My work computer decided there was no point in being productive after the old UPS finally kicked the bucket. So, since I have very little time at the moment, here’s a look at some of the Perks I’ve dreamed up for the sci-fi tabletop RPG. Enjoy.
Perks are either passive or active. Passive Perks work automatically when they need to, Active Perks require spending Action Points.
Perks are either general or exclusive. General Perks are available to multiple professions, Exclusive Perks are only available to one profession and are lost if the player changes professions.
Some Perks add a skill or knowledge, and are neither passive nor active.
Discipline: The Moon is a harsh mistress, and life under the massive domes has taught you how to keep your cool. Any time you make a skill check that requires either concentration or maintaining your composure, after any attribute value(s) have been applied and points, perks and penalties are accounted for, you may spend a number of Action Points up to an amount equal to your level in order to pass. Beware, though, as keeping up a poker face can take a toll on you if done for too long. General, Active.
Hard Knocks: Life on Io has taught you how to take a punch. Either a family member sparred with you or the bullies used you for a punching bag… unless you were the bully. You do not apply damage penalties to your skill checks unless you are Exhausted. However, people see you as somewhat boorish. You can only apply one attribute to any skill check that includes Charisma. General, Passive.
Historian: Those who forget the past are doomed to repeat it. You’ve dedicated yourself to studying the lessons of the past, and your knowledge has become somewhat encyclopeadic. Applying this knowledge to any situation you’re in, you may spend an Action Point to reduce the amount of Action Points necessary to pass a skill check by half (rounded up). History can’t teach you everything, however, and if you rely too much on your knowledge, it may betray you in the end. General, Active.
Humorless B______: You are unimpressed with the attempts people make to amuse, charm, intimidate or persuade you. When rolling an opposed skill check in a social situation, you may apply the value of the associated attribute(s) *twice* to your roll. However, when *you* attempt to charm or persuade someone, you do not apply the values of *any* attribute(s) to your roll. Rolls to intimidate are unaffected. General, Passive.
Infiltrator: You know how to slip into and out of areas without being noticed. When rolling a check for your Sneak skill, apply the values of both your Agility and Perception to your roll. General, Passive.
Lockpicking: You gain the Lockpicking skill. This is a combined skill requiring Intelligence and Agility.
Lucky B______: In situations where most people get themselves maimed or killed, you always seem to come out on top. Once per game, for half your total Action Points, you may *reverse* the dice in your skill check roll, rather than applying attribute values or other Perks. Thus, a roll of 61 becomes a 16. General, Active.
Martial Arts: On the red sands of Mars, the disciples of the ancient and deadly arts of Terra’s greatest martial arts masters maintain their secrets, and you are one of the chosen few with access to that knowledge. When you engage in Unarmed Combat, your hands and feet are considered deadly weapons, and deal double damage. You also meditate and practice several habits condusive to the discipline required for your training, which means you do not apply the values of *any* attribute(s) to rolls involving deception, intimidation or ranged weapons. This penalty does not apply to the MARS system – how exactly are you supposed to dropkick a battlecruiser? General, Passive.
On Your Feet: Blows that might drop people without your perseverance barely faze you. Once per combat, spend a number of Action Points equal to double your level to negate the result of a damage roll that would otherwise render you Unconscious. General, Active.
Silver Tongue: You talk fast and smooth, and are very good at telling people want they want to hear. In any social situation, you may apply the value of your Charisma twice to your skill check. General, Passive.
Stargazer: You have never forgotten the wonder the felt the first time you looked up at the sky and wondered at the scale and scope of outer space. When you are in deep space, which includes the surface of an unterraformed world, you do not apply fatigue penalties to any skill checks unless you are Wounded. However, all your studies of the stars didn’t leave you much time for sports or physical activity. You can only apply one attribute to any skill checks involving Strength. General, Passive.
Urbanite: The sprawling cities of Terra make you a versatile asset to any situation. You’ve seen it all, heard it all and are ready for just about anything. At the end of a turn in which you’ve spent Action Points, you regain an amount equal to your level. Unfortunately, your urban lifestyle makes you ill-prepared for life outside of a city. In any situation outside of a city, you can only apply one attribute to skill checks you make. General, Passive.