Perks Draft 2
Perks Draft 2
Level 2
Intense Training (10) Confirmed Bachelor Lady Killer Rapid Reload Hunter Junk Merchant Heave, Ho! Entomologist Thief Sneaky Guns 30 or E.W. 30 Survival 30 Barter 30 ST 5 Survival 30 Lock Pick 40 Sneak 40 Gain (1) point to put into S.P.E.C.I.A.L. Immediately Vs. Human Males DMG+15 and *Possible Speech Options* Vs. Human Females DMG +15 and *Possible Speech Options* Reload action -2 AP Vs. Animals and Insects DMG +15 and +15% to Critical Hit For every 100 caps you receive for trade-ins (at one time) add an additional D10 caps Thrown Weapons travel (x3) three times as far vs. Insects DMG +35 Reroll Lock Pick Checks Reroll Sneak Checks
Level 4
Educated Travel Light Iron Fists (3) Six Shooter Clack Clack Little Leaguer Bulk Dealer Hawk Eye Doc Mechanic IN 4 Survival 50 Unarmed 60 Guns 45 Guns 45 Melee 45 Barter 45 Survival 40 Medical 40 Repair 40 Every level the character receives an additional (+2) Skill Points to spend When wearing Light or No Armor the character receives (+2) AP and (+2) Sequence Increase Unarmed DMG +10 Revolvers DMG +5 and Revolvers have +10% to Critical Hit Semi Auto Pistols Fire an extra bullet when fired in Burst mode Increase Melee DMG +15 in Melee and +5% To Hit in Melee When buying 10 or more of something you only pay half of the cost Reroll Survival Checks Reroll Medical Checks Reroll Repair Checks
Level 6
Bloody Mess Juicer Flower Child Drink, Drink, Drink Awareness Friend of the Night Doctor Gambler Evolved Out Spoken E.W. 50 EN 5 EN 5 PE 6 Sneak 40 Medical 50 LK 4 Science 40 Speech 40 Increase All DMG +5 and *Epic Kills* Energy Weapons DMG +5 and Pen +3 Chems effects last the an entire Game Day Alcohol affects last an entire Game Day Can see all targets HP, DT, and weapon info if available (Requires 1 AP) No modifier for fighting in darkness and + 20 Concealment at night When using First Aid double the total amount healed +3% Critical Hits and Reroll at Gambling Reroll Science Checks Reroll Speech Checks
Perks
Level 8
Power Armor T. Finesse (3) Drunken Master Scavenger Vigilant Recycler Die Hard Scalper Sniper Snake Eater Death Sense EN 4 LK 6 Unarmed 70 LK 4 E. W. 50 EN 7 Melee 60 Guns 60 or E.W. 60 EN 4 IN 5 Can wear Power Armor without negative to Sequence and gain armors stat bonuses +5% to Critical Hit and +5 to Critical Damage When under the influence of Alcohol add (+10%) To Hit with Unarmed and increase Unarmed DMG +5 When ever rolling on the finding things table you, find double of what the listed amount is Every charge you shoot from an Energy Weapon roll a D10 on an 8-10 the charge is not spent When your HP drops below 50% increase your DT by (+10) No Negatives To Hit for Called Shots with Melee weapons No Negatives To Hit for Called Shots with Guns or Energy Weapons Increase Poison Resistance by 60% At the start of a surprise round make an IN Test to act as if it was a normal round
Level 10
Rad Child Divine Favor No Hangover No Side Effects Dodger (2) Toughness (2) Robot Tech Quick Draw Cannibal Grunt CH 6 EN 4 EN 4 AG 6 EN 5 Science 60 AG 4 EN 4 Guns 50 Rad Resistance +25% Receive (1) Reroll once a day Game Time You decide which Alcohol effects you take from those provided by the beverage Reroll Addition tests Increase your AC by 5 DT +3 Vs. Robots DMG +25 and can reprogram them Draw and Swap -3 AP The player can eat part of a corpse and count as using a Stim Pack (-5 Karma each time) Guns +5% To Hit and +20 to their Maintenance
Level 12
Assassin Strike Knight Lead Stomach Dual Wielder Master Thief Hacker Throwing Expert Mad Doc Engineer Demolition (2) Sneak 50 ST 5 EN 5 AG 5 Lock Pick 75 Science 75 Melee 75 Medical 75 Repair 75 Explosives 50 Critical Hit +10 and Critical Damage +10 with Sneak Attacks Armor Class is treated as one class lighter *e.g. Heavy armor is treated as Medium etc.* Eating Radiated consumables does not grant Rads Reduce Dual Attack AP cost by 2 Only you can Attempt a Lock Pick Test previously failed by anyone, once and gain x3 XP if passed Only you can Attempt a Science Test previously failed by anyone, once and gain x3 XP if passed Thrown Weapons -1AP for Single and Burst Mode Hard (-60) Medical Test to change a single perk, Fail and target loses 3D6 HP *can be done without consent* Hard (-60) Repair Check to give or remove a weapons single Unique Attribute, Fail turns weapon to Scrap Metal Explosive DMG +50
Perks
Level 14
Specialized Believer The Bigger they are... Ninja Samurai Rambo Nerd Critical Defense (2) Skill Training Fast Healing (2) Sneak 60 Melee 75 Explosives 75 Science 75 EN 6 IN 4 EN 7 Pick one weapon type, all weapons of that type DMG +10 for you You can ignore taking damage once per Game Day Vs. higher level opponents +20 Critical Damage Sneak Attack Concealment Checks are reduced to +0 When Using any Sword or Katina DMG +15 and -1AP Throw three Explosives instead of one Computer Hacking Checks receive a +20 Critical Damage suffers a (-15) when calculated against you Choose 3 skills +5 to each of them The character heals 5 HP at the end of each of his turns
Level 16
1 2 3 4 5 6 7 8 9 10
Level 18
1 2 3 4 5 6 7 8 9 10
Perks
Level 20
1 2 3 4 5 6 7 8 9 10
Level 22
1 2 3 4 5 6 7 8 9 10
Level 24
1 2 3 4 5 6 7 8 9 10
Perks
Level 26
1 2 3 4 5 6 7 8 9 10
Level 28
1 2 3 4 5 6 7 8 9 10
Level 30
1 2 3 4 5 6 7 8 9 10