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Perks are bonuses obtainable by characters and monsters. In contrast to quirks, perks are almost purely beneficial with only some exceptions.

Perks replace the role of Talents in Dark Heresy.

Character Creation: Each player may gain perks as a result of their origin, career or by spending experience points (see: Careers)

In Fallout: Dark characters may select from the following perks;

Converted Perks Edit

These perks have been taken from Dark Heresy books and re-named to fit the Fallout setting.

Perk Prerequisite Benefit
Air

of Authority

Cha 30 Affect more targets with Command Test.
Ambidextrous Ag 30 Use either hand equally well.
Arms

Master

BS 30, Basic Weapon Training Use non-proficient weapons at –10 penalty.
Assassin

Strike

Ag 40, Acrobatic On a

successful Acrobatics Test after making a melee attack, you may move as a Free Action.

Basic Weapon Training - Use weapon group without penalty.
Battle

Rage

Frenzy Parry while Frenzied.
Beast

Hunter

-
Berserk

Charge

- Gain +20 bonus when Charging.
Blademaster WS 30, Melee Weapon Training Re-roll a missed attack, once per Round.
Blind

Fighting

Per 30 Suffer half the usual penalties when vision is obscured.
Bulging

Biceps

S 45 Remove bracing requirement for certain weapons.
Catfall Ag 30 Reduce falling Damage.
Chem

Tolerance

End 30 Gain uncanny resistance to drugs and alcohol.
Combat

Master

WS 30 Opponents get no bonus for outnumbering you.
Comprehension Int 30 Contemplate to gain +10 bonus on next Test.
Computer Whiz - +10 bonus to Inquiry, Tech-Use,Common Lore.
Concentrated

Fire

BS 40 Deal +2 Damage with ranged attacks.
Counter-attack WS 40 Gain free attack with a successful Parry.
Crack

Shot

BS 40 Deal +2 Critical Damage with a ranged weapon.
Crippling

Strike

WS 50 Deal +1d5–1 Critical Damage with a melee

weapon.

Crushing

Blow

S 40 Deal +2 Damage with a melee weapon.
Cyborg - +10 bonus on WS and BS on successful Tech-Use Test.
Deadeye

Shot

BS 30 Called Shots are at –10 penalty.
Deflect

Shot

Ag 50 You

can Parry Primitive ranged attacks.

Die Hard End 40 Re-roll death chance incurred byBlood Loss.
Dirty

Fighting

- Deal +2 Critical Damage with knives or

unarmed attacks.

Disarm Ag 30 Force opponent to drop his weapon.
Disturbing

Voice

- +10 bonus to Intimidate andInterrogation, –10 penalty to Cha.
Double

Team

Gain additional +10 bonus for ganging up.
Dual

Shot

Ag 40, Two-Weapon Wielder One Ballistic Skill Test hits target twice.
Dual

Strike

Ag 40, Two-Weapon Wielder One Weapon Skill Test hits target twice.
Exotic Weapon Training - Use an exotic weapon without penalty.
Fearless - Immune to Fear and Pinning.
Frenzy - Enter psychotic rage to gain combat bonuses.
Furious

Assault

WS 35 On a successful WS Test, gain a free second attack.
Good

Reputation

Cha 50, Peer You have a good reputation amongst a certain group.
Gun

Nut

Int 30 Unjam a gun as a Half Action.
Gunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only a –10 penalty.
Happy

Place

- +20 bonus to resist mind control or interrogation.
Hard

Target

Ag 40 Opponents take –20 to BS Tests when you Charge or Run.
Hardy End 40 You always heal as if Lightly Wounded.
Hatred - Gain +10 bonus to attack hated creatures.
Head

of the Pack

-
Heart of Stone - Immune to seduction, resistant to charm.
Heavy Weapon Training - Gain proficiency with a heavy weapon group.
Heightened

Senses

- Gain +10 bonus to a particular sense.
Hip

Shooting

BS 40, Ag 40 Gain a free attack when you make a Full Move.
Implant: Bionic Battery - +10 bonus to Toughness Tests to remove Fatigue.
Implant:

Concealed Cavity

- You have a secret compartment on you.
Implant: Cyber Brain - You are immune to emotion.
Implant:

Monocyte Breeder

- Heal

2 Damage/day, always Lightly Wounded.

Independent Targeting BS 40 Fire at two or more targets further than 10m apart.
Inspiring

Hateful

Hatred Extend benefits of hatred to allies.
Into the Breach Iron

Discipline

Followers gain immunity

to Pinning andFear whilst in your presence.

Iron

Discipline

End

30, Command

Followers can re-roll Fear and PinningTests.
Iron Jaw End 40 Toughness Test to overcomeStunning.
Last Man Standing -
Leap Up Ag 30 Stand up as a Free Action.
Light

Sleeper

Per 30 Count as awake, even when asleep.
Lightning

Attack

Swift

Attack

Attack three times with a Full Action.
Lightning Reflexes - Add twice AB to Initiative rolls.
Marksman BS 35 No penalties for firing at Long or Extreme range.
Master

Orator

Cha 30 Affect 10 times the normal numbers with a Charisma Test.
Master

Surgeon

Medicine +10 Perform advanced medical procedures.
Meditation - You may

enter a trance to remove Fatigue.

Melee Weapon Training - Gain proficiency with a group of melee weapons.
Mimic - You can copy voices.
Nerves

of Steel

- Re-roll

failed Tests to avoid Pinning.

Paranoia - You are alert for danger.
Peer Cha 30 Gain +10 bonus on Cha Tests to interact with organisation.
Pistol

Training

- Gain proficiency with a group of pistol weapons.
Precise

Blow

WS

40, Sure Strike

No penalty for attacks against specific Hit Locations.
Pyromaniac Basic Weapon Training (Flame) Penalty to avoid being hit by your flamer attacks.
Quick

Draw

- Ready as a Free Action.
Rad Resistance End 40 You are resilient to Mutation.
Rapid

Reaction

Ag 40 Test Ag to negate Surprise.
Rapid

Reload

- Reduce reload time.
Resistance Gain +10 bonus to Resistance Tests.
Robotics Expert Int 30 +10 bonus to control servitors.
Sharpshooter BS

40, Deadeye Shot

No penalties for Called Shots.
Sprint - Move more quickly in combat.
Step

Aside

Ag 40, Dodge Gain extra Dodge in a

Round.

Sure

Strike

WS 30 Choose Hit Location on a successful attack.
Swift

Attack

WS 35 Attack twice with a Full Action.
Takedown - Make a special attack

to Stun your opponent.

Talented Skill Training Gain +10 bonus to specific Skill Test.
The

Reaping

-
Thrown Weapon Training - Gain proficiency with a group of thrown weapons.
Total

Recall

Int 30 Remember trivial facts and minor details.
Toughness - Gain an additional Wound.
True

Grit

End 40 Reduce Critical Damage you take.
Two-Weapon Wielder WS 35 or BS 35, Ag 35 Attack twice when wielding two weapons.
Unremarkable - You are easily forgettable.
Unshakeable

Faith

- You may re-roll

failed Fear Tests.

Unshockable - Re-roll the effects of Shock.
Wall

of Steel

Ag 35 Gain an

extra Parry each Round.