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|This page lists all traits in J.E. Sawyer's Fallout RPG.|
Traits in J.E. Sawyer's Fallout Role-Playing Game 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
|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|