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- Thought You Died: +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits.
2- Rapid Reload: All of your weapon reloads are 25% faster than normal.
3- Terrifying Presence: Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds.
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- Silent Running: Running no longer factors into a successful sneak attempt.
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- Meltdown: Foes killed by your Energy Weapons emit a corona of harmful energy.
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- Piercing Strike: All your unarmed and melee attacks negate 15 points of Damage Threshold.
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- Animal Friend: With the first rank, hostile animals become neutral.
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- Animal Control: Deal +10% damage to mutated animals.
3- Beautiful Beatdown: AP costs for unarmed attacks are reduced by 10%.
4- Bug Stomper: Deal +10% damage to mutated insects.
5- Camel of the Mojave: Water items hydrate and heal you 15% better.
6- Lord Death: Deal an extra +4% damage to all enemies.
7- Melee Hacker: +10% melee weapon attack speed.
8- Mutant Massacrer: Deal +10% damage to super mutants.
9- Power Armor Training: Ability to wear all power armor variants.
10- Set Lasers for Fun: All energy weapons gain an extra +4% critical hit chance.
11- Tough Guy: Take 20% less limb damage.
12- Big Brained: Head can no longer be crippled, +10% resistance to chem addiction, +10% DT.
13- Cardiac Arrest: +50% poison resistance, healing items boosted by 50%, robots have -25% crit chance.
14- Reinforced Spine: Strength +2, DT +2.
15- Stealth Suit Mk. II: Increases sneak speed.
16- Scourge of the East
17- Khan Trick
18- Ranger Takedown
19- Legion Assault
20- Scribe Counter
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.
14- Bionic Eyes: Enhanced vision modes. (Project Nevada mod implant)
WEAPONS
1- AER14 Prototype
2- A Light Shining in Darkness
3- All-American
4- Annabelle
5- Anti-Materiel Rifle
6- Assaultron Blade (Fallout 4 weapon)
7- Blood-Nap
8- CZ57 Avenger
9- Esther
10- Grenade Launcher
11- Overcharged Plasma Katana (Project Nevada Mod weapon)
12- Light Machine Gun (Fallout 76 weapon)
13- Laser RCW (Fallout 4 mod weapon)
14- Lil' Devil
15- Lucky .357 Magnum
16- Machete Kopis x2
17- Maria
18- Medicine Stick
19- MF Hyperbreeder Alpha
20- Mysterious Magnum
21- Plasma Defender Mk. II (Fallout New Vegas mod weapon)
22- Power Fist (Fallout 4 weapon)
23- Protonic Inversal Axe
24- Pump-action shotgun (Fallout 76 weapon)
25- Ranger Sequoia
26- Ratslayer
27- Recharger Rifle (Fallout 4 New Vegas weapon)
28- Red Glare
29- Ripper (Fallout 4 weapon)
30- Shishkebab (Fallout 4 weapon)
31- Silenced Gobi Campaign sniper rifle
32- Sleepytime
33- Super Sledge (Fallout 4 weapon)
34- That Gun
35- Trail Carbine
36- Ultimatum (Fallout 4 weapon)
37- Vance's 9mm SMG
38- War Glaive
39- Wattz 3000 Rifle (Fallout 4 mod weapon)
40- YCS-186
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 (Fallout 76 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 ultracite reactor akin to that of the T-51b power armor model, and the mounting of weapon pods from an Annihilator Sentry Bot mk. II, allowing the Courier to engage with enemies even without a handheld weapon.
OTHERS
1- Big MT's Cube of Eternal Holding! x2
Small, quantum-entangled storage units, built by the Think Tank during a slow off-day of inventing. They are capable of compartmentalizing an object completely into a tiny, itty-bitty fraction of its size and mass, while also halting any process of entropy that would occur to the object with the passage of time. However, it can only fit one object inside of itself.
Allegedly.
Just like everything else the Think Tank has built, the Cube of Eternal Holding! can be quite finicky to what it considers as "one object". Tests utilizing a cabinet filled with cheese wheels sometimes had the cube taking the entire thing, sometimes only the cabinet and not the cheese, and sometimes just a single wheel of cheese. Results vary.
One cube carries the Courier's T-65 power armor, the other carries Dust in the Wind, the Courier's personal mode of transport.
2- Dust in the Wind
The Courier's personal bike, restored to prime condition by Raul and Mr. House's robots. Armor-plated, loaded with carry bags for extra storage space, a brand new atomic engine capable of 800 horsepower, and an ultracite power cell generously donated by the population of Vault 76, Dust in the Wind carried the Courier far and wide both within the Mojave, and across the USA's territory in her genocidal campaign against Caesar's Broken Legion.
Sadly, the bike was disabled during the final ride towards Flagstaff, suffering great damage at the hands of a desperate Legion ambush party. Now stored within one of the Big MT's Cube of Eternal Holding!, Dust in the Wind waits for the day the Courier is able to repair it once again, and allows it to carry the wanderer throughout the wilds once more.
~O~
Heyo, fellas.
Now, this is not a true chapter, but fret not! I've decided to work on the next chapter for this before going for Drift with Purpose, so we'll soon see the Courier once more!
In the meantime, I took the liberty of doing something that I should have long done... and that is, a slight rewrite of the previous chapters.
Now, nothing truly major was redone: mostly dialogue that felt too clunky or prosaic, some grammatical mistakes that escaped me the first time around (thanks for the aid, WriterAnt110)... but also, some changes to the Courier's backstory.
The overall of her backstory will still be mostly the same, don't worry, but at the same time I realized just how badly I fumbled the first showcases of it. So instead, I decided to rewrite said first showcases, which should be quite noticeable if folks remember the OG versions.
If not, I'll say this: I severely toned down her Legion overtones, which I realized made no sense considering her planned backstory. I mean, for crying out loud, I gave her Scourge of the East as a perk!
But yeah, that got reworked. Bar that, I changed up some perks that didn't make much sense to be there, since they only made sense from a gameplay sense rather than lore one, plus I relisted all her weapons AND removed all the mod listing and explanations from said weapons. Instead, we now just have a clean list of all the stuff she's brought along for the ride, plus a description of her bike, which had only been mentioned in passing previously on the character sheet.
All according to keikaku.
Until soon, fellow readers.
