Fallout 5 Perk/Trait ideas · 2:05pm Sep 22nd, 2020
I'd rename "Traits" to "Quirks" just because imho it's more indicative.
Perks
Duelist
Effect: You always bring a gun to a knife fight. When fighting enemies wielding melee weapons, your one-handed weapons deal 25% more damage.
Requirement: PER 6, Small Guns 40 or higher
Epiphany
Effect: Whenever you do something smart, you feel a surge of revelation! +1 all SPECIAL stats for 120 seconds when performing a successful Lockpick, Science, or Repair skillcheck. Can only happen once a day.
Requirement: INT < 4, Lockpick/Science/Repair 70 or higher (at least one)
Technobabble
Effect: Just because it makes sense to you doesn't mean it has to make sense to them! When speaking to someone with a lower INT than you, you gain a 10% bonus to Speech for each point of difference.
Requirement: INT 7 or higher, Speech 40
Secret Agent Man
Effect: You are adept at endearing yourself to the enemy. While wearing a distinctive uniform of another faction, you gain a 20% bonus to Speech when speaking to their members.
Requirement: Sneak 60 or higher
Percussive Maintenance
Effect: Someone you need to hit it juuuust right. Repair skillchecks of 30 or lower can be bypassed with a Strength check instead.
Requirement: STR 6 or higher
Into the Breach
Effect: Fire in the hole! You can now craft low-powered explosive devices to blast open locked doors and containers. Just be aware this will never be stealthy and may damage objectives inside containers or persons near the door. Not all locks can be bypassed this way.
Requirement: Explosives 50 or higher
Big Game Hunter
Effect: You're used to hunting critters in the brush. +20% damage and critical hit chance when attacking animals or insects with a two-handed gun.
Requirement: Small Guns 50 or higher
Appraiser
Effect: You have a knack for telling when something is exceptionally rare and valuable - and convincing others of it's worth. +50% prices when selling unique items, and +25% discount when buying unique items.
Requirement: Barter 60 or higher
Contractor
Effect: You're now officially licensed by... someone! +30% discount when buying building materials from merchants.
Requirement: Repair 60 or higher, command 4 or more settlements
Carpenter
Effect: You're good with your hands. When crafting basic furniture and decorations for your settlements, you use less materials.
Requirements: Repair 40 or higher
Lucky Day
Effect: Today is your day to shine! +1 all SPECIAL and +10 all Skills on a specific day of the week of your choosing.
Requirement: Luck 8 or higher.
Enforcer
Effect: They're ALL contact sports as far as you're concerned! +25% damage with sports-related weaponry and +25% damage resistance when wearing sports-related armor.
Requirement: STR 7 or higher and Unarmed/Melee 50 or higher.
Run Away!
Effect: You're not fleeing, you're looking for cover... and sometimes fleeing. +25% movement speed in combat, sprinting costs 50% less AP when near hostile entities.
Requirement: AGI 7 or higher.
Practical Learner
Effect: You don't know why it works or how it works, but you know how to fix it. For every 2 points yours Science skill is below the success threshold, you gain +1 Repair when performing a Repair skillcheck.
Requirement: Repair 50 or higher, Science 20 or lower.
Quirks
Savant
Effect: You're not as smart or physically adept as the rest, but you have uncanny skill nonetheless. -1 all SPECIAL stats, no SPECIAL stat can go above 6 during character creation, +10 to all Skills.
Note: This is purposefully intended to be a counterpart to the "Gifted" trait.
Tech Guru
Effect: Machines are easier to understand than people. +10 Science, Repair, and Energy Weapons, -20 Speech, Medicine, and Barter.
Keep It Simple
Effect: You prefer to keep things basic. +10 Small Guns and Repair, -15 Science, Big Guns, Energy Weapons
Cat-like Tread
Effect: So maybe stealth isn't your strong suit, but that's part of the element of surprise! -20 Sneak, enemies have an increased chance to detect you when Sneaking. If detected while Sneaking you gain +20% damage and damage resistance for 60 seconds. Can only happen once every eight in-game hours.
Bulletproof Monk
Effect: You know secret of the body that others can only imagine. +50% damage with Melee/Unarmed weapons and +25% damage resistance when wearing Light Armor, -20 Small Guns, Big Guns, and Energy Weapons.
Bloodlust
Effect: A day doesn't count as a day lived unless you killed something. +20% damage with all firearms, but -15 all Skills if you go more than 24 hours without killing something.
I'm imagining a sad Vault Boy next to a pop-up reading "Your Bloodlust goes unquenched!" and it is a mental image to cherish.
5361256
I think its cause Traits seem more like something one is born with, whereas Quirks are little things people do, like clicking a pen to de-stress.
But yeah Drakey, good ideas