Perk Name |
Cost (XP) |
Requirements |
Description |
Against the Odds |
15 |
Melee +6 |
- When outnumbered in a melee, you automatically gain the benefits of a Brace at the start of each of your turns.
|
Ambush |
10 |
Melee +3 |
- Double your proficiency to-hit bonus when making a melee attack against a creature wielding a ranged weapon.
|
Bleed |
15 |
Sneak Attack, Dexterity +6 |
- When you inflict a critical hit using a weapon with the Compact or Concealable property, the target takes the base damage of the weapon at the end of their next turn. This damage is unaffected by Damage Threshold.
|
Brawler |
12 |
Athletics +4, Melee +4 |
- Your unarmed or improvised weapon attacks deal an additional 1 damage.
- If you spend 2 Actions to make an unarmed attack on your turn, additional unarmed attacks on that turn cost 1 Action.
|
Brutal |
10 |
Melee +5 |
- You can reroll any 1s on damage dice from attacks you make. If your reroll is another 1, you may treat the result as a 2.
|
Crit Chance |
30 |
Melee OR Firearms +7 |
- The critical hit threshold for melee or ranged weapons decreases by 1.
|
Distraction |
12 |
Awareness +4, Drama +2 |
- When in a melee, allies within the same melee gain +2 to melee attacks and +1 to their Dodge.
|
Grenadier |
20 |
Grit +4 |
- You automatically pass Willpower checks to move closer to a live grenade.
- You cannot critically fail the Agility check to throw a grenade back.
- Your grenade throw distance increases by 15 feet.
- You can spend an additional Action when throwing a grenade to cook it and explode immediately upon landing.
|
Inspiring Charge |
10 |
Grit +2 |
- If on your first turn in combat you move at least your movement speed towards an enemy or enter a grapple/melee, your bravery inspires your comrades, and all allies that can see your charge gain +1 Composure which lasts until the end of the combat.
|
Parry |
10 |
Melee +4 |
- Gain +1 to dodge against melee attacks when you are wielding a melee weapon.
|
Pistol Master |
12 |
Dexterity +3, Firearms +7 |
- The ranges of all pistols increase by 10 feet.
- You ignore the to-hit penalty incurred from using a pistol within 5 feet of your target.
|
Profile Presentation |
15 |
Acrobatics +5 |
- Gain +1 Dodge when you have at least one hand free.
|
Reckless |
10 |
Melee +3 |
- You can choose to add +4 to a melee attack roll in exchange for a −4 penalty to your Dodge until the start of your next turn.
|
Ride or Die |
10 |
Nature OR Technology +5 |
- You can use a Reaction to redirect a successful attack against you to your vehicle or mount, or vice versa. The attack will hit the torso or other equivalent targetable area of the party the attack was redirected to. If your Nature proficiency is below +5, this ability only works for man-made vehicles; likewise, if your Techonology proficiency is below +5, this ability only works for animal mounts.
|
Savage Attacker |
12 |
Melee +8, Brutal |
- You add half your Melee skill proficiency to damage dealt by melee attacks.
|
Shield Master |
12 |
Athletics +3, Melee +7 |
- Wielding a shield grants an additional +1 DT to any type of damage from melee attacks.
- Wielding a shield provides the effects of light cover against ranged attacks.
|
Sneak Attack |
15 |
Stealth +5, Firearms OR Melee +3 |
- When you successfully attack an unaware creature, the attack becomes a critical hit.
|
Spatial Memory |
10 |
Awareness +6 |
- You can make targeted ranged attacks against a creature behind concealment or light cover.
- You can track where a creature behind cover moves, and they cannot catch you unaware.
|
Speed Reload |
10 |
Firearms +5 |
- Your first reload during an instance of combat costs 1 fewer Action.
|
Steady Shot |
10 |
Firearms +4 |
- Add +2 to single shot attacks when you use no movement on your turn.
|
Split Burst |
25 |
Firearms +9 |
- You can split a burst or double burst attack between two targets within 45° of each other, suffering −4 to both attacks.
|
Sweeping Attack |
20 |
Melee +9 |
- When in a melee, attacks targeting the legs or torso made with melee weapons with the Heavy property (including improvised weapons) which deal crushing or slashing damage hit up to 2 additional creatures of your choice within the melee for half the damage of the attack.
|
Unarmoured |
5 |
Acrobatics +4, Awareness +3 |
- Gain +1 Dodge when wearing 0 pieces of armour.
|
Weapon Specialisation |
10 |
Firearms OR Melee +3 |
- Choose a class of weapon (handguns, rifles, shotguns, bows, unarmed, blades, polearms, or other melee), and gain +1 to attack rolls with weapons of that class.
|
Wrestler |
10 |
Athletics +4 |
- When restraining a creature, their total Actions on their turn are reduced by 1.
|
Perk Name |
Cost (XP) |
Requirements |
Description |
Basal Hom- inid Necro Meat Puppet |
12 |
Medicine +6, Occult +3, Tech. +10 |
- P̶̥͓̮̍͗Ḧ̷͇A̶̲̲̱͌N̸̊̂̌ͅṰ̷͑͊A̸̗̳͑S̷̛͉͓M̶͖̪͝Ȧ̵̰L̷̖̬͓̄̀ ̵͈̒̐͜C̶̠̻̐̓̚O̵̳͉̐́̀N̸̮̗̂͊T̷͈̥̣̏̍̓R̸̥͔̟̿Ọ̶̐͂L̷̀̈́ͅ ̴͍̅S̶̛͖̼̔͊P̸̻̱̝̏͌͒Į̶̝͙̓K̶̯͖͗͒̇E̶͙͆́.̷̥̾̌̈́
|
Butt In |
5 |
Speech +4 |
- You may expend a Composure to cause an ally’s Speech or Drama roll to succeed.
|
C'est la Vie |
12 |
Zen, Grit +8 |
- Gain 1 Composure after completing a rest.
|
Combat Medic |
10 |
Medicine +5 |
- For 1 Action, you can touch a creature and alleviate the penalty incurred by a hit (such as the movement speed penalty for a hit to the legs).
- For 1 Action, you can touch a creature and make a DC 14 Medicine check and alleviate the penalty incurred by a critical hit (such as a stun from a critical hit to the head). Alternatively, you may spend 2 Actions to automatically alleviate the penalty.
|
Demoralise |
10 |
Drama OR Speech +6 |
- For 2 Actions, you can attempt to demoralise a creature they can see within 120 feet. Make a Drama or Speech roll (Speech can only be used against creatures that can understand a language you speak) against the creature’s Willpower (12 + their Willpower modifier). If your roll succeeds, the creature loses 1 Composure.
|
Do No Harm |
10 |
Grit +3, Medicine +5 |
- Any time you heal an ally, gain 1 Composure.
|
Driving License |
5 |
Technology +4 |
- Automatically succeed Technology checks for driving land or water vehicles.
|
Flight Training |
5 |
Driving License, Technology +5 |
- Automatically succeed Technology checks for flying aeroplanes.
|
Healthy Lifestyle |
15 |
Nature +8 |
- Gain half your Nature proficiency to your maximum HP.
|
Hearty |
20 |
Athletics +4 |
- Your maximum Hit Points increase by your Body score. If your Body score increases after you take this perk (including from magic items), this increase applies to your new Body score.
|
Inspection |
5 |
Awareness +3 |
- Spend 1 Action to learn one piece of information about a creature. This information can be any of the following:
- their proficiency in a skill
- a perk they possess (you may either ask if they have a specific perk, or be told a randomly determined perk they possess)
- their current Composure
- if their current health points are less than half their maximum
- This feature can be used up to 3 times on a single creature.
|
Intravenous |
15 |
Medicine +6 |
- Any actions you perform which grant Hit Points or temporary Hit Points grant an additional 2 HP or temporary HP to the target.
|
Linguist |
5 |
Basic know- ledge of target language |
- Gain conversational proficiency in a language of your choice.
|
Polygraph |
12 |
Intuition +6 |
- You are able to use the Intuition Skill to determine if someone is lying. You must still pass a Skill check in order to do so.
|
Quick Fingers |
15 |
Dexterity +7 |
- You can access items in your inventory for 1 fewer Action (accessing items in pouches is now a Free Action and accessing items in a backpack costs 1 Action).
|
Save Face |
10 |
Drama +7 |
- Gain 1 Composure whenever you neglect to use Composure to mitigate a critical hit against you.
|
Second Wind |
20 |
Athletics +4, Grit +6 |
- When you are reduced below half your maximum Hit Points for the first time in a combat, you gain 1d6 temporary Hit Points.
|
Sore Winner |
20 |
Grit +8 |
- Gain 1 Composure whenever you critically succeed a Skill check or contest.
|
Strong Spirit |
20 |
Second Wind, Grit +9 |
- When you are reduced to 0 Hit Points for the first time in a combat, you are reduced to 1 Hit Point instead.
|
Thievery |
10 |
Dexterity +5, Stealth +3 |
- Gain a +2 bonus to rolls to pick pockets and pick locks.
|
Tiebreaker |
5 |
Eloquence +4 |
- When you tie a contested roll, you win the contest.
|
Unflinching |
20 |
Grit +10 |
- You are unaffected by critical hits.
|
Zen |
15 |
Grit +4 |
- Your maximum Composure increases by +2.
|
Perk Name |
Cost (XP) |
Requirements |
Description |
Dark Pursuits |
15 |
Occult +4 |
- In exchange for some of your mortal vitality, you have gained dark and wondrous powers. You gain access to the first level of each magic power.
- You now have Focus, which is used to activate these powers. Your maximum Focus equals your Willpower score plus one and a half times your Intelligence score (WIL + 1.5 × INT).
- You suffer a permanent −3 to your maximum Hit Points.
|
Metamagic |
15 |
Dark Pursuits, Occult +8 |
- You can expend Focus equal to X to increase a power’s DC or hit modifier by 2X. This can be declared after knowing the result of the roll.
- You can expend an extra one third of the Focus cost of a power to increase its duration by half.
|
Overexertion |
5 |
Grit +4 |
- You can spend a Composure to gain 4 Focus.
|
Rune Word 2 |
10 |
Occult +6, Dark Pursuits |
- Gain the second rune word of one rune power.
|
Rune Word 3 |
20 |
Occult +8, Dark Pursuits |
- Gain the third rune word of one rune power. You must already know the second rune word of a power to learn the third.
|
Anti-combustion |
10 |
Occult +4, Dark Pursuits |
- You can change the effects of the Combustion power to freeze instead of burn. You are able to freeze a cubic inch of something by touching it with the first word, freeze water from a distance with the second, and the damage type of the third becomes cold.
|
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