Now we will chose a Perk. Perks are those small special things that makes all of us different. Those small abilities that not everyone posses, not everyone can learn them and not everyone even wants them. As you just create your character you are able to chose one perk for free but be careful, some of the perks can be chose only at this stage of creating character and are not available latter in the middle of campaign.
1. Acting as one
When you and someone else possess this ability once per battle if you are standing next to each other you can replace one of defensive statistics with each other.
2. Additional Lectures (Character creation, Essence Weaver, Shifter, Tempest, Warden, Exorcist)
When you chose magic specialization one of the spells that you chose at the beginning can be from the other magic specialization below.
Spell Weaver → Shifter
Shifter → Tempest
Tempest → Spell Weaver
Warden → Shifter
Exorcist ↔ Priest
3. Battering ram
You are used to wearing heavy armor, of course its not comfortable, but you don’t suffer initiative penalty for it.
4. Battle meditation
Your ability to channel essence is extraordinary! Even in battle your vortex is swirling with it all the time. You gain a new action in battle called Battle Meditation. The cost equals Half of your AP minus your meditation skill. If you pass a test you roll for meditation as if you would be outside of battle. You can only use this ability once a day.
5. Berserk
When you are in fight with one enemy the initiative doesn’t count, you will always attack first. However, you lose your natural armor bonus till the enemy is defeated.
6. Blessed Touch (Character creation)
Something happen to you In the day of your birth. Maybe blessing of the Gods or just unnatural accident. You posses natural power to heal wounds in instant by bare touch and a little concentration .When healing target roll D6 and add your Mind for the amount of health that you healed. You can do this as many times you want but if you do it second time without 24 hours rest you will lose the same amount of health that you heal the other person with each next attempt. If you don't rest for 24 hours without using this power after first attempt you cant heal yourself, only others. If your Sanity will rise to 3 this ability will hurt for D6 plus your taint. When you do so target has to make a Mind test of difficulty T3 or he will gain one taint.
7. Blitz
You always take the small occasions to your advantage, each time you tie with someone in initiative you get automatically +1 to initiative. When enemy possess the same perk you both have to roll, but this +1 is still in affect.
8. Brave and Stupid (Character creation)
You love risk, and you need to show your self that you are not a coward, adrenaline is your drug. Each time there is a situation involving risk that someone has to do, you want to participate in it, and thanks to this you get additional dice for every test you do involving you getting badly hurt. If you want to stop your self from making such a decision you need to pass T4 Will test.
9. Counterattack
When you successfully parry enemy attack in his turn, you can automatically spend proper amount of your AP (that you cannot use next turn) to roll for hit with weapon in your hand. Counterattack is not defense ability.
10. Crafty
You know your stuff and you are good at it. Maybe you read a lot of books, or maybe father taught you how to do it, no matter why you possess such ability each time you make a test on crafting ability, when two dices have same number you get +1 to your result, each time the GM test roll has two same rolls it gets -1 point to the result. Now go out there and craft some stuff.