Unarmed character - Fallout 1 and 2.

SAIV

First time out of the vault
Sorry if it's been asked before.

I'm planning on an unarmed run-through of both FA1 and 2, preferably the same character build. End-game weapon would be the Power Fist and Power Fist MkII, of course. I'm not sure about stats and perks, though, as well as my last tag skill.

So far, I have this:

Finesse
Gifted/Heavy Handed

I'm not sure about how Finesse and Heavy Handed work together, or how useful +melee damage is. On the character screen, using both gives me both effects, but is this the case in-game? It seems like they'd cancel each other out.

*Unarmed
*Speech
*Lockpick/Sneak/Energy Weapons

Tag skill leans towards Lockpick, but I like the idea of Sneak, especially with the range issue I have. Energy Weapons is for burst damage from the Gatling Laser and such, but that's a secondary weapon and only used if necessary.

Stats:

6 str (10 with the Power Armor, raised to 8 before hitting level 18 for Slayer)
9 agi (I'd go with 10, but I can get an increase in-game, and doubt I'd miss the 1 action point with Unarmed use of 3 per punch)
8 int (speech)

Not sure about the rest. I need 8 per for Slayer, and probably high endurance for my character.

Perks:

Awareness and Slayer are given.
Toughness?
Action Boy
Bonus HtH attacks or whatever it is.
Bonus HtH damage? < I'm not sure about this. Is added melee damage really worth it?

Thanks in advance, I realize there's a lot.

Also, I'd greatly appreciate it if someone could tell me the total +stats you can get in both games.
 
in F02 you'll want to tag your doctor skill or put an inordinant number of skill points into it over time for at least two reasons:

you need a good doctor skill to learn about Armor implants.

the living anatomy perk will help since you will mostly be punching live enemies with a single attack.

It's not all that useful with burst weapons cause I don't think it adds damage to every bullet, but with unarmed it adds damage to every attack you can make.
 
Finesse and Heavy Handed will cancel each other out.

Personally, I skip the whole targeted-attack method. I play unarmed a lot, and I usually go for Heavy Handed. But it only really helps at the beginning, so sometimes I skip that, too. Awareness, too, I've never had a use for. I like plain-old slug fests.

10 AGI, Bonus HTH Attacks, Action Boy. With enough of this kind of thinking you can get to the point where you're punching 6-10 times a turn. You can kill anything.

Gifted is fine, but I like the challenge of not using it. Try Light Frame (or Slight Build, or whatever it's called). So, here's an idea:

7 STR
7 PER (good for a couple checks here and there through the game)
4 END
2 CHA (at least you get one team-mate)
10 INT (skill points)
10 AGI (more attacks, and move up to knocked-back guys)
1 LCK (who needs criticals? you're a brawler)

Small Frame (one extra point)
Heavy Handed (or skilled if you want a real challenge)

Have fun,

Misteryo
 
I'm actually doing this as well.

Whats the consensus on JINX?

I was using the rationale that a critical miss when you are fighting isn't so bad for me, but that if my enemies critical miss they have chances of losing weapons.

Is this a bad idea on my part?

Think I'll be able to complete the game with a INT of 2 and a CHA of 2?

Or am I asking for trouble?
 
The slayer perk doesnt affect unnarmed? Or is it just melee?

It's a must have when unnarmed/melee.
 
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