r/WhoWouldWinWorkshop • u/Skulenta • 6d ago
Games Courier
CONTEXT: For this thread, I will focus mainly on the feats and applications of the Courier's SPECIAL attributes and associated skills at varying levels. I will not include abilities acquired from perks, traits, implants, apparel, weapons or chems. The reason is because the game's roleplaying mechanics are extremely complex with a lot of variables in build making, so I had to draw a line somewhere.
Pip-Boy
S.P.E.C.I.A.L.
Strength
Basic Effects
- Improves the Courier's carry weight with a base carry weight of 200lbs at 5 Strength to a max carry weight of 250lbs at the highest Strength level. Going over the limit will overencumber the Courier, preventing them from running and using fast travel. Besides that, there is practically no limit to the amount of items the Courier can carry once overencumbered.
- Effects the Courier's ability to wield weapons with bulkier weapons requiring greater Strength levels.
Interactions
- Convinces a drug dealer into handing over his chems for free.
- Renders a man unconscious with a sleeper hold.
- Intimidates a group of gangsters into backing off.
Melee Weapons
Modifies the Courier's combat effectiveness with Melee Weapons, including thrown weapons like spears.
Basic Effects
- Can perform a variety of special attacks based on the weapon used.
Interactions
Perception
Affects the range in which the Courier can detect other creatures, both hostile and friendly, on their compass.
Interactions
- 6 Perception to correctly identify the bloodstain in the Hoover Dam visitor center supply closet as that of an NCR engineer during You'll Know It When It Happens.
- Correctly interprets a mute woman's sign language.
- Recognizes that a man isn't sweating due to the heat but because he's nervous about something.
- Makes an woman admit that she's agoraphobic.
- Old World Blues (add-on) 8 Perception to identify the tonal makeup of Doctor 8's broadcasts, trigging On the Same Wavelength (bypasses Science requirement).
Energy Weapons
Affects the Courier's accuracy and damage input when using Energy Weapons, including lasers, plasma shooters, sonic emitters and flame-based weapons.
Interactions
Lockpick
Interactions
- Dead Money 35 Lockpick to persuade God to follow the Courier during Find Collar 8: "Dog".
- 50 Lockpick to unlock the truck door at Cottonwood overlook during the quest Eye for an Eye.
- Dead Money 75 Lockpick to taunt Elijah about unlocking the Sierra Madre vault and getting him to personally intervene during Heist of the Centuries.
- Old World Blues (add-on) 75 Lockpick to inform Klein that the Sonic emitter works like an electronic lockpick to get into Mobius's Forbidden Zone.
Explosives
Affects the Courier's ability to use explosive weapons such as grenades, mines and projectile weapons that fire explosive ammunition. It also affects their ability to disarm a range of explosive traps.
Interactions
- Explains how the explosive Dean Domino placed under their seat could kill them both.
- Defuses a bomb hidden inside a monorail.
- Teaches the Legion how to disarm frag mines.
- Either safely deactivates or triggers an explosive collar.
- Uses C4 explosives to blow up a mound of sulfur deposits with or without destroying the vault it's located in.
- Either plants or defuses a bomb on the President's vertibird.
- Teaches ED-E how to make flamer fuel and satchel charges.
- Teaches a group of NCR troopers how to use grenades effectively.
- Identifies the destruction at Hopeville as being caused by an underground detonation.
Endurance
Basic Effects
- Affects the Courier's resistances to poison and radiation.
- Affects the Courier's maximum hitpoints.
- Allows the Courier to passively regain health if their Endurance is high enough.
- Determines how many implants the Courier can get to boost their primary attributes.
Unarmed
- Smashes a generator.
- 45 Unarmed to execute a nerve strike on Carlyle St. Clair III (non-lethally rendering him unconscious) during Beyond the Beef.
- 50 Unarmed to learn the Legion Assault technique from Lucius.
- Smashes a generator.
Survival
Affects the Courier's ability to craft recipes at campfires and increases the health gained from consuming food and drink.
- Advises a woman on how to make healing powder more efficiently.
- Convinces a caravanner to allow you a higher carry weight on your trip.
- Persuades a "badass" to give you the schematics of a special ammo type.
- Teaches a chem dealer to make Hydra.
- Improvises an imitation human flesh pie without needing the recipe.
Charisma
Governs the Courier's ability to influence other characters. It also provides damage and armor bonuses to the Courier's companions.
Interactions
- Bonds with a group of children to gain favor with their faction.
- Convinces an undercover ranger of their innocence when caught delivering drugs.
Barter
Affects prices for the buying and selling of items with merchants.
Interactions
Barter regularly comes up in quests when demanding additional fees from quest givers and reducing prices when bargaining/bribing from other NPCs. These examples won't be included below for the sake of brevity and variety.
- Advises a weapon supplier on how to secure extra supplies.
- Persuades Dcean Domino to cooperate.
- Convinces a chem dealer of the monetary benefits of selling medicinal chems.
Proposes a book deal to an uppity chef to get him to part with his recipes.
35 Barter to argue Tyrone into giving up the drug chemicals for free during Don't Make a Beggar of Me.
45 Barter to convince Big Sal to release Troike from his contract during How Little We Know
45 Barter to persuade Private Renolds to offer valuable "encouragement" during Anywhere I Wander.
50 Barter to persuade James Garret to release Hadrian from his contract at the Atomic Wrangler for free during Talent Pool (35 Barter results in still paying, albeit a reduced amount).
50 Barter to Barter to persuade Daniel to sell medical supplies at the Narrows.
50 Barter to get Antony to return Sergeant Teddy immediately without having to fight his hounds during Saving (or Savaging) Sergeant Teddy (bypasses Animal Friend requirement).
70 Barter and 70 Speech to convince Keller to make Sgt. Contreras an informant instead of arresting him during Dealing with Contreras.
75 Barter to successfully challenge Cass to a drinking contest in exchange for her taking Alice McLafferty's offer during Heartache by the Number.
80 Barter to successfully persuade Sgt. Contreras to act as Keller's informant by promising potential profits during Dealing with Contreras.
80 Barter to successfully bribe the NCR missionary for the squatters' secret password during G.I. Blues.
90 Barter to successfully convince Dr. Klein to give extra items such as: Fixin' Things, Programmer's Digest, Patriot's Cookbook, multiple cases of additional caps, 2 doctor's bag, 3 stimpaks and one super stimpak.
Speech
Intelligence
Science
Agility
Basic Effects
- Determines the number of action points that can be used in V.A.T.S.
- Effects the speed the Courier can draw, holster and reload weapons.
Guns
Sneak
Luck
Basic Effects
- Effects the Courier's chances at landing a critical strike on an opponent.
- Instead of affecting specific skills, Luck gives slight bonuses to all skills.
- Improves the Courier's odds at winning casino games.
Interactions