Simple: Traits
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Bruiser
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A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your combat sequence is -4, but your damage with melee and unarmed attacks are increased by 4.
Chem Reliant
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You are more easily addicted to chemicals. Your chance to be addicted to chemicals is twice normal, but you recover faster from their ill effects.
Clean Living
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You try to avoid the quick thrills of chemical enhancements. Chemicals only affect you half as long as normal, but your chance to be addicted is half normal.
Fast Shot
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You don't have time to take aim because you're too busy firing off shots as fast as possible. During the charge phase, you can fire a firearm instead of charging (eliminates you from the action phase of that round), but you have +3% to criticaly fail.
Anarchist
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You dont deal well with authority figues. When ever dealing with a member of a major faction you gain +2 to the deception skill and +1 to damage and hit them in combat but at a -4 Persuasion penalty when speaking and trading with them.
Precise
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Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. -2 to damage, +4% critical hit chance.
Gifted
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You are naturally superior to those around you, but you often rely on your natural talents instead of putting effort into mastering a variety of skills. You gain +5 points to spend on primary attributes, but loose a perk every third level (3, 6, 12, 15, etc....)
Good Natured
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You're a friendly person and are hesitant to employ violence to solve problems. You have +2 to Medic, Persuasion, Mechanic and Science. However, your Guns, Energy Weapons, Throw, Trap and Melee skills all have a -2 penalty.
Increased Metabolism
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Your metabolic rate is increased. This means that you are much less resistant to radiation and poison, but your body heals faster. -10% to radiation resistance, +2 HP from healing chems and medicnes such as stimpacks, healing powders and herbs.
Kamikaze
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By not paying attention to any threats, you can rush in where angels fear to tread. You are easier to hit, but you act earlier in combat. -2 to AC, +4 to Combat Sequence.
Night Person
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When performing actions at night (6 p.m. to 6 a.m.), you do things better. During the day, however... It has nothing to do with the level of light, just the time of day. You're not a morning person. +2 to all skill checks at night, -2 to all skill checks in daytime.
One Hander
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You excel with one hand, but two-handed weapons cause a problem. +2 chance to hit with one-handed weapons, -2 to hit with two-handed weapons.
Skilled
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Since you spent more time improving your skills than a normal person, you gain an additional Tag skill. However, you gain -1 skill points every level because you often spread yourself too thin.
Small Frame
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You are smaller than average. It's hard for you to carry heavy loads, but it's easy to avoid the lumbering giants of the wasteland. -50 to Carry Weight, +2 to AC Evasion .
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