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 +3 defense when wearing medium or heavy armor, including Titan 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
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.
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.
Finisher
If a standard (non-heroic) opponent has 3 or less HP after your attack, you may insta-kill them. Using this ability fully kills them; capture or recovery is no longer possible.
Guardian
A chosen opponent that you are engaged in melee with cannot attack anyone else or trigger attacks of opportunity.
Monklike
Once per day, spend a scene in meditation to roll 2d20 and take the best result. Later that day, you may spend that result on a combat test, using it in place of a die roll.
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'.
Tactician
Add +5 to initiative tests. If initiative does not apply for an encounter, gain +1 Willpower for that encounter only.
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: 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 + Athletics} 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.
Rogue
Infiltrator
Always reroll 1's and 2's on infiltration tests. Infiltration tests complete twice as fast, and complete in one round when you exceed +5 difficulty.
Stealthy
Always reroll 1's and 2's on stealth tests. When the party is making a group stealth test, up to three allies gain a free re-roll.
Scholar
Detective
All party members gain +5 to Investigation tests where you are present and assisting. This requires active involvement and participation, not just your physical presence. This effect does not stack with other "Detective" perks.
Eidetic Recall
After studying something, you can reproduce its text, maps, symbols, and other details exactly.
Genius
When performing a mental skill, reroll on a 1 or 2 and take the second result.
Innovative
Once per scene, use Wits or Knowledge in place of another skill that can be plausibly justified. e.g. "My knowledge of physics helps me move this rock using proper leverage." This ability can also be triggered by spending Willpower.
Methodical
Once per scene, gain +2 to a task that you spend at least a short scene carefully performing. Once per session, gain an additional +3 (for a total of +5) to one such methodical task.
Studious
Once per day, spend a scene in deep study to roll 2d20 and take the best result. Later that day, you may spend that result on a mental test, using it in place of a die roll.
Knowledge
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
Etiquette
Once per session, you can reroll a social test as a 1d12+8 and take the best result. This ability cannot be combined with Willpower.
First Impressions
Gain +3 to your first social roll with each new person you meet.
Guile
Gain +5 to concealing your intentions. This is not the same as fabricating a lie.
Leadership
Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Silver Tongue
Always reroll 1's and 2's when making social tests. When the party is making a group social test, up to three allies gain a free re-roll.
Arcane
Centered
Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
Deep Focus
'Concentration' can be used to maintain two 'Focus' effects simultaneously.
Flow State
'Concentration' now allows a full movement each round, and movements can be at full speed.
Innate Threat
'Innate' powers do not count toward your spellcasting limit. You can cast an unlimited number of 'Innate' powers each round, plus one more.
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. Decrease the skill cap for Stealth by -2. Mastery does not stack with these size-based cap changes. 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. Decrease the skill caps for Combat and Constitution by -1. Mastery does not stack with these size-based cap changes. You can fit into small spaces. Dwarves and Kobolds start with this Perk.