Demon Dust

1
A consumable small vial of taupe powder that lets you temporarily transform into takes on a zombie-like appearance..
Used by Ashe "Winter" Ruby, Created by Dizz.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see looks like a zombie. )

This small, durable vial made of tempered glass holds a fine powder of a yellow-brown hue. As a full action, Winter can remove the rubber stopped, pinch one nostril shut, and inhale the dust through the other.

One round after use, eyes glaze over a milky white, and skin takes on a cold, ashen pallor. Eye sockets grow deep an sallowed, and the figure appears similar in appearancec to days-old corpse.

While active, the user seems to function on a motor instinct that is not their own, as if something else is guiding their limbs and reinforcing their muscles. This allows for heightened feats of strength and manual dexterity beyond the individual's standard limits.

However, the price is the sense of unearthly cold that grips the body after the duration of the drug's effect. For the first few moments, the numbing, biting cold freezes the joints and making walking painful. Even when the body regains proper motor functionality, the numb sensations causes whole body aches which persist for an hour.


Use up this small vial of taupe powder (unless you succeed on 1d10, Difficulty 7) and spend an Action.

You transform into takes on a zombie-like appearance. for 30 minutes. You have access to all of your Powers while you are takes on a zombie-like appearance., and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. Your Stress is reduced by 2.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see looks like a zombie.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Alternate Form Gifts

Exert your Mind and spend an Action to activate.

You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.

You do not suffer any Penalty while in your Alternate Form.

While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun

You may end this Effect prematurely as a Free Action.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Expend a point of Battery and spend an Action.

You transform into a Magical Girl for 30 minutes. You have access to all of your Powers while you are a Magical Girl, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Dexterity is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: Reinforced Clothing (pink Dress and Tiara) and a Rifle (also Pink)

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Exert your Mind and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you transform into a relatively humanoid boycat for three minutes.

You transform into catboy (scary) for 3 minutes. You have access to all of your Powers while you are catboy (scary), and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

You may end this Effect prematurely as a Free Action.

Possession of this Power grants the following Trauma at all times: fear of getting wet.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Haley even when in the form of Whitney still possesses his memory and consciousness. He is aware he is Whitney at that moment. Whitney is just his critter's stage name.

Exert your Mind and spend an Action.

You transform into Whitney for 30 minutes. You have access to all of your Powers while you are Whitney, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Dexterity is increased by 1 and your Perception is increased by 1. Your Stress is reduced by 2.

Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Whitney's "unconventional" figure.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend a Quick Action.

You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 1. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

While transformed, instead of your normal clothes and equipment, you are equipped with: Black Suit with a T in the middle

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Heroism: You are a hero and you know it. (Make a Self-Control roll anytime you could rescue or save someone, but choose not to; this includes running away or fleeing endangering situations.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Alternate Form Gifts

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.