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Fallout Nukaloha: Wish you were here.
Welcome to Fallout Nukaloha! A Fallout Roleplaying forum set on the Post-Apocalyptic Hawaii. Register and Log-In to see all the features and start playing.


Fallout Roleplaying Forum set 250 years after the Great-War on the Post-Apocalyptic Hawaii. Will you be able to survive and endure the Hawaiian Wasteland?
 
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 Available Perks and their Types

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Join date : 2017-08-17

Available Perks and their Types Empty
PostSubject: Available Perks and their Types   Available Perks and their Types EmptyMon 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:

Dodging Attacks:

Stealth:

Inventory:

Sneak attacks:

Stealing:

Healing:

Unnarmed:

Melee:

Ballistic Weapons:

Energy Weapons:

Explosives:

Speech:

Barter:

Acrobatics:

Survival:

Fortune Finder:

Experience Gainer:

Meditation:

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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