Party Perks

So basically the idea is that not only the characters gain XP and level up, but the party does as well. I think it's mostly just a list of small bonuses and you can pick and buy whatever you want once you have enough XP, with different perks probably having different costs. party XP doesn't prevent the PCs from earning it themselves, it'd be just kind of an extra thing.

Okay so peter wanted them to be bigger and a little more meaningful. I think what this means is that every 60XP earned you can pick one perk, and each perk gives a few different bonuses instead of having smaller ones you buy into?
Retraining! Each time your party picks up a new perk you can pick 4 abilities to forget, then learn four different ones instead. Don't forget you still need to be able to connect grid points when doing this. You can move two attribute points around as well, as long as you don't go under the 6 minimum or over the 10 point maximum. If you want, you can also swap a Strike Assist into a Spell Assist or vice versa when you respec, as well.

Logistics

stuff for long runs, or that benefit you when you're low on resources
Well Rested - Travel Supplies and Travel Snacks both restore 50 more HP and MP, as well as now restoring 1LP.
Supply Drop - Once per expedition, find a supply cache containing 5BP worth of items.
Ride - You have a Ride. Perfectly evade enemy encounters while doubling back along territory visited this expedition while using it. This benefit doesn't apply to, say, a hot pursuit kind of situation.
Forage - When you kill a monster you'd be willing to eat, gain a forage stack. When you loot the base of enemies you wouldn't be willing to eat, gain five forage stacks. Convert 8 forage stacks to Travel Supplies. Stacks and free supplies dissipate after an expedition.

Recon

Bestiary - Once per expedition, read the stat sheet of a monster in your area. If you leave the area without fighting that monster, refresh this ability.
Preparation - One per expedition, when starting a fight in an area you've scouted out, all party members begin the battle with 100 T.HP. Treat this THP the same way you would as if it came from the suit (and add it to the Suit THP if you're wearing one already).
Mist Wave - Receive exact HP values of monsters at request.
Identification - Receive level, rank and class of monsters at request.

Sneak

Ambush - Once per expedition at the beginning of the battle, force enemies into the worst possible row configuration.
Assassinate - Once per expedition, at the beginning of the battle, select one monster. It takes +100% damage (2) from the first attack it suffers.
Preemptive Strike - Once per expedition, at the beginning of the battle, increase the initiative roll of every ally by 10.
Blitzkrieg - Once per expedition, activate this effect at the beginning of a battle. When activated, every party member gains a single LP that can only be used to speed up a CT or delay in that battle.

Unstoppable

If you use an Emergency Shot, these bonuses still apply to an ally that was KOd.
First Aid - Everyone not KOd at the end of a battle recovers 5 x VIT HP.
Relax - Everyone not KOd at the end of a battle recovers 5 x STM MP.

Adaptable

Different targets must be selected for each start of battle bonus.
Tactical Advantage - At the start of each battle after initiative is rolled, select one target and make them 10D faster.
Sudden Strike - At the start of each battle after initiative is rolled, select one target and increase the potency of their first action by +20%.
Hidden - At the start of each battle after initiative is rolled, select one target and lower the damage of the first attack to hit them by -20%.
Lucky - At the start of each battle after initiative is rolled, select one target and grant them 1LP.
Wellspring - At the start of each battle after initiative is rolled, select one target and grant them 60TMP.
Quick Draw - The party gains a number of (before acting) quick ability anyone can use, equal to the number of spare weapons you have, that lets them change out their equipped weapon before taking an action. These quick abilities do not refresh every battle, only when resupplying.

Careful

Pick Me Up - Allies in SoS receive 50THP when targetted by a support ability. If the ability in question already grants THP, add 50 to the total instead.
Safety Net - The party gains access to a (before acting) quick ability anyone can use. When Safey Net is active, the first person to reach SoS status is healed for 150 + d12 HP. If the ability was not activated by the end of the battle, regain its use. This quick ability does not refresh every battle, only when resupplying.
Emergency Heal - The party gains access to a (before acting) quick ability anyone can use. When Emergency Heal is active, the first person to take over 200 final damage from a single attack is healed for 150 + d12 HP. If the ability was not activated by the end of the battle, regain its use. This quick ability does not refresh every battle, only when resupplying.
Area Mitigation - The party gains access to a (before acting) quick ability anyone can use. When Area Mitigation is active, the first time a monster damages multiple allies with a single attack, heal them all for 150 + d12 HP. If the ability was not activated by the end of the battle, regain its use. This quick ability does not refresh every battle, only when resupplying.

Fearless

Combined Hopes - The party gains access to a Special (ie, can only be used once per encounter) action, without an Action type. It has a delay of 50D, 100CoS, and deals 150 + d12 damage, which cannot be reduced in any way. For every ally that has been KOd during the battle, grant a stacking +30% damage bonus.
Fighting Spirit - The party gains +10% potency with actions for every currently KOd ally.
Keep it Together - Whenever anyone in the party is revived, lower their delay by -10D.
Haunt - If you're KOd, you can take a 50D action with 100CoS to deal 5 x MAG + d8 magical gate damage to a single target.
Poltergeist - If you're KOd, you can take a 50D action with 80CoS to deal 6 x ATK + 1d8 physical damage to a single target.
Guardian Spirit - If you're KOd, you can take a 50D action with 100CoS to restore 5 x WIL + 1d8 HP to a single target.

Skilled

Trained - The first three times per expedition someone uses a special part of one of their skills, it has no LP cost. If the special normally wouldn't have an LP cost anyway, don't count it.
Team Effort - Select a single skill from the skill list. Every person in the party is now trained in this skill's Scope. Additionally anyone can use the Specials and Refreshes, however anything that can be used once per expedition can still only be used once, rather than once per person. For Refreshes, only a single one is given to the party when the refresh condition is met, rather than everyone gaining one.

Connections

High Quality Goods - Three times per expedition, anyone in the party can use a "Before Acting" quick action to double the potency of the item used.
Superior Armor - Your Defend action gains a bonus, depending on the armor you're wearing. When wearing Mail you recover 4 x VIT HP. When wearing Suits your next attack deals 4 x LCK extra damage. When wearing Robes you recover 4 x STM MP.
Specialized Weapons. Every member of the party selects a second weapon, though it isn't equipped or placed in the inventory. Once per expedition at the start of a battle, every member of the party acts as if their weapon has the property of their selected weapon, in addition to its normal weapon properties. When you resupply, you can change the selected weapon. (Sometimes gaining the property of a weapon on a weapon of a different size category changed the effect slightly. Tomes grant +30% on medium weapons and +40% on heavy. Staves give 30MP for light weapons, and 50 MP for heavy. Flails get -4D with light weapons, and -6D with heavy. Dagger bonus damage is +40% on medium weapons, and +30% with heavy. Gloves let you add +3D to increase the power by 1, and +7D to increase the power by 2, regardless of size. And Hammers let you roll two damage dice instead of one.)

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