EditMorphThe Morph SFX is broken down into subsets that require separate specialization, and there is not a common set that all characters get access to for free. The Morph SFX is all about altering some physical aspect of a character, and each subset is focused on a specific theme. Growth makes you bigger, Shrinking makes you smaller, Density allows you to get super-dense or intangible, and so forth. A character can have access to a single subset, or with additional specializations, multiple subsets, as applicable to the character's concept. Many of the Morph subsets feature Stunt trees that build upon each other, allowing for significant specialization. A dabbler who goes wide, picking up the basic stunts across the SFX will still be capable, but a character that goes deep and invests into a stunt tree will have a much more nuanced capability.
EditGrowthThe Growth subset requires the Growth specialization for the Morph SFX to access. It features abilities related to growing bigger and correspondingly stronger and tougher, and some beneficial side effects of being so big. The Growth subset offers a variant means to make a super strong and tough character. At the core of the subset is the Big Stunt and upgraded versions of the Big Stunt that add scaling bonuses. These Stunts are toggle-able, meaning they can be toggled on and off. EditBig| Big | | Morph (growth), Toggle | | While Big is toggled on you gain the following cumulative modifiers: | : x2 height and weight; +1 Strength, +1 Toughness, +1 Soak; Opponents add to checks targeting you. | : x3 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks. | : x4 height and weight; +1 Strength; Apply Blast trait to all attacks; Opponents add to checks targeting you. | : x5 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks. | : x6 height and weight; +1 Strength; +1 Toughness, Opponents add to checks targeting you. |
| Big | | The following is a summary of the net effects of Big: | | Assuming your character is 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | : 13 feet (4 meters) and 440 lbs (200 kg) | Strength: +1; Toughness: +1; Soak: +1; Blast: No; Opponents: ; Agility: -; Movement Maneuvers: -0 | : 19.5 feet (6 meters) and 660 lbs (300 kg) | Strength: +1; Toughness: +1; Soak: +2; Blast: No; Opponents: ; Agility: ; Movement Maneuvers: +1 | : 26 feet (8 meters) and 880 lbs (400 kg) | Strength: +2; Toughness: +1; Soak: +2; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +1 | : 32.5 feet (10 meters) and 1100 lbs (500 kg) | Strength: +2; Toughness: +1; Soak: +3; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +2 | : 39 feet (12 meters) and 1320 lbs (600 kg) | Strength: +3; Toughness: +2; Soak: +3; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +2 |
EditBigger| Bigger | | Morph (growth), Toggle | | Prereq: Big (5) | | While Bigger is toggled on you gain the benefits of Big (5) and the following cumulative modifiers: | SR1: x7 height and weight; +1 Strength, +1 Toughness, +1 Soak; Opponents add to checks targeting you. | SR2: x8 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks. | SR3: x9 height and weight; +1 Strength; You do not take automatic Wounds; Opponents add to checks targeting you. | SR4: x10 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks. | SR5: x11 height and weight; +1 Strength; +1 Toughness, Opponents add to checks targeting you. |
| Bigger | | The following is a summary of the net effects of Bigger: | | Assuming your character is 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | | SR1: 45.5 feet (14 meters) and 1440 lbs (700 kg) | Strength: +4; Toughness: +3; Soak: +4; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +2 | | SR2: 52 feet (16 meters) and 1560 lbs (800 kg) | Strength: +4; Toughness: +3; Soak: +5; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +3 | | SR3: 58.5 feet (18 meters) and 1680 lbs (900 kg) | Strength: +5; Toughness: +3; Soak: +5; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +3; You do not take automatic Wounds | | SR4: 65 feet (20 meters) and 1800 lbs (1000 kg) | Strength: +5; Toughness: +3; Soak: +6; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +4; You do not take automatic Wounds | | SR5: 71.5 feet (22 meters) and 1920 lbs (1100 kg) | Strength: +6; Toughness: +4; Soak: +6; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +4; You do not take automatic Wounds |
EditBiggest| Biggest | | Morph (growth), Toggle | | Prereq: Bigger (5) | | While Biggest is toggled on you gain the benefits of Bigger (5) and the following cumulative modifiers: | SR1: x12 height and weight; +1 Strength, +1 Toughness, +1 Soak; Opponents convert to in checks targeting you. | SR2: x13 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks. | SR3: x14 height and weight; +1 Strength; +1 Toughness; Opponents convert to in checks targeting you. | SR4: x15 height and weight; +1 movement maneuver, +1 Soak; you add to all Agility checks | SR5: x16 height and weight; +1 Strength; +1 Toughness, Opponents add to checks targeting you. |
| Biggest | | The following is a summary of the net effects of Biggest: | | Assuming your character is 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | | SR1: 78 feet (24 meters) and 2640 lbs (1200 kg) | Strength: +7; Toughness: +5; Soak: +7; Blast: Yes; Opponents:  ; Agility: ; Movement Maneuvers: +4; You do not take automatic Wounds | | SR2: 84.5 feet (26 meters) and 2860 lbs (1300 kg) | Strength: +7; Toughness: +5; Soak: +8; Blast: Yes; Opponents:  ; Agility: ; Movement Maneuvers: +5; You do not take automatic Wounds | | SR3: 91 feet (28 meters) and 3080 lbs (1400 kg) | Strength: +8; Toughness: +6; Soak: +8; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +5; You do not take automatic Wounds | | SR4: 97.5 feet (30 meters) and 3300 lbs (1500 kg) | Strength: +8; Toughness: +6; Soak: +9; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +6; You do not take automatic Wounds | | SR5: 104 feet (32 meters) and 3520 lbs (1600 kg) | Strength: +9; Toughness: +7; Soak: +9; Blast: Yes; Opponents: ; Agility: ; Movement Maneuvers: +6; You do not take automatic Wounds |
EditNimble Bigness| Nimble Bigness | | Morph, Growth, Passive | | None | | Prereq: Big (2) | | This card is always considered to be in play when you have the Big Stunt or an upgraded version of the Big Stunt toggled on. | You offset up to SR # of penalties to Agility imposed by the Big Stunt or an upgraded version of the Big Stunt. | For instance, if you were using Biggest (5) you would normally be required to add to all Agility based dice pools. However, if you also had Nimble Bigness (3) you would offset and instead be required to add only to your Agility based dice pools. | SR3: Opponents add 3 fewer granted by the Big Stunt or an upgraded version of the Big Stunt to their dice pools for abilities targeting you. | SR5: As (SR3), and opponents add 1 fewer granted by the Big Stunt or an upgraded version of the Big Stunt to their dice pools for abilities targeting you. |
EditAblative Mass| Ablative Mass | | Morph, Growth, Density, React | | None | | Prereq: Any one of the following: Big (1), Bigger (1), Biggest (1), Dense (1), Denser (1), Densest (1) | | If you are toggling on one of the prerequisite Stunts, you may play this card. | | Place (SR x 2) # of counters on this card. When you would suffer a Wound you may remove a counter from this card instead. | | If you return to normal size, remove all remaining counters from this card and return it to your Action deck. | | | | | | | | |
EditGozira| Gozira! | | Recharge: (10-SR) |   | | Morph (growth) | | Athletics (Str) | | If you are on the ground or are falling to the ground you may play this card. | | 1: You strike the ground, causing a ground wave of devastation. Everything on the ground within Medium range of you is thrown into the air, and then crashes down. People must make a Coordination (Ag) check vs SR difficulty or fall prone and take (SR x 3) + Strength damage. Based upon your current size, breakable objects affected by this Stunt might be broken per GM's discretion. A Grandstand is appropriate. | | 4: As (1), but everything within Long range is affected. | | 8: As (4), but everything within Extreme range is affected | | !: People that fall prone and take damage gain the Staggered condition for (SR). | | ?+: Ridiculous amounts of collateral damage ensues at the GM's discretion. |
EditBig Voice| Big Voice | | Recharge: (7-SR) | Fatigue: 1;  | | Prereq: Big (3) | | Morph, Growth | | Resilience (To); Medium Range | | If you currently have the Big Stunt or an upgraded version of the Big Stunt toggled on, you may play this card. | | 1: Everyone within Medium range must make a Resilience (To) check vs SR difficulty or take damage equal to the # of successes and gain the Deafened condition for (SR). | | +: +1 damage; this may be used more than once. | | -: Suffer 1 stress | | !: If a target is Deafened they also gain the Staggered condition for (SR). | | ?: You gain the Exposed condition for (5-SR). |
EditBig Reach| Big Reach | | Morph, Growth, Passive | | Prereq: Big (2) | | You are adept at using your long reach to make melee attacks against targets you are not engaged with. | | The Big Stunt and upgraded versions of the Big Stunt grant bonus Movement Maneuvers that allow you to cover more distance due to your larger stride. This ability allows you to convert bonus Big Stunt Movement Maneuvers to make melee attacks at range against targets that you are not engaged with. | | SR1: You may convert 1 bonus Big Stunt Movement Maneuver to make a melee attack against a target within Close range without engaging the target. | SR2: As (SR1) and you add to your dice pool for the attack. | | SR3: You may convert 3 bonus Big Stunt Movement Maneuvers to make a melee attack against a target within Medium range without engaging the target. | SR4: As (SR3) and you add to your dice pool for the attack. | | SR5: You may convert 5 bonus Big Stunt Movement Maneuvers to make a melee attack against a target within Long range without engaging the target. |
EditShrinkingThe Shrinking subset requires the Shrinking specialization for the Morph SFX to access. It features abilities related to growing smaller and correspondingly lighter and more nimble, and some beneficial side effects of being so small such as being difficult to perceive. However, being unusually small also comes with some downsides. Lifting and manipulating objects that are larger than yourself becomes increasingly more difficult as you become smaller. Similarly, though there are beneficial aspects of being difficult to perceive, it becomes increasingly more difficult to carry on social interactions with normal sized people. Finally, as you get smaller, distances seem magnified and it become very difficult to traverse distance efficiently; It might take many of your movement maneuvers to cross distance equivalent to a single movement maneuver by a normal sized character. Note that extremely small characters can be difficult to adjudicate, particularly when more than one is in an encounter. The various modifiers for being small are applied relative to normal sized characters. If two characters are shrunk to the same size they interact with each other normally. If two characters are both using shrinking at a different level, subtract the lower level from the higher to determine a relative comparison. Thus if Shrunkinator were using Smaller (3) and Tiny Timber were using Smallest (2), Tiny Timber would have +2 Agility, +1 DEF, +2 Pierce, and add  to his Strength and Fellowship checks against Shrunkinator; while Shrunkinator would have no Agility or DEF or Observation bonus, or Strength or Fellowship penalties relative to Tiny Timber, and would suffer a   penalty to checks to perceive Tiny Timber.
EditSmall| Small | | Recharge: 0 | | Morph, Shrinking, Toggle | | While Small is toggled on you gain the following cumulative modifiers: | SR1: x.25 height and weight; +1 DEF; you add to all Strength and Fellowship checks | SR2: x.125 height and weight; -1 movement maneuver, +1 Agility; apply Pierce +1 to all attacks; opponents add to Observation checks to detect you. | | SR3: x.0625 height and weight; +1 DEF | SR4: x.03125 height and weight; -1 movement maneuver, +1 Agility; apply Pierce +1 to all attacks; you add to all Strength and Fellowship checks | SR5: x.015625 height and weight; +1 DEF; opponents add to Observation checks to detect you. |
| Small | | The following is a summary of the net effects of Small: | | Assuming your character were 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | | SR1: 19.5 inches (.5 meters) and 55 lbs (25 kg) | DEF: +1; Pierce: -; Opponent Observation: -; Strength & Fellowship: ; Movement Maneuvers: -0 | | SR2: 9.75 inches (.25 meters) and 27.5 lbs (12.5 kg) | Agility: +1; DEF: +1; Pierce: 1; Opponent Observation: ; Strength & Fellowship: ; Movement Maneuvers: -1 | | SR3: 4.9 inches (.125 meters) and 13.75 lbs (6.25 kg) | Agility: +1; DEF: +2; Pierce: 1; Opponent Observation: ; Strength & Fellowship: ; Movement Maneuvers: -1 | | SR4: 2.44 inches (.06 meters) and 6.88 lbs (3.125 kg) | Agility: +2; DEF: +2; Pierce: 2; Opponent Observation: ; Strength & Fellowship:  ; Movement Maneuvers: -2 | | SR5: 1.22 inches (.03 meters) and 3.44 lbs (1.56 kg) | Agility: +2; DEF: +3; Pierce: 2; Opponent Observation:  ; Strength & Fellowship:  ; Movement Maneuvers: -2 |
EditSmaller| Smaller | | Recharge: 0 | | Morph, Shrinking, Toggle | | Prereq: Small (5) | | While Smaller is toggled on you gain the following cumulative modifiers: | SR1: x.0078125 height and weight; Agility: +3; DEF: +3; apply Pierce +2 to all attacks; opponents add  to Observation checks to detect you; you add   to all Strength and Fellowship checks; -2 movement maneuvers. | SR2: x.00390625 height and weight; -1 movement maneuver; +1 DEF; apply Pierce +1 to all attacks; opponents add to Observation checks to detect you. | | SR3: x.001953125 height and weight; +1 Agility | SR4: x.0009765625 height and weight; -1 movement maneuver; +1 DEF; apply Pierce +1 to all attacks; you add to all Strength and Fellowship checks | SR5: x.00048828125 height and weight; +1 Agility; opponents add to Observation checks to detect you. |
| Smaller | | The following is a summary of the net effects of Smaller: | | Assuming your character were 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | | SR1: .6 inches (0.016 meters) and 1.72 lbs (0.78 kg) | Agility: +3; DEF: +3; Pierce: 2; Opponent Observation:  ; Strength & Fellowship:   ; Movement Maneuvers: -2 | | SR2: 0.3 inches (.008 meters) and .86 lbs (.39 kg) | Agility: +3; DEF: +4; Pierce: 3; Opponent Observation:   ; Strength & Fellowship:   ; Movement Maneuvers: -3 | | SR3: 0.15 inches (.004 meters) and 0.43 lbs (.195 kg) | Agility: +4; DEF: +4; Pierce: 3; Opponent Observation:   ; Strength & Fellowship:   ; Movement Maneuvers: -3 | | SR4: 0.08 inches (.002 meters) and .22 lbs (.097 kg) | Agility: +4; DEF: +5; Pierce: 4; Opponent Observation:   ; Strength & Fellowship:    ; Movement Maneuvers: -4 | | SR5: 0.04 inches (.001 meters) and 0.11 lbs (.048 kg) | Agility: +5; DEF: +5; Pierce: 4; Opponent Observation:    ; Strength & Fellowship:    ; Movement Maneuvers: -4 |
EditSmallest| Smallest | | Recharge: 0 | | Morph, Shrinking, Toggle | | Prereq: Smaller (5) | | While Smallest is toggled on you gain the following cumulative modifiers: | SR1: x.000244140625 height and weight; Agility: +4; DEF: +5; apply Pierce +4 to all attacks; opponents add    to Observation checks to detect you; you add    to all Strength and Fellowship checks; -4 movement maneuvers. | SR2: x.0001220703125 height and weight; -1 movement maneuver; +1 Agility; apply Pierce +1 to all attacks; opponents add to Observation checks to detect you. | | SR3: x.00006103515625 height and weight; +1 DEF | SR4: x.000030517578125 height and weight; -1 movement maneuver; +1 Agility; apply Pierce +1 to all attacks; you add to all Strength and Fellowship checks | SR5: x.0000152587890625 height and weight; +1 DEF; opponents add to Observation checks to detect you. |
| Smallest | | The following is a summary of the net effects of Smallest: | | Assuming your character were 6 feet 6 inches tall (or 2 meters), and weighs 220 pounds (or 100 kg): | | SR1: 0.02 inches (.0005 meters) and 0.053 lbs (.024 kg) | Agility: +5; DEF: +6; Pierce: 4; Opponent Observation:    ; Strength & Fellowship:    ; Movement Maneuvers: -4 | | SR2: 0.01 inches (.00025 meters) and .026 lbs (.012 kg) | Agility: +6; DEF: +5; Pierce: 5; Opponent Observation:     ; Strength & Fellowship:    ; Movement Maneuvers: -5 | | SR3: 0.005 inches (.000125 meters) and .013 lbs (.006 kg) | Agility: +6; DEF: +7; Pierce: 5; Opponent Observation:     ; Strength & Fellowship:    ; Movement Maneuvers: -5 | | SR4: 0.0025 inches (.000625 meters) and .006 lbs (.003 kg) | Agility: +7; DEF: +7; Pierce: 6; Opponent Observation:     ; Strength & Fellowship:     ; Movement Maneuvers: -6 | | SR5: 0.00125 inches (.0003125 meters) and 0.003 lbs (.0015 kg) | Agility: +7; DEF: +8; Pierce: 6; Opponent Observation:      ; Strength & Fellowship:     ; Movement Maneuvers: -6 |
EditMighty Smallness| Mighty Smallness | | Morph, Shrinking, Passive | | None | | Prereq: Any one of the following: Small (1), Smaller (1), Smallest (1) | | This card is always considered to be in play when you a prerequisite Stunt toggled on. | You offset up to SR # of penalties to Strength imposed by a prerequisite Stunt. | For instance, if you were using Smallest (5) you would normally be required to add     to Strength based dice pools. However, if you also had Mighty Smallness (3) you would offset   and instead be required to add only  to your Strength based dice pools. | | SR3: Offset -1 Movement Maneuver penalty imposed by a prerequisite Stunt | | SR5: Offset -2 Movement Maneuver penalty imposed by a prerequisite Stunt |
EditShrinking Violence| Shrinking Violence | | Recharge: (6-SR) | | Fatigue: 2 | | Morph, Shrinking, React | | Prereq: Any one of the following: Small (1), Smaller (1), Smallest (1) | | None | | You explosively return to a larger size to launch a punishing melee attack against an opponent. | | If you currently have one of the prerequisite Stunts toggled on and have declared a melee attack against an opponent you may play this card. You return to normal size and add damage based upon which prerequisite Stunt you are using to your subsequent melee attack: | | Small: SR + 2 damage | | Smaller: SR + 4 damage | | Smallest: SR + 6 damage | | Additionally, your subsequent melee attack check is not affected by any Strength penalty imposed by the prerequisite Stunt you were using as you have returned to normal size. |
EditShrinking Reaction| Shrinking Reaction | | Recharge: (6-SR) | | Fatigue: 1 | | Morph, Shrinking, Deflect, React | | Prereq: Any one of the following: Small (1), Smaller (1), Smallest (1) | | None | | You react to an attack by shrinking. | | After you have been declared the target of a melee or ranged attack, you may play this card. | | You may immediately toggle on one of the prerequisite Stunts and gain the DEF bonus it grants. |
EditShrinking Escape
| Shrinking Escape | | Recharge: (6-SR) | | Fatigue: (6-SR) | | Morph, Shrinking, React | | Prereq: Any one of the following: Small (1), Smaller (1), Smallest (1) | | None | | If you have been targeted by a grab or entangle and are not already at the smallest size you are able to shrink down to, you may play this card. | | You may toggle on one of the prerequisite Stunts to shrink to a smaller size. The grab or entangle attempt you reacted to automatically fails; no check should be made. |
EditSquare Cube Durability| Square Cube Durability | | Morph, Shrinking, Passive | | Prereq: Any one of the following: Small (1), Smaller (1), Smallest (1) | | None | | You exploit the Square Cube Law to become unusually tough as you shrink. | | You gain Soak based upon which of the prerequisite Stunts you have currently toggled on: | | Small: +(SR / 3) Soak; rounded up | | Smaller: +(SR / 2) Soak; rounded up | | Smallest: +SR Soak | | Further, you have +SR additional Soak to apply vs falling damage. |
EditStretchingThe Stretching subset requires the Stretching specialization for the Morph SFX to access. It features abilities related to altering the dimensions of one's own body, and some beneficial side effects of having a malleable physical structure. EditLong Reach| Long Reach | | Morph, Stretch, Passive | | You are able to make melee attacks against targets you are not engaged with. | | SR1: You can make a melee attack against a target within Close range without engaging the target. | | SR2: You can make a melee attack against a target within Medium range without engaging the target. | SR3: As (SR2) and you add to your dice pool for the attack. | | SR4: You can make a melee attack against a target within Long range without engaging the target. | SR5: As (SR4) and you add to your dice pool for the attack. | | You also have +1 initiative. |
EditElastic Escape| Elastic Escape | | Recharge: (7-SR) | | Morph (stretching), React | | If you are targeted by an effect that attempts to grab or entangle you or if you have been grabbed or entangled, you may play this card. | An attacker attempting to grab or entangle you adds SR # of to their dice pool. | | If you are attempting to escape a grab or entangle you may add +SR to your Strength. | | Fatigue 1: Remove 1 recharge counter from this card; this may be used many times. | | | | | | |
EditFantastic Elastic| Fantastic Elastic | | Recharge: (5-SR) | | Fatigue: 1 | | Morph, Stretching, React | | None | | Your elastic body makes it difficult to knock you around (you snap back) or to impede your movement (you deform around obstacles). | | If you are targeted by an effect that can knock you back, knock you prone, or force you to disengage from an opponent, you may play this card. | | If you are targeted by an effect that can impede your movement or maneuvers, you may play this card. | The attacker adds SR # of to their dice pool. | | Fatigue 1: Remove 1 recharge counter from this card; this may be used many times. |
EditRubbery Body| Rubbery Body | | Morph, Elastic, Passive | | None | | This card is always considered to be in play. | | Your rubbery body is resistant to damage. | | SR1: +1 Soak | | SR2: +1 Soak. | | SR3: +1 Soak. | | SR4: +1 Toughness | | SR5: If an attack does (SR x 2) damage or less and you Soak all of the damage, you do not take 1 automatic Wound. |
EditElastic Grapple| Elastic Grapple | | Recharge: 1 | Fatigue: 1, | | Morph, Stretching, Persisted | | Resilience (To) vs Target Athletics (Str) | | If there is an opponent within Close range you may play this card. Grabbed opponents can attempt to break free as an action with an opposed Strength check, an attack that knocks you back, or an effect that explicitly frees them from impediments. | | 1: you wrap part of your stretchy body around an opponent, effectively grabbing them. While you persist this Stunt or until the target manages to break free, you continue to maintain your grab. The grabbed target is considered to be impeded, and cannot disengage from you or perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt. | For every two additional successes you may attempt to affect an additional target within Close range of the original target by making a Resilience (To) vs Target Athletics (Str) check. Each additional target adds a cumulative to your subsequent checks. Each grapple is treated as a separate effect but you can persist all of them simultaneously. |
EditBounce Back| Bounce Back | | Recharge: (10-SR) | | Fortune: 2 | | Morph, Stretching, React | | Resilience (To) | | Prereq: Resilience trained | | If you use the Recover basic action, you may play this card and benefit from the following effect it in addition to gaining the benefit of the Recover action's effect. | | 1: Regain SR fatigue | | 2: As (1), and you may remove SR # of counters from any temporary malign condition affecting you. | | 3: As (2) and you regain SR # of Wounds | | SR3: Reduce the Fortune cost by 1. | | SR5: Waive the Fortune cost. |
EditSlinky Step| Slinky Step | | Recharge: (5-SR) | | Morph, Stretching | | Resilience trained. | | Resilience (To) | | You can deform your elastic body to cover distance quickly, somewhat like a slinky. | | 1: You move two range categories away from where you are now (Close-> Medium-> Long). You may carry other willing people and objects with you, adhering to standard encumbrance rules. | | SR5: This Stunt is equivalent to Superrunning (Blur); you have 1 automatic success for each time that you have trained Resilience (To). It is also still usable as a Stunt for its stated effect. |
EditBouncy Bouncy| Bouncy Bouncy | | Recharge: (5-SR) | | Morph, Stretching | | Resilience trained. | | Resilience (To) | | You can launch or bounce your elastic body to cover distance quickly, somewhat like a bouncy ball or a rubber band. | | 1: You move two range categories away from where you are now (Close-> Medium-> Long). You may carry other willing people and objects with you, adhering to standard encumbrance rules. | | SR5: This Stunt is equivalent to Superleap (Elastic), using Resilience (To) for any necessary checks. It is also still usable as a Stunt for its stated effect. |
EditDensityThe Density subset requires the Density specialization for the Morph SFX to access. It features abilities related to altering the density of one's own body. Density offers two separate progressions; increasing density and decreasing density. A given character can have both or either, bounded only by the cost of advances and character concept. Most of the Density Stunts are Toggles. Unless an individual Stunt says otherwise, a Toggle Stunt requires a Maneuver to turn on or off. A Toggle Stunt toggles off automatically if the character becomes unconscious. A progression of three toggled Stunts provides the ability to increase density which stack with each other; the entry ability is Dense, followed by Denser, and then Densest. A character with these abilities can adjust their current density up or down the scale allowed to them by their SR as a maneuver. Thus a character with Dense (5), Denser (5), and Densest (5) can choose to adjust their density anywhere from normal to Densest (5) as a maneuver in one Turn, and change it again with another maneuver later in the Turn. Similarly a progression of three toggled Stunts provides the ability to decrease density which stack with each other; the entry ability is Lightweight, followed by Attenuated, and then Intangible. A character with these abilities can adjust their current density up or down the scale allowed to them by their SR as a maneuver. Thus a character with Lightweight (5), Attenuated (5), and Intangible (5) can choose to adjust their density anywhere from normal to Intangible (5) as a maneuver in one Turn, and change it again with another maneuver later in the Turn. A character that has both sets of abilities can treat the full range available to them as a sliding scale. Thus a character with Dense (5), Denser (5), Densest (5), Lightweight (5), Attenuated (5), and Intangible (5) could choose to adjust their density anywhere from Intangible (5) to Densest (5) as a maneuver. Similarly, a character with Dense (3) and Lightweight (3) could chose to adjust their density anywhere from Lightweight (3) to Dense (3) a maneuver. Reactive Density: as a Facilitator worth 2 character points or advances, a character with a density altering Stunt can play a density altering Stunt from their hand as a React. Stepped Density: as a Hindrance worth 3 character points, a character with one or more density altering Stunts can only use the maximum effect allowed to them by those Stunts; if such a character has Stunts that both increase and decrease density, then they can have normal density or either the minimum or maximum density allowed by their Stunts and none of the gradated densities between them. For instance, a character with Densest (4) and Attenuated (4) could slide their density from Densest (4) to Attenuated (4) or to normal, but could not choose to only have the effect of Dense (3) or Lightweight (1). Trapped In My Density: as a Hindrance worth 3 character points, a character with a density altering Stunt has that Stunt permanently toggled on. A character with this Hindrance cannot have Stunts that both increase and decrease their density, only one or the other. For instance if a character with this Hindrance had Dense (5), that character permanently weighs 1320 lbs (600 kg), has Strength: +3, Toughness: +3, Soak: +3, and suffers Agility penalties. This Hindrance is a more extreme form of the "Stuck On" Hindrance, which applies to passive Stunts. Delayed Density: as a Hindrance worth 2 character points, it takes a character with a density altering Stunt an action to change their density, rather than a maneuver.
EditDense| Dense | | Morph (density), Toggle | | Prereq: Morph Mastery trained | | While Dense is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | While Dense is toggled on you gain the following cumulative modifiers: | | SR1: x2 weight; +1 Strength, +1 Soak | | SR2: x3 weight; +1 Toughness | SR3: x4 weight; +1 Strength, +1 Soak; you add to all Agility checks | | SR4: x5 weight; +1 Toughness | SR5: x6 weight; +1 Strength; +1 Soak; you add to all Agility checks |
| Dense | | The following is a summary of the net effects of Dense: | | Assuming your character weighs 220 pounds (or 100 kg): | | SR1: 440 lbs (200 kg) | | Strength: +1; Soak: +1 | | SR2: 660 lbs (300 kg) | | Strength: +1; Toughness: +1; Soak: +1 | | SR3: 880 lbs (400 kg) | Strength: +2; Toughness: +1; Soak: +2; Agility:  | | SR4: 1100 lbs (500 kg) | Strength: +2; Toughness: +2; Soak: +2; Agility:  | | SR5: 1320 lbs (600 kg) | Strength: +3; Toughness: +3; Soak: +3; Agility: |
EditDenser| Denser | | Morph (density), Toggle | | Prereq: Dense (5), Morph Mastery trained | | While Denser is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | While Denser is toggled on you gain the following cumulative modifiers: | SR1: x7 weight; +1 Strength, +1 Soak; you add to all Agility checks | | SR2: x8 weight; +1 Toughness | SR3: x9 weight; +1 Strength, +1 Soak; you add to all Agility checks | | SR4: x10 weight; +1 Toughness | SR5: x11 weight; +1 Strength; +1 Soak; convert to all Agility checks to  |
| Denser | | The following is a summary of the net effects of Denser: | | Assuming your character weighs 220 pounds (or 100 kg): | | SR1: 1540 lbs (700 kg) | Strength: +4; Toughness: +3; Soak: +4; Agility:  | | SR2: 1760 lbs (800 kg) | Strength: +4; Toughness: +4; Soak: +4; Agility:  | | SR3: 1980 lbs (900 kg) | Strength: +5; Toughness: +4; Soak: +5; Agility:  | | SR4: 2200 lbs (1000 kg) | Strength: +5; Toughness: +5; Soak: +5; Agility:  | | SR5: 2420 lbs (1100 kg) | Strength: +6; Toughness: +5; Soak: +6; Agility:  |
EditDensest| Densest | | Morph (density), Toggle | | Prereq: Denser (5), Morph Mastery trained | | While Densest is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | While Densest is toggled on you gain the following cumulative modifiers: | SR1: x9 weight; +1 Strength, +1 Soak; you add to all Agility checks | | SR2: x10 weight; +1 Toughness | | SR3: x11 weight; +1 Strength, +1 Soak; -1 maneuver | | SR4: x12 weight; +1 Toughness | SR5: x13 weight; +1 Strength; +1 Soak; you add to all Agility checks |
| Densest | | The following is a summary of the net effects of Densest: | | Assuming your character weighs 220 pounds (or 100 kg): | | SR1: 2640 lbs (1200 kg) | Strength: +7; Toughness: +5; Soak: +7; Agility:  | | SR2: 2860 lbs (1300 kg) | Strength: +7; Toughness: +5; Soak: +7; Agility:  | | SR3: 3080 lbs (1400 kg) | Strength: +8; Toughness: +5; Soak: +8; Agility: , -1 maneuver | | SR4: 3300 lbs (1500 kg) | Strength: +8; Toughness: +6; Soak: +8; Agility: , -1 maneuver | | SR5: 3520 lbs (1600 kg) | Strength: +9; Toughness: +6; Soak: +9; Agility: , -1 maneuver |
EditAblative Mass| Ablative Mass | | Morph, Growth, Density, React | | None | | Prereq: Any one of the following: Big (1), Bigger (1), Biggest (1), Dense (1), Denser (1), Densest (1) | | If you are toggling on one of the prerequisite Stunts, you may play this card. | | Place (SR x 2) # of counters on this card. When you would suffer a Wound you may remove a counter from this card instead. | | If you return to normal size, remove all remaining counters from this card and return it to your Action deck. | | | | | | | | |
EditLightweight| Lightweight | | Morph (density), Toggle | | While Lightweight is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | While Lightweight is toggled on you gain the following cumulative modifiers: | | SR1: x.5 weight; +1 Agility, +1 Soak | SR2: x.25 weight; +1 Toughness, Attack checks against you that can do knockback add  | SR3: x.125 weight; +1 Agility, +1 Soak; you add to all Strength checks | SR4: x0625 weight; +1 Toughness, Attack checks against you that can do knockback add  | SR5: x.03125 weight; +1 Agility; +1 Soak; you add to all Strength checks |
| Lightweight | | The following is a summary of the net effects of Lightweight: | | Assuming your character weighs 220 pounds (or 100 kg): | | SR1: 110 lbs (50 kg) | | Agility: +1; Soak: +1 | | SR2: 55 lbs (25 kg) | Agility: +1; Toughness: +1; Soak: +1; Knockback attacks against you add  | | SR3: 27.5 lbs (12.5 kg) | Agility: +2; Toughness: +1; Soak: +2; Strength: ; Knockback attacks against you add  | | SR4: 13.75 lbs (6.25 kg) | Agility: +2; Toughness: +2; Soak: +2; Strength: ; Knockback attacks against you add  | | SR5: 6.875 lbs (3.125 kg) | Agility: +3; Toughness: +3; Soak: +3; Strength: ; Knockback attacks against you add  |
EditAttenuated| Attenuated | | Morph (density), Toggle | | While Attenuated is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | While Attenuated is toggled on you gain the following cumulative modifiers: | | Prereq: Lightweight (5) | | While Attenuated is toggled on you gain the following cumulative modifiers: | | SR1: x.015625 weight; +1 Agility, +1 Soak | SR2: x.0078125 weight; +1 Toughness; you add to all Strength checks | SR3: x.00390625 weight; +1 Soak, you gain the equivalent of Superflight (Gliding) | SR4: x.001953125 weight; +1 Soak, Convert added to knockback effects against you to  | SR5: x.0.0009765625 weight; +1 Soak; Convert added to Strength checks to  |
| Attenuated | | The following is a summary of the net effects of Attenuated: | | Assuming your character weighs 220 pounds (or 100 kg): | SR1: 3 lbs (1.5 kg) Agility: +4; Toughness: +3; Soak: +4; Strength: ; Knockback attacks against you add  | SR2: 1.7 lbs (.78 kg) Agility: +4; Toughness: +4; Soak: +4; Strength: ; Knockback attacks against you add  | SR3: .85 lbs (.39 kg) Agility: +4; Toughness: +4; Soak: +5; Strength: ; Knockback attacks against you add Superflight (Gliding) | SR4: .44 lbs (.2 kg) Agility: +4; Toughness: +4; Soak: +6; Strength: ; Knockback attacks against you add ; Superflight (Gliding) | SR5: .22 lbs (0.1 kg) Agility: +4; Toughness: +4; Soak: +7; Strength: ; Knockback attacks against you add ; Superflight (Gliding) |
EditIntangible| Intangible | | Recharge: 0 | | Morph, Density, Toggle | | Prereq: Attenuated (5) | | While Intangible is toggled on you gain the following cumulative modifiers: | | SR1: you are practically weightless. You gain all the benefits of Attenuated (5); You gain the ability to pass through solid objects of up to 4 inches thickness (or 100 mm) | | SR2: pass through solid objects of up to 8 inches thickness (or 200 mm) | SR3: pass through solid objects of up to 16 inches thickness (or 300 mm); you gain the equivalent of Superflight (Gliding) | | SR4: pass through solid objects of up to 32 inches thickness (or 400 mm) | | SR5: pass through solid objects of up to 64 inches thickness (or 500 mm) | | You gain +SR Soak, and if all damage is soaked you do not take an automatic Wound |
| Intangible | | See Attenuated summary for net effects; +SR Soak. | | The following are special options for Intangible | | Cannot Pass Through Solid Objects: Hindrance: If your character cannot pass through solid objects while Intangible, this is a Hindrance worth 3 points. The character still gains the cumulative benefits of Attenuated, the Soak bonus of Intangible, and can take abilities that require Intangible as a prerequisite. | | Can't Breathe: Hindrance: If your character is unable to breathe while Intangible, they can only remain Intangible for SR turns after which they must become solid again for (6-SR) turns. This is a Hindrance worth 2 points. | Airwalk: Facilitator: for 1 character point or advance you may cancel the  penalty Superflight (Gliding) incurs for ascending and hovering. | Partially Intangible: Facilitator: for 5 character points or advances you may make part of your body tangible while the rest remains intangible (or vice versa). You may make Strength based checks that do not suffer from some or all of the   penalty imposed by Attenuated (subject to GM discretion), but you have -3 Soak for 1 turn thereafter. |
EditIntangible Trauma| Intangible Trauma | | Recharge: (10-SR) | Fatigue: 2;  | | Density | | Prereq: Intangible (1); Partially Intangible Facilitator | | Melee Skill (Ag) | | If you are engaged with an opponent you may play this card. | | 1: You put part of your body into the opponent and partially solidify it. The opponent must make a Resilience check against SR difficulty or take (SR x 2) + # of successes damage. | | 5: As (1), and the opponent gains the Lulled condition with SR # of counters. | | +: Remove 1 recharge token from this card | | +: Remove 1 recharge token from this card | | ++: +1 critical | | -: Add 1 recharge token to this card | | -: Add 1 recharge token to this card | | ?: You gain the Exposed condition for (6-SR). |
EditBestiamorphBestiamorphs can take on the aspect, characteristics, or even the forms of animals. This subset of Morph combos nicely with the Feral SFX, but also serves ably on its own merits. Many Bestiamorph Stunts offer Facilitator upgrades, allowing greater customization. Bestiamorph abilities are almost all Toggles and thus are very reliable, but they can be tiring to maintain unless the various options to offset fatigue expenditures are pursued...particularly if several are maintained simultaneously. EditBestiamorphic Claws| Bestiamorphic Claws | | Morph (bestiamorph), Claws, Toggle | | While this Stunt is toggled on you extrude claws from your hands. You may also have claws on your feet if you wish. Your Bestiamorphic Claws have a Damage Rating equal to (SR+1) and a Critical Rating equal to (7-SR). | | I.e., if you had SR 5 your Bestiamorphic Claws would have DR6 and CR2. | You can attack with your Bestiamorphic Claws using the Melee action or an equivalent Stunt where noted. Attacks with Bestiamorphic Claws add  to your dice pool, and add the following result lines: | | !: This attack gains Pierce (SR). | | ??: Broke a Nail: You hurt yourself attacking; suffer 2 Wounds (Soak does not apply). | | | | | | | | |
| Bestiamorphic Claws | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (7-SR) recharge tokens on it. | | Permanent: You may make this ability permanent as a 1 point Facilitator. It is no longer a Toggle and you do not suffer 1 fatigue each Turn. However, you always have claws. | | Retractable: If your Claws are Permanent, as a 1 point Facilitator you can make your Claws retractable; you can "pop" them in or out as a maneuver. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Combat Awareness: As a 1 point Facilitator, while this Stunt is toggled on you have +2 DEF. | | | | | | |
EditBestiamorphic Flight| Bestiamorphic Flight | | Morph (bestiamorph), Toggle | | You sprout wings and gain the power of flight. | While this Stunt is toggled on you have wings and can fly. You have the equivalent of Superflight (Winged). Your flight is Strength based. You gain when diving and decelerating, but you must make a Superflight (Str) check with if you do not take at least one movement maneuver per Turn with failure indicating a loss of altitude or loss of fatigue. If your wings become fouled one or more are added to your Superflight dice pools, and if they or you become impeded you can't fly at all and will plummet if aloft. | You add (SR-1) # of to any Superflight (Winged) checks you are required to make. | | | | | | | | | | | | |
| Bestiamorphic Flight | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (6-SR) recharge tokens on it. | | Permanent: You may make this ability permanent as a 1 point Facilitator. It is no longer a Toggle and you do not suffer 1 fatigue each Turn, but you have wings all the time. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | Strong Wings: As a 1 point Facilitator, you can use your wings to generate lift and extra power; you add to Strength checks while you can use your wings. For purposes of determining how much weight you can carry while flying, you have +(SR/2) Strength, rounded up. | | | | | | |
EditBestiamorphic Amphibian| Bestiamorphic Amphibian | | Morph (bestiamorph), Toggle | | You grow gills and gain the power of swimming. | | While this Stunt is toggled on you grow gills and can move around under the water. In Story mode you can move at the speed of plot across bodies of water, eventually arriving where you need to be. In Combat mode you can use movement maneuvers to travel through water unimpeded, and gain +1 bonus movement maneuvers for that purpose. | | You can also breath underwater indefinitely, or at least for a Scene at a time. | You add (SR-1) # of to any Supercommuter (Swimming) checks you are required to make. | | | | | | |
| Bestiamorphic Amphibian | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (5-SR) recharge tokens on it. | | Permanent: You may make this ability permanent as a 1 point Facilitator. It is no longer a Toggle and you do not suffer 1 fatigue each Turn, but you have gills all the time. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | | | | | | | |
EditBestiamorphic Fleetness| Bestiamorphic Fleetness | | Morph (bestiamorph), Toggle | While this Stunt is toggled on you channel the speed of a fast animal. You have the equivalent of Superrunning (Fleet). You gain  on checks for distance, and  on all other Superrunning checks. If your legs are injured or impeded your ability to run is affected. | You add (SR-1) # of to any Superrunning (Fleet) checks you are required to make. | | | | | | | | | | | | | | | | | | |
| Bestiamorphic Fleetness | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (6-SR) recharge tokens on it. | | Permanent: You may make this ability permanent as a 2 point Facilitator. It is no longer a Toggle and you do not suffer 1 fatigue each Turn. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Strong Kicker: As a 1 point Facilitator, you can use your extra-strong legs to kick with; if you make an unarmed strike you can add +1 Strength if you can use your legs to kick. | | | | | | |
EditBestiamorphic Boost| Bestiamorphic Boost | | Morph(bestiamorphic), Toggle | | You take on bestial physical characteristics, though it is tiring. | While this Stunt is toggled on you have +2 Strength, +2 Toughness, +2 Agility and remove from all Strength, Toughness, and Agility checks. | | SR 1: You suffer 2 fatigue in each of your End of Turn phases. | | SR 3: You suffer 1 fatigue in each of your End of Turn phases. | | SR 5: You suffer 0 fatigue in each of your End of Turn phases. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. You can toggle this Stunt off at any time. | | | | | | | | |
EditBestiamorphic Senses| Bestiamorphic Senses | | Morph (bestiamorphic), Awareness, Toggle | | You manifest the sharp senses of an animal. | While this Stunt is toggled on, you offset up to penalties to Observation checks and add SR # of to Observation checks. | | If you are required to make an Observation check, you may opt to not make a check and instead take SR # of automatic successes. | | | | | | | | | | | | |
| Bestiamorphic Senses | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (7-SR) recharge tokens on it. | | Permanent: You may make this ability permanent as a 2 point Facilitator. It is no longer a Toggle and you do not suffer 1 fatigue each Turn. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Combat Awareness: As a 1 point Facilitator, while this Stunt is toggled on you have +2 DEF. | | | | | | |
EditBestiamorphic Form| Bestiamorphic Form | | Morph (bestiamorph), Toggle | | Special: You can take this Stunt multiple times, selecting a different animal for each separate selection. | | You must select a single animal form when you take this Stunt. | | SR1: While this Stunt is toggled on you take on the form of an animal with roughly equal mass to your own. Most animals lack thumbs or manipulative limbs, so you may suffer some circumstantial inconveniences. | | SR2: Your Bestiamorphic Form can have up to x1.5 or x.5 of your normal mass. | | SR3: Your Bestiamorphic Form grants +1 to a Characteristic and -1 to a different Characteristic, of your choice. You cannot reduce a Characteristic below 1. | | SR4: Your Bestiamorphic Form can have up to x3 or x.125 of your normal mass. | | SR5: as (SR3) but choose another pair of Characteristics to receive a bonus and a penalty. | | |
| Bestiamorphic Form | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. | | Quick Change: As a 1 point Facilitator, you can change into your Bestiamorphic Form as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Thick Hide: As a 1 point Facilitator, your Bestiamorphic Form can have a thickened hide, granting +1 Soak. | | Fleet: As a 1 point Facilitator, you have 2 bonus movement maneuvers while in your Bestiamorphic Form. | | Feral: As a 1 point Facilitator, you have claws and / or fangs in your Bestiamorphic Form with a Damage Rating equal to (SR/2) rounded up, and a Critical Rating of 2. | Alert: As a 1 point Facilitator your Bestiamorphic Form has sharp senses; you add to Observation (Int) checks. | | Winged: As a 1 point Facilitator your Bestiamorphic Form allows you to use Superflight (Winged) as if it were acquired. |
EditBestiamorphic Menagerie| Bestiamorphic Menagerie | | Morph (bestiamorph), Passive | | Prereq: You must have three or more Bestiamorphic Forms. | | This Stunt permanently augments the Bestiamorphic Form Stunt | | Each rank of this Stunt allows you to select one of your Bestiamorphic Form Stunts and expand the number of different kinds of animals that it allows you to change into. | | Instead of changing into 1 animal form, the upgraded Bestiamorphic Form Stunt allows you to change into any animal similar enough to the originally selected animal that the approximate mass, any Characteristic modifiers, and any Facilitators you have taken to use with that Bestiamorphic Form Stunt are applicable. | | Thus if the chosen animal of one of your Bestiamorphic Forms Stunts was a wolf and granted +1 Toughness -1 Fellowship, and you selected that Bestiamorphic Form Stunt to be upgraded by a rank of this Stunt it would thereafter allow you to change into any mammalian quadruped of the same basic mass as a wolf. | | | | |
EditShapeshiftThe Shapeshift subset requires the Shapeshift specialization for the Morph SFX to access. It contains abilities related to changing appearance and form. A shapeshifter can adapt their bodies to gain a wide variety of effects, and even to imitate the appearance and abilities of other characters. Many of the Shapeshift Stunts are Toggles. Unless an individual Stunt says otherwise, a Toggle Stunt requires a Maneuver to turn on or off. A Toggle Stunt toggles off automatically if the character becomes unconscious. One At A Time: Most of the Shapeshift toggle Stunts allow a character to change their form repeatedly, as a Maneuver, while the Stunt is toggled on. If a character must pick one form when they play the Stunt from their hand and cannot change to a different form until they are next able to play the Stunt from their hand again, it is a Hindrance worth 1 point per Stunt affected. EditAltered Form| Altered Form | | Morph (shapeshift), Toggle | | While this Stunt is toggled on, as a maneuver you can change your physical form repeatedly to another of your choosing, up to once per Turn | | SR1 You can alter your cosmetic appearance (skin, hair, eye coloration, etc) allowing you to look like a different person, but not a specific person. | | SR2: You may also alter your mass by +/- .25 | | SR3: You can attempt to look and feel like a specific other person as a disguise that will fool people at a distance or in poor lighting, but not up close or under close scrutiny. | | SR4: You can also attempt to sound and smell like another person. | | SR5: You can masquerade as another person but you don't gain any of their abilities and you can't fool a medical test or other special detection. | | If given sufficient reason to disbelieve or question your appearance, observers may make an Observation (Int) or Intuition (Int) check vs SR difficulty, or use an applicable ability; a successful check indicates that an observer realizes you are disguised or are not who you appear to be. You cannot fool a medical test or equivalent scrutiny. |
| Altered Form | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. | | Quick Change: As a 1 point Facilitator, you can change into your Altered Form as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Feral: As a 1 point Facilitator, your Altered Form can have claws and / or fangs with a Damage Rating equal to (SR/2) rounded up, and a Critical Rating of 2. | | Thick Hide: As a 1 point Facilitator, your Altered Form can have a thickened hide, granting +1 Soak. | | Winged: As a 1 point Facilitator your Altered Form can sprout wings, allowing you to use Superflight (Winged) as if it were acquired. | | Amphibian: As a 1 point Facilitator your Altered Form can have gills and fins, allowing you to use Supercommuter (Swimming) as if it were acquired. |
EditIdentical Form| Identical Form | | Morph (shapeshift), Toggle | | Prereq: Altered Form (5) | | While this Stunt is toggled on, as a maneuver you can change your physical form repeatedly to imitate a specific other person of your choosing who shares your same basic biology, up to once per Turn. | | SR1: As Altered Form (5), and you can fool a medical test or similar physical scrutiny, but not mental or mystical scrutiny. | | SR2: If imitating a person who has Stunts, you may duplicate one of their innate Stunts at SR1. | | SR3: If imitating a person who has Stunts, you may duplicate one more of their innate Stunts at SR1. | | SR4: If imitating a person who has Stunts, you may duplicate one more of their innate Stunts at SR1. | | SR5: If imitating a person who has Stunts, you may duplicate one more of their innate Stunts at SR1. | | If given sufficient reason to disbelieve or question your appearance, observers who are familiar wit the person you are imitating may make an Intuition (Int) check vs SR difficulty, or use an applicable ability; a successful check raises suspicions that something is wrong, and 3 or more successes indicates that you are not who you appear to be. |
| Identical Form | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. | | Quick Change: As a 1 point Facilitator, you can change into an Identical Form as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Gear: As a 1 point Facilitator, if you have the Gear SFX and the Technology skill trained, you can duplicate SR # of device based Stunts that a imitated person has, at SR1. It may require some advance planning and effort to duplicate specific devices, at the GM's discretion. | | Magic: As a 1 point Facilitator, if you have the Magic SFX and the Arts Arcane skill trained, you can duplicate SR # of arcane based Stunts that a imitated person has, at SR1. | | Psychic: As a 1 point Facilitator, if you have the Mind SFX and the Mental skill trained, you can duplicate SR # of psychic based Stunts that a imitated person has, at SR1. |
EditMaterial Form| Material Form | | Morph (shapeshift), Toggle | | While this Stunt is toggled on, as a maneuver you can change your physical form repeatedly to another of your choosing, up to once per Turn | | SR1 You can alter your shape and configuration to any simple and functional solid form of equivalent mass, such as a boulder, tree, a basic ladder, a large tarp, or a barricade. | | SR2: You may also alter your mass by +/- 150% | | SR3: You can assume more complex and functional shapes, including moving mechanical parts, such as a workout machine, a cannon, or a motorcycle. | | SR4: You may also alter your mass by +/- 300% | | SR5: You can assume more advanced and functional shapes including solid state electronics. | | If you are attempting to avoid notice, if given sufficient reason to disbelieve or question your appearance observers may make an Observation (Int) or related skill check vs SR difficulty (for instance, if you are taking the form of a technological device, the Technology skill), or use an applicable ability; a successful check indicates that an observer realizes you are disguised or are not who you appear to be. You cannot fool a scientific test or equivalent scrutiny. |
| Material Form | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. | | Quick Change: As a 1 point Facilitator, you can change into your Material Form as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. | | Massive: As a 1 point Facilitator, your Material Form can have +100% additional mass; you may take this ability multiple times. | | Mobile: If you have Material Form SR3 or higher, as a 1 point Facilitator you can use Supercommuter (Happenstance) as if it were trained. | | Weaponized: As a 2 point Facilitator while in your Material Form you have a Damage Rating equal to SR+1 and Critical Rating: 3. The form taken will dictate, but at SR1 you can have up to Close range, at SR3 you can have up to Medium range, and at SR5 you can have up to Long range. | | Objectified: As a 3 point Facilitator, while in your Material Form you have +SR Soak and don't suffer automatic wounds. |
EditAmorphous Form| Amorphous Form | | Morph (shapeshift), Toggle | | Prereq: Material Form (1) or Altered Form (1) | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | Gaseous: You can change into a gaseous form. While you are in this form you have the equivalent of Intangible (SR), with the (Cannot Pass Through Solid Objects) hindrance. | | Energy: You can change into a energy form. While you are in this form anyone that becomes engaged with you must make a Resilience (To) check vs SR difficulty or take (SRx3) damage and gain the Thunderstruck condition for (SR+1). | | Liquid: You can change into a liquid form. While you are in this form anyone that becomes engaged with you must make a Resilience (To) check vs SR difficulty or gain the Lulled condition for SR; you can breathe in and travel through bodies of the liquid you are imitating. | | Metal: You can change into a metallic form. While you are in this form you gain +(SR+1) Toughness and do not suffer automatic wounds. | | Granulated: You can change into a granulated form. While you are in this form you gain +(SR/2) Soak, +1 DEF, and can make a melee attack against a target within Close range without engaging the target. |
| Amorphous Form | | Note: Volume = mass/density. For convenience sake, for normal human density assume every 100kg = 100 liters of a water-like liquid substance. Gasses are much trickier, but for gaming purposes assume concentrated gasses have volume equivalent to a liquid, and use GM discretion to adjudicate diffused gasses if necessary. | | While this Stunt is toggled on, as a maneuver you can change your physical form repeatedly to another of your choosing, up to once per Turn | | While this Stunt is toggled on, you suffer 1 fatigue at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (8-SR) recharge tokens on it. | | If you are attempting to avoid notice, if given sufficient reason to disbelieve or question your appearance observers may make an Observation (Int) check, or use an applicable ability; a successful check indicates that an observer realizes you are disguised or are not what you appear to be. You cannot fool a scientific test or equivalent scrutiny, unless you also are using Identical Form. | | Quick Change: As a 1 point Facilitator, you can change into your Amorphous Form as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 fatigue each Turn you keep the Stunt toggled on. |
EditChimeric Form| Chimeric Form | | Recharge: * | | Morph (shapeshift), React | | Prereq: Identical Form (1) | | When you Toggle Identical Form on you may play this card. When Identical Form returns to your hand, also return this card to your hand. | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | Mental: Your disguise works vs Mind SFX abilities and mental / psychological scrutiny. | | Mystical: Your disguise works vs Magic SFX abilities and mystical scrutiny. | | Technical: You can imitate robotic, cybernetic, and similar artificial characters. | | Amorphous: If you also have the applicable Amorphous Form effect, you can imitate unusual non-organic life forms. For instance, if you have Amorphous Form: Liquid you can use Identical Form to imitate a specific liquid based lifeform. | Convincing: Observers making checks to penetrate your disguise remove ; if no characteristic dice remain their check automatically fails. |
EditMimic Form| Mimic Form | | Recharge: * | | Morph (shapeshift), React | | Prereq: Identical Form (5) | | When you Toggle Identical Form on you may play this card. When Identical Form returns to your hand, also return this card to your hand. | | SR1: If imitating a person who has Stunts, you may duplicate one of their innate Stunts at SR2 rather than SR1. | | SR2: If imitating a person who has Stunts, you may duplicate two of their innate Stunts at SR2 rather than SR1. | | SR3: If imitating a person who has Stunts, you may duplicate three of their innate Stunts at SR3 rather than SR1. | | SR4: If imitating a person who has Stunts, you may duplicate four of their innate Stunts at SR4 rather than SR1. | | SR5: If imitating a person who has Stunts, you may duplicate all of their innate Stunts at SR4. |
EditMalleable Form| Malleable Form | | Morph (shapeshift), Passive | | None | | Your malleable physiology is resistant to damage and difficult to hold on to. | | This card is always considered to be in play. You gain the following cumulative abilities. | | SR1: You regain 1 stress and 1 fatigue in your End of Turn phase. | | SR2: You have +1 Soak. | | SR3: You may convert 1 critical Wound per Turn into a normal Wound. | SR4: Attempts to grab or entangle you add . You add to attempts to escape a grab or entangle. | | SR5: You regain 1 non-critical Wound in your End of Turn phase, up to your maximum. This occurs even if you are unconscious, but not if you are dead. | | |
EditShapeshifter's Surprise| Shapeshifter's Surprise | | Recharge: 1 | | Morph (shapeshift) | | Prereq: Altered Form (1) or Material Form (1) or Amorphous Form (1) | | If you are not impeded, are currently in a form other than your own, and there is a target within Close range that is either not aware of you or who considers your current appearance to be harmless or friendly, you may play this card as an action. | | You gain +1 maneuver. | You may engage the target, and immediately play as a React any allowable attack action available to you that requires a check. You add SR # of to your check with that action. | | You have +1 DEF until the beginning of your next Turn. | | At the end of your Turn, move the initiative tracker you used this Turn up 1 step; it is available to your superteam for use in the next Turn. | | | | | | |
|
|