For the main article regarding traits in the universe, see Fallout Trait.
This page lists all traits in the original . Fallout
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 content, please refer to " Portal:Fallout."
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.
List of traits Edit
More violent death animations
Changes the ending
-2 Action Points
Faster recovery time from chem addictions
Twice the chance to get addicted
Half the chance to get addicted
Chems last half as long
+2 Healing rate
Poison Resistance and Radiation Resistance start at 0%
All attacks use one less Action Point in combat.
Cannot use Aimed Shot
+10% Critical chance
-30% overall damage
+1 to all SPECIAL stats
-10% to all skills, 5 less skill points at level up
+15% to First Aid, Doctor, Speech, and Barter
-10% to Small Guns, Big Guns, Energy Weapons, Throwing, Melee Weapons, and Unarmed
+4 Melee Damage
-30% critical hits table
More critical failures for people around you
More critical failures for you, too
Armor Class starts at 0%
+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.
+20% chance to hit with one-handed weapons
-40% chance to hit with two-handed weapons
+10% to all skills
Get a perk every four levels
Carry Weight = 25 + (15 x your Strength)