Purchased Perks Flashcards

1
Q

Lay of the Land
[Ace Detective!]

A

Whether it be coin, a mark, or one’s next target, the Zolyks have trained to be keenly attuned to their surroundings. On occasion, this provides insight into the mysteries at hand.

You can make a DC 15 skill check once per short rest to get a clue about an object in the near vicinity you’re looking for.

Requirements: Investigation skill proficiency

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2
Q

Quick Draw

[Pack Rat]

A

The bioengineered felvines have honed reflexes–and no Zolyk worth their salt is any exception.

This perk adds +10 lbs. to your character’s Carry Weight and allows you to pull an item weighing a pound or less from any container on your person as a free action, not requiring you to search for it per normal. The item is chosen ahead of time and may be changed after a long rest.

Instead of a single item you may choose a single type of ammo equal to 1 pound (you cannot add more ammo to this amount except on a long rest, so your get your pound for the day to work with)

  • Will use on Zela’s Combat Knife, kept at the small of her back. Thus unlocking attacks of opportunity!
  • Now to be used in conjunction with Finesse. Zela will never be doing a lot of melee damage, but crits could be a game-changer.

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3
Q

Night Vision

A

The genetic enhancements of the Zolyks have afforded better sight in the dark.

Your character can see better in darkness when you select this perk. Characters without night or dark vision can see 50ft in darkness. Must be all the carrots you ate.

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4
Q

Sniper

A

One shot, one kill. Just like you were taught.

As a bonus action you may double the damage dealt by your next successful ranged weapon attack. You may use this ability once per short rest.

Requirements: Stealth Skill Proficiency

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5
Q

Called Shot

A

Precision is a prized skill, and you have it.

Sometimes you know exactly where you want to hit, like oddly specifically where you want to hit. I mean really, really specifically where you want to hit. This perk can be used in a few ways, but does not trigger other abilities that require advantage to work (sneak attack, etc). It can, however, negate disadvantage.

1) Using your standard action, bonus action, movement action, and reaction you can choose a spot on a creature of size “large” or smaller. Make a single attack on that spot. If you hit you cause major injury, as per the effects listed in the critical hit chart.

2) Using your standard action, bonus action, movement action, and reaction, you may choose a specific spot on a large or smaller sized creature to attack with advantage (normally you would make such a targeted attack at disadvantage). This does not cause a major injury, but targeting specific spots may be useful in other ways.

3) Using your standard action you may choose a specific spot on a “huge” or larger sized creature to attack with advantage. If you hit you cause a major injury, as per the effects listed in the critical hit chart.

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6
Q

Play Nice

[C-C-Combo!]

A

Even the most roguish of us have learned how to work with others. Sometimes.

Bonus Tokens.
The initiating player makes the attack role and uses their area attack type for the combo. The base damage of the combo is 3d6 + ½ character level. Every character involved adds their listed bonuses. The attack roll is made against each enemy affected by the attack. This roll is a d20 + proficiency bonus + 3.

Pick one enemy within 80 feet of Zela, but no closer than 20 feet. You must be
able to see them and they cannot have more than ½ cover. You do not need to roll to hit, just to confirm a critical. This does not penetrate effects like wall of force or anything that would allow full sight of something but isn’t penetrable by kinetic weapons.
○ Additional 1d6 to damage
○ All characters involved have their crit range set to 18-20 for any weapon they use
for 1d6 rounds, this overrides the current crit range of any weapon you’re using.
Does not affect grenades.

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7
Q

Rad Resistance

A

The genetic engineering that went into the Zolyks holds many a mystery. Somehow, they unlocked the ability to handle what waits in the wastes better than before.

You take ½ radiation and heal 1d10 rads during a long rest.

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8
Q

Felvine ​Finesse

A

Her father may have been a brawler, but Zela learned to trade sheer damage for finely-tuned specificity. Knowing where to strike can make all the difference between life and death.

Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your melee attacks have -1 to their damage but their critical range increases by 1.

(Stacks with other critical extending effects!)

Requirements: Dexterity 15

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9
Q

The Shadow Network

[Guardian Angel]

A

Before their downfall, your family had a network that sprawled endlessly. Sometimes, someone appears to rend aide when least expected.

Someone, or something, is looking out for you. Whenever you take a critical hit, roll a d6. On evens, a mysterious figure appears and “takes care” of the aggressor for you. Who was that masked man?

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10
Q

Digital Infiltration

[l33t h4x0r5]

A

For your family, there must always be two ways in and three ways out. Your training in network infiltration has increased your ability to bypass security.

Rank 1 -You know the DC of any rolls made to hack (before you choose to roll)
CARDS Hacking: Begin hacking challenge with a virus (disappears after the challenge)
RINGS Hacking: Reduces number of rings by 1 (failure attempts remain the same)

Rank 2 - Successful rolls made to hack reward you with 10,000 credits
CARDS Hacking: Begin hacking challenge with a worm (disappears after the challenge)
RINGS Hacking: informs you of the strongest stat for each ring.

Requirements: Tech tools proficiency Action: Standard (RINGS), Out of combat (CARDS)

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11
Q

That Critical Eye

[Bloody Mess]

A

Your skills are innate, trained, and tested. With every shot you take, you further learn how to exploit weaknesses for the greatest damage. Why simply kill someone when you could turn them into a fine, pink mist?

After landing a critical, get a single reroll on any 1-4 results for the crit chart.

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12
Q

Shifting Focus

[Trick-Shot]

A

You might have been trained to take out single targets with deadly efficiency, but sometimes the battle doesn’t afford such luxuries. When the situation demands it, you know how to switch to crowd control.

A confirmed critical with a ranged weapon allows you to swap the critical on the target for a normal hit on the target and all enemy creatures adjacent to the target. Roll damage once for all.

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13
Q

Instinctual Insight

[I See the Meta]

A

You can use your action to try to get uncanny insight about one humanoid you can see within line of sight. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

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