Perks

Perks
A player can further individualize his character by picking perks. Perks grant access to certain abilities, provide a character with more options, or improves existing abilities. Each perk costs 6 Fudge Points. Some perks can be taken several times. This is noted in the perk’s description.

  • Black Widow/Lady Killer. In combat you get +2 to attack foes of the opposite sex. Prerequsites: female or male character respectively.
  • Cherchez La Femme/Confirmed Bachelor. In combat you get +2 to attack foes of the same sex. Prerequisites: female or male character respectively.
  • Friend of the Night. You can see better at night than other humans. You don’t get any negative modifiers for bad lighting aside from total darkness. Prereq.: PE and Sneak ≥ Good.
  • Heave, Ho! You can throw objects 50% farther than normal. Prereq.: ST ≥ Good
  • Hunter. You do +1 damage against all animals and mutated animals. Prereq.: Survival ≥ Fair
  • Intense Training. You can raise one of your Attributes by one. This perk can be taken more than once.
  • Rapid Reload. You can reload without spending an action in combat. Prereq.: AG ≥ Good
  • Swift Learner. You get one additional Experience Point that you can use to improve skills after each session. Prereq.: IN ≥ Good
  • Cannibal. You can devour the flesh of humans to heal wounds faster as normally. Eating from a dead human lets you regain one wound instantly. This only works once per corpse fed on. Please note that most humans are likely to become hostile on seeing someone perform cannibalism. You’ve been warned!
  • Educated. Your knowledge of the old world, science and academics is almost complete. If the GM decides that you have to roll at all, the check is at half the difficulty. Prereq.: IN ≥ Good
  • Entomologist. You do +3 damage against any kind of insect. Prereq.:IN and Survival ≥ Good
  • Run ‘n Gun. You can use one-handed guns while running without any penalty. Prerq.: Small Guns or Energy Weapons ≥ Good
  • Demolitions Expert. Any explosives used by you cause +5 damage. Prereq.: Traps ≥ Great
  • Ferocious Loyalty. If you’re Very Hurt your party members (including NPCs) get temporarily +2 DR for the rest of the scene. Prereq.: CH ≥ Great
  • Fortune Finder. You find five times as many bottlecaps as normal while scavenging the wastelands. Prereq.: LK ≥ Good
  • Gunslinger. You get +1 to hit and damage with pistols and similar weapons. Prereq.:
    Small Guns ≥ Good
  • Lead Belly. You can ignore the effects of irradiated food and water. EN or Survival ≥ Superb
  • Shotgun Surgeon. You get +1 to hit and damage with shotguns. Prereq.:
    Small Guns ≥ Good

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Sneak ≥ Great

The Professional. Attacks with pistols or submachine guns against an unaware foe (for example from behind) cause +4 damage.
*
EN and Luck ≥ Good
Toughness. Your DR is raised by 1. This perk can be taken up to three times.
*
Small Guns ≥ Good

Commando. You get +1 to hit and damage with rifles.

*
Small Guns and Melee ≥ Good
Cowboy. You get +1 to damage with the following weapons: dynamite, lever-action firearms, hatchets, knives, and revolvers.
*
Medicine ≥ Superb

Living Anatomy. You cause +3 damage with any attack against organic foes.
*
IN and Barter ≥ Good

Pack Rat. You can pay a Fudge point to find an useful piece of equipment in your extremely deep pockets. This cannot be used to produce weapons or armor. Please note that the GM has the last word.
*
AG ≥ Good
Quick Draw. You can draw weapons without spending an action for it.
*
EN ≥ Good
Snake Eater. Your Poison Resistance is raised by 1. This perk can be taken up to three times.

*
EN ≥ Good
Rad Resistance. Your Radiation Resistance is raised by 1. This perk can be taken up to three times.

*
LK ≥ Good
Scrounger. You find five times as much ammunition as normal while scavenging the wastelands.

*
ST ≥ Good

Stonewall. Your DR against unarmed and melee attacks is raised by 2.
*
CH ≥ Great
Terrifying Presence. When intimidating other characters you get a 2 on Speech.
*
CH ≥ Great and Survival ≥ Good
Animal Friend. With this Perk, animals will not attack the player character, unless the animal is threatened or attacked first. Deathclaws are not classified as animals for the purposes of this perk. Neither is any variety of arthropod, such as radscorpions.
*
Sneak ≥ Good
Mister Sandman. You can silently kill any sleeping foe with a knife or similar weapon without the need for a roll.
*
LK ≥ Great
Mysterious Stranger. You can pay 1 FP to make a mysterious stranger appear and help you in combat. The stranger will usually only appear in open places above ground.
*
IN and Science ≥ Good
Nerd Rage! Whenever you get Very Hurt your character’s ST becomes Legendary (
5) and your DR is increased by +2. This effect lasts until the end of the scene.
*

Night Person. Your IN and PE are increased by 1 during the night.
*

Fast Metabolism. Stimpacks and Super Stimpacks heal one more wound when used by you.
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Cannibal perk
Ghastly Scavenger. Works basically like Cannibal but you can now feed on Super Mutant and Ghoul corpses which heal two wounds per corpse.
*
Traps ≥ Great

Hit the Deck. Your DR against explosives is increased by 4.
*
Unarmed or Melee ≥ Great
Piercing Strike. Your unarmed or melee attacks ignore three ranks of your enemy’s DR.
*
Big Guns ≥ Good
Pyromaniac. Your fire-based weapons cause +2 damage.
*
Science ≥ Good

Robotics Expert. You can automatically disable robots and turrets if you manage to sneak close to them. In addition to that your attacks against robotic foes cause +2 damage.
*
AG and Sneak ≥ Good
Silent Running. You can Sneak, and run at the same time. Without this Perk, you would automatically stop sneaking if you ran.
*
AG, PE ≥ Good and Small Guns ≥ Great
Sniper. After successfully hitting a target, check Luck against Fair. If you’re successful you can ignore the enemy’s armor.
*
Traps ≥ Great

Splash Damage. The area of effect of all your explosives is increased by 50%.
*
ST and Melee ≥ Great
Unstoppable Force. Your melee attacks can not be blocked, dodged or parried.
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Medicine ≥ Good
Chemist. Chems you take last twice as long.
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Repair ≥ Great
Jury Rigging. You can repair items and equipment by unconventional means and even if lacking proper spare parts even if your family name is not MacGyver.
*
AG and LK ≥ Good
Light Step. Floor traps or mines will not be set off by you walking over them.
*

Purifier. You do +3 damage unarmed or with your melee weapons against abominations (against centaurs, night stalkers, spore plants, spore carriers, deathclaws and super mutants etc.)
*
AG ≥ Good
Action Boy/Action Girl. You can do one additional action without any penalty.
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Medicine ≥ Good
Chem Resistant. You get +2 for all Addiction checks.
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Energy Weapons ≥ Superb
Meltdown. Whenever you hit a target with your energy weapon there’s a small chance that it causes damage to a second enemy in the vicinity. On a LK check vs. Good, apply the damage caused to a character within 2 meters of your target. Rinse and repeat. Please note that you and your allies are not immune to this effect!
*
IN and Science ≥ Great
Computer Whiz. You can retry to hack locked down computer terminals and do other computer wizardry at the GM’s discretion.
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Lockpick ≥ Great
Infiltrator. You can retry picking a lock even if an attempt to force it failed. You can also retry any attempt to pick a lock and none of your failures causes any noise.
*
Unarmed ≥ Great
Paralyzing Palm. Instead of causing damage you can paralyze your foe for as many rounds as your damage would have been. This only works when using Unarmed attacks.
*
Any combat skill ≥ Legendary

Grim Reaper’s Sprint. Whenever you kill an enemy, you may make another attack for free.
*
EN ≥ Great
Solar Powered. When you’re outside during the day, you regenerate one wound per hour and have a ST bonus of 2.
*
Survival ≥ Superb

Explorer. You always know which direction is north, and you only rarely get lost, even in unknown areas. You can also find water, sustenance, and shelter without any need for a Survival roll.
*
Energy Weapons ≥ Good
Laser Commander. You get +1 to attack and damage using energy weapons.
*
EN ≥ Superb
Rad Absorption. You get rid of one dot of radiation for each hour not in an irradiated zone.
*
Special
Power Armor Training. This perk allows you to operate power armor. Power Armor Training can not just picked up by paying FP but needs to be acquired during a quest.
*
Repair and LK ≥ Great
Junk Rounds. You can use scrap metal and tin cans to create ammunition for your weapons if you have access to a workbench and enough time.
*
CH ≥ Superb

Cult of Personality. The initial reaction against you is always favorable. Even normally hostile characters will not automatically attack you on sight. You get at least a chance to explain yourself before the bullets start flying. This perk doesn’t affect nonhuman characters. You can also attract one personal follower (created by the GM).
*
PE ≥ Great
Cautious Nature. You’re very hard to surprise in combat. Even if your party was surprised by enemies you are allowed to act in the surprise round.

Perks

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