Charisma

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Charisma
Charisma.gif
Fallout, Fallout 2, Fallout Tactics
modifiesSpeech, Barter
Party limit Fallout 2Gametitle-FO2.png
Promotion rate Fallout TacticsGametitle-FOT.png
Non-player character reactions
Barter prices
related perksCult of Personality
Master Trader
Presence
Divine Favor
Leader
related traitsGood Natured
Fallout 3
modifiesBarter, Speech
Non-player character disposition towards player
related perksAnimal Friend
Child at Heart
Impartial Mediation
Master Trader
Scoundrel
Fallout: New Vegas
modifiesBarter, Speech
Non-player character disposition towards player
Companion Nerve
related perksAnimal Friend
Ferocious Loyalty
Fallout 4
modifiesPersuasion odds, Barter buy/sell prices, Settlement residents
related perksCap Collector, Lady Killer/Black Widow, Lone Wanderer, Attack Dog, Animal Friend, Local Leader, Party Boy/Girl, Inspirational, Wasteland Whisperer, Intimidation
Van Buren, J.E. Sawyer's Fallout RPG
modifies?
related perks?
related traits?
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A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

— in-game description, Fallout

Charisma is one of the seven Primary Statistics in the SPECIAL character system.

Fallout[edit | edit source]

Charisma is tied to Speech and Barter, determining their initial starting level. It also affects the prices of other party's goods. The effect it has on the game is negligible.

Albert Cole is a charismatic pre-made character.

Related perks[edit | edit source]

Ways to increase[edit | edit source]

Fallout 2[edit | edit source]

In Fallout 2, apart from prices, Charisma also determines party size. Your player character can recruit a number of followers equal to their Charisma divided by 2, rounded down. The minimal party size is 1, at Charisma 1.

Related perks[edit | edit source]

Ways to increase[edit | edit source]

Charisma checks[edit | edit source]

  • Modoc: CH 8 is required to sleep with either Davin or Miria, CH 7 with a good town rep.

Fallout Tactics[edit | edit source]

Charisma is an interesting statistic. Although Fallout Tactics is a combat-heavy game, Charisma plays a vital role in determining the player character's rate of advancement through the ranks of the Brotherhood. A Charisma of 5 guarantees a reasonable rate of progression, opening new recruits and gear to the player.

Charisma also opens up perks: Loner (CH 4 or less), Team Player (CH 4), Leader (CH 6), and Divine Favor (CH 8).

Related perks[edit | edit source]

Ways to increase[edit | edit source]

Fallout 3[edit | edit source]

The statistic affects Speech and Barter skills, as well as non-player character Disposition to a minor degree.

Charisma increases the disposition of all non-player characters, which makes speech checks easier. Disposition is also affected somewhat by karma (most non-player characters like good characters more), quests (doing a quest in a way a non-player character likes can dramatically boost disposition), and dialog options (being a jerk in conversations can lower disposition a little). Charisma also affects the Barter and Speech skills. Characters who use Speech will want at least a decent charisma, but adding points to the skill is almost always better than adding points to the score. Characters who do not use the Speech skill have little use for this SPECIAL score.

There are also general Charisma checks in dialogue with some characters, in addition to Speech checks.

Value Skill Modifiers
1 Barter +2, Speech +2
2 Barter +4, Speech +4
3 Barter +6, Speech +6
4 Barter +8, Speech +8
5 Barter +10, Speech +10
6 Barter +12, Speech +12
7 Barter +14, Speech +14
8 Barter +16, Speech +16
9 Barter +18, Speech +18
10 Barter +20, Speech +20

Related perks[edit | edit source]

Perk Requirement Level Additional Requirements
Child At Heart 4 4
Scoundrel 4 4
Impartial Mediation 5 8
Animal Friend 6 10
Master Trader 6 14 Barter 60

Ways to increase[edit | edit source]

Fallout: New Vegas[edit | edit source]

Charisma in New Vegas modifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.

Regardless of Barter or Speech level, some interactions will not be available if your Charisma is too low (eg. when talking to Corporal Betsy). These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.

Related perks[edit | edit source]

Perk Requirement Level Additional Requirements
Ferocious Loyalty 6 6
Animal Friend 6 10 Survival 45

Level names and statistics[edit | edit source]

Value Name Companion Armor & Damage Skill Modifiers
1 Misanthrope +5% Barter/Speech +2
2 Old Hermit +10% Barter/Speech +4
3 Creepy Undertaker +15% Barter/Speech +6
4 Peevish Librarian +20% Barter/Speech +8
5 Substitute Teacher +25% Barter/Speech +10
6 Cheery Salesman +30% Barter/Speech +12
7 Diplomat +35% Barter/Speech +14
8 Movie Star +40% Barter/Speech +16
9 Casanova +45% Barter/Speech +18
10 Cult Leader +50% Barter/Speech +20

Ways to increase[edit | edit source]

Notes[edit | edit source]

  • If the player has a Charisma of 8 while having no stats at 1 or a Luck of 10/1, Doc Mitchell will say "Good to see them bullets didn't affect your charm none."
  • If the player has a Charisma of 2 or lower, Doc Mitchell will say "Huh. Must be some frontal lobe damage."

Fallout 4[edit | edit source]

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Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.

— Registration Form

Charisma is a bit more important in Fallout 4, as it controls the player's chances of becoming addicted to Chems, prices when bartering for goods, and the maximum number of settlers that can live in one of the player's Settlements.

Settlements

The maximum number of settlers that can live in one of the player's established Settlements is equal to ten, plus the player's Charisma score. (i.e. between 11 and 20 settlers)

Bartering

The Barter Buy/Sell prices break down thusly:

Charisma 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
Buying 3.35 3.2 3.05 2.9 2.75 2.6 2.45 2.30 2.15 2.00 1.85 1.70 1.55 1.40 1.25 1.20
Selling 0.2985
(1/3.35)
0.3125
(1/3.2)
0.3279
(1/3.05)
0.3448
(1/2.9)
0.3636
(1/2.75)
0.3846
(1/2.6)
0.4082
(1/2.45)
0.4348
(1/2.3)
0.4651
(1/2.15)
0.5000
(1/2)
0.5405
(1/1.85)
0.5882
(1/1.70)
0.6452
(1/1.55)
0.7143
(1/1.40)
0.8000
(1/1.25)
0.8000
(1/1.25)

The price is further modified by Tales of a Junktown Jerky Vendor magazine, the Barter bobblehead, and the Cap Collector perk:

Modifier Buying Price Modifier Selling Price Modifier
Cap Collector 1 0.90 1.10
Cap Collector 2 0.80 1.20
Barter Bobblehead 0.95 1.05
# of Jerky Vendor issues = 0 1.00 1.00
# of Jerky Vendor issues = 1 0.97 1.00
# of Jerky Vendor issues = 2 0.94 1.00
# of Jerky Vendor issues = 3 0.91 1.00
# of Jerky Vendor issues = 4 0.88 1.00
# of Jerky Vendor issues = 5 0.85 1.00
# of Jerky Vendor issues = 6 0.82 1.00
# of Jerky Vendor issues = 7 0.79 1.00
# of Jerky Vendor issues = 8 0.76 1.00

Charisma can be boosted beyond the 10 point cap, though the bonus/discount cap is reached at 16 Charisma (15 with Cap Collector 1, 13 with Cap Collector 2). If the player reaches a buying modifier of less than 1.2, the game will default to 1.2. Likewise, if they reach a sell modifier higher than 0.8, the game will default to 0.8. As such, the most an item can sell for is 80% of its base price, and the least it can be bought for is 120% of its base price.

To get the best prices:

  • Without any of the other factors above, the player will need 16 CHA for buying, 15 CHA for selling.
  • Cap Collector 1 Perk: 15 CHA for both buying and selling.
  • Cap Collector 2 Perk: 13 CHA for both buying and selling.
  • With Cap Collector 2 Perk, plus the Barter Bobblehead: 12 CHA for selling.
  • With Cap Collector 2 Perk, the Barter Bobblehead, and all 8 Jerky Vendor issues: 8 CHA for buying.

Charisma-based Perks[edit | edit source]

Name Rank Level Description Base ID
CHA 1
Cap Collector
1 You've mastered the art of the deal! Buying and selling prices at vendors are better. 001d2456
2 20 Buying and selling prices of vendors are now much better. 000d75e2
3 41 You can now invest a total of 500 caps to raise a store's buying capacity. 001d2457
CHA 2
Lady Killer / Black Widow
1 You're charming... and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue. 0004a0d4
00019aa3
2 7 Men/Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk. 00065e33
00065e31
3 16 Men/Women now suffer +15% damage in combat, and are much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk. 00065e34
00065e32
CHA 3
Lone Wanderer
1 Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. 001d246b
2 17 When adventuring without a companion, you take 30% less damage and carry weight increases by 100 001d246d
3 40 When adventuring without a companion, you do 25% more damage. 001d246e
CHA 4
Attack Dog
1 Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. 0004b26d
2 9 When your dog holds an enemy, there's a chance he'll cripple the limb he's biting. 001d244d
3 25 When your dog holds an enemy, there's a chance he'll cause them to bleed. 001d244e
CHA 5
Animal Friend
1 Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. 0001e67f
2 12 When you successfully pacify an animal, you can incite it to attack 0004a0d9
3 28 When you successfully pacify an animal, you can give it specific commands 001d2450
CHA 6
Local Leader
1 As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements. 001d2468
2 14 You can build stores and workstations at workshop settlements. 0004d88d
CHA 7
Party Boy / Party Girl
1 Nobody has a good time like you! There's no chance you'll get addicted to alcohol. 0004d887
0004d888
2 15 The effects of alcohol are doubled. 001d2473
001d2475
3 37 Your Luck is increased by 3 while you're under the influence of alcohol. 001d2474
001d2476
CHA 8
Inspirational
1 Because you lead by example, your companion does more damage in combat, and cannot hurt you. 001d2461
2 19 Your companion resists more damage in combat, and can't be harmed by your attacks. 001d2462
3 43 Your companion can carry more items. 001d2463
CHA 9
Wasteland Whisperer
1 Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it. 001d248a
2 21 When you successfully pacify a creature, you can incite it to attack. 001d248b
3 49 When you successfully pacify a creature, you can give it specific commands. 001d248c
CHA 10
Intimidation
1 Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them. 001d02b5
2 23 When you successfully pacify someone, you can incite them to attack. 001d02b6
3 50 When you successfully pacify someone, you can give them specific commands. 001d02b7

Lionheart[edit | edit source]

The character’s looks and charm are Charisma. The higher the character’s Charisma, the easier it is to deal with non-player characters (non-player characters). Magic Wielders use this attribute to influence their spirit, so Mana is partially determined by Charisma.[1]

References

  1. Lionheart: Legacy of the Crusader manual