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'''Primary statistics''' in ''[[Fallout Tactics]]'' are numerical representations of characters' inherent abilities. In the [[SPECIAL]] character system, there are 7 primary stats. Their first letters form the name of the system itself. |
'''Primary statistics''' in ''[[Fallout Tactics]]'' are numerical representations of characters' inherent abilities. In the [[SPECIAL]] character system, there are 7 primary stats. Their first letters form the name of the system itself. |
Revision as of 23:52, 20 November 2009
For general information about primary statistics, see Primary statistic. |
Primary statistics in Fallout Tactics are numerical representations of characters' inherent abilities. In the SPECIAL character system, there are 7 primary stats. Their first letters form the name of the system itself.
Overview
For humans, primary statistics cannot go below 1 or above 10 during creation. For other races primary stats can go as high as 16. Each race or species has different minimum and maximum stat requirements. Bonuses from items can increase the statistics beyond their natural racial maximum. Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic. Some perks require certain minimum attribute values as well.
Each race has some points distributed already at character creation. It does not, however, really matter, as they can be subtracted and added to anyway. Generally, humans have 40 Character Points to distribute among their characteristics. The numbers for other races are 42 for ghouls, 40 for super mutants, 41 for deathclaws, 45 for humanoid robots, and only 35 for dogs. Races with more than 40 character points generally have slower Perk Rate.
List
Primary statistic | Description | Derived statistics and effects | Associated skills |
---|---|---|---|
Strength | Raw physical strength. | Carry Weight Hit Points Melee Damage |
Melee Weapons, Unarmed |
Perception | The ability to see, hear and taste and notice unusual things. | Dialogue options Distance from enemies in random encounters Ranged combat distance modifiers Sequence |
Doctor, First Aid, Lockpick, Pilot, Traps |
Endurance | The ability to withstand punishment and physical exertion. | Healing Rate Hit Points Poison Resistance Radiation Resistance |
Outdoorsman |
Charisma | A combination of looks, charm and leadership skills. | NPC reactions Prices |
Barter |
Intelligence | Mental strength and abilities. | Dialogue options skill points per level |
Doctor, First Aid, Outdoorsman, Repair, Science |
Agility | Speed, dexterity and the ability to manipulate small objects. | Action Points Armor Class |
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Pilot, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed |
Luck | A combination of fate, karma and, in general, how the universe views this character. | Chances with the virtual dice of the game Critical Chance |
Gambling |