Welcome To The Fallout Wasteland

Chapter 8: Chapter 8 Preparations


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Three months later.

 

I was just chilling in bed with my hand clasped behind my head when I started thinking about how it’s been three months since I started my training for entering into the vault mines and I’ve made pretty good progress so far such as a +5 to melee and unarmed skills along with the experience sparing with the officers who I now have to call uncle. I probably could’ve started the mole rat hunting 2 months ago but I decided to spend a while more on the training and grinding skill points.

 

Uncle Gomez and the other officer uncles have given dad the go-ahead that I’m ready and nothing should provide any serious danger to me in the vault mines. I also showed dad the gear I’ve produced and he was more than impressed with the quality. Also, his confidence in me seemed to improve quite a bit since it showed I was taking this venture into the vault mines very seriously.

 

I had also been accumulating quite a bit of junk and I learned the required hacking skills needed to get into the armory which was only a medium security password. After looking through the armory which was huge by the way, I only took the stuff I know I could get away with like 2 broken laser pistols and 1 broken laser rifle that were already disassembled for parts. I also discovered they did in fact have recharger weapons as well, so I took 3 microfusion breeder cells since I wanted to see if I can replicate them.

 

Some weeks after that I managed to replicate the microfusion breeder cells with my pre-existing microfusion cells and went on to improve the capacity and performance of the cells since there was a lot of wasted potential.

 

I then went on to rebuild the laser rifle along with adding a second barrel to increase the durability of the weapon and setting the barrels to alternate shots kinda how a gatling-style weapon fires except without the rotating barrels and all that. It can also fire in full auto with a fire rate of about 800 but can be changed on the fly between full and semi. I then added a laser sight, a red dot sight, a sling, a vertical foregrip, and 4 microfusion breeder cells to the weapon basically making myself a laser light machine gun, except it’s not very light it’s pretty fucking heavy in fact about 20 pounds heavy but the stats are quite good for the weapon.

 

| AER 18 LMG |

 

Damage: 25

DPS: 333

Fire rate: 800 (Can be set to semi)

Capacity: 200 (50 a cell unless overcharged for a damage increase)

Capacity Drain Rate: 13.333 (Only relevant for full auto)

Regen Rate: 10 (2.5 per second per optimized cell)

Reload: 0

Weight: 20

Ammo Type: Microfusion Breeder Cell

Value: 10,500

 

Attachments: Red Dot Sight, Vertical Fore Grip, Weapon Sling

 

Item Description: A large double laser light machine gun was designed and made for hunting mole rats but the creator went a bit overboard and made it too big for its original purpose.

 

I probably won’t be taking that out since I can’t really sneak it in and it’s a bit much for mole rats. I also want to lower the weight on it some if I can but probably won’t since my strength will just continue to go up. Other than that weapon, I made another laser weapon afterward from the leftover parts and one more trip into the armory and the result wasn’t bad but nowhere as good as the AER 18 LMG.

 

| 12G Laser Pistol |

 

Damage: 8 x 12

DPS: Variable

Fire Rate: semi

Capacity: 10

Capacity Drain Rate: Variable

Regen Rate: 2.5

Reload: 0

Weight: 3.5

Ammo Type: Microfusion Breeder Cell

Value: 3,000

 

Attachments: Laser Sight, Micro Red Dot Sight

 

Item Description: A laser pistol heavily modded into a handheld laser shotgun with an intricately designed beam splitter along with a laser sight for ease of use when firing from the hip or point shooting as well as a micro red dot sight and an upgraded microfusion breeder cell.

 

This one I can actually hide on myself with relative ease, and moving on to the melee weapons I made for myself.

 

| Guillotine |

 

Damage: 75

DPS: Variable

Weight: 35

Value: 3,500

 

Item Description: A large four-foot-long, six-inch wide, and a quarter-inch thick two-handed cleaver-like sword cut and made from a hardened steel sheet with a serrated back side, can be used with one hand if you have the strength required otherwise you’ll just pull your arm out of its socket.

 

| Combat Knife |

 

Damage: 20

DPS: Variable

Weight: 1.5

Value: 650

 

Item Description: A foot-long hardened steel combat knife.

 

| Serrated Spear |

 

Damage: 70

DPS: Variable

Weight: 10

Value: 1,000

 

Item Description: A six-foot-long aluminum pole with a hardened steel serrated spearhead.

 

Lastly for weapons will be the explosives I made and then the long list of armor.

 

| MFC Grenade |

 

Damage: 100

Weight: 0.5

Value: 15

 

Item Description: A microfusion cell made into a grenade.

 

| Black Hardened Metal Armor |

 

Resistances: DT 32

Class: Heavy

Weight: 80

Value: 10,500

 

Item Description: A heavy suit of metal and leather. Should protect up to 5.56 rounds on the metal plates maybe a bit higher. Hardened steel plates cover most of the leather armor base in segments leaving small gaps so the armor remains flexible. The hands, forearms, elbows, boots, and shins have spikes welded on their armor plates for violent usage. Also, the family jewels are rated for .308.

 

| Black Altyn Helmet |

 

Resistances: DT 8

Class: Heavy

Weight: 8

Value: 3,500

 

Item Description: A hardened steel helmet with a visor for protecting the face from damage. A flashlight has been attached and is powered off a microfusion breeder cell.

 

| War Belt |

 

Resistances: DT 1

Class: Light

Weight: 2

Value: 250

 

Item Description: A leather belt with attachment points for different pouches, holsters, sheathes, and adjustable magnets for quick drawing of ranged weapons, melee weapons, and explosives.

 

That’s the end of the gear overview, now onto my main objective for today, it is now time for me to venture into the vault mines so I sit up and check my Pip-Boy to see if |It’s Hunten Season| is ready to turn. Time freezes once again and the usual holographic screen makes its appearance once again. I then ignore the displayed stats and go to turn in the |It’s Hunten Season| quest.

 

| It’s Hunten Season | Objectives: Convince your dad to let you enter the vault mines. Rewards: 3 Speech points and 500 exp.

Quest Turned In!

Level Up!

 

The holographic screen changes to display the perk selection screen with no new options other than the change in rank for daddy’s boy.

 

Perks

 

1 Point Left

 

Level 2 Perks

 

| 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 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.

 

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| 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.

 

| Swift Learner | Requirements Level 2, Intelligence 4: +10% increase in experience points and the rate at which you learn.

 

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

 

Well, I did say last time swift learner would be pretty beneficial and the sooner I get it the better since I don’t know how many mole rats there are and how extensive the vault mines are.

 

But I will most likely select junk rounds next level so I can start accumulating ammo for when I go out into the wasteland. I finalize my selection of Swift Learner and the holographic screen changes again to display the skill distribution screen.

 

Skills:

 

17 Skill Points Left

 

Barter: 31

Energy Weapons: 50

Explosives: 35

Guns: 42

Lockpick: 36

Medicine: 52

Melee Weapons: 30

Repair: 57

Science: 56

Sneak: 24

Speech: 42

Survival: 34

Unarmed: 40

 

Hmm, decisions decisions, what do I need at the moment? I think sneak could be a good option, for instance investigating their population. But I think putting the points into something like energy weapons or melee weapons would be more efficient since I’m going there to kill, not to sneak, though it will be very useful later on. 

 

I then decide between energy weapons or melee weapons and I decide to go with melee, since my carry weight needs to be increased, and swinging around a 35-pound blade under the pressure of possible death or injury will help with that in the long run. I finalize my selection and the holographic screen changes again back to the perk selection screen for my next level up, now with new options.

 

Perks

 

1 Point Left

 

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.

 

| Educated | Requirements Level 4, Intelligence 4: +2 additional skill points every level up.

 

| 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%.

 

I give the level 4 perks a look through to see if there’s a better option then junk rounds,  I then see educated and immediately change my plans to that. Junk rounds will just have to wait till the next level. Moving on, I then do a speedrun through the skills menu and add 16 points to sneak to even it out then the last 2 points to speech.

 

I’m then flooded with a ton of knowledge and techniques regarding fighting with melee weapons, performing stealth, and theft of goods along with how to best go about killing someone that isn’t aware of my presence. The holographic screen then changes to display the Pip-Boy screen showing.

 

Pip-Boy

 

Name: Harold Todd Woods

Age: 10

Height: 5,5 (in feet and inches)

Race: Human

Level: 4

Experience Points: 105/650

Total Experience Points Earned: 1155

Experience Rate: 175%

Health: 460 | Formula: Base of 90 + (Endurance x 30) + (Level# x 10) |

Carry Weight: 146.5/200 | Formula: (150 + Strength x 10 and will go up to 500 at full maturity) |

 

Resistances:

Armor: Body Damage Threshold 11, Armor Damage Threshold 41

Poison: 50% | Formula: (Endurance - 1) x 5 |

Radiation Resistance: 22% | Formula: (Endurance x 2) |

 

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

Strength: 5

Perception: 10

Endurance: 11

Charisma: 5

Intelligence: 13

Agility: 5

Luck: 7

 

Skills:

Barter: 31

Energy Weapons: 50

Explosives: 35

Guns: 42

Lockpick: 36

Medicine: 52

Melee Weapons: 47

Repair: 57

Science: 56

Sneak: 40

Speech: 47

Survival: 34

Unarmed: 40

 

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

 

Perks: |Bronze Physique|, |Daddy's Boy Rank 1|, |Educated|, |Human Supercomputer|, |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 …

 

Nice, looks like I got a new quest I can do alongside the mole rat hunting. I give the holographic screen a look over and close out of it a moment later. A couple of seconds go by before time resumes once again.

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