Post by Vault-Tec on Jan 4, 2021 2:21:43 GMT
Perks
Perks are skills and abilities a character has picked up over time through either formal training or experience. While a character's SPECIAL stats provide a good measurement of a character's mental and physical capabilities, perks represent their experiences. While a character may have an Intelligence of 8, that doesn't necessarily mean their a medical expert. Likewise, a character with a Strength of 9 may be able to punch things very hard, but that doesn't exactly mean their a trained martial artist.
Each perk has three ranks that can be achieved: Novice, Expert, and Master. The advantage your perk grants increases with each rank, but what is advantage?
Advantage
Advantage is essentially a loose concept which displays a character's level of skill in a specific field. If advantage were to be quantified in numbers, it would essentially be equivalent to having +1.5 additional points in the perk's associated SPECIAL stat, while preforming that action. For each rank above novice, this would further increase the advantage, +3 additional points at Expert rank and +5 additional points at Master rank.
Acquiring Perks
Characters may start with one (1) perk at Novice rank. When your character increases in rank, they gain an additional perk which also starts at Novice rank. This would mean that at character rank 4, your character would have four (4) total perks. For every thirty (30) posts you make in-character, you may request to increase one (1) perk's rank to the next rank. From Novice to Expert for example.
Strength Perks
Martial Arts. Whether formally or informally, your character has been trained in some form of martial arts or another. You gain an advantage in unarmed combat.
Melee Fighter. Whether formally or informally, your character has been trained in the use of melee weapons. You gain an advantage while fighting with melee weapons.
Heavy Weapons. Whether formally or informally, your character has been trained in the use of heavy weapons such as mini-guns, Gatling lasers, and flamers. You gain an advantage while fighting with heavy weapons.
Perception Perks
Marksman. Whether formally or informally, your character has been trained in the use of semi-automatic weapons such as sniper rifles and shotguns. You gain an advantage while fighting with Semi-automatic weapons (This does not apply to pistols).
Locksmith. Whether formally or informally, your character has been trained in the use of lockpicks, and lock making tools. You gain an advantage while trying to unlock doors or create locks yourself.
Throwing. Whether formally or informally, your character has been trained in the use of thrown weapons such as throwing knives, javalins, and even grenades. You gain an advantage while fighting with thrown weapons.
Charisma Perks
Speaker. Your character is an incredibly persuasive individual who can be compared to a diplomat or negotiator. You gain an advantage while trying to convince or persuade others.
Trader. Your character is an incredibly convincing salesperson with a large degree of experience in selling products. You gain an advantage while trying to sell or buy items.
Intelligence Perks
Scientist. Your character is a well-studied individual with knowledge of biology, chemistry, and computers. You gain an advantage when trying to recall scientific information, and hack terminals.
Tinkerer. Your character is a very creative individual with knowledge of mechanics and possibly engineering. Your character becomes an eligible manufacturer of items, and you have an advantage when trying to repair things.
Medicine. Whether formally or informally, your character has been trained in the use of medical equipment and first aid. You gain an advantage while trying to heal/identify the wounds of yourself or others.
Agility Perks
Quick Draw. Whether formally or informally, your character has been trained in the use of pistols. You gain an advantage while using non-automatic pistols in combat.
Gun-Fu. Your character has learned to mix their martial arts training with firearms. You gain an advantage while wielding a firearm in close-quarters combat, this does stack with other advantages. (You may only take the Gun-Fu perk if you also have the Quick Draw, Commando, or Marksman perk.)
Ninja. Whether formally or informally, your character has been trained in the arts of stealth and picking pockets. You gain an advantage while trying to remain hidden, or while trying to pick pockets.
Commando. Whether formally or informally, your character has been trained in the use of automatic weapons. You gain an advantage while using automatic rifles in combat.