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J.E. Sawyer's Fallout RPG traits

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This page lists all traits in J.E. Sawyer's Fallout RPG.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For traits in other Fallout games, please see "Trait".
  • For an overview of J.E. Sawyer's Fallout RPG content, please refer to "J.E. Sawyer's Fallout Role-Playing Game".

Contents

General informationEdit

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 traitsEdit

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

See alsoEdit

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