Perks

Combat Perks

Perk Name Cost (XP) Requirements Description
Achilles Heel 15 Dexterity +6, Melee +3
  • When making a targeted strike with a melee weapon with the Compact or Concealable property, ignore Damage Thresholds up to +3.
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.
Assistant 10 Awareness +5
  • When you take the Aid action on your turn, you gain a +1 bonus to Dodge until the end of your next turn.
Balance 20 Drama +4
Eloquence +4
  • You can now use the Balance parley action: For 2 Actions, make a Drama attack against a creature's Disposition. If successful, you may either copy that creature's Dodge for yourself or force that creature to copy your Dodge until the start of your next turn.
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.
Dire Leader 12 Drama +6
  • While in a melee, allies within the same melee gain +1 to melee attacks and +1 to their Dodge.
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.
Graze 25 Melee +8, Savage
  • When you miss a melee attack using a weapon with the Heavy property, you deal 1 damage of the weapon's type to the target.
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.
Grudge 5 History +5
  • Your attacks deal an additional +1 damage of the weapon's type to any creature that has dealt damage to you since the end of your previous turn.
Gunslinger 15 Firearms +8
  • You are able to make burst attacks with antique revolvers, revolvers, and pump shotguns.
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.
Loudmouth 10 Drama +5,
Grit +2
  • Gain +1 to your Disposition for every parley action taken on your turn until the start of your next turn.
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.
Psychoanalysis 15 Intuition +3,
Investigation +4
  • If you use the Inspect action on a creature, any parley action costs 1 AP less until the end of your next turn.
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.
Sharpshooter 15 Awareness +1,
Firearms +6,
Intuition +2
  • All ranged weapon range values are doubled for you.
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.
Tactical Adjustment 10 Intuition +5
  • At the start of combat, you may swap your place in the turn order with a willing ally.
Tactics Master 12 Intuition +7,
Tactical Adjustment
  • At the start of combat, you may swap the place of two willing allies in the turn order, and you may choose to move one enemy up or down one position in the turn order.
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
Cat 5 Acrobatics +6
  • When wearing fewer than three pieces of armour, you can fall up to 30 feet without taking fall damage, and fall damage is halved.
Crouch Run 10 Stealth +5
  • You can move at your full movement speed when moving stealthily.
Duck and Cover 5 Stealth +4
  • Your Dodge increases by 1 when behind concealment, and by 2 when behind light or heavy cover.
Evasive Manoeuvres 10 Acrobatics +5
  • When you take the movement action more than once on your turn, you gain a bonus to Dodge until the end of your next turn equal to the number of movement actions you took.
Scout 10 Athletics +3
    • You gain an additional 5 feet of movement speed.
  • You can move up to half your movement speed on your turn without using an Action.
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.
Wrangler 15 Athletics +6
  • When moving a grapple, you can now move up to half your movement speed.

 

Utility Perks

Perk Name Cost (XP) Requirements Description
Basal Hom- inid Necro Meat Puppet 12 Medicine +6,
Occult + Tech. +13
  • 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 Disposition. 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.
Faux Pas 10 Drama, Eloquence, OR Speech +7
  • When using Composure to pass a Drama, Eloquence, or Speech check, there is a 10% chance to retain the Composure point.
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.
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.
Mender 10 Medicine +8
  • Over the course of a minute, you can transform any temporary HP a creature you can touch has into permanent HP at a rate of 2:1.
Placebo 15 Drama +7,
Medicine +1
  • You can spend 2 Actions and 1 Composure to inspect a creature that you can touch, which can understand you, isn’t in critical condition, and has less than its maximum HP. You tell the creature their wounds aren’t very serious, and the creature gains 2d3 temporary HP.
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
  • 50% chance to 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.
Shock Surgeon 10 Mender,
Medicine +10
  • Over the course of a minute, you can transform any temporary HP a creature you can touch has into permanent HP at a rate of 1:1.
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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