Savvy Perks

Name Rank Savvy Required Level Required Description
Driver 1 1 You gain a +1 to drive and driving never takes more than a standard action.
Driver 2 1 3 You gain a +1 drive or ride rolls and driving never costs more than a move action.
Driver 3 1 9 You gain a +1 to all drive You no longer take a -2 penalty to drive checks while taking other actions.
Driver 4 1 18 You gain a +1 to drive. You no longer take a -2 penalty to non-drive checks while in a moving vehicle.
Driver 5 1 30 You gain a +1 to drive. Guiding with your knees no longer increases your threshold for drive.
Awareness 1 2 +1 to detection. You can always act in the surprise round, but if you fail to notice the surprise you must act on initiative 0.
Awareness 2 2 4 +1 to detection. Reduce all darkness penalties by 1.
Awareness 3 2 10 +1 to detection and you automatically get a chance to detect traps or mines when within 3 hexes of them.
Awareness 4 2 19 +1 to detection. Reduce all darkness penalties by 1.
Awareness 5 2 32 +1 to detection. On a draw when detecting a hidden character you spot them as if you succeeded with a hit.
Survival 1 3 +1 to survival. The threshold to track you and your party increases by 1, even if you are not actively covering your tracks.
Survival 2 3 5 +1 to survival. You reduce the threshold for tracking by 1.
Survival 3 3 12 +1 to survival. While getting along in the wild you get double the resources per success.
Survival 4 3 21 +1 to survival. You always find shelter, and your shelter is so secure you double the bonuses you receive from it.
Survival 5 3 34 +1 to survival. You can never get lost.
Faster Sequence 1 4 You gain a +2 to starting AP. If you can act during the surprise round you may act whenever you desire.
Faster Sequence 2 4 6 You gain a +2 to starting AP. You are not considered flat footed if you have not yet acted in combat.
Faster Sequence 3 4 14 You gain a +2 to starting AP. When calculating initiative you may move up to 3 hexes.
Faster Sequence 4 4 24 You gain a +2 to starting AP. Interrupting you is difficult, and costs 1 AP more than normal.
Faster Sequence 5 4 35 You gain +2 to starting AP. You reduce the cost of immediate actions by 1 (minimum 5 still)
Opportunist 1 5 -1 AP for attacks of opportunity. You find more opportunities to cut down your opponents. Casting spells with any type of component(and even no component.) now provokes attacks of opportunities.
Opportunist 2 5 8 -1 AP for attacks of opportunity.
Opportunist 3 5 18 -1 AP for attacks of opportunity. If an opponent in your threatened reach is successfully hit by one of your allies he provokes an attack of opportunity from you.
Opportunist 4 5 27 -1 AP for attacks of opportunity.
Opportunist 5 5 37 -1 AP for attacks of opportunity. If an opponent in your reach fails a saving throw he provokes an attack of opportunity from you.
Kill Skill 1 6 Kill skill only functions once per round.
When you score a kill roll a d6. Count a 6 as a hit. You recover 1 AP for each hit.
Kill Skill 2 6 9 You may now recover PP instead of AP for each hit if you desire.
Kill Skill 3 6 19 When you score a kill roll a d6. On a 6 you restore 1 PP.
Kill Skill 4 6 29 You may now recover recovery rate instead of AP or PP for each hit if you desire.
Kill Skill 5 6 39 When you score a kill roll a d6. On a 6 you restore 1 PP. While rolling for kill skill you you may count a single 5 as a 6.
Savvy Style 1 7 You gain a tier 1 savvy style.
Savvy Style 2 7 10 You gain a tier 2 savvy style.
Savvy Style 3 7 20 You gain a tier 3 savvy style.
Savvy Style 4 7 30 You gain a tier 4 savvy style.
Sharps Style 5 7 40 You gain a tier 5 savvy style.
More Criticals 1 8 You may count a single 5 towards critical hit.
More Criticals 2 8 11 You reduce the net hits needed for a threshold critical hit by 1.
More Criticals 3 8 23 You may count a single 5 towards critical hit.
More Criticals 4 8 34 You reduce the net hits needed for a threshold critical hit by 1.
More Criticals 5 8 46 You may count a single 5 towards critical hit or you may drop a 1 each time you roll.
Better Criticals 1 9 +3 Critical Hit DV.
Better Criticals 2 9 12 +3 Critical Hit DV.
Better Criticals 3 9 24 +3 Critical Hit DV.
Better Criticals 4 9 36 +3 Critical Hit DV.
Better Criticals 5 9 48 +3 Critical Hit DV.
Lucky 1 10 Increase your uses of edge by 1. Well Placed Shot: you may use edge for damage rolls as if using it on a skill.
Lucky 2 10 13 Increase your maximum edge by 1.
Lucky 2 10 25 Increase your uses of edge by 1. Superior Advantage: During your turn each round you can use superior advantage. You gain a floating dice pool equal to your maximum edge that can be used on any roll as you desire. Any unused dice are lost at the end of your turn. You may still only apply edge once per action.
Lucky 4 10 38 Increase your maximum edge by 1.
Lucky 5 10 50 Increase your maximum edge pool by 1. You may now use edge twice on a single action, but not on the same dice pool. For instance you can use Increase an attribute for accuracy, and use well placed shot for damage, but you couldn’t use both superior advantage and increase an attribute for accuracy.

Savvy Perks

BASICS 2.0 underableedingsun