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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.")
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|related perks4 =?
 
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|footer =[[file:FoT Charisma.png]]<br />''Fallout'' version
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|footer =[[File:FoT Charisma.png]]<br />''Fallout'' version
 
}}{{Games|FO1|FO2|FO3|FNV|FOT|VB|JES|LH|TORN}}
 
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==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
 
==''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.
+
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 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]].
   
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.
+
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 [[Singer_(Fallout)|Singer]] random encounter. Speaking with [[Patrick the Celt]] and having a high enough Speech will increase Charisma by one.
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*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.
   
 
===Ways to increase Charisma in ''Fallout 2''===
 
===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.
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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.
 
*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.
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*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.
 
*Pop some Mentats for a temporary +1 Charisma.
   
 
==''Fallout 3''==
 
==''Fallout 3''==
 
 
'''Modifies:''' [[Speech]] and [[Barter]] [[Skill]]s, NPC Disposition
 
'''Modifies:''' [[Speech]] and [[Barter]] [[Skill]]s, NPC Disposition
   
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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 if your Charisma is too low (Ex. [[Betsy|Corporal Betsy]]). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.
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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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* [[Fallout: New Vegas armor and clothing|Armor and clothing]]
 
* [[Fallout: New Vegas armor and clothing|Armor and clothing]]
 
** [[Bounty hunter duster]], [[regulator duster]], [[Sexy sleepwear (Fallout: New Vegas)|sexy sleepwear]], [[sheriff's duster]], [[Sleepwear (Fallout: New Vegas)|sleepwear]] (+1)
 
** [[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)
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** [[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)
 
** {{icon|FNVDM|link=Dead Money}} [[Vera's outfit]] (+1)
 
** {{icon|FNVDM|link=Dead Money}} [[Vera's outfit]] (+1)
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===Notes===
 
===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)
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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)
*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.
 
   
 
{{Navbox primary stats}}
 
{{Navbox primary stats}}
   
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[[pl:Charyzma]]
 
[[ru:Привлекательность]]
 
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[[Category:Fallout primary statistics]]
 
[[Category:Fallout primary statistics]]
 
[[Category:Fallout 2 primary statistics]]
 
[[Category:Fallout 2 primary statistics]]
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[[Category:Lionheart primary statistics]]
 
[[Category:Lionheart primary statistics]]
 
[[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]]
 
[[nl:Charisma]]
 
[[no:Charisma]]
 
[[pl:Charyzma]]
 
[[ru:Привлекательность]]
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[[sv:Karisma]]
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[[zh:Charisma]]

Revision as of 10:54, 22 April 2015

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Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VB
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VBGametitle-JES
A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.— Fallout In-game description

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
Temporary

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
Temporary

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)