With a swipe of lipstick across her lips, the transformation activates in a shine of white light. Ribbons begin to appear and wrap around Charlotte, vanishing into her magical girl outfit. She flicks at her hair, hair becoming long and tied up in bows, gloves appearing on her hands. Clicking her boots together, the transformation ends.
Magical girl outfit consists of: natural makeup, heart shaped wand, heart earrings, choker and necklace, ruffled short sleeve blouse that kind of looks like a heart, a pretty pink stereotypical magical girl dress, pink pumps with charms, lolita style stockings, gloves, and a purse containing pink glittery pepper spray, money, makeup bag, and candy pouch.
Magical girl outfit also provides 3 armour.
Exert your Mind and spend a Quick Action.
You transform into an adult magical girl for 3 minutes. You have access to all of your Powers while you are an adult 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 Charisma is increased by 2. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: magical girl outfit
Beary turns into a humanoid bear beast. His head is indiscriminate from a real bear's, but his body remains slightly more humanoid from the shoulders down. He can still wear pants.
Exert your Mind and spend an Action to activate.
You transform into WereBear for 3 minutes. You have access to all of your Powers while you are WereBear, 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 and your Dexterity is increased by 1.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
Electra's skin molts like a suit made of silk, her lower half becomes replaced by a wave of spider legs that lift her up to reveal a massive half-spider half-human hybrid. While the center of her mass is accentuated by a human torso, her front side houses a spider maw filled with fangs that contain deadly venom.
Exert your Mind and spend an Action.
You transform into an Arachne for 3 minutes. You have access to all of your Powers while you are an Arachne, 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 Perception 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).
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.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
This power makes your arms swell with muscle, both as a protective covering, and increasing one's strength tremendously. This effect is almost immediate, as your body wills the muscle into existence almost subconsciously, to meet the needs of the contractor.
Exert your Mind and spend a Quick Action to activate.
You transform into Fists Like Meat Hammers for 3 minutes. You have access to all of your Powers while you are Fists Like Meat Hammers, 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 alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer wound penalties while in your Alternate Form.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Arms grow to inhuman size, discolored from the muscles' distortion.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
A plastic inhaler marked with scribbled chemicals. Once inhaled, the human form warps and mutates, taking the first steps towards perfection.
Use up this Stimulant Inhalant (unless you succeed on 1d10, Difficulty 7) and spend an Action. This Effect cannot be used unless Self Defense.
You transform into Enhanced Human for 3 minutes. You have access to all of your Powers while you are Enhanced Human, 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 Dexterity is increased by 1. Your Stress is reduced by 2.
Your body is adapted to Dodge. You receive +3 dice on non-attack rolls related to Dodge.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
Upon concentrating on someone's injury for a extended period of time, The Wendigo can force himself into a feeding frenzy in a moment of desperation, undergoing a transformation into a beast of terrifying origin. The cracking of bones and the stretching of skin as dark black fur grows and covers the head. His legs snapping into a more animalistic style, his skin on his skull seemingly vanishing as the bone forms into a nightmarish representation of a deer skull.
Nobody likes the sound of bones snapping, let alone watching such a thing happen. Watching someone be forced to contort in painful and unusual ways as their bones rearrange is something no man should see.
Exert your Mind (unless Seeing someone with a Severity 4 or higher injury) and spend an Action.
You transform into The Wendigo for 30 minutes. You have access to all of your Powers while you are The Wendigo, 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.
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 Watching a man turn into a beast mostly know in legends, hearing his bones snap as they stretch into a new form, its not meant to be observed..
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.
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.