New Feats

General Feats

Educated
Prerequisites; INT 12

Benefit; Gain two additional skill points per level

Chemist
Prerequisites; Craft (Chemical) 15

Benefit; Increase the random numeric effect of Chems by 2 points.

Day Tripper
Prerequisites; Been addicited to chems and overcame the addiction

Benefit; Increase the duration of all Chems by 1d4 rounds.

Powered Armor Training
Prerequisites; CON 14, must know someone who can use Power Armor and is willing to teach you

Benefit; You can wear Powered Armor without penalty. Without this feat a player cannot wear Powered Armor.

Energy Weapon Proficiency
Prerequisites; None

Benefit; You can use simple Energy Weapons without penalty. This feat applies to Laser Pistols, Laser Rifles, Plasma Pistols, Plasma Rifles, and other similar weapons. Without this feat a player takes a –4 penalty when using an Energy Weapon.

Exotic Energy Weapon Proficiency
Prerequisites; Energy Weapon Proficiency

Benefit; Choose either Energy Cannons or Energy Gattlers. Gain proficiency with your chosen weapon category. This feat can be taken multiple times. Each time it applies to a new weapon catagory. Without this feat a player takes a –4 penalty when using an Exotic Energy Weapon.

Energy Cannons applies to weapons like the Tesla Cannon and Plasma Caster
Energy Gattlers applies to weapons like the Gattling Laser

Wasteland Weapon Proficiency
Prerequisites; None

Benefit; Gain proficiency with a single Wasteland Weapon. This feat can be taken multiple times. Each time it applies to a new Wasteland Weapon. Without this feat a player takes a –4 penalty when using a Wasteland Weapon and cannot use any of its special abilities.

Expert Salvager
Prerequisites; Repair (8 Ranks)

Benefit; whenever you break down an item for Parts you can salvage additional Parts.
Weapons and Armor; 1d4 Junk or Mechanical Parts
Energy Weapons or Power Armor; 1d4 Mechanical or Electronic Parts
Misc Items; 1d4 of any Parts type

Jury Rig
Prerequisites; Expert Salvager

Benefit; Any time you attempt to repair or craft an item using Parts, you may substitute either the Mechanical or Electrical Parts for Junk Parts instead. You cannot substitute both types of parts on the same item.

Example: When building a new weapon, a player requires 5 Junk, 3 Mechanical, and 2 Electonic Parts to complete it. A player with this feat may instead swap out either the Mechanical Parts or the Electronic Parts for more Junk Parts (making the require parts either 7 Junk and 2 Electronic or 7 Junk and 3 Mechanical).


Pipboy Feats

Pipboy Whiz
Prerequisites; Computers (8 Ranks), Must own a Pipboy

Benefit; You have spent so much time tinkering with your Pipboy that you have managed to unlock some of the additional programming. You now have access to one additional Pipboy function.

Pipboy Student
Prerequisites; Must own a Pipboy

Benefit; Whenever you store information in your Pipboy each data packet is assigned one relevant skill (determined by the DM). A character performing any action requiring the assigned skill can choose to study the stored information in order to gain additional insight for the task at hand. After one minute of study the player receives a +2 bonus to the associated skill check for five minutes. Each piece of recorded data can only be utilized once in this manner.

Pipboy PhD
Prerequisites; Pipboy Student

Benefit; When making any Skill checks related to the information stored in the Pipboy, the user can increase the bonus from their Pipboy to +4.


Racial Feats

Vault Born
Prerequisites; Human, 1st level only

Benefit; You begin play with a Pipboy 3000, but do not have access to any of the additional programs.

Acute Ghoulification
Prerequisites; Ghoul, 1st level only

Benefit; Increase CHA by +1 and reduce the benefit of Deadened Nerves by 2 (enemies receive a –2 penalty to confirm critical hits against you).

Advanced Ghoulification
Prerequisites; Ghoul, 1st level only

Benefit; You now have a 25% change to negate the additonal damage from critical hits and sneak attacks, but you also suffer a –4 penalty to all CHA based skill checks when dealing with non-Ghouls.

Radioactive Brute
Prerequisite; Super Mutant, 1st level only

Benefit; Whenever you are exposed to Radiation Damage your Regeneration is increased to 1d4 HP per round. This increase lasts untill the end of your next turnand continues for each round you would be subject to Radiation Damage.

Gentle Giant
Prerequisite; Super Mutant, 1st level only

Benefit; You are no longer “Feared by Humans.” Any human who knows of your reputation instead begins as Helpful. However, all other Super Mutants (excluding any who have this feat) are immediately hostile towards you.

New Feats

Fallout; The Ville KirkimusPrime