Technical Skill Perk Table
| Perk Name | Tier | Prerequisites | Synopsis |
|---|---|---|---|
| Alchemist | Apprentice | Crafting 40+ | Can craft potions, elixirs, and alchemical items |
| Eavesdropper | Apprentice | Thievery 40+ | Use Thievery instead of Perception for listening through walls/at distance |
| Emergency Medic | Apprentice | Medicine 40+ | Apply First Aid to dying creatures automatically succeeds |
| First Aid Mastery | Apprentice | Medicine 40+ | Apply First Aid restores {Level} HP instead of {Level÷2} HP |
| Gadgeteer | Apprentice | Crafting 40+ | Modify mundane items to perform different functions for 24 hours |
| Pathfinder | Apprentice | Survival 40+ | Unable to get lost in above-ground wilderness unless under magical effects |
| Scavenger | Apprentice | Survival 40+ | Create working facsimile of mundane items for one use |
| Self Treatment | Apprentice | Medicine 40+ | End Persistent Bleed on yourself for 1 AP instead of 2 |
| Tool Improviser | Apprentice | Thievery 40+ | Use everyday objects as thieves’ tools without penalty |
| Ward Doctor | Apprentice | Medicine 40+ | Apply healing to 2 people simultaneously |
| Advanced First Aid | Journeyman | Medicine 50+, First Aid Mastery | Apply First Aid gains bonus HP: +5/+10/+15 on Hard/Major/Critical success |
| Beast Whisperer | Journeyman | Survival 50+ | Calm hostile animals, understand their basic needs/warnings |
| Concealed Cache | Journeyman | Thievery 50+ | Hide items more effectively during searches |
| Cutpurse Vision | Journeyman | Thievery 50+ | Instantly identify who in any group has the most valuable object on them |
| Enhanced Recovery | Journeyman | Medicine 50+ | Successful Administer Healing grants +1 die or +5% per success level |
| Locksmith | Journeyman | Thievery 50+ | Open locks without tools, assess security and weak points |
| Magic Item Crafter | Journeyman | Crafting 50+, Spellcasting 50+ | Can craft permanent magical items |
| Medical Expertise | Journeyman | Medicine 50+, Self Treatment | End any persistent damage on yourself for 1 AP |
| Poisoner | Journeyman | Survival 50+ | Safely apply and craft basic poisons |
| Primal Instincts | Journeyman | Survival 50+ | Sense supernatural/unnatural presences within 1 mile |
| Scent Tracker | Journeyman | Survival 50+ | Track by smell like an animal, identify people by scent |
| Tattoo Artist | Journeyman | Crafting 50+, Spellcasting 40+ | Can craft magical tattoos with various effects |
| Territorial Knowledge | Journeyman | Survival 50+ | Instantly know if an area has been claimed by predators/dangerous creatures |
| Tracker | Journeyman | Survival 50+ | Predict quarry movement, identify creatures in area within last week |
| Urban Navigator | Journeyman | Survival 50+ | Never get lost in cities, know shortcuts and safe routes |
| You Saw Nothing | Journeyman | Thievery 50+ | Remain hidden after taking certain actions |
| Field Medic | Expert | Medicine 60+, Medical Expertise | End any persistent damage on adjacent ally for 1 AP |
Technical Skill Perk Descriptions
Apprentice Tier
Alchemist
Prerequisites: Crafting 40+ Effect: Can craft potions, elixirs, and alchemical items with various beneficial effects.
Eavesdropper
Prerequisites: Thievery 40+ Effect: Use Thievery instead of Perception for listening to conversations through walls or at distance.
Emergency Medic
Prerequisites: Medicine 40+ Effect: Apply First Aid to dying creatures automatically succeeds without rolling.
First Aid Mastery
Prerequisites: Medicine 40+ Effect: Apply First Aid restores {Level} HP instead of {Level÷2} HP.
Gadgeteer
Prerequisites: Crafting 40+ Effect: Once per day, you can modify a mundane item to perform an entirely different function for 24 hours. Examples: turn a mirror into a periscope, a rope into a climbing harness, boots into snowshoes.
Pathfinder
Prerequisites: Survival 40+ Effect: Unable to get lost in above-ground wilderness unless under magical effects.
Scavenger
Prerequisites: Survival 40+ Effect: Once per session you can scavenge around you to whip together a working facsimile of a non-magical, non-weapon item no bigger than a backpack. This item will survive for one use or until the end of the day.
Self Treatment
Prerequisites: Medicine 40+ Effect: End Persistent Bleed on yourself for 1 AP instead of 2.
Tool Improviser
Prerequisites: Thievery 40+ Effect: Use everyday objects as thieves’ tools without penalty (hairpins, cutlery, etc.).
Ward Doctor
Prerequisites: Medicine 40+ Effect: You can apply healing effects to 2 people simultaneously with a single Medicine action.
Journeyman Tier
Advanced First Aid
Prerequisites: Medicine 50+, First Aid Mastery Effect: Apply First Aid gains bonus HP: +5/+10/+15 on Hard/Major/Critical success.
Beast Whisperer
Prerequisites: Survival 50+ Effect: Calm hostile animals, understand their basic needs/warnings.
Concealed Cache
Prerequisites: Thievery 50+ Effect: When hiding items on your person, increase the difficulty for others to find them during searches.
Cutpurse Vision
Prerequisites: Thievery 50+ Effect: Instantly identify who in any group has the most valuable object on them.
Enhanced Recovery
Prerequisites: Medicine 50+ Effect: Successful Administer Healing grants +1 die or +5% per success level.
Locksmith
Prerequisites: Thievery 50+ Effect: Open locks without proper tools using improvised methods. Additionally, you can quickly assess the security of any building or container, identifying weak points and escape routes.
Magic Item Crafter
Prerequisites: Crafting 50+, Spellcasting 50+ Effect: Can craft permanent magical items with various effects and power levels.
Medical Expertise
Prerequisites: Medicine 50+, Self Treatment Effect: End any persistent damage on yourself for 1 AP.
Poisoner
Prerequisites: Survival 50+ Effect: You can safely apply poisons to weapons and craft basic poisons.
Primal Instincts
Prerequisites: Survival 50+ Effect: Sense supernatural/unnatural presences within 1 mile.
Scent Tracker
Prerequisites: Survival 50+ Effect: Track by smell like an animal, identify people by scent.
Tattoo Artist
Prerequisites: Crafting 50+, Spellcasting 40+ Effect: Can craft magical tattoos that provide both temporary and permanent effects to recipients.
Territorial Knowledge
Prerequisites: Survival 50+ Effect: Instantly know if an area has been claimed by predators/dangerous creatures.
Tracker
Prerequisites: Survival 50+ Effect: Predict where your quarry is heading based on their behavior patterns and environmental clues. Additionally, you can identify what creatures have been in an area within the last week.
Urban Navigator
Prerequisites: Survival 50+ Effect: Never get lost in cities, know shortcuts and safe routes.
You Saw Nothing
Prerequisites: Thievery 50+ Effect: You can remain hidden after taking certain minor actions while maintaining stealth.
Expert Tier
Field Medic
Prerequisites: Medicine 60+, Medical Expertise Effect: End any persistent damage on adjacent ally for 1 AP.