-special-
s 2 +1 +1
p 9 +1
e 6 +1
c 1
i 6
a 7 +1 +1 +1
l 9 +1
+4 dt
-perks-
built to destroy
trigger discipline/good natured
1. intense training: strength
2. educated - int:4
3. intense training: agility
4. intense training: agility
5. bloody mess
6. toughness - end:5
7. toughness - end:5
8. finesse
9. silent running - agi6, sneak 50
10. jurry rigging - repair 90
11. better criticals - per:6, luc:6
12. hand loader - repair 70
13. living anatomy - medicine 70
14. weapon handling - str<10
15. entemologist - survival 45
-stats-
skill-------B--S---L---T---Bo---T---Sk--T
barter .... 2 +2 +5 = 9 +12 = 21 +29 =50
energy .... 2 +20 +5 = 27 +12 = 39
exp ....... 2 +20 +5 = 27 +12 = 39
guns ...... 2 +20 +5 = 27 +12 = 39 +61 =100
lockpick .. 2 +20 +5 = 27 +12 = 39 +51 =90
medicine .. 2 +12 +5 = 19 +12 = 31 +39 =70
melee ..... 2 +8 +5 = 15 +12 = 27
repair .... 2 +12 +5 = 19 +12 = 31 +59 =90
science ... 2 +12 +5 = 19 +12 = 31 +59 =90
sneak ..... 2 +20 +5 = 27 +12 = 39 +61 =100
speech .... 2 +2 +5 = 9 +12 = 21 +29 =50
survival .. 2 +14 +5 = 21 +12 = 33 +12 =45
unarmed ... 2 +14 +5 = 21 +12 = 33
B=base S=special L=luck
Bo=book Sk=skillpoints T=total
400 stats
heres the good natured stat layout.
-stats-
skill-------B--S---L--G---T---Bo---T---Sk--T
barter .... 2 +2 +5 +5 = 14 +12 = 26 +04 =30
energy .... 2 +20 +5 -5 = 22 +12 = 34
exp ....... 2 +20 +5 -5 = 22 +12 = 34
guns ...... 2 +20 +5 -5 = 22 +12 = 34 +66 =100
lockpick .. 2 +20 +5 = 27 +12 = 39 +51 =90
medicine .. 2 +12 +5 +5 = 24 +12 = 36 +34 =70
melee ..... 2 +8 +5 -5 = 10 +12 = 22
repair .... 2 +12 +5 +5 = 24 +12 = 36 +54 =90
science ... 2 +12 +5 +5 = 24 +12 = 36 +54 =90
sneak ..... 2 +20 +5 = 27 +12 = 39 +61 =100
speech .... 2 +2 +5 +5 = 14 +12 = 26 +64 =90
survival .. 2 +14 +5 = 21 +12 = 33 +12 =45
unarmed ... 2 +14 +5 -5 = 16 +12 = 28
B=base S=special L=luck G= good natured
Bo=book Sk=skillpoints T=total
-weapons-
gobi campaign scout rifle - str:6, guns 75
hunting rifle - str:6, guns 50
marksman carbine - st:4, guns 100
while leveling
varmint rifle - str:3
cowboy repeater - str:4, guns 25
service rifle - str:2, guns 25
after my last guide i listened to *most* of the community and updated it.
let me know what you guys think, i'll be playing thru this one once my anti materiel character is done.
lockpick, science and repair are 90 because i can use magazines when i need to open the few very hard safes/terminals and because 100 repair is unnecessary
barter and speech are 50 for the majority of the speech checks in the game. magazines/drugs should carry you for the 60+ ones. if that's not good enough for you, take the good natured trait and have 90 speech.
