This page describes the SPECIAL implementation in Fallout Tactics.
Primary statistics
For Humans, primary statistics cannot go below 1 or above 10 during creation. For other races primary stats can go as high as 16. Each race or species has different minimum and maximum stat requirements. Bonuses from items can increase the statistics beyond their natural racial maximum. 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.
Character creation
Each race has some points distributed already at character creation. It does not, however, really matter, as they can be subtracted and added to anyway. Generally, humans have 40 Character Points to distribute among their characteristics. The numbers for other races are 42 for ghouls, 40 for super mutants, 41 for deathclaws, 45 for humanoid robots, and only 35 for dogs. Races with more than 40 character points generally have slower Perk Rate.
Image | 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, Pilot, Traps | |
Endurance | The ability to withstand punishment and physical exertion. | Healing Rate Hit Points Poison Resistance Radiation Resistance |
Outdoorsman | |
Charisma | A combination of looks, charm and leadership skills. | NPC reactions Prices |
Barter | |
Intelligence | Mental strength and abilities. | Dialogue options skill points per level |
Doctor, First Aid, Outdoorsman, Repair, Science | |
Agility | Speed, dexterity and the ability to manipulate small objects. | Action Points Armor Class |
Big Guns, Energy Weapons, Lockpick, Melee Weapons, Pilot, Small Guns, Sneak, Steal, Throwing, Traps, Unarmed | |
Luck | A combination of fate, Karma and, in general, how the universe views this character. | Chances with the virtual dice of the game Critical Chance |
Gambling |
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 | Derived statistic | Description | Derived from |
---|---|---|---|
Action Points | Number of actions that can be performed in a single turn. | Agility | |
Armor Class | How likely the character is to avoid getting hit (the higher, the better). | Agility Armor | |
Bonus Damage | The percentage of bonus damage done in all forms of combat. Based on your race, traits, and perks. | Race Traits Perks | |
Carry Weight | How much equipment can be carried. | Strength | |
Critical Chance | The base chance you will cause a critical hit with an attack. | Luck | |
Damage Resistance | Reduces physical damage by a percentage. | Armor | |
Healing Rate | How fast you regain health, both by yourself and by being healed. | Endurance | |
Hit Points | How much damage the character can take before dying. | Race Endurance Strength Level | |
Melee Damage | Base amount of damage the character does in hand-to-hand combat. | Strength | |
Perk Rate | How frequently new perks are acquired. | Race | |
Poison Resistance | Reduces poison damage by a percentage. | Endurance | |
Radiation Resistance | Reduces radiation damage by a percentage. | Endurance Armor Drugs | |
Skill Rate | How many skill points are gained per level. | Intelligence |