| 1d30 | Result |
|---|---|
1 |
¡LA FANTOMA! |
2 |
ASTOUNDINGLY AWESOME TALES |
3 |
BACKWOODSMAN |
4 |
BOXING TIMES |
5 |
DUCK AND COVER! |
6 |
FIXIN’ THINGS |
7 |
FUTURE WEAPONS TODAY |
8 |
GROGNAK THE BARBARIAN |
9 |
GUNS AND BULLETS |
10 |
LIVE & LOVE |
11 |
MASSACHUSETTS SURGICAL JOURNAL |
12 |
MEETING PEOPLE |
13 |
PROGRAMMER’S DIGEST |
14 |
TALES OF A JUNKTOWN JERKY VENDOR |
15 |
TESLA SCIENCE MAGAZINE |
16 |
TRUE POLICE STORIES |
17 |
TUMBLERS TODAY |
18 |
UNSTOPPABLES |
19 |
U.S. COVERT OPERATIONS MANUAL |
20 |
WASTELAND SURVIVAL GUIDE |
21 |
CAT'S PAW |
22 |
INVASION |
23 |
LYING CONGRESSIONAL STYLE |
24 |
PATRIOTS COOKBOOK |
25 |
PICKET FENCES |
26 |
POPULAR ROBOTICS |
27 |
DOLLHOUSE |
28 |
BIG BOOK OF SCIENCE |
29 |
TALES OF A JUNKTOWN JERKY VENDOR |
30 |
RE-ROLL TWICE |
| d10 | Result |
|---|---|
1 |
Attack of the Fishmen! +1d6 on attacks vs mirelurks |
2 |
Rise of the Mutants! +1d6 on attacks vs super mutants |
3 |
Attack of the Metal Men! +2 to Physical and Energy damage resistances vs Robots |
4 |
The Mad Russian’s Revenge! +2 to Poison damage resistance |
5 |
The Starlet Sniper! +1d6 on attacks with Accurate weapons |
6 |
Curse of the Burned! +1d6 on attacks vs Ghouls |
7 |
Giant Insects Invade! +2 to Radiation damage resistance |
8 |
Deadly Lasers! +1d6 on attacks with Energy weapons |
9 |
Science Gone Mad! +2 to Energy damage resistance |
10 |
Surrounded by the Dead! +1d6 on attacks where you spend one or more Ammunition for bonus damage |
| d10 | Result |
|---|---|
1 |
Get Off My Lawn Find twice as much meat from a butchered creature |
2 |
Down Home Cookin’ Add +2d6 damage to a Thrown weapon attack (other than an Explosive) |
3 |
Homesteading Horror Reduce the difficulty of crafting a weapon by 1 (min. of 0) |
4 |
Hardy as a Sasquatch When scavenging from plants, gain twice as much |
5 |
Carnivorous Rabbits of Appalachia Add +2d6 damage to an attack against a Mammal or Lizard |
6 |
The Appalachia Squirrel Massacre One item of cooked food you make and eat heals +3 HP |
7 |
Art of the Tomahawk Reduce difficulty of a test to resist catching a disease by 1 (min. of 0) |
8 |
The Gunsmith of Harper’s Ferry When you find ammo, you find +2d6 more shots |
9 |
The Ohio River Hermit Reduce the difficulty of repairing a damaged item by 1 (min. 0) |
10 |
Nightmare in the Garden Heal +2HP when you consume an Alcoholic drink |
| d12 | Result |
|---|---|
1 |
Blood on the Harp One successful melee attack you make inflicts +2d6 damage |
2 |
Cometh the Trickster Add +1 to the difficulty of another character’s skill test to detect you |
3 |
Jungle of the Bat-Babies When you suffer Poison damage, gain +3 Poison damage resistance |
4 |
In the Bosom of the Corsair Queen One successful melee attack you make automatically inflicts a Critical Hit |
5 |
Demon Slaves, Demon Sands One attack against Ghouls inflicts +2d6 damage |
6 |
Enter Maula:War Maiden of Mars When you make a melee attack with a Two-Handed melee weapon, gain the Piercing 1 damage effect (or +1 to any existing Piercing effect) |
7 |
Fatherless Cur! Ignore one complication on a melee attack |
8 |
Lost in the Snows of Lust Gain +2 Physical damage resistance against one attack |
9 |
The Lair of the Virgin Eaters Gain +10 Carry weight for one scene |
10 |
What Sorcery is This? Gain +2 Energy damage resistance against one attack |
11 |
Origins of the Axe: The Fierce Forge! |
12 |
Damaged Cover, Barely legible Provides blueprints to a shrine of unknown purpose. |
| d12 | Result |
|---|---|
1 |
The Future of Hunting? One attack against Robots inflicts +2d6 damage |
2 |
Lasers & Hunting: Acceptable Overkill One attack with a Laser weapon gains the Vicious damage effect if it didn’t already have it |
3 |
Little Guns for Little Ladies One attack with a Small Guns weapon gains the Vicious damage effect if it didn’t have it already |
4 |
Street Guns of Detroit Gain an extra 2 AP after one successful attack. This AP must be spent immediately: it cannot be saved |
5 |
Avoid Those Pesky Gun Laws! When you salvage a weapon, gain 2 AP which may only be spent to salvage additional units of materials |
6 |
The Moon: A Communist Doomsday Device?! Gain +2 to Physical or Energy damage resistance against one attack at night |
7 |
Take Aim, Army Style One aimed attack made with a weapon which lacks the Accurate quality inflicts +2d6 damage |
8 |
Bear-Proofing your Campsite One attack against Yao Guai inflicts +3d6 damage |
9 |
Plasma: The Weapon of Tomorrow One attack with a Plasma weapon gains the Vicious damage effect if it didn’t already have it |
10 |
Guide to Hunting Commies! One attack against an enemy with a lower level than you inflicts +2d6 damage |
11 |
Customizing your Perfect Gun |
12 |
Ammo shortage, Ammo Schmortage Provides alternate recipes for various gun ammo types |
| d10 | Result |
|---|---|
1 |
Life Long Best Friends! +1 Maximum Health Points to all party members for one scene |
2 |
Nuke-the-Man! +1d6 damage to attacks from all party members for one scene |
3 |
Trim the Fat! Regain twice as many HP from fruit or vegetables eaten in one scene |
4 |
The Secretary Charmer At the start of one scene, add +1 AP to the any party member |
5 |
Talk Yourself Sober Gain 1 Luck point (lost at the end of the scene if not used) when you consume an Alcoholic drink |
6 |
Advice from Married Men +1 Physical damage resistance to all party members for one scene |
7 |
Beware the Man Handler The party AP cap may contain 1 AP more than normal(stacks with other similar perks) |
8 |
I Married a Robot +2 to all damage resistances against Robots for one scene |
9 |
An Experience to Remember The character may spend 3 AP to repeat the results of a previous roll made by them in this scene once per scene. |
10 |
I Married a Robot +2 to all damage resistances against Robots for one scene |
| d12 | Result |
|---|---|
1 |
Will Robots Rule the World? +2 to Physical and Energy damage resistances vs Robots |
2 |
What is Plasma, anyway? +2 to Physical and Energy damage resistances vs Plasma weapons |
3 |
Rocket Science for Toddlers +2d6damage inflicted by one attack with a Blast weapon |
4 |
Tomorrow’s Technology for Today’s Super Soldiers After spending a fusion core charge, you may spend 1 Luck point: if you do so the charge is not spent |
5 |
Giant Super Weapons! Once, when you fire a Gatling weapon, you consume ammunition at 8x the rate, rather than 10x the rate |
6 |
Geckos and Gamma Radiation +2d6 damage inflicted on one attack against a Mutated creature |
7 |
U.S. Army Goes to Space On a single attack with an Energy weapon, you inflict a Critical Hit if you inflict 3 or more damage after damage resistance (rather than the normal 5 or more damage) |
8 |
10 Number 1 Hits!!! Rock-o-botTakes the Nation by Storm!! Once, when you inflict a Critical Hit, increase the total damage inflicted by +2 |
9 |
Future of Warfare? On a single attack with a Big Gun, you inflict a Critical Hit if you inflict 3 or more damage after damage resistance (rather than the normal 5 or more damage) |
10 |
Gauss Weapons, the Next Step in Ballistics? Provides a blueprint on how to convert a normal gun into a gauss variant |
11 |
Solar Rays? 1/2 special two-part Issue! Provides a partial blueprint to the Solar Scorcher, can be used to create a unique laser weapon mod. |
12 |
Solar Energy! 2/2 special two-part Issue! Provides a partial blueprint to the Solar Scorcher, can be used to create a unique 'laser' weapon mod. |
| d6 | Result |
|---|---|
1 |
Mysteries of the Master Key Exposed! You may re-roll 1d20 on a single Lockpicking test |
2 |
Bobby Pins: More Effective Than Lockpicks? When using a Bobby Pin, reduce the difficulty of a Lockpicking test by a further 1 (minimum 0) |
3 |
Confessions of a Housebreaker When scavenging or looting, spend 1 Luck to find 2+2d6 Bobby Pins |
4 |
Open Any Lock in 5 Seconds Flat When you successfully pick a lock, you may use the Reduce Time AP option without spending AP |
5 |
Locksmith Certification Special— Pass with Flying Colors When suffer one or more complications on a Lockpicking test, spend 1 Luck point to ignore those complications |
6 |
Put your Bunker to the Test You may attempt to unlock radically difficult locks such as, electronically sealed locks, military vehicles and vault doors. Such locks would usually require alternate means to access |
| d6 | Result |
|---|---|
1 |
Dr. Brainwash and His Army of De-Capitalists! Spend 3 Luck points to avoid all damage from a single attack or hazard |
2 |
Who Can Stop the Unstoppable Grog-Na-Rok?! Spend 2 Luck points to avoid all damage from an attack from a Mutated Human (including Ghouls and super mutants) |
3 |
Commie-Kazi vs. Manta Man Spend 1 Luck point to avoid all damage from a Blast weapon |
4 |
Trapped in the Dimension of the Pterror-dactyls! Spend 1 Luck point to avoid all damage from a single melee attack |
5 |
Visit the Ux-Ron Galaxy! Spend 1 Luck point to avoid all Energy damage from a single attack |
6 |
Unstoppables United! |
| d10 | Result |
|---|---|
1 |
FH 5-01 Whistling in the Dark If you are detected while sneaking, you add +2 to Physical damage resistance against the first attack you receive after being detected |
2 |
FH 5-02 Urban Camouflage Enemies suffer +1 difficulty on tests to detect you; this does not stack with any difficulty increases for poor light or darkness |
3 |
FH 5-03 Facepaint Fundamentals +1 to all damage resistances against attacks from Character NPCs |
4 |
FH 5-04 Not the Soldiers You’re Looking For +1d6 damage inflicted by attacks against Character NPCs |
5 |
FH 5-05 Who Goes There? When you spend a Luck point to re-roll a d20 on a PER test,instead count that die as if it had rolled a 1 |
6 |
FH 5-06 Squeaky Floorboard, Sudden Death Once, when you suffer one or more Complications on a Sneak test, ignore the complications |
7 |
FH 5-07 Getting the Drop on the Communists Once, when an enemy aims before making an attack against you, you may cause them to lose the benefits of aiming |
8 |
FH 5-08 Bushes, Boxes, and Beehives: Camouflage Special +2d6 damage inflicted by an unarmed attack or an attack made with a knife |
9 |
FH 5-09 Look Better in Black Once, when using a Stealth Boy, it lasts for one additional turn |
10 |
FH 5-10 Tiptoe Through the Tulips When you spend a Luck point to re-roll a d20 on an AGI test,instead count that die as if it had rolled a 1 |
| d8 | Result |
|---|---|
1 |
Farming the Wastes Consuming a fruit or vegetable food item heals twice as many HP |
2 |
Insect Repellent Special Increase all damage resistances by +2 vs an attack from an Insect |
3 |
The Bright Side of Radiation Poisoning When you consume irradiated food or drink, heal additional HP equal to the roll on the d6 |
4 |
Coupon Spectacular When buying food or drink items, the price is shifted an additional 10% in your favor |
5 |
Water Aerobics for Ghouls Reduce the difficulty of an Athletics test to swim by 1 (min. 0) |
6 |
Self Defense Secrets Gain +1 defense against a melee attack |
7 |
Hunting in the Wastes When you butcher an animal you’ve killed, and the amount of meat found can be increased by spending AP, you gain 1 bonus AP for that purpose (this AP is lost if not used) |
8 |
The Scrapyard Home Decoration Guide Provides with several recipes for building salvaged furniture and for building various types of non-lethal traps. |
| d8 | Result |
|---|---|
1 |
Why I sold my mother |
2 |
The Benefits of Child Labor Allows the character to negotiate for the services of others at a 10% lower price |
3 |
How to Run a Successful Vendor Stand Allows the character to negotiate a single type of goods(guns, armor, food, chems) at a 10% more favorable price(This stacks with other perks) |
4 |
Capitalism & You Allows the character to negotiate for payment on virtually any non-petty service, without offending the individual, everyone has some caps stashed away right? |
5 |
The Art of Haggling Lowers the difficulty for any trade/barter related roll by 1 (minimum 0) |
6 |
Take Your Business on the Road Allows the character to increase their carry weight by 2xCHA or if they have a pack animal they can apply that bonus to it at a rate of 10xCHA |
7 |
The Joy of Wealth The character can ignore 1 level of Hunger or Thirst or Sleep per 2000 caps(or equivalent) they have on their person |
8 |
Suit Up & Succeed The character gains a direct stat benefit from a specific set of clothing (chosen when the perk is taken) for example Formal Clothing providing a +1 CHA bonus when worn. |
| d4 | Result |
|---|---|
1 |
Robobrains, the next leap forward in robotics? Provides blueprints on Robobrain creation |
2 |
Robot Repair, will our robot technology stand the test of time? Lowers the difficulty of repairing a robot or automatic turret by 1(Minimum 0) |
3 |
Assaultrons, Elite robotics or perverse diversion? Provides the blueprints on Assaultron creation |
4 |
Robotic Salvage, what to do with your obsolete robots. Provides a series of instructions to salvage various robotics into weapon and armor mods |
| 1d9 | Result |
|---|---|
1 |
Let's Play Doctor When you provide medical attention to another character and assist their END+Survival test to heal Injuries, you may treat your assistance die as if it had rolled a 1. You may do this once per session. |
2 |
ER Nurses Confess All Once per scene the Character when the character makes a First Aid Action they can add their defense(doubling if on themselves) to the target of the First Aid Action until the end of their next turn |
3 |
Scars are Cool The Character can spend 1 AP to reroll 1d20 on a CHA check once per scene. By highligting or bragging about a previous injury. |
4 |
Finding your Funny Bone Spend 1 Luck points to cause the effects of a critical hit on an attack. (This is not a true critical hit and the effects will dissipate at the end of the next turn) |
5 |
Pay Now, Get Better Later Spend 1 Luck Point to negate all damage from any non-environmental damage at the cost of 50 caps per point of damage. (if the damage would destroy the last |
6 |
Raised by Robots The Character can spend 2 AP and drop prone to play dead. Making a CHA+Speech check to bluff any enemies into thinking they are dead and not worth further harm. Robots automatically fail this check. This can only be done once per session. |
7 |
Cryo-Technology; Haven or Tomb? Provides a blueprint for a Cryo-weapon mod OR a Cryo-Armor Mod(a new copy is required for the alternate blueprint) |
8 |
Better Living Through Chems The character can spend 1 AP to prevent addiction once per session. |
9 |
Happy Sedation Special When crafting chems the character can produce double the amount of chems based on the ingredients used. |
| d6 | Result |
|---|---|
1 |
Edwina Bell- May, 2076 |
2 |
Gilda Broscoe- June, 2075 |
3 |
Sunset Sarsaparilla Special |
4 |
Emma Ferrer- May, 2022 |
5 |
Skylar Saint Claire- May, 2045 |
6 |
Cat's Paw? #6 Jun |
| 1d5 | Result |
|---|---|
1 |
The House of Tomorrow Today! |
2 |
Modern Hearth! |
3 |
Essential Upgrades! |
4 |
Modern Lawn Care |
5 |
Welcome Home! |