Unique skills

Fallout 1 -> Unique skills

Uniques describe various aspects of a character's personality and slightly influence Skills, Primary Attributes, and Additional Attributes. A character can have two (but no more) Uniques. It's best to choose this carefully from the start, as it can only be changed later by acquiring the "Mutate" trait.
 

Fast Metabolism
- Increases healing order by 2, but reduces natural resistance to poison and radiation to 0%.

Bruiser
- Increases your Strength by 2, but decreases your Action Points (AP) by 2.

Quick
- You gain +1 to Dexterity, and your Maximum Load becomes 15 lbs. * Strength, instead of 25 * Strength.

One-Handed
- You take a 40% penalty to Chance to Hit with two-handed weapons, offset by a +20% bonus to Chance to Hit with one-handed weapons.

Accuracy
- All your attacks deal 30% less damage (after calculating Damage Resistance, of course), but Critical Chance increases by +10%.

Kamikaze
- You gain no natural Armor Class (your Armor Class is 0 regardless of Dexterity). To gain AC, you must wear armor. Your Action Skills are increased by +5.

Heavy Handed
- You gain +4 Melee Damage, but critical hits deal -30% less damage and the chance to break an arm or knock someone unconscious is reduced by 30%.

Rapid Fire
- You can't aim, but shooting takes 1 AP less. This Unique Perk doesn't apply to melee attacks or close combat.

Bloody Mess
- Has no real effect other than the fact that the characters you kill will always die in the most bloody and painful way possible.

Cursed
- Normal failures of your character, the enemy, or anyone else in battle are twice as likely to become Critical. In practice, this means chaos will engulf the battlefield, with both sides' weapons jamming, frequent friendly fire, and other such mishaps.

Good Natured
- Your combat Skills are weaker than others, but First Aid, Doctor, Conversation, and Exchange are noticeably better. These Skills are increased by +20%. You receive a -10% penalty to your base combat Skills (Light Weapons, Heavy Weapons, Energy Weapons, Melee, and Melee Weapons).

Chem Reliant
- The likelihood of addiction to various substances is twice as high as normal, although you tolerate their effects more easily.

Chem Resistant
- Chemicals only give you half the normal effect, but the chance of addiction is also reduced by 50% of the normal rate.

Night Person
- Your Intelligence and Perception increase at night and decrease during the day. You receive a -1 penalty to these Stats from 6:01 AM to 6:00 PM and a +1 bonus from 6:01 PM to 6:00 AM. Remember that even this method cannot raise Stats above 10!

Skilled
- Increases the number of skill points gained upon reaching a new level by 5, but the interval for gaining new skills (traits) increases from 3 levels to 4.

Gifted
- All your Attributes increase by +1, but Skills are reduced by -10%, and you gain -5 fewer Skill Points per Level.

See also: