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10 Overlooked Perks from the OG Games in Fallout the TV Show

10 Overlooked Perks from the OG Games in Fallout the TV Show
Image credit: Amazon Prime Video

In Prime Video’s Fallout, the main characters actively used some classic abilities from the original games.

10. Strong Back Was a Must-Have for BoS Squires

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Brotherhood of Steel’s Knights used their squires as mules: the poor lads had to carry massive heavy bags with all the equipment their superiors could theoretically need.

Seeing how those bags were the size of a grown man, all BoS squires, Maximus included, had to have the Strong Back perk that increases carry weight.

9. Maximus Overlooked Power Armor Training

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Not the sharpest tool in the shed, Maximus genuinely thought that putting on the Brotherhood’s power armor would make him undefeatable. The Ghoul quickly proved him wrong, making a full of the wannabe-Knight in Filly: Maximus simply didn’t have the Power Armor Training perk that would have made him far more efficient with it.

8. Without a Doubt, Lucy Was Daddy’s Girl

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Lucy’s sweet relationship with her father perfectly explained why she, a little Vault Dweller, rushed to the surface to find and save him. But it also explained why, in her pre-marriage speech, she made a point of bragging about her Science & Medicine skills since Daddy’s Girl increases those. Lucy later proved herself capable, indeed.

7. Lead Belly Saved Lucy from Becoming a Ghoul

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Out in the Wasteland, Lucy was borderline the only person untouched by radiation — but the Ghoul took it upon himself to change the situation. Despite his unhinged treatment of Lucy and her exposure to overwhelming amounts of radiation, she didn’t turn into a ghoul herself… Thanks to her having the Lead Belly perk, of course.

6. Dogmeat Was the Ultimate Attack Dog

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The loyal and fierce companion, Dogmeat was merciless to his owner’s enemies. From Siggi’s escape from the Enclave to his travels and Dogmeat’s later behavior, it was obvious that the dog’s owners seemed to always have the Attack Dog perk. Even the Ghoul must have invested into it, but we believe he had all the perks ever.

5. The Ghoul Starts the Show as a Lone Wanderer

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The Wasteland knew the Ghoul as the unstoppable solo mercenary who could see any work done without anyone covering his back. Unwilling to trust anyone, this bounty hunter was a one-man army, and apart from his obviously being hundreds of levels deep into the game, he also made use of the must-have Lone Wanderer perk.

4. Friend of the Night Gave the Ghoul Night Vision

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Judging by the Ghoul’s massacre in the Griffith Observatory, the Ghoul could definitely see well in the dark as he didn’t need the light to place perfect shots on his enemies. That’s not an ability that comes naturally: he could do that thanks to one of the two perks, either Friend of the Night or Night person, that gave him night vision.

3. The Ghoul Was Incredibly Chem Resistant

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The Ghoul described himself as a “very, very large bucket of drugs” when he first met Lucy in Filly, explaining why her tranquilizer dart didn’t work on him. The Ghoul was no stranger to drugs — more like their childhood friend. Despite that, he went for an entire season almost without them, proving he had the Chem Resistant perk.

2. The Ghoul’s Intimidation Was Unmatched

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Something of a local legend, the Ghoul indulged in others’ fear of him. In most conversations, he used Intimidation on people to get his way even in the most hopeless scenarios, and it always worked. We suspect that, apart from the perk, the bounty hunter’s sinister Reputation and terrible Karma also helped instill terror.

1. The Ghoul Only Left Bloody Mess Behind

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While the Ghoul was generally unmatched in gunfights, it was borderline impossible not to notice how his pistol shots often exploded his enemies’ limbs — especially, when he activated VATS aka slow-mo. That was thanks to the Ghoul having the Bloody Mess perk that increases the chances of exploding targets’ limbs on shots.