Perks

Perks are like advantages with a twist: you can buy them after character creation, but they have prerequisites. There will be more. If there’s a specific Advantage you want to see in Perk form, let me know.

Advantage-Based Perks

  • Ambidexterity – {8} or {5 & critically succeed an attack/skill roll with your off hand at the standard -4 penalty}
  • Combat Reflexes – {20} or {15 & Speed 5.5+}
  • Enhanced Block – {7} or {5 & ST 12+}
  • Enhanced Dodge – {21} or {15 & DX 12+}
  • Enhanced Parry (one Melee Weapon skill) – {7} or {5 & critically fail to Parry twice}
  • Enhanced Parry (Unarmed) – {7} or {5 & critically fail to Parry twice}
  • Enhanced Parry (All Parries) – {Have any two of the Enhanced Parry above}
  • Extra Attack – {31} or {25 & any weapon/attack skill at 16+}
  • Fearlessness – {2/level & To take multiple times you must have failed a Fright Check since the last time this was purchased}
  • Flexibility {5 & DX 13+}
  • Fit – {5 & HT 12+ & Character cannot be Fat or Very Fat}
  • Very Fit – {10 & Fit & HT 14+}
  • Hard To Kill – {(3 + EVENT)/level}
    • Hard To Kill 1 requires having been below -1xHP
    • Hard To Kill 2 requires having been below -2xHP
    • etc…
  • Hard To Subdue (max 2 levels) – {4/level} or {2/level & fail a consciousness roll by 1}
  • High Pain Threshold – {10 & fail a stun roll by 5 or more} or {15}
  • Luck – {20} or {15 & critically fail an attack, a defense, and a skill/stat roll}
  • Magery 0 – {10} or {5 & ?} or {?}
  • Magery 1, 2, or 3 – {13/16/19} or {10 & ?} or {?}
  • Nightvision – {1/2/2/2/2/3/3/3/4}
  • Power Investiture 0 – {10} or {5 & ?} or {?}
  • Power Investiture 1, 2, or 3 – {13/16/19} or {10 & ?} or {?}
  • Rapid Healing – {5 & HT 11+} or {10}
  • Very Rapid Healing – {10 & Rapid Healing & HT 13+}
  • Super Luck – {100} or {20 & roll a 17 or 18 on all 3 rolls when using Luck}
  • Tally Recovery (25% increase of base) – {Power Investiture} + {6/10/14/18/22/26} or {?}
  • Threshold Increase (20% increase of base) – {Power Investiture} + {6/9/12/15/18/21} or {?}
  • Weapon Bond (max 2) – {3} or {1 + must have killed a foe from positive HP in a single blow with the weapon}
    • For {1} you can move an existing Weapon Bond to a new weapon.
  • Weapon Master – {COST + 20%} or {?}
    • Example: Weapon Master (One Specific Weapon ) {24}
    • You may upgrade Weapon Master’s category by paying the difference in the perk-based price.

New Perks

  • Adrenaline Rush – {6} – cannot have Low Pain Threshold
    • Right after your character has been reduced to 1/3xHP or less, ST has a +2 bonus for HT minutes.
  • Deadly Karma – {15/level}
    • Once per game session (per level of this advantage), you can change any Success Roll made by your character, or against your character (such as an enemy attack) into a Critical Success or Critical Failure. For every time you invoke this power, the GM will turn a future Success Roll against you in the same fashion (it need not be the same type of roll).
  • Death Is A Revolving Door – {50} or {25 + Has Been Resurrected}
    • If you die, you’ll get better. Remove this perk from your character after use, though you may buy it again.
  • Extra Energy – {Magery} + {4/5/6/7/8/9} or {?}
    • Each level of this provides an FP that goes a separate pool and in no way relates to your normal FP (such as for being below 1/3xFP for Move, Dodge, and ST penalties). This pool can only be used by casting/maintaining spells, or if there is an effect that drains FP. Only when FP is full do you recover any FP from Extra Energy. The Extra Energy pool recovers at the same rate you recover FP (however, you do not need to be resting).
  • Heave Ho! (max 3 levels) – {5/level & either Thrown Weapon 12+ or Throwing 12+}
    • Each level adds 2 to ST only for the purposes of determining the distance for thrown weapons.
  • Mental Block – {10 & Will 12+}
    • Character is at a +5 bonus to resist hypnosis or mental influence, and any mindreading attempts suffer from a -5 penalty.
  • On Your Feet – {5 & Acrobatics 12+}
    • On a successful Acrobatics-2 roll, it only takes 1 second to stand up from prone.
  • Pack Rat (max 2 levels) – {5/level & ST 10+}
    • Each level adds 2 to ST only for encumbrance purposes.
  • Weapon Handling – {6 & DX 12+ & ST 10+ & Any Combat Skill 12+}
    • Increases ST by 3, but only for meeting the Min ST requirements of weapons – This bonus has no effect on basic damages or throwing distances of weapons.

Perks

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