Rebuild: Gangs of Deadsville Wiki

Each survivor can have a number of perks (normally up to 4) which provides various bonuses, such as additional skill points or increases effectiveness with certain missions. The main leader has a special perk chosen at the start of the game which affects the entire fort. Some survivors arrive already with perks. Most perks are gained when a survivor reaches level 3, 6 or 9, after you talk to them and learn more of their backstory.

Main Leader Perks

Politician +leadership and one extra survivor
Shop Clerk +scavenging and +25% trade bonus
Doctor +science and -1 day injury recovery time
Retiree +building and +10% happiness bonus
Police Officer +offence and +1 level bonus from all firearms
Priest +leadership, more devout survivors
Hobo +scavenging, +5 housing space
College Student +science, schools and bars are 25% more effective
Construction Worker +building, -50% material costs for building
Gang Member +defense, no happiness loss from death or injury

Deluxe Jobs

Your main character can only acquire these perks if you, as the customer, purchased the Deluxe Edition of Rebuild 3 ($25 from the website). If you only purchased the normal edition ($15), then these perks are not available to you.

Rock Star +leadership, +25% faction respect and gain respect x5 faster
Pizza Delivery Driver +scavenging, start with Driver perk
Programmer +science, start with a lab and 9 researched tech
Real Estate Developer +building, all build missions take 1 day
Pro Gamer +defense, higher base defense but increased danger all-around

Skill-related Perks

Artist Happiness bonus when fortifying buildings
Bookworm Research bursts, +2 Engineering from books

(Note: "Research Bursts" means that if this survivor is working in a Laboratory, then there is a chance that the current research project will abruptly finish early.)

Born Leader +3 Leadership skill
Crafter Creates more items in the workshop
Commander All survivors gain +0.5 to defense
Defenses Expert Grant +1 defense to all buildings
Demolitions Explosives do extra damage
Fighter +3 Defense skill
Firearms Training +1 Defense with anything from pistols to machine guns
First Aid Reduces chance of death on missions
Genius +3 Engineering skill
Good Cook Bonus food production

(Note: This means that on rare occasion, this survivor will trigger an event that instantly creates extra food out of nothing.)

Green Thumb Bonus food while farming
Hand to Hand Combat +2 Defense when no weapon equipped
Handyman +3 Building skill
Hoarder Extra building materials while scavenging
Immune Won't die from a zombie bite, +1 defense.
MacGyver Half of Engineering skill added to defense.
Melee Training +1 Defense with anything from a shovel to a sword
Musician Bonus happiness to others during missions
Negotiator Bonuses while trading with factions
Preacher More effective while working in a church
Redecorator May automatically convert useless buildings

(Note: This means that very infrequently, the survivor will trigger a random event to instantly convert a useless building in your fortress like an XXor Gas to a building that serves a purpose. It does not improve any of the missions that you assign the survivor to.)

Resourceful +3 Scavenging skill
Scrapper Scavenging skill is also added to defense
Tools Expert Double skill bonus from tools

Positive Perks

Animal Lover Extra skills and happiness if equipped with a pet
Camper Sleeps under the stars, does not need a house
Driver Does missions faster when equipped with a vehicle
Easy Going Double happiness increases and halve decreases
Fast Recovery Recovers from injury faster
Fearless Reclaim Can reclaim buildings with zombies on them.

(Note: This does not allow the builder to ignore Zombie Mobs or Massed Zombies. Those problems must be cleared out of the way, first. Nor can the builder reclaim an unscouted tile.)

Half Rations Eats less than other survivors
Loner Improved skills when on a mission alone.
Musician Bonus happiness to others during missions
Ninja No penalty for how far away a mission is.
Peacekeeper Reduces chances of riots and fights
Scholar Learns more from schools
Superhero Increase each skill by 1. Increase max levels by 1.
Team Player Improved skills when on a mission with at least 3 survivors

Tradeoff Perks

Addict Regular user of the drug Bath Salts, +1 Defense
Brave +1 defense, but may take the hit for another survivor
Coward Less likely to be injured, but -2 leadership
Cultist Follower of The Chosen Ones, +10 Happiness

(Note: Cultists on Kill Zombies missions have a random chance to abandon their mission, lose happiness, and take mandatory time off because killing zombies goes against their religion. Anyone stacked with a Cultist is likely to become a Cultist.)

Devout Extra happiness from churches, none from bars
Eccentric Makes both friends and enemies easily
Intense Focus -1 to all skills, but learns faster in missions.
Light Sleeper +1 to all building defense, but half happiness increases
Pacifist Factions like you more, but no bonus from weapons
Skeptic +1 engineering, immune to religion
Stinky +1 defense, but hard to make friends
Tough Less likely to die, but hard to make friends

Negative Perks

Double Rations Eats more than other survivors
Allergic to Pets Can't equip animals
Clumsy Increased mission danger
Sickly More likely to get sick
Downer Lowers happiness of other survivors when on missions
Rebellious May refuse to work

Item-Based Perks

Caretaker +10% Happiness. Granted by any child (kid or baby).
Defended Prevents death on missions. Granted by the Helmet.
Pet Owner +10% Happiness. Granted by any pet (dog or cat).
Vehicle Removes mission danger caused by distance from fort. Granted by Bicycle, Motorbike, Car, and Armored Car.

Faction Perks

Former Riff Increases sway with the Riffs faction
Last Judgement Escapee Increases sway with the Riffs faction
Former Chosen One Increases sway with the Chosen Ones faction
Former Pig Farmer Increases sway with the Pig Farmers faction
Former Luddie Increases sway with the Luddies faction
St. Michael's Dropout Increases sway with the St. Michael's Boys faction
Rotten Increases sway with the Rotten faction
Government Defector Increases sway with the Government faction
Former DAHLIA Increases sway with the Dahlias faction
Former 1337cREw Increases sway with the 1337cREw faction
Former Pharmacist Increases sway with the Pharmacists faction
Friend of Gustav Increases sway with Gustav the trader

Leader Bonus Perks

After certain events, your leader can pick a bonus perk. No items are given with these perks.

In Wenatchee, if you choose to "safely rescue as many kids" in the farm disaster quest line (Starts after the CDC research is obtained; one observation was 10 days after, another says 30 days after), then Meet with Ludd, then wait about a day or two, you can can pick from

  • Police Officer
  • Gang Member
  • Rockstar (Deluxe)

In Moses Lake, if you choose to "Let them kill one another" at the Crossroads Mall in the Gangs of Deadsville quest line, regardless of which side you favor, you can pick from

  • Politician
  • Priest
  • Pizza Delivery Driver (Deluxe)

In Spokane, if you choose to defeat the Government with Jesse, you can pick from

In Nelson, after completing the Ice cream truck quest line, you can pick from

In Kelowna, if you choose to take down the Last Judgement with the Dahilas, you can pick from

Chilliwack, after completing the Riffs quest line, you can pick from