Here is a selection of core perks that your characters can choose from. These are intended to be useful across most games, though they will not necessarily be applicable to every game. Be sure to talk to your GM about any that they are excluding from their game, as well as any additional ones that they might be including.
Whenever you spend a point of stamina, you may roll with advantage.
Whenever you take a level of the Battered Condition, you may spend a Stamina to shrug it off and disregard that level of the Condition.
You’re no stranger to a hard day’s work. Once per day, whenever you have less than half of your Stamina, you can take a 15 minute break to gain 1 point of it back.
Whenever you successfully make an attack against another character, you may spend 1 stamina to also disarm them and force them to drop their currently held item.
Whenever you make a melee attack, you may choose to roll all your resources for it with disadvantage as you swing wildly with all your might. On a success, your attack counts as a success type higher than it would have normally.
Whenever you make an attack using a bow, may choose to string two arrows at once. When you do this, make all resource rolls for this attack with disadvantage. On a success, your attack counts as a success type higher than it would have normally.
Whenever you successfully impose the helpless condition onto another character, you regain a point of stamina.
Whenever your team makes a detailed plan to do something, you gain a Resource for every person on your team. You may spend these at any time so long as you are following the plan.
You have acquired and trained an animal companion to help you in your travels. It is loyal to you and obeys your command. It counts as an additional character that you control, however it does not have any levels, perks, or bonds.
If anyone on your team gains the Gashed Condition, you may spend an hour to patch them up. They’ll heal 1 level of the Condition, and you cannot heal them again using this until they have had a full night’s rest.
If you are unsure about your situation, or a course of action, you can fish for an intuition, and choose to trust your gut. Make a Luck check, on a success the GM will give you a vague “assured”, “uneasy”, or similar feeling about your quandary. The answer will truthfully reflect the situation, but does not need to give further insight than that. On a failure, your intuition is neutral and gives no strong indication.
Whenever you roll a 1 for a Resource, you may reroll that die. You must use the new result though, even if it is another 1.
A Jack of all trades, master of none, is often better than a master of one. Whenever you use a Resource with a Skill you don’t have any Levels in, you may add +1 to the roll.
Sometimes it’s ok to cut corners, especially if you know what you’re doing. Whenever your GM calls for a risk roll, you may roll it with advantage.
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Social Perks
Black Market
Because of your connections, you know people who can obtain certain illicit items and substances for you to purchase. You can do so discretely, and your GM may allow you to call in favors from NPCs you have history with instead of payment.
Well Known
You can use your reputation to help get you out of sticky situations. If this is the first time you’ve fully interacted with an NPC, you may roll a Luck Check.
On a success, the person you are talking to recognizes you, and you gain a Resource from this interaction.
Dramatic
You can gain one Resource by acting in a way that makes your words more convincing, without needing to take a Risk for it.
Social Engineer
Whenever you pose as someone in a field of work you are familiar with, you are inconspicuous.
Keen Ear
Whenever you eavesdrop on a conversation, roll a Luck Check. On a success: you interpret an unspoken detail that most wouldn’t have picked up on.