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Making a Character

A good character is one of the most important parts of succeeding in Fallout 2. It is a RPG therefore the character IS you. Quests are given by a character's skills and abilities. If you want a truly great persona I suggest the following: (Note: This is only one recomendation, I suggest playing several times with different styles of character)

First of all are the natural traits your character will start out with. Here are the traits along with practical info about them.

ST:6 PE:7 EN:5 CH:6 IN:9 AG:8 LK:6 Here are the settings I selected using the "Gifted" trait. Here's why:

  1. Strength 6- able to use any ranged weapon, more strength does not increase damage with guns. Any more would be wasteful since the max is 10 and Advanced Power Armor gives you +4 ST. Carry weight limitations can be overcome with the car and other pack horses- I mean party members.

  2. Perception 7- modifies ranged abilities. you want as much as possible to really be able to shoot people. It is good enough to get most perks except "sniper". (I used a memory module to increase 1 point and get the "sniper" perk. a "gain perception" perk would also work.)

  3. Endurance 5- determines HP gain per level, and resistences. you can use "lifegiver" perk to get more hp and resistences aren't very important. unfortunaly the "strong back" perk requires EN=6, but that's what car & friends are for. by the time you fill up those you could easily get a "gain endurance".

  4. Charisma 6- allows 3 other people to join you, 4 with the "magnetic personality" perk. I got by just fine with 3 people and found a fourth to be unnessecary.

  5. Intelligence 9- being smart is very important, intelligence changes skill points per level, and dialogue options [makes a bigger difference than you might think]. More skill points and BS is extremely helpful.

  6. Agility 8- sets Armor Class, and # of action points per turn. 8 AG will give you 9 AP. To get 10 AP you need 10 AG which is insane. "action boy" perks and "bonus rate of fire" make agility less of a problem.

  7. Luck 6- determines initial critical chance. LK=6 is needed for the "better criticals", "more criticals", and "bonus ranged damage" perks. very good ones in my opion.

more info on Character Points

Last of all you have the skills. You can "tag" 3 skills which will then increase twice as fast for every point put in them.

I tagged:

Other good tags are-

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