Treasure Hunter* 1/1 n/a Lockpick ≥ 125% Additional items spawn in lockers in random encounters
give more items from lockers
Gain Luck 1/1 12 Luck ≤ 9 +1 to Luck
Pack Rat* 1/1 6 None You can carry more
Negotiator* 1/1 n/a Barter ≥ 125% Reputation lower than neutral is upgraded to neutral when talking to NPCs
Mr. Fixit* 1/1 n/a Repair ≥ 120% Repairing items is easier
Dismantler* 1/1 n/a Science ≥ 120% Doubled amount of resources received from dismantling items
Light Step* 1/1 n/a Traps ≥ 50% Chance to set off a trap reduced by 50%
Demolition Expert* 1/1 n/a Traps ≥ 125% No unwanted explosions and extra damage for the wanted ones
Harmless* 1/1 n/a Charisma ≥ 6, Steal ≥ 125% Halved reputation loss when stealing
To easly to be killed it can be that no reputation is loosed when we stealing from players
Gain Charisma 1/1 12 Charisma ≤ 9 +1 to Charisma
Sex Appeal* 1/1 n/a Speech ≥ 75% +250 to reputation when interacting with the opposite sex
Chenge to +500
Magnetic Personality* 1/1 n/a Speech ≥ 100% +50 to party points, +1 to maximum party size
Weak chenge +200 PP
Speaker* 1/1 n/a Speech ≥ 125% Your followers' loyalty decreases at half the normal rate
Thief* 1/1 n/a Steal ≥ 100% Luck/50 chance of no cooldown if a stealing attempt has failed
Master Thief* 1/1 n/a Steal ≥ 125% Stealing cooldown reduced by 50%
Pickpocket* 1/1 n/a Steal ≥ 125% Easier stealing
Bonus Move 1/1 3 Agility ≥ 6 +2 APs that can only be expended for movement in TB combat
Earlier Sequence 1/1 3 Perception ≥ 5 +2 to Sequence
Bonus move and Earlier sequence as 1 perk + 4 to sequences
Livewire 1/1 3 Agility ≥ 6 , Doubled AC derived from Agility
Gives triple AC from agility
Quick Recovery 1/1 3 Agility ≥ 6 Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
Quick Pockets 1/1 6 Agility ≥ 5 (Un)equipping/picking up items is done at half its normal AP cost. Reloading cost 1AP
Reload of 2handed wepons cost 1AP and pick\unpick cost 1\3 normal cost
Gain Agility 1/1 12 Agility ≤ 9 +1 to Agility
Reward from high risk random encounter quest
Action Boy 1/2 12 Agility ≥ 6 +1 to Action Points
Dodger 1/1 12 Agility ≥ 8 +20 to AC
1 Dodger give +60AC second give movement speed& chenge it from 1\1&1\1 to 1\2&2\2
Action Boy 2/2 15 Agility ≥ 6 +1 to Action Points
Dodger+ 1/1 15 Agility ≥ 10 +40 to AC
Ranger* 1/1 n/a Outdoorsman ≥ 100% Ability to craft several new items, a safe house instead of a tent
Outdoor chenge to 150% and give special "ranger workbrench" that can be crafted in tents and safe houses
Explorer* 1/1 n/a Outdoorsman ≥ 150 % Faster world map travelling
Pathfinder* 1/1 n/a Outdoorsman ≥ 150% 15% faster world map travelling
Scout* 1/1 n/a Outdoorsman ≥ 150% Faster revealing of the covered areas of the world map
To much skills that need outdoor 150% chenge it, give luck and biger chance to random encounter
Gecko Skinning* 1/1 n/a Outdoorsman ≥ 50% Ability to skin geckos
Chenge to skinning all wastland beast, give some more skinning to craft items
Snakeater* 1/1 n/a Endurance ≥ 6, Outdoorsman ≥ 75% +30 to poison resistance and +20 to radiation resistance
Strong Back* 1/1 6 Endurance ≥ 6 +22 to carry weight capacityNo logic to take endurance to wight chenge it to 6 str
Tree Trunk Thighs 1/1 6 Endurance ≥ 6 Leg shots are much less likely to knock you down
Toughness 1/1 6 Endurance ≥ 4 +2 to DT, +5 to DR
Even Tougher 1/1 9 Endurance ≥ 6 +3 to DT, +10 to DR
Gain Endurance 1/1 12 Endurance ≤ 9 +1 to Endurance
Lifegiver 1/3 12 Endurance ≥ 5 +20 to hit points
Lifegiver 2/3 15 Endurance ≥ 6 +30 to hit points
Lifegiver 3/3 18 Endurance ≥ 7 +40 to hit points
chenge it to support perks all gives +30hp
Man of Steel 1/1 15 Endurance ≥ 8 Increased resistance to critical hits
chenge it to support perk
Healer 1/1 3 First Aid ≥ 75% +15-30 to hit points healed using First Aid
Healer+ 1/1 6 First Aid ≥ 100% +20-40 to hit points healed using First Aid
give 1 healer with 1 good bonus +50 from AF
Blessed Are the Weak 1/1 9 First Aid ≥ 125% Ability to heal weakened individuals
chenge it to support perk or give bonus to AF and Doc that doc heal 50% of AF hp and AF have 50%of doc chance to heal wounds
Living Anatomy 1/1 12 First Aid ≥ 150% +5 to damage when attacking living organisms, better luck when using First Aid
To weak perk, give bonus to dmg +10
Medic 1/1 15 First Aid ≥ 175% Healing cooldowns reduced by 50%
chenge and give doc>175% and CDr of doc
Dead Man Walking* 1/1 n/a Intelligence ≥ 5, Doctor ≥ 50% Doubled negative HP capacity
Weak chenge to "gives 100 negative HP cap"
Faster Healing* 1/1 n/a Intelligence ≥ 6, Doctor ≥ 75% +5 to healing rate
Weak give +15 healing rate
Swift Learner* 1/1 n/a Intelligence ≥ 6, Science ≥ 50% +10% to all your experience point gains
Rad Resistance* 1/1 n/a Intelligence ≥ 7, Doctor ≥ 100% +30% to radiation resistance, +20% to poison resistance
Educated* 1/1 n/a Intelligence ≥ 8, Science ≥ 100% +2 to SP per level
Gain Intelligence 1/1 12 Intelligence ≤ 9 +1 to Intelligence
Awareness* 1/1 n/a Perception ≥ 6, or Unarmed ≥ 100% Hovering the cursor over a critter displays detailed information about it
To easy to take it chenge Per to 8 and unarmed to 150%
Cautious Nature* 1/1 n/a Perception ≥ 6, Outdoorsman ≥ 100% +3 to Perception when determining placement in random encounters
Gain Perception 1/1 12 Perception ≤ 9 +1 to Perception
Weapon Handling 1/1 3 SG or BG ≥ 100% +2 to Strength when calculating chance to hit
give EW >100% to and chenge from +2 to +3
Bonus Ranged Damage 1/2 9 SG or BG ≥ 150% +2 to a weapon's damage range when using small or big guns
Bonus Ranged Damage 2/2 12 SG or BG ≥ 175% +2 to the weapon's damage range when using small or big guns
Dmg from it is only good to avenger nothing more chenge it to +3,+5and+7 and chenge it from 1\2,2\2&1\1 to 1\3,2\3&3\3
Pyromaniac 1/2 9 BG ≥ 100% +20 to damage when using fire-based weaponry
Pyromaniac 2/2 15 BG ≥ 150% +20 to damage when using fire-based weaponry
Give 1 piromaniac with +50 to all fire dmg wepons (movotow and scorch to)and +10 crit chance when use EW or chenge it to support perk
More Critical 1/1 3 SG, BG, EW or Throwing ≥ 100% +5% to critical hit chance
Even More Criticals 1/1 6 SG, BG, EW or Throwing ≥ 125% +10% to critical hit chance
Chenge from 1\1&1\1 to 1\3,2\3&3\3 and give 3th bonus to crits with 15% meaby snipers can be playable with that
Sharpshooter 1/1 9 SG, BG, EW, or Throwing ≥ 150% +2 to Perception when determining how far you can see, +8% to your chance to hit
Better Criticals 1/1 12 SG, BG, EW, or Throwing ≥ 175% Much more devastating critical hits
More Ranged Damage 1/1 15 SG, BG, EW or Throwing ≥ 200% +3 to a weapon's damage range when using small or big guns
Chenge it to "Bonus Ranged Dmg 3\3
Right between the Eyes 1/1 15 SG, BG, EW, or Throwing ≥ 200% -50% to your target's helmet's critical modifiers
Weak chenge to ignor helmet Crit modif
Bonus Rate of Fire 1/1 18 SG, BG, EW or Throwing ≥ 180% -1 AP to ranged attack cost, except if throwing melee-class items
Heave Ho! 1/1 6 Throwing ≥ 100% +1 to Strength when calculating how far you can throw
Heave Ho!! 1/1 9 Throwing ≥ 150% +1 to Strength when calculating how far you can throw
Heave Ho!1/2 6 Thr ≥ 100% +2 to Strength when calculating how far you can throw + ur throwing wepon cost -1AP
Heave Ho!! 2/2 9 Thr ≥ 150% +4 to Strength when calculating how far you can throw + 50% dmg to all thr wepons
Stealth Girl* 1/1 n/a Sneak ≥ 100%, Repair ≥ 100% Doubled stealth boy's battery life
Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Ghost 1/1 12 Sneak ≥ 150% +30 bonus to Sneak when within 5 hexes from a wall
Chenge to support perk
Silent Death 1/1 15 Sneak ≥ 175% Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
Attacking a crit from behind always causes a crit hit when unarmed or melee u can use ur atack from 4hex from other player if he dont see u (other wepon types are not chenged)
Adrenaline Rush 1/1 3 Strength ≥ 5 HP loss effects DT's and DR's incremental increase at certain thresholds
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Iron Grip 1/1 12 Strength ≥ 8 Reduced chance of dropping a weapon or having an arm crippled when hit
Gain Strength 1/1 12 Strength ≤ 9 +1 to Strength
Bonus HtH Damage 1/1 3 Unarmed or Melee Weapons ≥ 75% +7 to melee damageWeak bonus give something after or give a biger bonus here like +15 to dmg
HtH Evade 1/1 6 Unarmed or Melee Weapons ≥ 75% +20 to AC when both item slots are empty
HtH Evade+ 1/1 9 Unarmed or Melee Weapons ≥ 150% +40 to AC when both item slots are empty
AC need to be rebulid meaby it will chenge hit chance or
HtH Evade 1/1 6 Unarmed or MW ≥ 75% +40 to AC when both item slots are empty or with MW if ur more than 10 hex u get only 75% of dmg
HtH Evade+ 1/1 12 Unarmed or MW ≥ 150% +40 to AC when both item slots are empty or with MW if ur more than 10 hex u get only 50 % of dmg
More HtH Criticals 1/1 6 Unarmed or Melee Weapons ≥ 100% +15% to critical hit chance for HtH/melee attacks
Give 1 more bonus to crit chance to hth
In Your Face! 1/1 9 Unarmed or Melee Weapons ≥ 125% Attackers' chance to hit you drops significantly if s/he is standing on a hex next to yours
Attackers' chance to hit you drops to 50% per bullet
Hit the Gaps 1/1 12 Unarmed or Melee Weapons ≥ 150% -50% to your target's armor's critical modifiersModifer shuld be ignored
Better HtH Criticals 1/1 15 Unarmed or Melee Weapons ≥ 175% Power of criticals increased by 25% when unarmed or using melee weapons
Give sec bonus to crit dmg
Bonus HtH Attacks 1/1 18 Unarmed or Melee Weapons ≥ 180% -1 AP to HtH attack cost
Edited:
On red perk need to be chenged
on green dont need chenge
Orange my sugestions.