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Perks Draft 2

The document lists various perks that can be obtained at different character levels in a role-playing game. At level 2, perks include increased damage against certain enemies, improved skills in areas like lockpicking and sneaking, and the ability to reroll certain checks. Higher levels offer more powerful perks such as ignoring armor penalties, increased critical hit chances, and healing bonuses. The final levels reserve 10 perk slots that are not described further in the given text.

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JC Trisagion
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0% found this document useful (0 votes)
73 views5 pages

Perks Draft 2

The document lists various perks that can be obtained at different character levels in a role-playing game. At level 2, perks include increased damage against certain enemies, improved skills in areas like lockpicking and sneaking, and the ability to reroll certain checks. Higher levels offer more powerful perks such as ignoring armor penalties, increased critical hit chances, and healing bonuses. The final levels reserve 10 perk slots that are not described further in the given text.

Uploaded by

JC Trisagion
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Perks

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

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