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Perks and Powers

I'm adding this to help myself and others remember what everything does. I'll edit it as needed as the story progresses. I am aware some of these descriptions were not stated properly during the story.

Perk Costs/Requirements-

Novice(LV1)-1pp

Advanced(LV25)-3pp

Adept(LV50)-5pp

Master(LV80)-8pp

[NOTE- User must be required lvl to take that level of perk upgrade or purchase perk of that rank. The cost of each rank of perk costs the respective perk points]

Status

Frank Winter, 19 (+50)

Lvl: 45

S-7

P-6

E-7

C-10

I-20*

A-13

L-15

Perks: Swift Learner, Hard Bargain, Educated, Lady Killer, Advanced Science, Advanced Robotics, Advanced Chemist, Adamantium Skeleton, Action Boy, Advanced Gunslinger, Field Medic, Advanced Hacker, Rad Resistance, Gun Nut, Rad Child, Sneak, Dodgy, Advanced Nuclear Physicist, Advanced Brawler, Local Leader,

Perk Points: 19

Mutations: Healing Factor, Speed Demon, Marsupial, Timeless, Rad-ical, Electro-Bolt,

Augments: "PHOENIX" Monocyte Breeder Implant,

Caps: 33,187>63,187

Perk Descriptions:

[Swift Learner: +10% more XP whenever XP is earned, and +10% speed to learning new knowledge.]

[Hard Bargain: +10% better prices for buying or selling, and +10% better chance to succeed at haggling.]

[Educated: Gain an additional Perk Point on every even numbered level. Ex:2,4,6,8. And +10% bonus to the learning speed of those you teach.]

[Lady Killer: +10% Damage to the opposite sex, and +10% more likely to pass a speech check.]

[Advanced Science: Grants advanced knowledge of general science. Also required to craft certain recipes or plans.]

[Advanced Robotics: Grants advance knowledge of robotics. Also required to craft certain recipes or plans.]

[Advanced Chemist: Grants advanced knowledge of chemistry. Also required to craft certain recipes or plans.]

[Adamantium Skeleton: Your skeleton has been infused with indestructible metal, completely eliminating the chance of becoming crippled.]

[Advanced Gunslinger: Grants advanced knowledge of gun slinging.]

[Advanced Hacker: Grants advanced knowledge of hacking.]

[Advanced Nuclear Physicist: Grants advanced knowledge of nuclear physics. Also required to craft certain recipes or plans.]

[Advanced Brawler: Grants advanced knowledge of hand to hand combat.]

[Action Boy: +25% faster AP regeneration.]

[Field Medic: Grants knowledge of emergency medicine and dramatically increases how effective Stimpaks and RadAway are on the user.]

[Rad Resistance: +25% more radiation resistance.]

[Gun Nut: Grants knowledge of maintaining and customizing ranged weaponry. Also required for certain customization options.]

[Rad Child: Consume 100 Rads to rapidly heal current injuries.]

[Sneak: Grants basic knowledge of stealth techniques to avoid detection.]

[Dodgy: +30% chance to instinctively avoid an attack at the cost of 30 AP when activated. Does not work if attack can not be dodged.]

[Local Leader: Grants the ability to establish settlement workbenches and +10% bonus reputation gain with settlers.]

[Geneticist: Grants advanced knowledge of genetics. Automatically rises in rank alongside the Science perk. Also required to craft certain recipes or plans at the Genetics Workbench.]

[Total Recall: You have pushed the limits of the human mind and unlocked the ability to recall perfectly any memory that exists within your mind with crystal clear clarity.]

Mutation descriptions:

[Healing Factor: Passive regeneration when Well Fed.]

[Speed Demon: Increases movement speed by 25% but increases hunger when moving.]

[Marsupial: Increased strength of the legs allowing higher jumps, increases carry weight by 20, but reduces INT by 1.]

[Timeless: Stops natural aging and gives +100% resistance to disease.]

[Rad-ical: Adds a passive radiation regeneration (-5/s) and +25% radiation resistance.]

[Electro Bolt(plasmid): The user can generate electricity in their hands and release it to strike enemies or objects. Enemies hit by Electro Bolt will become stunned for a brief period unless they are resistant.]

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