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Perks
Feb 8, 2019 20:45:30 GMT
Post by saturnine on Feb 8, 2019 20:45:30 GMT
Perks
Perks help to determine what kind of function your character you will have, and where their specialty is. For example... Say you want to make a stealthy character. The most obvious solution would be to invest in perks that relate to Sneaking. There is no "one single thing" that will make your character a ninja god, but rather it is a culmination of multiple things working together towards the aim of stealth (Perks/Skills/Items/Stats).
Raw Stealth dumping on its own isn't as useful for an urban-sneak, as when it is combined with mobility/perception/ability to bypass locked doors/pick pockets/speechcraft, etc. However, if your character spends most of their time in the wasteland and doesn't live by urban standards, you might be better off with things that lean towards survival, rather than domestic thievery.
These perk trees focus on perks that go with your chosen specializations. Perks are earned upon level up, and some are limited to certain races.
Make sure to look over the perks and make sure you might the requirements for the perk you want.
SPECIALTY PERKS
MEDIC Description: Healers are rarer than water in the wasteland. Typically, a Medic wants to stay in the middle of a party; ideally behind at least one front liner, with a back covered by a rear guard. In this formation, the Medic can reach all party members to perform healing support, while being protected from direct enemy attacks, and be able to deal with approaching threats. Effect: +1 to all Medicine/Doctor-related rolls, be they for healing or crafting.
<Fangs of Asclepius> Specialty: Medic Description: The Fangs of Asclepius are an inscrutably valuable tool of any healer's trade, containing implements specially designed for treating organic physiology, and for performing first aid without having to remove the patient's armor (or power armor). Twin syringes filled with counterseptics and other healing compounds are housed in a device which mounts onto the user's wrist, occupying a 1-handed equipment slot. Effect: While equipped, allows the wielder to heal a single target for a large amount of HP. Cooldown between uses: 6 rounds.
<Chemical Romance> Associated Class: Medic Description: Effect: Doubles the effectiveness of all healing items and abilities used by the Medic (A stimpak that heals for 50 will heal for 100). Additionally, all curative items you use are modified. Antivenom: Immunizes the recipient from all poison effects for 3 rounds. Med-X: Increases the damage reduction value from 25% to 50%. Rad-X: Increases the radiation reduction value from 25% to 50%.
<Life Giver> Specialty: Medic Description: This character's affinity marks them as a boon of life, allowing them to ward death away from those around them. Effect: If one Medic in a party has "Life Giver," each character in the party benefits from +100 Temporary HP. For each additional Medic without Life Giver, an additional +50 HP is granted. For each Medic with Life Giver, +100 HP.
<Pacifist> Specialty: Medic Conditions: Cannot have a notoriety for being dangerous or violent. Description: Those who personally disdain violence, in general or just to themselves, can take refuge in pacifism, wearing their non-combative nature on their sleeves to escape being targeted by hostiles. Effect: Removes the Medic from the enemy targeting phase in group combat, or forces the attacker to make a non-lethal action against them. This Perk ceases to function if the Medic is an overly obvious threat (ie, they're wielding a super sledge or minigun), or for the rest of combat in which the Medic makes an attack.
MELEE +1 to all Melee/Shield rolls.
<Cleave> Description: Being outnumbered never felt so good. An extremely useful technique for dealing with enemy swarms. Effect: A wide swing that strikes up to 5 adjacent enemies at once, dealing your equipped weapon's damage to all who fail to evade. Using this ability while dual wielding cleaves with both weapons.
<Guardian> Description: Effect: Select 1 ally or party member. While you remain within 10 yards of your chosen mark, you may intercept attacks which target them, forcing them to target you instead. Intercepting Explosives requires a shield. Certain environmental hazards cannot be intercepted.
<Slayer> Description: Effect:
<Revenge> Description: They say it's best served cold, but hot works just as well. Effect: Whenever you take damage, you may add it to the damage of your next Melee attack, up to a limit of (Character Level x 2).
UNARMED +1 to all Unarmed rolls.
<Tooth and Claw> Description: Effect: While using an Unarmed weapon, after hitting an enemy with a full combo from a Burst Attack, you may auto-hit them 1 additional time in the form of a bite. The bite deals 50% of your equipped Unarmed weapon's damage and ignores armor.
<One Punch, Man> Description: Trimming away unnecessary movements, your strikes carry incredible strength with less physical exertion. Effect: While using an Unarmed weapon, after successfully beating an enemy's defense roll with your Burst Attack, you may opt to combine all the damage of your successful combo hits into a single strike before the enemy's armor/damage resist phase.
<C.Q.C.> Description: A prized combat stance and array of interception techniques used by the elite rangers of the NCR. Extremely useful for dealing with everything from knives, to axes, to rifle bashes and even running charge attacks. Effect: When you successfully block or parry an enemy's Melee/Unarmed attack, you may instantly counter-attack with a grapple attempt. If your counter-attack is successful, your enemy is considered grappled and you may instantly choose to either Disarm their equipped weapon, or slam them into the ground and inflict Knockdown. Additionally, you may invoke C.Q.C. against an enemy as a free action whenever you land a successful grab. Alternatively, you may invoke C.Q.C. against an enemy you are currently holding, as an attack action (without them needing to attack you first).
<Street Fighter> Description: Effect: While using an Unarmed weapon, when you Burst Attack an enemy afflicted with a status effect, your maximum combo is upgraded from 4 to 5.
LIGHT GUNS +1 to all Light Gun rolls.
<Gunslinger> Description: Effect: You may dual wield pistols without penalty. You may perform Aimed Shots with pistols without penalty, regardless of range. You may reload pistols as a free action.
<Magdump> Description: Effect: When you use a Burst Attack using a Light Gun, your maximum combo of 4 is upgraded to your gun's magazine size. After Magdumping something, you must spend an action to reload your gun before you can use it again.
ENERGY WEAPONS +1 to all Energy Weapon rolls.
<Meltdown>
Description: Effect:
<Charge Beam> Description: Effect:
SPEECH +1 to all Speech rolls.
<Negotiator> Description: The paragon's choice. Effect: People are more likely to hear you out, even in moments as tense as hostage situations or political summits.
<Intimidator> Description: The renegade's choice. Effect: Allows you to influence people by threatening them with the right words. Out of combat, succeeding an Intimidate check vs. someone will debuff them with [Rattled], lowering their Speech rolls against you by -1. In combat, succeeding an Intimidate check vs. someone will debuff them with [Fear], preventing them from moving closer to you.
<Instigator> Description: The wild card. Effect: Allows you to influence people by drawing their anger and confusion to the surface. Out of combat, succeeding an Instigate check vs. someone will debuff them with [Frustrated], reducing their Speech rolls by -1. In combat, this can either debuff them with [Confusion] or [Rage].
PILOT
+1 to all Vehicle Operation rolls.
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Perks
Jun 23, 2019 12:15:57 GMT
Post by saturnine on Jun 23, 2019 12:15:57 GMT
PERCEPTION PERKS<Awareness>You can see the exact number of hit points of everyone in sight. (Requires PER 4) <Scout>Your character can see further in the wilderness. When trying to look for something out in the wild, get a +1 to Perception and +20% to Detection. (Requires PER 5) <Someone’s Here>For your Detection Range, multiply by 3 instead of 2. (Requires Detection 75%, PER 5)
<Night Vision> Your eyes adapt quickly to low-light conditions, and you can see in the dark, negating darkness penalties. Once taken, this perk will always cause you to see the world differently at night. (Requires PER 6)
<Empathy>You get a better idea of what to say to an NPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way. (Requires PER 6, CHA 6) <Ranger>This perk adds +15% to Survival. It also makes finding those special encounters and items a little easier. +1 Luck and Perception when Looting. (Requires PER 6) <Driving City Style>Your character has picked up some aggressive driving techniques. They get a one time 30% bonus to Pilot skill, and any rolls against stats made while behind the wheel get a +2 bonus. (Requires Pilot 50%, PER 6) <Always Bring a Backup>If your bobby pin breaks, you get a second chance to use it again. This also applies to all Lockpick Sets. <Make A Bigger Hole>Rank 1: Small Guns damage increased by +2. (Requires Small Guns 75%, PER 6) Rank 2: Increase to +4. (Requires PER 7) Rank 3: Increase to +6. (Requires PER 8) Rank 4: Increase to +8. (Requires PER 9) Rank 5: Increase to +10. (Requires PER 10) <Sharpshooter>With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat. Rank 1: (Requires PER 7) Rank 2: (Requires PER 8) <Sniper>Rank 1: When prone on the ground with a small gun or energy weapon at hand, get a +15% bonus to hit. (Requires Small Guns/Energy Weapons 50%, PER 7) Rank 2: Increase hit chance by +30% while prone. (Requires PER 8) <Penetrator>Rank 1: Cover penalties are reduced by 10%. Does not affect Full Cover. (Requires PER 7) Rank 2: Full cover is now a -80% Hit Chance. Does not apply if there is no actual way of shooting him. GM Discretion. (Requires PER 9) <Know Where To Look>Instead of rolling Luck, you can roll Investigation for looting. (Requires Investigation 75%, PER 8) <Focus Fire>Rank 1: +10% Hit Chance. (Small Guns, Energy Weapons, Big Guns) (Requires Small Guns/Big Guns/Energy Weapons 75%, PER 8) Rank 2: Increase to 20% Hit Chance. (Small Guns, Energy Weapons, Big Guns) (Requires PER 9) Rank 3: +10% More Damage. (Requires PER 10) <They Can’t Dodge Every Bullet>When Burst firing, against an enemy, they’re unable to dodge. Only applies with Big Guns and Gatling Laser. (Requires Big Guns 75%, PER 9) <Mr. Anderson>When Burst firing against an enemy, they’re unable to dodge. Only with Small Guns. (Requires Small Guns 75%, PER 9) <Concentrated Fire>Rank 1: Shooting the same targeted shot twice in a row adds 10% to the Hit Chance towards the next shot. Does not stack. (Requires Small Guns/Energy Weapons 90%, PER 10) Rank 2: Hit Chance increased to 20%. <Better Criticals>When you get a critical success, you can roll a second 1d10 and choose which Critical Effect activates. (Requires PER 10, LCK 6) <V.A.T.S.>When using a ranged weapon, your character will do a critical hit with successful roll against LCK -3. You can’t double crit. Cost is +1 AP of Single Attack. Targeted Attack costs +1 AP of the Targeted Attack of the weapon. Does not work with Burst Fire. (Requires Small Guns/Energy Weapons/Archery 90%, PER 10, AGI 6, LCK 6)
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Perks
Jun 23, 2019 12:18:37 GMT
Post by saturnine on Jun 23, 2019 12:18:37 GMT
ENDURANCE PERKS
<Faster Healing> Gain a +2 Hit Points during a Short Rest. Increases by 2 upon each rank. Rank 1: (Requires END 5) Rank 2: (Requires END 6) Rank 3: (Requires END 7)
<Kama Sutra Master> This perk confers great stamina and skill when doing the dirty. You’re the greatest sex machine every time, no matter who it is. You never need to roll and every person you’ve done it with remembers you fondly. (Requires END 5, AGI 5, CHA 4)
<Flower Child> With this perk, you are much less likely to be addicted to chems (END x 3) and once a day roll END to kick the habit.
<Bonsai> Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit and never have to worry about food and water ever again! Only Ghouls can choose this perk. (Requires Survival 50%, END 5)
<Survivalist> Gain +25% Survival skill with this perk. (Requires END 5)
<Implant Plus> Increase Implant Limit by 1. (Requires END 5)
<Toughness> +15% Damage Resistance to Everything. (Requires END 6)
<Web Crawler> This perk gives a ST +2 EN +1 AG +1 bonus while climbing. (Requires END 6, STR 6)
<Rad Child> You do not take damage from radiation – in fact, it heals you. You gain an extra +5 Hit Points when in a source of radiation that gives out 10 or more rads an hour. Only Ghouls can choose this perk. (Requires END 6)
<Pathfinder> This perk reduces travel time by 50%. You just have a knack for finding those old trails and roads. You also tend to find safe places to sleep. GM Discretion. (Requires Survival 50%, END 6)
<Stunt Devil> You know how to bounce when you hit the ground! You take 25% less damage from falling and from vehicle wrecks. In addition, you get a 10% bonus to your Pilot skill. (Requires END 7, STR 6)
<Rad Resistance> Each rank of this perk increases the Radiation Resistance of your character by 15%. Rank 1: (Requires END 7) Rank 2: --
<Snake Eater> Rank 1: +25% Poison Resistance. (Requires END 7) Rank 2: +40% Poison Resistance and a +1 EN on Poison Checks. (Requires END 8)
<Tough Hide> Exposure to radiation and the harsh wastes has hardened you against the elements. You gain +15 to your Armor Class and a +4 bonus to all thresholds. Only Super Mutants can choose this perk. (Requires END < 8)
<Die Hard> You won’t go down without a fight! When your hit points drop below 20% of your maximum, you get an additional 5 Damage Threshold to all types of damage. (Requires END 8)
<Jolly Roger> Har, matey, ye be the scourge of the Seven Seas! This perk reflects your Viking-like seafaring abilities. When you choose it, you get an immediate 30% bonus to your Pilot skill when piloting on water, and you do not suffer penalties from using weapons on the water. (Requires Pilot 50%, END 8)
<Lifegiver> Every time your character gains a level, they gain an additional 4 HP for each level of this perk. Rank 1: (Requires END 8) Rank 2: (Requires END 9)
<Cannibal> Rank 1: Feast on mortal flesh to heal your wounds! Eating human corpses restores Health. 10% of Total. (Requires END 9) Rank 2: Eating Ghoul or Super Mutant corpses restores Health. 25% of Total. Rank 3: Eating human, Ghoul or Super Mutant corpses now restores a significant amount of Health. 50% of Total.
<Lead Belly> Rank 1: When eating and drinking, -25% in Radiation Damage. (Requires END 9) Rank 2: -50% Radiation Damage.
<Rebuke> Rank 1: Every time you would be downed or killed, roll Endurance to stay at 1 HP. Damage over twenty penalizes the next chance. For every 10 damage over 20, subtract 1 from Endurance Rolls. It stacks. (Requires END 10) Rank 2: For Criticals, you ignore the multiplier damage.
<Adamantium Skeleton> Rank 1: -15% Damage when taking a Targeted Shot. (Requires END 10) Rank 2: -30% Damage when taking a Targeted Shot.
<Solar Powered> Rank 1: Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m. Surpasses racial maximum. (Requires END 10) Rank 2: Regenerate 5 HP an hour during the day.
<Moon Powered> Rank 1: Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 p.m. and 6:00 a.m. Surpasses racial maximum. (Requires END 10) Rank 2: Regenerate 5 HP an hour during the night.
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Perks
Jun 23, 2019 12:20:59 GMT
Post by saturnine on Jun 23, 2019 12:20:59 GMT
CHARISMA PERKS
<Lone Wanderer> You get a +10% to all skill rolls when at least 50 ft away from all of the party members. (Requires CHA <5)
<Bend Over> You get a one-time bonus of 25% to Intimidation you meany. (Requires Intimidation 50%, CHA 4)
<Salesman> Your character becomes a better salesman with this perk. +20% to the Barter skill. Deathclaws cannot be salesmen. (Requires Barter 50%, CHA 5)
<Speaker> You get a one-time bonus of 20% to Charm you sly dog you. (Requires Charm 50%, CHA 5)
<Way of the Fruit> You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains +1 to Perception, Charisma, and Agility. Deathclaws cannot grasp the mysteries of the fruit. (Requires CHA 6)
<Karma Detector> You know everyone’s karma alignment as long as you see their whole face. (Requires Investigation 50%, CHA 6)
<Master Trader> At times when a Charm check is needed, you can instead roll your Barter up to half of your Charisma in a day. If you have 6 Charisma, you can use Master Trader 3 times a day. (Requires Barter 80%, CHA 6)
<Silver Tongue> You get a one-time bonus of 20% to Deception to lying bastard. (Requires Deception 50%, CHA 7)
<Expert Animal Trainer> You have a knack for training your faithful companion. When training or taming, get a +25% Animalism Bonus. (Requires Animalism 50%, CHA 7)
<Leadership> Rank 1: Any party member within 50 ft of you gains +1 to their Agility, up to their racial max, and +5 to their Armor Class. You do not get these benefits – that’s the price of being a leader. (Requires CHA 7) Rank 2: Increase distance to 75 ft. (Requires CHA 8) Rank 3: You are allowed to give two re-rolls per combat to any player. They must be able to hear you. (Requires CHA 9)
<Bardic Inspiration> You're starting to realize that sometimes your allies need some cheering up when they're fighting. Once per round for 2 AP you can help an ally out by either increasing their hit chance, or when out of combat, make the Difficulty Check easier. You roll a d20 + CHA*2. If it relates to the S.P.E.C.I.A.L. stat, round ones place number down and take the tenths place. (Requires Charm 75%, Deception 75%, CHA 7)
<Teamwork> Rank 1: You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within 50 ft of your character, they gain +10% to all skills. (Requires CHA 7) Rank 2: Increase distance to 100 ft. (Requires CHA 8) Rank 3: You are allowed to give two re-rolls a day to a party member. They must be able to hear you or see you. (Requires CHA 9)
<Something’s Fishy> When determining if someone is lying, you can roll Insight at an advantage. (Requires Insight 75%, CHA 7)
<Animal Friendly> You can attempt to pacify creatures. You get a +25% Animalism bonus when attempting to pacify a creature. Can also be done in groups. (Requires Animalism 50%, CHA 7)
<Divine Favor> Rank 1: A higher power has taken a liking to you. Anytime a roll fails, you have the option of re-rolling, but you must accept the results of the re-roll. You can only invoke your power once every 24 hours. This does not include a Vault Point. (Requires CHA 8) Rank 2: Can get two re-rolls. You cannot use the re-roll for another re-roll. This does not include a Vault Point. (Requires CHA 10)
<Local Leader> People look up to you for leadership. When discussing about settlements or groups of people, get a +25% Charm, Deception, Intimidation, and Barter bonus. (Requires Barter 50%, Charm 50%, Deception 50%, Intimidation 50%, CHA 8)
<Party Boy/Party Girl> Rank 1: There's no chance you'll get addicted to alcohol. (Requires CHA 8) Rank 2: The effects of alcohol are doubled. (Requires CHA 9) Rank 3: Increase your Luck by 1 while under the influence of alcohol. (Requires CHA 10)
<People Person> You have a knack for getting people to do things you want them to do. One way or another. When convincing someone, get a +20% bonus to Charm, Deception, and Intimidation. (Requires Charm 75%, Deception 25%, Intimidation 25%, CHA 9)
<Investment> Whenever you’re selling items, get a +20% bonus to Barter and selling prices are increased to half the price of the item. (Price varies upon merchant) (Requires Barter 75%, CHA 9)
<Bluff Master> You are the king or queen of smooth talking. Whenever you are caught stealing, get a +25% bonus to Charm and Deception when attempting to talk your way out of the situation. (Requires Charm 75%, Deception 75%, CHA 10)
<Nobody Expects the Spanish Inquisition!> When a charm or deception roll is considered a fail, you can reroll it, or talk your way out of it without rolls. This can be done three times a day. GM Discretion. (Requires Charm 100%, Deception 100%, CHA 10)
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Perks
Jun 23, 2019 12:23:18 GMT
Post by saturnine on Jun 23, 2019 12:23:18 GMT
INTELLIGENCE PERKS
<Keymaster> Rank 1: When you attempt a Lockpick roll, multiply the result by +25%. (Requires INT 4) Rank 2: Lockpicks never break. (Requires INT 8)
<Healer> Each rank of this perk will increase the number of Hit Points healed by the use of Doctor abilities Rank 1: +10 HP per heal. (Requires Doctor specialty & INT 5) Rank 2: +20 HP per heal. (Requires INT 6)
<Swift Learner> Each rank of this perk allows you to increase a skill of your choice that isn’t Tagged by 20%. Rank 1: (Requires INT 5) Rank 2: - Rank 3: -
<Stimpak Expert> You are an expert when it comes to stimpaks, and can heal more when using them. Rank 1: +50% (Requires INT 5) Rank 2: +100% (Requires INT 6) Rank 3: +150% (Requires INT 7)
<Chemist> Rank 1: -50% Resistant to Chem Addiction. (Requires INT 5) Rank 2: Chems last twice as long. (Requires INT 6) Rank 3: You know exactly how to make the Chem the moment you use it. (Requires INT 7)
<Tracker> When tracking, add a bonus of 20% to the Survival Skill. (Requires Survival 50%, INT 6)
<Mental Block> When a creature attempts to infiltrate your mind, you can roll INT at advantage. (Requires INT 6)
<Scrapper> Rank 1: You end up finding double of your average findings when scrapping. (Requires INT 6, LCK 5) Rank 2: Roll Luck +2 when scrapping for something really cool. (Requires INT 7, LCK 5)
<I Can Fix It!> Rank 1: When using the Engineer Skill, you can reroll once a day. (Requires Engineer 75%, INT 6) Rank 2: When repairing a Robot, the health the robot gains back is doubled after repairs. (Requires INT 7)
<Educated> Every rank of this perk will add +2 skill points when your character gains a level. Rank 1: (Requires INT 6) Rank 2: - Rank 3: -
<Comprehension> When training a skill, double the points you earn. (Requires INT 7)
<Crazy Trapper> Rank 1: Your luck with traps is legendary. Characters with this perk who fail to set a trap properly will know immediately. The Trapper can try to roll again once. (Requires Trap 50%, INT 6) Rank 2: You can roll Traps to determine if there are any Traps within sight of 100 ft. (Requires INT 7)
<Gun Enthusiast> Rank 1: When modifying or forging Small Guns and Big Guns, get a bonus of +20% to Gunsmith. (Requires Gunsmith 50%, INT 7) Rank 2: Once every 24 hours, you can re-roll a Gunsmith roll related towards Small and Big Guns.
<Nuclear Physicist> Rank 1: When modifying or forging Energy Weapons, get a bonus of +20% to Gunsmith. (Requires Gunsmith 50%, INT 7) Rank 2: Once every 24 hours, you can re-roll a Gunsmith roll related towards Energy Weapons.
<WHERE’S THE BLACKSMITH?> Rank 1: When modifying or forging armor, melee weapons, arrows, and unarmed weapons, get a bonus of +20% to Blacksmith. (Requires INT 7, STR 5) Rank 2: Once every 24 hours, you can re-roll a Blacksmith roll related towards forging armor, melee weapons, arrows and unarmed weapons.
<A Chance To Upgrade!> You sure got some decent crafting skills. Whenever you’re creating equipment that isn’t intended to be a weapon, you have a chance on making it better. Roll Luck +1. Upon GMs Discretion. (Requires Engineer 100%, INT 7)
<Robotics Expert> Add a bonus of +25% Robotics during robot-related circumstances. (Requires Robotics 50%, INT 7)
<The Doctor Is Here!> When a party member or ally is downed, you know exactly where they are and your AP is tripled. You cannot attack when using the triple AP. The triple AP can only be used to move and apply Doctor or heal. You lose the triple AP once you arrive at your ally and heal them. (Requires Doctor 75%, INT 7)
<Combat Medic> When doing a Doctor roll you can be in an Overwatch during combat for the first target only for free. (Requires Doctor 75%, INT 8, AGI 6)
<Robot Medic> When healing a robot, multiply the health regained by 1.25% (Requires Robotics 75%, INT 8)
<Crunch The Numbers!> Whenever you’re using the Computer Science skill for hacking, difficulty checks are reduced by 20%. If the check is 100%, it’s decreased to 80%. (Requires Computer Science 50%, INT 8)
<Live Off The Land> Living in the wastes has taught you where to hit and where to look. Targeted Shots deal 15% more damage and instead of rolling your Luck to loot, you can Roll Survival. (Requires Survival 75%, INT 8)
<Tactician> Rank 1: Your years of training have paid off. During combat you can re-roll your Sequence. Choose the highest. (Requires INT 8) Rank 2: Allies can also re-roll their Sequence. Choose the highest. (Requires INT 9)
<Modify the Modifier> When working on modifications, you have a chance on making them better than ever before. Roll Luck +1. Upon GMs Discretion. (Requires Gunsmith 75%, Blacksmith 75%, INT 9)
<Surgical Procedure> Rank 1: When performing surgery, add 25% to Doctor skill. (Requires Doctor 75%, INT 9) Rank 2: Add 40% to the Doctor Skill when performing surgery. (Requires INT 10)
<Technical Support> Rank 1: When fixing or modifying a robot, you can re-roll once a day. (Requires Robotics 100%, INT 9) Rank 2: You can re-roll twice a day. (Requires INT 10)
<Computer Whiz> You are never locked out of a terminal when things go wrong. (Requires Computer Science 100%, INT 10)
<Nerd Rage> Genius. Is. ANGRY! When your Health drops below 25%, time slows and you gain +20 Damage Resistance and do 25% more damage. Once your health is above 25%, the effects go away. (Requires INT 10)
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Perks
Jun 23, 2019 12:26:25 GMT
Post by saturnine on Jun 23, 2019 12:26:25 GMT
AGILITY PERKS
<Demolition Expert> You've learned how to handle explosives like a pro. All Explosives you use do 50% more damage and will always detonate on time. (Requires AGI 4)
<Quick Recovery> You may regain your footing as a free action after being knocked down. (Requires AGI 5)
<Quick Hands> You may swap equipment as a free action instead of a standard action. (Requires AGI 5)
<Earlier Sequence> Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk adds +2 to your Sequence Roll. Rank 1: (Requires AGI 5) Rank 2: - Rank 3: -
<Gunner> You have become an expert at firing from a moving vehicle. You do not suffer the normal 10% penalty when firing from a vehicle in motion. (Requires AGI 5)
<Thief> Adds a one time bonus of 20% to the Sneak, Sleight of Hand, and Lockpick Skill. (Requires Sneak 50%, Sleight of hand 25%, Lockpick 25%, AGI 5)
<Bonus Damage> You have learned a special technique to deal more damage with your fists and melee weapons. Your character gains a +2 bonus to Melee Damage for each level of this perk. Rank 1: (Requires AGI 6, STR 6) Rank 2: - Rank 3: -
<Flexible> Years of exercise have made you very supple. It only takes you 1 AP to change your stance in combat. (Requires AGI 6)
<Tunnel Rat> You crawl like a baby. Well, you crawl like a very fast baby. You can move at your normal rate (1 AP per 5 ft) while crouching or prone. (Requires Sneak 50%, AGI 6)
<Trigger Discipline> You’ve learned to handle your weapon better than most. When using two-handed guns and energy weapons, increases Hit Chance by 10%. (Requires Small Guns 50%, Energy Weapons 50%, AGI 6, STR 6)
<Gunslinger> Rank 1: Switching to a Revolver costs only 1 AP and you gain a +15% Hit Chance when using Revolvers. (Requires Small Guns 50%, AGI 6) Rank 2: The Hit Chance bonus to Revolvers is increased to +30%. (Requires AGI 8)
<Silent Running> You get no penalties while Dashing and Sprinting when Sneaking. (Requires Sneak 50%, AGI 6)
<Small Guns Expert> Weapon Strength Requirements for Small Guns are reduced by 3 and get a +15% Hit Chance. (Requires Small Guns 75%, AGI 6)
<Energy Weapons Expert> Weapon Strength Requirements for Energy Weapons are reduced by 3 and get a +15% Hit Chance. (Requires Energy Weapons 75%, AGI 6)
<Robin Hood> When doing a targeted shot on a body part you already hit, critical chance is increased by 15% and increase hit chance by 15%. (Requires Archery 75%, AGI 7)
<Hit the Deck!> You react very quickly to the sound of an explosive coming your way. You only take ½ damage from ranged explosive weapons, rounding down. This includes damage from concussion and shrapnel. (Requires AGI 7)
<Double Gunner> Your skill has improved young grasshopper. Now show your foes the art of the dual wielder. Instead of -20% Hit Chance, get a -10% Hit Chance. (Requires Small Guns 70%, Energy Weapons 70%, AGI 7)
<Dodger> Your character has developed into a slippery little rat. This perk will lower your character's chances to be hit in combat. Armor class increases by +5 for each rank. Only Humans and Ghouls can get this perk. Rank 1: (Requires AGI 7) Rank 2: -
<Light Step> Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a +2 bonus to Agility. (Requires AGI 7, LCK 5)
<Action Boy/Action Girl> Your character knows how to make the most out of every moment. For each rank of this perk, the character gets an additional Action Point each combat turn. Rank 1: (Requires AGI 7) Rank 2: - Rank 3: -
<Evasion> Spending AP to defend awards 5 points of AC per AP spent instead of 1. (Requires AGI 7, PER 6)
<Pickpocket> Characters with this perk gain a 25% bonus to their Sleight of Hand skill for the purposes of stealing from other characters or NPCs. (Requires Sleight of Hand 75%, AGI 8)
<Roll With It> Rank 1: If you fail a Dodge, Block, or Counter Attack, take ¾ of the total damage. (Requires AGI 8, END 7) Rank 2: Take ½ of the total damage. (Requires AGI 9, END 7)
<Sneaky Boy/Girl> As a free action, roll Sneak during combat. (Requires Sneak 75%, AGI 8)
<Second Shadow> Rank 1: You can re-roll a Sneak attempt once per day/quest. Must take the second roll. (Requires AGI 8) Rank 2: You can now re-roll a Sneak attempt twice per day. Must take the second roll. (Requires AGI 9)
<Ha! Missed!> Rank 1: The Dodge action only costs 1 AP instead of 2 AP. (Requires AGI 8, PER 6) Rank 2: If you fail, you can use another 1 AP to re-roll. You can only do this once per hit. (Requires AGI 9)
<Ninja> Rank 1: Sneak attacks deal 10% more damage. (Requires AGI 8) Rank 2: Sneak attacks deal 20% more damage. (Requires AGI 9) Rank 3: Sneak attacks deal 30% more damage. (Requires AGI 10)
<Slasher Man/Woman> When you strike from sneak, your attack is considered an automatic critical if it hits. If the attack roll is above 50 from the 1d100 and it hits, the damage multiplier is 1.25. Does not work with Grenades. (Requires Sneak 100%, Archery/Big Guns/Small Guns/Energy Weapons/Melee Weapons/Throwing/Unarmed 100%, AGI 8, PER 7)
<Hiding in Plain Sight> Rank 1: You don’t just blend in the shadows of objects, but of that of people. Get a +25% Sneak when in a crowd. (Requires Sneak 75%, Deception 50%, AGI 8, CHA 6) Rank 2: Can re-roll Sneak when attempting to blend in with the crowd.
<Quick Reload> Reloading is a free action. (Requires Small Guns 75%/Energy Weapons 75%/Big Guns 100%, AGI 9)
<Bonus Movement> Upon each rank of this perk, you gain +3 movement. Rank 1: (Requires AGI 9) Rank 2: - Rank 3: -
<I Wanna be Naked!> When wearing no armor, your base AC is 40. Super Mutants cannot get this perk. If you have the Kamikaze Trait, this perk does not work. (Requires AGI 10)
<Mister Sandman> While sneaking successfully, characters with this perk do double damage using Unarmed or Melee Weapon attacks if they can hit their opponent in the back (backstab!) while successfully sneaking. You can instantly kill a sleeping person. (Requires Sneak 80%, Unarmed/Melee Weapons 80%, AGI 10)
<Slayer> The slayer walks the earth! In Unarmed or Melee Weapons combat, characters with this Perk do a critical hit with a successful roll against Luck -2. You can’t double crit. Cost +1 AP from the Single Attack. (Requires Unarmed/Melee Weapons 90%, AGI 10, STR 6, LCK 6)
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Perks
Jun 23, 2019 12:27:22 GMT
Post by saturnine on Jun 23, 2019 12:27:22 GMT
LUCK PERKS
<Feign Death> Invoking this perk puts you in a knockdown state and clears all aggro, which causes enemies to stop attacking you and either flee back to their "territory", or attack whomever is the next highest threat. If you interrupt this ability in view of your targets, it will be useless for the rest of the fight. If you are completely undetected, you may sneak attack an unsuspecting target. This ability is not always successful, as nearby enemies can roll Perception vs. Luck to determine if you're alive or not.
<I Make My Own Luck>When a Luck Roll is required out of Combat, you can roll your highest S.P.E.C.I.A.L. stat instead. Does not apply to gambling. Can be done three times a day. Only Humans can take this perk. (Requires LCK <4) <The High Ground>You can re-roll any roll, (LUCK/2) times per day. (Requires LCK 6)
<Coincidence>Anytime you want, roll 1d100-(Luck*2) to obtain something that is convenient for you and only you. The closer the roll is to 1, the more likely the outcome will be in your favor. If the roll is negative, you get what you're aiming for. Usage of this ability has to make sense. You can use this perk to see if the local trader by coincidence has any extra goodies in stock. Can be used as many times as your Luck per day. Must be realistic and upon GM’s Discretion. (Requires LCK 6) <Bigger Area> When targeting the torso, get +10% Critical Chance. (Requires LCK 6)
<Mysterious Stranger>Rank 1: Roll 1d100 and get a 10% chance for a Mysterious Stranger to help you in most encounters. GM’s Discretion. (Requires LCK 7) Rank 2: 15% Chance. (Requires LCK 8) Rank 3: 20% Chance. (Requires LCK 9) Rank 4: 25% Chance. (Requires LCK 10) <This Way!>Rank 1: When traveling, roll your Luck +1 to see if you find something special as you travel. Can be used to make encounters easier or difficult depending on the Luck Roll. You can turn a Legendary Deathclaw encounter into a resupply encounter at a military checkpoint. GM Discretion is advised. This perk can affect the Encounter Table by means of difficulty. If the player gets a bad Luck score, they play the encounter that’s rolled. But getting a good luck roll would either make the encounter easier or beneficial to the players in finding equipment, trading, etc. This perk is not to be taken lightly and GMs should play around with it to make encounters entertaining. The proking of this perk is ranges between two - four days. (Requires LCK 7, PER 5) Rank 2: Increased Luck +2. (Requires LCK 8)
<You Get A Point!>Rank 1: You can use your Vault Points on another player. (Requires LCK 7) Rank 2: You gain one Vault Point per session. <Poker Face>Get a one-time bonus of 25% to Gambling skill. (Requires Gambling 25%, LCK 7) <Lucky Once A Day>Rank 1: Once a day you can critically succeed in combat. Does not work with the Coincidence Perk. GM’s Discretion. (Requires LCK 8) Rank 2: You may now opt to critically succeed in a non-combat skill. Does not count for S.P.E.C.I.A.L.
<Was That Meant For Me?>Twice per day, you can ignore any hit that would hit you, or series of hits within one turn ONLY. This means a Single Shot, Targeted Shot, or Burst Fire. Must be called after the attacks are made. (Requires LCK 8) <More Criticals>Characters with this perk cause more critical hits in combat. Each rank adds +5% to the Critical Chance statistic. Mutants cannot choose this perk. Rank 1: (Requires LCK 8) Rank 2: (Requires LCK 9) Rank 3: (Requires LCK 10)
<House Rules>If you’re the House, your Gamble Points are doubled. (Requires Gambling 75%, LCK 9) <Pfft. Karma>Whenever you gain a Vault Point, you gain two instead. (Requires LCK 9) <Divine Favor>Rank 1: If you somehow die, you can negate the killing blow once a day. If it’s a burst fire and you die in between the shots, you ignore any other that hit you for the remainder of that turn. (Requires LCK 9, CHA 5) Rank 2: Can be done twice a day. Rank 3: Can be done three times a day. <Four Leaf Clover>Rank 1: Allies within 50 ft of you can never critically fail. Including yourself. (Requires LCK 10) Rank 2: Allies within 100 ft can never critically fail. (Requires LCK 11)
<Return To Sender>When being attacked, you and the attacker must roll Luck, whoever loses is taking those hits from the turn. You can do this three times a day. GM Discretion. Must be called after the attacks are made and only works on attacks that actually hit. A crit however, does hit. Does not work on Area of Effect Attacks. (Requires LCK 10)
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