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+ | {{For|the main article regarding traits in the ''[[Fallout universe|Fallout]]'' universe|Trait}} |
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− | + | {{Navbox overviews FOT}} |
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{{overviewintro |
{{overviewintro |
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|subject =trait |
|subject =trait |
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|game =FOT |
|game =FOT |
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+ | }}{{Games|FOT}} |
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− | }} |
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==General information== |
==General information== |
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One can choose up to two traits when designing a character (or none at all). Choosing the [[Mutate!]] [[perk]] lets the player change one of his traits. Note that if you chose no trait at character creation, you cannot fill the empty slot with this perk. |
One can choose up to two traits when designing a character (or none at all). Choosing the [[Mutate!]] [[perk]] lets the player change one of his traits. Note that if you chose no trait at character creation, you cannot fill the empty slot with this perk. |
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− | In contrast to previous games, traits in ''[[Fallout Tactics]]'' also have different racial requirements. |
+ | In contrast to previous games, traits in ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' also have different racial requirements. |
==General traits== |
==General traits== |
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− | | [[Bloody Mess]] |
+ | | [[Bloody Mess (trait)|Bloody Mess]] |
| More violent death animations |
| More violent death animations |
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| None |
| None |
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− | | [[Chem Resistant]] |
+ | | [[Chem Resistant (trait)|Chem Resistant]] |
| Half the chance to get addicted |
| Half the chance to get addicted |
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| Chems last half as long |
| Chems last half as long |
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− | | [[Finesse]] |
+ | | [[Finesse (trait)|Finesse]] |
| +10% [[critical chance]] |
| +10% [[critical chance]] |
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| -25% overall damage |
| -25% overall damage |
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| [[Good Natured]] |
| [[Good Natured]] |
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− | | + |
+ | | +20% to [[Barter]], [[Doctor]] and [[First Aid]] |
| -10% to [[Throwing]], [[Unarmed]], [[Melee Weapons]], [[Small Guns]], [[Big Guns]], and [[Energy Weapons]] |
| -10% to [[Throwing]], [[Unarmed]], [[Melee Weapons]], [[Small Guns]], [[Big Guns]], and [[Energy Weapons]] |
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− | | [[Night Person]] |
+ | | [[Night Person (trait)|Night Person]] |
| +1 [[Intelligence]] and [[Perception]] between 6:01 P.M. and 6:00 A.M. |
| +1 [[Intelligence]] and [[Perception]] between 6:01 P.M. and 6:00 A.M. |
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| -1 Intelligence and Perception between 6:01 A.M. and 6:00 P.M. |
| -1 Intelligence and Perception between 6:01 A.M. and 6:00 P.M. |
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| [[One Hander]] |
| [[One Hander]] |
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+ | | +10% to [[Small Guns]], [[Throwing]] and [[Unarmed]] |
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− | | +20% accuracy for one-handed weapons |
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+ | | -30% to [[Big Guns]] |
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− | | -40% accuracy for two-handed weapons |
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− | | [[Fast Metabolism]] |
+ | | [[Fast Metabolism (trait)|Fast Metabolism]] |
| Not [[ghoul]] or [[Robot]] |
| Not [[ghoul]] or [[Robot]] |
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| +2 Healing rate |
| +2 Healing rate |
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| [[Poison Resistance]] and Radiation Resistance start at 0% |
| [[Poison Resistance]] and Radiation Resistance start at 0% |
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+ | ==Source== |
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+ | * [[Trait.txt]] |
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{{Navbox traits}} |
{{Navbox traits}} |
Revision as of 17:17, 19 April 2015
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This page lists all traits in Fallout Tactics. |
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General information
Traits modify different aspects of gameplay, including (but not limited to): Primary statistics, derived statistics and skills. Traits always have both positive and negative results.
One can choose up to two traits when designing a character (or none at all). Choosing the Mutate! perk lets the player change one of his traits. Note that if you chose no trait at character creation, you cannot fill the empty slot with this perk.
In contrast to previous games, traits in Fallout Tactics also have different racial requirements.
General traits
Trait | Benefit | Penalty |
---|---|---|
Bloody Mess | More violent death animations | None |
Bruiser | +2 Strength | -2 Action Points |
Chem Reliant | Recover faster from chem side effects | Twice as likely to get addicted |
Chem Resistant | Half the chance to get addicted | Chems last half as long |
Fast Shot | All throwing and firearm attacks cost one less AP | Cannot make aimed shots |
Finesse | +10% critical chance | -25% overall damage |
Gifted | +1 to all SPECIAL stats | -10% to all skills, 5 less skill points per level |
Good Natured | +20% to Barter, Doctor and First Aid | -10% to Throwing, Unarmed, Melee Weapons, Small Guns, Big Guns, and Energy Weapons |
Heavy Handed | +4 Melee damage | -20% critical chance |
Jinxed | More critical failures for everyone around you | More critical failures for you, too |
Kamikaze | +25% overall damage | No Agility bonus to Armor Class |
Night Person | +1 Intelligence and Perception between 6:01 P.M. and 6:00 A.M. | -1 Intelligence and Perception between 6:01 A.M. and 6:00 P.M. |
One Hander | +10% to Small Guns, Throwing and Unarmed | -30% to Big Guns |
Skilled | 5 more skill points at level up | +1 Perk rate |
Small Frame | +1 Agility | -50 Carry Weight |
Racial traits
Trait | Race | Benefit | Penalty |
---|---|---|---|
Domesticated | Deathclaw | +2 Intelligence | Reduced unarmed damage |
Rabid | Deathclaw | Crippled Limbs have less of an effect, and bonus action points are awarded for killing enemies | Chems, including stimpaks, have no effect |
Fear the Reaper | Ghoul | -1 perk rate | HP reduced to critical level at level up |
Glowing One | Ghoul | Glow in the dark, increased Radiation Resistance | Glow in the dark, radiate those around you |
Tech Wizard | Ghoul | +20% to Lockpick, Science, Repair | -1 Perception |
Beta Software | Robot | +1 Tag Skill | "Unexpected system glitches" |
EMP Shielding | Robot | +30% EMP resistance | -2 Agility |
Targeting Computer | Robot | +15% chance to hit | +1 Action Point cost for all attacks |
Tight Nuts | Robot | +5 Damage Threshold for all types except Electrical | Twice as difficult to repair |
Ham Fisted | Super mutant | Unarmed is tagged | -10% to Doctor, First Aid, Repair, and Science |
Vat Skin | Super mutant | +10 Armor Class, -1 Perception to nearby enemies | -1 Perception to nearby friendlies |
Fast Metabolism | Not ghoul or Robot | +2 Healing rate | Poison Resistance and Radiation Resistance start at 0% |
Source
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