Overview
Forget any other build, THIS build is dedicated to “Hit and Run” tactics dedicated on hitting enemies, making them regret living, and also having millions of credits with which to shower on your honies.Guns are for ♥♥♥♥♥♥♥.
Back to ♥♥♥♥♥♥♥♥♥♥♥♥♥ basics
Remember when you were a kid and hitting a ♥♥♥♥♥♥♥♥♥♥♥♥ with a rock was an instant no-no?
♥♥♥♥ that, make these ♥♥♥♥♥♥♥♥♥♥♥♥♥ wish you picked up a rock.
Choose one of the following to help round out your build:
Stealth
Psychics
Melee
Basics
This build, once again focuses on throwing ♥♥♥♥ at your enemies.
Your main weapons will be (sorted by what “part” of the game you’re in and where you should generally look into picking them up or starting to use them):
Overall Useful:
Traps: These are ALWAYS useful as they slow, immobilize, or outright kill enemies if they get in your grill. Usually, these are BEAR TRAPS, CALTROPS, MINES, and BLOB TRAPS. More on these in the “Crafting Chapter.” Later on, you can apply poison to some of these and they get EVEN BETTER.
Early Game:
Throwing Knives– Catch all and over-all useful ESPECIALLY against un-armored foes; later on you can apply poison to these, making them catch up to the mid/end game enemies.
Grenades: Useful for some early oddity EXP and humans/fleshy ♥♥♥♥♥♥♥♥♥♥♥♥♥ in your grill.
HE Grenades: Enemy have armor? Pop ’em with these.
Mid-Game:
EMP Grenades– Robots or shields, pop em with one of these sweet ♥♥♥♥♥♥♥♥♥♥♥♥♥. Robots straight up take damage AND get stunned for a turn while shielded targets lose their shield in its entirety.
Flashbangs– Widely considered one of THE best throwables since it instantly stuns enemies (unless they don’t have eyes or they resist it with high fortitude saves.) Use these to getaway or make tricky maneuvers.
Molotovs/Magnesium Grenades/Napalm Grenades– These little bastards instantly deal heat damage AND have a chance to just set someone on fire, causing them to panic AKA free hits or escapes you dense ♥♥♥♥♥♥♥.
Late Game: Upgrade grenades+traps as needed, apply poison and etc. You should know how to take care of yourself.
♥♥♥♥ ♥♥♥♥♥♥♥: GET MONEY
GRENADES ARE LOVE, GRENADES ARE LIFE.
“But what about…?”
Generally, this build focuses on outright killing your enemies so fast you don’t have to worry about ♥♥♥♥. Mid and Late game however, usually ♥♥♥♥ you over with things like multiple resistances, enemy factions, or no time to apply a safety net of traps for yourself.
Having picked one of the following for your “back-up” skills, you can level it/use it as you see fit wuss.
Stealth:
Attributes Used: Agility+Intelligence (and/or perception)
Skills Used: Stealth+Hacking+Lockpicking
Stealth overall is a wonderful thing in this game, allowing you to get (usually) guaranteed critical hits and other boons (like free loot and secrets.)
Usually, you want to pump Agility and then dump some into Intelligence or Perception. It’s your choice really, as higher intelligence helps with crafting, but higher perception helps you spot hidden ♥♥♥♥♥♥♥♥♥♥♥♥♥. Again, go with whatever sounds better to you.
Psychics:
Attributes Used: Will and/or Intelligence.
Skills Used: Thought Control OR Psychokinesis OR Metathermics.
I usually don’t touch Psychics as it requires additional resource management and usually falls flat if you don’t have a dependable back-up damage source for it to buff. Can be helpful in a pinch however.
Thought Control: Classic psychic ♥♥♥♥, make people insane or fight others for you. Wuss.
Psychokinesis: ZAP ♥♥♥♥♥♥♥♥♥♥♥♥♥, apply damage to their stupid asses.
Metathermics: ♥♥♥♥’s lit, yo.
Melee:
Attributes Used: Strength and/or Dexterity.
Skills Used: Melee
The only reason I suggest this, is because Strength gives you a bonus to your carrying capacity and you will be carrying metric ♥♥♥♥-tons of ♥♥♥♥.
“Guns:”
Attributes Used: Strength (usually)
Skills Used: Guns, ♥♥♥♥♥♥♥.
As stated above, guns use primarily Strength AKA more loot for you. Use a shotgun if you really need people out of your grill. Wuss.
Throwing ♥♥♥♥ at people and making it work
Here’s where the real fun begins. The following is the general “build” and what I go for. mess with it however you want though.
Here’s a “Guide line” for this build.
Do’s:
DEX: Always put 10 points into this, it increases how much ♥♥♥♥ you can throw per turn AND how much damage your thrown weapons do and your stealth stuff.
INT: 5 is a generally good number to start with, it allows you to craft your own equipment- and that’s usually what you want to be doing.
AGI: 5 is again, a nice number to have. This determines many things but most importantly, how much you can move or WHEN you can move.
With that, you’ll have 8 bonus points to spend however you like. The previous chapter gave you hints and tips about what you COULD use it on. However, the above is what I usually feel comfortable with.
Dont’s:
CON: If you get hit, you’re a dead ♥♥♥♥♥♥♥♥♥♥♥♥. Only reason to do so, is if you want a feat OR you keep getting stunned use a flash grenade or a trap, idiot.
WILL: Almost always a no, unless you’re doing psychic stuff (or you want the RIPPER feat.)
The following is what you will ALWAYS want to put points into, on every level up.
Throwing, Traps, Mechanics, and Chemistry.
Throwing as that’s your main damage source. Traps are your back-up damage source. Mechanics to make knives, mines, and traps (among other things.) Chemistry to make mines and grenades.
These are useful skills, that help round out the build.
Stealth, Hacking, Lockpicking, Electronics, Biology, Tailoring, and Mercantile.
Stealth for hitting people and running away. Hacking+Lockpicking to get extra loot and into places you shouldn’t be. Electronics for some of the more advanced traps. Biology for hypos and extracting humours from organs. Tailoring for making your own leather armor later on. Mercantile since you will usually be buying up any and all materials for your traps and weapons, as well as selling guns and bullets for high prices.
I usually don’t pick dodge or evasion since I usually die if I get hit. That’s the life.
More on feats later, but this is what you can do if you like sneaking and critting people for damage- especially since Paranoia cancels out Recklessness’ +3% taking crits chance.
Feats
Here are the feats generally considered “Key” to the build (and at least doing damage/surviving.)
Look them up if you don’t know what they do/when to get them/when you can get them.
KEY FEATS:
Aimed Shot
Hit and Run
Dissassemble
Quick Tinkering
Vile Weaponry
Grenadier
Trap Expert
Hypertoxicity
Ambush
Pinning
Three Pointer
Fatal Throw
Ripper
Blitz
Split Spare
Doctor: This one gets special mention, as it allows you to heal ANY of your hp amount with a singular bandage(which normally only heals you from 50% up.) Bandages are also mostly “out of combat” healing, leaving your hypos for when in battle AND saving cash. Get this level 1 priority if you’re going to get it, if at all.
Helpful:
These feats help with buying, selling, crafting and are generally useful “survival” feats or otherwise.
Consider them for when your crafting/mercantile skill is upwards of 50 or so.
Any of the ‘crafting’ feats like: Clothier, Leatherworker, etc.
Salesman
As you can see, it’s usually pretty easy to get what you want.
Tips and Tricks
- Get Doctor at level 1 for ezpz.
- Buy lockpicks whenever possible.
- Buy sheet metal and vials of poison when possible.
- Buy grenades, traps, and recipes for them whenever you can.
- Get a hacker pro and some batteries at soonest convenience for sick loot.
- Keep a multi-tool on you at all times to get into vents.
- Sell whatever you can, then dissasemble them and try to sell that too.
- Coins are always worth more, take coins when you can for payment.
- You won’t have enough personality to flex on Old Man Penis for the watch, take the gun as payment and sell it.
- Take the job from Jefferson Steelflex in the cafeteria, buy a grenade, save, and keep chucking it until you hit all three. Throw a knife at the last and loot him, sell that ♥♥♥♥ they have.
- Buy a grenade to deal with dogman, chuck it and kill him+1/2dogs if you’re lucky/patient. Loot them AND turn on all the stations, easy.
- Always buy throwing knives, ESPECIALLY the poison ones early on.
- Grenades and throwing knives will help you till around the burrowers, take advantage of that.
- Bullets sell REAL GOOD.
AND REMEMBER, HAVE FUN.