Perks List

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Revision as of 06:40, 15 September 2022 by Makros (talk | contribs)
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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 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.
Perk Name Requirements Type Effect
Health Perks
Pain-Tolerance +1 Endurance - Grants the Adventurer +1 Max HP per Character-Level.
> High Pain-Tolerance
  • +3 Endurance,
  • Character-Level 10
  • Pain-Tolerance
Survival
  • Grants the Adventurer +2 Max HP per Character-Level.
  • Replaces the effects of Pain-Tolerance.
> 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
  • Energized
  • Character Level 10
Metaforce
  • Grants Adventurer +3 Max Meta-Points per Character-Level.
  • Replaces Energized.
> Giantish Energy
  • Size-2 or larger,
  • Energized
as Energized or Super Energized, except the bonus now scales with Size-Rating.
Survival Perks
Die-Hard +1 Endurance 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
  • +3 Endurance,
  • Die-Hard
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
  • +5 Endurance
  • Die-Harder
Survival
  • The Adventurer can remain active at negative health equal to their Endurance attribute score (without falling unconcious).
  • The Adventurer's negative health limit (without dying) is increased by their Endurance score (normally: -10 HP).
  • This Perk's numerical values are affected by Size-Rating.
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
• No longer lose Action-Points upon failing the Trip check.

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
• No longer lose Action-Points upon failing the Trip check.

Social Perks
Haggle 40 Skill-Rating in Persuasion Skill Social, Utility
  • The Adventurer can get a percentage discount equal to 1/4th their Persuasion Skill-Rating from general vendors.
  • The Adventurer gains a +10 Persuasion Skill-Rating bonus per Persuasion Skill-Rank when negotiating deals with individuals in a live scenario.
Diplomacy 20 Skill-Rating in Persuasion, Deception or Intimidation Skill(s) Social, Utility

When the Adventurer fails a Social check that would cause target(s) to become hostile or less favourable:

  • 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).
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.
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.
Concentration 20 Skill-Rating in any Metaforce Skill Metaforce, Archetype: Wizard, Sorcerer
  • The Adventurer gains a bonus equal to the appropriate Metaforce-Skill used for their Spell, when rolling for checks against breaking their concentration for Advanced-Actions involving Spellcasting.
  • They also gain a +5 AP bonus per Character-Level to channelling Action-Points into Advanced Actions per end and start phase for the spellcaster's turns.
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.
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.