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Thomas Cairn Perk Chart

May 28th, 2015
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  1. Obtained Perks:
  2.  
  3. [X]>One with Nothing: Allows meditation to shave off 10 instability/hour with no roll.
  4.  
  5. [X]>One with Everything: You can stop a breakdown if you pass a Guts Check
  6.  
  7. [X]>SCIENCE, BITCH!: Permanently gain 10 Instability (but not Innovation) to increase Tech Points gained per thread by one.
  8.  
  9. [X]>Casanova: Improves Stark's Blessing by 10 Charisma and a decreased stress backlash from drinking
  10.  
  11. [X]>I don't make inventions, I make history: All business-related tasks go significantly faster.
  12.  
  13. [X]>I'm a professional: Stress no longer effects you while in the suit (Mind-altering effects exempt)
  14.  
  15. [X]>Stark's Blessing: Gain a permanent plus 10 to charisma, Alcohol now increases Innovation (but not Instability), but when it wears off, Instability and Innovation switch.
  16.  
  17. [X]>Paperclips and Superglue: Gives the new action "Slap it together", which allows the creation of one-use inventions within the timespan of 1d100 seconds.
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  22. >You have no Plot Points, these are given out when Thomas completes a goal. They can be spent for perks.
  23.  
  24. >Pym Power: Break-Downs are more catastrophic, but gain a plus 10 to Innovation (but not Instability). Makes nigh-impossible inventions possible.
  25.  
  26. >I've studied all your moves!: Grants a plus 10 to all rolls opposing any opponent that you have seen fight before. (regardless of mind-altering effects)
  27.  
  28. >AHAHAHAHA: Instability has a permanent plus 5, but Innovation gets a plus 10.
  29.  
  30. >Oh I get it now!: Convert one Plot Point to 3 Tech Points.
  31.  
  32. >Self-improvement: Choose a stat to give a plus 5 to.
  33.  
  34. >I ain't gotta explain shit: Permanently gain 10 Instability (but not Innovation) to increase Tech Points gained per thread by one.
  35.  
  36. >Madness Mode: When working Science in Madness Mode, the result roll for what you make has the critical success chance raised by 10. May make Thomas less coherent in the lab. May also cause weird outcomes to Tinkering.
  37.  
  38. >I always have a plan: People and Heroes look to you for leadership, orders you make in a crisis take priority.
  39.  
  40. >Danger Zone: +10 to aerial combat rolls or flight maneuvering, +5 to wearing sunglasses, increases effect of Alcohol
  41.  
  42. >I am a man of Science. +10 bonus whenever dealing with something magical... unless it's meant to help magic. Then take -10.
  43.  
  44. >Timebomb: Can now delay a breakdown for up to a day, so it goes off at a more appropriate time. Requires a Guts Check, but not as hard as normal.
  45.  
  46. >Tech we don't understand yet: Makes Magitech a valid research option at the cost of two Plot Points (0/2)
  47.  
  48. >Just breathe...: So long as you are not in a crisis, you have +15 to Guts.
  49.  
  50. >Schmooze: You can now gather investors and supporters with almost no effort. Business Tree is greatly improved at the cost of personal time.
  51.  
  52. >BEHOLD!: Grants +10 to all rolls after any dramatic entrance, smashing a wall makes it +20.
  53.  
  54. >I'm not an amateur: Grants +15 to all rolls while in suit, but may increase your ego and need to show off.
  55.  
  56. Instability is the percentile chance that you will break down, while Innovation is the percentile chance that you will unlock a new tree in the process of a breakdown.
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