SPECIAL
Strength,
Perception, Endurance, Charisma, Intelligence, Agility and Luck are the
SPECIAL attributes that have been used in the Fallout Universe since
time immemorial. These affect everything you do in game.
Strength:
“Strength
will tell you how easily a cowboy totes his saddle and those bigger
firearms, or how much help he's gonna be in a saloon brawl”.
1 Wet Noodle Carry Weight: 160
2 Beached Jellyfish Carry Weight: 170
3 Doughy Boy Carry Weight: 180
4 Lightweight Carry Weight: 190
5 Average Joe Carry Weight: 200
6 Barrel Chested Carry Weight: 210
7 Beach Bully Carry Weight: 220
8 Circus Strongman Carry Weight: 230
9 Doomsday Pecs Carry Weight: 240
10 Hercules' Bigger Cousin Carry Weight: 250
Perception
“A perceptive cowboy always knows when there's a lit stick of dynamite nearby … or when a varmint's sneakin' up on him”.
1 Deaf Bat
2 Senile Mole
3 Squinting Newt
4 Unsuspecting Trout
5 Wary Trout
6 Alert Coyote
7 Big-eyed Tiger
8 Monocled Falcon
9 Sniper Hawk
10 Eagle with Telescope
Endurance
“You
can't keep a good cowboy down, not if he's the endurin' type .. and not
if he's got a six-shooter the size of all tarnation”.
1 Basically Dead Health – 120
2 Crumbly Health – 140
3 Do Not Bend Health – 160
4 Handle With Care Health – 180
5 Stain-resistant Health – 200
6 Hardy Health – 220
7 Tough-As-Nails Health – 240
8 Flame Retardant Health – 260
9 Bulletproof Health – 280
10 Unstoppable Health – 300
Charisma
“You' find some smooth-talkin' cowboys out there that got themselves a voice sounds like an angel's harmonica”.
1 Misanthrope Companion Nerve: Armor and Damage +5%
2 Old Hermit Companion Nerve: Armor and Damage +10%
3 Creep Undertaker Companion Nerve: Armor and Damage +15%
4 Peevish Librarian Companion Nerve: Armor and Damage +20%
5 Substitute Teacher Companion Nerve: Armor and Damage +25%
6 Cheery Salesman Companion Nerve: Armor and Damage +30%
7 Diplomat Companion Nerve: Armor and Damage +35%
8 Movie Star Companion Nerve: Armor and Damage +40%
9 Casanova Companion Nerve: Armor and Damage +45%
10 Cult Leader Companion Nerve: Armor and Damage +50%
Intelligence
“A smart cowboy's good at most anything, from suckin' the poison out of your rattled bite to fixin' your broken wagon axle”.
1 Sub-brick Skill Points: 10.5
2 Vegetable Skill Points: 11
3 Cretin Skill Points: 11.5
4 Knucklehead Skill Points: 12
5 Knowledgeable Skill Points: 12.5
6 Gifted Skill Points: 13
7 Smartypants Skill Points: 13.5
8 Know-it-all Skill Points: 14
9 Genius Skill Points: 14.5
10 Omniscient Skill Points: 15
The Half Points live up to their name. You will receive the boost from them every other level as they will accumulate.
Your
intelligence can affect your responses. There are times have a lower
intelligence makes the game funnier to play (think LoL Catz).
Agility
“When
a fella's in a gunfight and shoots the other guy six times before they
can get off a shot, it's 'cause that fella is agile”.
1 Walking Disaster Action Points: 68
2 Accident Prone Action Points: 71
3 Oaf Action Points: 74
4 Butterfingers Action Points: 77
5 Under Control Action Points: 80
6 Catlike Action Points: 83
7 Knife Thrower Action Points: 86
8 Knife Catcher Action Points: 89
9 Acrobatic Marvel Action Points: 92
10 Walks on Water Action Points: 95
Luck
“Some folks claim not to believe in luck, but when they lose in a duel you'll hear them say 'That lucky son-of-a-gun!'”
1 13 Pitch-Black Cats Critical Chance +1, All Skills +1
2 Broken Gypsy Mirror Critical Chance +2, All Skills +1
3 Sickly Albatross Critical Chance +3, All Skills +2
4 Spilled Salt Critical Chance +4, All Skills +2
5 Coin Flip Critical Chance +5, All Skills +3
6 Stacked Deck Critical Chance +6, All Skills +3
7 Lucky 7 Critical Chance +7, All Skills +4
8 Leprechaun's Foot Critical Chance +8, All Skills +4
9 21-Leaf Clover Critical Chance +9, All Skills +5
10 Two-Headed Coin Flip Critical Chance +10, All Skills +5