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Perks: Levels 7-9
Better Criticals (Level: 9)

Requirements: PE 6, AG 4, LK 6

The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit. Mutants cannot pick this perk.


Bluff Master (Level: 8)

Requirements: CH 3

You can talk yourself out of a sticky situation when caught stealing.


Bonehead (Ranks: 2, Level: 9)

Requirements: ST 7

You have a very thick skull. The first time you take this perk, it reduces the chance of you getting knocked unconscious by 50% (subsequently by 25%).


Brutish Hulk (Level: 8)

Requirements: ST 7, EN 5

With this perk, you gain double the normal amount of maximum hit points each time you gain a level. Only deathclaws can pick this perk.


Crazy Bomber (Level: 9)

Requirements: Traps 60%, IN 6

No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will be defused or reset. Animals cannot pick this perk.


  Demolition Expert (Level: 9)

Requirements: Traps 75%, AG 4

You are an expert when it comes to the fine art of handling explosives. They always go off when they're supposed to, as well as causing extra damage.


Dodger (Level: 9)

Requirements: AG 6

You are less likely to be hit in combat if you have thgis perk. You gain +5 to your AC, in additional to the AC bonus from any armor worn.


Explorer (Level: 9)

Requirements: None

The mark of the Explorer is to search out new and interesting locations. With this perk, you have a greater chance of finding special places and people.


Light Step (Level: 9)

Requirements: AG 5, LK 5

You are agile, lucky and always careful. This perk halves your chances of setting off a trap.


Mutate (Level: 9)

Requirements: None

The radiation of the wasteland has changed you! One of your traits has mutated into something else. [Allows you to exchange one trait for another. If you selected fewer than two traits in character creation, then Mutate can simply give you a trait.]


Psychotic (Level: 8)

Requirements: EN 5

Your body has mutated to adapt to psycho stimulants. Effects of psycho are doubled and the effects of withdrawal are halved. Only mutants can pick this perk.


Pyromaniac (Level: 9)

Requirements: Big Guns 75%

You do extra damage with fire-based weapons, and enemies always seem to die in the most painful fiery fashion.


Sharpshooter (Level: 9)

Requirements: PE 7, IN 6

You have a talent for hitting things at longer distances. For each rank of this perk, you get +2 PE for the purpose of determining range modifiers. [You still get a benefit even if your PE is 10.] It's easier than ever to kill at long range!


Tunnel Rat (Level: 8)

Requirements: AG 6

You can crawl like a baby (a very FAST baby)! You are able to move at walking speed while prone.