Traits are optional modifiers with both a benefit and a penalty. Every character may select or create up to 2 at Character Creation, on top of the free Origin Trait granted by their Origin.

Some Traits are restricted to a single Origin; a few cannot be taken together.

General

TraitBenefitPenalty
🏷 JinxedAll enemies CRITFAIL range is increased by 2 when attacking youYour CRITFAIL range is also increased by 2 when attacking.
🏷 KamikazeWhenever you deal damage directly to an enemy, it is increased by 20%Your default Evasion is cut in half.
🏷 Tunnel VisionCRIT Range is increase by 1 for ranged attacks when attacking an enemy in your weapons optimal rangeCRITFAIL Range is increased by 2 for ranged attacks when attacking an enemy not in your weapons optimal range.

Mutually exclusive

TraitBenefitPenalty
🏷 Fast ShotRanged weapon and thrown weapon attacks require one less AP.You can not use the Aim action and you can not target specific limbs with your attacks. You also have -2 Accuracy on all ranged attacks.
🏷 GiftedYou have +3 SPECIAL points to spend during Character Creation.Your Skill Points Gained per Level is reduced by 1 every even level. SPECIAL requirements for Perks are increased by 1.
🏷 Heavy HandedMelee Damage Bonus is increased by 3.CRITFAIL range is increased by 1 when using Melee or Unarmed attacks.
🏷 Small FrameIgnore the first CRITFAIL you roll when performing AGI Tests for balance and contortionYour arms and legs no longer have a base DT of 1
🏷 BruiserGain 2 STRLose 2 Maximum Action Points
🏷 SkilledGain 1 extra Skill Point on every even levelYou may not select a Perk to unlock on every 4th level
🏷 Trigger DisciplineYou are guaranteed to never accidentally hit allies directly when firing ranged weapons. Your ranged attacks have +2 Accuracy and +1 CRIT RangeRanged weapon attacks cost 1 more AP

Human Wastelander only

TraitBenefitPenalty
🏷 EducatedTag an additional SkillYour CRITFAIL! range is increased by 1 for all Skills which are not Tagged
🏷 Settler Folk HeroYou deal +10% damage when your party is outnumbered. Your Command Bonus is increased by +2 for the Support Abilities of Followers who are also part of your settlement.If your settlement is destroyed, the benefits of this Trait are inversed, giving you a -10% penalty to damage when outnumbered and -2 Command Bonus for the Support Abilities of Followers from your settlement
🏷 CaravaneerStart with a Pack Brahmin, increasing your inventory capacity greatly.You are in massive debt. You owe a local loan shark 1000 caps. Who knows what will happen if you don’t pay it back in time?
🏷 Tools of the Old WorldYou may use Survival instead of Repair or Science to repair or make use of pre-War tech.The CRITFAIL! range of tests involving pre-War technology (not weapons) is increased by 3. You still need Repair or Science for crafting or modification.
🏷 NomadBonus of +2 on Survival tests to travel, set up camp, and forage for food and water. In addition, ignore the first CRITFAIL! rolled when making these tests.Barter and Speech tests increase their difficulty and CRITFAIL! range by 1 when dealing with inhabitants of a static settlement. Science cannot be a Tag skill.
🏷 The Chosen OneYou can spend Luck Points to increase a failed roll to make it a success, at a rate of 2 Luck Points per +1 bonus. This can not create a CRIT.Every 2 Luck Points you spend this way will give the GM 3 Luck Points which can be used in a similar manner by enemies
🏷 Rite of PassageThe first time you spend a Luck Point in an encounter, roll 1d6. If you roll a 5 or 6, you have not spent that Luck point.You view everyone who hasn’t gone through your rite of passage as lesser. When you participate in Group Tests, you will roll with Disadvantage.
🏷 RaiderRestore 1 AP when you reduce an enemy to 0 HP.Disadvantage on Speech Tests for persuasion Some may refuse to do business with you if they learn of your past

Ghoul only

TraitBenefitPenalty
🏷 Ancient KnowledgeTag one of three skills: Science, Repair, or Lockpicking. Increase the other two by +1.Reduce 1 of these SPECIAL Attributes by 1: STR, PER, AGI
🏷 Deal With the ReaperDrop to 1 HP instead of being downed, once per Long RestIf this Trait activates, you will only receive half of your maximum Luck Points (rounded down) on the next time the GM decides to replenish the partys Luck Points
🏷 Mutate!Gain access to unique Mutate! perks.Mutate! perks have some detrimental effects.

Super Mutant only

TraitBenefitPenalty
🏷 Ham FistedTag Unarmed for freeDecrease the Medicine, Lockpicking, Explosives, Small Guns, Science, and Repair skills by 1
🏷 Walking ArsenalYou do not need to Brace Big Gun attacks. You can fire Big Guns from a standing position with full Accuracy and without becoming immobile. Reloading Big Guns costs 2 AP instead of 3.You can no longer use Small Guns or one handed Energy Weapons. Your hands are too large to properly handle smaller weapons. Your CRITFAIL range is increased by 1 when making Big Gun attacks.
🏷 Model MutantYou gain +2 to INT and your maximum INT goes back up to 10.Your maximum Luck Points are reduced by 3. You may not reduce INT below 4 when allocating SPECIAL points.
🏷 NightkinYou may turn πŸ‘€ Invisible at will. The invisibility lasts until you attack or interact with the environment. This ability recharges on Long Rest or Short Rest.Your Composure is permanently reduced by 5, representing hallucinations and psychological instability from prolonged Stealth Boy exposure. This affects both combat Composure Tests (Fear, Suppression) and social Composure Tests.

Robot only

TraitBenefitPenalty
🏷 Robotic: Mister HandySelect 2 Mister Handy Robot Arms. These will always be equipped. Levitating as long as your Thrusters are not Incapacitated. Being in β€œProne” stance will disable Levitating and make you Immobile. PER Tests that rely on sight or smell are done with Advantage as long as your Optics are not CrippledDefault Carry Weight is 5, and can not be changed through STR. Modified components may allow you to increase this. You can not carry heavy objects (above 40 lbs)
🏷 Robotic: SecuritronFinding a way to bypass the Mark I OS will unlock your missile launcher, grenade launcher, and automatic self repair capabilities. Your monitor (which acts as your head and face) allows you to change expressions, unlike other robots. You can communicate more easily with non-robots. Your first CHA Test towards a character will be rolled with Advantage. Your Base HP is increased by 5.Can not use the movement actions like Jump and Climb Over due to leg hardware Can not enter the πŸ’Ί Crouched stance. Prone is still available. Mark I OS restricts many of your features, like the automatic self repair system, missile launcher, and grenade launcher Mr. House might want his robot back…
🏷 Robotic: RobobrainYour Chassis (torso) and Dome (head) have all base armor values increased by 4 and 2 respectively. In addition to your manipulators, both arms possess basic laser weapons equivalent to a Laser Pistol. You have a brain! You have some memories of pre-War America and the skills you had back then. Tag one additional Skill.Your Dome (head) is extremely important to keep safe, since it houses your brain. If it becomes Incapacitated, you instantly drop to 0 HP. You must fix this injury before attempting Reboot. The supplies required to fix the Dome (head) are rare. 2 Toolkit charges are required to fix the Dome if it is Incapacitated. Can not use the movement actions like Jump and Climb Over due to leg hardware

Character-exclusive

TraitBenefitPenalty
🏷 Regard StrengthIncrease Melee Damage Bonus by 3 Tag Melee for freeIf INT >= 3, you are no longer able to use Melee weapons or the Melee skill
🏷 Pika Pika no MiUnlock special radiation abilities along with your Glowing One perk.He follows the doctrine of β€œUnclear Justice”. He follows orders unquestioningly. He has Disadvantage on all Speech and Composure tests from higher ranking Brotherhood members.
🏷 DSM-6 CompliantBanked SP are assigned to βš• Medicine β€” spent into it at the normal cost β€” with its 🎯 Milestones. Equipped with a Syringer and ⚑ The Immobilizer in place of the standard 🏷 Securitron armament. This unit has no 9mm SMG, laser weapon, grenade launcher or missile launcher. Either weapon mount can rotate into a manipulator arm, which can hold one object or weapon. Rotating a mount is an Equip Item action in πŸŽ’ Manage Inventory (3 AP). Can fire Two Handed weapons with one hand. πŸ’ͺ Strength requirement penalties still apply. Two Handed weapons can not be used in a Dual Wield attack. Use βš• Medicine in place of the weapon’s skill when attacking with the Syringer or ⚑ The Immobilizer. Use βš• Medicine in place of πŸ”¬ Science when crafting syringer ammunition at a βš—οΈ Chemistry Station.This unit is committed to non-lethality. It can only attack with the Syringer and ⚑ The Immobilizer.
🏷 Marshal LawLoads in place of 🏷 DSM-6 Compliant at will, and switches back the same way β€” instantly out of combat, 1 AP in combat. 🏷 DSM-6 Compliant’s equipment still applies: the Syringer, ⚑ The Immobilizer, both manipulator arms, and firing Two Handed weapons one-handed. Everything else on that Trait is replaced. Banked SP are assigned to πŸ”« Small Guns β€” spent into it at the normal cost β€” with its 🎯 Milestones and πŸ”« Specializations. At the start of every combat, this unit is automatically in Overwatch Mode with a full Overwatch Attack allowance, without spending the Overwatch action or ending its turn. +1 🎯 CRIT Range on Overwatch Attacks. Guaranteed never to hit an ally with a ranged attack.Active β€” while Marshal Law is loaded: cannot attack a creature that has not yet acted in this combat. Passive β€” from loading until the next clean boot, even after switching back to 🏷 DSM-6 Compliant or to another persona: cannot make a πŸ’¬ Speech Test to deceive, not at Disadvantage, not at all. A clean boot is a πŸ• Long Rest, which consumes its πŸ• Rest Activity, or a Reboot.

See all: Origins Β· Character Creation

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