Welcome To The Fallout Wasteland

Chapter 13: Chapter 13 Another one


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The usual freezing of time and the holographic screen popping up displaying the perks screen.

 

Perks

 

2 Point Left

 

| Ambidextrous | Requirements Level 2, Perception 8: You gain the ability to use both of your hands as if they were your dominant hand.

 

| Confirmed Bachelor | Requirements Level 2: +10% damage against male opponents along with similar benefits to the Sex Appeal trait when dealing with members of the same sex.

 

| Daddy’s Boy | Requirements Level 2, Intelligence 4: +5 to both Medicine and Science while also making your dad more receptive to you.

 

| Friend Of The Night | Requirements Level 2, Perception 6, Sneak 30: Grants low light vision.

 

| Gun Nut | Requirements Level 2, Agility 3, Intelligence 4: +5 to both Repair and Guns along with a 10% increase in accuracy and range.

 

| Heave, Ho! | Requirements Level 2, Strength 5, Explosives 30: 50% Increase in velocity and range for all thrown weapons as well as all other weapons that fire in an arc.

 

| Hunter | Requirements Level 2, Survival 30: +75% more critical damage against animals and mutated animals as well making it easier to process corpses.

 

| In Shining Armor | Requirements Level 2, Repair 20, Science 70: Gain +2 DT while wearing a metal helmet and +5 DT while wearing metal armor, a +7 DT when wearing both.

 

| Intense Training | Requirements Level 2: Grants 1 SPECIAL point to be distributed into any stat.

 

| Junk Rounds | Requirements Level 2: You can craft ammo using junk.

 

| Lady Killer | Requirements Level 2: +10% damage against female opponents along with similar benefits to the Sex Appeal trait when dealing with members of the opposite sex.

 

| Light Touch | Requirements Level 2, Agility 6, Repair 45: While wearing light armor you gain a +5% critical hit chance, and your enemies suffer a -25% critical hit chance.

 

| Little Leaguer | Requirements Level 2, Strength 4: +5 to both Explosives and Melee as well as a +10% damage increase to both melee and thrown weapons.

 

| Old World Gourmet | Requirements Level 2, Endurance 6, Survival 45: +25% addiction resistance and +50% health bonus from food consumption.

 

| Rapid Reload | Requirements Level 2, Agility 5, Guns 30: +25% faster reload.

 

| Retention | Requirements Level 2, Intelligence 5: Magazine duration lasts 3 times as long.

 

| Thief | Requirements  Level 2, Agility 4, Perception 4: +5 to both lockpick and sneak along with making any theft-related activities easier.

 

Level 4 Perks

 

| Cannibal | Requirements Level 4: When eating human corpses, regain health and rapidly.

 

| Child At Heart | Requirements Level 4, Charisma 4: You get along remarkably well with children.

| Comprehension | Requirements Level 4, Intelligence 4: You gain 1 additional skill point every time you read a new skill book.

 

| Entomologist | Requirements Level 4, Intelligence 4, Science 40: +50% more damage against insects as well as knowledge of that group of organisms.

 

| Iron Fist | Requirements Level 4, Strength 4: +5 unarmed damage as well as increasing the hardness of your fists.

 

| Rad Child | Requirements Level 4, Survival 70: Regenerate 2 HP a second per 200 rads accumulated.

 

| Run ‘n Gun | Requirements Level 4, Gun or Energy Weapons 45: Halves spread when walking or running.

 

| Scoundrel | Requirements Level 4, Charisma 4: +5 to barter and speech as well as a 5% discount when trading.

 

| Travel Light | Requirements Level 4, Survival 45: While wearing light armor or no armor your max speed is increased by 10%.

 

Level 6 Perks

| Bloody Mess | Requirements Level 6: +5% Overall damage and your enemies die more violently.

 

| Demolition Expert | Requirements Level 6, Explosives 50: +20% Damage with explosives.

 

| Ferocious Loyalty | Requirements Level 6, Charisma 6: When you drop below 50% health, companions gain +50 DR and come to your defense.

 

| Fortune Finder | Requirements Level 6, Luck 5: Stumble across significantly more wealth and things you consider of value.

 

| Gunslinger | Requirements Level 6, +25% accuracy when using one-handed weapons.

 

| Hand Loader | Requirements Level 6, Repair 70: You gain knowledge of all ammo crafting recipes.

 

| Lead Belly | Requirements Level 6, Endurance 5: -50% Radiation taken from food and water sources.

 

| Mad Bomber | Requirements Level 6, Repair 45, Explosives 45: Gain knowledge of certain explosive recipes along with increasing the radius of all explosives by 50%.

 

| Shotgun Surgeon | Requirements Level 6, Guns 45: When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target’s DT.

 

| The Professional | Requirements Level 6, Sneak 70: Your sneak attacks with all ranged weapons inflict an additional 20% damage.

 

| Toughness | Requirements Level 6, Endurance 5: +3 DT

 

| Vigilant Recycler | Requirements Level 6, Science 70: Waste no material when recycling anything.

 

Well it would appear I leveled up twice as expected for killing 50 mole rats, I just wonder if my stats went up at all after all that killing. Moving on from that thought let's see what perks I have to choose from that would be best to pick right now given my current situation.

 

I’ve been saying I’m gonna pick junk rounds and then never do, so I select that one first and look over the choices once more. After a bit of thought, I decided that ambidextrous would be pretty useful for a ton of different things from crafting to combat and any other tasks that require hand manipulation. I confirm my selection and then the holographic screen changes to show the skills screen.

 

Skills:

 

37 Skill Points Left

 

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Barter: 31

Energy Weapons: 50

Explosives: 37

Guns: 42

Lockpick: 36

Medicine: 52

Melee Weapons: 50

Repair: 57

Science: 56

Sneak: 42

Speech: 47

Survival: 34

Unarmed: 40

 

Damn, I have a lot of skill points to spend and my skills went up by a handful of points as well. I then take a look at the skills again and don’t notice anything else, so I move on to see what I should invest my points in, I give it some thought and decide to split them between repair and science. After dumping the points into them they both end up at 75 and I finalize the selection.

 

The holographic screen changes for the third time and I’m greeted with a painful overload of information regarding anything and everything that has to do with repair and science. I take what seems to be about half an hour to process all the information and the pain then subsides from my head after I’m done. 

 

After taking a moment I look at the Pip-Boy screen in front of me displaying my new stats and let's just say I’m impressed.

 

Pip-Boy

 

Name: Harold Todd Woods

Age: 10

Height: 5,5 (in feet and inches)

Race: Human

Level: 6

Experience Points: 405/950

Total Experience Points Earned: 2,905

Experience Rate: 175%

Health: 510 | Formula: Base of 90 + (Endurance x 30) + (Level# x 10) |

Carry Weight: 146.5/210 | Formula: (150 + Strength x 10 and will go up to 500 at full maturity) |

 

Resistances:

Armor: Body Damage Threshold 12, Armor Damage Threshold 41, Total Damage Threshold 53

Poison: 55% | Formula: (Endurance - 1) x 5 |

Radiation Resistance: 24% | Formula: (Endurance x 2) |

 

S.P.E.C.I.A.L:

Strength: 6

Perception: 10

Endurance: 12

Charisma: 5

Intelligence: 13

Agility: 5

Luck: 7

 

Skills:

Barter: 31

Energy Weapons: 50

Explosives: 37

Guns: 42

Lockpick: 36

Medicine: 52

Melee Weapons: 50

Repair: 75

Science: 75

Sneak: 42

Speech: 47

Survival: 34

Unarmed: 40

 

Traits: |Gifted|, |Sex Appeal|, |Skilled|, |Take Another Rank 1|

 

Perks: |Ambidextrous|, |Bronze Physique|, |Daddy's Boy Rank 1|, |Educated|, |Human Supercomputer|, |Junk Rounds|, |Swift Learner|

 

Mutations: 

 

Gear: |12G Laser Pistol|, |Black Altyn Helmet|, |Black Hardened Metal Armor|, 2x |Combat Knife|, |Guillotine|, 10x |MFC Grenade |,|War Belt|

 

Loot: AER 18 LMG, 1 Big Book Of Science, 1 Kid’s Baseball Cap, 50 MFC Grenade, 194 Microfusion Breeder Cells 50 Microfusion Cells, 75 Duct Tape, 130 Scrap Electronics, 250 Scrap Metal, 5 Serrated Spear, 1 SPECIAL Book, 25 Wonderglue, 869 Other Misc. Junk.

 

Quests: 0 Ready to turn in, Many in progress, 2 Completed

 

Quests In Progress:

 

| Surpass Your Human Physical Limits | Objectives: Reach a SPECIAL value of 11 in every stat. Rewards: New Perk?, 10,000 exp and 10 SPECIAL points.

 

| Save dad | Objectives: Prevent the death of your father James Watson Woods. Rewards: New Perk? and 5,000 exp.

 

| Mole Rat Exterminator | Objectives: Kill 100 mole rats. Rewards: 1,000 exp.

 

| Seeker Of Knowledge | Objectives: Continue to hover up all knowledge in the vault library till there is nothing left. Rewards: 3 Intelligence Points and 2,500 exp.

 

| Take Over The RobCo Facility | Objectives: Clear out all hostile forces and set up shop. Rewards: Perk RobCo Certified, 5 Science Points, 2,000 exp.

 

| Take Over Raven Rock | Objectives: …

 

| Orbital …

 

I give my stats another look over and am more than pleased with what I’ve accomplished today such as the increase in two of my specials as well as earning five extra skill points from the mole rat hunt. After I finished looking at my ever-increasing stats for a few more seconds I closed the Pip-Boy screen, resuming time.

 

As I lay in bed I started thinking about different ideas and revising my plans. Then an idea came to me as I started to drift off into sleep that could possibly help me increase my perception to 11 and this idea would require multiple pitching machines and a few operators or possibly some parts from turrets. As I start to finalize this idea of mine my eyelids close shut and I’m out like a light zzz…

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