Perks are the core of what make your characters mechanically distinct as even characters with the same stat load out might choose different perks at each level to create a completely different kind of character. This section focuses on the archetype perks which are created as a way to give structure and direction to character progression without limit the character to a singular path.
The perks are grouped into generic character concepts called archetypes, that revolve around particular stats. You can take all the perks from a single archetype and have your character be solely that archetype or you can try to find other perks that match your stat load out and synergize with your other perks allowing you to create your own class from the pieces of those archetypes.
Each archetype has one or two stats that are required in order to acquire the perks from that archetype. If you meet the minimum stat requirement then you can learn the perk the only exceptions are perks marked as rank II or rank III which require you to first learn the lower rank perk of the same name. Perks that have dual stat requirements will list two stats and a single number. To be able to learn these dual stat perks then the listed stats have to add up to the number.
There are 3 tiers for each archetype as the perks are grouped by their stat requirement but as long as you meet the stat requirements for the perk and the perk isn't rank II or III then you can learn a perk from tier 3 without learning any from tier 1. While following down the line of an archetype isn't necessary allowing you to mix perks from multiple archetypes and jumping between tiers. Archetypes are designed so that the perks collected synergize with each other so that you can easily make balanced characters. Below is an example of how to read through the Archetype Perks section.
Tier 1: Swiftness required 6
Ambidextrous: If both hands are holding single handed Martial weapon then your multi attack penalty is reduced to -2. Each attack has to be one with a different weapons.
Dodge Roll: When you use your reaction to successfully Dodge you can roll up to two meters in any direction, except through an occupied space.
Quick hands: When you successfully disarm a target you can as a Reaction roll a Standard Swiftness Check to grab the weapon that your target dropped.
Slash n’ Dash: As 2 major actions you make an attack and then move up to 6 meters. This movement does not leave the user open to a reaction attack.
Tier 2: Swiftness required 8
Speed to Power: Can use Swiftness for hit and damage calculations when a weapon specifies strength.
Super Sonic Strike: For 2 Major Actions you move up to your max distance and make a martial attack. If the attack hits then the number of damage dice you roll is increased by 1 for every 6 meters you moved before attacking.
Ambidextrous II: You do not take a multi attack penalty as long as you are using a different weapon for each attack.
Wall Runner: You run across walls even if completely vertical. You can not end your action on the side of the wall and stand at that position.
Tier 3: Swiftness required 10
Swift Action: When an ability costs 2 or more major actions you can use your minor action as one of the major actions.
Supersonic Strike II: Supersonic strike now adds 1 attack dice every 3 meters.
After Image: You move so quickly that the eye can’t track you, as a Major Action you can create a duplicate of yourself which gives your opponent 1 disadvantage dice to hit you.
Gotta Go Fast: As a Major Action you gain +1 advantage dice and +2 damage dice against a target who has a slower movement speed than your own, this only applies to your next strike.
Tier 1: Endurance 6
The Ol’ Wind Up: You spend as many major actions as you want charging up a martial attack and can add a damage die for each major action you spent charging the attack. Number of damage dice you can add is up to half your Endurance stat.
Who Needs to Breath?: Your lungs are a couple of truly tough air sacks, allowing you to hold breath for 30 minutes without consequence, and you can also breathe in poisonous/hazardous gases for 3 rounds without being affected.
You Call That a Punch?: As a Reaction you can taunt an enemy you've seen make an attack. They have to roll a Hard Mental Fortitude check to resist. If they succeed they are unaffected. If they fail they must attack you taking on any penalties that would normally apply to multiple attacks. If their attack lands you get to do a free attack back.
Turtle Stance: The best defense is actually just a really good defense. You can use a Major Actions to increase your AR by half of your Endurance until the start of your next turn.
Tier 2: Endurance 8
Resistance: Choose one type of damage and gain 5 damage reduction against that type. This is permanent, this can also be taken a maximum of 3 times.
Undying Breath: You take a deep meditative breath and as a Major Action you can spend 3MP to make an Average Endurace check. For every degree of success on the Endurance check you heal 1d4 VP.
Persistent Strike: If you haven’t moved and are attacking the same creature as the previous turn you can make a second attack that does not take the multi attack penalty.
Didn’t Hear No Bell: When you would drop to or below 0HP you can roll an Standard Stamina check. You gain VP equal to the degrees of success and are able to remain in the fight until your VP is dropped to 0. Must take a quick rest before being able to use this perk again.
Tier 3: Endurance 10
Undying Breath II: For every 5 degrees of success on the Endurace check you also heal 1d6 HP.
The Ol’ Wind Up II: After spending 3 Major Actions to charge you can release an attack as a Minor Action.
You Call That a Punch? II: Any damage you take from an enemy affected by your taunt will be absorbed and released in your next attack, adding their damage to your own.
Armored Vitality: As two Major actions you can activate Armored Vitality which cuts all damage in half while you still have VP.
Tier 1: Power 6
Brutal Attack: Use a Minor action to scream and flex allowing you to add half of your Power stat to your next attack. This is an extra damage bonus on top of your typical stat bonus. The shouting gives anyone attacking you this turn +1 advantage dice.
Mighty Sweep: As 2 Major actions perform a Martial attack that can hit up to 3 creatures within your reach. You roll one attack normally and if your attack beats the AR or your targets they are hit. Missing one targets AR stops the attack so the attack order is needed..
Berserk Fighter: As a Major action you enter into berserker mode for 1 minute (10 rounds). While in beserker mode you gain +3 Power, increase your movement speed by 6 meters and take half damage from physical damage sources. At the end of each turn you are afflicted with severity 5 Exhaustion. While in Berserker mode Exhaustion does not limit your actions and instead lowers your AR per Severity. Once out of beserker mood you are affected by the exhaustion. You can roll a Standard Stamina check removing 1 severity of exhaustion per 2 degrees of success.
No Weak S#!t: When a Martial attack's damage dice lands on a 1 or 2 you can use your reaction to re-roll the damage dice.
Tier 2: Power 8
Muscles Talk: When attempting a Negotiation or intimidation you can use your Power stat to calculate as your target is distracted by your massive muscles.
Strong Fingers: Can use Break instead of Tech Use but the item you're using breaks after 1 use.
Mighty Sweep II: Can target up to 5 people in range and missing a target's AR doesn't stop the swing.
Sunderer: When attempting a Disarm, you don't take the damage penalty. If you deal at least half of your total possible damage then a successful disarm breaks target's weapon..
Tier 3: Power 10
Finishing Blow: When making your first martial attack of a turn, it can become a finishing attack. On a hit, if the maximum roll on your weapon's damage dice (plus your Power or Swiftness and any additional modifiers as normal) would be enough to reduce the opponent to 0 HP, the attack automatically deals maximum damage. Using this ability causes you to forgo all other actions except reactions until your next turn.
1 Hand is Better: Can use two handed martial weapons with just one hand, treating these weapons as single handed weapons for the purpose of other perks and spells.
Berserk Fighter II: While in berserker mode you can use 2 Major actions to gain 10VP this also generates 5 severity Exhaustion. Once berserker mode ends you can roll a Standard Stamina check removing 1 severity of exhaustion per degree of success.
Berserker's Roar: As 3 major actions you can let out an explosive roar that uses up exhaustion to do an AOE which deals Crushing damage to any creatures within a 5 meter cone of your roar. Targets can resist with a Standard Endurance check to take half damage. The damage dealt is equal to the severity of Exhaustion consumed.
Tier 1: Influence 6
Eye On Target: You can use a Major action to pinpoint a target granting an advantage dice to attack rolls your allies make against this target until the start of your next turn.
You Got This: As a major action you call upon an ally to move or make an attack in your stead. Even if the chosen ally has already attacked during this round these attacks do not suffer Consecutive Attack Penalties.
Never Give Up: When initiative is rolled, you can give a rousing pep talk to one of your allies, giving them them results of a Quick Rest instantaneously! This consumes a Major actions from your first turn and can not be used again until you take a Quick Rest.
Hype Man: As a Major Action you roll a Standard Bluff check to talk up one of your ally’s skills giving them +1 for every 3 degree of success, the next time they use that skill.
Tier 2: Influence 8
You're Not Done Yet: When an attack would render your ally unconscious you can spend 2MP as a Reaction to leave them at 1HP instead.
Party Planner: During a Full Rest if you spend your period of low activity creating action plans, then you generate a Planning Pool with points equal to half your your Influence. As a Reaction you use a point to allow a re-roll and any check. Out of combat can be used on the same target only once per day.
Think Again: After a successful Bluff check you can spend 3MP to change your target's memories to match the bluff you told your target. Targets with positive opinions of you are a Standard check, targets with a negative opinion require a Hard check, and targets that see you as an enemy require Extreme checks.
Forward March: As 2 Major actions spend 3MP to double the movement speed of up to 4 allies and and they are no longer affected by rough patches for 1 minute.
Tier 3: Influence 10
By Example: After making a successful attack that deals damage you can use 2 Major actions and spend 3MP ot grant allies who saw your attack +2 damage dice against that enemy for 3 rounds.
Party Planner II: You can now refresh your Planning Pool on a Quick Rest and Perks that would cost MP can now be activated using points from your Planning Pool.
Yours, Mine, Ours: As Minor action you can move any buffs, debuffs, advantages, disadvantages and ailments between yourself and your allies. Only one effect can be moved at a time.
Onslaught: As 3 Major actions you can call upon up to 6 allies to unleash a full assault allowing them to use up to 2 major actions each as long as both are used to attack. This can only used once per Full Rest.
Tier 1: Intuition 6
Intuitive Spark: After you, or an ally you can see, casts a spell that requires a skill check, you can spend 1MP as a Reaction to add half of your Intuition to the roll.
MPathy: As a Major action you can transfer MP to and from yourself and another willing creature with MP. Amount can be up to your MP cap.
Energy Shift: As a Minor action you can change the type of energy damage that a spell deals. You can also do this to enemy spells as a Reaction.
Spell Amp: As a Major action you can enhance a spell you are about to cast by either adding 1 damage dice, 3 severity of an ailment, 3AP, or increasing the distance by 3 meters.
Tier 2: Intuition 8
Mana Skin: As a Major action you can spend MP up to your MP cap. The amount of MP spent is added to your AR as mana noticeably flows around your body. Concentration needed to maintain the effect. You have a disadvantage dice to Sneak checks.
Spell Corruption: As a Reaction when a spell is cast you can make an Empathy check if you beat the targets AR, for the next minute when that spell is cast it afflicts the caster with 4 Severity Mana Corruption.
Overdrive: As a Major action you active Overdrive converting part of your physical mass to magic potential. Reduce Power and Swiftness by 2 while increasing intuition by 3. You are able to cast spells at +2 beyond your MP cap and up their effectiveness by increasing either range by 9 meters, increasing damage specified by 2 damage dice, or increase duration by 3 rounds. Change the effect or deactivate overdrive a Minor action. Each round consumes 4HP unless you pass a Hard Stamina check.
Disruption: Within 15m, as a Major action you can spend MP up to your cap to, genereate a 4 square meter area of dense MP. Anyone in the field must pass a Hard Endurance to cast a spell that costs equal or less MP than the amount you spent. This lasts for 3 rounds.
Tier 3: Intuition 10
Entre-MP: As an extra Major action you can attempt to cast a spell using the natural MP of the world that leaks from all living things. This requires a Hard Empathy check. While in overdrive this can be done without a check but it adds a disadvantage to the Stamina check
Disruption II: Spells of a higher MP than you spent are now affected by the disruption and spells of a lower MP have to roll a D20 if they pass the Endurance check. On a 1 the caster must pick another spell of equal or lesser MP.
Overdrive II: Once per Quick Rest you can as a Major action double the effects of Overdrive. This doubles the damage taken per round and increases the Stamina check threshold to Extreme.
MPathy II: Us your MPathy against on unwilling target using and Empathy check against their AR. For every MP transferred, the unwilling target takes 1 severity of Mana Corruption.