Difference between revisions of "Perks List"
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==Universal Perks== | |||
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| [[Die-Hard]] | | [[Die-Hard]] | ||
| +1 Endurance | | | ||
* +1 Endurance | |||
| Survival | | Survival | ||
| If an Adventurer is struck with a '''<code>Finishing Blow</code>''' and fails their Physiological Save, their HP is reduced to 1 instead of none. This can only occur once per Rest. | | If an Adventurer is struck with a '''<code>Finishing Blow</code>''' and fails their Physiological Save, their HP is reduced to 1 instead of none. This can only occur once per Rest. | ||
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| [[Diplomacy]] | | [[Diplomacy]] | ||
| 20 Skill-Rating in Persuasion, Deception or Intimidation Skill(s) | | | ||
* 20 Skill-Rating in Persuasion, Deception or Intimidation Skill(s) | |||
| Social, Utility | | Social, Utility | ||
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* The Adventurer can roll a '''Diplomacy check''' with the same Social Skill in order to '''negate the negative effects of failing the previous Social check'''. | * The Adventurer can roll a '''Diplomacy check''' with the same Social Skill in order to '''negate the negative effects of failing the previous Social check'''. | ||
* This perk can only be used a number of times equal to '''(1 + Charisma score)''' per social encounter (Resets when interacting with different individuals). | * This perk can only be used a number of times equal to '''(1 + Charisma score)''' per social encounter (Resets when interacting with different individuals). | ||
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==Archetype Perks== | |||
'''Archetype Perks''' are specialized bonuses and abilities granted to certain Archetypes for free. Other Adventurers are free to pick these perks as well, so long as they meet the requirements. | |||
If an Adventurer acquires another Archetype, but purchased a Perk using [[Progression Point|Progression-Points]], they are refunded the P-Point spent on the duplicate Perk. But if they receive a duplicate Perk that was rewarded by an Archetype, the Adventure only receives 2 P-Points per duplicate Perk. | |||
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!colspan=99| Archetype Perks | !colspan=99| Archetype Perks | ||
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Revision as of 12:24, 15 September 2022
This is the start of the Perk list for the Viridian-Fantasy TTRPG. Perks are subject to changes over time at this early stage, so do be careful to check back to make sure your Perks functions the way you want to, as well as being able to meet their requirements.
The Perks stated below are not affected by Size-Rating by default, unless otherwise stated.
Requirements in Bold or as a Wiki link refer to Perks.
Legend
Perk Name: The official name of the Perk, also used in reference to other Perk requirements.
Requirements: The Adventurer must have whatever is listed here in order to obtain (and continue using) this Perk. If any conditions are not met due to effects of gameplay, this Perk is suppressed until it is not the case.
Type: Defines the type of Perk being mentioned, this field may be important in the case of which Perks qualify for certain choices, such as 'Combat' Perks counting any time a reward says 'Any Combat Perk'.
Effect: Explains the functionality of the Perk in brief. For more elaborate explanations and rulings, a page may be created for it. This will be available in the Perk Name as a Wiki-link if this is the case.
Universal Perks
| Perk Name | Requirements | Type | Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Health Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Pain-Tolerance | +1 Endurance | - | Grants the Adventurer +1 Max HP per Character-Level. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| > High Pain-Tolerance |
|
Survival |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| > Giantish Pain-Tolerance |
|
as Pain-Tolerance or High Pain-Tolerance, except the bonus now scales with Size-Rating. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Metaforce Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Energized | 20 Skill-Rating in the Metaforce Skill | Metaforce | Grants Adventurer +1 Max Meta-Points per Character-Level. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| > Super Energized |
|
Metaforce |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| > Giantish Energy |
|
as Energized or Super Energized, except the bonus now scales with Size-Rating. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Survival Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Die-Hard |
|
Survival | If an Adventurer is struck with a Finishing Blow and fails their Physiological Save, their HP is reduced to 1 instead of none. This can only occur once per Rest.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| > Die-Harder |
|
Survival | If an Adventurer is struck with a Finishing Blow and succeeds their Physiological save, they will gain HP equal to their Endurance score. This can only occur once per Rest.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| >> Just Won't Die |
|
Survival |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Combat Manoeuvre Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Improved Trip | +1 Strength | Combat | When an Adventurer executes the Trip action, they:
• Gain a +10 bonus to the Trip check, and | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Improved Feint | 20 Skill-Rating in Deception Skill | Combat | When the Adventurer executes the Feint action, they:
• Gain a +10 bonus to the Feint check, and | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Social Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Haggle | 40 Skill-Rating in Persuasion Skill | Social, Utility |
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| Diplomacy |
|
Social, Utility |
When the Adventurer fails a Social check that would cause target(s) to become hostile or less favourable:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Archetype Perks
Archetype Perks are specialized bonuses and abilities granted to certain Archetypes for free. Other Adventurers are free to pick these perks as well, so long as they meet the requirements.
If an Adventurer acquires another Archetype, but purchased a Perk using Progression-Points, they are refunded the P-Point spent on the duplicate Perk. But if they receive a duplicate Perk that was rewarded by an Archetype, the Adventure only receives 2 P-Points per duplicate Perk.
| Archetype Perks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Martial Training | 20 Skill-Rating in any 'Weapon' Skill | Combat, Archetype: Fighter | The Adventurer gains a +5 ToHit bonus per Character-Level when using Simple and Martial melee weapons to attack.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Battle-Focus | +1 Charisma | Combat, Archetype: Fighter, Barbarian |
Standard Action (50AP): Allows the Adventurer to enter
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Thrill of Battle | +2 Charisma | Combat, Archetype: Barbarian | When the Adventurer defeats a creature in combat:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| CQC Training | Combat, Archetype: Monk | • The Adventurer gains a +5 ToHit bonus per Character-Level when using Unarmed-Strike attacks.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Weapon-Throw Training | 20 Skill Rating in One-handed Skill | Combat, Archetype: Monk, Shinobi | • The Adventurer gains a +5 ToHit bonus per Character-Level when throwing Projectile Weapons as attacks.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Swift Sprint | Combat, Archetype: Monk, Shinobi | The Adventurer's base movement speed is increased by 1 step, plus 1 step at 5th, 10th, 15th and 20th level. If the Adventurer's Load-Point status is Heavy or more, this Perk's effect is suppressed. This bonus is affected by Size-Rating. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Flow Training | 20 Skill-Rating in the Acrobatics Skill | Archetype: Monk, Shinobi | The Adventurer can navigate over, around and under terrain and obstacles at a 60% Action-Point Discount. With this Perk, It only costs 10 AP to navigate over difficult terrain and obstacles without reducing the distance they can move instead of 25. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Magic Missile | 20 Skill-Rating in any Metaforce Skill | Metaforce, Archetype: Wizard, Sorcerer | Quick-Action (25AP): Allows the Adventurer to use Magic Missile, a ranged metaforce attack that fires a projectile dealing 4+d4 damage. This projectile ignores all non-magical damage-reduction.
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| Concentration | 20 Skill-Rating in any Metaforce Skill | Metaforce, Archetype: Wizard, Sorcerer |
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| Vital Strike | 20 Skill-Rating in the Subdue Skill | Combat, Archetype: Rogue, Shinobi | Standard-Action (50AP): Allows the Adventurer to use Vital-Strike, a melee physical attack that can deal 3x more damage when striking unaware and/or vulnerable targets. Successful Vital-Strikes also have a +25 increase to the physiological save check of victims to resist a Finishing Blow.
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| Firearm Training | 20 Skill-Rating in the Firearm(s) Skill | Combat, Archetype: Ranger, Gunslinger, Detective | The Adventurer gains a +5 Tohit bonus per Character-Level when using Firearm weapon attacks.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Fast Reload | 20 Skill-Rating in the Firearm(s) Skill | Combat, Archetype: Range, Gunslinger, Detective | Reloading Firearm-type weapons is now a Quick-Action (25AP) instead of a Standard Action (50AP). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Craft Ammunition | 20 Skill Rating in Firearm(s) and Engineering Skill | Craft, Archetype: Gunslinger | The Adventurer can craft more ammo for their Firearms at a rate of one reload's worth for a single firearm for 10 Gold coins, when they have access to vendors and a place to craft. Cost scales with Firearm's intended-wielder size. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||