A bit more ideology than morals, though they do overlap. I was thinking traits based on faction bias could be interesting, such as. Capital idea: You believe in the pre war ideals of free market capitalism and the rule of a boss. gain some fame with the strip, +10 Barter, +10 speech and pack rat perk but -2 INT from failing to see how capitalism lead to the great war and suffering. Faithful to Mars: Modern society brought about its downfall, we must return to the old ways. Gain +10 Melee weapons, +10 survival and the Slayer perk with Legion fame, but -2 Charisma because you fail to recognize the personhood of others due to your defense of slavery. Proud citizen: This world needs order, and the NCR will bring it. gain NCR fame, +10 Guns, +10 Repair and sneering Imperialist perk, but have -2 Strength due to an unwillingness to stand up for the rights of yourself or others. Anarchist: Hierarchy and power imbalance lead to suffering and conflict, to avoid the horrors of the past we must create a classless moneyless society. Gain Followers of the Apocalypse fame, +10 Medicine, +10 Science and Fight the Power perk. But suffer -2 Luck due to those in power acting against your goals.
"Anarchist: Hierarchy and power imbalance lead to suffering and conflict, to avoid the horrors of the past we must create a classless moneyless society."
This is not a neutral descriptor. In no world is this neutral.
Yooo you really gave it 3 new traits, now the Mercenary Leanings trait is perfect for my morally gray ( hehe get it? ) mercenary character, thanks man!
Just tested it, It seems it's compatible with Contract Killer - More Ears as the description doesn't get changed by this mod and the new traits icons are the same quality as other icons from CPI so it's all good!
This mod is great for my Mercenary character playthrough although I only wish the Mercenary Leanings trait is intended for Neutral Karma character instead of Very Evil Karma character, in my opinion there should be 3 new traits for each karma and Mercenary would be neutral while something like Raider trait would be evil, but that's just my suggestion.
Also why does both traits karma is only Very Good and Very Evil? I think it would be better if it was a range like Good to Very Good and Evil to Very Evil so keeping the bonuses from both traits doesn't feel too strict and limiting while still fits the traits and the roleplaying aspect.
Isn't that a perk instead of a trait? And even if it was a trait there's also other trait for good and evil karma in vanilla so i don't think a new neutral karma trait would be out of place but like I said it's just my suggestion, it's your mod after all.
As far as I am aware mercenaries are usually regarded as more neutral than evil in the games if we're referring to karma titles. I think changing the name to something related to the Raiders or Slavers would be more thematic, or if you're approaching it under the lens of the Talon Company, to maybe include their name in the perk.
This is a pretty good idea either way for roleplaying
I agree with this, there should be 3 traits: 1 for good, 1 for neutral, and 1 for evil character.
And since I'm using Actually Viable Contract Killer mod, the Mercenary Learning trait would be perfect for it since it changes the Contract Killer perk to gain ears from any character regardless of karma.
I approached it under the lens of "Will do anything for money/material gain" which, in the world of Fallout, usually involves evil acts. You're very rarely, if ever, offered large sums of caps for doing good deeds.
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I would say Mercenary Learning is fit more for a neutral karma character while evil character might need a new trait for them.
And if you are already using vanilla icons for the new traits would they be using the higher quality version of CPI if it was installed?
Capital idea: You believe in the pre war ideals of free market capitalism and the rule of a boss. gain some fame with the strip, +10 Barter, +10 speech and pack rat perk but -2 INT from failing to see how capitalism lead to the great war and suffering.
Faithful to Mars: Modern society brought about its downfall, we must return to the old ways. Gain +10 Melee weapons, +10 survival and the Slayer perk with Legion fame, but -2 Charisma because you fail to recognize the personhood of others due to your defense of slavery.
Proud citizen: This world needs order, and the NCR will bring it. gain NCR fame, +10 Guns, +10 Repair and sneering Imperialist perk, but have -2 Strength due to an unwillingness to stand up for the rights of yourself or others.
Anarchist: Hierarchy and power imbalance lead to suffering and conflict, to avoid the horrors of the past we must create a classless moneyless society. Gain Followers of the Apocalypse fame, +10 Medicine, +10 Science and Fight the Power perk. But suffer -2 Luck due to those in power acting against your goals.
This is not a neutral descriptor. In no world is this neutral.
1. Compatible with Contract Killer - More Ears (AKA Actually Viable Contract Killer)?
2. If I use Consistent Pip-Man Icons, would the new traits icon will have the same quality with the rest of the CPI?
Thanks in advance!
yes, it should
Also why does both traits karma is only Very Good and Very Evil? I think it would be better if it was a range like Good to Very Good and Evil to Very Evil so keeping the bonuses from both traits doesn't feel too strict and limiting while still fits the traits and the roleplaying aspect.
The reason I didn't initially do Neutral was because Impartial Mediation exists, but I could for sure look into something.
https://www.nexusmods.com/newvegas/mods/75471?tab=posts
This is a pretty good idea either way for roleplaying
And since I'm using Actually Viable Contract Killer mod, the Mercenary Learning trait would be perfect for it since it changes the Contract Killer perk to gain ears from any character regardless of karma.