COURIER SIX – LEVEL 50
- STATS
STRENGTH – 10
PERCEPTION – 10
ENDURANCE – 10
CHARISMA – 10
INTELLIGENCE – 10
AGILITY – 10
LUCK – 10
- TRAITS:
Built to Destroy: +3% critical hit chance, weapon condition decays 15% faster.
Skilled x2: Gain +10 points to every skill, you suffer -10% from experience gained.
- PERKS:
Natural Perks
1- Friend of the Night: Your eyes adapt quickly to low-light conditions.
2- Rapid Reload: All of your weapon reloads are 25% faster than normal.
3- Roughin' It: Sleeping outside gives Well Rested benefit.
4- Burden to Bear: +50 carry weight.
5- Run 'n Gun: Halved spread with one-handed ranged weapons while walking or running.
6- Gunslinger: +25% accuracy in V.A.T.S. with one-handed weapons.
7- Educated: You gain two more skill points every time you advance in level.
8- Toughness: +3 DT permanently.
9- Commando: +25% accuracy in V.A.T.S. with two-handed weapons.
10- Quick Draw: Makes weapon equipping and holstering 50% faster.
11- Stonewall: +5 DT against melee and unarmed attacks and cannot be knocked down during combat.
12- Strong Back: +50 Carry Weight.
13- Finesse: +5% Critical Chance.
14- Math Wrath: Reduces all AP costs by 10%.
15- Fast Metabolism: +20% Hit Points restored with stimpaks.
16- Life Giver: +30 hit points.
17- Adamantium Skeleton: Damage taken by limbs reduced by 50%.
18- Jury Rigging: Repair any item using a roughly similar item.
19- Light Step: Floor traps or mines will not be set off.
20- Action Boy: +15 Action Points.
21- Nerves of Steel: 20% faster AP regeneration.
22- Home on the Range: Whenever you interact with a campfire, you have the option of sleeping, with all the benefits that sleep brings.
23- Broad Daylight: No Sneak penalty for using Pip-Boy light.
24- Solar Powered: +2 Strength and +1 HP per second while outside, from 6:00 A.M. to 6:00 P.M.
25- Slayer: The speed of all your melee and unarmed attacks is increased by 30%.
Challenge/Special Perks
1- Abominable: Deal +10% damage to abominations.
2- Beautiful Beatdown: AP costs for unarmed attacks are reduced by 10%.
3- Camel of the Mojave: Water items hydrate and heal you 15% better.
4- Lord Death: Deal an extra +4% damage to all enemies.
5- Melee Hacker: +10% melee weapon attack speed.
6- Power Armor Training: Ability to wear all power armor variants.
7- Set Lasers for Fun: ALL energy weapons gain an extra +4% critical hit chance.
8- Tough Guy: Take 20% less limb damage.
9- Big Brained: Head can no longer be crippled, +10% resistance to chem addiction, +10% DT.
10- Cardiac Arrest: +50% poison resistance, healing items boosted by 50%, robots have -25% crit chance.
11- Reinforced Spine: Strength +2, DT +2.
12- Stealth Suit Mk. II: Increases sneak speed.
13- Divide Survivor
Implants
1- Reflex Booster: +1 Agility.
2- Empathy Synthesizer: +1 Charisma.
3- Nociception Regulator: +1 Endurance.
4- Logic Co-Processor: +1 Intelligence.
5- Probability Calculator: +1 Luck.
6- PHOENIX Monocyte Breeder: Regenerate 1 health per 10 seconds.
7- Optics Enhancer: +1 Perception.
8- Hypertrophy Accelerator: +1 Strength.
9- NEMEAN Sub-Dermal Armor: +4 DT.
10- Implant M-5: Crouched movement speed increased by 20%.
11- Implant Y-3: Removes any radiation from drinking an irradiated water source.
12- Implant Y-7: +5 health and +2 restored AP through food consumption.
13- Synthetic Lungs: 25% lower Sprint AP drain, water breathing.
WEAPONS
1- A Light Shining in Darkness
Mods: Long barrel (damage +10%), AP HD Slide (Condition +50%)
2- Plasma Defender
Mods: External Heatsink (Condition +50%), Inline Magnetic Accelerator (Projectile speed +20%), Sheath Stabilizer (Spread -0.2)
3- Double-barrel Shotgun
Mods: Calibrated Powerful Receiver (Damage +15%, Accuracy +15%), Spiked Muzzle Brake (Accuracy +10%), Full Stock (Recoil -10%), Extended Barrel (Damage +10%, Accuracy +10%)
4- Anti-material Rifle
Mods: Rifle CF Parts (Weight -7), Custom Bolt (Rate of fire +20%), Extended Mags (Magazine size +3), Improved Muzzle Brake (Damage +10%)
5- Light Machine Gun (MG-42, from Fallout 76)
Mods: Extended Drum Magazine (Magazine size +110), Recoil Compensator (Spread -15%), Improved Rifling (Damage +15%)
6- Assaultron Blade
7- Blood-Nap
8- Plasma rifle (note: for visual look, see the Primaris Plasma Incinerator or Plasma Caliver from Warhammer 40k)
Mods: Magnetic Accelerator (Projectile Speed +200%), Dual Cell Harness (Magazine capacity +100%), HS Electrode (Rate of fire +30%)
9- Fat Man
Mods: Little Boy Kit (Weight -50%)
10- That Gun
Mods: Long Barrel (Damage +15%), Laser Sight (Spread -15%), Second Trigger (Rate of fire +20%)
11- Power Fist
Mods: Chromed Tubes (Condition +100%), High Capacity Valves (Damage +10%), Ported Chambers (Attack speed +20%)
12- Medicine Stick
Mods: Custom Action (Rate of Fire +20%), Long Tube (Magazine capacity +4), Maple Stock (Weight -1.5), Forged Receiver (Condition +50%)
13- War glaive
Mods: Standard Blade, Flaming Blade, Plasma Blade (interchangeable at workbenches)
14- Grenade Launcher
Mods: Chromed Barrel (Condition +50%), Long Barrel (Range +100%, Projectile Speed +50%), Maple Stock (Weight -4), Rifling (Spread -25%), Rapid-Pump Mechanism (Rate of Fire +25%)
15- Pump action shotgun (Fallout 76)
Mods: Tuned receiver (Damage +15%, accuracy +10%), Stabilized medium barrel (Recoil -10%, range +10%), Forceful stock (Melee damage +15%, recoil -15%)
16- Mysterious Magnum
Mods: Long Bull Barrel (Accuracy +10%, Damage +10%), Heavy Frame (Condition +50%)
17- Lucky .357 Magnum
Mods: Long Barrel (Damage +10%), HD Cylinder (Condition +50%), Custom Action (Rate of Fire +25%)
18- Maria (9mm handgun)
19- All American
Mods: Extended Magazine (Magazine Capacity +6), Sniper Scope, Improved Rifling (Damage +15%), Elongated Barrel (Accuracy +20%, Range +20%)
20- Ultimatum (10mm Pistol)
Mods: Calibrated Powerful Receiver (Damage +10%, Critical Damage +10%, Accuracy +10%), Long Ported Barrel (Recoil -10%), Comfort Grip (Recoil -5%, Accuracy +5%), Quick-eject mag (Reload Speed +10%), Glow Sights, Muzzle Brake (Recoil -5%)
21- Ranger Sequoia
Mods: 6-Shot Cylinder (Magazine capacity +1), HD Cylinder (Condition +50%), Reinforced Barrel (Damage +10%), Revolver Vegas Grip (Rate of Fire +10%)
22- Red Glare
Mods: Alpha Strike (Rocket speed +20%), Auto-Launcher (Fire Rate +25%), Far Sighting (Range +10%)
23- Gauss Rifle
Mods: Shielded Barrel (Range +15%, Damage +10%), Recoil Compensating Stock (Recoil -15%), Capacitor Boosting Coil (Damage +15%, Magazine capacity +5), Gauss Reflex Sight, Compensator (Recoil -10%, Range -10%)
24- Shishkebab
Mods: Extra Flame Jets (Damage +20%), Tempered Blade (Condition +50%, Damage +10%), Balanced Silicone Grip (Attack Speed +15%)
25- Super Sledge
Mods: Rocket Engine (Damage +15%, Attack Speed +10%), Silicone Grip (Attack Speed +10%)
26- Ripper
Mods: Extended Blade (10 Bleed Damage, Damage +15%), Carbide Teeth (Damage +10%), HD Chain (Condition +50%), High-Speed Motor (Attack Speed +10%)
27- Ratslayer
28- Laser Rifle (note: for gun's appearance, see Plasma Carbine from The Outer Worlds)
Mods: Gamma wave emitter (Adds burning damage, magazine capacity +12, range +5%), Improved Long Barrel (Range +5%, damage +10%, accuracy +10%), Recoil Compensating Stock (Sighted accuracy +15%, recoil -10%, melee damage +5%), Reflex Sight, Beam Focuser (Accuracy +5%, range +5%, recoil -5%)
ARMOR
1- Elite Riot Gear/Stealth Suit Hybrid
Upgraded Elite Riot Gear, with armor plating composed of black titanium plates (obtained during an experimental trip to the Appalachian area), coat and clothes both lined with ballistic weave, interweaved armor onto the coat, and most importantly, adapted with technology from the Big MT Psychoanalytic Cardiac-Dampening Sneaky Stealth Suit, primarily the automatic drug dispenser, suit artificial intelligence and related firmware updates.
The ballistic weave was gifted by the Minutemen General of the Commonwealth, as a show of good faith. Another piece of technology acquired from the Appalachia was a Stealth Boy Mk. III, that thanks to tinkering by the Think Tank became a rechargeable unit, both with solar power and kinetic (as put by Dr. Mobius, "move around a lot and the battery will fill up again").
2- T-65 Secret Service Power Armor
Acquired from Vault 79 during the Appalachia Expedition, in exchange for a substantial donation of gold to its remaining inhabitants. Restored to peak efficiency by Yes-Man and upgraded with modifications by engineers of the Brotherhood of Steel, chiefly of them being the replacement of the fusion core battery system with a internal reactor akin to that of the T-51b power armor model.
3- Jurisdis Dextra Dictus Armor (note: for armor's look, see Armor of Romulus concept art from Assassin's Creed II: Brotherhood)
A gift of Caesar to his most trusted follower, carrier of orders whispered directly by the great leader of the Legion. Unlike most pieces of armor worn by the forces of the Legion, it is a freshly-made set of equipment, carefully molded and forged by the skilled hands of the Legion's blacksmiths using military-grade armor plating, a forbidden practice to most members of Caesar's armies, but granted exception for his loyal right hand. Deceptively light for its bulk, and capable of weathering punishment in a degree that few weapons could truly damage it, this armor is a glorious symbol of Caesar's power, and to witness it on the field is a reminder of his far-reaching influence.
It forever remains one of Caesar's greatest gifts to the Courier, for her deeds made in his name.
~O~
Realized that I hadn't put this here before. That's my bad, folks.
Still, here we go. This will be the Courier we will follow throughout the romps in the Frontier. As you can see, she's quite stronk, and is carrying a whole bunch of shit just like our Couriers would, though some stuff comes from 4 and 76.
I haven't written the explanation for how she carries all the stuff because it'll be mentioned later, alongside some of her backstory and the things that happened after the ending of New Vegas. Think of it as using the same storytelling that is used for Goblin Slayer himself: we met the man after dozens of months of change, and from there we look at his past to see how it took him there.
Also to everyone, don't worry, this isn't the "next release", Chapter 2 is being worked on and has already hit 1k words in 24 hours of work. So hooray for me!
Now, if you wanna know WHAT I've been working on for all this time... Check by the This Bites! page on SpaceBattles. Specifically the omake section c:
'Til soon, folks!
