The combat skill perks concern with how well one is versed that type of combat. It will influence their damage of course, but only slightly. It will better their aim and how quick they can use these forms of combat greatly though. For each different weapon type or combat type, there will be a corresponding perk that betters the damage of these weapons for the Vault Dwellers.
The combat skill plus its additional ranks = slight damage bonus + aim bonus + speed bonus + general skill of the combat style
+ damage perks which for some combat styles may contain additional bonuses such as additional attacks or abilities = killing machine
Potentially rather than having the skill perks be able to be ranked up, the below multitude of perks can BE the "ranking up"
NEW PERK IDEAS (when finished, this will actually be the category for both these skill boon perks and actual skill perks):
All perks in each category will require the skill of their category to gain.
Unarmed
Karate Master
You've always liked getting your hands dirty a little bit. But, while brawling had been fun, you decided to take it up a couple of notches. Now, your unarmed fighting is little less than art itself. You'll hit harder, you'll be able to block more damage from other unarmed fighters or even those melee weapon pansies. If you keep it up, you'll even gain special unique unarmed abilities to use at the cost of FP! Keep brawling like this, you might even become better used to having the same sort of punishment you'll be dealing inflicted on you! Also, these bonuses of course apply if you're purely unarmed or using weapons such as Power Fists, Brass Knuckles, and the like.
Rank One (novice): Increased unarmed damage, can block a little more Unarmed damage.
Rank Two (intermediate): More increased unarmed damage, can block more damage Unarmed damage, can block some Melee damage. Learn the "Mushroom Kingdom Headpound."
Rank Three (master): Mass unarmed damage, can block a lot of Unarmed damage, can block quite a bit of Melee damage. Learn the "Paralyzing Palm."
Melee
Brute Force
You prefer the up and close approach to combat, but not so much that you'll go into combat without a weapon. Machetes, Swords, Axes, Hatchets, these are the sort of weapons you prefer. Whether it's blunt or sharp, one handed or two handed, you'll pick it up and kill with it. Some will call you a barbarian, some will call you a slayer of men. You'll strike harder with your melee instrument, you'll be able to block more damage from other melee or unarmed fighters. You'll also become more precise, your attacks becoming more likely to either cut off the limb of an enemy (if using a bladed weapon), or cripple the limb of an enemy (if using a blunt weapon). If you become truly good, though, you'll learn the art of the Piercing Strike, allowing you to perform a devastating attack with your melee instrument that will actually bypass some of an enemy's armor.
Rank One (novice): Increased melee damage, can block a little Melee damage.
Rank Two (intermediate): More increased melee damage, can block more Melee damage, can block some Unarmed damage. Attacks with melee weapons gain a greater chance to cripple or cut off a limb.
Rank Three (master): Mass melee damage, can block a lot of Melee damage, can block quite a bit of Unarmed damage. Learn the "Piercing Strike."
Heave, Ho!
So many wastelanders seem to just forget about throwing weapons. But not you. You can appreciate melee weapons, but you'd rather keep your distance. You can throw things quite farther than most people can, and this actually includes explosive devices, although while this only impacts how far you throw grenades, the damage your Throwing Knives, Throwing Spears, and Tomahawks do is increased. In addition, you're able to get more throws out of throwing weapons. If you're really good, you will gain the ability "Double Toss", which will actually somehow make you capable of throwing two throwing weapons at the same time effectively (even Throwing Spears).
Rank One (novice): Increased throwing range, accuracy and increased damage for throwing weapons.
Rank Two (intermediate): More increased throwing range, accuracy and increased damage for throwing weapons. Throwing weapons are more durable.
Rank Three (master): Mass increased throwing range, accuracy, and increased damage for throwing weapons. Throwing weapons are more durable, and you gain the ability "Double Toss."
Grenades and Mines Ahoy! (increases grenade, mine, C-4 damage, will require explosives skill)
Mad Launcher (increases the damage of missile launchers, grenade launchers, and Fat Men, will require explosives skill)
Guns
Gunslinger
You don't feel right without either a pistol or magnum on your hip. Some would say that some fights require more firepower than just a pistol or magnum, but you like to think that you prove such statements incorrect. With enough time and practice, you've become deadly with such weapons. The effectiveness of pistols and magnums increase, your accuracy becomes better, the speed of which you reload or draw a pistol is increased, and if skilled enough, two attacks specifically for pistols or magnums become available. There is the "Coin Shot" ability which allows you to perform a trick shot using up some FP plus one coin, and only for the experts, the "Mysterious Approval" ability, which will allow you to perform a shot that packs quite a bit more punch than usual and is almost nigh impossible to miss. The Mysterious Stranger would be proud, wherever he's hiding.
Rank One: Increased pistol and magnum damage, slightly better aim.
Rank Two: More increased pistol and magnum damage, better aim, slightly quicker speed of both reloading and drawing your weapon. Learn the "Coin Shot" ability.
Rank Three: Mass increased pistol and magnum damage, great aim, good speed of both reloading and drawing your weapon (now have the chance to draw and fire your pistol before most enemies can even land that first attack). Learn the "Mysterious Approval" ability.
Commando (increases automatic rifle damage, will require guns skill)
Rifleman (increases non-automatic rifle damage, will require guns skill)
or
Soldier (increases rifle [non sniper rifles] and SMG damage, will require guns skill)
Sniper (increases damage with guns with scopes, will require guns skill)
Shotgun Surgeon (increases damage with shotguns, will require guns skill)
Big Guns (increases damage and handling with large guns or weapons such as miniguns, launchers, etc, will require guns skill)
Assassin (increases damage of stealth attacks, plus the damage of weapons such as daggers, knives, etc, will require stealth skill)
Thief (increases chances of pickpocketing or stealing without being detected, will require stealth skill)
Laser Commando (increases damage with laser based weapons, will require energy weapons skill)
Plasma Spaz (increases damage with plasma based weapons, will require energy weapons skill)
Pyromaniac (will be the same, but will now require energy weapons skill)
Speech
Intimidation (ability to possibly pacify non-ghoulified sentient opponents [has chance of failure, some opponents may outright deny the attempt, will be limited to like only person per battle maybe?], this requires speech skill)
Survival
Hunter (would be tied to the survival skill, and maybe given extra ranks, still would prevent taking either Animal Friend or Wasteland Whisperer)
Survivor Instinct (will become more observant to your surroundings and locations you stumble upon, revealing details that may have been missed otherwise, requires survival)
Wasteland Whisperer
There are those who find themselves good with animals, and there are those who find themselves good with monsters. You are one of the latter persons. Whether they are new creatures born from the radiation that the Great War has caused, or pre-war creatures changed and mutated by the radiation, you've learned how to calm and befriend them. They will still give into their baser instincts and attack you and any traveling with you, but you will have the chance to pacify these creatures and effectively "Calm The Creature." If you are potentially daring and have some experience with these creatures, you can attempt a "Taming" which will temporarily win the creature over to your side in a battle. If you are battling only others of the same type of the creature, it will simply withdraw from the battle rather than fight its brethren. Be aware though, some specific creatures may be immune to this. Finally, you may gain a "friend" to call to help in battle. Worthy to note, that if you are a Hunter, you will not be able to take this.
Rank One: Gain the ability "Calm The Creature."
Rank Two: Gain the ability "Taming."
Rank Three: Gain the ability "Deathchomp Ally."
Science
Robotics Expert
Tinkerer of robots, lord of machines! You are a Robotics Expert! Finding robots or perhaps the benefits they provide infinitely interesting, you've become a know-it-all on the subject. Protectrons, Mister Gutsies, Mister Handies, Robobrains... you know what makes them tick, giving you unique dialogue options or choices when conversing with non-hostile robots! As for hostile robots themselves, if someone distracts them for you, or if you're a little sneaky on your own, you can actually get close to the robot and perform an "Emergency Shutdown." If you're really knowledgeable of robots, you'll actually be able to perform a "Reprogramming" which will make a robot in a battle turn on its fellow robots or its master. There may be some certain robots that either of the options may not work on, so be aware. If you keep studying your robotics, you may even eventually learn of... a lesser known type of robot, and be able to replicate one and summon it at will in battle. This ability is called "Eyebot Surprise."
Rank One (novice): Unique dialogue or choices when dealing with the robotic kind. Learn the ability "Emergency Shutdown."
Rank Two (intermediate): Learn the ability "Reprogramming."
Rank Three (master): Learn the ability "Eyebot Surprise."
Chemist
Science doesn't always have to be about robots or gigantic death lasers. Chemists are a rather unappreciated scientist variety in this Wasteland. After all, without them, where would the drugs come from? Also, sometimes they make meds, but those are less important. Your character, having more knowledge of chemistry than others, may notice unique things or details when coming across with strange or suspect substances in the Wasteland. Also, you'll learn the recipes to allow you to make drugs, and also meds, but most importantly drugs. Granted, having the recipe is only step one, you'll also require the skill Chemists have to make it... if you're really talented, you'll become able to craft a Stempak a day without actually needing the ingredients for it.
Rank One (novice): Learn the recipes of simple "tier one" chems. Gain new dialogue options or be able to notice things non-Chemists wouldn't.
Rank Two (intermediate): Learn the recipes of moderate "tier two" chems.
Rank Three (master): Learn the recipes of complex "tier three" chems. Also, would be able to "Craft a Stempak." once per day.
Barter
Worthless Money!
So, maybe the value of coins has decreased now that people are killing each other just over scraps of food. Big deal. You've become better at influencing the inner greed of most wasteland merchants causing them to value your coins more than they would have otherwise, allowing you to sell practical items and junk for more coins than you would have otherwise, and also buy more than you otherwise would have when using coins. Additionally, wasteland merchants may actually bother to pick up more coins with you spreading your ideas about a currency most of them considered worthless in comparison to things that could maybe actually keep you alive longer, causing wasteland merchants to have more coins to buy your garbage with. Of course, if you do accept and embrace this way of thinking, you'll likely not be able to better your skills at trading practical items for practical items, but oh well. It's all about the money. Also, if you really let the greed flow, you'll become able to actually create a small amount of counterfeit coins, but only every twenty four hours.
STIPULATIONS: If you take this, you will not be able to take Practical Bartering.
Rank One (novice): Your personal bartering skill will cause wasteland merchants that encounter your group to value coins more.
Rank Two (intermediate): Your personal bartering skill will cause wasteland merchants that encounter your group to value coins more (x2). Wasteland merchants will have more coins in their possession when bartering with your group.
Rank Three (master): Your personal bartering skill will cause wasteland merchants that encounter your group to value coins more (x3). Wasteland merchants will have more coins in their possession when bartering with your group (x2). You are now able to create a sum of counterfeit coins every 24 hours.
Practical Bartering (gets you a better deal when you're trading goods for other goods, requires barter, and you won't be able to take Worthless Money!)
Medicine
Wasteland Doctor
Given the nature of the Wasteland, and how often and likely you and your companions are going to become injured and become irradiated, doctors are important! Whether because you've accepted your group is going to need one, are generally just fascinated by broken bones and bleeding things, or you just want to be a big help, you've become a Wasteland Doctor! Not only will you gain unique choices out in the wastes in some situations and be able to perform medical diagnoses on others, corpses, or anomalies whose anatomy quite frankly make you curious, but the general effectiveness of meds and chems is boosted for you! If your knowledge of these meds and chems is extensive, this increase in effectiveness will extend to the other members of your group! Finally, you will gain both an ability concerning "Injury Treatment" and one concerning "Radiation Treatment." These abilities cost FP and can only be used on a person every so often, requiring your group to also need supplies in case of REAL emergencies when a medic just doesn't cut it. Also, you can't perform these treatments on yourself, neither! Better remind your friends that your continued survival is best for all concerned!
Rank One (novice): Unique dialogue, noticeable details, and can perform medical diagnoses (all of these improve each additional rank, the more medical knowledge and experience the better!). General effectiveness of meds and chems is boosted, only personal use.
Rank Two (intermediate): General effectiveness boost to meds and chems now extend to your companions, gain the knowledge needed to perform "Injury Treatment."
Rank Three (master): Gain the knowledge needed to perform "Radiation Treatment." (Hey, effectively reducing radiation without using radaway is a big deal!)
Lockpicking
Tumbler Stumbler
Perhaps you're a no good thief consumed by greed, or perhaps you're just a wastelander who's unwilling to walk by any locked container without breaking it open and seeing what's inside. Locks are just another obstacle to bypass in the wasteland and thus, bobby pins have become an important thing you've eventually learned to always possess while exploring. You've become much better at lockpicking, and in your hands, your bobby pins are more durable.
Rank One (novice): You are better at lockpicking, and can lockpick simple locks with ease.
Rank Two (intermediate): You are great at lockpicking, and can lockpick average locks with ease. Bobby pins will endure one failure.
Rank Three (master): You are fantastic at lockpicking, and while hard/master locks are still difficult to crack, you have a much larger chance of success than novices. Bobby pins will endure two failures, you will lockpick simple locks automatically.