My investigators, a mixed crowd of experienced players and relative newcomers, are insisting that they should be allowed perks that give them a reward other than replenished sanity. I dont mind giving them bonuses, because they are cautious players who do some very interesting and sometimes valiant things, but I dont want to give them too much. Im looking for some input on what kind of perks to give them, and also how you feel about a system of perks in general.
Here's the list that I have so far:
Birthday perk: If your character survives one year of game time, you have the option to roll 2D6 sanity bonus (the equivalent of mastering a skill), or you receive ten skill points to be placed where you like.
Dead Eye: If you kill an unusually large number of monsters in one game day, you receive a confidence boost, +1D3 Sanity, or two points added to a weapons skill of your choosing.
Bookworm: After careful research (lasting a whole game day or more), you receive one automatic successful library use role in the next scenario.
Guardian Angel: This one was designed for a specific player of mine. Having missed many luck rolls that landed three consecutive characters dead, she now has the ability to receive a luck roll that may (or may not) save her character in a life or death situation. This is a one-time-only perk.
War Monger: Should a character kill a monster in an exceptionally violent way, they are exempt from sanity loss for the next three combat rounds.
These are a few examples. Does anyone have any other ideas, or adjustments to the perks that Ive all ready made?