For the main article regarding traits in the universe, see Fallout Trait.
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."
General information Edit
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
also have different racial requirements.
General traits Edit
Racial traits Edit
Reduced unarmed damage
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
-1 perk rate
HP reduced to critical level at level up
Glow in the dark, increased Radiation Resistance
Glow in the dark, radiate those around you
+20% to Lockpick, Science, Repair
+1 Tag Skill
"Unexpected system glitches"
+30% EMP resistance
+15% chance to hit
+1 Action Point cost for all attacks
+5 Damage Threshold for all types except Electrical
Twice as difficult to repair
Unarmed is tagged
-10% to Doctor, First Aid, Repair, and Science
+10 Armor Class, -1 Perception to nearby enemies
-1 Perception to nearby friendlies
Not ghoul or Robot
+2 Healing rate
Poison Resistance and Radiation Resistance start at 0%