|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".
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.
||More violent death animations
||-2 Action Points
||Recover faster from chem side effects
||Twice as likely to get addicted
||Half the chance to get addicted
||Chems last half as long
||All throwing and firearm attacks cost one less AP
||Cannot make aimed shots
||+10% critical chance
||-25% overall damage
||+1 to all SPECIAL stats
||-10% to all skills, 5 less skill points per level
||+15% to Speech, Barter, Doctor, and First Aid
||-10% to Throwing, Unarmed, Melee Weapons, Small Guns, Big Guns, and Energy Weapons
||+4 Melee damage
||-20% critical chance
||More critical failures for everyone around you
||More critical failures for you, too
||+25% overall damage
||No Agility bonus to Armor Class
||+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% accuracy for one-handed weapons
||-40% accuracy for two-handed weapons
||5 more skill points at level up
||+1 Perk rate
||-50 Carry Weight
||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%