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Perks:

 

Perks are a modified version of Mods from Duality in that your character is allowed to fill (to be determined still - let's say 5 right now) slots with perks chosen from the Classes; you can pick and choose, but you can only hold your character's limit of perks at any time, though certain things might allow you to hold more perks over time, either through Bonuses or other lucky circumstances. Note that any perk that is here you can still use as an ability move; these perks just are an option to free up an ability option.

Perks can be switched out between sessions except Attribute Perks. Those are permanent due to the fact they mess with damage values in abilities and whatnot.

 

Fighter Perks:

Jack of All Trades/Sub-Class/Fighter:

Double Damage Perk I: This allows your normal weapon attacks to do double damage for 2 rounds

Shield Perk: If the fighter uses a shield or shield ability, they are granted double defense for 2 rounds

Armor Breaker Perk I: The Fighter can focus attacks to do twice the damage to armor for 2 rounds

Knock Down Perk I: A Chance to cause knock down with regular attacks (1 in 5)

 

Fighter Only:

Attribute Perk I: You can raise your Strength attribute by 1. (limit 10)

Attribute Perk II: You can raise your Strength attribute by 1. (limit 10)

Double Damage Perk II: This allows your normal weapon attacks to do double damage [Permenant] (needs Perk I)

Double Ability Damage Perk: One ability attack of your choosing does damage for 2 rounds (stacks with Double Damage Perks)

Armor Breaker Perk II: The Fighter can focus attacks to do twice the damage to armor [Permenant] (needs Perk I)

Limit Break Perk: This allows you to use your ultimate move a turn sooner.

Knock Down Perk II: A Chance to cause knock down with regular attacks (1 in 4) (needs Perk I)

Pouch Max: You can carry 6 Items.

 

Reflex Perks:

Jack of All Trades/Sub-Class/Dexterity:

Dodge Perk: A compliment of the OG, this allows you to easier dodge attacks at all times. (1 in 3)

Steady Aim Perk I: You are able to throw weapons or aim your gun with a higher chance of hitting the target (1 in 2 chance)

Sleight of Hand: Able to pickpocket valuble objects off people without detection easier.

Lockpicking: Able to break into locked doors/boxes easier.

 

Reflex Only:

Attribute Perk I: You can raise your Reflex attribute by 1. (limit 10)

Attribute Perk II: You can raise your Reflex attribute by 1. (limit 10)

Steady Aim Perk II: You are able to throw weapons or aim your gun with a perfect chance of hitting your target (need Perk I)

Parkor Perk:: You are able to move along ledges, building sides, and so on twice as fast as others, doing Parkor, also making it harder to hit you.

Chakra Manipulation Perk: Manipulates reflexes around you for 2 turns; making things faster or slower

 

Tank Perks:

Jack of All Trades/Sub-Class/Endurance:

KO Perk I: If you happen to be KOed, you instantly revive with 10% of your HP.

Chi Flow Perk: This allows you to flow your chi field to form a slight protective barrier around you. [Halves Damage for 2 Rounds.]

Tank Perk I: 5 HP Increase

Protect Perk: Automatically Protect the weakest party member in Boss Battle Mode if they are about to be KOed

 

Tank Only:

Attribute Perk I: You can raise your Endurance attribute by 1. (limit 10)

Attribute Perk II: You can raise your Endurance attribute by 1. (limit 10)

KO Perk II: If you happen to be killed after KOed, you will survive and remain in KOed state. (KO Perk I needed).

KO Perk III: If you happen to be killed after KOed, you will survive and instantly revilve with 10% of your HP. (KO Perk II needed).

Tank Perk II: 5 HP Increase

 

Intellect Perks:

Jack of All Trades/Sub-Class/Intelligence:

Book Worm Perk I: Any book you read you're able to retain the knowledge easier and use it when needed.

Mechanic Perk I: Can build minor things like datapads, minor gadgets, and tools and do repairs (works with Mechanical Aptitude)

Detective Perk: Can solve puzzles and the like easier (GM will provide tips)

Summon Enhancement Perk I: Can help provide assistantance to Summoni and Summons by doing double damage for 2 turns

 

Intellect Only:

Attribute Perk I: You can raise your Intelligence attribute by 1. (limit 10)

Attribute Perk II: You can raise your Intelligence attribute by 1. (limit 10)

Book Worm Perk II: You're able to read any book and tome, decyphering the information easier than most. (Perk I needed)

Mechanic Perk II: Can build ships, gears, larger things and do major repairs. (Mechanic Perk I needed)

Summon Enhancement Perk II: Can help provide assistantance to Summoni and Summons by doing double damage for 2 turns and extends Summoni Combination for that duration. (Requires Perk I)

Spell Knowledge Perk: Knows knowledge on Spells and how they work, allowing all Spell Magik to do double damage for 2 turns.

Doctor Perk: Any healing techniques by someone with medical knowledge can restore double healing

 

Charismatic Perks:

Jack of All Trades/Sub-Class/Charisma:

Charismatic Perk I: You can get NPCs to follow your honeyed tongue more easily than most (1 in 4). (stacks with some Advantages and Disadvantages)

Charismatic Perk II: You can get NPCs to follow your honeyed tongue more easily than most (1 in 3) (needs Perk I)

Leadership Perk: You can take charge of the situation easier when people are yammering

Planning Perk: Your plans are more likely to be followed by people and to be pulled off.

 

Charismatic Only:

Attribute Perk I: You can raise your Charisma attribute by 1. (limit 10)

Attribute Perk II: You can raise your Charisma attribute by 1. (limit 10)

Ultimate Charismatic Perk: This opens chances to talk down high level enemies with your honeyed tongue (needs perk II)

Bard: The sound of your own voice empowers you. For two turns, you can double two attributes of your choice, or you can opt to double two attributes of the entire team's of your choice for one turn (it must be the same attributes for everyone). (Stacks with any singing Advantage to make it more potent - like Idol)

 

Psi Perks:

Jack of All Trades/Sub-Class/Mind:

Mental Fortitude Perk I: This teaches you to detect when your mind has been probed by telepaths and a 1 in 4 chance to block them.

Mental Fortitude Perk II: This teaches you to detect when your mind has been probed by telepaths and a 1 in 3 chance to block them. (needs Perk I)

Psi-Blade Perk I: Doubles the damage of psionic weapons for 2 turns.

 

Psi Only:

Attribute Perk I: You can raise your Mind attribute by 1. (limit 10)

Attribute Perk II: You can raise your Mind attribute by 1. (limit 10)

Mental Shields Perk I: This allows you to shield your mind against probes or scans of other telepaths.

Mental Shields Perk II: This allows you to fully protect your mind from things that might try to mentally attack you/drop you (needs perk I)

Mental Illusions Perk: You can trick others into seeing what is not there perfectly and see through illusions.

Psi-Buffer Perk: Can protect the person for 2 turns with psionic armor

Psi Blade Perk II: Doubles the damage of psionic weapons perm. (need Perk I)

 

Godhood Perks:

Jack of All Trades/Sub-Class/Godhood:

Magik Perk: Any Magik Abilities you have are double damaged for 2 turns (couples with any Intellect Perks)

Godhood Weapon Perk I: Doubles the damage of any energy/magik weapon for 2 rounds

Energy/Magik Cost Reduction Perk (2 Perks): Takes "less Energy/Magik" to use abilities. Restoring any ability that uses Godhood has a 1/3 chance to not use up an ability point.

 

Godhood Only:

Attribute Perk I: You can raise your Godhood attribute by 1. (limit 10)

Attribute Perk II: You can raise your Godhood attribute by 1. (limit 10)

Summon Increase Time Perk: Doubles any Summon abilities the player might have for 2 rounds.

Summoni Slot Perk (2 Perk Slots): Allows a Fourth Summon Perk

Godhood Weapon Perk II: Doubles the damage of any energy/magik weapon permanately (needs Perk I)

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