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This page lists all primary and derived statistics making up the SPECIAL system in Fallout: The Roleplaying Game.

Primary statistics[]

The minimum for each primary statistic is 4 and the maximum is 10. These boundaries can never be broken (with exceptions for super mutant origin). Each statistic directly modifies certain derived statistics. In addition, every skill is tied to a primary statistic, but depending on the context of the action, all skills can go with a primary statistic. Some perks require certain minimum attribute values as well.

List

Name Description Derived statistics and effects Associated skills
Strength Raw physical strength. Carry Weight
Melee Damage
Athletics
Melee Weapons
Unarmed
Perception The ability to see, hear and taste and notice unusual things. Initiative Energy Weapons
Explosives
Lockpick
Pilot
Endurance Stamina and physical toughness. Hit Points Big Guns
Survival
Charisma A combination of appearance and charm. NPC reactions
Prices
Barter
Speech
Intelligence Knowledge, wisdom and the ability to think quickly. Starting skill points Medicine
Repair
Science
Agility Coordination and the ability to move well. Defense
Initiative
Small Guns
Sneak
Throwing
Luck Fortune and the ability to bend fate. Luck Points
Hit Points
None

Derived statistics[]

Derived statistics are attributes of a character which are based on (or derived from) the character's primary statistics or attributes which the player cannot influence directly, as followed.

List

Name Description Derived from Initial value
Carry Weight How much you can carry before you become Overencumbered Strength 150 + (STR x 10)
Defense This amount is subtracted from any damage taken. Agility, Perks 1
Damage Resistance Any ballistic damage taken is reduced by the amount of DR on the specific limb hit Armor, Armor mods, Perks 0
Fatigue Weariness based on how well kept a characters basic needs are met. Directly affects action points gained by subtracting current fatigue from action points gained during an action Thirst, Hunger, Sleep, Disease 0
Thirst How fatigued a character is based on how much or little water they have drank Amount of water drank Full
Energy Resistance Any energy damage taken is reduced by the amount of ER on the specific limb hit Armor, Armor mods, Perks 0
Hit Points How much damage you can take before you die. Endurance Endurance + Luck
Initiative Starting position in the turn order Perception, Agility Perception + Agility


Melee Damage Bonus damage with melee weapons and Unarmed weapons. Strength Strength 7-8: +1d6
Strength 9-10: +2d6
Strength 11-12: +3d6
Poison Resistance Any poison damage taken is reduced by the amount of PR on the specific limb hit Armor, Armor mods, Perks 0
Radiation Resistance How adept your body is at ignoring exposure to radiation and any radiation damage taken is reduced by the amount of RR on the specific limb hit Armor, Armor mods, Perks 0
Skill Rate How many skill points your character gains at first level. Intelligence INT + 9 (first level only)
Sleep How fatigued a character is based on how much or little they have slept Amount of time slept Full
Hunger How fatigued a character is based on how much or little food they have eaten Amount of food consumed Full

See also[]

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