I came up with a list of new traits for the Fallout PnP, since I don't really play the PnP game (I just like to to come up with weird stuff all the time) I'd appreciate any comment on their playability and balance.
*modified format a bit and alphabetized the list, maybe changed a thing here and there.
Ace Kicker
Two feet and an Ace Kicker beats your hands any day. Your unarmed combat discipline focuses on footwork instead of fists. Your kick attacks cost 1 less AP to do, but your punches cost an AP more to perform.
Auto Repair Functions
A scientific breakthrough, a robot with a heal rate!!! Truly on the cutting edge of technology! Only the most brilliant of scientists and engineers could understand and appreciate the level of advancements invested in this robot…or care. You gain a Heal Rate (based on endurance) but you or anyone else receive a 30% penalty to science and repair rolls to heal or perform maintenance checks on you. Only robots can pick this trait.
Batteries not Included
Like the watch that couldn’t tell time, you have been designed with so many improvements and enhancements, it wasn’t until it was too late before anyone noticed the most important thing - you don’t have a power supply! You have been jury-rigged with a small battery pack that reduces your carry weight by 50 lbs, as well as requires you or someone else to use a Micro Fusion Cell on you every 8 hour period - otherwise you drop dead. On the upside, however, all your primary statistics except for Charisma and Luck gets a +1 bonus. Only robots can pick this trait.
Built-in Radar
You have been equipped with a built-in short-range radar system designed for use in combat situations, it gives you early warning against attacks, but it tends to overwhelm your system especially when surrounded. In combat you get +1 bonus to your Perception as well as a +5 to your Armor Class, but you receive 5% penalty to all skill rolls for each person/critter (whether friend or foe) within a 10 hex radius of you. Only robots can pick this trait.
Careful Planner
Fools rush in, and you are not a fool. Let others act first; acting last gives you more information and allows you to do more… if you’re still alive by then. You gain an extra Action Point, but your base sequence equals zero, regardless of perception.
Dyslexic
You have trouble reading the printed word since childhood, few kids make fun of you thought because you tend to beat up those who do. Strangely enough, PIPBoys and computer screens pose no problem to you. You cannot read books or magazine, but you get an extra point to Strength. Dogs cannot choose this trait.
Fast n’ Furious
Fast and furious gets the glory. You get a +5% bonus to earned experience, but receive 5 less Skill Points per level.
Genetic Gold
You may not be gifted, but you sure are blessed! Your genetic potential is nothing short of amazing. You have the potential to be the best and the brightest of your kind, which has led you to slacking off somewhat in developing your skills. The racial maximum of all your Primary Statistics are all raised by 2, however you receive a 10% penalty to all non-tagged skills. Robots cannot choose this trait.
Ghoul-Ger Counter
You are more sensitive to radiation than others of your kind, with the upside that you can recognize its effect early enough to do something about it. You get a 20% penalty to your Radiation Resistance but gain the ability to determine the amount of radiation in the environment and from which direction it is coming from. Only Ghouls can pick this perk.
Note: GM's discretion whether on not to allow use of this ability when player is using an environmental armor or the like. It can be argued that since he is protected from radiation, he wouldn't be able to feel it to use this.
Horny Little Devil
Nature has deemed it fit to grant you an extra double helping of horns, spurs, claws and other irregular bone protrusions. It makes you a handful in combat but gives you a diabolical appearance that does you no favor in social settings. Your Charisma is a point less, however you get a +2 bonus to your melee damage, +1 to range in HtH/melee, and +1 Damage Threshold to Normal, Laser, Fire, Plasma and Explosion Damage. Only deathclaws can pick this trait.
Immovable
You plant your feet and keep on swinging! Not only does this give you a bonus to melee, bracing yourself also allows you to shoot better and makes you much harder to knockdown. However you tend to receive more damage than usual because you don’t know how to roll with the punches. You receive +2 to your melee and ranged damage, and you cannot be knock-downed. However you receive 10% more damage in combat after factoring in damage threshold and resistance. Only Mutants can pick this trait.
Jack of all Trades
You never concentrated on any one (or three) skill at any one time to master it in its entirety, rather you dabbled in everything thus gaining familiarity in every skill but not expertise. You start without any tag skills, but you get +10% bonus to all your skills, as well as receive 3 additional skill points every level.
Master
You concentrated on one skill to the exclusion of all other, thus gaining mastery over it. Few are your equal and none your better, plus you probably don’t have much in the way of a life either. You start with only 1 Tag Skill, but that skill gets a +100% bonus not just the usual 20%. Animals cannot choose this trait.
Note: A Player Character cannot have both Jack of all Trades and Master Trait at the same time.
Mule
People think that the only thing you’re good at is carrying stuff… and they’d be right. You can carry a whole lot more, but your larger size and slower speed makes you an easy target, lowering your Armor Class to just what you are wearing. You can lug around an extra 100 pounds, but your base Armor Class is reduced to zero, regardless of Agility. Only Mutants can pick this trait.
Munchkin
They'll be sorry, yes, you'll make them pay. Just wait, you’ll make them sorry as soon as you get your hands on a Super Turbo Hardened Alien Ray Gun. Then you’ll make them pay!!! You get a Free tag of Energy Weapons skill. -10% to all other non-tagged skills.
Pariah Dog
What’s a black cat like you doing here disguised as a dog? You bring misfortune to all those unlucky enough to cross your path... or was it the other way around? Luckily enough it doesn't seem to affect you. Whenever anyone within ten hexes of your location, friend and foe, suffers a failed roll in combat, there is a 25% chance of it becoming a critical failure (you are unaffected.) Only dogs can pick this trait.
Pay Now, Perk Later
You have learned the value of investment, a couple of perks today may be worth more a few days down the road. Sure you could use some Awareness today, but wouldn’t you rather be a better Salesman, Negotiator and Gambler tomorrow? Your Perk Rate is doubled but you get to pick 3 Perks instead of just 1 when you do get the chance to pick a Perk. Robots cannot pick this trait.
Note: Situations may arise where two different perk rates will come about when the PC choose another trait that also affect perk rate (Fear the Reaper, Skilled, Perk Rat, Perky) In such a case, GMs are strongly encouraged to enforce the higher perk rate, it’s suppose to be a drawback after all (i.e. a ghoul PC with the traits Fear the Reaper and Pay Now, Perk Later should have a adjusted perk rate of 7 not 6. The math should be to take the original perk rate of 4 multiplied by 2 then deduct 1 instead of 4 minus 1, multiplied by 2. A human PC with Perky and Pay Now, Perk Later would have an adjusted perk rate of 5 instead of 4; (3x2) -1 instead of (3-1) x2, etc. etc., If the PC would later choose to Mutate! the GM is encouraged to hit the player with a rock, or put the PC in the wrong end of a bozar burst. Adjust accordingly.) And no perk hoarding either, PC must choose all 3 as soon as they reach their perk level!
Perk Bot
Rerouting several of the dedicated skill-base circuits into the newly designed logic chip allows rudimentary AI in robots. It will be sufficient to allow the unit to learn from its experience, certainly not enough for it to take over the world as some skeptics might suggest. You gain a Perk Rate of 5 (you get to choose a perk every five levels,) but receive a 10% penalty to all skills. Only Robots can pick this trait.
Perk Now, Pay Later
Oh wow! A SNIPER (or Slayer) from the start, that is such a surprise! You can choose any perk from all the perks available (restricted only by race unless you also take the Perk Rat Trait,) you then start the game with that Perk but will never be able gain Perks again ever. Robots cannot pick this trait.
Note: Probably unbalanced as hell.
Perk Nut
You have an obsession for Perks that is beyond normal. This has adversely affected your intellect and while it does not allow you to gain perks any quicker, it does allow you to choose perks as if you are several levels higher than you really are. Your Intelligence is a point lower but you can choose perks as if you are 4 levels higher. Robots cannot pick this perk.
Perk Rat
The rules do not apply to you! While you do not get as many perks, you can choose Perks without restriction of race or requirements (still restricted by level, though.)Your Perk Rate is a level higher, but you can choose perks without restriction of race and requirements. Robots cannot choose this trait.
Perky
You were born weaker, clumsier, dumber, uglier and unluckier than any other person you know, but despite all these, still manage to possess a positive outlook in life that allows you to gain Perks faster. Your Perk Rate is one level less but all of your Primary Statistics are 1 point lower. Dogs and Robots cannot pick this trait.
Retriever
Fetch, Boy! Ingrained reflexes are so hard to ignore, you get a +1 bonus to your Agility because of your fetching skills, but your Armor Class against thrown weapons is zero. Hopefully, nobody will start tossing grenades in combat. Only Dogs can pick this trait.
Runt of the Litter
You were born smaller than the rest of your brood. You might be a bit weaker, but you have since learned that bigger isn’t always better. Your smaller size has made you quicker in combat and that much harder to hit by your foes, also humans don't put as much effort hunting scrawnier pups for meat. Your Strength and Endurance are a point lower but you receive a +10 to your Armor Class, as well as an extra Action Point. Only dogs can pick this trait.
Slow n’ Steady
Slow and steady wins the race. While you get a -5% deduction on earned experience, you receive 5 additional skill points every level.
Streaker
Your luck, whether good or bad tends to occur in runs. When you score a critical hit in combat, your next two attacks will also be critical hits. However when you miss or suffer a critical failure in combat, your next two attacks will also miss or cause a critical failure.
Strong Silent Type
You are the type of guy who would speak softly and carry a big stick… several knives, a couple of guns, a frag grenade and a rocket launcher. You gain an extra point in Strength, in addition to getting a 5% bonus to all your combat skills (Small Guns, Big Guns and Energy Weapons, Unarmed, Melee and Throwing,) however you receive a 50% penalty to your Speech and Barter skills. Only humans can pick this trait.
Traitor to your Race
You have betrayed your race, and for what? A TRAIT!!! Choosing this trait allows you to choose for your other trait any of those available without restriction to race. Robots cannot choose this trait.
Trait, Trait-or, get it?
Trigger Happy
You have an itchy trigger finger that can only be relieved by the frequent, liberal application of pressure on the trigger of a large high-caliber gun, the loud, rhythmic sound of heavy fire, and the acrid smell of gunpowder in the air. Your Burst attacks cost 1 Action Point less but you get a 30% penalty to the appropriate weapons skills when using non-burst (Single, Targeted) attacks. Only Mutants can pick this trait.
Unstoppable
You were raised in an environment where the best defense is always a good offense. You have learned to hit harder and better, defensively however, you’re a wuss. You get +4 bonus to your Melee Damage and your base Critical Chance is doubled for melee/HtH attacks. However your natural Armor Class is zero regardless of agility. Armor Class bonuses from armor, perks and other sources are halved, rounded down. Likewise your Damage Threshold and Resistance for all types of damages are always halved, rounded down, even those from armor, perks or other bonuses. Only Deathclaws can pick this trait.
Note: I know deathclaws don't wear armor this is just in case they do, since campaigns may vary due to setting or GM's liberality, plus it prevents abuse when this trait is chosen with Traitor to your Race (see above)
And some perks just coz I had nothing to do:
Big Bang
The universe started with a Big Bang, you plan to end it the same way. Your explosives deals 20% more damage for each rank of this perk.
Ranks: 2
Requirements: Inteligence 6, Traps 80%, Level 12
Brutal
The ability to physically hurt others is a combination of controlled strength, technique and an absolute disregard of one's conscience. Congratulations, you qualify! With this perk, your HtH/Melee attacks always deal maximum damage.
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 100%, Melee 100%, Level 21, Must have Berserker or Childkiller Karmic perk or a very low negative karma.
Changed
Only war never changes. You have changed. Life outside the Vault was different, and now you too are different. Pick another trait that reflects this change in you.
Ranks: 1
Requirement: Level 9
Deadshot
Targeting vital areas comes naturally to you. You can make targeted ranged attacks for 1 AP less.
Ranks: 1
Requirements: Perception 8, Agility 8, Small Guns 75%, Level 21
Death Strike
Striking vital areas is second nature to you. You can make targeted HtH/melee attacks for 1 AP less
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 60%, Melee 60%, Level 18
Eye for an Eye
You know you can take it, let's see if them back-shooting thugs can say the same. Whenever anyone scores a critical hit on you in combat, your next attack will also deal a critical hit.
Ranks: 1
Requirements: Luck 7, Level 12
Fastball
You have a devastating pitching arm. A few more buffouts and you could even compete professionally. Thrown weapons deal double damage. (does not apply to grenades or other exploding weapons)
Ranks: 1
Requirements: Strength 8, Perception 8, Throwing 75%, Level 15
Fist of the North Star
You can choose to have your unarmed attacks deal explosive damage instead of normal damage.
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 150%, Level 15
Good Luck Charm
You bring luck to others. Any squad member within your area of influence will receive +1 to luck and +5 to critical chance.
Ranks: 2
Requirements: Luck 8, Level 8
Insult to Injury
Adding insult to injury is bad, adding further injury better. Everytime you score a critical hit in combat, you get 1 more Action Point to spend in that round.
Ranks: 1
Requirements: Inteligence 8, Agility 8, Luck 6, Level 15
Iron Fist
You can choose to have your unarmed attacks deal fire damage instead of normal damage.
Ranks: 1
Requirements: Strength 7, Agility 7, Unarmed 120%, Level 15
Ninja
You wear a full head-to-toe, tight-fitting, black bodysuit in broad daylight and expect people not to notice, because you are… NINJA. This perk gives you a +5% bonus to your Unarmed, Melee, Throwing, and Sneak skills.
Ranks: 1
Requirements: Strength 7, Agility 7, Level 4
Perk Head
You have a head for perks! For every rank of this perk, you can choose perks as if you are 3 levels higher.
Ranks: 2
Requirements: Intelligence 5, Level 6
Perk Mutations
You have mastered all the possible perk-mutations. With this perk your Perk Rate is 1 Level lower, allowing you to gain perks faster. Humans and dogs cannot perk-mutate.
Ranks: 1
Requirements: Intelligence 6, Luck 5, Level 8
Play Dead
When the going gets tough, you can always drop, roll over and play dead, and hope that the tough keeps on going. After receiving damage in combat, you can choose to drop to the ground and play dead, ending your turn immediately. Hopefully the bad guys will go away if they think you’re dead. Only Dogs can pick this trait.
Ranks: 1
Requirement: Sneak 40%, Level 4
Pokerface
You have schooled your face into a mask so as not to betray your inner thoughts and emotions to observers. This ability has served you well in card games as well as in your other more useful pursuits. This perk gives you a 10% bonus to your Gambling, Speech, Barter and Steal Skills. Animals cannot choose this perk.
Ranks: 1
Requirements: Intelligence 6, Luck 6, Gambling 50%, Level 12
Saboteur
Your destructive nature gives your Science, Repair and Traps skills a +20% when you apply them to causing death, damage and destruction. Animals cannot pick this perk.
Ranks: 1
Requirements: Intelligence 6, Level 9
Skill Boy (or Girl)
You learned something! You gain 15 additional skill points that you can distribute to any of your skills.
Ranks: 2
Requirements: Level 9
Strider
You have learned to take longer strides in combat, making it easier to close in on foes, or get the hell away from them! It only takes you 1 AP to cross 2 hexes. Not applicable when crouching or prone.
Ranks: 1
Requirements: Intelligence 5, Agility 10, Level 18
Ultimate Fighter
You can fight just as well standing up or on the ground. With this perk you can still do HtH/melee attacks even when crouching or prone.
Ranks: 1
Requirements: Agility 7, Unarmed 75%, Level 6
Universal Soldier
Universal Soldiers get +5% to all their combat skills.
Ranks: 2
Requirements: Strength 7, Inteligence 7, Agility 7, Level 8
*modified format a bit and alphabetized the list, maybe changed a thing here and there.
Ace Kicker
Two feet and an Ace Kicker beats your hands any day. Your unarmed combat discipline focuses on footwork instead of fists. Your kick attacks cost 1 less AP to do, but your punches cost an AP more to perform.
Auto Repair Functions
A scientific breakthrough, a robot with a heal rate!!! Truly on the cutting edge of technology! Only the most brilliant of scientists and engineers could understand and appreciate the level of advancements invested in this robot…or care. You gain a Heal Rate (based on endurance) but you or anyone else receive a 30% penalty to science and repair rolls to heal or perform maintenance checks on you. Only robots can pick this trait.
Batteries not Included
Like the watch that couldn’t tell time, you have been designed with so many improvements and enhancements, it wasn’t until it was too late before anyone noticed the most important thing - you don’t have a power supply! You have been jury-rigged with a small battery pack that reduces your carry weight by 50 lbs, as well as requires you or someone else to use a Micro Fusion Cell on you every 8 hour period - otherwise you drop dead. On the upside, however, all your primary statistics except for Charisma and Luck gets a +1 bonus. Only robots can pick this trait.
Built-in Radar
You have been equipped with a built-in short-range radar system designed for use in combat situations, it gives you early warning against attacks, but it tends to overwhelm your system especially when surrounded. In combat you get +1 bonus to your Perception as well as a +5 to your Armor Class, but you receive 5% penalty to all skill rolls for each person/critter (whether friend or foe) within a 10 hex radius of you. Only robots can pick this trait.
Careful Planner
Fools rush in, and you are not a fool. Let others act first; acting last gives you more information and allows you to do more… if you’re still alive by then. You gain an extra Action Point, but your base sequence equals zero, regardless of perception.
Dyslexic
You have trouble reading the printed word since childhood, few kids make fun of you thought because you tend to beat up those who do. Strangely enough, PIPBoys and computer screens pose no problem to you. You cannot read books or magazine, but you get an extra point to Strength. Dogs cannot choose this trait.
Fast n’ Furious
Fast and furious gets the glory. You get a +5% bonus to earned experience, but receive 5 less Skill Points per level.
Genetic Gold
You may not be gifted, but you sure are blessed! Your genetic potential is nothing short of amazing. You have the potential to be the best and the brightest of your kind, which has led you to slacking off somewhat in developing your skills. The racial maximum of all your Primary Statistics are all raised by 2, however you receive a 10% penalty to all non-tagged skills. Robots cannot choose this trait.
Ghoul-Ger Counter
You are more sensitive to radiation than others of your kind, with the upside that you can recognize its effect early enough to do something about it. You get a 20% penalty to your Radiation Resistance but gain the ability to determine the amount of radiation in the environment and from which direction it is coming from. Only Ghouls can pick this perk.
Note: GM's discretion whether on not to allow use of this ability when player is using an environmental armor or the like. It can be argued that since he is protected from radiation, he wouldn't be able to feel it to use this.
Horny Little Devil
Nature has deemed it fit to grant you an extra double helping of horns, spurs, claws and other irregular bone protrusions. It makes you a handful in combat but gives you a diabolical appearance that does you no favor in social settings. Your Charisma is a point less, however you get a +2 bonus to your melee damage, +1 to range in HtH/melee, and +1 Damage Threshold to Normal, Laser, Fire, Plasma and Explosion Damage. Only deathclaws can pick this trait.
Immovable
You plant your feet and keep on swinging! Not only does this give you a bonus to melee, bracing yourself also allows you to shoot better and makes you much harder to knockdown. However you tend to receive more damage than usual because you don’t know how to roll with the punches. You receive +2 to your melee and ranged damage, and you cannot be knock-downed. However you receive 10% more damage in combat after factoring in damage threshold and resistance. Only Mutants can pick this trait.
Jack of all Trades
You never concentrated on any one (or three) skill at any one time to master it in its entirety, rather you dabbled in everything thus gaining familiarity in every skill but not expertise. You start without any tag skills, but you get +10% bonus to all your skills, as well as receive 3 additional skill points every level.
Master
You concentrated on one skill to the exclusion of all other, thus gaining mastery over it. Few are your equal and none your better, plus you probably don’t have much in the way of a life either. You start with only 1 Tag Skill, but that skill gets a +100% bonus not just the usual 20%. Animals cannot choose this trait.
Note: A Player Character cannot have both Jack of all Trades and Master Trait at the same time.
Mule
People think that the only thing you’re good at is carrying stuff… and they’d be right. You can carry a whole lot more, but your larger size and slower speed makes you an easy target, lowering your Armor Class to just what you are wearing. You can lug around an extra 100 pounds, but your base Armor Class is reduced to zero, regardless of Agility. Only Mutants can pick this trait.
Munchkin
They'll be sorry, yes, you'll make them pay. Just wait, you’ll make them sorry as soon as you get your hands on a Super Turbo Hardened Alien Ray Gun. Then you’ll make them pay!!! You get a Free tag of Energy Weapons skill. -10% to all other non-tagged skills.
Pariah Dog
What’s a black cat like you doing here disguised as a dog? You bring misfortune to all those unlucky enough to cross your path... or was it the other way around? Luckily enough it doesn't seem to affect you. Whenever anyone within ten hexes of your location, friend and foe, suffers a failed roll in combat, there is a 25% chance of it becoming a critical failure (you are unaffected.) Only dogs can pick this trait.
Pay Now, Perk Later
You have learned the value of investment, a couple of perks today may be worth more a few days down the road. Sure you could use some Awareness today, but wouldn’t you rather be a better Salesman, Negotiator and Gambler tomorrow? Your Perk Rate is doubled but you get to pick 3 Perks instead of just 1 when you do get the chance to pick a Perk. Robots cannot pick this trait.
Note: Situations may arise where two different perk rates will come about when the PC choose another trait that also affect perk rate (Fear the Reaper, Skilled, Perk Rat, Perky) In such a case, GMs are strongly encouraged to enforce the higher perk rate, it’s suppose to be a drawback after all (i.e. a ghoul PC with the traits Fear the Reaper and Pay Now, Perk Later should have a adjusted perk rate of 7 not 6. The math should be to take the original perk rate of 4 multiplied by 2 then deduct 1 instead of 4 minus 1, multiplied by 2. A human PC with Perky and Pay Now, Perk Later would have an adjusted perk rate of 5 instead of 4; (3x2) -1 instead of (3-1) x2, etc. etc., If the PC would later choose to Mutate! the GM is encouraged to hit the player with a rock, or put the PC in the wrong end of a bozar burst. Adjust accordingly.) And no perk hoarding either, PC must choose all 3 as soon as they reach their perk level!
Perk Bot
Rerouting several of the dedicated skill-base circuits into the newly designed logic chip allows rudimentary AI in robots. It will be sufficient to allow the unit to learn from its experience, certainly not enough for it to take over the world as some skeptics might suggest. You gain a Perk Rate of 5 (you get to choose a perk every five levels,) but receive a 10% penalty to all skills. Only Robots can pick this trait.
Perk Now, Pay Later
Oh wow! A SNIPER (or Slayer) from the start, that is such a surprise! You can choose any perk from all the perks available (restricted only by race unless you also take the Perk Rat Trait,) you then start the game with that Perk but will never be able gain Perks again ever. Robots cannot pick this trait.
Note: Probably unbalanced as hell.
Perk Nut
You have an obsession for Perks that is beyond normal. This has adversely affected your intellect and while it does not allow you to gain perks any quicker, it does allow you to choose perks as if you are several levels higher than you really are. Your Intelligence is a point lower but you can choose perks as if you are 4 levels higher. Robots cannot pick this perk.
Perk Rat
The rules do not apply to you! While you do not get as many perks, you can choose Perks without restriction of race or requirements (still restricted by level, though.)Your Perk Rate is a level higher, but you can choose perks without restriction of race and requirements. Robots cannot choose this trait.
Perky
You were born weaker, clumsier, dumber, uglier and unluckier than any other person you know, but despite all these, still manage to possess a positive outlook in life that allows you to gain Perks faster. Your Perk Rate is one level less but all of your Primary Statistics are 1 point lower. Dogs and Robots cannot pick this trait.
Retriever
Fetch, Boy! Ingrained reflexes are so hard to ignore, you get a +1 bonus to your Agility because of your fetching skills, but your Armor Class against thrown weapons is zero. Hopefully, nobody will start tossing grenades in combat. Only Dogs can pick this trait.
Runt of the Litter
You were born smaller than the rest of your brood. You might be a bit weaker, but you have since learned that bigger isn’t always better. Your smaller size has made you quicker in combat and that much harder to hit by your foes, also humans don't put as much effort hunting scrawnier pups for meat. Your Strength and Endurance are a point lower but you receive a +10 to your Armor Class, as well as an extra Action Point. Only dogs can pick this trait.
Slow n’ Steady
Slow and steady wins the race. While you get a -5% deduction on earned experience, you receive 5 additional skill points every level.
Streaker
Your luck, whether good or bad tends to occur in runs. When you score a critical hit in combat, your next two attacks will also be critical hits. However when you miss or suffer a critical failure in combat, your next two attacks will also miss or cause a critical failure.
Strong Silent Type
You are the type of guy who would speak softly and carry a big stick… several knives, a couple of guns, a frag grenade and a rocket launcher. You gain an extra point in Strength, in addition to getting a 5% bonus to all your combat skills (Small Guns, Big Guns and Energy Weapons, Unarmed, Melee and Throwing,) however you receive a 50% penalty to your Speech and Barter skills. Only humans can pick this trait.
Traitor to your Race
You have betrayed your race, and for what? A TRAIT!!! Choosing this trait allows you to choose for your other trait any of those available without restriction to race. Robots cannot choose this trait.
Trait, Trait-or, get it?
Trigger Happy
You have an itchy trigger finger that can only be relieved by the frequent, liberal application of pressure on the trigger of a large high-caliber gun, the loud, rhythmic sound of heavy fire, and the acrid smell of gunpowder in the air. Your Burst attacks cost 1 Action Point less but you get a 30% penalty to the appropriate weapons skills when using non-burst (Single, Targeted) attacks. Only Mutants can pick this trait.
Unstoppable
You were raised in an environment where the best defense is always a good offense. You have learned to hit harder and better, defensively however, you’re a wuss. You get +4 bonus to your Melee Damage and your base Critical Chance is doubled for melee/HtH attacks. However your natural Armor Class is zero regardless of agility. Armor Class bonuses from armor, perks and other sources are halved, rounded down. Likewise your Damage Threshold and Resistance for all types of damages are always halved, rounded down, even those from armor, perks or other bonuses. Only Deathclaws can pick this trait.
Note: I know deathclaws don't wear armor this is just in case they do, since campaigns may vary due to setting or GM's liberality, plus it prevents abuse when this trait is chosen with Traitor to your Race (see above)
And some perks just coz I had nothing to do:
Big Bang
The universe started with a Big Bang, you plan to end it the same way. Your explosives deals 20% more damage for each rank of this perk.
Ranks: 2
Requirements: Inteligence 6, Traps 80%, Level 12
Brutal
The ability to physically hurt others is a combination of controlled strength, technique and an absolute disregard of one's conscience. Congratulations, you qualify! With this perk, your HtH/Melee attacks always deal maximum damage.
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 100%, Melee 100%, Level 21, Must have Berserker or Childkiller Karmic perk or a very low negative karma.
Changed
Only war never changes. You have changed. Life outside the Vault was different, and now you too are different. Pick another trait that reflects this change in you.
Ranks: 1
Requirement: Level 9
Deadshot
Targeting vital areas comes naturally to you. You can make targeted ranged attacks for 1 AP less.
Ranks: 1
Requirements: Perception 8, Agility 8, Small Guns 75%, Level 21
Death Strike
Striking vital areas is second nature to you. You can make targeted HtH/melee attacks for 1 AP less
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 60%, Melee 60%, Level 18
Eye for an Eye
You know you can take it, let's see if them back-shooting thugs can say the same. Whenever anyone scores a critical hit on you in combat, your next attack will also deal a critical hit.
Ranks: 1
Requirements: Luck 7, Level 12
Fastball
You have a devastating pitching arm. A few more buffouts and you could even compete professionally. Thrown weapons deal double damage. (does not apply to grenades or other exploding weapons)
Ranks: 1
Requirements: Strength 8, Perception 8, Throwing 75%, Level 15
Fist of the North Star
You can choose to have your unarmed attacks deal explosive damage instead of normal damage.
Ranks: 1
Requirements: Strength 8, Agility 8, Unarmed 150%, Level 15
Good Luck Charm
You bring luck to others. Any squad member within your area of influence will receive +1 to luck and +5 to critical chance.
Ranks: 2
Requirements: Luck 8, Level 8
Insult to Injury
Adding insult to injury is bad, adding further injury better. Everytime you score a critical hit in combat, you get 1 more Action Point to spend in that round.
Ranks: 1
Requirements: Inteligence 8, Agility 8, Luck 6, Level 15
Iron Fist
You can choose to have your unarmed attacks deal fire damage instead of normal damage.
Ranks: 1
Requirements: Strength 7, Agility 7, Unarmed 120%, Level 15
Ninja
You wear a full head-to-toe, tight-fitting, black bodysuit in broad daylight and expect people not to notice, because you are… NINJA. This perk gives you a +5% bonus to your Unarmed, Melee, Throwing, and Sneak skills.
Ranks: 1
Requirements: Strength 7, Agility 7, Level 4
Perk Head
You have a head for perks! For every rank of this perk, you can choose perks as if you are 3 levels higher.
Ranks: 2
Requirements: Intelligence 5, Level 6
Perk Mutations
You have mastered all the possible perk-mutations. With this perk your Perk Rate is 1 Level lower, allowing you to gain perks faster. Humans and dogs cannot perk-mutate.
Ranks: 1
Requirements: Intelligence 6, Luck 5, Level 8
Play Dead
When the going gets tough, you can always drop, roll over and play dead, and hope that the tough keeps on going. After receiving damage in combat, you can choose to drop to the ground and play dead, ending your turn immediately. Hopefully the bad guys will go away if they think you’re dead. Only Dogs can pick this trait.
Ranks: 1
Requirement: Sneak 40%, Level 4
Pokerface
You have schooled your face into a mask so as not to betray your inner thoughts and emotions to observers. This ability has served you well in card games as well as in your other more useful pursuits. This perk gives you a 10% bonus to your Gambling, Speech, Barter and Steal Skills. Animals cannot choose this perk.
Ranks: 1
Requirements: Intelligence 6, Luck 6, Gambling 50%, Level 12
Saboteur
Your destructive nature gives your Science, Repair and Traps skills a +20% when you apply them to causing death, damage and destruction. Animals cannot pick this perk.
Ranks: 1
Requirements: Intelligence 6, Level 9
Skill Boy (or Girl)
You learned something! You gain 15 additional skill points that you can distribute to any of your skills.
Ranks: 2
Requirements: Level 9
Strider
You have learned to take longer strides in combat, making it easier to close in on foes, or get the hell away from them! It only takes you 1 AP to cross 2 hexes. Not applicable when crouching or prone.
Ranks: 1
Requirements: Intelligence 5, Agility 10, Level 18
Ultimate Fighter
You can fight just as well standing up or on the ground. With this perk you can still do HtH/melee attacks even when crouching or prone.
Ranks: 1
Requirements: Agility 7, Unarmed 75%, Level 6
Universal Soldier
Universal Soldiers get +5% to all their combat skills.
Ranks: 2
Requirements: Strength 7, Inteligence 7, Agility 7, Level 8