Perks#
General:#
Confident Duelist: When Dueling, you ignore your 1st and 5th consequences.
Confident Negotiator: When Negotiating, you ignore your 1st and 5th consequences.
Confident Crafter: When Crafting, you ignore your 1st and 5th consequences.
Confident Ritualist: When casting rituals you ignore your 1st and 5th consequences.
Desperate Reaction: You can use up to one additional ↩️ each month by spending an *️⃣from the next month.
Flexible Skills: Choose two skills and describe how you use the former to complete tasks of the latter. Choose 2 actions tagged with the latter skill and change them (for yourself) to the former.
- Repeatable, but you must choose an entirely separate pair of skills
Managerial Practices: *️⃣ Refresh an agent.
Prepared Reaction: You can use up to one additional ↩️ each month by spending a scheme. The scheme does not apply as an asset to the resistance roll.
Personal Touch: Your actions are rank 2 assets for challenges, instead of rank 1.
Municipal:#
Civil Servants: *️⃣ Refresh a feature of a town you claim
Heavy Construction: You can use multiple industries on build actions but still cannot repeat materials.
Slumlord: When taxing, you may gain coin equal to the population rather than the wealth. Adds “Uprising” instead of “Taxed”.
Five Year Plan: When you take a town action, you can take the same action in another town. Build separate dice pools. Only your Skill can be replicated between the pools.
Seeder: You gain access to Seed minor ambitions, each associated with a town you have claimed. Completing the ambition will allow you to plant a Seed of a mystic tree in a town and watch it quickly grow. At the start of each season, towns you control with seeds gain Growing 1 or generate one mana of their terrain type (you choose). The first two seeds are free, requiring no ambitions to be completed. In battles involving your seeded towns, add the “Destroy the Tree” battle goal.
Magic:#
Elemental Efficiency: Choose a terrestrial element (Air, Fire, Earth or Water). When you cast a spell of that element, gain 1 mana of that element. Repeatable, but you must select a different element each time.
Elemental Specialization: Choose a terrestrial element (Air, Fire, Earth or Water). You can store an extra two mana of that element, and gain 1 mana of that element at the start of each season. Repeatable, but you must select a different element each time.
Drain Curios: You can always use a magic item to contribute to a ritual, though doing so causes the item to lose its magical properties for the remainder of the season.
Renowned Ritualist: Your excess successes on rituals become Respect or Fear.
Vessel Heart: Your mana does not dissipate at the end of a season. Mana spent on failed rituals is refunded.
Mystic Reactions: You can use up to one additional ↩️ each month by spending an A mana in addition to any other costs.
Steady Sorcery: Your slow spells gain +1 effective rank for each unique slow spell you’ve previously cast this month. Learn 3 Slow Spells.
Improvised Instants: When casting Fast spells, you can pay for any 1 mana symbol with 2 mana of another element. This does not change the spell’s element. Learn 3 Fast Spells.
Military:#
Forced March: When you muster, you can move armies which are not in their garrisons.
Capable Generals: Learn two new once-per-battle commands. They are more powerful than the base commands.
Quickdraw: Your side always acts first in combat, removing the “Seize the Initiative” Goal. Negated if any enemy has Quickdraw.
Influence:#
Only Conspiracies can take these perks.
Mass Channel: When you channel influence, you can remove 2 influence from any number of locations.
Mercurial: During Tidings, before resetting the influence in your outposts, swap your influence between any two hexes twice.
More Outposts: Select a wilderness hex where you have at least three influence. Create an outpost there.
More Influence: You gain access to an additional influence generation mechanism.
Municipal Mana: When you channel influence in a town, you can spend 2 influence to generate 2 mana, and that mana can match either the terrain or the town’s ancestry
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Urban Outposts: Your outposts can be built in towns. Immediately move an outpost into a town where you have at least three influence. It cannot be a capitol.
Respect:#
Only Powers that use Respect can take these perks.
Mercy Campaign: Whenever an enemy army retreats, surrenders, or is forced to rout, gain Respect equal to the number of routed units.
Health Drive: *️⃣ Attempt to heal the sick in a town you claim using 🌱. For each success, gain 2 respect. If your successes exceed the town population, it gains 1 population. Difficulty 1. Usable once per town per season.
Savior: When you rescue an agent/army from something, gain respect equal to their rank. Reduce the amount gained by half if you were partially responsible for their endangerment, and double it if the danger was particularly lethal or certain.
Fear:#
Only Powers that use Fear can take these perks.
Inquisition: *️⃣ As an action, detect and then attempt to remove influence (other than your own) from a hex. You don't need to have already detected it to use this action. Affected conspiracies may ↩️ to reduce the number of successes applied to themselves. For each excess success, remove an influence. Gain Fear equal to the amount of influence removed. Difficulty: 0.
Little Cruelties: At the start of each month, gain 1 Fear.
Blighted Neighborhood: Choose a town you claim. During each Cleanup Step, reduce its population and wealth by 1 and gain 5 Fear. During your action declarations for the first month of each season, if you claim no town chosen this way, choose another claimed town.