Perks

Racial
Dark Elf (2): You’re long lived, you can see in the dark, and can endure elements better than other races. Your maximum Agility is 5D but your maximum Might is only 3D.
Dwarf (1): You’re long lived, you can see in the dark, you receive +2 to smithing or any other craft skill. Your maximum Vigour is 5D but your maximum Agility is 3D.
Elf (2): You’re long lived, you can see in the dark, you receive a +1 on all ranged attacks, Your maximum Agility is 5D but your maximum Might is only 3D.

We need more races

General
Acceleration (1): You can run the triple as any individual of you race.
Attractive (1): Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff or simply distracting guards.
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half however all Vigour rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): Th e GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sorcerer (3): You’re magically sensitive. Magic spells actually work for you. See the Simple Magic System, page 10.

Perks

[MiniSix] Test of Lost Atmo Atmo