Effect: Morph 6 (Metamorph 4)
Action: Free (active)
Range: Personal
Duration: Continuous
Saving Throw: None
Cost: 10 points
You can transform yourself by shifting “up” or “down” the evolutionary scale, essentially becoming more or less evolved. Note this is “comic book” evolution, not real science, so you go from a protoplasmic blob to a primitive Cro-Magnon, through modern human to a futuristic “super-brain” or disembodied intellect.
Design each of your evolutionary forms as a separate character, although you may share some traits in common, particularly mental skills like Knowledge, although this is not required, as some of your less-evolved forms are likely to have less Intelligence than your more evolved ones. The GM should approve the different evolutionary forms, and all are subject to the campaign’s power level limits. When you assume a different evolutionary form, you
gain a +30 bonus to Disguise checks to conceal your true identity (although each evolutionary form is “you,” you still look quite different).
Use the following guidelines as to the appropriate qualities of your evolutionary forms:
• Primordial: The primordial form is essentially a mobile blob of protoplasm, able to consume most forms of matter with its corrosive secretions: required traits include Acid and Insubstantial 1 (Permanent, Innate). Mental abilities tend to be lower than normal, and Immunity to Mental Effects may be appropriate given the extremely simple and primitive nature of the primordial form’s mind.
• Primitive: The primitive form is an ape-like brute with limited mental faculties. Required traits include improved Strength and Constitution (not necessarily Enhanced, but naturally better than a normal human) and various physical skills, particularly Climb and Survival. Mental abilities, particularly Intelligence, tend to be lower than normal, although Wisdom might be slightly higher to reflect greater awareness and instinct.
• Evolved: The evolved form is humanoid, but with a smaller, thinner build and an enlarged cranium, usually bald or completely hairless. Required traits include improve Intelligence (and possibly Wisdom) and may include various mental powers (particularly Telepathy) or mental skills. Physical abilities tend to be lower than normal, particularly Strength.
• Transcendent: The transcendent form is a being of pure intellect or mind. Required traits include Immunity 10 (aging, life support) and Insubstantial 4 (Permanent, Innate). Mental powers, particularly Telepathy, are common, while physical abilities are essentially non-existent due to the Insubstantial effect.
POWER FEATS
• Additional Form: This power feat grants you an additional evolutionary form approved by the GM. Possibilities include certain primitive life-forms like sea creatures or even dinosaurs, or different future variants of humanity (perhaps even possible future variants). Each form should be created as an independent character with no more points than the base character minus the total cost of the Evolutionary Shift power.
EXTRAS
• Affects Others: This modifier means you can allow others to assume different evolutionary forms rather than doing so your-self, or can allow others to do so along with you (for a +1 extra, increasing cost to 16 points).
• Attack: An Evolutionary Shift Attack should be acquired as a Transform effect rather than applying this power modifier. Keep in mind that both a physical and mental Transform effect are required to transform a subject on both levels.
FLAWS
• Action: Changing the action required to shift between different forms is a power drawback rather than a flaw (see Drawbacks, following).
DRAWBACKS
• Action: Changing the action required to shift between evolutionary forms is a power drawback: –1 point for a move action, –2 for a standard action, –3 for a full action, plus an additional –1 per step up the Time Table thereafter.
• Involuntary Transformation: If some circumstance causes you to shift form against your will, you can have this drawback.
• Normal Identity: If your “modern” evolutionary self has no other powers and there is some means of preventing you from assuming one of your evolutionary forms, you may have this drawback.
• One-Way Transformation: If assuming an evolutionary form then involves some time or effort before you can assume another or return to your normal form, you may have this drawback.