retro/data.json

586 lines
44 KiB
JSON

{
"backgrounds": [
{
"name": "Tribal",
"description": "When Einstein said World War IV would be fought with sticks and stones, it's you he was probably talking about. The stories passed down about the Great War and all the wondrous technology of your ancestors sounds to you like fairy tales and magic. You struggle enough just to survive and avoid starvation, not to mention the Geckos and Radscorpions. Your tribe might have survived by being remote, or by staying on the move, and treating outsiders with a healthy dose of fear or hostility. Now, something's changed. Maybe the slavers finally caught up with your people and you escaped? Or maybe you've been purposefully exiled to fulfill some ancient, arcane prophecy? Either way, you've left the tribe behind and ventured out to find your place in what passes for civilization these days.",
"inherent": {
"name": "Home on the Range",
"text": "Of course you've eaten bugs. Who hasn't? You can survive off practically nothing. With a Perception roll, you can scrounge enough to feed the party for a day. When they complain about the food (and they will), ask them if they'd prefer to starve."
},
"limitation": {
"name": "Minor Mutation",
"text": "You don't have cloven hooves or anything that drastic, but there's something off about you. You might have a nervous tick, or oddly colored eyes. Either way, polite society is bound to point and whisper when they see you."
},
"equipment": [
"Can of StuMeat™",
"rain stick",
"spork",
"backpack"
],
"starting_caps": "1d10",
"traits": [
{
"name": "Charge!",
"type": "Environment Ability",
"text": "Your people were not known for their subtlety. You can charge to attack once per Environment. Take both a Move and Attack action, with a +2 bonus to hit."
},
{
"name": "Won't You Die Already?",
"type": "Rested Ability",
"text": "Once per rest, you can spend a Karma point to heal your Unconscious health level and wake up for a near-fatal wound."
},
{
"name": "Underestimation",
"type": "Rested Ability",
"text": "Nobody thinks the tribals are clever. You play up to that stereotype well. Once per day, you may impose a -2 penalty to any one roll against you. You cannot use this ability twice on one character, though."
},
{
"name": "Iron Stomach",
"type": "Constant Ability",
"text": "Can you eat it? Yes, and you probably have. Eating or drinking toxic or rotten materials means nothing to you. Your immune system is stronger than a pack brahmin. Any rolls to resist disease or poisons get a +2 bonus."
},
{
"name": "Wasteland Folklore",
"type": "Constant Ability",
"text": "Myths and legends were drilled into you at a young age. You've heard creation stories for every Wasteland monster. When you tell a story, it reveals one important secret about the subject in question. Either ask the GM, or make it up with the GM's discretion."
}
]
},
{
"name": "Ghoul",
"description": "Countless lives have been lost to the radiation that coats nearly everything in the wasteland, but some people seem to adapt to it instead. Their skin hardens and cracks, their bodies become emaciated and corpse-like, yet they retain their full consciousness. You may be old enough to remember life before the bombs dropped or you could just be a victim of misfortune in the recent past, either way you're not a human anymore, you're a ghoul and you can either accept that and go on with your new existence or treat every moment like an ongoing nightmare. It's a hard road ahead of you if you choose to stick it out, but a ghoul has advantages that others don't. Why not use them and make the best of it?",
"inherent": {
"name": "Ultimate Survivor",
"text": "You've survived what would kill ten lesser people. The reaper would have to use a lot more than atomic weapons to take you. You can always spend a point of Karma to recover your final health level. You don't wake up instantly, but you won't die."
},
"limitation": {
"name": "Black Humor",
"text": "'You know the best way to prepare for nuclear war? Stretch. Because if you can touch your mouth to your feet, you're prepared to kiss your ass goodbye!' When you've survived nuclear holocaust, your attitude reflects. This often upsets those with weaker stomachs."
},
"equipment": [
"Bolthole with food and survival supplies",
"Fancy Lads Snack Cakes™",
"spork"
],
"starting_caps": "1d10",
"traits": [
{
"name": "Glowing One!",
"type": "Rested Ability",
"text": "The radiation you experienced was so strong, you now glow a pale green at all times. While you can keep the radiation under wraps for your party members, once per day you can burst with radiation, causing 1 point of damage to every non-ghoul in your Environment."
},
{
"name": "Old World Blues",
"type": "Constant Ability",
"text": "Not only did you survive the war, but you have a few choice memories from the pre-war era. You can call up factoids from history with a few minutes of contemplation. You can use this information for a +2 to any roll relating to pre-war buildings or tech."
},
{
"name": "Skin Like Leather",
"type": "Constant Ability",
"text": "So, you have pits and chunks out of your skin, and it feels like sandpaper. There's a bright side! You're very tough to hurt. You're always considered to be wearing Light Armor (AC 10). Once per Environment, you can spend a point of Karma to have Uber Armor against one attack (AC 16). It's not that you're invincible, it's just that some parts are extraneous and will grow back if need be."
},
{
"name": "King (Or Queen) of the Ghouls",
"type": "Constant Ability",
"text": "Unless you attack them, feral ghouls will never attack you. They smell their own in you. As well, you can spend a point of Karma to both extend this Trait to your party and designate a target of your choice for one specific feral ghoul. If the ghoul survives, it'll follow you around and obey basic commands."
},
{
"name": "Radiation Baby",
"type": "Constant Ability",
"text": "Your affinity for radiation is so strong that not only are you immune to its effects, but it heals you! Whenever you're in an irradiated Environment, you heal one health level per turn. If you have this Trait and Glowing One, you can use your Glowing One burst every turn if you wish."
}
]
},
{
"name": "Super Mutant",
"description": "At some point you were exposed to the Forced Evolutionary Virus (F.E.V.) and transformed into one of the grotesque, muscle bound behemoths known as Super Mutants. You might have served at one time in the Master's army of unity, or you may have been an unwitting test subject trapped in some long-forgotten military facility, but no matter the case you're now free from the bonds that held you and have a chance to forge your own path. Do you embrace the chance or fear and reject it, maybe seeking to fill the void left by the loss of your original purpose with some new cause or cult of personality?",
"inherent": {
"name": "Unstoppable Hulk",
"text": "You're nearly ten feet tall, and built of pure muscle. You can take a rocket to the chest and live to tell the tale. You have two extra health levels above what all characters get."
},
"limitation": {
"name": "Anti-Mutant Racism",
"text": "You're nearly ten feet tall, and built of pure muscle. Everyone is afraid of you, and rightfully so. The Brotherhood of Steel maintains a policy to attack mutants on sight, and very few groups openly accept Super Mutants."
},
"equipment": [
"Bags of dead animals",
"bone tools"
],
"starting_caps": "0",
"traits": [
{
"name": "Nightkin",
"type": "Constant Ability",
"text": "Not only are you a killing machine, but you've been bred for an affinity with Stealth Boy technology. You're a rare Nightkin. You can disappear at will. Anybody attempting to attack you must succeed at an Awareness check vs. your Cunning first. Once invisible, you recieve a +2 on your next attack, after which you are once again clearly visible."
},
{
"name": "Unexpected Intelligence",
"type": "Constant Ability",
"text": "It's not well-known, but Super Mutants don't automatically lose intelligence during their transformations. In fact, many are very intelligent. If you haven't spoken to someone, they will assume you are unable to speak until proven otherwise. Gain a +2 to any roll to fool the unexpected, and gain +1 to your Intelligence SPECIAL score."
},
{
"name": "Born to Kill",
"type": "Constant Ability",
"text": "Everything about your body was crafted for the maximum demolition. Because of this, you enjoy a +1 on all rolls to hit things or shoot things."
},
{
"name": "Super Mutant Master",
"type": "Constant Ability",
"text": "You're bigger, tougher, and meaner than your brethren. Gain +1 to your Strength and Endurance scores. As well, if you're wearing no armor, you have AC 10."
},
{
"name": "Super Mutant Behemoth",
"type": "Constant Ability",
"text": "You're bigger, tougher, and meaner than even your Super Mutant Master brethren. Gain an additional +1 to your Strength and Endurance scores. As well, if you're wearing no armor, you have AC 12. You can only take this Trait if you also have Super Mutant Master."
}
]
},
{
"name": "Follower of the Apocalypse",
"description": "The Followers believe in freeing the flow of information, technology, and medicine throughout the wasteland. They provide their services, supplies, and education free to people in need. They promote pacifism, collectivism, and cooperation above all. You were raised in this environment. Do you stand for these ideals? Do you buck tradition? Did you leave to sell your services, or are you looking to salvage important items to promote humankind? Your skills are valuable. What will the wasteland do to steal that value away from you? If you don't watch yourself, you could end up in Caesar's slave pits, or worse. Why aren't you at home, treating the sick? What puts you in the line of fire, instead of helping the needy?",
"inherent": {
"name": "Valuable Skills",
"text": "Your education was very practical. You practice a trade that's considered immensely valuable to the wasteland. Choose a skill. Succeed automatically on any roll with that skill. Or choose to roll, and gain Good Karma if you succeed."
},
"limitation": {
"name": "Pacifism",
"text": "You're one of the rare wastelanders with a true sense of compassion for your fellow humans. While this is a often a good thing, it sometimes makes you a liability. As well, it breeds distrust, since nobody in the wasteland can be altruistic, can they?"
},
"equipment": [
"Medical kit",
"stimpacks",
"chems",
"labcoat"
],
"starting_caps": "1d10",
"traits": [
{
"name": "Wasteland Doctor",
"type": "Rested Ability",
"text": "Once per day, a Follower can tend to another's wounds. With basic medical supplies, the Follower can remove all injuries from a patient with an Intelligence roll. In combat, the roll will recover three health levels."
},
{
"name": "Rad X",
"type": "Constant Ability",
"text": "A Follower is always equipped for inevitable radiation threats. When a party member suffers injury from radiation, a Follower can spend a Good Karma to let them ignore the injury. If the subject has any Bad Karma, they must spend one as well."
},
{
"name": "Ghoul's Best Friend",
"type": "Environment Ability",
"text": "When faced with a feral ghoul, a properly trained Follower can reverse the brain mutations that cause violence. Spend two Karma as if you were creating an NPC, but instead turn a feral ghoul into a friendly NPC. You can do this once per Environment."
},
{
"name": "Coup de Grace",
"type": "Constant Ability",
"text": "Sometimes, a monster deserves a mercy kill. With your knowledge of anatomy, you're able to offer that very thing. Any time you score a Critical, you do an additional point of damage."
},
{
"name": "Don't Shoot the Medic",
"type": "Environment Ability",
"text": "Even the hardest criminals know that shooting a doctor is wrong. Once per environment, you can spend a point of Good Karma to ignore a successful attack against you. You must be using the Defend or Protect to use this ability."
}
]
},
{
"name": "Brotherhood of Steel Initiate",
"inherent": {
"name": "Tech Affinity",
"text": "You were raised around technology. You get +1 to any rolls, attack rolls or not, when using or repairing energy weapons, computers, or other high-tech devices."
},
"limitation": {
"name": "Not a People Person",
"text": "You were raised around technology. Your parents weren't exactly empathic. This means you often fumble badly in social situations, and tend to think with logic before sensitivity."
},
"equipment": [
"Radio communicator",
"broken computer parts",
"toolkit",
"magnifying glass",
"bunsen burner"
],
"starting_caps": "2d10",
"traits": [
{
"name": "Indoctrination",
"type": "Rested Ability",
"text": "For some, the Brotherhood is less an organization, more a religion. Their indoctrination leaves you with very gray moral fiber. When you receive Karma, you can choose whether it is Good Karma or Bad Karma. You can only ignore moral implications once per rest."
},
{
"name": "Shoot the Hostage",
"type": "Environment Ability",
"text": "To the Brotherhood, people are only as good as their uses. Conscripts are taught at a young age that shock is a valuable weapon. Spend a Bad Karma. Your action must shock conventional sensibilities. Any attacks against you are made at -2 for the next turn as your opponents reel in fright."
},
{
"name": "Book Learning",
"type": "Constant Ability",
"text": "Research skills are rare in the wasteland. The Brotherhood cherishes them. With access to books, a computer, or a Pip Boy, an Initiate can glean one important fact about an event upcoming. This gives a +1 on all relevant SPECIAL rolls."
},
{
"name": "Better Genetics",
"type": "Constant Ability",
"text": "The scientists of the Brotherhood are always looking for ways to make better members. One such way is through eugenics. You were the result of these experiments. Add one to any of your SPECIAL scores. This Ability can be taken multiple times."
},
{
"name": "Power Armor Training",
"type": "Constant Ability",
"text": "Power Armor isn't as easy to use as it might look. You've been trained in its use. You suffer no additional penalties for wearing Power Armor, and enjoy all its benefits. Having this Trait does not mean you have procured a suit of armor."
}
],
"description": "You were raised or inducted into the ranks of the Brotherhood of Steel, a military order whose goal is to secure the technology of the past until mankind is worthy of possessing it once again. As an initiate, you've spent your adult life trying to prove yourself to your superiors. Now, that time has come, be it as a true rite of passage or a chance occurrence, you've been sent away on some mission. Will you follow the strict code the Brotherhood demands or bend it to suit your needs? Do you even remain steadfast to your task or decide to strike out on your own with the knowledge the Brotherhood has given you? The choice, for once, is yours to make."
},
{
"name": "NCR Citizen",
"inherent": {
"name": "My Fellow Citizens",
"text": "While not all NCR citizens are friends, they share an experience. By spending a Good Karma point, you can call in a minor favor from an NCR member. Take 2d10 caps, a minor item, or another small favor."
},
"limitation": {
"name": "Fuck the Police",
"text": "The NCR stands for stability in the Wasteland. To outsiders, this looks strikingly similar to fascism. NCR members might trust you, but outsiders see you as a tool of imperialism at best, a hostile force at the worst."
},
"equipment": [
"backpack",
"trade maps",
"ID card"
],
"starting_caps": "1d12",
"traits": [
{
"name": "NCR Junior Ranger",
"type": "Constant Ability",
"text": "You were taught to handle a gun from a young age. Any delayed attack you attempt to make with a gun gets a+2 added to the attack roll if it's not interrupted. Outside of combat, as long as you aim for at least a minute at something that you can see, you will always hit it. You can initiate combat this way."
},
{
"name": "Trader",
"type": "Constant Ability",
"text": "You've dealt with traders, tribals, and raiders all your life. You get a +2 bonus to any Charisma rolls against outsider factions. As well, when trading, you sell for 15% more caps, and you buy at 15% off everything."
},
{
"name": "Imperialist",
"type": "Environment Ability",
"text": "Don't mess with the bear! If an outsider faction knows your allegiance to the NCR, you can strike a bit of fear into them. Spend a point of Bad Karma, and their next action automatically fails as their resolve is shaken."
},
{
"name": "Methodology",
"type": "Rested Ability",
"text": "The real strength of the NCR comes from finding success, and emulating it. Whenever you witness an ability being used from another Background, spend three Karma to emulate that Ability for the rest of the day, instead of just once."
},
{
"name": "Uniform",
"type": "Constant Ability",
"text": "Members of the NCR live and die with heavy equipment. You've gotten used to wearing a great deal of weight. Heavy armor does not encumber you. Very Heavy armor only counts as one Heavy Slot for you."
}
],
"description": "Whether from Shady Sands, or Boneyard, the Hub, or Dayglow, you're a citizen of the New California Republic. You're a rugged individualist with that frontier spirit that makes the NCR what it is! Or just the second son of some brahmin baron looking to make his fortunes exploiting the next tract of land just over the horizon. You're the type who thinks the wasteland is better off with people like you in it, and now's the time to prove it. Whether a prospector, rancher, or just a modern day cowboy, you've stepped away from the settled lands of your birth and come in search of fame and fortune in the wastes. Or maybe you're leaving a troubled past behind you in search of a fresh start."
},
{
"name": "Raider",
"inherent": {
"name": "Mean as Fuck",
"text": "You've seen it. You've done it. You've been stabbed by it. Nothing scares you. Add +2 to any rolls to maintain your composure. If you fail, spend a Karma point to ignore the roll and succeed anyway."
},
"limitation": {
"name": "Mean as Fuck",
"text": "Even when your intentions are pure, you come off as a guilty party. Suspicion follows you wherever you go. Finding trust is far more difficult than finding a night's meal."
},
"equipment": [
"spare weapon",
"toolbox",
"piecemeal tools",
"propane tank"
],
"starting_caps": "1d10",
"traits": [
{
"name": "Fade to Black",
"type": "Constant Ability",
"text": "You're familiar with questionable methods. At any time when there are no witnesses, you can commit dispicable acts for fun and profit. Spend a Good Karma, gain a Bad Karma. Gain a minor benefit, like a needed item, or a piece of information. Do not explain your actions unless asked later."
},
{
"name": "Know a Guy",
"type": "Constant Ability",
"text": "You've been around the block, and have made friends and enemies all over. When spending Karma to create an NPC you have a relationship with, you only need to spend one point of Karma, not two."
},
{
"name": "Traps",
"type": "Environment Ability",
"text": "You're an expert with traps. Once per Environment, you can make an Intelligence roll to rig a trap. You determine when it goes off, and who it affects. It can cause 1 damage point, or it can cause a -2 penalty on any one roll. Spend a point of Bad Karma to affect multiple opponents."
},
{
"name": "Pain Don't Hurt",
"type": "Rested Ability",
"text": "You're hard to take down. The first time you hit your Unconscious health level in a given day, you first make one free attack against your aggressor. You still go unconscious, but you might take your opponent down with you."
},
{
"name": "Rugged",
"type": "Constant Ability",
"text": "You're used to long stretches of road, with heavy bags of loot. You can carry one more Heavy item than your Strength would allow. Also, if you're not wearing armor, you get +2 to Charisma rolls due to your rugged good looks."
}
],
"description": "Jackal. Parasite. Murderer. The wastelanders have called you those names before, if not something more vulgar. It doesn't bother you much, they stop making so much noise when you put another SMG burst into their skulls. In your mind, you are a survivor, pure and simple. No matter your approach, the formula's the same; find victims, kill them, and take their stuff. You've carved out a decent existence for yourself that way so far, so what happened? Did you get tired of the life? Are you being pursued by the authorities in your neck of the wastes or a posse of your victim's loved ones seeking revenge? It doesn't matter, all that matters it that now you've got to break out of your old routine and try and see where you fit in the new life ahead of you."
},
{
"name": "Vault Dweller",
"inherent": {
"name": "Pip Boy",
"text": "On their tenth birthdays, everyone in the Vault experiment received a Pip Boy 3000 personal information processor. With it, a Vault Dweller is never without an accurate map of their surroundings. Take +2 to any rolls to navigate."
},
"limitation": {
"name": "Under a Rock",
"text": "You've never seen the outside world. This causes frequent conflicts with those that live on the surface. Everyone thinks they can get one over on you. If you're goodnatured, there will always be villains ready to part you from your caps."
},
"equipment": [
"CRAM processed meat food",
"stimpak",
"jumpsuit"
],
"starting_caps": "0",
"traits": [
{
"name": "Education",
"type": "Constant Ability",
"text": "You received the best education Vault-Tec holotapes could provide. When rolling for information regarding pre-war knowledge, you gain +2 to your result."
},
{
"name": "Nutrition",
"type": "Rested Ability",
"text": "You grew up with far better food than your average wastelander. Once per day, you can spend a point of Karma to ignore a point of damage caused by Environmental Hazards."
},
{
"name": "Vault-Tec Assisted Targeting System",
"type": "Environment Ability",
"text": "Your Pip Boy was modified for security duty with onboard targeting. You can choose between a +2 to an attack roll, or +1 damage on one attack per Environment."
},
{
"name": "Duck and Cover",
"type": "Constant Ability",
"text": "Vault-Tec, in partnership with the US Department of Civil Defense, guarantees the best working knowledge in Catastrophy Management. Whenever you take a Defend or Protect action, ignore the first point of damage dealt to you in the turn."
},
{
"name": "Well-Groomed",
"type": "Constant Ability",
"text": "The Vaults taught citizens to be barbers and stylists, in order to prepare the new world to be dignified. You picked up some training in cosmetology. As long as your grooming is a factor, you receive a +2 bonus to any Charisma rolls. As well, you always have a spare change of clothes."
}
],
"description": "When the bombs fell, your family was safely cocooned in one of the massive subterranean Vaults. Here, they were free to live their lives away from radiation and the horrors of the wasteland that emerged in its wake. Why, then, did you decide to leave the security and stability of your Vault for the unknown? It could be by choice, many vaults were designed as bizarre and often cruel social experiments and you might be the first to have escaped. Or was it necessity? Even the most robust marvels of American ingenuity break down eventually and the Overseer sure as hell isn't going to hunt the parts to fix it. Whatever the case, you've been cast out of your home and into a world far different from the one you've always known."
}
],
"perks": [
{
"name": "Action Boy/Girl",
"text": "You've always described yourself as a (wo) man of action. Now you can act like it! By spending a Karma point, you can take two actions in a turn. They cannot be two of the same type, so you cannot take two attacks, but you could move and attack, or defend and attack."
},
{
"name": "Alien Blaster",
"text": "You've found a strange gun that doesn't look like anything the Brotherhood or Enclave have been using. You have to mess with it to get it to work, but when it does, whoa! It's considered a ranged weapon. Once per day, you can spend a Karma point to cause four damage on a successful attack."
},
{
"name": "Armor Piercing",
"text": "You know just the right spots to make a person bleed and scream. Spend a point of Bad Karma to ignore an opponent's armor for the turn."
},
{
"name": "Better Criticals",
"text": "What can I say? When you've got it, you've got it! Whenever you make a Critical hit, cause two additional damage instead of one."
},
{
"name": "Bloody Mess",
"text": "When you fight, things get messy, or put another way; you leave messes where people used to be. Spend one Bad Karma instead of two in order to cause one additional point of damage."
},
{
"name": "Cannibal",
"text": "You've had a taste of the forbidden, and you liked it. By eating from a corpse, you gain one Bad Karma and heal one health level. Any neutral NPCs will attack you on sight if you're found out."
},
{
"name": "Caps Rule Everything Around Me",
"text": "You've got a head for business that lets you walk away with the better end of a deal. Spend a Good Karma once per day to buy or barter for an item at 75% of its value."
},
{
"name": "Center of Mass",
"text": "Sometimes, you've just got to hit. You don't care where, so long as you hit. Give up your ability to cause Criticals, in order to take a +1 bonus to hit."
},
{
"name": "Cherchez La Femme/Lady Killer",
"text": "The ladies can't resist your charms, and sometimes they can't even survive them. You only need to spend one point of Karma to do an additional point of damage to a female NPC, and you get +2 to all Charisma rolls against women."
},
{
"name": "Chosen Enemy",
"text": "Did a Cazador kill your parents? Oh. That actually happened. Sorry man. You hunt one type of wasteland creature over all. You cause one additional point of damage each time you attack that type of creature."
},
{
"name": "Combat Medic",
"text": "While everyone else is busy shooting, you're busy running around patching them up. Whenever you take a Defend or Protect action, you can heal one point of damage to a character in the same Environment as you."
},
{
"name": "Computer Whiz",
"text": "Hello, IT department, have you tried turning it off and back on again? When using a computer, reroll the first failed roll you make."
},
{
"name": "Dances With Deathclaws",
"text": "You're considered a friend by the creatures of the wastes. Mutated animals will not attack you unless provoked. By spending a point of Good Karma, you can choose to have a mutated animal attack a target of your choosing."
},
{
"name": "Day Tripper",
"text": "You've been exposed long enough to know what kind of drugs you can handle and in what doses. You can never become addicted to chems."
},
{
"name": "Dogmeat",
"text": "A little bit of brahmin jerky and you made a friend for life. You have an animal companion. The animal has two health levels, and attacks with only one die. If it fights alongside you, roll its die with yours, and take the highest two. If it falls unconscious, it'll awaken at the end of the fight."
},
{
"name": "Educated",
"text": "You can actually read! More surprising, you've probably come across a book or two in your travels that wasn't entirely destroyed or used for TP. Add one to your SPECIAL Intelligence score, and you do not need to roll in order to decypher written language."
},
{
"name": "Entomologist",
"text": "To kill the bug, you must first understand the bug. You've stomped, squished or vaporized enough that now you feel you've developed an understanding. You cause 1 additional point of damage to all mutated insects. You automatically hit on any rolls against minion level insects."
},
{
"name": "Escaped Synth",
"text": "Whether you know it or not, you're really an android facsimile of a human being. When without armor, you have AC 10. As well, you can spend a Karma to ignore any mind-affecting power or chem."
},
{
"name": "Explorer",
"text": "See the world! If there's a part of the map no one's ever been to, then that's your destination! Spend a Good Karma point to declare a side destination (with GM approval). That side destination may have a minor thing you need."
},
{
"name": "Explosives Expert",
"text": "You know how to make and detonate explosives, and it only cost you some singed eyebrows and a forefinger! What a deal! You get a +2 to any rolls to set or disarm explosives. As well, using grenades and other explosives in combat, you get a +1 to hit."
},
{
"name": "Fast Metabolism",
"text": "Your body is working on overdrive. Whenever you eat or drink and take a short rest, regain all health."
},
{
"name": "Ferocious Loyalty",
"text": "You inspire loyalty in your friends. When you're injured, they take notice. When you fall unconscious in a fight, all your party members gain one Good Karma."
},
{
"name": "Favored Weapon",
"text": "You have one weapon that you cherish above all. With that weapon, you get +1 to attack and Critical on a 9 or 10. However, you are at -1 to attack with other weapons."
},
{
"name": "Finesse",
"text": "You handle situations with a certain style others lack! Add one to your SPECIAL Agility score. As well, you can spend a Good Karma point to reroll one failed roll to attack per Environment."
},
{
"name": "Four Eyes",
"text": "Archimedes used a pair of glasses to make a death ray. It's true; look it up. You need to wear glasses to see. When wearing glasses, you gain +2 to Perception. However, any time an enemy rolls a Critical against you, you do not take an additional point of damage, but your glasses are broken and you are at -2 Perception until you can find a new pair."
},
{
"name": "Full Metal Jacket",
"text": "They'll have to pry that firearm from your cold dead hands. You turn every fight into a gunfight, probably because you're so damn good with them. When using ballistic firearms, you get +1 to hit."
},
{
"name": "Gift of Gab",
"text": "You can talk your way through just about anything. Reroll your first failed Charisma roll in an encounter. Gain +1 Charisma."
},
{
"name": "Grim Reaper's Sprint",
"text": "Killing one opponent just isn't enough for you. Spree killing is the life. When you fell an opponent, you can spend 2 Bad Karma points to make another attack. If you kill again, you can repeat the process."
},
{
"name": "Harold's Legacy",
"text": "Thanks to a problem with radiation and a little exposure to FEV, you have a plant growing out of your body. Once per day, you can choose to have one point of damage go to the plant, instead of you. It regenerates while you rest."
},
{
"name": "Headshots",
"text": "You don't mess around; you aim for the head. You can choose to take a -2 to any hit roll, and in exchange, all your dice become Critical Dice."
},
{
"name": "Heavy Handed",
"text": "When you hit someone their grandkids feel it! When fighting unarmed, count both dice on your roll, and you do 2 points of damage on a successful strike."
},
{
"name": "Infiltrator",
"text": "No door stands in your way. Well, they do. But you can open them anyway! Reroll your first failed roll to pick any lock."
},
{
"name": "Jury-Rigging",
"text": "With as little as some rubber bands and a paperclip, there's nothing you can't do. Your equipment never falls into disrepair. If you have a possession break, one hour and you can scrounge parts and fix it."
},
{
"name": "Laser Commander",
"text": "You have a thing for lasers. But really, who doesn't? When using an Energy Weapon, you Critical on a 9 or 10, not just a 10."
},
{
"name": "Lead Belly",
"text": "A little radioactive contamination never hurt anyone, or rather, it hurt everyone but you. Irradiated water does not hurt you. In fact, once per day, you can replenish all your health by drinking it."
},
{
"name": "Life Giver",
"text": "You've been blessed with the gift of life! Gain one additional Healthy health level."
},
{
"name": "Light Step",
"text": "Some might say you have petite feet, or a feminine step, but when a mine leaves them with stumps starting at their ankles you'll be the one laughing. You never set off traps."
},
{
"name": "Miss Fortune",
"text": "You don't know who she is. You don't know why she helps. But when she comes, your enemies take notice. Once per day, spend a Good Karma and a mysterious woman comes to your aid for one turn and plagues and distracts your enemies. All opponents take a -2 to their next attacks."
},
{
"name": "Nerd Rage!",
"text": "Strike them down with all your hatred and your journey will be complete! You must have an Intelligence score of 4 or higher to take this Perk. When you're at half your health or less, gain +4 Strength and do one additional point of damage with unarmed and hand-to-hand weapon strikes."
},
{
"name": "Ninja",
"text": "You walk the shadows, and kill all that stand in your way. And you look cool doing it! When using a hand-to-hand or unarmed attack, all your dice are considered Critical Dice."
},
{
"name": "Pack Rat",
"text": "You've turned stashing junk into an artform. You always have a minor food item or light weapon on hand. Even if you've been completely disarmed and stripped, you have managed to hide something, somewhere."
},
{
"name": "Pyromaniac",
"text": "If it makes things burn, you know how to use it without killing yourself in the process. When using any form of fire, you cause one additional point of damage to your opponent. Alternatively, you may cause that point to any opponent nearby."
},
{
"name": "Quick Draw",
"text": "Compared to you, if they were any slower they'd have birds nesting in their holsters. You're never caught unarmed. And on the first attack of a combat, you get +1 to hit."
},
{
"name": "Rad Resistance",
"text": "Whether by mutation or a quirk of genetics, you've developed a natural resistance to radiation. In any Environment, ignore the first point of damage caused to you by any radiation. Against monsters that attack with radiation, your AC is considered to be 2 points higher."
},
{
"name": "Ranger Takedown!",
"text": "You've learned the specialized fighting techniques of the NCR Rangers. Sweep the leg! Once per Environment, you can knock your opponent down with a successful attack. They lose their next turn."
},
{
"name": "Scrounger",
"text": "You leave no stone unturned and where most people find worms and dirt, you find ammo and caps! Once per day, you can find one important item, or 2d10 caps."
},
{
"name": "Set Phasers to Kill!",
"text": "You prefer cutting edge technology to do your killing with, and you've become an expert in its use. When using an Energy Weapon, you get +1 to hit."
},
{
"name": "Silent Running",
"text": "You're silent and deadly. But not the way you're thinking! Heavy Armor does not prohibit your ability to sneak, and Very Heavy armor only levies a -3 penalty."
},
{
"name": "Sneak Attack",
"text": "When unseen, you become like Santa Claus. If instead of delivering presents, Santa Claus delivered murder! Once per environment, when unseen, make a roll of Agility against your opponent's Perception. If successful, you get +2 to attack, and all your dice are considered Critical Dice. Use of this perk reveals your presence, and can be used to start a combat."
},
{
"name": "Sniper",
"text": "With a rifle in hand you can finish a fight from over a mile away. When using a ranged weapon from another Environment, you get +1 to hit."
},
{
"name": "Strong Back",
"text": "Growing up, your nickname was 'mule'. Okay, no it wasn't. But you're still good at carrying things! You have one additional Heavy slot."
},
{
"name": "Toughness",
"text": "You're used to being pushed around, shot, stabbed, and other undesirable things. Add 1 to your AC, after factoring your armor."
},
{
"name": "Wasteland Guru",
"text": "Most people are happy just to survive the wasteland, but you thrive in it. Ignore the first point of damage caused by Hazardous Environments. Spend a Good Karma to find a stimpack or chem once per day."
},
{
"name": "Wild Wasteland",
"text": "'We are the keepers of the sacred words...' You're a magnet for the strange, the absurd and the zany. Things happen around you that only happen on TV. Spend a point of Karma, and make a pop culture reference that might relate to the current situation. The reference comes true. It might be a temporary and beneficial NPC, a found item, or an odd location."
}
]
}