Cherreads

List of Abilities

Brawler:

 • Street Fighting (gives basic hand-to-hand and improvised weapon skills)

 • Non-Lethal Strike (self-explanatory; incompatible with blades and projectiles)

 • Minor Battle Instinct (low-level battle IQ buff)

 • Tough as Nails (low-level durability and willpower buff)

 • Danger Sense (basic instinct upgrade)

Acrobat:

 • Light-Footed (sneak+)

 • Parkour (parkour!)

 • Enhanced Flexibility (Hashibira Inosuke)

 • Uncanny Coordination (Dexterity+ in D&D terms)

 • Jack, be Nimble! (INSERT EXPLANATION HERE)

Criminal

 • Sneaky (sneak++)

 • Sticky Fingers (thieving+)

 • Opportunistic Instinct (like Danger Sense, but for being a cheeky little shit)

 • Eye for Trouble (like Opportunistic Instinct, but more well-rounded ((i.e. also helps with avoiding trouble)) )

 • Mini Mastermind (general intellectual upgrade)

Magician

 • Spellcasting (basically gives an easier time casting spells)

 • Spell Creation (gives basic spell creation knowledge, duh)

Changeling:

 • One Hundred Faces (ability to mimic faces; allows original faces, but takes more effort)

 • Modify Extremities (limbs can be weaponized, armored, or changed for utility)

 • Pigment Shift (change overall skin color; allow for more intricate changes ((like tattoos or other markings)) with more effort)

 • Mutable Physiology (like Modify Extremities, but for the rest of the body)

 • Limited Shapeshifting: Humanoid (upgrades the previous four, merges them into one, makes everything easier to do and maintain)

Monk:

 • Amateur Ki Control (gateway into ki abilities; has been trained and will be trained further)

One for All:

 • Justice Sense (like a radar for evil)

 • Full Cowling

 • Valiant (this is what buffs the host's effectiveness vs. evil)

 • Smash (output will cap at some point, then the recoil will start decreasing instead)

25 Attribute Points:

 • Power: Superhuman Strength (+10% effective Power)

 • Vitality: Superhuman Vitality (+10% effective Vitality)

 • Vitality: Minor Regeneration

 • Agility: Superhuman Reflexes (+10% effective Agility)

 • Intellect: Keen Mind (+10% effective Intellect)

 • Mentality: Sharp Instincts (+10% effective Mentality)

 • Spirit: Sheer Will (+10% effective Spirit)

50 Attribute Points:

 • Power: Superhuman Strength II (+10% effective Power; stacks with Version I)

 • Vitality: Superhuman Vitality II (+10% effective Vitality; stacks with Version I)

 • Vitality: Moderate Regeneration

 • Agility: Superhuman Reflexes II (+10% effective Agility; stacks with Version I)

Misc:

 • Prizefighting Reward: Showmanship (basically WWE-style buffs to Performance Checks)

 • Loadouts (2 loadout slots)

 • Loadouts II (3 loadout slots)

 • Imbue Equipment (imbue System Item effects into 'normal' items that match their general vibe/physicality)

 • Weapon/Tool Slot (1 item slot)

 • Weapon/Tool Slot II (2 slots)

 • Shield the Blameless (take damage for someone else; damage must come from a hostile party, meaning no tanking environmental damage for people or using it to get around self-harm)

 • Durable I (small durability buff)

 • Inertia Cancel (self-explanatory)

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