Viewing Effect - Alternate Form
Take on an empowered humanoid form

Create a Alternate Form Power

Description

You have a powerful alternate form that you can switch in and out of. Appropriate for concepts like werewolves and magical girls. Your alternate form may include many aesthetic differences (fur, new clothes, blue skin, snakes-for-hair, etc).

Eratta

Appropriate for concepts like werewolves and magical girls. Your alternate form may include many aesthetic differences (fur, new clothes, blue skin, snakes-for-hair, etc).

System

Exert your Mind and spend an Action transforming into [[alternate-form]]. You must spend up to [[duration]] in your alternate form. You may end your transformation at will.

You have access to all of your Powers when you are [[alternate-form]]. Restricting other powers to your alternate form is a valid use of the Conditional drawback. Your Battle Scars are still present in your Alternate Form.

Enhancements

Boosted Attribute (You gain +1 to an Attribute in your Alternate Form. You cannot boost an Attribute more than once with this Enhancement.)

Quick Change (Your transformation is nearly instant. Instead of requiring a full Action, you may activate this Power as a Quick Action [-2 dice to your main Action].)

Most-Boosted Attribute (Gain a final +1 to a boosted Attribute.)

Different Body (The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.)

Uniform (You have an outfit and/or equipment that appears on you in your alternate form. It replaces your current equipment for the duration. You cannot access this equipment outside of your Alternate Form.)

More-Boosted Attribute (Gain an additional +1 to an Attribute which has already been enhanced.)

Combat-Ready (You do not suffer any Penalty while in your Alternate Form.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Unleash (If you are restricted, restrained, dazed, sleepy, or stunned, transforming immediately ends the effect. Cooldown 1 minute.)

Triggered (You cannot manually activate this Effect. Instead, choose a triggering event, always outside your control, that activates this Effect without requiring an Action or Exertion cost from you.)
The triggering event must be outside of your control, and balance must be strictly enforced by World Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Switch (You may turn this Effect on and off during its duration.)
You may switch this Effect on or off once per Round on your initiative as a Free Action.

Anatomical Weapon (Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).)
This Damage bonus does not stack with Unarmed Mastery.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Once per Day (You may only use this Effect once per day.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Weaker (You have -1 to a chosen Attribute in your alternate form.)
Paws (You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.)
Mute (You cannot speak any coherent verbal language and must resort to other means of communication.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Long Cast (This Effect takes one minute to activate.)
Lose Yourself (While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.)
Draining (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.)
Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Effect fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Maddening (Possession of this Gift causes a Trauma that cannot be cured by any means. The chosen Trauma must be likely to come up on a Contract.)
Buying off this Drawback cures the Trauma. The Trauma should require a Self-Control roll to avoid serious issues and loss of control. For example, "you must roll Self-Control to surface from any body of water," or "you must roll Self-Control to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Self-Control." etc.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Can't stop the beast (You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal.)
Indiscriminate Killer (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.)

Parameter - Duration

Default Level: 2

Seasoned Threshold: 4

Veteran Threshold: 5

  1. 1 round
  2. 3 rounds
  3. 3 minutes
  4. 30 minutes
  5. 3 hours
  6. 1 day
  7. 1 month

Parameter - Duration

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 round
  2. 3 rounds
  3. 3 minutes
  4. 30 minutes
  5. 3 hours
  6. 1 day
  7. 1 month

Parameter - Extra Brawn

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Dexterity

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Charisma

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Intellect

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Perception

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Example Powers

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