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Perks

Perks unlock Actions, improve stats or change roleplayining circumstances in a positive way.

Any perk can only be picked once and costs at least 1 INF, unless otherwise specified.

Perks are represented in the following way:

Example Perk Description or benefit of the perk.

Requires
Requirements that have to be met in order for the perk to be available or providing its benefits.
INF
The INF cost needed to unlock this perk. If this entry is omitted, the perk costs 1 INF.
AP
If the perk unlocks a new Ability, the AP cost for this Ability is stated here.
Multiple
If the perk can be picked multiple times, this value indicates how often it can be picked.

Available perks

Like any other RPG system, Q* provides the GM and player with a set of perks. Neither the system nor characters are limited to these perks: if you require different perks to suite your needs, then add them to your game.

[GM Tip] Acquiring perks

While perks state their requirements and costs, you as a GM can require additional things before a character can obtain a perk, i.e.:

  • find someone who can train you,
  • make acquiantances with important NPCs,
  • use Skills related to the perk,
  • etc.

Also, if the perk is not reasonable for a character at all, the perk simply isn’t available.

Requirements

Perks are restricted by Attributes, Skills, or other stats. Races or GM decisions providing perks ignore the requirement.

If a perk states an Attribute or a Skill requirement and either drops below the requirement, the character loses the benefit of the perk—but not the perk itself, in case the requirements are met once again.

Character Perks

Animal Friend

You can use the Persuade Skill to tame animals that aren’t hostile. Tamed animals follow you and can do basic tasks, provided you feed them regularly. The longer you have an animal, the more loyal it gets.

Requires
Soul d8
Beast of Burden

Your Carrying Capacity increases by 2.

Requires
Body d8
Healthy

You gain 5 additional Health points.

Requires
Body d8
Light-footed

You receive a +1 bonus on all Stealth checks.

Requires
Body d8
Versatile

You gain 1 Skill Point.

Requires
Mind d6

Acquisitions

Resourceful

Increases your current and maximum Resources by 1.

Requires
Mind d8
Scientist

Increases your current and maximum Technology by 1.

Requires
Mind d8
Wealthy

Increases your current and maximum Influence by 1.

Requires
Soul d8

Combat Perks

Assassin

While sneaking and undetected by your target, you deal additional wounds, provided the Attack hits your target. You deal extra damage equal to your Mind.

Requires
Stealth d10
Blood rush

While your Health is below 50%, your maximum AP is increased by one, and per round you recover an additional AP.

Requires
Body d8
Bloodthirsty

If you make a killing-blow with a melee weapon in a Crisis, you immediatly gain 2 AP. Can only trigger once per round.

Requires
Melee d8
Cleave

When you make a killing-blow with a melee weapon, you can make an individual Attack against another enemy in range with the same kind of Attack for free.

Requires
Melee d8
Combat Reflexes

Once per round you can use the Take Aim Action at -1 AP cost.

Requires
Light Weapons d8
Fighter

If Parrying you can treat the amount of enemies within melee range as one less.

Requires
Melee d8
Gunslinger

Draw any handheld weapon with -1 AP cost.

Requires
Body d8
Lightning Reflexes

When rolling for Turn Order, you receive a +2 bonus on the roll.

Requires
Melee d8
Martial Arts Master

Your Attacks cost one AP less when attacking unarmed.

Requires
Melee d12
INF
2
Opportunist

When an enemy moves out of your melee range, and you wield a melee weapon, you can make a melee Attack versus the enemy without any AP cost. You cannot use special Actions while doing so. Can only trigger once per round.

Requires
Melee d6