Fuck dragons.
Qui-Gon was right. "There's always a bigger fish."
I thought that at the end of the rush of memories, grudges, happiness, more grudges, despair, anger, accomplishment, and struggles that composed the corpus of my various lives. I was immersed in a liquid, warm liquid. I heard a heartbeat.
This didn't happen before. Was it because my Attributes were improved? To gain consciousness still in the womb was strange. I felt an urge and tried to breathe and nothing came. I felt a tug on my neck. Damn, was I with my umbilical cord wrapped around my neck? Where is that 110 Luck when I need it?
I tried to move but I could only scrape the cord. A baby's muscles and motor control are too underdeveloped. The heartbeat I was hearing became erratic. Suddenly the pressure increased and the fluid started to flow. I was suffocating. The umbilical cord was almost entirely blocked by the knot.
The fluid was all gone. I was being pressed by the womb. The contractions came and clamped on me. The heartbeat stopped. Then resumed. The contractions came and went, irregular as well.
An external force was being applied. Someone, maybe a [Midwife], was kneading the belly, trying to make me come out.
The heartbeat stopped again. This time for good. The suffocation started for real. Without oxygenated blood on the other side of the placenta, I was domed unless I could get out. I heard sounds of flesh being cut. Differently from the cultists, they were being careful. A hand touched and pulled me out.
I lost consciousness from lack of oxygen.
Life 10
Confused, I had no idea how long it was, but I breathed. It was painful and I cried. Someone wrapped me in a soft cloth and moved me. I smelled of cigar smoke.
"It is a lovely girl, Eirana!" A woman's voice with the raspiness of old age cooed.
I was put next to a woman that smelled too sweaty to be giggling like that.
Aww. Hold on for a second.
Everything was black. I blinked. My eyelids moved. I could feel them moving. Oh, great. I discovered I was blind this time around. Maybe shifting could fix it.
"What would be her name?" the old lady asked.
"She will be called Rosewise," the sweat-smelling woman said.
I decided to lead a normal life this time. Unless the Universe conspired, I would grow, get a job, earn some money, live my life. Not marry, because I wasn't sexually attracted to men. Rosewise was blind and I couldn't shift to see if it would fix the blindness. Eirana Honorcoin was my mother's name, she was a seamstress. My father was Temus Honorcoin, and he was a baker. We were halflings. My family was not struggling to make ends meet. The community we lived in was called Tosbush and were predominantly halfling. Or Eleons, as we called ourselves.
They used shoes outdoors. The average halfling's height was about a meter tall, and their frames were a bit rounder than a human's. Our head was closer to a human's in size and that led the halflings to look like children to outsiders.
There was at least one change to the System. I couldn't access my perks and Skills without activation. Previously, they were all there, I just couldn't pull the status page. No more wonder babies, it seemed. My titles weren't showing either, thankfully. A baby with a tag saying "hero" or "queen" would be awful.
These first two years as a baby and a toddler were a good opportunity to unwind. I did baby and toddler things. Not too precocious, not standing out either. Moving around in the darkness wasn't easy but I adapted to it. Mother always made sure to put everything in the same place, always. I had some wooden block toys that I could pile up. By the texture, there might be something written or painted on them. I could feel the straight lines on the blocks where the paint was thicker.
One day, I asked my mother, "Mom, what color is my hair?"
"A beautiful shade of brown, just like a tree's bark," she answered.
Not silver. That was important to know. A pang of fear hit me. What if I didin't carry my Status with me this time? What if Wyxnos finally found a way to make me "normal" and mortal? This could very well be my last life.
Rosewise's infancy was normal. For a blind girl. Some halfling kids played outside, but I seldomly joined them. Their play was mostly running around in a game that sounded like tag.
"Rose, don't you want to play with the other children?" Eirana once asked me.
"That is fine, mother. When they want to play with me, they'll come. I can't run around like them. I like to sit here and listen to the wind and birds."
I couldn't tell her the truth. That I died to a trio of dragons and probably died in childbirth in-between. I was on vacation.
The author's narrative has been misappropriated; report any instances of this story on Amazon.
One day, Eirana asked me if I wanted to hear a story. I answered, "Death Princess!" and I heard she sigh.
"No story from the scorched continent is worth telling, daughter. Another one."
"One with a kingdom of elves!" I fished.
"There's no kingdom of elves in these parts. They come mostly from Pekothas on the other side of the ocean," she replied.
That gave me a place. I was in the third inhabited continent. The requirements for the [Cartographer] profession was to visit the three continents. I knew Apricot lived in what is now called the Scorched Continent, Lily, SIlverstreak, and Alloralla in Pekothas, which left the third continent as the one I lived in as one of my non-humanoid lives. Since I never heard about the Auvani, I believed I was on that continent.
"How is this land called?" I asked.
"This continent, Rosie, is called Auvamar."
Close enough.
When I was old enough, Eirana tried to teach me how to sew. I had the skill to use with my threads but I was blocked from accessing it. I tried to make my stitches and Eirana only encouraged me. I could run my hand over the fabric and check if they were all the same size and in the right place.
More time passed. I completed ten years. I wasn't looking forward to activating the System. I wished that my vacation could continue for more time. My stitching improved greatly. I could help Eirana with minor clothing repairs. Close holes, patch gashes.
We always had good clothes and warm fluffy bread for breakfast. Temus made sure to bring the first bread of the day to his own table. We woke before sunrise and went to bed a little while after sunset. At least I went.
The first confirmation that I had my full status but it was locked was when a plague swept through the village. It wasn't a strong one but it was seasonal. Every twelve years, it would return. It caused generalized inflammation, fever, and muscle weakness. They knew how to treat and you could only catch it once. All the children fell sick, except me. I pretended weakness to use as a smoke curtain but I couldn't fool Eirana.
"Rosie, why do you feign sickness?"
I felt bad for the falsehood, but my path was set. "All the sick children were getting attention, I wanted some of it too. To feel what they felt."
I heard Eirana sniffle, then a hand caressed my forehead. "Yes, child. We are saving money on time already. We'll take you to a priest."
Priests and I mix as well as dragons and me. Or pirates and me. Or kings and me. "No. No priests. Tell me, mother. Are my eyes different? Milky?"
She sighed, "Where do you keep hearing those things?"
"I have good ears. I hear what people say."
She didn't buy it. "No. Your eyes are lovely.
"Who does the priest work for?" I manage to say because I was thinking of the secular structure of the church, not the deity.
"She's a druid. A priestess of Yznera. She'll be here next month."
"An elf?"
She laughed. "No, silly. Elves don't come this far. He's an Eleon like ourselves."
The day the wandering druid visited our village, my parents took me to see him. I made them promise to first make a token donation.
"Come, child. Rosie, is it?" The druid said with a soft voice.
"Yes," I answered but didn't move. "Honorable druid, thank you for your time. I would like to speak with you alone, if possible."
My mother's grip on my shoulder tightened.
"I can't see why not. Mr. and Mrs. Honorcoin, would you allow little Rosie this small mercy?"
They agreed and left the room.
"Speak your mind, child."
"What do you intend to do with my eyes? What Skill or Perk will you use?"
"I'll pray to Mother Yznera for her wisdom."
"Can you talk to your mother? Hear her?" I spoke thinking of his birth mother.
"She never spoke to me directly. No."
"Honorable druid, I ask you to use the minor of cantrips on me."
This would reveal my location to Yznera. What she was going to do with that was anyone's guess but I couldn't have that happen in front of Rosie's parents. I had no idea how they'd handle the surprise.
"Why is that child?" He asked me.
"Your mother will know if you do that," I frowned as I said. It was hard to speak about something thinking of another. "There's little harm in it. I ask you to use your magic and wait. Something will happen."
I felt a hand touching my forehead. The spell went off and the energy was siphoned. The druid gasped. I raised a hand.
"Easy now. Let's wait."
He gasped again. "Mother!"
A familiar and feminine voice spoke. "Quinvias, you have served me well. I need you to go outside and never speak of what happened here. I'll talk to you soon."
I heard the druid leaving. The door closed.
"I'm sorry if I don't offer you a handshake. We need to talk," I told the Goddess.
"That we do, child. That we do," She spoke softly. Motherly.
My first thought was about Fulgen. How I left abruptly. "How are the elves?"
"They prosper, thanks to you."
"The rangers I took up the mountain, what was their fate?"
"All of them returned safely. Your battle with the dragons was seen for leagues away."
"The red one, he came for me, didn' he?"
"Understand this, Old Soul. While you settled for peace with the pantheon, there are those among us that are less pleased with the agreement. Those that sponsored your Class, in those you can rely upon. I would suggest caution around the others. The Brood Mother is leading those against you."
"She's a goddess too," I affirmed, not asked.
"That she is."
"Did you put me in the elf princess' body? It was too convenient my incarnation was right where and when the third Demon Lord was about to be summoned."
"Yes, at a great cost. We owe you a debt, champion. We still hadn't recovered from doing that. Trust me when I say we won't be manipulating your rebirth anymore. Wyxnos almost exhausted himself controlling all the random variables to make that happen."
"You can expect me to collect that debt later. Not now, though. I think I'll live a quiet life as Rosewise, the blind Eleon. No crazy stunts, no cataclysms."
"I wish you the best," Yznera's voice had a smile.
"Please tell Sariandi I'm sorry. Also that they shouldn't go after the dragons."
"I'm afraid it is too late for that. The People loved Queen Alloralla. But I'll convey your sentiments to Queen Sariandi. Our time here is at an end. Just being near you is taxing."
"I'm sorry it has to be that way. I'm having difficulty breaking my chains," Once again I summon the mental image of how hard it is to break by hand an actual metal chain. I couldn't talk about my curses directly.
"Please call my servant back. I must talk to him."
I nodded. "I'm going to the door. Please don't be near me."
"Farewell, Old Soul. Until we meet again."
I called the druid back and he rushed inside. I felt my parents' hands on me.
"Rosie, what happened? What did you do to the honored druid?" Eirana asked me with concern.
"Nothing bad, mother. If he hadn't told you that much, we can wait here and ask him later. My eyes won't be healed today. I'm sorry but I want you to know I don't mind."
Eirana's hand squeezed my shoulder. We waited for the Druid to finish talking to his goddess, and he came out. He insisted on clearing the misunderstanding and said he was sorry he couldn't help me.
Two years later, Rosewise would get her first period. In Earth years, I was sixteen, twelve in this world. The System activated for her and she found that even though her eyes couldn't see, the System windows were a visual hallucination. I spent most of this life with the windows wide open.
You'll click here because you love the meta:
- Pseudopod (active, uncommon): You can project microscopic pseudopods up to 2x body length away from you. These pseudopods have all your senses.
- Phagocitosis (active, uncommon): Your pseudopods can catch microscopic particles and creatures smaller than you. You can digest and process what you capture.
- Flagellum Movement (active, uncommon): You have microscopic cilia covering your body. Such cilia improve your movement when immersed in fluids.
- Chemical Awareness (passive, very rare): You can identify chemicals dissolved in fluids around you, to a range of 1/2 body length.
- Cyst Hibernation (passive, very rare): If you are in an environment that can't sustain you or is hostile, your exterior shell hardens and you enter a deep state of hibernation. You gain damage resistance 100 and time passes 10,000 times slower for you. You cyst breaks when conditions are favorable once again.
- Stone Burrowing (uncommon) : You can move through stone at a reduced rate and leave a stable tunnel behind if you so wish. You tunnel even faster in dirt.
- Stone Digestion (uncommon) : You can extract nourishment from ingested stone or dirt.
- Thread Color Control (very rare): You can display a wide gamut of colors in your spun threads.
- Increased Thread Production (rare): Increase the amount of thread you produce by Rank x Endurance x 0.5%.
- Fast Weaving (uncommon): Your weaving speed increases by Rank x Dexterity x 0.5%.
- Detailed Woven Pattern (rare): Increase the precision and details of your woven patterns.
- Strengthened Threads (rare): Increase the durability of your threads and fabrics woven from them by Rank x Willpower x 0.5%.
- Thread Repair (very rare): You can spend MP to repair threads, closing holes in the fabric, and fixing fraying strands.
- Shift Control (rare) Skill: Add the Skill rank to your Willpower tests to change forms.
- Fast Shift rare): Reduce the minimum time to shift between forms by Rank x Willpower x 0.1% (maximum 100%) [current: 9.9%].
- Accelerated Regeneration [moonbound] (very rare): Increase your regeneration by Rank x Endurance x0.5%.
- Condense Dust (uncommon): Dust you dislodge gets condensed and easier to remove.
- Cleansing Scrub (uncommon): Increase the cleanliness of scrubbed surfaces. Ease the removal of grime.
- Mold Eradication (rare): The mold you clean fails to release spores. Spores already present on surfaces you clean are killed.
- Grime Removal (uncommon): Grime becomes easier to remove from surfaces.
- Extra Polish (common): Materials you polish become shinier and tarnish at a slower rate.
- Resist Enthrallment (very rare): Add the rank of this:to resist Enthrallment effects.
- Blight Delay (very rare): Multiply the blight damage interval by the:rank.
- Pacify Undead (very rare): Shift the initial reaction of undead you meet by Rank x Charisma x 0.5%. This reaction bonus ends if you take a hostile action.
- Materialize Spectre (very rare): Spend SP to allow a willing specter to materialize. While materialized, it loses its immunity to normal weapons.
- Undeath Ward (very rare): Spend SP to create a ward on a person or location that forbids contact or entry by the undead.
- Banishing Bolt (rare): Spend SP to shoot a bolt of spiritual energy to damage incorporeal spirits or undead.
- Soul Armor (ultra-rare): Spend SP to create an ectoplasmic armor on a target creature or object. This armor protects only against Incorporeal spirits or undead attacks.
- Royal Order (ultra-rare). You can give orders to your subjects and force them to comply. Charisma-based. The stronger the loyalty, the harder it is to resist.
- Bone Strengthening (very rare): Your bones are Rank x Endurance x 0.5% tougher
- Bravery (rare) : :Fear effects on you are Wisdom x Rank x 0.2% less effective.
- Leaping (common) : Increae your your jumping distance and speed by Dexterity x Rank x 0.5%.
- Double Jump (uncommon) : While Jumping, if a horizontal or vertical surface is nearby, you can jump again.
- Long Jump (uncommon) : You increase the distance you jump by Dexterity x Rank x 0.5%
- Backflip (uncommon) : You can rotate up to 360o when jumping.
- Tumbling (uncommon): Improve distance and precision of acrobatic maneuvers
- Horseback Riding (common) : Improve control and rapport when mounting equines.
- Hiking (common): Reduce rate of fatigue and movement speed when moving through own means for a long time.
- Exotic Mount [Bear] (rare):
- Riding [Humans] (very rare). You have better control and coordination when riding a human bigger than you.
- Wild Sense (common) : You can recognize wild animals, herbs, and gauge danger in a natural environment.
- Survival [Temperate] (common): Increase odds of avoiding hazards and finding means of subsistence in [temperate] climate biomes.
- Height Sense (rare): You can sense general height related to the sea level.
- Sense Depth (uncommon): When underground, sense the general distance to the surface.
- Tracking (uncommon): You can follow tracks left by a target.
- Evaluate [Artwork] (rare) You can perceive the quality and relative worth of artwork. Increase evaluation accuracy and the chance of detecting falsifications.
- Evaluate [Weapon] (rare) You can perceive the quality and relative worth of weapons. Increase evaluation accuracy and the chance of detecting flaws.
- Evaluate [Armor] (rare) ou can perceive the quality and relative worth of armor. Increase evaluation accuracy and the chance of detecting flaws.
- Break Cypher (very rare): You can decipher writing using ciphers.
- Diction (rare) Your phonemes are mouthed with more precision.
- Speed-Talking (rare) You can talk faster and still convey the desired information.
- Spirit Diplomacy (very rare): Add this Skill rank to Charisma when interacting with the dead or undead.
- Dodge (common) : :You are better at evading enemy attacks.
- Giant-Fighting (rare) : :You have bonuses attacking and defending against creatures at least one size larger than you.
- Backstab (rare): You deal extra damage when attacking enemies unaware of your presence.
- Defensive Roll (uncommon): If you have room to tumble, you can mitigate the damage of a critical hit.
- Surgery (ultra-rare) Apprentice 20. You can perform surgery on an unconscious person. Increase the chance of recovery and lessen the odds of permanent damage.
- Staunch (uncommon) : Reduce the duration of Bleeding effects on creatures under your care by Endurance x Rank x 0.2%
- Vitality (rare) : Increase the recovery rate of creatures under your care by Endurance x Rank x 0.5%
- First Aid (uncommon): Reduce severity of wounds when paramedical care is applied within one hour.
- Long Term Care (rare): Increase long-term recovery rate of up to Willpower patients.
- Prophylaxis (rare): Patients under your care have reduced incidence of infection and contamination.
- Anatomy (ultra-rare) Journeyman 30. Your attacks aimed at vital spots have an increased chance of a critical hit.
- Diagnosis (rare): You can know the ailments on a person after a cursory investigation. The precision of the diagnosis increases with Rank and Mind.
- Sterilize Implement (rare): Tools you wield are sterile. Reduce the chance of infection when performing surgery.
- Estimate HP (rare): You can estimate the HP and wounds of a person after a cursory investigation. The precision of measurement increases with Rank and Mind.
- Intensive Care (very rare): As long as you don't stop seeing a patient after surgery, double the recovery rate.
- Anesthetic Touch (very rare): You can induce localized numbness on a willing patient without causing unconsciousness.
- Hematopoietic Stimulation (very rare): You accelerate the production of blood in a willing or unconscious target.
- Pinch Blood Vessel (very rare): You can spend MP during surgery to temporarily cut blood flow in a blood vessel.
- Sustain Organ (very rare): During surgery, you can spend MP to sustain an organ functional for Rank x Mind minutes longer without blood flow.
- Heal Internal Damage (ultra-rare): During surgery, you can spend MP to mend wounds to internal organs if you can reach the damaged part.
- Thread Suture (ultra rare): You can use the threads you generate as suture without the need for needles. Accelerate speed of recovery for sutures and absorption of the thread. Reduce scarring.
- Dialysis (rare): During surgery, you can spend MP to gather the patient's leaking blood, purify, and return it to the patient.
- Delay Departure (ultra-rare): The soul of patients that die in the operating table is kept attached to the body for Rank x (Patient's) Willpower extra minutes.
- Tissue Regeneration (ultra-rare): You can spend SP to force tissue to regrow at a fast rate.
- Soul Template Restoration (ultra-rare): You can spend SP to restore a body back to its soul template, regrowing lost parts.
- Spiritual Scalpel (ultra-rare): You can conjure surgical tools out of your soul. Costs SP to maintain.
- Chemistry (ultra-rare) Apprentice 20. You can mix reagents to produce new substances. Increase the precision of measurements and reduce the chance of failure.
- Herbalism (uncommon): Improve growth rate of small plants under one's care and efficiency of harvested small herbs.
- Process Monster Part (uncommon): Increase the yield of alchemical materials from monster parts.
- Preservation (rare): You can make ingredients you treat and store last longer.
- Recipe Memorization (uncommon): You can remember more alchemical recipes.
- Stabilize Ingredients (rare): Ingredients you handle are Rank x Dexterity x 0.5% less prone to lose stability.
- Refine [Medicine] (rare): You can refine medicinal compounds to increase their potency and purity.
- Extract Materials (uncommon): Improve the accuracy of monster part harvest and reduce the chance of hazards or damaging materials extracted.
- Concentrate (rare): The potency of ingredients you refine is increased by Rank x Mind x 0.5%.
- Titration (very rare): You pour solutions on another with more precision, reducing the chances of missing the desired point or concentration.
- Measuring Touch (very rare): You can weigh tiny amounts of materials with great precision.
- Filter Reagents (very rare): Spend MP to remove solid impurities from a solution or reagent sample.
- Estimate Heat (very rare): You can estimate the temperature of a hot object. The precision of measurement increases with Rank and Mind.
- Neutralize Fumes (very rare): Fumes produced by your reactions can be Rank x Mind x 0.5% less noxious if you so desire.
- Retrieve Catalyst (ultra-rare) Skil. Increase the amount of catalyst recovered after a reaction by Rank x Mind x 1% (Maximum 100% of the catalyst used).
- Estimate PH (ultra-rare): You can estimate the PH of a solution. The precision of measurement increases with Rank and Mind.
- Refine Hormones (ultra-rare): You can refine hormones out of the blood.:level increases the rate of recovery and quality of the extract produced.
- Dry Reagent (very rare): You can dry reagents into powder form, increasing their shelf life by Rank x Mind x 0.2 times. The increase is determined each time this:is used and does change for that particular batch of reagents.
- Phase Separation (very rare): You can force fluids with low adhesion force between them to separate into different phases.:level increases the degree of separation and purity of the phases.
- Lightning Electrolysis (very rare): You can spend MP to create an electrical potential between two electrodes you touch.
- Centrifugal Spin (very rare): You can spend MP based on the radius of the container to generate a centrifugal force on the container.
- Quick Dissolution (very rare): Solutes dissolve faster. Does not affect solubility.
- Minor Transmutation (ultra-rare): You can spend MP to transmute one reagent into another of lesser value and rarity.
- Compounding (rare): You are able to mix medicinal components to create pharmaceuticals tailored to a specific need.
- Glassify (very rare): You can spend MP to shape and purify glass, as well to convert sand to glass. Improved levels increase quality and shaping ability.
- Mineral Survey (uncommon): After carefully examination of the terrain around a large area, you can determine the presence of minerals underneath the ground.
- Triangulation (rare): If you can move at least 1% of the distance to a landmark sideways, you can estimate the distance with a certain margin of error. A bigger lateral movement and measuring instruments reduces this error.
- Land Survey (uncommon): You can grasp the lay of the land upon examination, including features and elevation.
- Projection Plotting (rare): You can skew the map dimensions to emphasize important natural features and enhance comprehension.
- Precision Drawing (rare): Increase the precision of your penmanship.
- Lair Mapping (very rare): When you are inside or within Mind meters from a monster lair, you have a general sense of the lair's layout and occupants. The quality of the information gained increases with Rank.
- Drafting (uncommon): Increase precision and accuracy of one's drawings.
- Bardic Magic (rare): You can weave magic into your songs.
- Musical Instrument Crafting (rare): You can apply your knowledge of woodworking and music to create tuned musical instruments.
- Polyphonic Voice (very rare): You can spend MP to create several distinct musical notes with your voice.
- Project Voice (rare): You can spend MP to extend the distance people can hear your voice by Rank x Charisma x 1%
- Sustain Instrument (rare): Your musical instrument can sustain notes longer.
- Second Melody ( very rare): When playing your instrument, you can spend MP to play two melodies at once.
- Countersong (rare): Spend MP and play a song to counter sound-based effects in an area.
- Share Assassin Contract (rare): You can share a contract with other assassins in a range of Rank x Charisma meters. The assassins need to have this Skill.
- Assassinate (rare): Inflict extra damage on targets marked for assassination. if you kill them unaware of your presence.
- Mind's Blank (very rare): When fighting with an opponent, you can delay your attack to strike at a moment between his perception. If successful, you score a critical hit.
- Track Contract (rare): You can know the general direction and distance to a contracted target you've seen recently. Helps with tracking a contracted target otherwise.
- Geomancy (rare): You can infuse the terrain with MP to generate controlled magical effects. The effects available are dependent on rank and terrain type.
- Remove Curse (very rare) Skill: You can dispel curses. The MP cost is based on the comparison of Magic Attributes between the caster and the bestower of the curse and the rarity of the curse.
- Ritualist [Blood] (very rare): You can design and perform rituals that drain a helpless or willing victim's blood to empower magic.
- Elven Spellsong (rare): You can use your unique elven vocal cords (or another Skill to create polyphonic vocalization) to manipulate the flow of raw magic in your conduits to create special magical effects. Reduce the chance of failure and damage suffered by Rank x Magic x 0,05% (maximum 100%);
- Lucky MP Pool (ultra-rare): When casting a spell, there's a chance of Rank x Luck x 0.005% of spending no MP for that spell. You must have enough MP to cast the spell.
- House Magic (rare): Reduce chance of failure, MP cost, and increase effect of House Magic spells.
- Nature Magic (rare): Reduce chance of failure, MP cost, and increase effect of Nature Magic spells.
- Sign Language [rabbit] (rare) Journeyman 35: A sign language using paw, nose, and head movements, made especially to be used with a lagomorph's body.
- Meditation (rare) Apprentice 20. After a few minutes of concentration, you can clear your mind and control your emotions. During the meditative state, you gain an extra Willpower test modified by the Skill level to resist mental influence and perceiving illusions for what they are.
- Yoga (unique) Apprentice 20. Improve Flexibility and motor control of your body by Rank x Endurance x 0.2%.
- T'ai chi ch'üan (unique) Apprentice 20. Improve body recovery rate, reduce the duration of debuffs, and increase your lifespan by Rank x Willpower x 0,05%.
- Karate (unique) Apprentice 20 . Improve the damage and accuracy of your punches and kicks using humanoid appendages.
- Judo (unique) Apprentice 20. Improve damage and accuracy for grappling and throwing maneuvers.
- Aikido (unique) Apprentice 20. Improve dodge chance, the accuracy of counterattacks, and mobility in combat.
- Outfitter (very rare) Journeyman 42. You are proficient with processing plant and animal materials to crafting clothing and objects. Increase quality and durability of crafted products.
- Surreptitiousness (ultra-rare) grandmaster 80. When hiding or moving stealthily, reduce the chance of others detecting either you or traces of your passing through any sense by Rank x Dexterity x 1% (Current: 1520%). When moving at half your movement rate, apply your Surreptitiousness modifier to the chance of triggering traps or wards of any kind. You are aware of any trap or ward that fails to act that way.
- Epic Constitution (ultra-rare) master 50. Increase recovery and the pool size of your HP, MP, and SP by Rank x Ego x 0,5% (current 2750%)
- Elementalist (very rare) Master 51. You can cast spells of all the eight basic elements with greater accuracy, power, damage, and effect. Reduce MP cost of the elemental spells. Your elemental spells cause extra effects based on their elements. You resist 25% of all elemental damage.
- Claws (common) Master 55: Increase accuracy and damage when attacking with natural claws. Your claw attacks ignore half the target's defenses. Bleeding wounds caused by your claws bleed for 50% more damage and last 100% longer.
- Bite (common) Master 75 :You are proficient in using your teeth to kill your enemies. Your bite attacks deal double the damage and ignore half the target's defenses.
- Pain Resistance (rare) Journeyman 40. Your sensation of pain is reduced by Rank x Endurance x 0.095%. (Current 91.2%).
- Short Blade Expertise (very rare) Journeyman 35. You are an expert with all kinds of short blades. Greatly increase accuracy and damage.
- One-Handed Bludegoning Expertise (very rare) Journeyman 35. You are an expert with all kinds of one-handed blunt blades. Greatly increase accuracy and damage.
- Stringed Instrument Expertise (very rare) Journeyman 35. You are an expert with all kinds of stringed instruments.
- Wind Instrument Expertise (very rare) Journeyman 35. You are an expert with all kinds of wind instruments, including your voice.
- Social Tact (very rare) Master 66. You add the Skill rank to Charisma on all social interactions, including to resist the use of social traits on you. Treat the reaction of all creatures toward you and your associates as one step in your favor.
- Very Fast (rare): Your base movement rate is double your racial average.
- Disease Immunity (rare): You are completely immune to disease and parasites.
- Poison Immunity (rare): You are completely immune to poison and venom.
- Vorpal Teeth (very rare) :your critical hits using Bite can sever limbs or necks.
- Improved Critical [Bite] (rare) :The critical strike range of your bite attacks is doubled.
- Favored Enemy: Humans (uncommon): Treat all your combat Skills as one rank above when fighting against humans.
- Improved Natural Attack [Bite] (uncommon): You gain a bonus to hit and damage with bite attacks.
- Natural Attack Specialization [Bite] (rare): Your bite attacks deal half as much damage and increase the critical range by 1.
- Close Quarters Fighting (uncommon): If an enemy is within your reach and its attack range is longer than yours, you gain a bonus to all defenses.
- Climb Giants (rare): While riding an enemy larger than you, you gain a bonus to attack and defense against that creature.
- Drop from the Saddle (rare): You gain bonus evasion while riding a creature. Attacks that miss you hit your mount.
- Unwilling Ride (rare): Hostile creatures you ride have a penalty to attack or dislodge you.
- Linguist [Sign Language] (rare): You learn sign languages 20% faster.
- Home Ground Defense (rare): Halve all damage received when defending your home. Your defensive Skills are considered a rank above when fighting to defend your home.
- Indomitable (rare). Double the negative HP threashold for dying.
- Magic Resistance (rare): Magical attacks deal 25% less damage to you. Undesirable Magical effects are 25% easier to resist.
- Alertness (uncommon): Add your Mind and Wisdom Attributes to detect threats.
- Detect Monster (rare) : You can sense them in a range of 20 x Mind meters.
- Detect Assassin Contract (very rare): You can sense them in a range of 20 x Mind meters.
- Detect Favored Enemy (rare): You can sense them in a range of 20 x Mind meters.
- Detect Spirit (rare): You can sense them in a range of 20 x Mind meters.
- Detect Living Sentients (very rare): You can sense them in a range of 20 x Mind meters.
- Tremorsense (rare) : You can sense vibrations across solid matter around you and pinpoint the sources of these vibrations at a distance of 20 x Mind meters.
- Improved Critical [monster] (rare): Your critical chance against monsters is increased.
- Unerring Strike [Monster] (uncommon): Your attacks against monsters are harder to avoid or defend.
- Great Longevity (blessing, ultra-rare): Increase your natural lifespan and reduce rate of aging past your race's age of maturity by a factor of ten.
- Elder Elven Kinship (blessing, ultra-rare): Regardless of your race, all Elves consider you a member of their race and kin to their elders.
- Harried Dodge (rare): When facing. or more opponents in melee, attacks that you dodge have. risk of striking one of your enemies.
- Reinforced Veins (very rare). Reduce bleeding effects and duration by 50%.
- Tranquil Mind (rare): You are immune to Rage effects.
- Bleeding Strike (rare). Your Cutting and Piercing attacks ignore part of the target's armor to check for bleeding wounds.
- Hemorrhage Strike (very rare). Bleeding wounds you inflict deal triple damage and last 50% longer.
- Stunning Bleed (rare). Victims of your bleeding wounds must pass an Endurance check or suffer. 50% penalty to their combat skills while the bleed lasts.
- Moonbound [Black Jaguar] (ultra rare). you are. moon-bound. If you pass. Willpower test, you can shift either into your beast or hybrid form.
- Forced Shift [moonbound] (curse, rare). During. night of the full moon, you must pass. hard Willpower test or be forced to take your moon-bound form.
- Beast Regeneration (rare). When in your beast or hybrid forms, you recover from any wound not inflicted by silver at. fast rate.
- Monster Exp Boost V (uncommon). Increase Exp gains from monsters by 205%.
- Eat Anything (ultra rare). Your body can process and draw nourishment from almost any source.
- Improved Extract Materials (uncommon). Monster parts you harvest from monsters you killed have better properties and potency.
- Darksight (rare). You can see in non-magical darkness up to 10 meters away from you in black-and-white and up to 20 meters as blurred shapes
- Improved Burrowing (rare). Double your burrowing speed.
- Less Debris (very rare). When digging, you generate 50% less debris.
- Death Blow (rare). Spend MP to gain. damage multiplier when striking an enemy unaware of you.
- EXP Boost V. (uncommon). Gain 205% more Experience.
- Death Contract V. (rare). Gain 657% more Experience from targets marked for assassination.
- Melodius Voice (uncommon). Your voice is never off-tune. Add your Endurance to Charisma for all Charisma effects that depend on speech or song.
- Erase Presence (uncommon). Whenever you use. furtive skill out of combat, that Skill is 50% more efficient. Modified by Luck.
- Temperature Tolerance (rare). Increase the range of acceptable temperatures by twenty degrees Celsius. Decrease damage from exposure to either hot or cold temperatures (but not fire or ice damage) by half.
- Stunning Ambush (rare). Unaware enemies struck by your melee attacks suffer an extra stun debuff.
- Chameleon Skin (rare). You can change the color of your skin and hair. Reduce odds of visual detection by at least 60% if you are standing still.
- Favored Enemy [Demons] (rare). Treat all your combat Skills as one rank above when fighting against demons.
- Strengthened Health (rare). Your HP pool is based on either Strength or Endurance, whichever is higher, plus half of the lower Attribute.
- Limber Health (rare). Your HP pool is based on either Dexterity or Endurance, whichever is higher, plus half of the lower Attribute.
- Willful Health (rare). Your HP pool is based on either Willpower or Endurance, whichever is higher, plus half of the lower Attribute.
- Corrupted Blood Resistance IV (very rare). Damage taken by Corrupted Blood is lowered by 93.75%.
- Eat Magic (ultra-rare). You can gain nourishment from magic. Reduce damage taken from magical sources by at least 25% up to 80%, depending on your hunger.
- Project Title (ultra-rare). Allows people that {Appraise} you to mentally discern your active title and recognize it as truth. This effect works even if your Status is hidden or modified. Thiscan be toggled on and off at will.
- Improved Track Contract (very rare). You are aware of the location of assassin contracts you are undertaking and can track them at ten times the distance.
- Lightning Resistance. (ultra-rare). Reduce all lightning damage suffered and the duration of lightning-related debuffs by 96,9%.
- Fire Resistance. (very rare). Reduce all fire damage suffered and the duration of fire-related debuffs by 96,9%.
- Demon Slayer II (very rare): Your attacks against demons deal 125% more damage. The damage from your attacks do not regenerate and lowers the demon's strength and agility.
- Favored Enemy Critical Chance (very rare). Increase your critical hit chance against favored enemies.
- Partial Transformation (very rare). You can shift parts of your body while keeping the rest the same.
- Favored Enemy Exp Boost. (very rare). Experience from favored enemies is increased by 657%.
- Gift of Tongues (ultra-rare) perk. You can talk, listen, read, and write all languages with perfect fluency after hearing or reading five words. You cannot gain language Skills.
- Unlock Luck (very rare): You unlocked the Luck Attribute. Your Luck will display in your Status. You can directly spend Attribute points on Luck.
- Nimble Dodge (very rare): When fighting creatures bigger than you, you gain bonus movement speed and a dodge bonus for every difference in size.
- Spin Silk (very rare): You can use MP to create, spin, and weave silk. You can choose the thread color and fabric pattern.
- House Magic Affinity (uncommon): You can use House Magic spells with greater effect and reduced cost.
- Natural Spellcaster (very rare): You need only your concentration and MP to cast spells to which you have an affinity:
- Fairy Animal Shapes (rare): You can spend MP to shapeshift into small harmless animals. You do not transform back if you die in animal form. Mortal magic cannot see you for what you are. Other fairies recognize you as one of them.
- Faerie Invisibility (rare): You can spend MP to turn invisible. Other faeries can still see you normally. Attacking breaks the invisibility. This is an illusion effect.
- Boggart Transformation (very rare): You can spend MP to transform into a boggart, a mischievous incorporeal spirit that can manipulate crafted objects at a distance.
- Steelweave (very rare): Increase the tensile strength of fabrics you weave from your created threads by a factor of ten.
- Small Animal Shapes (very rare): You can transform into small animals as well as the smaller ones.
- Blight Protection (very rare): Select any number of target creatures no further apart than Willpower meters from you. Whenever that creature would take damage from blight, spend SP equal to the blight damage taken to negate it. The protected person receives the benefit of Blight Delay.
- Favored Enemy [undead] (rare): Treat all your combat Skills as one rank above when fighting against spirits and undead.
- Cloth Body (ultra-rare): You can spend SP to force a spirit or specter to inhabit a previously prepared stuffed cloth body you created with your threads. You do no gain control of the animated body.
- Spiritual Health (ultra-rare): Your HP pool is based on either Soul or Endurance, whichever is higher, plus half of the lower Attribute.
- Cleanse Blight (very rare): Spend a massive amount of SP to temporarily cleanse blight. Should you affect the whole blight area, it won't return if the undead is not present.
- Strengthened Animal Shapes III (rare): When you transform into an animalistic form, Increase your physical Attributes by 12.
- Medium Animal Shapes (very rare): You can transform into medium animals as well as the smaller ones.
- Dire Animal Shapes (very rare): You can shift into a stronger feral form of an animal as well as the normal version.
- Fairy Godmother (very rare): You can adopt a mortal child and grant her magical powers by permanently sacrificing your MP.
- Spirit Pact (very rare): You can spend SP to make a contract between two willing parties. A living creature and a spirit. The spirit grants its power to the creature in exchange for sustenance and a 5% Exp tithe from the living.
- Extra SP II (very rare): You gain 2 more base SP per level.
- Spirit Caster (ultra-rare): You can lend SP to a contracted spirit to make it cast spells on your behalf.
- Soul Weapons (ultra-rare) Skill. Spend SP to wrap a weapon with ectoplasm. This weapon deals normal damage to ghosts and incorporeal undead.
- Sticky Threads (uncommon) Skill. Threads you create through biological or magical means are adhesive. Use the Skill rank plus half your weaving Attribute as the effective Strength. The threads do not stick to you although you can cling to them.
- Throw Threads (uncommon) Skill. Threads you create through biological or magical can be thrown at a target up to Rank x weaving Attribute meters.
- Soulguide (ultra-rare): Infuse an incorporeal spirit of an undead creature with MP to purify its grudges. The spirit is incapacitated while the infusion is underway. Hostile action removes the effect of this: Once the spirit is purified, it will become friendly for 24 hours or until you dismiss it. Once that happens, it will move on.
- Speaking Animal Shapes (very rare): You can speak any language you know while transformed into an animal.
- Tiny Animal Shapes (rare): You can transform into very tiny animals as well as the other sizes you normally can.
- Mystic Soul (very rare): Add half your Soul Attribute to Magic to determine your MP pool.
- Prismatic Skin (ultra-rare): Your skin absorbs 10% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
- Improved Prismatic Skin (ultra-rare): Your skin absorbs 15% of the full incoming magic damage (before other modifiers are applied) and converts that value into healing.
- Prismatic Silk (ultra-rare): You can spend extra MP and time to weave silk that's immune to a particular element's damage. The hue of the silk must match the element.
- Mana Shield (rare): 25% of the magic damage you take (after all modifiers) is subtracted from MP.
- Hardened Mana Shield (very rare): Your mana shield absorbs all kinds of damage.
- Last Chance (ultra-rare): Target a recently deceased creature. Spend SP equal to twice the maximum HP of the creature. That creature stays alive for 5 minutes minus the time since it died. This does not work if the soul is unavailable or if the body is either obliterated or grievously wounded beyond any chance of recovery. A target can only be affected by this perk once every twelve years.
- Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 5:1.
- Improved Spiritual Healing (very rare): Spend SP to heal a target creature's HP with a ratio of 3:1.
- Soulspeaker (very rare): You can speak with and understand spirits and the undead regardless of language.
- Diplomat from Beyond (very rare): Add half your Soul score to Charisma when interacting peacefully with spirits or the undead.
- Keening (rare) perk. Your keening and lamentations inspire dread on the living, warning them of danger and making them wary of approaching. If they do try to enter the place where they heard your keening, they will be less likely to ignore the danger and will suffer combat penalties. Charisma-based, resisted by Willpower and Ego.
- Phase Defense (very rare) perk. Attacks and spells that can hurt you have a 20% chance of passing through you without causing harm.
- Cold Resistance I (rare): Reduce damage from cold by 50%.
- Bardic Magic Affinity (rare) perk. You have a natural affinity for bardic magic. Double the rate of learning for the Skill and halves the cost of bardic spells.
- Heal the Other Side (very rare) perk. Your healing can affect those on the other side of the death veil.
- Song of Peace (rare) perk. You learned how to weave the Concept of peace into your songs. Creatures that hear you sing are less propensity to violent acts unless they are currently being attacked. Affected people know they are being affected and do not lower their guard. Based on Charisma, resisted by Charisma
- Solid Manipulation (rare) perk. You can stay incorporeal and manipulate objects as if you were physical.
- Hidden Eyes (rare) perk. When you are inside an object, you can spend MP to see up to 3 meters from the objects' surface.
- Phase (very rare) perk. You can spend 100 MP per second to turn yourself incorporeal. Failure to pay the upkeep inside an object can be fatal.
- HIdden Ears (rare) perk. When you are inside an object, you can spend MP to hear as well as if you were outside.
- Royalty (ultra rare) perk. You are a trueborn member of Royalty. You can display the title {Princess} on your status for anyone that {Appraises} you. Members of your race react favorably to you. Members of other races, if aware of your status, can shift their reaction favorably (more likely) or worsen it (less likely). You learn Skills at a 10% faster rate.
- Elven Royalty (unique) perk. You are part of the elven royalty. You can perform exclusive rituals to reinforce the bonds between elves and the Nature. All elves' reactions shift one step in your favor. You gain one extra HP and MP per level.
- Moon Guidance (very rare) perk. Whenever one of the moons shines in the sky, you gain a small bonus to all Skills' effects. The moons' effects on you are never detrimental.
- Extra Skill Point III (very rare) You gain 3 extra Skill Points per level.
- Critical Resistance (very rare) When you suffer a critical strike, you have a 25% chance to avoid it. Modified by Luck.
- Last Stand (ultra-rare) When you use this perk, select a number of opponents you can see. Increase all your Skills by one category against those enemies. You die when all those enemies are defeated or have fled the battlefield beyond your ability to chase. You also die if you willingly abandon the combat.
- Head Start II (very rare) perk. You gain 36 points of HP, MP, and SP.
- Extra MP II (rare) perk. You gain 2 MP per level.
- Elven Senses (uncommon) perk. Your sense of sight is 10 times more accurate. Your sense of hearing is 5 times more accurate.
- Nature Magic Affinity (rare) perk. Your spells that affect plants and animals at a reduced cost and with more efficiency.
- Favored Enemy [orcs] (uncommon). Treat all your combat and furtivity Skills as one rank above when fighting against orcs.
- Elven Grace (uncommon) perk. Your furtivity, defensive, and movement Skills increase in biomes with sufficient vegetation.
- Favored Enemy [dragons] (rare). Treat all your combat and furtivity Skills as one rank above when fighting against dragons.
- Favored Enemy [abominations] (very rare). Treat all your combat and furtivity Skills as one rank above when fighting against abominations and chimeric creatures.
- Extra Skill Point III (very rare) perk. You gain 3 extra Skill Points per level.
- Favored Defense (ultra-rare) perk. All damage from favored enemies is reduced by 25%.
- Tree Stride (very rare) perk. You can spend MP to enter a tree if the trunk is thick and tall enough to fit your form. You can see and hear around the tree normally. You can exit at any time from the same tree or pay MP to exit from another tree at a range of Magic x 100 meters.
- Affinity Resistance (very rare) perk. You resist 25% of the damage from magic to which you have an affinity. For non-damaging harmful effects, they end 25% earlier.
- Force Magic Affinity (rare) perk. You have an affinity with Force magic.
- Elemental Magic Affinity (ultra-rare) perk. You have an affinity with all the eight basic elements. Fire, Water, Ice, Wind, Earth, Lightning, Light, and Darkness.
- Royal Geas (ultra-rare). You can impose a geas upon an individual at a cost of 10x their Soul Attribute if they are your subject or ten times that for a foreigner. The target cannot violate the geas or they'll lose 100 x your Soul Attribute HP per second while you lose the base MP cost to impose the geas until they stop attempting to violate the geas, die, or you run out of SP. You can choose to not cause death at the time of imposing the geas and the target falls unconscius for 24 hours once they reaches 0 HP. The geas ends if you can't pay the upkeep to enforce the geass. You are aware of the violation attempt. You can dismiss the geas at any time or set a condition to be fulfilled.
- Improved Royal Geas (ultra-rare). Reduce the cost by half and increase the damage by 50%.
- Overcharge Magic (very rare). You can spend extra MP to multiply a spells' damage, effect, or area (pick one at the time of casting).
- Mana Strike (very rare). You can imbue your weapons with mana, bypassing some of the enemy resistances and dealing extra magical damage.
- Moon Magic (very rare) All magic is 20% stronger and 10% cheaper for each moon in the sky. If the moon is full, the bonus shift to 25% and 15% respectively.
- Fae Ancestry (ultra-rare) You can purchase racial perks from your fae ancestry (water, fire, earth, wood, wind, brownie).
- Corrosion Resistance II (very rare) Corrosive agents deal 75% less damage.
- Dragon Slayer II (ultra-rare) perk. You deal 125% more damage to dragons and receive 43,8% less damage from them.
- Unbound Hero (ultra-rare) perk. Effects that incapacitate or restrain you last 67% less.
- Summon Arms & Armor (very rare) perk. You can summon nearby unattended weapons and armor to your person, equipping them in a few seconds. The range is 2 meters.
- Molding Armor (ultra rare) perk. When you change shapes, your armor shifts to fit your new shape.
- Divinity Absorption: Any use of divine power targeted at you or the area you occupy is nullified.
- Reincarnation: Upon final death, you are randomly returned to the world as a newborn of another species.
- Past Life Memory: Never lose sense of self. You carry memories, Attributes, Skills and non-situational Traits to the next life.
- Pioneer: You are the first of your species to be inducted to the System. Skill growth increased by 10%.
- Absolute Clinging: You can cling to any surface without damaging it, including force constructs.
- Clay Transmutation: You can spend MP to transmute matter into clay.
- Prodigy: You are the youngest of your species ever inducted in the System. Skill growth increased by 10%.
- Fast-Learner: Your Exp gains are multiplied by 10,000.
- Water Fairy Familiar. You have. water fairy familiar. It will grow stronger as it ages. Its powers are always limited by your own level.
- Were-kin Matriarch. Were-creatures are compelled to obey you. Your combat Skills raise a rank when fighting against or with were-creatures. Those you personally convert are stronger, smarter, and gain a loyalty boost. You gain a tithe from the Exp gains of were-creatures near you.
- Infinite Item Box (unique). You can instantaneously store any object. There is no limit to the number of objects stored.. window listing the inventory can be browsed at any time. The storage space is persistent between reincarnations and time does not pass for stored items. You can store any unattended objects and make them appear at. distance up to Willpower meters away from you. The MP cost varies depending on the mass and bulk of the object stored.
- Pioneer Chemist. Chemical reactions you cause are 20% more likely to happen as intended. As. pioneer, you gain. extra Skill point for every Profession level in Chemist or its derived Professions.
- Pioneer Surgeon. When performing surgery on. patient, reduce bleeding and damage caused by 20%. Increase recovery time by 20%. As. pioneer, you gain. extra Skill point for every Profession level in Surgeon or its derived Professions.
- Divine Negotiator. Add your Mind to Charisma when negotiating. deal. If your offer is one you consider truly reasonable and not harmful for the other party, decrease their resistance by 50%. Thisworks on deities.
- SP Substitution. You can spend SP instead of MP to power any ability that requires SP.
- Pinnacle of Luck (ultra-rare) perk. You reached the mortal maximum for the Luck Attribute. Whenever faced with a completely random choice, you have twice the odds of choosing the best outcome. The odds of receiving a critical hit are halved unless you are immobile. When you find a treasure or harvest a resource, there's a small chance it will be better than what it should be.
- Pinnacle of Ego (unique) perk. Your sense of self is absolute. You are immune to any effect that manipulates your memory or takes over your control over your own mind, body, and soul. As the first to earn this achievement, you gain a 50% bonus to your HP, MP, and SP.
- Pinnacle of Soul (ultra-rare): You reached the mortal maximum for the Soul Attribute. You are immune to Blight. You are immune to possession. You can get as low as 100 * Endurance negative HP before you die.
- Pinnacle of Magic (very rare) perk. Your magical power is at the limit for a mortal. All MP costs are halved. No external effects can damage or drain your MP. When your HP reached zero, all damage you receive comes from your MP pool.
- Self-Sacrifice (ultra-rare) perk. You can, at any time, sacrifice your life. Your HP, MP, SP and accumulated Exp can be used to empower one final act, be it an attack, Skill use, Perk use, or spell. You know before you do the sacrifice if your power is enough. Otherwise, you can opt to sacrifice non-curse traits to even the balance.
- Combine Skills (unique) perk. You gained the ability to group your Skills and Perks by category. You can sacrifice 10 Skills to gain one Skill of a greater rarity that will overlap the majority of the sacrificed Skills as possible. The level of the new Skill is determined by an amount of Skill Points equal to half the Skill points of the ten Skills combined plus half of whatever unspent Skill Points you have. Sometimes, a perk can be offered instead.
- Status Forgery (very rare) perk. You can display any Class and Level you desire, up to Charisma levels above yours. This perk can be toggled on and off at will.
- Bear Burden (rare) perk. You can designate one person as your protected ward. While that person is within Soul meters from you, any damage or debuff applied to that creature is transferred to you.
- Living Threads (unique). The threads you create are living. They can receive small amounts of MP or SP from the user to repair and clean themselves. They also earn 0.1% of the earned Exp and level up, increasing their strength and durability.
- Fairy Goddaughter (very rare). You have a protector fairy. You gained +2 Dexterity, +2 Endurance, +2 Mind, +5 Luck. Other fairies will recognize you have this perk.
- Past Life Shapes (unique). You can take the shape your past lives had right before they died. (SYSTEM: Restricted to type III and IV humanoids). Your Attributes do not change but you gain all the physical abilities of the form you took.
- Summon Godmothers (unique). Once a year, you can pay 1,000,000 MP to summon your five fairy godmothers. The use of this perk without a good reason will anger the elder fairies. They appear at most one hour after the activation (we need time to get ready!).
- Blocked Status (very rare): Your status can only be viewed with divine magic.
- Feminization (uncommon): Your gender is female, if possible.
- Greater Decrepitude (ultra rare): Your maximum physical Attributes are your racial average minus one.
- Greater Feeblemind (very rare): Your maximum mental Attributes are your racial average minus one.
- Random speciation (rare): Your birth race is determined at random.
- Random disability (rare): Upon birth, you gain a random disability. This disability is removed upon death.
- Divine Siphon (unique): divine energy that targets you or enters in contact with you is drained and the power is sent to [Loki, Asgard].
- Sterile (rare): You cannot generate offspring.
- Forgotten Identity(rare): You cannot remember your identity from your life in another world.
- Technogibberish (very rare): You cannot transmit scientific or technological knowledge through any means. All attempts will be interpreted as gibberish by others.
- Unskilled IV (very rare): You cannot raise Skills above Novice rank.
- Unspeakable Name of God (ultra rare): You cannot utter the name or transmit the knowledge of gods by any means. All attempts will be interpreted as gibberish by others.
- Slow Learner III (ultra rare): Your Experience gains are divided by 1,000.
- Unspeakable Curses (uncommon): You cannot speak about your curses through any means. All attempts will be interpreted as gibberish by others.
- Cold Iron Vulnerability (uncommon): You take 200% normal damage from attacks made of cold iron.