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✦ Level 0 ✦
This is your starting level or what is a just created character. Level 0 characters gain 0-2 traits, a Race/Variant, S.P.E.C.I.A.L. attributes & three TAG'd skills.
✦ Level 1 ✦ +5 Skill Points (XP Req: 25)
✦ Level 2 ✦ +1 Lvl. 2 Perk (XP Req: 50)
✦ Level 3 ✦ +5 Skill Points (XP Req: 100)
✦ Level 4 ✦ +1 Lvl. 4 or lower Perk (XP Req: 150)
✦ Level 5 ✦ +5 Skill Points (XP Req: 200)
✦ Level 6 ✦ +1 Lvl. 6 or lower Perk (XP Req: 250)
✦ Level 7 ✦ +5 Skill Points (XP Req: 300)
✦ Level 8 ✦ +1 Lvl. 8 or lower Perk (XP Req: 350)
✦ Level 9 ✦ +5 Skill Points (XP Req: 400)
✦ Level 10 ✦ +1 Lvl. 10 or lower Perk (XP Req: 450)
✦ Level 11 ✦ +5 Skill Points (XP Req: 525)
✦ Level 12 ✦ +1 Lvl. 2 Perk (XP Req: 600)
✦ Level 13 ✦ +5 Skill Points (XP Req: 675)
✦ Level 14 ✦ +1 Lvl. 4 or lower Perk (XP Req: 750)
✦ Level 15 ✦ +5 Skill Points (XP Req: 825)
✦ Level 16 ✦ +1 Lvl. 6 or lower Perk (XP Req: 900)
✦ Level 17 ✦ +5 Skill Points (XP Req: 975)
✦ Level 18 ✦ +1 Lvl. 8 or lower Perk (XP Req: 1050)
✦ Level 19 ✦ +5 Skill Points (XP Req: 1125)
✦ Level 20 ✦ +1 Lvl. 10 or lower Perk (XP Req: 1200)
✦ Level 21 ✦ +5 Skill Points (XP Req: 1300)
✦ Level 22 ✦ +1 Lvl. 4 or lower Perk (XP Req: 1400)
✦ Level 23 ✦ +5 Skill Points (XP Req: 1500)
✦ Level 24 ✦ +1 Lvl. 8 or lower Perk (XP Req: 1600)
✦ Level 25 ✦ +5 Skill Points & +1 Lvl. 10 or lower Perk (XP Req: 1700)
✦ Level Perk Lists ✦
Perks are what represent the growth of a character and their learning of new abilities, getting stronger and reaching new milestones. As such the following section is a list of basic perks.
NOTE(s):
-YOU CAN ALWAYS TAKE EARLIER LEVEL PERKS AS WELL AS THOUGH GAINED VIA YOUR CURRENT LEVEL>
-Perks that deal bonus damage to multiple targets can do so but the AP cost increases at the same rate.
Action Boy/Girl…
Gain +5 maximum AP.
Advanced Chemist… (Req: Science or Medicine 15+)
Allows you to craft some more advanced chemical concoctions.
Armorer… (Req: Repair 10+)
Allows you to craft some specialty armors and modifications.
Bloody Mess…
Critical hits gain +1d4 DMG, if an enemy is killed from this they explode is a mess of blood and gore which gains you +1 AP up to maximum.
Cap Collector…
Gain +10% caps selling or -10% buying price (minimum of 1) from DM’d NPCs. (Does not effect bot NPCs)
Capable Cook…
Allows you to craft some specialty food & drink items.
Chem Cook…(Req: Science 10+)
Allows you to craft some more advanced chems.
Chemhead…
Gain +2 chem uses before gaining additional DoD to chem abuse.
Child at Heart…
User gains instant affinity with child NPCs.
Communal Accountant… (Req: Barter 5+)
The community you are attached to gains +2 to the tier effect of tax collectors.
Communal Aid…
The community you are attached to gains +5 Food & Water * your own level.
Communal Defender…
The community you are attached to gains +10 Defense * your own level.
Communal Voice…
The community you are attached to gains +10 Population Capacity & +5 population growth.
Community Engineer… (Req: Repair 5+, Science 5+)
The community you are attached to gains +5 Power & Storage * your own level.
Concentrated Fire…
Gain +2 to hit on a foe you've hit within the last 2 turns. (No limit to stacking but once you hit another target or don't hit the same target for more than 2 turns it resets)
Confirmed Bachelor / Cherchez La Femme…
Deal +1d4 DMG to the same sex on critical successes.
Cyborg… (Req: Bionic Trait or an installed Cybernetic Implant)
You are immune to the poison status effect as well as -1 DMG from Atomic/Blunt/Fire and gain +5 Augmentation Slots.
Down on my Level…
Spend 1 AP to reduce an incoming +LVL effect by your level. If 1/2 LVL effects it is -1/2 your LVL to it's effect.
Down Ranger…
Gain +1 to hit for each 5 blocks an enemy is away from you.
Electrical Hobbyist…(Req: Energy Weapons or Science 15+)
Gain the ability to make scrappy energy weapons...
Glance into the Future… (Req: Premonitory Foresight or 20+ Survival)
Allows the user to react to Sneak Attacks. (Doesn't make the attack not count as a sneak attack)
Gas Chamber…
Gas weapons gain +1 Effect if the target is within 2 blocks of a wall or flanked.
Hacker 1…
The user can now hack Easy Locked terminals without a roll.
Hat Trick…
Gain +1d6 DMG to attacks that are critical or have 2+ degress of difficulty above success with bow type weapon attacks. If you roll 5+ above their defending stat you gain a free reload and advantage on the next hit with your bow.
Heave Ho!…
Gain +10 blocks range to thrown weapons.
Heavy Gunner…
Take -1d4 DMG from firearm based attacks while using a Big Gun and standing still.
Helpful Wanderer…
Give one free aid action as a free action per turn (not limited to your turn) in an encounter and aid actions can be done at up to 5 blocks range.
Hunter…
Spend 1 AP to deal +1d10 DMG on attacks against animal type creatures.
Idiot Savant… (Req: Intelligence </= 3)
Gain +1 Skill point when gaining you level based skill points.
In Shining Armor…
Take -1d4 DMG from Energy Weapons while wearing mostly metal armors. (Oh hey this actually works?)
Intense Training…
You can put +1 into a chosen S.P.E.C.I.A.L. attribute.
Interesting Traits…
Gain 2 Traits.
Iron Fist…
Spend 1 AP to deal +1d6 DMG to attacks that are critical or have 2+ degress of difficulty above success with unarmed attacks. If you kill a target with an unarmed attack you yourself gain the Menace Keyword until the end of the next turn.
Lady Killer / Black Widow…
Spend 1 AP to deal +1d4 DMG to the opposite sex on critical successes.
Light Touch…
Spend 1 AP to deal +1d4 DMG on attacks that are critical or have 2+ degress of difficulty above success on enemies wearing higher levels of armor. You also gain +3 Movement Speed while wearing light armor.
Little Leaguer…
Spend 1 AP to deal +1d6 DMG to attacks that are critical or have 2+ degress of difficulty above success with melee weapon attacks. You can also switch melee weapons at no action cost so long as they don't have the slow keyword.
Lockpicking 1…
The user can now pick Easy Locks without a roll and can craft tier 1 auto-lockpicks.
Luck’s Hand…
The user can make one target roll a a failure once per encounter.
Mangler…
Bodies you leave in your wake cannot be indentified and details of their death are too messy to decipher. As well all within 10 blocks of the kill have to make a DC 10+ INT check or gain the Scared Status Effect toward the user. If within 5 blocks of the kill it's 15+.
Medic…
Healing aid items heal for +2 HP at the cost of 1 AP.
Melee Maker…(Req: Melee Weapons or Repair 15+)
Allows you to craft some specialty melee weapons and modifications.
Ninja…
Sneak attacks deal +1d4 DMG.
Old World Gourmet…
Spend 1 AP to gain +1d4 HP from alcohol items that heal you, this can also be done once per turn for free.
Piloting Skills…
The user gains -1 DoD on rolls avoiding harm when driving a vehicle.
Pipe-Smith…(Req: Guns or Repair 15+)
Gain the ability to make scrappy firearms...
Flurry of Blows…
You can do a non-special Bonus Action Unarmed Attack. (A.k.a. not a Haymaker, jab, etc.)
Rapid Reload…
The user gains one free reload action per turn per turn.
Retention…
Gain +1d4 Turn(s) duration from an aid item once per encounter. This resets it's per encounter limit if you hit a critical success.
Scrounger…
Whenever rolling for loot - like in an Event, DM’d encounter, etc. - add +1d10.
Slugger…
Gain -1 DoD to hit with melee attacks done to crippled foes.
Stay Back… (Req: Guns 5+)
Spend 1 AP to push a target back 2 blocks if a shotgun attack has one or more degrees of success beyond required. On a crit they are knocked back twice as much & also knocked prone.
Taboo Gourrmet…
You can make a Survival roll and on a success gain 3d4 Mysterious Meat. On glancing it's 2d4.
Tailor…
Allows you to craft & modify some specialty outfits & underarmors.
Terminal Knowhow… (Req: Science 5+)
Once per overall encounter you can fully reset your attempts and passes on a terminal to reset the hacking encounter.
Thief…
Gain -1 DoD on rolls regarding stealing.
Toughness…
Gain +5 maximum HP.
Tribe Craft…
Allows you to make specialty Tribal items.
Unjammer… (Req: Lockpicking 5+)
Critical failiures while lockpicking will not jam locks, instead just counting as a rolled one.
V.A.N.S.…
Attacks using V.A.T.S. can spend an additional 1 AP to gain +1d8 to hit.
Wasteland Negotiator…
Gain +10 on any Charisma based rolls done to diffuse the tension of a situation from becoming or ceasing being a combat one.
ZAP ZAP!...
If you Dust, Gooify or similarly finish an enemy with an energy weapon regain +1d4 AP, this can go above your maximum but is lost when the encounter ends or if you go down.
A Box for my Trinkets…
Gain +1 Trinket Slots.
Abominable…
Spend 1 AP to deal +1d10 DMG on attacks against abomination type creatures.
Amateur Coder… (Req: Science 8+)
You can spend 1 AP to attempt to "Assess the code" again.
Awareness…
Spend a major action to focus on a foe, you'll learn their current HP, Weapon, AP, Armor, Trinket & Loaded Ammunition.
Beast Tamer… (Req: STR 7+)
You gain the ability to tame creatures. This requiring actually capturing said creature and passing some roleplay from a GM to start the taming process, likely requiring some rolls and choices made. Different creatures will have different Survival Requirements and Usages. Requirements being as normal but Usages being a creature's taking up of your "Taming Total" which is also based on your Survival Skill total. Ex: A dog would have a Survival Requirement of 5 but a Usage of 2. So with 10 Survival you could have five dogs - Note: non "Domesticated" animals of a certain caliber cannot be used as followers and instead act similar to an R.D.F. or squads in a limit of once per day calls to arms outside of where they are stationed.
Born Survivor…
Gain a free Bonus Action (can only be used to use an aid action, +10 useful talkings or to use a medicine/chem/consumable item) every turn you are below 10 HP and you gain +1 turns while down.
Big Leagues…
Gain -Degree of Difficulty on attacks done with weapons that cause Blunt DMG.
Cannibal…
Use a Major Action or Bonus Action to eat from a corpse and heal for 1d6 HP. Can only be done once per turn & once per corpse. Each use of cannibal adds to your "Bloodlust" meter. Each point of your bloodlust meter can be spent at the cost of 1 AP to add +1 DMG or +1 HP when healed. The stacking use per action is limited as only as high as your level. Bloodlust ends at the end of encounter and enemies may choose to focus you if they see your eating a corpse. You gain -Bloodlust amount to Bad Trip, Alcohol & Trigger rolls.
Careful Tensioner… (Req: Lockpicking 8+)
You can spend 1 AP to gain -1 DoD on a tension.
Chem Fiend…
+1 to an effect caused by a chem of your choice. Cannot include turns.
Cloud Chemist… (Req: Science 15+)
Gain the ability to create chemical weapons like gas nades and similar.
Commando… (Req: Guns 5+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with weapons with a speed greater than 1. You also gain +1 Speed if you finish a target as to attack another target with.
Communal Construction… (Req: Repair 10+)
When you personally build a community facility it takes -10% scrap wood, scrap metal & concrete per player in the community up to 50% discounted material cost.
Comprehension… (Req: Intelligence 5+)
Gain +2 bonus from buffs given by magazines that give roll bonuses.
CQC… (Req: AGL 4+)
Gain the ability to spend 1 AP to gain -1 DoD to attacks within 10 blocks of you.
Death by a Thousand Cuts…
For each crit fail you roll you can store one point - these points can then be cashed out in at 1 AP cost to add DMG to an attack equal to the points spend. You can spend up to you level in cashed points.
Demolitionist… (Req: Explosives 3+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with explosives. The radius of the explosive is also increased by +1 (Not i'ts MAX stat though).
Demolition Expert…(Req: Explosives 5+)
An explosive you use has it's MAX increase by 1 block.
Destined Path… (Req: Glance into the Future or 20+ Survival)
Allows the user to spend 2 AP to make someone's attempt to react fail if they can see it. Each time you use this ability per encounter the cost in increased by 2.
Drunken Master…
Gain advantage on physical based rolls while under the effects of alcohol.
Educated… (Req: Intelligence 3+)
Gain +5 skill points in this moment.
Entomologist…
Spend 1 AP to deal +1d8 DMG to insectoid creatures.
Ferocious Loyalty…
Followers, Companions & Allies gain advantage to all rolls while you're HP is lower than 50%
First Aid… (Req: Medicine 5+)
Spend 1 AP to deal +1d4 HP whenever healing another, up to maximum.
Gunslinger… (Req: Guns 5+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with pistols. Any pistol you have also gains the quickdraw keyword while you use it.
Here & Now…
Gain +1 LVL. right now. This can only be taken once per Lvls 1-10, 11-20 & 21-25 each.
Home Turf…
Gain +10 on combat rolls made within your own Squatting Abode, Dwelling, Homestead or Settlement.
Inspirational…
User can target two entities with one aid action.
Jury-Rigging…
The user can spend a Major Action and 2 AP to unwear an armor or remove a fault from a weapon you can touch. Double AP cost for AP.
Laser Infantry… (Req: Energy Weapons 5+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with laser energy weapons. Energy finisher damage is also increased by +1/2 LVL.
Lead Belly…
Take -1 DMG from the Atomic DMG type.
Lead Foot… (Req: Strength 3+)
You can make an unarmed attack with your foot, gaining the 'Heavy' or 'Weighted' Keyword (user's choice) with attacks done this way. This can be done as a bonus action. As well if done on a crouched, prone or downed target it deals +1d6 DMG.
Leather Nomad… (Req: Tribal)
Gain the following bonuses when using the connected armors/items:
-Leather Armor: Gain +3 Mvmnt Speed
-Padded Armor: Increased Cushioned Keywords by +5
-Tribal Leathers (Any): Gain Swift+ & Streamlined Keyword
If already have via Human Perk you cannot gain it again.
Liscensed Plumber…(Req: Repair 5+)
You can never gain a fault on an item.
Lobotomizer… (Req: Medicine 15+)
You gain the ability to create controlled lobotomized entities. This requiring actually capturing said creature/humanoid and passing some roleplay from a GM to start the lobotomizing process, likely requiring some rolls and choices made. Different creatures will have different Science Requirements and Usages. Requirements being as normal but Usages being a creature's taking up of your "Lobotomized Army Total" which is also based on your Survival Skill total. Ex: A dog would have a Science Requirement of 5 but a Usage of 2. So with 10 Science you could have five dogs - Note(s): a certain caliber of lobotomized creature/humanoid cannot be used as followers and instead act similar to an R.D.F. or squads in a limit of once per day calls to arms outside of where they are stationed. As well Lobotomized Creatures have their intelligence lowered to 1.
Long Ranger…(Req: PER 7+)
Gain +1 DoS in your weapon's long range if that weapon is one speed.
Metal Mercenary… (Req: Wastelander)
Gain the following bonuses when using the connected armors/items:
-Metal Armor (Any): +2 NRG Defense, +1 Shield
-Mercenary Attire (Any): Reduced Damage from Photon and +1 to Tank effect at an additional AP cost once per turn, not stacking
If already have via Human Perk you cannot gain it again.
Nothing at All…(Req: AGL 5+)
While not wearing armor (Underarmor not counted) gain +3 Mvmnt Speed.
Quick Pockets… (Req: Agility 3+)
Gain one free item exchange, draw, reload, throw, bonus action heal or similar per turn.
Racial Variable…
You can use things that require any variants of your race.
Rad Avoider… (Req: Pure Human)
Gain the following bonuses when using the connected armors/items:
-Radiation Suits: +Sheild 2, +2 NRG Defense
-Gas Mask (any): +Shield 2, +Advanced Rebreathing
-Take -1 Atomic DMG taken
If already have via Human Perk you cannot gain it again.
Rad Child…
Spend 1 AP to deal +1d4 DMG when DMG's source is Atomic.
Raider Rook… (Req: Raider)
Gain the following bonuses when using the connected armors/items:
-Raider Welp Armor: +3 Mmnt Speed
-Raider Leathers (Any kind): Gain the Lawless Keyword, if already present gain +1 to each defense value.
-User gains +2 Priority
If already have via Human Perk you cannot gain it again.
Raider Vanguard… (Req: Raider)
Gain the following bonuses when using the connected armors/items:
-Raider Rusteater Armor: +3 Shield
-Raider Tyrant Armor: Looses Shield, Gains 5 Soak.
-Raider Warlord Armor: +3 NRG Defense
If already have via Human Perk you cannot gain it again.
Rifleman… (Req: Guns 5+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with one speed rifles and apply perforation - light to the attack if 5+ above their defending roll.
Ripper-Doc… (Req: Repair 10+. Science 10+, Medicine, 10+)
Gain the ability to craft prosthetics & cybernetics as well as install them. Doing such requires building a Surgery Center.
Robotics Expert… (Req: Repair 15+. Science 15+)
Gain the ability to craft robot NPCs. Doing such requires building a Hobbyist Workshop.
To craft a robot requires a robot husk (x16 Scrap Electronics, x10 fuses & x4 Basic Servos, x2 vacuum tubes, 2x64 Small Parts, x64 Scrap Metal, x16 Small Metal Plates, x1 Processor Chip, x1 Fission Battery)
Run'N'Gun…
Gain advantage on ranged attack rolls on the same turn you use a movement action.
Scav Tanker… (Req: Wastelander)
Gain the following bonuses when using the connected armors/items:
-Scav Prospector Armor: Gain +2 to Luck/Investigation rolls per armor piece
-Scav Vulture Armor: Gain +2 to grapple/sneak/stealing rolls per armor piece
-Scav Stalwart Armor: Lower Defense stat is raised to match the higher
If already have via Human Perk you cannot gain it again.
Scoundrel…
Gain +10 on Speech or Barterper encounter.
Scout… (Req: Perception 5+)
Gain +Level on one PER roll or PER based skill check per encounter.
Secuirty Force… (Req: Pure Human)
Gain the following bonuses when using the connected armors/items:
-Security Armor: +Sheild 3
-Adv. Security Armor: +1d4 Defense Value when DMG armor is used on comes from a Bandit/Criminal/Raider or someone wearing Raider Armor.
-"Police" Weapons: Gain the Lawful Keyword on their attacks <Does not include Riot Items>
If already have via Human Perk you cannot gain it again.
Shield-Bash…
You can make an unarmed attack with a shield +1/2 Shield's Defense as DMG, gaining the 'Weighted' Keyword with attacks done this way. This can be done as a bonus action.
Shotgun Surgeon… (Req: Guns 5+)
Spend 1 AP to deal +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success with shotguns and knock the enemy prone if 5+ above their defending roll.
Steel be with You …
You've been molded by the brotherhood and it shows in your technique. Deal +1 DMG per hit or +1d4 DMG per attack if one speed with laser weapons. If already have via Human Perk you cannot gain it again.
Stonewall… (Req: Endurance 5+)
Become immune to being moved, knocked prone or grappled if you react to it's source and don't crit fail.
Strong Back… (Req: Strength 3+)
Gain -DoD on any rolls made to carry something & weapon requirements for you are lowered by one.
Team Player…
Allies within 10 blocks of you gain +1 to their SPECIAL rolls and +5 to their skill checks.
The Mechanist!… (Req: Operations 15+)
You gain the ability to control robots. This requiring actually capturing said robot and passing some roleplay from a GM to start the reprogramming process, likely requiring some rolls and choices made. Different robots will have different Survival Requirements and Usages. Requirements being as normal but Usages being a robot's taking up of your "Machine Army Total" which is also based on your Repair Skill total. Ex: An eyebot would have a Repair Requirement of 5 but a Usage of 2. So with 10 Repair you could have five dogs - Note: a certain caliber of robots cannot be used as followers and instead act similar to an R.D.F. or squads in a limit of once per day calls to arms outside of where they are stationed.
Travel Light…
User can use a Bonus Action to make a rush movement action if wearing all light armor.
Trench Warfare…
Gain +1 Radius with Gas Weapons, +1 Block distance with the scattershot keyword on pump action shotguns and +1d6 DMG with Shovels.
Wood Runner… (Req: Tribal)
Gain the following bonuses when using the connected armors/items:
-Wooden Armor: +3 NRG Defense
-Wooden Weapon (Any): +2 on Splinter Keywords
-Tribal Leathers (Any): Gain +1d4 Sneak Attack DMG
If already have via Human Perk you cannot gain it again.
Adrenaline Rush…
Gain the ability to make a rush movement action as a free action once per turn if below 50% health.
Aquatic… (Req: END 6+)
You can now breath underwater, somehow.
Armorsmith… (Req: Repair 20+)
User can create a repeatable armor set only they know how to make. Doing such requires building a Design Workbench.
Barkskinned…
Deal +1d6 DMG with fully wooden weapons and gain +1 of both defense for full wooden armors.
Blitz… (Req: Melee Weapons 6+)
Melee attacks using V.A.T.S. can spend 1 AP to gain +1d6 DMG.
Bodyguards…
Gain +2 temporary MAX HP for each ally within 5 blocks of you, HP goes away once the encounter ends. This HP stays until lost or if the ally goes more than 25 blocks from you.(Can only gain HP once per person)
Bow Before Me… (Req: Survival 3+)
Spend 1 AP to deal +1d6 DMG with bow type weapons. And +1d6 DMG on attacks that are critical or have 2+ degress of difficulty above success.
Bully… (Req: CHAR 8+)
As a Bonus Action you can spend 1 AP to inflict +1 DoD to a target's next roll if that target is within 20 blocks.
Bulwark… (Req: END 8+)
The first attack you take during a turn you can choose your default protected side to that direction.
Can Do…
You can use cans as thrown weapons. DMG: 1d4, SPD: 1, Range: 10-15 Blocks, Type: Melee Weapons, Crit Bonus: +2 DMG. Can be thrown as a Bonus Action. This includes any items with the word can in it's name but not if "Can" is part of a larger word like "Cannon".
Cap Stash… (Req: Luck 5+)
When using a "Reroll Cap" you can refresh one for someone else within 10 blocks at 1 AP cost.
Center Masochist…
Spend 1 AP to deal +1d4 DMG and no additional DoD to targeted attacks on the torso.
Chem Chemist… (Req: Science 5+)
Gain the ability to use chems as a free action once per turn. This can be done on yourself and others.
Clothsmith… (Req: Tailor, Repair or Survival 10+)
User can create a repeatable underarmor set only they know how to make. Doing such requires building a Design Workbench.
Cloud Clad… (Req: Sneak 15+)
Gain advantage and +2 DoS to Sneak rolls while within the space of a gas cloud.
Crack Shot… (Req: Perception 5+)
When using speed 1 ranged weapons, suffer no disadvantage when making attacks within that weapon's long range and gain -1 DoD if within your normal range.
Cut Through…
Every 2 negative DoD not being used to counteract DoD can be counted as a DoS
Dexterous Footwork… (Req: AGL 5+)
While not wearing armor (Underarmor not counted) gain +3 to reaction effects.
Duel Wield, Melee… (Req: Melee Weapons 10+, Lvl. 6)
The user can spend spend 2 AP to attack as a Bonus Action if they have a second melee weapon in hand - weapon speed counts as one.
Duel Wield, Mixed… (Req: Melee Weapons 10+, Lvl. 6)
The user can spend spend 2 AP to attack as a Bonus Action if they have a second weapon in hand - weapon speed counts as one. This only applies if you have two weapons that are rolled with different skill checks.
Duel Wield, Ranged… (Req: Guns, Big Guns or Energy Weapons 10+, Lvl. 6)
The user can spend spend 2 AP to attack as a Bonus Action if they have a second ranged weapon in hand - weapon speed counts as one.
Easy Target…
Deal +10 to hit on a target who is crippled.
Energysmith… (Req: Science 10+, Energy Weapons 15+)
User can create a repeatable energy weapon only they know how to make. Doing such requires building a Design Workbench.
Fan the Hammer… (Req: Guns 20+)
Spend 2 AP to increase a revolver's speed by 1.
Four Leaf Clover… (Req: Luck 7+)
If you roll a critical attack with V.A.T.S. applied you can add +1/2 LVL DMG.
Gambler… (Req: Luck 3+)
User can declare a number before they roll on any die, if they roll that number they gain +50% it's max roll added onto the current roll. This applies to success & effect rolls. (Note: Multi-Die rolls, like 3d4 are guess within their roll total not per die. Ex: I guess 12)
Gunsmith… (Req: Repair 10+, Guns 15+)
User can create a repeatable gun only they know how to make. Doing such requires building a Design Workbench.
Harmless…
Controlled NPCs will not attack you first unless you are the only target or you attack them first. As well no enemies will finish you off.
Martial Artist…
You may trigger a non-damaging crit effect or keyword to your unarmed attacks in addition to what normally applies so long as the attack is 1 or more degrees of success beyond required.
Moving Target… (Req: Agility 6+)
If you make a movement action on your turn, enemies have +2 DoD to targeted hit you with ranged attacks until your next turn.
Negotiator…
Gain +5 to Speech and -1 DoD on speech checks.
Nerd Rage… (Req: INT 7+, END 3+)
When you fall below 25% HP gain +1d4 physical and energy DMG resistence and gain +2 to STR based rolls for 2 turns.
Pack Mule… (Req: STR 6+)
Suffer no movement penalty dragging someone or heavy objects. If you can already drag them at no speed penalty instead gain +1d4 blocks movment while doing so.
Pack Rat…
Gain advantage on all rolls made while using a two handed weapon.
Pathfinder…
Gain +5 to Survival and -1 DoD on Survival checks.
Pharmacist… (Req: Medicine 10+)
At the cost of 1 AP or a Bonus Action Increase positive effects from chems, food items or similar you administer by +1d4 or duration by one turn.
Power Armor Novice… (Req: INT 8+, Operations 10+)
You can make use of a power armor frame without Power Armor Training but your STR score becomes 10, you do not gain immunity to fall DMG & fusion cores gain double cost. In addition you cannot Crit Succeed or gain the effect of 5+ above defender keywords. Though if you are do gain Power Armor Training you will have halved fusion core costs and will not have to spend the cost to gain said Power Armor Training if present.
Something-kinetic… (Req: Premonitory Foresight or 10+ Intelligence)
Critical attacks or attacks that have 2+ degrees of difficulty above normal success apply one of the following status effects. You choose the effect when this perk is taken: Bleeding, Burning, Frozen, EMP or Scared.
Quick Recovery… (Req: Agility 3+)
The user can stand, go prone or draw a weapon at no action cost. As well you can spend 5 AP to come back to conciousness and regain 1d6 HP when downed.
Ranger… (Req: Perception 5+)
Spend 1 AP to deal +1d8 DMG on ranged attacks within the weapon's long range.
Requip… (Req: Repair 20+)
You can use a bonus action to draw or equip two pieces of armor or draw and equip one. You can also spend your whole turn to draw and equip two pieces of armor.
Salesman…
Gain +5 to Barter and -1 DoD to Barter checks.
Serendipity…
All attacks done against you are done at disadvantage if you're at 50% HP or less. And if you are hit by an attack in this method gain back 1 AP.
Shield Wall… (Req: STR 6+, CHR 6+)
While using a shield and one or more others using shields within 5 blocks of you - you all gain +1 PHY Defense, NRG Defense and the shield keyword if present.
Silent Runner…
Suffer no movement penalty while maintaining stealth and can return to stealth while moving if out of sight.
Slow Metabolizer… (Req: Endurance 5+)
Reduce negative effects from chems, food items or similar you intake by two turns and effect (minimum of 1).
Snake-eater… (Req: Perception 3+)
Sneak attacks on you don't gain the critical effects or sneak attack bonuses - normal critical attacks still apply.
Squad Leader… (Req: INT 6+ or Speech 15+)
Spend a Major or Bonus Action to give all allies within 10 blocks +2 DMG on their next attack as long as that attack is done before the end of their next turn or one turn longer if still within 10 blocks of them.
Strong Arm… (Req: Strength 5+)
Gain +10 blocks range to thrown weapons.
Stunt Man… (Req: Endurance 3+)
Gain -3 DMG from explosives or fire.
The Professional… (Req: Sneak 5+)
Gain -1 DoD & +1d4 DMG to all sneak attacks.
Thru-Hiker… (Req: Agility 5+)
User can move through occupied spaces at no penalty and gain +5 Movement speed.
Vigilant Recycler… (Req: Energy Weapons 6+)
When making an attack that is critical with an energy weapon, you can forgo the critical bonuses to instead make a second attack action. Alternatively if you have 3+ degress of success above success you can also make a second attack action forgoing the bonuses of keywords. Note: Neither of these can trigger stacking uses.
Walking Disaster… (Req: Luck </= 2)
When you roll a critical fail, everyone in the encounter rolls Luck besides you - the lowest either takes 1d6 BLNT DMG or looses -1d4 AP, their choice. This cannot trigger another Walking Distaster though.
Way of the Fruit…
The user can spend a major action or bonus action to eat a fruit item, if done they are healed for 1d4 HP.
Weaponsmith… (Req: Repair 10+, Melee Weapons 15+)
User can create a repeatable melee weapons only they know how to make. Doing such requires building a Design Workbench.
Weather Wizard…
Ignore the negative effects of weather events and foes within 5 blocks of you take doubled effects so long as they are not naturalized or attuned to certain weather effects.
Winchester…
You deal +1/2 LVL DMG to Supernatural Creatures & Cryptids with Lever Actions, Cowboy Repeaters & Cowboy Revolvers.
Wound Salter…
Bleed effects you cause are upgraded to 1d6 DMG per turn and cannot be lessened via AP and when the effect is removed it will not actually be removed until the end of the user's next turn.
Advanced Handling…
All item/armor requirements are lowered by -2 when used by you.
Back to Back…
Declare an ally once per encounter, if within 2 blocks of them both of you gain +2 of both Defenses and are immune to menace while under this same zone of effect.
Battle Gasser…
Chemical weapons that deal damage deal +1 DMG per hit and gain +1 effect if the attack is 1+ DoS above normal.
Bonus Bonus…
You gain an extra bonus action per turn.
Basher… (Req: STR 6+)
Make an unarmed attack as a bonus action if you've made a gun attack.
Berserker… (Req: END 6+)
While not wearing armor (Underarmor not counted) gain +5 Max HP.
Black Hole of Luck… (Req: Luck =>10)
When someone else rolls a crit success you gain 1 point, these points can be used at any time to gain the following: 1d4 AP, 1d4 HP or Advantage to a roll.
Black Hole of Unluck… (Req: Luck =<0)
When someone else rolls a crit fail you gain 1 point, these points can be used at any time to gain the following: 1d4 AP, 1d4 HP or Advantage to a roll.
Close Enough… (Req: LUCK or PER 8+)
If you make a targeted attack that fails to meet the required roll to hit but would hit as an in targeted hit you can spend 1 AP to make it into a non-targeted hit instead.
Contract Killer… (Req: Barter 15+)
Declare a Marked Target at the begining of combat, all Attack/DMG rolls done on that target have advantage and once they die you can delcare a new marked target.
Counter Offensive… (Req: AGL or PER 8+)
If you critically succeed a reaction you get a 1 speed counter attack withing a range of 10 blocks.
Cowboy… (Req: Guns 15+, END 7+)
Glancing shots with revolvers and lever actions count as full DMG & Cowboy hats give +1 to charisma rolls.
Critical Banker… (Req: Luck 7+)
When rolling a critical successs you can chose to not use it's effect now and instead apply it to another roll of their choice in the same encounter. (Cannot be stacked multiple times from Critical Banker and all are lost when an encounter ends)
Functional Addict…
You can delay the effects of a bad trip for two turns before they'll effect you. If you succeed the bad trip roll you gain 1 AP.
God Speed… (Req: Charisma 6+)
If you are below 50% HP you can spend 1 AP to give a chosen target within 30 blocks +50% movement on theirn next movement action. (Cannot be yourself and cannot stack)
Gun Fu… (Req: AGL 8+, Guns 25+)
Can use guns to block & parry attacks.
Head Hunter…
If you roll 2 DoS or more on an oponent vs. the opponent's defense roll you may trigger keywords requiring a crit without the effects of critting even if it's not a crit. Can also trigger non-damaging crit effects from a used item.
Hemotophage…
When a blood pack is used on yourself to heal you gain +2d6 HP.
Horseshows & Hand Grenades… (Req: PER 7+)
You may spend +1 AP on top of the cost of a Targeted thrown attack to grant it +1 DoS. This can be done one per turn but must be declared before the attack is rolled.
Hunter's Sight… (Req: Survival 10+)
+1 PER Score and -1d6 DMG from fire.
Infiltrator… (Req: Lockpicking 16+)
You gain one more attempt last attempt if failing all other chances during lockpicking or hacking.
Lawbringer…
Deal +1/2 LVL DMG per attack to Raiders, Bandits & Criminals if that attack has one or more degrees of success.
Make your Caps count…
When spending a "Reroll Cap" you can instead gain +10 instead of the reroll.
Mr. Sandman… (Req: Sneak 10+)
You gain +1d4 DMG with silenced weapons, sneak attacks or on sleeping foes. These can stack.
Overhealer… (Req: Medicine 50+)
Healing you do can heal above a target maximum up to 5 above, this overhealing ends once lost or the encounter ends and cannot stack with itself.
Pain Train… (Req: Power Armor Training)
If you move through an occupied space while wearing power armor the occupier wil ltake 1d6 BLNT DMG (Max of once per person per turn) and humans/ghouls/robots (not including those in power armor, vehicles, sentry bots or securitrons) must make an AGL check (13+) or else be knocked prone.
Party Boy/Party Girl/Party They… (Req: Luck 7+)
Gain no negative effects from alcohol and gain double positive effects.
Physical Therepist… (Req: Medicine 15+)
Using 100 caps "for materials" you can remove a mendable limb disability.
Primal Strength… (Req: Survival 10+)
+1 STR Score and -1d6 DMG from fire.
Psychologist… (Req: INT, 7+, Medicine 20+, Speech 10+)
Allows you to change out one trait or switch around 5 points Special stat points of a consenting person at the cost of exchanging 10 star bottle caps or equivalent value and a successful Medicine roll of 65+ witnesses by a GM.
Power Armor Adept… (Req: Power Armor Training)
You are advanced at using power armor. You gain +3 Mvmnt in power armor and can target two special target points on power armor.
Fusion Core: (+3 DoD) Drain all the power in the fusion core. Can only be targeted from behind.
Weak Spot: (+4 DoD) On T-45 & T-60 power armors you can bypass chest armor.
[ Both require 2 AP to perform ]
Psyker… (Req: INT 8+, Glance into the future, Destined Path, Something Kinetic )
Gain the ability to perform half/full grapples, push or grab an item from blocks away from yourself equal to your INT score.
Purtian…
Deal +1/2 LVL DMG per attack to Ghouls, Supermutants & Wasteland Abominations if that attack has one or more degrees of success.
Pyromaniac…
Deal +1/2 LVL DMG per attack with fire if the attack has one or more degrees of success.
Quantum Chemist…
Nuka Cola Quantum heals you for +1d8 HP and +1 AP
Rad-Generation…
Gain +1d4 AP when taking 5+ Atomic DMG
Raider Type…
Deal +1/2 LVL DMG per attack to Settlers, Troopers & Lawbringers if that attack has one or more degrees of success.
Redirection… (Req: STR 8+, Melee Weapons 25+)
You spend 2 AP on a successful block to redirect the damage blocked onto another tartget within your blocking item's range.
Refractor… (Req: PER 6+)
Gain -2 DMG from Laser and Plasma weapons.
Rooted… (Req: END 7+, STR 6+)
If you don't move on a turn gain -1d4 DMG taken from all incoming attacks until the start of your next turn.
Scrounger… (Req: Guns 25+, Luck 4+)
You can use some ammos of the same type in combat (Available: Small Pistol, Large Pistol, Small Rifle, Large Rifle, Shotgun)
Shell Breaker…
Deal +1/2 LVL DMG per attack to Mutated Arthropods & Robots if that attack has one or more degrees of success.
Size Matters… (Req: STR 8+, Big Guns 10+)
-1 DoD with big guns within the weapon's short range.
Sneering Imperialist…
Deal +1/2 LVL DMG per attack to Tribals, Animals & Non-Faction aligned Wastelanders if that attack has one or more degrees of success.
Sniper… (Req: PER 7+)
On a one speed weapon, gain +10 blocks to long range and gain +2 DMG per DoS above normal in your long range.
Steady Aim… (Req: STR 6+)
Gain +5 to hit with ranged attacks.
Tactician… (Req: INT 7+, Speech 10+ or INT 5+ Speech 20+)
You can spend 2 AP and a "Useful Dialogue" free action to grant an ally within 20 blocks -1 DoD on their roll.
Unbroken, Unbowed… (Req: Survival 10+)
Spend 2 AP to apply +1 DoD on non-targeted attacks until start of your next turn. Can stack up to x2.
V.A.T.S. Expert…
Using V.A.T.S. has -1 AP cost.
Wasteland Doctor… (Req: Medicine 50+)
You can spend 2 AP when using a medical item/chem as a bonus action to gain the effect max that you would as a Major Action.
Wasteland Guardian… (Req: AGL 5+, END 6+)
Spend 2 AP to take a hit for an ally within 5 blocks of yourself as a free action. You can react to this attack but successful dodging will mean the original target is hit instead.
Adamantium Skeleton… (Req: END 7+, STR 8+ or Cyborg/Bioni)
You are immune to limb crippling and gain 1d4 natural physical DMG resist.
Ain't No Bitch…
Once we turn when you would gain a bad trip, you can instead ignore it's negative effects.
Animal Friend… (Req: Survival 25+)
Make an Intimation attempt on an animal at a Bonus action, if successful you can tell the target to Fight (making them attack their closest ally once), Flight (use their whole next turn to run away from you) or Freeze (make them skip their next turn) As well animals will not target you unless you are the only aggressor.
Careful Creep… (Req: Lockpicking 50+, AGL 7+, Sneak 15+)
Disarm a trap within 5 blocks you know if for 1 AP at no roll
Cheater's Dice…
You may substitute AGL for any LUCK based calculation.
Commander's Orders… (Req: Speech 30+)
You can spend an Action to grant an ally within 30 blocks the ability to use the corresponding action at this moment. Major Action grants them a Major Action, Movment Action grants them a movement action, etc. The same ally cannot be commanded two turns in a row however.
Computer Whiz… (Req: INT 9+)
Gain +10 to all hacking based rolls
Discombobulate…
You may substitute INT for any STR based calculation.
Double Duty…
Gain a number of leveled perks whose level adds up to 10 or less. (Ex: A lvl. 4 & a Lvl. 6, a Lvl. 2, lvl. 2 & a Lvl. 6)
Glowing with Health…
You may substitute CHAR for any END based calculation.
Grim Reaper's Sprint… (Req: LUCK 8+, AGL 9+)
When you kill a target that has 10 total HP or more regain 1/2 your max AP, if under that max HP gain back 1d4 AP.
Hot Core… (Req: Power Armor Training+)
You can drop a full fusion core from your power armor, this will explode as a 3d8 BLST DMG, 5 Radius, 3 MAX High Explosive that will detonate at either the end of this turn or next turn (your choice)
Intimidation… (Req: CHAR 7+ or STR 7+)
Make an Intimation attempt on a robot or humanoid at a Bonus action, if successful you can tell the target to Fight (making them attack their closest ally once), Flight (use their whole next turn to run away from you) or Freeze (make them skip their next turn). This also grants you +5 to all intimidation rolls.
For this the player may roll STR / Speech / Barter and the resisting part may roll STR / INT / Barter
Learned the Hard Way…
You may substitute END for any INT based calculation.
Leading Shot…
You may substitute PER for any AGL based calculation.
Legendary Armor-Smith…
You can craft a single legendary armor set or shield. (You cannot get rid of this perk with a mulligan)
Legendary Cloth-Smith…
You can craft a single legendary underarmor set. (You cannot get rid of this perk with a mulligan)
Legendary Energy-Smith…
You can craft a single legendary energy weapon. (You cannot get rid of this perk with a mulligan)
Legendary Gunsmith…
You can craft a single legendary firearm. (You cannot get rid of this perk with a mulligan)
Legendary Weapon-Smith…
You can craft a single legendary melee weapon, thrown or bow. (You cannot get rid of this perk with a mulligan)
Life Giver… (Req: END 6+)
Gain 10 maximum HP
Lucky Shot…
You may substitute LUCK for any PER based calculation.
Master Trader… (Req: CHAR 10+)
Gain +10 to Speech & Barter
Mysterious Stranger… (Req: Luck 8+)
On a critical hit roll 1d10, if a 10 the target you are attacking takes 3d10 BLST DMG by one of the mysterious strangers of the wasteland.
No Weaknesses… (Req: x+)
Once per encounter when you go down instead be healed for 1d10 HP and all SPECIAL attributes lower than a score of 5 become score 5 until the end of your next turn. This also stops finishers from killing you in the same instance.
Nuclear Physicist… (Req: Energy Weapons 15+ or INT 9+)
Weapons that deal Atomic DMG ignore 2 NRG Defense
Penetrator… (Req: PER 7+)
If using V.A.T.S. ignore all non full solid cover penalties in place of the roll bonus.
Power Armor Veteran… (Req: Power Armor Training, Operations 10+)
You are a master at using power armor. You can teach an NPC to use power armor (replacing a trait) or a player at the cost of 20 of their own XP or a trait.
Rad Resistant… (Req: END 8+)
Take 1/2 DMG from atomic DMG.
Ricochet… (Req: Luck 10+)
If a foe fails a shot on you they roll luck and if a failiure on that they hit their closest ally to you (can include themselves), If they crit fail skip the luck roll.
Skeleton Key… (Req: PER 9+)
Gain +10 to all lockpicking based rolls
Slayer… (Req: Guns 10+, Melee Weapons 10+, Unarmed 10+, Big Guns 10+, Explosives 10+, Energy Weapons 10+)
Spend 2 AP to gain +1 speed on an attack on any weapon.
Solar Powered… (Req: END 8+)
Gain the ability to spend 2 AP to heal 1d4 HP per if in sunlight, 1 AP to increase a healing item by +1d4 if in sunlight.
Speed Blitz… (Req: AGL 7+)
Gain +5 Mvmnt Speed, becomes +8 instead while not wearing armor (Underarmor not counted).
Terrifying Presence…
You may substitute STR for any CHAR based calculation.
Think Fast Chuckle Nuts… (Req: AGL 6+, Explosives 50+)
You may spend 2 AP to apply the MAX effects of a grenade to those within its full radius if within the lower half of its range.
Viper's Blood… (Req: x+)
You are immune to being poisoned and if given the bleeding effect by one within 2 blocks they will gain the poisoned effect.
Wasteland Whisperer… (Req: Survival 25+)
Make an Intimation attempt on an abomination at a Bonus action, if successful you can tell the target to Fight (making them attack their closest ally once), Flight (use their whole next turn to run away from you) or Freeze (make them skip their next turn) As well abominations will not target you unless you are the only aggressor.
✦ Specified Perk Lists ✦
Some Perks are found to be only available to some individuals and should be discussed separately for the sake of organization. As such here will be a list of such...
Human Resilance… (Req: Human)
You gain +2 Turns while down, rolling LUCK or END on your downed turn - if you roll a crit or with +2 DoS you return to conciousness at 2 HP.
Human Diversity… (Req: Human)
Gain a new Tag'd skill.
Human Ingenuity… (Req: Human)
You gain +10 to Operations, Repair or Science.
Human Kindness… (Req: Human)
Gain +10 to Speech, Barter or Medicine.
Human Cruelty… (Req: Human)
Gain +10 to Guns, Energy Weapons or Unarmed.
Human Resourcefulness… (Req: Human)
You gain +10 to Lockpicking, Survival or Sneak.
Human Destructiveness… (Req: Human)
Gain +10 to Explosives, Big Guns or Melee Weapons
Compound Muscles… (Req: Dwarf)
Gain +1 STR score & -1 DoD to STR based skill rolls.
Playing into the Stereotype… (Req: Dwarf)
Gain +1d4 DMG with Hammers & Axes if 2+ DoS above normal and Shields gain +1 NRG Defense.
Mythical Bullshit… (Req: Dwarf)
Gain +1 Reroll Cap.
Underfoot… (Req: Dwarf)
You can move through smaller spaces and occupied spaces at no penalty and don't set off pressure traps.
Steel be with You … (Req: Pure Human or Wastelander)
You've been molded by the brotherhood and it shows in your technique. Deal +1 DMG per hit or +1d4 DMG per attack if one speed with laser weapons.
Enclave Descendant … (Req: Pure Human)
You gain -1 DoD to hit on Supermutants, Ghouls and Wasteland Abominations. Can only be taken with applicable backstory reasoning.
Vaultie… (Req: Pure Human)
You can choose gain double the effects V.A.T.S. Can only be taken with applicable backstory reasoning.
Rad Avoider… (Req: Pure Human)
Gain the following bonuses when using the connected armors/items:
-Radiation Suits: +Sheild 2, +2 NRG Defense
-Gas Mask (any): +Shield 2, +Advanced Rebreathing
-Take -1 Atomic DMG taken
Secuirty Force… (Req: Pure Human)
Gain the following bonuses when using the connected armors/items:
-Security Armor: +Sheild 3
-Adv. Security Armor: +1d4 Defense Value when DMG armor is used on attacks coming from a Bandit/Criminal/Raider or someone wearing Raider Armor.
-"Police" Weapons: Gain the Lawful Keyword on their attacks <Does not include Riot Items>
Start Again… (Req: Wastelander)
You gain an additional use of the Human Reroll.
Hardened by Hardship… (Req: Wastelander)
On a crit fail regain 1d4 AP.
Metal Mercenary… (Req: Wastelander)
Gain the following bonuses when using the connected armors/items:
-Metal Armor (Any): +2 NRG Defense, +1 Shield
-Mercenary Attire (Any): Reduced Damage from Photon and +1 to Tank effect at an additional AP cost once per turn, not stacking
Scav Tanker… (Req: Wastelander)
Gain the following bonuses when using the connected armors/items:
-Scav Prospector Armor: Gain +2 to Luck/Investigation rolls per armor piece
-Scav Vulture Armor: Gain +2 to grapple/sneak/stealing rolls per armor piece
-Scav Stalwart Armor: Lower Defense stat is raised to match the higher
Savage… (Req: Tribal)
You can spend 1 AP to deal +1d4 DMG. Limit of once per attack.
Tribal Warrior… (Req: Tribal)
You gain -1 DoD to hit with tribal weapons, bows, spears or makeshift weapons.
Leather Nomad… (Req: Tribal)
Gain the following bonuses when using the connected armors/items:
-Leather Armor: Gain +3 Mvmnt Speed
-Padded Armor: Increased Cushioned Keywords by +5
-Tribal Leathers (Any): Gain Swift+ & Streamlined Keyword
Wood Runner… (Req: Tribal)
Gain the following bonuses when using the connected armors/items:
-Wooden Armor: +3 NRG Defense
-Wooden Weapon (Any): +2 on Splinter Keywords
-Tribal Leathers (Any): Gain +1d4 Sneak Attack DMG
Despicable Tactics… (Req: Raider)
Gain +1 DoS on attacks done on flanked, prone or restrained targets.
Plunderer… (Req: Raider)
On a successful targeted attack you can roll LUCK (16+) or spend 1 AP to steal one item from a target. The would be stolen from can roll a STR or AGL check to keep hold of their weapon (DC 15+). (Note: Stolen item must be the targeted item, not another)
Raider Vanguard… (Req: Raider)
Gain the following bonuses when using the connected armors/items:
-Raider Rusteater Armor: +3 Shield
-Raider Tyrant Armor: Looses Shield, Gains 5 Soak.
-Raider Warlord Armor: +3 NRG Defense
Raider Rook… (Req: Raider)
Gain the following bonuses when using the connected armors/items:
-Raider Welp Armor: +3 Mmnt Speed
-Raider Leathers (Any kind): Gain the Lawless Keyword, if already present gain +1 to each defense value.
-User gains +2 Priority
Atom's Chosen… (Req: Child of Boulder )
You deal +1d4 Atomic DMG when dealing Atomic DMG. CANNOT BE GAINED VIA RACIAL VARIABLE.
Atom's Blessing… (Req: Child of Boulder )
If your racial variant -1d4 Atomic DMG would make that DMG negative it instead all counts as healing on you. CANNOT BE GAINED VIA RACIAL VARIABLE.
Radical Zealot… (Req: Child of Boulder )
You gain the benefits of ghoul rad cards but don't gain more levels and still die if gaining lethal amounts of radiation. CANNOT BE GAINED VIA RACIAL VARIABLE.
Irradiator… (Req: Child of Boulder )
If you take Atomic DMG spend 1 AP to deal half that Atomic DMG to all those within 10 blocks. CANNOT BE GAINED VIA RACIAL VARIABLE.
Rust Dealer… (Req: Raider, Tribal or Wastelander)
While using a makeshift, homemade or similar weapon you can spend 1 AP to apply the posion status effect to the for if you deal damage to their HP.
Hillbilly… (Req: Tribal, Raider or Wastelander, Lvl. 4+)
Gain +1 DMG per hit with double barreled shotgun & sawed off shotguns as well gain +1 to the positive effects of whiskey & Moonshine.
Broken Mask… (Req: Synthetic Humanoid)
You gain +10 to any rolls based around lying about your identity. CANNOT BE GAINED VIA RACIAL VARIABLE.
Institute Built… (Req: Synthetic Humanoid)
You gain access to the positives of the Institute OS & count as having the Institute OS as well you can use non armor/weapon robotic items. CANNOT BE GAINED VIA RACIAL VARIABLE.
Battle Angel… (Req: Synthetic Humanoid)
Gain +1 PER Score & +1 to Priority CANNOT BE GAINED VIA RACIAL VARIABLE.
Tin Dick… (Req: Synthetic Humanoid/Early Gen Synth)
You gain +10 to any investigative rolls. CANNOT BE GAINED VIA RACIAL VARIABLE.
Positive Mutation… (Req: Freak)
You can remove the negative effect of one Deviant Mutation. Can be taken multiple times.
Freaky with it… (Req: Freak)
Can gain one perk from another non-robotic race you normally cannot gain. Cannot be stacked & you must meet the requirements. Big Boy gains you half height growth.
Even Freakier… (Req: Freak)
You gain two more Deviant Mutations of your choice.
Outcast from Society… (Req: Freak)
You gain +5 Max HP & +2 Mvmnt Speed while an ally is NOT within 5 blocks of you. Freaks do not trigger this downside.
United Ordeal… (Req: Ghoul, Charisma 5+)
Other ghouls within 5 blocks of the user that have advantage on their success roll gain +5 to that roll.
Radiation Power… (Req: Ghoul)
The user gains +3 movement speed if they took Atomic DMG or Rads since the beginning of their last turn.
Rad-Reaver… (Req: Ghoul)
The user gains +1d4 DMG with melee/unarmed weapons if they took Atomic DMG or Rads since the beginning of their last turn.
Breath it in… (Req: Ghoul)
The user gains advantage on all rolls if they took Atomic DMG or Rads since the begining of their last turn.
Cool Ghoul… (Req: Ghoul)
Gain +1 Charisma Score if wearing Fedoras, Sunglasses, Leather Jackets, Suits, Dresses or holding an instrument.
Feral Presence… (Req: Ghoul)
The user gains advantage on any rolls to intimidate non-ghouls. If they would already have advantage, gain Menace until the end of turn. If you already have Menace apply the Scared Status Effect to the target.
Bright Follower… (Req: Ghoul)
You gain an extra reroll cap if wearing robes, spacesuit or are within 10 blocks of a glowing one. Does not stack. Can only be taken with applicable backstory reasoning.
Gravestone Resident… (Req: Ghoul)
You can spend 1 AP to deal +1d4 DMG with Atomic Weapons, becomes +1d6 if within 20 blocks of a Brotherhood Ally. Does not stack. Can only be taken with applicable backstory reasoning.
Reservationist… (Req: Ghoul)
You can spend 1 AP to deal +1d4 DMG to Humans. Does not stack. Can only be taken with applicable backstory reasoning.
Apostle of the Eternal Light… (Req: Ghoul)
You deal +1 DMG per hit with Atomic Weapons. Can only be taken with applicable backstory reasoning.
Good Neighbor… (Req: Ghoul)
Spend a Bonus Action to Draw and Use a Chem on a willing ally within 3 blocks. Can only be taken with applicable backstory reasoning.
Ages Past… (Req: Vagabond Ghoul)
The user can auto normal succeed one roll related to their background LVL amount of times per encounter. And you can spend 2 AP while doing such to increase it's DoS by one, limit of one.
Aftermath… (Req: Vagabond Ghoul)
Take -1d4 DMG from explosives.
Longtime Wanderer… (Req: Vagabond Ghoul)
Gain +2 Mvmnt Speed.
Black Eyes… (Req: Vagabond Ghoul)
You cannot be blinded by effects.
Feral Rage… (Req: Zombie Ghoul)
The user gains advantage to any Strength based rolls.
Feral Charge… (Req: Zombie Ghoul)
You can make movement at full speed despite crippled limbs. (Does not count for disability limbs)
Horrid Form… (Req: Zombie Ghoul)
Gain the Menace Keyword naturally.
Wannabe Reaver… (Req: Zombie Ghoul)
Gain +3 to Tank Effects & +2 to Block Effects.
Glow Hunter… (Req: Mutate Ghoul)
The user regains 1 AP & your next AP costing action/reaction/ability costs -1 AP (minimum of 1) each time they land an Atomic DMG attack with an excess degree of success.
Glowing Presense… (Req: Mutate Ghoul. Lvl 6)
You can spend a Bonus Action and 1 AP to deal 1/2 LVL Atomic DMG to all within 3 blocks. This does not count as an attack.
Glowblood… (Req: Mutate Ghoul. Lvl 6)
When taking damage to HP all within 3 blocks of you roll Endurance (DC: 13+) or else take Atomic DMG equal to the user's Radiation Level.
Many Mutated… (Req: Mutate Ghoul)
You gain 1 "Deviant Mutation" and can replace up to two traits to gain the same amount of extra "Deviant Mutations". You cannot however take: Cyclopse, Chameleon, Extra Arm, Extra Ear, Extra Eye, Marsupial, Quills & Spines, Scaley Skin or Spiderlike
Flame the Trenches… (Req: Trench Ghoul)
Critical hits or attacks that are 2+ DoS above needed success with flame weapons deal +1d4 DMG.
Storm the Trenches… (Req: Trench Ghoul)
Gain +1 actions during an Assault Breaking Point and gain +5 Mvmnt in Trenches or Foxhole.
Occupy the Trenches… (Req: Trench Ghoul)
Gain +10 to skill success rolls if within a trench or foxhole.
Foxhole… (Req: Trench Ghoul)
Spend a Full turn to create a 1/2 AP spent radius foxhole that is a block and a half deep. Any entities within this foxhole gain half physical cover effects and the positive bonuses of being prone. Requires a shovel.
Arms of Steel… (Req: FEV Mutant)
The user is immune to having their weapon dropped from a targeted attack that would cause this and their arms and hands cannot be crippled.
Violent Growth… (Req: FEV Mutant)
The user can add +1/2 Level to Block or Tank Reactions.
Walking Tank… (Req: FEV Mutant)
The user can spend 1 AP to deal +1d4 DMG with big guns or at no AP cost if 2+ Degrees above success.
Battleborn… (Req: FEV Mutant)
The user regains +1 AP on a critical success or 1d4 AP on a Natural 20/100.
Bred for Battle… (Req: FEV Mutant, Battleborn, Lvl 6+)
The user regains +1d4 AP on a critical success or 4 AP on a Nautral 20/100. (Replaces the effects of Battleborn)
Bone Breaker… (Req: FEV Mutant)
On a critical success attack the user can choose to cripple a limb of the target.
Brick Wall… (Req: FEV Mutant)
The user gains +5 HP.
Monster of Science… (Req: FEV Mutant)
The user takes -1d4 DMG from energy weapons.
Jacob's Townie… (Req: FEV Mutant)
Gain +1 roll from aid actions from other mutants. Can only be taken with applicable backstory reasoning.
Black Mountain… (Req: FEV Mutant)
Spend 1 AP per Mutant within 10 blocks, each adding +1 DMG to your current attack. Can only be taken with applicable backstory reasoning.
Gammorin's Soldier… (Req: FEV Mutant)
Spend 1 AP to deal +1d4 DMG to Robots or Brotherhood members, becomes +1d6 if a C-27 or Midwest Brotherhood member. Can only be taken with applicable backstory reasoning.
Attis's Hand… (Req: FEV Mutant)
Spend 1 AP to gain the Menace, Bleed or Lawless Keyword until end of turn. Can only be taken with applicable backstory reasoning.
Gammorin's Soldier… (Req: FEV Mutant)
Spend 1 AP to deal +1d4 DMG to Robots or Brotherhood members, becomes +1d6 if a C-27 or Midwest Brotherhood member. Can only be taken with applicable backstory reasoning.
Rank & File Mutant… (Req: Master's Child)
Gain the ability to spend 1 AP to take -1d4 DMG if another FEV mutant is within 30 blocks of you. Limit of once per turn.
Army of Unity… (Req: Master's Child)
Gain the ability to spend 1 AP to deal +1d4 DMG if another FEV mutant is within 30 blocks of you. Limit of once per turn.
Unity… (Req: Master's Child/Nightkin)
+1 to all rolls for each FEV Mutant ally within 10 blocks.
Master's Hand… (Req: Nightkin)
Gain advantage on Intelligence Based rolls.
Doc Henry's Orders… (Req: Nightkin)
Cure up to two Nightkin Disabilities. Can only be taken with applicable backstory reasoning.
Chosen Soldier… (Req: Nightkin)
Gain an extra tag'd skill in Big Guns, Melee Weapons, Unarmed, Energy Weapons, Explosives or Guns.
Someday Mutants Kill Everybody… (Req: West-Tek Mutant)
The user gains the ability to spend 1 AP to deal +1/2 LVL DMG to any non mutant.
Big Boi… (Req: West-Tec Mutant)
From this level on, each level up you grow 2" to their height. Each grow spurt grants you +2 HP and +1 to strength based rolls for 1/2 the LVL amount but your roll to hit is lowered by 1 every two levels. You cannot wear power armor though.
Multi-Processor… (Req: Robot)
The user gains a Tag'd Skill in an Intelligence based skill.
In-Depth Programming… (Req: Robot)
The user gains +10 to Energy Weapons, Repair or Science
Augmentable… (Req: Robot)
The user gains +3 Widget slots.
Robotic Aid… (Req: Robot)
Any aid action done by the user gains double effect.
Mean Machine… (Req: Robot)
Deal +1d4 DMG to an organic target if they have crit failed or succeeded in the last two turns.
Mechanical Menace… (Req: Robot)
Gives you the Menace Keyword.
Robotic Limbs… (Req: Robot)
Gain the ability to use two handed weapon as if a hand & half weapon so long as it doesn't have the the slow keyword and you can ignore one limb arm cripple per limb per encounter.
Built Sturdy… (Req: ROBCO OS)
The user chooses a reaction and gains +2 to the effect of that reaction. Cannot be taken via Racial Variable.
Slow & Steady… (Req: Protectron)
The user cannot be knocked prone or moved unwillingly.
Protect & Serve… (Req: Protectron)
The user gains +1 to the effect of their race variant natural DMG resist, tank & block effects so long as they are protecting an ally within 10 blocks.
Clumsy Clanker… (Req: Protectron, Luck 3+)
Critical failures count as if rolled success max (but not a critical success and not gaining DoS effects)
Many Hands… (Req: General Atomics Unit)
The user can spend 2 AP to gain a second Bonus Action.
High Ground… (Req: General Atomics Unit)
The user gains +2 to hit per block you are higher than a foe and +1 DMG per 10 blocks above them.
Job Diversity… (Req: General Atomics OS, Lvl 6+)
You can choose one SPECIAL state to ignore the requirements of for perks, abilities, items and similar. This perk can be taken a maximum of three times.
Biomed Gel… (Req: Robobrain Organic Think Tank)
The user gains +1 to the effect of healing items, chems & AP gain that is used on them. Cannot be taken via Racial Variable.
Brain in a Jar… (Req: Robobrain)
The user gains +1 to Intelligence Score
Organic Parts… (Req: Robobrain)
The user becomes immune to the EMP status effect.
Lucky 38… (Req: Securitron)
+1 Luck Score
Mk. II Upgrade… (Req: Securitron, Lvl 6+)
User can spend a Major & or Bonus Action to fire out 1d4 mini missiles from their shoulders. Each of these dealing 2 explosive BLST DMG if landed, rolled as if speed attacks. These explosions have no radius, crit bonus of High Explosive.
They see me rolling… (Req: Sentry Bot)
Gain a half speed free mvmnt action when taking DMG to HP or Soak. Does not stack with itself.
Into the Fray… (Req: Sentry Bot)
When dealing DMG to HP or Soak gain one of the following bonuses until end of next turn: +1 Natural PHY/NRG DMG Resist, -1 AP cost on next action that would cost AP (Minimum of 1) or heal an item with soak by one. Does not stack with itself on hits.
Assaultron's Kiss… (Req: Assaultron)
Deal +1/2 LVL DMG to downed, prone or grappled foes if hitting on a critical success or if you downed, proned or grappled that foe within the last turn the above effect happens even if not critting (not stacking with the above effect from a critical success).
Optic Blast… (Req: Assaultron, Lvl 6+)
Gain the ability to spend a major action to start charging up your head laser for 2d6 Laser ENRG DMG. You can charge it up to 3 turns with each turn charged adding +1d6 DMG. Charging on subsequent turns takes a bonus action to maintain and if you take 5+ HP DMG to the head your Optic Blast & charge is nullified. This attack costs 1 AP to fire the blast.
Pacification Protocols… (Req: ACME OS)
The user gains +1 DoS to attack success rolls against organic or bionic targets. In case of robobrains only applies to headshots. Cannot be taken via Racial Variable.
Calculator's Soldier… (Req: C-27 Humanoid Robot)
You deal +1d4 DMG to Humans and +2 more DMG to members of the Brotherhood.
ACME Tactics… (Req: C-27 Humanoid Robot)
You can forgo a perk in trade for +5 Skill Points (This can be taken multiple times).
Latent Molecules… (Req: Institure OS, Lvl. 6)
You can spend 5 AP to teleport 10 blocks. CANNOT BE GAINED VIA RACIAL VARIABLE.
Mankind - Redfined… (Req: Institute OS/Synthetic Human, LVL 10+)
The user gains an second racial variable called "Courser". Cannot be taken via Racial Variable. This being the Racial Variable of "Courser". This granting the user +1 DoS to Energy Weapon attack success rolls, intimidation checks, reactions & sneak skill rolls but critical attacks to the head deal +1d10 DMG on them. CANNOT BE GAINED VIA RACIAL VARIABLE.
Android Project… (Req: Early Gen Synth)
Gain the ability to still attack while grappled as well as the ability to use a two handed weapon as if a one handed weapon so long as it doesn't have the the slow keyword. CANNOT BE GAINED VIA RACIAL VARIABLE.
Built for War… (Req: Assaultron/Sentry Bot/C-27s/General Atomics/Protectron, Lvl. 6+)
The user can spend spend 2 AP to attack as a Bonus Action if a weapon is an integrated one - weapon speed counts as one. To take as General Atomics or Protectron it requires Backstory based approval.
✦Profession Based ✦
Apothecarist…
Gain a free action of a medical item use on another person per turn. Can only be taken with applicable backstory reasoning.
Bounty Hunter…
Choose an enemy "Target" at the beginning of combat - If you kill that target regain +1/2 Max AP or HP. Cannot declare another target. Can only be taken with applicable backstory reasoning.
Caravanner…
You gain +2 to Barter & +2 Mvmnt Speed on secondary movement actions. Can only be taken with applicable backstory reasoning.
Caravan Guard…
You gain +10 to hit enemies if within 20 blocks of a Caravanner or their Brahmin. Can only be taken with applicable backstory reasoning.
Courier…
Gain +2 Mvmnt Speed. Can only be taken with applicable backstory reasoning.
Farmer…
Communities you're a part of gain +20% Food from farms. Can only be taken with applicable backstory reasoning.
Mercenary…
If hired to tag along in an encounter you gain +5 to rolls directly working to acheive that goal. Can only be taken with applicable backstory reasoning.
Nomad…
You do not suffer the effects of difficult terrain that would slow you. Can only be taken with applicable backstory reasoning.
Prospector…
You gain can spend 1 AP to remove a fault from an item you can touch. Can only be taken with applicable backstory reasoning.
Rancher…
Communities you're a part of gain +20% Food from ranches. Can only be taken with applicable backstory reasoning.
Scav…
You gain +5 to looting based rolls. Can only be taken with applicable backstory reasoning.
Snake Oil Salesman…
You can one per turn give a willing target a 'Miracle Drug'. They roll 1d4 to decide what it does: 1. Gain the Sickened Status Effect 2. Gain +2 Mvmnt Speed until end of next turn and -2 Mvmnt on the turn after 3. +1d4 HP, 4. +1d4 AP. Can only be taken with applicable backstory reasoning.
Treasure Hunter…
You can spend 1 Star Bottle Cap to regain 1d8 HP. Limit of once every other turn. Can only be taken with applicable backstory reasoning.
Water Merchant…
Communities you're a part of gain +20% water sent to another Community. Can only be taken with applicable backstory reasoning.
✦ Faction Based ✦
Appalachians…
Choose one of the following bonuses to match your place within the descendants of West Virginia. Can only be taken with applicable backstory reasoning:
Responder - Gain +1 to the effect of using medical aid items on others and -1d4 DMG from fire if passing a normal success on a reaction to said source of fire DMG.
Blue Ridge Caravan - Gain +1 DoS to Barter and can spend 2 AP to ignore penalties to multiple movements like asthma.
Moth Man Cultist - Gain +1 DMG per hit with Cult & Bone weapons as well as bows. As well gain +1d4 to success rolls while supernatural or cryptid entities are within 30 blocks.
Blood Eagle - When killing a humanoid foe you can either heal 2 HP or Gain 1 AP.
Free State - Communities you're a part of gain +10% to their total defense & energy value.
Foundation - Communities you're a part of gain +10% to their total food & water value.
Crater Raider - Gain +5 to any success rolls made toward stealing, robbing or similar.
Army Remnant…
Gain +1 to both Defense values with Combat armors & Military Robot Armors. Can only be taken with applicable backstory reasoning.
Atom Cat…
The user can spend 1000 Fusion Core power to restore a Power Armor's Soak to full and unwear it. When doing so, roll 1d4 and unless a 4 you cannot do it again in this encounter. You cannot use abilities that let you decide the outcome of a roll on this roll (besides Luck's Hand) Can only be taken with applicable backstory reasoning.
Atrosari…
Spend 1 AP to gain +1 DMG per hit until end of turn or +1d4 on a 1 Speed weapon and can spend 5 AP to increase a target's turns while downed by 1 if down (can only be done once per person). Can only be taken with applicable backstory reasoning.
Boulder Dome Caste…
Choose one of the following bonuses to match your caste within the boulder dome. Can only be taken with applicable backstory reasoning:
Technocracy - Gain +5 to Science & either Repair or Medicine as well as Advantage on Intelligence Attribute checks.
Dome Authroity - Gain +1 to both Defense Values of Security/Adv. Security Armor and deal +1 DMG per attack with "security" and energy weapons.
Facilities - Gain +5 to Repair & either Operations or Survival as well as advantage on hacking/fixing rolls.
Laborer - Gain +1 STR Score
Vish'Caste - Gains +1 Core Armor Slot
C.G. Citizen…
Gain +1 DoS to Repair, Barter & Survival checks. Can only be taken with applicable backstory reasoning.
Daughter of Hecate…
When bleed status effects you caused proc, you gain 1 AP if they reduce the damage or they loose 1 AP if they don't. Can only be taken with applicable backstory reasoning.
David's Landing…
Choose one of the following bonuses to match your place within David's Landing. Can only be taken with applicable backstory reasoning:
The Sawtooths - Gain a free action 1 speed non-modified unarmed attack that deals PRCE DMG in the form of a bite.
The Mountaineers - Gain +10 to success rolls while on horseback.
The Ashborne - Explosions that also damage you deal +1d6 DMG.
The Wolfeaters - Any roll to tame, command or otherwise control an animal gains +10 to it's effect.
Deadhold Raider…
Gain +1 DMG with military weapons and to people on chems. Can only be taken with applicable backstory reasoning.
Communist…
Choose one of the following bonuses to match your place within the communist party and it's descendants. Can only be taken with applicable backstory reasoning:
Chinese - Deal +1 DMG with Chinese weapons and gain +5 to Sneak
Russian - Deal +1 DMG with Russian/Soviet/SML weapons and gain double positive effects from Vodka.
Chapters of the Brotherhood…
Choose one of the following bonuses to match your place within the brotherhood. Can only be taken with applicable backstory reasoning:
Lost Hills - Spend 1 AP to gain +1d6 DMG against Members of the NCR or Enclave.
Mojave - Spend 1 AP to gain +1d4 DMG to Members of NCR or gain +10 to sneak checks from weather effects.
Midwest - Spend 1 AP to gain +1d4 DMG to Supermutants or Calcultor robots.
Lyons - Spend 1 AP to gain +1d4 DMG to Supermutants and Members of the Enclave.
Arthur Maxson - Spend 1 AP to gain +1d4 DMG to Supermutants, Ghouls or Synths.
Outcast - Spend 1 AP to gain +1d4 DMG to Robots or Members of the Brotherhood.
Circle of Steel - Spend 1 AP to gain +1d4 DMG to Soak or Members of the Brotherhood.
Knights of San Fernando - Spend 1 AP to gain +1d4 DMG to Wastelanders or Members of the Brotherhood.
Grand Canyon - Gain +1 DMG to Robots & +1 DoS to Charisma based rolls against Robots.
Coronado - Spend 1 AP to gain +1d4 DMG against Women or Members of the Brotherhood.
Yosemite - Gain +1d4 Soak (No defense value) while holding still and +1 DMG to Outcasts/San Fernando/Grand Canyon/Coronado members.
Montana - Gain +1 DMG with flame based weapons and give immunity to the scared effect to brotherhood allies within 10 blocks. Does no include self.
Maxson Bunker - Spend 1 AP to gain +1d4 DMG against Tribals and members of the Legion.
Rocky Mt. Detachment - Spend 1 AP to gain +1d4 DMG to plant based creatures and targets with the sickened status effect.
Texas - Spend 1 AP to gain +1d4 DMG to Supermutants & Deathclaws and +1 DMG to Victor Alice Veil.
Steel Plague - Spend 1 AP to gain +1d4 DMG to anyone from California or with high value tech you want.
Taggerdy's Thunder - Gain -50 Max HP
Enclave Detachment…
Choose one of the following bonuses to match your place within the Enclave. Can only be taken with applicable backstory reasoning:
Ice Cube - Gain +10 to any rolls made to know something about the pre-war
Control Station Enclave - Spend 1 AP to gain +1d4 DMG with Big Guns against Wastelanders, Pure Humans & Tribals.
Navarro - Spend 1 AP to gain +1d4 DMG with on limb targeted attacks against Wastelander & Members of the Brotherhood & NCR
Autumn Loyalist - Spend 1 AP to gain +1d4 DMG with Energy Weapon attacks against Wastelanders, Members of the Brotherhood and people with a Science Skill final above 10.
Eden Henchmen - Spend 1 AP to make the use of an anti-venom or healing item used on Wastelander, Ghouls & Supermutants to fail.
Sun Valley Scientist - Gain +10 to Science and +1d4 DMG to Dr. Lama Lamikton.
Whitesprings Enclave - Gain -50 Max HP
Follower of the Apolcapyse…
Gain +1 DoS to Medicine, Barter & Speech checks. Can only be taken with applicable backstory reasoning.
Forester…
Gain +1d4 to all skill checks while within forests & +1 to all base effect of all forester items. Can only be taken with applicable backstory reasoning.
Gunner…
You can spend a star cap to deal +1d6 DMG on an attack - doesn't stack. Can only be taken with applicable backstory reasoning.
Grey Mercenary…
Deal +1 DMG per hit or 1d4 DMG on one speed weapons while wearing west tec armor/power armor. Can only be taken with applicable backstory reasoning.
Havenite…
Gain +1 shield to forged armors/shields and +2 critical damage with forged weapons. Can only be taken with applicable backstory reasoning.
Jackal…
Gain +1d4 DMG to sneak attacks and +1 DMG until end of turn if eating human meat. Can only be taken with applicable backstory reasoning.
Khan…
You gain -1 Addiction Trigger per level up and +3 to Bad Trip Rolls. Can only be taken with applicable backstory reasoning.
Gun Runner…
If you give an ally a weapon in an encounter they did not own at any point before it gains +5 to hit with that weapon. Can only be taken with applicable backstory reasoning.
Legion…
Choose one of the following bonuses to match your caste within the Legion. Can only be taken with applicable backstory reasoning:
Legionaire - While using a machetes, gladiuses, spears or rippers you can spend 1 AP to apply the bleeding status effect and +1 DMG to NCR members or of non-legion tribals. (Becomes +2 if female NCR/non-legion tribal)
Decanus - Legion armor/attire gain +1 PHY Defense (If it has PHY Defense to begin with) and doing an aid action that succeeds gains you +1 AP.
Explorer - Wearing Legion armor/attire gains you +2 Mvmnt (not stacking) and +1 priority bonus per piece.
Vexillarius - Wearing Legion armor/attire gains you +10 block range for Charisma Variable bonuses. (Non-stacking)
Frumentarii - Gain +5 to Sneak, Speech and any rolls to lie, disguise or deceive.
Centurion - Gain +2 to tank effects while wearing heavy armor.
Slave - Gain +1 DoS to non-combat based physical rolls.
Institute Scientist…
You gain +5 to Science, Energy Weapons & Medicine. Can only be taken with applicable backstory reasoning.
Iyo…
Smoking a joint removes the Scared/Weakened/Sickened Status Effects. Can only be taken with applicable backstory reasoning.
Minute's Notice…
You gain +1 Priority and deal can spend 2 AP in place of a charge action. Can only be taken with applicable backstory reasoning.
New Aspen Native…
Choose one of the following bonuses to match your place within New Aspen. Can only be taken with applicable backstory reasoning:
Aspen Sheriff - +1 DMG resist while wearing Police Uniform or things with the Lawful Keyward (Non-stacking), and advantage on handcuffing or grappling people.
Bazaar Trader - +1 DoS on Barter and Speech checks as well as rolls for selling items.
Chabad Born - Within 25 blocks of you, people with 3+ stages of Positive Reputation with Chadbad gain the ability to once per turn reduce AP cost by 1 (Minimum of 1) and those with 3+ stages of negative reputation with Chabad gain First attack landed on them hits as if both defense values on used armor are reduced by one for that instance.
Underlotter - +1d4 DMG while underground and +1 to Bad Trip Rolls.
New California…
Choose one of the following bonuses to match your caste within the NCR. Can only be taken with applicable backstory reasoning:
NCRA - You gain the ability to once per combat spend 3 AP to unwear an armor. Also deal +1 DMG to members of the Legion (Becomes +2 to a high ranking legion member).
MP - Gain +1 DoS to Grapple Checks and handcuffs gain +5 DC. You also deal +1 DMG per hit with Security Batons.
Recon - Gain +1d4 DMG on attacks made within a weapon's long range.
OSI - Gain +1 DoS to Science, Repair & Science
Citizen - Gain +1 Reroll Cap
New Canaanite…
Gain 1 DMG per hit with .45 Pistols & .45 SMGs and as well as +1 to the first effect for Religious items like Rosaries. Can only be taken with applicable backstory reasoning.
Outer Vegas…
Choose one of the following bonuses to match your place within Outer Vegas. Can only be taken with applicable backstory reasoning:
Freeside Rat - Gain +1 DMG for each HP value below 5 HP while in that state.
Kings - Gain +1 to non-combat skill checks for wearing jailhouse rocker, sunglasses, pompadour wig or greaser jacket. Stacking. (Can be taken as a general ghoul perk)
Westside - Gain +1d4 DMG on next attack if an ally within 10 blocks has taken HP DMG. (Non-stacking)
Fiend - Gain +1 dmg per hit while on chems, becomes +1 DMG attack as well if bad tripping on chems.
Boomer - Gain +1d4 DMG with explosives.
Railroad Agent…
You gain +5 to Speech, Barter & Sneak. Can only be taken with applicable backstory reasoning.
Ranger…
Choose one of the following bonuses to match your place within the rangers. Can only be taken with applicable backstory reasoning:
Desert - Deal +1 DMG with Revolvers/Lever Actions spend 1 AP to deal +1d4 DMG to members of the Legion.
NCR - Deal +1 DMG with Service Rifles/Assault Carbines/Marksman Carbine/Sniper Rifles/Trail Carbines 1 AP to deal +1d4 DMG to members of the Legion.
Regulator…
When critting or rolling 2+ DoS above success on a criminal/raider/bandit apply the Heavy, Weighted, Perforation - Light, Perforation - Medium, Accurate or Bleed Keyword on them. Can only be taken with applicable backstory reasoning.
Reily's Ranger…
You can spend 1 AP to reduce an ally within additional AP spent * 2 blocks incoming DMG by 1d4. Can only be taken with applicable backstory reasoning.
Shi…
Gain +5 Power Armor soak per piece and +1d4 DMG with Gauss Weapons. Can only be taken with applicable backstory reasoning.
Shepard Tribe…
You gain advantage to tackle, check, push and other actions to move people as well as +1 to hit per goat within 5 blocks of you. Can only be taken with applicable backstory reasoning.
Speedway…
Gain +2 to the mvmnt speed bonus of power armor frames with fusion core usage as well as +1 to both Defense values & +2 Soak per piece on Raider Power Armors. Can only be taken with applicable backstory reasoning.
Sun Dogs…
Gain 5 soak (no defense value) when defending an ally, becomes 10 if having a dog follower/companion. Can only be taken with applicable backstory reasoning.
Tak'Veesh…
Gain +1 DMG while on horseback and with pre-war big guns. Can only be taken with applicable backstory reasoning.
Talon Mercenary…
You gain can spend 1 AP to deal +1d4 DMG to members of Large Factions. Can only be taken with applicable backstory reasoning.
The Animals…
Gain +10 to any rolls revolving around Wresting a Wasteland Animal or Abomination. Can only be taken with applicable backstory reasoning.
The Pitt…
Choose one of the following bonuses to match your place within Pittsburg. Can only be taken with applicable backstory reasoning:
Union - Gain +1 effect to Homemade/Handmade named weapons and armors. (Includes Railway Rifles & Union Power Armor)
Fanatics - Gain +1 effect to Scav/Raider named weapons and armors. (Includes Fanatic weapons, armors & Power Armor)
Pitt Raider - Deal +1d4 DMG to slaves or non-ghoul mutants (latter at the cost of 1 AP).
The Shogunate…
Gain +1 to both defense values of Shogunate armor and adv on reactions while wielding katanas or other Shogunate weapons. Can only be taken with applicable backstory reasoning.
The Strip…
Choose one of the following bonuses to match your place within Vegas's Strip. Can only be taken with applicable backstory reasoning:
White Glove - Gain +2 HP from eating human flesh and gain +1d4 to deception based rolls.
Chairman - Holdout items cannot be seen by others unless also a Chairman and gain +1d4 to performance based rolls.
Omerta - Gain +1d4 DMG to people on Chems and seduction based rolls.
Triggerman…
Gain +1 DMG per hit with Tommy Guns, .45 SMGs & Laser RCWs. Can only be taken with applicable backstory reasoning.
Tunnel Snakes…
Gain +1 DMG with knives/10mm Pistol or SMG (becomes +1d4 with switchblades or Weathered 10mm pistol) and greaser jackets gain +1 to both Defenses. Can only be taken with applicable backstory reasoning.
Viper…
Gain +1 DMG per hit with weapons that have been poisoned, becomes +2 against members of the brotherhood if hitting HP. Can only be taken with applicable backstory reasoning.
Vulture…
Spend 1 AP to gain +1d4 DMG to robots or +1 DMG for people with cybernetics per cybernetic. Can only be taken with applicable backstory reasoning.
Wyyr Faithful…
Gain +1d4 DMG if within the Wyrrwood or wielding a Wyrr Weapon (though the later costs 1 AP to gain). Can only be taken with applicable backstory reasoning.
When hitting the levels of 10, 20 & 25 you will gain access to a milestone of choice based on your main race/race variable. You can replace any milestone with a Trinket Slot.
✦ Human Milestones ✦
(You can replace any of these for an extra human "Reroll Cap" or a Human Perk)
Lvl. 10 - Choose one: +5 HP, +2 AP or +3 Priority
Lvl. 20 - Choose one of the the previous bonuses you did not choose before or +1 Tag'd Skill.
Lvl. 25 - Choose one of the the previous bonuses you did not choose before or +1 Tag'd Skill.
✦ Ghoul Milestones ✦
(You can replace one of these with a ghoul Evolution or a Ghoul Perk)
Lvl. 10 - Choose one: +2 AP, +3 Priority or an extra available level of radiation.
Lvl. 20 - Choose one of the the previous bonuses you did not choose before or +1 Feral Trigger Threshold.
Lvl. 25 - Choose one of the the previous bonuses you did not choose before or +1 Feral Trigger Threshold.
✦ FEV Mutant Milestones ✦
(You can replace any of these with +5 HP or a FEV Mutant Perk)
Lvl. 10 - Choose one: +3 Mvmnt, +1 STR Score or +1 END score.
Lvl. 20 - Choose one of the the previous bonuses you did not choose before or +1 STR Score or END score.
Lvl. 25 - Choose one of the the previous bonuses you did not choose before or +1 STR Score or END score.
✦ Robot Milestones ✦
(You can replace any of these with the ability to ignore one status effect per turn for 1 AP or a Robot Perk)
Lvl. 10 - Choose one: +2 Widget Slots, an Additional Core Plating Slot or +1 tank reaction use per turn
Lvl. 20 - Choose one of the the previous bonuses you did not choose before or another Trinket Slot.
Lvl. 25 - Choose one of the the previous bonuses you did not choose before or another Trinket Slot.
Ghouls gain access to a "Second Race Variable" called an Evolution. These coming with pros & cons like other Race Variables. A Ghoul can only take one of these Evolutions ever & some or all of these will come with a personal quest to activate them.
✦ Any Ghoul ✦
Ghoul Evolutions accessible by any type of ghoul.
Packleader - Ghouls bound to be intertwined with the wills of ferals around them.
[ Pro: You can spend an action from your turn to make a feral ghoul do that same action type as you command & you gain a feral ghoul follower slot. And can spend 5 AP to make a Feral Ghoul within 20 blocks into a termporary follower for the encounter | Con: You cannot have non-ghoul followers or companions ]
Overgrown - Ghouls bound to Wyrr or otherwise overgrown with nature.
[ Pro: Gain +10 to sneak rolls while in nature, DM'd hostile plants won't attack you & you naturally have the Splinter Keyword | Con: Take +1d4 DMG from Fire & If you would gain the burning effect you do. ]
✦ Zombie Ghoul ✦
Ghoul Evolutions accessible by only Zombie Ghouls.
Bound - Ghouls melted and bound to the armor they wear.
[ Pro: Armor gains Soak equal to 2* Shield Keyword level if present on an armor & once per encounter you can spend 2 AP to unwear out an armor piece as an action. | Con: If armor is taken off (not via worn out) you gain +1 DoD on all rolls for the rest of the day and an additional +1d4 DMG taken if not wearing armor. ]
Marked - Ghoul torn by the winds of the divide but without the good fortune to die. You're one of the few who retains their mind in full.
[ Pro: Gain 1 level of the Energetic Keyword for every 10 HP you are missing from your maximum & have +2 Feral Trigger Threshold | Con: Take +1d4 DMG if the DMG would hit HP. ]
✦ Vagrant Ghoul ✦
Ghoul Evolutions accessible by only Vagrant Ghouls.
Reaver - Ghouls hardened and armored by the wasteland.
[ Pro: Gain +1 PHY & NRG Resist to armors & the first time an armor piece would wear out it doesn't. | Con: -2 Feral Trigger Threshold & -1d4 DMG on non thrown ranged attacks if not having 1+ DoS above normal. If DMG would become negative it does no DMG & Keywords won't apply ]
Lost - Ghouls warped and changed by the power of electricity and storms.
[ Pro: If an attack is 1+ DoS above normal you can spend 2 AP to apply: +1d4 SHCK DMG, EMP or Haywire Satus Effect or on a crit apply the Stunned effect. Cannot stack per target per turn | Con: Take 1 DMG whenever another ghoul within 10 blocks takes DMG on an Attack (Becomes 2 DMG if the ghoul taking DMG on an attack is also a Lost Ghoul) & take +1d4 DMG from SHCK DMG that would hit HP or Metal Armor worn by you ]
✦ Mutate Ghoul ✦
Ghoul Evolutions accessible by only Mutate Ghouls.
Glowing - Ghouls whose body holds on to the glow of radiation unlike any other.
[ Pro: Gain access to second resource bar called "The Glow", if taking DMG the glow is DMG'd first and it can be expended on some abilities. Your maximum glow is equal to 1/2 LVL + Radiation Level and can be healed by Atomic DMG (but only if your HP is full). | Con: -3 Feral Trigger Threshold & if an ally ends their turn within 3 blocks of you they take 1d4 Atomic DMG (Does not have positive effects on other ghouls) ]
Cryptid - Ghouls changed by the oddities of the wasteland and who have embraced it all the same.
[ Pro: Gain +10 to sneak rolls & secondary movement actions gain +3 Mvmnt Speed. | Con: Gain -1 CHAR Score & -3 Feral Trigger Threshold. ]
✦ Trench Ghoul ✦
Gas Master - Trench ghouls who have been enriched and altered by the effects of the chemicals of Rustheap especially.
[ Pro: Take half effect from gases and feral ghouls gain the scared effect toward you when they see you. | Con: All other ghouls gain +1d4 to hit you and deal +2 DMG to you if hitting HP ]
Forever War - Trench Ghouls who have been hardned by the constant decades of defending the trenches of Rustheap.
[ Pro: While in negative HP any status effect you cause gains +1 Turn | Con: While in negative HP you cannot be aided or given charisma/intelligence variable buffs. ]
✦ Packleader Ghoul ✦
Ghoulish Bonus… (Req: Packleader Ghoul)
Gain an additional two bonus actions "commands" for feral ghoul(s) per turn at a 1 AP Cost.
Ghoulish Action… (Req: Packleader Ghoul)
Gain an additional major action "command" for a feral ghoul per turn at a 1 AP Cost.
Ghoulish Movement… (Req: Packleader Ghoul)
Gain an additional movement action "command" for feral ghoul or two half speed movement action "Commands" for feral ghoul(s) per turn at a 1 AP Cost.
✦ Overgrown Ghoul ✦
Natural Toxins… (Req: Overgrown Ghoul)
Apply the poison status effect on rolls with 1+ DoS above normal at a 1 AP Cost.
Bark Hide… (Req: Overgrown Ghoul)
Gain +1d6 Temp HP at the begining of an encounter. If lost cannot be healed. This perk can be taken multiple times.
Photosynthesis… (Req: Overgrown Ghoul)
Gain +1d4 HP or AP per turn if you spend 1 AP per such healing. Only applies if in sunlight.
✦ Bound Ghoul ✦
Unworn… (Req: Bound Ghoul)
Spend 2 AP to unwear an armor piece, only done once per encounter.
Tough Enough… (Req: Bound Ghoul)
At the top of an encounter gain +1d4 Soak on a chosen armor item.
Soak it In… (Req: Bound Ghoul)
Gain +1 Soak on all armor slots per every other level of radiation.
✦ Marked Ghoul ✦
Torn Apart & Rebuilt… (Req: Marked Ghoul)
When taking 3 or more DMG to HP regain +1d4 AP.
Flayed… (Req: Marked Ghoul)
When rolling 1+ DoS above normal gain the Menace Keyword until end of next turn. If already have Menace Keyword gain +1d4 DMG to attacks or apply the Frightened Status Effect on a target within 5 blocks both until end of next turn.
Land of Destruction… (Req: Marked Ghoul)
Deal +1d6 DMG on Explosives Attacks if 1+ DoS above normal and can spend 2 AP to reduce incoming Explosive DMG by -1d4.
✦ Reaver Ghoul ✦
Melded Armor… (Req: Reaver Ghoul)
Spend 1 AP to take -1d6 PHY DMG.
Reaver Throw… (Req: Reaver Ghoul)
Spend 2 AP to, as a bonus action, throw a 10-15 blocks range attack that deals 1d10 Atomic DMG (Melting Effect on A Crit)
Atomic Slam… (Req: Reaver Ghoul)
Spend 1 AP to deal +1d4 Atomic DMG to an unarmed attack. As well if landed they must make a END Check (DC 15+) or loose -1d4 to Reaction Effects until end of next turn.
✦ Lost Ghoul ✦
Electric Perception… (Req: Lost Ghoul)
Gain +1 PER Score.
Harmful Spark… (Req: Lost Ghoul)
SHCK type Weapons gain +1d4 DMG per attack if 1+ DoS above normal.
Static Shock… (Req: Lost Ghoul)
If completely successful in a reaction roll deal 1d4 SHCK DMG on a target within 5 blocks.
✦ Glowing Ghoul ✦
Hand of the Glow… (Req: Glowing Ghoul)
Spend 5 Glow to turn DMG on an attack into Atomic instead of what it otherwise would be.
Maypole… (Req: Glowing Ghoul)
Spend 5 Glow to make a feral ghoul within 10 blocks act as a temporary follower.
Atomic Slam… (Req: Glowing Ghoul)
Spend 1 AP or 3 Glow to deal +1d4 Atomic DMG to an unarmed attack. As well if landed they must make a END Check (DC 15+) or loose -1d4 to Reaction Effects until end of next turn.
✦ Cryptid Ghoul ✦
Acid Within… (Req: Cryptid Ghoul)
Spend 1 AP to add the Acidic Keyword to an attack.
Feral Call… (Req: Cryptid Ghoul)
Spend an Action and 2 AP to summon 1d6 Random Feral Ghouls into the encounter, Can only be done once per encounter.
Predator's Reach… (Req: Cryptid Ghoul)
Gain +2 Blocks Reach or +10 Blocks Short Range on attacks at 1 AP Cost.
✦ Gas Master Ghoul ✦
Trench Lung… (Req: Gas Master Ghoul)
You naturally gain the Rebreathing Keyword
Emminating Fumes… (Req: Gas Master Ghoul)
Spend a Major Action to create a gas cloud that is 1/2 AP spent blocks radius around you. This gas obscures and makes fire DMG within cause +1 DMG per hit if uses while within it.
Gas Control… (Req: Gas Master Ghoul)
Spend a Major action to move AP spent amount of spaces of Gas up to 10 blocks.
✦ Forever War Ghoul ✦
Over the Trenches… (Req: Forever War Ghoul, Speech 15+)
You can spend 1 AP per chosen willing ally within 10 blocks to gain them all a step action in this moment. This also ends any scared effects they have until end of their next turn in which case it resumes.
Unethical Warfare… (Req: Forever War Ghoul)
Spend 1 AP to deal +1d6 DMG with Flame/Gas Weapons that would deal damage.
Veritable Vices… (Req: Forever War Ghoul)
When leveling up you can remove an addiction.
Abilities gained access to by being a Glowing Ghoul, these cost a resource to use known as "The Glow"
Glow Burn… (Glow Cost: 3 )
Deal +1d4 Atomic DMG on an attack as a Free Action. (-1 Glow Cost if done as a Bonus Action)
Glowlight… (Glow Cost: 1 )
Create a 10 ft. radius of light for 1d4 as a Free Action.
Glowing Touch… (Glow Cost: 7 )
Revive a non critical ghoul back to 1 HP as a Major Action.
Glow Hunter… (Glow Cost: 1 )
Heal 1d4 Glow Resource when killing an enemy (That had 8+ Max HP) at 1 AP cost (Can be used even if not at Full HP). If a critical hit to kill you do not need to spend the 1 AP cost.
Radioactive Strength… (Glow Cost: 5 )
Gain +1 STR Score Until End of Next Turn.