Agility Perks

Name Rank Agility Required Level Required Description
Adroitness 1 1 You gain a +1 bonus to Legerdemain. While hiding an item on your person you ignore 2 points of penalties.
Adroitness 2 1 3 You gain a +1 to Legerdemain and you can escape from bounds in half the time and you may attempt to escape a pin as a standard action.
Adroitness 3 1 9 You gain a +1 to Legerdemain and may draw or stow hidden items as a move or immediate action for 7 AP.
Adroitness 4 1 18 You gain a +1 to Legerdemain. Treat your size as one smaller for purposes such as squeezing.
Adroitness 5 1 30 You gain a +1 to Legerdemain. You are immune to entangle.
One Hander 1 2 All perks in this perk tree benefit 1 handed ranged weapons. This includes throwing weapons, slings, pistols and the impact damage of grenades (but not the explosive damage.) You gain +1 to DV with one handed ranged weapons.
One Hander 2 2 4 You gain +1 to DV. Reloading or drawing a one handed weapon no longer provokes an attack of opportunity.
One Hander 3 2 10 You gain +1 to DV. You increase their base range by 1 hex.
One Hander 4 2 19 You gain +1 to DV. Attacking no longer provokes an attack of opportunity.
One Hander 5 2 32 You gain +1 to DV and you increase their base range by 1 hex.
Sneak 1 3 You gain a +1 to sneak and take no penalty to stealth for moving.
Sneak 2 3 5 You gain a +1 to sneak. Target’s with Scent and tremorsense no longer automatically detect you when within 10 hexes, though they still gain the detection bonus.
Sneak 3 3 12 You gain a +1 to sneak. Hide in Plain Sight: You can make a special stealth maneuver for 2 PP as a move action. If successful you become hidden, even if the enemy had already located you and even if they have line of sight on you. You do not take the normal -2 penalty for having no cover or concealment when using hide in plain sight.
Sneak 4 3 21 You gain a +1 to sneak. Hide in plain sight reduces it’s cost by 1 PP.
Sneak 5 3 34 You gain a +1 to sneak. Additionally, while crouching you do not need to expend extra MP for movement.
Acrobatics 1 4 +1 to acroabtics. You can move through 1 hex of difficult terrain without a penalty each round.
Acrobatics 2 4 6 +1 to acrobatics. When using acrobatics to move through threatened terrain without provoking you no longer expend extra MP for that movement.
Acrobatics 3 4 14 +1 acrobatics. Kip Up – On your turn you can stand without expending an action or provoking an attack of opportunity for 3 PP.
Acrobatics 4 4 24 +1 acrobatics. You reduce the penalty to movement by 1 MP when crossing a narrow surface.
Acrobatics 5 5 35 +1 acrobatics. You may choose 1 target each round. You do not provoke aoos from that target for movement for the round.
Ninja 1 5 You deal an additional +2 ranged sneak attack DV and +4 melee sneak attack DV.
Ninja 2 5 8 You deal an additional +2 ranged sneak attack DV and +4 melee sneak attack DV.
Ninja 3 5 18 You deal an additional +2 ranged sneak attack DV and +4 melee sneak attack DV.
Ninja 4 5 27 You deal an additional +2 ranged sneak attack DV and +4 melee sneak attack DV.
Ninja 5 5 37 You deal an additional +2 ranged sneak attack DV and +4 melee sneak attack DV.
Marksman 1 6 All perks in this tree benefit 2 handed ranged weapons. These include bows, shotguns and rifles, but not heavy weapons. You gain a +1 DV with two handed ranged weapons.
Marksman 2 6 9 You gain a +1 DV and you gain recoil +1 with two handed ranged weapons.
Marksman 3 6 19 You gain a +1 DV and AP -1 with two handed ranged weapons.
Marksman 4 6 29 You gain a +1 DV with two handed ranged weapons and +1 recoil with two handed ranged weapons.
Marksman 5 6 39 You gain a +1 DV with two handed ranged weapons and AP -1.
Agilty Style 1 7 You gain tier 1 agility style
Agility Style 2 7 10 You gain tier 2 agility style
Agility Style 3 7 20 You gain tier 3 agility style
Agility Style 4 7 30 You gain tier 4 agility style
Agility Style 5 7 40 You gain tier 5 agility style
Quick Hands 1 8 You may now draw or reload your weapon as a free action.
Quick Hands 2 8 11 You may spend 5 initiative to draw or reload your weapon as an immediate action.
Quick Hands 3 8 23 You may now draw or stow any item as a free action.
Quick Hands 4 8 34 You may spend 5 initiative to pick up an item from your hex or an adjacent hex or to stow your weapon as an immediate action.
Quick Hands 5 8 46 You may now spend 5 initiative to draw or stow any item as an immediate action. You may spend 7 initiative to switch the item that’s in your hand with another in your possesion.
Bonus Move 1 9 You begin each turn with 1 additional movement point
Bonus Move 2 9 12 You may spend 5 initiative to move 1 hex as an immediate action. If done in reaction to an attack and the movement takes you outside of the attackers range the attack does not miss but your threshold increases by 1 for every hex outside his attack range, in addition to any other bonuses such as moving behind cover.
Bonus Move 3 9 24 You begin each turn with 1 additional movement point
Bonus Move 4 9 36 You may spend 7 initiative to move 2 hexes as an immediate action. It hasall the bonuses and restrictions as rank 2.
Bonus Move 5 9 48 You begin each turn with 1 additional movement point
Sniper 1 10 When making the aim maneuver you gain an additional +1 to accuracy. Additionally, you may steady for 1 PP instead of 2.
Sniper 2 10 13 You may aim as a free action. While steadying you gain AP -1
Sniper 3 10 25 While aiming you gain a +1 to accuracy. While steadying you increase your weapons base range by 1.
Sniper 4 10 38 When you both aim and steady all attacks you may spend an additional 5 PP to increase your rate of fire by 1. This extra shot is considered steady.
Sniper 5 10 50 While aiming you gain a +1 to accuracy. While steadying you increase your weapons base range and DV by 1.

Agility Perks

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