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[Devlog] You Are SPECIAL | Perks | Skills | Traits


HappySlapp

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I'm currently working on an update to my premiere mod You Are SPECIAL which adds a slew of new perks, adds skills, and adds traits to enhance anyone's experience, made to be compatible with most mods, you can use it with almost any mod setup you want (Specific incompatibilities will be added as development continues)

I've made this post to use as a sort of devlog so that anyone who may want to track the progress I'm making can go here.

So far, I've outlined 7 potential perks to add/improve:


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Iron Fist:

Requires: Level 8, Unarmed 40
While using hand-to-hand weapons, Power Attacks have a 30% chance to sunder an opponent’s armor, causing their Resistances to become 5% weaker, this effect stacks up to 3 times.

Rank 2:

Requires: Level 18, Unarmed 40
The chance is increased to 50% and the effect can now stack up to 6 times.

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Booze Baron:

Requires: Level 4, Survival 40
You can now craft cocktail drinks from a variety of pre-war and post-war ingredients, only 1 cocktail can be active at a time.

Rank 2:

Requires: Level 12, Survival 40
Cocktail drinks are now twice as effective, and you can now have 2 cocktail effects active at once.

Rank 3:

Requires: Level 28, Survival 40
Cocktail drinks are now three times as effective, and you can now have up to 3 cocktail effects active at once.

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Big Leagues:

Requires: Level 14, Endurance 7, Melee Weapons or Unarmed 55
You resist 20% of all damage while Power Attacking.

Rank 2:

Requires: Level 30, Endurance 7, Melee Weapons or Unarmed 55
You now resist 40% of all damage while Power Attacking.

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Unstoppable Force:

Requires: Level 20, Melee Weapons or Unarmed 70
Melee weapons or hand-to-hand attacks against blocking opponents deal five times as much damage.

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Suited Up:

Requires: Level 2
Wearing a full suit of armor (Excluding a helmet) grants an additional +10% to all Resistances.

Rank 2:

Requires: Level 10
Wearing a full suit of armor (Excluding a helmet) now grants an additional +20% to all Resistances.

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Highly Critical:

Requires: Level 12, Luck 6
You charge Criticals in V.A.T.S. 10% faster.

Rank 2:

Requires: Level 30, Luck 6
You now charge Criticals in V.A.T.S. 20% faster.

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Solid Style:

Requires: Level 2
Wearing a hat boosts your Damage Resistance by 10.

Rank 2:

Requires: Level 8
Wearing a hat now boosts your Damage Resistance by 20.

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Got another bunch of perks outlined:

 

 

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Four Leaf Clover:

Requires:
Upon taking this perk, you will no longer be able to charge Criticals in V.A.T.S. but you gain a chance for random Criticals based on your Luck.

Rank 2:

Requires: Level 16
You gain an additional +5% to your overall Critical chance.

Rank 3:

Requires: Level 30
You now have a total of +10% to your overall Critical chance.

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Grim Reaper’s Sprint:

Requires: Level 20, Luck 6
Killing an enemy increases Action Point regeneration by 150% for 5 seconds.

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Rooted:

Requires: Level 8, Strength 6, Melee Weapons or Unarmed 60
While standing still, you deal an additional 25% damage with Power Attacks.

Rank 2:

Requires: Level 22, Strength 6, Melee Weapons or Unarmed 60
While standing still, Power Attacks cost 25% less Action Points.

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Life Giver:

Requires: Level 10, Endurance 5
You gain an extra 3 Health every level up to level 50, this effect is retroactive.

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Medical Marvel:

Requires: Level 14
You now heal 0.25% of your Health per second, up to 50% of your total Health, this effect does not work in combat.

Rank 2:

Requires: Level 30
You now heal 0.5% of your Health per second, up to your maximum Health, this effect does not work in combat.

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Nerves of Steel:

Requires: Level 12, Agility 6
The delay on regenerating Action Points is now reduced by 25%

Rank 2:

Requires: Level 30, Agility 6
The delay on regenerating Action Points is now reduced by 50%

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Action Boy/Girl:

Requires: Level 8, Agility 4
You regenerate Actions Points 50% faster.

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Deadeye:

Requires: Pistols 70
With this perk active, and wielding a pistol, your Action Points drain rapidly while time is slowed to a crawl, you gain near-perfect hip-fire accuracy, and a +10% chance to Critically Hit while this lasts. (You can activate this perk with an Aid item, or by setting a hotkey in the MCM)

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Licensed Plumber:

Requires:
Pipe weapons now deal 20% more damage, and have 20% more Range.

Rank 2:

Requires: Level 6
Pipe weapons now deal 25% more Critical damage.

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Knife to Meet You:

Requires: Melee Weapons 35
Knife attacks made while not in combat deal 50% more damage.

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Travel Light:

Requires:
While carrying less than 50% of your maximum Carry Weight, you move 20% faster.

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Long Haul:

Requires: Level 10, Strength 6
You can now fast travel while over encumbered, but if you go 250 pounds above your maximum Carry Weight, you will lose this ability until you drop below that amount.

Rank 2:

Requires: Level 30, Strength 6
You can fast travel while over encumbered, and there is no maximum limit on this ability.

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Strong Back:

Requires: Strength 5
You can carry an additional 50 pounds.

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What Weight?:

Requires: Level 12, Strength 7
You can now run while over encumbered at the cost of Action Points, but you move 5% slower for every 25lbs of weight you’re carrying above your maximum.

Rank 2:

Requires: Level 30, Strength 7
You can run while over encumbered at the cost of Action Points, and can carry as much as you want without slowing down.


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