The Hart

2
The power to temporarily transform into ________.
Used by Sable, Created by MesmerMara.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see x. )

Sable's hair is an icy white and silky, and growing along the rest of her body. She has small nub horns, hooves and a small tail.


Exert your Mind and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.

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

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

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see x.

  • 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.

Community Alternate Form Gifts

This transformation stems from Grognar’s unbreakable connection to his past. As he sharpens his axe, he recalls the camaraderie, loyalty, and sacrifices of his comrades. Each motion honors their memory and rekindles his purpose as a Hersir. This ritual channels their enduring spirits, reminding Grognar—and all who witness it—that his strength lies not just in battle but in the unity and honor of those who fought beside him.

Exert your Mind and spend one minute. You must actively and obviously use His Axe (Specifically his Axe) to activate this Effect.

You transform into Hersir for 30 minutes. You have access to all of your Powers while you are Hersir, 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 and your Intellect is increased by 2. Your Stress is reduced by 2.

Your body is adapted to Leadership (guide, befriend and lead a group or even a whole army) and War Strategies (Seeing trough strategies in war). You receive +3 dice on non-attack rolls related to Leadership (guide, befriend and lead a group or even a whole army) and War Strategies (Seeing trough strategies in war).

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, this Effect ends.

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

Exert your Mind and spend an Action to activate.

You transform into a raptor for 30 minutes. You have access to all of your Powers while you are a raptor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1 and your Perception 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 any Penalty while in your Alternate Form.

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.

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.

You cannot speak any coherent verbal language while transformed and must resort to other means of communication.

You may only use this Effect once per day.

You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.

The serum itself is carefully crafted by Vincent and is custom tailored to his anatomy. It is still imperfect, overworking the body while it is in effect. It also has a chance to be rejected by the recipient's immune system, causing strife that may lead to internal bleeding or extreme exhaustion.

Exert your Mind (unless Severity-3 or deadlier Injury) and spend an Action. You must use up a biochemical serum in order to activate this Effect.

You transform into a mutant for 3 minutes. You have access to all of your Powers while you are a mutant, 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).

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.

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.

  • 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 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 a Vargheist for 3 minutes. You have access to all of your Powers while you are a Vargheist, 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.

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 his body rip and morph, bones cracking in order to place properly to fit the new shape.

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.

  • 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.

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.