As she descended, she shifted smoothly, her appearance changing almost from step to step. As soon as I realized what was occurring, I relaxed my own efforts and reversed their small effects. I had commenced changing the moment I had seen her..."
Dara and Merlin, in Prince of Chaos

Shapeshifting

The most intensely personal power in the ADRPG is the ability to shift your own form into that of another. Shapeshifting.

It's also, therefore, one of the few powers which will work nearly anywhere. Anyone with time can make a shadow where Pattern does not work, or Trump, or Logrus has no power. Luke found a blue crystal cave seemingly impervious to all of them, including magic.

Shapeshifting is a lot harder to stop. Oh, the Courts are well known for poisons and concoctions which can force a shapeshift, or prevent one, that is true. But there are precious few environments where shapeshifting simply fails to work.

Thus, it is the power that is the most reliable in that regard. On the other hand, shapeshifters have the threat of losing their form or identity permanently if shifting is carried to far, and there is the danger of things like chaos cancer to also contend with.

Note that some of the ideas for the partial basic shapeshifting go to Arref and Brian


Basic Shapeshifting {35 points total}


Advanced Shape Shifting {Basic plus 30 points}


Rebman Adaptation--A Minor Shapeshifting Variation {15 points}

In Strange Bedfellows, the Rebmans have an origin with rebellious janissaries (slave soldiers) who switched sides against their Chaosian overlords during the early battles to try and destroy Oberon and Dworkin. In recognition of this, these soldiers were given the newly created Rebma to settle for their own.

Although the area is fine for oxygen breathers, the settlers still found a need to shapeshift to a minor extent to fully exploit the sea's riches. Thus, while full Shapeshifting is rare in Rebma (but not as rare as in Amber), a lesser set of abilities, called Rebman Adaptation, is quite common amongst the population. This ability for player characters is only open to those with Rebman ancestry.

It is not a conscious power, and it works everywhere normal full Shapeshifting does. The only way to really advance in Adaptation is to gain a greater control over one's ability to shapeshift, and so in essence, standard Shapeshifting, as per the ADRPG, is the only way to advance in this Power, although the Rebman would continue to have in his Human/Rebman form the advantages of regular Adaptation.

DANGERS OF ADAPTATION.
Because some of the uses of this power involve both internal and external manipulation of bodily tissues, it can leave the users open for some weaknesses which should be considered.
RAPID CHANGES IN SURROUNDINGS.
Teleporting (or Trumping) from one type of atmosphere to another is dangerous, especially if the environments are radically different in nature.

For example, it would NOT be wise to Trump from miles below the ocean's surface into the fiery plane surrounding the Keep of the Four Worlds if one were specially adapted for survival in the first of those places. Near instant searing of the lungs, blindness, and dehydration would be immediate effects if attention is not paid to the transition, and depressurization would create potentially deadly results. For higher ranked Endurances, this becomes less of a threat, but is almost always discomforting.

The GM should initially ask the player attempting such harsh transitions in environment if they have any preparations to make, like going to a more reasonable depth, etc, before using the spell or the Trump. Failure to do so can allow the GM to freely inflict upon foolish characters traditional diving maladies such as the bends, burst eardrums, sudden nausea or vomiting, dizziness, unconsciousness, and possible respiratory failure as natural consequences of rash behavior. Adaptation is not proof against character idiocy!

TIME NEEDED FOR ADAPTATION.
Unlike Shape Shifting, conscious Adaptation is very quick and requires little concentration. Changing single features such as altering body temperature is very quick, only requiring five or ten seconds. Electing to completely alter ones body to survive comfortably in a hostile and different underwater climate can take up to thirty seconds, Since it usually takes much longer than that to reach one's destination while swimming, this amount of time is rarely inconvenient. Changing back to one's normal state is almost instantaneous, but usually must be willed consciously.

As with Shape Shifting, one's physical condition is of utmost importance when using Adaptation. Healthy, well fed characters with higher Endurance scores will be able to Adapt and survive sudden changes in environment far better than tired, malnourished, or characters ranked Human level in Endurance.

ENDURANCE LIMITATIONS.
Because the process of Adaptation is far less taxing and involves much less manipulation of bodily tissue, Adaptation is not as tiring as Shape Shifting, and may be attempted a few times throughout a day for Human ranked Endurance characters, often for Chaos level characters, and Amber or higher-ranked characters may use Adaptation continually for prolonged periods of time, Shadow-swimming throughout multitudes of differing types of watery environments.
ATTRIBUTE TIPS FOR ADAPTATION.
Adaptation is a function of Endurance, and higher Endurance will allow characters greater flexibility in changing their bodies to meet new environments. It will also aid tremendously when the character makes the mistake of changing environments without considering the dangers and adjusting accordingly.

Since Adaptation does not cause one to change their personality in any significant fashion, high Psyche is not a requisite.

ADAPTATION ABILITIES.
Adaptation confers the following benefits to it's users:
BREATHING UNDERWATER.
Unlike Rebma, where the watery environment is altered so that those from above might breathe and exist there without harm, the waters of the ocean floor surrounding Rebma are not so hospitable. Stepping off Faiella-bionin and swimming or walking away from Rebma are each deadly to surface dwellers and Rebmans without Adaptation.

This ability the user to travel wherever one wishes within a watery environment, extracting oxygen enough for sustenance, and also lowering the amount of oxygen the body needs. This ability is of little use in breathing in non-oxygenated atmospheres, such as vacuums and alien world Shadows. The Power of Shape Shifting might be of more use here, allowing the character to Shape Shift into a being with different respiratory requirements. A side effect of this is that the character is able to speak while underwater, anywhere, and may henceforth hold conversations, use Trumps, spells, Power Words, etc...

SWIMMING.
Heightening one's ability to move through the water, this ability works in two ways:

Firstly, it strengthens muscles and adapts them to the motions most conducive to rapid, tightly controlled swimming. Adaptation gives the character some instinctual understanding of maneuvering in water, and maximizes their physical attributes to aid them in swimming.

Secondly, it allows the body to produce an oily film which is released through the pores, slippery and slick, which aids in making the character move unimpeded through the water. This ability does not impair motor functions or make the hands too slick to handle weapons or other items. It might be rendered useless if the body is covered with clothing, hence the scanty garb common to those in Rebma. The less impeded with clothing a Rebman is, the more this ability aids them in moving through the water.

Use Strength as a judge of the character's swimming speed, since Strength is a measure of muscle and it's applications, and speed and power swimming is a physical activity which builds and demands muscular ability.

This film quickly dissipates in outside air. One interesting potential use for it is in Strength Combat, where it might make a wrestler slippery and difficult to hold onto.

IMMUNITY TO COLD.
By both strengthening the body's resistance to cold and lowering a character's body temperature, this ability allows submersion without discomfort in the coldest of waters. It also allows survival in cold environments, though long-term exposure to intense, unrelenting cold can harm a character with Adaptation just as it can anyone else, though to a lesser degree.

Endurance is the barometer of how much this ability will allow a character to withstand. Allow Human ranked Endurance characters the ability to remain in very cold (35-50 degrees Fahrenheit) water for long stretches of time without discomfort, Chaos Rank to survive freezing water or atmospheres (15-35 degrees), and Amber Rank the ability to remain in frozen waters for long-term periods of time. It is even possible that highly Ranked characters with this ability might be able to survive being frozen in ice for short time, hibernating until thawed.

RESISTANCE TO EXTREME PRESSURES.
As Corwin observed during his fight on Faiella-bionin, stepping forth from the bridge can be fatal. The pressure of the deep water surrounding Rebma is incredible, able to crush the life out of any surface dweller who dares step from the protection which Rebma's gates and stairway offer.

Adaptation allows the character to survive without damage the changes in pressure that come from swimming downward, upward, or out of the confines of Rebma. It prevents cramping, deafness, depressurization, and other factors which characterize deep-sea diving.

With Adaptation, a character can swim freely up from the ocean's floor to the surface and vice versa, without the time consuming necessity of becoming acclimated to the gradual change in pressure.

This ability involves toughening the tissues of the body, alternately swelling them with blood and oxygen or dispersing them to meet the required pressures. Endurance governs the ability to resist these changes, and the ability of the body to adapt to differences in pressure. A Human Ranked character would be able to move down to about 200 feet or so beneath the surface without distress, and a Chaos Rank allows submersion up to 500 or so feet. Amber level allows the character to continue at depths of around 1000-1500 feet below the surface without harmful effects. Ranked characters may venture beyond this with some caution, with the points determining roughly the depths they might survive without considerable harm.

A character such as Corwin, with superiority in Endurance (if he possessed the Adaptation Power), would be able to survive depths unheard of, unexplored save for within immensely strong pressurized diving bells.

Rapidly changing from one atmosphere to another, can be devastating if the character is not prepared for the change.

ENHANCED VISION.
The bottom of the sea-floor is quite dark. If not for the strange fires which burn everywhere in Rebma, the city would have been quite dark. Enhanced vision allows a character to alter the structure of his/her eyes, to maximize the available light and provide illumination. However, like sea-creatures from the lowest reaches of the ocean, once the point of utter blackness is reached, this vision fails to be useful, though it allows for the user to see things which are illuminated, such as many forms of sea-life which produce bioluminescence, the ability to produce light from their own bodies.

Looking into the eyes of a character with this ability in use shows their pupils to be almost entirely black, similar to the way a cat's eyes dilate to allow night vision. The "flip-side" to this ability is that Adaptation allows the character to shrink the pupils to mere pinpoints, allowing only the slightest amount of light in. This is automatic and nearly instantaneous, preventing the Rebman character from blinded from a sudden teleportation or change in lighting. This may allow the Rebman to have some sort of immunity against blindness spells which rely on sudden changes of light, on the GM's discretion. At the very least, recovery from such is much greater.

ADVANCED HEARING.
Sound carries a shorter distance underwater than it does in air. Though it is not useless below the ocean surface, fewer creatures are able to rely on it as a primary sense. This ability allows the character's hearing to develop to a phenomenally acute level, which allows for the inner ear to pick up the faintest of sound waves passing through the water. Very useful for any natural forms of sonar, or listening for the songs and noises made by the creatures of the deep. This Power allows the character to hear below the ocean at a range of approximately double the above ground range for noises. Of course, the "loudness" and quality of sound affects the character's ability to detect it.
DIRECTIONAL SENSE.
Oceans are vast, greater than most humans' ability to comprehend. It can be easy to get lost while traveling through them, especially when they are unfamiliar. Directional sense allows the character to remember a clear feeling of direction they traveled from, and gives a rough estimate of the depth which the character is at. Further sensing allows a player to get an approximate feel for the compass points.

Clued into regular tidal currents or familiar with the undersea topography, a character can navigate quite easily. However, this ability does not provide any clue to the whereabouts of a place the character has never been, and will not help find something if the character has no idea where to find it.

INCREASED TOUCH SENSE.
Known in the animal kingdom as the lateral line system, this sense is closely related to the sense of touch, allowing fish to sense the movement of other beings in their vicinity and to sense obstacles. This sense extends beyond the fish's line of sight, and is how they are able to maneuver in utter darkness.

Consisting of a series of channels under the skin of most fish, the Adaptation power uses the human pores for this ability, allowing them to sense the presence and direction of changes in the flow of currents around them. Currents create vibrations in the channels (or pores) which are transmitted via the nervous system to the brain where the information is processed like other sensory input. Altered currents register differently, and can be easily detected.

This ability can be turned on and off by the character, and with concentration can be used aboveground to detect the movement of air about the Rebman. Drawbacks to this power is that clothing hampers it, and rain renders it similarly useless.


Common Chaos Shapeshifting {18 points}

Not everyone in Chaos is a skilled shaper.

Shapeshifting is one of the things that defines Chaos, of course. With ever changing environments, Ways which change and mutate in sometimes unprecedented manners, having the ability to have alternate forms is as close to a necessity as you will find.

Not everyone, in Chaos, has shapeshifting ability in equal measure. Chaos lost its best shapers, its best at changing its form during the Lessiman Secession. Some say that the dilution of Chaos' shaping ability is actually a sign of decadence, a loss of power of the ancient Hegemon.

The truth is, some bloodlines are better at some things than others, and shaping is one of them. While perhaps 3-5 percent of Chaosians cannot shift at all (a number that would likely be larger if not for stillbirths and the likely scenarios where such mutants are killed by their parents), another 30 to 35 percent of Chaosians do not have full shapeshifting. They have Common chaos Shapeshifting:

  1. You have one extra form for every rank of endurance. Human Endurance would give you one extra form. Chaos Endurance would give you two extra forms, Amber four, etc as per the SB stat and ranks chart. These forms are detailed to the GM at game start (or when the player buys the power)
  2. You change forms based on speed of your Strength, this means that Endurance and Psyche actions are faster than form changes, but Warfare is not.
  3. You may leave one form "slot" as "un-fixed form" for every 4 effective ranks of Psyche. Amber Psyche would allow one "flex" slot. An "unfixed form" is a slower change, since you are not moving to a 'base form', you are improvising upon it. Note also the "unfixed form" means you can tweak some base form, which you choose. So, for example, a human form could be "unfixed form" and various small tweaks of the human form are then possible.
  4. Logrus initiation requires at least Common Chaos Shaping or some equal or greater variant. Odds of passing the initiation with only Common Shaping are somewhat reduced (based on statistics).
  5. GMs may wish to note that base forms are often defined at an early age, before Logrus initiation, but in some cases, learned base forms change or distort permanently due to Logrus Madness.