Perks: General Combat Bonuses

 

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General Combat Bonuses

These Perks give you bonuses to all kinds of aspects of Combat. With these Perks, you can wear armor, get extra actions, or upgrade the Universal Combat Maneuvers into something far more useful. If you feel you need to increase your character’s survivability this is definitely the place to do it.

Always Ready
Tier 2
You gain +3 Initiative. You also get +5 Movement on the first Round of combat.

Armor Proficiency (Light)
Tier 1
You can wear Light armor without penalty. Light armor gives Hardness: +1, Resistance (energy): +1 and Health: +2.

Armor Proficiency (Medium)
Tier 2
You can wear Medium armor with a penalty of -1 to your Speed and Initiative. Medium armor gives Hardness: +2, Resistance (energy): +2 and Health: +4.

Armor Proficiency (Heavy)
Tier 3
You can wear Heavy armor with a penalty of -2 to your Speed and Initiative. Heavy armor gives Hardness: +3, Resistance (energy): +3 and Health: +6.

Bodyguard
Tier 1
Reaction l Adjacent l 1 Ally
〇 The Target is Hit with an Attack that targets PD.
You can trade hexes with the Ally and the Attack deals damage to you instead.

Bow Blocker
Tier 2
If there are no enemies Adjacent to you when you make a Ranged Attack, you do not have Disadvantage on Ranged Attacks with a weapon, even if you began your Turn with a foe Adjacent to you.

Bulky, I
Tier 1
You gain +4 Health.
Special: You cannot take this and the Bulky, II or III Perks.

Bulky, II
Tier 2
You gain +8 Health.
Special: You cannot take this and the Bulky, I or III Perks.

Bulky, III
Tier 3
You gain +12 Health.
Special: You cannot take this and the Bulky, I or II Perks.

Caltrops
Tier 2
Secondary l Medium l 1 Unoccupied hex
Anyone that moves into the targeted hex takes 1d6 damage and is Slowed.

Charger
Tier 3
Secondary l Medium l 1 Unoccupied hex
If you spend your Primary Action to gain extra Movement you can make a Special Melee Attack at the end of your Movement. This attack does Weapon + Brawn damage.

Death Throe
Tier 2
When you fall to 0 Health, you can immediately spend 5 bonus Movement and make one Attack.

Dervish
Tier 2
Each time you move into a hex, you can deal 2 damage all Adjacent foes. Each foe can only take this damage once per Round.

Dirty Fighter
Tier 2
You deal 3 extra damage against foes suffering from Negative Status Effects with your Primary and Secondary Attack Actions.

Duelist
Tier 2
When you hit the Target with a Melee Attack and no ally is Adjacent to them, you can deal +1 damage.

Exertion Strike
Tier 3
Secondary l Self
+1d4 damage to your next Melee or Ranged Attack this Round.

Far Shot
Tier 2
You no longer suffer Disadvantage for attacking at up to twice your weapon’s range.

Flier, Graceful
Tier 2
You do not grant Advantage to attacks while flying.

Flier, Tactical
Tier 2
You do not have Disadvantage to attacks while flying.

Forceful Blows
Tier 1
For every 5 damage you do with Melee or Ranged attacks, you can move the Target +1 hex.

Guardian
Tier 2
When you spend Movement, at any point while moving, you can bring an Adjacent ally along with you. They occupy your hex. When your Movement ends, you can place them in any hex Adjacent to you. Your ally does not trigger Actions with this Movement.

Hang On
Tier 1
You gain +2 Successes when rolling against the Death CR. You can also move 2 hexes while Dying.

Hawkeye
Tier 2
Secondary l 1 Round l Long l 5 Unoccupied Hexes
Choose 5 hexes within range to mark with this ability.
Hawkeye Shot
Free l Long l 1 Foe
〇 The Target moves Into one of your marked hexes.
You can make a Special Ranged Attack against the Target.  The damage for this attack is Weapon Damage + Equipment Specialty damage. The hex becomes unmarked after you make this Ranged Attack.

Headlock
Tier 2
When you have a character Restrained and you move, you can move them with you. The Restrained character doesn’t trigger Actions but suffers any damage and effects from hexes they move through. You may choose which hexes a Restrained character moves through as long as they are Adjacent to you throughout the Movement.

Hinder, Improved
Tier 2
When you hit with the Hinder Maneuver you deal Weapon Damage + Brawn, but without any other damage modifiers to the Target. You still reduce their Movement by 3.

Horde Beater
Tier 2
When you hit a foe with a Melee Attack, one foe Adjacent to you or your Target takes Brawn damage.

Hunter
Tier 1
Choose Ancient, Beast, Dragon, Echoes, Folk, or Kindred. You gain +2 damage against characters or creatures of this type.
Special: You can take this Perk multiple times. Choose a different type each time you take this Perk.

Interrupt
Tier 3
Reaction l Short l 1 Foe
〇 The Target Hits You or an Ally.
The Target is Weakened.

Impervious Mind
Tier 1
You gain Resistance (mental): +2
Special: You can take this Perk up to 3 times.

Iron Stamina
Tier 1
Reduce the CRs of all Toxins and Illnesses by 1. If the CR becomes 0 you are immune to that Toxin or Illness.
Special: You can buy this more than once, reducing the CRs of Toxins and Illnesses by 1 every time you do.

Juggernaut
Tier 3
Requires: Medium or Heavy Armor
You can move through Foes’ hexes. If you move through a Foe’s hex you can Move them 1 hex.

Long Arms
Tier 2
You gain Reach: 2.

Mobile
Tier 1
Reactions triggered by your Movement are rolled with Disadvantage.

Mounted Combat
Tier 2
While mounted you can use your mounts Trample ability as part of your Movement. You may also spend your Secondary action to use your mounts Special Attack.

Necrotic Resistance
Tier 1
You gain Resistance (necrotic): +2.
Special: You can take this Perk up to 3 times.

On a Roll
Tier 2
Requires: Cannot be wearing Medium or Heavy Armor.
1 / Round l Reaction l Self
〇 A Foe Misses you with an Attack.
You gain PD: +1.

Parry
Tier 1
Requires: Must be wielding a Melee Weapon.
Reaction l Finesse l Self
〇 You Take Damage from a Melee or Ranged attack.
Reduce the damage by Successes.  This happens before you account for Hardness.

Piggy-Back
Tier 1
Reaction l Self
〇 An Ally moves Adjacent to you.
You Occupy your Ally’s hex during their Movement. Any actions Triggered by their Movement can target you or your Ally. When your Ally’s movement ends you may move to any hex Adjacent to them.

Push Back
Tier 2
Reaction l Reach l 1 Foe
〇 You Take Damage from the Target.
You move the Target 3 hexes and they fall Prone.

Rapid Regeneration
Tier 2
Requires: Regeneration: 1 or higher.
Secondary l Self
You heal 1 Health.

Reactive
Tier 1
You gain an additional Reaction each Round.
Special: You can take this Perk up to three times.

Reactive Regeneration
Tier 3
Reaction l Self
〇 You Take Damage.
You heal 1 Health.

Regeneration
Tier 3
You gain Regeneration: +2.

Resistance, Energy
Tier 3
You gain Resistance (energy): +5.

Resilience Mastery
Tier 3
You have Skill Mastery when making Resilience rolls.

Second Wind
Tier 2
Secondary l Self
You heal 2 Tenacity.

Scamper
Tier 1
Reaction l Self
〇 A Foe moves Into an Adjacent hex to you while you are Hidden.
You can use 8 Bonus Movement immediately.

Shield Bash
Tier 2
Requires: Must be holding a Shield
Make a Special Melee Attack against the Target using your Secondary Action. You bash them with your shield, dealing Brawn damage. The Target is also Shocked.

Shield Expert
Tier 1
Requires: Sword and Board Perk
You can use your Block Maneuver for attacks Targeted against Adjacent allies.

Shinobi Ashi
Tier 3
You can make a Stealth roll CR: 4 to become Hidden when you end your Movement on your Turn. You still require Cover to become Hidden.

Shot on the Run
Tier 2
You can immediately spend 3 Bonus Movement when you make a Ranged Attack.

Shrug It Off, Improved
Tier 2
Shrug It Off becomes a Secondary Action.

Snap the Neck
Tier 3
Add one Ace to your Attack roll against a Restrained Foe after this Attack the Restrained Effect ends.

Sneak Attack
Tier 1
You do +3 damage on any Attacks made against Targets when you begin your Turn Hidden or have Cover against the Target of your attack.
Special: You can take this Perk two times, gaining a total of up to +6 damage.

Snipe
Tier 3
Before you roll a Ranged Attack, you can add one Ace to your roll if you spend all of your Movement and are Hidden.

Speedy, I
Tier 1
You gain +1 Speed.
Special: You cannot take this and the Speedy, II or III Perks.

Speedy, II
Tier 2
You gain +2 Speed.
Special: You cannot take this and the Speedy, I or III Perks.

Speedy, III
Tier 3
You gain +3 Speed.
Special: You cannot take this and the Speedy, I or II Perks.

Stand Your Ground
Reaction l Self
〇 You are Forced to Move.
You do not move or can stop the Forced Movement in a hex of your choosing. Also, if an attack would knock you Prone, you do not fall Prone.

Switcheroo
You can trade hexes with an Adjacent Ally or Foe.

Team Fighter
Tier 2
When you attack a foe that you and an ally are Adjacent to, you gain Advantage. If you hit, your ally also gains Advantage on their next Attack against that foe whether you are still Adjacent to them or not.

Tenacious, I
Tier 1
You gain +6 Tenacity.
Special: You cannot take this and the Tenacious, II or III Perks.

Tenacious, II
Tier 1
You gain +12 Tenacity.
Special: You cannot take this and the Tenacious, I or III Perks.

Tenacious, III
Tier 1
You gain +18 Tenacity.
Special: You cannot take this and the Tenacious, I or II Perks.

Thick Skin
Tier 2
You gain Hardness: +1.

You Found Me
Tier 2
Reaction l 1 Foe
〇 A Foe moves Into an Adjacent hex to you while you are Hidden.
You can make an Attack against the Target.

Unwavable
Tier 2
You gain +1 Success to resist the Charmed, Glamroured, and Dominated Satus Effects. You also gain Resistance (mental): +1.

Wall
Tier 2
Requires: Medium or Heavy Armor, or a Shield
Secondary l 1 Round l Adjacent l 2 Unoccupied Hexes
Target hexes become Impassable and grant Cover.

Wrestler
Tier 2
You have advantage on Attack rolls against Restrained characters. Any character that you have Restrained has Disadvantage on Attack rolls and rolls to escape the Restrain.

Quick Healer
Tier 1
You can halve the amount of time it takes you to heal naturally. This does not apply to Regeneration.

Zen Archer
Tier 2
When you make a Ranged Attack as a Primary Action, you can sacrifice all Movement and in return become Strengthened for all Ranged Attacks this Round. You ignore Disadvantage due to Range when rolling a Ranged Attack at up to twice your weapon’s range.
Special: You cannot use this Perk if you have used Movement this Round.

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