Charisma

Charisma is one of the Primary Statistics in the SPECIAL character system. It represents a combination of appearance and charm. A high Charisma is important for characters that want to influence people with words. Modifies NPC reactions, and Barter prices.

Modifies: Speech and Barter skills, NPC disposition, party limit.

Fallout, Fallout 2 and Fallout Tactics
In Fallout 2, Charisma also determines the number of base companion slots your character is given. This number is equal to your charisma score divided by two, rounded down. For example, if you have 5 Charisma, you can recruit 2 followers.

Predesigned Primary Charisma-based Characters (PPCC) of Fallout are Albert, and in Fallout 2's case, Chitsa.

In a Fallout special encounter called Singer can raise your Charisma by 1 point.

Having a high CH female will change Myron's dialogue trees to a sexual tone.

In Fallout Tactics Charisma, at best, is a secondary trait. Due to the nature of the game (ie. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no negative penalty.

Fallout 3
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 characters who do not use the speech skill have little use for this SPECIAL score.

Note that since each point of Charisma only adds +2 to Speech or Barter skills, wearables that provide +5 to either skill (e.g. Roving Trader Outfit with +5 Barter or Pre-war Businesswear with +5 speech) will be more useful when needed than Charisma-boosting wearables, which only add +1 Charisma. There are a few rare instances where high Charisma alone is needed for a speech option, such as in Moira's Survival Expert quest; however, in general the +1 Charisma for the wearables below is just a minor perk if appropriate speech/barter wearbles are available. Charisma does play a certain role in quests such as making them easier or getting something required in a much simpler way. Avoid wearing things like Enclave Power Helmets as they add -1 to Charisma.

Ways to increase Charisma

 * The Charisma Bobblehead can be found on a table in Vault 108's cloning lab in a room with beds.
 * The Intense Training perk will allow you to increase your Charisma (or any other S.P.E.C.I.A.L. stat) once for each time that you take it.
 * The following clothing will increase Charisma by 1 for each piece worn.
 * Eulogy Jones' Suit (+1 Charisma, +2 Small Guns)
 * Eulogy Jones' Hat (+1 Charisma)
 * Regulator Duster (+1 Charisma, +5 Small Guns)
 * Sexy Sleepwear (+1 Charisma)
 * Sheriff's Duster (+1 Charisma, +5 Small Guns)
 * Tenpenny's Suit (+1 Charisma, +2 Small Guns)
 * Vance's Longcoat Outfit (+1 Charisma, +1 Perception, +10 Small Guns)
 * Winterized T-51b Power Helmet/T-51b Power Helmet (+1 Charisma, +8 Radiation Resistance)
 * Three Dog's Head Wrap (+1 Luck, +1 Charisma)
 * All alcoholic beverages give a temporary +1 CH (-1 IN, +1 ST) bonus, albeit harbouring the danger of addiction.
 * Ant Queen Pheromones (+3 Charisma)
 * Grape Mentats give a temporary (+5 Charisma)

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