010 - Type Perks 1

Type Perks

These are particular perks that can be optionally taken by a witch of a given racial type. If hybridized (via later perk), you can purchase type perks of both types.


Neutral

Cost: -4

You have a "Second Spark" of untapped potential that you can work with and expand with time and effort. At the upfront investment into this perk, you have this spark, which you can feed with effort.
You can choose a second Class type to gain that class type's growth method, you need only find balance in managing the two separate means of growth.

In the face of a world of magical threats, you also resist magic damage and magical hazard durations by 20%, giving an edge.


Daeva

Cost: -1

Learn to manifest fine tuned control over the functions of your body. You can raise or lower your temperature to tolerate limited temperature extremes such as laying comfortably bare in snow, or hot desert sands. You can reduce your heart rate to just one beat per 10 minutes in a trance state where you can survive without air and generally delay death for up to weeks. You have perfect fertility control, and you can choose to pass on Witchiness to your offspring to gurantee or prevent witch children, as well as choose sex and gene expression.


Ifrit

Cost: -2

Gain the ability to dismantle your body plasma to become a flying skull, and propel yourself on jets of flame up to 200mph, or 10x the speed of your broomstick from Witchery, flying through the air like a missile or rocket. You can explosively start a skull flight while your whole body is still present, it breaking apart to kick start the flight, but regaining your body takes around 30 seconds of reformation.
In skull form, you can only use Fire magic or magic that could be reasonably performed without hands.


Siren

Cost: -3

Learn to amplify the allure of your voice to project a truly mesmerizing melody that strongly tugs at the psyche of listeners who hear it, carried by the wind an additional 50% further than a voice would normally be carried. Those captivated become oblivious to danger and seek out the voice. You also gain echo location, able to visualize a 3D map of what your voice touches.
For 2p less, you don't have to sing; Your voice is permanently hypnotic without your control over it, other than not speaking.


Naiad

Cost: -2

You have a strong connection to aquatic life with a spark of divine right to rule the sea. You can understand and be understood by any salt water creature greater in size than baby shrimp. Creatures at least as intelligent as a 4 year old human are also subject to passive Suggestion to obey directives. There is no size or time limit, just an intelligence limit. If you actually have the Suggestion perk as well, your suggestions to less intelligent aquatic life is a strong compulsion even at risk of certain death.


Dryad

Cost: -2

Some dryads are known for exceptional adaptability. Touch any plant or fungi and you adapt your body to become related to that plant and adopt its traits and abilities, and your tree form becomes a tree-like variant of that plant. Touch a cactus to turn into a giant cactus and in either form, resist desert heat, and you can grow cactus fruit. You grow any fruits or vegetables at normal rates (Unless you have Cornucopia) though other traits take hold immediately. You store one adaptation at a time, touching a new plant to override the previous. Your dryad's seed becomes more comparable to a fungus, releasing spores on death that scatter, first to mature will awaken while the others wilt.


Oread

Cost: -3

Your burrowing leaves no trace of disturbance at all after a moment of ripples that return to their original state, and the earth actively aids your movement within it, boosting your speed to your intended destination by 200mph (Plus the speed of your Rod if you have Witchery, including if you have Hellrider. You do not have to be riding it, but you could if you want. An Oread could sculpt earth easily by molding it with their hands, but you can do so with greater ease, simply touching an earthen surface to shape it within 5m (x Earthmoving ranks) to your desired shape within your artistic limits. Earth shaped this way doesn't count as worked earth.


Lamia

Cost: -4

Your consumption is more refined than most, able to actually utilize the magic energies within and surrounding a witch that you may have consumed. While you have a witch inside you, you can temporarily use one witch specialization up to one rank less than their own and/or use a perk they have. If you fully consume the witch unto death and digest the body, you gain 10 Focus, Might, or Favor for your class type, 1 for humanoids in general.

You're also able to swallow whole humans with more ease, in seconds instead of a minute or two.


Aurai

Cost: -4

With significant effort, some aurai are able to figure out a way to harmonize with a wavelength that has resonance with their own timeline. Once every few seconds they can consciously project their intentions to move somewhere they can clearly see, then accelerate their moment in time to skip the travel, or backwards to someplace they were within the past 6 seconds. Moving forward takes a small mana cost per 60 meters, while moving backwards takes just a little more mana per 6 seconds (going back has exponential cost increase) By sacrificing their current memory, they can revert to their physical condition at that time, though they know they jumped back from the future.


Nymph

Cost: -2

Nymphs figured out a way to bypass their mana capacity limitations by acquiring the ability to reabsorb water they've imbued, become like an external battery stored for later. A nymph in her pool/bath can store mana and access it later, more like a second charge method, but while in their bath they have direct access, effectively having a massive mana capacity, or using it like a mana potion if separated, a vials worth replenishing 15% their capacity. Nymphs often maintain such baths the way a dragon might protect and enjoy their hoard. They now no longer age if at least a vials worth of imbued water is within 30m of them, and gain the Mind affinity.

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