Fallout Feats

#### **Brain Blast**

**Benefit**: While under the initial effects of Mentats; you can take a 20 on one INT or CHA based check as a full-round action. Doing so immediately ends the duration of any alchemical bonuses being provided by the Mentats. In addition, imbibing Mentats becomes a move equivalent action for you rather than a standard.

#### **Buffest-out.**

**Benefit**: If you are brought to 0 or fewer hit points while under the initial effect of Buffout, you can end the drug’s initial effect as an immediate action. If you do, you gain a number of temporary hit points equal to 2x your Constitution score. In addition, imbibing Buffout becomes a move equivalent action for you rather than a standard.

#### **Ghoulish Resistance**

Benefit: You ignore the HP penalty induced by taking radiation damage; up to a cap. This amount of ignorable radiation damage is equal to your total number of HD.

#### **Ghoulish Regeneration**

**Benefit**: You gain fast healing 1 in areas of active radiation. (In areas where you need to make saves VS Radiation damage at least once per hour.)

#### **Glowing One**

**Benefit**: You inflict 1d4 points of Radiation damage with all melee attacks while irradiated for 20% or more of your maximum HP. (Including the points of Radiation damage ignored by Ghoulish resistance.)

#### **Gun Trained**

**Benefit:** You add your dexterity modifier to damage rolls made with firearms.

#### **Jet Junkie**

**Benefit:** Gain the effects of haste for 1 round after imbibing jet. In addition, imbibing Jet becomes a move equivalent action for you rather than a standard.

#### Jet Nirvana

You gain the effects of a Time Stop when imbibing jet; up to a maximum of 1 round; once per day.

#### **Numb**

**Benefit:** Gain immunity to charm effects and spells or effects with the [Pain] descriptor; and a +4 Bonus against Compulsion / Mind-Affecting effects while under the initial effects of Med-X. In addition, imbibing Med-X becomes a move equivalent action for you rather than a standard.

#### **Nuka-Buzz**

**Benefit:** You can imbibe a Nuka-Cola product to gain the effects of a Keep Watch spell once per day. In addition; you can Hydrate entirely from Nuka-Cola products.

#### **Pipe Physician**

**Prerequisite:** Gunsmithing

**Benefit:** You treat the misfire chance of all pipe weapons as two lower than normal; and ignore their fragile properties.

You can also maintain and augment your pipe weapons with ease. You can create any pipe weapon out of scrap over the course of an hour, using 1/2 it's base cost in the form of raw materials to create it; without need for a craft check. In addition, you can also permanently augment any pipe weapon in one of the following ways over the course of an hour. You can only have one gun augmented in this manner at a time.

* Increase the weapon's effective range by 10ft

* Increase the Weapon's magazine size by +50%

* Increase the Weapon's damage die by one step.

#### **Power Armor Proficiency**

**Benefit:** This allows a character to utilize power armor. In addition to the normal penalties of being non-proficient with a suit of armor, a character without this feat cannot utilize any special armor enhancements grated by a suit of power armor

#### **Psycho Rampage**

**Benefit:** Gain a +10ft bonus to your base move speed while under the initial effects of Psycho. In addition, imbibing Psycho becomes a move equivalent action for you rather than a standard.

#### **Rad Ranger**

**Benefit:** Any time you take Radiation DMG while under the initial effects of Rad-X; reduce the number of STR Drain / Dmg by 1. In addition imbibing Rad-x becomes a move-equivalent action for you.

#### **Rad Scrubber**

**Benefit:** Imbibing Rad-Away becomes a move equivalent action for you rather than a standard.

#### **Robot Repairman**

**Benefit:** You gain the appropriate Heal Skill Unlocks when using Craft (Robots) to Emulate the effects of the Heal Skill while healing robots.