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.
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.
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.
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.
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.
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.
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....)
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.
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.
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.
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.
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.
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.
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 .
|J.E. Sawyer's Simple system|
|Introduction||What is Fallout? | What is Fallout Earth? | What is the Core Region?|
|Simple|| Simple Overview | Character Creation | Primary Attributes | Secondary Attributes | Derived Attributes|
Traits | Skills | Perks | Karma and Reputations | Survival | Actions | Advancement
|Equipment||Survival Gear | Weapons | Ammunition and Fuel | Armor | Chems | Implants | Books | Tools | Vehicles | Workshops|
|The Fallout World||North America | South America | Europe | Asia | Africa | Australia | Antarctica|
|The Core Region||Geography | Sites | Organizations | Personalities | Critters|