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Fallout::Fallout

S.P.E.C.I.A.L ÓÌÅÍÈß ÎÑÎÁÅÍÍÎÑÒÈ
Action Boy

Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.

Ranks: 2
Requirements: AG 5, Level 12
Adrenaline Rush

With this Perk, you gain +1 to your Strength when you drop below 1/2 of your max hit points.
Requirements: ST under 9, Level 6
Awareness

With Awareness, you are given detailed information about any critter you examine. You see their exact hit points and information about any weapon they are equipped with.
Requirements: PE 5, Level 3
Bend The Rules

Take this perk and the next time you get offered perks you may choose from all the perks which are available for your race.
Requirements: LK 6, Level 16
Better Criticals

The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Mutants cannot pick this perk.
Requirements: PE 6, AG 4, LK 6, Level 9
Bluff Master

You can talk yourself out of a sticky situation when caught stealing.
Requirements: CH 3, Level 8
Bone Head

With this Perk, you gain +1 to your Strength when you drop below 1/2 of your max hit points.
Requirements: ST under 9, Level 6
Bonsai

Through careful nurturing you have a small fruit tree going growing out of your head. This applies only to Ghouls.
Requirements: Outdoorsman 50%, Science 40%, Level 12
Bonus HtH Attacks

You have learned the secret arts of the East, or you just punch faster. In any case, your Hand-to-Hand attacks cost 1 AP less to perform.
Requirements: AG 6, Level 15
Bonus HtH Damage

Experience in unarmed combat has given you the edge when it comes to damage. You get an additional 15% damage with hand-to-hand and melee attacks for each level of this Perk.
Ranks: 3
Requirements: ST 6, AG 6, Level 3
Bonus Move

For each level of Bonus Move, you get to move 20% further per action point.
Ranks: 2
Requirements: AG 5, Level 6
Bonus Ranged Damage

Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this Perk you get an additional 15% damage with ranged weapons.
Ranks: 2
Requirements: AG6, LK 6, Level 6
Bonus Rate of Fire

This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 1 AP less to perform.
Requirements: PE 6, IN 6, AG 7, Level 15
Bracing

You have learned how to brace large weapons while standing. You will receive +2 ST for the purpose of firing large guns from a standing position.
Requirements: Big Guns 60%, EN5, Level 4
Break The Rules

Take this perk and the next time you get offered perks you may choose from all the perks regardless of race.
Requirements: LK 6, Level 20
Brown Noser

You've learned the value of sucking up to your superiors! You get one extra promotion for each level of this perk.
Requirements: CH 5, IN 6, Level 2
Brutish Hulk

With this perk you gain double the normal amount of maximum hit points each time you gain a level. Only Deathclaws can pick this perk.
Requirements: ST 7, EN 5, Level 8
Cancerous Growth

You have mutated so badly that you gain +2 to heal rate and you can even regenerate broken limbs. Only Ghouls may pick this perk.
Requirements: ST under 7, Level 6
Comprehension

You pay much closer attention to the smaller details when reading. You gain 50% more skill points when reading books.
Requirements: IN 6, Level 3
Crazy Bomber

No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will be defused or reset. Animals cannot pick this perk.
Requirements: Traps 60%, IN 6, Level 9
Death Sense

You have developed superior senses. The perk gives you a +20% bonus to perception while in the dark and a +25% bonus to detecting enemies using the sneak skill. Only Deathclaws can pick this perk.
Requirements: IN 5, Level 4
Demolition Expert

You are an expert when it comes to the fine art of handling explosives. They always go off when they're supposed to, as well as causing extra damage.
Requirements: Traps 75%, AG 4, Level 9
Die Hard

You don't give up easily. When your hit points get below 20% you get an additional 10% to resistances.
Requirements: First Aid 40%, EN 6, Level 2
Divine Favor

Some higher power has taken a liking to you.
Requirements: CH 8, Level 14