| Perks |
|
Alien Artifact
|
8
|
—
|
Special
|
›
An alien artifact is a strange device or relic that the hero doesn't know anything about. It could be an object of alien origin, a one-of-a-kind experimental gadget, or even an experimental process used on the character at some point in the past. Somewhere in his travels, the hero came to possess the artifact. Any alien artifact that is an item is small enough to be easily carried around or worn. The hero doesn't know his item’s function or purpose; he has to discover exactly what the artifact does as the campaign progresses. As a perk, an alien artifact provides mostly advantages—but every artifact also has its negative side. Some provide a constant benefit; others require that the hero make a perk check to activate the artifact.
An artifact’s negative side can be a flaw that manifests when the hero least expects it; the downside can also be the simple fact that alien artifacts are extremely rare, exceedingly valuable, and highly coveted. Someone wants the one your hero possesses, and will stop at nothing to get it.
Alien artifacts are listed and described in the Gamemaster Guide. After you select this perk, the Gamemaster will design an alien artifact for your hero.
|
|
Ambidextrous
|
4
|
DEX
|
Active
|
›
A hero with this perk can use both hands at the same time with more ease than someone who is not ambidextrous. A hero without this perk suffers penalties when using his off hand or when attempting to use two weapons in combat. (See “Attacking with Two Weapons" on page 57 in Chapter 3: Heroes in Action.) With this perk, the penalty for the action using the off hand is reduced to +2 steps, and the penalty for the primary hand is eliminated.
|
|
Animal Friend
|
4
|
WIL
|
Conscious
|
›
Animals of all kinds innately trust a hero who has this perk. The hero can easily befriend animals, and he makes all encounter rolls involving normal animals with a -2 bonus (use the situation modifiers for the Animal Handling skill, page 91). The hero makes Animal Handling skill checks with a -1 bonus, in addition to other modifiers that may apply. This bonus has the effect of making it possible for the hero to train an animal in less time than would be needed by a hero who does not have this perk. The perk has no effect on sentient or unintelligent creatures.
|
|
Celebrity
|
3
|
PER
|
Conscious
|
›
This perk indicates that the hero is famous in certain circles, as chosen by the player and Gamemaster. The character can be an entertainment celebrity, a renowned scientist, doctor, or war hero, or he can enjoy celebrity status for another reason that the Gamemaster approves.
In a circumstance when a hero’s Celebrity might have an effect, the Gamemaster may call for a perk check at the start of a scene to determine if the perk makes any difference in what's about to happen. A movie star may be adored by those who watch his films, but his celebrity status means nothing to those who have never seen a movie or read a personality profile of the star.
Check results: Critical Failure, celebrity status backfires and the hero is mobbed by the crowd; Failure, +2 penalty to any Personality-based skill checks made by the hero during the upcoming scene; Marginal, no modifier; Ordinary, -1 bonus; Good, -2 bonus; Amazing, -3 bonus.
As a celebrity’s achievement level improves, so does the bonus applied to the perk check: At level 5, the base situation die for any Celebrity check becomes -d4; at level 10 it becomes -d6; and at level 15 it becomes -d8.
|
|
Concentration
|
3
|
INT
|
Conscious
|
›
This perk provides a hero with the ability to concentrate on the task at hand. By using it as an action, the hero makes a Concentration check to improve a stated task that he wants to attempt as his next action. On a Failure result, the hero's next action is made with no modifier for Concentration. On an Ordinary, his ability to concentrate provides him a -1 bonus; Good, -2 bonus; Amazing, -3 bonus. If a hero is disturbed in any way prior to attempting the stated task, the Concentration perk bonus is lost.
|
|
Danger Sense
|
4
|
WIL
|
Active
|
›
This perk provides a hero with the innate ability to anticipate danger. This translates as a -2 bonus to all Awareness—intuition checks.
|
|
Faith
|
5
|
WIL
|
Conscious
|
›
This perk provides a hero with belief in either himself or a power or agency greater than himself. The player must select what the hero has faith in and the basic tenets of that faith. Examples include a nation, a religion, or a specific organization. This faith must be strong and all-encompassing. The hero must truly be fervent in his belief in this faith, not just be a casual observer of form and ritual. A hero with this perk who doesn't show extreme devotion loses the benefits it provides.
The first time the Faith perk is called upon during an adventure, the hero’s base situation die for the perk check is -d4. Each additional use of this perk in the same adventure receives a cumulative +1 penalty. The moment a hero fails a perk check, he can't call upon the benefits of this perk until the next adventure or the next game session, as determined by the Gamemaster.
With the Faith perk, a hero can appear to perform miracles when the perk is used in conjunction with a skill that doesn't go against the tenets of the hero's faith. For example, a member of the clergy can call on Faith to help him solve a problem, apply medical aid to a character, or settle a dispute, but the benefits can't be applied to firing a weapon at a living foe.
The benefits of Faith depend on a perk check: On a Critical Failure, the hero fails not only the perk check but the skill check that follows it, and this perk can't be used again until the next adventure or game session (as the Gamemaster determines). On a Failure, the perk provides no benefit and it can't be used again until the next adventure or game session (as the Gamemaster determines). On an Ordinary, the result of the hero’s subsequent skill check is improved by one degree of success. On a Good, the next skill check result is improved by two degrees of success. On an Amazing, the next skill check result is improved by three degrees of success. (Of course, a result can never be improved to any degree greater than Amazing.)
**Example:** The weren shaman Gorrarl must apply first aid to a badly wounded companion. He calls on his Faith perk first, achieving a Good on the perk check. This grants him an improvement of two degrees of success on his first aid check result. The dice indicate that his first aid check is a Critical Failure, but because of his perk it instead becomes an Ordinary.
|
|
Filthy Rich
|
6
|
PER
|
Conscious
|
›
This perk suggests a lot about a hero’s background and usually indicates a connection to a wealthy (and perhaps influential) family. This perk influences a hero's starting funds, as described in Chapter 9: Goods & Services. If the hero ever needs to acquire funds, he can make a Filthy Rich check (with the permission of the Gamemaster). Failure indicates that the funds aren't forthcoming; an Ordinary or better indicates that the funds he needs are available. The more the hero asks for, however, the greater the situation die penalty.
Finally, Filthy Rich heroes have other advantages due to their social and financial status. This translates into a bonus to Personality-based skills when the hero decides to reveal his status. A perk check is made at the start of a scene. Results follow: On a Critical Failure, the hero’s status backfires, resulting in a +1 penalty to all checks related to Personality skills; Failure, no effect; Ordinary, -1 bonus; Good, -2 bonus; Amazing, -3 bonus.
The Gamemaster can determine that in some situations the Filthy Rich perk can operate as a flaw—especially among those who have a strong dislike for the wealthy and the upper classes. If a hero reveals his status in such a situation, perk check results become penalties instead of bonuses (or vice versa).
|
|
Fists of Iron
|
2/5
|
STR
|
Active
|
›
This perk provides a hero with a 1-point increase to the damage he inflicts on a successful Unarmed Attack skill check. The use of this perk requires a perk check at the start of a combat scene. This check requires the hero to spend one action concentrating to increase the power of his punches.
A hero with the power martial arts specialty skill can spend 5 skill points for Improved Fists of Iron. The result of the check determines his bonus for the scene: Critical Failure, no benefit; Marginal, 1-point increase to damage; Ordinary, 2-point increase; Good, 3-point increase; Amazing, 4-point increase.
**Example:** A hero normally dishes out d4s/d4+2s/d6+2s in damage when he makes an Unarmed Attack. If that same hero has Fists of Iron, he inflicts d4+1s/d4+3s/d6+3s. With Improved Fists of Iron, the damage can be as high as d4+4s/d4+6s/ d6+6s on an Amazing perk check result.
|
|
Fortitude
|
4
|
CON
|
Active
|
›
A hero with Fortitude receives a -1 bonus whenever he is required to make a Stamina-endurance check.
|
|
Good Luck
|
3
|
WIL
|
Conscious
|
›
A hero with the Good Luck perk can make use of this benefit once during a scene. Immediately before attempting some other type of action (usually a skill check, an action check, or a feat check), the hero can make a Good Luck perk check. The result of this check provides a modifier to the next activity the hero undertakes: On a Critical Failure, bad luck occurs instead, and the hero takes a +3 penalty. On a Marginal success, his next activity receives a -1 bonus; Ordinary, -2 bonus; Good, -3 bonus; and Amazing, -4 bonus.
|
|
Great Looks
|
3
|
PER
|
Active
|
›
A hero with the Great Looks perk receives a -1 bonus to any Personality-based skill check made when his appearance could have a positive effect on an encounter. Bear in mind that a human hero's great looks might not impress an alien, and even some other human cultures may have a different idea of what Great Looks are—it's a very subjective perk. The Gamemaster determines when the perk's bonus is applied and when it isn't.
|
|
Heightened Ability
|
10
|
Special
|
Active
|
›
This perk provides a hero with 1 extra point in the Ability Score of his choice. It can't be used to increase any Ability Score beyond the hero’s species maximum. When this perk is purchased, the player raises the hero’s Ability Score by 1 point, adjusting the Ability’s resistance modifier and any bonuses if necessary.
|
|
Observant
|
3
|
WIL
|
Active
|
›
This perk provides a hero with exceptional powers of observation, giving him a -1 bonus to any Awareness-perception check.
|
|
Photo Memory
|
3
|
INT
|
Conscious
|
›
This perk gives a hero an extraordinary memory. When a player wants to determine what his hero remembers, or if he wants his hero to remember a specific detail (such as a license plate number or details of a document he glanced at), then a perk check is made. An Ordinary is usually enough to provide some of the details the hero wants. The Gamemaster sets the situation die according to the type of detail and memory the hero is trying to recall. For example, an attempt to remember something the hero knows extremely well might receive a -3 bonus or might not even require a check at all, while recalling the image of a face glimpsed briefly in the dark might receive a +3 penalty.
|
|
Powerful Ally
|
4
|
PER
|
Conscious
|
›
When this perk is selected, the Gamemaster and the player should discuss the nature and identity of this ally. There might also be some sort of cost involved for the continued assistance of an ally—the ally might be the hero's patron, who can call on the hero for help as often as the hero calls on him, or the ally might just collect favors and call them in at some future time.
When in trouble, a hero can call on his Powerful Ally for favors or help. A perk check determines what kind of aid the ally provides. Bear in mind that the hero needs a way to contact his ally, and the ally needs a way to respond.
Check results: Failure, no aid is forthcoming; Ordinary, Ordinary help; Good, Good help; Amazing, Amazing help. (These terms are defined in the Gamemaster Guide.)
|
|
Psionic Awareness
|
3
|
INT
|
Active
|
›
A hero with Psionic Awareness is entitled to an Intelligence feat check to determine whether he realizes that a psionic power is being used in his vicinity. (Heroes without this perk are not normally allowed checks to determine whether they can detect psionic activity.) The Gamemaster will determine when such a check should be made, and will roll the check secretly, only giving the player of the hero any information when the check is successful. This perk can only be selected if the Gamemaster allows the use of psionics (see Chapter 14).
|
|
Reflexes
|
4
|
DEX
|
Active
|
›
A hero with the Reflexes perk receives a +1 increase to his Dexterity resistance modifier. So, a hero with a Dexterity score of 11 who has a resistance modifier of +1 step increases the modifier to +2 steps with this perk.
|
|
Reputation
|
3
|
WIL
|
Active
|
›
This perk provides a hero with a reputation that's known far and wide. Unlike the Celebrity, perk, which indicates a positive reaction due to the influence of a hero’s Personality, the Reputation perk helps a hero by making others fearful of or impressed by his supposed accomplishments. In game terms, this perk provides a situation die bonus whenever the hero attempts to use certain encounter skills. The player and the Gamemaster need to work out just what the hero's reputation is, and which encounter skills it provides a bonus to.
As a character’s achievement level improves, he becomes better able to take advantage of his reputation: At level 5, the base situation die for any Reputation perk check becomes -d4; at level 10 it becomes -d6; and at level 15 it becomes -d8.
|
|
Tough as Nails
|
4
|
STR
|
Active
|
›
This perk provide a hero with a +1 step increase to his Strength resistance modifier. So, a hero with a Strength score of 11 who has a resistance modifier of +1 step (the penalty to his opponent's rolls) increases the modifier to +2 steps with this perk.
|
|
Vigor
|
2/3/4
|
CON
|
Active
|
›
This perk allows a hero to increase the amount of damage he can sustain. * For 2 skill points, a hero can increase his stun rating by 1 point. * For 3 skill points, a hero can increase his wound rating by 1 point. * For 4 skill points, a hero can increase his mortal rating and his fatigue rating by 1 point each.
Each of these benefits may be purchased once. So, if a hero spends 9 skill points, he can increase all of his durability ratings (stun, wound, mortal, and fatigue) by 1 point each.
|
|
Willpower
|
4
|
WIL
|
Active
|
›
This perk provides a hero with a +1 step increase to his Will resistance modifier. So, a hero with a Will score of 11 who has a resistance modifier of +1 step (the penalty to his opponent’s rolls) increases the modifier to +2 steps with this perk.
|