Perks are the building blocks of, well, you. They set you apart, they make you who you are, they are the 'nurture' part of the eternal question of nature and nurture. They are what you have experienced, what you own, what you know, what's special about you... your quirks and your odd little habits, and secrets that might chance the battlefield once revealed.
In order to buy Perks, you are given 300 Ability Points (AP) with which to buy them. You can also earn more AP from various sources, such as your own EGO Rank. There is no limit as to how many Perks can be bought, as long as you do not overspend your AP. Remember, AP is also utilized for your own abilities, equipment, etc. so spend wisely.
Here's a comprehensive list of all the Perks you can buy.
[Addictive Boost]
Cost: 15 AP
There is a substance you need. This substance allows you to reach new heights when it concerns your fighting style, or life in general. Whether it is a one-time boost to your STR attribute, enhancing the radius of your spells, increasing your knowledge of some subject... whatever the case, you need to take this substance to achieve such a feat. However, this means that when you do not get to intake this substance, you suffer heavy drawbacks. When you take this Perk, design one substance that increases your performance in some way. The GM will create a drawback that will happen if you do not have access to this substance in time.
[All-Star Prodigy]
Cost: 15 AP
Sports are your life, your passion, and the end-all-be-all reason for why you are where you are right now. Whatever the sport, you are quick to adapt to the rules and get a handle of how things are done around here. From skating to basketball to golf, you showcase your natural talent when it comes to competitive events such as these. When you take this Perk, all sport-related Skill Challenges have their Difficulty Rank lowered by 1 Rank. In addition, you gain +1 Rank to Athletics and Acrobatics Skills, and to Riding whenever applicable to sports. In addition, you are given a key to the Pinefall High's Sports Equipment Storage near the field. And who knows, some people might even be impressed by you prowess...
[Arche Ultima]
Cost: 75 AP
Restrictions: Human Origin cannot take this Perk.
In the world, there are some rare people that are able to tap into their arche, their reason of being and principle of their existence. From within it flows apeiron, the ultimate element from which all things in reality spring forth, and to which all shall return upon destruction. When combined with an ability, apeiron is capable of producing new heights unimagined. Whether it is a type of spell, ceremonial magic, ESP, program or thaumaturgy, when combined with apeiron it shall become a skill unmatched. After all, while our world is just shadows on the wall of a cave, an ability which utilizes apeiron is an archetype itself, pure form brought into the world instead of just mere imitations that our reality is capable of producing. Is it that idea made real, The Truth itself and none can deny it, for that is the nature of The Truth. There are many words for arche-derived abilities, such as Origin Spells, Level 199 and Deus Ex Machina, but they all mean a same thing: manifestation of one's power through their arche, bringing forth the underlying archetype of Truth. When you take this Perk, you will be allowed to design a Rank S manifestation of your main ability, an overwhelmingly powerful skill that can only be used once per week.
[Assassination Expert]
Cost: 25 AP
Unlike many others, you do not solely rely on overwhelming power or flashy abilities. Instead, you are adept at skulking in the night, moving in the shadows and striking when your target the least expects it. When you take this Perk, whenever you strike while Stealthed and the target has not noticed you, your first melee or ranged weapon is an automatic critical hit if it hits. In addition, if you are dual-wielding Light Weapons, your second strike from the dual-wielding mechanism is also counted as a critical hit.
[Blood Money]
Cost: Granted by Background
Restrictions: Esper Origin, Old Blood
Respect is everything. With power, comes respect. With respect, comes wealth. Thus, you need to be assertive and need to be powerful in order to make your claim and be respected. Whatever the situation, if people don't respect you, you're going to have much harder time when it comes to doing what needs to be done. When you take this Perk, you increase your EGO by 1 Rank. In addition, you gain +25 AP more to signify your power and wealth. In addition, when you take the [Cash Money] Perk, you gain 20 Dollars instead of 10 Dollars for every 1 AP you spend.
[Blood Rage]
Cost: 25 AP
Restrictions: At least Rank D WIL.
Thanks to a quirk of your personality or training, you are capable of falling into an all-consuming rage that does not stop easily. It is an animalistic mindset where you are able to ignore pain coursing through your body through sheer willpower. When you take this Perk, you are capable of entering Blood Rage where you ignore all Minor and Moderate Injuries and the problems they cause (as long as it make sense). In addition, you deal +2 physical damage when you have a Minor Injury, or +4 physical damage when you have a Moderate Injury. These boosts are only active when you are in Blood Rage and apply only to melee damage. However, once the battle is over, you will take extra +1 damage for each Minor Injury you have sustained and +3 damage for each Moderate Injury. If this damage would bring you to 0 HP or Negative HP, you stay at 0 HP and become Incapacitated. This is followed by succumbing to your wounds as normal.
[Book Nine Connection]
Cost: 30 AP
Restrictions: Mystic Origin only.
The Mystics of the world are a divided group with no real authority or large factions within their ranks. Even those who gather together as larger groups with the same goal in mind pale in numbers when it comes to the Church, the Pentagrammon or other such vast factions. Still, while it is true that mystics rarely point to any sort of authority within their kind... there is one exception to this rule. That is the Book Nine – a mysterious organization of unknown people who, from time to time, help Mystics in their quest by providing answers, boons and sometimes even direct help. Nobody knows who they are, but there are ways to contact them. You have one found one of these ritual ways, whether by an accident or by paying a fortune for it. When you take this Perk, you are able to transform a room into a Connection Chamber of Book Nine. This process works like preparing your spells at Night Phase, but instead of spells, you spend that time making creating a pathway and connection to Book Nine. To set a room up, only one Night Phase must be spend in this manner. When a room is set up as a Connection Chamber, it provides some passive benefits. At the start of each day, Book Nine provides the room with a tithe of either 5x Crafting Materials or +20 Occult Material Points, which can be used for their intended purposes. In addition, when preparing spells within the Connection Chamber, you can prepare +2 spells per Night. Lastly, the actual connection you have to Book Nine (It can take many shapes, from a mirror to an automated writing machine) allows you to ask two questions per Week from the Book Nine – and while the answers they may give are often cryptic, they can be of invaluable help.
[Broken Flower]
Cost: 40 AP
Restrictions: Human Origin cannot take this Perk.
Your powers are vast, so vast that they are considered dangerous even among your kind. And not just because of what you can do, but because of how much of yourself you can throw into your attacks. You act as conduit for a power much larger than yourself, and even if your frayed paths of power are fragile, you can push through the pain with ease. When you take this Perk, you take Overcharge Damage for 7.5% of your Maximum HP per point instead of the usual 5%. In addition, your Cooldown Turns become 3 instead of 2. On the flipside, however, your broken nature allows you to keep using your abilities as normal, even if your Charge Limit Maximum would fall to 0 – from Overheat or from other reasons. Cannot be taken at the same time as Elevated Source.
[Brute Force Solutions]
Cost: 15 AP
Restrictions: Esper Origin
Sometimes it is not enough that your psionic powers are clever, insidious and sneak past the enemy's defenses. Sometimes raw strength of mind is required. This in turn means that your own mind has to be powerful enough to overpower that of anyone you meet, simply breaking through their defenses to assert your will. When you take this Perk, your Mental Defense Shattering Score total is increased by +3 versus INT Mental Shatter Protection. Conversely, your INT Mental Shatter Protection Score total is increased by +2.
[Captured by the Sector]
Cost: 30 AP
Restrictions: Any other Origin but Church and Human.
Some time ago you were recruited from your original organization into another one, an organization that stands as one of the defensive walls between humanity and the darkness of the turnside. The Anglican Church has become your new home, and you have become one of their soldiers. In other words, you have joined the Capture Sector in their fight against darkness. When you take this Perk, the organization you work for becomes the Anglican Church. You are able to take any Church Origin Perks that do not need thaumaturgy, and generally make sense for your character. In addition, those of Esper and Android Origins can, with this Perk, take the [Relic Bearer] Perk past the third tier.
[Cash Money]
Cost: 1~9999 AP
Money makes the world go round, and everybody needs it. After all, without money there's not much you can do. Whether it be a tiny amount, whether it be a lot, you have money and you're not afraid to use it... or maybe you are? When you take this Perk, every 1 AP you spend on it becomes 10 Dollars for you to use.
[Collector Body]
Cost: 30 AP
Restrictions: Mage, Mystic, Esper and Android Origin only.
To have power is to have vast array of abilities... that has always been your motto. And what better way to gain more power than to steal it from those who already have it? Thinking this, you have turned this motto into an art. Stealing from your own brethren by absorbing a part of them through their dead bodies... while it might sound gruesome, it's just part of everyday life for you. When you take this Perk, you are capable of grafting parts of those who are of same Origin as you into your own body, as long as they are dead. This grafting takes time, and results only in the abilities most associated with that body part being added – in other words, you do not learn all from a single piece.
[Cold Reading]
Cost: Granted by Background
Restrictions: Android Origin, Karakuri Works
You read people like they were an open book and almost nothing in their behavior gets past your eyes. Their subtle body language, where their eyes look, what sort of nervous twitches they have, even the words they use... you are able to analyze it all and use it to determine if the behavior of the person in question is suspicious. When you take this Perk, increase your AGI by 1 Rank. You are also master conversationalist and lie detector, meaning your increase your Deception, Persuasion and Insight all by 1 Rank. In addition, if your target has let you within 1 meter of themselves, you can launch a surprise attack as long as your Deception is equal or higher than enemy's Insight. In this case, the attack counts the enemy Surprised (as if you had attacked from Stealth) and their Dodge Score becomes 0 for that attack. However, you cannot land a Critical Hit with this Surprise Attack.
[Color in Bloom]
Cost: 40 AP
Restrictions: Mage Origin, at least Rank B EGO.
Rare are the mages that receive three titles, to the point that each of Color in the Wheel has most likely only a handful. You happen to be one of these mages, prides of their respective schools and families. To earn your Colored Title means that you have achieved mastery over your chosen Type of magic, whether it be Divination, Restoration, or any of the other ones. It also means that you have become so well-versed in the subject that you could teach it at Prague Orloj; a rare honor indeed: When you take this Perk, you earn a free spell of Rank A of the Spell Type and Color you choose. In addition, spells of that type have their MP costs halved for you, rounded up.
[Demonic Possession]
Cost: 30 AP
There are many reasons as to why one would get possessed. Sometimes the individual is just too enticing for evil spirits of all sorts, making them a prime target. However, some people specifically call evil spirits into themselves in order to bolster their own power. There might even be those who unwittingly share their body with another soul. Whatever the case, the real danger does not lie in the fact that you are harboring another entity within you, but that more often than not these entities hide their nature completely. What you thought might just be a powerful spirit might end up being a poltergeist or an actual demon, making you a natural antithesis to humanity and an enemy of the Holy Church. When you take this Perk, increase your STR by 1 Rank. Your unarmed attack category becomes Supernatural, as will your natural physical defense category. You will also gain extra +10 SP for your Skills. However, you will gain Elemental Weakness towards Holy. In addition, the entity possessing you will have two abilities which it can utilize twice per day each to help you, free of charge. They are equivalent to Rank C mage-spells.
[Desperation Point Zero]
Cost: 40 AP
Restriction: Esper Origin only.
The reserves of the mind are not infinite, and even the Odic Stem can be brought to its utmost maximum capacity when it comes to actualizing the different Laws of Reality that espers see with their Third Eye. However, sometimes the Odic Power of the brain is not enough. Sometimes one has to sacrifice their own well-being in order to get that last spurt of power, like a phoenix. Those few rare espers who are capable of going beyond the power given by their Odic Stem call this the Desperation Point Zero – the Border between Odic Energy and Mind itself. When you take this Perk, you are capable of dipping into negative OP when casting your abilities. When you cast an ability from 0 OP or from negative ones, you can do so but at a price. Each point of OP used by you is reducted from your total, pushing you further into the negatives. At the very end of your Turn, you roll 1d100. For every negative point of OP you have, you have a +2% chance of falling Unconscious (see Status Effects). You roll this 1d100 at the end of every Turn while you are at negative OP, until you fall Unconscious. Hitting a 100% chance by using OP also renders you immediately Unconscious. After this happens, you cannot use abilities any more until you have had a proper, over 4 hours long Rest. Lastly, reaching the Desperation Point Zero has also increased your total OP Maximum by +15 OP. Cannot be taken at the same time as Odic Amplifier.
[Divine Blood]
Cost: 40 AP
Restrictions: Church Origin, at least Rank B WIL.
There is only one sort of inhuman blood that the Holy Church can tolerate. Those with the blood of angels or other divine beings in their veins. As holy being such as them are not an affront to the Lord, but a testament of His existence, they are treated as holiest of warriors and often put on the frontlines in the fight against the darkness. And it just so happens, you are one of these beings. When you take this Perk, increase one of your attributes by 1 Rank. In addition, you gain unique Elemental Strength: Ichor. Ichor, the lifeblood of divine beings, is one with you. You can also use Ichor as the element of your thaumaturgies. You also gain 40 Ichor Points (IP). By using one attack action, you can recharge your Ritual Points, Thaumaturgy Slots and Arc-Relics with your IP. 1 RP costs 1 IP, for each Rank of the slot it costs +2 IP to recharge it, while for each Rank of the Arc-Relic it costs +2 IP to recharge one charge. Ichor also regenerates slower than normal resources, restoring only 20 IP per Rest. Lastly, you gain a Weakness to Qi – another unique element.
[Dyed in the Wool]
Cost: 30 AP
Restrictions: Mage Origin only.
Some mages are known to effectively juggle multiple schools of magic in order to keep up their repertoire, becoming good at everything yet never truly mastering one school. At the same time, some mages are known to dive headfirst into the colored waters of their chosen school, drinking deep from that fountains to the point that even the spells they do know from other schools become dyed in that color. You are one of these latter mages. When you take this Perk, you can develop a variation for each spell that you possess that does not represent your school. This variation works on the same logic as the spell normally does, but instead, it is of your chosen School of Magic and thus, achieves different things. The variation, on the other hand, cannot deviate too much from its origin and thus, the GM can veto some suggestions for the spell variations.
[Elementalist]
Cost: 15 AP
Restrictions: Mage Origin
As many of the mages of yesteryear have found out, elements are everything when it comes to the turnside of the world. Researching them and adding their power to your own is a way to success in whatever field of magic you work on. When you take this Perk, you gain two additional Elemental Strengths, along with an Elemental Resistances to them. They cannot, however, override your original Elemental Weakness. In addition, you gain another Elemental Weakness as well. This Perk can only be taken once.
[Elevated Source]
Cost: 40 AP
Restrictions: Human Origin cannot take this Perk.
Your source of power, the thing that fuels your supernatural abilities and increases their potency, is leagues above the rest. When it comes to supplying your abilities with fuel, it is more akin to attaching a tank of jet engine fuel to a car rather than simply filling the tank up. It is less that you carefully manage your pathways of power, and more akin that you open them and hope the tidalwave doesn't sweep you with it. When you take this Perk, you take Overcharge Damage for 7.5% of your Maximum HP per point instead of the usual 5%. As a result, increase your Key Attribute Score by half of your current score. However, as a drawback, your charge limit is more harshly reduced. Your A-Rank Abilities reduce it by 3, and B-Ranks by 2. Cannot be taken at the same time as Broken Flower.
[Empowering Prayer]
Cost: 30 AP
Restrictions: Church Origin only.
The power of miracles is definite, and they cannot be underestimated and over-used – for a miracle that is common becomes too diluted to be powerful anymore and thus, each member of the Holy Church has to be careful in how they apply their thaumaturgy. However, since the power is also much needed, the organization has found ways to give them more power in times of need. The solution to this came in form of a special power that asks for guidance, strength and endurance in trying times of fighting against the darkness of the Turnside. You have been taught the secret ways of this prayer: When you take this Perk, once per day you are able to replenish your thaumaturgy slots. This happens as a Full Action, meaning if you are in combat, you cannot do anything else but move during that Turn. When you utter this prayer, you have 10 points to divide between your thaumaturgy slots. Replenishing a slot costs +1 point per Rank, meaning that an E-Rank slot costs 1 point to replenish and an A-Rank slot costs 5 points to replenish. Once used, you must have a full Rest (over 4 hours) to be able to use it again.
[Energy For Days]
Cost: 20 AP
You have enough stamina to last you for a long time, even if you're involved in heavy physical activities. There are many advantages to lasting long and being able to keep going, especially if it's your thing to be active at night. When you take this Perk, you increase your Fatigue Resistance by 3, up to a maximum of 9.
[Evil Eye]
Cost: Granted by Background
Restrictions: Mage Origin, Kyöpelinvuori
The mages and witches of Kyöpelinvuori specialize in curses, but there is one curse above all that they are famous of. It is the hex that is applied via one's on gaze, stealing luck from the one who is gazed upon. This ability requires a good eyesight and proper training, meaning it is not possible for just anyone. When you take this Perk, increase your AGI by 1 Rank. In addition, once per day you can curse someone you gaze upon as a 3 charge action. This reduces one of their attributes (your choice) by 1 Rank for the rest of the day.
[Evolution]
Cost: 20 AP
It might be because you've trained harder than most, or it might be because you were simply born that way, but your body is a step above that of others. Physical prowess or mental greatness, whatever it is, you have just a little bit more. When you take this Perk, increase one of your attributes by 1 Rank. You can take this Perk up to three times.
[Exorcist]
Cost: Granted by Background
Restrictions: Church Origin, Anglican Church
As an exorcist of the Anglican Church, your duty is to purge the demonic influences that ail the world, among with other insidious threats to the civilians such as ghosts and poltergeists. Cleaning their taint from humans and casting them back to the dark corners of the world is your bread-and-butter, work which might drive a lesser man or a woman insane. You know exactly how to banish these monstrous wills from the world and what it takes to bring light to where only black remains. When you take this Perk, increase your END by 1 Rank. In addition, you gain immunity to Fear and Charm status effects. Also, you gain access to an unique Thaumaturgy: Vade Retro Satana. Lastly, demons and spirits have their natural WIL, INT and EGO defenses halved against your thaumaturgy.
[Expertise]
Cost: 20 AP
Restrictions: One Skill that is Rank A.
You are not just good at what you do, there's hardly anyone in the world who's as good at this specific thing. Your knowledge, skill and technique are unparalleled, meaning that there's absolutely no problem regarding it that you cannot clear... even those that would be otherwise impossible. When you take this Perk, choose one skill that is Rank A. Raise this Skill to Rank S. This allows you to overperform even Rank A Skills (like with Perception and Stealth), and defeat Skill Challenges with Difficulty Rank that could not normally be overcome. This Perk can be taken multiple times.
[Extra Benefits]
Cost: 15 AP
Restrictions: Mystic Origin
Mystics, while often derided and ridiculed among the supernatural communities around the world, can also sometimes be respected by their peers and looked up to by those with actual powers. Knowledge is an important thing, after all, and can garner lot of respect from those around you. When you take this Perk, you will gain two Rank D Friendships with two members of organizations you choose. These NPCs will offer help to you in time of need, but may sometimes ask for help in return. In addition, raise your Persuasion Skill by 2 Ranks. Lastly, you are given two Rank C Lore [_] skills of subjects that your allies have taught you from their respective fields.
[Eyes of the Beholder]
Cost: 20 AP
Restrictions: Esper Origin only.
The power of Espers comes from their personal way of observing the world around them, the Laws of Reality that are unique to them. In their world, when actualized by the power of their Odic Stem, impossible becomes possible and they are capable of performing their ESP – the power which sets them aside from rest of humanity. However, it is not just what the Esper sees that affects the world – this also works in reverse. For those who gaze into an Esper's eye may find themselves affected by that same reality they see. When you take this Perk, you gain a power determined by your chosen Origin Perk, which can be used up to INT Rank amount of times per day.
[Family Matters]
Cost: 25 AP
Restrictions: Over 500 Dollars in money.
While most others came to Road's End on their own, you were an exception to this rule. You brought with you a family servant, a personal assistant, of yours. They are here to make sure you don't get in trouble, and that you are safe whatever you do. Of course, if you are from a family tied to the supernatural, your assistant will have some abilities to help you in these things as well. When you take this Perk, design an NPC assistant for yourself. Depending on your Origin and your own backstory, they will be granted some abilities and equipment, as well as their own attributes, to help you.
[Faster Wheels, Hotter Wheels]
Cost: 15/30 AP
When you came to Road's End, you made sure something else came with you. Your very own vehicle awaits you, making access to the town and the surrounding nature much easier. Of course, if you are not normal yourself, chances are your vehicle is not normal either. In that case it might hold some extra protection or even weapons. When you take this Perk, design a vehicle for yourself (something that is legal for you to drive). If the vehicle in question has been modified to have hidden armor plating, tougher exterior, some weapons or even passive abilities, pay the higher cost and design up to three (3) modifications made to the vehicle.
[Favored Method]
Cost: Granted by Background
Restrictions: Android Origin, Naukograd Conclave
You are a warmachine, through and through. Unlike many other androids, you only try to fit into the society you've infiltrated because it makes things slightly easier. However, when it's time to fight, you're ready to go in guns blazing, as that's just how you do things. Clean up and information control can be left for others. When you take this Perk, increase your STR by 1 Rank. In addition, you can take one unique weapon. This weapon is made with futuristic “Black Technology” and thus, appears to be more out of Sci-Fi movies than from the real world. First, decide the base of your weapon, which can either be a normal weapon or a gun. After that, modify your weapon with unique effects (such as different damage type, elemental damage, multiform properties, returning property, tracking property, different modes of striking, status effect infliction, etc.). This unique nature is more or less equivalent of a C-Rank Mage spell in its overall power. For a normal weapon, all of this is for free. For a gun, each upgrade of the gun costs -2 AP less.
[Favored by Elements]
Cost: 15 AP
Perhap it was artificial, perhaps you were just born that way, but whether you know it or not you have more than one Element you are attuned to. This grants you strength in some aspect, but also weakness in others. When you take this Perk, you are granted one additional Elemental Strength. However, you must also take one additional Elemental Weakness. This Perk can be taken up to three times, and the perk [Elementalist] counts as one too. Remember that the elements should reflect who you are as a character and the composition of your soul – not just be there as a gameplay element.
[Fiction Body]
Cost: 70 AP
Restrictions: At least Rank B Attribute of which you want this Perk to empower. Human Origin cannot take this Perk.
When you take this Perk, you gain a so-called “true form” known in some circles as “Fiction Body”, “Arche Manifest” or “Soul Phantasm”. This true form is something that enhances your strongest points, in other words, your strongest attributes. At any point when you want to use your exceeding power, you may activate this true form. This activation is a free action (does not take your actions) and bolsters your formidable power, whichever attribute(s) it revolves around of. Your form becomes one that cannot hide your nature as a denizen of the Turnside – your are a manifestation of it, and it shows. For mages, it may come as a form similar to their ancestor. For warriors of Church, it may give them a slice of pure sun as their halo along with wings of crystal. For espers, it may make their physical body change to suit the reality they see, causing them to turn partly into pure Odic Energy. For Mystics, it may be the full activation of their many charms, wards and talismans, veiling themselves into eons of forbidden lore that they now embody. For androids, it may be the reveal of their true glory as creatures of pure energy as the artificial mana in their bodies ascends to somewhere beyond man and machine. Whatever this form, it is up to you to decide – but once revealed your true nature cannot be hidden. You gain a passive effects befitting your true form whenever it is active – effects designed by you and adjusted by the GM. This can range from status increases to other, more complex effects. The form can be turned off the same way it is turned on – for free. However, there is a price to this glory. This Perk marks you as an aberrant even on the turnside of the world, a power not gained without a price. It will invoke a negative Perk custom-tailored to you by the GM. This form can be used only once per Day.
[Flash Throw]
Cost: 20 AP
While throwing weapons are not the most usual choice of weapon for a warrior, they are often favored by assassins around the world. After all, they are easy to conceal and can pack quite a punch if necessary. They are also easy to use when attacking from the shadows. Thus you too have trained in the usage of throwing weapons, to the point you can now use multiple at once. When you take this Perk, you can throw two throwing weapons with one attack. If you are able to dual-wield weapons, you can throw two weapons with each attack, following the normal rules of multiple attacks.
Throwing weapons count as light, long range weapons. However, they only have half the range a normal ranged weapon would have and they can only have a maximum Natural Damage boost from your STR up to +9. In addition, throwing weapons that have their damage reduced to minimum of 1 stay at that damage even if the attack is a critical hit.
[Flourish & Parry]
Cost: 25 AP
Sometimes it is not enough to be able to dodge. Sometimes you also need to be able to parry attacks, deflect them aside with your own weapon or limbs. Exchanging attacks like that leaves much less room for actually punishing the opponent, but at least you are keeping yourself safer. When you take this Perk, you can sacrifice one or more of your attacks on the Turn after your enemy has attacked you. For each attack you sacrifice, the enemy's attack has +25% greater chance of missing. If the enemy makes multiple attacks, you can divide the parry chance (in segments of 10%) to each of them. However, you cannot parry attacks of an enemy who has STR two Ranks higher than yours.
[Friends in High Places]
Cost: Granted by Background
Restrictions: Mystic Origin, Spiritual Heir
Your connections to an organization other than your own come with many advantages, namely the material you've gotten your hands on and the help you get from them. Not many mystics know the secrets you know, and many would kill to be given the same opportunity as you have. When you take this Perk, increase your INT by 1 Rank. In addition, choose either the Holy Church or the Pentagrammon; you will gain a friendly NPC contact from this organization with a Friendship of Rank C. In addition, you learn one magical secret from them, which you have turned into your own ceremonial spell. You gain one free Rank B ceremonial spell that relates to the NPC and the organization in question.
[Future Tech]
Cost: 8-40 AP
Restrictions: Esper and Android Origin only.
Thanks to your connections to the Turnside of the world and its scientific think-tanks and communities (or by sheer stroke of luck) you have found a way to obtain pieces of the so-called “Black Technology” - technology that, by all logic, shouldn't be possible to create in the current, modern world. The various world governments strictly keep an eye out for any buying or selling of Black Technology, but that makes it also a lucrative business for the black market. Whether through legal or illegal means, you have been able to acquire this futuristic tech for yourself. When you take this Perk, design a futuristic gadget for yourself. It can be something like a portable stealth field generator, a specifically created substance that works in tandem with your powers, a hidden jetpack that allows for quick flight, scanner which reveals nearby lifeforms approaching... or anything, really. The only “rule” of Black Technology is that it's futuristic in the eyes of the modern world. Initially, your designed gadgets has a Rank of E. You can increase this Rank, all the way up to Rank A, by paying the cost of 8 AP per Rank increase. Higher Rank means stronger effects and more powerful gadget, whether it's a strange weapon, sci-fi-like piece of equipment or a space-age item.
[Ghost in Machine]
Cost: 15 AP
Restrictions: Android Origin
Machines know machines, and you know machines better than most machines. Hacking computers is child's play when you can directly dive inside one and search through it in order to find what you are looking for, trawl through databases and search for information while rest of you focuses on other tasks. When you take this Perk, you immediately gain a Computing Skill of Rank A. In addition, you can hack into a computer remotely and without anyone noticing. It doesn't just stop at computers, however, as phones, cameras, anything that you lay your hands on can be hacked by you in order to gain advantage.
[Grand Schemes]
Cost: 30 AP
Restriction: Mystic Origin only.
While some may shy away from long and arduous nights spent preparing their powers, or see it as a means to an end – an annoying necessity to match powers with the supernatural, you are different. You relish in the chance to properly focus yourself into your rituals, weaving ambient mana and gathered prana to form mystical forces unlike many have seen. The Witching Hour is yours to command, and you take full advantage of it. When you take this Perk, increase your maximum OMP by +6 for every Rank of INT you have after F. In addition, you gain +2 slots for each Rank of INT you have after F, meaning you can prepare much more spells each Night Phase. However, since you put so much effort into your spells, they tend to require longer hours and more materials. The preparation cost of your Rank E, Rank D and Rank C Ritual Spells are increased by 1.5x OMP (Rounded up). Cannot be taken at the same time as Quick-Draw Creation.
[Grimoire of Pawns]
Cost: 25 AP
Restrictions: Mage Origin only.
The sub-department of Divination, Bibliothecography is better known by it's more common name – Pawn's Shop – is a familiar place to just about any starting mage that has come to Prague Orloj. The extensive library of magical texts, grimoires and research materials is vast... but the library asks for its pound of flesh as a payment for using the facilities. And in this case, it is almost literal. The payment for a library card and an access is to give up one of your spells to be copied and catalogued by the Formula Hoarders of the library, adding it to their ever expansive lists. These catalogues, in turn, are turned into grimoires that are loaned (for an extreme fee) to the third-year students and beyond in order to fund the activities of the Bibliothecography Sub-Department. When you take this Perk, you have been given (or you have bought) one of these grimoires. Whenever the need arrives, you can search the grimoire for a spells that would help you in the current situation. Rarely the spells are exactly what you need, but they can certainly be of help By using an action to skim the grimoire, you are granted an access to a 1 to 3 spells that you can use at that moment as if they were your own spells to cast. These spells are designed by the GM, and thus can have their own upsides and downsides.
[Guardian Force]
Cost: 40 AP
Restrictions: Mystic Origin, at least Rank B INT.
Sometimes one cannot find the way by themselves, sometimes one cannot survive on their own. Therefore it is necessary to find the right type of help... and you have. In your search for knowledge (or in your everyday life) you have found an ancient text that details a summoning ritual of incredible proportions, one that hasn't been seen in the world for a long time. Even masters of Prague Orloj would kill for this text, which is why you have kept it safely hidden... until now. After all, who knows when you might need help? When you take this Perk, decide which divine, unholy or mythological figure or a being this text can summon. While gods cannot be manifested, demigods, great monsters and what-not are all free game. By utilizing a full day for a ritual to summon this beast (you have to be continuously present only during the Night Phase, but have to check on your ritual each Phase), you can bring it to reality in order to help you. While the creature is designed by the GM, fear not; it will be exceedingly powerful.
[Hellblazer]
Cost: Granted by Background
Restrictions: Mystic Origin, The Miracle Club
You've always known that it doesn't matter how good at magic or how brilliant abilities you have, it all boils down to strategies, being prepared... and a little bit of luck. Indeed, it's a very human way to view things like supernatural and magic. Scrounging up what magical secrets you can find and making most of them... well, it would be just boring to win with a perfect score each time, wouldn't it? When you take this Perk, increase your WIL by 1 Rank. In addition, you gain two E-Rank ceremonial spells to your repertoire, along with a free E-Rank Arc-Relic. Oh, and if you buy a gun, its base-price is free.
[House of Cards]
Cost: Granted by Background
Restrictions: Mage Origin, Prague Orloj
Zodiac Clock is a minefield of political intrigue and hidden battles between age-old mage families. In such a turbulent place, you have learned to apply your power only where you should and just what you should say in order to get the best advantage of any situation. When you take this Perk, increase your EGO by 1 Rank. In addition, you have 3 Rank increases you can divide as you see fit between Persuasion, Deception and Intimidation. Lastly, you gain a Rank D spell which requires 10 minutes to cast. With this spell, you are able to contact a friend of yours in Prague Orloj, whom you can ask to do research on mage-related subjects on your behalf. How long this research takes is based on the obscurity and difficulty of the subject in question. You have a C-Rank Friendship with the friend in question, and they are from the same department as you in the Zodiac Clock.
[Human's Best Friend]
Cost: 10 AP
You did not come to Road's End alone. You brought with you a friend... the type of friend that does not raise eyebrows and does not have trouble fitting in amongst the misfits and the delinquents of Pinefall High School for Troubled Youth. A friend who's there to be with you through thick and thin, no matter what's happening. This friend... is your pet. Just a normal pet. He or she might not have great abilities (other than those his animal nature grants them), or be able to move mountains, but they're with you all the same no matter what happens. And who knows, they might even be able to help you out every now and then? Design an animal for yourself to act as a pet – a totally normal, mundane pet. And who knows, some people might even find the animal cute, making it easier to befriend certain types of people...
[Humble Beginnings]
Cost: 15 AP
Restrictions: Human Origin
While it might be fair to say that you aren't a nobody (after all, everybody is somebody) that still doesn't mean you're that special in any sort of way. You've had your ups and you've had your downs, you have your own set of problems though they might not be that important on the grand scale of things. Still, they are your problems. You're just trying to get through life just like everyone else. When you take this Perk, increase two of your skills by 1 Rank. In addition, design one item for yourself that relates to your backstory, like a favorite baseball bat, favorite bicycle, favorite jacket, etc. This will become important later...
[Inquisitor]
Cost: Granted by Background
Restrictions: Church Origin, Catholic Church
As an inquisitor of the Catholic Church, your job is to destroy the heretical mystics of the world and any other threat that might threaten normal populace. You are an executor of the wicked, an assassin in service of the holy and enemy of everything evil. When you take this Perk, increase your STR by 1 Rank. In addition, you are given access to unique D-Rank Arc-Relic: Der Nagel. It is a mass-produced Arma Christi, a weapon meant to reduce the amount of numen in the target it hits. Most of the times they take a form of large nails used as either daggers or throwing weapons. However, depending on the inquisitor, it might take a different form. For example a certain famous French inquisitor had her Der Nagel in form of sword-like arrows. The charges can be fluffed either as separate weapons, or charges of a single weapon.
[Intellectual Prowess]
Cost: 25 AP
There are people who are good at what they do, and then there's you: someone who's good at almost everything you do. Thanks to your past, you have become expert in many, many things, to the point there aren't many tasks that you cannot handle at least passably. When you take this Perk, double the amount of extra skill points you gain from your INT.
[Item Assist]
Cost: 15 AP
Restrictions: Esper Origin
While some may think so, it is not always the case that espers are solely reliant on their ESP. This mistaken adage is even less true when it concerns you. You know that sometimes you have to think outside the box and complement your ESP with something else. Luckily, you have contacts (either legal or illegal) with an access to Black Technology, which you have gotten your hands on too. When you take this Perk, you can take 4 Ranks worth of gadgets from the Perk [Future Tech]. In other words, you can either take four E-Rank gadgets, one B-Rank gadget, or anything in-between within those parameters. These gadgets should reflect your ESP, and serve to work in tandem with it. For example, an esper that controls magnetism, it could be special mineral sand with which to craft objects with, or for an esper that can read the thoughts of all they can see it could be strengthened contact lenses allowing much longer range of vision.
[Knowledge is Power]
Cost: 15 AP
Restrictions: Church Origin
The more you know about your enemies, the better chance you have at killing them. Preparations are essential when it comes to hunting your prey, and to prepare accordingly requires knowing the weaknesses and strengths of your opponents. When you take this Perk, you get two Lore [_] skills of C Rank of your own choice, about specific enemy types. In addition, you get two D Rank thaumaturgies relating to those enemy types, one for each.
[Know It All]
Cost: 15 AP
Restrictions: Esper Origin
As an esper, your mind is your greatest weapon in all things. Understanding how the world works and what its laws are is necessary in order to know how to bend them. This, of course, includes the humans and other creatures that populate the world around you. Their emotions, their thoughts, their motives... they are all part of a larger puzzle that you are an expert in deciphering. When you take this Perk, choose four Skills and increase each of their Ranks by 1. In addition, by directing your thoughts towards a specific individual, you may learn their surface emotions and even some of their thoughts. Extremely deep or strong emotions may also alert you to someone's presence or motivations. If you use this in battle, your decrease that opponent's Dodge score by 1.
[Know When To Strike]
Cost: 30 AP
It is not just about attacking your opponent, it is about attacking where it hurts the most. Strike in a weakened area of the opponent can be much more devastating than simply attempting to hurt them in any means possible. Thus, you try to make each of your attacks as deadly as possible. When you take this Perk, you gain +10% of critical hit chance for each point your Accuracy Score is higher than the target's Dodge Score.
[Last Chance]
Cost: 25 AP
Whether or not you're conscious of it, your instincts are quite adept when it comes to protecting you. They kick into overdrive if your life is threatened and even inform if you feel someone showing overflowing murderous intent towards you. It might not be a perfect sixth sense... but it's not that far off, either. When you take this Perk, if you are hit by a surprise attack (From Stealth or from a similar situation) that would instantly bring you down to 0, you will be instead left with 1 + AGI Rank (where Rank F equals 1, E equals 2, D equals 3 and so forth) of HP. Of course, you cannot be left with more HP than you currently have, in which case, you'll be left with the HP amount you're currently in. Cannot be taken at the same time as Not Over Yet.
[Leaps and Bounds]
Cost: 15 AP
Sometimes running is not the only way to move. Jumping great leaps can lead you to where you need to go in an instant if need to be. Of course, this means you need great amount of force to propel you forward, thus meaning you need to have large amount of strength. When you take this Perk, you triple the distance you can jump and amount of meters you must fall in order to take falling damage.
[License of Eureka]
Cost: 40 AP
Restrictions: Android Origin, at least Rank B EGO.
As an android, you are deemed trustworthy and important enough that you have been granted the highest level of clearance – the capacity to use one of the inventions of the world famous Eureka Laboratories. They are forerunners when it comes to highly advanced technological inventions and have been safeguarding humanity from dangers of Black Technology for some time now. To have their trust is to have keys to the Armory Five, where the inventions of their past adventures are stored. When you take this Perk, choose one of five categories: Limited time travel, spy-satellite network & orbital cannon, alternate dimension theory, cloning & cybernetics or OOPart technology. You will be granted one powerful invention from the category, one that best fits your abilities and skills. This gadget will be designed by the GM.
[Little One in Flask]
Cost: 10+ AP
Restrictions: Mage and Mystic Origin.
The art of spells and rituals often requires a helping hand, which people like you usually achieve by creating familiars. Familiars are small creatures, spirits, automatons or elements... honestly, they're just about anything with a degree of independence and will, but who will automatically follow your commands. They are capable of communicating to you through either speech or mental images, making them capable spies as well. However, they are not meant for battle. When you take this Perk, create one familiar for yourself. They act as helpers of spellcasters everywhere, though they are rather powerless by themselves. If you are interested in making a stronger one, you can certainly increase your familiar's attributes, Skill Ranks and even give it a special ability.
The familiar starts with Rank E in two attributes and Rank F in four attributes (of your choice), no Skill Ranks and no abilities. Each attribute Rank increase costs 5 AP. You can only raise one of the familiar's attributes up to C-Rank, all the others have to be D-Rank or lower. Each Skill Rank increase costs 2 AP. Special abilities (breathing fire, turning invisible, etc.) follow the AP cost of Mage Origin spell, and indeed, function much like spells. To use them, choose your familiar a Key Mental Attribute. They can use their abilities twice the Rank amount that they have in that attribute (Where E=1, D=2, C=3, etc.). This Key Mental Attribute also affects the strength of those abilities.
This Perk can be taken multiple times, but each time its base cost is increased by +5 AP.
[Looks To Kill]
Cost: 15 AP
You are beautiful or handsome, and there is no denying it. Whatever the source of your attractiveness, there is no getting around the fact that you are sight for anyone’s sore eyes. Therefore, it is easy for you to get what you want. You are not, after all, run-on-the-mill attractive. You are on the level of a supermodel, almost to the point of being supernatural. When you take this Perk increase either your Persuasion or Deception by 1 Rank. In addition, your first meeting with someone, from Rank F to Rank E, is a guaranteed Super UP – meaning it advances straight from Rank F to Rank D. Unless you completely botch up this meeting, of course...
Of course, some NPCs may enjoy the company of mysterious people more than others.
[Lost and Found]
Cost: 20 AP
Restrictions: Human Origin only.
One day, in your normal everyday life, you happened to stumble upon something you're pretty sure you weren't supposed to find. An item that in no way looks like it belongs to the real world – an item that seems to function within laws of Science Fiction than reality. Whatever this item is, you took it with you and have carried it ever since, even if there's always a risk that the original owner is looking for it. After all, the function of the item is intriguing and mystical, and who knows what its true origin might be? When you take this Perk, you can take an C-Rank gadget form the Perk [Future Tech]. Design the gadget and how you happened upon it together with your GM. But beware, as said, someone might be looking for it...
[Lust for Blood]
Cost: 15 AP
Restrictions: Mage Origin.
For a reason or another, most likely thanks to the inhuman blood within your veins, you occasionally feel the need to devour life-force of a living individual, whether it be blood or something else. It powers you, but also leaves you craving for more and weak if you do not get it. When you take this Perk, you are required to ingest the lifeforce you decide every two days. If you do not, all your attributes will fall by 1 Rank to a minimum of Rank F. This effect is applied at the start of each day you go unfed, and can stack. However, each time you devour this life force, you gain extra MP that does not count towards your maximum. The amount of this MP is half of your total Maximum MP. Artificial sources cannot grant this MP increase. This benefit can be only gotten once in two days, following your feeding cycle. To ingest life-force (unless it is an unique case), they must be either Grappled, Unconscious or Incapacitated. In case of the latter two, you can do this ingesting automatically. In case of a Grappled target, you must succeed in an unarmed melee attack towards them. Upon a hit, you sink your fangs (or similar) into them and ingest this life force.
[Lycanthropy]
Cost: 40 AP
Restrictions: Mage Origin or Mystic Origin.
It might be ironic, but in your blood does not only course the blood of an ancient beast... it is a bacteria, a cursed sickness, that has spread all over your body even if you have no aptitude in magic. Lycanthropy permeates one's own body, making it capable of transforming into a hideous, incredibly powerful beast that can lay waste to an entire army of normal men, drawing power from the shape of the moon. Normally a person who has been struck by this disease is able to control his or her transformations, but upon full moon they become a berserk creature bent upon destruction. When you take this Perk, increase your STR, AGI or END by 1 Rank. Your unarmed attack category becomes Supernatural, as will your natural physical defense category. You also gain Elemental Strength towards Curse, and Elemental Weakness towards Holy. In addition, you can transform into a special form that reveals your cursed, beastly side, which draws power from moon. In most cases, this form increases your physical attributes (STR, AGI and END) by +1 Rank and reveals your bestial side properly – making you into a truly terrifying thing to behold. You control when this transformation happens, and it can be done only once per day. However, there are two exceptions to this. Upon full moon, you increase all your physical attributes to Rank A and gain a passive ability (such as immunity to certain damage, enhanced claws, faster movement, etc.) that you can design for yourself. However, upon a full moon, you will be forced to transform and are not completely in control of your own actions. On the other hand, during New Moon you are unable to transform and gain these benefits.
[Master Crafter]
Cost: 40 AP
Creating new things is in your blood, to the point where you can crank out new inventions and items in a time-period that a novice couldn't even dream of. As long as you have the materials, you can keep on working at an incredible pace almost no one can match. When you take this Perk, your Basic Crafting Time becomes 30 minutes instead of 1 hour. Also, when you quick-craft, instead of halving your Crafting Skill Rank you instead give it a -1 modifier. You also you gain one ultra rare material to craft something truly special when the time comes: a material and an item you can design yourself. Lastly, if you find the materials, time and blueprints, and if you have a Crafting Skill of Rank S, it is possible for you to craft a single S-Rank Item at some point...
[Mana Transfer]
Cost: 25 AP
Restrictions: Android Origin only.
Androids operate on the artificial form of Mana called Vril – a source of energy that is generated by their very core and powers their every movement, program and thought. Without Vril an android cannot function, and even though they are equipped with powerful sources of this energy, it is not inexhaustible. Even the most powerful Vril Generator can malfunction when it runs out of juice and leave the android effectively unconscious in front of their enemies. There are some ways to mitigate it, and yours might be one of the rarest. When you take this Perk, your Vril Core is capable of absorbing mana in order to power itself. If you shut down thanks to running out of VP, a mage or another character with access to mana can – as an action – insert 10 MP into you to boot you back up. After this, you can be charged up further, every 2 MP from the mage providing 1 VP to you. In addition, once per day you are able to use your Reaction to intercept a magic spell targeting just you. When the spell hits you, you can open your core momentarily and forcibly absorb the MP in the spell. You regain VP equal to the amount of MP used in the spell, and the spell's power is halved when it hits you.
[Modern Survivalist]
Cost: 15 AP
Restrictions: Human Origin
As young as you might be, you've always felt the call of the great outdoors. Nature has been a source of fascination for you for years, and you've learned your fair share when it comes to surviving in the wilderness, living off the land, hunting and what to do in tough situations. Others might see you as slightly weird, but that's alright. When the time comes, your skills will become handy. When you take this Perk, increase your Survival skill by 2 Ranks. In addition, design one strange thing you've found during your wanderings in the wilderness, like a rare stone, odd buried totem, tooth from an animal you're unfamiliar with, etc. This will become important later...
[Monstrous Strength]
Cost: 30 AP
Restrictions: Human Origin cannot take this Perk.
Your raw physical strength is something to behold and something that marks you as unique when it comes to how much damage you can deal with a simple swing of your fist or a sweeping kick. Often this is a sign of just how far your body is removed from the normality of the world and laws of reality, and how much of your strength is thanks to your connection to the Turnside. The reasons may be varied, but the effect is always the same. When you take this Perk, you gain +2 unaided physical damage for every Rank of STR you have after Rank F. This damage increase only applies when you are using Unarmed fighting.
[Natural Body]
Cost: 40 AP
Restrictions: At least Rank C END.
You are not a stranger to ailments, bodily harm that lasts and status effects that linger. Your body is literally a temple, and it's hard to change its composition or affect it with changes. This might be because of physical modifications, but the purest form is that your body is “natural” and in-tune with the World, and thus sacred to a degree – almost like that of ancient heroes. When you take this Perk, your body nullifies all status effects (and similar effects which would physically change your body) of Rank D or lower, and halves the duration of the rest (Rounded down to a minimum of 1 Round). In addition, once per day you can cleanse your body by will and negate one status ailment of equal or lower Rank to your END attribute. This cleansing counts as 1 attack action. Just remember that effects that do not try to alter the original structure of your body to not count towards this resistance.
[Never Back Down]
Cost: 15/30 AP
No matter how hard you are hit, it is hard to keep you down. Strike after strike, beating after beating, you keep getting up thanks to your overwhelming determination that drives power to your knees and keeps you standing up when you know the alternative is far worse. When you take this Perk for 15 AP, increase the amount of your Desperation Turns by +2. If you want to strengthen your resolve further, increase the cost by 15 AP (For a total of 30 AP), and your Desperation Turns for a total of +4.
[Noblesse Oblige]
Cost: 15 AP
Restrictions: Human Origin
You might be a normal human, but that does not mean you're not above other people. Indeed, yours is a famous family even among the normal people of the world. Maybe you're a rich heir of family of aristocrats, or the successor of a big-name company, or a child of a famous movie star... there are many ways to be born into the lap of luxury. You took one of them. When you take this Perk, increase one skill that fits your backstory by 1 Rank. Also, if you take the the [Cash Money] Perk you gain 50 Dollars instead of 10 Dollars for every 1 AP you spend. In addition, design one family heirloom, odd-yet-expensive gift you've received, etc. and which ties to your personality. This will become important later...
[Nothing to See]
Cost: Granted by Background
Restrictions: Android Origin, Men in Black
You are good at what you do, and what you do is making sure that the supernatural stays hidden, lest civil unrest would rise. If general populace learned of the turnside of the world, it would turn into total chaos. Which is why androids like you were built. You eliminate the threat and any information regarding it that could leak out... and you make it look easy. When you take this Perk, increase your EGO by 1 Rank. In addition, you gain one Rank B program that relates to suppressing, modifying or erasing memories in some way. You also gain 2 Ranks in Stealth Skill for the purpose of disappearing into shadows when others look away.
[Not Over Yet]
Cost: 35 AP
Restrictions: Church Origin.
You have the Lord and his guidance on your side. Even when wounded, even when struck down, even when laying on the ground, you know you can count on Him to keep you safe and let you do your best in His name. When you take this Perk, you gain an Auto-Life feature. Once per day, when you drop to 0 HP, on your next Turn you will return to 1 + your END Rank in HP (Where F equals 1, E equals 2, D equals 3 and so forth). In addition, those within 10 meters of you are bathed in the blindingly brilliant light your regeneration emits. Unless they have END of C or higher, they are Blinded until the end of your next Turn.
[Odic Amplifier]
Cost: 40 AP
Restriction: Esper Origin only.
Scientists of Stargate and their affiliated groups have done long and extensive research on the subject of increasing an esper's power. One of the methods produced over the years came to be as a side-project of the HAARP and its own scientific research. Namely, the Sun Streak Amplifier. This artificial extention to the Odic Stem converts energy and particles released from the sun and converts them into Odic Energy. And you, whether through government contacts or illegal means, have had one of these amplifiers inserted into your Odic Stem. When taking this Perk, your Maximum OP is increased by up to +30 OP – but no more than your current Maximum. Meaning that an esper with a D-Rank INT would get +15 OP increase, and an esper of B-Rank INT would get +30 OP increase. Remember, however, that the Sun Streak Amplifier is a mechanical device, and thus can be affected by electricity – or worse, solar flares. In case of powerful solar storms, it may even have catastrophic consequences as the Odic Power overloads the system. Cannot be taken at the same time as Desperation Point Zero.
[Old Comrades]
Cost: 10 AP
Either through a chance meeting or an accidental event some time ago, you are not a stranger with one of the people at the school. You do not know much about them, nor do you know really anything about their past, but you're still quite good friends with them thanks to your shared past. When you take this Perk, pick one NPC from the Cast Page. Your Friendship with them starts at Rank C and you get to design where and how the two of you met in your backstory.
[One Job]
Cost: Granted by Background
Restrictions: Esper Origin, Designer Baby
As a part of your generation of Alphabet Soup, you were given a singular focus as an esper in which you excel at. Although you can perform other tasks as well (you are not an automaton after all), there's one purpose that you are better at than almost everyone. When you take this Perk, increase your INT by 1 Rank. In addition, choose your singular focus as an esper. You will get one additional applications to your ESP centered around that focus and you will also automatically raise one of your skills to Rank A which most relates to your job at hand. Lastly, whether or not you still work for the government, you have a contact from those days you can still trust. Design an NPC contact with your GM. This NPC can be contacted via public payphones, and for a reduced fee, can deliver required goods to you in one Day's time... as long as they are not extremely rare or impossible to get.
[One of the Best]
Cost: Granted by Background
Restrictions: Mage Origin, Scholomance
Only the best in the world of mages are taught in Scholomance, and you are one of these elite few. Grand spells, forbidden lore, ancient ways and unknown grimoires are all at your fingertips. Indeed, compared to other schools yours exemplifies the “survival of the fittest” mentality. Because of that, you've taught yourself to be more powerful than others and smarter than others. When you take this Perk, increase your INT by 1 Rank. In addition, you gain one Rank B spell and one A-Rank Lore Skill of your choice (though it should have to do with your curriculum). Lastly, thanks to your clout, shops that sell magical wares are willing to give you a small discount if you treat them well.
[Only a Human]
Cost: Granted by Background
Restrictions: Human Origin, Homo Sapiens.
At the end of the day, you're just how you look. You're only a human. You might dream of becoming big and important later in your life, but your place in history of the world is small and unimportant. At least you're pretty sure it is. It's not as if the type of fantastic adventures and mind-blowing journeys you see in books and movies really exist, right? Still... it might be nice if they did. Perhaps once you even believed that they did. There was, after all, that one slightly confusing event that happened during your childhood that always left you wondering. When you take this Perk, increase your maximum amount of PP by 1. In addition, design an slightly mysterious event that happened in your childhood that you still remember. Maybe it was nothing, but for some reason that memory's never left you. It might have been just your naivete, but back then what happened made you feel like the world was a lot bigger place than it appears these days...
[Only Skin Deep]
Cost: 20 AP
Restrictions: Android Origin
Most of the time an android is made to resemble a human as much as it can, leading to a compromise between battle-utility and appearance. However when it comes to you, your makers have clearly focused more on the combat than social graces. You do not only have a slightly colder exterior, your interior is tungsten-steel. All mundane weapons (which are Rank F) have their damage bonus halved (Rounded up) halved when used against you. In addition, all attacks need to deal 5 damage more in order to cause a respective level of injury.
[On Your Own]
Cost: Granted by Background
Restrictions: Mage Origin, Home-Tutored
To grow up without the education and help of a magic school is not easy, whether you are an heir of an elder mage family or just someone who is learning on their own. This may cause your magic to behave different from that of others or have quirks that are somewhat strange. When you take this Perk, increase one of your attributes by 1 Rank and gain additional 5 Skill Points. In addition, you get to have one small passive effect to your magic that you can create yourself, that has both a positive and a negative side to it.
[Paragon of Virtues]
Cost: 40 AP
Restrictions: Church Origin only.
The sanctity of one's mind, body and code of conduct is of utmost importance to the warriors of the Holy Church, not simply because it is part of their doctrines. It is well known that those who uphold the so-called Seven Virtues are blessed with additional strength and power by the same source that powers the thaumaturgies they use. You are one of these people, one who has dedicated their lives to living by these Virtues. When you take this Perk, choose three out of the Seven Virtues – Prudence, Courage, Temperance, Justice, Faith, Hope and Charity. Your character conducts themselves according to these virtues, and three thaumaturgies based on them. These thaumaturgies are special, and thus, each has their own slot. When cast, that specific thaumaturgy cannot be cast again that day. However, they do not use up your other thaumaturgy slots when cast. However, a word of warning. If the GM sees and decrees that your character has gone against the Virtues they uphold, they can lose their access to some or all of these thaumaturgies. While the seven thaumaturgies are pre-determined, if you have your own idea for them that is in the same level as the presented ones, feel free to suggest it to the GM.
[Partly Fake]
Cost: 10 AP
One of your limb was lost long time ago and in order to cope and get your life back on track, you have replaced the missing limb with an artificial one. It might be nearly indistinguishable from a normal one, or it might be obviously a fake limb. Of course, this comes with its own advantages and disadvantages. When you take this Perk, you can turn on of your limbs into an artificial one. Artificial limbs can be used to hidden certain items, even weapons. Depending on the type of limb, they can also change that limb's unarmed damage category to modern or classical. This Perk can be taken multiple times.
[Phantom Core]
Cost: 30 AP
Restrictions: Android Origin only.
Androids of AMADEUS are often called upon for infiltration missions, but this usually means socially integrating into an area to flush out the supernatural danger. However, some androids take this a step further... or rather many steps further. These androids utilize the so-called “Phantom Core” - an unique piece of hardware that ensures the enemy will never see you coming. Distributed by an unknown hardware and software maker, the Phantom Core cannot be found. It is given to certain androids who have proven to themselves in exchange for favours done at times, without a question. Unfortunately the nature of these favours has often led some andoids going rogue and into the path of thievery. When you take this Perk, you gain a Phantom Core. It is a mysterious piece of hardware that gathers the Vril Energy generated by your other core and stores it all around your body in form of an all-encompassing illusion. In other words, when Phantom Core is active, you do not regenerate VP and your Programs are halted. In return, you become indistinguishable from a normal human to all magical and technological sensors, with the Phantom Core adapting to your body's condition to fake the illusion even in surprising situations. In addition, when you use an attack action to turn off the Phantom Core, the released energy shrouds you, giving you an A-Rank Invisibility effect that lasts for 5 Rounds. In order to activate your Phantom Core again, you need to Rest first for it regain enough power.
[Pinnacle of Martial Arts]
Cost: 10/20/30 AP or 20/30/40
Restriction: Option 2 available only to Mage and Android Origin.
You have taken physical attacks and turned them into an art. Becoming one with a weapon of your choice, you have honed your skill into a true danger to anyone who faces you. When you take this Perk, choose one weapon you have. This can be your unarmed attacks as well. You learn an array of martial arts moves that you can utilize in combat with your weapon of choice. You gain 2/4/6 total martial arts techniques with this Perk, depending on how much AP you paid. Design each technique and what you want it them do: their overall power will be decided by your physical attributes and the Rank of the technique. The techniques can range anywhere from a fist that paralyzes to a sweeping spear lunge that hits multiple enemies, and just about anything. These techniques are performed with Qi, an energy force that flows within each individual. They also each have a Rank that determines part of their strength and how much Qi they require to perform. You will gain 5/10/15 Qi Points (QP) depending on how much AP you paid, and each technique costs 1 QP to perform per Rank. These points replenish after each Night Phase Rest. Each of these techniques counts as Unarmed Physical Damage. Lastly, you gain a Weakness to the unique element of Chaos if you take this Perk, even the variant version described below.
However, if you are a mage or an android, you are able to take the power of Qi and make it your own. By paying the more expensive version of the Perk listed above, you will also gain gain Elemental Strength to Qi Element, and your techniques are counted as Qi Element attacks – not as Unarmed Physical damage. You will also gain +5 QP for each version of the Perk.
[Pocket Sand]
Cost: 15 AP
Supernatural abilities aren't the only way to fight, and neither is physical prowess or mastery of multiple techniques. Indeed, there are wittier, sneakier ways to do battle... though in those cases, it's not really a battle. It's more akin to trickery that may get you out of a scrape or a tough situation, a bit of a honed sneakiness that can help you in a tight spot. When you take this Perk, design a trick or a technique that's completely mundane in nature, comparable to an E-Rank Ability. You can use it three times a day to achieve the desired effect... as long as the target cannot see through it or is immune to it somehow. It's an unique sort of trick which only you are capable of performing though, so be proud of it. Still, as its unique and surprising nature is the key, the same trick won't work twice against a same target...
[Preaching to the Darkness]
Cost: 15 AP
Restrictions: Church Origin
Words are a weapons that can bolster one's defenses or wound the enemy depending on the situation. This is why so many priests are such great orators... including you yourself. A right word in the right place can make all the difference in the world. When you take this Perk, you are given 3 Rank increases which you can divide between Deception, Persuasion and Intimidation as you see fit. In addition, you have a natural aura that deters unholy beasts of the turnside. When at melee range, such enemies have their Accuracy score reduced by 1 for every two Ranks in your Intimidation skill.
[Protector in the Moonlight]
Cost: 40 AP
No matter if you're in-the-know when it comes to the turnside or not, it's strange... you feel like all your life, you've had this 'someone' protecting you from the worst of harm. You can't remember it in great detail, but there's always been someone to help you out in the past, making sure you're safe. And, now, somehow... that feeling's gotten stronger. As if 'that someone' was around once more, but much more vigilant than before. When you take this Perk, you gain a mysterious, enigmatic protector to help you when you are in trouble. Still it is up to you whether or not to research the identity of this stranger further...
[Quick-Draw Creation]
Cost: 30 AP
Restriction: Mystic Origin only.
Even for a Mystic, whose power comes fom the long rituals made during the Witching Hour to grasp at the power hidden on the Turnside, it's not a bad idea to be always prepared. It might even be more important, considering how lack of proper foresight is the death of many a supernatural detective and scholar. That's why some of the more quick-witted ones learn rituals that they can prepare on the fly, rituals that can be made in matter of dozens of minutes so as to not get completely caught unawares. When you take this Perk, you gain the ability to prepare some of your Ritual Spells at the start of each Phase (School Phase does not count). At the start of a Phase, you can prepare either three Rank E spells, two Rank D spells or one Rank C spell. These do not cost OMP to prepare and do not count towards the maximum amount of spells you can prepare each Night Phase. However, your lack at skills of working the Witching Hour have left you a bit lacking. Decrease the amount of Maximum Slots you have to work with each Night by -3. In addition, you cannot have these quick-draw spells prepared more than worth your INT Rank. So, for example, if you have an INT Rank of B, you can store 4 Rank E spells, 2 Rank D spells, 1 Rank C spell and 1 Rank E spell, and so forth. Cannot be taken at the same time as Grand Schemes.
[Reflection Upon Reflection]
Cost: 40 AP
Restrictions: Human Origin, at least Rank B WIL.
It is strange, but time and time again it has been shown that people tend to get stronger the more they have to protect, and the more allies they have. Tight bonds of friendships, trust you have in others, sharing in their pain and joy... it is not always easy, and it does not come without effort, but sometimes it's just worth it. And make no mistake: it's not that people form these bonds in order to gain something. No, they would form them regardless. But it is because they form that bonds that they are able to gain something, selfless as they are in that regard. That's what it means to be human. When you take this Perk, you gain a special ability. Whenever you become true friends with an NPC (Rank A or higher), you will gain an ability, skill, item, equipment or something similar to help you on your journey. They represent the things you've learned and the help that these people offer you, whether they are with your or not. This boon cannot be gotten more than once from a single NPC.
[Relic Bearer]
Cost: 10/15/20/25/30 AP
Restrictions: Android and Esper Origins cannot take Perk past third tier. Human Origin cannot take the Perk.
You have been granted access to Arc-Relics of certain power level to use as you see fit. They are ancestral items of myth and legend capable leveling battlefields and performing miracles, so at the right hands they can change the flow of battle. When you take this Perk, decide what is the maximum Rank of Arc-Relics you want to take. The cost above correlates with the Ranks, with 10 being for E-Ranks, 15 being for D-Ranks and so forth. If you already have a Perk that grants you access to certain Ranks of Arc-Relics but also want to take higher Rank ones, you only need to pay the difference between the Rank you have and the Rank you want.
[Remote Viewing]
Cost: 30 AP
Restrictions: Esper Origin
One of the original forms of ESP discovered was viewing remote places with the Eye of your Mind. This initial idea has stuck with some ESP training centers and has become a cornerstone taught to every esper they've trained. When you take this Perk, once per day you are able to detach your consciousness into a form made out of pure Odic Energy. This form is translucent, almost invisible (It takes Rank A Perception to see it) and its shape takes after the shape of your soul (you may design it yourself, though it's often not bigger than a fist). Someone who knows you can make an Insight Check to recognize this Detached Consciousness. If they succeed, they recognize it as yours. This Detached Consciousness manifests either in a place of your choosing and have visited, or near a person you know and have seen. The latter part means that people who you have met, but weren't who they appeared to be, cannot be viewed – either you view the one whose form they took, or no one at all if that 'being' doesn't exist at the moment. The area you can view is either 5 meters around the person or a general 20 meter diameter sphere of a place. Outside of this radius, everything appears smudged and covered in astral mists of pure thought. You can continue viewing for 1 hour (ending it when you want), or until your Detached Consciousness is destroyed (it has no defense and only 1 HP). Destruction to the Consciousness translates as unpleasant migraine into your main body. Also, while you have manifested your Detached Consciousness, your real body is Unconscious. As normal, if you suffer damage or are jolted awake, this state ends and so does your remote viewing.
[Research-Minded]
Cost: 15 AP
Restrictions: Mage Origin
You are not a combat-oriented mage. Instead, your passion lies in discovering secrets of the turnside and implementing new ideas to your spells. In that sense, you are quite like a mystic in your demeanor. When you take this Perk, you gain two B-Rank Lore [_] skills that you can choose yourself. In addition, you know exactly the best techniques when it comes to searching for right information from a vast amount of books and knowledge necessary – enough to allow multitasking. You can research two subjects at the same time during Research Phase. Lastly, you are granted a free E-Rank spell designed to help you research things and study – as designed by you.
[Right Tools for Right Job]
Cost: Granted by Background
Restrictions: Mage Origin, Abbey of Thelema
Abbey of Thelema has always been home for more unorthodox mages of the world, thanks to its ties with mystics who helped to build the school. Thus, it does not only rely on magic but other sources of power as well, like artifacts of days gone by to increase one's power. More often than not these require considerable power to wield. When you take this Perk, increase your STR by 1 Rank. In addition, you are able to buy up to C-Rank Arc-Relics. Lastly, choose one of the three options: 1) You gain 1 C-Rank Arc-Relic for half its price. 2) You gain 2 D-Rank Arc-Relics for half their price. 3) You gain 3 E-Rank Arc-Relics for half their price. Your Arcana Skill is also increased by +3, as you have studied Arc-Relics extensively.
[Saving People, Hunting Things]
Cost: 15 AP
Restrictions: Mystic Origin
Not all mystics are in the supernatural business just to attain knowledge and learn the secrets of the turnside of the world. Some simply use their powers for sake of others (or monetary rewards) by hunting monsters and spirits, solving supernatural crimes and being general guardians of the little people out there in the dangerous world. When you take this Perk, you gain two different Lore [_] skills of B Rank about enemies you have faced, signifying your expertise in dealing with them. In addition, you are granted two ceremonial magic rituals of Rank C, one for fighting against each of the two enemy-types. Lastly, you acquire a minor buff that activates whenever fighting against these foes. It can be either, +1 damage against them, +1 defense against them, +1 Accuracy against them or +1 Dodge against them.
[Self-Taught]
Cost: Granted by Background
Restrictions: Esper Origin, Freak of Nature
You are your own person before you are an esper, and even if you have been forced to work for the sake of Stargate (or are a freelancer working for another organization), you will not forget that. Unlike many other espers, your abilities are a bit more unique and your style of fighting is a bit more personalized. When you take this Perk, increase two of your attributes by 1 Rank. In addition, choose one of the following: 1) You get an E-Rank Arc-Relic for free. 2) You can take one mundane weapon for free. If it's a gun, the upgrade costs are decreased by 2 AP per upgrade. 3) You are granted a B-Rank piece of equipment of your choice from the [Future Tech] Perk.
[Side Application]
Cost: 30 AP
Restrictions: Esper Origin
Versatility is a gift not often granted to espers. It takes rigorous training and even more focus to be able to manifest more than the typical amount of applications that sprout in the mind of an esper. However, with a specialized training regimen you have managed to split your ESP into a varied garden of creativity, coming up with a whole another batch of applications that differentiate themselves from the ones you already have. When you take this Perk, you get +2 applications for every Rank in INT you have after F, up to a INT Rank of C. After Rank C, you only get +1 application for every Rank.
[Solid Basics]
Cost: Granted by Background
Restrictions: Mage Origin, Temple-University of Edinburgh
To become powerful, one must first have a solid base upon which one builds his or her later accomplishments. The students of Cannon Fields understand this more than almost anyone. They are given the best tools with which to unlock their potential for the future – throughout understanding of basic principles of magic and its applications. When you take this Perk, increase your END by 1 Rank. In addition, you gain two Rank C spells. Lastly, you have taken your Aide with you on this trip. You can design a non-combatant NPC helper with the GM – a servant who already served you at the Cannon Fields. As said, they are unable to help you in combat (all their attributes are Rank E and they have no offensive spells), but take care of small tasks like tailoring your clothes, preparing food, arranging mail and so forth. They are also a novice mage from a poorer family, and your job is to teach them the basics so that they may – one day perhaps – enter the Temple-University as a student, earning the rank of a Squire.
[Soul Pact]
Cost: 15 AP
Restrictions: Mystic Origin
Sometimes the power of ceremonial magic is not enough. Sometimes you need a direct source of power that can help you on your quest to knowledge. In these cases, mystics sometimes make a deal with a being from the turnside of the world. A beast, a spirit, a monster... it could be anything. However, the deal is always the same: they get a part of your soul. You get to share in their power. When you take this Perk, determine how much of your soul you give them in exchange for power. This is signified by you losing a part of yourself: your sense of touch, your eyesight, your ability to speak, your right hand... the possibilities are almost endless. It can be a physical part of your body, a sense or an ability, it could even be a metaphysical concept. Depending on how much you sacrifice, the power of the Contract Beast grows and you will be given greater strength in exchange. Specify what sort of Contract Beast you want, what you will sacrifice in return and what sort of power the creature should grant you. In return, the GM will design that Contract Beast along with you, its powers and what abilities you gain from it.
[Split Personality]
Cost: 20 AP
Restrictions: Esper Origin.
Your mind has been fractured, whether by accident or by design, and in turn raised your ESP into new heights because of it. You wield not only one but two ESP powers, something almost unheard of by espers around the world. Unfortunately, your two powers also mean your personality and mind are far more unstable than most. When you take this Perk, you are capable of having two different 'main ability' ESPs, though you still need to pay the AP cost of both. In addition, your INT Mental Defense Score is as if your INT was -2 Ranks lower. For example, if you had an Rank B INT, your score would be that of Rank D INT.
[Spoke of the Color Wheel]
Cost: 15 AP
Restrictions: Mage Origin
As a mage, you specialize in a certain Spell Type over all others, having earned you the right to bear that color, or one of its various forms, in your official title. However, this is not just an empty rank you have been given. You know this Spell Type better than most and your magic is geared towards casting them. Pick a Spell Type. When you take this Perk, you gain one D-Rank Spell and one C-Rank Spell of that Type in addition to all your other spells. In addition, all your spells of that Type have an overall better success rate. A damage spell will do +1 damage more, a healing spell will heal +1 more, and so forth.
[Sponsored by the Court]
Cost: 35 AP
Restrictions: Mage Origin only.
No mage can achieve great things alone, whether at Prague Orloj or one of the other schools. That is just the sad state of facts. Indeed, a lone mage may be powerful, but they will still lack the clout, the money, the political power and the respect to make their mark in their field. A way to remedy this is to ally yourself with one of the many Courts that dot the political landscape of the magical world. Courts are collections of mages with similar ideals, ideas and morals – and often their political views align too. They all gather under a venerable Lord or Lady of the Court who is one of the movers and shakers of the magical world. That leader, in turn, sponsors their Courtiers in their endeavours, rewarding their continued support. You are one of these Courtiers. When you take this Perk, design a Court you are a part of together with your GM, as well as who your Court Lord or Lady is. Once per week, you are able to request assistance from them through a method of communicating known only to the members of the Court. This help can come in one of three forms. First is material and monetary aid, where you are given a sizeable sum of money and crafting materials for your chosen needs. Second is a mercenary or an assistant, as hired by the sponsor, who is sent to assist you for few days. Third is an Arc-Relic from the vaults of Archeology sub-department, though while you may know it's supposed function, the actual specifics of it are unkown even to you.
[Staff Engine: Lambda/Delta]
Cost: 30 AP
Restriction: Android Origin only.
The artificial mana – also named Vril – has had many uses throughout history. However nowadays, it is most often used as the energy source of Androids of the AMADEUS. Still, long ago there existed a civilization with even greater control of Vril than the humanity today, and it is by reverse-engineering their technology that the so-called Staff Engines were created; A wand-like structure inserted into the spine of the Android, with springs, locks and stops that accentuate and shape the Vril into more complicated forms than ever seen before. Driving Vril forcefully through this hollow metal wand by the means of an emergency program can greatly increase the abilities of the android... for a time. When you choose this Perk, choose either Version Lambda or Version Delta. The choice affects the effects of your Staff Engine that can be activated once per Day.
[Talk It Out]
Cost: 25 AP
Restrictions: At least Rank C Persuasion.
It's not always easy to get along with everybody. Even if you try your best, you might say the wrong thing or they might misunderstand, turning a relationship sour because of a stupid mistake. Still, it doesn't have to be the end. When you reflect upon what happened, you can surely find a way to patch things up. When you take this Perk, you are able to fix a broken Friendship... once. You can also attempt to fix broken Friendships of other characters.
[Thaumaturge]
Cost: Granted by Background
Restrictions: Church Origin, Eastern Orthodox Church
As a thaumaturge of the Eastern Orthodox Church, your mission is to destroy the undead that lurk in the shadows wherever you can find them. To accomplish this, you wield the power of miracles of the Lord as recorded in ancient texts and sacraments. Pouring over these texts has given you knowledge of a grand miracle meant to be the bane of those who have cheated death. When you take this Perk, increase your WIL by 1 Rank. You also gain one C Rank Thaumaturgy that is specialized in defeating or otherwise hampering undead creatures. In addition, you are given the favored weapon of the Eastern Orthodox Church – the unique Van Helsing Crossbow – and the means to maintain it and craft its Quicksilver Bolts. Thus, you gain Crafting (Crossbows) at Rank C.
[The Abyss Gazed Back]
Cost: Granted by Background
Restrictions: Mystic Origin, Eldritch Seeker
You've seen things most men see nightmares about, and you've lived the tell the tale... with only a bit of your sanity fractured. There are forces in the world that would make most denizens of the turnside of the world scream in terror, and you know how to contact them. When you take this Perk, increase your EGO by 1 Rank. In addition, you gain an unique Elemental Strength: Chaos. You can use this as the element of your spells, and you also have a resistance to it as with a normal Elemental Strength. However, as a result, you gain Elemental Weakness: Ichor. In addition, you learn one Rank B ceremonial magic ritual that you can use 1 Night Phase to cast. It will summon an eldritch horror to do your bidding, as long as you keep it in tight leash. This unknown monstrosity is designed by you and the GM.
[Tradition Bearer]
Cost: 15 AP
Restrictions: Mage Origin only.
To grow up as a mage is to grow up surrounded by myths, legends and folklore of the country you are from. Your bloodline is tied to the land itself and the supernatural creatures that roamed it. Your magic system is that of your home, or at the very least affected by it. Your family, in most cases, has deep ties to the history of the land. Therefore, it is not unusual for mage families to end up as carriers of Arcana Relics that share this same fate. They are Treasure Devices that are an integral part of that country's identity, and you, as its chosen carrier, uphold that legend. When you take this Perk, you are able to take Arc-Relics up to Rank C without having to buy Relic Bearer. In addition, you can buy an Arc-Relic for -20 AP to its cost. However, this Arc-Relic has to come from the myths, folklore, legends or history of your home country.
[Truth is Out There]
Cost: 15 AP
Restrictions: Human Origin
The world is not how it seems... you just know it! There must be some sort of great secret out there, just waiting to be found out! A government conspiracy, real-life superheroes, hidden alien invasion... something like that must be going on. And you're gonna find out what it is. While others might call you crazy, or shun you, you know that at the end of the day you'll be proven right. When you take this Perk, increase your Occult skill by 2 Ranks. In addition, design one odd trinket, piece of occult paraphernalia, etc., that you've found on your quest to truth. This will become important later...
[Undertaker]
Cost: 20 AP
Restrictions: Church Origin only.
While many see members of the Holy Church as zealous warriors, those who cut down supernatural denizens of the Turnside without any care for who or what they hurt in the process, that is not always the case. The Holy Church operates within its own guidelines, and to say that they do not care for well-being of others would be lies and slander. Nowhere is this more exemplified than in an unofficial group that exists among all factions of the Church in some form or another: The Undertakers. So named for the fact that The Undertakers always appear after a battle has been waged by Church and some another entity, their job is as their name suggests. They bury the bodies, they modify memories, they repair damages and they counsel people who are traumatized even when they have lost their memories of the incident. They are a solemn, quiet lot who often dresses in black and with a trademark hat to signify their difference from their brethen. When you take this Perk, increase your Persuasion by +2 Ranks and gain Craft (Masonry) at Rank D. In addition, you gain one C-Rank thaumaturgy meant for healing or bettering Rest. Lastly, you gain Last Rite – an unique Rite meant for healing others.
[Unnatural Athlete]
Cost: 25 AP
When it comes to propelling yourself forward with your sheer physical strength, there aren't many who can match you. You are just faster than just about anyone else whether running, climbing or swimming. When you take this Perk, double the distance you can travel by running, climbing and swimming.
[Unpredictable Present]
Cost: Granted by Background
Restrictions: Mage Origin, Crypts of Salamanca
To scry upon the past, present and the future is an dangerous task, one that requires strength of mind in order not to break. As a student of Salamanca, you have become acutely aware of how malleable time and destiny really are and how they can be afflicted in the most surprising ways. When you take this Perk, increase your WIL by 1 Rank. During each Night Phase, as long as you sleep a little, you can choose to have a Prophetic Dream of either a location or a person. If you choose a location, you gain clues to important things what will happen tomorrow in that location. If you choose a person, you will have a vision of what that person will do tomorrow. In addition, when you scry a person, their Dodge Score will be reduced by -2 against you. You also gain a free D-Rank Divination School spell.
[Unreality Field]
Cost: 40 AP
Restrictions: Esper Origin, at least Rank B INT.
Your power as an Esper is something that cannot be denied, not even by the world. When you activate your power, when you let loose of you concentration, your incredible mental aura surges forth, pressing down on anything this world considers unnatural. It could be said that you resonate the world's wish to erase anything that goes against its natural course, being a sort of tuning fork for the planet. When you take this Perk, once per day you can activate an Aura that will last for a maximum of 10 Rounds. When this aura is activated, every supernatural ability within 50 meters will have their Rank reduced by two, to a minimum of Rank F. It is a natural dampener field for the opponents of the world.
[Vampirism]
Cost: 50 AP
Restrictions: Magi Origin only.
Unlike most mages, the ancient inhuman blood that runs in your veins isn't just inherited... it is your own blood, it is your own power. You are a vampire, a rare type of denizen of the turnside of the world, capable of appearing very human but being nothing like them. You are a primordial hunter of the mankind, an apex predator of mankind who hunts in the night, much more powerful than your typical mage. As a vampire, you are either a strigoi (a vampire who is born), or a moroi (a vampire who has been turned). When you take this Perk, decide whether you are a strigoi or a moroi. The first is part of the vampire nobility, having been an undead creature all their long life, while the latter is a normal mortal who has been turned into a vampire having their blood sucked and replaced by their Master-vampire's own blood. If you are a strigoi, increase your STR, AGI and END by 1 Rank. If you are a moroi, increase one of them by 1 Rank, and your EGO by 1 Rank. In either case, your unarmed attack category becomes Supernatural, as will your natural physical defense category. If you are a Strigoi, you gain one Rank A spell for free, whereas if you are a moroi, you are supported by your Sire's blood, gaining a passive regeneration from their existence. This passive regeneration heals you with 1 + your END Rank of HP at the start of your every Turn, but does not function if you are at 0 HP or lower. The regeneration starts when you fall below half of your Maximum HP, and heals you up to that same half of your Maximum. Outside of combat, the regeneration slows down and you can heal up to half of your Maximum HP in a single Phase, while also healing from Minor Injuries. In addition, both types gain Elemental Strength against Darkness and Sanguine, and Elemental Weakness against Holy and Light. You also gain, for free, the [Lust for Blood] Perk that you have to take.
[Viral Sensation]
Cost: 15 AP
Restrictions: Android Origin
Your skills in playing the game of human relations is not just good, it's top-notch. You know just what to say and when to say it, using humans like shogi-pieces to craft a scenario just the way you want it. It doesn't necessarily mean that it's all just a game to you... you just know which buttons to press to achieve what you want. When you take this Perk, you are able to conform to just the type that an NPC likes. In other words, you can read what personality types the NPC likes, and behave like that if you wish to befriend them quicker. In addition, increase your Persuasion, Deception and Intimidation Skills by +1. You also gain one Rank D program for free that relates to social situations.
[Well Armed]
Cost: 15 AP
Restrictions: Church or Mystic Origin
One of the reasons why the church and the various mystic conclaves are so feared are because of the vast amount of artifacts, or Arc-Relics, that they possess. These are often loaned to their agents and warriors or unearthed by their scholars, meaning agents of these two factions are often dangerously armed. When you take this Perk, you may buy one Arc-Relic for half the price, though you must pay a normal price of the Relic Bearer to be able to buy it. You also have an increase of +1 to your Arcana Skill thanks to your knowledge of the Arc-Relics and their nature.
[Witch Hunter]
Cost: Granted by Background
Restrictions: Church Origin, Protestant Church
As a witch hunter of the Protestant Church, your fate is to hunt mages that are hidden among the normal society, unseen by civilians. You know their vile ways, how they disregard human lives and what sort of damage they can do to the innocent. Resisting their vile magics and seeing through their lies is an important part of the training you have received. When you take this Perk, increase your EGO by 1 Rank. In addition, your EGO Defense Score is increased by +1 for every Rank after F you have in Religion, and by +1 for every Rank after F you have in Arcana. In addition, you are granted an unique Rite known as the Mageslayer Rite, which does not count towards your maximum number of known Rites.