# Perks - An overall design
In this doc I'll outline the general idea behind perks, keep in mind xander is the one that will ultimately code them, as such this document is not to be considered factual.
### What are Perks
Perks are individual character boosters, they will help further the customization aspect of tgmc and balance the round progression of marines and xenos.
For xenos it's also the first true source of customization they have gotten so far.
Marines and xenos will gain perks trough actions (dealing damage, healing people, etc) similar to campaign.
Perk costs are TBD
**Things to be considered**
* Are perks limited: What I mean by that is, if I buy 10 perks troughout a round, can I equip all of them, or do I have a limit?
* Catch up mechanics: Will there be a way for late joiners to not be potentially screwed being far behind everyone else? Or is that by design?
* Marine perks, what will they be?: From what I gather marine perks are basically campaign perks, will they have more stuff? For now we'll focus on xeno perks.
# Xeno Perks
Xeno perks will be split into 2 categories, they are:
### Stat Perks
These perks are self explanatory, they buff your stats, you can upgrade each of these perks up to level 3 for a bigger bonus. Overall they are straightfoward.
### Class Perks
Ok so, these perks work like a skill tree, each tree is focused on one role xenos tend to fulfill, that tree has X perks, with one final choice between 3 perks that will grant you a skill/passive related to that class.

Example
But we have to stabilish what the xeno classes actually are, in my mind they are:
Frontliner - Generally the beefiest castes, also with CC, they take bullets and set up marines with stuns so other xenos can do their things. They tend to have siege capabilities.
Backliner - Stealthy or fast xenos with good damage and single target CC, made to harass marines, they avoid going into the hail of bullets and tend to flank.
Support - Builders and healers, self explanatory.
So with that estabilished, lets get to the perk list.
### Stat Perks
Costs TBD
**Damage Boost I** - Increases slash damage by 1
**Damage Boost II** - Increases slash damage by 2
**Damage Boost III** - Increases slash damage by 3
**Armor Pen I** - Gives 5 melee AP
**Armor Pen II** - Gives 10 melee AP
**Ability Boost I** - Increases ability damage by 5%
**Ability Boost II** - Increases ability damage by 10%
**Ability Boost III** - Increases ability damage by 15%
**Haste I** - Decreases Cooldowns by 2.5%
**Haste II** - Decreases Cooldowns by 5%
**Haste III** - Decreases Cooldowns by 7.5%
**Haste IV** - Decreases Cooldowns by 10%
**Health Boost I** - Increases hp by 10%
**Health Boost II** - Increases hp by 20%
**Health Boost III** - Increases hp by 30%
**Defensive Boost I** - Increases Melee/bullet/laser armor by 5
**Defensive Boost II** - Increases Melee/bullet/laser armor by 10
**Defensive Boost III** - Increases Melee/bullet/laser armor by 15
**Speed Boost I** - Increases speed by -0.2
**Speed Boost II** - Increases speed by -0.3
**Plasma Boost I** (Does not affect non plasma resources) - 15%
**Plasma Boost II** - 30%
### Class Perks
#### Juggernaut line - Helpful to tanks and frontliners
**Improved armor** - Gain 10 hard armor, sunder heals twice as fast when resting. Unlocks the next perk on juggernaut line.
**Lifeguard** - Damage that would put you into crit, will instead reduce you to 75 hp. 3 minutes cooldown. Unlocks the final perk in the juggernaut line.
Choose between
**Aftershock** - Inflicting CC on a marine grants you a 150 hp shield, the shield disappears after 5 seconds. If the shield is still up after the 5 seconds pass, deal 30 burn damage in an area around you. 15 Seconds cooldown.
Or
**Hive Guardian** - If the xeno nearest to you receives 100 damage in under 4 seconds or would get put into crit, both you and that xeno gain a shield equivalent to 25% of your max health.
Or
**Xeno Grasp** - After 4 seconds in combat, the next melee attack will deal 5% of your total health as extra burn damage, you heal triple this ammount. After this damage is dealt start counting the 4 seconds again.
#### Opressor line - For damage dealers
**Last stand** - When at or below 50% health, increase your speed by -0.2, and increase your attack speed. Unlocks the next perk on the opressor line.
**Precision strike** - After 5 seconds out of combat, your next damaging attack will deal +5 damage. 10 seconds cooldown. Unlocks the final choice on the opressor line.
Choose between
**Hail of Claws** - Gain the ability hail of claws, when activated, your next 3 attacks will have increased speed, but will only deal 75% of your slash damage. 5 second cooldown.
**Rising Pressure** - Dealing damage to a marine 3 times slows them and applies stagger. Additionaly gain a temporary speed boost of -0.3 for 3 seconds. 5 second cooldown.
**Destroy Defenses** - Dealing damage to a marine 3 times applies shatter on them for 3 seconds. Additionaly, for the next 10 seconds, you gain 5 ap. 10 second cooldown.
### Caster Line - for ranged xenos and ability focused xenos
**Cadence** - When an ability is used, all abilities on cooldown gets their cooldown reduced by 1 second. Unlocks the next perk on the Caster line.
**Plasma reserves** - Every 10 seconds, your next ability will not consume any plasma, additionaly that ability has its effects increased by 10%. Unlocks the final choice on the Caster line.
Choose Between
**Recovery** - When an ability is used, restore 10 hp and 1 sunder, if your hp and/or sunder are full, this effect applies to the nearest xeno instead. 5 Second cooldown.
Or
**Glacial** - Abilities will apply a slow to marines hit and on marines in an area around them. Any xenos in that area will be sped up by -0.2. 10 Second cooldown.
Or
**Rush** - After using 3 abilities, gains a boost of movement speed of -0.3 for the next 5 seconds. Additionaly, reduce your ability cooldowns by 3 seconds. 10 second cooldown.
**Note: Xenos will be limited to unlock a single full line of class perks, and then 2 other perks from any of the other class perks.**