: The Aspirant may spend a point of Essence and a single point of Initiative. A target that has physical contact to the Aspirant or is engaged in a Grapple needs to make a contested Strength Roll against them. Should the Aspirant win the target is pushed away a number of meters equal to the margin.

**Vicious Transformation [15 points]-** *Allows the Aspirant to the change the acidity of their Essence, even if it is at a distant location. This can be used to turn it either into an acid or a base.*

Active: The Aspirant may choose any amount of Essence (no matter where its located) and alter its acidity. This might for instance be used to corrode metal or cause acidic burns on flesh aswell as having various chemical applications. When choosing to create a strong acid or base it will cause 2D3 points of physical damage to anyone in contact. Throwing acidic Essence at enemies during combat requires atleast one point of Essence and a *Throwing Action.* Throwing acid uses the *Seawater Bottle* profile and replaces the damage.

Active: The Aspirant may choose to combine Essence turned into and acid and a base. This requires two points of Essence and results in a small explosion that can shortly cover the line of sight. It will apply the *Fire* Effect to anyone within 5 meters. Should the Aspirant choose Essence inside their body the damage will be catastrophical and likely result in their death.

### Master Powers

**Forbidden Feast [Upgrades Feral Patronage | 20 points]-** *Mortals that ate the Transcendants flesh, either willingly, unnoticed or forcebly will be temporary bound to them. The Transcendant can take controll over their flesh if they so wish.*

Passive: Mortals can now also be controlled using Feral Patronage.

**Weaver of Flesh [Requires** **Vicious Transformation | 25 points]-** *The Transcendant may turn their Essence into organic tissue (e.g. bones), even if it is at a distant location. The produces tissue are of flawless quality, always better then regular undead flesh. Said tissue may still be controlled by the Transcendant even if disconntected from their body.*

Active: The player is open to use this creativly in any reasonable way; however the rule applications need to be discussed with the Storyteller.

**Transmutate Essence [Requires Vicious Transformation | 40 points]-** *The Transcendant may transform their Essence into any stable element, even if it is at a distant location.*

Passive: Provides Chemical Ressources (6).

Active: The Aspirant may produce all sorts of chemicals. The most common use of this is to create chemical explosions. These require atleast two points of Essence and deal 2D6 points of physical damage to anyone within reach. The arising smoke may also obstruct enemy vision.

## Known Rituals

### Aspirant Rituals

**Malleable Form [10 points]-** *The Aspirant may reform their flesh and bones, using the shere force of their will.*

Duration: 30 minutes to 2 hours

Effect: This requires a successful Evocation Roll and up to two hours of full dedication. Depending on their Composure + Toughness they may make more advanced cosmetic changes to their own appereance. Consult the list below for examples:

* **3-** Change the coloration of their skin, the length and texture of their hair and/or their lineaments
* **4-** Change their posture and height aswell as/or sexual characteristics. This may also either increase their Impression or Intimidation by 1.
* **5-** Change their vocal cords to alter the sound of their voice. This may also either increase their Impression or Intimidation by 2.
* **6-** Assume the exact voice and appereance of a person they are familiar with (also requires Intellect 3). This may also either increase their Impression or Intimidation by 3.

This ritual may also be chosen as a power when using *Necromantic Curse* (Execration).

**Flesh-Changer [10 points]-** *Allows the Aspirant to reform flesh, skin and bone of a corpse. This can be used to create various unnatural forms and weapons from undead material. To do so the chosen part of the corpse must be hung over a brass caldron. The caldrons insides must be filled a mixture of Ghoul-Essence, jackal blood, grave-mould and the grinded shells of fleshflies. The fire under the caldron may only be fed with the roots of a tree that grew on a graveyard or close to burried corpses. While the chosen parts are fumigated over the boiling mixture, the Aspirant must sing songs from the Scriptum Mutatis. Through the power of their voice flesh, skin and bone can be moulded into new forms. Afterwards these parts simply need to be pressed or stitched into the chosen corpse.*

Duration: several hours/days / 2 AP

Ritual Resources: Necrotic (3), Exotic (3)

Effect: Allows the Aspirant to manipulate a Gravespawns physique. They may spend a number of points that equal their Strength + Composure to increase the corpses Attributes (up to 4).

For every second point a chosen Attribute or its Unarmed Damage is increased by 1. Alternativly they may make cosmetic changes to the corpse. Consult the table on **Mallebale Form** to determine the point costs and decrease them by 3. They may also grant them specific features like flesh-pockets or acid glands; the costs need to be discussed with the Storyteller.

Should they be a Transcendant the amount of points they may spend on this is doubled. Note that this ritual can be used as often as the Aspirant desires, however every time it is used again the effects of the previous ritual are undone.

### Master Rituals

**Sculpter of the Dead [Requires *Flesh Changer* | 10 points]-** *Allows the Transcendant to* (...)

**Ascension [Requires *Sculpter of the Dead* | 25 points]-** *Allows the Transcendant to alter their own body with ghoulish magic. RITUAL BTFO*

Duration: Several days / 10 AP

Ritual Resources: Necrotic (6), Exotic (6), Chemical (5), Narrative Resource

Effect: Allows the Aspirant to alter their own flesh. They may spend a number of points that equal their Dexterity+Composure+Intellect to gain special effects:

* *Increase Binding* [2 point per level of Binding]
* *Increase Attribute (*exept Intellect and Composure*)* [2 point per Attribute level]
* *Lesser Features* (that give marginal advantages aswell as everything cosmetic) [Free]

* *Advanced Features* [Cost/Effect at the Storytellers discretion]

This can be performed as often as the Transcendant is able but removes the old features each time it is done.

## Clan specific Powers

### Aspirant Powers

**Fleshsingers Cacophony [Requires Aedifex Heritage | 5 points]-** *Allows the Aspirant to alter the Flesh of other Afflicted.*

Passive: Allows the Aspirant to cast **Malleable Form** on other Afflicted. This requires the same amount of time and constant exposure to the Aspirants necromantic chants.

**Grim Dominance [Requires Aedifex Heritage | 15 points]-** *Allows the Aspirant to take over the Gravespawn or Construct of another necromancer for a limited amount of time.*

Active: The Aspirants needs to touch their target before making contested Evocation Rolls against its creator. Should they be able to make more successful Evocation Rolls they can directly use *Danse Macabre* on their target. Ending it will directly surrender controll back to its creator. Should they be a Transcendant they can cast this power on any Gravespawn/Construct they are able to sense.

**Oceans Mantle [Requires Nereid Heritage | 5 points]-** *Allows the Aspirant to drastically reduce the water pressure around them and move underwater as if they where on land.*

Active: This requires a successful Evocation Roll and lasts for up to an hour. All movement and combat penalties of being underwater are ignored and they can not die by water pressure. Additionally they may add a die to all physical rolls made underwater. Learning this power also increases their Swimming Talent by 2.

**Awaken the Wood [Requires Nereid or Vargr Heritage | 10 points]-** *Allows the Aspirant give dead wood muscle-like properties. While Nereids use this power to give unlife to shipwrecks, Vargr use it to resurrect sacred trees.*

Passive: Allows the Aspirant to use wood as a substitute for flesh or bone. It can be combined with real flesh using **Flesh Changer** and **Sculpter of the Dead.**

**Aspect of the Ocean God [Requires Nereid Heritage | 10 points]-** *Allows the Aspirant to turn into briney water and back.*

Active: Allows the Aspirant to turn into water after spending a full round of Absolute Focus. In this form they will always stay concise and can flow slowly over even surfaces. When moving through a body of water they can move as fast as a running human. Turning back into their old form they need to again spend a full round of *Absolute Focus,* when making three successful Evocation Rolls they may turn back in an instant however.

**Sirens Song [Requires Nereid Heritage | 10 points]-** *Allows the Aspirant to master their voice, enabling them to supernaturally project waves of sound for various purposes.*

Active: This allows the Aspirant scream in such a volume and frequency that it reaches destructive levels. After spending a point of Essence and five points of Initiative they may make a Strength Roll. For every success anyone able to clearly hear their voice looses a point of Initiative. Afflicted may attempt to resist this through spending a point of Essence and making a Composure Roll of which each success reduces the effect by 1.

Active: The Aspirant may set themselves into a state of *Intense Focus* while chanting a song inaudible to all but Nereids. This can be used to navigate through absolute darkness or murky waters via echo location.

**Viletide [Requires Sphingian Heritage and Feral Patronage | 5 points]-** *Allows the Aspirant to expel a chunk of mucus that turns into a swarm of small animals equipped with toxic fangs; either scarabs, snakes, fleshflies or scorpions under their controll.*

Active: They may spend 5 points of Initiative and 2 points of Essence. They expel a swarm of venomous creatures that use the Vermin Swarm profile but anyone attacked by them reduces their Initiative by 3. They can choose to controll the swarm which requires Faint Focus, otherwise they will attack everything but the Aspirant. At any point they may end the spell, turning the swarm into dust.

**Feral Form [Requires Vargr Heritage** **| 10 points]-** *Allows the Aspirant to alter their flesh rapidly and instantly complete any transformation of their physical form.*

Active: This requires a successful Evocation Roll and a point of Essence. The Aspirant may instantly assume a new physeology using **Malleable Form**.

Active: This requires a successful Evocation Roll and two points of Essence. They may assume a bestial form in which they may instantly cast **Fleshchanger** on themselves; however this form openly displays their supernatural nature. This can only be used to modify perception, dexterity or strength. In this Form their Unarmed Attacks have Medium range. Should mortals witness them in this Form they will increase their Aberration by 1.

### Master Powers

**Bestial Swarm [Requires Vargr Heritage and Feral Form | 15 points]-** *Allows the Transcendant to split apart their flesh into several parts that may move individually. The shape of these parts may freely be chosen, yet most Vargr choose to turn into a swarm of smaller animals.*

Active: The Transcendant may turn into a swarm of smaller creatures from their flesh. Should they all move in the same direction and attack the same target, they can use their regular stats and reroll any amount of dice on Dexterity rolls. Should the swarm choose to split apart the Transcendant needs to split their dice-pool accordingly without the Dexterity bonus. In combat the entire swarm still has the Transcendats Initiative no matter how much they split up.

## Clan-specific Rituals

### Aspirant Rituals

**Charnel Pit [Requires Aedifex Heritage | 10 points]-** *Allows the Aspirant to grant their Gravespawn and Constructs necromantic powers. To do so they require a Charnel Pit, usually build from an old well. It needs to be filled with fresh reanimated corpses and a bloodbrew mixed with acid. While the Gravespawn within in slowly begin to dissolve, they will be set into the Hunger, a carnal state of destruction in which they will tear each other apart. During this process the Aspirant will chant passages from the Scriptum Mutatis. Through the power of their voice the twitching flesh in the pit will me moulded into an unrecognisable mass of flesh, bone and skin. It will attach itself to the walls of the pit and begin to grow as long as its fed regularly. Feeding the flesh inside the Charnel pit to a Gravespawn or Construct will grant it necromantic strength. It is very common to throw other Afflicted into the pit to increase its strength and temporarily satisfy its hunger.*

Duration: 2 AP

Ritual Resource: Sacrifical (3), Necrotic (3), Charnel Pit (Building this requires 10 AP)

Effects: The chosen Gravespawn or Construct gains access to **Ghoul-Strength** and **Overwhelming Might**. Should they be a Transcendant they may bestow any power known to them onto their target. The Essence cost for any power they have access to is replaced with Binding. Note that powers that require creativity/active thinking (like Illusions) can only be used if a wight is embedded into the construct or a spirit bound in its flesh. Throwing an Afflicted into the pit during the ritual allows the Transcendant to bestow any powers known to them upon their creation. Malleable Form is treated as a power in this respect.

**Tomb Bandages [Requires Sphingian Heritage and atleast two Distortion powers | 8 points]-** *Allows the Aspirant to create a set of bandages that preserve flesh they are wrapped around. To do so they must prepare a set of linen-stripes and burn a set of hieroglyphs from the Book of the Dead. Afterwards the stripes must be soaked in a mixture made from resin, Essence and authentic nile-water. After fully soaking the bandages may be wrapped around the chosen target. Afterwards the wet bandages must be covered in natron powder and sand and be allowed to dry for a few hours. During this process the Aspirant must recite a passage from the Book of the Dead to summon and bind a Shade into the bandages, capable to preserving the memories of the chosen bodypart.*

Duration: 1 AP

Ritual Resources: Exotic (3), Chemical (3)

Effect: The Bandages restore a single point of Health per round if the wound occured to a bodypart they are wrapped around if the target is an Undead. This effect is doubled when used on Gravespawn or Uschebti. The Aspirant may also wrap these bandages around themselves. Note that these bandages will suffer offer time and need to be replaced when enduring to much damage or contact with fire.

**Create Uschebti [Requires Sphingian Heritage and the Beckoning (Distortion) | 10 points]-** *Allows the Aspirant to create a sentient unliving servant bound to their will. To do so they must first prepare a corpse and ritualistically remove all vital Organs in accordance to egypts ancient mortuary rites. These organs must be sealed inside a hollow statue. Afterwards the corpses insides must be filled with dried nile-sand and placed in a ritualistic circle through which a spirit can be summoned. Doing so will directly force it into the Ushabti and resurrect it*.

Duration:

Ritual Resources: Sacrifical (3), Necrotic (3)

Effects: Creates an Uschebti bound to a statue filled with its organs. Anyone holding the statue can telephatically commune with the spirit bound to it and give the Uschebti Binding orders. Destroying the statue will also destroy the Uschebti. Like Gravespawn they require 1 AP per time unit to heal them and restore their spells of Binding.

### Master Rituals

**Carnal Consecration [Requires Feral Patronage and Vargr Heritage; 10 points]-** *This ritual is commonly used among the oldest of Vargr Shamans during the creation of Sacred Groves. It allows them to connect themselves to all animals living in the consecrated area aswell as possessing them. The Transcendant anonits the ground of an area with their Essence, ritualisticlly giving their lifeforce to the land. During the process they must enact ancient nordic rites of fertility and ritualistic chants that allow their Essence and flesh to freely spread across the chosen land and connect it with them. This rite must be repeated over the course of a month until the entire area is bound to them.*

**Duration:** 4 AP

**Ritual Resources:** Essence

**Effects:** All animals living in the chosen area establish a permanent connection to the Transcendant which can be used for **Feral Patronage**.