Much research about the mysteries of the gigantic tower, coined as a collector of energy, is that much of the energy trapped within the tower itself is starlight, making it possible that otherworldly substance, known as Aether, is responsible of generating all the power found within the Stahlwelt.
Stars have an affinity for every human being who are born within the Stahlwelt, and due to unknown influences, people have been born with unusual powers, to the point where said “unusual powers” have become commonplace. A mark is born on the child that will disappear the moment they die. This mark indicates the star that has contracted itself with the child. Depending on the star, the strength of the contract and the resulting power will vary, but the general rule is that the closer the star is to the contracter, the more powerful the contract. As a result, the planets of the solar system can be considered the most powerful contracts, and generally, the rulers of each district hold power over such grand contracts.
The Conduit is a term referring to a “nexus” that can be accessed through special gloves worn on the non-dominant hand. Thanks to the influence of stars, certain talents appear on the human in question, talents that can be directly manipulated through regular human training and the Conduit. Popular talents have different costs, but known talents have appeared on the list included on the bottom of the section.
You level up talents by adding the same amount of points to "re-purchase" a talent, so a 10-point skill could be leveled up with another 10 points.
Custom skills can be made, but you have give a good enough description/comparison to a skill I made so that the points you choose to allocate in it actually match the level of power it has.
You get [30 points]. Have fun.
You get one Mercenary or Magi skill for free.
2 POINTS- SUPER CITIZEN
Hacking - Hack into computers and files, and even "hack" doors, opening places for you to go!
Navigator - Gives one an innate sense of direction.
Instinct - Allows one to "feel" the flow of battle, making it easier to avoid attacks and such.
Photographic Memory - Allows one to see things and remember them, regardless. It helps make connections between mysteries and clues as well.
Martial Artist - Mastery of one martial art. You get another martial art for every level in this skill.
Weapon proficiency - Proficiency in one type of weapon. You can add another type of weapon for every level.
Sylladex - Gives you a [Sylladex], a useful form of meta-storage.
3 POINTS- SOLDIER
Parkour - Allows one to travel across rather rough terrain.
Subversive Activities - Allows one to set traps for the opponents.
Eye of the Mind (Fake) - A sixth sense that senses danger (similar to awareness, except it allows for one know which path is dangerous and which is not).
Throw - Allows one to throw weapons with the strength of bullets.
Rune - For each point invested in this skill, you get access to one rune. With each level gained, the potency of your runes become enhanced.
Gem - For each point invested in this skill, you get access to one gem. Each level you get in this reflects the amount of prana that you can store in a gem.
4 POINTS- MERCENARY
Riding - Ride anything that can be driven
Concealment - Allows one to hide from the enemy.
Dual Wield - Allows one to dual wield one type of weapon.
Awareness - Acts as a direct counter to Concealment, and allows one to have a wide range of awareness of where the enemy is coming.
Monstrous Resilience - you can take more punishment than the average human. Adds +5 points to base Resistance.
Monstrous Strength - Strength well beyond any human. Capable of lifting a truck, easy.
Faster than his Shadow - fast hands and fast eyes.
Speedster – Quick to run.
Prince Charming – Quick to attract.
5 POINTS - MAGI
Second Element – Affinity for another element.
Rune World - Create boundary fields in order to help one cast spells faster, as well as block outside interference.
High Speed Aria - The ability to cast spells at a faster rate.
Ripple - The ability to channel prana into the body as to embue and transfer prana into other objects.
Magecraft - Allows you to use a magecraft technique. You can upgrade your magic spell by adding levels.
Sacrament - Allows you to use one sacrament. You can upgrade your magic spell
6 POINTS- ARMS
Arms of Swords – Grants a Conceptual Weapon in the form of a sword.
Arms of Lance – Grants a Conceptual Weapon in the form of a polearm.
Arms of Range – Grants a Conceptual Weapon in the form of a long-ranged weapon.
Arms of Conduits – Grants a Conceptual Weapon in the form of a staff or wand.
Arms of Bones – Grants a Conceptual Weapon in the form of gloves and greaves.
Arms of Suns – Grants a Conceptual Weapon in the form of clothing or armor.
Arms of the Unusual - Grants a Conceptual Weapon that defies above categories.
Magic Circuit Endowment - You gain a magic circuit for every point put in this skill. You also get a geometric progression for every level your reach. For instance, reaching level 2 gives you 2 circuits, level 3, 3, and. Here is a visual representation:
Level 1 = 1 circuit
Level 1+ = 2 circuits
Level 1++ = 3 circuits
Level 1+++= 4 circuits
Level 1++++ = 5 circuits
Level 2 = 7 circuits
Magic Circuit Quality - You gain one additional unit of prana per circuit for every point in this skill. Follows the same progression as the previous skill.
8 POINTS- WARRIOR
Vitrification - Allows one to keep a disciplined mind under enemy pressure (a direct counter to mind bend). However, parasite weapons are downgraded by one level during combat in such a situation.
Clairvoyance - Allows one to see distances impossible to the normal human eye, as well as view things outside regular perspective, like x-ray vision or seeing the future.
Eye of the Mind (True) - A skill that allows one to notice things in battle beyond a normal fighter's view. If there is something that can contribute to a win, no matter what, it greatly increases one's chance in surviving.
Eternal Arms Mastership - A skill that allows one to keep combat skills under pressure. Different from Vitrification, which allows one to keep out all mental hindrance, this skill lets one get mentally hindered through Mind Bend, but retain their combat skill, something that Vitrification does not allow.
Magic Crest – A sign of your power as the head of the family, this opens doors as it is basically a blueprint of your family’s magical research. As such, spells you never learned could be used as long as it within your magic crest’s archives.
Psychic Power [Human] - Access to a supernatural power of psychic nature.
Persona [Human Only] - You gain a persona, a representation of your spirit that stands by your side.
10 POINTS- KNIGHT
Knight of Five Honors – Allows the expert use of any close and mid-ranged weaponry.
Knight of Five Virtues – Allows the expert use and knowledge of shields and tactical ability.
Knight of Five Sight - Allows the expert use of any firearm and long-ranged weapon.
Knight of Five Minds – Allows the usage of any magical item.
Sorcery Trait – A characteristic emergent of your bloodline, they vary from how magic is used based on body composition to Mystic Eyes.
Perfect Breathing – Mastery of Breathing and Walking. +1 boost to all stats.
Pure Eyes - Access to pure eyes.
12 POINTS- KINGS
King of Five Souls – Allows the ability to improvise any weaponry with expert skill.
King of Heroes – Allows any projectiles to achieve strength akin to that of a ballista through magical reformatting. Multiple projectiles can be thrown at once, making it akin to that of a “storm of weapons”.
King of Knights – Allows focus that bumps up specified stats of the user with 10 points that could be moved between stats every post.
King of Conquerors – Allows the expert control of any vehicle.
Average One – Control over all the elements.
Mystic Eyes - Access to a set of mystic eyes. Mystic Eyes of Depth Perception are out of the question.
15 POINTS- GOD
Reality Marble - A world that rejects reality, a world that mirrors the inner thoughts of the user. Usable for three posts, but expect to be severely exhausted after use.