"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 transform into "Magia The Magical!" (Magical Girl) for 3 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)
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 chanting the incantation the Roman Collar releases a dim light and a smoky incense begins to steam off the Father's shoulders. When the rite is complete a set of brilliant white feathers burst forth from his back and form a set of wings. A total wingspan of about 7 feet, but are often furled up behind the Priests back. He grows a few feet, gaining wisdom and strength beyond a regular man.
Exert your Mind and spend two Actions performing the following ritual: Pro, Mater, tuum laudo sacrificium.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into Angel for 3 minutes. You have access to all of your Powers while you are Angel, 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 1 and your Charisma is increased by 1. You do not suffer any Stress while transformed.
The Rider takes out a card from their person and yells out "HENSHIN!" As they insert the card into the slot of the Rider Belt, afterwards by adopting multiple exaggerated poses each limb of the Rider is covered by armor and accessories, once the Rider is entirely covered in armor they recite their tagline and do one final pose and their transformation is finished.
The Rider armor enhances the the user's Physical Attributes and gives them access to the rest of the Rider Gear.
Exert your Mind and spend a Quick Action.
You transform into a Sentai Ranger for 3 minutes. You have access to all of your Powers while you are a Sentai Ranger, 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 body is adapted to Acrobatics/Stunt work. You receive +3 dice on non-attack rolls related to Acrobatics/Stunt work.
While transformed, instead of your normal clothes and equipment, you are equipped with: The Rider Loadout
You may end this Effect prematurely as a Free Action.
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.
Normans body rearranges into something much more spindly and skittering. Their ribcage inverts and lances of bone jut out of a newly grown thorax into vestigial limbs. They crawl on all fours, carried by fingers elongated so far that their skin can barely stretch to accommodate them. Their head splits in half, morphing into something halfway between the mouth of a shark and the pincers of an ant.
Exert your Mind (unless you win a coin flip) and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a fleshy alien insectoid for 3 minutes. You have access to all of your Powers while you are a fleshy alien insectoid, 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.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see their head splitting apart and turning into a mouth.
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.
Vampires but stronger
Exert your Mind and spend a Quick Action.
You transform into Empowered Form for 3 minutes. You have access to all of your Powers while you are Empowered Form, 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 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).
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Vampire Shit.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
You may only use this Effect once per day.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
As Blood is drawn from an artery or vein it began to spread across the whole body why simultaneously also twisting, reshaping, and changing bones, ligaments, tendons, and tissue. The body began to heat up unnaturally as the blood around this Beast began to start to form what looks to be fur taking the shape of a more lycanthrope-humanoid. This is only the top of the iceberg as the body raises in heat causing a mistful smoke that soon surrounds the body with the user feeling immense pain throughout this whole process far greater than that of a normal werewolf.
Take a Severity-1 Injury and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You transform into Full Blood for 30 minutes. You have access to all of your Powers while you are Full Blood, 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, your Dexterity is increased by 1, and your Perception is increased by 1.
Your body is adapted to Dodging. You receive +3 dice on non-attack rolls related to Dodging.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see They think of me as a Beast.
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.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
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.