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Good Natured

From The Vault

Good Natured
Fallout, Fallout 2, Fallout Tactics
benefit: One-time bonus of 15% to First Aid, Doctor, Speech and Barter
penalty: -10% to Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons and Throwing
J.E. Sawyer's Fallout RPG
benefit: +2 to Medic, Persuasion and Science
penalty: -4 Combat Sequence
Van Buren
benefit:  ?
penalty:  ?
Lionheart
requirements: not combined with Nasty Disposition
benefit: +25 Barter, improved Healing Rate
penalty: -5 One-Handed, Two-Handed and Unarmed

Good Natured is a Fallout, Fallout 2, Fallout Tactics and Lionheart Trait.

You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved.

[edit] Fallout 1, Fallout 2, Fallout Tactics

First Aid, Doctor, Speech and Barter get a +15% bonus. You get a -10% modifier to starting combat skills (Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, and Throwing). This is a one-time bonus only.

This trait is useful, as it is unlikely for even a combat-oriented character to use more than 3 of these skills, and in all likelihood only 2. As such, 20% is "lost" while at least 45% (Speech, Barter and Doctor) is gained. In fallout 2, first aid is mostly useless as one can Wait indefinitely. This is not the case in fallout 1, and so in fallout 1 all 60% of this is useful.

[edit] Lionheart

Your combat skills start at a lower level, but Barter and healing rates are substantially improved. Barter gets a 25 point bonus. You also get a negative 5 point modifier to starting melee combat skills (One-Handed, Two-handed and Unarmed). This trait cannot be selected with Nasty Disposition.

[edit] J.E. Sawyer's Fallout RPG

  • You're a friendly person and are hesitant to employ violence to solve problems. You have +2 to Medic, Persuasion, and Science. However, your combat sequence is -4.
Traits