…and what if he was also an acoholic?
The profession options can always be expanded, is my point.
I think it’s also a change to represent that not everyone would’ve had access to these things pre-apocalypse, considering in-game they’re often found either on military personnel or locked up in secure bases and labs.
If your character was just an avid backpacker before the happening, why was he walking around with laserbeam eyeballs or some other high-tech restricted implant?
If we’re trying to present a system that is totally free by design to create whatever kind of character you can imagine, it would make more sense to pull CBM’s out of traits and make them a seperate menu you can just throw points at and get a CBM from. Mutations too.
If we’re trying to promote more of a backing narrative and RPG story elements, it makes me sense to bundle CBM’s in professions that would’ve had them pre-happening. Soldiers and government agents, scientists and the like. Make a “bitter survivor” profession that represents a character who wasn’t able to make it to the shelter on time, starts with a mutation or two, some torn clothes, and nothing else.