You did it. You made it to level 2. You learned so much in those few hours you spent, running for your lives out of a city you used to call home. Maybe it was the adrenaline that spurned this sudden increase in strength. In potential. Maybe it was the horse that hit like a truck, going 100mph into another truck. That exploded. Whatever it was, you’re better for it. You’re a little more ready for what life wants to throw at you. And to reflect that, we’re going to give you a little more than a critical benefit. I’m talking, of course, about Perks.
Perks. You’re going to get them every other level. Levels 2, 4, 6, 8, and 10. That’s 5 perks, max, friend. So choose wisely. Some of these will require other perks as a prereq. Others you’ll be able to continually pick for a cumulative bonus of some kind. Ancient Junk related perks will be covered (in more detail) in Part Two of our Perk series*.
Until then enjoy your ‘Newb’ Tier Perks:
Don’t grant combat advantage when surprised, +2 Perk bonus to Perception.
Once per encounter, you may redraw your readied Alpha Mutation.
Ancient Rigger (Junk Perk)
Using Ancient Junk, you can make special items of your level or lower. You must have the correct formula and the appropriate skill.*
- Companion Boosts
- Armor/weapon buffs
- Potentially build Vehicles and Companions
- Repair Omega Tech
+2 Perk bonus to attack rolls while bloodied.
Unless you attack it first, wild animal monsters will ignore you in battle.
+1 Shield bonus to AC and Reflex when one hand is free.
Increase damage of Unarmed attacks by one die type.
+2 Damage when adjacent to any ally
+5 stealth outdoors when you have concealment
As a minor action you may eat fallen (organic) foes to regenerate 10 + your level HP (twice your level, if enemy is Larger than you). Warning, some enemies may constitute a saving throw.
Chemist (Junk Perk)
Using Ancient Junk (and local fauna), you can make special items of your level or lower. You must have the correct formula and the appropriate skill.*
- Healing items
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of you next turn. While marked, target takes a -2 penalty to attack rolls for attacks that don’t include you as a target. A creature may only be subject to one mark at a time. A new mark supersedes a mark that is already in place.
Combat Challenge ll
Requires Combat Challenge (or Hobo Knight Background Feature). Whenever a ‘marked’ enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Bring up ally as minor action, +2 to Science Checks
+1 to Opportunity Attack rolls
Requires Combat Challenge (or Hobo Knight Background Feature) An enemy struck by your opportunity attacks stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
+2 to AC against Opportunity Attacks.
+4 to melee damage against surprised enemies.
Gain combat advantage with ranged and area attacks against flanked enemies.
+4 to speed on first turn of an encounter
Increase ranged weapon range by 5 squares
+2 to speed
+2 to AC vs. Opportunity attacks provoked by ranged or area powers.
Gain one of the following at-wills: Aimed shot, Clever shot, or Rapid Shot.
+4 to Initiative checks
Jack of All Trades
+2 to untrained skill checks
Junk Rounds (Junk Perk)
Turn 5 pieces of Ancient Junk into a thing of Ammo.
+2 to saving throws
Point and Laugh
Until the start of its next turn, Allies get +1 attack rolls against an enemy that misses you.
Draw a weapon with attack action, +2 to initiative
+3 to checks with chosen skill
Gain 5 Additional HP per rank of Toughness
Once per encounter you may roll a d100 for something completely random to occur. Good or bad. Or just plain odd.