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=== Perks === ((Idea taken from [[ChromeStrike]])) It's not just a player character's exceptional stats or ambition that separate him from everyday inhabitants of the Mushroom World. More often than not, it's a certain quality or ''je ne sais quoi'' that sets him apart from others like him. These are represented as '''perks''': minor qualities or feats that further distinguish a character and make him truly unique. They are bonuses to rolls or stats that occur under very specific conditions, and the best part is that you can make your own! After all, it's one thing to say your character keeps cool under pressure, but it really brings that point home when it's serialized in a perk such as ''"Cool Heads Prevail: +1 dicepool bonus on a spell check to dispel/counter fire spells."'' At character generation, a character chooses two perks with which to distinguish their character. Players are encouraged to create their own perks, including naming them; anyone can help, and the GM has final say in approving, tweaking, or disallowing any particular perks, for the sake of balance or otherwise. A rule of thumb is that the larger or more profound the bonus, the less likely it should be expected to come up regularly in-game. The following are common guidelines or ground rules to follow when creating perks, along with examples. Unless otherwise noted, assume that any bonus listed is to a player's dicepool. * '''+1 bonus to a combat check:''' These require a very specific condition(s) to be met. These should neither add to hit always with a specific type of weapon or spell (e.g. hammers, shells, ice spells, etc.), nor to dodge, defend or resist damage unless under particular circumstances. **''I Like These Odds:'' +1 to hit when outnumbered 2:1 or more **''Thunderstruck:'' Ignore debuffs from electric-based damage, such as numbness. **''Clever Girl:'' +1 to base damage value when sneak-attacking from natural flora **''Take a Breath, Man:'' +1 to hit when unharassed for a full turn **''"That's HIGH Archmage to you!":'' +1 to offensive casting and counterspelling checks when directly battling other wizards **''"Mayday, mayday!":'' +1 to damage resistance against falling damage when shot down from the air * '''+1 Stat bonus towards a specialty or skill:''' These perks generally should have nothing to do with combat; these are the closest thing to skill bonuses than anything else. **''Mr. Atlas:'' +1 Power when lifting, pushing or carrying something **''Ironshroom:'' +1 Toughness towards tests of endurance **''Horticulturist:'' +1 Smarts when identifying flora or fauna **''"I never said THAT.":'' +1 Coolness when fast-talking/bluffing if there is some truth in the PC's words **''Every Goomba for Himself!:'' +1 Speed to escape when surprised **''First Impressions:'' +1 Coolness when meeting someone for the first time, particularly those of equal or greater social standing * '''+2 bonus in specific, infrequent scenarios:''' These perks are miscellaneous in nature, almost wholly trade-based. Be it academic study, networking, handyman work or a job at the circus, these apply to careers, hobbies, or some past history of the character. **''Duct Tape & Elbow Grease:'' +2 to repair an item if using secondhand materials or improvising **''Quality Control:'' +2 to appraise an item of its performance and craftsmanship **''Queen of the Opera:'' +2 to mesmerize an audience and to subsequent social rolls during and following a singing performance **''Karry Koop-dini:'' +2 bonus when escaping any binds or cuffs **''Royal Attaché:'' +2 to social rolls when addressing foreign officials and royalty not of the character's native citizenship **''Pull It Together:'' +2 to hit when dealing nonlethal damage to an ally
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