Q body seem to be lifted up as a ghost of a giant jester wearing the mask of manic holds him up with strings. His outfits changes and it seems like he is almost a puppet.
Exert your Mind (unless you win a coin flip) and spend an Action to activate.
You transform into Jester with the Mask of Manic for 30 minutes. You have access to all of your Powers while you are Jester with the Mask of Manic, 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.
While transformed, instead of your normal clothes and equipment, you are equipped with: Jester outfit with Joker's Scythe
You may end this effect prematurely as a Free Action.
You cannot speak any coherent verbal language and must resort to other means of communication.
Exert your Mind and spend an Action. This Effect cannot be used unless being injured..
You transform into an Aasimar for 30 minutes. You have access to all of your Powers while you are an Aasimar, 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. 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).
wip
Exert your Mind and spend an Action.
You transform into wip for 3 hours. You have access to all of your Powers while you are wip, 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. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: wip
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: True To Heart. If you fail a Trauma roll from your limits, take a Severity 1. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Protect The Innocent. Self-Control to hurt someone who hasn't proven themselves a threat. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
"Gaslight, Gatekeep, Girlboss!~"
Veronica suddenly begins to glow pink as her clothes glow and change, and in a few brief moments and movements: SHE IS MAGIA THE MAGICAL GIRL!
She now has a sparkly pink princess wand, and a full magical-girl cosplay equipped.
The wand uses Charisma + Moe Magic! The magic is "Alive" and it bends to her will!
The princess magical girl outfit is sewn-in with ballistic kevlar fibers and such: she commissioned it off ETSY over the course of like six months.
Exert your Mind and spend an Action. You must actively and obviously use Heart Shaped Charm to activate this Effect.
You transform into "Magia The Magical!" (Magical Girl) for 30 minutes. You have access to all of your Powers while you are "Magia The Magical!" (Magical Girl), 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Pink and Black Magical Girl Outfit, Sparkly Pink Princess Wand ("Pistol") (3 Armor)
In a flash of bright white light, Chamael's wings regrow in the course of a second, billowing with pearly white feathers, and his body transforms with them into a glimpse of his true form- a 7ft Archangel bathed in light, with 12 ft open wingspan, (The Archangel Chamael) This power is temporary, and he relives his traumatic punishment when the power wears off- as his wings incinerate away, leaving bloody stumps. He reels from the loss, but has become accustomed to it- no longer rolling trauma every time.
Exert your Mind and spend a Quick Action.
You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, 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 1. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
A soft holy glow builds in your fists and reinforces your body. Send your enemies to meet God.
Exert your Mind and spend a Quick Action. You must actively and obviously use Holy Symbol to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into Hand of God for 30 minutes. You have access to all of your Powers while you are Hand of God, 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. 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).
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
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.
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.