Body Perks

Name Rank Body Required Level Required Description
Endurance 1 1 You decrease the threshold for forced march, strenuous activity, scrapes and bruises, environmental conditions, starvation, dehydration and sleep deprevation by 1. You gain an additional level of long fatigue.
Endurance 2 1 3 You never have to roll against fatigue for a forced march. Ignore the penalty from one level of fatigue.
Endurance 3 1 9 You never roll against fatigue for strenuous activity. You gain a level of short fatigue.
Endurance 4 1 18 You never have to roll against fatigue for scrapes and bruises. You ignore the penalty from one level of fatigue.
Endurance 5 1 30 You gain a level of temporary fatigue.
Lifegiver 1 2 +2 HP
Lifegiver 2 2 4 +2 HP
Lifegiver 3 2 10 +2 HP
Lifegiver 4 2 19 +2 HP
Lifegiver 5 2 32 +2 HP
Strongback 1 3 +1 Carry Units and +1 to encumbrance
Strongback 2 3 5 +1 Carry Units and +1 to encumbrance
Strongback 3 3 12 +1 Carry Units and +1 to encumbrance
Strongback 4 3 21 +1 Carry Units and +1 to encumbrance
Strongback 5 3 34 +1 Carry Units and +1 to encumbrance
Toughness 1 4 +1 Fortitude
Toughness 2 4 6 +1 Fortitude
Toughness 3 4 14 +1 Fortitude
Toughness 4 4 23 +1 Fortitude
Toughness 5 4 35 +1 Fortitude
Regenerator 1 5 Your recovery pool increases by 5
Regenerator 2 5 8 Your recovery pool increases by 5
Regenerator 3 5 18 Your recovery pool increases by 5
Regenerator 4 5 27 Your recovery pool increases by 5
Regeneratorr 5 5 37 When using your recovery pool for any reason where you have more than 1 option You may assign hits from your recovery pool after you roll, instead of assigning the dice prior to rolling. Your recovery pool increases by 2.
Nerves of Steel 1 6 Your recovery rate increases by 1.
Nerves of Steel 2 6 9 Your recovery rate increases by 1.
Nerves of Steel 3 6 19 Your recovery rate increases by 1.
Nerves of Steel 4 6 29 Your recovery rate increases by 1.
Nerves of Steel 5 6 39 When benefitting from using your recovery rate to recover PP you may instead choose to recover your recovery pool.
You may choose a different option each time but may only do one each time you recover.
Body Style 1 7 You gain tier 1 body style
Body Style 2 7 10 You gain tier 2 body style
Body Style 3 7 20 You gain tier 3 body style
Body Style 4 7 30 You gain tier 4 body style
Body Style 5 7 40 You gain tier 5 body style
Die Hard 1 8 When you fall below 0 HP you automatically stabilize. You do not take a level of fatigue or loose AP for falling below 1 HP.
Die Hard 2 8 11 You may choose to stay concious when under 1 HP and act each round with a single standard and move action. You bleed out for 1 HP each round you stay concious. You do not receive your 2nd move, or free actions and making an immediate action costs 5 AP more than normal. You gain a +1 to fortitude while under 0 hp.
Die Hard 3 8 23 You now act normally each round when you choose to stay concious when under 1 hit point. You gain a +1 to saves when under 1 hp.
Die Hard 4 8 34 Each round that you remove an opponent from the board you do not bleed out. You gain a +1 to DV when under 1 HP.
Die Hard 5 8 46 You no longer bleed out when staying concious when under 1 hit point. You treat your body as 50% higher (rounded up) for determining when you die from hit point damage.
Adrenaline Rush 1 9 You gain a +1 to your AP refresh rate.
Adrenaline Rush 2 9 12 When making an attack you may expend recovery pool to add to either your accuracy dice pool or your damage dice pool. For 2 PP you can expend recovery pool in this way, and for each dice expended in this way you may roll an extra dice for either accuracy or DV. You may not expend more recovery pool than yoyr body per round.
Adrenaline Rush 3 9 24 You gain a +1 to your AP refresh rate.
Adrenaline Rush 4 9 36 When expending recovery pool to empower your attacks you no longer need to expebd a PP.
Adrenaline Rush 5 9 48 You gain a +1 to your AP refresh rate.
Invulnerable 1 10 You gain a +1 to grit. Before making a saving throw you may expend recovery pool dice. For every dice expended in this For 2 PP you can expend recovery pool in this way, and for each dice expended in this way you may roll an extra dice roll for the save. You may not expend more dice than your body score in this way.
Invulnerable 2 10 13 You gain a +1 to Vigor. You no longer need to expend a PP while expending recovery pool on a saving throw.
Invulnerable 3 10 25 You gain a +1 to willpower. Before making a soak roll you may expend recovery pool dice. For 2 PP you can expend recovery pool in this way, and for each dice expended in this way you may roll an extra dice roll for the soak. You may not expend more dice than your body score in this way.
Invulnerable 4 10 38 +1 to fortitude. You no longer need to expend a PP when using recovery pool to soak.
Invulnerable 5 10 50 If an attack would kill you you may expend all remaining recovery pool and roll that many dice and add it to your soak vs that attack. You may now expend recovery pool after you make the roll, but you must expend a PP per dice to do so.

Body Perks

BASICS 2.0 underableedingsun