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| [[Domesticated]] |
| [[Domesticated]] |
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| [[Deathclaw]] |
| [[Deathclaw]] |
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+ | | +1 Intelligence |
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− | | |
||
+ | | Reduced unarmed damage |
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− | | |
||
|- |
|- |
||
| [[Rabid]] |
| [[Rabid]] |
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| [[Deathclaw]] |
| [[Deathclaw]] |
||
+ | | [[Crippled Limbs]] have less of an effect, and bonus action points are awarded for killing enemies |
||
− | | |
||
+ | | Chems, including [[stimpak]]s, have no effect |
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− | | |
||
|- |
|- |
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| [[Fear the Reaper]] |
| [[Fear the Reaper]] |
Revision as of 18:38, 26 November 2009
For general information about traits, see Trait. |
Traits in Fallout Tactics are optional character modifications that affect the player character. 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 addictions | 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 | +15% to Speech, 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 | +20% accuracy for one-handed weapons | -40% accuracy for two-handed weapons |
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 | +1 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 | ||
Glowing One | Ghoul | ||
Tech Wizard | Ghoul | ||
Beta Software | Robot | ||
EMP Shielding | Robot | ||
Targeting Computer | Robot | ||
Tight Nuts | Robot | ||
Ham Fisted | Super Mutant | ||
Vat Skin | Super Mutant | ||
Fast Metabolism | Not Ghoul or Robot |
Template:Traits