skills cont

Action Boy/Girl (Ranks 1) (lv 16, Agi 6)

With each rank of this perk your character receives an additional 10 Action Points.

Adamantine Skeleton (Ranks 2) (lv14)

With each perk your bones thicken to the consitancy of steel, granting a natural +5 DT.

Adrenaline Rush (Rank 3) (lv6, End 6)

Gain +1 Strength when you drop below 50% of your max HP ( this can increase above racial limitations). The effects of this perk only works for the rest of the encounter (if any) and for a number of minutes equal to your endurance afterwards. This perk has no limit to it’s use per day.

Animal Friend (rank 1) (Lv9 Cha 5)

After the player acquire this perk, animals simply won’t attack the PC

Awareness (rank 1) (lv1 Per 5)

The perk tells you the target’s hitpoints, its weapon and ammunition count. It does not indicate which limbs, if any, are crippled

Barkskin (rank 3) (lv6, Endurance 5, Bonsai) Ghoul

This perk causes a ghoul with an “unusual growth” to begin gaining benefits from the “plant” on their body. Their skin begins to harden like tree bark, granting a +5% DR with each rank.

Better Criticals (rank 1) (Lv9 Per 6 Lck 6 Agi 4)

The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit.

Black Widow/ Lady Killer (rank 1) (lv2)

The PCs gains a +10% damage bonus and +25% to the speech skill against the opposite sex.

Bloody Mess (rank 1) (lv6)

Aside from people around you always dying violently, you’ll also do 5% extra damage with all weapons.

Bonsai (rank 1) (lv6) Ghoul

Through careful nurturing you have a small fruit tree going growing out of your head. Fruit will appear in your inventory from time to time. This perk grants the ghoul character not only access to the “barkskin” perk, However also gains twice the amount of HP recovered from 8hrs of “rest”.

Bracing (Rank 1) (lv4 End 5 Big Guns- 40%)

You have learned how to brace large weapons while standing. You will receive +2 ST for the purpose of firing large guns.

Brutish Hulk (rank 1) (lv8 Str 5 End 7) Mutant

With this perk, you gain double the normal amount of maximum hit points each time you gain a level.

Cannibal (rank 1) (lv12)

you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. 25hp is regained this way, and -10 karma is earned.

Caustious Nature (rank 1) (lv3 Per 6)

This Perk increases Perception by +3 in random encounters to determine how far away your character starts from hostile critters.

Chem Resistant (rank 1) (lv16 Medicine 60%)

Having the Chem Resistant perk means you’re 50% less likely to develop an addiction to chems, like Psycho or Jet.

Chemist (rank 1) (lv14 Medicine 60%)

With the Chemist perk, any chems you take last twice as long.

Commando (rank 1) (lv8)

While using a rifle (or similar two-handed weapon), your accuracy is significantly increased. This perk increases your chance to hit by 25%. This bonus is multiplicative, not additive.

Comprehension (rank 3) (lv4 Int 6)

You gain one additional skill point whenever a skill book is read. However, points gained from books before selecting this perk are not doubled.

Concentrated Fire (rank 1) (lv12)

You gain +5% to hit with each attack you make against a single opponant in this encounter.

Crazy Bomber (rank 1) (lv9 Int 6 Explosives 50%)

No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will not detonate.

Cyborg (rank 1) (lv14 Science 60% and Medicine 60%, Non Robot)

You’ve made permanent enhancements to your body! The Cyborg perk instantly adds +10% to your Damage, Poison, and Radiation Resistances, and 10 points to the Energy Weapons skill.

Tech Head (rank 3) (lv2 Int 4)

You’ve devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills.

Demolitions Expert (rank 1) (lv6 Explosives 50%)

With this perk your character will do 20% percent more damage with mines and grenades

Die Hard (Rank 1) (Lv2 End 6)

You don’t give up easily. When your hit points get below 20% you get an additional 20% to Damage Reduction

Dodger (rank 3) (lv9 Agi 4)

You are less likely to be hit in combat, if you have this Perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from any worn armor.

Dream Crusher (rank 1) (lv3 -100 Karma, or less)

Reduces an enemy’s chance to critically hit you by 50%.

Drunken Master (rank 1) (lv3 Unarmed 60%, Non Robot)

You fight better when you are drunk. You receive 20% to your Unarmed skill while under the influence of alcohol.

Earlier Sequence (rank 3) (lv3 Per 6)

You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk.

Educated (rank 3) (lv3 Int 6)

Each level of Educated will add +2 skill points when you gain a new experience level.

Entomologist (rank 1) (lv4 Int 4 Science 40%)

With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.

Finesse (rank 1) (lv10)

Your chance to score a critical increases by +5.

Flexible (rank 1) (lv4 Agi 6, Non-Mutant)

The AP cost to change stance costs 50% less with this perk.

Ghost (rank 1) (lv6 Sneak 60%)

When it is night, or you are in a dark area you gain a +20% to stealth.

Grim Reapers Sprint (rank 1) (lv20)

If you kill an enemy on your turn then you get a “second turn” subsequently and with full AP.

Gun Nut (rank 3) (lv2 Int 4 Agi 4)

Each rank of this perk grants a +5% in small guns and repair.

Gunner (rank 1) (lv3 small guns 40% Agi 6)

You get a +10% to hit while in a moving vehicle.

Gunslinger (rank 1) (lv6)

This perk increases your cance to hit by 25% with one handed weaponry. This is multiplicative not additive.

Healer (rank 3) (lv3 Per 7 Agi 6 Int 5 Medicine 40%)

Each rank of this perk grants an additional +5 hp healed with each medicine check.

Hide of Scars (rank 1) (lv10 End 6)

Your battle weary flesh has hardened. Gain +15% to all resistances but fire.

Hit the Deck! (rank 1) (lv4 Agi 6)

You react very quickly to the word “Incoming!” Halves the damage from grenades and enviromental explosions.

Impartial Mediation (rank 1) (lv8 Cha 6)

With the Impartial Mediation perk, you gain an extra +30% to Speech… so long as you maintain a Neutral Karma level. (-99 through 99 Karma )

Inherited Resistance (rank 1) (lv2 End 5) Human

Neither your mother nor father had a sick day in their lives, and as their child you have an uncanny ability to shrug off diseases and poisons. Add 10% to Poison resistance.

Intense Training (rank 10) (lv2)

With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes. (This can not exceed your racial maximums for SPECIAL.

Iron Fist (rank 3) (lv4 Str 4)

With the Iron Fist perk, you do an additional 5 points of Unarmed damage per rank.

Karma Beacon (rank 1) (lv9 Cha 6)

Your Karma ran over someone’s Dogma. Your karma is doubled.

Lead Belly (rank 1) (lv6 End 5, Non Robot)

With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source. (1d10 +Medicine, in hp is healed from an irradiated water source. And 20 rads is earned) (Regular water sources heal 1hp once a day)

Lead Foot (rank 1) (lv3 Pilot 60% Per 6 Agi 6 Non Robot)

Your reflexes and driving ability combine to make you a very fast driver. You gain 25% speed when behind the wheel.

Life Giver (rank 1) (lv12 End 6)

You gain +30hp this level.

Light Step (rank 1) (lv 14 Agi 6 Per 6, Non Robot or Mutant)

You never set off landmines or floor traps. However your companions still can, and you can still take damage from the traps.

Lightning Rod (rank 3) (lv4 End 6)

You have been struck by lightning TWICE! Your electricity resistance increases by +20%

Little Leaguer (rank 3) (lv2 Str 4)

Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill.

Living Anatomy (rank 1) (lv12 medicine 60%, Non Robot)

You have a better understanding of living creatures and their strengths and weaknesses. You gain a +10% to Medicine checks concerning your race and +5 damage to all “living” creatures.

Loner (rank 1) (lv4 Outdoorsman 40% Cha< 5)

Your solitary childhood and upbringing mean that you work much better when alone. Get +10% to all rolls when outside the influence of other squad members

Magnetic Personality (rank 1) (lv6 Cha 10)

You are so increadibly influential that even ENEMIES want to be you. There is a 50% chance any one enemy per encounter will attack it’s allies.

More Criticals (rank 3) (lv6 Lck 6)

You have a nack for hitting the groin. You gain a +5% critical hit chance per rank.

Mr. Fixit (rank 1) (lv12 Repair 40%)

You have become a regular handyman and gain +20% to your repair skill.

Mutate! (rank 1) (lv9, Non Robot)

The radiation of the waste has finally altered you. Whether it was all the glowing water, or the green carrots you ate, but something is definately different. You can switch any two attritbutes once. (Strength’s points swapped with Agilities for example)

Mysterious Stranger (rank 1) (lv9 Lck 6)

You have a 30%+(2xLck) Chance of a mysterious round comming from some unknown location. The bullet will instantly kill any enemy in the encounter. The Chance of the stranger appearing is rolled by the GM and the target killed is also up to the GM.

Negotiator (rank 1) (lv6 Barter 50% Speech 50%)

You are a silver tounged devil, and a fast talker. You gain +10% to both the barter and Speech skills.

Night Person (rank 1) (lv10)

When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock” and remains active both inside and outside.

Night Vision (rank 3) (Lv3 Per 6)

With the Night Vision Perk, you can see in the dark better. Each level of this Perk will reduce the overall darkness level by 10%

Ninja (rank 1) (lv20 Sneak 80% Melee or Unarmed 80%)

The Ninja perk grants you the power of the fabled shadow warriors. When attacking you gain a +15% critical chance on every strike, only with either Melee or Unarmed. Successful attacks while unoticed deal double damage.

Pack Rat (rank 1) (lv6)

You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you’ve always needed. Carry weight is increased by 50lbs.

Paralyzing Palm (rank 1) (lv18 Unarmed 70%)

You have a 30% chance of paralyzing an opponant for 10 seconds ( 1 turn ) with a successful unarmed attack.

Pickpocket (rank 1) (lv9 Agi 8 Stealth 80%)

You are much more adept at Stealing than the normal crook. You can Steal with the best of them. When making a stealth check to pickpocket someone or something there are never negative modifiers. ( meening at 100%, you can’t fail)

Pyromaniac (rank 1) (lv12 Big Guns 60%)

With the Pyromaniac perk, you do +50% damage with fire-based weapons.

Rad Resistance (rank 1) (lv8 End 5)

Rad Resistance allows you to what else? resist radiation. This perk grants an additional 25% to Radiation Resistance.

Robotics Expert (rank 1) (lv12 Science 50%)

With the Robotics Expert perk, you do an additional 25% damage to any robot.

Salesman (rank 1) (lv6 Barter 50%)

You gain a +20 to barter thanks to your “can do” attitude and your unfaltering salesmans drive.

Almost Perfect (rank 1) (lv30)

It instantly raises all main SPECIAL statistics to 9. This perk will not lower statistics which are already at 10.

Deep Sleep (rank 1) (lv22)

You are a heavy sleeper, and therefore are much more beneficial to yourself and others when fully rested. You gain 10% more experiance for 8hrs as long as you have had a full 8hrs rest before hand.

Devil’s Highway (rank 1) (lv24)

You instantly become irrovocably evil. Your karma becomes -1000 (maximum evil)

Escalator to Heaven (rank 1) (lv24)

You instantly become an avatar of saint-hood. Your karma becomes 1000 (maximum good)

Karmic Rebalance (rank 1) (lv24)

You have learned to balance out the good or evil thoughts, becoming a “greyman” of the wastes. Your karma is set to 0.

No Weaknesses (rank 1) (lv24)

All your SPECIAL scores become 5. This can go above racial minimum.

Nuclear Anomaly (rank 1) (lv30 End 10)

With this perk you erupt into a devastating nuclear explosion whenever your health is reduced to 20 or less. Note that any allies in the vicinity will also suffer the effects of the blast! (This attack deals 100 damage and permanantly causes 10 Rads per second in a 10 meter area)

Rad Absorption (rank 1) (lv28 End 7)

You are NEARLY immune to radiation. You cure any current radiation by 1 rad per minute. This does not however function when you are in an area of sufficiant radiation to cause an increase in “rads”.

Glowing One (rank 1) (lv12) Ghoul

Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies. As well as a 5 meter field of radiation follows you. This area of radiation causes 1 rad per second.

Tight Nuts (rank 3) (lv4, End 8) Robot

You or your creator have spent alot of time perfecting your build. This has led to the discovery and/or application of some of the best nuts and bolts. You gain a +10 DR

EMP Shielding (rank 1) (lv6, End 8) Robot

You have an increadibly outdated, but miracoulusly still functioning EMP shield generator installed. You gain a +30% EMP resistence.

Scoundrel (rank 3) (lv4 Cha 4)

Take the Scoundrel perk, and you can use your wily charms to influence people. Each rank raises your Speech and Barter skills by 5 points.

Scrounger (rank 1) (lv8 Lck 5)

You are good at searching every nook and uncomfortably awkward cranny. Through this meticulous excersize you gain double the caps and ammo in all theft attempts, encounters, and other locations to earn currency or items.

Sharpshooter (rank 2) (lv6 Per 7)

The talent of hitting things at longer distances. You get a +2 bonus, for each level of this Perk, to Perception for the purposes of determining range modifiers. It’s easier than ever to kill at long range!

Silent Running (rank 1) (lv12 Agi 6 Sneak 50%)

With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt.

Size Matters (rank 3) (lv8 End 5)

You are obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns skill.

Slayer (rank 1) (lv24 Agi 8 Str 8 Melee 80%)

The Slayer walks the earth! With a successful Luck roll, all of your hits in melee combat are upgraded to critical hits – causing destruction and mayhem.

Snakeater (rank 2) (lv6 End 5)

Yum! Tastes like chicken. You have gained an immunity to poison, resulting in a +25% poison resistence.

Sniper (rank 1) (lv12 Per 6 )

Eliminates penalties for targeted shots to the head with two handed small guns weaponry.

Solar Powered (rank 1) (lv20 End 7)

You gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health at a rate of 1 HP every 10 seconds. Unlike Night Person, which operates both indoors and out, this perk only operates outdoors.

Speaker (rank 1) (lv9 Speech 50%, Non robot)

You find public speaking to be an enjoying past time, and know just what to say and when to say it. This perk grants the PC a bonus 20% to the speech skill.

Stat! (rank 2) (lv3 Medicine 60% Agi 5, Non mutant)

You can heal people much faster than the usual country doctor. Reduce the AP cost for medicine skill use by 2 APs for each rank of this Perk.

Stonewall (rank 1) (lv3 End 6 Str 6, Non human/Ghoul)

You are much less likely to be knocked down thanks to your size. You only ever fall down from an attack or natural causes 90% of the time. Nothing can positivly modify this number.

Swift Learner (rank 3) (lv2)

You are quick to pick up the lesson. As such you gain 10% more experiance everytime you gain some.

Tag! (rank 1) (lv14)

You can tag an additional skill gaining a +15% bonus to it.

Team Player (rank 1) (lv3 Cha 4)

You are alot more comfortable with a little backup. When working in a “team” you gain a +10% to all rolls.Memebers of your “team” only count for others with this perk.

Sneak (rank 3) (lv2 Agi 4 Per 4)

With each rank of Thief perk, you gain an immediate bonus of 5 points to both the Sneak and Lockpick skills.

Toughness (rank 1) (lv6 End 5, Non robot)

With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%.

Tunnel Rat (rank 1) (lv8 Agi 6)

You can crawl like a baby! (a very FAST baby). You are able to move at walking speed while prone.

Cancerous Growth (rank 1) (lv6 End < 7) Ghoul

You have mutated so badly that you gain +2 to healing rate. A ghoul cannot take this AND bonsai.

skills cont

Fallout ( Unofficial Revised Ed.) DMTibernius