Sensory Overload
Cost - 25 AP
Your senses are sharpened to their utmost extremes, to the point where they can almost be considered to be a supernatural ability all on their own. You are capable of parrying ranged attacks, even when they come from high-speed projectile weapons such as guns, provided they are not fired at extreme distances and that you are capable of seeing your opponent. You also capable of evading incoming attacks even when ambushed. These bonuses do not apply when faced with enemies who greatly surpass your physical capabilities (e.g Servants).
Corpse Scavenger
Cost - 30 AP
You possess no small talent in a rather reviled area of magecraft - Necromancy. You are capable of quickly creating Mystic Codes from the bodies and remains of the dead. While low-ranking Mystic Codes (E-D) can be created from normal human remains, higher-ranking Mystic Codes typically require the remains (or body parts, to be more precise) of more spiritually powerful existences, such as Phantasmal Beasts or high-ranking Magi. The Mystic Codes produced by this perk are created by the GM based on the source and body part in question.
Adherent of the Law
Cost - 25 AP
You are well versed in the creation and enforcement of Magical Contracts - inalienable agreements made between two magi.
With sufficient time, you are capable of preparing a magical contract that binds both sides to certain terms. Traditionally, the condition enforcing these contracts is death, but this is not something that is truly an inherent part of the ritual and can be changed depending on necessity. However, the consequence for violating the contract must be equal for both parties.
While it is potentially possible that such contracts could even bind Servants, their effectiveness on beings of higher orders is uncertain. Certainly, bypassing such contracts would be child’s play for magi that surpass the modern era. Nevertheless, for Masters, the terms of such a contract would be absolute, barring exceptional circumstances.
Self-Suggestion
Cost - 25 AP
You possess a unique capacity for self-hypnosis. Much like normal magi, you are capable of self-suggestion in order to bring forth magecraft. However, your skill in this field is such that you are even capable of creating behavioral instructions in your subconscious that trigger based on unconscious circumstances present in the environment. It takes one Phase to prepare a self-suggestion and all PCs with this perk start with one condition set. Pick one of two following effects
Self-Suggested Spellcasting - Pick a condition and a spell in your repertoire. You immediately cast this spell provided that the condition is fulfilled. This condition must be relatively specific (something like “I am being attacked” would not fulfill the condition, while “I am attacked by a ranged weapon” would be sufficient enough), but once fulfilled, the spell cast time is set to Instant, regardless of rank, and it is instantly cast. Prana cost is paid when the condition is triggered and is equal to twice the spell cost.
Physical Self-Suggestion - Pick a condition and two attributes. Once this condition is fulfilled, these two attributes are elevated by two ranks for as long as this condition is being fulfilled (e.g I am being attacked by a Servant). There is no prana cost for this type of self-suggestion, but only one suggestion of this type can be in effect at any one moment.