Perks

General Perks:


Phantasmal Physiology

Cost: 1 ~ 5 AP

 Be it through an unnatural lineage or explicit manipulation of yourself, your body has been transformed to obtain a powerful inhuman attribute. 

Effects: 


Martial Arts Mastery

Cost: 2 AP

 A perk that denotes a mastery of a certain martial art. 

Effects: 


Weapon Mastery

Cost: 2 AP

 A perk that denotes a mastery of a certain weapon

Effects: 


Mystic Eyes

Cost: 1+ AP

 Be it a humble effect or a powerful influence your eyes have obtained a notable supernatural effect.

Effects: 


Sharpshooter 

Cost: 2+ AP

 Despite its rarity amongst the various figures of the supernatural world you are a master of wielding firearms. Your ability and gear has reached the point where it is perhaps functional against supernatural entities. 

Effects: 


Guts 

Cost: 2 AP

 Be it sheer force of will or an unnatural body your ability to keep going is superhuman. You’ll only stop moving when you’re dead without a shadow of a doubt. 

Effects: 


Ancient Mystery 

Cost: 6+ AP

 Somehow an ancient mystery that should not exist in this era resides in your possession. Throughout the years its immense power has been preserved for you to use. 

Effects: 


Sponsorship

Cost: 4 AP

 For one reason or another, your journey is being sponsored by a notable group. Thanks to their generous support you have obtained great boons.    

Effects: 


Keen Eye  

Cost: 2 AP

 Your ability to find what you’re looking for is second to none. With significant experience behind you, finding what you need seems like a breeze.

Effects: 


Purely Human:

Cost: 1 AP 

 You are purely human, lacking the inherent magical energy of circuits or the truly super human abilities of executors. Even so you have maintained a deep connection to the moonlit world through some other means.


Master of Disguise 

Cost: 2AP

 Through some kind of ability, perhaps a spell or the operation of a spare body, you have the ability to disguise your true nature from everybody.


Effects: 


Target for Execution 

Cost: 4AP

 For one reason or another, another faction wants you dead. Perhaps you wronged them or are merely an entity they naturally dislike. Either way, there's a clear target on your head. 


Effects: 


Big Spender 

Cost: 2 AP

 Perhaps you're just filthy rich or someone who is has granted you a significant budget, you have a lot more money on hand then most folks would.  


Effects: 


High Authority 

Cost: 4 AP

 Within your relevant faction you aren't just some random nobody but a person of particular importance and prestige, one who has great institutional authority within your group.


Effects: 


Infiltration 

Cost: 3AP

 You have the expertise and experience of infiltrating magically perilous locations and navigating their defenses.


Effects: 


Veteran Combatant 

Cost: 3AP

 You have more experience fighting the numerous mysteries of the supernatural world and came out on top. 


Effects: 


A Mystery Unlike Any Other

Cost: 1AP

 Within your arsenal lies a mystery that even the most experienced of combatants would have ever had the chance to encounter. This mystery isn't necessarily more powerful than the others, but it's foreign enough that nobody around you will know how to deal with it. 


Effects: 


Supernatural Presence 

Cost: 1+AP

 Rather than an spell or item, within you exists a mystery that can be enacted simply by being there. A minor passive function of your existence which twists the world whether you like it or not. 


Effects: 






Mage Association Perks:


Familiar

Cost: 2+ AP

 Your character has a familiar under their command. Whether it is for simple reconnaissance or combat power it serves as an important tool in your arsenal.

Effects: 


Magic Crest 

Cost: 3+ AP

 Your character has inherited a magic crest with decades of magical research put into it. This inherited research allows for a plethora of abilities you can access. 

Effects: 


Sorcery Trait 

Cost: 2+ AP

 Your family has developed a sorcery trait over the years which has been passed down to you. Such abilities are developed over a long period of time and can have all sorts of functions.  

Effects: 


Jobber 

Cost: 2 AP 

 A perk which marks you as an exceptional, though arrogant individual. Due to your significant ability, you tend to look down upon others and not try your best until they prove themselves worthy of your ability. 

Effects: 


Family Head 

Cost: 3 AP

 You are the current head of your family and possess the greatest amount of authority within it. Such a position gives you a variety of benefits.  

Effects: 


Well Read

Cost: 1 AP

 As a mage your expertise in your relevant foundation is quite broad. Having put in plenty of study into it you are more versatile than other magi. 

Effects: 


Live Analysis 

Cost: 3 AP

 Your character's knowledge of magecraft has developed a keen eye for analyzing the magecraft of others on the field.   

Effects: 


Mobilized Workshop 

Cost: 2+ AP

 While any mage can create a powerful bounded field to quickly set up a workshop in, truly powerful workshops take large amounts of time and resources. Luckily, thanks to your magecraft, your entire workshop can be supernaturally moved or accessed from a significant distance.  

Effects: 


High Speed Incantation  

Cost: 3 AP

 Spells with greater power often have significant casting times which can be quite troublesome if you need to do something fast. Having dedicated yourself to increasing the speed at which you do incantations, be it through normal or magical means, your spell casting time is notably shorter. 

Effects: 

Casting times for all spells and rituals are reduced by one rank.  


Simplicity

Cost: 2 AP

 Sometimes you don’t need anything flashy or complex, just a dedicated mastery of the basics. Thanks to your practice and inherent power, even the simplest spells can pack quite the punch.   

Effects: 


Foundational Expertise

Cost: 2 AP

 Having become a master of your magecrafts basic foundations, you have great skill in associated spells. 

Effects: 


Blackmur Associate

Cost: 2 AP

 You have a secret association with the Blackmur family and have worked out some kind of contract with them.

Effects: 


Grand Order

Cost: 3 AP

 You are the inheritor of a magic crest and its Grand Order. While it is the law which forbids one from committing suicide, it also unknowingly maintain a connection to some powerful demons. 

Effects: 



Phantasmal Guardian

Cost: 7 AP/10AP

 You are significant in that you possess a connection with a phantasmal beast of the bygones ages that still somehow lingers in this world. They are existences of supreme power where it can be considered a miracle to even see one, let alone form some kind of contract.  

Effects: 



Holy Church Perks:


Augmentation 

Cost: 2+ AP

 In the great arms race against the evil forces of the world the Church has invested heavily into augmentation of the human form in order to gain an advantage. As a member of the church you have obtained one such augmentation to boost your abilities.  

Effects: 


Holy Sacrament

Cost: 1 AP

 The thaumaturgical foundation of the Holy Church, it is one of the most wide spread foundations in the world. As a member of the Holy Church you happen to know a sacrament or two.  

Effects: 


Artifact 

Cost: 2 AP

 The church makes use of a variety of artifacts in its quest to exterminate the blasphemous. These weapons include things like Black Keys and Ash Locks. As a member of the church you hold one of these items in your possession. 

Effects: 


Fearless 

Cost: 1 AP

 Having faced numerous horrific and powerful things in your work, you are numb to the fear of such things. Regardless of what it is, you face any danger without hesitation.  

Effects: 


Fervent Tenacity  

Cost: 1 AP

 When it comes to extermination of the enemies of the church, your dedication to the cause is exceptional. When such an enemy shows their face, you strike them down with the wrath of God. 

Effects: 


Combat Specialization   

Cost: 3 AP

 Your weapon and body always seem to work as one. With sufficient dedication to your craft you are capable of using it with skill greater than anyone else. 

Effects: 


Churches Blessing 

Cost: 2 AP

 Thanks to your piety and dedication the church has bestowed upon you a blessing of some kind.  

Effects: 


Systematic Extermination

Cost: 4 AP

 What you lack in strength you make up for in efficiency and coordination with a team. Even the overwhelming forces of the night wouldn't stand a chance under your groups united assault.  

Effects: 


Fortified Front

Cost: 3 AP

 The strength of the Church comes not simply being a powerful person but the ability to work with your fellows in a united effort when things get tough. 

Effects: 


Experimental Equipment

Cost: 3 AP

 For this mission you have been assigned a unique item custom made by the Chivalric Order Knights of Trinity. Though the items are powerful, due to the nature of the Order, they are also extremely peculiar. 

Effects: 



The North Star

Cost: 3 AP

 You are someone who has been under the employment of the North Star for a very long time. As a long time member of their group you are already familiar with their techniques and the family bond they all share.

Effects: 


Scripture

Cost: 10 AP

 You hold no mere relic or artifact in your possession but a Holy Scripture. A weapon of insane power, with this in your hand it is possible to fight even the strongest of evils.

Effects: 




Dead Apostle Perks:


Rank VI

Cost: 3 AP

A rank denoting you as a fully self sufficient vampire. Now a real, proper evil of the night you're notably more powerful.  

Effects: 



Rank VII

Cost: 6 AP

A rank denoting you as a greater Dead Apostle, you are a poison which taints the land and are a threat which normal executors cannot deal with. While having some freedom, your character has been recognized by an ancestor in some way and have been granted an additional ability.  

Effects: 



Rank VIII

Cost: 9 AP

At this rank you are no ordinary vampire but a chosen successor of the infamous Dead Apostle Ancestors. Such beings are mighty and nigh impossible for most to deal with in regular combat.    

Effects: 



Beyond Death 

Cost: 5 AP

 While vampires are immortal creatures, for a long time now death has truly been foreign to you. As far as the church is concerned right now, you are a threat that must be sealed because extermination is not a viable option.  

Effects: 


Special Power 

Cost: 4+ AP

 Upon reaching rank V a Dead Apostle is able to develop a powerful special ability of their own. You happen to have another ability beyond your inherent one.  

Effects: 


Thrall

Cost: 3/5 AP

 Having become a powerful parent vampire throughout the centuries some of your children have reached a lesser intelligent form. While they maintain some independence you have put in the effort to try and keep them under your control. 

Effects: 


Magical Research 

Cost: 2 AP

 Unlike the more traditional vampires you became a bloodsucker through your own magical research rather than direct conversion. Thanks to this origin you have access to your old magical foundation. 

Effects: 


Territorial Field 

Cost: 3 AP

 Like many other Dead Apostles you are capable of creating your own lair. Having practiced for centuries your bounded fields are significantly powerful. 

Effects: 


Unseen Terror 

Cost: 1AP

 Despite being a powerful creature of the night, it can be quite hard to see your lack of humanity. Having mastered hiding your presence you appear as nothing other than a human. 


Effects: 


Alien Body

Cost: 3AP

 At some point in time you have become an existence which no longer resembles a human. Your entire physiology has changed to resemble a more monstrous or alien existence to normal human conventions.


Effects: 





Secret Autopsy Division Perks:


Other Worldly Encounter 

Cost: 2+ AP

 Deep in the depths of Albion you have come into contact with a fairy or another kind of supernatural entity. Such meetings never leave the person the same as they were before.   

Effects: 


Collector

Cost: 2 AP

 Having worked in the Tomb for a long time, you have collected a significant amount of resources during your expeditions. While they are quite expensive, if situations call for it you can make use of them as you see fit.

Effects: 


Zoa Affiliate 

Cost: 2 AP

 There’s a certain criminal group which calls Magisfair home and you just so happen to work for them. Thanks to these connections you have a couple of benefits.  

Effects: 


Phantasmal Slayer

Cost: 2 AP

 Due to the significant mystery within the dragon's tomb encounters with supernatural creatures are commonplace. Having survived or even defeated such beasts in the many encounters, overcoming such trials is a marketable skill of yours.   

Effects: 


Smuggler 

Cost: 1 AP

 Smuggling materials out of Magisfair is an incredibly difficult and dangerous job yet the allure of massive profits makes it a tantalizing practice. Having identified a method to get things out beyond the regular exits, you have been working as a smuggler of various materials.   

Effects: 


Contract Work 

Cost: 3 AP

 For one reason or another you happen to be fairly popular in Magisfair. Be it useful tools or navigation abilities many magisfair wish to hire you for your work.    

Effects: 


Survivalist   

Cost: 2 AP

 Having spent long amounts of time in the harsh environment of the tomb's depths you have some experience with resource management and pushing yourself to your limits.    

Effects: 

Limits of Humanity   

Cost: 3 AP

 The depths of Albion are not kind to human life at all, its dangerous and hazardous environments easily killing off even the most well prepared adventurers. In order to make a living in this hell sometimes extreme sacrifices must be made, even if that includes part of your of humanity.    

Effects: 


Medical Expert

Cost: 2 AP

 Injuries are quiet common in the depths of Albion meaning having some kind of medical knowledge is incredibly important. You, however, go beyond even that with knowledge a full on combat medic.  

Effects: 


Scrap for Parts

Cost: 2 AP

 In the harsh world of Albion, no resource or opportunity can be wasted. Having lived long in this hellish environment you have no issue making use of everything potentially useful you can get your hands on.

Effects: 


Fairy Encounter

Cost: 10 AP

 Past the 80km mark, you've had an encounter with fairies that has left you forever altered, now bound to that world with an invisible link.

Effects: