Styles

Combat Style Caster Body Agility Strength Intelligence Charisma Savvy
Awareness x x
Berserker x x
Combat Maneuver Specialist x x x x x x
Cowboy x x
Cyber Soldier x x
Defender x x
Maneuver Master x x
Parkour x x
Power Attacker x x
Pyromaniac x x
Swashbuckler x x
Thievery x x
Two Weapon Fighting x x
Total 0/13 6 6 5 5 4 4
Arcane Trickster x x x
Bard x x x
Cleric x x x
Druid x x
Mad Scientist x x x
Paladin x x x
Physical Adept x x x
Psionic x x x
Shaman x x x x x x x
Sorcerer x x x
Spell Slinger x x x
Spell Sword x x x
Super Powers x x x
Wizard x x x
Alchemist x x x
Elemental Specialist x x x x x x x
Ranger x x x
Shadowdancer x x x
Summoner x x x
Caster Total 19 8 5 4 13 6 7
Definite Total 19/32 14 11 9 18 10 11

Awareness (Charisma & Intelligence)

Rank Description
1 You gain a new skill, awareness. Awareness incorporates all aspects of detection and discernment, except for appraise, seeing through disguises. If you gain a bonus to either detection or discernment you only add half its value, rounded down.
2 Preemptive Awareness – When you roll to notice an enemy or ambush you can determine the most advantageous situation. For each net hit over the next highest detection rolled by an opponent you may move your allies or your opponents that many hexes. You may move a single opponent all the hexes, multiple opponents 1 hex, or any combo within.
3 You double the range at which you can use discernment or detection. You may now add the full bonus from detection or discernment to awareness.
4 You raise the dice pool limit for awareness to 25.
5 When you want to make multiple actions you may roll your entire awareness 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 sense motive 2, identify a weakness 5, and look for traps 3.) For a single action your dice pool limit is increased to 30.

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. You may exit berserk as a full round action to avoif the level of fatigue.
3 +1 Melee DV and +1 Willpower and +1 MP per round. You may exit berserk as a standard action to avoid the level of fatigue.
4 +1 Accuracy and +1 Fortitude. You may exit berserk as a move action to avoif the level of fatigue.
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 associated with your maneuver as outlined below.
3 You may deal damage with your chosen maneuver.
4 Gain the tier 4 ability associated with 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.
Tou take an additional penalty as if you were pickpocketing, and you may offset such penalties with any bonus that may apply vs those actions.
Trip Strength & Agility Tripping 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 weapons reach
Dirty Trick Intelligence & Charisma New Trick:. Instead of dealing bonus damage toy may apply 2 tricks to a target. Both use the same accuracy as their saves.

Cowboy (Savvy & Charisma) Cowboy affects cowboy weapons: revolver, shotgun, dynamite, molotov cocktails, small blades and throwing weapons.

Rank Description
1 You gain a +1 to DV with cowboy weapons.
2 You may both stow and draw a cowboy weapon with the same action.
3 Whenever combat initiates you may draw a cowboy weapon.
4 You cannot have a critical failure with a cowboy weapon.
5 Cowboy weapons cannot be disarmed while in your possession.

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 a single hex. You may exit defensive stance as a full round action tstanced the level of fatigue.
3 +1 to fortitude and saving throws. You may exit defensive stance as a standard action tstanced the level of fatigue.
4 +1 to Accuracy. Your threshold increases by 1. You may exit defensive stance as a move action to avoid the level of fatigue.
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 When making a combat maneuver you may spend 1 PP to make a 2nd maneuver in the same round. Each maneuver take their penalties seperately.
You must make 2 different maneuvers.
5 You reduce the penalty for all combat maneuvers by 1. When making 2 maneuvers in a round you may now make the same maneuver twice if you wish.

Monk Style (Strength & Savvy) All ranks of Monk Style are only active if completely unarmored and unencumbered(dwarves can have encumvrance).

Rank Description
1 Increase your threshold by +1.
2 +1 to base pace and fortitude
3 +1 to saves
4 +1 to base pace and fortitude
5 +1 to saves

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 besides sprint speed and flying. 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 your dice pool limit is increased to 30.

Power Attacker (Strength & Body)

Rank Description
1 You reduce the cost 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.

Swashbuckler (Agility & Charisma) Swashbuckler Weapons are short or medium bladed weapons, SS and SA pistols

Rank Description
1 Whenever combat begins you may draw a swashbuckler weapon
2 Derring-Do – You may spend 5 PP before making an acrobatics, athletics, bluff or intimidate check to roll with proficiency.
3 You cannot suffer a critical failure with swashbuckler weapons
4 Dodge Panache – You may sped 5 PP when using the defense action to roll charisma rather than vigor.
5 You become immune to disarm, steal and sunder with swashbuckler weapons

Thievery (Agility & Intelligece)

Rank Description
1 You gain a new skill, Thievery. Thievery incorporates all aspects of security and legerdemaine, except for escape artist and hacking. If you gain a bonus to either security or legerdemaine you only add half its value, rounded down.
2 When you fail a thievery roll you may take an immediate action to stop any bad stuff from happening, but you cannot successfully complete that action. For instance if you fail a pick pocket check the person notices, and clutches their purse tight to their chest. If you fail vs a trap you can stop it from activating on you, but there is no way to pass it over now.
3 When making a thievery roll reduce your penalties by 1. You may now add the full bonus from detection or discernment.
4 You raise the dice pool limit for thievery to 25.
5 When you want to make multiple actions you may roll your entire thievery 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 sense motive 2, identify a weakness 5, and look for traps 3.) For a single action your dice pool limit is increased to 30.

Two-Weapon Fighting (Agility & Savvy)

Rank Description
1 You may add half of your second weapons accuracy (rounded up) 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 When two weapon fighting you gain a +2 to accuracy as long as you make one attack with each weapon in the round.

Styles

BASICS 2.0 underableedingsun