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Skilled

Skills are learned abilities of a character. The skill level shows how good the character is at that skill. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the games.

List of skills[]

Combat skills[]

Skill Fallout Fallout 2 Fallout Tactics Fallout 3 Fallout: New Vegas Fallout: The Roleplaying Game
Big Guns Yes Yes Yes Yes Guns Yes
Small Guns Yes Yes Yes Yes Yes
Guns

Big Guns
Small Guns

Big Guns
Small Guns

Big Guns
Small Guns

Big Guns
Small Guns

Yes

Big Guns
Small Guns

Energy Weapons Yes Yes Yes Yes Yes Yes
Throwing Yes Yes Yes Explosives

Explosives
Melee Weapons

Yes
Traps Yes Yes Yes Explosives Explosives Explosives
Explosives

Throwing
Traps

Throwing
Traps

Throwing
Traps

Yes Yes Yes
Melee Weapons Yes Yes Yes Yes Yes Yes
Unarmed Yes Yes Yes Yes Yes Yes

Active skills[]

Skill Fallout Fallout 2 Fallout Tactics Fallout 3 Fallout: New Vegas Fallout: The Roleplaying Game
Athletics No No No No No Yes
Doctor Yes Yes Yes No No No
First Aid Yes Yes Yes No No No
Medicine No No No Yes Yes Yes
Lockpick Yes Yes Yes Yes Yes Yes
Repair Yes Yes Yes Yes Yes Yes
Science Yes Yes Yes Yes Yes Yes
Sneak Yes Yes Yes Yes Yes Yes
Steal Yes Yes Yes No No No
Survival No No No No Yes Yes
Traps Yes Yes Yes No No No

Passive skills[]

Skill Fallout Fallout 2 Fallout Tactics Fallout 3 Fallout: New Vegas Fallout: The Roleplaying Game
Barter Yes Yes Yes Yes Yes Yes
Gambling Yes Yes Yes No No No
Outdoorsman Yes Yes Yes No No No
Pilot No No Yes No No Yes
Speech Yes Yes No Yes Yes Yes

Weapons use[]

Each weapon class has a different skill that governs its use.

Name Details
Heavy Weapons /
Big Guns
Very large and/or heavy weapons (miniguns)
Energy Weapons Directed-energy weapons (laser rifles)
Explosives Thrown or placed explosives (land mines)
Firearms /
Guns
All gunpowder firearm class weapons
Melee /
Melee Weapons
Stand-off hand held striking weapons (clubs)
Pistols /
Small Guns
Small firearms (plasma pistols)
Rifles /
Small Guns
Small firearms (assault rifles)
Throwing All thrown weapons (spears)
Traps Placed explosives (plastic explosives)
Melee /
Unarmed
Striking weapons on the hand or arm (gauntlets)

Mechanics[]

The success of an action can be determined by a skill check or a skill roll.

Skill check[]

A skill check is when the game checks if the character's skill meets a minimum skill value. For example, the Chosen One can download combat implant schematics with at least 51% in the Science skill and at least 75% in the Doctor skill, and the Courier can acquire the schematics for hand-loaded .44 Magnum rounds from Jules with both a 50 Guns and 60 Survival skill level at least.

Skill roll[]

A skill roll emulates the way skill rolls are done in traditional pen-and-paper RPGs. A skill roll is successful if a character's skill value is higher than a random generated number (1-100). In this simplified situation, a character's skill value is effectively a chance of success.

However, a skill roll typically has a modifier that adjusts the character's skill value for the purpose of the skill roll. A positive modifier makes an action easier (such as using a tool in a Repair skill roll) while a negative modifier makes an action harder (such as using Small guns in darkness). Some skill rolls use a predesignated system of modifiers (combat) while other skill rolls use modifiers specific that situation (a specific line of dialogue that requires a Speech skill roll).

Rolls are commonly used instead of skill checks for intrinsically random actions like combat, Lockpick, Steal, and avoiding random encounters.

Some skill rolls limit the success rate to a maximum of 95%. A few skill rolls can also generate critical successes and critical failures. For combat skills, the effect is determined by critical hit tables.

Notes[]

Skills
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