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Pick a single perk. You'll get more as we go.

You can take most perks twice if you like, exemptions have an asterix next to their names. When you take a perk a second time, double the value of the underlined words and/or numbers. This can result in x2 epics or x2 bloopers which call for three rolls rather than two.


THE PERKS

Adrenaline Rush Cinematic Action: Once per scene, you get one epic die on a STR roll.

Aspiring Script Writer When it’s time to pick a script change type, pick two instead. When it’s time to use your script change you can choose either, not both. You don’t keep the one you didn’t use.

Calmly Walk Away You get one epic die on DEF rolls against explosions if you are not looking at the explosion. You get a +1 to all explosive attacks.

Crunch Time As long as you aren't in a high-pressure situation, you are good at figuring things out. +2 INT when you aren't taking turns (such as in combat).

Deceitful You are skilled at misleading others. (Epics: Lying, Sleight of Hand)

Dramatic Reveal* You get to choose a third trope. However, you no longer heal between scenes.

Druid, or Possibly Farmer In any case, you've been getting in touch with nature. (Epics: Plants & Animals, Living off the Land, Weather Prediction)

Duct Tape and Solder* In 10 minutes, you can combine any two weapons together. The resulting weapon has the properties of one of the weapons (your choice) and gets an additional +1. If you combine a melee weapon and a ranged weapon, the resulting weapon can switch between melee and ranged by spending 1 AP. And no, you can’t keep combining already-combined weapons to get bigger and bigger bonuses. Nice try, though.

Eagle-Eyed For whatever reason, you seem to have great vision. (+1 ACC, Epic: Sight)

Elite Shooter Drop your weapons’ reload numbers by 2 (so if a weapon has to reload on a 3 or less, you only have to reload it on a 1). (+1 ACC)

Evil Eye Cinematic Action: Once per scene, you can spend 1 AP to give someone the evil eye. Roll a d20. On a 1-5, the target focuses on you. On a 6-10, the target avoids you. On an 11-15, the target takes a -2 to all rolls in this scene. On a 16-20, they lose their next turn, paralyzed with fear.

Explosives Expert Get a +2 bonus to attacks with explosives.

Fight Me Like a Man While fighting unarmed, you disarm your opponent if you roll an 18+ on your attack roll, placing the weapon anywhere on the ground within 10 feet. (+1 STR)

Float Like a Butterfly Cinematic Action: Once per day, you can tap into a heightened level of self-preservation. For the rest of the scene, get a +2 to DEF.

Glancing Blows If you miss with an attack, deal 2 damage anyway. If you attacked multiple targets with your attack, you only deal 2 damage total.

Good Judge of Character You've been around the block and tend to know a shady character when you see one. (Epics: Sense Motives, Lie Detection)

Hell of an Arm You can throw with great strength, gaining +2 on attacks with throwables. Also, you can throw things at a long range, including gauze, first aid kits, molotovs, grenades etc.

High Five of Life Cinematic Action: Once per Scene, for 1 AP, giving an ally a high five heals 2 HP for you and the ally.

I’m Not Supposed to Die Like This Choose one of the following categories. You get +2 to DEF rolls against that category.

● Projectiles (bullets, arrows, thrown bricks and so on)

● Melee weapons and explosives (swords, chainsaws, grenades, rockets and so on)

● Natural weapons (fists, feet, teeth, claws, elbows and so on)

John Woo Cinematic Action: Once per scene, you get a +4 bonus to ACC if you are jumping into or out of cover this turn. You seem to attract and then startle doves, giving you Blooper: Stealth

Laser Focused Cinematic Action: Once per scene, you get one epic die on an ACC roll.

Leap of Faith Cinematic Action: Once per day, when you would take damage from falling, something really lucky happens and you end up not taking damage. Jump away! (+1 ATH)

Masochistic +2 to your next roll after taking damage. Receiving damage more than once does not cause the bonus to increase.

Mass Destruction When you attack multiple targets in the same action, reduce your total attack penalty by 1. Master of Disguise You’re skilled at changing your mannerisms, voice and appearance to seem like a different person. (Epic: Disguises & Mimickry)

Mr. Roy Rogers* Your bullets tend to ricochet to exactly where you want them, negating any cover your enemies might be using.

My Body Is a Weapon All of your unarmed attacks get a +2. My Body is Literally a Weapon You’ve attached a weapon onto your body in place of one of your hands or feet. This weapon receives a +2 bonus BUT you will receive penalties on actions that the Director believes would be aided by having the hand or foot instead. It takes 3 AP to remove the weapon from your stub, and 3 AP to mount a new weapon or artificial limb.

Payday Get paid. $500 (this perk can be taken as many times as you like).

Photographic Memory Once per scene you can make a perception check on an area or object you have seen in the past, just as though you were looking at it now. (+1 SPY)

Point Blank* You can used ranged weapons at melee range with no penalty.

Push It Real Good Your "Push It to the Limit" heals an extra 2 HP, and you can choose to use the ability on an ally that can see or hear you, instead of on yourself.

Quick to Act You have “Epic: Initiative”. This means anytime you roll to determine the order everyone acts in, you can roll twice and choose either result.

Sexual Tyrannosaurus You get +2 to CHA with anyone attracted to your gender. Also, no matter what hell you go through, you always look great

Sexy Nerd You wear glasses, which means you’re smart and a nerd. If you take off your glasses, you get a blooper die to all rolls that would be aided by sight. However, you gain +3 to CHA while your glasses are off. Putting on and removing your glasses costs 3 AP (because you always make such a big deal about it). (+1 INT, -1 CHA)

Sleeper Hold Cinematic Action: Once per scene, if you can get behind an opponent, you can make a melee attack with a -3 penalty. If successful, the opponent falls unconscious. Each round, the opponent rolls a d20, and they wake up on a 17+.

Smack-Talkin' Cinematic Action: Once per scene, you can smack-talk to someone for 1 AP, giving them a -2 to the rest of their rolls in the scene, unless those rolls would directly deal damage to you. The penalty goes away if you are knocked unconscious.

Speed of Plot Cinematic Action: Once per day, an event or action of your choice takes three times longer than it ought to. (Examples: someone falling from a building, a bomb about to explode, a door shutting, a particular combat action. Some Director discretion required.)

Suppressing Fire Cinematic Action: Once per scene, you can spend 2 AP to wildly fire a ranged weapon, suppressing enemy action. Enemies within your weapon’s range take a -3 to all rolls on their next turn.

The More the Merrier When you have 2 or more active enemies adjacent to you, you get a +2 bonus to all rolls.

Trenchcoat* You wear a trenchcoat in which you can visually conceal anything smaller than yourself. Cinematic Action: Once per day pop the collar to gain an epic die to a CHA roll.

Under the Radar If you didn't attack anyone on your last turn, you have a +2 to DEF until the start of your next turn.

Warrior Training You dodged the rocks the sensei was throwing at you as you ran up the stairs while lifting buckets of water. You are ready. +1 ATH, +1 STR, +1 DEF, but the experience made you kinda bitter, giving you Blooper: Charm

Where’s My Mark? You get a +1 to all rolls made by using a Bad Edit. Each day, you receive one additional Bad Edit.

Why Didn't You Say So? Cinematic Action: Once per Scene, when any other character mentions the need for an item that isn't a weapon or extremely rare, you can roll a d20. If you rolled 10+, that item is within arm’s reach.

Wildcard* It seems like things tend to either go amazingly or horribly for you. You get a critical success when you roll an 18, 19 or 20. You get a critical failure when you roll a 1 or 2. [Not compatible with the Stoner trope].

Winning Smile +2 CHA against targets that aren’t hostile towards you.

You Never Know Choose 2 of the following Epics: Animal Calls, Astronomy, Balance, Bartering, Chemicals, Cuisine, Current Affairs, Dancing, Dinosaurs, Diseases, Drugs, Eavesdropping, The Forest, Forgery, Gambling, Geopolitics, Hacking, History, Hunting, Jumping, Lock-picking, Lying, Music, Nuclear Energy, The Ocean, Parkour, Pop Culture, Religion, Reptiles, Ropes, Seduction, Singing, Stealing, Surgery, or something else that your Director approves. (When taken a second time, simply pick two new epics, or double down on the ones you already picked.)

You Sick Sonovabitch Any time you deal damage to somebody or mentally mess with them enough that they start taking penalties, you heal 1 HP.

You Thought I Was Down* Upon reaching 0 HP, you pass out just like anybody else and you miss your next turn, but on the turn afterward, you can act normally, and you receive a +1 bonus to all rolls. At the end of that turn (if you didn't get yourself healed), you pass out for good until healed.