Perks

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Level 2
Brainiac


 * Instantly increases a character's Science and Medicine skills by 5.


 * Requires: INT 4

Gun Nut


 * Instantly increases a character's Guns and Repair skills by 5.


 * Requires: INT 4, AGL 4

Little Leaguer


 * Instantly increases a character's Melee and Explosives skills by 5.


 * Requires: STR 4

Thief


 * Instantly increases a character's Lockpick and Sneak skills by 5.


 * Requires: PER 4, AGL 4

Intense Training


 * Instantly raise any SPECIAL stat by 1.

Heave Ho!


 * Increases a character's Thrown Weapon range by 50%.


 * Requires: STR 5, Explosives 30

Level 4
Child at Heart


 * Grants a character a 10 point bonus on Speech checks made towards children.


 * Requires: CHA 5

Entomologist


 * Increases the damage a character deals to insects by 50%.


 * Requires: INT 5, Science 40

Scoundrel


 * Instantly increases a character's Barter and Speech skills by 5.


 * Requires: CHA 4

Iron Fist


 * Increases the damage a character deals with an Unarmed attack by 50%.


 * Requires: STR 5

Rad Child


 * Allows a character to regenerate 2HP per minute when they have 200 or more rads.


 * Requires: Survival 70

Travel Light


 * While wearing Light Armour or no Armour, a character may move 10% faster.

Level 6
Bloody Mess


 * Increases all damage a character deals by 5%.

Demolitions Expert


 * Increases the damage a character deals with explosives by 20%.


 * Requires: PER 5, Explosives 50

Lead Belly


 * A character receives 50% fewer rads from drinking irradiated water.


 * Requires: END 6

Toughness


 * Permanently increases a character's DR by 3.


 * Requires: END 6

Fortune Finder


 * A character will find considerably more bottle caps than usual. (The onus for this falls on the GM, discuss with the player and figure something out that seems fair.)


 * Requires: LCK 6

Gunslinger


 * Increases a character's Guns or Energy Weapons skill by 20 when rolling to hit with a one handed Gun or Energy Weapon. This bonus does not apply to calculating damage.


 * Requires: PER 6, Guns or Energy Weapons 50

Shotgun Surgeon


 * Attacks a character makes with Shotguns ignores 10 points of the target's DR.


 * Requires: Guns 50

Level 8
Commando


 * Increases a character's Guns or Energy Weapons skill by 20 when rolling to hit with a two handed Gun or Energy Weapon. This bonus does not apply to calculating damage.


 * Requires: PER 6, Guns or Energy Weapons 50

Rad Resistance


 * Permanently increases a character's rad resistance by 25%.


 * Requires: END 6

Scrounger


 * A character will find considerably more ammunition than usual. (The onus for this falls on the GM, discuss with the player and figure something out that seems fair.)


 * Requires: Luck 6

Size Matters


 * Increases the damage a character deals with heavy Guns or Energy Weapons (ie., Minigun, Missile Launcher, Flamer) by 20%.


 * Requires: END 5, Guns or Energy Weapons or Explosives 50