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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
Evasion 3
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
-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.
-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.
-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)
-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 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.
-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
-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.
-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.
-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
-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
-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 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 Sensing: Allows you to improve your senses as long as you have aura
left, giving you +20 to any rolls involving your senses
-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:
-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.
-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.
-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.
-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.
-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
-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)
-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)
-Singing: You know how to hold a note and methodically sing a song, from
pop music to classical
-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)
-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)
-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)
-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:
-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.
-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: 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.
-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
-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)
-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.
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.
-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.
-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)
-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)
-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)
-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)
-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.
-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)
-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)
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
-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
-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)
-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)
Miscellaneous Skills:
-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...
-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.
-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.
-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
-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)
-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
-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.)
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
-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
-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.
-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.
-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
-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.
-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.
-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)
-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)
-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.
-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.
-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.
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.
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!
W.I.T.C.H.E.D. Away
Some people got an idea in my head, Continued in discussion, and ending
up with this.
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.
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
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.