>>536812113
My ironman mode Elijah character died in the Sierra Madre when he got cornered by a security hologram in the Madre's vault. It was the last one too before you reach the vault itself. A shame but at least his death was kind of fitting.

So I decided to tweak my cursed Judy head mod and now I can wear hats and whatnot with the head on. The trick was to just make a custom race with no head at all, and keep this mask on at all times. If I wear a helmet that covers the entire head, I'll just take the mask off. I've decided to try and complete a run with this character (guns, sneak, speech, good natured, small frame). 70% the normal size, faster than normal run speed to compensate for height, and a boosted jump height. I also added a basic climbing mod that scales with your agility. The gist is something like every point into AGL adds 0.2 seconds of climbing time. If you have average agility it's only really good for climbing up boxes and small rock faces. Judy has decent agility so she can shinny up a lot of the scenery. Almost died to Barton Thorn (he got me down to 1 HP) but he stepped on a bear trap while chasing me and died. A fitting death for him.

I'm operating on light Robocop rules (Serve the public trust, protect the innocent, uphold the law). I decided to make tranquilizer ammo for the .22LR guns (which the varmint rifle falls under in the Jsawyer Ultimate mod) to try and be sort-of pacifist. It's effectively re-skinned incendiary ammo, only instead of fire damage it's fatigue damage. Crafted via 16 .22 bullets and 1 med-x (gives 16 tranq rounds). Inflicts 51 fatigue damage a second for 15 seconds. Knocks enemies out in about 5 seconds, keeps em down for about 40. Someone else made a mod that lets you loot stunned/unconscious people, and combined the tranq rounds are kinda fucking broken. Just tranq, strip, headshot, repeat.

I'm trying to figure out the best way to balance it. I'm leaning towards simply requiring 1 med-x per tranquilizer round.