This page lists all perks in Fallout: The Roleplaying Game.
General information
The Perk Rate in Fallout: The Roleplaying Game is one perk every single level.
There are 94 perks in the Core Rulebook, with 30 more added in the Settler's Guide Book and 54 in the Wanderer's Guide Book, for a total of 178 perks.
Most perks in the roleplaying game are based on existing perks from the video games, especially Fallout 4 and Fallout 76.
Temporary and Rare Perks
There are also 95 magazine perks; these are temporary, but can be made permanent when a character levels up.
The Wanderer's Guide Book adds 20 more rare books, magazines and holotapes. These items don't provide a temporary perk like regular magazines. Instead, each one unlocks access to a unique rare perk which can be taken at level up only by characters who have read the book (or played the holotape).
Perks
Image | Name | Required | Effects |
---|---|---|---|
Action Girl Action Boy | None | Take additional major action with no difficulty penalty | |
Adamantium Skeleton | Endurance 7 | Increases damage required for a critical hit to all limbs | |
Adrenaline Rush | Strength 7 | When below max HP, count your strength as 10 for skills and weapon hits. | |
All Night Long | Level 16 Not a robot |
You don't get more hungry or thirsty at nighttime | |
Ammosmith | Intelligence 7 Level 2+ |
You can craft ammunition | |
Animal Friend | Charisma 6 | Rank 1: Hostile animals may roll to not attack you. Rank 2: Gain the pacify animals major action | |
Aquagirl Aquaboy | Endurance 5 | Rank 1: Immune to radiation from swimming and can hold breath twice as long underwater Rank 2: +2 difficulty to be detected by enemies when underwater | |
Archer | Perception 6 Level 1+ |
Increases the damage of bows and crossbows | |
Armorer | Strength 5 Intelligence 6 |
Can modify armor with additional mods. | |
Awareness | Perception 7 | Aiming at a target adds or improves the Piercing effect on the next attack against it. | |
Barbarian | Strength 7 No robot origin |
Physical DR on all hit locations is increased based on your Strength | |
Basher | Strength 6 | Increased gun bashing damage | |
Better Criticals | Luck 9 | Spend a Luck point to get an automatic critical on an enemy | |
Big Leagues | Strength 8 | Gain the Vicious damage effect on all two-handed melee weapons | |
Black Widow | Charisma 6 | Re-roll 1d20 on Charisma checks to influence male NPCs Inflict an extra die of damage against male opponents | |
Blacksmith | Strength 6 Level 2+ |
You can modify melee weapons. | |
Blitz | Agility 9 | Improve odds of hitting when you move into range and make a melee attack on the same turn Do extra damage on that attack | |
Blocker | Strength 6 | Increases damage resistance against melee attacks | |
Bloody Mess | Luck 6 | Chance of inflicting an additional injury on a critical hit | |
Bodyguards | Charisma 8 Level 5+ |
Nearby allies increase your damage resistance | |
Bow Before Me | Perception 8 Level 4+ |
Adds or increases the Piercing effect to bows and crossbows | |
Bullet Shield | Strength 8 Level 8+ |
Increases damage resistance while wielding a big gun | |
Butcher's Bounty | Perception 8 Level 3+ |
Find additional portions of meat when butchering animals | |
Can Do! | Luck 5 | Find additional food when scavenging | |
Cap Collector | Charisma 5 | Character can adjust value of goods when buying or selling | |
Cautious Nature | Perception 7 Daring Nature not taken |
Improves odds on tests where Action Points were spent for extra dice | |
Center of Mass | Agility 7 | Choose to aim at the torso of an enemy without an increase in difficulty when making a ranged attack | |
Chem Resistant | Endurance 7 | Rank 1: Roll one fewer d6 when determining addiction Rank 2: Cannot be addicted to chems | |
Chemist | Intelligence 7 | Chems last twice as long. Unlocks new chem recipes. | |
Class Freak | Charisma 6 Intelligence 5 |
Mutated humans may refuse to attack you, and you find it easier to influence them | |
Commando | Agility 8 Level 2+ |
+1d6 of damage per rank with weapons fire rate 3 and higher | |
Community Organizer | Charisma 5 Endurance 5 |
Improves defence, food and resource gathering in player's settlement | |
Comprehension | Intelligence 6 | Gives a chance to use the effect of a magazine an additional time. | |
Concentrated Fire | Perception 8 Agility 6 |
Allows to re-roll 3d6 after spending additional ammunition to increase damage | |
Contractor | Charisma 5 Intelligence 5 Level 2+ |
Improves the efficiency of building objects and structures in settlements. | |
Covert Operator | Agility 8 | Improves damage with ranged sneak attacks. | |
Crack Shot | Perception 7 Level 7+ |
Increases range and accuracy when aiming one-handed ranged weapons | |
Daring Nature | Luck 7 Cautious Nature not taken |
Improves odds on tests where action points were given to GM for extra dice | |
Demolition Expert | Perception 6 Luck 6 |
Gain the Viscous quality with weapons that have the Blast quality and unlock additional explosive recipes | |
Dodger | Agility 6 | Reduce difficulty of Defend major action by 1 | |
Dogmeat | Charisma 5 | Recruit a faithful canine companion | |
EMT | Charisma 1 | Provides health regeneration to revived players. | |
Enforcer | Agility 9 Level 12 |
Adds the Debilitating effect to targeted shotgun attacks | |
Entomologist | Intelligence 7 | Gain the 1 Piercing damage effect against all creatures with insect keyword | |
Fast Metabolism | Endurance 6 | 1 Hit Points per rank from any source other than resting | |
Faster Healing | Endurance 6 No robot origin |
1d20 can be bought for free when treating one's injuries | |
Finesse | Agility 9 | Once an encounter, re-roll damage dice with no Luck point spending | |
Fire in the Hole | Perception 8 Level 8+ |
Reduces difficulty of attacks with thrown "Blast" weapons | |
Fortune Finder | Luck 5 | Find additional caps when scavenging | |
Ghost | Perception 5 Agility 6 |
Sneak tests in darkness allow for one free additional d20 | |
Gladiator | Strength 6, Level 2+ | Increases damage with one-handed melee weapons | |
Glow Sight | Perception 8 Level 3+ |
Do extra damage to glowing enemies | |
Green Thumb | Perception 4 Level 4 |
Find twice as much food when foraging in the wilderness | |
Grim Reaper's Sprint | Luck 8 | Rolling 1d6 and landing an Effect, add 2 AP to the group pool | |
Gun Fu | Agility 10 | Hit additional targets with a successful ranged attack. | |
Gun Nut | Intelligence 6 | Able to create higher-level weapon mods. | |
Gun Runner | Agility 6 Level 4 |
Increases distance moved when sprinting while holding a one-handed ranged weapon | |
Gunslinger | Agility 10 | +1d6 of damage per rank and additionally re-roll hit location d20 | |
Hacker | Intelligence 8 | Decrease difficulty to hack computers by 1 | |
Happy Camper | Charisma 7 Endurance 6 Level 3+ |
Don't get more hungry if sated when camping Don't get more thirsty if hydrated when camping | |
Healer | Intelligence 7 | Heal an additional hit point per rank with first aid action | |
Heave Ho | Strength 8 | Increase range of throwing weapons by one zone by spending 1 AP | |
Hired Help | Charisma 7 Don't already have a companion |
Recuit a humanoid NPC companion | |
Home Defense | Intelligence 6 Level 5+ |
Craft and set traps | |
Homebody | Endurance 6 Level 5+ |
Recuperate in a home settlement without sleeping | |
Hunter | Endurance 6 | Gain the Vicious damage effect against mutated mammals, lizards, and insects. | |
Incisor | Strength 6, Level 2+ | Adds or improves the Piercing effect for melee weapons | |
Infiltrator | Perception 8 | Re-roll 1d20 on Lockpick skill tests | |
Inspirational | Charisma 8 | Increase maximum group AP pool by 1 | |
Intense Training | None | Put a single point into any of your S.P.E.C.I.A.L. attributes | |
Iron Fist | Strength 6 | +1d6 to unarmed damage | |
Junktown Vendor | Charisma 8 | Charisma + Barter test attempts to buy or sell goods is reduced by 1 | |
Jury Rigging | None | Repair any item without using components, but suffer a greater complication range and chance for it to break. | |
Lady Killer | Charisma 6 | Re-roll 1d20 on Charisma checks to influence female NPCs Inflict an extra die of damage against female opponents | |
Laser Commander | Perception 8 | Increase damage with ranged energy weapons by 1d6 per rank | |
Lead Belly | 1 | Reduced or immunity to radiation damage from food | |
Lifegiver | None | Increased Hit Points | |
Light Step | None | Spend 1 AP to ignore one complication on Agility tests Additionally may re-roll Agility + Athletics tests involving traps | |
Local Leader | Charisma 6 Level 2+ |
Establish supply lines between settlements, and build stores and workbenches | |
Lock and Load | Strength 7 Level 2+ or Level 7+ |
Increases the fire rate of big guns | |
Martial Artist | Strength 6 Level 8+ |
Spend an Action Point to make an second melee attack | |
Master Thief | Perception 8 Agility 9 |
+1 to opponent detection tests to notice picking a lock or pickpocket | |
Mechanical Menace | Charisma 6 Intelligence 5 |
Robots may refuse to attack you, and you find it easier to influence them | |
Medic | Intelligence 8 | Re-roll 1d20 on First Aid actions | |
Meltdown | Perception 10 | Enemies explode and cause damage to one additional enemy in close range | |
Moving Target | Agility 6 | When sprinting, Defense increase +1 until next turn | |
Mysterious Savior | Luck 7 | After spending a Luck point, a Mysterious Stranger may appear to assist in combat by reviving you. | |
Mysterious Stranger | Luck 7 | After spending a Luck point, Mysterious Stranger appears to assist in combat | |
Nerd Rage | Intelligence 8 | When quarter Health, gain more Physical and Energy DR to all limbs and more damage | |
Night Eyes | Perception 8 Level 7+ |
When attempting to be stealthy, ignore difficulty penalties for darkness | |
Night Person | Perception 7 | Difficulty increases due to darkness are reduced by 1 | |
Ninja | Agility 8 | Increased damage from unarmed and melee sneak attacks | |
Nocturnal Fortitude | Endurance 6 Level 12 Not a robot |
Your HP maximum increases at nighttime | |
Nuclear Physicist | Intelligence 9 | Increased damage of radiation weapons and fusion cores have 3 additional charges | |
Pack Rat | Strength 6 Level 4+ |
Reduces the carry weight of junk items | |
Pain Train | Strength 9 Endurance 7 |
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 | |
Pannapictagraphist | Luck 5 | You can re-roll if you find a random magazine you have already read | |
Paralyzing Palm | Strength 8 | Aimed unarmed strikes gain the stun effect | |
Party Girl Party Boy | Endurance 6 Charisma 7 |
Immune to alcohol addiction, gain +2 health from drinking alcohol | |
Pathfinder | Endurance 6 | Reduce travel time by half with a successful Perception + Survival roll | |
Pharma Farma | Luck 6 | Find an additional medicine or chems when scavenging | |
Pharmacist | Intelligence 8 Level 2+ |
RadAway administered by you heals more Radiation | |
Photosynthetic | Endurance 7 Level 5+ |
You slowly regenerate HP while in direct sunlight | |
Pickpocket | Perception 8 Agility 8 |
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 | Strength 7 | +1 Piercing to Unarmed and bladed melee weapon attacks | |
Pyromaniac | Endurance 6 | Increase damaged with fire-based weapons by 1d6 per rank | |
Quack Surgeon | Charisma 7 Level 12+ |
You can use alcoholic beverages to administer first aid | |
Quick Draw | Agility 6 | Draw an item or weapon for free | |
Quick Hands | Agility 8 | Spend 2 AP to double fire rate of current weapon | |
Rad Resistance | Endurance 8 | +1 Radiation Resistance to all limbs per rank | |
Refractor | Perception 6 Luck 7 |
+1 Energy Resistance for all limbs per rank | |
Rejuvenated | Endurance 7 Level 12+ Not a robot |
You gain additional benefits from being full or quenched, and remain full or quenched longer | |
Retribution | Endurance 8 Luck 8 Level 2+ |
Recover HP and AP when your damage reduction prevents all damage from an attack | |
Ricochet | Luck 10 | Spend 1 Luck point to ricochet ranged attacks back at attacker | |
Rifleman | Agility 7 | Increased damage for non-heavy two handed weapons | |
Robot Wrangler | Intelligence 5 Don't already have a companion |
Recuit a robot NPC companion | |
Robotics Expert | Intelligence 8 | Rank 1: Modify armor with rank 1 robot mods Rank 2: Reduce difficulty to repair robots Rank 3: Hack and reprogram robots | |
Scattershot | Strength 7, Level 10+ | Spend an Action Point to make a second attack with a shotgun | |
Science! | Intelligence 6 | Able to create higher-level weapon and armor mods involving rare materials | |
Scoundrel | Charisma 7 | Ignore the first complication rolled in Charisma + Speech checks | |
Scrapper | None | Rank 1: Scavenge more common and uncommon material Rank 2: Scavenge rare material | |
Scrounger | Luck 6 | Find larger amounts of ammunition in containers | |
Shotgun Surgeon | Strength 5 Agility 7 |
Gain +1 Piercing when using shotguns | |
Size Matters | Endurance 7 Agility 6 |
Add 1d6 to all attacks with Heavy guns | |
Skilled | None | Add +1 to two skills or +2 to any skill as long as it does not go above 6 | |
Slayer | Strength 8 | Damage with a melee or unarmed attack can be turned into a critical hit with the spending of 1 Luck point | |
Smooth Talker | Charisma 6 | Re-roll 1d20 on opposed tests involving Barter or Speech | |
Snakeater | Endurance 7 | +2 to poison damage resistance | |
Sniper | Perception 8 Agility 6 |
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 | Endurance 7 | Heal radiation damage in direct sunlight | |
Squad Maneuvers | Charisma 7 | You can maintain a hurried pace for longer You can coordinate movements in combat with allies | |
Steady Aim | Strength 8 Agility 7 |
When taking the aim minor action, re-roll 1 or 2d20s | |
Strong Back | Strength 5 | ncreased Carry capacity | |
Sturdy Frame | Strength 8, Level 5+ | Reduces the weight of armor you wear | |
Super Duper | Luck 6 Level 3+ |
Items you craft have a chance to use up half as many components | |
Tag | None | Select a fourth skill to be a Tag Skill (instantly raises it by 2 ranks but not past 6) | |
Taking One for the Team | Endurance 7 Charisma 6 Level 1+ |
You have a chance to take damage for nearby allies Taking damage this way grants Action Points After taking this damage you and your ally have improved accuracy when targeting the attacker | |
Terrifying Presence | Strength 6 Charisma 8 |
Rank 1: Re-roll a single d20 when threatening or scaring another person Rank 2: Gain the Threaten major action in combat | |
Tinkerer | Endurance 5 Intelligence 5 |
You can more easily repair robots, and temporarily increase their maximum HP | |
Toughness | Endurance 6 Luck 6 |
Increased Damage Resistance | |
True Friends | Perception 6 Charisma 6 |
You have a chance to avoid reputation loss with factions and settlements You have a chance to increase reputation gain with individuals, factions and settlements |
Behind the scenes
Donathin Frye mentioned that, "Effects like Vicious, Piercing, Burst, and Spread all stack for each Effect rolled. With Spread, you can hit multiple targets with Piercing and multiple locations on each target with Burst, all at the same time." They also stated, "the Gun Fu Perk only applies the damage to additional targets but not Effects. Example: An Effect like Vicious would increase the damage and be applied to all targets hit, but Piercing (as it reduces DR and does not directly increase damage) would not."[1]