Intro.
Edit: It's absolutely safe and time-saving to SKIP any small-font parts of this post. Why they are here? I'll explain:
Most important warning: this thread contain some incorrect statements and invalid advices, if we speak about efficiency and about "best" configuration of the character. It's highly recommended to read further discussion, as my mistakes are corrected in following posts by better-informed person. I will not delete erratic data, though, as it would result in removing of some statements which are discussed in following threads, and this would result in ruining thread's logic between posts (bad thing).
Instead, i will put incorrect parts to be in small font, and will add short notes in red color, to briefly name/describe corresponding error.
End_of_edit.
This thread is for a discussion of one of most popular main character's role in SP FoT: leader+sharpshooter+aux_skill(s) balanced character. I will provide what i know of the subject. It would be a guide, if not only my feel that i know not enough to write good enough on this subject. Any corrections and/or answers and/or useful info on the subject - are welcome. I may or may not include more data to that guide in the future, if this discussion will be productive. Authors will be mentioned, ofc.
Warning: FAIR PLAY expected. Please do NOT discuss any "usable" glitches, bugs or exploits here!
Guide.
General note: i may be wrong in many places. If this guide will be proven valuable and correct by other people - this note may be changed to say so. For now, though, use it on your own risk, or don't use at all. Your choice.
Contents.
1. Gameplay style.
2. Description of main character's roles.
3. Creating and planning the character: stats, skills, perks.
4. Creating the character: explanations, qustions, discussion.
5. Playing the character.
6. Misc (IOW, various important things).
7. Credits and such.
1. Suggested gameplay style.
This guide is primarily for this mode of the game: patched up to 1.27, Single Player, Turn-Based (only TB or at least mostly TB), squad-based gameplay (viability in 1-man is doubtful).
2. Suggested main character roles, from most important to least important.
2.1. Sharpshooter (able to kill things ASAP from far away).
2.2. Leader (Better recruits and equipment available sooner, more recruits (and, perhaps equipment?) at the end of the game, "leader" perk).
2.3. Being able to use as many game's features as possible, if not harming two first goals.
2.4. Ammo-effective, i.e. - getting better average_exp-per-buck ratio, assuming that we buy (or do not sell already collected) gun rounds.
Note: 2.3 and 2.4 roles are about same importance to me. This may vary from player to player, ofcourse.
3. Creating the character.
3.1. Required stats, aka "must have".
str: 3.
per: 6.
end: 1.
cha: 5.
int: 5.
agi: 6.
lck: 5.
Total points required: 31. Remaining points: 9.
Note: this is having "gifted" in mind, either at start or after "mutate" perk; and no "small frame" for an end-game.
3.2. Recommended stats.
str: 4.
per: 7.
end: 1.
cha: 7.
int: 9.
agi: 7.
lck: 5.
Total: 40 (all we got).
Edit: 8 perception prooved to be better, really - could get 10 with Divine Favor and Gifted, IF you take that one more point for it from Intelligence. Divine Favor, if more than one stat is the "highest", will increase only one stat among these "highest", namely the one which is higher in the stat list. For a Perception-Intelligence pair, this will be Perception increased. If you are not going to get Divine Favor, than get 1 point from agility and put it into perception. With Gifted, it'll be 10 perception and 7 agility - but you can get 1 more agility while doing a fight near any recruit with Leader perk, so it's only temporary loss for a first part of the game. 10 perception really increase maximum range of fire, and we can afford to get it.
Recommended gender: female.
3.3. Required skills (to tag in the start).
Small guns OR energy weapons. See next chapter (4) to define your choice, it's possible to snipe with both or any single one, each one have advantages and drawbacks.
3.4. Recommended skills to tag.
For remaining skill tags (1 or 2), choose from: Doctor, Barter, Science (last one - only if energy weapons is tagged too). Why these? See discussion section (chapter 4).
Note: i do not recommend to use "Tag!" perk when it comes, as it means 1 less perk for "real" perks. So get all you need at the start here, and don't plan to get one more "later with perk". This is if you're not "versatility" maniac, ofcourse - but in this guide, we are speaking about sharpshooter and leader in the first two places, not the "mainly support" character. Again, more details in chapter 4.
3.5. Recommended Traits and Perks (planned up to lvl 21).
There are few rational variations of taking perks for described character. I will list here the way i prefer it. Alternatives and discussion will be in chapter 4.
Traits at the start: Gifted Kamikadze. //sounds fun, BTW.
Trait to get with "Mutate" perk: none.
Note: I do not recommed to use "mutate" at all. Why? See chapter 4 for a discussion about that, since my recomendation here *is* questionable and i know it.
Perks (they will be available if (at least) "required" stats fulfilled, together with "Gifted" trait):
lvl 3: Anything you like - Educated or Swift Learner are very good ones, if not best. Pick yours. Or - save it until lvl 4.
lvl 4: if saved from lvl 3: Leader (lvl=4, cha=6 req).
lvl 6: More Criticals or Bonus Ranged Damage.
lvl 9: Sharpshooter OR save it until lvl 14 and then pick Divine Favor.
lvl 12: Action Boy.
lvl 14: That is if you are intend to get 25+ levels eventually, and saved lvl 9 perk-point: then - Divine Favor.
lvl 15: Bonus Rate of Fire. (best perk of all times, perhaps.
).
then, either no-Divine-Favor way:
lvl 18: Better Criticals.
lvl 21: More Criticals or Bonus Ranged Damage.
lvl 24: Sniper (AFAIK, it DOES work. It's just not that *luck roll* occurs that much... Especially for those who have little luck). Or you can get More Range Damage (if still available - you could get it before twice, and twice is max rank for this) or More Criticals).
or Divine-Favor way:
lvl 17: Sharpshooter.
lvl 19: Better criticals.
lvl 21: More criticals (or Bonus Ranged Damage).
lvl 23: More criticals.
lvl 25: Sniper.
lvl 27, 29: Bonus Ranged Damage or More Criticals, two remaining ranks.
4. Creating the character: explanations, qustions, discussion.
4.1. Required stats are indeed required for described role. At least if i am not totally disinformed somewhere. Check the requirements for perks, too. BTW, i used this perk list for a reference: http://william_home.tripod.com/fallout/perks.html .
4.2. Recommended stats are made with this in mind:
str 4 plus Gifted = hunted rifle, sniper rifle, AK-47, laser rifle and more very viable guns, unavailable to any character with str=4 or less. So, for a solid part of the game (before power armor) you will need it. Ofcourse, with power armor we will get one not-required str point (best-damage sniping rifles require str=6), but then with adv. power armor it will be str=9, and i guess it's even more of an over-kill. Well, if player want to be a bit more "hardcore" and also more end-game oriented - get str 3 at start plus gifted, use a pump shotgun (req 4 str) and pistols, whatever. With power armor you'll get perfect 6. And it seems that best place for that one extra point is either lck (for extra +1% to crit) or Cha. Even more, there is interesting variation available then: lower int by 1, and put yet another point into Charisma. With gifted in will be 10. With Divine Favor it would be +1 to Charisma being the highest stat. And while near a General, it could raise it to insane 13... But i've read somewhere that there is a limit of 12 for such improvements of stats - for human race, that is. Err, well, choose what you do like more. If in doubts, then just stick to recommended values, and you should be fine shooter, and fine leader, and enough skilled as well.
Next, perception: 8 is good. Yes, i think it's quite ideal. Enough for a Sniper perk at lvl 24. 7 is required for Sharpshooter perk. Anything higher than 8 is not really required: Sharpshooter perk do its job to make Perception "virtually" 10 for shooting. One perk for "virtually" two stat points - good thing. Economic. Gun skill will be high anyways. That's enough for any target, at any range. Any objections? =)
Next, endurance: 1. Well, formulae for health-per-level is end/2+3, with gifted it's +4 hit points per level. To make it 5 health points per level we need TWO more points in endurance. Waste it here to get mere +25 or so hit points end-game, on top of 100+ we would get with end=1 in the start? For a sniper? Naaah, not me.
Lifegiver perk with end=4 (with gifted)? Well, this perk will be somewhat more effective, +4 hit points for nearly half of levels (about 12 or so for a usual game). But then we spend a perk for it ON TOP of extra points into endurance. And both things will be substracted from our firepower or skillpoints-per-level. Too bad. This only can be viable in Tough-Guy mode. But if you're so tough, then why are you reading this? Joke! 
Charisma (8 with Gifted - recommended): well, read biggest article of chapter 4 below, in Traits and Perks section. It's quite tied up with 'em. Other than that, i think this alec's post will be of major interest for our character:
Intelligence. Well, 10 in it gives you 400 skill points (minimum; slightly more if doing a trick with mutating into the Gifted @lvl9, but that consume 1 perk only giving (5-2)*8=24 skill points. In compare to 400, quite a minor bonus. 1 perk "lost" seems much more important. Also, start of the game will be harder - less stats, less weapons, few less hitpoints "forever", waiting for perks till lvl 9 due to not having enough stats... I say get Gifted at the start. Yet, with int=10 (gifted) being highest stat, if you'll get Divine Favor @lvl14, then it's +14 skill points - 414 total @lvl 21, and +2 extra each level after that. And you don't loose anything!
). So, once again, at least 400 @lvl 21 if 10 int. But, if, say, it woulda be only 8 (with Gifted) Int - then we see only 320 skillpoints @lvl21! 80 points, aka 20% loss. That's a punch, in fact: what usefull we can get for this loss? +2 luck for a +2% crit chance? Well, with perks and drugs we will have about (or even above) 25% crit chance in tough battles, and 21% without drugs in regular ones. To get 23% percents instead... Surely usefull, but seems not worthy of a loss of 80 skillpoints (and even more if going to higher levels, while bonus to crit chance remains THE SAME). Or we could get Agility=10. No need for Action boy, then. And slightly higher gun skill at the start. So, basicly, it's (80 skillpoints) vs (1 perk + ~20 skillpoints increase to gun skills) trade. And also it will change higher stat for Divine Favor - from Int to Agility. Well, if player would like it - go ahead and do it, 8 Intelligence and 10 Agility it'll be then.On top of all that - keep in mind that the more Int you main character have - the more skillpoints you will get from books.Edit: i was wrong here - read further posts to find out more about Int and books..
BTW, interesting thought... Let's say we will SAVE all found books up until lvl 14, will use required specialists (driver, outdoorsman, repair, etc) from recruit pool (yes, this will weaken overall firepower of the squad somewhat) - but then, at lvl 14, we get Divine Favor, Int become 11, and we read all the books with main character? Heck, it could bring solid amount of extra-points total. With no drawbacks in further gameplay. Well, seems it's just another little "trick" for a patient and seasoned FoT veteran to try.
Edit: i was wrong. Intelligence doesn't modify gains from books.
Agility. 8 with Gifted recommended, 7 may be ok as well, if player can wait for Leader perk on one of the Recruits to get one more from there. It's easy: one Action Boy perk gets the character to 10 APs. And Faster Rate of Fire makes it to be exactly two precise shots per round with best sniper rifles (it costs 6 AP initialy to do an aimed shot with them). So, we have to choose what to spend: 2 stat points which are going to be substructed from other stat and thus harm it noticeably and permanently - or spend one perk, save other usefull values of other stats, and tolerate 1 less AP for first 14 levels (up to 15th). I choose to spend a perk. If someone choose opposite - please, explain why. In general, just like with the Sharpshooter, this perk gives "virtually" two stat points (into agility), thus being very effective. Well, it won't increase AC by 2... But not because it's not actual +2 agility - i prefer to say that it's because we made KAMIKADZE character, who don't get any AC from AGI at all! See the point?
Luck. 6 With gifted. Required, recommended. Required for VERY core perk line of any truth sniper: More Criticals. Three times. More luck would be nice always, but it seems that other stats do benefit our character more from few extra-points we have to distribute above "required" setup. Only possible exception is described above in Str part.
Gender: females are smaller. They are able to through narrow passages - while men can't. So far, i didn't find any practical use for it... Yet.
Age - QUESTION: is there any in-game effect being older-aged (about 60 years or so)? Perhaps i'll make a search later about it. Edit: i made the search, but was enable to find any FoT info about the age of a character. Sad.
4.3. And 4.4. too, why not.
Skills to tag: explanations, qustions, discussion.
So, if anyone wonder why it's Doctor, - it's not only good heals, some extra exp for a main character, fixing broken bones etc, - this is ALSO a bonus to damage to any living creature. Yep, the higher Doctor skill you have, the more bonus damage you do to living creatures. And it IS noticeable. I'd say that character with 150% in Doctor do about 20% or so more damage per shot to a living being than a character with about 50% Doctor. Alas, it's also highly dependant on Direct_Damage_Reduction of enemy's armor (worn or natural; for example, rad scorpions, as far as i can tell, just have high Damage_Reduction_Percentage, while Mutants, it seems, really have solid Direct_Damage_Reduction as well). And last piece: Doctor can't be learnt via books, so it's worth to pump yourself. Something about 150 seems to be ideal by the end-game. 100% is enough, tho, in the start and mid-game (you need skillpoints for other skills too). So, to sum it up, this unique skill is for BOTH healing and damage, and you only can get it with your skillpoints - no books available. Good choice!
Next one, Barter, is even more surprising. "Barter? WooooT?" you say?
Well, read that biggest article below in perks'n'traits part of chapter 4. I explain it there. Edit: but it's, although, disputable. Main thing against the barter skill - its wowrthlessness in the end-game stage (player just have no need to trade after certaqin point). But we have Charisma, and this skill offer some benefits nonetheless. In sum: exotical and doubtful choice.
But next one is totally whacky, you probably think? Science tagged for a main character... Nonsense? Perhaps not. It gives better damage against robots (various sources states slightly various mechanics for that; some say it's "better criticals", others say it's "bonus damage to robots"). But overall, it seems both multi-sourced info AND just logical that science noticeably add to any damage dealt against robots (especially with close analogy with bonus damage to living beings from higher Doctor skill). And robots are most tough "race" of enemies in FoT storyline. Last missions are indeed somewhat tough, especially if "you are not prepared!!!" (c) One NPC from a Blizzard game. // Err, you probably know who is it.
// The thing with Science tagged is a little bit tricky, too: you have to wait with putting any single point into it all the way up until the first mission against robots (Preoria turrets DOES NOT counts here! You *can* kill them, and quite fast, without science boosted: just get few hundreds shotgun shells and avoid friendly fire while killing it; let most armored and healthiest character make the approach running, use most powerfull drugs, stimpacks, etc as required - if required. Any melee character with a energy-based knife will damage well as well). So, last missions are against robots. At that point, you have two of your other tagged skills rather high. You can shoot well. So, have about 60-80 skill points saved, and have all science books you found - read by main character. This will get you above 100 from books only. Add those skillpoints, and you're about 160 or even 170+ with science. Now that woulda BE some extra damage to them, eh? But still, science of that high value is rather "exotic" choice. It is interesting to try, and perhaps not for the first walk through the game. It's also questionable (at least for me) if it works woth small guns - that's why i recommend to use energy guns with it. Alas, you better use energy guns (not small guns) against robots just because energy weapons are THAT much more effective against mechanical targets. Emp shells for a shotgun? Forget it. To use 'em effectively you should get rather close... Quite obviously having good chances to become "dead kamikadze". Hehe. So, i recommend to use your saves of previous campaign, pick or make two equal (in "shooter" terms) recruits, raise science for one of them, and test the difference. If i ever will do it myself, i'll share the results here.
Big guns skill: just don't take (tag or put anything into) it. Why? Simple. You're charismatic shooter. You may have enough strength for M2 in adv. power armor, yes. And 7 str in power armor for some of other big guns, as well. But you have little life. You have no +life perks. No toughness. No AC bonus from your agility. Even in best armor, you're not a tank. And big guns are most effective in medium or even close ranges, and surely they are NOT to be fired from behind other squad members. That's why you will take hits regularly if you will use big gun, while firing and/or changing position with enemies in proximity. It is possible to shoot a big gun from afar with proper tactics - but then it's about WAY more "wasted" ammo. Big guns are far less precise from far range, so most of rounds will hit nothing but air. So it *is* about closer range, and we know that taking hits with this character gotta be bad. Give big guns for tank(s), ok?
Other skills: why not to tag/raise skill X? I'll answer that.
*unarmed/melee: you're low-health mid-str no-melee-perks Kamikadze. Try melee, and you will become dead Kamikadze. Again, hehehe. Period.
*throwing: not highest strength around won't allow to throw things as far as you'd like to. On top of that, you're to be good sharpshooter. You're better spending your APs shooting, not throwing things. This way you will be more effective in combat. Need to throw some greens around the corner? Take more suitable recruit - and there are some for it, - and do it. And if someone is gotta go out... Well, aim to the eye.
*sneak. Once again, do you want to become dead Kamikadze?
*lockpick/traps. Well, some locked objects are also trapped. Some just stay in radiated spots. Both are bad for low-health shooter character. It's really better to tag/teach some lockpick and traps to most suitable recruit. He would have those two developed, solid small guns for snipe/shotgun, all three tagged if possible. His/her perception and endurance are to be as high as possible. This is not "main tank", but some toughness could be usefull both in combat and for those skills. Anyways, it's both more convinient and more safe to gather all the loot/chests/lockping not by end=1(2) Kamikadze sharpshooter. So, just another role for someone in squad. Oh, and BTW, demolition books, perhaps, is only sort of books which could go not to your main character, but to that primary trap/lockpick specialist BEFORE he start to raise the traps skill with his own points, - provided that you will always have him in your squad.
*stealing. Well, main character have reputation. I was not able to find out if stealing may affect it. Even if not, i can't recommend stealing just because it's not a skill for everyone: some people, including me, just don't use "steal" in games. We don't find this entertaining.
Other than above, good thief, if you want to have it, gotta have appropriate perks. Use Bebs, right? And, as well-known, you can let her to be in base while more combat-oriented guys'n'girls make *really* dirty work done. Voila!
*first aid. Well, read them books. You'll get more than enough to get those exp points reliably. Or, if you like, give those books to a doc, and make HIM to use all those first aid kits. Due to his perks of a doctor, he will be more effective with healing. Yet, you will not get that exp to the main character then... Matter of taste. For me - i prefer reading the books and getting that exp with my main. If you know you gotta need lots of healing, say, you dare to try Tough Guy mode in hardest difficulty, - then learning first-aid books by non-main character and getting more healing power may proove to be more usefull. But tag it for main? Well, *this* woulda be nonsense, i think...
*repair. Read 'em books, period. Alas, i won't be much surprised if this skill will also have some hidden bonus effect like Doctor or Science. But for now, i do not know of any. So - not worthy a tag nor a single skillpoint for a main character.
*pilot. Your pilot, no matter main character or not, gotta read books and it'll be fine. BTW, interesting question: while driving through the wastes, which outdoursman skill is in use: pilot's - or best of squad? Even more important, if not-a-pilot have perks like "scout", "better rate of random encounters", etc, while pilot do not have them - will these perks work? For now, i am quite sure that answers are "best in squad" and "yes". If it's so, i'd appreciate a confirmation.
*gambling. Well, your main character will be in combat, always. And it is very possible and logical to develop a gambler other than your main character, but keep him inside the bunkers, resting in the pool of the recruits while your squad of terminators is outside - and, if required, that gambler being taken to certain location specifically, intentionally, for a short "there and back" gamble trip. So, forget gambling, i say. Right?
*outdoorsman. Read 'em books, yo.
BTW, there is a little trick, as with most of the books in game. Usual approach is to read the books with the main character. Well, this will give your main, eventually, 100+ in the skill. Good enough to say "no" to almost any encounter. Yet, i am a bit suspicious about how much of outdoorsman your squad really could benefit from. In theory, it's better to get someone with this skill tagged, have him in the squad all the time, read the books with him (not with main) for as long as possible, and only then push the skill up sky high (perhaps 175 or even 200, depends on int). Or even more? But in any case, i am pretty sure that science is more valuable asset, while Doctor and Barter being further more viable. But if i missed something - please feel free to explain *real* mechanics of outdoorsman with above 100 value... Which i didn't find myself, and don't feel the need even to bother with such search for now.
About main gun skills - small vs energy vs small+energy: see very end of that big article a bit below.
4.5. Traits and Perks: explanations, qustions, discussion.
Leader (perk) - questions:
Q1: are multiple Leaders add to each other (if more than one character in squad have the perk, and they all are in range)?
Comment on that: I've read that two characters, both with this perk, will increase Agility of other party members by 2, while themselves both having +1 agility from each other. Anyone tested that? And then, what about more than two? Let's say we make main character to have Leader, then we give this perk also to Sharon, Kevin and Stitch (Stich will need to get Gifted first, obviously): this way it'll be FOUR Leader perks active in the same time, in the same place. That, - in theory, - should result in +3 to agility to those four characters, and +4 agility to any other two. I know it's possible to Mutate for a Farsight too, but myself, i do not use it: she have no traits initially, and i consider it unsportish to use a perk which is supposed to need at least one trait present - on a character without traits. Period. But there are more recruits later in the game with Leader perk - or with just enough Charisma to take this perk manually. Clarisse, in fact, just have it already with her. So, if ALL six squad members will have leader - this is +5 Agility to anyone (in theory). Again, anyone willing to test it out, eh? =) And don't forget about +25 AC for each character, too... In case those pile up too. Seems pretty damn good, i say!Edit: Answer: they do not stack at all, Leader perks from more than 1 character with that perk, that is. Period.
2. Err, this one should be first... Anyways: _as far as i can get_ _from the current internet_ (rap, yo, cmon!
) - is it possible (and i mean ONLY using fair-play in-game methods) to give a Leader perk to the recruits? My guess is, currently, a "no".Edit: should be possible, and even usefull, as main character get +1 agility and +5 AC "for free". Leader perks do not stack, though.
Brown Noser - question: for a cha=8 (with "Gifted") leader, is it possible to get Clarisse after completing Newton, given that we do all the side quests we can do in the game properly, - and WITHOUT "Brown Noser" perk? I suggest answer is "yes", but i am not completely sure. Any confirmation will be appreciated!
Brown Noser - note: if above question indeed have an answer = "yes", then obviously we save a perk not using "Brown Noser". Clarisse is a General rank, so if we can hire her, then our character is "General" herself (mentat or not), highest rank in the game. And it means that we got all we can from rank system, equipment in BoS bunkers and best recruit(s) available - without wasting a perk to "Brown Noser".
Brown Noser and Divine Favor and cha=8 and starting/not_starting with Barter tagged (not-so-obvious benefits inside) and some Sharon planning - article:
We need cha=8 (with Gifted) to get Divine Favor. It's a good "getting to the edge" lvl 14 (saved from 12) perk for anyone who do plan to get at least 25th lvl for a main character. For crazy people playing "tough guy" it's a common thing to get even 27th, and it makes Divine Favor even more worthy. At last, for craziest people who would try insane task of levelling to 29 or even beyond - Divine Favor is definitely the way to go. So, we need cha=8 if we are about to be more powerful in high-level. Also, there is yet another reason not to go with cha=6 (Brown Noser or not), if player tagged and somewhat developed "barter" skill: after each mission we are to check recruit pool and inventory of BoS vendor. The better our rank is, the better equipment and recruits we get (generally). Rank is dependant on *current* charisma's value (amongst other factors), so we can eat some mentats - there is good possibility that our rank will raise due to higher Charisma (tested myself, works, but not at every point of the game even +3 cha from mentats gives additional rank. Save before trying). Ok, but now, if our main character have "barter" tagged and somewhat developed - with 8 "hardpoint" Charisma, and with +2 or even +3 Charisma from Mentat - she can be quite effective at selling/buying things at BoS bases! The key thing of that is: we will want our MAIN character to get that mentats in hope of getting higher rank before checking recruits/equipment for sale. And there are not so many mentats in the game to spend it on main character AND on another character being the trader. At main character, we virtually have "free" (in "for trade in bunker" terms) Charisma buffs, and with cha=8 on main character, we simply can't find any recruit with better Charisma (Except Sharon mutated into "Gifted" to get cha=9, and then may be get Divine Favor @lvl14 to get Cha even higher (to 10). However, IMO, she is way more viable with a tank/gunner role. Notice her tagged small and big guns, her ability to get Bonus Rate of Fire if Gifted with Mutate - so easily 2 bursts @lvl 15 (that's 2 perks already - @ lvl 15 and lvl 9 accordingly); her ability to take Toughness perks (for ultimate protection against incoming damage, take all 3 ranks - @lvl 6, lvl 12 and lvl 18); exactly 9 str in power armor for M2 (best big gun), and she will be able to make 2 bursts per round; notice her rather high endurance (7 hit points per level with Gifted, solid resistances); just enough int to get small guns to 125+ and big guns up to 175+ (end-game) even with Gifted; just enough Perception to shoot mid-ranges; her trait for chems helps to make her better tank before MOST tough fights via drugs; and she's a *girl* too
). If above is not enough - well, there are more reasons to have barter being developed by your main character. Quite surprisingly, aye. These are: 3) Having at least 400 skillpoints to distribute among tagged skills, our main character really can afford to dropping somewhat from 100 to 150 into barter total (about 150%...160% barter end-game, and 125% or even 150% very very early, depends on which gun skill chosen). Gun skill will get 200-220 skillpoints end-game. Third skill then will get 50 to 80 skill points. All three being tagged from the start, they will get high enough. With more levels and/or Divine Favor perk - character will be even more abundant with skill points. All that without any need of Mutate and Tag perks, thus allowing for more other perks we choose - and this means more combat power, according to our primary role. Now, there are simply NONE recruits who could combine those two roles - trader and fighter, - nearly as good. We already spoke about Sharon. Way low Int she have. Other candidates have lower Charisma, far from 10 intelligence, taking Mutate for Gifted will decrease their skill-per-lvl rate by 3, increasing combat abilities - while decreasing skills potential -> ability to combine fighting and trading remain neraly the same... All in all, main character, designed as described above, is very best (if not only) candidate to be both good (if not excellent) sniper AND good enough trader. 4) if you make Sharon being a trader, then she have VERY low personal combat viability in compare to other recruits - due to limited skillpoints she can't be very good BOTH in gun skill and Barter. That's why you would want her staying in Bunkers (recruit pool), taking someone better suitable for a fight outside. But then, you won't have viable trader available in missions and random encounters. Minor loss, but still a loss. Next, 5) i found it very convinient to have all "weightless" items stocked for future use on my main character (if she's a trader). Reasons are obvious: always available, less mess in vehicle's stored item's list (usually huge), no need to give some of them to another character if you need to sell, no need to take them from other character if you want to use some on main character, direct buying of drugs&such in bunkers, etc. This is also convenient to have all sales giving money to the main character directly. Time savers. Saved bits of time are to be spent for more fun things... You know. Ripped heads, rivers of blood, explosions and such. Few more experience points average per time frame for the party, too!
Next, 6) if main character will get barter tagged from the start, then it can be quickly developed rather early. Since gun skill can wait (small guns are to get some books first - and energy guns are available only in second half of the game), Doctor can wait simply due to Stich can help with broken bones for the first levels, and Science is for robots - also about second half of the game, generally. So, naturally, it's rather convinient to get quite viable Barter skill early, and earlier good trades - quite a chunk of extra buck (or time-saver, - for those who pile up the loot to sell it much later with skilled trader). Another minor plus. And last but not least: 7) it's known that only main character's rank define quality of available mercs (not rank of any other character, that is). I've also read in various places that main character's rank define currently-available-for-buying BoS equipment. I suppose that if we raise the rank with Mentats, it not only gives access to the "next line" of recruits sometimes (not always, aye), but also, when we will go to trade with BoS vendor - then we (theory!) should get better equipment (at least sometimes), too! Someone didn't ever see gauss weapons/ammo in stock? Well, this may (or may not?) be a way to go, and if so, - trades in incounters and in missions could probably have better trade goods as well (pure assumption, though - i have no proof for it so far). If someone can confirm or deny this - please do!
As for NOT developing a barter with main character: things are rather easy. Science add some bonus damage vs robots, Doctor adds some vs living (yep, skill itself, notice how Stich doing slightly better damage to anything alive with hunting rifle in compare to Farsight - this is just because he's a Doc, while Farsight is not. At least i think so). Higher Doctor = more damage to living beings. Higher science = more damage to robots (boost it with books first! Preoria's turrets are NOT a reason to put your own skill points too early into science. Wait till MAPS of robots to do it). Science have better potential thanks to books raising it BEFORE boosting with own skillpoints. On the other hand, Doctor is good to have for it's primary use - healing, removing "cripling" status effects, some extra exp for main character. So, if not barter, then it's either one gun skill plus both Doctor *and* Science - this way it's higher gun skill and more bonuses to damage; OR, it's two gun skills (small and energy guns, to remind), and either Doctor (recommended) or science - this way it's about lower gun skills, less damage bonuses from aux skills, BUT you will be able to use all sniping guns throught the whole game. And this is kinda cool for many people. Bartering to be made by Stich before lvl 12, and by Sharon after lvl 12 (save ALL skillpoints of her in this case for putting them into tagged Barter. She will be hell of a trader end-game, aye...).
My personal choice, BTW, is to go with: Energy weapons, Barter, Doctor, or, if not barter, - Energy weapons, Science, Doctor. And read all books about small guns and science, that is. Nearly 100 skillpoints to tagged Barter to get it to 150+. 80 skillpoints to tagged Doctor to make it about 140. And ~220 points to Energy guns will get it to 200, anything beyond 200 is kinda too expensive and not-so-rewarding. If anyone need precise numbers "end-game" - let me know, but it's really easy to find out and not that important to be 1-2% precise anyways. And to end skills section, i'll rephraze general rule of skilling up good character of this kind: NO fourth tagged skill to save a perk, and not a single point into non-tagged skills, as we do get benefits for our primary role from two (or even three, if not Barter) tagged skills, while Barter serving somewhat and fits great to/with a second goal of a character (being a leader, hence having 8 Charisma).
5. Playing the character.
5.1. If you can shoot, - shoot, don't do something else until that "something else" is very required (ex: going out of enemy's line/sector/range of fire, while there are no better tactical solution to the situation). If you can aim - aim, at least until it's not less shots per round.
5.2. Shoot first in squad when possible. Your crits may be devastating. 1-shot kills happens. Shame if you almost killed the foe with gunfire of teammates, then switched to main, and shot devastating sritical: most of your damage is WASTED. And APs and ammo of those teammates wasted as well! So, if crit, you're the king. If not, let others finish 'em, you'll be a kind again soon enough.
And, BTW, in TB your main character IS first in the squad, so firing first will save you some clicks, as game automatically choose "next" teammate to act if you spent all your APs.
5.3. Spend all your APs.
I mean, if you got 1..3 left, and it's not enough for another shot - well, try to get a habit to use these to get better position for your main character. Pull back if enemies seem to be too dangerous. Take some sidesteps if it's better to change sector of your fire. Crouch if under fire and/or for better hit percentages.
5.4. Stay with team, or bigger part of the team, whenever possible. You're the leader. You provide up to 25 AC and up to 5 Agility to your people total. This is serious bonus. And another reason: safety. Generally, you're more likely to get shot to death if somewhat separated from the group - and went into an ambush.
5.5. Experiment with various body parts of the victims all the time. Mileage will vary from game to game and from mode to mode; and from foe to foe. Your growth also changes things there. Although, there are some basic rules. If, somehow, dear reader still don't know them: shoot the legs in hope to slow 'em down (oh, my fury poor deathclaw... Something with ankle, eh? =) ), arms to slow or even disable their attack abilities (who said those turrets in Preoria are dangerous? Get some crits to weapon mounts from afar, you got anough rounds to cripple 'em
It's just about patience and crit chances, tho); aim to eyes to blind 'em and do craziest damage sometimes (1000+ crits are possible there, even on this very board there are at least two reports of such, best being 1300+). Other body parts may or may not be worth to shoot at, and generally have more variable viability/effects_frequency.
5.6. Try not to waste too good ammunition for too weak enemies. Example: it's a waste to kill a cockroach with a plasma gun. You can kill some cockroachs with usual Sniper Rifle, thus saving ammo for plasma gun. After that, you may go and kill robot or two with that ammo. So, you killed both groups. But if it was your last batteries, and you spent them for cockroaches - then you, quite possibly, won't kill robots: 7.62 sniper rifle will be TIMES less effective against those armored piles of junk. If, say, you're ONLY energy - *do* bother to use a pistol in a left hand: for the similar reason, and for the faster fire rate as well when sometimes required, BTW. And when i say "faster", it means a shot for every 2 APs @lvl15+. For a sniper it's just... Neat!
5.7. Have some drugs. And use them well and smart. Best drug for a shooter, and best drug in game as well - Voodoo. Do not bring addiction with it. And grants +2 agi and +3 luck, for quite a long time - many game's hours, IIRC. On the other hand, it's really expensive, too. So, your choice! But at very least, if you're going to the last mission and ready to finish the game - Voodoo can add a lot of destruction to the scene, and there won't be any regret as well. Mentat, Buffout, AfterGum, Psycho - all can be usefull to you in appropriate situation. If anyone need their effects, just google about it - or leave a request in this thread. It's better not to waste drugs when you can get away without using 'em, tho: addiction is a bad thing, and they also make a good "valuables" reserve, having no weight and selling for good money. In some cases, some "doses" to main tank will be more effective or even only_rational choice.
5.8. Avoid nights as much as possible. Can't shoot a guy 50 tiles away if you don't see at all another similar guy in 20 tiles. Right?
5.9. If you're planning to do lots of not-so-tough random encounters for exp/loot in later part of the game (say, before the last mission), or even, ultimately, become a ever-levelling monster - then plan your end-game group in such a way that everyone would be able to snipe tolerably (at least) or good-to-excellent (preferably). Even more than that, have only one, or maximum two characters sniping with energy weapons - for 4 or 5 characters develop high enough Small Guns skill. Ensure that Per=6 is a minimum without drugs. And get as much 7.62 ammo as you can. With proper approach and proper area, you can kill very fast doing 3 (even 4 with some recruits) unaimed shots per round with Sniper rifles. It's about up to 20 shots per round, if your squad stand still. In all your people use single-shot weapons, then you can select them all and fire 6 bullets into a single foe with one click. Now THAT is fast.
Many dozens of thousands of experience can be made with such a hunts. Sniper rifles, massive fire and as many crits as you can provide (others teammembers better have as many Better Criticals as possible in this case) - and you save your time by not spending your real-life time to manuever, individual placement of recruits, aiming, avoiding enemy's fire. Just shooting them down while they are very far away, jumping into a car, and off we goo to the next one. Once again, doesn't work when it's dark. If i will have the time, i'll see how far *i* can get in levels. Just for the heck of it. 
Ofcourse there is much more about sniping in general and in details. Well, happy googling, and good luck in field trying it for yourself!
6. Misc (i.e., various important things).
6.1. Be sure to "passively raise" at least best ones of the "currently in the recruit pool" recruits - you may need them later. If not, it won't hurt. If yes, you would find your little effort being VERY worth that little time you spent doing it. Perhaps later i will put the exact way to do it properly - with credit to the respected author who already made it in this very board.
So here it is, wrote by Robhiengler in one of threads waaaay below:
"
open up the recruitment pool
empty your current squad members
add other individuals
click on your character portrait
click view
click done
DO NOT EXIT the recruitment pool
remove the NPC's
add other NPC's
repeat until all the people you want leveled up
are done.
exit the recruitment screen
level up your NPC's go back and swap in the other pooled squad members.
"
7. Credits.
First of all, comes to dear reader who tolerated lots of typos and my bad english. I tried to bring in more thoughts in hope that i will be understood even not being good-tongued. If so, - thanks!
Next, credints come to me, as i wrote that all by myself. Lots of typing'n'thinking, yaiks! =)
But i would not be able to put together even such a lousy guide, if not all the FoT people of this board and many more around all the internet. So, their efforts also counts in!
Robhiengler for description of (presumably) safe method of keeping many mercs up with main character, while staying in recruit pool. He made it some time ago in this very forum.
alec for his post about Charisma (included into this document in its entirety).
That's it.
Original concept, analisys, compilation and texts by WVr.
P.S. Ah, and do me a favor an don't put this text onto any other site or board - please contact me first and say where you'd like to publicate it (if you do). Fyujin2@gmail.com is my mailbox. Or just post here or PM me. If i don't answer in a week, then please consider that as a "no". Or i won't give you any donuts even if you'd beg for them, ever.
Edit: It's absolutely safe and time-saving to SKIP any small-font parts of this post. Why they are here? I'll explain:
Most important warning: this thread contain some incorrect statements and invalid advices, if we speak about efficiency and about "best" configuration of the character. It's highly recommended to read further discussion, as my mistakes are corrected in following posts by better-informed person. I will not delete erratic data, though, as it would result in removing of some statements which are discussed in following threads, and this would result in ruining thread's logic between posts (bad thing).
Instead, i will put incorrect parts to be in small font, and will add short notes in red color, to briefly name/describe corresponding error.
End_of_edit.
This thread is for a discussion of one of most popular main character's role in SP FoT: leader+sharpshooter+aux_skill(s) balanced character. I will provide what i know of the subject. It would be a guide, if not only my feel that i know not enough to write good enough on this subject. Any corrections and/or answers and/or useful info on the subject - are welcome. I may or may not include more data to that guide in the future, if this discussion will be productive. Authors will be mentioned, ofc.
Warning: FAIR PLAY expected. Please do NOT discuss any "usable" glitches, bugs or exploits here!
Guide.
General note: i may be wrong in many places. If this guide will be proven valuable and correct by other people - this note may be changed to say so. For now, though, use it on your own risk, or don't use at all. Your choice.
Contents.
1. Gameplay style.
2. Description of main character's roles.
3. Creating and planning the character: stats, skills, perks.
4. Creating the character: explanations, qustions, discussion.
5. Playing the character.
6. Misc (IOW, various important things).
7. Credits and such.
1. Suggested gameplay style.
This guide is primarily for this mode of the game: patched up to 1.27, Single Player, Turn-Based (only TB or at least mostly TB), squad-based gameplay (viability in 1-man is doubtful).
2. Suggested main character roles, from most important to least important.
2.1. Sharpshooter (able to kill things ASAP from far away).
2.2. Leader (Better recruits and equipment available sooner, more recruits (and, perhaps equipment?) at the end of the game, "leader" perk).
2.3. Being able to use as many game's features as possible, if not harming two first goals.
2.4. Ammo-effective, i.e. - getting better average_exp-per-buck ratio, assuming that we buy (or do not sell already collected) gun rounds.
Note: 2.3 and 2.4 roles are about same importance to me. This may vary from player to player, ofcourse.
3. Creating the character.
3.1. Required stats, aka "must have".
str: 3.
per: 6.
end: 1.
cha: 5.
int: 5.
agi: 6.
lck: 5.
Total points required: 31. Remaining points: 9.
Note: this is having "gifted" in mind, either at start or after "mutate" perk; and no "small frame" for an end-game.
3.2. Recommended stats.
str: 4.
per: 7.
end: 1.
cha: 7.
int: 9.
agi: 7.
lck: 5.
Total: 40 (all we got).
Edit: 8 perception prooved to be better, really - could get 10 with Divine Favor and Gifted, IF you take that one more point for it from Intelligence. Divine Favor, if more than one stat is the "highest", will increase only one stat among these "highest", namely the one which is higher in the stat list. For a Perception-Intelligence pair, this will be Perception increased. If you are not going to get Divine Favor, than get 1 point from agility and put it into perception. With Gifted, it'll be 10 perception and 7 agility - but you can get 1 more agility while doing a fight near any recruit with Leader perk, so it's only temporary loss for a first part of the game. 10 perception really increase maximum range of fire, and we can afford to get it.
Recommended gender: female.
3.3. Required skills (to tag in the start).
Small guns OR energy weapons. See next chapter (4) to define your choice, it's possible to snipe with both or any single one, each one have advantages and drawbacks.
3.4. Recommended skills to tag.
For remaining skill tags (1 or 2), choose from: Doctor, Barter, Science (last one - only if energy weapons is tagged too). Why these? See discussion section (chapter 4).
Note: i do not recommend to use "Tag!" perk when it comes, as it means 1 less perk for "real" perks. So get all you need at the start here, and don't plan to get one more "later with perk". This is if you're not "versatility" maniac, ofcourse - but in this guide, we are speaking about sharpshooter and leader in the first two places, not the "mainly support" character. Again, more details in chapter 4.
3.5. Recommended Traits and Perks (planned up to lvl 21).
There are few rational variations of taking perks for described character. I will list here the way i prefer it. Alternatives and discussion will be in chapter 4.
Traits at the start: Gifted Kamikadze. //sounds fun, BTW.

Trait to get with "Mutate" perk: none.
Note: I do not recommed to use "mutate" at all. Why? See chapter 4 for a discussion about that, since my recomendation here *is* questionable and i know it.
Perks (they will be available if (at least) "required" stats fulfilled, together with "Gifted" trait):
lvl 3: Anything you like - Educated or Swift Learner are very good ones, if not best. Pick yours. Or - save it until lvl 4.
lvl 4: if saved from lvl 3: Leader (lvl=4, cha=6 req).
lvl 6: More Criticals or Bonus Ranged Damage.
lvl 9: Sharpshooter OR save it until lvl 14 and then pick Divine Favor.
lvl 12: Action Boy.
lvl 14: That is if you are intend to get 25+ levels eventually, and saved lvl 9 perk-point: then - Divine Favor.
lvl 15: Bonus Rate of Fire. (best perk of all times, perhaps.

then, either no-Divine-Favor way:
lvl 18: Better Criticals.
lvl 21: More Criticals or Bonus Ranged Damage.
lvl 24: Sniper (AFAIK, it DOES work. It's just not that *luck roll* occurs that much... Especially for those who have little luck). Or you can get More Range Damage (if still available - you could get it before twice, and twice is max rank for this) or More Criticals).
or Divine-Favor way:
lvl 17: Sharpshooter.
lvl 19: Better criticals.
lvl 21: More criticals (or Bonus Ranged Damage).
lvl 23: More criticals.
lvl 25: Sniper.
lvl 27, 29: Bonus Ranged Damage or More Criticals, two remaining ranks.
4. Creating the character: explanations, qustions, discussion.
4.1. Required stats are indeed required for described role. At least if i am not totally disinformed somewhere. Check the requirements for perks, too. BTW, i used this perk list for a reference: http://william_home.tripod.com/fallout/perks.html .
4.2. Recommended stats are made with this in mind:
str 4 plus Gifted = hunted rifle, sniper rifle, AK-47, laser rifle and more very viable guns, unavailable to any character with str=4 or less. So, for a solid part of the game (before power armor) you will need it. Ofcourse, with power armor we will get one not-required str point (best-damage sniping rifles require str=6), but then with adv. power armor it will be str=9, and i guess it's even more of an over-kill. Well, if player want to be a bit more "hardcore" and also more end-game oriented - get str 3 at start plus gifted, use a pump shotgun (req 4 str) and pistols, whatever. With power armor you'll get perfect 6. And it seems that best place for that one extra point is either lck (for extra +1% to crit) or Cha. Even more, there is interesting variation available then: lower int by 1, and put yet another point into Charisma. With gifted in will be 10. With Divine Favor it would be +1 to Charisma being the highest stat. And while near a General, it could raise it to insane 13... But i've read somewhere that there is a limit of 12 for such improvements of stats - for human race, that is. Err, well, choose what you do like more. If in doubts, then just stick to recommended values, and you should be fine shooter, and fine leader, and enough skilled as well.
Next, perception: 8 is good. Yes, i think it's quite ideal. Enough for a Sniper perk at lvl 24. 7 is required for Sharpshooter perk. Anything higher than 8 is not really required: Sharpshooter perk do its job to make Perception "virtually" 10 for shooting. One perk for "virtually" two stat points - good thing. Economic. Gun skill will be high anyways. That's enough for any target, at any range. Any objections? =)
Next, endurance: 1. Well, formulae for health-per-level is end/2+3, with gifted it's +4 hit points per level. To make it 5 health points per level we need TWO more points in endurance. Waste it here to get mere +25 or so hit points end-game, on top of 100+ we would get with end=1 in the start? For a sniper? Naaah, not me.


Charisma (8 with Gifted - recommended): well, read biggest article of chapter 4 below, in Traits and Perks section. It's quite tied up with 'em. Other than that, i think this alec's post will be of major interest for our character:
alec said:I've played FOT a hell of a lot, and I did notice differences when you lower your CH. With CH2 you can get three new recruits after the first mission, but they all stink since they are initiates (the only really good one is Trevor, imo, his Throwing skill combined with ST9 is quite usefull). With CH6 or more (I forget), you'll get to choose from 6 recruits after mission 1 and 3 of them will be senior initiates (great recruits like Rage and Rebecca!). With CH2 you'll only get a chance to recruit Rage and Rebecca after (I think) the third mission, which sucks since Rage's Awareness Perk and Rebecca's Lockpick skills are very usefull from the start of the game (I mean, that way you won't have to spend a perk on Awareness and you won't have to tag Lockpick - you can tag other skills, choose combat perks, whatever...).
All my experiences with FOT have showed me that CH DOES indeed influence the recruits pool. Some say it's your rank that does (and they might be right as well, but rank certainly isn't the only factor). CH also affects the skills and stats of the recruits, by the way.
So, in general, I would say that the CH of your character influences the amount of recruits in the recruits pool and the quality of those recruits (how good they are).
Intelligence. Well, 10 in it gives you 400 skill points (minimum; slightly more if doing a trick with mutating into the Gifted @lvl9, but that consume 1 perk only giving (5-2)*8=24 skill points. In compare to 400, quite a minor bonus. 1 perk "lost" seems much more important. Also, start of the game will be harder - less stats, less weapons, few less hitpoints "forever", waiting for perks till lvl 9 due to not having enough stats... I say get Gifted at the start. Yet, with int=10 (gifted) being highest stat, if you'll get Divine Favor @lvl14, then it's +14 skill points - 414 total @lvl 21, and +2 extra each level after that. And you don't loose anything!

BTW, interesting thought... Let's say we will SAVE all found books up until lvl 14, will use required specialists (driver, outdoorsman, repair, etc) from recruit pool (yes, this will weaken overall firepower of the squad somewhat) - but then, at lvl 14, we get Divine Favor, Int become 11, and we read all the books with main character? Heck, it could bring solid amount of extra-points total. With no drawbacks in further gameplay. Well, seems it's just another little "trick" for a patient and seasoned FoT veteran to try.

Agility. 8 with Gifted recommended, 7 may be ok as well, if player can wait for Leader perk on one of the Recruits to get one more from there. It's easy: one Action Boy perk gets the character to 10 APs. And Faster Rate of Fire makes it to be exactly two precise shots per round with best sniper rifles (it costs 6 AP initialy to do an aimed shot with them). So, we have to choose what to spend: 2 stat points which are going to be substructed from other stat and thus harm it noticeably and permanently - or spend one perk, save other usefull values of other stats, and tolerate 1 less AP for first 14 levels (up to 15th). I choose to spend a perk. If someone choose opposite - please, explain why. In general, just like with the Sharpshooter, this perk gives "virtually" two stat points (into agility), thus being very effective. Well, it won't increase AC by 2... But not because it's not actual +2 agility - i prefer to say that it's because we made KAMIKADZE character, who don't get any AC from AGI at all! See the point?

Luck. 6 With gifted. Required, recommended. Required for VERY core perk line of any truth sniper: More Criticals. Three times. More luck would be nice always, but it seems that other stats do benefit our character more from few extra-points we have to distribute above "required" setup. Only possible exception is described above in Str part.
Gender: females are smaller. They are able to through narrow passages - while men can't. So far, i didn't find any practical use for it... Yet.
Age - QUESTION: is there any in-game effect being older-aged (about 60 years or so)? Perhaps i'll make a search later about it. Edit: i made the search, but was enable to find any FoT info about the age of a character. Sad.
4.3. And 4.4. too, why not.

So, if anyone wonder why it's Doctor, - it's not only good heals, some extra exp for a main character, fixing broken bones etc, - this is ALSO a bonus to damage to any living creature. Yep, the higher Doctor skill you have, the more bonus damage you do to living creatures. And it IS noticeable. I'd say that character with 150% in Doctor do about 20% or so more damage per shot to a living being than a character with about 50% Doctor. Alas, it's also highly dependant on Direct_Damage_Reduction of enemy's armor (worn or natural; for example, rad scorpions, as far as i can tell, just have high Damage_Reduction_Percentage, while Mutants, it seems, really have solid Direct_Damage_Reduction as well). And last piece: Doctor can't be learnt via books, so it's worth to pump yourself. Something about 150 seems to be ideal by the end-game. 100% is enough, tho, in the start and mid-game (you need skillpoints for other skills too). So, to sum it up, this unique skill is for BOTH healing and damage, and you only can get it with your skillpoints - no books available. Good choice!
Next one, Barter, is even more surprising. "Barter? WooooT?" you say?

But next one is totally whacky, you probably think? Science tagged for a main character... Nonsense? Perhaps not. It gives better damage against robots (various sources states slightly various mechanics for that; some say it's "better criticals", others say it's "bonus damage to robots"). But overall, it seems both multi-sourced info AND just logical that science noticeably add to any damage dealt against robots (especially with close analogy with bonus damage to living beings from higher Doctor skill). And robots are most tough "race" of enemies in FoT storyline. Last missions are indeed somewhat tough, especially if "you are not prepared!!!" (c) One NPC from a Blizzard game. // Err, you probably know who is it.

Big guns skill: just don't take (tag or put anything into) it. Why? Simple. You're charismatic shooter. You may have enough strength for M2 in adv. power armor, yes. And 7 str in power armor for some of other big guns, as well. But you have little life. You have no +life perks. No toughness. No AC bonus from your agility. Even in best armor, you're not a tank. And big guns are most effective in medium or even close ranges, and surely they are NOT to be fired from behind other squad members. That's why you will take hits regularly if you will use big gun, while firing and/or changing position with enemies in proximity. It is possible to shoot a big gun from afar with proper tactics - but then it's about WAY more "wasted" ammo. Big guns are far less precise from far range, so most of rounds will hit nothing but air. So it *is* about closer range, and we know that taking hits with this character gotta be bad. Give big guns for tank(s), ok?

Other skills: why not to tag/raise skill X? I'll answer that.
*unarmed/melee: you're low-health mid-str no-melee-perks Kamikadze. Try melee, and you will become dead Kamikadze. Again, hehehe. Period.

*throwing: not highest strength around won't allow to throw things as far as you'd like to. On top of that, you're to be good sharpshooter. You're better spending your APs shooting, not throwing things. This way you will be more effective in combat. Need to throw some greens around the corner? Take more suitable recruit - and there are some for it, - and do it. And if someone is gotta go out... Well, aim to the eye.

*sneak. Once again, do you want to become dead Kamikadze?

*lockpick/traps. Well, some locked objects are also trapped. Some just stay in radiated spots. Both are bad for low-health shooter character. It's really better to tag/teach some lockpick and traps to most suitable recruit. He would have those two developed, solid small guns for snipe/shotgun, all three tagged if possible. His/her perception and endurance are to be as high as possible. This is not "main tank", but some toughness could be usefull both in combat and for those skills. Anyways, it's both more convinient and more safe to gather all the loot/chests/lockping not by end=1(2) Kamikadze sharpshooter. So, just another role for someone in squad. Oh, and BTW, demolition books, perhaps, is only sort of books which could go not to your main character, but to that primary trap/lockpick specialist BEFORE he start to raise the traps skill with his own points, - provided that you will always have him in your squad.
*stealing. Well, main character have reputation. I was not able to find out if stealing may affect it. Even if not, i can't recommend stealing just because it's not a skill for everyone: some people, including me, just don't use "steal" in games. We don't find this entertaining.

*first aid. Well, read them books. You'll get more than enough to get those exp points reliably. Or, if you like, give those books to a doc, and make HIM to use all those first aid kits. Due to his perks of a doctor, he will be more effective with healing. Yet, you will not get that exp to the main character then... Matter of taste. For me - i prefer reading the books and getting that exp with my main. If you know you gotta need lots of healing, say, you dare to try Tough Guy mode in hardest difficulty, - then learning first-aid books by non-main character and getting more healing power may proove to be more usefull. But tag it for main? Well, *this* woulda be nonsense, i think...
*repair. Read 'em books, period. Alas, i won't be much surprised if this skill will also have some hidden bonus effect like Doctor or Science. But for now, i do not know of any. So - not worthy a tag nor a single skillpoint for a main character.
*pilot. Your pilot, no matter main character or not, gotta read books and it'll be fine. BTW, interesting question: while driving through the wastes, which outdoursman skill is in use: pilot's - or best of squad? Even more important, if not-a-pilot have perks like "scout", "better rate of random encounters", etc, while pilot do not have them - will these perks work? For now, i am quite sure that answers are "best in squad" and "yes". If it's so, i'd appreciate a confirmation.
*gambling. Well, your main character will be in combat, always. And it is very possible and logical to develop a gambler other than your main character, but keep him inside the bunkers, resting in the pool of the recruits while your squad of terminators is outside - and, if required, that gambler being taken to certain location specifically, intentionally, for a short "there and back" gamble trip. So, forget gambling, i say. Right?
*outdoorsman. Read 'em books, yo.

About main gun skills - small vs energy vs small+energy: see very end of that big article a bit below.
4.5. Traits and Perks: explanations, qustions, discussion.
Leader (perk) - questions:
Q1: are multiple Leaders add to each other (if more than one character in squad have the perk, and they all are in range)?
Comment on that: I've read that two characters, both with this perk, will increase Agility of other party members by 2, while themselves both having +1 agility from each other. Anyone tested that? And then, what about more than two? Let's say we make main character to have Leader, then we give this perk also to Sharon, Kevin and Stitch (Stich will need to get Gifted first, obviously): this way it'll be FOUR Leader perks active in the same time, in the same place. That, - in theory, - should result in +3 to agility to those four characters, and +4 agility to any other two. I know it's possible to Mutate for a Farsight too, but myself, i do not use it: she have no traits initially, and i consider it unsportish to use a perk which is supposed to need at least one trait present - on a character without traits. Period. But there are more recruits later in the game with Leader perk - or with just enough Charisma to take this perk manually. Clarisse, in fact, just have it already with her. So, if ALL six squad members will have leader - this is +5 Agility to anyone (in theory). Again, anyone willing to test it out, eh? =) And don't forget about +25 AC for each character, too... In case those pile up too. Seems pretty damn good, i say!Edit: Answer: they do not stack at all, Leader perks from more than 1 character with that perk, that is. Period.
2. Err, this one should be first... Anyways: _as far as i can get_ _from the current internet_ (rap, yo, cmon!

Brown Noser - question: for a cha=8 (with "Gifted") leader, is it possible to get Clarisse after completing Newton, given that we do all the side quests we can do in the game properly, - and WITHOUT "Brown Noser" perk? I suggest answer is "yes", but i am not completely sure. Any confirmation will be appreciated!
Brown Noser - note: if above question indeed have an answer = "yes", then obviously we save a perk not using "Brown Noser". Clarisse is a General rank, so if we can hire her, then our character is "General" herself (mentat or not), highest rank in the game. And it means that we got all we can from rank system, equipment in BoS bunkers and best recruit(s) available - without wasting a perk to "Brown Noser".
Brown Noser and Divine Favor and cha=8 and starting/not_starting with Barter tagged (not-so-obvious benefits inside) and some Sharon planning - article:
We need cha=8 (with Gifted) to get Divine Favor. It's a good "getting to the edge" lvl 14 (saved from 12) perk for anyone who do plan to get at least 25th lvl for a main character. For crazy people playing "tough guy" it's a common thing to get even 27th, and it makes Divine Favor even more worthy. At last, for craziest people who would try insane task of levelling to 29 or even beyond - Divine Favor is definitely the way to go. So, we need cha=8 if we are about to be more powerful in high-level. Also, there is yet another reason not to go with cha=6 (Brown Noser or not), if player tagged and somewhat developed "barter" skill: after each mission we are to check recruit pool and inventory of BoS vendor. The better our rank is, the better equipment and recruits we get (generally). Rank is dependant on *current* charisma's value (amongst other factors), so we can eat some mentats - there is good possibility that our rank will raise due to higher Charisma (tested myself, works, but not at every point of the game even +3 cha from mentats gives additional rank. Save before trying). Ok, but now, if our main character have "barter" tagged and somewhat developed - with 8 "hardpoint" Charisma, and with +2 or even +3 Charisma from Mentat - she can be quite effective at selling/buying things at BoS bases! The key thing of that is: we will want our MAIN character to get that mentats in hope of getting higher rank before checking recruits/equipment for sale. And there are not so many mentats in the game to spend it on main character AND on another character being the trader. At main character, we virtually have "free" (in "for trade in bunker" terms) Charisma buffs, and with cha=8 on main character, we simply can't find any recruit with better Charisma (Except Sharon mutated into "Gifted" to get cha=9, and then may be get Divine Favor @lvl14 to get Cha even higher (to 10). However, IMO, she is way more viable with a tank/gunner role. Notice her tagged small and big guns, her ability to get Bonus Rate of Fire if Gifted with Mutate - so easily 2 bursts @lvl 15 (that's 2 perks already - @ lvl 15 and lvl 9 accordingly); her ability to take Toughness perks (for ultimate protection against incoming damage, take all 3 ranks - @lvl 6, lvl 12 and lvl 18); exactly 9 str in power armor for M2 (best big gun), and she will be able to make 2 bursts per round; notice her rather high endurance (7 hit points per level with Gifted, solid resistances); just enough int to get small guns to 125+ and big guns up to 175+ (end-game) even with Gifted; just enough Perception to shoot mid-ranges; her trait for chems helps to make her better tank before MOST tough fights via drugs; and she's a *girl* too


As for NOT developing a barter with main character: things are rather easy. Science add some bonus damage vs robots, Doctor adds some vs living (yep, skill itself, notice how Stich doing slightly better damage to anything alive with hunting rifle in compare to Farsight - this is just because he's a Doc, while Farsight is not. At least i think so). Higher Doctor = more damage to living beings. Higher science = more damage to robots (boost it with books first! Preoria's turrets are NOT a reason to put your own skill points too early into science. Wait till MAPS of robots to do it). Science have better potential thanks to books raising it BEFORE boosting with own skillpoints. On the other hand, Doctor is good to have for it's primary use - healing, removing "cripling" status effects, some extra exp for main character. So, if not barter, then it's either one gun skill plus both Doctor *and* Science - this way it's higher gun skill and more bonuses to damage; OR, it's two gun skills (small and energy guns, to remind), and either Doctor (recommended) or science - this way it's about lower gun skills, less damage bonuses from aux skills, BUT you will be able to use all sniping guns throught the whole game. And this is kinda cool for many people. Bartering to be made by Stich before lvl 12, and by Sharon after lvl 12 (save ALL skillpoints of her in this case for putting them into tagged Barter. She will be hell of a trader end-game, aye...).
My personal choice, BTW, is to go with: Energy weapons, Barter, Doctor, or, if not barter, - Energy weapons, Science, Doctor. And read all books about small guns and science, that is. Nearly 100 skillpoints to tagged Barter to get it to 150+. 80 skillpoints to tagged Doctor to make it about 140. And ~220 points to Energy guns will get it to 200, anything beyond 200 is kinda too expensive and not-so-rewarding. If anyone need precise numbers "end-game" - let me know, but it's really easy to find out and not that important to be 1-2% precise anyways. And to end skills section, i'll rephraze general rule of skilling up good character of this kind: NO fourth tagged skill to save a perk, and not a single point into non-tagged skills, as we do get benefits for our primary role from two (or even three, if not Barter) tagged skills, while Barter serving somewhat and fits great to/with a second goal of a character (being a leader, hence having 8 Charisma).
5. Playing the character.
5.1. If you can shoot, - shoot, don't do something else until that "something else" is very required (ex: going out of enemy's line/sector/range of fire, while there are no better tactical solution to the situation). If you can aim - aim, at least until it's not less shots per round.
5.2. Shoot first in squad when possible. Your crits may be devastating. 1-shot kills happens. Shame if you almost killed the foe with gunfire of teammates, then switched to main, and shot devastating sritical: most of your damage is WASTED. And APs and ammo of those teammates wasted as well! So, if crit, you're the king. If not, let others finish 'em, you'll be a kind again soon enough.

5.3. Spend all your APs.

5.4. Stay with team, or bigger part of the team, whenever possible. You're the leader. You provide up to 25 AC and up to 5 Agility to your people total. This is serious bonus. And another reason: safety. Generally, you're more likely to get shot to death if somewhat separated from the group - and went into an ambush.
5.5. Experiment with various body parts of the victims all the time. Mileage will vary from game to game and from mode to mode; and from foe to foe. Your growth also changes things there. Although, there are some basic rules. If, somehow, dear reader still don't know them: shoot the legs in hope to slow 'em down (oh, my fury poor deathclaw... Something with ankle, eh? =) ), arms to slow or even disable their attack abilities (who said those turrets in Preoria are dangerous? Get some crits to weapon mounts from afar, you got anough rounds to cripple 'em

5.6. Try not to waste too good ammunition for too weak enemies. Example: it's a waste to kill a cockroach with a plasma gun. You can kill some cockroachs with usual Sniper Rifle, thus saving ammo for plasma gun. After that, you may go and kill robot or two with that ammo. So, you killed both groups. But if it was your last batteries, and you spent them for cockroaches - then you, quite possibly, won't kill robots: 7.62 sniper rifle will be TIMES less effective against those armored piles of junk. If, say, you're ONLY energy - *do* bother to use a pistol in a left hand: for the similar reason, and for the faster fire rate as well when sometimes required, BTW. And when i say "faster", it means a shot for every 2 APs @lvl15+. For a sniper it's just... Neat!

5.7. Have some drugs. And use them well and smart. Best drug for a shooter, and best drug in game as well - Voodoo. Do not bring addiction with it. And grants +2 agi and +3 luck, for quite a long time - many game's hours, IIRC. On the other hand, it's really expensive, too. So, your choice! But at very least, if you're going to the last mission and ready to finish the game - Voodoo can add a lot of destruction to the scene, and there won't be any regret as well. Mentat, Buffout, AfterGum, Psycho - all can be usefull to you in appropriate situation. If anyone need their effects, just google about it - or leave a request in this thread. It's better not to waste drugs when you can get away without using 'em, tho: addiction is a bad thing, and they also make a good "valuables" reserve, having no weight and selling for good money. In some cases, some "doses" to main tank will be more effective or even only_rational choice.
5.8. Avoid nights as much as possible. Can't shoot a guy 50 tiles away if you don't see at all another similar guy in 20 tiles. Right?
5.9. If you're planning to do lots of not-so-tough random encounters for exp/loot in later part of the game (say, before the last mission), or even, ultimately, become a ever-levelling monster - then plan your end-game group in such a way that everyone would be able to snipe tolerably (at least) or good-to-excellent (preferably). Even more than that, have only one, or maximum two characters sniping with energy weapons - for 4 or 5 characters develop high enough Small Guns skill. Ensure that Per=6 is a minimum without drugs. And get as much 7.62 ammo as you can. With proper approach and proper area, you can kill very fast doing 3 (even 4 with some recruits) unaimed shots per round with Sniper rifles. It's about up to 20 shots per round, if your squad stand still. In all your people use single-shot weapons, then you can select them all and fire 6 bullets into a single foe with one click. Now THAT is fast.


Ofcourse there is much more about sniping in general and in details. Well, happy googling, and good luck in field trying it for yourself!
6. Misc (i.e., various important things).
6.1. Be sure to "passively raise" at least best ones of the "currently in the recruit pool" recruits - you may need them later. If not, it won't hurt. If yes, you would find your little effort being VERY worth that little time you spent doing it. Perhaps later i will put the exact way to do it properly - with credit to the respected author who already made it in this very board.
So here it is, wrote by Robhiengler in one of threads waaaay below:
"
open up the recruitment pool
empty your current squad members
add other individuals
click on your character portrait
click view
click done
DO NOT EXIT the recruitment pool
remove the NPC's
add other NPC's
repeat until all the people you want leveled up
are done.
exit the recruitment screen
level up your NPC's go back and swap in the other pooled squad members.
"
7. Credits.
First of all, comes to dear reader who tolerated lots of typos and my bad english. I tried to bring in more thoughts in hope that i will be understood even not being good-tongued. If so, - thanks!

Next, credints come to me, as i wrote that all by myself. Lots of typing'n'thinking, yaiks! =)
But i would not be able to put together even such a lousy guide, if not all the FoT people of this board and many more around all the internet. So, their efforts also counts in!
Robhiengler for description of (presumably) safe method of keeping many mercs up with main character, while staying in recruit pool. He made it some time ago in this very forum.
alec for his post about Charisma (included into this document in its entirety).
That's it.
Original concept, analisys, compilation and texts by WVr.
P.S. Ah, and do me a favor an don't put this text onto any other site or board - please contact me first and say where you'd like to publicate it (if you do). Fyujin2@gmail.com is my mailbox. Or just post here or PM me. If i don't answer in a week, then please consider that as a "no". Or i won't give you any donuts even if you'd beg for them, ever.
