Fallout 3: Skills and Perks

Solar Powered
Ranks Available: 1, Requirements: Level 20, Endurance 7
With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.

:crazy:

Lawbringer
Ranks Available: 1, Requirements: Level 14
Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.

Not a very brilliant idea, but it doesn't bother me very much
Concentrated Fire
Ranks Available: 1, Requirements: Level 18, Small Guns 60%, Energy Weapons 60%
With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part.

Pretty normal

Child at Heart
Ranks Available: 1, Requirements: Level 4, Charisma 4
The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices

Unique dialogue choices? This sounds pretty interesting, i wish there were more perks like this.
 
As someone else said, Lawbringer should be Bounty Hunter. You should be asked by someone to take out evil doers instead of being rewarded for killing anyone evil.

Having said that, I don't know what you're all bitching about. It's obvious the NPCs in FO3 are psychic, just like those in Oblivion. Those tricksy guards always knew when you'd been bad.
 
an evil Head Hunter perk would have made sense :) and youd get karma and money for bringing the head of your victim.

also doesnt Child at Heart imply something other then beeing able to talk to children ?

solar powered =

wall-e-costume.jpg
 
man, hope theyre not putting in those over paranoid "oh no! you touched the poor mans pewter plate, now you are the ultimate enemy of the state" - pay/got to jail/resist - crazy ass guards into this game to! thats really a gamekiller...
 
Why did they only list 11 skills?

Why is "Explosives" listed as "Explosiveness"?

Why would Unarmed determine your damage with Melee weapons?

WHO WRITES THIS SHIT AND HOW DO THEY FUCK IT UP SO COMPLETELY?
 
In all honesty i find solar powered just plain dull and stupid, seriously i dont like it, it sounds like a superpower you might see in bad superhero comics or movies.

Lawbreaker, i didn`t actually quite understand whats the point, is it a perk where you collect fingers for someone, shouldnt that be like, a quest?

I do like child perk even if it might be quite tasteless, more dialogue options and possibly funny ones even.
 
Lawbringer sounds stupid. They're taking the poor karma system to new levels of WTFness. Suspension of disbelief doesn't cover some guy somehow knowing that you're presenting him with an evil finger.

I agree with Ausir, this ranks with fatman. It just doesn't make sense.

On the positive side, the others look OK. Solar Powered might be a little silly but given how far they're taking the SCIENCE aspect (further than the original Fallouts - ice gun, etc - which may or may not be a bad thing) I think it works.
 
respatex said:
man, hope theyre not putting in those over paranoid "oh no! you touched the poor mans pewter plate, now you are the ultimate enemy of the state" - pay/got to jail/resist - crazy ass guards into this game to! thats really a gamekiller...

Since they have the same red icons for things you can't touch as in Oblivion and they have magical alignment detectors, I think it is a safe bet to see those same psychic guards return.


Mutoes said:
In all honesty i find solar powered just plain dull and stupid, seriously i dont like it, it sounds like a superpower you might see in bad superhero comics or movies.

Badly done superpowers could have worked if they had taken the time to come up with a nice SCIENCE! description of why you are getting stronger from the sun. I'm not really bothered by the fact that the superpower is there, rather that they aren't taking the time to make it fit into the setting while it very well could. For instance the ant strength serum sounds like something that a mad SCIENCE! professor could have invented. It is a superpower but not something that doesn't belong in the setting.

This lack of cohesiveness in Fallout 3 is something that has been bothering me for a long time. It is not as much the fact that some of this stuff is even in the game, but the fact that with a competent team of writers it could have been a very good addition to the Fallout universe. There are still some outright retarded things in the game, but even more things that could have fit if they went the extra mile.
 
Lawbringer just doesnt make any sense as a perk it sounds more like a normal mmorpg type grind quest. As mentioned how would the trader know that the fingers belong to the evil people. I recall a documentary about CIA actions in Laos during Vietnam war and one ex agent told how they made bounties for ears of Vietnam soldiers, but it didnt last long because one day that agent went to a small village to congratulate the people for most cashed in bounties and saw that all the children in the village are missing their ears.

I would like to see this kind of quest put in F3 but with small alterations like asking for ghoul fingers instead human and that trader wont care if the ghoul was good or evil, because for him good ghoul is a dead ghoul.
 
@marko2te: I really like the ghoul finger/part idea; really smart thinking. It's both dark and Fallout-esque in dealing with discrimination, etc. like F2 especially was so good at. Unfortunately it's only 'what if' at this stage. Whatever...I'll still enjoy it; just wish it made a little more sense. (unless they somehow surprise the hell out of us with some missing detail)

Stranger: "Thanks for the finger! Now I cast Mega Regenerate!" (entire person regenerates from the finger) "Ha ha! Now I put you in jail evildo-" (pauses) Wait a minute...this is my wife you jerk!"
Wife: "WTF!?"
Player: "Uh...Does it help if I say I didn't think you could do that?"
Stranger: (casts Bloody Mess then pokes you in the eye with a needle)
Player: (EXPLODES)
:roll:
 
Okay people, whining about NMA and whining about people whining about NMA stops here.

The topic is the new Skills and Perks, not the NMA userbase.
 
Maybe they have a fingerprint reader connected to a large database like in CSI: New York and there's like GARY FUCKING SINISE KICKING ASS EVERYWHERE.

Or maybe not.
 
Some of the names sound like they were inspired by the Dragon Ball like cartoons...
 
Outbreak said:
@marko2te: I really like the ghoul finger/part idea; really smart thinking. It's both dark and Fallout-esque in dealing with discrimination, etc. like F2 especially was so good at. Unfortunately it's only 'what if' at this stage. Whatever...I'll still enjoy it; just wish it made a little more sense. (unless they somehow surprise the hell out of us with some missing detail)



Im a pessimist when it comes to F3, so I dont believe that there is a missing detail. But it could have been much better made. Humans can also work, but not with just fingers because in fallout world i cant see anyone being identified with them. But what they could do is maybe removing a tattoo from a body which some gang or raiders use.
 
Wouldn't it just be easier to find gang tags and symbols instead? That way not every bad guy is linked by the aura of his pinky finger.
Burke's glasses, raider badges, it adds a lot more flexibility and is more believable.
 
Would be even easier to make this "Lawsomething" a guest (something opposite Slavery), like Rangers were in FO2.

Not a f*cking perk!!
 
Eyenixon said:
Face it, there's no way this makes sense in any way shape or form, you can argue that Fallout has already had its variety of silly things, but this is bordering on the nonsensical pointless area of reasoning where there is absolutely no logic behind it at all. This isn't wacky 50's sci-fi stuff, this is someone taking the liberty with a flexible setting to continuously add more idiotic things to an already bizarre formula until it decays from campy to completely moronic.

Let me introduce you to a little "invention" settlers came up with in the early days of colonisation; when several nations were trying to settle the same piece of land at the same time. This little invention is called scalp bounties. You see, both the French and British decided to enlist Native American bands because of their belief in total war. If the Native went to war, it was until the other bands were destroyed or absorbed; for the Natives didn't know about diplomatic wars, or economic wars. Once a Native nation went to war, they didn't stop until they had eliminated and absorbed the other tribes they were fighting.

Since they "knew" the Natives would only kill the enemy, so they would reward the taking of scalps with bounties. Very much like the collection of fingers is proposed in Fallout 3, the scalps were taken and rewarded on a "good faith" basis by those bands recognised as allies.

Eventually these bounties were transferred to the Indian themselves and people who would bring Indian heads and scalps would be rewarded. People eventually started bringing in heads and scalps of drifters and even recently deceased people of the community.

As a matter of fact, such bounties have been offered since the beginning of time, with similar proof of collection requested. Although most bounties were issues on the presentation of the head or whole body rather than fingers. But I think that Beth simply wanted to eschew the whole "lopping people's heads off" sensorship issues and simplified the system with fingers.
 
Let me introduce you to a little "invention" settlers came up with in the early days of colonisation; when several nations were trying to settle the same piece of land at the same time. This little invention is called scalp bounties. You see, both the French and British decided to enlist Native American bands because of their belief in total war. If the Native went to war, it was until the other bands were destroyed or absorbed; for the Natives didn't know about diplomatic wars, or economic wars. Once a Native nation went to war, they didn't stop until they had eliminated and absorbed the other tribes they were fighting.

Since they "knew" the Natives would only kill the enemy, so they would reward the taking of scalps with bounties. Very much like the collection of fingers is proposed in Fallout 3, the scalps were taken and rewarded on a "good faith" basis by those bands recognised as allies.

Eventually these bounties were transferred to the Indian themselves and people who would bring Indian heads and scalps would be rewarded. People eventually started bringing in heads and scalps of drifters and even recently deceased people of the community.

As a matter of fact, such bounties have been offered since the beginning of time, with similar proof of collection requested. Although most bounties were issues on the presentation of the head or whole body rather than fingers. But I think that Beth simply wanted to eschew the whole "lopping people's heads off" sensorship issues and simplified the system with fingers.



I think you are mixing apples and oranges. French and British knew that they wont kill their people but only their enemies. But they also knew that they will kill everyone including women and children.
Lawbringer perk instead of quest, give a good alignment player ability to sell fingers of evil people to a merchant who know that they belonged to evil raiders. We have here two problems, its a perk not a quest or a trait and we have a trader who can recognize evilness of fingers. As i mentioned earlier this could work if you take fingers of specific group like mutants or ghouls and trader dont care if they belonged to either good or evil. Its also more logical/traditional for you to could collect marks, badges even tattoos from gangs . Basically this is nothing more than a poorly written generic quest that was already part of every other RPG.
 
Child at Heart - now that sounds interesting, wonder if it'll have any practical use though
 
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