Traits are unique abilities that can only be chosen during character creation. The type of traits available depends on the race of the character. Traits are characteristics that better define just exactly who your character is. They don't really fit into a single statistic or location, but are instead just called Traits. Traits always have a good side and a bad side. If you want the good side of a Trait, you must take the bad with it. Fortunately, Traits are optional. You do not have to take a Trait to finish your character. If you do want to select Traits, you may select up to two. You must do this during character creation, since you cannot select a new Trait once you finish your character creation. You can have at most two Traits selected at a time. (Fast Metabolism, Brusier, Small Frame, One Hander, Finesse, Kamikaze, Heavy Handed, Fast Shot, Bloody Mess, Jinxed, Good Natured, Chemical Reliant, Chemical Resistance, Night Person, Skilled, Gifted, Glowing One, Tech Wizard, Fear the Reaper, Vat Skin, Ham Fisted, Domesticated, Rabid, Tight Nuts, Targeting Comp, EMP Shielding, and Beta Software.)


± Fast Metabolism: Back to Top

Your metabolic rate is twice normal (Healing Rate +2). This means that you are much less resistant to radiation and poison (Poison and Radiation Resistance set to 0%), but your body heals faster.


± Bruiser: Back to Top

A little slower, but a little bigger (Strength +2). You may not hit as often, but they will feel it when you do! Your total Action Points are lowered (Action Points -2), but your Strength is increased.


± Small Frame: Back to Top

You are smaller than average, but that never slowed you down. You can't carry as much (Weight -50lbs), but you are more agile (Agility +1).


± One Hander: Back to Top

One of your hands is very dominant. You excel with single-handed weapons (Small Arms +10%), but two-handed weapons cause a problem (Big Guns -30%).


± Finesse: Back to Top

Your attacks show a lot of finesse. You don't do as much damage (-25% less damage), but you cause more critical hits (+10% more critical chance).


± Kamikaze: Back to Top

By not paying attention to any threats, you cause a lot more damage (+25% more damage). This lowers your armor class to just what you are wearing (No Agility bonus to armor class), but you do more damage with every attack.


± Heavy Handed: Back to Top

You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical (-20% on Critical Chart), but you always do more melee damage (+4 to melee damage).


± Fast Shot: Back to Top

You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less Action Point for guns and thrown weapons (-1 Action Point Cost apply to guns and thrown weapons only and can NOT call/aim shoot).


± Bloody Mess: Back to Top

By some strange twist of fate, people around you die violently. You always see the worst way a person can die.


± Jinxed: Back to Top

The good thing is everyone around you (20 Hexes) is more vulnerable to bad luck, the bad news is so are you! (Luck divided by 2)


± Good Natured: Back to Top

You studied less-combative skills as you were growing up (-10% all Combat Skills). Your combat skills start at a lower level, but First Aid, Doctor, Speech and Barter (+20%) are substantially improved.


± Chemical Reliant: Back to Top

You are more easily addicted to chemicals. Your chance to be addicted by chemicals use is twice normal, but you recover faster from their ill effects.


± Chemical Resistance: Back to Top

Chemicals only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.


± Night Person: Back to Top

Your vision works much better at night. Intelligence and Perception get a +1 bonus at night but a -1 penalty during the day.


± Skilled: Back to Top

Since you spent more time improving your skills than a normal person, you gain 5 additional skill points per experience level. The trade off is that you do not gain as many extra abilities, since you take one level longer to gain perks.


± Gifted: Back to Top

You have more innate abilities than most, so you have not spent as much time honing your skills. Your primary statistics are each +1, but you lose -10% on all skills to start, and receive 5 less skill points per level.


± Glowing One: Back to Top

Extreme radiation exposure has left you glowing in the dark! Darkness is no obstacle to you or your enemies. You gain resistance to radiation but you radiate those around you. (+35% to radiation resistance and no neg. penalty in the dark for you or your enemies)


± Tech Wizard: Back to Top

You spent your formative years hunched over a bench learning tech stuff. Trouble is you've ruined your eyes! You get a bonus to Science, Repair and Lockpick skills (+20%), but a penalty of -1 to Perception.


± Fear the Reaper: Back to Top

You have cheated death! You gain perks more quickly as though you were still alive. Unfortunately you are now on deaths short list!


± Vat Skin: Back to Top

Other people find you hideous to behold and vomit us to smell! You get a bonus to Armor Class (+10 to Armor Class), but any friend or foe nearby will suffer penalty to Perception (within 10 hexes suffers -1 to Perception and within 5 hexes suffers - 2 to Perception).


± Ham Fisted: Back to Top

Genetic engineering has endowed you with huge hands. You get an extra tag skill on Unarmed but you suffer a penalty on all technical skills. (Bonus Skill Tag on Unarmed but -10% to First Aid, Doctor, Lockpick, Trap, Science and Repair Skills).


± Domesticated: Back to Top

You have undergone extensive house training and have developed higher than normal Intelligence (+3 Intelligent). However, you do less unarmed damage (-4 to Melee Damage).


± Rabid: Back to Top

You are a half crazed feral killing machine. Crippled limbs have less effect on you and you receive bonus Action Points whenever you kill an opponent. But chemicals, including stimpacks, have no effect on you.


± Tight Nuts: Back to Top

This robot was built to take the knocks. It has double base damage resistance to any attack but it is twice as difficult to repair.


± Targeting Comp: Back to Top

This robot has a dedicated targeting computer. All attacks cost +1 Action Points to perform but when it does attack it has a +15% chance to hit.


± EMP Shielding: Back to Top

This robot has a dedicated EMP shielding system. This makes it heavier and therefore slower (-2 Agility). This trait causes a penalty to agility but a 30% bonus to EMP resistance.


± Beta Software: Back to Top

This robot is equipped with experimental software. It gets 4 tag skills but is prone to unexpected system glitches.