» Fri May 27, 2011 7:30 am
Hmm, I'll drop in my plans as well - maybe there is some error in the maths, maybe it helps others..
Character NOT for hardcoe mode.
archetype/setting - nerdy know-it-all scientist geek (much like me, really).
Strength = 4 (upgrade to 5 asap)
Perception = 6
Endurance = 5
Charisma = 1 (nerd, after all. Not good with social interactions)
Intelligence = 10
Agility = 5
Luck = 9
Traits:
Wild Wasteland
Four Eyes
(both are more for roleplaying than stat boosts)
Tag skills:
Energy weapons
Science
Repair
Starting stats:
Bart.9; Guns 17; Survival 17(?); En. Weap. 34; Expl.19; Lockpick 19; Medicine 27; Melee 17; Repair 42; Science 42; Sneak 17, Speech 17(?), Unarmed 17;
The big plan:
Lvl2: Science+8(=50); En.W.+6(=40); Repair +1(=43); Intense Training (STR)
Lvl3: Repair +7(=50); En.W.+8(=48);
Lvl4: En.W.+7(=55); Repair +5 (=55); Science+2(=52); Educated;
Lvl5: En.W. +5(=60); Repair +5(=60); Science+7(=59);
Lvl6: En.W. +1(=61); Repair +5(=65); Science+11(=70); Vigilant Recycler;
Lvl7: En.W.+9(=70); Repair +5(=70); Science+3(=73);
Lvl8: En.W. +5(=75); Repair +10(=80); Science +2(=75); Strong Back;
Lvl9: En.W. +2(=77); Repair +10(=90); Science +5(=80);
Lvl10: En.W. +2 (=79); Science+5 (=85); Medicine+10(=37); Mysterious Stranger;
Lvl11: Science+5(=90); En.W. +1(=80); Medicine+11(=48);
Lvl12: Repair+10(=100); Science+5(=95); Medicine+2(=50); Finesse; ///Repair Skill @100;
Lvl13: Science+5(=100); Medicine+2(=52); Survival+10(=27); ///Science Skill @100;
Lvl14: En.W. +10(=90); Medicine+4(=56); Survival+3(=30) Jury Rigging;
Lvl15: En.W. +10(=100); Medicine+7(=63); ///Energy Weapons @ 100;
Lvl16: Medicine+4(=67); Lockpick+13(=32); Better Criticals;
Lvl17: Medicine+7(=73); Lockpick+10(=42);
Lvl18: Medicine+7(=80); Lockpick+10(=52); Meltdown;
Lvl19: Medicine+5(=85); Lockpick+12(=64);
Lvl20: Medicine+5(=90); Lockpick+12(=76); Toughness;
Lvl21: Medicine+3(=93); Lockpick+14(=90);
Lvl22: Medicine+7(=100); Lockpick+10(=100); Laser Commander; ///Lockpick and Medicine Skills at 100;
Lvl23: Survival+17(=47);
Lvl24: Survival+17(=64); Nuka-Chemist;
Lvl25: Survival+17(=81);
Lvl26: Survival+17(=98); Miss Fortune;
Lvl27: Survival+2(=100); Speech+15(=32)?;
Lvl28: Speech +17; Plasma Spaz or Grim Reaper's Sprint;
Lvl29: Speech +17;
Lvl30: Speech +17(should be up to 80ish); Grim Reaper's Sprint or Plasma Spaz;
And there you have it.
Disregarding any skill books, implants, quest perks (which can't really be planned, imo), you have S5,P6,E5,C1,I10,A5,L9 for the most game (good casino money, lucky drops, good critical rate, especially with the perks, helpers in Vats [which I'll use quite often]), Repair is at 100 at level 12, Science at level 13, Energy Weapons at level 15, Medicine and lockpick at level 22 (I reckon aboutat that time you'll really need the boost in stimpack heals), Survival at level 27(more a roleplaying decision, this - after 27 levels of wandering, even a nerd gets pretty damn good at surviving the wastes), and speech for the endgame story missions, just in case.
I'd think this would be rather interesting to play with. Obviously, with low survival for the most part, this character would not do well in hardcoe mode, but for a normal game at decent difficulties he shoudl be fine, no?
And, I wonder, if my maths are correct for this plan?