Take a
ganderYou can leave dexterity at 3
Just eat an Eels sandwich for +1 dex to mitigate the loss for 20 minutes – plenty of time to open/steal stuff
If you are real greedy you can save scum Junkyard Surprises for +2 dex
Can save a few skill points doing this as well
I would suggest putting the remaining base point in intelligence
This lets you take the crafting feat Neurology
You’ll need Biology and Electronics to make the headbands though
Bio is useful for drugs and seeing how you’ll be moving last in each encounter you didn’t sneak into I foresee innumerous health hypos being chugged down
Psi-regen drugs are essential to you build as well
Syncs well with Fast Metabolism
With Electronics you’ll be able to craft your own energy shields to lengthen your life expectancy
I would steer you away from the feats Yell & Cryogenic Induction
Seeing as you’ve yet to play the game I’ll leave my reasoning below in black text as it is somewhat spoilery/opinion based
Yell - 3 turn duration / 10 turn cooldown / 8 radius
Success rate based on Will
35% x your effective intimidation = reduced enemy offense skills (guns, crossbows, melee, throwing)
Min scenario Max scenario
35% x 20 = 7 35% x 80 = 28
When regarding the story persuasion is the essential social skill
Persuasion has actually world impacting checks while intimidation to my knowledge doesn’t
Intimidation has 2 checks that I know of that you cannot pass
You can pass every persuasion check with enough skill though
There exists gear/weapons that raise intimidation so you can save a few skill points on checks if you equip them.
Can net yourself 40 effective points with just 2 mid-game items.
Cryogenic Induction
Chill debuff (-10 movement/stacks) isn’t bad but it ain’t exactly great either
Extending it from 2 to 3 turns won’t change the outcome of the encounter
The only positive I see is that it extends Cyrostasis effect from 2 to 3 turns
One turn can matter but it pales in comparison to Force User’s extension of force field by 2 turns (total 4) which can entrap, block pathways and prevent damage.
The shatter effect is a novelty that gets old quick.
Necessary 5 action/65 psi points needed to see it in use.
Only procs from mechanical or cold damage. Since you have no mechanical damage your only means to proc it is to use offensive psi-ice attacks. Cynokinesis (15 psi) takes 20 action points so you can get off 3 max in a single turn with adrenaline. Max you save yourself 1 attack.
At best the shatter will save you 20 action/15 psi points
If you rolled low on the attack your enemy is free and you’re down 25 action/80 psi points only left with an extended chill debuff to remind yourself of an invested feat point
I’d only pick it up to RP .
If you do away with those 2 feats you can pick up Neurology and a spare
Power Management is great for shields/cloaks/tasers
Also lets you sell crafted electronics at a significantly higher price (0 mercantile might change that aspect)
Since the Huxkey and the Jackknife are revealed in the character creation tool I altered your skill investment in lock picking and hacking
Be warned that for the Huxkey you will need to complete several quests in a particular fashion or else you’ll miss out.
As for beating the game…
Can’t say