
Also Boring Stop is 95% of the time IS boring, let it fool you and just take a nap. Also cool about fire safety, immune to zombie ambushes in two(?) specific events, detects traits in recruits (can tell if someone is lying about them being good at smth, reveals their loyalty as well), just your average "always had a plan" guy.

(High Wits + High Composure (?)) Get out of bandit encounters scot-free ("X expected this"), possibly 1 damage(?) if you're car-less to the Paranoid guy. Pasts explained (to the best of my ability) 1.3.1. Neither matters up until you hit low morale (except for a few checks), so you theoretically could have both of them in a party, but, as a rule of thumb, desperado + noble knight = disaster.ġ.3. Certain backgrounds enforce certain loyalties - Bandit makes it abysmal, Civilized makes it skyrocket. Party loyalty composition Loyalty as a stat determines not only "how likely the dude is to ditch the party (in a fiery way)", but also "how happy the dude is to act immoral". This includes attaining medical, mechanical, Inventive's check bonuses, Paranoid is a solid pick, even Explorer is actually good, arguably not at the start.ġ.2. The other guy should be a wildcard - get as many bonuses for checks as you can manage (Civilized is actually tricky to play with, don't bite if you're not sure). Past), the guns are a mixed blessing at first unless you magically get tons of ammo, and you forfeit the Powers of Furniture. First is preferable, because many Str/Fit starts may present you with Sht (Fighter, Warrior, Practical, Myst.

As a general rule, you need one person to be good at zombie removal - that means either Str/Fit bonuses or a levelled Gun Collector. Party skill composition Generally, you want it to be spread as evenly as possible. If you can not do so yet, consider the following: 1.1. Simply put, it matters but you can win with anything.
