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 RebuildGame.com 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
Artist
Happiness bonus when fortifying buildings
Bookworm
Researches faster, bonus from equipping books
Born Leader
+3 Leadership skill
Crafter
Creates more items in the workshop
Defenses Expert
Grant +1 defense to all buildings
Demolitions
Explosives do extra damage
Entertainer
Bonus happiness to others during missions
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
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
Negotiator
Bonuses while trading with factions
Preacher
More effective while working in a church
Redecorator
May automatically convert useless buildings
Resourceful
+3 Scavenging skill
Tools Expert
Double skill bonus from tools
Positive & Tradeoff Perks
Animal Lover
Extra skills and happiness if equipped with a pet
Brave
+1 defense, but may take the hit for another survivor
Camper
Sleeps under the stars, does not need a house
Coward
Less likely to be injured, but -2 leadership
Devout
Extra happiness from churches
Driver
Does missions faster when equipped with a vehicle
Easy Going
Double happiness increases and halve decreases
Eccentric
Makes both friends and enemies easily
Fast Recovery
Recovers from injury faster
Half Rations
Eats less than other survivors
Intense Focus
-1 to all skills, but learns faster in missions.
Light Sleeper
+1 to all building defense, but half happiness increases
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.
Pacifist
Increases relationship with factions, but can't use weapons
Peacekeeper
Reduces chances of riots and fights
Scholar
Learns more from schools
Skeptic
+1 engineering, immune to religion
Stinky
+1 defense, but hard to make friends
Superhero
Increase each skill by 1. Increase max levels by 1.
Team Player
Improved skills when on a mission with at least 3 survivors
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
Defended
Prevents death on missions.
Pet Owner
+10% Happiness
Vehicle
Removes mission danger from distance.
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
StMicheals Dropout
Increases sway with the StMicheals faction
Rotten
Increases sway with the Rotten faction
Government Defector
Increases sway with the Government faction
Former DAHLIA
Increases sway with the Riffs 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), 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
- Retiree
- Hobo
- Real Estate Developer (Deluxe)
In Nelson, after completing the Ice cream truck quest line, you can pick from
- Construction worker
- Shop Clerk
- Programmer (Deluxe)
In Nelson, if you choose to take down the Last Judgement with the Dahilas, you can pick from
- Gang Member
- Priest (Confirmed)
Chilliwack, after completing the Riffs quest line, you can pick from