New Vegas Character Creation Guide

Uploaded by Linkthe1st on 24.11.2010

Fallout New Vegas is an amazing and expansive game that, like it's predecessor, has more
options, avenues, nooks, and crannies than most people can keep track of. However, as
incredible and vast as the Mojave wasteland is, what defines and drives your game play
experience the most is how you build your character. As an RPG everything that happens
in New Vegas is first governed by statics like your special qualities, skill levels,
and damage threshold. Because Fallout New Vegas more so plays by the rules of an RPG
than a first person shooter, properly building your character is the first and most critical
thing you do in the game. The main idea of this guide is to inform you of some of the
most advantageous ways to build your character, and be as powerful as possible by the time
you reach the maximum level of thirty.
From the very beginning Fallout New Vegas handles character creation and statistics
very differently from Fallout 3. Instead of allowing you to become a pseudo god by the
end game, New Vegas focuses on creating a character with a specific play style in mind.
Even through meticulous maximizing, and searching for items, the best character build possible
in the base game has around six or seven of the thirteen skill sets not maxed. This means
if you don't have a good idea of what you want your avatar to be from the beginning,
you'll end up with some lack luster results.
During character creation the first thing you have to decide on is how to distribute
your special attributes (AT-rib-you-t). These seven governing elements affect your character's
skills, the perks you can choose at level up, and various other abilities. In order
to build a powerful character the best idea is to take the five special points you are
given and put them all into intelligence. Doing this means by level 30 you'll have spent
487 skill points instead of 363. That's a difference of 72 additional skill points,
which is noting to sneeze at.
After distributing your Special points, Doc Mitchel will ask you a series of questions
to help you choose your tag skills. There are thirteen skill sets in the game, and they
all fall under three category's; Primary, Support, and Secondary. Even though you can
choose any combination of skills, it's in your best interests to choose one out of each
category. The skills in the primary category are all
combat oriented, consisting of Guns, Energy Weapons, Unarmed, Melee, and Explosives. Unarmed
and melee may seem like good ideas, but they aren't' worth much unless you intend on explicitly
avoiding trigger action. By all means choose them if your role playing, but otherwise they
would be best to overlook. There's also explosives, which can work well, but it's more of a forethought
to combat. It's unlikely you'll find yourself relying on explosives as your primary means
of attack. While explosives can be very useful, it's really something to focus on more if
you intend to kill people by setting traps, and scoring preemptive strikes, or maybe planting
live grenades on people. The second of your two best primary skill choices is energy weapons.
Laser, plasma, and flame based weapons are all powerful options, but you have to keep
in mind that finding batteries and fuel for these weapons can be difficult. There's also
the additional fact that it's easy to burn through batteries VERY fast. If you decided
to rely on energy weapons, just remember that accuracy matters more than shot count. Finally
there's the guns skill which is really your best choice. The majority of the armaments
you find in the game are governed by the guns skill, and there's also ample supply of bullets
for the weapons. As a result you'll never have much trouble finding ammo to shoot traditional
guns. Next up are the Support skills which are all
about somehow aiding your combat effort, and consist of medicine, survival, sneak, and
repair. Medicine increases the potency of stim-packs which are how you heal yourself
when you really need it. Survival, while being almost necessary in hardcore mode, is just
like medicine; but instead it increases the healing potency of food items you consume
instead of stim-packs. Then there's, sneak which helps you in combat by helping you stay
out of combat. When sneaking, if you're undetected, you can land critical sneak attacks to score
devastating and often fatal damage. This effectively allows you to end battles before they even
begin. Repair is the last support skill, and truthfully the most useful. The weapons in
fallout break down over time, so you have to maintain them by pulling parts off other
guns of the same model. What the repair skill determines is weather you'll salvage enough
parts to repair a lot of degradation, or just a little.
The third category Secondary consists of Barter, speech, lockpick, and science. All these skills
function completely independent of combat, and focus on attaining things when talking
with a gun muzzle doesn't work. Barter should be self explanatory, the higher your barter
skill the less items cost when you buy them, and the more you can sell items for. It's
not a bad choice, but with how much you'll likely pick up and sell in the game it may
not be worth your time. The real reason this skill would be worth it is is how it's the
second most seen option when you can talk your way out of things. Speech trumps barter
for being used in getting what you want easy, which is all good and well, but some people
prefer to negotiate with shrapnel over words. The last two skills are Lockpick and Science,
which are similar to each other. Lockpick simply allows you to pick the lock of any
door or container with a chunk of metal that has an attached tumbler set in your way; while
science, allows you to hack into computers to do things from turning on or off turrets,
to retrieving sensitive files. Both useful skills that only have noticeable bonuses when
you reach proficiency of 25, 50, 75, and 100. When choosing between the two though keep
mind you'll run into more troublesome locks in your travels than you will problematic
With your special points distributed and your preferred skills tagged doc Mitchel will ask
for one last thing before seeing you out, which is to choose up to two traits. Traits
are character elements that return from the original Fallout games which give you a powerful
game play bonus at a penalty. You can choose to omit traits from your character build altogether,
but honestly they should always be considered. All the traits are self explanatory, but three
stand out for certain reasons. First is "Built to Destroy" this trait give
you a 3% boot to your critical chance, but at the cost of a 15% faster wear rate on weapons.
That may seem like a bad trade, but if you recruit the companion Raul the ghoul who has
a perk called "Regular Maintenance" your weapons will degrade 50% slower. Also if you pick
up the perk Jury-rigging at level 14, which allows you to repair items with relatively
similar models, you can easily counter the negative effects without Raul.
The second trait is "Four Eyes" which essentially makes any glasses you wear give you +2 perception,
and you can find a pair of glasses on the desk behind doc Mitchel when you wake up.
The down side is how this trait actually damages your perception by -1 which bars you from
grabbing some of the better perks in the game. Herein lies the largest problem with the trait.
You can cancel out the negative effects though by first setting your charisma to 4 and perception
to 6 during character creation. Then purchase an implant from the new Vegas clinic later
which increase your perception by one point. Doing this means you nullify the negative
effect, and can grab the possible perks that need high perception, while also reaping the
rewards of having higher perception from glasses. The third trait is "Small Frame" which grants
a bonus of +1 agility, but at the penalty of being 25% more likely to be crippled. This
can be countered by choosing the “Adamantium Skeleton” perk as early as level 14. Just
keep in mind that if your playing in hardcore mode this trait makes the game much harder
until you can counteract it.
Special points distributed, Three skills tagged, and two or less traits chosen you’ve built
your character, and are ready to step out into the wasteland for an incredible adventure.
There are only a few things left to mention when making your character, the first and
most important is to take the educated perk when you reach level four. If you take this
perk you gain two extra skill points to distribute upon level up, and if you take it at level
four then you'll have distributed 52 more points by level 30. Then there's the Comprehension
perk which should be taken after educated, preferably at level six. This perk increases
the number of permanent skill points you gain from skill books. Doing this is a bit debatable
though, because it involves tracking down all 52 of the skill books in the game. The
end benefit is 208 more skill points distributed evenly on your character build, but you have
to decided if you want to go through the trouble of tracking down all the reading materiel.
Simply put if you're a perfectionist take the comprehension perk and track down the
books, if you just want to play the game you should probably skip this perk.
Now there's only one final caveat to talk about which consists of some of the finer
points for creating the most powerful character possible. As stated your special points determine
a lot of things about your character. The trouble is once you’ve set your specials
that’s it, you can’t change them. There is one single way to improve your persona
specials though. Far to the north not far from new Vegas there’s a medical clinic
where you can purchase implants that, among other things, augment your special attributes.
These upgrades increase how hard you hit, how much damage you can take, and increase
your special points. The implants aren’t cheep though ranging from 4,000 to 8,000 caps,
but they’re well worth it. You can purchase as many implants as you have base endurance,
caping out at nine. To clarify boosting your endurance with things like chems or clothing
will not increase the number of times you can go under the knife. If you want the most
implants possible while also utilizing the advice in this guide use the intense training
perk at level two to increase your endurance to 6. Additionally I should mention that buying
the endurance implant does not increase the number of surgeries you can undergo.
Ok, so by now a LOT of information has been covered. Here's a condensed review to clarify.
When distributing your special points place your intelligence at ten. If you decided to
take the four eyes trait lower charisma to four, and raise perception to six.
When choosing which skills to tag take one from each of the three categories Primary,
Support, and Secondary. Primary consisting of Guns, Energy Weapons,
Unarmed, Melee, and Explosives; with the guns skill being the best choice.
Support consists of Medicine, Survival, Repair, and Sneak; where repair is the best option,
but survival is the best choice if your playing on hardcore mode.
Secondary is made of of the skills Barter, Speech, Lockpick, and Science; lockpick being
your best choice. When choosing traits the three best options
are Four Eyes, Built to Destroy, and Small frame. Keeping in mind each trait has negative
effects that need to be countered, and the methods of doing so were covered in detail
earlier. Once you start playing the game take the intense
training perk at level 2 to raise your endurance, so you can buy more implants at the New Vegas
clinic. At Level 4 take the Educated perk to increase
the number of skill points you can earn. And Finally Take the comprehension perk at
level 6 if you intend to track down the 52 skill books in the game. Which is advisable,
but entirely up to you.
Ultimately how you build your character entirely falls to personal discretion, but the advice
given in this guide can help you to create a much more powerful avatar. In the end if
you follow the advice given here by raising your intelligence to 10, taking the educated
perk, the comprehension perk, and tracking down all of the skill books; You'll have increased
your skills by 332 more points than if you hadn't followed the advice in this guide at
all. Even though creating a powerful character isn't easy in Fallout New Vegas, it doesn't
mean you can't excel at how you like to play the game.