Perks


Perks are useful resources, items, privileges, and contacts.


Perks
Name Cost Description
Access 1 to 5 Access gives the character access to some heavily secured area or building, knowledge of some secret passage, some security pass he has stolen or forged, and so forth. The is between 1 and 5 points depending on how useful the access is. Access is generally considered foolproof or undetectable.
Anonymity 3 A character with this perk has no public or police record of his existance or a very bland record with no useful information. Due to the character's background, however, there should be a very interesting public or police record. If you really go nuts on your character's background I may charge more than 3 points for this perk.
Computer Link 1 to 10 A character with this perk has remote access to some computer system that is not normally accessed by the public. The cost depends on how useful and secure the system is. For example, local police or government would be between 1 and 3 points. A federal system would be between 4 and 6 points. 7 to 10 points gets into some really top security craziness, like high security military or NSA databases.
Contact 2+ A contact is a person who can occasionally help the character out. 2 points buys a contact with a 11- roll. I only use the roll if the favor is annoying for the contact or if there is not some sort of reasonable compensation. Every additional point spent increases the roll by +1, these extra points represent either how good of a business relationship you have with your contact or how good of a friend the contact is. If the contact is "extremely useful" there maybe an additional 1 to 3 points. For example, some city council member, some congressional staffer, or the President.

You can, of course, develope contacts through role-playing at no cost. The advantage of buying them during character creation is that you can determine their personality, how useful they are, and how loyal they are to you. Developing a contact during game play is a bit more random, though often fun.
Deep Cover 2 The character has a second, useful identity, that is a practically unquestionable false identity, that he can use. You must tell me how you created this identity. Did you spend years creating this elaborate false person or maybe did you take over the identity of a dead person.
Favor 1 Some person or organization owes the character a one time favor. If the favor is a bother to the person there will be a 14- roll. "Extremely useful" favors may cost more. For example the mayor of Minneapolis would cost you 4 points. The President would cost you 10 points. A favor is like a contact perk, but only a one time use and the person who owes you tends to go more out of his way to clear the debt.
Follower Varies This is a person who is loyal to the character. The follower is designed with his/her/its own character sheet. The follower's character points are then divided by 5 to determine the follower's cost to the player.
Fringe Benefit Varies Talk to me about this. This includes things like local police powers, federal police powers, weapon permit, diplomatic immunity, and so on. These are things that I can't see many of you having.
Money 1 to 10 This perk represents a character with more then a middle class income. 1 to 5 points is $100 to $500 thousand annual income. 6 to 10 points represents $1 to $5 million annual income. It will be hard to have any kind of real job with what this campaign is about though. And remember money can be lost. You also have the option of spending a some points on this perk and defining it as money that you have spent on equipment. There will be no hard and fast rules for starting equipment, though I will allow more if you spend points on money. Just make sure you have the contacts to get you the illegal stuff.
Reputation Varies The character has a beneficial reputation. This could be criminals being scared of you, vampires being scared of you, being a respected member of the business community, or whatever. The base cost is 1 point. At base you are noticed on a 11- roll. For a +1 point you are noticed on a 14- roll.