Perks

Social Specialties

Approachable: 1 Point. You are easily liked. You have a -1 difficulty to getting people to open up.

Natural Leader: 1 point. People listen to you. You are at -1 difficulty when giving orders or commanding people around.

Way with Words: 1 point. You know what to say, when. You are at a -2 difficulty when using Expression or Performance to influence people.

Enchanting Voice: 2 points. You have a lyrical, musical quality to your voice. You get a -2 difficulty to any non-power-based actions using your voice.

Flirt: 2 points. You're quite good at getting your way with the gender(s) of your choice. Attempts to seduce others are at a -2 difficulty.

Good Judge of Character: 2 Points. You know a lot about people. You are a -2 difficulty to assessing people.

Great Liar: 3 points. Lies are your stock and trade. Other people suffer a +2 difficulty to determining whether you are lying.

Physical Perks

Acute Sense: 1 point. One of your senses is working overboard. You are at -2 difficulty to rolls invoking that sense. You must specify which sense you take. May be taken multiple times. Not that having an acute sense also makes you more susceptible to attacks that focus on those senses.

Ambidextrous: 1 point. You may use either hand equally well without penalty.

Hollow leg: 1 Point. You really know how to drink! You suffer no penalties for being drunk, but you may still have to deal with alcohol poisoning.

Perfect balance: 1 Point. You walk like a cat. You are at -1 difficulty to any rolls involving balance.

Forgettable: 2 Points. You are easily forgotten. People have to work hard to remember your name and face, you're just that kind of guy.

Good night Vision: 2 Points. You were always at home in low light areas. You ignore any penalties due to darkness.

Sexy: 2 Points. You've got it, and you know how to use it. You must have an Appearance of at least three to take this. You are at a -1 difficulty in any rolls that have to do with seduction or sex.

Daredevil: 3 Points. You are used to taking great risks. Whenever you are up against overwhelming odds, or just plain stupid actions, you gain an extra die. This only applies to combat if you are outnumbered, or sorely outclassed.

Huge Size: 4 Points. You are at least seven feet tall and weigh several hundred pounds. You gain one extra health level.

Mental Merits

Common Sense: 1 Point. If you have common Sense, the DM can step in and make mention that something is a horrible idea. It might not always work, but for things it should work for, like following instructions given before, it can be useful.

Concentration: 1 Point. You are really good at shutting out distractions. You may ignore any penalties for distractions.

Relegious Devotion: 1-3 points. You are greatly devoted to some faith. You may use this to channel 1-3 extra points of willpower per game session, depending on how many points you put into it.

Eidetic Memory: 2 Points. You remember everything.

Faction Merits
Please note: you do not have to take the following perks to be a member of a faction, these just mean you have some favor in said group.

SCP Foundation Researcher: 3 points. You've been working for the foundation for a while before you popped in here, and know a thing or two. You have a -2 difficulty to all SCP knowledge and Science rolls, and other Foundation operatives trust you to some degree.

SCP Foundation Agent: 3 Points.You've been with the Foundation long enough to pick up a thing or two. -2 difficulty to all Alertness and Subterfuge rolls, and other Foundation operatives trust you to some degree.

GOI Operative 2 points. You're a trusted member of a certain group of interest. You get a -1 difficulty to rolls following this chart:
Alexylva University: Linguistics and Technology
Are We Cool Yet?: Performance and Expression
Office for the Reclamation of Islamic Artifacts: Survival and Politics
The Chaos Insurgency: Stealth and Subterfuge
The Church of the Broken God: Repair and Technology
Doctor Wondertainment: Repair and Enigma
The Factory: No.
The Fifth Church: Etiquette and Leadership
The Global Occult Coalition: Investigation and Subterfuge
GRU Division "P": Melee and Stealth
Marshall, Carter, and Dark Ltd.: Politics and Law
"Nobody": No.
Prometheus Labs, Inc.: Science and Technology
The Serpent's Hand: SCP and Occult
Unusual Incidents Unit (UIU), Federal Bureau of Investigation: Investigation and Politics

House Native: 4 points. You've been in the House for a while, and you have a certain sense about it. You have a better then even chance of figuring out if a room is dangerous, and for some reason, you always perk up when you enter a room with an artifact. Make sure the GM knows you have this perk. You are also known to other House Natives.

Supernatural Perks

Medium: 2 points. You can see and talk to spirits.

House Direction: 3 points. You can always tell which 'direction' the Common Rooms are. It might take a while, but you can generally find your way to any room you've already visited.

If you have any other ideas for Perks, please PM Bright.

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