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- characte1.showAllPerks()
- 1) WeaponSmith
- Effect:adds the strength attribute to this character's success chance at crafting weapons
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- 2) ArmorSmith
- Effect:adds the endurance to this character's success chance at crafting armors
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- 3) Failproof Repairs
- Effect:Failing at a repair attempt will not cause any damage to the craft
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- 4) Forge Master
- Effect:adds the perception attribute to this character's chances of crafting a masterwork while forging
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- 5) Weaver
- Effect:adds the dexterity attribute to this character's chances of successfully weaving a craft
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- 6) Balistics
- Effect:adds the perception attribute to this character's chances of crafting ranged weapons or projectile amunition
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- 7) Tool Design
- Effect:adds the intelligence attribute to this character's chances of sucessfully crafting labor tools
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- 8) Lucrative
- Effect:This character gains +1 to barter attempts at the market for every 500 gold stocked in the guild (500g +1, 1000g +2...).
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- 9) Objection!
- Effect:If this character stands accused in trial and persuades its way out then the accusing guild will lose 2 fame.
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- 10) Inspiring
- Effect:This character gains its level(exp) as a bonus when inspiring volunteers to join the guild
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- 11) Professional Attitude
- Effect:This character's morale attitude will always remain +1 on persuasion attempts, no matter how low the morale score is.
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- 12) Battle Reflexes
- Effect:This character adds its melee skill when dodging from melee weapons (Not including natural or magical weapons.
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- 13) Gap Striker
- Effect:When using melee weapons this character adds its melee skill to the chance of penetrating forged armors worn by the enemy (Not including natural or magical armors.
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- 14) Two Weapon Fighting
- Effect:This character can deliver a strike with each hand if it has two weapons equipped.
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- 15) Two Handed Fighting
- Effect:This character delivers 2 additional points of damage when holding a weapon in both hands
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- 16) Reach Advantage
- Effect:If this character's melee weapon is longer than the opponent's melee weapon it gains +1 to parry and +1 to hit chance against that opponent.
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- 17) Wide Defense
- Effect:While holding a shield this character is immuned to flank attacks or backstabs
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- 18) Hunter
- Effect:When using ranged weapons this character adds its Perception attribute as a bonus to penetrate natural armor (Animals&Magical-Beasts)
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- 19) Wild Vision
- Effect:This character adds its Perception attribute as a bonus for dodging from animals&magical-beasts attacks
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- 20) Sniper
- Effect:When using a bow this character adds its perception attribute to damage, doesn't work if this character is interrupted by melee
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- 21) Point Blank
- Effect:Being interrupted by melee no longer drops this character's accuracy while using ranged weapons
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- 22) Smite Evil
- Effect:When using melee weapons the charisma attribute is added as a bonus to damage against evil/abomination/undead creatures
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- 23) Truthful Strike
- Effect:When using ranged weapons the charisma attribute is added as a bonus to hit chance against evil/abomination/undead creatures
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- 24) Good Aura
- Effect:This character gains 2 damage reduction from attacks caused by abominations/evil foes
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- 25) Heal
- Effect:This character will heal one recovering living member by 2 HP at the end of the turn.
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- 26) Banishment
- Effect:This character adds its Intelligence attribute to damage again when casting against outplane/magical entities
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- 27) Dust Efficient
- Effect:The damage effectiveness of dust against outplane/magical entities is doubled
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- 28) Armored Casting
- Effect:This character can now cast while wearing armor without suffering hit chance penalties
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- 29) Think Alike
- Effect:This character adds its intelligence bonus to stealth score when trying to sneak around another character of the same race
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- 30) Spymaster
- Effect:This character adds its charisma bonus to stealth score when sabotaging influence
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- 31) Back Stab
- Effect:This character deals additional damage equals to its dexteirty attribute when flanking an enemy with small sharp weapons
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- 32) Memorized Scriptures
- Effect:This character adds its intelligence score to pray rolls when praying for might.
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- 33) Arcane Knowledge
- Effect:This character adds its spellcraft skill to score when performing arcane rituals.
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- 34) Harmony
- Effect:This character restores 1 point of morale when performing a light ritual.
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- 35) Blood Ritual
- Effect:This character will wound itself during dark rituals. This character will suffer 4 points of amage but will add +4 to the ritual's roll score.
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- 36) Forester
- Effect:This character will only diminish 50% of the resources it collects from the field when chopping
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- 37) Axe Sharpening
- Effect: This character adds its hand-craft skill to its chopping roll score, but damages the wood-axe durability by 90 points in exchange.
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- 38) Into The Woods
- Effect: This character has twice the chance to encounter and chop dark-wood.
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- 39) Re Growth
- Effect:Harvesting crops at spring will not damage the field's resource stock
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- 40) Systematic
- Effect:This character adds its intelligence score to harvest, but causes twice more damage to resources in the field.
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- 41) Reaper
- Effect:This character adds its endurance attribute score to all harvest roll scores when harvesting with a scythe/sickle
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- 42) Hard Swinger
- Effect:This character adds its strength bonus to score when mining ore.
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- 43) Stone Cunning
- Effect:adds the perception attribute to this character's score at gemstone mining.
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- 44) Deep Mining
- Effect:This character gains +3 to mining score when digging in mines that are 33% or less from being depleted.
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- 45) Copy Paste
- Effect:This character gains +2 to bureaucracy roll if it atempts to change a law in a none-capital region to a law that already exists in the capital region.
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- 46) Dishonor
- Effect:This character inflicts additional 2 points of fame loss when accusing another guild in a trial and winning.
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- 47) Contractor
- Effect:The maximum amount of trade this character can deal in grows by 50%
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- 48) Mentor
- Effect:Allows this character to have a maximum of +3 more followers
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- 49) Captain
- Effect:This character gains +3 to battle initiative roll in the beginning of every battle.
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- 50) Work Manager
- Effect:Any member following this character to a labor mission gains +1 to all labor related rolls
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- 51) Agent
- Effect:Any member following this character to a stealth mission +1 to stealth rolls
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- 52) Priest
- Effect:Any member following this character to a ritual/pray gains +1 to pray rolls
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- 53) Acceptance
- Effect:This character accepts fate and will not lose morale over hard work or for being demoted
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- 54) Berserk
- Effect:This character will deliver additional +2 damage while under 50% health
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- 55) Keeping Back
- Effect:This character gains +2 dodge bonus against projectiles while staying on the rear line in battle
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- 56) Projecting Wealth
- Effect:This character gains additional persuasion bonus for wearing expensive clothes & jewelery
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- 57) Optimist
- Effect:This character regenerates 1 morale point every turn if morale score is under 3 when out of combat
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- 58) Merciless
- Effect:This character delivers 2 additional damage to living creatures with less than 50% health
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- 59) Happy Idler
- Effect:This character gains +2 morale when left alone idle
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- 60) Trustworthy
- Effect:This character gains +1 to pure charisma checks
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- 61) Beast
- Effect:Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat
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- 62) Undead
- Effect:Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.
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- 63) Machine
- Effect:This race is a living mechanism. Machines do not require room. Machines do not eat but have to consume enough metal(2 ingots) as its food or lose 3 HP. Machines have only one 'scripted' personality. Machines are always 'content' in morale. Machines recover health slowly and will automatically die if under 0 HP.
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- 64) Hive Mind
- Effect:All members of this race have a telepathic hive-mind connection. Hive-mind parties gain additional +1 leadership score to rolls if most of the party and the leader are of the same race.
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- 65) Psionic
- Effect:Psionic characters can sense motives and read the minds of lesser intelligent creatures. Psionic characters gain +1 mind-reading bonus to dodge, awareness and persuasion against creatures with less than 2 intelligence.
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- 66) Outlandish
- Effect:Outlandish races are uniquely odd, they look and behave like nothing of this world. Outlanders take -3 penalty to score when socializing with different races
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- 67) '...'
- Effect:This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.
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- 68) Fragile
- Effect:This race is fragile, characters of this race start with of only half the maxHP they should begin with.
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- 69) Adaptable
- Effect:This race gains 10% more exp.
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- 70) Natural Luck
- Effect:This species roll their dice twice and take only the highest score when confronting with fateful events that are unrelated to skills and are based on pure luck
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- 71) Magical Affinity
- Effect:This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.
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- 72) Nimble
- Effect:While lightly equipped this race gains additional dodge bonus and additional +1 to hit with nimble weapons(rapier&bow), Nimble races also take a loss of -1 to max HP
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- 73) Bulky
- Effect: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.
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- 74) Savage
- Effect:Savage races can immediately migrate and settle in undeveloped regions as if those region-tiles were unblocked.
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- 75) Reptilian
- Effect:Reptilians recover additional +1HP while resting. Repltilians deal additional 1 venomous damage in melee attacks(Effective against non-reptilian living creatures only)
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- 76) Natural Armor
- Effect:This race gains an extra point of armor thickness from their natural skin, be it hard scales or thick leather. Natural armor adds a constant weight on this race.
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- 77) Incorporeal
- Effect:This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.
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- 78) None-Humanoid
- Effect:This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.
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- 79) Coward
- Effect:Cowards will lose morale in battles or when frightened. Cowards tend to act safe and will never choose to risk anything.
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- 80) Brave
- Effect:Brave characters will not lose morale in battle easily and are likely to accept challenges and risks.
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- 81) Wroth
- Effect:Wroth characters are frightening to be around, they tend to burst and get angry about even the smallest of things.
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- 82) Temperate
- Effect:Temperate characters are very calm and rational, they see things in proportion and will make calculated decisions even while under pressure.
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- 83) Humble
- Effect:Humble characters do not aspire for anything. They will not gain morale easily from personal success, but also will not lose morale easily from their failures.
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- 84) Proud
- Effect:Proud characters care alot for their status and reputation. They will lose or gain morale based on how successfull they become.
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- 85) Good
- Effect:Good characters are kind and merciful. They will care for others and will always try to figure what the right thing to do is. They will lose morale if others are wronged around them while they have nothing to do about it.
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- 86) Evil
- Effect:Evil characters are sadistic and cruel. They have no care for others around them and follow no moral code. Evil characters might treat others badly if they see no use for them, they might even attempt to kill their rivals if given the chance.
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- 87) Cheerful
- Effect:Cheerful characters tend to always find the bright side of things. They recover morale faster, and are likely to help their friends recover morale aswell.
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- 88) Naughty
- Effect:Naughty characters like to play and fool around. They are likely to cheer their friends with their playful spirit, but annoy and bully their rivals.
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- 89) Gluttonous
- Effect:Gluttonous characters like food! Alot! They will eat more food than others, and will gain or lose extra morale based on how well fed they are.
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- 90) Sloth
- Effect:Sloth characters will lose extra morale for hard labor. Sloth characters will do anything in their power to do nothing - and they have very little power or interest to invest.
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- 91) Greedy
- Effect:Greedy characters will gain extra morale for personal ownership of wealth. They are likely to take stupid risks and bets if it involves gold or treasure.
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- 92) Honest
- Effect:Honest characters will care about fairness and justice and will lose morales if those are not kept. Honest characters can become trustworthy leaders.
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