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Fallout

Up to date as of February 01, 2010
(Redirected to Charisma article)

From The Vault

Charisma
Fallout, Fallout 2, Fallout Tactics
modifies: NPC reactions, prices, Speech, Barter
related perks: Cult of Personality, Master Trader, Presence
related traits: Good Natured
Fallout 3
modifies: NPC disposition towards player, Barter, Speech
related perks: Animal Friend, Child at Heart, Impartial Mediation, Master Trader, Scoundrel
J.E. Sawyer's Fallout RPG
modifies:  ?
related perks:  ?
related traits:  ?
Van Buren
modifies:  ?
related perks:  ?
related traits:  ?

"Nothing says pizzazz like a winning smile."

Charisma is one of the Primary Statistics in the SPECIAL character system. It represents a combination of appearance and charm. A high Charisma is important for characters that want to influence people with words. Modifies NPC reactions, and Barter prices.

Modifies: Speech and Barter skills, NPC disposition, party limit.

Contents

Fallout, Fallout 2 and Fallout Tactics

In Fallout 2, Charisma also determines the number of base companion slots your character is given. This number is equal to your charisma score divided by two, rounded down. For example, if you have 5 Charisma, you can recruit 2 followers.

Predesigned Primary Charisma-based Characters (PPCC) of Fallout are Albert, and in Fallout 2's case, Chitsa.

In Fallout Tactics Charisma, at best, is a secondary trait. Due to the nature of the game (ie. almost exclusively combat-based) it is feasible to complete the game easily with 1 or 2 Charisma with no negative penalty.

Ways to increase Charisma in Fallout

  • Find the Singer random encounter. Speaking with Patrick the Celt and having a high enough Speech will increase Charisma by one.

Ways to increase Charisma in Fallout 2

  • Install the Blue Memory Module into ACE, then request the following surgery. Your Charisma will be increased by one.
  • Take the Gain Charisma perk for another one point.
  • Having the "Mirrored Shades", obtained from Mason (New Reno, you have to kill him) or one of the graves in Golgatha, active in one of your Item-Slots

Fallout 3

Charisma increases the disposition of all NPCs, which makes speech checks easier. Disposition is also affected somewhat by karma (most NPCs like good characters more), quests (doing a quest in a way an NPC likes can dramatically boost disposition), and dialog options (being a jerk in conversations can lower disposition a little). Charisma also affects the Barter and Speech skills. Characters who use speech will want at least a decent charisma, but characters who do not use the speech skill have little use for this SPECIAL score.

Note that since each point of Charisma only adds +2 to Speech or Barter skills, wearables that provide +5 to either skill (e.g. Roving Trader Outfit with +5 Barter or Pre-war Businesswear with +5 speech) will be more useful when needed than Charisma-boosting wearables, which only add +1 Charisma. There are a few rare instances where high Charisma alone is needed for a speech option, such as in Moira's Survival Expert quest; however, in general the +1 Charisma for the wearables below is just a minor perk if appropriate speech/barter wearables are available. Charisma does play a certain role in quests such as making them easier or getting something required in a much simpler way. Avoid wearing things like Enclave Power Helmets as they add -1 to Charisma.

Value Skill Modifiers
1 Barter +2, Speech +2
2 Barter +4, Speech +4
3 Barter +6, Speech +6
4 Barter +8, Speech +8
5 Barter +10, Speech +10
6 Barter +12, Speech +12
7 Barter +14, Speech +14
8 Barter +16, Speech +16
9 Barter +18, Speech +18
10 Barter +20, Speech +20

Charisma-based Perks

Perk Requirement Level Additional Requirements
Child At Heart 4 4
Scoundrel 4 4
Impartial Mediation 5 8
Animal Friend 6 10
Master Trader 6 14 Barter 60

Ways to increase Charisma

Primary statistics

This article uses material from the "Charisma" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Halo: Contact Harvest article)

From Halopedia, the Halo Wiki

4.93
(60 votes)
Halo: Contact Harvest
Contact Harvest Cover.JPG
Author(s)
Publisher
Date Released
March 31st, 2007[1]
Length
400 pages[2]
Availability
Paperback
ISBN
ISBN 0-7653-1569-6
Product Dimensions
5-1/2 x 8-1/4 inches[3]
Shipping Weight

Price Listing
$14.95 
$17.25 
£9.99 

Buy this book from Amazon

[{{{website}}} Website]

Halo: Contact Harvest is the title of a Halo book by Joseph Staten.[4] Published by Tor, it was released on October 30th, 2007. It is the fifth official book in the Halo series, and the second of three that were published by Tor.

Though not intended as an exclusive prequel for Halo Wars, the novel serves as a good explanation for the beginning of the Human-Covenant War.

Contents

Summary

On the UNSC colony Harvest, there is only peace and prosperity. Watched by two A.I., Sif and Mack, the colony produces much of Humanity's food. This peace is interrupted when a Covenant controlled vessel, Minor Transgression, discovers a malfunctioning unmanned human cargo ship. The coordinates registered in the cargo ship's navigation computer lead the aliens to Harvest. A Covenant Unggoy, Deacon Dadab, is alarmed when the ship's Luminary seems to register thousands of Forerunner artifacts and an Oracle (Forerunner A.I.). The opportunistic Kig-Yar's plan to take some artifacts for themselves before reporting the discovery to the Hierarchs, and begin surreptitiously raiding human freighters. Unfortunately for the Kig-Yars, ONI had recently organized a strike team to counteract what they believed to be a growing Insurrectionist group, including one Staff Sergeant Avery J. Johnson. They successfully deceived Minor Transgression into boarding a freighter where they were immediately attacked by Staff Sergeant Johnson and Staff Sergeant Byrne. Staff Sergeant Johnson received a cracked skull from their meeting and Staff Sergeant Byrne was stabbed in the leg with an energy cutlass. This raid marked the first meeting of the humans and Covenant forces, and makes the humans aware of a brand new threat they may be facing. Jilan destroys the vessel, with only the Deacon Dadab and his Engineer friend Lighter Than Some escaping in an escape pod. While the UNSC prepares the Colonial Militia for a possible alien invasion, two ambitious San 'Shyuums, the Minister of Fortitude and the Vice Minister of Tranquility learn of the large amount of "relics" found on Harvest and begin to plan a coup of the current Hierarchs using this as a fulcrum. To keep the Sangheili from using this discovery as a way to upset the balance of power, they utilize a Jiralhanae-controlled ship, Rapid Conversion, captained by Maccabeus, the Brute Chieftain at that time, and crewed by his pack of Jiralhanae (including a youthful Tartarus). The two began a secret attempt to seize the planet. This marks the beginning of the powerful alliance between the Jiralhanae and the San 'Shyuum, and the key to their eventual betrayal of the Sangheili leading to the Covenant Civil War later in the war.

Rapid Conversion arrives in the system to find the escape pod containing Dadab and the Huragok, Lighter Than Some, much to the devout Maccabeus' delight. The Jiralhanae use the Deacon as a way to motivate their own lackluster complement of Unggoys and Lighter than Some to repair their intentionally crippled ship. They all soon discover the planet's vast store of reclamations and a message of peace left by Sif and Mack in the form of a crude pictogram displaying a desire for peace. The Jiralhanae land two Spirit dropships at a specified date, with only the desire to capture the entire planet at any cost. The attempt at peaceful contact falls apart after an errant Unggoy attacks Harvest Colonial Militiaman Osmo, and the one-sided Battle of Harvest begins.

Meanwhile, the ambitious San 'Shyuums begin their mutiny of sorts by invoking the Prophet of Restraint in a conspiracy that will lead to his removal if revealed. They seek a blessing by the long silent Oracle present on the Forerunner Dreadnought. They visit an old, supposedly senile Philologist, for blessings and advice. When they input the discovery of Harvest and the Luminary's data, the Oracle, which is in fact a fragment of the Forerunner Contender-class A.I. Mendicant Bias, a Forerunner construct, but more advanced than 343 Guilty Spark, suddenly awakens from eons of dormancy and reveals that they've been misinterpreting their findings. What the Kig-Yar thought were artifacts were actually registering the presence of the Humans on Harvest, which it claims are Reclaimers, and refers to them as his makers, or living Forerunners. Realizing that the discovery of living Forerunners would tear the Covenant apart, the San 'Shyuums swear to secrecy, induct the Philologist into their conspiracy and accelerate their plans for takeover.

On Harvest, the humans begin to resist the assault by the Jiralhanae ship on select towns on the planet by shuttling as many civilians as possible to the town's capital. The planet's A.I., Mack, normally responsible for the agricultural JOTUNs, hands over his vast network to his previously concealed doppelganger, Loki, a ship A.I. now implemented as a defense mechanism. The Colonial Militia manages to ferry most of the surviving population to Utgard, the capital, and then begin their plan to send these people to safety aboard the Freighters on top of the seven Space elevators present on Harvest, the Tiara. The Jiralhanae, having stationed their Unggoy forces in the Tiara, unwittingly allow the Huragok Lighter Than Some to come into contact with Loki and the now nearly destroyed A.I. Sif. The Huragok, disgusted by the killing and wishing to end it, shows the A.I. how to duplicate the Forerunner symbol for Oracle and helps lure the Covenant ship in range of the colony's sole mass driver and cripple it. While Johnson leads a small force up the space elevator to clear the Unggoys on board, Tartarus challenges Maccabeus, kills him and takes control of his Pack and counterattacks. During the assault, a jealous group of Yanme'e kills Lighter Than Some. A devastated Dadab slaughters them with his plasma pistol, accidentally irreparably damaging Sif's arrays, and then uses the pistol's last shot to wound Tartarus. Tartarus, who was about to engage Jenkins, loses his energy shields and retreats, but not before obliterating Dadab with the Fist of Rukt.

The Jiralhanae glass Harvest while the refugees flee. The scheming San Shyuums usurp the Hierarchs and become the High Prophets of Truth, Regret and Mercy, and finally declare holy war on the humans, to prevent any of the Covenant from ever discovering their true place as the Forerunner's heirs. The last we hear of Avery is him in the cockpit having sex with Jilan, while Sif and Mack communicate about what remains of Harvest. The newly established High Prophets, Truth, Regret and Mercy, recommission the Luminary as a means to locate human planets, and thus begins the Human-Covenant War.

Main Characters

United Nations Space Command

Covenant

Other

Reception

Critical reception to Halo: Contact Harvest was mostly positive, but with a few complaints that the book was "overly descriptive" and used too much military slang.[6] However, many reviewers stated that, despite being a new writer, Staten was on the same level as Eric Nylund and William Dietz. [7]

Trivia

A fan's depiction of Harvest being invaded by the Rapid Conversion.
  • Contact Harvest was the first book written by Joseph Staten.
  • Covenant species are referred to throughout the book by their native names (e.g. Huragok, Unggoy, Jiralhanae, etc.) rather than by the nicknames designated in the game series.
  • Starting in this book and onward to The Cole Protocol, the author does not refer to weapons' specific models when they are mentioned, but rather to their series, such as the MA5.
  • The novel depicts the first human death (Henry Gibson) at the hands of the Covenant, which is inflicted by the Huragok (Engineer) Lighter Than Some.
  • Prior to the release of the novel, which takes place in the year 2525, confusion arose over the appearance of the anachronous battle rifle in the cover art. In Bungie Podcast III, Joseph Staten hinted as to why the BR-55 would appear in Contact Harvest, and it was confirmed that the BR-55 had been in use as a prototype ONI weapon since 2524.
  • Battle rifles in general were still being field tested in the Fall of Reach thirty years later.  Such extensive testing of future weapons is highly improbable and the prototype explanation is probably just an excuse to cover up a chronological mistake.
  • In an excerpt found in OXM, it was revealed that the Hornet aircraft would appear in the novel in the context of having been in service since 2524 at the latest. An explanation has not been offered as to why Hornets were not deployed in conflicts such as the the events on Installation 04 and the Battle of Earth, although in the former case the Pillar of Autumn may simply not have been carrying them for the reason that its original mission did not involve planetside operations.
  • The Huragok Lighter Than Some is revealed to have been the creator of the Brute Chopper, originally intending them as a peace offering modeled after human farming plows.
  • One of the Unggoy of Rapid Conversion makes reference to a cousin Yayap, a soldier under the Elites. This is thought to be the same character featured in Halo: The Flood who serves as Zuka 'Zamamee's assistant.
  • The Brutes are described to be wearing power armor in accordance with their depiction in Halo 3.
  • Interestingly, Brutes wear power armor in Halo: Contact Harvest and Halo Wars but not in Halo 2. Tartarus is mentioned in the novel to possess power armor, which he does not wear in Halo 2. This is speculated by some to be punishment from the Prophets until Truth reinstated them as a main fighting force.
  • As with all the Halo novels, the Marathon symbol appears between the "A" and "L" of the cover's Halo logo.
  • Catherine Halsey makes a very brief "appearance" in the post-epilogue conversation between Mack and Sif under the pseudonym "Charlie Hotel".
  • On page 189, Dadab describes how the Prophets knew how Mendicant Bias betrayed the Forerunners to the Flood.
  • The book explains that the Jiralhanae were assimilated into the Covenant a relatively short time before the events of Halo: Combat Evolved and that they were initially excluded from major Covenant affairs as a result of interspecies political tensions with the Sangheili.
  • The Seropian Center for Active Retirement is named for Bungie Co-Founder Alexander Seropian.
  • This is currently the only Halo book not to feature SPARTAN-IIs, although it does perhaps reference the Spartan-Is with the ORION Project.
  • This is also the first novel to introduce female members of the Covenant.
  • Joseph Staten received advice from Eric Nylund, the author of previous Halo books, while writing the first chapter of Halo: Contact Harvest.
  • At the beginning of Chapter Five, the date is incorrectly labeled as "December 21, 2525" instead of "December 21, 2524".
  • The cover artwork incorrectly shows Johnson wielding a BR55 HB SR when it should show a BR55, as the BR55 HB SR is not introduced until Halo 3.
  • There is a mistake in the book, on page 47 line 9. The sentence says, "The Lieutenant straightened his soldiers." However, the correct word is shoulders, not soldiers.

Sources

  1. Bungie Podcast 9/20/07
  2. http://www.tor-forge.com/halocontactharvest
  3. http://www.tor-forge.com/halocontactharvest
  4. http://www.bungie.net/News/content.aspx?type=topnews&cid=12430
  5. Halo: Contact Harvest, page 391
  6. http://www.kotaku.com.au/2008/02/try_a_halo_novel_before_you_buy_or_dont-2/
  7. http://www.planetxbox360.com/article_3147/Book_Review_Contact_Harvest
Books of Halo
Novels The Fall of ReachThe FloodFirst Strike
Ghosts of OnyxContact HarvestThe Cole Protocol
Collections Halo: EvolutionsForerunner Trilogy
Reference The Art of HaloThe Art of Halo 3Halo Encyclopedia
Official Guides Halo: Combat EvolvedHalo 2Halo 3Halo WarsHalo 3: ODST

This article uses material from the "Halo: Contact Harvest" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Consignment House article)

From City of Heroes Wiki

Contents

Overview

Consignment Houses are facilities that allow heroes or villains to buy and sell Enhancements, Recipes, Salvage, and Inspirations.

The Consignment Houses for Heroes are Wentworth's Fine Consignments, located in Atlas Park, Kings Row, Steel Canyon, and Talos Island. Villains use the Black Market, located in Cap au Diable, Mercy Isle, Sharkhead Isle, and St. Martial.

The Consignment House works across servers. Items being sold from any server, US or EU [1], may be purchased on any other server. It does not, however, allow trading between Heroes and Villains.

At level 10, you will have the option to run through a training session similar to a story arc that will introduce you to Invention system. You may want to wait until level 12 though since you receive a free IO during the training session and level 12 allows you to receive a level 15 IO. However, a character may begin using the Consignment Houses/Black Market at levels below 10 (provided you can safely get to it). This will allow you to buy and sell items in the event your personal storage and vault storage gets crowded.

Secret Bid System

The Consignment House uses a secret bid system. Here is the in-game explanation of this system as provided by the Wentworth's Employee in Talos:

At Wentworth's we use a 'secret bid' auction. To make a long story short, you set the price for your item, but the Buyer does not see it. The Buyer bids what he wishes to pay and if he meets, or exceeds, your requested price he will receive the item. You may even receive more than you asked for! In order to help the Buyer with a bid, there is a history of how much that item has sold for in the past, up to 10 purchases.

The Black Market uses the same secret bid system as Wentworth's.

If multiple players are selling an item for different amounts, the person with the lowest list price will sell first as long as a bid is higher than their list price. Thus, if a lot of people are listing an item for 100 inf, someone who lists the same item for 10,000 inf may never sell it even if people are paying 100,000 inf for it. Likewise, it's possible for someone who lists an item for 100 inf to sell it for 100,000 inf while someone else who lists the item for 10,000 inf only sells it for 10,000 inf.

Transaction Slots

Each character has a limited number of transaction slots that they may use at the Consignment House. A character starts with one and earns more as they advance in security/threat level (see the Leveling Chart for details). Additional transaction slots may also be earned through badges.

One transaction slot is required for each item put up for sale or for each bid placed. Salvage and recipes may be bought or sold in stacks of up to ten.

The following badges increase the number of transaction slots: Merchant, Retailer, Auctioneer, Marketer/Black Marketeer, and Power Seller.

Fixed Price Items

Market Teleporter

The vast majority of items available in the Consignment House are sold by players. However, a a one-use market teleporter, available either as a Consignment House Transporter (for heroes) or a Black Market Transporter (for villains). This temporary power may be purchased at a fixed price of 10,000. The teleporter will transport its user to the Consignment House of his or her choice. The Consignment House has an unlimited supply of this item. A character may not possess more than one of this item at a time, and must wait at least 30 minutes after using one before he can use another (though he may buy another immediately).

Fees

There are two sets of fees associated with using the Consignment House. Both fees are applied to the seller, a listing fee and a transaction fee.

Because there are fees associated with selling on the Consignment House, it is possible to lose money, especially when items do not sell.

Notice, though, that you are essentially only charged one fee, since the first fee is taken out of the second if the second actually occurs. If you put an item up for sale and it successfully sells, your overall net profit is 90% of what the buyer paid for it, no matter what minimum price you asked for. (This is technically untrue at the extremely cheap end, where items are priced so low that they sell for less than 50 influence, but the extra charges in these cases are in the low single digits.)

Listing Fee

When an item is put up for auction, a fee of 5% of its listed price is charged to the seller. If you do not have enough influence/infamy to cover the fee, you will not be able to list it on the Consignment House.

Note that the minimum fee is 5 inf. If 5% of the list price is less than 5, you will still pay 5.

If your item sells, this amount will be refunded. The amount will not be refunded if the item does not sell, or if you cancel the auction.

Transaction Fee

When an item sells, a transaction fee of 10% is deducted from the amount it sold for. However, the transaction fee will be reduced by the listing fee, which will be refunded since the item sold.

Inactivity

If a character is inactive (does not log in) for 60 days or more, all items and all influence in the Consignment House will be lost. Nothing is refunded or returned to the character. Logging in a single character will not protect items for other characters on that player's account. Each character must be logged in individually. It appears from player testing that the item loss occurs during the first server maintenance period after the 60 day limit.[2]

Influence Transfers

Main article: Influence Transfer

Though not an intended use of the consignment house, it is possible to use the consignment house to transfer influence between characters on the same account, cross server. See Influence Transfer for details.

Badges

Image:Badge auction seller hero.png Broker

You've sold 50 Recipes on the Consignment House.

Image:Badge auction seller hero.png Inspiring

You've sold 50 Inspirations on the Consignment House.

Image:Badge auction seller hero.png Scrounger

You've sold 50 salvage on the Consignment House.

Image:Badge auction seller hero.png Enhancer

You've sold 50 Enhancements on the Consignment House.

Image:Badge auction seller 01.png Vendor

You've sold 10 items on the Consignment House.

Image:Badge auction seller 02.png Salesman

You've sold 50 items on the Consignment House.

Image:Badge auction seller 03.png Tradesman

You've sold 100 items on the Consignment House.

Image:Badge auction seller 04.png Merchant

You've sold 250 items on the Consignment House.

Image:Badge auction seller 05.png Peddler

You've sold 500 items on the Consignment House.

Image:Badge auction seller 06.png Retailer

You've sold 1000 items on the Consignment House.

Image:Badge auction seller 07.png Dealer

You've sold 2000 items on the Consignment House.

Image:Badge auction seller 08.png Auctioneer

You've sold 3000 items on the Consignment House.

Image:Badge auction seller 09.png Businessman

You've sold 4000 items on the Consignment House.

Image:Badge auction seller 10.png Marketer

You've sold 5000 items on the Consignment House.

Image:Badge auction seller 10.png Black Marketeer

You've sold 5000 items on the Consignment House.

Image:Badge auction seller 11.png Shopkeeper

You've sold 6000 items on the Consignment House.

Image:Badge auction seller 12.png Power Seller

You've sold 7000 items on the Consignment House.


This article uses material from the "Consignment House" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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