2E - Second edition

= D20 Systems 2E (Rulebook) =
=== (Sixth Sun Era Second Edition) ===
== Base Edition ==
The 2E is the original stat and dice system in relation In-Game text or text chat RP. This system is created by the team and is a direct adaption from the first edition (which was more like a beta system) with major changes to character creation and approach towards turn-based or free-form actions. There is an official spreadsheet used to track a character's stats and abilities from this system which can be found here: Character/Play Sheet (Google Spreadsheet) (version 0.8).
Character/Play Sheet (Google Spreadsheet) (version 0.9) is a variant of the sheet that supports randomizing as well as all the latest updates to perks listed. This version of the sheet always updates to changes with the system.
==== Character Stats ====
In the 2nd Edition, there are nine base statistics every character can utilize for rolling different actions, counters, and saving throws. These rolls are used both during conflicting roleplay inside and outside turn-based encounters. Depending on the archetype of a character, stats can be raised or lowered into the negatives for a character specialization. This will be explained in the Character Creation Steps section of this page. Having certain stats at different levels allows a character to access more perks but lose out on utilizing other perks as well during perk selection. When certain stats are used for bonuses, they can trigger exhaustion which can be found in stamina. Certain perks that have stat requirements cannot be used if a stat bonus is not applied for a turn and exhaustion turns can cause this to happen.
2E Universal Stats 	2E Universal Stats
Stat rolls always use d20s	Stat rolls always use d20s
Strength [STR] 	is a stat that is used to improve rolls related to physical feats like breaking a boulder, lifting actions, and breaking free from physical restraint. This also aids strength melee-based attacks.
Movement [MVT] 	is a stat that is used to improve rolls related to physical feats like dodging, sprinting, and parkour. This also aids multiple-hit or speed melee-based attacks and dodge counter rolls.
Nature [NTR] 	is a stat that is used to improve rolls related to physical or mental feats like personal organ-usage, tracking, animal-handling, and hunting. Nature also aids a character's death saving throws and accesses specialized knowledge rolls for biology.
Intelligence [INT] 	is a stat that is used to improve rolls related to mental feats like research, memory, and advanced tech-usage. Intelligence is a stat that introduces different opportunities for attacks and research-alike as well as mental restraint.
Crafting [CFT] 	is a stat that is used to improve rolls related to physical or mental feats like repair, creation, and vehicle-usage. A key stat for those that wish to utilize the pinnacle of craftsmanship with recipes and recover destroyed gadgets.
Medical [MED] 	is a stat that is used to improve rolls related to mental feats like wound analysis, first-aid, and enforced health recovery. Medical is a stat that ensures characters survive and is a key component to body-enhancements as well.
Perception [PER] 	is a stat that is used to improve rolls related to feats like senses, spotting, and aiming ranged weapons. A stat that is necessary when utilizing rifles, investigating, and staying on-guard.
Charisma [CHA] 	is a stat that is used to improve rolls related to social feats like persuasion, performance, and vocal-based actions. An important stat that allows characters the means to influence others or perform exceptionally well.
Constitution [CON] 	is a stat that is used to improve rolls related to health feats like poison-resistance, consumption, and body tolerance. Constitution is needed to improve the usage of health points or survive consumption-based actions.
=== Equations ===
* Stamina Level which is explained in the Strategic Damage System is improved by the character's NTR and MVT stats. Stamina Level = =ROUND(([MVT]0.25)+([NTR]0.8))
* Max HP increases are improved and influenced by STR and CON stats. HP Max=(9+[Level Value])+(ROUND(([STR]0.15)+([CON]0.8)))
* The initiative bonus that influences who starts first during turn-based encounters is influenced by MVT. Initiative Bonus= IF([MVT]=5,3,ROUNDDOWN([MVT]*0.5))
=== Terminology ===
* DIFF/DC represents the dice roll + bonus difficulty. For example, the game master says roll a DC 10 for STR. A participant must roll their character's STR stat (D20 dice). This can also be set by counter rolls between NPCs, players, and the like.
= Character Creation Steps =
After writing the general amount of lore desired for the character, it is important to create the necessary build and parks to play the individual successfully in many different encounters. The first step would be selecting an archetype which will define the limitations of the character build, beginning abilities, and additional opportunities. Each archetype has different rules to leveling up, a special "action" known as archetype action, different stat limitations, and unique variations to the amount or types of actions they can do. For every turn, a user has a certain amount of action points. The base amount is found in the Action Limitations column of the list below. Some actions may cost more than 1 point and other factors can add more points, or points limited to certain types of actions. More on this topic is explained below.
=== Step 1: Select an Archetype ===
==== The Major Archetypes can be found below which include their features: ====
Archetype Name 		Details 	Archetype Action	Additional Requirement 	Base Hit Points Lvl 0	Action Limitations	Stat Limitations
Analyst Archetype 		This archetype is designed for a character who leans towards mental stats and actions. 	Quick Thinking 	None 	9 	3 total actions 	STR, NTR, MVT -5 to +3
MED, INT, CFT -3 to +5
CHA, PER, CON -3 to +3
Bruiser Archetype 		This archetype is designed for a character who leans towards physical stats and actions. 	Adrenaline Rush 	None 	9 	3 total actions 	STR, NTR, MVT -3 to +5
MED, INT, CFT -5 to +3
CHA, PER, CON -3 to +3
Cooperative Archetype		This archetype is designed for a character who abides to the whims of a different power. 	Harness Power 	Patron Required 	9 	3 total actions 	STR, NTR, MVT -3 to +3
MED, INT, CFT -5 to +3
CHA, PER, CON -3 to +5
Diplomat Archetype 		This archetype is designed for a character that specializes in observant and social actions.	Sharp Tongue 	None 	9 	3 total actions 	STR, NTR, MVT -5 to +3
MED, INT, CFT -3 to +3
CHA, PER, CON -3 to +5
Eldritch Archetype 		This archetype is designed for a character that resides in the form of an eldritch. 	Genetical Mishap	Eldritch/Stasis Required	9 	3 total actions 	STR, NTR, MVT -5 to +9
MED, INT, CFT -5 to +1
CHA, PER, CON -5 to +1
==== Archetype Limitations ====
Every species is limited to certain archetypes available while requirements must be met to utilize certain options.
All species except eldritch can run every archetype excluding the eldritch archetype. Certain exceptions apply to Human Variant Stasis-Mind which can use the eldritch archetype once they go into their own stasis. Mutants would have to switch to the eldritch species for utilizing the eldritch archetype. The cooperative archetype can only be used if the character has an AI dictating the types of decisions they make. Patrons are required.
==== What are Actions? ====
During special encounters, writers are put into a turn-based situation where players roll for initiative which determine who goes first on the list of "units" (characters, NPCs, allies, enemies, etcetera). During someone's turn, they have something that is called "actions" or "action points" which determine what they do during their turn. "Bonus actions" are additional acts that do not take up an action point which are limited to what the character archetype and perks determine! Some perks and actions can take up more than "1" action point, so its best to determine what to do per turn strategically! The most general actions are attacks and movement. Attacks usually rely on weapons or physical acts while movement determines where a character changes their position; the most basic actions also have limitations which are specified below:
* Attacking Actions are determined by the weapon of choice or perk(s). Examples of this include utilizing rifles to attack, punching, or Fae abilities.
* Utilizing tools with environment actions will take up "3" action points. Examples of this include lockpicking a door or crafting during combat.
* Movement actions for 1-20 tiles take up "1" action point but sprinting far will take "2-3" action points depending on every additional 10 tiles. Examples of this include walking over somewhere, climbing, or sprinting.
* Switching/Equipping different held weapons require "1" action point.
Speaking does not take up actions and can be done between turns or during other turns. Though speaking-actions like commanding forces or verbal attacks do take up actions, depending on the perk(s)/weapon of choice. Switching equipment does not take an action during turns unless stated otherwise, which usually occurs if the item is heavy or environmental (like a sentry gun built into the ground). Note that actions cannot be repeated in the same encounter unless a perk/action/etc allows it.
==== Certain Action Rules ====
# Attacking the same way or using the same action in a turn is not allowed unless it has a bonus action or a perk/technique allows it.
# All non-marked rules as well as rules marked with 2E apply from the Strategic Damage System.
# All PER D20 bonuses and PER shooting perks up-close cannot be used towards a close-quarters target. This does not apply to shotguns. Specified in the Strategic Damage System.
# Opportunity Attacks: When a user runs away from really close-quarters (1-tile), they must roll a MVT and the opponent can roll a physical STR attack reaction. They will then be safe from this reaction again unless the opponent comes close. This reaction costs "1" action point to do.
=== Character States ===
Prone Status: During combat and encounters, characters can find themselves in different states. Being prone causes the user to lose access to certain standing actions and requires an action to try and get up. This also allows the user to utilize stealth with an improved roll of +1 but only works when hiding. While a target is prone, they have a -5 to countering melee combat rolls if they are in a physical lock.
===== Archetype Actions =====
Differing archetypes have something called Archetype Action which are unique to the archetype of a character. They allow certain actions to receive a discount and are placed in the first slot of the technique/species list on the character sheet always. They are explained below:
Quick Thinking 	An action that allows the user to utilize tools with environment and only take up "1" action point for their turn. 	Once per encounter.
Adrenaline Rush 	An action that allows the user to utilize a movement action of any amount of tiles, taking up "1" action point for their turn. 	Once per encounter.
Harness Power 	An action that allows the user to utilize an additional action point for their turn for patron actions only. 	Once per encounter.
Sharp Tongue 	An action that allows the user to utilize any attack action that relies on their voice, only taking up "1" action point for their turn. 	Once per encounter.
Genetical Mishap	An action that allows the user to utilize an attack or movement action for free but their next turn are locked out from using that type of action.	Once per encounter.
=== Step 2: Stat Distribution & Species/Race Selection ===
Distributing stats and selecting perks is a key aspect to truly refining the build of a character. There are nine stats in total and depending on the archetype you've selected, you will be limited to how many points you can put into different stats as well as remove. You will also need to select any benefit/disabilities your character might have for additional stat changes which are listed below. And the most important selection being the race you'd like your character to be which grant a plethora of different actions to utilize. Please note that the species, stat distribution, and benefit/disabilities will determine which perks and techniques your character can have in step 3.
There is a limit to how much points a stat can have as well as deducted. To know these limits, check the Stat Limitations section of your character's chosen archetype in Step 1.
* All stats start with a base 0.
* Bonus stat distribution points: 5. — (These points can be put into any stat or none at all) (Also known as: The Bonus Pool)
* Subtraction stat points: 6. — (These points can be put into any stat as long as certain stats receive subtractions, brought into the negatives) (Also known as: The Tradeoffs Pool)
==== Benefits & Disabilities ====
For every benefit, the character must have a disability. A character can choose to go with no benefits and disabilities. Certain benefits and disabilities cannot be on the same character as well as surpass the threshold of the minimum or maximum. These are totally optional.
* Base STAT means the stat itself lowers.
* [Action] STAT are specific actions utilizing said stat which lowers the roll when utilizing that certain action.
* If any benefit and disability share the same symbol, they cannot be used together.
* For every benefit, there must be a disability.
* A character can have multiple disabilities.
Symbol	Benefits 	Stat Bonus 		Symbol	Disabilities 	Stat Deduction
B 	Thick Blood 	Cut Verb Bleeding STR Reduction Removed. 		A 	Blindness 	
* [Sight] PER -20
* Base PER -2
* Resistant to Blind Verb
C 	Thick Bones 	Blunt Verb Breaking MVT Reduction Removed. 		B 	Thrombocytopenia 	Cut Verb Bleeding STR Reduction occurs at 10 HP
A 	20/20 Vision 	Sight PER +1 for aiming and investigating rolls only. 		A 	Epilepsy 	Blind Verb is immediate 3 damage and stun
D 	Night Owl 	Resistant to fatigue, ignoring tired/mental shutdown debuffs 		E 	Shrapnel Survivor 	Magnet Damage increased by 5 to the user.
F 	Hyperthymesia 	Extraordinary rare autobiographical memory. Memory INT rolls always succeed.
* Faes, Half-Faes, and Androids have this always.
* This requires special permission from GM for non-fae/androids.		G 	Cowardly PTSD 	Select a certain event type, memory type, person, or object that will cause the character to freeze up or flee in a state of fear verb.
C 	Joint Hypermobility 	MVT save rolls and counter rolls increased by +1. 		E 	Congenital Insensitivity To Pain	The character does not know the damage they have lost as well as their body status. Counter-rolls receive a -5 always. Stealth attack action rolls are also increased on the character by +5.
F 	Hummingbird Mutation 	Can resort to moving backward like moving forward and has an increase to balance MVT +1. Resistant to humming damage. 		C 	Asthma 	Stamina exhaustion will always be -6 to attack and movement rolls no matter the level.
I 	Iron Gut 	The user can keep a food buff for an additional day. 		A 	Dyslexia 	Reading and investigation rolls are decreased by -5.
J 	Loud Voice 	Improves vocal CHA rolls by +1. 		H 	Tinnitus 	When a non-suppressed firing of guns or experiencing loud sounds like explosions, hearing PER rolls is a -10.
-1 HP lost when the debuff is applied. This is removed with working hearing protection.
H 	Far Distance Listener	Improved hearing PER rolls for listening in general by +1. 		H 	Deaf 	
* [Hear] PER -20
* Base PER -2
* Reduce sonic damage by 1
G 	Daredevil 	The user's counter rolls against the eldritch fear verb is increased by +3. 		J 	Mute 	Cannot speak but stealth rolls are increased by +2.
H 	Echo location 	When detecting the position of targets only, the user can use [Hear] PER with great accuracy, having a bonus of +3. 		F 	Severe ADHD 	Can't use concentration-based actions.
H 	Perfect Pitch 	Capable of hearing the exact pitch of sounds. A rare ability that always critically succeeds [Hear] PER for identifying musical pitches only.		C 	Clumsy 	Flip a coin every time the user switches between equipment in turn-based. If it lands on tails, the user drops the item and has to take 1 action point to pick it up.
E 	Exoskeleton Mutation 	When in an exhaustion turn, the user has 1 armor naturally. 		F 	Tired Thinker 	Utilizing INT places the user in mental exhaustion (length 4 exhaustion turn from stamina) during turn-based.
E 	Mutated Skin 	Be immune to the rot & medusa verbs x2 or lower. 		C 	Motion Sickness 	When in a fast vehicle, movement, and platform at MVT 5 or more, the user will have -8 to all rolls in this state and one round after it stops.
G 	Fortitude Mind 	Has an increase in counter rolls against stress, trauma, intimidation, and rage-based rolls/situations with +1. 		G 	Psychopath 	Has a lack of emotions, decreasing emotion-based deception rolls against targets with a bonus in CHA by 5. When CHA is used against the user, they must roll a 1d4 and if they hit 1, the user will attack the person who used CHA.
==== Species/Race Selection ====
There are many different variants of playable species a character can be. Some require special RP moments to occur. A character can only be one species variant, not two or more. One can collect all their actions from the links to each species page but actions at level 2 or higher are limited to two chosen actions per level. These actions can be put in a character's action list which they can then use during combat or RP. Only outside encounters can a writer switch out prepared actions. Every categorized species has different variants that contain a set of actions. Reminder: A character cannot be two or more variants or two or more species at the same time. Characters can also reference some species pages having a secondary list with additional species actions which can be earned/discovered through campaigns or sometimes, depending on permissions to start with.
This is an essential part to creating a character as the variants below can sometimes affect a character's stat distribution!
Different species gain HP at lower or higher variations from the base improvement of 1 per total level. For example: Androids start with significantly more HP in the beginning but don't gain HP points when they level up. The SSE 2E Character sheet automates the max HP gain for the player.
Playable Species 2E Action Lists	Available 2E Variants 	2E Cybernetics available?		Stat Bonuses 	HP Bonus Equation
True-Blooded Human 	Earthbound Human, Black-Heart Human, Stasis-Mind Human, Banshee-Human, Android-Brain. 	Yes 		None 	+1 per level
Diluted Mutant 	Green-kin Mutant, Red-kin Mutant, Mer-Mutant, Mushroom-Mutant, Mole Mutant, Bugged-Mutant. 	Yes 		None 	+1 per level
Half-Human 	βeta Mutants/Halflings (Mutant/Human), Half-Coil (Coil/Human), Half-Fae (Fae/Human), Foil (Fae/Coil), etc.	Yes 		None 	+1 per level
Programmed Android 	Many Different Programmed Androids, Specialized Project Androids, Sub-Hologram AI. 	Yes 		Program-Based	1st level = 4hp instead of 1
Regenerative Coil 	Converted Coil, Born Coil, Horned Coil. 	Yes 		None 	+1 per level
Awakened Goliath 	Sleeping Goliath, Four Awakened Goliath Variations. 	Yes 		None 	Level*1.45
Computing Fae 	Six Fae Programmed Types. 	Yes 		None 	Level*0.1
Eldritch Mutant 	Seven Eldritch Branch Types. 	Yes 		None 	Level*1.75
Harrower 	Vanisher, Stalker, Vulcan, Solar. 	Yes 		None 	+1 per level
=== Step 3: Techniques & Perks ===
An essential part to creating a character is techniques and perks which make-up the build of a character in total. Techniques are essential for focused skill-sets a character has learned from different professions or experiences in their lifetime. These can come from being a doctor, hunting, and even thievery. Perks are a core part to building a character which majorly influence general types of actions and decisions. There are two categories of perks with three slots available for each. Lifestyle and Conflict perks, both focusing on different aspects a character's interests. Both categories assist a character outside combat and during as well. Many technique lists and perks require certain base stats to be available for a character.
The archetype action must always be in the first slot of the character's list and cannot be removed.
TIP: Grey out perks and actions the user cannot access until a certain level if planned to use in the future.
==== Techniques ====
A character can only pull actions from three technique lists only [unless perk(s) grants them additional ones] and are limited to the amount of space available in their character sheet:
===== Origin =====
Racial and Technique Actions originate from a character's race variant as well as 1-3 technique lists. 29 slots are available for these actions while 1 slot is always dedicated to the archetype action which comes from the character's archetype. Ensure to specify where the action comes from under Origin. This can be the name of the technique list or species/race variant.
===== Ability Name =====
The name of the action ability being listed. This is always found in the lists and can be used by a character.
===== Dice Mod (Specify) =====
Specifying any dice modification(s) the ability has.
===== Perk (Details, Verbs, Action Cost Etc) =====
Specifying the general thing the action ability can do as well as verbs it produces. The most important thing to specify is the action point cost for turn-based moments.
===== D20 Stat Requirement/Bonus =====
This specifies the stat requirement of the action as well as any additional bonuses. This lets the writer and GM know what stat adds onto the action, for example a STR-based action can rely on the character's STR base to improve a roll alongside the ability.
===== Access 2E Technique Lists =====
To find the different lists of techniques, please click on this page: 2E Technique Lists. All lists deriving from professions and different experiences are available on this page.
===== Technique Action Limitations =====
Like species actions, all technique actions are available to put on the character's prepared list until LVL 2+ where they can only pick two per level. The only lists that limit the amount of actions that can be taken are martial art technique lists. If the level requirement is too high for a character, they cannot use the action/perk.
==== Character Levels ====
An integral part to perks is the leveling system which inherently allows the character to utilize their perk's higher level capabilities. Every archetype has a different task list to level up accordingly and this can be altered by a gamemaster for campaigns as well as the group themselves. Every archetype task is listed below and an EXP system can also be used as an alternative for leveling up. Upon reaching level 5, a character earns the opportunity to select a single paragon perk from Lifestyle Paragon and Conflict Paragon perk lists each which gives the individual eight total perks in total.
The Goliath, Android, Fae, and Eldritch species also gains different boosts in HP per level.
Character Leveling Task Bar
 		Level 2 	LVL 2 Gains		Level 3 	LVL 3 Gains		Level 4 	LVL 4 Gains		Level 5 	LVL 5 Gains	
Analyst 		- EXP 100	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 2 equipment
- Unlock level 2 perk levels and actions		- EXP 200	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 3 equipment
- Unlock level 3 perk levels and actions		- EXP 300	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 4 equipment
- Unlock level 4 perk levels and actions		- EXP 400	- +1 Stat point
- HP Gain Dependent on Species
* +1 Lifestyle Paragon Perk
* +1 Conflict Paragon Perk
- Access to using level 5 equipment
- Unlock level 5 perk levels and actions	
Bruiser 		- EXP 100	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 2 equipment
- Unlock level 2 perk levels and actions		- EXP 200	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 3 equipment
- Unlock level 3 perk levels and actions		- EXP 300	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 4 equipment
- Unlock level 4 perk levels and actions		- EXP 400	- +1 Stat point
- HP Gain Dependent on Species
* +1 Lifestyle Paragon Perk
* +1 Conflict Paragon Perk
- Access to using level 5 equipment
- Unlock level 5 perk levels and actions	
Cooperative		- EXP 100	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 2 equipment
- Unlock level 2 perk levels and actions		- EXP 200	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 3 equipment
- Unlock level 3 perk levels and actions		- EXP 300	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 4 equipment
- Unlock level 4 perk levels and actions		- EXP 400	- +1 Stat point
- HP Gain Dependent on Species
* +1 Lifestyle Paragon Perk
* +1 Conflict Paragon Perk
- Access to using level 5 equipment
- Unlock level 5 perk levels and actions	
Diplomat 		- EXP 100	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 2 equipment
- Unlock level 2 perk levels and actions		- EXP 200	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 3 equipment
- Unlock level 3 perk levels and actions		- EXP 300	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 4 equipment
- Unlock level 4 perk levels and actions		- EXP 400	- +1 Stat point
- HP Gain Dependent on Species
* +1 Lifestyle Paragon Perk
* +1 Conflict Paragon Perk
- Access to using level 5 equipment
- Unlock level 5 perk levels and actions	
Eldritch 		- EXP 100	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 2 equipment
- Unlock level 2 perk levels and actions		- EXP 200	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 3 equipment
- Unlock level 3 perk levels and actions		- EXP 300	- +1 Stat point
- HP Gain Dependent on Species
- Access to using level 4 equipment
- Unlock level 4 perk levels and actions		- EXP 400	- +1 Stat point
- HP Gain Dependent on Species
* +1 Lifestyle Paragon Perk
* +1 Conflict Paragon Perk
- Access to using level 5 equipment
- Unlock level 5 perk levels and actions	
 		 	 		 	 		 	 		 	 	
==== Lifestyle & Conflict Perk Lists ====
Below are two separate lists of perks a character can have, three from each selection with a total of six. Many perks listed below has a stat requirement a character needs to meet to improve their rolls. If a requirement has a slash between two stats (i.e NTR/PER), the character can have one or the other in that state to have access to the perk.
Lifestyle Perk List 2E
REQUIREMENT 	PERK NAME 	PERK DESCRIPTION 	LEVEL 2 	3 	4 	5
Lifestyle perks represent the life skills of a character which they can use inside and outside combat.	Lifestyle perks represent the life skills of a character which they can use inside and outside combat.	Lifestyle perks represent the life skills of a character which they can use inside and outside combat. 	Lifestyle perks represent the life skills of a character which they can use inside and outside combat.	Lifestyle perks represent the life skills of a character which they can use inside and outside combat.	Lifestyle perks represent the life skills of a character which they can use inside and outside combat.	Lifestyle perks represent the life skills of a character which they can use inside and outside combat.
Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused
CHA +5 	Undercover Spy 	+2 to all verbal info-gathering methods and trickery, including limited voice acting, and analyzing body language dice rolls.
The user can manipulate the CHA roll of someone they convince, adding to their roll with their own. 	Decreases CHA DIFF by 2.
+3 instead with CHA rolls. 	+4 instead with CHA rolls. 	+5 instead with CHA rolls. 	Switch CHA rolls with target once per day.
CHA +3
MED/MVT -2 	Bishop 	Rolls for manipulating or influencing worshippers of the character's led cult/religion is increased by +6. Those that are not part of the cult/religion are not affected. 	Converting attempts have a bonus of +2. 	 	 	
CHA +3
STR/CON -2 	Aristocrat 	Increases persuasion and deception rolls by +5. 	CHA DIFF for groups lowered by 2. 	 	 	
CHA +2
CON/STR +1 	Warlord's Lineage 	Increases intimidation and aggravating rolls by +3. The user also receives the Enraged Prep Action for free. 	 	 	 	
CHA +2
MVT +1 	Theatrical Performer 	+2 to all body language performances, dancing, and other theatrical movements. 	 	 	 	
CHA +2
INT +1 	Shining Smile 	Roll a CHA against whoever you're interacting with for the first time in an encounter to increase all your CHA rolls by 2 for the rest of the encounter. 	 	 	 	
CHA +2
CFT +1 	Interviewer 	Rolling CHA rolls through the radio, live recorded setting, and other communication devices is increased by 2. 	 	 	 	
No Requirement 	Natural Leader 	Increases CHA rolls to characters that are led or participating in a plan by +3. Cannot be used with Distant Loner perk. 	+4 to commanding a platoon and battalions. 	+5 to commanding a platoon and battalions. 	+5 to settlement leading speeches. 	Can access battalion customization.
No Requirement 	Talkative Talker 	Increases persuasion and deception rolls by +2. Boosts several technique actions. 	 	 	 	
No Requirement 	Singer's Melody 	Increased rolls for singing-based performances by +3. 	 	 	 	
No Requirement 	Well-Versed Parent 	Handling caretaking dice rolls with children, pets, toddlers, and infants is improved by +3. 	 	 	 	
No Requirement 	Annoyance 	Has a bonus to CHA +3 vs a counter INT dice roll to annoy a target and put them in a mental exhaustion length of 1 while also breaking their concentration this way. 	 	 	 	
Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused
MVT +5 	Climber's Callous 	Increases to MVT rolls during parkour, climbing, and dodging by +2. The user also receives a bonus-action for movement. 	Decreases MVT DIFF by 2.
+3 instead of all movement rolls. 	+4 instead of all movement rolls. 	+5 instead of all movement rolls. 	Reroll MVT and pick the higher number.
MVT +3
CON -2 	Road Runner 	Rolling for evasiveness during sprints +3. This can include avoiding someone trying to catch you from behind.
Stamina for running movement actions has a reduced exhaustion rate, lowered by 1 point for all levels. 	+5 instead 	 	 	
MVT +2
PER/STR +1 	Acrobat's Circus 	+3 to flips, body rolling, and flexible-based rolls. The user also receives the Stretching Prep Action for free. 	 	 	 	
MVT +2
STR/NTR +1 	Swimmer's Secret 	+3 to swimming, diving, and underwater action rolls. The user also receives the Diving Prep Action for free. 	 	 	 	
MVT +2
INT +1 	Iceskater 	Avoid going prone on ice or slippery surfaces. Increases balance rolls by +2. 	 	 	 	
MVT +2
CON/PER +1 	Fast Ball 	When throwing small objects (small melee weapons included), the user can utilize their MVT stat instead of PER for the action dice roll. 	 	 	 	
No Requirement 	Monk's Mindset 	Increases dodging and balance rolls by +2. Boosts several technique actions. 	 	 	 	
No Requirement 	Distant Loner 	+2 to all movement, nature, and combat rolls when alone without a team. Cannot be used with Natural Leader perk. 	+3 instead. 	+4 instead. 	+5 instead. 	Can reroll MVT and NTR and pick the higher number and combat once per combat encounter.
No Requirement 	Motor Controls 	Can use the movement stat block for stealth rolls but cannot use the stat for evading and attacking. 	 	 	 	
Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused
NTR +5 	Tamer's Tango 	+2 to any roll with one partner animal's actions of any kind, whether tracking to movement, and combat rolls.
The user also receives a bonus action for a companion they command. 	Decreases NTR DIFF by 2.
+3 to any roll with the animal instead. 	+4 to any roll with the animal instead. 	+5 to any roll with the animal instead. 	Can use steroid recipes to increase companion stats.
NTR +3
STR/CHA -2 	Biochemist 	+3 to all combat-based usages of plants as well as substances originating from them. This also goes to researching said plants.
The user however cannot use stamina unless they have a physical-based NTR perk or at least a point in MVT. 	+5 instead. 	 	 	
NTR +2
STR +1 	Survivalist 	Can use the nature stat block for movement rolls when in forests, deserts, or mountains.
Cannot use it in tandem with the movement stat block. 	 	 	 	
NTR +2
INT +1 	Marine Biologist 	+3 to aquatic animal/eldritch handling, marine zoology knowledge, and underwater diving dice rolls.
The user also receives the Diving Prep Action for free. 	 	 	 	
NTR +2
MED +1 	Herbalist 	The user is capable of improving their healer rolls with an NTR bonus but can no longer use the medical stat for healing others.
They can only use MED to heal themselves and for skill checks. 	 	 	 	
NTR +2
MVT +1 	Calvary 	Well-versed when riding mounted animals, the user has improved the bonus to actions while mounted by +2. 	Perk now extends to all vehicles, such as motorbikes. 	Perk bonus is increased to +3. 	Perk bonus is increased to +4. 	Perk bonus is increased to +5 and all attacks made with Calvary have 1d4 increased damage.
No Requirement 	Green Hand 	+2 to all nature and perception rolls with plants of any kind as well as handling eldritch plants as tools. Boosts several technique actions. 	 	 	 	
No Requirement 	Woodsman 	+3 to all tracking and movement rolls in any wilderness setting. 	 	 	 	
No Requirement 	Master Reels 	+3 to fishing, seafaring zoology knowledge, and aquatic animal handling. 	 	 	 	
Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused
STR +5 	Olympian 	Have the perfect body type for a specific athletic function. This is dependent on the technique lists chosen.
+2 to all STR-based technique actions. 	Decreases STR DIFF by 2.
+3 to all STR-based technique actions instead. 	+4 to all STR-based technique actions instead. 	+5 to all STR-based technique actions instead. 	Can have an additional STR technique list.
STR +3
MVT -2 	Bodybuilder 	+3 to all pushing, pulling, and grappling rolls. Counter rolls against blunt verb attacks are increased by +3. 	+5 to all pushing etc instead. 	 	 	
STR +3
CHA -2 	Bouncer 	Intimidation rolls rely on the STR bonus of the user instead. 	Deception rolls also rely on STR. 	 	 	
STR +2
INT/MED +1 	Fitness Trainer 	Can improve the STR rolls of one person nearby for the entire IRP day by +3. 	 	 	 	
STR +2
CFT +1 	Architect 	+3 to all structure-building, tradesman-related actions, and carrying heavy loads.
The user also receives the Build Prep Action for free. 	 	 	 	
No Requirement 	Rancher 	+3 to STR-based actions when handling farmwork or animal handling. 	 	 	 	
No Requirement 	Pack Mule 	When carrying someone or something heavy, you are still capable of attacking unless your hand(s) are occupied.
Switching between equipment does not require an action point during turn-based encounters. 	 	 	 	
Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused
MED +5 	Doctor's Suffrage 	+2 to medical rolls related to anything medical. Also allows the ability to craft LVL 1 medical recipes.
The user utilizes the perk bonus to assist a person they are next to with a death-saving roll twice only (to biological only). 	Decreases MED DIFF by 2.
+3 to medical rolls instead. 	Can craft advanced LVL 2 medical recipes.
+4 to medical rolls instead. 	Can use advanced surgery machinery.
+5 to medical rolls instead. 	Reroll MED and pick the higher number.
MED +3
CHA -2 	Cloakmaker 	+5 to linen sowing, eldritch, people, or animal skin. They gain a bonus to MED first-aid rolls to stop bleeding.
The user also receives the Flesh-Knitting Prep Action for free. 	+5 also to CFT linen repairing rolls. 	 	 	
MED +2
CFT/INT +1 	Lab Technician 	+3 to crafting medical-based recipes, and liquid-based mixtures; also increases proficiency of their usage by the same bonus. Can craft LVL 1 medical recipes. 	Decreases CFT DIFF by 2.
Can craft advanced LVL 2 medical recipes. 	 	 	
MED +2
MVT +1 	Acute Acupuncture 	+3 to acupuncture-based MED actions, counter rolls to invasive bodily poisons/infections limb-disabling, bone resetting,
and disarming entities. 	 	 	 	
MED +2
CON/CHA +1 	Therapist 	Utilize MED with CHA for calming a target down or convincing them from self-destructive actions. 	 	 	 	
No Requirement 	Hygenist 	+3 to teeth-related MED actions, and analysis related to the mouth, skin, smell etc. 	 	 	 	
No Requirement 	First-Aider 	+2 to MED self-aiding to stop bleeding, stopping another entity's bleeding, CPR, and bone resetting. Boosts several technique actions. 	Can craft LVL 1 medical recipes. 	 	 	
Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused
CON +5 	Master Chef 	+2 to cooking rolls of any kind with accessibility to cooking recipes with lower DIFF by 2.
The user can increase the buff of the meal by 2. 	Access to LVL 2 food recipes.
+3 to cooking instead. 	Access to LVL 3 food recipes.
+4 to cooking instead. 	Access to LVL 4 food recipes.
+5 to cooking instead. 	Access to LVL 5 food recipes.
CON +3
MVT -2 	Juggernaut 	+1 to armor rolls but stamina decreased permanently by 1. 	+2 to armor rolls instead. 	 	 	
CON +3
NTR -2 	Astronaut 	+1 to spacewalks, gravity-equipment usage rolls, and utilizing tools/weapons in low gravity. 	+2 instead.
CON DC for losing oxygen is lowered by 1. 	 	 	
CON +2
MED/CFT +1 	Chemist 	+2 to crafting poisons and toxins while also increasing the user's tolerance to said poisons by raising the DIFF to be
poisoned by 2. 	Access to LVL 2 poison recipes.
+3 to crafting instead. 	Access to LVL 3 poison recipes.
+4 to crafting instead. 	Access to LVL 4 poison recipes.
+5 to crafting instead. 	Access to LVL 5 poison recipes.
CON +2
NTR/PER +1 	Hunter's Game 	+3 to cutting up animals in the wilderness and analyzing the quality of the creatures collected.
The user also receives the Hunter's Tracking Action for free. 	 	 	 	
No Requirement 	Food Handler 	+2 to cook basic-level LVL 1 food recipes and meals. Boosts several technique actions. 	 	 	 	
No Requirement 	Dietician 	+3 HP to the character's base HP but if you do not eat, the additional HP is subtracted. 	+2 HP. 	+3 HP 	+2 HP, Poison DIFF lowered by 1. 	Crit Success DIFF 19 for eating meals.
Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused
INT +5 	Scholar's IQ 	+2 to rolls for researching, subjects of any kind, and advanced knowledge unavailable to most
wasters. +2 to all INT-based technique actions. 	Decreases INT DIFF by 2.
+3 to all INT-based technique actions instead. 	+4 to all INT-based technique actions instead. 	+5 to all INT-based technique actions instead. 	Can have an additional INT technique list.
INT +3
STR -2 	Tech Whiz 	+5 to rolls for using computers, advanced tools, laser-based technology, drones, jetpacks, and sentries. 	One bonus action with tech at every turn. 	 	 	
INT +2
MED/CFT +1 	Cyber-Doc 	Allows the user to install cyber-ware and special cybernetics. Has access to LVL 1 cyberware recipes. 	Rolls when installing cyberware is improved by +2. 	Rolls when installing cyberware is
improved by +3 instead. 	Rolls when installing cyberware is
improved by +4 instead. 	Rolls when installing cyberware is improved by +5 instead.
Has access to LVL 2 Cyberware recipes.
INT +2
CHA +1 	Merchant's Trade 	+3 to all perception rolls with money management situations, analysis regarding items/stock/funds. 	 	 	 	
INT +2
PER +1 	Investigator's License 	Investigation, insight, and history rolls are increased by +3. 	 	 	 	
INT +2
CFT +1 	Computer Tech 	Utilizing programs gain a +3 to rolls and have access to Quick Hack recipes. 	 	 	 	
No Requirement 	Photo Op 	PER and INT rolls are improved by +1 with related photography tech, film, and any other form of visual control (like scopes). 	 	 	 	
No Requirement 	Booksmart 	+2 to analyzing books, allowing the user to utilize both PER and INT as bonuses. Boosts several technique actions. 	Following a book's instructions gives a +5 to the related stat roll it requires. 	 	 	
No Requirement 	Radio Host 	+3 to radio channel line tampering and long-distance communication rolls. 	 	 	 	
Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused
PER +5 	Detective 	+2 for insight rolls, spotting, telegraphing, searching, and spotting small details. 	+3 instead.
Decreases PER DIFF by 2. 	+4 instead. 	+5 instead. 	Reroll PER and pick the higher number.
PER +3
NTR/INT -2 	Velocity 	+5 for rolls handling road vehicles of any kind, seafaring, aerial, and space vehicles. 	One bonus action while driving every turn. 	 	 	
PER +3
CHA -2 	Lie Detector 	+5 for detecting lies, gaslighting, social manipulation, suspicious actions, and insight rolls. 	 	 	 	
PER +2
INT +1 	Adept Gambler 	+3 to gambling-based rolls, board games, and sleight of hand. 	 	 	 	
PER +2
CFT +1 	Locksmith 	+3 to lock picking, locks you make have a difficulty of 13 + CFT to disable. Can also repurpose and relock objects. 	Lock picking DIFF lowered by 2. 	 	 	
No Requirement 	Scavenger 	Looting loot-able areas have an increased roll of +2. Boosts several technique actions. 	 	 	 	
No Requirement 	Mineral Miner 	+3 to identify ores, metals, glass, and similar materials. 	Can access all tool smith recipes. 	 	 	
No Requirement 	Nocturnal 	+2 to non-combat perception, movement, and nature during the night or in the dark. 	 	 	 	
Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused
CFT +5 	Blacksmith 	+3 to CFT rolls of any kind with accessibility to smith recipes with lower DIFF by 2.
The user can increase the buff of custom armor and weapons by 2. 	Access to LVL 2 Smith recipes.
+3 to CFT rolls instead. 	Access to LVL 3 Smith recipes.
+4 to CFT rolls instead. 	Access to LVL 4 Smith recipes.
+5 to CFT rolls instead. 	Access to LVL 5 Smith recipes.
CFT +3
CHA/NTR -2 	Fusion Core Crafting 	Has access to Fusion Core Repairing and Fusion Core recipes. 	LVL 2 Fusion Core recipes. 	 	 	
CFT +2
MED/INT +1 	Android Sythesis 	+3 to repairing androids and access to LVL 1 Android recipes. 	LVL 2 Android recipes. 	 	 	
CFT +2
INT/PER +1 	Demolitionist 	+2 to CFT rolls when crafting explosives, setting explosives, throwing explosives, and designing
explosives. Has access to all Trap Smith recipes for all levels. 	 	 	 	
CFT +2
CON/STR +1 	Forklift License 	+3 to CFT rolls when using construction/warehouse/demolition vehicles and factory machines. 	 	 	 	
CFT +2
NTR +1 	Wild Engineer 	+3 to CFT engineering rolls when constructing shelters and survival needs in nature like dams or fires. 	 	 	 	
No Requirement 	Diesel Spell 	+3 to CFT rolls with repairing vehicles, handling them, and fueling them. 	Can access all vehicle smith recipes. 	 	 	
No Requirement 	Make-Shift Crafter 	+2 to CFT rolls basic-level LVL 1 Smith recipes and repairing equipment. Boosts several technique actions. 	Access to LVL 2 Smith recipes. 	 	 	
No Requirement 	Sculpter 	+3 to CFT rolls & performance rolls when working on sculpting wood, clay, and other materials. 	 	 	 	
No Requirement 	Visual Artistic 	+3 to CFT painting, drawing, and other artistic avenues with visual arts. 	 	 	 	
Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused
ALL STATS 0 	Helping Hand 	Assist other characters in one dice roll by adding one's roll on top of their own. This can only be used as a reaction during turn-based encounters. 	+2 to the user's assistance roll. 	+3 to the user's assistance roll. 	+4 to the user's assistance roll. 	+5 to the user's assistance roll.
ALL STATS 0 	Everyman 	With the tradeoff pool of unused stat points, the user can add that to their equipment usage rolls outside of combat. 	 	 	 	
ALL STATS 0 	Luck of the Draw 	Maybe you're extremely lucky or unlucky? Maybe some incident in your past be it a grievous injury or medical malpractice has resulted in your brain being more scrambled than a 6 pack of eggs on a Saturday morning? Whatever the cause because of it you have the miraculous ability to get a set of randomly assigned perks every session/IRP day, ignoring their stat requirements. However this might be a bit more useful if you weren't so ordinary otherwise, having 0 in all your stats. This allows the user to have three randomized perks for each lifestyle and conflict perk sets and requires the SSE Character Sheet V.0.9+. Cannot set normal perks with this being utilized and does not affect the paragon perk slot.	 	 	 	
STR +9
INT/MED -1 	Tough Body 	1d4 additional natural armor for the user when doing blocking actions with the body. 	 	 	 	
MVT +9
CHA/CFT -1 	Undercover Monster 	+4 to dice rolls for hiding amongst groups of people using stealth rolls. 	 	 	 	
NTR +9
CON/PER -1 	Wilderness Predator 	+4 to smell PER action dice rolls. Same bonus for MVT action rolls in the wilderness. 	 	 	 	
STR +3
MVT +3
NTR +3 	Well-Rounded Body 	Having a well-rounded physique, the user can ignore stamina exhaustion once every usage and has a +1 when challenging bruiser-stat DCs from the environment. 	 	 	 	
INT +3
MED +3
CFT +3 	Studious Mind 	With balanced knowledge and research, the user gains a +3 in insight rolls related to sciences or maths as well as improved concentration rolls of +5. 	 	 	 	
CHA +3
PER +3
CON +3 	Muse 	Having a foot in many arts, the user gains a bonus of +5 to visual performance rolls. Also a +3 to insight rolls related to all arts and cooking. 	 	 	 	
No Requirement 	Workaholic 	Sacrifice the ability and rule to have 3 technique action lists for a single one instead, which allows the user to choose three actions from levels 2 and 3 instead. The user also receives a bonus to technique actions by +2. 	 	 	 	
Conflict Perk List 2E
REQUIREMENT 	PERK NAME 	PERK DESCRIPTION 	LEVEL 2 	3 	4 	5
Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character. 	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.	Conflict perks represent more utility during combat-focused situations, shaping the combat style of the character.
Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused 	Perception-Focused
PER +5
STR -3 	Marksman 	+5 to shooting combat rolls with all rifles that do 1d4 or 2d4 damage but lower damage output for all damage rolls for these weapons by -2. 	Critical Success chance lowered by 1. 	 	 	
PER +5
MVT -3 	Master Sniper 	+5 to shooting combat rolls with a rested sniper or long-distance and timed shots. This bonus does not work
when the user is moving or standing. When prone, the bonus is in affect but the user cannot use movement actions for that turn. Leaving prone with a rested sniper takes 2 action points. 	Critical Success chance lowered by 1. 	 	 	
PER +4 	Scout's Scamper 	If the user successfully rolls a PER roll for spotting a target while unseen/outside of combat, the first successful surprise advantage damage roll on the target will have bonus damage of +2. 	 	 	 	
PER +4 	Trajectory Trapeze 	+3 to trajectory aiming with bounce-able projectiles. This can be combined with perception and other shooting perks. -4 to counter rolls for one turn after utilizing this perk. 	 	 	 	
PER +3
STR -2 	Gunslinger 	+3 to the first handgun shooting turn at the beginning of a gun combat encounter.
+2 for the rest of the turns using a pistol (this overrides any negatives to pistols from other perks).
-3 to all melee combat rolls. 	 	 	 	
PER +3
CON -2 	Wild Wild West 	+2 to combat rolls with lever or bolt-action rifles.
-2 to automatic or burst rifles and pistols. 	 	 	 	
PER +3
NTR/MED -2 	Pitcher 	+2 to utilizing throwing weaponry/projectiles and catching thrown weaponry/projectiles. 	 	 	 	
PER +3
STR -2 	Quick Snipe 	+2 to firing combat rolls with a held sniper but cannot utilize the bonus when resting the sniper. When prone on the ground while having this perk, the user loses -2 from their sniper roll. 	 	 	 	
PER +2
STR -1 	Evasive Perceptive 	The user's 'mental' and 'torso' body parts when targeted have an increase to counter rolls by +3. 	 	 	 	
No Requirement 	Balanced Shot 	+2 to all regular rifle usage combat rolls. This does not apply to energy weapons, laser/heating, and gauss rifles. 	 	 	 	
No Requirement 	Armor-Gap Analyzer 	The user is capable of reducing a target's armor roll by 1 point every turn they attack. This caps to 6. 	 	 	 	
CFT -5 	Sticks and Stones 	Using basic objects like rocks, pencils, and other small objects can utilize PER to also increase their damage with that bonus total. 	 	 	 	
Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused 	Strength-Focused
STR +5
CON/CHA -3 	Bulked Brazen Bold 	All of the user's melee damage rolls receive a damage boost of +3. A character cannot have this with Swelling Strikes. 	Critical Success chance lowered by 1. 	 	 	
STR +4 	Blunt Gladiator 	When utilizing blunt weaponry, the blunt stunning roll deduction set on the target will be increased by an additional 3. 	 	 	 	
STR +3
INT/CFT -2 	Old-School Medieval 	+2 to all sharp weapon combat rolls like knives, swords, and axes.
-2 to all modern ranged weapon combat rolls like rifles, pistols, flamethrowers, rockets/grenades, and shotguns. -3 to all high tech combat rolls ie. Tech Whiz. 	 	 	 	
STR +3
MVT -2 	Minigun Motorhead 	Reduces the minigun reloading action point usage by 1 during turns and improves LMG usage through attack rolls by +2. 	 	 	 	
STR +3
PER -2 	Melee Enthusiast 	For almost every point in STR when the bonus is used, add to melee damage rolls. Deduct the same amount of damage during the user's next turn on the user's HP.
The user can pick the amount of STR points added. Max +5 bonus, nothing beyond that. 	 	 	 	
STR +3
MED/PER -2 	Gunsprayer 	Utilizing automatic weapons allows the user to roll PER twice and choose the higher number. 	 	 	 	
STR +3
MVT -2 	Defense Master 	+2 to defensive rolls against physical damage (ranged and melee).
+2 to defend others along with yourself as long as there are 5 tiles nearby. Defending others is a bonus action used once per round in turn-based encounters. 	 	 	 	
STR +3
CON/NTR -2 	Heavy Detonation 	The user's attack rolls are increased by +2 when using grenade launchers or rocket launchers. 	 	 	 	
No Requirement 	Akimbo Handler 	Dual-wielding short melee, pistols, or SMGs allow the user to attack with an additional bonus action. Cannot be used with the Wicked Handgun perk at the same time. Cannot be used on bonus actions. 	 	 	 	
No Requirement 	Slippery Grip 	Proficient with throwing any melee weapon, the user can utilize their STR stat instead of PER when throwing melee weapons of any size. 	 	 	 	
PER -2
CHA -1 	Berserk 	STR rolls when utilizing this perk increase by +3. Can only be used twice per day. After first use perception is an additional -2 regardless of PER limit until you sleep IRP. 	 	 	 	
CON -2
NTR -1 	Swelling Strikes 	For every point in STR, the user adds bonus damage to their equipment melee damage rolls. A character cannot have this with Bulked Brazen Bold. 	 	 	 	
Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused 	Movement-Focused
MVT +5
MED -3 	Propeller Feet 	Attacking with major, acrobatic, or rushing movement grants a damage boost of +3 but uses an action point for the movement. 	Critical Success chance lowered by 1. 	 	 	
MVT +4 	Syndicate Stave 	All melee combat rolls with staffs, staves, and pole arms have a bonus action to attack an additional time. 	 	 	 	
MVT +3
NTR/PER -2 	Shotgun Runner 	While running with a shotgun in use, the target utilizes MVT instead of PER for their damage roll. 	 	 	 	
MVT +3
STR -2 	Speed Demon 	All melee attacks with a single weapon attacking twice gain a third bonus attack action with a reduced roll of -15. 	 	 	 	
MVT +3
CON -2 	Small Frame 	+5 to dodge rolls and the DIFF to be crit on the user is lowered by 2. 	 	 	 	
MVT +3
NTR -2 	Rushing Defense 	With a movement reaction, the user can protect a target during their turn but sacrifice the number of action points depending on the distance they moved to defend. Their defense roll will
add to the counter roll of the victim being attacked. This comes with an additional +2 to their defending roll. 	 	 	 	
No Requirement 	Martial Master 	All martial art-based technique actions gain a +1 to their damage rolls. 	 	 	 	
No Requirement 	Knife Juggling 	+3 to all short-bladed combat/attack rolls, throwing or melee. 	 	 	 	
No Requirement 	Swift Pick-Up 	Picking up dropped weapons is a bonus action, as long as the user is near it. 	 	 	 	
CON -2
PER -1 	Heavy Breather 	For an entire turn, while exhausted, the user has increased damage to all their attack actions by +2. 	 	 	 	
Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused 	Nature-Focused
NTR +5
INT -3 	Fanged Ferocious 	All of the user's owned companion damage rolls receive a damage boost of +3. Sentient companions like slaves gain the boost but criteria must be met to control them. 	Critical Success chance lowered by 1. 	 	 	
NTR +4 	Old-School Archery 	When utilizing bows, crossbows, or bolt guns, the damage is increased by +2. 	 	 	 	
NTR +3
MVT/CON -2 	Animal Control 	All the user's companions gain a bonus to attack and counter rolls by +1. 	 	 	 	
NTR +3
CON/CHA -2 	Bloody Druid 	Combat rolls utilizing weaponized plants, fungus-controlled minions rolls, and eldritch plants gain a +2. 	 	 	 	
NTR +3
MVT -2 	Nature's Conditioning 	No health damage from exhaustion but attack and movement rolls are decreased by 1. This only occurs during exhaustion turns. 	 	 	 	
NTR +3
CFT -2 	Dying Wish 	If the user is at 5 HP, their species actions gain a +2 to attack or counter rolls. 	 	 	 	
No Requirement 	Sage of Nature 	Concentration while utilizing one's species' actions improves the counter rolls of the user while in a concentrating state by +1. 	 	 	 	
No Requirement 	Dead Man Walking 	Have a fourth NTR death-saving throw instead of three. Succeeding will immediately have the character awake instead of staying knocked out. Does not apply to androids. 	 	 	 	
Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused 	Crafting-Focused
CFT +5
NTR -3 	Metal-Plated God 	While utilizing mechs, high-density/weaponized armor, and power armor; the user gains a bonus to all attack rolls by +5. 	Critical Success chance lowered by 1. 	 	 	
CFT +4 	Road-Hog Racer 	Combat rolls using vehicles as a weapon, sentry guns, and generally shooting within an all-wheeler gain an increase in attack rolls by +2. 	 	 	 	
CFT +3
STR/MVT -2 	Sling & Ring 	Damage rolls with slingshots, traps, and throwing weapons receive a +2. 	 	 	 	
CFT +3
MED/CHA -2 	Mitigate Mastery 	Utilizing equipment that can destabilize focus, damage, armor, EMP, and support ally performance has a bonus of +2 to attack/counter rolls. 	 	 	 	
CFT +3
INT -2 	Wrecking Ball 	When damaging built structures, mechs, and armor of any kind; the user gains a bonus of +2 for damage rolls. 	 	 	 	
CFT +3
MVT/NTR -2 	Cannon Fodder 	Utilizing sentry weapons, cannons, harpoons, and other stationary weaponry gain a bonus of +2 for their damage rolls. 	 	 	 	
CFT +3
CON/STR -2 	Trap Enthusiast 	Utilizing trap-based weapons, crafted traps, mine explosives, and tripwires gain a +2 to combat or stealth & surprise rolls. 	 	 	 	
CFT +3
MED/CHA -2 	Destabilizer 	Telegraph the actions used by equipment and if successful, lower their next attack/combat/movement roll action with the equipment by -4. This can be done as a free reaction and can use CFT
as a bonus when predicting equipment actions only. Beat the target's stealth roll to succeed. 	 	 	 	
CFT +3
PER/MED -2 	Frequency Dampener 	Hacking damage rolls with radios and other sound-based equipment are improved with a bonus of +2, which the bonus also applies to stealth hacking dice rolls specifically. 	 	 	 	
No Requirement 	Quick Repair 	CFT repair rolls to improve Android/Mechs HP are increased by +2. 	 	 	 	
No Requirement 	Oil Leak 	While using wax-based equipment, actions that deal with wax damage gain a +1 to the damage total. 	 	 	 	
CON -5 	Bad Breath 	Holding breath CON rolls have an additional 4 reduction. All manner of explosives used by the user can have an additional +4 to direct impact damage. 	 	 	 	
Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused 	Intelligence-Focused
INT +5
MVT/CON -3 	Network Virus 	+5 to advanced virtual hacks, network invasions, and tech-mind processing speed rolls.
CFT repair cut offs for hacker-based equipment are lowered by 5 for the user. 	Critical Success chance lowered by 1. 	 	 	
INT +4 	Scholar of Combat 	Roll an INT or PER roll for spotting telegraphed actions of a target's next attack. They must roll a counter and if they fail, their next attack roll will be reduced by -8. 	 	 	 	
INT +3
STR/CHA -2 	Intellectual Fighter 	Use INT as a bonus to attack and counter rolls but are unable to use STR, MVT, and PER for attack + counter rolls. 	 	 	 	
INT +3
NTR -2 	Technomancer 	All attack damage rolls using advanced technology like computers, advanced tools, laser-based technology, drones, jetpacks, and sentries gain +1. 	 	 	 	
INT +3
CON/PER -2 	Mental Monopoly 	Invasive mental equipment, forced gravity, and magnet damage attack actions gain additional damage by +2. 	 	 	 	
INT +3
MED/MVT -2 	Complex Code 	For every point in INT when using quick hacks, add to damage dealing program damage rolls. The user can pick the amount of INT points added but will require 3 action points to spend. 	 	 	 	
INT +3
CON -2 	Equipment Hacker 	+2 to hacking rolls and throwing EMPs during combat rolls. +4 to PER rolls related to telegraphing technology and programs be activated. 	 	 	 	
No Requirement 	Check Your Candy 	The user can increase the damage of their eldritch-based weapons by +2. 	 	 	 	
No Requirement 	Spark Setter 	While using electricity-based equipment, actions that deal with electric damage gain a +1 to the damage total. 	 	 	 	
CON -2
NTR -1 	Vintage Thinker 	When controlling sentient technology which are android companions or android minions, they all gain an additional action point. 	 	 	 	
Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused 	Constitution-Focused
CON +5
CFT -3 	Blood Shield 	For every point in CON, add to blocking and defending others' counter rolls. The user must use one additional action point with their action to use this perk in a turn. 	Critical Success chance lowered by 1. 	 	 	
CON +4 	Chef's Knife 	Poisoning meals gain an increase in stealth & surprise rolls by +2. 	 	 	 	
CON +4 	Pain Tolerant 	Tolerant to pain, the user can retain concentration always if the distraction/interference is related to pain/seeing attacks hit them (for characters that lack a sense of pain). 	 	 	 	
CON +3
PER -2 	Drunken Master 	Consume alcohol and if the user fails their CON roll, all their counter rolls for the entire encounter are increased by +2 and are immune to telegraphing-related perks on their attacks.
The user's PER will drop by -2 for the entire encounter. 	 	 	 	
CON +3
INT -2 	Timber Limb-er 	When a limb is broken or temporarily disabled, the user can still utilize the limb until the end of combat but after the conflict, they take 1d10 damage. 	 	 	 	
CON +3
CHA/NTR -2 	Diabolic Body-Snatch 	Controlled minion damage rolls (not including normal companions) gain additional damage by +1. They also have an initiative bonus of +1 always. 	 	 	 	
CON +3
MVT/MED -2 	True Immunity 	Can lower the tick damage of burn verb and reduce radiation damage done on the user by 2. 	 	 	 	
CON +3
MVT/PER -2 	Lead Belly 	When the user is struck by an attack from a hostile and successfully rolls armor or blocking to negate the attack damage/roll, the user gains a bonus of +4 to their next counter blocking roll. This bonus is retained if they continue succeeding but loses the bonus if 1 point of damage successfully chips the user. It can then be restarted again if the user succeeds in armor or block. 	 	 	 	
No Requirement 	Heavily Trained Armor 	Rolled armor gains an increase by +1 always. 	 	 	 	
No Requirement 	Stomach Acid 	Consuming food while in combat will not take an action point and has an increase in consuming by +1 to the roll if interfered with the act. 	 	 	 	
MED -2
INT -1 	Food For Thought 	Recover all HP after snacking on a recipe-listed meal during combat once per day. 	 	 	 	
Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused 	Charisma-Focused
CHA +5
NTR/STR -3 	Voice Of Treason 	While utilizing sound-based equipment, the user gains an increase in +5 for attack and illusion rolls. 	Critical Success chance lowered by 1. 	 	 	
CHA +5
CFT -3 	Vicious Words 	CHA can be used as a bonus for dice rolls to break a target's concentration. This perk also improves distraction or taunting rolls by +5, treating them as action points during turns. 	Critical Success chance lowered by 1. 	 	 	
CHA +4 	Distracting Charm 	During combat encounters, the user can decrease the perception attack rolls of a target by -4 if targeted on the user. 	 	 	 	
CHA +3
PER -2 	Mercy's Foresight 	Roll CHA for three action points to become the DIFF attack dice rolls need to beat to hit the user for the entire round. 	 	 	 	
CHA +3
NTR/INT -2 	Delicate Patronage 	Utilizing patron abilities and patron connecting/praying has a boost to their dice rolls by +2. 	 	 	 	
CHA +3
MED/INT -2 	Soundboard 	All sonic-damage-based actions from equipment or species actions receive a boost to their attack rolls by +2. 	 	 	 	
CHA +3
CON -2 	Wage's Wagon 	Using an insight roll, the user can roll MVT and CHA twice, choosing the bigger number for any action. 	 	 	 	
No Requirement 	Celestial Callout 	The user's CHA roll can be used to assist in counter rolls for a chosen target. This requires an action point and applies to the target's next counter roll only. 	 	 	 	
No Requirement 	Trickster 	Technique actions with feints and illusions gain an increase to their attack rolls by +2. 	 	 	 	
INT -5 	Dumb Luck 	Once per day, rolling a natural 1 can be replaced with a natural 20 for any type of roll the user makes except medical rolls from other people. 	 	 	 	
Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused 	Medical-Focused
MED +5
CON -3 	Radiative Recluse 	All radiation-damage-based actions gain an increase in damage rolls of +3. Taking radiation recovery pills cures the user immediately. 	Critical Success chance lowered by 1. 	 	 	
MED +4 	Administer Action 	As a reaction, the user can give up one of their action points and give it to a target for a round. They lose that action point. 	 	 	 	
MED +3
PER -2 	Surgical Psycho 	MED bonus can be used instead of STR for melee attack rolls, following the same rules for stat attacks and stamina. Cannot use STR when using MED as a bonus. 	 	 	 	
MED +3
CHA/STR -2 	Swift Healer 	Doing a MED roll while next to an individual in turn-based combat does not require an action point. 	 	 	 	
MED +3
CON -2 	Chemical Warfare 	+2 to perception with chemicals like gas and liquids while also utilizing them as weapons (not including flamethrowers). +1 to rolls for creating poisons and medical rolls. 	 	 	 	
No Requirement 	Heartfelt Blood Flow 	The user is capable of using stamina extension without exhaustion a turn only once per encounter. If a target is exhausted, they can roll MED to help them recover. DC is always 12. 	 	 	 	
No Requirement 	Better Bandage 	While doing a MED technique action for a user, they gain a bonus +1 HP if they are not maxed. 	 	 	 	
PER -2
CON -1 	Muffled Maniac 	The user can attack twice with a flamethrower or gasblower each turn but their second attack roll has a -10. 	 	 	 	
STR -2
MVT -1 	Combat Medic 	For every point in MED, the user can add it to the HP gain of their MED equipment actions on themselves or a target. 	 	 	 	
Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused 	Non-Focused
ALL STATS 0 	Fairly Fair Fun 	All technique action rolls will gain a +5 for attack actions, reactions, and saving throws. 	Critical Success chance lowered by 1. 	 	 	
ALL STATS 0 	Master Support 	For all support-based technique actions, improve their rolls by +5. 	Critical Success chance lowered by 1. 	 	 	
ALL STATS 0 	Hidden Hero 	With the bonus pool of unused stat points, the user can add that to their attack and counter rolls while in combat but uses stamina every time they use this bonus. The stamina limit for the user is 2.
The user will always lose 2 HP from exhaustion turns. 	Stamina limit increased to 3. 	 	 	
ALL STATS 0 	Dead Man's Hand 	Sometimes you get dealt a bad hand in life, guess its good for you that when the going gets tough you know the deck is normally stacked in your favor. Once per session when you reach half health you can re-randomize your Luck of the Draw perk selection, giving you a whole new set of 6 perks to dig you out of the hole you've got yourself stuck in, at least that's the idea. This comes with the Luck of the Draw lifestyle perk and requires the SSE Character Sheet V.0.9+. Cannot set normal perks with this being utilized and does not affect the paragon perk slot.	 	 	 	
NTR +2
INT +2 	Mental Block 	The user's counter rolls against being hacked, mental invasions, and CHA persuasions are increased by +2. 	 	 	 	
MVT +2
CHA +2 	Flexible Highjinx 	While doing flexible technique actions, mocking targets by saying something upsetting to them will improve the action roll by +2. 	 	 	 	
PER +2
MVT +2 	Whipped 	Utilizing whips of any kind has an improved attack/combat roll of +2. 	 	 	 	
PER +2
CHA +2 	Wicked Handgun 	While using a pistol, handgun, or any small firearm the user will be able to utilize two additional bonus action attacks with -10 to their attack rolls. They however cannot use any other type
of firearm while using this perk. Cannot be used with the Akimbo handler perk at the same time. 	 	 	 	
PER +2
NTR +2 	Coward's Play 	When attacked by a target who has an environmental or stealth advantage, have them always lose the bonus when attacking the user but all damage rolls from the user are reduced by 1 always. 	 	 	 	
NTR +2
CON +2 	Smooth Recovery 	When being healed by someone else or a machine/device in combat, the user can increase their recovery by 1 more point due to their innate adrenaline. 	 	 	 	
CHA/MVT +2
PER/NTR +2 	Swift Razor 	While in stealth, the user can do a bonus action attack during a movement action while gaining a +2 to stealth against a detection roll during this action the perk is used. 	 	 	 	
STR +2
MVT +2 	Precise Assasinate 	With stealth advantage, the user can increase the damage of their attack by 1 more point with melee attacks. 	 	 	 	
No Requirement 	Surprise Attacker 	All attack/combat rolls while in stealth gain an increase in +2. 	 	 	 	
No Requirement 	Spare Parts 	Cybernetic equipment has an increased chance of succeeding in attack/usage rolls by +2. 	 	 	 	
=== Step 4: Starting Equipment & Currency (Armor, Weapons, Cybernetics, & recipes) ===
Every character must rely heavily on their equipment which also offer different action opportunities and defense against damage. Collecting gear is also an essential part to the SSE experience, allowing a character to truly hone into their uniqueness and prowess. A new character (unless granted permission by a host/GM/group) usually starts with one single equipment starter bundle depending on the general background they wish to begin with.
===== Item Name & Item Type =====
The name of the equipment as well as the type it is with the amount next to it. Only consumables can have a maximum of 12. Weapons and armor can only be a maximum of 1 per slot.
===== Equipment Perks =====
These are special functions a piece of equipment can have and act as actions when utilized in a turn. They will usually have their own action point reduction number.
===== Radius =====
Covers the tile distance of equipment's ability/abilities.
===== Armor Name & Modifier =====
The name of the piece of armor a character has equipped as well as its dice modifier for armor rolls which are used to subtract damage. If the armor piece has a special function for passive actions and/or affects, it must be listed in the Prepared Equipment Actions list.
===== Material & Armor Type =====
Material specifies what the armor is generally made from. Certain ingredients that make up materials offer different DIFF damage walls for certain damage types. For example, a cloak can be fire-proof and if a damage roll with a burn verb lands on the armor type, it must reach or surpass a certain number to deal damage.
===== Body-Part Coverage =====
Represents the specific parts of a general body-part charted in the Strategic Damage System.
===== Damage System =====
For insight on the damage system regarding the base dice and damage numbers of weapons as well as common verbs, check the Strategic Damage System for more details on how combat works in turn-based encounters.
===== Currency =====
Within the world of SSE, currency is an integral part to high-status settlements with access to the holo-network. Only trade with certain noblest communities access such networks using holo-cards with credit. Other "lower-classed" settlements and environments rely on sub-currencies or trading. To gain access to a holo-account requires robbing/collecting from someone who already has an account/card, starting with an account as a noble-background character, or managing to open an account with a settlement in the story.
==== How Does Armor Effect Stats & Rolls? ====
When wearing armor, some can grant bonuses to stats and specific rolls depending on their perks. Body-parts are an essential importance to covering weak points in combat but can also be a hindrance. Having 5 pieces of armor worn within the armor slots will reduce the user's MVT and stealth rolls (which must be specified separately from the base stat number) by 1 for each armor slot filled after 5 slots. There is also a blocking bonus increase for every MVT reduction, starting at 8 which should also be specified in the sections next to the MVT stat. MVT decreases does not influence stamina length/level as it only reduces rolls.
It is suggested to keep track of this in character notes.
Armor Slots Filled (Wear Count)	MVT & Stealth Dice Roll Reduction	Blocking Dice Roll Increase
0-4 	0 	0
5-6 	-3 	0
7 	-4 	+1
8 	-5 	+2
9 	-6 	+3
10 	-7 	+4
11 	-8 	+5
==== Access 2E Equipment & Recipe Lists ====
====== (Weapons, armors, cybernetics, recipes, poisons/toxins, and quick hacks). ======
To find the compendium of non-player custom equipment, go to the 2E Equipment Compendium Lists. For cybernetics and poison/toxin mixing, they are also found on this page of lists as they are considered equipment as well. This compendium also sorts ingredients, recipes (cooking and crafting), and every existing item in the 2E system. Some fragments of lore can be found affiliated to certain items, but it is best to seek specific pages on certain things instead. Base perks for equipment are also found here, representing many different rifles, tools, and melee weapons so if a character owns a specific type of gun, referencing the compendium is still necessary.
====== Starter Bundles ======
To know all the basic starter bundles, they are found below:
 Combat-Ready Bundle
* Waster Shiv x1 (Origin: Base Melee Weapons)
* Incendiary Bomb x1 (Origin: Consumables)
* Base Firearm x1 (Origin: Base Ranged Weapons)
* Base Firearm x1 (Origin: Base Ranged Weapons)
* Choice of ammo x15 (Origin: Consumables)
* Brass Disc x50 (Origin: Consumables)
 Noble Bundle
* Holo-Card x1 (Origin: Tools) (Currency to start: 100 Holo-Credit)
* Base Firearm x1 (Origin: Base Ranged Weapons)
* Choice of ammo x5 (Origin: Consumables)
* Brass Disc x50 (Origin: Consumables)
 Medical Service Bundle
* General Bandage x24 (Origin: Consumables)
* Iodine Pills 1x1 x4 (Origin: Consumables)
* Common Medical Scanner (Origin: Tools)
* Waster Shiv x1 (Origin: Base Melee Weapons)
* Brass Disc x50 (Origin: Consumables)
 Companion Partner Bundle
* Base Firearm OR Bow x1 (Origin: Base Ranged Weapons)
* Animal x1 (Origin: Organism Companions)
* Animal Chow x10 (Origin: Cooking Recipe List)
* Choice of ammo x5 (Origin: Consumables)
* Brass Disc x50 (Origin: Consumables)
=== Step 5: Page Additions like Companions & Patrons ===
The final step for finishing a character is companions and patrons. This is considered an extra step which only occurs when a character is required to start with a companion and/or patron. To be able to have a patron, the archetype that must be used is the Cooperative option. Patrons are represented in lore as powerful AI that have integrated with the minds of people and androids, integrating them into a hive-mind of sorts to impose their beliefs as well as goals. Selecting a patron for a character can inherently influence their journeys, some having strict imposing rules/guidelines that must be followed while other patrons may seek initial sacrifices/questionable actions. Companions on the other hand cannot start with a character unless they have selected the correct techniques and perks to utilize them. What sort of companions/pets that the user can have for journeys are strictly combat-based as well as limited to start with. More companions can be available to earn in campaigns. Both Companions and Patrons come with their own distinct abilities as well as actions, where companions also act as an additional unit with three actions while patrons only grant additional power to the character.
 Companion Lists
Distinct creatures that can assist the character in creative ways, a new character can start with only one base game companion animal or companion android as a partner (special permissions required by GM/host/group/DM to start with multiple or mutated animals) if they start with one of the following below:
* The Tamer's Whip (NTR Lifestyle perk)
* Companion Caretaker technique list
* Companion Partner Bundle (Starter Bundles for Equipment)
To find the lists of Companions, head to the SSE's 2E Companion Lists. Recipes for companion androids as well as special companions are also found here!
 Patron Lists
To find the lists of Patron abilities, head to the SSE's 2E Patron Lists. Abilities patrons grant are found here! For information on the patrons and their lore, their respective pages are available on the SSE wiki while also having brief descriptions on the patron lists.
=== Step 6: Character at Max level ===
When a character reaches or is made at final level, they will gain access to paragon perks which are an additional fourth perk for lifestyle and conflict coming from a separate list below. These perks are designed to finalize a character's playstyle entirely with an additional feature that can enhance or change the way this character plays. Paragon perks can introduce game-changing features to a character which could do the following: alter techniques; species abilities; introduce a sub-system; as well as allow the option for a fourth perk from both lifestyle and conflict lists.
The Function section only specifies certain counters, verbs, rules, or introduced features within the perk description and is not necessary to put on a SSE 2E character sheet but can be mandatory to track in sections like character notes if it is something like a new feature for the character.
==== Paragon Lifestyle Perk List ====
 	 	 	
REQUIREMENT 	PERK NAME 	PERK DESCRIPTION 	FUNCTION
Peak lifestyle perks earned at level 5 for player characters.	Peak lifestyle perks earned at level 5 for player characters.	Peak lifestyle perks earned at level 5 for player characters. 	Peak lifestyle perks earned at level 5 for player characters.
Paragon Lifestyle Perks 	Paragon Lifestyle Perks 	Paragon Lifestyle Perks 	Paragon Lifestyle Perks
Depends 	Enriched Life 	Select a fourth perk from the normal lifestyle perk list to use. Requirements still apply to have them. 	Replaced by another perk from Lifestyle Perk List. Stat Requirements must still be met.
ALL STATS 0 	Auxiliary 	Roll three dice between Nat 20s, Nat 12s, and Nat 6s once per IRP day which reset upon the end of said day (or when going to rest). These rolls can be kept and traded with the recently dealt rolls of other participants consensually; used for the user's failed rolls or fixing failed rolls of others. Can only trade dice results with a roll made from the same dice. If the user utilizes any assisting rolls, they have an additional bonus of 1d8 to those rolls. 	Keep three extra dice rolls in character notes which can be used to replace bad rolls for 20s, 12s. and 6s.
ALL STATS 1 	Polymath 	The user has access to no limitations with level 2+ technique actions, capable of having as many of the different leveled actions their character sheet can hold. They can utilize an additional ten slots to the character/play sheet's technique/species action list and can also contain actions from up to five technique action lists instead of the usual three cap. The user can also utilize +3 requirement stat technique lists without having the bonus. 	Voids certain character sheet rules while applying new ones.
PER +3
CHA +3 	Fortuneteller 	The user can roll against set DCs a second time if they fail. As a bonus action once per round or during trading encounters, the user can roll 1d10 and bet it on a target winning a rolling outcome. If said target wins the rolling outcome. the user can use the 1d10 result to add as a bonus to only their next roll. If the bonus is not used, the user loses it and must do this again. If the user applies this bonus to a vocal-based attack or an investigation roll, it receives an additional +4. 	
PER +3
INT +3 	Oracle 	As a reaction, the user can once per round in combat, during social encounters, and in free-form situations do a telegraphing roll against a target's roll or a set DC which allows the user to redirect the action towards a different target but this spends an action point from the user's next turn in turn-based. This is redirecting an action roll towards a different target. 	
PER +3
MVT +3 	Recon 	While analyzing targets in stealth or when not detected as a hostile before entering a combat or stealth/detection encounter, the user can mark an amount of targets, one per point in their PER bonus. The user can then roll an additional 1d8 for every PER and counter roll against these targets for the entirety of the encounter. Allies fed with this information can also utilize this perk's 1d8 bonus. The user's first attack roll in stealth has an additional advantage of +4. This can only be used once per encounter. 	
INT +3
CHA +3 	Newscaster 	All trading/selling/buying, history, religion, and other focal knowledge-based rolls receive an additional 1d8 bonus from the user. Creating an expose piece has an increase in believability, adding the INT and CHA bonuses of the user to the believability DC for those who lack information to the written news. Communication-based actions or attacks like with hypercubes are increased with the same additional bonus of 1d8. 	
INT +3
MED +3 	Saint 	For every basic medical roll, the user can choose to replace the HP gain of an action or equipment with a HP +1d10 gain. This cannot be used on oneself. This does not apply to surgery-based encounters and similar situations. When the user heals a target for 5 or more, they increase their next medical roll in the same turn by +4 which resets after the user's turn ends. 	
INT +3
NTR +3 	Eutierria 	One with nature, the user can mesh with the natural forces of the environment. Counter detection as well as utilizing eldritch plants is increased with a bonus of 1d8. The user can also utilize their base action points for an organic plant-based companion. If the user plants three seeds in one turn, they can add a 1d2 to their "green house" which can store up to 2d2 as a cap. Every turn, the user can add a +1 to the stored d2 with a cap of +4. These extra dice can be used as additional boosts to utility rolls for eldritch plants used by the user while also including the +1-6 procured. After using what is stored or if an encounter ends, the green house clears up. 	
STR +3
CON +3 	Guardian 	When blocking incoming blunt objects or environments, the user can roll a second time if their previous roll fails. The user has the ability to block or grapple, turning it into a single free bonus action every turn with a bonus 1d8 for the blocking/grappling action. For every action blocked is a single bonus point to a cap of 10 which can be spent to increase the user's next attack/action or blocking counter roll. Every target the user protects by blocking receives a +4 to their next counter roll only until defended again by the user; this does not stack. 	
STR +3
CFT +3 	Engineer 	The user can utilize any CFT technique from any technique list as an action. They cannot put these techniques into their list unless it is a list they selected. Any prepared CFT technique actions however receive a bonus of +5 to their CFT rolls for crafting and repairing said equipment designed with the same prepared technique. All temporary structures built by the user can also holster 1 bonus point to its HP/durability. 	
STR +3
MVT +3 	Raider 	When the user it utilizing insanity and rage outside of turn-based, they can improve their STR + MVT rolls with a bonus 1d8. The user also has an increase in sprinting, breaking, and climbing with a bonus +2 to those rolls. Build up damage every action used in a turn when using a STR, PER or MVT bonus, increasing the damage bonus of the weapon or action by +2 and decreasing the HP of the user by 1 every turn. This caps at 6. When utilizing rage-based (insanity and rage) point counters from techniques or species actions, the user can increase the gain by +1 every time they earn a point as well as increasing the counter cap(s) by +2. 	
CHA +3
CON +3 	Shaman 	While the user is praying and connecting, they have an increase to concentration with a bonus 1d8. At the start of an encounter, the user can roll a 1d4 to select between one of the level 1 patron actions and keep the result. This action can be used as a free bonus action every turn. The user also has a bonus pool of quanta being +10. All the user's action-point-spent patron actions have a bonus to their rolls by +5. 	
CHA +3
MED +3 	Counselor 	When a target is effected with a reduction to their stats (not including exhaustion) or requires mental assistance for concentration, trauma, or has certain mental-based verbs (eldritch fear and headache) applied to them, this perk can assist them. After a successful CHA roll, the user erases these effects applying the tincture verb onto the target and a direct bonus for both the user as well as the target's rolls for the next three rounds (outside turn-based, it would be their next roll only). This bonus is a +5 to all stat rolls. 	
CHA +3
NTR +3 	Pack Master 	The user can mark a target which allows their companions to deal an additional 1d4 damage with all their attacks. While controlling companions, the user can set one level 2 NTR technique based on controlling companions and use it as a free bonus action every two rounds. They can choose one from any technique list without limitation. It must be set on the technique list with the origin stating: Pack Master. The companions also have access to the technique list: Pack Master Training Methods which offers a general set of techniques that can be used as actions. 	
MED +3
CON +3 	Paladin 	While the user heals a target using a high-tech device, all other chosen targets nearby within 5 tiles will recover +1 HP. If the user is struck in combat, as a free reaction once per round, the user can heal a target or themself with a device, bandages, and alchemic mixtures. If the user is struck by an attack, as a free reaction, the user can roll to patch themselves up using a bandage with a MED DC 16 to beat for this to succeed. 	
MED +3
CFT +3 	Plague Doctor 	While utilizing alchemic mixtures of any kind, the user can roll a 1d20 and 1d4, adding both together to make a new DC for any mixture they choose that targets must beat when applied to them during the encounter. The user can spend an action point during turn-based to re-roll the dice. All rolls utilizing alchemic mixtures and resisting said mixtures is increased by +5. 	
MED +3
NTR +3 	Veterinarian 	Assisting organic companions, animals, and people; the user can utilize their NTR with MED to heal targets while giving only organic companions the user healed an additional action point which can be used only once after being healed within an IRP day. This can only be received once per IRP day. The user's companions from the start have access to the shared list within the technique lists and a boost to their action rolls with +5. 	
MVT +3
CON +3 	Marathoner 	The user can still utilize their MVT bonus while in an exhaustion turn for tile movement only actions like sprinting or climbing. The user does not lose HP when in exhaustion turns and all exhaustion turns only punish the user's rolls at a cap of 4. As a bonus action, the user can utilize a tile movement action to change positions. The user can utilize their bonus action for two rounds and on the third round, activates their stamina level instead. 	
MVT +3
INT +3 	Network Jacker 	While the user hacks a device with an action, they can utilize their MVT bonus for a physical attacking or sprinting bonus action once every turn. They can ignore physical exhaustion/triggering stamina level when utilizing their MVT bonus for this bonus action. If the user successfully hacks, the user can choose one upgrade to their round: they can improve the distance of their movement action by 5 tiles, allow the user to utilize the same reaction a second time, improve their initiative by +4 next round, and increase their next dodge counter roll by +5. 	
MVT +3
NTR +3 	Quick Witted 	Whether in exhaustion turns or not, the user's dodge counter roll bonuses are not reduced past 2 from any type of perk and action. As a free reaction once per round, the user can re-roll a target's MVT counter roll or NTR death saving throw against the user. The user can choose to re-roll their initiative after recovering from exhaustion. The user can utilize NTR as counter rolls against physical actions while in a wild environment. 	
CON +3
PER +3 	Saucier 	While utilizing steroids and meals during turn-based (whether for eating, feeding, or cooking), the user can do this for free twice per round as two bonus actions. When the user does these actions, they receive a +8 bonus to their next 1d20 roll and the bonus resets three rounds later or when an encounter ends. If the user feeds a target or companion during turn-based, they can enhance the target's next turn with a free action point (given only once per person in one IRP day). The user has a bonus to cooking technique action rolls with a 1d4 bonus. 	
CON +3
INT +3 	Program Technician 	If the user is standing still, they can choose to reduce between 1-8 from their next counter roll to increase their current hacking roll once per two rounds. Hacking-based technique actions have a bonus of 1d2 to their rolls. If the user successfully hacks a target, they can remove a function from their own turn to remove one from their turn; this has a cooldown of two rounds. The user can remove x1 action point, x1 next damage roll that lands, and x1 set bonus action. 	
CON +3
NTR +3 	Tongue of God 	Be capable of stacking two of the same special meals' buffs and de-buffs per IRP day and gain +1 to HP when consuming a recipe meal/drink. While farming and/or collecting ingredients, the user can increase their roll for collecting successfully with a bonus 1d8. When the user tastes a meal, they can guess the ingredients with an insight roll bonus of +5. Eating a recipe meal increases their next roll by +5 and the bonus is increased to a +6 if it is used for pain tolerance or poison resistance. 	
CFT +3
PER +3 	Bombardier 	If the user receives a critical fail while throwing their grenade, the user can re-roll this once per round. The user can have a grenade roll their preferred direction if it fails to directly hit a target. If the user is in the radius of an explosion, once per encounter, reduce the damage by 3 to the user and two chosen allies. As a free bonus action, the user can throw a grenade once per turn. 	
CFT +3
INT +3 	Master Inventor 	When inventing a device (equipment), the user can utilize a level 1 technique action's perk (that is not a stat technique) as part of the device's bonus alongside any material's perk description. The user can also utilize this perk to enhance existing equipment's armor for three rounds once per IRP day when used. This enhances the armor equipment's with an additional 1d6 for the short period of time but the user must beat a CFT/INT DC of 8 to apply the buff. 	
CFT +3
MVT +3 	Machinist 	When piloting a vehicle, sentry weapon, power armor, or mech, the user has two additional action points which are called mech points. These points can be used only for the device being utilized and always has a DC of 15 instead of rolling a 1d20. These actions using the mech points can still utilize stat bonuses and can only be used after the user's base action points are spent. The user also has an increase to history and insight rolls regarding vehicles and weaponized machines with a 1d6 bonus to the roll. 	
NTR +3
PER +3 	Ranger 	Utilizing throwing or ranged based actions receives an additional bonus of 1d4 to the rolls. The user can switch to a tracker-mode state, disabling all their perks excluding this perk but increasing their concentration and tracking rolls with a bonus of +6. In this state, the user also has an increase to counter rolls with the same +6 bonus but cannot utilize other perks. A companion can utilize the tracker-mode state when the user goes into the state. During turn-based, switching modes can only be done once per round and is a free bonus action. 	
NTR +3
CFT +3 	Meteorologist 	Decrease all counter and equipment firearms (high-tech included) + all forms of melee rolls by -10 but have all environmental-based control devices (weather boxes) increase with a bonus of +10. While utilizing global environmental changes, the user has an increase to status-setting rolls with a bonus of +5. When the user utilizes insight for weather environments as well as biome structure, they have a 1d6 bonus. When customizing weather, once per two rounds, the user can flip a coin. If they receive heads, the user picks between 1d4 and 2d2 for a bonus to weather status modifiers. If they receive tails, the user picks between 1d8 and +4 for their tile-pinpointing DC. 	
NTR +3
STR +3 	Fighter 	If the user successfully lands an attack or combat training roll without using any technique actions, they can follow it up with a bonus action secondary attack roll with an attack and bonus of +1d4. If that attack roll successfully lands, the user can follow it up with a third and final bonus action attack roll with an attack as well as a bonus of +1d8. This chain can only be done once per two rounds. If this is used for combat training before any combat encounters in the same IRP day, the user will have a bonus of +3 for the rest of the day to all technique actions. 	
MED +3
PER +3 	Forensic 	While analyzing wounds as well as organisms, the user has a bonus to insight with a 1d8. If successfully achieving insight, the user can also be told the exact species action used. If the user analyzes a target while utilizing a species action, the user can reduce that action's roll if used against the user for the entire IRP day by rolling a 1d10 to determine the total subtraction. The user can also utilize insight against a target's INT counter roll to improve a physical healing roll on said target from the user and an ally who was shared this information by +6. 	
STR +3
INT +3 	Weapons Dealer 	While utilizing equipment for attacking, product selling, or as a tool with force, the user can enhance the usage of their rolls while subtracting points from a target's counter roll against the actions made by the user if the number difference is 6 or more from the user's roll. The subtracted points can then be put into the user's attack bank of choice or saved. The user can keep adding the subtracted points until they reach a cap of 20. The user can choose to utilize these points at any amount 20 or lower as their next attack or selling roll. The user must remember to add the numbers as a bonus action. If the user utilizes the attack bank at capacity, it can be considered a critical success. The stored points clear after an encounter ends. 	
CON +3
CFT +3 	Serviceman 	A master handyman, the user can decrease the DC of locks, traps (man-made and natural), repairs (equipment, structures, etc.), and construction by 5 when interacting with it. The user can also increase the rolls of their allies' equipment actions by +5 when at least 12 tiles in the user's radius. The user can select one body-part from the target to have no base counter bonus for allies who received the bonus from this perk (this does not work against mental). If the user is by a chosen target within 3 tiles, they can improve their armor roll by +2 and can only switch targets in the next round. 	
MED +3
STR +3 	Surgeon 	While doing surgeries, the user can avoid harming the target twice during an encounter. While using melee and medical equipment, the user can pinpoint one artery, specific body-part, or organ during a turn as a bonus action, increasing their STR/MED rolls against that spot for their next turn by 1d4. If the user successfully hits this spot, they can flip a coin and if they hit heads, it is a guaranteed critical. The spot is only successfully struck if the user's roll is 10 or more against the target/DC. 	
CHA +3
STR +3 	Enhancer 	With a body attuned to the alterations and power of a patron, the user's body is overwhelmed with quanta energy, requiring strength to retain the chaos. With this, the user has an increase in quanta capacity by +15 and regenerate 1 quanta per turn. They lose access to level 4-5 patron abilities but have the ability to transfer 1-10 quanta to a target per point in CHA within 10 tiles. With consent, the user can take the same amount of quanta from targets but if the target resists, both must roll CHA. If a target does not utilize quanta, it can be utilized for different features. 1-5 quanta adds to the target's next STR roll, increasing the kinetic power of the strength-based action but the user cannot give 6+ to a target that does not have quanta-usage. Quanta-transfer costs 1 action point.	
MVT +3
MED +3 	Paramedic 	When failing to heal a target, in the next round, the user's initiative is bumped up to be first if they attempt to heal the target again. If the user successfully heals a target, if another injured target is 5 tiles nearby, as a free bonus action the user can attempt to heal them. While holding someone downed or injured, the user's counter rolls have a bonus 1d8. All technique actions that heal have an increase to their rolls with a 1d4 bonus. Self-healing actions has an increase in HP gain by +1. 	
PER +3
STR +3 	Super Soldier 	Every turn, the user can choose between three states: normal with no effects, offense, and defense. They can switch to state for 1 action point (in turn-based) once per turn and must wait until the next turn to shift. When set to the offense state, the user can increase all their STR & PER rolls by 2d4 but their counter rolls are decreased by 12. In the defense state, the user can increase all their counter rolls by 2d4 but their STR & PER rolls are decreased by 12. When these states are used against DCs, the user can get a critical if their d20 roll hits 18-20 without bonuses. 	
CHA +3
MVT +3 	Swindler 	The user can play three different actions for the same action points spent and choose one to be the correct action done. If the target responds to an incorrect action, the user can beat their play no matter what their roll is, excluding a critical fail. This can only be done by the user once every other round during turn-based as a cooldown. Telegraphing, trading, and thievery actions receive a bonus +5 to their rolls. Movement actions can utilize +3 from the CHA bonus twice only per turn-based encounter. 	
CFT +3
CHA +3 	Producer 	When the user utilizes communication devices, they can increase the sound quality as well as repairs for these types of devices with a bonus 1d8. Outside or during turn-based, the user can set 5x5 radio satellites using radio equipment to increase the connection range by 15 tiles for any device that connects to it. These grounded satellites also increases the user's own radio hack rolls by a bonus +5 if nearby within its range. Radio hacks (radio static and secret poison) can be customized as well as a hypercube's base blast of light attack. The radio static radio hack and blast of light can have their damage type changed by the user, all types being available with a +2 damage bonus. The secret poison can apply any collected poison the user has stored. 	
No Requirement 	Wager 	Having developed their mind towards counting, everything the user sees is a means to chance. The user converts the bonus pool into the stat block [LCK] which is short for luck. Focused on tampering with the probability of critical hits and chance manipulation. Luck will trigger stamina like certain other stats depending on how it is used. The user can now access luck-locked content related to techniques and equipment-based requirements. This stat supports bending the rules, changing DCs through predictions, and support-utility towards other stats. 	Adds a formerly inaccessible stat block, turning the bonus pool into the [LCK] pool.
==== Paragon Conflict Perk List ====
 	 	 	
REQUIREMENT 	PERK NAME 	PERK DESCRIPTION 	FUNCTION
Peak conflict perks earned at level 5 for player characters.	Peak conflict perks earned at level 5 for player characters.	Peak conflict perks earned at level 5 for player characters. 	Peak conflict perks earned at level 5 for player characters.
Paragon Conflict Perks 	Paragon Conflict Perks 	Paragon Conflict Perks 	Paragon Conflict Perks
Depends 	Dreaded Fight 	Select a fourth perk from the normal conflict perk list to use. Requirements still apply to have them. 	Replaced by another perk from Conflict Perk List. Stat Requirements must still be met.
ALL STATS 0 	Wacky Wasteland 	Make all stat rolls NAT 1 or NAT 20 next round for everyone in combat encounters. This can only be used once per encounter. These dice roll changes cannot be traded or kept with other perks. 	
ALL STATS 1 	Skill Stop 	Disable any use of boosts from a target's passive technique actions and character perks until their next turn if the user successfully lands a combat technique action to that target. 	
PER +5
CHA +5 	Mental Simulation 	Once per two rounds, the user can do a trial-run set of actions or decisions in a turn and as a bonus action after, say that was all in the user's head if they choose to re-try. 	
PER +5
CON +5 	Artillery Havoc 	Every turn, the user can choose a target for a guaranteed critical if their next projectile from a ranged device of any kind lands. Once the critical is hit, the user must wait one turn before being able to select a target again. 	
CHA +5
CON +5 	Social Etiquette 	The user can consume two cooking recipes and retain their buffs for the entire day. They can switch out the buffs by eating again in the same day but has a limit of doing this for three times per IRP day. In combat, while the user is buffed by meals, their CHA-based attack rolls gain an additional +5. 	
INT +5
CFT +5 	Hollow Hardware 	Utilizing equipment-based actions and cyborg/android cybernetic actions have an additional action point always and the user can repeat the same actions with equipment unless stated otherwise by the item. 	
INT +5
MED +5 	Scientific Diagnosis 	Once per turn, the user can do a special action that allows them to switch the verb applied to themselves or a target they are next to with another verb. If this is done to the user, it costs 1 action point but towards a target, it would be 3 action points. They can switch a single verb with any other verb that exists except eldritch fear. 	
CFT +5
MED +5 	Crafted Contingency 	Once per turn, the user can roll a 1d8 which then sets the DC number they can use to replace any DC given to them during the round or situation. This is ignored by level 4+ actions, level 4+ recipes, structures (chests, buildings, debris, etc.), level 4+ entities, and MED surgeries. 	
STR +5
MVT +5 	Physique Control 	When the user is struck by an attack, they can utilize their STR or MVT stats to cut down the damage but cannot utilize the spent points from the bonuses for the user's next three turns. This cooldown resets to three turns every time the user spends a point to reduce damage. 	
STR +5
NTR +5 	Aided Naturality 	During exhaustion turns, the user can utilize their NTR as a bonus to blocking and counter rolls. All negatives to rolls are removed during exhaustion turns but HP reduction is increased by 1 point. This bonus only applies during exhaustion turns. 	
NTR +5
MVT +5 	Endless Endurance 	For every point of stamina level the user reaches, that number can be used to assist the user in all their attack/usage/counter rolls during that turn. 	
LCK +5
SL +5 	Combat Smart 	The user can naturally guess the best positions to lessen or increase chances during real-time combat. Attack and counter rolls are considered set DCs and can be influenced by the user's probability tactics in combat. Telegraphing actions and rolls can use the luck stat as a bonus instead of INT. All combat actions and turns that use LCK now trigger stamina. 	
LCK +1 	Critical Banking 	For every point in LCK, the user can store one 1d20 they successfully roll for actions that have a DC outside of combat, choose to fail them and store it which can then be used for any combat roll during turn-based fighting. At the end of an IRP day, any stored 1d20s are erased, 	
Motor Controls Perk 	Advantageous Ghosting 	The user can utilize their highest stat towards their stealth actions. When attacking a target with advantage through stealth and surprise, the user can add an additional 1d2 to their attack. 	
No Requirement 	Hyper Focus 	The user can go into a hyper-focused state, having an increase in concentration with a bonus of +5 but the user's INT, CFT, and MED will be set at -6 for the entirety of this state. INT will not subtract from the concentration bonus. While in this state, the user has an increase in aiming/shooting rolls with a +5. The user can only stay in this state for three rounds with a cooldown of one IRP day. They must retain concentration to stay in this mode. 	
No Requirement 	Calisthenics Core 	Health has been a key factor to the user. One's body is honed and mutated from constant battle. The user's CON stat bonus acts as additional HP which goes down before the user's main HP, secondary set of HP, or any other additional HP does. This does not affect the base bonus to the user's CON. What makes this HP different is it goes down only by 1, no matter the damage output from attacks 1d10 or lower. When the user heals, no matter the amount, it only goes up by 1.	
No Requirement 	Sonic Misery 	All sonic damage the user outputs does tick damage to targets of 1 damage for the next three turns while also applying the eldritch fear verb for their next turn only. CHA attacking rolls receive a +4 bonus from this perk for three rounds it is activated. This has a two round cooldown. 	
No Requirement 	Armored Antiques 	Reduce all incoming damage to the user's high-tech sentries, drones, android companions, and mechs by 2. 	
No Requirement 	Summoner's Mark 	All controlled minions can share and use the user's attack roll boosting conflict perks. 	
No Requirement 	Sophisticated Species 	Level 1 & 2 combat-based species actions can be used as a bonus action once per turn. 	
No Requirement 	Plated Unit 	The user can ignore the movement and stealth reductions at 5-6 armor slots (wear count). Every point in wear count can be used to improve the user's blocking rolls for an additional action point. This caps at 10. 	
No Requirement 	Territorial Commander 	While controlling battalions, the user has an additional action point they can spend when utilizing battalion swarms. The user can also utilize the maximum amount of battalions. 	
No Requirement 	Empowered Skill 	For a technique action, no matter the action point cost, it costs 1 action point and the final action that spends the remaining point is guaranteed to be a critical success. This has a one round cooldown and during the cooldown turn the user loses an action point. 	
Depends 	Risky Maneuvers 	With this perk equipped, the user loses additional 3 HP when damaged by any source. A naturally talented combatant, the user is well-versed in their skill-range. This perk allows the user to combine two level 1 conflict perks not equipped by the user to be part of this perk (must still fit the stat requirements to combine), adding the perks' lines after this sentence here: 	
==== Significant Additional Rules ====
These are rules added to a player depending on certain requirements being met or a feature for character sheets. Not all additional rules will be listed here excluding more significant ones. Set rules which were explained within the equations section in the rulebook is also explained below with their abbreviations.
SSE 2E Significant Additional Rules	SSE 2E Significant Additional Rules
Set Rules 	Set Rules
FP 	is a counter known as force points which represents a minor forcefield that acts as temporary HP points which can be regenerated through other means outside healing.
SL 	is stamina length which represents the amount of turns a user can use certain stat bonus actions before going into exhaustion. More information on this is found on the strategic damage page.
IB 	is the initiative bonus which represents an addition to d20 rolls that determine who goes first in the turn order of a turn-based encounter. This is increased depending on the MVT stat.
Additional Rules 	Additional Rules
Quanta 	is a counter that is used differently depending on the patron a character worships/relies on. Quanta can be FP, action points, insanity counters, or a totally different form of tracking but that is dependent on the patron list.
Luck [LCK] 	is a stat that is used to improve rolls related to manipulating feats like set stat DCs, probability actions, certain games, counting tactics, chance/risk/luck focused concepts, and critical successes/failures. Unlike other stats, luck is not considered a universal stat but an additional which overrides the bonus pool section on a character sheet that is sometimes used by All Stats 0 characters and usually to indicate the amount of points the user can spend. This is why All Stats 0 builds can use LCK since it isn't considered a universal/main stat. This stat only applies to the user's own DCs and functions. The stat does not exist nor influence anything if the user does not have the paragon perk Wager.
* The bonus pool can only be between 5 to -5 which allows the user to pull points out from the stat to put into other stats without using takeoffs but the price is having a negative LCK which now influences DCs differently. If the bonus pool is past 5 due to an all stats 0 build, it will still be considered +5 and all stats 0 perks will still be available to the user. This means perks that rely on the number being higher in the bonus pool will be capped at +5 as well. The user must ensure their tradeoffs box does not go into the negatives or it will be considered a mistake.
* If the stat is within the positives, the user can decrease any set DC by that amount always. If it is within the negatives, the user will increase set DCs by that amount always.
* Every positive point in LCK allows the user to try another stat roll for DCs that have negatives or 0. This does not apply to stats that are in the positives. Example: if a user has a LCK +5, they can roll five more times for a NTR -5 stat roll. LCK bonuses however does not apply to giving more death saving throws. If the user has a negative in LCK, their other negative stat roll deductions are increased with the negative points in this stat.
* Unless said otherwise, this stat cannot influence counter and attack rolls unless it is a set DC.
= RP Referencing: Recipe & General Dice Roll DCs =
Below is a list of difficulties for dice rolling against general or common actions related to things like cooking, medical-work, and crafting items.
=== The Medical DC Chart ===
This is a generalized list of dice difficulties a GM or players can reference when doing medical actions. These actions can only be done once per encounter or IRP day if failed for specific wounds. This rule can change depending on the GM and/or circumstance. Below contains: healing, cybernetics/cyberware Installing, fae recovery, & medical dice roll difficulties
Healing Difficulties 
DC/DIFF 	Type of Action 	Perks Allowed?	Special Requirement
MED DC 	MED DC 	MED DC 	MED DC
MED/CON DC? 	Specific diseases, poisons, etc. 	Depends 	Depends
CRIT FAIL 	Rolling a NAT 1 will do nothing but fail the action entirely if the user has any MED-focused perk. If they do not and are trying to heal a target, they lose HP instead with a damage roll of 1d4.	No 	Still uses up material(s)
MED DC 2 	Daily Self-Care, Sunburns, and minor diseases like the flu. 	Yes 	Materials Required (Bandages x1)
MED DC 4 	Light-Small cut stitching and lead damage removal. 	Yes 	Materials Required (Bandages x1)
MED DC 6 	Major Diseases, Re-aligning bones, and frostbite verb damage repair. 	Yes 	Materials Required (Bandages x10)
MED DC 8 	Deep-severe cut stitching, Making a Cast, Lead removal. 	Yes 	Materials Required (Bandages x5)
MED DC 10 	Help a downed 0 HP character during turn-base back up with "1" HP 	Yes 	Materials Required
MED DC 12 	Major bleeding wounds, gash, Severe Burns, Heal Frostbite. 	Yes 	Materials Required
MED DC 14 	Limb re-attachment, Setting up Blood transfusion. 	Yes 	Correct Equipment Required
MED DC 16 	Bone Surgery, Stitch Artery, and stage 3 frostbite verb damage repair. 	Yes 	Correct Equipment Required
MED DC 18 	Shrapnel lead removal. 	Yes 	Correct Equipment Required
MED DC 24 	Difficult surgeries. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
MED DC 26 	Lobotomy & Open Organ Surgery. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
CRIT SUCCESS 	During turn-base, healing a target with anything tool or perk has a base HP improvement of +1 unless it has its own critical HP. Any action is an immediate success with a NAT 20. 	No 	Depends
CON DC 	CON DC 	CON DC 	CON DC
CRIT FAIL 	While eating or consuming, critically failing causes user to choke. 	No 	Beat MED DC 2 to stop choking and 1 action point
CON DC 15 	Consuming Iodine Pills. 	No 	None
CON DC 20 	Consuming Transformation Pills. 	No 	None
CFT DC 	CFT DC 	CFT DC 	CFT DC
CRIT FAIL 	Critically failing destroys the cybernetic and if it was attached to the target, they are damaged by 5 to their HP. Always a critical fail without the Cyber-Doc perk! 	No 	None
CFT & MED DC 2 	Installing an LVL 1 cybernetic to a target. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk)
CFT & MED DC 4 	Repairing broken LVL 1 cybernetics. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk)
CFT & MED DC 6 	Repairing broken LVL 2 cybernetics. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 2)
CFT & MED DC 8 	Fae-Mental Code Recovery/Fix. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk)
CFT & MED DC 12	Repairing extremely broken LVL 1 cybernetics. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 2)
CFT & MED DC 14	Removing any functions or viruses from cybernetics. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk)
CFT & MED DC 16	Installing an LVL 2 cybernetic to a target. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 5)
CFT & MED DC 22	Repairing extremely broken LVL 2 cybernetics. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 4)
CFT & MED DC 24	Full-body Cybernetic surgery. 	Yes 	Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 5)
CFT & MED DC 30	Insanity Nullification & Overboard-Cybernetic removal. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
Correct Perk Required (Cyber-Doc Lifestyle Perk LVL 5)
=== The Crafting DC Chart ===
This is a generalized list of dice difficulties a GM or players can reference when doing crafting, medicine-making, and cooking actions. These actions can only be done once per encounter or IRP day if failed for specific wounds. This rule can change depending on the GM and/or circumstance. To find ingredient recipes for cybernetics, poisons/toxins, equipment (tech, drones, weapons, tools, armor), cooking recipes, and androids, look to these pages: 2E Equipment Lists & 2E Companion Lists.
Crafting Difficulties 
DC/DIFF 	Type of Action 	Perks Allowed?	Special Requirement
CFT DC 	CFT DC 	CFT DC 	CFT DC
CFT DC? 	Specific structures, builds, equipment 	Depends 	Depends
CRIT FAIL 	Rolling a NAT 1 will do nothing but fail the action entirely if the user has any CFT-focused perk. 	No 	Still uses up material(s)
CFT DC 2 	Repairing minor damages to structures, tech, and android HP (+1). 	Yes 	Materials Required (Metal Scrap x1)
CFT DC 4 	Repairing/Building physical computer technology, alarms, and barricades, 	Yes 	Materials Required (Metal Scrap x1)
CFT DC 6 	Repairing vehicle engines, mech engines, and generators. Filling cement. Diesel, plumbing, and common electrician-work. 	Yes 	Materials Required (Metal Scrap x10)
CFT DC 8 	Repairing cybernetics, android parts. Creating all trap recipes. 	Yes 	Materials Required (Metal Scrap x5)
CFT DC 10 	Creating LVL 1-2 non-special tools and non-special equipment of any kind. Repair medusa verb damaged equipment. 	Yes 	Materials Required
CFT DC 12 	Creating LVL 3-4 non-special tools and non-special equipment of any kind. Creating LVL 1 fusion-core recipes. 	Yes 	Materials Required
CFT DC 14 	Creating LVL 5 non-special tools and non-special equipment of any kind. 	Yes 	Correct Equipment Required
CFT DC 16 	Creating cybernetic and android recipes. Creating LVL 2 fusion-core recipes. 	Yes 	Correct Equipment Required
CFT DC 18 	Repairing greatly broken rifles and other equipment. 	Yes 	Correct Equipment Required, (Metal Scrap x15)
CFT DC 20 	Specific 	Yes 	Correct Equipment Required
CFT DC 22 	Specific 	Yes 	Correct Equipment Required
CFT DC 24 	Crafting LVL 1-3 special tools and special equipment of any kind. Repairing major generators and location-relevant fusion core sources. Creating mass meals within a timeframe.	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
CFT DC 26 	Crafting LVL 4-5 special tools and special equipment of any kind. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
CRIT SUCCESS	Immediate success in the action with a natural 20. 	No 	Depends
CON DC 	CON DC 	CON DC 	CON DC
CRIT FAIL 	While cooking, the meal and recipe burn/is ruined. 	No 	Still uses up material(s)
CON DC 2 	Usually for creating LVL 0-1 food recipes. 	Yes 	
CON DC 8 	Usually for creating LVL 1 food recipes. 	Yes 	Correct Equipment & Materials Required
CON DC 10 	Usually for creating LVL 2 food recipes. 	Yes 	Correct Equipment & Materials Required
CON DC 12 	Usually for creating LVL 3 food recipes. 	Yes 	Correct Equipment & Materials Required
CON DC 14 	Usually for creating LVL 4 food recipes. 	Yes 	Correct Equipment & Materials Required
CON DC 16 	Usually for creating LVL 5 food recipes. 	Yes 	Correct Equipment & Materials Required
CON DC ? 	Depends on the recipe. 	Yes 	Depends
CRIT SUCCESS	Immediate success with the cooked/baked meal. 	No 	Still uses up material(s)
MED DC 	MED DC 	MED DC 	MED DC
CRIT FAIL 	Critically failing destroys the medicine/poison/toxin mixture and still uses up all the ingredients. 	No 	Still uses up material(s)
MED DC 6 	Creating LVL 1 medical recipes. 	Yes 	Correct Equipment & Materials Required
MED DC 8 	Creating LVL 1 poison recipes. 	Yes 	Correct Equipment & Materials Required
MED DC 12 	Creating LVL 2 medical recipes. 	Yes 	Correct Equipment & Materials Required
MED DC 18 	Creating LVL 2 poison recipes. 	Yes 	Correct Equipment & Materials Required
CRIT SUCCESS	Critically succeed in crafting with the ingredients. If the recipe offers a bonus for critical success, apply it. 	No 	Depends, Still uses up material(s)
=== The Hacking & Scholarly DC Chart ===
This keeps track of general hacking difficulties for technology, locations, and devices. It also tracks DCs for general researching dice rolls. To find devices that are utilized for hacking, check these pages for lists: 2E Equipment Lists & 2E Companion Lists.
Hacking Difficulties 
DC/DIFF 	Type of Action 	Perks Allowed? 	Special Requirement
INT Hacking DC 	INT Hacking DC 	INT Hacking DC 	INT Hacking DC
INT DC? 	Specific equipment and technology 	Depends 	Depends
CRIT FAIL 	Rolling a NAT 1 will do nothing but fail the action entirely even if the user has any INT-focused perk.	No 	Still uses up material(s)
INT DC 2 	Hacking non-firewall small devices. 	Yes 	Correct Equipment Required
INT DC 8 	Hacking firewall LVL 1 devices. 	Yes 	Correct Equipment Required
INT DC 12 	Hacking firewall LVL 2+ devices and VR firewall barriers. 	Yes 	Correct Equipment Required
INT DC 18 	Hacking into a system route that connects with other devices (example: CCTV network). 	Yes 	Correct Equipment Required
INT DC 30 	Hacking into a bio-print bunker super computer. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
CRIT SUCCESS 	Success in hacking, guaranteed with the correct equipment. 	No 	Correct Equipment Required
INT Researching DC	INT Researching DC 	INT Researching DC	INT Researching DC
CRIT FAIL 	 	No 	Still uses up material(s)
INT DC 2 	Researching common knowledge skills and public information. 	Yes 	Depends
INT DC 6 	A general level of difficulty for the research. 	Yes 	Depends
INT DC 11 	A general level of difficulty for the research. 	Yes 	Depends
INT DC 15 	A general level of difficulty for the research. 	Yes 	Depends
INT DC 23 	Researching heavy extensive formulas and almost hidden/scarce research or information. 	Yes 	Depends
CRIT SUCCESS 	Success in research as long as it is within the boundaries established for said info availability. 	No 	Depends
=== General Strength Actions & Farming DC Chart ===
This keeps track of general farming difficulties for technology, locations, and devices. It also tracks DCs for general farming dice rolls. To find devices that are utilized for agriculture or other means, check these pages for lists: 2E Equipment Lists & 2E Companion Lists. Failing to train an animal requires a one day IRP wait or special permission.
General Difficultie
DC/DIFF 	Type of Action 	Perks Allowed? 	Special Requirement
NTR Farming DC 	NTR Farming DC 	NTR Farming DC 	NTR Farming DC
INT DC? 	Specific equipment and technology 	Depends 	Depends
CRIT FAIL 	Rolling a NAT 1 will do nothing but fail the action entirely even if the user has any NTR-focused perk.	No 	Still uses up material(s)
NTR DC 2 	Planting/growing a seed in an safe and proper environment. 	Yes 	Correct Equipment Required
NTR DC 4 	Tending to a growing-wounded crop in a safe and proper environment. 	Yes 	Correct Equipment Required
NTR DC 12 	Handling regular farm animals and livestock. 	Yes 	Correct Equipment Required
NTR DC 15 	Animal companion training. 	Yes 	Correct Equipment Required
NTR DC 18 	Growing a seed in an unsafe and improper environment. 	Yes 	Correct Equipment Required
NTR DC 19 	Growing an eldritch plant without proper equipment. 	Yes 	Correct Equipment Required
NTR DC 21 	Mutated animal & eldritch companion training. 	Yes 	Correct Equipment Required, Team-Combo Rolls Possible
CRIT SUCCESS 	Succeed in the action guaranteed. 	No 	Depends
General Actions DC	General Actions DC 	General Actions DC	General Actions DC
CRIT FAIL 	Failure in the action. 	No 	Depends
STR DC 2-7 	Handling small or medium breakable environments and structures. 	Yes 	Depends
STR DC 8-11 	Handling somewhat difficult-to-pull objects and areas. 	Yes 	Depends
STR DC 12-17 	More heavier and challenging physical feats as well as consistently upkeeping strength. 	Yes 	Depends
STR DC 18-23 	Prolonged and difficulty with extremely heavy or physically tasking actions. 	Yes 	Depends
STR DC 24-32 	Extremely challenging that may require multiple people or machines. 	Yes 	Depends
CRIT SUCCESS 	Succeed in the action guaranteed. 	No 	Depends
= RP Referencing: Bestiary, Mass Encounters, Weather & Environmental Rules =
=== Bestiary & NPCs ===
Highly customizable to suit encounters, stories, and other situations; a general compendium which collects generic enemy types is available for players and game masters to review here: 2E Bestiary.
Game Masters or groups often need to track initiative lists and some fights may scale up to many different large encounters or groups. Click this link to gain access to an encounter tracker spread sheet which can be copied!
=== Weight Situations ===
Where weight can come into play mostly surrounds environments like bridges which have a weight capacity, making it fairly difficult for characters with full inventories, holding heavy items, and/or heavy/multiple pieces of armor worn to cross. This can be dependent on the items themselves with estimated weight and the user's MVT if they choose to take a risk rushing the dangerous environment with the load of items they have.
=== Weather & Environments ===
Different types of weather and environments can majorly influence different rolls, saving throws, and even apply types of damage towards characters lacking resistance for the situation(s). Although this can be majorly customized by GMs for the settings, encounters, and challenges; there are general rules for the most common weathers which once again can be influenced or varying.
 	 	
Weather & Environment Type	Environmental Changes	Requirements for Sustainability
Room 	
* Temperature: Depends, usually room temperature
* Verbs applied: none
* Compass: usually working
* Special Rules: none	
* Depends, usually none
Total Darkness 	
* Temperature: Depends, usually room temperature
* Verbs applied: Blind verb x10 always
* Compass: usually working
* Special Rules: none	
* Light Source
Smog 	
* Temperature: Depends, usually cool, cold, warm, hot
* Verbs applied: Blind verb x5 always
* Compass: usually working
* Special Rules: none
* Weather State
* Weather Attack: 3d2 damage (no crit) (Smog choke: Target must beat a CON DC 14 and if failed, they lose 2 action points their next turn. Spot lasts for 2 rounds).	
* Depends, usually none
Raining & Snowing 	
* Temperature: Depends, usually cool or cold
* Verbs applied: Soak verb always
* Compass: usually working
* Special Rules: none
* Weather State
* Weather Attack: 2d4 acid damage (no crit) (Acid Rain: Lasts 2 rounds on that tile)	
* Depends, usually none
Snowstorm 	
* Temperature: Cold
* Verbs applied: Frostbite verb always and multiplies the longer targets stand within the environment (every six rounds)
* Compass: usually working
* Special Rules: none
* Weather State
* Weather Attack: 3 damage (no crit) (Icicle Hail: Applies cut verb. Lasts 3 rounds on that tile)	
* Suitable clothes for weather
Extreme Snowstorm 	
* Temperature: Extremely Cold
* Verbs applied: Frostbite verb x2 always and multiplies the longer targets stand within the environment (every six rounds)
* Compass: usually working
* Special Rules: none
* Weather State
* Weather Attack: 2d2 damage (no crit) (Icicle Hail: Applies cut verb. Lasts 4 rounds on that tile)	
* Suitable clothes for weather
Sandstorm 	
* Temperature: Moderate or hot (Day/Summer)
* Verbs applied: burn verb applies after a whole IRP day with no skin protection (applies to hot only)
* Special Rules: PER is reduced by 2 for targets 15 tiles away
* Weather State
* Weather Attack: None	
* Suitable clothes for weather
Extreme Sandstorm 	
* Temperature: Moderate or hot (Day/Summer)
* Verbs applied: burn verb applies after a whole IRP day with no skin protection (applies to hot only). If the targets have no physical protection or genetics, they lose 1 HP every two rounds
* Special Rules: PER is reduced by 10 for targets 3 tiles away
* Weather State
* Weather Attack: None	
* Suitable clothes for weather
Radiation Storm 	
* Temperature: Moderate, warm or cool
* Verbs applied: rad verb applies after a whole IRP day with no skin protection (applies to hot only). If the targets have no physical protection or genetics, they lose 1 HP every two rounds.
* Special Rules: Consuming the correct pill, liquid, and other related means will make the user immune to the radiation for the entire IRP day. Wearing a gas mask will also ensure the user is safe.
* Weather State
* Weather Attack: None	
* Suitable clothes for weather
Volcanic Environment 	
* Temperature: Moderate or hot (Day/Summer)
* Verbs applied: burn verb applies after a whole IRP day with no skin protection (applies to hot only). If the targets have no physical protection or genetics, they lose 1 HP every two rounds.
* Special Rules: Inhaling smoke requires users to beat CON DC 4. In higher concentrated areas, DC 16. Failing will cause the user to lose 2 HP. Gas mask ignores this.
* Weather State
* Weather Attack: None	
* Suitable clothes for weather
Rot Smog 	
* Temperature: Depends, usually cool, cold, warm, hot
* Verbs applied: Blind verb x5 always
* Compass: usually working
* Special Rules: If the user's skin interacts with the high concentrated smog, they will receive the rot verb.
* Weather State
* Weather Attack: None	
* Suitable clothes for weather
Underwater Lake 	
* Temperature: Cold
* Verbs applied: Frostbite & Soak verb always and multiplies the longer targets stand within the environment (every six rounds).
* Compass: usually working
* Special Rules: The user ignores the frostbite verb applied if they have proper equipment.	
* Suitable clothes for environment
Underwater Ocean 	
* Temperature: Cold
* Verbs applied: Frostbite & Soak verb always and multiplies the longer targets stand within the environment (every six rounds).
* Compass: usually working
* Special Rules: The user ignores the frostbite verb applied if they have proper equipment. If deeper, pressure will occur and blunt verb x6 will be placed.	
* Suitable clothes for environment
Underground 	
* Temperature: Depends, usually cool, cold, warm, hot
* Verbs applied: Blind verb x5 depends if there is no light/natural light
* Compass: usually working but depends on magnetic environment
* Special Rules: none	
* Suitable clothes for environment
Space 	
* Temperature: Cold
* Verbs applied: Frostbite verb always and multiplies the longer targets stand within the environment (every six rounds).
* Compass: depends
* Special Rules: If the user does not have proper protection, genetics (if they require access to oxygen etcetera), the user will die.	
* Suitable clothes for environment
=== Mass Encounters ===
These are key components when handling large-scale combat encounters. Unlike normal encounters, attacking and movement rules differ. Utilizing what is called swarms which can be done by a GM with small-scale encounters (combining several units together) but done at a larger scale and given to players for control. For more information on this aspect of RP, go to this page here: SSE's 2E Mass Combat System D20.
Swarms in essence are designed to speed up turn-based encounters. In small-scale encounters, swarms tend to be listed appropriately with units combined to share certain stats and weaknesses. These can be found in the bestiary page and will usually indicate what can be a swarm.
== Credit ==
* This system's main skeleton was designed during the months of November and December 2023 by Bryle.
* It continues its development through January to April 2024.
* The Character Sheet and general system is designed by Bryle/Light, founder of SSE and has invented most of the content as well as rules.
* The Two Perk Type List (Lifestyle & Conflict) Re-Invention was introduced by Mercy and innovated by Bryle.
* The main perks were created by the SSE Team, led by Bryle and converted/merged from 1E.
* New perk, buff/disabilities, rewrites, and additional concepts were created by Bryle, Neonphantom, Halo, Mercy, Stofik, ThatRareAxolotl, Ducci_mane, Slime, Treesap, and Nuk3.
* Cooking system was an idea proposed by Mercy and developed by Bryle.
* The 2E Character Sheet was improved upon by Halo with automation.
* The Strategic Damage System's body-part system was introduced by Halo and integrated in by Bryle with additional innovations.
== Resources ==
* https://docs.google.com/spreadsheets/d/1p3W-nyKfn2PvcMLkvwnJOdYs93l7zY7wChssYVOztUg/edit?usp=sharing (Google 2E Character Stats & Abilities Sheet V.0.9)
* https://docs.google.com/spreadsheets/d/1nbD4xY1XjxImh42N3LD8e0i5ASuoE_3nJhdYtOdbgjs/edit?usp=sharing (Google 2E Store Sheet V.0.1)
* https://docs.google.com/spreadsheets/d/1AfskpHxPWjKKm5cuk44fdl-f6PAzUfyVHS0lCrvsfGw/edit?usp=sharing (Google 2E NPC/Bestiary Stats & Abilities Sheet V.0.1)