Physical Mastery Physical Mastery Skill Perk All physical skills gain +2 to their level cap.Cannot take another "Mastery" Perk.
Mace Proficiency Mace Proficiency Weapon Perk When using a mace or hammer, 1's and 2's explode on damage tests.When a die explodes, add its value to the score and reroll them.
Charge Charge Combat Perk You receive a half movement as part of a melee attack action. The movement must come before the attack.
Counterattack Counterattack Combat Perk If an opponent misses their melee attack against you, spend 1 Willpower to counter-attack them.Can activate for free once per encounter, or any time a melee opponent botches their attack.
Quick Step Quick Step Mobility Perk Once per round, take a 2 meter step. This can avoid area of effect abilities or attacks of opportunity.Can be performed on your turn or as an interrupt / reaction.
First Impressions First Impressions Social Perk Gain +3 to your first social roll with each new person you meet.
Guile Guile Social Perk Gain +5 to concealing your intentions.This is not the same as fabricating a lie.
Chi: Physical Chi: Physical Chi Power Enhance Self Focus Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests. Absorb Impact Innate, Mana Reduce a source of damage taken by 2.
Chi: Athlete Chi: Athlete Chi Power Requires Power: Chi: Physical Jump Strength Jumps gain up to +2 meters of height and +5 meters of distance. Leap Innate, Mana, Medium Jump anywhere within medium range, up to 10 meters high. Endless Stamina Ignore fatigue, encumbrance, and physical strain effects.
Chi: Speed Chi: Speed Chi Power Requires Power: Chi: Physical Quick Add +5 base movement to your speed. Speed Burst Innate, Mana, Round Make an additional movement this round. Endurance Runner You suffer no fatigue from fast or prolonged movement.
Chi: Evasion Chi: Evasion Chi Power Requires Power: Chi: Physical Fast Reactions Gain +1 Defense. Evade Innate, Minor Avoid a thrown attack or physical hazard that you are aware of.Can be spent retroactively to convert a failed evasion into a successful one.If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Chi: Coordination Chi: Coordination Chi Power Requires Power: Chi: Physical Dual Action Innate, Minor, Round Make an additional action other than movement this round. Evasive Maneuvers Ignore Attacks of Opportunity (but not Readied Attacks).
Chi: Vision Chi: Vision Chi Power Enhanced Vision Improved vision. Add +5 to visual-based perception tests. Blind Vision Can see clearly even in low light or pure darkness. Protected Vision Gain immunity to unwanted light effects, such as blinding exposure. Clear View Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
Charm Charm Sorcery - Psionics Charm Major Victim resists vs. Resolve or is devoted to you for a day.Must be cast on neutral or friendly parties. They revert to normal when the effect ends.Victim becomes deeply loyal, and will go to significant lengths to appease you.Victim retains their personality and motivations, but prioritizes your needs highly.When the charm ends, the victim can save vs. Wits to recognize they were charmed.
Suggest Suggest Sorcery - Psionics Requires Power: Charm Suggest Major Victim feels a suggestion as though it was given by trusted friends.Treat the suggestion as equivalent to a week's worth of peer pressure by close allies.It does not guarantee action; results should be realistic to the individual.Suggestions must be issued through voice, telepathy, or a medium they can use.Victim can save vs. Resolve to resist the effect.Victim can save vs. Wits to identify that magical influence was used on them. Impulse Mana Victim feels a natural urge of your choice for up to a scene.Can inflict or remove urges: hungry, tired, calm, anger, stress, anxiety, etc.The urge doesn't overwhelm their behavior, but may influence their actions.
Kinesis Kinesis Sorcery - Telekinesis Kinetic Grasp Concentration, Round Telekinetically move an object up to 10 meters.Treat the carry capacity and force exerted as equivalent to an average human.The object is treated as a single geometric shape; you cannot manipulate its parts.This can be used to push, pull, lift, or throw objects, slow a falling creature, etc.Treat attacks as rank 0 Combat attacks and 1d6 damage.Surprise attacks are often possible, which may provide advantage. Kinesis Minor, Round Cast up to three simultaneous uses of Kinetic Grasp.This can alternatively be used to affect a single object that is three times as heavy.
Light Light Sorcery - Light Light Mana, Short Scene Create simple lighting effects.Includes ambient lighting, spotlights, flares, light beams, hovering lights, etc.Can attach a faint glow or marking light to a visible target.Can choose the color, focus, intensity, and simple properties of the light.The light is not bright enough to blind or distract. Light Show Minor, Scene Create a complex lighting environment up to long range.Can cast the equivalent of ten 'Create Light' spells.