Fallout: The Roleplaying Game perks

==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
 	 	None 	None 	1 	Spending AP to take additional major action, do not suffer the increased skill test difficulty during the second action
 	 	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
 	 	None 	Strength 7 	1 	When below max HP, count your strength as 10 for skills and weapon hits.
 	 	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
 	 	Level 1 (rank 1)Level 4 (rank 2) 	Endurance 5 	2 	Immune to radiation from water and can hold breath twice as long.
 	 	Level 1 (rank 1)Level 5 (rank 2)Level 9 (rank 3)Level 13 (rank 4) 	Strength 5Intelligence 6 	4 	Can modify armor with additional mods.
 	 	None 	Perception 7 	1 	Using the Aim minor action, gain +1 pierce or add 1 to a piercing effect of the used weapon
 	 	Level 4 	Strength 7No robot origin 	1 	Physical DR on all hit locations is increased based on your Strength
 	 	None 	Strength 6 	1 	Increased gun bashing damage
 	 	None 	Luck 9 	1 	Spending a Luck point to cause an automatic critical and injury on an enemy you have damaged
 	 	None 	Strength 8 	1 	Gain the Vicious damage effect on all two-handed melee weapons
 	 	None 	Charisma 6 	1 	Re-roll 1d20 on Charisma checks to influence NPCsAdditionally inflict 1d6 of damage to the opposite of chosen gender
 	 	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
 	 	Level 1 (rank 1) 	Luck 6 	1 	Roll 1d6 on critical hit with rolling an effect inflicting an additional injury
 	 	Level 1 (rank 1)Level 4 (rank 2) 	Agility 9 	2 	Re-roll 1d20 when moving in reach of an enemy
 	 	None 	Luck 5 	1 	Roll 1 additional random food item without spending AP
 	 	None 	Charisma 5 	1 	Decreased buying and increased selling prices by 10%
 	 	None 	Perception 7Daring Nature not taken	1 	Re-roll 1d20 on tests if action points were spent
 	 	None 	Agility 7 	1 	Choose to aim at the torso of an enemy without an increase in difficulty when making a ranged attack.
 	 	Level 1 (rank 1)Level 5 (rank 2) 	Endurance 7 	2 	Become immune to chem addiction
 	 	None 	Intelligence 7 	1 	Chems created by you last twice as long and unlock new chem recipes
 	 	Level 2 (rank 1)Level 5 (rank 2) 	Agility 8 	1 	+1d6 of damage per rank with weapons fire rate 3 and higher
 	 	None 	Intelligence 6 	1 	Roll 1d6 after using the effect of a magazine to retain it for an additional use.
 	 	None 	Perception 8Agility 6 	1 	Allowed to re-roll 3d6 after spending additional ammunition to increase damage
 	 	None 	Luck 7Cautious Nature not taken 	1 	Re-roll 1d20 on tests if action points were bought from GM
 	 	None 	Perception 6Luck 6 	1 	Gain the Vicious quality with weapons that have the Blast quality and unlock additional explosive recipes
 	 	Level 4 (rank 1)Level 10 (rank 2) 	Agility 6 	2 	Reduce difficulty of Defend major action by 1
 	 	None 	Charisma 5 	1 	The faithful canine companion Dogmeat
 	 	None 	Intelligence 7 	1 	Gain the 1 Piercing damage effect against all creatures with insect keyword
 	 	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
 	 	None 	Endurance 6No robot origin 	1 	1d20 can be bought for free when treating one's injuries
 	 	None 	Agility 9 	1 	Once an encounter, re-roll damage dice with no Luck point spending
 	 	Level 2 (rank 1)Level 6 (rank 2)Level 10 (rank 3) 	Luck 5 	3 	Find additional caps when scavenging
 	 	None 	Perception 5Agility 6 	1 	Sneak tests in darkness allow for one free additional d20
 	 	None 	Luck 8 	1 	Rolling 1d6 and landing an Effect, add 2 AP to the group pool
 	 	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.Rules-As-Written: Effects Stacking by Donathin Frye on reddit.com
 	 	Level 2+ 	Intelligence 6 	4 	Able to create higher-level weapon mods
 	 	Level 2 (rank 1)Level 6 (rank 2) 	Agility 10 	2 	+1d6 of damage per rank and additionally re-roll hit location d20
 	 	None 	Intelligence 8 	1 	Decrease difficulty to hack computers by 1
 	 	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
 	 	None 	Strength 8 	1 	Increase range of throwing weapons by one zone by spending 1 AP
 	 	None 	Endurance 6 	1 	Gain the Vicious damage effect against mutated mammals, lizards, and insects
 	 	None 	Perception 8 	1 	Re-roll 1d20 on Lockpick skill tests
 	 	None 	Charisma 8 	1 	Increase maximum group AP pool by 1
 	 	Level 2 + 2 every rank 	None 	10 	Put a single point into any of your S.P.E.C.I.A.L. attributes
 	 	Level 1 (rank 1)Level 6 (rank 2) 	Strength 6 	2 	+1d6 to unarmed damage
 	 	None 	Charisma 8 	1 	Charisma + Barter test attempts to buy or sell goods is reduced by 1
 	 	None 	None 	1 	Repair any item without using components, but suffer a greater complication range and chance for it to break.
 	 	Level 2 	Perception 8 	2 	Increase damage with ranged energy weapons by 1d6 per rank
 	 	Level 1 	Endurance 6 	2 	Reduced or immunity to radiation damage from food
 	 	Level 5 	None 	5 	Increased Hit Points
 	 	None 	None 	1 	Spend 1 AP to ignore one complication on Agility testsAdditionally may re-roll Agility + Athletics tests involving traps
 	 	None 	Perception 8Agility 9 	1 	+1 to opponent detection tests to notice picking a lock or pickpocket
 	 	None 	Intelligence 8 	1 	Re-roll 1d20 on First Aid actions
 	 	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
 	 	None 	Agility 6 	1 	When sprinting, Defense increase +1 until next turn
 	 	None 	Luck 7 	1 	After spending a Luck point, Mysterious Strange appears to assist in combat
 	 	Level 2+ 	Intelligence 8 	3 	When quarter Health, gain more Physical and Energy DR to all limbs and more damage
 	 	None 	Perception 7 	1 	Difficulty increases due to darkness are reduced by 1
 	 	None 	Agility 8 	1 	Increased damage from unarmed and melee sneak attacks
 	 	None 	Intelligence 9 	1 	Increased damage of radiation weapons and fusion cores have 3 additional charges
 	 	Level 1+ 	Strength 9Endurance 7 	2 	Rank 1: Gain Charge major action to damage and knock prone enemies with a Str + Athletics testRank 2: Add 1d6 and Stun damage effect
 	 	None 	Strength 8 	1 	Aimed unarmed strikes gain the stun effect
 	 	None 	Endurance 6Charisma 7 	1 	Immune to alcohol addiction; gain +2 health from drinking alcohol
 	 	Level 6 	Endurance 6 	1 	Reduce travel time by half with a successful Perception + Survival roll
 	 	None 	Luck 6 	1 	Find an additional medicine or chems when scavenging
 	 	None 	Perception 8Agility 8 	3 	Rank 1: Ignore first complication of Agility + Sneak testsRank 2: May re-roll 1d20 on attempts to pickpocketRank 3: Reduce difficulty by 1 when attempting a pickpocket
 	 	None 	Strength 7 	1 	+1 Piercing to Unarmed and bladed melee weapon attacks
 	 	Level 2 	Endurance 6 	3 	Increase damaged with fire-based weapons by 1d6 per rank
 	 	None 	Agility 6 	1 	Draw an item or weapon for free
 	 	None 	Agility 8 	1 	Spend 2 AP to double fire rate of current weapon
 	 	None 	Endurance 8 	3 	+1 Radiation Resistance to all limbs per rank
 	 	None 	Perception 6Luck 7 	2 	+1 Energy Resistance for all limbs per rank
 	 	5 	Luck 10 	1 	Spend 1 Luck point to ricochet ranged attacks back at attacker
 	 	None 	Agility 7 	3 	Increased damage for non-heavy twohanded weapons
 	 	2+ 	Intelligence 8 	3 	Rank 1: Modify armor with rank 1 robot modsRank 2: Reduce difficulty to repair robotsRank 3: Hack and reprogram robots
 	 	2+ 	Intelligence 6 	3 	Able to create higher-level weapon and armor mods involving rare materials
 	 	None 	Charisma 7 	1 	Ignore the first complication rolled in Charisma + Speech checks
 	 	Level 5+ 	None 	2 	Rank 1: Scavenge more common and uncommon materialRank 2: Scavenge rare material
 	 	Level 1+ 	Luck 6 	3 	Find larger amounts of ammunition in containers
 	 	None 	Strength 5Agility 7 	1 	Gain +1 Piercing when using shotguns
 	 	None 	Endurance 7Agility 6 	3 	Add 1d6 to all attacks with Heavy guns
 	 	Level 3+ 	None 	10 	Add +1 to two skills or +2 to any skill as long as it does not go above 6
 	 	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
 	 	None 	Charisma 6 	1 	Re-roll 1d20 on opposed tests involving Barter or Speech
 	 	None 	Endurance 7 	1 	+2 to poison damage resistance
 	 	None 	Perception 8Agility 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
 	 	None 	Endurance 7 	1 	Heal radiation damage in direct sunlight
 	 	None 	Strength 8Agility 7 	3 	When taking the aim minor action, re-roll 1 or 2d20s depending
 	 	Level 1+ 	Strength 5 	3 	Increased Carry capacity
 	 	Level 5+ 	None 	1 	Select a fourth skill to be a Tag skill (instantly raises it by 2 ranks but not past 6)
 	 	Level 3+ 	Strength 6Charisma 8 	2 	Rank 1: Re-roll a single d20 when threatening or scaring another personRank 2: Gain the Threaten major action in combat
 	 	None 	Endurance 6Luck 6 	2 	Increased Damage Resistance
==References==