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
| Trait | Benefit | Penalty |
|---|---|---|
| π· Jinxed | All enemies CRITFAIL range is increased by 2 when attacking you | Your CRITFAIL range is also increased by 2 when attacking. |
| π· Kamikaze | Whenever you deal damage directly to an enemy, it is increased by 20% | Your default Evasion is cut in half. |
| π· Tunnel Vision | CRIT Range is increase by 1 for ranged attacks when attacking an enemy in your weapons optimal range | CRITFAIL Range is increased by 2 for ranged attacks when attacking an enemy not in your weapons optimal range. |
Mutually exclusive
| Trait | Benefit | Penalty |
|---|---|---|
| π· Fast Shot | Ranged 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. |
| π· Gifted | You 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. |
| π· Heavy Handed | Melee Damage Bonus is increased by 3. | CRITFAIL range is increased by 1 when using Melee or Unarmed attacks. |
| π· Small Frame | Ignore the first CRITFAIL you roll when performing AGI Tests for balance and contortion | Your arms and legs no longer have a base DT of 1 |
| π· Bruiser | Gain 2 STR | Lose 2 Maximum Action Points |
| π· Skilled | Gain 1 extra Skill Point on every even level | You may not select a Perk to unlock on every 4th level |
| π· Trigger Discipline | You are guaranteed to never accidentally hit allies directly when firing ranged weapons. Your ranged attacks have +2 Accuracy and +1 CRIT Range | Ranged weapon attacks cost 1 more AP |
Human Wastelander only
| Trait | Benefit | Penalty |
|---|---|---|
| π· Educated | Tag an additional Skill | Your CRITFAIL! range is increased by 1 for all Skills which are not Tagged |
| π· Settler Folk Hero | You deal +10% damage when your party is outnumbered. Your Follower Command Bonus is increased by +2 for 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 Follower Command Bonus for followers from your settlement |
| π· Caravaneer | Start 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 donβt pay it back in time? |
| π· Tools of the Old World | You 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. |
| π· Nomad | Bonus 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. |
| π· The Chosen One | You 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 |
| π· Rite of Passage | The 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 hasnβt gone through your rite of passage as lesser. When you participate in Group Tests, you will roll with Disadvantage. |
| π· Raider | Restore 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
| Trait | Benefit | Penalty |
|---|---|---|
| π· Ancient Knowledge | Tag 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 |
| π· Deal With the Reaper | Drop to 1 HP instead of being downed, once per Long Rest | If 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 |
| π· Mutate! | Gain access to unique Mutate! perks. | Mutate! perks have some detrimental effects. |
Super Mutant only
| Trait | Benefit | Penalty |
|---|---|---|
| π· Ham Fisted | Tag Unarmed for free | Decrease the Medicine, Lockpicking, Explosives, Small Guns, Science, and Repair skills by 1 |
| π· Walking Arsenal | You 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. |
| π· Model Mutant | You 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. |
| π· Nightkin | You may turn π€ 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
| Trait | Benefit | Penalty |
|---|---|---|
| π· Robotic: Mister Handy | Select 2 Mister Handy Robot Arms. These will always be equipped. Levitating as long as your Thrusters are not Incapacitated. Being in βProneβ 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 Crippled | Default 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) |
| π· Robotic: Securitron | Finding 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. | Can not use the movement actions like Jump and Climb Over due to leg hardware 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 backβ¦ |
| π· Robotic: Robobrain | Your 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
| Trait | Benefit | Penalty |
|---|---|---|
| π· Regard Strength | Increase Melee Damage Bonus by 3 Tag Melee for free | If INT >= 3, you are no longer able to use Melee weapons or the Melee skill |
| π· Pika Pika no Mi | Unlock special radiation abilities along with your Glowing One perk. | He follows the doctrine of βUnclear Justiceβ. He follows orders unquestioningly. He has Disadvantage on all Speech and Composure tests from higher ranking Brotherhood members. |
| π· DSM-6 Compliant | Equipped with specialized, non-lethal weapons. One is a syringer, which can give debuffs to foes and buffs to allies. The other is an EMP shock blaster. This unit is designed to handle difficult situations and turn the other cheek, increasing Base HP by 5. This unit is extremely skilled at administering medicine, giving it +3 Accuracy with non-lethal weapons. | This unit is committed to non-lethality. It will refuse to be installed with any lethal weapons or modifications. |
See all: Origins Β· Character Creation