Trait & Perk Suggestions

Post » Sat May 28, 2011 10:52 am

:confused:


Did I phrased that sentence wrong?

I did. I fixed it.

User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sat May 28, 2011 8:50 am

traits:
thick headed - +4 DT; -1 INT & -1 CHA
city-slicker - more comfortable around cities/towns: +1 CHA & +1 LUC as well as decreased needs while in towns/cities; -1 CHA & -1 LUC and increased needs in the wilderness
chicken legs - increased movement speed, increased leg damage and crippling
smoker - +2 CHA while carrying cigarettes; -1 END permenantly, and -1 CHA when low on cigarettes

perks:
meltdown - change to only plasma weapons
mutate! - change/remove/add a trait
hillbilly chrome - (requires jury rigging), with masterful use of duct tape, equipment can be repaired with just duct tape.
double yield! - fatman damage and radius increased 25%
triple yield! - fatman explosion replaced with megaton-esque explosion effect, damage and radius increased 50%
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sat May 28, 2011 9:09 am

I'd like to see some of the call of duty perks added.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Sat May 28, 2011 11:53 am

Rocket Scientist - 90 Science, 90 explosives; can combine high explosive and high velocity missile in a new missile type; all missiles do 20% more damage.
Trickshot - 8 luck; 100% chance to hit weapons and disarm opponents
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Sat May 28, 2011 7:00 pm

I want Skilled back but It would have to be changed. Getting four more skill points per turn would add to making my character over powered to fast. I just want it so I can have perks every three levels insted of every two.

http://fallout.wikia.com/wiki/Drunken_Master
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sat May 28, 2011 1:26 pm

Gifted
All SPECIAL is raised by 1 point but your skills are all decreased by 20 points.


20 points? Damn. I don't think that'd be worth it.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sat May 28, 2011 2:40 pm

20 points? Damn. I don't think that'd be worth it.

The amount of skill points we're given I don't think it really matters. (Especially with the new cap (50 (If you're going to use it or cap at 30 with a trait.)))
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Sat May 28, 2011 8:51 am

Did I phrased that sentence wrong?

I did. I fixed it.


No I just think it's interesting making something Ice Cold from a campfire :tongue:
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Sat May 28, 2011 9:32 am

I am not sure if this is the right place for this suggestion but i read a post awhile back that was concerned with OPness with the new level cap and what to do to prevent an overpowered character. It hit me as i got up this morning for work, taking personal inventory of my body trying to acertain what is and is not going to work today or how effective what is working is going to be, and how much shall i need to compensate for the various age related drop in performance that comes with being a 45 year old man. What if the character has no choice to level it is something that is inevitable. Now take this and run with it, so that as the character levels they still have the same amout of skill points to spread around but to add some wear and tear elements to the PC, breathe a little reality into the world (completely optional mind you like hardcoe mode) that player looses some points at random from skills.

For example a player at level 35 still gets thier 15 points (there or abouts just to keep it simple) but when they go to place those skills they look and see that thier gun skill which was at 100 has dropped to 97, the player can of course add the 3 points lost to raise it back to 100. So taking this idea and going further with it from level 35 to 40 the player will not loose more that 3 total points, from levels 41 to 45 the player looses 5 total points, and finally from 46 to 50 the player looses 7 total points per level. How many attrition points the playter looses is based upon, cripple events, rad exposure, stim packs used, chems used so that the more damage and more chems the player uses/takes earlier in the game will reflect back later in the more points at leveling the player will have to make up.

Now deepen the skill tree just a bit like having some crafted items be a combination of base skills. For example to make .50 MG hand loads one would need 100 in repair and lets say 30 in explosives. So as you progres past 35 if one is a serious reloader if either of those skills drops past 100 repair and 30 explosives the player could no longer craft that ammo. The player could as i said replace the points attrition removes from thier level total to keep the ability to craft that ammo.

Just an idea from the peanut gallery
Asai
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat May 28, 2011 1:50 pm

Robotic expert lvl 2. you can now turn robots to your side, patrolling the are attacking anything that is hostile to you.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Sat May 28, 2011 10:08 am

Perks
Obsessed Recycler -- You may now recover lead from fallen foes.
Cookin' with Gas -- You may now craft at an oven.
Get Offa Ma Lawn! -- You may now cause enemies to flee with a speech check.
Neat Freak -- All quest items may be removed from your inventory.
Chat You Up -- You now instinctively know which NPCs have unique dialogue.
Eagle Eye -- You have natural zoom vision.

Traits
Hold your Horses -- Leveling is no longer automatic.
Illiterate -- Magazines and Skill Books are worthless to you but you gain 2% bonus EXP.
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Sat May 28, 2011 6:33 pm

Beyond the Call - After watching old war movies, you do a extra +10 damage, with any weapon you have, and you have a natural damage resistance, Fun!, Also you deal +5 more percent damage to mutants.

Stahlhelm - After watching World war 2 german war footage, You gain a +5 damage threshold against small arms fire.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sat May 28, 2011 8:28 pm

Traits.

Slow Learner
You earn 50% less experience from everything.

Aimed Guru
You gain +20 action points as well as an increase of +30% on all limbs and +20% on heads and other parts of insects but your fire rate, spread, reload speed and equipment speed outside of VATS is worse.

No Time For Aiming
VATS is taken away and you're instead given a Rush ability allowing you to sprint for your action points instead.


Perks.

Superior Defender
Lvl 30
When standing absolutely still you get +20% reloading speed, +3 DT and +15% VATS accurcy/-0.4 spread real time.

Battle Cry
Lvl 18
When enemies are very close to you you rally your companions to give them more courage. (+3 Nerve)

Safe At A Distance
Lvl 12
If you're 35+ meters away from an enemy you feel safer and get a bonus to accurcy.

Atlas' Throwing Arm
Lvl 16, STR 7, AGI 7, Melee 70
Thrown weapons fly +30% farther and you get +15 DAM with all Melee throwing weapons. (2 ranks.)

Rad Stomach
Lvl 8, END 5, Survival 60
All consumables (not drugs) give no radiation.

Le Spy
Lvl 30
Not even elite enemies notice you in your disguise.

Rat God Incarnate
Lvl 4, Survival 40
In VATS you get the option to call for rats assistance, a random number of tougher than usual molerats and giant rats will spawn nearby and rush to your assistance.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Sat May 28, 2011 8:28 am

Do You Feel Lucky?: Increased crit chance for Magnum Revolvers.

Ace of Spades: Traveling without a companion grants you a bonus to AP.

Cola Connoisseur: Removes the dehydrating effects from Nuka Cola and Sunset Sarsaparilla. (hardcoe)

Bootlegger: Add's HP restoration to Beer, Whiskey and Moonshine.

Fearless Leader: Increases Companion HP

Balls of Steel: AP cost reduction for all Shotguns

Radiation Immunity: Rads less than 2/sec is completely ignored.

sixual Healing: Sleeping with prosttutes gives an HP restoration bonus temporarily (hardcoe)
Or "Sensational Healing" for the crybabies easily offended.

Black Stallion / Night-mare: Wearing prosttute outfits adds +2 Charisma
(trait)

Techno-friend: Non-quest related robots will not attack you unprovoked.

Crouching Courier; Hidden Deathclaw: Increased unarmed damage, increased crit chance for Deathclaw gauntlet
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat May 28, 2011 12:44 pm

Gifted (Trait)
+1 All Special Stats
- 5 Skill Points per level
-5 All Skills

Skilled (Trait)
+5 Skill Points
Perks are every 4 levels instead of 2 meaning you'll get your 1st perk at LV 4 instead of 2.


Those are straight out of fallout 2

Mine are:

Loves the oudoors

+1 to all SPECIALS when out side
-1 to all SPECIALS when inside

Fat

+3 DT and 5% to resist knockbacks and stuns
-15% running speed ontop of all other speed penalties
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sat May 28, 2011 6:34 pm

perks:
meltdown - change to only plasma weapons


Gonna go ahead and say no. There are three EW perks, one for laser, one for plasma, and one that affects both. It's called balance. Plasma builds are already really good and don't need Meltdown to be exclusive.
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Sat May 28, 2011 2:50 pm

Trait:

Back in my day: Tired of all these new fanged adaptations, you simply reject them all and substitute your own. With this perk you never gain xp, but you can have as many companions as you want.

Perk:

Spirit of the Wastes: Level 20, CH 8, Survival 80 Animal Friend. At level one no animals will attack you (including things such as rad scorpions and deathclaws). At level two they will come to your aid, and at level 3 you can recruit one as a companion (taking up the same slot as Rex or EDE.)
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Sat May 28, 2011 8:47 pm

[/color]PERKS

This Machine Kills
Requires : Get 100 kills with this machine
Effect: +150% critical chance and +10 damage with This Machine .
Description : This Machine used to kill Commies , Now it kills whatever you aim at.


Blast Mast3r
Requires : Explosives Skill 60+, level 36
Effect : + 150% Area effect for all explosives and + 150% damage for all explosives.
Description : You like blowing stuff up . Now you can blow more stuff up. YAY !
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Sat May 28, 2011 2:38 pm

I Got Shot Twice In The [censored] Head So Stop Whining - All companions automatically fail their quests upon recruitment, maintaining an awkward but not unwelcome silence via the Companion Wheel.

LOL
:lmao:
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Sat May 28, 2011 11:32 am

trait:
Loner - you tend to work better alone; successful skill checks and VAT accuracy +10% alone, -15% when in a party.
Slow Learner - takes 20% more experience to level up, but gain +2 skill points per level up

perks:
Dude, Where's my Karma? - locks karma at ambiguously neutral, regardless of actions
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat May 28, 2011 2:00 pm

Amen to slow lerner. I use Slow Learner (35% of xp) from a mod. I have a few mods that add extensive content and increase monster spawns and found that perk to be neccessary.

Trait: Tricky Tummy. You get more from beans, chilli and beer but sometimes fart while sneaking. I doubt anyone would take it but it would be funny.

Perk: Catch! If the player has high enough appropriate skill and/or the right explosives/melee/unarmed perks they can catch and throw back a grenade. Maybe a bonus chance based upon weather they have a catchers mit in their inventory.

Or! Or! Or! - Out Of The Park / Home Run. If they are wielding a golf club or baseball bat or nail covered club and a grenade is being thrown at them they can smack it right back at the thrower before it goes off.

The player would have to use VATS to do either of these. They would both require new anims.

Some kinda lasso somptin might be cool. A lasso weapon with associated perks. can hold a person like a temporary crippling of legs and or arms. Can knock someone down like a fatigue loss.

While I'm straying off the subject, has anyone mentioned whips?
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sat May 28, 2011 3:53 pm

[img]http://http://fallout.wikia.com/wiki/File:150px-Childkiller_Unused.jpg[/img]I would like this
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sat May 28, 2011 4:23 pm

PERKS:
Pipmed Upgrade- While power armor is in use durring combat, your new upgrade to your pipboy will automaticly administer medx and stimpacks when needed.

Wound Caclulator- Increases the chance of you crippling your enemys

It's a Satchel!- You can carry +25 more stuff in weight

Overloaded- You have somehow managed to fit more ammunition into your magazines/batteries +5 Mag size but the weapons degrade 5% faster.

ShellShocker- When an enemy is caught in one of your explosions there is a 20% chance they will be stunned or knocked out

Misdirection- While trading at a merchant you have a 30% chance to get a free item due to simple misdirection (only out of the items you are trading for)

Rock Face- While facing your enemy's attacks you gain +3DT but when being attacked from behind you lose 3DT

Instructor- Any levels above 80pts give you a +5% bonus when using that skill

Lead Foot- When walking in radiated water your rad resist is +15, just dont worry about that extra toe

TRAITS:

Superstitious- you gain +2 Luck but explosives, energy weapons, and science are reduced by 15

Nercrotic Friend- Feral Ghouls wont attack you unless attacked first, but you lose 30pts in speech, barter, and your charisma is reduced by 1
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Sat May 28, 2011 8:22 am

No I just think it's interesting making something Ice Cold from a campfire :tongue:


Well, in Fallout 3 they had the Ice Cold thing for Nuka-Cola but only a Pristine Vending Machine could do it. So, I sparked the idea of making Sunset Sarsaparilla, Nuka-Cola, or any H2O bottles able to be Ice Cold.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sat May 28, 2011 2:17 pm

New Army Soldier: +5% Dam increase for semi-automatic pistols, assault/service rifles and light machine guns.

Steady, steady, STEADY!: Increased duration for "steady" and -10% addiction chance.

Super Bad!, Expert Mercenary, Savior.: While maintaining appropriate karma (bad, neutral, good), AP is regenerated full upon exiting vats after killing a foe.

Master hand-loader: You've discovered how to make gunpowder more potent, custom ammo now takes (insert%) less powder to craft.

Lead Dead Revolver: AP reduction cost for all revolvers

Grand Theft Auto: You can salvage scrap metal and scrap electronics from derelict vehicles. (From unexploded vehicles with their fusion core in tact)

Kick A**, Chew Gum: Gum temporarily restores an amount of AP

Larger Than Life: Trait You are larger than average people, your limbs are less likely to become crippled. Also -2 agility

Begin Again: Upon reaching the level cap you may rest your stats, special, level and perks back to level one and rebuild your character without restarting the game.

High Roller: Amount of caps carried by players for Caravan is increased by 25%

Bust-a-cap!: Regain a percentage of caps from killing foes with bottle cap mines.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

PreviousNext

Return to Fallout: New Vegas