Transform! Vora From the ocean’s might, with magic bright, embrace the waves and shine with light. Transform!

1
Requires Seasoned
0 Rewards assigned
This Artifact allows you to temporarily transform into Vora the Magical Girl.
Used by Vora (Clara Collins), Created by Lux_TheAurora.
On Legendary Artifact Bubble Wand.
(While you are Vora the Magical Girl, you are obviously transformed and unusual. You must use this Artifact obviously when activating this Effect.)

Clara spins her wand and blueish light surround her body, transforms to her magical girl form! Her staff also takes shape of her signature weapon - Puffy Starlight - a pufferfish style morningstar.

Puffy Starligh - Club type weapon with a pufferfish inplace of the spiked ball, Brawn+Meele, damage +1


Exert your Mind and spend an Action.

You transform into Vora the Magical Girl for 30 minutes. You have access to all of your Powers while you are Vora the 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: Magic girl outfit, Puffer Starlight! (weapon)

You may end this Effect prematurely as a Free Action.

You may only use this Effect once per day.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Alternate Form Gifts

Exert your Mind and spend a Quick Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You transform into a Demon for 30 minutes. You have access to all of your Powers while you are a Demon, 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. 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).

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.

You may only use this Effect once per day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

https://www.google.com/imgres?q=looking%20glass%20wars%20cat&imgurl=https%3A%2F%2Fwww.ocregister.com%2Fwp-content%2Fuploads%2Fmigration%2Fkqx%2Fkqxap1-b78556959z.120091002182523000glbk1bea.2.jpg%3Fw%3D620&imgrefurl=https%3A%2F%2Fwww.ocregister.com%2F2009%2F10%2F02%2Fauthor-of-the-looking-glass-wars-series-comes-to-oc%2F&docid=Drlo-uKMgUkEhM&tbnid=1khpmR1gwwtguM&vet=12ahUKEwiujprE6YqJAxWenokEHeAXLUMQM3oECGUQAA..i&w=600&h=420&hcb=2&ved=2ahUKEwiujprE6YqJAxWenokEHeAXLUMQM3oECGUQAA

Exert your Mind and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you transform into a relatively humanoid boycat for three minutes.

You transform into catboy (scary) for 3 minutes. You have access to all of your Powers while you are catboy (scary), 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).

You may end this Effect prematurely as a Free Action.

Possession of this Power grants the following Trauma at all times: fear of getting wet.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

DISTURBING THE PEACE, LOOK INTO MY EYES,

Exert your Mind and spend a Quick Action. You must actively and obviously use Evoker (Pistol) to activate this Effect.

You transform into Soul Savior for 3 Rounds. You have access to all of your Powers while you are Soul Savior, 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 -1).

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you getting shot in the head.

Possession of this Power grants the following Battle Scar: Headaches.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Take a Severity-1 Injury 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. 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).

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.

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action.

You transform into Nekomata for 30 minutes. You have access to all of your Powers while you are Nekomata, 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).

You may end this Effect prematurely as a Free Action.

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Alternate Form Gifts

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.