Info Storage

This is what I use to store things that are important. And I'll periodically update this every now and then.

S. P. E. C. I. A. L.

Strength - It'll tell you how easily a cowboy totes his saddle and those bigger firearms, or how much help he's gonna be for ya in a saloon brawl.

This affects your: Melee, Unarmed, Inventory Weight, Damage, Weapon Effectiveness.

10 - Hercules' Bigger Cousin

9 - Doomsday Pecs

8 - Circus Strongman

7 - Beach Bully

6 - Barrel Chested

5 - Average Joe

4 -Lightweight

3 - Doughy Baby

2 - Beached Jellyfish

1 - Wet Noodle

Perception - A perceptive cowboy always knows when there's a lit stick of dynamite nearby… or when a varmint's sneak in' up on him.

This affects your: Explosives, Lockpick, Energy Weapons, Accuracy, Compass Range.

10 - Eagle with Telescope

9 - Sniper Hawk

8 - Monocoled Falcon

7 - Big Eyed Tiger

6 - Alert Coyote

5 - Wary Trout

4 - Unsuspecting Trout

3 - Squinting Mole

2 - Senile Mole

1 - Deaf Bat

Endurance - You can't keep a good cowboy down, not if he's the enduring' type… and not if he's got a six-shooter the size of all tarnation.

This affects your: Unarmed, Health, Resistance, Survival.

10 - Unstoppable

9 - Bulletproof

8 - Flame Retardant

7 - Tough•as•nails

6 - Hardy

5 - Stain•resistant

4 - Handle with Care

3 - Do Not Bend

2 - Crumbly

1 - Basically Dead

Charisma - You'll find there are some smooth-talkin' cowboys out there that got them-selves a voice sounds like an angel's harmonica.

This affects your: Barter, Speech, Companion, Nerve.

10 - Cult Leader

9 - Casanova

8 - Movie Star

7 - Diplomat

6 - Cheery Salesman

5 - Substitute Teacher

4 - Peevish Librarian

3 - Creepy Undertaker

2 - Old Hermit

1 - Misanthrope

Intelligence - A smart cowboy's good at most anything, from suckin' the poison out of your rattler bite to fixin' your broken wagon axle.

This affects your: Science, Repair, Medicine, Skill Points.

10 - Omniscient

9 - Genius

8 - Know•it•all

7 - Smartypants

6 - Gifted

5 - Knowledgeable

4 - Knucklehead

3 - Cretin

2 - Vegetable

1 - Sub•brick

Agility - When a fella's in a gun fight and shoots the other guy six times before they get off a shot, it's cause that fella is agile.

This affects your: Guns, Sneak, Speed, Action Point Regeneration.

10 - Walks on Water

9 - Acrobatic Marvel

8 - Knife Catcher

7 - Knife Thrower

6 - Cat Like

5 - Under Control

4 - Butterfingers

3 - Oaf

2 - Accident Prone

1 - Walking Disaster

Luck - Some folks claim not to believe in luck, but when they lose in a duel you'll hear them say "That was a lucky son•of•a•gun!"

This affects your: All skills, Critical Hits, Enemy Mishaps.

10 - Two•headed Coin Flip

9 - 21•Leaf Clover

8 - Leprechaun's Foot

7 - Lucky 7

6 - Stacked Deck

5 - Coin Flip

4 - Spilled Salt

3 - Sickly Albatross

2 - Broken Gypsy Mirror

1 - 13 Pitch•black Cats

S.P.E.C.I.A.L. Abreviations

Str. = Strength

Per. = Perception

End. = Endurance

Cha. = Charisma

Int. = Intelligence

Agl. = Agility

Lck. = Luck

——————

SKILLS

Barter =

Energy Weapons =

Explosives =

Guns =

Lockpick =

Medicine =

Melee =

Repair =

Science =

Sneak =

Speech =

Survival =

Unarmed =

——————

How S.P.E.C.I.A.L. affects Skills

Skills mentioned are calculated as follows:

*Skill = 2 + (2 x special stat) + every odd luck*

1 luck = + 1 to all skills

3 luck = + 2 to all skills

5 luck = + 3 to all skills

7 luck = + 4 to all skills

9 luck = + 5 to all skills

——————

Skill Books

(Not sure what happened to the first list of this went)

Barter

- [Tales of a Junktown Jerky Vendor]

Energy Weapons

- [Nikola Tesla and You]

Explosives

- [Duck and Cover!]

Guns

- [Guns and Bullets]

Lockpick

- [Tumblers Today]

Medicine

- [D.C. Journal of Internal Medicine]

Melee

- [Grognak the Barbarian]

Repair

- [Dean's Electronics]

Science

- [Big Book of Science]

Sneak

- [Chinese Army: Special Ops Training Manual]

Speech

- [Lying, Congressional Style]

Survival

- [Wasteland Survival Guide]

Unarmed

- [Pugilism Illustrated]

Each book give +3 to its respective stat.

——————

TRAITS

Agoraphobia

- The horrors outside are scarier than monsters under your bed. You gain +1 to all SPECIAL while indoors but suffer -1 to all SPECIAL while outdoors.

Built to Destroy

- The Flamer that burns twice as bright and burns half as long. All weapons have +3% chance to Critically Hit, but equipment condition decays 15% faster.

Built to Last

- The Flamer that burns twice as long, but half as bright. Weapon condition decays 15% slower, but all weapons have -3% chance to critically hit.

Camper

- Your cautiousness and patience grants you a +2 Damage Threshold, but you have -10 AP.

Claustrophobia

- You have a fear of enclosed spaces. Probably because of the mutants that live there. You have +1 to S.P.E.C.I.A.L. attributes when outside, but suffer -1 when indoors.

Early Bird

- Hey early risers! Enjoy a +2 to each of your S.P.E.C.I.A.L. attributes from 6 am to 12 pm, but suffer a -1 from 6 pm to 6 am when you're not at your best.

Freshman

- You are here to learn what you can, but that means you aren't trained yet. Enjoy a +10% XP gained from everything you do. Look away from the -5 to ALL of your Skills.

Fast Shot

- While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate.

Four Eyes

- While wearing any type of glasses, you have +1 Perception. Without glasses, you have -1 Perception.

Good Natured

- You're Good Natured at heart, more prone to solving problems with your mind than violence. You gain +5 to Barter, Medicine, Repair, Science, and Speech, but have -5 to Energy weapons, Explosives, Guns, Melee Weapons, and Unarmed.

Heavy Handed

- Your melee and unarmed attacks do more damage, but less critical hit damage.

Hoarder

- You gain +25 lbs. to your carrying capacity, but suffer a -1 to all attributes any time the weight you're carrying drops below 160 lbs.

Hot Blooded

- When your health drops below 50% you gain +10% more damage, but you also suffer -2 to your Agility and Perception attributes.

Kamikaze

- You have +10 Action Points but your reckless nature causes you to have -2 Damage Threshold.

Logan's Loophole

- No one's going to put you out to pasture 'cause you're going to stay young (and level 30) forever! You'll never again become addicted to chems, and they'll last twice as long… but after level 30 you can kiss experience, perks, and skill points goodbye!

Loose Cannon

- From Frag Grenades to Throwing Spears, you can throw weapons 30% faster at the cost of 25% less range.

Neat Freak

- You can't stand disorganization. Lose -25 lbs. carry capacity, but you gain +1 to all SPECIAL whenever your carry weight is below 160 lbs.

Night Owl

- Enjoy the dark you brave Night Owls. Enjoy a +2 to all SPECIAL from 6pm to 12am but suffer a -1 to all SPECIAL from 6am to 12pm.

One Inch Punch

- Your Melee and Unarmed attacks deal more critical damage, but deal less damage.

Skilled

- You're skilled, but not experienced. You gain +5 points to every skill, but you suffer -10% from experience gained from now on.

Small Frame

- Due to your small size, you have +1 Agility but your limbs are more easily crippled.

Taunting Jack….. of all trades

- Who wants only one hand to have all the glory? Why can't they both be Doms? You are ambidextrous. You can use both your right and left hand equally at the same efficiency as a single handed person would. You don't gain anything special wise.

Trigger Discipline

- While using Guns and Energy Weapons, you fire 20% more slowly but are 20% more accurate.

Ultra Violence

- You are Ultra Violent at heart. You prefer to talk things out with your fists more than your words. You see faster results this way. You gain +5 Guns, Energy Weapons, Melee, Unarmed, and Explosives, but have -5 Speech, Medicine, Repair, Barter, and Science.

Walking Tank

- You have a strong, bulky, and sturdy frame. Due to the size of your frame +25% less limb damage. But you lose -1 Agility.

Wild Wasteland

- Wild Wasteland unleashes the most bizarre and silly elements of post- apocalyptic America. Not for the faint of heart or the serious of temperament. {This trait is already applied to the world. Only pick if you are stupid}

YEET!

- From grenades to spears, you enjoy putting all your strength into a throw. you gain 25% Range with thrown weapons, but suffer -30% Attack speed with thrown weapons.

——————

PERKS AVAILABLE

Example:

[Perk Name] | Level | Other requirements|

- Perk description

[Confirmed Bachelor] | 2 |

- You do +10% damage against opponents of the same sex. You'll sometimes have access to unique dialogue options when dealing with the same sex.

[Friend of the Night] | 2 | 6 Per., 30 Sneak |

- Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the post-nuclear wasteland. Gain Low-Light Vision from 8:15pm to 5:45am and when indoors.

[Heave Ho!] | 2 | 5 Str., 30 Explosion |

- Quite an arm you've got there. All thrown weapons fly farther and faster for you.

[Hunter] | 2 | 30 Survival |

- In combat, you do +75% Critical Damage against animals and mutated animals.

[Intense Training] | 2 |

- With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.

[Jump to Conclusions] | 2 | Fail a Skill Check |

- When you fail to convince someone, all your hits become critical for the next 10 seconds.

[Lady Killer] | 2 |

- You do +10% damage against opponents of the opposite sex. You'll sometimes have access to unique dialogue options when dealing with the opposite sex.

[Prospector] | 2 | 30 Barter |

- You are now officially a prospector. Thus, you get a trade discount and better repair services from traveling merchants. In addition, your barter skill increases by +5.

[Rapid Reload] | 2 | 5 Agility, 30 Guns |

- With the Rapid Reload perk, you reload all your weapons 25% faster than normal.

[Swift Learner] | 2 | 4 Intelligence |

- With each rank in the Swift Learner perk, you gain an additional 10% of total Experience Points whenever Experience Points are earned.

[Cannibal] | 4 |

- When you're in Sneak mode, you gain the option to eat a human corpse to regain hit points, but lose Karma.

[Comprehension] | 4 | 4 Intelligence |

- You gain one additional skill point for reading books and double the skill points for reading magazines

[Educated] | 4 | 4 Intelligence |

- You gain two more skill points every time you advance in level.

[Run n Gun] | 4 | 45 Guns or Energy Weapons |

- Halved spread with one-handed ranged weapons while walking or running.

[Bear in Mind] | 6 |

- You find a Yao Guai cub. How, Why, When, Where? Good question! Soon is the answers to all! And the cub won't eat you and your friends, it's like a tamed dog and your it's owner.

[Bloody Mess] | 6 |

- people and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do 5% more damage with all weapons.

[Field Medic] | 6 | 40 Medicine|

-You may attempt to revive a fallen ally with a super stimpack.

[Gunslinger] | 6 |

- While using a pistol or a similar one-handed weapon, your accuracy in V.A.T.S. is significantly increased.

[Lead Belly] | 6 | 5 Endurance |

- You take 50% less radiation every time you drink from an irradiated water source.

[Nikolas Shockwave] | 6 | Read a N.S. Book |

-You take 20% less damage from Energy attacks. Energy bullets, Energy grenades, anything that deals Energy as damage.

[Shotgun Surgeon] | 6 | 45 Guns |

- Your precision with a scattergun is something to behold. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.

[Toughness] | 6 | 5 Endurance |

- Words might not break your bones, but other things can. But with you gain a permanent +3 Damage Threshold. Now it's harder for those sticks and stones to break your bones.

[Commando] | 8 |

- You gain +25% accuracy in V.A.T.S. with two-handed weapons.

[Grunt] | 8 | 45 Guns, 20 Explosives |

- You gain 25% more damage with 9mm pistols and SMGs, .45 pistols and SMGs, service rifles, assault and Marksman carbines, light machine guns, frag grenades, grenade rifles and launchers and combat knives.

[Quick Draw] | 8 | 5 Agility |

- Makes weapon equipping and holstering 50% faster.

[Rad Resistance] | 8 | 5 Endurance, 40 Survival |

- You gain +25% radiation resistance permanently.

[Run Like the Wind] | 8 | 6 Agility |

- You gain +10% speed.

[Sneering Imperialist] | 8 |

- You gain +15% Damage and +25% accuracy in V.A.T.S. to various tribal and raider characters.

[Stone Wall] | 8 | 6 Strength and Endurance |

- You gain +5 DT against melee and unarmed attacks and cannot be knocked down during combat.

[Strong Back] | 8 | 5 Strength and Endurance |

- You gain +50 Carry Weight.

[Too Drunk to Die] | 8 | Get Drunk |

-You gain a +5 DT while drunk.

[] | 10 | |

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