"I'm everyone - and no one. Everywhere - nowhere" - Darkman
BodySnatchers, or Snatchers as they're commonly referred to, can reshape every facet of their body and shed parts and appendages that continue to function independently. It is unknown whether the transformation is a concentrated mutation, spellbinding, or science-magic—perhaps all three. Their skills are unparalleled, allowing them to mimic anyone with exquisite precision. From the texture of their skin to the color of their eyes, they can transform their appearance to match that of any individual they choose. This can extend to their vocal cords, enabling them to replicate voices accurately.
BodySnatchers are observant, able to study their targets and replicate their physical appearance, mannerisms, speech patterns, and habits. This makes them exceptionally difficult to detect, as they can convincingly assume their chosen identity in every way.
A BodySnatcher can't increase their mass or size until they've learned Massive Attack.
BodySnatchers can reshape digits and smaller appendages into precise keys and versatile lock-picking tools, enabling them to unlock doors, safes, and secrets with seamless, silent efficiency. Of course, this only works with locks that require keys and are not enchanted against such attempts.
Take on the physical appearance of anyone the Snatcher has seen. This does not include voices, mannerisms, or skills that can only be mimicked through study or additional Trade Skills. Requires a Heart card to enact.
The BodySnatcher can reshape their bones into protruding weapons or blunt instruments. Requires a Heart card to enact. Stabby weapons typically inflict 3D6 damage and fangs 1D6+5. Use an additional Heart card to concentrate muscle mass combined with a Club card to inflict additional damage equal to the Club card's value.
Decrease size down to twelve inches. Use any Heart card to reduce size in feet by the card's value until fully shrunk. Unless wearing enchanted garbs, clothes and gear do not resize. Damage at minimal size is negligible unless combating Proteins similar in size. This skill will allow the Snatcher to mimic Proteins typically smaller than them with size accuracy.
This bizarre skill allows the detachment of limbs and organs that still function as though attached to the body. A Snatcher can leave an ear behind in a room to eavesdrop on conversations or place an eyeball on a high shelf to surveil the surroundings.
Though separated from the body, their detached limbs and organs remain under the Snatcher's control and can be combined and mobile. These little monstrosities are known as Skitters. Typically, a hand is used for fluid movement - attaching eyes and ears so the Snatcher can see and hear wherever the hand wanders. However, removing body parts from the Snatcher transfers Grit from the Snatcher to the Skitter. Each hand, eye, ear, etc., removed transfers 10% of Grit, while other appendages transfer about 20 percent. Additionally, if a Skitter is destroyed, it reduces the Snatcher's Grit until it can be recovered through means other than medical. For note, the head could be carried by the hand if one were so inclined. Lost or captured Skitters can have their adventures. Requires a Heart card per appendage to enact.
Harden skin, grow hair, change colors, and even relocate body parts to create unique creatures or mimic a variety of Proteins. A Heart card is required to incorporate each atypical feature. When making changes, the Creature Feature can provide various bonuses, which should be discussed with the SB. For instance, skin hardening adds a layer of protection and increases physical attack damage by the card's value. Additionally, it can absorb blunt force from melee weapons and hand-to-hand combat. Although the Snatcher can imitate features such as gills and wings, they won't function unless used with "Inside Out." Additionally, a Snatcher cannot increase mass without "Massive Attack."
The Snatcher can mimic a Protein's speech patterns and mannerisms with a touch of exposed skin. It can also absorb details from a person's past, although it takes more time—sometimes days—to learn all about their life. However, there's a risk involved: if a Snatcher spends more than two days as the target, they're in danger of permanently becoming that character. Roll 1D6 on day three and beyond. A roll of six means the character has forgotten who they are and requires non-medical means to recover themselves. This skill also allows the Snatcher to learn anatomy from any Protein or creature through touch - allowing features like gills and wings to be functional rather than cosmetic. This only requires one touch, and the target or creature must be living.
Increase mass and muscle to over three times the Snatcher's body size. Each size increase requires four Heart cards. The physical damage and melee weapon bonus equal the sum of the cards used.
Stretch in unconventional ways to reach around corners, wade deep waters, or squeeze through tight spaces. Use any Spade card to enact - per limb being stretched. The card's value determines how many feet or squares on a BattleMap, up to 20, the appendage can stretch. The Snatcher's overall mass decreases as they funnel themselves thither, so be aware of any impact this might have during gameplay.
Use "Massive Attack" to increase the distance covered beyond 20- using additional Spade cards. This skill also allows the Snatcher to melt into a sentient puddle of muscly ooze for sliding under doors, squeezing between cracks, or attacking unsuspecting opponents. Requires two Heart cards to enact. The value of the cards equals the Difficulty of being removed from an opponent. The initial attack, if dropping on an opponent, inflicts 1D6 damage. Movement in this fashion is 3 squares on BattleMaps and relatively slow during typical narrative play. Add +1 to Sting rolls when in this state for constricting and crushing damage during combat.
Revive a Protein for a limited time through touch. The Snatcher can transfer a small amount of themselves into the deceased Protein using a Heart card to revive them. The Card's value equals the duration in rounds of the re-animation but also equals the loss in Grit to the Snatcher. The re-animating card is placed in the discard pile, and the Snatcher doesn't regain the Grit until the deck is replenished.
This intense skill allows the Snatcher to implant a "seed" into another Protein. This "seed" then grows and replaces the host's consciousness with the Snatcher's - a clever way to evade Death a bit longer. The Snatcher's old body undergoes a process of molting, transforming into a hard, lifeless shell. This requires all the Snatcher's Heart cards to enact and only a few hours to complete. Sting and Float bonuses don't carry over, but if the host Protein had them, so would the new Snatcher.