Fallout 2 SPECIAL

This page describes the SPECIAL implementation and Reputations $$

Primary statistics
The minimum for each primary statistic is 1 and the maximum is 10. Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic. Some perks require certain minimum attribute values as well. You get 40 points to distribute among the 7 statistics when creating a character (not taking traits into account).

Increasing attributes
You can get a computer in the Brotherhood outpost in San Francisco to perform operations on you to raise Strength, Perception, Charisma and Intelligence by 1, provided you find the associated memory modules.
 * Strength: Red memory module - found on the second level of the vault in Vault City
 * Perception: Green memory module - found in the Mariposa Military Base 3rd lvl
 * Charisma: Blue memory module - found in the Enclave armory in Navarro
 * Intelligence: Yellow memory module - found in Sierra Army Depot

In addition, you can increase all S.P.E.C.I.A.L. stats by using the Gain perk.

Wearing power armor raises your Strength by 3 and advanced power armor (normal and Mk II) raise by 4.

Luck may be increased by 2 or decreased by 1 by speaking with the Hubologist in NCR and getting a zeta scan. Alternatively, the Hubologists in San Francisco can perform a zeta scan which either increases Luck and Intelligence by 1 or decreases luck by 1. You can only get one zeta scan, so choose wisely.

The mirrored shades increase Charisma by 1 when held in either hand slot.

Derived statistics
Derived statistics are attributes of a character that are based on (or derived from) the character's primary statistics or attributes that the player cannot influence directly.

¹ Rounded down

² Skill Rate without taking gifted trait. If gifted is taken it then is IN * 2. You lose 5 skill points with gifted trait.

Reputation
Reputation is a game mechanic, reflecting the general feeling of the player character in each of the towns they visit. Reputation can be modified by doing good or bad deeds, like completing quests or killing townsfolk.