Become a 16-year-old girl version of Pal.
Hair becomes bluish white and long. Eyes and fingernails take on a solid the bluish white color and the appearance of the moonstone gem.
You are wearing an armored super hero outfit with a helmet and gauntlets. The colors are blue with highlights of white, and a large moonstone gem in the center of its chest plate.
You are stronger, and can ignore physical and mental impairments.
Become a magical girl named Moonstone. This comes with a floating delusion that follows you around named Pascal, and a compulsion to separate your identities.
When you are Moonstone, you feel safe, and secure, and like you are naturally, and have always been a girl. No memories are changed, just internal sense of gender identity. It swaps back when you swap back.
Exert your Mind and spend an Action.
You transform into Magical girl for 30 minutes. You have access to all of your Powers while you are Magical girl, 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: Armored superhero outfit. Similar to flack jacket, brass knuckles. Includes a small knife.
Possession of this Power grants the following Trauma at all times: Separate Identity: When in one identity, you feel a flash of rage and discomfort whenever someone used the name of the other form/ identity. Make a self-control roll to not react violently. and Pascal: Delusion of powerful entity that looks vaguely like a floating stuffed animal named Pascal that follows you around. You believe it granted you powers. In any stressful situation, or when GM calls for it roll self-control to not talk to Pascal.
Reeds experience with using his fishing equipment as well as utilizing whatever he can get his hands on has allowed him to gain supernatural expertise with his fishing equipment
You gain the following benefits as long as engaged in combat with Fishing equipment.
You receive +2 dice to all rolls using Fishing equipment. Reloading is considered a Free Action.
You also gain the following effects:
Very small root-like tendrils burrow into the target, not all that different from the original Chinhana, though fractured off a whole rather than from the original seed.
Once inside the target, they burrow through the flesh until they reach the brain where they begin growing and replacing it.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month. This Effect cannot be used unless Targets brain must be mostly intact.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
This Effect is not obvious, and the only sign you are using an Effect is She touches the body, and microscopic tendrils crawl out of her skin into the targets flesh. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The Creature lashes out with its tendrils, latching onto an unsuspecting victim. In an instant, it’s grievous wounds begin to close, sucking the life from the victim like a terrible mosquito.
Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Brawn + Parasitic Applications at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victim's body being injected with writhing parasites that then emaciate the relevant body part, then get sucked back into UA-566, healing them.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
A voice in Naaranbatar's head he knows all to well will make his body move in a way to dodge or defend against any incoming attacks he isn't aware of yet.
After accepting Mo Wang's offer of becoming his disciple, the Black King was kind enough to look out for his own...
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Haerin stabs himself in the heart, only for the blade to crack and shatter at the last second, before countless screaming souls appear and quickly wrap him in void, reality breaking like glass around him, before it restores itself, But that’s no longer Haerin… It’s something more… Sinister.
Increase your sacrificial Injury's Severity by 1 and spend a Quick Action. You must use up sword in order to activate this Effect.
You transform into A Younger Haerin enveloped in nothing but pure darkness stretching out to be 10 feet tall for 30 minutes. You have access to all of your Powers while you are A Younger Haerin enveloped in nothing but pure darkness stretching out to be 10 feet tall, 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 Dexterity is increased by 2, your Perception is increased by 2, and your Intellect is increased by 2. Your Stress is reduced by 2.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see evil energies flow and coalesce, crashing against everything in sight before Haerin’s soul cracks and shatters, revealing this creature..
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.