Van Buren SPECIAL
|This page describes the SPECIAL implementation in Van Buren, the canceled Fallout 3 by Black Isle Studios.|
General information[edit | edit source]
Black Isle's canceled Fallout 3 project, codenamed Van Buren, was to feature a highly modified version of the SPECIAL character system, made by J.E. Sawyer. Some of the changes, especially to the skills system, were quite controversial among Fallout fans. To test the early stage of development, developers used the PnP variation of the rules for testing and initial balancing. Bethesda's version of SPECIAL in Fallout 3 is something of a combination of the original SPECIAL, the Van Buren SPECIAL, as well as their own changes.
Primary statistics[edit | edit source]
SPECIAL is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These were the seven basic attributes of every character in the game. They were used to determine the skills and available perks of the given character.
Derived statistics[edit | edit source]
Derived statistics were attributes of a character which were based on (or derived from) the character's primary statistics or attributes which the player could not influence directly.
The following derived statistics existed in Van Buren:
Skills[edit | edit source]
In Van Buren, there were 13 skills:
- 3 "combat" skills: Firearms, Melee, Unarmed
- 3 "diplomacy" skills: Barter, Deception, Persuasion
- 4 "science" skills: Mechanics, Medic, Outdoorsman, Science
- 3 "stealth" skills: Security, Sneak, Steal
Skills started at 0, with Tag Skills starting at 20. Point cost increases were to be steeper in order to make high skills more difficult to achieve.
Traits[edit | edit source]
The following traits were to be added or renamed:
Other traits were to be removed in comparison to previous games:
Perks[edit | edit source]
In Van Buren, perks were no longer tied to your character's level, but depended solely on your character's statistics and skills. Only high-level characters would have high skills anyway, and powerful perks being dependent on very high skills would be more of an incentive to specialize in a given skill.
The concept that tended to run through all perks was that the developers were seeking to make perks that would allow players to actually play differently. "If a player can take a perk for their character and it makes them think differently about how they are playing, that seems more interesting to me than just jacking the skill value up." In addition, he was attempting to make more perks that were directly connected to having high non-combat skills, like Healer, in order to balance and flesh out the other dimensions of gameplay.
New perks[edit | edit source]
- Advanced Research
- Body Snatcher
- Bulk Trader
- Eye on the Prize
- In Your Face!
- Junk Merchant
- Mental Catalogue
- Suicide King
See also[edit | edit source]