Traits are advantages and disadvantages of a character, that distinguish them. They round them out, make them more interesting. Traits come in three versions: positive traits are only an advantage, negative traits are only a disadvantage and neutral traits combine an advantage with a disadvantage.
Positive and negative traits must be balanced, which is why they have a value that tells the player how good or bad that trait is. When adding those together, it must come out as zero.
Some of these traits can be acquired later on. Addictions for example – but also claustrophobia, after your character has been buried alive. If a disadvantage is acquired after character creation it does not(!) mean, that your character gets a fitting advantage to go with it.
The neutral traits:
You don't hit as often, but harder.
You loose two action points but gain two points strength.
You're a little bit shorter than your friends, but that has never stopped
you. You can't carry as much as them (-50 pounds), but you are one
point more agile.
Your height must be somewhere between 140 and 170 cm.
One of your hands is a lot more dominant than the other.
Two handed weapons pose a problem for you (-25 points), but you
receive a 15 point bonus when using one handed guns.
Your attacks show finesse. While you make less base damage (-5), your
critical hit chance is raised by ten.
Your attacks lack finesse, but by all that is holy, whoever you hit knows
he wasn't kissed. You do +4 points of base damage in close combat, but
your critical hit chance in close combat is reduced by -5.
You always shoot from the hip. Every shot costs one AP less, but you're
unable to shoot well aimed.
You learned less combat skills growing up. For that reason you loose ten
points on 'handguns', 'rifles', 'heavy weapons', 'unarmed', 'melee' and
'tactics'. On the other hand your skills, 'persuade/convice' 'empathy',
'social adaptation', 'trade/haggle' and 'seduce/beguile' are raised by ten
points.
You get addicted twice as fast to chems as other people. On the other
hand, you recover twice as fast from cold turkeys or even a hangover.
People of the other sex are just drawn to you – those of your own
slightly despise you. Hey, at least about 50% of people like you enough
that you gain a plus ten bonus on any social interaction to the
'beguile/seduce' skill … with the rest you receive -10 on that skill and
on 'persuade/convince'.
You put more effort and time in developing your many skills, which is why you receive +5 skill points whenever you reach a new experience level. On the other hand, you gain a perk only every fourth level.
Ghouls and Super Mutants with this trait gain a perk every five levels.
You've grown accustomed to the clear sights of a scope. You receive +2
on perception for the range detection with any scoped weapon, but loose
2 points on perception for any without a scope.
You just are an athlete with an athletic body. You receive a +10 bonus
on 'throwing', 'unarmed', 'melee', 'body control' & 'climbing', but loose
ten points on 'natural sciences', 'history', 'geography and politics' and
'tactics'.
Maybe you grew up on a ranch, or had for whatever reason more
contact to farm animals than to people. You receive +15 on the skills
'Riding' & 'Training' but loose 10 points on social interaction for
'trade/haggle', 'beguile/seduce' and 'persuade/convince'.
You're just a creature of the night. During the day you loose one point
each on Perception and Intelligence – at nights, you gain one on those
stats as a bonus. This is based upon the clock, not the lighting.
Can only be chosen by Ghouls.
You glow in the dark, thereby saving on batteries for your flash lights.
You receive plus one on perception … but every enemy has a +10 bonus
on hitting you. Please check the radiation rules for more details.
You spent your youth looking into monitors and broken machines. You
receive +10 points on 'computer skills', 'repairing (mechanics)',
'repairing (electronics)' & 'gun smiting', but loose one point on
perception.
Can only be chosen by Super Mutants
The FE-Virus has let your hands grow to ginormous size – even for a
Super Mutant. You loose ten points on the skills 'repairing (mechanics)
& 'repairing (electronics)', but gain +10 on unarmed and make +2 base
damage in close combat.
A lot of effort has been spent on teaching you sciences and art during your childhood. But they neglected your physical training.
You receive +10 on the skills: 'natural sciences', 'music', 'history',
'geography and politics', and 'tactics', but you loose 10 points on the skills 'unarmed', 'training', 'climbing' and 'body control'.
You know how to take care of any hurt – of body or of mind, but you
have a hard time inflicting such pain. You gain +10 on the skills 'doctor', 'first aid' & 'empathy' but loose 5 points on 'handguns', 'rifles' & 'heavy weapons' and due to your nagging conscience you gain a 20 points difficulty every time you try to tell someone a lie.
You're of average height, have an average face framed by average hair.
You don't attract attention. On the other hand, you don't attract attention.
You receive a +10 bonus on 'disguising' but have 10 points difficulty on
'beguile/seduce'.
You love the great outdoors and want to spend your whole time there.
You gain a +10 bonus on 'survival', 'trapping', 'hunting traps', 'knots' &
'climbing'. But you loose two points of perception in urban
environments [when testing on perception].
Tests on sensual acuity in urban environments are also handicapped by
20 points.
It's your great hobby to create stuff that goes BOOM or KABLAMM!
You receive +15 points on 'gun smiting', 'explosives' and 'hunting traps',
but loose -2 points on perception because one of your experiments once
literally blew up in your face.
You spent a lot of time in the wasteland, toughening up and learning to survive. You receive +10 on 'survival', 'hunting traps', 'tracking' &
'knots'. But you loose 15 points on 'computer skills' and 'repairing
(electronics).
You really learned to live and enjoy the beautiful things in live. You gain
+10 on the skills 'gambling', 'card games', 'animation' & 'carousing'.
However you do loose ten points on 'social adaptation', 'natural sciences'
& 'tactics'.
The negative traits:
Maybe you grew up in a Vault or a similarly confined space, maybe you
had some special kind of trauma: either way, you don't just feel funny
when you're outside, you get sick and have panic attacks.
As soon as you see a true horizon, every test on Perception and
Intelligence as well as on any skill that (according to the master)
requires concentration is heavily penalized.
Please make out the details with the master.
Maybe you spent all your time since birth running around with caravans
and never really lived in a house or maybe your greatest fear has always
been to buried alive: in closed rooms or cramped confines you don't just
feel funny, you have full blown panic attacks.
If the space around you is too small, all tests on perception and
intelligence as well as on any skill that (according to the master)
requires concentration is heavily penalized.
Please make out the details with the master.
You're addicted to sexual satisfaction. This addiction shows in that you're easily seduced and through the compulsion to 'fulfill this need' at least daily, as well as other, more subtle symptoms.
Nymphomanic characters are for example easily distracted by just a
smile coming from a potential partner.
Details are left to the player and master.
Your sleep is unquiet and full of nightmares. It's very improbable that
you rise well rested (-5 on the endurance test for sleep).
(NOT a trait that can be chosen by Ghouls)
For whatever reason you're twice as susceptible to radiation as your
fellow humans (or fellow Super Mutants). Effectively this means that
you can double the radiation value you experience.
Your body is especially susceptible to poisoning, compared to your
fellow humans (or similar creatures). Effectively this means, that the amount of hit points lost to poison is doubled. You metabolize poison as fast as others however and in any other respect, the poison rules stay the same.
If you've always been a sickly child or if that just happened someday
does not really matter. Your immune system is sub par. Really sub par. If
you see someone near you sneezing, you should start considering
buying an expensive NBC protection suit. How susceptible to sickness
you are and how you suffer beneath that (for example a bad case of
never ending sniffles) is subject to a master's ruling.
This character is addicted to alcohol induced intoxication.
If such a character has no recourse to alcohol all tests on skills are
handicapped by 30 points, all tests on character stats by 3 points.
Does he have recourse to alcohol (enough to count as slightly tipsy) all
handicaps are reduced to 5 for the skills and 1 for the character stats.
This character is addicted to New Reno's notorious and most famous
export good: Jet. At least 5 canisters a day are needed to prevent
withdrawal symptoms. The effects of Jet and Jet withdrawal can be
looked up in the equipment list 'chems'.
This character is addicted to Buffout, a pre war drug that was especially
popular with body builders. A complex mix of steroids, amphetamines
and similar ids and ines, Buffout gives you the strength of a raging
Brahmin bull. An addict needs at least 3 pills a day.
The effects of Buffout and Buffout withdrawal can be looked up in the
equipment list 'chems'.
Originally developed by the Russian military to create a kind of super
solder. The experiment failed by half: The test subjects grew more
aggressive and got enhanced bodily properties, but they also grew
unable to use tactics more complex than just run up to the enemy and
bite, beat, scratch and kick him. A Psycho addict needs at least 2 doses a
day.
The effects of Psycho and Psycho withdrawal can be looked up in the
equipment list 'chems'.
Served warm and flat or ice cold – you can't get enough of the most
popular soft drink of both the pre war time and the post war time.
The last time you tried to go two days without this sweet caffeinated
nectar, you shook so bad at the evening of the second day, that your
friends had to be real careful giving you the first few sips.
Without at least a liter a day of Nuka Cola (we're no bean counters here,
three standard 0,33 liter bottles count as a full one) this character gets
the shakes and can't concentrate anymore.
All tests on skills are handicapped by 25 points. The cold turkey would
last for three days. The handicap on the second day is -40. On the third
day only -15.
You have trouble learning new tricks. Your perk rate is reduced by one.
Normally that would mean, that as a human you now receive a perk
every 4 experience levels and for Ghouls and Super Mutants every 5.
Should another trait have changed your perk rate already, this is added
to that change.
Maybe you grew up with one of the savage tribes or just never received
your opportunity to learn your letters: you heard of the concept of
written words, but you can't use it yourself. Neither reading nor writing.
You own so little money and other goods, that Raiders that try to steal
from you not only laugh at you, they justify your slow murder at their
hands by “saving you from your financial woe”
You receive just a third of the starting capital of your class.
The positive traits:
This character has another Tag skill, that means another skill to which
he receives a special bonus and that increases twice as fast.
This character has another point to add to his character stats (SPECIAL-C).
IMPORTANT: This trait can be chosen 8 times, BUT: each stat may
only be improved once and each further choice of this trait doubles the price (all 8 improvements therefore need negative traits for 384 points!)
You paid special attention during your education. The skill bonuses of
your class double. All further bonuses of your class remain unaffected:
no further starting capital or things like that.
If you've been fed your baby food with a silver spoon or if you were
thrifty and earned it all during your youth: you're loaded, at least
compared to your peers. The starting capital of your class is doubled. All
other bonuses of the class remain unaffected.
Medication that gives others strong side effects, cures them just like it
does you: but you never had a problem taking it. Healing powders don't cloud your senses and the stronger versions of stimpaks just cure you without making further damage down the road.
You know what you want to do, even when the flesh is weak, your spirit
is strong enough to compensate. All tests that check if you handle some
kind of strong strain (for example tests on athletics, acrobatics or body
control) may be repeated because you've got a grip on yourself.
Your faith is not just a light in the darkness for yourself, it's a shining
beacon for those around you, too. You are so convinced of your faith
that you can time and again make people behave after the MORAL
IDEALS of your faith.
It does not matter if the faith is a violent or a pacifistic one, as long as
the people act on it's faith.
Thanks to your preference to Gecko's slightly radioactive brew, you
have become less susceptible to radiation. Your radiation resistance is
increased by 5 points.
You are so used to the darkness and the deep, still night, that you've
become a lot better in your work during the night. You receive no
handicaps due to darkness and, pending a master's ruling, might actually get a bonus on certain tests.
You're used to the day/night rhythm of a typical farmer. You get along
just fine with a lot less sleep than most others. If you slept for at least 6
hours, the endurance test can be skipped.