PERKS

Perks are special bonuses that you can obtain to boost your character’s S.P.E.C.I.A.L. attributes, skills, give them a unique edge, or even a brand new ability. Perks are often tied to S.P.E.C.I.A.L. attributes or skills, enhancing them, or providing you with a totally new ability in a specific circumstance. Some perks can be chosen more than once—the number of ranks each perk has determines how many times you can take it. Each rank increases the effect of the perk, whether that’s providing the same bonus again, or increasing the effect of the ability the perk gives you. You start with 1 perk and can pick a new perk for your character whenever you gain a new level.

 

Level Requirements: Where a perk says “the level requirement increases by X”, it means that as you take the perk through character creation or advancement, the level requirement to take the next rank increases each time by the number of levels stated. For example, if you take the Life Giver perk at level 5, you must be level 10 to take the second rank, and level 15 to take the third rank. You could also take the Life Giver perk at level 9, and then the second rank at level 10, because you meet the requirements both times.

PERK LIST:

ACTION BOY/GIRL

Ranks: 1

Requirements: None

When you spend AP to take an additional major action, you do not suffer the increased skill test difficulty during your second action.

ADAMANTIUM SKELETON

Ranks: 3

Requirements: END 7, Level 1+

When you suffer damage, the amount of damage needed to inflict a critical hit on you increases by your rank in this perk. For example, if you have one rank in this perk, you suffer a critical hit from 6 or more damage, rather than 5 or more. Each time you take this perk, the level requirement increases by 3.

ADRENALIN RUSH

Ranks: 1

Requirements: STR 7

When your health is below its maximum value, you count your STR score as 10 for all purposes when attempting a STR-based skill test or melee attack.

ANIMAL FRIEND

Ranks: 2

Requirements: CHA 6, Level 1+

At rank 1, whenever a creature NPC with the Mammal, Lizard, or Insect keyword would attack you, roll 1d6 and on any result other than an Effect, the creature chooses not to attack you, although it may still attack another character it can target. At rank 2, you can attempt a CHA + Survival test with a difficulty of 2 as a major action. If you succeed, the animal treats you as friendly and will attack anyone who attacks you. Mighty and Legendary animals are unaffected by this perk. Each time you take this perk, the level requirement increases by 5.

AQUABOY/AQUAGIRL

Ranks: 2

Requirements: END 5, Level 1+

Water is your ally. At rank 1, you no longer take radiation damage from swimming in irradiated water, and you can hold your breath for twice as long as normal. At rank 2, enemies add +2 to the difficulty to tests to detect you while you are submerged underwater. Each time you take this perk, the level requirement increases by 3.

ARMOURER

Ranks: 4

Requirements: STR 5, INT 6

You can modify armour with armour mods. Each rank in this perk unlocks an additional rank of mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.

AWARENESS

Ranks: 1

Requirements: PER 7

When you take the Aim minor action at a target within Close range, you spot their weaknesses and can attack more efficiently. The next attack you make against that target gains the Piercing 1 damage effect, or improves the rating of any existing Piercing X damage effect by 1.

BARBARIAN

Ranks: 1

Requirements: STR 7, Level 4+, not a robot

Your physical Damage Resistance increases on all hit locations based on your STR. You do not gain this benefit while wearing Power Armor.

STR 7–8: +1 physical DR

STR 9–10: +2 physical DR

STR 11+: +3 physical DR

BASHER

Ranks: 1

Requirements: STR 6

When you make a melee attack by bashing with your gun, your attack gains the Vicious damage effect.

BETTER CRITICALS

Ranks: 1 Requirements: LCK 9

When you inflict one or more points of damage to an enemy, you may spend 1 Luck Point to automatically inflict a critical hit, causing an injury.

CAUTIOUS NATURE

Ranks: 1

Requirements: PER 7

Whenever you attempt a skill test, and you buy one or more d20s by spending Action Points, you may re-roll 1d20 on that test. You may not purchase this perk if you have Daring Nature.

CENTRE MASS

Ranks: 1

Requirements: AGI 7

When you make a ranged attack, you may choose to strike your target’s Torso location (or equivalent, for creatures that use a different location table) without increasing the difficulty of the attack. In addition, you may re-roll 1d20 when making the test for your attack.

CHEM RESISTANT

Ranks: 2

Requirements: END 7, Level 1+

At rank 1, roll one fewer d6 when determining if you become addicted to chems, to a minimum of 0. At rank 2, you cannot become addicted to chems. Each time you take this perk, the level requirement increases by 4.

CHEMIST

Ranks: 1

Requirements: INT 7

Chems you create last twice as long as normal. In addition, you unlock chems recipes that have this perk as a requirement.

COMMANDO

Ranks: 2

Requirements: AGI 8, Level 2+

When you make a ranged attack with any weapon with a Fire Rate of 3 or higher (except heavy weapons), you add +1d6  per rank to the weapon’s damage. Each time you take this perk, the level requirement increases by 3.

COMPREHENSION

Ranks: 1

Requirements: INT 6

After you use the bonus gained from reading a magazine, roll 1d6. If you roll an Effect, you may use that bonus one additional time.

CONCENTRATED FIRE

Ranks: 1

Requirements: PER 8, AGI 6

When you make a ranged attack and spend ammunition to increase the damage, you may re-roll up to 3d6 for your damage roll.

DARING NATURE

Ranks: 1

Requirements: LCK 7

Whenever you attempt a skill test, and you buy one or more d20s by giving the gamemaster Action Points, you may re-roll 1d20 on that test. You may not purchase this perk if you have Cautious Nature.

DEMOLITION EXPERT

Ranks: 1

Requirements: PER 6, LCK 6

When you make an attack using a weapon with the Blast quality, the attack gains the Vicious damage effect. In addition, you unlock explosives recipes which have this perk as a requirement.

DODGER

Ranks: 2

Requirements: AGI 6, Level 4

At rank 1, when you take the Defend major action, you reduce the difficulty of the skill test by 1. At rank 2, the AP cost to further increase your Defence is reduced to 1 AP. Each time you take this perk, the level requirement increases by 6.

DOGMEAT

Ranks: 1

Requirements: CHA 5

You aren’t alone in the wilderness. You have a pet dog that serves as a friend and ally in dangerous times. The dog has the profile shown to the side and is treated as an allied NPC creature under your command. If you need to forage for food and water, your dog looks after themselves. If your dog is slain, then you either find a new dog before the next adventure, or you may trade this perk for a different one after this adventure.

ENTOMOLOGIST

Ranks: 1

Requirements: INT 7

When you make an attack against an NPC with the Insect keyword, your attack gains the Piercing 1 damage effect, or improves the rating of any Piercing X effect the weapon has by +1.

FAST METABOLISM

Ranks: 3

Requirements: END 6, Level 1+, not a robot

When you regain one or more HP from any source other than rest, increase the total HP regained by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 3.

FASTER HEALING

Ranks: 1

Requirements: END 6, not a robot

When you make an END + Survival test to heal your own injuries, the first additional d20 you buy is free. The normal maximum of 5d20 still applies.

FINESSE

Ranks: 1

Requirements: AGI 9

Once per combat encounter, you may re-roll all the d6s on a single damage roll without spending any Luck points.

FORTUNE FINDER

Ranks: 3

Requirements: LCK 5, Level 2+

Whenever you roll to determine how much money you find, you find more. At rank 1, you find +3d6 additional caps. At rank 2, you find +6d6 additional caps. At rank 3, you find +10d6 additional caps. Each time you take this perk, the level requirement increases by 4.

GHOST

Ranks: 1

Requirements: PER 5, AGI 6

Whenever you attempt an AGI + Sneak test in shadows or darkness, the first additional d20 you buy is free. The normal maximum of 5d20 still applies.

GRIM REAPER’S SPRINT

Ranks: 1

Requirements: LCK 8

When you make an attack which kills one or more enemies, roll 1d6. If you roll an Effect, add 2 AP to the group’s pool.

GUN FU

Ranks: 3

Requirements: AGI 10, Level 1+

When you succeed at a ranged attack, you may spend 1 AP and 1 ammo to hit a second target within Close range of your initial target. The second target takes the same damage as the initial target. At rank 2, you may spend 2 AP and 2 ammo to hit two additional targets. At rank 3, you may spend 3 AP and 3 ammo to hit three additional targets. Each time you take this perk, the level requirement increases by 5.

GUN NUT

Ranks: 4

Requirements: INT 6, Level 2+

You can modify small guns and heavy weapons with weapon mods. Each rank in this perk unlocks an additional rank of weapon mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.

GUNSLINGER

Ranks: 2

Requirements: AGI 7, Level 2+

When you make an attack with a onehanded ranged weapon with a Fire Rate of 2 or lower, you increase the weapon’s damage by +1d6 per rank. In addition, you may re-roll the hit location die. Each time you take this perk, the level requirement increases by 4.

HACKER

Ranks: 1

Requirements: INT 8

The difficulty of skill tests to hack computers is decreased by 1, to a minimum of 0.

HEALER

Ranks: 3

Requirements: INT 7, Level 1+

When you heal a patient’s HP using the First Aid action, increase the amount of HP healed by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 5.

HEAVE HO!

Ranks: 1

Requirements: STR 8

When you make a thrown weapon attack, you may spend 1 AP to increase the Range of the weapon by one step—from Close to Medium, or from Medium to Long.

HUNTER

Ranks: 1

Requirements: END 6

When you make an attack against an NPC with one of the Mammal, Lizard, or Insect keywords and the Mutated keyword, your attack gains the Vicious damage effect, if it did not already have that effect.

INFILTRATOR

Ranks: 1

Requirements: PER 8

When you attempt a Lockpick skill test to unlock a door or container, you may re-roll 1d20.

INSPIRATIONAL

Ranks: 1

Requirements: CHA 8

Because you lead by example, the maximum number of AP the group may save is increased by 1.

INTENSE TRAINING

Ranks: 10

Requirements: Level 2+

Increase any one S.P.E.C.I.A.L attribute by 1 rank. As usual, your S.P.E.C.I.A.L attributes cannot be increased beyond 10 using this method. Each time you take this perk, the level requirement increases by 2.

IRON FIST

Ranks: 2

Requirements: STR 6, Level 1+

At rank 1, your unarmed attacks inflict +1d6 damage. At rank 2, your unarmed attacks also gain the Vicious damage effect. Each time you take this perk, the level requirement increases by 5.

JUNKTOWN JERKY VENDOR

Ranks: 1

Requirements: CHA 8

The difficulty of any CHA + Barter test you attempt to buy or sell goods is reduced by 1, to a minimum of 0.

JURY RIGGING

Ranks: 1

Requirements: None

You can repair an item without needing to expend any components. However, the repair is temporary, and the item will break again on the next complication you suffer while using it. The complication range of all skill tests to use the item increases by 1, to the roll of a 19–20.

LASER COMMANDER

Ranks: 2

Requirements: PER 8, Level 2+

When you make an attack with a ranged energy weapon, the damage is increased by +1d6 per rank in this perk. Each time you take this perk, the level requirement increases by 4.

LEAD BELLY

Ranks: 2

Requirements: END 6, Level 1+

At rank 1, you may re-roll the d6 to determine if you suffer radiation damage from irradiated food or drink. At rank 2, you are immune to radiation damage from consuming irradiated food or drink. Each time you take this perk, the level requirement increases by 4.

LIFE GIVER

Ranks: 5

Requirements: Level 5+

Increase your maximum health points by your Endurance rank. Each time you take this perk, the level requirement increases by 5.

LIGHT STEP

Ranks: 1

Requirements: None

When you roll to generate any complications on an Agility-based skill test, you may ignore one complication for every 1 AP spent. In addition, you may re-roll 1d20 on any AGI + Athletics test to avoid traps triggered by pressure plates or similar mechanisms.

MASTER THIEF

Ranks: 1

Requirements: PER 8, AGI 9

When you are attempting to pick a lock or pickpocket somebody, the difficulty of the opponent’s skill test to detect you increases by +1.

MEDIC

Ranks: 1

Requirements: INT 8

When you use the First Aid action to try to treat an injury, you can re-roll 1d20.

MELTDOWN

Ranks: 1

Requirements: PER 10

When you kill an enemy with an energy weapon, they explode. Roll a number of d6s equal to half the weapon’s damage rating (round down). For each Effect rolled, one creature within Close range of the exploding enemy (starting with the closest) suffers energy damage equal to the total rolled on the d6.

MISTER SANDMAN

Ranks: 1

Requirements: AGI 9

When you make a sneak attack with a silenced or suppressed weapon, the damage is increased by +2d6. You cannot gain this benefit while in Power Armor.

MOVING TARGET

Ranks: 1

Requirements: AGI 6

When you take the Sprint action, your Defence increases by +1 until the start of your next turn.

MYSTERIOUS STRANGER

Ranks: 1

Requirements: LCK 7

From time to time, a Mysterious Stranger comes to your aid, with lethal results. At the start of a combat encounter, you may spend 1 Luck point. If you do so, then at any point during the scene, the GM may have the Mysterious Stranger appear, make a single ranged attack against an enemy you attacked, or who just attacked you, and then vanish. If you spend a Luck point and the Mysterious Stranger does not appear, the GM must refund the Luck point you spent. The stranger has an AGI of 10, a Small Guns skill of 6, and counts Small Guns as a Tag skill. They always roll 3d20 for attacks, rather than 2d20, and their attack—using a custom .44 Magnum revolver—inflicts 8CD  Piercing 1, Vicious physical damage. They always appear within their weapon’s ideal range. Any attempt to find where the Stranger went after their attack fails.

NERD RAGE!

Ranks: 3

Requirements: INT 8, Level 2+

While your health is reduced to less than ¼ of your maximum, you add +1 to your physical DR, +1 to your energy DR, and +1d6 to the damage of all your attacks. At rank 2, this increases to +2 DR, and +2d6 damage. At rank 3, this increases to +3 DR and +3d6 damage. Each time you take this perk, the level requirement increases by 5.

NIGHT PERSON

Ranks: 1

Requirements: PER 7

You reduce any difficulty increases due to darkness by 1.

NINJA

Ranks: 1

Requirements: AGI 8

When you make a sneak attack with a melee weapon or unarmed attack, the damage is increased by +2d6. You cannot gain this benefit while in Power Armor.

NUCLEAR PHYSICIST

Ranks: 1

Requirements: INT 9

Whenever you use a weapon that inflicts radiation damage, or has the Radioactive damage effect, each Effect you roll inflicts one additional point of radiation damage. In addition, fusion cores you use have 3 additional charges.

PAIN TRAIN

Ranks: 2

Requirements: STR 9, END 7, Level 1+

You may Charge as a major action if you are wearing Power Armor or are a super mutant. This is a movement action, and you may not Move or Sprint in the same turn. When you take this action, you move into reach of an enemy within Medium range (1 zone) and make a STR + Athletics test with a difficulty of 2. If you succeed, the enemy suffers damage equal to your normal unarmed damage, and is knocked prone. At rank 2, you add +1d6 and the Stun damage effect to the damage inflicted. At the GM’s discretion, especially large or sturdy creatures cannot be knocked prone by this action. Each time you take this perk, the level requirement increases by 5.

PARALYZING PALM

Ranks: 1

Requirements: STR 8

When you make an unarmed attack, and choose to strike a specific location, your attack gains the Stun damage effect.

PARTY BOY/PARTY GIRL

Ranks: 1

Requirements: END 6, CHA 7

You cannot become addicted to alcoholic drinks, and whenever you drink an alcoholic drink, you heal +2 HP.

PATHFINDER

Ranks: 1

Requirements: PER 6, END 6

When travelling over long distances through the wilderness, a successful PER + Survival test (with a difficulty determined by the GM, based on the terrain) reduces the travel time by half.

PHARMA FARMA

Ranks: 1

Requirements: LCK 6

When you are scavenging a location that contains medicine or chems, you find one additional item, randomly determined, without spending AP.

PICKPOCKET

Ranks: 3

Requirements: PER 8, AGI 8, Level 1+

At rank 1, you can ignore the first complication you roll when you make an AGI + Sneak test to steal an object from someone else’s person or to plant something on them. At rank 2, you can re-roll 1d20 in your dice pool when attempting to pick someone’s pocket. At rank 3, you reduce the difficulty of attempts to pick someone’s pocket by 1. Each time you take this perk, the level requirement increases by 3.

Pickin’ Pockets: Stealing an item carried by someone else, or secreting an item upon their person, is a surprisingly valuable survival trick in the wasteland, and it’s useful to have some sense of how easy or difficult a given theft is likely to be. Picking pockets is an AGI + Sneak test, with a base difficulty of 1. Success allows you to take an item weighing 1lb or less from another character’s pockets, belt pouches, etc., or to place an item of that size into a pocket, etc., without being detected. Failure means your attempt was noticed. If the item you’re stealing/planting weighs more than 1 lb., then the difficulty increases by 1. If it weighs more than 10 lbs., then the difficulty increases by 2 instead. Similarly, especially talented pickpockets can remove small items a person is wearing—such as stealing a wristwatch during a handshake—this test is also at +1 difficulty. Picking pockets can become an opposed test if the target is wary or suspicious.

PIERCING STRIKE

Ranks: 1

Requirements: STR 7

Your attacks using unarmed attacks and bladed melee weapons gain the Piercing 1 damage effect, or add +1 to the rating of any Piercing X damage effect they already had.

PYROMANIAC

Ranks: 3

Requirements: END 6, Level 2+

The damage you deal using fire-based weapons increases by +1d6 per rank. Each time you take this perk, the level requirement increases by 4.

QUICK DRAW

Ranks: 1

Requirements: AGI 6

Each turn, you may draw a single weapon or item carried on your person without using a minor action.

QUICK HANDS

Ranks: 1

Requirements: AGI 8

You can reload firearms faster. When you make a ranged attack, you may spend 2 AP to double the Fire Rate of your gun for that attack.

RAD RESISTANCE

Ranks: 2

Requirements: END 8, Level 1+

Your radiation Damage Resistance, to all hit locations, increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.

REFRACTOR

Ranks: 2

Requirements: PER 6, LCK 7, Level 1+

Your energy Damage Resistance to all hit locations increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.

RICOCHET

Ranks: 1

Requirements: LCK 10, Level 5+

If an enemy makes a ranged attack against you and rolls a complication, you may spend one Luck point to have their ricochet hit them. Resolve the damage roll against the attacking enemy instead.

RIFLEMAN

Ranks: 2

Requirements: AGI 7, Level 2+

When you make a ranged attack with any two-handed weapon with a Fire Rate of 2 or lower (except heavy weapons), you add +1d6 to the weapon’s damage per rank. At rank 2, you also add the Piercing 1 damage effect, or add +1 to the rating of any Piercing X damage effect the weapon already had. Each time you take this perk, the level requirement increases by 4.

ROBOTICS EXPERT

Ranks: 3

Requirements: INT 8, Level 2+

At rank 1, you can modify robot armour, weapon mounts, and modules with rank 1 mods. At rank 2 you gain access to rank 2 mods, and the difficulty of tests to repair robots is permanently reduced by 1. At rank 3 you gain access to rank 3 mods, and you can reprogram robots to fulfil a different function or alter their behaviour at the discretion of the GM. Each time you take this perk, the level requirement increases by 4.

SCIENCE!

Ranks: 3

Requirements: INT 6, Level 2+

You can modify energy weapons with weapon mods, and you can also craft certain advanced armour mods. Each rank in this perk unlocks an additional rank of mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.

SCOUNDREL

Ranks: 1

Requirements: CHA 7

When you make a CHA + Speech test to convince someone of a lie, you may ignore the first complication you roll.

SCRAPPER

Ranks: 2

Requirements: Level 3+

When you scrap an item, you can salvage uncommon component materials as well as common ones. At rank 2, you can also salvage rare materials. Each time you take this perk, the level requirement increases by 5.

SCROUNGER

Ranks: 3

Requirements: LCK 6, Level 1+

Whenever you roll to determine how much ammunition you find, you find more. At rank 1, you find +3d6 additional shots. At rank 2, you find +6d6  additional shots. At rank 3, you find +10d6 additional shots. The additional ammo you find is the same as initially found, for example, if you find 10mm ammunition, this perk increases how much 10mm ammo you find. If you find multiple types of ammunition, Scrounger applies to the ammunition with the lowest rarity (GM’s choice if there is a tie). Each time you take this perk, the level requirement increases by 5.

SHOTGUN SURGEON

Ranks: 1

Requirements: STR 5, AGI 7

Your ranged attacks using shotguns gain the Piercing 1 damage effect, or add +1 to any Piercing X damage effect the weapon already had. 

SKILLED

Ranks: 10

Requirements: Level 3+

Add +1 rank to two skills or add +2 ranks to one skill. No skill may have more than 6 ranks. Each time you take this perk, the level requirement increases by 3.

SIZE MATTERS

Ranks: 3

Requirements: END 7, AGI 6

When you make a ranged attack with any heavy weapon, you add +1d6 to the weapon’s damage, per rank. Each time you take this perk, the level requirement increases by 4.

SLAYER

Ranks: 1

Requirements: STR 8

When you inflict any damage with an unarmed attack or melee weapon, you may spend 1 Luck point to immediately inflict a critical hit—and therefore an injury—on the location hit.

SMOOTH TALKER

Ranks: 1

Requirements: CHA 6

When you make a Barter or Speech test as part of an opposed test, you may re-roll 1d20.

SNAKEATER

Ranks: 1

Requirements: END 7

Your poison Damage Resistance increases by +2.

SNIPER

Ranks: 1

Requirements: PER 8, AGI 6

When you take the Aim minor action, and then make a ranged attack with a two-handed weapon with the Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack.

SOLAR POWERED

Ranks: 1

Requirements: END 7

For every hour you spend in direct sunlight, you heal 1 radiation damage.

STEADY AIM

Ranks: 1

Requirements: STR 8, AGI 7

When you take the Aim minor action, you may either re-roll 2d20 on the first attack you make this turn, or re-roll 1d20 on all attacks you make this turn.

STRONG BACK

Ranks: 3

Requirements: STR 5, Level 1+

Your maximum carry weight is increased by +25 lbs., per rank. Each time you take this perk, the level requirement increases by 2.

TAG!

Ranks: 1

Requirements: Level 5+

You may select one additional Tag skill. Increase the skill’s rank by 2, to a maximum of 6, and mark it as a Tag skill, allowing you to roll a critical success with a d20 result equal or under the skill’s rank.

TERRIFYING PRESENCE

Ranks: 2

Requirements: STR 6, CHA 8, Level 3+

When you make a Speech test to threaten or scare someone, you may re-roll 1d20. At rank 2, you may use a major action in combat to threaten an enemy within Medium range, using a STR + Speech test with a difficulty of 2. If you succeed, that enemy must move away from you during their next turn (though they can take any other actions they wish). Each time you take this perk, the level requirement increases by 5.

TOUGHNESS

Ranks: 2

Requirements: END 6, LCK 6, Level 1+

Your physical Damage Resistance to all hit locations increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.