[Name to be inserted later]: Paranormal & Private Investigator - Anomalies & Adversities (a quest of playing the monster) Original - Crossover - Mystery - Horror (2024)

{A.N.:This will be where the character sheet goes later, but for now it'll host the explanations for all the traits listed under the options available during character creation. Also, pleases note that trait with a 'Contextual Bonus' only gives that bonus under certain circ*mstances. Finally, note that while Item perks are always active and mostly work like traits, any perk marked as a 'library' perk is a little more complicated, and suffice to say will not always be available.}

Paulbear Token Perk/Item:

Grants +10 to stealth against geists, ghosts, possessed animatronics, and all other forms of spirit, possessing something or otherwise, while holding completely still. Contextual Bonus: +100 to first attempt at communicating with Golden Freddy, +50 to First attempt with all other possessed (non-Afton) animatronics.

Facial Scanners Body Trait/Perk: Automatically grants some information on any character you interact with if said character has a criminal record, including what said record is, the first time you interact with them. +1 Intimidation against any character with a criminal record, if they know you have this. Contextual Bonus: +5 intimidation against the same targets instead.

Iron Stomach (Artificial) Body Trait/Perk: Can consume regular food, despite undead/inorganic nature, as well as most common posionous but edible foods and rotten food, normally without consequence.

Basic Integrated Computer Body Trait/Perk: +5 To all Skill checks, +1 to 'active' skill checks and all rolls in combat. Can be further upgraded.

Animatronic Technical Documents Perk/Library: +10 To all attempts to repair animatronics and robots in the field (including self-repair), +2 to all offensive combat rolls against animatronics.

Kindred of Caine Trait/Perk: +1 To all Social interactions (interviews, interrogations, diplomacy, etc.) with fellow Cainite Vampires regardless of affiliation. -5 To the same with Werebeasts and Hunters (both ordinary and imbued) and -2 (again, to the same) with Kuei-jin you do not already have an established relationship with.

Magics of Lilith Trait/Perk: +1 To all attempts to seduce, gain access (if you did not already have access) to a single Vampiric discipline at level one (out of 5) maximum, gain an additional vampiric discipline, independent of your potency, of your choice at level one maximum (if you already have one), learn occult principles, sorcery, and blood sorcery (a.k.a. thaumaturgy/quietus, and only if applicable)

Break Them by Talking Trait/Perk: +10 To to all social interactions made with the intended goal of breaking down the target of the social actions' resolve/sanity/will to live, or with the intention of convincing them to take a certain course of action. +2 To all Rhetoric Skill checks +2 To any attack roll made with Insidious Whispers.

{A.N.: Content warning, suicide}
Insidious Whispers Ability/Perk:
Instead of making a 'normal' attack with a 'normal' die roll in combat, you instead may make an attack in which you roll 2d20+your Psychology skill mod+Rhetoric skill mod+Suggestion skill mod+Intimidation skill mod-opponent's Willpower mod vs 1d20 + opponent Willpower mod - opponent Peity (unless they have True Faith*), with any postitive difference in your favor being directly subtracted from their sanity. If this attack drops their sanity to 0, they kill themselves. Having this also makes you immune to others attempting to use the same ability on you.
{A.N.: TL;DR: You get a powerful alternate method of attack aimed at sanity using skills normally used for social situations. Theres actually even more to this attack, but to keep it breif the remainder shall only be explained if Alternate is picked, or in future whenit becomes relevant again. Oh, and content warning over.}

Pass without Trace Trait/Perk: +10 To 'Active' Stealth checks, +50 stealth skill checks, +12 to 'active' checks while using a disguise, +75 To skill checks involving diguises and there use, you never leave any trace, trail, or track behind, except when done intentionally.

Unholy Revelation Trait/Perk: Boost Insidious Whispers against religious characters that don't have true faith from a 2d20 roll to a 4d20 roll, and adds 2 additional damage per peity after willpower reduction but prior to opponent roll. All sanity damage inflicted through Insidious Whispers (regardless of target) becomes aggravated damage.

We Are Legion Trait/Perk: +5 To all Skill checks, +1 to 'active' skill checks and all rolls in combat, while in the company of two or more other Alternates, Demons, or Fallen. Target DC for Don't Make me Wake the Others is reduced by 1.

Nothing is worth the Risk Trait/Perk: If you know of any ~phobia traits belonging to the target character, or more generally 'what they're most afraid off', you gain a flat +10 on all dice rolls against them in combat, applied per dice. This includes Insidious Whispers.

The Might of the Subconscious Ability/Trait/Perk: Unlock 'manifest Tulpa/Thoughtform' (for adult humans and most paranormal beings), 'manifest Tulpa/Imaginary Friend' (for children, human-like imaginary friends, and Alternates with 'Rebellious Demon'), and/or 'manifest Tulpa/Type 4' (for manipulated children) actions. +20 To all interactions with Tulpas/Thoughforms, and Imaginary Friends.

Rebellious Demon Trait/Perk: -10 To all Interactions with Alternates, Demons, and Fallen.

Every Day Does Get Brighter Trait/Perk: Regain (assuming there is any missing) 1 sanity per Alternate, Demon, and Fallen killed or banished.

'Where There's a Wilt, There's a Way' Trait/Perk: +50 to Willpower checks except when trying to turn down a request, must roll a variable but usually very easy difficulty willpower check any time you need or want to turn someone down, while trying to help someone else +5 to all skill checks and +1 to 'active' skill checks (but not combat).

'Where There's a Will, There's a Way' Trait/Perk: +10 to all Willpower checks, if you have Chronic Helper Syndrome, (false) Hero Syndrome, or Chronic (false) Hero Syndrome, then that/those trait(s) are deactivated until/unless you lose this trait.

Chronic Helper Syndrome Trait/Perk: must roll a variable but usually moderate difficulty willpower check any time you need or want to turn someone down. If you have 'Where There's a Wilt, There's a Way', that trait will be deactivated until you lose this trait. You cannot completely lose this trait while it is deactivated. If a 'priority' mission/quest/mini-case related to one of your ongoing major cases is presented, you'll be forced to take it.

Protector of the Innocent Trait/Perk: Gain a +5 to 'active' skill checks and combat rolls made with the goals of either saving or protecting infants and children.

Mentor & Teacher Trait/Perk: Other characters taught or tutored by you gain experience and progress in any relevant skill(s) at double the normal rate.

Practice Buddy Trait/Perk: Other characters that spar/practice with you gain experience and mastery of the practiced combat skill or from at triple the normal rate; this stacks with Mentor & Teacher to become six times the normal rate for experience gain and combat skills.

Living Sandbag Trait/Perk: Gain Damage Resistance:Impact, if you didn't already have it. Further add one DT (damage threshold) against Impact damage only. However, you become vulnerable to knockback.

Built Tough Trait/Perk: Gain 4 armor independent DT vs all damage.

Toon Physics (minor) Ability/Perk: Upon taking any damage, roll special Toon! roll (1d1000) against a highly variable dc that is at least partly dependent on damage type (example: a hit from a club, a point blank gunshot from a blunderbuss, or an explosion, all might be DC 200, a slash from a sword might be DC 450, etc.). If you match the DC exactly, reduce the damage by 1/4 before DT, if you beat it by between 1 and 100 then reduce by 1/2. if you beat it by 101 to 250, reduce by 3/4, and finally if you beat it by more than 250 (which note might not always be possible), fully negate the damage.

[Name to be inserted later]: Paranormal & Private Investigator - Anomalies & Adversities (a quest of playing the monster) Original - Crossover - Mystery - Horror (2024)
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