Senshi: The Merchandising Revised Edition
Cliquebook: Espers and Miracle Girls

A humorous supplement for the White Wolf Storyteller system, at least in some loose sense :)

The Storyteller system and various World of Darkness material mentioned here are all copyright of White Wolf Game Studio. Click here for legal stype stuff: (C)1999 White Wolf Publishing Inc. All Rights Reserved

Kimagure Orange Road copyrighted/trademarked, etc by some Japanese people and I believe Animeigo has the US rights.

This supplement should not be taken as a challenge to said copyrights, trademarks, etc, not that suing me would get you much other than my WW products and a jar of pennies :)

TABLE OF CONTENTS



Part 0: Obligatory Fiction Using Signature Characters
 
 



Part I: Introduction

What is this?
This is a supplement for the on-line utterly non-canonical, non-official, non-whatever Net supplement, Senshi:  The Merchandising, designed for use with the Storyteller System.  If you've never heard of the Storyteller System or you hate it, this probably won't be of much interest to you.  If you're interested in learning more about the Storyteller System, you can jump to White Wolf's Home Page and find out more.  Although I'm not sure how you got here if any of this applies...:)

This is what is colloquially known as a 'splatbook', a supplement detailing one of the major character groups of Senshi:  the Merchandising (known in Senshi:  The Merchandising as Cliques).  This particular one deals with the Espers and Miracle Girls, derived from several different animated series, with Kimagure Orange Road as a fairly major component.  It takes some liberties in order to shoehorn them into the World of Darkness, of course, so if I contradict the canon, I probably meant to do it.

A Brief Description of The Espers and Miracle Girls As They See Themselves:
The Espers and Miracle Girls (KOR, Miracle Girls)

This faction believes themselves to be part of a vast international family of psychics which maintains its own Masquerade in order to have ordinary lives.  However, they seem to constantly find themselves in situations which require them to break their 'no powers in public' rules, ranging from basketball games they just have to win to fighting off efforts by the Sabbat to recruit their siblings.  Unlike some of the other factions, they try very much to lead normal lives, or as normal a life as a telepathic telekinetic can have in the World of Darkness.  Yeah, right.

The Espers and Miracle Girls are a collection of families united by their common ancestral links to the Kasuga family, a group of psychics who have been around for hundreds, possibly thousands of years.  Kasuga family records make highly contradictory claims about their origins, everything from them being descended from space aliens to an ancestor being mutated by a glowing rock to being the escaped results of a secret breeding program, possibly the same one that produced the Merovingians.

Whatever their origins, the Kasugas have gotten around, and there are people all over the world, many of whom don't look Japanese at all, who bear their blood and the psychic powers it conveys.  They do their best to avoid being detected for fear of persecution.

Clique Merit: Your family already knows you have powers, which means you don't have to try to hide it from your family and they may be able to come save your butt when you get in over your head.

Clique Flaw: Must eat a lot to refuel their powers.

The Espers and Miracle Girls, Seen From the Outside:

In some ways, this group does have a long term deep history.  Espers and psychics have existed for at least a century, and various people with fringe talents who weren't really Awakened in the mage sense, but had powers beyond those of normal humans existed long before that.  Some of them even did form families where the talents were passed on.  But nothing on the scale of the Kasuga family.

Not every Esper or Miracle Girl is a Kasuga, but their ancestries now all contain that blood line, and the many families which make up this Clique all believe themselves united by the common blood.  Evidence of the ancestry of their lines and their common heritage has come into existence.  Indeed, as far as anyone who didn't know better from memory could tell, there HAS been a Kasuga family for thousands of years.

Few groups have noticed this phenomenon...yet.  They do their best to not attract supernatural attention.  But it seems to come looking for them...




Part II: A 'History' of the Espers and Miracle Girls
 




Part III: Bickering

This chapter deals with what it is like to be part of a family of psychics.

The Esper and Miracle Girl Credos

Dream Weaving:
Purity = Love + Hope

[Work on this]

Hiearchy of Naughtiness for the Credo of Dream Weaving:


Part IV: Gossip
 

  • Other Cliques
  • The Sailor Warriors
  • The Wedding Warriors
  • The Tuxedos (or Guardians)
  • The Idol Angels
  • The Holy Thieves
  • The Fairy Princesses
  • The Card Captors
  • The Magical Knights of Arcadia
  • The Good Witches and Warlocks
  • Other Supernaturals
  • Vampires
  • Werewolves
  • Mages
  • Wraiths
  • Changelings
  • Places
  • The Umbra
  • The Dreaming
  • Arcadia
  • The Shadowlands
  • Horizon Realms
  • Tokyo
  • Other Cliques

    The Sailor Warriors

    They look pretty silly in those outfits, and I can't se how they manage to hide their secret identities with no masks. I suppose they're in a good cause, but they seem fairly ridiculous and I can't see how they can keep up in school with all that monster fighting. They're not bad people, but it's just not my thing.
     
     

    The Wedding Warriors

    I shouldn't have had so much pizza before going to bed, or I wouldn't have imagined these people are real, right?
     

    The Tuxedos (or Guardians)

    Snazzy dressers, but not very reliable from what I can tell. They make good prom dates, though.
     

    The Idol Angels

    Oh wow, they're really incredibly cool! I have all of Mami's albums, the episodes of 'Magical Princess Evangelia' she did voices for, the posters, her video collection...
     

    The Holy Thieves
     

    The Fairy Princesses
     

    The Card Captors
     

    The Magical Knights of Arcadia
     

    The Good Witches and Warlocks
     


    Other Supernaturals

    Vampires
     

    Werewolves
     

    Mages
     

    Wraiths
     

    Changelings
     

    Places

    The Umbra
     

    The Dreaming
     

    Arcadia
     

    The Shadowlands
     

    Horizon Realms
     
     

    Tokyo
     
     


    Part V: Templates

    Born Romantic:

    Age: 16
    Nature:  Romantic
    Demeanor: Bon Vivant
    Idol:  Venus

    Attributes:
    Strength: 2  Dex: 3  Stamina: 2
    (When transformed: Strength: 3  Dex: 4 (Agile)  Stamina: 3 )
    Perception: 2  Intelligence: 1  Wits: 3
    Charisma: 3  Manipulation: 3  Appearance: 3 (4 when transformed.  Specialty:  Sexy)
    Talents:  Alertness 2,  Brawl: 2 , Dodge: 2, Flirt: 3, Make Speeches: 2
    Skills:  Etiquette: 1, Leadership: 2, Makeup: 3, Pose Impressively: 1, Skip School: 2
    Knowledges:  Area Knowledge: 1, Clique Lore: 1, Music History: 1, Silver Millenium Lore: 1
    Virtues:  Love 5, Justice 2, Hope 3 , Courage: 3
    Credo:  Fighting For Love and Justice
    Purity: 7
    Merits/Flaws:  Skilled at Flirting (M1), Annoying Girl-friend/Boy-friend wannabe (F2)
    Backgrounds: Age: 2, Familial Resources: 3, Past Life: 2, Sidekick 1 (Your boyfriend of the Week)
    Willpower: 6
    Merchandising: Communicator (Level 1), Makeup Kit (Level 2), Super Transformation Pen (1)
    Power-Up: 3
    Powers:
    Light 3, Look Good at All Times 1, Speed 1

    Personality:
    You're still at the 'instant crush' stage of life, falling in love with half the guys you meet, and going through boyfriends the way some people go through tissue paper.  The joy of the hunt is still greater than the joy of having them, although that's starting to change.  You dream of finding the perfect guy who will sweep you off your feet and love you forever, but you haven't found him yet.  But you're going to keep trying until you do.  You don't take your senshi duties as seriously as you should, and you've got a well deserved reputation as a flake.  So, you like to have fun.  A little too much at times.  But you're brave, and when your friends really need you, you'll be there.  You just wish they'd stop needing you when you're on a date.

    History:
    You were just an ordinary flaky girl until Tony, your boyfriend at the time, had the misfortune to join an explorer's club that turned out to be a Youma front.  You'd gone along despite hating icky outdoors wilderness stuff (ie, anywhere more than three minutes from air conditioning).  Then the monsters came out of the woods the first night, and something woke up inside of you, giving you the power you needed to save them.  You dumped Tony after the trip, but now it seems like all your boyfriends keep stumbling into youma traps, getting stalked by vampires, and worse. It's enough to make a woman swear off men.  (Although not as much as that one guy you went out with once a year ago makes you think about it.  He just WON'T give up, and he always shows up at the worst possible time!)
     

    Child Senshi:

    Age: 9
    Nature:  Manipulator
    Demeanor: Child
    Idol:  Chibi-Moon.

    Attributes:
    Strength: 1  Dex: 3  Stamina: 2
    (When transformed: Strength: 2  Dex: 4 (Nimble)  Stamina: 3 )
    Perception: 4 (Few Precconceptions)  Intelligence: 2  Wits: 3
    Charisma: 2  Manipulation: 4 (Whine Your Way to the Top)  Appearance: 3 (4 when transformed.  Specialty:  Cute)
    Talents:  Acting: 2, Alertness 2,  Crybaby: 3 , Dodge: 3, Shift Blame: 4 (Pin the Blame on Older Sibling)
    Skills:  Animal Ken: 1, Performance: 1, Skip School: 2, Stealth: 3
    Knowledges:  Area Knowledge: 1, Clique Lore: 1, Knock-Knock Joke Lore: 3, Silver Millenium Lore: 1
    Virtues:  Love 4, Justice 3, Hope 4 , Courage: 2
    Credo:  Fighting For Love and Justice
    Purity: 7
    Merits/Flaws:  Hold breath even after you turn blue (M1) , Child (F2)
    Backgrounds: Age: - 1, Animal Companion: 2 (Mitzi the Cat), Familial Resources: 3
    Willpower: 5
    Merchandising: Mesmerism Umbrella, My Little Pony
    Power-Up: 1
    Powers:
    Earth 1, Arcane 1, Sense Annoying Being 1, Speed 1, Taunt 1

    Personality:
    You're cute and you know it, and you know how to take advantage of it to make bigger people do what you want.  But at the same time, you really do want to be a super hero and protect people.  You're smart enough to know you're going to have to rely on your wits, because you're only slightly more dangerous in combat than your pet cat.  Maybe.  Hang around older kids, complain when they treat you as a child, and periodically panic and really act as one.  And get crushes on every Tuxedo who comes along.

    History:
    You always wanted to be a superhero, and when Sailor Moon came on the air, you watched it religiously, wishing you could be just like Chibi-Moon. Then one day, your pet cat, Mitzi, started talking to you, and told you that YOU were really a Sailor Senshi, and it was your duty to fight evil.  She gave you your magic umbrella, and taught you how to bring your My Little Pony, Starshine, to life, and now you try to fight evil the way you always have...find the evil and get someone older to beat it up for you.  Well, eventually you'll be able to fight it yourself.  When you're bigger.

    Eidoleon Senshi:

    Age: 15 (17)
    Nature:  Dreamer
    Demeanor: Wallflower  (Queen)
    Idol:  Neptune

    Attributes:
    Strength: 2  Dex: 1  Stamina: 4 (Endurant)
    (When transformed: Strength: 2  Dex: 4 (Graceful)  Stamina: 3 )
    Perception: 3  Intelligence: 4 (Analytical)  Wits: 2
    (When transformed: Perception: 3  Intelligence: 4 (Analytical)  Wits: 2)
    Charisma: 1  Manipulation: 2  Appearance: 3
    (When transformed: Charisma: 3  Manipulation: 2  Appearance: 3)
    Talents:  Awareness: 1, Expression: 2, Streetwise: 1
    Skills:  Etiquette: 2, Performance: 4 (Violin), Survival: 1
    Knowledges:   Music History: 2, Sailor Warrior Lore: 3, Science: 2, Silver Millenium Lore: 3, Youma Lore: 1
    Virtues:  Love 2, Justice 4, Hope 4 , Courage: 3
    Credo:  Justice Maker
    Purity: 7
    Merits/Flaws:  Assume the Idol's Form (M7), Shy (F1), Geek (F2) (Shy and Geek have reduced values because they only apply to the normal form), Mean Parents (F1)
    Backgrounds: Age: 1, Castle Realm: 4, Familial Resources: 1, Present Life: 5
    Willpower: 6
    Merchandising: Communicator (Level 1)
    Power-Up: 3
    Powers:
    Water 3, Look Good at All Times 2
     

    Personality:
    You have developed a split personality.  Your normal side is a shy and repressed young girl whose inner beauty only comes out in your music.  You spend a lot of time being treated badly by your family, so you've learned to avoid them.  But your transformed form is a queen, regal and kind, lacking the shyness and fear that dominate your normal life.

    History:
    You grew up poor, scrabbling just to get by, and dreamed of a better life where you were an elegant princess, loved by all and able to dedicate yourself to the music you also dreamed of.  By hard effort, you managed to scrape up the money for violin lessons, hoping to get into a music school.  And then one day, you saw a show that had a character who was everything you dreamed of.  Her name was Michiru, and she was everything you wanted to be.  That night, you had one of your strange dreams, and when you woke up...you were her, living in the mansion you've always dreamed of (your castle realm).  You've since learned to control it, and found other people like you.  Now you fight by their side and dream of the future to come...and live it while you can.
     

    Sailor Earth:

    Age: 15
    Nature:  Guardian
    Demeanor: Gallant
    Idol:  None.  You are a Non-Canonical Senshi

    Attributes:
    Strength: 3  Dex: 3  Stamina: 3
    (When transformed: Strength: 4 (Strong Legs)  Dex: 4 (Athletic)  Stamina: 4 (Endurant))
    Perception: 2  Intelligence: 2  Wits: 3
    Charisma: 2  Manipulation: 2  Appearance: 2 (3 when transformed)
    Talents:  Alertness 1, Athletics: 2,  Brawl: 3 , Dodge: 2, Intimidate: 2, Streetwise: 1
    Skills:  Firearms: 1, Melee: 4 (Sword), Pose Impressively: 1, Skip School: 2
    Knowledges:  Area Knowledge: 3, Law: 1
    Virtues:  Love 2, Justice 3, Hope 3 , Courage: 5
    Credo: Justice Maker
    Purity: 8
    Merits/Flaws:  Bad Temper (F2)
    Backgrounds: Age: 1, Familial Resources: 2
    Willpower: 5
    Merchandising: Communicator (Level 1), Excalibur (Level 5.  Treat as Space Sword)
    Power-Up: 3
    Powers:
    Earth 3, Might 2, Speed 1

    Personality:
    You like to kick ass and you like to do it with style.  You've never been one to take bullying; if people push you, you push back.  This goes double for the monsters you now know exist.  But you use your power to protect people, and you only beat up people who deserve it.  Of course, that boundary can be a bit wobbly, but your sense of justice restrains you...when your temper doesn't flare up.

    History:
    You grew up tough and strong, trained by your father to fight so you could defend yourself.  You never ran with any gangs, and as a result, you had to beat up a few gang members who got uppity with you.  Then one night, a ganger you'd beaten up the day before came back with his friends...some of whom had fangs.  They chased you through the streets into a run down old park with a creek in it.  Much to your surprise, an anvil with a sword stuck in it was floating down the creek.  Very slowly.  You ran over and saw the inscription 'Whosoever pulleth this sword from this anvil will be Sailor Earth and kick much ass'.  You drew the sword and transformed for the first time.  That gang isn't around any more, but you are.  Time to take out the garbage.

    Senshi Princess:

    Age: 15
    Nature:  Caregiver
    Demeanor: Celebrant
    Idol:  Moon

    Attributes:
    Strength: 2  Dex: 1 Stamina: 3
    (When transformed: Strength: 3  Dex: 2  Stamina: 4 (Tough) )
    Perception: 3  Intelligence: 2  Wits: 2
    Charisma: 3  Manipulation: 1  Appearance: 3 (4 when transformed.  Specialty:  Regal)
    Talents: Awareness: 2, Brawl: 1, Dodge: 3, Flirt: 1, Make Speeches: 4 (Inspiring Your Allies)
    Skills:  Etiquette: 1, Leadership: 2, Makeup: 1, Pose Impressively: 2, Skip School: 1, Throw Unusual Weapons: 3
    Knowledges:  Area Knowledge: 1, Clique Lore: 1, Silver Millenium Lore: 1, Youma Lore: 1
    Virtues:  Love 4, Justice 3, Hope 3 , Courage: 3
    Credo:  Fighting For Love and Justice
    Purity: 7
    Merits/Flaws:  Deep Sleeper (F1), Soft-Hearted (F1), Enemy (F5) (The master villain of the Chronicle.  Iya)
    Backgrounds: Age: 1, Animal Companion: 2, Familial Resources: 2, Past Life: 2, Sidekick: 1 (Your best friend and frequent monster victim)
    Willpower: 5
    Merchandising: Communicator (Level 1), Super Transformation Pen (Level 1), Weapon Tiara (Level 3, does Str+3 Agg damage)
    Power-Up: 3
    Powers:
    Purification: 3, Inspiration: 2
     

    Personality:
    You are the sort of person who throws themselves into everything they do.  You also tend to be a natural leader of the very idealistic, open, and honest variety, still innocent and uncorrupted by the world. You take your roll as leader very seriously, and do your best to pull your share in battle, though you're not a very fierce combatant.  As a result, you usually try to find ways to avoid having to fight, to bring enemies together peacefully.

    History:
    You were just an ordinary girl until the monsters started showing up, and this talking cat found you and told you you had to fight them.  You were resistant at first, but you didn't like to see your friends get hurt, so you started doing your best to protect them.  You soon found a Sailor Team collecting around you, and now, you've just discovered that you are a reincarnated Princess.  It's overwhelming at times, but you've decided that if you're a princess, then you're going to do your best to be the best princess you can be.
     


    Part VI:  Espers and Miracle Girls of Note



    Appendix I: Enemies

    Espers and Miracle Girls tend to be their own worse enemies.  They have no special enemies, as they're too busy having a hard time with their fellow teens.
     




    Appendix 2: OOC Gaming Stuff
     

    The Esper and Miracle Girls Power-Up Rank Titles

    A Senshi's Power-Up Stat reflects how powerful they can potentially become.  Raising one's 'Power-Up' stat is like raising one's Arete in Mage; it requires achieving some sort of special task which reflects a growth in maturity and spiritual power.  Or possibly just bribing the Storyteller with donuts, but that's out of our hands.

    No Power can reach a higher level than one's Power-Up level, and each level of Power-Up comes with an appropriate title within your Clique.  In their case, it tends to reflect one's generational position, increasing as one takes on new roles in the family.  This is not hard and fast, however; some older people have low Power-up rankings and some small children have high ones.

    1. Small Child
    2. Adolescent
    3. Teenager
    4. Parent
    5. Grandparent
    Your Power-Up stat can never be higher than your Purity.

    The Clique Flaw:

    The more you use your powers, the more you need to eat.  This is fairly subjective, but I'd say that with an average level of use, you will need probably twice as much food as a normal person of your age, height and lifestyle.  Single really intense uses, like moving a car with telekinesis, will likely give you the munchies.

    Merits:

    Physical:
     

    Mental:
     
     

    Social:

    Annoying Relative (F2)
    One of your Esper relatives has made it his or her mission in life to annoy you to death, and is always coming around, causing trouble.

    Too Many Lovers (F3)
    This is similiar to the Annoying Boyfriend/Girlfriend Wannabe flaw, but you have SEVERAL people after you romantically, who you wish would just go away.  At least one of them has power on a level with yours, and isn't afraid to use it.

    Supernatural:
    Powerful Mental Defenses (M3)
    Your mind is especially strong in defending itself; you gain three bonus dice to resist any effort to read your mind or control it.

    Special Talent (M3 or 4)
    You have an especial knack with one of your psychic powers, and gain three bonus dice when using it.  M3 for non-elemental powers, M4 for elemental powers.
     


    New Abilities:

    Talents:

    Masquerade:

    This is the art of hiding your powers and coming up with excuses for unbelievable events you caused with them.

    Skills

    Knowledges
     

    Family Lore
    [Finish this one]
    Unlike most people, you are aware of this secret chapter of World of Darkness history, the story of the Silver Millennium, a time of peace and prosperity, that of course, came to a horrible end.  This is the World of Darkness, after all.


    Backgrounds:

    Dream:
    This is exactly like the mage ability, and reflects your ability to tap the collective unconscious of the Kasuga family in order to learn things.

    KasugaNet:
    This reflects your status as a server on the Kasuga family psychic communications network.  Even if you don't have telepathy, you can use this background to contact other family members who either have telepathy or are part of the network.  It effectively gives one bonus die to telepathically contact anyone with telepathy or this background.  You also occassionally pick up other messages which have been routed through your head.


    Merchandising:

    Espers and Miracle Girls are not noted for their Merchandising.



    New Powers:

    Elemental Powers:

    Psychic Power
    Espers and Miracle Girls can take this as an Elemental Power; most other Cliques cannot.

    1. Sense the Power:  You can feel when people use psychic powers around you.  This sometimes wakes you up in the middle of the night when your sister decides to telekinesis something out of the kitchen at 1 AM.  Use Perception + Psychic Power at a difficulty of 10 - Level of Power sensed (Yes, it's easier to sense the use of higher level effects).  Lower difficulty by 2 if the use is within line of sight.  Range is 100 * Psychic Power Level.
    2. Track the Power:  You can now detect if the Power has been used in a place within a number of days equal to your Psychic Power level.  You can also try to sense if a person can or has the potential to use psychic powers.  (Difficulty is 8 - Their Power-Up ranking).
    3. Fight the Power:  You can try to oppose the use of psychic powers within your line of sight by spending a point of Purity and rolling Wits + Psychic Power at the same difficulty they have.  Each success removes one of theirs.
    4. Power Augmentation:  You can pour some of your psychic force into strengthening other people's powers.  Spend a point of Purity, and they can add your Power-Up to their dice pool with a psychic power.
    5. Awaken Psychic Potential:  This is a plot-device power.  It enables you to awaken the psychic or magical potential of a person as part of the climax of a story.  You'll have to work out the exact details of it with your storyteller.


    Telepathy:
    Espers and Miracle Girls can take this as an Elemental Power; most other Cliques cannot.

    1. Sense Minds: You can use this level of power to sense other minds and tell if they have telepathic protection.  Roll
    2. Good Timing:  You have an intuitive sense for the best time to do things.  This lets you add your Time rating as bonus dice to the 'Show Up When Most Needed' power, and also can be used once per session to add bonus dice equal to your Time rating to one action, by performing it at exactly the right time.
    3. Faster than You:  Add your Time rating to all initiative rolls.
    4. Time Window:  You can look through the Gate of Time to examine the past or possible future of a place or person.  Roll Perception + Time at a difficulty of 6. How far you can gaze is dependant on your successes: 1--1 minute, 2--1 day, 3--1 year, 4--1 century, 5--1 millenia, 6--all the way back to the Silver Millenium

    5. Gate of Time:  You can now open the Gate of Time.  You must spend three Purity Points and 1 willpower, then make a Wits + Time roll to steer the Gate to the right point in time.  Keep in mind that the future is not set in stone, and tampering with the past gets messy really quickly.


    Time:

    1. Internal Clock: You have an internal clock that adjusts itself for time zones, daylight savings time, etc.  You can use it as a reminder calendar or set mental alarms to wake yourself up.  You gain bonus dice equal to your rating in time to any roll to wake up on time, show up on time, or generally to be on time.
    2. Good Timing:  You have an intuitive sense for the best time to do things.  This lets you add your Time rating as bonus dice to the 'Show Up When Most Needed' power, and also can be used once per session to add bonus dice equal to your Time rating to one action, by performing it at exactly the right time.
    3. Faster than You:  Add your Time rating to all initiative rolls.
    4. Time Window:  You can look through the Gate of Time to examine the past or possible future of a place or person.  Roll Perception + Time at a difficulty of 6. How far you can gaze is dependant on your successes: 1--1 minute, 2--1 day, 3--1 year, 4--1 century, 5--1 millenia, 6--all the way back to the Silver Millenium
    5. Gate of Time:  You can now open the Gate of Time.  You must spend three Purity Points and 1 willpower, then make a Wits + Time roll to steer the Gate to the right point in time.  Keep in mind that the future is not set in stone, and tampering with the past gets messy really quickly.
    Show Up When  Most Needed and Speed make good auxillary powers for a Time Senshi.

    Non-Elemental Powers:

    Extradimensional Pocket:
    Many Sailors have the ability to keep things in a sort of personal extradimensional space (the same one where Immortals from the Highlander series keep their swords).  You can store one man-portable object in your 'pocket' per level in this power.

    Flight
    You must either sprout wings or ride something to use this power.  You move at Dex + Flight * 10 miles per hour.  Use Dex + Athletics to manuever.  Rather obviously, this only works in your magical form if you do it by sprouting wings.  Any Senshi who reaches a Power-Up of Five gains 1 pip in this power for free (by sprouting wings in their transformed form) or gains 1 extra pip.

    Healing:
    By spending a purity point, you can heal wounds equal to your success on Stamina+Healing (difficulty 6 roll) to anyone.  Aggravated damage requires spending one purity point per wound, but the person being healed can also contribute.

    Sailor KICK!:
    The Sailor Warriors often go for the blunt approach when energy blasts fail.  This power adds 1 extra die to unarmed attack damage per level of Sailor KICK!.