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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.
Armorer…
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…
Allows you to craft some more advanced chems.
Chemhead…
Gain +2 chem uses before gaining additional DoD to chem abuse.
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 Ranger…
Gain +1 to hit for each 5 blocks an enemy is away from you.
Electrical Hobbyist…
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)
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 per 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.
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…
Gain the ability to make scrappy firearms...
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.
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.
Born Survivor…
Gain a free Bonus Action (can only be used to use an aid action or to use a medicine/chem item) every turn you are below 5 HP.
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.
Careful Tensioner… (Req: Lockpicking 8+)
You can spend 1 AP to gain -1 DoD on a tension.
Chem Fiend…
+1 to any effects caused by a chem.
Child at Heart…
User gains instant affinity with child NPCs.
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 full radius count as max.
Destined Path… (Req: Glance into the Future or 40+ Survival)
Allows the user to spend 2 AP to make someone's attempt to react fail if they can see it.
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.
Fast Healing… (Req: Medicine 3+)
Bonus Action Use Item for an aid item counts as a Major Use Item action instead.
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.
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.
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 energy weapons. Energy finisher damage is also increased by +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' Keyword with attacks done this way. This can be done as a bonus action.
Liscensed Plumber…(Req: Repair 5+)
You can never gain a fault on an item.
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 Child…
Spend 1 AP to deal +1d4 DMG when DMG's source is Atomic.
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 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.
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.
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.
Stay Back… (Req: Guns 10+)
Spend 1 AP to move a taget back 2 blocks if a shotgun attack has one or more degrees of success beyond required. On a crit they are also knocked prone.
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.
Travel Light…
User can use a Bonus Action to make a movement action if wearing all light armor.
Adrenaline Rush…
Gain the ability to make a 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 HP for each ally within 10 blocks of you, HP goes away once the encounter ends. (Can only gain 1 HP 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.
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.
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.
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 +LVL DMG.
Gambler… (Req: Luck 3+)
User can declare a number before they roll on any die, if they roll that number they gain +10 to that roll's total.
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.
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 5+)
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.
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 or have 2+ degress of difficulty above success with an energy weapon, you can forgo the bonuses to instead make a second attack action.
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.
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.
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.
Basher… (Req: STR 6+)
Make an unarmed attack as a bonus action if you've made a gun attack.
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)
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.
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.
Infiltrator… (Req: Lockpicking 16+)
You gain one more attempt last attempt if failing all other chances during lockpicking or hacking.
Lawbringer…
Deal +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.
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 +LVL DMG per attack to Ghouls, Supermutants & Wasteland Abominations if that attack has one or more degrees of success.
Pyromaniac…
Deal +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 +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)
Size Matters… (Req: STR 8+, Big Guns 10+)
-1 DoD with big guns within the weapon's short range.
Sneering Imperialist…
Deal +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+)
Single speed weapons gain -1 DoD
Steady Aim… (Req: STR 6+)
Gain +5 to hit with ranged attacks.
V.A.T.S. Expert…
Using V.A.T.S. has -1 AP cost.
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.
COMING SOON…
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✦ 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...
Broken Mask… (Req: Synthetic Humanoid)
You gain +10 to any rolls based around lying about your identity.
Compound Muscles… (Req: Dwarf)
Gain +1 STR score & -1 DoD to STR based skill rolls.
Despicable Tactics… (Req: Raider)
Gain +1d8 to hit on attacks done on flanked, prone or restrained targets.
Enclave Descendant … (Req: Pure Human)
You gain -1 DoD to hit on Supermutants, Ghouls and Wasteland Abominations
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.
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.
Human Ingenuity… (Req: Human)
You gain +2 to Repair & Science.
Vaultie… (Req: Pure Human)
You can choose gain double the effects V.A.T.S. at +1 AP cost.
Start Again… (Req: Wastelander)
You gain an additional use of the Human Reroll.
Tribal Warrior… (Req: Tribal)
You gain -1 DoD to hit with tribal weapons.
Ages Past… (Req: Vagabond Ghoul)
The user can auto succeed one roll related to the past once per encounter.
Aftermath… (Req: Vagabond Ghoul)
Take -1d4 DMG from explosives.
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.
Feral Presence… (Req: Ghoul)
The user gains advantage on any rolls to intimidate non-ghouls.
Feral Rage… (Req: Zombie Ghoul)
The user gains advantage to any Strength based roll if below 5 health.
Feral Charge… (Req: Zombie Ghoul)
You can make movement at full speed despite crippled limbs. (Does not count for disability limbs)
Glow Hunter… (Req: Mutate Ghoul)
The user regains 1 AP 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 LVL Atomic DMG to all within 3 blocks.
Glowblood… (Req: Mutate Ghoul. Lvl 6)
When taking damage to HP all within 1 block of you roll Endurance (DC: 13+) or else take Atomic DMG equal to the user's Radiation Level.
United Ordeal… (Req: Ghoul, Charisma 5+)
Other ghouls within 5 blocks of the user that have advantage on their roll gain +2 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.
Arms of Steel… (Req: FEV Mutant)
The user is immune to having their weapon dropped from a targeted attack that would cause this.
Battleborn… (Req: FEV Mutant)
The user regains +1d4 AP on a critical success.
Bone Breaker… (Req: FEV Mutant)
On a critical success attack the user can choose to cripple an unarmored 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.
Chosen Soldier… (Req: Nightkin)
The user gains advantage with big guns.
Unity… (Req: Master's Child)
+1 to all rolls for each FEV Mutant ally within 10 blocks.
Master's Hand… (Req: Master's Child/Nightkin)
Gain advantage on Intelligence Based rolls.
Violent Growth… (Req: West-Tec Mutant)
The user can add +Level to Block or Tank Reactions.
Big Boi… (Req: West-Tec Mutant)
From this level on, each level up you grow 4" to their height. Each grow spurt grants you +2 HP and +1 to strength based rolls but your roll to hit is lowered by 1.
Multi-Processor… (Req: Robot)
The user gains advantage to Intelligence SPECIAL rolls.
In-Depth Programming… (Req: Robot)
The user gains +2 to their science & repair skills.
Augmentable… (Req: Robot)
The user gains +2 augment slots.
Robotic Aid… (Req: Robot)
Any aid action done by the user gains double effect.
Mean Machine… (Req: Robot)
Gain +5 to any intimidation rolls and an immunity to the Menace Keyword.
Mechanical Menace… (Req: Robot)
Gain the ability to change out a robotic part once per encounter at no cost or roll.
Slow & Steady… (Req: Protectron)
The user cannot be knocked prone without a critical success being rolled.
Clumsy Clanker… (Req: Protectron, Lvl. 4)
Critical Failiures gain the roll benefits of critical successes.
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 +1d6 to hit if a block or more above a foe.
Brain in a Jar… (Req: Robobrain)
The user gains +1 to Intelligence Score
Organic Parts… (Req: Robobrain, Lvl. 6)
The user becomes immune to the EMP status effect.
Assaultron's Kiss… (Req: Assaultron)
Deal +LVL DMG to downed foes if hitting on a critical success.
Built for War… (Req: Assaultron, 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.
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.
Latent Molecules… (Req: Early Gen Synth/Synthetic Human, Lvl. 6)
You can spend 5 AP to teleport 10 blocks.
Calculator's Soldier… (Req: C-27 Humanoid Robot)
You deal +1d4 DMG to Humans and +2 more DMG to memebers 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).