Perk Ideas

The Suave Gambler

First time out of the vault
I had a few ideas for some perks one day when I was discussing how both Luck and Charisma (charisma more often than luck) are dump skills. So I thought of a few perks that would make them both worthwhile.

1. Betting Blind (luck 8, sneak 50): After being banned from a casino, you may re-enter while wearing faction armor as a disguise.
2. Distinguished Gentleman/Woman (Charisma:8, Ranks 2): Each rank doubles the skill bonus and rad resistance of certain apparel.
3. Smooth Criminal (Charisma 7): Wearing armor with no DT (such as Jailhouse Rocker or Pre-War Casualwear) grants a %10 crit chance increase.
4. Social Lubricant (Charisma 7, Med 30): All alcoholic beverages give you +20 barter and speech.

opinions?
 
I had also been discussing some ideas for perks with other fans.

One Perk would be selectable while other one would be earned over a session if the player sticked to the description.

Humanitarian - When you knock people or animals out they remain longer unconscious.
Perhaps part of or a separate Perk would allow the player to search and take items from unconscious enemies. (in animal cases it would allow the player to drain some blood, but not skin them or cut them up for meat)


Trying to stick to the role of Humanitarian, not killing people in combat or when they are knocked out/asleep results in the following Perk;

Man/Woman of the People(working name) - You are well known throughout the wasteland for being an honorable fighter, sparing the lives of those you have defeated rather than outright killing them.
Most ordinary people and factions therefore respect you more and you enjoy a bonus in all non combat based skills.


Some more non lethal weaponry would have to be added of course to complete this.
 
Backstabber - +20% Sneak attack critical damage when attacking an opponent from behind.
 
One idea I had was giving perks that gave a pro and a con. Like the imperialist bastard perk would make you unable do quest for the khans and powder gangers, but would make you more respectable to the established factions like the NCR and the Legion.

Here are some ideas of mine:

1. Made man: automaticly get a high rep with those in vegas but also results in being wanted by the NCR rangers.
2. Religous conversion: after completing honest hearts you were won over too the mormon faith, you automaticly get bonuses with 45 caliber guns and medicen, but the Legion will become permanently hostile too you.
3. Enclave sympathizer: Arcade automaticly trust you and you get a bunus on energy weopons, however their are Ranger and Brotherhood hit squads gunning for you.
 
It's my impression or with every DLC they introduced perks that make specific builds more cohesive?
New Vegas has one for a true cowboy, with the Cowboy perk; Dead Money has one for a true survival build, Old World Gourmet; Honest Hearts has one for a true military build, Grunt.
I'm guessing the next will probably cover energy weapons builds.

I wouldn't call Luck a dump stat, because it influence the amount of critical hits a enemy do to you (enemy mishaps according to the description).
With 1 Luck I was being critically hit in every fight, it was so annoying that I had to pick Light Touch perk.

But charisma could be better implemented.
 
Quagmire69 said:
One idea I had was giving perks that gave a pro and a con. Like the imperialist bastard perk would make you unable do quest for the khans and powder gangers, but would make you more respectable to the established factions like the NCR and the Legion.

Here are some ideas of mine:

Those would be traits, not perks.
 
Here's another idea I had

A Fistful of Caps - Every human enemy you kill with an unarmed weapon will have 50-300 caps on their body.
 
Yeah, as if dead money didn't already break the games economy. I think I still have at least 2000 pre war cash left.
 
Plioaetus Pummeling (Strength 7, Unarmed 50): Stand still and charge a power attack to send opponents flying in the other direction, setting them on fire for 5 seconds.

Courier said:
Here's another idea I had

A Fistful of Caps - Every human enemy you kill with an unarmed weapon will have 50-300 caps on their body.

LOL! Yeah try 10-50 instead.
 
It's not that easy to kill people with unarmed weapons, especially in the early game; not to mention that there are only about 300 NPCs in the game. If you got this perk as soon as it was made available to you once you got Unarmed 70 and level 20 or whatever then it would really only give you a couple thousand caps.
 
Courier said:
It's not that easy to kill people with unarmed weapons, especially in the early game; not to mention that there are only about 300 NPCs in the game. If you got this perk as soon as it was made available to you once you got Unarmed 70 and level 20 or whatever then it would really only give you a couple thousand caps.

Actually I've found more easier to kill people with unarmed weapons than melee in the game's beginning.
Spiked Knuckels are devastating.
 
Let's not forget that Love and Hate is a little ways north of goodsprings. That is definately my favorite holdout weapon.
 
The family jewels (Level 12, PE 7): You're so perceptive that you can tell from a glance which side your enemy dresses on. 30% chance that a VATS critical hit to the torso will stun an enemy for five seconds.

Enclave's Funniest Home Videos (Level 8, Luck under 3, automatically gained upon reaching level 8): Didn't know we could tap into that pip boy of yours, did you? Your horrific accidents are so amazing that the remnant has been broadcasting videos of your worst blunders. 5% chance every time you set off a trap or receive a critical hit of getting 10 caps in royalties.

Fashion! (Level 16, CHA 8, Confirmed Bachelor or Black Widow): Dirt brown is the new black. You look so fabulous in this fall's new line of threadbare chic that even Powder Gangers wont smudge your new suit with their explosives. All DT 0 armor worth 100 caps or more now gives +10 DT.

Aliens?!?! (Level 20, 90 science, 90 energy weapons): When you woke up the next morning naked in a pile of Brahmin dung with a bleeding hoof-shaped hole in your skull, you told the farmer you got picked up by aliens. They told you they needed a piece of your brain (-20 science and -20 energy weapons) but gave you the secret of how to craft alien power cells (10 max charge MFCs and one bottle of nuka cola per round) as a going away present. The farmer did not let you stay the night.

On a side note: since when was luck a dump stat? 10% critical hit chance is nothing to sneeze at. If it wasn't for the perks it lets you take, perception would be the most useless special in the game.
 
freduardo said:
The family jewels (Level 12, PE 7): You're so perceptive that you can tell from a glance which side your enemy dresses on. 30% chance that a VATS critical hit to the torso will stun an enemy for five seconds.

Enclave's Funniest Home Videos (Level 8, Luck under 3, automatically gained upon reaching level 8): Didn't know we could tap into that pip boy of yours, did you? Your horrific accidents are so amazing that the remnant has been broadcasting videos of your worst blunders. 5% chance every time you set off a trap or receive a critical hit of getting 10 caps in royalties.

Old World Chic (Level 16, CHA 8, Confirmed Bachelor or Black Widow): Dirt brown is the new black. You look so fabulous in this fall's new line of threadbare chic that even Powder Gangers wont smudge your new suit with their explosives. All DT 0 armor worth 100 caps or more now gives +10 DT.

Power Probing: -20 sci and en weap but can make alien power cells
Fix'd
 
Courier said:
It's not that easy to kill people with unarmed weapons, especially in the early game; not to mention that there are only about 300 NPCs in the game.

Uhm...human enemies respawn...

Unarmed is quite lethal, actually, unless you go bare-fisted.

Let's not forget that Love and Hate is a little ways north of goodsprings.

Yes, right past a Cazadores infested area, a Deathclaw playing ground and a Giant Radscorpion nest. :P
 
That's why I said it shouldn't be available until level 20 or 25. Unless you hang around the fiends territory it shouldn't add that much money to the game, no more than than 'Fortune Finder' adds at least.

A few more ideas

Carnivorous - All meat food items heal you twice as much, non-meat heals half as much.

Vegetarian - All non-meat food items heal you twice as much, meat heals half as much.

(Those two might work better as traits)
 
I don't really think money is an issue, outside of the early game; and giving you more would be easier; that late in the game and it's basically worthless.

I, personally, hate the 'Not until you reach level X' bit on some perks, so I wouldn't include it;

I ain't dead yet: Companions knocked out in a fight will wake up after a certain period of time (based on Nerve) and/or if your health hits a certain low point.

Casino Counterfeiter: Gives you recipes with some hard-to-find ingredients to make your own casino chips; of course; use too many in one go and you could be found out.

I'm thinking rare or difficult or irritating ingredients to get. Like Cazador eggs or deathclaw eggs.

It's only a flesh wound (or a less cheesy title): You've had your limbs crippled so often it hardly even bothers you anymore; penalities from crippled limbs are halved.
 
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