Fallout 2 Perks

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Fallout 2 perks

3rd level perks

Awareness

With Awareness, you are given detailed information about any critter you examine.

As an action you can observe a creature to reveal its hitpoints, weapon, ammunition type, and ammunition count. You also learn whether the creature has any damage immunities, resistances, or vulnerabilities, and what they are.

Bonus Hand-to-Hand Damage

Experience in unarmed combat has given you the edge when it comes to damage.

With this perk, the player character will gain +2 points of damage with unarmed attacks.

Comprehension

You pay much closer attention to the smaller details when reading.

The time it takes for you to learn a new proficiency is halved.

Night Vision

With the Night Vision Perk, you can see in the dark better.

You gain darkvision out to 60 feet and dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Quick Pockets

You have learned to better store your equipment on your person.

You can take the Use an Object action as a bonus action on your turn.

Scout

You have improved your ability to see distant locations.

You can see up to 1 mile away with no difficulty, and you are able to discern even fine details as though looking at something no more than 100 feet away from you.

Stonewall

You are much less likely to be knocked down in combat.

You have advantage on saving throws and ability checks against being grappled, shoved, or knocked prone.

Strongback

AKA Mule.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Toughness

When you are tough, you take less damage.

With this perk, all damage that you take from non-magical sources is reduced by 4.

6th level perks

Adrenaline Rush

When you drop below half your maximum hit points, your Strength score increases by 4.

Bonus Ranged Damage

Your training in firearms and other ranged weapons has made you more deadly in ranged combat.

You do +2 points of damage with ranged weapons.

Bonus Move

You can use the Dash action as a bonus action on your turn.

Heave Ho!

Attacking at long range doesn’t impose disadvantage on your attack rolls with thrown weapons.

More Criticals

You are more likely to cause Critical Hits in combat if you have this Perk.

Your weapon attacks score a critical hit on a roll of 19 or 20.

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.

Your maximum carrying capacity is increased by 50 lbs.

Pathfinder

The Pathfinder is better able to find the shortest route.

Moving through nonmagical difficult terrain costs you no extra movement.

Snakeater

Yum! Tastes like chicken.

You gain resistance to poison damage and have advantage on saving throws against being poisoned.

Silent Running

With this Perk, you now have the ability to move quickly and still remain quiet.

Whenever you make a Dexterity (Stealth) check, your movement speed is doubled until the start of your next turn.

9th level perks

Better Criticals

The critical hits you cause in combat are more devastating.

When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Demolition Expert

You are an expert when it comes to the fine art of handling explosives.

You are considered proficient with explosives, as described in the Dungeon Master's Guide. Additionally, you can add your Proficiency bonus to damage rolls you make involving explosives.

Dodger

You are less likely to be hit in combat if you have this Perk.

You gain a +1 to your Armor Class, in addition to the AC bonus from any armor worn.

Pyromaniac

This Perk will make your character do horrible things with fire — to other people.

You gain a +2 bonus to damage rolls with fire-based weapons and spells.

Mutate!

The radiation of the wasteland has changed you! One of your traits has mutated into something else...

With this perk, you can exchange one of your own racial features for a racial feature of another playable race.

12th level perks

Action Boy/Action Girl

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Hand-to-Hand Evade

If you aren't wielding weapons, you gain a +1 bonus to Armor Class.

Living Anatomy

You have a better understanding of living creatures and their strengths and weaknesses.

You gain a bonus to damage rolls against creatures equal to your proficiency bonus in the Medicine skill. This feature has no effect on constructs or undead.

Weapon Handling

You can ignore the heavy property of any weapon you're wielding.

15th level perks

Bonus Hand-to-Hand Attacks

You have learned the secret arts of the East, or you just punch faster.

In any case, you can make one unarmed strike as a bonus action on your turn.

Bonus Rate of Fire

This perk allows you to pull the trigger a little faster and still remain as accurate as before.

You can make one ranged weapon attack as a bonus action on your turn.

18th level perks

Silent Death

Any hit you score against a creature you are hidden from is a critical hit.

24th level perks

Slayer

The Slayer walks the earth!

When you hit a creature with an unarmed melee attack, the creature takes an additional 1d6 damage from the attack.

Sniper

You have mastered the firearm as a source of pain.

Your ranged weapon attacks score a critical hit on a roll of 18–20.

 

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