Racial Advantages: Bishy, Magical Prodigy
Racial Disadvantages: Cutie Lover, Ditzy
X Tail Points: Kitsune are known for having multiple tails that each grant them a magical power. A Kitsune may allocate one Tail Point to one of the abilities listed below. For every point allocated to an ability, the Kitsune gains the benefit of the ability's associated rank. Every time a Kitsune allocates a Tail Point to the first rank of a new ability, the Kitsune grows a new tail. If a Kitsune's tail is severed by an injury or hidden by a transformation, its associated abilities will continue to function unless stated otherwise. If a tail's ability reaches a maximum rank, it cannot be duplicated or further improved unless otherwise noted.
Shapechange
1: Pick one subrace of your size to be able to mimic. Your stats change, but your basic look becomes a version of you as if you were that race (meaning, you have similar color pallets, a proportional height and weight, similar hair, and so on). To pick another subrace, you must buy it as a separate tail. It takes all actions for a round to use this ability, but changing back to your base form costs no actions and occurs immediately.
2: You can change minor things about your appearance, such as hair color and style, eye color, and skin color, within reason for that race. However, people may still notice certain traits, like your face shape and body build, cannot be changed.
3: You may change your gender, height, and weight. You can attempt to imitate people at this level, but it is not too convincing.
4: You may imitate specific people with a successful ACC roll of a difficulty equal to the target's total threat level+5. Your clothing still does not change, however, and mannerisms make it possible to detect who you are normally.
5: Your clothing can change to whatever an imitated human is wearing, and you may assume their mannerisms as well, making it very difficult to nonmagically divine who you are. You gain a +10 to any rolls made to disguise yourself when you use this ability.
Possession
1: Once per day, may make a target's rolls all -1 for one minute. Oppose roll is equal to a personality roll, and they may make an oppose roll every round, at +1 difficulty each time they try.
2: Twice per day, may reduce target's move by half or remove a single hand action for one minute. Oppose roll is equal to a personality roll. Doing this uses your hand action for the entire minute. Oppose roll is equal to a personality roll, and they may make an oppose roll every round, at +1 difficulty each time they try.
3: Three times per day, you may reduce a target's move to 0, remove both hand actions, or their speak actions. Doing this uses your own actions of the same type. Oppose roll is equal to a personality roll, and they may make an oppose roll every round, at +1 difficulty each time they try.
4: Four times per day, you may completely take over another character for one minute. You are completely helpless while you do this. Oppose roll is equal to a personality roll, and they may make an oppose roll every round, at +1 difficulty each time they try.
5: Five times per day, you perform the same possession as the previous level, but while you do so, you may make accuracy rolls using your own stat to read through the target's memories.
Seduction
1: You may make a free infatuation attempt once per combat. Doing so does not take any of your actions, and may target a single character of your choice.
2: +1 to all infatuation attempts.
3: Doubles the time an infatuation lasts.
4: +2 to all infatuation attempts.
5: Distraction attempts are whichever is most effective against each target, even if the kitsune does not know which is the most effective.
Illusion
For every point spent in an illusion tail, the kitsune may cast up to 4 MP worth of illusion spells as though they were a mage. Kitsunes know all illusion spells they can cast. Illusion spells work like regular spells, but without any beneficial effects and with a cost of 20% of their normal cost and with the light and sound elements added. A spell which only has visible or audible effects cannot be cast as an illusion spell. A character or monster who sees the spell being cast must either physically touch the spell's illusory effects or make an intelligence check when the spell is cast with the difficulty being 5 plus half the caster's personality stat to determine that the spell is illusory. Illusory spells leave behind illusory effects as appropriate for their spells, for example an illusory fireball would leave scorch marks, but these effects fade after an hour. Casting an illusory spell costs a hand action and a speak action.
Fox
1: Turn into a fox for up to 5 minutes per day, giving you the appropriate size change. You may use this in parts, but each part counts as at least one minute, with incomplete minutes rounded up to the next whole minute. Assuming or cancelling this form is immediate and costs no actions.
2: You can speak as a fox, and make attacks with your speak action with teeth as an unarmed F/P/S weapon. Duration increases to 10 minutes.
3: Your agility increases by +4 while in fox form, duration increases to 15 minutes.
4: Magic that identifies you has its difficulty raised by +8, duration increases to 30 minutes.
5: You gain a hand action each round purely for casting spells while in fox form, duration increases to 1 hour.
Wisdom
1: You gain a +1 bonus to all rolls made to remember things.
2: You can use a speech action once per day per wisdom tail point to give another player a +1 skill bonus for a single action they take in the next 10 minutes.
3: If you have more skill points than an opponent when making an opposed roll on that same skill, you get a +3 bonus to that roll.
4: You may spend your speech action every round to increase another character's attack and active defense rolls by +1.
5: When learning spells, once per day you may roll a single die of your intelligence. If that roll is 14 or greater, you already knew that spell and need not pay normal costs for learning it.
Swiftness
1: Your active dodges get +1.
2: You get a +3 bonus to your initiative roll.
3: You gain two extra 5-foot movement actions every turn.
4: Once per combat, if you miss with a strong or precise hit, you may re-roll it with your agility dice. It keeps any modifiers from the original attack type and retains its original skill. If it results in a critical, it does so as its original type (e.g. re-rolling from a strong roll and getting a critical would result in double damage instead of an extra action).
5: Your fast attacks are considered +5 only for the purpose of determining if they result critically.
Flight(Note: This power requires two tails to function. You gain the ability of the lesser of those two tails. For example, if one tail is level 4 and one tail is level 2, you would only have the level 2 version of this tail's power.)
1: For up to ten minutes per day, you can glide.
2: For up to thirty minutes per day, you can glide.
3: For up to one hour per day, you can hover.
4: For up to four hours per day, you have full flight.
5: You have full flight, with the added ability to carry another person of your size, regardless of your normal carry capacity. Doing so takes at least one hand action per turn, however.