Special Abilities

Special Abilities are powerful One-Shot moves generally useable only once during a battle. They give large bonus, but have restriction for being used sometimes, and other times they can only be used after something else happens.

Dark Minion Abilities
Succubus:

Corrupting the Honest Turns Me On: +6 once on a Police Force Human.

Steel Piggybank:

Fluffy:

I am an instrument of Death And Destruction: +4 on Destruction rolls. -2 on Control rolls.

Chimera:

Peace shall be achieved through Fusion: +1 on Destruction

Dark Advisor Abilities
Psysquid:

Prescience (Passive): may sense what a mission's rank and difficulty is about before it is taken. May fail.

Psychic Unlimited Scrap Works: +6 on one attack only. 'Opening' move.

Psysquid will make it quick: 0.5 in Fusioning Living and Mechanical.

Lord Gamington:

Dance the Damage Away (Passive): May activate only once. It will nullify -6 points of damage for a single round. Afterwards, may Good have mercy.

The Lance of Cain is the Cane of Doom?: +6 on Destruction attack, first round only.

Chemista:

I was an Overlordess in my Youth (Passive): +2 on Control Sucess Mission

Working with Home Dna: Mutating Human in Goo-girl has a +1 chance of success.

Overlord Abilities
The Dark of the Night: Avoids reaction rolls from enemies on the first turn if Zeppelin is used.

Incognito, Tinkerer of Cogs: +2 in Fusioning Living and Mechanical.

Good Guys Abilities
Magical Heroes:

Defenders of Goodness, Nicety and Money (passive): +2 on Success on Reaction roll for Evil Attacks.

Magical Girl Blast!: +6 on first attack.

Magical Girl Combo: +X where X is the number of Magical Girls that form the 'Hero-Group'. If one of them falls, the number becomes negative. If more than half fall, they all become Utterly Broken.