Idea For Traits

The Suave Gambler

First time out of the vault
1. Spent
Bullets and ammunition become half as plentiful as normal, but you get +15 to guns and melee.
2. Lost Treasure
Unique variants of weapons may not appear, but all non-unique weapons get +15 CND. (unique weapons related to your highest weapon skill drop according to luck)
3. Neanderthal
-15 to speech, barter, and guns; but +5 DT and +20 melee and unarmed.

The first two are there mainly to make the game more hardcore, the last is just one I thought up.
 
I'd like to see something like:

Charmer, CHR 8:
Your fame gains are raised 50% and infamy gains are reduced by 50% (honestly I'd something like this to be a core game mechanic, where each point of CHR modifies it a certain amount)

Pardon, CHR 10
For some reason the leaders of an opposing faction really like you and grant a one time reprieve for you numerous crimes, setting your infamy to 0.

Edit: Oops misread the thread title. Reading is hard.
 
Traits, not perks, Ramsses. That means a helping and a hindrance. An upside and a downside.

Quickdraw (Or Gunslinger's paradox, or something playing off reaction times)

You always sequence first, but suffer a 25% penalty to accuracy.

Based off the fact that people's reaction times tends to be faster than their action times, but sometimes less accurately, you get that edge in competition. You'll react faster than your opponents, but you won't quite be as accurate when doing so. The actual penalty is debatable, and I'm not sure how this would work in realtime combat.

Survivalist:

Either A) all 'survival related' skillls get a bump, non skills loose some, OR

B) Using techniques passed onto you by your father, you excel at making things like a survivalist and get far more food from harvesting stuff, more health from food, but everything not taught to you by your father, you suck at, don't use stimpacks as well, less effective at bartering, etc.

The B option is a lot cooler, to me, and I'd look at like

The requirements for crafting stuff using the survival skill is lower, and/or you can use your survival skill instead of your repair skill when making bullets, etc, but at the cost of more materials.

You heal more health with food/water, but get less from stimpacks/other medical stuff. Stuff like that.
 
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