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)
