Josan12 said:
Jinxed appears to be a bit messed up currently in RP 2.0, if that's what you're playing.
Really? Well that's f*cked up, messed up how?
Josan12 said:
Interesting build. No gifted =

Gifted is almost like cheating, IMO. Each point of luck only increases your crit chance by 1, so it's pretty marginal really. Get more crits, and bonus HtH attacks and you'll be fine.
Nice build. He makes me think of a bouncer/thug .. except for the doctor.
I don't really like gifted either. Kind of screws with the whole role-playing aspect for me.
Speaking of role-playing:
I thought of this character as a gifted and skilled perona, who is intelligent, charming, strong, agile but is cursed with horrible luck.
His intelligence and charisma makes him an excellent conversationalist, doctor, scientist. etc.
His physical prowess and agility makes him an excellent hand-to-hand fighter. But he's also forced to fight close combat because of his myopia, and bad luck (guns tend to explode).
He is a loner, since people kept around him tend to die on him. (less CH perhaps?)
I thought that by using unarmed as main combat skill, and keeping it exceptionally high, I could prevent critical failures caused by missing the target.
By not depending on guns or other weapons, I prevent a lot of bad things happening to myself (explosions, dropping weapons, dropping ammo), and my skill in first aid and doctor allows me to heal myself if bad things
do happen.
Silencer said:
For a melee fighter, I think it fits. Although question is if you don't want 1 ST less, since APA has a +4 bonus.
That would be smarter, I agree. ST 6 it is. I was thinking about losing a point or two in CH as well since I'll be a loner. Perhaps I can put those points in EN for extra hitpoints. I'll probably need them depending only on HtH and fighting alone.
el_jefe_of_ny said:
Well, having 1 luck plus jinxed means you do LOTS of BAD failures to yourself. the higher the Luck the less of a terrible table you dig from. Of course, that could be the point of the build
Also, Luck, I hear at least, increases Crit table like a minor Better Criticals perk built in.
However, it should be funny to see mayhem more than worry about how hard it is. You have good conversational builds there and you punch really hard
This is mostly a role-playing build, but I'd like to survive as well.

I hope that by keeping my unarmed skill high, I can prevent critical failures on my part.