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Fallout Tactics traits: Misc

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Up to date as of February 01, 2010

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This page lists all traits in Fallout Tactics.
  • 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 Fallout Tactics content, please refer to "Portal:Fallout Tactics".

Contents

General information

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 side effects 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 -1 perk rate HP reduced to critical level at level up
Glowing One Ghoul Glow in the dark, increased Radiation Resistance Glow in the dark, radiate those around you
Tech Wizard Ghoul +20% to Lockpick, Science, Repair -1 Perception
Beta Software Robot +1 Tag Skill "Unexpected system glitches"
EMP Shielding Robot +30% EMP resistance -1 Agility
Targeting Computer Robot +15% chance to hit +1 Action Point cost for all attacks
Tight Nuts Robot +5 Damage Threshold for all types except Electrical Twice as difficult to repair
Ham Fisted Super Mutant Unarmed is tagged -10% to Doctor, First Aid, Repair, and Science
Vat Skin Super Mutant +10 Armor Class, -1 Perception to nearby enemies -1 Perception to nearby friendlies
Fast Metabolism Not Ghoul or Robot +2 Healing rate Poison Resistance and Radiation Resistance start at 0%
Traits
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This article uses material from the "Fallout Tactics traits" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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