How to Acquire and Lose a Perk

How to Acquire a Perk
A perk can be predetermined form the characters existing effects of their story line, personality, or physical build and quality.

A perk can be received during events or after events, depending on the situation or the aftermath of said situation, for example:
 * Your characters takes a random potion from the shelf of a local alchemist, in an attempt to check for it's properties, they drink it and either a negative or a positive perk will be obtained depending on the rolled number and the rolling scheme established by the Dungeon Master.
 * If the roll is losing roll, then the potion will affect the body in one of many ways, such as bring a Negative Strength Perk, a Negative Agility Perk, or even a Negative Intelligence Perk.
 * If the roll is a winning roll, then the potion will affect the body in one of the many way positive ways, such as a Positive Strength Perk, a Positive Agility Perk, or even a Positive Intelligence Perk.
 * Sometimes, it can even relate to a temporary negative perk which can last throughout one event

How to Lose a Perk
However, in order to lose a perk of either negative or positive quality, it can be done through various ways.

Perk Replacement:
There is only a maximum of 5 Negative Perks and 5 Positive Perks allowed for each character, thus whenever another bad affliction from a bad roll occurs. The roller of the dice will get the choice to choose whichever Negative Perk and replace it with the newly obtained Negative Perk. The same process goes for the Positive Perk, when a new Positive Perk is obtained, the roller must pick one of his already existing positive perks and replace it.

Perk Timeout:
The timeout for a perk, usually depends on the severity of it, the lasting effect, or even the location of where it hit or where it occurred in said event. But the standardized time for timeout can last between 7 days to 30 days, when not treated, given attention, or is brushed off by the character. It usually falls to communication between the Dungeon Master, and the receiver to find a suitable and reasonable result when in relation to the event, the severity of the wound, and other perks that the character holds.