» Thu Jan 06, 2011 4:34 pm
I've got a few builds in mind. My first is going to be a Doc Holliday character- extremely good with firearms and dueling (focusing on sniping at range and pistols in close proximity), and also an excellent gambler, with a generally sardonic and nihilistic perspective on life. So more than likely, high "luck" and "perception" (or whatever the appropriate attributes are to make that happen). I've never actually played a high luck character, so it should be interesting to see how it works out- I'm hoping that with all the focus on firearms, it will mean lots of criticals, besides lucrative opportunities at the casinos. Will probably oppose Caesar's Legion on the principle that they are a bunch of barbarian thugs, though will probably end up siding with the Kings just because they seem to fit the general bill of being about order, but not being stuffy and overly regimented (additionally, good choice in music).
Probably look a bit like this:
Strength 4
Perception 7
Endurance 3
Charisma 4
Intelligence 5
Agility 8
Luck 9
TAGS:
Guns
Gambling
Medicine
Minor:
Survival
Barter
Explosives
Second character will be a Garibaldi type- fiery leader/prophet/soldier. Big focus on making him smart and charismatic, likely good at either science or repair, definitely a weapons smith, while also making him a natural leader and speaker. Secondary focus is to make sure he can actually survive, using assault rifles/sub-machine guns. Almost certainly going to go with the NCR, since they are the biggest form of centralized authority, in an attempt to lead a re-building.
Strength 4
Perception 6
Endurance 5
Charisma 7
Intelligence 8
Agility 6
Luck 4
TAGS:
Guns
Speech
Repair
Minor:
Science
Barter
Explosives
Third character? I'm thinking a feral tribal, but a "noble savage". Really strong, really fast. Lots of skill with spears and melee weapons. Adequate to good sneak skills. Emerges out of the shadows/wilderness/night and raids enemies and lucrative locations. Generally distrustful of everyone. Not sure of alliance, might try to avoid being in any on principle.
Strength 8
Perception 5
Endurance 6
Charisma 4
Intelligence 5
Agility 7
Luck 3
TAGS:
Melee
Survival
Throwing
Minor:
Sneak
Medicine
Explosives