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Perks

All perks available when building a character, organised by category. Deprecated entries remain listed for reference but cannot be newly selected.

Combat

Melee fighter▶ details

You are remarkably strong and precise with their strikes!

*In melee, when rolling to attack or defend against a target, gain +3d6, counting successes on a 4 and above.

Gunner▶ details

You are unreasonably accurate from a distance!

*When rolling to make an attack with any ranged weapon, gain +3d6, counting successes on a 4 and above. *Does not apply to grenades or throwable weapons.

Runner▶ details

You are incredibly fast, and most struggle to keep up!

*Double your movement speed: you have 2 movement actions instead of the typical 1. You are always at the top of initiative, regardless of your dexterity. *Compare dexterities if competing with someone with the same effect.

Thrower▶ details

You are an olympic thrower for sure! Your throwing arm is close to perfect!

*When throwing weapons at a target, gain +3d6, counting successes on a 4 and above. *Your throwing weapons have a convenient rope tied to them - they returns to you in the end of your next turn. *No longer have a damage drawback when using a throwable weapon in melee.

Effective cover use▶ details

You are careful and prefer to preserve your life!

*You always have at least 2d6 cover, even if you are not in cover. Always take cover as a free action, if any is available. *When in cover, gain an additional +2d6 when rolling your cover, counting successes on a 4 and above.

Tough▶ details

Your skin, meat 'n bones are very tough and hard to break through!

*Your HP is multiplied by 1.5 - your constitution remains the same. *You regenerate HP at twice the rate, and only need half as much rest to handle exhaustion.

Explosive intolerant▶ details

Explosions seem to avoid you somehow, it's like you repel them!

*During events and combat related scenes, never die or get hurt from explosives-related random chance ( Random mines, artillery shells and stray explosives ) *Considered a damage reduction effect; explosives deal -2 damage to you, and the remainder damage is halved, rounded up. Damage CAN be brought to 0 through this.

Wayfinder▶ details

You have a perfect sense of where exactly you are in the world, and how to live off the land around you.

*Never get lost, and always know how to get where you need to go, as well as the state of the region you're in. *Pick one type of terrain to specialize in. In such terrain, double your cover and any cover bonuses you'd get, then add them all together. *You gain a special Survivalist's Kit. It has no weight and no 'bulky-kit' gimmick. Survival related checks always succeed so long as you have your kit. *Your kit always returns to you, it cannot be permanently lost, but you can be separated from it temporarily.

Custom input: Choosen terrain

Danger sense▶ details

You have a natural feeling for 'danger', as if it were a sixth sense!

*During events and combat related scenes, you will get hints of danger and dangerous situations. *Gain +3d6 to spot hidden targets, ambushes and traps, counting successes on 4 and above. *You can still trip traps; you do not know what triggers them neccessarily, you only know where they are.

Jäeger▶ details

You are a natural at trap-making and being sneaky in general!

*Gain +3d6 to hide yourself, to set up ambushes, traps, and to determine their damage, counting successes on 4 and above. *Your traps now deal a flat +3 damage.

Signature weapon▶ details

You have a special weapon that belongs to you, and only you!

*Select any ranged or melee weapon in the system. It deals +1 damage, and becomes free - unless it is restricted, instead, its cost is reduced to 1. *If it is a ranged weapon, gain a free copy lf all of its attachments. If it is a melee weapon, you may add 1 melee trait to it. One-handed, Two-handed, Bastard weapon, the shield traits (Buckler shield, Shield, Board shield), Chainsaw, Multi-headed, and Concealable cannot be added. *Your weapon always returns to you, it cannot be permanently lost, but you can be separated from it temporarily. *You may take this perk a second time to choose a second signature weapon. You cannot have more than two.

Brawler▶ details

You are a natural brawler, and fight with whatever you have on hands.

*Your unarmed attacks and makeshift weapons deal +2 damage, have light armor piercing, and ignore damage reduction effects. *When unarmed or with a makeshift weapon, when rolling to attack or defend against a target, gain +3d6, counting successes on a 4 and above. *Does not apply to thrown makeshift weapons.

Sapper▶ details

You are a military engineer! You build fortifications and do general groundworks of the sort.

*You have a special, no-weight entrenching kit and explosives kit, both without the 'bulky-kit' gimmick. *Your kits always return to you, they cannot be permanently lost, but you can be separated from them temporarily. *In three turns, you can build cover worth 6d6 with your entrenching kit. With one more turn, you can transform it into 8d6 cover instead. *You can destroy cover and any fortifications in one turn with your entrenching kit.

Baiter▶ details

You are really fucking annoying, or a particularly juicy target.

*When fighting as a group, enemies must target you even if other allies of yours are closer/easier/better targets, unless you cannot be targetted at all. *You always have the materials to set up distractions and lures, which always bring enemies to the place where that distraction was set up. *Use this perk not to fight, but to draw enemies away from you or into you.

Defender▶ details

You have an iron-will to protect those around you!

*You have a shield, or equivalent, which has 2 weight and is considered a makeshift weapon *Your shield always returns to you, it cannot be permanently lost, but you can be separated from it temporarily. You may use a one-handed weapon alongside the shield, but have -3d6 to attack with it. You cannot reload while holding the shield. *Considered a damage transference effect; you can protect any number of teammates in the same distance as you, forcing enemies to target you instead. *Considered a damage reduction effect; damage from ranged and melee weapons is lowered to 1; you must be facing the source of the damage, or there is no reduction. Does not apply to explosions.

Weapon master▶ details

You have weapons from all across the world, neatly stashed away someplace conveniently nearby.

*You have an arsenal, which is always conveniently nearby, whenever you need it. *You have one copy of every weapon, melee or ranged, except restricted weapons - their cost is reduced to 1. *Weapons may be given to others, but they can be stolen. Weapons lost must be re-bought with points.

Veteran▶ details

You have a knack for keeping yourself alive, at the cost of your teammates. You don't live long by being a dummy.

*When attacked, as a free action, pull any non-incapacitated target, in the same distance as you, into the way of the attack, up to 3 times in a turn. *Considered a damage transference effect; willing targets take all the damage in your instead. Unwilling targets perform a STR vs STR contested check. *You may pull a target in the way before or after a cover/defense roll. *Officers and higher-ups can punish you for this behavior; it is great cowardice and poor conduct!

Unstoppable▶ details

You manage to push well past your limits, even at the detriment of your own life.

*You can never be put into critical condition - you are only ever incapacitated. *Being set on fire does not force you into either running away or putting the fire out - you fight on through it! *When reduced to 0HP, you are not incapacitated, and can continue fighting as normal, as you are hit with an 'adrenaline rush'. ->Adrenaline rush: *Lasts 20 turns, or 20 minutes, whichever is faster. For the duration, you cannot be incapacitated. *You may voluntarily give out and become incapacitated - however, you cannot undo this! Once your rush is over, you 'crash' out. ->Crash out: *You are incapacitated until your HP heals back to full. You cannot do any escape rolls if you are eaten.

Ambidextrous▶ details

You have no dominant hand - you can use either one perfectly!

*You can dual wield any pair of one handed weapons and attack with both of them in one turn. Each attack is rolled independently. *Your fists count as weapons for this purpose. You can punch someone twice, or hit them with a sword and punch them, etc. *When dual wielding, you cannot utilize alternative firing techniques.

Nimble hands▶ details

Your hands are remarkably nimble, able to use weapons with unmatched proficiency.

*Every weapon and tool can be holsted, unholstered, grabbed or dropped as a free action. You can perform three reloading actions as if they were one. *Alternate firing techniques ( 'Mad minute technique', 'Walking fire', etc ... ) no longer have negative effects. *When firing at 3 rof or lower, no longer need to waste a shot when multi-targetting.

Gunslinger▶ details

You are a natural gunslinger, your trigger finger itches for the next shootout.

*Gain a special 'revolver bandolier', with infinite revolvers. *The bandoiler always returns to you, it cannot be permanently lost, but you can be separated from it temporarily. *Choose any single action revolver; you now have infinite copies of it, and only count the weight of one. *You may fanfire the revolver, increasing its ROF as much as you want. Each additional ROF reducts -1d6 from shooting checks. Your other hand must be free to fanfire. *You do not reload your revolvers; instead, you throw them at the enemy, dealing 2 damage on hit, before pulling out another. They break apart on hit, becoming unusable. *You may not willingly give out a revolver, and you must try to recover them, unless they are broken. *If you pick your revolver as a 'signature weapon', only a single revolver receives the benefits - all others utilize the normal stats. *GUNSLINGER'S HONOUR: When meeting another gunslinger, must initiate a duel. Both roll their dexterities; winner instantly kills the loser.

Custom input: Choosen revolver

Vore

Survivor▶ details

You have survived many stomachs before, or otherwise you're naturally good at escaping them!

*When rolling to avoid being grappled or swallowed, gain +3d6. Gain a flat +3 to the 'escape training' stat. *Gain +3 escape attempts OR set your escape attempts to an exact 3; whichever would benefit you more when ingested. *Ignores any perks that'd prevent you from doing escape attempts, regardless of conditions. You still digest at the exact same speed.

Natural predatorPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are a man-eater and devour others without much difficulty at all.

*When rolling to grapple, swallow and to keep prey down, gain +3d6, counting successes on a 4 and above.

Hard to churn▶ details

You're naturally resilient to digestion somehow, or you're just very willful to survive!

*Your points in Digestion Resilience are quadrupled.

Living furnacePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are closer to a furnace than a real person!

*Your points in digestion strength are quadrupled. *You can digest any objects you eat. Based on the material, it'll have 4/8/12 digestion resilience. *Digesting an object depends on its resilience - it takes as long as a person would with that same resilience.

In chargePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You have an unreal amount of control over your digestive system! Mostly narrative perk.

*By default rules, stomachs always digest, whereas other organs are always safe. This perk circumvents the rule. *Pick, whenever, if any organ will digest or hold its prey safely. Have full control over how your acids feel and how your stomach treats its prey. *You can move a person from an organ to another, immediately, as a contested STR vs Escape Training check. The organs must be directly connected. *You may freely allocate where the fat from digested prey goes, including 'living-fat-advisors' or 'ever-lasting' prey. You may stop their shenanigans at will.

Unreal capacityPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are unreasonably stretchy!

*The capacity of each organ is tripled. You may get this perk multiple times and the benefits stack multiplicatively

InescapablePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Once prey has grown weak and soft enough, they can't find a way out of you at all!

*If prey is at, or reaches 0HP or lower, once swallowed, they cannot attempt any escapes. *They may only be rescued by someone from the outside, or released!

Hauling meatPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You've very strong legs! Carrying prey around is no biggie.

*People weight only 1 weight when eaten by you. Vehicles have 1/10th of their weight, rounded down. Tinies are entirely weightless. *If the prey has the "heavy" perk, typical rules apply.

Heavy▶ details

Fatty! You keep your predator pinned with your weight, or your struggles are very destabilizing!

*This may be justified through you being very heavy, or your struggles being too strong to move around with. *You now have a fixed weight of 15, and when eaten, you always make your predator immobile, with penalties applied, even if they have sufficient strength. *You take up 6 organ capacity when eaten - you cannot be eaten if your predator lacks the organ capacity! *If the pred has "hauling-meat", typical rules apply instead.

Internal fighter▶ details

You must certainly be mad! Rather than fighting outside of your predator, you'd rather do so from the inside!

*When eaten and rolling to escape, instead, you may try to damage your predator. This must be declared before rolling, or it defaults to an escape attempt. *For every success over your predator, you deal 2 damage to your predator. A predator that is incapacitated or in critical condition can still keep you down. A dead predator can be escaped freely as an action. *Fighting your predator is not considered an "escape" attempt, perks that'd help in keeping prey inside do not apply, such as 'natural predator'. *You still move between organs while fighting, as if doing escape attempts. The predator does not add the difference in strengths if you're fighting rather than escaping.

Prey-as-armourPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You have a person inside you! That's basically cover, right?

*Damage reduction from other items/perks apply before this perk's own. The protection & effects only apply in the same direction your organ is facing. ( Stomach, breasts, and womb protect from the front, but not sides and rear! But a tail would protect from the rear - however, not the front! ) --->If you have prey inside you, dead or alive: *Have +2d6 to cover rolls, and cover is two tiers higher. *Considered a damage transference effect (live prey) or damage reduction effect (dead prey); when attacked, live prey takes all damage in your stead. If your prey is dead, only take 1 damage instead. Does not apply against explosions. *Prey that have gone through 2/3rds or more of their entire processing time no longer provide damage reduction/transference.

AssimilatorPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You transform other people into strength for yourself.

*When digesting prey, you gain an additional point, whether it was willing or unwilling vore. *The whole proccess must be done by you. If they were softened up by someone else's enzymes, perk does not apply.

CrusherPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Your prey is MEANT to stay inside you! They better not fight back, lest they want to be punished!

*If your prey rolls to escape your stomach and fails, they take 2 damage for every success you have over their own. *Prey can be killed through these means! Digesting their body still takes the usual time, this does not speed it up at all. *Incapacitated prey is still fighting back! Prey only stop fighting if they're dead or have run out of escape attempts.

Ever lastingPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are never truly gone. You always come back! Even when digested, you live on as fat within your predator's body!

*You may inhabit a bodypart of your predator of your choosing - you cannot change this choice! You have minimal control over this bodypart, but the predator can, freely, shut you down and keep you from doing anything. You may communicate with your predator. *When your predator gives birth OR impregnates someone, your consciousness is transfered to that body and you live on! if you are a template, they are guaranteed to birth a copy of your template. *Otherwise, you'll be alive, but with a different body and appearance. Make a new sheet to reflect this, keeping the point totals and number of perks. *The Intelligence and Charisma stats remain the same, but points in strength, dexterity and constitution may be rearranged. *Perks related to your physicality can be changed ( hard to churn, unreal capacity, living furnace, etc ). *perks related to skills ( gunner, melee fighter, materful linguist, etc ), belongings ( Sig. Weapon, beastmaster, allies, etc ) may not be changed.

Living fat advisorsPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

The dead remain within you after churning, awakening as your fat!

*Only Pilzfrauns and their variants may become advisors - baseliners digest away normally. *The advisor picks a body part to live on as. They'll retain their consciousness and memories. The predator can hear them within their mind. *The living fat has control over the body part they inhabit: You may lactate or grow hard spontaneously, etc. The predator requires a constitution vs constitution contested check to make them stop. *The in-charge perk allows you to choose where the prey ends up in, and you can stop their shenanigans at will. *For as long as you have the living fat within your body, you add their stats to your own. For every living fat advisor residing within you, you must eat one prey every 3 scenes - otherwise, the fat burns away. *Failing to eat prey makes the advisor go away. The advisors are lost in order of acquiral! Eating NPCs does not count, you must feed on RPers' characters!

Bacta tankPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are oh so caring for your allies, oh my my!~

*Your womb or balls can heal! People you unbirth or cockvore, get to heal inside you! They will gain HP at the same rate they'd otherwise lose HP from digestion. *If you have the 'in-charge' perk, you can choose to heal with any orifice. Characters in critical condition are stabilized whilst inside a bacta-tank orifice; however ... *If they're still in negative HP when spat out, they'll return to critical condition.

Stuffer▶ details

You actively want to shove yourself or others into the tummies of your predators, or to just stuff them 'till they can't eat anything else!

*When rolling to grapple, force-feed yourself or others to someone, and to keep the target from regurtitating, gain +3d6, and count successes on 4 and above. *You must be grappling the victim in order to force-feed them to someone else. You do not need to grapple a predator in order to self-feed, you may attempt it right away. *Alternatively, stuff a predator with food! Each unit of food has 1 weight, and counts as a person for organ-capacity calculation. No need to grapple, you may attempt it right away. *You can force yourself inside a predator even if they've regurgitated you already, as you force through their post-regugitation disgust. *You can stuff someone up to 5 times their organ-capacity. For every point past their limit, they take 1 damage every turn. *Your target can try to regurgitate the contents of their stomach. So long as you are both in the same distance, you can prevent this as a free action. It is a contested STR vs STR check. *If you have the 'milky' perk, you can force-feed your target with your milk/cum/whatever you produce as well!

Last ditch escapee▶ details

When things are tough, you always seem to get hit by a strong second wind!

*If you are inside someone and at 0HP or below ( not self-inflicted ), gain +6d6 to escape their stomach, counting successes on a 4 and above. ->If you escape, you are hit with an "escapist's rush": *The rush lasts 10 turns, or 10 minutes, whichever is faster. For the duration, you have the 'runner' perk. *You cannot be incapacitated for the duration of your rush. Whenever hit, roll constitution, you need 1 + [how negative your HP is] successes in order to keep the rush. *Once your rush is over, you 'crash' out. ->Crash out: *You are incapacitated until your HP heals back to full. You cannot do any escape rolls if you are eaten.

Open ended tailTierfraun, Tierherr only▶ details

Through some sort of strange mutation, your tail isn't normal - it's fleshy, stretchy, and opens near the end!

*This perk gives you a special tail that may be used to hold onto things and people alike, but it cannot manipulate them. *It can be used to eat prey without grappling first AND from 1 distance away; it can fit 2 prey by default and digests by default. *The tail leads straight into the stomach. After 2 escape attempts, prey may be pushed into the stomach. *It is constantly dripping acid from the tip, making you easy to track. ->Mouthless variant: *You may optionally choose to have no mouth at all. If so, you cannot vocalize any sounds and cannot eat normally, having to do so through your tail. *Once prey is brought to your stomach, they must escape into the tail, as escaping through your mouth is impossible.

Custom input: Normal or mouthless?

Survival experience▶ details

Whenever you come close to death, your experience is always remembered and you take good mental notes for the future!

*As unwilling prey, if you escape a predator and live to tell the tale, you gain +2 points. *As unwilling prey, if you digest AND are a template, you gain +1 point, as natural selection killed off a weak link of your template! *You may only get the first or second conditionals, both do not trigger together in a single scene. *The first conditional stacks - escaping multiple predators in a single scene and living grants cumulative points.

Grabby▶ details

You are a grabby one! Your touchy hands rarely let go of people.

*This perk only applies if both of your hands are free and usable. This perk is made invalid if you are lacking a hand. *Gain +3d6, counting successes on 4 or above, in order to grapple targets. Your targets must roll twice in order to escape your grapple, taking the worst result. *You may grapple up to [STRENGTH] targets in one action, and you may grapple them from 1 distance away, immediately bringing them to your distance if you succeed. *When attacked in melee, you may attempt to grapple your target as a free action. If a target manages to escape your stomach, they come out still grappled by you.

Smut

MilkyPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are always producing milk ( or cum ) at a very substantial rate!

*Pick whether you are always overproducing milk, or overproducing cum. *You may pick both if you're a futa, but that will not increase your charges. *Milk/cum works as 'charges'. You have 1 + [CONSTITUTION] charges. Each person can drink one charge of milk or more. *By drinking a charge, a person is fed for a full day, and a pilzfraun heals 3 HP! *3 charges of milky are equivalent to 1 person's nutrients and weight, until it is digested. *Healing effect does not apply to baseliners. *Your milk only recharges at the scene's end or after 24 hours, whichever is faster. *If you've just finished churning prey, you regenerate all of your milk immediately. Drinking your own milk does not affect this. *You can drink your own milk to keep yourself fed and healed.

Custom input: Milk, cum, or both?

THE IMPREGNATORMale/Futa only▶ details

Your sperm quality is very high, and you produce a lot of it.

*Must have a penis. *When you cum inside someone and they are fertile - you definitely impregnate them. *You may cum a lot, enough to stretch them out! Cumflation woe. *Even after shooting, you can still cum again and again - you are like a bottomless pit of cum. *When impregnating someone, you can pick specifically which template she will give birth to! You also pick how many they're impregnated with, provided they have the womb capacity for it. *You circumvent the Pilzherr's curse of forcing Pilzfrauns to only birth Pilzherrs from there on out - you can choose whether or not you mess them up. *If interacting with 'baby factory', pick Even or Odd, then roll a 1d6. You get to pick who they're impregnated with AND how many if it lands favourably.

RewritterPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Fucking a PF into rewriting her brain is doable, and you fuck them hard enough to do it regularly!

*Whenever you are having sex with a template, you can hardcore fuck her, and thus, rewrire their brain! *You can turn them into a template of your choosing. The appearance remains the same though! *Alternatively, rewire their brain into thinking of you and your teammates as allies - your target will bind to you instead of something else! *If your target is unwilling, you must be grappling them, or pinning them, before you can start fucking them. *Whenever fucking them hard, roll your strength against their own. *You need [Victim's constitution] successes in order to rewrite them. *Successes are cumulative, you don't need to get them all in a single roll.

Succubus▶ details

Your sex drive is incessant.

*Very dark perk, use with care, and with partners who consent and enjoy non-con. *In a non-con scene ( rape ), you gain +3d6 to your strength to keep them pinned. *You now count successes on a 4 and above when doing that. *For every orgasm, your target loses 1 HP and 1 strength temporarily. At 0 strength, they can no longer resist you. *You an your partner may arbitrarily decide when an orgasm is had. Otherwise, the target orgasms every time they attempt to resist you. *A victim may be killed through these means. Gain 2 points if you fuck them dead. *The perk can be used in consensual scenes, but awards no points then.

Baby FactoryPilzfraun, Tierfraun onlyFemale/Futa only▶ details

Your womb is extremely fertile and spacious!

*You are impregnated for certainty whenever someone with a penis cums inside you. *Your womb has 27x the capacity of your stomach and scales accordingly. You still obey encumbrance rules. *You can choose which templates you give birth to, and you can choose if someone with the 'ever-lasting' perk is birthed or not. You also pick how many you're impregnated with, provided you have the womb capacity for it. *Being impregnated by a PH does not force you to only birth males from there on out, even if impregnated before getting this perk. *Your pregnancies last 1 week. You still need the required nutrition to birth someone that fast. *If interacting with 'THE IMPREGNATOR', pick Even or Odd, then roll a 1d6. You get to pick who you're impregnated with AND how many if it lands favourably. *Using the 'in-charge' perk to digest people inside your womb will digest your children.

Flasher▶ details

You love showing your intimates to people, much to their dismay!

*You may choose to flash a target as a free action anytime. You must be clothed and visible in order to do so. Flashing is a contested check, your CHARISMA vs their INTELLIGENCE. *For every success you obtain over your opponent, they remain stunned for that many turns, completely flabbergasted by your deed! The stun ends early if they are damaged in any way. *A flashed enemy receives -3d6 to perform any actions after the stun is over, for your [CHARISMA] amount of turns. They're distracted! *The same target cannot be flashed again for the duration of the scene/combat, your tricks won't work twice. *Whore.

Gimmick

Innovator▶ details

Your character is awfully creative! Or awfully good at stealing others' ideas~

*Not applicable for baseliners; PFs only. PFs aren't bright and are generally uncreative - this perk is to circunvent that. *You get to make up ONE technology and make use of it IRP, so long as it is reasonably believable. The technology should be described in your sheet.

Custom input: Describe your invented technology

Scrounger▶ details

Somehow, almost as if you are favoured by the gods, you always manage to find exactly what you need, whenever you need it.

*If you need to find something, you do find it, even in unlikely places. *Searching for the desired object takes time, anywhere between 1 to 3 turns, based on how unlikely you are to find it. *Something that is easy to find would take 1 turn, whereas something really difficult would take 3 turns.

Lucky▶ details

Lady luck favours you in particular!

*You have a pool of 6 dice, which may be applied into any rolls you perform, before or after rolling. Dice may only be applied to an individual roll once. *You may choose how many dice to spend - you do not need to use all into a single roll. Your dice only regenerate at scene end. *You may also burn 2 dice to get the effects of a luck related perk, such as scrounger, explosive intolerant, etc. *The effects only apply in the same turn they were used.

Allies▶ details

You know a guy or two, who happens to know another- with connections and stuff!

*You have a vast connection of allies who are reliable and support you, who may be called upon when needed. They are not brainless, and will not accept being abused/scammed/harmed by you. *Your allies should be described in your sheet, and should be a decently broad group, whom can help you directly. They can help you in combat, offer advice, etc. *You may be accompanied by up to 3 goons, each with two stats set at 3, one stat set at 4, and 3 pieces of free gear. No perks.

Custom input: Describe your allies

Patron▶ details

You know people in high places!

*You have a very deep connection with a single person, or group of few individuals. They are powerful in some way, and offer you their full support. *Your patron(s) should be described in your sheet. They will not go out of their way to personally assist you, they are too important for that. *So long as it is used to further your patron's interests, for a scene: ->You may be accompanied by 1 especialist provided by your patron, with two stats set at 6, one stat set at 7, 3 pieces of any equipment, one perk, and one fitting vehicle. ->You may get the effects of another perk, so long as it could be acquired through funding or material, as well as equipment/vehicles. ->You lose all of this once the scene is over. *On your sheet, mark weapons, equipment, vehicles, attachments, and perks as Patron to take them for free. *A player may buy this perk for another, using their own points, representing their patronage.

Custom input: Who are your patrons, what do they provide, and your relation?

Spy▶ details

You are a spy, infiltrated in an enemy faction! Sneaky sneak.

*You must explicit out who you are loyal to, and who you are spying on. *When interacting with your allies, you have a signal that immediately, without fail, identifies your true alignment. *You always have spy gear, such as lockpicks, silenced gun, etc. You can conjure such items out of thin air as if you had them all along! *You cannot be entirely disarmed, you always have items hidden in your body somehow.

Custom input: Loyal faction and faction you're spying on

Beastmaster▶ details

You have a pet animal. How cute!

*You have an animal with special training, they understand basic commands, such as follow, attack, etc. *Your animal must have a sheet of their own, they have 12 points, two perks, and gain point as the same rate as you do, including freebies. *Your animal can also make use of its natural abilities, such as flight, smell or etc. *You can command stray animals at will, and always understand them. Note that an already hostile animal will not obey you. *Have +3d6 when using charisma against a Tierfraun.

Custom input: Your animal companion (species and name)

Free range▶ details

The world is at war. Free travel is greatly limited. You manage to get around, though!

*Cross frontlines, cross the globe. Go anywhere, be anywhere, whenever. You cannot go to completely innaccessible places, like antartica! *You always manage to go wherever you need, even if moving through warring states. You cannot enter restricted places that'd require permission. *Basically the "Fuck you Doc, I do what I want" perk. You don't ever need to justify why/how you're getting anywhere. You just do.

Authoritarian▶ details

Your mere presence commands authority! You are a high rank within a renowed organization!

*When attempting to force someone do something based on your authority, gain +3d6, rolling successes on a 4 and above. Gain +6d6 instead if the target shares your faction. *You have more authority than a higher rank than yourself due to your connections and behavior. Your authority only wanes against targets 3 ranks above yours, or the faction leader. *You may use your rank to command others, and they must obey your commands, so long as they are not suicidal orders! *As a free action, may intimidate allies into breaking out of behavior-altering effects, such as being flashed, intimidated, baited, or any other such condition. You yourself are immune to such effects.

Natural Fibster▶ details

People will eat your bullshit up like a well baked fresh blueberry pie!

*When lying or manipulating someone, gain +3d6, and count successes on 4 and above. *Gain the special 'disguise-kit', which always returns to you somehow! You may disguise yourself as other characters, creating fake personas in order to act as them. *You may ask the owner of that character to post your posts on your behalf, so as to keep up the illusion better, or create a fake tupper. *Consider sending your posts when you are certain your partner is not looking into the channel. *Like the 'spy' perk, this perk can be hidden and disguised as another.

Frightful presence▶ details

You are particularly terrifying to see, and you scare people easily!

*When trying to intimidate or scare someone, gain +3d6, and count successes on a 4 and above. *When intimidating a target, your number of successes over then forces them into a panic! They must spend [SUCCESSES OVER THEM] number of turns running away from you. *If they are unable to create distance, they must keep you away through other means, including fighting. A cornered rat is very dangerous!

Emergency treatment expertise▶ details

You regularly have to tend to people on the very verge of death!

*Immediately succeed in stabilizing someone, always. When you stabilize someone, their HP is healed back to 1, only once per target. *You always have the resources to treat poisons or other conditions/ailments someone has, immediately curing physical effects they may have. *You may heal targets with an intelligence check - each success heals 1 HP. A single target can only receive up to your [INTELLIGENCE] healing within a scene. *Ignore statuses that'd prevent a person from being stabilized, such as 'crash out'. Any checks regarding medicine or human biology immediately succeed.

Master tactician▶ details

You are a mastermind of tactics; your brain can see the battlefield as though it is top-down.

*When doing anything related to military strategy, gain +3d6, and count successes on 4 and above. *When in combat, if you have allies and you are the leader of your party, the entire party gains a flat +1 to their initiative ratings. *On every turn, freely, you can choose to order an individual ally or give an order for the party. *If you command an individual ally, they gain +3d6 to do what you command them to, IF they do it. *If you command the entire party, they all gain +1d6 to do what you command them to do, IF they do it. *You must be able to speak in order to give orders. You cannot give orders if you are incapacitated.

Hidden personality▶ details

You keep yourself on the down-low, people cannot know you very well at a glance.

*Write a fake sheet and include whatever information you wish inside it. Send it to submissions. Write a real sheet and send it to staff in DMs, preferably Doc3613. *No one but staff gets access to your real sheet unless you reveal it yourself. Inform updates in staff DMs rather than in #character-updates. *You are expected to keep track of your real sheet somewhere, we won't be reminding you of your stuff all the time.

Cunning linguist▶ details

You are a master of communications. You speak clearly, and your ears are awfully sharp!

*You always manage to communicate with people, even if you would otherwise be unable to. Language barriers, being mute, talking through radio interference - you are always clearly understood. *You are never misunderstood, and your interpretations are always correct: You may use rp-discussions to talk to players and ask for clarifications on anything AND use it IRP. *Please note that you may still need to clarify things to *players*, as nobody can read your mind in actuality.

Hypnotist▶ details

You are a hypnotist; you can put people into trances which they find hard to break out of!

*You may try to hypnotize a willing volunteer who plays along with your hypnotization. This takes 3 turns. Roll a charisma check, your victim is hypnotized for [SUCCESSES] hours. *Unwilling targets must be bound, unable to fight back or to just walk away. Roll your charisma against their intelligence, as they're trying to resist you! *Other individuals cannot tell that the victim is hypnotized, and the victim forgets about the hypnotization once its effects wear off - it is like there's a blank in their memory. *If the commands bring direct harm to the victim, they may roll intelligence vs your charisma to break free.

Divinator▶ details

You are a divinator, using any form of ritual or tools to practice your art.

*During events, you may use your divinations in order to get advice from the GM directly, they must comply, and the divination must be useful. *Roll [INTELLIGENCE] when doing a divination. The number of successes represents how metaphorical or not the GM may be with their advice. *During combat, as an action, you may roll a contested INT vs INT check against any number of opponents. On a success, their next turn is predicted and set in stone. *It does apply against players - so players must declare all of their actions before their next turn, and may not modify them. *If an enemy stat would be hidden from player view, this perks grants you, exclusively, the right to see them, as well as the rest of their sheet.

PF Type

Pilzherr (STANDARD)freePilzherr, Tierherr only▶ details

You are a MALE PF! Not a futa, you've no pussy nor womb.

*Free perk: This perk is free, we just want this on your sheet so others are aware of what this entails. *One of the biggest advantages of PFs is the fact that they reproduce so quickly. *By nature of wanting to shaft just about anything, attacking their reproductive capabilities is a valid strategy. *This is where you come in: Whenever you orgasm inside a PF's vagina - pregnancy is not required - that PF can only birth Pilzherrs from there on out. *The Pilzherrs she births do not share any of her skills or memories; they're worthless to her. *You are capable of vore all the same as a regular PF.

Pilzherr (FEMBOY)Pilzherr, Tierherr only▶ details

You are a MALE PF! You look just like a girl though.

*Variant of the 'Pilzherr' perk. This one is not free. YOU DO NOT NEED THIS PERK TO BE A FEMBOY. It exists only for secrecy stuffs. Read below. *One of the biggest advantages of PFs is the fact that they reproduce so quickly. *By nature of wanting to shaft just about anything, attacking their reproductive capabilities is a valid strategy. *This is where you come in: Whenever you orgasm inside a PF's vagina - pregnancy is not required - that PF can only birth Pilzherrs from there on out. *The Pilzherrs she births do not share any of her skills or memories; they're worthless to her. *You are capable of vore all the same as a regular PF. *By taking 'Femboy', list a fake perk instead. You do not need this perk to be a femboy, this perk merely lets you pass as a girl instead. *The point of this perk is secrecy, be careful not to reveal it. This should help you impregnate PFs without being spotted! *If you cum inside a PF, inform their owner in DMs that you were a femboy and tell them not to tell anyone else that you are a femboy.

Pilzherr (NEANDERTAL)Pilzherr, Tierherr only▶ details

You are a MALE PF! You look very manly, unmistakeable as a man!

*Variant of the 'Pilzherr' perk. This one is not free. *One of the biggest advantages of PFs is the fact that they reproduce so quickly. *By nature of wanting to shaft just about anything, attacking their reproductive capabilities is a valid strategy. *This is where you come in: Whenever you orgasm inside a PF's vagina - pregnancy is not required - that PF can only birth Pilzherrs from there on out. *The Pilzherrs she births do not share any of her skills or memories; they're worthless to her. *You are capable of vore all the same as a regular PF. *You're not very attractive. *Gain +2 strenght and +2 constitution, but intelligence and charisma checks require an additional 2 successes. *You're dumb and you speak with your muscles, not your words. Ooga booga.

SpeisfraunPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are a PF birthed for the sole purpose of feeding yourself to others. Your body's fatty in all the right places!

*You burn calories very slowly, semdomly needing to eat anything at all. One meal per week is enough. *You are built to transform inedible things something edible (yourself.) *You can eat anything organic, from actual food, into things such as grass and hay, as well as rotting food! *Such things do not taste good. *Because of your nature, you are worth four X [CONSTITUTION] times as much nutrition towards whoever eats you. *You award 1 point to predators who digest you.

TwinsPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You have a perfect twin!

*When a pair ( or more ) PFs are birthed and are twins, they gain a special ability: *Twins can communicate with one another from any range, as well as share mental images/thoughts and read one anothers'. *You may or not be templates - but both must be OR not be templates. *You MUST either make the other twin, or have someone play them for you. *Both characters must own the perk.

TinyPilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Through some abysmal fuckery, you are born extremely tiny - no more than four inches tall at most.

*You are considered to have values of 1 in Strenght, Dex and Constitution when dealing with someone normal sized. *Any investments into those stats only apply when dealing with other equally sized beings. *You only have 1 weight yourself, instead of the typical 3. *You may only carry a single 1 weight item on your person. You cannot operate firearms. *You can pass through extremely tiny openings. You cannot lift anything normal sized other than that single 1 weight item of choice. *You have a permanent 6d6 cover, and gain +6d6 strength to avoid being melee'd, as you are too tiny to hit! Does NOT apply to grapple checks! *You gain +3d6 to hide and sneak around, counting successes on 4 and above, thanks to your tiny size! *You cannot escape the stomachs or grips of someone normal sized no matter how much you try. *You are extremely stretchy, You can take dick without issue, and you can eat ONE normal-sized person at all. You are immobile if you eat someone normal sized. *If you do manage to eat someone normal-sized, they are incapable of escaping you due to the sheer tightness. *Regular rules apply in regards to things similarly sized to yourself. *You are capable of impregnating and being impregnated. You give no points when digested by someone normal sized.

Tierfraun (CANINE)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 charisma, +1 intelligence, -3 stat points. *Can track your targets through smell and hearing - they cannot hide from you unless they can mask their scent. *You have the runner perk from Combat perks. *Pick one: ->You are a 'good boy' ( +3 charisma to entertain/enthrall someone ). ->You are a 'bad boy' ( +3 charisma to intimidate/scare someone ).

Custom input: Good boy or bad boy?

Tierfraun (FELINES, VULPINES)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 dexterity, +1 intelligence, -3 stat points. *Have the 'runner' and 'jäeger' perks from Combat perks. *Have climbing claws: You can climb vertical surfaces provided they aren't completely smooth. Your feet must be exposed for this. *Your claws may be used as makeshift weapons, dealing 2 damage on hit. You must be unarmed in order to use them as such.

Tierfraun (BOVINES)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 constitution, +1 strength, -3 stat point. *Have the Milky perk from Smut perks. *Have the Heavy perk from Vore perks. *Have the Unreal Capacity perk from Vore perks. *Have the Speisfraun perk from PF perks. *You have four stomachs. Every two escape attempt fails, your prey slides into the deeper one. *Your organ capacity is not increased by the four stomachs, your skin can only stretch so far! *A escape success makes them climb back up a stomach and resets the fail counter. *Prey must climb back into the first stomach to escape.

Tierfraun (CAPRINAE)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 Strength, +1 Constitution, -3 stat points *You have the Heavy perk from Vore perks *You have the Inescapable perk from Vore perks *You have the Brawler perk from Combat perks *Your horns and hooves count as makeshift weapons, and when attacking someone who has drawn your attention like with the baiter or defender perk, you deal an additional +1 damage on a hit *You have four stomachs. Every two escape attempt fails, your prey slides into the deeper one. *Your organ capacity is not increased by the four stomachs, your skin can only stretch so far! *A escape success makes them climb back up a stomach and resets the fail counter. *Prey must climb back into the first stomach to escape. *Your prey have +3d6 to their escape rolls

Tierfraun (CENTAURS, CERVINES)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 strength, +1 constitution, -3 stat points. *Your weight capacity is 3x that of a normal person. *You have the 'Hauling-meat' perk from Vore Perks. *You have an upgraded version of the Runner perk, giving you 3 movement actions, allowing you to move 3 distances per turn. You cannot get the regular runner perk. *Someone can mount you, either piggyback or upon your back if you are a centaur. They will move alongside you. *You may use melee weapons with the 'cavalry-weapon' trait as if you were mounted, seeing as you *are* cavalry yourself!

Restricts: runner

Tierfraun (SEALIFE)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+1 strength, +1 dexterity, +1 constitution, -3 stat points. *While submerged entirely in water: +3d6 strength and dexterity. You have 4d6 cover when in the water, due to being hard to hit. *While submerged entirely in water, you have 2 movement actions, allowing you to move up to two distances per turn. *You can hold your breath indefinitely and you can open your eyes in salt water. *You can withstand the temperatures and pressure of the seas up to a kilometer deep *You can cover long distances in the water. You can cross the english channel, the mediterranean, and other such bodies. *You cannot cross whole oceans.

Tierfraun (AVIAN)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+2 dexterity, +1 charisma, -3 stat points. *You have wings and can fly. It takes one action to go from the ground and into the sky, and vice-versa. You cannot fly if encumbered. *While flying and engaging with something that is grounded: Have +3d6 strength. *While flying and engaging something in the air: +3d6 strength and dexterity. *You may optionally drop from the sky onto someone, foregoing the need for a grapple in order to vore them. *Failing to vore them, or falling from the sky due to any other reason, deals a flat 4 damage to you. *You have 4d6 cover when in the air, due to being hard to hit. *While flying, you have 2 movement actions, allowing you to move up to two distances per turn. Does not stack with Runner. *You have a beak and/or talons, which serve as a tier 1 ( makeshift ) weapon.

Tierfraun (LIZARDS)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics. *+3 constitution, -3 stat point. *Considered a damage reduction effect; you have thick scales that protect you! Every attack deals -1 damage, unarmed combat deals no damage if reduced to 0. *You have the Tough perk from Combat perks. *You have the Heavy perk from Vore Perks. *You are always last in initiative, regardless of any modifiers. You may not get the 'runner' perk.

Excludes: runner

Tierfraun (HEFTIES)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristics *+2 Constitution, +1 strength, -3 stat points. *You have the Tough perk from Combat Perks. *You have the 'Frightful presence' perk from Gimmick perks. *You have -1 charisma in situations where you aren't being intimidating. *You always immobilize your predator, even if they have the 'hauling-meat' perk. Does not apply if they're a hefty too. *Double your pred's penalties from being immobilized. *You should taller and bulkier than average - you're huge! *You can use two-handed weapons, melee or ranged, with one hand. *Any weapon you wield with at least 1 hand is considered 'set up' for any rules that require that (such as LMGs and anti-tank rifles). *Any weapon you wield with BOTH hands is considered 'emplaced' for any rules that require that (such as HMGs and heavy anti-tank rifles).

Tierfraun (LEPORINES)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristic. *+2 dexterity, +3 escape training, -3 stat points | This is intentional, yes. *Have the Danger Sense perk from Combat perks. *Have the Runner perk from Combat perks. *Have the Survivor perk from Vore perks. *Can dig a foxhole or a Burrow for yourself, provided the ground is soft. Takes 1 action, and hide inside it immediately when dug. ->Foxhole: It is considered medium cover (4d6). ->Burrow: You cannot shoot or be shot at. Enemies must enter the burrow in order to melee you. *Takes 1 turn to go inside or outside of your groundworks.

Tierfraun (LAMIAS)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristic. *+3 strength, -3 stat points. *Have the 'Natural Predator' perk. *Have two stomachs, one being your human half's, the other being your snake tail. *Your tail has 3x the capacity of your stomach, and scales accordingly. ->For your first stomach: Once prey fails two escape attempts, they slide into your next stomach. ->Prey inside the tail stomach must roll twice when trying to escape, always taking the set with the fewer successes. ->Should they succeed, they crawl back into the first stomach, but can be sent back into the tail if they fail another escape attempt. *Jungle and swampy terrain does not affect you - you can climb trees and move around freely.

Excludes: open-ended-tail

Tierfraun (CUSTOM)-3 ptsTierfraun, Tierherr only▶ details

You have animal genes in you, making you stronger in certain areas.

*You must have at least one clear animal characteristic: Tail, animal ears, fins, something else. *Anyone can tell you are a tierfraun based on your characteristic. *Gain 2 perks of your choosing. *Can come up with a gimmick for your respective animal, which will be reviewned and balanced by staff. *If none of the options above fit what you're going for, choose this one!

Custom input: Your animal type, chosen perks, and custom gimmick

Munsterfraun (PIXIE)-3 pts▶ details

You are a pixie, a kind of tiny fairy that's very mischevious - you're very valuable!

*+1 dexterity, +2 constitution, -3 stat points. *Have the 'Tiny' and the 'Baiter' perks, and the unique "Secretes gold" perk. *Must have been born after May 1st, 1923, and be between 1-4 inches in height. *You cannot be a template. Only one per player. *You have wings and can fly. It takes one action to go from the ground and into the sky, and vice-versa. You cannot fly if encumbered. *Falling from the sky due to any reason deals a flat 4 damage to you. *While flying, you have 2 movement actions, allowing you to move up to two distances per turn. *You are a mischevious creature, and your body works off of adrenaline and dopamine. Not getting your hit will result in your body slowly shutting down, until you die. *You must do something ballsy every scene, be an overall asshole, go make someone's life miserable for a day. Baiter helps with this greatly! *You can go [CONSTITUTION] scenes without getting your dose of adrenaline and dopamine. You die if you don't get that hit. *You cannot get the 'Crippling addiction' perk. You already *are* cripplingly addicted. *Inhaling any addictive substances immediately makes you addicted to them! They make you feel extra good and quickly get you hooked.

Secretes gold▶ details

You produce gold naturally! But this also makes you have a golden glow to you ... You are very valuable.

*When trying to hide or sneak around, you must roll twice, taking the worst roll. If it's dark, roll thrice instead and take the worst roll. You're shiny, after all! *Your body naturally secretes tiny particles of gold dust. At the end of every scene, you gain +2 points from trading this gold away. *Alternatively, give part of, or the entirety of your gold away to someone else, awarding them the +1/+2 points. *Careful! If someone captures you, every scene *they* finish will award them the points, as they're farming your gold! *You cannot be captured by another character you own - no giving yourself extra points for no reason!

Munsterfraun (VAMPYR)-3 pts▶ details

You are a vampyr, the creature from legends! You hate the sun, and it hates you.

-3 stat points. *Have the 'Jäeger' perk, as well as th unique "Partial invisibility" and "vampyric transformation" perks. *Cannot get the 'beastmaster' perk. *Must have been born after May 1st, 1923, you must have red eyes and be deathly pale. *You cannot be a template. Only one per player. *You are infertile, and cannot reproduce the normal way. *You do not form bonds like normal PFs; you do not attach to anything after birth. *The sun hurts your sensitive skin. All of your stats are halved, rounded down, the moment you are exposed to sunlight, and take 1 damage for every hour of exposition. *None of your perks work whilst exposed to sunlight, including physical ones, such as Tough. *You have a strict hierarchy tree, with implicit authority. You must obey any Vampyr older than yourself, so long as the request isn't suicidal. *Due to *how* Vampyrs came to be, you have a set of codes you must follow. You cannot break them under any circunstances: ->"Pacts made in blood cannot be broken." ->"You cannot harm innocents." ->"You may not forcefully transform innocents into ghouls/vampyrs. Non-innocents are fair game." ->"You must obey your elder Vampyrs." ->"You may not harm a fellow Vampyr." ->"You must instruct this code upon whatever Vampyrs you create." *You may cut your body and that of another's, sharing blood. This is a 'blood pact'. You can feel the emotions of those you have shared blood with, and know their location and when they are in danger. You may cut this connection at will. *You have fangs, which work as makeshift weapons, and can drain enemies of their blood.

Partial invisibility▶ details

Your body makes a special pheromone that tricks the human brain into thinking you're not even there. You're not actually invisible!

*The pheromone is produced at will. You can secrete it whenever, but it takes a 1 minute, or three turns, whichever is faster, to take effect. It applies to your clothing and equipment too. *Your pheromones can be spread onto cloths to make them invisible for up to 10 minutes, or 10 turns, whichever is faster. Others can take these cloths to hide under, like cloaks. *Those hiding under your cloth must be entirely covered by it, otherwise, there'd be bits of them sticking out in mid air. They cannot see out of it. *In darkness, you are invisible to non-vampyrs. An individual with an acute sense of smelling can track and find you easily. Canine tierfrauns always know where you are for as long as you are invisible. *In light, you stil create a shadow. Targets must roll their intelligence twice, taking the worst roll, when trying to spot you. *Animals are afraid of you due to this pheromone and its scent, they immediately go into fight or flight! You cannot get the beastmaster perk because of this.

Vampyric transformation▶ details

You can turn non-vampyrs into creatures for your personal use.

*Rather than leading it to your stomach, your fangs may suck blood, modify it, then pump it back upon your target, slowly transforming them into: -> A 'ghoul', an unthinking, emotionless and tough creature, which obeys all of your commands. They attack with their claws, which are makeshift weapons. *To turn someone into a goul, you must keep your fangs attached to them for 1 day. *They lose all of their perks, which are converted into points, as well as their charisma and intelligence, which are locked to 1 and always fail. The points are then reinvested solely into strength and constitution. *At character creation, you may add 1 ghoul to your sheet, and another ghoul for every month past character creation. They have 3 strength and 4 constitution. -> Turn them into a fellow Vampyr, subject to the same rules as you. *To turn someone into a vampyr, you must keep your fangs attached to them for 1 week. *You are exhausted and weak after this; all of your stats are locked to 1 for a full real life week. You can only make another vampyr after a month. *They gain the Vampyr perk and become your offspring.

Custom input: Number of ghouls currently

Faction

Pilzfraun Artificer▶ details

You have uncovered secrets that few are able to ever peer into. It will take a long time to learn them properly, though.

*For any transformation, you may pay the entirety of the cost, the target may do it, or both may contribute towards it. *You can turn Baseliners into Pilzfrauns for 3 points. *You can turn Pilzfrauns into Templates for 1 point. *You can turn Pilzfrauns into Tierfrauns for 3 points. *A baseliner must be turned into a Pilzfraun before being turned into a Tierfraun or Template, requiring two/three separate operations. *To perform any of these transformations, you must roll your intelligence - you need 2 successes. *On 0 successes, the target is killed outright. *On 1 success, the target survives and gains the 'crippling health condition' perk, applied to constitution, and they gain no points from the perk. *If you attempt to turn that surviving target into a PF or its variants once more, their PF will have the crippling health condition and still not get any points from it. *Whether you get 0 or 1 successes will kill the target if they've survived your procedure once.

King's royal army+3 ptsfree▶ details

You are a commended, loyal soldier of your beloved king.

Advantages: *Free perk, start with an additional 3 points, and gain 1 free perk from a selection of perks. *Cheaper restricted SWISS weapons. Disadvantages: *One per player, must be Swiss-born, must be part of the 'King's royal army' faction. *If you are a PF, give two points to a PF that digests you, instead of one. *You are a target: You may be abducted for very nasty experimentation purposes.

Sturmtruppen+2 pts▶ details

You are an elite Stormtrooper of the German Empire!

Advantages: *Start with an additional 2 points, and gain 1 free perk from a selection of perks. *Cheaper restricted GERMAN weapons. Disadvantages: *Three per player, must be German-born. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time.

British Trench Raider+2 pts▶ details

ENGERLAAAANNDDD

Advantages: *Start with an additional 2 points, and gain 1 free perk from a selection of perks. *Cheaper restricted *AMERICAN* weapons. Disadvantages: *Three per player. Must be from the British empire. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time.

French Foreign Legionnaire+2 pts▶ details

You are a member of the French Foreign Legion!

Advantages: *Start with an additional 2 points, and gain 1 free perk from a selection of perks. *Cheaper restricted FRENCH weapons. Disadvantages: *Three per player. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time.

Chasseur Alpin+3 ptsfree▶ details

You are a tough French mountaineer

Advantages: *Free perk, start with an additional 3 points, and gain 1 free perk from a selection of perks. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. Disadvantages: *One per player, must be French-born, must be part of the Chasseurs Alpins faction.

Harlem Hellfighter+2 pts▶ details

You are a soldier from a legendary American regiment

Advantages: *Start with an additional 2 points, and gain 1 free perk from a selection of perks. *Cheaper restricted AMERICAN weapons. Disadvantages: *Three per player. Must be American-born. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time.

Italian Veteran+2 pts▶ details

You are a veteran of the Italian forces, regardless of side.

Advantages: *Start with an additional 2 points, and gain 1 free perk from a selection of perks. *Cheaper restricted ITALIAN weapons. Disadvantages: *Three per player. Must be Italian. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time.

Arditi+2 ptsfree▶ details

You are an Arditi! Endlessly fanatical for Italy, you will fight until you can't anymore.

Advantages: *Free perk, start with an additional 2 points. Gain a special 'arditi armor' gear, only available for this faction. Disadvantages: *One per player. Must be Italian-born, must be part of the 'Royal italian army remnants - The Arditi' faction.

Capo+3 ptsfree▶ details

You are an underboss of your respective mafia, owning some sort of safehouse/business within New Orleans!

Advantages: *Free perk, start with an additional 3 points, and an extra 2 perks. *Gain the 'allies' perk ( your goons ) and the 'patron' perk ( your boss ). *You have a safehouse that also happens to be a business - a source of (illegal) income. *You can make a new Capo if this one dies. Disadvantages: *One per player. Must be a baseliner. You cannot betray your mafia ever. Must be in America and be part of any Mafia faction. *You are a target. Killing you off will greatly weaken your Mafia. Crimes can be linked back to you - be careful! *You may not acquire the 'free-range' perk.

Excludes: free-range

Champion's retainer+4 ptsfree▶ details

You are a retainer of a Champion. This means you serve their every wish to the best of your ability. Goddess needs her retainers!

Advantages: *Free perk, start with an additional 4 points. Hold some office within your clan, a stable and respectable position of power. *You may be snacked on by your champion. Disadvantages: *Two per player. You must be a retainer to a champion, and the champion's player must accept you as their retainer. You cannot make a retainer for your own champion. *You must obey your champion. You are supposidely loyal to them, and may not betray them unless you have a justificative. *Unlike your champion, you do not hold nearly as much authority. You are not above the law, unless doing your champion's bidding. *You may be snacked on by your champion

Custom input: Office held by your character.

Japanese Kami-Champion+15 ptsfreeTierfraun, Tierherr only▶ details

You are the incarnation of Japanese deities, the 'Yokai'. A god or goddess, a 'Kami', and a champion of your clan.

*Incredibly complex perk for newcomers, requires a lot of setting knowledge. Don't pick this if you don't know what you're doing. Advantages: *Free perk, start with 20 points instead of the default. Youo may be up to 15 feet tall. *The general Japanese populous worships you; Most will do your bidding even if it costs them their lives. *When you digest a pilzfraun, add all of her points and perks to your sheet, so long as the perk is a type of skill. ( Wouldn't apply to allies, sig weapon, and similar perks. ) *When you die from non-digestion causes, your memories and consciousness overwrite your oldest daughter and you live on. *Gain one special 'Kami' aspect of your choosing. Disadvantages: *One per player. You may create another if yours dies. Must have the 'Tierfraun' perk; cannot have the 'Free-range' perk. *2 points are automatically assigned to each main stat (STR, DEX, CON, INT, CHA). *Keep a separate sheet for your daughters. They use normal PF rules, and must share your Tierfraun type. Choose your initial number at creation, additional daughters require RP and follow pregnancy rules. *A hunter may ambush your daughters. Your champion and the hunter make a contested INT vs INT check. The hunter gets +1 success per 2 daughters. Roll-offs may only be called one per week. *If you are digested, your consciousness remains in your predator until they die by means other than digestion. *If a daughter is digested, roll 1d[total daughters] to determine her inheritance position, then record daughter #X as digested. *If you die and the next daughter in inheritance line has been digested, you inhabit the fat of the predator who ate her.

Custom input: Number of daughters at character creation

Excludes: free-range

Kami of War (Strength)▶ details

You are a warlike Kami-Champion who leads by personal might.

*+3 Strength. You have an entire army at your disposal, numbering 3 full divisions, ready to fight, kill and die in your name. *You have a set of 'Dreadnought' armour, which has 'light' armor, as if it were a vehicle. *It is tailored for you specifically. Nobody else can wear it.

Kami of War (Dexterity)▶ details

You are a warlike Kami-Champion who leads through martial precision.

*+3 Dexterity. You have an entire army at your disposal, numbering 3 full divisions, ready to fight, kill and die in your name. *You have a set of 'Dreadnought' armour, which has 'light' armor, as if it were a vehicle. *It is tailored for you specifically. Nobody else can wear it.

Kami of War (Constitution)▶ details

You are a warlike Kami-Champion whose body shrugs off punishment.

*+3 Constitution. You have an entire army at your disposal, numbering 3 full divisions, ready to fight, kill and die in your name. *You have a set of 'Dreadnought' armour, which has 'light' armor, as if it were a vehicle. *It is tailored for you specifically. Nobody else can wear it.

Kami of the Arts (Dexterity)▶ details

You are a patron Kami whose mastery expresses itself through practiced grace.

*+3 Dexterity. Your knowledge of the arts is without precedent. You are uncontestable in matters of history, arts, culture and religion, and automatically succeed in such checks. *You may ask the current GM for advice and answers in order to help you IRP, receiving advice you otherwise wouldn't get. Basically 'ask god for assistance'. *You own an important artistic or religious tool.

Kami of the Arts (Intelligence)▶ details

You are a patron Kami whose mastery is rooted in scholarship and taste.

*+3 Intelligence. Your knowledge of the arts is without precedent. You are uncontestable in matters of history, arts, culture and religion, and automatically succeed in such checks. *You may ask the current GM for advice and answers in order to help you IRP, receiving advice you otherwise wouldn't get. Basically 'ask god for assistance'. *You own an important artistic or religious tool.

Kami of Carousing▶ details

You are a convivial, politically dangerous Kami-Champion.

*+3 Charisma. Your very presence demands respect. You rank higher even amongst other goddesses, mostly due to your connections. *You may order the execution of any whom disrespect you, and all Japanese present must oblidge, except for player characters. *It is much easier to form alliances and to convince others to do your bidding, automatically succeeding in such checks.

Negative

Rivalfree▶ details

You became someone's worst enemy, and they hate you with a burning passion.

*Another player must make your rival's sheet. Both characters must own the perk, and earn the same amount of points from it. *Pick how many points you wish to gain, from 1 to 6. Whenever you start a scene, roll a 1d6, and if your roll is below the picked number, your rival appears. *Your rival, at character creation, must have as many points as you do and be reasonably capable of competing against you in your role! *As a rival, you're meant to be as disruptive as possible and attempt to ruin your rival's scene to the best of your ability. *Mess their plans up, prevent them from eating/being eaten depending on their role, get the police involved to ruin their life, etc! *This perk is intentionally disruptive. Don't pick it if you don't want a scene or two ruined, or if you're unwilling to do it yourself.

Custom input: Rival description

Extremely inefficient digestion+4 ptsfreePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Your metabolism is extremely slow - and it just doesn't work as well as others.

*Free perk, grants 4 points, for PFs & variants only. You may not get the 'tough' and 'living furnace' perks. *If your prey's dice pool to escape is <3/4ths (round down) of your dice pool to keep them in, they cannot attempt to escape. *Digestion strength is automatically and permanently set to -4. Regardless of digestion strength, prey takes 4 times as long to be digested and absorbed. *Natural and perk-based healing takes 8x longer. You may not get instant healing from perks/items. *Digestion lasts multiple scenes; your prey takes days/weeks to digest. You must do 1 scene for every 20 digestion turns. *If you go out in public, roll a 1d6. On a 4 or below, someone takes note and calls the proper authorities. *If someone has the M.R.E perk, usual digestion rules apply instead.

M.R.E+2 ptsfreePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

Your purpose is being eaten by others, so much so that your body has been made to digest extremely easily.

*Free perk, grants 2 points, for PFs & variants only. You must purchase the Speisfraun perk, with all of its disadvantages. *Your digestion resilience becomes a moot stat, you digest nearly instantly. You may not make escape attempts. *You are digested as soon as you enter a predator's stomach, immediately healing them to full health. It takes ~1 minute to fully absorb you. *If your predator has Extremely slow metabolism, ignore this perk entirely, regular rules apply instead.

Crippling addiction+4 ptsfree▶ details

You have an addiction so absolutely crippling that you cannot go without it.

*Free perk, grants 4 points. May be refunded at any time by paying back the 4 granted points. *Until you take your hit in a scene, your highest stat of: STR, DEX, CONS, INT, CHAR, is lowered to 1. Priority is in that order. Your other stats are halved, rounded down, until you take your hit. *Your high lasts 10 turns/1 hour. You must retake your drug or suffer the penalties once more. *The subject of your addiction must be illegal and deeply frowned down upon. Anyone who knows about your addiction can use it against you. *Authorities seeing you utilize your drug will immediately report it and arrest you for using it. *Each dose of your drug has 1 weight, and only needs 1 hand to be used. Declare how many doses you have at scene start.

Custom input: Subject of your addiction

Crippling obsession+4 ptsfree▶ details

YOU DAMNED WHITE WHALE!!!! I'LL HUNT YOU TO THE ENDS OF THE EARTH!!!!

*Free perk, grants 4 points. *In every scene you start, you must strive to acquire/destroy/hunt the object of your obsession. You *cannot* go a scene without contributing towards that goal. *You must bring up your obsession often and constantly talk about it, and optionally, try to convince others to assist you with your obsession in some form or another. *Your obsession must be crippling and inconvenient. Making a pred character whose obsession is "eating people" is not crippling, that's just free points. *You scare people with your obsession, and many aren't keen on following you, especially when you begin to ramble! Charisma checks require +1 success.

Custom input: Subject of your obsession

Crippling health condition+4 ptsfree▶ details

You have some type of health condition that is completely crippling in some way or another.

*Free perk, grants 4 points. May be acquired up to five times. *You may not grab perks whose stat would be locked by the perk. I.e, no 'melee-fighter' if Strength is locked. *You may not grab perks that'd negate your drawback. I.e, no 'cunning linguist' if Charisma is locked. *One of: STR, DEX, CONS, INT, CHAR, is permanently locked at 1, and you always fail such checks. Multiple stacks of the perk cannot lock the same stat. *The locked stat should be related to your disability. You may justify your disability through any means, so long as they're as bad, or worse, than the options offered below: *Strength: You have zero muscle mass. Lifting your own body is a struggle - you may be wheelchair bound, or require someone else to carry you around. *Dexterity: You have no fine motor functions - you cannot write or do anything that requires any degree of precision or accuracy. *Constitution: You are weak and frail, any common sickness knocks you right out. You are unable to excert yourself, you take thrice as long to heal. *Intelligence: You have some sort of mental condition that does not let you see the world normally, your mind is broken beyond repair. You are effectivelly blind and in a constant delusion. *Charisma: You are completely incapable of speech, either due to physical reasons ( no vocal cords ) or mental. In any circunstance, you cannot write nor use sign language to circunvent it.

Custom input: Description of your condition

Ridiculous phobia+4 ptsfree▶ details

You are absolutely, completely and entirely terrified of one thing, and one thing only! But it's a very normal and commonplace thing - that's a ridiculous fear!

*Free perk, grants 4 points. *Pick something incredibly common within the server - guns, pilzfrauns, vore - something that will be brought up in scenes fairly often. *Everytime you encounter this thing, you are consumed entirely by fear! You must run away, and can only run away, or do things that'd help in running away. *While in panic, you automatically fail any checks others impose upon you, so long as they do not prevent you from running away - if they do prevent you, you may roll normally. *It is impossible to hide your phobia once you see what you fear - everyone around is immediately made aware of it.

Custom input: Subject of your phobia

Berserker+4 ptsfree▶ details

RAAAAAHHHHHHH

*Free perk, grants 4 points. *You are always on edge, just one little spark away from exploding towards anyone and anything around you! *Whenever you are attacked, take damage or have a hostile action done upon you, you go 'berserk'! You can go berserk towards multiple things at once! ->Berserk: *You must focus solely on attacking the trigger, and nothing else. The attacks must cause immediate damage, so long term digestion is off! *Your intelligence and charisma are both locked to 1, and you automatically fail such checks. Whatever triggered you must be killed or destroyed. *Gain +3d6 to attack your trigger, whether melee or ranged. Gain -3d6 to do anything except attacking whilst in your berserk rage, including defensive/cover rolls. *You do not need to go after targets that are impossible to reach, such as them being inside you, but you are still berserk towards them. Self-damage also does not trigger berserk. *Grudges last 1 hour at maximum, afterwards, you are no longer berserk towards that target.

Titanic+4 ptsfree▶ details

You are ridiculously massive, to the point that it is an extreme inconvenience! How's the weather way up there?

*Free perk, grants 4 points. You must be 8 feet tall or taller. *You are always at the bottom of initiative, regardless of your dexterity. Compare dexterities to determine initiative vs others with similar conditions. *You must spend 1 extra point on non-firearm/vehicle equipment, as they must be sized for you. You can utilize 2-handed weapons as if 1 handed. Your 3 starting equipment remains free. *You need an additional 2 successes in order to perform stealth actions and you can always be spotted in a crowd, unless everyone is equally huge! *Every tier of cover is rated 1 tier lower, you cannot fit inside vehicles that aren't open-top, like bikes or motorcycles.

On a timer+4 ptsfree▶ details

You have a condition that will kill you sooner rather than later - you are on a timer for death!

*This perk is free. *Gain 4 points by picking this perk. *During character creation, roll a 1d180 + 180. You only get one roll, and it must be clearly declared, without any jokes or messing around. *For absolute safety, write out, in full caps, "MY 'ON-A-TIMER' PERK ROLL", so that there will be absolutely no confusion. *The result is how many days the character has left before dying for good, even if they're a template or get a new body somehow. *Only the Artificer may reverse your fate, but her services do not come cheap. You must pay 6 points and convince her to treat you.

Custom input: Your condition & IRL death date.

Vore deficient+4 ptsfreePilzherr, Pilzfraun, Tierherr, Tierfraun only▶ details

You are a pilzfraun, but you're incapable of vore!

*This perk is free. Only available for Pilzfraun & variants. *Gain 4 points by picking this perk. *You are completely incapable of vore. Your stomach capacity is 0, and your mouth cannot stretch wide enough to swallow large things. *You may not get any perks that'd increase your capacity, or that'd make you able to vore creatures through other means.

Partial amnesiac+6 ptsfree▶ details

You have lost a good deal of your memories, but you retain most of them, at least!

*This perk is free. *Gain 6 points by picking this perk. *Upon taking this perk, every point, perk and item is refunded. Afterwards, the points are assigned to stats at random, and hidden. *You may still freely assign your free perks. PF-type perks can still be bought, taking points from stats if you do not have enough unspent points. Any further points added to the sheet, during character creation, will be randomly assigned as well. *You may reveal a stat ONLY AFTER a check is called or the stat is needed, such as for taking HP damage in combat. You may not reveal your stats beforehand.