Fallout ( Unofficial Revised Ed.)
Level 9-12 Perks
Animal Friend (rank 1) (Lv 9 Cha 5 or Survival 55%)
After the player acquires this perk, animals simply won’t attack the PC
Better Criticals (rank 1) (Lv 9 Per 6 Lck 6 Agi 4)
The critical hits you cause in combat are more devastating. You gain a 20% bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit.
Cannibal (rank 1) (lv 9, Non-Robot)
you gain the option to eat a human corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. 25hp is regained this way, and -10 karma is earned.
Concentrated Fire (rank 1) (lv 12)
You gain +5% to hit with each consecutive attack you make against a single opponent each round.
Crazy Bomber (rank 1) (lv 9 Int 6 Explosives 50%)
No more singed eyebrows! With this perk, if your character experiences a failure while using explosives, the explosive in question will not detonate.
Dodger (rank 3) (lv 9 Agi 5)
You are less likely to be hit in combat, if you have this Perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from any worn armor.
Finesse (rank 1) (lv 10)
Your chance to score a critical increases by +5.
Hide of Scars (rank 3) (lv 10, End 7 or Mutant, Non-Robot)
Your battle weary flesh has hardened. Gain +10% per rank to all resistances but fire.
Karma Beacon (rank 1) (lv 9 Cha 6)
Your Karma ran over someone’s Dogma. Your karma is doubled. (negatively or positively, depending on which is higher.) (I.E. -300 Karma becomes -600, +23 karma becomes +46)
Life Giver (rank 1) (lv 12 End 6)
You gain +30hit points this level.
Mr. Fixit (rank 1) (lv 12 Repair 40%)
You have become a regular handyman and gain +20% to your repair skill.
Mutate! (rank 1) (lv 9, Non-Robot)
The radiation of the waste has finally altered you. Whether it was all the glowing water, or the green carrots you ate, but something is definately different. You can switch any two attritbutes once. (Strength’s points swapped with Agility’s for example)
Mysterious Stranger (rank 1) (lv 9 Lck 6)
You have a 30%+(2xLck) Chance of a mysterious round coming from some unknown location. The bullet will instantly kill any enemy in the encounter. The Chance of the stranger appearing is rolled by the GM and the target killed is also up to the GM. (This effect is only once per combat)
Night Person (rank 1) (lv 10)
When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock” and remains active both inside and outside.
Pickpocket (rank 1) (lv 9 Agi 8 Stealth 80%)
You are much more adept at Stealing than the normal crook. You can steal with the best of them. When making a stealth check to pickpocket someone or something there are never negative modifiers. ( meening at 100%, you can’t fail)
Pyromaniac (rank 1) (lv 12 Big Guns 60%)
With the Pyromaniac perk, you do +50% damage with fire-based weapons.
Robotics Expert (rank 1) (lv 12 Science 50%)
With the Robotics Expert perk, you do an additional 25% damage to any robot.
Glowing One (rank 1) (lv 12, Ghoul-Only)
Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies. As well as a 5 meter field of radiation follows you. This area of radiation causes 1 rad per second.
Silent Running (rank 1) (lv 12 Agi 6 Sneak 50%, Non-Robot)
With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt.
Sniper (rank 1) (lv 12 Per 7 )
Eliminates penalties for targeted shots to the head with two handed small guns weaponry.
Speaker (rank 1) (lv 9 Speech 40%, Non-Robot)
You find public speaking to be an enjoying past time, and know just what to say and when to say it. This perk grants the PC a bonus 20% to the speech skill.
Math Wrath (rank 1) (lv 10 Science 70%)
You’ve a head for numbers, and those numbers allow you to calculate your actions just a little bit better. With this perk, all AP costs are reduced by 1 (to a minimum of 1) (This over-rides any AP reduction perks / abilities)
Plasma Spaz (rank 1) (lv 10 Energy Weapons 60%)
Pew pew pew, pew pew, pew. With this perk all AP costs with Plasma weapons are reduced to 1 (that’s a 2 AP saving).
Ghastly Scavenger (rank 1) (lv 12, Cannibalism, Non-Robot)
With this perk you’ve become a true corpse connoisseur. Now you gain the benefits of Cannibalism when eating ANY humanoid or abomination corpse. (This does not apply to plants, insects, animals, or the like) However you also lose -5 additional karma, as you’ve proven just how low you will stoop.
Long Haul (rank 1) (lv 12, End 7)
Tired of being your group’s pack mule? Well too bad, because it only gets better. With the Long Haul perk you now have a bonus, rather then a penalty, when you are encumbered by weight. As long as you are encumbered you gain +2 AP to spend on movement each round! (this should also reflect your overland movement)
Piercing Strike (rank 2) (lv 12, Unarmed or Melee Weapons 70%)
Your melee or unarmed attacks (either one per rank) now ignore 10 DT anytime you attack! Finish him!
Splash Damage (rank 1) (lv 12 Explosives 70%)
Explosive weapons have a 25% larger area of effect.
Unstoppable Force (rank 1) (lv 12 Str 7 Melee Weapons 70%)
You deal 3x the normal damage when you hit an opponent who is wielding a melee weapon, or unarmed, and is defending!