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All Thumbs


All Thumbs
All Thumbs
Class Traits
Type Negative Trait
Points +2
Effect Transfers inventory items slowly. Can't craft anything while walking. Slower rope climbing speed, and higher chance of falling. Slower weapon shouldering time.
Conflicts Dextrous

All Thumbs makes a character slow and awkward with their hands. Moving items between bags and containers takes far longer than normal.

It is a negative trait and gives 2 points at character creation. Its effects touch looting, crafting, climbing and gun handling. It suits a player who loots slowly and carefully anyway, or one who rarely uses firearms. A fast looter who empties houses in a hurry will feel the penalty on every trip.

All Thumbs Effects


The biggest change is the transfer time for items. Moving a stack from a shelf to a backpack takes about four times as long. Every loot run, every trip to the base storage and every reload of supplies slows down. Unhappiness makes it worse, and a very unhappy character can take over five times the usual time.

Crafting has to happen while standing still. A character with All Thumbs stops crafting as soon as they start walking. Long crafting jobs need a safe spot before they begin.

Climbing also suffers. A Sheet Rope climb is slower, and the chance of falling from a tall fence rises a little. A fall in the wrong place can leave the character hurt in the middle of a crowd.

Firearms feel clumsier too. Shouldering a weapon to aim takes longer, so the first shot comes a moment later. Clearing a jammed gun is also slightly less likely to work.

Together these effects make dangerous moments longer. Looting a house with zombies outside becomes a bigger risk when every item takes seconds to move.

All Thumbs Conflicting Traits


A character with All Thumbs cannot also take these traits.

Name Image Points Type
Dextrous Dextrous -2 Positive Trait

Picking All Thumbs


All Thumbs clashes with Dextrous, its positive opposite. The 2 points are cheap, but the cost is felt all game long. Item transfers happen thousands of times in a long run.

The trait is less painful for a player who keeps the character happy. Good food, books and comfort keep unhappiness low and the transfer penalty smaller. A melee build that never shoulders a gun avoids the firearm penalty entirely.

Players who loot under pressure should look elsewhere for points. Faster looting means less time spent near danger.

Notes


  • Item transfers take about four times as long.
  • Unhappiness stretches transfer times even further.
  • Stand still to craft, since walking stops the job.
  • Climbing a Sheet Rope or tall fence is riskier.


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