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How To UsE THIs EGUIDE
This
Fallout: New Vegas
eGuide has a custom navigation system to allow you to easily ind content within the eGuide
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Fallout: New Vegas
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TRAINING FACTIONS & BESTIARY GUNS & GEAR
MAIN QUESTS
SIDE QUESTS TOUR APPENDICES
Introduction •
Act 1
• Act 2 • Act 3
Ain’t That a Kick in the Head
• Back in the Saddle • By a Campfi re on the Trail • They Went That-A-Way • Ring-a-Ding Ding!
Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer
No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!
Enter keywords to ind a speciic word
or phrase.
Within each eGuide section, all
sub-sections are displayed for easy
navigation.
Act 1
AIN’T THAT A KICK IN THE HEAD
ALLIED FACTION
NEUTRAL
Sit down on the couch in Doc
Mitchell’s living room.
QUEST FLOWCHART
Talk to Doc Mitchell
Delivery Order
Bobby Pins x6
Follow Doc Mitchell to the exit.
Select Name
Follow the doctor (2) to his comfy couch, and
learn to use your body again. That shot to the
head played havoc with your motor skills, so
make sure you learn how to Jump, Pick Up
Items (and put them down again). Pick up the
Brahmin Skull above Doc Mitchell’s fi replace,
and put it down again. Then sit on the couch,
and begin a series of word-association and
Rorschach tests. Relax! There’s no wrong
answer, although your comments infl uence
how your trio of Tag skills are chosen. Simply
Reset and choose three new Tag skills if you
don’t like what you get. Next fi ll in a fi nal
form regarding your past medical history.
Check up to two traits that best apply to your
play style. Then simply follow Doc Mitchell to
the Door to Goodsprings, where the Delivery
Order you were carrying is presented to you,
along with some Bobby Pins, a Pip-Boy, and
a gift (see below). Doc suggests you talk to
Sunny Smiles before leaving town; she can
help teach you how to fend for yourself in
the desert. When you’re ready to leave, open
the door. This prompts you into choosing
Hardcore mode or not. Once go through the
door, Main Quest: They Went That-A-Way
begins.
As you leave, you’re presented with a gift
from the good doctor. The item in question all
depends on which combat skill you tagged:
Stimpaks x4
Select Gender and appearance
Walk over to the Vigor Tester
Straight Razor
Select S.P.E.C.I.A.L. stats
Boxing Gloves
Walk over to the couch and sit down
9mm Pistol
Answer questionnaire
Laser Pistol
Select Skills
Select Traits
Vault 21 Jumpsuit
Head to the exit
Pip-Boy 3000
Exit the house
Note
Note
The Training chapter of
this book has all the infor-
mation you need regarding Attributes, Skills,
Traits, and Hardcore mode.
Adjust Your Score… It Ain’t Cheatin’!
Walk to the Vit-o-matic Vigor Tester.
Tip
For more items and weapons,
search all the rooms in
Doc Mitchell’s house to uncover
ammunition, Antivenom, Stimpaks, Rad-X,
a Gun Case with a Laser Pistol, a Chemistry
Set, a Magazine, some Glasses, and a Broken
9mm Submachine Gun. This sets you up
reasonably well for your initial explorations.
Use the Vit-o-matic Vigor Tester.
You receive a 9mm Pistol.
You receive a Laser Pistol.
Note
Note
The fi rst Quests (Back in
the Saddle, followed by
By a Campfi re on the Trail, with the option
to continue with Side Quest: Ghost Town
Gunfi ght/Run Goodsprings Run) are now
available, and the fi rst two are detailed below
(the third is in the Side Quests chapter).
These are optional, but it’s recommended
that you complete all three before you start
Main Quest: They Went That-A-Way.
You are handed some Dynamite.
1
After a particularly
bad evening, and
rescue by Victor
the Securitron,
you awake inside
Doc Mitchell’s
medical shack in
the settlement of
Goodsprings [4.05]. Choose your name, check
your appearance, and then follow the doc
If you tagged none of these, you receive a
9mm Pistol.
You also receive a Straight Razor, as
well as the 9mm Pistol.
You also receive Boxing Gloves, as
well as the 9mm Pistol.
2
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New Vegas Navigation
This Navigation indexes all the essential information contained in this guide so you can easily ind what you’re looking for. For all those wandering the wastes
who want an even deeper breakdown, we provide an expanded (and searchable) Navigation. Download it for free at [www.primagames.com/features/fallout].
Welcome to the Mojave Wasteland ....4
Roulette................................................. 37
By.a.Campire.on.the.Trail.................... 70
Slots...................................................... 37
Lucky.Horseshoes................................ 37
They.Went.That-A-Way.......................... 70
Ring-a-Ding.Ding!.................................. 73
Primary Attributes......................... 4
Derived Statistics .......................... 7
Skills Overview.............................. 9
Caravan.................................................. 37
Followers (aka Companions) ........ 38
Act 2 ........................................... 77
Wild.Card:.Change..
in.Management.................................... 77
Wild.Card:.You..
and.What.Army?.................................. 79
Characters, Crafting
& Collectibles ............................ 40
Services.and.Vendors............................ 40
Main.Collectibles................................... 40
Available Skills ............................ 10
Traits Overview ........................... 11
Wild.Card:.Side.Bets.............................. 81
Wild.Card:.Finishing.Touches............... 86
Perks Overview............................ 12
Challenge, Follower, Unarmed,
and Other Perks......................... 17
Secondary.Collectibles......................... 40
Part 1: Major Factions ................. 41
Part 2: Other Factions:
Freeside and Greater
New Vegas .................................. 42
The.House.Always.Wins,.I..................... 87
The.House.Always.Wins,.II ................... 90
Successful Character
Development ............................. 19
Character Archetypes .................. 21
The.House.Always.Wins,.III.................. 91
The.House.Always.Wins,.IV.................. 93
General Training
and Advice................................. 24
Game.Dificulty..................................... 24
The.House.Always.Wins,.V ................... 94
The.House.Always.Wins,.VI.................. 95
Part 3: Other Factions:
Mojave Wasteland ...................... 43
Part 4: The Bestiary..................... 45
The.House.Always.Wins,.VII................. 95
Render.Unto.Caesar.............................. 96
Hardcore.Mode...................................... 24
Hardcore.Tactics................................... 24.
Human-Sized.Entities..
with.Higher.Functions........................ 45
Mutated.Animals.and..
Wild.Abominations.............................. 49
Part I: Weapons............................ 53
Et.Tumor,.Brute?................................. 103
Things.That.Go.Boom......................... 105
Experience.Points.(XP)......................... 26
Mapping.the.Mojave .............................. 26
King’s.Gambit...................................... 107
For.the.Republic,.Part.2...................... 111
Notes...................................................... 26
Challenges............................................. 26
You’ll.Know.It..
When.It.Happens............................... 115
Arizona.Killer...................................... 118
Radio.Waves .......................................... 27
Flashlight.............................................. 27
Energy.Weapons.................................... 54
Explosives............................................. 54
Karma.................................................... 27
Reputation............................................. 28
Act 3 ......................................... 120
No.Gods,.No.Masters........................... 120
Guns...................................................... 55
Melee.Weapons...................................... 57
The Battle for Wasteland
Supremacy................................. 29
Running.and.Gunning........................... 29
VATS ......................................................... 29
Weapon Condition...................................... 29
Weapon.Types........................................ 30
Weapon.Modiication............................. 30
All.or.Nothing...................................... 124
Veni,.Vidi,.Vici..................................... 128
Unarmed.Weapons ................................ 58
Part II: Ammunition .................... 59
Eureka!................................................ 131
Introduction........................................ 136
Part III: Gear
(Armor and Outits).................... 60
Armor.................................................... 61
Aba.Daba.Honeymoon......................... 138
Ant.Misbehavin’................................... 139
Clothing................................................. 61
Headgear................................................ 63
Going on Maneuvers .................... 31
Clandestine.Activities........................... 31
Anywhere.I.Wander............................. 141
Back.in.Your.Own.Backyard............... 142
Part IV: Aid (Ingestibles) .............. 64
Food.and.Drink..................................... 65
Alcohol.................................................. 66
Environmental.Hazards........................ 32
Cooking,.Tinkering,.and.Creating:.
Crafting.Time....................................... 33
Campires .................................................. 33
Reloading Benches..................................... 33
Workbenches ............................................. 33
Crafting Recipes ........................................ 33
Vendors:.Healing,.Repairing,..
and.Trading ......................................... 35
Sleeping.and.Waiting............................. 36
Beyond.the.Beef.................................. 143
Birds.of.a.Feather................................ 148
Chems.................................................... 66
Magazines.and.More.............................. 66
Bitter.Springs..
Inirmary.Blues................................. 150
Bleed.Me.Dry....................................... 152
Plant.Life............................................... 66
Introduction................................ 67
Act 1 ........................................... 68
Booted................................................. 154
Boulder.City.Showdown...................... 155
Health.and.Chems................................. 36
Gambling..................................... 36
Bye.Bye.Love....................................... 157
Can.You.Find.It..
in.Your.Heart?................................... 159
Ain’t.That.a.Kick.in.the.Head............... 68
Back.in.the.Saddle................................ 69
Blackjack............................................... 37
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Classic.Inspiration.............................. 159
The.Moon.Comes.Over..
the.Tower........................................... 262
Ending.Part.1:.Main.Quest.................. 428
Climb.Ev’ry.Mountain......................... 161
Cold,.Cold.Heart.................................. 162
Ending.Part.2:.Female.Courier. .......... 428
Ending.Part.3:.Male.Courier. .............. 428
The.White.Wash.................................. 262
There.Stands.the.Grass...................... 265
Come.Fly.With.Me............................... 162
Crazy,.Crazy,.Crazy............................. 167
Cry.Me.a.River..................................... 169
Ending.Part.4:..
Followers.of.the.Apocalypse............. 428
Ending.Part.5:.Great.Khans................ 428
Ending.Part.6:.Goodsprings................ 428
Three-Card.Bounty.............................. 267
Unfriendly.Persuasion........................ 269
Volare! ................................................. 270
Wang.Dang.Atomic.Tango................... 274
Debt.Collector..................................... 170
Don’t.Make.a.Beggar.of.Me.................. 173
Ending.Part.7:.Jacobstown................. 428
Ending.Part.8:.The.Kings.................... 429
We.Are.Legion..................................... 276
We.Will.All.Go.Together...................... 278
ED-E.My.Love...................................... 175
Eye.for.an.Eye..................................... 177
Ending.Part.9:.Lily.............................. 429
Ending.Part.10:.The.Misits................ 429
Wheel.of.Fortune................................. 280
Why.Can’t.We.Be.Friends?.................. 282
Eyesight.to.the.Blind.......................... 180
Flags.of.Our.Foul-Ups ......................... 181
Ending.Part.11:.NCR..
Correctional.Facility......................... 429
Ending.Part.12:.Novac......................... 429
You.Can.Depend.on.Me....................... 283
Young.Hearts....................................... 286
Tour of the Mojave
For.Auld.Lang.Syne............................. 183
G.I..Blues............................................. 185
Ending.Part.13:.Powder.Gangers........ 429
Ending.Part.14:.Primm........................ 430
Ghost.Town.Gunight./..
Run.Goodsprings.Run....................... 189
Guess.Who.I.Saw.Today...................... 192
Ending.Part.15:.Rangers..................... 430
Ending.Part.16:.Raul........................... 430
Map.Overview.and.Legend................... 288
Zone 1: Northwest Mountains
Primary Locations .........................290
Hard.Luck.Blues................................. 194
Heartache.by.the.Number................... 196
Ending.Part.17:..
Enclave.Remnants............................ 430
Ending.Part.18:.Rex. ........................... 430
Zone.1:.Secondary.Locations............. 301
Zone 2: New Vegas Conurbation
[Exterior Zones]
Primary Locations.................... 303
High.Times.......................................... 198
How.Little.We.Know............................ 200
Ending.Part.19:.Arcade.Gannon......... 430
Ending.Part.20:.Black.Mountain......... 431
I.Could.Make.You.Care........................ 205
I.Don’t.Hurt.Anymore.......................... 210
Zone.2:.Secondary.Locations............. 323
Zone.2:.Underground.Access..
Entrances/Exits................................. 325
Ending.Part.21:.Boomers.................... 431
Ending.Part.22:.Boone........................ 431
I.Forgot.to.Remember.to.Forget.......... 211
I.Fought.the.Law ................................. 212
Ending.Part.23:..
Brotherhood.of.Steel......................... 431
Ending.Part.24:.Rose..
of.Sharon.Cassidy............................. 431
Zone 2: New Vegas Conurbation
[Interior Zones] Primary
Locations................................. 325
Zone.2A:.Westside............................... 326
Zone 2A: Secondary Locations ................. 327
Zone.2B:.North.Vegas.Square............. 328
Zone 2B: Secondary Locations ................. 329
Zone.2C:.Freeside............................... 329
Zone 2C: Secondary Locations ................. 335
Zone.2D:.New.Vegas.Strip................... 338
Zone 2D: Secondary Locations ................. 352
Zone.2E:.South.Vegas.Ruins .............. 353
Zone 2E: Secondary Locations ................. 353
Zone.U2:.New.Vegas.Sewers................ 354
Zone 3: Northeast Territories
Primary Locations.................... 356
I.Hear.You.Knocking........................... 215
I.Put.a.Spell.on.You............................. 216
Keep.Your.Eyes.on.the.Prize.............. 220
Left.My.Heart....................................... 220
Ending.Part.25:.ED-E.......................... 431
Ending.Part.26:.Fiends........................ 431
Medical.Mystery.................................. 222
My.Kind.of.Town.................................. 223
Ending.Part.27:.Veronica.................... 432
Appendix II: Challenges ............. 432
No,.Not.Much....................................... 225
Nothin’.But.a.Hound.Dog.................... 226
Appendix III: Achievements
and Trophies............................ 434
Appendix IV: Vendors, Weapon
Upgrades, & Gambling Dens ..... 435
Oh.My.Papa.......................................... 228
One.For.My.Baby................................. 232
Pheeble.Will......................................... 234
Appendix V: Crafting Locations ...436
Appendix VI: Collectibles:
Snow Globes ............................ 439
Pressing.Matters................................. 236
Restoring.Hope.................................... 236
Appendix VII: Collectibles:
Caravan Cards & Players .......... 439
Appendix VIII: Collectibles:
Hollowed-Out Rocks................. 439
Appendix IX: Skill Books ........... 440
Zone.3:.Secondary.Locations............. 377
Zone 4: Southwest Desert
Primary Locations.................... 380
Zone.4:.Secondary.Locations............. 393
Return.to.Sender................................. 239
Someone.To.Watch.Over.Me................ 242
Still.in.the.Dark................................... 244
Sunshine.Boogie................................. 251
Zone 5: Central Mountains
Primary Locations.................... 396
Zone.5:.Secondary.Locations............. 414
Appendix X: Skill Magazines ...... 441
Appendix XI: Sunset
Sarsaparilla Star Bottle Caps.... 444
Talent.Pool .......................................... 252
Tend.to.Your.Business........................ 254
Zone 6: East Cliffs and South
Rad Zone Primary Locations .... 417
Zone.6:.Secondary.Locations............. 426
Appendix I: This Is the End ....... 428
That.Lucky.Old.Sun............................ 255
The.Legend.of.the.Star..
and.A.Valuable.Lesson...................... 257
Appendix XII: Unique Items ....... 446
Appendix XIII:
Unique Weapons....................... 447
The.Coyotes......................................... 259
The.Finger.of.Suspicion...................... 261
Appendix XIV: Wild
Wasteland Oddities .................. 448
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Training
wElComE To THE mojAvE wAsTElAND
You’ve narrowly escaped almost certain death and suffocation in a shallow grave: Welcome to the Mojave
Wasteland, survivor! The following few chapters details how to spend your Statistics, Skill, and Perk
points; choose traits; and learn the key survival skills for Crafting and Upgrading armaments. It also
includes the following: tips on the inhospitable Hardcore mode and how to interact with the Factions
and your Reputation; character archetypes to help you streamline your advancement; more involved
training; and a showcase of all the weapons, armor, and aid you should look for during your adventure.
The
Fallout: New Vegas
game manual that came with your copy of the game must be read from cover to
cover so you’re familiar with the basics of this adventure. Come back here when you’re done....
Tip
For those with
experience adventuring
on the East Coast, look for this icon,
which introduces any major changes between
Fallout 3
and
Fallout: New Vegas
, so you
know what’s different.
PrImAry ATTrIbUTEs
SPECIAL Efects
Also known as Primary Statistics,
SPECIAL
is an acronym that stands for
your seven primary attributes (which are Strength, Perception, Endurance,
Charisma, Intelligence, Agility, and Luck). Think of these as the foundation
of not only your character, but those you encounter in the Mojave as
well, including creatures. Each attribute can range from 1 (wretched) to
10 (astounding). Remember that in general terms, the higher a primary
attribute, the more impressive the associated ability and skill bonuses are, as
the following table indicates:
SPECIAL Associations Table I
SPECIAL
ASSoCIAtEd AbILIty
SkILLS ModIfIEd
Action Points (APs) in VATS, Speed (Weapon Draw,
Weapon Reload, Maximum Run)
Agility
Guns, Sneak
Luck
Critical Chance (all weapons), Enemy mishaps
All skills (a little)
When a SPECIAL attribute affects a skill, it does so by the amount shown in
the next table, with the exception of Luck (which affects all skills, but at a
much lower rate).
SPECIAL Associations Table II
SkILL
ModIfIEr (%)
LUCk
ModIfIEr (%)
SkILL
ModIfIEr (%)
LUCk
ModIfIEr (%)
SPECIAL
SPECIAL
SPECIAL
ASSoCIAtEd AbILIty
SkILLS ModIfIEd
1
Skill + 2
Skill + 1
6
Skill + 12
Skill + 3
Strength
Carry Weight
Melee Weapons, Guns (heavier weapons)
2
Skill + 4
Skill + 1
7
Skill + 14
Skill + 4
Perception
Compass Range, Accuracy
Explosives, Lockpick, Energy Weapons
3
Skill + 6
Skill + 2
8
Skill + 16
Skill + 4
Endurance
Heath, Resistance
Survival, Unarmed
4
Skill + 8
Skill + 2
9
Skill + 18
Skill + 5
Charisma
Companion Nerve, Disposition
Barter, Speech
5
Skill + 10
Skill + 3
10
Skill + 20
Skill + 5
Intelligence
Skill Points per level
Medicine, Repair, Science
FUN! ACCUrATE! sCIENTIFIC! Try IT Now!
You allocate SPECIAL
points during your time
of convalescence at Doc
Mitchell’s House, before
you venture out into
Goodsprings for the irst
time since the “premature
burial.” Test your attributes
out at the Vit-o-matic
Vigor Tester (as shown),
where you can redis-
tribute points manually to
lay the foundation for exactly the type of Courier you want to be. Once you leave
Goodsprings for the irst time, you have the option to “Rebuild your Character,” if
you want to make changes since you left Doc Mitchell’s recuperation room.
You have a grand total of 40 points to spend across the seven primary
attributes; however seven of those points are automatically allotted, as you must
have a minimum of 1 point in every attribute. However, the rest can be freely
distributed as you wish. Before you do, be sure to check the following infor-
mation on which associated skills and perks are affected by each attribute.
With 10 ranks, and each allowing you to add 1 point to any attribute, this
allows you to add 10 additional points, instead of accessing other perks.
strength
Strength will tell you how easily a cowboy totes his saddle and those bigger
irearms, or how much help he’s gonna be for ya in the saloon brawl.
CArry
WEIght (Lb)*
UnArMEd
dAMAgE (hP)†
StrEngth
SkILL ModIfIErS (%)‡
1 Wet Noodle
160
0.5
Melee Weapons +2
2 Beached Jellyish
170
1
Melee Weapons +4
3 Doughy Baby
180
1.5
Melee Weapons +6
4 Lightweight
190
2
Melee Weapons +8
5 Average Joe
200
2.5
Melee Weapons +10
6 Barrel Chested
210
3
Melee Weapons +12
7 Beach Bully
220
3.5
Melee Weapons +14
8 Circus Strongman
230
4
Melee Weapons +16
9 Doomsday Pecs
240
4.5
Melee Weapons +18
Tip
Flip forward a few pages, read up on the skills and perks
that you’re interested in, and then check back here to
igure out which primary attribute affects them; then bump up
the attribute to get the biggest bonus you can (without crippling your
character in other ways, of course!).
10 Hercules’ Bigger Cousin
250
5
Melee Weapons +20
* Carry Weight: Every item you scavenge has a weight associated with it. The stronger you are, the more you can carry without
being over-encumbered (which stops you running and slows your normal speed).
† Unarmed Damage: If you’re planning to use your ists, or Unarmed Weapons (such as the Zap Glove), expect to add this
amount of damage to every strike.
‡ Skill Modiiers: You permanently add this percentage to your Melee Weapons skill.
Associated Skills, Perks, and Derived Statistics
Tip
It appears Vault-Tec ran out of Bobbleheads to
distribute to Western Vaults: Attributes can only be
augmented with special, and highly expensive Implants, which is
the only way to improve your statistics.
Skill: Melee Weapons
Skill: Unarmed
Associated Skills, Perks, and Derived Statistics
Statistic: Carry Weight
Perk: Intense Training
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Associated Skills, Perks, and Derived Statistics
PErk
Str rEqUIrEd LEvEL
PErk
Str rEqUIrEd LEvEL
Heave, Ho!
STR 5
2
Unstoppable Force
STR 7
12
Skill: Survival
Skill: Unarmed
Stonewall
STR 6
8
Weapon Handling
STR < 10
16
Strong Back
STR 5
8
Strength Implant
STR < 10
N/A
Statistic: Radiation Resistance
Statistic: Poison Resistance
Super Slam
STR 6
8
PErk
End rEqUIrEd LEvEL
PErk
End rEqUIrEd LEvEL
Perception
Lead Belly
END 5
6
Long Haul
END 6
12
Rad Resistance
END 5
8
Solar Powered
END 7
20
A perceptive cowboy always knows when there’s a lit stick of dynamite
nearby… or when a varmint’s sneakin’ up on him.
Stonewall
END 6
8
Rad Absorption
END 7
28
Strong Back
END 5
8
Endurance Implant
END < 10
N/A
PErCEPtIon
SkILL ModIfIErS (%)*
Life Giver
END 6
12
1 Deaf Bat
Energy Weapons +2, Explosives +2, Lockpick +2
2 Senile Mole
Energy Weapons +4, Explosives +4, Lockpick +4
Charisma
3 Squinting Newt
Energy Weapons +6, Explosives +6, Lockpick +6
4 Unsuspecting Trout
Energy Weapons +8, Explosives +8, Lockpick +8
You’ll ind there are some smooth-talkin’ cowboys out there that got
themselves a voice sounds like an angel’s harmonica.
5 Wary Trout
Energy Weapons +10, Explosives +10, Lockpick +10
6 Alert Coyote
Energy Weapons +12, Explosives +12, Lockpick +12
ChArISMA
CoMPAnIon nErvE (%)*
SkILL ModIfIErS (%)†
1 Misanthrope
Armor and Damage +5
Barter +2, Speech +2
7 Big-eyed Tiger
Energy Weapons +14, Explosives +14, Lockpick +14
2 Old Hermit
Armor and Damage + 10
Barter +4, Speech +4
8 Monocled Falcon
Energy Weapons +16, Explosives +16, Lockpick +16
9 Sniper Hawk
Energy Weapons +18, Explosives +18, Lockpick +18
3 Creepy Undertaker
Armor and Damage + 15
Barter +6, Speech +6
10 Eagle with Telescope
Energy Weapons +20, Explosives +20, Lockpick +20
4 Peevish Librarian
Armor and Damage + 20
Barter +8, Speech +8
5 Substitute Teacher
Armor and Damage + 25
Barter +10, Speech +10
* Skill Modiiers: You instantly (and permanently) add this percentage to these skills.
6 Cheery Salesman
Armor and Damage + 30
Barter +12, Speech +12
Associated Skills, Perks, and Derived Statistics
7 Diplomat
Armor and Damage + 35
Barter +14, Speech +14
8 Movie Star
Armor and Damage + 40
Barter +16, Speech +16
Skill: Energy Weapons
Skill: Explosives
9 Casanova
Armor and Damage + 45
Barter +18, Speech +18
10 Cult Leader
Armor and Damage + 50
Barter +20, Speech +20
Statistic: Easier to detect
enemies on Compass
Skill: Lockpick
* Companion Nerve: This is the percentage bonus to Armor and Damage inlicted by a Follower.
† Skill Modiiers: You instantly (and permanently) add this percentage to these skills.
Statistic: Increased accuracy to
your attacks
Associated Skills, Perks, and Derived Statistics
PErk
PEr rEqUIrEd LEvEL
PErk
PEr rEqUIrEd LEvEL
Skill: Barter
Skill: Speech
Four Eyes (Trait)
PER < 10
N/A
Better Criticals
PER 6
16
Friend of the Night
PER 6
2
Iniltrator
PER 7
18
Statistic: Disposition of Others
Statistic: Companion Nerve
Sniper
PER 6
12
Perception Implant
REP <10
N/A
PErk
Chr rEqUIrEd LEvEL
PErk
Chr rEqUIrEd LEvEL
Light Step
PER 6
14
Ferocious Loyalty
CHR 6
6
Charisma Implant
< 10
N/A
Endurance
Animal Friend
CHR 6
10
You can’t keep a good cowboy down, not if he’s the endurin’ type...and not if
he’s got a six-shooter the size of all tarnation.
Intelligence
A smart cowboy’s good at most anything, from suckin’ the poison out of your
rattler bite to ixin’ your broken wagon axle.
EndUrAnCE
InItIAL hEALth*
SkILL ModIfIErS (%)†
1 Basically Dead
120
20 + (Level x10)
Survival +2, Unarmed +2
IntELLIgEnCE
SkILL PoIntS*
SkILL ModIfIErS (%)†
2 Crumbly
140
40 + (Level x10)
Survival +4, Unarmed +4
1 Sub-brick
10.5
Medicine +2, Repair +2, Science +2
3 Do Not Bend
160
60 + (Level x10)
Survival +6, Unarmed +6
2 Vegetable
11
Medicine +4, Repair +4, Science +4
4 Handle with Care
180
80 + (Level x10)
Survival +8, Unarmed +8
3 Cretin
11.5
Medicine +6, Repair +6, Science +6
5 Stain-resistant
200
100 + (Level x10)
Survival +10, Unarmed +10
4 Knucklehead
12
Medicine +8, Repair +8, Science +8
6 Hardy
220
120 + (Level x10)
Survival +12, Unarmed +12
5 Knowledgeable
12.5
Medicine +10, Repair +10, Science +10
7 Tough-as-nails
240
140 + (Level x10)
Survival +14, Unarmed +14
6 Gifted
13
Medicine +12, Repair +12, Science +12
8 Flame Retardant
260
160 + (Level x10)
Survival +16, Unarmed +16
7 Smartypants
13.5
Medicine +14, Repair +14, Science +14
9 Bulletproof
280
180 + (Level x10)
Survival +18, Unarmed +18
8 Know-it-all
14
Medicine +16, Repair +16, Science +16
10 Unstoppable
300
200 + (Level x10)
Survival +20, Unarmed +20
9 Genius
14.5
Medicine +18, Repair +18, Science +18
* Initial Health: Because this is the amount of damage you can take before dying, igure out what type of combat you’re
planning: You need more health if you’re going to wade into hand-to-hand combat, and less if you’re sniping from long range.
† Skill Modiiers: You instantly (and permanently) add this percentage to these skills.
10 Omniscient
15
Medicine +20, Repair +20, Science +20
* Skill Points: The number of points you can allocate to skills each time you level up. Any “half-points” are carried over to an
even level number. So an adventurer with 9 Intelligence gains 14 Skill Points at Level 3, 15 Skill Points at Level 4, and so on.
† Skill Modiiers: You instantly (and permanently) add this percentage to these skills.
At Levels 10 and 20, this is what a 1, 5, and 10 Intelligence adventurers’ Skill
Points total look like:
Note
Fatigue: Fatigue is nonfatal damage. If enough Fatigue
damage is sustained, a character will simply become
unconscious. This is a invisible stat that determines when you get
knocked down/stunned—hand to hand weapons like the boxing gloves
or some poisons deal damage to fatigue rather than HP. The higher your
END, the longer you last before becoming Fatigued.
IntELLIgEnCE
SkILL PoIntS (LEvEL 10)
SkILL PoIntS (LEvEL 20)
1
105
210
5
125
250
10
150
300
5
5
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