|
|
Better Criticals
(Level:
9)
Requirements:
PE 6, AG 4, LK 6
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. Mutants cannot pick this perk.
|
|
Bluff Master
(Level:
8)
Requirements:
CH 3
You can talk yourself out of a sticky situation when caught stealing.
|
|
Bonehead
(Ranks: 2, Level:
9)
Requirements:
ST 7
You have a very thick skull. The first time you take this perk, it reduces the chance of you getting knocked unconscious by 50% (subsequently by 25%).
|
|
Brutish Hulk
(Level:
8)
Requirements:
ST 7, EN 5
With this perk, you gain double the normal amount of maximum hit points each time you gain a level. Only deathclaws can pick this perk.
|
|
Crazy Bomber
(Level:
9)
Requirements:
Traps 60%, IN 6
No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will be defused or reset. Animals cannot pick this perk.
|
|
Demolition Expert
(Level:
9)
Requirements:
Traps 75%, AG 4
You are an expert when it comes to the fine art of handling explosives. They always go off when they're supposed to, as well as causing extra damage.
|
|
Dodger
(Level:
9)
Requirements:
AG 6
You are less likely to be hit in combat if you have thgis perk. You gain +5 to your AC, in additional to the AC bonus from any armor worn.
|
|
Explorer
(Level:
9)
Requirements:
None
The mark of the Explorer is to search out new and interesting locations. With this perk, you have a greater chance of finding special places and people.
|
|
Light Step
(Level:
9)
Requirements:
AG 5, LK 5
You are agile, lucky and always careful. This perk halves your chances of setting off a trap.
|
|
Mutate
(Level:
9)
Requirements:
None
The radiation of the wasteland has changed you! One of your traits has mutated into something else. [Allows you to exchange one trait for another. If you selected fewer than two traits in character creation, then Mutate can simply give you a trait.]
|
|
Psychotic
(Level:
8)
Requirements:
EN 5
Your body has mutated to adapt to psycho stimulants. Effects of psycho are doubled and the effects of withdrawal are halved. Only mutants can pick this perk.
|
|
Pyromaniac
(Level:
9)
Requirements:
Big Guns 75%
You do extra damage with fire-based weapons, and enemies always seem to die in the most painful fiery fashion.
|
|
Sharpshooter
(Level:
9)
Requirements:
PE 7, IN 6
You have a talent for hitting things at longer distances. For each rank of this perk, you get +2 PE for the purpose of determining range modifiers. [You still get a benefit even if your PE is 10.] It's easier than ever to kill at long range!
|
|
Tunnel Rat
(Level:
8)
Requirements:
AG 6
You can crawl like a baby (a very FAST baby)! You are able to move at walking speed while prone.
|
|
|
|