Fallout: The Traveler/Traveler

The Traveler is the main player character of Fallout: The Traveler. This article covers the main statistics of the the player character.

Character Creation
Characters are created at the Villa, when Doc Mitchell reads about your Crimson Caravan Identification sheet for everything except Flaws. The SPECIAL system returns and directly influences speech options and quests. Traits can be chosen and perks are gained every two levels.

Appearance
As Doc Mitchell looks at their Crimson Caravan ID, he says about your gender and what you are, leading to the creation of the character's appearance. The customization is more extensive than in previous games and more in-line with Cyberpunk 2077.

SPECIAL
One begins the game with 33 primary statistic points to allocate during the quest An Alluded Concussion. These have a direct effect on:


 * starting skill levels.
 * which perks will become available at level-ups.
 * one's derived statistics.

SPECIAL stats can be raised during the game by:


 * choosing traits at character creation;
 * buying implants;
 * wearing clothing and armor items;
 * choosing perks at level up.

The maximum value for a SPECIAL stat is 25, and the minimum is 1.

Skills
Initial skill levels are determined by your primary stats. During the quest An Alluded Concussion, you will choose three skills to receive a one-time boost of 15 points. Skills can be raised during the game by


 * choosing traits at character creation;
 * distributing points at level-ups;
 * choosing perks at levelup;
 * reading skill books (permanent) and magazines (temporary);
 * wearing clothing and armor items;

Each skill book, when read, raises the corresponding skill by three point (four points with the Comprehension perk). Skill magazines raise the corresponding skill by 10 for a short time, or 20 with the Comprehension perk. There is no finite number of skill magazines.

The maximum value for a skill is 250.

Traits
Traits are chosen during the quest An Alluded Concussion, you can choose up to 2 traits that both help and hurt you. Some of them can be off-set with perks later on, like pairing Small Frame with Adamantium Skeleton.

Aptitudes
Aptitudes are categorized as the player's natural ability, these work hand-in-hand with Skills which grants a bonus to a specified specialized skill and possible dialogue choices when meeting certain NPCs. Choosing an aptitude only occurs during the quest An Alluded Concussion and one type of aptitude can only be chosen, there are many different Aptitudes a player can choose from.

Flaws
These negative effects usually provide a perk point/s in exchange for accepting a flaw, however, players are given the option to accept or reject it, though in Sawyer Mode, it will always accepted no matter what.

Perks
Some perks directly affect your primary stats and skills. Others have a variety of gameplay effects.

Which perks become available to you depends on


 * your level.
 * your SPECIAL stats.
 * your skills.
 * your gameplay choices.

You get to choose one perk at every even level-up.

Flaws
Returning from the Outer Worlds, Flaws trigger and appear only if certain causes are inflicted on the player's character, for example, being hit on the head too many times can lead to a permanent concussion, or getting attacked too many times by a specific type of enemy may cause your character to become anxious or paranoid around that enemy. Whenever a flaw is found in you, you are given a choice to accept it which is permanently applied to your character's stats or to reject it, in Sawyer Mode however, it will always accept it no matter what.

Trivia

 * It is the first time where you can play as either a Human, Synth, Ghoul, or Supermutant.
 * In most promotional art of Fallout: The Traveler, the Traveler mostly depicted as a human blonde-haired woman or man wearing a tank top, a hoodie, a satchel bag, cargo pants and a few Tactical armor set applied.
 * As such, the Traveler makes a distinction to be the first protagonist not to begin with and wearing a Vault suit.
 * The Traveler is one of three protagonists throughout the series to not begin their adventure by leaving a Vault. The other protagonists is the Chosen One from Fallout 2 and Courier Six from Fallout: New Vegas.