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Positive Perk List

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Positive Perk List Empty Positive Perk List

Post by CherryDire Mon May 15, 2017 2:40 pm

None Atm, Shall make some Eventually. However a Perk Mastery is a concept. Using said perk enough to rank it up without spending points
CherryDire
CherryDire

Posts : 22
Join date : 2017-03-25

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Positive Perk List Empty Re: Positive Perk List

Post by CherryDire Wed May 24, 2017 3:23 pm

Technophile - More effective with Sci-fi era weapons/ items.
CherryDire
CherryDire

Posts : 22
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Positive Perk List Empty Re: Positive Perk List

Post by themagus Wed May 31, 2017 4:12 am

Uncattegorized

Armament Utilitarian - You gain a bonus of 20% when using a weapon for a purpose it wasn't made for.
Cost: 40

Killer - increase critical damage by 50%
Cost:125

Lethality - Increase your critical chance with a specific spell or weapon by 5%
Cost: 50

Enhanced Lethality - Increase your critical chance with a spell or weapon you have Lethality with, when using it with a move, by 5%.
Cost: 60

Exalted Lethality - Further increase the critical chance of a specific weapon or spell by 5%.
Requirements: Lethality and Enhanced Lethality with that spell or weapon.
Cost: 70

Iconaclast - Doing 25% more damage against religion based beings (gods, demons, angles etc'...)
Cost: 30

Akre's Modular Skeleton - Ekre was a powerful necromancer known not for his frightening power but for being able to prepare for anything. He was an innovative genius who rebelled againt the common practices. As a result he refused to maintain a connection with a standard familiar and put his efforts and time into making his own companion out of the bones of the deceased. Investing lots of his time and insight in his lab he created a formula for an undead familiar fit for any task. He sold his secret formula which became known later on. This replaces the familiar summoning spell with an undead skeletal familiar that require daily maintenance but is always present and ready to serve. It lacks free will but may be built with a measure of intelligence. Changing parts takes a few hours which includes careful tinkering and time to recast the spells required. The A in the spells' name is a typo that Ekre hated in his life as well as his death.
Modular Skeleton modifications:
-Phisycal Form: The skeleton can range from the size of a large cat up to the size of a rhinoserous. The number of hands, feet, tails, heads etc'... is  up to the creator and can be changed. Each change in the base skeleton form require recasting of the activation incantations.
-NecroCannon: A powerful, large cannon that uses the skeletons' energy to shoot necrotic blasts.
-Reaper Claws: These claws made of beast claws and sometimes fangs, made to allow the skeleton to slash with its' hands and feet alike. They also boosts its' climbing by 25%.
-Bone Bolts: By providing the skeleton with extra bones in its' construction it can shoot small bones from its' joints. Remember to replenish the ammo.
-Ravenous Ameliorator: This maw always snaps and bites and will eat any organic matter it can. This allow the skeleton to automatically absorb dead matter and restore lost health and ammo. Must have access to something organic in order to do that though. During daily routine a ravenous ameliorator is prized for eliminating the need for maintainence, leaving more time for improvements and experimentation. During action the ameliorator is moved to the underbelly, other protected spot or outright removed because it provides a weak point. That's because, in order for the restoration to take place, it must lead to the core of the skeleton.
-Heavy Exoskeleton: Large and heavy bones provide additional armour at the expense of mobility.
Extra transportation limbs - for every extra pair of limbs in comparison to the creature size, that are meant to be used for movement, the skeleton gains bonus based on the limbs' purpose (climbing, sprinting, swimming, flying, burrowing.) The heavy exoskeleton can't be mounted on gentle limbs, preventing the armor bonus on these parts.
Cost: 50

[Elemental] Breath - You breath an element! Each time this ability is gained the elemental breath gets higher damage.
Base damage: 3.5, increase by 3.5 each level.
Range: 10 meters.
Duration: 1 action in your turn.
Requires: A good reason.
Cost: 40, per upgrade: 8

Extended Breath - Each time you take this perk your breath range is increased.
Requires: [Elemental] Breath.
Meters per level: 2
Cost: 8

Deep Breath - Each time you take this perk you can sustain your breath weapon for a longer period of time. Your hands are still free and you can act after the first turn when you started breathing.
Turns per level: 1
Cost: 5

Shapeshift - [enter generic description here]. As an innate ability, like [elemental] breath.
Cost: 50

Animalistic Speach - You talk somewhat like a type of an animal so you can be partially understood by them.
Requires: Deep study of chosen animal.
Cost: 20

Widowmaker - You know what the boys want so well it's a game to you, as long as others of your gender aren't there to interfere with your fun and schemes.
Effect: Gain bonus when dealing with males for interaction and damage and a disadvantage with females (for example: +20% damage vs males and -10% vs females).
Prerequisites: Female.
Cost: 15

Telepath - Taken this perk? Good. You're a telepath now! Enjoy needing to invest tones of points in perks that don't exist yet while listening to all the minds around you without being able to affect anything 'cause you're too weak.
Cost: 10

Conductor - whenever you get electrified you can choose to release the current with no I'll effect done to you as long as you can touch something which will receive the electricity.
Cost: 35

Spotter - You're good at recognizing details at great distances and have a sense for measuring your environment (be it distances or number of units in an army), giving you a bonus of 25%.
Cost: 10

Four Eyes - You have four eyes instead of the usual two for your race. You make all visual perception rolls with advantage\bonus. When influenced by a status that take effect through visual means (like blinding dust) take penalty of -10%.
Cost: 10

Sixth Sense - You gain a bonus to avoid dangers you aren't aware of, of 20%.
Requirement: 7 int
Cost: 30

Charming - Something about you fascinates the onlookers. +20% Social handling.
Prerequisite - Any single stat at 5 and the ability to act upon it.
Cost: 30.


---

Tech

Able Disabler - You can sabotage mechanical and electrical devices faster upon succeeding on a harder check.
Cost: 60

Mechanical Field Deployment - You can prepare and deploy equipment faster during combat upon succeeding on a harder check.
Cost: 30

Workaround'er - You're able to fix mechanical devices using unconventional parts and methods.
Cost: 35

Tactile Hand - You gain advantage at dealing with tasks that require menual dexterity.
Cost: 80

---

Stealth

Shadow Among Shadows - Move in dark areas without compromising your stealth (without raising more audiable or visual ques than you would have staying still).
Cost: 60

Lockmaster - Bonus at lockpicking.
Cost: 25

Absent Path (what the hell is this ability name even?) - You cover your traces as you move around making it harder to track you.
Cost: 45

Wiggly Finger (again with a lame name?) - Bonus at pickpocketing.
Cost: 25

One of Them - Bonus at hiding in a crowd.
Cost: 35

Anatomy Study - When you first take this perk you have wider knowledge about the anatomy of the common civilized races. In addition you specialize in one type of enemy you otherwise wouldn't be able to sneak attack. This specialization enable the sneak attack for that type (for example - robots, golems, undead etc'...). You can pick this perk multiple times, each adeitional time enables your sneak attack for one additional enemy type.
Cost: 55

Shadow Fighting - You can fight normally while retaining your stealth bonus as long as you stay in your hiding spot.
Prerequisite: High dex, mid int
Cost: 100

Cunning disabler - You're able to retain your stealth bonus while sabotaging delicate mechanisms.

---

Combat general

Descending Slam - Using a high jump or falling onto an enemy allow you to slam youself or your weapon at the enemy, dealing extra 25 damage.
Cost:40

Descending knockdown - When dealing extra damage with Descending Slam the enemy has a chance to be knocked off their feet.
Requires: Descending Slam.
Cost: 50

Successive Chambering - You can quickly chamber a round manually when the guns' chamber is empty, allowing you to utilize all your attacks on your turn.
Cost: 60

Precise - You are better able calculate and feel trajectory (I can't do wording, help?)
Effect: Increase Dex efficiency/values for all kinds of accurate combat like bows, dex based martial arts, snipers, throwing knives etc'...
Prerequisites: Certain ammount of dex.
Cost: 30

Powerful Propulsion - Your flight speed is increased. Doesn't apply to magical flight. Add 25% to flight speed.
Cost: 60

Aerial Offence - You gain a bonus when attacking on the fly (dive attacks, wing-by, collision etc'...) Adding +4 to hit.
Cost: 25

I Am The Sky - You can react better while airborne adding +5 to dodge.
Cost: 35

Agile Flight - Your flight maneuverability increases with non-magical flight.
Cost: 45

Hover - You can stop and hover and break out of hovering to your normal speed. Doesn't apply to magical flight.
Cost: 55

Specialized Weapons Training - You're familiar with a specific weapon system and don't take penalties for using it.
Cost: 20

Sneak Attack - You can hit vital spot on unaware enemies.
Gain bonus damage (3.5) when hitting an unaware enemy.
Cost: 20.

Advanced Sneak Attack - Increase the sneak attack damage by a set ammount. (3.5)
Cost: 10

Master Sneak Attack - Increase sneak attack and advanced sneak attack damge by a set ammount. (50%)
Cost: 150

Deflection -  - Gain a bonus of +4 on averting attack you're able to react to.
Requirement: 3 dex
Cost: 20

Expert Deflection - Gain a bonus of +4 on averting attack you're able to react to.
Requirement: Deflection, 7 dex
Cost: 20

Backstabber - Gain advantage on hit chance when attacking an unaware target.

Hard Slam - Add half your armor value to a body slam attacks' damage.

Stance Fiend - Using a fighting style reduce the penalties by 1. Min 1.

Armour Cladding - By changing your posture you maximize the defense of your armor to protect yourself from harm.
Effect: +50% defense, movement is only a quarter of the usual, can't perform significant actions like attacking, grappling, climbing, drinking potion etc'...

Savage Strike - When executing a move double strength bonus to damage.
Requirements: 7str
Cost: 50

---

Fighting Styles
Fighting styles are meant to compliment your combat. Choose the way you fight (weapon, stance, mindset, whatever), your fighting style will only apply to it.

Defensive: You are harder to hit -- You're able to avoid incoming attacks by utilizing your weapon  -- Dodging an enemy's attack allow you to move a single square.
Cost: 30, 75, 120

Protective: You're better able to withstand shock and trauma -- It is possible for you to block all types of HP damaging attacks -- You can protect an adjecent ally.
Cost: 30, 75, 120

Countering: Performing a counter (riposte, reflex shot etc') cause partial damage to the enemy -- Preparing to counter an attack allow you to execute your full attack maneuver if the counter is successful -- being prepared to execute a counter allow you to execute a special combat maneuver (takedown, cuffing, stunning, disarming etc').
Cost: 30, 75, 120

Aggressive: You deal extra damage when you're capable of performing your full attack maneuver --Performing a full or special combat attack (power attack, divine strike etc') overwhelms enemies so they're unable to react by attacking you -- Succeeding in a special attack will force your enemy to recover as a part of his action, restricting the ammount of action he's capable of on his turn.
Cost: 30, 75, 120

---

Melee combat

Accurate - You're landing your hits more often.
Effect: Increased hit rating efficiency (the way hit rating is calculated so it's scaling?)
Requirements: None.
Cost: 25

Weapon Hold - You have a bonus to grapple holding an enemy with your weapon.
Cost: 20

Offensive Fury [tag] - Sacrifice defence to gain damage. You can sacrifice your defensive stat and your defensive stat can't be lower than 1. The gain in damage is in a 1-1 ratio.
Cost: 40

Revenge Strike - Hit an enemy that just hit you. This can happen once per round per enemy, melee range only and you must use melee.
Cost: 60

Full Moon - Deal extra damage with hefted bladed weapons like scythes, helberds, naginata etc'...
Cost: 80

Veils' Edge - Additional damage with all sword types.
Cost: 80

Stone Cliff - You are better at absorbing damage with your shield.
Cost: 80

Strike Aversion - You can use your shield to avert strikes, completely preventing melee damage.
Cost: 100

Wholesomeless of the two ends - A double weapon (including staff for example) fighting style. Gain bonus to hit rating and armor with a double weapon.
Requires: Double weapon.
Prerequisites: Low STR, mid DEX, mid level.
Cost: 70

Lightning Strike - A rapier offensive style that emphasizes speed and timing.
Gain bonus to hit rate and damage.
Cost: 70

Coiling Viper - A fighting method revolving around knives and contact.
Gain bonus armour\dodge towards the target, gain hit rate.
Cost: 70

Lone Draft - An arming \ bastard sword fighting style focused around a syncronization of body movement and sword strikes. Can only be used by a one handed sword with no other weapon in the other hand. Gain bonus to dodge, when an enemy misses you gain bonus to hit and damage.
Cost: 70

Solid Totem - A method for making the best use of your shield, allowing you to keep facing your enemy even if they tumble around or try to distract you.
Cost: 70

Lion Rend - Claws aggressive fighting method that take any chance the target might offer to strike. If an enemy you're fighting uses a strike or maneuver on you, you can attack it before his move hits you.
Cost: 70

---

Ranged Combat

Ballistic calling - Increase hit chance with ranged weapons.
Cost: 40

---

Magic

Shape Spell - Reshape an aoe spell to your liking. The area of the new shape can't be bigger than the original.
Cost: 35

Radiant Condiut - You're capable of channeling more divine energy giving your abilities extra power, increasing the intensity of the effect.
Cost: 40


Spell Fixation
After gaining a mastery in one magic school you are quite good at magic and have deeper understanding of it. This allows you to quickly research a single spell from a magic school you have no training in, which level is equal to half the maximum spell level you can cast and add it as your spell but one tier higher than the spell originally is.
Requires [Elemental Mastery]
Cost: 90

Arcane Adept
Effect: Halves the stat requirement for spell tier access.
Cost: 35

Arcane Master
Effect: Reduce the stat requirement for spell tier access by 1. Requires Arcane Adept and max or close-to-max level.
Cost: 200

Casting Executioner
By rigorous preperation and practice you can cast a spell so fast you'll have time to cast an additional spell.
Effect: Choose a single spell when your character rest or have time to for preperation. You prepare spells which you must choose at the time of preperation, to the point the very last actions are needed to trigger it. This will make the spell take the time of a minor action and leave you with enough time to perform your major actions like spellcasting or running around. To cast this spell pass a intelligence check of 15 + spell tier.
Cost: 100

[Element] Attunement - Attuning to an element makes it a constant part of your abilities, granting you further grasp of it's qualities.
Effect: +resist and damage of [element], +resist of the element countered by the attuned element (+10% water damage, +5% water and fire resist for example).
Requirements: Vast meddling with to be attuned element.
Cost: 80

[Elemental] Aptitude - Further strengthens your capabilities with a specific elemental magic and slightly increase your resistance vs the opposite element. Requires [Elemental] Attunement. (+15% damage, +10% resistance)
Cost: 100

[Elemental] Mastery - Rigorous training brought you to be extremely powerful with the element of your choice, adding substantial power to your chosen elemental effects. Requires [Elemental] Aptitude. Doesn't increase defense of opposite element (+25% damage and, range and area of effect).
Cost: 150

Master of Elements - Substantially increase all the cumulative effects of the elements you mastered (+25% damage and resistance). Requires [Elemental] Mastery.
Cost: 200

---

Stat effects

Animalistic Movement - You move more like the animal that inspires you.
Effect: You gain bonuses on types of movement based on the movement features of a specific animal.
Examples: Monkey for climbing and branch-to-branch swinging, hummingbird or hawk if you can fly, praying mantis if you're Jet Li etc'...
Requirements: Deep understanding and study of said animal. You can choose only 1 animal for this perk and cannot change it, but you can take this perk again with a different chosen animal.
Cost: 40

Lively Form - You...- ?
Effect: Effect: Increase the effectiveness of Vitality.
Cost: 70

Heavy Physic - Stronger!
Effect: Increase the effectiveness of Strength.
Cost: 70

The Rock - You can take more than others.
Effect: Increase the effectiveness of Endurance.
Cost: 70

Quick Study - Smarter!
Effect: Increase the effectiveness of Intelligence.
Cost: 70

Quicker than the Eye - Faster!
Effect: Increase the effectiveness of Agility.
Cost: 70

Arts of the Body - You're skillful at controlling your movement.
Effect: Increase the effectiveness of Dexterity.
Cost: 70

Walking Under Your Starts - You're good at slipping on 200$ bills.
Effect: Increase the effectiveness of Luck.
Cost: 100

Tactical Precision - By quickly reading situations you can adjust yourself for dangerous efficiency.
Effect: Use Intelligence instead of Luck for calculating criticals and mishap chance and outcomes. I don't think this perk should exist.
Prerequisites: High Int, medium-low Dex
Cost: 120

Deft Fingers
You're very skillful with actions that require manual dexterity, gain 25% to success in those actions.
Cost: 60

Radiant Bloodline
The genes of a celestial creature somewhere down you family tree express themselves in you.
Health regen by natural means and healing spells is greatly increased, +20% vs effects that change your alignment and mindset.
Cost: 30

Strength Expertise
You gain a bonus on strength based interactions of +25%. (climbing, lifting, grappling, bullrushing etc'...).
Cost: 40

Clear Mind
You learned to know the depths of you mind and by knowing how to focus it you get a clear sight of reality, keeping you from unnecessary distractions.
+25% vs mind affecting effects, +25% concentration
Cost: 75

Will of the Mountains
When you concentrate on a task your concentration is exceptionally hard to break, giving you +50% chance to continue concentrating.
Cost: 85

---

SO

Spell Overdrive (SO)
Choose a spell. You can now augment it past its' exhaustion point.
*This is a prerequisite for unlocking all the spell-overdrive (SO) abilities and perks.
Cost: 100

Magical Echo
Your understanding of your spell brings you to recognize its' patterns across reality, enabling you to call upon it on completion. The spell will be cast again at the beginning of your next turn automatically.
Requires SO.
Cost: 75

Strengthen Spell
You change the spell to better fit your idium, giving it more raw power in the process.
Increase the scaling of a spells' damage by 0.5. This perk can be taken multiple times, each time for a different spell.
Requires SO.
Cost: 50

Power Spell
This is your powerful, good ol' reliable spell.
Effect: Increase the damage scaling of the spell by 1. This perk can be taken only once per spell.
Requires SO.
Requires Strengthen Spell.
Cost: 75

---

Deflector - If the attack roll against you missed by 5 or more you incur no effects from the attack.
Agility: 5
Cost: 80

Savagery - Welcome to our version of berserk mode. This is indeed a mode, and allow you to function more-or-less normally. You wouldn't be able to use defensive moves though. What do we do now? We multiply the strength bonus to damage by 2 and reduce the armour by 50% towards everything which isn't our main target. Why not the main target? Berserkers want to kill but they are not idiots. Idiots on the battlefield are as good as dead.
Cost: 50

Disruptive Sneak Attack - learning to sense the world around you in a metaphysical level, you can use your intuition to reap the magical flow of your target. Add an effect that decrease the max mana of your target by a set % to your sneak attack. This effect doesn't stack.
Tabletop variant: Your target can't use its' highest tier spells in the coming 1d4 rounds.
Prerequisites: 7dex 4int
Cost: 120
Since we don't have a limitation of how many spells a spellcaster can cast this will instead force a roll to see if the spell is successful.

Incredible Speed - Your speed allow you to perform an additional action on your turn.
Prerequisite: 9 dex.
Cost: 200

Enormous Physique - Your large body enable to handle tools and equipment that smaller people can't. Treat larger gear as one size category smaller.
Cost: 25

Health Regen perks

Natural Healing: Increase your health regeneration. Gain 1 point to your regen.
Cost: 1

Recuperation: Increase your health regeneration. Gain 100 points to your regen.
Prerequisite: Vit 3
Cost: 80

Greater Recuperation: Increase your health regeneration. Gain 200 to your regen.
Prerequisite: Vit 5
Cost: 160

Hyper Vitality - Add a factor of 1.2 or 20% to your health regeneration.
Prerequisite: 6 vit.
Cost: 40


Health Perks

Stout - Adds 2 HP.
Cost: 25

Wealth of health - Gain 5 hp.
Prerequisites: 2vit.
Cost: 25.

Lesser longevity - Gain 3hp.
Prerequisites: 10 hp regen.
Cost: 15.

Longevity - Gain 5hp.
Prerequisites: 25 hp regen.
Cost: 30.

Healthy - gain 5hp.
Prerequisites: 3vit.
Cost: 45.

Lesser Vigour - Gain 10 hp.
Prerequisites: 4vit 2end.

Vigour - Gain 12 hp.
Prerequisites: 5vit 3end.

Greater Vigour - Gain 20 hp.
Prerequisites: 8vit 5end.

Vita - Gain 30 hp.
Prerequisites: 10vit 7end.


Resistance perks

XXXX - Add 1 to all resistance and base cap. Can be taken 5 times.
Requirements: 3end
Cost: 15

XXXX - Add 1 to all resistance. Can be taken 5 times.
Requirements: 2end
Cost: 10

Coffins' Nail - Increase your resistance to physical damage by 5.
Prerequisite: 3end.
Cost: 25.



Armor Drill - Increase the base defense you get by a specific armor type by 25%.
Prerequisites: 3end.
Cost:25

Armor Specialization: Negate half of the movement penalties a specific type of armor applies.
Prerequisites: 4end.
Cost: 25

Deity Perks
All deity perks require maximum level (100).

Ignore stat restrictions of all weapons.
Prerequisite: Have max mastery with all melee weapons of your time period.

You get advantage on all your attack rolls.
Prerequisite: Survive a hostile encounter with every creature in your dimension.

Passion Perks
Passion perks are gained due to experiences a character goes through. Upon creating a character the perks are open to the player, must be based on the characters' back story and subject to the point buy system. Once the character is created the player looses access to these perks. The DM can gift those perks to the players based on the adventures' events at which point they aren't subject to the point buy system.

Demon phobia - After being either mortally close to death or killed by demons you develop a fear of them. -5 to attack vs demons.


Last edited by themagus on Fri Feb 05, 2021 10:13 pm; edited 75 times in total
themagus
themagus

Posts : 33
Join date : 2017-05-15
Age : 34
Location : VoM Khorinis

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Positive Perk List Empty Re: Positive Perk List

Post by CherryDire Thu Mar 15, 2018 5:52 pm

*Meta Magic, increases the damage scaling of a spell by a set amount, count increases based off of tier
CherryDire
CherryDire

Posts : 22
Join date : 2017-03-25

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Positive Perk List Empty Re: Positive Perk List

Post by themagus Thu Oct 04, 2018 2:21 am

Making another post to because editing the last one on a phone is a mess.
themagus
themagus

Posts : 33
Join date : 2017-05-15
Age : 34
Location : VoM Khorinis

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