Common perks

R304 – Common perks.

The following is a list of common perks and their descriptions, sorted by theme. Unless otherwise noted, all perks are available to all characters. Perks marked by a (T) are stackable, or part of a perk tree.

General

Specialize Skill: You have focused your attention on a particular skill. Gain +3 to all rolls involving that skill. This perk can be taken only once per skill. When you specialize in a skill, you are considered to have Specific Knowledge in that skill, even if you haven’t taken a skill points in it.

Off the Mark: You gain +4 to your initiative rolls.

Racial

Cat’s Eye: You see twice as far as normal in low-light conditions.

Large Size (T): You are up to 100% taller than a normal person. Besides the superficial differences, this gives you +2 to one Physical skill and -2 to another Physical skill, with the GM’s permission.

Longstrider (T): You gain one additional movement action for your turn if any of your other actions is also a movement action.

Observant: You have a 1 in 6 chance of noticing anything hidden from view.

Owl’s Eye (T): You can see 30 feet in pitch-black conditions.

Sleepless: You need half the sleep of a normal person, and are immune to sleep spells.

Small Size (T): You are up to 50% smaller than the average person. Besides the superficial differences, this gives you +2 to one Physical skill and -2 to another Physical skill, with the GM’s permission.

Priest

Armor Training (T): You make the most of one particular type of armor. Increase the protection of that armor by one die type, i.e. d4 to d6.

Divine Intervention: Your god hears your pleas. If you succeed on a challenging (+4) Willpower attempt, you can cast a spell, approved by your god, of which you have no Specific knowledge. This spell is cast as if your skill points were 0 (zero). Using this perk requires one Mental action for praying.

Enlightened (T): You gain 1d4 protection against Mental attacks. Each time you take this perk, your protection increases by one die type, i.e. d4 to d6.

Grudge (T): You gain one extra Concentration reserve action.

Ki Strike (T): When your Physical attack deals damage, it also deals 1 point of Metaphysical damage.

Stubborn (T): Your Mental max damage increases by 3. This perk may be taken multiple times, but it applies only to the Mental damage pool.

Turn Undead: If you have points in any Cast Aura skill, you may use that skill to force all undead creatures in short range to use one action per round to move away from you.

Thief

Backstab (T): You gain +2 on your Fight-Melee contest and +2 damage when your enemy does not try to Parry your attack, and when using a light or tiny weapon.

Cat’s Eye: You see twice as far as normal in low-light conditions.

Dual Wielder (T): When attacking with two weapons, you gain one additional Fight action each round to be made with the second weapon.

Lucky Day: If a Physical attack causes you to reach max damage, you can use a hero point to reduce the damage taken by 1d6.

Nick of Time: You may reroll each Parry contest against a trap once. You must keep the new result.

Off the Mark: You gain +4 to your initiative rolls.

Well Informed: You can produce a random, useful bit of information. Spend a hero point, and make the Hero Point roll. The result is treated as your skill points in a Knowledge or Profession skill that you don’t have, and you may use the skill once immediately even if you do not have Specific knowledge.

Warrior

Armor Training (T): You make the most of one particular type of armor. Increase the protection of that armor by one die type, i.e. d4 to d6.

Defender: You can Parry ranged attacks against other characters. You may use a reserve Physical action, as normal, to make a Movement to absorb a ranged attack against another character. However, you have the training needed not only to put yourself in harm’s way, but to use an additional Physical action (if you have one available) to attempt to Parry that attack.

Dodge (T): You gain one extra Physical reserve action for using the Parry skill.

Dual Wielder (T): When attacking with two weapons, you gain one additional Fight action each round to be made with the second weapon.

Fearless: You are immune to fear effects and conditions.

Power Strike (T): You may reduce your Fight contest by one to increase the resulting damage by one. Taking this perk again increases each effect by one.

Toughness (T): Your Physical max damage increases by 3. This perk may be taken multiple times, but it applies only to the Physical damage pool.

Weapon Focus (T): You have special training with a particular weapon type, for example, short sword or two-handed spear. Increase the damage die of this particular weapon type by one, e.g. d4 to d6.

Wizard

Casting Endurance (T): When you cast a spell, each die of Metaphysical damage is reduced by one, e.g. 1d8-1. This perk cannot reduce a die of Metaphysical damage below one.

Familiar: Your pet gains +4 to his Mental ability score.

Grudge (T): You gain one extra Concentration reserve action.

Heroic Companion (T): Your pet gains one Level. Pets cannot gain Hero Points.

Spellbook: You may use a spellbook to cast spells for which you have no Specific Knowledge. Spells cast in this manner require an extra Physical action to cast, in order to hold the book steady and turn pages while casting. Furthermore, your Spell skill roll does not gain the benefit of skill points, because you do not know the spell.

Spell Maintenance (T): You gain one Mental action each round for the purpose of maintaining a spell.

Upgrade Spell (T): You turn a weaker spell for which you have skill points into a more powerful spell with equal skill points. Spells upgraded in this way must result in a related effect, like a Sleep spell can be upgraded to a Coma spell, or a Snow Blast spell can be upgraded to a Impaling Ice Spear spell. Each time you take Upgrade Spell, it applies to one Cast Spell skill only.

Common perks

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