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Forums: Index > Fallout 3 general discussion > Fallout 3 character builds

Builds by playstyle[]

"Near-Perfection"[]

(Be aware that creating a "Near-Perfection" character may be impossible for some people who started their character before Broken Steel came out, as its new perks and increased amount of skill points for distribution may make some of your earlier choices seem careless.) A near-perfect playstyle is one that maximizes all skills at 100 and all S.P.E.C.I.A.L. stats at 10 by the end of the game. This is not possible without the Broken Steel add-on, which adds a new "Almost Perfect" perk that instantly raises all S.P.E.C.I.A.L. stats to 9. If the player avoids acquiring any of the S.P.E.C.I.A.L. Bobbleheads until after this perk is taken (which can be a significant handicap through most of the game), he or she can achieve perfect-10 stats by the end. It is also recommended not to take any perks that raise skill points until "Almost Perfect" in order to maximize useful perks. Skills can be maximized even without Broken Steel by choosing the Comprehension perk, an initial intelligence of at least about 8 (there's a build that allows to maximize skills at lvl 20 starting with intel 2, but it was made for the original Fallout3 without expansions), and an approximately even distribution of skill points at each level-up.

There is however an alternate method to this. When choosing your S.P.E.C.I.A.L points raise intelligence to 9. Upon leaving the vault head straight for Rivet City to claim the Intelligence bobblehead, which raises intelligence to 10. It will be wasted after using the Broken Steel add-on perk, but guarantees max skills and S.P.E.C.I.A.L. After acquiring the bobblehead get the Educated and Comprehension perks. So by level 5 you will have 26 skill points, this will reduce the handicap of waiting till you're level 30 to get all of the S.P.E.C.I.A.L bobbleheads.

"Scavenger"[]

A scavenger play style is someone who has a high repair skill and high small guns skill. Players using this build should have an affinity for exploring all the odd and out-of-the-way locations in the wasteland searching for things of high value and use. This play style is based on finding, repairing, and selling (or collecting) weapons and armor. Players using this style will find sneak, lockpick, and science skills particularly useful. This play style is defined by never accepting being overencumbered and constantly repairing or making short trips back to their housing.

"Warmonger"[]

A warmonger is someone who maxes out all weapon skills (melee weapons is optional) and has high repair skill. The player may focus on their luck or agility skills for accuracy and critical chance. The perks this player will take will be mostly combat oriented (Pyromaniac, Mysterious stranger, etc). You also may want to put a few points into endurance and agility so you will have a high big/small guns skill.

"Casual"[]

This playstyle is for someone who just occasionally plays or just wants to play the main quests. The S.P.E.C.I.A.L. attributes should be ordered by significantly lowering the Charisma and Luck attributes, as they are not necessary for being successful later in the game. This gives you a lot more S.P.E.C.I.A.L. points to add to Strength, Perception, Endurance, Intelligence, and Agility. It is recommended that you make Intelligence the highest since it controls how fast your skills increase, and skills have a significant impact on gameplay. Avoid decreasing any of Strength, Endurance, or Agility below 5, since doing so will adversely affect your ability to carry heavy items, your overall health level, and your ability to use V.A.T.S. in combat, respectively. Some notable perks for this playstyle are Strong Back, Action Boy, Commando and/or Gunslinger, Rad Resistance, and Toughness.

"First-Person Shooter"[]

If you're a seasoned FPS gamer and you don't use V.A.T.S., you obviously won't want many points in Agility, though you should note that Light Step and Silent Running (which you may find useful for running and gunning) require six Agility. Luck will be the most useful attribute in combat, as it raises your critical effect chance with all weapons. You may want extra points in Strength so you can worry less about inventory management, and more points in Intelligence to raise your skills. Some players may want to pick up Fortune Finder and Scrounger, as shooting without V.A.T.S. is often less efficient.

"Sniper"[]

The traditional Fallout sniper will want to make extensive use of V.A.T.S., and should have an appropriately high Agility attribute. However, with the sniper rifles, the percentage to hit is oddly low, so most will make use of manual-aiming coupled with sneak attacks until Concentrated Fire becomes available at level 18 (keep in mind that this perk requires a minimum of 60 in both small guns and energy weapons). This perk is easily the most useful for long range precision shooting in VATS, and its requirements are both useful to maximize and worth the stats for a weapons-heavy build. Since concentrated fire adds 5% chance to hit with each VATS attack queued on the same body part, players will want to move away from using a traditional sniper rifle and employ a weapon with low AP and moderate damage. The combination of concentrated fire and using a low AP weapon such as a Laser Rifle or the Wazer Wifle allows the PC to increase their chance to hit by upwards of 40% as opposed to the 10% to 15% gained by using a sniper rifle. With the focus on V.A.T.S., you'll want to plan for the following perks: Concentrated Fire, Action Boy/Girl, Sniper, Commando and/or Gunslinger, and Grim Reaper's Sprint. Mysterious Stranger can be useful, but due to its inherently random nature, it doesn't directly make the player more efficient at killing. Also, quest awarded perks such as Wired Reflexes and Ant Sight will help boost a player's efficiency using V.A.T.S. Players should also consider obtaining gear with AP bonuses such as Ranger battle armor, Tribal power armor (only available with The Pitt DLC) and Ledoux's hockey mask. This will further increase the number of attacks a player can queue in VATS and, coupled with concentrated fire, further increase the chance to hit the targeted part. Make sure to pick up repair to take care of your weapon (see the special notes about V.A.T.S. regarding condition loss).

"Stealth"[]

A stealthy character build will allow the player to move through the environment undetected and bypass security measures such as locks and traps. They may also wish to use silent weapons; a list of these can be found further down this article. Players employing a sneaky style will take advantage of Sneak Attack Criticals and reverse-pickpocketing to gain the upper hand in combat. Also, they will likely make extensive use of the explosives skill to disarm and set mines. Due to the nature of the weapons and strategies being used, the player will probably use V.A.T.S. less than more combat-centric builds. In order to maximize the effectiveness of this playstyle, this build should have strong agility and perception stats and focus on the following skills: Sneak for moving undetected and pickpocketing, lockpick for obvious reasons, explosives for disarming mines and maximizing their damage, and repair for disarming traps. Science is important mainly for disabling turrets, so it's not necessary to increase past 75. It would be a good idea to select a weapon class such as small guns or melee weapons to fall back on if things get hairy, but keep in mind that it can be very satisfying to deal with a group of enemies without using a single bullet. Useful perks to use with a stealthy class are Demolition Expert, Thief, Silent Running, Better Criticals (requires luck and perception of 6), Light Step and Robotics Expert (because it is safer and easier to disable a sentry bot rather than fight it). It is worth noting that Finesse, which increases the chance to crit, is not that important to this build since the majority of attacks will be sneak attacks which automatically crit. Look to use gear which is lightweight and gives bonuses to relevant stats and skills. If you have Operation Anchorage, then the Chinese stealth armor is easily the best armor to use with this build. Also, combining Poplar's hood, Lag-Bolt's shades (Broken Steel) and Recon armor gives 18 Sneak, 3 Lockpick, plus 1 Agility. Here is the list of silent weapons:

  • Dart gun, an excellent choice as this cripples anything's legs in one shot (this includes Super mutant behemoths);
  • Perforator (a unique Infiltrator, this is arguably the best silent weapon on the game (you will need The Pitt DLC).
  • Silenced 10mm pistol, this is a good weapon, it does not do much damage, but the 10mm ammo is very easy to find;
  • Grenades and mines, since they won't alert the enemy until they explode (throwing a grenade freehanded still alert them, though), making them good first strike weapons (plus reverse pickpocketing them will ensure that the target is killed instantly);
  • Melee weapons if you can back off quickly (remember, bumping into an enemy will alert them)
  • Microwave emitter will also keep you in cover (Available in Point Lookout).

The best way to deal maximum amount of damage is to use a single shot from a silent weapon then relocate and wait until the enemy stops searching at which point shoot them again, ad infinitum: to take the Perforator as an example, you can take out more enemies with one magazine if every hit is a critical hit.

"Brawler"[]

A brawler must choose at an early stage of the game whether he/she wants to be a melee or an unarmed "brawler". A melee brawler will want high Strength for your melee damage and Luck to get as high a crit-rate as possible, and of course a healthy amount of endurance for survival. An unarmed brawler should reach for high Endurance as this improves health, damage resistance and unarmed damage and some Luck to again increase the crit-chance. Perks like Ninja, Silent Running, Better Criticals, Adamantium Skeleton, Mister Sandman, Finesse, Toughness and Iron Fist are good for either melee or unarmed. An unarmed brawler should go for the weapon Deathclaw gauntlet and a melee brawler should go for the weapon Shishkebab. In addition to high Unarmed / Melee Weapons skills, you'll want a high Medicine skill to get the most benefit from Stimpaks. Really, anything that increases your healing or smashing abilities will be useful. You may also find the Paralyzing Palm perk useful. The Shishkebab paired with the Pyromaniac perk does 60 damage and only uses 28 action points. The Ninja perk is very useful in that it raises your critical attack range even higher, though it must be noted that an 80 in Sneak is required for the perk, so plan accordingly. Going unarmed will leave a nice crit-rate in addition to armor-ignoring (if you have a Deathclaw gauntlet), and going melee will raise your crit chance further still (and possibly maximize it to 100%) and instead of armor-negation, you will gain a fire debuff on the target per attack.

A brawler must remember that "unarmed" and "melee" are not the same thing.

"Diplomat"[]

A diplomatic character will want high Charisma to give him/her access to extra special dialogue options. You'll want at least 6 points in Charisma to make sure you get access to the Animal Friend and Master Trader perks. And of course you'll want to dump lots of skill points into Speech to make sure your attempts at diplomacy are mostly successful. Be sure to grab Child at Heart, and Lady Killer (for the gents) or Black Widow (for the gals) as soon as you can. You can also use Impartial Mediation to raise your speech by 30 if your karma is neutral, which it should be since you're a diplomat!

You should also tag some form of combat skill if you run into any sticky situations...

"Mix-and-Match"[]

Of course, you can combine any of the elements above to create your own unique style of play. You might want to explore some of the more esoteric perks like Cyborg or Cannibal for inspiration. A well-rounded style of play will probably want to focus more on skills, but a highly-specialized style of play (such as a Ninja) will probably want to focus on perk synergies that grant extra abilities. Feel free to explore!.

"Monk"[]

Mostly like an Elder Scrolls monk. Use unarmed and wasteland settler clothes and get Rad Regeneration for a Church of Atom monk, or use Oasis robes for an Oasis monk. Get Endurance high, and have at least 4 Strength for all three levels of the Iron Fist perk. Don't try to be rich, and get the Megaton house. Tag skills: Unarmed, Sneak, choice of Speech or Medicine.

"True Wanderer"[]

True Wanderer is a style that focus on pure roleplaying without gaming the system and usually on play-it-hardcore (no unforced reloads) approach. This style is typical in doing often exact opposite what near-perfection style suggests. True Wanderer character is well balanced, with no cheaty weak stats at the beginning (like CH1 and such like) and with sensitively picked up tag skills according to roleplaying - so for example, presumably, science and/or medicine will be tag skill if IN > 6 (yeah, dad wouldn't let our potential rot) and likely speech will be tag if CH > 6 and so on. Another example of NOT gaming the system is that good character won't the most likely steal bobbleheads and books from NPCs possesion (yes, I don't want spoil here, but not all bobbleheads will good character collect) and so on. Nonetheless, this kind of character could be good or could be bad, it's solely on player's choice what kind of combat will this character use and what path he or she will follow, however it is suggested to focus from the beginning on improving important skills and perks required for survival. One of the most important skill for this character will be Speech and probably also Sneak, because the point of this build is to survive and not to kill everything. It's hard to suggest now the developing of this character further because of its variability. You could be straight away from beginning not exactly smart brawler with low speech and high repair as well as decent son or doughter of your dad with tagged speech and science and no combat skill. But what is important to say is that you should not overrate certain skills, because for example without high Lockpick early you won't miss anything in regard to story. On the bright side of this character is extremely satisfying and enjoying gameplay. You will like a weakenesses of this character same as strengths. This kind of character is thus played by mature and very experienced players. Suggested difficulty for this style of gameplay is probably hard, if you're okay with artificial bonuses to either side. See Fallout 3 gameplay.

Specific Character Builds[]

Character Build Format[]

  • List your character from lvl 2-30 (as you can't choose a lvl 1 perk) and give as much detail per level as to which perks and skills to select
  • Please also list your initial, and end-game SPECIAL stats.

Character Build: Sam's Femme Fatal Xyiana.308(High Vats/Critical build)[]

One Shot, One Kill/Multiple Hits (High V.A.T.S.)


Xyiana.308

Female sniper

full name:

Xyiana Fenix

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

7 10 10 3 4 10 10

affiliation:

Classified

role:

Headshots/Backstabbing
Martial Art Expert
Silent Killer

favorite armor:

Ranger battle armor
Lucky shades
Three Dog's head wrap

favorite weapons:

Yourself, your eyes and ears, controlling reflexes
Reservist's rifle
Lincoln's repeater
Deathclaw gauntlet


  • Tip: if you’re going melee build, invest in perks like Ninja and Pyromaniac. These two perks make the Shishkebab your trump card. On the other hand, I chose Deathclaw gauntlet as it ignores the opponent's total Damage resistance DR, making the Deathclaw gauntlet a wicked weapon that does full damage even to the highest DR tesla armors!
  • Tip: Make good use of V.A.T.S. system, when using melee or unarmed, there's a trick whereby there's a ten-feet maximum range to do a 95% hit rate while in melee or unarmed, you dont have to wait for the enemy to be close to you, use V.A.T.S. when he's around 8-10feet away and it saves you time and makes you the one performing the teleport and hit em first move.
  • Tip: Its good to have a Fallout 3 followers by your side in battle in case situations get hairy, especially when being overwhelmed by multiple enemies, in this case its uncommon.
  • Tip: You can equip your companion with weapons and armors, for weapons, ammo must be provided and for armors anything goes. Remember, companion/follower will also receive stat bonuses from gears given by you. Note: Any armor you equipped your merc with, will never degrade so T-51 power armor is the best choice.
  • Tip: The great thing is, Bethesda studios designed followers/companions in a way that they'll use weapons of choice that is given by you for that particular range. For an example, if its from afar, Charon would lob a grenade or fire missiles using Missile launcher. If its mid-close quarters, he'll use his custom shot gun or Shishkebab, as you noticed the weapons are given by players and sometimes your follower will use them depending on the situations.


  1. Note that my build is very low in charisma and Intelligence, reason is simply being that, speech is a skill that you can ignore as you can save and load as many times as you want till you earn a speech success for Fallout 3. Secondly, barter skill points only affect minimum change in prices, there are many ways to earn caps. Thirdly, science skill books have infinite spawns, I don’t see much reason to invest in these areas.
  2. For your SPECIAL, I advise not to invest too much in PE unless your character is meant for sniper built. FYI, This is a sniper/unarmed combat build. PE is invested as it gives unarmed bonuses and also an asset for sniping target as it acts as a “radar” Unless you’re going for Big Guns and melee build, then ST would be a better choice
  3. My build focus mainly on chances to do critical strikes as the damage boost upon critical can never be underestimated.
  4. If You researched the perks I chose and my weapons of choice, you’ll find out the bonuses given can make your character able to perform 60%-100% criticals depending on your LK and weapon condition thus achieving every hit critical.
  5. Refer to my weapons of choice and research on them , not to forget perks like Better Criticals, this gives whopping amount of damage boost that stacks upon criticals. There are times where you scored critical hits but the damage dealt isn’t high enough to kill the enemy, but this built is meant to prove that sentence wrong.
  6. As you can see I chose Grim Reaper's Sprint perk instead of Ninja perk. Why? Back to basics 101, if you’re focusing on Unarmed you don’t wanna waste your skill points investing into melee as Ninja perk requires 80 melee and 80 sneak! Unless you’re a melee build then you take ninja. The Shishkebab would therefore be an advantage with Ninja perk.
  7. The reason i invested 3 perks into Iron Fist is because in early game, unarmed weapon has a immediate +15 damage bonus! Great for starters, not only it saves you ammo, you have no problem facing tougher enemies too! 3 points to Iron Fist adds a whooping amount of damage, packs a punch! Not to mention Deathclaw gauntlets with additional 15 damage... OUCH!
  8. I'm using Deathclaw gauntlet for unarmed and Lincoln's repeater as primary weapon mainly V.A.T.S. style of playing. If in FPS mode I'll use Reservist's rifle
  9. I hired Charon, equipped him with T-51b power armor, T-51b power helmet,Shishkebab for melee tactics and i gave him Missile launcher, missiles and Frag grenade, For his armor I prefer T-51b power armor is to make up for his lesser hp and DR. I chose Charon than other companions because of his long range yet deadly custom Charon shotgun arguably, its the overall best shotgun in Fallout 3 for its range and spread radius which makes up for its small magazine capacity.
  10. I kept The Terrible Shotgun just in case i met a super mutant behemoth, oh my they're the meanest, deadliest monster in fallout 3.
  11. I've found out my build perform instant kill when doing head shots regardless of sneak critical or not, which means I've achieved my goal in this build. When using Lincoln's repeater, enclave soldiers, tesla armored enclaves and death claws cant stand a single hit from head shots. I'm satisfied with my build. Its my first build of the game too. Spent a week on studying, researching and planning for Xyiana.308.
  12. You can try out this build or make it better. Its really awesome. I'm playing Normal difficulty settings.


Class:

Sniper/Stealth/Unarmed

Attributes:

Critical/Silent/Deadly

Level

Perk

Requirements

Info

Level 1

ST 5 PE 8 EN 9 CH 1 IN 3 AG 9 LK 5
Tag Medicine, Repair, Lockpick

None

Level 2

Intense Training (IN)

None

One Point To Intelligence, needed for Educated at level 4.

Level 3

Black Widow

None

+10% damage to Males

Level 4

Educated

IN 4

additional 3 skill points to invest in skills every lvl up. Invest in this once your reach lvl 4! Its worth it!

Level 5

Iron Fist

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 6

Iron Fist

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 7

Iron Fist

(ST) 4

Adds 5 damage boost to unarmed weapons

Level 8

Scrounger

LK 5

Higher Ammo Quantity loots in containers, Great early to late game perk, Saves you caps on ammo expenses.

Level 9

Commando

None

Higher chances of hitting in V.A.T.S. while rifles/two handed weapons equipped

Level 10

Finesse

None

5% critical bonus

Level 11

Mister Sandman

Sneak 60

Killing Enemies in sleep, I use it to kill Rivet City Guards in sleep(infinite spawns) to keep my Ranger battle armor in good condition adding a bonus exp, killing 2 birds with one stone

Level 12

Silent Running

AG 6, Sneak 50

Adds 10 sneak, Negates Perception of enemies nearby while your character is running

Level 13

Sniper

PE 6 AG 6

Higher chances of hitting head when using V.A.T.S.

Level 14

Light Step

PE 6 AG 6

Ignores Triggering of Mines and Damage of floor based traps

Level 15

Mysterious Stranger

LK 6

When using V.A.T.S. sometimes a detective like ally will appear, 100% instant kill rate.

Level 16

Better Criticals

LK 6, PE 6

Adds 50% bonus damage boost upon scoring critical

Level 17

Action Boy/Girl

AG 6

Adds 25 points to V.A.T.S. since at lvl 20 I’m going for Grim Reaper's Sprint perk rather than Ninja more points to perform more attacks in V.A.T.S.

Level 18

Paralyzing Palm

Unarmed 70

Like the Mysterious Stranger perk, at times when using unarmed with V.A.T.S., you'll immobilize targeted enemy for 30 seconds instead of damage.

Level 19

Robotics Expert

Science 50

Adds 25% damage bonus to robots, Instantly shut robot down upon activating it while undetected

Level 20

Grim Reaper's Sprint

Instantly Replenish V.A.T.S. after using upon killing enemy in V.A.T.S.


Gear:


Lincoln's repeater
Deathclaw gauntlet

Important Quest Perks:



Final Stats:

ST 7 PE 10 EN 10 CH 3 IN 4 AG 10 LK 10

From Gear:

+4 LK, +1 CH, +5 AP, +10 Small Guns, +10 Speech, +42 DR


Please Dont edit the names Thanks Sign Off Tuskani :)

Character Build: Bloodwars' Non-VATS General-use[]

Melee/Ranged General-use

Class: Sniper/Ninja A good semi-stealth, non-VATS general use character
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5 None Bobblehead - Medicine
Tag Explosives, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / STBobblehead
Level 3 Intense Training (ST) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Bloody Mess None
Level 8 Scrounger LK 5
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse None LK Bobblehead
Level 11 Rad Resistance EN 5
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Pyromaniac Exp 60
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Life Giver EN 6
Level 18 Intense Training (ST) None
Level 19 Robotics Expert Sci 50
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:

Notes: This is a purely non-VATS build that works well with mods like Mart's Mutant Mod,

and alternative AP use mods like Sprint Mod and Bullet Time.
Final Stats: ST 10 PE 6 EN 10 CH 5 IN 4 AG 10 LK 10 59% Rad Resist, 25% Fire resist, 18% Crit, 67% DR, 115 AP
From Gear: +4 LK, +1 CH, +5 AP, +10 Small Guns

Character Build: Bloodwars' Ninja[]

Ninja/Unarmed

Class: Ninja/Unarmed Deathclaw gauntlet / Paralyzing Palm Specialist
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 1 IN 3 AG 8 LK 8 None Bobblehead - Medicine
Tag Explosives, Lockpick, Repair None
Level 2 Intense Training(ST) None IN / ST Bobblehead
Level 3 Intense Training(AG) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Iron Fist ST 3
Level 6 Iron Fist ST 3
Level 7 Iron Fist ST 3
Level 8 Toughness EN 5
Level 9 Strong Back ST 5, EN 5
Level 10 Mister Sandman Snk 60 LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Finesse None
Level 14 Cyborg Med 60, Sci 60
Level 15 Lawbringer None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Paralyzing Palm Ua 70
Level 19 Concentrated Fire SmG 60, EnW 60
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:


perk has to be thrown away to obtain them, but at least you get some caps for your trouble.
Final Stats: ST 9 PE 6 EN 10 CH 2 IN 4 AG 10 LK 10 66% Rad Resist, 25% Fire resist, 33% Crit, 85% DR, 110 AP
From Gear: +1 LK, +1 CH, +32 Rad Resist


Character Build: Bloodwars' Tank[]

Tank/Demolitions

Class: Tank/Demolitions High DR Melee (Shishkebab) / Explosives Expert
Perk Requirements Items
Level 1 ST 9 PE 3 EN 9 CH 3 IN 3 AG 5 LK 8 None Bobblehead - Medicine
Tag Explosives, Lockpick, Repair None
Level 2 Intense Training(AG) None IN / ST Bobblehead
Level 3 Intense Training(PE) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Demolition Expert(1) Explosives 50
Level 8 Demolition Expert(2) Explosives 50
Level 9 Demolition Expert(3) Explosives 50
Level 10 Mysterious Stranger LK 6 LK Bobblehead
Level 11 Finesse None
Ant Sight Those! (Quest)
Level 12 Pyromaniac Explosives 60 PE Bobblehead, Ant Sight
Level 13 Silent Running AG 6, Snk 50
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Strong Back ST 5, EN 5
Level 19 Rad Resistance EN 5
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:
Final Stats: ST 10 PE 6 EN 10 CH 5 IN 4 AG 7 LK 10 85% Rad Resist, 25% Fire resist, 15/30% Crit, 85% DR, 104 AP
From Gear: +1 LK, +1 CH, +32 Rad Resist


Character Build: Bloodwars' Sniper[]

Stealth/Sniper

Class: Stealth/Sniper Long range semi-stealth pistol (damage) or rifle (accuracy) class
Perk Requirements Items
Level 1 ST 7 PE 4 EN 9 CH 3 IN 3 AG 9 LK 5 None Bobblehead - Medicine
Tag Explosives, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / ST Bobblehead
Level 3 Intense Training (ST) None
Level 4 Comprehension IN 4 CH Bobblehead
Level 5 Child at Heart CH 4
Level 6 Toughness EN 5
Level 7 Bloody Mess None
Level 8 Commando None
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse None LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Sniper AG 6 PE 6
Level 14 Cyborg Med 60, Sci 60
Level 15 Adamantium Skeleton None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Concentrated Fire SmG 60, EnW 60
Level 19 Robotics Expert Sci 50
Level 20 Grim Reaper's Sprint None
Gear: Important
Quest Perks:

Notes: You can switch Commando with Gunslinger and use Blackhawk, Dart gun or unique energy pistols -

or stay with commando and use Lincoln's repeater, The Terrible Shotgun, or a Scoped Gauss rifle.
Final Stats: ST 9 PE 6 EN 10 CH 5 IN 4 AG 10 LK 10 34% Rad Resist, 25% Fire resist, 18% Crit, 67% DR, 115 AP
From Gear: +4 LK, +1 CH, +5 AP, +10 Small Guns

Character Build: Stumpy's - Max Madden[]

Max Madden
Max Madden
full name: Max Madden
S.P.E.C.I.A.L: 3 10 10 2 10 10 8
affiliation: Vault 101
role: Resourceful Wastelander
favorite armor: T-51b power armor


T-51b power helmet

favorite weapons: Experimental MIRV


Jingwei's shocksword

Resourceful Wastelander & Loner



  1. --start--
  2. Swift Learner(2): IN 4
  3. Intense Training(2): +1ST
  4. Intense Training(2): +1AG
  5. Educated(4): IN 4
  6. Comprehension(4): IN 4
  7. Toughness(6): EN 5
  8. Commando(8)
  9. Swift Learner(2): IN 4
  10. Bloody Mess(6)
  11. Finesse(10)
  12. Sniper(12): AG 6, PE 6
  13. Silent Running(12): AG 6, Sneak 50%
  14. Intense Training(2): +1LK
  15. Cyborg(14): Medicine 60%, Science 60%
  16. Action Boy(16): AG 6
  17. Better Criticals(16): PE 6, LK 6
  18. Concentrated Fire(18): Sm Guns 60%, Enery Weapons 60%
  19. Intense Training(2): +1AG
  20. Grim Reaper's Sprint(20)


  • Beginning Stats: 1,8,9,1,9,7,5
  • Tagged Skills: Small Guns, Repair, Sneak
  • Skill Formula: 2+(Stat*2)+RoundUp(Luck/2)




Character Build: AshRandom's Rambo[]

John Rambo (LINK)
Rambo first blood part ii
full name: John J. Rambo
S.P.E.C.I.A.L: 8 6 8 2 10 10 10
affiliation: Retired U.S. Army Officer
role: Special Forces, Green Beret
favorite armor: Ranger battle armor


Ledoux's hockey mask

favorite weapons: Frag Grenades


Xuanlong assault rifle

Grenadier, Sniper, & Bruiser



  1. --start--
  2. Intense Training(2):+1ST
  3. Intense Training(2):+1AG
  4. Comprehension(4), IN 4
  5. Intense Training(2):+1PE
  6. Gunslinger(6)
  7. Toughness(6), EN 5
  8. Commando(8)
  9. Demolition Expert-I(6), Explosives 50
  10. Demolition Expert-II(6), Explosives 50
  11. Demolition Expert-III(6), Explosives 50
  12. Silent Running(12), AG 6, Sneak 50
  13. Sniper(12), AG 6, PE 6
  14. Cyborg(14), Medicine 60, Science 60
  15. Finesse(10)
  16. Action Boy(16), AG 6
  17. Better Criticals(16), PE 6, LK 6
  18. Concentrated Fire(18), Small Guns 60%, Energy Weapons 60%
  19. Intense Training(2):+1LK
  20. Grim Reaper's Sprint(20)



Character Build: AshRandom's Kenshiro[]

Fist of the North Star (LINK)
Hokuto no Ken tankobon
full name: Kenshiro
S.P.E.C.I.A.L: 8 6 8 2 10 10 10
affiliation: Bart, Lin, and other struggling wastelanders
role: Master of Hokuto Shinken style
favorite armor: Ranger battle armor


Ledoux's hockey mask

favorite weapons: Deathclaw gauntlet


Reservist's rifle

Ninja Warrior



  1. --start--
  2. Intense Training(2):+1PE
  3. Intense Training(2):+1AG
  4. Comprehension(4), IN 4
  5. Iron Fist-I(4)
  6. Iron Fist-II(4)
  7. Iron Fist-III(4)
  8. Gunslinger(6)
  9. Commando(8)
  10. Finesse(10)
  11. Toughness(6), EN 5
  12. Silent Running(12), AG 6, Sneak 50
  13. Sniper(12), AG 6, PE 6
  14. Cyborg(14), Medicine 60, Science 60
  15. Intense Training(2):+1ST
  16. Action Boy(16), AG 6
  17. Better Criticals(16), PE 6, LK 6
  18. Paralyzing Palm(18), Unarmed 70
  19. Intense Training(2):+1LK
  20. Ninja(20), Melee Weapons 80, Sneak 80



Character Build: Riff Raff's Sniper Bitch[]

  • Gender: Female
  • Karma: Evil - Very Evil
  • SPECIAL | Start | Final
    • Strength | 8 | 10
    • Perception | 7 | 10
    • Endurance | 5 | 6
    • Charisma | 1 | 2 --> She's a bitch, remember.
    • Intelligence | 8 | 9
    • Agility | 6 | 8
    • Luck | 5 | 9

Level. Perk

  1. NA
  2. Intense Training (+1 ST)
  3. Black Widow
  4. Educated
  5. Comprehension
  6. Toughness
  7. Intense Training (+1 AG)
  8. Strong Back
  9. Commando
  10. Finesse
  11. Intense Training (+1 LK)
  12. Silent Running
  13. Sniper
  14. Bloody Mess
  15. Cyborg
  16. Action Girl
  17. Better Criticals
  18. Demolition Expert
  19. Pyromaniac
  20. Grim Reaper's Sprint




Character Build: Ashran's Gun Guy[]

Gun Guy

Class: Gun Guy Flexible
Perk Requirements Items
Level 1 ST 6 PE 6 EN 6 CH 1 IN 6 AG 8 LK 7 None Bobblehead - Medicine
Tag Science, Repair, Lockpick None
Level 2 Lady Killer/Black Widow None IN / STBobblehead
Level 3 Intense Training (IN) None
Level 4 Educated IN 4 CH Bobblehead
Level 5 Comprehension None
Level 6 Gunslinger EN 5
Level 7 Bloody Mess None
Level 8 Commando None
Level 9 Toughness ST 5, EN 5
Level 10 Strong Back None LK Bobblehead
Level 11 Finesse LK 6
Ant Sight Those! (Quest)
Level 12 Silent Running AG 6, Snk 50 PE Bobblehead, Ant Sight
Level 13 Mysterious Stranger LK 6
Level 14 Sniper AG 6, PE 6
Level 15 Cyborg Medicine 60, Science 60
Level 16 Action Boy/Girl AG 6
Level 17 Better Criticals AG 6
Level 18 Concentrated Fire SmG 60, EnW 60
Level 19 Pyromaniac or Demolition Expert
Level 20 Grim Reaper's Sprint None
Gear: Important
Quest Perks:

Notes: This build uses higher intelligence to allow for more skill point early on, and makes it so finding ALL the books is unnecessary (Let's be honest, you'd rather be doing something else). You don't need to carry a lot of weapons because you're good at everything (Both rifles and pistols, energy and small guns). By level 14 you are incredibly powerful.

Final Stats: ST 7 PE 8 EN 7 CH 2 IN 8 AG 9 LK 9 (If you include the Lucky 8 ball)
From Gear: +2 LK, +30 AP, +10 Small Guns

Character Build: Some Sort's Swashbuckler[]

Swords, stealth, and pistols

Class: Swashbuckler Shishkebab / Gunslinger Specialist
Perk Requirements Items
Level 1 ST 9 PE 4 EN 6 CH 1 IN 9 AG 5 LK 6 None Bobblehead - Medicine
Tag Speech, Repair, Lockpick None
Level 2 Intense Training(EN) None IN / ST Bobblehead
Level 3 Intense Training(EN) None
Level 4 Educated IN 4 CH Bobblehead
Level 5 Comprehension IN 4
Level 6 Toughness EN 5
Level 7 Gunslinger none
Level 8 Scrounger LK 5
Level 9 Strong Back ST 5, EN 5
Level 10 Finesse none LK Bobblehead
Level 11 Mysterious Stranger LK 6
Ant Sight Those! (Quest)
Level 12 Pyromaniac Exp 60 PE Bobblehead, Ant Sight
Level 13 Silent Running AG 6, Snk 50
Level 14 Cyborg Med 60, Sci 60
Level 15 Sniper AG 6, PE 6
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Lifegiver EN 6
Level 19 Intense Training(EN) none
Level 20 Ninja MeW 80, Snk 80
Gear: Important
Quest Perks:


  • I love overpowering characters, but despise the tedium of min/maxing and book hunting- this build is designed to achieve the former without resorting the latter. Divide your skills into primary, secondary, and tertiary categories. Your primary skills are your bread and butter- either Small Guns, Energy Weapons, or Melee (pick one of the three), Sneak, Lockpick, and Speech. Your secondary skills are nice skills you use a lot, but not quite as frequently as your primaries- whichever two damage skills you didn't choose for your primary, Big Guns, repair, medicine, explosives. Tertiary skills are the skills you couldn't possibly care less about- Barter, Science, and Unarmed.
  • The goal is to get all of your primary skills to 70 without bobbleheads or books and all of your tertiary skills to 40. This will enable you to max out your primaries with very little effort (1 bobblehead and 10 books), while still allowing you to max out your tertiaries if you decide it's suddenly important to you (1 bobblehead and 25 books).
  • For your secondary skills, season to taste. The more you use it, the closer to 70 you should develop it. The less you use it, the closer to 40 you should leave it.
  • There is a lot of flexibility in perks at levels 2, 3, 8, 9, 18, and 19. There simply aren't any standout perks at those levels that are a must for the class. I posted what my personal preferences are, but there's nothing wrong with getting perks like Ladykiller/Black Widow, Child at Heart, Bloody Mess, Demolition Expert 1-3, Animal Friend, Mr. Sandman, or really anything else that floats your boat.
  • If you're really the impatient type, take Swift Learner at levels 2 and 3 and take Here and Now at level 19.
  • The level 20 perk is also up for discussion. If you're having more fun with the Shishkebab than your guns, go with Ninja. If you prefer your guns, go with Grim Reaper's Sprint.
  • Just because I never take Commando doesn't mean I never use 2-handed guns. I just never use them in VATS. The flamethrower/Burnmaster and Eugene provide awesome crowd control, Xuanlang's Assault Rifle chews through enemies, and The Reservist/Victory Rifle give a crushing advantage on the open plains of the wasteland. And best of all, they all shine outside of VATS as much or more than they shine in VATS.

Final Stats: ST 10 PE 6 EN 10 CH 2 IN 10 AG 6 LK 9
520 HP, 107 AP, 77% DR

Character Build: Dcruze's Pacifist[]

Class: Pacifist Dovish / Kills only one creature in the entire game
Perk Requirements Items
Level 1 ST 1 PE 1 EN 9 CH 9 IN 9 AG 1 LK 10 None Bobblehead - Medicine
Tag Barter, Medicine, Science None
Level 2 Daddy's Boy None
Level 3 Swift Learner IN 4 IN Bobblehead(Found In Rivet City Science LAB)
Level 4 Child at Heart CH 4
Level 5 Intense Training(EN) None
Level 6 Toughness EN 5
Level 7 Intense Training(CH) None
Level 8 Swift Learner II IN 4

The point of this character is to get through the game without killing anything except the one Radroach you have to kill at age 10. The only important parts are to get Barter and Science up to 50% and to pick the Child at Heart perk, the rest is arbitrary. On my user page I have a walkthrough on what I did, which I didn't post here due to extensive spoilers.

Final Stats: ST 1 PE 1 EN 10 CH 10 IN 10 AG 1 LK 10


Character Build: Master1337cheeZ's Badass Merc (With DLC)[]

Rick
User Badass Wastelander 001
full name: Rick "Badass" Johnson
S.P.E.C.I.A.L: 10 10 10 10 10 10 10
favorite armor: Lag-Bolt's combat armor


Lucky shades
Three Dog's head wrap

favorite weapons: Lincoln's repeater


Metal Blaster
Heavy incinerator



This character build is for those who are looking for a FPS/Sniper playstyle that fits with characters that are self-dependant. Feel free to fix something ONLY if it is added incorrectly, or to fix a typo.

Level Perk Requirements Items
Level 1 ST 6 PE 6 EN 7 CH 4 IN 4 AG 7 LK 6 Tag Small Guns/Energy Weapons, Repair, Science Bobblehead - Medicine
Level 2 Lady Killer None None
Level 3 Intense Training(CH) None None
Level 4 Entomologist(Comprehension) (IN 4), Sci 40 None
Level 5 Child at Heart CH 4 None
Level 6 Toughness EN 5 None
Level 7 Bloody Mess None None
Level 8 Commando None None
Level 9 Strong Back ST 5, EN 5 None
Level 10 Finesse None None
Level 11 Scrounger LK 5 None
Level 12 Silent Running AG 6, Snk 50 None
Level 13 Sniper AG 6 PE 6 None!
Level 14 Cyborg Med 60, Sci 60 None
Level 15 Adamantium Skeleton None None
Level 16 Better Criticals LK 6, PE 6 None
Level 17 Action Boy/Girl AG 6 None
Level 18 Concentrated Fire SmG 60, EnW 60 None
Level 19 Robotics Expert Sci 50 None
Level 20 Grim Reaper's Sprint None All remaining skill Bobbleheads
Level 21 Light Step PE & AG 6 None
Level 22 Quantum Chemist Sci 70 None
Level 23 Puppies! None None
Level 24 Chemist Med 60 None
Level 25 Mister Sandman Snk 60 None
Level 26 Nerves of Steel AG 7 None
Level 27 Pyromaniac Expl 60 None
Level 28 Chem Resistant Med 60 None
Level 29 Gunslinger None None
Level 30 Almost Perfect None SPECIAL Bobbleheads after 30.


Other[]

Skill Skill Level¹
Barter 30-50
Big Guns 100
Energy Weapons 100
Explosives 100
Lockpick 100
Medicine 100
Melee Weapons 40-65
Repair 100
Science 100
Small Guns 100
Sneak 100
Speech 40-60
Unarmed 50-60
Weapons(SmG)
Weapons(EnW)
Final S.P.E.C.I.A.L. 10 10 10 10 10 10 10
Important
Quest Perks:

¹ Skills should be at these levels. Brtr, Spch, MlWp, and Unmd will vary by priority.

Notes & Tips[]

  • Other quest perks are useful as well, and recommended.
  • Barely any Broken Steel perks are used in my build, as only the long term ones are. Many of the new perks are worthless in my opinion. As with The Pitt, you can become very rad resistant. Not to mention Warmonger is rather worthless unless you cannot live without custom weapons.
  • Also advisable to get Bottlecap mine and Nuka grenade Schematics to the third version; Nuka-Grenades for combat, and Bottlecap mines for reverse pick-pocketing as well as standard use.
  • If you take Comprehension perk in place of Entomologist, be sure to take advantage of the respawning U.S. Army: 30 Handy Flamethrower Recipes, as you will not need to add skill points to Big Guns. The same goes for Science, as the Big Book of Science will respawn similarily to the Big Guns book.
  • This build works very well on Very Hard difficulty
  • Equipment is only a recomendation, you do not need to use all of this.
  • Try this build with different playstyles, it's fun.
Discussion

See discussion tab or my Talk Page

Character Build: Harry Callahan's Dirty Harry[]

Harry
User Clint-eastwood-dirty-harry
full name: Harry Callahan
S.P.E.C.I.A.L: 6 6 7 4 4 7 6
favorite armor: Lucky shades

Shady Hat
Vance's longcoat outfit

favorite weapons: Lincoln's repeater

Callahan's magnum
Occam's Razor
Paulson's revolver

Level Perk Requirements Items
Level 1 ST 6 PE 6 EN 7 CH 4 IN 4 AG 7 LK 6 Tag Small Guns, Repair, Speech Bobblehead - Medicine
Level 2 Gun Nut (1) AG 4, IN 4 None
Level 3 Gun Nut (2) AG 4, IN 4 None
Level 4 Comprehension IN 4 None
Level 5 Entomologist IN 4 Sci 40 None
Level 6 Toughness EN 5 None
Level 7 Bloody Mess None None
Level 8 Gunslinger None None
Level 9 Strong Back ST 5, EN 5 None
Level 10 Finesse None None
Level 11 Scrounger LK 5 None
Level 12 Silent Running AG 6, Snk 50 None
Level 13 Sniper AG 6 PE 6 None!
Level 14 Cyborg Med 60, Sci 60 None
Level 15 Adamantium Skeleton None None
Level 16 Better Criticals LK 6, PE 6 None
Level 17 Action Boy/Girl AG 6 None
Level 18 Concentrated Fire SmG 60, EnW 60 None
Level 19 Robotics Expert Sci 50 None
Level 20 Grim Reaper's Sprint None All remaining skill Bobbleheads
Level 21 Light Step PE & AG 6 None
Level 22 Quantum Chemist Sci 70 None
Level 23 Puppies! None None
Level 24 Tag! Lockpick None None
Level 25 Explorer None None
Level 26 Nerves of Steel AG 7 None
Level 27 Mysterious Stranger LK 6 None
Level 28 Commando None None
Level 29 Lawbringer None None
Level 30 Almost Perfect None SPECIAL Bobbleheads after 30.


  • Harry likes to collect things, so don't be surprised if every unique variant of armor and weapons is in his closet.
  • "I know what you're thinking. 'Did he fire six shots or only five?' Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"
  • "Go ahead, make my day."
  • "You're all outta bullets, and you know what that means, you're shit outta luck"

Character Build: Panzer89's Jack of all Trades[]

Why be limited to just one play style?

Class: Jack of all Trades Awesome with anything Adept
Perk Requirements Items
Level 1 ST 6 PE 5 EN 6 CH 5 IN 8 AG 5 LK 6 None Bobblehead - Medicine
Tag Speech, Repair, Small Guns
Level 2 Lady Killer None IN Bobblehead
Level 3 Gun Nut IN 4, AG 4 ST Bobblehead
Level 4 Educated IN 4 Repair Bobblehead
Level 5 Comprehension IN 4 Unarmed Bobblehead
Level 6 Fortune Finder LK 5 LK Bobblehead
Level 7 Toughness EN 5 Science Bobblehead
Level 8 Commando None Lockpick Bobblehead
Level 9 Strong Back ST 5, EN 5 Speech Bobblehead
Level 10 Finesse None PE Bobblehead
Level 11 Scrounger LK 5 AG Bobblehead
Level 12 Fast Metabolism None CH Bobblehead
Level 13 Sniper AG 6, PE 6 Explosives Bobblehead
Level 14 Lawbringer None Melee Weapons Bobblehead
Level 15 Cyborg Medicine 60, Science 60 Barter Bobblehead
Level 16 Action Boy AG 6 Big Guns Bobblehead
Level 17 Better Criticals PE 6, LK 6 Small Guns Bobblehead
Level 18 Tag! None Sneak Bobblehead
Level 19 Demolition Expert Explosives 50 EN Bobblehead
Level 20 Grim Reaper's Sprint None Energy Weapons Bobblehead
Armor and Weapons:
Quest Perks:

I like every aspect of Fallout 3. It's not fair to you, the player, to need to stick to one play style. This build allows you to switch between big guns, small guns, energy weapons, explosives, and even even melee or unarmed if you want. You also gain the benefit of having a high repair, science, lockpick, speech, medicine, and sneak. The only thing that suffers is barter, but come on, you didn't play this game to be a master trader.

  • The Bobbleheads are placed one on each level for a reason; obtain that one at that level.
  • Yes it is possible to get to Rivet City to obtain the IN Bobblehead at level 2.
  • You will need to find some books, but you won't need to go hunting for them.
  • Even though I'm not a huge fan of unarmed or melee weapons (as shown by the perks I've choose) it is possible to change that around.
  • The perks listed for 18, 19, and 20 are really your choice, but those are I ones I have.
  • The reason behind the high IN, educated, comprehension, and getting the IN bobblehead as early as possible is to get the max amount of skill points at each level.
Ending Stats: ST 7 PE 7 EN 7 CH 7 IN 9 AG 6 LK 9
From armor: +2 LK, +1 CH, +25 Rad Resistance


Character Build: KarmaDog214's V.A.T.S. Montage Mayhem (All 30 Levels) -- Revised thanks to Chrsghoyt[]

Class: Sniper I'm The Janitor and I'm here to wipe the floor with mops.
Perk Requirements Items
Level 1 ST 4 PE 6 EN 7 CH 1 IN 9 AG 7 LK 6 None Bobblehead - Medicine
Tag Small Guns, Repair, Sneak None
Level 2 Intense Training (ST)
or
Swift Learner + Bobblehead - Strength (before bombing Megaton) + Ant Might (at Level 30)
None Bobblehead - Explosives, Bobblehead - Intelligence
Level 3 Black Widow/Lady Killer None
Level 4 Entomologist IN 4, Science 40% Bobblehead - Lockpick
Level 5 Iron Fist ST 4
Level 6 Iron Fist ST 4
Level 7 Iron Fist ST 4
Level 8 Bloody Mess None
Level 9 Gunslinger None
Level 10 Toughness EN 5
Level 11 Commando None
Level 12 Rad Resistance or Lawbringer or Contract Killer or Puppies! EN 5
Level 13 Strong Back ST 5
Level 14 Finesse None Bobblehead - Science
Level 15 Mysterious Stranger LK 6
Level 16 Life Giver EN 6
Level 17 Sniper PE 6, AG 6 Bobblehead - Repair
Level 18 Adamantium Skeleton or Scrounger None
Level 19 Action Boy/Girl AG 6 Bobblehead - Melee Weapons
Level 20 Better Criticals PE 6, LK 6 Bobblehead - Big Guns
Level 21 Grim Reaper's Sprint None
Level 22 Pyromaniac Explosives 60% Bobblehead - Unarmed
Level 23 Robotics Expert Science 50%
Level 24 Silent Running AG 6, Sneak 50% Bobblehead - Sneak
Level 25 Cyborg Medicine 60%, Science 60% Bobblehead - Speech, Bobblehead - Barter
Level 26 Concentrated Fire Small Guns 60%, Energy Weapons 60%
Level 27 Paralyzing Palm Unarmed 70% Bobblehead - Small Guns
Level 28 Ninja Sneak 80%, Melee Weapons 80%
Level 29 Quantum Chemist AG 7
Level 30 Almost Perfect None Bobblehead - Strength/Ant Might (Should you choose to nuke Megaton), Bobblehead - Charisma, Bobblehead - Agility,
Bobblehead - Perception, Bobblehead - Endurance, Bobblehead - Luck, Bobblehead - Energy Weapons
Gear: Important
Quest Perks:
Final Stats: ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10
From Gear: (+33 AP, +5 Melee Weapons, +1 LK, +1 ST, -1 AG), (- 1 AG, 28% Rad Resistance) or (+15 Sneak, +5 Stealth Field)


--Please, feel free to ask questions--

  • Why would you not take Iron Fist at all even though you took Ninja and Paralyzing Palm?

Planned on it, but didn't have enough space for all three ranks of these perks. AND I don't have enough Strength for this perk.

  • Why do you need Comprehension at all since it is so easy to max out all skills with Broken Steel?

It's good to have in case all skills don't reach 100. But I'll see to it that my character build will work without the need for it.

  • Do you really find Fast Metabolism to be that useful? I usually have plenty of stims.

The thing is: I DON'T USE ANY. But this is good for people who do use a lot of Stimpaks. To have plenty of them ready for you on Very Hard and to use the least amount is effective, and it's likely that when people are facing against Super Mutant Overlords, Feral Ghoul Reavers, and Enclave Hellfire Troopers, players will use a lot. Though to be honest, I'd choose Chemist over this perk.

  • I'm assuming you took Nerd Rage mostly for the DR bonus since you grab Almost Perfect later. Can't you max out DR pretty easily even wearing light armor?

Yes it's easy and I suppose it did prove its uselessness...but what the hay? I guess I'll put it up there in case someone takes Nuclear Anomaly. Having Nerd Rage! is like having a back up counter-measure in case your armor wears down and doesn't provide the sufficient damage resistance of 85%.

  • I'll admit this is being a bit picky and will not matter in the end anyways but ever thought about delaying Lady Killer/Black Widow until level 3 so that you can take Swift Learner at level 2 and gain the XP bonus one level sooner?

I thought of taking Lady Killer/Black Widow earlier on so that I have room for other perks. Swift Learner becomes useless after level 30 and so, having 2 ranks of it is also pointless (no offense). I think having just one rank of this is fine enough (and there's nothing useful to take besides Swift Learner at Level 3). The point in taking Swift Learner is so that players can level up quicker. I for one prefer to take my time and enjoy the scenery.

  • I didn't mean take a second level of swift learner. I meant just swap the order of your first 2 perks so you take your level 2 perk at level 3 and your level 3 perk at level 2. All this accomplishes is getting 10% extra XP when going from level 2 to level 3 and everything else would be the same. In the end it is going to be the same but I was just trying to suggest a minor efficiency improvement. For my build the only reason I have 2 levels of it is because I don't really care about child at heart or iron fist.

Whoops. My bad. I re-read the whole thing and I just noticed that my reading was off. Yeah, that sounds like a plan. Changing it once more.

  • I'm a little bit confused on the equipment section. Do the slashes mean either/or?

I'm sorry if the slashes are a little unclear. Here, I wanted players to feel they had choices for a wide selection of useful firearms and melee weapons, as well as unarmed weapons, and not be geared to one thing. So, yes, the slashes are intended to mean either/or, but...really I want players who to use whatever they want, or at least a variety of weapons at their disposal. These are my personal weapons of choice and they're cool in my opinion. I'll give you an example:
Firelance/Sydney's 10 mm "Ultra" SMG/Blackhawk
These are just a few of my favorite weapons that are one-handed small guns. These weapons come in handy on three separate occasions. Firelance is very powerful, ESPECIALLY when combined with the Pyromaniac, Better Criticals, Concentrated Fire, Wired Reflexes, Gunslinger, and Sniper perks. STMUSMG with Robotics Expert and all of the perks mentioned previously (w/ exception of Pyromaniac) makes this baby a powerful small arm against machines, such as Sentry Bots and Mr. Gutsys. And the Blackhawk? Well, if you're just not into the Firelance and love Magnums, then this is your weapon of choice OR Callahan’s magnum should you choose to bomb the Citadel.

  • I'am can ask you a thing? Why going Iron Fist by 3, when you can just take Tag! perk? Or Comprehension? And take Quantum Chemist and/or Lawbringer and/or Child At Heart(for man, instead of Lady Killer)(sorry for bad eng, I am from Russia)

Iron Fist does not increase skill points for Unarmed (like the Tag perk); however, it raises the damage you do with Unarmed. Some players tend to misunderstand this perk's capability and function, and I'm here to explain how it works. Say for instance you equip yourself with a Deathclaw gauntlet. You have 100 skill in Unarmed and you do 28 damage with this baby. If you have 3 Iron Fist perks, the damage of the guantlet is raised by 15 points. So the 28 points of damage the gauntlet used to do is now raised to 43 points of damage, which is useful because, with the gauntlet's piercing damage, the claw will do more damage and last longer.

And no worries about your English. Your English is perfectly fine. I'm the one who should be learning the Russian language. ;)

--Notices and Updates--

  • UPDATE1: I removed Nerves of Steel from this build and replaced it with Quantum Chemist on the account that NoS doesn't live up to its reputation on the Xbox 360 console. With Quantum Chemist, you can virtually have limitless Nuka Cola Quantums for creating Nuka grenades by gathering Nuka Colas from traders and gathering components from Crazy Wolfgang. Nuka grenades are not affected by Pyromaniac or Demolition Expert; but that's what makes it perfect for this build since you wont have to worry about acquiring 3 ranks of Demolition Expert. Nuka grenades are practically the ideal explosives for anyone using this build or a build without Demolition Expert as they're the most potent.
  • UPDATE2: Also, Swift Learner has been taken from the build and replaced with Intense Training. For evil characters, Swift Learner can be taken if you prefer collecting the Strength Bobblehead to increase Strength to 5 in order to meet the requirement for Strong Back, blowing up Megaton, and acquiring the Ant Might perk after reaching level 30 and selecting Almost Perfect Perk. I removed Swift Learner for convenience; so that I have the bobblehead available to me for achieving 10 Strength after acquiring Almost Perfect.
  • UPDATE3: You do not have to choose Rad Resistance. I chose Lawbringer; however, for your convenience, I've listed possible perks you can choose that will add a lot to your play style.

NOTE *work in progress*: If you're looking for a build with perks that add more benefits and options during and outside of combat, then "KarmaDog214's V.A.T.S. Montage Mayhem" is right for you. This build does get you 100 in each skill and 10 SPECIAL. You just have to be very careful when investing points into certain skills and do a lot of book grinding. The main focus of this build is to use stealth and the unarmed skill to save you as much ammunition as possible. This would be the reason why Scrounger was not included in this build. Also, it's effectiveness goes as far as collecting extra ammunition from containers. Ammunition cases don't spawn new ammunition. It's a waste selecting a perk with such limited use. For this reason, Iron Fist (3), Silent Running, Paralyzing Palm, and Ninja play an essential role for this build. Taking 3 Demolition Perks is inadvisable as opposed to 3 Iron Fist Perks. While an explosive that packs a lot of punch sounds nice, Nuka grenades are more damaging. Also, there is no point in taking Demolition Expert when it doesn't improve the amount of damage that the Nuka grenade does. With the Quantum Chemist Perk you can virtually craft infinite Nuka grenades so long as you're able to scrounge for Nuka Cola and parts from traders and scavengers. Remember to have Nuka grenade Schematic v3 (or v3 of any schematic and 100 repair for that matter) so that you aren't wasting Nuka-Cola Quantums. Another advantage your fists have over grenades are that they never run out and hardly weigh a thing (lol). Unarmed skill is practically the best way to horde ammunition. When you're using this build, firearms are strictly reserved for landing Sneak Criticals on enemies or fighting multiple hostiles. Earlier during the game, being obligated to this kind of code is a rather difficult obstacle to overcome as you have neither the skills or perks that grant the outcome in your favor, forcing you to use ranged weapons to hasten the deaths of your enemy. The best way to strike your enemy then would not be to rely on your guile alone, but by concealing yourself in the darkness. By taking the right precautions, you can turn nighttime into your own playground of amusement and torture to lower the chances of being detected and get closer to your enemies for either better accuracy in V.A.T.S., or landing a fist or two in their face. With this as your advantage, you have a greater chance of taxing less ammunition on your expidentures. However, if you need the Scrounger perk, by all means, there is nothing wrong with choosing it over Adamantium Skeleton. This is if you use a lot of ammunition and feel the need for it. Otherwise, there's no need for Scrounger. Be sure you take it as soon as it's available, so that take advantage of extra ammunition from containers. Another aspect of this build is that luck plays a vital role in your chances of survival should you get caught in the fray. With Survival Guru (snide), Finesse, 6-10 Luck, and Mysterious Stranger, you have a chance of escaping certain doom should fortune smile upon you. By being given greater odds to dish out Critical HIts and/or the Mysterious Stranger, there is always that chance you may overcome even the most narrow circumstances. The only downside to having the Mysterious Stranger is that you risk gaining 0 experience points and that you don't recieve a finger/ear with the Lawbringer/Contract Killer respectively. With this build there is no point in having Puppies! and acquiring all followers in the game. Your character will be powerful as is and with the Broken Steel Add-on, Dogmeat and Fawkes will be sufficient followers to have due to their large health pool. If you want the Puppies! perk for this build despite this, you can choose it over Rad Resistance/Lawbringer/Contract Killer. Even though there's no point Lawbringer/Contract Killer, it's there for people who want more caps. Rad Resistance is practically uneeded as you gain a lot of Rad Resistance from Endurance and The Pitt Add-on. Puppies! can gain you additional followers; however they are just not necessary. Along with that you are looking at suffering from some framerate issues and the possibility of your game freezing, which ruins the overall experience of the game (well, at least on the Xbox 360 console). Perks such as Entomologist, Robotics Expert, Pyromaniac, and Better Criticals are intended to add an offensive edge to the player. Entomologist can help you take out insects, such as the Albino Radscorpions (well...arachnids if you're technical), quicker. Robotics Expert, while it gives you additional damage boost to robots, gives you the option to manually shut them down while undetected. Works extremely well when your followers are distracting robotic enemies. While your followers are distracting robotic enemies, you can shut them down even when detected. After you shut them down, you can crouch down and nail them with your fist to land Sneak Criticals, netting you XP. Pyromaniac allows you to deal a lot of damage with particularly one of the most powerful weapons in Fallout 3, the Firelance. It, under any circumstance, does not allow you to deal more damage with the Burnmaster; however, other unique variants of the Flamer recieves extra damage bonus. Also, this perk doesn't disappoint with the Shiskebab. Better Criticals adds more to your Critical Hits, which makes it a must with luck being one of this build's aspects. Gunslinger, Commando, Sniper, Concentrated Fire, and Wired Reflexes makes your Lone Wanderer more accurate with guns during V.A.T.S., saving you a lot more ammunition from missing.

Character Build: Chrsghoyt's Ranged Build (with Broken Steel)[]

Class: Ranged Does not use Melee Weapons or Unarmed.
Perk Requirements
Level 1 ST 5 PE 5 EN 6 CH 2 IN 9 AG 7 LK 6 Tag: Small Guns, Lockpick, Repair
Level 2 Swift Learner None
Level 3 Swift Learner None
Level 4 Black Widow None
Level 5 Entomologist IN 4, Science 40
Level 6 Toughness EN 5
Level 7 Gunslinger None
Level 8 Scrounger LK 5
Level 9 Strong Back EN 5, ST 5
Level 10 Finesse None
Level 11 Commando None
Level 12 Robotics Expert Science 50
Level 13 Sniper PE 6, AG 6 (Need Ant Sight before this level.)
Level 14 Cyborg Medicine 60, Science 60
Level 15 Bloody Mess None
Level 16 Action Girl AG 6
Level 17 Better Criticals PE 6, LK 6
Level 18 Concentrated Fire Small Guns 60, Energy Weapons 60
Level 19 Silent Running AG 6, Sneak 50
Level 20 Grim Reaper's Sprint None
Level 21 Pyromaniac Explosives 60
Level 22 Quantum Chemist Science 70
Level 23 Demolition Expert Explosives 50
Level 24 Demolition Expert Explosives 50
Level 25 Demolition Expert Explosives 50
Level 26 Nerves of Steel AG 7
Level 27 Rad Resistance EN 5
Level 28 Life Giver EN 6
Level 29 Adamantium Skeleton None
Level 30 Almost Perfect None
Gear: Important
Quest Perks:
Final Stats: ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10


Please feel free to comment on this build. I'm always looking for suggestions to improve it.

Character Build: KripTiC's SPECIAL Spaz[]

Class: Spaz SPECIAL Maximization
Perk Requirements Items
Level 1 ST 9 PE 5 EN 6 CH 7 IN 3 AG 5 LK 5 None Bobblehead - Medicine
Tag Small Guns, Repair, Sneak None
Level 2 Intense Training (AG)
Level 3 Intense Training (AG) None
Level 4 Comprehension IN 4
Level 5 Intense Training (AG)
Level 6 Bloody Mess None
Level 7 Intense Training (AG)
Level 8 Commando None
Level 9 Intense Training (LK)
Level 10 Finesse
Level 11 Mysterious Stranger LK 6
Level 12 Sniper PE 6, AG 6
Level 13 Silent Running AG 6, Sneak 50% Bobblehead - Sneak
Level 14 Intense Training (PE)
Level 15 Intense Training (PE)
Level 16 Better Criticals PE 6 LK 6
Level 17 Intense Training (EN)
Level 18 Intense Training (EN)
Level 19 Intense Training (EN)
Level 20 Grim Reaper's Sprint None Collect and read skill books.
Gear: Important
Quest Perks:

Note: While wearing the above equipment, every stat will be raised to 10, excluding Intelligence. With this, you will be a SPECIAL Spaz and will be good all around. Collect all the Bobbleheads whenever and collect all the skill books whenever. Remember that the science and Big Guns book respawn every 72/73 hours, so you don't need to waste skill points on those two. Luck will be shown as 9 in the SPECIAL menu due to the Lucky 8 ball not showing the + symbol, but you WILL have 10 luck. Also, do not forget to have at least 50 sneak by the time you reach the Silent runner Perk.

Final Stats: ST 10 PE 10 EN 10 CH 10 IN 4 AG 10 LK 10
From Gear: +3 LK, +2 CH, +1 PE


Character Build: Modifer Hog[]

  • This build is designed to max out all the important stats and get as many modifiers (from Perks) as possible. It also aims to max out the most important SPECIAL stats. The bonuses that come with Intelligence, Charisma and Perception are not that powerful, so I have not tried to maximize these.
  • I have not attempted to increase Charisma as the advantages it brings are not substantial enough to justify it (Increased disposition is not worth it with 100 speech)
  • This build is aimed towards those who use VATS, if you never use VATS then some perks can be swapped out (Gunslinger and Commando etc) for other perks such as Scrounger (you will need more ammo if you don't ever use VATS) or you could invest more points into SPECIAL (though I believe it is not worth it)
  • If you go for a melee character you could get the Ninja and Paralyzing Palm Perks

Also note that The Pitt expansion allows you to have an extra 3% DR, which I have not included

Class: Maximum Build High Everything!
Level Perk Requirements Items
Level 1 ST 7 PE 7 EN 8 CH 1 IN 3 AG 7 LK 7
Tag Medicine, Repair, Science
None
Level 2 Intense Training (ST) None IN Bobblehead Begin collecting other Bobbleheads
Level 3 Intense Training (EN) None
Level 4 Comprehension IN 4 Read all books that you have collected at this point/Begin collection of all other books
Level 5 Black Widow * (Female)/Intense Training (AG) (For Male Characters) None
Level 6 Gunslinger None
Level 7 Toughness EN 5
Level 8 Commando None
Level 9 Strong Back ST 5 EN 5
Level 10 Finesse None
Level 11 Intense Training (AG) None
Level 12 Life Giver EN 6
Level 13 Sniper PE 6 AG 6
Level 14 Cyborg Medicine 60 Science 60
Level 15 Intense Training (AG) (Female) / Intense Training (LK) (Male) None
Level 16 Better Criticals LK 6, PE 6
Level 17 Action Boy/Girl AG 6
Level 18 Intense Training (LK) None
Level 19 Intense Training (AG) (Female) / Your Choice (Perhaps Intense Training in Perception) (Male) None
Level 20 Grim Reaper's Sprint None
Gear: Important Quest Perks:
Final Stats: ST 10 PE 8 EN 10 CH 2 IN 4 AG 10 LK 10 HP 330(345 w/Survival) Carry Capacity 300 AP 110 DR 25(31 w/Survival) (w/o Armour) Poison Resistance 61 Critical Chance 14(17 w/Survival)
From Gear: +1 LK

(*) This is only advantageous with Female Characters


Character Build: Gemini’s True Assassin (Stealthy, One-shot Killer)[]

Build Notes:

  • The build is dependent upon the DLC Operation: Anchorage & The Pitt for armor and weapons.
  • The build concentrates on a few special items; Chinese stealth armor, Jingwei's shocksword, Silenced 10mm pistol, the Perforator, Dart gun, & Sniper Rifle. The complimentary weaponry is; Protectron's Gaze/Metal Blaster (prior/after The Pitt), the Alien blaster, & the Gauss Rifle.
  • The primary perks for this build are Silent Running & Better Criticals.
  • The primary skills are; Sneak & Small Guns. The secondary skill is Repair (have to keep our tools in good working order). Tertiary skills, and in general for gameplay, could be considered as necessary, are; Lockpick, Science, Melee, Energy Weapons, & Speech (to reduce number of reloads and dialogue run-throughs to make Speech checks).
  • Level 20 attributes (with gear on) should be; ST 7 PE 10 EN 6 CH 2 IN 9 AG 10 LK 8. This takes into account acquiring all of the SPECIAL bobbleheads, the Lucky 8-ball (+1L), Ant Sight (+1P), Intense Training (+1L), and wearing the Shady Hat (+1P, +5Sneak) & Lucky shades (+1L). Note that at the time of this writing, the Chinese stealth armor has a glitch that allows the player to wear multiple headgear (example; Lincoln's hat, Shady hat, Button's wig, Red's bandana, Sheriff's hat, etc.) giving the player multiple benefits.
  • This build is a beginning-to-end build, that takes into account all the tools and skills necessary to play the game through each level. As such, it is not dependent upon finding all of the Skill Books in the game to maximize your skills, although I do depend upon equipment, which I obtain early on.
  • Build up your skills as needed when leveling. The beginning of the build concentrates upon obtaining the gear and will level you. So, don't worry too much about putting too many points into a skill, you don't need to have 100 in a bunch of skills to maximize this character. I would recommend getting to 65-70 in the most important skills (Small Guns & Sneak) by 12th level, making sure you make your requirements for perks (especially Cyborg) and the ability to picklock or hack your way into what you need to. Repairing your gear in the field is important, so I also like to build upon Repair, but it isn't essential. The books and bobbleheads will come, so be patient and enjoy playing.

Starting Out

  • Upon exiting Vault 101, you should first make your way to the Alien Crash Site and pick up the Alien blaster. Make sure you get all of the ammo (12 cells, 10 in the magazine and 110 charges remaining), and then fast travel back to Vault 101.
  • Place a marker on the Red Racer factory and run there. When you get near Greyditch, be sure to QuickSave because Brian Wilks will be running up to you there and you will want to make the Speech challenge. Once you've agreed to help find Brian's dad, head along the road heading South. Stay on the West side of the road (the upper part) since there will be a raider up ahead that is taken out by an Enclave Radio transmitter, until your marker is East of you. Cross the road and start sneaking. When you reach the Red Racer factory, there will be a few Raiders in the area, just sneak directly East to the entrance to the Bailey's Crossroads metro.
  • Complete the Operation: Anchorage simulation and you should be around level 7 or 8. Upon exiting the simulator head to the armory and immediately grab the W-T1b armor and Chinese stealth armor. Put on the stealth armor and W-T1b helm. Arm the Alien blaster, head out into the hallway and crouch in a place where you can see the 4 targets and then listen to the conversation. Afterwards, you will have your end-game armor, melee weapon and a sniper weapon.
  • I recommend fast traveling to Megaton and acquiring a house (Megaton or Tenpenny, whichever flavor you decide upon) at this point for the storage of your goods. Note that after you get the mission from the Sheriff, if you head to Moriarty's and speak to Mr. Burke there (use your Black Widow selection to make him give you more money and then the device/proof), you can then return to the Sheriff to report Burke's plan. Head back up to the bar and watch the exchange between Burke and the Sheriff, afterwards Burke will shoot the Sheriff in the back and you can then kill Burke and loot both bodies (gaining the Sheriff's house key). Speak to the Sheriff's son to get your reward after disarming the bomb and then go into the Sheriff's house to grab the Strength bobblehead.
  • Shortly thereafter, select The Pitt quest and head North. The most important part of the mission is to obtain 90 Steel Ingots so that you can acquire the Perforator, which will also net you the Metal Blaster although you could just kill the gate guards and grab an Infiltrator from their corpse(s) and then leave, but the Perforator is much better IMHO. Upon leaving The Pitt, you are probably level 10-12 and ready to get on with the rest of your travels, and you are fully equipped with all of your end-game weapons and armor for this build.
  • Tip: Crouching with the stealth armor gives you a Stealth Field just like with a Stealth Boy. Prior to getting Silent Running, you will only attract attention when you make sounds from walking/running. Kicking around carts, tin cans or even playing your radio will not attract their attention, although the glow from your Pip-Boy light or the sword (Jingwei's and Shishkabab both have a glow) will. As long as the HUD is not flashing Danger, you can sit still for awhile and you'll eventually go back to Hidden.
  • Tip: Jingwei's shocksword, the Silenced 10mm pistol, Perforator, & the Dart gun are all silent weapons. Using them will not notify nearby foes of your location. In fact, it will not notify the target of your location either as long as you are stealthed. This means that you can walk into a large group of foes and attack them directly with these weapons and they are unlikely to ever detect your presence. In fact, I found it especially enjoyable at the end of The Pitt to walk through Uptown while it was infested with Trogs and kill each of them with the sword (one swing, one kill) while dozens were surrounding me. With a high Sneak and Silent Running, most foes can actually run into you and bump you around and you will still be in Caution mode.
  • Tip: The use of the Sniper rifle is useful for long range engagements, but even if you one-shot the target, the surrounding foes may be notified of your position. Hiding and sitting still will oftentimes lead the foes to revert to Caution and eventually Hidden again.
  • Tip: The use of the Alien blaster, Protectron's Gaze/Metal Blaster and Gauss Rifle should be limited because they alert the enemies to your location based upon the sound emitted from the weapons. I typically will only use these in situations where using the other weapons are impractical or a one-shot kill is necessary. Note that the Alien blaster has limited ammo and that the Gauss rifle has no corresponding weapon to repair it with so it must be repaired by a merchant, preferrably Crazy Wolfgang.
  • Tip: The Protectron's Gaze and Metal Blaster are both shotgun-like laser weapons. Protectron's Gaze emits 5 beams and Metal Blaster emits 9, each beam is capable of a critical hit making these weapons capable of surpassing the Terrible Shotgun in terms of damage and their range is better due to less spread. Note that you should not use either of these weapons in VATS, since they seem to be less effective and accurate.
  • Tip: The Chinese stealth armor can be repaired by Recon armor to a max of 28DR.
  • Note on Perk selections: At levels 11 and 19, there is some freedom in selecting what you like best. I've left some notes below on my thoughts about particular perks at these points.
    • Gunslinger (6): Useful for when you're using the Alien blaster so that you don't waste ammo, but by the end game, the silenced 10mm is more of a toy for finishing targets off (or taunting them) and the Dart gun is silent and darts are abundant so you shouldn't have to worry about wasting that ammo.
    • Radiation Resistance (8): 25% additional rad. res. is nice in general, but might have limited usefulness with the number of Rad-X and Radaway available.
    • Night Person (10): +2 to Per and Int at night sounds great, but we're going to get to 10 on both anyways and the other attributes aren't that valuable that we should commit to playing only during dark hours.
    • Demo Expert (6): There are a few instances in the game where scripted assaults will be facilitated by having more damage from mines or grenades, but in general I pick up way more mines than I'll ever use. However, there is something to be said for Exploding Pants...
    • Intensive Training (2): +1 to SPECIAL could be useful if you need to make requirement for another perk, but that seems silly. This build works perfectly throughout the levels without need for more SPECIAL points.
    • Pyromaniac (12): If you want to use the Shishkabab instead of Jingwei's, this would be something to consider, otherwise why?
    • Mysterious Stranger (10): First of all, it happens too infrequently, and secondly I don't need his help, I kill stuff just fine, thank you.
    • Light Step (14): I actually have found this to be quite useful for those duh! moments when you forget to pay attention and mistep on a bear trap or land mine. When you consider that you will probably reload to your last save and have to retrace all of your steps up until that point, this is more of a personal timesaver for people like me that never want to take damage and hate having to reload because of a stupid mine under a caution cone (yeah, I'm looking at you The Pitt).
Class: Assassin Attributes: Stealth
Level Perk Requirements Comments
Level 1 ST 6 PE 7 EN 5 CH 1 IN 8 AG 9 LK 4
Tag Small Guns, Speech, Lockpick
None Charisma is low, so tagging Speech gives it a decent starting place. Several parts of the early game you will want to win speech challenges without having to reload numerous times.
Level 2 Intense Training (LK) None None
Level 3 Black Widow Female character +10% damage to Males, dialogue choices that bypass difficult speech challenges
Level 4 Educated IN 4 Three extra skill points per level.
Level 5 Comprehension IN 4 Doubles the skill points from books.
Level 6 Toughness EN 5 10% DR, although you won't be taking much soon.
Level 7 Bloody Mess None Mostly for the +5% dmg. But the explosions are amusing and can let you loot difficult to reach corpses.
Level 8 Strong Back ST 5, EN 5 One of the worst things is not being able to lug back all of your loot, this makes life easier on you.
Level 9 Commando None Increases your chances of hitting in V.A.T.S. with rifles.
Level 10 Finesse None +5% to critical chance.
Level 11 Your Choice - Rad Resistance EN 5 I would suggest one of three here; Demo Expert, Rad Resist, or Intense Training.
Level 12 Silent Running AG 6, Sneak 50 Mandatory perk for this build!
Level 13 Sniper PE 6 AG 6 Increases your chances of hitting head-shots in V.A.T.S.
Level 14 Cyborg Medicine 60, Science 60 +10% DR, Poison Res, Rad Res, and +10 to Energy Weapons, what's not to love? Requirements are steep, so prepare early!
Level 15 Robotics Expert Science 50 Robots were the only weakness for this build, not anymore. Sneak up, disable, kill, & loot. Can be used on turrets too.
Level 16 Better Criticals LK 6, PE 6 +50% damage on criticals, and by now they are all criticals. Must have!
Level 17 Action Boy/Girl AG 6 Adds 25 Action Points, allows more shots while in VATS. Good to have in combination with the level 20 perk Grim Reaper's Sprint
Level 18 Concentrated Fire Small Guns 60, Energy Weapons 60 Increases your chances of hitting the same body part on subsequent shots in VATS. If it takes more than one head-shot to kill something, then you want to make sure every shot hits (and counts), so take this perk.
Level 19 Your Choice - Light Step PE 6, AG 6 Foils mines and traps, giving you a respite from those duh! moments. You could just as easily pick Demolition Expert or whatever you feel you're missing here, just don't pick something that adds skill points, because those will come on their own.
Level 20 Grim Reaper's Sprint None If you kill an enemy in VATS, this will immediately refill your Action Points upon exiting out of VATS, allowing you to target and fire on another foe in VATS with full AP.


Gear/Items: Main Quest Perks:
Final Stats: ST 7 PE 10 EN 6 CH 2 IN 9/10 AG 10 LK 8 Don't worry too much about these, you do your job well.
From Gear/Items: +5 Stealth Field, +20 Sneak, +2 LK, +1 PE, +10 Speech


Final Notes: This build is a lot of fun to play because it skirts a lot of issues which frustrate players. The build makes a super-powerful character that one-shot kills just about everything, and almost never takes damage. Death Claws, Enclave, Giant Radscorpians, and Sentry Bots are not issues for this build and I typically like to reload encounters with them to get more enjoyment out of tormenting them and killing them in more creative ways. At level 20, I only ever took damage from traps/mines, which is why I went back and rebuilt using Light Step. Just about any fetch or kill quest is quickly completed because I can go anywhere and do anything without fear. The only particular weakness of this build would be tough bots prior to getting Robotics Expert (even then, I still easily kill everything but Sentry Bots) and areas that are highly Radioactive. Thus, I took Rad Resistance at level 11 to aid with Radioactive areas for just that reason. Also, while you are able to obtain any of the unique weapons and armor that you want/enjoy, I built this character with a specific weapon list because I didn't like having to make a choice about which toys to play with, I set out guidelines for the Assassin build and stuck to them, which makes life a lot easier when you have to decide what to keep or disgard when lugging around all of your loot deep in a mission/quest. Lastly, the Chinese stealth armor is beautiful to look at, unlike some of the other big name armor in the game and even close up, the armor looks great. Have fun!

Character build: Mikkelmunk's build (without Broken Steel)[]

Perks:

SPECIAL: At level 1:

Intense Training will increase Endurance by 2 and Strength and Agility by 1. The Ant Might perk will increase Strength by 1. Shady hat will increase Perception by 1. The Lucky 8-ball, Ranger battle armor and Lucky shades will each increase Luck by 1.

At level 20:

Skills This is build for Small Guns VATS combat. Max Small Guns and do whatever you want with all the other skills.

Armor and clothing:

Character Build OROC/Nano5002's Biker Build/ 'Chester'[]

Here is a link to it on the 106 character creator: http://vault106.com/characters/Chester No Broken Steel thus far.

Chester
[[File:|250px|center]]
full name: Chester Randy
S.P.E.C.I.A.L: 7 7 7 7 4 6 6
affiliation: The Wasteland Animal Whisperer Society
role: Animal Whisperer
Persuasion
Close Combat
Shotgun Warrior
favorite armor: Combat armor


Lucky shades
Combat helmet

favorite weapons: The Shocker


Combat shotgun
Excalibat
Combat knife

Note, Excalibat is only available through Console Commands. Am working on getting a picture for you all. Chester is supposed to be a neutral, cool looking character. He's got the bad boy motorcycle gang look.

Companions: Sticky, Sergeant RL-3

Equipped Sticky with: Stimpaks, duh. Sniper rifle, BoS Power armor, and BoS Power armor helmet. He's weak, but even he can't screw that up too bad. You'll need to provide the trigger happy child with ammo, of course.

When I get bored I use the combat knife to make things harder. That's why I have it.


Character Build: Werewolfhell's Jack Of All Trades(Davidus)[]

This my attempt to make a basic all rounder character for basically anything See the results [[1]]

Character Build: TheMagnus's Android/Gynoid Survivor[]

Description: Survive in battle for along time, Dealing alot of damage while resisting damage, then when you're about to die, run into an enemy to explode and keep fighting.

Focus: CRITs, DR, Damage Increase

SPECIAL:

  • ST - 5 --> 8
  • PE - 8 --> 10
  • EN - 5 --> 8
  • CH - 1 --> 2
  • IN - 6 --> 7
  • AG - 9 --> 10
  • LK - 6 --> 7

(Items Worn May Change S.P.E.C.I.A.L. Stats I.E. My LK is at 10)

Tag Skills: Energy Weapons, Medicine, Science

Quest Perks: Ant's Sight

Dream Crusher or Survival Expert (Junior Survivor / Survival Guru)

Barkskin

Wired Reflexes

Booster Shot

Pitt Fighter

Level Perks: (Requirement/Choice)

  • 2 Intense Training 1 (ST5->6)
  • 3 Intense Training 2 (ST6->7)
  • 4 Educated
  • 5 Intense Training 3 (EN5->6)
  • 6 Toughness (EN5)
  • 7 Bloody Mess
  • 8 Strong Back (ST5,EN5)
  • 9 Scrounger (LK5)
  • 10 Commando
  • 11 Finesse
  • 12 Nerd Rage! (SCIENCE50,IN5)
  • 13 Silent Running (AG6,SNEAK50)
  • 14 Sniper (AG6,PE6)
  • 15 Cyborg (MEDICINE60,SCIENCE60)
  • 16 Adamantium Skeleton
  • 17 Better Criticals (PE6,LK6)
  • 18 Action Boy/Girl (AG6)
  • 19 Concentrated Fire (SMALLGUNS60,ENERGYWEAPONS60)
  • 20 Robotic Expert (SCIENCE50)
  • 21 Grim Reaper's Sprint
  • 22 Intense Training 4 (EN6->7)
  • 23 Puppies!
  • 24 Strong Back (ST5,EN5)
  • 25 Explorer
  • 26 Warmonger (IN7)
  • 27 Solar-Powered (EN7)
  • 28 Intense Training or Whatever you want
  • 29 Intense Training or Whatever you want
  • 30 Nuclear Anomaly

Story: ~COMING SOON~


I really enjoy seeing a build that doesn't use Almost Perfect. Are you enjoying Nuclear Anomaly?

--TheMagnus 08:57, 15 July 2009 (UTC)Yeah its mainly for my build's background story which ill add once im finished...

HELL YES!!! It's good to see a build with Nuclear Anomaly.

--TheMagnus 08:57, 15 July 2009 (UTC)Yeah im proud to be the first and only one that finds it great -_-

--KarmaDog214 Not really you need to be to close to death in my view for it to activate

--TheMagnus 08:57, 15 July 2009 (UTC)As i stated above, its for the background story of the build mainly...use the build with Almost Perfect if you want...

and ive lost plenty of dogmeats that way--Silverwolf009

--TheMagnus 08:57, 15 July 2009 (UTC)Let me direct you to Level 23's Perk and the reason for it....BOOM! thats why...


--TheMagnus 08:57, 15 July 2009 (UTC)Nuclear is nice with all the other Perks... with it kills everything around me...plus its mainly for the fact that when im about to die it activates, kills anything nearby, and gives me health...

--TheMagnus 08:57, 15 July 2009 (UTC)I changed this to my new and improved build...which is like the only build with a story...which i haven't completed yet...

Character Build: Dordledum's Ultimate Sniper Build (lvl 30)[]

Maybe not the most original build, but IMHO, it is the strongest combination of perks out there. Just wanted to share:


LVL S P E C I A L Items Perk Requirements
1 5 6 7 1 9 7 5 BH: Med T: Snk, Spch, Locks
2 10 BH: I Black Widow
3 Swift Learner IN 4
4 Comprehension IN 4
5 Entomologist IN 4, Science 40
6 Gunslinger
7 Toughness EN 5
8 Scrounger LK 5
9 Strong Back ST 5, EN 5
10 Commando
11 Finesse
12 Silent Running AG 6, Sneak 50
13 Sniper AG 6, PE 6
14 Adamantium Skeleton
15 6 8-Ball Robotics Expert Science 50
16 Action Girl AG 6
17 Better Criticals PE 6, LK 6
18 Concentrated Fire SG 60, EW 60
19 Cyborg Science 60
20 Grim Reaper's Sprint
21 Explorer
22 Mysterious Stranger LK 6
23 Life Giver EN 6
24 Chemist Medicine 60
25 Fast Metabolism
26 Nerves of Steel AG 7
27 Rad Tolerance EN 7
28 Rad Absorption EN 7
29 Light Step PE 6, AG 6
30 9 9 9 9 10 9 9 Almost Perfect
Final 10 10 10 10 10 10 10 All BH Ant Might/Sight
Barkskin
Hematophage
Power Armor Training
Rad Regeneration
Survival Guru
Wired Reflexes
Covert Ops
Auto Axpert
Booster Shot
Pitt Fighter

Character Build: [Torpedo Reno's] Slaver Enforcer[]

Veteran Slaver and Mercenary. Leads a crew of Jericho and Charon.

Sandman
Max Madden
full name: Sandman Rook
S.P.E.C.I.A.L: ST 7, PE 4, EN 7, CH 6, IN 4, AG 6, LK 6
race: Human
affiliation: Paradise Falls
role: Enforcer
favorite armor: Metal armor


Metal helmet

favorite weapons: Super sledge


The Shocker
Mesmetron

Class: Slaver Enforcer Attributes: Strength and Endurance
Level Perk Requirements Info
Level 1 ST 7 PE4 EN 7 CH 6 IN 4 AG 6 LK 6
Tag Melee Weapons, Unarmed, Speech
None
Level 2 Lady Killer None Used for the slight damage bonus against the opposite gender. Also unlocks some dialogue choices with select females.
Level 3 Intense Training None Intelligence.
Level 4 Educated IN 4 More Skill Points per level.
Level 5 Comprehension (IN) 4 Always be sure to hold off on reading books you've collected until you have this perk.
Level 6 Iron Fist (ST) 4 More damage per Unarmed strike.
Level 7 Toughness (EN) 5 +10 to Damage Resistance.
Level 8 Strong Back (ST) 5 (EN) 5 You can carry 50 more pounds of equipment.
Level 9 Iron Fist (ST) 4 More damage per Unarmed strike.
Level 10 Finesse None 5% critical bonus
Level 11 Nerd Rage! (IN)) 5, Science 50 Go ahead. Kill people while they're asleep. Asshole.
Level 12 Life Giver EN 6 More health.
Level 13 Iron Fist (ST) 4 More damage per Unarmed strike.
Level 14 Adamantium Skeleton None Total Wolverine rip-off, man. Not cool.
Level 15 Contract Killer None When you kill a goody-two-shoes, you cut off their ear and sell it to some weird fuck at the Scrapyard for 15 cap an ear...
Level 16 Action Boy AG 6 Adds 25 points to V.A.T.S.
Level 17 Mister Sandman Stealth 60 Kill people when they're in their sleep, silently, quickly, and efficiently. Oh yeah, more XP per kill.
Level 18 [Intense Training]] None Perception.
Level 19 Paralyzing Palm Unarmed 60 You have a 30% chance to paralyze whenever you use an Unarmed attack.
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21 Intense Training None Perception.
Level 22 Better Criticals (PE) 6 (LK) 6 Your critical hits do 50% more damage.
Level 23 Ninja Sneak 60, Melee Weapons 80 Ninja goodness.
Level 24 Bloody Mess None Ewwww.
Level 25 Tag! None Allows the tagging of a fourth skill.
Level 26 Nerves of Steel (AG) 7 Action Points regenerate faster.
Level 27 Puppies! None When Dogmeat dies *again*, he shits out a bastard child from heaven that lands in front of Vault 101. Or hell, if you have Bad Karma.
Level 28 Explorer None Yeah.
Level 29 Warmonger none Ready for your new toys? Well, it requires some assembly first.
Level 30 Almost Perfect None All main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!
Gear: Important Quest Perks/DLC Perks:
Final Stats: ST 10, PE 8, EN 9, CH 3, IN 7, AG 7, LK 10
Final Stats (level 30): ST 10, PE 9, EN 9, CH 9, IN 9, AG 9, LK 10




Character Build: Hawx's Leon (Levels 2-30)[]

Strength - 5 (+4 Almost Perfect)
Perception - 5 (+4 Almost Perfect)
Endurance - 6 (+1 Intense Training) (+3 Almost Perfect)
Charisma - 5 (+4 Almost Perfect)
Intellegence - 8 (+1 Almost Perfect)
Agility - 6 (+3 Almost Perfect)
Luck - 5 (+4 Almost Perfect)


  1. Starting Level
  2. Intense Training (+1 Endurance)
  3. Lady killer
  4. Educated
  5. Child at Heart
  6. Toughness
  7. Bloody Mess
  8. Strong Back
  9. Rad Resistance
  10. Scrounger
  11. Entemologist
  12. Life Giver
  13. Fast Metabolism
  14. Adamantium Skeleton
  15. Cyborg
  16. Action Boy
  17. Better Criticals
  18. Concentrated Fire
  19. Law Bringer
  20. Explorer
  21. Grim Reapers Sprint
  22. Puppies
  23. Solar Power
  24. Robotics Expert
  25. Tag
  26. Silent Running
  27. Commando
  28. Rad Absorption
  29. Finesse
  30. Almost Perfect

Character Build:teckel's Maxed Out Character[]

Level Perk Requirements Info
Level 1 ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2 Intense Training ? Strength-- Head straight to Rivet City and get the IN bobblehead.
Level 3 Gun Nut ? None
Level 4 Educated IN 4 3 more skill points per level
Level 5 Intense Training ? Luck
Level 6 Intense Training ? Strength
Level 7 Intense Training ? Luck
Level 8 Intense Training ? Strength
Level 9 Comprehension ? Start Collecting those books
Level 10 Finesse None 5% critical bonus
Level 11 Strong Back ? Carry more weight
Level 12 Scrounger ? Find more ammo in Containers.
Level 13 fortune Finder ? Find more Bottle Caps.
Level 14 Adamantium Skeleton None Total Wolverine rip-off, man. Not cool.
Level 15 Contract Killer None When you kill a good guy or bad guy, you cut off their ear/finger and sell it to some weird fuck at the Scrapyard for 15 cap an ear...
Level 16 Action Boy AG 6 Adds 25 points to V.A.T.S.
Level 17 Better Criticals ? Crits do more damage
Level 18 Concentrated Fire ? ?
Level 19 Pyromaniac ? More damage with fire
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21 Explorer None All locations Revealed
Level 22 Puppies! (? Get to have dogmeats puppies
Level 23 Intense Training ? Charisma
Level 24 Intense Training ? Agility
Level 25 Intense Training ? Agility
Level 26 Nerves of Steel (AG) 7 Action Points regenerate faster.
Level 27 Rad Tolerance ? More tolerance to radiation.
Level 28 Rad Absorption ? Radiation goes down over time.
Level 29 Here and Now ? gain a level.
Level 30 Almost Perfect None All main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!
Gear:


Character Build: Sigan's Stealth 1st, Cheat 2nd[]

Class: Tank Assassin Starts with stealth crits, cleans up whatever's left. Some book hunting recommended, Perfect at 30.
Level Perk Requirements Notes
1

ST 5 PE 6 EN 5 CH 4 IN 7
AG 6 LK 7

None Bobblehead - Medicine
Tag Small Guns, Sneak, Lockpick None
2 Black Widow None If making a male, you shouldn't take this perk. Pick something else instead. Though, you miss out on the advantages of this perk - 10% damage to males, along with some funny/useful dialog options. Check the perk's "Notes" section for more information.
3 Intense Training(AG) None
4 Educated IN 4
5 Comprehension IN 4
6 Toughness EN 5
7 Bloody Mess None Fun and 5% bonus damage. Makes looting easier, just find a body part.
8 Commando None Or Gunslinger if you prefer, we'll have both by level 11 though.
9 Strong Back ST 5, EN 5 Required for kleptomaniacs
10 Finesse None Somewhat critical to the build.
11 Gunslinger None You notice we're picking a low level perk. This one is optional, pick any perk you want.
12 Silent Running AG 6, Snk 50 The game's cake after taking this one.
13 Sniper PE 6, AG 6 Gotta love 100% stealth crits from long range to the head!
14 Cyborg Med 60, Sci 60 The bonus to Energy Weapons really helps out here.
15 Light Step PE 6, AG 6 Last thing you want is a mine giving away your position while losing a limb as well.
16 Action Girl AG 6 If male, take the alternative.
17 Better Criticals PE 6, LK 6 Makes more weapons capable of 1-hit kills. Remember to aim for the head!
18 Concentrated Fire Energy Weapons 60, Small Guns 60 Useful at long ranges.
19 Tag! (Melee) None Tag whatever you want, this just makes future perks easier to take.
20 Grim Reaper's Sprint None Awesome in crowds. Always target the weakest enemy first, and aim to kill through V.A.T.S.
21 Ninja Melee Weapons 80, Sneak 80
22 Puppies None Makes it possible to start an army.
23 Quantum Chemist None Nice for those that like Nuka-Grenades.
24 Paralyzing Palm Unarmed 70 Fun for pickpocketing.
25 Size Matters

Demolition Expert

EN 5 I didn't actually take this perk once. It's not necessary with high IN so pick something worthwhile. I chose Demolition Expert because in the off chance that I do use some Nuka-Grenades, I want them to be as devastating as possible. Plus, I couldn't really see a better perk.
26 Nerves of Steel AG 7 Critical to a High V.A.T.S. Build character.
27-29 Demolition Expert/Size Matters/Pyromaniac/Robotics Expert Varies Suggestions. All perks required for the build are already taken, These perks facilitate things even further. Though, by level 29 you'll probably want to have taken Robotics Expert to keep you from having any weaknesses. I ended up foregoing Size Matters for a second rank of Demolition Expert and was still able to get Big Guns to 100, so this perk isn't actually necessary.
30 Almost Perfect None Critical for the build, wait to collect S.P.E.C.I.A.L.Bobbleheads until after this.

Doing the Math

  • Through leveling up alone you get a total of 835 points out of 1300. You don't need many books after this. The Comprehension perk makes it so that you need half the books to make the total books necessary around 233 or so. Maybe that sounds a little intimidating, but there are 324 skill books to collect, and none of these numbers take into account your bonuses for the clothing you wear, or Bobbleheads. Bobbleheads give you approximately 156 or 157 skill points, and clothing could make a major difference too. For instance, if you wear the Chinese stealth armor you get +15 to Sneak. From those that's 87 less books you need to collect to get a maxed out character (Coming to a grand total of 146). Make sure you distribute skill points nice and evenly and by the end of the game you will be lacking nothing. This makes for a nice casual gameplay that doesn't require skill book hunting for every skill book. That's what I prefer :)
    • I just recently used the Infinite Scrap Metal bug to level my character up from about 24 to 30. I've noticed that through the skill books I'd found on my own so far, and my skill points I've been able to get all of my skills to 90 or above (including skill Bobbleheads as well). There is seriously zero worrying about skill points with this build, and playing a lower IN character is feasable, and probably more beneficial if using that glitch. 14:29, 22 July 2009 (UTC)

Skill Point Distribution[]

Make sure to have these skills at or above the values listed in order to be able to take the corresponding perks. As long as you follow the perk suggestions every level, you'll never have to worry about your S.P.E.C.I.A.L. attributes at all regarding perk requirements. As I level up I look at the next perk I'm going to take in this table and decide how to spread my skill points out accordingly. For instance, I try to get to 50 Sneak right away for Silent Running and then I prepare for Cyborg by pumping some points into Medicine and Science. If you follow this discipline, you should fulfill all your perk requirements well before you get the chance to take them.

Perk Level Requirements Notes
Silent Running 12 Sneak >= 50 By this level, it should be very easy to achieve this. Still should be somewhat of a priority.
Cyborg 14 Medicine and
Science >= 60
A little bit challenging, since you don't really need Medicine for anything else really.
Concentrated Fire 18 Energy Weapons and Small Guns >= 50 50 of each shouldn't be a big deal, I suggest switching to primarily Energy Weapons after O:A so you can use the Gauss rifle more efficiently. Also, prior to level 14 you only need 50 points in Energy Weapons due to the fact that Cyborg will give you 10 when you take it.
Pyromaniac 19-29 Explosives >= 60 This perk makes the Shishkebab more desireable. When you get Ninja it'll make this perk a must have for those one-strike sneak-crit kills.
Ninja 21-29 Sneak and Melee Weapons >= 80 Sneak above 80 should be a goal for you relatively early on, so that's no big deal. Melee Weapons though, is probably going to cause you to hesitate. Keep in mind that you'll have PLENTY of skill points to max out all your skills as long as you're reading books, and collecting Bobbleheads.
Quantum Chemist 23 Science >= 70 You'll have Science this high anyway, and you'll end up taking Demolition Expert so why not have plenty of Nuka-Cola Quantums to create some awesome Nuka grenades with? Can you find a better perk to take at this point? Then take it...
Demolition Expert 24-29 Explosives >= 50 If you already took Pyromaniac then your requirements are already covered.
Paralyzing Palm 24-29 Unarmed >= 70 This is another perk to take for fun. It encourages you spending skill points evenly, while giving you a goal and something entertaining to look forward to. Easier to pickpocket things with this as well!
Robotics Expert 27-29 Science >= 50 Both Cyborg and Quantum Chemist have higher requirements than this so it should already be fulfilled. If it isn't though, you should really consider doing so as soon as possible. Science and Lockpick are severly crippling to do without!


  • Remember to collect books as necessary, wait until after level 30 to get S.P.E.C.I.A.L. Bobbleheads (except for maybe IN because it gives you more skill points), and use Chinese stealth armor to do the Beneficial Glitch - Infinite Headwear. Cheating is awesome.
  • The quest Those! can be done at any time, and either quest reward can be taken. As long as you wait to collect those Bobbleheads you'll still be able to have a perfect character at the end. If you would rather collect one of the Bobblehead]]s first, that's fine, just wait until later to do that quest.

Final Notes

  • Do Operation: Anchorage at about level 2 or 3. This should bring you up to level 8 or so, without having to worry about skills like Repair, Barter (You really shouldn't ever worry about this skill), or Speech, allowing you to - for the first few levels - focus on Small Guns, Lockpick, Sneak, and Science, while near the end putting some points into Repair for use when you come out of the sim.
  • I suggest collecting the IN bobblehead early (lvl 2-8), and depend on hats for an IN bonus to bring you to 10. If you cheat a little with the Chinese stealth armor it's no big deal, but if you don't want to cheat, and still want a perfect character, wait until after level 30. You won't really get any benefits of having IN at 10 after level 30, but some people are perfectionists :)
  • Don't forget to get Wired Reflexes as well as A3-21's plasma rifle in Rivet City. I messed this up and just took the rifle once, and felt like I was gimped and had to redo things. The character is more than capable without this, but I like using V.A.T.S. to target limbs sometimes - so this is completely optional. You might as well get both though, since it's so easy...
  • Work on the Wasteland Survival Guide early as well. I like to complete this first for the 3% Crit bonus, but it's a very good source for easy XP in the beginning levels.
  • Another goal for you as soon as you feel up to completing it, is to collect all the skill Bobbleheads. Don't wait until you're level 30 to get these, it'll just make your life harder. Do that while keeping in mind NOT to collect the S.P.E.C.I.A.L. Bobbleheads until after 30.
  • I'm one of those people that likes to exploit whatever I can. I make sure to drag Gary 23's body onto the Sim chair in O:A so I can bring back unbreakable equipment. It's challenging to strip a Chinese_assault rifle from a soldier, but it's possible and highly suggested if you don't mind cheating a bit. For those that don't know, all you have to do is pickpocket the ammo from a soldier or person, leave and come back (usually you have to enter and exit through a door or into another cell), or sleep/wait, or save and reload the game. When the person is reloaded, it will not have any ammo for that weapon, so he/she will unequip it into their inventory and voila! It's now able to be stolen.
  • Again, these are just preferences, and not necessary for the build. No equipment makes or breaks this build. The build can thrive naked and unarmed if necessary - though not recommended :) - but I prefer to play it using a combination of stealth, sniping, and just general torture. You play it how you like :)

Character Build: window's easy near perfect ninja/grenadier[]

Class: ninja/grendaier i rule you
Perk
Level 1 ST 9 PE 5 EN 4 CH 1 IN 9 AG 8 LK 4
Tag Repair, Explosives, Sneak
Level 2 Black Widow
Level 3 Intense Training (AG)
Level 4 Educated
Level 5 Comprehension
Level 6 Toughness
Level 7 Bloody Mess
Level 8 Strong Back
Level 9 Scrounger
Level 10 Finesse
Level 11 Commando
Level 12 Silent Running
Level 13 Robotics Expert
Level 14 Cyborg
Level 15 Pyromaniac
Level 16 Better Criticals
Level 17 Action Girl
Level 18 Concentrated Fire
Level 19 Sniper
Level 20 Ninja
Level 21 Grim Reaper's Sprint
Level 22 Chemist
Level 23 Paralyzing Palm
Level 24 Iron Fist
Level 25 Quantum Chemist
Level 26 Warmonger
Level 27 Nerves of Steel
Level 28 Iron Fist
Level 29 Iron Fist
Level 30 Almost Perfect
Gear:
Final Stats: ST 10 PE 10 EN 9 CH 10 IN 10 AG 10 LK 10


Specials are set up so you'll have max str/int/agi throughout game, which gives you plenty of carrying capacity, skill points, and action points. To get perks you'll need luck and endurance bobbleheads, Lucky 8-ball, and Ant Sight. At level 30, with almost perfect, Lucky 8 ball, winterized helmet, and perception bobblehead you'll max all SPECIAL except endurance. Basic strat: Complete operation anchorage early. Sneak around with shishkebab, or at 25+ Deathclaw gauntlet. Save up every nuka cola you find, make only as many Nuka grenades as you use until level 26 when you can make a ton via Warmonger.

Character Build: Rookie's build[]

Class: Unique *Still in progress* Name: Jared Fischer
Perk
Level 1 ST 7 PE 4 EN 7 CH 1 IN 9 AG 7 LK 5
Tag Lockpick, Small Guns, Repair
Level 2 Gun Nut
Level 3 Intense Training (PE)
Level 4 Educated
Level 5 Comprehension
Level 6 Toughness
Level 7 Lead Belly
Level 8 Commando
Level 9 Scrounger
Level 10 Finesse
Level 11 Fortune Finder
Level 12 Pyromaniac
Level 13 Life Giver
Level 14 Lawbringer
Level 15 Fast Metabolism
Level 16 Better Criticals
Level 17 Action Boy
Level 18 Tag! (Energy Weapons)
Level 19 Sniper
Level 20 Grim Reaper's Sprint
Level 21 Silent Running
Level 22 Ninja
Level 23 Quantum Chemist
Level 24 Cyborg
Level 25 Solar Powered
Level 26 Warmonger
Level 27 Nerves of Steel
Level 28 Rad Absorption
Level 29 Strong Back
Level 30 Almost Perfect
Gear:
Final Stats: ST 10 PE 10 EN 10 CH 10 IN 10 AG 10 LK 10


Reasoning: I really like playing in an FPS style. I use the Gauss Rifle in place of a sniper weapon, as it does 2.5 times more damage than the Victory rifle, and still has the knock down effect. Not to mention the ammo can be found on Outcast patrols or Enclave soldiers. I chose Lincoln’s repeater because it is easy to repair, has a decent damage, looks cool as hell, and I can easily make ammo for it by exploiting the ammo glitch from Opperation: Anchorage. The Shishkebab is my favorite melee weapon in the game, and it is even better thanks to the Pyromaniac perk. As you can guess, I enjoy lighting things on fire, so I chose the Rapid Torch Flamer for it's increased damage over the normal Flamer.

Character Build: JasonBreen's Weapon Alpha[]

Class: Lone Wolf Name: John Logan
Perk
Level 1 ST 6 PE 6 EN 6 CH 6 IN 7 AG 6 LK 5
Tag Energy Weapons, Science, Melee Weapons
Level 2 Lady Killer
Level 3 Daddy's Boy (1)
Level 4 Educated
Level 5 Daddy's Boy (2)
Level 6 Strong Back
Level 7 Lead Belly
Level 8 Commando
Level 9 Scrounger
Level 10 Finesse
Level 11 Fortune Finder
Level 12 Pyromaniac
Level 13 Gunslinger
Level 14 Lawbringer
Level 15 Adamantium Skeleton
Level 16 Better Criticals
Level 17 Action Boy
Level 18 Tag! (Energy Weapons)
Level 19 Sniper
Level 20 Grim Reaper's Sprint
Level 21 Silent Running
Level 22 Ninja
Level 23 Quantum Chemist
Level 24 Cyborg
Level 25 Solar Powered
Level 26 Warmonger
Level 27 Nerves of Steel
Level 28 Rad Absorption
Level 29 Mister Sandman
Level 30 Nuclear Anomaly
Gear:


Basic Story:

(Events of the story happen, blah, blah, blah) John Logan had offered to create a new Brotherhood Covert Operation, Weapon Sigma Organization. John had voluteered himself for the program, due to his radioactivley accelerated healing factor (Rad Regeneration), his hieghtened senses of smell and sight (Any of the Fire Ant Perks), and his nerve implants (see The Replicated Man). His skeleton was bonded with the metal Adamantium ( Adamantium Skeleton perk).

•Your SPECIAL stats are impossible. Mention the fact that Ant Sight/Might and the 8 Ball are required. Also, you tag energy weapons twice.

Character Build: DarkEternal's Death Dealer[]

Maxed everything. Death to all! All DLC packs are required to properly complete this character build.
Big shout out to my friends on the ~Fallout Fanatics~ page on Facebook that came to view my build! DarkEternal (talk) 06:26, May 14, 2014 (UTC)

Death Dealer
Death dealer
Full Name: Dark Eternal
S.P.E.C.I.A.L: 10 10 10 10 10 10 10
Affiliation: The Grim Reaper
Role: Headshots
Explosives Expert
Silent Killer
Favorite Armor: Winterized T-51b power armor

Winterized T-51b power helmet
Chinese stealth armor (I always carry this or change into it to steal stuff or when I need a sneak attack)

Favorite Weapons: Anything you wish to deal death with! But here‘s my favorites!
Reservist's rifle
Destabilizer
Experimental MIRV


Level Perk Requirements Info
Level 1 ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2 Lady Killer/Black Widow None Go to Rivet City and get the INT Bobblehead to raise your IN to 10.
Level 3 Swift Learner IN 4 10% Bonus Experience per kill will help you level a bit faster. You'll be raising your stats to max with books.
Level 4 Educated IN 4 3 more skill points per level. You will now have 23 points to distribute per level.
Level 5 Comprehension IN 4 Books will give 2 points instead of 1. Read them as you collect them.
Level 6 Gunslinger None Improved accuracy in V.A.T.S. with one handed weapons such as pistols.
Level 7 Toughness EN 5 More Damage Resistance is always a good thing!
Level 8 Strong Back ST 5 EN 5 Able to carry 50lbs more equipment.
Level 9 Scrounger LK 5 Find more ammo in containers than normal.
Level 10 Finesse None An added 5% chance of a critical hit.
Level 11 Commando None Improved accuracy in V.A.T.S. with two handed weapons such as rifles.
Level 12 Intense Training None Raise your Agility to prepare for the next perk. Complete Those! and take the Ant Sight to increase PE to 6.
Level 13 Sniper AG 6 PE 6 Increase chance to hit opponents head in V.A.T.S. by 25%
Level 14 Adamantium Skeleton None Limbs only receive 50% of the damage they normally would.
Level 15 Contract Killer or Lawbringer None Are you good or evil? Evil players should pick Contract Killer, good players should pick Lawbringer. Of course, you can pick the opposite and become good or evil…either way you make caps!
Level 16 Action Boy/Action Girl AG 6 Adds 25 points to V.A.T.S.
Level 17 Better Criticals PE 6 LK 6 50% more damage when you land a critical hit on your opponent.
Level 18 Concentrated Fire Energy Weapons 60, Small Guns 60 Your accuracy to hit any body part while in V.A.T.S. increases with each subsequent hit.
Level 19 Mister Sandman Sneak 60 Option to kill sleeping humans or ghouls while in Sneak Mode for bonus EXP.
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after killing an enemy in V.A.T.S.
Level 21 Cyborg Medicine 60, Science 60 Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill.
Level 22 Pyromaniac Explosives 60 Do an additional 50% damage with fire based weapons like the Flamer and Shishkebab.
Level 23 Tag! None Select a 4th skill to be a Tag Skill, instantly raising it 15 points. Do this for your lowest skill.
Level 24 Ninja Melee Weapons 80, Sneak 80 When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Level 25 Intense Training None Raise your Agility to 7 so you can get the next perk.
Level 26 Nerves of Steel AG 7 Action Points regenerate faster.
Level 27 Bloody Mess None Characters and creatures you kill will often explode into a red, gut-ridden, eyeball strewn paste. And you’ll do an extra 5% damage with all weapons!
Level 28 Robotics Expert Science 50 Do an added 25% damage to robots. If you sneak up on a hostile robot undetected, you can put it in a shutdown state.
Level 29 Entomologist IN 4, Science 50 Do an added 50% damage every time you attack a mutated insect.
Level 30 Almost Perfect None SPECIAL stats raised to 9. Collect the remaining Bobbleheads.
Gear:
Important Quest Perks/DLC Perks:


Notes[]

You will need VERY FEW books with this build. My advice is to start reading every book you come across as soon as you acquire the Comprehension perk. I never actually went looking for any books and only had to distribute 9 points at level 30 to max all my skills.
It is entirely possible to reach Level 30 before starting the Following in His Footsteps quest. I have all the DLC's and was able to achieve Level 30 before I completed all the DLC's.
If you wish to get the +6% Damage Resistance for Survival Guru take a Buffout before speaking to Moira.
Make sure you complete the quest Those! prior to reaching level 13. Why? Well you'll need the Ant Sight perk to raise your Perception to 6 so you can get the Sniper perk.
Note that I left Fortune Finder out. I did this for a very good reason. If you are a hoarder like myself, you will collect everything you can from dead enemies and steal everything possible (cracking safes, registers, etc.) and sell them for TONS of Caps. You won't need to find extra caps, and can take another perk instead.
I also left out Rad Absorption. Why? Well, you should have a nice supply of Rad Away from stealing and buying it when you have the chance. Plus with your high Medicine, you can use a few and take it down. Add to that your Rad Resistance from your T-51b power armor and the Cyborg perk, and you're sitting pretty as far as Rad Resistance goes.
I added Robotics Expert and Entomologist late due to a few reasons. For one, other than a few Side and Unmarked Quests, completing Operation: Anchorage, Point Lookout, Mothership Zeta and The Pitt should allow you to reach Level 30 before you really get into the main storyline. Meaning, you won't have much occasion to come across robots or insects. Once you start doing the main, side and unmarked quests, you'll find yourself roaming the wastes and running into those pesky Albino Radscorpions and Sentry Bots! The added damage from taking those 2 perks will help tremendously...especially on harder difficulties.
Bloody Mess, however, is just a fun perk to have! I mean, who doesn't enjoy seeing their enemies explode into a mixture of limbs, guts and eyeballs? If you don't, then heck, you're playing the wrong game! The added 5% damage with all weapons is just a bonus...and who doesn't like doing a bit more damage in those hairy situations you always seem to get into?
Basically, this build incorporates every perk necessary to use any weapon you desire for maximum damage and lethality. Fallout 3 doesn't get much more fun than that!
I'll fill in some more info as I progress in the game using this pwnage build!
Edit - Oct. 20, 2009: I'm happy to relay that this build is the best I've made or used to date. I decimated everything in my path even on Very Hard difficulty. Seeing how this is a high Intelligence build, I'll start working on a high Strength build as an alternative!


Review - 23/05/2010: A great build, one of the best around imo. I followed this pretty much to the letter (aside from changing one or two perks here and there for personal taste), and found myself being practically immortal out on the wastes.


Question: Great build, but just one problem with it. Why take Sandman instead of Silent Running? Thanks for your help!

Answer: I take the Sandman perk for a personal reason. Basically it's fun to wear the Chinese Stealth Suit, sneak into houses and kill people for the experience and to loot them. I don't see any issues substituting Silent Running for Sandman if you prefer.

Character Build: [Antily3fs] Gunslinger[]

Old Weathered Gunslinger come to cleanse the world of Evil, Leads Typically Charon in a Regulator duster with the Reservist Rifle at a Distance or Close and Dogmeat or Dogmeats Puppy

Roland
http://i304.photobucket.com/albums/nn170/freekittin2000/DEC062284_hi_DARK_TOWER_GUNSLING-1.jpg
full name: Roland Deschian
S.P.E.C.I.A.L: ST 4, PE 7, EN 4, CH 7, IN 4, AG 8, LK 6
race: Human
affiliation: Regulators, Temple of the Union, The Railroad
role: Regulator, Gunslinger, and Diplomat
favorite armor: Regulator duster


Shady hat

favorite weapons: Blackhawk


Jingwei's shocksword
Railway rifle
Victory rifle
Terrible Shotgun

Class: Regulator/Diplomat Attributes: Agility, Perception, and Charisma
Level Perk Requirements Info
Level 1 ST 4, PE 7, EN 4, CH 7, IN 4, AG 8, LK 6
None Tag Repair, Small Guns, Speech
Level 2 Gun Nut None + 5 to Small Guns and Repair.
Level 3 Intense Training None Endurance.
Level 4 Educated IN 4 More Skill Points per level.
Level 5 Scoundrel CH 4 Remember you’re a Diplomat and a Slayer of Evil, + 5 to Barter and Speech
Level 6 Gunslinger None Better aim in VATS with Pistols
Level 7 Toughness EN 5 +10 to Damage Resistance.
Level 8 Strong Back ST 5 EN 5 You can carry 50 more pounds of equipment.
Level 9 Scoundrel CH 4 + 5 to Barter and Speech
Level 10 Animal Friend CH 6 No more unprovoked Animal Attacks
Level 11 Animal Friend (2) CH 6 Animals assist you in battle against non-animals when their around
Level 12 Sniper PE 6, AG 6 Improved Accuracy with head shots in VATS
Level 13 Finesse None More luck
Level 14 Lawbringer None Caps and Good Karma for evil Fingers Perfect
Level 15 Light Step PE 6, AG 6 No More worrying about Land mines blasting you to pieces
Level 16 Action Boy AG 6 Adds 25 points to V.A.T.S.
Level 17 Tag! None Raise Your Barter make it cheaper to get Charon
Level 18 Intense Training None Endurance.
Level 19 Life Giver EN 6 +30 HP
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21 Intense Training None Agility.
Level 22 Puppies! None Your going to want Dogmeat with you at all times
Level 23 Scoundrel CH 4 + 5 to Barter and Speech
Level 24 Deep Sleep None + 10% Xp bonus in any bed
Level 25 Night Person None + 2 to Intelligence and Perception
Level 26 Nerves of Steel AG 7 Action Points regenerate faster.
Level 27 Intense Training None Endurance
Level 28 Solar Powered EN 7 + 2 Strength when in Sunlight, and Health Regeneration (Slow)
Level 29 Explorer None Time To Roam the Evil Wastes and Obliterate Evil.
Level 30 Almost Perfect None All SPECIAL stats are raised to 9.
Gear: Important Quest Perks/DLC Perks:
Final Stats (level 30): ST 9, PE 9, EN 9, CH 9, IN 9, AG 9, LK 9

Antily3f 05:27, September 9, 2009 (UTC)

Character Build: [Antily3fs] Project 06[]

Super-Soldier, results of a U.S. government project. He was the only success and when the Enclave discovered him they activated him and sent him out to infiltrate and eradicate the BoS. Obeys President Eden’s Command to use the Mutated FEV in Project Purity

Six
http://i576.photobucket.com/albums/ss205/waffles036/terminator.jpg
full name: James Gunner III
S.P.E.C.I.A.L: ST 7, PE 7, EN 7, CH 7, IN 4, AG 5, LK 3
race: Cyborg
affiliation: Enclave
role: Infiltrator, Terminating Unit, Spy
favorite armor: Enclave Hellfire armor


Enclave Hellfire helmet

favorite weapons: Fisto!


Gauss rifle
Vengeance
Eugene
Jack

Class: android Attributes: Strength and Endurance
Level Perk Requirements Info
Level 1 ST 7, PE 7, EN 7, CH 4, IN 6, AG 5, LK 4
None Tag Unarmed, Big Guns, Energy Weapons
Level 2 Intense Training None Intelligence
Level 3 Intense Training None Strength
Level 4 Educated IN 4 More Skill Points per level.
Level 5 Iron Fist ST 4 + 5 to Unarmed
Level 6 Lead Belly EN 6 Drink Water with Less Rads.
Level 7 Toughness EN 5 +10 to Damage Resistance.
Level 8 Strong Back ST 5 EN 5 You can carry 50 more pounds of equipment.
Level 9 Size Matters EN 5 Big Guns are your Friend
Level 10 Size Matters EN 5 Big Guns are your Friend
Level 11 Finesse None Better Luck
Level 12 Cannibal None Eat the Living to regain your Life
Level 13 Life Giver EN 6 + 30 Health You will be mighty
Level 14 Contract Killer None Caps and Bad Karma for the Ear of the Weak and Good Perfect
Level 15 Cyborg Medicine 60, Science 60 Become more efficient with Energy Weapons and dehumanize your self
Level 16 Adamantium Skeleton None Less Limb Damage
Level 17 Tag! None Raise Your Science, Melee or Medicine/ or Small Guns if less than 60
Level 18 Concentrated Fire Energy Weapons 60 Small Guns 60 Vats Aim with you Smaller Weapons
Level 19 Paralyzing Palm Unarmed 70 Paralyze your Enemies when fighting unarmed
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S after using upon killing enemy in V.A.T.S
Level 21 Solar Powered EN 7 Extra Strength in the Sun and Slow Health Regen
Level 22 Fast Metabolism None + 20% Health From Stim-Packs
Level 23 Iron Fist ST 4 Time to Crush your Enemies like Conan
Level 24 Deep Sleep None + 10% Xp bonus in any bed
Level 25 Bloody Mess None Gore Gore Gore + 5% Damage
Level 26 Rad Tolerance EN 7 No Effects From your Constant Rad Poisoning
Level 27 Intense Training None Endurance
Level 28 Little Leaguer ST 4 + 5 to Melee and Explosives
Level 29 Explorer None Time To Roam the Wastes Killing Everything that pisses you off for being nice
Level 30 Nuclear Anomaly None Become a walking Bomb
Gear: Important Quest Perks/DLC Perks:
Final Stats (level 30): ST8, PE 7, EN 8, CH 4, IN 7, AG 5, LK 4

Antily3f 03:52, November 13, 2009 (UTC)

Character Build: Ultimate Character[]

This character is designed to have 100 in all skills, and 10 in all attributes, along with perks that will genuinely make your character stronger in combat. In this character construction only one perk is not put towards end game perfection, and the genuine reason for that is it is necessary since a filler is needed. Remember DO NOT get any attribute bobbleheads before taking almost perfect.

Level Perk Requirements Info
Level 1 ST 6 PE6 EN 6 CH 1 IN 8 AG 7 LK 6
Tag Explosives, Repair, Speech
None
Level 2 Lady Killer/Black Widow None +10% damage against opposite sex, more useful if your character is a girl but still this perk isn't too bad.
Level 3 Swift Learner IN 4 Filler
Level 4 Comprehension IN 4 Books will give 2 points instead of 1. Read them as you collect them. This will allow for 100 in all skills.
Level 5 Entomologist IN 4 Science 40 +50% damage against all insects. More useful a perk than it first sounds. Especially with albino radscorpions from BS.
Level 6 Toughness EN 5 More damage resistance, you don't even have to think about this one peeps.
Level 7 Bloody Mess None Now before you go and judge this perk, I have chosen it not for aesthetics, the +5% damage boost is its sole purpose.
Level 8 Strong Back ST 5 EN 5 Able to carry 50lbs more equipment. A useful perk.
Level 9 Commando None Improved accuracy in V.A.T.S. with two handed weapons such as rifles.
Level 10 Finesse None An added 5% chance of a critical hit. This is another no brainer.
Level 11 Rad Resistance EN 5 +25% radiation resistance
Level 12 Life Giver EN 5 +30 Health, what possible reason could anyone have for not choosing this?
Level 13 Sniper AG 6 PE 6 Increase chance to hit opponents head in V.A.T.S. by 25%
Level 14 Adamantium Skeleton None Limbs only receive 50% of the damage they normally would.
Level 15 Pyromaniac Explosives 60 +50% damage with any weapon using fire. So thats increased damage with Heavy incinerator, Flamer, Shishkebab.....
Level 16 Action Boy/Action Girl AG 6 Adds 25 points to V.A.T.S.
Level 17 Better Criticals PE 6 LK 6 50% more damage when you land a critical hit on your opponent.
Level 18 Cyborg Medicine 60, Science 60 Added 10% Damage, poison and radiation resistance. Adds 10 points to the Energy Weapons skill. One of the best.
Level 19 Robotics Expert Science 50 +25% damage to robots, plus you can sneak up to a robot and deactivate it, personally I picked it for the damage.
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after killing an enemy in V.A.T.S.
Level 21 Silent Running Agility 6, Sneak 50 With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt. The second bit is the reason its here. Pretty handy for getting those sneak attack criticals we all love.
Level 22 Light Step PE 6, AG 6 Never set off a floor based trap, pretty handy.
Level 23 Paralyzing Palm Unarmed 70 Chance to paralyze in VATS when you're unarmed (power fists work)
Level 24 Ninja Melee Weapons 80, Sneak 80 When attacking with Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Level 25 Puppies None Unlimited dogmeats. Plus ups his health to 1000, Dogmeat is like a tank pretty much, attracting all the attention while you annihilate, this perk means you don't have to keep worrying about him dying. Plus he is an amazingly convenient companion.
Level 26 Iron Fist ST 4 +5 unarmed damage
Level 27 Iron Fist ST 4 +5 unarmed damage
Level 28 Iron Fist ST 4 +5 unarmed damage
Level 29 Nerves of Steel AG 7 Action Points regenerate faster.
Level 30 Almost Perfect None SPECIAL stats raised to 9. Collect all attribute bobbleheads now.
Gear:
Important Quest Perks/DLC Perks:


At end game this character will have 100 in all skills and 10 in all attributes, along with 85% damage and radiation resistance. All of the perks save one are aimed at making him the strongest combatant, in all fields. The perk demolition expert has been missed out, and if you are heavily reliant on explosives then feel free to customize this character to fit your needs. Also I would like to point out that this is not the order I chose these perks in, so feel free to do things in whatever order you want. But the filler perk (+10% exp) is best taken as early as possible. Feel free to make suggestions. Peace Comments/Suggestions:If you're playing on very easy,I highly recommend you don't take Life Giver, because on very easy it's pretty much impossible to get killed-Weevil100

KatamariLovesSpock's Ghosty Diplomat[]

This build is only a rough guideline obviously, and only covers levels 1-20. But this build does expect you to have Operation Anchorage as well as The Pitt DLC's. With this build It's meant to focus on four major things really... Small Guns, Sneak, Barter, and Speech. Going to LV 30 will allow you to get higher Lockpick and other vital skills, this is based on getting to LV 20, ,mainly because I don't have the time to put into this. I may update it to LV 30 when I get a chance.

S.P.E.C.I.A.L. 3 6 3 6 8 8 6

Tag Skills: Lockpick, Repair, Sneak

LV1 Start

LV2 Gun Nut (1) Start out with the Gun Nut Perk's to get a nice base of Repair and Small Guns considering you will spend a lot of time repairing things such as armour and weapons to sell.

LV3 Gun Nut (2)

LV4 Gun Nut (3)

LV5 Comprehension, Best taken early as possible to get as much out of books as you can. I would suggest not reading books until this perk is taken.

LV6 Educated, Everyone loves extra skill points!

LV7 Fortune Finder, A nice perk to have to get some extra caps. LV8 Bloody Mess, Increased damage of 5% with all weapons, I'll take it.

LV9 Commando, Considering this build is based on two handed silent weapons It's a nice perk to have for those V.A.T.S users.

LV10 Scrounger, Everybody loves ammo!

LV11 Finesse, I love any higher chance of getting a nice critical!

LV12 Sniper, Gotta love a beautiful headshot.

LV13 Silent Running, What a sneaky snake.

LV14 Master Trader, Considering I spend a lot of time repairing and selling things as well as buying what I need this seems like a proper perk.

LV15 Lawbringer, I generally play as a good character, but thats just me. Can obviously be replaced by Contract Killer.

LV16 Better Criticals, Gotta love 'em!

LV17 Action Boy, Extra AP, YES PLEASE!

LV18 Scoundrel (1) I tend to take these just to get some more Speech and Barter, hints the whole ghosty diplomat. LV19 Scoundrel (2)

LV20 Grim Reaper's Spirit, Replenishing that vital V.A.T.S

Vital Quest Perks...

Ant Sight (Those!)

Hematophage (Blood Ties), Over time you find quite a few Blood Packs so this perk seems like a healthy alternative to Stimpak perk's since you don't get it through leveling up.

Rad Regeneration (Wasteland Survival Guide), Just make sure you have more than 400 rads at all times to makes sure this works.

Wired Reflexes (The Replicated Man)

Covert Ops (Operation Anchorage)

Vital Gear...

Chinese Stealth Armour, Perforator (Gun), Victory Rifle (Gun)



NOT PART OF MY BUILD


_____________________________________________________________________________________________________

Level Perk Requirements Info
Level 1 ST 5 PE5 EN 5 CH 5 IN 9 AG 5 LK 6
Tag Small Guns, Repair, Speech
None
Level 2 Intense Training ? Strength-- Head straight to Rivet City and get the IN bobblehead.
Level 3 Gun Nut ? None
Level 4 Educated IN 4 3 more skill points per level
Level 5 Intense Training ? Luck
Level 6 Intense Training ? Strength
Level 7 Intense Training ? Luck
Level 8 Intense Training ? Strength
Level 9 Comprehension ? Start Collecting those books
Level 10 Finesse None 5% critical bonus
Level 11 Strong Back ? Carry more weight
Level 12 Scrounger ? Find more ammo in Containers.
Level 13 fortune Finder ? Find more Bottle Caps.
Level 14 Adamantium Skeleton None Total Wolverine rip-off, man. Not cool.
Level 15 Contract Killer None When you kill a good guy or bad guy, you cut off their ear/finger and sell it to some weird fuck at the Scrapyard for 15 cap an ear...
Level 16 Action Boy AG 6 Adds 25 points to V.A.T.S.
Level 17 Better Criticals ? Crits do more damage
Level 18 Concentrated Fire ? ?
Level 19 Pyromaniac ? More damage with fire
Level 20 Grim Reaper's Sprint None Instantly replenish V.A.T.S. after using upon killing enemy in V.A.T.S.
Level 21 Explorer None All locations Revealed
Level 22 Puppies! (? Get to have dogmeats puppies
Level 23 Intense Training ? Charisma
Level 24 Intense Training ? Agility
Level 25 Intense Training ? Agility
Level 26 Nerves of Steel (AG) 7 Action Points regenerate faster.
Level 27 Rad Tolerance ? More tolerance to radiation.
Level 28 Rad Absorption ? Radiation goes down over time.
Level 29 Here and Now ? gain a level.
Level 30 Almost Perfect None All main SPECIAL stats are raised to 9. Now go and collect those bobbleheads!





mario4356's Perfect Character []

mario4356's Perfect Character

After plenty of days of straight playing seeing how I can make the best of the best character for PS3/Xbox360 (I did it on the xbox360) It has come to my attention that I should share it ,because the calculations are just boring…. Really you just wanna go in with a fatman blasting people don’t you? Yeah… its written all over your face J. now in order to get the perfect character you will need a SPECIAL of : Strength 6 Perception 1 Endurance 6 Charisma 6 Intelligence 10 Agility 6 Luck 5 Tag skills being:

Barter:(because theres only 23 Tales of a Junk town Jerky Vendor that and you’ll need it to get stimpaks in the beginning for the lack of perception.)

Lockpick:(As most of the people who played through Vault 108, theres a book that’s under the stepladder that’s unreachable unless you blow it up that and lock pick is probably the best skill out of all of them in my opinion)

Speech: ( There is 23 books ,but through glitching you can get 25 including paradise falls which ill never use. I leave it sitting in my house for looks if you ask me because there’s only 1. You’ll also want speech for the xp glitch with pappy at big town)

When your at the door to the wasteland (DO NOT LEAVE) save and make sure your skills are set to the following

Barter:32 Big Guns:17 Energy Weapons:7 Explosives:7 Lockpick:22 Medicine:25 Melee weapons:17 Repair:25 Science:25 Small guns:17 Sneak:17 Speech:32 Unarmed:17

vvvvv 3 IMPORTANT NOTES!!!!!!!!!!!!!!!!!!!!!!!!!!!! vvvvv (FROM THIS POINT ON NEVER GIVE A SKILL POINT TO “BIG GUNS” or “SCIENCE” as theres a way to get infinite.) (DO NOT GO ANYWHERE NEAR “BETHESDA RUINS” OR “SHALEBRIDGE”) The main reasons you shouldn’t go to these places are:

1.)Bethesda ruins is the best place to obtain the firelance from a random event and you may accidently set off the wrong random event erasing your best chance at getting the alien gun firelance.Also in the east office building here has a raider with a flamer that carrys US Army 30 handy flamethrower recipes that respawn on her every 73 hours.

2.)shalebridge is one of the most glitchy places ever and the only place to get infinite copys of big books of science from an ant researcher.The only way to get infinite books is enter shalebridge tunnels with a laer pistol and sneak attack all the ants. At the end of the tunnel theres some big ants that are hostile kill them but DON’T search their bodys as the glitch wont work. There should be a dead guy in that room so search him get the book leave and go back to megaton wait 73 hours repeat for another book (the ants don’t respawn but the hostile ant researcher with the book does) Theres a guide on this site use it if you must.

3.)NEVER collect ANY bobbleheads or speak to Colin moriarty or attempt to advance the main quest/story line.(Meaning you cant go to GNR or fix the radio tower!)


When you leave vault 101 you may level up if not go kill a few things ,but as soon as you level up to level 2 pick the black widow/lady killer perk because honestly gun nut and swift learner is a waste right now and black widow lady/killer(depending on gender of your character)have funny options.

At this point you should go to megaton and talk to Mr. Burke to get the fusion pulse charge, but don’t rig it to explode instead disarm the bomb and get your caps from Lucas Sims. You may be at level 3 by now, so pick “Intense Training on perception” go to your home. From here on is your own choice of where to go ,but ill tell you what to pick for perks. You can get power armor training and star paladin cross EARLY so that may help.

I mainly do it for a follower who can carry my crap ;)

Heres a list of the perks you should have when you reach level 20 w/o broken steel.

Level2: lady killer

Level3: Intense Training on perception

Level4: Educated

Level5: Comprehension Best do the shalebridge big book of science glitch to get the Entomologist perk. Level6: child at heart

Level7: Entomologist

Level8: Intense Training on strength Quest:Ant might perk from those!

Level9: Intense Training on endurance Start “Big Trouble in Big Town” save red and shorty and raise medicine to level 40 and heal time bomb to get the Lucky 8 ball for the Mysterious Stranger Perk Level10: Scrounger Raise you sneak to 60 during the next few level ups for the mister sandman perk. Level11: Mysterious Stranger

Level12: Animal Friend 1

Level13: Animal Friend 2

Level14: Mister Sandman

Level15: Fast Metabolism

Level16: Law Bringer

Level17: Cotract Killer

Level18: Adamantium Skeleton

Level19: Intense training on agility

Level20: Grim Reaper’s Sprint




By level 20 your SEPCIAL and Skills should be the following:


Strength 8 Perception 2 Endurance 7 Charisma 6 Intelligence 10 Agility 7 Luck 6(With Lucky 8 ball)

Barter: 60 Big Guns: (depends on how many skill books you farmed from the raider with the flamer in Bethesda ruins) Energy Weapons: 60 Explosives: 60 Lockpick: 60 Medicine: 60 Melee weapons: 60 Repair: 60 Science: (depends on how many skill books you farmed from the ant researcher in shale bridge tunnels) Small guns: 60 Sneak: 62 Speech: 60 Unarmed: 60

Just make sure these are your stats when you reach 20 and you should be fine. NOW FOR BROKEN STEEL! To tell you the truth I don’t have any add-ons so I don’t know any of the quests but I know the perks to pick from here because I did all the calculations to perfect people oh yeah did I forget no bobblehead collecting? No I didn’t so you better not have collected any bobbleheads. Becareful not to start trouble on the home front on accident although you can’t anyway just don’t forget the medicine bobblehead in the near future.You probably want me to shut the hell up and give you the perk list so here you go:

Level21: strong back

Level22: Puppies!

Level23: Quantum Chemist

Level24: Action boy/girl

Level25: Cannibal


Level26: paralyzing palm

Level27: night person

Level28: Solar powered

Level29: Chemist

Level30: almost perfect.


Once you have the almost perfect perk you can collect all the bobbleheads and become king of fallout3. Only things left to do are some quests, collecting items, and finding bug exploits. If you have a way to improve this character build or need help with anything leave a comment or private message me on my youtube channel:

http://www.youtube.com/user/mario4356

OU2F's Vault Hero[]

S - 5 P - 5 E - 7 C - 5 I - 9 A - 5 L - 5

  • NOTE* Right after leaving Vault 101 you must run to Rivet City, this is located at the South-East corner of the map, just remember to not level be you do so. Once at Rivet City go to the science lab and grab the Intelligence BH. This is so you have 10 Intelligence at level 2, allowing you to gain the maximum amount of skill points.
  • ANOTHER NOTE * This is not another "Perfect Character" guide. There is no such thing as a perfect character in Fallout 3 due to the wide amount of play styles.
  • SERIOUSLY ANOTHER NOTE * Collect all the Bobbleheads ASAP. Some of the Perks require higher Special Stats then the initial ones. So yeah.

Tag Skills

Combat Skill - Small Guns ( This is because small guns are the most common weapons in the game, therefore it becomes a great starting skill. ) Secondary Skill - Repair ( Just like Three Dog claims, repairing your weapon is vital, with this skill you can keep your gun in tip top shape, perfect for killing. ) Other Skill - Science ( This can really be anything, I usually choose Lockpick, or a secondary combat skill, like explosives or big guns, however I have been working on the Hack 50 Terminals achievement so Science was my best bet. )

PERK LIST

Level 2: Lady Killer. An important perk that is often overlooked. The extra 10% Damage against Females can come in handy during any point of the game, there are also no other perks that are vital at level 2 and 3, unless you use Intense Training.

Level 3: Intense Training. This can be used on any skill, however I usually put it towards Agility, due to the perks you can get at level 6 agility, however feel free to do whatever

Level 4: EDUCATED. THIS IS A MUST. The extra 3 skill points are vital, get this perk right when you reach level 4, no later then that.

Level 5: Comprehension. At level 5 you may have collected several skill books. Read them now, don't read any books before level 5, 2 skill points are better then 1.

Level 6: Toughness. Free Damage Resistance is always nice. Take advantage of it.

Level 7: Gun Slinger. Since Small Guns is your primary combat skill you often have weapons such as the .44 Magnum or the 10mm Pistol, this adds to their V.A.T.S. accuracy.

Level 8: Strong Back. After wandering through the wastes you find things you want to pick up and store in your inventory, this allows you to pick up an extra 50 pounds in items.

Level 9: Commando. Like said before this is based off the Small Guns combat skill, this gives 25% chance more to hit in V.A.T.S with rifles. How nice.

Level 10: Finesse. An extra 5% for critical hits may not seem like much, but its a nice bonus to have.

Level 11: Scrounger. Having ammo is awesome, and at level 11 I honestly see no major perks you need, unless you really want Animal Friend.

Level 12: Life Giver. 30 + Hp, take it.

Level 13: Sniper. 25% more chance to hit a targets head in V.A.T.S. BOOM HEADSHOT!

Level 14: Adamantium Skeleton. Your limbs take half the normal damage. Whenever a perk reduces damage done to you take it.

Level 15: Cyborg. This is another one of those Damage Resistance perks. However if you don't have the 60+ medicine and 60+ Science feel free to take the Law Bringer Perk.

Level 16: Action Boy/Girl. 25+ more AP points = more time in V.A.T.S. = more people killed = Take this perk.

Level 17: Better Critical's. Your critical's do 50% more damage now. Go kill some people.

Level 18: Your choice. If you didn't take the cyborg perk at level 15 take it now, if you did then take the Law Bringer Perk or take Concentrated Fire.

Level 19: Paralyzing Palm or Concentrated Fire. If at level 18 you took Law Bringer then now is the time to take CF, however if the Law Bringer perk is useless to you then take PP. Hah I said PP.

Level 20: Grim Reapers Sprint. This is pretty much a V.A.T.S. Build. This is just common sense now.

Level 21: Explorer. Why in gods name would you actually look for every location. Don't waste your time, take this perk.

Level 22: Quantum Chemist. Normal Nuka Colas are bland and not fun to place around your house, turn them into Quantums and make some more Nuka grenades.

Level 23: Silent Running. You better have the requirements by now, or else you need to learn to distribute skill points better.

Level 24: Your choice. I would suggest Child at Heart or Entomologist.

Level 25: Cannibal. Honesty, why not. Just go eat some people now.

Level 26: Warmonger. You know you don't want to find the schematics, just take this perk.

Level 27: Master Trader. There are no Major Perks you need at this level anyway, nothing game changing.

Level 28: Tag? Um. Did you forget to level up a skill, take this if you did. If not then IDK what in gods name you need.

Level 29: Robotics expert? I'm just naming perks now.

Level 30: Almost perfect. Just take it. I'm telling you, take it.

I hope this helps. Like, I really do.

Character build: Schredas' Gun Nut[]

Name: Patrick Washington

S.P.E.C.I.A.L.: 5 5 5 5 9 5 6 (all 10 with Almost Perfect)

Affiliation: Enclave (former), Fawkes

Role: Retired Enclave officer

Favorite armor: Chinese stealth armor, Confederate hat, Ledoux's hockey mask

Favorite weapons: Vengeance, Victory rifle, Trench knife

PERKS COME HERE LATER, THE AUTHOR IS TOO TIRED TO LIST THEM


Character Build: James Ocogner's Specialist[]

Affiliation- Vault 101 Megaton the United States Armed Forces and Commonwealth

Tag skills- Energy weapons(pew pew!), Lockpick (SNAP... Aww crap!), Small guns (POP POP POP!!), and with Tag! skill Stealth (Wait, what was that noise?!)

S.P.E.C.I.A.L- Strength=8 Perception=5 Endurance=6 Charisma=1 Intelligence=8 Agility=6 Luck=6

Perks- I will not reveal all of my perks but here are what you need for this class(Not in any order just so you know except for Here and Now which is lvl 29) Puppies! Intense Training6x divided amongst all except Charisma Ninja Black Widow or Lady Killer Infiltrator (perk) all special perks A.K.A. perks like Cannibal or Mysterious Stranger and perks that increase your tag skills like Gun Nut or Cyborg especially also no Almost Perfect use Nuclear Anomaly instead to make the rest of the game WAY better if you haven't gotten to the end of the whole game a.k.a. 100% done got it!

Equipment= Weapons- Infiltrator (weapon) Deathclaw gauntlet Plasma grenade and Pulse grenade Armor- I use the Regulator duster or unique variants and the Oasis druid hood when roaming around, I use the Enclave Hellfire armor and T51b helm when in heavy conflict,and lastly the Chinese stealth armor

Made By- AN ANONYMOUS USER (that is my profile name so ha!

Character Build: Perfect Lone Wanderer[]

Perfect SPECIAL, Perfect Skills, Killing Machine


Lone Wanderer

[[File:|250px|center]]

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

10 10 10 10 10 10 10

affiliation:

None

role:

Murdering Everything
Well Rounded Fighter

favorite armor:

Ranger battle armor
Desmond's eyeglasses
Pre-War baseball cap

favorite weapons:

A3-21's plasma rifle
Lincoln's repeater
Xuanlong assault rifle


  • Tip: Make sure to take advantage of the skill books that re-spawn Big Book of Science and U.S. Army: 30 Handy Flamethrower Recipes which appear on an Ant Researcher in Shalebridge and on a Raider in Bethesda Ruins respectively. These people re-spawn every 73 game hours, so you could leave the area and wait 73 hours in-game and then return to get another book. Rinse, lather and repeat. WARNING: Doing this may cause your game to freeze upon re-entering Shalebridge. There are ways to work around this, just check the Shalebridge page under bugs.
  • Tip: You MUST get the Ant Sight perk prior to reaching Level 12 as you need the +1 to Perception to get some of the perks listed below.
  • Tip: You MUST get the Lucky 8-ball perk prior to reaching Level 11 and keep it in your inventory as you need the +1 to Luck to get some of the perks listed below.
  • Tip: Do NOT get any SPECIAL Bobbleheads prior to reaching Level 30 as you will then be unable to have a permanent 10 in each SPECIAL. Get any skill (Medicine, Science, etc.) Bobbleheads ASAP.
  • Tip: Do not use any skill books prior to getting the Comprehension perk.
  • Tip: Plan your skill points accordingly upon leveling up to get the requirement for the perks listed below.


Class:

Well-Rounded Killing Machine

Attributes:

Powerful/Invincible

Level

Perk

Requirements

Info

Level 1

ST 5 PE 5 EN 6 CH 6 IN 7 AG 6 LK 5
Tag Small Guns, Unarmed, Lockpick

None

Level 2

Lady Killer

None

+10% damage to Female enemies. Useful since early on most enemies faced are Raiders (which will occasionally be female).

Level 3

Any Available Perks

Do NOT take Intense Training or Swift Learner. I would recommend Gun Nut, Little Leaguer or Thief

Level 4

Iron Fist

ST 4

+5 damage to Unarmed attacks.

Level 5

Comprehension

IN 4

Must have to help reach 100 in all skills.

Level 6

Fortune Finder

LK 5

Probably my favorite perk, I've found 300+ caps in containers

Level 7

Iron Fist

ST 4

Level 8

Scrounger

LK 5

Also one of my favorites, I've found 10+ missiles in containers.

Level 9

Commando

None

Must have, higher accuracy in V.A.T.S. with 2 handed weapons (Hunting Rifle, Assault Rifle, etc.)

Level 10

Strong Back

ST 5, EN 5

+50 pounds of carry weight. Extremely useful.

Big Town

Lucky 8-ball

+1 Luck as you as you have it in your inventory.

Level 11

Mysterious Stranger

LK 6

Must have. Randomly appears and instantly kills any enemy not killed after exiting V.A.T.S.

Those!

Ant Sight

+1 Perception permanantly, +25% Fire Resistance

Level 12

Sniper

AG 6, PE 6

Must Have. Higher chances of hitting head when using V.A.T.S.

Level 13

Finesse

None

Higher critical chance

Level 14

Lawbringer

None

Can sell fingers for caps and good karma. Fingers are always found on Raiders and you can steal from people and counteract the bad karma.

Level 15

Life Giver

EN 6

+30 Hit Points

Level 16

Better Criticals

LK 6, PE 6

Adds 50% bonus damage boost upon scoring critical

Level 17

Silent Running

AG 6

+10 to Sneak, footsteps do not affect your sneak.

Level 18

Paralyzing Palm

Unarmed 70

By far the BEST perk. Using an unarmed attack in VATS will make the enemy immobile for 30 seconds. I've taken out a Behemoth single handedly after paralyzing him and going to town on his head with the Terrible Shotgun

Level 19

Concentrated Fire

Energy Weapons 60, Small Guns 60

Level 20

Grim Reaper's Sprint

Instantly Replenish V.A.T.S. after using upon killing enemy in V.A.T.S.

Level 21

Cyborg

Science 60, Medicine 60

Level 22

Quantum Chemist

Science 70

Level 23

Bloody Mess

None

Level 24

Chemist

Medicine 60

Chems last twice as long.

Level 25

Demolition Expert

Explosives 50

Adds 20% damage to explosives.

Level 26

Master Trader

Barter 60, CH 6

Level 27

Pyromaniac

Explosives 60

Adds 25% damage bonus to robots, Instantly shut robot down upon activating it while undetected

Level 28

Iron Fist

Level 29

Ninja

Melee Weapons 80, Sneak 80

Level 30

Almost Perfect

All SPECIAL stats raised to 9

I STILL WANT A SPACE MONKEY !!

Proposed companion: Space Monkey Major Tom[]

If I'm read'n this pimp boy right, in Monkey speak that means " I'm a lover not a fighter."— SaintPain

Major Tom is a trained space monkey and possible "Fallout Next Generation" companion living at the Commonwealth's Aerospace Institute "sometime after the year 2282".

While trained as a Astro Simian, space monkey pilot, Major Tom really specializes in stealth & distraction.

Background[]

Born (Sometime before 2282), Major Tom is the Commonwealth's Top Gun Space Monkey Pilot. A ranking officaly noted due to his unusually high test score evaluations administered by Commonwealth researchers specialy assigned to his training. While some competing research teams recognised Major Tom's remarkably high agility, many were known to quietly grumble that such results could be dismissed as luck or bias on the part of Major Tom's resarch cell of technicians. These rumors were actually even more quickly dismissed as team rivalries.

Major Tom found he liked his fellow "Monkey Folk" almost as much as he enjoyed messing with the ,"Human Folk". Major Tom had learned to find ways to get attention or most any thing else his monkey heart desired, if not by charm, then by distraction and a quick, stealthy, monkey paw.

Note: All Commonwealth archived video data relating to the Space Monkey designated "Major Tom" confirms a high level of interactions with all Commonwealth handlers. As well as subject animals corresponding with the Space Monkey program. All findings listed as favorable. Case # 1968 : Proposed investigation of the subject, Space monkey Major Tom, as relavent to missing Commonwealth stocks of fresh vegitables, alcohol and chems are to be considered closed as an uncofirmed oditity, pending evidence beyond suspicion. PER order of Professor Robert Bowie, Astro Simian project Commander and Chief.

The Commonwealth never seemed abussive to Major Tom, The "Human Folk" honestly seemed to care for his well being, even when they used the " Sharp, pointy " to draw his blood for testing. Only the Proffesor, Dr. Bowie ever seemed cold or unfeeling in Major Tom's presence, even when they played the " Flying game" togeather.

Time and again daily research reports relating to Major Tom's performance would be filed as :insubmissable to Commonwealth canon. These reports would be reviewed, notarized by numbered copies, printed to hard copy, marked, reviewed, signed again, uploaded for final spell check and command authorization before being returned to sender with bold red ink instructing the researchers.

Don't report space monkey's status as "Charming" → Project Lead
Be professional in these reports people → Project Admin.
Do NOT report "It was just soo cute!" → Union Rep
We are The Commonwealth Dagnabbit ! → Project Union Admin
We all know Major Tom's a MONKEY? →Proffesor Robert Bowie

Major Tom liked the "Flying games" that the "Human Folk" let him play on the "Shiny screen" and later in the "Glowing chair". Major Tom was good at games, even better than his father, and Lieutenant Albert was the first Monkey, "Flying Folk" to ever play the "Flying games". This made Major Tom happy.Yet still, Major Tom was easily bored and dreamed of adventure beyond the Commonwealth.

  • Major Tom felt the call of the wild.

Interactions with the player character[]

Interactions overview[]

Interactions
Perk nociception regulator color
This character is essential. Essential characters cannot be killed.
Paving the Way
This character is a permanent companion. They grant the
Monkey Mojo
Shared Animal
Friendship
Monkey Dance Distraction
Wild thing
perk.
25 Strictly Business
This character is a temporary companion.
Icon quest starter
This character starts quests.

Can ya hear me Major Tom
Monkey Messiah
Wild Thing part I

Wild Thing part II
Drunken Monkey Blues
Major Tom's a Junkie

FO76 ui icon quest
This character is involved in quests.

Ashes to Ashes

FO76 vaultboy firstaid
This character is a doctor.
2d20 Jury Rigger
This character can repair items. Max Repair condition: no

Quests[]

  • Ashes to ashes
  • Can ya hear me Major Tom
  • Monkey Messiah
  • Wild thing parts I and II
  • Drunken Monkey Blues
  • Major Tom's a junkie

Endings[]

*Ending 1. If the player destroyed the Aerospace Institute without recruiting Major Tom. Major Tom would die a fiery death without ever tasting freedom.

*Ending 2. If the player decided to aid the Commonwealth or just allows the launch to go off for any reason. Major Tom would discover too late that his rocket ride was no "Flying Game", but rather than crash into the Commonwealth's choosen target, Major Tom would pull up hard on the controls to the best of his monkey might. His rocket would shake, rattel and roll as it defies Earth's bonds of gravity and atmospheric friction to be blasted free into the depths of unknown space and an ever more uncertain fate among the stars.

*Ending 3. If Major is recruited by the player but failed to save his fellow "Monkey Folk". Major Tom would leave the player with a broken heart and a lasting distrust of most all "Human Folk". Current whereabouts unkown.

*Ending 4. If Major Tom never finds the answears to end his addiction streak he would eventually leave the player. Some years later, a couple of wasteland settlers would claim an abandoned house and there they would look down upon a decicated carcus and exclaim " Eww what's that, some kind of mutant weasel ?".. Major Tom's bones would be swept out with the rubbage of empty jet inhalers & broken liquor bottles.

*Ending 5. If Major Tom learns from the player to survive and thrive with out being a slave to his addictions, Major Tom would be a lifelong friend and some time traveling compainion to the player.

Eventually Major Tom would track down a few liberated female monkeys and in time find an abandoned G.E.C.K. project vault. There, after many struggles Major Tom would create and secure a capsulated Monkey paradise.

Inventory[]

Apparel Weapon Other items On death
Space monkey suit none ever collected caravan decks/cards DeadMonkey paw
  • Major Tom's only armor is his default Space monkey suit and it can only be taken from his dead body.
  • Note: If addicted Major Tom will regularly steal from the player to feed his addiction until he is cured.
  • If addicted to chems, Major Tom may carry random chems.
  • If addicted to alcohol, Major Tom may carry random alcohol.

Notes[]

  • Major Tom will refuse to carry any weapon or armor other than his default space monkey suit.
  • Major Tom will never engage in any form of combat.
  • Major Tom's Intelligence is listed as a 6 in human terms but for a monkey, there is no doubt his cunning would tip that scale to a devious and mischievous genius.
  • Major Tom dose not actually speak any human language but pictograph symbols and word buttons on his monkey pipboy, when linked to some computer operating systems and other pip boys, can roughly translate "Monkey Speak" as it's called, into vocal clips and phrases for basic communication. Of course being raised by "Human Folk" Major Tom dose understand the meaning of a great many words, a basic sign / body language and common gestures.
  • Major Tom knows better than to try his Monkey Dance Distraction on irrationaly hostile creatures and he will not be shy about telling the player what he thinks of the idea.

Appearances[]

  • Not married to The Commonwealth, Major Tom's story could work with any technologically capable humanoid faction.
  • Major Tom could appear in any Fallout next generation game or DLC.
  • Major Tom appears in Saint Pain's imagination.

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Major Tom dose not like bugs ;)~

Behind the scenes[]

  • Major Tom as a Compainion was written by SaintPain
  • Technical advisor for Fallout WIKI template use. --User:Cartman!User talk:Cartman!
  • David Bowie wrote A Space Oddity after watching the 1968 Stanley Kubrick movie 2001 A Space Odyssey. The Song tells a story of the Astronought, Major Tom, who gets lost in space. The song features the line "Can you hear me Major Tom?"
  • David Bowie later wrote "Ashes to Ashes" as a sequel to Space Oddity. Ashes to Ashes tells how the character Major Tom, now called, Action Man, regains communication with Ground Control and tells them 'I'm happy, hope your happy to". This leads to the featured line "We all know Major Tom's a junkie."
  • In the US space program, the first ever monkey astronaut was a Rhesus Monkey named Albert. On June 11, 1948 Albert flew to a hight of over 39 miles on a V2 rocket. Sadly, Albert died of suffocation during the flight.

Gallery[]

References[]

Major Tom's, Monkey Speak, Quotes[]

  • After the player tries to bury Major Tom with Armor and Weapons he could never carry.

"Last week, King Kong, Now, Here, Just me..→Major Tom

  • When the player is sneaking.

"This game, we like, Yes !''→ Major Tom Or "Sneaky, sneaky''→ Major Tom

  • When a sudden battel erupts and just as Major Tom scurries for cover.

"Look, a shadow !'' → Major Tom Or "Wrong turn!!''→ Major Tom

  • After a battle.

"Lover, Yes, Fighter, No.''→ Major Tom. Or "Messy, messy, messy. ''→ Major Tom.

  • If the player askes Major Tom to distract irrationaly hostile creatures

"Dance for angry GLOWING DEAD Folk ? ~ This, Your turn. ''→ Major Tom.

"You, Crazy Folk, Know that ?" ''→ Major Tom.

A silent gesture with 1 monkey finger raised in the players direction. → Major Tom.

  • If Major Tom decides to leave the player forever.

"I go this way. You, you just go,.. Folk" → Major Tom.

Quest ideas yet to be put in final format[]

"Ashes to ashes" is a quest that is started when the player applies for a job as a research assistant at the Aerospace Institute by either haveing at least a " Liked " reputation with the Commonwealth or passing a science challenge of 50. The player is then introduced to Major Tom. Major Tom is an Astro Simian, proposed by the Commonwealth to be a valued asset in their peaceful space research prepairing to mine rare menerals from the asteroid belt between Mars and Jupiter. When the player learns the Commonwealth's space project is actually a plot to use monkies as suicide pilots guiding Intercontinental Single-Stage Sub-Orbital nuclear rockets against targets any where in the world. The player then has the choice to aid the Commonwealth to send Major Tom to his doom in exchange for possitive Commonwealth reputation or he can link his Pip boy with Major Tom's, thus allowing a basic communication and begining the quest " Can ya hear me Major Tom " If the player chooses to show Major Tom the danger he is in Major Tom can then be recruted with an intelligence challenge of 6 or a Charisma challenge of 6 or If the player already has the Animal Friendship perk. Togeather the player and Major Tom must then navigate the heavily guarded Commonwealth Aerospace Institute. Note: Major Tom will not engage in any combat nore will he carry any weapons or armor other than his monkey space suit. However with Major Tom as a compainion the player gains "Monkey Mojo" + 25 to sneak and if Major Tom uses his "Monkey Dance Distraction" The player gains an addional sneak bonus for a total of + 50 while Pick pockets gains + 20, Lock pick gains + 10 and science for hacking terminal gains a +5 for up to 5 minutes as Major Tom dances or untill the player moves to far out of that area or through a door into another zone. Since Major Tom also confers his " Animal Freindship perk" to the player,the many research animals and guard dogs will remain calm and not raise any alarm to the players presence. Through out the Aerospace Institute many computers will need to be hacked some set up a chain reaction to trigger an unstopable self distruct sequence, other terminals relay information about the Commonwealth rockets and research that is being done on the test animals and space monkey pilots. Once enough information has been gathered, Major Tom will use his monkey pipboy to relate the idea that he would like to rescue his father ( Space Monkey Pilot, Lieutenant Albert ) and the other research monkeys that would be killed when the Institues rockets are set to explode. If the player agrees this will start the quest " Monkey Messiah " Note: This can only be accomplished if done before the final terminal is set to trigger the self distruct or the player would surely be caught in the distruction. This quest requires the Player and Major Tom to make their way down 8 more levels, disarming alarms and unlocking exit doors as they head to the animal holding pins to release 12 monkeys from each of the 55 main research holding areas befor making a final assault on the Space Monkey Pilots dorm where 6 more monkeys including Major Tom's father are being held by the Institutes chief administator, The professor, Dr. Robert Bowie and his primary resarch staff who will of course by now be most hostile to the player. Once all 666 monkeys have been released the player and Major Tom must now make their way back through the chaos to find the final self distruct terminal and then escape the Institute. This ends booth the " Ashes to ashes " quest and the " Monkey Messiah " quest, rewarding the player with experience points, good Karma and some negative reputation with the Commonwealth.

Major Tom being over enthused by the Monkey liberation, lusts to see more of this brave new world. This new freedom triggers the compainon quest "Wild thing part I" Yet again Major Tom taps out the pictograph / word button, keys on his monkey pip boy to translate the idea that Major Tom wants the player to show him more of the world. Note: if the player refuses or terminates Major Tom's companion status befor interacting with a variety of "Human Folks" from at least 2 minor settlements and one large, "relatively friendly", town or city with in 3 days, Major Tom will grow bored and leave the player, never again to be recruited by the player, however if the player is active and shows Major Tom wild wonders of the wasts,., The quest "Wild Thing part II" will begin, Major Tom will insist that he be allowed to explore a bit on his own. If the player accepts Major Tom will head off on his own to make himself at home amoung the "Nice, Human Folk" in the largest friendy town or city the player had visited with Major Tom. If the player remains faithful and dose not take another compainion for 3 more game days, Major Tom will call out on his monkey pip boy to the players pimp boy inviting the player to rejoin him, if the player finds Major with in yet another 3 game days and again recruits Major Tom, they will be joyfully reunited, ending the full quest "Wild Thing parts 1 and 2" *This quest gives no reward to the player but Major Tom will gain +50 points of health and his damage threshold will boost to 25. Also, if the player later dissmisses Major Tom, Major Tom will return to this new home where he can again be recruited as a companion.

  • Soon to come Quests : "Drunken Monkey Blues" and "Major Tom's a junkie"

Major Tom's Fictional Companion Perks[]

Fallout: New Vegas is not the first Fallout game to introduce the concept of companions having perks, but is the first to have perks that affect the party as a whole.

Name Follower req Benefit Code
Monkey Mojo Major Tom While Major Tom is the companion the Player gains +25 points to sneak. 007sneak
Monkey Dance Distraction Major Tom For 5 minutes or untill out of range, the player gains an addional +25 sneak, +20 Pick pocket, +10 Pick Lock, +5 science for hacking terminals 007dance
Wild Thing Major Tom Major Tom gains +50 Health and his Damage Threshold becomes 25 007boost
Shared Animal Friendship Major Tom With Major Tom as a companion, the player shares Major Tom's Animal Friendship perk 007animal
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