Illumine Powers

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    Known Powers of the Illuminari

    Table of Contents

    General Information ............................................................................................................................ 2The Three Branches ........................................................................................................................................................... 2Illumine Rules ...................................................................................................................................................................... 3

    Blood Powers .......................................................................................................................................... 4Blood Enhance ..................................................................................................................................................................... 4Ignore Pain ............................................................................................................................................................................ 4Mend ........................................................................................................................................................................................ 5

    Celestial Powers .................................................................................................................................... 6Celestial Enhance ................................................................................................................................................................ 6Danger Sense ........................................................................................................................................................................ 6Innervate ................................................................................................................................................................................ 7Suggestion .............................................................................................................................................................................. 7Telekinesis ............................................................................................................................................................................. 8

    Elemental Powers ................................................................................................................................. 9Imbue Weapon [Element] ............................................................................................................................................... 9Move [Element] ................................................................................................................................................................... 9Shape [Element] ................................................................................................................................................................ 10Shape Shift ........................................................................................................................................................................... 11

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    G E NE R A L I NF O R M A T I O N

    A sacred source of power for the Wayfarers, the Illumine is often referred to as the essence

    of the Known World, the very blood that flows through the veins of life. While the Wayfarers are the

    most famous of Illuminaria, many other practitioners exist, though they are often hidden within thedepths of forests or carefully guarded by fervent zealots. During the rule of the Imperium, many

    Illuminaria were captured and put on trial for witchcraft, with both innocents and sorcerers alike

    being burned in massive pyres. Today, many hold strong suspicions of Illuminaria, often liking them

    to the rise of The Ruined. Even the Wayfarers are careful in revealing their powers and abilities to

    those beyond their circle of trusted allies.

    THE THREE BRANCHES

    Amongst the Wayfarers, there are three distinct branches of the Illumine that are

    recognized, with each pulling energy from separate sources. Because of these ultimate differences,

    no two powers overlap nor can a single power be the result of combined branches.

    Blood Illumine, or more commonly called Blood Magic, is the most frequently used and

    controversial branch of the Illumine. It is also one of the most feared, as the techniques rely almost

    exclusively on the power of blood, both from the caster

    and at times, sacrificial sources. Blood Illumine powers

    usually involve heightening any physical abilities;

    increasing strength and resilience for example, with the

    usual target either the Illuminaria herself or one other.

    Ironically, Blood Illumine is also the only branch that

    allows practitioners to heal themselves and others of

    ailments, diseases, and wounds.

    Celestial Illumine is the rarest of the three

    branches and is often referred to as the Powers of the

    Sun, Moon, Stars, and Heavens above. Usually passive, the

    powers of this branch typically are found in the forms of

    farsight and telekinesis. However, Celestial Illumine often

    can effect entire crowds of targets while generally

    consider a non-offensive branch. Celestial Illuminaria are

    amongst the only in the Known World shown respect and

    honor, with the most famous group of practitioners being

    the Ageless Priestesses of Valna.

    Elemental Illumine is often seen as the most

    destructive and awe-inspiring of branches, with well-

    practiced users capable of freezing tropical rivers in place,

    melting the stone of castle walls, spreading tendrils of fire in every direction, summoning terrifying

    tornadoes, or animating trees and vines to act as soldiers. There are five recognized elements: air,

    earth, fire, life, and water. Typically, an Elemental Illuminaria will specialize in one of the five, often

    having a natural affinity for one that allows greater influence and power.

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    ILLUMINE RULES

    UPGRADING: There are three skills associated with the usage of the Illumine: Blood,Celestial, and Elemental. These skills behave just as normal ones do, such as melee combat, fighting,

    persuasion, and mettle. A player may upgrade them with CPs normally. Obviously, there are no

    specializations. When a player upgrades any particular branch (Blood, Celestial, or Elemental) by+1, they are allowed one of two options: 1) choose (create) a new power in that branch or 2)

    upgrade an already existing power in that branch.

    ACTIVATION: As can be seen, almost all powers have

    ranks, becoming increasingly more powerful the higher one goes.

    However, in most cases, many powers must first be activatedbefore

    they can be used. Any rank that has a difficulty descriptor adjacent

    to its name, such as Rank 1 (Easy), must first be activated by rolling

    a successful check using that branch's Illumine D. See chart to the

    right for the number to beat to activate powers.

    MULTI-ACTION PENALTY: Keep in mind that theactivation of any given power counts as an action taken that round

    by the character (e.g. a Wayfarer decides to attack once with her

    longsword, actively parry any attacks made against her, and activate an Illumine power, that counts

    as 3 total actions taken. She thus incurs a -2D penalty to all three rolls). If the penalty is so great

    that it reduces an Illumine roll to 0D, no powers can be activated that round, even with the use of

    additional CPs.

    SUSTAINED POWERS: Also, many powers have the option of being sustained. This is useful

    for particular powers that a player may want to continue using from one round to the next. Once a

    power is sustained, the player no longer needs to roll for activation until she is stunned or injured.

    However, a sustained power nonetheless acts as an action taken that round, thus incurs a multi-

    action penalty if additional actions are taken (e.g. a Wayfarer decides to punch a ruffian, actively

    parry with her fists, and sustain an Illumine power, which counts as 3 total actions taken. She thus

    incurs a -2D penalty on her attack and parry rolls. As the Illumine power is sustained, she does not

    need to roll to activate that power again).

    UNIFICATION: One of the strengths of the Illumine which has especially been taken

    advantage of by the Wayfarers is the ability to unify Illuminaria to accomplish feats that would

    otherwise be impossible alone. With this option, an Illuminaria may help channel additional power

    into an ally attempting a power that she couldn't do by herself. The only requirement is that all

    Illuminaria involved must possess the same power (but not necessarily the same rank). Those

    Illuminaria who act the role of supporters pump their own power into a single leader who is

    attempting to perform the power (of which the leader must already possess). Mechanically, allsupporters donate up to their maximum dice in that particular Branch to the leader to roll.

    However, supporters and the leader can take no other actions that round, including any form of

    active defense. Additionally, for every supporter involved, an additional round is required to

    channel the Illumine properly and use the power (e.g. three supporters would mean it takes three

    rounds of no action until the leader can cast the spell). Finally, the leader always drops one wound

    level until they can rest for eight hours, regardless if the power was used successfully or not.

    Activation DifficultiesLevel Number

    Very Easy 5

    Easy 10

    Moderate 15

    Difficult 20

    Very Difficult 25

    Heroic 30Legendary 31+

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    B L O O D P O WE R S

    BLOOD ENHANCE: a Blood Illumine ability that allows an Illuminaria to channel thepower of his blood into skills and abilities, providing a greater chance for success. All

    abilities and/or skills are limited to Agility, Coordination, and Physique and theirsubsequent skills.

    o Rank 1 (Easy): at this rank, an Illuminaria may channel the power of his blood intoa particular skill. May be used for a single round. Roll Blood D to determine the total

    bonus provided.

    o Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect.o Rank 3 (Difficult): at this rank, an Illuminaria may channel the power into a

    particular attribute (Agility, Coordination, or Physique) and thus increase all skills

    under that attribute as well for a single round.

    o Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CPmust be spent after successfully activating the power.

    o Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of his bloodinto all skills and attributes for a single round. One CP must be spent after

    successfully activating the power.

    o Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of hisblood into all skills and attributes, as well as being able to sustain the effect. One CP

    must be spent after successfully activating the power.

    IGNORE PAIN: a somewhat feared Blood ability that allows an Illuminaria to ignore painand wounds inflicted upon their body. Trained Illuminaria warriors can appear unaffectedby the most terrifying of wounds for a short period of time. However, this ability is only

    temporary and does not assist in the healing of any individual. This power may be

    sustained. The power may be used on another.

    o Rank 1 (Easy): at this early rank, an Illuminaria may ignore the effects of beingStunned for a number of rounds equal to Blood D.

    o Rank 2 (Moderate): at this intermediate rank, an Illuminaria may ignore the effectsof being wounded for a number of rounds equal to Blood D.

    o Rank 3 (Difficult): at this advanced rank, an Illuminaria may ignore the effects ofbeing severely wounded for a number of rounds equal to Blood D.

    o Rank 4 (Very Difficult): at this master rank, an Illuminaria may ignore the effectsof being incapacitated for a number of rounds equal to Blood D. One CP must be

    spent after successfully activating the power.

    o Rank 5 (Heroic): at this powerful rank, an Illuminaria may ignore the effects ofbeing mortally wounded for a number of rounds equal to Blood D. One CP must be

    spent after successfully activating the power.

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    MEND: a rare, if not powerful Blood Illumine ability that allows an Illuminaria to heal thewounds of an individual. However, blood must be "sacrificed" in order to complete the

    healing, usually taking the form of a sacrificial animal. Some blood healers are known to use

    their own blood for healing, though it is often a last resort, as such displays of power can

    lead to the death of the healer.

    o Rank 1 (Easy): at this rank, an Illuminaria may speed up the healing time for others.Two healing (the skill) attempts, as opposed to one, may be made on a single patient

    in any given rest period. The Blood Illuminaria must either sacrifice a tiny animal

    (e.g., chicken) or use their own blood. If an Illuminaria opts to use their own blood,

    they are dropped one wound level until they can rest for eight hours. Time required

    for patient recovery dependent on severity of wound (e.g. healing a Severely

    Wounded character to Normal would take 3 days).

    o Rank 2 (Moderate): at this rank, an Illuminaria may speed up the healing time forothers. Three healing (the skill) attempts may be made on a single patient in any

    given rest period. The Blood Illuminaria must either sacrifice a small animal (e.g.

    jack rabbit) or use their own blood. If an Illuminaria opts to use their own blood,

    they are dropped two wound levels until they can rest for eight hours. Timerequired for patient recovery dependent on severity of wound (e.g. healing an

    Incapacitated character to Normal would take 2 weeks).

    o Rank 3 (Passive): the same as Rank 2, except Blood D may now be added as abonus to all Healing skill checks.

    o Rank 4 (Difficult): at this rank, an Illuminaria may speed up the healing time forothers. Four healing (the skill) attempts may be made on a single patient in any

    given rest period. The Blood Illuminaria must either sacrifice a medium-sized

    animal (e.g. a war hound) or use their own blood. If an Illuminaria opts to use their

    own blood, they are dropped three wound levels until they can rest for eight hours.

    Time required for patient recovery is reduced by a factor of 3 (e.g. healing a SeverelyWounded character to Normal would now take 1 day instead of 3, healing a Mortally

    Wounded character to Normal would take 11 days instead of 35).

    o Rank 5 (Very Difficult): at this power rank, an Illuminaria may speed up thehealing of an individual so quickly, that someone on the edge of death can recover

    almost overnight. Up to five healing (the skill) attempts may be made in a day. Time

    required for patient recovery is now a flat rate of eight hours and does not depend

    on the severity of the wound. A large animal (e.g. horse) must be sacrificed to

    complete the ritual. If the Blood Illuminaria opts to instead use their own blood, they

    are dropped five wound levels until they can rest for twenty-four hours. One CP

    must be spent after successfully activating the power.

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    C E L E ST I A L P O WE R S

    CELESTIAL ENHANCE: a power similar to Blood Enhance, except it only affectsAcumen, Charisma, and Intellect abilities and their subsequent skills. This power reflects

    the Illuminaria's ability to channel the Illumine in from beyond their body, offering themgreater insight into their surroundings, including the people in it.

    o Rank 1 (Easy): at this rank, an Illuminaria may channel the power of the stars into aparticular skill. May be used for a single round. Roll Celestial D to determine the

    total bonus provided.

    o Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect.o Rank 3 (Difficult): at this rank, an Illuminaria may channel the power into a

    particular attribute (Acumen, Charisma, or Intellect) and thus increase all skills

    under that attribute as well for a single round.

    o Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CPmust be spent after successfully activating the power.

    o Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of the starsinto all skills and attributes for a single round. One CP must be spent after

    successfully activating the power.

    o Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of thestars into all skills and attributes, as well as being able to sustain the effect. One CP

    must be spent after successfully activating the power.

    DANGER SENSE: a Celestial ability, Danger Sense allows an Illuminaria to detect thepattern of energy surrounding him, able to sense immediate threats and dangers. May besustained.

    o Rank 1 (Very Easy): at this rank, the Illuminaria must make a check in order todetect up to one attack against his person, preventing surprise.

    o Rank 2 (Easy): at this rank, the Illuminaria must make a check in order to detect allattacks against his person, preventing surprise.

    o Rank 3 (Moderate): at this rank, the Illuminaria must make a check in order todetect all attacks against his person and any others within a two-meter radius. May

    be sustained for free.

    o Rank 4 (Difficult): at this rank, the Illuminaria needs to activate the power onlyonce per day when he awakens. He is then able to detect all attacks made against his

    person and any others within a five-meter radius. May be sustained for free.

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    INNERVATE: a Celestial ability of Wayfarers, Innervate allows an Illuminaria to pullenergy from her surroundings and funnel it directly into her body, negating the need to eat

    or rest. This ability prevents damage to overworked or strained muscles, joints, and bones.

    May be sustained.

    o Rank 1 (Very Easy): at this rank, an Illuminaria may sustain herself. Roll Celestial Dto determine duration in hours.

    o Rank 2 (Easy): at this rank, an Illuminaria may sustain herself and another usingthe same mechanics as described above.

    o Rank 3 (Moderate): at this rank, an Illuminaria may sustain both herself and anumber of others (maximum individuals equal to Celestial D) using the mechanics

    described above.

    o Rank 4 (Difficult): at this rank, an Illuminaria may sustain herself along with alarge host of others (maximum individuals equal to Celestial D x 10) using the

    mechanics described above.

    o Rank 5 (Very Difficult): at this rank, an Illuminaria may sustain herself along withan entire army (maximum individuals equal to Celestial D x 1000) using the

    mechanics described above. One CP must be spent after successfully activating the

    power.

    o Rank 6 (Heroic): at this rank, an Illuminaria may sustain herself along with anentire city (maximum individuals equal to Celestial D x 10000) using the mechanics

    described above. One CP must be spent after successfully activating the power.

    SUGGESTION: This rare, but powerful Celestial ability allows the Illuminaria to subtlyinfluence a target's thoughts, perceptions, and beliefs. Always treat as a mental attack

    against the target's Mettle skill.

    o Rank 1: At this level, the Illuminaria must speak his suggestion aloud and it mayonly be used to temporarily distract a single foe. No effect in combat situations.

    o Rank 2: At this level, the Illuminaria must speak his suggestion aloud and it mayonly be used to temporarily distract a single foe. In combat, if successful, the target

    may lose his ability to attack (but not defend) for one round. May only be used once

    against any given target.

    o Rank 3: At this level, the Illuminaria no longer needs to speak his suggestion aloudif used just for distraction. In addition, the Illuminaria can convince a single target to

    act outside of his normal behavior for a short time that does not place the target in

    any clear danger or force him to act against clear goals. In combat, the same appliesas Rank 2 except two targets may be distracted simultaneously for a single round.

    o Rank 4: As Rank 3, except the Illuminaria may convince multiple targets(determined by Celestial D) to act outside of their normal behavior. If the suggestion

    forces the targets to act against clear goals, add +3D to their Mettle defenses. The

    suggestion cannot place the targets in clear danger. In combat, the same applies as

    Rank 3 except multiple targets (determined by Celestial D) can be distracted

    simultaneously for a single round.

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    o Rank 5: As Rank 4, except the Illuminaria may now make a suggestion attemptagainst one target that may place them in obvious danger. However, the target gains

    a +4D bonus to their Mettle defense. This type of suggestion may be used in combat.

    One CP must be spent after successfully activating the power.

    o Rank 6: As Rank 5, except the Illuminaria may now make mass suggestions againstmultiple targets (determined by Celestial D) that may place them in obvious danger.One CP must be spent after successfully activating the power.

    o Rank 7: At this rank, the Illuminaria may now completely control a single targetafter a successful Celestial vs Mettle attempt. One CP must be spent after

    successfully activating the power.

    TELEKINESIS: This uncommon, but powerful Celestial ability is one of the few in thebranch that can be utilized offensively and allows the Illuminaria to manipulate objects

    from afar, causing them to float in the air. The Illuminaria must always have line of sight of

    their target objects. May be sustained.

    oRank 1 (Very Easy): At this early level, the Illuminaria may lift and move a singleobject weighing no more than one pound. This power is ineffective if used

    offensively.

    o Rank 2 (Easy): At this stage, the Illuminaria may lift and move a number of objects(maximum is Celestial D) that collectively weigh no more than ten pounds. Object(s)

    may be hurled with a range of 5/25/40. Use Celestial D to determine collective

    damage. May be used to extend the range of a single projectile weapon by one range

    category.

    o Rank 3 (Moderate): As Rank 2, except collective weight of lifted objects can be nomore than fifty pounds. May be used to extend the range of up to two projectile

    weapons by two range categories.

    o Rank 4 (Difficult): As Rank 3, except collective weight of lifted objects can be nomore than 250 pounds. May now use on live targets (opposed roll versus Celestial,

    Telekinesis, or Physique). If live targets are hurled, use Celestial D to determine

    damage. May be used to extend the range of projectile weapons (maximum is

    Celestial D) by two range categories and add 2D worth of kinetic damage to each

    missile.

    o Rank 5 (Very Difficult): As Rank 4, except collective weight of lifted objects can beno more than 500 pounds. If live targets are hurled, use (Celestial D)x2 to determine

    damage. May be used to extend the range of projectile weapons (maximum is

    Celestial D x2) by two range categories and add Celestial D worth of damage to each

    missile. Must spend one CP after successful activation.

    o Rank 6 (Heroic): As Rank 5, except collective weight of lifted objects can be nomore than 2000 pounds. If live targets are hurled (maximum is Celestial D), use

    (Celestial D)x5 to determine damage. May be used to extend the range of projectile

    weapons (maximum is Celestial D x5) by three range categories and add Celestial D

    worth of damage to each missile. Must spend one CP after successful activation.

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    E L E M E NT A L P O WE R S

    IMBUE WEAPON [ELEMENT]: a powerful Elemental Illumine power, this allows anIlluminaria to imbue his weapons with the destructive power of a selected element (e.g. a

    fiery-hot blade, a poison-tipped arrow, a stone-hardened gauntlet, etc.).

    o Rank 1 (Very Easy): at this initial level, an Elementalist may imbue one meleeweapon with the pre-selected element for one round. Add Elemental D for

    additional damage.

    o Rank 2 (Easy): at this level, an Elementalist may imbue one melee or a thrownweapon with the pre-selected element. This may be sustained. Add Elemental D for

    additional damage.

    o Rank 3 (Moderate): at this level, an Elementalist may imbue any one weapon withthe pre-selected element. This may be sustained. Add Elemental D for additional

    damage.

    o Rank 4 (Difficult): at this level, an Elementalist may imbue a number of weapons(maximum is Elemental D) with the pre-selected element. In addition, the

    Elementalist may imbue body parts with the element (such as fists) so that his

    unarmed attacks also deal elemental damage. This may be sustained. Add Elemental

    D for additional damage.

    MOVE [ELEMENT]: an Elemental Illumine power, this allows an Illuminaria to select asingle element with which they have an affinity for, granting them control over it. This

    power may be selected multiple times, with each additional power granting access to a new

    element of the Illuminarias choice.

    o Rank 1 (Easy): at this initial level, an Elementalist may move their element ofchoice through an air medium. The maximum amount that can be manipulated is

    determined by the number in front of Elemental D in cubic meters. This may be

    sustained. Additionally, may be used for ranged attack against one (1) target.

    Damage is Elemental D.

    o Rank 2 (Moderate): at this level, an Elementalist may move their element of choicethrough an air medium. The maximum amount that can be manipulated is

    determined by the number in front of Elemental D in cubic meters x5. This may be

    sustained. Additionally, may be used for ranged attack against two (2) targets.

    Damage is Elemental D.

    o Rank 3 (Difficult): at this level, an Elementalist may move their element of choicethrough an air or liquid medium. The maximum amount that can be manipulated isdetermined by the number in front of Elemental D in cubic meters x10. This may be

    sustained. Additionally, may be used for ranged attacks against up to five (5) targets.

    Damage is Elemental D.

    o Rank 4 (Very Difficult): at this level, an Elementalist may move their element ofchoice through an air or liquid medium. The maximum amount that can be

    manipulated is determined by the number in front of Elemental D in cubic meters

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    x50. This may be sustained. Additionally, may be used for ranged attacks against up

    to ten (10) targets. Damage is Elemental D. One CP must be spent after successfully

    activating the power.

    o Rank 5 (Heroic): at this level, an Elementalist may move their element of choicethrough an air or liquid medium. The maximum amount that can be manipulated is

    determined by the number in front of Elemental D in cubic meters x 200. This maybe sustained. Additionally, may be used for ranged attacks against up to two-

    hundred (200) targets. Damage is Elemental D. One CP must be spent after

    successfully activating the power.

    o Rank 6 (Legendary): at this level, a Master Elementalist may move their element ofchoice through an air or liquid medium. The maximum amount that can be

    manipulated is determined by the number in front of Elemental D in cubic meters x

    1000. This may be sustained. Additionally, may be used for ranged attacks against

    1000 targets. Damage is Elemental D. One CP must be spent after successfully

    activating the power.

    o Note: due to the extreme variations in elemental types and how quickly they move,massive elemental movements will be determined by the GM in terms of howquickly they reach their target destination.

    SHAPE [ELEMENT]: an elemental power with potentially lasting effects that allows anIlluminaria to mold a standing structure made entirely out of their element of choice. In the

    case of Fire and Air, powerful walls can be erected but eventually dissipate.

    o Rank 1 (Easy): at this starting rank, an Elementalist can create a temporary wall orshape that does not exceed one cubic meter. The Elementalist must actively

    concentrate to keep the shape in place from one round to the next, thus counting as

    an action. Generally, the power is not strong enough to be used offensively or to

    cause any lasting damage.

    o Rank 2 (Moderate): as Rank 2, except the temporary wall or shape cannot exceedfive cubic meters. If used offensively or to cause damage (must be justified), use

    Elemental D for every meter an opponent must pass through (e.g. a wall of flames

    that is 3 meters thick would cause damage in the amount of Elemental D x 3).

    o Rank 3 (Passive): as Rank 2, except the Elementalist no longer needs to focus onkeeping the shape. Duration is Elemental D in minutes.

    o Rank 4 (Difficult): as Rank 3, except the Elementalist may now create shapes orwalls up to fifty cubic meters.

    o Rank 5 (Very Difficult): as Rank 4, except the shape or wall may be madepermanent with the expenditure of one CP. The wall is still subject to naturaleroding forces (i.e. a stone wall can be smashed or deteriorated, a fire wall must

    have continuous fuel to burn, an ice wall can still melt, etc.).

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    SHAPE SHIFT: a rare Illumine power that uses the elemental power of life, this allows anIlluminaria to take the shape of an animal for a given amount of time before transforming

    back to their normal self. All carried items are left behind.

    o Rank 1 (Easy): at this initial level, a shape shifter can only alter one specific part ofhis body (e.g. fist, eyes, ears, feet, etc.). A variety of advantages can be acquired, such

    as gaining the night vision of an owl, the sonic hearing of bats, or the sleek fins of afish. If used to gain a physical advantage, a max 1D bonus may be added to Physique,

    Agility, Coordination, or any of their subsequent skills with proper justification.

    Duration is Elemental D in rounds. Transformation takes one round.

    o Rank 2 (Moderate): at this stage, a shape shifter can alter one large portion of hisbody (e.g. legs, arms, trunk, etc.). A variety of advantages can be acquired. At this

    stage, a shape shifter can give himself wings strong enough to fly, the armored hide

    of a crocodile on his chest, or even gills to breathe underwater. If used to gain a

    physical advantage, a max of 2D bonus may be added to Physique, Agility,

    Coordination, or any of their subsequent skills with proper justification. Duration is

    Elemental D in rounds. Transformation takes one round.

    o Rank 3 (Passive): as Rank 2, except full body transformations are now allowed intomedium sized animals roughly the same size as a human. Duration is Elemental D in

    hours. Full-body transformation takes two rounds.

    o Rank 4 (Passive): as Rank 3, except full body transformations are now allowed intosmall, medium, or large animals.

    o Rank 5 (Very Difficult): as Rank 4, except the shape shifter may now transforminto any normal animal. One CP must be spent if transforming into a tiny or

    gargantuan animal.