Transform
From D20advanced
| TRANSFORM | ||
| Type: Alteration | Action: One (active) | |
| Range: Ranged | Duration: Sustained (lasting) | |
| Resistance: Fortitude | Cost: 3-6 points per rank | |
You can change a target into something else. Make an attack roll to hit your target, and then roll against your target's Fortitude resistance. If the check succeeds, the target transforms. Inanimate targets transform automatically, so long as you can affect their mass. Roll to overcome the target's Fortitude for any worn or held object. You can transform 1 pound of inanimate mass at rank 1. Each additional rank moves this one step up the Time and Value Progression Table. The transformation lasts as long as you continue sustaining it. When you stop, the target reverts to normal. What you can transform affects cost per rank:
- 3 points: Transform one thing into one other thing (flesh into stone, people into frogs, metal into wood, broken objects into repaired ones, etc.).
- 4 points: Transform a narrow group of targets into one of a narrow group of results (animals into humanoids, or vice versa, one type of metal into any other, etc.). Transform targets of a broad group into one result or a single target into any of a broad group.
- 5 points: Transform targets of a broad group into one of a broad group of results (inanimate objects or living creatures).
- 6 points: Transform anything into anything else. You can change around a transformed target’s physical traits, so long as their point total remains the same or less.
Adding new traits (such as giving a target wings) can be paid for by adding drawbacks or reducing other traits to compensate (or by Linking an Affects Others Variable structure to Transform, allowing you to add traits to the subject).
Contents |
Transforming Devices and Equipment
Transforming someone’s devices or equipment requires targeting them first, as given under attacking objects: a held object has a Defense of the holder’s Defense + the object’s size modifier + 5, while a worn or carried object has a Defense of the holder’s Defense + the object’s size modifier. So transforming a held weapon like a gun requires an attack roll against the holder’s Defense + 9 (+5 base +4 for a diminutive-sized object), targeting a worn suit of armor is an attack against the holder’s Defense (with no modifier for a medium-sized object).
Equipment is transformed automatically so long as the FX has sufficient rank to encompass its entire mass. The holder or wearer of a Device uses his or her Fortitude resistance to avoid having the gear transformed; a successful check means it is transformed. Transform is merely another way of “removing” a Device or equipment, considered a part of the discount that they offer, although transformed Devices should eventually be restored or replaced.
Mental Transform
Transformed targets normally retain their mental traits and personality, although animate targets made inanimate are effectively rendered unconscious. A Transform FX with the Will Save modifier can change targets mentally as well as physically. A mental transformation is considered a separate FX; apply modifiers and FX stunts to it separately. To transform a target both mentally and physically at once, link the two Transforms together. The type of mental transformation determines cost per rank:
- 2 point: Change the target’s memories or recollections, making the target forget something, or remember things differently.
- 3 point: Change around the target’s mental traits.
- 4 points: Completely alter the target’s mind, effectively creating an entirely new personality. You can change around their mental traits as desired, so long as their point value remains the same or less.
FX Feats
- Affects Insubstantial: Transform needs this FX feat to affect incorporeal targets, but works normally on subjects with lower ranks of Insubstantial.
- Reversible: Transform FX are generally reversible and do not require this feat.
- Subtle: While a Transform FX is not itself Subtle in that the target is clearly transformed, this FX feat can help conceal the source of the FX, making it less noticeable or not noticeable at all.
Extras
- Alternate Resistance: Transform based on Will is a Mental Transform FX.
- Area: An Area Transform FX changes all of the targets in the area in the same way. Each target makes its own saving throw, although the GM may choose to make a single save for a group of minions or other undifferentiated characters.
- Duration: Continuous transformations last until you choose to reverse them (or they are nullified). The GM can require that a Continuous Transform FX have some other reasonable way of undoing it, from a kiss from royalty to soaking in water, depending on the FX’s descriptors.
- Selective Attack: An Area Transform with this extra can transform only those subjects you choose, excluding others.
Flaws
- Duration: Transform with a duration of concentration requires constant attention (and one action each round) to maintain. Transform cannot have an instant duration.
- Limited: Transform FX limited to particular subjects or results should have their base cost adjusted as given in the FX’s description rather than applying this flaw. Transform effects limited in other ways may still have the Limited flaw.
- Permanent: This flaw does not apply to Transform, since permanent transformations are generally more of an advantage, and Continuous Transform is as close to permanent as the FX gets.
- Range: Touch range Transform requires a successful melee attack roll to touch the subject. Transform cannot be personal range and does not work on you; to transform yourself in various ways see Morph and the Variable FX structure.

