When we recently began to work on revising the character generation of the Dynamic Roleplaying System we decided to review the perks system that we had incorporated into the system earlier on.
So what is a perk?
A perk is a physical, social or skill based feature that helps defines the character as well as improving how the character is played.
Players originally received several perks dependant on race and a choice of a further selection dependant on their starting profession and there native land.
As we mentioned above there are three types of perk, skill perks improve character skills, social perks improve the characters reputation and influence and physical perks added bonuses to the character.
An example of a skill perk would be:
You are naturally proficient at healing
the wounded and the afflicted.
Benefit: You gain a +10 bonus on Cure Disease,
First Aid and Surgery skills.
An example of a social perk would be:
Description: Your recent exploits have won the attention of the local communities granting you a boost to you reputation.
Benefit: You gain a +50 bonus to your starting reputation.
And finally a physical perk would be:
Perquisite: Any Elf
Description: Your elven senses are sharper than most.
Benefit: you receive a +5 bonus on Perception checks.
Originally perks were designed to allow the player additional opportunities to customize their characters in line with the concept or personality they had in mind and after a review we decided that there was so much more that this system could apply to the game.
This included the introduction of quirks which could be used to balance the more powerful races and allow players to add flaws to their characters in order to further refine their characters and to gain additional perks.
We also intergrated perks into the magic and combat systems where the player could select perks to better specialise elements of their characters such as their fighting styles or the types of magic the characters can use.
We will be producing a more indepth guide to perks and quirks and the effect they have on the players characters in the coming months.