Perk rules and experience levels:




Every few experience levels, a character has developed themselves a bit further. In addition to the skill points, they receive a “perk”. Normally, humans receive a perk every three experience levels, Ghouls and Super Mutants every four. This might have changed with certain traits. Each perk has certain prerequisites that have to be fulfilled. To be exact, the character must at least be of a certain experience level. The player chooses the perk their character gets, but the master must confirm the choice and may refuse to do so, if he has a reason (if every single experience level was

gained during adventures in big cities, it would be appropriate to refuse a perk that boosts the wilderness survival skill).


Within that caveat, any perk may be chosen for which the character fulfills the requirements.


Below is the table that shows the needed amount of experience points for every experience level.

Experience points: Experience level: Experience points: Experience Level
0 1 120.000 16
1.000 2 136.000 17
3.000 3 153.000 18
6.000 4 171.000 19
10.000 5 190.000 20
15.000 6 210.000 21
21.000 7 231.000 22
28.000 8 253.000 23
36.000 9 276.000 24
45.000 10 300.000 25
55.000 11 325.000 26
66.000 12 351.000 27
78.000 13 378.000 28
91.000 14 406.000 29
105.000 15 435.000 30

Perks:


Description and effect:


DIE HARD: You don't give up easily. Once your hit points drop
below 20%, you receive a 50% bonus on your armor.

Prerequisites:
(or better)

experience level: 3
Body control: 45
Endurance: 6

BLACK WIDOW/LADY KILLER: In combat with enemies of
the other sex, you make 2 points more damage. Furthermore you
receive a 7 point bonus on beguile/seduce with the other(!) sex.

experience level: 3
beguile/seduce: 40
Charisma: 5

CHERCHEZ LA FEMME / CONFIRMED BACHELOR:
In combat with enemies of the same sex, you make 2 points more damage. Furthermore you receive a 7 point bonus on
beguile/seduce with the same(!) sex.

experience level: 3
beguile/seduce: 40
Charisma: 5

FRIEND OF THE NIGHT: Your eyes adjust to the dark way
faster than usual. All reductions due to darkness are halved.

experience level: 3
Perception: 6
Sneaking: 30

HEAVE HO!: All your thrown items, be they horse shoes, stones
or hand grenades, fly 50% farther.

experience level: 3
Strength 5
Throwing 35

INTENSIVE TRAINING: You can add one more point to any
of your character stats. This perk can be chosen 8 times.

experience level: 3

FAST RELOAD: You reload twice as fast as most others. The
AP costs for reloading your guns are reduces by 50%.

experience level: 3
Agility: 5
Handguns OR Rifles: 60

EDUCATED: With every experience level you gain, you receive
3 more skill points. This perk is especially useful the sooner it is
chosen.

experience level: 3
Intelligence: 5

ENTOMOLOGIST: You do double damage against any mutated
insect.

experience level: 3
Survival: 40

AWARENESS: In combat a single glance suffices, to give you a
detailed overview on any character: his weaponry and his
condition (hit points, remaining ammunition, etc.)

experience level: 3
Perception: 5

HERE AND NOW: You immediately gain another experience
level, complete with more skill points to distribute and raised
derived statistics.

experience level: 3

BONUS HAND TO HAND DAMAGE: You do another 2
points of further hand to hand base damage.

experience level: 3
Strength: 6
Agility: 6

HEALER: Every application of the skills doctor or first aid
heals 4+1D6 more hit points.

experience level: 3
Perception: 6
Intelligence: 5
First Aid: 45

STRONG BACK: You can carry 50 pounds more equipment
with you.

experience level: 3
Strength: 6
Endurance: 6

TOUGH: You really are a survivor. You receive, even naked,
plus 2 on every armor stat.

experience level: 3
Endurance: 6
Luck: 6

Lead pump: You live according to the motto, my life is expensive and ammunition is cheap. Fully automatic firing has  a reduction of 10 instead of 25 points.

experience level: 3
Handguns OR Rifles OR heavy weapons : 55

DEMOLITION-EXPERT: All your explosives (including hand
grenades) do 20% more damage.

experience level: 6
explosives: 50

GUNSLINGER: You are an expert with handguns. Every shot
costs one AP less and carries a hit chance raised by 5.

experience level: 6
Handguns: 65

SHOTGUN-SURGEON: With any weapon that uses Shot, you
ignore three points of armor – if the used ammunition already
ignores armor, that will be added.

experience level: 6
Rifles: 60

THE PROFESSIONAL: Any hit made while successfully
sneaking does 20% more damage. This however, applies only to
hits with knives and handguns.

experience level: 6
Sneaking: 70

COMMANDO: You are an expert with rifle grip guns. Every
shot costs one AP less and carries a hit chance raised by 5.

experience level: 6
Rifles: 65

STONEWALL: You receive +5 on your armor stats against
unarmed and melee attacks. Furthermore, if a close combat attack should knock you down, you may, pending a test on luck, just stagger back a step.

experience level: 6
Strength: 6
Endurance: 6
Luck: 5

GHOST: In the dark you receive a 20 point bonus on sneaking.
This is based exclusively upon the lighting.

experience level: 6
Sneaking: 55

BONUS RANGED DAMAGE: You do another 2 points of
further base damage with all ranged weapons.

experience level: 6
Agility: 6
Luck: 6

BONUS MOVEMENT: You receive 2 more action points that
may only be used for all kinds of movement. Including jumping
into or out of cover or changing position.

experience level: 6
Agility: 5

RADIATION RESISTANCE: Your resistance against radiation
raises by another 20 points.

experience level: 6
Endurance: 6

FAST CHANGE OF POSITION: You are able to change your
position (i.e. standing, kneeling or prone) twice as fast as most
others. Instead of 2 AP per change, the change now costs only
one AP.

experience level: 6
Agility: 6

MORE CRITICAL HITS: You do more critical hits. This does
not change the damage a critical hit wreaks, only the chance to
make one at all. All critical hit chances are raised by 5.

experience level: 6
Luck: 6

SNAKE EATER: Your resistance to poison is raised by 25
points.

experience level: 6
Endurance: 6

SILENT RUNNING: You're fast and silent. You receive no
detraction for running while sneaking.

experience level: 6
Agility: 6
Sneaking: 50
Acrobatics: 40

LIGHT STEP: It's very improbable that someone with your
knowledge and elf like gait steps into a trap. Even if you do, you
only need to pass a test on luck to check if the trap will work
properly against you. If you succeed, you can tap dance on that
landmine if you want to. It will not explode against YOU.

experience level: 6
Hunting traps OR
Explosives: 50
Luck 6

ANIMAL FRIEND: No animal, be it ever so aggressive, will
attack an animal friend. This perk applies to all mammals.
Wanamingos and Deathclaws are NOT mammals.

experience level: 9
Charisma: 6

NIGHT PERSON: This is based upon the clock(!). Between 6
in the evening and six in the morning you gain plus 2 to
Perception and Intelligence for all tests.

experience level: 9

FAST METABOLISM: Due to your high metabolic rate every
stimpak will heal 1D6 more damage.

experience level: 9

DODGER: All your parades in close combat are better by ten
points. This does not apply in any way to bullets!

experience level: 9
Unarmed OR Melee: 60

PYROMANIAC: You love playing with fire. All weapons that
use fire (from molotov cocktails to flame throwers) do 20% more damage.

experience level: 9
Heavy weapons: 40

MUTATION!: Radiation has mutated one of your traits. You
may exchange one against any other one. If you haven't chosen a trait, you may now do so.

experience level: 9

Sharp shooter: Not to be confused with the sharp shooter trait.
For range detection, your perception is raised by two.

experience level: 9
Handguns OR Rifles: 70
Perception: 5

DUCK AND COVER!: You react fast when someone shouts
“Duck and cover!”. All damage that comes your way from
explosions and bursts is reduced by 1D6. This is applied once for
explosions and for every single shot of a burst.

experience level: 12
Perception: 6
Agility: 5

LIFE GIVER: You receive 25 more hit points, added to those
you get from gaining an experience level.

experience level: 12

BEE STING: Like they say: „Float like a butterfly, sting like a
bee!“. All your unarmed and melee attacks ignore five points of
armor. If the used weapon already ignores armor, this will be
added.

experience level: 12
unarmed OR melee: 75

ROBOTICS EXPERT: You do double damage against all robots
and ignore 6 points of armor on any hit on a power armor
wearing foe.

experience level: 12

Intelligence: 6
Repairing (electronics): 65

SNIPER: Always aim for the head. With an aimed shot on the
head the difficulty is reduced by half, meaning 25 points. This
applies to any attack with any firearm.

experience level: 12
Rifles: 75

LIVING ANATOMY: You do +1 damage against any human (or
formerly human) living being and receive a one time bonus of 10
points to the first aid skill and 5 points to doctor.

experience level: 12

ACTION BOY (OR GIRL): You gain two action points. Unlike
as with the perk “bonus movement” these can be used for any
action.

experience level: 12
Agility: 6

TAG: You gain another tag skill. This skill now receives a one
time bonus of 15 points and from now on(!) it gains double the
points. That is, for each invested skill point, you gain two.

experience level: 12
Intelligence: 6

WEAPON HANDLING: To check on your ability to handle
weapons (regarding the minimal strength) your strength is raised by three points. This applies to all weapons and all forms of weapon handling.

experience level: 12
Strength <= 7

ADAMANTIUM SKELETON: However it came to pass, your
extremities are extremely hardened. Damage done to your Arms,
Legs and head are reduced by a third.

experience level: 15
Luck: 6
Endurance: 6

BETTER CRITICAL HITS: All your critical hits do another
50% more damage.

experience level: 15
Luck: 7

CHEM RESISTANT: The probability to get addicted to a drug
is only half as big for you. And the cold turkey if you get
addicted, takes only half as long and is half as bad.

experience level: 15
Carousing: 60

BONUS CLOSE COMBAT ATTACKS: All your close combat
attacks, melee or unarmed, cost one action point less.

experience level: 15
Agility: 6

BONUS RATE OF FIRE: All your attacks with guns and
similar weapons cost one AP less. This applies to guns as much
as to bows and energy weapons.

experience level: 15
Agility: 6

MASTER PICKPOCKET: All your pickpocket tests are
reduced to normal tests of the skill, without modifiers of any
kind, due to line of sight, size or anything like that. You can't
steal the clothes from their backs, but that's about the only limit.

experience level: 15
Pickpocket: 80

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