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:
Obtain a unique minor ability relevant to your chosen supernatural attribute. Power of the ability increases for every AP point put into this perk. This ability will have a single function that can manifest in a more potent way the more AP put it in it (Think a flame growing stronger). This can cause great strain on the body and bring out a more beastly nature the longer it is used but otherwise has no associated cost. Depending on your rank your lineage also effects how you deal with certain effects encountered through the game. Requires MYS of at least E.
Martial Arts Mastery
Cost: 2 AP
A perk that denotes a mastery of a certain martial art.
Effects:
Obtain three martial arts skills that can be used in combat. The rank of your skills, like spells, are capped by your FIN stat. This ability has a dice roll independent of your strength stat and instead corresponds to the rank of the ability itself, with a plus modifier granted for every point in strength you have higher than the skills rank. Martial Arts are also allowed special abilities. For lower ranks these are mundane capabilities like a grapple, but at B rank and above these can be supernatural in effect (However, if you are using magecraft you can design spells that are used in conjunction with martial arts). A cool down is applied to each ability relative to its rank. This perk can be taken multiple times.
Weapon Mastery
Cost: 2 AP
A perk that denotes a mastery of a certain weapon.
Effects:
Functions the same as Martial Arts Mastery, but for use with a specific weapon your character uses.
Mystic Eyes
Cost: 1+ AP
Be it a humble effect or a powerful influence your eyes have obtained a notable supernatural effect.
Effects:
Your character now possesses a pair of mystic eyes, its power corresponding to the AP dumped into it and counts as a special ability rather than a minor one. Mystic Eyes have no cost but instead accumulate strain and can have other surprise consequences when overused. Basic eyes require investment in the SEN stat while Eyes of Gold rank and above also require Sen of rank C.
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:
Obtain one firearm which your character can use. Firearms are capable of long range combat and possess power and hit chance independent of your physical abilities equivalent to C rank strength and Agility. Their strength can be increased by AP invested up to A rank, these improvements allow for special magical functions. Their use however is limited by its relevant ammunition which can only be replenished by supply runs. The more powerful the gun the more limited the ammunition. This perk can be taken multiple times.
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:
So long as your character is not actually dead, this character is unaffected by the stat debuffs gained from injuries when below 50% hp and cannot fully succumb to debuffs of any kind.
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:
Create a unique artifact for your character to use. This ability will have both a prana cost and a unique cost or condition for its activation (Expect it to be used fairly rarely compared to other abilities) but has exceptionally high power, and due to its age bypasses the resistances of the Mystery stat. The more AP put into this perk the more powerful it becomes, with even the weakest item born of this perk being one of the strongest items in any players possession, enough so that its exact damage will be GM decided, but you should assume it can effect most characters or enemies. Requires mystery of at least C.
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:
Obtain one free equipment of Rank B. This character also starts with a greater amount of money in the starting stage. Any supply runs for your character provide more materials. You, however, are also bound by your sponsor and may face great consequences if you fail to meet their expectations.
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:
Gain a plus two modifier in perception checks. Requires at least one point in SENS.
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.
Physical stats are capped at D and your Prana is capped at - rendering you unable to use any items or abilities that have a prana cost as well as taking double damage from supernatural phenomenon. This also means you can be influenced by effects regular players would never have to deal with. You however gain 10 AP to spend on anything (Items, Special abilities, etc.) that doesn't require Prana to function.
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:
Your character can make use of a second reference which hides your true nature from others. Your disguise will be indistinguishable from an NPC to other factions/characters who lack SEN below rank C. Scenes with this character will be delivered by the GM until the façade is uncovered.
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:
For a reason of your choice another faction will know of your existence and prioritize combat with you. In exchange however you get a high ranking ability or item that makes you such an important target.
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:
Rather than having a starting balance you merely have a black card. You can basically buy anything sold in the early game outside of the most expensive items on offer without a sweat.
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:
Your character is recognized by members of your faction as important and your word has more weight to them. Unless a character in your faction also possesses this skill, you have the right to issue them orders. Supply drops can also net you special items and you can pressure certain NPC's with your authority. Requires CHA rank C or above. (Due to their nature, for Dead Apostles this skill is available only to successors in a weaker form, but the CHA rank is not required.)
Infiltration
Cost: 3AP
You have the expertise and experience of infiltrating magically perilous locations and navigating their defenses.
Effects:
When entering an opponents base, workshop or bounded field, avoid magical detection abilities. You can also spot and avoid magical defenses, with each point in Sens increasing the quality of your observations. If you have no points in Sens then you can only identify that some kind of defense is in place. For each full rank in Sens you get the option to completely subvert a defense, getting fully around it without detection.
Veteran Combatant
Cost: 3AP
You have more experience fighting the numerous mysteries of the supernatural world and came out on top.
Effects:
Gain three additional stat points. When confronted with generic abilities such as church standard weapons or foundation general spells your character can recognize at least part of their capabilities immediately and gain a plus one modifier when taking action against these abilities.
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:
Select an item, ability, kind of spell, ect and grant it the minor trait unrecognizable. This trait makes it so that no perk or wise up used can return much information about it. Similarly, perks that would normally effect it in a generic way, like getting a plus modifier against X type of spell for example, will no longer work against this ability.
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:
This perk gets stronger the more AP put into it. Design a passive minor ability for your character that is inherent to you just existing. Unlike regular special abilities this function cannot be turned off in most circumstances and may act indiscriminately Requires Mystery of at least D.
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:
Create one familiar with its own unique ability. The more AP put into it the more powerful it becomes. At 2 to 3 AP this familiar is useful for reconnaissance and simple tasks with familiars at 4 ap and above being combat applicable. Combat applicable familiars start with a stat pool of 18 points which can be invested in any stat except Prana as they share yours. For every extra AP point invested above 4, gain two extra skill points. This perk can be chosen multiple times.
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:
Select a magical foundation from which spells from your crest can be created. These spells are very basic and generic for its relative foundation. Spells start at rank E to D but for every point you have in the stat mystery above D one skill point can also be added to this perk to increase the average rank of spells. At default spells available are random but for each point put in you are granted the ability to create two custom spells to this pool that can be used at will and have a lower casting cost then they otherwise would have.
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:
Create a unique effect born of your sorcery trait that can be applied to your spells for free. The ability grows stronger the more AP put into it.
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:
Suffer a minus two on attacks against any opponent who is unknown to you. If their Prana is lower than B, this penalty persists until your character is at half health or they make use of an attack of at least A rank. In exchange obtain 1 free special ability of A rank or a spell of A+ rank to only be used against worthy opponents. Requires prana of rank A.
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:
Design a character (They don’t need a full profile) with a specific specialty to be controlled by the GM as an NPC. This character serves as a loyal ally to you and can assist you in some way along your journey. If your class is Noble, this character is stronger than normal. You also get an extra stat point, as a treat.
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:
Obtain four basic spells related to your chosen foundation. Their rank however is capped at C.
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:
Your character now has the ability to try and disarm, counter or even reverse engineer magecraft they have experienced. The likelihood varies based on a variety of factors including your knowledge, spell rank, spell genericness and your character's finesse.
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:
Gain an ability to conjure a specialized workshop of your own design. Workshops can be used to produce materials or items, set up rituals and other things. Your advanced workshop allows you to do this faster and better than any of the haphazard workshops thrown up while on the go. The more AP placed into this perk the more powerful it can become.
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:
Any spell C and below rank with a basic function will now be treated as if they are one rank higher in terms of power.
Foundational Expertise
Cost: 2 AP
Having become a master of your magecrafts basic foundations, you have great skill in associated spells.
Effects:
Define your magecrafts foundation (Necromancy, Kabbalah, etc). When using spells of the relevant foundation gain a plus one modifier to your actions.
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:
You are bound by a magic oath to assist the Blackmur family achieve their unknown goal within the Dark Forest. In exchange not only do you get access to their information and occasional support, as they are only interested in their main goal, anything irrelevant to obtain that wish might be gifted to you. You will be informed of other players who might have this contract, but if characters in your faction who lack this perk are informed, you may treated as a traitor.
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:
Due to the unique nature of your lineage, certain interactions with the Witch in Albion might procure significant but totally unknown effects. Requires the Perk Magic Crest to have been taken as well.
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:
You have contracted with a monstrous beast, that while of significant power, only measures its age in centuries. This creature has access to all the physical statistics at rank A as well as mystery of rank C. If a spell used against it is not higher than its own mystery rank this creature will completely negate it. Similarly, phantasmal creatures of a lower age will have their abilities ignored but this creature will be helpless against phantasmal's 100+ years older than it. You can also design an ability of B rank that it can manifest at will. Like familiars this creatures upkeep is tied to your own prana pool but with a much higher cost. The lower your Prana falls however, the more dangerous for you it is to use this creature.
At 10 AP it is no mere beast but a creature of the millennium rank who are untouchable mysteries of the modern age. These creatures are inherently untouchable by the magecraft of humans and resist numerous magical effects. They are unnaturally strong and have an inherent +6 to their minimum roll. Select one A+ rank stat of this familiar and boost it to rank A++. You also get a pool of 8 stat points to invest in their regression Quality and Quantity respectively. Quality refers to how far what they can accomplish is from the worlds of humans and is used to measure how many traits their abilities have (One per each increase in rank). Quantity refers to their abilities direct power and defines the physical range of their influence. These are existences that are too hard to form proper contracts with and thus their companionship with you is a tenuous gentleman's agreement at best. You do not need prana to make use of this creature, but they will also only obey on whims and tend to only manifest of their own will when mysteries of a certain caliber appear. The higher your Charisma however, the more likely this creature will listen to what you have to say.
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:
Gain two points for a physical stat. Design a minor ability for your augmentation to do. The more AP put into this ability the stronger your special ability gets. This Perk can be chosen more than once.
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:
Create two spells that fall under the foundation of Holy Sacrament. Requires Prana of at least C rank.
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:
Select a basic type of Artifact and add it to your equipment. These items can be used to negate the immortality of beings such as vampires. This perk can also be taken multiple times.
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:
Your character will be unaffected by fear or intimidation effects. Within your team you will always have the option to act first in an encounter regardless of agility if the opponent is a nonhuman and slower than your character. If multiple characters have this perk in the same fight against the same target, you receive a bonus and attack together.
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:
When in combat against enemies of the church, gain a plus modifier in all offensive actions against them. These enemies however are also the priority in any encounter and must be targeted first.
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:
Gain a plus three modifier in combat with a specific weapon. Suffer the inverse as a debuff when doing anything else.
Churches Blessing
Cost: 2 AP
Thanks to your piety and dedication the church has bestowed upon you a blessing of some kind.
Effects:
Design a special holy item for character such as a shroud or increase your Prana by a full rank and gain three spells. Take this perk twice if you want both.
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:
Gain a plus two modifier in all actions for the first 5 turns of combat if they are done in conjunction with at least one other player or two NPCS. If you are working with another character with this perk, gain a plus four modifier instead.
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:
When fighting alongside a fellow player or NPC when both of you are below 50% hp or the fight is simply considered unwinnable, defensive actions gain a plus three modifier.
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:
Gain a C rank equipment for free. You will however have no idea what it is and have absolutely no experience using it. The Church will give you a basic rundown of how to operate it, but beyond that you're out of luck. When using this item you will start with a minus two modifier, but the longer you use it the more this detriment will disappear.
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:
This character starts with a number of generic techniques, spells, and equipment granted to the standard rank and file knight of the Order. You also begin with a positive relationship with all North Star members. (If you choose this route and want more info on the faction you can contact me.)
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:
Design a Holy Scripture which is an equipment of rank A+. Regardless of your stats this weapon is capable of clashing against Strength and Endurance that is rated A++. This weapon has limited use during the day and requires an activation requirement such as harmonizing with it for an hour every day.
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:
Gain two stat points for physical statistics. This character is also allowed an extra ability of D rank. Allows for the creation of lowly undead that can have special functions.
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:
Gain four stat points for physical statistics. Your character also receives an additional special ability of your design which was granted to you by an ancestor of rank B. Your undead are now also in possession of higher stats.
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:
This perk requires of Strength of at least A and Mystery of at least B. Gain 4 stat points. Select one A+ rank stat and raise it past the natural cap to the rank of A++. When it comes to clashes with this stat, you are the inherent victor by default unless facing another entity with the same stat ranking. You also gain an additionally special ability of some kind of rank A+, a supreme mystery only the strongest of abilities can compete with. However as a successor your characters basic information will be available to other players, blood requirements for every action is inherently higher.
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:
Create a special ability for your character which allows for an extra layer of immortality atop the default longevity of a vampire. This character's hp will not fall below 1, and instead they are stunned for a turn, during this turn however it is possible to seal this character (Functionally dead but revivable).
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:
Design a unique special power for your character to use. These powers inherently cost blood to use unlike other abilities but can come in any form. This ability can still be used at a rank down in your limited form. The more AP put into it the more powerful this ability becomes.
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:
Create a vampire NPC which serves as an ally during the rp. At three AP they are rank IV and lack no distinct ability while at 5 AP they are rank V and possess a special power based on yours in exchange for greater independence. This perk requires mystery of rank B.
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:
Gain six spells. Leftover AP can be used on spells as well now.
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:
Your character can now create a bounded field with a special effect. All characters receive a minus two modifier to perception when looking for your territory. If they do not have any points put into SEN, the chance of finding it is basically nonexistent.
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:
Characters require a successful Sen check in order to realize your character is inhuman before revealing your identity. When Introduced you will be presented instead as member of Magisfair.
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:
Design a minor ability to define your characters strange body. This character resists or is no longer effected by certain abilities meant to fight normal humans, but is weaker to abilities which target phantasmals.
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:
Create a minor ability for your character born as a result of this chance encounter that has no mana cost. In exchange however, create a unique downside for your character when using it, which can range from simply feeling pain to unique rules your character must always follow. This ability gets more powerful the more AP put into it.
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:
Create 5 basic supernatural items based on materials your character has found in the Spiritual Tomb of Albion. These items also naturally possess a high price tag and can be traded.
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:
Add one mystic code to your equipment of Rank C or below. You also possess a positive relationship with one Zoa character which you can use to your advantage. Your character however, will also receive orders from the Zoa. These orders can be rejected at risk of catching the ire of the Zoa.
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:
Obtain a plus two modifier in combat against phantasmal creatures. When facing supernatural creatures, obtain basic knowledge about them.
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:
Your character knows of a way out of Magisfair which you can use to communicate with those above ground. Obtain a positive relationship with an NPC of your design above ground to use to your advantage. Start with 3 valuable supernatural materials which can used in the place of currency.
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:
Design a minor ability or an item with a niche function that your character uses in your general activities in Magisfair. Your character's identity can be used as weight in negotiations thanks to your useful trait.
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:
Your character can make rations last twice as long and you suffer less in the face of lack of resources and harsh conditions.
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:
Create for your character an inhuman trait, this can be augmentations, phantasmal characteristics or anything you can think of. This quality grants your character a minor ability and a strong resistance against environmental effects in Albion.
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:
Your character is granted a bag of medical supplies and the knowledge to use it allowing you to treat wounds and heal your allies quickly outside of combat.
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:
When confronted with anything from corpses to abandoned structures, they can be stripped for significantly more materials than other characters would, even if procuring them could seem unethical to some. This can include stripping from for any kind of supplies, including flesh.....
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:
Design an ability which defines your connection to the realm of fairies. This ability starts weak but grows more powerful the further you descend. When reaching the 80km mark, you gain the favor and influence of fairies, for better or for worse.