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Chapter 5: First Quest

  The moment I got my bearings, I started looking at the information on the holographic s in front of me.

  Ohh my skills are progressing nicely and quite a few of them are close to the 50 mark, nice. I should probably prioritize the skills that are closest to 50 just to even them out. And when that's taken care of, I think I'll focus my attention on lockpig because the skill is quite useful fetting into any locked-up areas.

  It could also use it to grind out xp for level ups by lockpig different doors. Though it might have some limitations like not being able to gain xp from a door more than once, or not being able to gain xp from locks that I had a hand iing. I will definitely have to do a few tests when I get the ce to see if it's a viable way to gain xp.

  Moving down my status s to the perks se, I don’t seem to have any perks at the moment. I retty sure I would've had at least a couple sine of my specials are sitting at or above 1ht now. Maybe leveling up once will ge that. Yeah, I will give that a try once I have enough xp to level up.

  tinuing on down the s further, we have mutations. I don’t ever recall seeing those in the games, so that's new. I wonder how they will work when I do get one. Hopefully; I don't end up growing a third arm out of my belly button or something equally as odd because that would suck, for obvious reasons.

  Moving on.

  Last on my status s is quests and would you look at that, I somehow have 1 ready to turn in. I know for a fact there were no quests to plete till you exited vault 101, so there's another ge from the games, not that I'm pining.

  Well, while time is frozen, I might as well turn the quest in now to test out whether I have any perks that are lying dormant. If not, at least I'll be able to improve my stats from the skill point distribution and perk sele.

  As soon as I pleted that thought, I selected the ready-to-turs from the status s and after a moment the holographic s ged to show the quest's information.

  Quests ready to turn: 1

  | Everything Starts With The Pip-Boy | Objectives: Obtain a Pip-Boy, any variant.Rewards: Access to perks, Tag 3 Skills, and 200 exp.

  Yeah, I know for a fact that this quest never existed, so I guess the quests in this world won't be the same as they were in the games and will be handled differently... Hmm, when I have some time avaible, I should probably dedicate some of it to expl and figuring out how the new quest system works so I figure out how to best utilize and take advantage of it.

  This isn't just a game any lohus it would be in my best io be as much of a meta gamer as humanly possible. Well, that's enough about that, time to turn this quest in and see if there are any ges to the perk list. Once I have that taken care of along with the distributions of my skills points, I get bay party.

  Seleg the quest, I tur in and the very sed, the Fallout 3 level-up sound I hadn't heard in a decade, began pying. Getting hit by a wave of nostalgia, I patiently listeo it and when the sound stopped, the holographic s ged again to a level-up menu dispying a long list of perks to choose from.

  [ Perks ]

  Perk Points Left: 1

  Level 2 Perks

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

  | firmed Bachelor | Requirements Level 2: +10% damage against male oppos along with simir bes to the Sex Appeal trait when dealing with members of the same sex.

  | Daddy’s Boy | (Ranks 3) Requirements Level 2, Intelligence 4: +5 to both medie and sce while also making your dad more receptive to you.

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

  | Gun Nut | (Ranks 3) Requirements Level 2, Agility 3, Intelligence 4: +5 to both repair and guns and +10% to accurad rah guns.

  | Heave, Ho! | Requirements Level 2, Strength 5, Explosives 30: Acquire a 50% Increase in velocity and range for all thrown ons. This also includes all other ons that fire in an arc.

  | Hunter | Requirements Level 2, Survival 30: +75% more critical damage against animals and mutated animals, and corpse processing is much easier.

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

  | Interaining | (Ranks Unlimited) Requirements Level 2: Gain 1 S.P.E.C.I.A.L. point to be distributed into any S.P.E.C.I.A.L..

  | Junk Rounds | Requirements Level 2: You craft ammo using junk. It doesn't make any sense, but it works, somehow.

  | Lady Killer | Requirements Level 2: Deal 10% more damage against females. Along with that, gain simir bes 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 ce, and your enemies suffer a -25% critical hit ce.

  | Little Leaguer | Requirements Level 2, Strength 4: +5 to both explosives and melee and +10% damage to both melee and thrown ons.

  | Old Wourmet | Requirements Level 2, Endurance 6, Survival 45: +25% addi resistand +50% health bonus from food ption.

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

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

  | Swift Learner | Requirements Level 2, Intelligence 4: +10% increase in experience points gained and learn at a much faster rate.

  | Thief | Requirements Level 2, Agility 4, Perception 4: +5 to both lockpid sneak and any theft-reted activities easier than they once were.

  Spoiled for choice, I gave the list of perks a solid look over.

  The perk list seemed to have remained mostly the same as it was, except for a new addition of Ambidextrous. Which is one of the few perks that stand out to me because being ambidextrous would be a big help any time I'm crafting or doing just about anything with my hands.

  Besides that universal be, it would give me the ability to actually dual wield numerous ons accurately without looking like a . I could see myself being able to use all kinds of ons, ranging from things as simple as ko smaller ranged ons like pistols and their mae gun variants. And even light mae guns, possibly as long as I have the strength and endurao hold them up ahem on target for aended amount of time.

  It would also help me with any tasks that require hand manipution and I could also see it being very useful in the bedroom. That is a nice plus, but that won't be happening till years ter.

  The sed perk that stands out to me would have to be Daddy’s Boy, specifically because it'll make it easier to vince my father to let me do certain things. Such as allowio do more dangerous activities like going to the vault mio kill mole rats, one of the very few ways I've been able to e up with to gain xp in my stay down here in Vault 101.

  The perk could also make it easier to vince him to ge his pns of leaving the vault to tinue work on project purity. I've also given that subject a siderable amount of thought and decided to e from a rational ao prevent him from returning to that projed getting himself killed by the Encve.

  To get him on board, I'll have to get it across to him that just creating fresh purified water, although a positive for the waste, isn’t going to solve the world’s problems, not even a tiny bit.

  When he iably asks for me to eborate, I'll give it to him straight and tell all it would do is just paint a giant target on his back because drinkable nonradioactive water is an incredibly valuable resource out in the wastend. Which the powers that be will e out of the woodwork to seize for themselves, thereby invalidating all the work he would've put into.

  It might take more ving than just that, but I think about this further over the many years I still have left. If none of that works, I'll go the forceful route and keep him locked up until the Ehreat has bee with.

  Returning to before I got sidetracked by the future project purity debacle, the third perk that caught my attention would have to be Huhat +75% increase in critical damage to animals and mutated creatures would be huge for taking out any mole rats I would enter in the mines.

  However, that still relies upon me ving dad to let me go into the vault mines, which I haven’t been able to do so far, unfortunately. Also, now that I think of it, Heave, Ho! would also work well with it since a 50% increase in velocity and range would increase the damage dealt against mole rats even more.

  Plus, making spears and javelins are pretty simple as they're basically just a pole with a sharp metal tip attached to the end. But I think that would be a bit too overkill for taking out mole rats, so I probably won't be takiher of them.

  The fourth perk that I found appealing would be Junk Rounds. The reason I found it appealing would be because there is a ton of junk that gets produced and recycled every day in Vault 101 due to there being more than 10,000 vault dwellers and ting.

  So if I pick Junk Rounds, I could very easily skim junk off the top and begin stockpiling ammo with this perk slowly but surely. Though that ammo won't be very useful till I get my hands on a firearm, which I will most likely have to create myself. Thus, I'll probably skip this perk as well for the moment.

  The final perk that tickled my fancy was Swift Learner. Simply due to that 10% increase in exp gain, that sounds pretty nid a faster learning speed would be a big help too. Especially with reading the rest of the books in the library, that said Swift Learner will have to wait for now because I don’t currently possess any real way of earning exp right now other than lockpig.

  So if I want to make any sort of rapid progress right now, I would say being able to vince dad into lettio the mio hunt mole rats is my priority right now and the perk Daddy’s Boy would be huge in making that happen. I suppose my decision has been made for me.

  Rooting out all the other perks, I looked over the perk list again to see if I wao ge my mind. After I was done looking, I was 100% sure of my choice, thus I selected the perk and finalized my choice.

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