Cybernetic Perks
The integration of synthetic into biological.
Perks that require a set science, medicine, repair and/or level base.
Adamantium skeleton: 50% less damage to limbs and head. You are able to drop from heights more safely, doubling distance you can fall without taking damage, and beyond that taking 50% less damage than you would otherwise.
Armour Plated: Polymetallic alloys grafted onto body. 10% DR & 10% Rad Shielding
Invisible Man: 5% stealth field per rank taken when crouching. (Max 3 Ranks????)
Don't Fire that Blaster in here!: barrier shield deflects energy weapons that gives 10% DR against energy weapons and 10% chance beam/bolt is reflected away (possibly hitting someone else.) An Iron Man glow in the heart, and some eye candy when a bolt is deflected.
Concentrated Fire: as perk, but utilizes advanced targeting software.
Devil Eyes: glowing red eyes give night and/or heat vision. Terminator fame.
Remote Control: can access terminals and robots from a distance to hack them. You can even turn over the TV without getting up!
Give 'em the finger: middle finger emits a laser blast. Uses x hp instead of ammo from internal energy expenditure. Arm health reduces its damage potential, and a totally crippled arm makes it unusable..
Swiss Army finger: finger widgets give +5 lock pick, +5 repair. 3 ranks max.
Plasma Palm: plasma bolts erupt from palm. Uses y hp instead of ammo as internal energy is used. Arm health reduces its damage potential, and a totally crippled arm makes it unusable.
or
Pop Up Plasma: as above, but a shoulder turret pop up system as in predator.
Resistance is Futile: close range mesmetron blast from third eye in forehead. Success depends % chance modified by opponent Charisma, and players head health. Uses z number of hit points instead. Crippled head makes mesmetron none functional.
Shocker Fist: When unarmed, an increased chance to temporally stun/stagger opponent. % chance dependent on players limb (arm) health and opponents endurance. Against robots, acts as Paralyzing Palm perk. Crippled arm makes none functional.
Cold Blooded: synthetic blood gives 20 % resistance to poisons. 20% stim packs effect as in Fast Metabolism. Maybe your blood is white (android in Alien fame)
Target anolysis: (Rank 1) +5% Damage (Rank 2) +5% Critical. Universal soldier eye piece.
Quantum Decrypter: neural subsystem, and a handy dandy R2D2 widget, allows +20 science when hacking terminals or robots.
Memory Module. Gain +15 in one skill.
Physical changes to avatar when taking some of the above perks include: sparking metallic hand; inspector gadget finger widget; universal soldier eye piece; terminator eyes; iron man heart; alien - android blood; sub dermal metal shows through when adamantium skeleton characters are wounded ? as terminator; Predator pop up blaster.
Genetic Modification/Mutant Perks
Mutate your body with retroviruses, mutagens and the scalpel.
Perks that require a set science, medicine, and/or level base to change your biological body. Charisma also required for telepathy perks.
Night Eye: + 2 perception at night, -1 Perception during the day. Manipulation of retinal cones also allows better visuals in dark areas ? changes lighting level. Optionally, have light blindness for a few seconds when emerging from the dark into the day.
Telepathic Harmony: +10 Barter. When yielding, enemies have a higher chance of letting you live. Allows advanced speech options in game.
Call of the wild mind (telepathy):
Rank 1: Instinctual link. % Chance insects do not attack you; even smaller % chance they come to your aid.
Rank 2: Empathic link. % Chance animals do not attack you; even snaller % chance they come to your aid.
Rank 3: Intelligence link % Chance Beast such as Mirelurks and Deathclaws do not attack you; even snaller % chance they come to your aid.
Required to gain special follower(s) in game.
Rank 2 will increase % chance for rank 1 inects; and Rank 3 will increase % chance for both insects and animals. However, never 100%. Every dog bites, and every horse kicks.
Chem Resistant: 50% less chance of becoming addicted to any substance, including alcohol, ant nectar, quantum cola, strange meat. Small percentage that over time not using a particular chem, you will break your addiction naturally.
Iron Guts: gain 20% more health from foods/drinks, with 50% less radiation.
Thick Skinned: 10% DR
Man from Atlantis. Splicing Mirelurk DNA into your own, you gain gills. Breath underwater.
Remote Sensing: As explorer perk. Telepathy allows one to become aware of all locations. Alternatively, perk offered at lower levels allows new locations to appear on World Map at random intervals, or a % chance after sleeping in a bed for eight hours (dream).
Robust: Gain 30 Health.
Enhanced Comprehension: gain 2 instead of 1 point from reading skill books and other sources of knowledge (interfacing with memory banks, etc).
Sandman: if you near a victim undetected, place and hand upon their fevered brow, step into their dreams, then kill them! Gain 50 XP per kill as you take a little of their knowledge. Requires a high Charisma, not sneak.
Swamp Thing: you are part plant, and you cells allow you to absorb sunlight. Your hp slowly heals when in direct sunlight. Your limbs also slowly regenerate.
Death claw harmony: you digest more slowly in deathclaw guts, giving them less indigestion. You are relentlessly chased by deathclaws until you suffer an excruciating death.
Ghoul Perks
Mostly level based requirements.
Radiation Resistance: +25 % radiation resistance
Baby Ghoul: you start enjoying the taste of human flesh. 25 Health from eating human flesh. Now seeing you with flesh hanging from your mouth, feral ghouls have a % chance of getting all coochy coo, and see you as a cute little ghoul baby and do not attack. Could make for some interesting combat situation.
Radiation Healing: Slowly absorb radiation within body, healing health by same amount. (High level)
Regeneration: Absorb radiation regenerates crippled limbs. Stacks with radiation healing.
Undead: When slain, providing there is a body piece left (not death by energy weapon, etc), you will regenerate back to life over time.
Claws: (3 ranks) For each rank, unarmed attacks ignore 25% DR, gain +2% Crit, and does 1 poison damage per second, for 10 seconds. Also, 1% chance per rank that those killed by claws rise from death as a feral ghoul. This perk becomes ineffective when using any unarmed weapon, but for all those Shaolin cyborg ghouls out there, dragon fist and shocker fist perks stack.
Paralysing bite: In vats, chance to paralyse target for 30 seconds when fighting unarmed. Chance to ignore with poison resistance. Does not affect robots or ghouls.
Rad Tolerance: (5 Ranks) Each rank means you do not suffer ill effects from radiation poisoning. Minor, advanced, crippling, deadly, lethal. Eventually even death does not occur.
Radiation Gore: Grenade like attack that gives severe radiation burns. Each use depletes radiation from body.
Glowing one: The good news is you no longer need a pit boy light! The bad news is there goes your stealth. But the great news is that other ghouls look to you as a leader and defend you against your enemies when in their vicinity. One might even get a tag along follower if you are lucky.
Nuclear Anomaly: as 30th level perk.
Hematophagy: 20 hp from blood packs.
Ghastly visage: Your terrifying presence is intimidating. Enemies have a higher chance of fleeing/cowering. Also some speech options become available.
Dead Flesh: enemies have -30% have to crit you. Max 3 Ranks.
Die Hard Reaver: for every 10% loss of hp, gain +3 DR.
Obviously your avatar looks more and more ghoulish with the more perks you take.
Other perks
Where you are not made but trained, forged in the fire of battle, or are just lucky to get.
Grasshopper: (3 Ranks) +5 Melee, +5 unarmed
Dragon Fist: as iron fist (3 ranks)
No Mind: advanced meditation techniques give you superior reflexes. +10% in vats.
Shaolin Master : as Ninja perk.
Paralysing Palm: as perk but does not affect robots.
Cutter: (3 Ranks) +5 Medicine, +5 Science. Some game option allows you to change others appearance, gender, perform abortions, etc, with the higher the rank, the better the results.
Demolition Man: (3 Ranks) +5 big guns, +5 explosives
Infiltrator: (3 Ranks) +5 sneak, +5 speech.
Military Man: (3 Ranks) +5 energy weapons, +5 Small Guns
Mutant Hunter: +25% damage versus super mutants and ghouls.
Genius. There's something inside that makes you more than you are. You just don't know how the inner voice will manifest. Each level, gain +3 points in a skill determined randomly by the game. REplaces Education and able to receive at level 2 (level 1 if fallout 4 allows a perk to be taken during character creation)
Robotics Expert: 25% Damage vs robots. In stealth, reprogram robot (after security mini game) to protect you from enemies within vicinity.
Natural Born Killer:
Rank 1: +5% Damage
Rank 2: +50% Critical damage
Fortune Finder - as perk but also +5 barter.
Chemist: Chems now last 6 seconds for every point in medicine skill.
Enhancement: whether by intense training, some mutation, or a cybernetic implant, increase a SPECIAL stat by 1. Ranks 10.
Perks that remain the same.
These Perks remain the same. Some perks, such as Educated, have been removed.
Swift learner, Child at heart, Entomologist, Scrounger, Gunslinger, Commando, Sniper, Pyromaniac, Demolition Expert, Light Step, Action Boy, Steel Nerves, Mysterious Stranger, Here and Now, Night Person, Silent Running, Contract Killer, Law bringer, Master Trader, Deep sleep, Quantum Chemist, Puppies!, Warmonger, Karmic Rebalance, Escalator to Heaven, Devil's Highway, Party Boy, No weakness, Almost Perfect.