Fallout Traits

Post » Sun Mar 06, 2011 10:58 pm

One thing I was hoping for was the return of Traits when Fallout 3 came out, and imagine my surprise when I booted up Fallout: New Vegas! My only issue is that there are so few. So what are some that you'd either like to return to the series from a former title? Or perhaps you have ideas for a new Trait?

Current Traits

Built To Destroy - Increased critical chance, decreased weapon durability.
Fast Shot - 20% increase in weapon firing speed, 20% decrease in accuracy.
Trigger Discipline - 20% increase in accuracy, 20% decrease in weapon firing speed.
Small Frame - +1 AGI, increased limb damage taken.
Four Eyes - Decreases PER by 1, increases PER by 2 while wearing glasses.
Good Natured - +5 all non-combat skills, -5 all combat skills.
Heavy Handed - +20% melee/unarmed damage, -60% melee/unarmed critical damage.
Kamikaze - +10 AP, -2 DT
Loose Cannon - +30% thrown weapon speed, -25% thrown weapon range
Wild Wasteland - Enables wacky encounters.


Proposed Traits

Gifted - +1 to all stats, -10% to all skills/-5 skill points per level (used the Fallout 1 trait)
Bloody Mess - More violent deaths/+5% damage to all attacks, -15 Barter/Speech (people like messy people less)
Skilled - +4 skill points per level, gain perk every 3rd level instead of every second level (borrowed from Fallout 2)
Bruiser - +10% unarmed/melee damage, -15% guns/energy weapons/explosives accuracy. (Boradam)
Jinxed - Your enemies have a chance to be knocked down/disarmed/have DT bypassed in combat but the same applies to you as well (thanks to valkebus and gabriel77dan)
six Appeal - +30 Speech/Barter when talking to person of the opposite gender, -30 Speech/Barter when talking to a person of the same gender.
Tactician - Attacks in VATS have a 5% chance of bypassing DT but all attacks in VATS cost 20% more AP. (just made that one up)
Chem Reliant - Doubles the effect of chems, doubles the chance of addiction, duration, and negative effects. (gabriel77dan)
Healing Rate - Healing items have increased benefit, limbs take twice the damage.
Bullet Sponge - +7 DT against melee/unarmed/gun attacks, 0 DT against explosives/energy weapons no matter what armor you have on (gabriel77dan)
Rad Health - You gain +100 health when radiated but you take triple radiation from all sources. (gabriel77dan)
One Hander - You have increased accuracy, speed, and damage with one-handed weapons but decreased damage, speed, and accuracy with two-handed weapons (Thank Andaius)
Thick Skulled (Brick Head)- Damage taken by head halved, -2 INT.
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clelia vega
 
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Post » Sun Mar 06, 2011 9:50 pm

Gifted, and why not bloody mess again, (like a trait and no like a perk)
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jessica Villacis
 
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Post » Sun Mar 06, 2011 9:21 am

I would have preferred Bloody Mess to be a trait.
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Robert Devlin
 
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Post » Sun Mar 06, 2011 12:03 pm

Gifted, Skilled and six Appeal for Dialouge purposes.. Or black widow/lady killer to become six appeal.

Um, Oh and Bruiser, You do more Unarmed Damage, But you are less accurate with guns.
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naome duncan
 
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Post » Sun Mar 06, 2011 2:51 pm

I like your idea for Gifted.

But I think the traits all need to have some drawback for balance (which is why I only choose built to destroy and wild wasteland). A Bloody Mess trait as you have proposed would need to have some sort of penalty or drawback to balance the damage bonus.
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latrina
 
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Post » Sun Mar 06, 2011 10:59 am

Jinxed.

Quite a funny trait.. however I don't know how well it'd work in the newest versions of Fallout because there needs to be a weapons overhaul like backfiring or jamming firearms. Not to forget explosives and I have no idea how it would be realized for melee weapons.
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Laura Ellaby
 
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Post » Sun Mar 06, 2011 6:41 pm

Jinxed.

Quite funny, however I don't know how well it will work in the newest versions of Fallout because there needs to be a weapons overhaul like backfiring or jamming firearms.

Firearms do jam, mostly on reloading though.
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Zosia Cetnar
 
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Post » Sun Mar 06, 2011 2:29 pm

Just as an update, I'm adding proposed traits to the OP.
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Izzy Coleman
 
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Post » Sun Mar 06, 2011 4:38 pm

I like your idea for Gifted.

But I think the traits all need to have some drawback for balance (which is why I only choose built to destroy and wild wasteland). A Bloody Mess trait as you have proposed would need to have some sort of penalty or drawback to balance the damage bonus.



Hmm if I mind right in Fallout 1, 2 & Tactics it was much like Wild Wasteland, no discernable penalty other than giving up another trait for it.
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Rachel Hall
 
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Post » Sun Mar 06, 2011 6:22 pm

@ the jinxed person: Jinxed should make it so your weapons have a chance of breaking completely but the enemy has a chance of randomly dying.. By a backfired shot..

bwhaha.
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Tinkerbells
 
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Post » Sun Mar 06, 2011 9:14 pm

@ the jinxed person: Jinxed should make it so your weapons have a chance of breaking completely but the enemy has a chance of randomly dying.. By a backfired shot..

bwhaha.


I want to see that
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Misty lt
 
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Post » Sun Mar 06, 2011 6:29 pm

I want to see that


If I had a PC that could run NV i'de make a Mod for it.

lol.
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Trey Johnson
 
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Post » Sun Mar 06, 2011 11:39 am

I know it's not a trait but I want random encounters back or maybe a trait like wild wasteland but more wacky stuff and add random encounters.
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Janette Segura
 
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Post » Sun Mar 06, 2011 10:39 am

One thing I was hoping for was the return of Traits when Fallout 3 came out, and imagine my surprise when I booted up Fallout: New Vegas! My only issue is that there are so few. So what are some that you'd either like to return to the series from a former title? Or perhaps you have ideas for a new Trait?

Current Traits

Built To Destroy - Increased critical chance, decreased weapon durability.
Fast Shot - 20% increase in weapon firing speed, 20% decrease in accuracy.
Trigger Discipline - 20% increase in accuracy, 20% decrease in weapon firing speed.
Small Frame - +1 AGI, increased limb damage taken.
Four Eyes - Decreases PER by 1, increases PER by 2 while wearing glasses.
Good Natured - +5 all non-combat skills, -5 all combat skills.
Heavy Handed - +20% melee/unarmed damage, -60% melee/unarmed critical damage.
Kamikaze - +10 AP, -2 DT
Loose Cannon - +30% thrown weapon speed, -25% thrown weapon range
Wild Wasteland - Enables wacky encounters.


Proposed Traits

Gifted - +1 to all stats, -10% to all skills/-5 skill points per level (used the Fallout 1 trait)
Bloody Mess - More violent deaths/+5% damage to all attacks, -15 Barter/Speech (people like messy people less)
Skilled - +5 skill points per level, gain perk every 3rd level instead of every second level (borrowed from Fallout 2)
Bruiser - +5% unarmed/melee damage, -5% guns/energy weapons/explosives damage.
Jinxed - Occasionally the player will trip and fall as if knocked down and weapons will occasionally critically fail lowering weapon condition by 25%.

Tacticts and Van Buren also have some good traits, but i dont remember
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Crystal Clarke
 
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Post » Sun Mar 06, 2011 5:02 pm

Jinxed with ragdoll effects for the player and the enemy.
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Trish
 
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Post » Mon Mar 07, 2011 12:02 am

I know it's not a trait but I want random encounters back or maybe a trait like wild wasteland but more wacky stuff and add random encounters.


"Wacky Slapped."

Would've been a great trait.

EDIT: Sputnik: Enemies have a chance for their guns to backfire and cause an explosion to send them flying! The downside is... It could happen to you!
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Penny Flame
 
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Post » Sun Mar 06, 2011 4:33 pm

Tacticts and Van Buren also have some good traits, but i dont remember


http://fallout.wikia.com/wiki/Van_Buren_traits

There you go! This is the site I'm using to come up with ideas for revamped traits.

Edit: Changed Jinxed
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Kit Marsden
 
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Post » Sun Mar 06, 2011 9:09 pm

I know it's not a trait but I want random encounters back or maybe a trait like wild wasteland but more wacky stuff and add random encounters.


It would be cool to have random encounter like that again but I'm not sure how easy it would be to add them. I've been careful with what the traits that have been proposed do (just adding or subtracting skill points, SPECIAL points, etc) so that it wouldn't be a PITA to add them to the game.

You know, in the event that someone from Obsidian stumbles onto this forum and decides to add some of these :whistling:
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kelly thomson
 
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Post » Sun Mar 06, 2011 10:43 pm

http://fallout.wikia.com/wiki/One_In_a_Million
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Stephani Silva
 
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Post » Sun Mar 06, 2011 2:30 pm

http://fallout.wikia.com/wiki/One_In_a_Million


Unfortunately, there aren't any critical failures in Fallout: New Vegas. That's a really cool trait.
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Czar Kahchi
 
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Post » Sun Mar 06, 2011 2:42 pm

Unfortunately, there aren't any critical failures in Fallout: New Vegas. That's a really cool trait.



hmmmm a mod maybe :celebration:
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Sammi Jones
 
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Post » Sun Mar 06, 2011 4:33 pm

Unfortunately, there aren't any critical failures in Fallout: New Vegas. That's a really cool trait.


Umm, there is the 'Miss Fortune' perk which all but duplicates at least some of the critical failures from previous Fallouts albeit via an external method (the Miss Fortune NPC).
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Latisha Fry
 
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Post » Sun Mar 06, 2011 9:38 pm

Umm, there is the 'Miss Fortune' perk which all but duplicates at least some of the critical failures from previous Fallouts albeit via an external method (the Miss Fortune NPC).


That seemed a little cheesy to me though. That's why I modified the Jinxed trait in the proposed traits section. It would work a little better than trying to introduce critical failures.
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Leanne Molloy
 
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Post » Sun Mar 06, 2011 11:11 pm

That seemed a little cheesy to me though. That's why I modified the Jinxed trait in the proposed traits section. It would work a little better than trying to introduce critical failures.


True it is quite cheesy, in a silly fun way to some.
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Stu Clarke
 
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Post » Sun Mar 06, 2011 10:44 pm

Healing Rate (hardcoe mode)
You heal faster.
But limbs break more easily.

Chem Reliant
Chems give a better bonus. (Jet +10ap, psycho+10%dmg, Mentats +1 INT etc)
But you are more prone to addictions and the bad effects are enhanced.

Jinxed
You have a chance with all combat styles to knock down an opponent, automatically knock their weapon out of their hand and break their limbs more easily.
Downside is, they have the same chance on you.

Rat
You get a +10 to your stealth field and your sneak skill and +10% sneak attack critical hit damage.
But merchants and guards in towns and outposts are very suspicious of you and won't let their eye off you for a single second and will practically stalk you.

Greater Metabolism
You get more health from eating and drinking and limbs are stronger.
But you don't heal as fast or as effective with stimpacks.

Gunslinger
You get a +10% damage and accurcy with pistols and revolvers (EW and Guns) and reload them quicker than before.
But you get -10% damage and accurcy with rifles and larger weapons.

Skilled
You get 4 more skill points per level.
But you get a perk every third instead of every second level.

Quick Learner
You get a 4th tag skill, 2 additional skill points per level and +10% in exp gain.
But you get a perk every third instead of every second level.

Bruiser
You get +2 STR, +10 melee and unarmed damage and are less likely to be knocked down.
But you get -30 AP and -20% stealth field.

Base Player
You have a great swing arm, you can throw grenades more accurately and longer and get a +10 in Unarmed and Melee damage.
But you get -20% accurcy and -15% reloading speed with all ranged weapons.

Rad Health
When in radiated zones you get +100 in health.
But the amount of radiation you take in is tripled.
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Tyler F
 
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