Perks

Level 0

Advanced Research

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%

Armorer

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%;

Ayyyyy!

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 withmelee weapons have a greater chance of knocking an opponent over. And when they are knocked over they get knocked back farther. Double the knock back chance and distance for any melee attack (not unarmed).
Ranks: 1; Requirements: ST 6 and Melee 75%;

Body’s Still Warm

Your skill at theft isso 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.
Ranks: 1; Requirments: Unarmed 40%Steal 100%;

Bulk Trader

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%;

Child At Heart

You bond well with children and have special options when dealing with them.
Ranks: 1

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%

Demolition Man

You have the ability to makecomplex traps, bombs, and general explosives for a variety of nefarious purposes. You have +15 to youskill when making qualifying equipment.
Ranks: 1, Requirements: IN 8, Traps 50

Gunsmith

You have a talent for building firearms and ammunition. Your skill when making qualifying equipment is +15%.
Ranks: 1; Requirements: Repair 50%

In Your Face

Opponents suffer a -20% penalty with any firearm or Thrown weapon attack when you are within 1 hex and holding melee weapons or are unarmed.
Ranks: 1; Requirements: Melee 75% or Unarmed 75%;

Innocent Bystander

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%

Junk Merchant

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%;

Little Leaguer

You’re an MVP! With every rank, you add 5 points to your Melee and Throwing Skills.
Ranks: 3

Ninja

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%

Paranoid

Man you are paranoid, but it pays! Each Rank of this perk increases your detection attribute by 30%.
Rank: 3 Requirements: Perception 3

Pharmacist

You have a talent for making medical supplies. You gain a +15% bonus when making qualifying equipment.
Rank: 1 Requirement: Doctor 50%

Scoundrel

Each rank raises your speech and barter skills by 5.
Ranks: 3

Simple Machines

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;

Six-Shooter

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.
Ranks: 1 Requirements: Small Arms 75% and PE 8;

Tech Vulture

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;

Level 2

Brown Noser

You’ve learned how to suck up to your superiors. You get +1 Charisma for reaction roles when dealing with authority figures for each rank of this perk. Dogs and Deathclaws cannot brown-nose.

Die Hard

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

Level 3

Awareness

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

Black Widow/Lady Killer/Cherchez La Femme

You gain +2 Damage to all members of the chosen sex, and may have special options when dealing with them.
Ranks: 1

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,

Cautious Nature

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

Comprehension

Looks like all those study skills courses paid off. With this perk you gain 50% more skill points per book read. Dogs and deathclaws cannot choose this perk.
Ranks: 1 Requirements: Intelligence 6,

Drunken Master

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%

Earlier Sequence

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

Faster Healing

Characters with faster healing just plain heal faster. For each rank of this perk, your character gains a +2 to the Healing Rate statistic.
Ranks: 3 Requirements: Endurance 6

Gunner

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

Healer

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%,

Kama Sutra Master

This perk confers great stamina and skill when doing the dirty.
Ranks: 1 Requirements: Endurance 5, Agility 5

Leadfoot

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

Night Vision

Your character can see better in darkness when you select this perk. Negative modifiers for dark conditions are reduced by 50%. Must be all the carrots you ate.
Ranks: 1 Requirements: Perception 6

Quick Pockets

It only takes two action points instead of four to swap equipment in combat.
Ranks: 1 Requirements: Agility 5

Rad Child

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

Scout

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

Smooth Talker

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

Stat!

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 your skill.
Ranks: 1 Requirements: First Aid 75%, Doctor 50%, Agility 6

Stonewall

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

Strong Back

This perk increases Carry Weight by 50 lbs.
Ranks: 1 Requirements: Strength 6, Endurance 6

Survivalist

Gain a +25% bonus to the Outdoorsman skill with this perk.
Ranks: 3 Requirements: Endurance 6, Intelligence 6, Outdoorsman 40%, Level 3

Swift Learner

Each Rank of this perk increases your experience earned by 5%.
Ranks: 3

Thief

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;

Toughness

This perk confers a +10% Bonus to Damage Resistance to all types of damage.
Ranks: 1 Requirements: Endurance 6, Luck 6,

Level 4

Bracing

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

Death Sense

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

Flexible

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

Hit the Deck!

You react very quickly to the sound of an explosive coming your way. You only take ½ damage from ranged explosive weapons, round up. This includes damage from concussion and shrapnel.
Ranks: 1 Requirements: Agility 6

Iron Fist

You do an additional 5 points of unarmed damage per rank.
Rank: 3, Requirements Strength 4

Leader

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,

Loner

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,

Steady Arm

Due to your massive size, burst attacks cost 1 less AP. Only mutants can choose this perk.
Ranks: 1 Requirements: Strength 6

Tunnel Rat

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

Level 6

Adrenaline Rush

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

Bonus Move

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

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

Cancerous Growth

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

Educated

Every rank of this perk will add +2 skill points when your character gains a level, including this level!
Ranks: 3 Requirements: Intelligence 6

Empathy

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

Fortune Finder

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

Gambler

This perk increases your odds to win at gambling by 20%.
Ranks: 1 Requirements: Gambling 50%

Ghost

In areas of darkness, or at night, characters with this perk gain +20% to their Sneak skill.
Ranks: 1 Requirements: Sneak 60%

Gunslinger

While using a pistol or similar one handed weapon, you receive a +20% to hit.
Rank: 1

Harmless

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

Heave Ho!

For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank.
Ranks: 3

More Criticals

Characters with this perk cause more critical hits in combat. Each rank adds +5% to the Critical Chance statistic. Mutants cannot choose this perk.
Ranks: 3 Requirements: Luck 6

Negotiator

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

Pack Rat

Each rank of this Perk adds +15 lbs. to your character’s Carry Weight statistic.
Ranks: 2

Pathfinder

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%

Presence

You gain a +1 bonus to your Charisma for reaction rolls for each rank of this perk.
Ranks: 3 Requirements: Charisma 6

Quick Recovery

It only costs you one AP to stand up after being knocked down.
Ranks: 1 Requirements: Agility 5,

Rad Resistance

Each rank of this perk increases the Radiation Resistance of your character by 15%.
Ranks: 2 Requirements: Endurance 6, Intelligence 4

Ranger

This perk adds +15% to Outdoorsman. It also makes finding those special encounters and items a little easier.
Ranks: 1 Requirements: Perception 6

Salesman

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%

Silent Running

This perk allows characters to run and sneak at the same time.
Ranks: 1 Requirements: Agility 6, Sneak 50%,

Snakeater

This perk adds +25% to Poison Resistance.
Ranks: 1 Requirements: Endurance 3

Stunt Devil

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

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,

Level 7

Bone Head

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

Entomologist

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%

Rad Tolerance

Rad count does not have physical side effects below 400
Ranks: 1; Requirements: EN 7, Level 7;

Level 8

Bluff Master

You are the king or queen of smooth talking. Whenever you are caught stealing, your character can automatically talk his or her way out of the situation.
Ranks: 1 Requirements: Charisma 7, Speech 70

Brutish Hulk

With this perk, you gain double the normal hit points when you go up a level. Only Deathclaws and super mutants can choose this perk.
Ranks: 1 Requirements: Strength 7, Endurance 5,

Commando

While using a rifle (or similar two-handed weapon) you receive an extra 25% to hit. Dogs and deathclaws are not commandos.
Rank: 1

Psychotic

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,

Size Matters

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

Level 9

Animal Friend

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,

Better Criticals

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). In addition, your chance to cause damage to a limb is increased by 50%. 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,

Crazy Bomber

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,

Demolition Expert

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%,

Dodger

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,

Driving City Style

Your character has picked up some aggressive driving techniques. She gets a one time 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,

Explorer

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.
Ranks: 1

Flower Child

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.
Ranks: 1

Karma Beacon

Your Karma ran over someone’s Dogma. Karma is doubled for the purposes of reaction.
Ranks: 1 Requirements: Charisma 6

Light Step

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

Master Trader

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%,

Mutate!

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?
Ranks: 1

Mysterious Stranger

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,

Pyromaniac

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%,

Scrounger

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,

Sharpshooter

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,

Speaker

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%,

Level 10

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,

Level 12

Action Boy

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

Bonsai

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

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

Gain Agility

Increases your Agility by +1 permanently.
Ranks: 1 Requirements: Agility below racial max, Level 12

Gain Charisma

Increases your Charisma by +1 permanently.
Ranks: 1 Requirements: Charisma below racial max, Level 12

Gain Endurance

Increases your Endurance by +1 permanently.
Ranks: 1 Requirements: Endurance below racial max, Level 12

Gain Intelligence

Increases your Intelligence by +1 permanently.
Ranks: 1 Requirements: Intelligence below racial max, Level 12

Gain Luck

Increases your Luck by +1 permanently.
Ranks: 1 Requirements: Luck below racial max, Level 12

Gain Perception

Increases your Perception by +1 permanently.
Ranks: 1 Requirements: Perception below racial max, Level 12

Gain Strength

Increases your Strength by +1 permanently.
Ranks: 1 Requirements: Strength below racial max, Level 12

HtH Evade

If your character is not carrying any weapons in either hand, at the end of a combat turn, the character gains 3 points of AC instead of the normal 1 for each unused Action Point.
Ranks: 1 Requirements: Unarmed 75%, Level 12

Lifegiver

Benefits: Every time your character gains a level, he or she gains an additional 4 HP for each level othis perk. With two ranks, thats +8 HP per Level!
Ranks: 2 Requirements: Endurance 4, Level 12

Living Anatomy

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

Master Thief

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

Medic

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. 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

Road Warrior

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

Robotics Expert

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 down permanently.
Ranks: 1 Requirements: Science and Repair 70%

Tag!

Pick an additional Tag Skill.

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

Team Player

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

Tough Hide

Exposure to radiation and the harsh wastes has hardened you against the elements. You gain +15 to your Armor Class and a +10% bonus to all Resistances. Only mutants can choose this perk.
Ranks: 2 Requirements: Endurance < 8, Level 12

Weapon Handling

This perk adds +3 Strength for the purposes of strength requirements for handling and firing weapons.
Ranks: 1 Requirements: Agility 5, Level 12

Level 14

Chemist

All drug effects last twice as long.
Ranks: 1 First Aid 50%, Doctor40%, Level 14

Divine Favor

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.
Ranks: 1 Requirements: Charisma 8,

Level 15

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,

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,

Mental Block

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 blovk out psychic static.
Ranks: 1

Pickpocket

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%,

Level 16

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,

Level 18

Paralyzing Palm

If completely unarmed, once per every 3 rounds you can completely paralyze an opponent for 3 rounds with a successful unarmed attack.
Ranks: 1; Requirements: Unarmed 150

Silent Death

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%,

Level 20

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"

Grim Reaper’s Spirit

Every time you kill an opponent all your action points are automatically restored. Limit once per Round.
Ranks: 1;

Level 24

Slayer

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%,

Sniper

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%,

Perks

Fallout-PNP- Rules Taloswind Taloswind