Fallout Wiki
Fallout Wiki
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|-
 
|-
 
| [[Bruiser]]
 
| [[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]]
 
| [[Chem Reliant]]
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|-
 
|-
 
| [[Clean Living]]
 
| [[Clean Living]]
| 50% less chance of chem addiction
+
| 50% less chance of chem [[Addiction]]
 
| effects last on 50% as long
 
| effects last on 50% as long
 
|-
 
|-
 
| [[Fast Shot]]
 
| [[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]]
 
| [[Feral Kid]]
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|-
 
|-
 
| [[Good Natured]]
 
| [[Good Natured]]
  +
| +10 on [[Medic]], [[Persuasion]] and [[Science]]
|
 
  +
| -4 on [[Combat Sequence]]
|
 
 
|-
 
|-
 
| [[Increased Metabolism]]
 
| [[Increased Metabolism]]
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|-
 
|-
 
| [[Kamikaze]]
 
| [[Kamikaze]]
  +
| +4 to [[Combat Sequence]]
|
 
  +
| -10 on [[Evasion]]
|
 
 
|-
 
|-
 
| [[Night Person]]
 
| [[Night Person]]
  +
| +10% to all skill checks at night
|
 
  +
| -10% to all skill checks in daytime
|
 
 
|-
 
|-
 
| [[One Hander]]
 
| [[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]]
 
| [[One In a Million]]
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|-
 
|-
 
| [[Skilled]]
 
| [[Skilled]]
  +
| Additional Tag skill
|
 
  +
| -5 skill points every level
|
 
 
|-
 
|-
 
| [[Small Frame]]
 
| [[Small Frame]]
  +
| +10 to [[Evasion]]
|
 
  +
| -50 to [[Carry Weight]]
|
 
 
|}
 
|}
   

Revision as of 15:46, 30 December 2009

 
Gametitle-VB
Gametitle-VB

Template:VB overviews

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 lose 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 skills -10% on all skills
five less points next level
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 bumbed up by 30 points. When you roll a critical fail, the percentage is rolled again at 5 times the base chance. If it's successful, the strike is bumbed up by 30 points.
Red Scare +2 Perception for the purposes of sight range. -5 penalty to hit.
Skilled Additional Tag skill -5 skill points every level
Small Frame +10 to Evasion -50 to Carry Weight

Removed traits

The following traits were to be removed in comparison to previous games:

Template:Traits