Elysian Court
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Perks

Skill

Physical Mastery All physical skills gain +2 to their level cap. Cannot take another 'Mastery' Perk.
Mental Mastery All mental skills gain +2 to their level cap. Cannot take another 'Mastery' Perk.
Social Mastery All social skills gain +2 to their level cap. Cannot take another 'Mastery' Perk.
Jack of all Trades Gain ten skill ranks. You are not allowed to have skills below -1.

Combat

Armor Use Gain +2 defense when wearing medium or heavy armor.
Assassin Targets that you kill are unable to make meaningful sounds on death, unless you allow it. If a target is unaware of your attack, add an extra damage die when damaging them.
Berserk If you kill an opponent, your next attack gains advantage and +2 damage. Incapacitation does not count as a kill.
Charge You receive a half movement as part of a melee attack action. The movement must come before the attack.
Counterattack Spend 1 Willpower to make an instant counter-attack on a melee opponent that just missed their attack against you. This perk can be activated once per encounter for free.
Disengage Once per turn, a movement you make can ignore all attacks of opportunity.
Enduring Gain +5 to all Athletics, Constitution, and Resolve Saves.
Evasion Gain +3 defense when unarmored or wearing light armor.
Guardian A chosen opponent that you are engaged in melee with cannot attack anyone else or trigger attacks of opportunity.
Ninjutsu When you roll melee damage, reroll on a 1 or 2 and take the second result.
Stun Immunity You are immune to being 'Stunned'.
Tough Increase your Maximum HP by +5. Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).

Weapon

Martial Arts Proficiency On a natural 16 or higher, add a called shot of your choice to your melee attack: Restrain, Disarm, or Knock Prone. Restrain: Opponent saves vs. Combat or is restrained. Requires you to remain grappling. Disarm: Opponent saves vs. Combat or weapon falls to the ground. Knock Prone: Opponent saves vs. Combat or is knocked prone. Gain +5 to Combat saves.
Polearm Proficiency When using a polearm (such as a spear), you can attack opponents one extra tile away (2 meters). Once per turn, perform a free spear attack (attack of opportunity) against an opponent passing within your polearm's reach. You have advantage against mounted units, mace users, and archers.
Blade Proficiency When using a sword or bladed weapon (such as a dagger), you can choose to make two attacks instead of one.
Shield Proficiency When using a shield, you can block once per turn, adding +5 defense against the attack.
Bow Proficiency When using a bow, make ranged attacks up to medium range without disadvantage. You can now make ranged attacks at long range with disadvantage.
Mace Proficiency 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.

Mobility

Parkour Automatically succeed at athletic maneuvers DC 10 or lower. Ignore movement penalties from difficult terrain. Can climb most vertical surfaces at half movement speed, even when others cannot.
Quick Step 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.
Runner Increase your base movement speed by 5 meters.

Knowledge

Eidetic Recall After studying something, you can reproduce its text, maps, symbols, and other details exactly.
Genius Once per scene, use Wits or Knowledge in place of another skill that can be plausibly justified. This ability can also be triggered by spending Willpower.
Business Gain +5 to relevant knowledge tests involving appraisal, finance, management, operations, etc.
Culture Gain +5 to relevant knowledge tests involving politics, law, customs, streetwise, etc.
History Gain +5 to relevant knowledge tests involving world history, local history, ancient ruins or items, etc.
Medicine Gain +5 to relevant knowledge tests involving anatomy, medical lore, diagnostics, treatment, surgery, tending to wounded.
Nature Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
Religion Gain +5 to relevant knowledge tests involving theology, mythology, cult psychology, priestly subjects, etc.
Science Gain +5 to relevant knowledge tests involving physics, chemistry, mathematics, biology, economics, earth sciences, social studies, etc.
Underworld Gain +5 to relevant knowledge tests involving underworld procedures, bribery, smuggling, black market contacts, criminal dealings.

Social

Silver Tongue Always reroll 1's and 2's when making social tests.
Leadership Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Etiquette Once per session, you can reroll a single social test.
Guile Gain +3 to concealing your intentions. This is not the same as fabricating a lie.
First Impressions Gain +3 to your first social roll with each new person you meet.

Arcane

Centered You always successfully retain 'Concentration,' such as when you are hit by an opponent.
Deep Focus You can 'Concentrate' in order to maintain two 'Focus' effects simultaneously.
Flow State While 'Concentrating' you only lose half of your movement action instead of your full movement action.
Innate Threat Cast up to three powers each round as long as two of them are 'Innate'.
Precision Casting When you cast an area of effect spell, exclude up to two creatures from the effect.
Rare Anima You may possess up to one Chi or Sorcery power that requires the 'Rare Anima Perk'. This perk does not grant a magical power, it unlocks an option that is usually unavailable.
Subtle Casting Automatically succeed on any stealth tests that involve discreet spellcasting. This does not work for magic with obvious visual effects, such as combat casting.

Crafting

Artisan Gain +5 to relevant crafting tests involving art, household items, furniture, textiles, weapons, armor, jewelry, etc.
Construction Gain +5 to relevant crafting tests involving buildings, bridges, fortifications, earthworks, roads, canals, etc.
Engineering Gain +5 to relevant crafting tests involving mechanisms, traps, gears, locks, springs, pumps, siege weapons, etc.
Locksmithing Gain +5 to relevant tests involving locks, keys, lock mechanisms, safes, and similar security hardware.

Language

Speak Feytongue You can speak and understand Feytongue, allowing to speak with the majority of Fey creatures. Elves and Dryads receive this Perk for free.
Speak Druidic Telepathically speak through nature, up to far range, between anything in contact with earth or vegetation. The language can be understood by Dryads, Fey, intelligent wildlife, or others that can speak Druidic. This language does NOT allow you to understand Fey, wildlife, etc. Dryads receive this Perk for free.
Speak Idyllic Enhances the beauty, emotional resonance, and expressive power of any natural language. Gain advantage on any applicable social test; performance, public speaking, etiquette, etc.
Speak Infernal You can speak and understand Infernal, the language of demons.
Speak Mer You can speak underwater clearly, allowing you to communicate through any natural language you know. Merfolk receive this Perk for free.

Size

Large Your natural form is considered 'Large'. Increase the skill caps for Combat and Constitution by +2 above the natural cap (no stacking). Decrease the skill cap for Stealth by -2. Strength and constitution saves have advantage. Ogres start with this Perk. Orcs can choose this Perk for free.
Small Your natural form is considered 'Small'. Start with the Evasion perk for free. Increase the skill cap for Stealth by +2 above the natural cap (no stacking). Decrease the skill caps for Combat and Constitution by -1. You can fit into small spaces. Dwarves and Kobolds start with this Perk.