This page describes the SPECIAL implementation in Fallout.
Primary statistics
The minimum for each primary statistic is 1 and the maximum is 10. These boundaries can never be broken, even with bonuses or maluses. 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.
List
| Primary statistic | Description | Derived statistics and effects | Associated skills |
|---|---|---|---|
| Strength | Raw physical strength. | Carry Weight Hit Points Melee Damage |
Melee Weapons, Unarmed |
| Perception | The ability to see, hear and taste and notice unusual things. | Dialogue options Distance from enemies in random encounters Ranged combat distance modifiers Sequence |
Doctor, First Aid, Lockpick, Traps |
| Endurance | Stamina and physical toughness. | Healing Rate Hit Points Poison Resistance Radiation Resistance |
Outdoorsman |
| Charisma | A combination of appearance and charm. | NPC reactions Prices |
Barter, Speech |
| Intelligence | Knowledge, wisdom and the ability to think quickly. | Dialogue options skill points per level |
Doctor, First Aid, Outdoorsman, Repair, Science |
| Agility | Coordination and the ability to move well. | Action Points Armor Class |
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed |
| Luck | Fate, Karma. | Chances with the virtual dice of the game Critical Chance |
Gambling |
Increasing attributes
- In exchange for caps, doctors in the Brotherhood can enhance Strength, Perception, Endurance, Intelligence and Agility by 1.
- Wearing power armor raises Strength by 3.
- Chuck in Adytum can raise Luck by 1, Patrick the Celt's encounter can increase Charisma by 1.
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.
| Image | Name | Description | Derived From | Initial Value |
|---|---|---|---|---|
| Action Points | Number of things possible to do during one combat turn | Agility | 5 + Agility / 2 | |
| Carry Weight | Speed and amount carried. | Strength | 25 + (STR x 25) = lbs | |
| Damage Threshold | Damage reduction | Armor | 0 | |
| Healing Rate | HP healed per day, effect of healing on player character | Endurance | (1/3) * Endurance (minimum 1) | |
| Perk Rate | How often a character is allowed to pick a perk | 3 | ||
| Poison Resistance | Poison damage reduction, chance to get poisoned | Endurance | Endurance * 5 | |
| Radiation Resistance | Reduction of radiation exposure | Endurance, Armor, Rad-X | Endurance * 2 | |
| Sequence | When in a combat turn a character can react | Perception | 2 * Perception | |
| Skill Rate | Amount of skill points per level. | Intelligence | (IN * 2) + 5 |
| Derived statistic | Description | Derived from | Initial value |
|---|---|---|---|
| Armor Class | How good your character is at avoiding being hit in combat. | Agility | AG |
| Critical Chance | Chance to cause a Critical Hit. | Luck | (LK) % |
| Damage Resistance | Any damage taken is reduced by this amount. | - | 0 |
| Hit Points | How much damage your character can take before dying. | Endurance Strength |
15 + (2* EN) + ST |
| Melee Damage | Amount of bonus damage in hand-to-hand combat. | Strength | ST - 5 (min. 1) |
| Radiation Resistance | Amount of radiation your character is exposed to is reduced by this amount. | Endurance | (EN * 2) % |
