Level 15 Perks! (Patreon)
Content
Level fifteen is right around the corner. We're probably talkin'...2 weeks, maybe sometime around halloween?
Level fifteen is a HUGE spike in power, and there lies a serious chance that it'll be so huge that it destroys the power curve.
To mitigate that, I need Perks! Perry's gonna have like...200+ points to spend, and he's probably gonna wind up taking both perks from at least three different classes.
This is your opportunity to suggest some of your own so I can scan through them for ones that will work.
KEEP IN MIND: super powerful, game-stopping perks that trivialize everything forever are much less likely to be included than ones that are modestly powerful/hyperfocused or just interesting.
To make things easier: Here's a link to the last perk suggestion thread.
And here's the perks he was offered at level 10:
Available Perks:
Sliding Stats (Variable Cost)*
Spend a number of free points to gain the ability to slide an equal number of stat points between different attributes.
Example: With the 3-point version, User may move 3 points in any stat to any other stat until further notice. Does not affect free points received upon level-up as a result of modified Attunement, but will affect Perks used while Attunement is modified.
The stats may be moved in any combination, to a maximum number indicated by the amount of free points invested in the Sliding Stats Perk.
More points may be invested in Sliding Stats whenever Perks are offered.
Adaptive HP (3HP 1B)
User’s HP will selectively engage based on whether the force can inflict damage on the user’s body comparableto that of a boxer’s punch and above.
I.E. an unpowered boxer’s punch against a Body of 10 will not trigger HP loss, because the comparable damage to the user’s system-enhanced body will be less.
Sheathed Organs (3B)
User’s organs and major arteries grow resistant linings that allow them to resist cutting, shearing and bludgeoning, causing most stab, bludgeoning and slashing wounds to become non-lethal.
Blueprint (3) or (3N)*
User may create a Blueprint charged with their Perks. If another uses the Blueprint to create the object detailed therein, all the User’s applicable perks apply to the creation.
Only one Blueprint may exist per instance of the Blueprint Perk. If a new Blueprint is created above the limit, the oldest Blueprint becomes mundane and loses its properties.
Summon Garments (1,3,5)
(1) Summon mundane clothes onto the User to combat exposure or indecency. 1/day
(3) Summon common Hyperweave for excellent protection from attacks to combat conventional threats. 1/day
(5) Mentally mark a User-created armor: User may summon that armor onto themself 1/day. User may change the subject of the mark 1/day.
Higher tiers may be purchased whenever Perks are offered.
Multi-tool (1,3,5)
(1) At will, summon a tool. The tool may have an internal motor and battery system, and weigh no more than 2 kilograms. This includes everything from a wrench or spade to a handheld angle grinder or cutting tool. Only one tool may be present at any time.
(3) The tool may have an internal reservoir of material or objects that remain after it is used, such as a welding device, nail gun, caulk gun, or glue gun.
(5) The maximum mass of the summoned tool increases to 50 kg.
Higher tiers may be purchased whenever Perks are offered.
Weapons do not count as tools for the purpose of this Perk. However, tools may be used as improvised weapons.
Scent (3)
User may determine an object’s constituent ingredients and gain some insight into its manufacturing method by sniffing it.
Material Specialization (1)
Pick a material affected by your Spendthrift Perk. It is treated as significantly less expensive when altered by the perk, further boosting its effectiveness. This perk may be chosen multiple times, applying to a different material each time.
Underestimated (1,3,5,10,20)
The User’s experience with the unknowable has been assimilated. If the make or material of User’s armor is viewed with disdain, ridicule, or pity by an enemy, that emotional reaction opens the door for an embedded cognitohazard to infect their mind. The cognitohazard inflicts a scaling debuff that impairs the enemy’s ability to damage User’s armor, and by extension, the User inside.
Example: Wearing a trash bag as armor may subtly weaken an enemy’s limbs, causing the power of their strikes or accuracy of their gunfire to be diminished, indirectly boosting the armor’s effectiveness.
Higher tiers inflict more powerful debuffs, which may prove lethal to infirm or unhealthy enemies. Higher tiers may be purchased whenever Perks are offered.
Offered by Claudette’s Hippy Bullshit.
Cross-Class (20)(5A)
For twenty free points, and five points from Attunement, you may choose a Perk from another Tinker specialization.
Space Tinker
Industrial Tinker
Geo-Tinker
Bio-Tinker
Ray Tinker
Submersible Tinker
Sonic Tinker
Dramatic Tinker
Micro-Tinker
…
And that's it! If you wanna suggest new basic perks or perks for these cross-classes, please do! Perks can cost stat point in addition to regular points, depending on how they work, so keep that in mind, like a magic-type perk might spend Attune, a HP modifying perk might cost HP, a computer in the brain might cost Nerve, Etc
I was thinking about adding perks that modify how his spell slots work, making them more natively integrated into the system itself. let me know what you think of that, and gimme suggestions for ways to make it happen if you think it sounds good.
Alright, gotta get to work on today's chapter, I'll check up on this in an hour or two.