This page describes the plans for SPECIAL implementation in Van Buren.
General information
A highly modified version of the SPECIAL character system, created by Joshua Sawyer.
Primary statistics
SPECIAL is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These were the seven basic attributes of every character in the game. They were used to determine the skills and available perks of the given character.
Primary Statistic | Description | Derived statistics and effects | Associated skills |
---|---|---|---|
Strength | A measure of your raw physical strength. | Carry Weight Melee Damage |
Melee Weapons Unarmed |
Perception | How well you use your five senses and notice unusual things. | - | Mechanics Medic Outdoorsman Security Sneak Steal |
Endurance | Your health and overall physical fitness. | Healing rate, Hit Points | Outdoorsman Unarmed |
Charisma | Your overall attractiveness and likeability. | - | Barter Deception Persuasion |
Intelligence | Your basic intellect, curiosity in the world and adeptness at critical thinking. | - | Deception Mechanics Medic Science |
Agility | A combination of the character's reflexes, balance, and coordination | Action Points Evasion |
Security Sneak Steal |
Luck | A combination of fate, karma, and general good fortune. | Critical Chance | - |
Derived Statistics
Derived statistics were attributes of a character that were based on (or derived from) the character's primary statistics or attributes that the player could not influence directly.
Derived statistic | Description | Derived from |
---|---|---|
Action Points | The amount of actions your character can take during a combat turn. | Agility |
Evasion | How good your character is at avoiding being hit in combat. | Agility |
Biological Resistance | ? | |
Carry Weight | The maximum amount of equipment your character can carry, in pounds. | Strength |
Combat Sequence | Determines how soon in a combat turn your character can react. | Perception |
Critical Chance | Chance to cause a Critical Hit. | Luck |
Damage Resistance | Any damage taken is reduced by this amount. | - |
Flash Resistance | ||
Healing Rate | How much Hit Points you heal at the end of each day. | Endurance |
Hit Points | How much damage your character can take before dying. | Endurance Strength |
Melee Damage | Amount of bonus damage in hand-to-hand combat. | Strength |
Perk Rate | How many levels must pass before you gain another perk. | - |
Radiation Resistance | Amount of radiation your character is exposed to is reduced by this amount. | |
Skill Rate | How many skill points you gain per level. | Intelligence |
Throwing Range | Strength |
Skills
Skills started at 0 with Tag skills starting at 20.
The cost on a per-rank basis was:
- 1 for 1-50
- 2 for 51-100
- 3 for 101-150
- 4 for 151-200 (Max skill)
Each rank bought for a tag! skill was doubled. If you had a 55 Medic, it would cost you two points to increase it one rank—but you would get an additional rank for free.
- Combat skills
- Firearms
- Melee
- Unarmed
- Diplomacy skills
- Barter
- Persuasion
- Deception
- Science skills
- Mechanics
- Medic
- Outdoorsman
- Science
- Stealth skills
- Security
- Sneak
- Steal
Traits
Traits would have modified different aspects of gameplay, including (but not limited to): Primary statistics, derived statistics and skills. Traits would always have had both positive and negative results. One would have been able to choose up to two traits when designing a character (or none at all).
Trait | Benefit | Penalty |
---|---|---|
Bruiser | Damage with melee and unarmed attacks are increased by 20% | Action Point costs for melee and unarmed attacks are increased by 1 |
Chem Reliant | Faster loss of chem side effects | Double chance of addiction |
Clean Living | 50% less chance of chem addiction | effects last on 50% as long |
Fast Shot | Action Point costs for firearms and thrown weapons attacks are decreased by 1 | Cannot make targeted attacks with firearms and thrown weapons |
Feral Kid | Throwing range = Strength x 4 in place of Strength x 3, and you move 20% faster on the world map | Can take one fewer companion than normal |
Finesse | +10% chance on criticals | -30% on damage |
Gifted | 5 extra points on stats | -10% on all skills -5 skill points each level |
NCR Background | Find NCR caches and get extra background info | No penalty |
Good Natured | +10 on Medic, Persuasion and Science | -4 on Combat Sequence |
Increased Metabolism | +2 Healing Rate | Radiation Resistance and Poison Resistance start at 0% |
Kamikaze | +4 to Combat Sequence | -10 on Evasion |
Night Person | +10% to all skill checks at night | -10% to all skill checks in daytime |
One Hander | +10% chance to hit with one-handed weapons in Hand 1 | -10% to hit with two-handed weapons and weapons in Hand 2 |
One In a Million | When you score a critical hit, the percentage is rolled again at 5 times the base chance. If it's successful, the strike is bumped up by 30 points. | |
Red Scare | +2 Perception for the purposes of sight range | -5 penalty to hit |
Skilled | Additional Tag skill | -5 skill points each level |
Small Frame | +10 to Evasion | -50 to Carry Weight |
Perks
In Van Buren, perks would have depended on a character's statistics and skills rather than their level. As only high-level characters would have had high enough skills, powerful perks being dependent on said skills would have been an incentive to specialize in a given skill.
- New perks
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Action Boy/Action Girl | X | X | X | X |
Adrenaline Rush | X | X | X | X |
Advanced Research | X | X | X | X |
Ayyyyyy! | 1 | Luck 5 Lockpick 125 |
1 | When failing to pick a lock, punch or kick the object with a bonus to the pass/fail check. Opens the object if check is successful and may alert enemies. |
Animal Friend | X | X | X | Can enter feral dog lair to get a pup without being attacked, Devil Dog has slightly greater chance of liking you |
Better Criticals | X | X | X | X |
Banzai | X | X | X | Not much is known about the perk save its name and the fact that the non-player character Measles would have it.[1] |
Body Snatcher | X | Deception 100 | X | When critters with outfits die near you, you will often be able to salvage a piece of their outfit for use with a disguise kit. |
Bonus Move | X | X | X | X |
Bonus HtH Damage | X | X | X | X |
Bonus Ranged Damage | X | X | X | X |
Born Killer | X | X | X | Davidson would have had this perk, making him a lot more deadly.[2] |
Born Leader | X | X | X | X |
Bulk Trader | X | X | X | X |
Bone Head | X | X | X | X |
Cult of Personality | X | X | X | X |
Detect Lies | X | X | X | Coleridge would have had this perk. It would have allowed him to see through most of the Prisoner's Deception, regardless of how well they might have been disguised.[3] |
Die Hard | X | X | X | When your Hit Points get below 25%, you get an additional 10% to Damage Resistances. Davidson would have had this perk. |
Duck and Cover | X | X | X | Robert Briggs would have this perk. It enabled him to spam grenades a little more effectively. Ironically, he didn't have as many grenades as other soldiers, like Davidson.[4] |
Eye on the Prize | X | Perception 7 Steal 125 |
X | See inventory of character or container (even locked) on examine. |
Forced March | 1 | X | 1 | Doubles the fatigue level a character has i.e. it gives them more stamina.[5] |
Gain | X | X | X | X |
Gunsmith | X | X | X | X |
In Your Face! | 1 | Melee 75 Unarmed 75 |
1 | Opponents can't make called shots and suffer a -10% penalty to hit with thrown weapons or firearms when you are within 1 hex, and are only holding melee weapons or are unarmed. |
Inventor | X | X | X | This perk gives Victor Presper +25% to all his Invention rolls. |
Junk Merchant | 1 | Barter 75 | 1 | All items with a base value of 1-5 caps are worth three times as much when you trade them. |
Living Anatomy | X | X | X | X |
Medic | X | X | X | X |
Mental Catalogue | 1 | Perception 4 Barter 150 |
1 | Get the identified name and description of any item you examine. |
Master of Sciences | X | X | X | Little is known about this perk. All we know is that Victor Presper had it.[6] |
More Criticals | X | X | X | X |
Nemean | X | X | X | Several projects were planned to appear, one of them being the Nemean implants. These were available for science-oriented characters to complete. |
Pharmacist | X | X | X | X |
Rad Child | X | X | X | X |
Suicide King | 1 | Charisma 8 Persuasion 150 |
1 | When standing within your area of influence, CNPC allies always ignore how wounded they are when you attempt to control them in combat. |
Sharpshooter | X | X | X | X |
Strong Back | X | X | X | X |
Tag! | X | X | X | X |
Thief | X | X | X | X |
Tough Hide | X | X | X | X |
Toughness | X | X | X | Even tougher than the old Toughness! No longer just bullets and punches, now you can resist fire, plasma, and grenades! |
Triage | 1 | Perception 7 Medic 100 |
1 | You see the exact hit points, fatigue, natural damage thresholds, primary statistics, and special health status (broken limbs, using chems, etc.) of any living creature you examine. |
Unbreakable | X | X | X | You see dead people, swing away, and no one calls you Mr. Glass. How's that for a pop-culture reference, jackass? Critical hits against your head, arms, legs, torso, and groin have to do 50% of your total hit points to achieve a break. |
- Special perks
Name | Requirements/cost | Location(s) | Benefit |
---|---|---|---|
Devil's Tongue | Gives the Prisoner +5% to their Deception skill | ||
Guidance Counselor | Gives give the Prisoner +5% to their Persuasion skill. | ||
Flexible | Can use this to slip between the bars of the cells. | ||
Hangdog Fighting Style | |||
Living Toolset | Otto Steed only perk | Does not require a toolset to perform mechanics | |
Phoenix (implant) | |||
Smartest Man on Earth | Victor Presper only perk | Presper is the smartest man on Earth, with the possible exception of the Prisoner | |
Sting Like a Bee | Gives the Prisoner a +5% critical with the Unarmed skill. | ||
Visual Standard | Allows dumb character to learn basic machine language |
References
- ↑ Reservation design document/2 - Measles
- ↑ B.O.M.B.-001 design document - Captain Davidson (COMBAT 25)
- ↑ B.O.M.B.-001 design document - General Coleridge (EPIC COMBAT 15, DIPLOMAT 5)
- ↑ B.O.M.B.-001 design document - Major "Border" Briggs (Combat 12)
- ↑ B.O.M.B.-001 design document - Cast of Characters - Major "Border" Briggs
- ↑ B.O.M.B.-001 design document - Dr. Victor Presper