Character Perks Flashcards
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Felvine Failings
Failure is unacceptable, and that feeling explodes outward.
When suffering a crit fail, confirm. Roll attack against yourself. Fail = nothing. Success = crit chart. A success causes 2d6 thunder damage to all enemies in a 20ft radius.
Painfully Focused
Our bodies weren’t all that was honed.
The mind becomes a razor’s edge when pressed. 3x/long rest, add a 1d12 to a tool check roll. Take that number of psych damage.
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And a Dash of Love
It was the small lessons taught by the family.
After a long rest, use a week’s worth of rations to make an excellent meal. Gain advantage on skill checks under any ability of your choice for 24hrs.
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A Kiss Makes it All Better
A little kitty kiss for a wound, just like the matriarch of the family gave us as kids.
When using the medicine skill, a healing spell, or item, add +2 to the results.
Five Finger Discount
If the merchants won’t play nicely, they have to pay for it.
When purchasing consumables from a shop, roll a d6. If even, get an extra.
Conditioned Adrenaline Release
The Zolyk training and bloodline brings one to another level, briefly allowing time to be slowed for a moment.
1x/day, use two bonus actions on a turn instead of one. Resets on long rest.
Charlatan’s Charm
[Hikikomori]
You were taught how to be irresistibly adorable and terribly charming. So too, how to lean in to the darkest fears of man.
Any time a persuasion check fails, you can reroll as intimidation.
Third Act Reveal
[Fuck it, YOLO]
Should a plan go horribly, horribly wrong, reveal that it was actually all part of your secret plan. What else would it have been?
Once/session, when failing at anything, flip a coin. Heads “rewinds time” to before the failure, letting you switch to the secret plan, the new angle and new rolls. If its Tails, this ends up nearly killing you, dropping health to 0HP stabilized.
Cat Naps
[It Must be Complete]
Sleep can mend most things, and even this has become a trained skill.
1/week, spend 10mins to gain all the benefits of a long rest. Only applies to abilities / stats.
Little Finishing Touches
[Spirit of the Forge]
Perfection is always to be sought after, and you were taught to be a master of your crafts.
During a long rest, spend 100caps to grant one of the following bonuses. Lasts until the item is lost, destroyed, or you choose to grant the bonus to another item. Only one running at a time.
- A weapon gains +1 bonus to attack rolls
- A tool set gains +1 bonus to checks made with that tool set
Old World Archives
The extensive time you spent decrypting the advanced old world computers in the SINC has given you an intuitive sense of the coding languages used in security software. You are able to exploit the weaknesses in the system.
- When you are locked out of a system, you may make one additional run on that system. If you fail the second run, you are unable to make another.
- You may make a single attempt to hack a vending machine. If you succeed, the machine believes you have put 3d6x100 credits into it. If you fail, the machine continues to work but cannot be hacked again without bricking it.
- When rolling for the negative effects on a failed Black ICE, you may choose to reroll the results once per node. [CARDS]
- When rolling for the rewards on a successfully hacked server or data stack, you may choose to reroll once per node. [CARDS]
- Once per hacking run, if you fail a check to unlock a ring, you make your next check on that ring with advantage [RINGS]
- Failing a run on a device or robot allows you to make your next hacking attempt as a bonus action, rather than a standard. [RINGS]