Cult of Personality

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Cult of Personality
CultOfPersonality.png
Fallout, Fallout 2
RequirementsLevel 12, Charisma 10
Ranks1
EffectsReputation always affects people favorably
Van Buren
Requirements?
Ranks?
EffectsReputation always affects people favorably
J.E. Sawyer's Fallout RPG
RequirementsCharisma 7, Persuasion 10
Ranks3
EffectsPC gains an non-player character follower under his own command, instead of the game Overseer's
 
Gametitle-FO1.pngGametitle-FO2.pngGametitle-VB.pngGametitle-JES.png
Gametitle-FO1.pngGametitle-FO2.pngGametitle-VB.pngGametitle-JES.png

Your reputation is always positive to people. Without this Perk, a large negative reputation would have a bad effect on good natured people. Works with a good rep and bad people, too.

Your reputation is always positive to people. Without this Perk, a large negative reputation would have a bad effect on good natured people. This works in the reverse as well. Evil people will even treat Mr. Goodie Good as one of the gang.

Fallout and Fallout 2 description

Cult of Personality is a perk in Fallout, Fallout 2, Van Buren and J.E. Sawyer's Fallout Role-Playing Game.

Fallout, Fallout 2 and Van Buren[edit | edit source]

The perk ensures the karma modifier in reaction calculations is always positive. Unfortunately, this perk is broken and has no effect whatsoever in Fallout and Fallout 2.

In Van Buren, only NCR General Coleridge had this perk. The player character would be forced into being friendly to him, regardless of karma.

J.E. Sawyer's Fallout Role-Playing Game[edit | edit source]

Instead of hiring a non-player character under the control of the Overseer, the player themselves could control the actions of the non-player character.