Player Perks

You cannot get addicted to chemist concoctions.

Addiction immunity

Cost:

Requirements:

10 Reputation

-

You may add 2 to all die rolls when hacking. This replaces the effects of Skilled Hacker.

Advanced Hacker

Cost:

Requirements:

30 Reputation

Skilled Hacker

You may use this perk to reclone your character for free, this perk is lost once used but may be repurchased

Backup clone

Cost:

Requirements:

10 Reputation

-

The crafting cost of all ballistic weapons are reduced by 1 scrap for you.

Ballistics Master

Cost:

Requirements:

20 Reputation

Engineer

When you make adrenaline twice consecutively you receive a 5th dose for free.

Batch Processing (Adrenaline)

Cost:

Requirements:

20 Reputation

Chemist

When you make amnesium twice consecutively you receive a 5th dose for free.

Batch Processing (Amnesium)

Cost:

Requirements:

20 Reputation

Chemist

When you make antidote two or three times consecutively, the second and third dose are discounted by 1 blue herb each.

Batch Processing (Antidote)

Cost:

Requirements:

20 Reputation

Chemist

When you make antiseptic twice consecutively you receive a 5th dose for free.

Batch Processing (Antiseptic)

Cost:

Requirements:

20 Reputation

Chemist

When you make morphine twice consecutively you receive a 5th dose for free.

Batch Processing (Morphine)

Cost:

Requirements:

20 Reputation

Chemist

When you make poison two or three times consecutively, the second and third dose are discounted by 1 red herb each

Batch Processing (Poison)

Cost:

Requirements:

20 Reputation

Chemist

When you make SCD two or three times consecutively, the second and third dose are discounted by 1 blue herb each

Batch Processing (SCD)

Cost:

Requirements:

20 Reputation

Chemist

When you craft gel balls you make 7 instead of 6 and the crafting time is reduced by 15 seconds (stacks with other effects).

Battery crafter

Cost:

Requirements:

30 Reputation

Engineer

You receive 1 herb of a random colour, per day you attend.

Botanist

Cost:

Requirements:

30 Reputation

Chemist

If you craft bullets twice consecutively, you gain an additional bullet. (pay 2 scrap to get 5 bullets).

Bullet Manufacturer

Cost:

Requirements:

30 Reputation

Tinker

When you craft bands or arrows 5 times consecutively, reduce the total cost by 1 scrap and 1 wood (stacks with other effects). Additionally, the crafting time is reduced by 30 seconds (stacks with other effects).

Cannister crafter

Cost:

Requirements:

20 Reputation

Engineer

Keep 12 bullets instead of 6 when looted.

Deep pockets I

Cost:

Requirements:

20 Reputation

-

Keep 18 bullets instead of 6 when looted. This replaces the effects of Deep pockets I.

Deep pockets II

Cost:

Requirements:

30 Reputation

Deep pockets I

Keep 24 bullets instead of 6 when looted. This replaces the effects of Deep pockets II.

Deep pockets III

Cost:

Requirements:

40 Reputation

Deep pockets II

You have +1 HP

Dense dermal layer

Cost:

Requirements:

50 Reputation

Mutant

You may assist another hacker’s hacking attempt. Working together you add 1 to the die roll (limit of one player using this perk on a die roll).

Dual-core Hacking

Cost:

Requirements:

20 Reputation

Hacker

You repack bullets at a ratio of 2/1 instead of 3/1.

Efficient Repacking

Cost:

Requirements:

30 Reputation

Tinker

You are immune to poison and may have increased resistance to some environmental effects.

Enhanced Resistance

Cost:

Requirements:

30 Reputation

Mutant

You may add 1 to the die roll when healing a synth

Experienced Engineer

Cost:

Requirements:

20 Reputation

Engineer

You may add 1 to your die rolls when healing.

Experienced Medic

Cost:

Requirements:

30 Reputation

Medic

You receive bonuses to RP chemistry when dealing with the game coordinators.

Expert Chemist

Cost:

Requirements:

30 Reputation

Chemist

You may add 3 to all die rolls when hacking. This replaces the effects of Advanced Hacker.

Expert Hacker

Cost:

Requirements:

40 Reputation

Advanced Hacker

The crafting cost of explosive component is reduced by 1 yellow herb for you

Explosive component

Cost:

Requirements:

20 Reputation

Chemist

You receive 1 food per day you attend.

Farmer I (Job)

Cost:

Requirements:

40 Reputation

Must not have a profession. You may only have 2 “Job” perks.

You receive 2 food per day you attend. This replaces the effects of Farmer I.

Farmer II (Job)

Cost:

Requirements:

38 Reputation

Farmer I. You may only have 2 “Job” perks.

Repacking Bullets takes 15 seconds instead of 30.

Fast Repacking

Cost:

Requirements:

20 Reputation

Tinker

You may carry up to 2 grenades and keep 1 when looted

Grenadier

Cost:

Requirements:

50 Reputation

-

You may keep a single resource card or bottlecap when looted.

Hidden pockets I

Cost:

Requirements:

20 Reputation

-

You may keep two resource cards or bottlecaps when looted. This replaces the effects of Hidden pockets I.

Hidden pockets II

Cost:

Requirements:

40 Reputation

Hidden pockets I

You receive 1 hide per day you attend.

Hunter I (Job)

Cost:

Requirements:

30 Reputation

Must not have a profession. You may only have 2 “Job” perks.

You receive 2 hide per day you attend. This replaces the effects of Hunter I.

Hunter II (Job)

Cost:

Requirements:

28 Reputation

Hunter I. You may only have 2 “Job” perks.

The crafting cost of all laser weapons are reduced by 1 scrap for you.

Laser Master

Cost:

Requirements:

20 Reputation

Engineer

You receive 2 wood per day you attend.

Lumberjack I (Job)

Cost:

Requirements:

30 Reputation

Must not have a profession. You may only have 2 “Job” perks.

You receive 4 wood per day you attend. This replaces the effects of Lumberjack I.

Lumberjack II (Job)

Cost:

Requirements:

28 Reputation

Lumberjack I. You may only have 2 “Job” perks.

You may add 4 to all die rolls when hacking. This replaces the effects of Master Hacker.

Master Hacker

Cost:

Requirements:

50 Reputation

Expert Hacker

You may re-roll the die once each time you heal another player.

Master Medic

Cost:

Requirements:

30 Reputation

Experienced medic

The crafting cost of plasma weapons are reduced by 1 scrap for you.

Plasma Master

Cost:

Requirements:

20 Reputation

Engineer

Bullets crafting time is reduced by 15 seconds.

Production line

Cost:

Requirements:

20 Reputation

Tinker

You take 10 seconds per HP when healing instead of 15.

Quick stitching

Cost:

Requirements:

30 Reputation

Medic

You may halve the time required to hack, however the die roll is modified by –2. The Marshal must be notified if this option is being used.

Rush Job

Cost:

Requirements:

20 Reputation

Hacker

You receive 1 scrap per day you attend.

Scrounger I (Job)

Cost:

Requirements:

30 Reputation

Must not have a profession. You may only have 2 “Job” perks.

You receive 2 scrap per day you attend. This replaces the effects of Scrounger I.

Scrounger II (Job)

Cost:

Requirements:

28 Reputation

Scrounger I.

You may have a second profession. You must satisfy the costuming requirements for both professions.

Second Profession

Cost:

Requirements:

10 Reputation

-

You may add 1 to all die rolls when hacking.

Skilled Hacker

Cost:

Requirements:

20 Reputation

Hacker

The effects of chemist concoctions which have a time limit last twice as long when used on you.

Stim Junky

Cost:

Requirements:

20 Reputation

-

You may reroll the die once each time you heal a synth

Synth Expert

Cost:

Requirements:

20 Reputation

Experienced Engineer

You may keep two guns when looted.

That’s not a gun

Cost:

Requirements:

20 Reputation

-

When looting another player, you may ignore the effects of 1 level of Hidden Pockets and 1 level of Deep pockets if the target has either of these perks.

Thorough search

Cost:

Requirements:

20 Reputation

-

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