Styles

Berserker (Strength & Body) - Whenever you use Berserk style you take a -2 penalty to threshold. Berserk costs 1 PP per round and you gain a level of fatigue when you exit berserk.

Rank Description
1 +1 Melee DV, Willpower and +1 MP per round
2 +1 Accuracy and +1 Fortitude
3 +1 Melee DV and +1 Willpower and +1 MP per round
4 +1 Accuracy and +1 Fortitude
5 Immunity to fear, emotion and any mind affecting trappings and effects. You no longer gain a level of fatigue for leaving berserk.

Combat Maneuver Specialist (Varies)

Rank Description
1 Choose one combat maneuver upon taking the perk tree that qualifies based on the attribute from which you entered here. All ranks affect only that combat maneuver. You reduce the penalty to perform that maneuver by 2.
2 Gain the tier 2 ability associatedwith your maneuver as outlined below.
3 When you successfully perform your combat maneuver against a foe if you have enough net hits to hit the targets threshold + 1 you may deal damage to him as if you hit him with no raises.
4 Gain the tier 4 ability associatedwith your maneuver as outlined below.
5 You reduce the penalty for your maneuver by a further 2.
Maneuver Entry Tier 2 Ability Tier 4 ability
Disarm Agility & Savvy You may choose which direction the disarmed item travels. You may disarm small worn items(such as amulets, gloves and rings), not just held items
Trip Strength & Agility Trippibg provokes attacks of opportunity On a successful trip you may reposition the target 1 hex
Reposition Strength & Body Movement from reposition now provokes attacks of opportunity You may reposition outside of your reach
Dirty Trick Intelligence & CCharisma Instead of dealing damage you may hit a target with a 2nd dirty trick. You must hityour target again (at threshold +1) and count excess hits normally after that. When yiu perform a 2nd maneuver you must still hit the target again, but coubt your total net hits from the first attack for both tricks.

Maneuver Master

Rank Description
1 You reduce the penalty on all combat maneuvers by 1.
2 When you expend a free action to perform a combat maneuver you may perform a 2nd maneuver. These may be 2 different maneuvers against the same target or the same maneuver against 2 seperate targets.
3 You reduce the penalty on all combat maneuvers by 1.
4 You may make a combat maneuver when making an aoo.

Cyber Soldier (Body & Intelligence)

Rank Description
1 You gain a free tier 1 implants. This does not count against the number of implants you may usually have
2 You gain a free tier 2 or less implant in a location different than all previous ranks of cyber soldier. This does not count against the number of implants you may usually have
3 You gain a free tier 3 or less implant in a location different than all previous ranks of cyber soldier. This does not count against the number of implants you may usually have
4 You gain a free tier 4 or less implant in a location different than all previous ranks of cyber soldier. This does not count against the number of implants you may usually have
5 You gain a free tier 5 or less implant. This does not count against the number of implants you may usually have

Defender (Strength & Body) - Defenders use a defensive stance to guard a piece of ground. Defensive Stance costs 1 PP per round and you gain a level of fatigue when you exit defensive stance. While in defensive stance you cannot move from your space and must remain standing.

Rank Description
1 +1 fortitude and Saving Throws
2 +1 Accuracy. While in defensive stance you can spend a move action to move 1 hex.
3 +1 to fortitude and saving throws.
4 +1 to Accuracy. Your threshold increases by 1.
5 You are immune to knockdown, trip, disarm, push/pull, reposition, stagger, paralysis and grapple. You no longer gain a level of fatigue for leaving defensive stance.

Maneuver Master (Agility & Intelligence -

Rank Description
1 You reduce the penalty for all combat maneuvers by 1.
2 You may deal your normal damage while performing any combat maneuver.
3 You reduce the penalty for all combat maneuvers by 1.
4 You may perform 2 combat maneuvers with one action. When you choose to do so you cannot also deal your normal damage. For instance you can perform the trip maneuver and the disarm maneuver with a single attack. You only take 1 penalty for the maneuvers, from whichever maneuver has the highest penalty.
5 For 1 PP you may make one combat maneuver per round without expending your free action. This allows you to make multiple combat maneuvers per round if desired. These maneuvers can be combined with a 2nd maneuver or deal damage as normal.

Parkour (Strength & Agility)

Rank Description
1 You gain a new skill, Parkour. Parkour is calculated from your strength+agility. Parkour incorporates all aspects of both acrobatics and athletics. If you gain a bonus to either acrobatics or athletics you only add half its value, rounded down.
2 wall run – while sprinting, at the cost of 1 PP, you may run up, down or sideways on a wall. Each hit is one meter that you can run while sprinting on a wall. You can jump between walls and for 1 PP continue to wall run (remembering to split your Parkour dice pool for all actions), but you must end your run on a flat surface or holding onto a wall, which requires an appropriate parkour check to catch yourself vs the threshold of the wall(remember split dice pools though).
3 You now reduce falling damage by twice as much (2 meters per hit). You may now add the full bonus from athletics or acrobatics to parkour.
4 Wall running no longer costs a PP. When making a single action you increase the dice pool limit for Parkour to 25.
5 When you want to make multiple actions you may roll your entire parkour dice pool before taking your actions, and then assign hits to the actions you want to take (so if you roll 30 dice and receive 10 hits you could wall run 2, jump 2, wall run 3 and reduce falling damage by 3.) For a single action you are still at a dice pool limit of 25.

*Power Attacker (Strength & ?)

Rank Description
1 You reduce the coat of power attack by 1 PP.
2 +1 DV and – 1 Ap when power attacking.
3 You can spend an extra PP when power attacking to power attack without using your immediate action.
4 +1 DV and – 1 Ap when power attacking.
5 You reduce the cost of power attack by 1 PP.

Pyromaniac (Savvy & Body) With GM permission you can choose other elements, including light, shadow, etc. This style only functions with the chosen element.

Rank Description
1 -1 AP
2 When you catch an opponent on fire they take +1 DV per round.
3 Gain resistance to fire. If you already have resistance to fire it upgrades to immunity.
4 Increase the threshold of catch fire by 1.
5 Increase the threshold to put out a fire by 1.

Two-Weapon Fighting (Agility & Savvy)

Rank Description
1 You may add half of your second weapons accuracy (rounded down) to your total accuracy when attacking with 2 weapons.
2 Whenever you draw a weapon you may choose to draw two weapons. When you stow a weapon you may draw another weapon.
3 You may add both weapons rate of fire together to determine your maximum rate of fire while two weapon fighting.
4 You may now add your second weapons full accuracy to your accuracy pool while two weapon fighting.
5 If you attack the same target with a weapon in each hand you gain a +1 to DV and AP -1 if the target is hit with a weapon in each hand.

Styles

BASICS 2.0 underableedingsun