Background Perks


Each character is allowed three Background Perks as per character creation. These perks represent various talents or other bonuses that they received from their bloodline, upbringing and/or the surviving circumstances of either. 

Take note that you may choose most Perks more than once, except for Distinguished, Marked, and Grafted. 

PERK LIST

Blooded – A Perk that draws from the Warrior class. 

Charmed – A Perk that draws from the Counselor class. 

Distinguished – A Perk that represents affiliation with a Subfaction

Energized -- A Perk only for Arcanists that allows further depth into their Class. 

Grafted – A Perk that grants Traits from a Graft or Imbued Stigmata

Marked – A Perk that grants Traits from a Bloodline or Inherited Stigmata

Rugged – A Perk that draws from the Ranger class. 

Talented – A Perk that draws from the Builder class. 

PERK OVERVIEW 

Below are the full descriptions for each Background Perk. 

Blooded 

You have been forged by the fires of battle. For most, this means having seen combat in the war against the sorcerous Harbingers. Perhaps you are a survivor of great tragedy or were the bringer of such sorrows unto others as a soldier, assassin, or brigand. 

Benefit: You begin the game with a Basic Skill of your choice from the Warrior Class. 

If you are of the Warrior Class, this Perk instead grants you one Basic or Complex Warrior skill of your choice, provided that you also possess its requirements. Normally, you may only begin the game with Basic skills.

Charmed 

You possess an understanding of other people, a knack that allows you to read others or simply get them to listen. Those with this Perk are more often the leaders, the advisors or spokespersons of small groups or communities. Whether they remain in such a position or are ousted for a different reason is a matter of circumstance and choice.

Benefit: You begin the game with a Basic Skill of your choice from the Counselor Class. 

If you are of the Counselor Class, you may instead choose one Basic or Complex Counselor skill of your choice, provided that you also possess its requirements. Normally, you may only begin the game with Basic skills.

Distinguished 

You have done one of the great Powers of the world Beyond the Fall a service, through military pursuits, diplomatic envoyship or other means of prestige. This has accorded you some measure of favor and even rewards within that Faction, although more is now expected of you as a representative of said Faction in most matters. Because your actions reflect that of your organization, you must conduct yourself accordingly or else face demotion or even expulsion. 

Benefit: You begin the game with the second Loyalty Tier (“Operative”) of an Archfaction of your choice and a Faction Title, if appropriate. You may activate a once per Event Faction Boon. This Perk may be lost through one’s in-game actions. Unlike other Perks, you may not choose this one more than once. 

Energized 

Requires: Arcanist Class

Magic flows through you quite readily, allowing you to make a quick study of what other Arcanists may find difficult or trying. This means that there are those around you that may be jealous of your powers or fearful of your potential. This may also mean that you are thrust into a position of prominence or danger earlier than you are ready for. 

Benefit: You may begin the game with an additional Basic or Complex Arcanist skill of your choice, provided that you also possess its requirements. Normally, you may only begin the game with Basic skills. Unlike the other Background Perks, you may not pick this Perk if you are not of the Arcanist Class. 

Grafted 

Your flesh and spirit have been renewed by circumstance or rite. For most individuals, this means a second chance – a chance beyond Death that is called the Necrotic Stigmata. After being killed by certain undead creatures such as a blood-drinking Leech or in certain death-haunted areas, some strong-willed individuals spontaneously “return to life,” avenging their own death or simply just attempting (and sometimes failing) to return to the life they had. In other cases, this Perk represents a more measured and intentional metamorphosis where specialists in magic and/or science, reforge and augment an individual’s body with special machinery or with xenobiology. 

Benefit: Choose one of the Imbued Stigmata, also called a Graft. From it, you gain the Biology Trait of that Stigmata (e.g. Golemic Biology, Necrotic Biology, etc.) and one other Trait of your choice to start with. As is expected, you must adhere to the prop and make-up requirements of that Stigmata.  You may only have one Imbued Stigmata. Unlike other Perks, you may not choose this one more than once. 

Below are the Graft Stigmata:

Marked 

You were born with gifts and abilities beyond most of humanity.This may manifest in fur, scales, wings, gems, or even gills. This means that one or both of your parents possessed this Stigmata -- they may have suffered for their heritage or were exalted for it, depending on the community that they lived in. 

Benefit: Choose one of the Bloodline Stigmata, sometimes called Inherited Stigmata. From it, you may choose one Trait to begin the game with. As is expected, you must adhere to the prop and make-up requirements of that Stigmata. You may only have one Inherited Stigmata. 

Unlike other Perks, you may not choose this one more than once. 

Below are the Bloodline Stigmata:

  • Chimeric Stigmata: You possess some bestial characteristics and have access to the Arcanist Class

  • Psionic Stigmata: You have potent mental powers and have access to the Arcanist Class. 

  • Seraphic Stigmata: You have eldritch abilities and have access to the Arcanist Class.

Rugged 

You were always on the move. For some folk, that meant a desire to see beyond the next hill and a dislike of the mundane. For others, it manifested in a distrust in stagnation and authority. This path often leads to crime and exile, but may also lead to opportunity and exaltation – many are those in power that would fund and employ individuals with your expertise and your perspective.

Benefit: You begin the game with a Basic Skill of your choice from the Ranger Class. 

If you are of the Ranger Class, this Perk instead grants you one Basic or Complex Ranger skill of your choice, provided that you also possess its requirements. Normally, you may only begin the game with Basic skills.

Talented 

You saw things and figured out how they worked. Perhaps this meant that you were good at turning herbs into drinks or junk into gadgets, but you had a natural talent for such things or else, a great mentor. But such talent draws opportunities to you as others see your worth and your skills, elevating you above others. On the other hand, it can also draw danger from those who would take it from you or who envied what they did not have. 

Benefit: You begin the game with a Basic Skill of your choice from the Builder Class. 

If you are of the Builder Class, this Perk instead grants you one Basic or Complex Builder skill of your choice, provided that you also possess its requirements. Normally, you may only begin the game with Basic skills.