One of developers send me this a month ago.Some of things might change.
Format is:
Name, Level, Requirement, Effect, Ranks of the Perk
You would continue to get perks at every 3rd level, with 1 additional support perk every 4 levels.
Bloody Mess Same
Bruiser Gives +4 Strength, -2 AP, Doubles Melee Damage from Str
Chem Reliant All drugs are permanent addictions, time of effect is doubled.
Chem Resistant Suffer no addiction effects, Stims do half effect
Fast Metabolism Doubles En affect on Healing Rate, Drug effects work for half normal time
Fast Shot Gives -1 AP for 1H, -2 AP for 2H, +5 Damage, Can't aim shots
Finesse Same
Good Natured
Heavy Handed All Unarmed attacks cause a knockdown, +5 Final Damage, -20 on the crit table
Jinxed Same
Kamikaze Gives +20 AC, - 5% DR
Night Person -
One Hander Gives +20% to hit 1H, -40% to hit 2H, +5 Final Damage when using 1H
Sex Appeal -
Skilled Same, doesn't affect support perks
Small Frame Same
Bonehead Gives -1 Int, shots effecting you suffer -10 on the critical roll for Head and Eyes
Pig Eyes Gives -1 Pe, +40 AC when your eyes are targetted
Specials
Gain Agility 12 AG < 10 +1 to Agility 1
Gain Charisma 12 CH < 10 +1 to Charisma 1
Gain Endurance 12 EN < 10 +1 to Endurance 1
Gain Intelligence 12 IN < 10 +1 to Intelligence 1
Gain Luck 12 LK < 10 +1 to Luck 1
Gain Perception 12 PE < 10 +1 to Perception 1
Gain Strength 12 ST < 10 +1 to Strength 1
Anti Crit
Quick Recovery 3 AG 6 Effects of Knockout/down/lost turn are reduced to 1/3rd 1
Stonewall 6 ST 6 En Roll to ignore knockout, En-5 roll to ignore knockdown 1
Iron Grip 9 ST 6 En Roll to ignore Arm Cripple, En-5 roll to ignore Weapon Drop 1
Man of Steel 12 En 6 + Str 6 Gives -10 on the critical table to hits targetting you 1
Sniper
More Critical 3 LK 4 +5% to Critical Chance 1
Even More Critical 6 LK 6 Gives +10% to Critical Chance 1
Sharpshooter 9 PE 6, IN 6 +2 to PE for determining range 1
Better Criticals 12 PE 6, LK 6 +20% on critical hit table 1
Burster
Weapon Handling 3 AG 6 Gives +3 to ST for weapon handling Strength checks 1
Bonus Ranged Damage- 6 Ag 6 Gives +1 to Ranged Damage 1
Bonus Ranged Damage 9 AG 6, LK 4 Gives +2 to Ranged Damage 1
More Ranged Damage 12 Ag 6, LK 6 Gives +2 to Ranged Damage 1
Dodging
HtH Evade 3 Unarmed/Melee 75% Gives 20% AC if only Unarmed or Melee weapons are in either hand 1
HtH Evade+ 6 Unarmed/Melee 150% Gives 40% AC if only Unarmed or Melee weapons are in either hand 1
Dodger 9 AG 8 Gives +20 to AC 1
Dodger+ 12 AG 10 Gives +40 to AC 1
Tank
Toughness 3 EN 4 Gives +5% to DR and +2 to DT 1
Even Tougher 6 EN 6 Gives +10% to DR and +3 to DT 1
Adrenaline Rush 9 En 5 Gives +15% DR when less than 50% HP 1
Lifegiver 12 EN 4 Gives +30 to HP 1
Lifegiver+ 15 EN 6 Gives +40 to HP 1
Medic
Healer 3 PE 4, IN 4, First Aid 50% Gives +15-25 HP healed when using First Aid 1
Healer+ 6 PE 6, IN 6, First Aid 100% Gives +30-50 HP healed when using First Aid 1
Living Anatomy 9 Doctor 100% Doubles chance of Critical Failure/Success, +2 to damage to living creatures 1
Medic 12 First aid 150%, Doctor 150% Halves FA/Doc timeouts 1
Sneak
Silent Running 3 AG 6, Sneak 50% Ability to sneak and run at the same time 1
6 AG 6, Sneak 75% You don't lose sneak when you're shot 1
Ghost 9 AG 8, Sneak 100% +30% to Sneak in dark conditions 1
Silent Death 12 AG 8, Sneak 125% Auto crit with +20 on roll for HtH, Throwing or Pistol attacks from behind in Sneak mode 1
HtH Damage
Bonus HtH Damage 3 AG 6, ST 6 Gives +3 to HtH Damage 1
Bonus HtH Damage+ 6 AG 6, ST 6 Gives +5 to HtH Damage 1
Bonus HtH Damage++ 9 AG 6, ST 6 Gives +7 to HtH Damage 1
HtH Criticals 12 Str 8 Gives +25 on the crit roll when using unarmed or Melee Weapons
Throwing
Heave Ho! 6 None Gives +1 ST when determining throwing range. Max Range increased by 3 1
Heave Ho!! 9 None Gives +1 ST when determining throwing range. Max Range increased by 3 1
Flamer
Pyromaniac 9 Big Guns 100% Extra +20 damage with fire-based weapons 1
Pyromaniac 12 Big Guns 150% Extra +20 damage with fire-based weapons 2
Bonus AP
Bonus Move 3 AG 5 +2 AP to total AP for movement 1
Fast Reload 6 AG 5 Reloading takes only 1 AP 1
Action Boy 9 AG 5 Gives +1 AP 2
Action Boy
Bonus HtH Attacks 15 AG 6 HtH attacks cost 1 less AP 1
Bonus Rate of Fire 15 AG 6 Ranged weapon attacks cost 1 AP less 1
Various
Awareness 3 PE 5 Detailed info about examined critters 1
Earlier Sequence 3 PE 6 +2 to Sequence 1
Back-up Perks
Swift Learner 4 IN 4 +5% to every XP gain 3
Educated 6 IN 6 +2 skill points when you gain a level 3
Karma Beacon 9 CH 6 Karma * 2 for NPC reactions and modifiers 1
Light Step 8 AG 5, LK 5 Less chance to set off a trap 1
Magnetic Personality 8 None 1 extra slot in companion limit 1
Resistance
Faster Healing 4 En 4 Gives +3 En for Healing Rate 3
Rad Resistance 8 En 6 Gives +X% to Radiation Resistance and Poison 2
Snakeater 12 En 8 Gives +X% to Radiation Resistance and Poison 2
Barter
Negotiator 4 Ch 4 Gives 30 skill points to Barter 1
Salesman 8 Ch 5, Barter 50% Gives 60 skill points to Barter 1
12 Ch 6, Barter 125% 1
Speech
Speaker 4 Ch 4 Gives 30 skill points to Speech 1
8 Ch 5, Speech 50% Gives 60 skill points to Speech 1
Sex Appeal 12 Ch 6, Speech 125% 1
Thief
Thief 4 Ag 6 Gives 30 skill points to Steal 1
Harmless 6 Steal 50% +40% to Steal 1
Master Thief 8 Ag 7, Steal 50% Gives 60 skill points to Steal 1
Pickpocket 12 Ag 8, 125% Steal Halve size and facing modifiers when stealing 1
Outdoors
Cautious Nature 3 PE 6 3 to PE when determining placement in encounters 1
Scout 3 PE 7 1 to view range on World map 1
Survivalist 4 En 4 Gives +30 skill points to Outdoorsman, +1 to view range on World map 1
Ranger 8 En 5, Outdoors 50% Gives +60 skill points to Outdoorsman, doubles PE when determining placement in encounters 1
Pathfinder 12 En 6, Outdoors 125% Travel speed increased by 25% 1
Explorer 9 None Higher chance to find special encounters 1
Carry
Quick Pockets 4 None Inventory actions cost 2x less AP 1
Strong Back 8 None +22 kg to Carry weight 1
Pack Rat 12 None +22 kg to Carry weight 1
Repair
4 Int 4 Gives +30 skill points to Repair
8 Int 5, Repair 50% Gives +60 skill points to Repair
Mr. Fixit 12 Int 6, Repair 125% Some Bonus to repairing
Science
4 Int 4 Gives +30 skill points to Science
8 Int 5, Science 50% Gives +60 skill points to Science
12 Int 6, Science 125% Some bonus to dismantling
Traps
4 Pe 4 Gives +30 skill points to Traps 1
8 Pe 5, Traps 50% Gives +60 skill points to Traps 1
Demolition Expert 12 Pe 6, Traps 125% Extra damage and no failures with explosives 1
Lockpicking
4 Ag 6, Lockpick 125% Gives +30 skill points to Traps
8 Ag 7, Lockpick 50% Gives +60 skill points to Traps
12 Ag 8, Lockpick 125% Gain extra items from lockers in Encounters
Gambling
Gambler 4 Lu 4 Gives +30 skill points to Gambling 1
8 Lu 5, Gambling 50% Gives +60 skill points to Gambling 1
12 Lu 6, Gambling 125%