Just started a character on a fresh install of Fallout 2. Great job Killap and Mash. Seems like a new game. Wanted to review the tactical side of it. Name: Jinx. ST. 7. PE. 3. EN. 8. CH. 6 IN. 7 AG. 8. LU. 1. Jinxed. Heavy Handed. Unarmed. Doctor Speech Wanted to make a purely unarmed combatant whose jinxed nature causes critical failures amongst his opponents. But come to think of it, the bad luck will influence my critical chance as well. And as an unarmed specialist do I not need my critical hits? Let's review this.