A touch of thread necromancy here. Four days, figure it's probably dead, but... *gets out the car battery*
Between Bruiser and making Agility a dump stat, you can bring your Action Points to 3. Amusing. And there's no way in hell this character's getting the Bonus Move perk, which requires 5 Agility, nor Action Boy, which has the same requirement. If knocked down, this character will only be able to get back up. Bonus HtH Attacks and Bonus Rate of Fire are even further out of reach.
Most weapons would be simply unavailable to this character, as he'd never have the AP to fire them. Of course, strictly speaking as a Bruiser, by design, he should be striking in melee, which better suits the AP available anyway. The fact stands, though, that he'll never be able to Thrust with a Super Sledge, only Swing, nor will he ever be able to fire most any gun he'll ever find, or even throw a grenade.
OH! And best of all, he can't access his inventory in combat. Even the relevant Perk, Quick Pockets, is unavailable.
If for some reason you ever do this, I very much advise giving this character the Kamikaze trait. Kamikaze won't greatly change his AC, which is already scraping the bottom, and he's very well advised to get in the first shot. He'll never have the Slayer or Sniper perks, though. Can't get Better Criticals either, as that requires 4 Agility. All you can get is More Criticals. Sorry, man. *shrugs*
On second thought, Kamikaze seems like a good bet, but this character should be avoiding combat like the plague. Good Natured is the natural way to accomplish this. As such, this clumsy oaf will have to talk his way out of most situations. It's his only hope, especially in Fallout 1 unpatched, where your comrades will die horribly as often as not, or even blow you to pieces by accident. A tragedy, given their necessity and your total inability to run out of the way! The only way to keep this character's neck might be to have a very high Perception, which increases his distance from opponents in random encounters as well as raising his Sequence. Hopefully raising it above that of his allies.
Note: Even designing for non-combat, a Bruiser can never have a Strength lower than 3. It's the nature of the Trait. Of course, you may wish to have your Strength as high as possible for the Hit Points and damage it may provide when combat becomes necessary.
Fast Metabolism cannot double the Healing Rate of a character with a very high Endurance. It adds a +2, slightly less than the 3 healing rate of a character with an Endurance of 9+. The healing rate is calculated such that an Endurance of 1 is identical to an Endurance of 5; it becomes 2 at 6.
Healing Rate gives that number of HP in healing at the end of every day, and per six hours when Resting.
A character with an Endurance of 10, Strength 1 and Fast Metabolism will have 36 hit points at character creation and a Healing Rate of 5.
Endurance 10 grants 45 hit points at character creation, same healing rate of course.
Endurance 1, Strength 10 is 27 hit points with a healing rate of 3.
Endurance 1, Strength 1 is 18 hit points (!) with a healing rate of 3. On the bright side, such a character would recover all his hit points very quickly, and would reach an effective Strength of 5 if he talked/repaired his way into Power Armor and spent the caps on a Strength upgrade. Not too bad. That low Endurance is a nasty one, though, even if a disturbingly large percentage of your HP are recovered per six hours of rest.
Point of interest: These are very extreme stats. I should re-emphasize that for Healing Rate alone, an endurance of 5 is identical to a 1, so anything from 1 to 5 Endurance will yield you either a 1 or a 3 Healing Rate, depending on whether or not you take Fast Metabolism. In fact, Fast Metabolism gives characters with the low range of Endurance the same Healing Rate as a character with an Endurance of 9 or 10.
Strength is frequently left to languish a bit, since it will be increased by a total of 4 on a remotely comprehensive play-through of Fallout 1, or even more in Fallout 2. Between these factors, these extreme stats are highly unlikely.
Addendum regarding The Klutz:
Starting with an Agility of 1 and raising it to 2 at the Brotherhood of Steel or by Gain Agility in Fallout 2, one's AP will not rise. If one Mutates into Small Frame or Gifted as well, as the above measure, without losing Bruiser (and thus having only one of the above), one still has but 3 Agility, and thus only 1 action point from Agility, as the first bonus AP comes at Agility 4. (Also the minimum Agility required for a couple of Perks.)
Post edited April 09, 2011 by MackieStingray