Roleplaying Perk Table
| Perk Name | Tier | Prerequisites | Synopsis |
|---|---|---|---|
| Blessed by Fools | Apprentice | - | Children, drunks, and madmen trust you and share wisdom (sometimes useful, often not) |
| Borrowed Time | Apprentice | - | Gain immediate access to something by promising future repayment |
| Conspiracy Magnet | Apprentice | - | Secret organizations keep trying to recruit, eliminate, or study you |
| Insomniac | Apprentice | - | Function on 2 hours sleep, immune to sleep effects |
| Mistaken Identity | Apprentice | - | People constantly think you’re someone else, sometimes helpful, sometimes not |
| Obsession | Apprentice | - | +15 bonus to rolls involving chosen narrow obsession topic |
| Supernatural Luck | Apprentice | - | Turn any roll into automatic normal success once per session |
| Timekeeper | Apprentice | - | Always know exact time and can wake up at chosen moments |
| Uncanny Timing | Apprentice | - | Arrive at dramatically perfect moments once per session |
| Walking Disaster | Apprentice | - | Minor accidents happen around you that inconvenience enemies (outside combat only) |
| Black-Market Contact | Journeyman | - | Have a contact in the black market for acquiring unusual or illegal items |
| Compulsive Confessor | Journeyman | - | NPCs randomly share secrets related to current events |
| Cursed | Journeyman | Walking Disaster | Turn critical failures into enemy disadvantage |
| Cursed with Knowledge | Journeyman | Conspiracy Magnet | Know one terrible secret (player/GM decide); gain conspiracy detector ability |
| Divine Mark | Journeyman | - | Invoke mark for extreme NPC reactions once per session |
| Doppelganger | Journeyman | - | Someone looks exactly like you; gain double trouble ability |
| Lip Reader | Journeyman | - | Understand speech by reading lips at distance |
| Magically Delicious | Journeyman | - | Monsters are drawn to you, but so are helpful magical creatures |
| Networker | Journeyman | - | Find someone who knows someone who can help in any settlement |
| Prophetic Dreams | Journeyman | - | Gain useful information about upcoming events during rest |
| Reputation | Journeyman | - | Choose group from list, gain benefits, can take multiple times |
| Safe House | Journeyman | - | Locate/create secure rest location once per session |
| Secret Admirer | Journeyman | - | Someone anonymously helps when you perform heroic acts, leaves gifts nearby |
| Trendsetter | Journeyman | - | Start fashions, opinions, or behaviors that spread widely |
| Wrong Place Right Time | Journeyman | - | Accidentally witness crimes; gain law enforcement contact |
| Living Legend | Expert | - | 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.