Fallout: Character Creation

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While Fallout is pretty hardcore, it allows a wide range of character customization, not restricting you to any certain playstyle. Still, there are some no-nos that should be avoided in a no-death challenge.

Stats[edit | edit source]

In regards to stats, many guides set the goal to get the total max by utulizing every possible in-game way (operations, memory modules, etc) - powergaming. This is not what PIH is about. It is about:

  • getting through the game without reloads (and/or cheats and exploits)
  • enjoying that

It's more important what stats do you have throughout the game, than at the end of it. So don't be surprised that Power Armor strength bonus is not mentioned here.

Strength[edit | edit source]

Strength affects HP, carry weight, melee damage. If you're a normal gunman, you'll want at least 5 to be able to utilize rifles properly. If you go for a pistol man, you can do away with 4. A meleer will want 6-8.

Perception[edit | edit source]

Affects sequence, shooting range and has some use in quests/dialogues. At least 5 is required, or else most enemies will have a double turn at the beginning of the fight against you. Any gunfighter type will require at least 6, for Bonus Rate of Fire perk.

Endurance[edit | edit source]

Increases HP, radiation/poison resistance and offsets some critical hits made to you and misses made by you. Having a good HP pool is paramount, because at times enemies score tremendous critical hits. Minimum is 6, 8 is safer, but really, you ought to make it 10 from the beginning.

Charisma[edit | edit source]

The traditional dump stat in many RPG games, it suffers the same fate here. In Fallout 2, it affects the number of followers you can recruit. In Fallout 1, not even that. The cases when you need raw Charisma probably can be counted by the fingers of a single hand. So don't bother, just dump it.

Intelligence[edit | edit source]

A minimum of 4 is required to have intelligent conversations, and at least 7-8 would provide a comfortable amount of skill points. But actually, go ahead and make it 10 from the start, especially if you use Gifted trait.

Agility[edit | edit source]

Agility is first and foremost a source of action points. So, if you enjoy doing bad things to bad people, rather than bad people doing bad things to you, you should max it as well.

Luck[edit | edit source]

Luck affects your critical chance, as well as usefulness one of the most wanted perks - Sniper. And, like Endurance, Luck also have effects on results of critical hits and misses. So, if you want a Jinxed build, you'll want to max it. If you go for neither, dump it in favour of other stats.

Traits[edit | edit source]

You can choose up to two traits. The best trait is Gifted, usefullness of others depend on your chosen character build. Green is good, red is bad, and Jinxed is jinxed.

Perk Benefit Penalty Comment
Bloody Mess More violent death animations None Purely cosmetic. If you really don't want any other trait, might as well take this one.
Bruiser +2 Strength -2 Action Points You'll seriously gimp yourself with -2 AP. And for what? Strength is cheap.
Drug Reliant / Chem Reliant Faster recovery from addictions Twice the chance to become addicted In virtually no situation this will be useful.
Drug Resistant / Chem resistant Half the chance to get addicted Drug effects last half as long Same as Drug Reliant, never useful
Fast Metabolism +2 Healing Rate Poison Resistance and Radiation Resistance start at 0% With good enough endurance, it won't be noticeable, and you'll need good endurance anyway.
Fast Shot All throwing and firearm attacks cost 1 less AP Cannot do targeted shots Good choice if you plan to pack heavy weaponry.
Finesse +10% Critical chance -30% total damage Good for a precision character with high Luck
Gifted +1 to all SPECIAL stats -10% to all skills, 5 less skill points per level The absolute uber trait, to the point that it might be considered a cheat. You lose some skill points, but get an extra 1 to each stat.
Good Natured +15% to First Aid, Doctor, Speech, and Barter -10% to Big Guns, Small Guns, Energy Weapons, Throwing, Melee Weapons, and Unarmed When you don't know what to pick (and you already have Gifted), pick this. It will boost healing and talking skills at the cost of all combat skills. You certainly won't need all 6 of those, and you certainly will use all 4 of healing/talking at some point.
Heavy Handed +4 Melee Damage -30% modifier to the critical hit tables Good for a low to mid level meleer with low Luck, but when you get to Slayer, it will bite you in the rear.
Jinxed 50% chance for any miss to upgrade to a criticall miss That affects you and your companions, too This is a real double edged sword. It will work fine, but only with very specific character builds.
Kamikaze +5 Sequence 0 natural Armor Class Decent Perception will provide you with good sequence anyway.
Night Person +1 Intelligence and +1 Perception at night (6pm to 6am) -1 Intelligence and -1 Perception at daytime It's very hard to navigate through Fallout areas at night. Have pity on your eyes.
One Hander +20% chance to hit with one-handed weapons -40% chance to hit with two-handed weapons Situational choice for a pistol man.
Sex Appeal Better reaction from opposite sex characters Worse reaction from same sex characters Very little effect. Probably better if you play a woman.
Skilled +5 skill points per level Get perks every 4 levels instead of every 3 Top worst choice. Skill points are virtually unlimited, but you can get only so many perks.
Small Frame +1 Agility Reduced Carry weight Powergamer's choice. More inventory tetris expected.

Skills[edit | edit source]

Skills are what most checks are run against in Fallout games. F1 features a straight scale, with a maximum of 200. F2 ups the max to 300, but introduces negative feedback scale, whereas increasing a skill by 1 at 100+ costs 2 skill points, at 125+ 3 skill points, etc. Tagged skills cost two times cheaper.

The general idea is that you tag some weapon skill, speech, and have one more tag left, which can be used to fit your chosen playstyle: Lockpick, Science, Gambling, or Big guns/Energy weapons.

Small guns[edit | edit source]

Your basic guns. Unless you go melee from the beginning, you'll want to up it to at least 100. To be a proper gunman, 130-150 is recommended. Good candidate for tagging.

Big guns[edit | edit source]

Heavy weaponry is only available in late game, so keep in mind that you will need another combat skill to couple with this.

Energy weapons[edit | edit source]

Same as Big Guns.

Unarmed[edit | edit source]

Generally not very convenient in hardcore runs, as it involves lots of running and taking damage. Furthermore, the ultimate weapon (Power Fist/Mega Power Fist) is available considerably late, and until that time you're running with Spiked Knuckles against machine guns.

Melee weapons[edit | edit source]

Same as Unarmed

Throwing[edit | edit source]

Pretty useless skill, as grenade damage is low, and there aren't many of them anyway.

First aid[edit | edit source]

Not worthy spending any skill points. There are plenty off books, anyway. In F1, this can see some use, but in F2, it's easier to just rest.

Doctor[edit | edit source]

The only use is in F2, for a quest. You'll want to bump it to 75, that's enough. In F1, the only reason to increase it is if you play Jinxed and break limbs often.

Sneak[edit | edit source]

Useless, unless you play a Sneaker.

Lockpick[edit | edit source]

Locks are common enough, so you'll want to up it to about 80. With Lockpicks, that should be enough for any lock.

Steal[edit | edit source]

Although a good candidate for tagging in a normal playthrough, it's pretty useless on hardcore, because steal success chance is capped at about 95%, and a failed steal attempt usually means that everyone in the area will start attacking you. So unless you fancy slaughtering whole cities over a can of soda, you can't use steal at all.

Traps[edit | edit source]

There's only a handful of traps, and none are lethal. Skip.

Science[edit | edit source]

In F1, skip. In F2, about 100 is enough, unless you want to get the best version of Skynet in party. In that case, go for 120, and may spend a tag.

Repair[edit | edit source]

Not many things require repair, there are plenty of books, and in F2 Vic handles it anyway. Skip.

Speech[edit | edit source]

There are many speech checks, so this is the most obvious candidate for a tag. Get it to some 120.

Barter[edit | edit source]

Money is plentiful. Skip.

Gambling[edit | edit source]

No reason to really ever use it, but you might fancy running around with full pockets of money, although that is a cheap tactic.

Outdoorsman[edit | edit source]

In F1, encounters aren't really dangerous. In F2, Sulik's skill is high from the beginning, and it also can be boosted with Motion Scanner. And don't forget the books. Skip.

Perks[edit | edit source]

Fallout Perks

Fallout 2 Perks

Back to Fallout.

Back to Fallout 2.