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Tag skills are the skill specializations of a character. At the start of every Fallout game prior to Fallout 4, the player can choose three Tag skills to be the character's specialties throughout the game.[1] The Tag! perk allows one to pick an additional, fourth tag skill later in the game.
In Fallout, Fallout 2 and Fallout Tactics, tagged skills increase at double the rate of an untagged skill (i.e. one skill point translates to a 2% increase in the skill). In Fallout 3 and Fallout: New Vegas, however, a tagged skill only gives a 15 point boost.
In Fallout: The Roleplaying Game, a tagged skill increases the chosen skill by 2 ranks. More importantly, however, the tagged skills in question can receive critical successes by rolling under the skill ranks, e.g. rolling a 3 when the skill's rank is 6 means two successes. Only tagged skills benefit from this, while all other skills require rolling a 1 to earn a critical success. Tag skills dictate what type of character one will play. A fighter will tag combat skills whereas a diplomat may choose Speech, Barter and Science.
Bonus equipment
Tagging skills also provide an immediate benefit to one's starting equipment in Fallout, Fallout Tactics, Fallout: New Vegas, and Fallout: The Roleplaying Game.
Fallout
Starting Equipment |
---|
a knife |
a 10mm pistol |
48 10mm JHP rounds |
4 stimpaks |
2 flares |
Tagged Skill | Bonus Equipment |
---|---|
Small Guns | +24 10mm JHP rounds (72 total) |
Unarmed | a set of brass knuckles |
Throwing | 2 throwing knives |
First Aid | +2 stimpaks (6 total) |
Doctor | a doctor's bag |
Lockpick | a set of lock picks* |
Steal | a set of lock picks* |
Science | 2 Buffout and 2 Mentats doses |
Repair | a repair tool |
Outdoorsman | 3 water flasks |
* Tagging both Lockpick and Steal results in only one bonus set of lock picks.
Tagging Big Guns, Energy Weapons, Melee Weapons, Sneak, Traps, Speech, Barter, or Gambling skills award no additional bonus equipment.
Fallout Tactics starting equipment
- 1x MP5 H&K
- 48x 9mm ball
- 1x Happy Pie
- 1x classic Nuka-Cola
- 1x stimpaks
- 1x Midwest Brotherhood leather armor
Tagged Skill | Bonus Equipment |
---|---|
Small Guns | x24 9mm ball x1 booze |
Big Guns | x1 Happy Pie x2 booze |
Energy Weapons | x3 pre-War donuts +1 booze |
Unarmed | x1 brass knuckles +1 Buffout +3 rot gut |
Melee Weapons | x1 broken bottle x1 knife |
Throwing | x3 spears x1 frag grenade x10 rocks |
First Aid | x1 antidote x2 poison x1 First aid kit |
Doctor | x1 doctor's bag x3 fruit x1 scalpel |
Sneak | x1 axe handle |
Lockpick | x1 stinky meat platter x25 ring pulls |
Steal | $30 x100 ring pulls |
Traps | x1 explosive trap x3 T13 antipersonnel mines |
Science | x1 clipboard x1 Mentats +4 classic Nuka-Cola |
Repair | x1 tool kit x1 crowbar |
Pilot | x1 Cat's Paw x2 XXXXXBeer x6 beer |
Barter | x1 Cat's Paw x50 ring pulls |
Gambling | $500 |
Outdoorsman | x1 Rad-X x1 healing powder |
Fallout: New Vegas starting equipment
After completing the tutorial, every character gets:
- 4 stimpaks
- 18 caps
- 6 bobby pins
- Possibly one ranged weapon (9mm pistol is the default if no weapon skills are selected) or one hand-to-hand weapon.
Tagged Skill | Bonus Equipment |
---|---|
Lockpick | x12 bobby pins instead of 6 |
Guns | 9mm pistol x43 9mm rounds (instead of the default 15-30 rounds) |
Explosives | x8 sticks of dynamite (only when neither Guns nor Energy Weapons are tagged as well) |
Energy Weapons | Laser pistol x20 energy cells (only when Guns is not tagged as well) |
Melee Weapons | Straight razor (regardless of other tagged skills) |
Unarmed | Boxing gloves (only when Melee Weapons is not tagged as well) |
Fallout: The Roleplaying Game starting equipment
Tagged Skill | Bonus Equipment |
---|---|
Athletics | Casual clothing x1 Buffout |
Barter | 2d20 additional caps |
Big Guns | x4 +2d6 shots of flamer fuel |
Energy Weapons | Fusion cell containing x6 +3d6 shots |
Explosives | x2 Molotov cocktails or x2 baseball grenades |
Lockpick | x4 +2d6 bobby pins |
Medicine | x1 first aid kit x1 stimpak |
Melee Weapons | Machete or baseball bat |
Pilot | Broken car parts* |
Repair | Multi-tool |
Science | Labcoat x1 Mentats |
Small Guns | x6 +3d6 additional shots of ammunition of a type already possessed |
Sneak | x1 Calmex |
Speech | Formal hat Formal clothing |
Survival | x2 purified water x1 iguana on a stick |
Throwing | x4 +2d6 throwing knives or x2 +1d6 tomahawks |
Unarmed | Brass knuckles |
* Equivalent to 5 common scrap.
Behind the scenes
At one point, it was planned for Fallout 3's Tag skills to give double the points, the same as the previous games.[Non-game 1]
References
- ↑ EDITOR.MSG, Fallout 2: "{145}{}{Tag skills are skills your character specializes in. Each tag skill gains +20%, and increases twice as fast. You must pick three tag skills.}"
Non-game
- ↑ Fallout 3 Hands-on: Page 2, Paragraph 4