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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 Girl/Party Boy | 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+ | 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[]
- ↑ Rules-As-Written: Effects Stacking by Donathin Frye on reddit.com