Greater North American Wasteland
Traits are the details that can make your character really unique. They can add more colors to the character. Traits can make the difference between an average human and who is rad resistant. There are lots of combinations and each trait can give you lots of fun… or pain. Well, it happens.
Traits are an optional part of the character creation process. They simply describe an aspect of the character’s personality or physical description, and permanently affect things like Skills, Attributes, and what not. Some traits are not available to every race, requiring a perks (merits) like Vault Dweller or Ghoulification, and some traits are only available to robots or animal races and the player will may never have access to.
A character can pick two traits, one trait, or no traits at all. A character can never have more than two traits.
By some strange twist of fate, people around you die violently. You always see the worst way a person can die. This does not mean you kill them any faster or slower, but when they do die, it will be dramatic. Just how dramatic is up to the Overseer.
Effect: When rolling a ‘natural 10’ or higher on a Luck dice used to aid an attack or damage roll, in addition the to normal decrease in difficulty to hit or extra dice of damage, if their health levels are reduced enough to kill them something really bad happens to the target. Rolling a natural 1 on a luck dice meant to aid a skill check, attack or damage roll will result in the roll not only failing but something BAD happening to the PC or one of his companion.
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do!
Effect:_ The PC’s total agility is treated as one dot lower for all attacks and for your base speed, but their strength is treated as 2 dots higher for melee attacks, strength based damage rolls, and for qualifying for weapons. Ghouls cannot choose this trait._
You are more easily addicted to chems, but you can ride their highs for longer without the extreme lows most do.
Effect: The PC’s chance to be addicted is twice normal, their recover is 50% the normal time for the ill effects of the chem, and the benefits last 50% longer. Cannot be chosen with Chem Resistant Trait.
Effect: Chems only affect you half as long as normal, but your chance to be addicted is only 50% the normal amount. Chem Reliant trait cannot be choose with this trait.
Your metabolic rate is twice the normal rate. This means that you are much less resistant to radiation and poison, but your body heals faster.
Effect: The PC heals at twice the normal rate for all damage types, but Radiation and Poison Resistance start at lose two dots. Ghouls cannot choose this trait.
Why take time to aim when you can spray your enemies with a rain of bullets? That’s your motto!
Effect: You cannot perform targeted shots, but all ranged or thrown weapon skills are treated as one dot higher for attacks. Note that the Fast Shot trait has no effect on Hand to Hand or Melee attacks.
Fear the Reaper
You have cheated death… and he is PISSED!
Effect: The PC may gain perks as if they were a human and a ghoul, but they are now on death’s short list. This means that once a month, the Overseer must roll against the PC’s Luck or else they drop dead. Only Ghouls can choose this trait.
Your attacks show a lot of finesse. You don’t do as much damage but you hit more often and with better results.
Effect: All of the PC’s attacks lose on die from their attack and damage pools but explode on a 9 or better even for basic skills. Super Mutants cannot choose this trait.
You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking.
Effect: You get 3 more Character Points to distribute among your S.P.E.C.I.A.L. attributes, but all skills cost 10% more exp to advance and and you only have two TAG skills instead of three.
Extreme radiation exposure has left you glowing in the dark. You can also heal other ghouls, but just remember that there is such a thing as too much of a good thing.
Effect: The PC gain a 50% bonus to Radiation Resistance, and may heal one aggravated health level per hour for any ghoul but increases their rads by 100 after their resistance. Everyone withing 3m of the PC takes 10 rads per hour. Only Ghouls can choose this trait.