Hybrid Class Perks
Trickster Perks
Extended Decoy
Prerequisite: Decoy
Increase the Effect Duration of your Decoys to Minutes instead of Rounds.
Knockout Artist
Prerequisite: Suckerpunch
Your Knockouts inflicted through Suckerpunch no longer expend a Daily Use of Knockout.
Return To Sender
Prerequisite: Juggler
Whenever you successfully catch an object as a part of your Juggler Class Feature, you may perform a Thrown Ranged Attack as a Free Action using the caught object as your Weapon.
Shadow Clone
Prerequisite: Juggler
Whenever your Decoys are destroyed, they erupt a cloud of harmless smoke that obscures vision within all Adjacent Spaces for One(1) Round.
Gang Of One
Prerequisite: Wire Fighter
Whenever you perform Maneuver from Wire Fighter against a Target, any Decoys that also Threaten your Target can assist you, adding a bonus equal to Half(½) of your Charm Attribute to your Maneuver for each assisting Decoy.
Troupe Replenishment
Prerequisite: Infinite Jest
Absorbing a Decoy when you have Zero(0) remaining Daily Uses instead restores Three(3) Daily Uses.
Sniper Perks
Quick Scope
Prerequisite: Headshot
You no longer need to Draw A Bead to inflict Sneak Attacks with a Longarm Weapon.
Precision Rifling
Prerequisite: Graduating Range
While under the effects of Draw A Bead, your Ranged Weapon Attacks ignore any circumstantial bonuses to Armor granted by Cover.
Heavy Caliber Bolt
Prerequisite: Bolt From The Blue
Your Bolt From The Blue gains a plus Three(+3) Damage bonus per Ammo Spent in the Attack.
Still Breath
Prerequisite: Unseen Assailant
While Drawing A Bead, increase the Stealth Penalty Reduction of Unseen Assailant by Three(3).
Soft Tissue
Prerequisite: Red Dot
Your Critical Hits from Red Dot bypass all forms of Damage Resistance.
Phantom Bullet
Prerequisite: Doubletap
Doubletap no longer spends any additional Ammo.
Assassin Perks
Opportune Injury
Prerequisite: Mortal Wounds
Your Wounds inflicted by Mortal Wounds no longer expends a Daily Use.
Diverse Toolset
Prerequisite: Tools Of The Trade
You can apply your additional Equipment Level of Tools Of The Trade to select from any Equipment List, including your Delinquent and Armsman Class Lists.
Silent Killer
Prerequisite: Deathstroke
Your Melee Weapon Attacks made from Stealth do not induce a penalty to your Current Stealth Ability Check.
Hit List
Prerequisite: Bounty
You can now maintain a number of Bounties equal to Half(½) of your Will Attribute. In addition, a Bounty eluding you no longer induces a penalty.
Murderous Intent
Prerequisite: Natural Born Killer
Your Damage Bonus against isolated Bounties is instead Tripled.
Deathly Flexibility
Prerequisite: Deathly Emissary
If you were to Kill a Creature before reaching the Deathly Emissary limit of Attacks per Action, you could redirect your remaining Attacks to a new Target.
Corsair Perks
Surprise Submission
Prerequisite: Take Hostage
Your Grapple Maneuvers to take a Hostage during a Sneak Attack are automatically successful.
Inhibited Deflection
Prerequisite: Scapegoat
Any Attacks redirected by Scapegoat following a successful Parry are automatically successful against their new Target.
Captain
Prerequisite: Privateer & Steed
As an alternative Steed, you instead command a semi-sentient Massive-sized Vehicle or Ship that can be called and interacted with as a regular Steed but can also be boarded and piloted with up to Four(4) passengers.
Make Your Luck
Prerequisite: Luck
Increase your Daily Uses of Luck to your Full Charm Attribute.
Fool Me Twice
Prerequisite: Negotiator & Investigation Class Ability
You apply your Negotiator bonus to any Investigation Ability Checks made to discern lies, detect forgeries, or see through disguises.
Terminate Alliance
Prerequisite: Brute
As a part of Brute, your Target’s Disposition falls to Neutral instead of Hostile.
Charlatan Perks
Deceiver
Prerequisite: Pretty Little Lies
The Ability Check Bonus of Pretty Little Lies applies to any Ability Checks made to create a disguise or create a forgery.
Speech Redacted
Prerequisite: Shadowspeak
You Shadowspeak temporarily inflicts the Silenced Injury on the Target for your Effect Duration in Rounds.
Propagandist
Prerequisite: Indoctrine
Your Illusions created through Indoctrine can persist outside of your Aura’s Effective Radius for your Effect Duration in Rounds.
False Heroes
Prerequisite: Censor
The Stifled Miscognition of Censor is now an automatic success against your Target.
Prying Mind
Prerequisite: Mastermind
Your attempts to Read Thoughts are automatically successful if the Target does not have additional mental protections.
Void Fill
Prerequisite: Blackout
You may select any number of Creatures within the Radius of Blackout to be unaffected by the Darkness.
Stalker Perks
Relentless Energy
Prerequisite: Nightblade
Your Nightblade no longer dissipates on a failed Attack, retaining its charge for further attempts.
Divine Prey
Prerequisite: Nightblade
As a Ritual during a Rest Period, you may use your Anchor to Scry on your current Portent.
Space Jumper
Prerequisite: Blink
Increase your Daily Uses of Blink to your Full Focus Attribute.
Temporal Network
Prerequisite: Temporal Marker
Increase the total number of Temporal Markers you can maintain at once to Half (½) of your Focus Attribute.
Phase Shifter
Prerequisite: Relapse
Your Relapse no longer expends a Daily Use of Blink.
Nightcrawler
Prerequisite: Phantom
Phantom is now a Free Action, triggered on any Killing Blow.
Insurgent Perks
Code Violation
Prerequisite: Industrial Espionage
Your Omni Kit Weapons grant access to Light Melee Weapon Heroics of equal Equipment Level.
Behind The Curtain
Prerequisite: Master Drive Protocol
Issuing Commands from your Matrix no longer affects your Stealth Ability checks.
Prowler Field
Prerequisite: Drone Model: Saboteur
Your Saboteur Drone’s Invisibility is shared with Targets of your Drone Assist.
Open Surveillance
Prerequisite: Interloper
You can personally access a direct feed of any Security Asset at will, such as a Camera linked to a System you have Accessed for as long as a System Access Point, such as a Terminal, is within your Driver Weapon Range.
White Hat
Prerequisite: Black Hat
Your Black Hat Bonus applies to any Investigation or Perception Ability Checks.
Countdown
Prerequisite: Self Destruction Sequence
The Targets of your Self Destruction Sequence are no longer reset with a successful Force Save for as long as you have Possession.
Solmnir Perks
Without A Trace
Prerequisite: Imposter
Whenever your Imposter Disguise fails, it evaporates into nothingness.
Toxic Ambusher
Prerequisite: Compact Injector
Whenever you deliver a Sneak Attack with a Compound Injector Weapon, you can alternatively issue a number of Poison Stacks in place of your Sneak Attack Damage Dice.
Careful Timing
Prerequisite: Element Of Surprise
Your Weapon Attacks made against Unaware Targets that have not seen through your Imposter Disguise are an Automatic Success.
Gene Bank
Prerequisite: Replicant
You can retain a number of Imposter Identities within your biology equal to Half(½) of your Charm Attribute. You can shift to any of these stored Identities as use of Imposter.
Expunge
Prerequisite: Sheep’s Clothing
As a part of Sheep’s Clothing, you can choose to instantly dissolve any evidence of the Target’s remains into nothingness.
Former Life
Prerequisite: Metamorphosis
Whenever you Assume an Imposter Identity, you access your Imposter’s thoughts and memories up to the point of extraction for the Duration of the Identity.
Tempest Perks
Klang!
Prerequisite: Bellringer
Increase your Daily Uses of Knockout by Half(½) of your Skill Attribute.
Run & Gun
Prerequisite: Mobile Tactics
While under the effects of Mobile Tactics, if you perform your Move Action before any Standard Ranged Attack, the Point of Origin for your Attack can be anywhere within your Path of Travel to determine your Line of Sight or Projectile Trajectory.
Total Awareness
Prerequisite: Gunkata
You receive your Gunkata Armor Bonuses at all times.
Shot Counts
Prerequisite: Dueling Pistols & Rapid Reload
You can Reload a Sidearm Weapon as Rapid Action.
Ghost Walker
Prerequisite: CQC Specialist
You can Move through Spaces occupied by Hostile Creatures at Half(½) Speed.
A Leaf On The Wind
Prerequisite: Death Blossom
When using Death Blossom while Dual Wielding, you may perform an Attack each with your Main-hand and Off-hand Weapon.
Gladiator Perks
Whooping Stick
Prerequisite: Beatdown
Improvised Weapons in your hands no longer have Durability. You can choose to destroy an Improvised Weapon as a part of a Melee or Thrown Ranged Attack to gain One(1) Splash Radius to your Attack.
Brutality
Prerequisite: Versatile Combatant
Your successful Wound or Knockout attempts during an Attack as a part of Versatile Combatant do not expend a Daily Use.
Fury Rising
Prerequisite: Battle Fury
If you begin a Turn with Zero(0) charges of Battle Fury, you instead gain plus Two(+2) Power.
Instant Rage
Prerequisite: Enrage
You begin each Combat with Three(3) Charges of Battle Fury.
High Velocity
Prerequisite: Momentum
Your Momentum Attack and Damage Bonus Capacity is Doubled(2*).
Master Of The Mountain
Prerequisite: Battle Royale
Battle Royale now applies to any of your Maneuvers, regardless of Enemy positioning.
Goliath Perks
Swinging For Distance
Prerequisite: Haymaker
Increase the Knockback Distance of your Haymaker Attacks to your Full Power Attribute.
Counter Throw
Prerequisite: Under My Wing
Whenever you Catch a Projectile as a part of Under My Wing, you can use the Projectile in a Thrown Ranged Weapon Attack as a Free, Immediate Action.
Sleek Catus
Prerequisite: Catus Armor
Your Catus Armor no longer incurs any Encumbrance Penalty.
Heave, Ho!
Prerequisite: Hurl
You gain a plus Five(+5) bonus to Thrown Weapon Range when Hurling an Object.
Pick Up The Spare
Prerequisite: Bouncer
Projectiles thrown through Hurl that successfully hit their Target will bounce to a second Target for Half(½) the Total Damage to the first Target. The second Target must be within Half of your Thrown Weapon Range from the initial Target and can attempt a Physical Save against your Attack Roll to Negate the Damage.
Friendly Toss
Prerequisite: Chuck
Creatures thrown by you willingly no longer suffer Damage from the Throw.
Fiend Perks
Disruptive Blow
Prerequisite: Disruption
Your Retributions against Adjacent Targets also inflict your equipped Melee Weapon Damage.
Muscular Resilience
Prerequisite: Muscular Acuity
Your Armor Bonuses from Muscular Acuity will now persist for your Effect Duration in Rounds.
Forced Transcendence
Prerequisite: Panoptica
You can now Activate/Deactivate Panoptica as a Rapid Action.
Lethal Strikes
Prerequisite: Counter Strike
Your successful Counter Strikes are now automatic Critical Hits.
Timeless Physique
Prerequisite: Untouchable
Your Untouchable Bonus applies to all Athletics and Acrobatics Ability Checks.
Fist Of Fate
Prerequisite: Time Stop
Performing a Melee Weapon Attack will no longer prematurely end Time Stop.
Godhand Perks
Force Barrier
Prerequisite: Force Hardened
Your Force Hardened Bonus also applies as Damage Resistance against all sources of Force Damage.
Stunning Bursts
Prerequisite: Psionic Fist
Utilizing Knockout and Elemental Burst on the same Attack Roll will only require a single Daily Use from the shared pool.
Searing Strikes
Prerequisite: Kinetic Strikes
Increase your Attack and Damage Bonus from Kinetic Strikes to your Full Focus Attribute.
Innate Potential
Prerequisite: Unleash Potential
Your Unleash Potential is now a Free Action.
Force Cutter
Prerequisite: Æther Cutter
Your Armor Penetration from Æther Cutter Doubles(2*) against all forms of Damage Resistance against Force Damage (including Elemental Damage).
Void Incarnate
Prerequisite: Aspect Of The Void
Your Attacks made while in Voidstate no longer inflict Self-Damage.
Agent Perks
Manual Override
Prerequisite: Industrial Takedown
Your Industrial Takedown Bonus also applies to your Physical and Force Impacts Targeting Machines, Objects, or the Environment.
Spyder Calibration
Prerequisite: Spawn: Spyder
Increase the Speed of your Spyders to your Full Will Attribute.
Integrated Crawler
Prerequisite: Drone Model: Crawler
Your Crawler Drone can be equipped as Gear without occupying a Gear Slot.
Meticulous Constructor
Prerequisite: Spyder Efficiency
You can create Two(2) Spyders whether or not you have the Crawler Equipped as Gear.
Crawler Mobility
Prerequisite: Crawler Gadgetry
While Equipped as Gear, your Crawler Gadgetry Ability Check Bonus applies to any Power-based or Skill-based Ability Checks.
Private Eye
Prerequisite: Mass Production
Your Spyders gain the Invisibility Enhancement.
Mutant Perks
Malleable Genetics
Prerequisite: Embedded Injector
Increase your Gene Sample Capacity to your Full Grit Attribute.
Altered Perception
Prerequisite: Extrasensory Perception
Your Extrasensory Perception Bonus also applies to your Perception Ability Checks.
Social Chameleon
Prerequisite: Elasticity
Your Elasticity bonus also applies to your Charm-based Ability Checks, in addition to Power and Skill-based Ability Checks.
Flux Adaptation
Prerequisite: Genetic Adaptation
You can shift to a different Altered State as a Full Action, even during Combat.
Metastatic Repair
Prerequisite: Regenerative Tumor
Your Regenerative Tumors restore Twice(2*) as many Hit Points.
Therianthrope
Prerequisite: Nemesis
Increase the Effect Duration of your Nemesis Form to Hours, up from Minutes.
Bronco Perks
Crowseye
Prerequisite: Bullseye
Increase your Bullseye bonus to Ranged Weapon Damage to your Full Power Attribute.
Pilgrim
Prerequisite: Big Iron
You can benefit from Big Iron while selecting a Ranged Weapon Proficiency when gaining a Marine Class Level. This does not apply to any retroactive Equipment Levels.
Switch Step
Prerequisite: Gunslinger
You may include a Sidestep as a part of the Action while changing Equipment as a part of Gunslinger.
The Quick And The Dead
Prerequisite: Desperado
You can now use Desperado as a Free Action instead of a Reaction.
You Can Run
Prerequisite: Hair Trigger
Your Attacks Of Opportunity ignore any circumstantial bonuses to Armor granted by Cover.
Sandbagger
Prerequisite: High Noon
In the event of a tie, you are the victor of a High Noon duel.
Juggernaut Perks
Barrel Chested
Prerequisite: Walking Bunker
You no longer incur Encumbrance from equipping a Chaingun Weapon or a Heavy Shield.
Ruin Trajectory
Prerequisite: Missile Defense
Your Ranged Attacks made as a part of no longer consume Ammo.
Kinetic Exosuit
Prerequisite: Dreadnaut Armor
Your Dreadnaut Armor triggers the Initiative Charge every Turn, instead of only when using Draw A Bead.
Trigger Guard
Prerequisite: Ammo Dump
You become Immune to harmful effects that Force the expenditure of Ammo from your Ranged Weapons.
Efficient Grouping
Prerequisite: Center Mass
The bonus Ranged Attacks of Center Mass no longer cost a round of Ammo.
Jetstream
Prerequisite: Bullet Storm
Your consecutive Ranged Attacks made through Bullet Storm receive a plus Three(+3) bonus to Attack Rolls for each Attack missed this Turn.
Rampart Perks
Fire & Brimstone
Prerequisite: Preacher
You can utilize Preacher without being able to Speak. Likewise, Comrades can benefit from Preacher without being able to hear you.
Pittance
Prerequisite: Blasphemy
Your Ranged Weapon Attacks made as a part of Blasphemy no longer cost Ammo.
Herald of Faith
Prerequisite: Shield Of Faith
While Active, your Shield Of Faith is extended to any Comrade within the Radius of your Aura.
Eternal Fervor
Prerequisite: Fervorous Sermon
Using Fervorous Sermon no longer Discharges your Energy Shield.
Perdition
Prerequisite: Hellfire
Your Critical Hits with Splash Weapons inflict Maximum Damage instead of Minimum Damage within the Splash Radius.
Eyes of Atonement
Prerequisite: Damnation
You can perform Damnation without Speaking and instead by making judgemental eye contact. You and your Target must be able to see, and your Target must be within your Line of Sight.
Helion Perks
Concussive Burst
Prerequisite: Shredder Burst
As an Alternative Use, a successful Shredder Burst will inflict a Penalty to the Target's Physical and Force Impacts.
Limitless
Prerequisite: Tap Potential
Your Tap Potential bonuses apply to the Attack and Damage Rolls of your Heroic Actions that are Full Actions.
Enchanted Reload
Prerequisite: Enchanted Clip
You can use Enchanted Clip as a part of Reloading a Ranged Weapon.
Æthercite Rifling
Prerequisite: Æthercite Chamber
Your Æthercite Chamber Damage bonus applies as a part of your Shredder Burst when attempted with a Ranged Weapon loaded with an Enchanted Clip.
Arcane Architect
Prerequisite: Virulent Artificer
You can Reposition an Arcane Charge as a Rapid Action, up from a Move Action.
Critical Retention
Prerequisite: Intense Accelerant
When negating your Critical Hit as a part of Intense Accelerant, you still retain any Critical Weapon Effects of your Attack while dealing your normal Weapon Damage.
Huntsman Perks
Husbandry
Prerequisite: Beastial Collar
Your Repair Effects can heal your Bound Beasts.
Hunting Grounds
Prerequisite: Feral Bond
While on your Turf, your Bound Beasts benefit from Feral Bond at all times.
Lurking Constrictor
Prerequisite: Drone Model: Predator
Your Predator Drone can burrow through non-Metal walls and floors to reach its destination.
Primal Siphon
Prerequisite: Primal Link
Your Primal Link is now a Free Action.
Pack Ferocity
Prerequisite: Pack Mentality
Your Bound Beast's Critical Hits inflicted as a part of Pack Mentality bypass all forms of Damage Resistance.
Beta Rising
Prerequisite: Alpha
Whenever your Alpha dies, you can designate a new Alpha immediately.
Ranger Perks
Trapmaster
Prerequisite: Trapper
Increase your Trap Capacity to your Full Skill Attribute.
Naturalist
Prerequisite: Survivalist
Your Survivalist now removes all Injuries and Miscognitions from a single Target.
Blowdart
Prerequisite: Poison Cartridge
You can now use Poison Cartridge as a part of a Thrown Ranged Weapon Attack to silently fire a small dart at your Target. Attacks made using 'Blowdart' do not deal Weapon Damage and do not incur a penalty to Stealth.
Distracting Idols
Prerequisite: Effigy
As an Alternative Use of Effigy, create an Effigy that inflicts the Enthralled Miscognition in place of the Fear Miscognition.
Pragmatic Selection
Prerequisite: Opportunist
Your Opportunist bonus applies to Physical and Force Impacts made against Target's inflicted with an Injury or Miscognition.
Hybrid Hunter
Prerequisite: Headhunter
Your unique Trophies now stack against Creatures with multiple Creature Types.
Myrmidon Perks
Defenseless Whelp
Prerequisite: Greatest Of All Time
Your Greatest Of All Time penalty also applies to your Target's Physical Armor.
Swift Reprisals
Prerequisite: Phalanx
Your Wounds inflicted as a part of Phalanx no longer expend a Daily Use of Wound.
Follow Through
Prerequisite: Bladed Defense
Whenever you score a Critical Hit with your Main-hand Weapon Attack while wielding a Shield in your Off-hand, your Off-hand Attack is now an Automatic Critical.
Muscle Mass
Prerequisite: Heft
Increase your Damage Resistance Capacity of Heft to your Full Grit Attribute
Band Of Thorns
Prerequisite: Coat Of Harms
Your Coat Of Harms will now trigger anytime you are the Target of a Melee Weapon Attack.
Sealed Fate
Prerequisite: Judgement
The Target of your Judgement suffers a minus Ten(-10) penalty to their Save Attempt.
Templar Perks
Energy Burn
Prerequisite: Crusader
Increase the Action Point burn of Crusader to your Full Weapon Damage.
Always Unexpected
Prerequisite: Inquisition
Increase your Daily Uses of Wound by Half(½) of your Will Attribute.
Aura of Uncertainty
Prerequisite: Hushed Aura
Creatures that fail their Force Save to withstand Hushed Aura will also suffer the Indecisive Miscognition for the Duration.
Void Barrier
Prerequisite: Null Zone
All Force or Elemental Damage effects within the Radius of Null Zone are instead reduced to Zero(0).
Fractured Hope
Prerequisite: Spiritbreaker
Your Spiritbreaker penalties now last for your Effect Duration in Rounds, up from until the end of the next Turn.
Obliterate Soul
Prerequisite: Sever Soul
Increase the Damage of your Sever Soul to Five(5) Force Damage per missing Action Point, up from Three(3).
Archon Perks
Æther Attunement
Prerequisite: Synchronicity
Utilizing both Wound and Elemental Burst on the same Attack Roll will only require a single Daily Use from the shared pool.
Ætherblade
Prerequisite: Spellblade
Increase your Spellblade Damage bonus to your Full Focus Attribute.
Call Of Power
Prerequisite: Bonded Weapon
You can call your Bonded Weapon from Twice(2*) the Range.
Tempered Reckoning
Prerequisite: Force Of Reckoning
You no longer waste a Daily Use on a missed Force Of Reckoning attempt.
Virtuous Strike
Prerequisite: Steel & Zeal
Performing a Melee Weapon Attack as a part of a Heroic Action that deals Force or Elemental Damage will gain both the Attack and Damage benefits of Steel & Zeal.
Unlimited Power
Prerequisite: Power Overwhelming
Increase your Power Overwhelming bonus to plus Three(+3) per Killing Blow.
Dragoon Perks
Implements Of Destruction
Prerequisite: Lockdown
You can attempt Wound on Machines and Mechanical Creatures using any equipped Kit, Driver, or Matrix Attacks.
Supersoldier
Prerequisite: Cybersoldier
Retain your Cybersoldier bonuses while your Drone is Assisting an Ally.
Drakken Lift
Prerequisite: Drone Model: Drakken
Your Drakken's Drone Assist grants the Target the Flight Enhancement.
Dive Velocity
Prerequisite: Drakken Dive
As a part of Drakken Dive Charge Attack, each Space of Downward Vertical Movement can instead count as Two(2) Spaces of Movement.
Mach Speed
Prerequisite: Unstoppable Force
Increase your Unstoppable Force bonus to plus Two(+2) Damage per Space traveled.
Dragonsoul
Prerequisite: Dragonheart
Whenever you revive as a part of Dragonheart, you can immediately move up to Twice(2*) your Speed as a Free, Immediate Action.
Reaver Perks
Booster Shot
Prerequisite: Adrenaloid Injection
You can now use Adrenaloid Injection Twice(2*) per Long Rest.
Regenerative Flourish
Prerequisite: Regenerative Strikes
Your Regenerative Strikes now both Restore Hit Points and can remove a single Injury or Miscognition from yourself or an Adjacent Target.
Steel Rage
Prerequisite: Blood Rage
Your Blood Rage bonus now also applies to your Physical Armor.
Compartmentalize Trauma
Prerequisite: Pain Inoculation
You receive an additional Plus Two(+2) Damage Resistance against all Physical Damage Sources for each Injury or Miscognition you are currently suffering.
Limit Removal
Prerequisite: Limit Breaker
While under the effects of Adrenaloid, you no longer suffer Penalties from Injury Effects to your Attack or Ability Rolls.
Reaper
Prerequisite: Death's Door
While under the effects of Death's Door, landing a Killing Blow will instantly restore Hit Points equal to your Grit Attribute plus your Healing Modifier.
Conqueror Perks
Fluid Inspiration
Prerequisite: Inspiration
You can now shift your Battle Tactics as a Rapid Action, down from a Move Action.
Bannerlord
Prerequisite: Standard Bearer
While planted, the Effective Radius of your Battle Standard is Doubled(2*).
Regal Persistence
Prerequisite: Regality
Increase your window to inflict a Critical Hit following a Retribution to your Effect Duration in Rounds up from during your next Turn.
Annexation
Prerequisite: Dominion
Your Dominion now persists for your Effect Duration in Minutes, up from your Effect Duration in Rounds.
Indivisible
Prerequisite: United We Stand
Increase the capacity of United We Stand to your Full Will Attribute.
One For All
Prerequisite: Arm Of The People
Your Allies within the Radius of your Aura no longer must spend a Reaction to contribute to Arm Of The People.
Aegis Perks
Symbiotic Barrier
Prerequisite: Absorption Barrier
Increase the Scale of your Absorption Barrier Action Point Recovery by One(1). (D6→D8)
Refracted Shield
Prerequisite: Prismatic Shield
Your Prismatic Shield's Elemental Burst no longer Discharges your Energy Shield.
Jupiter Rising
Prerequisite: Jupiter Armor
You immediately receive Three(3) Jupiter Charges at the beginning of a Combat.
Æthereal Anchor
Prerequisite: Arcane Cannon
You can now Anchor yourself to the ground as a Standard Action, down from a Full Action.
Hollow Gigas
Prerequisite: Gigas
You can continue to utilize Gigas without available Jupiter Charges. However, using Gigas with Jupiter Charges still consumes the Charge as usual.
Flux Capacitor
Prerequisite: Flux State
You can regain a Jupiter Charge as a Move Action, down from a Standard Action.
Engineer Perks
Projectile Control
Prerequisite: Defense Matrix
You can attempt to Missile Deflect any projectile within your Effective Matrix Range.
Battle Build
Prerequisite: Golem
Increase your Golem's bonus to Armor, Saves, Impacts, and Maneuvers to your Full Will Attribute.
All Seeing Eye
Prerequisite: Drone Model: Explorer
Your Explorer's Infrascan Radius is Doubled (2*) to Ten(10) Paces.
Efficient Loader
Prerequisite: Auto-Turret
Increase the Ammo Capacity of your Auto-Turrets by Three(3).
Bastille
Prerequisite: Mason
Adjacent Walls, Objects, or Structures can be made Indestructible by your Provide Cover.
Home Defense
Prerequisite: Fortress
Your Fortress is constructed equipped with your total capacity of Auto-Turrets, fully loaded and operational.
Vitalist Perks
Nanite Reach
Prerequisite: Nanite Swarm
Increase the Range of your Nanite Swarm to your Full Charm Attribute.
Healing Nanites
Prerequisite: Swarm Shield
Whenever an organic Creature restores Hit Points from a source that is not you within the Radius of your Nanite Swarm, you can restore additional Hit Points to the Creature equal to your Healing Modifier.
Auld Blood
Prerequisite: Épeler Sang
You no longer reduce Self-sourced Healing Effects.
Adamant Blood
Prerequisite: Iron Blood
While under the effects of Iron Blood, you instead Half(½) Damage from All Damage Sources.
Implied Autonomy
Prerequisite: Vital Network
Your Vital Network can extend through any organic Creature within the Effective Radius of your Nanite Swarm, regardless of Disposition.
Vital Pressure
Prerequisite: Stable Pressure
While under the effects of Iron Blood, the Healing of Stable Pressure is Doubled(2*).
Meditant Perks
Dimensional Shredder
Prerequisite: Rift
Your Rift Damage bypasses all forms of Damage Resistance.
Precognitive Burst
Prerequisite: Future Sight
The Damage of your Future Sight Bypasses all forms of Damage Resistance.
Hard Telekinetics
Prerequisite: Telekinesis
Any Creature thrown as a projectile as a part of your Telekinesis suffers Twice(2*) as much Damage.
Warp Flux
Prerequisite: Warpzone
You can now Target yourself for Teleportation as a part of Warpzone.
Calculated Intentions
Prerequisite: Sacred Geometry
You can initiate Sacred Geometry as a Rapid Action, down from a Move Action.
Tear Stability
Prerequisite: Wormhole
Increase the Effect Duration of your Rifts and Wormholes to Minutes, up from Rounds.
Machinist Perks
Instant Deploy
Prerequisite: Instadroid
You can manifest Instadroids as a Standard Action, down from a Full Action.
Manufactured Redundancy
Prerequisite: Signal Generator
Whenever you perform a Ritual to Craft a Signal Generator, you instead Craft Two(2) Signal Generators.
Overlord Efficiency
Prerequisite: Drone Model: Overlord
You can now assume direct control through your Overlord as a Standard Action, down from a Full Action.
Machine Learning
Prerequisite: Robust Matrices
Your Commands issued to Bound Machines no longer have a Word Limit.
Bound Barrier
Prerequisite: Communal Shield
Your Communal Shield counts and applies to your Bound Machines at all times, not only within the effect of your Signal Generator.
Construction Crew
Prerequisite: Hivemind
Each Bound Machine that assists with a construction project cuts the time in Half(½), up from a Quarter(¼,25%).
Vibe Perks
Regenerative Resonance
Prerequisite: Soothing Resonance
Any Creatures healed through the Vibes Aura as a part of Soothing Resonance will be Healed for the total restoration amount.
Echo Chamber
Prerequisite: Life Echo
You can now use Life Echo as a Free Action.
Instrumental Integration
Prerequisite: Crescendo
Your Crescendo can be equipped without using a Gear Slot.
Stunt Double
Prerequisite: Mainstage
As an alternative use of Mainstage, create an Enthralling Illusion that persists in a fixed location. For example, you can maintain Mainstage as a Move Action.
Cross Pollinator
Prerequisite: Pheromone Injector
You can dose other Targets with your alternate Toxin from Pheromone Injector.
Prima
Prerequisite: Master Of The Arts
You can now alter your Aesthetic as a Move Action.
Savant Perks
Stable Construct
Prerequisite: Project Construct
Increase the Size Limit of your Projected Constructs to your Full Will Attribute.
Techno-Convergence
Prerequisite: Technomagick
You gain access to a unique implant that can be equipped in the Head, Face, or Hand Gear Slot. Once Implanted, you are considered fitted with a Driver and Catalyst Cast Weapon at all times. These Weapons are controlled by your thoughts and do not require a Weapon Slot to wield.
Light Arrays
Prerequisite: Drone Model: Arkhan
Your Arkhan Drone can be used to Target a Projected Construct for Drone Assist, extending its Effect Duration for the Duration of the Assist.
Arkhan Efficiency
Prerequisite: Dual Cast
Your Arkhan's Copy Action as a part of Dual Cast costs Half(½) as many Action Points.
Knowledge Is Power
Prerequisite: Expanded Neocortex
You retain access to your expanded Action Slot List without equipping the Arkhan into a Gear Slot.
Artificial Intelligence
Prerequisite: Beautiful Mind
Your Arkhan can facilitate Class Features that do not cost Action Points, such as Project Construct, as a part of the Bonus Action of Beautiful Mind.
Harvest Perks
Lifeforce Critical
Prerequisite: Lifeforce Burst
When performing Lifeforce Burst to restore Hit Points, you can Roll a D10 to confirm a Critical Hit. On a Critical, increase Hit Points converted to the Maximum possible value.
Enduring Stimulants
Prerequisite: Neurostim
Increase the Effect Duration of your Neurostim to Minutes, up from Rounds.
Lingering Amplifier
Prerequisite: Ampere
You can go a single Round without expending Action Points before your Ampere Charges fade to Zero(0).
Congressional Power
Prerequisite: Duality
Increase the Duality Grouping bonus to your Full Charm Attribute
Flash Siphon
Prerequisite: Void Flash
Your Void Flash now reduces your current Ampere Charges by Five(5) instead of lowering your current Ampere Charges to Zero(0).
Transcendence
Prerequisite: Enlightenment
You now reach Enlightenment at Four(4) Ampere Charges, down from Five(5).
Chemist Perks
Perpetuating Cuff
Prerequisite: Hypo Cuff
Expending a Hypo Cuff no longer wastes the device, leaving it empty for a new Heroic Action to be loaded. Reloading a spent Cuff is a Rapid Action.
Quick Canister
Prerequisite: Gas Trap
You can deploy a Gas Trap as a Move Action, down from a Standard Action.
Recovery Drone
Prerequisite: Drone Model: Zephyr
Whenever a Comrade that your Zephyr Drone assists restores Hit Points from any source that is not you, apply your Healing Modifier to the total Hit Points restored.
Sympathy Leak
Prerequisite: Gas Leak
Whenever you trigger Gas Leak while your Zephyr Drone is assisting an Ally, a second Gas Cloud will release on the Drone's Location. The secondary Gas Cloud does not require or expend a dose of Toxin.
Toxic Inoculation
Prerequisite: Innervation
You can administer a dose of your Toxin to a Creature to grant it immunization against your Toxic Gas Clouds, granting immunity to your Toxin for your Effect Duration in Hours.
Overstock
Prerequisite: Supply Drop
Increase your Supply Drop's item count to your Full Charm Attribute.