Metamorphosis

## Known Powers

### Aspirant Powers

**Mastery of Flesh [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). They can take controll over severed body parts.

**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: The Aspirant may spend a point of Essence to double their Strength-Rating for a single roll (this does not affect their Toughness).

**Feral Patronage [5 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. When investing Absolute Focus the Aspirant can access the senses of any animal they are connected to.

**Charnel Locus [5 points]-** *Strengthens the Aspirants bond to their Gravespawn, allowing them to send their undying power across the fickle bond that connects them.*

Passive: When using *Danse Macabre* the Aspirant may cast their powers through their Gravespawn; using their own Essence.

**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 + Melee 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.

**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.

**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.* Mixing an acid and a base creates an explosion that causes double the *Fire Effect* to anyone within 3 meters.

### Master Powers

**Forbidden Feast [Upgrades Feral Patronage | 15 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 | 20 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 any non-radiactive chemical element . The most common use of this is to create chemical explosions through highly exothermic reactions. These requires atleast two points of Essence and deals 3D6 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 allows the Aspiration to alter their appereance, which requires a successful Evocation Roll and up to two hours of full dedication. The must make a Composure + Willpower + Fleshcraft Roll and spend the result on the list below:

* **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.
* **5-** Change their vocal cords to alter the sound of their voice.
* **6-** Add inhuman elements to the appearance; reaveling the characters supernatural nature and increase their Intimidation by 3.
* **6-** Gain almost inhuman beauty that increases their Impression by 3.
* **7-** 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: 2 AP

Ritual Resources: Necrotic (1), Exotic (1)

Effect: Allows the Aspirant to manipulate a Gravespawns flesh. They must make a Strength + Willpower + Fleshcraft Roll. The results may be spend the following way:

* **Increase Attribute** [2 points per Attribute level]
* **Increase Unarmed Damage** [1 point per damage]
* **Malleable Form Effects** [See below]
* **Other Effects** [Cost at Storytellers discretion]

To make cosmetic changes to the corpse. consult the table on **Mallebale Form** to determine the point costs and decrease them by 3. 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.

## Rare Powers

The following powers and rituals are much less wide spread and are usually only practiced by specific Ghoul cultures. The player should only choose powers and rituals that thematically fit into their own subculture.

### Aspirant Powers

**Fleshsingers Cacophony [5 points]-** *Allows the Aspirant to alter the Flesh of other Afflicted through their necromantic chants, reshaping skin flesh and bone with their song.*

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

**Viletide [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.

**Awaken the Wood [5 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.**

**Feral Form [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 appereance 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*.

**Bestial Swarm [10 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 created from their flesh. This requires an Evocation Roll and a full Round of *Absolute Focus*.

**Unholy Rebirth [15 points]-** *Allows the Aspirant to project their presence across the magical bond that connects them to their Gravespawn and utterly take over their flesh; reducing their own form into a lifeless rotten pile and growing out of their chosen gravespawn like a twisting cyst.*

Active: The Aspirant must make two successful Evocation Rolls before choosing a bound gravespawn no matter where its located. Both the Aspirant and the Gravespawn must spend a Full Round of *Absolute Focus*, during which the Gravespawn will be broken apart and the Aspirant may grow out of it (although without clothing and equipment).

## Nereid Powers

**Oceans Mantle [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.

**Aspect of the Ocean God [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 [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.