Fallout Wiki
Fallout Wiki
No edit summary
mNo edit summary
Tag: sourceedit
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{For|the main article regarding traits in the ''[[Fallout universe|Fallout]]'' universe|Trait}}
+
{{For|the main article regarding traits in the ''[[Fallout world|Fallout]]'' universe|Trait}}
{{Games|FOT}}{{Navbox overviews FOT}}
+
{{Navbox overviews FOT}}
 
{{overviewintro
 
{{overviewintro
 
|subject =trait
 
|subject =trait
 
|game =FOT
 
|game =FOT
  +
}}{{Games|FOT}}
}}
 
   
 
==General information==
 
==General information==
Line 11: Line 11:
 
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.
   
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==
Line 58: Line 58:
 
|-
 
|-
 
| [[Good Natured]]
 
| [[Good Natured]]
| +15% to [[Speech]], [[Barter]], [[Doctor]], and [[First Aid]]
+
| +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]]
   
 
|-
 
|-
 
| [[Heavy Handed]]
 
| [[Heavy Handed]]
| +4 [[Melee damage]]
+
| +4 [[Melee Damage]]
 
| -20% critical chance
 
| -20% critical chance
   
Line 83: Line 83:
 
|-
 
|-
 
| [[One Hander]]
 
| [[One Hander]]
  +
| +10% to [[Small Guns]], [[Throwing]] and [[Unarmed]]
| +20% accuracy for one-handed weapons
 
  +
| -30% to [[Big Guns]]
| -40% accuracy for two-handed weapons
 
   
 
|-
 
|-
Line 178: Line 178:
 
| [[Poison Resistance]] and Radiation Resistance start at 0%
 
| [[Poison Resistance]] and Radiation Resistance start at 0%
 
|}
 
|}
  +
  +
==Source==
  +
* [[Trait.txt]]
   
 
{{Navbox traits}}
 
{{Navbox traits}}

Revision as of 23:36, 12 May 2015

 
Gametitle-FOT
Gametitle-FOT

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