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Perks: Levels 10-12
Action Boy (Ranks: 2, Level: 12)

Requirements: AG 5

Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn. You can use these generic APs on any task.


Bonsai (Level: 12)

Requirements: Outdoorsman 50%, Science 40%

Through careful nurturing you have a small fruit tree growing out of your head. [The fruit tree produces fruit.] This applies only to ghouls.


Gain Agility (Level: 12)

Requirements: None

With this perk you gain +1 to your AG.


Gain Charisma (Level: 12)

Requirements: None

With this perk you gain +1 to your CH.


Gain Endurance (Level: 12)

Requirements: None

With this perk you gain +1 to your EN.


Gain Intelligence (Level: 12)

Requirements: None

With this perk you gain +1 to you IN.


Gain Luck (Level: 12)

Requirements: None

With this perk you gain +1 to your LK.


Gain Perception (Level: 12)

Requirements: None

With this perk you gain +1 to your PE.


Gain Strength (Level: 12)

Requirements: None

With this perk you gain +1 to your ST.


Hide of Scars (Level: 10)

Requirements: EN 6

Your battle-weary flesh has hardened. You gain +15% to all resistances but fire. Deathclaws only.


HtH Evade (Level: 12)

Requirements: Unarmed 75%

If both item slots are empty, each unused AP gives you +2 instead of +1 towards your armor class at the end of your turn. Your AC is also boosted by 1/12 of your unarmed skill.


Lifegiver (Ranks: 2, Level: 12)

Requirements: EN 4

With each rank of this perk, you gain an additional 4 HP every time you advance a level. This is in addition to the HP you already gain per level based on your EN.


Living Anatomy (Level: 12)

Requirements: Doctor 60%

You have a better understanding of living creatures and their strengths and weaknesses. You get a one-time bonus of +10% to your doctor skill, and you do +5 damage to living creatures.


Master Thief (Level: 12)

Requirements: Steal 50%, Lockpick 50%

A Master Thief is proficient at stealing and picking locks. You gain +15 to stealing and lock picking. Steal from the rich, and give to you.


Master Trader (Level: 12)

Requirements: Barter 75%, CH 7

You have mastered one aspect of bartering -- buying goods far more cheaply than normal. With this perk, you get a 25% discount when purchasing items from a store or another trader. Animals cannot pick this perk.


Medic (Level: 12)

Requirements: First Aid 40% or Doctor 40%

The Medic perk gives you a one-time bonus of 10% to the first aid and doctor skills. Healing skills are a good thing.


Mr. Fixit (Level: 12)

Requirements: Repair 40% or Science 40%

This perk gives you a one-time bonus of +10% to the repair and science skills. A little late night cramming never hurt anybody, especially you. Animals cannot use this perk.


Road Warrior (Level: 12)

Requirements: Piloting 60%, IN 6

You have learned to drive and shoot at the same time. You do not suffer any penalties when firing small weapons and piloting a vehicle at the same time. Animals cannot drive, so they cannot pick this perk.


Tag! (Level: 12)

Requirements: None

Your skills have improved to the point where you can pick an additional tag skill. Tag skills increase twice as fast as regular skills.


  Talon of Fear (Level: 12)

Requirements: Unarmed 60%, ST 6

Venom has seeped into your claws. All unarmed attacks poison your opponents. Only deathclaws can select this perk.


Tough Hide (Level: 12)

Requirements: EN < 8

Exposure to radiation has hardened you against the elements. You gain +15 AC and +10 to all resistances. Only mutants can pick this perk.


Weapon Handling (Level: 12)

Requirements: ST < 7, AG 5

You can wield weapons much larger than normally allowed. You gain +3 ST for the purpose of ST checks when trying to wield weaponry. Animals cannot pick this perk.