A dark ooze leaks out of your body and covers it. At first the form is amorphous but as anyone looks at it, it gives their mind enough details to fill in the rest as a terrifying conglomeration of what they fear. It takes on features of all the fears of everyone who witnesses it. Their inner fears made manifest on its amorphous flesh.
Exert your Mind and spend a Quick Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into The Boogeyman for 3 minutes. You have access to all of your Powers while you are The Boogeyman, 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.
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 a creepy amorphous body that causes the hairs on the back of their neck to stand on end.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Injecting the serum into the neck of someone, their body mutates as they swell up black biomass and blood expelling itself out of the user's pores that drains their intellect in exchange for unbridled power. Converting the poor user into an armored berserker, hellbent on destruction.
Lewis’s experiments have achieved a new breaking point as he has discovered ways to tap into the potential of human evolution and create soldiers who know only how to fight.
Increase your sacrificial Injury's Severity by 1, use up this syringe filled with red liquid (unless you succeed on 1d10, Difficulty 7), and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you gain traumatic brain injury.
You transform into A hulking mindless berserker clad in black organic knight armor for 3 minutes. You have access to all of your Powers while you are A hulking mindless berserker clad in black organic knight armor, 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 2, your Dexterity is increased by 2, and your Perception 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).
While transformed, instead of your normal clothes and equipment, you are equipped with: Organic black plate mail (Armor 4)
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user's body swelling up and becoming a monstrous berserker leaking blood and biomass.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Slopkins transforms into a big gorila man, an ape-ish figure that stands tall among the rest with it's two inch warrior.
Exert your Mind and spend an Action to activate.
You transform into were-ape for 3 minutes. You have access to all of your Powers while you are were-ape, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1.
Your body is adapted to lifting. You receive +3 dice on non-attack rolls related to lifting.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Invoking the power of your soul crystal, you transform into your magical girl form! In this form, you wear a medium-length pink dress with frilly sleeves and an equally frilly skirt. The sleeves trail, and the skirt is longer at the back; it also has a white underskirt. The outfit is accentuated by white knee-high boots that appear to have feline pawpads on the bottom, as well as a cat-ears headband. Finally, the soul crystal appears in the form of a staff for the duration.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into your magical girl form for 3 minutes. You have access to all of your Powers while you are your magical girl form, 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. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: your magical girl outfit and a staff, topped with your soul crystal.
In a flash of bright white light, Chamael's wings regrow in the course of a second, billowing with pearly white feathers, and his body transforms with them into a glimpse of his true form- a 7ft Archangel bathed in light, with 12 ft open wingspan, (The Archangel Chamael) This power is temporary, and he relives his traumatic punishment when the power wears off- as his wings incinerate away, leaving bloody stumps. He reels from the loss, but has become accustomed to it- no longer rolling trauma every time.
Exert your Mind and spend a Quick Action.
You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, 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 2 and your Charisma is increased by 1. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
You hear bones bending and cracking. The skin pulling, transforming into something else, before it is completely covered in black fur. If she wasn't large and towering before, now she sure is. Her face is contorted in an unnatural and beastly way, forming a muzzle just like a wolf, covered in black fuzz and fur; the same goes for her ears, the flesh and cartilage shifting position and becoming something more dog-like. The scars she had on her nose, eyebrow and cheek remained, as well as the rest of her body. She is now over 2 meters tall, and her muscles are larger, stronger, and covered by fur and torn clothes. She grew a set of claws adorning her now bigger hands, but the palm of her left one has a noticeable moon-shaped scar. Her yellow glimmering eyes stare into your soul and tell you she's eager to spill blood. Her muzzle contorts into a grin, exposing her large canines: she's ready to fight.
The harbinger's "little shop" was full of powerful stuff for sure, but she deemed it all useless and she felt lost. She needed more power, she needed it to kill them all. But she didn't know how.
And then the strange man came to her with something in his hands. "This might help you. To quench your thirst for blood. To take revenge. To kill all of them just like the animals they are." It was an abnormally large wolf skull, but there was something off about it. He took a canine out of it and handed it to her. She knew what to do the moment she felt it in her hand. So she pressed the large tooth onto her skin, which already started to drip blood, and she cut her left hand with it. She felt the power flowing through her blood, her body, her soul. She was cursed, but now she had the means to fullfill her vengeance.
Exert your Mind (unless you win a coin flip) and spend an 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. 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).
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.
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..
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.