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Perks

All perks available when building a character, organised by category.

Combat

Melee fighter▶ details

Your character is remarkably strong, or particularly precise with their strikes!

*When rolling to attack or defend against someone through melee means, roll +4d6 *You now count a success on a 4 and above, instead of a 5 and above.

Gunner▶ details

Your character is remarkably accurate with their shots!

*When rolling to make an attack with a ranged weapon (firearms, bows, crossbows, flamethrowers), roll +4d6. *You now count a success on a 4 and above, instead of a 5 and above. *Does not apply to grenades or throwable weapons.

Runner▶ details

Your character is remarkably fast, and most struggle to keep up!

---->So long as you are not encumbered: *Move up to two distances, instead of the usual one, in combat. *You are always at the top of initative regardless of your dexterity. *Regular rules apply to all that share this perk.

Effective cover use▶ details

You're careful and very much prefer to preserve your life!

*Every tier of cover is rated one tier higher than it actually is - except for the highest tier (8d6), which has no effect. *If you are not in cover at all - such as being wide in the open - you will always have at least 2d6 cover. *When rolling your cover, you obtain successes on 4 and above, rather than 5 and above.

Terrain specialist▶ details

You're very well accostoumed to specific kinds of terrains!

*Pick one type of terrain ( Forests, mountains, plains, no-man's-land, urban, etc ). *While in such a terrain, double any cover bonuses you would get! *Never get lost in such terrain, always know your way around.

Custom input: Chosen terrain (e.g. forests, mountains, urban…)

Tough▶ details

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

*Your HP is multiplied by 1.5. Your constitution is not multiplied, it applies only to your HP! *You need half the amount of time to heal up from wounds, and you only need half as much rest to handle your exhaustion.

Explosive intolerant▶ details

Explosions in general only ever 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 ^ ) *Explosives deal -2 damage to you. Damage CAN be brought to 0 through this.

Danger sense▶ details

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

*Any stealth action or ambush done against you immediately fails. You are never caught by surprise. *Always notice traps before they can pose a danger to you. You can still trip them though. *Does not apply against the 'Jäeger perk'. Regular rules apply instead.

Jäeger▶ details

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

*Any stealth action or ambush done by you always succeeds. *Traps are always hidden, no need to roll for their concealment. *+3d6 when rolling for the trap's damage. *Does not apply against the 'Danger sense' perk. Regular rules apply instead.

Signature weapon▶ details

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

*It must be grabbed from the weapon's list, or reflavoured from there. *It is considered the highest tier of weapon and deals +1 damage. *No matter what happens, it always returns to you through one way or another. You may be temporarily separated from it. *Any attachments unique to this weapon (not compatible with other guns) are free. *If you wish to pick a ranged weapon with the 'restricted' gimmick, you must still pay 1 point. Every other weapon is free. *If it's a melee weapon, you may grab one melee weapon trait that wouldn't otherwise fit the weapon, alongside all other fitting traits.

Brawler▶ details

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

*Tier 0 and tier 1 weapons ( unarmed and makeshift weapons respectively ) deal +2 damage. *Ignore damage penalties whilst using those weapons such as armor or a lizardgirl's scales. *When attacking or defending with tier 0 and tier 1 weapons, gain +4d6 to attack with them and count successes on a 4 or above, instead of a 5 and above. *Does nothing for tier 2 ( military ) weapons. *Does not apply to thrown makeshift weapons.

Sapper▶ details

A Sapper is a military engineer of sorts. You build fortifications and do general groundworks of the sort.

*You have a no-weight entrenching gear AND an explosives kit which are not considered 'bulky kits' thanks to this perk. *They always return to you through one means or another, but you can be separated from them temporarily. *Your entrenching gear allows you to build cover worth 6d6 in 3 turns. *If you have additional resources in-scene AND preparation time, you can create cover worth 8d6 *Destroying fortifications with explosives, cutting barbed wire, breaking down walls, you do it in one turn, without fail. *Sapper extends to vehicles as well, you can repair, modify and upgrade vehicles without fail.

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. *Does not apply if your enemy is incapable of targetting you 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 may get this perk even if it pushes you past your encumbrance level. *You have a shield, or equivalent, which has 2 weight and is considered a makeshift weapon. *You may use a one-handed melee weapon OR one-handed firearm whilst holding the shield, but you have -3d6 to attack with them. *If at distance 0 with any number of teammates, as an action you may protect any number of them, forcing the enemy to target you instead. *If you're holding your shield, damage from all sources is lowered to 1. Unarmed and makeshift weapons deal no damage. You must be facing the target, or there is no reduction. *Like a 'signiature weapon', it will always return to you somehow, but you can be separated from it for some time.

Weapon master▶ details

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

*With this perk, you have ONE copy of every weapon in the system. *You have as many melee weapons as you want, with fitting traits. *Restricted weapons still cost 1 point. Any other weapon, even with a cost, becomes free. *You can visit your arsenal during scenes and give them to others, but they can be stolen by them. *Weapons lost must be re-acquired through roleplay. Restricted weapons must be bought with a point again.

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 being attacked, you may pull an ally/enemy in the same distance as you into the way. Does not apply if you were ambushed. *The target you pull must not be incapacitated/critical, only targets you can quickly reach out for and pull into your way are valid. *You may protect yourself from up to three attacks per turn, and they are all free actions. *Your target may be pulled before or after you perform your cover/defense roll. *If your target is willing, they take all of the damage in your stead. *If your target is unwilling, you may do a STR vs STR contested check against them. On a success, they take all of the damage in your stead. *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.

*Even if your HP goes into the negatives, you are never put into critical condition, you're only ever considered incapacitated. *When reduced to 0HP, you are not incapacitated, and can continue fighting as normal, as you are hit with an 'adrenaline rush'. *You must roll your constitution when you are reduced to 0HP, and every turn thereafter. *You need 1 + [how negative your HP is] / 2, rounding down, successes in order to keep standing. *You are forcefully incapacitated - NOT put into critical condition - if you fail your constitution check or if 20 turns pass, whichever comes earlier. *Once this ability is over, you 'crash' out. While crashed out, you are incapacitated and you cannot do any escape rolls if you are eaten. *`Crashed out` lasts until your HP regenerates to full.

Ambidextrous▶ details

You have no dominant hand - you can use either one perfectly! You're awfully agile with them, too.

*Every weapon and tool can be holsted, unholstered, grabbed or dropped as a free action. *You can dual wield pistols OR one-handed melees. You can attack with both weapons in one turn. *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, unless both weapons are one-handed and both share the alternative firing technique gimmick. *Hefties, when using two-handed weapons as if they were one handed, gain a base -3d6 to attack with their secondary weapon, and a cumulative -3d6 for every additional shot/swing done with it. No accuracy bonus from the extra shots. *In one turn, you can perform two reloading actions as if they were one, reloading both held weapons, or a single one. *Alternative firing stances ( 'Mad minute technique', 'Walking fire', etc ... ) no longer have negative effects. *Semiautomatic weapons ( 3 rof or lower ) no longer need to waste a shot when multi-targetting. *Throwing weapons no longer deal decreased damage when you use them for melee.

Vore

Survivor▶ details

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

*You roll an extra 4d6 to avoid being eaten and gain +4 to your 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.

*You roll an extra 4d6 to grapple, swallow and to keep prey down. *You now count successes on a 4 and above, rather than a 5 and above, to do that.

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 strenght 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, stomachs always digest, balls, womb and breasts are always safe. This perk ignores that. *You may decide if any organ is capable of digesting prey or holding them safely, whenever you wish. *This does include changing how your acid feels, from painful to painless, numbing, pleasurable, etc. *You may control how harsh or how nice the environment inside you is. *You may choose how the fat of your prey is allocated within your body. *You may move a person from one organ to another immediately as an action, it is a contested STR vs Escape Training check. *The organs must be connected, no sending prey from your stomach into your tits or womb! *Your control gives you +1d6 to keeping prey down. *You can choose where someone with the living-fat-advisor perk ends up in, and you can 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 0 HP, or is brought to 0 HP, and they're inside you - 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. Does not apply to their equipment: Strip 'em! *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. *When eaten by someone, you make them immobile, and they receive the respective penalties! *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 rolling your "escape training", you may choose to, instead of trying to escape, damage your predator! *This must be declared before rolling, otherwise, it will automatically default to an escape attempt. *For every success over your predator, you deal 2 damage. A predator can be killed through these means. *An incapacitated predator is still actively trying to keep you down, reducing them to 0 HP does not release you. *A dead predator can be escaped from without any rolls. *Fighting your predator is not considered an "escape" attempt, perks that'd help in keeping prey inside do not apply. *You still slide into other organs (i.e, along a cowgirl's four stomachs) when you fight. *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. *This only applies based on where the attack is coming from and the position of the organ. *For example, the stomach, breasts, and womb protect against attacks from the front. But a tail protects from attacks from behind. *Optionally, forego a grapple roll when trying to eat prey - you may eat them without grappling - but you must roll twice and take the worst result. If you have prey inside you, dead or alive: *When attacked, you take only 1 damage and your prey takes the remainder. *If you have multiple prey inside you, the one who takes the damage is picked randomly. *If the attack only dealt 1 damage, the prey takes the damage, not you. *If the attack originated from 6 distances away or further, the entirety of the damage is given to the prey. *You have +2d6 to cover rolls for as long as someone is inside you. *Prey that has spent 2/3rds or more of their entire processing time inside you no longer provides 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!

*When churned, you continue on as living fat within your predator's body! *Even if your predator slims down, you still manage to live on, that's how resilient you are! *You are able to speak with your predator and control a bodypart you inhabit, however ... *The predator can easily shut you down and keep you from doing anything, contrary to 'living-fat-advisors'. *When your predator gives birth OR impregnates someone, your consciousness is transfered to that body and you live on! *You'll be alive, but with a different body and appearance. You may need to make a new sheet to reflect that, unless you are a template and the birthling is your template too. *If you do have to make a new sheet, you keep the same point totals and amount of perks. Your intelligence and charisma stats remain the same, but all of your other stats may be re-arranged. *Perks related to your physicality can be changed ( hard to churn, unreal capacity, living furnace, etc ), however, any other perks related to skills ( gunner and others ), belongings ( Sig. Weapon and others ) and whatnot 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/Pilzherrs, etc, are affected by this. Baseliners are not, they simply digest away normally. *Prey must pick a bodypart ( Boobs, butt, belly, testicles, balls, etc ) to live on as. They'll retain their consciousness and memories. *The pred will then be able hear their living fat within their mind, and may be advised by it, if they're willing. *The living fat has control over the body part they inhabit: You may lactate or grow hard spontaneously, etc. *It takes a consitution check vs your advisor's own to control them and 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 keep their stats: Strength, dexterity, intelligence, etc *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, on top of the other benefits the in-charge perk gives. *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 into the tummies of your predators and keep yourself in!

*You gain 4d6 to stuff yourself into a predator and keep yourself in there! *You now count successes on a 4 and above, rather than 5 and above, to do that. *This perk makes it so you do not need to grapple a predator in order to self-feed; you can simply feed yourself straight away! *You can force yourself inside a predator even if they've regurgitated you already, as you force through their post-regurtitation disgust.

Forceful feeder▶ details

You like to see others get stuffed to the very brim - and then push them past it!

*Does not apply to feed baseliners, those cannot eat anyone! *You gain +4d6 to grapple prey and to force-feed them to someone. *You now count successes on 4 and above, rather than 5 and above, to do that. *Alternatively, stuff someone with food: *You can carry as much food as your carry capacity allows you to. *You can stuff 3 weight units of food to your target per turn. *3 units of food are equivalent to eating a person for organ-capacity calculations. *Stuffing someone is a strength check, as if predding/preying. *You can stuff someone up to 5 times their organ-capacity. *For every point past their limit, they take 1 damage every turn. This can kill. *Your target can try to regurgitate the contents of their stomach. *If they're grappled by you, you can stop regurgitation as a free action, it is a contested STR vs STR check plus the modifiers in this perk up above.

Last ditch escapee▶ details

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

---->If you're inside someone and you're at 0 HP or below ( not self-inflicted ), *You gain +6d6 to escape their stomach. *You now count successess on a 4 and above, rather than a 5 and above, to do that. *If you escape, you are hit with an 'adrenaline rush': *You have 'runner' for ten minutes, or for 10 turns if in combat. You cannot be incapacitated for as long as you have your adrenaline rush. *Whenever hit, you must roll your constitution. You need 1 + [how negative your HP is] / 2 successes in order to keep standing. *Failing your roll makes your adrenaline boost run out. *Once the adrenaline boost is over, you crash out, and are incapacitated/critical condition'd based on your HP. *While crashed out, if you are eaten again, you cannot do any escape rolls. *`Crashed out` lasts until your HP regenerates to full.

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 carry things, 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: If you pick the mouthless variant: *You have no mouth; you cannot vocalize any sounds and cannot eat normally. *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.

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 after 4 hours, heals 3 HP! *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. *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. *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! *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 +4d6 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.

Gimmick

Under the protection of the Progenitor of Vampiresfree▶ details

You find yourself under the protection of someone special ...

*"When you need me most, I will be there." *Only applies on scenes after the one it was given in.

Under the watch of a Swiss kill squadfree▶ details

A swiss kill squad, specifically ordered by the Artificer, has you under their watch.

*A squad of four elite Swiss PFs are keeping watch over you, and they'd rather kill you than ever let you be captured. *Each member has 6 strength, 6 dexterity, 4 constitution, 3 intelligence and 1 charisma. All vore stats are at 1. *One member has the swiss LMG, one has an American Auto-5, and two have Swiss rifles. *They each carry a bayonet ( except the LMG ), two grenades and one smoke grenade. *The swiss rifles carry 3 magazines.

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; NOT on the spreadsheet, that one's just for stats.

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 ever need to find something, you do find it - even in unlikely places! *It takes you time to find the thing. You may take anywhere between 1 to 3 turns to find it, up to GM's discretion. *Something that'd be easy to find takes 1 turn, something moderately difficult takes 2, and something super difficult takes 3! *There are some things you won't find at all, such as a five-course steak dinner in the middle of a battlefield!

Wayfinder▶ details

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

*Always know the state of the region you are in, as well as local dangers and safe passages, if any. *Whenever you need to find your way, you always manage to do so. *Never get lost, even underground or behind enemy lines. *You have a "survivalist's kit" from the equipment list. It has no weight and does not have the 'bulky kit' gimmick. *It always returns to you through one means or another, but you can be separated from it temporarily. *Should you ever find yourself in the wilderness, you always find just enough sustenance to keep yourself fed. *Your kit has the tools to hunt said sustenance and prepare it into something that is edible/drinkable. *You never run out the resources to hunt and prepare your sustenance as long as you have your kit. *This does not mean you know your way around the place - just that nature won't kill you.

Lucky▶ details

Lady luck favours you in particular!

*You have a pool of 6 dice, which, in a single scene, may be applied into whatever you want. *You may choose how many dice to use - you don't need to use all six at once! *You may only add lucky dice to a check once. Leftover lucky dice are saved and may be used in other rolls. *The dice only regenerate once the scene is over and a new one starts. You can roll the dice before or after another roll. *You may burn 2 dice in order to get the effects of another luck related perk ( scrounger, explosive intolerant, etc ) *The effects only apply in the same turn they were called upon.

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. *While they will support you, they aren't brainless, and won't allow you to blatantly scam, kill or harm them! *Your allies should be described in your sheet: Who they are, what they do, where they are, etc. *It should be a decently broad group, whom can help you directly. *These can be goon NPCs to help you in combat, people you can call upon for advice, so on and so forth. *You may be accompanied by up to 3 goons, with TWO stats set at 3, and ONE stat set at 4, for each goon.

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. *These individuals are powerful in some way ( financially, militarily, etc ), and support you as such. *They will assist your endeavours in their respective ways, but will not go out of their way to personally assist you. *Your patron(s) should be described in your sheet: Who they are, what they do, where they are, etc. *This perk can partially fill in for another perk so long as such a perk is acquired through some sort of funding or material. *You may be accompanied by 1 specialist provided by your patron, so long as they fit what you are trying to do. *The specialist may have TWO stats set at 6, and ONE stat set at 7.

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.

*Specify which faction you are loyal to, and which faction you're spying on, when making your character. *When attacked by your real faction, you have a signal that identifies your true alignment, and they always recognize it. *When doing your spy missions, you are assumed to have all the neccessary tools to carry it out: *Lockpicks, silenced gun, cyanide pills, anything that'd be fitting for a spy to have, you can simply conjure out of thin air. *You cannot be entirely disarmed, you always have items hidden in your body somehow. *The enemy is right to punish you if you're caught!

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

Beastmaster▶ details

You have a pet animal. How cute!

*The animal may be common or exotic, whichever you please. *Your animal has special training - you can give it basic commands, such as attack, follow, sit, 'get that', etc. *Your animal should have a sheet of their own, and start off with 7 points and a fitting perk. *Your animal gains points at the same rate you do, including freebies. It cannot have the "digestion strength" stat. *Your animal can be killed and if killed, the individual cannot be brought back. *You may get a new pet, but whatever stats it gained will be lost. *The Animal obeys typical HP rules for incapacitation, critical condition and death.

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!

*You always manage to go wherever you need to go, even if the starting point and ending point are at war! *If permission is needed, you always have it to go wherever, regardless of your alignments. *Cross frontlines, cross the globe. Go anywhere, be anywhere, whenever. *You may not visit innaccessible places, such as crossing the Alps during the winter, or going to antartica! *You cannot get into restricted places. You can travel freely, you can't enter *any* place freely.

Authoritarian▶ details

Your mere presence commands authority! Most will not dare speak ill of you to your face!

*When attempting to intimidate or force someone do something based on your authority, add +4d6 to your charisma. *You now count count successess on 4 and above when doing that. *This is not a generalized charisma buff! You're meant to be a bully with it!

Natural Fibster▶ details

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

*When trying to lie or manipulate someone, you roll an additional 4d6. *You now count successes on 4 and above when doing that. *This is not a generalized charisma buff! You're meant to lie and manipulate people with it!

Emergency treatment expertise▶ details

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

*With this perk, you immediately succeed in stabilizing anyone. *You may stabilize someone if they're at 0HP or below. *When you stabilize someone for the first time in a scene, their HP is healed back to 1. *Only applies once; further stabilizations of the same target do not change their HP. *You always have the resources to treat poisons or other conditions/ailments someone has. *Any checks regarding medicine or human biology immediately succeed as well.

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, you gain +4d6 to perform it. *You now count successes on a 4 when doing that. *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 of course. *If you command the entire party, they all gain +1d6 to do what you command them to do, IF they do it of course. *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.

*Create a fake sheet and include whatever information you wish inside it. Send it to submissions. *Create a real sheet and send it to staff in DMs, preferably Doc3613 or PastelStoic *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.

Masterful 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 through this. *You are never misunderstood, and your interpretations are always correct. *You can communicate with animals within reason; you can display you are no threat, for example, and always succeed. *You may use rp-discussions to talk to players and ask for clarifications on anything AND use it IRP.

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. *Hypnotization takes some time. Consider it to take 3 turns in time-sensitive scenes. *Other individuals cannot tell that the victim is hypnotized unless they are familiar with it. *The Victim forgets about the hynptization once its effects wear off. *Roll your charisma. Each success is equivalent to an hour of hypnosis, where the target must follow your commands. *If the commands bring direct harm to the victim, they may roll intelligence vs your charisma to break free. *Unwilling targets must be bound and unable to fight back or to just walk away. *In such a case, your roll your charisma against their intelligence, as they're trying to resist you!

PF Type

Munsterfraun (DRAKES)▶ details

You are a monster, not meant to be roaming this earth yet. Filthy creature!

UNAVAILABLE. DON'T GIVE THIS TO ANYONE. ECHIDNA DID NOT ESCAPE. *You must be at least 7 feet tall, up to 15, and have several clear Drake characteristics: Scaly body, claws, tail, etc. *Anyone can tell you are a monster based on your characteristics, and are terrified! You always draw attention wherever you go. *You cannot be a template. Only one drake per player. You're a freak that escaped containment - you're rare! *+2 strength, +1 constitution. *Have the Brawler perk from combat perks. *Have the Runner perk from combat perks. *Have the Heavy perk from vore perks. *Have the Unreal Capacity perk from vore perks. *Have the Hauling Meat perk from vore perks. *You have claws and a powerful jaw/bite, which count as makeshift weapons and deal +1 damage than standard makeshift weapons. *Cover is always one tier lower, allies cannot protect you with their perks, such as Defender. You're just too big! *You cannot get damage transference perks, such as Veteran or Prey-as-armour. You're too big for them to be of any help! *You cannot use firearms. Equipment has to be custom-tailored for you and costs 3 times as much. *All damage sources deal -2 damage to you due to your thick scales! Unarmed combat deals no damage if reduced to 0.

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 your intelligence and carisma are capped to 1. *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.

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 +4d6 to hide and sneak around, 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' perk from Combat perks. *Have climbing claws: You can climb vertical surfaces provided they aren't completely smooth. Your feet must be exposed for this. *Enemies always fall prey to your ambushes, and you always succeed in stealth, unless a perk would prevent this.

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, 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.

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: +4d6 strength and dexterity. You have 4d6 cover when in the water, due to being hard to hit. *While submerged entirely in water, you may 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 +4d6 strength. *While flying and engaging something in the air: +4d6 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 may 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. *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 following perks: Defender, Baiter and Runner.

Excludes: defender, baiter, 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 'Authoritarian' 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 handle weapons that require bipods without issues. Ignore the penalty from not being set up. *You can use two-handed weapons, melee or ranged, with one hand.

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. *Have the unique "Secretes gold" perk. *Must have been born after May 1st, 1923. *You cannot be a template. Only one per player. *You must be between 1-4 inches in height. *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 may 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, such as pranking someone, getting into fights, or just overall being a nuisance. Baiter helps with this greatly! *You are an overall asshole, go make someone's life miserable for a day. *You can go [CONSTITUTION] scenes without getting your dose of adrenaline and dopamine. *You die if you do not manage to fulfill that condition.

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 you're trying to hide in the dark, or while it is dark, instead roll thrice and take the worst roll. You're shiny! *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 they capture you, every scene *they* finish will award them a point, 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. *Have the unique "Partial invisibility" and "vampyric transformation" perks. *Cannot get the 'beastmaster' perk. *Must have been born after May 1st, 1923. *You cannot be a template. Only one per player. *You must have red eyes and be deathly pale. *You are infertile, and cannot reproduce the normal way. *The sun hurts your sensitive skin. All of your stats are halved, rounded down, the moment you are exposed to sunlight. *You take 1 damage for every hour spent in the sun. This damage cannot be mitigated and it will kill you. *Your perks do not work whilst exposed to the sun - this includes vore perks. Your metabolism is not at all adapted to sunlight! *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 turn others into Vampyrs." ->"You must obey your elder Vampyrs." ->"You may not harm a fellow Vampyr." *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.

*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. *The pheromone applies to your clothing and equipment alike as well. *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. *Your pheromones can get caught on thick pieces of cloth, allowing them to be 'invisible' for a maximum of 10 minutes, or 20 turns, whichever is faster. *Those hiding under your cloth must be entirely covered by it, otherwise, there'd be bits of them sticking out in mid air. *Your cloth is *not* see through, and neither are you. The brain is simply tricked into thinking there is nothing there. Targets will see complete darkness if they can see nothing else but you and/or your cloth. *Animals are afraid of you due to this pheromone, and 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. 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. *You may add one free Ghoul to your sheet per in real life month since character creation. They have 3 strength and 4 constitution. -> Turn them into a fellow Vampyr. 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.

*You can turn Baseliners into Pilzfrauns. It costs 3 points to do so. You may pay for it yourself, or the target may do so. You both may contribute towards it too, if preferred. *You can turn Pilzfrauns into Templates. It costs 1 point to do so, same deal as above. *You can turn Pilzfrauns into Tierfrauns. It costs 3 points to do so, same deal as above. *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: *This perk is free. *Start with an additional 3 points. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted SWISS weapons. Disadvantages: *Only one per player. *Must be Swiss-born. *Must be part of the King's Royal Army in #factions *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 compared to normal PFs. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted GERMAN weapons. Disadvantages: *Only three per player. *Must be German-born. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time. *Extra edgy.

British Trench Raider+2 pts▶ details

ENGERLAAAANNDDD

Advantages: *Start with an additional 2 points compared to normal PFs. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted AMERICAN weapons. Disadvantages: *Only three per player. *Must be British. *Less vore: Efficiency is expected. When fighting, kill your enemy, don't waste time. *British.

French Foreign Legionnaire+2 pts▶ details

You are a member of the French Foreign Legion!

Advantages: *Start with an additional 2 points compared to normal PFs. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted FRENCH weapons. Disadvantages: *Only 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: *This perk is free. *Start with an additional 3 points. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. Disadvantages: *Only one per player. *Must be French-born. *Must be part of the Chasseurs Alpins in #factions

Harlem Hellfighter+2 pts▶ details

You are a soldier from a legendary American regiment

Advantages: *Start with an additional 2 points compared to normal PFs. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted AMERICAN weapons. Disadvantages: *Only three per player. *Must be American. *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.

Advantages: *Start with an additional 2 points compared to normal PFs. *Better gear & training: You are the best and you get the best. Pick from a selection of provided perks. *Cheaper restricted ITALIAN weapons. Disadvantages: *Only 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: *This perk is free. *Start with an additional 2 points. *Gain a special 'arditi armor' gear, only available for this faction. Disadvantages: *Only one per player. *Must be Italian-born *Must be part of the 'Royal italian army remnants - The Arditi' faction in #factions

Capo+3 ptsfree▶ details

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

Advantages: *This perk is free. *You have an extra 3 points. *You have an extra 2 perks. *You have the ‘allies’ perk for free. You have goon underlings who do your bidding. *You have the ‘patron’ perk for free. Your boss supports you. *You have a safehouse that also happens to be a business - a source of (illegal) income. Disadvantages: *Only one per player. *No ‘free range’ perk. *You are a target. Killing you off will greatly weaken your Mafia. *You must be a baseliner. You can make a new Capo if this one dies. *You do not betray your family no matter what. *Crimes can be linked back to you if you’re not careful! Your goons should do the work, not you! *Must be in America and be part of one of three mafias.

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: *You have four additional points. *You hold some sort of office within your clan. Perhaps you manage the treasury, perhaps commerce, perhaps housing. Your employiment is stable and respectable. If a Human, you are not endlessly loyal. You may betray your Champion if you have a good justificative. Like your champion, you have a very high standard of living. You may be snacked on by your champion. Disadvantages: *Two per player at maximum. *A champion must accept you as their retainer - ask other roleplayers if you can become their retainers. 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. *If you are a PF, you are endlessly loyal no matter what. *Unlike your champion, you do not hold nearly as much authority. You are not above the law, unless doing your champion's bidding. *You must serve a purpose for your champion. If you are useless, you'd be removed from office. *You may be snacked on by your champion

Custom input: Office held by your character.

Japanese Kami-Champion+15 ptsfreeTierfraun 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: *Must be KPF. In current sheet terms this is enforced as a Japanese faction-aligned Tierfraun template. *This perk is free. *Your sheet starts with 20 points instead of the typical 5. *The general Japanese populous worships you to no end. Most will do your bidding even if it costs them their lives. *You may be up to 15 feet tall. You don't have to be; you can be normal-sized if preferred. *When digesting a Pilzfraun, you acquire all of her points and perks so long as the perk is a type of skill. Allies, Patron, Signature Weapon and similar perks are not absorbed. *When you die from non-digestion causes, your memories and consciousness overwrite your oldest daughter and you live on. *Choose one Lady aspect below. Disadvantages: *Only one per player. You may make another if yours dies. *You must purchase the tierfraun perk. *No 'free range' perk. *You must make a second sheet for your daughters. They follow normal PF sheet rules, but must share your tierfraun type. They must purchase the tierfraun perk. *At character creation, choose how many daughters you have. You can only make more daughters if you roleplay it out. *When starting/joining a scene, roll 1d100 for every *other* person involved. If the rolls are less than or equal to your number of daughters, that person may choose to ambush one of your daughters in any future scene. *If you are digested, your consciousness remains in the body of your predator until your predator dies from non-digestion. *If one of your daughters is digested, roll 1d[number of daughters]. This determines which daughter she is in line of inheritance; note down that daughter number X has been digested. *If you die and the next daughter in line of inheritance has been digested, you will inhabit the fat in the body of the predator who ate her. *Of your total points, 2 will be assigned to each main stat automatically ( Strength, Dexterity, Constitution, Intelligence and Charisma. )

Custom input: Number of daughters at character creation

Excludes: free-range

Lady of War (Strength)▶ details

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

*+3 Strength. *You have a set of 'Dreadnought' armour, making you immune to small arms fire and melee weapons. Explosions, anti-tank weapons and similar threats still present a very real danger. *It is tailored for you specifically. Nobody else can wear it. *You are a tank, in person. *Pick this for a stronger individual character.

Lady of War (Dexterity)▶ details

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

*+3 Dexterity. *You have a set of 'Dreadnought' armour, making you immune to small arms fire and melee weapons. Explosions, anti-tank weapons and similar threats still present a very real danger. *It is tailored for you specifically. Nobody else can wear it. *You are a tank, in person. *Pick this for a stronger individual character.

Lady of War (Constitution)▶ details

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

*+3 Constitution. *You have a set of 'Dreadnought' armour, making you immune to small arms fire and melee weapons. Explosions, anti-tank weapons and similar threats still present a very real danger. *It is tailored for you specifically. Nobody else can wear it. *You are a tank, in person. *Pick this for a stronger individual character.

Lady 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. *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'. *Many seek your wisdom, and your opinions are held in high regard. *You own an important artistic or religious tool.

Lady 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. *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'. *Many seek your wisdom, and your opinions are held in high regard. *You own an important artistic or religious tool.

Lady 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. *It is much easier to form alliances and convince others to do your bidding. *You may enlist help from foreign nations much more easily than others. *Pick this to be the ultimate politician.

Negative

Rivalfree▶ details

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

*You need another player in order to use this perk. They will control your rival if they are ever brought up. *Both characters must own the perk, and both must gain 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 that number, your rival appears. *The Rival sheet does not need to be elaborate. It must, at minimum, just have stats. *Your rival, at character creation, must have as many points as you do. *Your rival must be reasonably capable of competing against you in your role! Example 1: If you're a soldier, they must be reasonably capable of defeating you. Example 2 If you're a merchant, they must be reasonably capable of outbidding you! *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!

Custom input: Rival description

Extremely inefficient digestion▶ details

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

*PFs only *Digestion strength can go into the negatives. You may bring it up to -4. *Gain one spending point for every point you go down in digestion strength. *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. *Your HP does not heal at the end of a scene; only at the end of the next scene over, no matter how much time passed. *In time sensitive scenes, you take 8x as long to heal. This includes healing from other perks, such as Milky. *You cannot get the following perks: 'Tough' and 'Living Furnace' *Regardless of your digestion strength, prey takes 4 times as long to be digested and absorbed, unless ... *If someone has the M.R.E perk, usual rules apply instead. *You must always have prey digesting inside you - if you go three consecutive scenes without prey inside you, you starve to death! *Digestion should last multiple scenes, as your prey presumably takes days, or even weeks, to digest. *If you are in public, roll a 1d20. On a 4 or below, someone takes note and calls the proper authorities. *1 scene for every 20 digestion turns.

M.R.E+2 ptsfree▶ details

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

*You must have the Speisfraun perk, with all of its disadvantages. *This perk is free. *Gain 2 points by picking this perk. *Your digestion resilience becomes a moot stat: You digest very quickly. Don't erase it though! *You cannot make escape attempts, you digest too fast. *For time sensitive scenes or events, you are digested and absorbed in 5 minutes. *Turn wise, it takes 3 turns to digest you. You are absorbed immediately afterwards. *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.

*This perk is free. *Gain 4 points by picking this perk. *On every scene you start, until you take your hit, 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. *Each dose of your drug has 1 weight. Declare at scene start how many doses you have. *Your high lasts 10 posts, turns, minutes OR until combat end, whichever is faster, of which case, you need to retake your substance or suffer the penalties again. *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.

Custom input: Subject of your addiction

Crippling health condition+4 ptsfree▶ details

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

*This perk is free. *Gain 4 points by picking this perk. *You may take this perk up to five times. *Multiple stacks of this perk cannot lock the same main stat, they must each lock a different one. *Charisma checks require 1 additional success. You are clearly ill and repulse people. *One of: STR, DEX, CONS, INT, CHAR, is permanently locked at 1, and you always fail such checks. *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. *You may have some other condition so long as it is crippling and cannot be easily circunvented.

Custom input: Description of your condition