Perks List
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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 function the way you want to, as well as being able to meet their requirements.
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.
| Perk Name | Requirements | Type | Effect |
|---|---|---|---|
| Toughness | - | - | Grants Adventurer +1 Max HP per Character-Level. Rewarded retroactively, and a +1 for each subsequent Level-up. This is not affected by Size-Rating. |
| > Toughness (Giant) | Size-2 or larger, Toughness |
as Toughness, except the bonus now scales with Size-Rating. | |
| Energised | - | - | Grants Adventurer +1 Max Meta-Points per Character-Level. Rewarded retroactively and a +1 for each subsequent Level-up. This is not affected by Size-Rating. |
| > Energised (Giant) | Size-2 or larger, Energised | as Energised, except the bonus now scales with Size-Rating. | |
| Die-Hard | +3 Endurance or higher | - | 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 | +5 Endurance or higher, Die-Hard |
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.
| |
| 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 |
| Martial Training | 20 Skill-Rating in any 'Weapon' Skill | Combat, Archetype: Fighter | The Adventurer gains a +2 ToHit bonus per Character-Level when using Simple and Martial melee weapons to attack.
|
| CQC Training | Combat, Archetype: Monk | • The Adventurer gains a +2 ToHit bonus per Character-Level when using Unarmed-Strike 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. It only costs 10 AP to navigate over difficult terrain and obstacles without reducing the distance they can move. |
| Magic Missile | 20 Skill-Rating in any Metaforce Skill | Combat, Archetype: Wizard, Sorcerer | Quick-Action (25AP): Allows the Adventurer to use Magic Missile, a ranged metaforce attack that fires 1-5 projectiles dealing 4+d4 damage each.
|
| 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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