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Ran Strength Perception Endurance Charisma Intelligence Agility Luck

k
1 Wet Noodle Deaf Bat Basically Dead Misanthrope Sub-Brick Walking 13 Pitch-Black
Disaster Cats
2 Beached Senile Mole Crumbly Old Hermit Vegetable Accident Broken Gypsy
Jellyfish Prone Mirror
3 Doughy Squinting Do Not Bend Creepy Cretin Oaf Sickly
Baby Newt Undertaker Albatross
4 Lightweight Unsuspecting Handle With Peevish Knuckle Head Butterfingers Spilled Salt
Trout Care Librarian
5 Average Joe Wary Trout Stain- Substitute Knowledgeable Under Control Coin Flip
Resistant Teacher
6 Barrel Alert Coyote Hardy Cheery Gifted Catlike Stacked Deck
Chested Salesman
7 Beach Bully Big-Eyed Tough-as-nails Diplomat Smartypants Knife Thrower Lucky 7
Tiger
8 Circus Monocled Flame Movie Star Know-It-All Knife Catcher Leprechaun's
Strongman Falcon Retardant Foot
9 Doomsday Sniper Hawk Bullet Proof Casanova Genius Acrobatic 21 Leaf Clover
Pecs Marvel
10 Hercules' Eagle with Unstoppable Cult Leader Omniscient Walks on Two-Headed
Bigger Telescope Water Coin Flip
Cousin

Barter Proficiency at trading and haggling. Also used to negotiate Charisma Salesman Tales of a
better quest rewards or occasionally as a bribe-like alternative Weekly Junktown
to Speech. Jerky Vendor
Energy Proficiency at using energy-based weapons. Perceptio Future Nikola Tesla
Weapons n Weapons and You
Today
Explosive Proficiency at using explosive weaponry, disarming mines, and Perceptio Patriot's Duck and
s crafting explosives. n Cookbook Cover!
Guns Proficiency at using weapons that fire standard ammunition. Agility Milsurp Guns and
Review Bullets
Lockpick Proficiency at picking locks. Perceptio Locksmith's Tumblers
n Reader Today
Medicine Proficiency at using medical tools, drugs, and for crafting Intelligenc Today's D.C. Journal
Doctor's Bags. e Physician of Internal
Medicine
Melee Proficiency at using melee weapons. Strength Tles of Grognak the
Weapons Chivalrie Barbarian
Repair Proficiency at repairing items and crafting items and Intelligenc Fixin' Things Dean's
ammunition. e Electronics
Science Proficiency at hacking terminals, recycling energy ammunition Intelligenc Programmer' Big Book of
at workbenches, crafting chems, and many dialog checks. e s Digest Science
Sneak Proficiency at remaining undetected and stealing. Agility La Fantoma! Chinese
Army:
Special Ops
Training
Manual
Speech Proficiency at persuading others. Also used to negotiate for Charisma Meeting Lying,
better quest rewards and to talk your way out of combat, People Congression
convincing people to give up vital information and succeeding al Style
in multiple speech checks.
Survival Proficiency at cooking, making poisons, and crafting "natural" Enduranc Lad's Life The
equipment and consumables. Also yields increased benefits e Wasteland
from food. Survival
Guide
Unarmed Proficiency at unarmed fighting. Enduranc Boxing Times Pugilism
e Illustrated

Derived Description Derived from Initial value


statistic
Action The higher the number, the more actions you can perform in a Agility 65 + (AGL x 3)
Points single V.A.T.S. round.
Carry How much you can carry before you become overencumbered. Strength 150 + (STR x
Weight 10)
Critical Chance that a hit will inflict critical damage. Luck 1% per LCK
Chance
Damage Any damage taken is reduced by this percentage. It is applied Perks, Med-X, Slasher,
Resistance before DT. Only a few rare non-player characters use DR. Battle brew
Damage This amount is subtracted from any damage taken. Armor worn, Perks,
Threshold Implants.
Dehydratio A meter that will tell you if the player is dehydrated or hydrated. Survival
n (Hardcore mode) Amount of water drank
Fatigue How much special fatigue damage you can take before you are Endurance
knocked unconscious. Level
Fire All fire damage you receive is reduced by this percentage. Armor worn, atomic
Resistance cocktail
Hit Points How much damage you can take before you die. Endurance 95 + (END x 20)
+ (Level x 5)
Melee Bonus damage with melee weapons. Strength (STR x 0.5)
Damage
Poison All poison damage you receive is reduced by this percentage. Endurance (END x 5) - 5
Resistance
Radiation How adept your body is at ignoring exposure to radiation. Endurance (END x 2) - 2
Resistance
Reload The reduction of the amount of time taken to reload a weapon. Agility 10% per AGI > 5
Speed
Skill Rate How many skill points your character gains per level. Intelligence 10 + (INT x 0.5)
Sleep A meter that tells you how long the player has been awake and Amount of time slept in a
when the player needs sleep. (Hardcore mode) Bed
Starvation A meter that tells how hungry the player is. (Hardcore mode) Survival

Amount of food
consumed
Unarmed Damage done with fists (damage of unarmed weapons is added Unarmed skill (Unarmed
Damage to this value). skill/20) + 0.5

Built to +3% critical hit chance Condition decays 15% faster


Destroy
Fast Shot Guns and energy weapons you fire Guns and energy weapons you fire
are 20% quicker, AP cost for your are 20% less accurate
guns and energy weapons are 20%
lower
Four Eyes + 2 Perception while glasses - 1 base Perception
equipped
Good Increases Speech, Medicine, Decreases Energy Weapons,
Natured Repair, Science and Barter Skills Explosives, Guns, Melee Weapons
+5. and Unarmed skills -5.
Heavy Melee and unarmed do more Melee and unarmed do less critical
Handed damage hit damage
Kamikaze +10 Action Points -2 Damage Threshold
Loose Attack speed with thrown weapons Thrown weapons have 25% less
Cannon increased by 30% range
Small Frame +1 Agility Fragile limbs (25% extra limb
damage)
Trigger Guns and energy weapons you fire Guns and energy weapons you fire
Discipline are 20% more accurate are 20% less quick, AP cost for
your guns and energy weapons
are 20% higher
Wild Adds additional 'wacky' content and Removes access to some 'sane'
Wasteland modifies existing content and content
special encounters
Old World Blues
Claustrophob +1 buff to SPECIAL attributes while -1 debuff to SPECIAL attributes
ia outdoors while indoors
Early Bird +2 buff to SPECIAL attributes from -1 debuff to SPECIAL attributes
6am to 12pm from 6pm to 6am
Hoarder +25 lbs to total carry weight -1 debuff to SPECIAL attributes
while current equipment weight is
below 160 lbs
Hot Blooded +15% damage increase while -2 debuff to Perception and Agility
below 50% health while below 50% health
Logan's Chems last twice as long and Locks the level cap at 30
Loophole addiction rates are set to zero
Skilled Gain +5 points to every skill. You suffer -10% from experience
gained.

Buffout-Strength +2 Endurance +3 Health +60


Jet-AP +15
Hydra-Restore Limb Condition
Mentats-Charisma +1 Perception +2 Intelligence +2
Med-X-Damage Resistance +25
Psycho-Damage Output +25%
Rad-X-Rad Resistance +75
Radaway-Rads -180
Rebound-Regenerate AP
Slasher-Damage Output +25% Damage Resistance +25
Stimpak-HP +130
Super Stimpak-HP +260
Turbo-Speed +2
Beer-Charisma +3 Strength +3
Jake Juice-Charisma +3 Strength +3
Scotch-Charisma +3 Strength +3
Vodka-Charisma +3 Strength +3
Jet ---> Amphetamine
Reasoning: Jet increases the amount of energy available to perform VATs, amphetamine is a
natural choice for such an energy booster. Also amphetamine came in an inhaler called
Benzedrine.
Dixon's Jet ---> Cut Amphetamine
Reasoning: Dixon's Jet gives less AP than regular Jet, so a cut amphetamine dealt by a shady
dealer (Dixon) seems natural.
Rocket ---> Ethylamphetamine - In between amphetamine and methamphetamine in potency
Reasoning: Provides more AP than Jet but less than Ultrajet, meaning it's intermediate in
strength. Ethylamphetamine is intermediate between amp and meth in strength.
Ultrajet ---> Methamphetamine (Version 1.0 had dextromethamphetamine, shortened)
Reasoning: Most potent form of Jet, so methamphetamine seems natural.
Party Time Mentats ---> BZP
Reasoning: A kind of party time stimulant (but less powetful than jet), so benzylpiperazine
Psycho ---> PCP
Reasoning: PCP tends to induce anesthesia in humans, meaning the user can deal more pain
with less inhibition.
RadAway ---> 5-Androstenediol
Reasoning: 5-Androstenediol is a steroid that has use in treating acute radiation sickness
Slasher ---> Morphine/PCP
Reasoning: Slasher is a Med-X/Psycho combo, so renamed to Morphine/PCP
Mentats ---> Modafinil
Reasoning: Mentants are a sort of mental booster like a nootropic drug, modafinil is this sort of
drug called a eugeroic.
Med-X ---> Morphine
Reasoning: Bethesda's original name for Med-X
Grape Mentats ---> (R)-Modafinil
Reasoning: Another type of eugeroic.
Berry Mentats ---> Armodafinil
Reasoning: Another type of eugeroic.
Orange Mentats ---> Adrafinil
Reasoning: Another type of eugeroic.
Coyote Tobacco Chew ---> Tobacco Chew
Reasoning: Simplifying the name.
Rebound ---> Cathinone
Reasoning: Rebound is an injection of Jet and adrenal chemicals. Cathinone provides
amphetamine effects with more of an adrenergic push.
Steady ---> Diazepam
Reasoning: Steady helps steady the user's hands, reducing weapon spray. Diazepam steadies
hands.
Turbo ---> Inhalant
Reasoning: Turbo produces the effect of making the users surroundings appear to slow down
and the item appears to be an aerosol can. Inhalable gases tend to make the world seem to go
by slower.
Cateye ---> Tropicamide
Reasoning: Cateye makes night vision stronger. Tropicamide is a atropine derivative that dilutes
the pupil, allowing more light to enter the eye.
Fixer ---> Ibogaine
Reasoning: Fixer temporarily removes withdrawal effects without being addictive in its own right.
Ibogaine is the main alkaloid of the iboga root which is a powerful psychedelic that has the
remarkable ability to hit almost all addictive drug receptors, attenuating withdrawal and often
bringing about a spiritual state that is able to bring one to kick many different drug habits.
Q

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