Fallout 1: Third tag skill? (... for RPG-ish gameplay)

aths

First time out of the vault
After being stuck in my recent Fallout game (I cannot get into the Mutant's military base) I am about to creating a new game.

While I am generally like to focus on weapon-power, this time I am about to try another char to enforce more roleplay in the gameplay. This is because Fallout offers way more than the (well-made) action part, and with my pen&paper experience (in D&D) I like to play Fallout as an actual RPG now. I don't want to make playing Fallout as easy as possible, but rather play a female character with following primary stats:

S 4
P 6
E 4
C 9
I 7
A 5
L 5


Traits: Good Natured

Tag Skills: Science, Speech


So the char is intended to represent a learned girl with high physical attraction. Not too intelligent however ("only" 7 points in Int) and neither especially athletic nor robust. She has no particular interest in using weaponry so a combat-oriented tag skill is no choice. She will engange into combat only if it is the only option left, and rather run away from rats than kill them for XP.

I need advise for a third tag skill to perfect the char (and to start the actual game) for an rpg-ish gameplay in where a girl (which is used to be treated as a princess) has to use non-conventional ways to save her vault in the post-nuclear world of Fallout.

She is not outstandingly spoilt, and will not break into tears if she got some dirt on her clothes, however she likes comfort. Outdoorsmen is therefore out of the question. She also has no interest in gambling.

I considered barter as the third tag skill, but I don't want to play a huckster. The char in my mind also has no particular skill in practical feats like repairing stuff, pick a lock or rip somebody off, let alone to med herself. While she lacks practial skills, she is trying to use subtle force to get things into her favout. But while she is not especially clumsy, she is not gracile enough to sneak around the corners.

Now I would like to hear your suggestions.
 
You already said you didn't want to use any weapons skills, First Aid, Doctor, Sneak, Steal, Lockpick, Reapir, Outdoorsman, Gambling, and Barter, you already gave her Speech and Science. That only leaves Traps.

Honestly, I'd give her Energy Weapons, and just never give her anything bigger than a Laser Pistol or Plasma Pistol. It would be a natural outgrowth of her Science skills, in a way, without making her an all-out 'combat' character, since you can still run away from the fights.

Either that, or you are going to have to break down and tweak your mental image of her a bit to allow for talent in one of the skills you already said 'no' to. There's only so many skills, and if you eliminate all but two, and have to pick three, you'll never get past the character creation screen.
 
Talisien said:
You already said you didn't want to use any weapons skills, First Aid, Doctor, Sneak, Steal, Lockpick, Reapir, Outdoorsman, Gambling, and Barter, you already gave her Speech and Science. That only leaves Traps.
I forgot to expel traps :)

Talisien said:
Honestly, I'd give her Energy Weapons, and just never give her anything bigger than a Laser Pistol or Plasma Pistol. It would be a natural outgrowth of her Science skills, in a way, without making her an all-out 'combat' character, since you can still run away from the fights.

Either that, or you are going to have to break down and tweak your mental image of her a bit to allow for talent in one of the skills you already said 'no' to. There's only so many skills, and if you eliminate all but two, and have to pick three, you'll never get past the character creation screen.
Yeah, I have to pick a third skill to start the game. I also thought of picking a skill and don't use it ever, like gambling; but this would kept me from immersing into the game if I see the character page when I leveled up. Since I am going to play many hours, I rather overthink my char than just start the game and lose interest early.

The most skills are complete out of the question for my char, this incluced nearly anything with practial application of skills. I am see-saw between barter, lockpick, steal, and sneak.


Since barter is about convincing with words, it would be a natural choice. Considering the earlier life, however, she don't know the concept of bartering about goods. Even more, she would try to rely on her attraction rather than to decent herself to bargaining about goods. On the other hand, she knows how to get an advantage just by talking.

Both lockpick and steal are in the question because my character is not fully honest and can lie without an eye blink, if the need arises. Sadly, she just lacks the prestidigitation of pickpockets and burglars. She would have no scruples however, if she does not affect someone she cares about.

Sneak – to tiptoe around, avoiding a grave danger would be nice if she just had the right physique. While she is slender indeed, she also lacks the body control to master the arts of sneaking.

It really is a dilemma.
 
You could also try downloading Falche, and using it to eliminate whatever third skill you tag. I don't know if this will cause any glitches; however, I don't see any reason it should.

You could also use Falche to compensate for her extreme limitations in the early game due to a low starting Speech skill level by giving her a slight (10-15%) boost to her Speech skill, or the Empathy perk, either of which would make her more playable, without making her godly or anything.

If you've played much D&D with an experienced DM, then you know that making a non-standard character tends to involve a lot of horse-trading anyway. This would just be the FO version of haggling with your DM to get that pair of +1 keen scimitars for your 18 DEX ranger, even though he's only level 4 and shouldn't be able to afford them, LOL.
 
Thank you all for you opinions. Now, wish me luck with my new character =)



Talisien said:
You could also try downloading Falche, and using it to eliminate whatever third skill you tag. I don't know if this will cause any glitches; however, I don't see any reason it should.

You could also use Falche to compensate for her extreme limitations in the early game due to a low starting Speech skill level by giving her a slight (10-15%) boost to her Speech skill, or the Empathy perk, either of which would make her more playable, without making her godly or anything.

If you've played much D&D with an experienced DM, then you know that making a non-standard character tends to involve a lot of horse-trading anyway. This would just be the FO version of haggling with your DM to get that pair of +1 keen scimitars for your 18 DEX ranger, even though he's only level 4 and shouldn't be able to afford them, LOL.
Since Fallout 1 is already a bit unstable (for instance, I got serious problems in Junktown during my last game, forcing me to leave that city once and for all) I stay away from editing tools.

The excitement for me is to find a way to live with the limitations due to the character statistics and involve them into the roleplay. Of course, I also hope that Fallout can actuallly be finished with my char without *too* much hassle.


Silencer said:
Go with Gambling or Barter as outgrowths of Speech or pure, dumb Luck.
I decided to pick barter, since this way the char does not have any tag skill which requires touching things (except books and computers, of course.)
 
I finished the entire game without having anything (or anyone) in my kill list. However, I had to use a walkthrough for a hint to take the cathedral out. (I also tried to play through the game without ever visiting the Brotherhood of Steel, but to convince the master to end his madness, one need knowledge from the brotherhood.)
 
aths said:
I finished the entire game without having anything (or anyone) in my kill list. However, I had to use a walkthrough for a hint to take the cathedral out. (I also tried to play through the game without ever visiting the Brotherhood of Steel, but to convince the master to end his madness, one need knowledge from the brotherhood.)

Awesome!

Well done.
 
I had to pass some quests, though. For example, I cannot bring junk to Miles in Adytum (Boneyard) because I needed the junk from the dead man in the market place (with the deadclaws) for the water pump. The rats and molerats in the necropolis sewers prevented me to take the junk there.
 
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