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