Perks – Combat¶
Tier I¶
Armor Familiarity I
SP Cost: 10Requirements:
–
Description:
Encumbrance of heavy armor is reduced by 1 per piece.
Avenger
SP Cost: 10Requirements:
–
Description:
+2 to basic attack rolls for each wound you have suffered.
Cavalry
SP Cost: 10Requirements:
Mounted
Description:
Negates penalties from mounted combat when using weapons with the Cavalry tag.
Conditioned I
SP Cost: 10Requirements:
–
Description:
Increase maximum Energy (EN) by 5 and Toughness (TN) by 1.
Dancer
SP Cost: 10Requirements:
Max. medium armor
Description:
After each basic attack, you may move up to 3m for free.
Deflector
SP Cost: 10Requirements:
–
Description:
Can parry projectiles. If the defender has Counter, a successfully parried projectile can be thrown at any target within the remaining range of the projectile. The parry roll becomes the new attack roll. The damage of such a projectile equals ammunition damage + [STR-MOD].
Dodge Tank
SP Cost: 10Requirements:
Max. light armor, not Flanked
Description:
Advantage 1 on dodge rolls.
Duelist
SP Cost: 10Requirements:
Isolated
Description:
Advantage 1 on melee attacks against isolated targets.
Forerunner
SP Cost: 10Requirements:
Not surprised
Description:
Before the first round, you may take one Movement Action.
Grapple Expert
SP Cost: 10Requirements:
–
Description:
You can grapple foes one-handed. Your free hand may be used to perform basic attacks against any other targets.
Juggernaut
SP Cost: 10Requirements:
Heavy armor (torso)
Description:
Advantage 1 on Charge and Bodycheck.
Opportunist
SP Cost: 10Requirements:
Melee weapon
Description:
When a creature leaves your weapon's range, you may execute a melee attack as a reaction.
Pack Tactics
SP Cost: 10Requirements:
–
Description:
Basic attacks against flanked enemies gain Advantage 1.
Pugilist
SP Cost: 10Requirements:
–
Description:
Range penalties on unarmed melee attacks are negated. (Gloves and glove-like weapons count as “unarmed.”)
Rock Steady
SP Cost: 10Requirements:
–
Description:
Gain Advantage 1 on block rolls if you did not take a Movement Action on your last turn.
Routine
SP Cost: 10Requirements:
–
Description:
By spending Concentration and 1 EN, you may roll any basic attack as a DC+ check instead. This roll is eased by 4 per Advantage stage and hindered by 4 per Disadvantage stage.
Shield Wall
SP Cost: 10Requirements:
Shield; part of a formation
Description:
+2 to block rolls with shields for each adjacent shield-bearer in the formation.
Sprinter
SP Cost: 10Requirements:
Max. medium armor
Description:
The bonus effect of the Sprint skill is doubled.
Tier II¶
Armor Familiarity II
SP Cost: 20Requirements:
Armor Familiarity I
Description:
Encumbrance of heavy armor is further reduced by 1 per piece.
Butcher
SP Cost: 20Requirements:
–
Description:
If you inflict Bleeding on a target that is already bleeding, the target immediately takes the original Bleeding damage again. The effect remains.
Conditioned II
SP Cost: 20Requirements:
–
Description:
Increase maximum Energy (EN) by 5 and Toughness (TN) by 1.
David
SP Cost: 20Requirements:
Ranged weapon
Description:
When rolling damage with ranged weapons, you may reroll one die if its result is below that die’s average.
Dual Wielding
SP Cost: 20Requirements:
Two one-handed melee weapons
Description:
Unmodified melee attacks and Weapon Skills have Advantage 1.
Goliath
SP Cost: 20Requirements:
Melee weapon
Description:
When rolling damage with melee weapons, you may reroll one die if its result is below that die’s average.
Mage Slayer
SP Cost: 20Requirements:
–
Description:
When a creature in your weapon's range casts a spell, you may execute a basic attack as a reaction.
Powerful Blows
SP Cost: 20Requirements:
Two-handed weapon
Description:
Parry and block rolls against your unmodified melee attacks and Weapon Skills have Disadvantage 1.
Sharpshooter
SP Cost: 20Requirements:
Ranged weapon
Description:
Ranged attacks at long range are eased by [PER-MOD].
Swashbuckler
SP Cost: 20Requirements:
Single one-handed melee weapon
Description:
Advantage 1 on parry rolls.