| Perk Name |
Cost (XP) |
Requirements |
Description |
| Achilles Heel |
15 |
Dexterity +6, Melee OR Firearms +3 |
- When making a targeted strike with a 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.
|
| 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 melee 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.
|
| 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.
|
| Parry |
10 |
Melee +4 |
- Gain +1 to dodge against melee attacks when you are wielding a melee weapon.
|
| 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.
|
| Savage Attacker |
12 |
Melee +8, Brutal |
- You add half your Melee skill proficiency to damage dealt by melee attacks to a maximum of +3.
|
| 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.
|
| 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 and damage 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 |
| Achilles Heel |
15 |
Dexterity +6, Melee OR Firearms +3 |
- When making a targeted strike with a weapon with the Compact or Concealable property, ignore Damage Thresholds up to +3.
|
| 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.
|
| Crit Chance |
30 |
Melee OR Firearms +7 |
- The critical hit threshold for melee or ranged weapons decreases by 1.
|
| 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.
|
| 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.
|
| Sharpshooter |
15 |
Awareness +1, Firearms +6, Intuition +2 |
- All ranged weapon range values are doubled for you.
|
| 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.
|
| 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 and damage rolls with weapons of that class.
|
| 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.
|
| 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.
|
| 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.
|
| Perk Name |
Cost (XP) |
Requirements |
Description |
| 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.
|
Basal Hom- inid Necro Meat Puppet |
12 |
Medicine +6, Occult + Tech. +13 |
P̶̥͓̮̍͗Ḧ̷͇A̶̲̲̱͌N̸̊̂̌ͅṰ̷͑͊A̸̗̳͑S̷̛͉͓M̶͖̪͝Ȧ̵̰L̷̖̬͓̄̀ ̵͈̒̐͜C̶̠̻̐̓̚O̵̳͉̐́̀N̸̮̗̂͊T̷͈̥̣̏̍̓R̸̥͔̟̿Ọ̶̐͂L̷̀̈́ͅ ̴͍̅S̶̛͖̼̔͊P̸̻̱̝̏͌͒Į̶̝͙̓K̶̯͖͗͒̇E̶͙͆́.̷̥̾̌̈́ DEPRECATED.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
|
| 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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