This section is intended only to expand on perks with more complicated benefits and challenges. A comprehensive list of all GMP Perks (including these) is available at GMP Perks. Each of these perks will have a unique section below to expand on their benefits and challenges.
While "Celestial Beads" is active, all encounters that are at night and outside are empowered by specific constellations which reward unique Celestial Beads.
GMs can decide which constellation is active based on theme, roll once to determine for the session, or choose to roll to determine by encounter. The Celestial Beads together fill a woven bracelet similar to how the constellations form a tapestry of light in the sky.
If you choose to roll to determine which constellation is active, you can use the following table of active constellations based on the months aligning with the Season (Roll d8):
Daughter - All enemy creatures with a land speed gain the Daughter’s grace and poise. As long as they Stride only half of their movement speed, they do not provoke reactions.
Rider - All enemy creatures gain the resolve of the Rider. Each enemy creature gains the Ferocity creature ability, but can only use Ferocity if they are not already Wounded 2. These creatures also gain an additional reaction at the start of their turns that can only be used for Ferocity, but they cannot use Ferocity more than once per round.
Patriarch- All enemy creatures gain the protection of the Patriarch. They gain a single use, free-action ability that they can use whenever they would take damage to reduce the damage received by 50%.
Wagon - All enemy creatures gain a burst of speed and are hasted but can use the extra action only to Stride.
Pack - All enemy creatures gain pack attack, dealing additional (PL/4 rounded down)*d6 damage against creatures within reach of at least 2 of their allies.
Mother - All enemy creatures gain the succor of the mother. They treat any frightened, clumsy, enfeebled, or drained conditions as 1 less when calculating their penalties. They still count as having these conditions for any other effects.
Stargazer - At the start of each enemy creature's turn, they roll a d6. On a 1, the creature is slowed. On a 4+, the creature is hasted for the turn and can use the additional action only to Strike, Stride, or Step. This is considered a fortune effect.
Reroll
After any Severe+ encounters empowered by this light are completed, roll a d100. If the Encounter was Severe and the roll is less than or equal to 30 OR the Encounter was Extreme and the roll is less than or equal to 40, the party finds a single Celestial Bead matching the constellation that empowered the fight with the following effects:
Daughter
(Passive) The daughter’s graceful movements make you a harder target to hit while you are moving. You gain a +2 circumstance bonus to AC, Saves, and DCs against any reactions triggered by your movement.
(1 Action - 10 minute cooldown) You follow the daughter’s graceful dance. You may choose to Step up to three times.
Rider
(Passive) The rider blesses you with his watchful eyes. You gain darkvision. If you already had darkvision, you gain greater darkvision.
(1 Action - 1 hour cooldown) You may choose to accept the rider’s fury. Enter a Rage for 1 minute and gain +4 damage to all Strikes while taking a -1 penalty to AC.
Patriarch
(Passive) The Patriarch keeps watch for danger at all times. Gain a +2 circumstance bonus to all initiative rolls. If you tie with an enemy creature on an initiative roll, you go first.
(Reaction - 10 minute cooldown) Trigger: You are about to take damage. You gain the Patriach’s protection. You gain (2+PL) resistance to all damage.
Wagon
(Passive) Gain a +10 ft status bonus to all speeds.
(Free Action - 1 hour cooldown) The wagon takes you where you need to go. You Stride as a free action.
Pack
(Passive) Pick one ally at the start of the day. While you are adjacent to that ally, you cannot be considered as flanked unless they are also flanked.
(1 Action - 1 hour cooldown) You hone in on the actions of your pack mates and are able to more effectively harry enemies with their assistance. For 1 minute, enemies are considered flanked as long as they are in reach of you and one other ally.
Mother
(Passive) The mother’s succor helps you in times of distress. You treat the drained condition as 1 less when calculating its impacts.
(2 Action - 1 hour cooldown) The mother’s warmth swaddles and soothes you. You gain temp HP equal to PL*4 that lasts for 1 minute.
Stargazer
(Passive) The first time each hour that you would be subjected to a misfortune effect, you ignore it.
(1 Action - 1 hour cooldown) The stargazer’s fortune may smile upon you, or may leave you looking as a fool. Immediately and at the start of your turn for 1 minute, roll a d6. If you roll a 1, you are slowed for the round. If you roll at 4+, you are hasted for the round and can use the additional action only to Strike, Stride, or Step.
Unlock the ability for a devil (or other mythical creature) to offer characters trades in the form of their life in exchange for items or boons. Each deal afflicts the character with a permanent stack of doomed, though they can choose to take as many deals as desired. The doomed condition applied in exchange for these deals is permanent and cannot be removed by any means outside of campaign events and clocks. When a deal is stuck, the devil will offer a small referral fee to the GM of 100 XP / GMP.
Eyes - Permanently gain your choice of Truesight (Rank 7), Greater Darkvision, or the ability to ignore flat checks due to concealment.
Tongue - Permanently gain the effect of Truespeech and Translate for all languages.
Envy - Gain a single item that can be Common, Uncommon, or Rare that is equal to or below PL+2. This item has the Epic trait, is considered intelligent, and any related DCs or damage of the item will scale with the character as they level (set by the GM council). This item cannot be traded.
Greed - The character permanently gains a perk that costs 4000 or less Player XP. The player's other characters do not benefit from this perk, though the player can choose to purchase the perk later for their other characters.
Wrath - Once an adventure, you can reroll the damage dice for a single attack or spell. You must accept the new result.
Gluttony - You can always consume food, drink, or potions no matter sickness or any other similar effects. Whenever you are sickened, you reduce the impact of the status penalty by 1.
Sloth - Once an adventure, at the start of your turn, you can choose to ignore the effects of any slowed, stunned, or paralyzed statuses that you are currently suffering from.
Pride - Whenever you are frightened, you reduce the impact of the status penalty by 1. You are never considered frightened to meet the prerequisite for any actions unless desired.
Lust - Once an adventure, at the start of your turn, you can choose to ignore any effects that are controlling your actions.
Unlocks the ability to use "Inclement Weather" to increase the elemental danger in your games while increasing rewards for players. GMs can decide to use specific inclement weather or roll throughout the adventure as desired. GMs are free to modify the forms of inclement weather in their games to fit the themes of the encounters, though the impacts to difficulty should be mathematically similar.
Raging Inferno - PCs are affected by Extreme Heat during the adventure. Every combat, the GM can create areas of fire (either choose, or roll for 1d4 patches). You can decide if these fire patches stay the same size, grow, or shrink during the fight. No matter the choice, this should be obvious to your players from the start of the encounter. The first time a creature enters the fire per turn, they take (PL-2)d6 fire damage.
Torrential Rain - The rain counts as concealment for creatures without the water trait. Ranged attacks without the water trait have half of their normal ranged increment. Every combat, the GM creates puddles of water (either choose, or roll 2d4 patches). The puddles are either difficult terrain, or act as water and must be swam through.
Hurricane - Creatures lose all fly speeds (if flying is their only movement, the creatures instead receive an equivalent ground speed as they are forced low to the ground). PCs take (PL/4 rounded down)d6 bludgeoning damage every 10 minutes as they are buffeted by the winds. Every combat, the GM creates four tornado that occupies a 5-foot bursts. At the end of each round, these move together in a random direction 30 feet. The first time a creature enters the tornado per turn, they take (PL-2)d6 slashing damage.
Earthquake - PCs take (PL/4 rounded down)d6 bludgeoning damage from earthquakes every 10 minutes. Every combat, divide the map into 4x unstable areas. At the end of each round, choose one area randomly that collapses. Creatures in the area take take (PL-2)d6 bludgeoning damage from the crumbling environment.
Chilling Frost - PCs are affected by extreme cold during the adventure. Every combat, the GM creates patches of ice (either choose, or roll 2d4 patches). The first time a creature takes a move action on the ice each round, they must succeed at an Acrobatics check or Reflex save against a player level-based DC+2 unless they have the cold trait.
Reroll
While "Masks of the Seasons" is active, there is a low chance to encounter creatures wearing an intricately carved and blessed mask known as a "Mask of Seasons". Any creatures wearing these masks are gifted a sense of self, the ability to speak common, and an intelligence of -1 if they originally had lower. They are also blessed with unique passive and activatable bonuses dependent on which season the intricate mask represents.
If the encounter creatures are defeated, provided sufficient aid, or otherwise significantly convinced to part with the mask, then it will be given as treasure to the party. That said, these masks are considered a blessing of the region, and a creature will not easily part with its mask without significant reason.
Any time the players encounter a new set of creatures that have an indifferent or worse attitude towards the party, roll a d100 to determine if they possess a Mask of the Season and determine which mask if so.
1-2 - Spring
(Encountered Creature Effects) The encountered creature gains the passive effect and can use the mask's 2-action ability at will.
(Passive) You move like fresh petals blowing in a breeze. You can step up to 10 ft.
(2 Action - Once a Day, Concentrate) Nature blooms around you in a verdant burst of growth as a 20ft emanation, blossoming flowers heal allies an amount equal to their level, any health over max is converted to temp hp instead. Growing vines lash at the feet of enemies, causing them slowed 1 for 1 round unless they succeed at a Reflex save against the higher of your Class DC or Spell DC.
3-4 - Summer
(Encountered Creature Effects) The encountered creature instead gains a passive effect of a status bonus of +2 fire damage to all strikes and fire spells. They can also use the mask's 2-action ability at will.
(Passive) The sun burns brightest when over your head. Any time you would deal fire damage, you gain a +2 status bonus to the fire damage dealt.
(2 Action - Once a Day, Manipulate and Concentrate) You rise into the air like a blazing sun before dashing back to earth and unleashing a blistering blast. Fly up to 15 ft straight into the air before diving back down to any empty space on the ground within 60ft. You deal (PL/2 rounded down)d6 bludgeoning + (PL/2 rounded down)d6 fire to all creatures within a 10ft emanation with a basic reflex save against the higher of your Class DC or Spell DC.
5-6 Autumn
(Encountered Creature Effects) The encountered creature gains the mask's passive effect and can use the mask's free action ability once per round instead of once per 10 minutes.
(Passive) You are used to trudging through drifts of fall leaves. You are not affected by difficult or greater difficult terrain caused by foliage, rocky, or uneven landscape.
(Free Action - 10 minutes) Trigger: A creature dies within 30ft. The mask is no stranger to harvesting life from the fields. You gain PL*2 temp HP and are hasted on your next turn but can use the hasted action only to Step or Stride.
7-8 - Winter
(Encountered Creature Effects) Instead of the mask's normal passive effect, the encountered creature gains the Ferocity creature ability and an additional reaction at the start of its turns that can only be used for Ferocity. It cannot use Ferocity more than once per round. The creature can also Sustain the 2-action effect as a Free Action once per round.
(Passive) You are inured by the darkness of winter. You treat any dying condition that you have as 1 less when determining if your character would die.
(2 Action - Once a Day, Manipulate and Concentrate) You call forth a localized but raging blizzard from the power within the mask. The blizzard is a 10ft burst and can be summoned centered on the corner of any space within 30ft that lasts for 1 minute. The snowfall in the blizzard limits visibility and counts as concealment. All creatures within the blizzard beside yourself takes (PL/3 rounded down)d6 cold damage at the start of their turns. You can take the Sustain action to move the blizzard up to 15ft in any direction once per round.
9-100 - No Mask Found
Unlock a magical fountain that can increase player primary attributes (or decrease them) as well as provide some other unique benefits based on a roll of the dice. Each character can only benefit from a particular magic fountain once.
A character cannot receive duplicate boons or banes. If they roll an effect they are ineligible to receive, they may roll on the table again. Either way, the character is then ineligible to drink from the same GM's fountain again within the current or any future session. The bonuses granted by the fountain fully increase the attribute modifier of the player by 1 and do not interact with 'Attribute Boosts'.
You cannot use a Hero Point to reroll a fountain roll.
20: Pick any boon from the list for which you are eligible.
19: +1 to Key Attribute (this counts as a +1 to that attribute, making you ineligible to receive it in the future)
18: +5 to Movement Speed
17: +1 to Con
16: +1 to Wis
15: +1 to Int
14: +1 to Str
13: +1 to Dex
12: +1 to Cha
11: +1 to Lowest Eligible Attribute
10: Roll 2d20 and pick the preferred of the two outcomes
9: -1 to Key Attribute (this counts as a -1 to that attribute, making you ineligible to receive it in the future)
8: -5 to Movement Speed
7: -1 to Con
6: -1 to Wis
5: -1 to Int
4: -1 to Str
3: -1 to Dex
2: -1 to Cha
1: Remove all fountain effects. You are eligible to drink from any fountains except this one again in the future.
All encountered creatures gain a random mutation from a table, randomly adding abilities and actions to those creatures. You can choose if this perk applies to any given session that you run. While "Mutant Monsters" is active, add EITHER +15XP/Hour OR +15% Treasure Budget.
Roll a d6 for the session, each group of creatures encountered, or each individual creature encountered while the perk is active. The monsters gain a mutation from the table below based on the result.
Extra Eyes - The creature gains the benefit of all-around vision (meaning it cannot be flanked).
Toxic Breath - The creature gains a toxic breath attack that deals (Monster Level)d6 poison damage to all creatures in a 30-foot cone, with a basic Fortitude save against a ML Based DC+2. The creature cannot use toxic breath again for 1d4 rounds. A creature that fails their save is Sickened 1. A creature that critical fails their save is Sickened 2.
Wings - The creature gains a 25ft fly speed. If the creature already has a permanent fly speed, increase it by +10ft.
Caustic Pustules - The creature's body is covered in caustic pustules that erupt when the creature is damaged, dealing ML/4 (Rounded Down) * d6 acid damage to all adjacent creatures.
Echolocation - The creature gains echolocation as a precise sense with a range of 30ft. If the creature already has permanent echolocation, increase its range by +10ft.
Numb to Pain - The creature gains the Ferocity creature ability and an additional reaction at the start of its turns that can only be used for Ferocity. It cannot use Ferocity more than once per round.