J.E. Sawyer's Fallout RPG traits
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| This page lists all traits in J.E. Sawyer's Fallout RPG. |
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General information
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Traits in J.E. Sawyer's Fallout RPG 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).
List of traits
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| Trait | Benefit | Penalty |
|---|---|---|
| Bruiser | +2 Melee Damage, +2 Unarmed Damage | -4 Combat Sequence |
| Chem Reliant | Faster recovery from chem side effects | Doubles chance for addiction |
| Clean Living | 50% less addiction chance | 50% less duration for Chem effects |
| Fast Shot | Can fire firearm instead of charging during the charge phase | Critical hits with firearms come in 6 point increments |
| Finesse | +2 to attack rolls for determining critical hit results | -2 to damage |
| Gifted | +1 to each primary attribute | Earn perks only once every 4 levels |
| Good Natured | +2 to Medic, Persuasion and Science | -4 Combat Sequence |
| Increased Metabolism | +2 to healing rate | -10% Radiation and Poison Resistance |
| Kamikaze | +4 Combat Sequence | -2 Evade |
| Night Person | +2 to all skill checks from 6:01 PM to 6:00 AM | -2 to all skill checks from 6:01 AM to 6:00 PM |
| One Hander | +2 to hit with one-handed weapons | -2 to hit with two-handed weapons |
| One In a Million | ||
| Skilled | Additional Tag Skill | -1 Skill points at level up |
| Small Frame | +2 Evade | -50 Carry Weight |