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.
Default Level: 2
Seasoned Threshold: 4
Veteran Threshold: 5
The Werewolf unleashes the beast within, quickly transforming into an imposing hybrid of human and wolf with a series of bone-popping snaps. Their head is replaced wholesale with that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from a great deal of their body, and tight-fitting clothing is often ripped and torn in the transformation. While transformed, they lose a great deal of self-control, and they cannot return to human form for some time.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend an Action transforming. You must spend 30 minutes as a werewolf.
While in your werewolf form you gain +1 Brawn. You cannot speak as a werewolf, only growl, bark, and snarl. You do not suffer dice penalties from Body damage while transformed. Brawl attacks you make with your teeth or claws cannot be soaked by Brawn and deal +1 Damage. While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
When you are struck by moonlight, you must make a Mind roll, Difficulty 7. If you fail, you must activate this Power.
You have access to all of your Powers as a werewolf.
The specifics of your werewolf form are open for customization. Take the Indiscriminate Killer and/or Paws Drawbacks for a more chaotic and bestial flavor, or invest in the Willful End or Quick Change Enhancements for more flexibility. Be careful about taking Drawbacks like Conditional on "core concept" Powers such as this one; they may make your Character feel impotent in an unintended way.
Dr. Jekyll drinks his potion of chemicals and quickly transforms into a nasty, brutish shade of himself. His hair grows long and unkempt, his face contorts into a haggard mask with an evil grin, his muscles begin to burst at the seams of his clothing. Mr. Hyde is no gentleman; whereas the doctor is quick to charm and dazzle his friends with displays of wit, Hyde is quick to anger and prone to bursts of uncontrollable violence and rage. Dr. Jekyll cannot always control what Mr. Hyde does, but once the effect wears off he will retain the memories of any evil deeds he committed under the influence.
Exert yourself, drink your potion, and spend a full round transforming. You must spend 30 minutes in your alternate form. While transformed, you have +1 Brawn and +1 Dexterity, but have a -1 Charisma and -1 Intelligence penalty. You do not suffer from any wound penalties, but also must roll your Mind at Difficulty 7 in order to choose targets in combat; if you fail, the GM will choose for you.