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(Vic has dialogue for talking about having a Charisma of 1, anything on that? Also, my comment on the last note is "What? FO2 has party limits based on Charisma.") Tag: sourceedit |
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|image desc =[[Vault Boy]] icon in ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' |
|image desc =[[Vault Boy]] icon in ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]'' |
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|games1 =FO1, FO2, FOT |
|games1 =FO1, FO2, FOT |
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− | |modifies1 =Non-player character reactions, prices, [[Speech]], [[Barter]], [[Party |
+ | |modifies1 =Non-player character reactions, prices, [[Speech]], [[Barter]], [[Party Limit]] (''FO2'') |
|related perks1 =[[Cult of Personality]], [[Master Trader]], [[Presence]], [[Divine Favor]], [[Leader]] |
|related perks1 =[[Cult of Personality]], [[Master Trader]], [[Presence]], [[Divine Favor]], [[Leader]] |
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|related traits1 =[[Good Natured]] |
|related traits1 =[[Good Natured]] |
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|related perks4 =? |
|related perks4 =? |
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|related traits4 =? |
|related traits4 =? |
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− | |footer =[[ |
+ | |footer =[[File:FoT Charisma.png]]<br />''Fallout'' version |
− | }}{{Games|FO1|FO2|FO3 |
+ | }}{{Games|FO1|FO2|FO3|FNV|FOT|VB|JES|LH|TORN}} |
{{Quotation|A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.|Fallout In-game description}} |
{{Quotation|A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.|Fallout In-game description}} |
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==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''== |
==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''== |
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− | In ''Fallout 2'', Charisma also determines the number of base companion slots |
+ | 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. As an example, with a Charisma at five, two can be recruited. Please note that one companion can still be recruited (in a few cases) even with the lowest Charisma score. |
− | Predesigned Primary Charisma-based Characters (PPCC) of ''[[Fallout]]'' are [[ |
+ | Predesigned Primary Charisma-based Characters (PPCC) of ''[[Fallout]]'' are [[Albert Cole|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. 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, their 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''=== |
||
− | *Find the [[ |
+ | *Find the [[Singer (Fallout)|Singer]] random encounter. Speaking with [[Patrick the Celt]] and passing a Speech check will increase Charisma by one. |
*Pop some [[Mentats (Fallout)|Mentats]] for a temporary +1 Charisma. |
*Pop some [[Mentats (Fallout)|Mentats]] for a temporary +1 Charisma. |
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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. Charisma will be increased by one. |
− | * |
+ | *Take the [[Gain Charisma]] perk for another point. |
− | * |
+ | *Having the [[mirrored shades]], obtained from [[Mason]] ([[Salvatore's Bar]], must be looted) or one of the graves in [[Golgotha]], active in one of the item slots increases Charisma by one point. |
− | * |
+ | *Pop some Mentats for a temporary +1 Charisma. |
==''Fallout 3''== |
==''Fallout 3''== |
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− | |||
'''Modifies:''' [[Speech]] and [[Barter]] [[Skill]]s, NPC Disposition |
'''Modifies:''' [[Speech]] and [[Barter]] [[Skill]]s, NPC Disposition |
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− | Charisma increases the disposition of all NPCs, which makes |
+ | 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. |
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. |
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!Additional Requirements |
!Additional Requirements |
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|- |
|- |
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− | |align="center"|[[Child |
+ | |align="center"|[[Child at Heart]] |
|align="center"|4 |
|align="center"|4 |
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|align="center"|4 |
|align="center"|4 |
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* {{icon|FO3BS|link=Broken Steel}} [[Almost Perfect]] perk (will raise base to 9, if below 9) |
* {{icon|FO3BS|link=Broken Steel}} [[Almost Perfect]] perk (will raise base to 9, if below 9) |
||
;Temporary |
;Temporary |
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− | * [[Fallout 3 consumables# |
+ | * [[Fallout 3 consumables#Drinks|Alcohol]] (effects do not stack) |
− | ** [[Beer (Fallout 3)|Beer]], [[Scotch (Fallout 3)| |
+ | ** [[Beer (Fallout 3)|Beer]], [[Scotch (Fallout 3)|scotch]], [[Vodka (Fallout 3)|vodka]], [[Whiskey (Fallout 3)|whiskey]], [[Wine (Fallout 3)|wine]] (+1) |
** {{icon|FO3PL|link=Point Lookout (add-on)}} [[Moonshine (Fallout 3)|Moonshine]] (+2) |
** {{icon|FO3PL|link=Point Lookout (add-on)}} [[Moonshine (Fallout 3)|Moonshine]] (+2) |
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⚫ | |||
⚫ | |||
− | |||
* [[Fallout 3 armor and clothing|Armor and clothing]] |
* [[Fallout 3 armor and clothing|Armor and clothing]] |
||
− | ** [[Eulogy Jones' suit]], [[ |
+ | ** [[Eulogy Jones' suit]], [[regulator duster]], [[Sexy sleepwear (Fallout 3)|sexy sleepwear]], [[sheriff's duster]], [[Tenpenny's suit]], [[Vance's longcoat outfit]] (+1) |
** [[Eulogy Jones' suit|Eulogy Jones' hat]], [[T-51b power armor (Fallout 3)|T-51b power armor helmet]], [[Three Dog's headwear]] (+1) |
** [[Eulogy Jones' suit|Eulogy Jones' hat]], [[T-51b power armor (Fallout 3)|T-51b power armor helmet]], [[Three Dog's headwear]] (+1) |
||
** {{icon|FO3OA|link=Operation: Anchorage (add-on)}} [[Winterized T-51b power armor|Winterized T-51b power helmet]] (+1) |
** {{icon|FO3OA|link=Operation: Anchorage (add-on)}} [[Winterized T-51b power armor|Winterized T-51b power helmet]] (+1) |
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** {{icon|FO3BS|link=Broken Steel}} [[All-nighter nightwear]] (+1) |
** {{icon|FO3BS|link=Broken Steel}} [[All-nighter nightwear]] (+1) |
||
** {{icon|FO3PL|link=Point Lookout (add-on)}} [[Grifter's Fit]] (+1) |
** {{icon|FO3PL|link=Point Lookout (add-on)}} [[Grifter's Fit]] (+1) |
||
− | ** {{icon|FO3MZ|link=Mothership Zeta (add-on)}} [[Paulson's outfit]] (+1) |
+ | ** {{icon|FO3MZ|link=Mothership Zeta (add-on)}} [[General Chase's overcoat]], [[Paulson's outfit]] (+1) |
+ | * [[Fallout 3 consumables#Chems|Chems]] |
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⚫ | |||
⚫ | |||
==''Fallout: New Vegas''== |
==''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. |
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 |
+ | Regardless of Barter or Speech level, some interactions will not be available with a too low Charisma (Ex. [[Betsy|Corporal Betsy]]). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses. |
===Charisma-based perks=== |
===Charisma-based perks=== |
||
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===Ways to increase Charisma=== |
===Ways to increase Charisma=== |
||
;Permanent |
;Permanent |
||
− | * [[Charisma Implant]] (+1) |
+ | * [[Charisma Implant]] available at the [[New Vegas medical clinic]] (+1) |
* [[Intense Training]] [[Fallout: New Vegas perks|perk]] (+1) |
* [[Intense Training]] [[Fallout: New Vegas perks|perk]] (+1) |
||
− | * {{icon|FNVLR|link=Lonesome Road (add-on)}} Completing the |
+ | * {{icon|FNVLR|link=Lonesome Road (add-on)}} Completing the quest [[The Apocalypse]] or [[The End]] will allow raising any one primary statistic by 1. |
;Temporary |
;Temporary |
||
− | * [[Fallout: New Vegas consumables# |
+ | * [[Fallout: New Vegas consumables#Drinks|Alcohol]] (effects do not stack) |
− | ** [[Absinthe]], [[Beer (Fallout: New Vegas)| |
+ | ** [[Absinthe]], [[Beer (Fallout: New Vegas)|beer]], [[Jake Juice]], [[Scotch (Fallout: New Vegas)|scotch]], [[Vodka (Fallout: New Vegas)|vodka]], [[Whiskey (Fallout: New Vegas)|whiskey]], [[Wine (Fallout: New Vegas)|wine]] (+1 - +3 depending on [[Survival]] skill) |
− | ** [[Irradiated beer]], [[ |
+ | ** [[Irradiated beer]], [[irradiated scotch]], [[irradiated whiskey]] (+1 - +3 depending on Survival skill) |
⚫ | |||
** [[Moonshine (Fallout: New Vegas)|Moonshine]] (+2) |
** [[Moonshine (Fallout: New Vegas)|Moonshine]] (+2) |
||
⚫ | |||
* [[Fallout: New Vegas armor and clothing|Armor and clothing]] |
* [[Fallout: New Vegas armor and clothing|Armor and clothing]] |
||
− | ** [[Bounty hunter duster]], [[ |
+ | ** [[Bounty hunter duster]], [[regulator duster]], [[Sexy sleepwear (Fallout: New Vegas)|sexy sleepwear]], [[sheriff's duster]], [[Sleepwear (Fallout: New Vegas)|sleepwear]] (+1) |
− | ** [[T-51b power armor (Fallout: New Vegas)|T-51b power helmet]] (+1) |
+ | ** [[T-51b power armor (Fallout: New Vegas)|T-51b power helmet]], [[Eulogy Jones' suit|Eulogy Jones' hat]] (+1) |
** [[General Oliver's uniform]] (+2) |
** [[General Oliver's uniform]] (+2) |
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** {{icon|FNVDM|link=Dead Money}} [[Vera's outfit]] (+1) |
** {{icon|FNVDM|link=Dead Money}} [[Vera's outfit]] (+1) |
||
** {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Dr. Mobius' scrubs]] (+1) |
** {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Dr. Mobius' scrubs]] (+1) |
||
− | ** {{icon|FNVLR|link=Lonesome Road (add-on)}} [[Armor of the 87th Tribe]], [[Ulysses' duster]] (+1) |
+ | ** {{icon|FNVLR|link=Lonesome Road (add-on)}} [[Armor of the 87th Tribe]], [[Ulysses' duster]], [[elite riot gear]] (+1) |
+ | * [[Fallout: New Vegas consumables#Chems|Chems]] |
||
⚫ | |||
⚫ | |||
⚫ | |||
+ | * [[Fallout: New Vegas traits|Traits]] |
||
⚫ | |||
+ | ** {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Early Bird]] (+2 between 6am and 12pm, but -1 between 6pm and 6am) |
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* [[Meat of Champions]] perk (+1 for 60 seconds after eating a corpse.) |
* [[Meat of Champions]] perk (+1 for 60 seconds after eating a corpse.) |
||
+ | * {{icon|FNVOWB|link=Old World Blues (add-on)}} [[Light Switch 02|"Mood Light"]] (+2 for 12 hours or until the player uses the [[Light Switch 01|"Smart Lights"]]) |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
===Notes=== |
===Notes=== |
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− | + | If the [[Courier]]'s Charisma stat is the most extreme (highest or lowest), Doc Mitchell will either comment "them bullets didn't affect your charm none." (for highest) or about frontal lobe damage. (For lowest) |
|
{{Navbox primary stats}} |
{{Navbox primary stats}} |
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⚫ | |||
⚫ | |||
⚫ | |||
[[Category:Fallout primary statistics]] |
[[Category:Fallout primary statistics]] |
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[[Category:Fallout 2 primary statistics]] |
[[Category:Fallout 2 primary statistics]] |
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[[Category:Fallout 3 primary statistics]] |
[[Category:Fallout 3 primary statistics]] |
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⚫ | |||
[[Category:Fallout: New Vegas primary statistics]] |
[[Category:Fallout: New Vegas primary statistics]] |
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⚫ | |||
[[Category:Van Buren primary statistics]] |
[[Category:Van Buren primary statistics]] |
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[[Category:J.E. Sawyer's Fallout RPG primary statistics]] |
[[Category:J.E. Sawyer's Fallout RPG primary statistics]] |
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[[Category:Lionheart primary statistics]] |
[[Category:Lionheart primary statistics]] |
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[[Category:TORN primary statistics]] |
[[Category:TORN primary statistics]] |
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+ | |||
+ | [[de:Charisma]] |
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+ | [[es:Carisma]] |
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+ | [[fr:Charisme]] |
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+ | [[hu:Charisma]] |
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+ | [[ko:카리스마]] |
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+ | [[nl:Charisma]] |
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⚫ | |||
⚫ | |||
⚫ | |||
+ | [[sv:Karisma]] |
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+ | [[zh:Charisma]] |
Revision as of 10:54, 22 April 2015
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. As an example, with a Charisma at five, two can be recruited. Please note that one companion can still be recruited (in a few cases) even with the lowest Charisma score.
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, their 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 passing a Speech check 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. Charisma will be increased by one.
- Take the Gain Charisma perk for another point.
- Having the mirrored shades, obtained from Mason (Salvatore's Bar, must be looted) or one of the graves in Golgotha, active in one of the 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 with a too low Charisma (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 Courier's Charisma stat is the most extreme (highest or lowest), Doc Mitchell will either comment "them bullets didn't affect your charm none." (for highest) or about frontal lobe damage. (For lowest)
|