We Are All Lost
Primary Factor: Potency
Suggested Rote Skills: Animal Ken, Science, Survival
The mage can transform life by giving it features normally
exhibited by other organisms. She can grant herself claws or
gills, change a harmless herbivore into a venom-spitting killer,
or impart limbs and air-breathing lungs to a shark, among other
changes. She may grant one feature per level of Potency. A
transformed target instinctively knows how to use its new aspects
to the best of its ability. The magic is capable of affecting even
microscopic organisms, if the mage can perceive them, but for obvious reasons most microbes cannot benefit from aspects
like armor, limbs, or senses. The mage can grant viruses and
bacteria increased Toxicity, or the ability to replicate or survive
in environments that might otherwise kill them.
Because of the sheer variety of adaptations displayed by the
world’s flora and fauna, the following is not an exhaustive list,
but serves as an example for possible traits:
Claws: The subject gains savage claws, granting her a +1
Environmental Adaptation: Like creatures adapted for life deep
underwater or inhospitable deserts, the subject gains the ability
to survive pressure, extreme heat or cold (up to level 4 environments),
and arid or moisture-heavy environments.
Gills/Lungs: The subject may breathe underwater (or in air,
if normally aquatic) freely.
Immunities: The mage may grant resistance to toxins or poisonous
materials, like a rat’s ability to devour even rotten food
unharmed or herbivores’ ability to fully digest plant matter.
Leaping: Gaining powerful legs like a frog’s or kangaroo’s, the
target gains a bonus to jumping rolls, increasing the distance
leaped by each success on the Athletics roll.
Prehensile Tail: Gain a bonus to rolls related to balance or
climbing equal to Potency.
Scaly Armor/Thick Hide: The subject gains 2/1 armor (must
be at least Size 2).
Senses: The subject gains a new sense, such as echolocation,
primitive infravision, or a keen sense for vibrations, granting a
bonus to Perception rolls and the ability to perceive phenomena
outside the human senses.
Tentacles: The subject may make grappling attempts against
targets up to her Size in feet away.
Venom: The subject gains fangs or small stingers (damage bonus
0) capable of injecting venom with a Toxicity equal to the
spell’s Potency. Must grapple first unless a second level of this
adaptation is taken. If taken with Tentacles, the Venom may be
delivered automatically by any successful move during a grapple.
Wall-Crawling: The subject (which can be no larger than Size
7) gains the ability to climb on surfaces without equipment
or even handholds, provided the surface can bear her weight.
+2 Reach: The bestowed traits, if made indefinite, can be
passed on to the creature’s descendants.