{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-perk-system","type":"mechanic","id":"game-mechanics--gm-perk-system","lang":"en","title":"Perk system","summary":"The player chooses upgrades that change the hero’s properties or action rules. Costs and selection limits shape a character build.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-perk-system/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-perk-system.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-perk-system.md","aliases":[],"tags":["Game design techniques","Progression"],"sourceIds":["source-739527053929038e","source-2a8c7da3d8385b7f"],"sources":[{"id":"source-739527053929038e","title":"Game Mechanics: Perk system","url":"https://gamemechanics.org/patterns/perk-system","verifiedAt":null},{"id":"source-2a8c7da3d8385b7f","title":"Far Cry 5 (2018)","url":"https://gamemechanics.org/patterns/perk-system/game/far-cry-5","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Individual upgrades modify character properties or action rules."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-perk-system-rule\"></a>\n\n- Individual upgrades modify character properties or action rules. <a id=\"gm-perk-system-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-perk-system","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-perk-system","categoryIds":["gm-category-progression"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Perk system","description":"The player chooses upgrades that change the hero’s properties or action rules. Costs and selection limits shape a character build.","image":{"src":"images/mechanics/interaction-perk-system.webp","width":900,"height":506,"game":"Far Cry 5","sourceUrl":"https://gamemechanics.org/patterns/perk-system","originalUrl":"https://cdn.gamemechanics.org/far_cry_5_perks.jpg","credit":"Ubisoft Montréal; image via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"Journey Pack expands carrying capacity","alt":"Far Cry 5’s perk screen highlights Journey Pack, showing a cost of 7 and 14 available points.","markers":[{"x":48,"y":7,"label":"Available perk points"},{"x":49,"y":55,"label":"Selected perk and its cost"}]},"tips":["Distinguish new capabilities from simple numeric increases.","Preview an upgrade’s effect before confirming its purchase."],"examples":[{"title":"Far Cry 5","url":"https://gamemechanics.org/patterns/perk-system"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}