Viewing Effect - Alternate Form
Take on an empowered humanoid form

Create a Alternate Form Power


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).


Exert your Mind and spend an Action transforming into [[alternate-form]]. You must spend [[duration]] in your alternate form.

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.


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

Switch (You may turn this Power on and off at will during its duration)

Concealed (This Power is not obviously supernatural. If it requires an Action to use, you must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)

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].)

Anatomical Weapon (You have a specialized part of your anatomy you can use to attack with. This attack is rolled with Brawl, but Brawn can't be used as armor against it, and it has +1 damage.)

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

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.)

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

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

Combat-Ready (You do not suffer wound penalties while in your Alternate Form,)

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. 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.

Willful End (You may end this Power before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)
Why take this when Switch is available? It's because the goal is to create the most flavorful Powers, not the strongest ones. . . OR HAVE YOU FORGOTTEN? D:

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell 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.


Mute (You cannot speak human languages in your alternate form)
Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Indiscriminate Killer (When you go into battle, roll Mind, Difficulty 7 to choose targets.)
Failure results in you attacking a target at GM's discretion.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Weaker (You have -1 to a chosen Attribute in your alternate form.)
Paws (You are incapable of fine object manipulation in your Alternate Form.)
Long Cast (This Power takes 3 minutes to activate.)
Traumatic (Make a Trauma roll when you use this power)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power 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 Power 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.
Lose Yourself (While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.)
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (Possession of this Power causes a mutation that is ALWAYS present and marks you as inhuman and/or supernatural. At a minimum, the chosen mutation must be apparent if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
Unlike the standard "supernatural" appearance of Powers, this mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. This drawback is not suitable for Cell Settings where the supernatural is commonplace. Maximum of one Power with the Monstrous Drawback per Contractor.

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

Example Powers