|And another retro set of house rules from Warp & Weft/Dreams of Flesh and Spirit.|
Alternate Experience Rules
Perks And Flaws
Common Sense (Innate, 4 points)The character always "looks before she leaps". This translates into the Weaver giving the player a warning when she is about to have the character do something foolish, even if there are no perceptible clues as to the danger. The Weaver does not have to specify the danger or give any details. Common sense has no downside.
Double Jointed (Innate, 3 points)The character's entire body can contort and flex in seemingly impossible angles. This is significantly more than her just being able to bend her fingers back. The character can fit into spaces half the size of what regular people can, as well as being able to easily slip out of restraints unless special precautions are taken. The downside is that the character's joints are easily dislocated, intentionally or not.
Immunity (Acquired, 1 point)The character is immune to one, and only one, specific drug, poison, substance or disease. This Perk can be acquired because it is possible to build an immunity to toxins or diseases. The downside to Immunity is that the character cannot gain any positive benefits from a substance if there are any.
Intuition (Innate, 4 points)The character gets uncanny hunches and bursts of inspiration, and the Weaver can allow her to make CRE rolls whenever she thinks the character might get one, even if there are no obvious clues present. Fumbled CRE rolls for Intuition result in extremely poor guesses, and are Intuition's only downside.
Longevity (Innate, 3 points)The character's lifespan is effectively twice that of a normal person's - she will effectively always look and feel like someone half of her age. Longevity's only downside is the envy of others and outliving relatives, friends and loved-ones.
Perfect Pitch (Innate, 4 points)The character always knows if something is in tune and gains a +1 bonus to any musically related task.
Sense of Time (Innate, 2 points)The character always knows what time it is and always know how much time has passed from any one event to another.