Optional Perks

Optional perk choices can be picked in lieu of the original. They replace the original, and you cannot take both sets of perks, it is one or the other. You still can choose them at the same level, and still have the same attribute requirement.

Lifestyle Units This is an increase to your base lifestyle units in both weight and amount you can purchase. For instance, if your consumable lifestyle purchases increases by 1, you can purchase 4 consumables and carry 4 consumables without adding a weight unit. This does not increase other units, so when you purchase consumables above the lifestyle they still come in groups of 3, and 3 still equal 1 CU.

Body Perk Replaces Rank Effect
Heat/cold Endurance/survival 1
Pack Rat Strong Back 1 +1 CU. You increase your lifestyle units of provisions by 1 week.
Pack Rat Strong Back 2 +1 CU. You increase your lifestyle units of misc items by 1.
Pack Rat Strong Back 3 +1 CU. You increase your lifestyle units of explosives by 1.
Pack Rat Strong Back 4 +1 CU. You increase your lifestyle units of consumables by 1.
Pack Rat Strong Back 5 +1 CU. You increase your lifestyle units of ammo by 25.
Agility Perk Replaces Rank Effect
Escape Artist Pick Pocket 1 +2 to Legerdemain
Escape Artist Pick Pocket 2 +1 to Legerdemain. You can escape from bounds in half the time. You can use legerdmaine to save vs entangle.
Escape Artist Pick Pocket 3 +1 to Legerdemain. You do not have to squeeze unless the squeeze is 1 size smaller than you. You can resist and escape from grapple with legerdmaine.
Escape Artist Pick Pocket 4 +1 to Legerdemain. You can squeeze through spaces 3 times smaller than yourself, at the speed of 1 hex per full round action. You can save vs frozen with legerdmaine.
Escape Artist Pick Pocket 5 You can save vs paralysis and slow with legerdmaine. You can make an escape artist check as a full round action regardless of the bounds.
Throwing Master Pistoleer 1 All perks in this tree affect only one handed throwing weapons. You gain a +1 to DV, and when drawing throwing weapons, you may draw 2 at a time instead of just 1.
Throwing Master Pistoleer 2 +1 to DV and +2 to range.
Throwing Master Pistoleer 3 +1 to DV. Throwing a weapon no longer provokes an attack of opportunity.
Throwing Master Pistoleer 4 +1 to DV. Mass Enhanced: Once per session you may imbue 2 throwing weapon with all the augments of an already existing throwing weapon in your possesion
Throwing Master Pistoleer 5 +1 to DV. Every time you throw a weapon you can draw another weapon as a non action.
Gunslinger Pistoleer 1 Gunslinger only affects revolvers. You gain a +1 to DV with revolvers. You may also fan the hammer. You can fire the revolver in a 3RB, using 3 rounds of ammo.
Gunslinger Pistoleer 2 +1 to DV and attacks no longer provoke an attack of opportunity.
Gunslinger Pistoleer 3 +1 to DV and you can fan the hammer with 6 rounds as if doing an automatic burst.
Gunslinger Pistoleer 4 +1 to DV and you may fan the hammer to gain the benefit of suppressive fire. You must use 6 rounds for each radius you wish to suppress.
Gunslinger Pistoleer 5 +1 to DV and you reduce the cost to reload a revolver by 1 move action.
Mobility Acrobatics 1 +2 acrobatics.
Mobility Acrobatics 2 +1 Acrobatics. Each round you may move a single hex through threatend terrain with provoking an attack of opportunity.
Mobility Acrobatics 3 +1 Acrobatics. You may spend the extra +1 MP per hex to move through threatened spaces without provoking in a round you sprint.
Mobility Acrobatics 4 +1 Acrobatics. You may use Acrobatics in place of dodge when dodging an attack of opportunity.
Mobility Acrobatics 5 Each round you may chose one opponent. You do not provoke attacks of opportunity for movement from that opponent this round.
Befuddling Strike Ninja 1 + 1/+ 3 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 2 + 2/+ 3 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 3 + 1/+ 3 sneak attack damage and reduce the targets accuracy by 1 the following round.
Befuddling Strike Ninja 4 + 2/+ 3 sneak attack damage and reduce the targets accuracy by 1 the following round.
Debilitating Strike Ninja 1 + 1/+ 3 sneak attack damage and reduce the targets MPs the following round by 1.
Debilitating Strike Ninja 2 + 2/+ 3 sneak attack damage and reduce the targets MPs the following round by 1.
Debilitating Strike Ninja 3 + 1/+ 3 sneak attack damage and reduce the targets MPs the following round by 1.
Debilitating Strike Ninja 4 + 2/+ 3 sneak attack damage and reduce the targets MPs the following round by 1.
Sneaky Spell Ninja 1 + 1/+ 3 sneak attack damage with spells and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 2 + 2/+ 3 sneak attack damage and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 3 + 1/+ 3 sneak attack damage with spells and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Sneaky Spell Ninja 4 + 2/+ 3 sneak attack damage and if the target of your spell would be subject to sneak attack damage (whether the spell actually deals damage or not) he takes a -1 to any save vs that spell.
Archer Marksman 1 Archer only affects bows. +1 to DV and you can fire a bow twice per reload action.
Archer Marksman 2 +1 DV. ROF +1
Archer Marksman 3 +1 DV. You may steady for 1 PP less as long as all your attacks are again’t the same target.
Archer Marksman 4 +1 DV. ROF +1
Archer Marksman 5 +1 DV. You may steady for 1 PP less as long as all your attacks are again’t the same target.
Shotgun Surgeon Marksman 1 Shotgun Surgeon only affects shotguns. You gain a +1 to DV and -1 to AP.
Shotgun Surgeon Marksman 2 +1 DV and Push (2)
Shotgun Surgeon Marksman 3 +1 DV. You treat each range increment as one less. Medium becomes short range, long becomes medium etc.
Shotgun Surgeon Marksman 4 +1 DV. Push (3)
Shotgun Surgeon Marksman 5 +1 DV. Knockdown (3)
Bonus Move Blitz 1 While in combat you can spend 1 PP and a move action to add +1 MP to your base pace and rush an enemy who is in reach of your melee attacks (adjacent if unarmed). You can use blitz to reach hard to get to areas and platforms, but not impossible areas (like through walls). While blitzing you take no penalty to movement from difficult terrain or being crouched.
Bonus Move Blitz 2 You gain +1 MP when blitzing. You gain +1 DV for every 2 hexes you move while blitzing.
Bonus Move Blitz 3 You gain +1 MP while blitzibg. You may blitz as a free action.
Strength Perk Replaces Rank Effect
Climber Athletic 1 +2 to athletics
Climber Athletics 2 +1 to athletics. While climbing in combat you do not fall the first time you fail a climb check, but still fail on the 2nd time.
Climber Athletics 3 +1 to athletics. You reduce the penalties to combat rolls while climbing by 1.
Climber Athletics 4 +1 to athletics. You reduce the number of MP to move while climbing by 1.
Climber Athletics 5 You gain the climb movement type. You never fall nor can be dislodged while climbing.
Jumper Athletics 1 +2 to athletics
Jumper Athletics 2 +1 to athletics. You no longer need to expend a PP while jumping.
Jumper Athletics 3 +1 to athletics. You always act as if you had a running start when jumping.
Jumper Athletics 4 +1 to athletics. Treat your high jump as if you were long jumping.
Jumper Athletics 5 You jump twice as far. While concious you never take damage from falling.
Swimmer Athletics 1 +2 to athletics.
Swimmer Athletics 2 +1 to athletics. You may hold your breathe twice as long as normal.
Swimmer Athletics 3 +1 to athletics. You reduce the penalties to combat rolls while swimming by 1.
Swimmer Athletics 4 +1 to athletics. You Reduce the number of MP to swim by 1 hex.
Swimmer Athletics 5 You can breathe underwater and gain a swim speed.
Ju Jitsu Iron Fist 1 All ranks of iron fist affect unarmed attacks and grappling only. +1 DV with unarmed attacks and grapple damage, and you may choose deal lethal or nonlethal damage with unarmed attacks or grapple.
Ju Jitsu Iron Fist 2 +1 DV. When you and a defender draw on a grapple check the defender can no longer disengage from the grapple.
Ju Jitsu Iron Fist 3 +1 DV. While grappling you no longer take a penalty to threshold, and can even attempt to block and dodge.
Ju Jitsu Iron Fist 4 +1 DV. If you are in control of a grapple, you can use your opponent as a shield when blocking. If you get at least one hit and the attack hits, it hits your opponent instead of you.
Ju Jitsu Iron Fist 5 +1 DV and Grapple.
Monk Style Iron Fist 1 +1 to DV and +1 to threshold. All ranks of Monk Style are only active if completely unarmed and unarmored.
Monk Style Iron Fist 2 +1 DV, -1 AP and +1 to Base Pace
Monk Style Iron Fist 3 +1 to DV, fortitude and on all save rolls
Monk Style Iron Fist 4 +1 DV and base pace and your attacks count as a heavy weapon
Monk Style Iron Fist 5 +1 DV, Fortitude and on all save rolls
Basher Blocker 1 +1 DV when bashing. Basher works with all bashing weapons, including ranged weapons, shields, etc. It does not, however, stack with another damage boosting perk such as big leagues. If you have both you choose each round which perk to benefit from.
Basher Blocker 2 +1 DV when bashing. When you bash an opponent you do not provoke attacks of opportunity from that opponent until the end of your turn.
Basher Blocker 3 +1 DV when bashing. Push (2)
Basher Blocker 4 +1 DV when bashing. Push (3)
Basher Blocker 5 +1 DV when bashing. Push (4)
Tower Shield Specialist Blocker 1 You only gain the benefit of Tower Shield Specialist while wielding a tower shield. You may set your shield as cover each round without expending an action.
Tower Shield Specialist Blocker 2 +1 to block. You can spend an immediate action to change the direction that a set shield is applying cover from. This must be performed before an attack is incoming.
Tower Shield Specialist Blocker 3 You may attempt to block area of effect attacks as if you were using dodge vs the AOE.
Tower Shield Specialist Blocker 4 +1 to block. You may spend 2 PP to block AOE damage or change the facing of your setting without expending an immediate action.
Tower Shield Specialist Blocker 5 You can spend an additional 1 PP to attempt to reposition a set shield before an opponents attack. Make a block check opposed by the opponents agility. On a draw you get the benefit of medium cover (-4 to attack) and on a success you get the full benefit of total cover. When blocking AOE damage you now block 3 damage per hit rather than 2.
Shield Basher Blocker 1 Shield Basher effects only shields. +1 Bash DV. Riposte – when you successfully block an attack you may spend 1 PP to shield bash, using the shields accuracy +2 as your counter attack accuracy.
Shield Basher Blocker 2 +1 Bash DV and block
Shield Basher Blocker 3 +1 Bash DV. You may spend 2 PP to attempt to block without expending your immediate action.
Shield Basher Blocker 4 +1 Bash Dv and block.
Shield Basher Blocker 5 +1 Bash DV. While bashing you can now Push (3) or knockdown (2)
Improviser Big Leagues 1 Improviser only affects Improvised weapons. +1 DV and accuracy with Improvised weapons.
Improviser Big Leagues 2 +1 DV with Improvised weapons and once per round you can pick up an adjacent non weapon without expending an action which instantly becomes an improvised weapon.
Improviser Big Leagues 3 +1 DV with Improvised weapons. Additionally, you may add a single weapon upgrade of your Improviser tier that firsts the weapon. For instance, you break a bottle and make it Penetrating, or pick up a stool and give it reach.
Improviser Big Leagues 4 +1 DV and ROF +1
Improviser Big Leagues 5 +1 DV and ACC.
Titan Mauler Big Leagues 1 Titan Mauler only affects Two-handed weapons wielded in one hand, or large weapons wielded in both hands. You gain a +1 to DV with such weapons. You can wield oversized weapons at a -4 to ACC. An oversized weapon gains +1 to DV and +1 to reach.
Titan Mauler Big Leagues 2 You gain a +1 to DV and can wield oversized weapons at only a -2 to ACC.
Titan Mauler Big Leagues 3 You gain a +1 to DV and can wield two handed weapons one handed, albeit at a -2 penalty (per hand if applicable).
Titan Mauler Big Leagues 4 +1 to DV and your penalties for titan mauler are reduced by 1.
Titan Mauler Big Leagues 5 +1 to DV and your penalties for titan mauler are reduced by 1.
Impact Charger 1 When sprinting you can expend 2 PPS to cause an impact at the last space you finish your movement in. All adjacent targets must save vs knockdown (2). Additionally the charger may make a single reposition check using his strength against all adjacent targets he’d like to impact with. He may only reposition the targets away from the center of impact.
Impact Charger 2 Impact now only costs 1 PP and you increase knockdown (3). The may choose to have impact now affects all target in 2 hexes. You may choose to use your athletics for your reposition check from impact.
Impact Charger 3 You increase knockdown (4). Your can choose to have your impact affect all targets in 3 hexes.
Intelligence Perk Replaces Rank Effect
Combat Medic Medic 1 +2 to medic. All bonuses from combat medic only apply to mundane healing and items, they do not affect magic at all.
Combat Medic Medic 2 +1 to medic. You can spend a full round action pulling out your medkit, moving up to your base pace, and administering a medic check.
Combat Medic Medic 3 +1 to medic. You can apply medic up to twice in a round as long as you can reach both target’s with your base pace.
Combat Medic Medic 4 +1 to medic. Allies can receive medic checks from you unlimited times between breathers
Combat Medic Medic 5 You can administer a medic check up to twice as a standard action. You can draw or stow a med kit once per round without expending an action.
Battlefield Healer Medic 1 +2 to medic. Battlefield Healer only affects magical healing.
Battlefield Healer Medic 2 +1 to medic. You reduce the cost to channel healing to 5 PP. If you already have this ability from another class or feature, you reduce the cost down to 3 PP.
Battlefield Healer Medic 3 +1 to medic. When casting a heal spell to a single target, you may also administer a cure or Succor spell.
Battlefield Healer Medic 4 +1 to medic. Heal spells cost 1 less PP to cast.
Battlefield Healer Medic 1 Heal, Succor and cure all cost 1 less PP to cast.
Hacking Security 1 +1 to hacking & Security
Hacking Security 2 +1 to hacking & Security
Hacking Security 3 +1 to hacking & Security
Hacking Security 4 +1 to hacking & Security
Hacking Security 5 +1 to hacking & Security
Explosives Expert Demolition Expert 1 Can craft tier 1 explosives. +1 DV with explosive weapons. When an explosive fails to land where you meant to place it you may spend 1 PP to move the center of the explosion by 1 hex, or 2 PP to move the center up to 2 hexes. Explsives Expert Affects only weapons, not spells.
Explosives Expert Demolition Expert 2 Can craft tier 2 explosives. +1 DV with explosives. You may cook a grenade or light a fuse (but not both) with the same move action as drawing the grenade. You craft explosives at 45% of cost.
Explosives Expert Demolition Expert 3 Can craft tier 3 explosives. +1 DV and radius to explosives. You craft explosives at 40% of cost.
Explosives Expert Demolition Expert 4 Can craft tier 4 explosives. +1 DV to explosives and may exclude one hex from an explosion with explosive weapons. Whenever you are the in the blast of an explosive you may make a dodge check without expending an immediate action. You craft explosives at 35% of cost.
Poisoner Chemist 1 A Poisoner treats all poisons as one tier less, and all other chemist craftables as one tier higher. Can craft tier 1 potions. When administering a poison to a weapon it affects your next 2 attacks instead of just 1.
Poisoner Chemist 2 Can craft tier 2 potions. You gain resistance to poison. When coating a weapon with poison you may choose to store the poison, and release it as a free action rather than on the next attacks. You may store up to 2 doses (using only 1 use with rank 1) per weapon in this way.
Poisoner Chemist 3 Can craft tier 3 potions. When crafting poisons you can change the contact type to anything you’d like.
Poisoner Chemist 4 Can craft tier 4 potions. You are immune to poison. Any poison you craft has the threshold increased by 1.
Drunken Master Chemist 1 You can brew all alchol recipes. You are immune to alchol addiction. You can draw alchol and drink it with the same move action.
Drunken Master Chemist 2 You can brew tier 1 potions. You gain a pool of drunken chi equal to twice your Brewer tier. Each alchol drink you imbibe grants you one point of drunken power points, which lasts for one hour. If the hour goes by and the points have not been used you can drink more to recover the PP, until they have been used for the day. When you use the last of your drunken power point you become sober and must drink to recover your drunken power points. These power points can be used for any purpose you can usually spend points for except for spellcasting. Your maximum drunken power points recover after a long rest.
Drunken Master Chemist 3 You can brew tier 2 potions. You remove all the negative effects of alchol and double alchol duration, including drunken power points.
Drunken Master Chemist 4 You can now brew tier 3 potions. You increase all the positive bonuses from alchol by 1.
Weapon Master Crafting 1 You craft a weapon of your choice for no cost, that is an extension of yourself. You may modify this weapon as a tier 1 crafter. All benefits of weapon master apply only to this crafted weapon. If you ever lose your weapon or it is destroyed, you suffer a level of fatigue. You may craft a new weapon following the normal rules for crafting a weapon if you want to change your chosen weapon.
Weapon Master Crafting 2 You may modify your crafted weapon as a tier 2 craftsman. Your chosen weapon can never be disarmed or dropped, even when going unconscious, while you wield it.
Weapon Master Crafting 3 You may modify your crafted weapon as a tier 3 craftsman. Your crafted weapon is Indestructible.
Weapon Master Crafting 4 You may modify your weapon as a tier 4 craftsman. Your crafted weapon gains an additional modifier slot. It must make sense for the weapon (a barrel doesn’t benefit most melee weapons) but should be flexible to the creators demand. This can allow you to have 2 enchantments, barrels, etc, or you can add a modifier not normally available to this weapon.
Charisma Perk Replaces Rank Effect
Merchant Diplomat 1 +2 to persuasion
Merchant Diplomat 2 +1 to persuasion. You always earn 1 wealth unit if your allowed to sell an item, even if you roll no hits.
Merchant Diplomat 3 +1 to persuasion. You treat your barter as 1 higher for the purpose of buying.
Merchant Diplomat 4 +1 to persuasion. You treat your barter as 1 higher for the purpose of selling.
Merchant Diplomat 5 Increase your barter by 1.
Well Connected Diplomat 1 +2 to persuasion.
Well Connected Diplomat 2 +1 to persuasion. Gain a new contact. You may spend your charisma value on this new contact for loyalty and skill.
Well Connected Diplomat 3 +1 to persuasion. People are more inspired when working for you. You treat all your contacts connection rating as 1 higher.
Well Connected Diplomat 4 +1 to persuasion. You inspire loyalty. You treat all of your connections loyalty as 1 higher.
Well Connected Diplomat 2 Treat all your contacts connection and loyalty as 1 higher. Whenever you meet a new potential contact you always successfully concert him to a contact.
High Roller Diplomat 1 +2 to persuasion
High Roller Diplomat 2 +1 to persuasion. You treat your lifestyle as 1 higher for the purpose of lifestyle purchases.
High Roller Diplomat 3 +1 to persuasion. You treat your lifestyle as 1 higher for the purpose of lifestyle purchases.
High Roller Diplomat 4 +1 to persuasion. You treat your lifestyle as 1 higher for the purpose of lifestyle purchases.
High Roller Diplomat 5 You treat your lifestyle as 1 higher for all purposes.
Dirty Fighter Bluffmaster 1 +2 to bluff.
Dirty Fighter Bluffmaster 2 +1 to bluff. Reduce the penalty to perform dirty tricks by 2.
Dirty Fighter Bluffmaster 3 +1 to bluff. When successfully performing a dirty tricks maneuver you may deal your standard damage if you hit.
Dirty Fighter Bluffmaster 4 +1 to bluff. Reduce the penalty to dirty tricks by 2.
Dirty Fighter Bluffmaster 5 You may choose to apply a 2nd dirty trick instead of your damage when you succeed with a dirty trick, albeit at 1 net hit less. In addition, you can spend 1 PP to attempt a dirty trick without expending your free action.
Master Spy Bluffmaster 1 +2 to bluff.
Master Spy Bluffmaster 2 +1 to bluff. You can make a disguise in 1d6 minutes. You add 1 to your hits whenever using bluff to make a disguise.
Master Spy Bluffmaster 3 +1 to bluff. The spy can attempt to bluff his way through a situation that the person he is appearing at would know. He can make a bluff check as a relevant knowledge or any charisma check to get through a conversation the spys persona should know. The spY himself does not have the relevant knowledge however, and can only utilize this while trying to get through a situation as a persona. You can make a Disguise in 1d6 rounds.
Master Spy Bluffmaster 4 +1 to bluff. When divinations attempt to uncover or see through the master spy disguise, detect magic, read or influence his thoughts or otherwise try to gather information on him or an assumed persona, they must overcome a spellcasting check vs the spys bluff. If the spy succeeds with a raise he can plant false information as appropriate to the spell being used. The spy may also resist emotion, Mind effecting and confusion with bluff.
Master Spy Bluffmaster 5 You are immune to divinations attempt to uncover or see through the disguise, detect magic, read his thoughts or otherwise try to gather information on him or an assumed persona. The spy may still make an opposed check to try and plant false information. The master spy is immune to all divination effects, Mind reading, Mind control, Mind effecting, emotion and confusion effects. He may change his disguise in 1 round, and always benefits as if he had a disguise kit.
Dynamic Magnetism Companion 1 You can influence a crowd to action. Spending 3d6 minutes you can gather a crowd in any urban sprawl, and try to get them into a frenzy over something. The difficulty varies based on your objective, and the skill used depends on how you do it. For instance, angering a crowd in a rich city where everyone is well taken care of may be an intimidate (6). Trying to get the crowd angry at their bosses for a perceived mistreatment may be a bluff (2). Whenever you go to a new town, you may trade entertainment for free room and board. You gain a +1 to all charisma checks against anyone you have identified with discernment until you identify another target. You gain a +1 to all performance checks.
Dynamic Magnetism Companion 2 You can spend a move action to increase the range of inspirational by (diplomacy). You gain a +1 to animal friend, wateland whisperer and intimidate.
Dynamic Magnetism Companion 3 When dealing sneak attack or critical damage to an opponent, you may deliver terror as if using rank 2 of terrifying presence, except you cannot deliver fatigue on a raise. If you ranks of terrifying presence, add all other benefits to your terror that you qualify for, including temporary fatigue.
Dynamic Magnetism Companion 4 Any target that would normally be immune to your charisma skills or non-style perks can be Targetted normally by such skills and abilities. This includes dragons and fear, constructs and mind effecting, things immune to sneak attack and feinting, etc.
Dynamic Magnetism Companion 5 When you successfully feint an opponent you may spend 1 PP for him to make a confusion (net hits from bluff check) roll or he is confused for (net misses) rounds. Whenever you use terrifying presence you may spend another 2 PP to terrify another target in reach or that is adjacent to the target. You must give him the same affect as the primary target, and he rolls vs (net hits) left over from the first target.
Self-hypnosis Inspirational 1 You know how to keep yourself focused. You gain a +1 to all DV.
Self-hypnosis Inspirational 2 You gain a +1 to fortitude.
Self-hypnosis Inspirational 3 You gain a +1 all saves. You ignore 1 level of fatigue.
Savvy Perk Replaces Rank Effect
Dragoon Driver 1 Rider only affects when guiding a mount, or a one person vehicle such as motorcycle or bicycle. You gain a +2 to drive.
Dragoon Driver 2 You gain a +1 drive and may decrease the action type once per round without increasing the threshold. Guiding with your knees no longer increases your threshold for drive.
Dragoon Driver 3 You gain a +1 to all drive or ride rolls. You may decrease the action type once per drive check without increasing the threshold. You no longer take a -2 penalty to non-drive checks while in a moving vehicle.
Dragoon Driver 4 You gain a +1 to all drive or ride rolls and may decrease the action type once per round without increasing the threshold. You no longer take a -2 to drive while taking other actions while driving. When making a mounted charge attack you deal an additional 5 DV.
Dragoon Driver 5 When in an accident or thrown from your mount or vehicle, you may make a drive (3) check. On a success you take no damage, and may spend 1 PP to even tumble and land on your feet. When an AOE goes off, as an immediate action, you and your mount or 1 person vehicle is in the effect, you may make a ride check. For each hit your mount/vehicle soaks 2 DV, and you soak 1 DV. You may block for your mount as if it was you.
Terrain Master Survival 1 +2 to survival.
Terrain Master Survival 2 +1 to survival. Choose one terrain to master. You gains a +1 bonus on relevant Knowledge, Detection and Survival skill checks when in this terrain.
Terrain Master Survival 3 +1 to survival. Choose a new terrain to master. You now gain a +1 to sequence when in a mastered terrain.
Terrain Master Survival 4 +1 to survival. Choose a new terrain to master. You ignore one hex of difficult terrain each round when in a mastered terrain.
Terrain Master Survival 5 You treat all terrain as mastered terrain.
Cowboy Better Criticals 1 Cowboy affects cowboy weapons: revolver, shotgun, dynamite, molotov cocktails, small blades and throwing weapons. You gain a +1 to DV with these weapons.
Cowboy Better Criticals 2 You may both stow and draw a cowboy weapon with the same action.
Cowboy Better Criticals 3 Whenever you roll for initiave you may draw a cowboy weapon. You never suffer from a critical failure with a cowboy weapon.
Hunter Better Criticals 1 You gain a favored enemy type. This could be humanoid, undead, animal, etc. Some types may be determined to be to powerful at the GM discretion, such as humanoid in a campaign with all humanoids. You gain a +1 to detection, discernment tracking, and DV vs your favored enemy.
Hunter Better Criticals 2 Gain a 2nd favored enemy. In addition, you now gain a +1 to bluff, intimidate and accuracy vs your favored enemies
Hunter Better Criticals 3 Gain a 3rd favored enemy. You now gain a +1 to fortitude and all saves vs your favored enemies.
Stand Still Better Criticals 1 Stand Still – Instead of dealing damage with an attack of opportunity, when you successfully hit an opponent you can reduce his MP to 0 for the round instead of dealing damage.
Stand Still Better Criticals 2 When using stand still, you can add +1 to your accuracy.
Stand Still Better Criticals 3 You may deal your standard damage when using stand still.
Opportunist More Criticals 1 +1 to accuracy with attacks of opportunity
Opportunist More Criticals 2 Reflexive – you can spend 2 PP to make an attack of opportunity without expending an immediate action.
Opportunist More Criticals 3 +1 to accuracy with attacks of opportunity.
Opportunist More Criticals 4 Reflexive now only costs 1 PP
Combat Patrol Critical Banker 1 Combat Patrol – For 1 PP and your free action you add +1 to your reach for the purpose of attacks of opportunity. This extended range is considered to be at medium range.
Combat Patrol Critical Banker 2 When using combat patrol you add an additional +1 to your reach.
Combat Patrol Critical Banker 3 When using combat patrol you add +1 to your reach.
Kill Skill Lucky 1 When you score a kill roll a d6. On a hit you restore 1 PP.
Kill Skill Lucky 2 When you score a kill roll a d6. On a hit you restore 1 PP.
Kill Skill Lucky 3 When you score a kill roll a d6. On a hit you restore 1 PP.
Snap Shot Sniper(Combat Patrol??) 1 For 1 PP you can make attacks of opportunities with ranged weapons when a target moves within 2 hexes of the character.
Snap Shot Sniper 2 You can make attacks of opportunities with ranged weapons to targets within 3 hexes for any action that normally provokes.
Snap Shot Sniper 3 You can make attacks of opportunity with ranged weapons within your weapons first range increment.

Optional Perks

BASICS System underableedingsun