Fallout Tactics traits

==General information==
Traits modify different aspects of gameplay, including (but not limited to): Primary statistics, derived statistics and skills. Traits always have both positive and negative results.
One can choose up to two traits when designing a character (or none at all). Choosing the Mutate! perk lets the player change one of his traits. Note that if you chose no trait at character creation, you cannot fill the empty slot with this perk.
In contrast to previous games, traits in Fallout Tactics also have different racial requirements.
==General traits==
Trait 	Benefit 	Penalty
Bloody Mess 	More violent death animations 	None
Bruiser 	+2 Strength 	-2 Action Points
Chem Reliant 	Recover faster from chem side effects 	Twice as likely to get addicted
Chem Resistant	Half the chance to get addicted 	Chems last half as long
Fast Shot 	All throwing and firearm attacks cost one less AP 	Cannot make aimed shots
Finesse 	+10% Critical Chance 	-25% overall damage
Gifted 	+1 to all SPECIAL stats 	-10% to all skills, 5 less skill points per level
Good Natured 	+20% to Barter, Doctor and First Aid 	-10% to Throwing, Unarmed, Melee Weapons, Small Guns, Big Guns, and Energy Weapons
Heavy Handed 	+4 Melee Damage 	-20% critical chance
Jinxed 	More critical failures for everyone around you 	More critical failures for you, too
Kamikaze 	+25% overall damage 	No Agility bonus to Armor Class
Night Person 	+1 Intelligence and Perception between 6:01 P.M. and 6:00 A.M.	-1 Intelligence and Perception between 6:01 A.M. and 6:00 P.M.
One Hander 	+10% to Small Guns, Throwing and Unarmed 	-30% to Big Guns
Skilled 	5 more skill points at level up 	+1 Perk Rate
Small Frame 	+1 Agility 	-50 Carry Weight
==Racial traits==
Image	Trait 	Race 	Benefit 	Penalty
 	Domesticated 	Deathclaw 	+2 Intelligence 	Reduced unarmed damage
 	Rabid 	Deathclaw 	Crippled Limbs have less effect, bonus action points awarded for killing enemies	Chems, including stimpaks, have no effect
 	Fear the Reaper 	Ghoul 	-1 perk rate 	HP reduced to critical level at level up
 	Glowing One 	Ghoul 	Increased Radiation Resistance 	Glow in the dark, radiate those around you
 	Tech Wizard 	Ghoul 	+20% to Lockpick, Science, Repair 	-1 Perception
 	Beta Software 	Robot 	+4 Tag skill 	"Unexpected system glitches"
 	EMP Shielding 	Robot 	+30% EMP resistance 	-2 Agility
 	Targeting Computer	Robot 	+15% chance to hit 	+1 Action Point cost for all attacks
 	Tight Nuts 	Robot 	+5 Damage Threshold for all types except Electrical 	Twice as difficult to repair
 	Ham Fisted 	Super mutant 	Unarmed is tagged 	-10% to Doctor, First Aid, Repair, and Science
 	Vat Skin 	Super mutant 	+10 Armor Class, -1 Perception to nearby enemies 	-1 Perception to nearby friendlies
 	Fast Metabolism 	Not ghoul or Robot	+2 Healing rate 	Poison Resistance and Radiation Resistance start at 0%
==Sources==
* Trait.txt
 
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