Aspect of Animal
Cost 1.0 point
Descript: This adept power recreates the legends of old of the men that were beasts. Basically the adept may choose one single animal, wolf, lion, tiger, etc and can adopt some of the animal's form and abilities. While the power is active, the adept grows fur, claws, and tail appropriate to the animal he/she wishes to adopt. They also gain the enhances sense of smell, low light vision and enhanced hearing, however they don't get flare compensation or sound dampening, so sudden loud noises and bright lights will cause some problems. The adept can take this power only once, and when they decide on the animal who's form they wish to adopt, it can't be changed, even if the adept looses the power due to magic lose and regain the power, it will be the same animal, due to the fact that the adept has basically altered his/her aura enough to be considered 'kin' to the animal in the very loosest sense. Those adepts that follow the "totem way" must take the aspect of either the totem (if it's one of the animal totems) or an animal associated with the totem. If the adept wishes to get a geas on the power, it's strongly recommended that it be kept to time or talisman.
 
Notes: The adept's clothing would need to be altered to accomodate the tail and the fur would be good for winter, but may cause problems in the summer. Also the adept will be able to do Str M damage with the jaws (due to enlongated mouth into muzzle and sharp, pointy teeth) and Str +2 L with the claws. However due to the alterations of the mouth, teeth and tongue, the adept will have problems speaking and making him/herself clearly understood by others, also because of the alteration to the hands due to the claws, the adept will have problems holding any items, such as weapons. Apply a +2 TN modifier to any tests that involve any delicate work (such as electronics)..
 
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