Classes and Perks> gain access to the arcane magic shoppe
> gain a firebolt spell, taking 4 ap and dealing 1.5 damage with an accuracy of 4-17, criting on 10-11 and no max range
> -1 HP
> 5 pp
--------Perks--------
Font of power 4pp> you're spells take 25% less ap to cast
Behold my ultimate power 9pp> You're spells that connect reroll crit chance and your spell crits do 3 times as much damage, if the crit is rolled twice
Precision magic 5pp> you're single target spells have 20% extra crit chance
--------Flaws--------
Clothie +4pp> armour blocks 75% as much damage on you
Squishie +5pp> you take an extra 10% damage that pieces you're armour
Stop Hitting me +4pp> If you are hit (even if it does no damage), all magic you use next turn takes an extra ap to cast
-7pp
+100% effect for damaging, single target spells
-50% for non dmage spells and items
---------------PERKS----------------------
Hit'em where it hurts -3pp> +25% crit chance for single target damaging spells
blood magic -4pp> may convert one of you're hitpoints into 4 ap, this damage may not be healed this turn
Just a little bit evil -4pp> Each damg you do you heal .2 health
More evil -6pp> another .2 health every damage
Eager to pain -4pp>single target damage spells take 1 third less ap to cast
deamonoligist -6pp>gain access to deamon summoning spells(to come later)
fell endurance -5pp> doubble you're hp
----------------Flaws---------------------
Daemon touched 5pp> Divine healing magics only have 50% effect on you
You look (and smell) funny 5pp> Store items cost 50% more, and you're allies are unwilling to give you any gear
sulphuric stench 4pp> allies that are within 2 squares of you at any point in thier turn, loose 2ap
You gain 20% additional damage with spells that have an elemental source (ask me if it counts)
You gain access to the elementalist spells
6pp
> gain access to the divine magic shoppe
> gain a basic healing spell, healing 1 HP for 3AP up to 6 squares away (diagonaly or Orthagonaly)
> -1AP
> 5 pp
-----------perks-------------
Healing Surge 5pp> You're healing magic can "crit" at a rate of 7-15
Backline Healer 4pp> Extend you're healing radius by 2(before item bonuses)
-----------flaws-------------
Softhearted +3pp> If there is a hurt character, you must use at least one healing spell in the turn (unless there are only hurt valiant characters)
Martyr +4pp> You must not heal you'reself unless the rest of the party is full health (ignoring valiant characters)
You're healing spells heal 50% more
You deal 50% less damage in all circumstances
5pp
You may use you're non-healing spells on two adjacent allies at once
Your'e healing spells have 2 less range
4pp
> +3HP
> Armour blocks 3 quaters what it should, takes the same damage ratio though
> +10% cost for everything other than perk points
> 5pp
-------perks----------
clawed menace 4pp > you gain a 4ap 1 damage melee attack that crits on a 7-12
regenerator 7pp > you regenerate 1HP every turn, and you need to take overkill equal to you're max hp to kill you (you are still incapacitated at 0)
Acidic Spittle 4pp> For 2ap you can spit a wad of acid up to 2 squares away, dealing 0.5 damage + 0.1 damage per previous spittle, it hits on a 4-18 and crits on a 7-14, if it crits it counts as one spittle followed by another, rather than doubbling damage.The spittle deals double damage to armour, must destroy the armour before doing damage to health
Bloodlust 5pp> You reroll you're failed crit chances.
-------flaws----------
grotesque +6pp > You cannot wear armour, at all
Blood rage +5pp> If you are harmed to below 3hp the enemy that did it must be killed before you move away, you can't target anything else untill it is dead, if you are healed above 3hp you calm down.
You cannot use weapons
You gain a claw attack; 4ap 1 damage melee attack that crits on a 6-13, and clawed menace instead reduces its AP cost to 3
+2 AP
6pp
--------------perks--------------------
Combat Leap 6pp> You can leap 3 squares in a straight line for 2ap, this is the last movement you make that turn, any foes you land next to loose 1AP during thier turn
Ferrocious assault 4pp> You can spend all you're remaining ap to deal .25 damage/AP to all enemies adjacent to you (diagonal and orthagonal), this crits at 7-12
-----------flaws-----------
Reckless +4pp>if you roll a 1 or a 20 while attacking, you hit you'reself
Feral 3pp> You take 2 times as much AP to use items
you have 10% "armour"
-1 AP in the first turn of each round
5pp
---------------perks--------------------
Serrated Scales 4pp> Whenever you are hit with a melee attack, the foe takes 0.5 damage, completley ignoring armour, if the melee attack that hit you crits, the damage you deal is 1.
Thick muscles, 6pp> Two handed weapons you wield take 25% less ap
Tail sweep 6pp> You may follow up any melee attack with a tail sweep, dealing 1 damage and removing making them loose 1AP for the turn as they get up (large enemies instead take 1.5 damage), this costs 3ap, if the attack was 2-handed the follow through allows you to make this attack for 1.5AP, if a foe is already knocked over, the next tail sweep doeals 1.5 damage instead.
Tough Scales 5pp> Gain another 15% damage reduction
--------------flaws----------------------
Even more cold blooded +3pp> You have -2 AP on the 1st turn and -1 AP on the second turn of each round
Bent Kneed 5pp> Moving costs 1.5 AP
> You can repair 1 DP for 3 AP, must be ajacent (diagonaly or orthagonaly)
> 5pp
----------------------perks---------------------------
Builder 6pp> You can create or upgrade 2 constructions each round, do this in the deployment phase (descrobe what you are making i'll decide if its legal)
Mr Fix it 5pp> You repair 2 DP in one action
That's not good enough 6pp> You may over repair items by up to half thier DP
----------------------flaws---------------------------
Construction Equipment +4pp> You take 1.5 ap to move(Rounding up)
Pressure motivated +7pp> You may not repair ANY damage between rounds
You create a 1 damage grenade, or 2 0.75 damage grenades between each round, only you can use them, grenades scatter on a roll of 1-2 or 19-20, and scatter between 1 and the number of squares thrown, grenades have a range of 8 and harm every target within a 3 by 3 square centered on where the grenade lands
6pp
-------------------perks------------------------
White phosphorous 6pp> You're grenades have a 75% chance to inflict an extra 1 damage on enemies after they finish thier turns
Must have MOAR 6pp> Doubble the number of grenades you make
EVEN MOAR 10pp> You create Half again the number of grenades
-------------------flaws-------------
oops +4pp> Whenever you're grenades miss they always scater towards an ally or you'reself
inconsistant 3pp> Grenaddes scatter on 1-3 and 18-20, and scatter up to an aditional 2 squares
You gain an aditional 2 constructions each round
4pp
---------------perks----------------------
Durable Constructions 5pp; you're constructions have 1.5 times as many damage points
Automated Turrets 7pp; you can use a weapon to create an automated turret, the weapon loses 1 hit chance, and has a 45 degree fireing arc, this also costs one of you're constructions
------------flaws------------------
Ramshackle 4pp> You're constructions have a 1 in 5 chance of falling appart between rounds
> Armour prevents half again as much damage, and takes 3/4 times as much damage as it would
> -50% damage at range
> 7pp
---Perks-------
Armour skill 7pp > You may wear two suits of armour at once, must designate outside suitFind the weak spot 5pp > crits do times 3 damage instead of times 2
Just that good 6pp > once per turn, you may make a free attack after finishing off a foe, must not move between, make 2 attacks if dual wielding (2handers are prob still better (more damage and this ignores ap)
Wall of steel 4pp> Foes next to you may not move or use ranged weapons
It's just a flesh wound 5pp> you take 20% less damage
-----flaws------
defensive mind +5pp> You deal 50% less damage
death before dishonour +4pp>cannot move away from a melee fight willingly
flourish +2pp > You have the habit of flourishing you're weapon after killing a foe, when a foe dies to you, you must waste 2ap
> -10% damage
> each kill nets the team an extra $10
> 5pp
---------perks----------
robber 6pp > You generate $5 each time you hit an enemy
skillful scavenging 6pp> you multiply all monetary gains by 1.5
haggler 5pp> you get a 10% discount on all items other than perk points
supreme haggler 10pp > you gain a furthur additive 10% discount on all items other than perk points(you could get this 1st, but its the same thing for more perk points)
Organ dealer 4pp> any foe that is killed without being criticaled generates 2 times as much money
--------flaws-----------
ooh shiny +4pp > if a friend or foe dies within 7 squares of you, you must spend 3AP searching them on you're next turn (you can do this at a range, but if you move close to em its 1ap)
aaarrrggghhhh it hurts +5pp> if you take ANY damage in a turn, you must spend 3ap paniking in the next one
I still need more perks and flaws
shamelessly stolen from chedd, some perks removed
PERKS
Clean Slate: Remove a flaw or oerk: gain 2/3 the pp cost of a perk, or pay back 1&1/3 the pp given by the flaw
Lively: -2 PP: +1 AP per turn
Speedy: -4 PP: +2 AP per turn
Discretion: -5 PP: Retreats 1 space every time damage is taken (e.g. can't be attacked twice in a row by the same foe)
Big Damn Hero: -5 PP: 2x damage when next to (orthogonally) a teammate with 50% health or less
FLAWS
Slow: 2 PP: -1 AP per turn
Lame: 4 PP: -2 AP per turn
Valiant: 5 PP: Cannot be healed by others