John Cassidy



John Cassidy is a Fallout 2 joinable NPC.

Cassidy is the owner of The Spitoon, a bar on the outskirts of Vault City. He's an evil shot, especially if you equip him with the Gauss Rifle later on.

Cassidy has a heart problem, leaving him at risk from a cardiac arrest at any time. He desperately needs medicines from Vault City, but these are denied to him as he is not a citizen. It is rumoured you can perform a heart transplant on Cassidy somewhere in the game.

Cassidy was named after a vampire in Garth Ennis' Preacher comics.

If you have the Slaver or Childkiller perks, or a karma of -101 or below, Cassidy will not join you on your quest. He won't leave if you gain these perks or lower your karma after he has joined, though.

Primary Statistics

 * Strength: 06
 * Perception: 07
 * Endurance: 04
 * Charisma: 05
 * Intelligence: 04
 * Agility: 06
 * Luck: 09

Secondary Statistics

 * Hit Points: 92
 * Armor Class: 6
 * Action Points: 8
 * Carry Weight: 175
 * Melee Damage: 1
 * Damage Resistance: 0%
 * Poison Resistance: 20%
 * Radiation Resistance: 8%
 * Sequence: 14
 * Healing Rate: 1
 * Critical Chance: 21%

Skills

 * Small Guns: 105% (Tagged)
 * Big Guns: 12%
 * Energy Weapons: 90%
 * Unarmed: 100%
 * Melee Weapons: 100%
 * Throwing: 70%
 * First Aid: 30%
 * Doctor: 16%
 * Sneak: 25%
 * Lockpick: 25%
 * Steal: 18%
 * Traps: 25%
 * Science: 16%
 * Repair: 12%
 * Speech: 25%
 * Barter: 80%
 * Gambling: 80%
 * Outdoorsman: 40%

Primary Statistics

 * Strength: 06
 * Perception: 07
 * Endurance: 04
 * Charisma: 05
 * Intelligence: 04
 * Agility: 06
 * Luck: 09

Secondary Statistics

 * Hit Points: 104
 * Armor Class: 6
 * Action Points: 9
 * Carry Weight: 175
 * Melee Damage: 1
 * Damage Resistance: 0%
 * Poison Resistance: 20%
 * Radiation Resistance: 8%
 * Sequence: 14
 * Healing Rate: 1
 * Critical Chance: 26%

Skills

 * Small Guns: 125% (Tagged)
 * Big Guns: 12%
 * Energy Weapons: 100%
 * Unarmed: 120%
 * Melee Weapons: 120%
 * Throwing: 80%
 * First Aid: 35%
 * Doctor: 16%
 * Sneak: 25%
 * Lockpick: 25%
 * Steal: 18%
 * Traps: 23%
 * Science: 16%
 * Repair: 12%
 * Speech: 25%
 * Barter: 80%
 * Gambling: 80%
 * Outdoorsman: 45%

Primary Statistics

 * Strength: 06
 * Perception: 08
 * Endurance: 04
 * Charisma: 05
 * Intelligence: 04
 * Agility: 07
 * Luck: 09

Secondary Statistics

 * Hit Points: 116
 * Armor Class: 7
 * Action Points: 9
 * Carry Weight: 175
 * Melee Damage: 1
 * Damage Resistance: 0%
 * Poison Resistance: 20%
 * Radiation Resistance: 8%
 * Sequence: 17
 * Healing Rate: 1
 * Critical Chance: 31%

Skills

 * Small Guns: 140% (Tagged)
 * Big Guns: 14%
 * Energy Weapons: 120%
 * Unarmed: 130%
 * Melee Weapons: 125%
 * Throwing: 90%
 * First Aid: 40%
 * Doctor: 17%
 * Sneak: 26%
 * Lockpick: 25%
 * Steal: 21%
 * Traps: 25%
 * Science: 16%
 * Repair: 12%
 * Speech: 25%
 * Barter: 80%
 * Gambling: 80%
 * Outdoorsman: 50%

Primary Statistics

 * Strength: 06
 * Perception: 08
 * Endurance: 04
 * Charisma: 05
 * Intelligence: 04
 * Agility: 07
 * Luck: 09

Secondary Statistics

 * Hit Points: 128
 * Armor Class: 7
 * Action Points: 10
 * Carry Weight: 175
 * Melee Damage: 1
 * Damage Resistance: 0%
 * Poison Resistance: 20%
 * Radiation Resistance: 8%
 * Sequence: 18
 * Healing Rate: 1
 * Critical Chance: 36%

Skills

 * Small Guns: 160% (Tagged)
 * Big Guns: 14%
 * Energy Weapons: 130%
 * Unarmed: 140%
 * Melee Weapons: 130%
 * Throwing: 100%
 * First Aid: 45%
 * Doctor: 17%
 * Sneak: 26%
 * Lockpick: 25%
 * Steal: 21%
 * Traps: 25%
 * Science: 16%
 * Repair: 12%
 * Speech: 25%
 * Barter: 80%
 * Gambling: 80%
 * Outdoorsman: 55%