You are on page 1of 71

How To Be A Vampire

https://fiction.live/stories/How-To-Be-A-Vampire/FQzwiQAFdWK6u2Ztc/Power-List-What-you-
Can-and-Could-do/4wnjdrDrjyNENnWN6

active Unrated Medium reader input 7 day read

Power List: What you Can and Could do

Power List: What you Can and Could do

Note: Anything on this list is highly in flux and may not necessarily be up-
to-date. Refer to current story or chat in case of confusion.

Cross-Species Vampirism

Turns you from a mockery of humanity into a mockery of all living beings,
letting powers such as Soul Palace, Thrall and similar work on nonhuman
prey, as well as allowing you to turn intelligent humanoids into vampires.
"Sometimes... Sometimes nothing is safe."

Allows one to gain BP and Progress from any humanoid


Feed
intelligent life, treating any human-adjacent species just
On (500/500)
like humans would be beforehand; less intelligent
Life
species may give lesser BP.

The Mage

Archetype Power. Take on the archetype of the Mage, and control the
entirety of reality with your mighty magics. Lowers BP costs of certain
powers. May have other effects.

The Rogue

Archetype Power. Take on the archetype of the Rogue, and walk through life
with trickery and stealth, manipulating all into doing your bidding. Lowers
BP costs of certain powers. May have other effects.

Undead Vigor

Immediately and permanently grants +25 maximum HP. This is a bonus


power that applies to any vampires at Rank 5 or above.

"I have evolved so far beyond mortality, explaining it to you would take longer
than arranging your death."

Beneath The Moon

Once per month, at an otherwise fatal occurrence (HP being reduced to or


below zero), you are instead automatically healed up to half of your
maximum HP (rounded down)

"Always make sure to double tap. Always."

Dual Moon (1000/1000) Adds a second respawn per thirty days

Damned Beyond Sin:

Demons and similar beings cannot take your soul as payment for contracts of
any kind.

"And though the spirit is sacred, it must be washed with sin; and though it must
be washed with sin, it is sacred. But the spirit of the Divine is filled with sin and
yet sacred all the same..."

Secret (400/400) Makes it hard to discern that your soul is


Clause protected in this way, causing any entity
attempting to steal or take it to miss it unless
they frankly state paying your soul is part of a
deal they are offering

Your soul is yours, and any that disagree can go


Absolute get fucked. Makes it impossible to, by any
(800/800)
Ownership means, remove your own soul from your
person.

Absolute Yeah, about your spawn? Their souls are yours,


Ownership (1200/1200) too. Extends Damned Beyond Sin's protection to
+ your spawn

Selectively extends your soul protections to


Extended thralls as well, making it harder, if not
(???/???)
Ownership impossible, for their souls to be taken, traded or
stolen

Improved Biology: Or what passes for biology for you, at any rate. +20 to
any physical roll (where you do something).
Improved Biology 2: Bonus grows to +30.

"Talk shit, get hit. Except sometimes you get hit anyway..."

Supernatural Charm: You have an innate understanding of how to social


and manipulate people to your own ends, along with being just that, well,
unnaturally charming. +20 to all social rolls.

Supernatural Charm 2: Bonus grows to +30.

"The scariest part about them isn't how powerful and dangerous they are...
It's how easily they can talk people around."

Mental Boost: Your mind is improved in all respects, giving you +20 to all
mental rolls.

Mental Boost 2: Bonus grows to +30.

"Gotta outwit them to get anywhere, but what if you can't?"

Walk Among Shadows: An innate understanding of how to keep yourself


hidden inside the shadows surrounding you along with the darkness
downright clinging to you at times grants you +20 to all stealth rolls.

Walk Among Shadows 2: Bonus grows to +30.


"Huh. Did that shadow just m-"

To Be Anon: Grants you an additional +30 to stealth rolls when among a


crowd of people, diving into the group and becoming another part of the
faceless masses

"Look, I'm just saying I like festivals and crowds in general."

Just another Face (To Be Anon+Skinwalker): Lets you physically shift


your appearance subtly, but swiftly enough to become indistinguishable
with the groups you are becoming a part of, randomly taking on
appearance traits fitting for the circumstances and changing the clothes
you are wearing temporarily; also grants you another +20 to stealth rolls
while part of a crowd for a total of +50 (???/???)

Invisibility

Allows the user to turn their body and worn clothes invisible upon standing
still for a minimum of five seconds, effectively increasing stealth rolls by
+100 and concealing themselves from all visual senses. Also blocks thermal
vision. Any noticeable movement immediately undoes this effect. Once
undone, this power remains unavailable for the next five minutes.

Quick Invisibility (???/???)

Spreading Cloaking (???/???)

Rapid Cloaking (???/???)

Enhanced Invisibility (???/???)

Hibernation: Allows you to enter a deep, death-like sleep during which no


sustenance is required. May be awoken through blood being spilled on you.
Automatically triggers when you would otherwise starve due to lacking
Sustenance.

"If you ever find a perfectly preserved corpse, you're either about to make a
discovery or you should back away slowly and carefully." -Archeologist Folk
Wisdom
Sleeping Beauty: Prevents decay and dehydration from affecting you
while hibernating, preserving your looks in the period between going to
sleep and awakening again (300/300), COMPLETE

Sleeping Beauty +: Prevents the ravages of time from affecting the place
of your hibernation, keeping it clean from dust and making any rot
impossible; does not apply to weather effects or the like (600/600),
COMPLETE
Thralling Beauty (Hibernation+Thrall): Keeps not only yourself, but
also any separate blood you have shed supernaturally fresh while
hibernating, additionally allowing any thralls you have created to
consume it as though performing the thralling ritual (400/400),
COMPLETE

Thralling Beauty +: Allows your blood to thrall others independently of


yourself, so long as they drink it willingly and, to an extent, knowingly
(800/800), COMPLETE

Absent Thralling: Allows your blood to thrall others so long as they


drink it willingly, regardless of how long it has been between shedding it
and them drinking it, as long as you do not refuse them (1200/1200),
COMPLETE
Absent Thralling +: Allows you to prepare a source of your blood that
never runs out for however long you are hibernating, losing this property
once you awaken (1600/1600), COMPLETE
Unconscious Processes: Allows you to keep receiving BP and other
time-related rewards from various sources while asleep at an extremely
slow (downright glacial) pace, preserving the function of any powers
necessary for this to happen (400/400), COMPLETE
Unconscious Processes +: Allows you to keep receiving BP and other
time-related rewards from various sources while hibernating at a
slower pace, preserving the function of any powers necessary for this
and staying coherent enough to observe the world through the senses of
any beings whose senses you could access while awake, though without
a way to directly contact them (800/800), COMPLETED
Sleeptalking (Hibernation+Vampire Telepathy): Allows you to
telepathically communicate with beings you would be able to contact
while awake even while hibernating, as well as receiving their messages
yourself (300/300), COMPLETED
That Is Not Dead Which Can Eternal Lie: You may not be destroyed
while hibernating; any attempts to do so inevitably fail as your body
regenerates any damage and spiritual attacks become unable to target
you, though you can be damaged still (1000/1000), COMPLETED
Spontaneous Recruitment (Hibernation+Mesmerize+Domination):
Anyone viewing you while you are hibernating will automatically affected
by the Mesmerize power, attempting to hypnotize them into protecting
your sleeping form; ineffective on friendly targets (???/???)

Predatory Aura: +30 to intimidation rolls when active (may be trained to


increase bonus and be targeted)

"There's a reason to be afraid of the night."

Targeted Aura: Lets you exude your intimidating aura towards a single
direction rather than every direction at once (300/300), COMPLETE

Targeted Aura +: Lets you target specific people instead of directions


(600/600), COMPLETE
Specified Aura: Allows you to pinpoint creatures and/or areas at will
(???/???)
Concentrated Aura: Lets you concentrate your aura for an added +10
effect in exchange for reducing your level of control by one (300/300),
COMPLETE
Concentrated Aura +: Lets you concentrate your aura further, adding
+20 to its effect (600/600)
Superior Aura: Lets you supercharge your aura to gain +30 for using it
(900/900)
Superior Aura +: Allows you to use your aura at full capacity without
drawbacks such as reduced control over it (1200/1200), training
completed
Modulated Aura: Lets you tune the strength of your intimidating aura
downwards on command to adjust to differing circumstances (300/300),
COMPLETE
Roar Of The King (Predatory Aura+With Many Voices): Doubles your
added Intimidation bonus whenever you scream, shout, roar etc. in
order to intimidate while using this power (400/400), COMPLETE
King Of Beasts (Predatory Aura+Illusion Magic): When using your
intimidating aura, you may project the image of a frightening figure
resembling yourself around yourself (400/400), COMPLETE

Supernatural Senses: All senses are improved. +15 to any attempt to use
your senses to gather information about your environment.

"In nature, many predators have finely tuned senses to find prey and, indeed,
many animals in general possess them. Yet few can measure up to the
downright supernatural level of these..."

Sharpened Senses: Further improved senses all around. Modifier


becomes +20. (300/300), COMPLETE

Sharpened Senses +: Improves the bonus to +30 (600/600), COMPLETE


Intensified Senses: Improves sense bonus to +40 (900/900), COMPLETE

Intensified Senses +: Improves sense bonus to +50 (1200/1200),


COMPLETE

Impossible Senses: Improves sense bonus to +60 (1500/1500),


COMPLETE
Impossible Senses +; Improves sense bonus to +70 (???/???)
Less Delicate Senses: Remove the malus to getting your senses used
against you (200/200), COMPLETE
Hardened Senses: Actually harden your senses against attempts to use
them against you (300/300), COMPLETE

Hardened Senses +: Adds a +20 modifier to attempts to ignore sense-


based attacks of all kinds (600/600), COMPLETE
Fortified Senses: Modifier against sense-based attacks rises to +30
(900/900), COMPLETE

Fortified Senses +: Modifier to resist sense-based attacks rises to +40


(1200/1200), COMPLETE
Unassailable Senses: Modifier to resist sense-based attacks rises to +50
(???/???)
Bloodhound: Lets you attempt to track a scent; may be disrupted
through other scents in the area (400/400), COMPLETE
Bloodhound +: Lets you smell subtle chemical differences, such as fear
or lying in humans (800/800), COMPLETE
Snaketongue: Sharpens your sense of taste such that it may be used in
place of or in combination with your enhanced sense of smell (300/300),
COMPLETE
Snaketongue +: Your enhanced sense of taste can be used on the air
itself to combine with your sense of smell, letting you analyze even trace
chemicals and scents (600/600), COMPLETE
Zoomer Eyes: Allows you to 'zoom in' your sight, perceiving objects and
using certain powers at twice the distance you would normally be able
to (300/300), COMPLETE
Zoomer Eyes +: Allows you to zoom for up to triple reach, and get an
extremely close look at objects you are invetsigating (???/???)
Tremorsense: Your refined sense of touch allows you to sense
vibrations in the ground, finding moving objects simply by standing on
the same ground it moves along (500/500), COMPLETE
Tremorsense +: Allows you to use Tremorsense through gaseous or
fluid mediums as well (1000/1000), COMPLETE
Awareness: Your enhanced senses allow you to find traces of unusual
activity in any form, whether it be parahuman powers or reality
bending of some sort (500/500), COMPLETE
Awareness +: Automatically lets you discover most unusual effects
unless particularly insidious in nature (1000/1000), COMPLETE
Thermal Senses: Sense heat with all your senses, literally taste your
enemies' positions in the air.

"Keeping your flashlight off is far from enough to hide from one of them."

Penetrating Thermals (Thermal Senses+Bloodsight): Sense heat


through obstructions to your senses, such as walls or smoke (400/400),
COMPLETE
Fading Thermals: Lets you perceive the course of moving heat sources
for a few moments after they have left their previous position (400/400),
COMPLETE
Fading Thermals + (Thermal Senses+Bloodsight): Allows you to use
the effect of Fading Thermals through obstructions (800/800),
COMPLETE
Advanced Thermals: Allows you to analyze temperature levels from
afar using nothing but your 'natural' senses (500/500), COMPLETE
Advanced Thermals +: Allows you to intuit the cause for particular
temperature differences, such as electricity or body warmth, with perfect
accuracy (1000/1000), COMPLETE

Bloodsight: See blood, whether inside bodies or outside and through any
obstructions, such as bodies or walls

"What part of 'natural predator of all life' was unclear?"

Increased Range: Increases the visual range of your bloodsight


(400/400), COMPLETE
Increase Range +: Your bloodsight reaches as far as your sight does
(800/800), COMPLETE
Increased Precision: Lets you observe blood more precisely through
obstructions, allowing you to see what an organism with blood is doing
reliably (300/300), COMPLETE
Increased Precision +: Further improves your ability to perceive blood,
to the point you can notice and even diagnose medical issues within the
human body (600/600), COMPLETE
Enhanced Precision: Your ability to perceive blood flowing through an
organic body is enhanced such that you can differentiate between
singualr blood vessels (1200/1200), COMPLETE
Enhanced Precision +: Allows you to see the smallest amounts of dried
blood that wasn't cleaned up with extensive amounts of bleaach or similar
(???/???)
Widened Vision: Turns your ability to perceive blood within your line
of sight into the ability to see blood all around you, regardless of where
you look (400/400), COMPLETE
Widened Vision +: Why bother looking at all when you can simply
instinctively know the location of any and all blood within your radius?
(800/800), COMPLETE

Boogeyman Eyes: Allows you to see surface fears and phobias of anyone
you can establish eye contact with

"Never lock eyes with them. They'll know what you feel and what you're
afraid of, how to twist and deform you until you're a hollow shell of a man, all
with one glance."

Sharpened Eyes: Allows you to see deeper issues, such as persistent


phobias or childhood fears never quite overcome (400/400), COMPLETE

Sharpened Eyes +: Allows you to see deep-seated fears, such as specific


images and thoughts that have the potential to heavily affect someone
(800/800), COMPLETE

Deepened Eyes: Allows you to see existential fears and trauma gnawing
at the roots of a person (???/???)

Swifter Eyes: Reduces requirements for triggering the effect, such that
you only need to see someone's eyes, rather than establish eye contact,
to trigger it (400/400), COMPLETE

Swifter Eyes +: Requirements are loosened to the point you merely need
to see someone's face (800/800), COMPLETE
Levitation: Lets you completely shut down gravity's hold over you,
rendering you floating as if in 0g.

"Is it a bird? Is it a plane? No, it's..."

Partial Levitation: Lets you only reduce gravity on yourself rather than
remove it entirely, mostly to dramatically float down rather than drift
off in the breeze. (300/300), COMPLETE
Reflexive Levitation: Lets you automatically use Levitation whenever
you would have taken falling damage otherwise. (600/600), COMPLETE
Levitation Jump: Lets you 'jump' off of thin air up to once per jump
(need to land to reset). (400/400), COMPLETE

Levitation Jump +: Allows you to 'jump' off of this air up to two times
before needing to land somewhere again (800/800), COMPLETE

Levitation Leap: Widens your allowance to up to three 're-jumps' every


time you are in the air (1200/1200), COMPLETE
Levitation Leap +: Allows you to accelerate yourself when jumping in
the air through levitation, reaching much greater distances with each
leap (1600/1600), COMPLETE

Spiderclimb: Lets you traverse across any surface by adhering to it with


your hands and feet

"People never look up. It's a weakness you may as well take advantage of."

Ignored Cover: Lets you use Spiderclimb through clothing, such as


shoes or gloves (300/300), COMPLETE
Ignored Cover +: Lets you use Spiderclimb through thicker coverings,
such as armor or power armor (600/600), COMPLETE
Increased Adhension: Lets you use Spiderclimb to keep stuck to
surfaces better, allowing you to resist attempts to knock you prone or lift
heavier weights without dropping from the ceiling (400/400), COMPLETE
Increased Adhesion +: Lets you go beyond the initial uses of
Spiderclimb, basically allowing you to stick to anything you desire, such
as clothes or weapons you are trying to rip off of enemies (???/???)

Flash Step: A limited form of superspeed, lets you move near


instantaneously for a short moment and gives you a free attack at the end.
Great for engaging an enemy or getting out of a fight. Cooldown of five (5)
minutes after use.

"Look, it's not a matter of training. If I physically move too fast for you to
even react, I can beat you down regardless of how good you are at swinging a
stick around."

Greater Reach: Allows you to move faster over a longer distance, going
from about a room's worth to about a building's floor's worth in a
straight line (400/400), COMPLETE
Greater Reach +: Increases your reach to several hundred meters with
every flash step (800/800), COMPLETE

More Control: Allows you to move in ways other than a straight line,
curving your path at a decent angle once moving (300/300), COMPLETE

More Control +: Allows you to perform mildly complicated maneuvers


such as stepping over uneven territory or jump across a gap while
moving at accelerated speeds (800/800), COMPLETE

Increased Control: Allows you to easily jump and perform similar


maneuvers while using flash step (1200/1200), COMPLETE

Increased Control +: Allows you to completely change directions while


flash stepping, potentially striking at many foes that do not line up
perfectly for you (1600/1600), COMPLETE

Greater Accuracy: Increases your accuracy when using this power to


attack an enemy, granting a +10 bonus to it (400/400), COMPLETE

Greater Accuracy +: Increases accuracy of attacks using Flash Step


further, granting a +20 bonus to them (800/800), COMPLETE
Elevated Accuracy: Increases the attack bonus of Flash Step attacks to
+30, along with letting you aim the end point of the movement itself far
more accurately (1200/1200), COMPLETE
Elevated Accuracy +: Increases additional attack bonus of Flash Step
attacks to +40 (???/???)

Greater Force: Increases the damage of attacks made using Flash Step,
adding a DC60 throwback effect that may destroy inanimate objects
(300/300), COMPLETE

Greater Force +: Throwback DC raised to 80, more solid objects can be


destroyed (such as cars etc.) (600/600), COMPLETE

Immense Force: Throwback DC becomes 100, allows the destruction of


simple walls and small brick constructions (900/900), COMPLETE
Immense Force +: Throwback DC becomes 120, and the physical forces
involved may severely injure affected enemies on impact (???/???)
Reduced Cooldown: Reduces cooldown of Flash Step by two minutes,
leaving it at three (500/500), COMPLETE
Reduced Cooldown +: Reduces cooldown down to one minute
(1000/1000), COMPLETE
Shortened Cooldown: Reduces cooldown down to thirty seconds,
approximately five (5) turns in combat (1500/1500), COMPLETE

Shortened Cooldown +: Reduces cooldown down to twenty-four


seconds, approximately four (4) turns in combat (2000/2000), COMPLETE

Afterimages: When flash stepping, you may leave behind an illusory


afterimage of yourself for a few seconds (845/1000)

Forceful Teleport

Allows the user to instantaneously teleport themselves towards a location


within their line of sight, ignoring any obstacles in the way and shifting
matter as required. Cannot be used to teleport into solid matter. Once used,
cannot be used again for five minutes (100 combat turns, approximately)

"Omae Wa Mou Shindeiru!"

"Nani?!"

Successive Teleport (???/???)

Bloodseeker (???/???)

(Forceful Teleport+Bloodsight+Thermal Vision)


Teleport Attack (???/???)

Set Beacon (???/???)

Unnatural Claws: Gain the ability to grow claws on demand, may be used
to better attack, grapple, parry and/or climb (initially unarmed attack
becomes 1d6 from 1d4, +10 bonus to physical usage)

"These things are just disgustingly sharp and durable at the same time. No,
really, the claws themselves are unnatural in the first place; no material
found in nature has these properties and you'd be hard pressed to synthesize
something like this..."

Sharpened Claws: Your claws become sharper, turning your unarmed


damage into 1d8 (200/200), COMPLETE
Sharpened Claws+: Like Sharpened Claws, just with 1d10+2 (400/400),
COMPLETE
Hone Claws: Even sharper claws, with 1d12+4 (800/800), COMPLETE

Hone Claws +: Further sharpened claws with 1d16+6 (1200/1200),


COMPLETE
Razor Claws: Claws become sharper, with 1d18+8 (1600/1600),
COMPLETE
Razor Claws +: Claws grow sharper, with 1d20+10 (2000/2000),
COMPLETE
Lethal Claws: Increases base damage of your claws to 1d20+11 (???/???)

Skilled Claws: When using your claws, you may increase your bonus to
using them by another +10 (500/500), COMPLETE

Skilled Claws +: Another +10 bonus to claw usage is added for a total of
+30 (1000/1000), COMPLETE
Hardened Claws: Your claws become more durable, reducing the risk of
breakage and allowing further improvements (200/200), COMPLETE
Hardened Claws +: Like Hardened Claws, just better (400/400),
COMPLETE
Toughen Claws: Puts your claws clearly above the strength of steel
(600/600), COMPLETE

Toughen Claws +: Claws become nigh unbreakable without specialized


equipment or abilities (800/800), COMPLETE
Unbreakable Claws: Claws become so hard to break that it would
require sustained use of heavy machinery to crack them; nothing
outside of the equivalent of divine intervention is capable of damaging
them in a realistic setting (1000/1000), COMPLETE

Unbreakable Claws +: Hardens your claws further and allows them to


ignore most things that would weaken them, such as rapid cooling and
heating (take that anime protagonists) and corrosive substances
(2000/2000), COMPLETE
Claw Coverage: Allows you to spread the illogical material of your
claws from your fingers to the back of your hand (300/300), COMPLETE

Claw Coverage +: Your claws now also form on your toes, if you want
them to (600/600), training completed

Claw Protectors: The material of your claws spreads along the outside
of your lower arms and shins (900/900), training completed

Claw Protectors +: The material of your claws encompasses the palms


of your hands and the bottoms of your feet (1200/1200), training
completed

More Claws: You gain additional natural weapons to be extended on


demand on your elbows and knees, spikes of the same material as your
claws (400/400), COMPLETE

More Claws +: Your claws can grow in size, giving you longer reach and
making it that much easier to disembowel your enemies with a casual
gesture (800/800), COMPLETE

Cursed Claws (Unnatural Claws+Curse Magic (Malomancy)): Allows


you to place a curse on anyone struck by your claws, temporarily
worsening all their combat rolls for the duration of combat by a malus
of -10, stackable (1000/1000), COMPLETE
Magical Claws: Lets your claws ignore certain damage resistances and
damage noncorporeal entities at a quarter of their damage (500/500),
COMPLETE

Magical Claws +: Lets your claws damage entities otherwise immune to


physical damage at half their normal damage (1000/1000), COMPLETE

True Claws: Lets your claws damage creatures that should be immune
to damage; this does not ignore armor or damage resistance, but if
categorical immunity applies that would render something immune
against you, such as some power effects or fundamental factors of
reality, they are ignored (1000/1000), COMPLETE

Unnatural Armor: The power to grow more of the substance your claws
are made of inside of and all over your body, granting you +1 Armor (DR)
against all physical attacks passively and stacking with other sources
thereof; extension of Unnatural Claws

"If you see one growing this exoskeleton out of their skin? Run. Just run and
hope you can get away fast enough."

Armor Coverage: Properly protects your insides with more flexible


armor material, increasing Armor by +1 (400/400), COMPLETE

Armor Coverage +: Protects now most your body with your natural
armor, increasing your passive stacking Armor by +1 to a total of +3
(800/800), COMPLETE

Armor Completion: Increases your natural Armor to a total of +4


(1200/1200), COMPLETE

Armor Completion +: Your natural Armor increases to +5 (1600/1600),


COMPLETE

Armor Enhancement: Natural Armor increases to +6 (2000/2000),


COMPLETE
Armor Enhancement +: Natural Armor increases to +7 (2400/2400),
COMPLETE
Armor Empowerment: Natural Armor increases to +8 (2800/2800),
COMPLETE

Armor Empowerment +: Natural Armor increases to +9 (???/???)


Extended Armor: Allows you to extend armor material outside of your
skin, generating an exoskeleton acting as part of your body and
potentially unlocking further applications (300/300), COMPLETE
Extended Armor +: Allows you to extend claw analogues from your
elbows and knees, increasing your options for combat application and
unlocking more Unarmed Combat perks (600/600), COMPLETE
Expanded Armor: Your extended exoskeleton becomes water-and
airtight (unless you deliberately open it up, such as by opening the
mouth) (900/00), COMPLETE
Expanded Armor +: Your extended exoskeleton can now eject spikes as a
ranged attack acting as an Unarmed Combat strike with half your normal
damage (1200/1200), COMPLETE
Blood Banner: Constructs of solidifed, cloth-like blood may be extended
from your armor when fully extended. They do not cost concentration to
maintain, but may be manipulated through Hemokinesis. (500/500),
COMPLETE

Blood Banner +: Blood cloth may be extended and 'stretched' for up to


five times its standard volume and length, increasing reach and versatility
(???/???)
Age Manipulation: Change your physical age, become a little boy or a
dottering old man at your leisure.

"Whether it's a little kid or the elderly, nobody ever suspects them."

Increase Changing Speed: Go from one year per minute of


concentration to one year per thirty seconds of concentration (200/200),
COMPLETE

Increase Changing Speed +: You now can change your age at a speed of
one year per ten seconds (400/400), COMPLETE

Enhance Changing Speed: Allows you to change your age at a speed of


one year per second of concentration

Resize Clothing: Lets you ensure your clothes stay fitting as you change
on demand; note that you may suspend this for shenanigans (200/200),
COMPLETE

Bio-Electricity: Gain the abilty to generate and store electricity to use as a


touch attack with 1d10 damage, 3/day.

"Joybuzzers have nothing on this little trick."

Control Voltage: Lets you better control just how much damage you do.
(400/400), COMPLETE

Control Voltage +: Increases your control to moderate, adding or


subtracting up to 4 points up from 2 (800/800), COMPLETE
Manage Voltage: Allows you to increase or decrease the damage done by
up to six points (1200/1200), COMPLETE
Manage Voltage +: May switch between normal damage mode and tazer
mode, which deals no damage and instead applies a momentary stun
effect in living being under a certain size automatically (???/???)
Amplify Voltage: Lets you increase the potential damage you do, up to
1d12. (400/400)
Amplify Voltage +: Like Amplify Voltage, just with 1d14 (800/800),
COMPLETE
Intensify Voltage: Increases damage dice up to 1d18 (1200/1200),
COMPLETE
Intensify Voltage +: Every charge of Bio-Electricity may deal 2d18
damage (???/???)

Discharge Electricity: Allows you to expend two charges in order to let


your electricity travel along surfaces, inflicting half your normal damage
(???/???)

Drain Voltage: Lets you drain electricity from other sources and store it
(400/400), COMPLETE

Drain Voltage +: Like Drain Voltage, just more efficient (800/800),


COMPLETE
Store Voltage: Lets you store more electricity for more attacks (duh).
(300/300), COMPLETE
Store Voltage +: Lets you store up to 5 loads (600/600), COMPLETE

Retain Voltage: Up to six shots in your bank (900/900), COMPLETE


Retain Voltage +: Up you go to seven charges (1200/1200), COMPLETE
Gather Voltage: May store up to eight charges (???/???)

Absorb Lightning (Unnatural Claws+Bio-Electricity+Weather


Manipulation): Lets you use lightning you control to instantly restore
up to three charges by using your claws as lightning rods (requires the
ability to control lightning) (500/500), COMPLETE

Weather Manipulation: Lets you slowly manipulate and change the


weather. Useful for a variety of things.

"And the Lord made it rain for one year and one day, flooding Creation and all
upon it that the unbelievers may drown and only the pious may prosper atop
the arch; and as they were fruitful and prospered, they placated the Lord's
anger and were led into a new paradise..."

Increased Manipulation Depth: Lets you go from shaping cloud


patterns to causing or stopping rain and generating your own clouds, as
well as blunting or exacerbating present weather patterns (500/500)
Increased Manipulation Depth +: Allows you to mildly increase or
decrease temperature, as well as causing hail or heatwaves (1000/1000),
COMPLETE

Advanced Manipulation Depth: Allows you to cause tropical storms,


thunderstorms and freezing blizzards, as well as dangerously heated
heatwaves (1500/1500)
Advanced Manipulation Depth +: Increases the possibilities towards
apocalyptic rain and stormwinds capable of tearing away small
buildings in their entirety (2000/2000), COMPLETE
Improved Manipulation Depth: Allows you to create small amounts of
matter as required for a specific weather, such as sand for scouring
sandstorms and similar (2500/2500), COMPLETE
Improved Manipulation Depth: The weather you can grow the
atmosphere towards now encompasses more indirect effects, such as
whipping up a tsunami by causing a storm over the ocean, and localized
cataclysmic storms (3000/3000), COMPLETE
Improved Manipulation Depth +: Anyone say winds strong enough to
carry entire houses away? Storms that do the same to small towns? Rain
reminiscent of the biblical flood? (3500/3500), COMPLETE
Extreme Manipulation Depth: The domain of hurricanes and tsunamis
is now open to you, assuming enough time and reach (4000/4000),
COMPLETE
Extreme Manipulation Depth +: As long as a given type of atmospheric
phenomenon is possible on a given planet, you may cause it given enough
time (4500/4500), COMPLETE
Absolute Manipulation Depth: Allows you to directly shift and form a
planet's atmosphere, removing, replacing or shifting it around in targeted
areas (5000/5000)

Increased Manipulation Speed: Allows you to change the weather at a


speed of one stage per day, rather than three days (400/400), COMPLETE
Increased Manipulation Speed +: Speeds up your manipulation to one
stage per twelve hours (800/800), COMPLETE
Elevated Manipulation Speed: Change the weather by one stage per six
hours, meaning you could cause or remove a deluge of rain within that
time (1200/1200), COMPLETE

Elevated Manipulation Speed +: Change the weather by one stage per


three hours (1600/1600), COMPLETE

Advanced Manipulation Speed: Change the weather by one stage per


hour (2000/2000), COMPLETE

Advanced Manipulation Speed +: Change the weather by one stage per


half an hour (2400/2400), COMPLETE
Extreme Manipulation Speed: Change the weather by one stage per
twenty-five minutes (2800/2800), COMPLETE
Extreme Manipulation Speed +: Change the weather by one stage per
twenty minutes (3200/3200), COMPLETE
Absolute Manipulation Speed: Change the weather by one stage per
fifteen minutes (???/???)
Widened Manipulation: Lets you affect the atmosphere within several
city blocks, rather than one city block (400/400), COMPLETE

Widened Manipulation +: Reliably lets you affect an entire city at once,


though results will take some time to be evenly spread, unless the
weather conditions were already roughly equal over the entire area
affected (800/800), COMPLETE
Expanded Manipulation: Reliably lets you affect about an American
state's amount of space with weather manipulation, though results may
take some time to spread from your origin point (1200/1200), training
completed
Expanded Manipulation +: Allows you to directly affect a city's worth
of space directly, while having a total area of effect your weather
manipulation spreads to of about a quarter of an average continent
(1600/1600). COMPLETE

Increased Manipulation Range: Increases the range of your direct


manipulation towards about half the average American state, while you
can reach about half the average continent on the outside (2000/2000),
COMPLETE
Increased Manipulation Range +: Increases direct manipulation range
towards a full average American state and nearly one average continent
through propagating your effects (2400/2400), COMPLETE
Expanded Manipulation Range: Your range is now measured in
terrain, rather than pure area (the entirety of America's east coast, a
good part of the Atlantic ocean, etc.), and you can reach entire
continents by propagating the effect through the atmosphere
(2800/2800), COMPLETE

Expanded Manipulation Range +: You may now directly affect large


parts of an average continent's terrain and propagate your desired effect a
long way into the surrounding oceans (3200/3200)

Extreme Manipulation Range: You may now 'stretch' your area of


effect, allowing you to reach other continents assuming average, Earth-
sized oceans (3600/3600), training completed
Extreme Manipulation Range +: You may affect other continents
through your base self-perpetuating range and any area within half a
normal, Earth-sized planet's atmosphere by 'stretching' your area of effect
(4000/4000), training completed
Absolute Manipulation Range: You may affect any place within your
range remotely, that being about half the planet you are on assuming
Earth_sized proportions (???/???)
Easier Manipulation: Reduces the concentration requirement of
Weather Manipulation, meaning you don't have to keep concentrating
nonstop and can act otherwise while using it; taking damage or similar
still forces you to pass a concentration check to continue (400/400),
COMPLETE

Easier Manipulation +: You can now manipulate the weather even in


the thick of combat or while concentrating on something else. Still
requires concentration checks against significant damage, but with a
bonus of +30 (800/800), COMPLETE
Unnatural Weather: Allows you to shift weather towards entirely
unnatural patterns, such as coloring clouds or designating areas rain
does not fall by itself (500/500), COMPLETE

Unnatural Weather +: Allows you to shift weather into more unnatural


patterns, such as having a warm, sunny day in one part of a city and an
apocalyptic hailstorm or water raining upside down in another
(1000/1000), COMPLETE
Abnormal Weather: Allows you to shift weather into ever more
unnatural patterns, such as making it rain acid, forcefully forming
clouds into unnatural forms and pushing them towards the ground or
having a clear dividing line between sheets of ice raining down and
clear, sunny skies (1500/1500), COMPLETE

Abnormal Weather +: Adds clearly unnatural phenomena such as rains


of fire, strange lights or sounds and solid clouds to your repertoire
(2000/2000)

Unlogical Weather: Allows you to obviously and directly ignore physics


when manipulating the weather, such as making it rain upwards
instead of down and creating burning snow (2500/2500), COMPLETE

Unlogical Weather +: Your power over the weather allows you


altogether weirder, if more directly weather-like effects, such as making it
rain shards of glass sideways or lightning that has nothing to do with
electric charges at all anymore (3000/3000), COMPLETE
Magical Weather: Allows you to create weather effects completely
magical in nature, from making it rain light that reveals illusions to
darkness that completely and thoroughly covers everything it touches in
impenetrable dark (3500/3500), COMPLETE
Magical Weather +: Go ahead, go wild (???/???)
Targeted Lightning (Bio-Electricity+Weather Manipulation): Lets you
use a combination of powers to roughly target a single strike of lightning
per day onto a single structure; lightning has to already be present to be
targeted (500/500), COMPLETE
Targeted Lightning +: Allows you to cause up to two targeted lightning
strikes per day and merely require the presence of sufficiently charged
clouds to trigger the effect, dealing 3d10 lightning damage per strike
(???/???)
Weather Form: Allows you to shapeshift into a powerful alternate form
made of the weather itself (1000/1000), training completed

Natural Disaster Generation: You may, through concentration and over


extended periods of time, cause a natural disaster depending on the area
you are targeting. These disasters include, but are not limited to: Flooding,
earthquakes, landslides, avalanches, infernos, bushfires etc. The speed and
range with which you may do this are dependent on your Weather
Manipulation. Derivative power of Weather Manipulation.

"And the unbelievers and the heretics were struck down by the Lord wherever
they walked and talked and stood, not knowing safety nor peace until the
slate was wiped clean by the blood and the pain..."

Domination: Force anyone to obey your commands (at start DC 65, 5 words
max)

"Note #275: Can be used to inflict short-term compulsions and direct,


straightforward commands, but the longer it takes to execute them, the more
time the subject has to try to resist. How Sarah does it I have no idea, but
there has to be a trick to it..."

Increased Power: Increases the DC to resist your Domination attempts


to 75 (300/300), COMPLETE
Increased Power+: The DC to resist you becomes 85 (190/600)

Mesmerizing Domination (Domination+Mesmerizing Voice): Rolls to


resist your Domination suffer a malus of -10 (???/???)

Increased Word Count: Lets you use up to 6 words in a single


command (300/300), COMPLETE
Increased Word Count +: Use up to 7 words in a single command!
(???/???)
Subtle Wording: Lets you attempt to disguise use of Domination as
normal speech. People will still realize if they do something they
wouldn't do otherwise, though. (500/500), COMPLETE

Subtle Wording +: Same as Subtle Wording, but recognizing a compelled


action as such becomes harder, prompting a roll with half of Domination's
base DC (???/???)
Reduced Cooldown: Can use Domination on the same individual after
ten minutes again, rather than 30 (400/400), COMPLETE

Reduced Cooldown +: Reduces individual cooldowns to five minutes


(190/800)

Mesmerize: Lets you mesmerize mortals through extended eye contact,


putting them into a mildly hypnotized state that lets you influence their
thoughts and actions. Requires one full minute of direct, continuous eye
contact (blinking does not interrupt it).

"Eye contact. It all comes back around to direct eye contact."

"Look them in the eyes and you're powerless to resist. Always make sure you
aren't."

Mesmerize Faster: Shortens the amount of time required for you to


mesmerize others (???/???)
Mesmerize Easier: Requirements for activating Mesmerize are loosened
and you only need to look into someone's eyes, rather than requiring
active eye contact (???/???)
Mesmerize Deeper: Allows you greater influence over the minds of those
affected by Mesmerize, implanting thoughts that may take several days to
fade from their minds (???/???)
Fearful Illusion (Mesmerize+Boogeyman Eyes+Illusion Magic): Upon
mesmerizing a person, you may cause them to be caught within an illusion
embodying all their greatest fears for up to one minute's worth of time or
them overcoming said fears; use with caution, high likelihood of trauma
(???/???)
Firm Dominance (Mesmerize+Domination): Upon mesmerizing a
person, they may not be able to withstand Domination at all anymore, and
it can be used on them without limits (???/???)

With Many Voices: Lets you perfectly mimic any voice you have heard
before. May be used to create new voices, though results may vary.

"Brother? Is that you? I- I thought... You're dead, aren't you?"

"And the Lord spoke in a hundred voices, commanding his followers to erect a
paradise in the image of Heaven; and when the Lord was enraged by the
audacity of those that did not understand his vision and sought to tear it
down, His voice was a booming thunder that sundered walls and
mountains..."

Voice Formation: Allows you to accurately create voices within human


norms and avoid creeping people out through accidental changes made
(300/300), COMPLETE
Voice Formation +: Allows you to make new voices on demand without
any effort whatsoever, accurately gauging them to fit whatever needs
you have at the time (600/600)
Inhuman Voices: Allows you to create and speak in voices that have
nothing to do with the human spectrum of such, from animal cries to
just confusing noises (400/400), COMPLETE
Inhuman Voices +: Allows you to finely imitate non-human sounds,
from singing guitar solos to making sounds just completely impossible to
produce with natural vocal cords at all, such as the sound of a tsunami
or silence (800/800), COMPLETE
Inhumane Voices: Allows you to speak in two completely different
voices at the same time (does not allow chanting more spells), as well as
imitating sounds beyond human understanding (1200/1200), COMPLETE
Inhumane Voices +: Allows you to put raw emotions into your voice
such that anyone hearing them cannot help but feel them just a little bit,
as well as concepts that cannot quite be put into words. Also allows you
to speak in three different voices at the same time (1600/1600),
COMPLETE
Abhuman Voices: Allows you to cause temporary insanity in vulnerable
targets simply by speaking your mind simply by speaking your mind
simply by speaking your mind (???/???)
Deafening Voices (With Many Voices+Mesmerizing Voice): Allows you
to use your voice as an aggressive measure as a free action, forcing all
that hear it from up close to resist a physical DC 50 or be stunned for
two turns (400/400), COMPLETE

Deafening Voices +: Raises DC to 70 for all foes within range (800/800),


COMPLETE
Disturbing Voices: Raises DC to 80 and may inflict up to 2d6 points of
damage depending on the voices you are using and the listerners'
respective reactions (???/???)

Mesmerizing Voice: Your voice gains a deep, mesmerizing quality to it. It


becomes soothing and draws in those who listen to it.

"You have a very nice voice, don't you?"

"Why thank you, but you should hear me singing."

Mesmerize: Gain a stacking bonus of +10 to all active social rolls


(500/500), COMPLETE
Mesmerize +: Stacking bonus to social rolls grows to +20 (1000/1000),
COMPLETE
Suggest: Stacking bonus to social rolls grows to +30 (1500/1500),
COMPLETE
Suggest +: Stacking bonus to social rolls grows to +40 (2000/2000),
COMPLETE

Hemokinesis: Gain the ability to control blood (starts out very crude and
only on spilled blood, may be trained to improve this)

"And the blood was the power of the Lord, for it is life; for life is the power of
the Lord and all that lives is under his domain..."

Control More: Increases the amount of blood you can control at once
from a few litres to several litres (300/300), COMPLETE

Control More +: Allows you to exert your control onto about a full
room's worth of blood at once (this is deliberately vague, btw) (600/600),
COMPLETE
Control Mass: Allows you to control enough blood to fill up an average
building (again, vague on purpose) (900/900), COMPLETE

Control Mass +: Allows you to control enough blood to fill up two


average buildings (1200/1200), COMPLETE

Control Flood: Allows you to control enough blood to cover entire city
blocks at a time (1500/1500), COMPLETE
Control Flood +: Allows you to flood a small city's streets in their entirety
with blood (assuming you have both enough blood and the requisite
range) (???/???)

More Control: Allows you finer control over blood, turning it from
'move everything from here towards here' to simple shapes (300/300)
More Control +: Gain improved control, letting you direct the flow of
blood in a rudimentary manner rather than just moving it around
(600/600), COMPLETE
Fine Control: Your control over blood improves to the point of letting
you split the blood you control into several parts and use them
independently (900/900), COMPLETE
Fine Control +: Your control over blood allows you to form it into
somewhat elaborate shapes while independently maintaining control
over several distinct parts (1200/1200), COMPLETE

Precise Control: Your control over blood allows you to form it into
elaborate shapes (such as articulated weapons) while maintaining
control over several distinct groups of such (1500/1500), COMPLETE
Precise Control +: Increases the range of your control beyond your
immediate line of sight, though this does not inherently allow you to
sense its surroundings (1800/1800), COMPLETE

Advanced Control: Allows you to form blood under your control into
advanced shapes beyond the immediately possible, such as razor-sharp
edges and spikes or basic mechanisms you know how to create
(2100/2100), COMPLETE
Advanced Control +: An unlimited number of precise shapes may be
created and 'set' into their forms until changed again, allowing for less
divided attention. Up to razor-thin wire may be freely created out of blood.
(???/???)
Enforce Control: Increasees the amount of force you can put into the
blood you control, making it significantly more combat viable (total
force at any one time scales with mass of blood controlled and put into
the effort) (400/400), COMPLETE

Enforce Control +: Allows more total force to be put into hemokinesis,


allowing to lift the blood into the air with ease while making it do stuff
(800/800)

Compel Blood: Allows you to launch blood with considerable force,


easily bruising and crushing humans when used directly (1200/1200),
COMPLETE

Compel Blood +: Allows you to move blood with enough force to sweep
humans off their feet as long as it has enough volume, battering down
even solid barriers with relative ease (1600/1600), COMPLETE

Increased Control Power: Allows you to move blood with the


approximate force of a punch or swing of a simple object from afar,
increasing proportionally with increased amounts that are moved as a
single object or force (???/???)
Blood Burst: Allows you to take control of blood bleeding out of
wounds, potentially using it to attack bleeding opponents (300/300)
Blood Burst +: Widens your control of blood to blood flowing nearby of
bleeding wounds, potentially completely ripping through enemies as
long as they have an open wound with some concentration and time
(600/600), COMPLETE
Blood Eruption: Allows you to control blood near a body's surface,
negating the need for a bleeding wound for the purposes of using
hemokinesis on a living organism (900/900), COMPLETE
Blood Eruption +: Allows you to go beyond skin-deep when controlling
blood inside a living creature, as well as to affect up to three living
creature's insides at a time (1200/1200), COMPLETE
Blood Explosion: Allows you to affect all the blood inside a living
creature at once, if at much reduced strength, or alternatively affect it up
to several centimeter deep into a given body; also lets you affect up to five
living organisms at a time

Blood Temperature (Hemokinesis+Freezing Blood): Allows you to


cool down or warm up blood you are controlling through Hemokinesis
(???/???)

Bat Blood: Allows you to instantaneously revert bats created through


Bat Swarm into your own blood under your control, not factoring into
your control limits for up to ten seconds and keeping any momentum
already present, (1000/1000)

Freezing Blood: The power to freeze blood on touch; can be used to cripple
or kill victims easily. Can freeze the equivalent of about one human limb
per turn. An extension of Hemokinesis.

"A touch is all it takes, my pretty..."

Freeze Faster: Increases the rate of your blood freezing to about two
human limbs per turn (???/???)
Shape Blood-Ice: Allows you to freely use Hemokinesis on blood that
has been frozen (1000/1000), COMPLETE

Shape Blood-Ice +: Frozen blood may now be controlled and reshaped by


you through Hemokinesis as though it was fluid (???/???)
Cursed Blood: Your blood is now inherently cursed. Any being making
contact with it will be affected by one of three deleterious effects.

"Vile stuff, that. Just touching the blood can kill you or worse."

Increase Curse: Increases the debuff to all actions your blood can apply
from -10 to -20 (200/200), COMPLETE
Increase Curse +: Increases the debuff to -30 (400/400), COMPLETE

Enhanced Curse: Increases debuff to all actions to -35 (800/800),


COMPLETE
Enhanced Curse +: Increased debuff to -40 (???/???)
Increase Confusion: Increases the DC for the confusion your blood can
apply from 70 to 80 (200/200), COMPLETE

Increase Confusion +: Increases confusion DC to 90 (400/400),


COMPLETE

Enhanced Confusion: Increases confusion DC to 95 (800/800),


COMPLETE

Enhanced Confusion +: Increases confusion DC to 100 (???/???)


Increase Damage: Increases the damage your blood inflicts on living
opponents from 1d10 to 2d10 (400/400), COMPLETE
Increase Damage +: Increases damage on living opponents from 2d10 to
3d10 (???/???)

Churning Curses: Upon application of one of Cursed Blood's effects, roll


a 1d3. If the result is 1 or 2, nothing special happens. If the result is 3, all
three effects are applied (600/600), COMPLETE

Blood Boost: You may expend Sustenance to gain a boost to a physical roll
of your choice; this enables you to do things you wouldn't be able to
otherwise. Examples: Punch through an obstacle, lift an object usually too
heavy, etc., conversion rate of 1 Sustenance for +10 to a given roll.

"And yet one of the most dangerous things about them is their sheer strength;
when they exert themselves, they can tear through walls and people in equal
measure with impunity and that's not even counting the older and stronger
ones..."

More Power!: Allows you to convert up to 2 Sustenance into power at a


given moment (300/300), COMPLETE

More Power! +: Allows you to convert up to 3 sustenance into a physical


boost at a given moment (600/600), COMPLETE

More Efficient Power!: Increases conversion rate to +20 per Sustenance


spent (400/400), COMPLETE

More Efficient Power! +: Increases conversion rate to +25 per


Sustenance spent (800/800), COMPLETE
Power Efficiency!: Increases conversion rate to +30 per Sustencance
spent (???/???)
Sudden Power!: Allows you to use this power for reflexive actions in
response to other happenings (???/???)
Retroactive Boost: Allows you to trigger Blood Boost after a roll,
applying its bonus as though you triggered it beforehand (1000/1000),
COMPLETE

Pleasant Bite: Allows you to cause pleasure instead of pain as you bite
someone, potentially getting your victims addicted to being fed on.

"Sometimes the insidious pleasure is so much worse than any pain you can
imagine."

Increased Pleasure: Increases pleasure towards the equivalent of


eating a piece of chocolate or coming home after a long day (300/300),
COMPLETE

Increased Pleasure +: Increases pleasure towards the equivalent of a


long, hot bath or eating a whole bar of chocolate in one sitting (???/???)
Increased Addictiveness: Makes the feeling of your bite randomly pop
up in your victim's thoughts when appropriate (400/400), COMPLETE
Increased Addictiveness +: Turns the feeling of your bite into a
recurring thought over several weeks after its occurrence (800/800)

Enhanced Addictiveness: The feeling of your bite becomes a recurring


daydream somewhet frequently reminding its victim of itself (???/???)

Soul Palace: Upon feeding on a mortal, you also 'eat' their soul, depositing
it within an internal repository of souls in the form of an internal castle.

"Heaven. Hell. Limbo. I've heard many words for where we are, but in the end,
we're here all the same. You can look for a way out, but at some point
everyone that tries gives up."

Soul Summoning: Allows you to manifest one soul in physical reality at


a time as a minor action. (300/300), COMPLETE

Soul Summoning +: Like Soul Summoning, but better. Two souls at


once. (800/800), COMPLETE

Soul Conjuring: More Soul Summoning! Yay! (1200/1200), COMPLETE


Soul Conjuring +: Now allows up to four souls to be summoned at a
time (1600/1600), COMPLETE
Soul Evocation: Up to five souls summoned at a time (2000/2000),
COMPLETE
Soul Evocation +: Anyone say six soul summon slots? (2400/2400),
COMPLETE

Soul Invocation: Increases soul summoning lots to a total of seven


(2800/2800), COMPLETE

Soul Switch: Allows you to substitute one soul you have summoned
with another you are summoning, switching them out over the course of
about one second (1000/1000), COMPLETE

Soul Overlay: Allows you to overlap souls with yourself, taking on


powers and skills from them in case they are higher than your own
(2000/2000), COMPLETE

Guardian Overlay: You may overlay a single Soul Guardian instead of


summoning them, gaining their strengths, weaknesses and appearance
while retaining certain powers depending on the Guardian overlaid. All
usual caveats on summoning Soul Guardians (limited time, cooldowns
etc.) remain and no other souls may be summoned at the same time.
(3000/3000), COMPLETE

Item Manifestation: Allows you to summon items you have created


within your soul palace the same way you can souls, limited by soul
slots the same way souls are (1500/1500), COMPLETE

Item Manifestation +: Allows you to summon items from within your


soul palace, using several soul slots to bring forth bigger items as
necessary (2000/2000), COMPLETE

Summon Guardian: Allows you to bring a single guardian from the soul
palace's various facilities forth, using five soul slots at once to do so
(2500/2500), COMPLETE

Summon Guardian +: Now also adds a few of the less animate


guardians to come forth and do their magic (3000/3000), COMPLETE

Summon Soul Palace: Parts of the Soul Palace may now be summoned,
either along with their guardian or else as their own advanced
summoning obeying the same rules as they do (3500/3500), COMPLETE

Summon Soul Palace +: All Soul Palace facilities are now fully unlocked
for summoning, with their own abilities and guardian-level strengths
(4000/4000)

Internal Viewing: Allows you to look inside your castle while still
remaining cognizant of your surroundings. Somewhat. (200/200),
COMPLETE

Internal Listening: Allows you to listen to the inside of your castle,


letting you communicate without summoning in combination with
Internal Speaking. (300/300), COMPLETE
External Viewing: Allows you to place monitors inside your castle that
show what you're seeing in the real world. (800/800), COMPLETE

External Listening: Allows you to place broadcasters inside your castle


that broadcast what you're hearing in the real world. (1200/1200),
COMPLETE
Internal Speaking: Allows you to speak to souls within your castle
without being inside yourself. (300/300), COMPLETE

External Speaking: Allows you to mentally speak to your souls while


they are summoned. (600/600), COMPLETE
Internal Communication: Allows you to speak and listen to several of
the souls inside you at once, opening up a kind of 'conference call'.
(900/900), COMPLETE

Internal Communication +: Allows you to set souls to automatically be


forced to contact you when certain conditions are met, forcing them to
advise and aid you, using up to half their skill level instead of your own
for specific tasks (1200/1200), COMPLETE

Soul Hivemind: Allows you to become a hivemind of sorts with all the
souls you have eaten, while remaining in full control over them and
using them to take care of minor actions as required (1500/1500),
COMPLETE
Soul Hivemind +: Allows you to define any number of your eaten souls
as 'leader' souls directly subordinate to you, controlling their actions
and through them those of all other souls as appropriate, mainly to
reduce the amount of attention required of you in doing this (1800/1800)
Soul Refinement: Allows you to 'refine' a soul, pushing its morality
either up or down. (IMPORTANT NOTE: Artificial changes to morality do
not affect the soul's statistics or morality as such. Only useful for using it
as crafting material or creating artificial true souls with true soul
powers weaker than natural true soul powers). (800/800), COMPLETE

Soul Refinement +: Same as Soul Refinement, just with a DC lowered to


60 from 80 (1600/1600)

Soul Refinery: DC further lowered to 40 (2400/2400), COMPLETE


Soul Refinery +: Soul Refinement automatically succeeds (3200/3200),
COMPLETE
Refinery Enhancement: Increases the breadth of Soul Refinery's
morality shift up to 3d5 per use (1000/1000), COMPLETE
Refinery Enhancement +: Refinery morality shift is increased to 4d5
(2000/2000), COMPLETE

Soul Expulsion: Allows you to expulse souls from your soul, spewing
them out and leaving them to proceed on to whatever afterlive is
available and appropriate (500/500), COMPLETE

Soul Expulsion +: As per Soul Expulsion, but if there are several eligible
afterlives or soul repositories the soul(s) may be sent to, you may choose
where it/they go (1000/1000), COMPLETE

External Soul Storage: Allows you to store souls inside external storage
spaces, such as created through Soul Magic or Alchemy (1500/1500),
COMPLETE

External Soul Storage +: Allows you to store and transfer souls by


handing them off to other creatures that can handle them, such as other
vampires in possession of Soul Palace (2000/2000), COMPLETE

Palace Expansion: Places and facilities within your soul palace are
expanded, allowing you to add more souls to some of them and making
its insides more luxurious (500/500), COMPLETE
Palace Expansion +: Individual facilities inside your soul palace, once
unlocked, grow several sizes without taking up more space (1000/1000),
COMPLETE
Palace Enhancement: Soul Palace facilities may automatically adjust to
whatever purposes they are used for, granting increased convenience
and adaptability when accompanying a Guardian (1500/1500),
COMPLETE
Palace Enhancement +: Soul Palace facilities may spontaneously self-
animate when summoned along a Guardian, actively attacking enemies
and performing active roles both on the battlefield and otherwise
(2000/2000), COMPLETE

Soul Fusion Deluxe: Skills contained within fused souls are no longer
reduced by half unless present in both souls, but instead kept as they are
(1000/1000), COMPLETE
Soul Fusion Deluxe +: Allows you a measure of control over the end
result of soul fusions, such as gender shifts, appearance, personality
meshing and similar (2000/2000), COMPLETE

Soul Consumption: By sacrificing a soul, you may recover up to half your


current maximum Sustenance instantly (1000/1000), COMPLETE

Soul Consumption +: As per Soul Consumption, except three quarters of


Sustenance (rounded up) are recovered (2000/2000), COMPLETE

Soul Fuel: By using up 1 BP, you may increase or lower a soul's morality
by up to 10 points into either direction at any time, instantaneously
(1000/1000), COMPLETE

Soul Fuel +: You may also use 5 BP to empower a true soul, artificial or
natural, and enhance their power permanently in some way
corresponding to its initial use (2000/2000), COMPLETE

Soul Enhancement: May reduce the BP costs of Soul Fuel + to a


minimum of 1 BP by consuming 10 Sustenance for every BP saved,
cumulatively over extended periods of time for a given soul (3000/3000),
COMPLETE
Soul Sacrifice: Once per day, you may completely consume a soul you
have captured within your Soul Palace in order to create an additional
Soul Tree Fruit (1500/1500), COMPLETE
Soul Sacrifice +: May use Soul Sacrifice up to twice a day (???/???)

Soul Overcharge: You may exchange BP for Soul Tree Fruit at a rate of 3
BP/Fruit at any time (1500/1500), COMPLETE
Soul Overcharge +: You may exchange BP for Soul Tree Fruit at a rate of
2 BP/Fruit at any time (3000/3000)
Overdrive Summoning: While having incurring a summoning cooldown
from summoning Soul Guardians, you may sacrifice 100 Sustenance or 3
BP in quick succession (in up to two minutes maximum) to allow yourself
to summon another Guardian despite the cooldown, up to once per
cooldown (the original cooldown remains in effect and ends as it would
normally, you may just ignore it once) (5000/5000), COMPLETE
Overdrive Monster Form: Allows you to utilize the effects of Overdrive
Summoning for the purposes of Monstrous Transformations as per the
Shapeshifter's Almanac, partially ignoring cooldowns by investing the
same resources (5000/5000), COMPLETE

Mind Eater: Lets you gain 5xskill level skill xp from any victim you eat; this
process is automatic.

"A balanced diet goes a long way, being undead doesn't really change that."

Selective Eating: Lets you decide which skill you gain xp from rather
than leave it at random (400/400), COMPLETE
Hungry Eater: Double the xp rewarded to 10xskill level (600/600),
COMPLETE

Hungry Eater +: Double the rewarded xp once more to 20xskill level


(1200/1200), COMPLETE

Starving Eater: The xp gained rises to 25xskill level (1600/1600),


COMPLETE

Hungry Boy: Lets you take from two skills instead of one (400/400),
COMPLETE
Hungry Boy +: Lets you gain xp from up to three skills (1200/1200)
Thought Eater (Mind Eater+Soul Palace): Gives you an immediate
impression of what your victims were thinking about the moment you
ate them (400/400), COMPLETE
Thought Eater +: Gives you an imprint of the body language of any
victims you happen to eat, automatically gaining a +30 to rolls to act like
them (800/800), COMPLETE

Vampiric Healing: Lets you heal instead of gaining Sustenance, BP and/or


souls. At base, 1d6 HP recovered per Sustenance you would've otherwise
gained.

"They can regenerate just about anything. The older ones can shrug off even
decapitation if they have enough blood."
Increase Healing: Allows you to heal for 2d6 per Sustenance fueling
your healing instead (300/300), COMPLETE

Increase Healing +: Allows you to heal for 3d6 for every sustenance
fueling your healing instead (600/600)
Rapid Healing: Allows you to heal for 4d6 for every point of sustenance
fueling your healing (900/900), COMPLETE
Rapid Healing +: Allows you to heal for 5d6 for every point of sustenance
fueling your healing (???/???)
Auto-Hemophagia: Allows you to consume your current Sustenance to
heal (???/???)
Morbid Regeneration: Allows you to store up to one charge of Vampiric
Healing for later use (400/400)

Morbid Regeneration +: Allows you to store up to two charges of


Vampiric Healing for later use (???/???)

Animnomnom: Lets you gain Sustenance (and Sustenance only) by feeding


on animals in general rather than only from humans. Sustenance gain
depends on the size of the animal in question.

"Fluffy, nooo!"

Thrall: Allows you to conduct a ritual upon which you feed a mortal a little
of your blood over the course of several hours in order to turn them into a
loyal thrall

"Look, having servants around that don't suffer any of your weaknesses and
are entirely unaffected by the sun is just good sense. They can protect you
during the day, infiltrate communities on your behalf and generally do odd
jobs for you, what's not to love?"

Improved Resilience: Thralls gain +10 max HP instead of +5 (300/300),


COMPLETE
Supernatural Grace (Synergy with Harder, Better, Faster, Stronger):
Thralls gain a small measure of your unnatural ability (+5 to all rolls)
(600/600), COMPLETE
Supernatural Grace +: Increases a thrall's bonuses to +10 (1000/1000),
COMPLETE

Hypernatural Grace: Increases a thrall's bonuses to +15 (1500/1500),


COMPLETE

Increased Lifespan: Doubles the natural lifespan of a thrall (300/300),


COMPLETE

Increased Lifespan +: Quadruples natural lifespan of thralls, notably


increasing the softcap on their number (600/600), COMPLETE
Maximized Lifespan: Multiplies the natural lifespan of a thrall by 10
and severely increases the softcap on thralls (900/900), COMPLETE
Maximized Lifespan +: A thrall's lifespan becomes indefinite so long as
the vampire thralling them continues existing (1200/1200), COMPLETE
Preserved Lifespan: Allows you to store blood used to refresh thralling,
keeping thralls topped up even over centuries of absence/hibernation,
cannot be used to create new thralls (1500/1500), COMPLETE
Preserved Lifespan +: Allows you to 'stock up' a thrall's blood reserves
indefinitely, effectively removing any limitations on creating them as they
do not need more for centuries after a long enough feeding (1800/1800),
COMPLETE
Supernatural Power: Thrall gains a random power from a select list of
your powers (600/600), COMPLETE
Selective Power: Lets you change a thrall's granted power up to once a
month (800/800), COMPLETE
Selective Power +: Like Selective Power, just useable on the power
granted by greater supernatural Power (1000/1000), COMPLETE
Greater Supernatural Power: Thrall gains a second random power,
cannot be changed by selective power (800/800), COMPLETE

Insidious Supernatural Power: Thrall gains a personal training of your


choice that 'sleeps' until said thrall is turned into a vampire,
immediately activating without requiring any further input on turning
(800/800), COMPLETE
Constant Supernatural Power: Any powers you grant thralls are
carried over as their rank 1 powers upon turning, also allows to imbue a
thrall with a non-thrall power stays inactive until they are turned
(800/800), COMPLETE
Spontaneous Supernatural Power: Lets you ignore the 1 month
cooldown on changing a thrall's power the very moment you turn them
into a vampire (400/400), COMPLETE

Spontaneous Supernatural Power +: Reduces power change cooldown


to one week (???/???)
Thrall Telepathy (Thrall+Vampire Telepathy): Lets you connect to
thralls telepathically. (500/500), COMPLETE
Thralled Souls (Thrall+Soul Bound Guardian+Soul Palace): Bonuses
your thralls gain through use of the Thrall power are also applied to any
souls you bind to them. Note that this only applies to souls, not spectral
undead or similar (1000/1000), COMPLETE

Vampire Dominion: Lets you verbally issue absolute commands your


spawn must follow. Furthermore, you may activate a failsafe that instantly
kills all vampires spawned from you the moment you die.

"Fear the old blood."

Vampire Telepathy: Lets you telepathically connect to vampires spawned


from you.

"Sometimes, it seems like they all act as as one single being. They all know
what any one of them knows, act in unison and so on. It's really creepy."

Manyfold Connection: Lets you connect to more than one vampire at a


time. (400/400), COMPLETE
Manyfold Connection +: Lets you connect to as many vampires at a
time as you like, multitasking not included (800/800), COMPLETE
Telepathic Server: Lets you use yourself as a telepathic server of sorts,
allowing anyone capable of connecting to you to connect to anyone else
in your network (1200/1200), COMPLETE

Telepathic Server +: Now comes with the ability to designate


permissions, such as keeping one participant from connecting to another
and dividing the network into diversified parts (1600/1600), COMPLETE
Increased Bandwidth: Allows you and anyone connected to you to send
and receive images held in the mind of the sender (500/500), COMPLETE

Increased Bandwidth +: Now comes with the ability to send and


receive memories as though they were videos, just for all senses
(1000/1000), COMPLETE

Improved Bandwidth: Going from active telepathy and sending


thoughts between one another, this training allows you and any
vampires connected to your network to create permanent 'sites' akin to
the internet, storing thoughts, stories, memories etc. in them to let
others view and experience them at their leisure (1500/1500),
COMPLETE

Improved Bandwidth +: Allows your telepathic network to go a step


further, connecting and 'linking' thoughts and memories to each other,
search for content deposited based on its creators, what it is about etc.
and allow a reasonably easy navigation of massive amounts of thoughts,
memories, etc. (2000/2000), COMPLETE
Transference: Vampires and thralls may 'download' thoughts and
memories as though they lived through them themselves, giving them a
firsthand experience and granting increased understanding of the
memories in question. May unlock perk options and grant bonus xp for
certain skills through this process by 'offloading' their own mental
processes onto the network to an extent. (2500/2500), COMPLETE

Transference +: Vampires and authorized thralls may telepathically


share minds with other vampires and thralls, letting many act as one as a
complete hive mind and sharing both information and thoughts in real
time (3000/3000), COMPLETE
Permanent Connection: Lets you effortlessly keep up connections.
(300/300), COMPLETE

Permanent Connection +: Lets you effortlessly keep up connections


and share them among other telepaths in your network (600/600),
COMPLETE

Two-Way Connection: Allows you to designate a person you can


telepathically connect to to contact you through the same means at any
time they wish (900/900), COMPLETE

Two-Way Connection +: Screw a single person, anyone you give the


permission to can telepathically contact you so long as they are inside
the network (1200/1200), COMPLETE

All For One (Vampire Telepathy+Mind Eater+Soul Palace): Using the


telepathic connection shared between all vampires, it is possible to do more
than share thoughts, instead drawing upon it to directly experience, learn
and outright improve. Allows you to gain xp for powers and magic that
your spawn has already learned every time you eat a Soul Palace fruit,
taking the highest individual xp roll and applying it to a single training
randomly rolled out from a power or spell of your choice.

What do you mean they can all do it?!

Soul Bound Guardian: Attach a soul or other semi-spectral entity under


your control to a person of your choice, charging it with protecting them.
Note that this power is incompatible with entities in control of a Soul Palace
or similar.

"Enslaving the souls of the fallen isn't enough?!"

"Of course not. They have to be efficient slaves."

Increase Control: Lets you apply more control over any entities you
bind, allowing you to apply up to three orders in addition to the basic
command of protecting their charge (400/400), COMPLETE

Increase Control +: Lets you modify the purpose of the souls you bind
to others, changing it from protecting them to automatically being
forced to sabotage, aid in specific ways, give advice only etc. (800/800),
COMPLETE
Twinned Control: Lets you bind up to two souls or similar to a single
person (1200/1200), COMPLETE
Surrender Control: Let the person you bind the entity to directly
control it in the same manner you would have done while it was under
your control (800/800), COMPLETE
Vampiric Control (Soul Bound Guardian+Vampire Dominion): Allows
a bound soul access to the bloodline power of the vampire it is bound to,
where appropriate; note this only applies to souls, not spectres or
similar (600/600), COMPLETE
Assimilating Control: Mentally fuse a soul to the person you bind it to,
turning them into a low-level hivemind and leaving the beneficiary in
full mental control of the soul, as well as retain and continue natural
growth of True Soul abilities and powers (800/800), COMPLETE

Assimilating Control +: More directly fuse a soul to a beneficiary,


letting them 'overlap' upon materializing and literally act as one on
demand (lovingly called Celebrimbor Mode by those in the know)
(1200/1200), COMPLETE
Transfer Control (Soul Bound Guardian+Soul Palace): Let the person
you transfer a soul to treat it as a soul they have captured in their own
palace rather than a bound soul, if possible (1000/1000), COMPLETE

Power Through Age: Your sheer age itself actually grants you power,
giving you additional BP every now and then.

"I repeat. Fear. The. Old. Blood."

More Power: Increases BP gained to 3d4 (500/500), COMPLETE

More Power +: Increases BP gained to 4d4 (1000/1000), COMPLETE


Intensified Power: Increases BP gained to 4d5 (1500/1500), COMPLETE

Bulletproof: You are immune to bullets. No really, anything that counts as a


bullet according to your internal magic just plings off you without damage.

"Bullets don't work!"

"That just means you aren't using enough!"

"No, really, listen to him. Bullets actually don't work on me."

Bulletproof Clothing: Expand your protection against bullets onto any


clothing you are wearing, preventing being effectively half-naked all the
time you're being shot at (500/500), COMPLETE
Completely Bulletproof: Expands your protection against bullets
toward additional effects, such as magical bullets' effects or explosive
rounds. Do note incendiary bullets' fire can still hurt you after a few
moments, however (1000/1000), COMPLETE

More Than Bulletproof: Your immunity to bullets is now expanded in


definition, becoming more than it should be. No projectile attack caused or
created by any mechanism that constitutes a gun or is based on similar
enough principles may now be able to harm you directly, including non-
kinetic attacks (lasers, chemicals, radiation etc.) (2000/2000), COMPLETE

The Birds and the Bees (Beast Speech): Talk to animals, they don't have to
obey anything you say, though they might be convinced to help you

"A little birdie told me something interesting..."

Subtle Speech: Lets you communicate with animals without outward


sign you are doing so, rather than having to, for example, bark and
growl (300/300), COMPLETE
Subtle Speech +: Allows you to simultaneously communicate with several
animals in mutual sight range, based on your ability to multitask (same
message to all of them is easy, a bunch of individual conversations hard)
(600/600), COMPLETE

Animal Mastery (Beast Speech+Any Three Animal Transformation


Powers): Lets you unilaterally command animals that you can
transform into at will (400/400), COMPLETE

Genderbending: Allows you to change your own gender. Simple as that.


"I am conflicted."

Speedchange: Lowers the time needed to fully change gender to exactly


one minute, down from five (300/300), COMPLETE

Speedchange +: Lowers time requirements to twenty seconds (600/600),


COMPLETE
Instant Change: Lowers time requirements to five seconds (???/???)
Deliberate Change (Skinwalker): Allows you to mildly change your
sexual characteristics while shifting, aka bigger boobs, bigger dick etc.
(???/???)
Partial Change: Allows you to mix and match male and female
characteristics while shifting around, aka futa mode (Why do I even need
this? -Gabe) (500/500), COMPLETE

Sun Resistance 1: Reduces the damage you take from the sun. Plain and
simple. Not enough to be immune against it, however. Takes one dice out of
sun damage calculation (from 2d10 per round to 1d10 per round),

Sun Resistance 2: Reduces sun damage by another damage dice, allowing


you to weather sunlight without burning. Still applies -50 to all rolls,
however.

"Weren't they supposed to burn in the sun?"

"Since when did they care what they're supposed to do?"

Sun Immunity 1: Reduces sun debuff by 10, leaving it at -40 (2000/2000),


COMPLETE
Sun Immunity 2: Reduces sun debuff by 20, leaving it at -30 (4000/4000)

Sun Immunity 3: Reduces sun debuff by 30, leaving it at -20 (6000/6000)


Sun Immunity 4: Reduces sun debuff by 40, leaving it at -10 (8000/8000)
Sun Immunity 5: Nullifies sun debuff (10000/10000), COMPLETE

Inscribe Scroll: Allows you to turn an 'empty' piece of paper into a magical
scroll, a one-time use of any spell you are capable of casting. Using it
requires the user to read its full chant aloud from where it is written on it,
chant-shortening trainings are ignored. Crafting them takes time dependent
on the strength of the spell.

"Where'd I put the scrolls?"

Transmit Training: Allows you to grant scrolls you create all spell
trainings belonging to the relevant spell (???/???)

Scroll Scribe: Reduces AP required to craft a given scroll by 1; if this


would reduce it below 1, crafts an additional scroll instead (???/???)

Write Grimoire

Allows the creation of a Grimoire, a magical book detailing a single known


spell and allowing its user to use said spell a set number of times per day.
Crafting requires a book with empty pages and 1 AP, though some spells may
require additional AP to be recorded. Similarly, some Grimoires may require
some training and attunement before a given user may cast through them.

"The pen is mightier than the sword. Quite literally in this case, I assure you."

More Spells (???/???)

Trained Spells (???/???)

Write Faster (???/???)

Transmit Spells
(???/???)
(Write Grimoire+Inscribe Scroll)

Scrapbook
(???/???)
(Write Grimoire+Art (Painted World))

Demonic Grimoire
(???/???)
(Write Grimoire+Demonology+Art (Sealed In Ink))

Doublecast

Allows the casting of two separate magical spells as a single one, combining
their chants into a singular whole as well. To do so, combined chant length
can be a maximum of two words. When used, both chants are temporarily
modified to fit together, potentially adding more syllables or words as
required.

"You thought you knew what I was doing, but it is I! Magic Vampire Man!"

Silent Word
(???/???)
(Doublecast+Silent Cast)

Wordy Chant (???/???)

Silent Cast

Allows the reduction of chants for magical spells by up to one word of choice.
Does not allow for more than one spell to be cast per turn.

"… Hah."

Free Spell (???/???)

Dimensional Context: Immediately gives you a rough idea of what you'll


find in any new dimensions you visit.

"I know everything you could tell me already, so what other use could you
have?"

Broad Context: Get a closer idea on the history and past influences of
any new dimension you visit (400/400), COMPLETE
Broad Context +: Get a complete overview of the recent history of a
new dimension you visit (800/800)

Diffuse Context: Get an idea about undercurrents and less widely known
parts of a new dimension's history the first time you visit (1200/1200),
COMPLETE
Diffuse Context +: Get an accurate understanding of a modern
perspective on history whenever you first visit a new dimension (???/???)

Specific Context: Get a closer idea on the current happenings and


societal climate of any new dimension you visit (400/400), COMPLETE

Specific Context +: Get in-depth knowledge on recent events and the


societal climate of any new dimension you visit, including knowledge of
how and why important personages are forming them (800/800),
COMPLETE
Linguistic Context: Gain the single language locally spoken wherever
you arrive in any new dimension you visit (300/300), COMPLETE
Linguistic Context +: Gain all locally relevant languages whenever you
arrive in a new dimension, letting you reliably communicate with any
natives living in your area of arrival (600/600), COMPLETE
Polyglot Context: Gain automatic translation for any and all languages
spoken whenever you arrive in another dimension (900/900), COMPLETE
Polyglot Context +: Gain automatic translation of languages in general,
never losing them regardless of what dimension you are inside of, and
speak any of them flawlessly (1200/1200), COMPLETE

Interdimensional Travel: Lets you travel to other reality clusters. Time is


functionally stopped in any world you have been to, but are not currently
present in. Destination is semi-random; you can choose between two
choices at base.

"There's a reason I'm so much stronger than the last time you saw me."

Take Spawn: Lets you take along up to one spawned vampire with you
(400/400), COMPLETE
Take Spawn +: Take up to two spawned vampires along (800/800),
COMPLETE
Invite Spawn: Third spawn slot when world jumping (1200/1200),
COMPLETE
Kids Under X Ride For Free: Children born between two (or more,
whatever) vampires may be taken along for free when jumping
dimensions once (2000/2000), COMPLETE
Take Companion: Lets you take along up to one living companion with
you (400/400)
Take Companion +: Take up to two living companions! (800/800),
COMPLETE
Invite Companion: Third companion slot when world juping
(1200/1200), COMPLETE

Increased Duration: Lets you stay at the destination for two weeks
instead of one (200/200), COMPLETE
Increased Duration+: Increases duration to a month (1000/1000),
COMPLETE
Improved Targeting: Allows you to choose between three possible
realities (600/600), COMPLETE
Repeat Targeting: Allows you to designate the last reaility you accessed
as a guaranteed target designation (800/800), COMPLETE
Repeat Targeting +: Same as Repeat Targeting, just for any world you
have previously visited (1200/1200), COMPLETE

Specific Targeting: Allows you to specify a single general aspect of a


target dimension and roll to ensure that a single destination choice fits
this aspect (500/500), COMPLETE
Specific Targeting +: The single specified aspect of a given world you
could jump must now be present in two possible resulting worlds
(400/1000)

Plasmids:

Telekinesis 3: Allows the user to apply force on any objects in their


surroundings telekinetically, pulling and/or throwing even heavy objects
and doing damage depending on the weight of the objects involved plus up
to 3d3 damage based on the telekinetic force provided. Additionally, may
use sustained telekinesis to hold several target objects or creatures in place
floating in the air, negating all actions or reactions requiring mobility.

Increase Force: Increases the force with which you may move an
object, increasing added damage dice by one (3d4) (300/300), COMPLETE

Increase Force +: Further increases the force with which an object may
be moved telekinetically, increasing the number of damage dice added
(4d4) and allowing the usage of heavier objects as projectiles (???/???)
Increase Reach: Increases reach from 'in one's surroundings' to 'within
line of sight' (400/400), COMPLETE

Increase Reach +: Increases reach to beyond one's sight, though


conceptualizing the position of the target remains necessary (???/???)
Increase Control: Allows the user to move objects around without first
drawing them to themselves (400/400), COMPLETE
Increase Control +: Allows the user to use full force and momentum
control when using telekinesis based on a faraway object they are not
drawing towards themselves (???/???)
Momentum Control: Allows the user to use pre-existing momentum to
their advantage, redirecting it towards new directions (300/300),
COMPLETE
Momentum Control +: Allows the user to redirect pre-existing
momentum, potentially using objects already in motion as powerful
telekinetic projectiles if they enter reach (600/600), COMPLETE
Self-Telekinesis (Telekinesis+Levitation): Allows you to telekinetically
move yourself when weightless; this takes a moment and is not suited
for quick course changes, but can be used for stable, if slow, flight
(400/400), COMPLETE

Self-Telekinesis +: Allows you to move yourself with some speed, as well


as somewhat easier maneuvering while weightless (800/800)

Hemotelekinetic (Telekinesis+Hemokinesis): Allows you to apply


telekinesis to blood you control through hemokinesis despite its usual
inability to coherently move fluids, increasing the force you can put behind
it for greater effects (???/???)

Cyclone Trap 3: Can place an aerokinetic trap on floors, walls or ceilings


that triggers the moment hostiles come near, catapulting them around and
leaving them prone, in addition to dealing up to 3d10 damage if they hit a
solid object

Increase Radius: Increases the radius of the traps, making it easier to


catch enemies within and opening up the possibility of hitting more
than one at a time (400/400), COMPLETE
Increase Radius +: Radius of each individual trap is increased so as to
catch groups of enemies close together (???/???)

Increase Force: Increases the distance the traps catapult enemies,


making it more likely for them to hit something and be damaged or at
least keeping them in the air longer (300/300), COMPLETE
Increase Force +: Pushes enemies affected by traps with an acceleration
roughly equivalent to that of a car, increasing the likelihood of them being
smashed against something (???/???)
Increase Rotation: Increases the chance for enemies to be knocked
prone, as well as to stay unable to act while in the air (300/300),
COMPLETE
Increase Rotation +: Significantly increases the chance for enemies to
be knocked prone, as well as makes it nigh impossible to act while in the
air due to immense turbulence (600/600), COMPLETE
Storm Twister: Enemies caught by a Cyclone Trap are sucked in and
whirled around with significant force, whirling them through the air in a
wild tumble more than likely to have them vomit (???/???)
Cutting Winds: 'Sharpens' the air currents constituting teh traps,
causing 2d2 damage on touch (aka trigger) and necessitating a DC40 to
avoid bleeding as long as the target is unarmored (400/400)
Cutting Winds +: Increases initial damage to 2d4 and bleeding DC to 50
(???/???)
Weather Trap (Cyclone Trap+Weather Control): Allows you to add the
effects of Weather Control to traps you are deploying, adding additional
effects based on unlocked weather changes (500/500), COMPLETE
Weather Trap +: Allows you to expand the scope of weather changes
added to traps, turning what would have been a lightning strike into a
localized thunderstorm striking several times (1000/1000), COMPLETE
Tactical Weather Trap: Allows you to depart from the basic cyclone
trap and completely replace the winds with weather effects of your
choosing, changing the damage types involved entirely based on your
unlocked weather changes (1500/1500), COMPLETED
Tactical Weather Trap +: Allows you to use your weather traps as a
basis from which to spread weather effects, drastically reducing the
time required to change the weather on a larger scale based on what
traps you created by up to half (2000/2000), COMPLETED
Electric Trap (Cyclone Trap+Bio-Electricity): Allows you to deposit a
charge of Bop-Electricity to a deployed trap on touch, adding as much
damage as you can cause as an additional effect upon triggering the trap
(400/400), COMPLETED

Electric Trap +: Allows you to deposit up to two charges in a single trap


(800/800), COMPLETED

Electrified Trap: Allows you to put up to three charges into a single trap
(???/???)

Gravity Well 3: Allows the user to create and throw a polyp that, upon
impact with a living being or after a few moments, bursts into a
miniaturized gravity well, pulling medium-weight objects towards itself
and forcing baseline humanoids to make a DC80 roll to avoid being knocked
prone, inflicting 4d4 damage to any enemies caught inside it without
considering damage due to objects

Increase Reach: Increases reach of the effect's pull towards the


approximation of a wide room (???/???)
Increase Pull: Increases a baseline humanoid's DC to stay standing to DC
90 and allows heavier objects to be drawn in (???/???)
Forceful Pull: Allows the effect to pull in even solid objects, such as walls,
denting and cracking them if made of feeble material (???/???)
Increase Crush: Increases damage dealt without factoring in other
objects to 5d5 (???/???)

Graceful Glide (Gravity Well+Levitation): Allows the power Levitation


to use Gravity Pull's pull for itself, turning it from not affecting the user
towards propelling the user into any direction of their choosing (400/400),
COMPLETE

Tonics:

Sportsboost 3: Adds +30 to any physical rolls, immunity to stamina loss due
to physical activity

Charisma Booster 3: Adds +30 to any social action rolls, automatic success
for gauging someone's mood

Brain Booster 3: Adds +30 to any mental rolls, immunity to headaches

Synergy With Harder, Better, faster, Stronger: Overboost: Applies full


+30 bonus of all three boosters to all personal rolls in addition to vampiric
power effects

Semblance: Creative Insanity: Using your aura, you may create any
minions you can imagine, with the aura expenditure dependent on their
abilities and strength. At base, allows you to create minions of medium size
with a maximum cost of 20 aura and grant them up to two different special
abilities. Baseline stats are that of an average human being in size and
strength, costing 10 aura.

Efficiency: Allows you to use less aura for the same result, reducing
baseline costs to 8 aura (400/400), COMPLETED
Efficiency +: Further decreases aura costs for all creations, reducing
baseline cost to 7 aura (800/800), COMPLETED
Efficiency Increase: Reduces baseline aura cost to 6 aura (1200/1200),
COMPLETED

Efficiency Increase +: Reduces baseline aura cost to 5 aura (1600/1600),


COMPLETE

Heightened Efficiency: Reduces baseline aura cost to 4 aura


(2000/2000), COMPLETE
Heightened Efficiency +: Reduces baseline aura cost to 3 aura
(2400/2400), COMPLETE

Maximized Efficiency: Reduces baseline aura cost to 2 aura


(2800/2800), COMPLETE
Maximized Efficiency +: Reduces baseline aura cost to 1 aura
(3200/3200), COMPLETE
Strength: Allows you to imbue minions with greater strength at
baseline, increasing all statistics by the equivalent of +10 (500/500),
COMPLETE
Strength +: Increases baseline stats by +20 (1000/1000), COMPLETE
Valour: Increases baseline stats by +30 (1500/1500), COMPLETE

Valour +: Increases baseline stats by +40 (???/???)


Abilities: Allows you to add up to three special abilities to your minions
(500/500), COMPLETE
Abilities +: Allows you to add up to four special abilities to your
minions (1000/1000), COMPLETE
More Abilities: Allows you to add up to five special abilities per minion
(1500/1500), COMPLETE

More Abilities +: The maximum number of supernatural abilities granted


to created minions reaches six (???/???)

Concentration: Allows you to spend more aura on a given minion,


increasing your 'budget' to 25 aura (500/500), COMPLETE
Concentration +: Allows you to use up to 30 aura in the creation of your
minions, giving them an equally large aura pool to draw from to remain
active (1000/1000), COMPLETE

Increased Concentration: Increases your aura 'budget' to 35 per


minion (1500/1500), COMPLETE
Increased Concentration +: Increases aura 'budget' to 40 per minion
(???/???)
Reabsorb: Allows you to replenish your aura by reabsorbing up to half
the aura a minion is made out of, destroying them in the process
(400/400), COMPLETE

Reabsorb +: Allows you to replenish your aura by reabsorbing all the


aura a minion is currently made out of, destroying them in the process
(800/800), COMPLETE
Ranged Absorbtion: Allows you to reabsorb minions within line of sight
rather than requiring touch (???/???), COMPLETE

Replenishment: Allows you to have your minions draw aura to sustain


themselves from other willing sources (400/400), COMPLETE

Replenishment +: Allows others to refill your minions' aura pools from


range, just like yourself (800/800), COMPLETE
Dustchanneling: Allows you to 'channel' dust into your minions, imbuing
their bodies with the appropriate minor effect (???/???)

Esper Power: Graviton Manipulation (Provisional Name)/Gravity


Manipulation

Gravity Manipulation: All mass distorts spacetime, therefore attracting all


other mass. You can now sense and interact with this force, increasing its
effect in selected areas of spacetime. What's more, you can focus this power
to affect structures on a molecular scale, effectively increasing their density.

Current Level: 4

Area Of Effect:

May affect a wide area of space (up to the approximate scale of a city
block in a modern city)
May target equivalent space in several smaller areas

Can alternatively choose to target specific objects, parts of objects or


organs within a living body to affect

Effect:
May increase or decrease the effect of gravity in affected area by up to 4
times (Or any fraction thereof with precision)

May decrease gravity until only trace amounts thereof remain relative
to a specific target
May make different ad varying changes to the gravity of various areas
or objects
May redirect the force exerted by gravity wholesale ito any given
direction
May sense spatial positioning of objects through their mass independent
of other senses within own vicinity, this sense extending into the
distance but growing increasingly imprecise the further out it goes
Shutoff: Through selectively negating gravity, electromagnetic repulsion
may tear targets apart on a molecular level unless reinforced through
non-natural means, dealing 3d10 damage per turn to any creatures or
objects affected

Alternative Uses:

May focus on molecular scales instead to effectively increase an object's


density to a considerable degree, can be used on any concrete object
(person+clothes they're wearing, handheld object, vehicle etc.),
consequently increasing other effects baed on modifying gravity; also
allows several objects to be 'stuck' together by means of joint density
manipulation and turning them into heavier single targets for this
power
May filter gases by applying differing amounts of gravity to their
molecular composition
May force certain chemical reaction to occur by effectively filtering
gases or fluids so as to create pockets of their components within the
material
May reinforce worn armor to double its Armor rating

May use oneself as a projectile accelerated through 'falling' at the target,


manipulating gravity and density in such a way that all nearby objects
are 'pulled along' by the weight of oe's own body and the area around
the target is hit by waves of force upon impact as well
May force chemical reactions in gases or fluids by targeting specific
molecules to draw them together

Decrease Gravity: You may now also reverse the basic gravity increase
you are capable of, instead decreasing its effect (500/500), COMPLETE

Decrease Gravity +: You may also reduce gravity to extremely small


trace amounts of what it should be (1000/1000), COMPLETE

Increase Gravity: Increases the basic gravity increase you are capable
of to up to doubling the effect of gravity (400/400), COMPLETE
Increase Gravity +: Increases your ability to modify gravity to up to 2.5
times its normal effect (800/800), COMPLETE
Raise Gravity: Increases your ability to modify gravity to up to 3 times
its normal effect (1200/1200), COMPLETE
Raise Gravity +: Increases your ability to modify gravity to up to 3.5
times its normal effect (1600/1600), COMPLETE
Enhance Gravity: Increases your ability to modify gravity to up to 4
times its normal effect (2000/2000), COMPLETE

Enhance Gravity +: Increases your ability to modify gravity to up to 4.5


times its normal effect (???/???)

Redirect Gravity: You may choose to shift the direction of the force
gravity would normally exert in an area you are affecting by up to 90
degrees in any direction (500/500), COMPLETE

Redirect Gravity +: You may freely shift the direction of the force
gravity would normally exert in an area you are affecting (1000/1000),
COMPLETE

Shutoff: Deal 3d10 blanket damage by making objects fall apart due to
lack of gravity keeping them together (1000/1000), COMPLETE

Shutoff +: Freely applicable damage increases to 5d10 (???/???)


Widen Effect: Increase the area you may affect at once to a small
building (rough estimate) (600/600), COMPLETE

Widen Effect +: Increase the area you may affect at once to a large
building (rough estimate) (1200/1200), COMPLETE
Widen Range: Increase the area you may affect at once to two large
buildings (rough estimate) (1800/1800), COMPLETE
Widen Range +: Increase the area you may affect at once to half a city
block (rough estimate) (2400/2400), COMPLETE
Enhance Range: Increase the area you may affect at once to a city block
(rough estimate) (3000/3000), COMPLETE
Enhance Range +: Increase the area you may affect at once to about two
city blocks (rough estimate) (???/???)

Increase Precision: You may now target several smaller areas of space
by dividing your whole area of effect or, alternatively, single objects you
can perceive (500/500), COMPLETE
Increase Precision +: You may now make differing changes to various
areas or objects you are affecting at once (1000/1000), COMPLETE

Enhance Precision: You may make changes to the effects of gravity in


only a part of an object as opposed to whole objects only (1500/1500),
COMPLETE

Enhance Precision +: You may direct changes to gravity on microscopic


scales, allowing you complete freedom in where what part of an object
pulls (???/???)

Enhance Gravity Sense: Allows you to roughly determine the weights of


objects in your vicinity and make out details of their relative movement
compared to your own position (500/500), COMPLETE
Enhance Gravity Sense +: Grants an accurate understanding of relative
weights in your vicinity and an increasingly vague one at greater ranges
(1000/1000), COMPLETE
Improve Gravity Sense: Allows you to precisely make out the relative
weights of objects in your relative vicinity, including an accurate
understanding of their movement and similar, with a theoretical, more
vague sense stretching throughout your area of effect when using your
esper power (???/???)
Density Enhancement: You may increase an object's density by
increasing the attraction between its molecules, effectively making it
weigh more and enhancing its durability (500/500), COMPLETE
Density Enhancement +: You may combine density enhancement with
your power's other effects and propel an object with several times the
force you otherwise could by redirecting its enhanced and multiplied
weight to move it otherwise (1000/1000), COMPLETE

Density Empowering: You may add several objects' density together and
treat them as a single entity for the purposes of your power, allowing you
to 'stack' their physical characteristics for all intents and purposes
(1500/1500), COMPLETE
Density Empowering +: May focus the weight and density of air and
fluids together with that of objects surrounded by them to further enhance
the total density and effective mass involved (???/???)
Charging Fall: You may propel yourself as a projectile to attack enemies
harder, dealing damage dependent on both your gravity factor and weight
(400/400), COMPLETE
Charging Fall +: Adds an area of effect to your Charging Fall ability,
causing damage to nearby objects and creatures as you use it and forcing
strength checks to remain standing in the vicinity of its use (800/800),
COMPLETE
Massive Fall: Applies the effect of your Charging Fall action like a solid
wall of force projected from your body, allowing you to directly target and
destroy more area at once (???/???)

Molecular Gravity: You may selectively affect gravity in gases on a


molecular level, dividing molecules they are made of at a rate
dependent on your maximum gravity increase (500/500), COMPLETE

Molecular Gravity +: May force chemical reactions to occur in gaseous


or fluid substances by applying precise gravity to draw them together,
effectively creating pockets in the material in question (1000/1000),
COMPLETE
Massive Reactions: May force more molecules to interact with one
another, affecting a small room's worth of gas/liquid at a time (???/???)
Intense Reactions: You may introduce energy into a chemical reaction by
pressing the molecules together harder, applying pressure and friction
(???/???)

Power Synergies:

Gift Of Gab (Mesmerize+Mesmerizing Voice+With Many


Voices+Domination): Various powers activated through or working with
your voice let you speak more 'powerfully' across the board; all voice-
related powers are indirectly increased in intensity

Skinwalker (Mind Eater+With Many Voices+Genderbend+Age


Manipulation): Allows you to shapeshift into the form of any one person
you have eaten before, flawlessly replicating their shape, sound and
thought patterns (mannerisms have to be trained seperately, refer to Mind
Eater)

Free Movement (Flash Step+Levitation+Spiderclimb): Whenever you use


Flash Step, you may freely use any surface area any of your limbs can reach
as normal ground for the purposes of movement and attacks without
suffering ay negative modifiers

Unerring Hunter (Supernatural Senses+Thermal Senses+Bloodsight):


Doubles the Observation bonus gained from your senses for any situation
any of your sense-based powers or trainings can be applied, such as
analyzing violent crime scenes (blood splatters, specifically), finding a living
being or observing movement patterns

Soul Bound Spirits (Soul Bound Guardian+Necromancy): Lets you use


spectral undead for the purposes of Soul Bound Guardian instead of souls,
should you so wish.
Blood Senses (Supernatural Senses+Bloodsight): Lets you apply all your
senses to bloodsight. You have a much easier time smelling and tasting
blood, and any blood being spilled will have your ears perking up. Makes it
fairly trivial to find any organisms filled with blood.

Spiderdude (Spiderclimb+Levitation): Lets you ignore your own weight


while determining whether you can climb surfaces. May make you easier to
dislodge unless you have unlocked improved adhesion, however. Also lets
you use spiderclimb to stick to the floor where applicable.

Electric Claws (Unnatural Claws+Bio-Electricity): Rather than using your


palms to discharge your electricity, you can use your claws, combining the
damage output of both if you wish. What's more, they can be used to 'catch'
electrical discharges to store them, making them function as lightning rods
once this ability is trained.

Dao of Nomnom (Soul Palace+Mind Eater+Vampiric Healing): Whenever


you eat a person, you will always gain the benefits of Soul Palace and Mind
Eater, even if you do not feed on them normally, so long as the feeding is
lethal to them.

Hear My Voice! (Vampire Dominion+Vampire Telepathy): You can issue


your absolute commands via telepathy, so long as you can reach your target
somehow.

Harder, Better, Faster, Stronger: Due to being such a tryhard and getting
all +30 powers, all your active rolls are enhanced by +30, even those that
would normally not fall under any single category. Furthermore, you gain
several additional advantages:

Perfect Memory, also preventing any skill xp loss over time

Complete Control over your involuntary body movements


Preternatural Perception of your surroundings due to synergy with
Supernatural Senses
Better Thralls: All your enhancements can be partially granted to
thralls via a single training of the Thrall power
Next: Back to main story →
Follow Add to Collection Write a Review Request Update

Just An Ordinary Japanese High School Student Quest


You're just an ordinary Japanese high school student living an ordinary
high school life. Nothing strange will happen to you, trust me.

Unnamed Self-Insert Quest


Hey, you! Come over here!

Genius of Konoha
The Nara who tried, the caged bird that broke free and the Senju who
should have been, one genius to stand atop the golden generation to shape
Konoha...

Ashardalon's Legacy
[Live during Tuesday & Thursday from roughly 9:00 AM to 5:00PM]You are
Meepo, a throwaway NPC that through author fiat and the power of Chat is
going places and experiencing things that he never would have in canon.
Good luck!

Dungeon Renascence
A nameless being awakens within the forgotten dungeon of Drune, and
their explorations of it, and the world outside, will shape the future of all
three.
Jonathan Lovecraft and a Study in Secrets
A young, fresh Auror gets thrown into the events of the Harry Potter
series.Typically runs 4:00PM Pacific / 11:00PM GMT on Mondays for about
16 hours or longer.

W.I.T.C.H.E.D. Away
Some people got an idea in my head, Continued in discussion, and ending
up with this.

A RWBY/DC Crossover Quest??


Its RWBY and DC which means things are gonna spiral out of control really
fast. 

Volsung: Linnormr's Fall


Even the Gods never expected this.

The Tale of Gromazril, Ungor-Drakk, Ally of the Karaz Ankor (Warhammer


Fantasy)
The continuation of Gromazril's story, started in my quest ideas, Eldritch's
Amalgamation of Tales.  

White imperium
A down-on-his-luck young man finds a mysterious app on his phone one
day, using the carnal power it gives him he will reap his way through the
men and  women of  his neighbourhood, showing them their proper place.
Below him.

No good ending
In the story we tell ourself they are a few Common that being that the good
guy always win, the couple must get together and that they must be a happy
ending. However Reality is not as far as this fiction, so I ask of you my
fellow peers, to gauge nihilistic debauchery with me as we show the truth
of Reality that being that no good deed goes on punished and no active
charity goes  unresented. Or in in simpler terms:No good ending Ever
"Lewd Chat"
A place where horny anons and namefags can let out their frustrations on
each other. It's in quotation marks because I don't want to get in trouble.

You might also like