Fallout Florida
PerksCUF
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Character Generation
Perks
This are perks borrowed from CUF
Normally these didn’t have a quality cost, given how CUF did there game design. I have added a quality cost to them for the purposes of my game.
+NOTICE: Currently a work in progress, any and all current quality costs subject to change.+
2 point Qualities
Bonus HtH Damage
You are skilled at hidden vital points. For each level of this perk, you inflict +2 damage on hand-to-hand
attacks. You can take this Perk up to 3 times.
Dramirony
With this Perk, you instantly gain 5 Drama Points to use however you want. You can take this Perk up to 5
times.
Improved Initiative
For each level of this Perk, you receive +2 on your initiative checks in combat. You can take this Perk up to 5
times.
Faster Healing
You naturally heal faster than most people. For each level of this Perk, you gain 1 extra Life Point every day
while under medical care. You can take this Perk up to 3 times.
Healer
Each successful use of the Doctor skill heals an extra 2 Life Points. You can take this Perk up to 2 times.
Kama Sutra Master
You have great stamina and skill at sex. Your partners will all be suitably impressed.
Situational Awareness
An uncanny sixth sense gives you +1 per level of Perk on checks to sense danger or spot random encounters.
You can take this Perk up to 5 times.
Smooth Talker
You’re good at convincing others you know what you’re talking about. You get +2 on Influence rolls when
bluffing about an unknown subject
Snakeater
This Perk gives you +2 on rolls to resist poisons.
Stonewall
With this Perk, you are resistant to being tripped or knocked over. You gain +3 on rolls to resist knockdown
attempts (slam-tackle, toss, sweep kick, etc.).
Strong Back
Your carrying capacity is increased by 50 lbs per level of Perk. You can take this Perk up to 3 times.
Survivalist
Thanks to your outdoorsman training, you receive +2 on rolls related to survival in the wilderness.
Animal Companion
This Perk grants a (semi-)trained and loyal pet. The choice of animal is up to the character:
*Dog – Will fight and can learn up to 20 simple commands. Double jumping distances. (S2, D4, C2, P4, I1,
W2, Damage 7, LP 26, walking speed 4mph)
*Wolf – Will fight and can learn up to 10 simple commands. Double jumping distances. (S3, D3, C3, P4, I1,
W2, Damage 8, LP 34, walking speed 5mph)
*Horse – Will defend itself and can learn up to 10 simple commands. Can carry up to 350 lbs total, including
rider. (S5, D2, C3, P2, I1, W1, Damage 5, LP 42, walking speed 8mph)
*Pack mule – Will flee attacks, can learn up to 5 simple commands. Can carry up to 500 lbs total, including
rider. (S3, D2, C2, P2, I1, W1, Damage 4, LP 30, walking speed 5mph)
*Ferret – Will defend itself and can learn up to 20 simple commands. Small enough to fit through openings as
small as 2". (S1, D3, C1, P3, I2, W1, Damage 2, LP 18, walking speed 1mph)
*Hawk – Will fight and can learn up to 5 simple commands. (S1, D4, C2, P4, I1, W1, Damage 5, LP 22,
cruising speed 20mph)
3 point qualities
Bonus Move
Each time this Perk is taken, your character can move an additional 5 yards in a combat turn. This Perk can be
taken up to 3 times.
Bonus Ranged Damage
You are skilled at hitting vital areas and inflict an extra +2 points of damage with ranged weapons.
Empathy
When speaking with an NPC, you will know beforehand whether a line of dialog will anger or upset that
person.
Fortune Finder
You will find an additional 10% of money in random encounters.
Gambler
With this Perk, you gain a +3 bonus on rolls related to gambling.
Ghost
A ghost gets an additional +3 on stealth rolls in darkness and shadows.
Heave Ho!
The range of your thrown weapons is increased by 2 yards per level of this Perk. You can take this Perk up to 3
times.
Iron Immune System
Your overactive immune system grants you a +2 bonus on rolls to resist or recover from disease.
Negotiator
All of your Influence rolls gain a +1 bonus.
Night Vision
With this Perk, any darkness penalties you suffer are reduced by half.
Pathfinder
Your ability to pick out the fastest route means that your group gains +25% travel speed on extended journeys.
Quick Recovery
When standing up from being knocked down or tripped, no roll is required and you do not use an action.
Rad Resistance
You have built up a resistance to radiation, granted a +2 bonus on rolls to resist its effects.
Ranger
With this perk, any hostile random encounters are re-rolled once.
Rank
You have achieved a position within an admired (or feared) organization. As such, this Perk grants +2 to
Infleunce rolls made against any citizen who knows and respects your association.
Salesman
Your haggling abilities give you +3 on rolls to barter.
Silent Running
With this Perk, you can still sneak while moving at full speed.
Thief
You are a natural thief and receive +1 on all Crime rolls.
Toughness
All blunt damage received is reduced by 1 for each level of this Perk. You can take this Perk up to 3 times.
Two-Fister
When attacking with two weapons, you will suffer only a -2 penalty on each.
4 point qualities
Animal Friend
You are friend to all animals. They will not attack unless threatened or attacked first by you or your
companions.
Contacts
You are part of a network of influential individuals. You can turn to this network once a week to obtain
information or grease the wheels of society and gain access to normally unavailable people, locations, or
equipment. To use this Perk, make a Personality + Influence roll adding in the level of this Perk and the size
rating of the current town. This Perk can be taken up to 4 times. The success level indicates the effect:
Success Level Effect
1-4 No additional effect
5-6 Very minor assistance offered; sketchy information given
7-8 Minor assistance given; some information available
9-10 Moderate aid granted; helpful data provided
11 Considerable support volunteered; entire dossier produced
Demolition Expert
Your expertise means that any explosives you plant do +50% damage and always will always detonate on time,
no matter how badly you fail your roll.
Dodger
This perk grants you a +2 bonus to all defensive maneuver rolls.
Eidetic Memory
Your photographic memory gives you +2 on Knowledge rolls.
Flower Child
Your body’s metabolism makes you naturally resistant to chemical dependence. With this perk, you receive +4
on rolls to resist chem addiction, and if you do ever acquire an addiction, the withdrawal time halved.
Good Luck
Someone up there likes you. Whenever you are re-rolling an exploding die roll for the Rule of 10, add to the
follow-up roll(s) +1 for each level of this Perk. In addition, you can choose to add +1 to any die roll once per
session for each level of this Perk. You can take this Perk up to 3 times.
High Pain Threshold
With this Perk, you are able to shrug off agony that would cripple most people. Penalties of severe wounds are
reduced by 1 for each level of this Perk you take, and your level in this Perk is added to any Will and
Constitution rolls to stay conscious or fend off death when severely injured. You can take this Perk up to 5
times.
Light Step
You receive +4 on rolls to avoid unseen traps with this Perk.
Master Trader
Your incredible bartering skills give you a base 25% discount with shops and merchants.
Mutate!
Replace any 1 trait with another.
Pyromaniac
You inflict +10 damage with fire-based weapons, such as flamers and Molotov cocktails.
Scrounger
This Perk means that you double the amount of ammo found in random encounters.
Sharpshooter
You are a master at judging exact distances by eye. The range lengths for your attacks are increased by 50%.
Speaker
The Speaker Perk gives you +3 on rolls to persuade or haggle.
5 point Qualities
Fast HTH Attack
You gain 1 extra Action per combat turn that can be used for any close combat attack.
Bonus Rate of Fire
You gain 1 extra Action per combat that can be used for any ranged attack.
Athlete
You are a natural athlete and gain +3 on all Acrobatics skill rolls.
Brainiac
Your giant brain gives you +2 on Science and Knowledge rolls, thanks to this Perk.
Critical Protection
Enemies do not get the advantage of the Rule of 10 in combat when rolling against you.
Cult of Personality
With this Perk, your character’s reputation is always viewed as positive. Criminals view your good deeds and
accomplishments with fear and respect, while law-abiding citizens compare your infamous accomplishments to
those of Robin Hood.
Living Anatomy
You are so well-versed in anatomical visualization that you gain +2 on Doctor rolls and you also inflict an extra
+5 damage to living creatures on your attacks.
Master Repairman
This Perk grants you a +3 bonus on all Mr. Fix-it rolls.
Master Thief
Your mastery of all things illegal gives you +3 on all Crime rolls.
Medic
Years of training and practice now grant you a +3 bonus on all Doctor rolls.
More Criticals
In combat, your attack roll die explodes on a 9 as well as a 10.
Weapon Handling
Your Strength is increased by +2 for the purposes of meeting a weapon’s minimum strength rating.
6 point qualities
Action Boy
With each level of this Perk you have, you gave 1 additional Action per turn. You can take this Perk up to 3
times.
More Effective Drama Points
This Perk halves the amount of Drama Point you must pay for a particular effect costs. For effects costing only
1 point, the effect is instead applied twice.
Natural Armor
You have a terribly tough hide that allows you to ignore 3 points per level of Perk for any damage suffered. You
can take this Perk up to 5 times.
Note: This is not considered “Armor” which means it is not-reduced by attacks that reduce armor, but it will still apply before increasing damage due to slashing/stabbing, head shot, etc.
Pickpocket
You have become so skilled at sleight of hand that you can pick a man’s pocket even as he’s looking at you. You
gain a +3 bonus to pickpocket rolls and receive no penalties for your target’s size or direction when stealing.
8 point qualities
Silent Death
If you make a successful attack on an unaware opponent while you are sneaking, you will inflict double the
normal amount of damage.
10 point qualities
Slayer (type)
On a successful attack, you inflict an additional 1d10 damage and the hit location (excluding the chest) is automatically crippled. Note: Must specify skill used when taking (Unarmed, Melee, Guns, or Energy Weapons. Can not be taken for Explosives). This damage is added to the based damage of the weapon, before multipliers for damage type (slash/stab, bullet, etc) and hit location multipliers