User Guide
Heal Rate: How fast you regain health. It also gives bonuses when
you are healed. Based on EN.
Critical Chance: The base chance you will cause a critical hit with an
attack. Based on LK.
Skill Rate: How many skill points you get per level. Based on
your IN.
Perk Rate: How many levels you need to advance before acquiring a
new Perk.
Traits
Traits are unique abilities that can only be chosen during character
creation. Traits always have a good side and a bad side. The type of
traits available depend on the race of the character.
Fast Metabolism: Your metabolic rate is twice normal. This means
that you are much less resistant to radiation and poison, but your
body heals faster .
Bruiser: A little slower, but a little bigger. You may not hit as often,
but they will feel it when you do! Your total action points are
lowered, but your Strength is increased.
Small Frame: You are smaller than average, but that never slowed
you down. You can't carry as much, but you are more agile.
One Hander: One of your hands is very dominant. You excel with
single-handed weapons, but two-handed weapons cause a problem.
Finesse: Your attacks show a lot of finesse. You don't do as much
damage, but you cause more critical hits.
Kamikaze: By not paying attention to any threats, you cause a lot
more damage. This lowers your armor class to just what you are
wearing, but you do more damage with every attack.
Heavy Handed: You swing harder, not better. Your attacks are very
brutal, but lack finesse. You rarely cause a good critical, but
you always do more melee damage.
Fast Shot: 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.
Bloody Mess: By some strange twist of fate, people around you die
violently. You always see the worst way a person can die.
Jinxed: The good thing is everyone around you is more vulnerable to
bad luck, the bad news is so are you!
Good Natured: You studied less-combative skills as you were
growing up. Your combat skills start at a lower level, but First Aid,
Doctor and Barter are substantially improved.
Chemical Reliant: 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: Chemicals only affect you half as long as
normal, but your chance to be addicted is also only 50% of normal.
Night Person: Your vision works much better at night. Intelligence
and Perception get a +1 bonus at night but a -1 penalty during the
day.
Skilled: 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: 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: 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.
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