Fallout: The Roleplaying Game SPECIAL

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 WeightMelee Damage 	AthleticsMelee WeaponsUnarmed
Perception 	The ability to see, hear and taste and notice unusual things.	Initiative 	Energy WeaponsExplosivesLockpickPilot
Endurance 	Stamina and physical toughness. 	Hit Points 	Big GunsSurvival
Charisma 	A combination of appearance and charm. 	NPC reactionsPrices 	BarterSpeech
Intelligence	Knowledge, wisdom and the ability to think quickly. 	Starting skill points 	MedicineRepairScience
Agility 	Coordination and the ability to move well. 	DefenseInitiative 	Small GunsSneakThrowing
Luck 	Fortune and the ability to bend fate. 	Luck PointsHit 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: +1d6Strength 9-10: +2d6Strength 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==
* Fallout: The Roleplaying Game skills
* Fallout: The Roleplaying Game perks