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 | -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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