CORE RPG: Perks

Perks

Perks are manoeuvers, abilities or talents individual characters have that may be used to help accomplish certain tasks. 

  • It requires a Soft Action to activate a Perk. 

Once a Perk has been activated, the activated Perk lasts for a duration of 3 Rounds and cannot be activated again until the Duration has ended.

A Perk’s duration is reduced in the management phase of the initiative round. Once it reaches 0 the Perk deactivates and must be reactivated to gain the benefits of the Perk.

Each Perk will outline when and how it is used. If a Perk’s description contradicts the Core Rules, then the activated Perk supersedes the Core Rules. 

Important: Each Perk can only be activated once.  You cannot activate the same Perk twice. But you can have multiple different Perks active at the same time. 

Perk List

A Tale of Heroes
Use this Perk to increase allies social standing in the views of others – by telling great tales of their endeavours or pointing out items of importance or significance to onlookers.
Once this Perk is activated, a number of allies equal to your SOC LVL receive d4 Bonus Dice to their SOC Statistics for the duration of the Perk. This Perk can be used upon yourself as one of the allies, as you big yourself up.
Upgrades:
Showboating – Increase the Bonus Dice Level by 1.
Additional Allies – +1 additional Ally.
Acrobatic Dodge
Activate this Perk whenever your character needs to avoid attacks. Your character starts to flip and roll and jump their way out of danger, making it more difficult to strike them. Include your Acrobatics Specialisation and AGI dice to your DEF Pool, for the duration of the Perk. On a successful Acrobatics Dodge, the character can gain a free 10’ move instead of 5’.
Upgrades:
Modifier: None.
Adrenaline Surge
When the Perk is activated, the character gains a temporary increase to their Health. The character gains their PHY LVL in Health for the duration of the Perk. Once the duration runs out, the bonus Health is then reduced down to MAX Health. If the characters Health is below their maximum, they do not need to remove the bonus.
Upgrades:
Increased Health: The Perk grants an additional +1 Health. [Maximum upgrade bonus +5]
Aim
This Perk provides a bonus of PER dice to their next ranged attack when activated. The bonus is lost if the character performs any other soft or hard action, other than the ranged attack or Aim Soft Action. This must be used before the Perk duration runs out.
Upgrades:
Increased Aim: The bonus dice increases 1 DT [Maximum +3 DT]
Ambush Shot
Activate this Perk when your character wishes to make an attack from behind cover. If you are successful on a contest of STL (Hide) vs Targets PER (Spot), you gain STL Dice to your next Ranged attack. Cannot be used again until reactivated.
Upgrades:
Increased Modifier: Gain an additional Bonus Dice Level starting at d4, to your next Attack. Extra Use: The Perk effects the next 2 attacks instead of just the next attack.
Animal Affinity
While this Perk is active, your character gains their SOC dice as a bonus dice to any interaction with animals for the duration of the Perk.

Area Distraction
Once this Perk is activated your character is able to distract all enemies within 15’ with your next Distract roll. Cannot be used again until reactivated.
Upgrades:
Increased AOE: Increase the AOE by 5’ [Maximum of 30’]
Battle Healer
When this Perk is activated, the First Aid Specialisation gains a bonus FOC Dice to its next use and is considered a Soft Action. Cannot be used again until reactivated.
Upgrade:
Increased Modifier: Gain an additional +1 Level of Bonus Dice starting at d4.
Extra Use: The Perk effects the Next 2 uses instead of just the Next use.
Barrage
When this Perk is activated, the next ranged Power gains an Area of Effect of 15′, Cannot be used again until reactivated.
Upgrades:
Extra Range: AOE increased to 20’.
Extra Range: AOE increased to 25’.
Extra Range: AOE increased to 30’.
Battering Ram
While this Perk is active, whenever your character makes a Charge Hard Action, all targets along the path must make DEF rolls vs your COM Attack or take STR DMG.
Upgrades:
Bonus d4 to Attack.
Bonus d6 to Attack.
Bonus d8 to Attack.
Bonus d10 to Attack.
Bonus d12 to Attack.
Battle Rage
While this Perk is activated this character does not suffer from Health Penalties. Instead the Battlerager gains Bonus Dice equal to the Wounds on the DoS chart.
Upgrades:
None.
Bonds of Brotherhood
Activate this Perk to provide allies, equal to your SOC LVL +1, a d4 bonus dice to their COM for the duration of the Perk. Allies must be able to hear the user of this Perk. Cannot be used again until reactivated.
Upgrades:
Increased Brotherhood: SOC LVL +1 (Max +3).
Extra Bonus: Increase Bonus Level by 1.
Call to Aid
Once this Perk is activated, if an ally is attacked within your MR distance, you may move towards them for free. If you become adjacent to an ally, you may also roll a Block [DEF] roll. Ally chooses the best roll between yours and their rolls. This move can only be performed once and cannot be used again until reactivated.
Upgrades:
Protector: You can use this twice during the duration.
Command
You are a natural leader. You can motivate allies to act quicker taking advantage of the moment. This Perk, when activated, provides all allies within 15′ range your SOC dice to their next dice roll. Cannot be used again until reactivated.
Upgrades:
+1 DT.
+2 DT.
+3 DT.
Co-ordinate
For the duration of this Perk, whenever an adjacent ally next attacks an adjacent enemy, the ally gains your COM Dice as a bonus dice against that enemy.
Upgrades:
Next 2 Ally attacks.
Next 3 Ally attacks.
Counter Attack
Your character actively looks for openings in an opponent’s combat style to take advantage of their mis-placed attacks. Whilst this Perk is activated, whenever you make a successful DEF roll, you gain a free Counter Attack roll against your attacker.
Upgrades:
Gain D4 Bonus Dice.
Gain D6 Bonus Dice.
Gain D8 Bonus Dice.
Counter Effect
When this Perk is activated, remove an additional positive mental effect from the target on a successful Distraction vs Foc roll. Cannot be used again until reactivated.
Upgrades:
Remove 2 effects.
Counter Power
Activate this Perk to send out a negative energy field that makes it difficult to use Powers. It costs 1 NRG to use and is considered an active Power. This is an area of effect and covers an area of 15′. All enemies within the area of effect must pay twice the NRG cost for activating Powers for the duration of the Perk. NRG regenerates once the Perk is no longer active.
Upgrades: None
Courage
While this Perk is activated, your character and all adjacent allies gain d4 Bonus Dice to resist MND & FOC attacks for the duration of the effect. Any ally that moves away from being adjacent to the your character loses the bonus. Any ally that moves to be adjacent to your character while the Perk is active, gains the bonus. There MUST be an ally adjacent to your character for you to gain the bonus.
Upgrades:
Increased Courage – +1 bonus dice level.
Increased Range – AOE Increases to by+5’ [Max 20’].
Dead Calm
Activate this Perk to steel your nerves when faced with fearsome foes, environments or situations. While this Perk is activated, gain your FOC DT as a Bonus Dice to resist Fear.
Upgrades:
None.
Double Blast
Activate this Perk and then roll Damage twice on the next successful ranged Power attack. The target must resist both sets of Damage rolls. Cannot be used again until reactivated.
Upgrades:
None.
Dual weapon Fighting
Your character is skilled in the art of fighting with two weapons at once. When armed with two weapons, activate this Perk to harass the enemy. Gain an additional COM dice to Attack, additional STR dice to Damage, additional DEF dice to Defence for the duration of the Perk.
Upgrades
None.
Energy Shield
The character channels and shapes pure energy to surround and protect themselves and their allies. It costs 1 NRG to use and is considered an active Power. While this Perk is active, all friendly targets – including the Perk user – within 15’ range gain your FOC dice as a bonus to DEF rolls for the duration of the Perk.
Once the Perks duration is over the spent NRG regenerates.
Upgrades
None.
Enhanced Power
Tapping into the source of your Powers enhances your ability to throw Powers about the battlefield. Activate this Perk to gain a d4 bonus dice to all Power Rolls for the duration of the Perk.
Upgrades:
Increase bonus dice level by 1.
Flesh Wound
Roll DMG RES twice and choose the best result for your next DMG RES roll. Cannot be used again until reactivated.
Upgrades:
Effects Next 2 DMG RES Rolls.
Effects ALL DMG RES Rolls.
Focused
Your character’s mind becomes crystal clear and recalls their training in the arts of spell with clarity. Whenever your character has no Stun levels applied, your character may activate this Perk. When activated, this Perk grants your character the ability to use Powers as a Soft Action for the duration of the Perk.
Upgrades
None.
Hold The Line!
Once this Perk has been activated all Allies who are adjacent to you gain d4 Bonus Dice to their DEF for the duration of the Perk.
Upgrades:
Gain a d6 Bonus Dice.
Gain a d8 Bonus Dice.
Gain a d10 Bonus Dice.
Gain a d12 Bonus Dice.
Insight
Your character recognises a pattern or maneuver being used by either your ally or the enemy. Pointing this out to a nearby ally gives them a chance to exploit this tactical advantage. Activate this Perk to give an Ally, who is able to see or hear your character, a bonus to their next action. An ally of choice gains your Espionage Specialization Dice, to their next action. Cannot be used again until reactivated.
Upgrades
2 Allies gain the bonus dice.
3 Allies gain the bonus dice.
4 Allies gain the bonus dice.
5 allies gain the bonus dice.
6 allies gain the bonus dice, etc.
Inspire by Example
When this Perk is activated your character inspires all Allies within 15’. The Allies gain your SOC as a bonus Dice, for the duration of the Perk to their actions whilst this Perk is active and the Ally remains within 15’ of your character.
Upgrades:
Area of Effect increases to 20’.
Area of Effect increases to 25’.
Area of Effect increases to 30’.
Irritating as Hell
A character with this Perk activated is capable of annoying the hell out of more than one person at the same time. While this Perk is activated your Distract Specialisation will affect a total quantity of targets equal to your SOC LVL.
Upgrades:
Effects targets equal to your SOC LVL +1.
Effects targets equal to your SOC LVL +2.
Effects targets equal to your SOC LVL +3.
Look at me!
You cannot help it, you are just an attention seeker. Activate this Perk to draw the attention of the enemy to you. They can’t help but listen to what you have to say, do, or watch what you are up to. This gives a number of allies equal to your SOC LVL, your SOC dice to their NEXT action. Cannot be used again until reactivated.
Upgrades:
Effects Allies equal to your SOC LVL +1.
Effects Allies equal to your SOC LVL +2.
Effects Allies equal to your SOC LVL +3.
Leadership
Your character sees an advantage in the tactical situation to press the attack. Activate this Perk and immediately roll Battlelore Specialisation check and distribute the roll amongst allies to add bonus dice to their next Initiative Roll. Cannot be used again until reactivated.
Upgrades:
None.
Onslaught
Activate this Perk to increase the intensity of your attacks. For the duration of this Perk all your Melee Attacks are treated as a Soft Actions.
Upgrades
None.
Negative Cantrip
Activate this Perk to place a curse upon the target. This costs 3 NRG to activate. The target then suffers a level of confusion. Can be used each turn for the duration of the Perk.
Upgrades
None.
Painful Sounds
Distracting the enemy with high pitched painful sounds which prevents a target from using any Specialisation Bonus Dice or Modifiers for duration of the Perk.
Upgrades:
None.
Martial Artist
Activate this Perk to make precision attacks that can be crippling to your enemy. Gain your COM Bonus Dice to DMG Roll with your unarmed attacks for the duration of the Perk.
Upgrades:
None.
Mighty Bow
Your character winds up to deliver a devastating blow. When Mighty Blow is activated, your character gains an additional STR dice to their next DMG roll. If no damage has been inflicted before the Perk duration expires, then the modifier is lost. Cannot be used again until reactivated.
Upgrades:
None.
Perfect Shot
Your character takes the time to get that Perfect Shot. Ignore Range Penalties for the Duration of the Perk.
Upgrades:
None.
Pin Point Accuracy
Your character is looking for the perfect spot to strike. Activate this Perk to gain an additional PER dice to the next ranged damage roll. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 ranged damage rolls.
Can be used on All ranged damage rolls.
Power Insight
This character has studied the strengths and weaknesses of Powers, giving them great insight into how to resist certain Powers. When this Perk has been activated, you gain your Arcane Lore Specialisation dice to any Resistance Roll against Powers for the duration of the Perk.
Upgrades:
None.
Predictable
When activated a target of choice within 15′ of your character has become predictable. Any ally being targeted by this target gains your PER as a Bonus Dice to DEF for the duration of the Perk.
Upgrades:
None.
Press the Advantage
Suddenly your character sees opening after opening. Gain Momentum equal to your PER LVL. Cannot be used again until reactivated.
Upgrades:
None.
Protective Will
Your character braces themselves to resist mental and magical attacks. Gain a FOC Bonus Dice to resist any Mental or Magical attacks for the duration of the Perk.
Upgrades:
None.
Rapidstrike
Activate this Perk to make a frenzied attack against your enemy. Whilst this Perk is active, all attacks gain a bonus COM dice for the duration of the Perk.
Upgrades:
None.
Ritual Magic
When this Perk is activated, your character gains the full attention of allied Power Users. They listen to your instructions and are capable of tapping into your Arcane Power. All allies within 30’ have the chance to gain NRG.
Immediately make an Arcane Lore test against a Difficulty of D8 and distribute the degrees of success, as NRG, between all allies within 30’.
This can take the ally above their maximum NRG reserve.
Any NRG that is above the maximum NRG reserve is lost once used and is not replenished each turn.
Upgrades:
None.
Seize the Moment
Your character knows just the right time to take advantage of the moment. You have the ability to see where allies can improve in the task at hand. When this Perk is activated, choose an ally and that ally’s Hard Actions are all considered Soft Actions for their next turn. Cannot be used again until reactivated.
Example: Your character calls out to an allied fighter suggesting a different technique they could take advantage of at that moment; or sees a pattern in a spell caster’s ritual that could be optimised for a faster result.
Upgrades:
Choose 2 Allies.
Choose 3 Allies.
Shield Bash
Activate this Perk to perform a Shield Bash manoeuvre. For the duration of this Perk the Shield Strike is a Soft Action and Pushes the target back a distance equal to the degree of success of the attack. They also must make a DMG RES vs STR + Shield Bonus to avoid damage.
If using 5’ Squares then round up.
Any adjacent Allies gain attack of opportunity against the pushed target.
The Target also suffers an additional Stun Level Per 5 DoS, round up.
Example: A Shield Strike Attack succeeds against the target’s defence by 7. The target is pushed back 7’. The target would be pushed back 2 squares (10’). The Target gains 2 Stun Levels resulting in receiving 3 Stun from this attack.
Upgrades:
None.
Shield Hook
Your character has mastered the maneuver of disarming the effectiveness of an opponent’s shield in combat. When armed with a spear, any opponent you attack with it, cannot use Block Specialisation or a shield to defend against you for duration of Perk.
Upgrades:
None.
Shield Wall
Your character becomes a bastion of Defence and a safe harbour in the sea of battle! Anyone who stands adjacent to you whilst this Perk is active, gains your DEF as a Bonus Dice to their DEF rolls.
Upgrades:
None.
Specialisation [Type] Focus
Your character is a specialist in their field when they put their mind to it. When this Perk is activated your character gains a d4 Bonus Dice to the Specialisation associated with the Perk for the duration of the Perk.
Upgrades:
Increase Bonus Dice 1 Level per Upgrade.
Sneak attack
When you activate this Perk your character takes advantage of the heat of battle and sneaks up on a target’s blind spot. On a successful Sneak [STL] vs Targets PER roll, your character gains your STL dice to their next melee attack. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 sneak attacks while active.
Can be used for all sneak attacks while active.
Power Fury
When this Perk is activated, the character channels all their focus into powering up the Power. On the next Power roll they gain their FOC Dice as a bonus dice. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 Power Use while active.
Can be used for all Power Use while active.
Pre-Emptive Strike
You character is ready for action! While this Perk is active, whenever an enemy enters your threat zone, you may make an attack of opportunity against them.
Upgrades:
None.
Spy
Whenever your character is looking for clues, activate this Perk to gain an additional PER dice to your next investigation roll. Your character becomes focused on the task and recalls techniques that have worked in the past. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 Investigation Rolls while active.
Can be used for all Investigation Rolls while active.
Stunning Blow
When activated, your attacks impact with more force; sending shuddering force through an enemies body. Whilst activated, if your attack causes damage to a target; that target also suffers Stun Level equal to your STR LVL.
Upgrades:
+2 Stun Levels.
+3 Stun Levels.
Stunning Distraction
Your character has been giving some cheek to the target; but you have really struck a nerve, something you have said or done has annoyed the hell out of the target, breaking their concentration. On the next successful Distract roll the Target also suffers your SOC LVL in Stun Levels too. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 distraction rolls while active.
Can be used for all distraction rolls while active.
Sweeping Strike
When this Perk has been activated, your character attacks all enemies within striking range on their next melee attack. Roll the Attack separately against each enemy. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 attacks while active.
Can be used for all attacks while active.
Take the Pain
When this Perk is activated, your character braces against damage. For the duration of this Perk, your character gains a d4 bonus dice to DMG RES when resisting Physical Damage.
Upgrades:
Increase Bonus Dice by one level.
Taunter
Your character has the ability to Taunt more than one person at a time, with either gestures, actions or words to enrage your targets. Your next Taunt Specialisation affects all enemies within 30’. Your targets must be in your line of sight for this Specialisation to be successful.
Upgrades:
Range 40’.
Range 50’.
Therapist
When this Perk is activated, your character gives words of encouragement that makes the target feel better within themselves. Choose an effect and remove it from the Target.
This effect must be a Mental Effect, or you can choose to reduce the target’s Stun penalty by a DoS of a Calm [SOC] vs Difficulty D6 Roll. Cannot be used again until reactivated.
Upgrades:
Can be used twice.
Can be used until Perk is deactivated.
Thrown Distraction
When this Perk is activated, your character is able to locate objects that can be thrown at the enemy. Your character may use their Thrown Specialisation to distract the enemy by throwing a handful of objects, dirt, stones, etc… for the duration of the Perk. When activated, the Distractor distracts enemies within an area of effect of 10′ of the target. All targets that fail a FOC vs the Distractor’s Thrown Specialisation and fall within the area of effect, become distracted. This Perk has a Range of 40’.
Upgrades:
None.
Trip
While this Perk is activated, all enemies that are adjacent to you must succeed in an AGI check versus your COM or become Staggered. On a DoS of 10 also fall Prone.
Upgrades:
None.
Quick thinking
Activate this Perk to concentrate on the tasks at hand. While this Perk is activated, your character gains a MND Bonus Dice to your next action. Cannot be used again until reactivated.
Upgrades:
Can be used for 2 next actions while active.
Can be used for all actions while active.
War Cry
Your character bellows a battle cry towards your enemies causing them to tremble in their boots. All targets within a 15’ Cone who fail an Intimidate [PHY] roll vs Targets MND, gain a level of Fear. Cannot be used again until reactivated.
Upgrades:
Can be used twice while active.
Can be used three times while active.
Weaver
ONLY Available to ARCANE Paths
Your character is adept in tapping into energies that power some arcane force. Your character may spend NRG to cast spells from the Magic Section for the duration of the Perk. Any spell rolls required are used at the base statistic unless the character has a Specialisation for that particular Power.
Upgrades:
None.
Wild Attack
Character forgoes defence in favour of attack! While this Perk is activated, your character suffers a D4 Difficulty Dice to DEF but gains a D6 Bonus Dice to COM for the duration of the Perk.
Upgrades:
Gains D8 COM.
Gains D10 COM
Gains D12 COM
Suffer no penalty to DEF.