Perks

Perks are special abilities that PCs and perhaps certain NPCs can gain with experience. For PCs, 1 perk is gained at initial character creation and every 5th rank. So a rank 15 character would have 1+3 or 4 ‘perks’. The purpose of perks is to give extra flavor, uniqueness and capabilities to player characters. Most of these perks are adapted from Fallout, with some name changes and new additions. The apocalypse needs some humor so I left in the funny ones (check out Nerd Rage!).

  • Perks are listed in rough ascending order of attribute and skill requirement difficulty. All perks, except Intense Training, can only be taken once.
Perk Requirements Benefit
1. Intense Training - You can put a single point into any of your attributes up to a maximum of 18 (IN:21 & CH:21 for pure strain humans, IN:21 for android thinkers or cyborgs)
2. Fast Metabolism - Natural healing rate increased by + 4 hp per day. Always heals all damage and wounds within 5 days.
3. Weapon Handling - Weapon PS and DX requirements are now 3 points lower than normal for you.
4. Mule PS:8 + 15kg Heavily Burdened carrying capacity.
5. Lead Belly CN:8 - 50% radiation incurred from food and water sources, per liter or man/day consumed (round down, zero possible).
6. Night Crawler PE:8 IN + 2 and PE + 2 during night periods.
7. Sun God/Goddess CN:8 IN + 2 and PE + 2 during day periods (cannot be combined with ‘Night Crawler’ perk).
8. Beekeeper CN:8 + 2 poison resistance
9. Hit the Deck DX:8 AC – 2 vs. explosives (area and point attack: Classes 12,13,14).
10. Life Giver CN:8 + 20 to hit point maximum, one time only.
11. Stonewall PS:8, CN:8 AC – 1 against melee and unarmed attacks; + 4 to PS knockdown check when taking serious chest/abdomen/leg wounds.
12. Card Shark CH:8, IN:10 + 30 to Gambling rolls, added after task difficulty modification.
13. Squad Leader CH:8, IN:8, DX:8 + 1 to initiative rolls.
14. Pyromaniac MS: < 12, EXPLOSIVES:20 + 20% damage with fire-based or incendiary weapons.
15. Animal Friend CH:9, SURVIVAL:20 SURVIVAL:AVG task check to befriend one group of animals or wild mutated animals (but not mutant monsters) per session.
16. Two Fisted Fighter / Tomb Raider DX:10 Reduce penalty for wielding and attacking with two weapons from -3/-6 to -1/-3 (dominant/off hand), when wielding two ‘Quick Draw’ capable one-handed weapons. Examples: knives, tomahawks, pistols, s/o shotguns(non-pump), tactical machine pistols, etc.
17. Shotputter PS:10 + 50% thrown weapon range.
18. Ferocious Loyalty CH:10 When you drop below 50% HP, all your NPC followers gain -2AC bonus.
19. Light Step PE:8, DX:10 50% less likely to set off mines and boobytraps.
20. Silent Running DX:8, STEALTH:30 Can use STEALTH/SNEAK function while moving NORMAL or FAST rate (instead of being limited to SLOW).
21. Friend of the Night PE:10, STEALTH:20 Partial/Total dark to-hit penalties reduced by 1 (-2/-5). Enemy penalties to hit you in low/no light increased by 1 (-4/-7).
22. Brass Monkey SCAVENGER:20 You recover * 2 spent cases and shells.
23. Hunter SURVIVAL:30 + 2 per melee/unarmed hit or bullet/die (energy/explosive) damage against animals and mutated animals.
24. Hand Loader REPAIR:30 Reloading is half cost and ammo produced is + 1 condition.
25. Pack Rat MS:8, BARTER:40 Items with a weight of 1 kilo or less now weigh half as much.
26. Infiltrator LOCKPICK:40 Can make one more attempt to pick a lock or crack a safe after failure (1 step harder).
27. Travel Light SURVIVAL:40 Move rate + 25% while wearing armor weighing under 7kg (or no armor).
28. Shotgun Surgeon GUNS:45 Target AC + 1 when firing shotguns (any ammo type).
29. Vaquero GUNS:30, SURVIVAL:20, MELEE or UNARMED:20 +20% damage done by dynamite; + 1 damage per bullet or strike from tomahawks, knives, revolvers, and lever-action guns; automatically figures out all ancient motorcycles.
30. Gunslinger DX:12 Half normal ‘Quick Draw’ penalty (-3 instead of -6).
31. Explorer PE:12 Can see + 50% range when outdoors (reveals more terrain when exploring).
32. Comprehension IN:12 + 4 attribute when checking to gain benefit from ancient books, videos, etc.; + 1 figuring out all artifacts.
33. Swift Learner MS:12 You gain four more skill points every time you advance in rank (even if learning a new skill instead of points).
34. Entomologist IN:12 + 2 per melee/unarmed hit or bullet/die (energy/explosive) damage against mutated insects.
35. Crack Monkey MS:12 No negative side-effects from drugs or alcohol. Effects of up to 3 different drugs and/or alcohols can stack (you can consume up to 3 liters of liquor per day, compared to 1 liter for normal people). Downside: must consume at least 1 drug or alcohol (1 liter) per day or suffer -6 to all attributes the entire next day, and following days as well until consumption is resumed.
36. Wasteland Avenger / Wasteland Mauler / Fists of Fury PS or DX:12, MELEE or UNARMED:20 + 30 to melee or unarmed skill – player choice (can exceed attribute limits).
37. Rad Child CN:12, SURVIVAL:30 Rad Resistance + 2
38. Run ’n Gun DX:12, GUNS or ENERGY WEAPONS:30 Half normal penalty for firing/attacking while moving SLOW/NORMAL (-1/-2); Can fire while moving FAST (-4/ER).
39. Sniper PE:12, DX:10, PRECISION:40 + 20 to PRECISION / VERY HARD task checks (added after modification for difficulty).
40. Super Slam PS or DX:12, MELEE or UNARMED:40 1 melee (except thrown) or unarmed hit per combat has a chance of knocking your target down: 50% for unarmed or one-handed melee, 80% for two-handed melee.
41. Spray ’n Pray GUNS:50 One skill step higher when calculating Automatic magazine/burst fire bonuses; Automatic magazine/burst or shotgun shot is 60% likely to miss friendly targets in the area of effect who otherwise would be attacked (roll to hit).
42. Chemist MEDICINE:50 Automatically figure out all poison, chemical, food and drug artifacts; Always knows exact rad/poison intensity in same.
43. Plasma Spaz ENERGY WEAPONS:50 Blaster and Fusion energy weapons do + 1 dice damage at Effective Range, and -2 dice damage at Long Range (instead of half damage).
44. The Professional STEALTH:60 Sneak or surprise attacks with pistols (energy or guns) or TMP/submachine guns inflict + 2 damage per bullet (guns) or die (energy). Melee/Unarmed inflicts max damage *2.
45. Finesse PRECISION:60 + 20 to PRECISION skill (can exceed attribute limits).
46. Math Wrath COMPUTERS:60 + 20 to COMPUTERS skill (can exceed attribute limits).
47. Mister Sandman / Black Widow STEALTH:60 * 2 damage for purposes of wound severity from a single sneak or surprise attack per day when using unarmed, melee, guns or energy weapons. Stacks with doubling from PRECISION.
48. Jury Rigger REPAIR:60 Can repair items by cannibalizing roughly similar classes of item, but at + 1 difficulty. Examples: any ground vehicle using any other ground vehicle, any blackpowder/muzzleloading gun, any projectile rifle, any projectile pistol, any energy rifle/carbine, any pistol using energy cells, any grenade/missile launcher, any small explosives, any bomb, any drug, any power cell, any robot, any tech0-II armor, any TechII-IV armor, any tech 0-I weapon.
49. Toughness MS:15 - 1 damage per bullet/die (energy/bomb) or blow.
50. Intimidator MS:12, SPEECH:60 Automatic speech success once per session against beings from a faction with which you have no reputation, or a neutral or worse reputation.
51. Voice of Reason IN:12, SPEECH:60 Automatic speech success once per session against beings from a faction with which you have no reputation, or a neutral or better reputation.
52. Speed Loader DX:15, GUNS or ENERGY WEAPONS:60 Can reload 2 reversed/taped gun magazines or energy weapon cells 1 AT faster (reload and resume firing in same AT) or reload up to 12 individual cartridges or shotshells per AT (up to 6 and continue firing in the same AT). Duct Tape, Adhesive or similar artifacts are required to reliably connect reversed mags or cells. A Plastic Welder can also connect energy cells.
53. Computer Whiz IN:16, COMPUTERS:50 Can make one extra attempt to hack a locked-down terminal or reprogram a bot after initial failure (1 step harder).
54. Concentrated Fire PRECISION:50, GUNS or ENERGY WEAPONS:50 PRECISION can be used for multiple attacks per Action Turn against the same target/part, as long as each prior attempt is successful (and hits the target).
55. Robotics Expert ROBOTICS:70 + 2 per melee/unarmed hit or bullet/die (energy/explosive) damage to robots from all attack types; Automatic activate/deactivate success; + 20 to reprogramming.
56. Paralyzing Palm UNARMED:70 One unarmed attack per AT could paralyze the victim for 1 AT in lieu of inflicting damage (< 3m size, living, AC3 or worse).
57. Laser Commander ENERGY WEAPONS:75 + 50% range and – 1 dice damage (instead of half damage) when firing ‘laser’ type energy weapons at Long Range.
58. Nerd Rage! COMPUTERS or ROBOTICS:80 AC – 2 and PS + 4 for 4 hours after HP reduced to 50% or less (once/day maximum).
59. Demolition Expert EXPLOSIVES:80 + 20% damage using explosives against structures, fixed objects, doors, containers (not robots, vehicles, creatures).
60. Weird Science MEDICINE:90 1. All drugs and medical devices always function correctly when used on humanoids and mutated animals.
2. Can use medical skills to treat any/all living non-human patients including bio-replicants such as Androids.
3. Difficulty of REPAIR+ROBOTICS task check to repair damaged Cybernetic Implants is reduced by one level and repair/reattachment of destroyed implants is now possible (AVG/HARD/VHARD becomes EASY/AVG/HARD/VHARD)
4. With access to the proper tools and possession of a functioning ancient implant kit, you can install or remove Cybernetic Implants. Removal or installation of implants requires all of the following kits: Doctors Surgical Chest, Electronics Repair Kit, Computer Hacking Kit, Robotics Repair Kit. These kits together provide a single 20% bonus on task checks: Class 0=EASY/Class I=AVG/Class II=HARD/Class III=VHARD. Installation or removal attempts require help from one or more assistants together possessing each of following skills at 50 or higher: COMPUTERS, ROBOTICS and REPAIR.
61. Xenomorphologist IN:16, MEDICINE:75, Rank:12 + 2 per melee/unarmed hit or bullet/die (energy/explosive) damage against familiar alien life forms. Must have previously killed and dissected at least 1 specimens of that type.

Perks

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