Personality Department
Skills Section
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This is the Skill Section.
Skills
- Small Guns:
- This skill covers the use of pistols, sub-machine
guns, rifles and shotguns. The higher your Small Guns skill the easier
it will be for you to hit your target, and the longer effective range
you will have in combat.
- Initial Level. Starting Small Guns skill is equal to 35% +
(1% x Agility). Average characters will have a 40%.
- Big Guns:
- This is the skill of flamers, miniguns, rocket
launchers and other large support weapons. If it’s a large weapon,
you can count on Big Guns being the skill rolled against. Like Small
Guns, the better your skill, the easier it will be to hit your target, and
the longer range you can really hit people at.
- Initial Level. Starting Big Guns skill is equal to 10% + (1% x
Agility). Average characters have a 15% skill.
- Energy Weapons:
- The use of energy weapons is not a very
common skill in the Vault. Energy weapons had just started to come
into actual use in warfare, when the world blew up. Lasers and
Plasma weapons are covered by the Energy Weapons skill. Basically,
if it uses an energy cell or power pack, and not cartridge ammunition,
it falls under this skill.
- Initial Level. Starting Energy Weapons skill is equal to 10% +
(1% x Agility). Average characters will have a 15% skill.
- Unarmed:
- This is the skill of beating people up with your fists
and feet. The better you are at this skill, the more likely you are
going to hit them in combat. At very high skill levels, you can succeed at those targeted shots easier, inflicting terrible damage.
Everyone starts with a pretty good Unarmed skill, since the basic
concept is pretty simple.
- Initial Level. Starting Unarmed skill is equal to 40% + (1% x
the average of your Agility and Strength). Average characters will
have a 45% in Unarmed combat.
- Speech:
- This is the skill of dialogue. The better your Speech
skill, the more likely you will be able to get your way when talking to
people. When there is a chance that the NPC might take your word,
believe your lie, or just follow your word, this is the skill that is used.
Automatic use.
- Initial Level. Starting Speech skill is equal to 25% + (2% x
Charisma). Average characters will have a 35% skill.
- Barter:
- The skill of trading. In the post-nuclear world,
currency
is not used commonly. Barter will allow you to get more for less
when trading equipment, weapons and other items. A high Barter
skill will lower the prices you pay for items you purchase, and
increase the money you get for selling excess equipment. A good
Barter skill isn’t important if you’re killing everyone, but it certainly
is a valuable skill for the non-berserkers out there. Automatic use.
- Initial Level. Starting Barter skill is equal to 20% + (2% x
Charisma). Average characters will have a 30% skill.
- Gambling:
- The skill of Gambling lets you play games of
chance, and win more often. As compared to playing games of
chance, and losing more often. When the world comes to an end, and
all that is left is a can of soup, some dweeb will bet it on a cockroach
race. Automatic use.
- Initial Level. Starting Gambling skill is equal to 20% + (3% x
Luck). Average characters will have a 35% skill.
- Outdoorsman:
- This is the skill of outdoor living, and survival
in a hostile environment. Not many people from the Vault are skilled
in Outdoorsman! Automatic use.
- Initial Level. Starting Outdoorsman skill is equal to 5% + (1%
x the average of your Intelligence and Endurance). Average characters will have a 10% skill.
- Sneak:
- The skill of being able to move quietly and out of sight.
When you are Sneaking, and doing it successfully, other people will
be less likely to notice you – at a distance. If you get too close to a
dangerous mutant, no matter how good you are at Sneaking, they
will notice you. Active use. Use Sneak to toggle it on and off. You
automatically stop Sneaking when you run.
- Initial Level. Starting Sneak skill is equal to 25% + (1% x
Agility). Average characters will have a 30% Sneak.
- Lockpick:
- If you need to open locks without the proper key,
then this is the skill for you. Having an actual lockpick will improve
your chances, but it is not necessary. There are two types of locks in
the Fallout world: primitive and electronic. Lockpicks work against
primitive locks, and electronic lockpicks work on electronic locks. A
particular lock may be more difficult to pick than other locks. Active
use. Select a target to lockpick.
- Initial Level. Starting Lockpick skill is equal to 20% + (1% x
the average of your Perception and Agility). Average characters will
have a 25% skill.
- Steal:
- This is the art of removing things from a person or
object, without being noticed. Even if you succeed, there is a chance
that a critter might notice you. Larger objects are more difficult to
steal than smaller objects. The more objects you attempt to steal, the
more likely you are to be noticed. You cannot steal objects that a person
has equipped. If you steal from a person, it might be a good idea
to go behind them so they can’t see you as easily. Active use. You will
need to pick a target to steal from.
- Initial Level. Starting Steal skill is equal to 20% + (1% x
Agility). The average character will have a 25% Steal skill.
- Traps:
- The skill of disarming bad things that will hurt you.
Your Perception will find them for you. If you decide to set bad things
for other people (like explosives), then this is the skill that is used to
set them. A critical failure while setting an explosive will detonate it
prematurely. Active use, but sometimes used automatically. You will
need to pick a target to attempt the disarming.
- Initial Level. Starting Traps skill is equal to 20% + (1% x the
average of your Perception and Agility). Average characters will have
a 25% skill.
- First Aid:
- The skill of minor healing. You will be able to cure
minor wounds, cuts and bruises with this skill. You can only use it
three times a day, and it takes a little while to work. Active use.
Select a target to heal, but this is most likely going to be you!
- Initial Level. Starting First Aid skill is equal to 30% + (1% x the average of your
Perception + Intelligence). Average characters will have a 35% skill.
- Doctor:
- A more advanced skill of healing. You can heal
serious damage and crippled limbs but not poison or radiation damage.
Using this skill will take a while to perform. Every crippled limb will
add to the time required to use the Doctor skill. You can only use this
skill three times a day, but you can combine it with First Aid. Active
use. You need to pick a target to play Doctor with.
- Initial Level. Starting Doctor skill is equal to 15% + (1% x the
average of your Perception and Intelligence). Average characters will
have a 20% skill.
- Science:
- The skill of knowledge and learning. It covers
computers,
electronics, mechanical and other brain hurting tasks. Active
use, but sometimes used automatically. You will need to pick a target
to sciencetize.
- Initial Level. Starting Science skill is equal to 25% + (2% x
Intelligence). Average characters will have a 35% Science skill.
- Repair:
- This is the physical use of Science. Repair will let you
fix things, and in a world of broken stuff, this is a good thing. Active
use. You will need to fix a target.
Initial Level. Starting Repair skill is equal to 20% + (1% x
- Intelligence). Average characters will have a 25% skill.
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First Level Department:
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Personality Section:
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Perks |
Karma & Reputation
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