Combat Perk Table
| Perk Name | Tier | Prerequisites | Synopsis |
|---|---|---|---|
| Armchair Tactician | Apprentice | Academia 40+ | Use Academia modifier for Initiative |
| Charge | Apprentice | - | +{Level÷2} damage when moving 4+ hexes before attacking |
| Combat Awareness | Apprentice | Perception 40+ | Use defensive reactions normally while Blinded |
| Counter Attacker | Apprentice | - | +2 damage on reaction attacks |
| Critical Focus | Apprentice | - | Expand critical range by 1 per Tier |
| Fleet | Apprentice | Agility 40+ | Base movement speed increases by 2 hexes |
| Heavy Armor Proficiency | Apprentice | Medium Armor Proficiency | Can wear heavy armor |
| Kip Up | Apprentice | Agility 40+ | Standing up from prone costs 1 AP and doesn’t provoke reactions |
| Light Armor Proficiency | Apprentice | - | Can wear light armor |
| Lightning Reflexes | Apprentice | Agility 40+ | Gain +4 to Initiative rolls |
| Medium Armor Proficiency | Apprentice | Light Armor Proficiency | Can wear medium armor |
| Quick Thinking | Apprentice | Willpower 40+ | Use Willpower modifier for Initiative |
| Shield Proficiency | Apprentice | Endurance 40+ | Become proficient with Shields |
| Tavern Brawler | Apprentice | Weapon Proficiency (Brawl) | Removed penalties for improvised weapons, increased damage, flow actions |
| Two-Weapon Fighter | Apprentice | - | Extra attack with off-hand for +1 AP at -10 |
| Weapon Proficiency | Apprentice | - | Become proficient with a new weapon category |
| Battle Dance | Journeyman | Agility 50+ | Free 1 hex movement after each enemy kill |
| Brutal Critical | Journeyman | Critical Focus | Critical hits cause 1d6 Persistent Bleed |
| Combat Awareness | Journeyman | - | Gain +1 Reaction Point per turn |
| Danger Sense | Journeyman | - | Cannot be surprised, act normally in surprise attacks |
| Death Defiance | Journeyman | - | Death Saving Throws treated as one tier higher, no failure to success |
| Dual Wield | Journeyman | - | Remove all penalties for dual wielding |
| Hardy | Journeyman | - | Gain +{Level} additional Health Points |
| Ironhide | Journeyman | Endurance 50+ | +1 DR, stackable for +1/+2/+3/+4/+5 |
| Last Stand | Journeyman | Endurance 50+ | Tiered bonuses when below half HP |
| Seasoned Brawler | Journeyman | Tavern Brawler | Gain advanced Flow Action for improvised weapons, quick pickup of new weapons |
| Shield Master | Journeyman | Shield Proficiency | +1 DR when using shields |
| Titanfall | Journeyman | Athletics 50+ | Shove/Disarm larger enemies |
| Basically A Weapon | Expert | Seasoned Brawler, Athletics 60+ | You may wield creatures as weapons |
| Two-Weapon Master | Expert | Two-Weapon Fighter | Remove the -10 penalty from Two-Weapon Fighter |
| Devastating Blow | Legendary | Brutal Critical | Critical hits deal triple damage instead of double |
Combat Perk Descriptions
Apprentice Tier
Armchair Tactician
Prerequisites: Academia 40+ Effect: Use Academia modifier instead of Agility modifier for Initiative rolls.
Charge
Prerequisites: None Effect: When you move at least 4 hexes before making a melee attack, deal +{Level÷2} additional damage with that attack.
Combat Awareness
Prerequisites: Perception 40+ Effect: You can use defensive reactions (Dodge, Parry) normally while Blinded, suffering no penalties from the condition.
Counter Attacker
Prerequisites: None Effect: Your Reaction Attacks deal +2 additional damage.
Critical Focus
Prerequisites: None Effect: Your critical hit range expands by 1. This is a Tiered Perk; the range automatically expands by an additional 1 per Class Tier (maximum expansion of 5).
| Class Tier | Critical Range |
|---|---|
| Apprentice | ≤06 |
| Journeyman | ≤07 |
| Expert | ≤08 |
| Master | ≤09 |
| Legendary | ≤10 |
Fleet
Prerequisites: Agility 40+ Effect: Your base movement speed increases by 2 hexes.
Heavy Armor Proficiency
Prerequisites: Medium Armor Proficiency Effect: You can wear heavy armor (though you still suffer the standard penalties without Armor Training).
Kip Up
Prerequisites: Agility 40+ Effect: Standing up from prone costs 1 AP and does not provoke Reaction Attacks.
Light Armor Proficiency
Prerequisites: None Effect: You can wear light armor without penalty.
Lightning Reflexes
Prerequisites: Agility 40+ Effect: Gain +4 to Initiative rolls.
Medium Armor Proficiency
Prerequisites: Light Armor Proficiency Effect: You can wear medium armor (though you still suffer the standard penalties without Armor Training).
Quick Thinking
Prerequisites: Willpower 40+ Effect: Use Willpower modifier instead of Agility modifier for Initiative rolls.
Shield Proficiency
Prerequisites: Endurance 40+ Effect: You become proficient at wielding Shields
Tavern Brawler
Prerequisites: Brawl Weapon Proficiency Effect: Picking up/drawing a new improvised weapon from the environment or your person becomes a Free Action. Describe what you would like to pick up from around you or from your pack, within reason for the environment or what you might be carrying.
Two-Weapon Fighter
Prerequisites: None Effect: You can make an additional attack with an off-hand weapon for +1 AP. This attack suffers a -10 penalty to hit.
Weapon Proficiency
Prerequisites: None Effect: Choose a weapon category you are not proficient with. You become proficient with that category.
Journeyman Tier
Battle Dance
Prerequisites: Agility 50+ Effect: Each time you kill an enemy, you can immediately move 1 hex without provoking Reaction Attacks.
Brutal Critical
Prerequisites: Critical Focus Effect: When you score a critical hit with any physical attack, the target takes 1d6 Persistent Bleed damage each round.
Combat Awareness
Prerequisites: None Effect: Gain +1 Reaction Point per turn.
Danger Sense
Prerequisites: None Effect: You cannot be surprised. You act normally during surprise attacks instead of being limited to 0 AP/RP/FP.
Death Defiance
Prerequisites: None Effect: When making Death Saving Throws, treat your roll as one success tier higher. This does not turn failures into successes, but can turn critical failures into normal failures.
Dual Wield
Prerequisites: None Effect: Remove all penalties for dual wielding weapons.
Hardy
Prerequisites: None Effect: Gain +{Level} additional Health Points.
Ironhide
Prerequisites: Endurance 50+ Effect: Gain +2 DR against all physical damage. This is a Tiered Perk: The DR bonus automatically increases by +1 per Class Tier above Journeyman (maximum +5 DR total).
| Perk Tier | DR Bonus |
|---|---|
| Journeyman | +2 |
| Expert | +3 |
| Master | +4 |
| Legendary | +5 |
Last Stand
Prerequisites: Endurance 50+ Effect: When you are below half HP, gain bonuses based on how many stacks of this perk you have taken. Each stack grants you the next benefit, cumulatively.
| Perk Stacks | Bonus |
|---|---|
| 1 | +2 Move Speed |
| 2 | +4 damage to all attacks and spells |
| 3 | +1 RP per turn |
| 4 | Advantage on Endurance checks |
| 5 | Immune to fear and mental effects |
Seasoned Brawler
Prerequisites: Tavern Brawler Effect: Gain advanced Flow Action for improvised weapons, quick pickup of new weapons
Shield Master
Prerequisites: Shield Proficiency Effect: When using a shield, gain +1 DR in addition to the shield’s normal benefits.
Titanfall
Prerequisites: Athletics 50+ Effect: You may now Shove or Disarm enemies 1 size category larger than you.
Expert Tier
Basically A Weapon
Prerequisites: Seasoned Brawler, Athletics 60+ Effect: You may now wield an adjacent creature your size category or lower as if they were an Improvised Weapon. First, you must already be Grappling them. You may make attacks with them at a -10 penalty (instead of Disadvantage, as described in Grapple rules) as if they were a 2h Improvised Melee Weapon. Any attack you hit with also does 1d4 bludgeoning damage to the creature you are wielding (reduced by their DR). Enemies you wield as such can still attempt to break free as a normal Grapple each round. You may not use any Flow Actions while doing this, and the “weapon breaking” rules do NOT apply._
Two-Weapon Master
Prerequisites: Two-Weapon Fighter Effect: Remove the -10 penalty from your Two-Weapon Fighter attacks. Your off-hand attacks now use your normal attack bonus.
Master Tier
Legendary Tier
Devastating Blow
Prerequisites: Brutal Critical Effect: Your critical hits deal triple damage instead of double damage.