(Combat Form) "True mastery can't be programmed."

1
Requires Seasoned
This Artifact allows you to temporarily transform into the ECLIPSE 1 (Combat form).
Used by Jack Thirston, Created by SCP_049.
On Legendary Artifact ECLIPSE 1.
(While you are the ECLIPSE 1 (Combat form), you are obviously transformed and unusual. You must use this Artifact obviously when activating this Effect.)

The ECLIPSE 1 breaks apart into dizzying 4th dimensional prismatic fractals that grow and spread across the users body in a dull multi-coloured glow. Upon gaining enough mass the fractals subside into a more organic form... the ECLIPSE 1 (Combat form); a 7ft tall digitigrade mech suit equipped with limb mounted thruster's and a intimidating belt fed LMG attached to the left shoulder.


Exert your Mind and spend an Action.

You transform into the ECLIPSE 1 (Combat form) for 3 hours. You have access to all of your Powers while you are the ECLIPSE 1 (Combat form), 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: ECLIPSE 1 Combat form ( FPV 5 armour) (Shoulder mounted LMG, Red-dot) (Infra-red sensors), F90 Assault Rife (Red-dot, 3 Mags), Glock-19 (Red-dot, 2 mags).

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: Dreams of the Eclipse home: When you sleep you dream of a pitch black maze full of violent creatures. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

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

Community Alternate Form Gifts

Exert your Mind (unless you win a coin flip) and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect. 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 The Monster for 30 minutes. You have access to all of your Powers while you are The Monster, 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 2. You do not suffer any Stress while transformed.

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

If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into an even larger beast. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a transformation into a monstrous, bestial form.

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • When activating this Effect due to a failed Trauma or Self-Control roll, you must still pay the activation cost.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Cinder's true form rises to the surface, for just a moment. It's enough to make Cinder glow for the entire day, though.

Exert your Mind and spend an Action.

You transform into a humanoid fire elemental for 3 minutes. You have access to all of your Powers while you are a humanoid fire elemental, 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.

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.

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.

  • 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.

Exert your Mind and spend a Quick Action. You must actively and obviously use a musical instrument to activate this Effect. 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 Cacophony for 3 minutes. You have access to all of your Powers while you are Cacophony, 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 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.

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

Exert your Mind and spend an Action. This Effect cannot be used unless the syringe has been injected into the target.

You transform into A Perfect Replica for 30 minutes. You have access to all of your Powers while you are A Perfect Replica, 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. Your Stress is reduced by 2.

Your body is adapted to the abilities of the copied target. You receive +3 dice on non-attack rolls related to the abilities of the copied target.

  • 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 Magical Sailor Moon outfit, with hair turning pink (in twin tails) for 3 minutes. You have access to all of your Powers while you are Magical Sailor Moon outfit, with hair turning pink (in twin tails), and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

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

While transformed, instead of your normal clothes and equipment, you are equipped with: Magic Sailor uniform (3 Armour) + Magic wand(Assault Rifle)(Charisma + Performance)

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.

  • 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.