Fallout New Vegas Skills Zurucksetzen
Fallout 3 and Fallout: New Vegas are both built on the Gamebryo engine, which means they share a lot of DNA. One of those shared elements is console commands, of which you can find a huge list of just below. If you’re looking to make some instant changes to your Fallout game, or perhaps – gasp – cheat, then these are the commands you need. The wasteland’s a harsh place, so we don’t blame you for trying to make things easier on yourself.
How do you enter Fallout commands?
- You gain 10 skill points per level plus half your Intelligence score. The sooner you get to the New Vegas Medical Center and buy yourself a shiny new Intelligence Implant, the more skill points you’ll have in the long run. In addition to perks, leveling, and intelligence, you can get skill bonuses from books throughout the game.
- Fallout: New Vegas is a post-apocalyptic action role-playing video game. It is a spin-off of the Fallout series and was developed by Obsidian Entertainment and published by Bethesda Softworks. It was announced in April 2009 and released for Microsoft Windows, PlayStation 3 and Xbox 360 on October 19, 2010.
To enter commands into Fallout 3 or Fallout: New Vegas, you’ll need to open the developer console. To do this, tap the ‘tilde’ key (~), which can be found under the ESC key on American English keyboards. If you have a UK English keyboard, then you’ll need the ‘grave’ key (`), which can be found in the same spot.
Pressing the console key will pause the game, remove the HUD, and give a text prompt ( ) in the lower left corner of the screen. Simply type in a command and press enter for the effect to take place. When typing commands, replace any text surrounded by <> brackets with the required information, and do not type the brackets. Replace # with numerical values.
If there’s a match, it means that the same key was used to sign a previously known legitimate app, therefore validating the new upload. Download Drakor.id+ apk for PC/Mac/Windows 7,8,10Choilieng.com helps you to install any apps/games available on Google Play Store. If we’re unable to verify the legitimacy of a new APK, we will simply not publish it on appforpc1.com. To see the full description of Drakor.id+, please. For new apps that have never been published on appforpc1.com, we try to match the signatures to other existing apps by the same developer. Download aplikasi drakor.id untuk laptop.
Napa County California. Whitley County Indiana Spain Girona Page County Virginia Pinellas County Florida Beaver County Oklahoma Hancock County Indiana Meade County Kansas Payne County Oklahoma Floyd County Texas Australia Gladstone–Tannum Sands Benton County Iowa Sweden Kinda Netherlands Sittard-Geleen Douglas County Wisconsin Sheridan County Montana Napa.
Fallout Cheat Commands
All Pip-Boy Markers
tmm 1
Activates all Pip-Boy markers on the map, making them visible and fast-travel locations.
Toggle Fog of War
tfow
Toggles on/off fog of war on the Pip-Boy map.
God Mode
tgm
Toggles on/off god mode, which makes the player invincible to all damage, provides unlimited ammo, carrying capacity and AP. Items do not degrade.
Demi-God Mode (New Vegas only)
tdm
Toggles on/off demi-god mode, which makes the player invincible to all damage, but does not provide unlimited ammo or any other benefits.
Kill All NPCs
killall
Kills all NPCs and creatures in the area.
Teleport
coc <cell edid>
Teleports the player to a specific cell location.
Fallout Camera Commands
Free Camera
tfc
Toggle on/off the free camera, allowing you to move the camera anywhere you please. Use tfc 1 to pause the game too.
Free Camera Movement Speed
sucsm <#>
Changes the speed for the free camera. Replace <#> with 1 for a slow camera, and up to 10 for a fast camera.
Remove HUD
tm
Toggle on/off menus and HUD.
Field of View
fov <#>
Adjusts the field of view. Default is 75, Narrow is around 40, and wide is around 90. Set the value to your own preference.
Toggle Lightbrite
tlb
Toggle on/off lightbrite mode, which increases lighting in dark areas.
Fallout Inventory Commands
Add Item to Inventory
player.additem <base_id> <amount>
Adds an item to your inventory. Items will be at ‘full health’ and undamaged.
Remove Item from Inventory
player.removeitem <base_id> <amount>
Removes an item from your inventory.
Repair Menu
player.srm
Opens the Repair Menu, which allows the player to use their Repair skill to fix items. The menu works like a merchant repair trade, but payment will be given back to the player.
Show Inventory IDs
player.showinventory
Lists the player’s inventory with item IDs.
Equip Item from Inventory
player.equipitem <object_id>
Equips an item from your inventory.
Change Weapon Health
player.setweaponhealthperc <#>
Changes the health of your currently held weapon. Replace # with a number between 1-100.
Fallout NPC Commands
For almost all NPC commands, the NPC must be targeted before typing the command. Issuing a command without a target will simply result in nothing.
Set Target
prid <ref_id>
The same as left-clicking on a target, but useful if you cannot see the target. Most NPC commands will require a target.
Teleport to NPC
player.moveto <ref_id>
Moves you across the map to an NPC.
Teleport NPC
moveto player
Moves an NPC to your character.
Add/Remove NPC Inventory Item
additem <base_id>, removeitem <base_id>
Adds or removes an item from an NPC’s inventory.
Equip NPC
equipitem <base_id>, unequipitem <base_id>
Equip or unequip an item to an NPC.
Display NPC Inventory
inv
Shows every item in an NPC’s inventory, including hidden items.
Barter Menu
sbm
Shows the barter menu, for use with NPC traders.
Restore NPC Health
resethealth
Brings an NPC back to full health.
Kill NPC
kill
Makes an NPC die.
Revive NPC
resurrect
Brings an NPC back from the dead. (Will also reroll their inventory, so previously owned items may disappear.)
Toggle Combat AI
tcai
Toggles on/off combat artificial intelligence, so NPCs are unable to fight.
Toggle AI
tai
Toggles on/off all artificial intelligence, so NPCs are unable to do anything.
Set NPC Faction
setally <factionID1> <factionID2> (0/1 optional) (0/1 optional)
Allies an NPC to a specific faction. <0> sets as an ally, <1> sets as a friend.
Set Faction as Enemy
setenemy <factionID1> <factionID2> (0/1 optional) (0/1 optional)
Sets a faction as an enemy with another faction. <0> sets an enemy, <1> sets as neutral.
Make NPC Immortal
setessential <base_id> <#>
Makes an NPC unable to die. <1> sets NPC as immortal, <0> sets NPC as mortal.
Remove/Restore NPC
disable, enable
Disable removes the NPC from the game, enable makes the NPC reappear.
Start Combat
startcombat
Starts combat with an NPC. Use command “stopcombat” to end combat, although NPC will remain hostile.
Stop NPC Hostility
setav aggression 0
Stops an NPC from being hostile towards you.
Add NPC Script
addscriptpackage <base_id>
Adds a script to the targeted NPC. For example, use id “4083b” to make an NPC follow you.
Clone an NPC
player.placeleveledactoratme <base_id>
Creates a clone of an NPC and places it by the player character.
Reset Companion Quest
resetquest <quest_id>
Reset a companion’s hire quest.
Fallout Stat Commands
Damage Stat
player.damageactorvalue <variable> <#>
Reduces a stat by a numerical value. The most typical stat variable would be ‘health’.
Set Scale
player.setscale <#.#>
Set player scale. The higher the scale, the faster and stronger you become. 1.0 is default. 0.95 is smaller, 1.1 is bigger.
Actor Values
player.getav <variable>
Provides a read-out of an NPC’s stat value. Example variables are karma and intelligence.
Set NPC Stats
player.setav <variable> <#>
Set an NPC actor’s stats to a specific numerical value.
Adjust a NPC value
player.modav <variable> <#>
Adjusts an NPC actor’s stats, up to but not exceeding the normal max values. Negative numbers lower the stat. The value you assign to # will be in addition to what the value currently is, rather than replacing the whole stat value.
Add a Perk
player.addperk <variable>
Adds a perk or a trait to your character.
Remove Perk
player.removeperk <variable>
Removes a perk or trait from your character.
Change Sex
player.sexchange
Changes your player character gender.
Change Name
shownamemenu
Opens a menu to allow player character name changes.
Change Race/Face
showracemenu
Opens a menu that will allow you to change your character’s face. Changing your face will disable perks, so they must be removed and added again manually.
Change Traits
showtraitmenu
Opens a menu to change player traits.
Change Hair
showbarbermenu
Opens a menu to change player hairstyle.
Change Facial Features
showplasticsurgeonmenu
Opens a menu to change player appearance.
Level Up
player.advlevel
Advances your character by one XP level.
Change Level
player.setlevel <#>
Set the overall level of your character.
Set Age
player.agerace <#>
Sets the age generation of your character. Replace # with -1 for child, 1 for adult, 2 for elderly person.
Grant XP
player.rewardxp <#>
Adds a specified amount of XP to the player character.
Grant Karma
player.rewardKarma <#>
Adds a specified amount of Karma to the player character.
Set Setting
setgs <string>
Sets a specific game setting, such as max level cap, or damage resistance. Setting reset each time the game is started, so need re-applying each session. Replace <string> with a setting, such as “iMaxCharacterLevel <#>”.
Fallout Item and World Commands
Delete Object
zap
Deletes the targeted item.
Set Item Scale
setScale <#>
Sets the scale of an item in the game world.
Show Item Scale
getScale
Shows a read-out of the targeted item’s scale.
Unlock
unlock
Unlocks a locked safe, door, or container. The effect can be reversed with “lock”, which can also be modified by adding a numerical value equal to the required lockpick skill. A setting of “lock 255” will be unpickable and require a key.
Activate an Item
activate
Activates a targeted item without having to locate its switch.
Delete Item
markfordelete
Deletes an item from the game world.
Get Items
player.placeatme <base_id> <stack amoun #t> <quality #>
Places an item next to the player, of specified amount and quality.
Move to Item
player.moveto <ref_id>
Move to a nearby item.
Show Crafting Menu (New Vegas only)
showrecipemenu <category>
Opens the crafting menu. Use one of the following categories: “0013b2c1” for Workbench, “0013e11a” for Reloading Bench, “0013b2c0” for Campfire, and “xx0103a0” for Vending Machine.
Set Timescale
set timescale to <#>
Sets how fast time progresses in game. A setting of 1 is real time, with 1 second in-game being 1 second in real time. The default setting is 30.
Set Game Hour
set gamehour to <time>
Sets the game hour to the specified time, and will be applied when the game is unpaused.
Fallout Quest Commands
Move to Quest Target
movetoqt
Moves player character to the quest target location.
Show Quest Log
showquestlog
Display a log of everything the player has encountered and completed in the game.
Quest Check
getqc <base id>
Checks if the current quest is complete. A result of “1” means complete, “0” means uncomplete.
Quest Reset
resetquest <base id>
Resets progress on the specified quest.
List all Objectives
sqs <base id>
Displays a list of all quest objective stages.
Get Objective
getstage <base id>
Gets the objective level of a quest.
Set Quest Objective Level
setstage <base id> <Quest Objective>
Sets a quest to a specified objective, which can be used to drop back by an objective if bugs arise.
Complete all Objectives
CompleteAllObjectives <base id>
Sets all objectives of the specified quest to ‘complete’.
List Targets
sqt
Displays a list of all the current quest targets.
Start All Quests
saq
Starts all quests.
Fallout Game Commands
Save Game
save <save name>
Saves the game using the specified description.
Load Game
load <save name>
Loads the game file with the specified description.
Fallout New Vegas Reset Special Points
Quit Game
quitgame
Quits the game without using menus.
Fallout: New Vegas Reputation Commands
Add Reputation
addreputation <base_id> <variable> <amount>
Increases your reputation with a specified fraction. Replace “variable” with “0” for infamy reputation, or “1” for fame. 100 is the highest value that can be attained.
Remove Reputation
removereputation <base_id> <variable> <amount>
Removes reputation with a specified faction. Replace “variable” with “0” for infamy reputation, or “1” for fame. 0 is the lowest value that can be attained.
Set Reputation
setreputation <base_id> <variable> <amount>
Sets your reputation with a specified faction to a specific level.
Increases your reputation with a specified fraction. Replace “variable” with “0” for infamy reputation, or “1” for fame. 100 is the highest value that can be attained.
Remove from all Factions
removefromallfactions
Removes you from all factions. This will remove you from “player” faction, which can cause issues. Re-add yourself back to “player” faction with the command “player.AddToFaction 0001b2a4 1”
Set Faction Allied Status
setally <base_id_1> <base_id_2> <variable_1> <variable_2>
Sets two factions’ status with each other. Variable can either be “0” for friendly, or “1” for allied.
Set Faction Enemy Status
setenemy <base_id_1> <base_id_2> <variable_1> <variable_2>
Sets two factions’ status with each other. Variable can either be “0” for enemy, or “1” for neutral.
- Read More
- Fallout 3 mods
- Fallout 3 System Requirements
|
This page lists all skills in Fallout: New Vegas. |
|
BackgroundEdit
Fallout: New Vegas shares a similar skill set to its predecessor, Fallout 3, with the following important differences: Small Guns and Big Guns have been combined into the Guns skill, which now covers all conventional firearms; weapons using explosive ordnance (missiles and grenades, for example) are now covered by Explosives; new throwing weapons (such as the throwing spear) have been added, and are categorized as Melee Weapons; and the Survival skill has also been added to the roster, allowing the crafting of various items such as food, stimpaks, and poisons that augment the effectiveness of weapons.
Unlike Fallout 3, the base game will not give the player enough points to max out every skill, even taking into account every perk and skill book. It is possible to achieve a functional maximum in roughly ten skills by using skill magazines and the Comprehension perk for a temporary boost to 100 from a base level of 80. With two or more DLCs installed, 10 Intelligence, the Educated perk, and having consumed roughly 20 skill books, it is entirely possible to max out skill points by level 40. With all four DLCs (max level 50) it is possible to max out all skills even with low intelligence.
To offset the necessity of a minimum value for a certain skill, New Vegas introduces skill magazines that provide a large but temporary boost to their associated skill (+10, or +20 with Comprehension). By using one prior to conversation, a check can be passed that might otherwise be failed. They can also be used to boost skill with weapons temporarily, or gain access to crafting recipes beyond the player's current skill.
Effect of skillsEdit
Skills can be largely thought of as either 'combat' or 'non-combat.' 'Combat skills' are skills that influence the effectiveness of weapons, such as Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed. 'Non-combat skills' include Barter, Medicine, Repair, and Speech. The Good Natured trait will penalize combat skills in order to boost non-combat skills.
Combat skillsEdit
For all combat skills, having a higher score helps meet minimum weapon requirements (some weapons also have a Strength requirement). Not meeting the requirements for ranged weapons drastically penalizes your V.A.T.S accuracy and increases weapon wobble. For melee/unarmed, the penalty is a slower rate of attack.
For non-Unarmed weapons, your skill score also increases the damage done (where base damage is the damage listed on an individual weapon page):
- $ Final Damage=Base DamagetimesBigg(frac{50+Skilltimes0.5}{100}Bigg) $
In other words, at a hypothetical score of 0, a weapon will only do half the listed base damage. At 100, the weapon will do full base damage.
The Unarmed skill does not affect unarmed weapon damage this way; instead, it adds slight bonus damage on top of it (see the unarmed damage page for specifics). Further increases in unarmed damage are driven primarily by special unarmed attacks and special V.A.T.S moves that are unlocked at higher skill levels.
Note that the game can occasionally list incorrect damage on weapons, generally when you have a weapon selected but not equipped. This happens if you have a currently equipped weapon that uses an ammo type with a damage multiplier. (For example, shotguns with buckshot ammo.) Unequipping the current weapon, or equipping the weapon in question, will fix the issue.
Non-combat skillsEdit
Non-combat skills have varying specific uses that are covered in their individual skill pages. In addition to their normal uses, many non-combat skills tend to be used as skill checks during dialogue (this being the primary purpose of Speech and a secondary purpose of Barter). Combat skills do occasionally get used in dialogue skill checks, though not nearly as frequently.
As opposed to past Fallout games, New Vegas uses a score-based skill check in place of a probability-based skill check. That is, your skills meet a minimum value, or they do not - chance plays no part. For example, in order to convince Easy Pete to provide some dynamite to protect Goodsprings during the quest Ghost Town Gunfight, the player must have a minimum Explosives skill of 25 (an example of a less-frequent combat skill check in dialogue). In the case where a player's associated skill level is too low, a dialogue option (highlighted in red) is presented that will fail the skill check, and will not grant a speech success. Unlike Fallout 3, where the same dialogue option is presented regardless of your success or failure, a check that will fail uses a humorously unconvincing response, while a passable check uses a well-thought out argument, thus reflecting the nature of the check. XP is awarded in proportion to the difficulty of the check.
FormulaEdit
The initial value of each skill is a base value of two, plus an amount depending on a character's value in the relevant attribute, plus a bonus determined by their Luck attribute, rounded up.
- $ 2 + (2 times mbox{Stat}) + leftlceilfrac{mbox{Luck}}{2}rightrceil $
Example: A starting Endurance of five and a starting Luck of five will give you an initial Unarmed skill of 15.
- $ 2 + (2 times 5) + leftlceilfrac{5}{2}rightrceil = 15 $
Later changes to the SPECIAL stat have a similar influence on the respective skill.
During character creation, the player can 'tag' three skills, which instantly increase them by 15. When leveling up, the character distributes 10 + half Intelligence skill points. (For odd intelligence scores, the 'extra' skill point is given on even levels, so a character with 1 intelligence will gain 11 skill points at level 2, then 10 at level 3, etc.)
The maximum number of skill points that a character can have throughout the course of the game is partially dependent on what DLCs the player has installed, as four of them increase the level cap by 5. The level cap starts at 30 and goes up by 5 with the addition of each of Honest Hearts, Dead Money, Old World Blues, and Lonesome Road. As two quick examples, a player with 1 Intelligence and no DLCs will have only 304 skill points, whereas a player with 10 Intelligence and all DLCs will have 735.
In contrast to Fallout 3, very few perks contribute extra skill points directly, preferring instead to do this indirectly (by increasing SPECIAL stats or by increasing the yield from skill books) or not at all. The lone exception is Educated, which yields an additional 2 skill points per level (though the character has to be at least level 4 to take it).
Note that because the benefit from Educated is the number of levels the character gains after having taken it, the relative gain in skill points is based both on how early the character gets it and how many DLCs the player has installed.
List of skillsEdit
Skill | Description | Associated stat | Associated skill magazine | Associated skill book |
---|---|---|---|---|
Barter | Proficiency at trading and haggling. Also used to negotiate better quest rewards or occasionally as a bribe-like alternative to Speech. | Charisma | Salesman Weekly | Tales of a Junktown Jerky Vendor |
Energy Weapons | Proficiency at using energy-based weapons. | Perception | Future Weapons Today | Nikola Tesla and You |
Explosives | Proficiency at using explosive weaponry, disarming mines, and crafting explosives. | Perception | Patriot's Cookbook | Duck and Cover! |
Guns | Proficiency at using weapons that fire standard ammunition. | Agility | Milsurp Review | Guns and Bullets |
Lockpick | Proficiency at picking locks. | Perception | Locksmith's Reader | Tumblers Today |
Medicine | Proficiency at using medical tools, drugs, and for crafting Doctor's Bags. | Intelligence | Today's Physician | D.C. Journal of Internal Medicine |
Melee Weapons | Proficiency at using melee weapons. | Strength | Tæles of Chivalrie | Grognak the Barbarian |
Repair | Proficiency at repairing items and crafting items and ammunition. | Intelligence | Fixin' Things | Dean's Electronics |
Science | Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks. | Intelligence | Programmer's Digest | Big Book of Science |
Sneak | Proficiency at remaining undetected and stealing. | Agility | ¡La Fantoma! | Chinese Army: Special Ops Training Manual |
Speech | Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks. | Charisma | Meeting People | Lying, Congressional Style |
Survival | Proficiency at cooking, making poisons, and crafting 'natural' equipment and consumables. Also yields increased benefits from food. | Endurance | Lad's Life | The Wasteland Survival Guide |
Unarmed | Proficiency at unarmed fighting. | Endurance | Boxing Times | Pugilism Illustrated |
S.P.E.C.I.A.L. distributionEdit
Points allocated to S.P.E.C.I.A.L attributes affect different numbers of associated skills. Different attributes give bonuses to different amounts of skills:
- Strength 1, making it the best dump stat in the base game, if trying to maximize skill points and unconcerned with the lack of carry weight due to exploits.
- Intelligence and Perception 3
- Luck all, but only at 1/2 of the stat score and rounded up.
- Agility, Charisma, and Endurance 2 each
Maxed skillsEdit
With all DLCs, it becomes fairly trivial to max out all your skills at 100.
At the base level, you need 1300 skill points for complete maximization (100 points for 13 skills). At level 1, you get 45 skill points for free (from your 3 Tag! skills), and an average character (5 in all SPECIAL stats) will have 15 as a base for all skills. This reduces the amount of skill points you need to 1060 (1300 - (45 + 15 x 13)).
For 49 levels at average intelligence, you get 612 skill points (12.5 x 49). Just with these base stats, this is enough to get all but 6 skills completely maxed out (remaining 448 / 85, rounding up).
Simply by taking Educated at level 4 leaves us with 356 skill points remaining to completely max out. Taking Comprehension at level 6 (and saving skill books until then) means that reading 89 skill books is enough to net you the remaining skill points (so long as you adapt your per-level skill points to the remaining skill books). As a note, the base game contains 53 skill books; Old World blues contains 16 skill books/recipes; Dead Money also contains 12; and Honest Hearts can contain anywhere from 0 to 8, 0 to 2 per workbench (and may require a bit of saving and reloading before entering caves). With diligence in finding skill books/recipes (all well-documented on this wikia) and a bit of reloading in Honest Hearts to generate all 8, you can max out all skills without any other special character effort.
With simple variations, the task of maxing out skills can become easier or harder. A character with Intelligence of 10 with Educated at level 4 and starting off with Skilled will be short only 408 skill points, not including skill points from initial character creation (which will yield at least 111: 45 from three Tag! skills and 22 from Repair/Medicine/Science, ignoring Luck). This character will need only very few skill books by comparison, about 42 if all other SPECIAL stats are left at 5.
All of the above also ignores the effect of implants from the New Vegas medical clinic, the special Old World Blues perks, and other perks, traits, equipment that can effectively make permanent alterations to your SPECIAL stats or skills. These can range from Tag!, which gives 15 skill points to a skill; getting an implant or taking Intense Training to increase Luck to an odd number, which yields 13 extra skill points; or even something like Night Person which yields up to 12 skill points (+2 Perception and Intelligence) at night.
In short, due to the increased level cap, extra content, and perks/traits from DLCs, the task of maxing out your skills is nowhere near as exacting as it once was, requiring incredibly specific SPECIAL scores or perk/trait selection. Even 'dumb' characters (Intelligence of 1 and no special perks or traits) will be able to max out many skills.
Note that when taking Logan's Loophole, maxing out your skills becomes impossible due to the reduced level cap (unless the skilled trait glitch is used). Even with perfectly optimized SPECIAL scores, Skilled as the other trait, all possible implants, including the effects of completing Lonesome Road and Old World Blues, and the following perks: Comprehension, Educated, 10 Intense Trainings, Tag!, Solar Powered, and Walker Instinct (all perks that give you non-contradictory ways to increase your skills), you will be exactly 19 skill points shy of maxing out all your skills. Not to mention that such an exacting character will probably not be very fun to play and will be trying to cancel out one of the major benefits to Logan's Loophole (double-duration skill magazines).
Comprehension/Educated perksEdit
Allowing for some variation due to S.P.E.C.I.A.L. point distribution and raising those stats by the Intense Training perk, you will normally end up at level 50 some 140 points short of maxed skills.
This assumes you buy all 7 implants pertaining to stats and the Lonesome Road extra point, find some 80 of the books, and do not take the Comprehension/Educated/Tag! perks or the above temporary perks, or Logan's Loophole.
Hence, taking both the Comprehension and Educated perks is definitely overkill, netting you some 80 points and 92 points respectively. Taking both makes for some accelerated skill-progression early and mid-game, but little effectively so.
You might consider taking both if you have a stat distribution giving you a low skill raise, i.e. high STR and low INT, but might as well make up for it with the Skilled trait. The latter may be a very good choice anyway as outlined here.
While the Comprehension perk depends on diligence in searching books, it might be preferable to Educated, as it will also make skill mags twice as effective on top of the bargain and net almost the same number of points as Educated.
With Comprehension those will give a major boost of +20 to the relevant skill and enable you, e.g. to get past some locks, computers, or skill dialogue checks otherwise out of your skill range by a large margin.
Some missing skill points at lvl 50 are far from tragic. For skills not used constantly (like weapons skills, survival or sneaking), or only on foreseeable occasions (such as barter, lockpick, science, repair or speech), there is always some lightweight apparel or chem at hand, giving those skills a boost by up to 10 points.
|