Don't let the name fool you, lesser perks are the bread-and-butter of a combat character. While regular perks allow players to perform the extra-ordinary, lesser perks are strictly focused on making your character grow numerically. A player can always opt to spend a Perk as a Lesser Perk. Lesser perks can be exchanged for (3 + INT) skill points.
- 1 Weapon Traits
- 2 Offense
- 2.1 Basic Attack Bonuses
- 2.2 Weapon Style Attack Bonuses
- 2.3 Professional Style Attack Bonuses
- 2.4 Combat Style Attack Bonuses
- 2.5 Ammo and Damage Type Attack Bonuses
- 2.5.1 Pistol Cartridge Proficiency
- 2.5.2 Rifle Cartridge Proficiency
- 2.5.3 Shot Shell Proficiency
- 2.5.4 Explosive Proficiency
- 2.5.5 Plasma Proficiency
- 2.5.6 Laser Proficiency
- 2.5.7 Everything Else Proficiency
- 2.5.8 Blunt Proficiency
- 2.5.9 Bladed Proficiency
- 2.5.10 Pyromaniac
- 2.5.11 It's Got Your Name On It
- 2.5.12 Mechanic
- 2.5.13 Sniper
- 2.5.14 Lined up
- 2.6 Other Attack Bonuses
- 2.7 Non-Attack Offensive Perks
- 3 Defense
- 4 Utility
A player becomes better suited at fighting by specializing in weapon types. Each weapon has a number of different traits that define it such as grip and damage type. A large number of lesser perks focus around attack and damage bonuses for weapons that have a particular trait.
Each trait can apply to a weapon once, even if multiple traits in the lesser perk apply to the weapon.
Traits include: (1-Handed), (2-Handed), (Ranged), (Melee), (Brawling), (Hand-Thrown), (Rifle-Grip), (Pistol-Grip), (Heavy), (Firearm), (Energy), (Plasma), (Laser), (Explosive), (Shotgun), (Bladed), (Blunt), (Archery), (Pistol-Whip), (Thermal), (EMP), (Internal-Magazine), (Clip-Magazine), (Battery-Mag), (Complex-Magazine), (Automatic), (Semi-Automatic), (Bolt-Action), (Pump-Action), (Revolver-Action), (Leaver-Action), (Break-Action), (Junkyard), (Oddball)
Basic Attack Bonuses
+1 Attack with All Weapons.
+1 Attack with (Melee) Weapons.
+1 Attack with (Ranged) Weapons.
+1 Attacks for (2-Handed) Weapons.
+1 Attack for (One-Handed) Weapons.
Weapon Style Attack Bonuses
+1 Attack with (Rifle Grip) Weapons.
+1 Attack with (Pistol Grip) weapons.
+2 Attack with (Heavy) Weapons.
+2 Attack with (Thrown) and (Launcher) weapons.
+1 Attack with (Energy) Weapons.
+1 Attack with (Firearm) Weapons.
+2 Attack using (Archery) weapons.
+1 Attack with (Two-Handed & Melee) weapons.
+1 Attack with (One-Handed & Melee) Weapons.
Professional Style Attack Bonuses
+2 Attack for (Revolver-Action), (Leaver-Action), (Pump-Action), (Break-Action), (Bolt-Action), (Brawling), and (Hand-Thrown) Weapons.
+1 Attack with (Automatic & Firearm) and (1-Handed & Melee) and (Explosive) Weapons.
+1 Attack with (Semi-Automatic & Firearm), (Thrown & Explosive) and (Launched) Weapons.
Party Like its 1399
+1 Attack with (Two-Handed & Melee), (Hand-Thrown & Melee), and (Archery) Weapons.
Combat Style Attack Bonuses
+1 Attack with (Semi-Automatic) Weapons.
+1 Attack with (Automatic) Weapons.
Single Action Proficiency
+2 Attack with (Revolver-Action), (Leaver-Action), (Pump-Action), (Break-Action), and (Bolt-Action) Weapons.
Energy Weapon Proficiency
+1 Attack with Energy Weapons.
+1 Attack with Firearms.
+2 Attack with Pistol Whips.
Ammo and Damage Type Attack Bonuses
Pistol Cartridge Proficiency
+1 Attack when using weapons that fire Pistol Cartridges.
Rifle Cartridge Proficiency
+1 Attack when using weapons that fire Rifled Cartridges.
Shot Shell Proficiency
+1 Attack when using weapons that fire Shot Shells. Similar Weapons that fire Multiple Projectiles also gain the bonus.
+2 Attack when using Explosives Weapons.
+1 Attack when using weapons that fire Plasma.
+1 Attack when using weapons that fire Lasers.
Everything Else Proficiency
+1 Attack when using weapons that fire any form of projectile That is Not: Pistol Cartridges, Rifle Cartridges, Plasma, Lasers, Explosives or Shot Shells.
+1 Attack with weapons that primary deal damage by Blunt Trauma.
+1 Attack with weapons that deal damage through Slashing or Puncturing (bullets not included).
+2 attack with weapons that damage via Heat (Lasers and Plasma not included).
It's Got Your Name On It
+1 Attack Bonus when using Specialty Ammo (such as hollow point, poisoned or armor piercing).
+2 Attack with weapons whose primary function is Not a Weapon(Such as a pipe wrench or nail-gun).
+2 attack with Scoped, Single-Action, Rifle-Grip Weapons (Must be all of those at once).
+1 Attack with weapons with Scopes or Enhanced Sights.
Other Attack Bonuses
+3 Attack While Actively Driving a Vehicle or Against People in Vehicles.
Ignore Attack Penalties from Damaged Weapons.
+2 Bonus when attacking with Two Weapons at Once (lowers penalty from -6 to -4).
+2 attack when duel wielding with weapons that are of at least 2 Different Categories From Each Other (Ammo types, action types, sights, grip). If the weapons are melee, there need be only 1 difference.
+2 Attack when using Weapons You Have Created.
+1 Attack and Damage with individual weapons that have a history.
+1 Attack using Modded Weapons.
+3 Attack for 5 in-game minutes for weapons you Just Stole/Looted from enemies or NPCs.
+2 Attack when a weapon has half or less ammunition.
+2 Attack from Full Cover or when using a Mounted Weapon.
+1 Attack when wielding a One-Handed Weapon in One Hand, but not actively using a weapon in the other.
+3 Attack on Sneak Attacks.
+2 Attack Against Mutated Animals, Insects, Abominations and Ghouls.
Non-Attack Offensive Perks
You can sacrifice an action to gain a +2 to hit on your next attack.
All ranged weapons gain +2 Range.
Your throwing range is increased by 2.
Your character is considered to have 1 Higher END for the purpose of gaining health when leveling up. You also retroactively gain heath that would have been generated by this perk.
Maybe you stood next to the reactor too much. Maybe a harsh life of slavery inured you to the little scuffs and scrapes of this God-forsaken world. Or maybe you're just a certified bad ass. You gain +1 DR vs Physical Damage.
+5 Bonus to restoring HP and losing RADs when resting.
You have mastered the arts of walking on coals and taking cookie pans out of the oven bare-handed. For each level of this perk, you have +2 DR against energy damage.
Each rank of this perk grants +15% RAD resistance.
As a serious ammo connoisseur, you handle each sweet individual round with skill and love. When reloading, you load 1 more round into magazines (allowing you to reload internal Magazines MUCH faster).
When the player rolls Security Skill Checks, they roll an additional time and choose the better of the die roll.
Things just randomly happen in your favor. +1 Misc bonus to every skill. You can take this perk once for each point of luck you have.
Your Strength is considered 1 higher for wielding weapons and carrying equipment.
|Sean Wagemans Fallout PnP|
|Rules||Character Creation | Skills | Perks | Lesser Perks | Traits|
|Armory||Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown | Ammunition|
|Gear||Items | Chems and Consumables | Food and Water | Skill Books | Crafting|
|Bestiary||Abominations | Animals | Ghouls | Insects | Robots | Super Mutants|
|Reference||Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma|
|The Sound||Seattle Introduction|