Base Class Perks
Delinquent Perks
Forger Sense
Prerequisite: Scoundrel Senses
Your bonuses from Scoundrel Senses apply to any Ability Checks made to detect or craft a Forgery.
Betrayal Sense
Prerequisite: Scoundrel Senses
Your bonuses from Scoundrel Senses apply to Ability Checks made to see through a Disguise or Discern Lies.
Danger Sense
Prerequisite: Scoundrel Senses
You always Act during an Ambush.
Hitman
Prerequisite: Sneak Attack & Sidearm Proficiency
You can perform Sneak Attack as a Ranged Weapon Attack using an equipped Sidearm Weapon.
Sneak Maneuver
Prerequisite: Sneak Attack
You gain a bonus equal to Half(½) of your Skill Attribute when performing a Maneuver on a Target vulnerable to Sneak Attacks.
Relentless Ambush
Prerequisite: Sneak Attack
Your Sneak Attack Damage dealt during an Ambush is Rolled at Maximum Damage.
Blasted To Safety
Prerequisite: Slippery
Whenever you use Slippery to Negate Area of Effect Damage, you may instantly move yourself to the nearest safe point outside of the Effective Radius.
Divert Harm
Prerequisite: Slippery
Whenever you use Slippery to Negate Area of Effect Damage, you may choose to instead divert your Half(½) of the Effect's Damage to an Adjacent Creature.
Heads Down
Prerequisite: Slippery
Whenever you use Slippery to Negate Area of Effect Damage, any Adjacent Allies that also made a successful Physical Save will Negate the Area of Effect Damage.
Active Evader
Prerequisite: Miraculous Dodge
You gain a plus Five(+5) bonus to your Active Dodge Rolls made as a part of Miraculous Dodge.
Miracle Roll
Prerequisite: Miraculous Dodge
Whenever you successfully evade an Attack using Miraculous Dodge, you may move up to Half(½) of your Speed.
Brawler Perks
Knuckle Duster
Prerequisite: Knockout
Increase your Daily Uses of Knockout to your Full Power Attribute.
Jawbreaker
Prerequisite: Knockout
Your successful Knockouts shatter the Target's jaw, inflicting the Silenced Injury until treated.
Bonebreaker
Prerequisite: Jawbreaker
As an Alternative, Use to 'Jawbreaker'’ your successful Knockouts shatter one of the Target's limbs, inflicting the Fractured or Hobbled Injury until treated.
Neckbreaker
Prerequisite: Wrestler & Jawbreaker
As a part of maintaining a Grapple, you can attempt a Knockout to break your Target's neck, inflicting the Paralyzed Injury until treated.
Fight On
Prerequisite: Rope-A-Dope
Once per Long Rest, if your Hit Points were to drop to Zero(0), you instantly recover a number of Hit Points equal to your Grit Attribute.
Hard Body
Prerequisite: Rope-A-Dope
Your Grit Attribute now governs the Armor Bonus of Rope-A-Dope instead of your Will Attribute.
Impetuous Spirit
Prerequisite: Rope-A-Dope
Your Physical Armor Bonus from Rope-A-Dope now applies to your Melee Attack Rolls.
Battle Pressure
Prerequisite: Fitness
As a Reaction to an Adjacent Creature using a Sidestep, you may Sidestep alongside the triggering Creature to remain Adjacent.
Battle Aggression
Prerequisite: Battle Pressure
When using 'Battle Pressure'’ include a Melee Weapon Attack against the triggering Creature.
Brutalizer
Prerequisite: Fitness
As an Alternative Form of Fitness, your bonus applies to your Physical and Force Impacts instead of your Physical and Force Saves.
Strangler
Prerequisite: Wrestler
Your Attacks made as a part of maintaining a Grapple bypass all forms of Damage Resistance.
Marine Perks
Beast Hunter
Prerequisite: Turf
While on your Turf, any Ability Checks made to track a Beast you have previously Identified are automatically successful.
Guerilla
Prerequisite: Turf
While on your Turf, your Turf bonus applies to your Ranged Weapon Damage.
Keen Awareness
Prerequisite: Turf
While on your Turf, always Act during an Ambush.
Coordinate Fire
Prerequisite: Draw A Bead
While under the effects of Draw A Bead, Targets of your Ranged Weapon Attacks are considered Flanked by any Adjacent Allies until your next Turn.
Lie Low
Prerequisite: Draw A Bead & Stealth Class Ability
While lying Prone, Hidden by Stealth, and under the effects of Draw A Bead, your Stealth Penalty for Firing A Ranged Weapon is reduced by Five(5)
Terrain Coverage
Prerequisite: Draw A Bead
Draw A Bead also grants a bonus to your Physical Armor.
Boltsplitter
Prerequisite: Empty The Clip
When using Empty The Clip, your Attacks gain a compiling Plus Two(+2) Weapon Damage Bonus for each Attack Roll after the first (0, +2, +4, etc.).
Recoil Control
Prerequisite: Empty The Clip
When using Empty The Clip, your Attacks only receive a minus Two(-2) compiling Attack Penalty instead of a minus Three(-3).
Six In The Ten Range
Prerequisite: Empty The Clip
When using Empty The Clip, compile the Damage of all Attacks dealt into a single lump sum, allowing the Target only a single instance of Damage Resistance for multiple Weapon Attacks.
Trigger Lust
Prerequisite: Exterminator
When Targeting an Exterminator Creature Type, you can use Empty the Clip as a Standard Action.
Favored Exploits
Prerequisite: Exterminator
Your Ranged Weapon Attacks made against Exterminator Creature Types bypass all forms of Damage Resistance.
Armsman Perks
Bloodthirsty
Prerequisite: Wound
Increase your Daily Uses of Wound to your Full Power Attribute.
Compound Injury
Prerequisite: Wound
Your successful Wounds now inflict an additional Injury to the Target.
Deep Stroke
Prerequisite: Wound
Increase the number of Bleed Stacks inflicted by your Bleed Wound to your Full Power Attribute.
Defensive Expert
Prerequisite: Melee Weapons Expert & Any Armor Proficiency
The benefits of Melee Weapons Expert now apply to any Armor Proficiencies selected as a part of gaining an Armsman Level. ‘Defensive Expert‘ does not apply to any Equipment Proficiencies retroactively.
Well Rounded
Prerequisite: Melee Weapons Expert & Any Shield Proficiency
The benefits of Melee Weapons Expert now apply to any Shield Proficiencies selected as a part of gaining an Armsman Level. ‘Well Rounded‘ does not apply to any Equipment Proficiencies retroactively.
Dual Disciplined
Prerequisite: Melee Weapons Expert
Alternatively, you can apply your other Equipment Level from Melee Weapon Expert to any different Melee Weapon from the Armsman Equipment List.
Armor Styling
Prerequisite: Armor Conditioning
You retain your Armor Equipment Bonuses even while wearing an Armor in which you do not hold Proficiency.
Shield Conditioning
Prerequisite: Armor Conditioning
Armor Conditioning now extends to your Shield Equipment Bonuses.
Travel Fit
Prerequisite: Armor Conditioning
No longer suffer Encumbrance from the Armor you are conditioned to wear.
Woundbringer
Prerequisite: Armsmæster
Your Critical Hits with your Armsmæster Weapon will inflict a free Daily Use of your Wound Class Feature.
Impactmæster
Prerequisite: Armsmæster
Your Armsmæster Criticals also apply to Physical Impact Rolls made utilizing your Armsmæster Weapon.
Cavalier Perks
Agile Defender
Prerequisite: Missile Deflect
You can take a Free Sidestep when attempting to Missile Deflect.
Force Deflect
Prerequisite: Missile Deflect
You can now use Missile Deflect to Parry projectiles created by Cast Weapon Attacks.
Missile Reflex
Prerequisite: Missile Deflect
Your successful Missile Deflects count as a Free Action instead of a Reaction.
Area Coverage
Prerequisite: Provide Cover
Your bonus from Provide Cover applies to Physical Saves made to avoid Area of Effect Damage.
Provide Resistance
Prerequisite: Provide Cover
Any Damage Resistances you possess are shared with Targets of Provide Cover.
Tactical Cover
Prerequisite: Provide Cover
You and Allies protected by Provide Cover are immune to Flanking. Opponents do not receive a bonus for Flanking you. In addition, flanking you does not make you vulnerable to Sneak Attacks.
Steed Coverage
Prerequisite: Steed
Your Steed can extend Provide Cover to an Adjacent Comrade.
Hearty Mount
Prerequisite: Steed
Your Steed gains an additional plus Three(+3) Hit Points per Character Level.
Stirrups
Prerequisite: Steed
You can not be knocked from your Steed as the result of a failed Drive Ability Check.
Extensive Vocabulary
Prerequisite: Commander
Increase the number of Command Dice generated through your Commander Ritual to your Full Charm Attribute.
Words of Inspiration
Prerequisite: Commander
When Allies utilize your Command Dice, they receive an additional bonus equal to Half(½) of your Charm Attribute.
Warden Perks
Choir Singer
Prerequisite: Aura & Culture Class Ability
Your Charm Attribute now governs your Aura instead of your Will Attribute.
Dance Major
Prerequisite: Aura
Your Aura now provides a bonus to Physical Saves instead of Mind Saves.
Tranquil Influencer
Prerequisite: Aura
The Force Save bonus granted to you Allies by your Aura is Doubled(2*) against compulsory Miscognitions such as Berserk, Command, Possession, Fear, and Taunt.
Air Of Confidence
Prerequisite: Retribution
The Force Armor Bonus of Retribution is extended to your Effect Duration in Rounds.
Baleful Gaze
Prerequisite: Retribution
You can perform Retribution without Speaking and instead by making menacing eye contact. You and your Target must be able to see, and your Target must be within your Line of Sight.
Sticks & Stones
Prerequisite: Retribution
Your Damage dealt by Retribution bypasses all forms of Damage Resistance.
Effortless Projection
Prerequisite: Dome
Using Dome no longer Discharges your Energy Shield.
Persistent Projection
Prerequisite: Dome
Dome now persists for your Effect Duration in Rounds. You can extend the Duration by One(1) Round as a Move Action.
Field Of Steel
Prerequisite: Dome
While Dome persists, Projectiles originating from Outside of the Dome can not pass through the Dome’s border.
Arbiter
Prerequisite: Null State
Increase your Daily Uses of Null State to your Full Will Attribute.
Void State
Prerequisite: Null State
You can now use Null State to remove existing Status Effects.
Adept Perks
Æthereal Fusion
Prerequisite: Elementary Knowledge
Your Heroic Actions that require Two(2) Elemental Proficiencies have a minus Five(-5) reduction to their Action Point Cost.
Geomancy
Prerequisite: Elementary Knowledge
Alternatively, you can apply your other Equipment Level from Elementary Knowledge to any second Elemental Proficiency.
Prestige
Prerequisite: Elementary Knowledge
While equipped with your Æthercite Catalyst, you can effortlessly manifest your Magickal abilities in minor ways. For example, you gain a gentle Telekinesis on Tiny Objects, or Smaller can perform simple audiovisual effects and can perform other little tricks at will with an Effective Radius equal to your Focus Attribute. In addition, the scale of your powers may develop alongside your Elemental Equipment Proficiencies.
Æther Overflow
Prerequisite: Elemental Burst
Increase your Daily Uses of Elemental Burst to your Full Focus Attribute.
Deadly Bursts
Prerequisite: Elemental Burst
Increase the Damage Scale of your Elemental Burst by One(1) (1D6 → 1D8 → 1D10)
Prismatic Burst
Prerequisite: Elemental Burst
Your Elemental Burst applies your appropriate Elemental Heroic Modifier as additional Elemental Damage.
Amplified Reserve
Prerequisite: Amplifier
When using multiple instances of Amplifier, the increased Action Point Cost of the first iteration of Amplifier is refunded after your Heroic Action. When only using a single instance of Amplifier, the Action Point Costs are still Doubled(2*).
Challenger of Fate
Prerequisite: Amplifier
As an Alternate use of Amplifier, you can Double the Action Point Cost to inflict Maximum Damage on a success.
Deadly Amplifier
Prerequisite: Amplifier
Each instance of Amplifier increases your Heroic Damage by a flat amount equal to Half(½) of your Focus Attribute.
Chaos Unleashed
Prerequisite: Æthercite Paragon(Chaos)
Increase the Scale Bonus of the Chaos Paragon to 1/5 Focus Attribute, up from 1/6 Focus Attribute.
Divine Eyes
Prerequisite: Æthercite Paragon(Truth)
As a Ritual during a Rest Period, you can spend One(1) Hour Scrying on a Target Location, Individual, or Object. Scrying in this way does not require an Anchor to your Target.
Mechanic Perks
Complex Commands
Prerequisite: Digital Collar
Increase the word limit of issuing a Matrix Command by plus Three(+3) to a total limit of Nine(9) words.
Enhanced Collar
Prerequisite: Digital Collar
Machines Bound to your Matrix benefit from the Upgrades of Drone Assist at all times.
Extended Control
Prerequisite: Digital Collar
Increase the Effect Duration of Digital Collar from Rounds to Minutes.
Assist Link
Prerequisite: Drone Command
Whenever you assign your Drone to Assist a Comrade, you also gain the benefits of a single Drone Assist Upgrade.
Drone Assault
Prerequisite: Drone Command (Drone Strike)
Your Drone Strike Matrix Attacks bypass all forms of Damage Resistance.
Remote Command
Prerequisite: Drone Command
Your Drone can continue to Assist a Comrade outside of your Effective Matrix Radius. Additionally, you can Recall your Drone to you as a Rapid Action.
Alacritous Hacker
Prerequisite: Hack Savvy
You can Access a Terminal through Hack Savvy as a Move Action instead of a Standard Action.
Failsafe
Prerequisite: Hack Savvy
You can never set off an Alarm as the result of failing an Electronics Ability Check.
Machine Menace
Prerequisite: Hack Savvy
You receive a plus Five(+5) bonus to Force Impacts that Target Machines and other Mechanical Creatures.
Instant Setting
Prerequisite: Create & Destroy
The building or destroying a structure through Create & Destroy can now be performed as a Move Action instead of a Standard Action.
Bigger Is Better
Prerequisite: Create & Destroy
Increase the Size limit of your Constructs to your Full Will Attribute.
Apothic Perks
Batch Cook
Prerequisite: Toxin
Increase the number of Doses created during your Toxin Ritual to your Full Charm Attribute.
Poisoner
Prerequisite: Toxin
Increase the number of Poison Stacks delivered by a Dose of your Toxin to your Full Charm Attribute.
Rega-Toxin
Prerequisite: Toxin
Alternatively, you can create doses of Rega-Toxin during your Daily Batch in place of doses of Toxin. On use, Rega-Toxin grants stacks of the Regeneration Enhancement to the Target in place of Poison for the Effect Duration.
Battle Apothic
Prerequisite: Triage
You can use Triage during Combat as a Full Action.
Restorative Touch
Prerequisite: Triage
Increase the Scale of your Triage Healing by One(1) (In Example, 1D8 → 1D10)
Palliative Care
Prerequisite: Triage
Double the Hit Points Restored to your Allies when you use the Monitor Company Ritual during a Rest Period.
Redefining Addiction
Prerequisite: Physician
You no longer suffer the Negative Effects of Drugs you have Crafted.
Doctor Feelgood
Prerequisite: Physician
Drugs Crafted by you no longer have Negative Effects for any user.
Pharmacist
Prerequisite: Physician
Whenever you Craft a Consumable Curative or Drug as a part of an Apothicine Ability Check, create Twice(2*) as many.
Emergency Siphon
Prerequisite: Discovery(Philosopher’s Stone)
Whenever your Hit Points were reduced to Zero(0), you instantly drain any stored Charges within your Philosopher’s Stone to immediately restore Hit Points.
Mature Cultures
Prerequisite: Discovery(Immortality Tank)
Reduce the time it takes to cultivate a new clone from Seven(7) Days down to Two(2) Days.