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Super Talents

          Some talents go far beyond what is considered normal for a catgirl.  Superhuman strength and speed, the ability to use magic, and other supernatural powers all fall under this category.  No one knows why catgirls seem to have super powers more often than other people, but this is the way things are.  Super Talents cost up to four points instead of the normal one.  Once a character has played in one session of play, she cannot gain a new Super Talent by spending Brownie Points without the express permission of the Headmistress and a good excuse for why she can suddenly use her newfound power.  Where such things are allowed, no Super Talent may be advanced beyond three levels.
 

BREATH WEAPON (2 Points)
Forbidden:  None

Your character has a draconic heritage that allows her to use a breath weapon attack as if she were a full-blown dragon.  You may perform a breath weapon attack once per scene with an attack roll equal to your BOD base dice plus 1D per the number of times taken (additional levels cost 1 point each), with a damage rating equal to the BOD rank base dice plus 1D.  All Breath Weapon attacks are projected as 30 degree cones out to their maximum range.  Every breath weapon attack has an elemental nature, and is treated as an Elemental Blast for purposes of damage and resistance.  Characters must choose which elemental nature they employ, and once chosen, cannot be changed.  Breath Weapon attacks have a range of 25 feet plus 25 feet for every +1D of BOD base dice beyond 2D.  Characters may spend additional points on Breath Weapon to increase attack roll and damage dice, with each point adding 1D to both. 


DAMAGE SPONGE (1 Point)
Forbidden:  None

Your character has an uncanny knack for soaking up damage in combat and living. That isn't to say that she isn't getting hurt, but her ability to get hurt and keep on her feet is truly remarkable.  Characters with this talent get an extra 2D+3 hit points to start out, and may take this talent up to three times.
 

ESPER POWERS (2 points for ESPers, 4 points for everyone else)
Favored:  ESPers
Forbidden:  None

The catgirl has several advanced psychic powers: telekinesis (moving stuff with your mind), remote viewing (seeing and hearing things happening in other places in the world, including places the catgirl has never been to), object reading (the ability to sense events in a person’s past based on touching their personal possessions, and then locating them by thought alone), precognition (the ability to see possible futures),  telepathy (the power to read minds and communicate without words across great distances),  psychic blast (the ability to inflict harm on someone through sheer will alone), psychic shield (the ability to raise a tough defensive barrier between you and someone else through sheer will alone), and finlly, mind over matter, which is the ability to manipulate one's own body with the force of ones mind.  Catgirls who wish to be ESPers may choose four disciplines of ability to start, and additional disciplines may be chosen with each additional talent spent.  Disciplines may also be taken more than once for an increase in bonuses derived from using that talent.

I. Telekinesis (MOXIE)

Telekinesis is the ability to manipulate objects at a distance, using only the force of your mind.  Telekinetics must be able to see with the object they wish to manipulate.  The difficulty level of various objects is listed in the table below.  If you can first successfully move an object, you may telekinetically impel it at someone as an attack, with your attack roll being equal to your MOXIE base dice plus 1D per level of the talent, and doing the amount of damage listed in the table below plus 1D for every level of the talent.

Object
Difficulty Level
TK Damage
Less than 1 ounce
Trivial (6)
1 hit point
Less than 1/2 pound
Easy (8)
1D/2
Less than 1 pound
Average (10)
1D
Less than 10 pounds
Hard (13)
2D
Less than 100 pounds
Very Hard (16)
3D
Less than 1000 pounds
Formidable (20)
5D
Less than 1 ton
Ridiculous (24)
10D (Power 1)
1 ton or greater
Impossible (30)
20D (Power 3)

The Headmistress should feel free to add penalty dice against anyone attempting to TK an object with a mass well in excess of 1 ton, though no more than 3D of penalty dice should be necessary.

II. Remote Viewing (BRAINS)

Remote Viewing grants the character the ability to witness in real-time events that are taking place in a location the catgirl could not possibly experience from her present location. Remote Viewing only deals with current events as they are happening, one may not use it to see the past or glimpse at the future.  Using the power to witness what is happening in a place the character is familiar with is done at Average (10) difficulty.  Using it in a place the character has been to once or twice, but is not familiar with is done at Hard (13) difficulty.  Using it in a place the character has never been to is done at Very Hard (16) difficulty.  The character is only a witness to what is going on during a remote viewing, and may not intervene or make herself known in any way.  Remote Viewing sessions last 3D minutes.  Using Remote Viewing to observe someone who has been imprinted in the ESPer's mind using Object Reading is done at Very Hard (16) difficulty.

III. Object Reading (BRAINS)

Object Reading grants the character the ability to sense events in some other person’s past merely by handling a personal item of theirs for a few minutes.  The psychic patterns are then imprinted in the ESPer’s mind, allowing them to sense the location of that person to an accuracy of less than six feet.  Events that tend to be detected on personal objects usually stem from the strongest of emotions, from a deep and abiding love to an abysmal depression or fiery rage.  The ESPer will experience that event as if it were happenening to her personally, which can cause all sorts of difficulties if the psychic is not mentally and emotionally prepared for what will come, even to the point of taking hit point damage or temporary characteristic reduction at the Headmistress’ discretion.  For this reason, those who possess the curse of Object Reading do not undertake such tasks lightly.  Sensing a past event connected with an item is done at Average (10) difficulty, with any side effects of doing so being up to the Headmistress.  Using the psychic pattern to locate that person is done at Hard (13) difficulty.

IV. Precognition (BRAINS)

Precognition is the ability to see glimpses of possible futures. Precognition is an unpredictable talent at best, making it hard to use to any particular advantage.  Headmistresses are welcome to use this talent at any time to introduce a plot hook (see Campaigns), otherwise, a catgirl who wishes to have a vision of a specific possible future will have to state exactly what she is looking to see, and then roll for it at Hard (13) difficulty.  Success means a brief (3 to 6 second) vision of what is most likely to come to pass as things stand at the time of the vision.  (In other words, trying to see how you’ll do on Ms. Tali’s Chemistry midterm tomorrow will probably be a function of your BRAINS score and how much studying you’ve been doing instead of gazing into a candle flame for the answers.  Likewise, when attempting to see how your date will go with Dustin on Saturday night, you should probably not be too surprised to see him trying to cop a feel during the movie – although the part where the Evil Minions of the Alien Overlord blast through the screen and start attacking the audience will likely be a little more helpful in the information department…)  Failure means you saw nothing or at least nothing specific to your question.  Precognition tends towards the banal even among the psychically gifted.  The one thing about Precognition that all psychics enjoy is that it grants a +1 bonus to Initiative rolls during combat, whether you expected combat or not.

V. Telepathy (BRAINS)

Telepathy is a powerful ability, but it comes with a serious stigma.  Characters who discover that a catgirl is telepathic will tend to shun that person, as the thought of having one’s mind read is often frightening and repellent, and the telepath will quickly turn into a pariah.  Telepaths can read the surface thoughts of others at will, and can probe deeper into a person’s mind at Average (10) difficulty.  If the victim knows she is being probed or has reason to keep a particular thought or memory buried deep, the difficulty becomes Hard (13) or Very Hard (16) - or the Headmistress may decide to make it a Contest of Skill instead, using the victim's MOXIE base dice to resist.

VI. Psychic Blast (MOXIE)

Psychic Blast is the ability to inflict pain and injury on someone through an act of sheer will.  The exact mechanism by which this takes place is unknown, and may or may not have a visual or audible cue connected with it (lights and noise).  It seems to depend more upon the individual using the power than anything else.  Hitting someone with a psychic blast is performed like normal combat, substituting the ESPer’s MOXIE rank base dice for BOD, and adding 1D for each time Psychic Blast was taken).  Damage is equal to her MOXIE rank base dice plus 1D for each time the talent was taken.  As an optional rule, the psychic may choose to inflict only 1D or even a single point of damage if desired instead. Range is limited to line of sight, and the ESPer must be able to see her target.

VII. Psychic Shield (MOXIE)

Psychic Shield allows an ESPer to project a barrier of will in front of them, deflecting or absorbing attacks directed against them.  ESPers get to make a saving throw using their MOXIE score base dice plus 1D for each time the talent level is taken when hit, and if they match or beat the attack roll they take NO damage.  Failure means the ESPer must save and take damage normally (using her BOD rank dice) from the attack.  Psychic Shields require the full concentration of the ESPer, meaning that they cannot take any other actions in combat, and may only move at half speed while maintaining the shield.  A Psychic Shield may be erected over someone other than the ESPer, though this is done at 1D less for the saving throw than normal.

VIII. Mind Over Matter (MOXIE)

Mind Over Matter allows an ESPer to manipulate their own body to perform physical feats not otherwise possible.  A character with Mind Over Matter may peform one of the following Feats listed in the table below per turn.  Effects and duration are as listed.

Feat
Difficulty
Description
Harden Self
Average (10)
The character may, with one turn spent preparing, harden their body to injury and pain.  The character gains a +1D bonus to damage reduction per number of times the Mind Over Matter discipline is taken.  If the combined damage reduction of this discipline and the armor or other damage reduction bonuses the character has add up to 6D or more, then the character gains Toughness as if she were mecha.
Boost
Average (10)
The character may manipulate her endocrine system responses at will, giving her the ability to produce adrenaline on demand.  A Boosted character gains a +1D bonus to Initiative, and moves at one BOD rank higher than normal for 1D+4 turns.
Regulate Temperature
Easy (8)
The character can consciously control her surface body temperature, allowing her to blend into the background on thermal imagers and to those who can sense heat.  Likewise, she can also become extremely hot (~150 °F) to the touch without causing harm to herself.  Regulate Temperature can also be used in conjunction with Regulate Metabolism to feign death.
Regulate Metabolism
Average (10)
The character can consciously control their metabolism.  The most obvious benefit of this is that she will never be overweight unless she chooses to be.  Regulate Metabolism may also be used in more dire circumstances to feign death or to place the character into a healing coma that restores 1D of hit points immediately, and 1 extra hit point per hour while the coma is maintained.  While feigning death it requires advanced medical equipment or a White or Black Magic talent check at Very Hard (13) difficulty to see through the ruse.
Heal Wounds
Average  (10) or Hard (13)
The character can heal wounds on themselves for 1D points of damage at Average (10) difficulty, or on others at Hard (13) difficulty by adopting a healing trance (takes 1D turns) and touching the wound.  Heal Wounds may only be attempted once per character per day.
Hidden Reserve
Hard (13)
The character may generate a special reserve of hit points in combat.  After one turn of preparation, the character gains 10 extra hit points per number of times the discipline is taken.  These extra hit points last for the duration of the scene.  Any damage sustained is subtracted from these extra hit points first.  If the scene ends with this reserve of hit points depleted, the character suffers a temporary penalty of a one rank reduction in BOD until the end of the next scene.


FLIGHT (MOXIE)(3 points)
Favored:  None
Forbidden:  None

The catgirl has mastered her ki in such a way that she can gently energize the air around her, creating a lifting and propelling force that allows her to fly.  Catgirls with Flight can move at a normal speed of about 60 MPH (100KPH) without making a talent check, or increase their speed to about 200 MPH (~350 KPH) at Hard (13) difficulty.  The crazy (or at least the insanely brave) can approach the speed of sound at Formidable (20) difficulty, but unless they are wearing some very durable clothing while they are doing it, will end up essentially unclothed at the end of their trip.  In combat, characters with Flight may move up to 48" in a turn (People Scale) or 6" in a turn (Mecha Scale) normally; up to 160" in a turn (People Scale) or 20" in a turn (Mecha Scale) or 4" in a turn (Fighter Scale) at Hard (13) Difficulty; and 600" / 75" / 15" in a turn at Transsonic speed.
 

GLAMOR (LOOKS)(2 points)
Forbidden:  Wallflowers

You have the power to project an aura of enchantment that enables you to control other people's actions within 30 feet of you.  Potential victims must make a MOXIE saving throw against an attack roll from the character using Glamor consisting of her LOOKS base dice plus 1D per number of times the talent was taken.  Matching or beating the attack roll with a save means the Glamor had no effect.  Failing a save means that the person is under the spell of the person using her Glamor, and will do whatever she tells them to do.  This talent may be purchased additional times to give extra dice for Glamor attack rolls, costing only one additional point per time purchased.
 

GOIN' BALLISTIC (2 points)
Forbidden: None

You have the ability to mow down crowds of cannon fodder bad guys without breaking a sweat.  In combat, you automatically KO as many villains of Cannon Fodder level as the number of dice you have in your normal attack roll.  For example, a catgirl with a BOD rank of Good (3D) and Shoot+2 (2D) has an attack roll of 5D.  She can mow down 5 cannon fodder bad guys in one turn automatically if she chooses to Go Ballistic on them.  Likewise, a character with a BOD rank of Average (2D) and Kung Fu Fightin' (1D) can automatically take out 3 Cannon Fodder villains in one turn of major-league ass-whuppin'.  Characters with firearms must reload their weapon after that turn.  Characters with archaic missile weapons use at least one projectile per cannon fodder villain dispatched.  If the Headmistress allows it, characters with Goin' Ballistic may eliminate one Thug for every two Cannon Fodder villains they can take out.
 

HAMMERSPACE (2 points)
Forbidden:  None

You have an inexplicable ability to pull large wooden mallets out of thin air at any time, an ability which comes in handy when you have to clobber lecherous catboys or your inconsiderate martial-artist fiancé.  What happens to the mallets after they’ve been used is a mystery, but you never seem to run out of mallets on demand.  Damage from the mallets is the same as for the Big Ass Mallet found in the Gag Weapons section and you attack with them (and only them) as if you had Hack'N'Slash+2.  (Of course, if you have Hack'N'Slash+3, you may use that instead!)  You may draw and use your mallet in the same turn if you desire.
 

HARD TO KILL (2 points)
Forbidden:  None

You are like a horror movie villain; just when they think you couldn’t possibly have survived that explosion, you shamble out of the flames to keep fighting.  Characters who are Hard to Kill do not suffer a KO until they are reduced to -10 hit points, and if using Realistic Violence rules, do not die until they reach a negative hit point level equal to their normal maximum hit points.  All injuries must be healed as normal.  For example: a catgirl who is Hard to Kill has 19 hit points normally.  The catgirl will not be KO’d until her hit points are brought down to -10, and if using Realistic Violence rules, she will not be killed until her hit points are brought down to -19.
 

IMMORTALITY (4 points)
Forbidden:  None

Through an exotic heritage, an accident in a lab, a mystic spell or magical item, or even by just a crazy quirk of fate, you cannot die except through the most extraordinary circumstances.  You do not age, and even the most fatal of diseases are no more than a nuisance to be endured for a short while like a cold.  You have only one secret weakness that will snuff out your life - and if you are smart you will always be on your guard against it.  For obvious reasons, Immortality only applies if you are using Realistic Violence rules.

Choose your weakness from the list below or else roll 1D and take the result.  This is the only way you can be brought to fatal harm.

1 - Decapitation:  You may only die if your head is completely severed from your body, or else your head is completely obliterated in some manner.  If you are brought to zero or lower hit points, you are KO'd as normal, but in 1D turns you will be completely regenerated of all your injuries and restored to maximum hit points.  Any limbs that were severed or destroyed will also be regenerated at this time.  Anyone attempting to explicitly remove your head in combat does so with 2D of penalty dice against their Attack Roll if you are actively aware of their threat, and at 1D of penalty dice if you are caught unawares but are still conscious.  If you are KO'd, asleep, or in some way physically restrained from protecting yourself, you may be attacked normally.  If the Attack Roll succeeds by more than 3, and the attack itself does at least 10 points of damage*, your head comes from your neck and you are instantly slain. 

*Naturally, cutting weapons are the best at removing your head - any other attack type must inflict 15 points of damage.

2 - Magical Vulnerability:  Only magical weapons and magical spells do hit point damage to you - the damage inflicted by normal weapons, even ultratech ones, simply heals up within moments of the strike.  The only conventional weapons which stand a chance against you are those which can incinerate you instantly such as a starship's antiship energy weapons, a plasma cannon, or being within the fireball radius of a detonating nuclear weapon.  Even then, you need to take at least ten times your maximum hit points of damage in a single attack to be slain, otherwise you regenerate the damage at 10 points a turn.

3 - Silver or Iron Vulnerability:  Like Magical Vulnerability, except that you are only vulnerable to weapons made of either silver or cold forged iron.  Choose which metal you are vulnerable to.  If you are vulnerable to silver, pure silver weapons do full damage against you, while silver plated weapons do half damage.  If you are vulnerable to iron, only weapons which are explicitly described as being made of cold forged iron will harm you.  Hot forged iron and any iron alloys (like steel) do not harm you.  

4 - Destruction of the Heart:  Like Decapitation, except that only an attack which destroys your heart can kill you.  If you are brought to zero or lower hit points, you are KO'd as normal, but in 1D turns you will be completely regenerated of all your injuries and restored to maximum hit points.  Any limbs that were severed or destroyed will also be regenerated at this time.  Anyone attempting to explicitly destroy your heart in combat does so with 2D of penalty dice against their Attack Roll if you are actively aware of their threat, and at 1D of penalty dice if you are caught unawares but are still conscious.  If you are KO'd, asleep, or in some way physically restrained from protecting yourself, you may be attacked normally.  If the Attack Roll succeeds by more than 3, and the attack itself does at least 10 points of damage, your heart is destroyed and you are instantly slain.

5 - Vulnerability to Fire or Sunlight:  Like Magical Vulnerability, except that you are only vulnerable to weapons utilizing fire or pure sunlight.  Choose which attack you are vulnerable to.  If you are vulnerable to fire, any fire based attack, be it a flamethrower, a plasma or fusion beam weapon, or an elemental fire blast, will do full damage to you.  Lasers, blasters, and disruptors inflict half damage.  If you are vulnerable to sunlight, being exposed to the light of the sun will inflict 3D of damage per turn, while partly cloudy days or only partial exposure will inflict no less than 1D per turn.  Exposure to magical daylight will inflict 1D damage per talent level of the magic user.  Regular magical or artificial light does not harm you.  Damage from fire or sunlight heals at only half the normal rate, even if you are being magically healed.

6 - The Deathless One:  (Headmistress approval is required to take this as your immortal nature.)  Like the ancient Russian folktale of Koschei the Deathless, you keep your death in a special treasure, which if it were to be destroyed would release your death and slay you instantly.  Nothing harms you outside of this - nothing!  You could be sitting on an exploding 10 megaton fusion bomb and find yourself at the center of 500 meter wide smoking radioactive crater with not even a suntan to show for your troubles.  YOU CANNOT BE HARMED!  That is, until someone finds the object that you keep your death in.  The only requirements on what this object must be are that it must be exotic and above all, terribly fragile.  Even a single point of damage will destroy it, and take you with it.  To make matters worse, you cannot help but truthfully answer people's questions about how you can be killed or what object holds your death.  You don't have to volunteer any information on the subject, but you also cannot lie about how you can be killed or what treasure holds it.  You can be as cryptic and obscure about your answer as you like so long as what you say is 100% true.  Characters who are Deathless should describe in writing and with as much detail as possible what object they hold their death in, and exactly where they keep it.  A copy of this must be given to the Headmistress in order to keep you correct and honest regarding the location of your death.  There is nothing that prevents a character from moving their death around if they choose, but the location must be updated in writing and submitted to the Headmistress every time this changes.  The object your death is kept in may not be changed once it is first selected.


INTANGIBILITY (Variable Cost)
Forbidden:  None

You have the ability to become intangible to solid objects.  The limits to your intangibility as well as the level of control you have over it will determine how much this super talent costs you.  While you are intangible, you may not be harmed by hand to hand or melee attacks, or by any ranged attack that uses a projectile.  The exception to this are weapons or projectiles made of silver or that are enchanted, which will do half damage.  Energy weapons, magical and elemental blasts, and psychic blasts are unhindered by your intangibility, and do normal damage.  Also while you are intangible, you will not appear on radar, lidar, or sonar, though you are still visible to the naked eye.  It is important to note that while you are intangible, only your armor, clothing, and other personal gear becomes intangible with you.  You may not transfer your intangibility to other people or to objects more than half the size of yourself.

Intangible Description
Point Cost
Remarks
Intangible
to Metal
1
Metal objects pass right through you while you are intangible.  All other solid objects may contact you normally.
Intangible
to Stone
1
As above, but any stone, rock, or crystal passes right through you.
Intangible
to Wood
1
As above, but with wood or plant life.
Intangible
to Flesh
1
As above, but with living tissue.
Totally
Intangible
2
All solid objects pass through you while you are intangible.
Limited
Control
0
You must make an Average (10) MOXIE check to become Intangible, and can only remain in this state for 1D+1 turns at a time, with an equal amount of time spent in a solid form to rest before you can become Intangible again.
Normal
Control
1
You may become Intangible at will, and may remain Intangible for up to 1D+1 turns without making a MOXIE check.  If you wish to remain Intangible longer than this, you must make an Average (10) MOXIE check for an additional 1D+1 turns of Intangibility.
Improved Control
2
You may become Intangible at will, and may remain Intangible for up to 3D+3 turns without making a MOXIE check.  If you wish to remain Intangible longer than this, you must make an Average (10) MOXIE check for an additional 3D+3 turns of Intangibility.
Reflexive
Control
3
You may become Intangible as per Improved Control above, but in addition, if you are attacked without warning, you may become Intangible out of unthinking reflex.  Roll a 1D save - if you roll a 3 or higher, you become Intangible, even if you were caught completely by surprise.

The point costs for Intangibility are cumulative - a character who is Totally Intangible (2 points) with Limited Control (0 points) costs 2 CPs.  If she had Normal Control (1 point) it would cost 3 CPs.


INVISIBILITY (2 points)
Forbidden:  None

You are able to disappear from people's sight at will.  You cannot be seen in visible or infrared light, but you will cast a shadow in bright light, and people with thermal-imagers can see the heat traces you leave behind as footprints and when touching something.
 

KI BLAST (BOD/MOXIE)(2 points; must have Kung-Fu Fightin’ talent.)
Forbidden:  None

Your mastery of Kung-Fu Fightin’ is strong enough to allow you to project powerful bolts of ki energy from your hands.  In order to use a ki-blast during combat, you must first spend one or more turns to center yourself, focusing your energy within in order to make it available.  There are five levels of energy you can make available in combat: Level I does only MOXIE base dice minus 1D damage; Level II does MOXIE base dice of damage; Level III does MOXIE base dice +1D damage; Level IV does MOXIE base dice +2D of damage; and Level V does MOXIE base dice +3D of damage. Attacks with 6D or more of damage are Power 1 or greater, and will affect targets with Toughness.

Level I requires that you only spend one turn to prepare it - no skill check is necessary.  Level II requires one turn plus a skill check against Kung-Fu Fightin’ at Average (10) difficulty.  Level III requires one turn plus a skill check against Kung-Fu Fightin’ at Hard (13) difficulty.  Level IV requires two turns be spent, plus a skill check against Kung-Fu Fightin’ at Very Hard (16).  Level V requires three turns plus a skill check against Kung-Fu Fightin’ at Formidable (20)

Once an energy level is achieved, the character can throw ki blasts of that level or lower for the duration of the combat.  If combat ends, the character must reachieve an energy level in order to use ki blasts.  To hit with a ki blast, use your BOD rank base dice plus 1D per Kung-Fu Fightin’ talent level.  An All-Out Attack using Ki Blast will cause double the normal damage dice for that energy level and hits with an attack roll total equal to a 6 for every die of the attack roll (a 3D Ki Blast All-Out Attack has an attack roll total of 18, and a 5D attack has a total of 30).  Range is limited to line of sight.  Characters with energy Level IV or V active will radiate a soft but visible glow of battle aura.  If using the rules for Realistic Violence, only attacks of Level IV or V are considered to be lethal force.  This talent may be taken more than once in order to give more dice for making talent checks and an increase of damage per Level of ki-blast, at a cost of one additional talent point per additional 1D.


LESSER IMMORTALITY (Costs 3 points or 2 points, depending on the number of vulnerabilities chosen)
Forbidden:  None

Lesser Immortality is just like Immortality, except that you are vulnerable to more than one thing.  For three points cost, you are vulnerable to two things instead of one, and may either roll or else choose your vulnerability.  For two points cost you are vulnerable to three things instead of one.  You may not choose The Deathless One for one of your vulnerabilities if you have Lesser Immortality.  For example, a Vampire created with Lesser Immortality has Fire and Sunlight as his weaknesses.  This costs him three points.  He may add Magical Vulnerability as well and pay only two points.

MAGIC POWERS (Magical Girls and Spellslingers pay 2 points, 4 points for everyone else)
Favored:  Spellslingers, Magical Girls
Forbidden:  None

Magic Powers are listed in thirteen disciplines.  Non Magical Girl catgirls with Magic Powers get to pick four disciplines to start out, and may get an additional disciplines with each additional character point spent on Magic Powers.  A discipline may be taken more than once if desired, even during character creation.  Magical Girls start with only two disciplines at first (though they may spend extra CPs for more disciplines), and must choose an object that allows them to use a chosen discipline, such as a tiara, scepter, gemstone, wand, ring, pendant, frilly sailor suit, or whatnot.  Only when they have this object on their person and have transformed into their magical girl persona can a Magical Girl use her powers.  All players are encouraged to think of names for spells and powers that have not been explicitly named, the more over-the-top the better.  Magical Girls may not choose certain magic  disciplines, so pay attention to the talent description when making a Magical Girl character.  To make up for this, Magical Girls get bonus levels in a discipline when they choose certain disciplines, as described in the Magic Powers section.

Because Magic Powers is such a large and comprehensive set of disciplines, it has its own section to adequately deal with its full scope.  Click here for the full listing of Magic Powers.
 

MONSTROUS STRENGTH (BOD)(4 points)
Forbidden:  None

Catgirls with Monstrous Strength perform any action dependent on brute strength as if they had a BOD rank of Monstrous.  Monstrous Strength does not affect a catgirl’s agility or toughness, how fast she moves or her initiative roll, nor does it affect how much damage she can take before she is KO’d.  Catgirls with a BOD rank that has been reduced due to injury or magic still act at BOD rank Monstrous when using their strength.  For the purposes of combat, BOD rank Monstrous equals 5D damage in hand to hand combat, +3D to damage when using melee weapons, and 8D for talent and characteristics checks dependent on strength.
 

NIGH-INVULNERABLE (4 points)
Forbidden:  None

Catgirls who are Nigh-Invulnerable are able to take an incredible amount of punishment before succumbing to KO.  Any time you are injured, roll 1D.  On a 2 or higher result, you take only 1 point of damage.  On a 1 result you take half damage.  This means that a catgirl who is Nigh-Invulnerable can theoretically be hit by things like 15,000 lb daisy-cutter bombs and runaway freight trains with hardly a scratch.  (But as you still have a 1 in 6 chance of getting seriously hurt, you shouldn't overdo it!)  If you are Tough as Nails as well as Nigh-Invulnerable, you still take 1 point of damage on any injury you save against with your super talent, but get full damage reduction from anything you don't.
 

PRETENDER (BRAINS)(2 points)
Forbidden:  None

You have the uncanny ability to put yourself into any role you can imagine, and perform as if you had been professionally trained in that role, from race car driver to neurosurgeon.  If a BRAINS check is made at Very Hard (16) difficulty, the character performs any talent as if she had that talent, and any characteristic checks related to the role the character is in are performed at +1D to the characteristic score dice.  The effects of the Pretender ability do not carry over from one session of play to the next, nor do they carry over if the character switches to a new role. 
 

SHAPESHIFTER (BRAINS)(4 points)
Forbidden:  None

You have the ability to transform your physical form into anything you can imagine yourself to be.  The only limitations to this power are that you may not take a form that is larger or smaller than your original body by a factor of 50%, and that your characteristic scores and talents remain unchanged no matter what your form.  If you transform into something with claws, wings, fangs, or some other useful attribute you are able to use them as if you had purchased them for your character.  The only exception to this are super talents inherent to that being - those you do not get by transforming into that being.  Transforming into another humanoid being is Average (10) difficulty. Transforming into a specific person is Hard (13) difficulty, unless the character has the Disguise talent, in which case it is also Average (10) difficulty.  Transforming into a non humanoid being is Hard (13) difficulty.  Transforming into something that is significantly larger or smaller than yourself (up to a 50% change in size) adds an additional level of difficulty.  Transforming into something you have never seen in person is always Very Hard (16) or even higher levels of difficulty at the discretion of the Headmistress.  This talent may be purchased additional times to give extra dice for transformation rolls, costing only one additional talent point per time purchased.
 

SUPER SPEED (BOD)(3 points)
Forbidden:  None

The catgirl has a speed that defies explanation.  Charcters with this talent can move at speeds and difficulties similar to those described in Flight.  Also, catgirls with Super Speed always win the initiative, and get a +1D bonus to their saves to avoid getting hurt.  If by some chance there are two characters with Super Speed in combat, these two characters will roll for initiative only against each other - and they will always go before everyone else.
 

TELEPORT (BRAINS)(4 points)
Forbidden:  None

You are able to transport yourself and whatever you are wearing, carrying, or touching with your hands through a pocket dimension and appear in another place instantaneously by an act of mind alone.  Persons in physical contact with you when you choose to teleport will not come with you if you do not want them to.  Persons not in contact with you but in contact with someone else that is in contact with you may not be teleported - they must be in direct physical contact with you.  The difficulty rating for a teleport is Easy (8) for places you are very familiar with, like your dorm room; Average (10) for places you are comfortable with, like your classroom, or your favorite spot in the garden; Hard (13) for a place you've been to but haven't spent more than an hour in; Very Hard (16) for places you have spent only 15 minutes in;  Formidable (20) for places you have spent 5 minutes in or less;  Ridiculous (24) for places you have seen but never been to; and finally, Impossible (30) for places you have never even seen before, but you have a general idea where they might be.  This talent may be purchased additional times to give extra dice for teleport rolls, costing only one additional talent point per time purchased.
 

THE STRENGTH OF MADNESS (MOXIE)(2 points)

A lower rank version of Monstrous Strength.  It is similar to the super talent Monstrous Strength, except that the character's BOD rank is considered to be Amazing instead of Monstrous when using her strength to do something.  Also, the character wishing to use her Strength of Madness must first make a MOXIE check with a target of 10 under normal circumstances, though if using her strength will have a dramatic or humorous outcome, her target may be reduced to as low as 8.
 
 

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