Universal Perks

Name Rank Level Required Description
Boost Attribute 1 10 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 2 20 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 3 30 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 4 40 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 5 50 You boost an attribute by 1 point, up to its maximum limit.
Bend the Rules 1 Choose one perk tree for which you don’t normally qualify. You may take the perks from this tree as if you do qualify, though you must still meet any level requirements.
Bend the Rules 2 26 Choose one perk tree for which you don’t normally qualify. You may take the perks from this tree as if you do qualify, though you must still meet any level requirements.
Bend the Rules 3 47 Choose one perk tree for which you don’t normally qualify. You may take the perks from this tree as if you do qualify, though you must still meet any level requirements.
Break the rules 1 31 Choose one perk tree for which you are disqualified from taking because you already have another option for that perk tree. You make take perks from both trees. You cut all numerical bonuses that are the same in half from the 2nd tree (for instance if you have bluff master and take dirty fighter, you gain a +1 to bluff at rank 1 and 3.). You must still meet all other requirements for both perk trees.
Cyber Tech 1 Choose one body location that does not already have a 2nd slot. You gain a 2nd slot there for magic items or implants.
Cyber Tech 2 27 Choose one body location that does not already have a 2nd slot. You gain a 2nd slot there for magic items or implants.
Cyber Tech 3 50 Choose one body location that does not already have a 2nd slot. You gain a 2nd slot there for magic items or implants.
Exceptional Attribute 1 16 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Exceptional Attribute 2 32 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Exceptional Attribute 2 48 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Transmutation 1 5 Do one of the following: 1) If you have less than 2 traits, gain a trait. 2) Remove 1 trait you currently have. 3) Transmute 1 trait you currently have into a new trait.
Transmutation 2 25 Same as rank 1
Transmutation 3 45 Same as rank 1
Bonus Spells 1 Learn a new spell of a tier appropriate to you for one of your casting styles. Alternatively pick 2 spells that you already know (these can be the same spell). Learn another version of these spells with different modifications and trappings. Alchemists, Artificers, and Supers can only learn one spell from this. Physical Adept cannot take this perk.
Bonus Spells 2 17 Same as rank 1.
Bonus Spells 3 37 Same as Rank 2.
Cross Training 1 9 You have learned to use a different attribute to determine your effectiveness with a specific skill. Choose one of the following transitons: Athletics → Agility, Security → Agility, Intimidate → Strength, Bluff → Savvy, Drive → Agility, Survival → Intelligence
Cross Training 2 28 You may choose another skill to ping off a new attribute as outlined above.
Cross Training 3 42 You may choose another skill to ping off a new attribute as outlined above.
Vitality 1 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 2 8 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 3 20 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 4 32 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 5 45 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Artificer 1 When crafting in a campaign where magic and science are different, you can count tier 1 and 2 crafting skills as both science and magic.
Artificer 2 26 When crafting in a campaign where magic and science are different, you can count tier 3 and 4 crafting skills as both science and magic.

Universal Perks

BASICS System underableedingsun