The magical girl knows how to properly handle the gun to use it without the need to kill anyone, improving her overall battle prowess in the process.
You gain the following benefits as long as you are transformed and engaged in combat with Magical Guns.
+2 dice to all Magical Guns rolls.
You also gain the following effects:
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You gain the following benefits at all times.
You are permanently and visibly transformed: his skin becomes a pale, almost grey tone, also gaining retracted lips, long nails, and a hairier body. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot speak any coherent verbal language and must resort to other means of communication.
Observers of the gift will observe the iron giant approach the receiver, silently raising his hand, as a darkened blood commences to leak through the crevices of his gauntlet. The Giant will do a cross on the receiver, not really mattering its placement. The mark will feel warm, and progressively on the next few moments, the user will start feeling how hunger and thirst are no longer there, and neither is the need for air. The recipient will feel completely content and well fed. No starvation/dehydration symptoms are noticed from usual recipients.
Several spikes have grown between the gauntlet and the iron giant's skin. These spikes, upon activation of this gift, extend to puncture the hand of the Penitent, opening several offices that begin leaking small droplets of blood.
This blood becomes modified and deeply enriched by special glands located on the inside of the gauntlets as they leak through it. Upon bearing the bloody cross on the body of the receiver, he absorbs the nutrients of the enriched blood through the skin, nourishing the user for the entire day.
Spend an Action. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, or sleep.
This Gift's Cost is capped at 2 and cannot be increased further.
Haley's form immediately morphs into the body of Whitney, a scraggly grey humanoid creature. Whitney is a quiet and skulking creature standing at only 4ft tall with elongated limbs great for clambering around stealthily. Most people will be disturbed or grossed out at Whitney's appearance.
Haley even when in the form of Whitney still possesses his memory and consciousness. He is aware he is Whitney at that moment. Whitney is just his critter's stage name.
Exert your Mind and spend an Action.
You transform into Whitney for 30 minutes. You have access to all of your Powers while you are Whitney, 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 1 and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Whitney's "unconventional" figure.
When Joshua scorns his victims, his words lash at their thoughts, slightly glowing, with holy scripture being recited as he uses it to break their mind and spirit, resulting in breaking it in fear of being damned to Hell for all of Eternity.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Copper implants can now be seen across her body, especially in her arms, legs, and chest. When powered up, they let out a low orange glow, which turn to blurred streaks and afterimage behind her when she gets up to speed. When she stops, however, her implants release a large puff of steam as her legs cool down, to prevent overheating from the sudden stop.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.