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Now reading: Chapter 5 First Quest from Fallout Wastelander, a Action novel by PowerArmorGuy.

The mont I got my bearings, I started looking at the information on the holographic screen in front of .

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 lockpicking because the skill is quite useful for getting into any locked-up areas.

It could also use it to grind out xp for level ups by lockpicking different doors. Though it might have so 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 in creating. I will definitely have to do a few tests when I get the chance to see if it's a viable way to gain xp.

Moving down my status screen to the perks section, I don't seem to have any perks at the mont. I was pretty sure I would've had at least a couple since so of my specials are sitting at or above 10 right now. Maybe leveling up once will change that. Yeah, I will give that a try once I have enough xp to level up.

Continuing on down the screen further, we have mutations. I don't ever recall seeing those in the gas, 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 sothing equally as odd because that would suck, for obvious reasons.

Moving on.

Last on my status screen is quests and would you look at that, I sohow have 1 ready to turn in. I know for a fact there were no quests to complete till you exited vault 101, so there's another change from the gas, not that I'm complaining.

Well, while ti 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 selection.

As soon as I completed that thought, I selected the ready-to-turn quests from the status screen and after a mont the holographic screen changed 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 sa as they were in the gas and will be handled differently... Hmm, when I have so ti available, I should probably dedicate so of it to exploring and figuring out how the new quest system works so I can figure out how to best utilize and take advantage of it.

This isn't just a ga any longer, thus it would be in my best interest to be as much of a ta gar as humanly possible. Well, that's enough about that, ti to turn this quest in and see if there are any changes to the perk list. Once I have that taken care of along with the distributions of my skills points, I can get back to my party.

Selecting the quest, I turned it in and the very next second, the Fallout 3 level-up sound I hadn't heard in a decade, began playing. Getting hit by a wave of nostalgia, I patiently listened to it and when the sound stopped, the holographic screen changed again to a level-up nu displaying a long list of perks to choose from.

[ Perks ]

Perk Points Left: 1

Level 2 Perks

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

| Confird Bachelor | Requirents Level 2: 10% damage against male opponents along with similar benefits to the Sex Appeal trait when dealing with mbers of the sa sex.

| Daddy's Boy | (Ranks 3) Requirents Level 2, Intelligence 4: 5 to both dicine and science while also making your dad more receptive to you.

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

| Gun Nut | (Ranks 3) Requirents Level 2, Agility 3, Intelligence 4: 5 to both repair and guns and 10% to accuracy and range with guns.

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

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

| In Shining Armor | Requirents Level 2, Repair 20, Science 70: 2 DT while wearing a tal helt, 5 DT while wearing tal armor, and 7 DT on top when wearing both.

| Intense Training | (Ranks Unlimited) Requirents 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 | Requirents Level 2: You can craft ammo using junk. It doesn't make any sense, but it works, sohow.

| Lady Killer | Requirents Level 2: Deal 10% more damage against females. Along with that, gain similar benefits to the Sex Appeal trait when dealing with mbers of the opposite sex.

| Light Touch | Requirents 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 | Requirents Level 2, Strength 4: 5 to both explosives and lee and 10% damage to both lee and thrown weapons.

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

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

| Retention | Requirents Level 2, Intelligence 5: Magazine duration lasts 3 tis as long.

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

| Thief | Requirents Level 2, Agility 4, Perception 4: 5 to both lockpick and sneak and any theft-related activities easier than they once were.

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

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

Besides that universal benefit, it would give the ability to actually dual wield nurous weapons accurately without looking like a clown. I could see myself being able to use all kinds of weapons, ranging from things as simple as knives to smaller ranged weapons like pistols and their machine gun variants. And even light machine guns, possibly as long as I have the strength and endurance to hold them up and keep them on target for any extended amount of ti.

It would also help with any tasks that require hand manipulation 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 later.

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

The perk could also make it easier to convince him to change his plans of leaving the vault to continue work on project purity. I've also given that subject a considerable amount of thought and decided to co from a rational angle to prevent him from returning to that project and getting himself killed by the Enclave.

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

When he inevitably asks for to elaborate, 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 wasteland. Which the powers that be will co out of the woodwork to seize for themselves, thereby invalidating all the work he would've put into.

It might take more convincing than just that, but I can 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 Enclave threat has been dealt with.

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

However, that still relies upon convincing dad to let 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 tal 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 taking either 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 counting.

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 mont.

The final perk that tickled my fancy was Swift Learner. Simply due to that 10% increase in exp gain, that sounds pretty nice and 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 lockpicking.

So if I want to make any sort of rapid progress right now, I would say being able to convince dad into letting into the mines to 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 .

Rooting out all the other perks, I looked over the perk list again to see if I wanted to change 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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