[hider PERK LIST] [color=gold][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [u][b]Zhystkrexas, the Corrupter[/b][/u] [b]COILING CONTRACTS[/b] Your mortal agents that die will revive each ERA SHIFT. [b]OLD RELIGION[/b] Your image or at least your domain has a very old following of worshipers. When an event would normally effect your MORTAL AFFAIRS or agents in a country that you are favored in. You only recieve HALF the penalty. [b]ESSENTIAL IMMORTALITY[/b] You can only be killed by another ESSENTIAL, Vorpal Weaponry, outsiders, or by being kept from your fufilling your curse requirements for a full week. [b]VICE IN FAMINE[/b] Every time a country experiences a famine or food shortage you gain an extra 1 power for each country. If the country loses this condition, is destroyed, too many of its populace dies then you lose these power points. [color=gray][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [u][b]The Lesser God Who Does Not Exist [/b][/u] [b]NONSENSE[/b] You can sense nothingness and when nothing is happening. This sense includes the future for up to 1 month but only if you focus on a specific event. Because anything can count as breaking nothing-such as a rock falling- this ability dosen't break the normal -future sight rules- intent. sneaking up on you count as breaking nothingness. [b]LATE TO THE PARTY[/b] Whenever a radius attack is used, be it magical, divine, elemental, or mechanical you are not effected. This include miracles. Even if a volcano erupts and vomit lava everywhere, you are not hit. [b]SPECIAL RECRUITMENT[/b] All your followers have forms of special sight powers, however, they are all also MAD in some form. [b]HE'S AROUND HERE...SOMEWHERE...ROUGHLY...[/b] In contrast to LATE TO THE PARTY. If someone can sense you or see you, as long as you are not behind something when they attempt to attack you specifically, it will always hit. You cannot dodge and they cannot miss. [b]DON'T WANT TO SEE IT[/b] Your strange relationship with non-existence allows you an empathetic link to all nearby Outsiders. This gives you a warning to outsider attacks and the ability to see what they erased, however, you have a chance to panic in fear when sensing them near. [color=darkgreen][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [u][b]SILACETUS: THE MOTHER[/b][/u] [b]BEASTLY NATURE[/b] Whenever a monstrous sentient race appears, you have a 50% chance to immediately gain one as an mortal agent. If their race dies or hunted to near extinction then you lose this agent. [b]WE ALL HAVE FAVORITES[/b] Your creations instinctively know who your mortal agents are. Mortal Agents who reach AVATAR, FANATIC, or PROPHET levels can telepathically communicate and command your creations at will. Allowing them to be feilded together in events. [b]COMPULSIVE THEOCRACY[/b] The more dominant your creation become, the more well known and wide spread will your religion become. Specifically due to your imagery and religion warding them off from sentient prey. At EXTREME levels of population, they give the native populace a bonus to their defense...if they favor you. [b]DIVERSITY[/b] The more diverse the race of a sentient populaces is, the higher your mortal agent recruitment is. You gain a tiny chance to get HYBRIDS races as your agents, whom will have random beneficial traits. [color=azure][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [b]MerlĂ­ [/b] [b] FRIENDLY FACE[/b] Your inherently human nature makes other humans more warm to you. When talking to any human in person you gain +2 to mortal affairs stat towards any action, or inaction, you are trying to convince them to do. [b] LOOK AGAIN[/b] Whenever someone tries to use any PSI form of mind domination, suggestion, hypnotism, mood influence, or straight up lie your GM rolls a dice with a 75% chance to see through or be unaffected to any of these conditions due to your special sight. [b] GLOBE TROTTER[/b] Due to your presence in most countries in some form, When you get a mortal agent you can use this perk ONCE only upon getting them to decide where your chosen agent lives and comes from. [b] STUDY PARTNER[/b] When another god or mortal countries discover a spell. You gain a copy of that spell, as long as they don't count as an innate ability or trait. [color=green][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [u][b]Kozo[/b][/u] [b]COMFORTABLE DOMAIN[/b] Your tendency towards a nice and friendly practice means your religions appeals is much stronger and longer lasting. Whenever you are favored in a country you gain a +1 to mortal affairs. This bonus is lost if you fall out of favor. [b]THE GOLDEN RULE[/b] Because of your religions good nature your mortal agents are less likely to be killed or injured to make examples. They also gain a slight chance to survive any wars, due to being peacefully taken in as prisoners. However, they all have the PACIFIST trait and will have low chances of winning combat/ dangerous missions. [b]OLD RELIGION[/b] Your image or at least your domain has a very old following of worshipers. When an event would normally effect your MORTAL AFFAIRS or agents in a country that you are favored in. You only recieve HALF the penalty. [b]TAKE THEM TWICE A DAY[/b] The respect for living things is passed down onto your worshippers who practice their era equilivant form of medicine. As your domain grows the population health effects will recieve a bonus based on how favored you are. Your worshippers are also less likely to die to plague and famine events. [color=yellow][h1][u][b] --------------------------------------------------[/b][/u][/h1][/color] [u][b]Feh'Orah[/b][/u] [b] FRIENDLY FACE[/b] Your inherently human nature makes other humans more warm to you. When talking to any human in person you gain +2 to mortal affairs stat towards any action, or inaction, you are trying to convince them to do. [b]CONVERSATIONIST[/b] The way you talk, your general charisma. Maybe it's because you lack any hostile or creepy factor. Gods whom normally take no part in voting in the audience will sometimes randomly back up your nominations or ideas. Giving you a small chance to gain from 1 to 4 influence points. Depending on how lucky you are. [b]IN THE RIGHT LIGHT[/b] Your bendable nature and understanding of light allows you to slightly change things to mortals appeals in real time; without thinking about it. Although this dosen't warrant enough skill or power to warrant ability: it gives you a small chance to make mortals run away in FEAR or become CHARMED by your speeches/actions, depending on your intention. [b]SPOT LIGHT EFFECT[/b] Your mortal agents have a natural inclination to try to be the centre of attention. They are very good at swaying masses, and you have good chance to recruit skilled entertainers/musiciains/poets ectr whenever you gain a mortal. However, they also tend to do missions themselves in search of fame. [/hider]