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This page lists all primary and derived statistics making up the SPECIAL system in Fallout: The Roleplaying Game.
Primary statistics[]
The minimum for each primary statistic is 4 and the maximum is 10. These boundaries can never be broken (with exceptions for super mutant origin). Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic, but depending on the context of the action, all skills can go with a primary statistic. Some perks require certain minimum attribute values as well.
List
Name | Description | Derived statistics and effects | Associated skills |
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Strength | Raw physical strength. | Carry Weight Melee Damage |
Athletics Melee Weapons Unarmed |
Perception | The ability to see, hear and taste and notice unusual things. | Initiative | Energy Weapons Explosives Lockpick Pilot |
Endurance | Stamina and physical toughness. | Hit Points | Big Guns Survival |
Charisma | A combination of appearance and charm. | NPC reactions Prices |
Barter Speech |
Intelligence | Knowledge, wisdom and the ability to think quickly. | Starting skill points | Medicine Repair Science |
Agility | Coordination and the ability to move well. | Defense Initiative |
Small Guns Sneak Throwing |
Luck | Fortune and the ability to bend fate. | Luck Points Hit Points |
None |
Derived statistics[]
Derived statistics are attributes of a character which are based on (or derived from) the character's primary statistics or attributes which the player cannot influence directly, as followed.
List
Name | Description | Derived from | Initial value |
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Carry Weight | How much you can carry before you become Overencumbered | Strength | 150 + (STR x 10) |
Defense | This amount is subtracted from any damage taken. | Agility, Perks | 1 |
Damage Resistance | Any ballistic damage taken is reduced by the amount of DR on the specific limb hit | Armor, Armor mods, Perks | 0 |
Fatigue | Weariness based on how well kept a characters basic needs are met. Directly affects action points gained by subtracting current fatigue from action points gained during an action | Thirst, Hunger, Sleep, Disease | 0 |
Thirst | How fatigued a character is based on how much or little water they have drank | Amount of water drank | Full |
Energy Resistance | Any energy damage taken is reduced by the amount of ER on the specific limb hit | Armor, Armor mods, Perks | 0 |
Hit Points | How much damage you can take before you die. | Endurance | Endurance + Luck |
Initiative | Starting position in the turn order | Perception, Agility | Perception + Agility
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Melee Damage | Bonus damage with melee weapons and Unarmed weapons. | Strength | Strength 7-8: +1d6 Strength 9-10: +2d6 Strength 11-12: +3d6 |
Poison Resistance | Any poison damage taken is reduced by the amount of PR on the specific limb hit | Armor, Armor mods, Perks | 0 |
Radiation Resistance | How adept your body is at ignoring exposure to radiation and any radiation damage taken is reduced by the amount of RR on the specific limb hit | Armor, Armor mods, Perks | 0 |
Skill Rate | How many skill points your character gains at first level. | Intelligence | INT + 9 (first level only) |
Sleep | How fatigued a character is based on how much or little they have slept | Amount of time slept | Full |
Hunger | How fatigued a character is based on how much or little food they have eaten | Amount of food consumed | Full |
See also[]
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