Strength
6
 
Perception
6
 
Endurance
6
 
Charisma
6
 
Intelligence
6
 
Agility
6
 
Luck
6
 
Action Points
77
 
Carry Weight
210
 
Critical Chance
6%
 
Dmg Resist
0%
 
Hit Points
260
 
Melee Damage
3.0
 
Skill Points
19
 
Barter
20
 
Big Guns
32
 
Energy Weapons
20
 
Explosives
25
 
Lockpick
50
 
Medicine
45
 
Melee Weapons
20
 
Repair
30
 
Science
40
 
Small Guns
20
 
Sneak
20
 
Speech
20
 
Unarmed
32
 
Comprehension
Educated
Hematophage
Intense Training (2)
Level 1
ST 6 PE 6 EN 6 CH 6 IN 6 AG 6 LK 4
Big Guns, Medicine, and Unarmed
Bobblehead (Medicine)
Level 2
Sneak +1 (18), Small Guns +1 (18), Energy Weapons +1 (18), Lockpick +1 (18), Speech +1 (18), Repair +1 (18), Explosives +8 (25), Barter +1 (18), Science +1 (18)
Intense Training (LK)
Grognak the Barbarian => Melee Weapons +1 (18)
Level 3
Lockpick +7 (25), Repair +2 (20), Science +7 (25)
Intense Training (LK)
Bobblehead (Science)
Level 4
Small Guns +2 (20), Energy Weapons +2 (20), Lockpick +10 (35), Barter +2 (20)
Educated
Hematophage
Level 5
Sneak +2 (20), Lockpick +5 (40), Speech +2 (20), Science +5 (40), Melee Weapons +2 (20), Medicine +3 (45)
Comprehension
Bobblehead (Lockpick)
Bobblehead (Repair)
SypherGenocide, over 16 years ago:
RaulV2, basically, going for a more even approach as opposed to last time, thus opening the possibility of taking ANY perk not limited by SPECIAL requirement. Knowledge in Explosives needed to disarm bomb at reach level 3 immediately after leaving Vault, once again all Bobbleheads to be left until after Almost Perfect. RP character mainly and some choices here I can't be bothered to explain. IT perk used to make mostly all SPECIAL reach 7 allowing for any perk to be taken/ all dialogue choices etc.
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