I have previously mentioned the word Perks a couple of times, but what IS a perk?
A perk is something that benefits the player character within the framework of the game.
Perks can be anything from special skills earned in the game to bonuses to certain rolls provided by level.
As the current version of the system is designed, there are three difficulties to the game. Hard, medium and easy. On hard, the player characters will scale indentically to NPC's and monsters, being granted one perk and one stat point every four levels. (level 4, 8, 12, etc.)
On medium difficulty, they gain perks faster, getting one every three levels instead. (level 3, 6, 9, etc.)
And on easy, they gain one every other level. (2, 4, 6...)
List of perks:
Armored dodge - allows the user to dodge in medium armor
Improved dodge - roll +1d6 on the dodge check, and then remove the highest die rolled.
Improved blocking - roll +1d6 on the block check, and then remove the highest die rolled.
Heavy armor mastery - reduces the str needed to use heavy armor from 15 to 13
Medium armor mastery - reduces the str needed to use medium armor from 12 to 10
Shield Mastery - apply the shield's DR even if the player is ambushed and/or caught unawares. Shield must still be in use.
Weapon mastery <weapon type> - improves the user's skill with the weapon type used. roll +1d6 on the attack check, and then remove the highest die rolled.
Critical mastery - the user now crits on normal crits, as well as when rolling one below the normal crit
Improved stealth - roll +1d6 on the stealth check, and then remove the highest die rolled.
Improved lockpicking - roll 1d6 less on the dex check to lockpick
Brutal strike - (requires 16 str) roll a normal attack roll. If successful, the enemy takes normal weapon damage (DR applied as usual). Additionally, your strike staggers the opponent, denying it to take a second action during it's next turn (such as move or attack). If the enemy performs a full round attack, it has one less attack.
Accurate strikes - requires weapon mastery with the used weapon. All your attacks ignore (dex mod) armor.
Light sleeper - allows the player to perform a perception check. If anyone or anything moves in the area around the player without first succeeding in a stealth roll, he will allowed to wake his character should the perception check have been a success.
Improved <insert name of crafting skill here> - roll +1d6 on the crafting check, and then remove the highest die rolled.
Additionally, Perks can be used to improve certain spells. I will mark these spells with a * when I finish defining the spells.
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