Other Perks

Other Perks are given every 3 levels, and lvl 20. These offer unique passive buffs and abilities. Providing more specialized upgrades to add further distinction to your character build. Giving you more options on how to interact with the world or modifying the ways you already do. Most require certain parameters to be met by your character to use. 


They are categorized into the standard ranks (novice, journeyman, expert, etc.), but as long as you meet the listed requirements you can take a perk of any rank. They are separated by the steepness of the requirements, not necessarily level of power or utility. There are some novice perks that can be useful for even a Mancer.


Novice

It's Not Just a Boulder: Makes traversing rocky terrain much easier. Removes the debuff from rough terrain caused by rocks.


Bushman: Makes traveling through thick undergrowth much easier. Removes the debuff from difficult terrain caused by thick underbrush, bushes, shrubs, etc.


Dapper: Clothing skill buffs are changed to your Speech Mod ÷ 2. Example: Lab Coat: +1 Biology. If your Speech Mod is 10 you'll get +5


Self-Improvement: Get 2 extra stat points

(Can only be taken four times and you must reach Level requirements before you can take the second, third, and forth. Level 1, 5, 12,  and 18)


The Only Good Bug: Deal extra leveled damage to bugs (including Cir'ik).


Lucky: Once per day if you roll a critical fail you can change the roll to a 2. Avoiding the consequences of critical failure.


Nutritious and Delicious: The Well Nourished buff now allows for +2 to a stat or +1 to two stats for the day.


Brutal (must have killed at least one person): Get advantage on first roll after killing someone.


Life Over Limb (Req. 6 MNVR, 3 Brawling) When hit choose to roll 1d4 before a body part is determined, if you roll a 4 then the attack will hit the limb of your choice.


JarHead (Req <5 Int): Don’t take double damage from headshots.


Drinking Buddy: +4 to Diplomacy and Deception as long as the other person is drunk. If you are also drunk you roll with advantage.


Dirty Bastard (Req <5 Presence): Advantage to all poison ADPT rolls.


Rat Bastard (Req 1 Faction hates you): You get advantage on speech checks with people and factions that dislike you.


Honed In (Req 7 Perception): Enemies have to move 30ft to remove your Aiming Buff against them instead of 15ft.


Back Into the Shadows (Adapt 8, Stealth 2): Get advantage when trying to return to Stealth after being exposed.


Shotkong: Increases throw distance by 20ft.


Bounce Back: Every time you take an Injury your next roll is with advantage.


Last Stand: If you have 2 or more injuries you roll with advantage on all attacks.


Foodie: Every time you eat a food item you’ve never had before your next roll gets advantage.


Animal Person: Roll with advantage once a day as long as you have a tamed creature within 20 ft of you.


Watchman (PER 8): Passive Perception is now PER + 10.


Hotwire (Driving: 3, Stealth: 3, Basic Tech: 3): Get advantage on your Basic Tech roll when trying to start a stolen vehicle.


Journeyman:

You Can’t Hit What You Can’t See (Req Light Armor 6, Stealth 6): While in Light Armor if an enemies Perception is lower than your stealth skill get advantage on Dodge rolls.


Small Arms Savant (Small Arms 5): Get to pick another weapon to specialize in.


Long Arms Savant (Long Arms 5): Get to have both weapon specialties.


History Buff (History 5) Get to pick another historical specialty. 


Melee Weapon Savant (Melee Weapons 5) Get to have both weapon specialities.


Brawling Savant (Brawling 5): Get to pick another weapon specialty. 


Hazardous Armory (Hazard & Martial Tech 8): Gives you advantage when installing an armor lining. 


Skeleton Key (Basic Tech 5, Stealth 3): Gives advantage on lockpicking checks.


Commander (Presence 10): get (1D20) instead of (1D10) when performing a leadership action.


Smooth Recovery (Adapt 5, Diplomacy 5) Get advantage on next Diplomacy check after failing any other check. 


Fast as Fuck (Req. 5 Mnvr, Level 8): Gives +10ft of movement.


Fast and Loud (Req. 5 Mnvr, 7 Any Weapons Skill): Gives +2 chance to hit when out of movement.


Hit and Run (Req. 6 Mnvr, 7 Any Weapons Skill): After a successful attack get +5ft movement. Can only happen once per turn.


Visual Calculus (Req. 8 INT,  8 PER, 5 Throwing): Bonus Action. If you pass a Hard Investigation check of your targets rank you get advantage on all throwing attacks against them for the rest of combat. 


Small Unit Tactics (Req. Presence 8)  Leadership action die rolls at advantage when that ally is standing within 10ft of you.


Micromanaging (Req. 6 Presence, 5 Diplomacy): Add 1d6 to your usual leadership action rolls when standing 5ft away from your allied leadership action target.


Career Politician (5 Presence, 8 Diplomacy, 8 Deception): After deceiving successfully your next Diplomacy check with that NPC rolls with advantage.


Dionysus Sunset (Req. 8 Adaptability): Doubles the length of time that drugs’ effects last.


I Drive Butters Luck Dis (Req 8 Adaptability, 3 Driving): Advantage on driving checks when under the influence of a drug or alcohol.


Pyromaniac (Must have used fire weapons to kill 5 enemies): Deal +leveled damage while using fire weapons. Deal double damage with fire while on fire.


Masochist (Req. You must have taken at least 5+ injuries): Every turn that you receive an injury you get a Masochist point, this adds +5 to Attack Rolls. All Masochist points go away if you get a critical failure, fix an injury, or at the end of combat. 


Scoundrel (Must have insulted 5 people): Gun Melee does double damage and no longer gets disadvantage on stunning attacks (doesn't apply to bayonets)


Smuggler (Req. Must have sold an Illegal item, 5 Deception or 5 Stealth or 5 Urban Nav): When carrying illegal items Deception, Stealth, and Urban Navigation roll with advantage.


Bladedancer (Req. 5 Dancing, 3 Melee): When doing a melee attack you can attempt to pass a Dancing check of 2D20s giving you advantage on your attacks for the rest of the turn. CANNOT BE USED WITH HEAVY ARMOR


Clay Butterfly (Req. 4 Dancing, 4 Brawling, 4 Strength, 4 Presence): When Unarmed or equipped with a Brawling weapon you can substitute Light Armor with Dancing when using Evade or Evasive Mode.


Barbarian (10 Strength, 8 Melee Weapons): Can dual wield two handed melee weapons.


Gap in the Armor (8 Mnvr, 8 Melee Weapons): Enemies attacked with your blades roll at disadvantage on their ADPT roll increasing your chance to apply pierce damage..


Heavy Arms Journeyman (5 Heavy Arms): Lowers strength requirement for heavy arms by 1.


Heavy Armor Journeyman (5 Heavy Armor): Lowers strength requirement for heavy armor by 1.


Tough Cookie (Req 5 Str, Level 5): Gives an additional +Blunt Mod added to your Health on your Torso. +½ Blunt Mod on Limbs, Head does not receive a bonus. Works for the rest of the game. So if you take the perk at CL 5 then increase your STR at CL 10 you'll change your HP to reflect that. 


Up in Your Face (Melee or Brawling 6): Bonus Action that can be used on adjacent enemies. Gives them disadvantage on ranged attack rolls.


Cunning Escape (8 MNVR, 8 Light Armor or Stealth): When successfully attacked you can move 10ft, and you avoid any attacks of opportunity.


Building Immunity (5 Adaptability, Been poisoned 5 times): Advantage on Poison Resist rolls.


Shocking Disposition (5 Adaptability, been shocked 5 times): Advantage on Shock Resist Rolls.


The Fire Inside (5 Adaptability, must have been set on fire 5 times): Advantage on Ignition Resist rolls.


Cold-Blooded (5 Adaptability, must have been frozen 5 times): Advantage on Freeze Resist rolls.


Pioneer (Req. 5 in Any Nav skill): If your in a location previously unexplored by civilized life you can roll with advantage.


Internal GPS (Req. 5 Driving, 8 Urban or Wilderness Nav): Driving rolls can now be (Driving+Appropriate Nav Skill)÷2.


Learned Man (Lvl 5, 8 Intellect): Get 5 Skill points.


The Best Defense (Req 5 Melee Weapons or 5 Brawling): Reaction When equipped with a melee or brawling weapon while having 5 in that skill: adjacent enemies can't attack or go into Evasive mode without triggering an opportunity attack.


Unnerving Aura (Req 5 Intimidate, 5 Melee Weapons or Brawling): Once per NPC per day if you successfully hit an enemy with a Melee or Brawling weapon, any actions they try to take while adjacent to you will have disadvantage.