Wip
Magical girl outfit consists of: heart shaped wand, heart earrings, ruffled short sleeve blouse, a pretty pink stereotypical magical girl dress with once again, heart motifs, pink pumps, lolita style stockings, gloves, and a purse containing pinky glittery pepper spray, money, and candy.
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 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
A pair of small brown ears emerge from the sides of Henry's mop of mousy brown hair, swiftly followed by a bluish ghostly afterimage. Then comes the long and sinuous tail and the eye-mask obscured by his half-burned face - then a very rapid shrinking that one would miss if they blinked at the wrong moment. Congratulations, you have recieved [mini thief]
To Henry, transformation feels like putting on leather pants or a leather jumpsuit that is at least two sizes too small yet slipping into them as easily and smoothly as if he'd been covered in butter - which are both two separate things that he has done separately, he will consistently insist.
Exert your Mind and spend an Action.
You transform into a ferret until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
While transformed, you may speak and use any Influence or Communication Powers you posses.
Astraeus spends a minute focusing, a finger or two placed on his forehead as he draws forth the power, upon which a small, gleaming yellow fleur-de-lis appears. He and those affected feel strangely connected to eachother, unless they have an already bad relationship. Nevertheless, Astraeus gains the ability to commune with just about anyone, using the subject’s most familiar ‘language’.
Exert your Mind and spend one minute.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
A greenish energy flows from the wand, transforming Kergan into a bear or bird. The bird has an obvious 3rd eye. The bear has antlers and has streaked brown and white fur.
Exert your Mind and spend an Action. You must actively and obviously use intricately carved wand to activate this Effect.
You transform into bird or grizzly bear until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Putting your hand on the book holster and closing your eyes, you can sense all books in a 300ft radius as if they were calling out to you.
Expend a point of Battery and spend an Action.
You automatically detect all books within 300 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
Touching the blood-soaked femur to your body, your flesh immediately liquefies, splashing on the floor in a puddle around you before reforming around your skeleton in a new shape.
Exert your Mind and spend a minute. This Effect cannot be used unless you have eaten a human in the past 24 hours. You must actively and obviously use blood-soaked femur to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh melt off of your skeleton, slowly reforming around it.
You may only use this Effect once per day.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
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.