Jump to content

The Situationist

Members
  • Posts

    212
  • Joined

  • Last visited

Everything posted by The Situationist

  1. Volourn. Factol of the Anti-Everything Brigade.
  2. ^Nice to have you here, Jackalmonkey.
  3. My IQ has been lowered just by reading this thread.
  4. That's the sequel. The original was better. That's what I reckon, anyway. I never played the original, unfortunately.
  5. Twinsen's Odyssey is one of the best games ever.
  6. In FO1, ST: Power Armor raises by 3 points, and can be raised by an additional point. So 4 in total. PE: Can be raised by 1. EN: Can be raised by 1. CH: Can be raised by 1, but depends on finding a special encounter, and choosing the right response the first time you talk to him (But CH isn't important anyway). IN: Can be raised by 1. AG: Can be raised by 1 (Since you get an action point every even number it's therefore best to start your character with an odd number, like 9.) LK: Can be raised by 1. (Why didn't I just say that everything except Strength can be raised by 1? ) IN and LK can actually be raised by 2 by 'circumventing' and abusing the game, but I'm assuming you won't do that. In FO2, ST: Can potentially be raised by 6 points (Perk, surgery, and Power Armor type). PE: Can potentially be raised by 2 points (Perk, surgery). EN: Can potentially be raised by 1 point (Perk). CH: Can potentially be raised by 3 points (Perk, surgery, and an item). IN: Can potentially be raised by 3 points (Perk, surgery, Hubologist zeta scan). AG: Can potentially be raised by 1 point (Perk). LK: Can potentially be raised by 3 points (Perk, Hublogist zeta scan). Note that in the case of the Hubologist zeta scan you can only do it once, and you can only have either LK +2, or LK +1 and IN +1. Phew.
  7. I know that the first thought when making a 'charismatic' character is to bump up Charisma, but it's a fairly useless statistic in FO1. Seriously. Intelligence and Speech is what gives you all the cool options in dialogue; Charisma affects Barter (and you get enough money throughout the game that Barter is kind of pointless anyway), and does not affect how many NPCs you can take (unlike FO2). Keep it at 5 or 6 at most. Anyway, it all depends on if you want to take all the diplomatic options you can but still have a fair bit of combat (being able to do everything that is, since there are plenty of situations and quests that can only be solved by combat) or not have any combat at all. For the former, I'd recommend something like: ST: 6. (For carrying stuff. Power Armor will bump this up nicely eventually.) PE: 7. (For hitting stuff with Small Guns, which is the only combat skill you need.) EN: 5. (Hit points. Since you will be engaging in combat every now and then.) CH: 6. (See above.) IN: 8. (Putting it higher will get you some extra flavor text at various points in the game, but all the options you want are available with 7 or 8.) AG: 9. (Very, very important. Determines action points.) LK: 7. (Special encounters, criticals, and decent luck is a prerequisite for lots of groovy perks.) I hope I got all the numbers right... With Gifted, and Small Frame for traits, and tag Small Guns, Speech, and Lockpick for skills. I think that's probably the sort of game you want, so I'll leave it there. I hope that helps. Anyway, it's more than possible to do the game with the character type you chose in the first place, but if you want the
  8. There are children in Shady Sands, the Old Town section of the Hub (and one, a very useful child, in the Children of the Cathedral building near the Water Merchants), the Blades' compound in the Boneyard, one in the Master's vault below the Cathedral (one of the prisoners you 'free'), and in various special encounters (such as raiders versus peasants encounters on the coast, and the fisherman and his son). I think that sums it up.
  9. Is it just me, or do you make a lot of threads? <_<
  10. ^Interesting that you would post in a thread about baking bread when your name is Rise. Get it? Bread? Rise? Rising bread? Good God do I crack myself up.
  11. The Star Wars universe can't match the depth and development of the backstory behind LotR. Tolkien's mythology goes well beyond the basic trilogy.
  12. Yep. You forgot hot Wookie pr0n.
  13. The coolest feature in Arx Fatalis was luring rats to their doom by placing some cheese on a fire. I was like, "Dude, OMG."
  14. A good example of RPG design though, even if you somehow thought it didn't belong in Fallout.
  15. I hate Chosen One storylines. I really liked the sound of the beginning of The Black Hound: "The main character(s) in Jefferson are initially drawn into the story through a coincidence. He/she/they are present, by chance, at an extremely bizarre event. The participants in this event then leave, with the main character(s) as the only witness and unknowing participant. However, this initial association does not define how the story progresses. It simply defines how the main character's [sic] take an initial position of importance to other major characters. It is left to the player to decide how their character(s) will inflate or discard this initial position for good or ill." No ridiculous mystical prophecy or the like revolving around your character; just circumstance.
  16. Obsidian are, allegedly, making KotOR 2. I think Killzig's post was a dig at KotOR.
  17. Why doesn't that surprise me... Happy Birthday Mr. Teatime!
  18. The only time I have ever heard of Delaware was in Wayne's World. And there the joke was that it was so unremarkable, IIRC. OMINOUS.
  19. There was the girl that stowed away on the Ebon Hawk.
  20. omg munchkin
  21. Mark Morgan, plz.
  22. New Zealand. I'm not sure which option you expect us to select on the poll.
  23. Has Jeff H. joined Obsidian?
×
×
  • Create New...