Fallout ( Unofficial Revised Ed.)
Level 5-8 Perks
Adrenaline Rush (Rank 3) (lv 6, End 6, Non-Robot)
Gain +1 Strength when you drop below 50% of your max HP (this can increase above racial limitations). The effects of this perk only works for the rest of the encounter (if any) and for a number of minutes equal to your endurance afterwards. This perk has no limit to it’s use per day, however only activates when you are damage below half-health. (Beginning combat with less then 50% health does nothing)
Barkskin (rank 3) (lv 6, Endurance 5, Bonsai, Ghoul-Only)
This perk causes a ghoul with an “unusual growth” to begin gaining benefits from the “plant” on their body. Their skin begins to harden like tree bark, granting a +5% DR with each rank.
Bloody Mess (rank 1) (lv 6)
Aside from people around you always dying violently, you’ll also do 5% extra damage with all weapons.
Bonsai (rank 1) (lv 6, Ghoul-Only)
Through careful nurturing you have a small fruit tree going growing out of your head. Fruit will appear in your inventory from time to time. This perk grants the ghoul character not only access to the “barkskin” perk, However also gains twice the amount of HP recovered from 8hrs of “rest”.
Brutish Hulk (rank 1) (lv 8 Str 5 End 7, Mutant-Only)
With this perk, you gain double the normal amount of hit points each time you gain a level.
Commando (rank 1) (lv 8)
While using a rifle (or similar two-handed weapon), your accuracy is significantly increased. This perk increases your chance to hit by 25%. This bonus is multiplicative, not additive. (A “Chance to hit” of 30% therefore becomes 37%)
Demolitions Expert (rank 1) (lv 6 Explosives 50%)
With this perk your character will do 20% percent more damage with mines and grenades
Ghost (rank 1) (lv 6 Sneak 60%, Non-Robot)
When it is night, or you are in a dark area you gain a +20% to stealth.
Gunslinger (rank 1) (lv 6)
This perk increases your cance to hit by 25% with one handed weaponry. This is multiplicative not additive.
Impartial Mediation (rank 1) (lv 8 Cha 6)
With the Impartial Mediation perk, you gain an extra +30% to Speech… so long as you maintain a Neutral Karma level. (-99 through 99 Karma )
Lead Belly (rank 1) (lv 6 End 5, Non-Robot)
With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source. (You heal 1hp per “drink” from an irradiated water source (cannot heal you by more then a fourth of your over-all HP per day). (An irradiated water source gives 10 rads instead of 20)
Magnetic Personality (rank 1) (lv 6 Cha 10)
You are so increadibly influential that even ENEMIES want to be you. There is a 50% chance any one enemy per encounter will attack it’s allies.
More Criticals (rank 3) (lv 6 Lck 6)
You have a nack for hitting the groin. You gain a +5% critical hit chance per rank.
Negotiator (rank 1) (lv 6 Barter 50% Speech 50%)
You are a silver tounged devil, and a fast talker. You gain +10% to both the barter and Speech skills.
Pack Rat (rank 1) (lv 6)
You are efficient at arranging your inventory to accommodate more crap. This makes it much easier to carry that little extra you’ve always needed. Carry weight is increased by 50lbs.
Strong Back (rank 1) (lv 6)
You have built a strong back, like mighty ox! You are able to carry an additional 50lbs of weight.
Rad Resistance (rank 1) (lv 8 End 5)
Rad Resistance allows you to what else? resist radiation. This perk grants an additional 25% to Radiation Resistance.
Salesman (rank 1) (lv 6 Barter 50%)
You gain a +20 to barter thanks to your “can do” attitude and your unfaltering salesmans drive.
Scrounger (rank 1) (lv 8 Lck 5)
You are good at searching every nook and uncomfortably awkward cranny. Through this meticulous exercise you gain double the caps and ammo in all theft attempts, encounters, and other locations that you may find currency or items.
Sharpshooter (rank 2) (lv 6 Per 7)
The talent of hitting things at longer distances. You get a +2 bonus, for each level of this Perk, to Perception for the purposes of determining range modifiers. It’s easier than ever to kill at long range!
Size Matters (rank 3) (lv 8, End 6 or Mutant)
You are obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns skill.
Snakeater (rank 2) (lv 6 End 5)
Yum! Tastes like chicken. You have gained an immunity to poison, resulting in a +25% poison resistence.
Toughness (rank 1) (lv 6 End 5, Non-robot)
With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%.
Tunnel Rat (rank 1) (lv 8 Agi 6, Non-Robot, Non-Mutant)
You can crawl like a baby! (a very FAST baby). You are able to move at walking speed while prone.
Cancerous Growth (rank 1) (lv 6 End < 7, Ghoul-Only)
You have mutated so badly that you gain +2 to healing rate. A ghoul cannot take this AND bonsai
Ghoul Ecology (rank 3) (lv 8 Int 4 Medicine 40%)
+5% damage to ghouls per rank.
Mirelurk Ecology (rank 3) (lv 8 Int 4 Medicine 40%)
+5% damage bonus to amphibious enemies per rank.
Dual Wield (rank 4) (lv 6 Agi 8)
You have gained an air of finesse with your weaponry. The penalty for “dual” attacks goes down by 10% for each rank.
Ferocious Loyalty (rank 1) (lv 6 Cha 6)
You and your allies have such a strong bond. When below 50% of your health, any “friendly” units within sight/hearing range of you gain +1 DT
Fortune Finder (rank 3) (lv 6 Lck 5)
Whenever you “find” caps, you gain an additional 15%. (This does not include theft or being payed, only by finding the caps on your own does this perk apply)
Hand Loader (rank 1) (lv 8 Repair 50%)
You have mastered your craft, and may now craft any form of ammunition as long as you have the appropriate supplies. (no need to “discover” recipes for non-rare ammunition)
Shotgun Surgeon (rank 1) (lv 6 Small Guns 45%)
You’ve taught yourself how to perform surgery! With a shotgun! Now whenever you attack with a shotgun you ignore 10 DT of the target as long as you attack within 3 meters!
The Professional (rank 1) (lv 6 Sneak 70%)
Any critical hits made while hidden deal 20% extra damage, your just that smooth!
Toughness (The other toughness perk) (rank 1) (lv 6 End 8, Non-Robot)
With this perk (and not it’s counter part) you gain +3 to Damage Threshold permanently!
Vigilant Recycler (rank 1) (lv 6 Science 50%)
You keep a watchful eye over your materials, and because of that people appreciate you! … Not enough? In addition to +1 karma every time you add a “recyclable” item to your inventory, you also no longer need skill or level requirements to craft energy-based ammunitions. (All you need are the parts, which you should have plenty of by now.)
Cowboy (rank 1) (lv 8 Small Guns 45%, Melee 45%)
Howdy partner, looks like yer one o’ the most capable wranglers ’round these parts. As such you deal increased damage done by dynamite, hatchets, knives, revolvers, and lever-action guns by 25%.
Living Anatomy (rank 1) (lv 8 Medicine 70%)
You are an expert at human (and inhuman) anatomy. You can tell just how weak an opponent is by the scraps on their arms and the hobble in their step. You now know any target’s Damage Threshold, Damage Resistance, as well as individual Limb health!
Quick Draw (rank 1) (lv 8 Agi 5)
You now equip/un-equip weapons at the cost of 2 AP, instead of 4!
Rad Resistant (rank 1) (lv 8 End 5, Survival 40%)
Take THAT radiation! You gain +25% rad resistance permanently.
Super Slam (rank 1) (lv 8, Str 7 or Mutant, Unarmed 45%)
All unarmed attacks (as well as some melee attacks) have a chance to knock your opponent down. (Your opponent makes a check vs. their endurance to remain on their feet).
Terrifying Presence (lv 8 Cha 60%, Non-Robot)
You have a way with words, and the scars probably help too. Opponents now spend the first round of combat moving away from you if possible. If not, opponents will try to take any beneficial actions that do not involve attacking you. (They may however still attack someone without this perk). (This cannot be resisted… players be ware)