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Fallout Traits

oman1666 Dec '14  /  edited Mar '19
Below is a full list of traits for Fallout: Abdication City, I have adapted nearly every trait from Fallout, Fallout 2, Fallout Tactics, Fallout Brotherhood of steel, and of course Fallout 3, New Vegas and Fallout 4 Enjoy!

A trait is added every 20xp and after the first session. To take any given trait you must 1) Have sufficient XP. 2) Meet it's SPECIAL requirement. Traits with one SPECIAL written after the trait requires a 3 in that stat. A trait with multiple stats requires a 2 in each stat.
oman1666 Dec '14  /  edited Mar '19
Starting Traits:

The following traits have both positives and negatives assigned to them. When creating a character you may add up to 2 of these to your character sheet. You can choose to add no traits at all. 1 trait or 2 traits. If you wish to play a non-human race you must take that race's racial trait and this counts towards your 2 maximum. Racial traits are at the bottom of the list.

Beta Software: 0 - a ROBOT or SYNTH with this trait gains an additional tagged skill. When using a power point a player with this trait must roll for endurance. If they fail the check they do not execute the action they were using the power point for, but do loose the spent point.
Bloody Mess: 1 - Roll an extra die in combat and enjoy extra blood descriptions! Any enemy killed by you is in too bad a state to be looted.
Built to Destroy: 0 - Deal an automatic +1 damage to all attacks you make that hit (excluding unarmed attacks). If you hit an enemy for 5 or more damage, your current weapon breaks.
Bruiser: 0 - Increase your base strength by 1. If you wish to perform a melee or unarmed attack on your turn, it takes an entire turn to do so and you loose your quick action.
Chem Reliant: 0 - When rolling to resist addiction, roll 1 less die. Chems last for one additional turn when applied to you.
Chem Resistant: 1 - When rolling to resist addiction, roll this trait as well. Buffs from chems last for 1 turn less for you.
Claustrophobia: 0 – Inside, your sequence (turn order) is 1 lower. Outside, it is 1 higher.
Domesticated: 0 - a DOG or DEATHCLAW with this trait increases it's intelligence by 1 (and can increase their intelligence above the racial maximum for this) but rolls 1 less die in combat.
Early Bird: 1 - shortly after sleeping, roll 1 extra die for everything. If it's been a while since you slept, roll 1 less die for everything.
EMP Shielding: 0 - a ROBOT or SYNTH with this trait is no longer vulnerable to pulse grenades and other electrical weapons but looses 1 agility.
Fast Metabolism: 0 - You regain 25% of your maximum life half way through the session (remember to prod the GM). When rolling to resist poison or radiation, you roll 2 less dice. Ghouls, Robots and Synths can't take this trait.
Fast Shot: 0 - When using your main action to shoot a fire arm you can (and must if possible) select 2 targets for your attack. Roll for ranged combat twice against each target and take the lower result each time.
Fear the Reaper: 0 - a GHOUL with this trait can 'cheat death' by ignoring their race's stat cap for strength and charisma. When you hit 50xp and 100xp your maximum life decreases by 1.
Four Eyes: 2 - Your base perception is lowered by 1 but you can add this trait to eye sight rolls if your character is wearing a pair of glasses. You also begin the game with a pair of glasses. (they take up an item slot)
Finesse: 0 - When executing a critical hit roll 1 less die but add 1 additional critical damage if the attack still hits.
Gifted: 0 - You're an all rounder! Put an extra point into a SPECIAL stat of your choice. Don't tag any skills. Cannot be taken by SUPER MUTANTS or DEATHCLAWS
Glowing One: 0 - a GHOUL that is a glowing one provides constant dim light around itself. This lights up dark areas, but makes stealth impossible for itself and nearby allies. Glowing ones can perform a 'radiation boom' attack on a main action for 1 power point dealing up to 2 radiation damage to anything within 2 spaces (resistance is rolled to decrease damage). Remember that this radiation will heal other ghouls.
Good Natured: 0 - Tag one additional skill. None of your tagged skills can add to combat.
Ham Fisted: 1 - roll an additional die for unarmed combat and take no penalty for fighting unarmed. When attempting anything that requires a shred of manual dexterity (hacking, lock picking, healing, repairing etc.) roll 1 less die.
Hardcore: 0 - If your life ever hits 0 you permanently die and must make a new character with 0xp. Increase your XP modifier by 30%
Heavy Handed: 1 - When making melee or unarmed attacked, roll this trait too. Decrease your critical damage by 1 for all attacks
Hoarder: 0 - Gain 2 additional item slots. At the start of each session, you loose a power point for every 2 item slots you have empty.
Hot Blooded: 1 – When below 50% of your maximum life, roll an extra die for combat, but roll 1 less die for any non combat rolls. (this trait has no affect when the player is above 50% life.)
Jinxed: 0 - Whenever you roll a skull, the effects of the bad twist are worse but whenever enemy NPCs roll skulls, their bad twists are worse too. (Other players and allied and neutral NPCs are unaffected.)
Kamikaze: 0 - Increase your sequence by 2 but decrease your maximum life by 1.
Logan's Loophole: 0 - You can't become addicted to chems and they last twice as long (before adding other multipliers) Once you hit 40xp you don't receive any more XP
Loose Cannon: 0 - Roll 1 less die whenever you throw something (a grenade or other weapon at an enemy or a helpful item to a player). If you choose to use an action to throw something, you can throw two of that item (roll separately for each)
Night Person: 0 - Increase your perception or intelligence by 1. Missions you go on become slightly more dangerous due to your insistence of travelling in the dark. (encounter difficulty increased by the equivalent of one extra party member at your level)
One Hander: 1 - Roll an extra die when using a one handed weapon. Roll 1 less die when attacking with a two handed weapon
Rabid: 1 - a DOG or DEATHCLAW with this trait rolls an extra die for unarmed combat and regains 1 power point if they kill 3 or more enemies in one encounter. A rabid animal cannot have any healing or buffing items used on it.
Skilled: 1 - Roll an extra die for all of your tagged skills. Decrease your xp modifier by 20%. You don't level up at all until 20xp.
Small Frame: 0 - Increase your base agility by 1. Loose an item slot and decrease your maximum life by 1.
Targetting Computer: 1 - a ROBOT or SYNTH with this trait roll an additional die for ranged combat, however, it cannot move and make a ranged attack in the same turn
Tech Wizard: 2 - Decrease your base perception by 1, but add this trait to rolls for repair, hacking or lock-picking.
Tight Nuts: 1 A ROBOT or SYNTH with this trait gains 1 die of armour, however repair costs are doubled.
Trigger Discipline: 1 - Roll an extra die for fire arms, but decrease your sequence by 1.
Vat Skin: 0 - A Super mutant with this trait is so hideous that the nearest player or NPC (be it friend or foe) at the start of the round looses 2 sequence and rolls 1 less die for perception.
Wild Wasteland: 0 - Both your moons and skulls will be... weird. Not better or worse, just odd.
X Appeal: 1 - When interacting by the opposite sex add an extra die to all your speech checks. When interacting with the same sex, roll 1 less die. (If you have the Confirmed Bachelor or Cherchez la Femme perk, reverse this trait and add 1 die to the same sex and subtract 1 die to the opposite sex

Races and Racial Traits

===Ghouls===
These creatures have been exposed to an ungodly amount of radiation and haven't had the good fortune to die. Ghouls stop ageing (though they continue decaying) and many of them have been alive since the bombs fell. A ghoul cannot be born, but is instead made when exposed to high amounts of radiation. Because of their long life, mutations and they can set their perception, intelligence and luck to a maximum of 5. They also find they healed by radiation instead of damaged by it. Some ghouls are ferals and are basically mindless zombies, but ghouls won't be attacked by these creatures who see them as kin. Unfortunately, rotten flesh and a hideous appearance prevents a ghoul from having more than 2 points in Strength or Charisma and ghouls begin with 1 less maximum life. As there is a prejudice against the ugly zombie-looking not-quite humans who might go feral and attack them, most people dislike ghouls. Ghouls begin with -10 rep with all factions except the Highland Water Company (and therefore start with 'uneasy' relationship status).
Ghoul: 0 - Healed by radiation and not attacked by feral ghouls.

===Super Mutants===
Eight-foot hulking yellow asexual mutants, this race has been exposed to the Forced Evolutionary Virus, an invention of the military during the great war that was intended to create super soldiers. Whether it worked is up for debate. Having been exposed to the FEV Super Mutants can set their strength and endurance as high as 5, gain an additional attack die to melee attacks, unarmed attacks and intimidation, cannot take any damage from radiation and increase their maximum life by 1. However, as a side effect of the FEV, a super mutant's Intelligence, Charisma and Agility all cannot be set any higher than 2. A super mutant has no tagged skills, can't wear most types of armour due to their hulking size and begin with -20 rep with all factions except Solomon's Kingdom due to their race's main pass time being kidnapping humans to eat/kill for sport/mutilate for fun/expose to FEV to make them one of their own.
Super Mutant: 1 - Unarmed and melee attacks, intimidation.

===Dog===
Since the war, Dogs have only changed a little bit. Changes to the world have meant that smaller breeds of dogs either died out or were no longer bred as they were too weak. Bred to assist humans, or fending for themselves in the wild, they have somewhat devolved into their early form. Somewhere between an Alsation, Rottweiler and Wolf they remain man's best friend and a popular choice of pet. Dogs have no penalty when fighting unarmed due to their weapon of choice being their jaws and their natural alertness adds 1 to their sequence. They can set their agility and perception as high as 5 due to their smaller size and keen sense of smell. Dogs are however, limited to a maximum intelligence of 2 and must pick 'sense of smell' as one of their tagged skills. Dogs cannot use any items themselves, but players may use consumable items on dogs or use dogs to carry equipment - though dogs only 1 item slot per point of strength they have. Dogs do not get to pick any loot.
Dog: 0 - Increase sequence by 1

===Robot===
Robots come in all shapes and sizes and were used for everything from personal butlers to front line soldiers during the war. Maintenance of robots is hard in Abdication City and many robots now exhibit rogue programming. Robots begin the game with a built in set of armour (1 die) and a built in weapon. This weapon is equivalent to a battered weapon. Robots can wield other weapons they find or loot. The built in weapon cannot be traded, dropped or disarmed and doesn't take up an item slot. Robots gain +1 to endurance and automatically pass mental endurance checks such as bravery. Robots cannot gain life by resting, and therefore won't gain any life between sessions without visiting expensive repair shops. Consumable items have no effect on robots and they can't wear any armour
Robot: 1 - Armour, automatically pass mental endurance checks

===Synths===
Synths are a very advanced make of robot, built to resemble and mimic human behaviour to the point where many consider them true humans, capable of thought and emotion. Whilst commonest in the American Commonwealth, a few can be found in Abdication City, that either escaped the Institute overseas or were made in similar secret European facilities. Synths are built by design, and therefore end up better than humans. They gain 2 extra points to their SPECIAL stats. Synths cannot gain life by resting, and therefore won't gain any life between sessions without visiting the repair shop. Consumable chemicals and medicines have no effect on synths.
Synth: 0: - +2 to original SPECIAL stats

===Deathclaws===
Uniquely to Abdication City, it's residents survived and kept on living instead of hiding in Vaults for hundred of years. Because of this, they got to see the creatures around them mutate over time. Of particular note is the Jackson Chameleon, a popular pet that became a horrifying monster. Taller than a super mutant, faster than anything else in the wastes - a deadly flurry of... death... and claws. Watching them change slowly, and using a bit of pre-war tech that was salvaged, some people have managed to tame death claws. (who have the reasoning ability of 8 year old children), now these creatures can be put to deadly use in a variety of missions. Deathclaws have no penalty when fighting unarmed and roll 2 additional dice for unarmed combat. Their sequence is increased by 1. Deathclaws have no tagged skills, cannot set their Charisma or Intelligence above 2 and cannot use any items themselves. If a player wishes to use a consumable item to buff or heal a Deathclaw, they must first pass a bravery check. Deathclaws decrease their maximum power points by 1 and do not get any loot.
Deathclaw: 2 - unarmed combat
oman1666 Dec '14  /  edited Apr '19
8xp+ Traits

The following traits may be added at any level up, including the first-session level up.

Attack Dog: 0 - If you are a dog, allies who attack the same target that you attacked on a given round of combat roll one extra die. CHARISMA
Awareness: 0 – You may use your quick action to make a perception check on a single enemy. Rolling a star will reveal their life and attack values. Rolling two stars will inform you of their special abilities. PERCEPTION
Berserker: 1 – If your health is below 33% of your maximum life, you may add an extra die to combat rolls. STRENGTH, ENDURANCE
Black Widow: / Lady Killer: 1 – Adds seduction checks against the opposite gender of your own species. Once you've seduced a target, you also deal double damage against them. (Robots and Super Mutants can't take this trait as they do not have a gender.) CHARISMA
Blacksmith: 0 - Collect 3 of the same battered melee weapon to combine them into their pristine counter part (giving you an extra buff based on the weapon type) STRENGTH
Bonus HtH Damage: 1 – Roll an extra die in melee and unarmed combat. STRENGTH
Butcher: 1 – Roll an extra attack die for combat with blades. Critical damage for bladed weapons increases by 1. STRENGTH
Cautious Nature: 2 – Roll two extra dice for sense checks made during combat. PERCEPTION, INTELLIGENCE
Chez La Femme: / Confirmed Bachelor: 1 – Adds to seduction checks against the same gender of your own species. Once you've seduced a target, you also deal double damage against them. (Robots and Super Mutants can't take this trait as they do not have a gender.) CHARISMA
Child at Heart: 0 – Children always like you and you cannot fail speech checks towards them. CHARISMA
Comprehension: 0 – You gain an additional tagged skill after collecting 2 books of the same kind (instead of the usual 3). INTELLIGENCE
Daddy's Boy: / Daddy's Girl: 1 – Add a skill here (similar to the tagged skills) that your character's parents excelled at. INTELLIGENCE
Death Sense: 0 – Your death sense automatically alerts you if hidden enemies are near. PERCEPTION
Die Hard: 2 – Roll an extra die to dodge rolls if the attack you are dodging would kill you ENDURANCE, LUCK
Drunken Master: 2 - Roll two extra dice in combat when fighting without a weapon and under the influence of alcohol. ENDURANCE
Earlier Sequence: 0 - Increase your sequence by 1. PERCEPTION
Entomologist: 1 - Adds to all checks relating to insects, including combat against them. INTELLIGENCE
Ferocious Loyalty: 0 – For a power point, you may perform a block roll on behalf of a party member. CHARISMA
First Aid: 1 – Adds to rolls for healing, but only if the target is above 50% of their maximum health. INTELLIGENCE
Gun Nut: 0 – Collect 3 of the same battered ranged weapon to combine them into their pristine counter part (giving you an extra buff based on the weapon type). AGILITY
Healer: 0 – You may use your main action and 1 power point to attempt to heal without any medical supplies, restoring 1 life per stat, not counting the PP star. (cannot be taken by Deathclaws or Dogs) INTELLIGENCE
Heavy Hitter: 1 – Roll an extra attack die for combat with blunt weapons. Critical damage for blunt weapons increases by 1. STRENGTH
Hunter: 0 – Critical hits against animals deal 2 extra damage. AGILITY, PERCEPTION
In Shining Armor: 0 – When wearing metal or power armour, stars rolled to reduce damage against laser weapons will reflect the damage back at the attacker. LUCK, INTELLIGENCE
Intense Training: 0 – Do not take any bonus now, but at 20xp put 1 point into any SPECIAL skill as well as your normal level up. N/A
Iron Fist: 1 – Roll an extra die in unarmed combat, fighting unarmed no longer results in a disadvantage. STRENGTH
Leader: 0 – You may use your quick action to issue a single command. If your ally obeys it, they roll an extra die. (E.g. Charlie, attack raider #4) CHARISMA
Light Touch: 0 – If you are wearing light armour, all critical hits deal an extra point of damage. AGILITY
Little Leaguer: 1 – Add an extra die for throwing items that are roughly ball shaped (cricket balls, grenades etc.) and melee combat with sports items (such as cricket bats). STRENGTH, ENDURANCE
Loner: 1 – Add an extra die to every roll if your character doesn't have line of sight to any allies. N/A
Night Vision: 0 – You can see perfectly in the dark. PERCEPTION
Presence: 2 – Add two extra dice to the first speech check you make against any given NPC. CHARISMA
Pre War Gourmet: 1 – Roll an extra die for addiction resistance. Eating pre war foods now replenishes an extra point of life. Alcoholic drinks now also restore a life point. ENDURANCE
The Professional: 0 – Whilst hidden, critical hits deal 2 extra damage. AGILITY
Quick Pockets: 0 – Gain an additional quick action per turn that can only be used to either use a consumable item or change weapons. AGILITY
Rad Child: 0 – All damage from radiation is halved (but then rounded up). ENDURANCE
Rapid Reload: 0 – After firing a gun, roll for your reloading skill. If you roll 2 stars, you gain an additional attack at the end of the round. If you roll 3 stars or more, you gain an additional attack immediately. AGILITY
Scout: 0 – When a random encounter happens, you will see what it is ahead of time and gain a moment to stop and plan, or even hide to avoid it completely. PERCEPTION
Shotgun Surgeon: 1 – Add an extra die to combat with shotguns, and ignore damage reducing effects when using shotguns. AGILITY
Smooth Talker: 1 – Add an extra die to speech checks. CHARISMA
Stat!: 0 – If you use your quick action to use a healing item such as a stimpack, you gain an additional quick action. INTELLIGENCE
Steady Aim: 1 – Add an extra die to combat using guns if you use your quick action to aim. PERCEPTION
Stone Wall: 0 – You cannot be knocked prone. ENDURANCE
Strong Back: 0 – Gain an additional 2 item slots. STRENGTH, ENDURANCE
Survivalist: 1 – Add an extra die for any kind of miscellaneous survival skill, including fire making, knot tying and wood cutting. INTELLIGENCE, ENDURANCE
Swift Learner: 0 – Increase your XP modifier by 30%. INTELLIGENCE
Team Player: 1 – If you and two or more additional players in the party have this trait, you may all roll an extra die for everything. CHARISMA
Thief: 1 – Add an extra die for sneaking, lock picking, stealing or trap interaction. PERCEPTION, AGILITY
Toughness: 0 – Increase your maximum life by 1. ENDURANCE, LUCK
Travel Light: 1 – Add an extra die to speed and mobility, but only if wearing light armour or no armour. AGILITY
Vigilant Recycle: 0 – When using an energy weapon, you gain an extra turn at the end of every third round of combat. INTELLIGENCE
oman1666 Dec '14  /  edited Apr '19
20xp+ Traits

The following traits may be chosen upon levelling up if you have at least 20xp.

Adrenaline Rush: 1 – Add an extra die to any roll during combat if you have taken 2 or more damage this encounter. ENDURANCE
Alertness: 2 – Adds to perception rolls, but only if you're crouched and still. PERCEPTION
And Stay Back: 0 – Critical hits also knock the target back ~five squares, creating potential collisions and falls. STRENGTH
Bone Head: 0 – You can no longer be stunned. ENDURANCE
Bonus HtH Atks: 0 – At the cost of one power point, you may perform a melee attack during your quick action. STRENGTH, AGILITY
Bonus Move: 0 – Gain 1 additional quick action per turn that can only be used for movement. AGILITY
Bonus Ranged Dam: 0 – If an attack you make with a ranged weapon hits and deals damage to your target, you deal 1 extra damage. AGILITY
Cannibal:0 - At the end of an encounter with members of your own race, you may eat them, or salvage their parts, to regain 1 life. This may be viewed negatively by those around you and cannot be done if you're a Robot or Synth with the Tight Nuts trait. ENDURANCE
Centre of Mass: 1 – Roll an extra die for VATS attacks to the torso. INTELLIGENCE, PERCEPTION
Commando: 1 – Add an extra die to combat rolls using rifles or assault rifles. AGILITY
Fight the Power: 1 – When in combat with The Brotherhood of Steel, New Parliament England, Highland Water or Solomon's Kingdom, you may roll this trait as armour against all attacks, and deal 1 more critical damage against these targets. N/A
Fortune Finder: 0 – If you takes caps from the loot pool, add 50% to their value. LUCK
Gambler: 2 – Add two extra dice to any activity or contest your character has placed money on. If a contest is a sheerly down to chance, you are more likely to win it. LUCK
Ghost: 2 – Add two extra dice to stealth rolls when in the darkness. AGILITY
Gun Slinger: 1 – Add an extra die to combat rolls using pistols type weapons. AGILITY
Harmless: 2 – Add two extra dice to stealing and lock picking rolls if your standard attack roll has four dice or less. PERCEPTION, CHARISMA
Heave Ho!: 1 – Add an extra die to combat rolls with throwing weapons. Optionally, you may also use Strength as the base stat from throwing weapons. STRENGTH
Hit the Deck: 0 – If an explosive would damage you, you may choose to prevent any damage by falling prone. AGILITY
Hobbler: 1 - roll an extra die to VATS attacks targetting the legs. STRENGTH, INTELLIGENCE
Lead Belly: 2 – Add two extra dice to resistance checks for eating raw or irradiated food or water. ENDURANCE
Miss Fortune: 0 – Once per combat encounter, you can use your quick action to roll for luck. If you get 2 or more stars, you summon Miss Fortune. Miss Fortune rolls one die against each enemy, if the die shows a star, they are knocked prone, and any explosives they are carrying detonate (but only at a safe distance for allies.). LUCK
Mystery Stranger: 0 - Once per combat encounter, you can use your quick action to roll for luck. If you get 2 or more stars you summon the Mysterious Stranger for the rest of the fight. This NPC is friendly to the party and has 4 attack dice. LUCK
Negotiator: 1 – Add an extra die to all speech checks and increase your Loot Order by 1. CHARISMA
Pack Rat: 0 – Add three extra item slots labelled 'item slot X (PR)', neither of these slots can contain items larger than a pistol and can only stack up to three of the same item. STRENGTH
Path Finder: 0 – For 2 power points, you can choose to skip all random encounters you might find whilst travelling. PERCEPTION, INTELLIGENCE
Piercing Strike: 0 – If an enemy ability would reduce the damage of your unarmed or melee attack, your attack deals 1 extra damage. STRENGTH
Plasma Spaz: 1 – Add an extra die to combat with plasma weaponry. AGILITY, INTELLIGENCE
Purifier: 1 – Add an extra die to combat against Centaurs, Deathclaws and Super Mutants. N/A
Quick Recovery: 3 – Add three extra dice to rolls to recover from a status effect, such as getting up from being knocked prone or waking up from sleep. ENDURANCE
Rad Resistance: 1 – Add an extra die to rolls to resist radiation damage. ENDURANCE
Salesman: 0 – Sell items to a shop for 25% more. CHARISMA
Scrounger: 0 - Increase your loot order by 2. LUCK
Sharpshooter: 2 – Add two extra die for ranged combat if your target is 8 squares or further away from you. PERCEPTION
Silent Running: 0 – If you are hidden, you may move without loosing your hidden status. AGILITY
Size Matters: 2 – Add two extra dice to combat with over sized weapons like miniguns. STRENGTH, AGILITY
Snake Eater: 2 – Add two extra dice to rolls to resist poison. ENDURANCE
Sneering Imperialist: 1 – Add an extra die to combat against uncivilised humans, such as raiders, anarchists, scavengers, slaves and squatters. N/A
Splash Damage: 1 – Add an extra dice to rolls for throwing grenades or firing missile launchers (or items similar to these), in addition, the damage radius of these weapons increases by 1. N/A
Stunt Man: 1 – Add an extra die to rolls for damage reduction or fall saves. ENDURANCE
Super Slam: 0 – Melee critical hits deal 1 extra damage and also knock the target prone. STRENGTH
Terrifying : 1 – Add an extra die for intimidation checks. CHARISMA , STRENGTH
Tribal Wisdom: 1 – Add an extra die to poison resistance checks. Raw or irritated insect meat no longer has the potential to hurt you. INTELLIGENCE, ENDURANCE
Unstoppable Force: 0 – If an enemy ability would completely negate the damage of your melee attack, ignore these abilities, and deal 1 extra damage. STRENGTH
Way of the Fruit: 1 – Add an extra die to all rolls using the strength base stat, if you have eaten a piece of fruit (clean food) this session. N/A
oman1666 Dec '14  /  edited Mar '19
40xp+ Traits

The following traits may be chosen upon levelling up if you have at least 40xp.

Adamantium Bones: 0 – Your arms and legs can never become crippled or injured in any way. ENDURANCE
Animal Friend: 0 – If you encounter wild animals, they will not attack you or your party. If you encounter a mixture of animals and other creatures, the animals will choose other targets instead of you. CHARISMA
Atomic: 2 – Add an two extra dice to strength and speed rolls when in an irradiated area. ENDURANCE
Aqua Boy: 2 - You cannot take damage from drowning. Add this trait if you are in water for radiation resistance and stealth. ENDURANCE
Bluff Master: 0 – A speech roll with one star will let you get away with anything!... Except murder. CHARISMA
Bonus Fire Rate: 0 – Every third, sixth, ninth (etc.) round of combat, you may attack twice in your main action! AGILITY
Brutish Hulk: 0 – Increase your maximum life by a third of your current maximum life when you take this trait. ENDURANCE
Chemist: 2 – Add two extra dice to rolls for using chems INTELLIGENCE
Contract Killer: 0 – You may loot ears from Grenadier, Brotherhood of Steel and faction-less humans you encounter. You can sell these to a contact who will reveal themselves to you for 5 caps each. Selling a stack of 5 at once will increase your rep by 1 with Highland Water and Westminster Anarchists, N/A
Crazy Bomber: 0 – When rolling for the use of explosives, skulls are counted as stars. INTELLIGENCE
Cyborg: 1 – Add an extra die for physical resistances and combat with energy weapons. Increase your maximum life by 1. INTELLIGENCE, ENDURANCE
Demolition Expt.: 2 – Add two extra dice to all rolls relating to explosives. INTELLIGENCE
Dodger: 0 – By skipping your quick action, you may attempt to dodge an attack against you this round without using a power point. You may also use agility as your stat for avoiding damage. AGILITY
Explorer: 0 - When you are in the party, additional missions will be available to go and loot unique locations. PERCEPTION, LUCK
Eye for an Eye: 1 – Add one extra die to all combat rolls for each negative status effect you've been tagged with. ENDURANCE
Flower Child: 2 – Add an extra two dice when resisting addiction. ENDURANCE
Ghastly Scavenger: 0 – A Human, Ghoul or Supermutant with this trait and the cannibal trait can apply the cannibal trait to humans, ghouls or super mutants. A dog or deathclaw with this trait and the cannibal trait can apply the cannibal trait to dogs or deathclaws. A robot or synth with this trait and the cannibal trait can apply the cannibal trait to robots or synths. ENDURANCE
Here and Now: 0 – Instantly gain 10xp. N/A
Idiot Savant: 0 - At the cost of one power point, you may roll luck instead of any other SPECIAL stat for any action. LUCK
Karma Beacon: 0 – If you have good reputation with a faction, all allies will be treated as having this reputation and will be able to enjoy the benefits. CHARISMA
Laser Commander: 1 – Add an extra die to combat with laser weaponry and 1 extra damage to critical hits with laser weapons. AGILITY, INTELLIGENCE
Law Bringer: 0 - Your may loot fingers from Raiders, Slavers and Highland Water. You can sell these back in town for 5 caps each. Selling a stack of 5 at once will increase your rep by 1 with Westminster and the Grenadier. N/A
Light Step: 0 – You can no longer trigger floor based traps such as tripwires, land mines or bear traps. AGILITY
Master Trader: 0 – All items are sold to your for the price you'd be able to sell them for. CHARISMA
Meltdown: 0 – If you make a kill with an energy weapon, your target erupts into a blast of energy. This causes 1 damage to everything within 2 squares (players may make a resistance check to reduce damage.). If an enemy is killed by this effect, they also meltdown, creating chain reactions! INTELLIGENCE, LUCK
Mister Sandman: 1 – You may instantly kill any sleeping NPC by attacking it and roll an extra die for using silenced weaponry. AGILITY
Mutate: 0 – Select an optional starting trait (if you have one) and remove the negative aspect, whilst keeping the positive aspect. This cannot be applied to Fast Shot or a racial trait. ENDURANCE
Moving Target: 1 - If you moved on your turn, roll this trait on it's own or as part of your existing armour roll to reduce the damage of ranged enemy attacks AGILITY.
Nerd Rage: 0 – When you health drops below 25% all damage taken is halved and rounded down. For as long as your health is below 25%, your Strength stat is increased to 5. INTELLIGENCE
Pick Pocket: 2 – Add two extra dice for rolls for pickpocketing. During combat you can pick-pocket during a main action to put grenades you have into enemy pockets (killing them automatically on your next turn) or steal the ammo from their gun to prevent any ranged attacks. PERCEPTION
Psychotic: 3 – Add three extra dice to rolls for the use of the chem 'Psycho'. INTELLIGENCE, ENDURANCE
Pyromaniac: 2 – Add two extra dice for rolls with fire based weapons. N/A
Robotics Expert: 1 – Adds to all checks relating to robots, including combat against them. If you sneak up on a robot undetected, you can use your main action to shut it down instantly and permanently. INTELLIGENCE
Spray'n'pray: 0 – When using a weapon with an area of damage effect, such as a shotgun, minigun or grenade, your allies will be miraculously unharmed. You also cannot hurt an ally as the result of a bad twist. AGILITY, PERCEPTION
Them's Eatin': 0 – Whenever you kill an enemy with a critical hit you automatically gain 'thin red paste', a +1 healing item. If the enemy had 6 life or more, they drop 'blood sausage' a +2 healing item. LUCK
Tunnel Rat: 0 – Move at walking pace whilst prone. AGILITY
Walker Instinct: 2 – Adds to all perception checks whilst outside. PERCEPTION
oman1666 Dec '14  /  edited Mar '19
60xp+ Traits

The following traits may be chosen upon levelling up if you have at least 60xp

Action Boy / Action Girl: 0 – Increase your maximum power by 2. N/A
Basher: 0 - You may make a melee attack with no penalty using your ranged weapon. You may perform this on a quick action or a main action. STRENGTH
Better Criticals: 0 – All critical hits deal 2 extra damage. LUCK
Burden to Bear: 0 – Gain three item slots. STRENGTH, ENDURANCE
Computer Whiz: 0 – You may attempt a roll for hacking, reprogramming or computing twice and take the highest roll. INTELLIGENCE
Concentrated Fire: 2 – Add an extra two dice in combat against a target you have already hit and damaged. PERCEPTION, AGILITY
Cult of Personality: 0 – When you gain rep, double the amount of rep gained. When you loose rep, halve the amount of rep lost. CHARISMA
Critical Banker: 0 - At the end of each session, per 2 power points remaining you may add a 'banked critical' to your character sheet by increasing the value of this trait by 1. these can then be used to execute critical attacks without spending power points. You may only bank up to 3 at once. LUCK
Divine Favour: 0 – Increase any single SPECIAL stat by 1 even if it goes above your race's maximum. N/A
Gain: 0 – Increase any 2 SPECIAL stats by 1 each. N/A
HtH Evade: 0 – When fighting with a melee weapon or unarmed, you may attempt to dodge other melee or unarmed attacks without spending a power point. AGILITY
Infiltrator: 0 - You may attempt rolls for locking-picking twice and take the higher roll. PERCEPTION
Inspirational: 0 - When you attack a target, any allies who also attack that target roll an extra die. Increase your loot order by 1. CHARISMA
Life Giver: 0 – Increase your maximum life by 2. ENDURANCE
Living Anatomy: 1 – Add an extra die when healing or fighting a member of your own race. INTELLIGENCE
Master Thief: 2 – Add two extra dice for sneaking, picking locks, stealing or interactions with traps. PERCEPTION, AGILITY
Medic: 2 – Add two extra dice for all medical and healing rolls. INTELLIGENCE
Mr. Fixit / Miss Fixit: 2 – Add two dice to all rolls to repair things. You may spend 1 power point and a main action to heal a robot or synth by 1 life per star rolled on a repair check. INTELLIGENCE
Paralyzing Palm: 0 – When fighting completely unarmed, critical hits both stun opponents and knock them prone (cannot be taken by Deathclaws or Dogs). STRENGTH
Party Boy: / Party Girl: 3 - Roll this trait to resist addiction. ENDURANCE
Speaker: 2 – Add two extra dice to all speech checks. CHARISMA
Tag!: 0 – Tag an additional 2 skills. N/A
Tunnel Runner: 2 – Add two extra dice to stealth rolls if you are wearing light armour or no armour. AGILITY
Turbo Implant: 0 – Once per session, at any moment, you may activate your turbo implant. This rapidly speeds you up, instantly allowing for two more actions. N/A
Weapon Handling: 0 – If you take this trait you can handle any weapon N/A
oman1666 Dec '14  /  edited Mar '19
80xp+ Traits

The following traits may be chosen upon levelling up if you have at least 80xp

Blitz: 0 - The normal movement rules do not apply to you. you may move through and freely disengage all enemies. AGILITY
Certified Tech: 2 – Critical hits against robots deal 2 extra damage, and you get double loot added to the pool per robot you kill INTELLIGENCE, LUCK
Deep Sleep: 0 – Double all rest bonuses (robots and synths can't rest) N/A
Devil's Highway: 1 – Instantly loose 40 rep with every faction. Add this trait to speech and combat against factions with -25 rep or worse. N/A
Energy Charge: 0 – When attacking with an energy weapon, you may over charge it. Over charging your weapon causes 2 damage per star but breaks the weapon. INTELLIGENCE
Escalator to Heaven: 0 - Instantly gain +40 rep with every faction. N/A
Four Leaf Clover: 0 - If the first two dice on an attack both show stars this counts as a free critical hit without spending a power point. If this effect triggers when you've spent a power point for a critical attack, the effect is applied twice. LUCK
Karmic Rebalance: 0 – Reset your rep with every faction to 0. N/A
Mental Block: 2 – Add two extra dice to mental resistance checks, such as fear checks. Physic or sonic attacks (such as those from robobrains or mirelurk kings) can no longer hurt or stun you. INTELLIGENCE, ENDURANCE
Ninja: 0 - When hidden critical hits do not cost a power point. AGILITY
No Weakness: 3 – Add three extra dice to any roll that would otherwise roll two dice or less. N/A
Nuclear Physicist: 0 - When you attack using an energy weapon it also deals 1 automatic radiation damage to the enemy (watch out for ghouls!). If you take a fusion core from the loot pool, you gain two of them. INTELLIGENCE
Penetrator: 0 - You do not need line of sight to attack a target. If it is on the board and behind 2 or less raised tiles of cover, you can shoot it. PERCEPTION
Puppies!: 0 – You get your own dog as a follower! It begins with 1 attack and 2 life, but levels up every session, gaining stats and abilities depending on what it learns and how you train it. If your dog is killed, you get another puppy. N/A
Quantum Chemist: 1 – Instantly gain five bottles of Nuka Cola Quantum. Quantum restores 1 life and 1 power when drunk, or can be sold for a base value of 50 Caps. Whenever you gain Nuka Cola as loot, roll your Luck and this trait. Each star rolled converts 1 bottle of Nuka Cola into Quantum. N/A
Reaper's Sprint: 0 – If you make a kill on two consecutive turns, you regain a power point. N/A
Rooted: 1 - If you DID NOT move this turn, you gain the tag 'rooted' until you move again. Whilst rooted add this trait for melee attacks and roll it passively for armour from all attacks. STRENGTH
Sadist: 0 - If you make four or more kills in one instance of combat, you regain 2 life at the end of combat. N/A
Solar Powered: 1 – When in direct sunlight, add one die to every roll using the Strength base stat and also regain one point of life every two turns in combat. N/A
Wasteland Whisperer: 0 - If you use your main action to make a speech check against an animal, insect or abomination you have a chance to tame it! Most enemies need only a 1 star roll. Deathclaws take 2 stars and boss level enemies take 3. Tamed animals fight for you until the end of combat, then disappear back into the wastes. CHARISMA
oman1666 Dec '14  /  edited Mar '19
100xp Traits

The following traits may be chosen upon levelling up if you have hit 100xp

Almost Perfect: 0 – Set all SPECIAL stats to 1 below your racial maximum. This can also decrease stats. N/A
Gun Fu: 1 - When you attack a target with a ranged weapon in combat that you haven't already attacked, add this trait to the roll. Add one extra die to this trait each time you use it but reset this trait at the end of each combat encounter. This trait can rise above +3. AGILITY
Intimidation: 0 - When entering combat, roll for intimidation. The amount of stars you rolled is doubled, and all enemies with less attack than this number instantly retreat from combat. CHARISMA
Nerves of Steel: 0 – Regain a power point at the start of every combat encounter. N/A
Nuclear Anomaly: 0 – When your life drops to 2 or less, you erupt into a Nuclear explosion. Every player and NPC on the board, apart from your character, is hit for 4 damage. Players may roll a resistance check to reduce damage. N/A
Pain Train: 0 - If you move in a straight line on your turn you may move past/through enemies. Deal 1 automatic damage to each enemy passed through in this way. Increase this to 2 damage if you're wearing power armour. STRENGTH
Rad Tolerance: 0 – Radiation heals you for the amount it would have damaged you. If you are a ghoul this stacks with your racial ability for double healing. ENDURANCE
Richochet: 1 - Roll this trait on it's own against ranged attacks as armour, or add it to an existing armour roll. When rolling armour against ranged attack each star you roll reflects 1 unblockable damage back at the attacker. LUCK
Silent Death: 0 – When hidden, all attacks deal 2 damage per star. AGILITY
Slayer: 0 – All melee attacks are treated as critical hits. STRENGTH
Sniper: 0 – All ranged critical become head-shots. Dealing 4 additional critical damage AGILITY, PERCEPTION
Warmonger: 2 – Add your two of your own unique and named +2 weapons with an appropriate ability. INTELLIGENCE

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