Star Wars: Dark times
You might now know much about the guns and armor mouth-breathing grunts use, but you sure as hell know how to manufacture energy weapons and armor. You have +20 to your skill when making qualifying equipment.
Ranks: 1 Requirements: IN 9, Science: 75%
You are extremely skilled at making conventional body armor (Non cortosis/high tech). You have +20 to your skill when making qualifying equipment.
Ranks: 1 Requirements: IN 8, Repair 75%;
You can punch or kick a locked object and add d10 x5 to the Lockpick check. However, if successful, this automatically opens the object and is always noisy.
Ranks: 1 Requirements: Lockpick 75%;
Bigger They Are
Your attacks with melee weapons have a greater chance of knocking an opponent over. And when they are knocked over they get knocked back farther. Double the knock back chance and distance for any melee attack (not unarmed).
Ranks: 1; Requirements: ST 6 and Melee 75%;
Body’s Still Warm
Your skill at theft is so calmly focused that you can steal in combat. Though it is difficult (+10 Difficulty) you may select an enemy in combat for theft and steal one of their unequipped items.
Ranks: 1; Requirments: Unarmed 40%Steal 100%;
Quantity is the name of the game, and you’re holding all the cards. When you buy and sell goods, you get a +25% when you sell five at once.
Ranks: 1: Requirements: Barter 75%;
Child At Heart
You bond well with children and have special options when dealing with them.
Child Of the wilderness
You are skilled at stalking and killing in the wild. You gain +5 to damage against all animals and plants. You also have +5 to relevant skills when making equipment.
Rank 1: Requirements: Outdoorsman 50%, Melee 25%, Explosives 25%
You have the ability to make complex traps, bombs, and general explosives for a variety of nefarious purposes. You have +15 to your skill when making qualifying equipment.
Ranks: 1, Requirements: IN 8, Traps 50
You have a talent for building weapons and ammunition. Your skill when making qualifying equipment is +15%.
Ranks: 1; Requirements: Repair 50%
In Your Face
Opponents suffer a -20% penalty with any firearm or Thrown weapon attack when you are within 1 hex and holding melee weapons or are unarmed.
Ranks: 1; Requirements: Melee 75% or Unarmed 75%;
Your thievery is so smoothly executed that you can easily steal two items from someone for every single successful Steal check.
Rank: 1 Requirements: Sneak 50 Steal 75%
All items you find that are worth 1-5 credits are worth five times as much when you trade them.
Ranks: 1; Requirements: Barter 50%;
You’re an MVP! With every rank, you add 5 points to your Melee and Throwing Skills.
You receive an additional 15% critical chance for melee or unarmed attacks. Additionally, a sneak attack critical does 25% more damage.
Rank: 1 Requirements: Sneak 120% Melee or Unarmed: 150%
Man you are paranoid, but it pays! Each Rank of this perk increases your detection attribute by 30%.
Rank: 3 Requirements: Perception 3
You have a talent for making medical supplies. You gain a +15% bonus when making qualifying equipment.
Rank: 1 Requirement: Doctor 50%
Each rank raises your speech and barter skills by 5.
You are so well versed in the artificial IN routines of droids that they suffer a -20% penalty to hit you.
Ranks: 1; Requirements: Science 75 and IN 8;
You know that your trusty sluggers won’t jam like those blaster pistols. And hey, if you can’t drop someone in six shots (or five) you need to spend more time at the firing range. When using slug weapons you never suffer critical failures, gain +4 to range.
Ranks: 1 Requirements: Small Arms 75% and PE 8;
When you find a recently destroyed droid, there is a good chance you will be able to salvage something useful from it.
Ranks: 1 Requirements: Repair 50% and PE 8;
You’ve learned how to suck up to your superiors. You get +1 Charisma for reaction roles when dealing with authority figures for each rank of this perk.
You won’t go down without a fight! When your hit points drop below 20% of your maximum, you get an additional +5 Damage Threshold to all types of damage.
Ranks: 1 Requirements: First Aid 40%, Endurance 6
You know exactly what is going on in combat. This perk gives you more information when you examine a critter. You can see their exact number of hit points and the weapon they are armed with, if any.
Ranks: 1 Requirements: Perception 5
Black Widow/Lady Killer/Cherchez La Femme
You gain +2 Damage to all members of the chosen sex, and may have special options when dealing with them.
Bonus HtH Damage
You have learned a special technique to deal more damage with your fists and melee weapons. Your character gains a +2 bonus to Melee Damage for each level of this perk.
Ranks: 3 Requirements: Agility 6, Strength 6,
Your character has learned to be wary of the world around him. His perception is increased to +3 when determining where he begins in random encounters.
Ranks: 1 Requirements: Perception 6
Looks like all those study skills courses paid off. With this perk you gain 50% more skill points per book read.
Ranks: 1 Requirements: Intelligence 6,
As a “child of the bottle,” you fight better when you are drunk. You receive a 20% bonus to your Unarmed skill when under the influence of alcohol.
Ranks: 1 Requirements: Unarmed 60%
Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character’s Sequence by +2.
Ranks: 3 Requirements: Perception 6
Characters with faster healing just plain heal faster. For each rank of this perk, your character gains a +2 to the Healing Rate statistic.
Ranks: 3 Requirements: Endurance 6
You have become an expert at firing from a moving speeder. You do not suffer the normal 10% penalty when firing from a land vehicle in motion.
Ranks: 1 Requirements: Small guns or big guns 40%, Agility 6
Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 5-10 points (1d6 +4). The second rank adds +10-20 (2 X (1d6 +4)).
Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%,
Kama Sutra Master
This perk confers great stamina and skill when doing the dirty.
Ranks: 1 Requirements: Endurance 5, Agility 5
Your reflexes have developed to make you a very fast driver. Of course, that doesn’t necessarily mean you are any safer. Characters with this perk can make a land vehicle go 25% faster than the vehicle’s maximum speed.
Ranks: 1 Requirements: Pilot 60%, Perception 6, Agility 6
Your character can see better in darkness when you select this perk. Negative modifiers for dark conditions are reduced by 50%. Must be all the carrots you ate.
Ranks: 1 Requirements: Perception 6
It only takes two action points instead of four to swap equipment in combat.
Ranks: 1 Requirements: Agility 5
Your character can see further in the wilderness. Maps are easier to read. It is up to the GM to determine exactly how this works. Special encounters and items are a little easier to find with this skill as well.
Ranks: 1 Requirements: Perception 7
Each rank of this perk will increase your Intelligence by +1 for rolls against that Stat when attempting to smooth-talk NPCs.
Ranks: 3 Requirements: Intelligence 4
You can heal people much faster than the usual doctor in combat. When attempting to help a fallen comrade, it only takes 5 APs to use your skill.
Ranks: 1 Requirements: First Aid 75%, Doctor 50%, Agility 6
If your character is about to be knocked down in combat, he can roll a percentile dice and has a 50% chance to avoid that fate.
Ranks: 1 Requirements: Strength 6
This perk increases Carry Weight by 50 lbs.
Ranks: 1 Requirements: Strength 6, Endurance 6
Gain a +25% bonus to the Outdoorsman skill with this perk.
Ranks: 3 Requirements: Endurance 6, Intelligence 6, Outdoorsman 40%, Level 3
Each Rank of this perk increases your experience earned by 5%.
This perk confers a one-time bonus of +10% to Sneak, Lockpick, Steal, and Explosives.
Ranks: 3, Requirements: AG 4 PE 4;
This perk confers a +10% Bonus to Damage Resistance to all types of damage.
Ranks: 1 Requirements: Endurance 6, Luck 6,
Your senses are very well developed. You gain a +2 bonus to Perception in the dark, and penalties for light levels are reduced by 50%. You also gain a 25% bonus to your detection score for spotting enemies who are sneaking around.
Ranks: 1 Requirements: Intelligence 5, Level 4
Years of exercise have made you very supple. It only takes you 1 AP to change your stance in combat.
Ranks: 1 Requirements: Sneak 60%, Agility 6, Level 4
Hit the Deck!
You react very quickly to the sound of an explosive coming your way. You only take ½ damage from ranged explosive weapons, round up. This includes damage from concussion and shrapnel.
Ranks: 1 Requirements: Agility 6
You do an additional 5 points of unarmed damage per rank.
Rank: 3, Requirements Strength 4
You have some natural leadership abilities and have managed to cultivate them. Any party member within 10 hexes of you gains +1 to their Agility, up to their racial max, and +5 to their Armor Class. You do not get these benefits – that’s the price of being a leader.
Ranks: 1 Requirements: Charisma 6,
You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this perk gain +10% to all skill rolls when at least 10 hexes away from all of the other members of the party.
Ranks: 1 Requirements: Outdoorsman 50%, Charisma < 5,
You crawl like a baby. Well, you crawl like a very fast baby. You can move at your normal rate (1 AP per hex) while crouching or prone.
Ranks: 1 Requirements: Sneak 60%, Agility 6
You have a fear of death that allows you to fight harder when you are wounded. When your character’s HP drop below 50% of their maximum, your character gains a +1 Strength bonus, but cannot go above the racial maximum.
Ranks: 1 Requirements: Strength 1-9
You have learned to take longer strides in combat. For each level of this perk, your character can move 2 more hexes in combat. The first two hexes a character moves do not cost any APs.
Ranks: 2 Requirements: Agility 5
Bonus Ranged Damage
You know just where to hit to make it hurt more. Every shot that successfully hits the target does +2 damage for each rank of this perk.
Ranks: 2 Requirements: Agility 6, Luck 6
Every rank of this perk will add +2 skill points when your character gains a level, including this level!
Ranks: 3 Requirements: Intelligence 6
You get a better idea of what to say to an NPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way.
Ranks: 1 Requirements: Perception 7, Intelligence 5
Random encounters yield more money. Of course, you have to take it off the cold, dead bodies of your opponents. How much money is up to the GM.
Ranks: 1 Requirements: Luck 8
This perk increases your odds to win at gambling by 20%.
Ranks: 1 Requirements: Gambling 50%
In areas of darkness, or at night, characters with this perk gain +20% to their Sneak skill.
Ranks: 1 Requirements: Sneak 60%
While using a pistol or similar one handed weapon, you receive a +20% to hit.
Your character’s innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to Steal.
Ranks: 1 Requirements: Steal 50%, Karma > 49
For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
Characters with this perk cause more critical hits in combat. Each rank adds +5% to the Critical Chance statistic.
Ranks: 3 Requirements: Luck 6
This perk gives a one-time bonus of 10% to Speech and Barter.
Ranks: 1 Requirements: Barter 50%, Speech 50%, Level 6
Each rank of this Perk adds +15 lbs. to your character’s Carry Weight statistic.
This perk reduces travel time in space by 25%. You just have a knack for finding those good paths.
Ranks: 1 Requirements: Intelligence 6, Science 60%
You gain a +1 bonus to your Charisma for reaction rolls for each rank of this perk.
Ranks: 3 Requirements: Charisma 6
It only costs you one AP to stand up after being knocked down.
Ranks: 1 Requirements: Agility 5,
Each rank of this perk increases the Radiation Resistance of your character by 15%.
Ranks: 2 Requirements: Endurance 6, Intelligence 4
This perk adds +15% to Outdoorsman.
Ranks: 1 Requirements: Perception 6
Your character becomes a better salesman with this perk. +20% to the Barter skill.
Ranks: 1 Requirements: Barter 50%
This perk allows characters to run and sneak at the same time.
Ranks: 1 Requirements: Agility 6, Sneak 50%,
This perk adds +25% to Poison Resistance.
Ranks: 1 Requirements: Endurance 3
You know how to bounce when you hit the ground! You take 25% less damage from falling and from vehicle wrecks. In addition, you get a 10% bonus to your Pilot skill.
Ranks: 2 Requirements: Strength 6, Endurance 6, Agility 6
You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a 50% chance to avoid being knocked unconscious. With the second rank, that chance increases to 75%.
Ranks: 2 Requirements: Strength 7
Each time you attack an insect-like creature, you deal an additional 50% damage.
Ranks: 1 Requirements: Intelligence 4, Science 40%
Rad count does not have physical side effects below 400
Ranks: 1; Requirements: EN 7, Level 7;
You are the king or queen of smooth talking. Whenever you are caught stealing, your character can try to talk his or her way out of the situation with a lesser penalty to speech. How much is up to the GM
Ranks: 1 Requirements: Charisma 7, Speech 70
With this perk, you gain double the normal hit points when you go up a level.
Ranks: 1 Requirements: Strength 7, Endurance 5,
While using a rifle (or similar two-handed weapon) you receive an extra 25% to hit.
Your body has adapted to the use of the stims. Positive effects of stims are doubled, and the addiction rate for them are halved.
Ranks: 1 Requirements: Endurance 5,
You’re obsessed with the really big weapons on your ship. With every rank of this perk, you gain +15 points to your Big Guns Skill.
Ranks: 3; Requirements: EN 5
Your character spends a lot of time with animals. A LOT of time. Animals will not attack one of their friends, unless the animal is threatened or attacked first. They may even help you against your enemies if you become really good friends
Ranks: 2 Requirements: 5 Intelligence, 25% Outdoorsman,
Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). In addition, your chance to cause damage to a limb is increased by 50%. If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH!
Ranks: 1 Requirements: Perception 6, Luck 6, Agility 4,
Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate – it will be reset, so the Bomber can try again.
Ranks: 1 Requirements: Explosives 60%, Intelligence 6,
Your character has learned how to handle explosives like a pro. For characters that like to blow things up, there is nothing better than this perk. Explosives set or used by this character do 50% more damage and will always detonate on time.
Ranks: 1 Requirements: Agility 4, Explosives 90%,
Your character has developed into a slippery little rat. This perk will lower your character’s chances to be hit in combat. Armor class increases by +5 for each rank.
Ranks: 2 Requirements: Agility 6,
Driving City Style
Your character has picked up some aggressive driving techniques. She gets a one time 30% bonus to Pilot skill in land vehicles, and any rolls against stats made while behind the wheel get a +2 bonus.
Ranks: 1 Requirements: Perception 6, Agility 5,
This perk will make it more likely that your character will find those strange and interesting encounters and items. It is up to the GM to decide what those items and encounters are.
With this perk, you are much less likely to be addicted to stims (50% less likely, actually) and suffer ½ the withdrawal time as a normal person.
Ranks: 1 Requirements: 5 Endurance
Here and Now
With this perk, your character immediately gains enough experience points to go up to the next level. If a character chose this perk at level 9, they would gain enough experience points to go to level 10, placing them at a total of 45,001 experience points.
Your Karma ran over someone’s Dogma. Karma is doubled for the purposes of reaction.
Ranks: 1 Requirements: Charisma 6
Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a +4 bonus to Agility.
Ranks: 1 Requirements: Agility 5, Luck 5
This perk confers a one-time 30% bonus to your Barter skill.
Ranks: 1 Requirements: Charisma 7, Barter 60%,
Shift in the force
Picking this perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, eh?
When you select this perk, there is a chance (30% + (2 X LK)) that your character will gain a temporary ally, but only in random encounters. The GM will choose that ally.
Ranks: 1 Requirements: Luck 4,
This perk will make your character do horrible things with fire – to other people. He or she does +5 points of damage with fire-based weapons.
Ranks: 1 Requirements: Explosives 75%,
You can find more ammo than normal. You always find double the normal ammunition in random encounters.
Ranks: 1 Requirements: Luck 8,
With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat.
Ranks: 2 Requirements: Perception 7, Intelligence 6,
This perk gives a one-time bonus of 20% to the Speech skill.
Ranks: 1 Requirements: Speech 50%,
Your battle-weary flesh has hardened into an armor of its own. You gain +3 to all thresholds except for fire but you lose 1 point of charisma
Ranks: 2 Requirements: Endurance 6, charisma 2
Your character knows how to make the most out of every moment. For each rank of this perk, the character gets an additional Action Point each combat turn.
Ranks: 2 Requirements: Agility 5, Level 12
Cult of Personality
Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the “wrong” kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure.
Ranks: 1 Requirements: Charisma 10, Level 12
Increases your Agility by +1 permanently.
Ranks: 1 Requirements: Agility below racial max, Level 12
Increases your Charisma by +1 permanently.
Ranks: 1 Requirements: Charisma below racial max, Level 12
Increases your Endurance by +1 permanently.
Ranks: 1 Requirements: Endurance below racial max, Level 12
Increases your Intelligence by +1 permanently.
Ranks: 1 Requirements: Intelligence below racial max, Level 12
Increases your Luck by +1 permanently.
Ranks: 1 Requirements: Luck below racial max, Level 12
Increases your Perception by +1 permanently.
Ranks: 1 Requirements: Perception below racial max, Level 12
Increases your Strength by +1 permanently.
Ranks: 1 Requirements: Strength below racial max, Level 12
If your character is not carrying any weapons in either hand, at the end of a combat turn, the character gains 3 points of AC instead of the normal 1 for each unused Action Point.
Ranks: 1 Requirements: Unarmed 75%, Level 12
Benefits: Every time your character gains a level, he or she gains an additional 4 HP for each level othis perk. With two ranks, thats +8 HP per Level!
Ranks: 2 Requirements: Endurance 4, Level 12
This perk confers a +10% bonus to Doctor. Since characters with this perk have greater knowledge of anatomy, they also do +5 points of damage with every attack to living creatures.
Ranks: 1 Requirements: Doctor 60%, Level 12
This perk gives a one-time bonus of 15 points to both the Lockpick and Steal skills.
Ranks: 1 Requirements: Lockpick 50%, Steal 50%, Level 12
This perk gives a one-time bonus of 10% to First Aid and Doctor.
Ranks: 1 Requirements: First Aid OR Doctor 40%, Level 12
This perk gives a one-time bonus of 10% to both the Repair and Science skills.
Ranks: 1 Requirements: Repair 40% or Science 40%, Level 12
Speeder WarriorYou have learned how to drive and shoot at the same time. You do not suffer any penalties when driving vehicles and making attacks at the same time.
Ranks: 1 Requirements: Pilot 60%, Intelligence 6, Level 12
You do an additional 25% damage to any droid you attack. In addition, if you sneak up on a droid undetected, you can “activate” it from behind and shut it down permanently.
Ranks: 1 Requirements: Science and Repair 70%
Pick an additional Tag Skill.
You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within 10 hexes of your character, he or she gains +10% to all skills.
Ranks: 1 Requirements: Charisma 4, Level 12
This perk adds +3 Strength for the purposes of strength requirements for handling and firing weapons.
Ranks: 1 Requirements: Agility 5, Level 12
All stim effects last twice as long.
Ranks: 1 First Aid 50%, Doctor40%, Level 14
A higher power has taken a liking to you. Anytime a roll fails(or succeeds against you), you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24-hour period.
Ranks: 1 Requirements: Charisma 8,
Bonus HtH AttacksYour character can make more hand-to-hand or melee style attacks per combat turn with this perk. The AP cost to use a HtH or Melee attack is reduced by 1.
Ranks: 1 Requirements: Agility 6,
Bonus Rate of Fire
Your trigger finger is a little faster than normal. Each ranged weapon attack costs one less AP to perform. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Agility 7, Intelligence 6, Perception 6,
Mental Block is the ability to tune out any outside mental interference. You must have learned this talent from a passing guru, or from a really late night at the bar. For purposes of determining range in combat AND finding traps ONLY, your character’s Perception is raised by 1, up to the racial maximum. It may have another effect, as your able to block out psychic static.
Characters with this perk gain a 25% bonus to their Steal skill for the purposes of stealing from other characters or NPCs.
Ranks: 1 Requirements: Agility 8, Steal 80%,
Bend the Rules
With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for level requirements. You rule!
Ranks: 1 Requirements: Luck 6,
If completely unarmed, once per every 3 rounds you can completely paralyze an opponent for 3 rounds with a successful unarmed attack.
Ranks: 1; Requirements: Unarmed 150
While sneaking successfully, characters with this perk do double damage using HtH or melee attacks if they can hit their opponent in the back (backstab!)
Ranks: 1 Requirements: Agility 10, Sneak 80%, Unarmed 80%,
Grim Reaper’s Spirit
Every time you kill an opponent all your action points are automatically restored. Limit once per Round.
The slayer walks the earth! In HtH or melee combat, characters with this Perk do a critical hit with a successful roll against Luck!
Ranks: 1 Requirements: Agility 8, Strength 8, Unarmed or melee 80%,
When using a ranged weapon, your character will do a critical hit with successful roll against Luck and this perk.
Ranks: 1 Requirements: Agility 8, Perception 8, small guns or energy weapons 80%,