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
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
throwing and firearm attacks cost one less AP
Cannot make aimed shots
-25% overall damage
+1 to all
-10% to all skills, 5 less skill points per level
Speech, Barter, Doctor, and First Aid
-10% to Throwing, Unarmed, Melee Weapons, Small Guns, Big Guns, and Energy Weapons
-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
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
Lockpick, Science, Repair
"Unexpected system glitches"
+15% chance to hit
+1 Action Point cost for all attacks
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
ghoul or Robot
+2 Healing rate
Poison Resistance and Radiation Resistance start at 0%