Fallout ( Unofficial Revised Ed.)
Level 1-4 Perks
Action Boy/Girl (Ranks 5) (lv 1, Agi 5)
With each rank of this perk your character receives an additional 1 Action Point.
Awareness (rank 2) (lv 1 Per 5)
The perk tells you the target’s hitpoints, its weapon and ammunition count. The second rank tells you what limbs, if any, are crippled, but not the individual limb’s hitpoints.
Black Widow/ Lady Killer (rank 1) (lv 1)
The PCs gains a +10% damage bonus and +15% to the speech skill against the opposite sex.
Bracing (Rank 1) (lv 4 End 5 Big Guns 40%)
You have learned how to brace large weapons while standing. You will receive +2 ST for the purpose of firing large guns.
Caustious Nature (rank 1) (lv 3 Per 6)
This Perk increases Perception by +3 in random encounters to determine how far away your character starts from hostile critters.
Comprehension (rank 3) (lv 1 Int 6)
You gain one additional skill point whenever a skill book is read. However, points gained from books before selecting this perk are not doubled.
Tech Head (rank 3) (lv 2 Int 4)
You’ve devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills.
Die Hard (Rank 1) (Lv 1 End 6, Non-Robot)
You don’t give up easily. When your hit points get below 20% you get an additional 20% to Damage Reduction
Dream Crusher (rank 1) (lv 3 -100 Karma, or less)
Reduces an enemy’s chance to critically hit you by 50%.
Drunken Master (rank 1) (lv 3 Unarmed 60%, Non-Robot)
You fight better when you are drunk. You receive 20% to your Unarmed skill while under the influence of alcohol.
Earlier Sequence (rank 3) (lv 3 Per 6)
You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk.
Educated (rank 3) (lv 3 Int 6)
Each level of Educated will add +2 skill points when you gain a new experience level.
Entomologist (rank 1) (lv 4 Int 4 Science 40%)
With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.
Flexible (rank 1) (lv 4 Agi 6, Non-Mutant, Non-Robot)
The AP cost to change stance costs 50% less with this perk.
Gun Nut (rank 3) (lv 1 Int 4 Agi 4)
Each rank of this perk grants a +5% in small guns and repair.
Gunner (rank 1) (lv 3 small guns 40% Agi 6)
You get a +10% to hit while in a moving vehicle.
Healer (rank 3) (lv 3 Per 7 Agi 6 Int 5 Medicine 40%)
Each rank of this perk grants an additional +5 hp healed with each medicine check.
Hit the Deck! (rank 1) (lv 4 Agi 6)
You react very quickly to the word “Incoming!” Halves the damage from grenades and enviromental explosions or damage.
Inherited Resistance (rank 1) (lv 1 End 5, Human-Only)
Neither your mother nor father had a sick day in their lives, and as their child you have an uncanny ability to shrug off diseases and poisons. Add 10% to Poison resistance.
Intense Training (rank 10) (lv 2)
With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes. (This can not exceed your racial maximums for SPECIAL.)
Iron Fist (rank 3) (lv 4 Str 4)
With the Iron Fist perk, you do an additional 5 points of Unarmed damage per rank.
Lead Foot (rank 1) (lv 3 Pilot 60% Per 6 Agi 6 Non-Robot)
Your reflexes and driving ability combine to make you a very fast driver. You gain 25% speed when behind the wheel.
Lightning Rod (rank 3) (lv 1 End 6)
You have been struck by lightning TWICE! Your electricity resistance increases by +20%
Little Leaguer (rank 3) (lv 1 Str 4)
Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points in Melee Weapons skill and 5 points in Throwing skill.
Loner (rank 1) (lv 4 Outdoorsman 40% Cha < 5)
Your solitary childhood and upbringing mean that you work much better when alone. Get +10% to all rolls when outside the influence of other squad members
Night Vision (rank 3) (Lv 3 Per 6)
With the Night Vision Perk, you can see in the dark better. Each level of this Perk will reduce the overall darkness level by 15%
Tight Nuts (rank 3) (lv 1, End 8, Robot-Only)
You or your creator have spent alot of time perfecting your build. This has led to the discovery and/or application of some of the best nuts and bolts. You gain a +10 DR
EMP Shielding (rank 5) (lv 1, End 8, Robot-Only)
You have an increadibly outdated, but miracoulusly still functioning EMP shield generator installed. You gain a +10% EMP resistance for each rank.
Scoundrel (rank 3) (lv 4 Cha 4)
Take the Scoundrel perk, and you can use your wily charms to influence people. Each rank raises your Speech and Barter skills by 5 points.
Stat! (rank 2) (lv 3 Medicine 60% Agi 5, Non-Mutant)
You can heal people much faster than the usual country doctor. Reduce the AP cost for medicine skill use by 2 APs for each rank of this Perk.
Stonewall (rank 1) (lv 3 End 6 Str 6, Non-Human/Ghoul)
You are much less likely to be knocked down thanks to your size. Anytime you would be knocked down due to environment or an attack, Re-roll the chance to be knocked down once, per source.
Swift Learner (rank 3) (lv 2)
You are quick to pick up the lesson. As such you gain 10% more experiance everytime you would earn experience.
Tag! (rank 1) (lv 1)
You can tag an additional skill gaining a +15% bonus to it.
Team Player (rank 1) (lv 3 Cha 4)
You are a lot more comfortable with a little backup. When working in a “team” you gain a +10% to all rolls. Members of your “team” only count for others with this perk.
Sneak (rank 3) (lv 1 Agi 5 Per 5)
With each rank of the sneak perk, you gain an immediate bonus of +5 points to both the Sneak and Lockpick skills.
Auto Expert (rank 3) (lv 4 Pilot 40%)
+10% to Pilot skill and +5% damage to vehicles
Booster Shot (rank 1) (lv 1 End 6)
+10% to rad resistence
Covert Ops. (rank 5) (lv 1 Agi 6)
+3% to Stealth, Lockpick, and Small Guns
Heave Ho! (Rank 3) (lv 2, Str 5, Throwing 30%)
This perk adds +2 meters to how far you can throw an item, and -1 AP cost to throwing items (to a minimum of 1) per level.
Hunter (Rank 3) (level 3, Survival 30%)
You are an expert(ish) hunter. Your attacks deal +25% damage to animals and +15% damage to mutated animals (per rank).
Rapid Reload (Rank 1) (Level 4, AGI 7)
It only takes 1 AP to reload your weapons instead of 2.
Run and Gun (Rank 1) (Level 4, Small Guns / Energy Weapons 45%)
With this perk you become more skilled at shooting while on the move. You gain +15% to accuracy as long as you move 4 or more meters on the same turn.
Travel Light (Rank 1) (level 4, Survival 45%, Non-Robot)
As long as you wear light or no armor and are not encumbered you gain +2 AP to spend on movement per turn.