Traits, Quirks, & Habits
Traits provide a small benefit at the cost of a single Character Point. Many Traits can significantly change or guide a character towards a particular playstyle or require certain actions to be performed when able (as do Quirks and Habits).
Quirks impose a small detriment to certain actions or rolls, but grant a single Character Point to be spent somewhere else. Quirks, like Habits and Traits, should be chosen with great care, as an Overseer can (and should!) retract a Quirk and dock a current or future Character Point if you do not make an attempt to portray your character's flaws in some way. That being said, Quirks can add great enjoyment and an entertaining challenge, as well as give you more precious Character Points for purchasing Perks and other helpful benefits.
Habits are generally neutral, or provide both a benefit and a drawback to varying measure. The name does not fully describe all the options it contains, however, as some "habits" are learned behaviors or un-changeable characteristics.
|Ambidextrous||No penalties from using a weapon in both hands! Also applies any time you would have to use your "off-hand" to do something.||-1 CP|
|Common Sense||Before or during your decision to do something, the Overseer can roll a die in secret. Success means he will prompt you to think about your decision again in order to avoid a very risky outcome.||-1 CP|
|Luck of the Draw||Once per day while gambling, roll an additional positive die and add it to the total.||-1 CP|
|Hunter (Campaign)||When gathering from animals, act as if your Knowledge: Wasteland is 2 points higher.||-1 CP|
|Natural Compass||You always know which was is TRUE North! In addition, you gain a +2 bonus on Navigation checks.||-1 CP|
|Nerd Rage!||You've sick of being pushed around! Anytime you take the equivalent of your Endurance score in damage or more (so if your END is 5 and you take 6 damage, for example), for the rest of combat, use your entire Strength score for bonuses to melee attack rolls to hit and for damage.||-1 CP|
|Smooth-Talker||You just seem to have a way with words. +2 to Speechcraft when attempting to persuade someone.||-1 CP|
|Raider Hater||When dealing with raider types, you find it too difficult to deal with them or their friends politely. Your reactions are always poor or hostile to raiders.||+1 CP|
|"Well, Actually…"||Anytime someone is speaking incorrectly states or willingly makes an incorrect statement (to your character's knowledge), you MUST correct them, regardless of circumstances (such as delicate social interactions, like hostage negotiation or upscale parties.)||+1 CP|