Armor Training (type)
You know how to make the most of one type of armor. Choose a type of physical protection. With this armor, your protection level increases by one die type. For example, if mail armor normally has d8 physical protection, armor training (mail) will raise its protection to d10 for you. If you take this perk again, it applies to a different type of armor.
Attribute Point (type)
Instead of gaining a perk, one of your attributes improves. Your score in this attribute increases by one point.
You make small weapons matter when enemies drop their guard. If you use a tiny or small, close range weapon to attack an opponent who doesn’t use a Defense action against your attack, you cause two extra points of damage. This does not increase minimum damage above one.
Bonus Action (skill)
Your expertise in a particular skill lets you accomplish more when using that skill. With one skill, you gain a bonus action at the start of each extended conflict round for every four points that your score in the skill’s normal attribute exceeds eleven. The bonus action must use the skill’s normal attribute. If you take bonus action (magic), the perk applies to all powers you use. Taking this perk again does not increase your number of potential bonus actions, but it allows you to choose a different skill for your bonus action.
For example, if your character has a bonus action (persuade) perk and a metaphysical score of 20, you would gain two bonus metaphysical actions each round for Persuade contests, one for having at least 15 points in MP, and the second for having at least 19 points. If you then take bonus action (movement) and your character has a physical score of 15, you would gain another bonus action for Movement, but not for Persuade.
You know how to survive in battle. You may add one hero point to any of your protection rolls. This does not reduce the minimum damage from an attack Pro below one.
You are trained in the use of a secondary weapon instead of a shield. If you bear a second weapon or a dual weapon in hand, you can use either weapon to add +2 to your parry contests.
You have a special, metaphysical bond with your domesticated animal. If your pet’s level is less than your character level, it gains a human-like personality and +4 to its metaphysical attribute score.
Fear, magic or otherwise, holds no sway on you. You are immune to fear, even that created by a Power.
Your faithful companion, cohort, or sidekick gains a character level. This perk cannot raise your companion’s level to equal or exceed yours.
Your attacks affect opponents on a metaphysical level. When your attack would cause Physical or Mental damage, you may choose to inflict one point of Metaphysical damage instead.
You are much bigger than the average person. You may use a physical action with the movement skill to designate one defensive posture opponent as being in offensive posture, relative only to you. This designation remains until you designate a different opponent, or your designated opponent uses a movement action to undo this condition. Your opponent may flee or change postures as normal.
Your actions are the stuff of legend. If you are level 5 or higher, you roll hero points with a d8 instead of a d6.
You have a tendency to be saved by luck. If taking damage causes you to exceed max damage in any damage pool, you may spend a hero point to undo the disabled condition.
Your spirit is more powerful than your body. Your metaphysical max damage increases by four. You may take this perk again to continue increasing your max MP damage.
You know how to use your body as a fighting machine. When unarmed and unarmored, your attacks cause d6 physical damage and your physical protection is d4, instead of the base d4 damage and zero protection.
You know how to make many targets feel your magical power. You may add a number up to your metaphysical attribute bonus to a power’s number of targets, but your power’s MP cost increases by that number as well. This perk can be used only on powers with a Target attribute of “multi.”
Your spirit is hardened against assault. You gain d4 natural metaphysical protection.
You are capable of feats that no other can perform. If you are character level 9 or higher, you use a d10 for hero points instead of a d6 or d8.
Off the Mark
You know how to get the jump on opponents. Whenever you roll an initiative contest, you gain +4 to that roll.
You get information from a higher power. Spend a hero point to get a hint from the Guide of Modos.
You can see more of the light spectrum than normal people can. At Close range, you suffer no vision penalties due to the lack of ambient light. Taking this perk again extends your benefit by one range increment.
You have a physical tool with which you create magic powers. Choose a unique object to be your implement, like a staff, book, diadem, wrist console, or lute. When you use an action to manipulate this object on your turn, you can then combine that action with magic actions for a power that you have not unlocked. The Guide will help you determine which powers your implement can unlock.
For example, if your implement is a spellbook, you may use only powers that are contained within the spellbook. To use a power from your spellbook, you must first spend an action to use the book, which unlocks a power from the book. During that round, you use the power as normal, adding attribute bonus and magic difficulty to your contest(s), but not skill points, since you don’t have the magic skill for that power.
Power Upgrade (new power)
One of your powers has evolved into something better. Choose a magic skill in which you have skill points. You may remove all skill points from this skill and add them to another magic skill that has the same power name or an effect related to your previous skill. Whether the effects are related is determined by you and the Guide.
You are only an instant away from being armed at any time. Readying your weapon is a non-action for you, as long as that weapon was previously holstered, sheathed, slung, or otherwise within reach.
You can reload your weapons in a flash. Whenever you reload a weapon, you need one less action than the listed reload time. Reload times reduced to zero in this way are treated as non-actions. Taking this perk again reduces reload times by another step.
You know how to finish your enemies. Whenever you roll damage, you may add one hero point to the damage result. This does not increase the minimum damage of a Pro attack above one.
Set to Stun
Your physical attacks have a stunning effect. When you cause physical damage, you may choose to deal 1 point of mental damage in addition. Opponents with mental protection may ignore this effect.
Skill Point (type)
Instead of gaining a perk, you gain another skill point. This perk does not alter your maximum skill point limit.
You can remain alert longer than most people. You are immune to sleep-inducing Powers, and need only half of the usual time for a full night of rest.
You are much smaller than the average person. You may use a physical action with the movement skill to designate one offensive posture opponent as being in defensive posture, relative only to you. This designation remains until you designate a different opponent, or your designated opponent uses a movement action to undo this condition. Your opponent may flee or change postures as normal.
Your training focuses on excelling at a particular skill. Choose a skill. If you choose a locked skill, this perk unlocks that skill. With this skill, your maximum skill points are not limited by your character level. Taking this perk again applies to a different skill.
Special Move (fight skill)
You have been honing a combat technique that has dramatic results. Choose a Fight skill for this perk. Before you make an attack with this skill, you may choose to use some or all of your skill points on your damage roll instead of that attack contest. Taking this perk again applies to a different fight skill.
You have great mental endurance. Your max mental damage increases by four. You may take this perk again to continue increasing your max mental damage.
Your mind is steel, resisting attack. Choose a type of mental protection. This mental protection increases by one die type. For example, this would grant natural protection of d4, or increase d6 mental protection to d8. If you take this perk again, it applies to a different type of mental protection.
Your body doesn’t know when to quit. Your max physical damage increases by four. You may take this perk again to continue increasing your max physical damage.
Weapon Training (type)
You wield one type of weapon like you were born with it. Choose a physical weapon type. For this weapon type, your damage die increases by one die type. For example, if your service pistol normally deals d6 physical damage, with this perk it deals d8 physical damage instead. Taking this perk again applies to a different weapon type.