Acute sensory
If your event roll yields nothing then you may roll again and can accept the new roll results if you wish.
(+) If your event roll yields an encounter then you may roll again and can accept the new roll results if you wish. (do not re-roll again if new result is nothing.)
(X) If your event re-roll yielded something you didn't want then you may roll one more time and pick one of the three roll results you liked best; the original roll, the re-roll or the second re-roll.


Quick learner
Earn 3% extra Xp (minimum being 1Xp)
(+) Add an additional 5% extra Xp gain.
(X) Add an additional 8% extra Xp gain.


Vampirism
Gain 3 additional stat points at the beginning of character creation. You must Feed once on the blood of the living every 45 post. Feeding will drain 1 HP form victim. You may use the Hunt skill to also Feed, but the meal will be completely used only for you.
(+) Add an additional 3 stat points at the beginning of character creation. You must now Feed once on blood of the living every 33 post. Feeding will drain 2 HP form victim. You may use the Hunt skill to also Feed, but the meal will be completely used only for you.
(X) Add an additional 3 stat points at the beginning of character creation. You must now Feed once on the blood of the living every 20 post. Feeding will drain 3 HP form victim. You may use the Hunt skill to also Feed, but the meal will be completely used only for you.


Tech specialist
You may now own a Gadget
(+) You may own another Gadget
(X) You may own another Gadget


Animal husbandry
You may now own a Pet
(+) You may own an additional Pet
(X) You may own an additional Pet


Engineering
You can add one customization to a weapon.
(+) You can add one more customization to a weapon.
(X) You can add one more customization to a weapon.


Cooking
(.)You may now preform the Cook skill. Any Rations you have add a
(+)
(X)

Mechanics
You may now own a Machina.
(+)You may own another Machina.
(X) You may now customize or weaponize one of your Machina.


Medic
Whatever percentage you recover/heal, take 8% of that and add it to the total.
(+) Whatever percentage you recover/heal, take an additional 8% of that and add it to the total.
(X) Whatever percentage you recover/heal, take an additional 9% of that and add it to the total.


Quick healer
If you end a battle in a Fainted state, recover after the battle with 1/4 full hp.
(+) Heal +1HP every eight post
(X) Reduce negative effects brought on by items by half. If it only last one turn than negative status change has not effects.


Resilient Spirit
After battle recover one Aura Point if an Aura Point was used.
(+) Recover +1AP every eight post
(X) Reduce negative effects brought on by auras by half. If it only last one turn than negative Aura has no effect.


Weapons specialist
You are now able to carry one extra weapon
(+) You are allowed another extra weapon
(X) You are allowed another extra weapon


Blacksmith
You are now able to Repair any normal weapon (weapons without attachments or elemental augment).
(+) You are now able to Repair weapons with attachments but not elemental augment.
(X)You can now have a permanent elemental augment to your weapon. You may now Repair weapons with an elemental augment.


Item specialist
You may now carry an extra item.
(+) You may now carry another extra item.
(X) You may now carry another extra item.


Alchemist
You can now Craft items (if you have the materials for them). You may now harvest materials from fallen Grimm or out in the wild.
(+) Gain one extra material of whatever you harvest.
(X) Create two items of whatever you Craft.


Juggernaut
Shield & Armor gain +1 speed.
(+) Shield & Armor gain an additional +1 speed
(X) Shield & Armor gain an additional +1 speed


Operator
You can now Drive any vehicular Machina
(+) You can now Sail any watercraft Machina
(X) You can now Pilot any aircraft Machina


Duel wield
Can wield & attack with two weapons. Both attacks must be towards the same opponent.
(+) It no longer takes a turn to swap between different weapons or reload, but will still cost your main phase if done both.
(X) Can attack two different opponents on the same turn. Melee attacks must be ageist an opponent on the same zone while ranged weapons attack as their Class allows. Roll a dice for each and and in ooc assign targets to your dice rolls.


Guardian
You can preform the Guard action in battle. If you Guard then you take three fourths of the total damage received. You won't be able to attack this round but you are able to take the hit/s for someone else if chosen to do so.
(+) Add +6 to your Defense Stat
(X) When Guard is preformed take half the total calculated damage!


Bazerker
You may now wield a single Two-handed Weapon as if a Single-handed Weapon.
(+) Add +6 to your Attack Stat.
(X) You are now capable of wielding two Two-handed Weapon as if two Single-handed Weapons.


Conditioned Runner
Add +10 to an Escape attempt.
(+) Add +6 to your Speed Stat.
(X) You can move one extra zone on the battlefield when you move a zone during combat.


Elementalist
You can now use Dust, on its own, for elemental attacks. One specific technique to each element.
(+) Add +6 to your Special Attack Stat.
(X) You may now preform an extra technique with each element.


Weaver
You can now weave an elemental augmentation to your armor adding +3 to a stat which will very depending on element
(+) Add +6 to your Special Defense Stat
(X) Negate 20% of total elemental damage given to you by armor's matching element.


Vigorous health
Survive a would be fatal attack with 1 HP
(+) Add +6 to your Health Stat
(X) If you faint in battle revive with 1/4 of your whole HP. Can only be done once per day.


Stalwart soul
Your first use of a Semblance in the battle will cost no AP
(+) Add +6 to your Aura Stat
(X) You may now activate two Semblances on your turn


Defensive mastery
Shield & Armor gain +1 defence.
(+) Shield & Armor gain an additional +1 defence.
(X) Shield & Armor gain an additional +1 defence.

Combative mastery
Add +1 damage after melee attack damage is calculated. (non-dust and non-aura attacks only)
(+) Add another +1 damage after melee attack damage is calculated. (non-dust and non-aura attacks only)
(X) Add another +1 damage after melee attack damage is calculated. (non-dust and non-aura attacks only)


Ranged mastery
Add +1 damage after ranged attack damage is calculated. (non-dust and non-aura attacks only)
(+) Add another +1 damage ranged melee attack damage is calculated. (non-dust and non-aura attacks only)
(X) Add another +1 damage after ranged attack damage is calculated. (non-dust and non-aura attacks only)


Elemental mastery
Add +1 damage after elemental attack damage is calculated. (dose not include Bullets or Augmented weapons)
(+) Add another +1 damage elemental melee attack damage is calculated. (dose not include Bullets or Augmented weapons)
(X) Add another +1 damage after elemental attack damage is calculated. (dose not include Bullets or Augmented weapons)


Non-lethal mastery
Add +1 damage after Non-lethal attack damage is calculated. (non-dust and non-aura attacks only)
(+) Add another +1 damage after Non-lethal attack damage is calculated. (non-dust and non-aura attacks only)
(X) Add another +1 damage after Non-lethal attack damage is calculated. (non-dust and non-aura attacks only)


Item master
Add +1 to your odds of success. This applies only to lethal and non-lethal items used in battle.
(+) Add another +1 to your odds of success. This applies only to lethal and non-leathel items used in battle.
(X) Add another +1 damage after Lethal Item attack damage is calculated.


Close quarters specialist
You can now perform the "Disarm" action on your turn. If "Disarm" is used than roll a 4-sided dice to determine the success of the action.
1= Fail
2= Fail
3= Success
4= Success and deal 1 HP of damage.
(+) You can preform the "Stun" action on your turn. If "Stun" is used than roll a 4-sided dice to determine the success of the action.
1= Fail and -1 HP
2= Fail
3= Success
4= Success and deal 3 HP of damage.
(X) You can preform a "One hit K.O" technique on your turn. If "One hit K.O" is used than roll a 4-sided dice to determine the success of the action.
1= Fail and -3 HP
2= Fail
3= Fail
4= Success


Swimming
You are now able to Swim and ignore swimming penalties for up to 6 turns
(+) You are now able to Swim and ignore swimming penalties for up to 9 turns
(X) You are now able to Swim and ignore swimming penalties for up to 12 turns


Rock Climbing
You are now able to Climb wherever passable up to 6 turns
(+) You are now able to Climb wherever passable up to 9 turns
(X) You are now able to Climb wherever passable up to 12 turns


v____Faunus powers____v

Underwater Breathing
Faunus of the aquatic variety are able to breath underwater and suffer no swimming penalties ever.

Night eye
A common ability found amongst all manner Faunus but still a blessing to the ones who do possess this ability. Faunus with Night Eye suffer no penalty in the Dark ever.

Oder sniff
Mammal Faunus are able to use thier nose to pinpoint thier target and never suffer from accuracy loss.


Flight
Faunus Aves, with thier mighty wings, are able to constantly fly and never tire. They may move

Camouflage
Faunus which are reptilian are able to camouflage at will. When camouflaged the Faunus may not attack but move about the field unseen. If the Faunus decides to attack then his camouflage will be exposed and can not camouflage again for two turns.

^____Faunus powers_____^

Hunting
You are now able to hunt small game which will provide 1 Ration, which will heal you by 15%. You may use firearms to hunt but if you do than no matter the outcome of the attempt the rest of the animals will run away form the area. You can use bows to hunt but if you do then you roll as followed:
(+) You are now able to Hunt mid sized game which provides 2 Rations, which will heal you by 12%


Hunting
Grants you the skill to Hunt. This skill can only be used outside of cities and with the proper tool. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted Hunt.
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3
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8
9
10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Fishing
Grants you the skill to Fish. This skill can only be used near bodies of water and with the proper tool. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted Fish.
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3
4
5
6
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8
9
10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Pickpocket
Grants you the skill to Pickpocket. This ability can be used in battle and out of battle. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted pickpocket. Can not be used in secession. In battle this ability can only be preformed when an enemy is in melee range. In towns steeling from different classes will get you different problems, but different payouts too.
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3
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5
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9
10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Lockpicking
Grants you the skill to attempt to Pick a lock. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted Lockpicking. Can only be used to unlock doors, chest and other objects locked by key. Lockpicks are required.
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Hacking
Grants you the skill to Hack. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted Hacking. Can only be used to unlock computer locks, computer systems and other objects ran by computer for two post. Hackbugs are required.
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2

3
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Herbalism
Grants the skill to attempt to make a health restoring item or a status healing item of your choice. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted Potion creation.
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3
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8
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Mechanic
Grants you the ability to Repair or Destroy a Machina. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted mechanic option.
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Charisma
Grants you the skill to Charm. Roll a 4-sided dice and depending what number it lands on will determine the outcome of the attempted Charm. Can be used in succession. Discount effects can not be staked, but can be switched. Can be used on other players.
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Interrogation
Grants you the skill to Interrogate. Roll a 4-sided dice and depending what number it lands on will determine the outcome of the attempted Interrogation. Can be used on other players.
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((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Intimidation
Grants you the skill to Intimidate. Roll a 4-sided dice and depending what number it lands on will determine the outcome of the attempted Intimidation. Can not affect another players.
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((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Alchemist
Grants you the ability to build an element based Lethal Item. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted item creation.
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2

3
4
5
6
7
8
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10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Disarm
Grants you the skill to Disarm. Can only be performed with a Hand weapons/Non-lethal weapons. Roll a 4-sided dice and depending what number it lands will be the outcome of the attempted disarming.
1
2

3
4
5
6
7
8
9
10

((Better equipment lowers numbers of fails into indifferent
Higher level of skill will add to the numbers of Success))

Sneak thief
(.) You can now use the Pickpocket skill outside of battle. Roll a 4-sided dice for a chance at gold or an item. Odds and prizes very depending the difficulty of the lock you roll for. (See teair systems)
(+)Lockpicking
You can now use the Lockpick skill outside of battle. Roll a 4-sided dice for a chance at gold or an item. Odds and prizes very depending the difficulty of the lock you roll for. (See teair systems)
(X)Hacking
You can now use the Hacking skill outside of battle. Roll a 4-sided dice for a chance at gold or an item. Odds and prizes very depending the difficulty of the lock you roll for. (See teair systems)

Charisma
(.) You can now use the Entertain skill outside of battle. Requires a npc to use the skill on. Roll a 4-sided dice and it you roll a 2 or higher you'll either earn 3-5 gold, should you use it on civilians and depending the outcome, or
(+) Interrogate
(X) Intimidate

Hunting
(.) You are now able to use the Hunt skill outside of battle and weapons to hunt. Roll a 10 sided dice
(+) Add one number towards your odds of success.
(X) Add one number towards your odds of success.

Bazerker
(.)You may now wield a single Two-handed Weapon as if a Single-handed Weapon. This allows a Single-handed Weapon to transform to be able to transform into a Two-handed Weapon.
(+) You may now wield two Two-handed Weapons as if two Single-handed Weapons. This allows the Single-handed Weapons to to be able to transform into Two-handed Weapons.
(X) Add +6 to your Attack Stat.

Mechanics
(.) You may now own a Machina.
(+)You may own another Machina or add an upgrade to your Machina.
(X) You may own another Machina or add an upgrade to your Machina.

Cooking
(.) You may now preform the Cook skill. Any Rations you Cook have may now have one of the three bonuses added to it:
A) Restore 3 HP
B) Move 2 Spaces for one post
C) Restore 1 SP
(+) Any Rations you Cook have may now have an additional, one of the three bonuses added to it:
A) Restore 3 HP
B) Move 2 Spaces for one post
C) Restore 1 SP
(X) Any Rations you Cook have may now have an additional, one of the three bonuses added to it:
A) Restore 3 HP
B) Move 2 Spaces for one post
C) Restore 1 SP

Fishing
(.) You are now able to use the Fishing skill outside of battle. This skill requires a body of water for use. Using bows to hunt will cost ammo every attempt. You may use a Melee Weapon, or Firearm, to Hunt but if you do then, no matter the outcome of the attempt, the rest of the animals will run away form the area.
(+) Add one number towards your odds of success.
(X) Add one number towards your odds of success.

Herbalism
You are now able