Difference between revisions of "Perks"
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Perks can be bought during character creation with skill points. Some can be acquired later on through training. Others must be chosen during character creation. These are inherent, un-learnable traits that some people have. Perks that must be taken at character creation will be marked with an asterisk (*) The cost (in perk points) is listed in parentheses after the name of the perk, as well as if the perk has multiple levels.<br> | Perks can be bought during character creation with skill points. Some can be acquired later on through training. Others must be chosen during character creation. These are inherent, un-learnable traits that some people have. Perks that must be taken at character creation will be marked with an asterisk (*) The cost (in perk points) is listed in parentheses after the name of the perk, as well as if the perk has multiple levels.<br> | ||
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'''Ambidextrous'''* (3)--You can use both hands equally well (or nearly so). If forced to use the "off" hand for a task, you do not suffer a penalty, and the penalty for dual-wielding weapons is reduced by 1.<br> | '''Ambidextrous'''* (3)--You can use both hands equally well (or nearly so). If forced to use the "off" hand for a task, you do not suffer a penalty, and the penalty for dual-wielding weapons is reduced by 1.<br> | ||
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'''Center of Mass''' (2)--Your shots have a tendency to be more dead on target, wherever they land. With this perk, you can reroll any ones that come up on your damage rolls for d6 weapons, reroll ones or twos for d10 weapons.<br> | '''Center of Mass''' (2)--Your shots have a tendency to be more dead on target, wherever they land. With this perk, you can reroll any ones that come up on your damage rolls for d6 weapons, reroll ones or twos for d10 weapons.<br> | ||
− | '''Combat Medic''' (2)--When tending to the wounded in the middle of combat, you | + | '''Combat Medic''' (2)--When tending to the wounded in the middle of combat, you do not suffer suppression penalties. You must still make movement checks while under suppression, and you can still be hit by suppressing fire if you fail your medical checks, but your rolls are not penalized due to your focus on the patient. When you start working on a stunned or unconscious patient, they immediately get a chance to regain consciousness by rolling a stun/shock save.<br> |
'''Combat Sense''' (2/3 levels)--You have a keen eye for a bad situation, and are less likely to be jumped in a fight. Each level of combat sense grants +1 to individual initiative and +1 to combat/danger related awareness rolls. Each level also grants +1 bonus to suppression checks, and +1 bonus to REF checks when resolving a held action in combat.<br> | '''Combat Sense''' (2/3 levels)--You have a keen eye for a bad situation, and are less likely to be jumped in a fight. Each level of combat sense grants +1 to individual initiative and +1 to combat/danger related awareness rolls. Each level also grants +1 bonus to suppression checks, and +1 bonus to REF checks when resolving a held action in combat.<br> | ||
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+ | '''Combat Veteran''' (2/3 levels)--You are no stranger to warfare, and are not easily rattled by incoming fire. Each level allows you to reduce your suppression level by one.<br> | ||
'''Concentration''' (1/10 levels)--You can become extremely focused and solve complex tasks if just given enough time to work through them, or can tune out distractions and focus on the task at hand. Concentration is sort of a meta-skill, and can be used in a few ways. It can be used in conjunction with many other skills to boost a skill roll, but this requires a length of time (Ref's discretion based on the nature of the task and the complexity) Using concentration to aid the decrypting of a message may take hours, using concentration to pick a tricky lock may take several minutes. With enough time, you can add your Concentration to a skill check, up to the level of the skill being used. With Ref approval, Concentration may be used to re-attempt a task that was previously failed with a regular stat and skill roll. Instantaneous concentration checks may also be offered to prevent you from being distracted by your environment.<br> | '''Concentration''' (1/10 levels)--You can become extremely focused and solve complex tasks if just given enough time to work through them, or can tune out distractions and focus on the task at hand. Concentration is sort of a meta-skill, and can be used in a few ways. It can be used in conjunction with many other skills to boost a skill roll, but this requires a length of time (Ref's discretion based on the nature of the task and the complexity) Using concentration to aid the decrypting of a message may take hours, using concentration to pick a tricky lock may take several minutes. With enough time, you can add your Concentration to a skill check, up to the level of the skill being used. With Ref approval, Concentration may be used to re-attempt a task that was previously failed with a regular stat and skill roll. Instantaneous concentration checks may also be offered to prevent you from being distracted by your environment.<br> | ||
− | '''Crackerjack Timing''' (3)--You are an expert at timing your peeks from cover, giving you a +2 bonus to suppression rolls. Your timing also allows you to squeeze off shots when your opponents are peeking out from cover, reducing their | + | '''Crackerjack Timing''' (3)--You are an expert at timing your peeks from cover, giving you a +2 bonus to suppression rolls. Your timing also allows you to squeeze off shots when your opponents are peeking out from cover, reducing the SP of their cover to 3/level.<br> |
'''Critical Strike''' (1/5 levels)--Sometimes you can land a shot juuuust right... For each level of this perk, you can inflict maximum damage with one shot of a ranged or close-combat attack per game session. Cannot be used for burst fire or AoE attacks. Critical Strike cannot be used on targets with the NPC-only perks "Makes Graze Rolls" or "Uses Luck." These are generally boss-type opponents. Critical Strike is intended to be a mook-killer. As such, Critical Strike cannot be used against player characters. The intent to use this ability is declared after the shot hits, but before location is rolled.<br> | '''Critical Strike''' (1/5 levels)--Sometimes you can land a shot juuuust right... For each level of this perk, you can inflict maximum damage with one shot of a ranged or close-combat attack per game session. Cannot be used for burst fire or AoE attacks. Critical Strike cannot be used on targets with the NPC-only perks "Makes Graze Rolls" or "Uses Luck." These are generally boss-type opponents. Critical Strike is intended to be a mook-killer. As such, Critical Strike cannot be used against player characters. The intent to use this ability is declared after the shot hits, but before location is rolled.<br> | ||
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'''Eidetic Memory'''* (2)--You have an amazing ability to recall information. Just about any information that you have seen can be recalled instantly.<br> | '''Eidetic Memory'''* (2)--You have an amazing ability to recall information. Just about any information that you have seen can be recalled instantly.<br> | ||
− | '''Field Surgeon''' (1)--You know life-saving techniques that can prolong the available stabilization period. If a patient | + | '''Field Surgeon''' (1)--You know life-saving techniques that can prolong the available stabilization period. If you fail to stabilize a mortally-wounded patient, initially and they fail a death save, they are allowed one re-roll to allow further chances for you to stabilize them. Also, while attempting to stabilize a patient, death saves are made at a +2 bonus.<br> |
− | '''Fire Support''' (2)--You know how to keep people's heads down. When performing covering fire actions, | + | '''Fire Support''' (2)--You know how to keep people's heads down. When performing covering fire actions, any suppression levels you put on targets is increased by one(s).<br> |
'''Flanking Maneuver''' (1)--Gain +3 to your Stealth roll vs. a suppressed target's Awareness/Notice roll when trying to flank them.<br> | '''Flanking Maneuver''' (1)--Gain +3 to your Stealth roll vs. a suppressed target's Awareness/Notice roll when trying to flank them.<br> | ||
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'''Gregarious'''* (2)--You're one of those people everybody seems to like, even when you're being a jerk. Expect fewer negative reactions from people you've first met.<br> | '''Gregarious'''* (2)--You're one of those people everybody seems to like, even when you're being a jerk. Expect fewer negative reactions from people you've first met.<br> | ||
− | '''Go Deep!''' (1)--When throwing grenades, you have 50% greater range (12m close/24m medium/36m long/48m extreme).<br> | + | '''Go Deep!''' (1)--When throwing grenades, you have 50% greater range (12m close/24m medium/36m long/48m extreme). Also increases the number of grenades carried from 2 to 4.<br> |
'''Gunslinger''' (2)--When using a pistol, damage rolls explode (reroll sixes).<br> | '''Gunslinger''' (2)--When using a pistol, damage rolls explode (reroll sixes).<br> | ||
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'''Marathon Runner''' (1)--Extensive training allows you to engage in prolonged feats of endurance. You can literally run a marathon. Endurance checks are made at +3. This perk can also be used to get the character into the action quickly, even if they are technically many combat rounds away.<br> | '''Marathon Runner''' (1)--Extensive training allows you to engage in prolonged feats of endurance. You can literally run a marathon. Endurance checks are made at +3. This perk can also be used to get the character into the action quickly, even if they are technically many combat rounds away.<br> | ||
− | '''Miraculous Recovery''' (2)--If you are | + | '''Miraculous Recovery''' (2)--If you are mortally wounded, if a trained doctor (someone who actually has the "Doctor" skill) makes their initial stabilization roll, you immediately revert to critical condition (with 12 marks on the wound track). Feel free to boost their roll with your own luck points...<br> |
− | '''Nerves of Steel''' (1/5 levels)--Nothing fazes you. You never lose a game of flinch or chicken. | + | '''Nerves of Steel''' (1/5 levels)--Nothing fazes you. You never lose a game of flinch or chicken. Each level gives a +1 bonus to suppression checks. You can also take a bracing stance under suppressing fire.<br> |
'''Night Person'''* (2)--You see better than most in low-light conditions, and darkness doesn't bother you. Any penalties from darkness are reduced by 2 (to +1 penalty for insufficient light and +2 for pitch blackness). Additionally, stealth rolls made in darkness get a +1 bonus.<br> | '''Night Person'''* (2)--You see better than most in low-light conditions, and darkness doesn't bother you. Any penalties from darkness are reduced by 2 (to +1 penalty for insufficient light and +2 for pitch blackness). Additionally, stealth rolls made in darkness get a +1 bonus.<br> | ||
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'''Scout''' (2)--You can learn the lay of the land easier than most. You can find good cover/hiding spots for a small group of people in short order (suitable to evade pursuit or set up an ambush). When in a tactical encounter, the scout can place 1d6 pieces of 1d6 strength cover within 5 hexes/map inches. A scout may also be able to spot unusual dangers, find shortcuts/trails or changes to an area he knows well.<br> | '''Scout''' (2)--You can learn the lay of the land easier than most. You can find good cover/hiding spots for a small group of people in short order (suitable to evade pursuit or set up an ambush). When in a tactical encounter, the scout can place 1d6 pieces of 1d6 strength cover within 5 hexes/map inches. A scout may also be able to spot unusual dangers, find shortcuts/trails or changes to an area he knows well.<br> | ||
− | '''Shoulder Roll''' (1)--In a tactical tabletop encounter, if your move takes you within 2 spaces/inches of cover, you can make it that last bit and take cover.<br> | + | '''Shoulder Roll''' (1)--In a tactical tabletop encounter, if your move takes you within 2 spaces/inches of cover, you can make it that last bit and take cover. You also gain +2 to hit the deck to avoid some explosions.<br> |
− | '''Silver-Tongued Charmer''' (2)--You have the ability to calm down people you've accidentally pissed off. If something you've said seems to anger an NPC, you can pull a mulligan (once) and try to set them at ease. The silver-tongued charmer is far more likely to get off scot-free (Ref's discretion).<br> | + | '''Silver-Tongued Charmer''' (2)--You have the ability to calm down people you've accidentally pissed off. If something you've said seems to anger an NPC, you can pull a mulligan (once per game session) and try to set them at ease. The silver-tongued charmer is far more likely to get off scot-free (Ref's discretion).<br> |
'''Sixth Sense'''* (3)--You can't remember the last time someone snuck up on you. Is it your sharp hearing? Cat-like wariness? ESP? Who knows? It is nearly impossible to ambush you in hand-to-hand combat, and any Awareness roll to detect a ranged ambush is made at a +3 bonus.<br> | '''Sixth Sense'''* (3)--You can't remember the last time someone snuck up on you. Is it your sharp hearing? Cat-like wariness? ESP? Who knows? It is nearly impossible to ambush you in hand-to-hand combat, and any Awareness roll to detect a ranged ambush is made at a +3 bonus.<br> | ||
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'''Squad Leader''' (3)--You are experienced leading a team in a fight, boosting their confidence and effectiveness. When in combat, players led by a Squad Leader get a boost of +2 to their Cool stat for the purposes of overcoming suppression. This bonus also equates to a +1 to any ranged combat rolls. The character with the Squad Leader perk does not gain these benefits; he should already be cool as a cucumber to bestow that kind of confidence in his squaddies.<br> | '''Squad Leader''' (3)--You are experienced leading a team in a fight, boosting their confidence and effectiveness. When in combat, players led by a Squad Leader get a boost of +2 to their Cool stat for the purposes of overcoming suppression. This bonus also equates to a +1 to any ranged combat rolls. The character with the Squad Leader perk does not gain these benefits; he should already be cool as a cucumber to bestow that kind of confidence in his squaddies.<br> | ||
− | '''Strength in Numbers''' (2)--You draw courage from your comrades. For every ally within | + | '''Strength in Numbers''' (2)--You draw courage from your comrades. For every ally within 10m (up to 4), you gain +1 to suppression rolls. "Ally" means someone you know, or who is clearly "on your team"; bystanders who are merely not hostile don't give any benefit.<br> |
'''Toughness''' (3)--You can take punishment that would reduce lesser men to quivering heaps. Increase your BTM by +1.<br> | '''Toughness''' (3)--You can take punishment that would reduce lesser men to quivering heaps. Increase your BTM by +1.<br> |
Latest revision as of 17:52, 4 May 2018
These are special abilities, either inherited or learned, that help define a character and grant them special abilities and/or advantages.
Perks can be bought during character creation with skill points. Some can be acquired later on through training. Others must be chosen during character creation. These are inherent, un-learnable traits that some people have. Perks that must be taken at character creation will be marked with an asterisk (*) The cost (in perk points) is listed in parentheses after the name of the perk, as well as if the perk has multiple levels.
Ambidextrous* (3)--You can use both hands equally well (or nearly so). If forced to use the "off" hand for a task, you do not suffer a penalty, and the penalty for dual-wielding weapons is reduced by 1.
Animal Empathy* (1)--Domesticated animals positively love you. Feral animals rarely seem to cause you any problems, either. Throw in something weird (like hydrophobia) and you're still on your own. Animals can still be unpredictable, so don't push your luck.
Bounce Back (1)--With a little TLC, you can get back on your feet much faster after a fight. If a medic skilled in first aid or doctor performs a difficulty 15 skill check, you can immediately check off up to 4 marks on the wound track.
Cargo Pants (1/4 levels)--You have a tendency to rat-hole extra ammo for a rainy day. For each level, you can pack an additional magazine for your primary and secondary weapon. You can supply these to comrades in combat if they have compatible weapons.
Center of Mass (2)--Your shots have a tendency to be more dead on target, wherever they land. With this perk, you can reroll any ones that come up on your damage rolls for d6 weapons, reroll ones or twos for d10 weapons.
Combat Medic (2)--When tending to the wounded in the middle of combat, you do not suffer suppression penalties. You must still make movement checks while under suppression, and you can still be hit by suppressing fire if you fail your medical checks, but your rolls are not penalized due to your focus on the patient. When you start working on a stunned or unconscious patient, they immediately get a chance to regain consciousness by rolling a stun/shock save.
Combat Sense (2/3 levels)--You have a keen eye for a bad situation, and are less likely to be jumped in a fight. Each level of combat sense grants +1 to individual initiative and +1 to combat/danger related awareness rolls. Each level also grants +1 bonus to suppression checks, and +1 bonus to REF checks when resolving a held action in combat.
Combat Veteran (2/3 levels)--You are no stranger to warfare, and are not easily rattled by incoming fire. Each level allows you to reduce your suppression level by one.
Concentration (1/10 levels)--You can become extremely focused and solve complex tasks if just given enough time to work through them, or can tune out distractions and focus on the task at hand. Concentration is sort of a meta-skill, and can be used in a few ways. It can be used in conjunction with many other skills to boost a skill roll, but this requires a length of time (Ref's discretion based on the nature of the task and the complexity) Using concentration to aid the decrypting of a message may take hours, using concentration to pick a tricky lock may take several minutes. With enough time, you can add your Concentration to a skill check, up to the level of the skill being used. With Ref approval, Concentration may be used to re-attempt a task that was previously failed with a regular stat and skill roll. Instantaneous concentration checks may also be offered to prevent you from being distracted by your environment.
Crackerjack Timing (3)--You are an expert at timing your peeks from cover, giving you a +2 bonus to suppression rolls. Your timing also allows you to squeeze off shots when your opponents are peeking out from cover, reducing the SP of their cover to 3/level.
Critical Strike (1/5 levels)--Sometimes you can land a shot juuuust right... For each level of this perk, you can inflict maximum damage with one shot of a ranged or close-combat attack per game session. Cannot be used for burst fire or AoE attacks. Critical Strike cannot be used on targets with the NPC-only perks "Makes Graze Rolls" or "Uses Luck." These are generally boss-type opponents. Critical Strike is intended to be a mook-killer. As such, Critical Strike cannot be used against player characters. The intent to use this ability is declared after the shot hits, but before location is rolled.
Cross-training (1)--Sometimes a fresh perspective can give you new ideas. When making a skill check, if you have the assistance of another character that has the same skill, you can add +3 to your roll. This stacks with lab assistant and concentration.
Deceptive Nature (2)--You can tell convincing lies, gaining +2 to persuasion/fast talk rolls when you are being flat-out dishonest. As a skilled liar, you are also more adept at figuring out when others are trying to pull the wool over your eyes, or maybe you just feel like they're lying to you all the time...
Devil's Luck (2/5 levels)--You are the passenger who survives a rollover without a scratch. You get a +1 bonus/level to Graze rolls.
Die Hard (2)--You don't go down easy. All stun and death saves are made at a +2 bonus.
Direction Sense (1)--You always know which direction you are heading. You rarely get lost, and have a much easier time getting your bearings.
Double Jointed* (2)--You can contort your body to fit into small places, and gain a +3 bonus to escape bindings like manacles, cuffs, ropes & straightjackets.
Double-Tap (2)--You have improved trigger control, and if you don't move while firing, you can keep a handgun on target for faster follow-up shots. Raises the rate of fire of fire of automatic pistols or revolvers by 1. All shots must be fired at the same target.
Eidetic Memory* (2)--You have an amazing ability to recall information. Just about any information that you have seen can be recalled instantly.
Field Surgeon (1)--You know life-saving techniques that can prolong the available stabilization period. If you fail to stabilize a mortally-wounded patient, initially and they fail a death save, they are allowed one re-roll to allow further chances for you to stabilize them. Also, while attempting to stabilize a patient, death saves are made at a +2 bonus.
Fire Support (2)--You know how to keep people's heads down. When performing covering fire actions, any suppression levels you put on targets is increased by one(s).
Flanking Maneuver (1)--Gain +3 to your Stealth roll vs. a suppressed target's Awareness/Notice roll when trying to flank them.
Get off My Lawn (2)--When setting up an area-denial firing lane, double the effective ROF of your automatic weapon for purposes of calculating the dodge TN for targets moving through/within the firing lane.
Gregarious* (2)--You're one of those people everybody seems to like, even when you're being a jerk. Expect fewer negative reactions from people you've first met.
Go Deep! (1)--When throwing grenades, you have 50% greater range (12m close/24m medium/36m long/48m extreme). Also increases the number of grenades carried from 2 to 4.
Gunslinger (2)--When using a pistol, damage rolls explode (reroll sixes).
Hair Trigger (1)--When taking a shot in combat, you can increase your initiative (up to 5) by taking a penalty to your attack roll. Each +1 initiative adds a -1 penalty to the attack. This applies only to initiative for the current round.
Lab Assistant (1)--Others find your expertise valuable when it comes to technical matters. Your assistance can add +1 to another person's technical or scientific skill rolls (+3 if you have the same skill). Multiple lab assistant bonuses do not stack.
Light Step (2)--You are very quiet while moving, granting a -3 penalty to be detected by hearing. Also, you have a chance to avoid setting off some traps.
Lightning calculator (1)--You can do complex mathematical computations rapidly and in your head without pen and paper or electronic devices. In some instances this ability can grant bonuses to research, planning or other tasks.
Lucky Charm* (1/3 levels)--Catastrophe never seems to strike others when you're around; if only you were so lucky. You gain one luck re-roll per game session, but it can only be used to affect an ally's roll, or an opponent's roll that directly affects an ally.
Mad Scientist (2)--You conduct science...WITH MADNESS!!! You are somehow able to comprehend the inner workings of alien tech, and can initiate research projects. You can also use your science skills to earn extra research points.
Marathon Runner (1)--Extensive training allows you to engage in prolonged feats of endurance. You can literally run a marathon. Endurance checks are made at +3. This perk can also be used to get the character into the action quickly, even if they are technically many combat rounds away.
Miraculous Recovery (2)--If you are mortally wounded, if a trained doctor (someone who actually has the "Doctor" skill) makes their initial stabilization roll, you immediately revert to critical condition (with 12 marks on the wound track). Feel free to boost their roll with your own luck points...
Nerves of Steel (1/5 levels)--Nothing fazes you. You never lose a game of flinch or chicken. Each level gives a +1 bonus to suppression checks. You can also take a bracing stance under suppressing fire.
Night Person* (2)--You see better than most in low-light conditions, and darkness doesn't bother you. Any penalties from darkness are reduced by 2 (to +1 penalty for insufficient light and +2 for pitch blackness). Additionally, stealth rolls made in darkness get a +1 bonus.
Polyglot (1/multiple)--You are fluent in reading/writing/speaking additional languages. Every level grants fluency in one additional language.
Practical Chemist (2)--You are one of those types who publishes "life hacks" online for fun. You gain a +2 bonus to improvised tech/science tasks (Ref's discretion), and can sometimes find off-the-wall scientific solutions to problems in the field.
Presence (1/3 levels)--You're the type of person people gravitate to at a party, or pay attention to at a meeting. You can more easily command the attention of those around you. When making most checks of human interaction (Persuasion/Fast Talk, Intimidate, Oratory, Leadership, etc.), whether EMP or CL-based, you get a +1 bonus/level.
Requisition Specialist (1/3 levels)--When scrounging an area for off-the-wall items you may need, you have a knack for looking in the right places. Sometimes it comes down to a sheer luck roll to determine if some asset is available; each level of this perk adds +1 to luck for any scrounging rolls.
Scout (2)--You can learn the lay of the land easier than most. You can find good cover/hiding spots for a small group of people in short order (suitable to evade pursuit or set up an ambush). When in a tactical encounter, the scout can place 1d6 pieces of 1d6 strength cover within 5 hexes/map inches. A scout may also be able to spot unusual dangers, find shortcuts/trails or changes to an area he knows well.
Shoulder Roll (1)--In a tactical tabletop encounter, if your move takes you within 2 spaces/inches of cover, you can make it that last bit and take cover. You also gain +2 to hit the deck to avoid some explosions.
Silver-Tongued Charmer (2)--You have the ability to calm down people you've accidentally pissed off. If something you've said seems to anger an NPC, you can pull a mulligan (once per game session) and try to set them at ease. The silver-tongued charmer is far more likely to get off scot-free (Ref's discretion).
Sixth Sense* (3)--You can't remember the last time someone snuck up on you. Is it your sharp hearing? Cat-like wariness? ESP? Who knows? It is nearly impossible to ambush you in hand-to-hand combat, and any Awareness roll to detect a ranged ambush is made at a +3 bonus.
Skip-Fire (2)—If firing an automatic weapon on full-auto against more than one target, you have trigger control that allows you to ignore 2m of total space between targets (2m between two targets or 1m spread between 3 targets). Those 2m will not waste 10 precious bullets that could be aimed at your targets), which will also allow you to string a full-auto burst between multiple targets that are further apart.
Small Unit Tactics (2)--You work well as a member of a team. With good communication, training and familiarity with his squadmates, the PC can act a bit faster in a fight, granting +1 initiative. Additionally, every member with SUT in the group grants an extra +1, up to +4.
Snap Shot (2)--You have quick reflexes and an itchy trigger finger. After you have taken your action in a combat round, if an opportunity to take a shot presents itself in the form of an opponent moving from cover or taking a shot, you can opt to take an extra action at -3 (just as if you had declared an extra action at the beginning of the round). When attempting a snap shot, make an opposed REF roll vs. the opponent. If the shooter wins, he can take his shot or move to cover before the target can attempt a combat action. If using a held action, Snap Shot grants you +3 to your REF check to act before an opponent
Spatial Awareness (1)--When in the air, you have a keen sense of what is going on around you, granting a +2 to all piloting checks involving maneuvering around terrain and avoiding incoming enemy fire.
Special Equipment* (1/no limit)--You own or have access to specialized, useful gear at the outset of the game. Some examples of special gear include: AR-15, gas mask, lock picks, cutting torches/welder, Doomsday Prepper Pantry, Taser, Pepper spray, extensive toolkit, ghillie suit, parachute, etc. Nothing impossible to acquire or illegal, but uncommon/expensive that most people don't have. Every level of special equipment allows for 5 pieces of nifty gear. Since this perk deals with gear you start the game with, this perk must be purchased during character creation.
Speed Reading (2)--You can skim through written material rapidly (around 20 pages/minute) and retain as much of the relevant information as anyone else.
Spider Monkey (2)--You can climb almost anything, and fear of heights is for other people...other people called "sissies." Basic climbing tasks are usually made with no skill check unless adverse conditions exist, and even those will be made with a +5 bonus.
Squad Leader (3)--You are experienced leading a team in a fight, boosting their confidence and effectiveness. When in combat, players led by a Squad Leader get a boost of +2 to their Cool stat for the purposes of overcoming suppression. This bonus also equates to a +1 to any ranged combat rolls. The character with the Squad Leader perk does not gain these benefits; he should already be cool as a cucumber to bestow that kind of confidence in his squaddies.
Strength in Numbers (2)--You draw courage from your comrades. For every ally within 10m (up to 4), you gain +1 to suppression rolls. "Ally" means someone you know, or who is clearly "on your team"; bystanders who are merely not hostile don't give any benefit.
Toughness (3)--You can take punishment that would reduce lesser men to quivering heaps. Increase your BTM by +1.
Trigger Discipline (3)--You are extremely accurate with sustained rapid fire. If you perform no movement actions, any extra firing actions you take only incur a -2 penalty each instead of the normal -3. Extra firing actions must be fired at the same target.
Walk it off! (3)--You ain't got time to bleed. If you are not in mortal condition, after an encounter, you can erase any 1-point hits from your wound track. Also, add +2 to any resist torture rolls, or pain-related endurance skill checks.
Waterboy/Girl (1)--With a bit of preparation, you can hold your breath for up to 5 minutes. Under other circumstances, you can hold your breath twice as long as most people, about 2 minutes. You are at home in the water, can swim fast, far and dive deep.
Work Ethic (2)--Your organization in the work area is impeccable, as well as your attention to detail. Add +1 to any rolls for science, research, tech or repair tasks, and expect your methods to allow quicker completion of just about any job. Additionally, your care and safety means you are less likely to hurt yourself if there is a lab/industrial accident.
Wound Triage (3)--You can more effectively treat the most serious wounds and the mild trauma of slight wounds does not hamper your life-saving efforts. Ignore minor wounds when calculating the stabilization target number. Also, once per combat encounter, you can effectively eliminate a patient's light wound, erasing up to 4 points from their wound track.