Making my first Tribal character

Post » Fri Jun 27, 2014 3:02 pm

I have thought about a tribal playthrough. My main issue with tribal builds so far is that I don't want to have to go without hacking any computers. I think I found a way around that issue though.

What if I made a character who was once a Follower of the Apocalypse Scientist but he took a blow to the head when he was studying some random tribe and another tribe attacked. After the tribe he was with fought off the attack they patched him up but found he had amnesia. They taught him their ways and he became one of their own. I'm not sure how he became a courier, but I'm thinking the bullet to the brain causes his old memories and knowledge to slowly come back to him (leveling up), yet he retains his tribal identity.

This way he could still train up science and hack computers while being in character. I could also pretend he already had implants in him but they got messed up and he gets them repaired as they start causing problems, and thus I can justify a tribal getting the implants at the new vegas clinic.

I know that he will tag melee and survival, but I'm not sure what my third tag should be. I don't want or need the unarmed skill as I have a mod that makes the melee/unarmed skill perks use either melee or unarmed for the skill requirement rather than just one or the other.

One thought had been to take sneak and sneak attack with thrown weapons or sneak melee attack. Another thought I had was to take explosives, though my main idea for explosives was to sneakily lay mines as traps, so that makes sneak a priority too. He might also use grenades, but nothing like grenade rifles, launchers, machine guns, missile and rocket launchers etc.

For weapons I am a little up in the air as far as what to use. I don't want anything too high tech like a super sledge, ripper, or chain saw. I need something simple but effective even late game, and I would prefer it not be chance's knife or a bowie knife. Something more substantial than a tiny knife, but not ridiculous like a rebar club. I thought about using the war club, but I'm not sure if it's strong enough later on.

I'm also unsure as to whether I should make this character crit focused or not. In the past I have tended to go all out on crits power gamer style, but that severely limited my weapon and apparel choices. maybe go with semi-high luck (start at 7) take finesse, better critical, and elijah's ramblings but don't force myself to use crit focused weapons and apparel with crit bonuses?

For special I so far have:

S:? (dependent on weapon choice, but at least 5)

P:6

E:6 at least, maybe more

C:1 always hated this stat (companions steal too many kills as it is, and I have a mod to make them not die in hardcoe)

I:5 (Always has been plenty for me)

A:6 at least

L:5 or 6 at a minimum

For perks I am thinking (not in this specific order)

Heave Ho!

comprehension

toughness 1

toughness 2

travel light

pack rat

strong back

super slam

piercing strike

purifier

slayer

tribal wisdom

burden to bear

Level 50 perk

This leaves 12 perks up in the air, mostly dependent on if I go for crits (finesse, better criticals, light touch, ninja which is fixed in my game), if I go the sneaky route( silent running and tunnel runner), or if I go for explosives (demolition expert X3, mad bomber, nuka chemist, maybe splash damage too). depending on my weapon choice I might take the cowboy perk. I'm also debating on taking chemist and chem resistant, and also whether or not I should take strong back and burden to bear at all.

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Juan Cerda
 
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