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
They say makeup can change someone’s appearance, in this case, quite literally.
A heart-shaped compact pressed face powder that comes equipped with a powder puff. With a tap tap on the powder and a pat pat on her face, she slowly morph into someone else! Not just solely limited to appearance as well!
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 cannot directly mimic an existing person. You may change the appearance of your outfit. 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.
A dusty pendant with three, embroidered silver latches; on each latch a feather is protruding outward.
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away. Select a distance up to 100 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The effect of the push immeaditly recoils backwards, sending whatever was being pushed straight towards are the user.
Targets that weigh less than you are pushed back until they are the selected distance away. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
Targets that move and collide with a solid surface take 5 Damage.
The mountain top is surrounded and being carried by a collection of clouds. Edible plants are abundant as the ground is overflowing with vitality. The mountain top becomes alive and manifests a nature spirit, they must drink 5000 gallons of water once a week. This fuels the clouds, plants, and pond.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a two inch diameter orb of clouds and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has a grocery store aisle's worth of fresh produce, water purifying pond, and cloud camouflage. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
It looks like any Hell Cat pistol, nice and compact for her hand. It looks completely mundane. Only if someone is paying attention will they notice that the shooter is choosing if the gun makes noise or not. Further, they may or may not realize that she doesn't seem to need to reload... ever.
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Zweihander is a dull and grey weapon made of Knihburg steel, it features not livery nor adornments, simply dull steel.
It's much larger and heavier than typical, custom made for a large Knight of considerable strength and an average person would not be able to use the weapon effectively.
It's exceptionally well made, forged specifically for Waldemar to the point wielding it feels more natural than his own arms do, this compatibility allows him to use the blade to almost supernatural degrees in combat.
This Artifact can be used as a Great Sword/Giant Axe. It is roughly at least twice as large as a Great Sword/Giant Axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's fully effective
You also gain the following effects:
The katana features a sleek grey blade, with sharp edges that fade into a bright white. Its handle is wrapped in black leather, offering a firm grip. The guard has a silver or tin-like color, adding a touch of refinement to the overall design.
To prevent unauthorized usage, This weapon is connected to Woebhiro using a "Lifelong Contract"
(Once someone becomes a wielder of an Enchanted Blade, only they will be able to access the blade's techniques until their death.)
The last of the seven katanas forged by Kunishige Rokuhira, and the one which he gave his life to protect. Enten is infused with sorcery and possesses supernatural powers that appear to be based on 3 goldfish that Kunishige bought from a shop when Chihiro was still a child. According to Kunishige, when talking about the goldfish he had bought, the red goldfish "attracts good fortune", the black goldfish "wards off evil", and the three-colored goldfish is "supposed to be totally amazing".
Currently the sword's lacks his abilities, as Woebhiro lacks the knowledge and power to unlock it's true potential.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
summons the red goldfish from "Enten" which swims around Woebhiro to block him from any incoming attack
Whatever attack the red goldfish blocks will be absorbed by it. By saying "Aka" followed by the name of the opponent's attack, Enten will be covered in a red liquid which then fires the same attack in the direction that the blade was pointing.
Uses the power of the red goldfish residing in the sword "Enten", Aka supposedly "Attracts good fortune"
Expend a point of Battery and spend an Action or Reaction. Roll Dexterity + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Woebhiro summons the tri-colored goldfish which becomes a 'cloak' that Woebhiro wears, causing colored streaks to follow the motion of his blade and body. This technique imbues Woebhiro's attacks with high-density spirit energy, resulting in significantly more powerful attacks. Nishiki also grants Woebhiro greatly amplified movement speed and agility.
Exert your Mind and spend a Quick Action.
You transform into Nishiki for 3 Rounds. You have access to all of your Powers while you are Nishiki, 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.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
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.