Overseer Admin
Posts : 519 Join date : 2017-08-17
| Subject: Available Perks and their Types Mon Nov 13 2017, 22:41 | |
| Perks are what make your character truly unique and outstanding. Most perks have tree levels, and a fourth special one that can only be obtained after achieving a great feat or doing something truly heroic. Perks need to be obtained in order, if you for example want to have a level 3 perk of Pistol Shooting you will beforehand have to obtain level 1 and 2 of the same perk. Their bonuses are not cumulative, if you for example have level 3 of Stealing you will only get the +30 to dice rolls that the level 3 grants, not the dice roll bonus of all the three levels summed up. Players will start with two Perks at Level 1. The rate of perks that you gain depends on your intelligence level. The more intelligent you are the easier your character will learn new things. Regardless of INT, all characters will gain the chance to assign another SPECIAL point or getting two Perks at Level 100.
- 15 INT: Perk every Level. (Maximum obtainable Perks 103)
- 13-14 INT: Perk every 2 Levels. (Maximum obtainable Perks 53)
- 10-12 INT: Perk every 3 Levels. (Maximum obtainable Perks 37)
- 7-9 INT: Perk every 4 Levels. (Maximum obtainable Perks 28)
- 4-6 INT: Perk every 5 Levels. (Maximum obtainable Perks 23)
- 2-3 INT: Perk every 6 Levels. (Maximum obtainable Perks 19)
- 1 INT: Perk every 7 Levels. (Maximum obtainable Perks 17)
Perk list will be updated every now and then. Players are free to send private messages to the Moderators and Administrators with ideas for new perks, these ideas will be subjected to a judgment and then rejected or approved. Players who send good and helpful ideas will be rewarded with Caps, Exp or Items. Standard Perks: These perks can be obtained by all players regardless of their race and faction. Standard Perks have 4 levels. Level 1, 2 and 3 can be earned by leveling up; level 4 can only be acquired after doing something especially epic. - Ship Commanding Perks:
Each INT points will also give +1 to these dice rolls.
- Cabin Boy: You get a +10 to all dice rolls related to commandeering a ship
- Sea Boy/Girl: You get a +20 to all dice rolls related to commandeering a ship.
- Captain: You get a +30 to all dice rolls related to commandeering a ship.
- Sea Legend: You get a +50 to all dice rolls related to commandeering a ship.
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- Dodging Attacks:
Each AGL points will also give +1 to these dice rolls.
- Agile: You get a +10 to all dice rolls related to avoiding attacks.
- Dodger: You get a +20 to all dice rolls related to avoiding attacks.
- Float like a Butterfly: You get a +30 to all dice rolls related to avoiding attacks.
- Untouchable: You get a +50 to all dice rolls related to avoiding attacks.
- Stealth:
Each AGL points will also give +1 to these dice rolls.
- Hard to see: You get a +10 to all dice rolls related to hiding from enemies.
- Camouflaged: You get a +20 to all dice rolls related to hiding from enemies.
- Ninja: You get a +30 to all dice rolls related to hiding from enemies.
- Invisible: You get a +50 to all dice rolls related to hiding from enemies
- Inventory:
- Deep pockets: You can carry one extra item.
- Caravaneer: You can carry two extra items.
- Rat pack: You can carry three extra items.
- Pack Mule: You can carry four extra items.
- Sneak attacks:
To do a sneak attack you have to do a 3d100 dice roll. 1d100+Any stealth based perks that you might have+(Your AGLx10)-1d100+(Enemy's PERx10). If the result is positive you manage to do the sneak attack, if its negative then you are discovered before attacking. Have in mind that there is a third d100 dice being rolled, this one is to calculate the success of your attack. You might do an effective sneak attack only to find that your gun doesn't shoots because its jammed, in case your gun fails or you miss your shoot you'll be obviously discovered, unless your weapon has a silencer. The formula is the following: (1d100+(Your AGL x 10))-(1d100+(Enemy's PER x 10))
- NO PERK: Your sneak attacks do 1.2 times more damage.
- Focused attack: Your sneak attacks do 1.5 times more damage.
- Weak point striker: Your sneak attacks do 2 times more damage.
- Heartstopper: Your sneak attacks do 2.5 times more damage.
- Coup de grâce: Your sneak attacks do 3 times more damage.
- Stealing:
Each AGL points will also give +1 to these dice rolls.
- Long Fingers: You get a +10 to all dice rolls related to stealing.
- Quick Hands: You get a +20 to all dice rolls related to stealing.
- Thief: You get a +30 to all dice rolls related to stealing.
- Garret’s Spirit: You get a +50 to all dice rolls related to stealing.
- Healing:
Each INT points will also give +1 to these dice rolls. [*]Healer: You get a +10 to all dice rolls related to healing yourself or other people. [*]First Aid: You get a +20 to all dice rolls related to healing yourself or other people. [*]Medic: You get a +30 to all dice rolls related to healing yourself or other people. [*]Wasteland Doctor: You get a +50 to all dice rolls related to healing yourself or other people. [/list]
- Unnarmed:
Each STR points will also give +1 to these dice rolls.
- Strong Fist: You get a +10 to all dice rolls related to attacking unnarmed or with fist weapons.
- Brawler: You get a +20 to all dice rolls related attacking unnarmed or with fist weapons.
- Boxer: You get a +30 to all dice rolls related to attacking unnarmed or with fist weapons.
- Martial Artist: You get a +50 to all dice rolls related to attacking unnarmed or with fist weapons.
- Melee:
Each STR points will also give +1 to these dice rolls.
- Strong Arm: You get a +10 to all dice rolls related to attacking with melee weapons.
- Hard Hitter: You get a +20 to all dice rolls related to attacking with melee weapons.
- Street Fighter: You get a +30 to all dice rolls related to attacking with melee weapons.
- Six String Samurai: You get a +50 to all dice rolls related to attacking with melee weapons.
- Ballistic Weapons:
Each PER points will also give +1 to these dice rolls.
- Redneck: You get a +10 to all dice rolls related to attacking with revolvers, pistols, shotguns and rifles.
- Trigger Discipline: You get a +20 to all dice rolls related to attacking with revolvers, pistols, shotguns and rifles.
- Gunslinger: You get a +30 to all dice rolls related to attacking with revolvers, pistols, shotguns and rifles.
- Legendary Duelist: You get a +50 to all dice rolls related to attacking with revolvers, pistols, shotguns and rifles.
- Energy Weapons:
Each PER points will also give +1 to these dice rolls.
- Energetic: You get a +10 to all dice rolls related to attacking with laser, plasma, pyro, crio and tesla weapons.
- Geek: You get a +20 to all dice rolls related to attacking with laser, plasma, pyro, crio and tesla weapons.
- Nerdist: You get a +30 to all dice rolls related to attacking with laser, plasma, pyro, crio and tesla weapons.
- Hi-Tech freak: You get a +50 to all dice rolls related to attacking with laser, plasma, pyro, crio and tesla weapons.
- Explosives:
Each PER points will also give +1 to these dice rolls.
- Tinnitus: Level 1: You get a +10 to all dice rolls related to attacking with mines, grenades and explosive launching weapons.
- Burnt Eyebrows: Level 2: You get a +20 to all dice rolls related to attacking with mines, grenades and explosive launching weapons.
- Junkrat: You get a +30 to all dice rolls related to attacking with mines, grenades and explosive launching weapons.
- Demoman/woman: Level 4: You get a +50 to all dice rolls related to attacking with mines, grenades and explosive launching weapons.
- Speech:
Each CHA points will also give +1 to these dice rolls.
- Smooth Talker: You get a +10 to all dice rolls related to diplomacy, seduction, lying and conviction.
S
- ilver Tongue: You get a +20 to all dice rolls related to diplomacy, seduction, lying and conviction.
- Language Artist: You get a +30 to all dice rolls related to diplomacy, seduction, lying and conviction.
- Devilish Speech: You get a +50 to all dice rolls related to diplomacy, seduction, lying and conviction.
- Barter:
Each CHA points will also give +1 to these dice rolls.
- Moneysaver: You get a +10 to all dice rolls related to getting discounts or earning more caps and items from rewards.
- Cash Earner: You get a +20 to all dice rolls related to getting discounts or earning more caps and items from rewards.
- Market Player: You get a +30 to all dice rolls related to getting discounts or earning more caps and items from rewards.
- Wasteland Trump: You get a +50 to all dice rolls related to getting discounts or earning more caps and items from rewards.
- Acrobatics:
Each AGL points will also give +1 to these dice rolls.
- Little Robin: You get a +10 to all dice rolls related to doing acrobatics, jumping huge distances, climbing or reaching far away areas.
- Runner: You get a +20 to all dice rolls related to doing acrobatics, jumping huge distances, climbing or reaching far away area.
- Wasteland Parkour: You get a +30 to all dice rolls related to doing acrobatics, jumping huge distances, climbing or reaching far away areas.
- Circus Extraordinarie: You get a +50 to all dice rolls related to doing acrobatics, jumping huge distances, climbing or reaching far away areas.
- Survival:
Each END points will also give +1 to these dice rolls.
- Boy/Girl Scout: You get a +10 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food.
- Snake Eater: You get a +20 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food.
- Survivalist: You get a +30 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food.
- Randall’s Successor: You get a +50 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food.
- Fortune Finder:
Each LCK points will also give +1 to these dice rolls.
- Four Leaf Clover: You get a 10% bonus to all cash earned.
- Lucky: You get a 20% bonus to all cash earned.
- Fortunate Son: You get a 30% bonus to all cash earned.
- Blessed by Luck: Level 4: You get a 50% bonus to all cash earned.
- Experience Gainer:
Each INT points will also give 1% to these bonuses.
- Resourceful: Level 1: You get a 10% bonus to all Exp earned.
- Experienced: Level 2: You get a 20% bonus to all Exp earned.
- Know it all: Level 3: You get a 30% bonus to all Exp earned.
- Experience Grinder: Level 4: You get a 50% bonus to all Exp earned.
- Meditation:
Each INT points will also give 1% to these bonuses.
- Blank Mind: You can Meditate and lose 1% of your actual Insanity Points for each turn that you Meditate.
- Meditation trainee: You can Meditate and lose 2% of your actual Insanity Points for each turn that you Meditate.
- Nirvana Reacher: You can Meditate and lose 3% of your actual Insanity Points for each turn that you Meditate.
- Buddha’s heir: You can Meditate and lose 5% of your actual Insanity Points for each turn that you Meditate.
Single Perks: Single Perks can be acquired regularly like Standard Perks, but they cannot be levelled up.
- Famous Nobody: Something that you did in your past made you really famous among an incredibly small percentage of the population. You aren’t even sure of what made you famous like that. While fighting a hostile people there is a 5% of finding one of your diehard fans among your friends, who will join betray their group and join you.
- Rex Est Luscus: You have one good eye that no matter what can never be totally destroyed. Being blind is impossible for you.
- Lord of the Flies: Your way of killing is so gruesome and violent that there is a 25% chance of stunning enemies every time you kill.
- Misery Loves Company: You gain +1 CHA whenever your health is 25% or lower.
Erudite Perks: These perks have to be learned, either by being given classes or from a book. These are incredibly rare and valuable perks because of the way they have to be earned. These perks have two levels, if you find a book or a teacher they will only be able to teach you the first level of this perk, you will need to find someone or something capable of teaching you the upgraded version of these perks, something nearly impossible. At the same way if you find someone or something that teaches the level 2 of this perk most characters will not be able to understand anything and will become unable to learn at all.
- Doctor: Level 1: With this perk you will be able to heal radiation, insanity and illnesses. To do this you need to be in a hospital or else do a 1d100 dice roll and get 50 or more and use the resources and junk that surrounds you.
- Surgeon: Level 2: With this perk you will be able to heal crippled limbs. To do this you need to be in a hospital or else do a 1d100 dice roll and get 50 or more and use the resources and junk that surrounds you.
- Lab Assistant: Level 1: You are able to understand how the world works thanks to your knowledge and studies. You will be able to understand how scientific phenomenon occurs rolling a 1d100 dice roll and obtaining 50 or more.
Scientist: Level 2: Your advanced studies now allow you to comprehend the universe that surrounds you in a level that very few have achieved. You will be able to understand how scientific phenomenon occurs rolling a 1d100 dice roll and obtaining 25 or more.
- Builder: Level 1: You are able to understand how simple machinery works and now know how to read blueprints. With enough resources and a 1d100 dice roll and obtaining 50 or more you will be able to build simple machinery, which includes Non-Powered Armor and Ballistic, Explosive, Melee and Unarmed weapons.
- Engineer: Level 2: Your knowledge about machinery and their designing is comparable to the one that the engineers of the Old World possessed. With enough resources and obtaining 25 or more in a 1d100 dice roll you will be able to build simple machinery, which includes Non-Powered Armor and Ballistic, Explosive, Melee and Unarmed weapons. Also with enough resources and a 1d100 dice roll and obtaining 50 or more you will be able to build complex machinery, which includes Power Armor, Energy Weapons and Vehicles.
- Linguist: Level 1: You have gained ease with the structure of languages. With your knowledge you can now learn and understand new languages. This skill can be really useful to deal with tribals and the foreigners. You can now do a 1d100 dice roll and if you get 50 or more you will be able to understand other languages, both in spoken and written form.
- Philologist: Level 2: With enough time and resources you are able to understand pretty much any language. The languages among the foreigners, tribals and mutants are now of little to no challenge for you. You can now do a 1d100 dice roll and if you get 25 or more you will be able to understand other languages, both in spoken and written form.
Mutation Perks: Everybody except the Robots can have their body and mind mutated and altered beyond recognition. These perks can be obtained only after an amount of Radiation Points have been obtained, unlike other perks thought the players cannot choose when do they obtain them and the mutations will happen at the Moderators whim. Mutation Perks give several advantages but they also visibly change the appearance of your character, which might make lose SPECIAL points or be exiled from their family, faction or hometown.
- Owl: Your eyes have changed and acquired an odd golden appearance. You can now see better in darkness; in pitch black situations instead of having a -30 penalty you only suffer a -15 penalty to all attack dice rolls.
- Nocturne Eyes: Your mutation has continued developing and now your eyes are completely white. They count as Night Vision and completely negate the Pitch Black effect. Since they are so creepy they also give -1 CHA.
- Regeneration: Your cells are different, your blood has gained a white hue, which gives you a slightly odd appearance. With this perk after being heavily crippled or mutilated you can enter into a conscious state of coma for 8 turns in which you will slowly regenerate your body. If you don’t enter into this state of coma in 3 turns then the damage will be permanent and you will require attending a doctor.
- Immortality: Your blood has continued mutating and now it has warped your skin. It now looks as pale as snow, your weight has descended to unnatural levels and you have lost most of your hair, you look like you are halfway into becoming a Ghoul. There is a good thing to all of this though, you simply cannot die, after you lose all your HP you will be given the chance of entering into a coma state that will last for 15 turns in which you will be able to completely regenerate from any kind of wound, no matter how grievous it is . During these 15 turns you will be vulnerable thought and if your head or heart is destroyed you will be dead for good. Due to your bizarre appearance you lose 1 CHA and END.
- Precognition: Somehow you know information that you shouldn’t know and subconsciously almost always take the correct path. Thanks to these powers for you getting lost is almost impossible.
- Omniscience: Your powers have gotten more powerful, now with only looking at someone you can know its name, age, faction and even snippets of their past. The stream of information that you forcibly obtain from simply seeing someone is overwhelming so you suffer from a near constant migraine, making you lose -1 INT.
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