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 Van Buren content, please refer to "Van Buren."
General information[]
Traits would have modified different aspects of gameplay, including (but not limited to): Primary statistics, derived statistics and skills. Traits would always have had both positive and negative results. One would have been able to choose up to two traits when designing a character (or none at all).
List of traits[]
Trait
Benefit
Penalty
Bruiser
Damage with melee and unarmed attacks are increased by 20%
Action Point costs for melee and unarmed attacks are increased by 1
Chem Reliant
Faster loss of chem side effects
Double chance of addiction
Clean Living
50% less chance of chem addiction
effects last on 50% as long
Fast Shot
Action Point costs for firearms and thrown weapons attacks are decreased by 1
Cannot make targeted attacks with firearms and thrown weapons
Feral Kid
Throwing range = Strength x 4 in place of Strength x 3, and you move 20% faster on the world map
Can take one fewer companion than normal
Finesse
+10% chance on criticals
-30% on damage
Gifted
5 extra points on stats
-10% on all skills -5 skill points each level
NCR Background
Find NCR caches and get extra background info
No penalty
Good Natured
+10 on Medic, Persuasion and Science
-4 on Combat Sequence
Increased Metabolism
+2 Healing Rate
Radiation Resistance and Poison Resistance start at 0%
Kamikaze
+4 to Combat Sequence
-10 on Evasion
Night Person
+10% to all skill checks at night
-10% to all skill checks in daytime
One Hander
+10% chance to hit with one-handed weapons in Hand 1
-10% to hit with two-handed weapons and weapons in Hand 2
One In a Million
When you score a critical hit, the percentage is rolled again at 5 times the base chance. If it's successful, the strike is bumped up by 30 points.