I am a Hero "DUH DUHDUHUHUH DUHUHU

3
The power to temporarily transform into A Superhero.
Created by jwesley123.
(While you are A Superhero, you are obviously transformed and unusual. )

Taku has always wanted to be a hero and he discovered his gift of becoming his Heros. He takes a Comic containing the hero and he rips it up saying to himself I am a Hero. In a flash of light he is turned into his hero in order to battle the forces of evil.


Exert your Mind and spend a Quick Action to activate.

You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, 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.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).

While transformed, instead of your normal clothes and equipment, you are equipped with: The Heros Equipment as cosplay equipment

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

Community Alternate Form Gifts

The tomb turned me into a stronger being, but at what cost…

Exert your Mind and spend an Action.

You transform into Demon, red, forked tail, wings, etc/ greatest fear (after soul control is unlocked) for 3 minutes. You have access to all of your Powers while you are Demon, red, forked tail, wings, etc/ greatest fear (after soul control is unlocked), 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 Flight. You receive +3 dice on non-attack rolls related to Flight.

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

Exert your Mind (unless you win a coin flip) and spend an Action to activate. This Effect cannot be used unless you have drawn blood or been attacked. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

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

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

You do not suffer any Penalty 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 your face and eyes steam with bloody mist, and all wounds on your body begin to pour blood from every orifice and wound.

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.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.

Exert your Mind and spend a Quick Action to activate.

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. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

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

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.

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

  • 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.

Use up this gram of coke and spend an Action to activate.

You transform into a crackhead version of yourself for 3 minutes. You have access to all of your Powers while you are a crackhead version of yourself, 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.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage and Brawn does not act as Armor against them.

You do not suffer wound penalties while in your Alternate Form.

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

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
  • This consumable is destroyed when used and cannot be used again.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

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 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 -2).

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.