Strength Perks

Name Rank Strength Required Level Required Description
Athletic 1 1 You add +1 to athletics. You reduce the accuracy penalty by 1 while sprinting, climbing and swimming
Athletic 2 1 3 You add +1 to athletics. You no longer need to expend a PP to jump or sprint.
Athletic 3 1 9 You add +1 to athletics. You may hold your breathe for twice as long as normal.
Athletic 4 1 18 You add +1 to athletics. Reduce the MP penalty to swim and climb by 1.
Athletic 5 1 30 You add +1 to athletics. You may sprint up to twice a round.
Close Combatant 1 2 All ranks of close Combatant affect unarmed and short weapons only. +1 DV and you may choose deal lethal or nonlethal damage with such attacks. You are always considered to be armed.
Close Combatant 2 2 4 +1 DV and when you successfully strike a foe in combat, you do not provoke attacks of opportunity from that foe for the remainder of your turn.
Close Combatant 3 2 10 +1 DV with attacks and opponents reduce the bonus from gang up by 1 when you are fighting with close Combatant weapons.
Close Combatant 4 2 19 +1 DV and when you successfully strike a foe you do not provoke an attack of opportunity from them for the remainder of the round.
Close Combatant 5 2 32 +1 DV and you increase your Rof with such attacks by 1.
Blocker 1 3 Block -1
Blocker 2 3 5 While wielding a shield or weapon with the block property all opponents reduce the bonus from gang up by 1.
Blocker 3 3 12 When you use the defense immediate action you also gain block vs that foe.
Blocker 4 3 21 Block -1
Blocker 5 3 34 When you are using a shield, if you spend the move action to block from a single direction you automatically engage with it as if you are actively using cover. When blocking a foe he gains no bonus from gang up against you.
Striker 1 4 All ranks of big leagues affect medium and large melee weapons only. +1 DV with melee weapons and you can deal lethal damage with those attacks.
Striker 2 4 6 +1 DV with two handed melee weapons. You gain sweep: rather than using excess hits for +1 DV, you may carry through your excess hits to a single enemy in range. You do not gain bonus damage for excess hits when sweeping.
Striker 3 4 14 +1 DV with two handed melee attacks. When making a single attack vs a single foe you now double the DV added from excess hits (2 per DV). This only counts during your normal round, not on attacks of opportunity.
Striker 4 4 23 +1 DV with two handed melee weapons. You gain improved sweep: rather than using excess hits for +1 DV, you may carry through your excess hits to another enemy in range, and may continue to carry through any excess hits to as many enemies as you have hits for and that are in range. You do not gain bonus damage for excess hits when sweeping.
Striker 5 4 35 +1 DV with two handed melee weapons. You now double the bonus DV gained from excess hits for all attacks, even AOOs or when you split your dice pool or targets. You still do not benefit from excess hits when sweeping though.
Defender 1 5 -1 AP for the defense immediate action. You soak an additional DV from explosives for each hit of the defense action.
Defender 2 5 8 -1 AP for the defense immediate action.
Defender 3 5 18 -1 AP for the defense immediate action. When using the defense action you gain 1 MP which must be used immediately or is lost. This provides no benefit vs the current attack. This movement provokes attacks of opportunities.
Defender 4 5 27 -1 AP for the defense immediate action.
Defender 5 5 37 -1 AP for the defense immediate action.
When you take the defend action your target now misses on a draw.
Bombardier 1 6 +1 DV with artillery. You can substitute Strength for Intelligence anytime intelligence is used when using artillery (whether as the team leader or using infantry artillery).
Bombardier 2 6 9 +1 DV with artillery and you increase your lifestyle and carry units of heavy weapon ammo by 5 .
Bombardier 3 6 19 +1 DV with artillery and -1 recoil.
Bombardier 4 6 29 +1 DV with artillery and reduce actions to reload by 1.
Bombardier 5 6 39 +1 DV with artillery. When you attack a barrier with big guns you get an extra +1 DV vs hit over the threshold, but this excess Damage does not carry through to other targets, it only affects the structure..
Strength Style 1 7 You gain tier 1 strength style
Strength Style 2 7 10 You gain tier 2 strength style
Strength Style 3 7 20 You gain tier 3 strength style
Strength Style 4 7 30 You gain tier 4 strength style
Strength Style 5 7 40 You gain tier 5 strength style
Overrun 1 8 While sprinting once per round you may choose to impact a target you move adjacent to for 2 PP. When doing so you deal str DV to them and draw from your athletics dice pool for accuracy. If you choose to attack the target you impact add together the damage from overrun with any damage from the first attack before calculating for soak.
Overrun 2 8 11 When you Overrun an opponent they must now save vs knockdown (2). If they are knocked down you may continue your movement through their space, though you cannot end your turn in their space. If you successfully knock the opponent over you may continue to impact targets until you fail to knock someone over.
Overrun 3 8 23 You reduce the PP cost of overrun by 1 and the target must now make a vigor save vs knockdown (3)
Overrun 4 8 34 If the target is knocked down you may reposition them up to 1 hex while knocking them prone. You may still attack them with your weapon while doing so. You may now overrun as many target’s as your movement and pp allows, even if you fail to knock a target prone.
Overrun 5 8 46 The target must now make a vigor save vs knockdown (4). If they are knocked prone you may now DRAG the opponent with you for your entire movement and reposition them to any space adjacent to your movement path. You can only drag one opponent at a time, if you impact another target you must leave one of them behind.
Sunderer 1 9 All ranks of sunderer affect whether you are attacking through a material or directly attacking the material. You may attack cover with any type of melee or heavy weapon attack. You ignore 1 point of soak when attacking a barrier.
Sunderer 2 9 12 You ignore 1 point of soak when attacking a barrier. When attacking a barrier act as if your attack is a heavy weapon agaagainst the barrier. Anyone receiving cover on the other side still benefits frim heavy armor.
Sunderer 3 9 24 You ignore 1 point of soak when attacking a barrier. Targets on the other side of a heavy weapon barrier no longer act like they have heavy armor from the barrier.
Sunderer 4 9 36 You ignore 1 point of soak when attacking a barrier. All attacks you make benefit from the heavy weapon property.
Sunderer 5 9 48 When you successfully damage a barrier you deal an extra level of damage. ??
Bracing 1 10 You are a human tripod. You may take a move action and spend 2 PP to brace yourself. After you brace yourself you cannot move for the remainder of the round. While bracing you gain a +1 to accuracy and +2 to recoil.
Bracing 2 10 13 When bracing you gain an additional +1 accuracy and +2 to recoil. It costs 1 less PP to brace.
Bracing 3 10 25 When bracing you gain an additional +1 accuracy and melee DV and +1 to recoil.
Bracing 4 10 38 When bracing you gain an additional +1 accuracy and +2 to recoil. It costs 1 less PP to brace
Bracing 3 10 50 When bracing you gain a +1 accuracy, Melee DV and +1 to recoil. Your stability is legendary. You may move normally while bracing, though you must still spend a move action to engage bracing.

Strength Perks

BASICS 2.0 underableedingsun