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Overview

Earned & Trained Perks

AX.C.08.02 (Profession-based)

CORE PERK QUICK REFERENCE

Name Category Stage Action Recovery
Exploit Opening Tactical 1 Passive Always
Precision Strike Tactical 1 Free Short Rest
Combat Rhythm Tactical 2 Passive Scene
Suppressing Fire Tactical 2 Primary Long Rest
Signature Move Tactical 3 Primary Full Rest
Hardened Defensive 1 Passive Always
Steady Under Fire Defensive 1 Passive Scene
Absorb Impact Defensive 2 Reaction Long Rest
Last Stand Defensive 3 Passive Full Rest
Specialist Expertise 1 Passive Always
Deep Knowledge Expertise 2 Free Scene
Mastery Expertise 3 Free Full Rest
Professional Standing Organizational 1 Free Session
Network Contact Organizational 1 Free Session
Organizational Authority Organizational 2 Primary Long Rest
Faction Pull Organizational 3 Primary Full Rest
Field Patch Recovery 1 Minor Short Rest
Second Wind Recovery 2 Minor Long Rest
Rally Recovery 3 Primary Full Rest
Cover Team 1 Passive Always
Coordinate Team 2 Free Scene
Command Team 3 Free Full Rest

The Two-Layer System

Profession-based Perks operate as a two-layer system to maintain universal compatibility while supporting setting-specific depth:

Layer 1, Core Perks (this section): genre-agnostic perks that any Profession in any Genre Catalog can assign to Progression Track Stages. Fully defined and table-ready. Neutrally named so they function identically in a dungeon, a server room or a space station.

Layer 2, Setting Perks (Genre Catalog): Each Genre Catalog can add setting-specific perks that reference setting systems, factions, or technology. These follow the same format as Core Perks but carry setting flavor. They exist in the Genre Catalog, not here.

The Qualifier: If a perk requires setting-specific fiction to make sense, it belongs in the Genre Catalog. If it would function identically across all genres, it belongs here.

Stage Guidance

Earned Perks map directly to the Progression Track Stage structure from AX.C.08:

Stage Action Economy Target Scope Recovery Power Level
1 Free Action Self or single adjacent/nearby target Short Rest Small, reliable, always useful
2 Primary Action Nearby allies or enemies Long Rest Moderate, tactically significant
3 Primary Action Area, group, or unusual effect Full Rest Major, encounter-shaping

A Profession assigns one perk to each Stage when its Progression Track is built. Perks may be drawn from the Core library, from the Genre Catalog's Setting Perk list, or authored as a custom perk following the format below.

Profession Perk Template:

### Name 

Stage | Action | Scope | Recovery

Mechanical effect: [precise, table-ready description]

Limit: [usage frequency]

Genre Note: [optional cross-genre note]

Design Notes

Stage assignment guidance: Each Progression Track Stage receives exactly one perk. Stage 1 is always either the first Combat/Support ability (for action-oriented Professions) or a passive expertise marker (for skill-focused Professions). Stages 2 and 3 escalate scope and recovery cost. A Track should not assign two perks from the same category, variety across the three Stages is a design goal.

Stacking: Perks from the same category do not stack their effects unless explicitly stated. A character with both Exploit Opening and Combat Rhythm would apply whichever gives the larger bonus on a given roll, not both.

Odd Talents and Perks: Odd Talent access (granted by 08.3) is a Progression Track option separate from Earned Perks. A Track Stage can grant limited Odd Talent access instead of a perk.

Genre Catalog Setting Perks follow the same format as Core Perks. They are authored in the relevant Genre Catalog section and reference setting-specific mechanics (Harmonic Traditions, faction standing, environmental systems). They may be assigned to any Track Stage appropriate to their power level. See Iron Lattice AX.GIL.08 for IL Setting Perks.