Universal Perks

Name Rank Level Required Description
Boost Attribute 1 10 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 2 20 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 3 30 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 4 40 You boost an attribute by 1 point, up to its maximum limit.
Boost Attribute 5 50 You boost an attribute by 1 point, up to its maximum limit.
Boost Skill 1 Increase a skill by +1 and increase a skill specialization for that skill by +1
Boost Skill 2 7 Increase a skill by +1 and increase a skill specialization for that skill by +1
Boost Skill 3 16 Increase a skill by +1 and increase a skill specialization for that skill by +1
Boost Skill 4 25 Increase a skill by +1 and increase a skill specialization for that skill by +1
Boost Skill 5 36 Increase a skill by +1 and increase a skill specialization for that skill by +1
Break the Rules 1 Choose one perk tree for which you don’t normally qualify because you dont meet the attribute requirement. You may take the perks from this tree as if you do qualify, though you must still meet any level requirements.
Break the Rules 2 13 Same as rank 1, but choose a different perk tree.
Break the Rules 3 25 Same as rank 1, but choose a different perk tree.
Break the Rules 4 38 Same as rank 1, but choose a different perk tree.
Break the Rules 5 50 Same as rank 1, but choose a different perk tree.
Bend the rules 1 Choose one perk tree for which you do not qualify for because you already have a different perk tree for that attribute level. You make take perks from both trees. You do not add the any numeric benefits together except for skill increases. You instead take the better numeric benefit. For instance, if you took ninja and sneaky spell both to rank 3 you would add the DV from ninja to your spell sneak attacks, but also add the benefit of sneaky spell. You must still meet all other requirements for both perk trees.
Bend The Rules 2 8 Same as rank 1 but you choose a new perk tree.
Bend The Rules 3 18 Same as rank 1 but you choose a new perk tree.
Bend The Rules 4 27 Same as rank 1 but you choose a new perk tree.
Bend The Rules 5 37 Same as rank 1 but you choose a new perk tree.
Cyber Tech 1 Increase your total essence enhancements by +1.
Cyber Tech 2 9 Increase your total essence enhancements by +1.
Cyber Tech 3 19 Increase your total essence enhancements by +1.
Cyber Tech 4 29 Increase your total essence enhancements by +1.
Cyber Tech 5 39 Increase your total essence enhancements by +1.
Exceptional Attribute 1 16 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Exceptional Attribute 2 32 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Exceptional Attribute 3 48 Choose one attribute. You increase the attributes current maximum limit by 1 point. You must still take the boost attribute perk as normal to raise it.
Respec 1 16 Refund all your perk points from all perks except for respec. You must respend all but 1 now.
Respec 2 32 Refund all your perk points from all perks except for respec. You must respend all but 1 now.
Respec 3 48 Refund all your perk points from all perks except for respec. You must respend all but 1 now.
Fitness 1 +1 to vigor
Fitness 2 7 +1 to vigor
Fitness 3 16 +1 to vigor
Fitness 4 25 +1 to vigor
Fitness 5 36 +1 to vigor
Mettle 1 +1 to Grit
Mettle 2 7 +1 to Grit
Mettle 3 16 +1 to Grit
Mettle 4 25 +1 to Grit
Mettle 5 36 +1 to Grit
Strong Willed 1 +1 to willpower
Strong Willed 2 7 +1 to willpower
Strong Willed 3 16 +1 to willpower
Strong Willed 4 25 +1 to willpower
Strong Willed 5 36 +1 to willpower
Transmutation 1 Do one of the following: 1) If you have less than 2 traits, gain a trait. 2) Remove 1 trait you currently have. 3) Transmute 1 trait you currently have into a new trait.
Transmutation 2 20 Same as rank 1
Transmutation 3 40 Same as rank 1
Bonus Spells 1 Learn a new spell of a tier appropriate to you for one of your casting styles. Alternatively pick 2 spells that you already know (these can be the same spell). Learn another version of these spells with different modifications and trappings. Alchemists, Artificers, and Supers can only learn one spell from this. Physical Adept cannot take this perk.
Bonus Spells 2 9 Same as rank 1.
Bonus Spells 3 19 Same as Rank 2.
Bonus Spells 4 29 Same as Rank 2.
Bonus Spells 5 39 Same as Rank 2.
Metamagic 1 Learn a tier 1 metamagic.
Metamagic 2 10 Learn a tier 2 or lower metamagic.
Metamagic 3 20 Learn a tier 3 or lower metamagic.
Metamagic 4 30 Learn a tier 4 or lower metamagic.
Metamagic 5 40 Learn a tier 5 or lower metamagic.
Spell Specialization(Int tier 9 alternative?) 1 Choose a tier 1 spell that you know. You no longer increase the casting time when casting this spell using metamagic. Alternatively you may now add a 2nd metamagic to the spell, but increase the casting time as normal.
Spell Specialization 2 11 Choose a tier 2 or lower spell that you know. Gain spell specialization as rank 1 with the selected spell.
Spell Specialization 3 23 Choose a tier 3 or lower spell that you know. Gain spell specialization as rank 1 with the selected spell.
Spell Specialization 4 34 Choose a tier 4 or lower spell that you know. Gain spell specialization as rank 1 with the selected spell.
Spell Specialization 5 46 Choose a tier 5 or lower spell that you know. Gain spell specialization as rank 1 with the selected spell.
Cross Training 1 You have learned to use a different attribute to determine your effectiveness with a specific aspect of a skill. You may only choose a single aspect of a skill each time you chose this skill, as outlined on the chart below.
Cross Training 2 6 You may choose another skill to ping off a new attribute as outlined above.
Cross Training 3 14 You may choose another skill to ping off a new attribute as outlined above.
Cross Training 4 23 You may choose another skill to ping off a new attribute as outlined above.
Cross Training 5 35 You may choose another skill to ping off a new attribute as outlined above.
Vitality 1 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 2 9 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 3 19 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 4 29 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Vitality 5 39 Gain a +1 to your lowest save. If 2 saves are tied for the lowest choose which one to increase.
Artificer 1 When crafting in a campaign where magic and science are different, you can count tier 1 and 2 crafting skills as both science and magic.
Artificer 2 26 When crafting in a campaign where magic and science are different, you can count tier 3 and 4 crafting skills as both science and magic.

Option 1 cross class – different attribute determines success in a specialization

Cross Training Skill Alternate
Sneak Savvy (Sniping)
Legerdemain Savvy (Sleight of Hand, hiding items) Strength (escape artist)
Acrobatics
Athletics Body (Sprinting, Swim) Agility (Jump, Climb, Fly)
Knowledge GM discretion
Security Agility (Pick Locks), Savvy (Disarm Trap)
Medic
Discernment Intelligence (Read Emotions)
Persuasion intelligence (reveal information)
Bluff Savvy (Lying, Feint, Disguise)
Intimidate Strength (reveal information, terrify, restrict action)
Driver Agility (Land vehicle, Mount) Strength (Oceanic Vehicle)
Detection
Survival Intelligence (Tracking, Getting along in the wild, not getting lost)

Option 2 Cross Class (Superior I think) – Different skills control skill specializations

Cross Training Skill Alternate
Sneak Survival (Sniping), Bluff (Regaining Stealth)
Legerdemain Bluff (Hiding Items on your person), Bluff (Pick Pocket), Athletics (Escape Artist)
Acrobatics Athletics (Falling), Sneak (Avoid an AOO), Legerdemain (Balance & Cross a Narrow Surface)
Athletics Acrobatics (Climbing, Jumping or Flying),
Knowledge GM Discretion
Security Legerdemain (Pick Locks or Disable Traps)
Medic
Discernment Detection (Detect Lies or Appraise)
Persuasion
Bluff Sneak (Feint)
Intimidate
Contacts
Driver Athletics (Mounts), Acrobatics (Motorcycles),
Detection Discernment (Detect Hidden Foes), Security (Detect Traps)
Survival Sneak (Covering your traps), Discernment (Tracking), Detection (Foraging & Finding Shelter)

Universal Perks

BASICS 2.0 underableedingsun