Last Updated on by Samuel Franklin
Design the perfect Mojave Wasteland experience with the best starting stats (SPECIAL), skills and traits for your specific Courier build. With this guide as your compass across The Wasteland I draw on my countless Fallout New Vegas playthroughs for different playstyle build recommendations.
From deadly gunslinger, brutal melee warrior to a sneaky sniper this best starting guide will ensure you obtain important SPECIAL perks, skills and traits to maximise your build effectiveness.
Table of Contents:
– Starting Builds
– Starting Stats (SPECIAL)
– Starting Skills
– Starting Traits
Best Starting Builds
These template builds for common playstyles are your quick reference when starting a fresh Fallout New Vegas adventure and are designed to:
- Obtain enough starting SPECIAL after implants to reach key perks
- Place extra starting SPECIAL in Intelligence (increased skill point gain) and Luck (increased critical chance)
- Select starting skills linked to your weapon type, one method to access locked areas (lockpick or science) and one utility (repair, medicine or sneak)
- Choose starting traits that increase damage (Built to Destroy) and provide utility (Good Natured or Small Frame)
| Build Playstyle | Starting SPECIAL | Implants | Starting Skills | Starting Traits |
|---|---|---|---|---|
Guns (All rounder short to medium ranged weapons) |
S5 P5 E5 C1 I10 A6 L8 | Strength Perception Endurance Agility Luck or DT |
Guns
Lockpick or Science Repair |
Built to Destroy
Good Natured |
Melee (unarmed or melee with critical hit focus) |
S7 P5 E7 C1 I5 A6 L9 | Strength Perception Endurance Intelligence Agility Luck DT |
Melee or Unarmed
Lockpick or Science Medicine or Survival |
Built to Destroy |
Sniper (Long range stealth with V.A.T.S and non V.A.T.S) |
S5 P5 E4 C1 I9 A7 L9 | Strength Perception Agility Luck |
Guns
Lockpick or Science Sneak |
Built to Destroy
Small Frame |
Best Starting Stats (SPECIAL)
Fallout New Vegas starting SPECIAL (S.P.E.C.I.A.L.) is a permanent decision with 40 points to assign across Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. Beyond these initial 40 points there are some limited methods in the base game and New Vegas DLCs to boost SPECIAL stats further:
- Implants obtained from the New Vegas medical clinic (limited by your endurance stat)
- Selecting the Intense Training perk
- Completing the Lonesome Road DLC
- Four Eyes or Small Frame trait
- Starting and finishing the Old World Blues DLC
Unlike other games in the Fallout franchise there is no Bobblehead mechanic although the implants system serving a similar role. The maximum number of implants for a character is equal to your endurance stat (not including the endurance implant) and players must not already be level 10 in that specific SPECIAL stat.
The recommended numbers below ensure you can obtain key perks and are final SPECIAL AFTER IMPLANTS
| SPECIAL | Recommended Value | Stats | Skills | Notable Perks |
|---|---|---|---|---|
Strength |
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Perception |
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Endurance |
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Charisma |
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Intelligence |
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Agility |
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Luck |
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Skills Overview & Best Starting Skills
After SPECIAL selection players will be interviewed by Doc Mitchell to determine three game skills to be boosted by 15 skill points (45 total). While this is based on your responses they can be changed by the player after the interview is conducted.
As you progress your starting skill decision is less impactful because the 15 skill points are a smaller proportion of your overall total skill points available. For this reason your choice of starting skills should be weighted towards early game activities and may not be directly tied to your intended final character build.
The available starting skill options to tag in Fallout New Vegas are: Barter, Energy Weapons, Explosives, Guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, Speech, Survival and Unarmed with the notable choices being:
| Skill | Notes |
|---|---|
Guns (or other weapon skill) |
Guns is a strong default choice for starting skill given the reliance on gun type weapons early in your Fallout New Vegas adventure. This provides a powerful initial game start even if it is not your intended final build although you can tag your preferred weapon (energy, melee or unarmed) instead. |
Lockpick or Science |
Selecting one of these skills is important to reach skill requirements of lock or terminal difficulty (25, 50, 75 and 100). This can help with quests or loot and in most situations players have the choice of using either skill so only one needs to be tagged. |
Repair |
Repairing gear is a staple of your Wasteland existence and important to ensure both your armour and weapons are effective against enemies. Starting with a boost to repair is a quality of life option and also helps with your early game Cap currency. |
Survival |
For players tempting fate in a hardcore mode playthrough boosting your Survival skill is a viable option for the useful survival boosts to survive for the harsh environment. |
Traits Overview & Best Starting Traits
Traits are an additional customisation layer and provide a trade off for activating them, players do not need to activate any traits and are capped to a maximum of two. The Old World Blues DLC adds additional choices aand also provides the player a trait reset when completing the associated add-on game content.
The majority of traits are not particularly useful in New Vegas for a generalist playthrough although do unlock some unique gameplay. For most playthroughs limit your choices to the Fallout New Vegas best traits:
| Trait | Notes |
|---|---|
Built to Destroy |
With critical chance increasing damage and the limited sources availble this is a trait that benefits the majority of builds. The penalty is also not a significant drawback with additional repair a minor inconvenience for your playthrough. |
Four Eyes |
Glasses are relatively easy to find that reduce the perception penalty from this trait and means an essentially a free point of perception for your playthrough. |
Good Natured |
Given players are gaining +5 in several useful skills while only losing -5 in overlapping combat skills (players are unlikely to need both gun and melee skills for example) this is net gain in skill points overall for the vast majority of character builds. |
Small Frame |
Providing extra agility this adds flexibility in your SPECIAL build while the penalty of higher limb damage is generally not a serious issue with players able to stock up on an abundance of healing items. |
Guns (All rounder short to medium ranged weapons)
Melee (unarmed or melee with critical hit focus)
Sniper (Long range stealth with V.A.T.S and non V.A.T.S)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
Guns (or other weapon skill)
Lockpick or Science
Repair
Survival
Built to Destroy
Four Eyes
Good Natured
Small Frame
Harley
Awesome guide, the only thing worth mentioning is the skilled trait should probably be mentioned considering it’s +5 to all skills but -10% exp; with an easy exploit it can become +10. The exp loss can be easily offset but isn’t that bad in the first place.