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How To Be A Vampire

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Gud/rDdXCS6oXj4yxXJcm

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Skill List: Getting Gud

Skill List

Attached to the current skill level and xp, you can see your current mods
for skill rolls of a given kind, going from left to right in order of (Skill rank
mod, applicable power mods, additional enhancements such as tonics,
perks of this or another skill, any especially noticeable mods that apply
under certain circumstances)
Combat Skills:

Unarmed Combat 8

Rank 8 (157/4000) +80, +30, +40, +0

Nonlethal attacks have been


unlocked, allowing you to
Nonlethal perform normal attacks that
Nonlethal Attacks Unlocked
Attack knock out or temporarily
disable normal targets upon
reducing them to 0 HP

Use full combat action to


Parry, allowing you to react
to enemy attacks. May roll
for Unarmed Combat up to
Allows you to activate Parry, a half the skill's rank per turn
full combat action that has you upon being attacked, on
Parry ready yourself to counter success over opposing melee
enemy attacks and return attack roll automatically
them with your own. negating the attack and
hitting back with your own
normal attack damage. May
attempt to negate ranged
attacks at a penalty of -30.

Grants you additional attacks


Adds up to one attack per
when choosing to attack an
Multiattack turn per 4 skill ranks in
enemy in combat, depending
Unarmed Combat
on your skill rank

Your skill in Unarmed Combat


Negates attack bonues
is great enough you can use
against you or reaction
All- your whole body to defend
penalties on your actions
Rounder yourself regardless of how
from being flanked or
many directions you're
urrounded by enemies
attacked from at once

You have studied and


experimented on how to
Adds up to your rank in
brutalize your foes with
Brutality Unarmed Combat to damage
extreme prejudice, allowing
rolls made with it
you to cause more damage in
Unarmed Combat

Shifty You have dedicated your May use your Unarmed


Combat combat style to fighting purely Combat skill and all its perks
with your natural weapons, be in any of your forms capable
it your hands, legs or even of combat.
headbutting someone.
However you are not of one
shape, you have many forms,
all with their own strengths
and weaknesses. Through
constant battles in your many
forms you have figured out
how to apply your
understanding of combat in all
of them.

If you are attacked with a


You can parry things, you can projectile weapon and
parry projectiles, but you are successfully parry it you
getting really tired of not being may move as close to the
Throwback able to counter attack target as your mobility
Thursday projectile attacks, why not… allows as part of the counter
fix that. Your parry technique attack action, potentially
has reached a level that striking back in retaliation.
borders on the ridiculous. Also negates the -30 penalty
to parrying projectiles

Having gained experience When teaching someone or


with the topic of Unarmed several someones, you may
Unarmed
Combat, you have learned how add up to half your skill
Teacher
to best convey concepts and level rounded up to their xp
techniques associated with it. rolls.

You experience as an ambush Your first attack upon an


predator has started seeping opponent during a fight
into your combat style, even (first attack on mook 1 then
Opening
when you fight upfront and first attack on mook 2 etc)
Strike
clear, allowing your first hit to gains a stacking bonus to its
carry the chance to finish a damage equal to your
fight. Unarmed skill times two.

May apply one serious


You are good at dismantling
debuff per successful attack
your enemies in melee
Crippling made (Examples: -30 to
combat, to the point you can
Strike attack roll, adds debuffs
cripple them with every attack
and/or bleeding damage
you make
when using sharp weapons)

Evasion 3

+30, +30, +40, +30,


(+30 when using
Rank 3 (418/3000)
mist- or shadow-
form to evade)

Aggressive Being able to move around an attack is as May add up to half


Avoidance good as being able to redirect it, in some Evasion skill
ways bonus to parry
attempts,
presuming
maintained
mobility in
combat

When failing an
You know how to avoid attacks, but some
Evasion roll to
things are much harder to dodge than
avoid area-of-
others, just compare stepping out of teh
Tuck And effect sources of
range of a ssword to an exploding
Roll damage, take only
fireball. Luckily, you still can minimize
half the damage
your profile and let such things wash
you would have
over you to reduce damage…
otherwise

Sword 8

Rank 8 (000/8000) +80, +30, +40, +0

You have trained to


proficiently use two
swords at once, rather Negates attack malus to wielding
Dual Wield
than swing them around several swords at once
wildly and hope you get
lucky

Grants you additional


attacks when choosing to
Adds up to one attack per turn
Multiattack attack an enemy in
per 4 skill ranks in Sword
combat, depending on
your skill rank

One of the first thing


anyone using a sharp
weapon learns is that Nonlethal attacks have been
there is no way to attack unlocked, allowing you to
Nonlethal omeone without danger of perform normal attacks that
Strikes seriously hurting or even knock out or temporarily disable
killing them. Luckily, normal targets upon reducing
experience teaches there them to 0 HP
are ways to minimize this
risk.

Parry Allows you to activate Use full combat action to Parry,


Parry, a full combat action allowing you to react to enemy
that has you ready attacks. May roll for Sword up to
yourself to counter enemy half the skill's rank per turn
attacks and return them upon being attacked, on success
with your own. over opposing melee attack roll
automatically negating the
attack and hitting back with
your own normal attack
damage. May attempt to negate
ranged attacks at a penalty of
-30.

Having had extensive


experience with using
claws and piercing and Adds Sword skill ranks in
Sword
cutting weapons, you have damage to Unarmed Combat
Hand
learnt to utilize several attacks
techniques meant for the
use of swords with them

Just because you have a


sharpened piece of metal Allows the interchangeable use
Full-Body in your hands does not of Sword and Unarmed Combat
Combat mean the rest of your perks as long as you are
body cannot be an equipped with a sword.
effective weapon, too!

Your skill in Sword is great


enough you can use your Negates attack bonues against
All- whole body to defend you or reaction penalties on
Rounder yourself regardless of how your actions from being flanked
many directions you're or urrounded by enemies
attacked from at once

Learning from others is a


most effective way to
learn, even if their
methods are seemingly
insane and impractical on Negates all maluses to using
The Art Of
first glance. You have oversized or unwieldy
The Okita
learned how to effectively greatswords
employ even oversized
and extremely heavy
swords by copying Okita's
style of combat.

Negates the penalty to


parrying ranged atacks,
Advanced allowing you to hack and Penalty to parryig ranged
Parry slash fireballs and arrows attacks removed
both out of the air with
impunity

Allows the use of Parry once per


Do something long enough
Parry turn for every rank in Sword
and you're bound to get
Maneuver you possess, rather than every
better at some point
two

Feint The art of misleading your (350/1500)


opponent is a fundamental
part of warfare, and the
level of individual fighters
is no exception to this. You
may roll an opposed
Sword check, negating
reaction checks upon
success and landing a free
attack that ignores some
forms of damage
resistance.

Knife 7 (075/7000) (+70, +30, +40, +0)

-Weakspots: Knowing where to stick a knife can make all the difference,
and indeed, doing so allows you to double your damage dice against a
single opponent per turn when you apply your knife skills on them.
(Synergy Perk)

-Knife Hand: Having had extensive experience on the topic of using your
claws as rudimentary knives (in addition to brutal weapons), you have
gained the ability to add your Knife skill to damage rolls when attacking
unarmed (Synergy perk)

-Multiattack: Gain an additional attack per round for every four ranks of
Knife

-Back Alley Shank: You have learnt how to cause the most internal bleeding
for every hit of a knife. When you stab someone you can hit major internal
arteries and organs, causing debilitating damage and some serious
bleeding, applying a Damage over Time equal to you knife skill when you
stab someone with a knife.

-Nonlethal Attacks: With a bit of skill and experience, you have a much
easier time nonlethally disabling your enemies, instead horribly crippling
them on occasion. Allows you to keep your attacks nonlethal in exchange
for applying crippled status effects whenever you reduce an enemy's HP to
below 1.

-Quick Knives: You may use your cryomantic abilities to instantly create
knives made of ice in your hands, effectively generating as many of them as
you may need without consuming an action in combat. (Magic Synergy
Skill)
-Concealed Carry: Knives, as it happens, are fairly small and easy to carry,
though this does not apply to all of them, of course. Allows you to conceal
your weapon and attack unseen with it, negating enemy reactions so long
as they do not consider you a threat beforehand.

Gun 8 (000/6000) (+80, +30, +40, +0)

-Dual Wield: Live the dream and become a foppish action hero, just without
being a fop! This perk negates the malus you gain for using more than a
single gun at a time. Does not allow the use of two-handed guns without
malus, however.

-Heavy Hardware: Having some practice with heavy weaponry, you have
become able to handle it better, negating any malus you would usually take
for manually aiming heavy miniguns, slug throwers, flamethrowers,
handcannons and other such ranged weaponry.

-It Is Also A Gun: Being proficient in both the fields of engineering and the
usage of guns, you have learned to combine firearms with other arms,
seamlessly using them as both without any malus whatsoever in addition to
the ability to just put a gun into everything.

-The Big Guns: Differing circumstances require different tools to master


them. You have found that the best tools to do so tend to be guns, and the
bigger they are the better- a good thing, then, that you can use them
regardless of their size. Allows you to freely utilize all kinds of guns with
your full combat bonus for any of them, up to and including a battleship's
main guns.

-Gun-Fu: With your skill in both unarmed and firearms, you can overlap
some of the skills, in melee range, you can use your unarmed skill to attack
with guns at one level lower.

-Disarming Shot: Trick shooting is an art form, and you are a fucking
amazing artist. When using a gun attack against someone you can choose to
instead target something they are carrying/wearing instead, doing no
damage to the person and instead hitting only the targeted object.
-Fire In The Hole: Controlling the spread of dangerous substances
dispensed purposefully as a weapon can be difficult, but there are a few
tricks and knacks of the trade you have gathered into a compilation thereof.
Hopefully this will allow you to fire plasma all over the place without
burning the place in question down so often…

-Double Trouble: So long as you are wielding at least two guns or gun-like
weapons, you may attack two separate targets with your full attack bonus,
damage and so on at once

-Aimed Shot: Being extremely practiced in the use of firearms, you have
become proficient in utilizing aimed shots, negating the attack malus upon
attempting to hit a specific body part so as to cause a specific reaction
(cripple knee, avoid instantaneous death, etc)

-Recoil: It is its own science, to manage the recoil of a heavy gun. Most truly
impressive guns and artillery are meant to be braced against something
when fired, if only because a human body couldn't handle the forces
affecting it if one were to bear them, but power armored fighters have far
more room in this regard. And you. You're stronger than most even if they
wear one.

-Shadow-Shot: Using your umbramancy, you may fire a bullet into a nearby
shadow and, in doing so, let it travel through shadows and emerge from
another nearby shadow, effectively letting you shoot around corners or
through walls. You still need to aim, however, and may need to beat an
increased DC to hit your enemy. (Magic Synergy Perk)

-Sniper: You may take your time to aim carefully, spending up to three
combat rounds to increase your total attack bonus by half of its base per
turn before firing

-Gravity: Gravity Shot: Using your esper power, you may additionally
accelerate the flight of bullets you have shot and negate gravity's normal
effect on them, severely enhancing your range when doing so and doubling
damage dice (requires solid bullets, obviously) (Synergy Perk)
-Multiattack: Gain an additional attack per round for every four ranks of
Gun (1375/2500)

Bow 6 (3585/6000) (+60, +30, +40, +0)

-Precise Shot: Using your incredibly advanced senses, you may aim and
shoot at targets that would otherwise be impossible to or have penalties to
the attempt, such as beyond the scope of human eyesight or through walls.
(Synergy Perk)

-Piercing Sight: Lets you ignore maluses to using your bow caused by bad
weather cinditions, large distances or similar.

-Crippling Shot: Bringing down your prey can take many forms, and killing
in one strike with a bow can be a challenge... Whereas crippling it first and
then going in for the kill is much easier. May halve your damage and in
exchange inflict a status effect based on the area of the body you are aiming
at on hit.

-Sniping Archer: You may, upon aiming at a target, choose to spend several
turns doing so, gaining a +10 bonus to hit for every turn you are aiming up
to your rank in turns.

-Nonlethal Attacks: It isn't the easiest to hit someone with an arrow without
seriously injuring them, but a mix of your precision and knowledge of
exactly how to (not) kill allows you to do it still. ... Worst come to worst, you
can just take off the arrowheads.

Spear 6 (1670/6000) (+60, +30, +40, +0)

-Spear Hand: Having used your claws as piercing weapons in the past
aplenty, you have learned to use them as one might a spear, or an elongated
knife. Adds your Spear skill to damage in unarmed combat. (Synergy Perk)

-Parry: Allows you to use an opposing Spear roll for up to half your ranks in
Spear per turn upon being attacked, negating the attack on success and
automatically counterattacking if the attacker is in reach (parrying ranged
attacks adds a penalty of -30). (Does not work for attacks you cannot see
coming)
-Feint: The length and leverage of a spear lends itself to keeping an
opponent at a distance, as well as to trick them into committing to an attack
at the exactly wrong time. You may roll an opposed Spear check, negating
reaction checks upon success and landing a free attack that ignores some
forms of damage resistance.

-Multiattack: Gain an additional attack per round for every four ranks of
Spear

-Takedown: The range and length of a spear can be used to various effects,
such as, in particular, hooking the haft of your weapon around a weapon or
a limb to force them to the ground through abusing your leverage,
effectively taking your opponent down. You may use a special attack in
place of your normal attack to do this, using your normal attack bonus and
risking your enemy seeing through this maneuver to gain a bonus to
reacting to it.

Axe 0 (030/500) (+0, +30, +40, +0)

Shield 3 (875/1000) (+30, +30, +40, +0)

-Consolation Block: While you much rather not get hit, you have also learnt
how to roll with said hits. When attempting to parry an attack if you fail
you may reduce the damage by your shield skill, if you do not have a shield
or a weapon that can be used as such you only lower it by half your Shield
Skill

-Shield Piercer: Your understanding of Shielding Techniques has allowed


you to grasp how to best bypass them, penetrating your enemies' defenses
with impunity. If an enemy attempts to parry or block your attacks, you
may reduce their rolls by your Shield skill rank bonus OR their block by
your Shield skill rank.

Armor 6 (050/6000) (+60, +30, +40, +0)

-Gravity: Fortification: Using your esper power, you may fortify your armor
on a molecular level, doubling its Armor value to you for however long you
use this ability. May limit other uses of your esper power while active.
-Absorb Blow: While wearing armor, you may roll an opposed Armor check
against a single attack as a bonus reaction per turn for up to half your
Armor skill ranks, rounded down. If you succeed, you may negate a
physical attack for each successful roll, absorbing its force and remaining
unharmed. May not be effective against forms of attacks that your armor
does not protect against.

-Gravity: Charge: Using your esper power, you may make yourself 'fall' at
your target, scaling up with the weight of the armor you are wearing. As
long as you are wearing any, you may perform special charge attacks that
deal additional damage based on your overall weight and mastery over
your power, using your armored form as a projectile.

-Cryokinesis: Cryo-tempered Armor: By infusing whatever armor you are


wearing with your magic you can give it some of the properties of your
more aggressive magic schools. Allows you to control the temperature of
your armor from room temperature to being so cold that it does damage to
enemies that touch it, damage is dependent on the strength of your freeze
spell

-Power Armor Mastery: Copying the long years of experience your victims
accrued, you are able to competently use all forms of mundane power
armor and may require only minutes of practice with advanced kinds and
features thereof to use them to their fullest extent.

Blunt 5 (2275/5000) (+50, +30, +40, +0)

-Nonlethal Attacks: Having made some experience with blunt weaponry,


you can proficiently hold your strikes back, bashing enemies into
unconsciousness instead of killing them upon reducing their HP to zero.

-Improvise Weapon: Who needs to lug some baseball bat around when
there's a perfectly fine chair sitting right over there? Or the table? Or this
bartender, for that matter? Allows you to (ab)use non-traditional weapons
as normal blunt weaponry without malus.

-Penetrating Force: Using your practice and experience with blunt weapons,
you can hit with resounding force, letting all your strikes when armed with
one gain Armor Piercing equal to half your skill rank

-Hammer Blow: Much like your knife strike you have managed to shape
your blows after the image of a thundering hammer, specially effective
against armored foes as the force rattles them. You may add your rank in
Blunt to your damage when attacking unarmed, and potentially daze your
foes when hitting their heads

Tactics 6 (4956/6000) (+60, +30, +40, +0)

-Small Units: Your understanding of tactics includes an easy, almost


preternatural understanding of small-unit tactics, letting you command
small groups with great ease and efficiency

-Large-Scale Tactics: Troop movements, logistics, accommodating strategies;


all these and more are important to not only winning a battle, but to win a
war. Luckily enough, you are quite the winner.

-Predictive Combat: Knowing what your enemy is going to do ahead of time


is a sure advantage to have in any situation, and involves a complicated set
of deliberations and considering your opponent's next move from their
perspective at all times, but the results do speak for themselves. Add +10 to
all combat rolls.

-Do The Thing!: When relaying orders you know how to do so quickly and
effectively, ensuring no misunderstandings and an increased effectiveness
of your subordinates. People you order to do things get a bonus to carrying
out your orders equal to 1/3 of your tactics bonus

-The Art Of The Expendable: Using a massive throng of expendable soldiers


and meatshields may seem like a simple matter to most, and indeed it is to
those that are fine with wasting them, but whether it be robots, undead or
summoned demons, you prefer to keep an eye on what happens and direct
them into actually being as useful as they can be. Grants you a bonus to
overseeing large-scale battles involving such tactics.

Explosives 1 (820/1000) (+10, +30, +40, +0)

Aura Control 8 (000/4000) (+80, +30, +40, +0)


-Aura Enhancement: Using your aura to enhance your body, mind and
equipment in battle, you gain +10 to any rolls made for the purposes of
combat as long as your aura is active for each rank of Aura Control

-Aura Enhancement +: Having trained yourself and your aura to work in


perfect tandem and empower each other at every turn, you gain an
additional flat bonus of +10 to combat rolls while your aura is active

-Aura Armor: Hardening your aura against impacts and energy, you gain +1
Armor against non-true damage as long as your aura is active for each rank
of Aura Control

-Aura Armor +: Having trained your aura to protect yourself from any
physical blows coming at you, you gain a flat +1 Armor while your aura is
active

-Aura Awakening: Imparting a part of your own philosophy onto another,


you can unlock their aura, given they have a soul and are willing.

-Aura Deactivation: Aura is powerful, but its protection can be in the way
sometimes, or be unwanted for other reasons. With this perk, you may
choose to take damage directly, rather than deflecting it through your aura.
May also be used to be vulnerable only in chosen areas of your body.

-Aura Impact: Aura inherently protects, but those with practice can use it to
attack instead just as well. You may spend a number of aura points up to
your skill rank when attacking, increasing the damage dealt by the amount
of aura spent (Synergy Perk).

-Aura Ripple: Having gained impressive control over your aura, you may
use it to attack with equally impressive force, spending up to twice your
skill rank in aura points and dealing two points of additional damage for
every point spent on a successful attack. (Synergy Perk)

-Basic Dust Casting: Using your aura in conjunction with depleting dust in
your possession, you are capable of causing a variety of simple effects
based on its type.
-Aura Healing: Aura can heal minor scrapes and bruises by itself, but you
are taking it to another level. While unable to heal crippling wounds by
itself, you can heal 1d4 HP per round while your aura is active

-Aura Regen: You have developed a lot of experience spending and


managing your aura in combat, and you have come to a single truth, YOU
NEED MORE AURA. Unfortunately expanding your aura reserves is a long
and arduous process full of meditation and practice, so instead you decided
to focus on how to make your aura come back fast. You now regain 2-5 Aura
at the beginning of every round, depending on your current 'willpower',
however that is measured

-Aura Sensing: Allows you to improve your senses as long as you have aura
left, giving you +20 to any rolls involving your senses

-Aura Regen II: Increases regeneration rate to 2-8 per turn

-Aura Ripple +: Having gained impressive control over your aura, you may
use it to attack with equally impressive force, spending up to four times
your skill rank in aura points and dealing three points of additional damage
for every point spent on a successful attack. May be used as a touch attack
as well, letting this ability's damage be dealt with a simple touch of a hand
without attacking. (Synergy Perk)

-Will To Fight: Once a battle, you may recover from aura break with one
point of aura the following turn (228/2500)

Social Skills:

Persuasion 8 (1630/4000) (+80, +70, +70, +45)

-Genuine Monster: You have found that lies, while useful, are not your
greatest weapon when wielding words. That spot is taken by the truth. You
have a much easier time using convincing words backed by true facts and
arguments to get others to do what you want, where applicable

-Oh Shit He Has A Point: When trying to convince that preconceived notions
they hold are false, you are more skilled at making them doubt that which
they "know" to be true. Makes it easier to convince people that long held
beliefs might be false and that the world is not as defined as they thought it
was (Convince someone that morality is grey instead of black and white,
make someone doubt a lifelong faith etc...)

-Devil On The Shoulder: People want to do the right thing, in general, and
you know to use that for yourself. Convincing people that going along with
what you want is objectively good becomes significantly easier.

-Seductive Reasoning: You might be incredibly attractive, but you are also
terrifyingly persuasive. When you try to seduce someone there is
something about your words, the whispers and arguments you make can't
help but sound appealing. When using the Seduction Skill you may add half
of your Persuasion Skill bonus to the roll

-Come To The Gabe Side: Adds an additional dice to rolls to persuade others
to join your side. Because you have the Gabe, after all, and who can say no
to that? (Synergy Perk)

-I Was So Foolish: So, sometimes people hear about you before they meet
you, and they hear about the things you have done, and let's be honest, that
is not a good impression. You have learnt how to take people's
preconceptions about you and make them question those preconceptions,
when someone meets you it is far easier for you to make them reconsider
their opinion of you and make them question if what they know about you
is accurate or the whole picture

-We Are Not So Different, You And I: So, you are good at making people
rationalize things, you are very good at making them see your actions in the
best light, and you are stupidly good at convincing them that your way is
the best way, so why not go a step beyond? You can now more easily
convince someone that the horrible things you do are not only ok, but that
they would do the same if they could. Reduces DCs to get people to do things
they would normally find morally objectionable and makes them more
easily accept that it's ok to do these things, after all they are just like
you...right?

-Would I Ever Lie To You?: Convincing people you are telling the truth
becomes much easier. This does not change how they react to that truth
once you've convinced them of it, but at least they will have a much harder
time trying to tell themselves you are lying. Easier when backed up by the
actual truth.

-Silver Tongue: You are remarkably skilled in talking people around to


things, easily changing opinions and thoughts

-Public Speaker: Speaking to a crowd of people is fundamentally different


from talking to one or a handful people, requiring different techniques and
approaches- ones you are now capable of.

-Tempting Offer: When you propose a course of action people can't help but
think about how nice it sounds, they picture the success you promise and
are enticed by it. Plans, deals and ideas you propose when trying to be
convincing sound more likely to succeed, sound more enticing and in the
end people want to believe they can happen. This can be turned off when
you are trying to get genuine feedback rather than just trying to convince
someone to take a deal they really should not take.

-Persuasion Teacher: Having gained experience with the topic of


persuading others, you have learned how to best convey concepts and
techniques associated with the topic. When teaching someone or several
someones, you may add up to half your skill level rounded up to their xp
rolls.

Acting 5 (592/5000) (+50, +70, +30, +30)

-A Face For Every Conversation: You gain better understanding of body


language, such that you are able to easily evoke whatever emotion you
want through subtle use of it, from making people uncomfortable to
making you easier to trust

-Voice Acting: You are capable of using your voice to act out a variety of
roles and characters, to the point you could become a professional voice
actor (Synergy Perk with Singing)

-Method Acting: When playing a role, you don't just play a role, you become
it! Whenever you act out a role, it becomes a mask of sorts, a separate self
through whose lens you can view the world and act.

-The Act Of Seduction: Turn out that knowing how to act does add to one's
ability to convince others to go get a room together… Or not, depending on
what they're into. Add up to half your Acting skill bonus to Seduction rolls.

Seduction 9 (1896/4500) (+90, +70, +30, +90)

-Passive-Aggressive: Lets you passively seduce others seperately of what


you are doing otherwise at the time

-Universal Attraction: You're hot, and everyone knows it. Your seduction
can apply to lesbians and heterosexual men, though the usual limits apply.

-Could These Eyes Lie?: People rationalise the evil you do in a better light,
the people deserving it, a misunderstanding, etc. are all reasons that people
seeing you make themselves believe.

-Would it be so bad?: Your raw magnetism and attraction is a constant


temptation, even for those with reason to hate you. People will try to
rationalize and justify to themselves their attraction to you, trying to find
excuses to get closer to you and rationalizing sexual and romantic
encounters much more easily

-Unflappable Lips: Species? Biological compatibility? You laugh at such


puny concepts. Allows you to seduce even beings that would normally not
have an actual sex drive or wouldn't be attracted to you. Note that this is
not supernatural in effect, and doesn't force valid targets to be seduced by
you; attempts to do so may be significantly harder than you're used to, and
non-thinking beings cannot be seduced.

-Smooth Sisterfucker: You can be very convincing, but more importantly


you are stupidly hot, you dont really need a good argument when you can
just blind them with sexyness so they agree with you. Lets you add half
your seduction skill bonus to any persuasion checks

-Hot And Flustered: You are hot enough to fluster literally anything that can
be flustered. Whether it's a lonely housewife or a life-extinguishing AI, any
intellect capable of perceiving you can be affected by your sheer charisma
(Synergy perk)

-Inescapable Grasp: Once you've got your hands on someone, it's already
too late. Even reluctant or outright non-consenting partners find
themselves quickly submitting to your touch once the sex begins, though
they're still perfectly capable of hating you over what you're doing to them.
They'll just feel good while you do it, potentially leaving them... conflicted.

-Everyone Should Have A Piece: You are attractive, you know this, your
girlfriends know this, your sister CERTAINLY knows this, but that's not
enough, they want everyone to know this, and to enjoy it. Women that find
you attractive now can't help but think of how attractive other women
would look like under you, giving them an incentive to help you seduce
others.

-Bad Boys Are Hot: Girls are into the 'bad boys', that much is kind of fact.
The more dangerous you are/seem, the more attracted a given target will be
to the idea of being with you.

-Velvet Voice: Your voice itself becomes as alluring and inviting as the rest
of yourself, adding up to half your Seduction skill bonus to any Music rolls
you make

-Animal Magnetism: Somehow, despite being a complete monster, you're


still attractive regardless of the circumstances. Lets you use your seduction
bonuses even if you're visibly covered in the blood of innocents. You'll still
cause the associated fear and revulsion, but you'll also be able to turn
people on like normal.

-Oh No, He's Hot: Using sheer attractiveness, you can cause enemies to stop
in their tracks, halt people's thoughts for a moment and topple empires
when you do it right. Allows you to roll an opposed Seduction roll to stun
opponents for one round up to once per confrontation; repeated exposure
may cause resistance to build up.

-Pleasure Overload: You know the female form, now more than ever, and
exactly how to bring it to the greatest heights. You can send any partner
into a pleasure overload, making them ahegao like a fucking hentai.
Requires an opposed Seduction roll your partner has a variable advantage
on.

-Rated G For Gabriel: For some reason, most people, despite never possibly
considering dating someone outside of their age bracket, do find the idea of
a couple with wildly differing ages either scandalous or hot, depending on
what exact configuration of ages and genders you're looking at. Well, using
your ability to change your age and gender at will, you have learned to take
advantage of this! When in the form of a teenager or child, you have an
easier time seducing people of middle age or older, while the opposite
applies while you're an adult or older yourself, easier seducing teenagers
and children. Do note that being of the same age as others does have
advantages of its own, however. (Synergy Perk)

-Golden Constant: Your power to thrall others, as well as any subsequent


vampirization, allows for a wide variety of subtle mental effects. These
effects, however, rely on you to make the most of themselves, and in this
regard you have most definitely outdone yourself. Any being capable of
thought that is thralled or vamped by your specific kind of 'vampirism' will
find itself attracted to you for one reason or another, and if the feeling of
attraction as such has to be created in it from scratch. (Synergy Perk)

-Dance Of The Dead: Titillating and arousing your audience with nothing
but your own body is an art you are long since engaged in, and your
capability for erotic dancing has not once decreased ever since you became
a vampire. When doing a striptease, poledancing or putting on a
comparable erotic performance, you may use up to double your Seduction
skill bonus instead of your normal one, and achieve better results than you
should be able to.

-Stupid Sexy: Knowing how to get into someone's head to plant thoughts of
yourself in it can come in handy at the oddest of times, adding up to half
your Seduction skill rank bonus to any Psychology rolls you may find
yourself making
-Bedroom Hymns: Making a person sing in pleasure is not only a
pleasurable activity in itself, it has also brought upon you a new approach
to determining how to do so after thousads and tens of thousands of
comparison cases you can work with. By analyzing how various women
(and girls) react to various stimuli, you may gain 2d100 Seduction xp every
time you have sex.

-Sexy Brains: Using your magical abilities, you can accurately intuit the best
ways to et into someone's pants by passively reading off of their surface
thoughts, granting Seduction rolls a +10. Additionally, you may use your
smarts to impress potential lays, modifying resistance rolls accordingly.
(Magic Synergy Perk)

Music 4 (3083/4000) (+40, +70, +30, +80)

-Singing: You know how to hold a note and methodically sing a song, from
pop music to classical

-Songwriter: While you aren't necessarily operating like Mozart or


anything, you do have a much easier time coming up with rhythms and
fitting lyrics to compose songs based on your moods and thoughts than
otherwise, to the point you probably could make money off of it.

-Cursed Songs: Allows you to imbue curses into music you are singing or
composing, mildly affecting all that hear it based on your Curse Person
spell. (Magic Synergy Perk)

Lying 2 (1034/2000) (+20, +70, +30, +0)

-The Most Dangerous Lie: A liar becomes the most dangerous when they
stop lying, when they lower their mask and show what they've kept hidden.
Makes it extremely hard to ignore or rationalize what you are saying if it is
actually the blunt truth. (Synergy Perk)

Intimidation 5 (1600/5000) (+50 (doubled under certain circumstances), +70,


+30, +0, +60 when using Predatory Aura)

-The Scarouser: You are one scary motherfucker... but you're also hot. This
is a plain and simple truth. Using Intimidation against an applicable
opponent can cause them to be aroused and apply certain Seduction perks
as though Seduction was used against them. (Synergy Perk)

-The Smiling Face: Honestly, you've seen a lot of people trying to be


intimidating who just... weren't. You, instead, are perfectly capable of
exerting great pressure upon the minds of others without needing to
scream or wave a weapon around; instead, you simply give them your
politest smile as you look at them, allowing you to use Intimidation easily
and quietly.

-Predatory Aura: You are the ultimate apex predator, and anything with
some good instincts can sense it. Double your Intimidation skill bonus
against animals and anyone that can sense these kinds of things (Synergy
Perk)

-Killing Intent: Some think this is only a feat of the realm of anime, then
again nearly all of your life qualifies so what do they know. You can exude a
sense of desire to kill to individuals who can see you, not overt enough to
be considered a power, but they will certainly know you are considering
slitting their throats and drinking them like a juice pack

Science Skills:

Psychology 2 (341/2000) (+20, +30, +30, +45)

-You Know You Like It: It just helps, to know what someone likes and
dislikes, when it comes to the art of seducing their pants off. You may add
up to half your Psychology skill bonus to your Seduction rolls.

Anatomy 5 (3075/5000) (+50, +30, +30, +0)

-You can now make out the position and use of most organs in humanoid
bodies

-Weak Points And Where To Find Them: Living beings, as you know, have
several weak points, from eyes to jugulars or the like. Now you know
precisely where to find and how to target them! Allows aimed strikes at
specific weak points, causing additional status effects.
-Dissection: You have a good idea of the average human body, and more
than a few animal ones, too. Allows you to take apart a dead body and gain
a range of information on the state the creature was in.

-Gravity: Precise Pressure: Having a concrete idea of where inside a human


body what is and the precision required for your power to apply to it, you
may target specific organs of your enemies when using your power or,
alternatively, stem bleeding and forcefully keep a body from expiring
through practicing crude field medicine by 'fixing' what is wrong with
someone where applicable

-Gravity: Goresplosion: You know the human body's weak points and
common weak points in general. When applying your esper power, you
may cause targets that lose all their HP to explode in all directions by
manipulating gravity at the correct points to cause catastrophic damage.

-Manhunter: Using your extensive experience in hunting and fighting


human enemies and victims, you have obtained a specialization in fighting
them. Human Observation rolls against you in stealth are made at a
disadvantage and you gain enhanced sneak attacks against them, dealing
double damage. (236/2500)

Engineering 10 (151/10000) (+100, +30, +45, +55)

-Access to all basic technology

-Robotics: Specialize in the construction, design and modification of


automated machinery

-Large Machinery: Specialize in the construction, design and modification


of large machinery, from cranes to fusion reactors

-Prosthetics: It isn't easy, to make a mechanical version of a biological


construct, but then again, why stay with what nature gives you? Specialize
in the construction, design and modification of mechanical additions to
biological beings.

-Technology Integration Expertise: You can more easily integrate


technology from various sources and worlds together needing less effort to
add functionality from outside technology into your work

-Drone Extravaganza: Non-humanoid autonomous machines such as your


turrets and the drones have proven their use, you get much better at
designing and improving such robots

-Teleportation Mastery: You easily master and innovate various


teleportation- and adjacent tech like portals. teleportation ranges from
personal scale to massive scale, local range to interplanetary range.

-Making It Fit: You have obtained a lot of very varied tech, from many
different world, times and development paths, and you keep integrating
them. However as you cram more varied tech you have started facing a
roadblock in how much you can fir in one design, no more. You learn how
to make the parts of a machine fulfill multiple purposes at once, allowing
you to double the amount of features and upgrades into the same design as
you could before

-Shadow Engineering: Your biggest challenge when it comes to technology


has always been how much you can fit into your inventions. While you
have gotten very good at cramming more and more tech into less and less
space you have finally managed to figure out how to MAKE more space.
Your inventions now have more internal space dependent upon your
shadow storage spell, as you attach a shadow subspace to the insides
allowing you to store power generation and other components up to a mass
determined by your spell training and the invention's size, so much less
parts have to exist within physical reality. Only works for objects you
personally take part in creating. (Magic Synergy Perk)

-Unnatural Coolant: Using a neat little trick with cryomancy, you can imbue
a measure of your skill with it in machines you create while avoiding the
usual issues of combining magic and technology, using a lighter touch than
you usually could and negating heat buildup entirely without needing to
consider it in any design you personally create with your own hands.
(Magic Synergy Perk)

-Applied Field Expertise: Your knowledge of how many, many different


forms of exotic energy interact with eachother has opened up an entirely
new field of development, something wholly (or at least partly) of your own
design rather than ripped off the many worlds you've been to and people
you've eaten. With this, you can now start implementing alterations to
fundamental physics through the use of overlapping and conflicting fields
of exotic energy, even making, sustaining, and using non-baryonic forms of
matter to do so in your designs.

-Specialized Tools: It should be obvious to anyone involved that in order to


get something done, you need to use the correct tools. The more specialized
and specific something needs to be done, the more specialized the tools
must be, naturally. Applies a degree of specialization to any design or
project you use your own specialized tools for.

-Smooth Operation: Your time in remnant has taught you the value of
precision engineering and compact design. You've reached a stage where
'Over-engineered' is your normal, and miniaturized features are the new
norm. Eat your heart out, Armsmaster.

-Spiritual Computing: Using a combination of Necromancy and Mind Magic,


you can use disembodied soul fragments as spiritual processors that
inherently ignore physics as long as you have designed a fitting interface.
(Magic Synergy Perk)

Technology Adaptation: You are not just good at stealing tehcnology and
adding it to your own ever-expanding repertoire, you are absolutely great
at it. Allows the effortless combination, integration and/or adaptation of
any technology you analyze or devise into any other technology you have
analyzed or devised.

Demonic Engineering: Having learned some of the ways demons work, you
have struck upon the same principle of use in the field of engineering using
your magic concerning itself with them. Suffering and sin are now viable
parts of devices you create personally, taking over functionality and
allowing new capabilities entirely. Note, this tends to have a generally fairly
obvious theme of torture, damnation, rusty nails driven into the flesh of the
innocent etc. (Magic Synergy Perk)
-Gravitontastic: You can directly sense and observe how gravitons (or
whatever is applicable here) function, having an instinctive sense for
gravity and related phenomena. You may now build simple gravity-
manipulating devices of all kinds.

-Truth Compass: Combining magic with technology truly is fiendishly


difficult, but behold, the… Truth Compass? It's really just a device that lets
you cast a spell and then have its results be reflected within it so you don't
need to keep casting it- just use Find on something once and the compass
will keep on pointing at it, even if it moves around, for a week or so. (Magic
Synergy Perk)

-Gigantic Projects: Bigger! Badder! Better! Why build anything if it won't be


large enough to blot out the sun for a small country's population?! You have
gained proficiency in the execution of the BIG plans, from factories large
enough to house a city on the small end to planet-spanning constructions
on the far one. Warning: Not everyone will like you using this.

-Black Box Tech: You don't want anyone steal your technology or learn
anything from it without your permission. Hypocritical? Yes. Do you give a
fuck? No. You have knowledge of dozens of little tricks that make all your
technology extremely difficult to analyze without your permission. Without
your help will be very difficult to reverse-engineer much of anything from
it.

-A New Precipice (Capstone): What you have done has not changed. You
plan. You design. You innovate. You test. You complete your projects. There
is no qualitative difference between where you started and where you are
now, safe that you have improved. Considerably so. Imperfections are not
even considered where they would have interfered before. Precision is
increased where it used to be lacking. Not you have changed, but your
results. Grants a significant bonus to all engineering projects and removes
penalties for repeatedly working on the same project or design. Such things
do not phase you anymore.

-Eldritch Technology (Capstone): Advanced technology is often too fragile to


withstand the reality warping you emanate, breaking or malfunctioning
catastrophically when subjected to it. However, what if your technology
was already warping reality itself? Allows you to create eldritch technology
that is immune to the techbane effect of magic. You may also effortlessly
fuse it with living beings, allow it to warp reality for its purposes and
perform feats of technology that may well be magic. Those that use it
constantly may find it to be slowly merging with themselves unless it is
designed otherwise.

-Super Science: You got a Tony Stark level of ability to invent and utilize
technology to suit your needs. Not exactly a specialty in ineffective and
stupid-looking metal suits, but a global bonus to engineering projects is still
quite wonderful.

-Power Armor Mastery: From simple exoskeletons to iron man armor and
even Space marine armor, power armor is your bitch, including synergy
with any and all other applicable technologies available to you.

-Mind Interface: It all seems so simple… though it really isn't, when you
think about it. Still, the body has a brain and the brain houses a mind and
the mind can be accessed through the brain. It may be complicated to
access, but in theory, you could build an interface that lets one directly
access the minds of people, if only primitively. Still, playing back memories
or dreams on a screen should be doable enough. (Magic Synergy perk)

-Technology Subversion: You have learned to analyze. You have learned to


adapt. Now it is time to subvert. Whenever you interact with machines or
devices made by anyone else, you may sabotage them, only requiring a roll
to do so in the case of particularly challenging subjects. Make a factory
blow up? Easy. Hack into a robot army? Perfectly doable, you just need to
get into how it is coordinated. (761/2000)

Programming 6 (720/3000) (+60, +30, +30, +0)

-Efficiency Of Design: Slapping a bunch of code together to get something to


work is easy enough, but it also easily invites bugs and performance issues
that are just avoidable with a little thought. Code you design becomes much
more efficient and straighforward, unless you choose to make it confusing
on purpose.
-Dirty Little Functions: You are learning the basics of programming, and in
that you have learnt the backbone upon which it all rests, functions.
Multiple simple commands you write for a program to use as its building
blocks and tools. Allows you to write at the very least the basic form of any
and all software applications, anything and everything can be made with
enough functions, everything beyond this is merely refinement.

-Interface Design: One of the most irritating parts of using software is when
someone just didn't think through how the finished product would be
accessed. Well, worry no further, for you are now perfectly capable of
designing advanced interfaces for any software you have designed and
even use the Art skill and its perks for this purpose (Synergy Perk)

-Friendly Design: The biggest challenge programmers face when dealing


with existing code is trying to understand wtf the previous guy was doing,
but you get around that. Your understanding of people have allowed you to
quickly intuit how others build their code, and to make your code as easy or
as difficult to read as you want. Allows you to fully understand code written
by others with no effort as long as its within your skill level, also allows you
to decide whether your code is equally easy to read, or an
incomprehensible hydra that would make any human programmer
contemplate suicide. (Synergy Perk)

-Virtually Impossible: Virtual intelligence is the branch of programming


concerning itself with self-learning programs, ones that can adjust to
certain circumstances and the like. If a program can 'learn' your behaviour
and act accordingly, it is a virtual intelligence, at least in theory. Not
actually capable of thought, this kind of programming can still be
incredibly valuable, if prone to mistakes outside of circumstances it was
intended for when made.

-Gaining Intelligence: Artificial intelligence is by some considered a holy


grail of programming, of sorts, and you have made great strides in
uncovering some of its secrets. Knowing what you do, you can easily create
virtual intelligences with minimal resources, and with some luck and effort
and great expense create your own basic artificial intelligence, if you want.
Just do remember not all creations obey their creators. (259/2000)
Mathematics 8 (125/4000) (+80, +30, +30, +0)

-2+2 = 4: Some say is obvious, you know it is only obvious to those who
learnt it growing up, and that forgetting it would be a tragedy. By virtue of
your calculator-like abilities (thank you undead brain) you are more skilled
in the quick application of mathematical formulas when designing things,
this lets you add half your Mathematics score to any engineering skill roll.
(Synergy Perk)

-Artful Numbers: You are an artist, but you also often deal with hard
numbers. That said, why sacrifice aesthetics for efficiency when you can
just have both? Allows you to apply certain Art perks through any task that
involves numbers in any way (measuring, statistics, schematics, etc.).
(Synergy Perk)

-Pattern Recognition: Noticing certain patterns in the ways numbers play


out can reveal some interesting insights, from irregularities in budget
spending to the solution to weird puzzles and the like. Also allows you to
add up to half your Mathematics rank bonus to Organization rolls.

-The Numbers On The Scale: Using your esper ability, you can interact with
gravity and change the magnitude of its effect. You can do so so precisely
and directly, in fact, that you have gained the ability to dial the increase (or
decrease) you cause extremely precisely using the mathematical equations
that describe how it works as a mnemonic shortcut. (May specify precise
weight changes instead of roughly dialing things up and down) (Synergy
Perk)

-Mathemagician: Use an equation to describe something. Then use this


equation to find out more things about the thing you have just described.
Change the equation in a logical manner to solve it, or else find out more
about the variables you have just used. This perk qualifies you for a
doctorate in mathematics.

-Determinism: In theory, if one were to know everything about a person or


an object or a concept, including their environment past, present and
future, one would be able to tell everything about what they would do, how
they'd act and what they'd think. Your magic can tell the future and the past
and though it probably does so in a completely different manner, applying
this principle makes every Divination spell you cast more practical. Being
calculating has never been this useful. (Magic Synergy Perk)

-Digit Transposers: There are certain demons that exist not in any obvious
physical manner and instead are made of only numbers; wrong
mathematics that are somehow alive, twisting and manipulating reality in
order to exert their influence. Only digital or conceptual in nature, you can
still contact and trade with them… For a sacrifice of a grade schooler's math
homework or something. (Magic Synergy Perk)

-Weighing The World: Using your sense for gravity, you can estimate the
spatial positions of matter based on its weight distribution, even if it is
moving, calculating them with the data you have available and what your
esper power is telling you.

-Weighing The Dice: Probability is a fascinating concept and, indeed,


something everyone concern themselves with on a daily basis in very crude
terms; all the better, then, that you have studied it and are aware of how to
apply the concept to practical reality. This is a boost to your programming
capabilities, letting Virtual Intelligence you create start off knowing that
while being hit by lightning is a possibility, it is very unlikely for a human-
sized being.

Chemistry 5 (3178/5000) (+50 (doubled under certain circumstances), +60,


+0, +0)

-Biochemistry: The fields of chemistry and biology overlap in a variety of


ways, but you do not simply understand this intellectually, you know this to
the very core of your being. You have become proficient in analyzing
biologically-produced substances and chemicals. (Synergy Perk)

-Chemical Research: You could fashion yourself somewhat of a researcher,


seeking to figure out interesting ways to make various substances work for
you in various ways. Doubles your Chemistry skill bonus when doing
experimental research involving the scientific method.
-Synthesizer Savant: Chemicals are complex their reactions unpredictable,
and their crafting requirements near pristine laboratory conditions... for
other people. You have a much better understanding of how chemicals are
synthetized and designed, such that you can effectively design and create
complex chemical formulae from subpar materials in terrible conditions

-Gravity: Chemical Reactions: Gravity applies to molecules just like it does


to any other matter, playing a large part in how they behave, in fact. With
your control over it, you may force different elements and molecules you
can access to react with one another or alternatively keep them apart by
pulling them away in gaseous or fluid mediums, from making nitrogen rub
against the rest of the air to preventing oxygen from fueling a fire by
pulling it away. Unlock training options for your esper power scaling with
precision.

-Na + H2O = KABOOM: There are many chemical reactions that release
energy, there are some that release a lot, and some that release a fuckton,
and while you know which of these you prefer, you do know how to get any
level of energetic reactions going pretty easily. Allows you to concoct
chemical substances meant to burn, explode, corrode or otherwise damage
their surroundings from household chemicals and random objects as long
as you have a moment to search. (360/1500)

Physics 8 (000/4000) (+80, +30, +30, +0)

-Applied Physics: You do know a thing or two about the laws of physics, as
well as how to make them work for you. Lets you apply up to half your
Physics skill bonus to Engineering rolls.

-Unnatural Physicist: You have been playing around with the fundamental
forces of the universe an awful lot as of late, through several unnatural
methods. Allows you to gain random insights into reality bending powers
and happenings whenever you witness them.

-Quantum Physics: When viewed from the right scale and angle, things can
be both true and not; different states can seamlessly overlap and work
around each other (not unlike your own property of being alive and dead at
the same time). Allows you to include certain superscience options in your
own work. (Synergy Perk)

-Gravity: Redirection: Using your esper power, you can manipulate gravity.
So why not, say, manipulate it by redirecting the force it exerts on objects
instead? It's still the same force, you're just manipulating its direction in
addition to magnitude. Unlocks new training to allow you increasing
abilities in this direction. (Synergy Perk)

-Gravity: Molecular Physics: Technically this is chemistry, but if you could


use your gravity manipulation to selectively influence molecules and
atoms, you should be able to forcefully filter them, effectively bundling
parts of gases in specific areas or possibly doing chemistry by pointing at
something and concentrating on what molecules are to be where. Unlocks
new training to allow you increasing abilities in this direction. (Synergy
Perk)

-Gravity: Thorough Disable: Electromagnetic repulsion is constantly


pushing all matter apart whereas the only reason anything as you know it
exists are gravity and the Weak Force countering it. Now if someone were
to thoroughly disable gravity to take it out of that equation… That someone
could point at objects and make them explode. Unlocks new training
options. (Synergy Perk)

-Gravity: Smoothness: Utilizing your esper ability is simple and elegant in


the small ways you use it, but with this perk you can make anything within
your capacity look smooth, simple and downright easy as far as it is
concerned.

-Physics Research: You could fashion yourself somewhat of a researcher,


seeking to figure out interesting ways to make the world work for you in
various ways. Doubles you Physics skill bonus when doing experimental
research involving the scientific method. (567/1000)

Biology 5 (1694/4000) (+50 (doubled under certain circumstances), +30, +30,


+0)
-Bio-Engineering: Through your knowledge of both engineering and
biology, you are capable of imitating biological processes you have
investigated in engineering as well as constructing biological machines
with the correct tools and materials (Synergy Perk)

ADAM and EVE: Having had a lot of hands-on experience with the
miraculous substance named ADAM, you have gained expertise in handling
and using it for the sake of genetic manipulation that defies belief. Gain
double your Biology skill bonus when using ADAM to create
plasmids/tonics, heal someone and/or modify organisms directly

-Gene Modder: Having engaged in genetic engineering on a large scale, you


have gained some insight into how to apply it more effectively. Allows you
to minimize unwanted side effects of doing so on a large scale and predict
issues in individual organisms when changing their genome around.

-Biotech: When people hear biotech they think of technology that interacts
with biology, you come to it from the other end. Your extensive experience
with the Twist Corpse spell has reached an incredible point, and it has
made you wonder how far biological components can truly go. You are now
capable of recreating any technology that you can normally make with
nothing but biological components, letting you create zombies with organic
ion cannons and fusion cores, or organically generated anti-gravity
mechanisms

-Biological Imperative (Bloodsight): There's been a gamut of other


information you gained from your bloodsense that you normally couldn't
make sense of. Now, armed with proper biological knowledge, you can.
Gain increased awareness of what others are thinking or feeling, so long as
you can perceive their blood, and a +10 bonus to all associated rolls (social
skill bonus).

-Undead Biology: The undead have little use for a metabolism, by and large,
save for specific substances required for their function. Still, what part of
an organism are required for them- and what are not? You make use of
dead bodies and often warp them beyond recognition, but you have yet to
make a science of how to truly optimize the construction of a walking
corpse. Change it. (Magic Synergy Perk) (115/2000)

Medicine 5 (3024/5000) (+50 (doubled under certain circumstances), +30,


+30, +0)

-Implantation Expert: You know a thing or two about crafting prosthetics


and various implants, both biological and technical in nature, that can be
implemented inside a living body. Now you have become proficient in
actually implanting them. (Synergy Perk)

-(Un)Ethical Experiments: You know how to apply a variety of...


interesting... substances and processes to a human (or other) body, allowing
you to predict the result of possible experimentation more accurately even
as you double your Medicine skill bonus for working on your subjects.
(Synergy Perk)

-Applying Essence: You know… human bodies aren't so different from most
other kinds of objects, in the grand scheme of things. So if you can put a
demonic essence into those… why couldn't you do so with these? What's the
worst that could happen? (Magic Synergy Perk)

-Cryostasis: Sometimes, preserving a life is possible only in the strictest


sense, but that doesn't have to stop you from doing so. Using your
cryomancy, you can freeze a living body to later on reverse the procedure,
halting all biological processes in the meantime. (Magic Synergy Perk)

Miscellaneous Skills:

Organization 8 (845/4000) (+80, +30, +70, +0)

-Legalese Legwork: It feels dirty, learning the language of lawyers, but


needs must and all that. While you do not inherently know all laws and
sublaws applicable to any situation you may find yourself in, you have a
very easy time finding them, letting you research anything in this direction
with great ease and minimal confusion about the wording.

-Legal Loopholes: You are quite great at finding loopholes in exact wording,
letting you find and potentially exploit them with great ease.
-Efficient Bureaucracy: Paperwork is both hell, and the lifeblood of any
functioning organization, but without proper planning it will be the noose
in which your dreams hang themselves. From studying Henleys methods
you have developed a knack for designing Bureaucratic systems, with
hierarchies, ranks, and proper forms and procedures to both massively
lower your workload and ensure everything runs as smoothly as possible

-Delegation Derby: The one holy grail of organization, you have found, is
not how to do it, but rather to have others do it. Whether it be putting
together a warband and appointing individual leaders from within it or
pulling a multimillion company out of the ground, the trick is to know
whom to have do what so you don't have to do any work yourself- a trick
you have learned...

-Shooting Trouble: The key to keeping things organized, you know, is to


introduce particular controls at the correct places, ensuring that, as soon as
a problem occurs, the people in charge of fixing it are aware and can act.
Massively increases the ability of middle management positions to ensure a
smooth operation in any organization you design or act in a high capacity
within.

-Ludicrous Loyalty Enforcement: ​There’s something to be said about


fanatics. Not that those who follow you are always fanatics, but they do
share one trait. No matter what you do, how immoral or monstrous your
actions may be, how obviously repugnant your nature and actions may be,
it won’t affect anyone who follows you at all. Even the more moral people
will harden their hearts and obey you, and dismiss all thought of it once
they’re done. (Synergy Perk)

-Counter-Operations and Sabotage: You know how to organize your own


shit, time to use all that to disorganize someone elses shit. When targeting
the organizations and logistics of other groups you are far more skilled at
identifying weakpoints, targets of opportunity and estimating which targets
would cause the most damage

-Work Twice so you don't Work Trice: Your experience dealing with
sabotage, lost documents, misinformation and other such issues has taught
you the importance of redundancy in your systems. Your organizational
schemas now include redundancies meant to ensure that even under direct
enemy action stuff will work smoothly more often than not.

-Assembly Line: You have a lot of automation and production capabilities,


how about you also learn how to arrange them optimally? You have figured
out how to use your organizational skills to enhance the efficiency of
automated facilities and mass production operations significantly, be it
reducing costs or increasing production. (Synergy Perk)

-Communication Is Key: Clear and straightforwardly communicating


relevant information is not only the key to keeping a business running, it is
also a good thing to practice in general. Add up to half your Organization
rank bonus to Persuasion rolls.

-Power Of Paperwork: Paperwork, the proper kind, is a hassling and tiring


issue at the best of times, but you have learned how to spot the important
parts of text and ignore everything else, more than tripling your efficiency
when doing boring desk work.

-The Upper Management: You do, more often than not, find yourself in a
position of organizational power within the organizations you find yourself
within. Of course, that means you have to have learned a few simple tricks,
such as how to make it look like you're doing massive amounts of work or,
indeed, contributing at all. It wouldn't do to have the middle management
question your questionable decisions, now, would it...?

-Charter Of Nations: So. Organizing and keeping control over entire nations
is its own kind of challenge and naturally requires massive amounts of
manpower and resources just on bureaucracy's account… But that won't
stop you, not anymore.

Observation 7 (175/7000) (+70 (doubled under certain circumstances), +30,


+30, +0)

-Spotter: Lets you spot unusual and interesting parts of your environment
much easier, ranging from noticing traps to useful loot and materials if
you're into that
-Technology Analyst: Having spent a lot of time on analyzing and modifying
constructions made with technology you would have no idea about yourself
in an attempt to change this circumstance, you have become so proficient
in doing so that you need significantly less time while gaining more
knowledge from doing so. Analyzing technology takes no AP and grants one
additional xp dice. (Synergy perk)

-Cold Reader: It's amazing what being able to see heartbeats, read micro
expressions and smell pheromones can do for your ability to read others.
The art of Con men and bullshit mediums unfolds before you, as people are
just books to be read. Gain the ability to gauge how people are feeling and
how they are reacting to the current situation with an observation roll,
letting you more easily craft arguments that will sway them to your side

-Hunter: Having spent a significant amount of effort on tracking and


following opponents, you have become proficient at doing so. You can now
use double your Observation skill level when analyzing tracks and/or
tracking down even creatures you have a minimal amount of information
on.

-Body Language: Having spent a good long while analyzing people's body
language, you can reliably identify several common tells and tricks on how
to read it. Gain double your Observation skill bonus when attempting to
gain information on a person.

-Body Double: Analyzing and copying body language, mannerisms and the
like isn't exactly an easy task, but you have found you happen to have
somewhat of a talent for it. Allows you to flawlessly copy such things in
combination with Acting. (Synergy Perk)

-Mystic Eyes Of Fetish Perception: You have a lot of experience in watching


out for tells and signs that someone is aroused, but you have honed this
ability a step further. Allows you to flawlessly notice whenever a person
you can perceive is aroused, and intuit why that is the case, potentially
giving you hints as to their fetishes.

-Supernatural Sense: Using your literally supernatural senses and intuition,


you oftentimes jump to correct conclusions about your surroundings or
things you are investigating. (Synergy Perk) (346/1500)

Acrobatics 6 (2580/6000) (+60, +30, +30, +0)

-Dodge: Being exceptionally limber and flexible, you are exceptionally good
at avoiding unpleasant things, adding up to half your Acrobatics skill
modifier to Evasion rolls

-No One Looks Up: When stealthing around a place one important thing to
remember is that people almost never look up, you use that to your
advantage ruthlessly, hidding around beams and walkways on the ceiling,
or even sneaking on rooftops. Add half your Acrobatics Skill to Stealth
Checks

-Parkour: Having trained how to proficiently move around in an urban


environment (or otherwise), you have learned how to effectively use your
momentum to move yourself over and around a great variety of obstacles,
allowing you to ignore them for the purposes of fast movement even in
stressful situations

-Hardcore Parkour: You have many movement options, you can fly, you can
turn into a shadow, you can even teleport, but now you can also use all
your movement options at once to greater effect. When moving through an
urban environment or comparable with anything other than teleportation
you double your effective travel speed as you use the architecture to your
advantage, jumping points to dash off of, windows to bypass buildings etc...
With the levitation power active this perk also applies for mid air travel, as
you can push off of thin air for extra speed. (Synergy Perk)

-Graceful Movement: You have total control over your body and your
experience in multiple skills has evolved that to an art form. You move with
an incredible grace, that seems inhuman and yet incredibly enticing. (Add
half your Acrobatics bonus on Seduction rolls.)

-Three Dimensional Combat: Having earned the skill and experience


required to fight beyond flat ground of all types, you are stepping onto a
new battlefield: Everything else. Whether it is using your powers to propel
yourself and move through the air as though it were solid ground or
acrobatically moving through an area while fighting, you may continue to
act without a malus to your rolls and inflict various penalties on your
enemies if they do not have a similar ability. (Synergy Perk)

Stealth 7 (366/3500) (+70, +30, +30, +30 (+30 when using mist-or shadowform
to evade))

-Stealth Expert: You know how to sneak around unseen, making use of dark
corners and sightlines to open up new possibilities

-Assassination: To assassinate is a strong word, but it is true you have a


penchant for going in hard and fast. When attacking from stealth, you can
trigger a special attack allowing your enemy to contest your roll using their
highest combat skill OR observation; if they succeed, they take normal
damage, if they fail they suffer maximum possible damage from your
attack.

-Ambush Predator: You sneak, you pounce, you eat, this has been your
prefered tactic for a long time and if it ain't broke abuse the fuck out of it.
You learn to integrate your stealth into your combat and vice versa, when
fighting after landing an attack you may choose to quickly fade from view
as long as you have a way to break line of sight, letting you add half your
Stealth skill bonus to your next attack

-Abduction Proficiency: Allows you to use Assassination as a nonlethal


attack, instantly rendering the target unconscious or otherwise unable to
act for an extended period of time as you desire as long as you would
reduce their HP to 0 otherwise

-Smile And Wave Boys, Smile And Wave: You are good at hiding, you are
good at lying, and you are amazing at acting, all these skills come together
to let you seem like you belong. You may add half your stealth bonus to any
acting checks to look like you belong.

-It's All Normal: Your body language and stealth come together to have
people not really pay conscious attention to what you're doing, whether its
killing someone or mounting them. May roll opposed Stealth checks against
Observation rolls of others that would otherwise notice you, with variable
bonuses or maluses depending on what exactly you are doing.

-All Quiet On The Western Front: When acting in unusual or inappropriate


manners, such as per 'It's All Normal', you may use your Acting skill in
combination with your Stealth skill, adding the former's skill rank bonus to
your roll in addition to the usual as well as reduce opposing rolls by a
varying amount (Synergy Perk)

-Lethal Surprise: So long as a target is unaware of your presence, you may


double your damage dealt with a single melee attack against it

-Abduction Mastery: Allows you to bring an otherwise unwounded creature


to unconsciousness or otherwise render it incapable of acting by simply
landing a surprise attack as long as doing so is physically possible for you

Sleight Of Hand 3 (750/3000) (+30 (doubled under certain circumstances),


+30, +30, +0)

-Pickpocket: From simple purse snatchers to self-proclaimed master


criminals, many people of a rather... flexible understanding of the law
develop the ability to empty someone's pockets without alerting them,
allowing one to double their Sleight Of Hand skill bonus when doing so

-Swift Hands: You know what they say, a guy's gotta be quick with his hands
to have the ladies sing. Then again, maybe you should use them for other
things, too. Minor actions in combat, such as pulling a lever, picking an easy
lock or making rude gestures, no longer takes actions of any kind.

Art 8 (009/4000) (+80, +30, +30, +0)

-Sketching: You can use pen and paper to sketch a variety of things

-Painting: Arguably the next step of sketching, you can use brushes and
colors to paint a variety of things

-Sculpting: You can use tools to form a variety of materials into aesthetically
pleasing forms
-Art Emotion Induction: You can now make your art elicit a specific emotion
using subliminal stealthy placements of color, shading and linework. People
will be confused why a drawing of a house makes them so happy, or a
drawing of a mountain makes them so horny, but not more than they
already are by regular artwork

-Fascinating Art: Something about your work is just extremely fascinating,


whether it is the way you portray things drawing viewers in or simply
invoking such deep emotions people can't help but want to examine it
closer

-Lifelike: Portraying things seen in nature (or elsewhere) is a central aspect


of art, but you take it a step further; your works of art are extremely
lifelike, to the point some might be under the impression they could walk
right off their canvass and into reality

-Modern Da Vinci: Your skills at art have reached the point that they apply
universally regardless of the medium, add half your bonus for your artistic
skill to any of the classical arts be it Music, Acting, Sculpting or Architecture

-Art Teacher: Having gained experience with the topic of Art, you have
learned how to best convey concepts and techniques associated with the
topic. When teaching someone or several someones, you may add up to half
your skill level rounded up to their xp rolls.

-The Art Of Writing: Literature, in its truest sense, is a form of art, letters
and words and sentences all combining to become a work that intrigues,
interests, shocks and fascinates its readers. You have started to progress
towards an understanding how to do this right.

-The Lewd Side Of The Force: Sex scenes, in a written medium, are... hard.
To write, that is. That said, while writing smut (or erotica, if you prefer or
want to sell to lonely housewives) isn't the easiest of things to do, you have
gained a measure of skill in doing so. (Synergy perk)

-Moving Pieces: Having known magic that allows you to make thing that are
not true appear to be true, you may now create paintings and drawings that
can move on their own, playing out scenes or acting however they may on
their own (Synergy Perk)

-Depth Of Emotion: Your art becomes deeply moving, such that many
viewers will find themselves staring at it for extended periods of time or
outright breaking out in tears at the depths of emotion they feel as they
gaze upon it.

-Tattoo Creation: Using ink or pigments to permanently color someone's


skin is an art in and of itself, a topic you have some experience on as
denoted by this perk

-Sealed In Ink: Demons are surprisingly malleable when you get to it, and
so even they can be used as ink or colors to be used in creating pieces of art,
effectively sealing them once you use their essences for this purpose.
Paintings incorporating demonic essence may gain additional powers.
(Synergy Perk)

-Art Of The Martial: Everything can be seen as an art, even the flow of
energy and forces of crossing combatants. Gain +10 to all close combat rolls.

-Inspire Trends: Your work is impressive in such a way others in connected


fields can't help but borrow from it; trends are more likely to start based on
your art, both in terms of other artists and others borrowing ideas
portrayed by you

-Painted Worlds: Sometimes, a canvas is a mere surface. Sometimes, it goes


deeper. You may create magical paintings that can, upon being created,
become their own pocket dimension, containing objects, environments and
creatures as per what you painted. Nothing within may be taken outside,
but they may be used to block paths unless their core feature is confronted
and defeated or similar. The maximum strength and deviance from physics
within is dependant upon your Art skill. (Magic Synergy Perk)

-Game Design: The difference between Assassin's Creed and Elden Ring is
more than just perspective and UI. Once you understand that, you can turn
the entire experience into one of enjoying a work of art, as video games (or
other games, for that matter) have the potential to be. (1294/1500)
Cooking 4 (2982/4000) (+40, +30, +30, +0)

-Chef on a Budget: Most of your current knowledge of cooking comes from


the twisted broken minds of hundreds of people trapped in an underwater
city with near no food production, so they learnt how to improvise, and so
did you. You can cook with subpar ingredients as though they were of
medium quality, the higher your cooking skill the more you can bridge the
gap between the ingredients and the final product

Strength In Sweetness: While cooking involves many disciplines and


considerations, you have focused on one in particular; the creation of
sweets. From homemade cookies and clumps of sugar to proper sweet rolls
and chocolate decorations, you know your way around making sweets.

-Foodgasming Good: Eating food, in the end, is stimulating the senses just as
many other things you can do and cause, and certain similarities can be
drawn between them. Allows you to roll Cooking rolls to cause 'foodgasms' i
others, overwhelming them with taste and presentation much you like you
can do in the bedroom through other means. (Synergy Perk)

Smithing 3 (000/3000) (+30, +30, +30, +0)

-Stubborn Materials: Some materials are harder to work than others, some
alloys go brittle easily, some metals just won't take the shape you want them
to. You have learnt how to get those stubborn materials to take the shape
you want them to. Reduces the difficulty of working with harder to shape
materials or materials that are easy to ruin.

-Quick Genius: When it comes to crafting metalworks by hand the biggest


limitation is how quickly you can work without compromising the quality
of your pieces. This was one of the first things you strove to rectify when it
comes to your own works. You can craft specialized and customized pieces
in half the time without suffering a drop in quality.

Woodworking 0 (070/500) (+0, +30, +30, +0)

Farming 6 (1206/6000) (+60, +30, +30, +0)


-Farming Equipment: Plows? Scythes? Please. You, are a modern person,
and as such you require modern solutions. Design and build machines
precisely matching the requirements of any farm or similar operation you
may want to equip with such. (Synergy Perk)

-Magical Crops: Whether you're planting wheat and barley or healshrooms


and glowherbs- the fundamentals are and remain the same. It's just that
some magical plants need a special touch to grow well, and not of the magic
kind, even; often, it's enough to know how to treat them and what nutrients
they need, but sometimes you need to observe a few particular quirks of
the things.

-Mass Production: Scaling up a farm is easy in theory, but requires a lot of


organization and proficient labour in practice. Even so, when you need to
grow massive amounts of crops or take care of vast amounts of livestock, it
is worth the bother of having a bit of hands-on experience with how a Big
farm needs to look like to be manageable with the working hands you have
available.

-Farm Animals: Raising livestock is the true test of one's suitability as a


farm owner (not worker, notably), and you need some skills in various
fields as well as a lot of experience with handling animals to do so
proficiently. Proficiency you have earned through blood, sweat and tears-
just not your own.

-Blood Farming: Organizing and conducting farming operations can be


extremely difficult, and this goes twice for when the livestock you are
rearing is human. It takes dedication, skill and experience to ensure the
best taste of human blood, and happy bloodbags make for the best
product… Which is, naturally, at odds with the most expedient methods.
However, you have learned how to keep your livestock happy and
productive throughout their full life expectancy, whether it wants to be or
not. Also applies for the production of other bodily fluids.

Magic (Gaia/Thule) 6 (2527/6000) (+60, +30, +30, +0)

-Spell Encyclopedia: Having devoured and analyzed the knowledge on


commonly used spells of various mages, you have gained a general
knowledge on the topic, letting you recognize most spells being cast in your
presence before they take effect based on their visible signs and structure.
Gain half your Magic (Gaia/Thule) skill rank bonus to any attempts to react
to spells you can perceive.

-Metamagus: Customizing spells on the fly is not without danger, and yet
doing so can be the difference between life and death of a careful and
practiced mage. As long as you have learned a spell, you can make changes
to its structure effecting changes to its effects accordingly, from using more
mana to get a greater result to reshaping a fireball into exploding into
adhesive flames or become a wide-area beam of fire instead.

-Magic Researcher: The theoretical side of magic is by definition the only


one you can access without talent for the art, but even so you may make
strides in it, if you so wish. Figuring out the theoretical limitations and
possibilities of magic is significantly easier for you thanks to the plentiful
examples and sets of knowledge you have incorporated on the topic.

-Ritualist: Rituals are, broadly speaking, the act of splitting a spell up into
several parts and enacting them one at a time or through various
supplemental means, such as ritual ingredients, magic circles, ominous
Latin chanting co-workers that aid the ritual by adding their own expertise
and mana and similar. You have gained the knowledge and capability to
create and execute your own rituals, large or small.

-Runemaster: The Runic Languagesknown to various subsets of people is


complex and heavily dependant on context to make sense of, but you find
yourself remarkably fluent in it. You are able to understand, create and
modify even complex runic arrays.

Note: Skills rank from 0-10: 0 (Noob), 1 (Amateur), 2 (Decent), 3 (Above-


Average), 4 (Significantly Above Average), 5 (Good), 6 (Great), 7 (Expert), 8
(Genius), 9 (Master), 10 (Grandmaster)

The theoretical limit a mortal being can reach in a given skill is 10, if they
are born with just the right kind of talent into the right kind of
environment and never do anything else in their life. That said, most
mortals will realistically plateau at rank 5 to 6, the point where it becomes
possible to grind for perks directly rather than ranking skills up, making
this the most common skill level among extraordinarily individuals.

As a side note, rank 1 roughly equals an uneducated amateur, rank 2 a


professional or graduate of some sort, rank 3 a veteran with several years
or decades of experience, rank 4 a dedicated expert liable to get the job
done no matter what, rank 5 the peak of what is reliably found when
searching for experts globally, rank 6 a once-in-a-lifetime genius, etc.

Credits to Latewave and Ormos for kicking my ass about properly


organizing this list :!)

Next: Back to main story →


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Hey, you! Come over here!

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A nameless being awakens within the forgotten dungeon of Drune, and
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three.
Volsung: Linnormr's Fall
Even the Gods never expected this.

No good ending
In the story we tell ourself they are a few Common that being that the good
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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.

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