Skills

**Not everything Mikelle McDowell can do involves magic. Just most of it.**

Physical (Body) Skills

Brawling - Despite your lack of formal training, you know how to throw and take a punch.

DODGE - Your mother ensured you would be able to dodge anything less than supernatural speeds.
-If you can sense it and it can be physically avoided, you automatically dodge all attacks.​

Dual Wielding - You are completely ambidextrous and are primed to take advantage.
-You suffer no penalties for wielding a weapon in each hand.​

Sword Fighting - You can swing steel and hit things.- One-handed - You can wield a longsword in one hand like an amateur.
- Two-handed - You can wield a longsword in both hands like an amateur.
- Main Guache - You can wield a smaller weapon in your off hand to parry with.
- Spear Breaker - You gain a bonus to fighting lances, pole arms, and staff weapons when using a sword.
- Counter Attack - When possible, your dodges will put you into a position to attack decisively.
- Dueling - You gain a bonus to fighting a single opponent when using a sword.

Mental (Mind) Skills

Altruism *Random - Acts of Kindness. -* +2 Maximum Willpower whenever you go out of your way to help someone with no expectation of reward.​

Always Learning - *Everything is a Lesson -* +1 to Non-academic Bonus Rolls​

Artist - *People buy your art because it is good, not because it is ironic. -* Better Commission Dice pool ([1,1,2,2,3,5,5])​

Attentive - *You are* **always** *paying attention.*

Batch Processing - *Scale up the ingredients. -* Successful Chemical Crafting Actions produces 2d2 doses.​

Blessing of Eosphorus - *The Morning Star shines upon you. -* +2 to training involving Light​

Biologist - *Life is something you get. -* +1 to training involving Biology - +10 to research involving Biology​

Bureaucratic Excellency - *You are a master of paperwork. You don't even find it mind numbing.*

Chemist - *You have a solid understanding of chemistry and can make your own mixes. -* +20 to Chemical Research and Identification - +35 to Chemical Crafting - Regain 1 Willpower whenever you spend an action on something related to Chemistry.​

Cooking - *Neither of your parents can be considered* domestic. *If you wanted food, you made it yourself.*

Disciple of Eros - *Love is your madness of choice. -* +1d20 Max Willpower whenever an Obsession develops. - Psychotic Breaks are more likely to result in Obsessions.​

Express Art - *You are an art machine -* You may do two commissions in one time slot at the cost of 1 stress.​

(Fake) Aeromancer - *You have a good foundation for your magical augmentation. -* +1 to Aeromancy Training - Aeromancy Training Headway Die is a d4 from a d2 - +2 Aeromancy Headway whenever you successfully train Aeromancy. - +1 Headway whenever you unsuccessfully train Aeromancy​

Gaian Filtration - *You have learned to disperse excess energy. -* Damage from circuit abuse has a chance to be negated. - The first time you would suffer circuit damage each day is automatically negated.​

Gaian Knack - *You have talent in feeling Geomantic Energies. -* Geomancy Training Headway Die is a d3 from a d2​

Geomancer - *You have a solid background in elemental theory. -* +4 to Geomancy Training​

Geomancer's Eye - *You can tell when other people use Geomancy and determine simple elements.*

Grand Experiment - *You are a success.*
-After successfully surviving a year, gain .5 to a random stat, and an associated bonus.
-After successfully surviving a year, gain 10 maximal willpower.
-After successfully surviving a year, increase your base willpower regain by 1.​

Good Taste - *People like what you make for them. -* 60% chance to receive a repeat commission upon successfully completion. Can only apply once per commission.​

Hydromancer - *You have learned the jargon of your predecessors. -* +15 to Hydromancy Research - +2 to Hydromancy Training​

Illusionist - *The senses that define the world are your to command. -* +3 to Illusion Training​

Inadvertant Chemist - *The greatest knowledge comes from failure. -* When rolling <=10 unmodified on a chemistry crafting roll, *and* failing, you gain a chance to learn a new recipe.​

Industrial Chemist - *Practical chemistry for an industrial nation. -* You can create most industrial compounds without a recipe. - DC varies by compound - Potential Catastrophe for some compounds​

Inferential Analysis - *You have a knack for grasping other people's logic.*
-You can get the gist of the Concept behind any Aeromancy you witness. With a small amount of data, your estimation becomes very accurate.
-If you know a Concept, you can get the gist of actions to avoid.
-If you know a Concept, you can get a hint of its weaknesses.​

Lover of Monsters - ,*You have a way with the inhuman. Wink, Wink. Nudge, Nudge* - Bonus to rolls from actions in support of, supported by, or in opposition to the not strictly human.​

Mad Scientist -*They called me mad? I'll prove them wrong! -* +20 to Developing Unique Concoctions - +20 to Crafting your Unique Concoctions​

Magical Chemist - *MAGIC + SCIENCE = FUN*
Magical Prodigy - *You are an adept student of the arcane. -* +2 to Magic Training​

Mass Production - *Crafting in bulk -* Whenever you do two of the same crafting actions in a row, you have a 50% chance to gain a third action free. - The first crafting action of the day has a 25% chance to be doubled.​

Mathematician - *You have a head for calculations. -* +10 to Rational Research (Hydromancy, Hard Science, Runes, etc.) -+30 to Rune Crafting​

Meditative Art - *Zen through Creativity. -* Regain 3 willpower whenever painting for recreation.​

Mentalist - *The mind is your plaything. -* +1 to training involving the mind​

MOAR DAKKA - *There is never enough. -* Whenever an action you instigate results in more than ten projectiles, you regain 1 willpower. Maximum of 5 gained this way per encounter.​

Mother's Child -*You take after your mother. -* +10 to all research - +10 to banked research - +10 to identification checks - +1 to training simple spells and abilities​

Murderous Glee - *There is a simple joy in killing. -* +1 to bonus rolls from killing - +1d5 Max Willpower whenever you kill somebody - Gain 1 stress whenever you kill if your Psychoses Score is less than 5, otherwise, lose 1 stress​

Novelty - *You are adept at originality. -* Circuits for unique elements unlock two at a time.​

Painting  - *Your father taught you a few things about perspective and aesthetics.*

Photocopier - *You can produce a duplicate of any image, whether a painting or a memory.*

Pianist - *You know a few scales and songs from back when you tried imitating your father.*

Practiced Mind - *Habit in schoolwork, meditation through learning. -* Regain 1 willpower whenever you gain 3 or more Academics.​

Prolific Failure - *Fail so hard you succeed. -* Rolling a natural 1 on a non-academic bonus roll and failing has a chance to give a new bonus.​

Research - *With a mother like yours, it would be unthinkable to not know how to crack a book or construct a hypothesis. -* +10 to All Research​

Self-Awareness - *You are like your own stalker. -* +1 Willpower gained from meditation (already included)​

Showman - *You can admit to enjoying a audience just a tad. -* +1 Max Willpower after winning a fight in front of a live, non-participating audience.​

Sweet Revenge - *It's like Justice, but more rewarding. -* +1d10 Max Willpower after successfully dolling out revenge.​

Woodcutter - *You can cut wood*. - You can create wooden devices and carvings with a craft action. DC varies based on target object.​