Perks

Remember how I mentioned that an Action Ability Rating of 8 was “great” and 14 “execeptional”? Well, Perks are how I quantify those adjectives. This is loosely based on Night’s Black Agents, and the thresholds mutable. Pick one perk at 8 points, and then one more for every 6 points thereafter. There will be at least two options for every skill.

  • Athletics:
    • Hard to Hit (Hit Threshold +1)
    • Parkour (refresh during foot chases)
    • Support Move (combat advantage for friends).
  • Conceal:
    • Perfect Holdout (sneak anything through search)
    • Perfect Camouflage (hide anything from pursuers).
  • Disguise:
    • Innocent Bystander (use disguise to blend in)
    • Just the Help (lower difficulty when in costume).
  • Driving:
    • Grand Theft Auto (start and drive anything)
    • Motorhead (refresh during driving chases)
    • Stunt Driver (1x/chapter, spend 3 for some ridiculous effect)
    • Defensive Driving (gain +1 Hit Threshold while evading).
  • Electrical Repair:
    • Jury-Rigging (can always find the wiring you need)
    • Mad Genius (can use this in place of some Cthulhu Mythos spends)
  • Explosives:
    • Bigger Bang (+d6 damage for a 3-point spend)
    • Complex Apparatus (can’t be disarmed).
  • Filch:
    • No Mistakes (spend 2-for-1 after roll)
    • Quick Fingers (with a big spend, you can retroactively boost something small).
  • Firearms:
    • Extra Attack (bonus attack)
    • Specialized Training (refresh during combat)
    • Sniper (as Martial Art, under Scuffling).
  • First Aid:
    • Battlefield Surgeon (1 point dedicated pool in Medicine vis-a-vis wounds)
    • Triage (temporarily get a wounded ally back into the fight)
  • Fleeing:
    • Make a Mess (hinder pursuers by slamming doors, etc.)
    • I Think I Can Fit Through (spend to find convenient vents, etc.).
  • Magic:
    • Mysteries!
    • Wonders!
  • Mechanical Repair:
    • Swiss Army (spend mechanical repair as Preparedness)
    • Jury-Rigging (can always find a part that will serve)
  • Piloting: as Driving
  • Preparedness:
    • Cache (retroactively plan ahead!)
    • In The Nick of Time (use Preparedness spends for perfect timing)
    • Check Your Bag (spend preparedness on behalf of allies).
  • Psychoanalysis:
    • The Gift of Gab (1 point dedicated pool in Flattery, Interrogation, Reassurace)
    • Anger Management (you can incite humans to anger)
    • Notice Tell (1-point pool in Assess Honesty).
  • Riding: as Driving
  • Scuffling:
    • Martial Art (roll two dice, take higher result for a spend)
    • Assess Threat (Make me disclose combat ratings)
    • Mook Shield
    • Extra Attack.
  • Sense Trouble:
    • Tactical Intuition (use Sense Trouble Rating for initiative)
    • Hawkeye (1-point dedicated pool for Evidence Collection).
  • Shadowing:
    • Stakeout (gain a 1-point pool if undetected observation for a scene)
    • Face in the Crowd (failing a tail doesn’t blow your cover automatically).
  • Stealth:
    • Open Sesame (boring old locks don’t bother you)
    • Part of the Scenery (guard dogs and guards don’t tend to notice you)
  • Weapons:
    • All in the Reflexes (thrown weapons shift range)
    • Weapon Art (as Martial Art under scuffling)
    • Extra Attack
    • Riposte (enemy flubs open up quick counters).

Perks

Trail of Nyarlathotep hypomodern