Fallout 1 and 2 characters project
This article is within the scope of the Fallout 1 and 2 characters project. This project is dedicated to adding missing and improving existing Fallout and Fallout 2 character articles. For participation, please check the project page.
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“We all need something, don't we? And you wouldn't have talked to me if you didn't want something, whether information, conversation, or perhaps guidance.”
Chuck is a fortune teller in Adytum around 2161.
Background
He condones the Regulators' control over his fellow citizens' lives. He can be found in his own tent, with a red shirt, and is extremely opinionated and vocal about his beliefs.
Interactions with the player character
Interactions overview
Interactions | ||
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This character is a permanent companion. | ||
This character is a temporary companion. | ||
This character has a talking head. | ||
This character starts quests. |
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This character is involved in quests. |
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This character is a doctor. | ||
This character is a merchant. | Sells: - | |
This character can modify weapons. |
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Other interactions
- Talking to Chuck and asking for his advice leads to him doing a Tarot reading for the player. By getting various "fortunes", Chuck will place markers on the world map for the locations.
- He'll give the player between one and three readings for locations: the Brotherhood (if the player never had anyone mark it), the military base (if the player has not been there or found its location in the Cathedral vault), and finally the Cathedral (always).
- Next time after that he'll draw the fool card and the player's Luck will go up permanently by 1.
- Mocking his fortunetelling will result in him getting offended and refusing to serve the player another.
Inventory
Apparel | Weapon | Other items |
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Clothing | - | - |
Appearances
Chuck appears only in Fallout.
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