197 Perks for Fallout Unlimited Been modified for another set of rules:
Have been modified for a different set of rules so more people can use them. Modified by Hatchen, most only changed for the skills, all the original work done by ATOGA, I take no credit.
This is a fairly extensive selection of perks that will be included in Fallout Unlimited. Of the total 197 perks, 85 are new, not included in Jason’s Fallout PNP. Of that, several are my own creation, and others are borrowed from other authors and games. Many perks were modified heavily, to either make them better or worse for game balance and to make certain skills more interesting. Also, perks level requirements are only at increments of 3, because it was too confusing and didn’t make much of a difference (another stupid addition from Fallout Tactics). Some of the rules mentioned in the perk won’t make sense because they haven’t been fully written out yet, but they will when I release the rest of the stuff. I’m sure this document is filled with errors and stupid things as well, perhaps even repeats of the same perk (?). Others may be completely contradictory due to my lack of editing. If you spot anything odd, don’t hesitate to notify me at email@example.com.
Other perk ideas and rules spliced from: Enclave sourcebook, Lup_Alb_13’s homemade rules, modified for other set of rules in the www.Falloutpnp.net site
What follows is the (partial?) perks section from the “atoga version,” with a brief introduction and then the perks, grouped by level. * New perks, or ones that have been changed a lot, are in red for the sake of convenience.
Every few levels, characters will gain new perks. Perks represent knowledge that the characters have gained while traveling the wasteland. Perks can affect primary stats, skills, secondary stats, and can do many other strange things. Some perks require a creative GM implement successfully. All perks have level requirements and many have statistic requirements which the character must fulfill in order to select the perk. In addition, some perks can be selected more than once (these perks are ranked to distinguish between characters who have taken them a different number of times). Perks with 2 ranks may be taken up to two times; perks with 3 ranks may be taken up to three times.
The following section describes in detail a number of perks which may be selected, grouped by the minimum level necessary to attain the perk. Feel free to home-brew your own perks with the assistance of the GM.
LEVEL 3 PERKS
Adrenaline Rush: With this perk, you gain +1 to Strength and +1 Action Point when you drop below 50% of your maximum hit points. Ranks: 1. Requirements: EN 4, Level 3.
Alertness:With this perk you are more aware of your surroundings. Your Perception is increased by 1 for each level of this perk for purposes of noticing things (through sight, smell, hearing, touch, or taste). Ranks: 3. Requirements: PE 4, Level 3.
Awareness: You are more likely to notice details about people and critters. Awareness will give more detailed information about them whenever you examine one of them, giving you their hit point information and letting you know about the current weapons they are using. Ranks: 1. Requirements: PE 5, Level 3.
Bargain Hunter: Bargains come naturally with the addition of this perk. You can always find the right price from the merchant with a little looking around, and with a successful Barter roll the cost of any item you buy is reduced by 2d6 percent. Ranks: 1. Requirements: LK 7, Barter 50%, Level 3.
Balls of Steel: You have balls of steel. While most men would double over in pain if hit in the groin, you can withstand the agony with no problem. If hit in the groin, suffer no effects aside from damage. Obviously, only men can pick this perk. Ranks: 1. Requirements: EN 6, Level 3.
Bloodhound: You can easily track others by their scent. With this perk, you gain the ability to follow others by their scent. Each additional level of this perk improves your Perception by 2 when doing so. Only dogs and Deathclaws may select this perk. Ranks: 3. Requirements: PE 7, Tracking 40%, Level 3.
Bracing: You have learned how to brace large weapons, so that you can fire big guns without difficulty. You never suffer penalties to hit with Big Guns due to a Strength lower than the Minimum Strength requirement. Ranks: 1. Requirements: EN 5, Big Guns 60%, Level 3.
Brewer: With this perk, you can brew all sorts of alcohol and other beverages. Each level of this perk gives allows you to brew alcohol and beverages at no penalty, and you also receive a 10% bonus on Science chemistry. Ranks: 1. Requirements: IN 4, Science chemistry 40%, Level 3.
Brown Noser: You've learned the value of sucking up to your superiors! You gain +1 Charisma and +10% to social skill rolls per level, of this perk for purposes of reaction rolls, while dealing with authority figures. Animals cannot brown-nose. Ranks: 2. Requirements: CH 5, IN 6, Persuasion 40%, Level 3.
Careful: Being a very careful person, you are less likely to make huge errors which might cost you your livelihood or worse. With this perk, the chance of critical failure on any roll is reduced by 3%. Ranks: 2. Requirements: PE 5, Level 3.
Cautious Nature: You have learned to be wary of the hostile world around you. Your Perception is increased by +5 when determining where he begins in random encounters. Ranks: 1. Requirements: PE 6, wilderness lore 40%, Level 3.
Common Sense: You have a sharp sense of practicality. Whenever your character does something that the GM does foolish, the GM must issue a warning to you. Ranks: 1. Requirements: PE 6, IN 6, LK 6, Level 3.
Comprehension: You pay much closer attention to the smaller details when reading. You gain double the normal skill points when reading books. Dogs cannot take this perk. Ranks: 1. Requirements: IN 6, Level 3.
Die Hard: You don't give up easily. When your hit points get below 25% of their total you get an additional +3 to all Damage Thresholds. Ranks: 1. Requirements: EN 6, LK 6, first aid 40%, Level 3.
Disease Resistant: There are some nasty bugs going around in the wasteland. However, with this perk, the damage, effects, and heal times of all diseases infecting you are halved. Ranks: 1. Requirements: EN 6, Doctor 50%, Level 3.
Doctor: The Doctor perk will give you a bonus of 20% to the Medic skill. Healing skills are a good thing. Ranks: 1. Requirements: IN 6, Doctor 40%, Level 3.
Drunken Master: As a “child of the bottle,” you fight better when you are drunk. You receive a 20% bonus to your unarmed skill, as well as a +2 bonus to all of your Damage Thresholds, while under the influence of alcohol. Ranks: 1. Requirements: EN 4, Unarmed 60%, Level 3.
Earlier Sequence: You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk. Ranks: 3. Requirements: PE 6, Level 3.
Farmer: This perk allows you to farm and cultivate all sorts of food with the simplest of tools. You receive no penalty when growing and harvesting vegetables, herbs, and other grown organic materials with this perk. Ranks: 1. Requirements: IN 4, Science 40%, Science biology 40%, wilderness lore 35%, Level 3.
Fast Healing: With each level of this perk, you will get a +1 bonus to your Healing Rate. Thus you heal faster. Ranks: 3. Requirements: EN 6, first aid 40%, Level 3.
Flexible: Years of exercise have made you extremely supple. Your Agility is increased by 1 for general Agility rolls, and you can change stances in half the time of a normal person. Ranks: 1. Requirements: AG 6, En 6, Level 3.
Friendly Foe: Characters that are part of your party are never hit by your stray bullets and other attacks gone awry, even on a critical miss. This perk does not affect area attacks and splash damage. Ranks: 1. Requirements: PE 4, Level 3.
Hardworking: You know the value of hard work and can complete many different tasks faster than others simply by working efficiently. All non-combat base times are reduced by 10% for each level of this perk. Ranks: 2. Requirements: EN 5, IN 5, Level 3.
Healer: The healing of bodies comes easier to you with this perk. Each level will add 1d6 more hit points healed when using the first aid skill. Ranks: 3. Requirements: PE 7, IN 5, AG 6, First aid 50%, Level 3.
Here and Now: With this Perk you immediately gain enough experience points to advance one level. Ranks: 1. Requirements: Level 3.
Hunter: You know how to skin animals to obtain their valuable hides and you can also easily track animals through the wilderness. You receive a 20% bonus to tracking rolls that involve tracking anything (by footprints, tire tracks, etc.). Ranks: 1. Requirements: PE 6, tracking 50%, Level 3.
Leather Tanner: This perk allows you to create, harden, and repair simple armors and other goods made out of leather from animal hides. You suffer no penalty on such rolls. Each additional level of this perk gives you a 30% bonus when doing so. Ranks: 3. Requirements: Mechanics 40%, wilderness lore 40%, Level 3.
Life of the Party: Party animal! You are fun to be around when drunk. For every point of Perception you lose to alcohol, you temporarily gain a point of Charisma. Ranks: 1. Requirements: CH 5, Persuasion 40%, Level 3.
Master Thief: A Master Thief has a bonus of 15% to the Lockpick skills and Steal. Rob from the rich, and give to you. Ranks: 1. Requirements: one of Lockpick skills 40% or Steal 40%, Level 3.
Mr. Fixit: (or, Ms. Fixit) This perk will give you a bonus of 10% to the Mechanics and Electronics skills. A little late night cramming never hurt anybody, especially you. Animals cannot choose this perk. Ranks: 1. Requirements: repair Mechanics 40% or repair Electronics 40%, Level 3.
Mountaineer: You have spent a lot of time climbing mountains and other remote areas. As a result, you gain a 40% bonus to climbing rolls that involve climbing, and suffer no penalties to any rolls as a result of heights. Ranks: 1. Requirements: ST 6, climbing 40%, Level 3.
Negotiator: You are a very skilled negotiator. Not only can you barter with the best of them, but you can talk your way into or out of almost anything. With this perk you gain a 10% to Persuasion and Barter. Ranks: 1. Requirements: Persuasion 40% or Barter 40%, Level 3.
Night Vision: With the Night Vision perk, you can see in the dark better. Each level of this perk will reduce penalties to all rolls due to darkness for you by 20%. Ranks: 3. Requirements: PE 6, Level 3.
Out of Sight: You are very good at hiding out of sight and remaining invisible to the casual observer. With this perk, others suffer -2 PE for the purposes of trying to spot you in any situation. Those who aren’t suspicious of people like you sneaking around unseen suffer an additional -2 PE when trying to spot you if you’re sneaking. Ranks: 1. Requirements: PE 5, AG 5, LK 5, Sneak 50%, Level 3.
Pack Rat: You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you've always needed. The total weight of all items packed away in containers by you is considered to be 20% less because of the skill which you use to pack it. Ranks: 2. Requirements: Level 3.
Quick Pockets: You have learned to better store your equipment on your person. With this perk, any Action Point costs for accessing inventory in combat are reduced by 1. Ranks: 1. Requirements: AG 5, Level 3.
Rad Child: You love being around radiation - in fact, it heals you. When in a radiation source, you gain +1 to your healing rate per 20 rads it outputs per hour. Radiation, however, still has adverse effects on you. Only Ghouls can choose this perk. Ranks: 1. Requirements: EN 6, Medic 40%, Level 3.
Rad Resistance: You are better able to avoid radiation and the bad effects it causes. Each level of this perk will improve your Radiation Resistance by 10%. Ghouls can't pick this perk. Ranks: 2. Requirements: EN 6, IN 4, wilderness lore 40%, Level 3.
Ranger: You are better able to avoid unwanted attention while traveling through the wasteland. Wilderness lore rolls made to avoid hostile random encounters are increased by 30% with each level of this perk. Ranks: 2. Requirements: PE 6, wilderness lore 40%, Level 3.
Resilient: This perk allows you to withstand damage the punches for a little longer. Whenever you suffer fatigue, reduce the amount gained by 1 for each level of this perk (minimum 1). It’s not a lot, but every little bit helps. Ranks: 3. Requirements: EN 6, Level 3.
Smooth Talker: A Smooth Talker has learned to increase their options in dialogue, without understanding what they are talking about. Each level of this perk will increase your Intelligence and Perception by 2, for purposes of remembering and noticing things in dialogue only. Ranks: 2. Requirements: PE 4, IN 4, Level 3.
Snakeater: Yum! Tastes like chicken. You have gained an immunity to poison, resulting in a +25% to your Poison Resistance. Ranks: 1. Requirements: EN 4, Level 3.
Steady Arm: Due to your massive size, burst attacks cost 1 less Action Point to make. Only Super Mutants can choose this perk. Ranks: 1. Requirements: ST 8, EN 8, Level 3.
Stonewall: You are so sturdy that you are near impossible to knock down. Whenever you would be knocked down, you may instead roll against Endurance to ignore the effect. Ranks: 1. Requirements: ST 6, EN 6, Level 3.
Strafing: By moving rapidly, you can easily avoid bullets and blows in combat. For each 1 meter you move in combat, you get +2% to AC until your next turn. Ranks: 1. Requirements: AG 6, EN 7 Level 3.
Strong Back: (AKA Mule) You can carry an additional 50 lbs. of equipment with each level of this perk. Ranks: 2. Requirements: ST 6, EN 6, Level 3.
Survivalist: You are a master of the outdoors. This perk confers the ability to survive in hostile environments. You get a 25% bonus to wilderness lore for survival purposes with each level of this Perk. Ranks: 3. Requirements: 6 EN, 6 IN, wilderness lore 40%, Level 3.
Swimmer: You are an excellent swimmer and can move in water for hours on end without having to worry about drowning. With this perk, your Athletics skill is increased by 40% for the purposes of swimming, and you are nearly impervious to drowning, having to roll against Athletics only once per hour when in a situation where there is a risk of drowning. Ranks: 1. Requirements: ST 6, EN 6, swimming 40%, Level 3.
Swift Learner: You are indeed a swift learner with this perk, as each rank will give you an additional +5% bonus whenever you earn experience points, round up. This perk is best purchased when at an early level. Ranks: 3. Requirements: IN 5, Level 3.
Toughness: When you are tough, you take less damage. Each level of this perk will add +2 to each of your Damage Thresholds. Ranks: 3. Requirements: 6 EN, 6 LK, Level 3.
Trip Attack: With this perk, you can knock down opponents with your mauling attacks easily. Whenever you make a mauling attack, the chances of knocking over your opponent are doubled. Dogs only. Ranks: 1. Requirements: Unarmed 40%, Level 3.
Way of the Fruit: You understand the ancient way of the fruit. You enjoy strange and wonderful benefits whenever you eat fruit, which includes a +1 PE and +1 AG bonus for 24 hours after eating any unit of fruit. Animals cannot pick this perk, because they cannot grasp the wonders of fruit. Ranks: 1. Requirements: PE 6, CH 6, Level 3.
Weapon Handling: You can wield weapons much larger than normally allowed. You gain +3 to your Strength for the purposes overcoming Minimum Strength scores needed to wield weaponry. Animals cannot pick this perk. Ranks: 1. Requirements: AG 5, Level 3.
LEVEL 6 PERKS
Antique Finder: You know exactly how and where to find and purchase rare items. With this perk, you never need to roll Barter against an item’s availability to see if it’s up for sale: a shopkeeper with the item will always make it available to you. Ranks: 1. Requirements: CH 4, Barter 60%, Level 6.
Blacksmith: Primitive missile weapons, melee weapons, and simple armors can be made, modified, and repaired at no penalty from simple materials such as scrap metal and wood if you have this perk. With each additional level of this perk, you gain a 30% bonus on such rolls. Ranks: 3. Requirements: RepairMechanics 60%, Level 6.
Bomb Maker: They laughed at you, but you showed them all when you made your own explosives from scratch and blew them to smithereens! This perk allows you to brew and augment all kinds of explosives and ammunition at no penalty, and each additional level of this perk gives you a 30% bonus when doing so. Ranks: 2. Requirements: IN 6, Traps 60%, Science chemistry 50%, Level 6.
Bonsai!: Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit! You can grow 1d3 pieces of fruit each day. Only Ghouls can choose this perk. Ranks: 1. Requirements: Science biology 40%, wilderness lore 50%, Level 6.
Bonus hand-to-hand Damage: Experience in unarmed combat has given you the edge when it comes to damage. Your melee damage is increased by +2 for each level of this Perk. Ranks: 3. Requirements: ST 6, AG 6, Unarmed 60% or one of Melee Weapons skills 60%, Level 6.
Bonus Move: For each level of bonus move, you receive an extra two Action Points per turn which may be spent on movement only. Ranks: 2. Requirements: AG 5, Level 6.
Bonus Ranged Damage: Your training in firearms and other ranged weapons has made you more deadly in ranged combat. For each level of this perk, you do +2 damage with ranged weapons. Animals cannot choose this perk. Ranks: 3. Requirements: AG 6, LK 6, Level 6.
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 better deal for larger quantities of a single item. For each additional item of a certain type, item prices of that type are increased by 5% per extra item (to a maximum bonus equal to your Barter skill). Ranks: 1. Requirements: CH 6, Barter 80%, Level 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 crippled limbs (roll once against a Endurance daily to try to heal one crippled limb). Ranks: 1. Requirements: ST 7, Level 6.
Cheater: With this perk, you can cheat with the best of them – and get away with it quite easily. Whenever you attempt to cheat in gambling, you gain a 50% bonus to rolls made while cheating, and if you are in risk of being caught you may make a Luck roll to avoid the effect. Ranks: 1. Requirements: AG 6, LK 7, Gambling cheating 60%, Level 6.
Chemist: Chemical bonding, composition, and anything else on an atomic scale comes naturally to you. This perk allows you to create all kinds of exciting chemical compounds, including drugs, medical gear, and simple explosives and ammunition. Each additional level of this perk gives you a 30% bonus on such rolls. Ranks: 3. Requirements: IN 7, Science chemistry 70%, Level 6.
Computer Technician: Computers have always fascinated you, and you are an expert at using them and taking them apart. With each level of this perk, you receive a 20% bonus to the Computer Operations skill as well as a 20% bonus to the Electronics skill when taking computers apart, identifying their problems, or modifying them. Ranks: 2. Requirements: PE 6, IN 6, Science Computer 60%, repair Electronics 50%, Level 6.
Counterfeiter: You know all about making fakes of items such as money, passcards, keys, and identification. With this perk, you receive no penalty when constructing such items. Ranks: 1. Requirements: PE 7, repair Mechanics 70%, Level 6.
Daredevil: When in especially risky situations, you are your best. Once per day, you may add +20% to any skill roll or +2 to any stat roll so long as you are doing so in a risky situation. Ranks: 1. Requirements: LK 6, EN 7, Level 6.
Death Roar: You have developed a frightening battle cry. Once per round, you may roar (no AP cost), and all around you must make a Charisma roll or suffer a 20% penalty on all rolls from fear. Other Deathclaws get +5 to resist this roll, and robots are not affected at all. Only Deathclaws may choose this perk. Ranks: 1. Requirements: Intimidation 60%, CH 2, Level 6.
Death Sense: Your senses are very well developed. You gain a +2 bonus to Perception rolls made in the dark, and penalties for light levels are reduced by 50%. You also gain an addition +2 Perception bonus for the purpose of detecting enemies who are sneaking around. Only Deathclaws can choose this perk. Ranks: 1. Requirements: PE 5, IN 2, Level 6.
Educated: Each level of Educated will add +2 skill points when you gain a new experience level. This Perk works best when purchased early in your adventures. Ranks: 3. Requirements: IN 6, Level 6.
Escape Artist: No manacles, ropes, or other methods of containment can hold you for long. With this perk, you receive a 20% bonus to Athletics rolls that involve escaping from such containments, and the base time to do so is halved. Houdini would be proud. Ranks: 1. Requirements: AG 7, LK 6, Level 6.
Friendly Face: You can easily fit in with new situations – new people, factions, cities, employers, etc. With this perk, the player’s Charisma is increased by 2 for the purposes of reaction and all social skills receive a 10% bonus in such first-time situations. Ranks: 2. Requirements: CH 6, LK 6, Persuasion 60%, Level 6.
Fortune Finder: You have the talent of finding money. You will find double the normal money in random encounters in the desert. Ranks: 1. Requirements: LK 8, wilderness lore 50%, Level 6.
Gambler: You can roll with the best of them. You gain +20% to your Gambling skill, and your Luck is increased by 2 for all purposes of Gambling. Ranks: 1. Requirements: LK 6, Gambling 50%, Level 6.