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Action Boy
(Ranks: 2, Level:
12)
Requirements:
AG 5
Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.
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Bonsai
(Level:
12)
Requirements:
Outdoorsman 50%, Science 40%
Through careful nurturing you have a small fruit tree growing out of your head. [The fruit tree produces fruit.] This applies only to ghouls.
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Gain Agility
(Level:
12)
Requirements:
None
With this perk you gain +1 to your AG.
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Gain Charisma
(Level:
12)
Requirements:
None
With this perk you gain +1 to your CH.
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Gain Endurance
(Level:
12)
Requirements:
None
With this perk you gain +1 to your EN.
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Gain Intelligence
(Level:
12)
Requirements:
None
With this perk you gain +1 to you IN.
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Gain Luck
(Level:
12)
Requirements:
None
With this perk you gain +1 to your LK.
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Gain Perception
(Level:
12)
Requirements:
None
With this perk you gain +1 to your PE.
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Gain Strength
(Level:
12)
Requirements:
None
With this perk you gain +1 to your ST.
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Hide of Scars
(Level:
10)
Requirements:
EN 6
Your battle-weary flesh has hardened. You gain +15% to all resistances but fire. Deathclaws only.
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HtH Evade
(Level:
12)
Requirements:
Unarmed 75%
If both item slots are empty, each unused AP gives you +2 instead of +1 towards your armor class at the end of your turn. Your AC is also boosted by 1/12 of your unarmed skill.
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Lifegiver
(Ranks: 2, Level:
12)
Requirements:
EN 4
With each rank of this perk, you gain an additional 4 HP every time you advance a level. This is in addition to the HP you already gain per level based on your EN.
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Living Anatomy
(Level:
12)
Requirements:
Doctor 60%
You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +10% to your doctor skill, and you do +5 damage to living creatures.
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Master Thief
(Level:
12)
Requirements:
Steal 50%, Lockpick 50%
A Master Thief is proficient at stealing and picking locks. You gain +15 to stealing and lock picking. Steal from the rich, and give to you.
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Master Trader
(Level:
12)
Requirements:
Barter 75%, CH 7
You have mastered one aspect of bartering -- buying goods far more cheaply than normal. With this perk, you get a 25% discount when purchasing items from a store or another trader. Animals cannot pick this perk.
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Medic
(Level:
12)
Requirements:
First Aid 40% or Doctor 40%
The Medic perk gives you a one-time bonus of 10% to the first aid and doctor skills. Healing skills are a good thing.
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Mr. Fixit
(Level:
12)
Requirements:
Repair 40% or Science 40%
This perk gives you a one-time bonus of +10% to the repair and science skills. A little late night cramming never hurt anybody, especially you. Animals cannot use this perk.
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Road Warrior
(Level:
12)
Requirements:
Piloting 60%, IN 6
You have learned to drive and shoot at the same time. You do not suffer any penalties when firing small weapons and piloting a vehicle at the same time. Animals cannot drive, so they cannot pick this perk.
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Tag!
(Level:
12)
Requirements:
None
Your skills have improved to the point where you can pick an additional tag skill. Tag skills increase twice as fast as regular skills.
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Talon of Fear
(Level:
12)
Requirements:
Unarmed 60%, ST 6
Venom has seeped into your claws. All unarmed attacks poison your opponents. Only deathclaws can select this perk.
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Tough Hide
(Level:
12)
Requirements:
EN < 8
Exposure to radiation has hardened you against the elements. You gain +15 AC and +10 to all resistances. Only mutants can pick this perk.
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Weapon Handling
(Level:
12)
Requirements:
ST < 7, AG 5
You can wield weapons much larger than normally allowed. You gain +3 ST for the purpose of ST checks when trying to wield weaponry. Animals cannot pick this perk.
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