POV Rio
After all the training I received, I was transported back to the endless pit. But this time, something was new. Or rather, something was no longer as slow as molasses.
[Ding]
[System Has Been Updated. Now, Please Begin Building Your Character.]
A new menu opened, and I was in a character creation screen. It had 4 tabs. Looks, Stats, Traits, and Review. I opened the first tab and froze for a moment, and tried to change the look.
"Uh, system, how do I change the species of my character?"
[Ding]
[You Cannot Change Your Species. It Has Been Locked Due To The Alicorno Hybridis Trait. You Can Still Customize The Looks As Long As It Remains What Can Be Reasonably Seen As A Member Of Your Species.]
"Great. This is going to make things 1000 times harder. But whatever, I can work with this."
I edit the looks the best I can, but given the completely non-human looks, it was not really that changed. All I did was make it so I could at least look at myself in the mirror without cringing. I chose Blue Fur, Black Hair, and Deep Blue Eyes.
'That should also help with stealth, even if only a little bit.'
Next was Stats. I was surprised to see that I had 70 S.P.E.C.I.A.L. Points to distribute, but I checked the reason why.
Trait: Alicorno Hybridis (-5)
Start with 70 Stat Points. Must have 5 in all S.P.E.C.I.A.L. Stats, no matter what. Start with only 1 in every Skill. All Charisma Checks are 75% harder. Near-Permanent Hostile Status with Xenophobic Factions. Will be seen as a mutant by all, making it more difficult to gain trust. Can eat meat but gain no buffs from it. Can glide from high up using wings for no AP cost. Can fly using wings, but has a high AP cost. Can use Magic and has the Mana Stat Unlocked. Has an unaging lifespan. Will have several new instincts that can be overwritten with enough mental fortitude.
'Well, it has some sizeable debuffs, but overall I think it's pretty good. At least I have an unlimited amount of time and don't have to worry about getting old. Not that I may have that long to live, given I am seen as a mutant in a world that doesn't really like mutants.'
Before I distributed the stats, I looked over the Traits, as I remember some of them having effects on S.P.E.C.I.A.L. stats. It seemed like I guessed right, as it had several traits that could be useful. It also had things that weren't traits. I could use trait points to exchange for knowledge, weapons, armor, summons, perks, and, of course, traits. Some traits were tempting, and others were strange.
Fix It Again Tony (-15)
Enables durability and the Repair skill for all items.
Survival Mode (-25)
The user must sleep, eat, and drink to stay alive. Failure to do so causes debilitating debuffs. Fatigue is a stat now. Companions must be healed when injured, but they are still essential.
Hardcore Mode (-50)
Survival Mode and Ammo, and Healing Supplies have weight in the inventory. Can catch random illnesses. Companions are mortal. Limbs no longer auto-heal. Healing takes much longer. Rad Away carries severe drawbacks. Take double damage. Companions don't add Inventory Space. Temperature is now a status.
The Flesh Is Weak (-1000)
All living beings are hostile. All factions are hostile. Robots are now neutral to the player.
Vampire (-250)
Makes the player a Vampire. Burns in sunlight, can't cross flowing water, can't enter homes without permission, must count scattered objects, and can't enter consecrated ground. Weak to crosses, holy water, garlic, silver, blessed weapons, white oak, and fire. Has to sleep in a coffin or casket. Must drink 1 gallon of blood per moon. Is Immortal otherwise. Has a default negative status with the living. If Vampiric Nature is discovered causes most living beings to become hostile. Triple Mana Capacity.
Addicted (-5)
Choose 1 substance. You are now addicted to that substance. Can be cured by Addictol or other Addiction Curing Items. If cravings aren't sated will suffer withdrawals.
Severely Addicted (-10)
Same as prior, but can only be cured by using the Cleansing Machine in Vault 95 during the Benign Intervention Quest. Cravings are stronger.
Misogynist/Misandrist (-5)
Women/Men dislike the player more and make relationships much harder to build.
Fast Healer (5)
You heal faster from injuries and gain a weak healing factor. Injuries will also be less severe overall.
Hideous (-5)
You are horrible to look at. Those who are interested in your gender find you very hard to look at. Makes relationships with those of interested gender more difficult to form and maintain.
Night Owl (10)
Requires little sleep. Stays extra alert when sleeping. Requires 25% Less Sleep.
Dovakiin (1000)
You are the Dovakiin, the Dragonborn; your very voice makes dragons cower in fear. You have the Immortal soul of a Dovah and the blood that comes with it. You are immune to disease, time, and soul-based effects. You can use the Thu'um and Dragon Magic with ease. You will be given demigod status.
Imperial-II Class Star Destroyer (500)
Gives a complete Imperial-II Class Star Destroyer with full fuel and ammo. Also includes Schematics and creation processes. The player can teleport to and from the ship at will.
Savepoints (5000)
Gives the Player the ability to save their point in time whenever they want. Including Autosaves. When killed, the most recent save will be loaded.
Those were just a few highlights, and some were very tempting. But in the end, I settled on the following traits.
Addicted (-5)
Choose 1 substance. You are now addicted to that substance. Can be cured by Addictol. If cravings aren't sated will suffer withdrawals.
Teetotaler (-15)
Incapable of using Non-Medical Substances. If forcibly exposed to substances, the player experiences the Inverse effects of the substance and takes damage. Jet has no effects other than damage.
No Origin (-10)
The Player has no origin and will spawn in Vault 111. Makes certain quests impossible to complete under normal circumstances. (Institute/Railroad)
Naked and Afraid (-15)
Start completely Nude and Cold. Cannot choose armor or clothing to start with. Cold status will fade after leaving the main Vault 111 door unless Hardcore Mode is taken. Can only put on clothes/armor after leaving the Vault Door.
Magic Eyes (10)
Can see farther than what would be normally possible. Can see decently up to 1 Kilometer away. With clear details up to half a Kilometer away. Costs 1 Mana per minute to use. Includes Night Vision when activated.
Enemy of Faction (-20) x35
Choose one faction that meets at least one of the following:
1. Joinable
2. Important/Integral
3. Powerful
4. Has a noticeable impact on the story of any Fallout Series game
5. Can Gain/Lose Reputation/Disguises Work
Once a Faction is chosen, that Faction is now a permanent enemy of the player. This trait can be taken an infinite number of times as long as each one is for a different faction.
Illiterate (-5)
I never learned how to read. You will be unable to read anything until the user learns how to read. Does not include system-based words.
Body Purist (-15)
The player is incapable of using or installing body modifications and implants. Cannot perform or use plastic surgery. The body will automatically eject foreign implants and body modifications.
Graceful (5)
You make little noise when moving. Increase Sneak Chance by 50%. You have greatly reduced chance of making mistakes while moving. (Tripping, Stepping on a branch, Dropping something, etc.)
Sunday Driver (-10)
You cannot go over 30 mph while driving a ground vehicle.
Thick Skinned (5)
You resist Bludgening and Slashing damage. Take 25% less damage from Bludgeoning and Slashing damage.
Sleepyhead (-10)
You require More Sleep. -75% Sleep Gain.
Thirsty(-10)
You require More Water. +75% Thirst Gain.
Heavy Eater (-10)
You require More Food. +75% Hunger Gain.
Inconspicuous (5)
Decreases the odds of being spotted when not sneaking.
Weak (-10)
Your body is weak. Suffer a -75% Melee and Unarmed damage reduction. Take 25% more damage from Melee and Unarmed attacks. It can be resolved through being well fed and doing regular strength training.
Out Of Shape (-10)
You are out of shape and will have to work to fix that. Sprint cost increased by 50%. Sprint speed reduced by 25%. Cannot perform strenuous exercise for long. Needs more frequent rest. It can be resolved through being well fed and doing regular exercise.
Underweight (-5)
You are underweight. Suffer from a -20% to Melee and Unarmed Damage. You can't climb over obstacles higher than yourself. Will feel constantly hungry even when you cannot eat. Cannot handle Alcohol very well.
Lightweight (-2)
You can't handle your drinks. Become Drunk 500% faster, and the Player can suffer from Alcohol Poisoning far more easily.
Sleep With Your Eyes Open (10)
You are very alert even while sleeping or meditating. You can never be surprised or ambushed while sleeping, meditating, or otherwise distracted.
Trigger Discipline (1)
You are more careful while shooting. +25% Accuracy with ranged weapons at the cost of -25% Firerate.
Small Frame (1)
+1 Base Stat Agility at the cost of +25% Limb Damage. Has no visual change.
Beautiful (5)
You are pleasant to look at. Those who are interested in your gender find you easier to look at. Makes relationships with those of interested gender much easier to form and maintain. Slightly offsets Species debuff.
Savepoints Lite (500)
Makes 1 Autosave on the 1st and 15th of the Month. When killed, the most recent save will be loaded.
Tome Of Spells For The Aspiring Mage (100)
A Tome containing all the spells a Mage could ever need or want to learn. Cannot be damaged or stolen. It is Soulbound to the Player.
New Game Plus (10) ×9
Choose one of the following.
1. Perk Point
2. Stat Point
3. 50% Resistance
4. 5 of Each Healing Supply
5. 30 Skill Points
6. 2000 Caps
7. 3 Learned Spells
This Trait can be taken an unlimited number of times.
Star Wars Blasters and Sabers Compendium (100)
Gives the Schematics for all Blasters and energy-based melee weapons from the Star Wars Universe. Including Ammo Refining.
I was very surprised that the system allowed me to select some traits together, as they either canceled each other out or did nothing. I asked several questions about the traits and learned some interesting things.
As long as I didn't take the Survival or Hardcore Mode traits, then I would not suffer from the increased Thirst, Hunger, and Sleep. I also learned that the factions I chose don't even have to exist anymore. As long as the faction existed at some point in the Fallout Franchise and meets one of the requirements, then I can choose them for the trait. It also helped that due to my species, I was automatically enemies with the BOS and Enclave. Which also didn't stop me from becoming enemies with them.
'So I guess I am double-hated by them. Not that it matters since I wouldn't want to work with them anyway. Except the Enclave Remnants from New Vegas. They seemed like good people.'
The factions I chose were the following.
The Great Khans
Unity
The Enclave
The BOS
Slavers (Capital Wasteland)
Slavers Guild
The Boomers
The Tops
White Gloves
The Omertas
Freeside/Kings
The Powder Gangers
The Sorrows
The White Legs
Ceasars Legion
Pitt Raiders
Underground
The Disciples
The Operators
The Pack
Crater Raiders
Triggermen
Gunners
Goodsprings
Vault-Tec
Think Tank
Crimson Caravan
Van Graffs
Fiends
Zetans
Tunnel Snakes
Pittsburgh Union
Brotherhood Outcasts
The Responders
Hubologist
I chose most of the options that would either be my enemy anyway or were far enough that I would likely never meet them. That and also if they were unlikely to exist anymore. Like Unity, for instance. I knew the Master was Dead as the system had told me so, and further, it had told me when I would arrive. It also told me that some very big events haven't happened and that I could perhaps influence them.
'Not to mention his plan is doomed to fail. Not just because there aren't enough Vault Dwellers to make an army large enough to conquer the USA.'
Another trait I asked about was Naked and Afraid, as I thought it was suspicious that it gave so many points. But the answer was very unhelpful.
[Ding]
[¯\_(ツ)_/¯]
It was very unhelpful, and asking more got me no more answers. I did learn that the system was only here to help me until I finish making my character. Once that happens, I will likely never see or hear them again.
'I am torn on whether that is a good thing or a bad thing. On one end, I want that damn voice to die in the deepest pit of Tartarus for being such a crappy system. But on the other end, it has answered many of my questions. And seems fairly open with its answers.'
It told me when I would arrive in the Commonwealth. It would be 2287. I had made some plans based on that info. I had built my character so far to maximize my skills while taking as many temporary debuffs as I could. I could do so because of the New Game Plus trait. It allowed me to look over all the possible perks I could choose later on when I got to that level.
For instance, I didn't have to worry about the increased Limb Damage from Small Frame for too long, as I could get a perk later on that would negate limb damage completely. I would still take damage, but my limbs couldn't be crippled. Some traits I was a bit hesitant to take. Like, Illiterate as it would be a pain, but with a high Intelligence Stat, I could learn to read fairly quickly. That and with my knowledge of the Fallout Series, I could know what things may say via guesswork and context clues.
Other traits seemed like a good trade-off. Teetotaler and Body Purist gave decent points, and I lost things I wouldn't want to use anyway. Implants were a bit of a loss, but they didn't exist in Fallout 4 for the most part, so I figured it was only a minor loss. The substance I chose to be addicted to was Jet, as it had the weakest debuffs. It only lowered the Agility Stat by one while suffering from withdrawal. That and I knew of a couple of places I could find Addictol. My next choice was Cigarettes, but that lowered my Endurance by 1, so I thought it was probably not a good idea.
As for other traits, they were simple enough. Sunday Driver was chosen as working ground vehicles are extremely rare. And it can be circumvented by having someone else drive. Weak, Underweight, and Out Of Shape were chosen as they can be fixed with some hard work and time. As far as I was concerned, Melee weapons were for crazy people looking to get shot. And if someone got close, then I had my next trait choice. Savepoints Lite. It only gave me two saves a month, but for the price, it was good enough for me.
'Even if they are charging a bit more than they should. But it's fine.'
Naked and Afraid and No Origin were chosen as I saw them as free points. I could have chosen an origin, but most weren't all that interesting. The last negative trait I chose was Lightweight. I chose it because it was literally free points. I can't drink any alcohol anyway, and if I am exposed to it, it would do the opposite, which likely meant I would become very clear-minded and maybe even a bit more intelligent for a time. Beyond that, I chose Trigger Discipline as it was cheap and accuracy seemed more important than firerate. Especially in an apocalypse where ammo might be scarce.
'If I hit all my targets, I will use less ammo, which means I have to shoot less. Which makes a higher firerate unnecessary.'
Now for the positive traits. Sleep With Your Eyes Open was chosen so I could never be caught unaware. I can be the strongest wastelander in the world, but if my throat is slit while I sleep, it doesn't matter. Thick Skinned was chosen to give me a better chance against most Melee attackers. Graceful makes me better at sneaking and movement in general. Inconspicuous helps me avoid getting my dome popped by a random sniper. And it might just give me a chance to get near friendlies to show I am friendly. Magic Eyes were chosen not just to improve my skills as a sniper, but also to make me an excellent scout. As for Beautiful, well, it seemed like a good choice given there are a lot of female leaders in the Commonwealth.
'That and I was told looking nice makes others nicer to you, so it doesn't hurt to give it a go.'
Now for the only two items I chose. The Tome was self-explanatory. With it, I could actually use my magic without having to spend a long time researching how to use it. The blaster compedium was chosen as it was both cheap and useful. I can also use the schematics to create all sorts of weapons. Star Wars weapons were very lethal, so I figured it would give my faction an edge against our enemies.
The last thing I got was 9 New Game Plus traits. I put all of them into the S.P.E.C.I.A.L. stats. The Caps were neat but not useful to my immediate survival. The Healing supplies could be useful, but it wasn't worth the trade. The spells were very tempting, but the issue was that it was random what spells I got. The resistance was not something broken as Damage Resistance. Instead, I could choose a resistance to Poison, Fire, Cryo, Explosive, Piercing, Bludgeoning, Slashing, Radiation, Laser, Plasma, Bleed, Electrical, Magic, or a couple of other types. And honestly, none of them were that interesting. Magic looked cool, but I knew that Magic was rare in the Fallout Series. And that was the issue with a lot of the types. They were uncommon or downright rare. Or could be resisted with a perk or equipment.
'I mean, some of them are scary, but a 50% resistance isn't going to save me from that much. A Mini-Nuke will still very much kill me.'
The Perks were tempting as they were like S.P.E.C.I.A.L. stats in that they could be obtained via leveling up. But in the end, I chose to focus on survival and figured that raw stats would help more than specialization. Which leads me to what my S.P.E.C.I.A.L. stats ended up looking like after all the traits and the original 70 S.P.E.C.I.A.L. points.
SPECIAL Stats After Traits
Strength = 5
Perception = 15
Endurance = 15
Charisma = 15
Intelligence = 15
Agility = 15
Luck = 7
I ended up making my Luck and Strength Stat my Dump Stats. Strength was far less needed if I wasn't going to use Melee Weapons. The system comes with an inventory, and while it isn't infinite, it is still pretty large. Luck was used for a few pretty decent things, but the most important thing was that a Luck of 5 was neutral. Not good, not bad. So 7 was a slight increase over that. And I could upgrade both stats over time when I am more secure.
The inventory was split into two halves. The physical carried one that I had to carry myself, and the digital one that could contain anything, and where time was frozen. I could place a flaming Molotov Cocktail in my inventory, then take it out several weeks later, and it would still be lit. The digital one calculated the capacity like this.
1000 + STR x 50
The physical one was calculated like this.
200 + STR x 10
So even with a minimum Strength of 5, I had 1250 lbs of digital carryweight and 250 of normal carryweight. My other stat choices were much more logical when you knew what each stat did.
Strength: The ability to carry things. The amount of physical power one can exert using muscles. Applies to both combat and non-combat scenarios.
Perception: The ability to perceive the world around you. Affects all 5 major senses. The higher the skill, the more resistant one will be to disorienting attacks. Also determines VATS accuracy.
Endurance: The ability to survive under harsh conditions. Determines Hit Points and Healing Rate. Determines the body's Resistance to Illness, Radiation, Physical Trauma, Status Conditions, Addictions, Fire, and Poisons. Higher Endurance decreases the needed sustenance to maintain body functions. Determines Sprint and Flight Cost.
Charisma: The ability to convince others to do what you want. Determines the chance to pass speech checks, the level of discount when buying or selling, the amount of reputation gain/loss, the companion's nerve stat, and the base level of hostility based on species. It is STRONGLY recommended to have at least 10 in Charisma or else the user may get shot on site by most beings.
Intelligence: The ability to understand the world around you and create new things. Determines the amount of Skill Points gained per level, XP gain, Learning Speed, and Ease of Hacking, the Amount of Mana the user has, and Spell Cost. Determines Willpower and Resistance to Temptation.
Agility: The ability to move dextrously and with finesse. Determines Sneak Chance, Pickpocketing Chance, Action Points, Reload Speed, Movement Speed, and Chance To Dodge.
Luck: The ability to find interesting items, loot, or win luck-based games. Determines Crit Chance, Chance for Misfortune for Both Player and others, and Chance for Fortune for the Player. A Luck of 5 is neither good nor bad. 10 is considered somewhat lucky. Whenever misfortune would occur, both sides' Luck is taken into consideration. The higher Luck stat usually wins, but Lady Luck can be fickle.
Based on all that, I went with the build I chose. My hopes were that Charisma would pull its weight, and I would not get attacked on-site by everyone.
'If I can at least trade with people, I would be happy. If they let me into settlements, that would be even better.'
Once I was done looking over things, I confirmed my choices and was given the choice to set my name. I decided to stick with my original name. Then the panel vanished.
[Ding]
[Choice Confirmed. Starting Transportation To The Commonwealth. Have A Safe Trip, And Thank You For Choosing Mal0's Specialty Systems, "Systems On A Budget."]
My eye twitched at the motto, but before I could retort, I was sucked through a portal, and I had to shut my eyes.
------------------
Authors Note:
A much longer chapter to balance info with content. The next chapter will be the start of the adventure. Tell me what traits you would choose in this case. Or what factions would you be enemies with, if any at all? Would you choose to have a summoned companion, and if so, who? I am curious to hear your answers. I used traits from Project Zomboid, Fallout, RimWorld, Stellaris, and Sims 4, but those last two were not used due to them not really fitting well with the story I wanted to write. Also, to give clarification on the requirements I set for the Enemy of Faction trait, a faction can be chosen if they are important to the story, such as showing up in an ending slideshow or having to relate to a companion. And disguises can still work under certain circumstances. I did try to choose factions that I could see as feasibly important to a story of one of the Fallout series games, but I might have missed some. Until next time, Ciao.