Perks

Combat Perks

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.
 

Mobility Perks

Perk Name Cost (XP) Requirements Description
Duck and Cover 5 Stealth +4
  • Your Dodge increases by 1 when behind concealment, and by 2 when behind light or heavy cover.
Scout 10 Athletics +2
  • You gain an additional 10 feet of movement speed to each move action you take on your turn besides the first.
  • The first movement action you take in a combat costs 0 Actions.
Snake 10 Acrobatics +4
  • You move at your full movement speed when prone.
Tank 15 Athletics +4
  • You ignore the movement penalties of wearing more than 1 piece of armour while weilding a heavy weapon.
Unstoppable 5 Acrobatics OR
Athletics +5
  • Your movement speed is unaffected by difficult terrain.
 

Utility Perks

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.
 

Magic Perks

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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