012 - Type Perks 3

Changeling (-4)

While they can freely assume the appearance of any young humanoid, some changelings have an enhanced shapeshifting to assume the form of any object with volume like that of a ping pong ball, up to that of a fridge. These changelings can now also assume the form of mature humanoids. In either case, they have to have a visible reference to work off of and it only includes details the changeling knows about. Turn into specific person and you might not know about their mole by their nethers, for example, or the inner workings behind the fridge.

Elf (-2)

Graceful by default, some elves are supernaturally dexterous and capable of impossible feats. These elves can balance in any position on any surface, allowing them to stand on a knife edge provided the sole of their shoe can withstand it. They can walk on walls or on ceilings. They could jump and touch a ceiling with one finger to lift themselves up to stand upright, upside down on the ceiling. Again, so long as the surface would be able to support them. Note elves weigh half as much as you would expect them to, and they're often slender.

Orc (-5)

Orcs with this trait are paragons of will and can endure any treatment or guile without faltering. Their sense of pain is dulled, and their force of will can allow them to survive total organ failure for hours while walking on shattered shins over a field of glass. So long as one muscle fiber is intact, their limbs will not give up. Even severed, an orc limb remembers its last goal. A beheaded orcs body continuing to fight, the head surviving for a few hours.

Mother Bear
Any orc parent gains this perk for free when their children are in danger, ending when they are out of harms way.

Pharon (-4)

Pharon with this perk have a faint golden aura surrounding their head they can suppress autonomously just by thinking that they want to be sneaky, otherwise if they think they want to be ostentatious, it can illuminate a room.

Their head is invulnerable to damage anywhere there is skin, and their bite force is capable of biting through steel plates an inch thick, and chewing it. Though they probably don't want to swallow it. If they have a beak or something similar like a horn, their neck has enough force to puncture said steel plates.

Jotun (-4)

A Corrupted jotun's giant form loses their skin leaving exposed muscle and fat tissues. Their flesh is as resistant to harm as steel with twice the strength of a normal jotun. The jotun is capable of rapid regeneration, passively regenerating the equivalent of a bullet wound per second. They can focus to enhance their regeneration with 10% of their mana capacity to instantly regenerate a lost limb or equivalent. Additionally, their size change is more intimidating.

Corrupted Jotun
Jotun that are lost to addiction to human meat get this perk free, but they're mindless predators.

Hollow (-4)

Hollows by default are able to incorporate ores they burned into the material composition of their armor, but some are more adaptive than others. Hollows with this perk can actively break down and replace their armor with ores, ingots, or any source of metal, and can incorporate special metals such as Mythril, or Adamantine, if they can find it. The process causes their armor to tile away in flakes as new flakes settle into place, within a few feet of distance from the materials used. This can also be used to actively heal them, siphoning materials on the fly for patch jobs repairing their armor at the rate of a gauntlet per second, with enough materials sufficient to replace the injury.

Dwarf (-3)

Dwarves tend to have secretive & protective societies, but the dwarves you see outside of their underground stronghold cities are out on a mission with unrelenting focus giving two notable reputations.

Multiple Selection
You can take this twice, once for each.

Wither (-5)

Some withers have a fearsome ability to generate a sand composed of heavily rusted metals that flows out from their body. Enough to fill a small backyard pool. These sands act as a strong acid that rapidly decays organic matter, plant or animal, dead or living. It doesn't effect bones and has reduced effect on skin, leaving dessicated husks behind in a few seconds. The wither can control this sand as an extension of their will within 60m. The sand returns to their body when they wish it, but they slowly replace it over time at a buckets worth a day. The sand itself can have physical force comparable to a chainsaw, heavy blade, or maul, leaving rusty wounds.

Hazard Warning
Tetanus hazard.

Mimi (-4)

Mimis have some animal traits in addition to a couple physical characteristics, but with this perk they have an additional 2 general traits that you would associate with their animal type, and these two traits can be considerably stronger and supernatural in nature, with folklore and legends as valid inspiration for the associated trait, such as raccoons using tanuki folklore as a basis for a trait or two. Non-folklore traits can also be taken for one of these traits, and they'll be augmented further. A normal trait granting strength might make you as strong as an adult male strongman, but an augmented trait like this could instead make you as strong as four such strongmen, for example.

Sword (-5)

Swords with this perk are able to form especially strong bonds to a Weilder, or sometimes called a Master, depending on the school of thought involved. It takes a week to synchronize to a new weilder but once synchronized once it only takes a few minutes to re-adapt to a prior weilder. The Sword and Weilder merge their Mana capacity and Charge rates, and each are capable of using all Magic Specializations and Perks that the other possesses, when within a 1km radius of each other, and at any distance they can send telepathic messages to one another. They can cooperate to peform Harmony magic with extreme ease, their harmony magics being 100% more potent.

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