Perks and Complications

New additions

Perks

Dual-Encephalon (1): The ability to use both sides of their brain independently. They are ambidextrous and can avert the need for sleep by resting one brain at a time. When one brain is resting, subtract 1D from their WIT. They are allowed two chances to resist any spell or substance that affects thought, brain function, or emotions.

Climbing(1): Starts with a +3D Specialisation in Climbing

Gliding (1): May glide up to 150 feet

Natural Telempathy (2): Can use to detect emotions or communicate with one selected individual over a distance of 10 feet per 1D in charm. When trying to communicate with individuals unfamiliar with telempathy, must make an opposed Charm roll otherwise part of the message is lost or unclear. They can attempt to influence the emotions of living beings; by an opposed WIT roll. They can also attempt telempathic hallucination equal to Wit Dice per day, affecting one individual per attempt at a range of 10 feet per Wit Die. This form of mental attack may be resisted by Opposed Wit rolls, it directly affects the victim’s perception of reality. In game terms, the attack increased Difficulty by one level to all the victim’s actions. Duration is one round per Wit Die.

No Fear (1): Immune to all Fear.

Limited Flight (1): May fly as twice normal movement for 2 rounds.

Night Vision(1): The ability to see clearly in the dark.

Esoteric Perks

Magic (3): You’re magically sensitive. Magic spells actually work for you.

New Complications

Bad Mood (1): Prone to violent mood swings.

No Magic Understanding (1): Does not understand or Comprehend Magic.

Poor Day Vision (1): Unless wearing Amber glasses suffers from poor vision