BLOCKER GLADIATOR
Requirements: STR 6, Level 1+ Requirements: STR 6, Level 2+
Ranks: 3 Ranks: 3
At rank 1, when you are struck by a melee attack,
count your Physical damage resistance or Energy When you are wielding a one-handed melee weapon,
damage resistance (according to the attack’s dam-age) increase the weapon’s dam-age by +1 C D.. At rank 2, this
as +1 higher. At rank 2, this extra resistance increases increases to +2 C
D.. At rank 3, this increases to +3 C
D ..
to +2. At rank 3, it increases to +3.
Each time you take this perk, the level requirement
Each time you take this perk, the level requirement increases by 5.
increases by 5.
INCISOR LOCK AND LOAD
Requirements: STR 6, Level 2+ Requirements: STR 7, Level 7+
Ranks: 2 Ranks: 3
a big gun with a Fire Rate of
When you are wielding a melee weapon, the weapon
gains the Piercing 1 damage effect, or adds +1 to the When you are wielding a big gun with a Fire Rate of 2
rating of any Piercing X damage effect the weapon or higher, the weapon’s Fire Rate is increased by +1. At
already had. At rank 2, this increases to Piercing 2, or rank 2, the weapon’s Fire Rate is increased by +2
adding +2 to any Piercing X damage effect the weapon instead.
already had.
Each time you take this perk, the level requirement
Each time you take this perk, the level requirement increases by 5.
increases by 9.
damage resistance by +2. At rank 2, this increases to
Each time you take this perk, the level requirement
When you are wielding a big gun, increase your
BULLET SHIELD
+3. At rank 3, this increases to +4.
Requirements: STR 8, Level 8+
increases by 6.
Ranks: 3
SCATTERSHOT STURDY FRAME
Requirements: STR 7, Level 10+ Requirements: STR 8, Level 5+
Ranks: 1 Ranks: 3
7, Level 10+
nged attack
may take
action by
r than 2 AP,
ional action
Armor you are wearing—except for Power
Armor—counts as three-quarters of its listed
When you make a ranged attack with a shotgun, you weight. At rank 2, armor worn counts as half its
may take an additional major action by spending 1 AP listed weight. At rank 3, armor worn counts as
rather than 2 AP, so long as this additional action is one-quarter its listed weight.
also a ranged attack with the same shotgun.
Each time you take this perk, the level requirement
increases by 8.
PACK RAT MARTIAL ARTIST
Requirements: STR 6, Level 4+ Requirements: STR 6, Level 8+
Ranks: 1 Ranks: 1
ional major action by spending 1 AP
When you make a melee attack, you may take an
additional major action by spending 1 AP rather than 2
Junk items you carry count as half AP, so long as this additional action is also a melee
of their listed weight. attack with the same weapon or another currently
equipped weapon.
ARCHER BOW BEFORE ME BUTCHER’S BOUNTY
Requirements: PER 6, Level 1+ Requirements: PER 8, Level 4+ Requirements: PER 8, Level 3+
Ranks: 3 Ranks: 1 Ranks: 3
When you are wielding a bow or crossbow, When you successfully butcher a dead animal,
increase the weapon’s damage by +1 C D .. At rank you may roll +1 C D ., and find additional portions
When you are wielding a bow or crossbow, the weapon of meat (as noted in the creature’s stat block)
2, this increases to +2 C
D.. At rank 3, this increases gains the Piercing 1 damage effect, or adds +1 to the
to +3 C
D .. equal to the total rolled. At rank 2, this increases
rating of any Piercing X damage effect the weapon to +2 C
D .. At rank 3, this increases to 3 C
D ..
already had.
Each time you take this perk, the level
At rank 1, when you areincreases
requirement struck bybya 7.
melee attack, At rank 1, when you are struck by a melee attack, Each
At rank time you
1, when youtake this perk,
are struck by athe levelattack,
melee
count your Physical damage resistance or Energy count your Physical damage resistance or Energy count yourrequirement increases
Physical damage by +5. or Energy
resistance
damage resistance (according to the attack’s dam-age) damage resistance (according to the attack’s dam-age) damage resistance (according to the attack’s dam-age)
CRACK SHOT FIRE IN THE HOLE NIGHT EYES
Requirements: PER 7, Level 7+ Requirements: PER 8, Level 8+ Requirements: PER 8, Level 7+
Ranks: 2 Ranks: 1 Ranks: 1
When you make a ranged attack with a one-handed
ranged weapon, and you aimed before the attack, the
weapon’s range increases by one step (i.e., from Close
to Medium, or from Medium to Long). At rank 2, the When you make a ranged attack with a thrown When you are trying to avoid attention or hide from
weapon also gains the Accurate quality if it didn’t weapon with the Blast quality, the base difficulty of an enemy, you may ignore difficulty increases to tests
possess it already. the attack is 1, rather than 2. caused by poor lighting or darkness.
At rank
Each time1,you
when you
take are
this struck
perk, theby a melee
level attack,
requirement At rank 1, when you are struck by a melee attack, At rank 1, when you are struck by a melee attack,
count your Physical damage
increases by resistance
+7. or Energy count your Physical damage resistance or Energy count your Physical damage resistance or Energy
damage resistance (according to the attack’s dam-age) damage resistance (according to the attack’s dam-age) damage resistance (according to the attack’s dam-age)
GLOW SIGHT
Requirements: PER 8, Level 3+
Ranks: 3
When you make an attack against a Glowing enemy,
you inflict +1 C
D .damage. At rank 2, this increases to
+2 C
D .. At rank 3, this increases to +3 C
D ..
Each time you take this perk, the level requirement
increases
At rank 1, when you by +8.by a melee attack,
are struck
count your Physical damage resistance or Energy
damage resistance (according to the attack’s dam-age)
CANNIBAL COLA NUT DROMEDARY
Requirements: END 8, Level 10+, not a robot Requirements: END 6, Level 14+, not a robot Requirements: END 7, Level 3+, not a robot
Ranks: 3 Ranks: 1 Ranks: 1
You may attempt to butcher a dead human, requiring an END +
Survival test with a difficulty of 0. Success yields one portion of
human flesh, which you may immediately consume. To you, human
flesh counts as a food item which restores 4 HP and is Irradiated (roll
1C
D .and suffer 1 Radiation damage if an Effect is rolled). Consuming When you drink a beverage, it moves your Thirst state
human flesh is regarded as abhor-rent by most people and is a crime When you drink a Nuka-Cola beverage, back up towards quenched by one more step than
in most settle-ments. At rank 2, you may also butcher ghouls in this you regain twice as many HP as normal. normal (i.e., by two steps, or by three if you drink
way. At rank 3, you may also butcher super mutants in this way. purified water).
Each time you take this perk, the level requirement increases by +9.
Super mutants may ignore the level requirement for the first rank
only.
FIREPROOF GHOULISH IRONCLAD
Requirements: END 6, Level 7+ Requirements: END 9, Level 7+, not a ghoul Requirements: END 7, Level 5+
Ranks: 3 or robot Ranks: 3
Ranks: 3
Like a ghoul, your body heals when you’re exposed to
radiation. You regain 1 HP for every 4 Radiation damage While wearing armor (except Power Armor), add +1 to
You gain +1 Energy damage resistance against Flamers, your Physical damage resistance and Energy damage
Molotov Cocktails, and other fire-based weapons, as you suffer. At rank 2, you instead regain 1 HP for every 3
Radiation damage you suffer. At rank 3, you instead heal 1 resistance. At rank 2, this increases to +2. At rank 3,
well as any weapons with the Blast quality. At rank 2, this increases to +3.
HP for every 2 Radiation damage you suffer. Your
this increases to +2. At rank 3, this increases to +3. maximum HP is still reduced by Radiation damage.
Each time you take this perk, the level requirement
Each time you take this perk, the level requirement Each time you take this perk, the level requirement increases by +5.
increases by +7. increases by +8.
NATURAL RESISTANCE THIRST QUENCHER VACCINATED
Requirements: END 7, Level 10+ Requirements: END 7, Level 6+ Requirements: END 7, Level 6+
Ranks: 1 Ranks: 1 Ranks: 1
Taking damage from the claws or bite of a mammal,
Breathing in toxic fumes and sleeping rough on the Drinking dirty water no longer poses a risk for you to lizard, or insect no longer poses a risk for you to
ground no longer poses a risk for you to catch a catch a disease. catch a disease.
disease.
REVENANT SLOW METABOLIZER
Requirements: END 8, Level 12+ Requirements: END 7, Level 5+, not a robot
Ranks: 1 R1
Ranks:
When you are revived, increase the damage of all When you eat a food item, it moves your Hunger
your attacks by +2 C
D .for the remainder of the scene, state back up towards full by one more step than
or until you are reduced to 0 HP again. normal (i.e., by two steps for uncooked food, or by
three for cooked food).
RADICOOL
Requirements: END 6, Level 12+, not immune
to radiation
Ranks: 1
When you have Radiation damage equal to one quarter or
more of your maximum HP, you may re-roll 1d20 on all
STR-based tests and add +1C D to
. the damage of your melee
attacks. If you have Radiation damage that equals half or
more of your maximum HP, these bonuses increase to
re-rolling up to 2d20 on STR-based tests and adding +2CDto.
melee attack damage. If you have Radiation damage equal
to three-quarters of your maximum HP, you may re-roll up
to 3d20 on STR-based tests and add +3CD to
. melee attack
damage.
BLOODSUCKER RESPONDER FIELD SURGEON
Requirements: CHA 6, Level 11+ Requirements: CHA 8, INT 7, Level 9+ Requirements: CHA 8, INT 8, Level 15+
Ranks: 1 Ranks: 3 Ranks: 1
Wh
tha
atta
When you succeed at a First Aid action in combat to
stabilize a dying ally, you no longer need to spend 1 AP to
Consuming a Blood Pack (including Glowing Blood wake them from unconsciousness. In addition, the patient When you use a Stimpak (including Diluted Stimpak or
Packs and Irradiated Blood) now heals twice as many heals 2 HP at the start of their next turn. At rank 2, they Super Stimpak) as part of a First Aid action, you may
HP and moves your Thirst state back up towards heal 4 HP at the start of their next two turns. At rank 3, heal 3 HP per AP spent. When you use RadAway
quenched by one step. When consuming Irradiated they heal 6 HP at the start of their next three turns. (including diluted RadAway) as part of a First Aid
Blood, you now only roll 1 C
D .to determine Radiation action, you may remove one additional Radiation
damage. Each time you take this perk, the level requirement damage per AP spent.
increases by +7.
HAPPY GO LUCKY HEALING HANDS OVERLY GENEROUS
Requirements: CHA 9, Level 17+ Requirements: CHA 8, INT 7, Level 18+ Requirements: CHA 7, Level 12+, not immune
Ranks: 1 Ranks: 1 to radiation
Ranks: 1
The first time in a scene when you consume an
alcoholic bev-erage,regain 1 Luck point, up to your When you succeed at a First Aid action in combat to
normal maximum number of Luck points. When you have Radiation damage equal to or greater
stabilize a dying ally, that ally also removes Radiation than one-quarter your maximum HP, your melee
damage equal to your Medicine skill rank. attacks gain the Radioactive damage effect.
Each time you take this perk, the level requirement
increases by +6.
SPIRITUAL HEALER SUPPRESSOR TENDERIZER
Requirements: CHA 7, Level 6+ Requirements: CHA 6, Level 10+ Requirements: CHA 7, Level 8+
Ranks: 3 Ranks: 3 Ranks: 3
a First Aid action
ly, you regain 1 HP.
When you succeed at a First Aid action to stabilize a When you successfully attack an enemy, you may spend 1 When you hit an enemy with a melee or ranged attack, you
AP to suppress them until the end of their next turn. A may spend 1 AP to make them vulnerable until the end of
dying ally, you regain 1 HP. At rank 2, you regain 2 HP, suppressed enemy reduces the damage they inflict with
and a further 2 HP at the start of your next turn. At their next turn. While vulnerable, any attack made against
their attacks by 1C
D.. At rank 2, a suppressed enemy that enemy is increased by +1 C
D .. At rank 2, a vulnerable
rank 3, you regain 3 HP, and you regain 3 HP at the reduces the damage they inflict by 2 CD.. At rank 3, a enemy increases damage they receive by +2C D.. At rank 3, a
start of your next two turns. suppressed enemy reduces the damage they inflict by 3 C D.. vulnerable enemy increases damage they receive by +3C D..
Each time you take this perk, the level requirement Each time you take this perk, the level requirement Each time you take this Perk, the level requirement
increases by +9. increases by +10. increases by +10.
LICENSED PLUMBER POWER PATCHER POWER USER
Requirements: INT 6, Level 5+ Requirements: INT 6, Level 5+ Requirements: INT 9, Level 10+
Ranks: 1 Ranks: 3 Ranks: 3
When you repair the HP of a piece of Power Armor, Fusion Cores you use now contain 3 additional charges.
repair an additional 2 HP. At rank 2, this increases to 3 At rank 2, this increases to 6 additional charges. At rank
Pipe weapons you use do not have the HP. At rank 3, this increases to 4 HP. 3, this increases to 10 additional charges.
Unreliable quality.
Each time you take this perk, the level requirement Each time you take this perk, the level requirement
increases by +7 increases by 10.
STABILIZED
Requirements: INT 7, Level 16+
Ranks: 1
ng Power Armor, you may re-roll
When you’re wearing Power Armor, you may re-roll
1d20 on any attack made with the Big Guns skill, and
any big gun you wield gains Piercing 1, or add +1 to any
Piercing X damage effect the weapon already had.
BORN SURVIVOR DEAD MAN SPRINTING ESCAPE ARTIST
Requirements: AGI 8, Level 3+ Requirements: AGI 7, Level 8+ Requirements: AGI 8, Level 15+
Ranks: 3 Ranks: 1 Ranks: 1
When you suffer damage that would reduce your HP to
below one-quarter of your maximum HP, you may During combat, if no enemy can see you when you start
automatically use a Stimpak (including a Diluted Stimpak or your turn, you may attempt an AGI + Sneak test to hide:
Super Stimpak). You may do this once per scene. At rank 2, When you take the Sprint action, if your current HP is the difficulty is the number of enemies within Medium
you may do this 2 times per scene. At rank 3, you may do below half of your maximum HP, you may spend 1 AP range of you. Once hidden, the enemy no longer knows
this 3 times per scene. to move one additional zone. where you are; they may continue to search for you. In
addition, enemies do not receive any bonuses to detect
Each time you take this perk, the level requirement you if you take the Sprint action.
increases by 8.
EVASIVE GOAT LEGS MODERN RENEGADE
Requirements: AGI 7, Level 7+ Requirements: AGI 7, Level 7+ Requirements: AGI 7, Level 8+
Ranks: 1 Ranks: 3 Ranks: 3
Your Physical damage resistance and Energy
damage resistance on all hit locations increase When you make an attack with a one-handed ranged
based on your Agility. You do not gain this benefit You have +2 Physical damage resistance against falling weapon and don’t aim, a successful attack scores one
while wearing Power Armor or while encumbered. damage. At rank 2, this increases to +4. At rank 3, this additional AP, which may not be saved. At rank 2, this
AGI 7-8: +1 Physical damage resistance and Energy increases to +6. increases to 2 additional AP. At rank 3, this increases to
damage resistance 3 additional AP.
AGI 9-10: +2 Physical damage resistance and Each time you take this perk, the level requirement
Energy damage resistance increases by 5. Each time you take this perk, the level requirement
AGI 11+: +3 Physical damage resistance and Energy increases by 5.
damage resistance
SECRET AGENT
Requirements: AGI 9, Level 7+
Ranks: 3
When you use a Stealth Boy, it lasts for one additional turn.
At rank 2, this increases to 2 additional turns. At rank 3, this
increases to 3 additional turns.
Each time you take this perk, the level requirement
increases by 5.
DRY NURSE JUNK SHIELD MYSTERIOUS SAVIOR
Requirements: LCK 8, Level 13+ Requirements: LCK 7, Level 1+ Requirements: LCK 7, Level 1+
Ranks: 1 Ranks: 3 Ranks: 1
From time to time, a Mysterious Savior comes to your aid, with lethal
For every 5 items of Junk you are carrying, add +1 to your results. At the start of a combat encounter, you may spend 1 Luck
Physical damage resistance and Energy damage resistance. The point. If you do so, then the first time during the scene you start
maximum bonus to your Physical damage resistance and dying, the GM may have the Mysterious Savior appear, revive you,
When you succeed at the First Aid action in combat to Energy damage resistance is equal to your rank in this perk. and then vanish. If you spend a Luck point and the Mysterious Savior
stabilize a dying ally and you used a Stimpak as part of You do not gain this additional Physical damage resistance or does not appear, the GM must refund the Luck point you spent.
that action, roll 1 C
D .. If you roll an Effect, the Stimpak is Energy damage resistance while wearing Power Armor.
not used up by the action, and can be used again. When the stranger revives you, they immediately stabilize you as if
Each time you take this perk, the level requirement they had succeeded at a First Aid action. You are restored to
consciousness, regain 4 HP, as if a Stimpak had been used on you,
increases by 8. and are able to act again during the scene.
PSYCHOPATH SERENDIPITY STORM CHASER
Requirements: LCK 8, Level 11+ Requirements: LCK 7, Level 5+ Requirements: LCK 6, Level 15+
Ranks: 3 Ranks: 3 Ranks: 1
When your current HP is below one-third of your
When you kill an enemy, roll a number of C D . equal to maximum HP, whenever you are attacked, you may
your rank in this perk. For each Effect rolled, regain 1 spend 1 Luck point before any dice are rolled to have When it is raining, or during a rad storm, you regain 1
Luck point, up to your maximum Luck points. the attack miss. You may do this a number of times per HP at the start of each of your turns in combat. Out of
scene equal to your rank in this perk. combat, you regain HP equal to half your Luck score
Each time you take this perk, the level requirement (rounded up) every hour of rain.
increases by 6. Each time you take this perk, the level requirement
increases by 6.