Perks: Skill Perks

 

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Skill Perks

You’re self-made and you can rely on your own wits and skill. If you want to really shine in your area of expertise there is no substitute for a Skill Perk. You can distract foes with your amazing performances or sneak your way into any bank. With the right Perks, you can get yourself into or out of any situation.

Requirements

To take any of the following Perks, you must have the Tier in the associated Skill equal to the Tier of the Perk you wish to purchase. For example, Great Leaper is a Tier 2 Athletics Skill Perk. To take Great Leaper you must have at least 2 Tiers in Athletics.

Mastery

When you have Mastery on a roll, it means that you can sacrifice 1 Stat dice and gain 1 automatic Success. You can decide not to sacrifice any dice if you would rather roll them. You only gain Mastery in certain situations when you take a Mastery Perk. These situations are detailed within the Mastery Perk. You can take Mastery Perks multiple times to apply Mastery to multiple situations. Masteries cannot be used with Maneuvers.

Academics

Academics Mastery
Tier 1
You have Mastery when you roll one of your Academics Specializations.
Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Historian
Tier 1
You have an in-depth and surprisingly useful amount of historical trivia stored in your head. Once per Scene you can add Successes equal to your Academics: History to any failed roll.

Lawyer
Tier 1
Once per Scene, you can roll Persuasion + Academics (Law) vs. MD to prevent a Target from lying when asked a question. They can, however, choose not to answer.

Scholar
Tier 1
You no longer have Disadvantage on Academics rolls outside your Specializations.

Animal Handling

Animal Handling Mastery
Tier 1
You have Mastery in Animal Handling for one of the following situations:

  • Calvary: When your mount takes damage.
  • Handler: When trying to manipulate an animal’s emotions.
  • Rider: Choose one type of mount. You have Mastery on Ride rolls whenever you are riding that mount.
  • Trainer: When you are rolling to train an animal.
  • Vet: When you are rolling to treat a sick or wounded animal.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Animal Friend
Tier 2
Animals won’t attack you unless they are provoked or feel forced to. They will also avoid attacking people with you.

Calvary Expert
Tier 2
When you use your mount’s Trample ability, actions you Trigger are rolled with Disadvantage.

Person Vet
Tier 1
You may roll Animal Handling in place of Medicine when attending to characters. You must make this roll with Disadvantage.

Protective Mount
Tier 1
Any time that you become Dying or Staggered, you remain on your mount and can immediately use bonus Movement equal to the mount’s Speed. Your mount will move you to safety, though you can choose how to spend this Movement.

Spur On
Tier 2
Your mount gains +2 Speed.

Archery

Archery Mastery
Tier 1
You have Mastery in Archery for one of the following situations:

  • Competition Archer: When you are hitting a stationary, inanimate Target.
  • Hunter: When you are rolling to hunt.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Art

Art Mastery
Tier 1
You have Mastery in Art for one of the following situations:

  • Artist: When you create any kind of work of art.
  • Appraisal: When discerning the value of an object.
  • Cook: When preparing delicious food.
  • Fashionista: When trying to make yourself or an ally look good

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Biting Critique
Tier 1
Once per Scene you may give another character Disadvantage on any Personality roll. You must declare you are using this Perk before the roll is made.

Trendsetter
Tier 1
Your clothes are almost always pristine, even when your companions are covered in filth. Your mere presence can make people think better of those around you. Once per Scene, you can add Successes equal to your Art Skill to any failed Personality Skill roll for you or your allies. Your character is not actively doing anything, but your presence can cause others to overlook some shortcomings.

Athletics

Athletics Mastery
Tier 1
You have Mastery in Athletics for one of the following situations:

  • Chaser: When trying to catch another character.
  • Climber: When climbing.
  • Jumper: When jumping.
  • Raw Power: When rolling to lift, push, pull, or otherwise move an inanimate object.
  • Runner: When trying to escape from another character.
  • Swimmer: When swimming.
  • Tightrope Walker: While moving through trees or otherwise swinging along above the ground. Also while moving along narrow or slick surfaces.
  • Lucky Dodger: When evading environmental damage.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Graceful Landing
Tier 1
You ignore the first 6 hexes of falling damage when you fall, rolling two less d8s when calculating the damage.
Special: You can buy this twice.

Great Leaper
Tier 2
You can jump a distance equal to your Speed. In addition, rolling Athletics to jump no only takes a Secondary Action.

Pack Mule
Tier 1
You double the amount you can carry. Once per Scene, if you’re in need of something small enough to fit in your backpack and under a Silver Coin in value, you can roll Wits + Athletics CR: 4. If you make the roll, you pull the necessary item out of your backpack.

Strong Legs
Tier 1
You gain +1 Speed.

Scurry
Tier 2
You ignore Movement penalties from Obstructed and Occupied hexes.

Unmovable
Tier 1
Reduce all Forced Movement by 2 hexes.
Special: You can buy this twice, giving you a total of -4 to Forced Movement.

Build

Build Mastery
Tier 1
You have Mastery in Build for one of the following situations:
Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Genius Artificer
Tier 1
You can halve the time it takes for your Tenacity and Essence to recover after crafting a magical item. You have Mastery on Build rolls to make magical items including constructs from the Create Construct spell in Advanced Spells.

Structure Analysis
Tier 1
You can roll Wits + Build CR: 4 to intuit the interior floor plan of a building just from analyzing its structure. This can be done inside or outside the building. Very large buildings only give you partial information, such as the floor plan of one wing of a mansion.

True Craftsman
Tier 1
You no longer have Disadvantage on Build rolls outside your Specializations.

Improvised Crafting
Tier 1
Once per Scene, if you’re in need of something small and inexpensive, you can roll Wits + Build CR: 4. If you make the roll, you build the thing you need out of random things lying around. The item only lasts for one Scene.

Wrecking Ball
Tier 1
You have Skill Mastery when rolling to break something.

Convince

Convince Mastery
Tier 1
You have Mastery in Construction for one of the following situations:

  • Business Person: When rolling to conduct negotiations, purchases, or liquidating assets.
  • Enabler: When trying to convince someone to do something that is not in their best interest.
  • Helper: When rolling to get someone to do something that is in their best interest.
  • Holy Roller: When trying to convince people to join your religion or rolling to convince someone on religious grounds.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Business Savvy
Tier 1
You are constantly wheeling and dealing. You gain an extra Silver Coin at the beginning of every session. You are considered to have gained this Coin through actions made between Scenes.

Take Back
Tier 1
Once per Scene, you can add Successes equal to your Convince Skill to any failed Personality Skill roll.

Truth Extractor
Tier 2
Once per Scene, you can roll Persuade + Convince vs. MD and ask a single yes or no question. The Target of the question must answer the question and cannot lie.

Deceive

Deceive Mastery
Tier 1
You have Mastery in Deceive for one of the following situations:

  • Boastful: When rolling to lie about how great you are or something else is.
  • Saboteur: When trying to subtly and diplomatically bring down another character with lies and slander.
  • Supporter: When trying to subtly and diplomatically back another character with lies and subterfuge.
  • Thespian: When rolling to disguise yourself as someone else.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Boastful Liar
Tier 1
Any time another character is looking for help, you must roll Persuasion + Deceive CR: 4. If you make the roll, then that character has heard that you have the skills they need to get the job done. This is not you actively lying to them at that time but represents either lies you’ve told directly to them in the past or that they’ve heard about from other people you’ve lied to.

Distract
Tier 2
Secondary l 1 Round l Persuasion + Deceive vs. MD l Long l 1 Foe
You give the Target Disadvantage on all rolls.

Impersonation
Tier 2
Once per Scene, if you fail a Personality or Mind roll while impersonating another character you can add Successes equal to your Deceive Skill.

Ventriloquism
Tier 1
You can throw your voice, making it sound as if it is coming from another source within 5 meters of you. If you are trying to fool someone, you may still need to roll Deceive to do so.

Detection

Detection Mastery
Tier 1
You have Mastery in Detection for one of the following situations:

  • Dungeoneer: When rolling to find secret doors or hidden items.
  • Eagle Eye: When rolling to notice details or things that are very far away.
  • Lie Detector: When rolling to discern another character’s attempt to deceive or if they are lying.
  • Lookout: When rolling to spot trouble, such as someone sneaking up on you or spotting a dangerous looking person in a crowd.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Astute
Tier 1
Once per Round you can roll Detection as a Free Action. All other times you can roll Detection as a Secondary Action.

Found You
Tier 1
Secondary l Instant l Awareness + Detect CR: 3 l Long l Characters
You know the location of all Hidden characters in Range and can target them.

Light Sleeper
Tier 1
You are a light sleeper, always expecting trouble. You can roll Detection without Disadvantage while asleep and do not have to spend 3 Movement to stand up from Prone when you wake up.

Lip Reader
Tier 1
You can read lips. As long as you can clearly see someone’s mouth, you can understand what they are saying.

Never Fully Surprised
Tier 1
You do not lose any Actions during a Surprise Round, but you still must delay your Turn until after you are aware of the attacker.

Heavy Weapons

Heavy Weapons Mastery
Tier 1
You have Mastery in Heavy Weapons for one of the following situations:

  • Master at Arms: When rolling to hit large moving Targets, such as ships or caravans.
  • Precise: When rolling to hit a specific point on a structure

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Short Range
Tier 2
You can ignore the Minimum Range when firing Heavy Weapons.

Well Oiled
Tier 2
You and anyone else using a Heavy Weapon that you are operating can spend Secondary Actions instead of Primary for the Reload Effort.

Impress

Impress Mastery
Tier 1
You have Mastery in Impress for one of the following situations:

  • Excellent Guest: When rolling at events you have been invited to.
  • Excellent Host: When rolling at events you have planned and are hosting.
  • First Impressions: When meeting another character for the first time.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Best Parties
Tier 2
Only your enemies may outright refuse invitations to your events without a very good reason. When you attend others’ events, you have access to anyone and anywhere at the event. While you are attending an event or party you can roll Charisma + Impress vs. MD on one other character. If you succeed the Target is Glamoured for the duration of the event. This is not a magical effect and cannot be detected or dispelled. If you do not succeed the Target simply brushes you off.

Social Grace
Tier 1
You pick up the social manners and etiquette immediately. Once per Scene, if you fail a Personality roll you can add Successes equal to your Impress Skill.

Intimidate

Intimidate Mastery
Tier 1
You have Mastery in Intimidate for one of the following situations:

  • Overt: When blatantly threatening another character.
  • Subtle: When subtly implying that harm might befall another character.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Paranoia Inducing
Tier 2
Your mere presence can make people paranoid. Once per Scene, you can roll Charisma + Intimidate vs. MD against a character to force them to reroll a successful roll. You are not actively trying to Intimidate them, but your frightening presence can give some characters pause and cause them to fumble.

Strong Arm
Tier 1
You can use your Brawn any time your Target can see you when rolling Intimidate.

Investigate

Investigate Mastery
Tier 1
You have Mastery in Investigate for one of the following situations:

  • Detective: When rolling to Investigate a crime or other acts of violence.
  • Manhunter: When rolling to find one specific person or group of people.
  • Paranormal Investigator: When rolling to investigate supernatural events or creatures.
  • Rumor Mill: When rolling to glean information about criminals or criminal organizations.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Cutting Observation
Tier 2
Once per Scene you can make another character doubt themselves with your insights. You can force them to reroll a Successful Personality or Mind roll.

Ear to the Ground
Tier 1
Once per Scene, you can roll Charisma + Investigation CR: 4 to see if you know some piece of information. You can get the answer to one question, but it must be something that would be known by the rumor mill in a town or city that you have passed through within the last month. This is knowledge that you just happened to have heard at some point, not you actively gathering information.

Self Aware
Tier 2
Once per Scene, you can reroll any Mind or Personality Skill roll. You must keep the second result.

True Detective
Tier 1
You also have an uncanny sense for understanding where crimes have happened. Once a Scene, you can roll Wits + Investigate CR: 4 and gain a vague sense of what the last crime to happen in an area was.

Two and Two
Tier 2
Once per Scene you can roll Wits + Investigation. You can ask the GM a number of questions equal to successes about other characters or things around you. These questions must be yes or no questions.

Uncanny Awareness
Tier 1
Once per Scene you can add your Investigation Skill to a failed Mind roll.

Medicine

Medicine Mastery
Tier 1
You have Mastery in Medicine for one of the following situations:

  • Battlefield Medic: When rolling for Patch Up after combats.
  • General Practitioner: When identifying what toxin or illness is affecting a person.
  • Pharmacist: When rolling to Assist characters suffering from toxins or illnesses.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Excellent Patient
Tier 1
Anyone using Medicine on you gets Advantage on the roll. In addition, any time you are healed with Medicine, you heal one additional Vitality.

Mediciner
Tier 1
You gain Advantage on rolls used to remove illnesses, toxins, or Status Effects from other characters. You may make this roll as a Secondary Action.

Triage
Tier 1
Secondary l Intellect + Medicine l Reach l 1 Ally
The Target regains Successes in Tenacity.

Mythology

Mythological Mastery
Tier 1
You have Mastery in Mythology for one of the following situations:

  • Echo Enthusiast: When dealing with the Echo.
  • Eye for Magic: When rolling to detect and identify magic.
    Inspiring Sermons: When trying to convince people to join your religion or rolling to convince someone on religious grounds.
  • Mage Killer: When rolling to Counterspell.
  • Theologian: When rolling to discover or remember facts about a religion.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Commune
Tier 1
Once per Scene, you can roll Wits + Mythology CR: 4 to ask a higher power a single question. The question must be a yes or no question. The higher power may give you some additional information if they deem it necessary, though most prefer to gently push their followers in the right direction. The question must be of importance to the entity, else they may overlook your query.

Stunning Sermon
Tier 1
Choose one person who can hear or see you preach and make a Mythology roll vs. MD. If you succeed they cannot do anything except watch until you finish or they are attacked. Other characters can still break their concentration, though they have to forcefully do so.

Supernatural Aficionado
Tier 1
When dealing with Ancients or Echoes you gain Advantage to all Mind and Personality rolls.

Nature

Nature Mastery
Tier 1
You have Mastery in Nature for one of the following situations:

  • Outdoorsy: When rolling to make a camp, hunt or track in the wild.
  • Toxin Expert: When rolling to craft toxins or apply them to weapons.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Nature Sense
Tier 1
You are acutely aware of your surroundings. Once per Scene you can make an Awareness + Nature CR: 4 roll to know the location of a specific creature or plant within 10 km.

Toxin Expert
Tier 2
You may apply toxins to weapons as a Secondary Action.

Perform

Perform Mastery
Tier 1
You have Mastery when you roll one of your Perform Specializations.
Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Diva
Tier 1
Whenever someone rolls to Assist you on a Perform roll instead of gaining Advantage, you gain +1 Success.

Stunning Performance
Tier 1
Choose one person who can hear or see you perform and make a Perform roll vs. MD. If you succeed they cannot do anything except watch until you finish or they are attacked. Other characters can still break their concentration, though they have to forcefully do so.

Virtuoso
Tier 1
You no longer have Disadvantage on Perform rolls outside your Specializations.

Sailing

Sailing Mastery
Tier 1
You have Mastery in Sailing for one of the following situations:

  • Crack Sailor: When rolling to perform difficult feats or outmaneuver another boat.
  • Storm Rider: When rolling to keep a ship afloat in dangerous waters.
  • With the Wind: When rolling to chase or evade another ship.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Rigging Monkey
Tier 1
While on boats you have a Climb Movement method instead of Climb (clumsy).

Sea Legs
Tier 1
You have Advantage on all Body rolls made while on a boat. This includes Attack rolls.

Stealth

Stealth Mastery
Tier 1
You have Mastery in Stealth for one of the following situations:

  • Blend In: When rolling to hide in crowds.
  • Smuggler: When rolling to hide an object from prying eyes.
  • Urban Ninja: When rolling to hide in a city or civilized area.
  • Woodland Hunter: When rolling to hide in nature.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Silent Quickness
Tier 2
You do not suffer Movement penalties for remaining Hidden.

Stealth Leader
Tier 2
You can help a number of allies equal to your Stealth hide. They must remain within 3 hexes of you. Roll Finesse + Stealth. The designated allies and yourself have that number of Successes for Stealth rolls.

Thievery

Thievery Mastery
Tier 1
You have Mastery in Thievery for one of the following situations:

  • Due Diligence: When rolling to learn how to most effectively break into a place.
  • Lockpicker: When trying to pick a lock.
  • Pickpocket: When rolling to take something off of another character.
  • Trapper: When disarming or creating traps.
  • Street Magic: When rolling to trick other character’s eyes with your Thievery.

Special: You can buy this more than once, gaining a new Mastery each time you buy it.

Fast Trap
Tier 2
You can place a trap as a Secondary Action. This must be a simple trap that would normally only take one Primary Action to prepare.

Pins and Needles
Tier 2
Primary l 1 Round l Finesse + Thievery vs. PD l Reach l 1 Foe
You place small blades and needles all over the Target. They take 2d8 damage for every hex they move on their Turn.

Quick Fingers
Tier 1
You can use your Secondary Action to pick locks or pick pockets.

Sticky Fingers
Tier 1
You are always picking up random things from tables, out of pockets, and so forth. Once per Scene, if you’re in need of a common object small enough to fit in your pocket and under a Silver Coin in value, you can roll Thievery CR: 4. If you make the roll, you pull the necessary item out of your pocket.

Street Magic
Tier 1
Choose one person who can hear or see you perform and make a Thievery roll vs. MD. If you succeed they cannot do anything except watch until you finish or they are attacked. Other characters can still break their concentration, though they have to forcefully do so.

Trap Sense
Tier 1
You take half damage from all traps.

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