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- Everyone begins with one Perk. Your perk is generally an aspect of your character that is unique to them, in some way. Examples follow.
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- Perk Name: Unusually Thick Skull
- Effect: +1 Toughness against all attacks directed at your head.
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- Perk Name: Emotionally Unstable
- Effect: Roll a 1d2 at the beginning of a conflict. A 1 gives you +2 to Spirit, but a 2 will give you a -2 to Spirit for the duration of the conflict. At any point, you can forfeit your turn to re-roll.
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- Perk Name: Blue Flames
- Effect: For whatever reason, your Fire Magic always comes out blue! It doesn't burn as hot, but you have better control over it. +1 Brainpower when using Fire Magic, but it does half as much damage as it normally would.
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- Perk Name: Animal Instincts
- Effect: It's difficult to sneak up on you. Anyone attempting stealth while in range of your vision or hearing suffers a -1 to Quickosity.
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- Perk Name: Oblivious
- Effect: You are incapable of being persuaded or intimidated, but you are also incapable of persuading or intimidating others with your words.
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- Perk Name: Eagle Eye
- Effect: You have fantastic vision. For the purpose of aiming or identifying distant targets, you have +1 Quickosity.
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- Perk Name: Intestinal Fortitude
- Effect: Rah Rah, Rasputin. Poison of any type has no effect on you.
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- Perk Name: Crippled
- Effect: You are wheelchair bound, but it gives you plenty of time to think. +1 to Spirit, and +1 to Brainpower.
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- Perks aren't only gained when leveling, but can also be granted as rewards for quests.
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