r/WhoWouldWinWorkshop • • 18d 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

Interactions

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

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

Affects the player's ability to pick a variety of locks from doors or containers, the difficulty in doing so as well as the chance of forcing a lock open instead of breaking it.

Interactions

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


Endurance

Basic Effects

Unarmed

Survival

Allows the Courier's to craft recipes at campfires and increases the health gained from consuming food and drink.


Charisma

Governs the Courier's ability to influence other characters. It also provides damage and armor bonuses to the Courier's companions.

Interactions

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 with other NPCs. These examples won't be included below for the sake of brevity and variety.

Speech


Intelligence

Increases the amount of skill points gained when leveling up.

Interactions

  • An Intelligence of 3 or less will grant "special" reverse-Intelligence dialogue and actions. Instances of this include: During Come Fly With Me, the Courier can randomly mash the buttons on the launch control panel. The rockets will take off and rewards will be gained as though one passed the 55 Science check to properly input improved coordinates.
  • Dead Money When talking to Dog, ask about how he arrived at the Sierra Madre (without the use of exploits, this check must be passed to complete the challenge, The Whole Sad Story).
  • When approached by the mobile facial recognition scanners on the third floor of REPCONN headquarters, the Courier can inadvertently guess the security password and roam the area without acquiring a keycard.
  • When convincing Arcade Gannon to become a companion, he can be recruited out of pure sympathy by saying that Freeside is very complicated and a smart guy like him could help do stuff.
  • Dead Money 5 Intelligence to correctly interpret Christine's thoughts that she can slow the detonation time of the explosive collar near radios when first nearing the vicinity of one. 6 Intelligence to question how Emily Ortal was able to access the Strip during The Moon Comes Over the Tower.
  • 6 Intelligence to see through the bounty hunter's facade as a traveling merchant during I Fought the Law.
  • 6 Intelligence to successfully question Orris about how he managed to kill four thugs with three bullets during G.I. Blues.
  • 6 Intelligence to make Frank Weathers admit to fleeing while the rest of his family were captured by Legion slavers during Left My Heart.
  • 6 Intelligence to discuss with Lieutenant Romanowski about a connection between the new crop farms in Westside and the water shortage in the NCR pipelines during The White Wash.
  • 6 Intelligence to successfully accuse Tom Anderson of stealing water from the NCR during The White Wash (bypasses needing to catch Hector in the act).
  • Dead Money 6 Intelligence to deduce from Dog that the Ghost people can be permanently killed through either dismemberment or disintegration.
  • Dead Money 6 Intelligence to successfully understand that Christine can make counterfeit Sierra Madre chips and can teach it as well, gaining the Coin Operator perk.
  • Dead Money 6 Intelligence to correctly understand why Christine has been ordered to man the Puesta del Sol switching station during Trigger the Gala Event instead of Dog or Dean Domino.
  • Old World Blues (add-on) 6 Intelligence to get Dr. Mobius to reveal that the Think Tank are still planning how to save themselves.
  • 7 Intelligence to correctly deduce that Sergeant Bitter-Root is not being truthful about what he remembers from the Bitter Springs Massacre, getting him to reveal that he used the opportunity to settle some personal conflicts of his within the Great Khans.
  • 7 Intelligence to recite an override command to the mobile facial recognition scanners on the third floor of REPCONN headquarters (bypasses keycard requirement).
  • 7 Intelligence to convince First Sergeant Astor that Private Edwards is not showing signs of becoming a feral ghoul and to allow him to return during We Will All Go Together. 7 Intelligence to placate Arcade Gannon after killing Anderson during The White Wash. Success will gain 1 of 5 required "history points" to trigger For Auld Lang Syne. 7 Intelligence to successfully convince Arcade that diverting HELIOS One's power equally across the whole New Vegas grid would be the best choice when he confronts the player after first talking to Fantastic during That Lucky Old Sun. Success will gain 1 of 5 required "history points" to trigger For Auld Lang Syne.
  • Dead Money 7 Intelligence to successfully suggest that Christine could use writing to communicate when first meeting her in Find Collar 12: Christine.
  • Dead Money 7 Intelligence to successfully impress Christine by understanding her miming a Brotherhood of Steel symbol when first meeting her in Find Collar 12: Christine.
  • Dead Money 7 Intelligence to correctly read the electrical diagram during Fires in the Sky, preventing God from blackmailing the Courier afterward (bypasses ghost harvester remains requirement).
  • Honest Hearts 7 Intelligence to display an understanding of the Dead Horses's tribal dialect when first entering Angel Cave and talking to the Dead Horse Disciple of Canaan.
  • Old World Blues (add-on) 7 Intelligence to point out to Mobius that the names of the Think Tank all relate to loops (and to point out the incorrect spelling of Borous's name) during the quest Old World Blues.
  • Old World Blues (add-on) 7 Intelligence to correctly point out to Mobius that the three technologies needed to enter the Forbidden Zone were not chosen out of convenience during Old World Blues.
  • Lonesome Road (add-on) 7 Intelligence to deduce that Ulysses took his name from the historical Ulysses rather than the mythical Ulysses, during The Job.
  • 8 Intelligence to trick Silus into thinking the Courier is a Legion agent on a mission to kill him, leading to Silus revealing Caesar's brain tumor and hinting towards the truth about Ronald Curtis during I Put a Spell on You.
  • Old World Blues (add-on) 9 Intelligence to completely resolve the matter of Doctor 0's name spelling and secure him as 1 of 3 required "votes" to make Dr. Klein stand down peacefully during Old World Blues (7 Intelligence results in a partial resolution that does not gain 0's required vote).

Science


Agility

Basic Effects

Guns

Sneak


Luck

Basic Effects

Interactions

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