Action Boy |
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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 |
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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 |
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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 |
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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 |
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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 |
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You can talk yourself out of a sticky
situation when caught stealing.
Requirements: CH 3, Level 8 |
Bone Head |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Some higher power has taken a liking
to you.
Requirements: CH 8, Level 14 |