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Thursday, September 17, 2015

Golden Rose: Environmental Hazards and Perks System

Perk System!

Perks are advantages your character has over other characters. How's it work? You pick four, leave a response to this thread and write them into your MRP/TRP. Note that non-combat perks (except Pacifist Prodigy) do not "stack" on a single roll. Also note that a roll of 1 will invalidate any roll-based bonuses and you will suffer the full consequence.

Non-Combat Perks

Agile: Adds +3 to all rolls based on fast movement and balance.

Charismatic: Adds +3 to all rolls based on speech.

Charmer: Adds +3 to all rolls based on seduction.

Deft Hands; Adds +3 to all rolls based on lockpicking and engineering.

Nimble Fingers: Adds +3 to all rolls based on pickpocketing and other feats of sleight of hand.

One With the Shadow: Adds +3 to all rolls based on stealth.

Uncanny Strength: Adds +3 to all rolls based on using body strength.

Master of Cantrips Adds +3 to all rolls based on using magic out of combat.

Keen Senses: Adds +3 to all rolls based on vision and/or hearing.

Virtuoso: Adds +3 to all rolls based on playing or identifying music.

Pacifist Prodigy: Adds a stacking +2 to any roll, but you take -6 to any combat roll.


Combat Perks:

Precise: You gain a +4 on all combat rolls, but deal 0.5 less points of damage. (Minimum damage is always 0.5)

Berserker's Rage: For every 1 health you are missing, you deal 0.5 extra damage on a successful attack.

Ranged Specialist: Add +1 to all rolls, and add +3 to all failed rolls when attacked by a melee combatant.

Stalwart: Add +3 to any failed roll when blocking.

Evasive: Add +3 to any failed roll when dodging.

Sneak Attack: Add an additional 1-3 damage to a successful attack made from stealth.

Heightened Senses: You will not receive additional damage from a sneak attack.

Unstable Power: Permanently take -2 on all rolls, but deal 1 extra damage on any successful attack.

Heavily Armored: Take 0.5 less damage from any attack. (Minimum damage is always 0.5)

Lightly Armored: Add +2 to any failed roll.

Exploit Weakness: Deal 0.5 extra damage to unarmored or lightly armored opponents on a successful attack roll.

Blunt Force Trauma: Deal 1 extra damage to heavily armored opponents on a successful attack roll. (This is applied after the orginal reduction)

Brutality: Add an effective +1 to any sucessful roll when determining the effect of your success.

Rending Strikes: Your attacks cause your target to bleed for 0.5 damage every two rounds until they are healed or die.

Companion: You are allowed the use of a combat pet or companion. They deal half damage to enemies and have half health. Companions do not gain any perks or benefit from yours. (Minimum damage is always 0.5)

Cheat Death: Any attack that would bring your health to 0 would instead bring it to 0.5 (This effect can only occur once per event)

Clever: You never suffer penalties to your rolls from enemies' abilities.


Ability Perks:

When using an ability perk first roll d20 to see if you will be taking damage in addition to using your ability. You will not attack while using an ability, however.

Bless: Give an ally +5 on their next 2 rolls. (Can only be used once per event. Using more than one bless on the same person will extend the duration, but won't increase the modifier.)

Inspire: Grants all allies +2 on their next roll. (Can only be used once per event.)

Focus: Pass your turn to gain +6 on your next roll. (Can only be used once per combat encounter.)

Waves of Life: Heal all allies for 1. (Can only be used once per event.)

Ultimate Defense: For the next three rounds add +8 to any failed roll. (Can only be used once per event.)

Overwhelm: Pass your turn and deal 3 damage to an enemy as your next action. (Can only be used once per event.)

Grand Aegis: Grant all allies a protective shield that absorbs the next 0.5 damage dealt to them. Can last up to 3 rounds until it expires. (Can only be used once per event)

Find Weakness: Cause an enemy to take 1 extra point of damage from all sources. (Can only be used once per event)

Take Flight: Add +6 to any failed roll or +10 to any failed roll when being attacked by a melee combatant for 3 rounds. (Can only be used once per event. Only applicable when able to fly.)

Recharge: Refresh the cooldown of an ability. (Can only be used once per event.)

Selfless Defender: Use your successful roll to save any ally from a failed roll. (Can only be used twice per combat encounter. You will take damage based on your success relative to their failure if any.)


Note that all ability perks can be used by anyone and that you can redescribe them in combat as you want. I ask only that you keep the original name of the perk for OOC purposes.

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