Manifest Heroics "In light or shadow, evil best beware!"

1
Requires Seasoned
3 Rewards assigned
The power to temporarily transform into an animated superhero.
Used by Alan Hawkins, Created by Monday.
(While you are an animated superhero, you are obviously transformed and unusual. )

Invoking his oath through both voice and elaborate, symbolic gesture with his arm, Alan transforms into the virtuous superhero, Paragon. In this form, their body is completely replaced by their signature costume, a suit of white armor with a billowing blue cape and emblem emblazoned on their chest. They appear like an fictional character brought to life, moving as if animated between frames and possessing pure white eyes that change size with their expression.

"In light or shadow, evil best beware! In the face of darkness, in the name of justice, the Paragon shall prevail!"


Exert your Mind and spend two Actions performing the following ritual: flashy transformation sequence. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You transform into an animated superhero for 3 hours. You have access to all of your Powers while you are an animated 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 Attributes are the same. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: Superhero Gear (Paragon Paraphernalia, Arsenal)

Possession of this Power grants the following Battle Scar: Civilian Form: Your physical prowess only functions within the body of your superhero identity. When you're outside your Alternate Form, your physical attributes are set to a 1.

Possession of this Power grants the following Trauma at all times: Super Determination: You are compelled to see any conflict to the end, for the hero never backs down. Whenever you attempt to surrender or flee, you must suceed a Self-Control roll to resist the urge to see things through and Super Heroism: You are obligated to uphold the virtues of a superhero. Whenever you are faced with the opportunity to save a life or enact justice, you must succeed a Self-Control roll to resist the urge.

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

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Community Alternate Form Gifts

Exert your Mind and spend one minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

You transform into Nightmare (a more evil/scarry looking Mcnugget) for 30 minutes. You have access to all of your Powers while you are Nightmare (a more evil/scarry looking Mcnugget), 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 Dexterity is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2. You do not suffer any Stress while transformed.

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

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: Daggers and clown toys also his clothing/Make up changes to red and white

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the clown covers himself with his own blood coming out of his eyes and his mouth.

Possession of this Power grants the following Battle Scar: Weak stomach.

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.

Possession of this Power grants the following Trauma at all times: Nightmare.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • 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 2 Actions. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Perception + Alertness at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Broken Thorn is a manifestation of the one who brought it into being, the vampire Lorelei. The blade was formed after Lorelei was forced to experience warmth and acceptance again and again, even as her monstrous self. A home-cooked meal mixed with human blood without judgement, a vision of Melody's old friends around her on the hospital bed after having saved her, the loyal attentions of a feline servant, and seeing the carefree joy of a little girl so much like her.

The vampire tore the dreams she had in life from her heart, corrupted as they were from loneliness and suffering, and fused them with the power she received from the Contract.

No one would hurt her again. Never again.

Exert your Mind and spend an Action. This Effect cannot be used unless you have drunk at least a pint of blood from a sapient being in the last hour.

You transform into an Arch-Vampire for 30 minutes. You have access to all of your Powers while you are an Arch-Vampire, 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: A red cloak, red gloves, dark metal armor plates (3 armor obvious), heeled black boots, the Broken Thorn, and, if held when activating this effect, the Tenebrae Magnus Gladius. The inner cloak is filled with knives in sheathes numbering 30 in total. (+2 armor for sheer volume of metal)

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 you draw your blade across your neck, splattering blackened blood across the floor, and transform with a swirl of black malice and a horrible noise into an even more monstrous form.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Broken Dreams - (Nightmares). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • 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.

The suit senses the panic of the wearer, and asks a simple question:

Disable Limiters?
Y/N

After agreement is given, it plugs directly into the user's system in various places throughout the body, directly overriding and supplementing the signals from their brain. This process is... not pleasant. It could, however, be the difference between life and death.

Increase your sacrificial Injury's Severity by 1 and spend a Quick Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

You transform into a WareSuit in Overdrive Protocol Mode for 3 minutes. You have access to all of your Powers while you are a WareSuit in Overdrive Protocol Mode, 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 3 and your Dexterity is increased by 3. You do not suffer any Stress while transformed.

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.

You may only use this Effect once per day.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

* Break beneath me.
* Your body will shatter.
* WHERE'S YOUR INFLUENCE?
* WEAK, WITHOUT YOUR BAUBLES AND TRINKETS.

Exert your Mind and spend an Action. This Effect cannot be used unless you are able to see the moon.

You transform into a pale man wearing ancient armor of crumbling stone for 3 minutes. You have access to all of your Powers while you are a pale man wearing ancient armor of crumbling stone, 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. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: A large great hammer and stone armor (3 armor)

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.

  • 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 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.

  • 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.