Blast Radius:Traits

Upon character creation, each player may pick up to 2 traits, which are gained passive abilities with a downside.

Note that the Wild Wasteland trait has been removed. Wild Wasteland adds additional ’wacky’ content for you and your party removing ’sane’ content and replacing it with new content and adding special encounters. If your party with to opt in as a group they may, but it does not expend any trait points.

Built to Destroy

 * 10 or below critting weapons instead crit on a 15 or below
 * If used with Heavy Handed this causes Melee Weapons and Unarmed to cancel, critting still on a 10 or below


 * 15 or below critting weapons instead crit on a 20 or below
 * Weapon durability decays 1.2X faster

Fast Shot

 * Can fire once more on a minor action with guns and energy weapons for 2AP
 * This applies also to weapons that are not able to fire on minor actions


 * On crits for any roll, AP expended on that action are refunded
 * For each 5 permanent levels gained with guns and energy weapons, -1 temp modifier

Four Eyes

 * +2 perception when wearing glasses
 * -(Perception Level - 1) perception when not wearing glasses
 * This brings your perception level to 1 when not wearing glasses

Good Natured

 * +5 permanent Speech, Medicine, Repair, Science, and Barter level
 * -5 permanent Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed level

Heavy Handed

 * 1.2X damage on non-critical hits with Melee Weapons and Unarmed
 * Melee Weapons and Unarmed only crit on a 5 or below
 * If used with Built to Destroy this causes Melee Weapons and Unarmed to cancel, critting still on a 10 or below

Kamikaze

 * +0.5X AP
 * -15 DT

Loose Cannon

 * Thrown weapons can be used once more per major action costing 2AP extra and totalling 3 times
 * Thrown weapons have 0.75X range

Small Frame

 * +1 permanent Agility level
 * -10 DT

Trigger Discipline

 * +20 permanent Energy Weapons and Guns level
 * Energy Weapons and Guns cost 1AP more to fire
 * If the used Energy Weapon or Gun can be fired on minor actions then they can no longer be fired on minor actions, if they can’t be fired on minor actions then they can be fired once less per major action, with a minimum of being able to fire once per major action

Claustrophobia

 * +1 temporary level to all S.P.E.C.I.A.L attributes when outside
 * -1 temporary level to all S.P.E.C.I.A.L attributes when indoors

Early Bird

 * +2 temporary level to all S.P.E.C.I.A.L attributes from 6am to 12pm
 * -1 temporary level to all S.P.E.C.I.A.L attributes from 6pm to 6am

Hoarder

 * +0.25 carry weight modifier
 * -1 temporary level to all S.P.E.C.I.A.L attributes when under 160lbs of current carry weight

Hot Blooded

 * 1.25X outgoing damage when on or below half wounds
 * -2 temporary Perception and Agility level when on or below half wounds

Logan's Loophole

 * Chems last twice as long
 * Immunity to addiction
 * Maximum permanent level is 30 instead of 100

Skilled

 * +5 permanent level to all skills
 * Gain 0.9X experience