Technical Skill Perk Table

Perk NameTierPrerequisitesSynopsis
AlchemistApprenticeCrafting 40+Can craft potions, elixirs, and alchemical items
EavesdropperApprenticeThievery 40+Use Thievery instead of Perception for listening through walls/at distance
Emergency MedicApprenticeMedicine 40+Apply First Aid to dying creatures automatically succeeds
First Aid MasteryApprenticeMedicine 40+Apply First Aid restores {Level} HP instead of {Level÷2} HP
GadgeteerApprenticeCrafting 40+Modify mundane items to perform different functions for 24 hours
PathfinderApprenticeSurvival 40+Unable to get lost in above-ground wilderness unless under magical effects
ScavengerApprenticeSurvival 40+Create working facsimile of mundane items for one use
Self TreatmentApprenticeMedicine 40+End Persistent Bleed on yourself for 1 AP instead of 2
Tool ImproviserApprenticeThievery 40+Use everyday objects as thieves’ tools without penalty
Ward DoctorApprenticeMedicine 40+Apply healing to 2 people simultaneously
Advanced First AidJourneymanMedicine 50+, First Aid MasteryApply First Aid gains bonus HP: +5/+10/+15 on Hard/Major/Critical success
Beast WhispererJourneymanSurvival 50+Calm hostile animals, understand their basic needs/warnings
Concealed CacheJourneymanThievery 50+Hide items more effectively during searches
Cutpurse VisionJourneymanThievery 50+Instantly identify who in any group has the most valuable object on them
Enhanced RecoveryJourneymanMedicine 50+Successful Administer Healing grants +1 die or +5% per success level
LocksmithJourneymanThievery 50+Open locks without tools, assess security and weak points
Magic Item CrafterJourneymanCrafting 50+, Spellcasting 50+Can craft permanent magical items
Medical ExpertiseJourneymanMedicine 50+, Self TreatmentEnd any persistent damage on yourself for 1 AP
PoisonerJourneymanSurvival 50+Safely apply and craft basic poisons
Primal InstinctsJourneymanSurvival 50+Sense supernatural/unnatural presences within 1 mile
Scent TrackerJourneymanSurvival 50+Track by smell like an animal, identify people by scent
Tattoo ArtistJourneymanCrafting 50+, Spellcasting 40+Can craft magical tattoos with various effects
Territorial KnowledgeJourneymanSurvival 50+Instantly know if an area has been claimed by predators/dangerous creatures
TrackerJourneymanSurvival 50+Predict quarry movement, identify creatures in area within last week
Urban NavigatorJourneymanSurvival 50+Never get lost in cities, know shortcuts and safe routes
You Saw NothingJourneymanThievery 50+Remain hidden after taking certain actions
Field MedicExpertMedicine 60+, Medical ExpertiseEnd 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.

Master Tier

Legendary Tier