The Hart

3
The power to temporarily transform into the white hart.
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 a small child twist and warp into a different creature. )

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 unicorn 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 the white hart for 30 minutes. You have access to all of your Powers while you are the white hart, 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, 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 a small child twist and warp into a different creature.

  • 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

Exert your Mind and spend an Action to activate. This Effect cannot be used unless No one can see Them when they transfrom.

You transform into His performance form for 3 minutes. You have access to all of your Powers while you are His performance form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Charisma is increased by 1.

While transformed, instead of your normal clothes and equipment, you are equipped with: In this for they're wearing white gloves, a pair of black jeans, and a black long sleeve dress shirt

DISTURBING THE PEACE, LOOK INTO MY EYES,

Exert your Mind and spend a Quick Action. You must actively and obviously use Evoker (Pistol) to activate this Effect.

You transform into Soul Savior for 3 Rounds. You have access to all of your Powers while you are Soul Savior, 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).

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you getting shot in the head.

Possession of this Power grants the following Battle Scar: Headaches.

  • 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 a Quick Action.

You transform into escamas rojas for 30 minutes. You have access to all of your Powers while you are escamas rojas, 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).

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

When Trav sleeps he doesn't have normal dreams, He is instead put in the body of a future version of himself, that person being a soldier who was drafted when war a broke out, that soldier through much bloodshed grew to enjoy killing even taking pride in the number of people killed, taking their fear as a complement. After his first contract this nightmare has gained power over Trav and con now take physical form. Trav calls this person the Monster as an attempt to separate himself from this thing he could become

Exert your Mind (unless you win a coin flip) and spend a Quick Action. You must use up A written note confirming that he is in control in order to activate this Effect.

You transform into a Soldier for 30 minutes. You have access to all of your Powers while you are a Soldier, 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 2 and your Perception 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: Flak Jacket + Helmet, Rifle, 1 grenade, 1 flashbang, 1 knife, 10 magazines

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see A child is shot through the back of the head.

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.

  • 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 (unless you are in a major metropolitan area) 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 Brawn is increased by 2 and your Charisma 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: Paragon Superhero Gear

Possession of this Power grants the following Battle Scar: Zero To Hero: Your physical prowess only functions within the body of your superhero identity. When you are outside of your Alternate Form, your Strength and Dexterity attributes are set to a 1.

Possession of this Power grants the following Trauma at all times: Main Character Syndrome: You're the protagonist of the story, destined to save all the side characters you are superior to. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion and With Great Responsibility: You are compelled to follow your morals. 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.

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.