Activating Perks is a Soft Action
Once activated the Perk lasts for a duration of 3 Rounds and cannot be activated again until the Dur has run out.
A Tale of Hero’s – A number of allies = your SOC lvl receive [+1MOD] SOC.
Adrenaline Surge – Character gains a temp PHY LVL in HP for DUR of PERK. These are then removed down to MAX Health.
Aim – Gain [+1 MOD ]COM LVL to next Ranged attack.
Area Distraction – Your next distraction effects all within 10′ of the Target.
Battle Healer – Doubles the effect of Heal, resulting in 2 Health healed per Success
Barrage – The next Ranged Celestial Power has an Area of Effect of MND LVL x 5′
Battle Rage – Character may Gain [+1] DMG for each [-1 MOD] DEF transferred (Up to DEF LVL) for duration of PERK
Call to Aid – When ever an ally is attacked, within MR distance, move towards them. If you become adjacent to an ally, You may also roll a DEF+Block roll and choose the best of both DEF rolls.
Seize the Moment – When activated choose an ally and that allies Hard Action s are all considered Soft Actions. For that turn.
Celestial Shield – While this Perk is active all within MND LVL x 5′ range gain your FOC LVL as a +MOD to DEF for the duration of the PERK.
Command – This perk when activated provides all allies within MND LVL x 5′ range [+2MOD] to Initiative for duration
Co-ordinate – When an adjacent ally next attacks an adjacent enemy, you gain a bonus attack against the same targets Def roll.
Counter attack – On a successful DEF roll may make a free counter Attack roll for duration.
Counter Effect – Targets [+MOD] Effects are removed on a successful Distraction Vs Foc
Counter Spell – When activated any enemies spell cast within MND LVL x 5′, suffers [-1MOD]
Courage – Adjacent Allies gain [+1] Bonus die to resist MND attacks for duration of Perk.
Double Blast – Roll DMG twice on the next successful ranged celestial power attack.
Dual weapon Fighting – When armed with two weapons and using this perk manoeuvre to harass the enemy, gain [+1MOD] to Attack & dmg [May not use Parry]
Enhance COM – Adjacent Allies gain [+1] COM for duration of PERK
Enhance DEF – Adjacent Allies gain [+1] DEF for duration of PERK
Flesh Wound – Roll DMG RES twice at and choose the best result on the next DMG RES roll.
Focused – When activated the next Celestial Power is treated as a Soft Action
Increased Power – Character regains 3 POW instead of 1 per round for duration
Insight – Add Espionage Skill modifier to ally of choice to use in their next roll against a target of choice
Inspire by Example – Any Ally within SOC x5′ range that performs the same action as you, while this PERK is active gains [+1 MOD].
Irritating as Hell – Distract effects targets = to SOC lvl
Look at me! – All eyes of the opponents are on you giving all Allies [+1] STL to their next STL roll.
Leadership – When activated can immediately roll Battle Lore skill and distribute the roll amongst allies to add to their Next Initiative Roll.
Onslaught – Next Melee Attack is treated as a Soft Action
Negative Cantrip – On activation Target suffers [-1MOD] to a Stat of choice for 1 rnd
Painful Sounds – Distracting the enemy with high pitched painful sounds which prevents a target from using a Skill Bonuses for duration of the PERK.
Pankration – Unarmed Attacks gain +2 DMG for duration of the PERK
Perfect Shot – Ignore Range Penalties on next Ranged shot.
Pin Point Accuracy – Gain [+1MOD] per LVL of PER to DMG roll for next Ranged Weapon DMG Roll.
Predictable – When activated All targets within a AOE of MND LVL x 5′, Any ally being targetted by these targetsgain a [+1 MOD] to Next DEF
Press the Advantage – For each [-1MOD] DEF (Up to DEF LVL) gain [+1] Momentum, Penalty lasts for PERK Duration.
Protective Will – May transfer [-1MOD] FOC (Up to FOC LVL) for [+1MOD] Damage Resist Bonus Dice for the duration of the perk.
Rapid Strike – Gain an additional free attack on your next Melee attack
Ritual Magic – When actived add your Spell Lore roll to next allies Power Use.
Shield Bash – For the duration of the PERK the Shield Strike is a Soft Action and Pushes target back 5′ per success.
Shield Hook – When armed with a spear, opponent cannot use shield to defend with for duration of Perk
Shield Wall – Anyone who stands adjacent to you whilst this Perk is active gains your Block Skill Level as [+MOD] to their DEF
Skill [Type] Focus – Gain [+1MOD] when using this skill for duration of perk
Sneak attack – On a successful sneak [from hidden] attack gains [+1MOD] STL Lvl for DMG.
Spell Fury – On the next ranged Celestial Power attack gain [+1] per FOC level
Spell Insight – When a power is directed at you you gain [Spell Lore LVL] to any Resistance Roll against that power.
Spell Spark – When ever Celestial WEapon hits, while this PERK is active, opponent gains it sparks and gives [-1MOD] DEF for 1 rnd.
Spy – When activated gain [+2MOD] to next investigation roll
Strong Spell – Spell caster gains [+1MOD] to Spell rolls for duration
Stunning Blow – If attack causes a Wound, the target also take an additional STR LVL in Stun Points too.
Stunning Distraction – Whenever a successful Distract roll is made, while this PERK is active, the Target also suffers SOC LVL Stun per too.
Surprised Shot – Gain [+1MOD] STL LVL to next ranged attack
Sweeping Strike – Character attacks all within striking range with a melee attack on next melee attack.
Take the Pain – Gain [+1 MOD] Bonus when resisting Physical Damage for duration of Perk.
Taunter – Taunt now effects a number of targets = to SOC lvl
Therapist – Remove one Mental Effect from ally.
Thrown Distraction – By throwing a handful of objects, dirt, stones, etc can distract a Radius 10′ AOE causing all to suffer [-1 MOD] to their next actions. Thrown Vs Targets FOC
Trip – All enemies that are adjacent to you suffers [-1MOD] to all their actions due to being tripped up by you.
Quick thinking – Gain one extra Soft Action, use before the PERK duration runs out.
Wild Attack – Character forgoes defence in favour of attack! Each [-1MOD] DEF (Up to DEF LVL) transferred, gains [+1MOd] COM for the duration of the PERK.
Tap into the Weave: A character may spend POW to cast spells from the Magic Section for the duration of the PERK.