Rolled a new dwarf peasant recruit with a common combo of novice fighter/observer/climber/swimmer/shield/dodger/reader. One of the only ways to guarantee the weapon type.
Interestingly enough the only high attribute stat I gave this Num Muddyboots was patience, which the wiki notes only affects non-skill related activities.
Potentially worthwhile for fort mode (or at least this is what I like to imagine when overseeing), but here in adventure mode just for roleplay. Shouldn't hunter/archers be patient? In the real world that's a premium if attribute or if enculturated as a skill. Here? Eh.
Anyways I chose a broad frame and lucked out with sizing as the game made him large for a dwarf, which means he'll be played grappling heavy with a tendency to throw to stun. Sizing is a great modifier to strength, and even at above average, Num's grip proves to be unbreakable, becoming the undoing of the first bandits and converted spouses he encounters. In general, latching on a grip adds another choice to the NPCs action menu, but if the grip is from a larger character, the benefit is doubled.
Prior to starting the run, as is the new way, I duped the save (as one would do for say when checking legends) and retired him into a fort to view the potential horror. Removing the physical mannerisms just offers a greater likelihood a no mannerism character will be rolled.