
It's All Over
War... War never changes. In the year 2077 after a millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation, but it was not as some had predicted the end of the world, instead the apocalypse was simply the prologue to another bloody chapter in human history. For man had suceeded in destroying the world,... but war... War never changes.
In the early days, thousands were spared the horrors of the holocaust in enormous underground shelters, Known as vaults. When they emerged they had only the hell of the wastes to greet them. All except those in Vault 73, for on that fateful day, when fire rained from the sky. The giant steel door of Vault 73 slid closed and never reopened. It was here, you were born... It is here, you will die, because in Vault 73 no one ever enters, and no one ever leaves.
The overseer of Vault 73 has closed the doors to the outside world for good after sending a search party years ago, the wasteland and its perils had caused him to do this thinking it would keep its dwellers safe. After Breaking the lock system to the door, it was made impossible to leave and anyone found trying to leave would be punished.

The name "SPECIAL" is an acronym standing for the primary statistics in the system: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.
==Ranks of SPECIAL==
Strength: "Raw physical strength. A high Strength is good for physical characters.” Strength is primarily relevant to two in-game mechanics: Carry Weight and satisfying the minimum Strength requirements on weapons. Each point of it grants 25 lbs. of Carry Weight (with the Small Frame trait, it is 15 instead).Not meeting a weapon's minimum Strength requirement penalizes aim accuracy with that weapon by -20% for each missing point in Strength. Modifies: Hit Points, Melee Damage, and Carry Weight.
Perception: “The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter." A player character with higher Perception may notice things that allow them to open up new dialogue options on occasion. It also determines how far away they start from hostilities in random encounters.Modifies: Sequence, ranged combat distance modifiers and the First Aid, Doctor, Lockpick, Traps and Pilot skills
Endurance: “Stamina and physical toughness. A character with a high Endurance will survive where others may not.” Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.
Charisma: "A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words." Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma. Modifies: Barter, Speech and Companion Nerve.
Regardless of Barter or Speech level, some interactions will not be available with a too low Charisma. These ultimately do not have any significant effect on game play, nor do they provide any special bonuses.
Intelligence: "Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character." Modifies: the number of new skill points per level, dialogue options, and many skills.
Agility: “Coordination and the ability to move well. A high Agility is important for any active character.” Agility determines the number of action points available for use in V.A.T.S. Modifies: Action Points available for V.A.T.S., draw and holster speed, reload speed, and the Guns and Sneak Skills.
Luck: “Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is." Luck raises the value of every skill and affects Critical Chance. It also improves the odds of winning at any casino game; the higher the Luck, the more likely favorable outcomes on bets will be. A Luck of 6 will begin to influence Roulette and Slot machines, though rarely. A Luck of 7 is required to win with any regularity or to begin to influence Blackjack outcomes.

I don't want to set the world on fire
Skills
Barter: Proficiency at trading and haggling. Also used to negotiate better quest rewards or occasionally as a bribe-like alternative to Speech.
Energy Weapons: Proficiency at using energy-based weapons.
Explosives: Proficiency at using explosive weaponry, disarming mines, and crafting explosives.
Guns: Proficiency at using weapons that fire standard ammunition.
Lockpick: Proficiency at picking locks.
Medicine: Proficiency at using medical tools, drugs, and for crafting Doctor's Bags.
Melee Weapons: Proficiency at using melee weapons.
Repair: Proficiency at repairing items and crafting items and ammunition.
Science: Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks.
Sneak: Proficiency at remaining undetected and stealing.
Speach: 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.
Survival: Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food.
Unarmed: Proficiency at unarmed fighting.

Heartaches by the numbers
Traits
Built to Destroy
Benefit: +3% critical hit chance.
Penalty: Weapon condition decays 15% faster.
Fast Shot
Benefit: Guns and energy weapons you fire are 20% quicker, AP cost for your guns and energy weapons are 20% lower.
Penalty: Guns and energy weapons you fire are 20% less accurate.
Four Eyes
Benefit: + 2 Perception when wearing glasses. Bonus does not apply when determining Perk requirements.
Penalty: - 1 Perception permanent reduction. Penalty will still apply when determining Perk requirements.
Good Natured
Benefit: Increases Speech, Medicine, Repair, Science and Barter skills +5. Penalty: Decreases Energy Weapons, Explosives, Guns, Melee Weapons and Unarmed skills -5.
Heavy Handed
Benefit: Melee and unarmed do 20% more damage.
Penalty: Melee and unarmed do 60% less critical hit damage.
Kamikaze
Benefit: +10 Action Points.
Penalty: -2 Damage Threshold.
Loose Cannon
Benefit: Attack speed with thrown weapons increased by 30%.
Penalty: Thrown weapons have 25% less range.
Small Frame
Benefit: +1 Agility.
Penalty: Fragile limbs (25% extra limb damage).
Trigger Discipline
Benefit: Guns and energy weapons you fire are 20% more accurate.
Penalty: Guns and energy weapons you fire are 20% less quick, AP cost for your guns and energy weapons are 20% higher.
Claustrophobia
Benefit: + 1 to SPECIAL attributes while outside.
Penalty: - 1 to SPECIAL attributes while indoors.
Early Bird
Benefit: + 2 to SPECIAL attributes from 6am to 12pm.
Penalty: - 1 to SPECIAL attributes from 6pm to 6am.
Hoarder
Benefit: + 25 lbs to total carry weight.
Penalty: - 1 to SPECIAL attributes while current equipment weight is below 160 lbs.
Hot Blooded
Benefit: + 15% damage increase while below 50% health.
Penalty: - 2 to Perception and Agility while below 50% health.
Logan's Loophole
Benefit: Chems last twice as long and addiction rates are set to zero. Penalty: Locks the level cap at 30.
Skilled
Benefit: Gain +5 points to every skill.
Penalty: You suffer -10% from experience gained.
Wild Wasteland
Benefit: Adds additional 'wacky' content and modifies existing content and special encounters.
Penalty: Removes access to some 'sane' content.