May 20, 2021 11:41 pm
~Perks!~
-Unless your origin changes this, everyone gets to choose a single perk to have at level 1. The list below is not the entire list of perks, only the ones available at Level 1. When you guys level up, I'll update it and let you know the changes!
-Many perks have one or more requirements. These requirements must be met before you can select the perk for your character, like having a S.P.E.C.I.A.L. attribute at a minimum rank.
-Some perks have multiple ranks which can be selected—each rank counts as a single perk choice during character creation and progression.
-Unless your origin changes this, everyone gets to choose a single perk to have at level 1. The list below is not the entire list of perks, only the ones available at Level 1. When you guys level up, I'll update it and let you know the changes!
-Many perks have one or more requirements. These requirements must be met before you can select the perk for your character, like having a S.P.E.C.I.A.L. attribute at a minimum rank.
-Some perks have multiple ranks which can be selected—each rank counts as a single perk choice during character creation and progression.
[ +- ] Action Boy/Girl
ACTION BOY/GIRL
Ranks: 1
Requirements: None
When you spend AP to take an additional major action, you do not suffer the
increased skill test difficulty during your
second action.
Ranks: 1
Requirements: None
When you spend AP to take an additional major action, you do not suffer the
increased skill test difficulty during your
second action.
[ +- ] Adamantium Skeleton
ADAMANTIUM SKELETON
Ranks: 3
Requirements: END 7, Level 1+
When you suffer damage, the amount
of damage needed to inflict a critical
hit on you increases by your rank in
this perk. For example, if you have
one rank in this perk, you suffer a critical hit from 6
or more damage, rather than 5 or more. Each time you
take this perk, the level requirement increases by 3.
Ranks: 3
Requirements: END 7, Level 1+
When you suffer damage, the amount
of damage needed to inflict a critical
hit on you increases by your rank in
this perk. For example, if you have
one rank in this perk, you suffer a critical hit from 6
or more damage, rather than 5 or more. Each time you
take this perk, the level requirement increases by 3.
[ +- ] Adrenalin Rush
ADRENALIN RUSH
Ranks: 1
Requirements: STR 7
When your health is below its
maximum value, you count your
STR score as 10 for all purposes
when attempting a STR-based
skill test or melee attack.
Ranks: 1
Requirements: STR 7
When your health is below its
maximum value, you count your
STR score as 10 for all purposes
when attempting a STR-based
skill test or melee attack.
[ +- ] Animal Friend
ANIMAL FRIEND
Ranks: 2
Requirements: CHA 6, Level 1+
At rank 1, whenever a creature NPC with
the Mammal, Lizard, or Insect keyword
would attack you, roll 1dF: on any result
other than an Effect, the creature chooses
not to attack you, although it may still
attack another character it can target.
At rank 2, you can attempt a CHA + Survival test with
a difficulty of 2 as a major action. If you succeed, the
animal treats you as friendly and will attack anyone
who attacks you. Mighty and Legendary animals are
unaffected by this perk. Each time you take this perk,
the level requirement increases by 5.
Ranks: 2
Requirements: CHA 6, Level 1+
At rank 1, whenever a creature NPC with
the Mammal, Lizard, or Insect keyword
would attack you, roll 1dF: on any result
other than an Effect, the creature chooses
not to attack you, although it may still
attack another character it can target.
At rank 2, you can attempt a CHA + Survival test with
a difficulty of 2 as a major action. If you succeed, the
animal treats you as friendly and will attack anyone
who attacks you. Mighty and Legendary animals are
unaffected by this perk. Each time you take this perk,
the level requirement increases by 5.
[ +- ] Aquaboy/Aquagirl
AQUABOY/AQUAGIRL
Ranks: 2
Requirements: END 5, Level 1+
Water is your ally. At rank 1, you no longer take radiation damage from swimming in irradiated water, and
you can hold your breath for twice as long as normal.
At rank 2, enemies add +2 to the difficulty to tests
to detect you while you are submerged underwater.
Each time you take this perk, the level requirement
increases by 3.
Ranks: 2
Requirements: END 5, Level 1+
Water is your ally. At rank 1, you no longer take radiation damage from swimming in irradiated water, and
you can hold your breath for twice as long as normal.
At rank 2, enemies add +2 to the difficulty to tests
to detect you while you are submerged underwater.
Each time you take this perk, the level requirement
increases by 3.
[ +- ] Armorer
ARMORER
Ranks: 4
Requirements: STR 5, INT 6
You can modify armor
with armor mods.
Each rank in this perk
unlocks an additional
rank of mods: rank 1
unlocks rank 1 mods,
rank 2 unlocks rank 2
mods, etc.
Each time you take this perk, the level requirement
increases by 4.
Ranks: 4
Requirements: STR 5, INT 6
You can modify armor
with armor mods.
Each rank in this perk
unlocks an additional
rank of mods: rank 1
unlocks rank 1 mods,
rank 2 unlocks rank 2
mods, etc.
Each time you take this perk, the level requirement
increases by 4.
[ +- ] Awareness
AWARENESS
Ranks: 1
Requirements: PER 7
When you take the Aim
minor action at a target
within Close range, you spot
their weaknesses and can attack more efficiently.
The next attack you make against that target
gains the Piercing 1 damage effect, or improves the
rating of any existing Piercing X damage effect by 1.
Ranks: 1
Requirements: PER 7
When you take the Aim
minor action at a target
within Close range, you spot
their weaknesses and can attack more efficiently.
The next attack you make against that target
gains the Piercing 1 damage effect, or improves the
rating of any existing Piercing X damage effect by 1.
[ +- ] Basher
BASHER
Ranks: 1
Requirements: STR 6
When you make a melee attack
by bashing with your gun, your attack
gains the Vicious damage effect.
Ranks: 1
Requirements: STR 6
When you make a melee attack
by bashing with your gun, your attack
gains the Vicious damage effect.
[ +- ] Better Criticals
BETTER CRITICALS
Ranks: 1
Requirements: LCK 9
When you inflict one or more
points of damage to an enemy,
you may spend 1 Luck Point to
automatically inflict a critical
hit, causing an injury.
Ranks: 1
Requirements: LCK 9
When you inflict one or more
points of damage to an enemy,
you may spend 1 Luck Point to
automatically inflict a critical
hit, causing an injury.
[ +- ] Big Leagues
BIG LEAGUES
Ranks: 1
Requirements: STR 8
When you make a melee
attack with a two-handed
melee weapon, the
weapon gains the Vicious
damage effect.
Ranks: 1
Requirements: STR 8
When you make a melee
attack with a two-handed
melee weapon, the
weapon gains the Vicious
damage effect.
[ +- ] Black Widow/Lady Killer
BLACK WIDOW/LADY KILLER
Ranks: 1
Requirements: CHA 6
The Black Widow perk affects
men and masculine characters,
while the Lady Killer perk
affects women and feminine
characters—they are otherwise
identical. When you attempt a
CHA based skill test to influence a character of the chosen gender, you may re-roll
1d20. In addition, your attacks inflict +1dF additional
damage against characters of the chosen gender.
Ranks: 1
Requirements: CHA 6
The Black Widow perk affects
men and masculine characters,
while the Lady Killer perk
affects women and feminine
characters—they are otherwise
identical. When you attempt a
CHA based skill test to influence a character of the chosen gender, you may re-roll
1d20. In addition, your attacks inflict +1dF additional
damage against characters of the chosen gender.
[ +- ] BLacksmith
Blacksmith
Ranks: 3
Requirements: STR 6, Level 2+
You can modify melee weapons with weapon mods.
Each rank in this perk unlocks an
additional rank of melee weapon
mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, and
rank 3 unlocks rank 3 mods. Each time you take this
perk, the level requirement increases by 4.
Ranks: 3
Requirements: STR 6, Level 2+
You can modify melee weapons with weapon mods.
Each rank in this perk unlocks an
additional rank of melee weapon
mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, and
rank 3 unlocks rank 3 mods. Each time you take this
perk, the level requirement increases by 4.
[ +- ] Blitz
BLITZ
Ranks: 2
Requirements: AGI 9, Level 1+
When you move into reach of an opponent and make
a melee attack against them in one turn, you may
re-roll one d20 on your attack.
At rank 2, you also inflict +1dF damage with that
attack. Each time you take this perk, the level requirement increases by 3.
Ranks: 2
Requirements: AGI 9, Level 1+
When you move into reach of an opponent and make
a melee attack against them in one turn, you may
re-roll one d20 on your attack.
At rank 2, you also inflict +1dF damage with that
attack. Each time you take this perk, the level requirement increases by 3.
[ +- ] Bloody Mess
BLOODY MESS
Ranks: 1
Requirements: LCK 6
When you inflict a critical hit,
roll 1dF; if you roll an Effect, you
inflict one additional injury to a
random location.
Ranks: 1
Requirements: LCK 6
When you inflict a critical hit,
roll 1dF; if you roll an Effect, you
inflict one additional injury to a
random location.
[ +- ] Can Do!
CAN DO!
Ranks: 1
Requirements: LCK 5
When you are scavenging
a location that contains
food, you gain 1 additional
random food item, without
spending AP.
Ranks: 1
Requirements: LCK 5
When you are scavenging
a location that contains
food, you gain 1 additional
random food item, without
spending AP.
[ +- ] Cap Collector
CAP COLLECTOR
Ranks: 1
Requirements: CHA 5
When you buy or sell items, you
may increase or decrease the price
of the goods being traded by 10%.
Ranks: 1
Requirements: CHA 5
When you buy or sell items, you
may increase or decrease the price
of the goods being traded by 10%.
[ +- ] Cautious Nature
CAUTIOUS NATURE
Ranks: 1
Requirements: PER 7
Whenever you attempt a skill
test, and you buy one or more
d20s by spending Action Points,
you may re-roll 1d20 on that test.
You may not purchase this perk if
you have Daring Nature.
Ranks: 1
Requirements: PER 7
Whenever you attempt a skill
test, and you buy one or more
d20s by spending Action Points,
you may re-roll 1d20 on that test.
You may not purchase this perk if
you have Daring Nature.
[ +- ] Center Mass
CENTER MASS
Ranks: 1
Requirements: AGI 7
When you make a ranged attack, you
may choose to strike your target’s
Torso location (or equivalent, for
creatures that use a different location table) without
increasing the difficulty of the attack. In addition, you
may re-roll 1d20 when making the test for your attack.
Ranks: 1
Requirements: AGI 7
When you make a ranged attack, you
may choose to strike your target’s
Torso location (or equivalent, for
creatures that use a different location table) without
increasing the difficulty of the attack. In addition, you
may re-roll 1d20 when making the test for your attack.
[ +- ] Chem Resistant
CHEM RESISTANT
Ranks: 2
Requirements: END 7, Level 1+
At rank 1, roll one fewer dF
when determining if you
become addicted to chems,
to a minimum of 0.
At rank 2, you cannot become addicted to chems.
Each time you take this perk, the level requirement
increases by 4.
Ranks: 2
Requirements: END 7, Level 1+
At rank 1, roll one fewer dF
when determining if you
become addicted to chems,
to a minimum of 0.
At rank 2, you cannot become addicted to chems.
Each time you take this perk, the level requirement
increases by 4.
[ +- ] Chemist
CHEMIST
Ranks: 1
Requirements: INT 7
Chems you create last twice as long
as normal. In addition,
you unlock chems recipes that have
this perk as a requirement.
Ranks: 1
Requirements: INT 7
Chems you create last twice as long
as normal. In addition,
you unlock chems recipes that have
this perk as a requirement.
[ +- ] Commando
Commando
Ranks: 2
Requirements: AGI 8, Level 2+
When you make a ranged attack with
any weapon with a Fire Rate of 3 or
higher (except heavy weapons), you
add +1dF per rank to the weapon’s damage. Each time you take this perk, the level
requirement increases by 3.
Ranks: 2
Requirements: AGI 8, Level 2+
When you make a ranged attack with
any weapon with a Fire Rate of 3 or
higher (except heavy weapons), you
add +1dF per rank to the weapon’s damage. Each time you take this perk, the level
requirement increases by 3.
[ +- ] Comprehension
COMPREHENSION
Ranks: 1
Requirements: INT 6
After you use the bonus gained
from reading a magazine, roll 1dF.
If you roll an Effect, you may use
that bonus one additional time.
Ranks: 1
Requirements: INT 6
After you use the bonus gained
from reading a magazine, roll 1dF.
If you roll an Effect, you may use
that bonus one additional time.
[ +- ] Concentrated Fire
CONCENTRATED FIRE
Ranks: 1
Requirements: PER 8, AGI 6
When you make a ranged attack and spend ammunition to increase the damage, you may re-roll up to
3dF for your damage roll.
Ranks: 1
Requirements: PER 8, AGI 6
When you make a ranged attack and spend ammunition to increase the damage, you may re-roll up to
3dF for your damage roll.
[ +- ] Daring Nature
DARING NATURE
Ranks: 1
Requirements: LCK 7
Whenever you attempt a skill test,
and you buy one or more d20s
by giving the gamemaster Action
Points, you may re-roll 1d20 on
that test. You may not purchase this
perk if you have Cautious Nature.
Ranks: 1
Requirements: LCK 7
Whenever you attempt a skill test,
and you buy one or more d20s
by giving the gamemaster Action
Points, you may re-roll 1d20 on
that test. You may not purchase this
perk if you have Cautious Nature.
[ +- ] Demolition Expert
DEMOLITION EXPERT
Ranks: 1
Requirements: PER 6, LCK 6
When you make
an attack using a
weapon with the
Blast quality, the
attack gains the
Vicious damage effect.
In addition, you unlock explosives recipes which have
this perk as a requirement.
Ranks: 1
Requirements: PER 6, LCK 6
When you make
an attack using a
weapon with the
Blast quality, the
attack gains the
Vicious damage effect.
In addition, you unlock explosives recipes which have
this perk as a requirement.
[ +- ] Dogmeat
DOGMEAT
Ranks: 1
Requirements: CHA 5
You aren’t alone in the wilderness. You have a pet dog
that serves as a friend and ally in dangerous times.
The dog has the profile shown to the side and is
treated as an allied NPC creature under your command. If you need to forage for food and
water, your dog looks after themselves. If your dog is
slain, then you either find a new dog before the next
adventure, or you may trade this perk for a different
one after this adventure. (Will post the stat block
if anyone chooses this one).
Ranks: 1
Requirements: CHA 5
You aren’t alone in the wilderness. You have a pet dog
that serves as a friend and ally in dangerous times.
The dog has the profile shown to the side and is
treated as an allied NPC creature under your command. If you need to forage for food and
water, your dog looks after themselves. If your dog is
slain, then you either find a new dog before the next
adventure, or you may trade this perk for a different
one after this adventure. (Will post the stat block
if anyone chooses this one).
[ +- ] Entomologist
ENTOMOLOGIST
Ranks: 1
Requirements: INT 7
When you make an attack against
an NPC with the Insect keyword,
your attack gains the Piercing 1
damage effect, or improves the
rating of any Piercing X effect
the weapon has by +1.
Ranks: 1
Requirements: INT 7
When you make an attack against
an NPC with the Insect keyword,
your attack gains the Piercing 1
damage effect, or improves the
rating of any Piercing X effect
the weapon has by +1.
[ +- ] Fast Metabolism
FAST METABOLISM
Ranks: 3
Requirements: END 6, Level 1+, not a robot
When you regain one or more HP
from any source other than rest,
increase the total HP regained
by +1 per rank in this perk. Each
time you take this perk, the level
requirement increases by 3.
Ranks: 3
Requirements: END 6, Level 1+, not a robot
When you regain one or more HP
from any source other than rest,
increase the total HP regained
by +1 per rank in this perk. Each
time you take this perk, the level
requirement increases by 3.
[ +- ] Faster Healing
FASTER HEALING
Ranks: 1
Requirements: END 6, not a robot
When you make an END + Survival
test to heal your own injuries, the first
additional d20 you buy is free. The
normal maximum of 5d20 still applies.
Ranks: 1
Requirements: END 6, not a robot
When you make an END + Survival
test to heal your own injuries, the first
additional d20 you buy is free. The
normal maximum of 5d20 still applies.
[ +- ] Finesse
FINESSE
Ranks: 1
Requirements: AGI 9
Once per combat encounter,
you may re-roll all the dF
on a single damage roll without spending any Luck points.
Ranks: 1
Requirements: AGI 9
Once per combat encounter,
you may re-roll all the dF
on a single damage roll without spending any Luck points.
[ +- ] Fortune Finder
Fortune Finder
Ranks: 3
Requirements: LCK 5, Level 2+
Whenever you roll to determine how
much money you find, you find more.
At rank 1, you find +3dF additional caps. At rank 2, you find
+6dF additional caps. At rank
3, you find +10dF additional
caps. Each time you take this
perk, the level requirement
increases by 4.
Ranks: 3
Requirements: LCK 5, Level 2+
Whenever you roll to determine how
much money you find, you find more.
At rank 1, you find +3dF additional caps. At rank 2, you find
+6dF additional caps. At rank
3, you find +10dF additional
caps. Each time you take this
perk, the level requirement
increases by 4.
[ +- ] Ghost
GHOST
Ranks: 1
Requirements: PER 5, AGI 6
Whenever you attempt an AGI +
Sneak test in shadows or darkness, the first additional d20 you
buy is free. The normal maximum
of 5d20 still applies.
Ranks: 1
Requirements: PER 5, AGI 6
Whenever you attempt an AGI +
Sneak test in shadows or darkness, the first additional d20 you
buy is free. The normal maximum
of 5d20 still applies.
[ +- ] Grim Reaper's Sprint
GRIM REAPER’S SPRINT
Ranks: 1
Requirements: LCK 8
When you make an attack which
kills one or more enemies, roll
1dF. If you roll an Effect, add 2 AP
to the group’s pool.
Ranks: 1
Requirements: LCK 8
When you make an attack which
kills one or more enemies, roll
1dF. If you roll an Effect, add 2 AP
to the group’s pool.
[ +- ] Gun Fu
GUN FU
Ranks: 3
Requirements: AGI 10, Level 1+
When you succeed at a ranged
attack, you may spend 1 AP and
1 ammo to hit a second target
within Close range of your
initial target. The second target takes
the same damage as the initial target.
At rank 2, you may spend 2 AP and 2 ammo to hit two
additional targets. At rank 3, you may spend 3 AP and
3 ammo to hit three additional targets. Each time you
take this perk, the level requirement increases by 5.
Ranks: 3
Requirements: AGI 10, Level 1+
When you succeed at a ranged
attack, you may spend 1 AP and
1 ammo to hit a second target
within Close range of your
initial target. The second target takes
the same damage as the initial target.
At rank 2, you may spend 2 AP and 2 ammo to hit two
additional targets. At rank 3, you may spend 3 AP and
3 ammo to hit three additional targets. Each time you
take this perk, the level requirement increases by 5.
[ +- ] Gun Nut
Gun Nut
Ranks: 4
Requirements: INT 6, Level 2+
You can modify small guns and heavy weapons with
weapon mods. Each rank in this perk unlocks an
additional rank of weapon mods: rank 1 unlocks rank
1 mods, rank 2 unlocks rank 2 mods, etc. Each time you
take this perk, the level requirement increases by 4.
Ranks: 4
Requirements: INT 6, Level 2+
You can modify small guns and heavy weapons with
weapon mods. Each rank in this perk unlocks an
additional rank of weapon mods: rank 1 unlocks rank
1 mods, rank 2 unlocks rank 2 mods, etc. Each time you
take this perk, the level requirement increases by 4.
[ +- ] Gunslinger
Gunslinger
Ranks: 2
Requirements: INT6, Level 2+
When you make an attack with a onehanded ranged weapon with a Fire
Rate of 2 or lower, you increase the
weapon’s damage by +1dF per rank. In
addition, you may re-roll the hit location die. Each time you take this perk,
the level requirement increases by 4.
Ranks: 2
Requirements: INT6, Level 2+
When you make an attack with a onehanded ranged weapon with a Fire
Rate of 2 or lower, you increase the
weapon’s damage by +1dF per rank. In
addition, you may re-roll the hit location die. Each time you take this perk,
the level requirement increases by 4.
[ +- ] Hacker
HACKER
Ranks: 1
Requirements: INT 8
The difficulty of skill tests to hack computers is
decreased by 1, to a minimum of 0.
Ranks: 1
Requirements: INT 8
The difficulty of skill tests to hack computers is
decreased by 1, to a minimum of 0.
[ +- ] Healer
HEALER
Ranks: 3
Requirements: INT 7, Level 1+
When you heal a patient’s HP
using the First Aid action, increase
the amount of HP healed by +1 per
rank in this perk. Each time you
take this perk, the level requirement increases by 5.
Ranks: 3
Requirements: INT 7, Level 1+
When you heal a patient’s HP
using the First Aid action, increase
the amount of HP healed by +1 per
rank in this perk. Each time you
take this perk, the level requirement increases by 5.
[ +- ] Heave Ho!
HEAVE HO!
Ranks: 1
Requirements: STR 8
When you make a thrown
weapon attack, you may spend
1 AP to increase the Range of
the weapon by one step—from
Close to Medium, or from
Medium to Long.
Ranks: 1
Requirements: STR 8
When you make a thrown
weapon attack, you may spend
1 AP to increase the Range of
the weapon by one step—from
Close to Medium, or from
Medium to Long.
[ +- ] Hunter
HUNTER
Ranks: 1
Requirements: END 6
When you make an attack
against an NPC with one of the
Mammal, Lizard, or Insect keywords and the Mutated keyword,
your attack gains the Vicious
damage effect, if it did not
already have that effect.
Ranks: 1
Requirements: END 6
When you make an attack
against an NPC with one of the
Mammal, Lizard, or Insect keywords and the Mutated keyword,
your attack gains the Vicious
damage effect, if it did not
already have that effect.
[ +- ] Infiltrator
INFILTRATOR
Ranks: 1
Requirements: PER 8
When you attempt a Lockpick
skill test to unlock a door or
container, you may re-roll 1d20.
Ranks: 1
Requirements: PER 8
When you attempt a Lockpick
skill test to unlock a door or
container, you may re-roll 1d20.
[ +- ] Inspirational
INSPIRATIONAL
Ranks: 1
Requirements: CHA 8
Because you lead by example, the maximum number
of AP the group may save is increased by 1.
Ranks: 1
Requirements: CHA 8
Because you lead by example, the maximum number
of AP the group may save is increased by 1.
[ +- ] Intense Training
Intense Training
Ranks: 10
Requirements: Level 2+
Increase any one S.P.E.C.I.A.L
attribute by 1 rank. As usual,
your S.P.E.C.I.A.L attributes
cannot be increased beyond 10
using this method. Each time
you take this perk, the level
requirement increases by 2.
Ranks: 10
Requirements: Level 2+
Increase any one S.P.E.C.I.A.L
attribute by 1 rank. As usual,
your S.P.E.C.I.A.L attributes
cannot be increased beyond 10
using this method. Each time
you take this perk, the level
requirement increases by 2.
[ +- ] Iron Fist
IRON FIST
Ranks: 2
Requirements: STR 6, Level 1+
At rank 1, your unarmed attacks
inflict +1dF damage. At rank 2,
your unarmed attacks also gain
the Vicious damage effect. Each
time you take this perk, the level
requirement increases by 5.
Ranks: 2
Requirements: STR 6, Level 1+
At rank 1, your unarmed attacks
inflict +1dF damage. At rank 2,
your unarmed attacks also gain
the Vicious damage effect. Each
time you take this perk, the level
requirement increases by 5.
[ +- ] Junktown Jerky Vender
JUNKTOWN JERKY VENDOR
Ranks: 1
Requirements: CHA 8
The difficulty of any CHA +
Barter test you attempt to buy
or sell goods is reduced by 1,
to a minimum of 0.
Ranks: 1
Requirements: CHA 8
The difficulty of any CHA +
Barter test you attempt to buy
or sell goods is reduced by 1,
to a minimum of 0.
[ +- ] Jury Rigging
JURY RIGGING
Ranks: 1
Requirements: None
You can repair an item without
needing to expend any components.
However, the repair is temporary,
and the item will break again on
the next complication you suffer while using it. The
complication range of all skill tests to use the item
increases by 1, to the roll of a 19–20.
Ranks: 1
Requirements: None
You can repair an item without
needing to expend any components.
However, the repair is temporary,
and the item will break again on
the next complication you suffer while using it. The
complication range of all skill tests to use the item
increases by 1, to the roll of a 19–20.
[ +- ] Laser Commander
Laser Commander
Ranks: 2
Requirements: PER 8, Level 2+
When you make an attack with a
ranged energy weapon, the damage is
increased by +1dF per rank in this
perk. Each time you take this perk, the level requirement increases by 4.
Ranks: 2
Requirements: PER 8, Level 2+
When you make an attack with a
ranged energy weapon, the damage is
increased by +1dF per rank in this
perk. Each time you take this perk, the level requirement increases by 4.
[ +- ] Lead Belly
LEAD BELLY
Ranks: 2
Requirements: END 6, Level 1+
At rank 1, you may re-roll the dF
to determine if you suffer radiation
damage from irradiated food or
drink. At rank 2, you are immune to
radiation damage from consuming
irradiated food or drink. Each time
you take this perk, the level requirement increases by 4.
Ranks: 2
Requirements: END 6, Level 1+
At rank 1, you may re-roll the dF
to determine if you suffer radiation
damage from irradiated food or
drink. At rank 2, you are immune to
radiation damage from consuming
irradiated food or drink. Each time
you take this perk, the level requirement increases by 4.
[ +- ] Light Step
LIGHT STEP
Ranks: 1
Requirements: None
When you roll to generate any complications on an Agility-based skill test,
you may ignore one complication for
every 1 AP spent. In addition, you may
re-roll 1d20 on any AGI + Athletics
test to avoid traps triggered by pressure plates or similar mechanisms.
Ranks: 1
Requirements: None
When you roll to generate any complications on an Agility-based skill test,
you may ignore one complication for
every 1 AP spent. In addition, you may
re-roll 1d20 on any AGI + Athletics
test to avoid traps triggered by pressure plates or similar mechanisms.
[ +- ] Master Thief
MASTER THIEF
Ranks: 1
Requirements: PER 8, AGI 9
When you are attempting
to pick a lock or pickpocket
somebody, the difficulty of
the opponent’s skill test to
detect you increases by +1.
Ranks: 1
Requirements: PER 8, AGI 9
When you are attempting
to pick a lock or pickpocket
somebody, the difficulty of
the opponent’s skill test to
detect you increases by +1.
[ +- ] Medic
MEDIC
Ranks: 1
Requirements: INT 8
When you use the First Aid action
to try to treat an injury, you can
re-roll 1d20.
Ranks: 1
Requirements: INT 8
When you use the First Aid action
to try to treat an injury, you can
re-roll 1d20.
[ +- ] Meltdown
MELTDOWN
Ranks: 1
Requirements: PER 10
When you kill an enemy with an energy weapon,
they explode. Roll a number of dF equal to half the
weapon’s damage rating (round down). For each Effect
rolled, one creature within Close range of the exploding enemy (starting with the closest) suffers energy
damage equal to the total rolled on the dF.
Ranks: 1
Requirements: PER 10
When you kill an enemy with an energy weapon,
they explode. Roll a number of dF equal to half the
weapon’s damage rating (round down). For each Effect
rolled, one creature within Close range of the exploding enemy (starting with the closest) suffers energy
damage equal to the total rolled on the dF.
[ +- ] Mister Sandman
MISTER SANDMAN
Ranks: 1
Requirements: AGI 9
When you make a sneak
attack with a silenced or
suppressed weapon, the
damage is increased by
+2dF. You cannot gain
this benefit while in Power
Armor.
Ranks: 1
Requirements: AGI 9
When you make a sneak
attack with a silenced or
suppressed weapon, the
damage is increased by
+2dF. You cannot gain
this benefit while in Power
Armor.
[ +- ] Moving Target
MOVING TARGET
Ranks: 1
Requirements: AGI 6
When you take the Sprint action, your
Defense increases by +1 until the start
of your next turn.
Ranks: 1
Requirements: AGI 6
When you take the Sprint action, your
Defense increases by +1 until the start
of your next turn.
[ +- ] Mysterious Stranger
MYSTERIOUS STRANGER
Ranks: 1
Requirements: LCK 7
From time to time, a Mysterious Stranger comes to
your aid, with lethal results. At the start of a combat
encounter, you may spend 1 Luck point. If you do so,
then at any point during the scene, the GM may have
the Mysterious Stranger appear, make a single ranged
attack against an enemy you attacked, or who just
attacked you, and then vanish. If you spend a Luck
point and the Mysterious Stranger does not appear,
the GM must refund the Luck point you spent.
The stranger has an AGI of 10, a Small
Guns skill of 6, and counts Small
Guns as a Tag skill. They always roll
3d20 for attacks, rather than 2d20,
and their attack—using a custom
.44 Magnum revolver—inflicts 8dF
Piercing 1, Vicious physical damage.
They always appear within their weapon’s ideal range. Any attempt to find
where the Stranger went after their
attack fails.
Ranks: 1
Requirements: LCK 7
From time to time, a Mysterious Stranger comes to
your aid, with lethal results. At the start of a combat
encounter, you may spend 1 Luck point. If you do so,
then at any point during the scene, the GM may have
the Mysterious Stranger appear, make a single ranged
attack against an enemy you attacked, or who just
attacked you, and then vanish. If you spend a Luck
point and the Mysterious Stranger does not appear,
the GM must refund the Luck point you spent.
The stranger has an AGI of 10, a Small
Guns skill of 6, and counts Small
Guns as a Tag skill. They always roll
3d20 for attacks, rather than 2d20,
and their attack—using a custom
.44 Magnum revolver—inflicts 8dF
Piercing 1, Vicious physical damage.
They always appear within their weapon’s ideal range. Any attempt to find
where the Stranger went after their
attack fails.
[ +- ] Nerd Rage!
Nerd Rage!
Ranks: 3
Requirements: INT 8, Level 2+
While your health is reduced to
less than ¼ of your maximum,
you add +1 to your physical DR,
+1 to your energy DR, and +1dF
to the damage of all your attacks.
At rank 2, this increases to +2 DR, and +2dF damage.
At rank 3, this increases to +3 DR and +3dF damage.
Each time you take this perk, the level requirement
increases by 5.
Ranks: 3
Requirements: INT 8, Level 2+
While your health is reduced to
less than ¼ of your maximum,
you add +1 to your physical DR,
+1 to your energy DR, and +1dF
to the damage of all your attacks.
At rank 2, this increases to +2 DR, and +2dF damage.
At rank 3, this increases to +3 DR and +3dF damage.
Each time you take this perk, the level requirement
increases by 5.
[ +- ] Night Person
NIGHT PERSON
Ranks: 1
Requirements: PER 7
You reduce any difficulty
increases due to darkness
by 1.
Ranks: 1
Requirements: PER 7
You reduce any difficulty
increases due to darkness
by 1.
[ +- ] Ninja
NINJA
Ranks: 1
Requirements: AGI 8
When you make a sneak attack with a melee weapon
or unarmed attack, the damage is increased by +2dF.
You cannot gain this benefit while in Power Armor.
Ranks: 1
Requirements: AGI 8
When you make a sneak attack with a melee weapon
or unarmed attack, the damage is increased by +2dF.
You cannot gain this benefit while in Power Armor.
[ +- ] Nuclear Physicist
NUCLEAR PHYSICIST
Ranks: 1
Requirements: INT 9
Whenever you use a weapon that
inflicts radiation damage, or has the
Radioactive damage effect, each Effect
you roll inflicts one additional point
of radiation damage.
In addition, fusion cores you use have 3 additional
charges.
Ranks: 1
Requirements: INT 9
Whenever you use a weapon that
inflicts radiation damage, or has the
Radioactive damage effect, each Effect
you roll inflicts one additional point
of radiation damage.
In addition, fusion cores you use have 3 additional
charges.
[ +- ] Pain Train
PAIN TRAIN
Ranks: 2
Requirements: STR 9, END 7, Level 1+
You may Charge as a major action if you are wearing
Power Armor or are a super mutant. This is a movement action, and you may not Move or Sprint in the
same turn. When you take this action, you move into
reach of an enemy within Medium range (1 zone) and
make a STR + Athletics test with a difficulty of 2. If
you succeed, the enemy suffers damage equal to your
normal unarmed damage, and is knocked prone.
At rank 2, you add +1dF and the Stun damage effect
to the damage inflicted. At the GM’s discretion,
especially large or sturdy creatures cannot be knocked
prone by this action. Each time you take this perk, the
level requirement increases by 5.
Ranks: 2
Requirements: STR 9, END 7, Level 1+
You may Charge as a major action if you are wearing
Power Armor or are a super mutant. This is a movement action, and you may not Move or Sprint in the
same turn. When you take this action, you move into
reach of an enemy within Medium range (1 zone) and
make a STR + Athletics test with a difficulty of 2. If
you succeed, the enemy suffers damage equal to your
normal unarmed damage, and is knocked prone.
At rank 2, you add +1dF and the Stun damage effect
to the damage inflicted. At the GM’s discretion,
especially large or sturdy creatures cannot be knocked
prone by this action. Each time you take this perk, the
level requirement increases by 5.
[ +- ] Paralyzing Palm
PARALYZING PALM
Ranks: 1
Requirements: STR 8
When you make an unarmed
attack, and choose to strike a
specific location, your attack
gains the Stun damage effect.
Ranks: 1
Requirements: STR 8
When you make an unarmed
attack, and choose to strike a
specific location, your attack
gains the Stun damage effect.
[ +- ] Party Boy/Party Girl
PARTY BOY/PARTY GIRL
Ranks: 1
Requirements: END 6, CHA 7
You cannot become
addicted to alcoholic
drinks, and whenever you
drink an alcoholic drink,
you heal +2 HP.
Ranks: 1
Requirements: END 6, CHA 7
You cannot become
addicted to alcoholic
drinks, and whenever you
drink an alcoholic drink,
you heal +2 HP.
[ +- ] Pathfinder
PATHFINDER
Ranks: 1
Requirements: PER 6, END 6
When travelling over long
distances through the
wilderness, a successful
PER + Survival test (with
a difficulty determined
by the GM, based on the
terrain) reduces the travel
time by half.
Ranks: 1
Requirements: PER 6, END 6
When travelling over long
distances through the
wilderness, a successful
PER + Survival test (with
a difficulty determined
by the GM, based on the
terrain) reduces the travel
time by half.
[ +- ] Pharma Farma
PHARMA FARMA
Ranks: 1
Requirements: LCK 6
When you are scavenging a location that contains
medicine or chems, you find one additional item,
randomly determined, without spending AP.
Ranks: 1
Requirements: LCK 6
When you are scavenging a location that contains
medicine or chems, you find one additional item,
randomly determined, without spending AP.
[ +- ] Pickpocket
PICKPOCKET
Ranks: 3
Requirements: PER 8, AGI 8, Level 1+
At rank 1, you can ignore the first
complication you roll when you make
an AGI + Sneak test to steal an object
from someone else’s person or to plant
something on them.
At rank 2, you can re-roll 1d20 in your dice pool when
attempting to pick someone’s pocket.
At rank 3, you reduce the difficulty of attempts to pick
someone’s pocket by 1.
Each time you take this perk, the level requirement
increases by 3.
Ranks: 3
Requirements: PER 8, AGI 8, Level 1+
At rank 1, you can ignore the first
complication you roll when you make
an AGI + Sneak test to steal an object
from someone else’s person or to plant
something on them.
At rank 2, you can re-roll 1d20 in your dice pool when
attempting to pick someone’s pocket.
At rank 3, you reduce the difficulty of attempts to pick
someone’s pocket by 1.
Each time you take this perk, the level requirement
increases by 3.
[ +- ] Piercing Strike
PIERCING STRIKE
Ranks: 1
Requirements: STR 7
Your attacks using unarmed
attacks and bladed melee
weapons gain the Piercing 1
damage effect, or add +1 to
the rating of any Piercing X
damage effect they already had.
Ranks: 1
Requirements: STR 7
Your attacks using unarmed
attacks and bladed melee
weapons gain the Piercing 1
damage effect, or add +1 to
the rating of any Piercing X
damage effect they already had.
[ +- ] Pyromaniac
Pyromaniac
Ranks: 3
Requirements: END 6, Level 2+
The damage you deal using firebased weapons increases by +1dF
per rank. Each time you take this
perk, the level requirement increases by 4
Ranks: 3
Requirements: END 6, Level 2+
The damage you deal using firebased weapons increases by +1dF
per rank. Each time you take this
perk, the level requirement increases by 4
[ +- ] Quick Draw
QUICK DRAW
Ranks: 1
Requirements: AGI 6
Each turn, you may draw a single
weapon or item carried on your person without using a minor action.
Ranks: 1
Requirements: AGI 6
Each turn, you may draw a single
weapon or item carried on your person without using a minor action.
[ +- ] Quick Hands
QUICK HANDS
Ranks: 1
Requirements: AGI 8
You can reload firearms faster.
When you make a ranged attack,
you may spend 2 AP to double the
Fire Rate of your gun for that attack.
Ranks: 1
Requirements: AGI 8
You can reload firearms faster.
When you make a ranged attack,
you may spend 2 AP to double the
Fire Rate of your gun for that attack.
[ +- ] Rad Resistance
RAD RESISTANCE
Ranks: 2
Requirements: END 8, Level 1+
Your radiation Damage Resistance,
to all hit locations, increases by +1
per rank in this perk. Each time you
take this perk, the level requirement
increases by 4.
Ranks: 2
Requirements: END 8, Level 1+
Your radiation Damage Resistance,
to all hit locations, increases by +1
per rank in this perk. Each time you
take this perk, the level requirement
increases by 4.
[ +- ] Refractor
REFRACTOR
Ranks: 2
Requirements: PER 6, LCK 7, Level 1+
Your energy Damage Resistance to all
hit locations increases by +1 per rank
in this perk. Each time you take this
perk, the level requirement increases by 4.
Ranks: 2
Requirements: PER 6, LCK 7, Level 1+
Your energy Damage Resistance to all
hit locations increases by +1 per rank
in this perk. Each time you take this
perk, the level requirement increases by 4.
[ +- ] Rifleman
Rifleman
Ranks: 2
Requirements: AGI 7, Level 2+
When you make a ranged attack
with any two-handed weapon with
a Fire Rate of 2 or lower (except
heavy weapons), you add +1dF to
the weapon’s damage per rank.
At rank 2, you also add the Piercing 1 damage effect,
or add +1 to the rating of any Piercing X damage effect
the weapon already had. Each time you take this perk,
the level requirement increases by 4.
Ranks: 2
Requirements: AGI 7, Level 2+
When you make a ranged attack
with any two-handed weapon with
a Fire Rate of 2 or lower (except
heavy weapons), you add +1dF to
the weapon’s damage per rank.
At rank 2, you also add the Piercing 1 damage effect,
or add +1 to the rating of any Piercing X damage effect
the weapon already had. Each time you take this perk,
the level requirement increases by 4.
[ +- ] Robotics Expert
Robotics Expert
Ranks: 3
Requirements: INT 8, Level 2+
At rank 1, you can modify robot
armor, weapon mounts, and
modules with rank 1 mods. At
rank 2 you gain access to rank 2
mods, and the difficulty of tests
to repair robots is permanently
reduced by 1. At rank 3 you gain
access to rank 3 mods, and you can reprogram robots
to fulfil a different function or alter their behavior at
the discretion of the GM.
Each time you take this perk, the level requirement
increases by 4.
Ranks: 3
Requirements: INT 8, Level 2+
At rank 1, you can modify robot
armor, weapon mounts, and
modules with rank 1 mods. At
rank 2 you gain access to rank 2
mods, and the difficulty of tests
to repair robots is permanently
reduced by 1. At rank 3 you gain
access to rank 3 mods, and you can reprogram robots
to fulfil a different function or alter their behavior at
the discretion of the GM.
Each time you take this perk, the level requirement
increases by 4.
[ +- ] Science!
Science!
Ranks: 3
Requirements: INT 6, Level 2+
You can modify energy
weapons with weapon
mods, and you can also
craft certain advanced armor mods.
Each rank in this perk unlocks an
additional rank of mods: rank 1
unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc.
Each time you take this perk, the level requirement
increases by 4
Ranks: 3
Requirements: INT 6, Level 2+
You can modify energy
weapons with weapon
mods, and you can also
craft certain advanced armor mods.
Each rank in this perk unlocks an
additional rank of mods: rank 1
unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc.
Each time you take this perk, the level requirement
increases by 4
[ +- ] Scoundrel
SCOUNDREL
Ranks: 1
Requirements: CHA 7
When you make a
CHA + Speech test to
convince someone of a
lie, you may ignore the
first complication you roll.
Ranks: 1
Requirements: CHA 7
When you make a
CHA + Speech test to
convince someone of a
lie, you may ignore the
first complication you roll.
[ +- ] Scrounger
SCROUNGER
Ranks: 3
Requirements: LCK 6, Level 1+
Whenever you roll to determine how much ammunition you find, you find more.
At rank 1, you find +3dF additional shots. At rank 2,
you find +6dF additional shots. At rank 3, you find
+10dF additional shots. The additional ammo you
find is the same as initially found, for example, if
you find 10mm ammunition, this perk increases how
much 10mm ammo you find. If you find multiple
types of ammunition, Scrounger applies to the ammunition with the lowest rarity (GM’s choice if there is a
tie).
Each time you take this perk, the level requirement
increases by 5.
Ranks: 3
Requirements: LCK 6, Level 1+
Whenever you roll to determine how much ammunition you find, you find more.
At rank 1, you find +3dF additional shots. At rank 2,
you find +6dF additional shots. At rank 3, you find
+10dF additional shots. The additional ammo you
find is the same as initially found, for example, if
you find 10mm ammunition, this perk increases how
much 10mm ammo you find. If you find multiple
types of ammunition, Scrounger applies to the ammunition with the lowest rarity (GM’s choice if there is a
tie).
Each time you take this perk, the level requirement
increases by 5.
[ +- ] Shotgun Surgeon
SHOTGUN SURGEON
Ranks: 1
Requirements: STR 5, AGI 7
Your ranged attacks using shotguns
gain the Piercing 1 damage effect, or
add +1 to any Piercing X damage effect
the weapon already had.
Ranks: 1
Requirements: STR 5, AGI 7
Your ranged attacks using shotguns
gain the Piercing 1 damage effect, or
add +1 to any Piercing X damage effect
the weapon already had.
[ +- ] Size Matters
SIZE MATTERS
Ranks: 3
Requirements: END 7, AGI 6
When you make a ranged attack with any heavy
weapon, you add +1dF to the weapon’s damage, per
rank. Each time you take this perk, the level requirement increases by 4.
Ranks: 3
Requirements: END 7, AGI 6
When you make a ranged attack with any heavy
weapon, you add +1dF to the weapon’s damage, per
rank. Each time you take this perk, the level requirement increases by 4.
[ +- ] Slayer
SLAYER
Ranks: 1
Requirements: STR 8
When you inflict any damage
with an unarmed attack or
melee weapon, you may spend
1 Luck point to immediately
inflict a critical hit—and
therefore an injury—on
the location hit.
Ranks: 1
Requirements: STR 8
When you inflict any damage
with an unarmed attack or
melee weapon, you may spend
1 Luck point to immediately
inflict a critical hit—and
therefore an injury—on
the location hit.
[ +- ] Smooth Talker
SMOOTH TALKER
Ranks: 1
Requirements: CHA 6
When you make a Barter
or Speech test as part of an
opposed test, you may re-roll
1d20.
Ranks: 1
Requirements: CHA 6
When you make a Barter
or Speech test as part of an
opposed test, you may re-roll
1d20.
[ +- ] Snakeater
SNAKEATER
Ranks: 1
Requirements: END 7
Your poison Damage Resistance
increases by +2.
Ranks: 1
Requirements: END 7
Your poison Damage Resistance
increases by +2.
[ +- ] Sniper
SNIPER
Ranks: 1
Requirements: PER 8, AGI 6
When you take the Aim minor action, and then make
a ranged attack with a two-handed weapon with the
Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack.
Ranks: 1
Requirements: PER 8, AGI 6
When you take the Aim minor action, and then make
a ranged attack with a two-handed weapon with the
Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack.
[ +- ] Solar Powered
SOLAR POWERED
Ranks: 1
Requirements: END 7
For every hour you spend in direct sunlight, you heal 1
radiation damage.
Ranks: 1
Requirements: END 7
For every hour you spend in direct sunlight, you heal 1
radiation damage.
[ +- ] Steady Aim
STEADY AIM
Ranks: 1
Requirements: STR 8, AGI 7
When you take the Aim
minor action, you may
either re-roll 2d20 on the first attack
you make this turn, or re-roll 1d20
on all attacks you make this turn.
Ranks: 1
Requirements: STR 8, AGI 7
When you take the Aim
minor action, you may
either re-roll 2d20 on the first attack
you make this turn, or re-roll 1d20
on all attacks you make this turn.
[ +- ] Strong Back
STRONG BACK
Ranks: 3
Requirements: STR 5, Level 1+
Your maximum carry weight is
increased by +25 lbs., per rank.
Each time you take this perk, the
level requirement increases by 2.
Ranks: 3
Requirements: STR 5, Level 1+
Your maximum carry weight is
increased by +25 lbs., per rank.
Each time you take this perk, the
level requirement increases by 2.
[ +- ] Toughness
TOUGHNESS
Ranks: 2
Requirements: END 6, LCK 6, Level 1+
Your physical Damage
Resistance to all hit locations increases by +1 per rank
in this perk. Each time you take
this perk, the level requirement
increases by 4.
Ranks: 2
Requirements: END 6, LCK 6, Level 1+
Your physical Damage
Resistance to all hit locations increases by +1 per rank
in this perk. Each time you take
this perk, the level requirement
increases by 4.