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.
Odd Toddy's skin begins to turn red, their muscles bulge, and their clothes are absorbed into them real nasty-like. Their head splits open and a goat head emerges. It's all really fuggin gross.
Exert your Mind and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into Goat-Headed Demon for 3 minutes. You have access to all of your Powers while you are Goat-Headed Demon, 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 2 and your Dexterity is increased by 2. 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 -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Goat-like head, disgustingly vascular, nude, lacking genitals.
the body changes bursting from the inside out or so it seems as he becomes a big ol Muscle bound mix between a werewolf and a kitsune with 2 tail
Exert your Mind (unless at 4 body or less) and spend an Action.
You transform into Lytsune for 3 minutes. You have access to all of your Powers while you are Lytsune, 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 Dexterity is increased by 1. You do not suffer any Stress while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Seemingly burst out of my skin.
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.
You may only use this Effect once per day.
Apex Cryptid: The Primordial Shift
The moment you activate this power, a deep, guttural resonance hums through the air—like a chorus of ancient, forgotten beasts calling from the dark corners of the earth. Your body twists and stretches, bones popping and muscles coiling into unfamiliar shapes. Your skin ripples with patterns that seem to mimic the natural camouflage of apex predators long thought extinct. Scales, fur, or chitinous plates may shimmer across your form, shifting with every step as though the essence of cryptids from across the globe surges through your veins.
Your human instincts dull as primal instincts take hold. Words become foreign; the structure of language replaced by a heightened awareness of your surroundings. The scent of fear hangs like a thick mist, every sound sharpened into a potential threat or prey. Your hands become crude tools—talons, claws, or massive, rugged fingers that can grasp but never delicately control.
Stress dissolves as the primal mindset overtakes you. The noise of human worries is replaced with the singular clarity of survival and dominance. In this form, you are an echo of the unknown, the whispered terror of campfire stories given flesh.
Apex Cryptid → Amalgamation of Cryptids: The Unveiling
If the battle turns against you—if pain strikes deep and the cryptid essence within senses true danger—a terrifying metamorphosis unfolds.
Your body convulses, and the injuries that should cripple you instead fuel a grotesque evolution. Limbs elongate and twist, growing jagged with predatory adaptations stolen from creatures lost to time. Gills flare along your neck. Serrated fangs emerge where human teeth once sat. The eyes of countless predators open across your body, each gazing with predatory instinct.
For one breathless minute, you become the embodiment of earth’s cryptid lore—a walking nightmare of mismatched power. Movement becomes instinctive, effortless. Every step feels like a hunt, and every breath crackles with the potential of the predator’s pounce. The air itself seems to recoil, bending to your unnerving presence
Exert your Mind and spend an Action.
You transform into Apex Cryptid for 30 minutes. You have access to all of your Powers while you are Apex Cryptid, 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 Attributes are the same. Your Stress is reduced by 2.
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into Amaglamation Of Crytids Across the earth. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
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.
As your form is damaged and your "life" threatened, the flesh of those you consumed for sustenance pours from your wounds and orifices to protect you. Its writhing mass layering over your form in a disgusting and terrifying sight.
This Effect activates whenever Receiving a severity 2 Injury or higher. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into An enlarged, rotting hulk. for 3 Rounds. You have access to all of your Powers while you are An enlarged, rotting hulk., 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. You do not suffer any Stress while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Undulating mounds of flesh and tissue unevenly covering your enlarged frame.
When he realizes something bad is about to go down he is able to act upon it, and be the first one people acknowledge. As soon as something does go down the user is transformed into an incredible hero, he has to take down the baddies! A mask is formed over his face from the shadows and the suit is there when he rips his buttoned up shirt off.
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.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
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 2 and your Dexterity is increased by 2. 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).
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.