Wasteland 3 best background reddit

Wasteland 3 best background reddit DEFAULT

Wasteland 3 impressions: Post-apocalyptic tactics, ethics, and economics

You might not like it, but this—along with a giant sack of burritos just off-camera to the left—is what peak cRPG gaming looks like.
with 73 posters participating, including story author

When I got the chance to play a pre-release copy of inXile's post-apocalyptic RPG Wasteland 3, I jumped at it. As a huge fan of RPGs in general and a backer of Wasteland 2, getting to play the next game in the series for my job was an obvious no-brainer. For those who aren't already familiar with the series, it's a darkly humorous tactical battler, set in an alternate-universe post-apocalyptic America divided into widely separated fiefdoms and sprawling chaos.

If you're thinking "like Fallout, but turn-based?" you're not too far off—there are a lot of similarities between Wasteland's and Fallout's versions of post-WWIII America, including some hilariously retrofuturistic touches. But where Fallout's world seems to have sprung from the late '50s, Wasteland's setting branches out from somewhere in the '80s. The HUD includes an Alpine-style cassette deck with obnoxious graphic equalizer, the clubs have Discobots, the CPUs are "overclocked to 66MHz," and so on.

Wasteland tries to take itself a little more seriously than Fallout does, too—its humor is a little less over the top, its ethical choices are harder, and it tries more frequently to get you to feel the gravity of the plights its characters find themselves in, up to and including brutal murder and cannibalism. It's a fine line to walk, but the tongue-in-cheek cultural references and silly jokes keep the player from slipping into despair at the awful situations faced by the game's characters.

It may be a dark world and a trying experience at times, but we've enjoyed 40+ hours of navigating Wasteland 3 so far. To that end, we're strenuously avoiding plot spoilers in this review from here. Read on without fear of spoiling your own post-apocalyptic journey ahead.

Character creation

At its heart, Wasteland 3—like all good RPGs—is about character development. The game encourages you to invest in your characters by giving you plenty of customization options, from their looks, clothes, and physical size and shape to their background stories and personal quirks. Thankfully, you begin the game with only two Rangers—this helps combat the "customization fatigue" many players can experience in feeling the need to create six or eight separate characters and backstories all at once.

Advertisement

Although you get pretty thorough control of your characters' appearance, the customization is a long way from perfect. There's a giant color palette to choose from for clothes, skin color, and hair color, but many of the sample choices in the palette don't look the same once they're applied to the character. The result often looks downright bad. Hair color was a particular issue—your choices boil down to "jet black, incredibly unnatural blond, wrong red, or something dyed."

There are also some outright bugs in some fashion combinations. Hats tended to make my male character go completely bald on the sides, for instance. The process works well enough, though—you likely won't be perfectly happy with the outcome, but you won't be deeply upset, either. More to the point, you won't see this level of detail on your characters again; in actual gameplay they're rendered small enough that the nagging little details aren't a big deal.

You also get to choose your characters' dialog style up front: you can be a nervous recruit, a wisecracking veteran, or an aggressive jerk in either male or female vocal style. You also don't have to match your character's vocal gender with their visual gender—I accidentally created a female melee tank with a very, very male voice and didn't realize it until an hour or two in the game.

Later in the game, you'll have the chance to "recruit" more Rangers—which boils down to creating more characters as randomly or deliberately as you like—as well as the chance to put two or more Companions in your party, for a total of six playable characters. Companions can be directly controlled in battle, but they will have their own opinions about your actions in the world, and they inject their own words into your team's dialogue with the world. If you piss them off enough, they may also desert you at an inopportune time.

Sours: https://arstechnica.com/gaming//08/wastelandimpressions-post-apocalyptic-tactics-ethics-and-economics/

Wasteland 3: MacTavish Choices and Machine Shop Location

By William Parks

ShareTweetEmail

Players that want to learn more about the choices that they have when speaking with MacTavish in Wasteland 3 can find details here.

At a point in Wasteland 3's Big Trouble in Little Vegas sidequest, players will be instructed to confront MacTavish at a machine shop in Downtown Colorado Springs. The goal here is to prompt a confession from this NPC, and there are a couple of choices that players can make as they give MacTavish the shakedown in this new RPG. For those fans that would like to know a bit more about these choices before they make one, or are simply having some trouble locating the machine shop, this guide has all of the details.

Wasteland 3: MacTavish Choices

The first decision for Wasteland 3players to make comes when MacTavish asks to receive payment in exchange for information, and there are four options to choose here. These options are to give him dollars, to give him dollars (Level 4 Barter required), to refuse the deal outright, or to threaten to take him to the Marshals, and ultimately this decision does not matter at all. Indeed, MacTavish will provide the desired information regardless of what a player picks, and fans should thus feel free to go with any option that they desire.

RELATED: Wasteland 3: Major Tomcat Guide

After MacTavish confesses and Wasteland 3 fans pursue any further lines of questioning that they are interested in, another choice comes up, and this one has greater import than the previous one. More specifically, players must decide what to do with MacTavish, and there are again four options:

  • Just go. Get out of town.: MacTavish leaves.
  • We're gonna want a little "reward" first.: MacTavish hands over $ before leaving.
  • Arrest: Players are given the option to have MacTavish picked up by either the Rangers or the Marshals. Selecting Rangers will place him into the jail at Ranger HQ, and selecting Marshals will reward fans with 5 reputation for that faction.
  • Kill: Players receive a mask that has +3 Armor, + 1 Mechanics, and +1 Toaster Repair.

To note, there is a unique dialogue choice available to characters with Level 4 First Aid, a Wasteland 3 skill that makes players better at both healing and reviving. This choice reads "bet you get colds more often than you used to," and it prompts a very brief aside about MacTavish's nose.

Wasteland 3: MacTavish Machine Shop Location

Of course, before a player gets to make the choices outlined above they must first find MacTavish, and fortunately that as fairly easy to do. The machine shop where he is housed is across from the police department in the southern side of town, and it is accessible immediately after the conversation with Charley Knowes. It is important mention that there are a number of enemies inside this location, and fans should thus make sure that their Wasteland 3 squads are prepared for a fight before they enter.

Wasteland 3 is out now on PC, PS4, and Xbox One.

MORE: 5 RPGs We're Looking Forward To In (& 5 We're Not)

ShareTweetEmail

Facebook Reveals Its New Name

Facebook officially unveils its new name, which it hopes will carry the company into a new, ambitious future.

Read Next

About The Author
William Parks ( Articles Published)

William Parks is an editor at Game Rant with a background in visual arts. Upon graduating from the University of Southern California’s School of Cinematic Arts, William entered the realm of fine arts administration, assisting curators, artists, and fine art professionals with the realization of contemporary art exhibitions. All the while, William’s passion for games remained. William’s first console was the NES, but when he was eight, it was The Legend of Zelda: Link’s Awakening on Game Boy that fully cemented his interest in the format. This interest reached a height with MMORPGs like Asheron’s Call 2, Star Wars Galaxies, and World of Warcraft, on which William spent considerable time up until college. Now, William enjoys playing Super Mario Maker 2 on the Switch with his daughter and finding time to sneak in the newest From Software game when possible. So too, an interest in Magic: The Gathering has persisted since William’s youth, and he can frequently be found watching Magic streams on Twitch and reading over the latest set spoilers.

More From William Parks
Sours: https://gamerant.com/wastelandmactavish-choices-machine-shop-location-big-trouble-in-little-vegas/
  1. Life like stuffed dog
  2. Avh w4500nex best buy
  3. Matching dog and owner sets
  4. Georgia senate race polls
  5. Nissan maxima fuel door release

Wasteland Wiki

Sister's Keeper

Overview

Reward

Increase in Fame and reputation (faction-dependent)
Sister's Keeper is a quest in Wasteland 3.

Background[]

We received an emergency distress call from someone named Kym Hie. She says she and her sister are under attack by unknown forces and need help immediately.

Walkthrough[]

  • This is a time-sensitive mission. You'll be contacted by radio by Gonzalez, who will patch you through to a distress broadcast by Kym Hie and her sister, Yoon Hie. Head over to the Ghost Town to find them besieged by a troop of mercs. Wipe them out, then advance and talk to Kym. They'll explain their predicament (a bad case of poor life choices on Yoon's part) and that Moss Cogan is on their trail, trying to get his money back or their equivalent with nature. You're free to refuse - or you can try to mediate by talking to Moss.
  • Moss will offer a simple choice: Hand them over, pay over their debt, or go in over their corpses. The debt is steep - Colorado dollars - but you can negotiate it down to with a Loved reputation with the Hundred Families or Kiss Ass 6. You can either gain an increase in Fame and +5 to Wastelander Refugees reputation if you resolve the situation in their favor or an increase in your standing with the Hundred Families if you side with Moss.
  • After inquiring about the cost of the debt, you can return to the prior menu and will now find a new Kiss Ass 7 option: negotiating scheduled repayments for Yoon. This will grant you fame and +5 reputation with both factions.

Rewards[]

  • Increase in Fame and reputation (faction-dependent)

Raw strings[]

Sister's Keeper Investigate the distress call from Kym Hie at the ghost town in eastern Colorado. Report the outcome to HQ Confront Cogan about the Hie sisters. Take out Cogan and his mercs. We killed Cogan and the Hie sisters walked free We paid off Cogan We allowed Cogan to capture the Hie sisters. We killed Cogan and the Hie sisters. We didn't find Kym Hie We abandoned the Hie sisters. Tell Cogan we killed the Hie sisters We negotiated for the Hie Sisters to pay Cogan back. We snuck away without dealing with Cogan. We received an emergency distress call from someone named Kym Hie. She says she and her sister are under attack by unknown forces and need help immediately. Hie said that she and her sister had taken refuge in some ruins with bandits hot on their tails. We should let HQ know what happened with Kym and Yoon. We told Kym we would help them work things out with Cogan. Cogan didn't like what we had to say, and the situation devolved into battle. We killed Cogan, resolving Yoon's debt issues. The sisters walked away unharmed. The only fair way to deal with Cogan and keep the Hie sisters safe was to pay off their debt to Cogan. It was not cheap. We allowed Cogan to take the Hie sisters into servitude. It'll take them years to pay off their debt. We rid Colorado of a shady loan shark and a couple of thieves. We never found Kym Hie or her sister, and their transmissions have stopped. They must have been captured by their assailants. After meeting Kym and Yoon Hie, we decided not to get involved in their money issues. We abandoned them to their pursuers. Moss Cogan will be interested to learn that the Hie sisters are dead. Though he may be disappointed that they no longer had his money. We arranged for the Hie sisters to pay Moss Cogan back over time. To avoid an awkward discussion with Cogan about the fate of his debtors, we slipped out the back.
Sours: https://wasteland.fandom.com/wiki/Sister%27s_Keeper
Wasteland 3 - Background Guide - Best Backgrounds to take - Worst Backgrounds to avoid

If you&#;re wondering which Wasteland 3 Quirks are worthwhile and which you shouldn&#;t bother with, this is Wasteland 3 Quirks Guide is the guide for you.

If you&#;re playing Wasteland 3, you&#;re probably going to be spending a lot of your time on the character creation screen. There you can carefully plan out your own special character who will take the game by storm.

Among the choices you have in the character creation process is a Quirk. In Wasteland 3 Quirks are special bonuses that also come with significant negative effects. If you&#;re just starting the game, you may want some insight into which Wasteland 3 Quirks are really good, which ones aren&#;t as good as they seem, and which ones are downright bad.

This Wasteland 3 Quirks Guide will give you the rundown on every Quirk available in Wasteland 3.

Blunderer &#; Wasteland 3 Quirks

  • Melee Damage Bonus +%
  • Critical Chance %

Blunderer is generally not a worthwhile Quirk. If you&#;re going to be using it, you&#;ll be using it for a Melee character, and sacrificing basically your entire ability to score critical hits for +15% melee damage is just not a good tradeoff, especially considering some melee special moves are specifically focused on crit.

Melee in Wasteland 3 is generally all about hitting multiple times with fairly low AP, medium/low damage moves. Crit is tremendously valuable, and there are plenty of other ways to increase melee damage.

I cannot imagine a situation where you would ever want to take this.

Bop Bag &#; Wasteland 3 Quirks

  • Armor +6
  • Combat Speed

It&#;s a better choice than Blunderer, but not by much. The armor isn&#;t that significant, but the combat speed also isn&#;t that significant. Ultimately I&#;d say you&#;re losing more than you&#;re gaining with this perk purely because you&#;re giving up offense for defense.

However, you&#;re not giving up much offense for much defense. I suppose this could be a worthwhile perk to use on a medium-range character, like a Small Arms or Assault Weapon character&#; if you&#;re not interested in a better Quirk and are just deciding between this perk or nothing.

Circus Freak &#; Wasteland 3 Quirks

  • Combat Speed +
  • Crit Resistance +25%
  • Evasion %
  • Detection Time Seconds

This Quirk is actually fairly decent. Detection time is pretty much a complete non-issue, so essentially you&#;re getting Combat Speed (which increases how many spaces your character can move per action point) and 25% Crit Resistance at the expense of 10% evasion. You&#;re definitely getting the most out of that deal. It&#;s a fairly nice bonus for a melee character.

This Quirk makes your character look like a clown permanently throughout the game so&#; you might want to consider that.

Death Wish &#; Wasteland 3 Quirks

  • Cannot wear armor of any kind
  • Action Points +3

This Quirk is one of the better choices, especially on a Sniper. Snipers don&#;t get attacked often, so the defensive benefits from armor don&#;t get much use. Additionally, Sniper shots require 6 AP.

At full Coordination, you only get 11 AP, so you can&#;t take 2 shots every round with a Sniper unless you take this Quirk or you equip a +1 AP utility that you get about 2/3rds of the way through the game.

The thing to keep in mind is that armor has a bunch of passive bonuses. For example, there&#;s a helmet that&#;s great for Snipers that has +15% Crit Chance. So you&#;re missing on that as well.

If you&#;re planning on making a Sniper, you should definitely give them either this Quirk or the Sadomasochist Quirk.

Doomsday Prepper &#; Wasteland 3 Quirks

  • Cannot read Skill Books
  • Status Effect Resistance +35%

I wouldn&#;t take this Quirk. Generally you end the game around level 25 and you can have 3 full skill lines. Getting the last point in a skill line costs 6 skill points, so this Quirk is costing you 18 skill points, AKA 6 levels of skill points.

35% status effect resistance is nice, but it&#;s not worth 18 skill points.

Lone Wolf &#; Wasteland 3 Quirks

  • Leadership has no benefits on you
  • Initiative +20%

Frankly, it&#;s irrelevant how bad the downside of this Quirk is, because Initiative is almost completely worthless. If the downside was just a mild inconvenience, this Quirk wouldn&#;t be worthwhile.

Initiative allows your character to move before enemies if the enemies discover your party and start the fight. Frankly, if you have the various speech skills in your party and you have your ranged characters start fights with surprise attacks, you should have no need for Initiative.

That said, the loss of Leadership (+10% Hit and various other buffs) is a fairly significant downside. I wouldn&#;t touch this Quirk with a ten foot pole.

Medical Marvel

  • Cannot be revived during combat
  • Con per level +5

In my experience, if you&#;re playing on normal difficulty, your strength-based high armor characters rarely, if ever, die in combat, even on difficult fights. They don&#;t get one-shot and if you have someone with even mediocre First Aid skill, you can heal them to full whenever you want for a measly 3 AP. So I don&#;t see the downside as being that big of a deal. On normal difficulty. On high difficulties, I absolutely wouldn&#;t go near this Quirk.

That said, the problem I have with this Quirk is the same reason I don&#;t see much of a problem with the downside. If your strength-based characters already don&#;t die often, what possible use could giving them more HP have?

There&#;s also currently a bug in the game where if a character with this Quirk dies with a damage-over-time effect, they can&#;t be revived even out of combat. Yikes. Stay away from this one.

Mime &#; Wasteland 3 Quirks

  • Detection Time + Seconds
  • Con
  • Throwing Range M

I mean, Detection Time is not worth much, but the downsides are also fairly insignificant. The difference between picking this Quirk and picking No Quirk is pretty minor.

This Quirk makes your character look like a mime, so pick this one if that&#;s what you want. That&#;s the real effect here.

Poindexter &#; Wasteland 3 Quirks

  • +1 bonus Skill Point every 2 level-ups
  • Con -8
  • Con per level -3

To be honest with you, I kind of like this one. Like I mentioned, you tend to end the game (on average) at level 25, which means this Quirk translates into Con and +12 skill points. If you have a mid-range character or a long range character that isn&#;t getting hit regularly, that&#;s essentially 12 skill points for free. Not bad.

Two things you should keep in mind if you&#;re going to pick this Quirk up. First, if you don&#;t have at least two points of Strength, your character will eventually perma-die by achieving a negative health total around level Second, it seems like you don&#;t get the skill points retroactively on character creation, so unless you&#;re putting this on one of your two starting characters, you don&#;t get the full benefit.

Prospector &#; Wasteland 3 Quirks

  • Occasionally discover valuable gold nuggets while digging
  • Quick slots -1

Prospector is an alright choice. You&#;ll probably get about an extra $$ total during the course of the game. It&#;s not necessary. If you have someone with full Barter, you&#;ll not only have no money problems, but you&#;ll be extravagantly wealthy if you&#;re not constantly blowing your money.

However, even though its benefit is just some extra convenience, the downside is almost non-existent. -1 Quick Slots doesn&#;t matter for any character except potentially your First Aid user.

If you don&#;t really want a Quirk at all, you might as well just pick this one.

Pyromaniac &#; Wasteland 3 Quirks

  • 15% chance to catch on fire when using explosives
  • Fire damage bonus +25%
  • Explosive damage bonus +25%

Frankly, the downside is nothing. Not only is the chance relatively low and not only is being on fire not hugely damaging to begin with, there are plenty of armor pieces that increase fire resistance that are tailor made to make this downside as insignificant as it can possibly be.

It should be noted that Flamethrowers count as explosives for the purposes of this Quirk. However, again, setting yourself on fire is not a big deal.

If you&#;re making a Flamethrower or Explosives specialist, take this Quirk. It&#;s a no-brainer.

Sadomasochist &#; Wasteland 3 Quirks

  • Receive +33% damage
  • Melee damage bonus +33%
  • Ranged damage bonus +33%

This is probably, all things considered, the best general-use Quirk available. Unless you&#;re a melee character in heavy armor, you&#;re not going to be taking a lot of hits anyway, and +33% damage is no joke.

Generally this is great for Assault Weapons users and Snipers, since they tend to be in the safest positions during most fights. For those characters, you&#;re probably deciding between this and the other go-to Quirk.

For Assault Weapons users, you&#;re probably deciding between this and Serial Killer. The choice there is an extra attack per round vs. +33% damage on all attacks. Personally, I think the damage is better because it saves you ammo, but attacking multiple times is more fun.

For Snipers, you&#;re probably deciding between this and Death Wish. The choice is really between not having 2 attacks on the first round until you finish Aspen (2/3rds of the way through the game) vs. being stronger late-game with armor and +15% crit. So, do you want to be stronger at the start or at the end?

Serial Killer &#; Wasteland 3 Quirks

  • Gain +3 AP for each kill in combat (once per turn)
  • Action Points -1

This is a pretty good Quirk on most characters. All you have to do is kill one enemy every 3 rounds to break even. On most damage-oriented characters, that shouldn&#;t be too hard to accomplish. The main downside is really that once you&#;ve spent all your AP, 3 AP doesn&#;t tend to be enough to do anything.

Where this skill really shines is on Assault Weapons users who can combine the effect with their level 10 weapon skill, which does almost exactly the same thing, in order to get 6 bonus AP every round, which is downright beastly.

Overall one of the better Quirks for sure.

Two-Pump Chump &#; Wasteland 3 Quirks

  • Start combat with +2 AP for the first 2 turns
  • After the first 2 turns, lose -1 AP and % Hit Chance for 6 turns

Two-Pump Chump isn&#;t a great Quirk. It&#;s not as bad as it first seems, frankly, because combat typically lasts only turns, and by the 3rd and 4th turn you&#;re probably banking AP from the first two turns anyway.

On the other hand, +2 AP isn&#;t enough to do anything except get an extra attack for a Sniper, in which case you should really take Sadomasochist or Death Wish instead.

It&#;s just underwhelming overall. I&#;d skip it.

Varangian Blood &#; Wasteland 3 Quirks

  • When an ally is Downed in combat, enter Berserker Rage, gaining +% Critical Chance and +3 AP for 1 turn
  • After Berserker Rage has ended, -4 AP for the next 2 turns

Allies tend to get Downed a lot, especially since you&#;re stuck dragging Lucia around for most of the game, so this could have been a really interesting Quirk. On paper, it&#;d be nice for a Brawling character, who could get a lot of damage out of +3 AP and +% crit chance for a turn.

Whether this Quirk is good or not really depends on how it works and, unfortunately, right now it doesn&#;t work. At all. It never activates.

If it goes off every time an ally is downed and can reactivate multiple times per fight to offset the penalty, it&#;d be great for a Brawling character. Otherwise, trash. Currently, because it does nothing, don&#;t pick it.

Waste Roamer &#; Wasteland 3 Quirks

  • Resistance to Bleeding, Poison, Shock, Burning & Frozen +%
  • Experience bonus %

Waste Roamer can be one of the best Wasteland 3 Quirks for a tanking character. It&#;s great on a high strength, high armor character because it makes them practically unstoppable and unkillable.

If you have two tanking characters, it&#;s great to have on one of them, because as far as I know, there&#;s only one set of Verchitin Armor (the best armor) in the game, so it&#;s great to have extra resistances on your other character.

The Experience drawback is definitely a drag, but just to put that in context, at the end of the game most characters will be level , and the character with this Quirk (if they got it at level 1) will be level It&#;s not that bad.

Way of the Squeezins &#; Wasteland 3 Quirks

  • Damage +50% while drunk
  • Melee damage bonus %
  • Ranged damage bonus %

On paper, this is the best out of all the Wasteland 3 Quirks, especially for a melee character. However, in practice, what you&#;ll find it managing this Quirk takes a lot of your time and attention and the bonus damage is not as advertised. You have to constantly drink alcohol (like, after every fight), you have to manage the hangovers from drinking.

If you&#;re willing to do all the micromanaging involved in keeping your character at peak drunken performance, this is an alright Quirk, especially considering that alcohol itself provides buffs to melee damage. The more you think about it, the more it&#;s not really worth the trouble except on a melee character.

One thing you should be aware of is that the +50% damage doesn&#;t replace the % damage, so when this buff is active it&#;s really +20% damage all things considered, because of the way math works. (*= 80*= =*). Unless you&#;re a melee character, then it&#;s +40% damage thanks to the Rowdy buff that alcohol already gives normally (again, because of the way math works. 80*= =*).


That about covers it when it comes to Wasteland 3 Quirks. Be sure to check out the Main Page or the Game Guides section for more gaming content, or click here for more content related to Wasteland 3.

We have tons of content on Bright Rock Media. Game Guides, Reviews, Fiction, and even Essays, so be sure to take a quick look at the Main Page before you go, because if you liked this article, there's sure to be lots more content you'll enjoy on the rest of the site.

Be sure to follow Bright Rock Media on Twitter to stay up to date with the latest articles, reviews and game guides. You can also follow the Bright Rock Media YouTube channel for periodic updates on what's going on with the site.

Sours: https://brightrockmedia.com//09/09/wastelandquirks/

Best background reddit wasteland 3

Fishlips

Fishlipsis a recruit in Wasteland 3.

Background[]

Cannibalistic leader of the Hard-Heads, a scavenger gang who specialize in dismantling large machines and factories for iron and steel, Fishlips is a brutal thug who only respects power. If you're weaker than him he'll kill you and eat you. If you're stronger than him, he'll follow you until you falter, then he'll kill you and eat you. It's always good to watch your back if Fishlips is in your party, because he's watching it too - and thinking about spare-ribs.

Fishlips wasn't always a cannibal. He had a peaceful childhood, living with his scavenger parents on the shores of Sloan Lake, until a gang called the Cannibal Cabal rolled around. The family was easy pickings and both of his parents were killed and consumed before his very eyes. Then they left him for dead, making a major mistake. Fishlips tracked them down, killed, cooked, and ate their corpses, finding out that he enjoys long pig.

That was the start of less-than-beautiful friendships, as he gathered the orphans of the wasteland under his leadership and formed the Hard Heads, a cannibal gang with exceptional technical aptitude. Since then, they roved the wastelands, paying extra attention to Union Station, their home base.

Interactions[]

WL2 Skill Icon Barter.png
This character is a party member.
WL2 Skill Icon Hardass.png
This character is involved in quests.

If you intend to kill the Gippers, you must tell the Hard-Heads you'll give them Denver or nobody is around to deliver oil

Companion[]

  • Fishlips can be recruited over at the Union Station. Unless you have the appropriate Hard Ass level, he will have to be defeated first in combat to acknowledge your superiority and surrender. He comes with a bladed melee weapon and is generally specced towards beating people up. He has an unique background: Scrapper.
  • If you got rid of the Gippers and have Kiss Ass 4 you can convince him to move to Denver. This unlocks a special ending. Note that this has to be done on the first encounter, otherwise you'll lose the ability to ask them to move. You can still recruit him from Denver by attacking him infront of the building and taking him to low HP.

Gallery[]

  • Faction Logo HardHeads.png
  • FishLips.Jpg
Sours: https://wasteland.fandom.com/wiki/Fishlips
Wasteland 3 - Top 10 things I WISH I knew before starting

After the adventure in the car, she no longer took off her clothes or went out. She was scared and excited, furious and overjoyed at the same time. But most of all she was excited by undressing in public, with women.

You will also like:

My baby, this is the best gift for me. I'm happy you haven't had one yet. I do not understand. why did you lie to me, but to hell with him. listen, youre still small and I dont want to touch you.



1393 1394 1395 1396 1397