Cohh wants YOU to decide Fallout: New Vegas!

Feel free to talk about anything and everything gaming related
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LegenduryaKaJT
Posts: 5
Joined: Sat Jul 11, 2015 7:00 pm

Sat Aug 01, 2015 1:47 pm

Name: Starbuck (Female)
S.P.E.C.I.A.L Stats:
Strength:
6
Perception: 8
Endurance: 7
Charisma: 2
Intelligence: 5
Agility: 8
Luck: 4

Tagged Skills:

Energy Weapons
Repair
Survival

Traits:

Wild Wasteland
Trigger Discipline

Perks:

Black Widow - lvl 2
Hunter - lvl 2
Cherchez La Femme - lvl 2
Run 'n Gun - lvl 4. req. Energy Weapons 45
Gunslinger - lvl 6
Quick Draw - lvl 8
Commando - lvl 8
Plasma Spaz - lvl 10. req. Energy Weapons 70
Adamantium Skeleton - lvl 14
Jury Rigging - lvl 14 - req. Repair 90
Action Girl - lvl 16
Laser Commander - lvl 22. req. Energy Weapons 90
Nerves of Steel - lvl 26

If multiple perks open on the same level, take them in any order you wish.



Mod Recommendations:
Project Nevada (Modular. You can turn off what you don't want, Immersive Primary Needs is the main reason for installing this)
Perk every level (Because it's the best part of leveling up!)

Hardcore Mode!


Playthrough Style & Bio:
You are an ex-Enclave Ranger, known for being cold and ruthless. You got the mission done no matter the cost. Your military career ended after being dishonorably discharged for striking a superior officer during a heated game of caravan. As you wandered the Mojave adjusting to civilian life, alcohol became your only companion. Desperate for caps and booze, you take a small, simple delivery job....

In the beginning, Starbuck doesn't give a *** about anyone but herself. She only cares about one thing, tracking down the person who shot her. Still jaded after being kicked out of the Enclave, Starbuck prefers to go it alone and rely on only herself. Because of her background, she is an avid survivalist, and is extremely self-sufficient, being able to repair almost anything. As her journey progresses, the people she meets and the things she experiences slowly open her up to being more caring and compassionate towards the citizens of the Mojave. Starbuck will come to a realization that she can't do it all by herself, and that it's OK to put your trust in others. (If they betray you, you'll just put a bullet in them anyway).
______________________________________________________________

Thanks for considering this archetype. I tried to leave room for Cohh to choose some perks that he likes. You should eventually recruit atleast one companion as it fits her character development. Cohh will decide when to make the switch, gradual or not, to a more caring individual. Starbuck loves alchohol and should be consumed regularly!
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Barlum
Posts: 5
Joined: Wed Feb 11, 2015 2:20 pm
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Sat Aug 01, 2015 2:01 pm

Mara Riggs (Survivalist crafter, Energy Weapons, Heavy Weapons)

Special

S - 7
P - 7
E - 6
C - 2
I - 8
A - 4
L - 6


Main Skills
  • Energy Weapons
  • Explosives
  • Repair
Secondary Skills (Suggested)
  • Survival
  • Science
  • Medicine
Starting Perks

Four Eyes + 1 perception when wearing glasses
Small Frame + 1 Agility
or
Wild Wasteland (This perk stops you from getting one of the best energy weapon in the game)
:eek: http://fallout.wikia.com/wiki/YCS/186

Suggested Perks progression

Level 2: Intensive Training > Int +1
Level 4: Educated
Level 6: Bloody Mess
Level 8: Strong Back
Level 10: Fitnesse
Level 12: Fast Metabolism
Level 14: Pyromaniac
(60 Explosive)
Level 16: Better Criticals
Level 18: Meltdown
(90 Energy Weapons)
Level 20: Laser Commander (90 Energy Weapons)
Level 22: Nuka Chemist
Level 24:
Level 26:



Bio

A crafter and a tinkerer hailing from the Hub, Mara likes to be self reliant, crafting what she needs from the junk lying around the wastes. She has a keen interest in pre war tech specifically weapons that will reduce anyone who crosses her into a pile of ash or small bloody chunks. With a thurst for knowledge for anything to do with enginering, medicine and science she will never pass up the opportunity to examine techonlogy.

The Build

Crafting the food, medical items, explosives and ammo using the survival, repair, science and medicine skills. The survival skill let you reap bigger health rewards from food and drink in some cases just as good as stimpaks but with more buffs ;) . Using any and all energy weapons and heavy weapons, flamer weapons are extremely good at dealing with large groups of mobs while grenade launcher and other explosives for those heaverly armored targets :D . The perk suggestions will give you large number of skill points to distribute and let you build a character that will be a master of disintegration and will allow you great freedom to level up the skills how you like.
dunnzo616
Posts: 1
Joined: Fri Jul 10, 2015 11:15 am

Sun Aug 02, 2015 12:00 am

Name: Kyle Christopher - The Devil of the Wasteland
Selected Skills:
Cohh's choice, but - as dictated in the bio - he prefers snipers (small guns help reduce sway), explosives, and stealth

Playthrough Style & Bio:

Rumored to be the decedent of the legendary Navy Seal sniper Chris Kyle, Kyle has a knack for long range weapons. Throughout his time in the wasteland he has developed a taste for explosives as well - grenades and mines mostly, as well as big guns like Missle Launchers. However, on quests he prefers to use these tactically by either planting them on enemies or using them as distractions. Through his bloodline he has adapted
tvo770
Posts: 6
Joined: Wed Jul 22, 2015 12:54 pm

Sun Aug 02, 2015 11:30 am

Name: Tony Stark

Age: 45

Gender: Male

Selected Skills:
S - 4
P - 6
E - 4
C - 7
I - 10
A - 6
L - 3

Selected Traits:
Wild Wasteland
Good Natured

Tag! skills:
Energy Weapons
Science
Repair

Secondary skills:
Speech
Medicine
Explosives

Perks:
Lady Killer
Educated
Comprehension
Gunslinger
Math Wrath
Sniper
Vigilant Recycler
Plasma Spaz
Weapon Handling
Concentrated Fire
Jury Rigging
Meltdown
Grim Reaper's Sprint
Laser Commander
Nerves of Steel
Get the Reinforced Spine Perk in OWB

Required companion ED-E

you can't Aim so you let computers do it for you
you've always dreamed of owning your own suit of power armor
you're quite the alcoholic
you are Robert Downey Jr

mods:
Powered Power Armor this mod makes power armor something truly special I feel it really is required
http://www.nexusmods.com/newvegas/mods/37983/?
I suggest project Nevada but it is a pure suggestion and not required
http://www.nexusmods.com/newvegas/mods/40040/?
Iron Man Power Armors NV not require this is more for shits and giggles.
http://www.nexusmods.com/newvegas/mods/46669/?
Willow - A Better Companion Experience a fun companion who I think would fit Tony Stark but not necessary
http://www.nexusmods.com/newvegas/mods/41779/?
Coppercubby
Posts: 4
Joined: Fri Jul 31, 2015 3:11 pm
Contact:

Sun Aug 02, 2015 11:37 am

Name: Hannibal Lecter

Special Stats:

Strength: 5
Perception: 10
Endurence: 2
Charisma: 7
Inteligence: 10
Agility: 2
Luck: 4

Selected Skills: Heavy Weapons, Melee Weapons, and
Sneak

Bio: The flesh of innocent people is what drives you in the wasteland. You search any place that looks interesting, hoping you may find prey waiting for you.

Required Perks:
Lady Killer
Cannibal (obviously)
Bloody Mess
Mister Sandman
Ghastly Scavenger


Also, go for the Meat of Champions and the Dine and Dish challenges. To complete the Meat of Champions, you need to cannibalize Mr. House, Caesar, The King, and Aaron Kimball. If you do complete it, you get +1 to Luck, Strength, Charisma, and Inteligence for 60 seconds every time you consume a human body. To complete the Dine and Dish challenge, you need to consume 25 corpses, and when you complete it, you get the option to take human remains when using cannibal.
tvo770
Posts: 6
Joined: Wed Jul 22, 2015 12:54 pm

Sun Aug 02, 2015 1:41 pm

Name: Natasha Romanova (Black Widow)

Age: 30

Gender: Female

Selected Skills:
S - 4
P - 5
E - 4
C - 8
I - 8
A - 7
L - 4

Selected Traits:
High Value Target
Small Frame

Tag! skills:
Guns
Sneak
Speech

secondary skills:
Lockpick
Science
Survival

Perks:
Black Widow
Educated
Cherchez La Femme
Light Touch
The Professional
Professional Courier
Silent Running
Run Like Winds!
Weapon Handling
Smooth Criminal
Fading Fingerprints
Wimp in Silence
Rapid Reload
Into the Shadow
Tunnel Runner
Cancerous Growth
If you get to 50 Thought You Died
Get the Reinforced Spine Perk in OWB

you're a former member of a team of Assassins.
They weren't happy that you left so now your being hunted by them
you became a career to try to lose them you don't staying long in place
but that all changed when someone shot a bullet through your head
you want to make up for your misdeeds and do what you can to help the Wasteland
but you also really want revenge on that bastard.
you don't use VATS it can't be trusted.
you use light armor and pistols

Mods:
More perks and its add-ons are required
http://www.nexusmods.com/newvegas/mods/35979/?

Optional this companions got some Good Vibes
http://www.nexusmods.com/newvegas/mods/57141/?
Not necessary but I think it would really fit Natasha the New Vegas bounties series
1 http://www.nexusmods.com/newvegas/mods/37310/?
2 http://www.nexusmods.com/newvegas/mods/41184/?
The Inheritance http://www.nexusmods.com/newvegas/mods/49012/?
Russell http://www.nexusmods.com/newvegas/mods/50107/?
the New Vegas bounties series requires http://www.nexusmods.com/newvegas/mods/48925/?
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LordAriakus
Posts: 1
Joined: Thu Jul 30, 2015 8:35 am
Contact:

Mon Aug 03, 2015 6:44 am

Mike Conley "The Overly Manly Man"


Strength 9
Perception 9
Endurance 9
Charisma 4
Intelligence 1
Agility 4
Luck 4

Lockpicking
Unarmed
Melee


Mike Conley does not fight with anything weaker then his fists making him only use bigger guns on occasions, where he is to lazy to use his battle steeled fists. Since he is not the brightest he easily gets swayed by interesting things which catch his mind, making him wander around seemingly without goal, or picking up things which might seem useless in other peoples eyes and even helping people (regardless of good or evil) in their troubles if their problems spark his interest.
This very characteristic also makes him of a really chaotic alignment.
Being really stubborn Mike Conley hates anything which stops his path (like 5 inch thick iron doors) which lead him to aquire certain skills over time, like lockpicking.


Perks (All of these Perks are recommended but up to Cohh)

lvl 2 Intense Training (anything except Inelligence)
lvl 4 Intense Training (anything except Inelligence)
lvl 6 Bloody Mess
lvl 8 Strong Back
lvl 10 Super Slam (Melee 45)
lvl 12 Piercing Strike (Unarmed 70)
lvl 14 Unstoppable Force (Melee 90)
lvl 16 Adamantium Skeleton
lvl 18 Paralyzing Palm (Unarmed 70)
lvl 20 up to Cohh
lvl 22 up to Cohh
lvl 24 Slayer (Unarmed 90)


This archetype allows cohh to use weapons which are more fun (like the powerfists, battle techniques and big weapons like the tesla gun), open mosts containers and doors (over time progresses) and also shows one of the very fun features the game provides (low intelligence alters a few dialogue choices to a really funny degree)
Jamiekiller1
Posts: 1
Joined: Fri Jul 31, 2015 10:01 am
Contact:

Mon Aug 03, 2015 1:46 pm

The Spy Fallout : New Vegas Build

Name: Unknown, referred to as ''The Spy''

S.P.E.C.I.A.L. Stats

Strength : 4
Perception : 7
Endurance : 4
Charisma : 6
Intelligence : 6
Agility : 8
Luck : 5

Tagged Skills : Sneak, Guns, Melee Weapons.

Traits : Trigger Discipline , Wild Wasteland.

Required Perks :
Lady Killer
The Professional
Silent Running
Light Step
Better Criticals

Bio:

The Spy, hailing from France, is an enthusiast of sharp suits and even sharper knives. He relies on stealth and trickery to aid himself. Using a Stealth Boy, he can render himself invisible, leaving unaware opponents off-guard. His Disguise ability lets him take on the form of anyone on the enemies side, after obtaining their clothing, allowing him to blend in while behind enemy lines before stabbing his unsuspecting "teammates" in the back. In fact, a swift backstab with the Spy's knife will kill any foe in a single hit - provided they aren't under the effects of any type of invulnerability or immense damage reduction.

Rules :
Revolvers/Pistols (Can be Silenced or Not) and Knives Are a Heavy Focus, However you can use other melee/guns if out of ammo/durability
Suits Only (Unless Stealth Suit Acquired (Old World Blues DLC))
NO COMPANIONS. (The Spy serves himself only)
Always go the greedy path (Loot etc)
Do not allow yourself become too popular with factions (Good Popularity) You are a Handsome Rogue, After All!
sispNL
Posts: 1
Joined: Mon Aug 03, 2015 1:34 pm
Contact:

Mon Aug 03, 2015 2:15 pm

[




Name: cohh carnage
the special is :
strength = 6
perception = 3
endurance = 6
charsima = 8
intelligence =5
agility = 6
luck =6
your selected skills are = survival, energy weapons and speech
your traits are = wild wasteland and the other one is cohh choise

this playstyle is just like cohh a real animal friend and love to all humans you will try to become the best one around you will always try to get the best for everybody and you want to find your wife who knows if you find her but... you do love the legion and you are very interested in the new kind of technogly like energy guns

selected skills are =
lvl 2 hunter 30 survival
lvl 4 up to cohh
lvl 6 up to cohh
lvl 8 strong back
lvl 10 animal friend
lvl 12 up to cohh
lvl 14 up to cohh
lvl 16 meltdown 90 energy weapons
lvl 18 tag!
lvl 20 explorer
lvl 24 up to cohh
lvl 26 up to cohh
lvl 28 up to cohh

hope everybody likes it
Royalation
Posts: 1
Joined: Mon Aug 03, 2015 2:33 pm
Contact:

Mon Aug 03, 2015 3:16 pm

The Smooth Talker (ya dig?)

Name: Don Grungle

S.P.E.C.I.A.L:

Strength: 4
Perception: 8
Endurance: 4
Charisma: 8
Intelligence: 6
Agility: 4
Luck:: 6

Traits:

Good Natured
Four Eyes
Wild Wasteland (optional)

Skills:

Speech
Guns
Barter
Lockpick

Bio:

This man cares not for his morals, but for his dime in the world. This man will say anything to talk you out of a few caps.

His charismatic personality can talk him in and/or out of anything, and he'll only do it for profit. He's always focused on the amount of caps he can make, and will sell just about anything he finds during his adventures out in the wastes.

Main goal: 300k caps by the end of the playthrough.
tbloom3390
Posts: 1
Joined: Thu Feb 12, 2015 12:36 pm

Mon Aug 03, 2015 6:59 pm

Class Name: The Master of Caps
Name: Cohh's choice, but suggested "Gaspar Archibald" (The meaning of the name Gaspar is "Treasure Master")

Selected Skills: Guns, Explosives, Barter.
Other Priority Skills: Lockpick, Repair, Speech

S.P.E.C.I.A.L
Strength: 8 (+1 w/ implants) (+1 w/ Intense Training)
Perception: 3 (+1 w/ implants) (+1 w/ Intense Training)
Endurance: 5
Charisma: 7 (+1 w/ implants)
Intelligence: 5
Agility: 7 (+1 w/ implants)
Luck: 5

Traits: Skilled (Old World Blues dlc), Built to Destroy

Required Perks: Name, Level Taken, Requirements:
  • Intense Training (Perception), Level 2
  • Fortune Finder, Level 6, Luck (5)
  • Scrounger, Level 8, Luck (5)
  • Pack Rat, Level 10, Intelligence (5), Barter (70)
  • Intense Training (Strength), Level 12
Required Implants:
  • Strength
  • Perception
  • Charisma
  • Agility
  • Sub-Dermal Armor
Bio/Playthrough Style:
You drive a hard bargain, and pack a harder punch. Some would call you a bounty hunter, but you are so much more than that. Since your goal in life is to make the most out of your wasteland experience, you mean to make as much money as possible. In fact, you took a job as a courier since it promised to pay well. You always enforce your will on traders and prospective clients with your ability to barter, squeezing every last cap out of a deal. You also enforce your will on your bounties with an arsenal of big guns and other heavy weapons. The more powerful the weapon, the less ammo you have to use... which means more money in your pocket. You go where the bottle caps are, and in a dispute between two sides, the highest bid earns your loyalty.When a decision has no clear monetary value, you choose whichever option you believe has the best long term investment potential, however you see it.

Killing is just a means to an end, with that end being loot and bottle caps in your possession. You keep your morals in check, and you aren't worried about your karma... Living in the wasteland of New Vegas is a business for you after all.

Money is power, and power is everything.

Skill Priorities:
Guns, and Explosives: Better skill = bigger weapons = less ammo and therefore more money per kill.
Barter: Better prices and a higher fee for your services.
Lockpick: The best loot is always locked up.
Repair: Every weapon that doesn't break is a purchase you don't have to make. Why spend money to have something repaired when you can damn well do it yourself?
Speech: You never know who might be coaxed into a lucrative agreement.


Final Notes:
As you can see, this build should give you a fun time while still being balanced. It prioritizes big guns (Strength), a silver tongue (Barter/Speech), and a knack for finding and keeping valuable goods (Lockpick/Repair/Perks) to help you load up your pack and make a name for yourself in the wasteland.

Have fun with whatever you pick, I'll love watching the streams no matter what!
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glutenfreecyanide
Posts: 3
Joined: Sat Aug 01, 2015 5:47 am
Contact:

Tue Aug 04, 2015 11:26 am

Name: Dr. Jack "Stitches" Hyde

S.P.E.C.I.A.L
Strength: 4
Perception: 5
Endurance: 5
Charisma: 6
Intelligence: 7
Agility: 6
Luck: 7

Primary Skills:
Medicine (Tagged) (100)
Repair (Tagged) (60-100)
Science (Tagged) (60-100)

Secondary Skills:
Guns (as needed)
Speech (as needed)
Survival (as needed)


Traits
Good Natured
Logan's Loophole

Required Perks
Comprehension
Educated
Living Anatomy
Fast Metabolism
Chemist
Jury Rigging
Implant GRX
Bloody Mess
Gunslinger
Quick Draw

Game Play
As a medical doctor you know exactly where to hit someone to do the most damage. Whether that's physical or mental, you're equally qualified to do both. You can talk your way out of most things and if you can't you've got the training to shoot your way out and survive.

Background
Being a combat medic in the New California Republic Army has it's up and downs. Mostly downs. You passed the time thinking up new ways to jury rig random junk as medical supplies for field use. You never know when you're going to need to tape a severed limb back on to your buddy that just had it ripped off by a Super Mutant. You had an exciting life for a while, and then it got too exciting. It was a standard combat patrol and everything was going five-by-five until a Raider IED took out half your squad with rusty nails and rail road spikes, but that wasn't the worst part. The worst part was the screaming. You save who you can. You couldn't save them. With the remaining half of your squad reeling from the impact and deafening blast it was up to you to hold the Raiders off long enough for everyone to come back to their senses. The first Raider came from behind a rock 20 meters in front of you. You had your sidearm out already. When did you pull it? No time to think. You raise the gun and squeeze the trigger. The Raider goes down, a ragged hole in his chest. No time. The second Raider appears to your left. Where had he come from? He's too fast. You can't get a shot off. You drop the pistol and pull out your standard issue combat knife. The Raider is there. A saw toothed axe in his hand, a psychotic look in his eyes. The axe comes down and you barely have time to block. You remember your training. You pivot and take a step back, pulling the Raider forward and off balance, he stumbles. Your knife finds the space between his shoulder blades, severing the spine. You feel a cold pinch. A third Raider, one you couldn't see, has stuck a small dagger in your side. You pull away and turn. He goes for another stab. You aren't ready. You can't block it in time. In that instant his head disappears in a cloud of pink mist. You turn to see the remaining members of your squad taking up defensive positions around the fallen. You nod your head in thanks to Private Clark. It's not the last time he'll save your life today. You see another private sitting up against the rocky outcrop. His name tag is gone... along with the lower half of his right arm. He's going to die in minutes. You drop your pack and pull out your field kit. Four by fours, sutures, everything you need to patch up combat wounds. This is not a combat wound. This is trauma. Physical. Mental. You tune out the rest of the ambush. The Raider war cries and the sharp cracks of NCRA rifles are a dull throb in the back of your skull. Your sole purpose right now is to save this man. You shove a stimpack needle in his neck and depress the plunger. The man visibly relaxes. Good. He can still feel pain. There's a chance he'll make it through this. You begin packing gauze into what's left of his right arm. You reach into your pack and pull out a roll of duct tape. Out in the Wasteland you don't want to be caught without duct tape. It's better than surgical tape, holds better, covers more, and is mostly weather resistant and keeps the dust out to keep infection at bay. You have to use a full quarter of the roll to stop the bleeding. You look up into the man's eyes. They're glossed over. The stimpack has taken full effect. You notice something you hadn't before. Silence. How long has it been? When did this hell end? The only thing that mattered now was getting back to base in one piece. You look around at the survivors and see that they are no worse for wear. What few wounds they've taken are minor enough that it won't jeopardize the group on the way back. You set off a few minutes later. You carry your dead with you. In more ways than one.

Three Days Later
You've slept for almost two days. After the events of the past few days you needed it. You visit the medical tent to check in on Private Barlowe. He's going to make it. As much as a soldier with one arm can make it, but at least he's alive. He gives you an appreciative smile. You can tell it's forced. You say your goodbyes and head to the CO's office. You take off your rank pins and leave them on his desk along with your sidearm and medical badge. You've seen too much death and too many friends die. It's time to get out. You give him one final salute and turn to go.

This is where your story ends. This is where the Courier's story begins.
MisterXChief
Posts: 1
Joined: Tue Aug 04, 2015 5:13 pm
Contact:

Tue Aug 04, 2015 5:34 pm

Al "Bo" Shade
Strength| 6
Perception| 6
Endurance| 6
Charisma| 4
Intelligence|3
Luck|8

Perks/Skills
Built to destroy (recommend getting the maintenance ghoul companion)
Four Eyes
Put points into stealth perks and anything else idk the rest of perks
So bo when he was a kid loved to take risk he would always steal but end up getting caught but has he aged he learned how to be a good pickpockter and steal stuff (try to pickpocket people if you want) also you can be a good or bad person I hope you choose mine I really didnt play the game so idk some of the stuff to choose
dresden_dresden
Posts: 3
Joined: Sun Feb 01, 2015 12:30 pm

Wed Aug 05, 2015 9:09 am

The Dice Man

The Dice Man has issues. He can never decide what to do. He can never make up his own mind. Should he help that poor young woman who can't find her precious Jet or should he blow a hole in her face the size of his uncle's fist with his trusty plasma rifle?
This ambivalence towards everyone and everything has lead him to make any big decisions with his trusty dice. If he's having trouble deciding whether or not to be a dick - either during conversation or in random encounters - he simply rolls his dice, and does as he's told.

"Oh check out this big stash of chems!" *rolls dice* "Oh boy, all of it?"
"Should I take that pretty damn rare Fatman and mini nuke?" *rolls dice* "Yay!"
"Oh look! It's the Followers of the Apocalypse! Maybe I should talk to them..." *rolls dice* "Sorry guys, nothing personal" *mushroom cloud*

Pushy is his dream weapon. Power in his fists to throw his dice all day long.

Skills - Guns and Energy/Unarmed

High Strength
High Perception
High Luck
High amount of dice in his pocket.
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lazer726
Posts: 4
Joined: Thu Jul 16, 2015 11:59 am
Contact:

Wed Aug 05, 2015 12:32 pm

Name: Commander Cohh
Selected Skills: Speech
Playthrough Style & Bio: This character will be a Commander type, minion master playstyle! For this, you will need to use the Unlimited Followers mod, and I would encourage you to download a few extra followers for fun. This character will have rather sub-par combat stats, but will excel at convincing others to do her bidding, whether it be her own followers, or those she convinces to help (You've always played a guy, let's switch it up!)

S 3
P 7
E 3
C 9
I 9
A 2
L 7


I want to leave this open to you to decide a lot of major things, but preferably, before the major battle, you will have gathered ALL possible sides for your faction, and would eventually be able to outfit yourself and your team in Power Armor, making you a roving Enclave or BoS squad!
Shephard008
Posts: 1
Joined: Mon Aug 03, 2015 8:59 pm
Contact:

Thu Aug 06, 2015 12:38 am

NAME: Sleazy Pete

TAG SKILLS: Barter, Energy weapons, Repair

SECONDARY SKILLS: Lockpick, Explosives, Speech

SPECIAL:

S
6
P 7
E 6
C 4
I 7
A 5
L 5

TRAITS: Four eyes, Small frame (Hoarder or wacky wasteland are optional as well)

PERKS:
Anything that improves cap intake (Pack rat, Long haul, Strong back, etc...), otherwise Cohh's choice.

BACKGROUND/PLAYSTYLE: You are Easy Pete's evil twin brother, who was always only interested in one thing: profit. You will do anything to get extra caps, and you tend to be rather cruel when you don't smell caps to be gained. Faction politics don't interest you, the winning side is who Sleazy Pete fights for.





hubbe01
Posts: 14
Joined: Fri Sep 12, 2014 11:16 am

Thu Aug 06, 2015 8:03 am

Name: Harry

S.P.E.C.I.A.L:

Strength: 8
Perception: 6
Endurance: 6
Charisma: 3
Intelligence: 7
Agility: 7
Luck: 3


Tag Skills: Explosives, Repair, Medicine
Traits:
Wild Wasteland

Perks: Bloody Mess, Demolition Expert x 3, Pack Rat, Strong Back, Splash Damage, Adamantium Skeleton, Mad Bomber

Bio:
"BANG!" is the last thing you remember and getting shot didn't make anything better. Your name is Harry or at least that was the Doc told you. Everything you knew or ever loved or even some kind of remembrance who you really are is gone. The common sense that the usual wastelander has is also gone the only thing that is left is the slow ticking sound inside your skull.

"tick tick tick" the sound goes on and the only cure for the sound to stop is the sweet sound of a explosion.

Personality wise Harry don't really care whats good nor evil the only thing that's on his mind is to make the greatest explosion the wasteland ever seen, Oh and blow up the people who shot him. Harry is as mention before crazy and also selfish as he will not help others if he can't gain on it.

Summary: Lets finish the Fallout Franchise playthrough with a BANG. I made this build with intention of making it an explosives only run. Harry is gonna refer to use only big guns like rocket launchers etc OR throw bombs like the mad man he is.
Hardcore is not an requirement so Cohh may choose how ever he pleases.
Metalicks88
Posts: 1
Joined: Thu Apr 30, 2015 12:45 pm

Thu Aug 06, 2015 3:25 pm

Frank Kales

S.P.E.C.I.A.L:

Strength: 8
Perception: 6
Endurance: 7
Charisma: 3
Intelligence: 1
Agility: 5
Luck: 10

Tag Skills: Energy, Lockpick, Survival
Traits: Wild Wasteland, Buillt to destroy

Perks: Furtune Finder, Scrounger, Finesse, Miss Fortune, Mysterious Stranger and Better Criticals.

Bio: You are Frank Kales the luckiest, Meanest and toughest SOB you know. Who else can survives getting shot in the head and only getting a "little" bit of brain damage.
Talking about getting shot in the noggin, it's messed you up a little, you keep imagining things, strange things, impossible things, "Crazy things", but you always seem to find your way out of trouble even though that guy and his lady friend who showed up to help are nowhere to be seen.
You aren't too fond of these NCR jerks and their "laws", I mean if you need to break a few (hundred) knee-caps to get a job done what's the big deal?
Anyhow You've just got out of doc Mitchell's and you need to go and kill some guy who attempted to give you a lobotomy, I think its about time we found him and show him how its really done!

TL : DR
You're not a nice person who is having some mental stability issues and a Micro-Fusion Cell with the word Benny carved into it.
P.s. *** the NCR
niTroEagles
Posts: 1
Joined: Thu Aug 06, 2015 8:34 pm
Contact:

Thu Aug 06, 2015 11:15 pm

Name: Vega

Gender- Cohh's choice

S-6
P-5
E-10
C-5
I-6
A-7
L-1

Must buy 3 SPECIAL implants from doctor outside freeside. Cohh's choice

Tag Skills- Survival
Barter
Unarmed
Traits- Wild Wasteland and Cohh' choice on second

Primary Skills- Survival, Barter, Repair

Secondary Skills- Unarmed, Guns, Medicine


Perks
2- Hunter
4- Rad Child
6- Toughness
8- Strong Back
10- Animal Friend 1
12- Animal Friend 2
14- Long Haul
16- Jury Rigging
18- Action Boy/Girl
20- Paralyzing Palm
22- Solar Powered
24- Piercing Strike
26- Slayer
28- Nerves of Steel
30- Rad Absorption
32-50 Cohh's choice

Companions
Cass- You relate to her and her love for whiskey and similar lifestyle.
Rex- He reminds you of your childhood dog who was also cybernetic. unfortunately he was lost when your ranch was raided.

Can select other companions later but must complete the quests for Cass and Rex first.


Bio

Grew up on a brahmin ranch in Iowa. The ranch was raided and you were forced to leave at the age of fifteen. Throughout your travels you have gained valuable survival experience and know your way around a wrench. You have an unhealthy love of scotch and whiskey and drink them upon contact. You are always looking for it from any merchant and buy them whenever seen. You have learned to handle yourself with your hands alone but you are also a natural marksman with a rifle when the need arises. You have seen what energy weapons can do and this has made you hate them with a passion. Likewise, you have also seen firsthand what chems do to people and therefore have vowed to never take them as long as you still draw air. Your travels have seen you alongside the like of merchants and caravans, thus giving you vast knowledge of bartering. You have had run ins with both the enclave and the brotherhood and none of them have been positive, this has resulted in you never wanting to equip power armor out of hatred for the war they wage on one another and for the innocents they have killed, some of whom were your family. You have no loyalties and only wish to better your standing in the Mojave by choosing your own path\\ Yes Man Ending// . You hate the Legion for enslaving people physically and think the NCR isn't much better for enslaving people financially through taxing. In your eyes you see these two sides in similar positioning as the enclave and brotherhood and only see the death of innocents as the outcome of their war. You also have developed a fear of feral ghouls after a specific incident with a feral when you were 10 which you never want to speak of forcing you to beat feral ghouls to a bloody pulp after you have killed them. You recently picked up a job from a courier servicing company and it has lead you into yet another unfortunate event.....


Get ready to take on the Mojave.

Please excuse any typos.
User avatar
necro85
Posts: 5
Joined: Sat Jan 17, 2015 1:28 pm
Contact:

Sat Aug 08, 2015 9:17 am

Name: Meat Head Heavy Weapons
Selected Skills:
S.P.E.C.I.A.L (Initial)

Strength - 7
Perception - 5
Endurance - 9
Charisma - 1
Intelligence - 3
Agility - 6
Luck - 9

S.P.E.C.I.A.L (End)

Strength - 8 (Implant)
Perception - 6 (Implant)
Endurance - 10 (Implant)
Charisma - 2 (Implant)
Intelligence - 4 (Implant)
Agility - 7 (Implant)
Luck - 10 - (Implant)

Traits

- Built To Destroy
- Trigger Discipline

Tag Skills:

- Guns
- Energy Weapons
- Explosives

Perks<

Level 2 - Hunter
Level 4 - Educated
Level 6 - Demolition Expert (1)
Level 8 - Commando
Level 10 - Finesse
Level 12 - Pyromaniac
Level 14 - Demolition Expert (2)
Level 16 - Weapon Handling
Level 18 - Better Criticals
Level 20 - Grim Reaper's Sprint
Level 22 - Laser Commander
Level 24 - Action Boy (1)
Level 26 - Demolition Expert (3)
Level 28 - Action Boy (2)
Level 30 - Splash Damage
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