Path of the Beast.
Physical mutation and change is the way of the beast. As the Chosen walks down the path, the storyteller should ask the player what their character is feeling or thinking about, attempting to shape this response into one of the powers listed below. If the player has an idea which is appropriate for the Path of the Beast but is not listed, go ahead and assign it a cost and decide the appropriate systems. Any noticible physical mutation will also likely cause penalties in social situations.
Removes a Path of the Beast power, a Mutation, a merit, or a flaw.
You may make a bite attack for str+1damage. You also gain +1 die on intimidation rolls.
You gain plus one die to inititive rolls.
You may voluntarily detach your limbs, although they must be regrown through some means not supplied by this power. Each limb detached causes one aggravated wound.
You have exceptionally long fingers, allowing you to make related dex checks at +1 die
Separate version for each sense, -2 difficulty to related rolls. Conditions causing excesses in the appropriate area may cause discomfort or pain.
-1 difficulty for appropriate dex checks.
You see by heat, and no longer need light to see people or other temperate objects.
You may run at rates up to twice what you could do normally.
You gain plus one die to any attempt to maintain your balance.
Your feet and hands become webbed, allowing you to move 50% faster in water.
Your healing times are as if you had one health level less. Bruised is healed in but a single hour.
By spending one turn concentrating and spending one point of karma and one point of temporary willpower, you may make your body do unnatural things, eyes bug out, tongue stretches, etc. Roll your wits + intimidation vs their willpower, for each remaining success a witness is at -1 die next turn.
At will, you may fly into a berserker rage, ignoring all health level penalties. You will ruthlessly attack enemies in this state, and are unable to flee. Control may be regained if a willpower point is spent and a willpower roll succeeded in.
You have a forbidding sense of upcoming danger.
You gain 1 extra hurt health level.
2 extra successes are needed to grapple you, and rolls to soak fire damage are made at -2 difficulty.
+2 die to soak, not usable vs. fire.
Str+3 brawl attack, all dex checks involving fine hand movements are at +1 difficulty
You have leathery flaps of skin under your arms which may be used to glide.
You gain gills on your neck in addtion to your lungs, allowing you to be just as at home below water as above it.
When extended, you may make a str+2 brawl attack, although any fine finger control checks are at +1 difficulty when out.
You may transform into an animal chosen at the time the power is acquired. Each transformation costs one positive karma, returning is free.
You regain one non-aggravated health level per day.
You have fully functional wings, and may fly. Your choice of feathery, leathery, or bat-like.
You may transform into a mist for 1 karma, returning is free.
You may attempt to command any animal to do your bidding, provided you make a successful opposed wits+intimidation or willpower roll.
You may spend one karma to fire a stun ray at a foe. per + eye rays (a special talent) or per + one half of firearms to hit. If hit, victim makes a willpower check, difficulty of six plus one for each previous time they were hit this scene, if it fails, they are stunned.
Like animal transformation, except you have a 'half form' also which retains abilities of both your human and animal seemings.
You regain one non-aggravated health level per hour.
For 1 karma you may transform into an elemental of one of the 9 magics, chosen when this power is gained. You may then use any power from this school at the additional cost of 1 karma per level of the power being used. See the individual descriptions for appearances and special powers of the elementals. All elementals are effectively immune to damage by normal physical attacks, except for Tempus elementals. A character may make an appropiate Aspect: Counter roll to damage an elemental. While in elemental form, an elemental will automaticly use it's Aspect Counter at level five at no cost to oppose an appropiate spell which effects it. While in elemental form, an elemental experiences the banes of all of it's school's aspects as if the powers were one rank higher. The bane is treated at level one if the character does not posses the power seperatly.
You may transform into solid electricity, more like static than lightning, but you may enter electronic networks. This costs one karma to activate.