Kitsune Body

1
You possess an augmented or inhuman body.
Used by Yuri, Created by PrincessLacie.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

You appear mostly human possessive a fox tail and ears and wisker like markings on your face, and slit pupils.


You gain the following benefits at all times.

You are permanently and visibly transformed: Kitsune. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.

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

Revision purchased with:
Gift from the Asset Gifted spent on new power: Kitsune Body

Community Passive Gifts

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

Ann Webber is his best friend and longest term project. He knows/thinks he knows that he'll convert her eventually; he can at least put it on the backburner for their friendship.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Possession of this Power grants the following Trauma at all times: Typhoid Mary - Jude is convinced that this ability is secretly present in every single person. He will try to get others sick whenever he thinks he can get away with it (or when the GM rules that the trauma overpowers reason). He may try to convince others into addictions. This is ingrained in his personality and the progression of his gifts..

You gain the following benefits at all times.

Your Dexterity rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round. Mob bonuses do not apply on attacks against you this Round.
  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.
  • Split Second: You may Dodge or Defend against surprise attacks.

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

You gain the following benefits as long as you are engaged in combat with SOA signature weapons (daggers, swords, cutlasses, harpoons, spears, hooks).

+2 dice to all rolls with SOA signature weapons (daggers, swords, cutlasses, harpoons, spears, hooks). You may Defend against firearm attacks from any range using SOA signature weapons (daggers, swords, cutlasses, harpoons, spears, hooks).

You also gain the following effects:

  • Quick Draw: You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.
  • Two Swords are better than One: If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ignored. Maximum +5 Damage from bonus weapons.

You gain the following benefits as long as engaged in combat with bows, crossbows, slingshots, and slings.

You receive +2 dice to all rolls using bows, crossbows, slingshots, and slings. Reloading is considered a Free Action.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Pincushion: Any attack or Effect activation roll against a target that already has one of your projectiles stuck into them is rolled at -1 Difficulty.

Stock Passive Gifts

You gain the following benefits at all times.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 90 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

The Severity of any Injury caused by fire and heat is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.