For an overview of the game mechanic across titles, see reputation. |
Reputation in Fallout is a reflection of how various factions feel and react to the player character based upon their actions.
Reputation points[]
Positive[]
- +1 for talking to the cook in Shady Sands and complimenting her by passing a Luck check.
- +10 after leaving Cathedral during its destruction.
- +5 when starting the destruction countdown for the Mariposa Military Base, and +5 upon leaving the now defunct facility.
- +2 when returning to Irwin in the Hub after clearing his house of raiders.
- +5 for finding out what happened to the missing caravans and explaining how mutants were the cause.
- +1 every time the Vault Dweller kills half a dozen miscreants. (E.g. For every 6 radscorpions, raiders and other nuisances killed.)
Negative[]
- Being sent to the Junktown jail will result in an initial -1 to reputation, incurring an additional -3 penalty should the fine not be paid.
- -1 every time the Vault Dweller kills a couple of good citizens. (E.g. For every 2 innocent people they kill.)
Effects[]
- Improves Garret's check reaction for rewards in the quest Destroy the Super Mutants at the Watershed.
- With 16 reputation or higher, a reward can be chosen for completion of the quest Rescue Initiate from the Hub.
- With -2 or less reputation while confronting the Vault 13 overseer at the end of the game, the Vault Dweller automatically draws a pistol and shoots him (with a violence setting above "normal").
- With -21 or less reputation in the random encounter with Trent Barrister, the ability to rob him will become available, which grants a knife, Desert Eagle, as well as 20 rounds of .44 Magnum FMJ & JHP each.
- With an IN < 4, a reputation between -30 and 29, and not being a Childkiller, the weary fisherman will hand over a Rad-X.
- With +20 reputation or more, and without having discovered Lost Hills yet, a random encounter with Brotherhood of Steel paladins can take place in which they can then be asked for an escort to Lost Hills.