Thanks to some connections you get through Bossman and the Sleepwalker Experiment pod he kept, things pick up speed very fast.
Multiple-Choice Past: Literally, as while every character option is the same guy, the choices reflect what past he had before arriving in Nevada.Both of whom thank the P.C for taking them in and looking after them. It Has Been an Honor: After defeating the Grand Steward, the Player Character can return to the H.Q and say goodbye to Bossman and Chopper Dave before enmeshing himself.The Player Character even gets involved with their own god-like beings. Hero of Another Story: While Hank, Jeb, and the others are fighting the Nexus Core and stopping Project Nexus, the Player Character (aka you) is doing their own thing.Hello, : You can name your character whatever you want.While he could choose to not initiate the Enmeshment, it will certainly cause Nevada to fall as the Maker puts it, his sacrifice is the reward since it means he avoids Nevada's apparent doom after he falls. He and Doc retain their knowledge of events from the past loop, and he pre-empts questions and orders out of impatience. Finding the Mandatus and defeating the final boss causes him to wake back up on the operating table before his Identity is set by Doc, starting the whole adventure all over again. "Groundhog Day" Loop: He's firmly stuck in one, and is initially unaware of it.Dump Stat: With the exception of the Noob, all the Origins have one Weak Skill that doesn't grant them a stat boost when upgrading, though they can still benefit from the unlocked skills and level them up to a certain extent.Deadpan Snarker: The Player Character has a bit of a sharp tongue with him.Maxing the Core Skill out changes the combat dodge into seamless flips, his Tac Bar dodges are calm and regular, and makes his sprint twice as fast, reflecting that he's at peak form and his reflexes are accordingly inhuman. Taking the Core Skill for this allows you to recover from combat dives faster, maintain proper running form, and allow for the smaller shifts and adjustments that the TAC Bar requires. When first unlocked, the Tac Bar activating has his dodges look purely accidental and terrified (fair enough, he's being shot at). Athletics, being tied to dodging, running, and your TAC Bar, means that the animations starting out have your character remain flat on his stomach for agonizingly long amounts of time after a combat dodge (and the "dodge" looks more like he tripped), running with their hands flailing around in a panic, and having absolutely zero tactical sense.After taking the first Core Skill, it's specifically noted he starts holding them upright and uses his off-hand to properly brace against recoil, and gains the ability to fine-tune his aim.
Gun Handling animations start out with your character holding pistols sideways, and awkwardly clutching two-handed ones.His unarmed stance changes to reflect that he has martial arts training, and he wields melee weapons with a more confident stance. After taking the first Core Skills for both, this wind-up essentially vanishes and his blocks are all business. Unarmed and Melee animations have a sizable delay starting out as the player character balances himself before each swing, and attempting to block causes him to put his hands up in a panic.Character Development: As you level up his Core skills, his animations change to reflect his experience.In GeneralTropes applying to all versions of the character: