Charisma
Charisma
Name Rank Attr. Rank Char. LvL Description
Cap Collector
1 1 1 You've mastered the art of the deal! Buying and selling prices at vendors, +5 to barter.
2 1 20 Buying and selling prices are better. +10 to barter instead.
3 1 41 You can now invest a total of 500 caps to raise a store's buying capacity by 500 caps.
Lady Killer / Black Widow
1 2 1 You're charming... and dangerous. Men/Women suffer +2 damage in combat, and are easier to persuade in dialogue. +2 to persuade.
2 2 7 Men/Women now suffer 4 damage in combat, and are even easier to persuade in dialogue +4 instead. They are also easier to pacify with the Intimidation perk, +2 to check.
3 2 22 Men/Women now suffer +8 damage in combat, and are much easier to persuade in dialogue +8 instead. They are now even easier to pacify with the Intimidation perk, +4 instead.
Lone Wanderer
1 3 1 Who needs friends, anyway? When adventuring without a companion, you gain +4 AC and carry weight increases by 50
2 3 17 When adventuring without a companion, you gain +6 AC and carry weight increases by 100
3 3 40 When adventuring without a companion, you do 4 more damage with all attacks
4 3 50 When adventuring without a companion, you have 25 more action points.
Pet Pal
1 4 1 Your gain a faithful pet pall companion that can give you bonuses depending on which pet you choose. See Pet Pall in Bestiary.
2 4 9 When your pet pall grapples an enemy, there's a 10% chance it will cripple the limb its biting. +3 to bonus effect.
3 4 25 When your pet pal grapples an enemy, there's a 5% chance it cause them to bleed for 5 damage for 2 rounds.
4 4 31 When adventuring with your pet pal, you gain a +4 to AC and deal +4 damage.
Animal Friend
1 5 1 Commune with beasts! With your gun, aim at any animal below your level and make an Intimidation check to pacify it. Cannot be used more then once on the same animal.
2 5 12 When you successfully pacify an animal, you can incite it to attack randomly
3 5 28 When you successfully pacify an animal, you can give it specific commands
Local Leader
1 6 1 Your Inspiration knows no bounds. The locals look toward you for inspiration and to lead them in the coming dangers that the wasteland has. You gain a +10 to leadership and when you inspire someone they gain a +5 to their next skill check.
2 6 14 You lead the way as you bring hope to those around you. You now gain a +15 to your Leadership and when you I Inspire someone the next time they fall to 0 hit points they are instead dropped to 1. The effectiveness drops to a 50% chance if used on the same person and is further reduced by half every time it is used on the same person.
Party Boy / Party Girl
1 7 1 Nobody has a good time like you! There's no chance you'll get addicted to alcohol.
2 7 15 The effects of alcohol are doubled.
3 7 37 Your Luck is increased by 3 while you're under the influence of alcohol
Inspirational
1 8 1 Because you lead by example, your companions do +2 more damage in combat, and cannot hurt you accidentally
2 8 19 Your companion gain +2 AC in combat, and can't be harmed by your attacks accidentally
3 8 43 Your companions gain +20 to carry weight.
Wasteland Whisperer
1 9 1 Master the post- apocalypse! With your gun, aim at any Wasteland creature below your level and make an Intimidation check to pacify it. Cannot attempt on the same creature twice.
2 9 21 When you successfully pacify a creature, you can incite it to attack randomly
3 9 49 When you successfully pacify a creature, you can give it specific commands
Intimidation
1 10 1 Time to show everyone who's boss! With your gun, aim at any human opponent below your level and make a Intimidation check to pacify them. Cannot use on the same human twice.
2 10 23 When you successfully pacify someone, you can incite them to attack randomly
3 10 50 When you successfully pacify someone, you can give them specific commands