Post by Darth Xaos on Apr 29, 2015 23:59:18 GMT
Perks are special abilities or traits a character innately possesses or has acquired through experience. Perks are gained like other proficiencies but have no ranking system. Some perks require the character to have something before taking them, these requirements are listed under prerequisites. If a perk description doesn't include a prerequisite section then it requires nothing more than the expenditure of a perk point.
Ambidexterity: Neither one of your hands is dominant and you can therefore do things that require two hands much more easily than other people - including fighting with two weapons. When wielding two or more weapons that use different Core Stats, your AP modifier is determined by an average of your skill with each weapon (after scaling), rather than simply using the least favourable stat.
Prerequisites: Agility 15.
Animal Affinity: There’s something about you that makes gaining an animal’s trust easy. You are considered to be a rank higher than you are when it comes to the Ride and Handle Animal skills. Just because you have this feat does not mean that you can use Handle Animal untrained.
Armor Master: Armor is like a second-skin to you - you've probably slept in it without thinking more than once. You may select a single type of armour (Light, Medium, or Heavy) and receive a +1 bonus to your Damage Resistance when wearing that armor type only. Additionally, if this armor type is Medium or Heavy than the Skill penalties for wearing it are reduced by one rank.
Prerequisites: Toughness 13
Blind-Fight: You have learned to rely on your other senses in a fight should you be unable to see your opponent. You suffer no penalties when fighting without benefit of your eyesight.
Bonds of War: The New Sith Brotherhood stands apart from its forebears due to its capacity to work as a cohesive team. The bonds forged by its members make for a lethal fighting force. When invoked, this perk allows two Sith to combine their AP and Force Power totals and fight as a single, seamless unit. This is achieved by dictating the actions of both members in a single post (who makes this post and what actions are made should be discussed by the two utilizing this perk). This perk must be taken individually for each character, who is specified when the perk is created. Further, both characters are required to possess this perk and list each other as their battle brothers. This perk may be taken multiple times for multiple characters.
Cautious: You take exacting care when entering a dangerous situation or dealing with dangerous materials. As, such, a character with this Perk has one bonus Rank in the Awareness and Sabotage Skills.
Combat Analysis: Every individual has certain patterns that they fall into in their fighting style - strengths, weaknesses, gaps, preferred strategies, and so on. When you have studied an opponent extensively, you are able to recognize these patterns and flaws - and exploit them. You receive two additional AP when in combat with an opponent you have analysed. This applies both if you are fighting against that opponent or working in tandem with them.
Prerequisites: Intellect 13
Combat Expertise: You are highly skilled in the art of defense. On your turn in a battle you can declare that you wish to fight defensively; doing so causes your defensive capabilities to be double what they normally are but your offence is cut down to half normal effectiveness. When using an AP point for defensive purposes, a single AP point counts for two defensive actions. However, the cost of a single offensive action is increased to 2 AP.
Prerequisites: Intellect 13
Combat Reflexes: Your reflexes are beyond finely honed; you cannot be snuck up on unless the sneaker's rank in Stealth exceeds your Awareness Skill by at least one rank. Any score less than this and you are automatically able to detect them and respond before they can act, negating the effects of perks such as Deadly, Fatal, and Critical Blow. Additionally, so long as your weapon is already drawn (or you possess the Quick Draw perk) opponents can no longer use the Quick Strike perk against you to gain an initial edge in combat.
Prerequisites: Agility 13
Contortionist: Through careful practice you have achieved a flexibility that allows you to bend your body in surprising way. A character with the Perk receives a bonus Rank in the Acrobatics, Legerdemain and Stealth Skills.
Danger Sense: A natural ability of nearly all Force-sensitives is the ability to sense imminent threats to their person. This Danger Sense, as it is known, can manifest in multiple ways, but most frequently manifests as a tingling at the base of the neck. The potency of an individual's Danger Sense is determined by several factors: their experience, their strength in the Force, and, in some cases, their own instincts. The more potent an individual's Danger Sense, the more subtle the danger it is capable of detecting, and the sooner it is capable of detecting it.
This perk is automatically granted at character creation.
Dodge: You've learned to move yourself with fluidity and grace. When using AP to directly dodge or avoid an opponent's attack in combat, the first dodge of every turn is free.
Prerequisites: Agility 13
Dueling: Whereas many other Sith fight using two or more weapons, you have chosen to focus on the efficiency of single-weapon combat. You receive two additional AP per turn when using only one weapon. Double-ended weapons are classified two-weapons and thus do not count under this perk.
Prerequisites: A combined total of 7 or more in the Simple Weapons combat proficiency and any combination of Lightsaber Forms. Must not possess the Improved Two Weapon Fighting perk.
Endurance: Thirst, hunger, exhaustion, these words aren't in your vocabulary! You can survive longer under adverse physical conditions than a normal member of your species can.
Field Training: Time spent and survived out in the action has sunk in, honing the techniques you need in the field. A character that purchases this Perk is granted a bonus Rank in both the Awareness and Athletics Skill.
Flurry: Raw aggression and a flurry of blows - sometimes you prefer to just let your opponents have it and see who can stand against you! You receive a number of free attacks per turn equal to your base rank in the Weapon or Form you are currently using. However, these wild blows come at a cost to your defence, and the cost of making a defensive action increases to 2 AP. To activate this perk, you must specify you are entering an offensive stance at the beginning of your turn. You may end it on any turn after the first.
Prerequisites: Strength 13
Focus: Through strenuous effort you have significantly deepened your proficiency in an ability. Focus perks provide a +1 bonus rank to the Lightsaber Form, Force Power, Weapon group, or Skill to which they are applied. You may take multiple Focus perks for any combination of abilities, but specific abilities (such as the Diplomacy skill) may only have one Focus applied to them. You have have a maximum of five (at Knighthood) or seven (at Masterhood) Focus perks. Note that perks received from Core Stats, Species traits, or Path abilities, as well as the Lightsaber Form/Weapon Mastery perks, do not count against this total.
Prerequisites: Level 7, at least one rank in the chosen ability
Force Channel: For Jedi and Sith alike, meditation teaches an individual how to channel the Force. You have become intimately familiar with the meditative processes - so much so that you may now employ them at will to enhance your strength in the Force, even in the midst of pitched combat. This slightly improves the potency of your Force Powers and allows you to sustain a single Force Power for one additional turn. However, the slight focus required to maintain this concentration affects your fighting form, imposing a 1 rank penalty on the Weapon or Lightsaber Form you are currently using. This Force form lasts until you cancel it.
Prerequisites: Spirit 12
Force Sight: Enhancement of a Sith's natural senses is a simple affair through the Force - but outright substitution is a far more difficult technique to master. When utilized, Force Sight overrides a Sith's natural vision, granting them all of the abilities specified in the Biology section of the Miraluka fanon article. However, users of this ability do not inherit the Miraluka's curious natural synesthesia. Under normal circumstances, this Power may be sustained for however long a Sith may sustain a rank 3 Force Power - but the permanent loss of normal vision grants a Sith the intuitive ability to sustain this power indefinitely and without effort. Curiously, in most recorded cases this has also granted the individual in question synesthesiac abilities.
Force Power Focus: You must specify the Force Power for which you are taking this Perk. This Perk can be taken multiple times, each time for a different Force Power. With this Perk, you are considered a rank higher than you actually are in the specified Force Power.
Prerequisites: At least one Rank in the Force Power in question.
Gearhead: Machines and computers are your bread and butter. You are considered a rank higher in the Repair and Computer Use skills.
Heroic Surge: You live and breathe for battle, with a lust for do-or-die situations that many individuals would call insane. When your back is against the wall and you have suffered moderate-to-major injuries, you may call upon your unflinching will to survive to cause a great adrenaline rush and massively bolster your physical abilities. You gain 3 additional AP for a number of turns equal to one third of your Toughness stat, rounded down.
Prerequisites: Toughness 13, Presence 13.
Iron Will: You will not bend, you will not break! Your willpower is truly admirable and tasks that call for strength of will are much easier for you than others.
Jury-Rigged: Tools and gadgets are your bread and butter, and you're pretty good at squeezing just that little bit more out of them than most. You may choose a single item or device (other than a lightsaber) and modify it to excel at its main purpose, providing a +1 bonus to the relevant ability when it is used. For example, you may jury-rig a datapad to +1 to Computer Use, a blaster rifle to double its effective range, or a piece of armour to provide an additional rank of Damage Resistance or reduce its weight to the next-lowest category. But the complex nature of these modifications are often confusing to others; whenever another being tries to use your jury-rigged item, they suffer a -1 penalty to the relevant ability.
Prerequisites: Intellect 16, Gearhead perk
Lightsaber Form Mastery: Lightsaber Forms are more than simple ways of combat: they are ideals, philosophies which a Sith incorporates into all areas of their life. To achieve true, unparalleled Mastery in a Form requires total subscription to the methods and ideologies of that Form - and that Form alone. This perk may be applied to one, and only one, Lightsaber Form, and provides a bonus rank of +1 in that Form only, allowing for an effective rank of 5.
Prerequisites: Level 12, Three ranks + Lightsaber Form Focus applied to the relevant Form. May not possess Weapon Mastery
Low Profile: Who? Never heard of the guy. You are skilled at keeping a low profile. The only people who have even heard of you are your immediate family and your close friends this makes it very easy for you to move around unnoticed.
Prerequisite: No Ranks in the Fame Asset.
Martial Arts, Improved Martial Arts, and Advanced Martial Arts:
You are trained in unarmed combat and can fight effectively with just fists and feet. When fighting unarmed, your attack/defense totals are equivalent to if you were wielding a weapon with rank 2 proficiency. With Improved Martial Arts, this is increased to rank 3, and Advanced Martial Arts, 4. Without this perk, fighting unarmed is equivalent to fighting with a weapon you possess one rank in.
Mimic: You have a gift for impersonation and as such are considered one rank higher in the Disguise skill and any Entertain Skills pertaining to comedy, drama and impersonation.
Mind Over Matter: Many orders of warriors and mystics have practiced techniques that allow for the extreme focusing of their energies. These superhuman displays of potence are usually achieved through either berserk rage or icy discipline. The Mind Over Matter Perk may propel its user into such a trance. Activating this Perk gives a temporary +4 bonus in one, two or three of the following Core Stats: Strength, Agility, Toughness, Spirit. No Stat may have multiple bonuses applied to it. The effects of this perk last a number of turns equal to a quarter of the user's Toughness Stat (if a bonus from the perk has been added to Toughness then it is included), rounded down if not a whole number. After this time is up, the character loses consciousness for 4 hours times the number of bonuses taken. So taking only one bonus will cause four hours of unconsciousness while taking all three will induce twelve.
Prerequisite: Iron Will and Endurance
Mobility: Your sure-footedness is something to behold; you are capable of easily traversing almost any sort of dangerous or narrow terrain. Not only that, but you are capable of exploiting terrain against your enemies in turn. When in combat, you receive an additional AP when fighting on uneven or hazardous terrain due to the improved mobility it offers you over your opponent.
Prerequisites: The Dodge perk.
No Quarter: Your friends always know never to push you too far, least they unleash the terrifying strength sleeping within you. Once per mission - at your choosing or at the choosing of the GM if appropriate - you may destroy a foe with such merciless brutality that you terrify all who witness it, for good or ill. Just be sure to keep cleaning supplies handy for the aftermath.
Prerequisites: Strength 16
Persuasive: You know how to sell a lie and “convince” people to see it your way. You are considered to be one rank higher in the Bluff and Intimidate skills.
Polyglot: You were born with a genius level-ability to comprehend language; within a few minutes of conversation you can learn to speak a language. You can speak any language freely without having to spend skill points to learn it.
Prerequisites: Intellect of sixteen or higher, can only be taken at level one
Point Blank Shot: Thanks to extensive training you are no longer at a disadvantage when using a ranged weapon in melee combat.
Prerequisites: Agility 13
Poison Resistance: Maybe you've exposed yourself to small dosages to build an immunity, or maybe you're just naturally hardy - but whatever the cause, your body is more resistant to poisons and toxins than the average person. A higher Toughness naturally yields a stronger resistance to poisons.
Power Armor Training: You have received the specialized training needed to move in any form of Power Armor. Power Armor provides a +1 bonus to an armor's Damage Resistance score, and grants Core Stat bonuses and penalties based on the classification of the armor worn. Further details may be found in the Combat Rules and Proficiencies document.
Prerequisites: At least one rank in Armor Proficiency
Power Attack: A single, solid blow to an opponent can be all you need. By expending 3 AP at once, you may execute a Power Attack. If it connects, this attack can kill an opponent instantly. Whilst the strength of this attack prevents it from being blocked, it can be easily dodged, and leaves the attacker wide open to counter attack. You may therefore wish to make sure your opponent cannot dodge your attack before executing it.
Prerequisites: Strength 13
Power Blast: You know how to manipulate Blaster Weapons - and, more than that, how to manipulate them safely. By overcharging a Blaster's capacitor, you may fire a single, extremely powerful shot. This shot requires three AP to execute, and results in a -1 AP penalty next turn (if using the same blaster) as the weapon recharges.
Prerequisites: Intellect 13.
Precise Aim: The trick to expert marksmanship is knowing where to shoot, not just how. When using a ranged weapon, once per turn you may expend two AP to target an enemy's weakspots, such as gaps in armour or exposed circuitry, to bypass one rank of Damage Resistance.
Prerequisites: Agility 16
Quick Draw: You can draw a weapon far quicker than your average sentient. You don’t open yourself up to attacks by drawing a weapon, and drawing a weapon no longer costs an action point.
Regeneration: There's just something about your body that pushes it to keep going - cuts and bruises vanish overnight, and even major wounds aren't the threats they normally would be. Whenever your character receives medical assistance it is considered to be one rank more effective than it normally would be, regardless of circumstances.
Prerequisites: Toughness 16
Rugged: You know how to last long under tough conditions. This Perk bestows a bonus rank in the Survival and Treat Injury Skills.
Shake It off: You could be a celebrity if you went into a combat sport, or maybe star in an episode of the Galaxy's Toughest Beings. There's no denying it - few people can take a hit quite like you can. Once per mission, you may withstand a single attack that would normally incapacitate, mortally wound, or outright kill you and remain fighting and standing. You can't take another hit like that - but if your opponent expects you to fall, you won't need to.
Prerequisites: Toughness 16
Sharp-Eyed: Nothing escapes your notice. You are considered one rank higher in the Awareness and Sense Motive Skills.
Shot on the Run: You are so familiar with blasters that they may as well be a natural extension of your body. You may move and fire simultaneously at a cost of only 1 AP.
Prerequisites: The Point Blank Shot and Mobility Perks.
Situational Analysis: Recognizing patterns, spatial awareness, examination of situations and terrain - you are well versed in each. You are capable of observing and analysing the world around you, and are capable of drawing reliable conclusions in turn.
Prerequisites: Intellect 13
Spacer: Traversing the stars is as natural to you as breathing. You are considered to be one rank higher than you are in the Pilot and Astrogate skills. You still can’t use these skills untrained tough.
Sprint: You've never shied away from cardio, and appreciate the value in being able to move short distances in small amounts of time without the aid of the Force. The maximum distance you may travel per use of a single AP is increased from 5.0m to 7.5m.
Prerequisites: Toughness 13
Track: You are trained to be able to find a person or creature in the wilderness based on the signs they leave behind (footprints, broken branches, etc.).
Tricky: You are exceptionally clever and deceptive and as such are considered a rank higher than you are in the Bluff and Gamble skills.
Two-Weapon Fighting: You are trained to fight with more than one weapon at a time, and have overcome much of the awkwardness normally associated with such an action. You no longer suffer a -1 penalty to your Damage Resistance (see the Combat Proficiencies article) when wielding two weapons at once, and maintain the +1 bonus to AP. However, you still receive a -1 penalty to all Alter powers when dual-wielding.
Warlock Wyrd: Those who have undergone the most powerful initiations conducted by the Dark Side Warlocks are forever marked by their experiences. One of the most common ways for this transformation to manifest is known as Warlock Wyrd. Once per Mission a character with this Perk may call upon the power of elemental chaos. What effect this has is entirely up to the GM; it could be beneficial to the character, it could be harmful, it could well be useless but it's never boring or the same as previous effects.
Prerequisites: Level 5+, Male, Have received initiation trials from a powerful elemental spirit.
Weapon Mastery: Though you may become an expert in every type of weapon in the galaxy, only one will ever truly call to you. Should you realise this weapon and hone your skill with it, you may be remembered as one of its greatest practitioners - and most deadly wielders. This perk may be applied to one, and only one, single weapon (such as a vibroblade or blaster), and provides an additional +1 bonus rank when it is used.
Prerequisites: Level 12, Three ranks + Weapon Focus applied to the relevant weapon. May not possess Lightsaber Form Mastery
Witch Eyes: Those who have undergone the most powerful initiations conducted by the Dark Side Witches are forever marked by their experiences. One of the most common ways for this transformation to manifest is known as Witch Eyes. The initiate's irises begin to glow and dark patterns in the shape of primordial runes appear on the whites. Upon manifesting this trait, the initiate gains darkvision. If she already possessed darkvision from another source, then her darkvision improves so that it can still distinguish between colors in dark conditions. Additionally, all Witch Eyes manifest as either beguiling or terrifying. Beguiling eyes grant a bonus Rank to the Bluff Skill while terrifying eyes grant a bonus Rank to Intimidate. The player must choose between the two kinds of eyes when they receive this Perk and, once made, the choice cannot be changed. Please note which type of eyes you have next to this Perk in your Bio. Note that the down side to Witch Eyes is that they can never be disguised. They glow through any coverings (however, they do reflexively dim when the possessor is attempting an act of stealth) and illusions simply fail to obfuscate them.
Prerequisites: Level 5+, Female, Have received initiation trials from a powerful elemental spirit, eyes.
Whirlwind Attack: Most people would be in dire straits when surrounded by enemies. Not so you. When surrounded by multiple opponents, you can attack all nearby opponents in an amazing twirling melee attack. The sheer ferocity of this attack is easily capable of driving most opponents back away from your blows. This attack costs 3 AP to execute, and targets all opponents within immediate melee range.
Prerequisites: The Spring Attack and Combat Expertise perks.
Zero-G Training: You are trained to operate normally in low or zero gravity conditions. You no longer suffer a minus-one AP penalty when in zero or microgravity.
Prerequisites: Agility 13 and a Rank in the Acrobatics Skill.
Ambidexterity: Neither one of your hands is dominant and you can therefore do things that require two hands much more easily than other people - including fighting with two weapons. When wielding two or more weapons that use different Core Stats, your AP modifier is determined by an average of your skill with each weapon (after scaling), rather than simply using the least favourable stat.
Prerequisites: Agility 15.
Animal Affinity: There’s something about you that makes gaining an animal’s trust easy. You are considered to be a rank higher than you are when it comes to the Ride and Handle Animal skills. Just because you have this feat does not mean that you can use Handle Animal untrained.
Armor Master: Armor is like a second-skin to you - you've probably slept in it without thinking more than once. You may select a single type of armour (Light, Medium, or Heavy) and receive a +1 bonus to your Damage Resistance when wearing that armor type only. Additionally, if this armor type is Medium or Heavy than the Skill penalties for wearing it are reduced by one rank.
Prerequisites: Toughness 13
Blind-Fight: You have learned to rely on your other senses in a fight should you be unable to see your opponent. You suffer no penalties when fighting without benefit of your eyesight.
Bonds of War: The New Sith Brotherhood stands apart from its forebears due to its capacity to work as a cohesive team. The bonds forged by its members make for a lethal fighting force. When invoked, this perk allows two Sith to combine their AP and Force Power totals and fight as a single, seamless unit. This is achieved by dictating the actions of both members in a single post (who makes this post and what actions are made should be discussed by the two utilizing this perk). This perk must be taken individually for each character, who is specified when the perk is created. Further, both characters are required to possess this perk and list each other as their battle brothers. This perk may be taken multiple times for multiple characters.
Cautious: You take exacting care when entering a dangerous situation or dealing with dangerous materials. As, such, a character with this Perk has one bonus Rank in the Awareness and Sabotage Skills.
Combat Analysis: Every individual has certain patterns that they fall into in their fighting style - strengths, weaknesses, gaps, preferred strategies, and so on. When you have studied an opponent extensively, you are able to recognize these patterns and flaws - and exploit them. You receive two additional AP when in combat with an opponent you have analysed. This applies both if you are fighting against that opponent or working in tandem with them.
Prerequisites: Intellect 13
Combat Expertise: You are highly skilled in the art of defense. On your turn in a battle you can declare that you wish to fight defensively; doing so causes your defensive capabilities to be double what they normally are but your offence is cut down to half normal effectiveness. When using an AP point for defensive purposes, a single AP point counts for two defensive actions. However, the cost of a single offensive action is increased to 2 AP.
Prerequisites: Intellect 13
Combat Reflexes: Your reflexes are beyond finely honed; you cannot be snuck up on unless the sneaker's rank in Stealth exceeds your Awareness Skill by at least one rank. Any score less than this and you are automatically able to detect them and respond before they can act, negating the effects of perks such as Deadly, Fatal, and Critical Blow. Additionally, so long as your weapon is already drawn (or you possess the Quick Draw perk) opponents can no longer use the Quick Strike perk against you to gain an initial edge in combat.
Prerequisites: Agility 13
Contortionist: Through careful practice you have achieved a flexibility that allows you to bend your body in surprising way. A character with the Perk receives a bonus Rank in the Acrobatics, Legerdemain and Stealth Skills.
Danger Sense: A natural ability of nearly all Force-sensitives is the ability to sense imminent threats to their person. This Danger Sense, as it is known, can manifest in multiple ways, but most frequently manifests as a tingling at the base of the neck. The potency of an individual's Danger Sense is determined by several factors: their experience, their strength in the Force, and, in some cases, their own instincts. The more potent an individual's Danger Sense, the more subtle the danger it is capable of detecting, and the sooner it is capable of detecting it.
This perk is automatically granted at character creation.
Dodge: You've learned to move yourself with fluidity and grace. When using AP to directly dodge or avoid an opponent's attack in combat, the first dodge of every turn is free.
Prerequisites: Agility 13
Dueling: Whereas many other Sith fight using two or more weapons, you have chosen to focus on the efficiency of single-weapon combat. You receive two additional AP per turn when using only one weapon. Double-ended weapons are classified two-weapons and thus do not count under this perk.
Prerequisites: A combined total of 7 or more in the Simple Weapons combat proficiency and any combination of Lightsaber Forms. Must not possess the Improved Two Weapon Fighting perk.
Endurance: Thirst, hunger, exhaustion, these words aren't in your vocabulary! You can survive longer under adverse physical conditions than a normal member of your species can.
Field Training: Time spent and survived out in the action has sunk in, honing the techniques you need in the field. A character that purchases this Perk is granted a bonus Rank in both the Awareness and Athletics Skill.
Flurry: Raw aggression and a flurry of blows - sometimes you prefer to just let your opponents have it and see who can stand against you! You receive a number of free attacks per turn equal to your base rank in the Weapon or Form you are currently using. However, these wild blows come at a cost to your defence, and the cost of making a defensive action increases to 2 AP. To activate this perk, you must specify you are entering an offensive stance at the beginning of your turn. You may end it on any turn after the first.
Prerequisites: Strength 13
Focus: Through strenuous effort you have significantly deepened your proficiency in an ability. Focus perks provide a +1 bonus rank to the Lightsaber Form, Force Power, Weapon group, or Skill to which they are applied. You may take multiple Focus perks for any combination of abilities, but specific abilities (such as the Diplomacy skill) may only have one Focus applied to them. You have have a maximum of five (at Knighthood) or seven (at Masterhood) Focus perks. Note that perks received from Core Stats, Species traits, or Path abilities, as well as the Lightsaber Form/Weapon Mastery perks, do not count against this total.
Prerequisites: Level 7, at least one rank in the chosen ability
Force Channel: For Jedi and Sith alike, meditation teaches an individual how to channel the Force. You have become intimately familiar with the meditative processes - so much so that you may now employ them at will to enhance your strength in the Force, even in the midst of pitched combat. This slightly improves the potency of your Force Powers and allows you to sustain a single Force Power for one additional turn. However, the slight focus required to maintain this concentration affects your fighting form, imposing a 1 rank penalty on the Weapon or Lightsaber Form you are currently using. This Force form lasts until you cancel it.
Prerequisites: Spirit 12
Force Sight: Enhancement of a Sith's natural senses is a simple affair through the Force - but outright substitution is a far more difficult technique to master. When utilized, Force Sight overrides a Sith's natural vision, granting them all of the abilities specified in the Biology section of the Miraluka fanon article. However, users of this ability do not inherit the Miraluka's curious natural synesthesia. Under normal circumstances, this Power may be sustained for however long a Sith may sustain a rank 3 Force Power - but the permanent loss of normal vision grants a Sith the intuitive ability to sustain this power indefinitely and without effort. Curiously, in most recorded cases this has also granted the individual in question synesthesiac abilities.
Force Power Focus: You must specify the Force Power for which you are taking this Perk. This Perk can be taken multiple times, each time for a different Force Power. With this Perk, you are considered a rank higher than you actually are in the specified Force Power.
Prerequisites: At least one Rank in the Force Power in question.
Gearhead: Machines and computers are your bread and butter. You are considered a rank higher in the Repair and Computer Use skills.
Heroic Surge: You live and breathe for battle, with a lust for do-or-die situations that many individuals would call insane. When your back is against the wall and you have suffered moderate-to-major injuries, you may call upon your unflinching will to survive to cause a great adrenaline rush and massively bolster your physical abilities. You gain 3 additional AP for a number of turns equal to one third of your Toughness stat, rounded down.
Prerequisites: Toughness 13, Presence 13.
Iron Will: You will not bend, you will not break! Your willpower is truly admirable and tasks that call for strength of will are much easier for you than others.
Jury-Rigged: Tools and gadgets are your bread and butter, and you're pretty good at squeezing just that little bit more out of them than most. You may choose a single item or device (other than a lightsaber) and modify it to excel at its main purpose, providing a +1 bonus to the relevant ability when it is used. For example, you may jury-rig a datapad to +1 to Computer Use, a blaster rifle to double its effective range, or a piece of armour to provide an additional rank of Damage Resistance or reduce its weight to the next-lowest category. But the complex nature of these modifications are often confusing to others; whenever another being tries to use your jury-rigged item, they suffer a -1 penalty to the relevant ability.
Prerequisites: Intellect 16, Gearhead perk
Lightsaber Form Mastery: Lightsaber Forms are more than simple ways of combat: they are ideals, philosophies which a Sith incorporates into all areas of their life. To achieve true, unparalleled Mastery in a Form requires total subscription to the methods and ideologies of that Form - and that Form alone. This perk may be applied to one, and only one, Lightsaber Form, and provides a bonus rank of +1 in that Form only, allowing for an effective rank of 5.
Prerequisites: Level 12, Three ranks + Lightsaber Form Focus applied to the relevant Form. May not possess Weapon Mastery
Low Profile: Who? Never heard of the guy. You are skilled at keeping a low profile. The only people who have even heard of you are your immediate family and your close friends this makes it very easy for you to move around unnoticed.
Prerequisite: No Ranks in the Fame Asset.
Martial Arts, Improved Martial Arts, and Advanced Martial Arts:
You are trained in unarmed combat and can fight effectively with just fists and feet. When fighting unarmed, your attack/defense totals are equivalent to if you were wielding a weapon with rank 2 proficiency. With Improved Martial Arts, this is increased to rank 3, and Advanced Martial Arts, 4. Without this perk, fighting unarmed is equivalent to fighting with a weapon you possess one rank in.
Mimic: You have a gift for impersonation and as such are considered one rank higher in the Disguise skill and any Entertain Skills pertaining to comedy, drama and impersonation.
Mind Over Matter: Many orders of warriors and mystics have practiced techniques that allow for the extreme focusing of their energies. These superhuman displays of potence are usually achieved through either berserk rage or icy discipline. The Mind Over Matter Perk may propel its user into such a trance. Activating this Perk gives a temporary +4 bonus in one, two or three of the following Core Stats: Strength, Agility, Toughness, Spirit. No Stat may have multiple bonuses applied to it. The effects of this perk last a number of turns equal to a quarter of the user's Toughness Stat (if a bonus from the perk has been added to Toughness then it is included), rounded down if not a whole number. After this time is up, the character loses consciousness for 4 hours times the number of bonuses taken. So taking only one bonus will cause four hours of unconsciousness while taking all three will induce twelve.
Prerequisite: Iron Will and Endurance
Mobility: Your sure-footedness is something to behold; you are capable of easily traversing almost any sort of dangerous or narrow terrain. Not only that, but you are capable of exploiting terrain against your enemies in turn. When in combat, you receive an additional AP when fighting on uneven or hazardous terrain due to the improved mobility it offers you over your opponent.
Prerequisites: The Dodge perk.
No Quarter: Your friends always know never to push you too far, least they unleash the terrifying strength sleeping within you. Once per mission - at your choosing or at the choosing of the GM if appropriate - you may destroy a foe with such merciless brutality that you terrify all who witness it, for good or ill. Just be sure to keep cleaning supplies handy for the aftermath.
Prerequisites: Strength 16
Persuasive: You know how to sell a lie and “convince” people to see it your way. You are considered to be one rank higher in the Bluff and Intimidate skills.
Polyglot: You were born with a genius level-ability to comprehend language; within a few minutes of conversation you can learn to speak a language. You can speak any language freely without having to spend skill points to learn it.
Prerequisites: Intellect of sixteen or higher, can only be taken at level one
Point Blank Shot: Thanks to extensive training you are no longer at a disadvantage when using a ranged weapon in melee combat.
Prerequisites: Agility 13
Poison Resistance: Maybe you've exposed yourself to small dosages to build an immunity, or maybe you're just naturally hardy - but whatever the cause, your body is more resistant to poisons and toxins than the average person. A higher Toughness naturally yields a stronger resistance to poisons.
Power Armor Training: You have received the specialized training needed to move in any form of Power Armor. Power Armor provides a +1 bonus to an armor's Damage Resistance score, and grants Core Stat bonuses and penalties based on the classification of the armor worn. Further details may be found in the Combat Rules and Proficiencies document.
Prerequisites: At least one rank in Armor Proficiency
Power Attack: A single, solid blow to an opponent can be all you need. By expending 3 AP at once, you may execute a Power Attack. If it connects, this attack can kill an opponent instantly. Whilst the strength of this attack prevents it from being blocked, it can be easily dodged, and leaves the attacker wide open to counter attack. You may therefore wish to make sure your opponent cannot dodge your attack before executing it.
Prerequisites: Strength 13
Power Blast: You know how to manipulate Blaster Weapons - and, more than that, how to manipulate them safely. By overcharging a Blaster's capacitor, you may fire a single, extremely powerful shot. This shot requires three AP to execute, and results in a -1 AP penalty next turn (if using the same blaster) as the weapon recharges.
Prerequisites: Intellect 13.
Precise Aim: The trick to expert marksmanship is knowing where to shoot, not just how. When using a ranged weapon, once per turn you may expend two AP to target an enemy's weakspots, such as gaps in armour or exposed circuitry, to bypass one rank of Damage Resistance.
Prerequisites: Agility 16
Quick Draw: You can draw a weapon far quicker than your average sentient. You don’t open yourself up to attacks by drawing a weapon, and drawing a weapon no longer costs an action point.
Regeneration: There's just something about your body that pushes it to keep going - cuts and bruises vanish overnight, and even major wounds aren't the threats they normally would be. Whenever your character receives medical assistance it is considered to be one rank more effective than it normally would be, regardless of circumstances.
Prerequisites: Toughness 16
Rugged: You know how to last long under tough conditions. This Perk bestows a bonus rank in the Survival and Treat Injury Skills.
Shake It off: You could be a celebrity if you went into a combat sport, or maybe star in an episode of the Galaxy's Toughest Beings. There's no denying it - few people can take a hit quite like you can. Once per mission, you may withstand a single attack that would normally incapacitate, mortally wound, or outright kill you and remain fighting and standing. You can't take another hit like that - but if your opponent expects you to fall, you won't need to.
Prerequisites: Toughness 16
Sharp-Eyed: Nothing escapes your notice. You are considered one rank higher in the Awareness and Sense Motive Skills.
Shot on the Run: You are so familiar with blasters that they may as well be a natural extension of your body. You may move and fire simultaneously at a cost of only 1 AP.
Prerequisites: The Point Blank Shot and Mobility Perks.
Situational Analysis: Recognizing patterns, spatial awareness, examination of situations and terrain - you are well versed in each. You are capable of observing and analysing the world around you, and are capable of drawing reliable conclusions in turn.
Prerequisites: Intellect 13
Spacer: Traversing the stars is as natural to you as breathing. You are considered to be one rank higher than you are in the Pilot and Astrogate skills. You still can’t use these skills untrained tough.
Sprint: You've never shied away from cardio, and appreciate the value in being able to move short distances in small amounts of time without the aid of the Force. The maximum distance you may travel per use of a single AP is increased from 5.0m to 7.5m.
Prerequisites: Toughness 13
Track: You are trained to be able to find a person or creature in the wilderness based on the signs they leave behind (footprints, broken branches, etc.).
Tricky: You are exceptionally clever and deceptive and as such are considered a rank higher than you are in the Bluff and Gamble skills.
Two-Weapon Fighting: You are trained to fight with more than one weapon at a time, and have overcome much of the awkwardness normally associated with such an action. You no longer suffer a -1 penalty to your Damage Resistance (see the Combat Proficiencies article) when wielding two weapons at once, and maintain the +1 bonus to AP. However, you still receive a -1 penalty to all Alter powers when dual-wielding.
Warlock Wyrd: Those who have undergone the most powerful initiations conducted by the Dark Side Warlocks are forever marked by their experiences. One of the most common ways for this transformation to manifest is known as Warlock Wyrd. Once per Mission a character with this Perk may call upon the power of elemental chaos. What effect this has is entirely up to the GM; it could be beneficial to the character, it could be harmful, it could well be useless but it's never boring or the same as previous effects.
Prerequisites: Level 5+, Male, Have received initiation trials from a powerful elemental spirit.
Weapon Mastery: Though you may become an expert in every type of weapon in the galaxy, only one will ever truly call to you. Should you realise this weapon and hone your skill with it, you may be remembered as one of its greatest practitioners - and most deadly wielders. This perk may be applied to one, and only one, single weapon (such as a vibroblade or blaster), and provides an additional +1 bonus rank when it is used.
Prerequisites: Level 12, Three ranks + Weapon Focus applied to the relevant weapon. May not possess Lightsaber Form Mastery
Witch Eyes: Those who have undergone the most powerful initiations conducted by the Dark Side Witches are forever marked by their experiences. One of the most common ways for this transformation to manifest is known as Witch Eyes. The initiate's irises begin to glow and dark patterns in the shape of primordial runes appear on the whites. Upon manifesting this trait, the initiate gains darkvision. If she already possessed darkvision from another source, then her darkvision improves so that it can still distinguish between colors in dark conditions. Additionally, all Witch Eyes manifest as either beguiling or terrifying. Beguiling eyes grant a bonus Rank to the Bluff Skill while terrifying eyes grant a bonus Rank to Intimidate. The player must choose between the two kinds of eyes when they receive this Perk and, once made, the choice cannot be changed. Please note which type of eyes you have next to this Perk in your Bio. Note that the down side to Witch Eyes is that they can never be disguised. They glow through any coverings (however, they do reflexively dim when the possessor is attempting an act of stealth) and illusions simply fail to obfuscate them.
Prerequisites: Level 5+, Female, Have received initiation trials from a powerful elemental spirit, eyes.
Whirlwind Attack: Most people would be in dire straits when surrounded by enemies. Not so you. When surrounded by multiple opponents, you can attack all nearby opponents in an amazing twirling melee attack. The sheer ferocity of this attack is easily capable of driving most opponents back away from your blows. This attack costs 3 AP to execute, and targets all opponents within immediate melee range.
Prerequisites: The Spring Attack and Combat Expertise perks.
Zero-G Training: You are trained to operate normally in low or zero gravity conditions. You no longer suffer a minus-one AP penalty when in zero or microgravity.
Prerequisites: Agility 13 and a Rank in the Acrobatics Skill.