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Leader Creation Screen

The Shelter's leader is your most important character, if they die the faction dies with them and the game is lost. They are also in the same vein the most powerful of all of the settlers because of their Leader Traits, you get to pick some at the start of the game with 5 Trait Points but more points can be found by discovering Floppy Disks while exploring the world to unlock some of the positive traits later on.


NOTE: A floppy disk icon This trait can be unlocked in-game. next to a name means that trait can be unlocked in-game with points gained from floppy disks.

Leader Traits
Positive Traits Negative Traits
Name Points Effect Name Points Effect
Acrobat -3 The leader will start with a guaranteed max dexterity of 20. Absolute Drainer +1 Conversations with this character provide an instant increase of 5% to tiredness.
Adaptable This trait can be unlocked in-game. -2 Character is 50% less likely to contract mental ailments. Anemic +1 This character will take 25% extra damage from bleeding.
Attractive This trait can be unlocked in-game. -2 The leader gains relationship points faster with other characters. Armchair Ruler +1 When the leader leaves the shelter, all characters remaining gain a -25 to their mood.
Body Builder -3 The leader will start with a guaranteed max strength of 20. Asthmatic +1 This character will lose 60 stamina instead of 50 when winded in combat.
Captivating -3 The leader will start with a guaranteed max charisma of 20. Awkward +1 Starts with a built-in charisma cap of 10.
Clean Freak This trait can be unlocked in-game. -2 Characters in the shelter have a 25% reduced chance of contracting food poisoning and infections. Bitter +1 One faction will automatically start as 'rival' once discovered.
Deadeye -4 This character deals 25% extra damage with all ranged weapons. Brittle Bones +1 This character is 25% more likely to get a broken limb in combat.
Extra Sensory -3 The shelter gains 25% more items from recycling. Carnivorous +1 This character will not eat anything but meat, desperate or otherwise.
Fists Of Steel This trait can be unlocked in-game. -4 The leader will start with a guaranteed max perception of 20. Committed Pugilist +2 This character cannot equip weapons and will only fight with their fists.
Flexible -3 This character deals 100% more damage with fists. Dunce +1 Starts with a built-in intelligence cap of 10.
Genius -3 This character is more likely to gain physical conditions that result from combat. Eavesdropper +1 Characters are less likely to have conversations when the leader is present.
Great Swing This trait can be unlocked in-game. -'4 The leader will start with a guaranteed max intelligence of 20. Flimsy +1 The Leader starts with +3 Dexterity.
Hypnotic This trait can be unlocked in-game. -3 This character will take 25% extra damage from poison. Frail +1 Starts with a built-in fortitude cap of 10.
Idolised This trait can be unlocked in-game. -3 All new recruits gain loyalty twice as fast. Horticulturally Hopeless +1 This character deals 25% extra damage with all melee weapons.
Influential -4 Characters will always gain a positive modifier from conversations with the leader. Hyper Allergic +1 Due to the leader's inability to care for plants, all crops grown in and around the shelter take 100% longer to grow.
Killer Instinct This trait can be unlocked in-game. -7 This character is 25% more likely to miss a turn when affected by the fear status. Jumpy +1 One random faction will start as 'trusted' once discovered.
Lucky This trait can be unlocked in-game. -3 This character will not make friends, all relationships will never rise above 'acquaintance'. Loner +1 This character deals 50% extra damage with all weapons.
Meat Lover This trait can be unlocked in-game. -2 A 10% chance that attacks will have no effect on this character. Neglectful +1 This character will gain double the sustenance from eating meat and gain a positive mood modifier every time they do so.
Observant -3 Starts with a built-in perception cap of 10. Oblivious +1 Due to the leader's neglectful nature, objects break down 25% faster.
Perpetual Energy This trait can be unlocked in-game. -4 This character is unable to use thrown items in combat. Pacifist +3 The leader starts with +3 Perception.
Smart -3 Starts with a built-in dexterity cap of 10. Paranoid +1 This character cannot use any offensive moves in combat.
Strong -3 The leader starts with +3 Intelligence. Pathetic Thrower +1 Won't gain positive modifiers from conversations with other characters.
Strong Foundations -5 All healing skills and items cost 50% less stamina to use. Poor Eyesight +1 The leader will never need sleep.
Strong Willed This trait can be unlocked in-game. -3 The leader starts with +3 Strength. Repulsive +1 This character is unable to use ranged weapons.
Sturdy -3 The leader will start with double stat points. Rigid +1 This character is very unsightly. Starts with the 'facial disfigurement' physical condition.
Suave -3 All negative mood modifiers received by the leader are reduced by half. Thin Skull +1 Members of the shelter can take an extra 200 rads before contracting radiation poisoning. Also, damage from the poison status effect is restricted to 5 damage per round.
Super Cardio This trait can be unlocked in-game. -3 The leader starts with +3 Fortitude. Vegetarian +1 This character is affected by the dazed status affect for an extra turn.
Survival Specialist This trait can be unlocked in-game. -3 The leader starts with +3 Charisma. Weak +1 The leader will start with a guaranteed max fortitude of 20.
Talented -5 Regens 2 extra stamina per turn. Weak Arms +1 This character will not eat meat or meals containing meat.
Threat Assessor This trait can be unlocked in-game. -3 If the leader is killed in combat on an expedition they will return to the shelter with 1 health, this ability will recharge after 10 days. Xenophobic +3 This character will gain double the sustenance from eating vegetables and gain a positive mood modifier every time they do so.
Unbreakable -3 The leader will gain double skill points when levelling up.
Veggie Power This trait can be unlocked in-game. -2 Fleeing is guaranteed if the leader's health is less than 60 while in combat.
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