Roleplaying Perk Table

Perk NameTierPrerequisitesSynopsis
Blessed by FoolsApprentice-Children, drunks, and madmen trust you and share wisdom (sometimes useful, often not)
Borrowed TimeApprentice-Gain immediate access to something by promising future repayment
Conspiracy MagnetApprentice-Secret organizations keep trying to recruit, eliminate, or study you
InsomniacApprentice-Function on 2 hours sleep, immune to sleep effects
Mistaken IdentityApprentice-People constantly think you’re someone else, sometimes helpful, sometimes not
ObsessionApprentice-+15 bonus to rolls involving chosen narrow obsession topic
Supernatural LuckApprentice-Turn any roll into automatic normal success once per session
TimekeeperApprentice-Always know exact time and can wake up at chosen moments
Uncanny TimingApprentice-Arrive at dramatically perfect moments once per session
Walking DisasterApprentice-Minor accidents happen around you that inconvenience enemies (outside combat only)
Black-Market ContactJourneyman-Have a contact in the black market for acquiring unusual or illegal items
Compulsive ConfessorJourneyman-NPCs randomly share secrets related to current events
CursedJourneymanWalking DisasterTurn critical failures into enemy disadvantage
Cursed with KnowledgeJourneymanConspiracy MagnetKnow one terrible secret (player/GM decide); gain conspiracy detector ability
Divine MarkJourneyman-Invoke mark for extreme NPC reactions once per session
DoppelgangerJourneyman-Someone looks exactly like you; gain double trouble ability
Lip ReaderJourneyman-Understand speech by reading lips at distance
Magically DeliciousJourneyman-Monsters are drawn to you, but so are helpful magical creatures
NetworkerJourneyman-Find someone who knows someone who can help in any settlement
Prophetic DreamsJourneyman-Gain useful information about upcoming events during rest
ReputationJourneyman-Choose group from list, gain benefits, can take multiple times
Safe HouseJourneyman-Locate/create secure rest location once per session
Secret AdmirerJourneyman-Someone anonymously helps when you perform heroic acts, leaves gifts nearby
TrendsetterJourneyman-Start fashions, opinions, or behaviors that spread widely
Wrong Place Right TimeJourneyman-Accidentally witness crimes; gain law enforcement contact
Living LegendExpert-Exaggerated stories about your exploits spread everywhere

Roleplaying Perk Descriptions

Apprentice Tier

Blessed by Fools

Children, drunks, and madmen inexplicably trust you and share wisdom with you. Sometimes this wisdom is useful, often it is not, but it always comes from a genuine place.

Borrowed Time

You have a habit of making deals and promises you can’t keep. Once per session, you can gain immediate access to something you need (a favor, an item, entrance somewhere, etc.) by promising to repay it later. The GM will call in this debt at a dramatically appropriate moment.

Conspiracy Magnet

Secret organizations keep trying to recruit, eliminate, or study you for reasons you may not fully understand. This creates ongoing complications but also opportunities.

Insomniac

Function normally on 2 hours of sleep; always alert during night watches, immune to sleep effects and dream-based attacks.

Mistaken Identity

People constantly think you’re someone else - sometimes this works in your favor (mistaken for nobility, experts, etc.) and sometimes it works against you (mistaken for criminals, enemies, etc.).

Obsession

Choose a very specific, narrow topic of obsession (ancient draconic burial rites, mechanical clockwork theory, etc.). When making any skill roll directly involving this obsession, gain a +15 bonus. The GM has final discretion on whether a topic is too broad or if a situation qualifies for the bonus.

Supernatural Luck

Once per session, turn any roll into an automatic normal success (not critical).

Time Keeper

You always know the exact time without needing to check any timepiece. Additionally, you can mentally set yourself to wake up at any chosen time while sleeping.

Uncanny Timing

You have an supernatural sense for dramatic moments. Once per session, you can declare that you arrive at exactly the right moment - walking into a room just as something important is being discussed, showing up precisely when someone needs help, etc. The GM narrates how this fortuitous timing manifests.

Walking Disaster

Minor accidents happen around you that inconvenience enemies but never directly harm you. This only works outside of combat - during combat, focus overrides the effect.

Journeyman Tier

Black-market Contact

You have a reliable contact in the black market who can help you acquire unusual, rare, or illegal items for the right price.

Compulsive Confessor

Sometimes, no more than once a day, someone will come up to you unprompted and randomly share a secret with you. This secret will contain some relation to current events you’re involved with, as decided by the GM.

Cursed

Prerequisites: Walking Disaster Effect: When you roll a critical failure on any non-combat roll, you may immediately give Disadvantage to one enemy within 6 hexes on their next roll. Usable once per combat.

Cursed with Knowledge

Prerequisites: Conspiracy Magnet Effect: You know one terrible secret that you can never prove or fully explain. Work with your GM to determine what this is during character creation. You can detect when someone is lying about “official” explanations or covering up conspiracies.

Divine Mark

You bear a visible mark of divine favor or disfavor. Once per session, you can invoke this mark to have an NPC react to you in an extreme way - either with immediate trust and aid (favor) or fear and submission (disfavor).

Doppelganger

Someone who looks exactly like you exists somewhere in the world. This causes confusion and complications, but also provides opportunities - you can claim your doppelganger was responsible for things you actually did, and people looking for you might find them instead.

Lip Reader

You can understand spoken conversations by reading lips at visual range, even through silence.

Magically Delicious

Monsters are inexplicably drawn to you, creating dangerous encounters, but helpful magical creatures are also attracted to you, sometimes providing aid or guidance.

Networker

In any settlement, you can find someone who knows someone who can help with your current problem.

Prophetic Dreams

During each long rest, roll a d100 against a target of 20. If successful, the GM provides you with one useful piece of information about an upcoming challenge or opportunity in the next 24 hours.

Reputation

Choose one group:

  • Criminals
  • Artisans
  • Merchants
  • Nobles
  • Scholars
  • Military
  • Religious You have a positive reputation within that group, resulting in a number of nebulous benefits when dealing with others within that group (GM discretion). This perk can be taken multiple times for different groups.

Safe House

Once per session, locate or create a secure, hidden location where the party can rest safely for up to 8 hours without being discovered or disturbed.

Secret Admirer

Someone anonymously helps you out when you perform genuinely heroic acts. They might leave useful gifts, provide warnings, or create distractions at crucial moments. The more heroic your actions, the more helpful they become.

Trendsetter

You can start fashions, opinions, or behaviors that spread widely through communities. Your influence on popular culture and social movements extends far beyond normal social skills.

Wrong Place Right Time

You keep accidentally being a witness to crimes that happen near you. This has given you a contact within law enforcement who values your inadvertent assistance.

Expert Tier

Living Legend

Wildly exaggerated stories about your exploits spread faster than you travel. By the time you reach new places, people have already heard incredible (and mostly false) tales about your adventures, affecting how they react to you.

Master Tier

Legendary Tier