| 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.
|
| 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.
|
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