Fallout Make a Trait or Perk

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StormShaun

The Basement has been unleashed!
Feb 1, 2009
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I need a pick me up - Get a vertibird vehicle, bascily a base that you call in.

Thats my spot - A diologe line that forces the NPC to get out of a chair.

True warrior - Special moves and more power with swords + A shield.

Immortal - Cannot age, get poisoned, summon your weapons, teleportation'

No one knows me! - Reset fame and moral.

Make me famous - Instant highest fame of one faction

Infamous bastard - Makes yourself instantly have bad rep with one faction.

Slap my ass and call me sally/ Bob, James, bob - Sex change!

Wall pounder - Shatter the bones of everyone with ya fists.

These would be awesome.
 

ChupathingyX

New member
Jun 8, 2010
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mitchell271 said:
Biggest Mistake of Your Life: You do not take kindly to those that do not respect you. If an enemy attacks you first, +50% damage to all weapons until enemy is dead. Only applies if negative karma.
Hmmm, I like that one, very interesting.

Drakmorg said:
Trait:
Hat Aficionado
You've always had a taste for hats, and everyone knows it. When wearing a hat you feel confident and receive a +1 bonus to your Charisma and Intelligence stats. However, you've always felt naked and uncomfortable without a hat, and you take a -1 penalty to Charisma and Intelligence when not wearing a hat. Also allows for special dialogue options with other fellow appreciators of head wear.
Also another negative aspect could be that you cannot hire Rex as a companion in New Vegas (he hates hats, and the people who wear them).

Ordinaryundone said:
Big Iron: Fastest draw in the West! Your first shot from a weapon will always be 100% accurate when fired from holster.
I'm not quite sure I understand this one.

Does it mean that when I pull my pistol out no matter where I shoot it will hit an enemy, or that my first shot will always fly directly straight?
 

Alphakirby

New member
May 22, 2009
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Traits:
Demented- Enemies are less accurate around you out of fear that you'll try to break their guns with your face,but you aren't good at persuading people because believing anything you say is risky as it is (-20 Speech)

Unseen Potential - You wish people could see the fact that you have 30% higher chance of having a critical on them,but your low strength makes them underestimate you (-4 to Strength)

Perks:
Fun With Duel Weilding: You can now wield two weapons adding a +10 to sll your fighting stats whenever you do.

Dead Man Walking: You gain more health with items used because you're going to be dead soon anyway
 

Daniel Baker

New member
Aug 3, 2011
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Perk:
No kids: Gain the ability to VaTS a male characters baby makers. Left and right are "future" and "kids" respectively.

Thanks Yahtzee
 

dancinginfernal

New member
Sep 5, 2009
1,871
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Perks

Persistence: It didn't work before, why would it work the second time? Enemies are now significantly less likely to attack your head in combat.

Happy Painter: The world is so beautiful, why not share it's beauty with others? Damage with wooden weapons such as baseball bats is increased by 50%! That's one happy little tree!

Make A Man Out Of You: (STR <5, Female Only) You're tired of being put down just for being yourself! You now gain 3 points to Strength(10 Max) and weapon Strength requirements are dropped by 1!

Third Eye: Eye see you! Through practice and meditation you can now focus and see far off enemies on your compass. Enemy markers will now flash when attacking you, never be surprised again!


Traits

Classy: Professionalism is key, as you always say! You now gain +10 Barter while wearing a business suit of any kind, but since you're so anal you lose -2 CHR whenever you aren't.

Homeless: Nothing but the clothes on your back! Your roadside lifestyle gives you +150 carrying capacity but prevents you from owning a home, even when one is offered to you! Special dialogue options are also available due to your "unique" smell.

Clingy: Boy, are you easily attached! This trait unlocks unique dialogue options with companions in addition to giving you a +1 AGL and PER bonus when you have the same weapon equipped for over 30 minutes. However, since you're so easily attached, you suffer an inverse of -1 AGL and PER for 15 minutes if you switch out that weapon. The bonus is returned if the gun is re-equipped within the minute.

Daniel Baker said:
Welcome to the Escapist! Always glad to see new members.

First Rule: Stay out of the basement.
 

ChupathingyX

New member
Jun 8, 2010
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Daniel Baker said:
Perk:
No kids: Gain the ability to VaTS a male characters baby makers. Left and right are "future" and "kids" respectively.

Thanks Yahtzee
In Fallout 1 and 2 you could aim at the groin.
 

Zeema

The Furry Gamer
Jun 29, 2010
4,580
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Raised by Death Claws--Taught by deathclaws, have made your firsts into claw's 100% more damage with unarmed but you can't use gun's or Energy Weapons at all.

City Boy--Living in the City has made you more confident when in Towns or Cities +20 Barter and 20 speech.
 

ande5inrc

New member
Mar 8, 2009
1
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Traits
Rough Childhood: If THEY was from where YOU was from, they'd be *bleep*-in' dead! You gain +10 to the Melee Weapons and Unarmed skills, but suffer -10 to the Speech and Barter skills.

Psychopath: You've always been a little "off," and that bullet to the brain sure didn't help things. You deal +50% damage when using knives or knife-like weapons (such as the Ripper or Shishkebab), and you can take the Bloody Mess, Terrifying Presence, and Cannibal perks at level 2 (for free!), but your reputations cannot increase above Neutral, and you cannot recruit humanoid companions. (Great for "kill-'em-all" playthroughs!)

Perks
Action Hero: Level 18, END 6+, CHR 6+
You've seen quite a few Pre-War films. You gain +10 to Guns and Speech when wearing long coats or suits, and +5 to Explosives and Survival when wearing sunglasses. Additionally, one-handed firearms cost half as much AP and deal +50% damage in VATS.

Mad Scientist: Level 18, PER 6+ INT 6+
You're doing science and you're still alive! You gain +10 to Energy Weapons and Science when wearing lab coats or doctor's uniforms, and +5 to Medicine and Repair when wearing reading glasses. Additionally, energy weapons cost half as much AP and deal +50% damage in VATS.

You And Me Against The World (2 Ranks): Level 24, CHR 7+
In a battle with the wastes, you like to bring backup. This perk grants you +100 HP when you have a humanoid companion. The second rank grants you +50 HP when you have a non-humanoid companion.

Be Excellent To Each Other: Level 26, CHR 8+, Speech 80+
Can't we all just get along? This perk resets any negative reputations you have to Neutral, and your reputations can no longer fall below Neutral. Enjoy the closest you can get to diplomatic immunity in these harsh lands!

For a Better Future: Level 30
You strive to restore peace and hope to the wastes... and God help whoever gets in your way. This perk increases your Speech and Medicine skills to 100, increases your Damage Threshold by 10, sets your Karma to Very Good, and allows you to deal +50% damage against Evil characters.

I Will Survive: Level 30
In a war-torn world, you only look out for number one; namely, you. This perk increases your Lockpicking and Survival skills to 100, increases your Damage Threshold by 5, allows you to negate 5 points of enemy Damage Threshold, sets your Karma to Neutral, and allows you to deal +25% damage against everything.

God is Dead: Level 30
You seek to become the final nail in humanity's coffin. You take what you want, when you want. Chaotic Evil, baby. This perk increases your Guns and Melee Weapons skills to 100, allows you to negate 10 points of enemy Damage Threshold, sets your Karma to Very Evil, and allows you to deal +50% damage against Good characters.
 

Tommeh Brownleh

New member
May 26, 2011
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Perk: Stabby time: You hold all one handed melee weapons blade down now, they do more damage but have a slightly shorter range.

Perk: Telekinetic: if you have a one handed melee weapon and are using unarmed, aiming down your "sights" and punching will instead throw said melee weapon at the enemy via psychic powers, doing a lot of damage but you lose the weapon. Req: Int. 7, Melee Weapons 60, PER: 5

As a counterpart to the above perk for people with high strength but low intel: Knife thrower: Any knife you have on you can be thrown by aiming and holding fire. Unlike telekinetic which works with any one handed melee weapon, this only works with knives. Req: Strength 7, Melee Weapons 60, PER: 5

Sneaky Bastard: Your sneak is bumped up to 100, but you can only use silenced guns, and melee weapons.
 

Impluse_101

New member
Jun 25, 2009
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Trait: Squee

As you walk, you make squee noises. Awful for sneaking certainly, but you render any aggressor stupified and actually making them kill themselves due to the cuteness of your squee.


Perk: 20% Cooler

NPC's, Super Mutants, and Monsters will come to your aid in battle, however not against their own kind.
 

Hagi

New member
Apr 10, 2011
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Trait: Battle Cattle. You turn into a Brahmin. Your Strength, Endurance and Luck are set to 10. Your Unarmed is set to 100. Everything else is set to 1. You gain 10 times your level additional health and your level in additional DT. All your conversation options turn into "Moo!". You can not equip any items. All Super Mutants run away in fear from you.
 

The Great JT

New member
Oct 6, 2008
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Long Arm of the Law: Your Unarmed and Melee Weapon attacks have a 25% longer reach, have an increased chance to be critical hits and deal 25% more damage, as long as your karma is Good or better.
REQUIRES: Level 18, 50 Unarmed, 50 Melee Weapons, 7 STR
 

ChipSandwich

New member
Jan 3, 2010
182
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Traits:


Cut Off The Head
Generic enemies with leaders gain +5DT and +10% DAM, while leaders themselves, and leaderless enemies, suffer -5DT.

The More You Know
Req: INT or PER 6
Skill magazines have a [5% +(LCK/2)] chance to give you a permanent +3 bonus to a skill, but only provide half of their ordinary bonus and are 10x more expensive at stores.

We Do Not Forgive...
A new group has shown their faces in town. Or they would, if they had faces. Members of an unspecified faction will approach you to fulfil their shady agenda, often alternating between good and evil, but if you goof, the consequences will never be the same.
Effect: Faction members from the "???" faction will petition you for missions. Several unique weapons will be made available if you comply, but if you fail to complete an objective within 1 week, ??? will be permanently hostile and will attempt to hinder your progress in a variety of ways, none of which produce notable loot.

Perks:

Better than Kings...
Req: Lvl 16, CHA 5, Barter 60
+5 to all skills while carrying more than 10,000 caps

One Pump Chump
Req: Lvl 18, CHA < 7, END < 7, Guns or Energy Weapons 70
While in VATS, you gain the option to empty out your entire load into one enemy, at the cost of all of your action points. The weapon will degrade by 25% of its maximum condition, or 50% for weapons with more than 6 STR requirement.

My Eyes Are Up Here
Req: Lvl 6, STR 6 (male)/AGL 6 (female), CHA 7
Unique dialogue options while naked or wearing sexy sleepwear

Special Needs Kid
Req: Lvl 10, INT < 4
Gain +2 INT, PER, STR, and +100HP (+10HP/sec for 10sec in Hardcore) after eating Wonderglue. -2 to those stats for withdrawal symptoms, addiction chance 10%.

Man vs Wasteland
Req: Lvl 6, STR 6, END 6, Sneak 30, Survival 50
When sneaking up on any animal, you will gain the option to eat it alive, instantly killing it and giving you +5DT and +50% movement speed while sneaking for 24 hours. You also gain a +1DT boost for 24 hours after drinking toilet water.
 

Ordinaryundone

New member
Oct 23, 2010
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ChupathingyX said:
Ordinaryundone said:
Big Iron: Fastest draw in the West! Your first shot from a weapon will always be 100% accurate when fired from holster.
I'm not quite sure I understand this one.

Does it mean that when I pull my pistol out no matter where I shoot it will hit an enemy, or that my first shot will always fly directly straight?
I meant that your gun's first shot after being pulled from holster will always hit. And maybe do crit damage, just to give more of an advantage. You might also combine it with the quick holster perk just because they mesh well.
 

ChupathingyX

New member
Jun 8, 2010
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Ordinaryundone said:
I meant that your gun's first shot after being pulled from holster will always hit. And maybe do crit damage, just to give more of an advantage. You might also combine it with the quick holster perk just because they mesh well.
Unless this is Fallout 1/2 that doesn't make sense, what if I pull my gun out and shoot at the sky?
 

Ordinaryundone

New member
Oct 23, 2010
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ChupathingyX said:
Ordinaryundone said:
I meant that your gun's first shot after being pulled from holster will always hit. And maybe do crit damage, just to give more of an advantage. You might also combine it with the quick holster perk just because they mesh well.
Unless this is Fallout 1/2 that doesn't make sense, what if I pull my gun out and shoot at the sky?
Only if pointed at someone, duh. Though being able to miss and still hit (with reduced damage) would be an interesting perk as well. You could call it "WANTED Man" (yuk yuk yuk).
 

hoboman29

New member
Jul 5, 2011
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Perk common man you gain a 10% dam and dps when using a non unique weapons level 16
Trait Lone Ranger you have 5 points to dt and 50 hp when you have no companions
Perk master of disguise your disguises can no longer be seen through sneak 100
Trait sugar rush drinking any soda increases your speed at the cost of accuracy
Perk master of crafts unlocks special weapon recipies repair 75
perk iron man you lose no agility when wearing heavy armor strength 8
Trait slasher your bladed melee weapons do more damage while your blunt ones do less
Perk here comes the boom any explosion has a chance to make enemies flee explosives 90