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General information[]

Just like in Fallout 3 and Fallout 4, the Perk Rate in Fallout: The Roleplaying Game is one perk every single level. There are 94 perks total perks available.

Many perks benefit the individual, but many perks are designed to be used in conjunction with a group, such as Armorer, Blacksmith, Gun Nut, and Science! which can have the ranks from multiple group members combined to craft higher ranked mods, or perks like Inspirational that benefit the group as whole by expanding the AP pool capacity.

Perks[]

Image Name Level req. Other reqs. Ranks Benefit
Action Boy/Action Girl None None 1 Spending AP to take additional major action, do not suffer the increased skill test difficulty during the second action
Adamantium Skeleton Level 1 (rank 1)
Level 4 (rank 2)
Level 7 (rank 3)
Endurance 7 3 Increases damage required for a critical hit to all limbs
Adrenaline Rush None Strength 7 1 When below max HP, count your strength as 10 for skills and weapon hits.
Animal Friend Level 1 (rank 1)
Level 6 (rank 2)
Charisma 6 2 Rank 1: Hostile animals may roll to not attack you.
Rank 2: Gain the pacify animals major action.
Creatures affected:Bloodbug, Bloatfly, Brahmin, Deathclaw, Dog, Mole rat, Mutant hound, Radroach, Radstag, Stingwing, Yao Guai
Aquaboy/Aquagirl Level 1 (rank 1)
Level 4 (rank 2)
Endurance 5 2 Immune to radiation from water and can hold breath twice as long.
Armorer Level 1 (rank 1)
Level 5 (rank 2)
Level 9 (rank 3)
Level 13 (rank 4)
Strength 5
Intelligence 6
4 Can modify armor with additional mods.
Awareness None Perception 7 1 Using the Aim minor action, gain +1 pierce or add 1 to a piercing effect of the used weapon
Barbarian Level 4 Strength 7
No robot origin
1 Physical DR on all hit locations is increased based on your Strength
Basher None Strength 6 1 Increased gun bashing damage
Better Criticals None Luck 9 1 Spending a Luck point to cause an automatic critical and injury on an enemy you have damaged
Big Leagues None Strength 8 1 Gain the Vicious damage effect on all two-handed melee weapons
Black Widow/Lady Killer None Charisma 6 1 Re-roll 1d20 on Charisma checks to influence NPCs
Additionally inflict 1d6 of damage to the opposite of chosen gender
Blacksmith Level 2 (rank 1)
Level 6 (rank 2)
Level 10 (rank 3)
Level 14 (rank 4)
Strength 6 4 Can modify melee weapons with additional mods
Bloody Mess Level 1 (rank 1) Luck 6 1 Roll 1d6 on critical hit with rolling an effect inflicting an additional injury
Blitz Level 1 (rank 1)
Level 4 (rank 2)
Agility 9 2 Re-roll 1d20 when moving in reach of an enemy
Can Do! None Luck 5 1 Roll 1 additional random food item without spending AP
Cap Collector None Charisma 5 1 Decreased buying and increased selling prices by 10%
Cautious Nature (Fallout: The Roleplaying Game) None Perception 7
Daring Nature not taken
1 Re-roll 1d20 on tests if action points were spent
Center of Mass None Agility 7 1 Choose to aim at the torso of an enemy without an increase in difficulty when making a ranged attack.
Chem Resistant Level 1 (rank 1)
Level 5 (rank 2)
Endurance 7 2 Become immune to chem addiction
Chemist None Intelligence 7 1 Chems created by you last twice as long and unlock new chem recipes
Commando Level 2 (rank 1)
Level 5 (rank 2)
Agility 8 1 +1d6 of damage per rank with weapons fire rate 3 and higher
Comprehension None Intelligence 6 1 Roll 1d6 after using the effect of a magazine to retain it for an additional use.
Concentrated Fire None Perception 8
Agility 6
1 Allowed to re-roll 3d6 after spending additional ammunition to increase damage
Daring Nature None Luck 7
Cautious Nature not taken
1 Re-roll 1d20 on tests if action points were bought from GM
Demolition Expert None Perception 6
Luck 6
1 Gain the Vicious quality with weapons that have the Blast quality and unlock additional explosive recipes
Dodger Level 4 (rank 1)
Level 10 (rank 2)
Agility 6 2 Reduce difficulty of Defend major action by 1
Dogmeat None Charisma 5 1 The faithful canine companion Dogmeat
Entomologist None Intelligence 7 1 Gain the 1 Piercing damage effect against all creatures with insect keyword
Fast Metabolism Level 1 (rank 1)
Level 4 (rank 2)
Level 7 (rank 3)
Endurance 6 3 +1 Hit Points per rank from any source other than resting
Faster Healing None Endurance 6
No robot origin
1 1d20 can be bought for free when treating one's injuries
Finesse None Agility 9 1 Once an encounter, re-roll damage dice with no Luck point spending
Fortune Finder Level 2 (rank 1)
Level 6 (rank 2)
Level 10 (rank 3)
Luck 5 3 Find additional caps when scavenging
Ghost None Perception 5
Agility 6
1 Sneak tests in darkness allow for one free additional d20
Grim Reaper's Sprint None Luck 8 1 Rolling 1d6 and landing an Effect, add 2 AP to the group pool
Gun Fu Level 1 (rank 1)
Level 6 (rank 2)
Level 11 (rank 3)
Agility 10 3 When succeeding at a ranged attack, may spend one AP and ammo to hit one additional target for the same damage.
AP, ammo and number of targets hit increase by one for each rank. Applied damage only affects additional targets, but not Effects.[1]
Gun Nut Level 2+ Intelligence 6 4 Able to create higher-level weapon mods
Gunslinger Level 2 (rank 1)
Level 6 (rank 2)
Agility 10 2 +1d6 of damage per rank and additionally re-roll hit location d20
Hacker None Intelligence 8 1 Decrease difficulty to hack computers by 1
Healer Level 1 (rank 1)
Level 6 (rank 2)
Level 11 (rank 3)
Intelligence 7 3 Heal an additional hit point per rank with first aid action
Heave Ho! None Strength 8 1 Increase range of throwing weapons by one zone by spending 1 AP
Hunter None Endurance 6 1 Gain the Vicious damage effect against mutated mammals, lizards, and insects
Infiltrator None Perception 8 1 Re-roll 1d20 on Lockpick skill tests
Inspirational None Charisma 8 1 Increase maximum group AP pool by 1
Intense Training Level 2 + 2 every rank None 10 Put a single point into any of your S.P.E.C.I.A.L. attributes
Iron Fist Level 1 (rank 1)
Level 6 (rank 2)
Strength 6 2 +1d6 to unarmed damage
Junktown Vendor None Charisma 8 1 Charisma + Barter test attempts to buy or sell goods is reduced by 1
Jury Rigging None None 1 Repair any item without using components, but suffer a greater complication range and chance for it to break.
Laser Commander Level 2 Perception 8 2 Increase damage with ranged energy weapons by 1d6 per rank
Lead Belly Level 1 Endurance 6 2 Reduced or immunity to radiation damage from food
Lifegiver Level 5 None 5 Increased Hit Points
Light Step None None 1 Spend 1 AP to ignore one complication on Agility tests
Additionally may re-roll Agility + Athletics tests involving traps
Master Thief None Perception 8
Agility 9
1 +1 to opponent detection tests to notice picking a lock or pickpocket
Medic None Intelligence 8 1 Re-roll 1d20 on First Aid actions
Meltdown None Perception 10 1 Enemies explode and cause damage to one additional enemy in close range
Mister Sandman None Agility 9 1 Cause extra damage when making a sneak attack
Moving Target None Agility 6 1 When sprinting, Defense increase +1 until next turn
Mysterious Stranger None Luck 7 1 After spending a Luck point, Mysterious Stranger appears to assist in combat
Nerd Rage! Level 2+ Intelligence 8 3 When quarter Health, gain more Physical and Energy DR to all limbs and more damage
Night Person None Perception 7 1 Difficulty increases due to darkness are reduced by 1
Ninja None Agility 8 1 Increased damage from unarmed and melee sneak attacks
Nuclear Physicist None Intelligence 9 1 Increased damage of radiation weapons and fusion cores have 3 additional charges
Pain Train Level 1+ Strength 9
Endurance 7
2 Rank 1: Gain Charge major action to damage and knock prone enemies with a Str + Athletics test
Rank 2: Add 1d6 and Stun damage effect
Paralyzing Palm None Strength 8 1 Aimed unarmed strikes gain the stun effect
Party Boy/Party Girl None Endurance 6
Charisma 7
1 Immune to alcohol addiction; gain +2 health from drinking alcohol
Pathfinder Level 6 Endurance 6 1 Reduce travel time by half with a successful Perception + Survival roll
Pharma Farma None Luck 6 1 Find an additional medicine or chems when scavenging
Pickpocket None Perception 8
Agility 8
3 Rank 1: Ignore first complication of Agility + Sneak tests
Rank 2: May re-roll 1d20 on attempts to pickpocket
Rank 3: Reduce difficulty by 1 when attempting a pickpocket
Piercing Strike None Strength 7 1 +1 Piercing to Unarmed and bladed melee weapon attacks
Pyromaniac Level 2 Endurance 6 3 Increase damaged with fire-based weapons by 1d6 per rank
Quick Draw None Agility 6 1 Draw an item or weapon for free
Quick Hands None Agility 8 1 Spend 2 AP to double fire rate of current weapon
Rad Resistance None Endurance 8 3 +1 Radiation Resistance to all limbs per rank
Refractor None Perception 6
Luck 7
2 +1 Energy Resistance for all limbs per rank
Ricochet 5 Luck 10 1 Spend 1 Luck point to ricochet ranged attacks back at attacker
Rifleman None Agility 7 3 Increased damage for non-heavy twohanded weapons
Robotics Expert 2+ Intelligence 8 3 Rank 1: Modify armor with rank 1 robot mods
Rank 2: Reduce difficulty to repair robots
Rank 3: Hack and reprogram robots
Science! 2+ Intelligence 6 3 Able to create higher-level weapon and armor mods involving rare materials
Scoundrel None Charisma 7 1 Ignore the first complication rolled in Charisma + Speech checks
Scrapper Level 5+ None 2 Rank 1: Scavenge more common and uncommon material
Rank 2: Scavenge rare material
Scrounger Level 1 (rank 1)
Level 6 (rank 2)
Level 11 (rank 3)
Luck 6 3 Find larger amounts of ammunition in containers
Shotgun Surgeon None Strength 5
Agility 7
1 Gain +1 Piercing when using shotguns
Size Matters None Endurance 7
Agility 6
3 Add 1d6 to all attacks with Heavy guns
Skilled Level 3+ None 10 Add +1 to two skills or +2 to any skill as long as it does not go above 6
Slayer None Strength 8 1 Damage with a melee or unarmed attack can be turned into a critical hit with the spending of 1 luck point
Smooth Talker None Charisma 6 1 Re-roll 1d20 on opposed tests involving Barter or Speech
Snakeater None Endurance 7 1 +2 to poison damage resistance
Sniper None Perception 8
Agility 6
1 Taking the Aim minor action and making a ranged attack with a two-handed weapon with the Accurate quality, specify a hit location to target without increasing the difficulty
Solar Powered None Endurance 7 1 Heal radiation damage in direct sunlight
Steady Aim None Strength 8
Agility 7
3 When taking the aim minor action, re-roll 1 or 2d20s depending
Strong Back Level 1+ Strength 5 3 Increased Carry capacity
Tag! Level 5+ None 1 Select a fourth skill to be a Tag skill (instantly raises it by 2 ranks but not past 6)
Terrifying Presence Level 3+ Strength 6
Charisma 8
2 Rank 1: Re-roll a single d20 when threatening or scaring another person
Rank 2: Gain the Threaten major action in combat
Toughness None Endurance 6
Luck 6
2 Increased Damage Resistance

References[]

  1. Rules-As-Written: Effects Stacking by Donathin Frye on reddit.com
Perks in Fallout: The Roleplaying Game