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Chapter 37: Power Leveling

  Okay, now that I've got all the loot is logged. Let me ched see if that quest is ready to turn in and while I'm at it, I use the level-ups I've accumuted retly.

  Finished going through everything, I opened up my Pip-Boy freezing time mere moments ter. And right as everything came to a plete stop, a holographic s appeared in my vision, dispying my current stats along with a few new quests.

  | Tank Assembly | Objectives: Put the chimera tank back together. Rewards: 5 Repair, 2,500 exp.

  | Anche Simution | Objectives: plete the anche training simution without dying. Rewards: Perk One Man Army, 7,500 exp.

  | Secret Armory | Objectives: Open up the armory at the VSS Facility. Rewards: Perk Mobile Armory, 5 Lockpick, 5,000 exp.

  Cool, some of my S.P.E.C.I.A.L.s have gone up a couple of points, and several of my skills have also seen a det improvement as well. So I've made some fairly goress in my brief stint out here in the capital wastend. Holy, the gains aren't too bad for really only taking out almost 300 hundred raiders. I'll definitely have to pay another visit to the Fairfax Ruins at a ter date. Although only once I modified one of the power armor frames for my use since I am way te to fit in any of them, unfortunately.

  Also, while I'm at it, I might as well upgrade my AER 18 LMG and make some modifications to the T-60 set of power armor... Or you know what, I'll just make a whole new set of power armor because I know I design a set that's a hell of a lot better than ahey could produce ba the day.

  My future pns aside, these quests look like they provide some pretty det rewards for not much work other than the Anche Simution, of course. That simution is probably going to take quite a bit of effort to make it out of that war zone alive with hs now that this isn't a game any longer. I'm going to have to Rambo that shit if I want to plete this quest. The quest's difficulty aside, I wonder if I'll gain any xp from killing the ese forces in there... probably not si's a simution.

  Alright that's enough about that, it's time I've spent those level ups. And as soon as that's taken care of, I turn in the Secret Armory quest for the maximum amount of gains.

  When I was done pnning out a couple of new upgrades, thinking about my new quests, and what I was going to do, I selected level up on the holographic Pip-Boy s. Upon doing so, I rompted to seleany of them I wao use, so I chose to use 3 of the 14 level-ups I had saved up. Since I wahe extra skill points, I would receive from my intelligence going up by 2 points from the High Human Perk.

  Log my sele in the holographic s immediately ged to the perk seleenu with the perks I've yet to take and a variety of new perks avaible to choose from.

  Level 28 Perks

  | Basher | Requirements Level 28, Strength 8, Guns 50, Energy ons 5ed on bashing damage +25%.

  | Gray Matters | Requirements Level 28: Your head takes 25% less damage.

  | Metal Detector | Requirements Level 28, Perception 8: Acquire the ability to sense where metals you sider of value are located within a certain radius. The distance you seals increases the higher your perception.

  | Rad Absorption | Requirements Level 28, Endurance 7: -1 Radiation every 20 seds.

  | Roughin' It | Sleeping outside gives you the well-rested be.

  Level 30 Perks

  | Almost Perfect | Requirements Level 30: All S.P.E.C.I.A.L. stats are raised to 9.

  | Burden To Bear | Requirements Level 30, Strength 6, Endurance 6: +100 Carry weight.

  | Impnt GRX | (Ranks 2) Requirements Level 30, Endurance 8: You gain a non-addictive subdermal turbo (chem) ior. This perk may be taken twice, with the sed rank increasing the effect from 2 to 3 seds and the uses per day from 5 to 10 (activated with thought).

  | Tech Junkie | Requirements Level 30, Intelligence 10, Repair 100, Sce 100: Gain immediate uanding and produ knowledge of any teology when touched, no matter if its ins are human or otherwise.

  From the new perks, 3 of them immediately stood out to me, those being Gray Matters for the damage redu for my head, Metal Detector for being able to locate resources, and Tech Junkie faining immediate uanding and produ knowledge of all teology I enter iure.

  Marking those 3 as potential didates, I left them aside for the meantime and looked through the long list of perks I had avaible. heless, I eventually circled bad selected the 3 new perks that stood out to me and finalized my perk sele. As soon as I did, the s sed over to dispy the skill distribution menu.

  [ Skills ]

  Skill Points Left: 75

  Barter: 134Energy ons: 141Explosives: 141Guns: 168Lockpick: 135Medie: 204Melee ons: 138Repair: 251Sce: 257Sneak: 235Speech: 136Survival: 133Unarmed: 140

  Hmm, what to spend my skill points on... Well, I'm going to be doing a lot more fabrication work in the near future. So repair is probably what I should be dumping my points into... Yeah, I think that's what I'll go with for now.

  With my skill distribution figured out, I distributed all 75 skill points into repair, bringing its total up to 326. And the instant I finalized the distribution, the holographic s ged again, dispying my increased S.P.E.C.I.A.L. stats, my new perks, and my upgraded repair skill.

  Ign my increased stats, I chose to use 10 of my remaining 11 accumuted level-ups right away so I could get the additional skill point that would be ing from intelligencreasing again right as I hit level 40.

  Level 32 Perks

  | Aqua Boy | Requirements Level 32, Endurance 5: Water is your ally. Gain the ability to breathe uer and no longer accumute rads from swimming. In addition to that, you will bee totally uable whilst uer.

  | Inspirational | Requirements Level 32, Charisma 8: Your panions do more damage, ot hurt you, and are able to carry more weight.

  | Peor | Requirements Level 32, Perception 9: Your attaow have an added -15 DT.

  | Rooted | Requirements Level 32, Strength 9: While standing still, gain +25 DR and +25% damage for melee and unarmed.

  Level 34 Perks

  | Armor Smith | (Ranks 5) Requirements Level 32, Strength 8, Repair 100: All armors you've made or modified are now 20% better in all parameters.

  | Moving Target | Requirements Level 34, Agility 6, Endurance 6: When sprinting and running, you gain 25 DR and your stamina drain while perf those two activities is halved.

  | Refractor | Requirements Level 34, Endurance 10: When being attacked by energy ons, gain a +10 to DT.

  | V.A.N.S. | Requirements Level 34, Intelligence 1: Let Vault-Tec guide you! The path to your closest quest target is dispyed via a holographie that be toggled on and off. +2 Perception.

  | on Smith | (Ranks 5) Requirements Level 34, Strength 7, Intelligence 7, Repair 100: All ons you've made or modified are now 20% better in all parameters.

  Level 36 Perks

  | Broad Daylight | Requirements Level 36: You receive no sneak penalty when sneaking in the light.

  | Great Sword Preference | Requirements Level 36, Strength 10: Your preference for using heavy melee ons has unlocked the ability to exert your carry weight behind your swings. Additionally, your damage output when using ons of this type is raised by 25%.

  | H.U.D. | Requirements Level 36: You gain a izable and toggleable heads-up dispy.

  | Lead Foot | Requirements Level 36: Any vehicle that you are in go 25% faster and any damage you inflict with ys is now increased by 25% as well.

  | Quick Hands | Requirements Level 36, Agility 9: Your hands are now able to do anything they could do before, but twice as fast.

  Level 38 Perks

  | Auto Loader | Requirements Level 38: Any ons you store in your item box are reloaded after a certain period. PS You are also required to have the ammo stored iem box for this perk to work.

  | ander | Requirements Level 38, Charisma 8, Speech 80: You gain exceptional leadership skills and charisma. You'll also have a much easier time persuading others to join under you and finally a +10% to all damage done by all forces under your and.

  | Death From Above | Requirements Level 38, Energy ons 75, Guns 75: Deal 50% more damage when attag from above a target.

  | Death Sense | Requirements Level 38, Perception 10: Acquire the ability to sense when danger or possible death is near. +2 to Perception.

  | Fsh Baant | Requirements Level 38, Endurance 7: You are no longer susceptible to being blinded by bright light or rapid ges in brightness.

  Level 40 Perks

  | Certified Tech | Requirements Level 40: +25% critical hit ce against robots and a very good ce of fully salvaging aroyed robots.

  | Gatling Gun Specialist | Level 40, Strength 10, Energy ons 80, Guns 80: All gatling-style ons gain a +25% damage increase and o longer overheat.

  | Healer | Requirements Level 40, Intelligence 8, Medie 85: Healing is 25% more effective.

  | Regeion | Requirements Level 40, Endurance 10: You've gaihe unnatural ability tee any part of your body as long as you're not dead. +100% to healing rate.

  | Paiance | Requirements Level 40, Endurance 10: You are now able to deal with an incredible amount of pain with little to no issue. +5 DT and +2 Endurance.

  Man, I never have enough perk points.

  Sigh. Let's see what would be best to get for the moment.

  Bummed out at the fact that I never had enough perk points, I started going over the whole list to see what would be best to take at this current moment. After sc the list of perks, I came to the decision to acquire Aqua Boy, Armor Smith, ander, Death Sense, Gatling Gun Specialist, Paiance, Quick Hands, Regeion, Rooted and stly on Smith due them all being pretty good choices for various reasons.

  Alright, I've decided on erks I'm going with, it's time to move on to the skill distribution.

  My perk sele decided, I finalized my perk sele, ging the holographic s once again to dispy the skill distribution s.

  [ Skills ]

  Skill Points Left: 260

  Barter: 142Energy ons: 153Explosives: 153Guns: 176Lockpick: 147Medie: 212Melee ons: 146Repair: 334Sce: 265Sneak: 243Speech: 144Survival: 145Unarmed: 153

  Hmm... I think I'm going to modify my pns a bit and split the distribution of skill points between repair and sce. For the simple reason that sce will keep giving me knowledge regarding all sorts of different teologies and other miseous information. On top of the fact, it'll increase the power of Mechu-deru.

  With a ge in pns made, I distributed 130 skill points into repair, bringing its total up to 464. Finished with repair, I distributed the remaining 130 skill points into sce, raising its total all the to 395. As soon as all the skill points were where they o go, I finalized the distribution, ging the holographic s again to dispy my hugely improved stats.

  Quickly gng over my stats, I began the level up process again, immediately ging the holographic Pip-Boy s to the perk sele one.

  Following that, I looked over the perks I hadn't chose, as well as some of the new additions. As I was looking over the perk list and thinking about erk I was going to go with, I was drawn to Animal Friend perk for some reason or another.

  | Animal Friend | (Ranks 3) Requirements Level 10, Charisma 6, Survival 45: Animals no lotack you for no reason.

  After a bit of thought, I could see a few bes from choosing it, such as making most animals nonaggressive and making it easier to domesticate them. I also kind of wanted a pet deathcw or something parable, hehis perk should help with making that want a reality.

  As I decided to go with the Animal Friend perk, I finalized my perk sele on the holographic s, ging the s to dispy the skill distribution menu. The sed I was able to, I dumped all 27 skill points I had at my disposal into repair, bringing its total to 499. When I had all the points distributed into repair, I locked in my decision, bringing myself back to the stat s.

  Okay, those level-ups are spent. Time to turn in the Secret Armory quest and see what that Mobile Armory perk do.

  I browsed through my stats a slight bit longer and moved down the Pip-Boy s where the quest se was located. Ohere, I selected the Secret Armory quest and tur in, receiving 15,100 xp, 5 skill points in lockpick, and the Mobile Armory perk as my quest rewards.

  My rewards in hand, I navigated to the perk se and checked the Mobile Armory perk.

  | Mobile Armory | You've gaihe ability to store 5 suits of armor, 5 ons, 5 vehicles, and 50,000 rounds of ammunitiolessly in your item box.

  Yeah, that's a damn good perk. It will for sure help with moving all this armory loot I just acquired over to my new home away from home.

  Havihe new perk effects, I began looking over the rest of the ges on my stats and right as I got to the pending level ups; I noticed I had 4 more level ups ready to turn in. Thus, I turhem iurning to the perk seleenu with the previous sele of perks that I've yet to take, plus a number of new additions.

  Level 10 Perks

  | Animal Friend Rank 2 | (Ranks 3) Requirements Level 10, Charisma 6, Survival 45: Animals now enjoy your presend are much more receptive to you.

  Level 42 Perks

  | Bone Head | Requirements Level 42, Endurance 9: Bee 50% less likely to be knocked out.

  | Eagle Eye | Requirements Level 42, Perception 8: You've gaihe ability to see out to extreme distahis ability grows strohe higher your perception.

  | Leave Nothing Behind | Requirements Level 36, Strength 6, Endurance 6: +1,000 Carry weight.

  | Road Warrior | Requirements Level 42: You are now able to shoot accurately while driving.

  | Stat! | Requirements Level 42, Medie 75: The speed at which you do anything medical-reted is increased by 20%.

  Level 44 Perks

  | Human Warehouse | Requirements Level 44: +100% to carry weight.

  | Merman | Requirements Level 44, Agility 8, Endurance 8: Double your swimming speed.

  | Pleasure | Requirements Level 44: Acquire the ability to induce pleasure in others via touch. This ability be trolled along with how strong you want the pleasure to be.

  | Travel Heavy | Requirements Level 44, Survival 90: While wearing heavy armor, your max speed is increased by 10%.

  I took a few moments to look over the perk list before I decided to go with Animal Friend Rank 2 for its ability to make taming and keeping a pet easier. Following that pick, I went with Bone Head because it will reduce my ces of being knocked out, which could end up being a possible game over for me if it ever happens, hence why I was taking this perk.

  After that, I grabbed Eagle Eye si'll improve my eyes signifitly. And for the st perk point, I went with Human Warehouse for the doubling effect it had on my carrying capacity. That effect will certainly make transp loot a hell of a lot easier.

  Once I decided erks I was going to go with, I locked my perk choices in ging the holographic s to the skill distribution, oh 108 skill points ready and waiting to be distributed. Not wasting a moment to even think about it, I instantly poured into sce, increasing its total to 510. I then evened off repair at 500.

  pleting the skill distribution for the st time, the holographidow ged to the Pip-Boy s.

  Pip-Boy

  Name: Harold Todd WoodsAge: 16Height: 6 Feet 6 InchesBody Weight: 296 lbsRace: High HumanLevel: 45Experience Points: 2,362/6,800 | Formu: 25(3 x Level + 2)(Level - 1)Total Experience Points Earned: 153,062Experiee: 305%Health: 1,860 | Formu: Base of 90 + (Endurance x 30) + (Level# x 20) |Healing Rate: 9.8 Health a minute | Formu: (0.1 x Endurance + 2) x 2Carry Weight: 1,144.475/7,400 | Formu: 150 + 350 + (Strength x 100) x 2 |Critical ce: 58%

  | Resistances |Armor: Body Damage Threshold 39, Armor Damage Threshold 226, Total Damage Threshold 265Poisoance: 130% | Formu: (Endurance - 1) x 5 |Radiatioance: 79% | Formu: (Endurance x 2) |

  | S.P.E.C.I.A.L. |Strength: 32Perception: 25Endurance: 29Charisma: 19Intelligence: 30Agility: 23Luck: 29

  | Skills |Barter: 15y ons: 161Explosives: 161Guns: 184Lockpick: 155Medie: 220Melee ons: 154Repair: 500Sce: 510Sneak: 251Speech: 152Survival: 149Unarmed: 157

  Skill Points Per Level Up: 27 | Formu: Base of 10 + 2 + (Intelligence x 0.5) |

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

  Perks: |Adamantium Skeleton|, |Adeptus Meicus|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Animal Friend Rank 2|, |Aqua Boy|, |Armor Smith Rank 1|, |Bone Head|, |Bulletstorm|, |ander|, |Currency Maker|, |Daddy's Boy Rank 1|, |Death Sense|, |Educated|, |Eagle Eye|, |Energy on Fanatic|, |Explorer|, |Gatling Gun Specialist|, |Gotta Go Fast|, |Gray Matters|, |Herculean Strength|, |High Human|, |Humaon Key|, |Human Superputer|, |Human Warehouse|, |Human on|, |Interaining Rank 6|, |Junk Rounds|, |Language Master|, |Lessons Learned|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Martial on Master|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Metal Detector|, |Mobile Armory|, |Monstrous Physique|, |Pack Rat|, |Paiance|, |Quick Draw|, |Quick Hands|, |Rad Resistance|, |Regeion|, |Resource Hoarder|, |RobCo Certified|, |Robotics Expert|, |Rooted|, |Silent Running|, |Silver Tongue|, |Size Matters Rank 1|, |Stimpak Addict|, |Stonewall|, |Swift Learner|, |Tech Junkie|, |The Power Of Atom|, |Walking Treasure Detector|, |on Smith Rank 1|, |Wild Man|

  Mutations:

  Gear: 20,000x 7.62 rounds, 495x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |10 Round Anti-Material Rifle Magazines|, |Browning M2 Mae Gun|, 3x |Browning M2 Mae Gun Magazines|, 2x |bat Knife|, |Exterminator Armor|, |Exterminator Helmet|, 50x Food Stuff, 51x |Frag Grenades|, |Guillotine|, 2x Guns and Bullets, 100x Med-x Syringes, 20x |MFC Grenades|, |Mulcher|, 3x |Mulcher Armored Backpack Magazines|, 1x Niko Tes and You, |Purge|, 100x RadAway, 5 |Serrated Spears|, 100x Stimpaks, |War Belt|

  | Loot |ons: 1 7.62 bat Rifle Sniper figuration, 2 .32 Hunting Rifles, 12 5mm Miniguns, 50 AEP7 Laser Pistols, 60 AER9 Laser Rifles, 10 Anti-Material Rifles, 100 Bricks of C4, 10 ese Officer Swords, 500 bat Knives, 106 bat Shotguns, 5 Fat Man Mini Nuke Launchers, 10 Fmers, 1,0renades, 1,0 Mines, 10 Gatling Lasers, 10 Gauss Rifles, 20 Grenade Launchers, 10 Grenade Maeguns, Jingwei's Shocksword, 20 Light Mae Guns, 10 M2 Browning Mae Guns, 1,000 MFC Grenade, 10 Missile Launchers, 401 N99 10mm Pistol, 110 R91 Assault Rifles, 20 Sniper Rifles, 5 Partial Gatling Lasers, 5 Partial 5mm Miniguns, 500 Psma Grenades, 500 Psma Mines, 50 Psma Pistols, 500 Pulse Grenades, 500 Pulse Mines, 112 Type 93 ese Assault Rifles, 50 Urban Psma Rifles

  on Magazines: 5 20 Round 7.62 bat Rifle Magazines, 50 5mm 500 Round Minigun Drum Magazines, 10 5mm 1,000 Round Minigun Backpack Magazines, 50 8 Round Anti-Material Rifle Magazines, 100 10 Round Anti-Material Rifle Magazines, 508 bat Shotgun Drum Magazines, 50 10 Round Gauss Rifle Magazines, 50 30 Round Grenade Maegun Magazines, 100 Light Mae Gun Box Magazines, 50 M2 Browning Mae Gun Magazines, 2 Mulcher Armored Backpack Magazines, 2,001 N99 10mm Pistol 12 Round Magazines, 512 30 Round R91 Assault Rifle Magazines, 36 75 Round R91 Assault Rifle Drum Magazines, 100 10 Round Sniper Rifle Magazines, 523 30 Round Type 93 ese Assault Rifle Magazines, 18 75 Round Type 93 ese Assault Rifle Drum Magazines

  Apparel: 10 Advanced Radiation Suits, Bck Alty, Bck Hardened Metal Armor, 10 ese Stealth Suits, 50 Heavy bat Armor Sets, 50 Marine Armor Sets, 20 Neural interface suits, 10 T-45 Power Armor Sets, 5 T-51 Power Armor Sets, 1 T-60 Power Armor Set

  Aid: 5 Big Book Of Sce, 1,000 Bottles of Buffout, 10,000 Bottles Of Modified Buffout, 5 D.C. Journal of Internal Medie, 7 Dearonics, 890 Food Stuffs, 2 Lying gressional Style, 12,500 Med-x Syringes, 1 Niko Tes and You, 13,000 RadAway, 103,975 Stimpaks, 1,000 Psycho

  Miseous: Assortment Of Automated Manufacturing Maes, 115 Stealth Boys, 20 Virtual Simution Pods, 6,847 Duct Tape, 95,000 Scrap Eleics, 1,911,942 Metal, 13,563 Wlue 3,458,931 Other Misc. Stuff

  Ammo: 823,100 7.62 rounds, 75,000 .50 MG rounds, 50,012 10mm rounds, 15,147 12 Gauge Shotgun Shells, 10,000 2mm Gauss rounds, 5,000 25mm Grenades, 1,000 40mm Grenades, 106,484 5.56 rounds, 388,502 5mm Rounds, 15,450 Fmer Fuel, 500 Fusion Cores, 120,000 Microfusion Breeder Cells, 155,000 Microfusion Cells, 100 Mini Nukes, 500 Missiles, 25,000 Small Energy Cells

  Robots: Assualtrons 20, Hauling Bots 5, 2 Mining Bots, Mister Handys Maintenance Variants 8, Power Armor patible Assaultrons 10, Protes 459, Sentry Bot Mk IIs 12, Worker Bots 127

  Vehicles: Chimera Tank Partially Assembled, Hauler

  Turrets: 120 Gatling Laser Turrets, 20 Laser Turrets

  Quests: 0 Ready to turn in, Many in progress, 7 pleted

  Quests In Progress:

  | Anche Simution | Objectives: plete the anche training simution without dying. Rewards: Perk One Man Army, 7,500 exp.

  | Farmer Bob | Objectives: Harvest two tons worth of crops. Rewards: Perk Green Thumb, 2,000 exp.

  | Orbital on Acquisition | Objectives: Find a way to gain access and trol over the many orbital on ptforms across the Uates. Rewards: Perk Hand Of God, 25,000 exp.

  | Save dad | Objectives: Prevent the death of your father, James Watson Woods. Rewards: New Perk? and 5,000 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 trol of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Encve Secrets 100,000 exp.

  | Tank Assembly | Objectives: Put the chimera tank back together. Rewards: 5 Repair, 2,500 exp.

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

  | To The Void | Objectives: …

  | Yer A Wizard …

  Other Statistics:Kill ter: 846Animals Killed: 463Humans Killed: 341Is Killed: 30Super Mutants: 12

  That's a huge amount of gains I've made in an incredibly short period. But I did kill over 200 plus raiders along with a bunch of super mutants and ghouls on my way here, so it does make sehat I've progressed this mu such a brief amount of time.

  Very satisfied with the progress I've been making since I've left Vault 101 behind, I ied a couple of other things in my Pip-Boy before I decided to get back to reality. Thus, I exit out of my Pip-Boy, resuming time shortly thereafter.

  As soon as I was ba the present, I had my robots begin helpih gathering and moving all the materials spread throughout the facility to the armory for safekeeping. I had no way of possibly moving everything here over irip and there was no way I was going to let anyone waltz in here and take these valuable resources while I was away. Hence why it was imperative that I get everything secured here in the armory.

  And if the Outcasts couldn't breach the security without the lone wanderer's aid, I doubt any wastender running around the D.C. ruins was going to be able to. Therefore, everything should be here the ime I e to collect it all.

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