You gain 3 new perks each time you level up. Some perks have level requirements.

Perk Tree for Lincoln Lutheran Programming Class

Ambiance

Ambiance Perks:

Negative Nancy (Level 1):
Can make fun of the music played in class.

Veto Song (Level 2):
Can veto any song once per day.

Veto Veto (Level 3):
Can veto another veto so that the song continues to play once per day.

Veto 2.0 (Level 4):
“Veto Song” can be used twice per day.

MP3 Perk (Level 4):
Can listen to your own music when the class is listening to music once per week. Volume must be low enough to hear the instructor.

Veto 3.0 (Level 5):
“Veto Song” can be used thrice per day.

MP3 Perk 2.0 (Level 5):
Can listen to your own music when the class is listening to music any time. Volume must be low enough to hear the instructor.

DJ Perk (Level 6):
Can choose the music that the whole class listens to for 30 minutes per week.

DJ Perk 2.0 (Level 7):
Can choose the music that the whole class listens to for one class period per week.

Party Planner (Level 8):
Can throw a party. This is a single use perk that requires perks in the Sustenance tree.

Sustenance

Sustenance Perks:

Hydration (Level 1):
Can drink water in the classroom.

Vegetarian (Level 2):
Can eat fruits or vegetables in the classroom; 1 serving per day.

Farmer (Level 3):
Can eat a snack made of grain in the classroom; 1 serving per day.

Sweet Tooth (Level 3):
Can eat a snack that would commonly be classified as candy in the classroom; 1 serving per day.

Marie Antoinette (Level 4):
Can eat cake and other things made from grain and sugar; 1 serving per day.

Gum (Level 5):
Can chew gum in class.

Feed Me Symour (Level 6):
Can demand a snack from Mr. Sommerer once per week.

On The House (Level 7):
Can demand a drink from Mr. Sommerer once per week.

Party Planner (Level 8):
Can throw a party. This is a single use perk that requires perks in the Ambiance tree.

Personalization

Personalization Perks:

Zipcode (Level 1):
Can pick the area of the room that you want to sit in, but not the exact seat.

Resist Chart (Level 2):
Can make Mr. Sommerer re-randomize the seating chart once per week.

Chart Immunity (Level 3):
Can always decide where to sit. If two people choose to sit in the same seat, the one with the most XP wins.

Fedora (Level 3):
Can wear the headgear of your choice during class.

Poster Child (Level 4):
Can hang a poster of your choice in the classroom once every two weeks. Don’t pick anything that could get Mr. Sommerer fired.

Desktop Control (Level 4):
Can change your desktop to anything you’d like, as long as it won’t get Mr. Sommerer fired.

L33t Loot 1 (Level 4):
Can choose one item from Mr. Sommerer’s stash of high-quality devices (including wireless mice and the coveted Northgate OmniKey mechanical keyboard that sells for $95 on eBay).

Guest Pass (Level 5):
Can determine where one other person sits. If they have more XP than you, they can decline.

Green Thumb (Level 5):
Can bring a plant to class. Said plant must not interfere with classes. A new plant may be brought in once every week.

Desktop Command (Level 5):
Can change the desktop picture on all computers in the class (except for those with this perk). Picture must be of something that won’t get Mr. Sommerer fired.

BYOC (Level 5):
Can bring any chair that you want to school and use it during class. Said chair must fit in the space provided, and will be stored in the Tech Center when not in use.

More the Merrier (Level 6):
Can determine where two other people sit. If they have more XP than you, they can decline.

L33t Loot 2 (Level 6):
Can choose an additional item from Mr. Sommerer’s stash of high-quality devices (including wireless mice and the coveted Northgate OmniKey mechanical keyboard that sells for $95 on eBay).

Summon Chart (Level 7):
Can set the seating chart for the whole class once per week. Anyone with Chart Immunity and more XP than you can resist your chart.

Manipulation

Manipulation Perks:

Teleport Perk (Level 1):
Can move one of your perks each time you gain a level. Without this, all perk selections are permanent.

Limited Invisibility (Level 1):
Can check your phone once per week for a total of 30 seconds or less with no ill effects. You must unobtrusively notify Mr. Sommerer that you are doing so.

Invisibility One (Level 2):
Can check your phone once per day for a total of 30 seconds or less with no ill effects. You must unobtrusively notify Mr. Sommerer that you are doing so.

Call Me Ishmael (Level 2):
Can designate an alternate name by which Mr. Sommerer must address you during class. Said name must not be something that would get Mr. Sommerer fired.

Demand Change (Level 3):
Can make Mr. Sommerer Change his tie once per week.

Invisibility Two (Level 4):
Can leave the room for up to 3 minutes once per week during individual work time to accomplish some reasonable task (go to the office, use the restroom, get a drink, get something from your locker).

Invisibility Three (Level 5):
Can leave the classroom 30 seconds early once per week.

Inspiring Word (Level 5):
Can make Mr. Sommerer complement the person of your choosing once per day.

Invisibility Four (Level 6):
Can leave the classroom 30 seconds early once per day.

I Dub Thee (Level 6):
Can designate an alternate name to which Mr. Sommerer must answer you. Suggestions include: “Stupid Head”, “Loser”, “Four-Eyes”, etc.

Paste Text Here (Level 7):
Can designate a news item of your choosing to be included on the announcement screen in the commons. Said announcement must not cause any harm to students, or Mr. Sommerer’s job.

Demand Recommend (Level 7):
Can demand that Mr. Sommerer write a glowing letter of recommendation to be used for a college, job, or scholarship application.

April Fools (Level 8):
Will be intimately involved in determining the April Fools joke for the school website this year.

Root Access (Level 8):
Can have root (administrator) access to the computer used in class.

Homework

Homework Perks:

CTRL-ALT-DEL (Level 1):
Can complete an alternate program and have it recorded on the leaderboard and in the gradebook instead of the original program. Can be used once per program.

Summon Bonus Hint (Level 2):
Can force Mr. Sommerer to give you a hint on how to complete a bonus item of your choice once per program.

Cure Light Wounds (Level 2):
You will receive a +3 bonus when picking Weekly Aneurism problems.

Time Warp One (Level 2):
Can turn homework in 1 day late with no ill effects.

XP Gain One (Level 2):
You will receive a 5% XP bonus on all alternate programs completed.

Cure Lesser Wounds (Level 3):
You will receive a +6 bonus when picking Weekly Aneurism problems.

XP Gain Two (Level 3):
You will receive a 10% XP bonus on all alternate programs completed.

Summon Bonus Help (Level 4):
Can force Mr. Sommerer to give you help after class on how to complete a bonus item of your choice once per program.

Cure Serious Wounds (Level 4):
You will receive a +9 bonus when picking Weekly Aneurism problems.

Time Warp Two (Level 4):
Can turn homework in 2 days late with no ill effects.

Cure Critical Wounds (Level 5):
You will receive a +12 bonus when picking Weekly Aneurism problems.

XP Gain Three (Level 5):
You will receive a 15% bonus on all alternate programs.

Better Bonus Help (Level 6):
Can force Mr. Sommerer to give you help after class on how to complete a bonus item of your choice twice per program.

Revive (Level 6):
You may choose a Weekly Aneurism problem even if another student has picked it.

Time Warp Three (Level 6):
Can turn homework in 3 days late with no ill effects.

Raise Dead (Level 7):
You may pick a Weekly Aneurism from any of the previous weeks.

Immortal (Level 8):
You may assign a Weekly Aneurism to the student of your choice. Anyone with more XP than you can resist your choice.

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