Updates
New Neutral Perk "Heightened Awareness" added.
I wasn't Here replaced by "One with the Shadows"
Custom Race Perks have been relocated to the Custom Race Perk Guide Journal.
About Perks
The Perk System allows special bonuses to be applied to your character's dice rolls based on their species, physical abilities, roleplay situations, and more! Roleplayers can choose from more than 40 perks from the list below in order to make a customized experience without relying on a stat system.
Every Character can have up to 4 perks. Vampires, Werewolves, and other non-human species already have 1 base perk that covers their general abilities ( or 2 base perks in the case of Covenant Queen/Alpha).
Dice roll system will be a d20+Perk(s).
These roll buffs and debuffs can stack if the requirements line up. For example, if a Birthday Suit character also has the perk Self Preservation, then running away from a werewolf naked will give them a dice bonus total of +4.
Do know that your character can still use weapons and do certain actions without the perks that correlate to them. You'll just have to roll a regular d20.
Rolling a 1 on a d20 ( regardless of Buffs ) is considered a Critical Fail, meaning it will always lose the roll even if the perks make it high than the opposing roll. Rolling a 20 on a d20 ( regardless of Buffs ) is considered a Critical Success, meaning it will always win the roll even if the opposing perks make for a higher total. If both sides roll a Critical Fail or Critical Success then a roll-off will be initiated.
More about Buffs:
A lot of the Buffs from perks only apply to Specific Actions, such as only applying when Characters are using a certain weapon to attack, or if they are are in a specific situation.
However there are Buffs that just apply to overall stats of a character, such as Perception, Strength, and Speed, these can cover a variety of different things that are dependent on them:
Actions covered under Perception: Detecting someone sneaking around, aiming down sights, accuracy, noticing small details, listening, looking around, tracking, ect
Perks that can Stack with Perception Buffs: Eagle Eye, Gun Slinger, Lie Detector, Paranormal Awareness
Actions covered under Strength: Grabbing, throwing, punching, lifting something, breaking something, kicking, ect
Perks that can Stack with Strength Buffs: Bludgeoner, Fisticuffs
Actions covered under Speed: Running, dodging, moving, swift attacks, ect
Perks that can Stack with Speed Buffs: Birthday Suit, Knife Juggler, One Step Ahead, Self Preservation, Sword Artistry
Max Buff:
While Perks can stack, the max buff you can receive is a +10. Even if your characters perks allow them to gain a +11 or higher to a dice roll ( which would be very difficult or very situational ), the extra points would drop off and you would count it as a +10 only.
Question: Can I change my Characters Perks?
Answer: Yes! Members are allowed to switch around perks for the characters for a variety of reasons- maybe you realized they just didnt fit your character anymore, maybe they learned a new skill like fencing and you want to give them Sword Artistry, maybe they were a human who got turned into a Vampire or a Werewolf and now need the appropriate Base perk, ect. All of these are valid reasons to switch Perks out. All you need to do is note the group so we know to update the inventory.
However, try not to switch perks out every other week because it would just be inconsiderate towards the mods to have to constantly update your character every week. Also you cannot update them in the middle of an event, in order to give your character an advantage they didnt have before the event started. These are the only rules to switching and changing perks!
Unique Perks
We are now opening up the potential for members to create their own Unique Perk for one of their characters. A unique perk is a special perk that can only be utilized by the character it was designed for.
Each Member is allowed to make 1 Unique Perk that can only be used by 1 of their characters. You can request a Unique Perk by Commenting to this Journal
These Unique Perks can grant a special +3 Buff to some specific type of action performed by that character!
Unique Perk Tree
Blood Curdle
The Unique perk for Marco "Eli" Calvacante
• Every time you use the ability Sanguine Heraldry to cause an opponent to bleed you may opt to drop humanity by -1, when you do so you may boost your speed by +1 as your ferocity increases. As the bloodshed increases so does the bonus up to a total of -3 [humanity] /+3 [speed].
Sweet Tooth
The Unique perk for Candice Shweetz
• Grants an additional +3 status boost when consuming candies for which ever stat the candy applies to.
Warden's Work
The Unique Perk for Greuel
• Grants a +3 Buff to strength rolls when in contact with Fresh Blood
Armigerous Succor
The Unique perk for Audrey Willows
• Grants a +3 buff to attacking or blocking when an item from the Queen of Blades arsenal is used.
Tone Deaf
The Unique perk for Solana Onora
• Grants a +3 buff to Sound based Attacks.
Terraform
The Unique perk for Lee Zhang Fa
• Grants a +3 buff to Earth Manipulation
Hound's Bite
The Unique perk for Sven Moller
• Grants a +3 buff to attacking and blocking when using Knives
Banner Syndrome
The Unique perk for Ivy Deveroux
• Grants a +3 buff to attacking and dodging when unarmed
Hunter's Heart
The Unique perk for Billy Newman
• Grants a +3 buff to attacking against non-humans.
Witches Thrall
The Unique perk for Jane Hart
• Grants a +3 buff to attacks against non-humans
Acid Burn
The Unique perk for Tristan Briar
• Grants a +3 buff to Corrosive Attacks
Perk Index
Neutral
Hunter
Vampire
Werewolf
Witch
Custom Race perks are located in the Custom Race Perk Guide Journal
Perk Tree
Neutral Perks
Arsonist
Characters with this Perk have a knack for explosives and incendiary weapons
• +2 Buff to Attacks using Incendiaries and Bombs
Birthday Suit
Characters with this perk are only being held back by their clothing
• +2 Buff to Running and Dodging when Naked
Black Widow
Characters with this perk have an especially deadly effect on Men
• +2 Buff to all Attacks when fighting against a Man
( cannot be paired with Lady Killer )
Blizzard Joy
Characters with this perk get a boost when the weather gives the gift of snowflakes.
• +3 Buff to all rolls when Snowing
Blugeoner
Characters with this perk are especially handy with blunt weapons
• +2 Buff to Attacks using Blunt Weapons, i.e clubs/bats/hammers
Can't lock me Out
Characters with this perk are skilled at picking any lock they come across
• +2 Buff to Lock Picking
Calm Spirit
Characters with this perk have a soothing effect on wild animals and beasts
• Attackers with Low Humanity will calm down for 1 turn cycle after encountering this character
Delicious
Characters with this perk are especially Tasty
• Vampires and Werewolves will find this character particularly palatable
( cannot be paired with Unappealing )
Divine Protection
Characters with this perk possess a holy affinity that wards away Vampires
• +2 Buff when dodging attacks from Vampires
( cannot be paired with Lunar Protection )
Eagle Eye
Characters with this perk are especially skilled at Archery
• +2 Buff to Attacks with Bows and Crossbows
Emergency Protocol
Characters with this perk gain a boost of adrenaline when badly wounded
• +3 Buff to Defense when Severely Wounded
Fisticuffs
Characters with this perk are more talented at hand to hand combat
• +2 Buff to Punching and Unarmed Attacks.
Guardian
Characters with this perk are empowered by their desire to save others
• +2 Buff to all actions trying to Protect another Character
Gun Slinger
Characters with this perk get a bonus when using a firearm
• +2 Buff to all Attacks using Pistols or Rifles
Heightened Awareness
Characters with this perk are more attuned with their surroundings
• +2 Buff to all Perception Rolls
Herbal Remedy
Characters with this perk have a deeper understanding of herbs and their medicinal properties
• Balms and Ointments created by this character boost Healing by 20%
Its Personal
Characters with this perk are fueled by their desire of Revenge against the Creatures that hurt them
• +2 Buff to Attacks when fighting a Specific Species the character hates
( can only apply to one Species )
Iron Will
Characters with this perk have a stronger Resistance against attacks of the Mind
• +2 Buff to Rolls of Willpower
Knife Juggler
Characters with this perk are especially good with knives
• +2 Buff to Attacks using Knives and Daggers
Lady Killer
Characters with this perk have an especially deadly affect on Women
• +2 Buff to all Attacks when fighting a Woman
( cannot be paired with Black Widow )
Leadership
Characters with this perk are motivated by those around them
• +2 Buff to all rolls when in a Group
Lie Detector
Characters with this perk are especially good at picking up on deceitful words
• +2 Buff to rolls against Bluffs and Lies
Lucky Savant
Characters with this perk survive by sheer dumb luck
• Can roll a 1d20 for Luck once per day, if 12 or Greater gain an additional +3 to all rolls made within 24 hours of that roll
Lunar Protection
Characters with this perk possess an affinity with the moon that wards away Werewolves
• +2 Buff to when dodging attacks from Werewolves
( cannot be paired with Divine Protection )
Moral Boost
Characters with this perk are able to inspire those around them
• Grants a +2 Buff to all rolls made by Allies when in a Group
Natural Swimmer
Characters with this perk are quick and agile swimmers
• +2 Buff to Speed when moving in Water
Not going down Easy
Characters with this perk grow stronger in the face of adversity
• +3 Buff to Attacks when Severely Wounded
Not your Poison
Characters with this perk have a high tolerance against toxins and poisons
• +2 Resistance to poisoning
On my Own
Characters with this perk work better when fighting for themselves
• +2 Buff to Attacks and Defense when Alone
One Step Ahead
Characters with this perk are naturally more agile and nimble
• +2 Buff to Dodging oncoming Attacks
One with the Shadows
Characters with this perk are more elusive than others
• +2 Buff to all Stealth Rolls
Paranormal Awareness
Characters with this perk are more sensitive to the paranormal
• Can roll a 1d20 for Awareness, if 12 or greater they can sense if someone else is not human
Power House
Characters with this perk are exceptionally strong
• +2 Buff to Strength rolls
Perfectly Mundane (non-human exclusive)
Characters with this perk can arouse less suspicion from those with a keen sense for the paranormal and supernatural.
• Negates the Paranormal Awareness perk.
• Even their scent is harder to link to their own species for any variety of reasons (perfume, close other-species interaction, and other intrusive smells).
( cannot be paired with Paranormal Awareness )
Purse Snatcher
Characters with this perk have a knack for nicking purses and picking pockets
• +2 Buff to Thievery
Rain Child
Characters with this perk gets a boost when the weather is wet.
• +3 Buff to all rolls when Raining
Romeos Apothecary
Characters with this perk are skilled at brewing highly potent poisons
• +2 Buff to Poison Potency
• Grants a -2 Debuff for all rolls made by Victims who Consume the Poison for 24 hours.
Speed Boost
Characters with this perk are faster than others
• +2 Buff to all Speed Rolls
Self Preservation
Characters with this perk have a powerful survival instinct
• +2 Buff to Running when being chased
Silver Tongue
Characters with this perk have a way with words
• +2 Buff to Charisma (Telling lies, Bluffing, and talking their way out of trouble, suggestion ect )
Slippery Eel
Characters with this perk are more difficult to hold onto
• +2 Buff to Escaping a Grapple or Hold
Storm Chaser
Characters with this perk get a boost when the weather gets dangerous.
• +3 Buff to all rolls when Storming
Street Wise
Characters with this perk are more experienced at surviving in the streets
• +2 Buff to Hiding when on the Streets
Sturdy
Characters with this perk have a natural resistance to injuries
• +2 Buff to Defense against all attacks
Sun Rays
Characters with this perk get a boost when the weather is calm.
• +3 Buff to all rolls when Sunny
Sword Artistry
Characters with this perk are expertly skilled with a blade
• +2 Buff to Attacks using Swords and Rapiers
Unappealing
Characters with this perk leave behind an unpleasant aftertaste
• Vampires and Werewolves will find this particularly unappetizing
( cannot be paired with Delicious )
Whip Mastery
Characters with this perk have mastered the use of a Whip
• +2 Buff to Attacks using Whips
Wind Runner
Characters with this perk get a boost when the wind blows behind their back.
• +3 Buff to all rolls when Windy
Hunter Perks
Head Hunter ( Unique Perk )
A perk for those who have earned the title as a Leader of the London Venatores
• Additional +2 Buff to all rolls by default
( can be paired with one Other Hunter Perk )
Beast Killer
Hunters with this perk are especially skilled at dealing with werewolves.
• +4 Buff to all rolls when fighting against Werewolves
( cannot be paired with Other Hunter Perks )
Blood Slayer
Hunters with this perk are especially skilled in dealing with vampires.
• +4 Buff to all rolls when fighting against Vampires
( cannot be paired with Other Hunter Perks )
Inquisition Enforcer
Hunters with this perk are especially skilled at dealing with witches.
• +4 Buff to all rolls when fighting against Witches
( cannot be paired with Other Hunter Perks )
Experienced Hunter
Hunters with this perk are especially skilled in dealing with the most common of deadly species: Vampires, Werewolves, and Witches.
• +2 Buff to all rolls when fighting against Vampires, Werewolves, and Witches
( cannot be paired with Other Hunter Perks )
Rare Game
Hunters with this perk have experience hunting the more elusive creatures that go bump in the night
• +2 Buff to all rolls when fighting against a Non Standard Race
( cannot be paired with Other Hunter Perks )
Vampire Perks
Vampirism (base perk)
Once human, the Vampire’s heart has long since stopped, their skin having grown cold to the touch. They are nocturnal, alpha predators, feeding off of human blood and never aging.
“The Base Perk for all Vampires. Those afflicted with vampirism were once human but now exist as an immortal predator that feasts on Blood. When Sired, a Vampire's body undergoes a drastic change, granting them a boon of new strengths and weaknesses.”
• +4 buff to all speed rolls
• +2 buff to all strength rolls
• Ability to drink blood
• Ability to see in the dark
• Body does not age
• Body does not need sleep
• Ability to Sire other Vampires
• Can regenerate from almost any injury at 99% speed after drinking fresh blood
• -4 Debuff against to all Holy weapons ( crosses, holy water )
• -3 Debuff against fire
• -3 Debuff to all Rolls after ingesting Sage, Hawthorn, or Verbane for 24 hours
• Weak to sunlight
• Weak to holy artifacts
• Cannot move if head is decapitated
• Will die if body is completely destroyed
Vampire Queen (unique perk)
Vampires with this perk have the power and skill to rule a Covenant.
• Additional +2 Buff to all rolls by default
Blood Progeny
Vampires with this perk gain strength through siring new Vampires and expanding the blood clan
• +1 Buff for every new Vampire this character has sired ( max +3 )
• Sired Vampires must belong to Other Players
Mine
Vampires with this perk will become more aggressive if the one they have claimed is in danger.
• +2 Buff to Attack rolls when their claimed individual is in danger.
Old Blood
Vampires with this perk gain a boost based on their years of experience
• +1 Buff to all rolls per 100 years of Vampires Age ( max +3 )
• Additional -1 Debuff against All Holy Weapons per 100 years of Vampires Age ( max -3 )
Sanctuary
Vampires with this perk become stronger when protecting their Covenant
• +2 Buff to all rolls when fighting on Covenant Ground
( Only active in Covenant Related channels )
Savage Thirst
Vampires with this perk go into blood lust more quickly and become more savage at the sight/taste of blood.
• +2 Buff to all rolls when large amounts of blood is present
• -4 Debuff to Humanity Rolls when large amounts of blood is present
Tamed Thirst
Vampires with this perk can fight off Blood lust more easily.
• -2 Debuff to all rolls when large amounts of blood is present
• But grants +4 Buff to Humanity rolls when large amounts of blood is present
Werewolf Perks
Lycanthropy (base perk)
Unlike the Vampires, Werewolves are very much alive, the rhythmic beating of their heart all the proof they need.
“The Base Perk for all Werewolves. Humans who have been cursed with lycanthropy become more animalistic and aggressive, transforming into a monstrous wolf on nights of the full moon. Their instincts and senses severely heighten, and they crave the taste of flesh.”
• +4 Buff to all strength rolls ( transformed )
• +2 Buff to all strength rolls ( human )
• +2 Buff to all speed rolls ( transformed )
• +2 Buff to all tracking rolls ( transformed )
• Additional +2 Buff to all rolls during Full Moons
• Ability to Transform into a Werewolf
• Ability to eat raw meat and flesh
• Possess higher body temperature
• Able to heal from injuries at 50% speed
• Able to curse others with Lycanthropy on the Full Moon
• -4 Debuff to Silver weapons
• -3 Debuff to all rolls after ingesting or being poisoned by Wolfsbane for 24 hours
• Additional -2 Debuff to all rolls during New Moons
• Weak to Silver
• Always Transforms during Full Moons
Alpha Werewolf (unique perk)
Werewolves with this perk has the strength to lead a Pack.
• Additional +2 Buff to all rolls by default
Child of the Moon
Werewolves with this perk has a stronger relationship with the phases of the moon than the typical Lycan.
• Gains an Additional +2 Buff to Full Moon Buff
• and an Additional -2 Debuff to New moon Debuff.
Denial of Nature
Werewolves with this perk rejects their animalistic instincts.
• Unable to perform any Transformation on New Moons.
• +4 Buff to all Humanity rolls
• At the cost of -2 Debuff to All Rolls when in Werewolf Form
Lone Wolf
Werewolves with this perk have learned to survive without a Pack
• +2 Buff to Attack Rolls when fighting alone
One with the Wolf
Werewolves with this perk can always call on the beast inside them.
• Grants ability to transform to their werewolf form even on Newmoons without fail.
• +2 Buff to All Rolls when in Werewolf Form
• at the cost of -4 Debuff to all Humanity rolls.
Strength in Numbers
Werewolves with this perk feels empowered by the presence of other pack members/wolves.
• Gains an additional +1 Buff for each pack mate when in a group ( max +3 )
• Pack Mates must belong to Other Players
Territorial
Werewolves with this perk become stronger when defending their own territory
• +2 Buff to all rolls when fighting inside of the Werewolves marked territory
( Only active in Pack Related channels )
Witch Perks
Witch
A subset of the Human Race, Witches are women born with a magic bloodline that grants them the power to cast spells.
The Base Perk for all Witches
• Granted the gift of Witchcraft and Can have up to 5 Spells
• Every Witch is bound to One of the Five Categories of Magic
Destruction, Conjuration, Glamour, Alteration, and Divination
• +4 Buff when casting Spells ( Not including their Passive Magic )
• +2 Potency to Potion Brewing. Potions made by Witches increase healing by 20%, Poisons deal -2 poison debuff for 24 hours.
( note: This is a natural Herbal Remedy and Romeo's Apothecary. This does not mean that Witches can all make 'true' love potions, or shrinking potions, or anything with a 'magical' effect. In order to embue a potion with a magical effect, it must be related to the Witches Spells. Aka while any witch could make a 'love' potion, it would really only work like an Aphrodisiac. Only a Glamour Witch with a Spell to create the Illusion of Love can make a 'true' Love potion. )
• Witches have a sense for Magic that allows them to identify fellow Witches
• Can roll a 1d20 when meeting a new Witch for the first time. 12 or greater can sense the other person is a Witch
• Salt and Charms made of Rowan wood will weaken magic
• -4 Debuff to Spells if a Witch is forced to eat Two Teaspoons of Salt or to drink a Cup of Salt Water
• -2 Debuff to Spells cast against someone wearing A Rowan wood Charm or carrying a Pouch of Rock or Sea Salt
• Possess natural buoyancy in water and cannot sink or drown
• Cannot read or recite any form of Holy Scripture or speak the word or name of any God
• Born with a ‘Witch’s Mark’ somewhere on their body
• The Witch Mark is extremely sensitive to touch and pain
• Cannot have any Gift other than Witchcraft.
Witches Familiar
Witches with this Perk have a Familiar companion
• A Familiar receives a +2 Buff to all rolls made to Protect their Witch.
• Grants +2 Buff to evasion for the Witch when transformed into their Familiar form.
• A Familiar is a Manifestation of the Witches Magic that has come to life
• Witches with Familiars can only have 3 Spells instead of 5
• Instead, they can physically shape shift and take the same form as their Familiar
• The most common kinds of Familiars are Cats, Birds, Rats, or Toads
• If a Familiar is killed the Witch will suffer excruciating heart break and pain
• Killed Familiars will reform once the Witches Magic has recovered after 2 weeks
Toil and Trouble
Witches with this Perk are masters of the Brew
• +2 to Potion Potency ( Healing and Poison Potions. Healing increases by an additional 20%. Poisons deal an additional -2 Poison debuff )
( cannot be paired with Witching Hour )
Witching Hour
Witches with this Perk are masters of their Spell Craft
• +2 Buff to Casting Spells
( cannot be paired with Toil and Trouble )
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