Perk Database


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ACCESS PORT
COST: 75

You have the ability to share your internal battery with artificial beings around you.

Species: Android
Effect: You may allow any robotic characters to access your limit flags to power their abilities and perks. The character you grant the ability to access your flags must pull each limit flag you allow them to use themselves, from your equipped limit flags. You should communicate this with applicable characters using the out of game hand sign.
ADRENALINE RUSH
COST: 100

Something as simple as a bullet through your bicep won't slow you down.

Tags: Endurance
Effect: When you would have a limb disabled, you may pull a health flag to ignore the damage. Any calls that were attached to the damage that damaged your limb must still be resolved as normal. Instead of "HIT LIMB" you must call "HIT HEALTH".
ALCHEMIST
COST: 150

You are very knowledgeable about mutated flora and are able to make potent extracts from them.

Tags: Crafting
Effect: You can craft the following items:
  • Antivenom
  • Bitter Bite
  • Box Breaker
  • Eagle Eye
  • Grave Dust
When you check into an event, you start the game with two random doses of extract chems.
AMBUSH COORDINATOR
COST: 200

You can help your followers set an effective ambush.

Tags: Teamwork
Effect:
When not in an encounter, you may pull a limit flag to call " INSPIRE AMBUSH". Your party members who hear your call may all immediately enter stealth using the Stealth Hand Sign if they are within reasonable concealment.
  • Reasonable concealment includes having cover and being shrouded in darkness (at night with no illumination) while not being observed by other characters. Being observed by characters who are in the same party as you does not count against you for reasonable concealment.
  • Reasonable concealment does NOT include costuming or creating your own concealment to hide behind.
Your party members can remain stealthed as long as they do not move, attack, use any abilities or speak. If a party member has perks that grant stealth abilities, they can treat the stealth as if they had activated it themselves.
APEX PREDATOR
COST: 75

You are a predator at the top of the food chain.

Species: Stray
Effect: Your Grit tags are increased by 2.
ARMORED AGILITY
COST: 75

You know how to move quickly even when restricted by your armor.

Tags: Agility
Effect: If you qualify as wearing light armor, you may also qualify as being unarmored for the purposes of perks.

Synergies:
  • Agility 4: You can use your light armor to defend against ranged attacks.
ARTISAN
COST: 100

You put your all into your art and create beautiful junk masterpieces.

Tags: Crafting
Effect: When crafting, you may use an uncommon junk token in place of a common junk token in the recipe to double the xp gained for this craft. This perk can be used only once per recipe. This uncommon junk token cannot be used with any other perks when being used in this manner.

Synergies:
  • Crafting 4: When crafting, you may use a rare junk token in place of a common junk token in the recipe to triple the xp gained for this craft. This perk can be used only once per recipe. This rare junk token cannot be used with any other perks when being used in this manner.
ASSASSIN
COST: 150

You are trained in the art of ending lives with swift precision. When you attack a foe that is unable to defend themselves from you, you are much deadlier.

Tags: Finesse
Effect: When striking with a light melee weapon from behind you may pull a limit flag to call “STUN” on a melee attack.
If you are wearing stealthy clothing covering most of your body, you may count your Finesse as 2 higher for this perks synergies. Costuming that counts as stealthy clothing are camouflage, deep dark blue colored clothing or black clothing. Cloaks that cover the majority of your body qualify for this perk.

Synergies:
  • Finesse 4: When striking with a light melee weapon from behind, you may call “TRUE" on those attacks.
  • Finesse 8: When you are using a light melee weapon from behind and stealthed, you may pull a limit flag to call “TRUE KNOCKOUT” on a melee attack.
ATTENDANT
COST: 100

You are a joy to have on hand in the operating room.

Tags: Medical
Effect: When assisting with a surgery, the character performing the surgery draws 1 less surgery card. This perk cannot reduce the number of drawn cards to less than 1.
When assisting with a surgery or medical procedure, you can allow the character performing the surgery or procedure to use your limit flags to activate abilities or pay for costs required by surgery cards.
AUTOTOMY
COST: 150

It will grow back.

Species: Mutant
Effect: When you receive an injury to a limb, the duration of the injury is lowered to 1, including permanent injuries.
BACKSTOCK
COST: 50

You put in late night hours to always make sure you have stock for trade.

Tags: Crafting
Effect: When you check into an event, you can automatically craft any items you are capable of crafting without having to spend time in game. You must still provide the materials for the craft through RP purchases or perks that allow you to have access to materials at event check in.
BAIT
COST: 75

You know how to attract the attention of wild animals and monstrous creatures.

Tags: Grit
Effect: You may call “COMMAND: WILD ATTACK ME” to provoke creatures of the wild faction to focus their attacks on you.
BATTLE BOT
COST: 100

You have multiple protective layers.

Species: Android
Effect: Perks that grant the ability to equip extra health flags grant you an extra durability flag instead.
BATTLE SCARS
COST: 100

What doesn't kill you, makes you stronger.

Tags: Endurance
Effect: For each major injury you possess, your maximum health flags are increased by one. This perk can bypass the health flag cap.
BEDSIDE MANNER
COST: 75

You can help your friends hold on until help hopefully arrives.

Tags: Medical
Effect: When you are within arms reach of a player who is making a turning count, you may put both hands on them and call "COMMAND: Pause turning count". You must then start a "MEDIC(30)(Int, Res, Vol)" count. Once the count ends, is interrupted or you remove either of your hands from the patient (other than for safety, or using Hand Signs for communication) you must call "COMMAND: Resume turning count" and you cannot use this perk on that player again for the remainder of the encounter.
BIG BRAIN
COST: 50

Your mutations have left you strong of mind, but weak of body.

Species: Mutant
Effect: Your maximum health flags decrease by one, and your maximum limit flags increase by one. Your limit flag maximum cap is increased by one and your health flag maximum cap is decreased by one.
BIG GAME HUNTER
COST: 100

You get a thrill from fighting the biggest prey.

Tags: Grit
Effect: If you deliver a killing blow to a character of the wild faction, after it has finished its dying count, you may ask the defeated character if they had 5 or more health using the Out of Game Hand Sign. If they did, you may immediately Rally until you are at your maximum limit flags. You can only use this perk once per encounter.
BIOHYBRID BATTERY
COST: 100

You are using a state of the art android power system that uses bioengineered colonies of bacteria to power your frame. These self replicating ecosystems will never run out and are very safe, but are not as efficient as other sources.

Species: Android
Effect: Your default resting time is 10 minutes.
BLOODTHIRSTY
COST: 100

You get a special joy from seeing the fading light in your opponent's eyes.

Tags: Grit
Effect: If you deal a killing blow to 3 or more characters in a single encounter, at the end of the encounter you may Rally.
BRAIN BLAST
COST: 100

You are able to focus your mental energy in a way that causes immense pain in the brains of your foes.

Species: Mutant
Effect: Your radiation buffer is increased by 1. You may make a count of “FOCUS(3)(Att, Int, Vol)” and when finished, immediately throw an ability packet as a ranged attack and call "NO DAMAGE STUN".
BRAWLER
COST: 75

Your skills in close quarters combat put you a cut above the rest.

Tags: Technique
Effect:
You may pull a limit flag and make a “FOCUS(3)(Att, Int, Vol)” count to call “GRAB” on a melee attack with an unarmed prop.
While you are Grabbing an opponent using this perk:
  • You must only use one handed ranged weapons, light melee weapons or unarmed attacks to attack the Grabbed opponent.
  • You may slowly move at a rate of about one step per second, and your Grabbed target must move with you. If you break contact with your opponent, the Grab effect is ended.
  • If you take damage from a source other than your Grabbed target, you must break contact with your target.
  • The limb holding the prop that is contacting your Grabbed target is Immune to damage from your Grab target during the Grab.

Synergies:
  • Technique 3: Your focus count is now 2.
  • Technique 6: Your focus count is now 1.
BRAWN
COST: 150

You are able to carry downed allies or captured foes with relative ease.

Tags: Strength
Effect: You may force a downed player to move. To do this, when you are within arms reach of a Downed player, call “Command: you must move with me” and place both hands on that character. That character may then follow you but you must only move at a walking speed while moving that character. If you let go of that player, call “Command: stop moving with me”.

Synergies:
  • Strength 4: When moving a player who is downed or in a dying count, you no longer have to move at a walking speed.
  • Strength 6: When moving a Downed player, you may force move two Downed players at once using one hand per downed player, but must move at a walking speed.
BREACH
COST: 150

When you are at the top of your game, nothing can stop you.

Tags: Endurance
Effect: If you are fresh, you may pull a limit flag to make a count of "BREACH(3)(Vol)". During this count, you are immune to all stun, poison, blast and harm calls. After the count is over, if you were hit with any of those calls, call "BREACH IMMUNE".
BREAKER
COST: 150

You know how to prevent mechanical traps from triggering.

Tags: Smarts
Effect: When you discover a trap on a lock, instead of triggering the trap, you may pull a limit flag to disarm the trap by making a count of "DISARM (30)(Int, Res, Vol)" to disarm the trap. Flip the trap card over in the lock sleeve to show it has been disarmed.
BRICK HOUSE
COST: 250

Your natural prowess means you can take a lot of punishment before going down and the stronger you get, the more you can take.

Tags: Strength
Effect: Your maximum health flags increase by 1.

Synergies:
  • Strength 6: Your maximum health flags increase by an additional 1.
BRILLIANCE
COST: 250

Your light shines bright.

Tags: Smarts
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Smarts 6: Your maximum limit flags increase by an additional 1.
BRUTAL COMMANDER
COST: 150

Your style of leadership is harsh and punishing, yet effective.

Tags: Teamwork
Effect: While in an encounter, you may pull a limit flag to call "<YOUR NAME> INSPIRE BRUTAL". Your party members who hear your call may use health flags in the place of limit flags for the remainder of the encounter.
BULLET SMITH
COST: 150

You know how to make one of the most valuable things in the wasteland, and your services are always needed.

Tags: Crafting
Effect: You can craft the following items:
  • AP Round
  • Bullet
  • Breacher
  • Rubber Buck
When you check into an event, you start the game with 12 bullets.
BULWARK
COST: 200

You are able to brace for impact and withstand almost any assault.

Tags: Defense
Effect: While holding a shield, you may pull a limit flag to make a count of "DEFEND(3)(Res, Vol)". During this count you are immune to all damage and calls that do not carry true or blast . After the count is over, if you were hit with any of those calls, call "BULWARK IMMUNE".

Synergies:
  • Defense 3: You can extend this protection to one other person who must be within arms reach, and must be behind you. You should discuss this ability with your allies before using it.
BURROW
COST: 150

You know how to access and utilize the under-tunnels.

Species: Nomad
Effect: You may pull a limit flag to begin a count of "BURROW(10)(Int, Res, Vol)" and when complete, you may leave the game and walk to any town specially marked game exit. Do not stop to talk out-of-game. If asked why you are out of game, simply reply with "BURROWING." Once you arrive at a marked game exit, you can return to game with a count of "BURROW (3)(Res)."
CAPACITOR DISCHARGE
COST: 150

Your modified frame allows you to discharge a high voltage burst around you.

Species: Drone
Effect: You may pull a limit flag to make a count of "FOCUS(4)(Int, Res, Vol)". When finished you must immediately call "TRUE 5FT ON ME".
CARGO UPGRADE
COST: 75

Your robotic frame allows for enhanced physical strength, allowing you to easily lift objects.

Species: Android
Effect: Your carrying capacity increases by 4.
CHEMIST
COST: 150

You are a trained professional in the ways of chems and needles.

Tags: Smarts
Effect: You can craft the following items:
  • Sleep Dart
Whenever you use a dose of a chem on a player (yourself included) you may pull a limit flag to ignore any drawbacks on the chem.
CHILD OF THE NIGHT
COST: 100

Just like the infected, you are stronger and scarier at night time. Running into a child of the night in the dark is never a fun time.

Species: Unturned
Effect: When the sun has gone down and is no longer visible on the horizon, you gain the following abilities:
  • Your maximum limit flags increase by 1. You can recover a limit flag from the ground when the sun goes down to fill this new flag, but must recover it as normal from then on. When the sun comes up, if you are fresh, put the extra flag into your out of game bag.
  • When fresh, you may pull a limit flag when within 5 ft of a target and call "COMMAND: Take STUN".
CHOKEHOLD
COST: 150

You know how to use holds to render your enemies unconscious.

Tags: Technique
Effect: If you have successfully used the Grab call on a target from behind and you are not under the effects of the Grab call, you may start a count of “CHOKE(6)(Int, Res, Vol)”. If you reach the end of the count, you can call “KNOCKOUT” on your Grabbed target.
CHOP-DOC
COST: 250

You know the complicated procedures required to uninstall cyberware.

Tags: Smarts
Effect: You are able to perform procedures to remove and loot cyberware at a hospital facility. The procedure to remove cyberware is the same number of draws as the cyberware is to install, listed on the cyberware item card. If you fail the procedure or your patient is defeated, you cannot loot the cyberware.
CHROME PRONE
COST: 100

You have a physiology that readily accepts cybernetic enhancements.

Tags: Endurance
Effect: When calculating limit loss from installed cyberware,  you count as if you have 10 less total points of drain (chapter 10).

Synergies:
  • Endurance 3: You count as if you have 15 less total points of drain.
  • Endurance 6: You count as if you have 20 less total points of drain. You can install 1 additional body-aug cyberware.
CLING TO HUMANITY
COST: 100

Your ability to fight the infection has given you the strength to hold on until help can arrive.

Species: Unturned
Effect:
  • You may increase your turning count to 30.
  • When you check into an event, the number of bite cards that are recorded with your character are reduced by 1.
COMBAT PROWESS
COST: 150

You are experienced in the art of combat.

Tags: Technique
Effect: Anytime you make a focus count, you may reduce that count by 1. This perk cannot reduce a focus count to lower than 1.
COMPASSIONATE COMMANDER
COST: 150

You are known for inspiring a great sense of victory when your team wins, or helping your friends quickly recover after a loss.

Tags: Teamwork
Effect: At the end of an encounter, you may pull a limit flag to call "<YOUR NAME> INSPIRE RECOVERY". Your party members who hear your call may all immediately restore their disabled limbs and remove the Downed condition as if they had finished making recover counts. You can only use this ability once per end of encounter.
COMPONENT ASSIMILATOR
COST: 150

Replacement parts are easy to find if the unit using them doesn't need them anymore!

Species: Drone
Effect: When within arms reach of a character who is a member of the old world faction, or a robotic character that has reached the end of their dying count, you may recover a lost durability flag from the nearby area. This perk can only be used once per defeated character.
CONSERVE AMMO
COST: 150

You don't waste ammo and make sure to have spares on hand.

Tags: Grit
Effect: At the end of an encounter in which you have fired at least 4 rounds of consumable ammo, you may recover one of them off the ground and treat it as though it had not been fired. You cannot recover special ammo (see chapter 9) using this perk, only basic ammo types.
You may pull a limit flag to double the amount of ammo you recover in this encounter. You can never recover more ammo than you started the encounter with.

Synergies:
  • Grit 3: You can recover 2 ammo.
  • Grit 6: You can recover 3 ammo.
  • Grit 9: You can recover 4 ammo.
CORNERED BEAST
COST: 100

When you are restrained, you will do anything to escape.

Species: Stray
Effect: Anytime you are Grabbed, you may call "PIERCE" on any melee attacks you make against the character that is Grabbing you.
COUNTER ATTACK
COST: 150

You are able to punish foes who think they have the upper hand.

Tags: Strength
Effect: After you lose a health flag from taking damage, you may immediately pull a limit flag and call "TRUE" on your next melee attack this encounter.
CREATIVE
COST: 200

When you find the right scrap, you are able to pull off some crazy feats of crafting.

Tags: Crafting
Effect: When crafting, you may use an uncommon junk token in place of a common junk token in the recipe to complete the craft in 1 minute instead of the regular 5. This uncommon junk token cannot be used with any other perks when being used in this manner.

Synergies:
  • Crafting 4: When crafting a recipe that creates more than one of an item (such as ammunition) you may use a rare junk token in place of a common junk token in the recipe to produce an additional number of that item equal to the amount listed in the recipe. This rare junk token cannot be used with any other perks when being used in this manner.
CRUSHING STRIKE
COST: 200

You can make a mighty strike that is able to crush through your opponent's defenses.

Tags: Strength
Effect: When holding a heavy melee weapon, you may pull a limit flag to immediately call "TRUE" on your next melee attack.
CYBER-SURGEON
COST: 200

You know the complicated procedures required to install cyberware.

Tags: Smarts
Effect: You are able to perform procedures to install cyberware at a hospital facility. The number of draws required to install cyberware is listed on the cyberware item card.
DANGER SENSE
COST: 75

You have a sixth sense when it comes to traps.

Tags: Agility
Effect: Anytime you encounter an item card or plot card that says “Trap Triggered” you may pull a limit flag to prevent the effect of the card from being triggered. Trap items are not disarmed when prevented in this manner, and plot cards must be returned to where they were obtained (on top of the deck they were drawn from, or inside the container they came from as examples) to be dealt with later.
DEAD EYE
COST: 200

You are really accurate with your shots. It just takes a little bit of patience to aim for the right spot.

Tags: Grit
Effect: While using a semi-automatic weapon, you may make a count of "AIM(6)(Int, Res, Vol)". When complete you must pull a limit flag and call "TRUE" with your ranged attacks until the end of the encounter or until you move, whichever comes first.

Synergies:
  • Grit 4: Your aim count is now 3.
DEAD RINGER
COST: 150

You have studied the movements and mannerisms of the turned and are able to replicate them enough to fool them for a short while.

Tags: Grit
Effect:
  • At character check in, you will get an additional 3 social tokens.
  • When you encounter a member of the turned faction and they are not actively engaging others in combat, you may burn a social token to call “COMMAND: I am turned”. All turned characters that hear you will treat you as though you were a turned character as well. You must then act like a turned to maintain the ruse (see chapter 10). If you perform actions that are too complicated or distracting, the turned characters may attack you.
DEATHROLL
COST: 100

When you have an enemy in your clutches, you are able to perform a devastating amount of damage.

Species: Stray
Effect: If you have successfully used the Grab call on a target, you may start a count of "FOCUS(3)(Int, Res, Vol)" to immediately call “TRUE STUN” on that opponent and then you must immediately break contact with the opponent and they are no longer Grabbed.
DEFENSIVE MEASURES
COST: 100

You are built for heavy combat and high intensity engagements and can activate special defensive measures.

Species: Android
Effect: You may pull a limit flag to call "RESIST" against a single call that was attached to a melee attack that has hit you. This perk does not affect the damage that is dealt by the attack itself, only calls that are attached to the attack.
DEFENSIVE ROLL
COST: 150

You know how to roll with the punches.

Tags: Agility
Effect: You may pull a limit flag to activate this perk until the end of the encounter. While it is active, when you take a melee hit to a vital area, you may instead choose a limb that is not disabled to take the damage instead. That limb is now disabled. When reacting to the damage, you must call "AGILITY LIMB" instead of "HIT LIMB" If the attack that originally hit you had an attached call, that call must be resolved as normal.
DEFENSIVE STANCE
COST: 200

You know how to use your armor to deflect more damage than most.

Tags: Defense
Effect: Whenever you would call armor against an attack that has hit you, you may instead make a count of "ARMOR(2)(Vol)". Starting this count works as if you had just used the armor call against the attack. Further, during the count, if you are hit again with an attack that you would be able to call armor against, you may treat that attack as though you had called armor (without needing to pull an additional limit flag) and your count immediately stops. Treat these attacks in the same way as if you had called armor based on your coverage, and perks that allow you to use the armor call.

Synergies:
  • Defense 6: Your armor count is now 3.
DELAYED OBSOLESCENCE
COST: 75

You are the kind of tech that was built to last and you aren’t going to go down easy.

Species: Android
Effect: Your dying count is increased by 30.
DESPERATION
COST: 100

When you start to lose control you gain immense strength and power.

Species: Unturned
Effect: When you are Wounded, you may call "PIERCE" on all attacks with your unarmed attacks. When using this ability, you do not take damage from having your unarmed props blocked when attacking.
DEVOTED
COST: 75

When you fight for someone's cause, you really put your all into it.

Tags: Teamwork
Effect: Anytime your party leader calls inspire, after you use any ability that you are granted by that leader, you may then also use one of your perks that requires you to pull a limit flag without pulling a flag. You must complete any other requirements that are needed to activate that perk.
DEVOTION
COST: 250

You have an unwavering devotion to your patients and are able to push yourself further to save people.

Tags: Medical
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Medical 6: Your maximum limit flags increase by an additional 1.
DIE HARD
COST: 100

You are a survivor and won't slip into the cold dark without a fight.

Tags: Endurance
Effect: Your dying count is increased by 10.

Synergies:
  • Endurance 2: Your dying count is increased by an additional 5.
  • Endurance 4: Your dying count is increased by an additional 5.
  • Endurance 6: Your dying count is increased by an additional 10.
DOUBLE TAP DOCTRINE
COST: 150

You know how to fight zombies. Bringing down the worst of them fills you with zeal.

Tags: Grit
Effect: While standing within arms reach of a character in a dying count, you may make a count of "EXECUTE(2)(Int, Vol)". When you reach the end of your count, you must attack the dying character and call "COMMAND: You cannot rise". Once that character has finished its dying count that character will not be able to use any ability it has to rise from the dead.
DRIVE
COST: 250

You have what it takes to keep going and get the job done.

Tags: Crafting
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Crafting 6: Your maximum limit flags increase by an additional 1.
DUAL CORE
COST: 150

Your improved processors allow you to process twice as much battle information.

Species: Drone
Effect: You can support two partners at once, and when you activate your abilities both of them gain the powers. You must communicate your powers to both of your partners.
DUCK AND COVER
COST: 150

You know when to hit the dirt.

Tags: Agility
Effect: You may pull a limit flag when you are hit with blast to treat it as though you were hit with stun instead.
EFFICIENT
COST: 150

You are able to make the most out of very little. You find ways to use trash in the most creative ways.

Tags: Crafting
Effect: When crafting, you may use an uncommon junk token as a substitute for up to 3 common junk tokens in a single crafting recipe. This uncommon junk token cannot be used with any other perks when being used in this manner.

Synergies:
  • Crafting 4: When crafting, you may use a rare junk token as a substitute for up to 5 common junk tokens in a single crafting recipe. This rare junk token cannot be used with any other perks when being used in this manner.
ELECTROLANCE
COST: 125

Your melee weapons are charged with so much bioelectricity that they arc out and strike your opponent through their armor.

Species: Mutant
Effect: You may pull a limit flag and until the end of the encounter or until you take damage, you may call “PIERCE” on any of your melee attacks.
ENGINGOA™ SUITE
COST: 50

Enginegoa models were built to be able to be upgraded, specifically for techs and engineers with grand D.I.Y. plans.

Species: Android
Effect: When you are undergoing maintenance to remove a malfunction, the number of draws required is reduced by 2.
ESCAPE ARTIST
COST: 150

You are really hard to pin down.

Tags: Agility
Effect:
When you are Grabbed, you may make a count of "ESCAPE(3)(Att, Int, Vol)". If you complete this count you are no longer Grabbed and must call "RESIST GRAB".
When you have the Bound condition, you may make a count of "ESCAPE(30)(Int, Res, Vol)" and if you complete it you lose Bound.
EVASION
COST: 200

You have a near supernatural ability to quickly move out of the way of danger and avoid mishaps.

Tags: Agility
Effect:
  • You may pull a limit flag to call "DODGE" when hit with a ranged attack that does not have the Harm or True calls attached to them. Any other calls attached to attacks that are prevented by this perk are also prevented.
  • If you are unarmored, you may treat your Agility as 2 higher than normal for the purpose of this perks synergies.

Synergies:
  • Agility 3: You may now use this perk when hit with melee attacks that do not have the Harm or True calls attached to them.
  • Agility 6: You may now use this perk when hit with any call (including AOE calls) that carries the Pierce call, as long as that call does not have the Harm or True calls attached to it.
  • Agility 9: Whenever you would call Dodge using this perk, you may now instead make a count of "DODGE(2)(Int, Vol)". Starting this count works as if you had just used the Dodge call against the attack. During this count, if you are hit with an attack that you would be able to call Dodge against, you may treat that attack as though you had called Dodge (without needing to pull an additional limit flag) and your count immediately stops.
EXECUTIONER
COST: 150

You put your opponents down in a spectacularly gruesome manner, causing fear in the ones that still stand.

Tags: Technique
Effect: When making a killing blow, you may pull a limit flag, and if your attack forces that character to start a dying count, you may then call "STUN 5 FT ON ME". You are not hit by this call.
EXPANDED BATTERY
COST: 150

This basic upgrade was surprisingly rarely included with default models.

Species: Android
Effect: Your maximum limit flags increase by 1.
EXPERT TECH
COST: 150

You know your way around complicated mechanical and electrical work.

Tags: Smarts
Effect: When performing maintenance, you are required to draw 1 less maintenance card. This perk cannot reduce the number of drawn cards to less than 1.
When you draw a maintenance card, you may pull a limit flag to shuffle that card back into the maintenance deck and draw a different card.
EXPERTISE
COST: 250

You are an expert at your subtle craft and always seem to have what it takes.

Tags: Finesse
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Finesse 6: Your maximum limit flags increase by an additional 1.
FANGS
COST: 150

You can perform a powerful bite attack that can take foes off guard.

Species: Stray
Effect: While using an unarmed prop, you may pull a limit flag and make a count of “BITE(3)(Att, Vol)” and when complete, immediately make a melee attack and call “BITE PIERCE”. You can use this ability even if all of your arms are disabled and may make the attack as if your arm was not disabled for the single bite attack.
FEEDBACK
COST: 175

You have mutated to slowly generate and hold large quantities of electricity inside the very cells of your body. This static field is prone to discharging when you are wounded.

Species: Mutant
Effect: You may pull a limit flag and until the end of the encounter, each time you take a health flag of damage from a melee attack, you may immediately call "COMMAND: Take PIERCE" while pointing at the character that hit you with the melee attack.
FEIGN DEATH
COST: 75

You play dead rather convincingly.

Tags: Technique
Effect:
  • You may pretend to be Downed or Dying by calling "DOWNED" at any time. You do not have to follow any of the normal rules for being Downed while pretending.
  • You may make a fake dying count at any time, for any length you wish. You do not have to follow any of the normal rules for being in a dying count while pretending.
FERMENTATION
COST: 100

You know how to use the natural environment to brew up some useful chemicals.

Species: Nomad
Effect:
  • You can carry 2 herbs.
  • When crafting, you may pull a limit flag to use any 2 herbs in place of one common junk. You can only use this perk once per craft attempt.
FINE TUNED
COST: 100

You are able to tweak your settings, making you more efficient at different tasks.

Species: Drone
Effect: You may pull a limit flag to increase any tag by 2 until the end of the encounter or to call "<YOUR NAME> TUNING <TAG>" to grant your partner 2 to the tag called until the end of the encounter.
FIRST AID
COST: 100

You know how to prevent patients from dying until medical attention can save them

Tags: Medical
Effect: When you are within arms reach of a character who is Dying, you may put both hands on them and call "COMMAND: Pause dying count". You must then start a "MEDIC(30)(Int, Res, Vol)" count. Once the count ends, gets interrupted or you remove either of your hands from the patient (other than for safety, or using Hand Signs for communication) you must call "COMMAND: Resume dying count" and you cannot use this perk on that player again for the remainder of the encounter.

Synergies:
  • Medical 4: You may pull a limit flag when within arms reach of a Downed organic character to call "REVIVE".
FIRST BLOOD
COST: 150

Once you have a taste you go for blood.

Species: Unturned
Effect: After you have successfully used your bite attack on a character, you may pull a limit flag to call "TRUE" on all attacks against that character for the remainder of the encounter.
FITNESS GURU
COST: 250

Part of being smart is knowing where to improve your body.

Tags: Smarts
Effect: Your maximum health flags increase by 1.

Synergies:
  • Smarts 6: Your maximum health flags increase by an additional 1.
FLETCHER
COST: 150

You are able to create arrows and useful modified projectiles.

Tags: Crafting
Effect: You can craft the following items:
  • Arrow
  • Dart Trap
  • Poison Tip
When you check into an event, you start the game with 4 Arrows or Bolts.
FORCE SHIELD
COST: 100

You are able to mentally will into existence pockets of electromagnetic energy around others to protect them from harm.

Species: Mutant
Effect: You may pull a limit flag to call out the name of another character and call "GUARD" after that player has been hit with melee or ranged attack within 5 ft of you. If your target ignores your ability or doesn't react to it, you may rally.
FORCEFIELD
COST: 100

You are able to generate a strong electromagnetic field that can protect you from damage for a limited amount of time.

Species: Mutant
Effect: You may pull a limit flag while holding one of your hands (with nothing in it) out in front of you with the palm facing outward as if you were telling someone to stop to start a count of "IMMUNE (3)(Res, Int, Vol)". During this count you are immune to all damage and effects that do not carry the true or blast calls.
FORTITUDE
COST: 250

You are a tough nut to crack and as you work to improve your endurance, it shows.

Tags: Endurance
Effect: Your maximum health flags increase by 1.

Synergies:
  • Endurance 6: Your maximum health flags increase by an additional 1.
FURY
COST: 150

Projectiles don't have as much stopping power when it comes to you.

Tags: Endurance
Effect: When you are hit with a ranged attack, you do not have to stop moving when reacting to the damage. You must then call "RAGE" along with any other calls you are required to make, like "HIT HEALTH" or "HIT LIMB".
GIVE IN TO HUNGER
COST: 100

You have embraced the dark hunger inside you.

Species: Unturned
Effect: While turned, you retain access to all of your unturned perks (using your health in place of limit flags for any costs required) and, if you manage to use your cannibalize ability on an applicable target, you return to the Wounded condition as your character is no longer turned. After you return to play in this manner, you can recall what happened while you were turned.
GLITCH
COST: 75

You are able to provoke the ire of robots.

Tags: Grit
Effect: You may call “COMMAND: OLD WORLD ATTACK ME” to provoke creatures of the old world faction to focus their attacks on you.
GNASH
COST: 125

The taste of victory is sweet, but it sticks to your teeth.

Species: Unturned
Effect: After you down a character using your bite attack, your bite count is reduced by one, to a minimum of 1 until the end of the encounter.
GOOD BLOOD
COST: 75

Something about your body makes you more able to resist the side effects of boosters.

Species: Nomad
Effect: When you use a boost chem on yourself, you ignore the drawback of the chem.
GRACE
COST: 250

Your body moves so fluidly that you are able to perform feats of skill without tiring as often and as you continue your training you can reach even greater heights.

Tags: Agility
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Agility 6: Your maximum limit flags increase by an additional 1.
GRAZING
COST: 150

You have learned to consume a lot of the local flora.

Species: Nomad
Effect:
  • You can carry 2 herbs.
  • You may burn 2 of the same herbs to immediately Rally.
GUARDIAN
COST: 100

You are skilled at protecting others from harm and always have your friends' backs.

Tags: Defense
Effect: You may pull a limit flag to call "GUARD" and touch another player within arms reach who was just hit with a ranged or melee attack. You should discuss this ability with your allies ahead of time. If your target ignores your ability or doesn't react to it, you may immediately rally.
HAGGLE
COST: 100

You are often able to come out ahead on deals when bartering for goods and services.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
When making a trade with another character using caps or barter, you may offer social tokens along with anything you are attempting to trade. These tokens do not allow you to make a command if they are accepted. If you reach a deal with the character you are trading with, the tokens are exchanged, and if you fail to reach a deal, you keep the tokens.
HANDY
COST: 100

You are able to make quick repairs.

Tags: Smarts
Effect: You may pull a limit flag to reduce a single repair count to 1.
HAZMAT
COST: 150

You know how to deal with severe radiation damage, and can give hope to those who would otherwise have no chance.

Tags: Medical
Effect: While you are present in a hospital, you can allow a character to recover from one level of radiation poisoning by resting for 30 minutes. During this time, you and the patient must remain in the hospital and if the patient takes damage or spends a limit flag for any reason, they must restart their rest period.
HEADSHOT
COST: 150

You know that the best way to deal with the turned is to remove the head, or destroy the brain.

Tags: Grit
Effect: When you are attacking a member of the turned faction, you may pull a limit flag to make a count of "FOCUS(4)(Att, Int, Vol)". At the end of this count you may call "BLAST" on the next attack against that character during this encounter. Do not strike the character in the head, or aim for the character's head.
HEALING HANDS
COST: 150

Your steady hands can quickly apply medical assistance, or help someone hold on for a bit longer.

Tags: Medical
Effect:
  • You may pull a limit flag to reduce a single medic count to 1.
  • You may pull a limit flag to double the duration of a single medic count.
HERBALIST
COST: 150

You know how to gather and preserve various herbs for later use.

Tags: Crafting
Effect: You can gather herbs (see chapter 10). You can carry 3 herbs without a special container. You can store additional herbs using a special bag or pouch item (see chapter 9).

Synergies:
  • Crafting 4: You can carry an additional 3 herbs without a special container.
  • Crafting 8: You can carry an additional 3 herbs without a special container.
HERBIVORE
COST: 100

You have adapted to consume the mutated flora of the wastes.

Species: Stray
Effect:
  • You can carry 2 herbs.
  • When you begin resting to recover limit flags, you may burn an herb to recover 2 flags for that rest. If you are interrupted while resting, this ability fails and you will need to burn another herb to use it again.
HIGH CAPACITY CELLS
COST: 150

You are able to store more energy for longer operations.

Species: Drone
Effect: You may equip an additional limit flag.
HOMEOPATH
COST: 75

Something about your body makes you more able to resist the side effects of extracts.

Species: Nomad
Effect: When you use an extract chem on yourself, you ignore the drawback of the chem.
HONEST WORK
COST: 100

You have learned the tricks to expedite crafting and tinkering.

Species: Nomad
Effect: Any time you craft, reduce the time required to craft by 1 minute.
HOOKUP
COST: 150

You know which plants can be used to augment the body with the least amount of side effects.

Tags: Crafting
Effect: You can craft the following items:
  • Flex
  • Foresight
  • Ghost
  • Medusa
  • Rumble
When you check into an event, you start the game with two random doses of booster chems.
HOTSWAP
COST: 150

Your factory used interchangeable parts when they put you together. You can trade parts with other androids built in a similar manner!

Species: Android
Effect: You may swap the status of disabled limbs and durability flags with other androids who also have this perk.
  • Both androids must willingly exchange limb status or durability flags in game. This can be done under in-game duress however.
  • When swapping limb status, the injured android then recovers the use of the disabled limb and the undamaged android has the same limb disabled.
  • When swapping durability flags, you cannot exceed your maximum number of equipped flags.
When using this perk, the initial count of injuries and durability flags involved between the two participating androids must always stay the same, and this supersedes any other perks or effects that would change that count while the perk is being used.
HUMAN SHIELD
COST: 200

You know how to use your enemies to shield you from harm.

Tags: Technique
Effect: When you are Grabbing a target, if you take damage from a ranged or melee attack from any source other than your Grabbed target, you may call “RESIST” against that damage and any carried calls, and then call “HARM” on your Grabbed target. Attacks that carry the True call can not be redirected in this way. This ability has no effect on damage that you take from sources that are not ranged or melee attacks. You cannot use this ability if you are under the effect of the Grab call. This ability no longer functions if your Grabbed target is Downed.
HUNTER DRONE
COST: 150

You have scanners capable of locating hidden targets.

Species: Drone
Effect: When you are in the presence of a stealthed character, you may pull a limit flag to begin a count of "SCAN(5)(Int, Res, Vol)" and when complete, you may take 5 steps toward that character. You can repeat this count as many times as you would like as long as you are still in the presence of a stealthed character. Once you are within arms reach of a stealthed character you must make a count of "SCAN(3)(Int, Res, Vol)" and when complete, call "COMMAND 5FT ON ME: Leave stealth".
Please keep the spirit of the rules in mind when using this perk. This perk borders carefully on the edge of metagaming and in game character abilities.
HYBRID FUEL
COST: 200

You have the ability to use alternative fuels.

Species: Drone
Effect: You can burn a junk token to immediately rally.
HYPERINTELLEGENT
COST: 75

Your brain moves faster than others and you process data very quickly.

Species: Mutant
Effect: Your Smarts tags are increased by 2.
HYPERTROPHY
COST: 75

Your muscles regenerate and rebuild very quickly causing your physical strength to be greater than normal.

Species: Mutant
Effect: Your strength tags are increased by 2.
IAIJUTSU STRIKE
COST: 175

Your speed and agility allow you to strike with perfect precision.

Tags: Agility
Effect: When fresh, you may make a count of "FOCUS(3)(Att, Int, Vol)". When complete, you must immediately make a melee attack and call "TRUE" on that attack.

Synergies:
  • Agility 4: You may pull a limit flag to instead make a count of "FOCUS(2)(Att, Int, Vol)".
  • Agility 8: You may pull a limit flag to activate this perk without a count.
INCONSPICUOUS
COST: 100

You are able to avoid notice and evade detection.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens. 
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: You don't see me unless I attack".
You may pull a limit flag immediately after someone accepts your social token to immediately use a perk or ability that you possess that allows you to become stealthed. When using this perk in this manner, you do not have to pull any additional limit flags to activate it, and if it has a stealth count you do not have to make the count. You must still qualify for every other requirement to activate the perk.
INDOMITABLE
COST: 250

Your defense is steadfast and unyielding.

Tags: Defense
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Defense 6: Your maximum limit flags increase by an additional 1.
INEDIBLE
COST: 125

You are not fit for human consumption.

Species: Mutant
Effect: If you are hit with an attack that has the call "BITE" attached to it, you may pull a limit flag to call “RESIST” against that attack.
INFILTRATE
COST: 100

You are able to slip into places without attracting attention to yourself.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: I am supposed to be here".
You may pull a limit flag to instead use the command "COMMAND: You never saw me".
INSTINCTS
COST: 75

Your natural instincts give you an edge in combat.

Species: Stray
Effect: Your Defense tags are increased by 2.
INTEL
COST: 150

You have a wide set of contacts you can call on to get information on potential allies and enemies.

Tags: Charisma
Effect: You can turn in 3 social tokens at game ops to use this ability. You will be given a radio that will allow you to contact plot. You can then ask the plot member to use your intel perk on a specific character. You must know that character's name. You can then ask the plot member about one of the characters' statistics (ie: Strength, Agility, Luck, etc.) and the plot member will give you that character's base score for that statistic. The social tokens you spent on this ability will then be applied to the character that you investigated.

Synergies:
  • Charisma 4: You can also ask if the player has a specific perk or distinction once per time you use this perk.
INTIMIDATE
COST: 100

After witnessing your strength, others quickly learn to avoid your wrath.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: Unless I attack you, do not attack me".
You may pull a limit flag to instead use the command "COMMAND: Leave my sight".
IT'S STILL GOOD
COST: 150

You know that if you just brush off the gross stuff, a lot of junk is still usable.

Species: Nomad
Effect: When drawing a token from a node or zone if you draw anything other than a junk token, you may pull a limit flag to draw an additional token.
JUGGERNAUT
COST: 300

You are a near unstoppable force that is difficult to defeat.

Tags: Endurance
Effect: After losing a health flag from taking damage, after calling "HIT", instead of calling "HEALTH" you may start a count of "HEALTH(2)(Vol)". During this count, if you are hit again with an attack that would cause you to lose another health flag, you may ignore that damage. Any calls attached to that attack must be resolved as normal.
LAST WORD
COST: 100

You always find a way to get one last word out when the going is rough.

Tags: Charisma
Effect: When you are dealt a killing blow, you may offer one or more social tokens to the character who dealt the killing blow while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: Spare my life". You then return to the downed condition.
You may pull a limit flag to instead use the command "COMMAND: Spare my life and forget I am here".
LEECH
COST: 150

You can drain the energy out of your enemies to fuel your body's regenerative abilities.

Species: Mutant
Effect: Your radiation buffer is increased by 1. You may pull a limit flag to throw an ability packet as a ranged attack and call "HARM". If the packet connects with your target and is not blocked by a shield, you may immediately regen.
LOCK PICKING
COST: 100

You know how to pick locks. With the correct tools, you can do it pretty quickly.

Tags: Finesse
Effect: With a Lock Pick item (Chapter 9), you may make a count of "PICK(5)(Int, Res, Vol)" to pick a Basic Lock. When complete, you must turn over the lock to check for traps, and then you can access the locked container.

Synergies:
  • Finesse 3: You can pick advanced locks.
  • Finesse 6: You can pick strong locks.
LOCKJAW
COST: 100

When you get a hold of something you don't let go.

Species: Stray
Effect: When you successfully Grab a character, you may pull a limit flag and until you choose to break contact, you are not required to break contact with that character if you take damage from sources other than your Grab target.
LONG HAUL
COST: 75

You know how to move heavy or awkward stuff.

Species: Nomad
Effect: You can carry up to 10 capacity over your carry capacity. When you are overloaded like this, you cannot run and cannot use limit flags.
LOYAL
COST: 100

When it comes to protecting your friends and allies, your ferocity has no bounds.

Species: Stray
Effect: Anytime your party leader calls inspire, after you use any ability that you are granted by that leader, you may call "PIERCE" on your next unarmed melee attack.
LUCKY
COST: 150

You just seem to have luck on your side. It has saved your hide many times.

Tags: Finesse
Effect: If you are fresh, you must pull a limit flag to call "RESIST" against the first attack and any attached calls, or the first call that hits you in an encounter.
MAD SCIENCE
COST: 150

You know just enough science to be dangerous and produce weapons of war.

Tags: Crafting
Effect: You can craft the following items:
  • Plasma Rounds
  • Lance Rounds
  • Scorcher
When you check into an event, you start the game with 10 plasma rounds.
MAGNETISM
COST: 200

People are just naturally drawn to you for some reason.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.

Synergies:
  • Charisma 4: At character check in, you will get a further additional 5 social tokens.
  • Charisma 8: At character check in, you will get a further additional 5 social tokens.
MALICE
COST: 100

You are good at keeping a weapon hidden on your person.

Tags: Finesse
Effect: You may conceal and keep one light weapon on you and if you are searched or are the subject of a command that would reveal the existence of that weapon, you may treat this weapon as if it did not exist for the purpose of the search or command.
When stealthed, you can hold a light weapon without being forced to leave stealth.
MEAT SHIELD
COST: 100

If they want to hurt your friends, they are going to have to go through you.

Tags: Endurance
Effect: You may call "GUARD" and touch another player within arms reach who was just hit with a ranged or melee attack. The attack that hit your target counts as if it hit you. You must not use armor or dodge against that attack but can use other perks or abilities that allow you to resist any attached calls. You cannot use this ability on more than one person at a time.
MECHANIC
COST: 150

You are adept in repairing constructs.

Tags: Smarts
Effect: You can restore a durability flag using a durability repair flag (chapter 9) to a robotic character by putting at least one hand on them and making a “REPAIR(15)(Int, Res, Vol)". If you used this perk to restore a durability flag to a Downed or Dying character, you may also call "REBOOT".
MEDIC
COST: 150

Your medical training saves lives.

Tags: Medical
Effect: You can restore a health flag using a medic health flag (Chapter 9) to a non-robotic character by putting at least one hand on them and making a "MEDIC(15)(Int, Res, Vol)". If you use this perk on a player in a dying count call "CURE DYING" and if you use it on a downed character, call "CURE DOWNED".
MIGHT
COST: 100

You can summon up a temporary boost of strength to get you through a tough situation.

Tags: Strength
Effect: You may pull a limit flag to increase your Strength by 4 until the end of the encounter. You cannot use this perk more than once per encounter.
MIND FORTRESS
COST: 100

Your brain works on a whole different frequency, that you can exert strange control over.

Species: Mutant
Effect: When you are the target of the Command call you may pull a limit flag and call “RESIST”.
MINDWALK
COST: 100

You are able to realize yourself into different spaces. Don’t think about it too much.

Species: Mutant
Effect: Your radiation buffer is increased by 1. You may make a count of “FOCUS(3)(Att, Int, Vol)” and when finished immediately throw an ability prop to a location on the ground. Do not throw it at any characters. You must then immediately make a count of “IMMUNE (8)(Att, Vol)”. During this count you are Immune to damage and any calls and must walk in a straight (as possible) line to the ability prop and must stop your count when you reach the prop.
MOBILE FORTRESS
COST: 150

You are less inconvenienced by giant shields than usual.

Tags: Defense
Effect: While holding a large shield, the increased count to activate perks from your shield is reduced to 1.

Synergies:
  • Defense 4: You no longer have an increased count to activate perks from your shield.
MOTIVATED
COST: 250

Your capacity to take the lead and press forward is great, and will only be greater as more follow you.

Tags: Teamwork
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Teamwork 6: Your maximum limit flags increase by an additional 1.
MOXIE
COST: 250

You have the will power to push yourself further and you can push yourself even further if you train hard enough.

Tags: Grit
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Grit 6: Your maximum limit flags increase by an additional 1.
NATURAL BORN LEADER
COST: 150

You have the ability to command a large number of troops.

Tags: Teamwork
Effect: You can lead 2 additional party members.

Synergies:
  • Teamwork 4: You can lead 2 additional party members.
  • Teamwork 8: You can lead 2 additional party members.
NATURAL WEAPONS
COST: 100

Your claws, hooves, talons or other natural forms of attack are built for battle.

Species: Stray
Effect:
  • When making melee attacks with an unarmed prop, you can block without taking damage.
  • When stealthed, your unarmed props do not count as weapons that force you to leave stealth.
NEGOTIATE
COST: 100

You know how to make friends and calm situations.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: Stop fighting unless attacked".
You may pull a limit flag to instead use the command "COMMAND: Stop fighting until damaged".
NOSEWORK
COST: 75

You have the ability to catch smells and find stuff others may have left behind.

Species: Stray
Effect: After you have completed a scavenging challenge, and you flip to the next challenge card, you can choose to flip again if you want. You can only do this one time per completed scavenge challenge, and you cannot go back to the previous card.
NUCLEAR POWERED
COST: 250

You have a small nuclear battery that keeps you powered. It is strong and fast, but it has a limited capacity.

Species: Android
Effect: You are no longer affected by radiation sickness, however, You can only ever have a total of 2 radiation bracelets on you at any time. Any excess radiation bracelets you receive are immediately stored in your out of game bag and returned to game-ops.
  • You may burn an equipped radiation bracelet any time you attempt to recover limit flags by resting. You only need to burn one radiation bracelet to start resting, but if you fail to rest, you must burn another radiation bracelet to use this perk again.
  • When you finish resting while using this perk, you recover all of your limit flags.
OBNOXIOUS
COST: 100

You know how to get the attention of others and keep it on you.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: Pay attention to me until I walk away or we are interrupted".
You may pull a limit flag to instead use the command "COMMAND: Ignore everyone but me until I walk away or we are interrupted".
OLD WORLD
COST: 100

You have a knack with things from the past.

Tags: Grit
Effect: This perk allows you to gain special information about characters that are members of the old world faction (see chapter 10).
You may call “LORE” when you see a member of the old world faction. That character will then call back their monster name. Sometimes the actor playing the character can't hear you. Just try at the next best possible moment, and recognize that sometimes this ability can be missed.
You may call “OLD WORLD” on a Downed, Bound, or Defeated member of the old world faction to look at that character's monster’s card if they possess one. You may read the description section of the card aloud, but cannot read the rest of the information aloud or write the information down. Once you hand the Monster Card back to the character it belongs to, you can write down anything you remember and share information with other players. Any information gained in this manner should be kept to “in character” terms.
When you encounter an NPC, Monster, plot item or event that has themes of technology, pre-war secrets, robots or other similar science fiction vibes, you may call "OLD WORLD" to see if you can receive a special interaction.
ONE MAN ARMY
COST: 200

It will take more than numbers to bring you down.

Tags: Defense
Effect: While wearing heavy armor, you are immune to all other damage and calls while you are reacting to damage.
ONE OF THEM
COST: 100

Being infected, the turned have a hard time telling that you aren't one of them.

Species: Unturned
Effect: When you encounter a member of the turned faction and they are not actively engaging others in combat, you may pull a limit flag to call "COMMAND: I am turned". All turned characters that hear you will treat you as though you were a turned character as well. You must then act like a turned to maintain the ruse (see chapter 10). If you perform actions that are too complicated or distracting, the turned characters may attack you.
ORDINANCE
COST: 150

You have the nerve to put explosive items together.

Tags: Crafting
Effect: You can craft the following items:
  • Firebomb
  • Grenade
  • Crater Trap
OUTLAW
COST: 100

You know your way around the shadier side of the law.

Tags: Finesse
Effect: This perk allows you to gain special information about characters that are members of the outlaw faction (see chapter 10).
You may call "LORE" when you see a member of the outlaw faction. That character will then call back their monster name. Sometimes the actor playing the character can't hear you. Just try at the next best possible moment, and recognize that sometimes this ability can be missed.
You may call "LORE" on a downed, bound, or defeated member of the outlaw faction to look at that character's monster's card if they possess one. You may read the description section of the card aloud, but cannot read the rest of the information aloud or write the information down. Once you hand the monster card back to the character it belongs to, you can write down anything you remember and share information with other players. Any information gained in this manner should be kept in character terms.
When you encounter an NPC, Monster, plot item or event that has themes of bandits, raiders, gangs or other similar criminal vibes, you may call "OUTLAW" to see if you can receive a special interaction.
OVERDRIVE
COST: 100

You have the ability to disable certain safety features and push your frame past its limit.

Species: Android
Effect: When you are spent, you may use durability flags in the place of limit flags to activate perks and abilities.
PACK BOND
COST: 75

You are able to integrate easily into groups.

Species: Stray
Effect: When you are recruited into a party, you do not count against the number of party members the leader of your party can lead.
PACK LEADER
COST: 100

You have the instincts to lead.

Species: Stray
Effect: When you are leading a party using Teamwork perks, your stray perks count as Teamwork perks when calculating the amount of party members you can lead.
PAIN SUPPRESSION
COST: 150

While you can still feel pain, it is numbed and you can control how you react to it.

Species: Unturned
Effect: While you are fresh, you are immune to stun. If you are not fresh, anytime you have to make a stun count, that count is reduced by 1. This perk cannot reduce stun counts below 1.
PAT DOWN
COST: 75

You know how to conduct a proper search of a person's body to detect threats or fakes.

Tags: Technique
Effect: When within arms reach of a willing, downed or bound character, you may make a count of "SEARCH(5)(Int, Res, Vol)". When finished, you may use the following commands, one at a time, unless interrupted or the character leaves your reach.
  • "COMMAND: Answer truthfully, do you have any weapons on you"
  • "COMMAND: Answer truthfully, do you have any chems on you"
  • "COMMAND: Answer truthfully, what is your true species?"
  • "COMMAND: Answer truthfully, are you feigning death?"
  • "COMMAND: Allow me to loot you."
PEECH™ SUITE
COST: 150

The Peech company was known for its designer android skins. Unless damaged or the android reveals themselves, it is often hard to tell that a Peech android is anything other than a human.

Species: Android
Effect: You don’t have to adhere to android costuming requirements. The durability flags you have equipped may be disguised as health flags. You can exchange your equipped durability flags for health flags at game ops. Items and abilities that restore health flags cannot be used to restore health flags and you can only receive healing from items and abilities that restore durability flags.
You get an additional social token every day from game ops for every charisma perk that you possess.
PEP TALK
COST: 175

Your words can keep the fire going in your allies' hearts.

Tags: Charisma
Effect: You may burn 3 social tokens to call "REVIVE" on a Downed organic character.
PHARMACIST
COST: 150

You hold the secrets of post apocalyptic healing medicine.

Tags: Crafting
Effect: You can craft the following items:
  • Bolt
  • Healing Powder
  • Hope
  • Klog
  • Purge
When you check into an event, you start the game with two random doses of remedy chems.
PHASE
COST: 100

Your brain is able to emit waves of energy that cause others to be unable to realize you exist for a time.

Species: Mutant
Effect: You may pull a limit flag to immediately become stealthed (using the Stealth Hand Sign). While stealthed in this way, you must immediately leave stealth if you:
  • Move for any reason.
  • Speaking or making any other count or call other than stealth, immune or resist.
  • Make a ranged or melee attack
This perk is not able to be used in combination with other perks that allow for stealth or movement during stealth.
PHEROMONES
COST: 75

You give off an aura that puts others at ease and makes them much more susceptible to your words.

Species: Mutant
Effect: Your Charisma tags are increased by 2.
PHOTOSYNTHESIS
COST: 75

You are able to collect energy from solar radiation and use it to fuel your abilities.

Species: Mutant
Effect: While the sun is visible in the sky, your maximum number of equipable limit flags is increased by one and your limit flag maximum cap is increased by one. As soon as the sun is no longer visible, your maximum and maximum cap are reduced and you must discard any excess flags.
PIZZAZ
COST: 250

Your personal presence is a force to be reckoned with.

Tags: Charisma
Effect: Your maximum limit flags increase by 1.

Synergies:
  • Charisma 6: Your maximum limit flags increase by an additional 1.
PLAGUE DOCTOR
COST: 75

You know your way around checking for signs of disease and sickness and treating such ailments.

Tags: Medical
Effect:
  • You can make a call of "COMMAND: Are you carrying a disease?" when within arms reach of a willing, bound, downed or defeated character.
  • When treating a character for a disease, you can allow your patient to recover in half the normal required time detailed on the disease.
 
PLUG AND PLAY
COST: 100

Your operating system and memory unit is able to be transferred into different frames.

Species: Drone
Effect: After resting, you may choose to swap to a secondary drone prop of another frame type. You must also provide this prop. If you have perks that only affect your other type of frame, those perks no longer function. Your equipped durability flags are unchanged by swapping frames.
POISON CLOUD
COST: 150

You seem to be able to give off a poisonous miasma! Lucky you, unlucky everyone else.

Species: Mutant
Effect: You may pull a limit flag and make a count of “FOCUS(2)(Int, Res, Vol)”. When finished you must immediately call “POISON 5 FT ON ME”. You are not affected by this call.
POLYMATH
COST: 150

When it comes down to it, you can think up a solution to pretty much any problem.

Tags: Smarts
Effect: You may pull a limit flag to do one of the following:
You can restore a durability flag using a repair flag (Chapter 9) to a robotic character by putting at least one hand on them and making a "REPAIR(15)(Int, Res, Vol)". You cannot use this ability on someone who is in a dying count or downed.
You can restore a health flag using a medic health flag (Chapter 9) to a player by putting at least one hand on them and making a "MEDIC (15)(Int, Res, Vol)". You cannot use this ability on someone who is in a dying count or downed.
PORTER
COST: 100

You are able to load yourself up with bags and pouches and keep on marching.

Tags: Technique
Effect: You may use two bag items at the same time. You cannot use two of the same bag items.
POWER DOWN
COST: 25

You can put yourself into a powered down mode. You are vulnerable in this mode but clever androids have found many reasons to use this mode.

Species: Android
Effect: You may put yourself into a downed condition. When you do, unequip all of your durability flags and place them in your out of game bag. You must stay in the downed condition until someone else uses an ability to remove the downed condition from you. You may re-equip the durability flags you had when you used this ability when you come out of the downed condition.
You may pull a limit flag to remove this self imposed downed condition at any time.
PRECISION MANIPULATORS
COST: 100

You have specialized tools and programs for assisting in procedures that require precision.

Species: Drone
Effect: You may pull a limit flag to call "<YOUR NAME> ASSISTING". If your partner hears this call, they may reduce or increase any medic or repair count they make this encounter by 5. This ability cannot lower these counts to less than 1.
PREPARATION
COST: 100

When you are ready, your defense is nearly impenetrable.

Tags: Agility
Effect: When wielding two melee weapons, you may make a count of "FOCUS(3)(Att, Int, Vol)" and when finished, as long as you are still wielding two melee weapons you may call "PARRY DODGE" against the next melee attack that hits you during this encounter, as long as that melee attack does not have the harm or true call attached.
PRIMAL ROAR
COST: 150

Your call whips your pack into a frenzy.

Species: Stray
Effect: This perk follows the same rules as teamwork perks (chapter 7) but does not count as a teamwork perk. After you drop a character, you can call "<YOUR NAME> INSPIRE FRENZY". Your party members who hear your call may call "TRUE" on their next melee attack.
PROSPECTOR
COST: 100

You spend your free time digging through the ruins to find useful stuff.

Tags: Crafting
Effect: When you check into an event, you start the game with 3 common junk tokens.
PSYCHIC SCREAM
COST: 150

Your weird brain is able to project a field of psychic static that clouds the mind of those around you.

Species: Mutant
Effect: When fresh, you may pull a limit flag to call “STUN 5FT ON ME”. You are not affected by this call.
PUNISHING STRIKE
COST: 100

You are able to turn a miss into a devastating follow up.

Tags: Technique
Effect: Anytime an opponent uses Dodge to negate one of your melee attacks, you may immediately pull a limit flag and call "TRUE" on your next melee attack this encounter.
RAD REGENERATION
COST: 100

Your body is capable of using radiation to rapidly repair itself.

Species: Mutant
Effect: After you have been downed, and you have completed your recover count, you may burn two ability packets and put them in your out of game bag to immediately regen.
RAD SPONGE
COST: 75

Your innate resistance to radiation now extends to protect those near you, though you must be careful not to absorb too much.

Species: Mutant
Effect: Your radiation buffer is increased by 1. You may absorb radiation that other characters collect within 5 ft of you by informing that character when they equip a radiation bracelet using the out of game hand sign that they may give it to you. You must be in range at the moment that the character receives the radiation to use this perk and it has no effect on already equipped radiation bracelets.
RAGE
COST: 150

You can use your anger as fuel to push your physical limits.

Tags: Endurance
Effect:

When you are spent (or if your species doesn’t have limit flags), you may make a count of "RAGE(5)(Int, Vol, Res). When complete, you gain the following special rules until the end of the encounter:

  • You can recover a disabled limb with a count of "RAGE(5)(Int, Vol)".
  • You are Immune to Stun.
  • When you are Downed, you may make a "RAGE(5)(Int, Vol, Res) and if you finish, you are no longer Downed.
  • Your dying count is reduced to 3, and cannot be increased in any way.

Synergies:
  • Endurance 3: Your rage counts are reduced to 3.
  • Endurance 6: Your dying count is only reduced to 10.
RALLYING CRY
COST: 200

Your leadership style allows for others to push themselves longer under your command.

Tags: Teamwork
Effect: At the end of an encounter, you may pull a limit flag to call "<YOUR NAME> INSPIRE RALLY". Your party members who hear your call are hit with Rally. You can only use this ability once per end of encounter.
RAMPAGE
COST: 150

The thrill of defeating your opponents fuels your battle fury.

Tags: Strength
Effect: After you drop a character, you may immediately call “STUN” on a melee attack with a heavy weapon.
RECALL PROTOCOL
COST: 200

Deep down, in your sub-programming lies a very basic program that will attempt to return you to your manufacturer if you are damaged too badly.

Species: Android
Effect: At the end of your dying count, you may pull a limit flag and make a count of "REBOOT (6)(Int, Res)". If you finish this count, instead of being defeated, you may return to the game and attempt to find help. You must seek out ways to get your maximum durability flags equipped and until you are able to do so, you cannot speak (you can make beeps and static noises however), cannot attack and you must move in a way that suggests you are damaged and malfunctioning. If you take damage in any way before you are able to get your maximum durability flags equipped, you are defeated without a dying count.
RECYCLER
COST: 150

You can break down items into useful parts.

Tags: Crafting
Effect: You can turn in one item card at game ops for 1 common junk token. Items that have temporary item cards cannot be used to activate this perk.
RELOADING DRILLS
COST: 150

You are practiced with loading and unloading your ammunition.

Tags: Grit
Effect: Whenever you make a reload count, that count is reduced by 1. This perk cannot reduce a reload count below 1.

Synergies:
  • Grit 6: Reload counts are reduced by an additional 1.
RESCUE OPERATIONS
COST: 100

You have crude yet effective modifications useful for resuscitating allies.

Species: Drone
Effect: While within arms reach of your partner while they are downed or making a dying count, you may pull a limit flag to call "REVIVE" or "REBOOT" on your partner.
RESILIENCE
COST: 75

Your will to survive is strong.

Tags: Endurance
Effect: When you have both of your legs disabled, you can slowly limp instead of being forced to sit on the ground. Unassisted, you can walk at a pace of one step per second. With assistance, you can move at normal speed. Even with assistance, you cannot run with both of your legs disabled.
RESPECTED
COST: 100

Your followers don't panic and run when you fail in battle, they get revenge.

Tags: Teamwork
Effect: When you start Dying, you may pull a limit flag to call "<YOUR NAME> INSPIRE REVENGE". Your party members who hear your call may then immediately stop any dying count and remove any Downed condition. They are then hit with the Regen call.
RETROCOGNITION
COST: 75

The zombie virus gives you some odd powers, like being able to taste how someone died.

Species: Unturned
Effect: If you encounter a character that has been defeated but has not yet left the game, using the speaking out character hand sign you can ask them to tell you about the battle that they died in. They are allowed to tell you about the encounter that happened in which they entered their last dying count.
REVENANT
COST: 150

You have mastered the infection's ability to return the dead to life and can use it to your advantage.

Species: Unturned
Effect: You can visit game ops and spend 50 XP to purchase a Rise Card. This card allows you to return to the game as your character at the end of your turning count instead of becoming turned. Burn the card after you use it, and return it to game ops later. You can only have one Rise Card at a time.
RUGGED CONSTRUCTION
COST: 150

You have enhanced robotic durability designed for increased wear and tear.

Species: Android
Effect: Your maximum durability flags increase by 1.
SARASANG™ SUITE
COST: 150

The Sarasang corporation was a South Korean corporation known for producing diverse androids that focused on manual tasks.

Species: Android
Effect: When crafting, once per craft, you may pull a limit flag to treat a common junk token as an uncommon junk token, or an uncommon junk token as a rare token.
SAVVY
COST: 100

You are hard to fool, and can often detect when someone is using deception on you.

Tags: Charisma
Effect: At character check in, you will get an additional 5 social tokens.
You may offer one or more social tokens to another character while calling "HEAR ME OUT". If that character accepts your tokens, you may then call "COMMAND: Wink whenever you lie to me".
You may pull a limit flag to instead use the command "COMMAND: Don't lie to me".
SCANNER
COST: 50

You have advanced scanning software that is able to detect threats and hidden identities.

Species: Drone
Effect: You may pull a limit flag to start a count of "SCAN(5)(Int, Res, Vol)". When you complete the count, you can make one of the following calls on a character within 5ft of you:
  • "COMMAND: What is your species?"
  • "COMMAND: How many bite cards do you have?"
  • “COMMAND: Do you have any cyberware installed?”
SCAVENGERS INGENUITY
COST: 150

You know to look for other ways to find what you need.

Tags: Smarts
Effect: When attempting a scavenging challenge, you may pull a limit flag to instantly skip the challenge without a time requirement, flipping to the next challenge without drawing a token.
SCAVENGERS KNACK
COST: 100

You are really good at finding useful junk. A very useful skill in this new world.

Tags: Smarts
Effect: When you are attempting to complete a scavenging challenge that requires you to possess a certain number of tagged perks, you may pull a limit flag to count as if you had double the amount of that tag, for the purposes of that challenge.
When attempting to skip a scavenging challenge that requires you to possess a certain number of tagged perks, if you have at least one of those tagged perks, you may reduce the time required to skip the challenge by half.
SCAVENGERS LUCK
COST: 100

You have a history of avoiding mishaps while digging around for usable junk.

Tags: Smarts
Effect: When drawing a token from a node or zone, you may pull a limit flag to return that token to the bag and draw again instead. This effect occurs before the token drawn has any effect.
SCAVENGERS SENSE
COST: 150

You know where to look for stuff that other people would miss.

Tags: Smarts
Effect: When you draw from a scavenge supply, you may pull a limit flag to draw an additional token.
SCENT
COST: 100

Your sense of smell is advanced and gives you the ability to detect more information than the other wastelanders.

Species: Stray
Effect: When within arms reach of another character, you can make a count of "SCENT(3)(Int, Res, Vol)" and when complete you can make one of the following calls while pointing at the other character:
  • "Command: What is your species"
  • "Command: do you have [item name] on you" and naming an in-game item. This item needs to be specific, as in, "do you have caps on you", or "do you have bullets on you". You cannot name categories, for example you cannot ask "do you have ammo on you", or "do you have chems on you"
When using this perk, make sure to maintain etiquette rules outlined in chapter 3 of this book.
SEAMSTER
COST: 150

You are able to make some pretty useful specialty bags.

Tags: Crafting
Effect: You can craft the following items:
  • Ammo Pouch
  • Bandolier
  • Bomb Strap
  • Doctors Bag
  • Herb Pouch
  • Quiver
  • Toolkit
When you have a bag item equipped, if that bag allows you to carry a number of a specified type of item, that number is increased by 2.
SECURITY EXPERT
COST: 125

You know the ins and outs of locks.

Tags: Crafting
Effect: You can craft the following items:
  • Lockpicks
  • Alarm Trap
  • Acid Trap
SELF CARE
COST: 100

You can summon the strength to stay conscious when you know you have life saving chems within your reach.

Tags: Endurance
Effect: You may use chems on yourself when Downed, Dying, or making a turning count without making a chem count to use them.
SEWER HUNTER
COST: 150

Hunting in the tunnels and warrens below have taught you a lot about poisons and bowhunting.

Species: Nomad
Effect: You may pull a limit flag to immediately call “POISON” on a ranged attack with a bow, crossbow or thrown weapon.
SHADOW
COST: 75

You blend with the shadows and your ability to move unseen makes you a ghost in the wasteland.

Tags: Finesse
Effect: If you are wearing stealthy clothing covering most of your body, you may change any "STEALTH" count to 5. This can raise or lower counts. Costuming that counts as stealthy clothing are camouflage, deep dark blue colored clothing or black clothing. Cloaks that cover the majority of your body qualify for this perk.
SHIELD BASH
COST: 150

You can use your shield to greatly disorient your opponents.

Tags: Defense
Effect: While you have a standard shield equipped, you may pull a limit flag and make a count of "BASH(3)(Att, Int, Vol)". When finished, call "STUN IN FRONT OF ME".
SHIELD BEARER
COST: 150

You are proficient in the use of shields and can use them without being restricted as much.

Tags: Defense
Effect: While holding a standard shield, you can run.

Synergies:
  • Defense 4: You no longer have an increased count to activate perks from your shield.
SHIELD WALL
COST: 100

You work well with other defenders and together your strength grows the more of you that work together.

Tags: Defense
Effect: While holding a shield, anytime an ally uses a defense perk that you also possess that requires a limit flag to activate, you can activate that perk as well without needing to pull a limit flag.
SHOCKBOLTS
COST: 150

You are able to generate small electric bursts that can strike your foes.

Species: Mutant
Effect: Your radiation buffer is increased by 1. You may make a count of "FOCUS(3)(Int, Res, Vol)" when finished, immediately throw an ability packet as a ranged attack and call "TRUE HARM".
SHOP HAND
COST: 100

What would the mechanics do without you?

Tags: Smarts
Effect: When assisting with a maintenance, the character performing the maintenance draws 1 less maintenance card. This perk cannot reduce the number of drawn cards to less than 1.
When assisting with a maintenance or procedure, you can allow the character performing the maintenance or procedure to use your limit flags to activate abilities or pay for costs required by maintenance cards.
SIGNATURE EQUIPMENT
COST: 50

You have a unique piece of kit that you figured out how to get working, and others would be hard pressed to figure it out in any reasonable time.

Tags: Smarts
Effect: You can use one item that is not covered by the game rules that has an effect on your overall game play, like night vision goggles, sound makers, motion detectors, etc. This item will need to still be passed by staff for approval before selecting this perk, and you will provide the prop yourself.
SIGNATURE MOVE
COST: 200

You have honed a particular trick to the point that you are able perform it with ease.

Tags: Technique
Effect: Choose a perk that can only be used when fresh. You can use that perk without being fresh. All other restrictions or costs are unchanged.
SKITTISH
COST: 150

You are naturally skittish and tend to avoid surprises.

Species: Stray
Effect: When you are fresh you may pull a limit flag to call "RESIST" against any call that has hit you.
SLEEP IT OFF
COST: 100

Sometimes a good rest is all you need.

Species: Nomad
Effect: When a nomad chooses to rest to recover limit flags, they may instead rest for 30 minutes instead and remove one radiation bracelet in addition to recovering a limit flag.
SLINK
COST: 150

You know how to back out of a tough situation.

Tags: Finesse
Effect: You may pull a limit flag to make a count of "DODGE(3)(Att, Int, Vol)". During this count, you must take one step backwards each time you count and cannot move in any other way. During the count, if you are hit with any melee or ranged attacks that do not have the harm or true call attached, you may treat that attack as though you had called dodge (without needing to pull an additional limit flag).
SLOW AND STEADY
COST: 150

You are able to take your time to reduce the chance that you will end up picking up something you would regret.

Species: Nomad
Effect:
Once per scavenging attempt, when drawing a token from a node or zone, you may make a count of "LOOTING(30)(Int, Res, Vol)" before drawing the token. Once finished, draw the token and find out what it is, then you may then return that token to the bag and draw again. This effect occurs before the token drawn has any effect.
SNAP
COST: 100

You have powerful jaw muscles that make your bite even more deadly.

Species: Stray
Effect: Any time you make a bite count, that count is reduced by 1. This perk cannot reduce a bite count below 1.
SOLAR SKIN
COST: 150

You are able to recover energy quickly through advanced solar receptors in your skin.

Species: Android
Effect: While the sun is visible in the sky, resting only requires 5 minutes, and resting recovers two limit flags at a time.
STALKER
COST: 100

You have mastered the infection's ability to return the dead to life and can use it to your advantage.

Species: Unturned
Effect: When striking with your bite attack from behind, you may pull a limit flag to call "BITE GRAB" instead. You cannot move or attack while you are grabbing your opponent with this ability. You can make a count of "BITE(2)(Int ,Res ,Vol)" and when you reach the end of the count, call "BITE HARM". If you break contact with your opponent, the grab effect is ended. If you take damage from a source other than your grabbed target, you must break contact with your target. You cannot use this ability while you are holding a shield.
STASH
COST: 100

You know the value of tucking things away for when you need them.

Species: Nomad
Effect: When you check into an event, you start with 2 arrows, 2 random herbs and 2 common junk tokens.
STATIC STRIKE
COST: 150

Your bioelectrogenesis is able to project through your attacks adding a bit of a zing to those enemies that find themselves on the other end of the strike.

Species: Mutant
Effect: You may pull a limit flag and make a count of "FOCUS(2)(Att, Vol)". When finished, make a melee attack and call "STUN".
STEALTH
COST: 150

You are adept at using stealth and trickery to hide from your opponents, execute ambushes and move unseen.

Tags: Finesse
Effect: You may pull a limit flag and make a count of “STEALTH(10)(Int, Res, Vol)”. Unlike most counts, this count can be whispered. Once it is complete, you become stealthed (use the Stealth Hand Sign listed in chapter 3) if you fulfill the following requirements:
  • You must not be in an encounter.
  • You must be in reasonable concealment.
  • Reasonable concealment includes having cover and being shrouded in darkness (at night with no illumination) while not being observed by other characters. Being observed by characters who are in the same party as you does not count against you for reasonable concealment.
  • Reasonable concealment does NOT include costuming or creating your own concealment to hide behind.
  • You must be unarmored.
  • You cannot be holding a weapon.
You must immediately leave stealth and stop using the Stealth Hand Sign if you take any of the following actions:
  • Move.
  • Run.
  • Speak or make any other count or call other than stealth, Immune or Resist.
  • Make a ranged or melee attack.
  • Use any personal light source, like a flashlight, glow stick or lantern.
STRONG BACK
COST: 150

Carrying a large amount of stuff isn't really a problem for you.

Tags: Strength
Effect: Your carry capacity is increased by 4.

Synergies:
  • Strength 4: Your carry capacity is increased by an additional 4.
  • Strength 8: Your carry capacity is increased by an additional 4.
STRONGARM
COST: 100

You are able to shoulder the burden of carrying a shield much easier than others.

Tags: Strength
Effect:
  • You may reduce the carrying capacity of any shield you carry by 5.
  • When holding a heavy shield, you can pull a limit flag to run with that shield until you stop running or the end of the encounter, whichever comes first.
STUBBORN
COST: 250

You still have to go to work tomorrow, broken ribs or not.

Tags: Crafting
Effect: Your maximum health flags increase by 1.

Synergies:
  • Crafting 6: Your maximum health flags increase by an additional 1.
SUGAR SPOON
COST: 75

Having to be self reliant so often, you have found ways to ease medical treatment.

Species: Nomad
Effect: When you use a remedy chem on yourself, you ignore the drawback of the chem.
SUPPLY TECH
COST: 150

You know how to make all the special little tools that save lives.

Tags: Crafting
Effect: You can craft the following items:
  • Medic Health Flag
  • Stim Dart
When you check into an event, you start the game with 3 medic health flags.
SWEEPING STRIKES
COST: 150

You are able to use heavy weapons to cleave through swaths of enemies.

Tags: Strength
Effect: When holding a heavy melee weapon, you may pull a limit flag and then make a count of "FOCUS(3)(Int, Vol)" and once it is complete, swing your weapon lightly and with no pushing force, from one side of your body to the other in a 180 degree arc. You cannot move during this swing. During this swing, anytime you come into contact with weapons or shields during this attack, call “TRUE”. You cannot use your weapon to push weapons or shields aside using this ability, and doing so is a violation of the combat safety rules.

Synergies:
  • Strength 4: The focus count to activate this ability is reduced to 2.
  • Strength 8: Once you finish your swing after activating this ability, you may take a step and immediately use this perk again by pulling a limit flag without making a focus count.
SWOOP
COST: 100

You know how to quickly move from hiding spot to hiding spot without being spotted.

Tags: Finesse
Effect:
  • While stealthed, you can move as long as you continue to fulfill all other requirements for the perk or ability that allowed you to become stealthed.
  • While stealthed, you may pull a limit flag and then begin a count of “STEALTH(3)(Att, Vol)”. During this count, you may stay stealthed while moving. When you complete the count, you must fulfill all requirements that you originally had to maintain being stealthed.
TAE-KWON-BOW
COST: 100

Due to the restrictive nature of the tunnels you were raised in, you are skilled with bows and crossbows over firearms.

Species: Nomad
Effect: When using a bow or crossbow, any reload or focus counts you make are reduced by 1. This perk cannot reduce a reload count below 1.
TAILOR
COST: 150

You make bags. Everyone needs bags.

Tags: Crafting
Effect: You can craft the following items:
  • Backpack
  • Herbalists Pack
  • First Aid Kit
  • Mechanics Bag
When you have a bag item equipped, your carry capacity is increased by 3.
TARGET ASSISTANT
COST: 100

You are able to quickly calculate combat data and relay it to your partner.

Species: Drone
Effect: You may pull a limit flag to call "<YOUR NAME> TARGETING". If your partner hears this call, they may reduce any aim, focus or reload count they make by 1 until the end of the encounter. This ability cannot lower these counts to less than 1.
TASTE OF TALENT
COST: 100

You are what you eat.

Species: Unturned
Effect: After you successfully use your cannibalize ability on a character, once they are defeated, you may ask them using the out of game hand sign what their highest perk tag score is. Until the next time you use this perk, you may treat the indicated perk score as if yours was 2 higher than it normally is. If your target is not defeated, this ability fails and you do not get any increased perk scores.
TASTY
COST: 75

You know how to attract the attention of the turned. Sometimes this can be a good thing.

Tags: Grit
Effect: You may call "COMMAND: Turned attack me" to provoke creatures of the turned faction to focus their attacks on you.
TECH SUPPORT
COST: 75

You know how to get rid of pesky malware and virus programs.

Tags: Smarts
Effect:
You can make a call of "COMMAND: Are you carrying a corruption?" when within arms reach of a willing, Bound, Downed or Defeated robotic character.
When treating a character for a corruption, you can allow your patient to recover in half the normal required time detailed on the corruption.
TECHIE
COST: 150

You know how to fiddle with electronics enough to be dangerous and produce weapons of war.

Tags: Crafting
Effect: You can craft the following items:
  • Laser Charge
  • Jumper Cables
  • Zap Trap
When you check into an event, you start the game with 8 laser charges.
TENACITY
COST: 75

A simple flesh wound won't slow you down, your resolve allows you to push through the pain and swing for the fences.

Tags: Endurance
Effect: When you suffer a broken limb that would prevent you from using heavy weapons, you may continue to use that limb to wield heavy weapons. You must still call “HIT LIMB” when the limb is hit, and must still count the disabled limb as disabled for all other purposes other than using it to wield a heavy weapon.
THICK HIDE
COST: 100

Your bestial hide is resistant very resistant to damage.

Species: Stray
Effect: Your stray costuming now counts as armor coverage until it qualifies as heavy armor.
THICK SKIN
COST: 150

The rough living in the tunnels have made you out of tougher stuff.

Species: Nomad
Effect: Your maximum health flags increase by 1.
THORNS
COST: 100

You have thorns and protrusions all over your body that make holding on to you a painful endeavor.

Species: Mutant
Effect: Anytime you are hit with Grab, you must call “COMMAND: Take HARM” on the character who used Grab.
THRILL OF THE HUNT
COST: 100

The end of the hunt is when you reap the spoils.

Species: Stray
Effect: Whenever you deliver a killing blow to a character of the wild faction, you may immediately rally. You may only use this ability once on each wild faction character per encounter.
TINKERER
COST: 150

You are no stranger to the shop and are able to cobble together useful items.

Tags: Crafting
Effect: You can craft the following items:
  • Durability Repair Flag
  • Flashbang
  • Taser Dart
When you check into an event, you start the game with 3 durability repair flags.
TRACKER
COST: 150

Your senses are so sharp you can find things that don't want to be found.

Species: Stray
Effect: When you are in the presence of a stealthed character, you may pull a limit flag to become aware in character that there is a stealthed character present. You may then begin a count of "HUNT(10)(Int, Res, Vol)" and when complete, you may take 5 steps toward that character. You can repeat this count as many times as you would like. Once you are within arms reach of a stealthed character you must make a count of "HUNT(3)(Int, Res, Vol)" and when complete, call "COMMAND 5FT ON ME: Leave stealth".
Please keep the spirit of the rules in mind when using this perk. This perk borders carefully on the edge of metagaming and in game character abilities.
TRICK SHOT
COST: 250

Your hand eye coordination is very good, much to the dismay of your opponents.

Tags: Grit
Effect: When wielding a bow, crossbow or thrown weapon, you may pull a limit flag and make a count of "AIM(3)(Int, Res, Vol)". When complete you must immediately make a ranged attack and you may call "TRUE" on that attack.
TUNNEL RAT
COST: 150

You are adept at getting out of tight spaces, and fitting through narrow gaps and have adapted this skill to your combat training.

Species: Nomad
Effect: If you are fresh, you are immune to grab.
TWIN PARRY
COST: 100

Your dual weapon style is great for both offense and defense.

Tags: Agility
Effect: When using two melee weapons, anytime you block a melee attack that carries the cleave call with both of your weapons at the same time, you may call "RESIST" to that cleave call.
VENOMOUS
COST: 150

Your fangs have a venomous bite.

Species: Stray
Effect: While using an unarmed prop, you may pull a limit flag and make a count of “BITE (3)(Att, Vol)” and when complete, immediately make a melee attack and call “BITE POISON”. You can use this ability even if all of your arms are disabled and may make the attack as if your arm was not disabled for the single bite attack.
VIGOR MORTIS
COST: 100

With a sickening snap, you can wrench your mangled limbs back into action.

Species: Unturned
Effect:
  • You can run while Wounded.
  • You may pull a limit flag to recover the use of all disabled limbs. Even limbs that are disabled by minor injuries can be recovered in this manner, but only last until the end of the encounter. 
VIPER STRIKE
COST: 100

Your agile combat style with two weapons allows you to strike with blinding speed.

Tags: Agility
Effect: When using two melee weapons, anytime you use dodge to successfully prevent damage from a melee attack you may then immediately make a melee attack with one or both of your melee weapons and call true on those attacks.
VISIONARY
COST: 100

You are able to lead others to perform greater deeds than they would be able to do alone.

Tags: Teamwork
Effect: Your party members may increase their maximum limit flags by 1. This does not grant a limit flag to equip, and as soon as your party members leave your party, their maximum limit flags return to normal. This increase can bypass the limit flag cap.
VOICE ACTIVATED
COST: 100

Your voice activated features are top of the line.

Species: Drone
Effect: Anytime you receive a social token for any reason, you may immediately rally.
WARCRY
COST: 150

Your leadership in the thick of the battle inspires your followers to take furious charges or brutal counter offenses.

Tags: Teamwork
Effect: After you drop a character, you can call " INSPIRE ARMOR". Your party members who hear your call may immediately begin a count of "ARMOR(3)(Int, Vol)".
WASTELAND CSI
COST: 100

You are good at investigating the scene of a fight or murder to determine what happened.

Tags: Technique
Effect: When within arms reach of a character that has been defeated but has not yet left the game, you may call "COMMAND: Answer my questions about your last encounter truthfully, to the best of your knowledge". You may then ask them the following questions using the out of game hand sign. You can clarify the questions to players, but may not ask for any additional information beyond these questions.
  • How many participants were present?
  • Did you see faction characters and if so, which faction?
  • Were you hit with any calls?
  • Were you hit with any melee attacks, and if so, where?
  • Were you hit with any ranged attacks, and if so, where?
  • What was used to cause your killing blow, melee, ranged or a call?
  • Which direction were you facing when you were downed?
You may pull a limit flag to ask any or all of the following additional questions:
  • Did you have any allies with you?
  • Were you looted and if so, what was the species or faction of the character that looted you?
WASTELAND MD
COST: 150

You have the training required to perform complex medical procedures.

Tags: Medical
Effect:
  • When performing a surgery, you are required to draw 1 less surgery card. This perk cannot reduce the number of drawn cards to less than 1.
  • When you draw a surgery card, you may pull a limit flag to shuffle that card back into the surgery deck and draw a different card.

Synergies:
  • Medical 4: Draw an additional 1 less card.
  • Medical 8: Draw an additional 1 less card.
WEAPON MOUNT
COST: 150

You have downloaded the required security certificates to be able to carry combat armaments.

Species: Drone
Effect: You can use a firearm. When you fire this weapon, you must fire the weapon over the top of your drone puppet.
WILD CHILD
COST: 100

Your connection to nature allows you to be viewed as more than prey to the creatures of the wild.

Tags: Grit
Effect: This perk allows you to gain special information about characters that are members of the wild faction (see chapter 10).
You may call "LORE" when you see a member of the wild faction. That character will then call back their monster name. Sometimes the actor playing the character can't hear you. Just try at the next best possible moment, and recognize that sometimes this ability can be missed.
You may call "LORE" on a downed, bound, or defeated member of the wild faction to look at that character's monster's card if they possess one. You may read the description section of the card aloud, but cannot read the rest of the information aloud or write the information down. Once you hand the monster card back to the character it belongs to, you can write down anything you remember and share information with other players. Any information gained in this manner should be kept to "in character"; terms.
When you encounter an NPC, Monster, plot item or event that has themes of nature, wilderness, beasts or other similar outdoorsy vibes, you may call "WILD CHILD" to see if you can receive a special interaction. These interactions will not always be positive.
WIRED
COST: 100

You have the brain power to interface with extra cybernetics.

Tags: Smarts
Effect: When calculating limit loss from installed cyberware,  you count as if you have 10 less total points of drain (chapter 10).

Synergies:
  • Smarts 3: You count as if you have 15 less total points of drain.
  • Smarts 6: You count as if you have 20 less total points of drain. You can install 1 additional skill-wire cyberware.
YESKIA™ SUITE
COST: 150

Yeskia models are built to last, focusing on durability, repairability and simple design.

Species: Android
Effect: You count as if you are wearing heavy armor at all times. You do not need any armor costuming to represent this, and wearing additional armor provides no benefits.
ZOMBIE HUNTER
COST: 100

You have a plethora of experience in battling the infected.

Tags: Grit
Effect: This perk allows you to gain special information about characters that are members of the turned faction (see chapter 10).
You may call "LORE" when you see a member of the turned faction. That character will then call back their monster name. Sometimes the actor playing the character can't hear you. Just try at the next best possible moment, and recognize that sometimes this ability can be missed.
You may call "LORE" on a downed, bound, or defeated member of the turned faction to look at that character's monster's card if they possess one. You may read the description section of the card aloud, but cannot read the rest of the information aloud or write the information down. Once you hand the monster card back to the character it belongs to, you can write down anything you remember and share information with other players. Any information gained in this manner should be kept to "in character" terms.
ZOOMIES
COST: 200

Sometimes you just have too much energy for other people to deal with it.

Species: Stray
Effect: When fresh, you may pull a limit flag to start a count of “DODGE(5)(Att, Int, Vol)”. During this count, if you are hit with ranged or melee attacks that do not carry the Harm or True calls, you prevent those attacks as if you had used the Dodge call on them. This perk has no effect on area effect calls or calls that are delivered without a melee or ranged attack.