LBK:Perks & Drawbacks

Perks

 * Ally (X points) [Upgradeable]
 * You have made a close friend of an NPC. You were childhood friends, family, or lovers, fought together recently, trained under the same instructor, or otherwise are very close. You trust each other without question, share food, and otherwise have each others back. X is a number between 5 and 15 (inclusive) which is both the cost in points and the DC for which a natural 1d20 roll will mean your ally is available to assist you.
 * Spirit animal (special ally)
 * Your ally is a spirit animal. The animal is your choice of a list of local wildlife. But your ally is not an animal; it is a spirit that manifests on occasion in the physical form of the chosen animal. They appear and aid more briefly than a regular ally, but their knowledge and capabilities extend beyond the kenning of mortal tribespeople. The cost is doubled (2X) for the same chance of appearing.


 * Ambidexterity (10pts)
 * You are both right- and left- handed. No penalty for using off-hand (pretty much a must for two-weapon fighters or shield users who also want to bash stuff).


 * Animal Empathy (5pts)
 * Animals tend to like you and you just 'get' them. +2 to any skill roll involving animals (including Hunting), increased to +4 if the animal is tame. But, you refuse to kill an animal without a good reason (food is a good reason) and would show the animal the same kindness you would a human.


 * Blessed (10pts) [Upgradeable]
 * You are an ordained shaman. Probably the ordained shaman of the tribe. The tribesmen treat you with additional respect (+1 Reputation to members of the same religion) and you might have a title like "shepherd" or a replacement name like "witch-doctor". You are also expected to perform the tribe's ceremonies. Tribesmen don't mind if you perform rituals or cast spells (but this perk doesn't give you any), in fact they might even pay you to.


 * Damage Resistance (10 or 25 pts)
 * You skin is abnormally tough. Any hit to the skin (any exterior target except eyes) deals less damage. DR 1 for 10 points, DR 2 for 25. Apply this DR before increasing any piercing or slashing damage (including criticals).


 * Danger Sense (15pts) [Upgradeable]
 * You have a fourth sense for danger. You can't depend on it, but sometimes you get a weird feeling about something and it turns out your worries were right. The DM occasionally rolls your Perception to see if you get an inkling or some kind of foresight. You can also ask or remind the DM to roll this for you, but they might not oblige.


 * High Pain Threshold (10pts) [Upgradeable]
 * You are as susceptible to injury as anyone else, but you don’t feel it as much. No amount of injury to any part of the body can stun you (except the head) and you have advantage on any roll to avoid pain.


 * Linguistic Talent (2pts/level)
 * Each level of this talent adds 1 rank to your Languages specialisation. Also, when you succeed on a Languages roll when encountering a new language, you add these points to the number of free words known.


 * Mystical Talent (2pts/level)
 * Each level of this talent adds 1 rank to your Mysticism specialisation. Also, when you roll Mysticism when trying to identify a new magical effect, you add these points to your Luck roll.


 * Night Vision (10pts)
 * You can't see in total darkness, but you can see in the dark better than most. You never suffer penalties due to poor lighting (although distance and concealment penalties from other sources - like cover or foliage - still apply).


 * Good reputation (5pt/level; up to 4) [Upgradeable]
 * Your past actions (you decide what they were) have earned you a good reputation. People are more willing to do favours for you, or let issues slide, trust you, or take your side during disagreements. Each point gives you +1 Reputation with anyone who has heard of your actions (your fellow tribesmen initially, but word spreads).


 * Social Status (5pt/level)
 * You have elevated status in your tribe. To be the chief, you must have the most points spent on this (generally, 1 or 2 will do in a small tribe). Tribespeople will tend to defer to your judgements and decisions (chief or not) and will be less unhappy if you lead a more comfortable life than they do.


 * Voice (10pts) [Upgradeable]
 * You have a clear, resounding voice (maybe like Brian Blessed). You gain +2 to any skill check which relies primarily on your voice (Social, Singing, and Oral). A good perk for chiefs.

Drawbacks
Any drawback whose penalty would be negated or contradicted by a perk or other benefit instead negates that perk or other benefit and applies its full original penalty.


 * Addiction (-10 points)
 * Alcohol and opium are both readily available addictive drugs (mushrooms and marijuana aren't addictive enough to count as this drawback) that can be farmed. So long as there is a steady stream of your substance of choice, you should be able to stave off withdrawal, which is really fucking bad. The drugs also have beneficial effects (this drawback isn't necessary to enjoy them) but you will need to roll to avoid bingeing - and both drugs are incapacitating in large enough quantities.


 * Bad Reputation (-5 points/point) [Upgradeable]
 * See Reputation above but these points are negative. You did something to piss the whole tribe off, people think less of you once they learn who you are, that sort of thing. Pairs sensibly with Cowardice (below).


 * Bad Temper (-10 points) [Upgradeable]
 * As far as fuses go, you have none. Any stressful situation requires a Charisma save to maintain composure - if the stress is one that would provoke anger or frustration, this is made at disadvantage. On a failed save, you must insult, attack, or otherwise act against the perceived source of stress until its not stressful or you feel better.


 * Code of Honour (-5 points)
 * An example code: Share all with the tribe. Protect your family with your life. Do not burden the tribe with your weakness. Obey the Shaman and the Chief. Never strike a tribesman from behind, but challenge him to a fair duel where all may witness. Slay the enemies of the tribe without mercy.


 * Colourblindness (-5 points)
 * You can't see colour. You can't identify poisonous plants. Disadvantage on Herbal Pharmacy and Painting checks


 * Cowardice (-10 points)
 * Any time you are called on to risk physical danger, you must make a Charisma save. If there is a risk of death, the roll has disadvantage. If you fail the roll, you must refuse to endanger yourself unless you are threatened with greater danger. You get -2 Reputation for anyone who knows you are a coward.


 * Dyslexia (0 points)
 * Your severe dyslexia makes it almost impossible for you to read. But since literally no one can read or write, you're pretty much fine.


 * Gullibility (-10 points)
 * Sense Motive is set to 0 and can never increase (as long as you have this drawback). You can't actively use the skill. Worse, you must make a Sense Motive check to disbelieve anything anyone says. And, unless the claim is utterly absurd or you have personal experience that contradicts it, it's made at disadvantage. Other PCs can use the Deception skill on you. Saves vs illusions are made at disadvantage.


 * Intolerance (-10 points)
 * You distrust and dislike anyone not in your tribe. Maybe it's their religion, lack of it, how they do it... Maybe it's their strange customs or foreign practices... Maybe it's their physical features or the way they talk... For whatever reason, you hate them for it. Based on your behaviour, these people will sense your hatred and like you less (-1 to -5). If you witness something you particularly dislike, you'll need to make a Charisma save or insult, attack, or otherwise act against the object of your xenophobia until you feel better.


 * Missing digit (-2 points or -5 if thumb)
 * Your missing digit gives you -2 (or disadvantage if it's a missing thumb) on any skill check that uses the hand/arm it should be on (including skills that require two hands like climbing or two-handed items like bows).


 * Pacifism (-15 points) [Upgradeable]
 * You only defend yourself or those in your care, using only as much force as may be necessary (no pre-emptive strikes allowed!). You must do your best to discourage others from starting fights. You can never kill another creature including abandoning a wounded foe to die and hunting (you can only hunt if not doing so would progress starvation for you or someone you care for). If you do kill someone (or feel responsible for it - eg. could have stopped another from fighting), you immediately have a nervous breakdown becoming morose and useless until you recover.


 * Phobias (variable): You flat out refuse to encounter the source of fear and if you are forced into contact with it, you save vs stress or suffer a mental break. You can have up to 1 phobia and 3 dislikes (a phobia with almost no mechanical effect but is worth -1 points because it can develop into a full phobia later on).
 * Acrophobia (heights) (-10 points)
 * Brontophobia (loud noises) (-10 points)
 * Claustrophobia (enclosed spaces) (-10 points)
 * Entomophobia (insects) (-10 points) [Upgradeable]
 * Manaphobia (magic) (-10 points) [Upgradeable]
 * Necrophobia (the dead) (-10 points) [Upgradeable]
 * Scotophobia (darkness) (-15 points)
 * Teratophobia (monsters) (-10 points)
 * Sense of Duty (-2, -5, or -10 points)
 * You feel a strong sense of duty, guardianship, or love toward another or others. You will never betray your charge(s), abandon them, or let them suffer if you can help. Your duty is toward one specific individual (-2 points), the whole tribe (-5 points), or everyone you ever meet (-10 points). On the plus side, your charges appreciate you and react favourably when you uphold your sense of duty (+2 Reputation).


 * Stuttering (-10 points)
 * Your character has a stutter, which must be acted out by the player at all times. Social and Oral except Sense Motive are impossible except when the DM allows them to be made at disadvantage. Some people will think you are possessed.


 * Unlucky (-10 points)
 * If something bad happens to someone in the group, it's your character. If one terrible thing were to happen at the worst possible time and spoil everything, it does. Once per session, the DM arbitrarily and maliciously makes something go wrong for your character.