Chameleon Eyes (3 to cast):
The subject gains Enhanced Tracking 1 and Peripheral Vision.
Crocodile Jaws (5 to cast):
The subject’s head becomes a crocodile’s, granting the subject Sharp Teeth that Inflict thrust-1 cutting damage and a ST of 20 for the purposes of biting only (Dealing a total of 2d-2 cutting damage). Speech is slurred but intelligible. He also gains Peripheral Vision and Colorblindness as side effects.
Elephant Trunk (3 to cast):
The subject’s nose becomes a trunk, granting him an Extra Arm. He also gains Peripheral Vision and Colorblindness as side effects.
Feathered Arms (3 to cast):
The subject’s arms transform into wings, giving him Flight (Winged) (p. B56).
Flight: You can fly.
This works at any altitude where there is still a significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air. You cannot fly in a trace atmosphere or vacuum. Flight Move is Basic Speed * 2 (drop fractions). You can adjust this for +2 points per +1 yard/second.
Flight includes the ability to hover at Move 0 as well.
Flight does not grant the ability to do complex acrobatics and tight turns; for that, buy the Aerobatics skill
Flight skill improves endurance.
Winged: You use large wings to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling.
Fish Tail (3 to cast):
The subject’s legs fuse into a single powerful fluke, giving him Enhanced Move 1 (Water) and No Legs (Aquatic).
Enhanced Move: You can really move! Double your top speed in the Water. Your multiplied Move is your top speed. Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course. It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers.
If you have Enhanced Move (Water), you can accelerate by your Basic Move every second until you reach top speed. For instance, with Basic Move 7 and Enhanced Move 1, you run at Move 7 the first second, and Move 14 the next second. You may only move at your maximum sprinting speed if the you are swimming in a more or less straight line. Any deviation from “forward” movement requires you to swim at your Base Move for one second before you can resume sprinting.
Aquatic: You cannot move on land, but you are adapted to movement on or in water. Calculate Basic Move and use this as your basic water Move. Your ground Move is 0. You suffer no skill penalties for working in or under water. Your mobility depends on fins that you can’t armor, or you can’t dive.
Mountain Goat Hooves (4 to cast):
The subject’s feet become mountain goat hooves, granting him Climbing - 14 (only usable while mountaineering) and Jumping - 14.
Saber Teeth (5 to cast):
The subject’s canines become saber-teeth, granting him Fangs that Inflict thrust -1 impaling damage, and ST 25 for the purposes of biting only (Resulting in a bite attack that deals 2d+1 impaling damage). Speech is slightly slurred. The subject acquires Colorblindness as a side effect.
Impaling attacks inflict stab wounds, that deal Double penetrating damage in flesh.
Scorpion Tail (7 to cast):
The subject grows a scorpion’s stinger, complete with poison gland. This is an Impaling Striker (standard thrust attack that deals Impaling damage +1 on a brawl attack) with the Follow-Up enhancement; on a successful penetrating hit, a 1d+2 Innate Attack (Toxic, Melee Attack, Resistible) takes effect. A victim may resist the scorpion venom by making a HT-6 roll.
Impaling attacks inflict stab wounds, that deal Double penetrating damage in flesh.
Serpent’s Fangs (3 to cast):
The subject’s canines become fangs, able to deliver a venomous bite (thrust-1 brawl attack that deals Impaling damage); this is a 1d+1 Innate Attack (Melee Attack, Contact Agent, Toxic, Resistible (HT-4), Cyclic (daily, expires after three days)).
Impaling attacks inflict stab wounds, that deal Double penetrating damage in flesh.
Skunk Tail (3 to cast):
The subject grows a huge skunk’s tail (2 yards long), and gains the ability to use the Stench spell at will. The area of effect is two yards in radius and must be centered on some portion of the tail. This ability costs 2 FP to use.
Spider Arms (7 to cast):
The subject grows two Extra Arms and gains one Extra Attack.
Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity) or let you take multiple Aim maneuvers (see Enhanced Tracking). You mayuse some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds.
Extra Attacks and All-Out Attack
When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All-Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike
You may use one of your melee attacks to make a Rapid Strike (Make two attacks, both at -6 to skill.) on your turn. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.
Tiger Paws (4 to cast):
The subject’s hands become tiger paws, granting him Sharp Claws (deal Cutting damage with your unarmed attacks) and Striking ST 24 (Thrust 2d+1), but he also gains No Fine Manipulators.
No Fine Manipulators: You cannot use your hands to make repairs, pick locks, tie knots, wield weapons, etc., or even to grasp firmly.
Toad Tongue (3 to cast):
The subject’s tongue becomes long and adhesive, serving as an Extra Arm with the Long and Weak enhancements and additional Striking ST – it attacks with the subject’s full strength, but lifts with only 1/4 of the subject’s ST. The subject also gains Peripheral Vision as a side effect.
Turtle Shell (10 to cast):
The subject becomes encased in a turtle shell. It has DR 5 and weighs 4 pounds per point of ST of the subject.