Fallout: New Vegas Guide

Wild Card Character Archetypes for Fallout: New Vegas

Wild Card Character Archetypes

Overview

Here’s some wild-card character archetypes, best enjoyed by the free-spirited or deeply sadistic. More wild-card style characters will be added as they are made.

Demon/Devil Sniper

The Demon/Devil Sniper

Formatting was inspired by: Maffulfish

S.P.E.C.I.A.L:
Strength -7
Perception – 6
Endurance – 3
Charisma – 4
Intelligence – 5
Agility – 6
Luck – 9

Implants recommended:
Luck Implant
Strength Implant
Perception Implant
Agility Implant

Traits:
Built to Destroy
Trigger Dicipline

Major Skills:
Guns
Barter
Lockpick

Minor Skills:
Repair
Sneak

Perks:
Commando
Educated
Scrounger
Sniper
Quick Draw
Tag [Repair]
Jury Rigging
Strong Back
Hand Loader
Rapid Reloader

Playstyle:
As the [Demon Sniper], you prefer to see your targets at a distance, while still being able to reach out and touch them. Keep at a distance, and seek higher ground whenever possible. You are also a chaotic force, going into situations as neither good nor evil, or even neutral. Your whims are your own, so if you decide to shoot up the bar after a stiff drink, that was your decision. Your charisma may be a little low, but you have the sort of charm that makes any deal go your way.

Note:
If you want to play the suave, devilish manipulator as well, feel free to swap Lockpick for Speech and get the Charisma Implant, as well as level up your Speech to near 100 as soon or as quickly as you want. The charisma S.P.E.C.I.A.L stat may be at 4, but you can still pull off some decent stuff, especially with Benny and the gang. You could also swap Charisma’s 4 for the Luck’s 9, though this takes away the high crit chances and ease of winning in the casinos the luck provides.

Weapons:
Your weapon of choice is a sniper rifle, though other two-handed guns of power will do the job in a pinch if your primary weapon breaks in the heat of battle. Your coveted weapon of mass slaughter is the Anti-Materiel Rifle, a .50 caliber behemoth that, while a bit on the slow side to reload, will more than do to put your enemies in their place. The feel of the recoil, the smell of the smoking gunpowder, it is what you live and breathe. Headshots are preferable whenever possible, but due to your nature, you also enjoy seeing your prey suffer, and would not mind the occasional limb or torso shot. Your contract with otherworldly forces grants you a steadier shot, at the cost of speed, and an amount of luck that would make even the most foolish of daredevils envy you.

Armor:
Due to your contract, you suffer a bit in the endurance department, so keeping light is best. Combat armor is your friend, and just about anything with a high DT to low weight ratio will do as well.

Backstory:
While growing up in your youth, you took to the traders coming into town, admiring their wares of destruction. Getting a hold of one was child’s play, but it was a bit worn down. Fixing it up came easily to you, and you grew into a crack shot with a rifle. One fateful day, you had just come down with a nasty blight after a tussle with some strange creatures out in the wasteland. In your current state, it would have been hard to survive, so you made a bargain with who you thought was yourself, that if you made it through this, you would be forever changed. You survived, and ever since then, you have drifted through the wastes, doing what you pleased, being bored enough to take a courier job. Though the idiots who took your delivery have just signed their own death warrants…you never forget a grudge, and will seek them to the depths of hell and damnation to get even.

The “Charmed” Gentile

The “Charmed” Gentile

S.P.E.C.I.A.L:
Strength – 4
Perception – 6
Endurance – 2
Charisma – 9
Intelligence – 5
Agility – 5
Luck – 9

Traits:
Four Eyes
Trigger Discipline

Major Skills:
Guns
Speech
Survival

Minor Skills:
Explosives
Lockpick
Melee Weapons

Perks:
Lady Killer/Black Widow
Confirmed Bachelor/Cherchez La Femme
Educated
Scrounger
Gunslinger
Quick Draw
Tag [Explosives or Melee Weapons]
The Professional
Strong Back
Rapid Reloader
Finesse

Playstyle:
You are charmed by otherworldly forces, luck unparalleled, charisma in spades. A natural politician, if you wanted to be. You talk your way out of the most difficult of situations with ease, your silver tongue the demise of many a soul. You rely on luck and your way with words to see you on your way, deciding the fate of all who come into contact with you, though handy around a gun and knife if need be. You can survive out in the wastes, a skill not many have these days.

Weapons:
Your weapons of choice are a trusty pistol and a knife, things you can easily conceal and bring out when the need is nearest. Maria would be a good choice for a 9mm pistol, and Chance’s Knife is a good starting knife if you can get it.

Armor:
A simple business suit or some leather gear will suit you just fine. Your preferred method of working things out means that you do not need heavy, bulky armor, though you will want some decent protection for some of the more dangerous places in the Mojave, so pack a suit of Combat Armor in your suitcase.

Backstory:
The apprentice of your settlement’s mayor, you took to speaking very naturally, eventually succeeding them when they had an ‘accident’. You were easily able to make the people like you, to trust you. Your settlement soon thrived in trade, with you at the helm of making deals with the caravans. You were, simply put, a natural leader and businessman. When word of an important courier delivery job came to your settlement, you took the opportunity and ran with it, leaving your settlement in the hands of a trusted, competent replacement, the chance to learn more about trade from the perspective of the traders themselves. Not all went according to plan, but this Benny character has a lot to learn, and your silver tongue and unnatural luck will be his undoing. Picking up supplies from Goodsprings, you set out to get even with the bastards who robbed you.

The Walking Nuclear Disaster

The Walking Nuclear Disaster

S.P.E.C.I.A.L:
Strength – 7
Perception – 9
Endurance – 5
Charisma – 1
Intelligence – 9
Agility – 8
Luck – 1

Traits:
Fast Shot
Built to Destroy

Major Skills:
Energy Weapons
Explosives
Science

Minor Skills:
Repair

Perks:
Educated
Scrounger
Gunslinger/Commando
Demolition Expert
Nerd Rage
Tag [Repair]
Strong Back
Rapid Reload
Finesse (Optional)
Bloody Mess/Meltdown
Vigilant Recycler
Jury Rigging

Power Armor Training

Playstyle:
When you go into combat, everything against you is going home in a body bag, or gets vaporized by your energy weapons and explosives.

Weapons:
Your weapons of choice would be considered weapons of mass destruction by today’s standards. If a Fat Man, a Plasma weapon and a Laser weapon were all on a table, you would pick the most destructive one every time.

Armor:
Heavy Armor. ’nuff said. When you get the chance to, get a suit of Power Armor, and go nuts.

Backstory:
You grew up in a vault, and you were obsessed with the vault’s reactor from an early age. You learned everything you could, even venturing out of the vault in order to learn more about this pre-war technology, it’s destructive potential all around you as you wandered the wastes. You eat and breathe Energy Weapons and destructive explosives. You SLEEP with a Mini-Nuke as a pillow, hugging your plasma rifle as you sleep. The courier gig was just a chance to get more of what you want, so you took it. Benny will get what he deserves: A Mini-Nuke to the face.

The Drunken Irishman/Irishwoman

The Drunken Irishman/Irishwoman

S.P.E.C.I.A.L:
Strength – 9
Perception – 2
Endurance – 9
Charisma – 4
Intelligence – 4
Agility – 7
Luck – 5

Traits:
Wild Wasteland
Heavy Handed

Major Skills:
Unarmed
Explosives
Survival

Minor Skills:
Repair

Perks:
Educated
Travel Light
Demolition Expert
Tag [Repair]
Strong Back
Jury Rigging
Toughness [x2]
Hit the Deck
Unstoppable Force
Paralyzing Palm
Fast Metabolism

Playstyle:
You fight with your fists, always searching for your next drink.

Weapons:
Get the Golden Gloves from the Lucky 38, and go to town (and the bars), and fight everyone for that sweet, sweet whiskey and scotch.

Armor:
None. Bare knuckles and skin are your armor.

Backstory:
They kicked you out of Megaton, they kicked you out of Shady Sands, they kicked you out of Primm. Everywhere you went, you always got drunk enough to cause massive bar fights, the likes of which rival any mosh pit ever assembled. Entire towns joined in to take you down, and many succeeded, and that is when you get booted out of town to your next encounter. You always have a bottle of something on tap, be it whiskey, scotch, vodka, etc. You can never be without a drink. The courier gig seemed the right choice at the time, the caps worthwhile to get you a lot of booze. Benny made a mistake though. No one cuts you off from your drinks, and that chip was your payday. Time to go ring some bells.

Ring-a-ding-ding, baby.

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