Welcome To The Fallout Wasteland

Chapter 18: Chapter 18 Accumulated Growth


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2 Years later

 

*Ahaaha* yawn

 

“Well, todays the day that I finally set foot outside of vault 101, and man I can’t wait to get out there.” I thought aloud with some excitement in my voice after I had just woken up before I started to get dressed for the big day I have ahead of myself.

 

After getting dressed I went over a bunch of different things in my head to make sure I’m not forgetting anything I’ll need for my adventure before realizing that I should probably check my stats on my Pip-Boy and spend the level-ups I’ve accumulated over the years as well as the quests I’ve yet to turn in.

 

And since this will be a huge upgrade in all my parameters I think it would be a good idea to take a seat on the edge of my bed before I open my Pip-Boy because I may possibly pass out from the overload of information and from my body adjusting to the massive increase in all of my stats that will happen a moment.

 

So I sat down on my bed and opened up my Pip-Boy to check my current stats when time began to freeze. A few moments later the same old holographic screen that I’ve grown very used to over the last several years appeared before me showing all the gains I’ve made since arriving here as a baby all those years ago.

 

Pip-Boy

 

Level Ups Pending 9

 

Name: Harold Todd Woods

Age: 16

Height: 6,6 /198.12 cm

Body Weight: 295 lbs/133.81 kg

Race: Human

Level: 6

Experience Points: 950/950

Total Experience Points Earned: 17,325

Experience Rate: 195%

Health: 690 | Formula: Base of 90 + (Endurance x 30) + (Level# x 10) |

Healing rate: 2.8 Health a minute | Formula: 0.1 x Endurance

Carry Weight: 1,220/2,800 | Formula: (150 + Strength x 10) |

 

Resistances:

Armor: Body Damage Threshold 18, Armor Damage Threshold 166, Total Damage Threshold 184

Poison: 85% | Formula: (Endurance - 1) x 5 |

Radiation Resistance: 36% | Formula: (Endurance x 2) |

 

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

Strength: 23

Perception: 14

Endurance: 18

Charisma: 8

Intelligence: 17

Agility: 15

Luck: 7

 

Skills:

Barter: 57

Energy Weapons: 82

Explosives: 64

Guns: 91

Lockpick: 53

Medicine: 83

Melee Weapons: 75

Repair: 99

Science: 99

Sneak: 58

Speech: 59

Survival: 49

Unarmed: 66

 

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

 

Perks: |All Seeing|, |Ambidextrous|, |Bronze Physique|, |Daddy's Boy Rank 1|, |Educated|, |Gotta Go Fast|, |Herculean Strength|, |Human Supercomputer|, |Junk Rounds|, |Stimpak Addict|, |Swift Learner|

 

Mutations: 

 

Gear: 10,000x .308 rounds, 200x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |Anti-Material Rifle Magazines|, 2x |Combat Knife|, |Exterminator Armor|, |Exterminator Helmet|, |Guillotine|, 100x |Med-x Syringes|, 20x |MFC Grenades|, |Mulcher|, |Mulcher Armored Backpack Magazine|, 100x |RadAway|, 5 |Serrated Spears|, 100x |Stimpaks|, |War Belt|

 

Loot: 500,000 .308 rounds, 20,000 .50 MG rounds, 100 Anti-Material Rifle Magazines Assortment Of Automated Manufacturing Machines, 1 Big Book Of Science, Black Altyn Helmet, Black Hardened Metal Armor, 10,000 Med-x Syringes, 10,000 Bottles Of Modified Buffout, 250 MFC Grenade, 20,000 Microfusion Breeder Cells 100,000 Microfusion Cells, 4 Mulcher Armored Backpack Magazines, 10,000 RadAway, 100,000 Stimpaks, 4257 Duct Tape, 25,815 Scrap Electronics, 154,821 Scrap Metal, 6,892 Wonderglue, 724,892 Other Misc. Stuff.

 

Robots: Hauling Bots 5, 2 Mining Bots, Sentry Bots Gatling Laser Variants 2, Worker Bots 40

 

Quests: 2 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 by eliminating Augustus Autumn. 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 …

 

Other Statistics:

Kill Counter: 462

Animals Killed: 462

 

Damn, I’ve made some serious gains this last year and a half since I started using my modified buffout recipe. I basically look like a Mr. Olympia competitor at this point which I’m not complaining about since I can still touch my back though that wouldn’t have been the case if I hadn’t gotten the Gotta Go Fast perk for surpassing 11 agility.

 

| Gotta Go Fast | Requirements 11 Agility: You’ve surpassed human limitations for agility, you’ve gained the ability to jump 11 feet that will increase by 1 foot for every point additional in agility after 11, a max speed of 30 miles per hour + agility and you can now twist yourself into a pretzel, not literally.

 

Also, my strength, endurance, and agility S.P.E.C.I.A.Ls are progressing at such an accelerated rate now that I kinda find it a bit ridiculous. But I guess that’s what happens when you modify a ped that blows all other compounds from my previous world out of the water while also combining that with a large amount of stimpak use for accelerated healing and recovery time.

 

Moving on from that, I see I have a new stat called healing rate which seems to have appeared because of a new perk I got from using so many stimpaks after and during my training.

 

| Stimpak Addict | You’ve abused stimpaks so much that you’ve gained a slight regeneration ability. + 1 health regen per minute.

 

That will definitely be very useful in any future activities that cause damage to myself such as training and combat though I do wonder if there are any higher ranks of it that I can get.

 

My skills have also massively improved over the years as well, especially repair and science which are sitting right on the border of 100 which reminds me I have that big book of science that I can use when I get the Comprehension perk.

 

After looking over my stats a bit more I go over how to best go about using my accumulated level-ups and quests before deciding to turn in the Seeker Of Knowledge quest to get the bonus three intelligence that will increase my experience rate even further by an additional 15% bringing my total experience rate to 210%.

 

When I turned it in I received 4,875 experience from the quest gaining another two-level-ups to use bringing my total level-ups available to 11 of which six will have to be used for the intense training perk along with the use of my SPECIAL Book that I’ve been keeping all these years for this exact moment so I can finally meet the requirements for the Surpass Your Human Physical Limits quest.

 

Ding! New Perk

Ding! New Perk

 

I hear a couple of dings as well notifying me that I unlocked a couple of new perks.

 

| Adeptus Mechanicus | Requirements Repair 100: You emit a field of energy that repairs all objects around you in a 10-meter radius and grows in size and strength the higher your repair skill is, can be controlled at your will. + 1 meter per 10 skill points above 100.

 

| Mechu-deru | Requirements Science 100: Grants the ability of intuitive understanding of mechanical systems, and the ability to exert your will onto any and all mechanical constructs. Grows in strength and power the more skill points you have in science.

 

Oh, fuck those are a couple of strong perks. Hmm, I wonder if I can repair all those broken armored vehicles that spread all over the wasteland with Adeptus Mechanicus and Mechu-deru will be very helpful with controlling my future robot army as well. I could also use it to take over the AI zax unit John Henry Eden in raven rock gaining access to all the data he has.

 

I look them over again coming up with several other ideas in the process before I then continue onto what I was doing and exit out of my Pip-Boy undoing the freeze on time. I grab my SPECIAL Book and add one point to charisma bringing its total to nine before I then go back into my Pip-Boy redoing the freeze on time.

 

I give my stats a look over to see if anything major changed and notice nothing so I move on to spending my level ups now changing the holographic screen to the perk selection screen that I’ve not seen in a very long time where I then ignore all the choices and select intense training 6 times bringing charisma up to 11 first which then unlocks a very useful perk.

 

| Silver Tongue | Requirements 11 Charisma: You’ve surpassed human limitations for charisma, you can converse with all sorts of different animals such as but not limited to Deathclaws, Yao Guai, and rabid dogs, not that they’ll listen and be friendly if they aren’t already pretty tame.

 

After giving it a look over and finding its future use potentially very interesting such as taming different mutated creatures, I distribute the rest of the S.P.E.C.I.A.L points into luck bringing its total to 11 as well which also unlocks a very good perk with a ton of potential.

 

| Walking Treasure Detector | Requirements 11 Luck: You’ve surpassed human limitations for luck, you’ve gained the ability to smell out treasure, situations that should go horribly wrong now somehow end well for you, and the base critical chance is increased from 1% to 2% along with double the amount of skill points increased through luck.

 

That crit chance will be a huge help in increasing my overall damage potential as well as the ability to find where loot may be hidden. A few moments later I hear a couple more dings notifying me that I’ve gotten two new perks.

 

Ding! New Perk

Ding! New Perk

 

Hmm, they must’ve been unlocked from the skill points I got from my luck increasing. Well, let’s see if they’re any good.

 

| Bulletstorm | Requirements Guns 100: You are now somehow able to magically increase the damage of all weapons that fall under the guns category by 1 for every 10 additional skill points you have in this skill after 100 as well as increasing the velocity of all projectiles fired from guns without an increase in recoil.

 

| Medical Genius | Requirements Medicine 100: You’ve gained the ability to magically regrow the limbs of others or yourself once a day which will increase by 1 for every additional 10 skill points in medicine. You’ve also gained the ability to resurrect someone else no matter the state of their body once a month which will increase by 1 for every additional 100 skill points in medicine.

 

Holy those two perks will be pretty broken later on once I get a ton of points into them. I can already see myself dumping a ton of skill points into guns and basically turning my gatling gun into a GAU 8, minigun go brrrrr.

 

As for the Medical Genius perk being able to regrow limbs will be super useful and as well as being able to resurrect someone from the dead will be very helpful for bringing someone I care about back from the dead or I could use it for torture if some asshole decided to off them self while I’m not finished with them yet.

 

After I had my fill of looking at them and thinking of all the different uses they presented for the future I finalized my perk selection which then changes the holographic screen once again to display the skill distribution screen showing me my improved stats.

 

Skills:

 

132 Skill Points Left

 

Barter: 72

Energy Weapons: 97

Explosives: 79

Guns: 106

Lockpick: 68

Medicine: 104

Melee Weapons: 90

Repair: 120

Science: 120

Sneak: 73

Speech: 74

Survival: 64

Unarmed: 81

 

What to choose, what to choose, well since I already know I will get a perk for every skill that reaches 100 I might as well start increasing the ones nearest to 100 first. So let's start off with energy weapons first and see what I get. 

 

I then distribute three skill points into energy weapons bringing my total skill points left down to 129 before I hear a ding a moment later notifying me that I’ve gained a new perk.

 

Ding! New Perk

 

| Energy Weapon Fanatic | Requirements Energy Weapons 100: For every 10 skill points after 100 you gain 1 additional damage when using energy weapons as well as increasing the speed of the projectile.

 

Not bad, not bad basically just the energy weapon equivalent of Bulletstorm. Alright, the next skill I will spend skill points on will be melee weapons which requires 10 skill points to reach 100. I distribute the 10 points bringing my total skill points down to 119 and hear a ding once again.

 

Ding! New Perk

 

| Martial Weapon Master | Requirements Melee Weapons 100: Your skill with handling all melee weapons has surpassed normal human limitations that you’ve now entered the realms of ancient martial masters. You are now able to emit an energy from your melee weapons that can be used to increase their durability or can be swung out for a ranged attack like weapon qi though it is different. The starting range is 10 meters which will increase by 1 meter for every 10 additional skill points in melee weapons as well as increasing the power of the energy.

 

I guess I get to be a pseudo xianxia master now with this perk. I will definitely have to give this a try when I get out of the vault in a bit. Moving onto the next skill on the list that being unarmed which will need 19 skill points to bring it to 100. I distribute the skill points once again bringing down my total skill points left to spend to 100.

 

Ding! New Perk

 

| Human Weapon | Requirements Unarmed 100: Your skill in unarmed combat has gained you the ability to emit an energy that you can use to cover your body to increase its durability as well as being able to launch this energy from your arms and legs to use as a ranged attack similar to what one would call qi. The initial range is 10 meters and will increase in range by 1 meter for every 10 additional skill points you have in this skill as well as increasing the power of the energy.

 

Well, I think I can probably pass off as a real xianxia master now that I have this perk as well. Hmm, I wonder how much force the energy can withstand and if I can combine it with my armor and if so that would be a serious game changer for my durability, I will have to test that out as well when I’m done leveling up.

 

Now onto explosives, it will need 21 skill points for it to reach 100 and it will also bring my total remaining skill points down to 79. I distribute the skill points earning myself another ding.

 

Ding! New Perk

 

| The Power Of Atom | Requirements Explosives 100: Your fascination with explosives has earned you the ability to increase the amount of damage of all explosives you use by 2.5% as well as increasing the radius of the explosion by the same percentage for every additional 10 skill points after 100. You can also control how much damage it will do and how large the explosion will be.

 

God damn, that’s a busted perk. Would be cool to see how large of a mushroom cloud I could make if I had 1,000 points in explosives and blew up a nuke similar to the one sitting in the middle of Megaton. Though if I was to blow one up of that size around here it would probably just end up turning the capital wasteland into a smoldering crater so I definitely won’t be doing that.

 

After making a 180 on the idea of setting a nuke off just for the fun of it I went to put points into my next highest skill that being speech. I put the 26 needed skill points into the skill, bringing my total skill points left down to 53 before I then heard the usual notification informing me that I’d earned yet another perk.

 

Ding! New Perk

 

| Language Master | Requirements Speech 100: You gain complete understanding of any language when hearing it for the first time or seeing its text. Also for every 100 additional speech gain 1 point in charisma.

 

Hmm, that will be an incredibly useful perk for learning any foreign languages and it will also be of great help when I eventually come across something of alien origin like that alien spacecraft sitting in the north of the capital wasteland. Though I don’t know if it's even there right now or if I really want to mess with it.

 

Moving on from that we have sneak next on the list that will need 27 skill points to reach 100. I place the 27 skill points into sneak bringing my total skill points left down to 26 which won’t be enough for a new perk so I’ll just dump the remaining points into the next highest that being barter bringing its total to 98 just on the cusp of the needed 100.

 

Ding! New Perk

 

| Lurking In The Shadows | Requirements Sneak 100: +1% Damage for every 10 additional skill points in sneak when getting a sneak attack off. You are also now able to emit a sort of presence hiding field with a range of 10 meters that grows by 1 meter for every 10 additional skill points in sneak.

 

Well, that will be very useful for my coming trip to the RobCo Facility. I might need to pour a hundred points into it just in case I need to pass an area that may be too dangerous for my convoy. 

 

Though I doubt I would encounter anything that could put me and the convoy in much danger since I should be able to eliminate most threats alone let alone the nearly 50 robots that will be following me that all have weapons of their own, such as the sentry bots with their dual gatling laser and shoulder mounter hive missile launchers or the worker bots with their integrated lasers hands that have the equivalent firepower of a laser rifle shot. So I should be more than prepared to deal with any possible unforeseen dangers in the end.

 

After finalizing the skill distribution the holographic screen changes again showing my updated status and that I have a new quest to turn that being the Surpass Your Human Physical Limits. I give a brief look over my newly updated stats and turn in the Surpass Your Human Physical Limits quest rewarding 21,000 exp, 10 SPECIAL points, and a new perk. I checked the perk out first to see what the effects were and man was I surprised.

 

| High Human | You’ve surpassed all human limits taking the next step in human evolution. Race Changes to High Human, health formula changes from (Level# x 10) to (Level# x 20), +2 to all specials for every 10 levels, +5 DT, +1 health regeneration a minute, and five times increased stamina and stamina regeneration. Lastly unlocks the ability of multi-thought processing based on your intelligence SPECIAL. +1 Thought process for every 1 point of intelligence.

 

Yeah, that’s a pretty busted perk but I earned it since I had to put all that hard work in over the years to get my stats to this point finally. Also, the multi-thought processing feels very odd since I have basically multiple me’s in my head but I believe I’ll get used to it relatively quickly.

 

Ding! New Perk

 

There's that sound again. Let me see what new perk I got this time.

 

| Currency Maker | Requirements Barter 100: You gained the magical ability to turn caps into gold and silver at these rates 10,000 caps to 1 pound of gold 1,000 caps to 1 pound of silver. Also for every 100 additional skill points in barter, the return on conversion will increase by 1 pound.

 

That will be very helpful if I need more gold and silver for the production of electronics that will be needed for the manufacturing of my robots. It will also probably be a good idea to make a bottle cap press when I get there as well so I can have a nearly limitless supply of gold and silver if I can’t get enough caps from trading.

 

Moving on from that I believe it’s finally time to do the actual perk selection and I have 12 level-ups pending so I’ll be able to get quite a few perks. I select level up and the holographic screen swaps back to the perk selection screen displaying a huge variety of perks.

 

Level 2 Perks

 

| 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 Rank 2 | 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.

 

| 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 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.

 

Level 8 Perks

 

| Commando | Requirements Level 8: +25% Accuracy to all two-handed ranged weapons.

 

| Cowboy | Requirements Level 8: +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns.

 

| Grunt | Requirements Level 8, Guns 45, Explosives 20: 25% more damage with pistols, smgs, assault rifles, marksman carbines, light machine guns, grenades, grenade launchers, missile launchers, and knives.

 

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| Home On The Range | Requirements 8, Survival 70: Able to sleep comfortably when not at home and stay aware of your surroundings when asleep.

 

| Impartial Mediation | Requirements Level 8, Charisma 5: +30 to speech and a knack for negotiation.

 

| Living Anatomy | Requirements Level 8, Medicine 70: Shows health and DT of any target as well as +5% damage increase.

 

| Pack Rat | Requirements Level 8, Intelligence 5, Barter 70: Items with a weight of 2 or lower now weigh half as much.

 

| Quick Draw | Requirements Level 8, Agility 5: Makes weapon drawing and holstering 50% faster.

 

| Rad Resistance | Requirements Level 8, Endurance 5, Survival 40: +25% Radiation resistance.

 

| Scrounger | Requirements Level 8, Luck 5: Find considerably more ammunition.

 

| Size Matters | Requirements Level 8, Endurance 5: +15% Damage and accuracy with big guns.

 

| Sneering Imperialist | Requirements Level 8: +15% Damage and +25% accuracy when fighting against various tribals and raiders.

 

| Stonewall | Requirements Level 8, Strength 6, Endurance 6: +5 DT and cannot be knocked down unless you wish to be.

 

| Strong Back | Requirements Level 8, Strength 5, Endurance 5: +100 Carry weight.

 

| Super Slam | Requirements Level 8, Strength 6, Melee Weapons 45: All of your melee attacks are more likely to knock down your opponents.

 

| Terrifying Presence | Requirements Level 8, Speech 70: Your presence easily intimidates others, and can be controlled at will.

 

| Tribal Wisdom | Requirements Level 8, Survival 70: -50% limb damage from animals, mutated animals, and mutated insects along with +25% poison resistance.

 

Level 10 Perks

 

| And Stay Back | Requirements Level 10, Guns 70: Shotguns have a 10 percent chance, per pellet to knock back an enemy.

 

| Animal Friend | Requirements Level 10, Charisma 6, Survival 45: Animals no longer attack you for no reason.

 

| Character Builder | Requirements Level 10: You can select 1 more trait.

 

| Fight The Power | Requirements Level 10: +2 DT and +5% critical chance against anyone wearing faction armor or clothing.

 

| Finesse | Requirements Level 10: +5% Critical chance.

 

| Here and now | Requirements Level 10: You instantly level up again.

 

| Math Wrath | Requirements Level 10, Science 70: Reduces all AP costs by 10% and increases your ability to calculate significantly.

 

| Miss Fortune | Requirements Level 10, Luck 6: 10% chance that Miss Fortune will incapacitate a target in V.A.T.S.

 

| Mister Sandman | Requirements Level 10, Sneak 60: Can instantly kill a sleeping target within reason and earn twice the amount of experience points for said kill.

 

| Mysterious Stranger | Requirements Level 10, Luck 6: 10% chance that the stranger will finish off a target in V.A.T.S.

 

| Nerd Rage | Requirements Level 10, Intelligence 5, Science 50: +50% DR and 10 strength whenever health is 20% or below.

 

| Night Person | Requirements Level 10: +2 Intelligence and +2 Perception between 6:00 PM and 6:00 AM.

 

| Plasma Spaz | Requirements Level 10, Energy Weapons 70: AP costs for all plasma weapons are reduced by 20%.

 

| Thick Headed | Requirements Level 10, Endurance 6: Limbs are 15% harder to cripple and the effects of crippling are 50% less. The lower your Intelligence, the higher the modifiers.

 

Level 12 Perks

 

| Alertness | Requirements Level 12, Perception 6: +2 Perception when not moving.

 

| Fast Metabolism | Requirements Level 12: +20% More hit points restored when using any health restorative items.

 

| Ghastly Scavenger | Requirements Level 12, Cannibal Perk: Can eat a super mutant or feral ghoul corpse to rapidly regain health.

 

| Heavy Weight | Requirements Level 12, Strength 7: Weapons with a weight of more than 10 pounds are cut in half.

 

| Hit The Deck | Requirements Level 12, Explosives 70: +25 DT against explosives.

 

| Hobbler | Requirements Level 12, Perception 7: Your chance to hit opponents whether in or out of V.A.T.S. is increased by 25%.

 

| Life Giver | Requirements Level 12, Endurance 6: +30 Hitpoints.

 

| Long Haul | Requirements Level 12, Endurance 6, Barter 70: +200 to carry weight.

 

| Piercing Strike | Requirements  Level 12, Unarmed 70: All of your unarmed and melee attacks negate 15 points of DT.

 

| Pyromaniac | Requirements Level 12, Explosives 60: +50% damage with fire-based weapons.

 

| Robotics Expert | Requirements Level 12, Science 50: +25% damage against robots and gain knowledge of all things robots.

 

| Silent Running | Requirements Level 12, Agility 6, Sneak 50: Your running no longer makes sound and vibrations.

 

| Sniper | +25% More likely to hit the target's head whether that be in V.A.T.S. or out of it.

 

| Splash Damage | Requirements Level 12, Explosives 70: Explosives have a 25% larger area of effect.

 

| Unstoppable Force | Requirements Level 12, Strength 7, Melee Weapons 90: x4 Normal damage through enemies blocks with melee weapons and unarmed attacks.

 

Level 14 Perks

 

| Adamantium Skeleton | Requirements Level 14: Your bones' toughness is increased by 50%.

 

| Center Of Mass | Requirements Level 14, Guns 70: You do additional 15% damage when targeting the torso.

 

| Chemist | Requirements Level 14, Medicine 60: Chems and other drugs positive effects last twice as long.

 

| Cyborg | Requirements Level 14, Medicine 60, Science 60: +10 To energy weapons, +10% to radiation resistance, Poison Resistance, and damage resistance.

 

| Jury Rigging | Requirements Level 14, Repair 90: Able to repair any item using a roughly similar item.

 

| Light Step | Requirements Level 14, Perception 6, Agility 6: You no longer set off floor-based traps and mines.

 

| Purifier | Requirements Level 14: You do 50% more damage with melee and unarmed weapons against mutants.

 

Level 16 Perks

 

| Action Boy | Requirements Level 16, Agility 6: +15 Action Points.

 

| Better Criticals | Requirements Level 16, Perception 6, Luck 6: +50% damage with critical hits.

 

| Chem Resistant | Requirements Level 16, Medicine 60: Half as likely to get addicted to chems.

 

| Meltdown | Requirements Level 16, Energy Weapons 90: Foes killed by your energy weapons emit a corona of harmful energy.

 

| Tag! | Requirements Level 16: Allows the tagging of a fourth skill.

 

| Weapons Handling | Requirements Level 16: Halves the amount of strength required to wield any weapon and the draining of stamina from said wielding.

 

Level 18 Perks

 

| Computer Whiz | Requirements Level 18, Intelligence 7, Science 70: Can now basically perform magic on a computer.

 

| Concentrated Fire | Requirements Level 18, Energy Weapons 60, Guns 60: +5% accuracy in V.A.T.S. with every subsequent attack on a given body part queued.

 

| Infiltrator | Requirements Level 18, Perception 7, Lockpick 70: You can somehow break through any lock now no matter how difficult it may be for others.

 

| Paralyzing Palm | Requirements Level 18, Unarmed 70: Can paralyze anyone for 30 seconds with an unarmed attack.

 

| Walker Instinct | Requirements Level 18, Survival 50: +1 Perception and agility when outside.

 

Level 20 Perks

 

| Atomic! | Requirements Level 20, Endurance 6: In irradiated areas, +25% move and attack speed, +2 DT, +2 strength. When you have an excess rad level, AP regen scales from 1.1 times to 1.5 times normal.

 

| Explorer | Requirements Level 20: All locations are marked on your map emphasis on the all.

 

| Eye For Eye | Requirements Level 20: For each crippled limb you have, you do an additional 10% more damage.

 

| Grim Reaper Sprint | Requirements Level 20: Any kill restores 20 AP and some stamina.

 

| Mile In Their Shoes | Requirements Level 20, Survival 25: You have come to understand night stalkers. Consuming night stalker squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits.

 

| Ninja | Requirements Level 20, Melee Weapons 80, Sneak 80: Multiplies Critical chance by x1.15 with melee and unarmed weapons and grants +25% damage with melee/unarmed sneak attacks.

 

| Solar Powered | Requirements Level 20, Endurance 7: +2 to strength and +1 HP per second while outside.

 

| Them’s Good Eatin | Requirements Level 20, Survival 55: Any living creature you kill has a 50% chance to have the potent healing items thin red paste or blood sausage when looted.

 

Level 22 Perks

 

| Deep Sleep | Requirements Level 22: Sleeping in any bed gives the Well Rested effect, which increases your XP by 10%, for 8 hours.

 

| Irradiated Beauty | Requirements Level 22, Endurance 8: Sleep removes all Rads.

 

| Laser Commander | Requirements Level 22, Energy Weapons 90: You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.

 

| Nuka Chemist | Requirements Level 22, Science 90: Gain knowledge of all Nuka-Cola recipes.

 

| Puppies! | Requirements Level 22: If Dogmeat dies he will respawn as a puppy with all memories at the entrance to Vault 101.

 

| Spray And Pray | Requirements Level 22: Your attacks do 75% less damage to your companions.

 

| Voracious Reader | Requirements Level 22, Intelligence 7: Doubles the speed at which you can read and you are now able to learn the contents of books by destroying them.

 

Level 24 Perks

 

| Ammo Depot | Requirements Level 24, Strength 7: Ammo and magazine weight reduced by 40%

 

| Heavy Gunner | Requirements Level 24, Strength 8, Guns 50, Energy Weapons 50: +20% Damage when using heavy ranged weapons as well as increasing accuracy by 10%.

 

| No Weakness | Requirements Level 24: All special stats lower than 5 become 5.

 

| Resource Hoarder | Requirements Level 24, Strength 10: All resource weights are reduced by 40%.

 

| Slayer | Requirements Level 24, Strength 7, Agility 7, Unarmed 90: The speed of all your melee and unarmed attacks is increased by 30%.

 

Oh, the choices. Let me take a few moments to see what perks will be most useful in my venture into the wasteland. Hmm, I know I want the weight reduction perks Pack Rat, Ammo Depot, and Resource Hoarder so that will be three perk points leaving me with nine left.

 

I definitely want Explorer to know where most locations are, I will also need Light Step so I can avoid setting off floor-based traps and landmines and I think I will take Living Anatomy as well so I can tell if I want to take the fight or not.

 

That’s three more down six more perks to choose now. I will pick Robotics Expert next since I think it will be very useful for taking over the RobCo Facility as well as potentially giving me more information on different robots that I may have no knowledge of.

 

Now it's time to choose some combat perks. I'm gonna start off with Quick Draw since that could come in clutch. The next perk I’m going to pick is gonna have to be Stonewall because getting knocked down could potentially be the end of me so that’s a must-have. Moving on to my next choice I’m going to go with Adamantium Skeleton which will increase the toughness of my bones by 50% which is a huge percentage so hopefully, if something ever penetrates my armor and skin my bones hopefully stop any lethal damage.

 

The fourth combat perk I’m picking is one rank of Size Matters since it will give my heavy weapons a decent increase in damage and accuracy. Lastly, I’m going to choose Meltdown because if I need to kill a swarm of hostiles there is no better perk than it. I go over my choices for a bit before confirming the perk selection which then changes the holographic screen to the skill distribution screen one more time.

 

Skills:

 

276 Skill Points Left

 

Barter: 106

Energy Weapons: 108

Explosives: 108

Guns: 114

Lockpick: 76

Medicine: 112

Melee Weapons: 108

Repair: 128

Science: 128

Sneak: 108

Speech: 108

Survival: 72

Unarmed: 108

 

Damn, that’s a lot of skill points. Well, I better get started, I fill up both lockpick and survival to 100 using 52 skill points leaving me with 224 left to spend. I hear a familiar couple of dings notifying me that I’ve earned two new perks.

 

Ding! New Perk

Ding! New Perk

 

| Human Skeleton Key | Requirements Lockpick 100: You’ve unlocked the unique ability to open any lock no matter how complicated or difficult it may seem. Also, any new lock that you unlock from here on out will now grant 20 xp that will increase by 1 for every 10 additional skill points in this skill.

 

| Wild Man | Requirements Survival 100: For every 10 additional skill points in survival you reduce your necessary food and drink requirements by 1% also the ability to determine the general direction of things you consider valuable when out in the wild such as the direction of water, food, herbs, etc.

 

Another two decent perks, being able to unlock any lock no matter how advanced and eventually not requiring food and water sounds pretty good to me. I give the two new perks another brief look before moving back to deciding what to put the remaining 224 skill points in. 

 

After a bit of thought, I think I’m going to bring sneak and science up to 200 and pour the rest of the remaining skill points into medicine so I can extend the size of my stealth field, increase the power of mechu-deru, and increase my knowledge base even further. Lastly, having the option to be able to regenerate limbs in case I lose one or come across someone that needs help though I will probably try and stay away from others till I have myself up and running at RobCo Facility.

 

I distribute 92 skill points into sneak and 72 points into science bringing my remaining skill points down to 60 which I then lastly place into medicine bringing its total up to 172. I go over my skill distribution one last time before finalizing my choice. The holographic screen changes again showing my stats and that I have 10 SPECIAL points to spend so I put them all in luck since that is the one SPECIAL I can’t train or I’ve yet to find a way to but maybe one day.

 

After spending the 10 SPECIAL points I got from the Surpass Your Human Physical Limits quest all my skills got quite a bump, some increasing their totals by about 20%.

 

Ding! New Quests

Ding! New Quests

Ding! New …

 

Oh and several new quests too, nice, let me take a look but I will turn in that mole rat quest first that I’ve been hanging on to for several years.

 

Pip-Boy

 

Name: Harold Todd Woods

Age: 16

Height: 6,6 /198.12 cm

Body Weight: 295 lbs/133.81 kg

Race: High Human

Level: 24

Experience Points: 2,950/3,650

Total Experience Points Earned: 43,200

Experience Rate: 230%

Health: 1,230 | Formula: Base of 90 + (Endurance x 30) + (Level# x 20) |

Healing rate: 4.2 Health a minute | Formula: 0.1 x Endurance

Carry Weight: 592.25/3,200 | Formula: 150 + (Strength x 100) |

Critical Chance: 50%

 

Resistances:

Armor: Body Damage Threshold 27, Armor Damage Threshold 166, Total Damage Threshold 193

Poison: 105% | Formula: (Endurance - 1) x 5 |

Radiation Resistance: 44% | Formula: (Endurance x 2) |

 

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

Strength: 27

Perception: 18

Endurance: 22

Charisma: 15

Intelligence: 24

Agility: 19

Luck: 25

 

Skills:

Barter: 134

Energy Weapons: 136

Explosives: 136

Guns: 142

Lockpick: 128

Medicine: 200

Melee Weapons: 136

Repair: 156

Science: 228

Sneak: 228

Speech: 136

Survival: 128

Unarmed: 136

 

Skill Points Per Level Up: 24 | Formula: Base of 10 + (Intelligence x 0.5) |

 

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

 

Perks: |Adamantium Skeleton|, |Adeptus Mechanicus|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Bronze Physique|, |Bulletstorm|, |Currency Maker|, |Daddy's Boy Rank 1|, |Educated|, |Energy Weapon Fanatic|, |Explorer|, |Gotta Go Fast|, |Herculean Strength|, |High Human|, |Human Skeleton Key|, |Human Supercomputer|, |Human Weapon|, |Intense Training Rank 6|, |Junk Rounds|, |Language Master|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Martial Weapon Master|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Pack Rat|, |Quick Draw|, |Resource Hoarder|, |Robotics Expert|, |Silver Tongue|, |Size Matters Rank 1|, |Stimpak Addict|, |Stonewall|, |Swift Learner|, |The Power Of Atom|, |Walking Treasure Detector|, |Wild Man|

 

Mutations: 

 

Gear: 10,000x .308 rounds, 200x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |Anti-Material Rifle Magazines|, 2x |Combat Knife|, |Exterminator Armor|, |Exterminator Helmet|, |Guillotine|, 100x |Med-x Syringes|, 20x |MFC Grenades|, |Mulcher|, |Mulcher Armored Backpack Magazine|, 100x |RadAway|, 5 |Serrated Spears|, 100x |Stimpaks|, |War Belt|

 

Loot: 500,000 .308 rounds, 20,000 .50 MG rounds, 100 Anti-Material Rifle Magazines Assortment Of Automated Manufacturing Machines, 1 Big Book Of Science, Black Altyn Helmet, Black Hardened Metal Armor, 10,000 Bottles Of Modified Buffout, 1,000 Food Stuffs, 10,000 Med-x Syringes, 250 MFC Grenade, 20,000 Microfusion Breeder Cells 100,000 Microfusion Cells, 4 Mulcher Armored Backpack Magazines, 10,000 RadAway, 100,000 Stimpaks, 4257 Duct Tape, 25,815 Scrap Electronics, 154,821 Scrap Metal, 6,892 Wonderglue, 724,892 Other Misc. Stuff.

 

Robots: Hauling Bots 5, 2 Mining Bots, Sentry Bots Gatling Laser Variants 2, Worker Bots 40

 

Quests: 0 Ready to turn in, Many in progress, 5 Completed

 

Quests In Progress:

 

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

 

| Undegrounder | Objectives: Clear all metros of hostiles and take control of them. Rewards: Perk Mole People, 20,000 exp.

 

| Such Wealth | Objectives: Obtain 100,000,000,000 caps worth of assets by any means necessary. Rewards: New Perk?, 1,000,000 exp.

 

| Take Over Raven Rock | Objectives: Gain full control of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Enclave Secrets 100,000 exp.

 

| Orbital Weapon Acquisition | Objectives: Find a way to gain access and control over the many orbital weapon platforms across the United States. Rewards: Perk Hand Of God, 25,000 exp.

 

| To The Void | Objectives: …

 

| Yer A Wizard …

 

Other Statistics:

Kill Counter: 462

Animals Killed: 462

 

Holy shit I’m making gains. Just look at those stats, and those quests are pretty nuts too definitely won’t be getting those done anytime soon. I give my Pip-Boy screen another look and can't help but feel incredibly satisfied from all the hard work I put in over the years. Well, I think I’ve done everything that needs to be done right now in my Pip-Boy so I should get a move on since I have a big day ahead of me today.

 

After giving it a few more glances over I exited out of my Pip-Boy screen resuming time once again where I was then immediately overwhelmed by such a colossal amount of information and all sorts of different feelings in my body that I passed out instantly.

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