Hi everyone, looked around a little and noticed there was no 'Create a Perk' thread (unless its been buried, in which case I cannot find it).
I thought it would be cool to see what ideas players have for perks and how these perks could be integrated into the game. With upcoming DLC, who knows, Bethesda may take inspiration from your ideas. This could also be a space to voice your opinion on the return of some perks.
I'll keep a list of perks people want back here as well:
-And Stay Back!
-Animal Friend (like the old versions)
-Child at Heart
-Contract killer
-Cowboy
-Grunt
-Handloader
-Junk Rounds
-Lawbringer
-Shotgun Surgeon
-Trigger Discipline
-Wild Wasteland
My perk ideas (these are not spoilers):
Spoiler
-Adrenaline Junky (Endurance):
Rank 1: Melee damage increases progressively when at 50% or less health.
Rank 2: Being within 5m of an enemy causes their accuracy to faulter, and may cause some to flinch on the spot.
Rank 3: Being within 5m of an enemy causes your damage resistance to increase.
Rank 4: Taking damage will increase melee damage output, resetting whenever you hit someone, or if you leave combat or enter 'caution' mode.
-Anarchy Rules (Strength):
Rank 1: Can now build Raider-esque aesthetic items. Can attract ex-Raiders as settlers via Bars to bolster your private force. Ex-Raiders reduce happiness in settlements, but are significantly stronger than traditional settlers, and can go out on Raids to earn you large income bonuses by assigning them to Raiding jobs.
Rank 2: Can now build Super-Mutant-esque aesthetic items. Combat arenas can now be constructed, and will raise the happiness of Ex-Raiders significantly. Can compete in Combat Arenas and earn caps from winning fights, Combat Arenas will, themselves, produce income.
Rank 3: Can now build creature pens for Mirelurks, Molerats, Radstags, Yao Guais, and use them as farms, requiring that you obtain 'pristine' eggs from their lairs for their construction. Can now enter the slave-trade and assign your ex-Raiders as slave-hunters.
-Chem Saboteur (Intelligence):
Rank 1: Can combine chems and Grenades to create 'concoctions'. Can also spike NPCs Chem-Stashes and assassinate them.
Rank 2: Can combine Syringes and Grenades to create 'concoctions'.
Rank 3: 'Concoctions' AoE is doubled in size and will no longer-effect you or your companions.
-Cybernetics Integration (Intelligence - Requires Institute Allignment):
Rank 1: Can now wear and mod Cybernetic attachments for your legs and arms.
Rank 2: Can now wear and mod Cybernetic attachments for your torso and head.
Rank 3: Gain access to enhanced modifications.
-Deadly Demeanour (Strength):
Rank 1: Can intimidate Humans/Ghouls in conversations to get information out of them. Doing so can backfire and cause them to attack you. Doing so infront of security causes immediate backfire.
Rank 2: Can intimidate sellers to reduce prices by 20%. Can only be done ONCE each in game month per seller. Can backfire, and will backfire in the presence of security. Can intimidate Mutants/Synths in conversations.
Rank 3: You can now 'bully' any NPC, and force them to perform certain actions for you such as Steal or give you items from their inventory. Doing so can backfire.
Rank 4: Can activate the perk to cause all NPCs to flee a small area for a short time period, including security, allowing you to investigate an area, or steal uninterrupted.
-Geek-Speak (Intelligence):
Rank 1: You are a technical genius, gain special speech options when talking to scientists.
Rank 2: Can confuse robots in conversations and defy their logic. Be wary it can backfire!
Rank 3: Can flirt with scientists and build special relationships (limited to one per town) which provides free goods and favours. Be wary, a scorned scientist is a deadly one!
Rank 4: All settlements you control can now attract a 'Scientist' specialist, who will produce certain chems at a steady rate. Scientists will also act as Rank 4 merchants if assigned to Clinics.
-Intel Officer (Agility - Requires Railroad allignment).
Rank 1: Can now distinguish humans apart from synths.
Rank 2: Can now spread rumours around in populated areas to divert security and enemies from an area.
Rank 3: Rumours you spread can now be devestating to the target, and can cause settlements to kick members of the population out, or kill them for you.
-Nuclear Arsenal (Perception - Requires allignment with BoS):
Rank 1: Gain access to unique Fatman and Missle Launcher mods.
Rank 2: Gain access to Power-Armour Missle & Grenade Launcher shoulder mods (activatable via VATS).
Rank 3: Gain access to advanced Nuclear Payload Grenades & Mines.
-Slinger (Perception):
Rank 1: Can throw 'Fast' Melee weapons for 3x Damage. Bladed weapon will impale the enemy until removed resulting in a Bleed effect, non-bladed will cause the enemy to stagger/fall. Note weapons cannot be removed from thick skinned enemies such as Deathclaw's or Power Armour wielding foes until killed.
Rank 2: Can throw 'Medium' Melee weapons for 2.5x Damage. Bleed and Stagger effects are increased.
Rank 3: Can throw 'Heavy' Melee weapons for 2x Damage. Kills via thrown weapons have a chance of splattering enemies, causing AoE damage.
Rank 4: Extracting thrown weapons will perform significant damage and maim the enemy. If the damage causes health to drop to near-death the enemy will die immediately.
-Syringe-Master (Intelligence):
Rank 1: All syringes are now 50% more effective/longer in duration. Gain access to novel Poisons.
Rank 2: All syringes are now 100% more effective/longer in duration. Gain access to Explosive Syringes.
Rank 3: All syringes are now 200% more effective/longer in duration. Gain access to Hack-Syringes (Robot/Power Armour targeting effects).
Bring-back Perks:
-Child at Heart.
-Contract Killer.
-Lawbringer.