Fallout: Van Buren
You might now know much about the guns and armor mouth-breathing grunts use, but you sure as hell know how to manufacture energy weapons, railguns, and power armor. You have +20 to your skill when making qualifying equipment. Dogs cannot choose this perk.
Ranks: 1 Requirements: IN 9, Science: 75%
Man you are paranoid, but it pays! Each Rank of this perk increases your detection attribute by 30%.
Rank: 3 Requirements: Perception 3
You are extremely skilled at making conventional body armor (Non power or Tesla armor). You have +20 to your skill when making qualifying equipment. Dogs cannot choose this perk.
Ranks: 1 Requirements: IN 8, Repair 75%;
You know exactly what is going on in combat. This perk gives you more information when you examine a critter. You can see their exact number of hit points and the weapon they are armed with, if any.
Ranks: 1 Requirements: Perception 5
You can punch or kick a locked object and add d10 x5 to the Lockpick check. However, if successful, this automatically opens the object and is always noisy. Dogs cannot choose this perk.
Ranks: 1 Requirements: Lockpick 75%;
Bigger They Are
Your attacks with melee weapons have a greater chance of knocking an opponent over. Double the knock down chance for any melee attack (not unarmed).
Ranks: 1; Requirements: ST 6 and Melee 75%;
Black Widow/Lady Killer/Cherchez La Femme
You gain +2 Damage to all humanoid members of the chosen sex, and may have special options when dealing with them.
Body’s Still Warm
Your skill at theft is so calmly focused that you can steal in combat. Though it is difficult (+10 Difficulty) you may select an enemy in combat for theft and steal one of their unequipped items. It costs 4 AP’s to steal during combat.
Ranks: 1; Requirments: Unarmed 40%Steal 100%;
Bonus HtH Damage
You have learned a special technique to deal more damage with your fists and melee weapons. Your character gains a +2 bonus to Melee Damage for each level of this perk.
Ranks: 3 Requirements: Agility 6, Strength 6,
You’ve learned how to suck up to your superiors. You get +5 disposition when dealing with authority figures for each rank of this perk. Dogs and Deathclaws cannot brown-nose.
Ranks: 2 Requirements: Charisma 5, Intelligence 6,
Quantity is the name of the game, and you’re holding all the cards. When you buy and sell goods, you get a +25% when you sell five at once.
Ranks: 1: Requirements: Barter 75%;
Your character has learned to be wary of the world around him. His perception is increased to +3 when determining where he begins in random encounters.
Ranks: 1 Requirements: Perception 6
Child At Heart
You bond well with children and have special options when dealing with them.
Child Of the Wastes
You are skilled at stalking and killing in the wasteland. You gain +5 to damage against all animals and plants. You also have +5 to relevant skills when making equipment.
Rank 1: Requirements: Outdoorsman 50%, Melee 25%, Explosives 25%
You are charismatic enough to draw a companion to you. You may hire a companion based off your charisma as detailed under the Charisma statistic entry. You may bring in your own companion,which can be anything legally suitable based on your charisma. Your starting companion gets 37 attribute points to distribute amongst his SPECIAL. The companion starts out at (your level/2[rounded down]+1) or (your level – 5), whichever is higher. Your companion starts out with his own wealth, which is equivalent to 25% of your starting wealth. If your companion is a deathclaw, he can only spend his starting wealth on a robe, if a dog it can only be spent on dog armor, any unspent wealth is lost. This wealth cannot be looted if your companion dies. You may also hire certain wasteland npc’s as companions, who may be stronger than your starting companion. If a recruited companion is higher than the level cap allowed by this perk, he cannot gain more levels until your npc level limit is raised, either through leveling or through perks. You may only have one companion at a time. If your starting companion dies, you must recruit a new npc companion from the wasteland. A companion cannot take the companion perk. Companions may be able to be rehired if they were treated well, and they may turn on you as well.
Ranks: 1 Requirements: Charisma 7
Looks like all those study skills courses paid off. With this perk you gain 3 skill points per book read, rather than the standard 2. Dogs and deathclaws cannot choose this perk.
Ranks: 1 Requirements: Intelligence 6,
You have the ability to make complex traps, bombs, and general explosives for a variety of nefarious purposes. You have +15 to your skill when making qualifying equipment.
Ranks: 1, Requirements: IN 8, Traps 50
You won’t go down without a fight! When your hit points drop below 20% of your maximum, you get an additional 5 Damage Threshold to all types of damage.
Ranks: 1 Requirements: First Aid 40%, Endurance 6
Your Swimming abilities rival those of other water-based mammals. With each rank of this perk, your Athletics skill counts as 30% higher for swimming.
Ranks: 2 Requirements: Endurance 8, Strength 6
As a “child of the bottle,” you fight better when you are drunk. You receive a 20% bonus to your Unarmed skill when under the influence of alcohol.
Ranks: 1 Requirements: Unarmed 60%
Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character’s Sequence by +2.
Ranks: 3 Requirements: Perception 6
Characters with faster healing just plain heal faster. For each rank of this perk, your character gains a +4 to the Healing Rate statistic.
Ranks: 3 Requirements: Endurance 6
You have mastered the arts of walking on coals and taking cookie pans out of the oven bare-handed. For each level of this perk, you have + 20% Heat AC that stacks with armor.
Ranks: 2; Requirements: EN 9;
You are obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills.
Rank: 3 Requirements: Agility 4 Intelligence 4
You have become an expert at firing from a moving vehicle. You do not suffer the normal 10% penalty when firing from a vehicle in motion.
Ranks: 1 Requirements: Small guns or big guns 40%, Agility 6
You have a talent for building firearms and ammunition. Your skill when making qualifying equipment is +15%.
Rank: 1 Requirements: Repair 50%
Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 5-10 points (1d6 +4). The second rank adds +10-20 (2 X (1d6 +4)).
Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%,
You do 75% more critical damage vs. animals.
Ranks: 1 Requirements: Survival: 75%
In Your Face
Opponents suffer a -25% penalty with any firearm or Thrown weapon and cannot make targeted attack when you are within 1 hex and holding a melee weapons or are unarmed.
Ranks: 1; Requirements: Melee 75% or Unarmed 75%;
Your thievery is so smoothly executed that you can easily steal two items from someone for every single successful Steal check.
Rank: 1 Requirements: Sneak 50 Steal 75%
All items you find that are worth 1-5 bottlecaps are worth five times as much when you trade them.
Ranks: 1; Requirements: Barter 50%;
You can substitute fusions and combustion components for propulsion and can use brass and scrap metal interchangeably while making ammunition.
Ranks: 1 Requirements: Luck 6 Repair 90
Kama Sutra Master
This perk confers great stamina and skill when doing the dirty.
Ranks: 1 Requirements: Endurance 5, Agility 5
Your reflexes have developed to make you a very fast driver. Of course, that doesn’t necessarily mean you are any safer. Characters with this perk can make a land vehicle go 25% faster than the vehicle’s maximum speed.
Ranks: 1 Requirements: Pilot 60%, Perception 6, Agility 6
While wearing light armor (any armor less than 20 lbs) you have a 25% chance of reducing critical hit damage to normal damage. If its a targeted shot you’d still get crippled because it still counts as a critical hit, it juts does less damage.
Ranks: 1 Requirements: Agility 6 Repair: 85
You’re an MVP! With every rank, you add 5 points to your Melee and Throwing Skills.
Your character can see better in darkness when you select this perk. The lighting condition is considered one condition brighter for you while fighting in the dark. Must be all those carrots you ate.
Ranks: 1 Requirements: Perception 6
You have a talent for making medical supplies. You gain a +15% bonus when making qualifying equipment.
Rank: 1 Requirement: Chems 50%
Costs of accessing you inventory, and stowing/retrieving items only costs 1 AP instead of 2 AP.
Ranks: 1 Requirements: Agility 5
You do not take damage from radiation – in fact, it heals you. You gain an extra +5 to your Healing Rate when in a source of radiation that gives out 10 or more rads an hour. Only Ghouls can choose this perk.
Ranks: 1 Requirements: Endurance 6
Your character can see further in the wilderness. Maps are easier to read. It is up to the GM to determine exactly how this works. Special encounters and items are a little easier to find with this skill as well.
Ranks: 1 Requirements: Perception 7
Each rank raises your speech and barter skills by 5.
You are so well versed in the artificial IN routines of robots that they suffer a -20% penalty to hit you.
Ranks: 1 Requirements: Science 75 and IN 8;
You know that your trusty revolvers won’t jam like those new-fangled automatic pistols. And hey, if you can’t drop someone in six shots (or five) you need to spend more time at the firing range. When using revolvers you never suffer critical failures, gain +4 to range and your gain an additional 5% chance to cause a critical hit.
Ranks: 1 Requirements: Small Arms 75% and PE 8;
You can skin creatures without successfully needing to make an outdoorsman check.
Ranks: 1 Requirements: Endurance: 6 Outdoorsman: 60
Each rank of this perk will increase your Intelligence by +1 for rolls against that Stat when attempting to smooth-talk NPCs. Dogs cannot choose this perk, since dogs cannot talk.
Ranks: 3 Requirements: Intelligence 4
You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 5 APs to use first aid and 8 APs to use doctor.
Ranks: 1 Requirements: First Aid 75%, Doctor 50%, Agility 6
If your character is about to be knocked down in combat, he can roll a percentile dice and has a 50% chance to avoid that fate.
Ranks: 1 Requirements: Strength 6
This perk increases Carry Weight by 50 lbs.
Ranks: 1 Requirements: Strength 6, Endurance 6
Each Rank of this perk increases your experience earned by 8%.
When you find a recently destroyed robot, there is a good chance you will be able to salvage something useful from it.
Ranks: 1 Requirements: Repair 50% and PE 8
This perk confers a one-time bonus of +10% to Sneak, Lockpick, Steal, and Explosives. Dogs and Deathclaws cannot choose this perk.
Ranks: 3, Requirements: AG 4 PE 4
Like pre-War superheroes, you can climb office buildings and cliffs where most others would fail. This perk gives a +30% bonus to your Athletics for determining Climbing skill per rank.
Ranks: 2 Requirements: Endurance 7, Strength 6
You have a fear of death that allows you to fight harder when you are wounded. When your character’s HP drop below 50% of their maximum, your character gains a +1 Strength bonus, but cannot go above the racial maximum.
Ranks: 1 Requirements: Strength 1-9
You have learned to take longer strides in combat. For each level of this perk, your character can move 2 more hexes in combat. The first two hexes a character moves do not cost any APs.
Ranks: 2 Requirements: Agility 5
You know how to brace large weapons while you are standing. When applicable, you get a bonus for using a tripod just by holding a weapon in your hands. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Strength 7, Big Guns 80%, Level 4
Your senses are very well developed. You gain a +2 bonus to Perception in the dark, and penalties for light levels are reduced by 50%. You also gain a 25% bonus to your detection score for spotting enemies who are sneaking around. Only Deathclaws can choose this perk.
Ranks: 1 Requirements: Intelligence 5, Level 4
Every rank of this perk will add +2 skill points when your character gains a level, including this level!
Ranks: 3 Requirements: Intelligence 6
You get a better idea of what to say to an NPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way.
Ranks: 1 Requirements: Perception 7, Intelligence 5
People around you become empowered, you make them better, faster stronger, and better equipped. Your NPC’s maximum level increase by 1, and starting wealth (if applicable)of your companion increases to 26.25% of your wealth.
Each time you attack a mutated insect, such as a Radroach or a Fire Ant, you deal an additional 50% damage.
Ranks: 1 Requirements: Intelligence 4, Science 40%
Years of exercise have made you very supple. It only takes you 1 AP to change your stance in combat.
Ranks: 1 Requirements: Sneak 60%, Agility 6, Level 4
In areas of darkness, or at night, characters with this perk gain +20% to their Sneak skill.
Ranks: 1 Requirements: Sneak 60%
For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
Hit the Deck!
You react very quickly to the sound of an explosive coming your way. You only take ½ damage from explosive weapons, round up. This includes damage from concussion and shrapnel.
Ranks: 1 Requirements: Agility 6
You do an additional 4 points of unarmed damage per rank.
Rank: 3, Requirements Strength 4
You have some natural leadership abilities and have managed to cultivate them. Any party member within 10 hexes of you gains +1 to their Agility, up to their racial max, and +5 to their Armor Class. You do not get these benefits – that’s the price of being a leader.
Ranks: 1 Requirements: Charisma 6,
You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this perk gain +10% to all skill rolls when at least 10 hexes away from all of the other members of the party.
Ranks: 1 Requirements: Outdoorsman 50%, Charisma < 5,
This perk gives a one-time bonus of 10% to Speech and Barter. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Barter 50%, Speech 50%, Level 6
Each rank of this Perk adds +15 lbs. to your character’s Carry Weight statistic.
Each rank of this perk increases the Radiation Resistance of your character by 15%.
Ranks: 2 Requirements: Endurance 6, Intelligence 4
This perk adds +15% to Outdoorsman. It also makes finding those special encounters and items a little easier.
Ranks: 1 Requirements: Perception 6
Reloading time is reduced by 1 AP.
Run N’ Gun
If you move faster than normal in combat(jog or run), your movement penalty’s are cut in half when firing with any one handed fire-arm.
Ranks: 1 Requirement: Small Guns or Energy Weapons 45%
Your character becomes a better salesman with this perk. +20% to the Barter skill. Deathclaws and Dogs cannot be salesmen.
Ranks: 1 Requirements: Barter 50%
This perk adds +25% to Poison Resistance.
Ranks: 1 Requirements: Endurance 3
Due to your massive size, burst attacks cost 1 less AP. Only mutants can choose this perk.
Ranks: 1 Requirements: Strength 6
You know how to bounce when you hit the ground! You take 25% less damage from falling and from vehicle wrecks. In addition, you get a 10% bonus to your Pilot skill. Alas, there are no stunt dogs in the Fallout universe.
Ranks: 2 Requirements: Strength 6, Endurance 6, Agility 6
Gain a +25% bonus to the Outdoorsman skill with this perk.
Ranks: 3 Requirements: Endurance 6, Intelligence 6, Outdoorsman 40%
This 1st rank confers a +3 to Damage Threshold to all types of damage. The 2nd rank confers +10% to Damage Resistance.
Ranks: 2 Requirements: Endurance 6, Luck 6
While wearing light armor (any armor under 20 lbs.) you gain a +1 DT and +10% to your DR.
Ranks: 1 Requirements: Outdoorsman: 90%
You crawl like a baby. Well, you crawl like a very fast baby. You can move at your normal rate (1 AP per hex) while crouching or prone.
Ranks: 1 Requirements: Sneak 60%, Agility 6
May use First aid and doctor Twice as often as usual. At rank 2 you may use each of them triple (for 9 daily uses of first aid and 6 uses of doctor).
Ranks: 2 Requirements: First Aid 60%, Intelligence 7
Bonus Ranged Damage
You know just where to hit to make it hurt more. Every bullet that successfully hits the target does +2 damage for each rank of this perk. Deathclaws and Dogs cannot choose this perk.
Ranks: 2 Requirements: Agility 6, Luck 6
The radiation has mutated you so badly that you thrive in the wastes. You gain a +2 bonus to your healing rate, and can regenerate a crippled limb in 48 hours. Only Ghouls can choose this perk.
Ranks: 1 Requirements: Strength < 7
You can choose a single weapon to which you will have a 20% bonus when using it. When taking second rank of this perk you must chose another weapon. Robots, deathclaws and dogs cannot take this perk.
When your HP’s drop below 50%, Your companion’s DR goes up by 20%
Ranks: 1 Requirements: Charisma: 8
Random encounters yield more money. Of course, you have to take it off the cold, dead bodies of your opponents. How much money is up to the GM.
Ranks: 1 Requirements: Luck 8
This perk increases your odds to win at gambling by 20%.
Ranks: 1 Requirements: Luck 8
While using a pistol or similar one handed weapon, you receive a +15% to hit.
You recover 50% more brass when firing guns.
Ranks: 1 Requirements: Repair 130%
Your character’s innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to Steal. Deathclaws cannot choose this perk.
Ranks: 1 Requirements: Steal 50%, Karma > 49
You gain 50% less radiation from food and water sources.
Ranks: 1 Requirements: Endurance 6
All that time you’ve spent around the machine shops has finally paid off. You’ve picked up a thing or two, and are now much better at fixing things. For each rank of this perk, your Repair skill is increased by 20%.
Ranks: 2 Requirements: Intelligence 6
You learn how to make Bottlecap Mines and Nuka Grenades without needing the schematics.
Ranks: 1 Requirements: Repair 90 Explosives: 90
Characters with this perk cause more critical hits in combat. Each rank adds +4% to the Critical Chance statistic. Mutants cannot choose this perk.
Ranks: 3 Requirements: Luck 6
Prince Henry has nothing on you. You’ve mastered the methods of finding your way around the wasteland. For purposes of determining location or finding your way through the waste only, your Outdoorsman skill gets a 50% bonus.
Ranks: 1 Requirements: Intelligence 5
Your a true doctor of the waste. Knowing your gentle nature, no one would ever attack you, as long as you keep your ways up. If you never attack anyone, anyone who isn’t of animal nature will never attack you. This does not protect you from AOE and Burst attacks, like missiles, miniguns and grenades. While they won’t target you with them, if you are near the person being targeted you may still be blown up. If you betray your oath and attack someone though – EVERYONE will target you till you die in encounters.
Ranks: 1, Requirements: Karma >|49|, Doctor 75%, must have never made an attack or injury against a living thing, must have helped a wounded enemy.
This perk reduces travel time by 25%. You just have a knack for finding those old trails and roads.
Ranks: 1 Requirements: Endurance 6, Outdoorsman 60%
You gain a +1 bonus to your Charisma for reaction rolls for each rank of this perk.
Ranks: 3 Requirements: Charisma 6
It only costs you one AP to stand up after being knocked down.
Ranks: 1 Requirements: Agility 5,
This perk allows characters to move at normal speed and sneak at the same time. You cannot use a faster movement speed and maintain stealth though.
Ranks: 1 Requirements: Agility 6, Sneak 50%,
Your precision with a scattergun is something to behold. When using
shotguns, regardless of ammunition used, you ignore an additional 5
points of a target’s Damage Threshold.
Ranks: 1 Requirements: Small Gun 45
If you score a sneak attack critical with a revolver, pistol or sub machine gun you deal 20% more damage.
Ranks: 1 Requirements: Sneak: 130%
When firing energy weapons you can recover 25% of your cells. You can recycle 3 cells into one cell.
Ranks: 1 Requirements: Science: 130%
You know how to talk to people encountered in the desert +2 to Charisma, +20% to speech and Barter in random encounters only.
Ranks:1 Requirements:Lev.6, Charisma 6, Speech and Barter 30%.
Way of the Fruit
You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains +1 to Perception and Agility. Deathclaws and Dogs cannot grasp the mysteries of the fruit.
Ranks: 1 Requirements: Charisma 6,
Your character spends a lot of time with animals. A LOT of time. Animals will not attack one of their friends, unless the animal is threatened or attacked first. They may even help you against your enemies if you become really good friends
Ranks: 2 Requirements: 5 Intelligence, 25% Outdoorsman,
Gain an additional implant slot in each arm.
You are the king or queen of smooth talking. Whenever you are caught stealing, your character can automatically attempt to talk his or her way out of the situation.
Ranks: 1 Requirements: Charisma 7, Speech 70
You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a 50% chance to avoid being knocked unconscious. With the second rank, that chance increases to 75%.
Ranks: 2 Requirements: Strength 7
With this perk, you gain double the normal hit points when you go up a level. Only Deathclaws can choose this perk.
Ranks: 1 Requirements: Strength 7, Endurance 5,
You have learned to throw your body around the battlefield with ease. You no longer suffer a penalty to hit with melee or unarmed attacks with the charge or run action. You may now attack at the end of a sprint action with a -50% to hit. Additionally, when charging, you gain +2 to damage.
Requirements: Unarmed or Melee: 85% Athletics: 85%
While using a rifle (or similar two-handed weapon) you receive an extra 15% to hit. Dogs and deathclaws are not commandos.
You do 25% more damage when using any revolver, lever-action firearm,
dynamite, knife, or hatchet.
Ranks: 1 Requirements: Small Guns 60, Melee Weapons 60
Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate – it will be reset, so the Bomber can try again. Dogs and Deathclaws cannot choose this perk.
Ranks: 1 Requirements: Explosives 60%, Intelligence 6,
You can take a “wait & ambush” action during combat (costs 1 AP). You do nothing after taking that action but you can spend any remaining AP’s in opponents turn. ie. You have 10 AP, you spend one to go into defensive mode. Your opponent pops out of cover, you sequence and shoot, take cover and reload. All remaining AP’d must be used at the same time, you cannot go into defensive mode twice per round.
Requirements: PE 6 AG 7
This perk will make it more likely that your character will find those strange and interesting encounters and items. It is up to the GM to decide what those items and encounters are.
With this perk, you are much less likely to be addicted to chems (50% less likely, actually) and suffer ½ the withdrawal time as a normal person.
Ranks: 1 Requirements: 5 Endurance
Here and Now
With this perk, your character immediately gains enough experience points to go up to the next level. If a character chose this perk at level 9, they would gain enough experience points to go to level 10, placing them at a total of 45,001 experience points.
With the impartial mediation perk, you gain an extra 30 points to your speech skill so long as you maintain a neutral Karma(-249-249) level.
Ranks: 1 Requirements: Charisma: 6
Har, matey, ye be the scourge of the Seven Seas! This perk reflects your Viking-like seafaring abilities. When you choose it, you get an immediate 30% bonus to your Pilot skill, and you do not suffer penalties from using weapons on the water.
Ranks: 1 Requirements: Endurance 7, Pilot 75%
Your Karma ran over someone’s Dogma. Karma is doubled for the purposes of reaction.
Ranks: 1 Requirements: Charisma 6
Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a +4 bonus to Agility.
Ranks: 1 Requirements: Agility 5, Luck 5
This perk confers a one-time 30% bonus to your Barter skill. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Charisma 7, Barter 60%
You know the weaknesses of robots so well that you gain +5 to damage against them and successful attacks against them are increased by 40% for purposes of determining critical hits.
Ranks: 1; Requirements: Repair 85%;
Picking this perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, eh?
Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled, and the addiction rate for this drug is halved. Only mutants and half-mutants can choose this perk.
Ranks: 1 Requirements: Endurance 5,
This perk will make your character do horrible things with fire – to other people. He or she does +5 points of damage with fire-based weapons such as flamethrowers, Molotov cocktails, napalm, shishkebob and so forth.
Ranks: 1 Requirements: Explosives 75%,
You can switch out weapon for 1 AP less than normal. With quick pockets you can equip a weapon for 1 AP.
You can find more ammo than the normal post-nuclear survivor. You always find double the normal ammunition in random encounters.
Ranks: 1 Requirements: Luck 8,
With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat.
Ranks: 2 Requirements: Perception 7, Intelligence 6,
This perk gives a one-time bonus of 20% to the Speech skill. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Speech 50%,
This perk grants you a one time bonus of 10% to all skill in the selected Skill Family
Ranks: 1 Requirements: 70% in all skills in Skill Family
When engaged in dialogue before combat has begun you can attempt a speech check to intimidate your enemies. If successful, the first round of combat the enemies cannot attack, they must only retreat or take cover.
Ranks: 1 Requirements: Speech: 140%
Gain an additional implant slot in each leg.
And Stay Back
When using a shotgun, there is a 30% chance that you knock someone to the ground.
Ranks: 1 Requirements: Small Guns: 120%
Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH! Mutants cannot choose this perk.
Ranks: 1 Requirements: Perception 6, Luck 6, Agility 4,
All your years of track and field have finally paid off. When jogging in combat you gain back all your AP, when running you gain back AP -2, and when sprinting you gain back 1/2 your AP
Ranks: 1 Requirements Endurance: 8 Athletics: 110%
You gain DT of 2 each, along with PR, RR and GR of 5. You also gain a +3% to energy weapons. At the third rank you also gain night vision.
Ranks: 3 Requirements: Repair and Science: 100%, doctor or first aid 100%
Your character has learned how to handle explosives like a pro. For characters that like to blow things up, there is nothing better than this perk. Explosives set or used by this character do 50% more damage and will always detonate on time. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Agility 4, Explosives 90%,
Your character has developed into a slippery little rat. This perk will lower your character’s chances to be hit in combat. Armor class increases by +5 for each rank.
Ranks: 2 Requirements: Agility 6,
You are a seasoned traveler, and know the ins and outs of the different atolls. Your Charisma is increased by 2 for the purposes of reaction rolls when dealing with wasteland travelers, and your Barter is increased by 20%.
Ranks: 1 Requirements: Intelligence 5, Charisma 5
Driving City Style
Your character has picked up some aggressive driving techniques. She gets a onetime 30% bonus to Pilot skill, and any rolls against stats made while behind the wheel get a +2 bonus. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Perception 6, Agility 5,
Fight The Power
When fighting anyone who is clearly NCR, Brotherhood, Legion or Enclave You deal an additional 2 damage and increase your critical chance by 5%. Optionally, this perk can apply to other organized government factions at your GM’s discretion.
You know a desert like your own pocket. It has no secrets before you. You gain +10% to all skills, +2 to Perception and Intelligence and +2 to Sequence, Armor Class and
Critical Chance in the desert during random encounters only.
Requirements: INT 7, 75% Outdoorsman.
Hide of Scars
Your battle-weary flesh has hardened into an armor of its own. You gain +3 to all thresholds except for fire. Only Deathclaws can choose this perk.
Ranks: 2 Requirements: Endurance 6,
You inspire your ally to greater and greater heights. He can do spectacular that a normal ally will just stare in awe at. Your npc’s level cap goes up by an additional 1.5, and he gains 5 hit points.
Ranks: 1 Requirements: Charisma 7, Speech 110
Reduce the time in between when you can activate VATS by one round.
Ranks: 1 Requirements: Science: 120%
When an enemy or individual is unconscious, asleep, or otherwise helpless at the start of your turn, you can perform a special attack using all of your AP that automatically kills that character. You gain an additional 100% of the XP for killing him, along with splitting his XP with the rest of the party. If you are on your own, you gain 200% experience.
Ranks: 1 Requirements: Sneak 80%
When you select this perk, there is a chance (30% + (2 X LK)) that your character will gain a temporary ally, but only in random encounters. The GM will choose that ally.
Ranks: 1 Requirements: Luck 4,
You gain +25% to your DR and your strength is raised to 10 while below 20% of your health.
Ranks: 1 Requirements: Intelligence: 6 Science 110%
You deal +4 damage with plasma weapons.
Ranks: 1 Requirements: Energy Weapons 130%
Your flying abilities have reached legendary proportions. In your time in the air, you have learned to anticipate enemy maneuvers and weather patterns almost like second nature. This perk gives you +25% to your Pilot skill.
Ranks: 1 Requirements: Perception 7, Agility 6,
All melee and unarmed attacks have a chance (or additional chance) of knockdown. Unarmed and one-handed weapons have an additional 10% chance of knockdown, while two handed weapons have am additional 15% chance of knockdown. Knockdown chance is capped at 90%.
Ranks: 1 Requirements: Strength 7 Melee Weapons: 100%
Action Boy (or Girl)
Your character knows how to make the most out of every moment. For each rank of this perk, the character gets an additional Action Point each combat turn.
Ranks: 2 Requirements: Agility 5, Level 12
Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit! Only Ghouls can choose this perk.
Ranks: 1 Requirements: Outdoorsman 50%, Science 40%, Level 12
You can eat fallen enemies to gain back 1d10 HP’s. You also gain negative karma for each corpse you eat, and any NPC that see’s you turns instantly hostile.
Rank: 1 Requirement: Cannot have or take Cult Of Personality
Cult of Personality
Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the “wrong” kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure.
Ranks: 1 Requirements: Charisma 10, Level 12
Increases your Agility by +1 permanently.
Ranks: 1 Requirements: Agility below racial max, Level 12
Increases your Charisma by +1 permanently.
Ranks: 1 Requirements: Charisma below racial max, Level 12
Increases your Endurance by +1 permanently.
Ranks: 1 Requirements: Endurance below racial max, Level 12
Increases your Intelligence by +1 permanently.
Ranks: 1 Requirements: Intelligence below racial max, Level 12
Increases your Luck by +1 permanently.
Ranks: 1 Requirements: Luck below racial max, Level 12
Increases your Perception by +1 permanently.
Ranks: 1 Requirements: Perception below racial max, Level 12
Increases your Strength by +1 permanently.
Ranks: 1 Requirements: Strength below racial max, Level 12
All weapons with a weight greater than 10 lbs only count as half their weight while your carrying them.
Ranks: 1 Requirements: Strength 7
Your chance of causing a critical hit with a targeted leg shot increases by 7%.
Ranks: 1 Requirements: Perception 7
If your character is not carrying any weapons in either hand, at the end of a combat turn, the character gains 2 points of AC instead of the normal 1 for each unused Action Point. Additionally, you gain unarmed/12 in additional AC whenever both hands are free.
Ranks: 1 Requirements: Unarmed 75%, Level 12
You instantly gain 30 HP’s and +1 HP/Level!
Ranks: 2 Requirements: Endurance 4, Level 12
This perk confers a +10% bonus to Doctor. Since characters with this perk have greater knowledge of anatomy, they also do +5 points of damage with every attack to living creatures.
Ranks: 1 Requirements: Doctor 60%, Level 12
This perk gives a one-time bonus of 15 points to both the Lockpick and Steal skills. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Lockpick 50%, Steal 50%, Level 12
This perk gives a one-time bonus of 10% to First Aid and Doctor.
Ranks: 1 Requirements: First Aid OR Doctor 40%, Level 12
Mr. (or Ms.) Fixit
This perk gives a one-time bonus of 10% to both the Repair and Science skills. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Repair 40% or Science 40%, Level 12
Your unarmed and melee attacks negate 5 points of DT
Ranks: 1 Requirements: Melee 100 Unarmed 100
Mad Max doesn’t have a thing on you. You have learned how to drive and shoot at the same time. You do not suffer any penalties when driving vehicles and making attacks at the same time. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Pilot 60%, Intelligence 6, Level 12
You do an additional 25% damage to any robot you attack. In addition, if you
sneak up on a robot undetected, you can “activate” it from behind and shut it
Ranks: 1 Requirements: Science and Repair 70%
The splash radius of your explosives is increased by 1 AP
Ranks: 1 Requirements: Explosives 130%
Pick an additional Tag Skill.
Ranks: 1 Requirements: Level 12
Talon of Fear
Venom has seeped into your claws. All of your unarmed attacks carry a Type B poison. Only Deathclaws can choose this perk.
Ranks: 1 Requirements: Unarmed 60%, Strength 6, Level 12
You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within 10 hexes of your character, he or she gains +10% to all skills.
Ranks: 1 Requirements: Charisma 4, Level 12
Exposure to radiation and the harsh wastes has hardened you against the elements. You gain +15 to your Armor Class and a +4 bonus to all thresholds. Only mutants can choose this perk.
Ranks: 2 Requirements: Endurance < 8, Level 12
Your attacks with unarmed and melee weapons ignore 15% of DR.
Ranks: 1 Requirements: Strength 7 Melee 130%
This perk adds +3 Strength for the purposes of strength requirements for handling and firing weapons.
Ranks: 1 Requirements: Agility 5, Level 12
Whenever you would be subject to a crippled limb there is a 50% chance that the limb is not crippled, and crippled limbs only suffer half the penalties as usual.
Ranks: 1 Requirements: Endurance: 6
Bonus HtH Attacks
Your character has watched Jackie Chan and Bruce Lee and managed to learn a thing or two. Your character can make more hand-to-hand or melee style attacks per combat turn with this perk. The AP cost to use a HtH or Melee attack is reduced by 1.
Ranks: 1 Requirements: Agility 6,
Center of Mass
When attacking in VATS, you deal an additional 5 damage when firing non-targetted shots.
Ranks: 1 Requirements: Small Guns: 140%
All drug effects last twice as long.
Ranks: 1 First Aid 60%, Doctor 60%
A higher power has taken a liking to you. Anytime a roll fails(or succeeds against you), you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24-hour period. Additionally, you gain a plus 1 to your highest SPECIAL, and this can raise you above racial Maximum. YAY!
Ranks: 1 Requirements: Charisma 8,
You can use any component when making repairs.
Ranks: 1 Requirements: Repair 160%
You gain an additional implant slot in your head and an additional implant spot in your eyes.
Mental Block is the ability to tune out any outside mental interference. You must have learned this talent from a passing guru, or from a really late night at the bar. For purposes of determining range in combat AND finding traps ONLY, your character’s Perception is raised by 1, up to the racial maximum. It may have another effect, as your able to block out psychic static.
Characters with this perk gain a 25% bonus to their Steal skill for the purposes of stealing from other characters or NPCs. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Agility 8, Steal 80%,
As a purifier of the wasteland, you do +50% damage with melee and unarmed weapons against abominations. Abominations include Centaurs, Death Claws, Nightstalkers, Super Mutants, Feral Ghouls, and more.
You gain 2 additional implant spots in your chest.
You’re obsessed with really big weapons. With every rank of this perk, you gain +15 points to your Big Guns Skill.
Ranks: 3; Requirements: EN 5
Bend the Rules
With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for race or level requirements. You rule!
Ranks: 1 Requirements: Luck 6,
Bonus Rate of Fire
Your trigger finger is a little faster than normal. Each ranged weapon attack costs one less AP to perform. Deathclaws and Dogs cannot choose this perk.
Ranks: 1 Requirements: Agility 7, Intelligence 6, Perception 6,
You can transfer your action points for next round of combat(rather than add them to AC), but not more than 10 AP each combat (adding up all transfers).
Requirements: AG 9
If you lock yourself out of a terminal you can attempt to hack it again. If you fail to hack it again you cannot try to hack it again.
Ranks: 1 Requirements: Intelligence: 7 Science: 125%
If you make all your attacks targeted against one body part on one person, you gain a +10% to hit on each of those attacks.
Ranks: 1 Requirements: Energy Weapons: 105% Small Guns: 105%
If you break a lock you can still attempt to pick it. If you break the lock again, you can no longer try to pick the lock.
Ranks: 1 Requirements: PE: 7 Lockpick: 125%
If completely unarmed, once per every 3 rounds you can completely paralyze an opponent for 1 rounds with a successful unarmed attack.
Ranks: 1; Requirements: Unarmed 150
While sneaking successfully, characters with this perk do double damage using HtH or melee attacks if they can hit their opponent in the back (backstab!)
Ranks: 1 Requirements: Agility 10, Sneak 80%, Unarmed 80%,
While outside you have a +1 to perception and agility.
Ranks: 1 Requirements: Outdoorsman 110%
Break the Rules
When you choose this perk, you may choose any perk next time, regardless of requirements or race.
Ranks: 1 Requirements: Luck 6
Men hang onto your every word, and you push them to heights that are unbelievable. Your NPC level cap is raised by 1.5, and your companion gains a SPECIAL point, or two if his initial buy was less than 40.
Rank: 1 Requirements: Charisma 10, Speech 150%
You have the ability to write skill-increasing books and, subsequently, lift the ignorant masses from their confused drooling and post-apocalyptic rock-banging. Dogs cannot choose this perk.
Rank: 1 Requirements: IN 10, Science 150%
Eye for an Eye
You deal an additional 2 damage for each crippled limb you have.
Grim Reaper’s Sprint
Every time you kill an opponent 5 action points are automatically restored. Limit of once per round.
You receive an additional 15% critical chance for melee or unarmed attacks. Additionally, a sneak attack critical does 25% more damage.
Rank: 1 Requirements: Sneak 120% Melee or Unarmed: 150%
Carrying around a light source no longer gives away your position while sneaking.
Ranks: 1 Requirements: Sneak 160%
While sleeping you remove an additional 100 rads over what you normally would.
Ranks: 1 Requirements: Endurance 8
You deal +2 damage and have a +6% critical chance with laser weapons.
Ranks: 1 Requirements: Energy Weapons: 160%
You can convert 7 Nuka Cola, 1 chemical component, 1 explosive component and a fusion component into a nuka cola quantum.
Ranks: 1 Science 150
Spray n’ Pray
Your attacks do 50% less damage to your allies.
Instantly loose 2000 Karma.
Escalator to Heaven
Instantly gain 2000 Karma.
Your karma gets reset to 0.
The slayer walks the earth! In HtH or melee combat, characters with this Perk do a critical hit with a successful roll against Luck!
Ranks: 1 Requirements: Agility 8, Strength 8, Unarmed or melee 80%,
When using a ranged weapon, your character will do a critical hit with successful roll against Luck and this perk. Deathclaws and Dogs cannot choose to be snipers.
Ranks: 1 Requirements: Agility 8, Perception 8, small guns or energy weapons 80%,
Nerves Of Steel
You gain one additional AP. Additionally, when you would regerate AP (such as from grim reapers sprint) you gain back 1 additional AP.
Ranks: 1 Requirements: Agility 9
You take no negative side effects from minor radiation poisoning.
Ranks: 1 Requirements: Endurance 7
You can jog or run and maintain stealth.
Ranks: 1 Requirements: Agility 8, Sneak: 175%
You cannot get addicted to alcohol.
Ranks: 1 Requirements: Endurance 7
Your rads go down by 5 every hour.
Ranks: 1 Requirements: Endurance: 8