A distinctive suit that combines the colors green and black with intricate designs and futuristic aesthetics.
Exert your Mind and spend a Quick Action. You must actively and obviously use Morpher to activate this Effect.
You transform into Green Power Ranger for 3 minutes. You have access to all of your Powers while you are Green Power 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 Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Green Ranger
You may only use this Effect once per day.
Catalytic speeds up when at Peak Energy, able to accelerate fast..and hit hard.
This Effect activates whenever you enter Peak Energy. It does not require an Action or Exertion. This Effect cannot be used unless you are in your powered-up state and you are at Peak Energy. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 250 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
While using this Effect, you are immune to collision damage, and any roll made to target you is made at +2 Difficulty.
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.
Strike a pose! Perfect! Everyone is fooled!
Exert your Mind and Spend an Action.
You transform into Statue for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
With little more than a tap, Lilith is able to extract all the blood from a body within barely a second. A body shriveled in this way is likely difficult to identify, though its bones (especially teeth) will still be intact.
While the blood appears to be siphoned into Lilith's cursed wounds underneath her heavy medical bandages, it does not directly come into contact with her bloodstream. She can easily conjure stored blood from her wounds, willing it out in all manners of shapes and streams. With a flourish of her hands, she's able to use this newly summoned blood to fuel some of her more powerful abilities.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Harvested Blood and Organs in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
A blue light pulses from your hands
Exert your Mind (unless you win a coin flip) and spend 1 minute.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, you are healed for half that Damage.
With a swipe of lipstick across her lips, the transformation activates in a shine of white light. Ribbons begin to appear and wrap around Charlotte, vanishing into her magical girl outfit. She flicks at her hair, hair becoming long and tied up in bows, gloves appearing on her hands. Clicking her boots together, the transformation ends.
Magical girl outfit consists of: natural makeup, heart shaped wand, heart earrings, choker and necklace, hair bows, ruffled short sleeve blouse that kind of looks like a heart, a pretty pink stereotypical magical girl dress, pink pumps with charms, lolita style stockings, gloves, and a purse attached with pearls containing pink glittery pepper spray, first aid kit, money, pocketknife, perfume, makeup bag, and candy pouch.
Magical girl outfit also provides 3 armour.
Exert your Mind and spend a Quick Action.
You transform into an adult magical girl for 3 minutes. You have access to all of your Powers while you are an adult 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 2 and your Charisma is increased by 2. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: magical girl outfit
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.