Perks
Perks are useful resources, items, privileges, and benefits a character has (unlike other character abilities, which typically define things a character is, or things a character can do). Perks are more transitory in nature than most character abilities, with characters often gaining and losing Perks during the course of the campaign. For example, mistreating a Contact can cause the character to lose that Contact; doing something completely out of character can cause a Deep Cover to be "blown," a Follower can die during an adventure, a Fringe Benefit can be lost by leaving the organization that granted it, a Vehicle or Base can be destroyed, and so on.
- Access - Provides physical access to places most characters aren't allowed to enter.
- Contact - Is someone the character knows who occasionally helps the player character out.
- Favor - A one-time contact who will provide a favor. A favor can only be used one time.
- Follower - a loyal squire, dog, horse, or some other kind of sidekick
- Fringe Benefit - Lower Nobility, Low Justice, Diplomatic immunity, or membership in an organization
- Money - Depending on the level of 'wealth,' it will depend on the benefit of having money.
- A well-off character doesn't need to worry about day-to-day purchases (room, food, drink); they're pocket change.
- If a character is wealthy, then major purchases become easily obtained. Typically, this is a Perk bought when creating a character.
- Positive Reputation - How likely it will be for someone to help or hinder a character.
- Vehicles and Bases - This is to represent a very unique resource that a character or characters might have. Spending points does not eliminate the need to actually purchase the item. To legally own land, characters need permission to own the land. The player character(s) would still need to buy the land. Two examples from past campaigns.
- One group decided to own an inn (it started as a tavern). They could lease it or buy it. To buy it they all had to provide some XP and coin to make the purchase. They hired staff to run the place and still went off adventuring.
- The second example was a group that ended up designing and having a custom 'Viking longboat' built. They equipped it with a way to summon a wind elemental. There was money and getting permission to build the boat.