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| Subject: Racial Perks Mon Nov 13 2017, 09:45 | |
| Racial Perks are Perks that can only be used by a specific race. Each race has ten racial perks, and those can be upgraded three times each. Racial perks aren't a must have but since they are pretty unique they might give you an advantage over other characters. Human racial perks makes Human characters more adaptable and better at survival. Ghoul racial perks work with radiation, and make Ghouls near indestructible. Super-Mutant perks turn Super-Mutant characters into walking tanks, sponges of bullets who leave a path of death on their wake. Robot perks let you interface with weapons and machinery in a way more efficient way. Finally, Psyker racial perks are their strange powers, if a Psyker doesn't has any racial perk then it is by all means a human, a weird looking human, but a human nonetheless. - Human Perks:
- Biomechanical Adaptation: Your body can now accept more bionic implants. The first level allows you to install one more augmentation, the second level 3 implants more and the third level another 5.
- Seductive: Unlike most wastelanders you aren’t repulsive, but in fact attractive, which lets you seduce people. You will have to do a dice roll that will be then multiplied by 5 for each of you Charisma points. If you get 80 or more you will manage to seduce your objective. The first level lets you seduce Humans and Psykers, the second level lets you seduce Ghouls and the third one Super-Mutants and Robots. This perk won’t work with people that will never feel attracted to you due to their sexual orientation.
- Comprehension: Ghouls have their brains atrophied by radiation and Old World Blues, Super-Mutants are apathetic by nature and robots cannot truly grasp how complex everything is with their cold electronic minds. You are able to understand the world better than the others. For each level your dice roll requirements is reduced in 10 points.
- Soothing voice: Your voice is able to calm people who are aggressive with you. The first level lets you calm down Humans and Psykers, level two non-feral Ghouls and Robots and finally level three let’s you calm Super-Mutants. To do this you need to do a dice roll to which you have to add your Charisma multiplied by 5. If you get 80 or more you will succeed.
- Break the Rules: You can pick a racial perk from any other race, this can be done up to three times. This will mark you as a mutant and visibly change your appearance depending on the skill that you pick.
- Second Wind: After losing your entire Health Points you will be given some turns to kill an enemy, if you succeed you will manage to recover 10% of your entire health. With the first level are given 2 turns, with the second level you will have 3 turns and with the third level you will have 5 turns.
- Rad Resistance: Your body is starting to gain resistance to radiation. The first level gives you 25% RAD resistance, the second level 50% and the third 75%.
- Mysterious Stranger: Every time you attack someone you have a 10% of chance of someone appearing aiding you in battle. With the second level chances ascend to 20% and with the third level it goes up to 30%. To calculate before each attack you will have to do a 1d100 dice roll in which you will need to get more than 90, 80 and 70 respectively.
- Eye for Eye: Your survival instinct is par to none. When your health is 20% or below you do double damage on your attacks and get a +15 to all your dice rolls.Adrenaline Rush: One time per adventure you can activate an Adrenaline Rush when in a combat situation, granting you two attacks and actions per turn. The first level gives you two 2 turns of Rush, the second level 4 turns and the third level 7 turns.
- Ghoul Perks:
- Regeneration: If you have more than 500 radiation points you will be able to heal from wounds and even grow entire limbs. With the first level it takes an entire week to heal completely, with the second level it reduces to 5 days and with the third level only 2 days.
- Nuclear anomaly: Your body can explode to release radiation. This radiation will heal other Ghouls, and will irradiate the other races or any creature next to you. With the first level you will release 200 points of radiation, with the second 500 and with the third 800. To release this radiation you obviously need to have those Radiation Points first.Gamma
- Immortality: If you have 800 points of Radiation or more you can lend your Health and Radiation Points to resurrect another Ghoul. In all levels you will give half of your life, in the first level you will lend 700 points of radiation, in the second 600 and in the third 500. With this perk if you also die with more than 800 Radiation Points you will resurrect after three turns with half your life.
- Teleportation: If you have more than 600 radiation points you’ll be able to teleport up to a mile in distance, once every four turns. You can only teleport to areas that you have visited beforehand. The first level requires you to be on a radioactive area and allows you to teleport to places that are affected by radiation, the second level still requires you to be on a radioactive area but lets you teleport to non-radioactive areas, the third level lets you teleport regardless of the background radiation.
- Living Beacon: As long as your Radiation Points are more than 800 your body will start to emit a sickly green radioactive light. This light will slowly regenerate your life but make you fail all your Sneak, Steal, Speech and Barter dice rolls as people are either able to see you from a distance and up close the light you emit scares and repulses people. The first level gives you 10 HP regeneration each turn, the second 25 HP and the third 50 HP.
- Feral Whisperer: You have controlled the guttural language of the Feral Ghouls. The first level lets you calm down ferals, the second let’s call upon them for aid and the third gives you command over them.
- Cancerous Growths: Your body is able to grow massive radioactive tumors. If you take them out of your body you will lose 45 HP but will gain one of those tumors that can be used as a Nuclear Grenade. It will grow again after 7 turns. In level 2 they grow back after 5 turns and in level 3 they regenerate after only 2 turns.
- Radsight: Your eyes have adapted to see sources of radiation. At the first level you can see the radioactive sources glow with more intensity and the imprint of radioactive objects or living beings. At the second level you can see across solid surfaces. At the third level you can concentrate your sight and shot a small beam of radioactive energy akin to a Gamma Gun from your eyes once per 4 turns.
- Berserk Meltdown: If you have 1000 Points of Radiation you can enter into a Berserk state where you will be immune to any kind of damage, do twice as damage and be able to attack two times per turn. During this time you will be completely feral and unable to stand to reason, attacking even your allies if there isn’t anybody else. The first level will let you be in this state for 1 turn, the second for 2 and the third level for 4 turns.
- Bonsai: A mutfruit starts to grow out of your body. You or any other person can eat it to gain 50 HP and 150 Radiation Points. At level one it grows once every 10 turns, at level two once every 7 turns and at level three once every 4. The mutfruits don’t stack; as long as you don’t take it another won’t start growing up.
- Super-Mutant Perks:
- Hide of Scars: Your skin is slowly getting more and more covered in scar tissue, making you more resilient to damage. The first level halves all the damage taken from Melee weapons, the second level halves all the damage from ballistic weapons and the third level halves all the damage from explosive weapons. Your scars don’t protect you from energy weapons.
- Unstable Mutation: You can devour people or creatures to regain a little bit of health and have the small chance of temporarily gaining their perks. At level one you will regain 10% of your health and have a 10% chance of gaining a racial perk, at level two you will regain 20% of HP and have a 20% and at level three regain 30% of your HP and have a 30% of chance.
- Mutagenic Vomit: You are able to excrete a radioactive vomit at will once every 3 turns; it doesn't goes too far and can only be used as a melee weapon but it inflicts 50 HP and 100 Radiation Points. At level two this vomit becomes incendiary; burning your enemies for 2 turns. At level 3 it also becomes acidic, destroying and ignoring armor.
- Protruding bones: A mutation has made some bone blades and spikes protrude from your body, giving you a terrifying presence and giving you advantage in melee combat. For each level your bones become bigger and sharper, making you more dangerous. At the first level you make 50 HP more of damage, at level 2 you make 100 HP more and at level 3 you make 150 HP more. Those stats do not stack.
- Brutish Hulk: At level one you win 25 HP more when leveling up. At level 2 you get 50 HP more and at level 3 you get 100 HP more per level. If you want your Super-Mutant to be a tank it is better to take this perk as soon as possible.
- Bullet Sponge: Your flesh is able to lodge and capture all kinds of bullets, arrows and shotgun pellets. After being attacked by ballistic weapons if you visit a doctor you can ask it to remove all that ammo, which you can then keep or sell for some caps. Each level will require a dice roll to see how much of what is inside your body is salvageable. The first level will require 1d100 in which you will be able to get up to 100 caps, the second level 3d100 and the third 5d100, obviously this can only be done after a firefight were a ballistic weapon has been involved.
- Grim Reaper’s Spirit: Every time you kill a person you recover a small amount of HP. At the first level you will regain 25 HP, at the second level 50 HP and at the third level 150 HP.
- Unstoppable: Your hand to hand and melee attacks are so fierce that they can ignore armor, pierce them open and break anything that is inside. Level 1 makes your attacks ignore light armor. Level 2 makes you ignore medium armor and Level 3 makes you ignore heavy armor. This perk doesn't work with Power Armor.
- Whispering Voices: There are voices out there, mute to anybody but the people that pay attention and can truly listen to them. The first level of this perk gives you very cryptic and hard to decipher clues, each level makes them easier to understand. To use this perk the player has to talk to its inner voice, either by speaking or thinking. The voice will never appear on its own.
- Unbreakable: With each level of this perk you can halve the damage received by one type of weapon. The weapon types you have to choose from are: Blunt, Blades, Pellets, Laser, Plasma, Ice, Fire, Electric, Bullets, Arrows, Explosive, Poison and Exotic.
- Robot Racial Perks:
- Electric Surge: You overcharge your engine and send a shockwave of electricity all across your metallic body. On level 1 of this perk you get +10 to all dice rolls and everybody uses melee attacks on you suffers 25 HP of electric damage. On level 2 you get +20 to all dice rolls and anyone who melees you suffer 50 HP of electric damage. On level 3 you get +30 to all dice rolls and any melee attack that you suffer damages your attacker with 100 HP. This effect lasts for 3 turns.
- Power Adapter: You can regain health from power sources like outlets or machinery. Due to most machines using nuclear batteries you will also gain some Radiation Points. At the first level you will regain 25 HP, at the second 50 HP and at the third 100 HP. On all levels you get 100 Radiation Points. To avoid power surges this can be done once every 3 turns.
- EMP Shielding: Your circuits have been protected by lead plaques that avoid any electromagnetic interference. With the first level the EMP damage you receive will be reduced by 20 HP. With level 2 the EMP damage received will be reduced by 30 HP and with Level 3 EMP damage received will be reduced by 45 HP.
- Binary Screech: Once every four turns you can scream with a paradoxical binary scream that will reset machinery, including energy weapons and power armor. With the first level of this perk your scream will reset simple machines like terminals or automatic doors. The second level of this perk lets you reset energy weapons and the third level lets you reset Power Armor and other Robots. The reset only lasts one turn.
- Electronic Ghost: You can leave your robotic body and navigate as an electric intelligent cloud for a small period of time. With the first level of this perk you will be able to possess and unlock terminals, door or containers as long as they work with an electronic lock. With the second level you can possess energy weapons to make them malfunction or shoot with double damage and with level 3 you can possess empty suits of power armor or other robots as long as they are disabled. You can only be in an incorporeal state for two turns, if after that time you haven’t possessed any suitable host then you’ll dissipate into static electricity and die. If you have this perk and you die you will automatically exit your damaged body as a ghost, giving you a second chance at getting another body before truly dying.
- Emergency Exhaust: Once every ten turns you can release all the accumulated heat from your system across the vents of your body. This will heal and release a cloud of radioactive steam around you, damaging anybody who is around. Level 1 of this perk heals you 20 HP and makes 10 HP of energy damage that ignores armor. Level 2 heals 40 HP and makes 20 HP of damage and Level 3 heals 60 HP and makes 40 HP of damage. Regardless of level this perk inflicts 200 Points of Radiation to anybody near you, including yourself.
- Weapon Specialization: You can fill your internal databanks with the schematics and techniques needed to comprehend one type of weapon with inhuman mastery. Like any racial perk this perk has 3 levels. With each level you +10 to dice rolls with the weapon that you have chosen. The weapons to choose from are following options: Pistols, Shotguns, Machineguns, Rifles, Laser, Plasma, Cryo, Flamethrowers, Tesla, Explosive Launchers, Rocket-Launchers, Blades, Gauntlets, Blunt, Thrown explosives, Mines and Exotic weapons.
- Magnetized body: Your body is slowly becoming more and more magnetic. With the first level you will be able to climb and walk on any metallic surface, with the level 2 of this perk you will be able to create a small magnetic pulse that will be able to disarm enemies, to do this you will need to do a 1d100 dice roll and get 75 or more. Level 3 of this perk grants you a magnetic aura that slows downs the bullets that are going to hit you, ballistic weapons do 50 HP less of damage.
- Beta Software: You found some Pre-War prototype code that was compatible with your current source code; sadly, it seemed to be on a Beta stage and has some bugs. At the beginning of each combat you will need to do a dice roll, if you succeed you will have an advantage during combat, if you fail your body will forcibly reset and you will lose two turns. All levels require getting 25 or more in the 1d100 dice roll. Level 1 gives you +10 on all dice rolls, level 2 gives you +15 on all dice rolls and level 3 gives you +25 on all dice rolls.
- Walking weapon: You can add energy weapons into your body to use them in emergency situations, those weapons will use your own energy core to be powered so to avoid overconsumption they will be single shot but will automatically recharge every 5 turns. Level 1 lets you add one small pistol weapon to your head. Levels 2 and 3 respectively let you add a Rifle sized weapon inside your arms. Possible options for weapons are Laser, Plasma, Flame, Pulse, Cryo, and Tesla. Those weapons will use their regular rolling tables and to add them to your body you require to physically owning them.
- Psyker Racial Perks:
- Electrokinesis: Your mutation has given control over electricity. The first level of this perk allows you to overcharge or drain energy weapons. Drained weapons won’t function for two turns; overcharged weapons inflict double damage but risk exploding. The second level allows you to use your powers on robots and power armor users, if they are drained they will be stunned for two turns, if they are overcharged they will have a +25 to all their dice rolls. Level 3 of this perks allows you to create a harmful corona of electric energy around you for four turns, this energy makes all your melee attacks inflict +15 HP more of damage, everybody who attacks you with melee attack suffer 25 HP of damage and turns you immune to electric damage.
- Pyrokinesis: You can’t create fire out of thin air but now you can control it to some degree. Level 1 of this perk allows you to extinguish or increase the intensity of fires around you. Level 2 allows you to manipulate and transport fire with your hands, if you throw a ball of fire it counts as a primitive flamethrower. Level 3 makes you receive 50% less fire damage and allows you to safely store a small flame inside your lungs at all times; you can expel this fire from your mouth once every five turns, damage wise it counts as a flamethrower.
- Cryokinesis: You can lower the temperature of water particles from some distance. Level 1 lets you safely freeze your own hands or melee weapons to inflict 20HP more of damage. Level 2 lets you lower the temperature of the water in the air to freeze a the room you are located in, everybody inside that room will have a -10 to all their dice rolls and will suffer a -10HP of armor ignoring freezing damage every turn they stay inside. Level 3 makes you receive 50% less freezing damage and lets you create an ice melee weapon, the weapon that you can create has to be based on a weapon that you own or once owned, for example you cannot create an ice Machete if you don’t have a regular Machete to base on. The ice weapon will have the same stats as its original counterpart but will also have the chance of freezing enemies.
- Photokinesis: The ability to create light is literally at your hands. Your mind and palms can concentrate photons to create a colorful glow. Level 1 lets you make your body bioluminescent to illuminate the way and also create small orbs of light that are able to stick a cover solid object to create a flashlight, the light lasts for five turns. Level 2 lets you create orbs of concentrated light that can act like photonic grenades that stun enemies and make them receive 25 HP of laser damage. Level 3 lets you focus photons on your pupils and create a powerful laser that makes 75 HP of damage, it can be done once every 10 turns, it also lets you recover 10HP for every turn that you are under direct sunlight.
- Telekinesis: You can move objects with your mind and body as if you were a puppeteer. On all levels you can attempt to move objects and people regardless of their size and weight but if you don’t have the required level it will affect and damage you. Level 1 lets you move objects as heavy as 10 lbs, using your powers to move anything heavier will make you suffer 25 HP of damage, 50 HP if it exceeds 100 lbs and 75 HP if the weight exceeds 200 lbs. Level 2 lets you move objects as heavy as 100 lbs, anything heavier than that will make you suffer 25 HP of damage, 50 HP if it exceeds the 200 lbs. Level 3 will let you move objects as heavy as 200 lbs, anything heavier than that will give 25 HP of damage, 50 HP if it exceeds the 300 lbs. No matter what Telekinetic characters will never be able to move anything heavier than 400 lbs.
- Telepathy: You have your way onto the minds of people. Level 1 of this perk will allow you to read minds albeit the effectiveness of this might be affected if the person whose thoughts you want to listen to is wearing a helmet. Level 2 allows you to send telepathic messages to persons you personally know and whose minds you have read at least once. Level 3 allows you to infect a person’s mind, learn his fears and create hallucinations, the affected person will require to get 90 or more on a 1d100*INT dice roll. Robots are completely immune to Telepathy.
- Biomancy: Your touch can heal people once every 3 turns. Level 1 allows you to cure up to 50 HP of damage. Level 2 allows you to cure up to 100 HP. Level 3 allow you to cure up to 200 HP and repair crippled limbs. Biomancy is unable to remove addictions, poisons or radiation and doesn’t work in Robots.
- Floramancy: You are able to control flowers and trees to a degree. Level 1 lets you know which plants edible and which poisonous and also detect flora up to 500 feet away. Level 2 allows you to control small carnivorous mutant plants and accelerate the growth of fruits. Level 3 gives you the ability to wildly grow plants well beyond normal sizes; it also gives you full control over carnivorous plants.
- Faunamancy: You are able to control animals to some degree; you can only control one animal at the time. Level 1 makes non mutated animals stop attacking you, unless you provoke them, and will obey your orders as long as they are simple enough. Level 2 will make infantile mutated creatures stop attacking you unless provoked and will follow your orders as long as you keep them simple. Level 3 will allow you to control adult mutated creatures and make them peaceful to you unless provoked and make them obey your orders unless they cannot understand them.
- Hemokinesis: The power over blood is at your hands, you can use to control people but every time you attempt to do it both you and the victim will need to do a 1d100 dice roll, if your roll result is bigger than theirs then you are successful. Level 1 lets you control Humans and Psykers for one turn. Level 2 lets you control Ghouls. Level 3 lets you control Super-Mutants. Robots are immune to this power.
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