Perk Name: Psychic Paper – Lvl. 6, Req. CH 5
Prompt: You look like you own the desert which makes hostile sentient beings with a Charisma rating three points or more below your own not attack on sight. Killing an effected enemy while detected breaks this illusion on hostiles in the immediate area.
Details: The three points below can be altered and so can the Lvl requirement. CH requirement could be increased and would give players more of a reason to invest in CH. This perk would also be very helpful to passive players, and players who want to set up a good start before starting a brawl. When the effect is broken, it can be regained by leaving the hostile zone for a large period of time, lets say a week. This one is up there with some of the harder on this list to code (though I guess you could simply use the SetEnemy command to make all hostiles nuetral, but this wouldn't check for Charisma).
Perk Name: Pocket Dimension – Lvl 20, Req. IN 8
Prompt: You have made some adjustments to how you carry around items, so you can now carry an extra 10 pounds of weight per point of Intelligence.
Or
Perk Name: Pocket Dimension – Lvl. 2, Req. IN 7
Prompt: Being as smart as you are, you have been able to fix your baggage problems to become a thing of the past. Your Intelligence now determines your maximum carrying weight instead of your Strength.
Details: Either of these would be extremely useful to someone who doesn’t want to use points on ST to be able to carry more things. The name might need to be changed, but I think this concept of making another effect something usually exclusive to one stat is a neat idea. Other names I can think of are Bottomless Pockets, Matter Converter, Black Hole Baggage, Bag of Not-Quite-Infinite Holding, and Intelligent Design. Also IN requirement can be adjusted in either, and weight per IN point in the first one depending on the desired effect.
Perk Name: Effection – Lvl. 26
Prompt: Any body armor weighing under twenty pounds now grants +5 to each effect, +4 to damage resistance and no longer possess any negative effects when worn.
Detail: There is a lot that could be done with this and it could even be modified to include heavier armors, but giving them less of a bonus than light armors. Requirements and naming can always be tweaked. After looking through the GECK, I have realised that this wouldn't be as hard to do as I thought.
Perk Name: Master Crafter – Lvl. 16, Req. Survival 75
Prompt: You now can craft anywhere and everywhere with the new handy dandy Portable Crafting Set now available in your inventory.
Details: This perk is fairly straightforward. It gives you an ‘item’ in your aid menu that when used opens up the crafting list or however it is done this time. Adjustments can be made to Lvl. and Survival requirements.
Perk Name: Mix Master – Lvl. 16, Req. Survival 75
Prompt: You like making potions, powders, poisons and tonics. And now with a new Mixing Kit you can concoct concoctions anytime you want.
Details: Same as the previous perk, but for poisons and powders.
Perk Name: Seasoned Drinker – Lvl. 10
Prompt: You now get twice the benefits and none of the usual negative effects when you drink alcohol, but you are now permanently addicted to it.
Details: A fun perk for those who like to drink in the Fallout world, but don’t like the negative effect on IN. This could also be edited into a starting Trait.
Perk Name: The Answer to Life, the Universe and Everything – Lvl. 30
Prompt: After a 7.5 million year wait, you finally have The Answer. You are instantly granted forty-two more skill points to spend.
Detail: Would bring you back to the skill screen and you can split them however you want. I know this would defeat the purpose of making skill points harder to earn, but it is a level 30 perk for a reason.
Perk Name: Jump Man – Lvl. 22, Req. AG 7
Prompt: You can now jump much higher and farther to access places you couldn’t before. Also adds +1 AG and an extra 10 Action Points.
Detail: Not sure how useful this would be, but I know that in Fallout 3 there was some areas that were just out of reach. The biggest problem with this perk would be that new content would almost need to be added that can only be reach with this perk so it is kind of a waste. Still as with the next one just thought it was an interesting idea.
Perk Name: Plastic Surgery – Lvl. 10, Req. Science 75
Prompt: You change your appearance in an attempt to hide who you are. This will reset all faction reputations to their defaults and will alleviate all grudges against you. If you can somehow properly identify yourself to a faction, your standing with them will be reset back to what it was before this perk. Also people might feel the need to reintroduce themselves.
Details: I’m not sure how useful this would be, unless you accidentally got everyone angry with you when trying to play a passive game, but felt like including because it was something interesting I thought up. Also science requirement might not be necessary or could be lower. This one is also might be the hardest to code and doesn't seem to offer near enough benefits to be worth while.
Perk Name: Cowboy/Cowgirl – Lvl. 4, Req. Firearms 40
Prompt: You are naturally adept at wielding revolvers and deal +2 damage with them at a 15% lower AP cost with each rank of this perk.
Detail: Since most early revolvers are notoriously lacking in damage I think this would help even the playing field a little as well as provide extra damage later in the game on the .44 magnum.
Perk Name: True Sniper – Lvl. 22, Req. PE 7, ST 6, AG 6
Prompt: You have better sight than most and better scopes too. Your zoom is doubled, your hands are steadier and you can enter V.A.T.S. from twice the usual distance with a minimum accuracy of 30% when using scoped weapons.
Detail: I’ve always been bother at how the scope likes to wonder around while you are trying to snipe a target half a mile away when using a scope, but doesn’t when you are using something like a hunting rifle which is why I made this perk.
Perk Name: Better than Before – Lvl. 18
Prompt: Each of your SPECIAL stats is increased by 1.
Detail: A small early boost that should help those out who liked Almost Perfect since I doubt that will be a returning perk.
Perk Name: Free Spirit – Lvl. 2
Prompt: Being a nature person, you like to wear nothing, but your undergarments. When almost nvde you have 15 DR, +2 AG, +15 Action Points and since you have no pockets -20 carrying weight.
Detail: Hats and helmets count as clothing but guns don’t. I made this a level 2 perk because it comes with as many good points as bad. The best thing about this perk is you no longer have to constantly repair your armor since you aren’t wearing any.
Perk Name: Avid Reader – Lvl. 14, IN 6
Prompt: You like to read much more than most people and keep all skill magazines to closely examine them one more time. You also have a 25% chance to keep books for a second read.
Detail: Again has potential to break the whole “less available skill points” theme of New Vegas, but hey it is only a 25% chance.
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Updates:
- 5 new perks added
- poll updated and now allows multiple selections
- some older perks have been balanced
- some older perks details have been editted