Post by Hell Hound on Sept 23, 2021 22:59:51 GMT -5
The first four perks are what you may choose out of for your free perk once you reach level 1. They are - Aquanaut, Night Owl, Detective's Hunch, and Lightweight. You may also buy these perks at any time as well.
To buy perks for a character you must reply to this thread with the appropriate accounts. That means if Dean buys a perk then I would post as my Dean account. You will also reply to this thread with any perk changes - make sure you follow the rulings about equipped perk swapping in the main Halloween Event post.
PRICES AND ABILITIES ARE SUBJECT TO CHANGE AT ANY TIME.

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Aquanaut: Your character is able to swim 100% faster for ten seconds. While using this perk, the character’s eyes will glow with a strange orange color. This perk can be used once per rp session.

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Night Owl: This perk allows your character to see in the dark. When activated, their eyes will glow a strange orange color.

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Detective's Hunch: When a killer reveals themselves to your character, they receive a supernatural hunch as to where a weapon is hidden within their proximity. It’s as if they can see an image of where it is hidden in their mind’s eye. Their irises flash a strange orange color for only a few seconds as they see this.

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Lightweight: While in the proximity of a killer, your character is able to run and walk quickly in complete silence as their footsteps don't make any noise. The soles of their feet will glow a strange orange color while this perk is activated.

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Calm Spirit: Your character is able to immediately calm another through touch. A strange orange glow appears at the point of contact and transfers into the other person, whose pupil’s glow orange for a second. This perk can only be used once every 24 hours.

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Built To Last: When fighting a killer, whatever object your character is using to fight them off gains a supernatural durability. As a result, an object like a lamp or a weapon like a knife becomes unbreakable as long as your character is holding it.

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Aquatic: Your character is able to breathe underwater for a total of 5 posts. Their lungs will glow a strange orange color that can be seen through their chest and clothing. This perk can only be used once per rp session.

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Balanced Landing: When in proximity of a killer your character’s agility is heightened to the point that they can fall from high heights and land perfectly without harming themselves or stumbling for a moment. I.E.: They can jump from a second story without injuring themselves, and if they attempt to jump from higher a die will be rolled to determine if they do so without injury. A 10-sided die will be rolled and if it lands on 2, 4, 6, 8, and 10 it will allow the character to land without being injured. However, for each additional story they lose one number. I.E: If they jump from 3 stories the die will be rolled and 2, 4, 6, 8, and 10 will be needed in order to not get hurt, but if they jump from 5 stories they would need 2, 4, and 6 since 5 stories is two floors higher than 3.

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Sprint Burst: Your character is able to run 50% faster for two turns. The character’s legs will glow a strange orange color while using this ability. This perk can be used once per rp session.

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Stunt Trick: While your character is driving a vehicle and a killer attacks them, they are able to perform an insane trick with their vehicle that would otherwise be impossible to do. This can include all kinds of flips, spins, etc. The vehicle will glow a strange orange color as this perk activates. This perk can only be used once per rp session.

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Spies From The Shadows: A character with this ability can see through the eyes of any nearby animals. They do not get to hear or feel anything from the animal’s point of view but they can see whatever it is they see. The character’s eyes will glow orange as they use this perk, as will the animal’s that they are seeing through. They can only see through one animal’s eyes at a time.

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Iron Grasp: When in the proximity of a killer, this perk can be activated. While holding onto an object or being, their hands or arms will glow orange while holding onto it. In order for their grasp to be broken from whatever it is they are hanging onto, a 6-sided die must be rolled. If it lands on 1, 3, or 5, they will lose their grip. This perk can only be used once per rp session.

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Sucker Punch: While fighting a killer, your character can stun the killer by hitting them in the head with a significant object. This perk can be used once every 24 hours.

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Lucky Break: If you roll poorly for one of the killer’s abilities you are allowed to reroll once. This can be used once every 24 hours.

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Master Of Healing: A character with this perk is able to use the perks Self-Care and Solidarity with double proficiency. This cuts down the number of posts it takes to heal injuries. It takes 1 post for minor injuries, 2 for serious injuries, and 4 posts for critical injuries.

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Tinkerer: If something is broken in a scene that your character needs, such as a phone, vehicle, or weapon they can supernaturally fix it with a touch. Their hand(s) will glow a strange orange color when this perk activates and the object being fixed will also glow. This perk can only be used once every 24 hours.

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Hallowed Botany: Your character has an eerie connection with the Hallowed Flowers that appear during October. This allows them to study and understand the flowers more than anyone else. They can use the glowing orange nectar they secrete in medicine to help heal people. It enhances all kinds of medication, causing instant relief and healing properties. Your character will also subconsciously want to protect the flowers from behind harmed during all of October.

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Sole Survivor: For every dying or dead character or NPC in your proximity your character gains a 10% boost to their speed, strength, and durability.

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Iron Will: A character with this perk is able to stay completely silent through any and all pain, when a killer is in proximity. If the character would scream, grunt, or cry their vocal box glows an orange color and no sound comes out.

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Deception: When the killer is in the proximity of your character they are capable of supernaturally growing a Hallowed Flower about ten feet away which will make a sound to distract the killer into thinking someone is hiding in the direction of the flower.

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My Dad's A Cop: When calling 911, first responders come extremely quickly, within two turns. A roll does not need to be conducted with a 6-sided die to see if the call goes through to dispatchers as it will automatically connect to a 9-1-1 operator. This perk does not work during the last week of October.

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Babysitter: While saving another character from a killer, your character becomes their new target and they cannot attack the one that was saved. The character that was saved may be able to escape due to it. If the character that was saved attacks the killer, the perk deactivates and the killer can go after whoever they want.

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Power Struggle: When your character is being overpowered by a killer, their muscles begin to glow a strange orange color and they are able to become stronger than the killer for one post. This perk can only be used once per rp session.

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Decisive Strike: When fighting a killer, when your character stabs them with an object it will completely stun the killer for one entire post. When this perk is used, the object glows a strange orange color. This perk can only be used once per rp session.

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Hidden Attack: While your character is hiding from a killer, this perk can be activated. They can jump out of their hidden location and attack the killer, which will stun them for an entire post afterwards. This perk can only be used once per rp session

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A Nurse's Calling: Your character is able to mentally see every character around them who is injured. The more intense their injuries, the more prominent the visions of the person is in their mind.

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Hallowed Compass: Your character can mentally be shown the location of a hidden location tied to a killer. A 6-sided die will be rolled to determine if they receive a vision of the location of a specific killer’s lair or object. If it lands on 2, 4, or 6 then they will be shown where the location is. This perk can only be used once every 24 hours.

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Low Profile: Whenever your character is in a scene with one or more characters, they’re unable to be targeted first by a killer at the beginning of an attack. They are also immune to any stalking of a killer who has not revealed themselves as long as there is another character to be stalked in the scene. If all characters have Low Profile, they cancel each other out.

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Distortion: This perk gives your character the ability to stay hidden from a killer’s detection ability for two turns. This perk can only be used once every 24 hours.

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Flashbang: When fighting a killer your character is able to create a small ball of glowing orange light that they can throw or drop to the ground. Once it comes into contact with something it will burst into a bright orange flash, blinding everyone and anything within 15 feet of impact. This perk can be used once per rp session.

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Self-Preservation: When other characters are being harmed by a killer, if your character chooses to leave they gain a 75% speed boost. If your character is injured, everytime the other character is harmed your character will heal as long as your character does not intervene. The greater damage they take, the more your character will heal.

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Better Together: If your character has this perk, they will be able to activate it whenever another character who also has the perk is around them. When used, Better Together enhances your own and any other character’s perks who also have this perk equipped and are in the proximity of each other by a total of 5%, and doubles the radius of them. The 5% increase is stackable.

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Guardian: When in a scene with a killer and another character, this perk can be activated. You can choose one other character in the scene with your character to give them advantage for all of their rolls for the remainder of the scene. However, your character will now have disadvantage for the remainder of the scene as well. This perk resets after every rp session.

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Spin The Wheel: Buying this perk will grant your character one random perk. This can only be bought once and the perk could be of lesser, equal, or greater value than the price of this perk. It is a game of chance.

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Open-Handed: When a Mystery Killer is in your character’s proximity, this perk can be activated. They will be forced to reveal themselves, however the killer is able to pick out of your other 3 perks equipped to negate for the remainder of the scene. No other killers can join the scene in Mystery Killer Mode after this perk is activated. This perk can be used once every 24 hours.

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Mental Barrier: Whenever your character’s mind would be read, this perk activates. A 6-sided die will be rolled and if it lands on 2, 4, or 6 then their mind will be protected from being read. This can also be used to block mental attacks. Whoever or whatever it is that is attempting to read their mind will just mentally see a bright orange color.

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Borrowed Time: Your character is able to share some of their vital energy with another character and take some of another character’s injuries onto themselves. By doing this, the other character will partially heal while yours becomes injured in the same way that they were harmed. As a result, both characters will be equally injured, each getting half of the initial damage. When the injuries heal/form it is done with a strange orange glow.

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Self-Care: Your character has the ability to supernaturally heal themselves. While healing, their wounds will glow a strange orange color. It takes 3 posts for minor injuries, 5 for serious injuries, and 8 posts for critical injuries. A character must stay sitting or laying down while healing.

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Solidarity: Your character has the ability to supernaturally heal other characters. While healing, their hands will glow a strange orange color. It takes 3 posts for minor injuries, 5 for serious injuries, and 8 posts for critical injuries. Both characters must stay sitting or laying down while healing.

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Left Behind: If your character is left by another character(s) while a killer is after them, you can activate this perk. The killer will glow a strange orange color and be stuck in slow motion for one turn.

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Hold Your Horses: When in the proximity of a killer, this perk can be activated. After winning a roll against a killer’s ability the killer is forced to stop in place for two turns while the character can attempt to escape. The killer will glow a strange orange color while they are immobilized. This perk can only be used once per rp session.

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Hallowed Barrier: When a killer reveals themselves to your character, this perk can be activated. An intense headache is felt by your character while a magical barrier is created that glows a strange orange color. This barrier can be formed to create a wall or bubble, and no Hallowed Event characters can pass through it, including killers and final girls. A 6-sided die is rolled and if it lands on 1, 3, or 5 the barrier will disappear. The character must keep focus on keeping the barrier up, if focus is lost they will roll with disadvantage. This perk can only be activated once every 24 hours.

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Lone Wolf: If your character is alone in a scene with a killer, Lone Wolf activates. They become 50% quicker and stronger, this perk stays active as long as they are alone with the killer. Additionally, twice per RP scene, if you roll poorly for one of the killer’s abilities you are allowed to reroll once.

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Desperate Measures: For each seriously injured or dying character in the rp scene they are currently in, your character gains 10% more of their normal durability and strength. However, if your character leaves the scene, this perk deactivates. While activated, a character gains a faint strange orange glow around their body that intensifies for each 10% they gain.

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No One Left Behind: While another character in proximity is dying and your character tries to help them, this perk activates. They become 50% faster and stronger, this perk stays active as long as they are within two feet of the dying character.

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Unbreakable: When a killer is in proximity, your character’s durability gets a considerable boost, making them able to use their pain as fuel to make them 25% stronger and withstand damage that may normally cripple a person. While severely injured, a 10-sided die is rolled and as long as it does not land on 1 they will be able to push through damage done to them.

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No Mither: Your character bleeds 50% slower and the blood glows a strange orange color for 3 seconds after it leaves the body. So in turn, it takes longer for them to die due to blood loss.

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Bond: When a killer has made their presence known to your character they are able to sense everyone within a half of a mile of their location. They just supernaturally know the location of where everybody is, even of individuals they may not know. This does not give them information on the locations of Halloween Killers.

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Bird Set Free: When a character is captured or stuck within something while a killer is in their proximity, they are able to break out and escape. Their entire body will glow a strange orange color while they break through whatever it is that is necessary to escape. This perk can be used once every 24 hours.

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Escape Artist: Your character is able to dodge an otherwise unavoidable attack from a killer by teleporting within two feet away from them in a flash of orange energy. This perk can be used once per rp session.

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Blood Pact: If your character gets another character’s blood on them, they will be supernaturally connected. They are able to sense when the other person is in distress and are drawn to their location without consciously knowing the destination. The effect of Blood Pact lasts for 24 hours from the moment of contact.

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Ace Up My Sleeve: When a killer reveals themselves to your character, you can choose an advantage your character will help against a specific killer. For instance, if their weakness is fire perhaps your character has a hidden flamethrower nearby. This perk can only be used once every 24 hours.

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Alert: When a killer reveals themselves to your character, any and all other killers in their proximity are shown to your character mentally. This includes all killers who may be in Mystery Killer Mode. No further killers are able to join that specific scene for 3 turns after Alert activates.

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Power Of Agony: If a character equipped with this perk is affected by a killer’s ability that affects them mentally, emotionally, or spiritually they will gain advantage for all of their rolls for the remainder of the rp session.

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Spine Chill: Your character can sense when a killer is within their proximity. A supernatural tingle warns them of impending doom. When a killer is in Mystery Killer status, they can use this ability and force the player to DM them who the killer is that is stalking them.

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Gearhead: While fighting a killer, this perk can be activated. The character’s eyes will glow a strange orange color, which in turn will cause the killer’s eyes to also glow. The killer will suddenly become very confused and forget what they were doing. This will stun them for one turn, and they will not be able to use any abilities that require a roll for 3 turns.

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Repressed Alliance: Your character has an eerie connection with the Hallowed Flowers that appear during October. This allows them to summon a burst of flowers and vines from the ground that will try to wrap and twist around the killer in order to immobilize them. Your character will also subconsciously want to protect the flowers from being harmed during all of October. This perk can only be used once every 24 hours.

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Déjà Vu: This perk activates whenever your character fights a killer they have already faced during previous years. When used, the player who is playing the killer has to DM you and tell you what their next move is going to be and who they are targeting/what their intentions are. This perk can only be used once per RP scene.

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Territorial Imperative: A creature with this perk is able to choose a set location for their territory. Anything and everyone who enters this area during October is known by your character. It is impossible for Mystery Killer mode to work against that character while in said location.

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Don't Split The Party: If your character is in a scene with at least 3 other characters in their proximity this perk can be activated. Every round the owner of this perk can choose one character in the group to receive an advantage to a roll. (Include who gets the next advantage at the end of each of your posts.)

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Premonition: Your character receives a premonition on how to defeat a killer who is actively trying to kill them. A 6 sided die is rolled and you have two chances to guess the number it landed on. The staff member who rolls the die must not be a part of the ongoing scene. If you guess right, the character receives the vision. This perk can be used once per rp session.

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Adrenaline: If injured and a killer is within close proximity, your character is filled with a burst of unexpected strange orange energy that heals them and gives them a speed boost of 50% for ten seconds. This perk can only be used once per October.

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Deliverance: When your character saves another character from a killer, Deliverance activates. After activated, it grants you the power to save your character at any point from a killer’s attack. The player must come up with a logical way to save them. This perk resets every October and can only be used once per year.

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Mettle Of Man: After your character takes two attacks from a killer while saving another character, this perk activates. The next attack made by the killer to your character is unable to harm them. Their skin glows a strange orange color wherever they would be harmed. This perk can only be used once every 24 hours and it resets after every rp session.

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Object of Obsession: A supernatural bond links you to a killer. You are able to see through their eyes but they are also able to see through yours. When using this ability, their eyes will glow orange as they look through the other’s eyes. When looking through their eyes, the other has no idea they are doing so. However, the killer is allowed to attempt to look through your character’s eyes once every 24 hours as well and a 6-sided die will be rolled to determine if they can see. If it lands on 1, 3, or 5 the killer is able to see through their eyes and your character will have no idea. This roll will be done by a staff member who does not own either the character or killer. Your character can only be attached to one killer per October.

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Fixation: Your character has become the obsession of a killer. When equipping this perk, you must choose one killer to have a fixation on your character so that when another killer is trying to kill them, they will fight the other killer because they want the kill. Keep in mind, whichever killer you choose will attempt to kill your character more than any other. The killer chosen must be actively played by a member. You cannot unequip this perk until the end of October and cannot change the killer who is fixated onto your character, even if they are defeated.

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Hallowed Magic: A witch with this perk has their magic completely influenced by the Hallowed Flowers. Anytime they use any kind of magic, their eyes will glow orange and whatever spells they are using will also glow. Example: telekinetically moving objects will cause them to glow orange, elemental magic will be orange, etc. This will make their magic stronger, doubling their power, and they may be able to do witchcraft using the plants. Everytime a spell is done a 6-sided die is rolled and if it lands on 2, 4, or 6 then the magic will be enhanced. (Magic using the plants must be approved by the admin.)

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Hallowed Hunter: A hunter equipped with this perk is able to choose one killer that they are actively hunting during the month of October. Whenever in a scene with said killer, they gain advantage for their rolls. They can only choose one killer every October, even if the killer is defeated they cannot choose a new one.

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Hallowed Bloodhound: A skinwalker/werewolf/fenrir with this perk has their abilities grow stronger due to the pollen in the air from the Hallowed Flowers. (Unique skinwalker abilities are also powered up.) Wounds will glow a strange orange color as they will regenerate instantly from non-lethal damage. Their speed, strength, and senses will all be enchanted to double their normal strength as well. The effects gained by this perk lasts for 5 turns. This perk can only be used once every 24 hours.

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Hallowed Bloodlust: A vampire with this perk is able to drain Hallowed Event character’s blood and gain a powerful boost from them. This will cause their eyes to glow orange and their vampiric abilities will be enhanced by double their normal power. If draining a killer, the vampire will gain the killer’s powers. The effects gained by this perk lasts for 5 turns. This perk can only be used once every 24 hours.

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Angelic Power: Angels typically lose their power during the month of October, but this perk can give them that power back. A 6-sided die will be rolled and if it lands on 2, 4, or 6 then whatever ability they are attempting to do will be successful. (This includes teleporting without having to charge it or getting lightheaded.) This perk can only be used 3 times per rp session.

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Hallowed Control: The character has a strange connection to the killers that are appearing during October. They are able to mentally take control of any killer in a scene for a total of 10 posts. When using this perk, the character’s body will be unconscious and in a sleep-like state. The killer will have a strange glowing orange third eye open on their forehead. This perk can only be used once every October.