Fallout Traits

Post » Sun Mar 06, 2011 1:31 pm

Do any you honestly going to, or used Jinxed before?

I mean it is my favorite trait in FO2 because it makes combat unpredictable, but no unplayable.

Reduce weapon to 50% condition or get it knock out of your hand is something close to unplayable if the chances are decent, if it is too low than the trait is almost meaningless.

I do however like possible knock down, chance to jam on reload, maybe chance player DT ignore/being ignored.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun Mar 06, 2011 1:47 pm

Bullet Sponge
You get an additional +7DT against all melee/unarmed and Guns attacks.
But you ALWAYS have 0DT when attacked by an explosive or energy weapon. (Energy weapons and explosives bypass all your DT automatically no matter what armor you're wearing.)

Quick & Armored
Light armor is now a "no" armor, meaning absolutely no movement penalty, and medium armor is "light" armor, and if you're not wearing any armor you get +20% movement speed.
But you cannot ever equip heavy armor.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Sun Mar 06, 2011 4:45 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.

The original bloody mess did nothing but make it more violent. The only reason it has the 5% damage is to "justify" it being a perk.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Sun Mar 06, 2011 11:59 pm

The original bloody mess did nothing but make it more violent. The only reason it has the 5% damage is to "justify" it being a perk.


Yeah. I used to occasionally take Bloody Mess and Jinxed on a speech/science/barter character. When the fighting began, I'd just hide or brace myself (skip turn so all my AP was added to defense) and watch my enemies kill themselves in horrible ways by trying to attack me. Worked surprisingly well, but I didn't dare attack often, because I ran the same horrible risk.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Sun Mar 06, 2011 12:03 pm

It might take me some time to update the OP.

Edit: Modified the OP to include new trait ideas.

Thanks folks! Why not keep 'em coming?
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Sun Mar 06, 2011 3:50 pm

http://bulbage.com/fallout2.html

scroll down to the "traits" section. :disguise:
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Sun Mar 06, 2011 11:54 am

One With Nature
Animals don't attack you unless you really get on their nerves and walk right towards them. (Like coyotes) (This includes: Molerats, Coyote, Bloatflies, Lakelurks, Gecko's, smaller Radscorpions, Giant Ants, Mantis and Bighorners which won't attack if there's 10 meters between you andthem, Giant Radscorpions, Nightstalkers, Deathclaws and Cazadores are also included but you should not go too close to them, you should stay at least 30 meters from them.) (It will also allow you to go through entire Vault 22 without engaging combat, companion on the other hand do not have this trait and will be attacked by enemies in Vault 22 but outside of it they are affected by it.)
Humans on the other hand will notice you right away, they spot you more easily and sneaking around them can prove more difficult, all hostile NPC's also get a +10% in damage and accurcy.

One With Nature also opens up the ability to tame animals who are friendly with the Animal Friend perk.
The tamed animal gets +100% health and +50% damage.

So in short:
One With Nature
Animals won't attack you and won't mind you getting a little bit close to them, just not too close and you can get the ability to tame animals with the Animal Friend perk.
Hostile humanoids on the other hand notice you more easily and their combat efficiency is improved.

This trait would be great for roleplaying a tribal who lives off the land.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sun Mar 06, 2011 6:29 pm

I do like Jinxed as a trait but I'd prefer the unlucky option to be more varied, maybe a different failure for each weapon (grenade explodes, flamer sets you on fire etc)


Proposed Traits
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.

Sooo only with the opposite six do you get the benefit?
Wouldn't it clash with Confirmed Bachelor and force you to play as a heterosixual character....
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Sun Mar 06, 2011 12:08 pm

I do like Jinxed as a trait but I'd prefer the unlucky option to be more varied, maybe a different failure for each weapon (grenade explodes, flamer sets you on fire etc)


Sooo only with the opposite six do you get the benefit?
Wouldn't it clash with Confirmed Bachelor and force you to play as a heterosixual character....

Why would it?
You still get the confirmed bachelor speech option if you pick it.
But I guess there could be another Trigger Discipline, Fast Shot thing for it, one for gay characters and one for straight.
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Sun Mar 06, 2011 11:06 am

Do any you honestly going to, or used Jinxed before?

I mean it is my favorite trait in FO2 because it makes combat unpredictable, but no unplayable.

Reduce weapon to 50% condition or get it knock out of your hand is something close to unplayable if the chances are decent, if it is too low than the trait is almost meaningless.

I do however like possible knock down, chance to jam on reload, maybe chance player DT ignore/being ignored.

Yes I did.. It's hilariously funny. The only problem I had: how it correlates to my Luck stat in FO2.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Mon Mar 07, 2011 1:16 am

Why would it?
You still get the confirmed bachelor speech option if you pick it.
But I guess there could be another Trigger Discipline, Fast Shot thing for it, one for gay characters and one for straight.

Yeah you would get the Confirmed Bachelor/Cherchez la Femme dialogue but every character of the same six would find you unappealing and give skill penalty, whereas the same wouldn't happen using 'straight' character trait/perks.

As you say the simplest way would be to make one for each sixuality. (Well excluding Bi as it'd be hard to balance and you couldn't give both the benefits.)
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Sun Mar 06, 2011 10:52 pm

Brick Head:
Reduce limb damage to Head down to 50%, -1 Intelligence.

Heritage:
You are a child of a influential merchant clan, deep pocket and and naturally gifted at bartering and persuasion; however people are likely to rip you off and eager to take what you have.

You receive 5000 caps, +10 in speech and barter; all vendors' selling price would be 10% up, while engaging Human and non-feral Ghouls they receive +10% in damage and damagethreshold.

Loyal Member:
You are a loyal member of a faction; You may choose to be one of the many factions, immediately become Liked by your faction; disposition of other factions towards you are immediately adjusted according to your faction.

Joe: I had high and low LCK character in FO2 and I didn't notice any difference.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Sun Mar 06, 2011 1:47 pm

Heritage:
You are a child of a influential merchant clan, deep pocket and and naturally gifted at bartering and persuasion; however people are likely to rip you off and eager to take what you have.

You receive 5000 caps, +10 in speech and barter; all vendors' selling price would be 10% up, while engaging Human and non-feral Ghouls they receive +10% in damage and damagethreshold.

Have leveled robbers doing what they do best and have them include a (-10DT perk for the robbers) and it's a deal.
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Sun Mar 06, 2011 4:16 pm

Sooo only with the opposite six do you get the benefit?
Wouldn't it clash with Confirmed Bachelor and force you to play as a heterosixual character....


It's a trait, you don't need to take it.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Sun Mar 06, 2011 11:32 pm

It's a trait, you don't need to take it.


Easy fix is to just make those disable those perks when you pick that trait. I think they had this already in FO1+2+Tactics.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sun Mar 06, 2011 8:29 pm

Easy fix is to just make those disable those perks when you pick that trait. I think they had this already in FO1+2+Tactics.


Or I suppose you could make sixual orientation traits.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Sun Mar 06, 2011 5:00 pm

But what about the bis?
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sun Mar 06, 2011 2:40 pm

Gifted+Skilled= you thougths
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Sun Mar 06, 2011 11:22 pm

Here's a trait that could use some work.

God like-

Your mind has become so involved in thinking you are a god, that your skin has thickened, adding +6 DT to yourself. Only problem is, you forgot most of your common logic, -2 INT.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Previous

Return to Fallout: New Vegas