The goal: a melee/unarmed Chosen One who grabs the maximum number of perks, stays smart enough for every dialogue, banks extra skill points, and hits the ST thresholds melee perks demand — starting weak and letting Power Armor's +3/+4 ST do the late heavy lifting.
Is IN 9 needed? No. IN 8 clears every quest and dialogue check in Fallout 2. Higher Intelligence only adds skill points (+2/level per point) — it never unlocks quest content past 8. So most builds use IN 8; the two skill-hungry builds (3 & 5) trade it for skill economy.
The Slayer trick (Build 4): Slayer makes every hand-to-hand hit a guaranteed critical — Unarmed AND Melee Weapons both. So crit chance perks (More Criticals, Finesse) are optional; you can skip them entirely and pour everything into damage, AP and survivability until Slayer flips crits to 100%.
The Strength trick (all builds): start low ST so Bonus HtH Damage is affordable, then wear Power Armor (ST +3) or Advanced Power Armor (ST +4) to satisfy Slayer's ST 8. The armor's Strength bonus counts toward perk requirements.
📖 Companion reading: the Nearly Ultimate Fallout 2 Guide (lemmings19) — the best full walkthrough there is.
| 1 — Fist | 2 — Sledge | 3 — Wanderer | 4 — Executioner | 5 — Ghost | |
|---|---|---|---|---|---|
| Traits | Gifted+SmFrame | Gifted+Finesse | SmFrame+Finesse | Gifted+SmFrame | Gifted+SmFrame |
| Weapon | Unarmed | Melee (Sledge) | Unarmed | Unarmed | Unarmed |
| ST/PE/EN | 6/6/6 | 6/6/7 | 6/6/6 | 6/6/8 | 4/6/8 |
| CH/IN | 3/8 | 2/8 | 2/7 | 4/8 | 2/10 |
| AG/LK | 10/9 | 10/8 | 8/6 | 10/6 | 10/8 |
| HP @ L1 | 33 | 35 | 33 | 37 | 35 |
| Action Pts | 10 | 10 | 9 | 10 | 10 |
| Skill pts/lvl | 16 | 16 | 19 | 16 | 20 |
| Companions | 1 | 1 | 1 | 2 | 0 (solo) |
| Crit-chance perks | Yes (early) | Yes (Finesse) | Yes (Finesse) | None till Slayer | Later |
| Best for | Damage ceiling | Stand & trade | First run | Patient Slayer | Speed / cheese |