• The site has now migrated to Xenforo 2. If you see any issues with the forum operation, please post them in the feedback thread.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

Practice.

Deamon

Experienced.
Joined
Aug 4, 2018
Messages
3,687
Likes received
17,577
This is mostle for me to practice the BB code for the site, anyone else needs to do that before they post say a character sheet on thier main thread; go ahead.
 
3c2a6f94526932bbd80f905d370cdfd4.jpg

Jaune Arc
Age: 11ish... probably, its not like you have any real grasp of the date anymore.
Max vitality: 28
Potion toxicity tolerance: 12

Passive spell casting slots: 1 (1/1 currently in use: Magic perception [+40 perception, +20 tactics])

Personal rune capacity: 13+4=17 (14/17 currently applied, with an extra 2 slots available with relevant trait (0/2 filled)): Arcane Empowerment rune [+9 Magic, +30 to spellcasting and rune crafting rolls], Spirit rune [+9 Soul, +45 to semblance activation rolls], Wisdom rune [+9 Cunning, +45 to perception rolls], Strengthening Rune [+9 to strength, +45 to all strength checks], Lesser Strengthening rune [+4 Strength, +22 to all strength checks], Lesser Agility rune [+4 to dexterity, +22 to stealth rolls.], Honing rune [Each turn three random stats receive progress equal to a stat training action with a 10(30 due to personal rune) result], Invigorating Rune [+9 endurance, +45 to rolls from recovering from severe injuries], Lesser Invigorating rune [+4 Endurance, +22 to rolls for recovering from severe injuries], Arcane focus rune x2 (+90 to spellcasting and rune crafting rolls], Lesser Oracles Rune x2[+30 to oracle rolls],Awareness rune 2x [+150 to perception rolls])

Default combat roll: 7d250+1337 (+30 from magic) (+15 against mounted or pseudo mounted units)
Default ranged combat roll: 8d250+1351 (+40 from magic)
Default ranged evasion/defense roll: 9d250+1793 (+25 from magic)
Default injury infliction roll: 7d150+885 (+20 from magic) (+15 against mounted or pseudo mounted units)
Default injury nullification roll: 7d250+1264 (+5 from magic)
Default primary spell casting roll: 1d800+448 (1d800+437 during combat) (+120 from magic)
Default secondary spell casting roll: 1d400+224 (1d400+218 during combat)
Default rune crafting roll: 1d800+478 (+120 from magic)
Default mass application rune crafting roll: 1d400+239.
Default Aura healing rate: If injured, stacking 17% chance each combat round to recover 1 vitality resetting upon success. Successful Aura healing restores decreased max vitality from magic-based healing.

Base stats
Soul (54+9=63):
You have far exceeded the most generous limits of what can be called merely exceptional and become something that can only be considered an aberration, with the strength of your soul pushing into the realm of true heroes despite your young age. [+174(+234){+351} to rolls against injury, +120(+168){+252} to combat rolls, +76(+115){+172} to rolls against poison, disease, etc., +42(+72){+108} to training rolls for physical stats] (Considerable progress to next)
Strength (45+9=54): You are insanely strong for your age, with strength pushing into the upper limits of the realm of elite huntsmen. [+125(+156) to injury infliction rolls, +80(+120) to combat rolls, +45(+76) to strength checks] (Minimal progress to next)
Endurance (42+9=51): Your stamina has progressed by leaps and bounds from your recent efforts. You have about as much stamina as an elite huntsman.[+110(+156) to rolls against injury, +68(+105) to rolls against poison, disease, etc., +36(+64) to rolls against environmental factors] (no progress to next)
Dexterity (48+4=52): You are monstrously fast for your age, with dexterity pushing past the upper limits of what would be expected of an elite huntsman and into the realm of heroic ability. [+140(+162) to combat rolls, +92(+110) to stealth rolls, +54(+68) to crafting rolls] (no progress to next)
Cunning (49+23=72): Your mind is a weapon honed to the point that you'd be fully capable of pushing a mundane world into a technological revolution nigh single-handedly. Without your Aura and runes you are easily intelligent enough to match world class researchers, and with their aid you are easily capable of dwarfing by steps and strides all but the most absurdly prodigal irregulars of intelligence. [+145 (+312) to research and crafting rolls, +96 (+226) to perception rolls, +57 (+162) to speech rolls, +28 (+110) to tactics rolls] (no progress to next)
Magic (53+9=62): The world shifts and shudders, the very fabric of reality ever so slightly giving way beneath your focus. You have long grown used to the nightmare's distortion of existence, to how callously and carelessly it breaks and bends what was and what should've been... and yet... It is that very familiarity that lets you assert that the writhing dark around you has naught to do with it this time... That this time... reality shakes and shudders by your will alone [+168(+226) to spell casting and rune crafting rolls, +115(+162) to individual spell and rune mastery rolls, +72(+110) to magic/curse resistance rolls, +3(+12) to all rolls] (No progress to next)

    • Arc: "It's the family name... and perhaps...that means more than you thought." +3 combat rerolls per Turn, if vitality drops to or below 3/10ths maximum all combat related rolls become best of 2. Each turn if applicable, roll a 1d100 DC40 to regain 1 point of lost soul up to the highest value you have attained naturally to a maximum of 50. (Scales with Sovereignty rank).
      Paragon of Humanity:
      As you offered, so too did you receive. The countless now undone lives you lived alongside your twin has left a faint yet enduring echo of her soul's nature upon you, an effective counterpart to the traces of your soul guarding her in turn. Every 2 turns, roll separate 1d100 DC 80s for strength, endurance, dexterity, and cunning to gain 1 in that stat, limited only by current stat cap.
      Awakened Aura: Soul stat active. Maximum vitality is 4+1/10th​ endurance. Physical stat caps are 10 or equal to your soul stat, whichever is greater. This trait is lost if soul drops below 8, and cannot be reacquired until soul is restored to at least 8.
      Heroic combatant(III): Your familiarity with combat has begun to exceed what most would consider possible, instinct and experienced honed to such a degree that you sometimes find yourself reacting to subtle shifts in the battlefield almost before they have a chance to happen. You possess combat intuition exceeding the upper limits of an elite combatant, with combat experience at the level of a fledgling hero. +100 to all battle-related rolls.+2 combat rerolls per turn. (DC 80 to upgrade)
      For whom death is made a fool (the 3rd lie): To know one's enemy is to better defeat it, and who knows a fool better than a swindler? +3 to combat and injury nullification rolls. Apply a modifier of 3 to rolls closely related to death that occur around this character in whatever manner would be beneficial to this character, this applies to enemy/ally revival rolls so long as their deaths occur in this character's presence. (Can be increased in rank through death or by encountering those who killed this character in previous timelines)
      A Hunter's Guide:
      You are the one writing the book on killing monsters, a fact that should not be taken lightly. +35 to injury infliction rolls. +15 to combat rolls. +10 to the battle rolls of all allied misc units when they are fighting against an abomination type recorded to at least advanced rank within the hunter's guide. (Trait is upgraded based on Hunter's Guide progress)
      Relentless:
      Willpower checks, fear resistance rolls, and other similar rolls are now best of three. Moderate increase to the growth rate of the magic stat..
      Blood of ???: Something long dormant is stirring within your blood, the remains of a mistake long forgotten and never amended. Potential pool of attainable biological traits expanded drastically, effect potency cap for biological traits raised drastically.. ???.
      Mad Scientist Synergy (Sophie): Due to the surprising compatibility of their respective...styles... of research, Sophie and Jaune are able to work together with an almost absurd level of Synergy in cases where this would normally not be possible. Jaune and Sophie are capable of undertaking otherwise single action research projects (such as those for disassembling or attempting to reverse engineer recovered tech and gear) together, taking the greater modifier between the two of them and adding 1/2 of the other to it before rolling using at least a BO2 die. Crits rolled using this have an 8x result magnitude increase instead of the standard 4x. Has a 2 turn cool-down between uses. Requires 1 research action from both Jaune and Sophie to trigger. (Upgrade-able?).

    • Intrinsic Antitoxin II: For some reason or another your blood seems to function as a fairly effective Antitoxin, giving you a noticeable degree of resistance to organically derived poisons and -to a lesser extent- diseases. While things like lead poisoning or radiation are likely to bypass this, it's nice to have regardless. You do wish you had some idea as to why this type of constitution had developed within you at some point in time though. Considerably increased resistance to organic poisons. Moderately increased resistance to most diseases. Your blood is now a viable subject/research material for antitoxin and antibiotic research.
      Preternatural finesse I:
      You are capable of precision almost without equal, of making the most minute of movements with increasingly habitual ease. Yet that very ease is an irrefutable sign of irregularity. For most, it is moments where precision and focus are most important that the urge to shift or flinch, to scratch a sudden itch, to in some way move and break the stifling stillness rises so fiercely. For you, now, you find this is no longer the case. Though you can clinically feel that which should drive the urge to move, to shuffle or shift and break otherwise absolute focus, the reflexive, instinctual push to actually do so fails to appear with ever increasing regularity. In those moments, almost haunting in hindsight, it is as if your very flesh and all its needs and vulnerabilities are insignificant, as if the act of preserving your very life is akin to an idle curiosity rather than something encompassing your existence. (Adds a 1.2x modifier to dexterity stat crafting bonus. Increases the proportion of the raw dexterity stat added as a bonus for relevant crafting rolls. Slightly expands the range of activities that can be accomplished without tools or with inadequate tools for a given action.)

    • Exalted soul: You may now apply a +1 modifier to any stat aside from soul and magic per 5 points of soul possessed, so long as this does not cause said modifier to exceed your stat cap. Stats from this do not count towards acquiring new threshold perks, although new non-perk modifiers can still be gained from this. 12 assignable points possessed, currently assigned as a +12 to cunning. This may be reassigned at the beginning of a turn. (40+ Soul bonus)
      Atavistic Soul
      : Max vitality doubled. Tremendously increased ability to recover from severe injuries. (50+ Soul bonus)

      Ambidextrous: You are incredibly fast and your reflexes are incredibly sharp, enough that you are able to use even extremely incompatible weapons simultaneously without issue. Nullifies incompatible weapon malus for all weapon types. (30+ Dexterity bonus)
      Speed demon:
      Your speed and agility is somewhat insane, even by the standards of most Aura users. You may roll two separate times for injury infliction against enemies with a dexterity stat at least 10 below your own, barring special exceptions. (40+ Dexterity bonus)
      Inhuman Speed:
      Your raw speed is beyond all but the most aberrant irregulars of humanity, to the extent that even those with speed focused semblances would struggle to match your gait, to say nothing of those that depend on sheer size and strength to pose a threat. Double Dexterity combat score bonus against Large, Massive, Giant, and Colossal sized foes. (50+ Dexterity bonus)

      Exceptional strength: You have reached the point where your physical strength has become incomprehensible to any non Aura user, to the point where you can easily wield many weapons most would consider to require both hands with only one with no noticeable drop in performance. You may wield large and great sized weapons with a single hand without a malus. (30+ Strength bonus)
      Tyrannical Strength:
      Your physical strength is genuinely monstrous, even by the standards of most Aura users. When fighting giant enemies double all strength bonuses, when fighting colossal enemies triple all strength bonuses. (40+ Strength bonus)
      Inhuman Strength:
      You may use ultra-great and colossal weapons with a single hand without a malus (50+ Strength bonus)

      Enduring flesh: Vitality gains from the endurance stat are now double base value, granting +2 vitality every 10 endurance instead of +1. (30+ Endurance bonus)
      Unburdened:
      Your endurance is outright absurd, and you are able to carry immense loads and bear exceptionally heavy equipment without any issue. (40+ Endurance bonus)
      Inhuman Endurance:
      Nullifies baseline exhaustion and injury maluses; accelerates recovery from severe injury. +1 Exploration action per turn (50+ Endurance bonus)

      Arcane overcharge: Whenever you roll twice or more the cast DC of a spell, the attributes of that spell are 50% more potent, this applies to modifier effect, damage, evasion and magic resistance DCs, and even effect length of the spell. (30+ Magic bonus)
      High speed casting:
      Your magic has become potent enough that you are able to rapidly cast spells, although this is still difficult in most cases. You may now cast two spells in a combat round, although the second will be cast with only 1/2 baseline spell casting modifier. Additionally, due to your increasingly dense magic power, you able to apply two additional runes on any given item, past their normal limits, something that also functions regarding personal runes. (40+ Magic bonus)

      Prodigy: You learn faster than most can come close to. Most skill training rolls are now 2d100s. (40+ Cunning bonus)
      Unbridled ingenuity:
      Once a turn for one long-term noncombat action, roll an additional 1d100 (or whatever the relevant crafting die is) with full bonuses to be added to the final progress roll. (50+ Cunning bonus)
    • Devil's luck: Natural 1's now act like Nat 100s instead.
      -A Devil's Deal: "Those who play with the devil's toys will be brought by degrees to wield his sword." The devil's luck trait now applies to subordinate hero units with reliability dependent on their relationship and personal loyalty to you.
      Prodigal Aura user IV: Your ability to manipulate and focus your Aura is something that continues to grow rapidly, even without focused efforts on your part. All Aura skills (including control and semblance mastery) gain proficiency equivalent to 2x your soul stat each turn. This bonus is also added to the results of all Aura training actions.
      Natural body III: You are able to push yourself to the limit and bounce back with something resembling ease, which allows you to train more intensely than most other people can. +3 Stat training actions per turn. Additionally, all stat training actions receive a single re-roll for raw results below 20, taking the better of the rolls if the follow-up is worse.
      A rune a day: Keeps the eldritch hell-spawn away...probably. You are starting to become familiar enough with the process of applying runes that it no longer takes you all that long, to the extent that you typically find the time to finish one quickly in a moment of spare time between other activities and can manage to complete more than you used to when doing so as a deliberate focus. +1 free rune application per turn. Rune application actions allow for one more rune to be applied at a time.
      Arcane prodigy II: Your talent in magic is exceptional, and you are able to learn new spells and runes much more easily than most. +2 Spell/Rune training action per turn. Additionally, all spell and rune training actions receive a single reroll for raw results below 15, taking the better of the rolls if followup is worse.
      Field experimentation: Gain progress towards autopsy bonuses by injuring enemies, equal to 1 point of progress per 20 points of damage dealt. Progress gained in this manner has the added benefit of bypassing technological hard-caps.
      Spiritually attuned IV: You have become increasingly aware of your aura and its effects, enough that your rate of progress in mastering it has increased considerably. +4 aura training action per turn. Additionally, all aura training actions receive a single reroll for raw results below a 25 equivalent, taking the better of the rolls if followup is worse.
      Quick learner II: You have become adept at learning new things in short periods of time, allowing you to get more done in the same amount of time. +2 Skill training action per turn. Additionally, all skill training actions receive a single reroll for raw results below 15, taking the better of the rolls if the followup is worse. Skill training cut-off is increased by 1 rank, allowing untalented skills to be trained until they reach B-rank and talented skills to be trained up until A-rank proficiency.
      Martial prodigy III: Your talent for combat is exceptional, something that is reflected in the increasing scarcity of openings and vulnerabilities in your combat style. +3 combat re-rolls per turn. Additionally, the DC for combat experience trait upgrades now decreases by steps of 20 instead of 5. An automatic upgrade roll for combat experience upgrade is now rolled at the beginning of each turn.
      Rune-carved beast II: Your body is able to cope with the strain of more runes than your magic and endurance should allow, perhaps due to some unidentifiable compatibility with them. You may apply 4 more runes on your body without ill effect. Additionally, the potency of most personal runes is increased from 2x basic potency to 3x basic potency, although runes that only function as personal runes are instead boosted for baseline to 1.5x base potency.
      Decaying limits: Your bindings grow frailer still, timeless persistence wearing down the once unfailing, an impossible feat brought within reach by the grace of the kindred soul that has long walked alongside your own. Stat cap is now 25 or soul+15. Considerably reduced threshold to acquire biological traits. Personal trait 'still growing' has been replaced by the trait 'Paragon of humanity'.
      Object of idolatry: Despite your typically eerie lack of expression, you -for better or worse- apparently have an odd disposition for inspiring fierce loyalty to the point of near -or even outright- zealotry. +50 to all speech and interaction rolls, this has other narrative effects, not all of which are wholly positive.
      Two sides of the same coin: The sole difference between genius and insanity is control. Control your madness and it is genius, lose control of your genius and it become madness. For better or worse... you are a genius. Do not lose control. +20 to most non-combat rolls, has other narrative effects, not all of which are wholly positive.
      Wrath of a sleeping dragon: You are patient and calm to a great extent, but those that push past this to provoke your wrath inevitably come to regret it, if they live long enough to do so, of course. +100 to combat, injury infliction, and ranged combat rolls. +20 to all non-combat rolls against people you truly hate, has other narrative effects, not all of which are wholly positive.
      Scholar: There is an answer to every question, all you need to do is find it. +1 Research action per turn.
      Craftsman: There is work to be done; endless ideas to make real. +1 Crafting action per turn.
      Passive spell casting: You are now able to keep 1 spell perpetually active, maintaining its effects at all times without interfering with other magic usage. There are limitations though, you are restricted to fully mastered spells that effect you personally and using it to maintain a healing spell would rapidly weaken you. Additionally, barrier spells tend to be much weaker when generated in this manner, something you are fairly certain is impossible to mitigate. You are able to switch the active spell given a moment or two, but doing this more than three or four times within a short period of time risks temporarily disturbing your ability to maintain this.
      Arcane eminence: Enchantment is normally an incredibly costly affair. What would normally be decades of training in the arcane arts sacrificed for what amounts to a gamble, a roll of the dice. The artifacts you've found prove that you are not the first to be dissatisfied with this limitation, nor the first to act to overcome it. As you've come to learn, gems and certain other crystals seems to be able to store magic power in a rather unique manner, acting to contain and restrict it. Doing so once has little to no effect, but channeling magic into a gem countless times over decades or more eventually allows for the formation of a small pool of altered magic power viable for enchantments. Following this revelation, you had acted upon your curiosity, acted on the idea that, if your body was cable of containing this altered power made of magic, then perhaps it was capable of producing it as well. The result is slow, an ever so gradual accumulation of power perhaps unnoticeable outside of the Nightmare's pull. Yet it is real, and you will put it to use. Gain thresholds of altered magic power for enchantment equal to 1/40th of your basic spellcasting/runecrafting modifier from the magic stat each turn. 25% increase to the number of free thresholds acquired from alternate sources of power. (You currently gain 5 thresholds worth of altered magic power for enchantment each turn)
    • Engulfed by the Nightmare: This nightmarish realm is all but inescapable, even in death, for even those killed within its confines find themselves torn from the void's embrace time and time again even as they find their very souls chipping away. Eventually one will be rendered a hollow husk of who they once were, bereft of everything that made them human and rendered no more than a broken doll in the guise of a person. (Upon death, roll a revival roll based on a 1d100. A result of 1-20 causes a loss of 4 soul, 21-40 causes a loss of 3 soul, 41-60 causes a loss of 2 soul, 61-80 causes a loss of 1 soul, 81-90 causes no change, 91-99 causes a gain of 1 soul, a roll of 100 causes [?]. If final soul result is 0 or less it results in a game over. Only functions within the Nightmare and is lost upon escaping)
    • Ṡ̴̪̈́ȏ̸̧͓̋ù̷̞͖ĺ̸̠̂ ̵̺͌͆a̷̡̧͂́s̸̪̄c̷̡̚ẻ̵̘̍n̴̢̋s̵̬͆i̷̫̊ò̷̯̩̐ṉ̴̻͗̏ (Rank X): The world is becoming clearer. What was once an occasional feeling of something greater is now nearly ever-present, albeit with still tumultuous shifts in magnitude. You now see and feel more in a way you cannot yet understand, at least not wholly, but even your passing knowledge of what your soul's nature whispers to you has tremendous use, and not to you alone. Allows both you and your allies to bolster the strength of your souls within the Nightmare and lets you ?? those who are ?? or ??. Additionally ?? to ??. This is undoubtedly your semblance beginning to manifest, its now near constant activation would be strenuous if not for your immense reserves of Aura and the fairly low upkeep cost of whatever ability is typically active; as it is you will likely slowly improve your ability to use your semblance over time even without focused effort. Your semblance has grown in strength such that it is now possible to maintain the effects of your semblance upon those already keyed into it from as much as a region away. [1480/? to next rank]
      -Ascension: Higher and higher you climb, slowly yes, but without pause or perceivable limit. At current semblance rank progress to next semblance proficiency rank increases by 2x soul stat each turn and progress towards next rank for all Aura skills increases by 1x soul stat each turn. Gain minor progress to Soul stat growth each turn. Gain minimal progress to physical stat growth each turn.
      -Absolute damage enforcement: While you are unsure of the exact nature or mechanics of this ability, you can say for certain that it allows you to deal physical damage to incorporeal entities. At current semblance rank physical attacks against incorporeal entities deal ½ normal damage instead of being nullified entirely.
      -Defense negation: There is a weakness. Always. Invincible metal and rotting wood all the same. A weakness…for you alone to see. At first glance, this ability appears to be almost an inversion of your ability to strike incorporeal entities, although you cannot be sure as of yet. At current semblance rank the final value of all injury nullification rolls against your attacks are reduced to 3/4ths what they normally would be barring esoteric exceptions. Additionally the final result of ranged evasion rolls against your attacks are now reduced to 19/20ths what they otherwise would be barring esoteric exceptions.
      -Cursed gift of mortality: Your semblance is one that heightens and empowers, pushing yourself and others higher and beyond what should be, yet this is not intrinsically good. While the souls' and existences' of most entities defy the heightening of negatives, in this the concept of death is much like a poison; one who endures it enough will grow to resist it, while one who has never felt its haunting breath upon their back will fall to it with ease. In a proper world this ability would likely have little to no use or effect, it is only the fell nature of the Nightmare -the impossible existence of things that have no concept of death- that draws this ability to the light. You may kill that which cannot be killed. If you pass the required semblance activation check, those killed by you die permanently, regardless of any active resurrection effects.
      -Aura amplification: Your semblance has grown past merely heightening your soul, and now strengthens your Aura as well. At current semblance rank, all Aura based bonuses not including control are 50% more potent. Additionally the Soul stat now applies at 1.2x effective value for purposes of determining physical stat cap.
      -Remembrance: You remember now, flashes of what was, hints of what should've been. Fragments of worlds not so horribly distorted by the writhing dark and -above that- an infinitesimal remnant of one that existed before it had come to ravage your reality. You have lost so much. And you will lose no more. Personal bonus for resisting mental encroachment and illusory effects increased to +100. Considerably Slowed growth for Maluses relating to forgetting things over time. +3 skill training actions per turn. Considerable resistance to future memory alterations due to future revisions to timeline. Semblance effects on others are considerably more persistent, lasting upwards towards an entire turn after an individual leaves the effective range of your semblance before beginning to decline.
      -Permanence: This place will not break you, not truly, not with what it has deigned to assail you with so far. Immunity to external soul reduction and soul debuff effects. It is much easier for you to retrain your soul stat up to the highest value you have achieved previously.
      -Gift of Light: Your soul is a great beacon in the dark, granting light freely to those who choose to follow in its wake. Tremendously accelerates the growth rate of the soul stat for all followers with a soul stat below 30. Somewhat accelerates the growth rate of the soul stat for all allies. You may sacrifice 1 point of soul in order to raise an ally's soul stat by 1/5th of your own soul stat, to an upper limit of 4/5ths your current soul stat. You may not drop your soul below 50 with this method.
      -Bestowal: Beyond its typical effects safeguarding others from the Nightmare's decay, your encounter with the Waking Nightmare you dubbed the first of many proved your semblance was capable of influencing others on an outright conceptual level. While your ability to influence mortality is reliant on the groundwork of countless undone lives and your chances of altering others on similarly complex levels is slim to none, it remains possible for you to semi-permanently grant a willing individual access to a faux concept you know intimately or -in other words- to a facet of your soul's nature. You may grant others a duplicate of any of your other semblance abilities aside from 'Gift of Light', 'Cursed gift of mortality', or 'Permanence' that operates at the same level of potency as the original version. Any given individual may only have 1 bestowed ability at a time, barring special exceptions. You may bestow 1 instance of any given ability per 5 semblance mastery ranks. You may bestow 1 ability per 5 semblance mastery ranks or 20 points of soul you have. You may only grant or reclaim 2 abilities per turn. [2/5 duplicate semblance abilities bestowed.]

      Aura control (Rank XI): You have gained an exceptional degree of control over the light of your soul, and even the vast quantity you possess only obscures this slightly. +55 to training rolls for Aura skills other than this one, Aura training rolls currently receive a -1 malus per point of soul you possess over 55, with points over 65 inflicting an additional -1 on top of this. +2 additional Aura skill training action per turn. Final skill progress for all Aura skill gains aside from control are now 25% greater [260/2000 to Rank XII]
      Aura shield (Rank VI): While you haven't exactly trained in this so much as you are naturally talented in it, you are able to use your Aura to protect yourself quite competently despite the fact that your father once said an individual often needs months or years to reliably protect themselves with their Aura during combat. +30(+45) to injury nullification rolls. Add an additional .5x(.75x) soul to injury nullification. [775/1100 to Rank VII]
      Aura enhancement (Rank VI): You have made some progress in your ability to direct your Aura to empower yourself in combat beyond the degree to which it does so naturally. +30(+45) to combat rolls. Add an additional .5x (.75x) soul to combat. [965/1100 to Rank VII]
      Aura reinforcement (Rank V): You have started to gain a solid grasp on the fundamentals of reinforcing your weapons and equipment with Aura to improve their durability. +25(+37) to equipment durability rolls, equipment injury nullification roll bonuses are 1.25x (1.37x) base value rounded down. Add .2x(.3x) soul to the base injury nullification bonus of all armor. [693/1000 to Rank VI]
      Aura infusion (Rank VI): You've started to notice a noticable difference in the lethality and stopping power of your attacks; enough to make a real difference in a fight even if it's not exactly overwhelming just yet. +30 (+45) to injury infliction rolls, equipment combat and injury infliction bonuses are 1.30x (1.45x) base value rounded down. Add an addition .5x (.75x) soul to injury infliction. [1086/1100 to Rank VII]
      Aura healing (Rank VI): Your Aura naturally heals you at an extremely impressive rate, at least for someone who hasn't really trained or practiced doing so in any deliberate or consistent manner before. When wounded, you have a stacking 12% (18%) chance to recover 1 vitality each combat round resetting upon a success. This manner of healing also restores temporarily decreased max vitality from magic-based healing. +30 (+45) to rolls for recovering from severe injuries. [336/1100 to Rank VII]
      -Advanced Aura skills:
      Aura perception (Rank VI):
      To see without eyes, to hear without ears. You have learned to sense your surroundings with the very light of your soul, bolstering your awareness of the world around you further still. +30(+45) to presence detection rolls. Add .6x(.9x) soul to presence detection rolls. +1 Cunning. [312/2200 to rank VII]
      Aura diagnosis (Rank VII): An inquisitive mind begets an inquisitive soul, urging even the truest essence of your being to strive to discover and learn, allowing you an entirely new avenue for study and research through your soul's light. +35 (+52) to research and surgery rolls. Add .7x (1.05x) soul to research and surgery rolls. +1 Cunning. [315/2400 to rank VIII]
      Aura concealment (Rank II): Your soul's light has learned to hide your passage, concealing you from danger. +10(+15) to stealth rolls. Add .2x(.3x) soul to all stealth rolls. [324/600 to rank III]
      Aura rending (Rank I): Additional -2 malus per injury step inflicted [153/400 to rank II]
      Aura impact (Rank I): +5(+7) to strength checks. Add .1x(+.15x) soul to strength checks. [316/400 to rank II]
    • Sovereignty (E): The weight of authority has started to become almost reassuring in its presence. You have come to possess a disposition of authority exceeding that of a high ranking knight commander, to the extent that you would likely not be too out of place in the company of mid-ranking nobles like barons and less prestigious viscounts. You are able to lead an organization of upwards towards several thousand people people without major issue. So long as your following remains within the scope of what you can manage, your organization receives the traits 'Well led' and 'Divine right' at (Moderate) rank. Considerably reduces maluses for speaking with or making deals with individuals of up to fairly high standing. Drastically reduced recruitment and speech DCs for commoners from noble-led eras and time periods. Other effects. (No progress to advancement).
    • Knife mastery (H): You know the bare-bones basics but cannot effectively use them in live combat without sacrificing most of your ability to remain attentive to other variables in a fight. -36 to combat and -24 to injury infliction while wielding a knife or other similar weapon. It is currently impossible for you to wield a knife in conjunction with an incompatible weapon. [0/150 to next]
      Spear mastery (G+): -10 to combat and injury infliction rolls with spears. It is currently impossible to wield a spear alongside an incompatible weapon. Additionally due to this character's talent, maluses relating to poor opponent compatibility with spears and lances is reduced slightly. [136/200 to next]
      Auxiliary throwing (F+): +0 to Auxiliary throwing rolls. At current skill level, triggers once every other round when set as auxiliary combat method. Additionally due to this characters talent, this skill may be set as a secondary auxiliary combat method at the cost of having 3x basic trigger interval (currently once per 6 rounds). [235/300 to next]
      Halberd Mastery (E+): +5 to combat and injury infliction rolls while wielding a Halberd. -30 to combat injury infliction rolls while wielding a halberd alongside an incompatible weapon. Due to your talent you receive an additional +15 bonus to combat and injury infliction rolls against mounted or pseudo mounted units. [283/400 to next]
      Climbing (D): There were a lot of trees in your home village that you loved to climb when you were younger, although your experience isn't yet at the level of an expert's. +10 to climbing rolls. -20 to stealth rolls while climbing. [4/550 to next]
      Unarmed combat (D): You've roughhoused with your siblings before and punched a bully once or twice, but beyond that you have very little experience in unarmed combat. +10 to combat and injury infliction rolls while unarmed. -20 to combat rolls when using unarmed combat in conjunction with an incompatible weapon. [265/550 to next]
      Escape (D): You have a decent enough understanding of how to break an enemies' line of sight and flee, you're pretty sure the experts call it a 'tactical retreat' or something. +10 to escape rolls. -20 to rolls for ambushing a closely pursuing enemy while retreating. [14/550 to next]
      Surgery (D+): You know the fundamentals of surgical procedures and several fairly basic methods, having made significant progress thanks to gaining some live experience in the process. +10 to Medical rolls. -20 to rolls for attempting a surgery based medical roll during combat. Additionally due to your talent, you may add 1/5th of your surgery bonus to actions relating to studying biology such as autopsy actions and physiology research, in addition to gaining some level of surgery proficiency progress from these actions. [360/550 to next]
      Cartography (C): You've got the bare basics of mapmaking down, even if you still have some trouble properly gauging distances on the map to reality, which admittedly might just be because of this place being so screwed up in terms of adherence to time and space. +20 to mapmaking rolls. -10 to rolls for mapping out dungeons and other multi-leveled structures and spaces. [525/700 to next]
      Gardening (B+): Planting, tending to, and harvesting herbs and other flora, something you are apparently quite talented in, despite your supposed family curse. +40 to gardening rolls. Due to your talent, rolls for weak, mid-level, and high-level herb gains from gardening are best of two. [710/900 to next]
      Shield mastery (B): You are an expert shielder such that the bulk of a shield no longer hampers you in the slightest, even while using a weapon that would normally be extremely difficult to use in conjunction with one. +60 to injury nullification rolls while wielding a shield. No malus to injury nullification rolls while attempting to defend with a shield while using an incompatible weapon. [211/900 to next]
      Sewing (B+): You know some of the basics of knitting and sewing using cloth and string, although without proper tools and such you can only make the most rudimentary of things. +40 to related crafting rolls. No malus to rolls for using materials like monster hide or unconventional leather while crafting. Additionally due to your talent, you gain a +45 bonus to crafting rolls for creating original armor and other things with this skill, this bonus also applies to gear you have worked on/modified at least 2 times previously. [882/900 to next]
      Blacksmithing (A+): Basics have been honed and improved, experience in combat and in the forge coming together to refine your technique past the fundamentals. You are a tremendously skilled blacksmith, even if you haven't truly put your skills to the test properly as of yet. +60 to related crafting rolls. No malus to rolls for attempting to upgrade and modify already existing weapons and equipment. Additionally due to your talent, you gain a +60 bonus to crafting rolls for creating original weapons and armor with this skill, this bonus also applies to gear you have worked on/modified at least 2 times previously. Advanced bonus: 1d100 DC 50 to gain a free blacksmithing action each turn. [902/1500 to next].
      Firearms mastery (A+): Your skill with firearms is equal to most experts, something that is only insufficient due to the rather absurd danger level of the Nightmare. +90 to ranged attack rolls with firearms. At current skill level, this skill triggers every combat round when set as primary auxiliary combat method. No malus to ranged combat rolls when under fire or in melee combat. Due to your natural talent, maluses inflicted by targeting enemy weak-points in ranged combat are 40% more potent. Advanced bonus: Double all bonuses from equipped firearms. [557/1500 to next]
      Speech (A+): You have become a fairly skilled orator, something that has often come in handy. +60 modifier to speech rolls. No malus to speech rolls to attempt to calm a hostile or berserk individual. Due to your talent, all allies in your immediate vicinity receive a boost to combat rolls equal to 1/2 your speech skill bonus, additionally you now gain a small degree of speech proficiency progress through combat when fighting alongside others. Advanced bonus: Add 1/4th​ speech skill bonus to rolls for training someone else in most mundane skills, you are also able to train them one rank further than normally possible relative to their level of talent. [886/1500 to next]
      Stealth (A): Your stealth skills are top notch, at the level of a true master in the art of concealment. +60 to stealth rolls. No malus to stealth rolls while attempting to move quickly. Advanced bonus: Add 1/2 of this skill's bonus to combat and injury negation rolls. [837/1500 to next]
      Tactics (A+) : Your talent in tactics -proper tactics mind you- is phenomenal and you have quickly become a expert tactician. +60 to all tactics rolls. No malus to rolls for attempting to make reusable tactics for reuse against similar enemies, situations, and environments. Additionally due to your talent, maluses from having to make tactics rolls against unfamiliar enemies or in rapidly changing situations are reduced by 40, with each individual malus receiving the entirety of the reduction regardless of how many are applied. Advanced bonus: Add tactics bonus from this skill to combat rolls. [557/1500 to next]
      Writing (A+): Your handwriting is exceptionally neat and tidy, something you once considered embarrassing and 'girly' but now are quite thankful for, seeing as it makes it possible for you to write legibly even with makeshift implements that would render most people's writing a sloppy mess. +60 to writing rolls. You may write legibly even in the worst conditions. Due to your natural talent, progress equal to 3/4 of your combined writing and cunning stat bonus is randomly distributed throughout your current in-progress writing actions each turn (currently +270 progress per turn). Advanced bonus: 1d100 DC 50 to gain a free writing action each turn. [684/1500 to next].
      Swordsmanship (A+): You have reached the level of a true master with the blade, being a match for any elite huntsman. +60 to combat and injury infliction rolls while wielding a sword. No malus to combat rolls while attempting to dual wield a sword with an incompatible weapon. Due to your natural talent, you gain a bonus to injury negation rolls equivalent to 3/4 of your swordsmanship combat bonus. Advanced bonus: Double all bonuses from equipped swords [921/1500 to next]
      Research (S+): Your research skills are borderline peerless, pushed to a degree that seems almost unfair even to you. +100 to research rolls. You no longer receive a malus towards attempts to intermix science and supernatural systems or otherwise studying the relationship between the two. Due to your natural talent, you gain a compounding +50 modifier to research rolls for each subsequent time a specific research action is selected. Advanced bonus: Applied research action bonus from knowledge ranks is 2x basic value. Aura diagnosis unlocked. [1909/2000 to next]
      Presence Detection (S+)(Temporarily reduced to D+ due to active geas) : Your awareness has reached heights that can only be considered inhuman, to the point that you can often attain a state of near omniscience regarding your immediate surroundings. Even accounting for the numerous worlds accosted by the Nightmare, it is doubtless that people who stand so much as the slightest chance to catch you unawares are few and far in between, something that is made doubly amusing by the fact that one of said individuals is your closest friend. +100 (+10) to presence detection rolls. You may still take a perception roll while stunned, blinded, sleeping, or otherwise impaired. Additionally due to your natural talent, all maluses from darkness and other forms of sensory impairment are reduced by 30 (10), with each individual impairment receiving the entirety of the reduction regardless of how many are affecting you. Advanced bonus: Add 2x presence detection bonus from this skill to ranged combat rolls. [387/2000 to next]
    • Geas (I): Oaths and promises near ironclad, bindings and restrictions for power or accelerated growth, all these things are possible by using Geas, although you aren't exactly skilled enough to reach past the basics at this point. At current skill rank, you may have 1 active Geas at a time, with up to 4 low-level restrictions for up to 2 low-level boons. Geas currently last for up to 5 turns at most. [76/100 to next]
      Arcane Automations (F): The ability to make stagnant golems for combat and other purposes. While the most you can manage now are weak fodder at best, who knows what you can make in the future? There's also something else apparently, something your Grimoire didn't expect and currently can't precisely identify. 0 to Golem/Avatar creation rolls. Golem creation actions currently produce 1d5 golems, with a flat modifier based on specific action roll and allocated materials. [90/300 to next]
      Oracle (F): You have taken the first step to seeing beyond the mere present to the future as it is or might be. The Nightmare itself makes the timing of these visions even more questionable, but you imagine they might still hold use all the same, presuming you can gain some actual competence in the art, of course. 0 to all Oracle rolls. -40 to rolls for attempting to derive a vision from an important or otherwise significant object or location on command. [171/300 to next]
      Spell casting (C): You've made tremendous progress in what is (probably) an extremely short period of time and have now reached a level of ability that makes using spells in the middle of a fight almost easy. +30 to all spell casting rolls. -10 to rolls for spell casting during combat. [415/700 to next]
      Rune crafting (B): You have become highly skilled at the art of enhancing equipment and individuals with runes and have a fairly wide array of runes available to you. +60 to all rune crafting rolls. No malus to rolls for applying runes to living beings. [435/900 to next].
      Alchemy (B+): You put certain ingredients together in certain ways to make potions and compounds with varying effects and uses, sort of like cooking, but instead of using food from the fridge or pantry you use herbs and monster parts while channeling a bit of magic power into the mix. +40 to related roll. No malus to rolls for determining the ingredients of a potion or compound from the final result. Additionally due to your talent, you gain +60 to alchemy rolls for creating a new potion or otherwise creating one using a recipe you personally created. [242/900 to next]
      Enchantment (S): The ability to empower an individual permanently at the cost of effectively reversing the caster's magic development, requiring them to retrain their reserves and raw power as if from scratch in order to reach their old level. Cumulative bonuses cap at 20 times the endurance stat of whoever is receiving the enchantment. You currently possess 40 thresholds worth of altered magic power to use for enchantments in place of your own arcane development.
    • Spell casting specializations:
      Multi targeting (II)
      : You may attempt to apply the effects of a spell to up to (2/3) targets at once at the cost of increasing the cast DC to (2.5x/4x) the base DC for success. This does not function with single target attack magic. At current specialization rank the desired targets for the spell must be in (close) proximity to each other. [12/20 successful multi targeted spells to next specialization rank]
      Utility spells (I): Slightly increased limit to the effectiveness of spells for lockpicking, light, and other support tasks. The first 100 exhaustion scaling thresholds for repair spells each turn are waved. [8/10 utility spells used to next specialization rank.]
      Empowerment (I): Increases basic effect potency for buff spells to 1.05x normal value. [2/10 successful buff spells to next empowerment rank.]
      (I)
      Lesser heal:
      DC 10 to cast, recovers 1 vitality, casting this spell twice in close succession temporarily lowers max vitality by 1. [True mastery (2/2)]
      Spark: DC 10 to cast, causes a small spark that can light tinder or other flammable substances. [True mastery (2/2)]
      Nightlight: DC 10 to cast, creates a small floating orb of light that illuminates a small area near the caster, reducing or nullifying darkness maluses for looting or perception as well as any stealth bonus from darkness. [True mastery (2/2)]
      (H)
      Clean:
      DC 30 to cast, cleans filth and undesired substances from objects, locations, and people. [True mastery (2/2)]
      Feather fall: DC 30 to cast, makes one feel lighter and fall slower. +10 to climbing rolls. [True mastery (2 of 2)]
      Lesser magic weapon imbuement: DC 30 to cast, empowers a weapon with temporarily heightened lethality. +10 to combat and injury infliction rolls for the remainder of battle. [True mastery (2/2)]
      Lesser resilience imbuement: DC 30 to cast, provides an individual with heightened physical durability; +15 to injury nullification for the remainder of battle. [True mastery (2/2)]
      (G)
      Heal:
      DC 50 to cast, recovers 1d3+1 vitality, casting this spell twice in close succession on the same target temporarily lowers max vitality by 1. [True mastery (3/3)]
      Camouflage: DC 80 to cast, +20 to stealth rolls for the remainder of battle. [10/100 to true mastery (3/3)]
      Lesser barrier: DC 50 to cast, adds 2 points of faux vitality to target that can be expended instead of normal vitality when injured for the remainder of battle or until expended. [True mastery (3/3)]
      Slow: DC 50 to cast, reduces the combat rolls of a target by 30 for the remainder of battle unless the opponent possesses some degree of magic resistance. [True mastery (3/3)]
      Wisp of light: DC 80 to cast, reduces or nullifies darkness maluses for looting or perception. [70/100 to true mastery (3/3)]
      (F)
      Magic weapon imbuement:
      DC 70 to cast, +40 to combat and injury infliction rolls for the remainder of battle. [True mastery rank (3/3)]
      Resilience imbuement: DC 70 to cast, +60 to injury nullification rolls for the remainder of battle. [True mastery rank (3/3)]
      Blast bolt: DC 70 to cast, Enemy must pass a DC 700 ranged evasion/defense check to avoid taking 2d100 damage. Unless evasion DC is exceeded substantially target enemy also receives a -100 modifier to combat rolls for the round this is cast on. Evasion DC is lowered accordingly with increasing distance from target. The effects of this spell can also be nulled by passing a DC 40 magic resistance check, although individuals with no modifier to magic resistance automatically fail this check. [True mastery rank (3/3)]
      Inhuman grace: DC 70 to cast, +40 to climbing and escape rolls for the remainder of battle. [True mastery rank (3/3)]
      Magic perception: DC 70 to cast, +40 to perception rolls and +20 to tactics rolls for the remainder of battle. [True mastery rank 3/3]
      (E)
      Acceleration:
      DC 90 to cast, +80 to combat rolls for the remainder of battle.[true mastery rank (4/4)]
      Greater Camouflage: DC 90 to cast, +50 to stealth rolls for the remainder of battle. [True mastery rank (4/4)]
      Lesser regeneration: DC 190 to cast, Recovers 1 vitality per combat round for the remainder of battle. [196/250 to true mastery rank (3/4)]
      Lesser repair: DC 90 to cast, Recovers 1 point of durability for items made of mundane non-magical materials, can only be applied on any given item once a turn. When used on buildings or other similar structures, applies a 1d50 repair effect. High strain spell. [true mastery rank (4/4)]
      (Pseudo mastery rank 1/4) Inferior skeleton key: DC 240 to cast, Opens inferior to moderate quality mundane locks as well as computers and machines with inferior firewalls.
      Lesser berserk enhancement: DC 240 to cast, +150 to combat and injury inflictions rolls for the remainder of battle at the cost of a -200 malus to injury negation rolls. Negates injury maluses for combat and injury infliction rolls while active. [66/250 to true mastery rank (2/4)]
      (D)
      Barrier:
      DC 190 to cast, Adds 5 points of faux vitality for the remainder of battle or until expended. Provides a +10 magic resistance modifier while active. [285/350 to true mastery rank 4/4]
      Rending shadows: DC 260 to cast, Countless shadowy tendrils rise to carve up enemies, excellent against large numbers of weak enemies or singular stronger ones. Single target evasion DC is 1300 ranged evasion or DC 70 magic resistance to avoid 2d200 damage, multitarget evasion DC is 800 ranged evasion or DC 50 magic resistance to avoid 1d200 damage. Single target usage inflicts a -150 modifier to combat rolls against target for the round this is cast on unless evasion DC is exceeded drastically, multi-target inflicts no malus. [90/350 to true mastery rank 3/4]
      Starlight: DC 190 to cast, Greatly reduces or nullifies darkness maluses for looting and perception, is harder to differentiate from natural light, drawing less attention than alternate light sources. [194/350 to true mastery rank 4/4]
      Greater slow: DC 260 to cast, -100 to enemy combat rolls for the remainder of battle unless the target has a significant degree of magic resistance. [104/350 to true mastery rank 3/4]
      Endanger: DC 260 to cast, -100 to enemy injury nullification rolls for the remainder of battle unless the target has a significant degree of magic resistance. [278/350 to true mastery rank 3/4]
      Greater magic weapon imbuement: DC 260 to cast, +90 to combat and injury infliction rolls for the remainder of battle. [281/350 to true mastery rank (3/4)]
      (C)
      Greater heal:
      DC 550 to cast, Recovers 1d6+3 vitality, casting this spell twice in close succession on the same target temporarily lowers max vitality by 1.[255/500 to true mastery rank (2/5)]
      Repair: DC 650 to cast, Recovers 1d3+1 points of durability for items made of mundane non-magical materials, or 1d2-1 points of durability for items made of magical materials, can only be applied on any given item once a turn. When used on buildings or other similar structures applies a 2d200 repair effect. High strain spell.
      Greater resilience imbuement: DC 550 to cast, +150 to injury nullification rolls for the remainder of battle. [492/500 to true mastery rank (2/5)]
      Arcane lance: DC 650 to cast, Fires magic lance with high piercing power against a single target. Evasion DC is 3x caster's spellcasting roll. Magic resistance DC is 3x the caster's magic stat. Deals 3d250 damage.
      Hoar frost: DC 650 to cast, Freezes surrounding area and causes biting cold to nip at enemies, slowing them down and distracting them across a fairly wide area. -50 to the battle stats of most enemies within area of effect for the remainder of battle. Has other potential uses on a case by case basis. High strain spell unless fully mastered. Will lose effect during running battle or when the location of the fight otherwise changes after use.
      Enfeeble: DC 650 to cast, Applies a -150 malus to injury infliction for the remainder of battle unless the target has a significant degree of magic resistance.
      Flame surge: DC 650 to cast, Fires a burst of supernaturally hot flames a short distance. +200 to combat roll on the turn this is cast and deal an additional 2d100 damage if any damage is inflicted. Magic resistance DC is 3x caster's magic stat. Has other potential uses on a case by case basis.
      Water breathing: DC 650 to cast, Allows an individual to breathe underwater for a prolonged period of time after being cast.
      (B)
      (A)
      (S)
    • Rune crafting specializations:
      Application efficiency (II):
      You may apply 2 additional runes per rune crafting action. [23/60 to next specialization rank]
      (I)
      Lesser empowerment rune:
      DC 20 to apply, grants an additional +5 to combat rolls. [True mastery (2/2)]
      Lesser bloodthirst rune: DC 20 to apply, grants an additional +5 to injury infliction. [True mastery (2/2)]
      Lesser defensive rune: DC 20 to apply, grants an additional +5 to injury nullification. [True mastery (2/2)]
      (H)
      Lesser recovery rune:
      DC 40 to apply, increases chance for Aura healing to successfully activate by 2% per combat round, stacking on top of basic chance and resetting upon success. Your current skills limit you to 2 of these runes spread throughout your gear. Only functions upon worn equipment such as armor. [True mastery (2/2)].
      (Pseudo 2/2 mastery from equipment) Lesser durability rune: DC 40 to apply, adds an additional +10 modifier to the durability rolls of the piece of equipment it is applied to. [41/75 true mastery (1/2)]
      Lesser concealment rune: DC 40 to apply, +10 to stealth rolls. Only functions when engraved upon worn equipment. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [True mastery (2/2)]
      Lesser awareness rune: DC 40 to apply, +10 to perception rolls. Only functions when engraved upon worn equipment. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [True mastery (2/2)]
      (G)
      (Pseudo 2/3 mastery from equipment) Empowerment rune:
      DC 90 to apply, grants an additional +10 to combat rolls. [82/100 to true mastery (1/3)]
      (Pseudo 2/3 mastery from equipment) Bloodthirst rune: DC 90 to apply, grants an additional +10 to injury infliction rolls. [55/100 to true mastery (2/3)]
      Defensive rune: DC 60 to apply, grants an additional +10 to injury nullification rolls. [True mastery (3/3)]
      Lesser arcane focus rune: DC 60 to apply, grants an additional +5 to spell casting and rune crafting rolls. Only functions when engraved upon worn equipment. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [True mastery (3/3)]
      Lesser honing rune: DC 90 to apply, each turn two random stats (of which magic and soul are valid outcomes) receive progress equal to a stat training action with a 5 result. Only functions when engraved upon worn equipment. You may only have one rune of this type at a time as multiple of them would interfere with each other and not function. [6/100 to true mastery (3/3)]
      (F)
      (Pseudo 1/3 mastery from equipment) Lesser Strengthening rune:
      DC 170 to apply, grants a +3 modifier to strength stat bypassing stat caps and an additional +15 modifier to all strength checks. Only functions as a personal rune and will interfere with other strength enhancing runes. [37/150 to true mastery (1/3)]
      Lesser Spirit rune: DC 90 to apply, grants a +3 modifier to soul stat and an additional +15 modifier to all semblance activation rolls. Only functions as a personal rune and will interfere with other soul enhancing runes. [True mastery (3/3)]
      Lesser Invigorating rune: DC 170 to apply, grants a +3 modifier to endurance stat bypassing stat caps and an additional +15 modifier to all rolls for recovering from severe injuries. Only functions as a personal rune and will interfere with other endurance enhancing runes. [90/150 to true mastery (2/3)]
      Lesser Agility rune: DC 90 to apply, grants a +3 modifier to dexterity stat bypassing stat caps and an additional +15 modifier to all stealth rolls. Only functions as a personal rune and will interfere with other dexterity enhancing runes. [True mastery (3/3)]
      (Pseudo 1/3 mastery from equipment) Lesser Wisdom rune: DC 170 to apply, grants a +3 modifier to cunning stat and an additional +15 modifier to all perception rolls. Only functions as a personal rune and will interfere with other cunning enhancing runes. [21/150 to true mastery (1/3)]
      (Pseudo 1/3 mastery from equipment) Lesser Arcane Empowerment rune: DC 170 to apply, grants a +3 modifier to magic stat and an additional +10 modifier to all spell casting and rune crafting rolls. Only functions as a personal rune and will interfere with other magic enhancing runes. Cannot be applied to someone without natural magic potential. [8/150 to true mastery (1/3)]
      Lesser Anti-magic rune: DC 90 to apply, +20 to magic and curse resistance rolls. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [True mastery (3/3)]
      (E)
      (Pseudo 1/4 mastery from equipment) Recovery rune:
      DC 300 to apply, increases chance for Aura healing to successfully activate by 5% per combat round, stacking on top of basic chance and resetting upon success. Your current skills limit you to 2 of these runes spread throughout your gear. Only functions upon worn equipment such as armor.
      Durability rune: DC 240 to apply, adds an additional +25 modifier to the durability rolls of the piece of equipment it is applied to.(74/250 to true mastery rank 3/4)
      Concealment rune: DC 180 to apply, +25 to stealth rolls. Only functions when engraved upon worn equipment. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [205/250 to true mastery rank (4/4)]
      (Pseudo 1/4 mastery from equipment) Awareness rune: DC 300 to apply, +25 to perception rolls. Only functions when engraved upon worn equipment. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness. [108/250 to true mastery rank (1/4)]
      Balance rune: DC 180 to apply, +20 to climbing and escape rolls. Only functions when engraved upon worn equipment. your current skills limit you to 2 of theses runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.[40/250 to true mastery rank (4/4)]
      Honing rune: DC 120 to apply, each turn three random stats (of which magic and soul are valid outcomes) receive progress equal to a stat training action with a 10 result. Only functions when engraved upon worn equipment. You may only have one rune of this type at a time as multiple of them would interfere with each other and not function. (True mastery 4/4).
      (D)
      Greater empowerment rune:
      DC 160 to apply, grants an additional +20 to combat rolls.[True mastery rank 4/4]
      Greater bloodthirst rune: DC 160 to apply, grants an additional +20 to injury infliction rolls. [True mastery rank 4/4]
      Greater defensive rune: DC 160 to apply, grants an additional +20 to injury nullification rolls. (True mastery 4/4).
      Flame burst rune: DC 160 to apply, creates a rune trap that creates an explosive blast of flame when triggered, dealing 3d200 damage if an evasion check of 1600 or magic resistance check of 80 cannot be passed. Automatically recharges over time, rearming after 2 turns. Due to these runes inherently containing the magic -and therefore will- of its engraver, friendly fire is off. Made with the intent of being applied to defensive locations and around bases. [ True mastery rank 4/4]
      Arcane focus rune: DC 160 to apply, +15 to spell casting and rune crafting rolls. Only functions when engraved upon worn equipment. You are limited to 2 runes of this type before they begin to interfere with each other and lose effectiveness. [True mastery 4/4]
      Lesser Oracle's rune: DC 480 to apply, +10 to oracle rolls. Only functions as a personal rune. You are limited to 2 runes of this type before they begin to interfere with each other and lose effectiveness. [124/350 to true mastery 1/4]
      (C)
      Strengthening Rune:
      DC 320 to apply, grants a +6 modifier to strength stat bypassing stat caps and an additional +30 modifier to all strength checks. Only functions as a personal rune and will interfere with other strength enhancing runes. [248/500 to true mastery rank (5/5)]
      Spirit rune: DC 800 to apply, grants a +6 modifier to soul stat and an additional +30 modifier to all semblance activation checks. Only functions as a personal rune and will interfere with other soul enhancing runes. [73/500 to true mastery 1/5]
      Invigorating rune: DC 200 to apply, grants a +6 modifier to endurance stat bypassing stat caps and an additional +30 modifier to all rolls for recovering from severe injuries. Only functions as a personal rune and will interfere with other endurance enhancing runes. [true mastery rank (5/5)]
      Agility rune: DC 800 to apply, grants a +6 modifier to dexterity stat bypassing stat caps and an additional +30 modifier to all Stealth rolls. Only functions as a personal rune and will interfere with other dexterity enhancing runes.
      Wisdom rune: DC 200 to apply, grants a +6 modifier to cunning stat and an additional +30 modifier to all perception rolls. Only functions as a personal rune and will interfere with other cunning enhancing runes. [True mastery rank (5/5)]
      Arcane Empowerment rune: DC 560 to apply, grants a +6 modifier to Magic stat and an additional +20 modifier to all spell casting and runecrafting rolls. Only functions as a personal rune and will interfere with other Magic enhancing runes. Cannot be applied to someone without natural magic potential. [350/500 to true mastery rank (3/5)]
      Anti-magic rune: DC 800 to apply, +40 to Magic and curse resistance rolls. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.
      (B)
      Greater recovery rune:
      DC 1500 to apply, increases chance for Aura healing to successfully activate by 15% per combat round, stacking on top of basic chance and resetting upon success. Your current skills limit you to 2 of these runes spread throughout your gear. Only functions upon worn equipment such as armor or as a personal rune.
      Greater durability rune: DC 1500 to apply, adds an additional +75 modifier to the durability rolls of the piece of equipment it is applied to. Each individual rune is strong enough to effect a building roughly the size of a small house, with anything larger requiring multiple runes.
      Greater concealment rune: DC 1500 to apply, +75 to stealth rolls. Only functions when engraved upon worn equipment or as a personal rune. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.
      Greater awareness rune: DC 1500 to apply, +75 to perception rolls. Only functions when engraved upon worn equipment or as a personal rune. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.
      Greater balance rune: DC 1500 to apply, +60 to climbing and escape rolls. Only functions when engraved upon worn equipment or as a personal rune. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.
      Greater honing rune: DC 1500 to apply, each turn 5 random stats (of which magic and soul are valid outcomes) receive progress equal to a stat training action with a 30 result. Only functions as a personal rune. You may only have one rune of this type at a time.
      Greater immunity rune: DC 1500 to apply, +75 to poison and disease resistance rolls. Only functions when engraved upon worn equipment or as a personal rune. Your current skills limit you to 2 of these runes spread throughout your gear before they begin to interfere with each other and lose effectiveness.
      Imperfect immortality rune: DC 1500 to apply, increases base vitality by 4, allows an individual to endure 1 attack that exceeds their instant kill threshold a turn, on top of making all severe injury recovery rolls best of two. Only functions as a personal rune. You may only have 1 rune of this type at a time.
      Imperfect arcane core rune: DC 1500 to apply, increases a character's personal rune capacity and potion toxicity tolerance by 4. Grants 2 magic/curse resistance rerolls a turn. Only functions as a personal rune. You may only have 1 rune of this type at a time.
      (A)
      (S)
    • Empowerment enchantment: +1 to combat roll for every threshold passed.
      Bloodthirst enchantment: +1 to injury infliction roll for every threshold passed.
      Defensive enchantment: +1 to injury nullification roll for every threshold passed.
      Magic resistance enchantment: +1 to magic resistance for every 4 enchantment thresholds passed.
      Night-eye enchantment: reduce darkness maluses by 2 for every enchantment threshold passed.
      Perception enchantment:. +1 to perception rolls for every 2 enchantment thresholds passed.
      Escape enchantment: +1 to escape rolls for every 2 enchantment thresholds passed.
    • *Note that I'm still fiddling with exact values on this, so things might change somewhat.
      Restrictions
      (Low-level)
      Minor skill restriction:
      Reduces a personal skill's effective rank by 1 while in effect. +1 Restriction severity level per original rank of the skill with I-rank being considered 1 and S-rank being considered 10.
      Minor stat restriction: Reduces a stat's effective value by 5. +5 Restriction severity level.
      Minor skill growth restriction: Reduces progress gains for all personal skills from all sources by 10%. +10 Restriction severity level. Cannot be chosen alongside skill growth boons.
      Minor stat growth restriction: Final result for all stat growth rolls is reduced by 10%. +10 Restriction severity level. Cannot be chosen alongside stat growth boons.
      Minor fragility restriction: Reduces max vitality by 2. +5 Restriction severity level.
      Minor Deathmatch restriction: All rolls for avoiding or escaping direct combat have a 20% penalty to final result. +10 Restriction severity level.
      Minor Mortality restriction: Reduces the trigger rate or amount recovered by all types of healing by 20%. +5 Restriction severity level.
      Minor ailing restriction: Rolls against Disease, Poison, and environmental factors are worst of two. +5 Restriction severity level.
      Minor unforgiving restriction: Reduces available combat rerolls by 1. +5 Restriction severity level.
      Minor universal restriction: Reduces the final result of all rolls by 10%. +40 Restriction severity level.



      Boons
      (Low-level)
      Low rank skill growth boon:
      For every boon slot used, add a +5 bonus to skill training rolls and increase live usage progress gains by 1% per restriction severity level. Only functions on personal skills B-rank or below.
      Stat growth boon: Add a +1 bonus to stat training and combat stat growth rolls for 1 chosen stat per Geas restriction severity level. You may only use this in 1 boon slot per stat at a time.
      Empowerment boon: For every boon slot used, add a +5 bonus to combat rolls per Geas restriction severity level.
      Lethality boon: For every boon slot used, add a +5 bonus to injury infliction per Geas restriction severity level.
      Defensive boon: For every boon slot used, add a +5 bonus to injury nullification per Geas restriction severity level.
      Fortune boon: For every boon slot used, grant 1 combat reroll each turn for every 10 levels of Geas restriction severity.

      Effect period
      1 turn: no modifer to boon potency.
      2 turns: 1.05x modifer to boon potency.
      3 turns: 1.1x modifier to boon potency.
      4 turns: 1.2x modifier to boon potency.
      5 turns: 1.3x modifier to boon potency.


    • Mysterious Grimoire (Third advancement): A mysterious black book that seems to be guiding you in how to use your innate magic power. With it in your hand you are capable of casting a few basic spells; although the book itself seems to be urging you to master them on your own and you get the impression that it will grant you more and more complex spells once your own ability improves and you are no longer almost wholly reliant on it to use magic. While you still cannot open the Grimoire, your recent advances in spell casting have somehow given you the feeling that you now can't open it less -if that makes any sense- giving you the impression that further mastering your magic will eventually allow you to open the book. +60 to magic rolls. +40 to magic training rolls. +20 to Magic resistance rolls. Grants pseudo mastery of certain spells and provides new ones when they are properly mastered. [Overall durability: Indestructible]
      -Oracle I: +5 to Oracle rolls, Gain 1 oracle reroll if raw roll is lower than a 10 equivalent.
      Relic of Order:
      One of the five(?) relics of the twin gods that created Remnant, which is somewhat disconcerting because -based on knowledge you didn't particularly realize you had- there should only be four relics. Beyond the unclear shift you felt upon picking it up, the relic has started to exert some influence upon those that follow you, seemingly aiding them in overcoming their mistakes on occasion. [Overall durability: Indestructible] (some progress to next awakening threshold)
      -Unity: Minor increase to misc unit loyalty growth rate
      -Infrastructure II: Worst rolling non-combat misc unit receives 2 reroll each turn, assigned based on the lowest value following previous reroll if valid.
      -Unfaltering purpose: 1 combat misc unit combat reroll is granted each turn if wearer is present.
      -Rule: Minimal increase to sovereignty growth rate. +1 personal reroll for leadership related actions (ranging from certain tactics rolls to recruitment to diplomacy) per turn.
      -Retinue: Minor increase to the growth rate of all subordinate hero units. Slightly reduced threshold for subordinate hero units to acquire new traits. +1 reroll against death or critical injury shared between all subordinate hero units a turn.
      Crocea Mors: A sword and mechashifting shield-sheath that was once wielded by your great grandfather. The blade is in effectively perfect condition now by virtue of your magic, and has manifested a number of rather absurd traits in time with this. Due to this weapon's strong connection with you, it cannot be discarded or lost within the Nightmare, even if you chose to wield another weapon in its place. A blacksmith of sufficient skill may be able to upgrade this weapon. +25+63(User Soul stat)=+88(+127){+254} to combat and injury infliction rolls. +20+63(User Soul stat)=+83(+113) to injury nullification rolls. [2 Lesser empowerment runes (+10 to combat)] [Lesser defensive rune (+5 to injury nullification)] [5 empty rune slots] [Overall durability: High] [Current condition: Pristine 15/15]
      -The Yellow Death: "And so, gently, I scatter...and spread like a plague." Add user soul stat to base combat, infliction, and nullification bonuses. Triggers soul based pseudo disease check against Aura using opponents on damaging attacks. Only functions if the blade's current wielder was born or inducted into the Arc family.
      -Nascent Soul: ???. ???.
      Dust forged steel halberd: An exceptionally large pole-arm forged out of dust reinforced steel by a fairly skilled blacksmith. Due to its weight and size, anyone without exceptional strength would need both hands to effectively wield this weapon. +30(+43) to combat and injury infliction rolls. [4 empty rune slots][Overall durability: High][Current durability: slightly worn 14/15]
      Colt 1911 handgun: A seven shot semi-automatic handgun that is far more advanced that your old flintlock. Chambers .45 acp rounds at the moment (according to Selvaria), although you suppose you could adjust that with some prolonged tinkering, if you were so inclined of course. +40+5(compound 84)= 45 (+85){+170} to ranged combat rolls, holds 7 rounds at a time before requiring reloading. [4 empty rune slots] [Overall durability: Moderate (when durability roll is triggered 1d100+25 (Aura reinforcement) DC 60 check to not drop in condition)] [Current condition: Excellent 10/10]. 1 Magazine loaded with 3 spares (28 rounds left).
      Mithril etched black scale crown (Head): A headpiece that initially took the form of a helmet before shifting into its current state moment after you donned it and began having a panic attack from claustrophobia and having your senses impeded. It's current appearance is that of a rather unconventional spiked crown with a pair of larger spikes jutting out near your forehead almost resembling horns. It is seemingly made of pitch black reptilian scales and a largely unidentifiable black metal with a number of Mithril etchings in a few places. Aside from what protection it provides conventionally, the crown is likely magic in some manner, and likely has an exceptionally high rune capacity. Judging by what you felt when you first put it on, it's likely a bad idea trying to have anyone without magic don this. +40(+58)[+79] to injury 1.37 nullification rolls. [10 Empty rune slots][Overall durability: High][Current durability: Pristine 15/15]. May not be worn by anyone with a magic stat below 20. Attributes increase base on magic stat and ???.
      High quality light plate armor (Torso): The torso portion of what is undoubtedly an exceptionally high quality set of armor. Comes with a hood and is lined with furs and soft fabrics on the inside, making it surprisingly comfortable and unlikely to cause much sound even when you move quickly while wearing it. +30(+48)[+65] to injury nullification rolls. [4 Lesser empowerment runes (+20 to combat)] [Overall durability: High (when durability roll is triggered 1d100+25(Aura reinforcement) DC 40 check to not drop in condition)] [Current durability: Pristine 15/15]
      High quality plate metal gauntlets (Hands): +20(+38)[+52] to injury nullification rolls. [2 Bloodthirst runes (+20 to injury infliction rolls)] [Lesser Arcane focus rune (+5 to magic rolls)]*Inactive due to interference [Overall durability: High (when durability roll is triggered 1d100+15(Aura reinforcement) DC 40 check to not drop in condition)] [Current durability: Pristine 15/15]
      High quality plate metal boots (Feet): +20(+38)[+52] to injury nullification rolls.[3 empty rune slots] [Overall durability: High (when durability roll is triggered 1d100+15(Aura reinforcement) DC 40 check to not drop in condition)] [Current durability: Pristine 15/15]
      Metal leg armor (Legs): +20(+38)[+52] to injury nullification rolls [Lesser arcane focus rune (+5 to magic rolls)]*Inactive due to interference [2 empty rune slots] [Overall durability: High (when durability roll is triggered 1d100+15(Aura reinforcement) DC 40 check to not drop in condition)] [Current durability: Pristine 15/15]

    • Pocket knife: Little more than a charm against the things you've seen here. +2 to combat, +5 to injury infliction. [Overall Durability low. 1d100 DC 80 to not take damage upon a durability check. Current durability worn [3/5]
      Poorly maintained katana: If it weren't half destroyed from careless use, it might be better than Crocea mors' blade half. You do not currently have a viable sheath for this. +15(+19) to combat and injury infliction rolls. [4 empty rune slots] [Overall durability: Moderate (when durability roll is triggered 1d100+25 DC 60 check to not drop in condition)] [Current condition: Poor 3/10]
      Triple barrel flintlock pistol: An old firearm that appears to be made of brass or some other similar metal. While old and obsolete from what you imagine to be a normal perspective, it is still far better than nothing. Due to the nature of its firing mechanism it is impossible to reload this weapon during battle without a firearms mastery of C rank or above. +20+10(compound 84)= 30 (+48 with Aura infusion) to ranged combat rolls, holds 3 rounds at a time before requiring reloading. [3 empty rune slots] [Overall durability: Moderate (when durability roll is triggered 1d100+25 (Aura reinforcement)+10 (knowledge of flintlock mechanisms) DC 60 check to not drop in condition)] [Current condition: Excellent 10/10]
      Vicious Great Knife: A somewhat insidious looking knife made to inflict as much pain as possible as messily as possible. +5 to combat rolls. +45 to injury infliction rolls. 4 empty rune slots. [Overall durability: Moderate] [Current condition: Excellent 10/10].
    • Rusty Talon fragmentation grenades (6x): Add 1d150+50 to final combat roll and 1d150+50 to injury infliction rolls when used, along with mildly reducing opposed outnumbered effects. If used against non-eldritch enemies that disengage in some manner a disease resistance check with a DC relative to the amount of damage taken from these grenades is triggered to resist tetanus. Less effective against armored enemies, may be evaded (i.e. have effect nullified) by passing an Escape skill check that exceeds attacker's opposed Auxiliary throwing skill roll.
      Lesser healing potion (4x): Restores 1d2+1 vitality when used.
      Lesser rage potion (3x): Reduce applied injury malus by 1 step, reduces effective injury malus by 10.
      Home-made Lesser healing potion: Restores 1d3+1 vitality when consumed.
      Lesser fortitude potion (1x): +40 to injury nullification for 4 rounds when consumed.
      Homemade lesser transience potion (1x): Increases flat bonuses from semblance and soul stat by 30% of effective value and adds a +30 modifier to spell casting and rune crafting rolls for 4 rounds after being consumed. 5% increase to effective threshold value when used prior to using enchantment magic.
      Unidentified potion (4x): an as of yet unidentified potion, all you know at the moment is that it is definitely the result of alchemy.
      Unidentified potion (3x):
      Low-grade gunpowder:
      Full functionality for flintlock-level firearms. Halves base bonuses for more complex weaponry (malus can be nullified with high enough Aura infusion skill). Easily and simply mass produced.
      Compound 84: Uniquely altered ballistic propulsion compound that manages to be somewhat superior to mundane dustless smokeless powder, presuming some level of Aura infusion is applied. +10 to base ranged bonus for flintlock-level firearms. +5 to base ranged bonus for more complex weaponry (presuming at least basic Aura infusion skill). Somewhat more difficult to mass produce, requiring a relatively skilled chemist or researcher to create.
    • Hammer and Anvil: Allows proper blacksmithing options.
      Brass quill: Removes the possibility of being exposed to disease or poison effects when using applicable liquid substances in crafting actions.
      Rough graphite pencils: Writing actions unlocked.
      Scrap iron sewing needles: Allows for sewing actions.
      Vast assortment of well made Intermediate level tools: +60 to basic crafting actions, +30 to mid-level crafting actions, +10 to advanced crafting actions
      Glass beaker: Basic brewing equipment for alchemy, you are able to create these easily enough that it no longer poses any real restriction to you.
      Glass container: Basic containers ranging from vials to test tubes to whatever that can hold potions or measures of liquid, you are able to create these easily enough that it no longer poses any real restriction to you.
      High quality Alembic: A set of professionally made glass instruments made to assist in Alchemical processes. +30 to Alchemy rolls.
      Mortar and pestle: A professionally crafted Mortar and pestle for processing herbs and other ingredients into a more usable form. +15 to Alchemy rolls.
      High quality Calcinator: +20 to alchemy rolls.
      High quality retort: +20 to alchemy rolls.
      Flare gun: Triggers a bonus encounter roll followed by a bonus event roll on any exploration action but inflicts a severe malus to stealth rolls. 4 basic flares remaining. 7 Arclight flares remaining.
      Reinforced wagon: Surprisingly sturdy and well made wagon meant for transporting large amounts of material with relative ease, something that is aided by competent black dust infusion lightening the wagon noticeably. Allows for the transport of an impressive amount of equipment and materials (by your current standards) without issue and is durable and light enough that it only minorly inhibits escape rolls in most terrain.
      Homemade candle (4x): Adds an additional per turn research action when used.
    • Decent quality monster blood: When used, no material malus to rune crafting for runes C-rank and below, runes below C-rank receive a doubling +5 to application roll per rank below C. Permits rune crafting rolls for B-rank runes at a -30 malus. The number and relatively low strength of the creatures you can harvest this from no longer serves as a restriction for you for the most part, allowing you to use it without worry of running out. For personal runes, triggers a DC 80 disease resistance check for the first one, although you do not know how attempting multiple consecutively will exaggerate that as of yet.
      Homemade ink (11x):
      When used, no malus to runecrafting for runes D-rank and below, runes below D-rank receive a doubling +5 bonus to roll per rank below D. Permits rune crafting rolls for C-rank runes at a -30 malus.
      Stabilized demon's blood (4x): Permits rune crafting rolls for runes B-rank and below without a malus. Permits rune crafting rolls for A-rank runes at a -30 malus. Permits rune crafting rolls for S-rank runes at a -300 malus.
      Unknown metal ore (9x): A number of small and currently unusable metal bits that you were unable to melt down with your current furnace, something which makes you think they are stronger metals that might come in handy later on.
      Chunk of iron Ore (6x)
      Chunk of copper Ore (4x)
      Chunk of Wolframite (3x)
      Rusted Iron scraps (16x):
      A few chunks of somewhat rusted scraps that could be melted down into a proper ingot with a bit of effort.
      Chain mail patch (10x): A small irregularly shaped patch of chain-mail, about the size of your hand spread flat at most.
      Bundle of leather strips (2x): Useful for making and repairing armor.
      Course cloth (1x): A rough but fairly strong cloth that could be useful in various types of crafting.
      Soft cloth (1x): A soft but somewhat easily torn fabric that could be useful in making clothing and some armor types, as well as anything else you can work it into.
      Iron ingot (20x):
      Steel ingot (4x):
      Silver ingot (1x):
      purified and refined silver, ready to be used when needed.
      Mithril ingot (3x): Extremely heavy, insanely strong, and an exceptional magic conductor to boot. You find it extremely unlikely that your current forge can come even close to melting these, making them somewhat useless until you amend this issue.
      Decent quality monster teeth (0x):
      Monstrous wolf hide (1x):
      Extremely strong hide from a wolf-like monster, has some degree of intrinsic magic resistance, although if this will remain after being processed into something is uncertain.
      Silver Accessories (5x): Various odds and ends made of silver that could be melted down and used in various forging projects to improve the rune capacity of whatever is being made. As you recently recalled, silver has an antibacterial effect of some sort, meaning this could be useful for making surgical equipment or other medical tools if you were so inclined.
      Pouch of black scales (3x): A surprisingly hefty pouch of insanely hard black scales. They seem to be of the same type as the ones within your crown.
      High quality string/thread (0x):
      Irregularly strong thread (8x)
      Undamaged cyborg heavy rifle (1x):
      The mostly intact right 'arm' of one of the humanoid cyborgs you fought in the ruined city, which happens to be a gun. Doesn't have a conventional firing method seeing as it was literally part of the cyborg instead of something like a held weapon, but you might be able to figure something out to get around that. It's a bit too bulky and heavy to be easily used as an on the go weapon, but it might be useful as a turret or something. Has an irregular 30 round internal magazine currently loaded with 25 rounds.
      Low-grade red Dust (7x): Fire and stuff, can be used to created enhanced bullets and explosives. More than that would require actual know-how and equipment, unfortunately.
      Low-grade brown Dust (9x): Earth and fortitude stuff, can be used to enhance the defensive ability of armor. More than that requires actual know-how and equipment, unfortunately.
      Low-grade yellow Dust (4x): Electricity and lightning, could be used to power or electrify something...probably.
      Low-grade black Dust (2x): Gravity stuff, potentially useful in weapons or even construction, if you're creative enough.
      Mid-grade brown Dust (1x):
      Clear Dust (1x):
      While it has the same basic properties as Dust, and you can feel the dormant power within it, you have never seen or even heard of a type of Dust like this. While the degree of power you can feel within it is substantial, the fact that you have no idea how and in way this power will manifest itself makes this somewhat useless until you figure out what the hell it does.

    • Weak lethality herb (13x): A plant that can be processed via alchemy to allow someone who consumes it short bursts of heightened strength, allowing for devastating blows.
      Weak empowerment herb (14x): When used in a potion this herb heightens reaction times and mental processing for a brief period of time, effectively enhancing the combat abilities of anyone who consumes the herb.
      Weak healing herb (30x): A plant that -if applied via mundane methods- acts as a mild herbal remedy. With the -literal- magic of alchemy on the other hand, it can act as the basis for a low level healing potion.
      Weak pain relief herb (16x): A natural pain reliever that can end up more effective than most modern painkillers with the help of alchemy.
      Weak supplementary herb (12x): While this herb has no natural effects, when used in alchemical processes it can enhance the potency of effects from other ingredients.
      Weak prolonging herb (17x): While this herb has no natural effects, when used in alchemical processes it can extend the effect length of other ingredients.
      Weak disinfectant herb (14x): Mild natural antibiotic that can display greatly increased effects when used in alchemical processes.
      Weak stabilizing herb (16x): A herb that can reduce the often problematic effect variance that often appears in alchemy, giving a more consistent result and lowering the risk of a potion being more toxic than normal upon consumption.
      Weak arcane herb (11x): A herb with a weak magic enhancement effect.
      Weak spirit herb (13x): A herb with a weak spiritual strengthening effect.
      Healing herb (17x): A somewhat strong natural healing herb that can be used to create more potent healing potions.
      Supplementary herb (9x): Considerably enhances the potency of effects from other ingredients in alchemical solutions, at the cost of potentially increasing potion toxicity.
      Fortifying herb (8x): Enhances physical durability considerably when properly used in alchemical processes.
      Dull silver herb (4x): A dull silver herb with as of yet unknown uses.
      Pale Yellow herb (5x): A pale yellow herb with as of yet unknown uses.
      Pale green herb (3x)
    • Collection of blank leather bound books: Better than the rough parchment booklets you've been using, at least.
      Abandoned archaeologist's journal: While the last half of the journal is stained in what appears to be monster blood, the first half is filled with notes and observations on archaeological sites found around the world. Oddly enough the writing seems to continuously reference Mantle and the Royal Mantle Academy of the Sciences, even though Atlas hasn't been called that in nearly 70 years and the old Academy was destroyed by an attack halfway through the great war... how old is this thing? Still it could be of use to you in your studies of the ruins in this area. +20 to archaeology rolls for buildings that have been studied/were known in pre-great war era remnant; Additionally, if a raw roll below 20 occurs on an action studying these buildings, roll a 1d100 and if the result is greater than 70 replace the original action roll with that one. The latter benefit may successfully occur twice (i.e. successful replacement of below 20 roll). Currently [1/2] roll replacements available.
      Collection of surgical texts: Removes malus for studying human biology, allows for the acquisition and training of the surgery skill up to E rank.
      Collection of horticultural texts: Allows training for the gardening skill up to normal training rank limit, accelerates botany knowledge progression up to Professional rank.
      Collection of medicinal texts and research: Accelerates medicine knowledge growth until professional rank.
      Collection of architectural texts: Accelerates architecture knowledge growth until professional rank.
      Fairly High level geography texts: Accelerates geography knowledge growth up to Professional rank.
      A gentleman's guide to pitfalls and ploys: Everything you need to know about building and using traps, apparently. Written by one Frederick Joneson, a quote 'Misunderstood genius ahead of his time'. Accelerates knowledge growth in Primitive trap mechanisms up to professional rank.
      Fairly high level Mathematical texts: Accelerates knowledge growth in Mathematics up to professional rank.
      Fairly High level book on siege tactics: Unlocks 'Siege tactics' subskill/knowledge type. Accelerates personal siege warfare knowledge growth up to Professional rank.
      High level Dust manual: Exceptionally well written and in-depth manual on various dust types and how to use them, written by one Nicholas Schnee. This -rather evidently- does not belong here, but really who are you to complain? Drastically accelerates Dust knowledge growth up to professional rank. Accelerates Dust knowledge progress up to Cutting edge rank. Provides 1 dust infusion reroll each turn.
      Mid-grade antibiotics (6x): These should help against a fairly wide range of diseases, reducing negatives effects and speeding up an individual's recovery rate from various sicknesses.
    • General workshop: +50 to basic crafting rolls. +25 to intermediate crafting rolls. +10 to advanced crafting rolls. Various crafting options unlocked. Basic facility specializations unlocked. [0/5 specialization slots in use]
      Well-made resin torches: +1 crafting action per turn.
      Basic laboratory: +20 to all research rolls.
      Basic forge: +20 to relevant crafting rolls. Allows the smelting of most mundane metals, although most supernatural metals beyond the pseudo mundane (such as silver) are beyond the limits of what it can handle.
      Decently furnished sleeping quarters: +2 Double downs per turn.
      Decent furniture: +1 double down. +20 to research, mapping, and other actions which could conceivably benefit from having a more organized and open workspace.
      Well repaired interior defenses: Prevents forced melee combat actions while intact and acts as a defensive choke point. The defenses are solidly repaired and would hold out for a [fairly long] period of time in most cases.
      Solidly repaired exterior defenses: Prevents forced melee combat actions while intact and acts as a defensive choke point. The defenses are solidly repaired and would hold out for a [fairly long] period of time in most cases.
      Basic clinic: +20 to active medical rolls. +10 to severe injury recovery rolls. Currently unstaffed.
      Professional grade training room: +2 skill training actions per turn, training actions for most skills under C-rank gain an additional 1d80 to progress. Reduced proficiency drop for incorporating unskilled individuals into misc. units.
      Professional grade Map room: A room containing a mixture of maps including conventional, logistical, and tactical maps, something that should allow you to considerably improve the efficiency, security, and general returns of your group's various operations within properly mapped areas, as well as open up a few interesting projects to consider. +40 to at home cartography actions. Scouting units can now discover and pinpoint deposits of raw materials ranging from metal ores to general salvage for mass extraction. Regional Improvement crafting actions unlocked. Combat units gain 1 tactics reroll a turn in mapped out regions. Scouting units gain 1 escape reroll a turn in mapped out regions.
    • Linguistics (Well-grounded): +40 to related rolls
      -English/Vytalean (Fluent)

      Flintlock mechanisms (Developing): +20 to related rolls. You possess the academic knowledge necessary to create flintlock weaponry; even if you still lack the tools and hands-on experience necessary to do so, albeit with the latter being amendable with effort if you only had the proper materials. +10 to flintlock weaponry durability checks, flintlock firearm durability checks now occur once per 5 cumulative in-combat shots instead of every 3 due to proper maintenance after field use. [0/? to next knowledge rank]

      Primitive trap mechanisms (Basic): +10 to related rolls. [0/? to next knowledge rank]

      Metallurgy (Extensive): +65 to related rolls. [2023/? To next knowledge rank]

      Botany (Professional): +80 to related rolls. You are capable of identifying the traits of most plants without prior reference after some level of examination. [2094/? To next knowledge rank]

      Ballistics (Advanced): +50 to related rolls. [0/? to next knowledge rank]

      Physical lock mechanism (Rudimentary): +5 to related rolls. [29/? to next knowledge rank]

      Archaeology (Developing): +20 to related rolls. [40/? to next]

      Architecture (Expert): +100 to related rolls.+1 reroll for related actions a turn. Increased chance to reduce or find a workaround for materials expenditure for construction actions. [1774/? To next]

      Historical knowledge: Vale (Advanced): +50 to related rolls. [0/? to next]

      Historical knowledge: Remnant (Solid): +30 to related rolls. [0/? to next]

      General knowledge: The creatures of Grimm (Solid): +30 to related rolls [0/? to next]

      Mathematics (Solid): +30 to related rolls [0/? to next]

      Geography (Solid): +30 to related rolls [0/? to next]

      Dust (Advanced): +50 to related rolls [1110/? to next]

      Medicine (Basic): +10 to related rolls [0/? to next]

      Human biology (Basic): +10 to related rolls [0/? to next]

      Pyrotechnics (Well-grounded): +40 to related rolls [0/? to next]

      Robotics (Basic): +10 to related rolls [124/? to next]

      Optics (Basic): +10 to related rolls [0/? to next]

      Universal Knowledge (Basic): +10 to related rolls. Can only be ranked up through unorthodox methods.

    • Twisted humanoids (unparalleled biological understanding): increases injury debuff per injury rank from -10 to -45 for all enemies of this type, lowers instant kill attack threshold by 75. Twisted humanoids now have another injury malus step, kicking in every 1/5th​ total health removed. Knowledge that there may be some variance between different abominations within this category. [468/1000 to next rank] Due to technological restrictions, progress to next rank from autopsy actions is not maintained, meaning the full value must be met in a singular action in order to reach next rank. Progress from the 'field experimentation' trait is exempt from this, although mundane autopsy action results cannot stack on top of progress derived from the trait, so even if you have 399/400 progress from field experimentation you would still need an autopsy action roll of 400 to reach the next rank, making it easier to simply finish research via field experimentation. This will persist for as long as you lack sufficient research equipment.

      Growth infested beasts (Extensive biological understanding): increases injury debuff per injury rank from -10 to -30 for all enemies of this type, lowers instant kill attack threshold by 40. [0/400 to next rank] Due to technological restrictions, progress to next rank from autopsy actions is not maintained, meaning the full value must be met in a singular action in order to reach next rank. Progress from the 'field experimentation' trait is exempt from this, although mundane autopsy action results cannot stack on top of progress derived from the trait, so even if you have 399/400 progress from field experimentation you would still need an action roll of 400 to reach the next rank, making it easier to simply finish research via field experimentation. This will persist for as long as you lack sufficient research equipment.

      Skeletal undead (Intermediate ethereal-physical understanding): increases injury debuff per injury rank from -10 to -20 for all enemies of this type, lowers instant kill attack threshold by 20. [0/150 to next rank]

      Patchwork abominations (Advanced biological understanding): increases injury debuff per injury rank from -10 to -25 for all enemies of this type, lowers instant kill attack threshold by 30 [28/200 to next rank]

      Warped beasts (Cutting edge biological understanding): Increases injury malus per step from -10 to -35 for all enemies of this type, lowers instant kill threshold by 50. [0/700 to next rank]. At tech cap.

      Hulking brutes (basic biological understanding): Increases injury malus per step from -10 to -15 for all enemies of this type, lowers instant kill threshold by 10. [53/100 to next rank]

      Cybernetic monstrosities (basic cybernetic understanding): Increases injury malus per step from -10 to -15 for all enemies of this type, lowers instant kill threshold by 10. [46/100 to next rank]

      Wraiths (Extensive Arcane ethereal understanding): You have started to gain a rather well developed understanding regarding the makeup of Wraiths. Increases injury malus per step from -10 to -30 for all enemies of this type, lowers instant kill threshold by 40. No bonus to applied damage at this point. [0/400 to next rank]. Due to its magic based nature, Wraith autopsy knowledge is not barred by technological hard caps and is instead restricted solely by the rarity of available subjects. Due to the extremely difficult to acquire but valuable nature of knowledge on this type of abomination, it provides 2x normal progress towards the 'A Hunter's Guide' trait upgrade progress when recorded.

      The Nightmare (???): While you have some vague understanding on what this place does, it is much the same as knowing humans breath and grow, you know the existence of the functions but nothing about how they work or what is involved in them doing so. The deathless nature of those like the first of many make it unlikely you'll find the answer to this place's functions from them, although perhaps if you can come to understand the creatures of this place on a near absolute level, you will find a way to figure out the Nightmare itself. Injury debuff per injury rank is -10 for all boss enemies, no modifier to damage threshold to instantly deplete 1 of a boss enemies' health bars. Knowledge rank is increased by raising other Autopsy knowledge ranks to the highest level and then recording this in the Hunter's Guide, and cannot be attained in any other manner. Due to the insanely difficult to acquire but priceless nature of knowledge of the Nightmare, it provides 5x normal progress towards the 'A Hunter's Guide' trait upgrade progress when recorded.

    • Homemade Lesser healing potion: Restores 1d3+1 vitality when consumed. Ingredients are 1 weak healing herb and 1 weak supplementary herb. DC 80 for successful creation.
      Homemade Lesser Transience potion: Weak supplementary herb (1x), Weak arcane herb (1x), Weak spirit herb (1x) DC 200 to recreate, increases flat bonuses from semblance and soul stat by 30% of effective value and adds a +30 modifier to spell casting and rune crafting rolls for 4 rounds after being consumed. 5% increase to effective threshold value when used prior to using enchantment magic.
    • Total Hunter's Guide progress: 38
      Growth infested beasts (Extensive biological understanding) [Limit of current personal knowledge]: Allies receive all relevant benefits from autopsy actions on this type of monster.
      Twisted humanoids (Cutting edge biological understanding) [0/700 to next]: Allies receive cutting edge level benefits from autopsy actions on this type of monster.
      Patchwork abominations (Intermediate biological understanding)[0/150 to next]:
      Hulking brutes (Basic biological understanding)[Limit of current personal knowledge]:
      Wraiths (Extensive Arcane ethereal understanding)[Limit of current personal knowledge]:
      Skeletal undead (Intermediate ethereal-physical understanding)[Limit of current personal knowledge]:
      Cybernetic Monstrosities (basic cybernetic understanding) [Limit of current personal knowledge]:
      Warped beasts [Advanced biological understanding][170/200 to next]:

    • Magic types recorded
      Runecrafting (H-rank) [171/1400 to next]
      Spellcasting (H-rank)[1297/1400 to next]


    • Ammunition:
      -Homemade slug shotgun shells:
      Metal for projectile (1 unit per 15 rounds), Compound 84. Production rate is 1:40 slug rounds to cumulative crafting result so long as sufficient materials are allocated for said crafting action.

      Auxiliary combat items:
      -Rusty Talon Fragmentation Grenade
      : Rusted Iron scrap (1 unit per 3 grenades), Compound 84. production rate is 1:100 grenades to cumulative crafting roll result so long as sufficient materials are allocated for said crafting action.

      Field support items:
      -Flare:
      A baseline flare that can be made using on hand materials without major issue. Production rate is 1:50 units to cumulative crafting result. Triggers an encounter roll with a -20 modifier followed by an event roll with a +10 modifier. Hampers stealth by inflicting a -50 malus to stealth unless mitigated in some manner.
      -Arclight flare: Exceptionally long lasting and bright flare that is considerably more difficult to produce than a baseline flare. Production rate is 1:200 units to cumulative crafting result. Triggers an encounter roll with a -40 modifier followed by a best of two event roll with a +20 modifier. Commits assault and battery on stealth attempts by inflicting a -150 malus to stealth unless mitigated in some manner.

      Auxiliary support items:
      -Homemade candle:
      Some type of cloth or fabric for candle wick (1 per 3 candles), resin (potential natural abundance depending on current region, might need to be gathered otherwise). Production rate is 1:100 candles to cumulative crafting roll result so long as sufficient materials are allocated for said crafting action.
      -Homemade Ink: Can be made so long as some level of plant-life exists nearby. Production rate is 1:50 units of Ink to cumulative crafting result.







 

  • Vigilance: +33,600
    Brawling +30,800
    Weapons [Slashing] +20200
    Acrobatics +15500
    Analytics {Fighting Style} +14600
    Marksmanship +13200
    Athletics +13200
    Weapons [Blunt] +11900
    Ballistics +11900
    Energy [Gauss] +10600
    Weapons [Pierce] +9809
    Weapons [Crushing] +8035
    Weapons {Beam} +7635
    Weapons [Energy: Laser]: +7535
    Weapons [Energy: Ionic]: +7535
    Weapons [Projectiles]: +7535
    Weapons [Energy: Radiation]: +7535
    Weapons [Mystic]: +7535
    Arcane +6150
    Will +6100
    Hacking +5800
    Persuasion +3600
    Energy [Electric] +2500
    Stealth +1200
    Science +1200
    Engineering +1200
    Gadgeteering +1200
    Spell-Craft +1200
    Intimidation +1200
    Deception +1200
    Interrogation +1200
    Daemonology +1200
    Haggling +1200
    Alchemy +1200
    [Pilot [Air Vehicles] +1200
    Energy [Chi] +1200
    Investigation +1200
    First-Aid +1200
    Analytics [Energies] +1200
    Crafting [Gunsmithing] +975
    Leadership +227
    Empathy +20
    Pilot [Land Vehicles] +7
    Crafting [Weapons]+7
    Crafting [Vehicles] +7
    Analytics [Minerals and Metals]+7
    Detect [Lie] +7
    Performance {Mimicry} +7
    Public Speaking +7
    Energy [Thermo-Chemical Energy] +7
    Linguistics [Signing] +7
    Linguistics [Japanease] +7
    Linguistics [Chinease] +7
    Linguistics [Russian] +7
    Linguistics [Korean] +7
    Linguistics [Spanish] +7
    Linguistics [Swedish] +7
    Linguistics [French] +7
    Linguistics [German] +7
    Detect [Trap] +6
    Disguise +6
    Energy [Solar] +5
    Escape Artist +4
    Blind-Fighting +2
    Botany +2
    Cooking +2
    Decipher +2
    Disarm [Traps] +2
    Gambling +2
    Linguistics +2
    Lockpicking +2
    Pilot [Sea Vehicles] +2
    Psychology +2
    Survival +2

    • [Robo-Stomp: 2d10 Blunt Damage, Leap]

      Gator Jaw {Hydraulic Tool}: 2d10 Blunt Damage, Fist, Crushing [5d10], Restraining Can be Lethal or Non-Lethal.]
      [Chew 'em and Carve Em]
      [Instead of crushing damage, you can instead trade in for raw slashing damage, but lose the ability to grapple via this weapon for the turn.]

      [Forscythe {Kusarigama}: A Scythe on a retractable Chain that you can slash at opponents and launch at foes in the air! 3d10 Slashing {1d10 Crushing every turn], unable to be stolen or sold, Reach 2, Grappling {Uses Slashing or Brawling for this function, as well as any bonuses using the related skill.}]
      [Oni Reach: Forscythe has Reach 2]

      [Revelator {Chainsword}: 14d12 Slashing Damage/25d12 Slashing Damage{At Full Gas Usage}, Power Field, AP 4/9, Bleeding 11/18, True Sunder, Heavy, Silent, Vanguard. Gas: 20/20
      [NP Cost per Damage Die Boost: 4 per 2 Die]
      [OR 4 Promethium per 4 Die]
      [Ravenous Edge: By spending 4 Promethium or 4 Nanite Power, you increase the damage the Chainsword does.]
      [Recycle Engine: TFuel no longer reduces.]

      [Rumbler [Chain-Knife]: 1d8/xd8 Slashing Damage, Silent, Bleed 1, AP 1] [Promethium Reserves: 10/10)]
      [NP Cost per Damage: 2 Per Die]
      [Ravenous Edge: By spending 2 Promethium or 3 Nanite Power, you increase the damage the Chainknife Build does.]

      [Tenderizer {Power Hammer}: 2d10 Bludgeoning/Crushing Damage, Power Field]

      [Guillotine: 4d10 Slashing Damage, AP 2]

      [Arondyte: 8d16 Slashing/8d12 Crushing Damage [For Non-lethal], Reach 2, Multi-target 2, AP 10, Rupture 2, Heavy, Absolute Sunder, Dimensional Slayer, Vanguard]

      [Whirlwind Spear: 9d10 Slashing/8d10Piercing, Combo Weapon, 5d10 Bolter Damage {Shots: 12}, Range 5, Rupturing 7, Power Field, Parry, Sunder, AP 9.]
      [Honed Edge]
      [The Slashing Property of this weapon gains three more damage die and True Crit range is now 92 or higher!]
      [Mk II Power Field: This Spear's Power field has been amped up to even crazier levels, even for standards of the Custodes. No flesh, no man, no BEING, could survive a hit from this weapon. {Power Field Damage with this Weapon now rolls 10d8 to armored targets, and doubled to Natural or Unarmored targets.]
      [Explosive Rounds: Infusing your Nanites into the Bullets.... You cause the bullets to detonate inside of your target! {When attacking at ranged at an enemy, add xd10 Explosion Damage {X Being how many Nanite Power} on this sole person.} [One Bullet per Use of this ability carries the damage boost.]
      Gauss Burst: Roll with Energy {Gauss} for the Attack Roll, and Add 10d20 Gauss Damage to the overall Damage.
      Stalker Silenced Rounds: Makes Attacks Untraceable. {Only usable on Sniper Rifle Bolt Weapons.}
      Hyperfrag: Adds AoE 3 to the attack, which then causes 8d12 Explosive Damage. {Only usable on Sniper Rifle Bolt Weapons.}

      TKO: You make your fist into a Metal Boxing Glove and punch things really, REALLY hard. [4d10 Blunt Damage, unable to be stolen or sold, Can be Lethal or Non-Lethal] With the Installed Mk. 1 Spin Drive. [Mk. 1 Spin Drive: Gearing up the hydraulics inside your arms, you create a drilling force that carves into armor. [Added 2d8 Piercing damage to Mecha-Punch's attacks.] {Costs: 7 NP} And the secondarily Installed Mk. 1 Pile Driver: [The Mecha Punch gains Pistons inside them. By retracting the pressurized pistons inside the arms and subsequently releasing them. These pistons are pressurized so that when they are drawn back and released, they add much more force behind your punches! The only drawback of this ability is that it can only be used in close range.] [Taking a -45, your attack gains an extra 2d6 of damage and gain Rupturing 2. {Can be Stacked up to three times.}]
      [Jawbreaker Protocol: Increase the Crit Range of this weapon [True Crits are now on a 95 or higher for this weapon], and gain the secondary function 'Shockwave' for this Machine.]
      {Shockwave: By punching a surface, you release a burst of pure force and air. This is an AOE 2, Reach 1 Attack that deals 3dx{Die size is one size lesser than level of regular attacks.} Force Damage.] {This attack doesn't gain any damage boosts from Mods.}
      {Vibranium Mod}
      [Power Mod Effect: Attacks that strike the enemy deals 3d8 additional Energy Damage that cannot be ignored by armor nor be absorbed, and half of the damage also destroys that much armor. Roll twice as much damage if the enemy has no armor or just natural armor, and destroy it, even if they have specific traits that say otherwise.]
      [Pile Driver, MK. II: Adds 3 more Stages to the Pile-Driver System.]
      {Gauntlets of Fire Addon: Can choose to add 7d12 Flame Damage when hitting, or have it as a Reach 4 attack.)

      [Demilune: 8d8 Slashing Damage, Multitarget 3]

      Mechete {Nanites, 5d30 Slashing Damage, AP, unable to be stolen or sold, Bane of Dimensions, Dimensional Slayer, Annihilating Sunder, No Trace, Resist Breaker, Phase-Step. {Can be Non-lethal} Installed with Serrated Edge. {Rupturing 2}
      [Whip Mode] [The weapon now has Reach 2, and 'Multi-Target 1'.]


      {Lord's Spear: 6d10 Slashing/8d12 Piercing Damage, AP 9, Sunder Reach, Bleed 3, Dig, AP 3}

      Weapon:
      {Pale Dagger, Shard of the Pale Spear: [Sunderer [Destroys 10 points of Armor], 1d3 Piercing or Slashing damage, Silent, Untraceable]
      [Special Effect 1: Decaying Wounds: Each attack with this weapon causes wounds that leak out Musou Black smoke, causing wounds to linger. The enemy, if they survive or escape the encounter, loses max HP equal to 1/4 of the damage dealt with this weapon. If an enemy loses their life from this weapon, they vanish without a trace.]
      [Special Effect 2: The Howling: This weapon, when wielded by a Psyker, emits a very eerie and otherworldly screech. Rolling with Arcana, you enter a Will Contest against all those who can hear it. If they fail, the person becomes terrified for two turns.]

    • Cyclone Drive: Unleashing the power of the hurricane, you can morph your hand into a Whirlwind Generator and launch attacks at people! [4d8 Wind Damage, Reach 3]

      [Storm-Forged Railgun {Unrivaled}: 6d12+6d12/14d16+20d16 Piercing+Lightning Damage, True/Absolute Sunder, Reach 10/20, Charge 1/8, Cooldown 3/10]

      Backsnipe {The Yumi Bow}: 4d10 Piercing Damage, Armor Piercing 1, Silent, Projectile, Range 3, Rapid Reload, Vanguard Weapon.]
      [Mods: Power Weapon]
      [Power Mod Effect: Attacks that strike the enemy deals 3d8 additional Energy Damage that cannot be ignored by armor nor be absorbed, and half of the damage also destroys that much armor. Roll twice as much damage if the enemy has no armor or just natural armor, and destroy it, even if they have specific traits that say otherwise.]
      [Serrated: On hit, causes 2dx{Die size is one size lesser than level of regular attacks.} Bleed upon the target.]
      [Blunt: At the cost of two less Damage Die, can shoot non-lethal blunt bolts that have an extra point of reach.]
      Trick Arrow Types:
      Scatter: Makes the arrows target a wider spread of foe by splintering. {x*2 NP for every Rank of AoE you wish for the Arrow}
      Restraining: The Arrow explodes into a restraining Net. {NP Cost: 5}
      Gauss Burst: Roll with Energy {Gauss} for the Attack Roll, and Add 10d20 Gauss Damage to the overall Damage.
      Stalker Silenced Rounds: Makes Attacks Untraceable. {Only usable on Sniper Rifle Bolt Weapons.}
      Hyperfrag: Adds AoE 3 to the attack, which then causes 8d12 Explosive Damage. {Only usable on Sniper Rifle Bolt Weapons.}

      Stingers and Tracers {Shurikens and Kunai}: 1d12 Slash/Pierce damage, Silent, Projectile, Range 1, Bleed 1d3 per hit.]
      [Ignition Knife: Sacrificing Nanite Energy, your Knifes explode on them! [Add 3d8 Explosion Damage to Stinger and Tracer Damage.] {NP Cost: 3}
      [Gale of Steel: Launching a single Knife may be your opponents death.... [Add a Rank of AoE for every 4 points of NP you put into the attack.]
      [Riccochet: When you miss with this machine, you can roll again, but with half the skill.]
      [Poisoned]
      [Power Mod]
      [Heated]
      [Electric]

      [Roaring Thunder: 10d12/20d12 Piercing Damage, Reach 8, Absolute Sunder, AP 10, Variable Ammo, Burst, Full Auto, Vanguard. Shots: 100/100]
      Ammo Types
      Gauss Burst: Roll with Energy {Gauss} for the Attack Roll, and Add 10d20 Gauss Damage to the overall Damage.
      Hyperfrag: Adds AoE 3 to the attack, which then causes 8d12 Explosive Damage. {Only usable on Sniper Rifle Bolt Weapons.}

      [Rainstorm: 8d10/11d10 Piercing Damage, Reach 6, True Sunder, Full Auto, Variable Ammo, AP 7. Shots: 30/30]
      Gauss Burst: Roll with Energy {Gauss} for the Attack Roll, and Add 10d20 Gauss Damage to the overall Damage.
      Hyperfrag: Adds AoE 3 to the attack, which then causes 8d12 Explosive Damage. {Only usable on Sniper Rifle Bolt Weapons.}

      [Skullseeker: 11d30 Piercing Damage, Ammo: 5/5, AP 11, Reach 10, Untracable, Vanguard]
      Gauss Burst: Roll with Energy {Gauss} for the Attack Roll, and Add 10d20 Gauss Damage to the overall Damage.
      Stalker Silenced Rounds: Makes Attacks Untraceable. {Only usable on Sniper Rifle Bolt Weapons.}
      Hyperfrag: Adds AoE 3 to the attack, which then causes 8d12 Explosive Damage. {Only usable on Sniper Rifle Bolt Weapons.}

      {String Theory: 10d8 Slashing/14d10 Crushing, Reach 9, Grappling[Sunders every Turn], Agile]

      {Gauss Gnasher: 7d12 Gauss Damage, Reach 8, Salvo, AP 9, True Sunder, Shots: 15/15}

      [G-Buster: 3d12 Gauss Damage, Reach 6, Sunder, AP 6, No Trace, Shots: 10/10]

      {Oblivion Cannon: 10d16 Gauss Damage, Reach 14, Absolute Sunder, No Trace, Shots: 5/5}

      {Skalding Bolt: 8d10 Lightning Damage, Reach 7, Conductor, AP 7, Shots: 20/20}






    • Psi-Bolt: The most basic of Psyker attacks even a baby can do it. It's not much, but it'll help in a pinch. [1d20 Psionic Force Damage, Can be lethal or Non-lethal.]

      Witch Darts {1d20*3 Psionic/Mystical damage, Armor Piercing, Silent}

      Sun Bolt {Psyker, 2d20 Warpfire Damage, Harm Incorporeal}

      [Shadow Bolt] {3d20 Darkness Damage {Becomes 3d40 in absolute darkness}, Reach 3 {Reach 10 in Absolute Darkness}, Splash 3 {Splash 9 in Absolute Darkness}, Silent. {Gains Untraceable in Absolute Darkness.}

    • Fist

      {Surging Venom: 6d12 Electric/Warp Damage.}

      {Blood Weave: 4d10 Web/Warp Damage, -8 HP, Reach 4, Grapple, Spell Compatible {Biomancy}, AP 1}

      [Visceral Claw: 3d20 Slashing/Warp Damage, Reach, AP 6, Flying 1]



    • {Mindslip}
      [The wizard/psyker wipes all memories of himself from the target's mind. If they fail to recall the wiped memories at the end of the spell's effect, the loss persists and must be dispelled. {Select 1 Target. They roll Will against your Casting Power, and if they fail, they forget all the memories of you for the time being. Everyday, if you end the combat, they must roll against half of your total to remember. This spell can be dispelled by an Arcane Check or Spell.} [PE Cost: 15]

      [Shadow-Step]
      {Weaving the Empyrean betwixt your fingers, your form momentarily becomes intangible as you disappear into Ulgu's Realm of Shadow, and reappear a fair distance away. {When you use this spell, you temporarily gain 'Intangible' and teleport up to Distance 4 {Distance 12 in Absolute Darkness} from the opponent.}
      (PE Cost: 14)

      [Shadow-Cloak]
      [By warping shadow around your body, you disappear into darkness and avoid attacks and reappear somewhere on the Battlefield. {Can be used alongside the Dodge defensive action, adding your Arcane Score alongside Acrobatics.} If there is High Ground, you can choose to reappear atop of it. Even if you choose not to, and if the dodge is successful, you gain Stealth for 2 rounds. {6 and 'Undetectable' Status in absolute darkness.}] {PE Cost: 10}

      [Doppelganger: With the power of your Psyker spells, and your teachings from the Grey Tome, you create a Clone that attacks alongside you! {Create a Copy of you that has no armor and half of your health, but has your opponent roll a Luck check to see which one they hit. 50 or lower, they strike the Clone. They preform the attack and ability {Non-Psyker} that you preform and repeat it.] {PE Cost: 19 {Upkeep: 6}
      [Student Read: Tyre and Hisako: Reduce Cost by 8.]

      [Objuration Mechanicum: The Psyker focuses upon the inner workings of the machine and jams the weapons and engines of his enemies. [Point at an enemy carrying a weapon and make an Arcane Roll VS Engineering. If they fail, their weapon Crit fails the next attack if used.] {PE Cost: 12}

      [Endurance - Reaching into the essence of his allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight. [Point at an Ally. Heal xd8, x being how many points you use on this skill.] {PE Cost: X]

      [Enfeeble - As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping vitality from their bodies. [Select a target and Roll Arcane VS Willpower. If they fail, their rolls suffer a rolling penalty equal to 1/4 of your total Arcane Skill.] [PE Cost: 10]
      [This spell gains the following benefit: If successful, the Caster regains a d4 of HP {Or if full, Psyker Energy}, for three turns if the target is still alive. If the one this spell is casted on is killed before this effect ends, the caster regains a bonus 4d4 HP or Psyker Energy.}
      [Bonus effect gained from a Psyker Surge upon the Signal of Gabriel.}
      {Debuff causes 1/2 of your arcane skill instead of 1/4}


      Wraith-Slip: As a Psyker who was honed to be an elite killer, you focus your psionic power to seemingly meld with the shadows around you, disappearing from the view of you foes before striking unseen. [You are immediately stealthed for 1d3 rounds, and Enemies cannot target you while you are in this state. Enemies with electrical or supernatural means to detect the unseen can attempt a Vigilance check against your Stealth. This state ends early if you attack an enemy, but if that attack kills or knocks out the enemy in a singular blow, you can roll Stealth to hide from any more enemies in sight.] {Cost: 5 PE]

      [Telekine Dome: The Psyker Manifests a shimmering shield to protect themselves or others from incoming harm. {Forms a xd8 Shield around selected target. X being how many points you put into the spell.]

      [Iron Arm]
      [Select 1 target. When the selected target is using Brawl with natural weapons {Fists and/or.... Jaws}, they gain a bonus to hit to 1/2 of your Arcane Score and roll with an extra 3d20 to damage.] [PE Cost: 9 per Round per person.] {Concentration}.

      [Warp Speed]
      {Select as many targets as you want. Each of them gains an extra action they can take for every round you focus the spell on them. But if you break this spell, they gain the 'Lethargic' Status for 2 rounds x the number of rounds you kept the spell up on them. [PE Cost: 16 Per Person Per round.] {Concentration}

      {Electro-Displacement]
      {Select an Ally on the battlefield or in the 'Reinforcement' list. If they are grappled, trapped, being consumed, or attacked, you take their place. This spell also works Vice Versa. {Can work even when they fail a dodge roll, but you take the damage they would have taken.} {PE Cost: 8}

      [Foreboding]
      {The Psyker makes his allies and himself aware that their foes are about to charge, even before their foes have themselves realized it. [In Combat, when this spell is casted, select up to 4 targets. They add 1/2 of your total Spellcasting Bonus to Defend, Dodge, and Parry Rolls against Melee Attacks. Outside of it, you can cast this to ask a question about threats to the investigation. Cost: 17 PE]

      [Forewarning]
      {The Psyker prophetic powers allow him to walk through a hail of fire, dodging incoming bullets by knowing their exact trajectories in advance. [In Combat, when this spell is casted, select up to 4 targets. They add 1/2 of your total Spellcasting Bonus to Defend, Dodge, and Parry Rolls against Ranged Attacks. Outside of it, you can cast this to ask a question about leads to the investigation.} [Cost: 15 PE]

    • {Bless: Imbue a Weapon with the wrath of the Warp! {Adds xd6 Holy/Warp Damage to all attacks for 4 turns.} [PE Cost: X being how many points}

      Shatter-Point: Inducing your Psyker Energy at a point, you can cause a rupture within even the strongest of armors and flesh-types. [Select 2 targets. They must roll a Will Save against your Spellcasting Total {Arcane+Will+All other Bonuses}. If they fail, they take 10d20 Shatter Damage, and lose half of their armor as it is made to erupt OR lose one of their limbs as you cause their bones to explode from within. This Spell can't be traced.] {PE Cost: 13]

      [Molten Beam: A spell that allows one to shoot out a white-hot beam of blazing energy by amassing the ambient energies of the warp that is all around us. [6d20 Warpfire Damage, Ghost Touch, Burning 2d10 per turn for 3 turns.] PE Cost: 11

      [Warp-Fire Infusion: Casters who can tread the flames are able to coat and inscribe their weapons in it, burning away anything that exists.... Or doesn't. {Using this spell, an attack of your choice gains: 2d20 Warpfire Damage, and quality: Ghost Touch}] PE Cost: 6 per turn

      [Crush: The Psyker entraps his foes in a choking and crushing mass of force capable of grinding enemies to powder. [8d8 Crushing Damage Per turn, Ghost Touch, Restraining, {Arcane VS Willpower Contest}] {PE Cost: 13 per turn.}

      [Assail: The Psyker lifts a boulder or heavy object from the ground and hurls it towards his enemies. [6d20 Projectile Damage {Heavy Objects: 10d20}, Ranged, Improvised, Silent and Stealthy, Can be used for a distraction.] {Cost: 9 {On heavy Objects: 14}]
      Higher Impact Boost: Both Items Damage Dice are increased by 2 more!]

      [Flame Breath: Inhaling and combining your Psyker Power with your exhalation, to blow out a torrent of flames that destroy and contort flesh and metal! {Select up to two targets.} [7d20 Warpfire Damage, Burning 3]} {PE Cost: 10}
      {Surge: Can now target 3 and the Spell causes Sundering upon Targets}

      [Hemorrhage]
      {Focusing his mind, the psyker reaches forth and sets a fire within his victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing him asunder as it bursts from every pore. {Every hostile target rolls Will with any bonuses against your Spellcasting Skill {Arcane}. If they fail and they're not undead, they take 10d10 Damage outright, and will continuously take 5d10 Internal Damage till they succeed against a lowered DC. Those that die to this are reduced to bone and skin. Those Undead only take 5d10. Those that resist don't suffer any damage. {PE Cost: 28}

      [Life Leech: With a twist of your hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to reinvigorate and restore his own injured flesh. {Select a target. They roll to resist with a DC of your Spellcasting Skill {In this case Arcane+Will}. Upon Failure, you drain xd10 HP.} {Cost: X being how many points you put into it.}

      Psyk-Ninpo: Art of the Void: Creating a vacuum of pure Darkness, you keep does in one spot. {Select up to 20 targets that're within a Distance of 7 or less. A Dark sphere will appear, grow and crush the selected targets into themselves.} (PE Cost: 22)

    • {Obliteration Technique: By Spending 15 Observe Stacks [10 when fighting Mutants], gain 2d50 of Armor Bypassing Damage against a singular target. If they die to the attack boosted by this damage, the next time you Observe, the target gains 7 Stacks on them.}

      Quake Engine: Taking a few lessons from Richter, you learn that shaking the Earth isn't.... Too difficult as long as you know what you're doing.... Though it hurts like unfathomable hell when you use it. [Using this ability, you can add 2*x Seismic Damage that bypasses all armor to the foe you're attacking!] {Cost: As many points you wish to put into.]

      Blood Myst: As long as you are still breathing, you are never disarmed. By cutting open your palms or some other injuries, you can send a cloud of temporary Blood Invaders to begin suffocating or hacking into machines. By Sacrificing health, your Nanites form a red cloud that you can launch upon your enemies or computers, with a portion of your Hacking stats... And no attacks. Well, besides causing 1 damage for every turn they bother a flesh enemy.}
      [Power Mod Effect: Attacks that strike the enemy deals 3d8 additional Energy Damage that cannot be ignored by armor nor be absorbed, and half of the damage also destroys that much armor. Roll twice as much damage if the enemy has no armor or just natural armor, and destroy it, even if they have specific traits that say otherwise.]

    • Construct: Stealth Cycle [Circuit]: The stealth cycle would have been used to track down targets. Its presence is less detectable. Aside from the speed, the cycle's engine is quieter than an ordinary motorcycle's. Inside one cycle contains one back seat for one person, a sensor detect monitor, and armed with weapons. [Cost: 11 NP. Health: 20/20, Attacks: Dart Shooter. [1d6x2 Piercing Damage, Range 2] Add +30 to Stealth when riding down the road on this bike. {Cannot be used inside.]
      Twin Linked Gauss Blasters: [6d12 Gauss Damage, Range 5, Shots: 30/30, Sunder, AP 8]
      {Space-Faring: Enables space traversal.}
      [Shadowloom Generator: In combat, as you're riding on Circuit, Add 1/2 of Stealth to dodge rolls. Outside of it, when riding on Circuit, all those riding with you adds your arcane to stealth rolls.] {NP Cost: 6}
      [Under to cover of Darkness: When you activate this Machine, if they couldn't hit you the turn you activate it, you immediately enter stealth. No roll needed.]

      (Grey Wings of the Silver Rebel)
      [To soar above the ground at speeds unknown.... That is the purpose of this Machine: To let you reach new heights and engage your enemies! {Nano Feather: 1d10 Piercing Damage, AP 5, Reach 3} [Distance Per Bonus Action: Flying 3 or Distance 3] [NP Cost: 16] [Duration Cost: 8 NP a turn]
      [Arcane Feather: Reduces the strain on your Nanites. {NP Cost is lowered to 3 and upkeep is 1 per turn.}]
      [Empyrean-Nanite Rush: Cover Flying or Distance up to 6 now.]

      4-D Dimensional Thrusters: Unfortunately, while you can now fly without Wings, it isn't as glorious as Kaoru's.... But it remind you of Iron Man in nature.... Damn it feels good to fly. [Can either gain Flying 2, or if on the ground, can cover Distance 4 {Distance 2 otherwise}.] {NP Cost: 3. Costs 3 per turn.}
      {Iron Man Thruster Intregation: Cover Distance 7, Enviromental Adaptation, and Cost.... Is now 0.}
      Thruster Speed Increased drastically!!! (6 Max Distance -> 15 Max Distance!)
      {SPECIAL!!! 4-D Thruster Usage is now a Free Action!!}

    • [Death Strike: A Skillful cut that Travis, via through Taskmaster, taught and refined through combat and assassination, makes an enemies death dealt by your hand intimidating to see. {Adding Increments of -400 for an attack roll, you add a stacking 4d8 of Damage. Should an opponent die to this attack, you can add 1/3rd of your intimidation to your next attack roll.}]

      [Evasive Strike: You step into the opponent's guard or blind spot, using your speed alongside your skill to engage the enemy! [Choose to gain or lose 1 Distance. Then on your next attack {AND ONLY THAT ATTACK} you add 1/2 of your Acrobatics to the attack roll.]




    • basic

    • Novice

    • {Stance: CQC}
      [Close Quarters Combat is a system of combined combat techniques which allowed rapid alternation between armed and hand-to-hand combat while engaging enemy personnel.]
      [Moderate Rank]
      {Beneficial Effects: Add athletics to Attack Rolls with Fist and/or dagger-like weapons and add +80 to Dodge Rolls.}
      {Detrimental Effects: Take a Disadvantage Roll to Reach attacks, and -160 to weapons and attacks larger than daggers.}
      {Consecutive CQC!!}
      (While in this stance, you can, for an attack unleash a flashing flurry of three brawling attacks upon either one target or one attack for each person {Up to 3}, with a -700.)

    • Advanced

    • Ultimate

    • [Stance of Deathstroke.]
      [Taken from the legendary no. 1 himself, you position yourself to use any and all of your skill to attack, dodge or defend yourself with a bladed or pointed melee weapon, or a long ranged weapon in close proximity.]
      [Master Rank]
      [Buffs: Adds 3 Die of damage to damage rolls to all Slashing and Piercing, and Long Ranged Weapons, Add Vigilance to attack, dodge and parry rolls with such weapons, Reach by 2 for Projectile and thrown Weapons, and increases True Crit Range by 5,]
      [Debuffs: Subtract 2 die of damage to all other weapon type rolls and generate aggression from the enemy to attack you above all else.]

      [Stance: The Defense of Captain America]
      [Master Rank]
      [Buffs: Add 1/2 of Brawling to Defend Rolls, Thrown Weapons have the "Returning" trait, and have Leadership at a +35 instead of +7 {Scales with Leadership}]
      [Debuffs: Subtract Athletics to dodge rolls, Subtract 3 damage die from lethal weapons, and have an urging to say "On your left" when passing by Allies.]

 
Last edited:
Name: Michael Knight
Height: cm
Hair: Brown
Player: Killgore444
Affifiliation: (Federated Suns) United Stars of Sentience
Extra:
Weight: 75.3 kg
Eyes: Blue


  • Attribute: Score: Bonus:
    Strength [STR] 7 +1
    Body [BOD] 7 +1
    Reflexes [REF] 8 +1
    Dexterity [DEX] 7 +1
    Intelligence [INT] 11 +4
    Willpower [WIL] 10 +1
    Charisma [CHA] 10 +ki, +gregorious +3 [+5]
    Wdge [EDG] 10 +3

  • Gifted Learner: [x2] SpaceHeir 10%[20%]off Skill costs (stacks with Fast Learner)
    Natural Aptitude: Administration
    Natural Aptitude: Gunnery
    Natural Aptitude: Pilot
    Natural Aptitude: Science
    Natural Aptitude: Tactics
    Natural Aptitude: Technician
    Fast Learner: 20% off Skill costs/Half time in LM
    Lucky at Cards: Space Heir Gain 1d6 million Cbills to start [4 million]
    Found a Mentor: Space Heir [100 XP towards one skill,50 XP towards two)
    Gregarious
    Connections:
    7 [FS]
    Sixth Senses
    shipping containers:
    Space Heir Inherit or be given 1d6 million Cbills [3 million]
    Tech Empathy: +1 to all skills involving the use of, or knowledge about technology. -10% skill costs, stacks with other cost reducers.
    Exceptional attribute: [int]
    Toughness
    Ki potential
    Basic ki skill:
    Enhanced Cha
    Intermediate ki skill: Creative soul
    Disadvantages:
    Sins of the Father or Mother: You are wanted by your mother's Home State (CC)
    You lost your first home due to a pirate raid. Worse, you have an extra sibling, female, taken by the pirates, and also have nightmares of the burning of the small town you lived in.

  • Creative Soul ki skill: You gain +1 to any art or interest or science skill roll.
    All interaction skills gain a +1 bonus from Gregarious
    All interaction skills gain a +1 bonus from Enhanced Cha ki skill
    All tech skills gain a +1 bonus from Tech empathy
    All skills are -40% cost, tech skills are -50%
    TN/C [simple/complex, basic/advanced, base TN]
    Skill Lvl Links TN/C <total bonus to succeed>
    Primary Language: English native 8 int/cha+7[10] 8/sa <+18>
    Cantonese 4 8 int/cha+7[10] 8/sa <+14>
    French 8 int/cha+7[10] 8/sa <+14>
    German 8 int/cha+7[10] 8/sa <+14>
    Hindi 8 int/cha+7[10] 8/sa <+14>
    Russian 8 int/cha+7[10] 8/sa <+14>
             
    Acrobatics 3 rfl+1 7/sb <+4>
    Acting 2 cha+3 [+5] 8/cb <+7>
    Administration 8 int/will+7 8/sa <+15> Natural Aptitude 3d6
    Appraisal 5 int+4[+5] 8/cb <+10>
    Archery 2 dex+1 7/sb <+3>
    Art/Dance 4 dex/int+6[+7] 9/ca <+11>
    Art/Drawing 4 dex/int+6[+7] 9/ca <+11>
    Art/Painting 4 dex/int+6[+7] 9/ca <+11>
    Art/Sex 4 dex/int+6[+9] 9/ca <+13>
    Artillery 3 int/wil+7[+8] 8/sa <+10>
    Skill Lvl Links TN/C <total bonus to succeed>
    Career/Engineer 3 int+4[+6] 7/sb <+9>
    Career/Management 3 int+4[+6] 7/sb <+9>
    Career/Pilot or Ship's Crew 4 int+4[+6] 7/sb <+9>
    Career/Scientist 7 int+4[+6] 7/sb <+13>
    Career/Technician 3 int+4[+6] 7/sb <+9>
    Climbing 3 dex+1 7/sb <+4>
    Comms/Conventional 6 int+4 [+5] 7/sb <+11>

    Comms/Hyperpulse
    2 int+4 [+5] 7/sb <+7>

    yes I have hyperpulse the deadly encounter as a teenager was with a Cstar who didn't know a kid was involved.
    Computers 10 int/wil+7[+9] 9/ca <+19>

    Cryptography
    7 int/wil+7[+9] 9/ca <+16>
    Skill Lvl Links TN/C <total bonus to succeed>
    Demolitions 3 dex/int+6[+7] 9/CA <+10>
    Driving: Ground 10 ref/dex+5[+6] 8/sa <+16>
    Driving: Water/Naval 1 Ref/Dx+5[+6] 8/sa <+7>
    Escape Artist 3 str/dex+5 9/ca <+8>
    Gunnery/Aerospace 8 ref/dex+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Gunnery/Ground Vehicle 8 ref/dex+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Gunnery/'Mech 10 ref/dex+5[+6] 8/sa <+16> Natural Aptitude 3d6
    Gunnery/Sea Vehicle 8 ref/dex+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Gunnery/Spacecraft 8 ref/dex+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Skill Lvl Links TN/C <total bonus to succeed>
    Interests/Battletech Game 10 int/will+7[+9] 9/ca <+19>
    Interest/Earth Hist [pre2022] 3 int +4 [+5] 8/cb <+9>
    Interest/FedSuns History 3 int +4 [+5] 8/cb <+8>
    Interest/Holovid shows 2 int +4 [+5] 8/cb <+7>
    Interest/N.Avalon History 2 int +4 [+5] 8/cb <+7>
    Investigation 6 int/wil+7[+9] 9/ca <+18>
    Leadership 7 wil/cha+7[+9] 8/sa <+16>
    Martial Arts 8 ref/dex+5[+6] 8/sa <+14>
    MedTech 6 int+4[+6] 7/sb <+12>
    Melee Weapons [adv] 8 ref/dex+5[+6] 8/sa <+16>
    Skill Lvl Links TN/C <total bonus to succeed>
    Navigation/Air 4 int +4 [+5] 7/sb <+9>
    Navigation/Ground 4 int +4 [+5] 7/sb <+9>
    Navigation/K-F Jump 6 int +4 [+5] 7/sb <+11>
    Navigation/Sea 4 int +4 [+5] 7/sb <+9>
    Navigation(Space) 8 int +4 [+5] 7/sb <+13>
    Negotiation 4 cha+3 [+5] 8/cb <+9>
    Perception, 9 int+4 7/sb <+13>
    Prestidigitation: Pick Pocket 3 dex+1 7/sb <+4>
    Prestidigitation:Quickdraw 3 dex+1 7/sb <+4>
    Prestidigitation:Sleight of Hand 3 dex+1 7/sb <+4>
    Pilot: Aerospace 8 Re/Dx+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Piloting:'Mech 10 Re/Dx+5[+6] 8/sa <+16> Natural Aptitude 3d6
    Pilot: Spacecraft 8 Re/Dx+5[+6] 8/sa <+14> Natural Aptitude 3d6
    Protocol(FS), 9 wil/cha+7[+9] 9/ca <+18>
    Running 8 rfl+1 7/sb <+9>
    Science: All science skills use the following as their base. Since Physics is the actual skill in the book, all skills are similarly broad.
    https://en.wikipedia.org/wiki/List_of_academic_fields#Economics
    Skill Lvl Links TN/C <total bonus to succeed>
    Science: Anthropology 5 int/wil+7[+8] 9/ca <+13> Natural Aptitude 3d6
    Science: Archaeology 5 int/wil+7[+8] 9/ca <+13> Natural Aptitude 3d6
    Science: Astronomy 6 int/wil+7[+9] 9/ca <+15> Natural Aptitude 3d6
    Science: Biology 6 int/wil+7[+9] 9/ca <+15> Natural Aptitude 3d6
    Science: Chemistry 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science:Computer science 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science: Economics: 7 int/wil+7[+9] 9/ca <+14> Natural Aptitude 3d6
    Science: Earth Sciences: 6 int/wil+7[+8] 9/ca <+14> Natural Aptitude 3d6

    Science: Geography:
    6 int/wil+7[+8] 9/ca <+14> Natural Aptitude 3d6

    The navigation learned in geography is the science of arranging traffic/routes and setting paths for roads, not dead reckoning.
    Science: Math Applied 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science: Mathematics pure 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science: Physics 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science: KF physics 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Science: Space Sciences 7 int/wil+7[+9] 9/ca <+16> Natural Aptitude 3d6
    Skill Lvl Links TN/C <total bonus to succeed>
    Security System: Electronic 3 dx/int +6[+8] 9/ca <+11>
    Security System:Mechanical 3 dx/int+6[+8] 9/ca <+11>
    Sensor Operations 8 int/wil+7[+9] 8/sa <+17>
    Small Arms 8 dex+1[+2] 9/ca <+9>
    Stealth 5 ref/int+6 8/sa <+11>
    Streetwise(FS) 2 cha+3[+5] 8/cb <+7>
    Support Weapons 3 DEX+1[+2] 7/SB <+5>
    Survival: arctic 2 Bod/Int+6 7/sb <+8>
    Survival: desert 2 Bod/Int+6 7/sb <+8>
    Survival: forest 2 Bod/Int+6 7/sb <+8>
    Survival: ocean 2 Bod/Int+6 7/sb <+8>
    Survival: mountain 2 Bod/Int+6 7/sb <+8>
    Survival: jungle 2 Bod/Int+6 7/sb <+8>
    Swimming   STR +1 7/SB <+1>
    Skill Lvl Links TN/C <total bonus to succeed>
    Tactics is a Military Science thus gains science bonuses, but is broken up into more skills.
    Tactics: Air 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics:Insurgency/Counter-Insurgency 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics:Intelligence/Counte-Intelligence 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Infantry 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Land 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Morale 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Sea 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Space 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Tactics: Strategy 6 int/will +7[+8] 9/ca <+14> Natural Aptitude 3d6
    Skill Lvl Links TN/C <total bonus to succeed>
    Technician: Aeronautics/jumpship) 8 dex/int+6[+8] 9/ca <+16> Natural Aptitude 3d6
    Technician: Electronics . 8 dex/int+6[+8] 9/ca <+16> Natural Aptitude 3d6
    Technician: Jet 6 dex/int+6[+8] 9/ca <+14> Natural Aptitude 3d6
    Technician: Nuclear 6 dex/int+6[+8] 9/ca <+14> Natural Aptitude 3d6
    Technician: Mechanical 6 dex/int+6[+8] 9/ca <+14> Natural Aptitude 3d6
    Technician; Myomer 6 dex/int+6[+8] 9/ca <+14> Natural Aptitude 3d6
    Technician: Weapons 6 dex/int+6[+8] 9/ca <+14> Natural Aptitude 3d6
    Thrown Weapons 5 DEX+1 7/SB <+6>
    Training 7 int/cha+7[+9] 9/ca <+16>
    Zero-G Operations 9 ref+2[+3] 7/sb <+12>

  • Condition Monitor
    Standard Damage:
                       
                       
    Fatigue Damage:
                       
                       
    Stun: 0 Unconsiousness: 0
    Movement (Meters per Turn)
    Walk: _______________ Climb:__________
    Run/Evade:__________ Crawl:__________
    Sprint:______________ Swim:___________

    Personal Armor (Loc) Armor Type BAR (M/B/E/X)
           
           
           
           
    Weapon Skill AP/BD Range Ammo Notes
               
               
               
               

  • Life Module Other Notes
    1/Early Childhood:  
    2/Late Childhood:  
       
       
       
       
       
       
       
       

  • Item Location Data/Statistics
         
         
         
         
         
         
         
         
         

  • Vehicle Model/Name: Vehicle Type: Vehicle Mass:
    Vehicle Traits:
    Notes:

    Vehicle Model/Name: Vehicle Type: Vehicle Mass:
    Vehicle Traits:
    Notes:

    Vehicle Model/Name: Vehicle Type: Vehicle Mass:
    Vehicle Traits:
    Notes:
 
Last edited:

Users who are viewing this thread

Back
Top