I do really like the tool system but I do not think it is the same as the perks, but could work along side it. Perk - could be a single item or bonus that each player recieves at spawn. -Either randomly generated or selected by the player. - Will not limit the player to a role or class, but rather give them a bonus that would be benefitial to the group, or themself. - Bonus could be a extra 'tool' at spawn, like a lock pick, or more bandaids, that would move them toward building specific toolkits. - Perks can branch into two different areas depending on the players humaninity, mostly rewarding them for choosing either path. -Low humanity will give bonuses that only help you, and not a group, playing off of your own selfish nature as a bandit. -High humanity will give a bonus to help a group, reflecting how you have made it this far as a team player. So for example going back to my Navigator perk. You spawn with a map, but no clue where you are on the map or your bearings. Normally you would use enviromental clues to figure this out like everyone else, but with the compass in your tool belt, you now know which way is north and can get going. Later on as you become a bandit looting and stealing, you get markings on your map that hint toward camp sites, or supply depots, or if you have been friendly helping out people as part of a group, you get markings on your map that point to friendlies, and strongholds. There is noting stoping you from still being a gunsmith, or a medic that can treat wounds. Just a slight bonus to your ability to navigate the world.