Defense Perks

Threshold Schtick Effect Prerequisite Notes
3 situational +1 to threshold while running, emerged in water, in shadow or bright light, etc.
6 +1 to threshold
Immunity Schtick Effect Prerequisite Notes
3 Choose one trapping. You gain resistance to this trapping This perk may be chosen multiple times. Each time it applies to a different trapping.
5 Choose one trappong. You gain immunity to this trapping.
Armored Schtick Effect Prerequisite Notes
1 +1 to armor No Armor Schtick
2 +2 to armor
3 +3 to armor
4 +4 to armor
5 +5 to armor
6 +6 to armor
Fortitude Schtick Effect Prerequisite Notes
2 +1 to fortitude
4 +2 to fortitude
6 +3 to fortitude
Armor Schtick Effect Prerequisite Notes
1 Create a Armor up to $100 in value that this creature uses instead. No armored Schtick this perk chain can be taken multiple times, each time for a new Armor. Unlike standard mook equipment this is lootable.
2 The Armor value can be up to 300 dollars.
3 The Armor value can be up to 600 dollars
4 The Armor value can be up to 1200 dollars.
5 The Armor value cam be up to 2000 dollars.
6 The Armor value can be up to 4000 dollars.
Vigor Schtick Effect Prerequisite Notes
1 +1 to vigor
2 +2 to vigor
3 +3 to vigor
4 +4 to vigor
5 +5 to vigor
6 +6 to vigor
Willpower Schtick Effect Prerequisite Notes
1 +1 to Willpower
2 +2 to Willpower
3 +3 to Willpower
4 +4 to Willpower
5 +5 to Willpower
6 +6 to Willpower
Grit Schtick Effect Prerequisite Notes
1 +1 to Grit
2 +2 to Grit
3 +3 to Grit
4 +4 to Grit
5 +5 to Grit
6 +6 to Grit
Defensive Schtick Effect Prerequisite Notes
2 Fearless You can pick multiple defensive tiers.
2 Always considered armed
3 Deathless Principal
3 Immune: Gang up
5 Invulnerable: You may spend 2 PP to suffer no affect when making a draw on a saving throw or combat maneuver resistance, or 4 PP to turn a failure into a draw. If you are immune to the draw effect you treat it as if you weren’t.
5 tough guy: half armor turns into fortitude
6 Heavy Armor
6 Invulnerable: Target cannot be killed via damage. They need something special (such as all their heads chopped off) to kill them.
Regeneration Schtick Effect Prerequisite Notes
2 Regeneration: 1
4 Regeneration: 2
6 Regeneration: 3
Trapping Schtick Effect Prerequisite Notes
3 Add a trapping of an appropriate type to the creature defensively This perk may be taken multiple times, even for the same trapping.
6 Increase your trapping bonus by 1
Self-Destruct Schtick Effect Prerequisite Notes
1 Explodes in a small burst – 11 DV usually explodes on death but other options are possible.
2 Small Burst – 13 DV
3 Medium Burst – 13 DV, AP -1
4 Medium Burst – 15 DV, AP -1
5 Large Burst – 15 DV, AP -2
6 Extra Large Burst – 16 DV, AP -2
Energy Shield Schtick Effect Prerequisite Notes
2 10 DV, -1 AP. Melee +1 DV & AP -1. Trapping Appropriate Kicker (2). When hit with reach 1 attacks or when striking or grapplin a foe. Choose any appropriate trapping. Changes attacks to the trapping damage type. For instance fire does Burning (2) when hit or when hitting.
4 14 DV, -2 AP. Melee +2 DV & AP -2. Trapping Appropriate Kicker (2).
6 17 DV, -3 AP. Melee +3 DV & AP -3. Trapping Appropriate Kicker (3).
Stench Schtick Effect Prerequisite Notes
2 All within 3 hexes take a -1 to all rolls.

Defense Perks

BASICS 2.0 underableedingsun