Perks and Traits

Level Up: When you cross important thresholds in your life, your skills get better, its called growth, getting out of fights, and just going through life is an experience, and when you get enough of these experiences, you grow as a person. Upon growing, stats used often will naturally increase in size. Upon every second “level”, you can take a new perk.

Upon getting this, you are naturally gifted with 2 Traits, not of your own choice, but based on your personality.

## Traits:

Acrobat: You are good in the air, and can jump twice as high, and have a bonus of +1.5 DOD, but you carry 3 less healing items.

Agoraphobia: You are afraid of the outdoors. It’s not that you are antisocial, it's just have you SEEN HORNETS. You gain +10 to all stats while indoors, but while outdoors, it's minus 10.

Another Kick in the Head <REQ: Alone>: When knocked out, you can sometimes be rescued, and if not, you are like normal, robbed, but with a chance for a funky dream. You will find your items in some unsavory places, perhaps.

Apathetic: You never need to work hard. All your stats but Luck are lowered by a flat 2. Your luck gains 5 points every level up.

Arsonist: You like fire. Nah, you LOVE fire. You can always use Fire Element Magic (You will still need Power and Talent), but if you roll within the lower 10 percent of accuracy, you can lose control sometimes, and you burn and hurt EVERYONE, even yourself.

Bloody Mess: With the Bloody Mess. characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do +5 more damage with all weapons.

Bring It On!: You either kill fast or die early. Both you and your enemy cannot block.

Bruiser: Plus a flat 10 to all P ATK related stats, but your movement is down by 2.

Bulky: You get 10 more defense from your armor, but due your size, everyone around you has 5 less perception. It is your job to say this.

Camper: You prefer staying still, and attacking from afar, you have all stats reduced by 7 if you move more than 3 spaces, but when you are still, you gain 50 HP.

Cinematic Technique <REQ Stylish>: You are a master of the stylish flourish, if behind the camera, or in combat. With this trait, you need to just get in the last 10 of your charisma stat to succeed.

Claustrophobia: You are afraid of small enclosed spaces. You gain +10 to all stats while outdoors, but minus 10 while INDOORSSS.

Close Quarters Conviction: You cannot be hit by crits from anything but melee or unarmed, but you cannot use anything BUT Melee and Unarmed.

CQC: You are a master of Close Quarters Combat, when you are using a ranged weapon, you can instantly trade over to Unarmed combat, but not the other way around.

Deadly World <REQ: Hard Mode>: You live in a more dangerous world than most. Your block is halved, but you and your enemies do twice the damage. Please tell me.

Decimator <Being Vastly fucking immoral, and probably having killed at least fifty men>: You are skilled at fighting other things, you do times two damage, fully heal from killed, and have the PVP Sense by default, but no store wants you, no moral town will have you, and you probably have no friends. But if it makes you feel any better, this Trait includes Bloody Mess, and if you have different forms, this Trait persists across them.

Distracted: You focus a lot on whatever happens to be going on at the moment. You gain 1 perk per level, but your Point Build Points are reduced by 6.

Early Bird: You wake up at the crack of dawn, daily, no matter how late you stayed up. You gain a +5 to All Social Stats if it's daytime, but when it becomes nighttime, they are all reduced by -10. When it comes to Charisma, you can either redeem this as a +-1 or a Fluid +5. During nighttime, the -+1 disappears.

Fake Physician: You receive a good chunk of healing items, however, you are a dick.

Fast Metabolism: You are poisoned for 4 more turns, but you heal 30% more when using consumables.

Fast Shot: You can never ever aim shots, but all your stats are raised by five.

Fear the Reaper <REQ: Died or nearly died>: You have cheated death! You gain 2 Perks every level, but now you are on deaths short list, so every time you level up, the next time you enter combat, you are at 1 HP and can't heal for 5 turns! Because Pots said it GC, lemme just tell you now, even though it isn’t in your screenshot. Ribby has one hit. I hope it's funnier now.

Finesse: You have a higher chance to score a critical hit on an opponent in combat, +4 to your crit range.

Four Eyes: +20 Perception while wearing glasses (does not count towards Perk and Antique REQS), but when not wearing them, -10 Perception (which does count to Perk and Antique REQs)

Gifted: You're a blessing to magic itself, and you get plus 70 to your MR, but -10 to all other skills, and they only grow 1 Point every 2 Point Build Points invested.

Glowing One: Parts of your body glow. This allows you and those around you to see better in the dark, increasing you and your allies perception by 10, but reduces your sneak by 15.

Glutton: You prefer food over potions, you can’t use potions or the like to heal, but after you eat in combat, you do twice as much damage.

Good Natured: Healing, Taming, Speech, Perception, Luck, and Barter are increased by 15%, while all combat stats are lowered by 15%.

Heavy Handed: +20% to your P ATK, but you can never be critical while using ACC or P ATK.

Hide Behind Numbers: You are the kinda person that enjoys numbers. They comfort you. During combat, if you tie someone, you can reroll the chosen roll.

High Value Target: You have been marked by the most vicious mercenary group. Occasionally, a group of deadly assassins will ambush you when you least expect it.

Hoarder: You can carry 3 more items beyond item limit, but if you have less than or equal to 2 of any healing item, you lose 1 MOVE.

Hometown <REQ Having actually lived here>: You've lived here all of your life so you know all of the landmarks.

Hotblooded: You gain a 2x damage increase while below 50% health, but you have -10 less perception, and 2 less movement.

Insufferable Genius: Focusing on Facts over opinions makes you a better learner, and raises your base MR by 20. However, this causes you to have notably worse charisma. It can’t have more than a -+4.

Jinxed: Good news! The lower 20% of any of your rolls is now a critical failure for everyone around you! ...in your party, outside of your party, the guys punching you in the face, and we don’t want you to feel left out, so for you, any roll of the lower 25% is now a critical failure, because we want you to feel special.

Kamikaze: You move fast and loose, (+6 to movement), but you die in one shot.

Lacks Sense:  You have 1 less total Sense available, but you have incredible luck. Your base luck is 50.

Logan's Loophole: Whenever you are healed, you are healed to full health, but you can never go above level 10.

Lonely But Not Alone: Your companions make up for your lack of combat skills. All your party members have +25 Combat Skills and you have -25 Combat Skills.

Loose Cannon: You have +10 Flat damage on thrown weapons, but they move 2 Squares less.

Neat Freak: You carry 3 less misc items than beyond item limit if you have more than 2 of any healing item.

Nietzschean Fate: Nietzsche said "That which does not kill me, only makes me stronger", and he may have been referring to you. All your life you have been making mistakes, but you always seem to come out better afterwards. When you are being attacked by an enemy, they get +10 to Crit Range (please tell me), however, your Point Build Points are multiplied by 1.5.

Night Person: You stay up far too late to be healthy, yet somehow, you are. You gain a +5 to All Social Stats if it's nighttime, but when it becomes daytime, they are all reduced by -10.

Nyctophobia: when the lights are on, you are so much more confident, gaining a flat +2 to all stats, but a flat -4 when it’s dark.

One Hander: 1.5x chance to hit with one-handed weapons, but 3x less likely to hit with two-handed weapons. Does not count with Monkey Grip.

Overwhelming Odds: You can tilt the odds in your favor when overwhelmed. Your damage and accuracy are both increased by 5, and you pierce 15 Block when there are 3 or more enemies around you.

Perkless: You can’t take any perks, instead, you have 4 more Sense slots, and enough SP to use them.

Photophobia: when the lights are off, you are so much more confident, gaining a flat +2 to all stats, but a flat -4 when its light.

Procrastinator: Years of ignoring your work have left you with a habit of cramming. If you are the last one to help do a KO, you pierce block, but if you are the first one to attack, you do 10 more damage.

Ruthless: When others stand in your way, there’s no hesitation as you put them down. Your accuracy and damage are each increased by a flat 10, but your enemies now have 10% more dodge due to fear or anger.

Scavenger World: You find old ruins quite interesting. While poking around with the correct equipment (a shovel and pick), you may be able to find some very unique items.

Scout: Your home has always been in the wilderness, exploring new places and finding new things, you can Level Up

Small Frame: You have plus +1 MOVE, but you are more susceptible to broken limbs, and paralysis and disable effects.

Shapeshifter's Versatility: Your natural skills are as fluid as your appearance. In practical terms, for each major form you have, select a separate set of Traits. All forms must include this trait.

Shootin' Arm: Left Arm permanently crippled, Right Arm cannot be crippled.

Skilled: Twice Stat Growth on all Skills via both items and LVU, but you only get a perk every 4 levels.

Thief: You’re a thief, born and bred, your DEX and SNEAK are increased by 20 Points, but the profit from selling all items is decreased by 30%, as most merchants don’t want to fence your stolen shit.

True Grit: You can shrug off wounds with nothing but a grimace and a snarled curse. You take 25% less damage, but you have 2 less Senses due to your stalwart nature.

Walking Tank: You lose 1 MOVE, but are unaffected by limb damage, nor pushes and knockdowns.

We are going to the Bay: You live in a very, very flammable and explosive world. The radius of all explosions is now double the normal value.

Wild World: In your travels, you could see some weird shit, but you aren't always gonna see what other people are seeing.

Worldly Pacifist: When rolling ATK dice they are lessened by 60%, you do less damage, but you knock a target unconscious they don't get back up while you're still around.

Ultra Violence: All offensive stats are increased by 15%, while all non-combat stats are disabled.

## Perks:

### LV 2

Hunter: In combat, you do 75% more critical damage against animals and monsters.

Rapid Reload: A Reload counts as an item action.

Swift Learner (1): You gain an additional 5 Point Build Points upon taking this perk.

Travel Light: While wearing light armor or no armor, you lose 2 penalties on weight, but you cannot go below zero.

Heave, Ho: +2 thrown weapon range.

Tag (1): You can tag a Stats as a Tag Stats, where they get +15 Points.

Comprehension: You gain one additional Point Build Point for reading skill books and double the Point Build Points for reading skill magazines.

Educated (1): You gain two more Point Build Points every time you advance in level.

Intense Training: With the training you gain from this perk, you can put 10 points into any combat stat of your choice. This Perk can be taken multiple times.

Purifier (1): You do 15% Extra Damage against Monsters whenever you attack with a Melee Weapon.

Army of One <REQ: Solo, Not a Magic Class>: If you are solo, and take this perk, you will be able to take one nonelemental magic skill alongside your class. It still needs [Magic Power] and [Magic Talent] or [Sorcery] to use.

### LV 4

Ferocious Loyalty: When you drop below 25% HP, other party members gain 20 BLK.

Demolition Expert: When using explosives, you do 20% more damage.

Regular Maintenance: The condition of weapons and armor improves by 1 every 3 fights.

Toughness (1): As long as you wear armor, it negates a level of damage for you, 3 damage for Light Armor, 6 for Medium Armor, and 10 for Heavy Armor.

Super Slam! (1): All melee (except thrown) and unarmed attacks have a chance of knocking your target down. 15% for Unarmed or one-handed melee, 30% for two-handed melee.

Drunken Master: While under the effects of alcohol you gain +5 Unarmed Damage.

Where are my pants?: You have woken up somewhere you don’t recognize with 1M dollars, and no pants IE, all your armor, equipped or not, is gone.

Respawn: (🔓 Completed Wyvern Mountain Dungeon): Upon reaching HP 0, where you would normally die, you instead respawn at Woodspine.

Ingredient Knowledge <REQ Subjugated over 100 enemies with Cooking Equipment, and Cooking Job>: You can see an enemy weak point on their person, and can target it for double damage.

### LV 6

Swift Learner (2): You gain an additional 5 Point Build Points upon taking this perk.

Vigilant Recycler: When using Projectile Weapons, you have a 20 percent chance to recover fired ammunition.

Quick Draw: Changing a weapon is a quick action.

Terrifying Presence <REQ Charisma>: Can intimidate others through dialogue; ending the conversation afterwards also gives you a plus 10 flat to all combat stats.

Animal Friend (1): Hostile animals may become friendly during a fight.

Here and Now: You instantly level up again.

Home on the Range: Whenever you have rested, you gain a flat +5 well rested bonus.

Experienced: +5 to all stats, but -2 Point Build Points per level.

Explorer: +1 MOVE, and -5 Damage when wearing light armor.

Double Down: If you have been banned from a Casino, taking this perk will unban you.

### LV 8

Retention: Skill Magazines last for (IRL) 30 Minutes.

Living Anatomy: Shows health and BLK of any target. +5% bonus to damage against humanoids.

Bright Side of Life: Allows you to negate one incoming critical blow per fight.

Jump to Conclusions: When you fail to convince someone, all your hits become critical for the next 10 seconds.

Quick Use <REQ Used at least 50 Items>: After taking this perk, you can use an item, and perform another action in the same turn.

Fortuitous Warrior: Whenever you charge in a single direction with a melee or unarmed weapon, you have a +3 to crit range.

Big League Slugger: Your every swing is a homerun, blunt melee weapons deal +25% damage. Beanballer: Your ability to throw objects has improved. You get 2 free throwing tiles.

M.A.T.S: You can aim at a specific part of an enemies body, with varying likelihood of success.

Bear in Mind <Reqs: Animal Friend>: Your skills with befriending animals even extend to the gods of animals, you immediately get a pet bear.

Purifier (2): You do 30% Extra Damage against Monsters whenever you attack with a Melee Weapon.

Rooted (1): You're part tree! While standing still, you gain +25 Block, and your melee and unarmed attacks deal +7 more damage.

Nightstalker <Req Night Person>: Your enjoyment of the night now extends to Combat skills as well. Maybe not extends, as much as you are very awake at night, gaining that +10, and crashing during the day, losing -5 to all combat skills.

Daytripper <REQ: Early Bird>: Your enjoyment of the night now extends to Combat skills as well. Maybe not extends, as much as you are very awake at day, gaining that +10, and crashing during the night, losing -5 to all combat skills.

Dubious Craftsman <REQ: Metalworking, 50 Objects Created>: Your crafting skill is amazing! You are now able to forge VC if you have the materials to do so. Don’t get caught.

Homemade Gourmet <REQ: Cooking LV15>: You've learned a few things about stretching your food supplies. You now gain an extra serving when cooking high level foods.

### LV 10

Swift Learner (3): You gain an additional 5 Point Build Points upon taking this perk.

Tag (2): You can take a Fourth Tag skill. +15 Points to that Skill.

Finesse: +5 to Crit Range

Math Wrath: Every 10 Levels, you are refunded half of the Point Build Points you used in those 10 Levels.

Smith Smith Revolution <Req Smithing 20>: Upon failing the Smithing Minigame, you can roll luck to try and save some kf the material.

Ammo Spaz: Using Ranged Weapons is your forte, you have a 5% chance to have your Ranged Weapon attack not take any Stamina..

Piercing Strike: All your unarmed and melee attacks negate 15 points of Block.

Nerd Rage! <REQ: MR > 60, HP > 50, Class: White Magic>: Flat +15 Block, and Flat +20 to P ATK when health is 20% or lower.

Jury Rigging: Repair an item on the fly using a roughly similar item.

Full Maintenance: The Condition of Armor and Weapons decays 75% slower.

Class Act <Unarmed>: Temporarily Stun Opponent by throwing dust or dirt into their eyes.

The Karma Police: You broadcast your morality like its your name. After a certain point of either being good or bad, you will be contacted by a group about your morals.

Lessons Learned: You have seen some stuff, so you get a special perk for a (story arc) large quest of your choice you have taken part in.

### LV 12

Double Slash:  Within a blink of an eye, your enemy may be sliced in half, in your movement, you actually slashed twice, you have a 20% chance to be able to attack again.

Splash Damage: Explosives have a 1 Tile larger area of effect.

Pyromaniac: +50 Damage with Fire Elemented Weapon.

Life Giver (1): +30 Hit Points

Animal Friend (2): If you successfully pacify an animal, you can incite it to attack.

Lessons Learned: +1 Point Build Point gain per 2 Player Levels.

Eye for an Eye: For each status effect you have, you do an additional 10% damage.

And Stay Back: Guns have a 10% chance of knocking an enemy back.

Mister Sandman: If you successfully sneak up on a sleeping person, you can immediately kill them.

Mysterious Stranger: 10% Chance that a Mysterious Stranger will appear, and kill a target within 2 Tiles of you.

Rooted (2): You're part tree! While standing still, you gain +35 Block, and your melee and unarmed attacks deal +7 more damage.

Blitz: Beatdown! Whenever you critical with a melee weapon, enemies are knocked back 2 tiles, and if they hit another enemy, they take a quarter of the damage.

### LV 14

Chosen Disciple:  Every 3 Kills with a Melee Weapon or Unarmed, you get a free turn.

Melee Bash: When using a gun or a bow, you can perform a melee bash at the cost of weapon condition

Bow Before Me: Your bows ignore 10 Block, and have a 3% chance to stagger.

Light Step: Floor Traps will not be set off.

Companion Perks:

These only apply when someone is partied up with the party, and if more than one is with you, you can only take ONE of the perks.

I need Support: When Hiro is traveling with the party, you have a 25% chance to not use any item or ammo upon consumption..

Spotting: When Sage is traveling with you, you gain +10 accuracy with ranged weapons.

Paladin of Light: While Sara is traveling with you, you gain +1 MOVE.

Water Witch: While Serena is traveling with you, she will attack whenever you use Water Magic.

Cloak and Dagger: While Charon is with you, you do \*4 sneak attack damage, rather than 2.

Gift of Gab: While Mya is traveling with you, you can reroll charisma checks.

Chiseled Wood: While Dell is traveling with you, if you have any Wooden Equipment, it cannot be destroyed when your durability falls.

The Bull’s Fox: While ??? is traveling with you, you gain -+10 to charisma, and have 10 more critical range against all profigates.

The Lonely Pariah: While the Pariah Dog is with you, the lower 20% of any of your rolls is now a critical failure for everyone around you! ...but just in your party, and we don’t want you to feel left out, so for you, any roll of the lower 25% is now a critical failure, because we want you to feel special. Beyond that, your luck stat is treated as being 0 as long as it's there. Beyond that, it may stay in one place for you, but it won’t leave.

Special Perks:

These apply when you have completed their requirement.

Lord Death (1) Req: kill 200 Enemies: Deal an extra +2% damage.

Lord Death (2) Req: kill 700 Enemies: Deal an extra +4% damage.

Lord Death (3) Req: kill 1000 Enemies: Deal an extra +8% damage.

Melee Hacker (1): Kill 50 Enemies with only Melee Weapons; 5% chance for Melee attack to be Free Action.

Melee Hacker (2): Deal 1000 with only Melee Weapons; 7% chance for Melee attack to be Free Action.

Melee Hacker (3): Deal 1000 Damage at once with only Melee Weapons; 10% chance for Melee attack to be Free Action.