Let us choose what race to be in Fallout 4.
Start out with:
* Wastelander
* Ghoul
* Trog
Best if one keeps it simple but here is a list of potential races to be able to start out as:
Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison
Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.
Wastelander
Pro's
* Bonus to initial reaction from humans.
Con's
* Initial reaction from mutants and ghouls halved.
Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.
Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)
Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5
(Prime Normal means you were born in a Vault, what Vault and how you got out is for you to come up with yourself)
Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.
Con's
* -4 to max INT
* -3 to max CHA
* Due to prejudice Super Mutants get less initial Reaction from humans.
* Cannot use the small weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has the least amount of armors in the game.
Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI
Con's
* health is x1.5 (in comparison to regular super mutant)
* +3 to min STR (in comparison to regular super mutant)
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.
Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).
Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.
* Highest STR is 7, which means bye bye to all Heavy Weapons.
Troglodyte
Pro's
* +5 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)
Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.
Gonna add Sandmen
Sandmen
Thick Skin ability is a constant ability which raises itself, like FOD, H2O and SLP meters.
Shed Skin is something you can activate in the Aid bar.
Pro's (Thick skin)
* DT gets stronger the thicker your skin becomes.
* Poison chance is reduced the thicker your skin becomes.
* +END the thicker your skin becomes.
Con's (Thick skin)
* -AGI the thicker your skin becomes.
* -Reload speed the thicker your skin becomes.
* -Running speed the thicker your skin becomes.
* -Equip speed the thicker your skin becomes.
* -STR the thicker your skin becomes.
Pro's (shed skin)
* +Reload speed.
* +Running speed.
* +Equip speed.
* Regain all AGi and STR with +1 for the first 199 of Skin Thickness.
Con's (shed skin)
* Lose all DT, Poison Resistance and END bonuses and gain +10% more damage from enemies.
Concept art (Thick Skin)
http://gabriel77cortez.deviantart.com/art/Sandman-brutality-279965037?q=boost%3Apopular%20((sandman)%20AND%20(by%3Agabriel77cortez))&qo=2
http://gabriel77cortez.deviantart.com/art/Sandman-coloured-281645802?q=boost%3Apopular%20((sandman)%20AND%20(by%3Agabriel77cortez))&qo=0
Lacerta/Snake Eye
Pro's
* Can see the body heat during night time.
* Regenerates limbs all the time. (Constant +5hp/s to limbs)
* Regenerates regular health all the time. (Constant +2hp/s to health)
* +10% sneak chance in dark places
Con's
* -35% fire resistance (Fire does 35% more damage to Lacerta's)
* +100% knockdown chance from explosions (Any explosion will knock you out.)
* Cannot use Stimpaks
Concept art
http://gabriel77cortez.deviantart.com/art/legion-avatar-354478871?q=gallery%3Agabriel77cortez%2F4398145&qo=0
http://gabriel77cortez.deviantart.com/art/Caius-281835050?q=boost%3Apopular%20((lacerta)%20AND%20(by%3Agabriel77cortez))&qo=1
(Lacerta's does not have to be part of the Legion, they originated from Canada, so more tribes could have moved down south to whereever the next game takes place, though then they'd be called Snake Eyes. Only Legion calls them Lacerta.)