Forum:Fallout 3 character builds

"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 it 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. 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 perk. 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 (this is the sniper rifle section, why are you telling them not to use a 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!.

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.) 


 * 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.

Please Dont edit the names Thanks Sign Off Tuskani :)

Character Build: Bloodwars' Non-VATS General-use
Melee/Ranged General-use Notes: This is a purely non-VATS build that works well with mods like Mart's Mutant Mod,
 * In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
 * Important information on skill point increases
 * Note: the 10 Agility in this build is for alternative AP use mods like Sprint Mod and Bullet Time. Agility also affects Sprint Mod run speed.
 * and alternative AP use mods like Sprint Mod and Bullet Time.

Character Build: Bloodwars' Ninja
Ninja/Unarmed
 * In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
 * Important information on skill point increases


 * You lose out on Child at Heart, Robotics Expert, and Adamantium Skeleton for Rank 3 Iron Fist...
 * Paralyzing Palm Works best with Plunkett's Valid Points due to the VERY low AP, Unfortunately a


 * perk has to be thrown away to obtain them, but at least you get some caps for your trouble.

Character Build: Bloodwars' Tank
Tank/Demolitions
 * In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
 * Important information on skill point increases

Character Build: Bloodwars' Sniper
Stealth/Sniper
 * In case there are questions about my builds having low intelligence, I've done some research into why 3 Intelligence is a good idea©.
 * Important information on skill point increases

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.

Character Build: Stumpy's - Max Madden
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)+Luck/2 (round up)


 * Bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
 * Intense training: +1ST, +1AG, +1LK, +1AG
 * Lucky 8 Ball:+1LK
 * Ant sight:+1PE


 * Survival Guru:+3% crit / +6DR
 * Covert Ops:+3 Science, +3 Small Guns, +3 Lockpick
 * Hematophage:Bloodpack heals +20HP

Character Build: AshRandom's Rambo
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)


 * Beginning Stats: 6,3,7,1,9,8,6 -- 81AP, 6% crit
 * Final Stats: 8,6,8,2,10,10,10 -- 140AP, 18% crit, +50% crit-dmg, +60% frag-dmg, +31DR
 * bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
 * intense training: +1ST, +1PE, +1AG, +1LK
 * ant sight:+1PE
 * Ranger Battle Armor:+1LK
 * Lucky 8 Ball:+1LK
 * Ledoux's Hockey Mask:+25AP
 * Survival Guru:+3% crit / +6DR
 * Barkskin:+5DR

Character Build: AshRandom's Kenshiro
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


 * Beginning Stats: 6,3,7,1,9,8,6 -- 81AP, 6% crit
 * Final Stats: 8,6,8,2,10,10,10 -- 140AP, 18% crit, (33% hth-crit), +50% crit-dmg, +15 hth-dmg, +31DR
 * bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
 * intense training: +1ST, +1PE, +1AG, +1LK
 * ant sight:+1PE
 * Ranger Battle Armor:+1LK
 * Lucky 8 Ball:+1LK
 * Ledoux's Hockey Mask:+25AP
 * Survival Guru:+3% crit / +6DR
 * Barkskin:+5DR

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 --&gt; She's a bitch, remember.
 * Intelligence | 8 | 9
 * Agility | 6 | 8
 * Luck | 5 | 9

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


 * Bobbleheads:+1ST,+1PE,+1EN,+1CH,+1IN,+1AG,+1LK
 * Intense Training: +1ST, +1AG, +1LK
 * Ant Sight:+1PE
 * Ranger Battle Armor:+1LK
 * Lucky 8 Ball:+1LK
 * Various Head Gear:+1PE
 * Survival Guru:+3% crit / +6DR OR Dream Crusher if you want to keep in character
 * Barkskin:+5DR

Character Build: Ashran's Gun Guy
Gun Guy 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.

Character Build: Some Sort's Swashbuckler
Swords, stealth, and pistols


 * 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
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.

Character Build: Master1337cheeZ's Badass Merc (With DLCs)
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.

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

Notes &amp; Tips
See discussion tab or my Talk Page
 * 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

Character Build: Harry Callahan's Dirty Harry

 * Harry likes to collect things so don't be surprised if every unique variant of armor and weapons 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, your shit outta luck"

Character Build: Panzer89's Jack of all Trades
Why be limited to just one play style? 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.

Character Build: KarmaDog214's V.A.T.S. Montage Mayhem (All 30 Levels) -- Revised thanks to Chrsghoyt
--Please, feel free to ask questions--

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. 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. 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. 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 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. 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 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:
 * Why would you not take Iron Fist at all even though you took Ninja and Paralyzing Palm?
 * Why do you need Comprehension at all since it is so easy to max out all skills with Broken Steel?
 * Do you really find Fast Metabolism to be that useful? I usually have plenty of stims.
 * 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?
 * 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 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.
 * I'm a little bit confused on the equipment section. Do the slashes mean either/or?

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. 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.
 * 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)

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-- 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.
 * 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.

Character Build: Chrsghoyt's Ranged Build (with Broken Steel)
Please feel free to comment on this build. I'm always looking for suggestions to improve it.

Character Build: KripTiC's SPECIAL Spaz
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.

Character Build: Modifer Hog
Also note that The Pitt expansion allows you to have an extra 3% DR, which I have not included
 * 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

(*) 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 Shock Sword, 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 Shock Sword, 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).

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:
 * 2: Gun Nut
 * 3: Thief
 * 4: Educated
 * 5: Intense Training Endurance
 * 6: Toughness
 * 7: Gunslinger
 * 8: Commando
 * 9: Strong Back
 * 10: Finesse
 * 11: Intense Training Endurance
 * 12: Sniper
 * 13: Silent Running
 * 14: Cyborg
 * 15: Life Giver
 * 16: Better Criticals
 * 17: Action Boy
 * 18: Intense Training Agility
 * 19: Intense Training Strength
 * 20: Grim Reaper's Sprint

SPECIAL: At level 1:
 * Strength:....7
 * Perception:..5
 * Endurance:..7
 * Charisma:....1
 * Intelligence:.....6
 * Agility:........8
 * Luck:..........6

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.
 * Bobbleheads will increase them all by 1.

At level 20:
 * Strength:....10
 * Perception:..7
 * Endurance:..10
 * Charisma:....2
 * Intelligence:.....7
 * Agility:........10
 * Luck:..........10

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

Armor:
 * Ranger Battle Armor
 * Shady Hat
 * Lucky Shades

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.

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 [|Here]

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: (Items Worn May Change S.P.E.C.I.A.L. Stats I.E. My LK is at 10)
 * ST - 5 --&gt; 8
 * PE - 8 --&gt; 10
 * EN - 5 --&gt; 8
 * CH - 1 --&gt; 2
 * IN - 6 --&gt; 7
 * AG - 9 --&gt; 10
 * LK - 6 --&gt; 7

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) Story: ~COMING SOON~
 * 2 Intense Training 1 (ST5-&gt;6)
 * 3 Intense Training 2 (ST6-&gt;7)
 * 4 Educated
 * 5 Intense Training 3 (EN5-&gt;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-&gt;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

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:''

Character Build: [Torpedo Reno's] Slaver Enforcer
''Veteran Slaver and Mercenary. Leads a crew of Jericho and Charon.''

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
 * Tag
 * 1) Silent Running
 * 2) Commando
 * 3) Rad Absorption
 * 4) Finesse
 * 5) Almost Perfect

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


 * 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 bobbleheads 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
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
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
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

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 Dogmeat's Puppy 

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 ''

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.

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

_____________________________________________________________________________________________________

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 


 * 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.