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Predesigned Primary Charisma-based Characters (PPCC) of ''[[Fallout]]'' are [[Albert Cole|Albert]], and in ''Fallout 2'''s case, [[Chitsa]]. |
Predesigned Primary Charisma-based Characters (PPCC) of ''[[Fallout]]'' are [[Albert Cole|Albert]], and in ''Fallout 2'''s case, [[Chitsa]]. |
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− | In ''[[Fallout Tactics]]'', Charisma is, at best, a secondary trait. Due to the nature of the game (i.e. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no penalty. It is involved with the [[Barter]] skill and promotions, and is required for the [[Leader]] and [[Divine Favor]] perks. A low Charisma, on the other hand, gives access to the [[Loner]] perk. |
+ | In ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'', Charisma is, at best, a secondary trait. Due to the nature of the game (i.e. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no penalty. The only role is that when the Warrior starts with Charisma of 10, his/her rank is Senior Initiate, rather than Initiate. It is involved with the [[Barter]] skill and promotions, and is required for the [[Leader]] and [[Divine Favor]] perks. A low Charisma, on the other hand, gives access to the [[Loner]] perk. |
===Ways to increase Charisma in ''Fallout''=== |
===Ways to increase Charisma in ''Fallout''=== |
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===Ways to increase Charisma in ''Fallout 2''=== |
===Ways to increase Charisma in ''Fallout 2''=== |
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− | * |
+ | *Install the [[blue memory module]] into [[ACE]], then request the following surgery. Your Charisma will be increased by one. |
− | * |
+ | *Take the [[Gain Charisma]] perk for another point. |
− | * |
+ | *Having the [[mirrored shades]], obtained from [[Mason]] ([[Salvatore's Bar]], you have to kill him) or one of the graves in [[Golgotha]], active in one of your item slots increases Charisma by one point. |
− | * |
+ | *Pop some Mentats for a temporary +1 Charisma. |
==''Fallout 3''== |
==''Fallout 3''== |
Revision as of 07:24, 5 July 2014
Charisma is one of the seven primary statistics in the SPECIAL character system.
Fallout, Fallout 2 and Fallout Tactics
In Fallout 2, Charisma also determines the number of base companion slots the player character is given. This number is equal to their Charisma score divided by two, rounded down. For example, if the player character has a five Charisma, they can recruit two followers. Please note that the player character can still recruit one follower even with a Charisma as low as one.
Predesigned Primary Charisma-based Characters (PPCC) of Fallout are Albert, and in Fallout 2's case, Chitsa.
In Fallout Tactics, Charisma is, at best, a secondary trait. Due to the nature of the game (i.e. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no penalty. The only role is that when the Warrior starts with Charisma of 10, his/her rank is Senior Initiate, rather than Initiate. It is involved with the Barter skill and promotions, and is required for the Leader and Divine Favor perks. A low Charisma, on the other hand, gives access to the Loner perk.
Ways to increase Charisma in Fallout
- Find the Singer random encounter. Speaking with Patrick the Celt and having a high enough Speech will increase Charisma by one.
- Pop some Mentats for a temporary +1 Charisma.
Ways to increase Charisma in Fallout 2
- Install the blue memory module into ACE, then request the following surgery. Your Charisma will be increased by one.
- Take the Gain Charisma perk for another point.
- Having the mirrored shades, obtained from Mason (Salvatore's Bar, you have to kill him) or one of the graves in Golgotha, active in one of your item slots increases Charisma by one point.
- Pop some Mentats for a temporary +1 Charisma.
Fallout 3
Modifies: Speech and Barter Skills, NPC Disposition
Charisma increases the disposition of all NPCs, which makes Speech checks easier. Disposition is also affected somewhat by Karma (most NPCs like good characters more), quests (doing a quest in a way an NPC likes can dramatically boost disposition), and dialog options (being a jerk in conversations can lower disposition a little). Charisma also affects the Barter and Speech skills. Characters who use Speech will want at least a decent Charisma, but adding points to the skill is almost always better than adding points to the score. Characters who do not use the Speech skill have little use for this SPECIAL score.
There are also general Charisma checks in dialogue with some characters, in addition to Speech checks. Avoid wearing things like Enclave Power Helmets, as they deduct 1 point of Charisma while equipped.
Value | Skill Modifiers |
---|---|
1 | Barter +2, Speech +2 |
2 | Barter +4, Speech +4 |
3 | Barter +6, Speech +6 |
4 | Barter +8, Speech +8 |
5 | Barter +10, Speech +10 |
6 | Barter +12, Speech +12 |
7 | Barter +14, Speech +14 |
8 | Barter +16, Speech +16 |
9 | Barter +18, Speech +18 |
10 | Barter +20, Speech +20 |
Charisma-based Perks
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Child at Heart | 4 | 4 | |
Scoundrel | 4 | 4 | |
Impartial Mediation | 5 | 8 | |
Animal Friend | 6 | 10 | |
Master Trader | 6 | 14 | Barter 60 |
Ways to increase Charisma
- Permanent
- Bobblehead - Charisma (+1)
- Intense Training perk (+1)
- No Weaknesses perk (will raise base to 5, if below 5)
- Almost Perfect perk (will raise base to 9, if below 9)
- Temporary
- Alcohol (effects do not stack)
- Armor and clothing
- Eulogy Jones' suit, regulator duster, sexy sleepwear, sheriff's duster, Tenpenny's suit, Vance's longcoat outfit (+1)
- Eulogy Jones' hat, T-51b power armor helmet, Three Dog's headwear (+1)
- Winterized T-51b power helmet (+1)
- Ashur's power armor, Leather Rebel (+1)
- All-nighter nightwear (+1)
- Grifter's Fit (+1)
- General Chase's overcoat, Paulson's outfit (+1)
- Chems
- Ant queen pheromones (+3)
- Grape Mentats (+5)
Fallout: New Vegas
Charisma in New Vegas modifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.
Regardless of Barter or Speech level, some interactions will not be available if your Charisma is too low (Ex. Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.
Charisma-based perks
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Ferocious Loyalty | 6 | 6 | — |
Animal Friend | 6 | 10 | Survival 45 |
Level names and statistics
Value | Name | Companion Armor & Damage | Skill Modifiers |
---|---|---|---|
1 | Misanthrope | +5% | Barter/Speech +2 |
2 | Old Hermit | +10% | Barter/Speech +4 |
3 | Creepy Undertaker | +15% | Barter/Speech +6 |
4 | Peevish Librarian | +20% | Barter/Speech +8 |
5 | Substitute Teacher | +25% | Barter/Speech +10 |
6 | Cheery Salesman | +30% | Barter/Speech +12 |
7 | Diplomat | +35% | Barter/Speech +14 |
8 | Movie Star | +40% | Barter/Speech +16 |
9 | Casanova | +45% | Barter/Speech +18 |
10 | Cult Leader | +50% | Barter/Speech +20 |
Ways to increase Charisma
- Permanent
- Charisma Implant available at the New Vegas medical clinic (+1)
- Intense Training perk (+1)
- The Apocalypse or The End will allow raising any one primary statistic by 1. Completing the quest
- Temporary
- Alcohol (effects do not stack)
- Absinthe, beer, Jake Juice, scotch, vodka, whiskey, wine (+1 - +3 depending on Survival skill)
- Irradiated beer, irradiated scotch, irradiated whiskey (+1 - +3 depending on Survival skill)
- Large wasteland tequila, wasteland tequila (+1 - +3 depending on Survival skill)
- Moonshine (+2)
- Armor and clothing
- Chems
- Mentats (+1)
- Ant queen pheromones (+3)
- Party Time Mentats (+5)
- Traits
- Claustrophobia (+1 while outdoors, but -1 indoors)
- Early Bird (+2 between 6am and 12pm, but -1 between 6pm and 6am)
- Meat of Champions perk (+1 for 60 seconds after eating a corpse.)
- "Mood Light" (+2 for 12 hours or until the player uses the "Smart Lights")
Notes
- If the player's Charisma stat is the most extreme (highest or lowest), Doc Mitchell will either say "Good to see them bullets didn't affect your charm none." (for highest) or "Huh. Must be some frontal lobe damage." (For lowest)
- It's worth noting that temporary Charisma boosts like alcohol do NOT count towards the maximum amount of companions calculation; if the player is at an odd number like 5, temporarily boosting Charisma will not allow them to recruit another companion if the previous slots are already taken.
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