Perks are the core of what make your characters mechanically distinct as even characters with the same stat load out might choose different perks at each level to create a completely different kind of character. This section focuses on the archetype perks which are created as a way to give structure and direction to character progression without limit the character to a singular path.
The perks are grouped into generic character concepts called archetypes, that revolve around particular stats. You can take all the perks from a single archetype and have your character be solely that archetype or you can try to find other perks that match your stat load out and synergize with your other perks allowing you to create your own class from the pieces of those archetypes.
Each archetype has one or two stats that are required in order to acquire the perks from that archetype. If you meet the minimum stat requirement then you can learn the perk the only exceptions are perks marked as rank II or rank III which require you to first learn the lower rank perk of the same name. Perks that have dual stat requirements will list two stats and a single number. To be able to learn these dual stat perks then the listed stats have to add up to the number.
There are 3 tiers for each archetype as the perks are grouped by their stat requirement but as long as you meet the stat requirements for the perk and the perk isn't rank II or III then you can learn a perk from tier 3 without learning any from tier 1. While following down the line of an archetype isn't necessary allowing you to mix perks from multiple archetypes and jumping between tiers. Archetypes are designed so that the perks collected synergize with each other so that you can easily make balanced characters. Below is an example of how to read through the Archetype Perks section.
Tier 1: Swiftness required 6
Ambidextrous: If both hands are holding single handed Martial weapon then your multi attack penalty is reduced to -2. Each attack has to be one with a different weapons.
Dodge Roll: When you use your reaction to successfully Dodge you can roll up to two meters in any direction, except through an occupied space.
Quick hands: When you successfully disarm a target you can as a Reaction roll a Standard Swiftness Check to grab the weapon that your target dropped.
Slash n’ Dash: As 2 major actions you make an attack and then move up to 6 meters. This movement does not leave the user open to a reaction attack.
Tier 2: Swiftness required 8
Speed to Power: Can use Swiftness for hit and damage calculations when a weapon specifies strength.
Super Sonic Strike: For 2 Major Actions you move up to your max distance and make a martial attack. If the attack hits then the number of damage dice you roll is increased by 1 for every 6 meters you moved before attacking.
Ambidextrous II: You do not take a multi attack penalty as long as you are using a different weapon for each attack.
Wall Runner: You run across walls even if completely vertical. You can not end your action on the side of the wall and stand at that position.
Tier 3: Swiftness required 10
Swift Action: When an ability costs 2 or more major actions you can use your minor action as one of the major actions.
Supersonic Strike II: Supersonic strike now adds 1 attack dice every 3 meters.
After Image: You move so quickly that the eye can’t track you, as a Major Action you can create a duplicate of yourself which gives your opponent 1 disadvantage dice to hit you.
Gotta Go Fast: As a Major Action you gain +1 advantage dice and +2 damage dice against a target who has a slower movement speed than your own, this only applies to your next strike.
Tier 1: Endurance 6
The Ol’ Wind Up: You spend as many major actions as you want charging up a martial attack and can add a damage die for each major action you spent charging the attack. Number of damage dice you can add is up to half your Endurance stat.
Who Needs to Breath?: Your lungs are a couple of truly tough air sacks, allowing you to hold breath for 30 minutes without consequence, and you can also breathe in poisonous/hazardous gases for 3 rounds without being affected.
You Call That a Punch?: As a Reaction you can taunt an enemy you've seen make an attack. They have to roll a Hard Mental Fortitude check to resist. If they succeed they are unaffected. If they fail they must attack you taking on any penalties that would normally apply to multiple attacks. If their attack lands you get to do a free attack back.
Turtle Stance: The best defense is actually just a really good defense. You can use a Major Actions to increase your AR by half of your Endurance until the start of your next turn.
Tier 2: Endurance 8
Resistance: Choose one type of damage and gain 5 damage reduction against that type. This is permanent, this can also be taken a maximum of 3 times.
Undying Breath: You take a deep meditative breath and as a Major Action you can spend 3MP to make an Average Endurace check. For every degree of success on the Endurance check you heal 1d4 VP.
Persistent Strike: If you haven’t moved and are attacking the same creature as the previous turn you can make a second attack that does not take the multi attack penalty.
Didn’t Hear No Bell: When you would drop to or below 0HP you can roll an Standard Stamina check. You gain VP equal to the degrees of success and are able to remain in the fight until your VP is dropped to 0. Must take a quick rest before being able to use this perk again.
Tier 3: Endurance 10
Undying Breath II: For every 5 degrees of success on the Endurace check you also heal 1d6 HP.
The Ol’ Wind Up II: After spending 3 Major Actions to charge you can release an attack as a Minor Action.
You Call That a Punch? II: Any damage you take from an enemy affected by your taunt will be absorbed and released in your next attack, adding their damage to your own.
Armored Vitality: As two Major actions you can activate Armored Vitality which cuts all damage in half while you still have VP.
Tier 1: Power 6
Brutal Attack: Use a Minor action to scream and flex allowing you to add half of your Power stat to your next attack. This is an extra damage bonus on top of your typical stat bonus. The shouting gives anyone attacking you this turn +1 advantage dice.
Mighty Sweep: As 2 Major actions perform a Martial attack that can hit up to 3 creatures within your reach. You roll one attack normally and if your attack beats the AR or your targets they are hit. Missing one targets AR stops the attack so the attack order is needed..
Berserk Fighter: As a Major action you enter into berserker mode for 1 minute (10 rounds). While in beserker mode you gain +3 Power, increase your movement speed by 6 meters and take half damage from physical damage sources. At the end of each turn you are afflicted with severity 5 Exhaustion. While in Berserker mode Exhaustion does not limit your actions and instead lowers your AR per Severity. Once out of beserker mood you are affected by the exhaustion. You can roll a Standard Stamina check removing 1 severity of exhaustion per 2 degrees of success.
No Weak S#!t: When a Martial attack's damage dice lands on a 1 or 2 you can use your reaction to re-roll the damage dice.
Tier 2: Power 8
Muscles Talk: When attempting a Negotiation or intimidation you can use your Power stat to calculate as your target is distracted by your massive muscles.
Strong Fingers: Can use Break instead of Tech Use but the item you're using breaks after 1 use.
Mighty Sweep II: Can target up to 5 people in range and missing a target's AR doesn't stop the swing.
Sunderer: When attempting a Disarm, you don't take the damage penalty. If you deal at least half of your total possible damage then a successful disarm breaks target's weapon..
Tier 3: Power 10
Finishing Blow: When making your first martial attack of a turn, it can become a finishing attack. On a hit, if the maximum roll on your weapon's damage dice (plus your Power or Swiftness and any additional modifiers as normal) would be enough to reduce the opponent to 0 HP, the attack automatically deals maximum damage. Using this ability causes you to forgo all other actions except reactions until your next turn.
1 Hand is Better: Can use two handed martial weapons with just one hand, treating these weapons as single handed weapons for the purpose of other perks and spells.
Berserk Fighter II: While in berserker mode you can use 2 Major actions to gain 10VP this also generates 5 severity Exhaustion. Once berserker mode ends you can roll a Standard Stamina check removing 1 severity of exhaustion per degree of success.
Berserker's Roar: As 3 major actions you can let out an explosive roar that uses up exhaustion to do an AOE which deals Crushing damage to any creatures within a 5 meter cone of your roar. Targets can resist with a Standard Endurance check to take half damage. The damage dealt is equal to the severity of Exhaustion consumed.
Tier 1: Influence 6
Eye On Target: You can use a Major action to pinpoint a target granting an advantage dice to attack rolls your allies make against this target until the start of your next turn.
You Got This: As a major action you call upon an ally to move or make an attack in your stead. Even if the chosen ally has already attacked during this round these attacks do not suffer Consecutive Attack Penalties.
Never Give Up: When initiative is rolled, you can give a rousing pep talk to one of your allies, giving them them results of a Quick Rest instantaneously! This consumes a Major actions from your first turn and can not be used again until you take a Quick Rest.
Hype Man: As a Major Action you roll a Standard Bluff check to talk up one of your ally’s skills giving them +1 for every 3 degree of success, the next time they use that skill.
Tier 2: Influence 8
You're Not Done Yet: When an attack would render your ally unconscious you can spend 2MP as a Reaction to leave them at 1HP instead.
Party Planner: During a Full Rest if you spend your period of low activity creating action plans, then you generate a Planning Pool with points equal to half your your Influence. As a Reaction you use a point to allow a re-roll and any check. Out of combat can be used on the same target only once per day.
Think Again: After a successful Bluff check you can spend 3MP to change your target's memories to match the bluff you told your target. Targets with positive opinions of you are a Standard check, targets with a negative opinion require a Hard check, and targets that see you as an enemy require Extreme checks.
Forward March: As 2 Major actions spend 3MP to double the movement speed of up to 4 allies and and they are no longer affected by rough patches for 1 minute.
Tier 3: Influence 10
By Example: After making a successful attack that deals damage you can use 2 Major actions and spend 3MP ot grant allies who saw your attack +2 damage dice against that enemy for 3 rounds.
Party Planner II: You can now refresh your Planning Pool on a Quick Rest and Perks that would cost MP can now be activated using points from your Planning Pool.
Yours, Mine, Ours: As Minor action you can move any buffs, debuffs, advantages, disadvantages and ailments between yourself and your allies. Only one effect can be moved at a time.
Onslaught: As 3 Major actions you can call upon up to 6 allies to unleash a full assault allowing them to use up to 2 major actions each as long as both are used to attack. This can only used once per Full Rest.
Tier 1: Intuition 6
Intuitive Spark: After you, or an ally you can see, casts a spell that requires a skill check, you can spend 1MP as a Reaction to add half of your Intuition to the roll.
MPathy: As a Major action you can transfer MP to and from yourself and another willing creature with MP. Amount can be up to your MP cap.
Energy Shift: As a Minor action you can change the type of energy damage that a spell deals. You can also do this to enemy spells as a Reaction.
Spell Amp: As a Major action you can enhance a spell you are about to cast by either adding 1 damage dice, 3 severity of an ailment, 3AP, or increasing the distance by 3 meters.
Tier 2: Intuition 8
Mana Skin: As a Major action you can spend MP up to your MP cap. The amount of MP spent is added to your AR as mana noticeably flows around your body. Concentration needed to maintain the effect. You have a disadvantage dice to Sneak checks.
Spell Corruption: As a Reaction when a spell is cast you can make an Empathy check if you beat the targets AR, for the next minute when that spell is cast it afflicts the caster with 4 Severity Mana Corruption.
Overdrive: As a Major action you active Overdrive converting part of your physical mass to magic potential. Reduce Power and Swiftness by 2 while increasing intuition by 3. You are able to cast spells at +2 beyond your MP cap and up their effectiveness by increasing either range by 9 meters, increasing damage specified by 2 damage dice, or increase duration by 3 rounds. Change the effect or deactivate overdrive a Minor action. Each round consumes 4HP unless you pass a Hard Stamina check.
Disruption: Within 15m, as a Major action you can spend MP up to your cap to, genereate a 4 square meter area of dense MP. Anyone in the field must pass a Hard Endurance to cast a spell that costs equal or less MP than the amount you spent. This lasts for 3 rounds.
Tier 3: Intuition 10
Entre-MP: As an extra Major action you can attempt to cast a spell using the natural MP of the world that leaks from all living things. This requires a Hard Empathy check. While in overdrive this can be done without a check but it adds a disadvantage to the Stamina check
Disruption II: Spells of a higher MP than you spent are now affected by the disruption and spells of a lower MP have to roll a D20 if they pass the Endurance check. On a 1 the caster must pick another spell of equal or lesser MP.
Overdrive II: Once per Quick Rest you can as a Major action double the effects of Overdrive. This doubles the damage taken per round and increases the Stamina check threshold to Extreme.
MPathy II: Us your MPathy against on unwilling target using and Empathy check against their AR. For every MP transferred, the unwilling target takes 1 severity of Mana Corruption.
Tier 1: Logic 6
Patch Job: The First Aid major action is enhanced by your medical studies the target now gets back HP or VP equal to your Logic +1 per degree of success.
Soft Spot: As a Major action you can perform a medicine check the threshold is Standard + the creature's level. If successful you add your Logic when calculating damage of your next attack against that target.
Brains Before Brawn: Your medical know how guides your hands when making a martial attack you can use your Logic instead of Power or Agility to hit and damage calculations.
Shots! Shots! Shots!: During a Quick Rest roll a Hard Medicine check to mix together some drug cocktails and create 3 shots with the following effects. These can be given out to others to use or administered directly as a Major action, non-willing targets require a medicine check the beats the targets AR.
1. Incoming damage is reduced by 1 per degree of success, lasts 1 minute.
2. Heals 15 HP or VP. Can't be used on same target for 1 minute
3. Can see in the dark as if it was daylight for 10 minutes.
4. Increase movement speed by 1 meter per degree of success, lasts 1 minute.
Tier 2: Logic 8
Relative Biology: Roll a Standard Medicine check examine your enemy. If they are available you can learn one weakness or ability from the target per degree of success.
Soft spot II: Provide the Logic damage boost to an ally within 9 meters. They must be able to hear you to received the the boost.
Careful Cuts: When about to make an attack you can use a Minor action to steady your hand. If your attack deals Slashing or Stabbing damage then you inflict 3 severity bleed.
Shots! Shots! Shots! II: Increases the number created per Quick Rest to 4, and add the following to your list of shots.
1. Breath under water for 10 minutes.
2. Boost 2 stats by 2 for 1 minutes. Can only be used on a target once per day.
3. Inflict target with 6 severity of Poison. Ranged or Martial attack needed.
Tier 3: Logic 10
X-Ray Vision: As 2 Major actions you can spend 2 MP to produce radiation out of your eyes dealing 2d8 Radiation Damage to any within 6 foot cone of the user. This allows you to see anything hidden on those in the range. Use outside of an encounter once per short rest for 1 minute. You can choose to reduce the energy to not harm others.
Defib: As 2 major actions you can use 1 MP to bring someone back into consciousness from a dying state with HP/VP equal to double your logic. Can only be used once on the same target per full rest.
Patch Job II: Now also heals an equal severity of any ailment based on the amount of HP/VP healed.
Shots! Shots! Shots! III: As a Major action you can alter an existing shot to convert it into any other type of shot with a Hard Medicine check. You can now also make the following shot:
1. Target becomes susceptible to a type of damage of your choosing taking 1 extra damage per degree of success on the Medicine check.
Tier 1: Intuition + Influence 9
Power Cord: As 2 Major actions blast out a thrilling cord that stirs the heart of your target. Roll a d4, your target gains damage dice equal to the number rolled. Target must be within 9 meters and be to hear you.
Wammy!: As a Major actions you let out a discordant noise that targets 1 enemy within 6 meters and debilitates them, giving them 1 disadvantage dice on their next major action. The target has to roll a Hard Mental Fortitude to resist.
Groupies Assemble: Use a Major action to post on social media to call upon your groupies to support you in battle as a group of minion equal to half your influence appear within 5 meters. Each use of this perk increases the minion group until a max of 9 minions then a second group would be started.
Star Power: As a Major action you let out a snippet of your performance, roll an Empathy check if you overcome a Standard threshold you can target 1 creature, Hard threshold targets 2 and Extreme threshold targets 3. Your targets gain a single +1 Advantage dice (max of 3) to any action that can stored for the 1 minute.
Tier 2: Intuition + Influence 11
I Am The Hype: Any Perk based ability effect that would have an external target can now be used on yourself as the target of the ability effect.
Punk Never Dies!: When you are brought to 0 hp you can use a Reaction to stay conscious by playing a sick riff. You still enter dying stage 1 and have following Dying rules with death rolls requiring a Minor action.
Groupies Assemble II: Max number of groupies that can be summoned is now 12. While in front of your groupies you have +1 advantage dice on 1 Influence or Intuition skill of your choice for 1 min. Changing the skill requires a Minor action. Effect lasts for 1 hour when not in encounters. Quick rest to reset.
Vital Beats: As a Major action spend 3MP to make your heart beat like a drum, healing 2d6 VP to one target within 9 meters that can hear your heart. For an additional Major action you can attempt to an Extreme Empathy check to either double the healing or target 2 extra creatures.
Tier 3: Intuition + Influence 13
Encore: As a Reaction to a creature taking damage within 9 meters you can roll an Intimidation as you belt out a note full of hate for that creature. If your intimidation meets their AR then whatever damage they just took they take again.
Punk Never Dies! II: You can now target any creature that you see hit 0HP within 9 meters. Your target must be able to hear you for this to take effect. If the target rejects the effect you can force them with a Hard Influence
Groupies Assemble III: You Groupies function as an information system answering any question you might have by posting on social media. Roll a d20 on a 1 you get extremely false info, 2-10 gets no response, 11-19 gets slightly useful info, and 20 provides a true answer. You can also put out rumors. With a 1 being completely unbelievable, 2-10 your rumor gets no traction, 11-19 your rumor is gaining traction and you gain +1 advantage to bluffs regarding this rumor, and on a 20 your rumor is believed by the general public as a fact.
The Rock Show: For 3MP create 10 meter circle around yourself that transforms into your perfect venue with effects and even concessions. Your current number of Groupies double up to your max. While active allies in the area can reduce the action cost of abilities by 1 Major action, to a minimum of 1 major action. Actions that would require touch can now be done as long as the target is within your area as the staff will handle the touching. Allies in the area can spend a Minor action once per turn to buy concessions healing 1d4 VP. Each turn to maintain the show you much use a Minor action and spend 1 MP. To move the show's location is a Major action. The distance it can move is same as your movement speed.
Tier 1: Logic + Swiftness 9
Dossier: During a short rest you can spend your low activity time researching a specific individual learning as much as possible about their life allowing you to use your Logic instead of Influence for any skill check targeting that individual. This effect lasts until a new target is chosen.
SohCahToa: Your Geometric wizardry now allows you to ignore an enemies cover (assuming it has any opening), taking no penalties to the attack.
Trap Master: As a Major action apply a spell into an area or object with a trigger such as touch, voice, loss of HP, a creature's presence, ect. Hard Investigation needed to notice trap and Hard Break or Tech Use needed to deactivate trap. You can deactivate at will.
Shark Repellent: You are seemingly always prepared for a situation! At any time you can reach into your bag and pull out any item under 500 gold because you just already planned for such an event. No matter how nonsensical it might seem. This can be done up to 6 times per full rest. The gold must be taken out of your stock. An item under 100 gold is free once per Full Rest
Tier 2: Logic + Swiftness 11
My Calculations: Calculate the chance of success of any action by simulating it mentally using a Minor action to roll a skill check and see what your total would be. You can choose to then use that roll as your roll for the desired action or just ignore the result. Attempting the same check as the one you simulated with the same target will be at a disadvantage this turn.
SohCahToa II: You can use 2 Major actions to make a thrown attack allowing you to add both your Logic and Swiftness to the targeting roll and damage.
Dossier II: The dossier now includes the HP, MP, weaknesses and resistance of your target. You can also now pull together a dossier with 2 Major actions but doing it this quickly requires a Hard Investigation check.
Quick Wit: As a Major Action you can designate any item in your inventory as the natural weakness of one target. With an item chosen you can use a Minor Action to add your Swiftness or Logic to the damage calculation of your next attack. If you have a Dossier on this target can add both Logic and Swiftness. The chosen item crumbles after 1 minute.
Tier 3: Logic + Swiftness 13
Shark Repellent II: New gold maximum is 1000 gold and you can now slip items into your allies bag without them noticing and require only a minor action to inform them of this for it to become true. An item under 250 gold is free once per Full Rest
Photographic Memory: A single second is all you need to perfectly remember all details of any visual and auditory stimuli. So make sure to pester your GM for the details but just because you remember doesn't mean you know the mean automatically. GM discretion.
All the Details: Use 2 Major actions for a Standard Investigation check if successful you are able to acquire into your grimoire (digital or physical) the blueprints of any facility with a detailing of any known traps, and doorways but not hidden paths.
Master Plan: There are no accidents, even missed attacks are part of your incredible plan. When failing a check you can use a Reaction to perform a Standard Swiftness check to sneakily sabotage the next roll of your original check's target. Their next check is reduced by your degrees of success.
Tier 1: Power + Intuition 9
Hasso: As a Minor action you enter the Hasso stance and are prepared to attack at a moment’s notice from any angle. When you make a martial attack if it has at least 3 degrees of success then as a major action you can make another attack without taking the CAP. While in Hasso stance 20s on the dice don't count as a critical hit. Minor action to leave the stance.
Gedan: As a Minor action you enter the Gedan stance, body and blade open to unleash crushing counters. While in this stance your AR is reduced by 4 but when you are attacked as a reaction you can make an attack roll if you hit it stops their attack from connecting. While in this stance 18, 19, & 20 on the dice count as crits. Minor action to leave the stance.
Mana Slicer: After a successful attack roll you can use a Major action to roll a Standard Influence check, if successful your damage is done directly to the targets MP.
Soul Specter: As 2 Major actions you summon an astral Specter, a construct made from your very soul. It shares your VP and MP pool and will disappear when it reaches 0VP it disappears. If the specter is brought to 0VP by an attack or other damage to the VP pool then you take an additional 1d12 damage when the specter vanishes. Its stats skills and damage calculation mimic your own and can be controlled like a minion. Your spells and perk abilities can be used through your specter. When you and the Specter declare an attack on the same target the second attack gains +1 advantage dice to the attack roll. Specter must stay within 50 meters of the summoner. Ailments that are afflicted on affect both but you do not take damage twice. When Exhaustion is afflicted to either only the summoner is affected. Minor action to un-summon your specter.
Tier 2: Power + Intuition 11
Spirit Siphon: Use 2 major actions to make a Martial attack. Your blade shifts into a spectral form and slice into your targets Spirit. This attack cannot be Blocked as it does not hit the physical body. Any damage done to your target's VP heals half that amount of VP to you.
Soul Specter II: Your control of your specter becomes nearly effortless allowing you use a Minor action see and hear through the specter and can now be up to 1000m apart. As a Major Action your specter can become intangible allowing it use it's movement as flight, pass through solid material and cannot be hit by physical damage. Attacks made in this form can only affect VP but they cannot be Blocked.
Iaijustu: A 2 major action quick draw attack that adds 2 extra damage dice. If this kills your target, you can attack another as a free action. This continues to a number of targets up to half your Int. Extra targets must be within your your movement range. If you don’t kill your target that target has +2 advantage to attack rolls against you.
Tensei: As a Major Action pay 5VP to make a Martial attack against a standard difficulty. If successful your attack's damaging roll heals your target starting with HP then VP. For every 2 degrees of success on your attack roll you add a damage dice to your damage roll.
Tier 3: Power + Intuition 13
Soul Specter III: As a Major action activate your specters's Reunion ability as it covers your body like armor. While in this form you have access to multiple new abilities. When VP hit 0 specter will still disappear and in this form deals 2d12 damage if brought to 0 by some kind of damage. Only 2 can be used at one time.
Use Major action to gain +3 AR until start of your next turn.
Use Major action to gain +1 advantage on attack rolls until start of next turn.
Use Major action to double your movement until the start of your next turn.
Use Minor action to gain flight equal to your movement speed.
Gedan II: After a successful counter you can spend 5 VP to regain your reaction.
Mana Slicer II: Half of the damage done to the targets MP is now added to your VP pool. If the target is out of mana then they are afflicted with +5 Mana Corruption.
Spell parry: As a reaction you can use a Block action at Standard difficulty to stop any spell being cast on you. If you block with 5 degrees of success you can reflect the spell to a target within 6 meters
Tier 1: Endurance + Influence 9
Ki Conversion: To those studied in the practice ki is the mixture of mana and vitality so as a major action, you can convert any amount of your VP into MP or vice versa at a 2 to 1 MP to VP conversion ratio.
Ki Blocker: As 2 Major Actions you load MP, up to your MP cap, into you fist and strike using a Martial attack. If the attack hits then you deal half damage and the target that took damage is now infused with your MP and are unable to cast any spells that cost MP less than or equal to the amount of MP you loaded into your attack. This effect needs to be maintained as a Major action every turn a second attack is not necessary. The target can roll for a Hard Mental Fortitude check as a Major action to break this connection.
Ki Body: If you are wearing no armor that increases your AR you instead increase your AR equal to your Endurance.
Frenzy Fist Stance: As a Minor action you can slide into a stance that relaxes your joints and allows your to throw a wild frenzy of attacks that seems to all come in a once. While in this stance you gain +1 advantage dice to Martial attacks and Dodge rolls but you take a -5 Penalty to AR. Martial attacks that hit deal +1 damage dice per 2 degrees of success.
Tier 2: Endurance + Influence 11
Ki Strike: As a major action you can load ki into your limbs to strengthen you next attack and changing the damage type to any of your choosing. Spend VP up to Endurance adding 1 damage dice per 2VP, or spend MP up to your Influence to at +1AP per MP.
Ki Body II: If you fight without a weapon your limbs damage dice size is increased by 1 for every 3 Influence.
Mo Yan: As a Major Action you can spend 1MP or VP to activate the Mo Yan causing your eyes to glow and become ringed in the magic script of the titans. While active you can see in absolute darkness and are granted a +3 to Awareness and Investigation checks that use sight. The Mo Yan allows you to see the flow of ki around you and others. If you used VP to activate you gain +1 Advantage dice to Martial Combat attack rolls while spending MP to activates grants +1 Advantage dice to Combat Casting attack rolls. Once per round on your turn you must spend a minor action and 1MP or VP to maintain the Mo Yan.
Meditation: If during a Quick Rest if you send that time meditating you can recover MP at the same rate as you recover VP.
Tier 3: Endurance + Influence 13
Mo Yan II: While the Mo Yan is active if you see a spell or perk ability in action you can use a Reaction to copy the ability/spell. You only have access to that spell/ability until you deactivate your Mo Yan and it is not available when you activate it again.
Ki Cleanse: As a Major action you can spend 1MP and 1VP to heal all ailments by severity equal to half your Influence. Can use on other targets but you must be touching them.
Swift Step: You spend 1MP or VP as a Minor action to increase your movement speed by a number of meters equal to your Endurance. This lasts until the end of your next turn. While Swift Step is active you can run up walls and even on water.
Redirections: When a ranged spell/attack is send directed at you, you are able to redirect it back to the attacker as a Reaction by rolling an Standard Poise check and spending 1MP for spell attacks or 1VP for physical ranged attacks.
Tier 1: Swift + Logic 9
Shadow Stalk: When there is a reasonable amount of shadow in the area, you can perform a Standard Stealth check, as 2 Major Actions, to seemingly sink in the shadows, leaving them unaware of your location. Anyone who is attempting to target you must attempt a Standard Investigation check to even see you. Succeeding allows them see you and attack while suffering a -5 penalty. The penalty is reduced by 1 for every extra degree of success. Attacking and making noise alert others to your location. What is a reasonable amount of shadow? That’s between you and your GM, but I’d say at least bigger than a bread box.
Stealth Strike: After a successful Standard Stealth check while you are still undetected your next attack increases the number of damage dice by 1 for every 2 Stat points in Swiftness.
Do I Look Like A...: Yes, you in fact do look like whoever you like, so long as they are of a similar size and shape you can look like anyone with a successful Hard Stealth check. The check can be reduced by one threshold category using a Standard Investigation check. While in disguise you have a +1 Advantage dice to Bluff checks. Others must roll a Hard Investigation or Extreme Awareness check to identify you.
Sticky Fingers: Your ability to steal from those within arms reach is truly super natural. You can attempt a Standard Stealth check take an item from a target within 2 meters without them noticing, this does not work on items they are actively using. The higher the degrees of success the more the item is worth. You can attempt an Extreme Stealth check to instead of stealing an item, steal the stats and effects of an item replacing the stats and effects of 1 item on your person for 1 minute, this can be an item that is in active use.
Tier 2: Swift + Logic 11
Appraisal: With a keen eye you are able to discern things of great value and their traits as A Major action. With a Hard Investigation check you are able to locate and identify items within 5 meters. Every 2 degrees of success identify another item. You are able to discern the name, value, and effect of any appraised items. This gives you an advantage dice to stealth checks to take those items
Does This Taste Like Poison?: You are rather familiar with poisons, one might say too familiar as your years of poison tasting has lead to you having inconceivable blood poison levels. Not only are you immune to poisons, you can spend HP to coat your weapon in your blood allowing it to on a successful hit inflict 1 severity for every 3 HP spent. This effect lasts one minute.
Shadow Stalk II: When successfully performing a shadow stalk you can choose can teleport through shadows to another space within 9m. Even if you can't see the shadow you can feel the darkness around you. Hidden within the shadows if you are undetected you can use a Single Major action to move up to 9m within the shadows.
I Love Pockets: Your love of hoarding trinkets and bobbles into your pockets has linked you to the realm of forgotten things a pocket dimension between the realms of Mortalis and Vicharan where every single item lost in a person's pocket, luggage or even behind the car seat end up. You area able to fit any item no matter how large in your pocket as long as it can fit into the mouth of the pocket. Only one item of this size per pocket and while storing these items in the Forgotten realms they can not be detected.
Tier 2: Swift + Logic 13
Size Isn't Everything: While wielding a weapon with the Concealable trait you can choose to as a Reaction spend 3 MP to deal maximum damage when you hit with that weapon.
Stealth Strike II: You are now able to perform a stealth strike if you are fight a enemy who you are Flanking. This requires you to spend 1 extra Major action when attacking in order to slip into the enemies blind spot while they are focusing on your ally.
Appraisal II: You can choose to appraise people and creature with an Extreme Investigation Check. If successful you are able to determine damage type weaknesses and all of your attacks against that enemy increase the damage dice size by 1. The appraisal also allows your to see through illusions and disguises.
Sticky Fingers II: Range of this ability is now 6 meters as can steal from people through your link to the Forgotten realm. Now when you steal the stats and abilities of an item you can choose to replace them with the stats and abilities of one of your own items this effect lasts for 1 hour.
Tier 1: Intuition + Logic 9
Familiar: You can choose any animal to become your familiar by permanently sacrificing 3MP. If the animal is Minute it's size will be increased to Small and anything bigger than is shrunk down to a Small, Base AR is affected accordingly. This elevates the creature into sentience allowing for clear verbal communication as well as mental communication with you from within 25m range. If the familiar is killed then you can bring them back to life by spending 3MP as a Major action. Your initial sacrifice of MP is infused into them allowing them to supply themselves with anything they need to survive such as enveloping a fish in water and float around through the air.
Bubble Bubble: As a master of confections and drinks when you are attempting to craft if it is a consumable item then the crafting threshold is reduced by category. You can roll a Hard Crafting check as 2 Major actions to increase the effect of consumables. Add one of the following effects:
Double the duration of the effect.
Increase the severity added or removed by 3.
Increase the amount of health added or removed is increased equal to your Intuition+Logic
Increase range of the effect by 5 meters.
Hex: After getting hit by an enemy as a reaction your familiar can make an attack against the creature that damaged you. If successful then the enemy has disadvantage to attacks against you and any successful attacks cause them to gain +2 severity of Mana Corruption.
Vroom Broom: Designate an item or pair of items, such as shoes that you can wear, stand on, or straddle as your hidden vehicle. This item gains a fly speed equal to double your movement speed. If separated this item you can summon it with a 2 Major actions. Any attacks from aboard your hidden vehicle is at a -3.
Tier 2: Intuition + Logic 11
Touch of Life: Using a major action you can perform an average Negotiation check and donate some of your own life to breathe life into inanimate objects giving them some semblance of sentience for 3 rounds. These animated objects are commanded like constructs. All animate objects have 1 rank in a combat skill of your choice, are given a stat distribution for with 3 physical stats that can be assigned in whatever order suits you, and have an AR based on their physical material (see Destructible Environment section of Combat Details). The animated objects still maintain their original functionality and can be commanded to use themselves.
Small object: 1HP to animate, they have 10HP and physical stats are 2,2 and 4, with a 1d4 damage dice, Speed: 4m.
Medium object: 3HP to animate, they have 21HP and physical stats are 3,3, and 6 with a 1d6 damage dice, Speed 8m.
Large object: 9HP to animate, they have 40HP and physical stats are 4,4, and 8 with a 1d8 damage
Hex II: You can now put a hex on anyone who even just attempts to attack you or an ally within 6 meters. If they will also receive hexed penalties from attacking allies within 6 meters. The Mana Corruption severity is also increased to +5.
Tea Time: During a Quick rest you can choose to only recover your MP or VP while you make some tea. Anyone who drinks the tea can recover during this Quick rest as if it were a Full rest. Anyone who recovers this way will need to take an actual Full rest before being able to befit from Tea Time again.
Familiar II: The bond to your familiar has grown more powerful allowing you to connect your senses as 2 Major Actions. While your senses are linked you can see, hear, feel, and smell through one another from 25m away. While in this shared state you also share burdens allowing you to increase your Mana Cap by 2 and you can cast spells through your Familiar. It also possible while connected to cast two Combat Spells without receiving the Consecutive Attack Penalty. To maintain this state you must use a Minor action once per round.
Tier 3: Intuition + Logic 13
Seance: You have the ability to commune with the dead summoning them forward to do your bidding. As a Major action you can perform a Hard Negotiation or Intimidation check on a dead body or haunted item to raise their soul. While incorporeal and unable to physically interact with the world you can command these ghosts or communicate with them as they retain their living memories. When ghosts pass through the living they cause +3 severity Mana Corruption. Hostile targets will require an Extreme check to raise their souls. Maintaining this effect requires concentration, spending a Minor action per round to keep active.
Hedge Walker: As a Reaction you slip into the Hedge, a special mirror dimension that only witches can access. A sort of photo version of our world with it's own inhabitants and ecology as witches travel through the Hedge they also move through regular space. Witches can only stay in the hedge for as long as they can hold their breathe. While you can see creatures from the regular world in the hedge interacting with them is impossible. When entering the Hedge you roll d100 and on 1 you enter the Hedge directly in front of it's most vicious predator. Exiting the Hedge can be done as a Minor action.
Familiar III: Your bond to your familiar has truly matured now once per long rest if you were to hit 0HP your familiar can de-manifest and any HP it had is transferred to you. You can not summon familiar until after a Full Rest. Your bond now also allows you to use 2 Major actions to spend 5MP to empower your Familiar. This Doubles their Stats, including speed, makes them increase in size to Large, and increases their AR to 27. This form requires a Minor action and 1MP per round to maintain.
Sacrifice: You are attuned to the natural mana of the world have mastered an ancient form of spell casting that allows you to sacrifice items, or even living creatures in exchange for casting magic. This form of spell casting does not cost you MP. You can cast any spell in your grimoire. Every 50g that your item is worth is another MP towards the spell and sacrificing living things provides MP based on size from Minute to Massive 3,6,9,12,15.