Far-Sighted: Difference between revisions
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(updated mutation to new system) |
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<!-- Automatically generated by https://github.com/Soyweiser/CDDA-Wiki-Scripts The trait.py script. Any edits made to this can and will be overwritten. Please contact [[User:Soyweiser|Soyweiser]] if you want make changes to this page.-->{{trait|HYPEROPIC|Far-Sighted|-2|0|0|Without reading glasses, you are unable to read anything, and take penalties on melee accuracy and electronics/tailoring crafting. However, you are guaranteed to start with a pair of reading glasses.|trait=1|invalid=1 | <!-- Automatically generated by https://github.com/Soyweiser/CDDA-Wiki-Scripts The trait.py script. Any edits made to this can and will be overwritten. Please contact [[User:Soyweiser|Soyweiser]] if you want make changes to this page.-->{{trait|HYPEROPIC|Far-Sighted|-2|0|0|Without reading glasses, you are unable to read anything, and take penalties on melee accuracy and electronics/tailoring crafting. However, you are guaranteed to start with a pair of reading glasses.|trait=1|invalid=1}}<noinclude> | ||
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Latest revision as of 11:01, 2 September 2020
Far-Sighted HYPEROPIC Possible Starting Trait Targeted Mutation Only
Point cost: -2 |
"Without reading glasses, you are unable to read anything, and take penalties on melee accuracy and electronics/tailoring crafting. However, you are guaranteed to start with a pair of reading glasses." |
(View - Edit Notes )Notes
- It is possible to be far-sighted and near-sighted, meaning that without either of the glasses put on, you get the close-range penalty in the short seeing range you do have.
- Reduces to melee hit by -2, when not wearing reading glasses.
- Far-Sightedness can temporarily be counteracted with contacts.