Perks
Strength Based Perks
Armourer
The armourer perk allows you to modify armour increasing its damage reduction, adding unique qualities or reducing its weight class. Each modification will have a time it takes to complete, and a cost associated with the modification.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You can apply one modification to a set of armour
Prerequisite: Str 14
You can apply two modifications to a set of armour
Prerequisite: Str 19
You can apply three modifications to a set of armour
Prerequisite: Str 25
You can apply four modifications to a set of armour
Big Leagues
You excel at using melee weapons. As you gain levels in this perk your prowess with melee weapons becomes formidable.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You are trained in melee weapons. You have an asset on defense against guns fired at you within immediate range of you
Prerequisite: Str 14
You do 2 extra damage and have a 25% chance to disarm your target on a critical hit.
Prerequisite: Str 19
You are specialized in melee weapons and do 3 extra damage on a hit. When a 16 is a hit it is treated as if you rolled a 17.
Prerequisite: Str 25
You do 4 extra damage on a hit and have a 50% chance to disarm an opponent on a critical hit.
Blacksmith
You like to make modifications to your melee weapons. Your expertise allows you to make them lighter, faster, and deadlier than what you typically find in the wasteland. Each modification will have a time it takes to complete, and a cost associated with the modification.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You can apply one modification to a melee weapon.
Prerequisite: Str 14
You can apply two modifications to a melee weapon.
Prerequisite: Str 19
You can apply three modifications to a melee weapon.
Prerequisite: Str 25
You can apply four modifications to a melee weapon.
chem resistant
You are a chems coneseiour, and as a result of your extensive chem usage you have learned how to get the most out of them while also being less susceptible to becoming addicted.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
Your chance of being addicted to chems is reduced by 1.
Prerequisite: Str 14
The effects of chems are increased by 1.
Prerequisite: Str 19
Your chance of becoming addicted to chems is reduced by 2.
Prerequisite: Str 25
The effects of chems are increased by 2.
Heavy Armour
You like to be protected in combat and you wear heavy armour to ensure that protection. You become accustomed to wearing heavy armour and gain advantages when you do.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You are trained in heavy armour.
Prerequisite: Str 14
You treat heavy armour as medium armour when applying effort.
Prerequisite: Str 19
You are specialized in heavy armour. You gain +1 resistance to all damage types when wearing heavy armour.
Prerequisite: Str 25
The heavy armour you are wearing does not count towards encumbrance. The difficulty in moving silently with heavy armour is reduced by one step.
Heavy Guns
When it comes to guns the bigger the better. Those who say size doesn't matter have never felt the power of a minigun blasting away, or witnessed the awesome power of a mini nuke. Heavy guns include: Fatman, Flamer, Junk Jet, Harpoon gun, Gatling laser, Minigun, Missile launcher.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You are trained in heavy guns.
Prerequisite: Str 14
You do 1 extra damage per hit and have a 25% chance to knock your target prone on a crit.
Prerequisite: Str 19
You are specialized in heavy guns.
Prerequisite: Str 25
You do 1 extra damage on a hit and have a 50% chance to knock your target prone on a crit.
Lead belly
When it comes to food and drink you have an iron gut. When you consume food or drinks rads, and poisons don't seem to affect you like it does other people.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You reduce the rads from food and drink by 1, and can reduce it to 0.
Prerequisite: Str 14
You have an asset on defense rolls against poisons and toxins, as well you reduce damage by 1 and it can be reduced to 0.
Prerequisite: Str 19
You reduce all rads from food or drink by 2, and get +2 rad resistance from all consumables that protect you from rads.
Prerequisite: Str 25
You reduce all rads from food or drink by 4, and get +3 rad resistance from all consumables that protect you from rads. You reduce all damage from poisons and toxins by 3.
Light armour
Your armour should provide some protection without slowing you down, because the only thing better than good armour is not getting hit in the first place.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You are trained in the use of light armour.
Prerequisite: Str 14
You gain +1 resistance to all damage types while wearing light armour.
Prerequisite: Str 19
You are specialized in light armour and the light armour you wear does not count towards encumbrance.
Prerequisite: Str 25
You gain +2 resistance to all damage types while wearing light armour.
Medium Armour
When it comes to the type of armour you wear you prefer to balance protection with encumbrance. Medium allows you to still move well while providing better damage reduction than light armour.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Str 9
You are trained in the use of medium armour.
Prerequisite: Str 14
You gain +1 resistance to all damage types while wearing medium armour.
Prerequisite: Str 19
You are specialized in light armour and you treat medium armour as light armour when applying effort.
Prerequisite: Str 25
You gain +2 resistance to all damage types while wearing medium armour and the medium armour you wear does not count towards encumbrance.
Speed Based Perks
Commando
Who needs all that breath in, breath out stuff when you can just put a lot of rounds down range quickly. Automatic rifles is where the real power is.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Speed 9
You are trained with automatic rifles.
Prerequisite: Speed 14
You do 1 extra damage with automatic rifles, and on a crit increase the fire rate by 1.
Prerequisite: Speed 19
You are specialized with automatic rifles.
Prerequisite: Speed 25
You do 2 extra damage with automatic rifles, and on a crit increase the fire rate by 2.;
gunslinger
There is nothing like the quickness of a pistol to get the drop on your enemies. Your fast hands can catch most off guard. You don't a lot of firepower when you are fast and accurate.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Speed 9
You are trained with pistols. You are quick enough with your pistol that you get an attack on rounds when you are surprised.
Prerequisite: Speed 14
You do 1 extra damage on a hit and have a 25% chance to immobilize a limb on a critical hit.
Prerequisite: Speed 19
You are specialized with pistols. You pick one type of pistol, when using that pistol you increase the fire rate by 1, and reduce the reload by 1.
Prerequisite: Speed 25
You do 2 extra damage with pistols and 3 extra damage with your chosen pistol. You have a 50% chance to immobilize a limb on a crit.
Mister Sandman
Being quiet and attacking sleeping targets are something you excel at.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Speed 9
You have an asset when sneaking, and cannot be detected by people that are sleeping.
Prerequisite: Speed 14
You do 1 extra damage with silenced weapons.
Prerequisite: Speed 19
You are undetectable by all sleeping creatures, and do 2 extra damage with silenced weapons. All attacks against sleeping creatures are considered a natural 20.
Prerequisite: Speed 25
You do three extra damage with silenced weapons. All attacks on sleeping enemies are death blows.
Moving target
They can't hit what they can't catch. You are exceptional at moving and staying out of danger.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Speed 9
Anytime you use all your movement on your turn you gain an asset to defense rolls until the start of your next turn.
Prerequisite: Speed 14
On turns where you have used all of your movement you gain +1 damage reduction until the start of your next turn.
Prerequisite: Speed 19
If you use half your movement you gain an asset to defense rolls untilt the start of your next turn. You can use your remaining movement at any time and perform simple actions such as open a door, or push somebody out of the way until the start of your next turn.
Prerequisite: Speed 25
If you use any movement on your turn you gain an asset on defense rolls, and +2 damage resistance until the start of your next turn.
sniper
Breath in, breath out, pause release. You have a shooting discipline with non-automatic rifles that sets you apart from the rest of the schulbs.
Level 1
Level 2
Level 3
Level 4
Prerequisite: Speed 9
You are trained with non-automatic rifles.
Prerequisite: Speed 14
You do 1 extra damage and do not suffer penalties for shooting one range higher than the weapons rating.
Prerequisite: Speed 19
You are specialized with non-automatic rifles
Prerequisite: Speed 25
You do 2 extra damage with non automatic rifles, and shooting two ranges higher than normal is only one step more difficult.
Intellect Based Perks
Bon Appetit
A good cook can fit in anywhere, and your culinary skills are on point. They can get you out of tight spots, and you have made a lot of friends through providing good food.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You are trained in cooking, and reduce rads of all food by 2 when not following a recipe.
Prerequisite: int 14
You are specialized in cooking and remove all rads from the food you cook.
Prerequisite: int 19
You can create your recipes and gain the benefits specific to the foods you cook.
Prerequisite: Int 25
Whenever you cook from a recipe you can choose to increase one aspect of the recipe as follows; +4 ability points, +1 Edge, +1 AP, or increase the duration by 1.
Cap Collector
You are a natural salesman, you buy low and sell high. You are always able to get the best prices for what you sell.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You have an asset when bartering, and modify the vendors base by 10% in your favour.
Prerequisite: int 14
Somehow vendors get distracted when counting caps in your presence. Roll 2d10 and add that to the caps you get when selling items.
Prerequisite: int 19
You modify a vendors base price by 20%, and now roll 3d10 for bonus caps when selling goods.
Prerequisite: Int 25
A vendor sells goods starting at the item base price, and buys goods at 30% or half their vendor modifier which ever benefits you more.
Chemist
WHile many try to avoid using chems you find ways to use them to the maximum benefit. Sure addiction can be a bit of a bother but when you need an extra boost chems are a good way to tilt the odds in your favour.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You can create chems for 75% of the cost to buy them.
Prerequisite: int 14
The chems you create get a +1 to their effects.
Prerequisite: int 19
In addition to the +1 you can modify a specific aspects of chems increasing a specific benefit by 3 instead of 1. Instead of increasing the benefit you can choose to increase or reduce the addiction rating by 3.
Prerequisite: Int 25
You can create chems for 50% of their normal cost, and design you own chems (with consultation of the GM)
Demolition Expert
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You are trained with explosives. You can create you own explosives for 75% the normal cost.
Prerequisite: int 14
You are effective at getting the most out of grenades and mines, and increase the blast radius by 4 metres.
Prerequisite: int 19
You are specialized with explosives, and can modify explosives to either shape a charge or increase the damage by 5.
Prerequisite: Int 25
You increase the blast radius of grenades or mines by 8 meters. You can also create your own explosives for 50% of their normal costs.
Gun Nut
Standard guns are boring, without modifications they are just ordinary and not reaching their true full potential. You are capable of modifying ballistic weapons and making them better.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You can add one modification to any ballistic weapon.
Prerequisite: int 14
You can add 2 modifications to any ballistic weapon.
Prerequisite: int 19
You can add 3 modifications to any ballistic weapon.
Prerequisite: Int 25
You can add 4 modifications to any ballistic weapon.
Local Leader
Your personality exudes confidence and competence. People seem to be drawn to you, and want to be around you.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
When your group is implementing a planned action your guidance provides an asset to all actions. In combat a planned attack or defense has a greater chance of success, all actions during the first round are one step easier.
Prerequisite: int 14
Bolstered by your leadership, in combat any allies within immediate distance of you get an asset on either attacks or defense, your choice. You can change the asset on your turn without using an action.
Prerequisite: int 19
Attempts at intimidation are one step easier. You gain one extra AP.
Prerequisite: Int 25
Attempts at persuasion are one step easier. In combat Allies within a short distance have an asset on defense or attack, your choice. You can change the asset on your turn without using an action.
Medic
Your medical knowledge allows you to get the most out of stimpaks and other medical supplies.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
When you use stimpaks or radaway on yourself or others you use a d6 instead of d4.
Prerequisite: int 14
When you use stimpaks or radaway on yourself or others you use 3d6.
Prerequisite: int 19
Your medical knowledge allows you to use what you have on hand to heal a person for 1d6, and you now use d8s for stimpaks and radaway.
Prerequisite: Int 25
Whenever you use chems on yourself you also heal for 2d4 ability points.
Science
Your medical knowledge allows you to get the most out of stimpaks and other medical supplies.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You can add one modification to any energy weapon.
Prerequisite: int 14
You can add two modifications to any energy weapon.
Prerequisite: int 19
You can add three modifications to any energy weapon.
Prerequisite: Int 25
You can add four modifications to any energy weapon.
widow maker
You have a way of understanding certain people. When you take this perk you choose a gender that is affected by it (Female, Male, Nonbinary, or Trans). You get bonuses when interacting with members of that gender.
Level 1
Level 2
Level 3
Level 4
Prerequisite: INT 9
You have an asset in all communications with members of your specified gender.
Prerequisite: int 14
You do 1 extra damage to the specified gender.
Prerequisite: int 19
If you succeed on any social interaction roles with an NPC of the gender you specified, they become infatuated with you and all future interactions are two steps easier. You do 2 extra damage to your specified gender.
Prerequisite: Int 25
You do 3 extra damage to your specified gender.
Luck Based Perks
Bloody Mess
For some unknown reason combat always gets messy when you are around. Perhaps your shot hits a grenade in your enemies pocket or they stagger back and step on a grenade, either way suddenly there are body parts everywhere. It can be messy but if your winning that doesn't matter.
Level 1
Level 2
Level 3
Level 4
Prerequisite: None
Pick a number between 2 and 16, this number becomes a minor crit for you and you treat it as if you rolled a 19.
Prerequisite: Tier 2
When you roll any critical hit you add 1d6 to the damage. When your attack action kills a target they explode in a gory mess causing the actions of their allies to be one step harder until the end of your next turn.
Prerequisite: Tier 3
You special number is now a major crit and treated as a 20.
Prerequisite: Tier 4
Your special number is now considered a natural 30, and if you had any assets or effort prior to the roll they get converted to damage. You add a d10 to all crit damage.
fortune finder
You have a knack for finding caps. When you get your share of the party loot somehow a few caps always seem to be stuck together and you get a few extra.
Level 1
Level 2
Level 3
Level 4
Prerequisite: None
Roll a d20 and add that to any amount of caps that your character finds.
Prerequisite: Tier 2
Roll 2d20 and add that to any amount of caps that your character finds.
Prerequisite: Tier 3
Roll 3 d20 and add that to any amount of caps that your character finds.
Prerequisite: Tier 4
Roll 4d20 and add that to any amount of caps that your character finds.
Idiot Savant
You may be dumb, but at least your dumb. That sentence ws hard.
Level 1
Level 2
Level 3
Level 4
Prerequisite: None
When you can take intellect points and put them into other pools. For every two points you subtract you get 3 points to put into other pools.
Prerequisite: Tier 2
If your intellect is lower than 10 you gain an extra AP. You do not become impaired when your intellect is at zero.
Prerequisite: Tier 3
If your intellect is lower than 6 you gain 2 AP, and get an increase of 1 from all chems.
Prerequisite: Tier 4
When your intellect is at 0 you gain 4 AP, and your armour is increased by 2. You add 1 to all dice rolls and this counts as a natural roll for purposes of critical hits. A 1 is still a critical failure.