Finesse

Finesse governs perks related to mobility, marksmanship, stealth, and precision.

Finesse I

Perks of this rank cost 100 XP

Aimed Shot

Requires Observation I

You hold your breath for a more accurate shot.

When you make a ranged Strike, you can spend 1 Stamina to gain a bonus to your Fighting Style test equal to your PER.


Leads to Precise Aim

Ambidextrous

Requires Sleight of Hand I

You excell at dual-wielding weapons.

While dual-wielding two 1H weapons, you can ignore your attack per round limit, though all attacks must be made with your weapons.


Leads to Twin Strike

Ambush

Requires Stealth I

You are especially quick to act.

Add your AGI to your Initiative.


Leads to Hidden Steps

Catfall

Requires Acrobatics I

You always land on your feet.

When you suffer damage from falling, you can use a reaction to reduce it by an amount equal to your Acrobatics bonus.


Leads to -

Dodging Step

Requires Dodge I

You move while dodging.

When you successfully Dodge an attack, you can move 1m as part of the same reaction. If you end this movement outside the bounds of an Area Attack, you completely negate that attack.


Leads to Dodge Roll

Duelist

Requires Fighting Style IIncompatible with Vanguard

You are a practiced duelist.

If you and your foe are the only creatures within each other's reach, you gain a +2 bonus to Fighting Style and Dodge tests against them.


Leads to Riposte

Fast Hands

Requires Sleight of Hand I

You are able to quickly interact with objects on the fly.

You can Manipulate as a free action on your turn.


Leads to Light Fingers

Flanker's Fortune

Requires Fighting Style I

You can make precise strikes when flanking

When you Strike a Flanked creature, you can add your AGI, rather than STR, to the damage roll of your Strike. [Heavy] weapons don't benefit from this perk.


Leads to -

Twin Parry

Requires Fighting Style I

When you fail a parry, you bring in your other weapon.

When you fail a Parry while dual-wielding, you can spend 1 Stamina to reroll your Fighting Style test. You must use the new roll.


Leads to -

Finesse II

Perks of this rank cost 200 XP

Fancy Footwork

Requires Acrobatics II

You can disengage foes with ease.

If you've made a melee Strike against a creature, you don't provoke opportunity attacks from them until the end of the round.


Leads to -

Graze

Requires Dodge II

You can turn hits into grazes.

When you fail a Dodge while unarmored, due to the attacker having more Successes than you, you still manage to the hit into a graze.


Reduce the damage by an amount equal to your AGI.


Leads to -

Highground

Requires Fighting Style II

"I have the highground!"

When you make a ranged Strike against a creature positioned at least 3m below you, you gain a +1D6 damage bonus.


Leads to -

Land's Stride

Requires Survival II

You know how to maneuver nature.

Moving through natural difficult terrain doesn't slow down you down.


Leads to -

On Your Feet

Requires Acrobatics II

You are quick to stand up.

Standing up from Prone doesn't require an action, though you must spend 3m of your speed.


Leads to -

Sneak Attack

Requires Stealth II

A sudden strike from the shadows.

When you Strike while Hidden or against a Surprised creature, with a [Small] weapon, you gain a +1D8 damage bonus.


Leads to Assassinate

Finesse III

Perks of this rank cost 300 XP

Assassin

Requires Stealth III

You use your skill for subterfuge to raise your fighting capabilities.

When you pass a Fighting Style test, you have a minimum amount of Successes equal to your Stealth bonus.


Leads to -

Dodge Roll

Requires Dodge III, Dodging Step

You are able to perform a dodge roll.

When you use Dodging Step, you can spend 1 Stamina to move up to half your speed, rather than 1m.


Leads to -

Light Fingers

Requires Sleight of Hand III, Fast Hands

You can quickly lift items from unwary people.

You can Steal as a free action. Furthermore, when you Steal, you don't suffer any penalty to your Sleight of Hand test if the item has Bulk (4) or lower.


Leads to -

Precise Aim

Requires Observation III, Aimed Shot

You accuracy is unparralled.

When you use Aimed Shot, you gain a +1D6 damage bonus.


Leads to Bull's Eye

Riposte

Requires Duelist

You punish poor strikes.

You gain a new maneuver: Riposte allows you to make a Strike against your attacker, as part of the same action used to Parry.


Leads to -

Sharpshooter

Requires Fighting Style III

Your excellent marksmanship allows you to penetrate armor.

All marksman weapons you wield gain the [Exposing] trait.


Leads to -

Skulker

Requires Stealth III

You easily conceal yourself from unwanted attention.

When you Sneak while only obscured, you don't suffer bane on your Stealth test. Moreover, missing with a ranged Strike from Sneak doesn't reveal your position.


Leads to Ghost

Swashbuckler

Requires Acrobatics IIIĀ 

Fancy stunts and daring flips raise your fighting skill.

When you pass a Fighting Style test, you have a minimum amount of Successes equal to your Acrobatics bonus.


Leads to -

Twin Strike

Requires Fighting Style III, Ambidextrous

If your opponent leaves an opening, you can fill it with your blade.

You gain the Twin Strike maneuver, which you can only use when you Strike while dual-wielding. Twin Strike gives you a damage bonus to your Strike, equal to your other weapon's damage die.


Leads to Whirlwind of Steel

Finesse IV

Perks of this rank cost 400 XP

Assassinate

Requires Stealth IV, Sneak Attack

You wield a killer's blade.

Your Sneak Attack damage bonus increases to +2D8. Furthermore, if you use Sneak Attack on a creature that hasn't taken their turn yet, they must make an Endurance test. A creature that isn't Bloodied after the initial attack, makes this test with boon.


A target that fails this test immediately dies.


Leads to -

Hidden Steps

Requires Stealth IV, Ambush

You sneak with haste.

When you Sneak, you can move up to your full speed.


Leads to -

Lightning Reflexes

Requires -

You react incredibly fast.

When you roll Initiative, use a D8, rather than a D6. Moreover, you are able to Parry ranged Strikes.


Leads to -

Precision

Requires Observation IV

You place all your strikes incredible precision.

When you roll Initiative, use a D8, rather than a D6. Moreover, you are able to Parry ranged Strikes.


Leads to -

Finesse V

Perks of this rank cost 800 XP

Bull's Eye

Requires Observation V

Aim, Shoot, Kill.

When you use Aimed Shot, you don't suffer any penalty due to firing in your weapon's long range. Moreover, using Aimed Shot also maximizes your weapon's damage.


Leads to -

Ghost

Requires Stealth V, Skulker

You are a master at the unseen.

You can Sneak as a free action on each of your turns.


Leads to -

Whirlwind of Steel

Requires Fighting Style V, Twin Strike

You dual-wield weapons in a deadly dance.

Once on each of your turns when you Strike, you can make one attack with each weapon your holding as part of the same action.


Leads to -

Perks of Might

Perks of Magic

Perks of the Mind

Perks of Leadership

Perks of Eloquence