Strength Perks 2

Name Rank Strength Required Level Required Description
Athletic 1 1 You add +2 to athletics
Athletic 2 1 3 You add +1 to athletics. You can hold your breathe for twice as long as normal.
Athletic 3 1 9 You add +1 to athletics. You no longer need to expend a PP to jump.
Athletic 4 1 18 You add +1 to athletics. While jumping you always act as if you had had a running start.
Athletic 5 1 30 Reduce the MP to swim and climb by 1. You can hold your breathe for 3 xs as long.
Close Combatant 1 2 All ranks of iron fist affect unarmed and short weapons only. +1 DV and you may choose deal lethal or nonlethal damage with such attacks. You are always considered to be armed.
Close Combatant 2 2 7 +1 DV and when making the trip maneuver with a melee attack you can deal your melee damage.
Close Combatant 3 2 15 +1 DV with attacks and opponents don’t get a gang up bonus on you when you are fighting unarmed.
Close Combatant 4 2 27 +1 DV with unarmed attacks and you reduce the penalty to trip maneuver by 2 with one handed melee attacks.
Close Combatant 5 2 39 +1 DV and you increase your Rof with such attacks by 1.
Hardy 1 3 When using physical defense you may split your dice pool and defend vs as many attacks as your dice pool allows. Any excess dice pool is lost at the start of your turn. You may spend 2 PP to suffer no affect when making a draw on a combat maneuver.
Hardy 2 3 11 Riposte – When you successfully defend against an attack
Hardy 3 3 22 Once per round you may spend 2 PP to gain a bonus immediate action that can only be used to make a physical defense check with.
Hardy 4 3 33 Once per round you may make a physical defense check and not drop in initiative.
Striker 1 4 All ranks of big leagues affect medium and large melee weapons only. +1 DV with melee weapons and you can deal lethal damage with those attacks.
Striker 2 4 9 +1 DV with two handed melee weapons. You gain sweep: rather than using excess hits for +1 DV, you may carry through your excess hits to a single enemy in range. You do not gain bonus damage for excess hits when sweeping.
Striker 3 4 17 +1 DV with two handed melee attacks. You may deal your two handed melee damage when doing a reposition maneuver.
Striker 4 4 29 +1 DV with two handed melee weapons. You gain improved sweep: rather than using excess hits for +1 DV, you may carry through your excess hits to another enemy in range, and may continue to carry through any excess hits to as many enemies as you have hits for and that are in range. You do not gain bonus damage for excess hits when sweeping.
Striker 5 4 40 +1 DV with two handed melee weapons. You reduce the penalty for reposition with two handed melee weapons by 2.
Stout 1 5 +1 to Vigor
Stout 1 5 7 +1 to Vigor
Stout 1 5 15 +1 to Vigor
Stout 1 5 27 +1 to Vigor
Stout 1 5 39 +1 to Vigor
Bombardier 1 6 +1 DV with artillery. You can substitute Strength for Intelligence anytime intelligence is used when using artillery (whether as the team leader or using infantry artillery).
Bombardier 2 6 10 +1 DV with artillery and -1 recoil.
Bombardier 3 6 18 +1 DV with artillery and -1 recoil.
Bombardier 4 6 30 +1 DV with artillery and reduce actions to reload by 1.
Bombardier 5 6 41 +1 DV with artillery and -1 recoil.
Strength Style 1 7 You gain tier 1 strength style
Strength Style 2 7 10 You gain tier 2 strength style
Strength Style 3 7 20 You gain tier 3 strength style
Strength Style 4 7 30 You gain tier 4 strength style
Strength Style 5 7 40 You gain tier 5 strength style
Bracing 1 8 You are a hunan tripod. You may take a move action to brace yourself. After you brace yourself you cannot move for the remainder of the round. When bracing you gain a +1 to accuracy and +2 to recoil.
Bracing 2 8 16 When bracing you gain a +1 accuracy and melee DV and +2 to recoil.
Bracing 3 8 32 When bracing you gain a +1 accuracy, and a +3 to recoil.
Bracing 4 8 48 When bracing you gain a +1 accuracy and melee DV, and a +3 to recoil.
Overrun 1 10 While sprinting you may choose to impact a target you move adjacent to for 2 PP. When doing so you deal str DV to them, and they must make a vigor save vs knockdown (2). If you choose to attack the target you add together the damage from overrun with any damage from the first attack that deals damage before calculating for toughness. If the target is knocked prone, you may continue your movement through the opponents space, even after making an attack.
Overrun 2 10 26 Using Overrun now only expends 1 PP and the target must now make a vigor save vs knockdown (3), and if the target is knocked down you may reposition them up to 1 hex while knocking them prone. You may still attack them with your weapon while doing so. You may now overrun as many target’s as your movement and pp allows, but if you fail to knock an opponent down then you can no longer overrun, though you can finish your movement regularly.
Overrun 3 10 50 The target must now make a vigor save vs knockdown (4). You may now DRAG the opponent with you for your entire movement and reposition them any space adjacent to your movement path. You can only drag one opponent at a time, if you impact another target you must leave one of them behind.

Strength Perks 2

BASICS System underableedingsun