Perks

Perks are special abilities that a character learns throughout their career. They are ordered according to power tier, Neophyte, Acolyte, Adept, Master, and Exemplar. A character can choose any perk that they meet the requirements for, and is in the same power tier as they are, or below.



Assassin

Requirements: Acolyte, Stealth skill at least 10

You gain a bonus to stealth skill rolls of a +2

When making an attack roll while undetected, you can make a free attack (no attack roll) and deal damage directly to your opponent’s Health, instead of Fortitude.


Sweeping Attack

Requirements: Neophyte, Proficiency with attacking weapon

When a successful melee attack is made against an opponent, one additional attack may be made against another opponent within range.


Trip

Requirements: Neophyte, Proficiency with attacking weapon

When a successful melee attack is made against an opponent, you may attempt to trip that opponent. Make an additional attack roll vs the opponent’s defense roll, if you are successful your opponent falls prone.


Charmer

Requirements: Neophyte, Persuasion or Deception minimum 5

Gain bonus +2 to persuasion or deception skill rolls

Gain a second chance roll once during a social skill encounter

*Second Chance roll: You can re-roll your skill roll once


Wrestler

Requirements: Neophyte, Wrestle skill minimum 3

Gain a bonus +2 to Wrestle skill rolls

When making a Grab action, and while maintaining a grab, you can use your Secondary action to make an attack roll with either a small melee weapon that you are proficient with, or an unarmed attack. You can also, as a Secondary action, attempt to wrestle your opponent to the ground, knocking yourself and your opponent prone, while still maintaining the grab.


Skilled

Requirements: None

5 bonus skill points that cannot be used for combat skills

Notes: Can be taken multiple times.


Interrogator

Requirements: None

Bonus of +2 to Intimidate and Persuasion