Osmand channels a weaker version of his worm form and warps into an elongated form.
Thanks psycho!
Exert your Mind and spend an Action.
You transform into Human sized worm for 3 minutes. You have access to all of your Powers while you are Human sized worm, 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 Body or Mind Penalties.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Osmand's flesh bursts and he turns into a worm.
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.
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.
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.
The werebear unleashes their inner beast, transforming into an imposing hybrid of human and bear. Their head reforms into that of a bear, robbing them of speech but bestowing a maw of deadly fangs. Brown fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werebear is impulsive and driven more by instinct than logic.
If The Werebear is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a Werebear for 3 minutes. You have access to all of your Powers while you are a Werebear, 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 -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.
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.
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.
"Gaslight, Gatekeep, Girlboss!~"
Veronica suddenly begins to glow pink as her clothes glow and change, and in a few brief moments and movements: SHE IS MAGIA THE MAGICAL GIRL!
She now has a sparkly pink princess wand, and a full magical-girl cosplay equipped.
The wand uses Charisma + Moe Magic! The magic is "Alive" and it bends to her will!
The princess magical girl outfit is sewn-in with ballistic kevlar fibers and such: she commissioned it off ETSY over the course of like six months.
Exert your Mind and spend an Action. You must actively and obviously use Heart Shaped Charm to activate this Effect.
You transform into "Magia The Magical!" (Magical Girl) for 30 minutes. You have access to all of your Powers while you are "Magia The Magical!" (Magical Girl), 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.
While transformed, instead of your normal clothes and equipment, you are equipped with: Pink and Black Magical Girl Outfit, Sparkly Pink Princess Wand ("Pistol") (3 Armor)
Become a 16-year-old girl version of Pal.
Hair becomes bluish white and long. Eyes and fingernails take on a solid the bluish white color and the appearance of the moonstone gem.
You are wearing an armored super hero outfit with a helmet and gauntlets. The colors are blue with highlights of white, and a large moonstone gem in the center of its chest plate.
You are stronger, and can ignore physical and mental impairments.
Become a magical girl named Moonstone. This comes with a floating delusion that follows you around named Pascal, and a compulsion to separate your identities.
When you are Moonstone, you feel safe, and secure, and like you are naturally, and have always been a girl. No memories are changed, just internal sense of gender identity. It swaps back when you swap back.
Exert your Mind and spend an Action.
You transform into Magical girl for 30 minutes. You have access to all of your Powers while you are 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 Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Armored superhero outfit. Similar to flack jacket, brass knuckles. Includes a small knife with a rubber hilt. Covered in small moonstone gems, and a large one near the chest. Also 6 flares, 2 canisters of teargas, A backpack with a field surgery kit/ med kit, 6 hand held chemical flares, a flare gun, and 6 shootable flares. Also 100 feet of rope, and a lighter.
Possession of this Power grants the following Trauma at all times: Pascal: Delusion of powerful entity that looks vaguely like a floating stuffed animal named Pascal that follows you around. You believe it granted you powers. In any stressful situation, or when GM calls for it roll self-control to not talk to Pascal.
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 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.