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  • does anyone have any ideas about perks or traits? share them here!

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    • Vigilante:

      • Low Composure, High Loyalty
      • Gets a morale boost from fighting bandits.
      • Take less damage from fighting bandits.
      • Can instantly reveal the Loyalty stat of new recruits, even Rare Characters and Animals.
      • Take a huge morale penalty if you give into bandit demands.
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    • what do you mean by takes less damage? people usually only lose one health when they fight

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    • Probably prevent the party from taking damage on normal modes, or only take one unit of damage in extreme modes.

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    • heres one of my ideas

      Cyborg-cybernetic enhancements increase your physical power and general awesomeness

      +1 max health

      +does not consume medical items when healed

      -can only be healed by characters with 5 mechanical or higher

      -moves slower

      level 2: +1 strength

      level 3: mechanical requirement lowered to 4

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    • Jinxed - born with bad luck, a curse to both themselves and anyone who tries to harm them

      + Your bad luck can spread to enemies, like bandits' guns jamming, zombies occasionally spontaneously combusting, and traders dropping their supplies.

      - Extremely unlucky and usually screws up most of the rolls regardless of personality stats. Might fix the car but then get their arm chopped off by the engine, or try to medicate someone and then stab themselves with a needle. Usually doesn't spread to other group members though.

      - Weapons have an increased chance of breaking.

      Level 2: Weapon break penalty removed, more outlandish opportunities for both good and bad.

      Level 3: Graduated from the school of hard knocks, can take 1 more hit than usual.

      Psychopath - hide the peanut butter, this one is straight out of the loony bin.

      + No moral penalty for amoral acts, such as stealing or giving supplies over to bandits.

      + Even more completely erratic options, like freaking out bandits by pretending to be possessed, or even replenishing health by eating corpses along with the zombies.

      - Gets the morale of their team down real fast.

      Level 2: Can regain health or temporary invulnerability by eating dead teammates.

      Level 3: In an act of mad genius can actually use food as fuel for cars (i.e. sticking a hot pepper into the grill), and the team gets less of a morale penalty after watching your weird actions.

      Commando - born in a bunker, raised in a warzone, they've been waiting for the apocalypse to happen.

      + Fires two bullets at the cost of one.

      - Low composure from all that shellshock.

      - -1 maximum health, like a lesser firearm-oriented BERSERKer.

      Level 2: +2 to shooting.

      Level 3: No composure penalty, every bullet fired actually splits into two.

      Lawman - police remnant with a righteous sense of duty, whether you like it or not.

      + Good attitude and maxed-out loyalty.

      + Starts with a randomized low-tier firearm and some bullets.

      + The academy paid off, starts with extra points in his combat stats.

      - Refuses to submit to bandits' demands, fights immediately if cornered even if at low health.

      - Huge morale penalty if the group fails to rescue a survivor.

      - Does not permit the group to steal - period. If the group robs anyone strikes a "me-or-them" ultimatum right away.

      Level 2: Better starting firearm, chance for an autoshotty or an Uzi.

      Level 3: Can sometimes terrify low-tier bandits just by flashing the old badge.

      Entertainer - comedian, musician, or professional mountie impersonator, this one knows how to move the still-living crowd.

      + Can improve the group's morale while on the go, and usually automatically improves it during camping events.

      - May get on some jerk characters' nerves.

      Level 2: Can get the group out of bandits' grasp by distracting them.

      Level 3: Can no longer lower anybody's morale unless they steal.

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    • Upgrade For friend of dog perk (Lets be honest, It sucks.)

      Dogs recruited by friend of dog charactor will be supertrained (Max Level)

      Looks like you picked up a trick or two from the dogs! (Dexterity up 2nd and max level) 

      1 fitness for each level 

      Uh oh you have got heart worms! (-1 vitality)

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    • Maybe add it so that all dogs that join have maximum loyalty.

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    • 99.9% of dogs are loyal enough already

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    • No they aren't. I've had plenty a dog that had minimum loyalty. So I made sure they died.

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    • a dog stole my supplies while at low morale so i guess its loyalty was bad

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    • I also wish we could make dogs as custom characters with their own preset stats and personalities.

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    • ChinchillaDude wrote:
      Upgrade For friend of dog perk (Lets be honest, It sucks.)

      Dogs recruited by friend of dog charactor will be supertrained (Max Level)

      Looks like you picked up a trick or two from the dogs! (Dexterity up 2nd and max level) 

      1 fitness for each level 

      Uh oh you have got heart worms! (-1 vitality)

      Maybe with upgrading the dogs are immediately able to use weapons (as they can when they are the only ones left)? Maybe give them an extra weapon slot.

      As the maxed out perk, if the dog has high loyalty it will actually do a Hero Type event where it pulls the survivor from under a zombie horde (can only be activated once though)?

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    • Infected survivor- this guy managed to survive becoming a zombie (barely)

      +zombies are slightly less aggressive

      +can pretend to be a zombie to scare off low level raiders

      -1 max health

      -attempting to scare raiders has a chance of them attacking instead

      -is not allowed in trader camps

      -2 max strength and fitness

      (not neccessarily good or bad but theyre skin will always be the same color as a zombies)

      level 2: zombies get even less aggresive

      slightly higher chance of successfully scaring bandits

      level 3: zombie digestion system lessens the need for food, -1 food consumption

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    • hunter- killing innocent animals makes for a suprisingly good skill

      +has special dialogue when dealing with animal events (ie crocidile, bear, moose, bigfoot, deer) to get extra food

      +1 shooting skill

      +1 fitness

      -very low composure

      -looses morale when letting animals go

      level 2: +1 shooting

      level 3: +1 fitness

      +when traveling without a car will sometimes catch an animal for a bit of food

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    • Detective

      + Has a chance to find food, gas, medical items or ammo while driving, increased chance if walking.

      + Higher chance for Rare events to happen, as well as higher chance for Rare Characters to appear.

      + Good Composure and Loyalty stats

      - Low strength and fitness.

      - Detective work is tiring, a Detective eats 3 food instead of 2 at the end of a day.

      Level 2: Increased chance to find rare characters / rare events. Level 3: Significantly increased chance to find items on the road.

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    • Butcher- wether it’s from a can or a fresh carcass, they’ll do anything to get a taste of meat!

      + starts with a cleaver

      + takes meat from anything/anyone. Animals, bandits, anywhere!

      + 2 in strength

      - REFUSES to use blunt weaponry due to the butcher’s vow

      - violent when upset (0 composure when morale is below 3)

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    • an idea: nerd- a person with an incredible amount of knowledge! dosent socialize or do many workouts. (perk)

      +starts with 4 points in medical and mechanical

      +morale dosent drop when using the gamebronus and increses more when using the arcade.

      + maximum wits

      -has minimal attitude and a permanent morale penalty, due to video games not existing any more. (same amount as the civilized trait.)

      -strength and fitness start at 0

      upgrade 1: morale penalty is less cruel (2 morale penalty)

      upgrade 2:  morale increases when playing on the gamebronus

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    • oh yeah, thrait: depressed.

      description: is always really sad. i kind of feel bad for them.

      -all personality stats are bad. minus loyalty, thats random.

      +can tell bandits life is meaningless. this could result in them agreeing and giving you all their stuff. or not. in which case you will just get off the hook. if both fail, you get hurted but you atleast dont lose supplies! :D? (5, 65  and 30 percent chances respectively)

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    • Tankytankerson121604 wrote:
      Butcher- wether it’s from a can or a fresh carcass, they’ll do anything to get a taste of meat!

      + starts with a cleaver

      + takes meat from anything/anyone. Animals, bandits, anywhere!

      + 2 in strength

      - REFUSES to use blunt weaponry due to the butcher’s vow

      - violent when upset (0 composure when morale is below 3)

      good idea!

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    • Actor (trait): from bandit to oblivious, they can take on any persona! Just make sure to add some variety.


      + can take on personalities based on morale


      + can entertain pretty much anyone, even bandits!


      -can’t use the same persona back to back


      -good wits but otherwise boring

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    • Dingus Perk

      “Is a dingus”

      -nobody likes a dingus, -1 to the parties maximum morale!

      -terrible personality

      +makes for great cannon fodder

      +everybody celebrates when the dingus is gone, get +2 morale, +15 gas, +2 food, and +1 medkits when the dingus is no longer part of the party!

      Level 2: Get bigger boosts when the dingus leaves! Party gets +3 morale, +30 gas, +4 food, +2 medkits, and +1 to a random skill!

      Level 3: Dingus starts with a cardboard tube... hooray?

      This is supposed to be a wonky support class, where having them around is detrimental, but getting rid of them grants lots of supplies! The strategy with this perk is to kill of the dingus as soon as possible, but make it the best possible moment to do so, this makes it so characters with this perk are easily able to be booted out and made to do dangerous things, a risky character with lots of rewards if used right

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    • Counselor (trait): this on has a knack for lifting spirits, but even they have a limit. Be prepared for that!


      + max attitude, loyalty, and composure


      + can comfort upset teammates


      + immune to despair


      - will eventually SNAP, making the above stats plummet and raising their fighting stats. Loses despair immunity as well.

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    • new idea for a perk: HEAVY ORDINANCE 

      wether its a pipebomb or a bazooka, they LOVE EXPLOSIONS!

      + Maximum attitude thanks to bombs being perfectly legal now

      + can make pipe bombs every night

      + discounts with the HEAVY ORDINANCE TRADER

      +MAX shooting and +2 points in mechanical

      -has abysmal composure, wits and strength

      -HIGHLY VOLATILE WHEN UPSET, WHEN MORALE BELOW 2 COMPOSURE IS IN THE NEGATIVES

      -WHEN HE LEAVES THE PARTY THEY SUFFER FROM 1 DAMAGE (non lethal)

      level 2: can make 3 pipebombs every night, +1 mechanical

      level 3: starts with a homemade pipebomb launcher, refills 1 pipebomb every night.

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    • trait: raring to go!!!

      come on! come on! lets go! i want to punch zombies in the face, what this? its just a scratch nothing to worry about LETS GO!

      +2 to all combat stats

      +runs slightly faster

      -looses bonuses when tired

      -looses 2 morale when they have to stay in the car

      -randomized personality

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    • Vengeful (trait): Pretty chill until they start to bleed, that’s when they go nuts!

      • becomes enraged if hurt

      + good composure rolls

      + becomes invincible and uses no combat stamina if hurt while scavenging or during sieges.

      - invincibility and endless stamina are only temporary

      - no composure until fully healed

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    • Germaphobe Trait

      “The scariest part of zombies is that they never even wash their hands”

      +1 Medical

      +Starts with 3 medkits

      -Bad attitude

      [hidden]+Gains full morale and +2 to a random stat after getting access to clean toilet paper

      Always able to patch up the first injury, nice little medical boost, chance at paranoid or grating stat combo due to low attitude, more prone to losing morale, makes a good medic and is very helpful early game, useful for solo fighters who want to heal their injuries but not fully invest in medical

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    • The one-man-army:

      All conversations and possible quotes can only be incomprehensible noises and manly yelling, acompainied by an occasional vague movie reference. Due to this, sieges happen more often, 'cuz of noise, but also can cause a morale boost due to pure MANLINESS!!!

      All combat stats increase when alone, but a -2 penalty to every other stat, along with slightly decreased morale.

      (If this is a good idea, or I need to make changes, let me know!)

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    • Skrikko wrote:
      The one-man-army:

      All conversations and possible quotes can only be incomprehensible noises and manly yelling, acompainied by an occasional vague movie reference. Due to this, sieges happen more often, 'cuz of noise, but also can cause a morale boost due to pure MANLINESS!!!

      All combat stats increase when alone, but a -2 penalty to every other stat, along with slightly decreased morale.

      (If this is a good idea, or I need to make changes, let me know!)

      This is interesting. I would buff their combat and/or support skills (depending on the trait) when they're alone, but make them entirely inept in all social situations. You also can't talk to traders, but you can have them take pity on you (civilized) or just hold the whole camp at gunpoint (bandit).

      Man, this game could really use more character customization.

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    • PowerPiranha666 wrote:
      Skrikko wrote:
      The one-man-army:

      All conversations and possible quotes can only be incomprehensible noises and manly yelling, acompainied by an occasional vague movie reference. Due to this, sieges happen more often, 'cuz of noise, but also can cause a morale boost due to pure MANLINESS!!!

      All combat stats increase when alone, but a -2 penalty to every other stat, along with slightly decreased morale.

      (If this is a good idea, or I need to make changes, let me know!)

      This is interesting. I would buff their combat and/or support skills (depending on the trait) when they're alone, but make them entirely inept in all social situations. You also can't talk to traders, but you can have them take pity on you (civilized) or just hold the whole camp at gunpoint (bandit).

      Man, this game could really use more character customization.

      Yeah, I was trying to make him a character that is completely incapable of human interaction, but can easily survive on his own during scavaging n' such, and then having the advantages and disadvantages increase when on his own.

      Totally agree with having more character customization, I feel it's a bit... Limited, at the moment.

      Any more ideas? I'm completely open to criticism.

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    • trait: innocent

      a person who still believes in the good of humanity... he's gonna die

      +max attitude and composure

      +can ignore despair

      +can make friends with anyone (bandits included)

      -refuses to use weapons (can still use unarmed attacks and throw furniture though)

      -automatically loses all morale when a jerk steals or betrays them

      overall this trait would make the character great for recruiting people and keeping the group positive but is horrible for combat and will likely die during seiges

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    • Perk: Construction Worker

      "Even in a zombie appocalypse there is tedious work"

      +1 Strength

      +1 Mechanical

      +Starts with a gas powered tool and 15 gas

      Level 2: +2 Strength

      Level 3: +2 Mechanical

      Starts with a weapon that can be super helpful late game, some gas, decent strength, and some points in mechanical, makes an okay fighter/support hybrid with a strong weapon (you can even sell it for a good amount of food in trader camps), no real downsides and a reliable choice for a lead character or solo run

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    • Perk rework!

      Butcher: a bit TOO obsessed with meat and may go nuts when they see a potential meal! Chop chop!

      • starts with a sturdy cleaver
      • goes into a frenzy when facing possible meals A.K.A. Animals and sometimes bandits

      + 2 strength

      - eats 3 food instead of 2

      - REFUSES to use blunt weaponry due to the butcher’s vow

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    • Perk: Veteran: They served in war and are now retired from the army. Scarred from battle but still has some experience.

      + 1 Strength, Fitness.

      + 3 Shooting.

      + Starts with a Dolt .45 with 30 bullets!

      + High wits due to combat experience.

      -Low composure due to PTSD.

      -Lower Vitality due to wounds.

      Level 2: +1 Fitness.

      Level 3: +1 Strength.

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    • Slugger (Trait): Winds up until the time is right, then strikes with twice the power! Batter up!

      + attacks can be charged for double damage and cleaving power!

      + Heavy weapons like sledgehammers preform a 360 whirlwind of death!

      - charged attacks use twice the stamina. Whirlwinds use triple!

      - Has no chill but otherwise boring.

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    • Perk: Prepper

      “They have been waiting a long time for this to happen”

      +Starts with 2 food, 10 gas, 1 medkit, and 10 of each bullet type +Starts with 3 random low tier melee weapons

      Level 2: +Starts with 4 food, 25 gas, 2 medkits, and 30 of each bullet type +Starts with 3 random low tier melee weapons and a random throwing weapon

      Level 3: +Starts with a Prepared Preppers Magazine

      Gives you a good headstart, but doesnt directly give any stat boosts or help deal with events, has a chance to give you an umbrella and tree branch for the low tier weapons and throwing weapon can be anything from a bottle to a robot, it can do many things really

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    • Perk: Blacksmith

      “Can make things better at zombo killing!”

      +Starts with blacksmith’s hammer +Can get a “Eureka!!!” moment, where they will attempt to upgrade a random item in the trunk, ex: can upgrade a bat into a spiked bat, and a spiked bat into an aluminum bat. Or another example: cowboy rifle gets upgraded to a hunting rifle and a hunting rifle gets upgraded to a sniper rifle

      Level 2: +1 Mechanical

      Level 3: +1 Strength

      Makes collecting items worthwhile, being able to turn low tier items into mid and high tier items over time, would also be great alongside a prepper character

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    • new perk and trait ideas: bank robber and heavily armoured

      bank robber (perk)

      somehow, robbing banks and not dying made for extra zombie readiness! oh no, my friend got downed!

      +starts with a rifle or shotgun and a bit of ammo for it

      + 1 point in shooting and medical

      level 2:

      + 1 point in mechanical

      level 3

      + 1 point in shooting

      heavily armoured (trait)

      when in doubt, heavy amounts of kevlar!

      +2 health

      - 1 dexterity

      - armour can only be repaired by someone with 4 mechanical or greater

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    • Bullet hose (perk): Is always lugging around a big LMG in case they need to mow down hordes or to keep bandit heads down. Just be sure to to keep them well stocked on ammo.

      • starts with an LMG and with plenty of ammo



      - can't drop their weapon, even when they die



      + has the option to open fire on any threats if they have enough ammo



      + 2 strength and shooting



      - a bit slow from the sheer weight of their gun



      - no composure whatsoever 

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    • trait: conspiracy nut

      "these zombie are in kahoots with the illuminatie and jesus!"

      +1 wits

      +can tell bandits literally mind blowing theories

      +can talk about their conspiracies to boost party morale

      +gains skill buffs and maximum morale when a conspiracy is revealed (bigfoot, ghosts, aliens etc.)

      -1 strength and fitness

      -people with high wits may not like their theories

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    • Determined (Perk): They're gonna make it to Canada, no matter what. They'll also do whatever they want along the way.



      +1 extra health/vitality

      +2 fitness

      +Less affected by being tired (combat stats lowered by 2 levels each instead of 3)

      -Ignores the undead, -1 to max strength, fitness, and shooting

      -Low personality stats aside from composure, lives in the moment and for themselves (note: low isn't necessarily minimum)



      Level 2: +1 more to fitness and +1 to strength

      Level 3: Even less affected by being tired (combat stats now lowered by just 1 level)

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    • Just some advice, when you’re making a perk, NEVER have it directly affect your personality stats, this is because it could be paired with traits that affect personality stats and would most likely lead to serious bugs and glitches

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    • thats true isnt it

      i had too many ideas that i wanted to put together and couldnt decide on if it should have been a perk or trait

      how about as an alternative downside we could have:

      -Makes trader camps less common; no time for stopping!

      it could also be rescues instead of trader camps, or could make "better" locations more rare too (notably the special ones with the flashing text)

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    • Seven Pikmin wrote: thats true isnt it

      i had too many ideas that i wanted to put together and couldnt decide on if it should have been a perk or trait

      how about as an alternative downside we could have:

      -Makes trader camps less common; no time for stopping!

      it could also be rescues instead of trader camps, or could make "better" locations more rare too (notably the special ones with the flashing text)

      Yeah i think that would be an interesting downside, and it could be coded by making it so you cant encounter trader camps on X days

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    • perk: field medic

      "oh stop complaining i can reattach it! ...probably"

      +start with ouchie spray that refills one charge every mission (must be involved in the mission, not resting)

      +1 fitness

      -1 strength

      -cannot unequip ouchie spray even in death

      -does not have actual medical training (no improvements to medical)

      level 2: +1 fitness

      level 3: ouchie spray gains 2 charges every mission (you still have to take part in it though)

      yes this is a slight reference to tf2s medic, this perk is meant to be a sort of support version of bow and arrows that needs to take part to gain benefits.

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    • Manipulative "Trait"

      "Charming personality, bandit at heart"

      +Steals from everyone, without consequences

      -Steals from group

      -Ticking time bomb

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    • Similar do the bandit, but can steal with no consequences, except character with high loyalty -4 moral. Eventually will ditch the group, similar to Governor Emperor. Paranoid character however, can catch him, Paranoid character +1 morale, no supplies lost, however if no Paranoid character, steals everything.

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    • Recruiter(Perk)

      +Can recruit any one

      -Loses 4 morale when a person is killed or leaves the group

      - Unique despair event at 0 morale

      Level 2: Lose 3 morale instead

      Level 3:Loses 2 morale instead

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    • Perk rework!

      Butcher: a bit TOO obsessed with meat and may go nuts when they see a potential meal! Chop chop!

        • starts with a sturdy cleaver
        • goes into a frenzy when facing possible meals A.K.A. Animals and sometimes bandits

      + 2 strength

      - eats 3 food instead of 2

      - REFUSES to use blunt weaponry due to the butcher’s vow 

      • Double perk rework
      • all I have to add, starts with a sturdy cleaver, cannot drop even on death
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    • Psychic(Trait)

      "Knows what to do with a Crystal Ball"

      +Dexterty and charm is revealed

      +Different outcome for Weegee board

      ?Predictions can come true. good or bad

      Characters with the Trademark Weapon(Perk)/Psychic start with the wizzle stick

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    • Had an unique despair event where he/she says you will die a terrible death luck massively decreased 90% chance won't make it to canada

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    • Perk: Blacksmith

      “Can make things better at zombo killing!”

      +Starts with blacksmith’s hammer +Can get a “Eureka!!!” moment, where they will attempt to upgrade a random item in the trunk, ex: can upgrade a bat into a spiked bat, and a spiked bat into an aluminum bat. Or another example: cowboy rifle gets upgraded to a hunting rifle and a hunting rifle gets upgraded to a sniper rifle

      Level 2: +1 Mechanical

      Level 3: +1 Strength

      Makes collecting items worthwhile, being able to turn low tier items into mid and high tier items over time, would also be great alongside a prepper character

      Perk rework Instead of upgrading spiked bat into almunium bat, upgrade it to The whammer

      +Can only do this at max morale

      Another example Piece of wood into a 2 by 4, into a log, into a big frickin log into an ultimite log

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    • Canadian(Trait) 

      "Was visiting the US. Couldn't go back due to zombie apocalyspe"

      +Starts with Xtreme Hockey Stick

      -Cannot be dropped, even on death

      -Permanent, and extremely siginficant morale penalty, morale can not go over 1

      -Boring Personality

      Survivors with the Trademark Weapon/Canadian Perk, starts with mountie hockey stick 

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    • meant to say trait

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    • Paranoia Stricken (Trait)

      "Always expect the worse from everyone-even the group"

      +No penalities from bandits

      +Paranoid-High Composure, low loyalty

      -Ditches group in events we they die, and in looting events(not city, or abl)

      -Comes back and kills group(Like Mason)

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    • I think a really good idea for a gas-based character is a chemist. 

      This person was a chemist before the zombie apocalypse. They specialized in synthetic fuel, which turns out to be really handy for this car-based world.

      Level 1: Occasinally get an event to synthesize gasoline from food, 1 food for 10 gas, however, the fuel only works for newer cars, so cars like the classic, the old car, and the station wagon are unable to use it.

      Gains 1 point in mechanical, 1 in medical

      Level 2: Gains an additional point in medical

      Level 3: Synthesized fuel works on all cars, no matter the type.

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    • (All of these are perks!)

      Cannibal
      Has sharp teeth for human meat, can eat everyone.

      + Special outcomes for certain events
      + Can eat dead corpses of your allies
      - Highly dangerous, extreme personality stats!

      Hoarder
      Expert looter, knows how to get out from dangerous situactions.

      + Can gain addional supplies from looting
      + 1 Point to Mechanical

      Merciful
      Inconnent and pure, refuses to kill!

      + Always happy, no morale loss!!!
      + Makes people around him happy
      - Kills zombies only when desperate
      - Easy prey for bandits
      - Refuses to kill animals for food

      Fanatic
      Maniac and fan of all explosives, handyman and mechanic, beware, he can explode!

      + Doesn't take damage from Pipe Bombs and Granades
      + Creates one pipe bomb per day
      + 3 Mechanical
      - Very low composure and wits
      - Deals 2 Damage to everyone upon leaving the group (Lethal)

      Trigger-Happy
      Loves shooting with ranged weapons! Wait, where did the ammo go?

      + Starts with maximum shooting!!!
      + Shooting can be raised two times over maximum!
      - Uses 2 bullets instead of 1 in every gun!

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    • Gucislav wrote:
      (All of these are perks!)

      Cannibal
      Has sharp teeth for human meat, can eat everyone.

      + Special outcomes for certain events
      + Can eat dead corpses of your allies
      - Highly dangerous, extreme personality stats!

      Hoarder
      Expert looter, knows how to get out from dangerous situactions.

      + Can gain addional supplies from looting
      + 1 Point to Mechanical

      Merciful
      Inconnent and pure, refuses to kill!

      + Always happy, no morale loss!!!
      + Makes people around him happy
      - Kills zombies only when desperate
      - Easy prey for bandits
      - Refuses to kill animals for food

      Fanatic
      Maniac and fan of all explosives, handyman and mechanic, beware, he can explode!

      + Doesn't take damage from Pipe Bombs and Granades
      + Creates one pipe bomb per day
      + 3 Mechanical
      - Very low composure and wits
      - Deals 2 Damage to everyone upon leaving the group (Lethal)

      Trigger-Happy
      Loves shooting with ranged weapons! Wait, where did the ammo go?

      + Starts with maximum shooting!!!
      + Shooting can be raised two times over maximum!
      - Uses 2 bullets instead of 1 in every gun!

      Looks good but remember 2 things when making perks

      1. The upgrade system, since each perk can be upgraded twice, you have to write out what level 2 and 3 versions would be like

      2. Perks can NOT affect personality stats, as this would clash with certain traits and thus cause coding problems

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    • So this is a mix of Merciful/Innocent Traits I've read throughout this, and i thought i'd put my spin on it. Thanks.

      Trait:

      Innocent

      Description:

      Pure and Lovable Buddy... Will Probably Die.


      + Super Happy, Will make Others Happy!

      + May Ignore Despair.

      + Max Attitude, Composure and Loyalty!

      + Super Friendly! Can make friends with pretty much anyone! (This includes Feral Dogs and Cats)(Unless the person you're trying to befriend has Minimum Attitude, what a Dingus. When failing to befriend someone they lose 2 morale. Sad. Otherwise if you succeed, they gain max Morale.)


      - Will stop you from killing animals, robbing, and Fighting bandits.

      - Loses ×3 (Triple) the morale when robbed and or similar Events.

      - Pretty Low rolls for Wits (Won't ever go past 3)

      - Absolutely Will Not Fight! Can still throw furniture and things of the like, though. Until they at least have 3 in any Combat Stat, (this would trigger a special event where a character with high enough Attitude Convinces the Character to flex their awesomeness and fight. This would cause the Innocent to lose two (-2) Points in morale. But they can finally fight!)

      - -2 Strength, -2 Fitness, -3 Shooting. Biggest Down Side, Poor thing can't even hold a bat right.


      - (Wouldn't be mentioned in description) This may sound like a long shot- when a character is killed in a text event, the Innocent will suffer a permanent morale loss (-1) and automatically have minimum Morale. (This can be fixed if the Innocent encounters a Dog/Cat or Helps/Recruits a new teammate.) During the event the rest of the party, if there is any, Will lose one morale at seeing their Buddy Sad (If they have high enough Loyalty), and gain +1 in Composure. This would be like a added event to the text event?

      Ok there. now it looks presentable.

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    • ShunkyPerks

      Here is a compilation of my most desired perks:

      • Field Medic - Healer during ABL events
      • Firefighter - Easily handles burning buildings
      • Forager - Helps accumulate resources ​​​​​​
      • Master Chef - Keeps morale up
      • Prepper - Has a lot of useful things
      • Robotics Enginner - Brings a robot along


      Refer to image for detailed information.

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    • I just thought of a fun one:

      Trait:

      The H*lk

      Description:

      Woah! So powerful... why are my legs still stubby?

      + Unarmed Attack replaced with a real cool shock wave! (works exactly like the Air Horn, but with a loud clap in place of air horn, and would function like a heavy weapon, meaning cool down- or what ever its called- would last appropiatly.)

      + Strength and Fitness can be trained Three times over the maximum!

      + Gain El Satan's body! So Swole! (Also A tad wider.)

      - Shooting can't be trained at all.

      - Low rolls for Wits, Attitude, Composure. 

      - Pittifully Slow. (Im not sure how fast Zombies are stat wise, but i imagine H*lk characters being as fast a Zombie in their 'Sprint" hobbles.)



      Additioanlly i think it would be even cooler if one of the Combinations of Perks would turn the character's skin green.

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    • A FANDOM user
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