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Player Perks

Expert Chemist

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

Cost:

Requirements:

30 Reputation

Chemist

Botanist

You receive 1 herb, per day you attend.

Cost:

Requirements:

30 Reputation

Chemist

Second Profession

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

Cost:

Requirements:

10 Reputation

-

That’s not a gun

You may keep two guns when looted.

Cost:

Requirements:

20 Reputation

-

Deep pockets I

Keep 12 bullets instead of 6 when looted.

Cost:

Requirements:

20 Reputation

-

Deep pockets II

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

Cost:

Requirements:

30 Reputation

Deep pockets I

Deep pockets III

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

Cost:

Requirements:

40 Reputation

Deep pockets II

Grenadier

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

Cost:

Requirements:

50 Reputation

-

Hidden pockets I

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

Cost:

Requirements:

20 Reputation

-

Hidden pockets II

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

Cost:

Requirements:

40 Reputation

Hidden pockets I

Thorough search

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.

when looting an npc you may find an additional item

Cost:

Requirements:

20 Reputation

-

Stim Junky

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

Cost:

Requirements:

20 Reputation

-

Lumberjack I (Job)

You receive 2 wood per day you attend.

Cost:

Requirements:

30 Reputation

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

Lumberjack II (Job)

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

Cost:

Requirements:

28 Reputation

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

Scrounger I (Job)

You receive 1 scrap per day you attend.

Cost:

Requirements:

30 Reputation

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

Scrounger II (Job)

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

Cost:

Requirements:

28 Reputation

Scrounger I.

Farmer I (Job)

You receive 1 food per day you attend.

Cost:

Requirements:

40 Reputation

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

Farmer II (Job)

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

Cost:

Requirements:

38 Reputation

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

Hunter I (Job)

You receive 1 hide per day you attend.

Cost:

Requirements:

30 Reputation

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

Hunter II (Job)

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

Cost:

Requirements:

28 Reputation

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

Backup clone

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

Cost:

Requirements:

10 Reputation

-

Dense dermal layer

You have +1 HP

Cost:

Requirements:

50 Reputation

Mutant

Enhanced Resistance

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

Cost:

Requirements:

30 Reputation

Mutant

Experienced Medic

You may add 1 to your die rolls when healing.

Cost:

Requirements:

30 Reputation

Medic

Master Medic

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

Cost:

Requirements:

30 Reputation

Experienced medic

Quick stitching

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

Cost:

Requirements:

30 Reputation

Medic

Efficient Repacking

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

Cost:

Requirements:

30 Reputation

Tinker

Fast Repacking

Repacking Bullets takes 15 seconds instead of 30.

Cost:

Requirements:

20 Reputation

Tinker

Bullet Manufacturer

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

Cost:

Requirements:

30 Reputation

Tinker

Production line

Bullets crafting time is reduced by 15 seconds.

Cost:

Requirements:

20 Reputation

Tinker

Experienced Engineer

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

Cost:

Requirements:

20 Reputation

Engineer

Synth Expert

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

Cost:

Requirements:

20 Reputation

Experienced Engineer

Ballistics Master

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

Cost:

Requirements:

20 Reputation

Engineer

Laser Master

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

Cost:

Requirements:

20 Reputation

Engineer

Plasma Master

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

Cost:

Requirements:

20 Reputation

Engineer

Cannister crafter

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).

Cost:

Requirements:

20 Reputation

Engineer or Tinker

Skilled Hacker

You may add 1 to all die rolls when hacking.

Cost:

Requirements:

20 Reputation

Hacker

Advanced Hacker

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

Cost:

Requirements:

30 Reputation

Skilled Hacker

Expert Hacker

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

Cost:

Requirements:

40 Reputation

Advanced Hacker

Master Hacker

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

Cost:

Requirements:

50 Reputation

Expert Hacker

Dual-core Hacking

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).

Cost:

Requirements:

20 Reputation

Hacker

Rush Job

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.

Cost:

Requirements:

20 Reputation

Hacker

Batch Processing (Antiseptic)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (Adrenaline)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (Morphine)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (Amnesium)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (Antidote)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (Poison)

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

Cost:

Requirements:

20 Reputation

Chemist

Batch Processing (SCD)

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

Cost:

Requirements:

20 Reputation

Chemist

Explosive component

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

Cost:

Requirements:

20 Reputation

Chemist

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