Equipment Perks
You can further enhance your tools and weapons through Equipment Perks that influence how you operate or utilize your chosen Equipment in which you have developed Training. Your Equipment Perks will serve as a reflection of your ability to handle your Weapons and Armors by altering their effects and practical uses both in battle and while exploring. Equipment Perks are limited by your chosen Equipment Training and Class Abilities selected with each Rank up and can also require another Perk before becoming accessible.
Melee Weapon Perks
Melee Ascendant
Prerequisite: Any Melee Weapon
Increase your Weapon Scale with all Melee Weapons by One(1).
Melee Weapon Training
Prerequisite: Any Melee Weapon
You may place your Equipment Rank into any Melee Weapon during a Level up, regardless of your Class Equipment List.
Heavy Blow
Prerequisite: Any Melee Weapon
You can reduce your Attack Roll by minus One(-1) to increase a potential Damage Roll by plus Two(+2) with any Melee Weapon. In addition, you can utilize Heavy Blow multiple times in a single Attack Roll. However, you must declare Heavy Blow before the results of your Attack Roll.
Vice Grip
Prerequisite: Any Two(2) Handed Melee Weapon
You can wield a Two(2) Handed Melee Weapon with One(1) Hand when equipped to your Main Weapon Slot. Doing so will reduce your Power Attribute Bonus to Melee Weapon Damage to your Full Power Attribute, down from One & a Half (1 ½) of your Power Attribute.
Dual Fang
Prerequisite: Dual Wield(Combat Perk) & Light Weapon
You do not suffer a Dual Wielding Penalty to your Off-hand Attack Rolls made with a Light Melee Weapon.
Knife In The Dark
Prerequisite: Light Weapon & Stealth Class Ability
Your successful Attacks made with Light Melee Weapons from Stealth will bypass a Target's Damage Resistance of any kind.
Martial Lunge
Prerequisite: Blade or Polearm Weapon
You can perform a Sidestep to be Adjacent to your Target as a part of a Melee Weapon Attack with a Blade or Polearm Weapon.
Opening Thread
Prerequisite: Parry Training(Combat Perk) & Blade Weapon
A successful Parry with a Blade Weapon causes your Target to lose their Equipment Bonus to their Physical Armor until they take a Move Action.
Decisive Strike
Prerequisite: Opening Thread
Whenever you successfully Parry an incoming Melee Weapon Attack, you may attempt a Melee Weapon Attack as a Free, Immediate Action.
Overhead Smash
Prerequisite: Hammer or Warhammer Weapon
Your Critical Hits with Hammer or Warhammer Weapons will require your Target to pass a Physical Save against your Attack Roll or become knocked Prone.
Throwing Weight
Prerequisite: Hammer or Warhammer Weapon
You can take a Sidestep as a part of a Melee Weapon Attack with a Hammer or Warhammer Weapon. Your Sidestep occurs after the results of your Attack Roll.
Southpaw
Prerequisite: Dual Wield(Combat Perk) & Fist Weapon
You do not suffer a Dual Wielding Penalty to your Off-hand Attack Rolls made with a Fist Melee Weapon.
Open Palm
Prerequisite: Fist Weapon
You gain a plus Five(+5) bonus to your Maneuvers while your Hands are empty.
Defensive Posturing
Prerequisite: Polearm or Staff Weapon
As a Reaction to a Creature taking a Sidestep to move Adjacent to you, you can take a Sidestep away from the Creature. This movement can not trigger an Attack of Opportunity.
Mount Slayer
Prerequisite: Polearm or Greatblade Weapon
Your Melee Weapon Attacks Targeted at a Mount or Vehicle also register a Critical Hit on a Roll of Nine(9).
Break Check
Prerequisite: Mount Slayer
Your Critical Hits against Mounts or Vehicles will require the rider to make a Drive Ability Check against your Attack Roll, or they are thrown from their Mount or Vehicle and knocked Pronely.
Spearwall
Prerequisite: Polearm Weapon & Any Shield
You can perform Two(2) Handed Polearm Attacks even with a Shield equipped in your Off-hand.
Wide Arc
Prerequisite: Greatblade or Warhammer Weapon
Your successful Two(2) Handed Melee Weapon Attacks inflict Minimum Damage on any Creatures Adjacent to your Target.
Battle Staff
Prerequisite: Staff Weapon
Your Off-hand remains Free while wielding a Staff Weapon.
Pole Vault
Prerequisite: Staff Weapon & Acrobatics Class Ability
When performing an Acrobatics Ability Check to Jump with a Staff Weapon Equipped, Double(2*) your Vertical Distance.
Ranged Weapon Perks
Ranged Ascendant
Prerequisite: Any Ranged Weapon
Increase your Weapon Scale with all Ranged Weapons by One(1).
Ranged Weapon Training
Prerequisite: Any Ranged Weapon
You may place your Equipment Rank into any Ranged Weapon during a Level up, regardless of your Class Equipment List.
Lethal Intent
Prerequisite: Any Ranged Weapon
You can reduce your Attack Roll by minus One(-1) to increase a potential Damage Roll by plus Two(+2) with any Ranged Weapon. You can utilize Lethal Intent multiple times in a single Attack Roll. You must declare Lethal Intent before the results of your Attack Roll.
Rapid Reload
Prerequisite: Any Ranged Weapon
You reduce the amount of time it takes you to Reload a Ranged Weapon by a single stage. For example, a Two(2) Handed Ranged Weapon can be Reloaded as a Standard Action, down from a Full Action, and a One(1) Handed Ranged Weapon can be Reloaded as a Move Action.
Tight Shot
Prerequisite: Any Ranged Weapon
You no longer suffer a Penalty to your Attack Roll for attempting a Ranged Weapon Attack against an Adjacent Target. However, you still provoke an Attack of Opportunity when making a Ranged Weapon Attack against an Adjacent Target.
Point Blank
Prerequisite: Tight Shot
Your Ranged Weapon Attacks made against Adjacent Targets inflict additional Damage equal to Half(½) of your Skill Attribute.
Hipshot
Prerequisite: Sidearm or Handcannon Weapon
You Threaten Adjacent Spaces while you have a Sidearm or Handcannon Weapon Equipped.
Pistolero
Prerequisite: Sidearm or Handcannon Weapon
Your One(1) Handed Ranged Weapon Attacks no longer provoke an Attack of Opportunity from Adjacent Targets.
Quick Draw
Prerequisite: Sidearm or Handcannon Weapon
You begin any Combat with a One(1) Handed Ranged Weapon Equipped.
Gun Twirl
Prerequisite: Quick Draw
You always Act during an Ambush. Therefore, your 'Quick Draw' Weapon is always fully loaded.
Precision Shooter
Prerequisite: Rifle or Longarm Weapon
Your Two(2) Handed Ranged Weapon Attacks ignore any circumstantial bonuses to Armor granted by Cover.
Broadside Of A Barn
Prerequisite: Rifle or Shotgun Weapon
You gain a plus Three(+3) to your Ranged Weapon Damage for each Size Category your Target is Larger than you.
Burst Fire
Prerequisite: Rifle or Chaingun Weapon
You can make an Off-hand Ranged Weapon Attack as though you were Dual Wielding while equipped with a Two(2) Handed Ranged Weapon. However, Off-hand Ranged Attacks still consume Ammo.
AT Rifling
Prerequisite: Longarm Weapon
Your Longarm Weapon Attacks gain Armor Penetration equal to your Full Skill Attribute.
Spread Buster
Prerequisite: Shotgun Weapon
Your Shotgun Ranged Weapon Attacks gain a Splash Radius of One(1).
Blast Back
Prerequisite: Shotgun or Chaingun Weapon
Your Critical Hits with Shotgun or Chaingun Weapons will Knockback your Target One(1) Space away from you.
High-Velocity Propellant
Prerequisite: Chaingun or Launcher Weapon
You no longer suffer a Penalty to your Ranged Attack Rolls when Attacking a Target with height advantage when using a Chaingun or Launcher Weapon.
Shaped Charges
Prerequisite: Launcher or Thrown Weapon
You can choose to exclude individual Creatures caught in your Splash Radius from harm.
Implosion Canisters
Prerequisite: Launcher or Thrown Weapon
Your Splash Weapons no longer inflict Splash Damage. Instead, increase your Weapon Scale with Splash Weapons by their Splash Radius.
Heaving Throw
Prerequisite: Thrown Weapon
You can use Two(2) Hands to attempt a Thrown Weapon Attack, increasing your Ranged Weapon Damage by Half(½) of your Power Attribute.
Cast Weapon Perks
Cast Ascendant
Prerequisite: Any Cast Weapon
Increase your Weapon Scale with all Cast Weapons by One(1).
Cast Weapon Training
Prerequisite: Any Cast Weapon
You may place your Equipment Rank into any Cast Weapon during a Level up, regardless of your Class Equipment List.
Fatal Concentration
Prerequisite: Any Cast Weapon
You can reduce your Attack Roll by minus One(-1) to increase a potential Damage Roll by plus Two(+2) with any Cast Weapon. Fatal Concentration can be utilized multiple times in a single Attack Roll. You must declare Fatal Concentration before the results of your Attack Roll.
Æther Shedding
Prerequisite: Catalyst Weapon
Your Æthercite Catalyst Weapon Attacks gain Armor Penetration equal to your Focus Attribute.
Parlor Kinesis
Prerequisite: Catalyst Weapon
You gain a passive, gentle Telekinesis with Tiny-size or Smaller Unattended Objects within your Effective Catalyst Range. Objects can only be gently moved by you and can not be forcefully thrown or used to inflict harm.
Tranquil Idol
Prerequisite: Catalyst Weapon
While outside of Combat and under calm conditions, Double(2*) the Effective Range of your Æthercite Catalyst Weapon.
Lineworker
Prerequisite: Kit Weapon
You can freely wield a Kit Weapon while using both hands to Climb as a part of an Athletics Ability Check.
Tape & Glue
Prerequisite: Kit Weapon
You can use Repair Actions to restore Hit Points to Organic Creatures at Half(½) effectiveness.
Digital Access
Prerequisite: Driver Weapon
You gain a plus Five(+5) bonus to your Rolls made to interact with Mechanical Creatures, Objects, or Devices when facilitating your Action through your Lumen Driver Weapon.
Tactile Relay
Prerequisite: Driver Weapon
You can instantly transfer large amounts of Data between your Lumen Driver Weapon and a Terminal by touch contact.
Quantum Encryption
Prerequisite: Matrix Weapon
Your Bound Machines gain a plus Five(+5) bonus to Force Saves made to resist a Miscognition or Possession Effect while within your Effective Matrix Range.
Waveform Trigonometry
Prerequisite: Matrix Weapon
Increase your Effective Matrix Range by plus Five(+5) when using your Matrix Controller to issue a new Command to a Bound Machine.
Hushed Injection
Prerequisite: Compound Weapon & Stealth Class Ability
Your Apothicine Ability Checks and Cast Weapon Attacks made from Stealth using a Compound Injector Weapon no longer incur a penalty to your Current Stealth Ability Check.
Just A Pinch
Prerequisite: Compound Weapon & Apothicine Class Ability
Increase your Healing Modifier by plus Five(+5) when using a Compound Injector Weapon to restore Hit Points.
Potent Poisons
Prerequisite: Compound Weapon
Increase your Poison Effects by One(1) when administered through your Compound Injector Weapon.
Armor Perks
Armor Training
Prerequisite: Any Armor or Shield
You may place your Equipment Rank into any Armor or Shield during a Level up, regardless of your Class Equipment List.
Extra Pockets
Prerequisite: Cloth or Light Armor
Increase your total Inventory Slots by plus Two(+2).
Lightfoot
Prerequisite: Cloth or Light Armor & Stealth Class Ability
You can move up to your Full Speed while Stealthed, up from moving Half(½) Speed while Stealthed.
Meshweave
Prerequisite: Cloth or Light Armor
Your Armor gains Damage Resistance equal to your Equipment Rank against all sources of Slash/Pierce Damage.
Travel Light
Prerequisite: Cloth or Light Armor
Increase your Speed by plus One(+1) for every Two(2) unoccupied Inventory Slots you possess.
Barb & Bristle
Prerequisite: Heavy or Plate Armor
Whenever you are the Target of a Grapple Maneuver, inflict Five(5) stacks of Bleed on your Grappler. In addition, you can choose to inflict Five(5) stacks of Bleed on your Target in place of your Action when maintaining a Grapple.
Fitted Protection
Prerequisite: Heavy or Plate Armor
You no longer suffer Encumbrance while wearing Heavy or Plate Armor.
Indomitable Presence
Prerequisite: Heavy or Plate Armor & Intimidation Class Ability
You gain a plus Five(+5) bonus to Intimidation Ability Checks made to Taunt a Creature while wearing Heavy or Plate Armor.
Thick Skin
Prerequisite: Heavy or Plate Armor
Each point of Encumbrance you possess grants you a plus Two(+2) bonus to your Physical and Force Armors.
Bounding Disc
Prerequisite: Light Shield & Thrown Weapon
Whenever you use your Light Shield as a projectile for a Thrown Weapon Attack, on a success, the Shield rebounds off of your Target back to your position. You can catch the Shield as a Rapid Action; otherwise, it falls to your feet.
Breakaway Shield
Prerequisite: Light Shield
You can give your Shield the Broken Condition to Negate a Critical Hit or Sneak Attack against you as a Free Action.
Burden To Bear
Prerequisite: Heavy Shield
You no longer suffer Encumbrance while wearing a Heavy Shield.
Shielded Push
Prerequisite: Heavy Shield
You gain a plus Five(+5) bonus to Maneuvers made to Knockback your Target while you have a Heavy Shield Equipped.
Rapid Recharge
Prerequisite: Energy Shield
You can Recharge a Discharged Energy Shield as a Rapid Action, down from a Move Action.
Resilient Barrier
Prerequisite: Energy Shield
Your Energy Shield no longer Discharges when a Critical Hit strikes you.
Elemental Perks
Alchemization
Prerequisite: Any Element
Whenever you inflict Elemental Damage, you can alter the damage to a different Trained Element.
Elemental Absorption
Prerequisite: Any Element
Whenever you reduce incoming Elemental Damage through Damage Resistance, restore the amount of Damage mitigated to your current Action Points.
Elemental Alignment
Prerequisite: Any Element
Select a single Trained Element. You gain a plus Ten(+10) bonus to Impacts and Saves made to interact with your chosen Element. You suffer a minus Five(-5) penalty to Impacts and Saves made to interact with any other Element.
Elemental Ascendant
Prerequisite: Any Element & Any Weapon
Increase your Weapon Scale with any Weapon that inflicts Elemental Damage by One(1).
Elemental Proficiency
Prerequisite: Any Element
You may place your Equipment Rank into any Element Training during a Level up, regardless of your Class Equipment List.