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 ".
General information [ ]
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.
General traits [ ]
Trait
Benefit
Penalty
Bloody Mess
More violent death animations
None
Bruiser
+2 Strength
-2 Action Points
Chem Reliant
Recover faster from chem side effects
Twice as likely to get addicted
Chem Resistant
Half the chance to get addicted
Chems last half as long
Fast Shot
All throwing and firearm attacks cost one less AP
Cannot make aimed shots
Finesse
+10% critical chance
-25% overall damage
Gifted
+1 to all SPECIAL stats
-10% to all skills , 5 less skill points per level
Good Natured
+15% to Speech , Barter , Doctor , and First Aid
-10% to Throwing , Unarmed , Melee Weapons , Small Guns , Big Guns , and Energy Weapons
Heavy Handed
+4 Melee damage
-20% critical chance
Jinxed
More critical failures for everyone around you
More critical failures for you, too
Kamikaze
+25% overall damage
No Agility bonus to Armor Class
Night Person
+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.
One Hander
+20% accuracy for one-handed weapons
-40% accuracy for two-handed weapons
Skilled
5 more skill points at level up
+1 Perk rate
Small Frame
+1 Agility
-50 Carry Weight
Racial traits [ ]
Trait
Race
Benefit
Penalty
Domesticated
Deathclaw
+1 Intelligence
Reduced unarmed damage
Rabid
Deathclaw
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
Ghoul
-1 perk rate
HP reduced to critical level at level up
Glowing One
Ghoul
Glow in the dark, increased Radiation Resistance
Glow in the dark, radiate those around you
Tech Wizard
Ghoul
+20% to Lockpick , Science , Repair
-1 Perception
Beta Software
Robot
+1 Tag Skill
"Unexpected system glitches"
EMP Shielding
Robot
+30% EMP resistance
-2 Agility
Targeting Computer
Robot
+15% chance to hit
+1 Action Point cost for all attacks
Tight Nuts
Robot
+5 Damage Threshold for all types except Electrical
Twice as difficult to repair
Ham Fisted
Super mutant
Unarmed is tagged
-10% to Doctor , First Aid , Repair , and Science
Vat Skin
Super mutant
+10 Armor Class, -1 Perception to nearby enemies
-1 Perception to nearby friendlies
Fast Metabolism
Not ghoul or Robot
+2 Healing rate
Poison Resistance and Radiation Resistance start at 0%
Traits in Fallout Tactics