Cherreads

Chapter 71 - Chapter 71: Collecting My Rewards

Date: Thursday, September 9th, 2275

Four hours after having gone to bed last night, I was once again wide awake and ready to hit the ground running. However, before I snuck out of bed without disturbing the sleeping beauty beside me, I took the liberty to get myself updated on the overall situation.

It seems nothing major occurred whilst I was asleep. Not even a single fight broke out as my robots continued breaking up vehicles along the roads and hauling the scrap back to be processed and refined into usable material. I honestly would've preferred if they got into a few scuffles throughout the night, seeing how I plan on collecting my quest rewards and undergoing a mass level up today, but it is what it is.

Moving onto other areas, initial repairs have been carried out on the rails, so it looks like we're ready to begin expanding the metro line and running it through the 3rd underground level that's been coming along rapidly. Construction on that will probably be completed rather soon... Hmm, I just had an idea come to me all of a sudden, I think I'm going to have the crew make use of the underground space we're growing into by installing communication cables as we're expanding the rails, linking it up, and then slowly clearing up the blocked and collapsed metro sections. There's going to be plenty of space available with the worker bots building roads on both sides of the metro rails, so might as well take full advantage of it.

I will be needing a large communication network if I plan on managing my forces effectively and building a nation, thus it's imperative I begin laying the groundwork for it and the sooner I do it, the better it'll be for me later on.

With that established, I won't be able to run everything via wires, so wireless communication will be necessary to run and manage my operations. The only subject of concern I have with regards to wireless communication is it can be intercepted and seeing how there is a highly advanced civilization zooming around the earth's orbit, I can easily see that happening.

Yeah, I don't particularly want those bulbous headed, ugly bastards spying on us and listening in on my plans. Hence, I'm going to have to come up with some sort of solution to this dilemma... Oh, I know what I can do, I'll have the robots install signal limiters and blockers alongside the network towers to keep the encrypted signal from going beyond the desired range and mask it with the wasteland's background radiation.

The towers can also be built away from any of the vital locations to make it harder to track back to me. Implementing all that should be enough to prevent information from getting out amongst the wasteland and, hopefully, the Zetans.

The moment I sent off my new directives to my workforce, I turned my attention to the next construction project that had finished up during the night.

The other crew I had working on making a lab for Michael Masters and the former Enclave scientists has been completed, huh. I guess I'll need to take a trip to a few sciency places to gather up that equipment, otherwise those 6 personnel are going to be sitting around and twiddling their thumbs for ages. I'm going to be busy today, so maybe I'll go take a trip into the wasteland tomorrow... Alright, I'm pretty much done here, time to get out of bed.

Ready to get to it, I utilized my busted perk, | Ghost |, and escaped Amata's hold on me and proceeded right to the restroom, took care of what I needed to there before heading to the living room to turn in those quests of mine and undergo yet another power up. The moment I plopped my ass on the couch, I called up my system and looked through the various tabs since it had been a minute.

Now that I got all that crap out of the way, let's get these quests turned in and claim these level ups, I've been sitting on long enough.

Excited to increase my powers once more, I got right to it and turned in the two quests I had been holding on to and netted myself quite the lucrative reward.

[ Quest Rewards ]

Perk | Hand Of God |,1 Repair Point, 98,020 Exp

| Hand Of God | Congrats, you've gained the ability to control orbital weapons as if they were just another part of your body... Like your dominant hand. All orbital weapon parameters are boosted by 100% and their damage is further increased by an additional 250%. On top of that, you will gain 10,000 exp every time you construct and put 1 orbital weapon or similar construct in space or in orbit of a planet. [ Additional Information ] Orbital weapon platforms and constructs must be of a certain size and capable of dispensing apocalyptic damage to count towards gaining the rewards granted by this perk.

That's one mighty powerful perk. It's just too bad those satellites I took control of won't get me any rewards. I sure could've used them.

Still very content with my new perk, I took the opportunity to test it out.

After playing around with my weapons above, that could lay waste to an entire state if I so chose to for a good while, I came to understand what the perk description meant by being able to control the orbital weapons as if they were a part of me.

Holy shit, this is insane. These guys can literally act as another set of eyes for me and drop death upon my enemies with nothing but a thought... With pinpoint accuracy at that.

Enamored with the feeling of this newfound power, that no man should probably possess, I spent a few more minutes enjoying myself with my toys in orbit and once again turned my focus to leveling up. The instant I got to the main tab of the Pip-Boy, I initiated level up procedures and the following second I found my stats being replaced with the perk selection screen with many of the same perks along with a ton of never before seen perks.

[ Perks ]

Perk Points Left: 26

Level 16 Perks

| Tag! | Requirements Level 16: Allows the tagging of a fourth skill.

Level 18 Perks

| Concentrated Fire | Requirements Level 18, Energy Weapons 60, Guns 60: +5% to accuracy for every subsequent attack.

| Paralyzing Palm | Requirements Level 18, Unarmed 70: Can paralyze anyone for 30 seconds with an unarmed attack.

Level 20 Perks

| Grim Reaper Sprint | Requirements Level 20: All kills restore some stamina and energy.

Level 26 Perks

| Nerves Of Steel | Requirements Level 26, Agility 7: 20% Faster stamina regeneration and you can deal with most situations or unexpected events calmly.

Level 32 Perks

| Armor Smith Rank 2 | (Ranks 5) Requirements Level 32, Strength 8, Repair 100: All armors you've made or modified are now 40% better in all parameters.

| Inspirational | Requirements Level 32, Charisma 8: Because you lead by example, your companions do more damage, cannot hurt you, and are able to carry more weight.

| Penetrator | Requirements Level 32, Perception 9: Your attacks now have an added -15 DT.

Level 34 Perks

| Moving Target | Requirements Level 34, Agility 6, Endurance 6: When sprinting and running, you gain 25 DR, as well as halving the stamina drain when sprinting and running.

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

Level 76 Perks

| Bob The Builder | (Ranks 10) Requirements Level 76, Repair 75, Science 65: All construction-related projects are now able to be completed 10% faster.

Level 78 Perks

| Conduit | Requirements Level 78: Gain an affinity with lightning. When receiving damage from said type, negate 25% of the damage you would've received and regenerate it as health instantly and +25% to all electrical and lightning-based attacks.

| Disease Immunity | (Ranks 5) Requirements Level 78, Endurance 5, Medicine 100: Your body's ability to fight against diseases and illnesses has improved. Every rank increase improves this effect further and, at rank 5, your body will gain full immunity against all diseases and illnesses.

| Farmer Joe | (Ranks 5) Requirements Level 78: Your farming yields have improved somehow, +20% to all crop yields and -10% to the required growth time.

| Health Factor | Requirements Level 78, Endurance 8: +100% To health regeneration.

Level 80 Perks

| Brainiac | Requirements Level 80, Intelligence 10: Gain 1 skill point for every point of intelligence instead of the standard 0.5. Also, for every 10 points reached in intelligence gain a +2. (Example: 19 intelligence + 1 intelligence = 20 + 2 = 22 intelligence)

| Cold Front | (Ranks 5) Requirements Level 80: Your cold and freezing-based attacks now deal an additional 20% damage.

| Nuclear Physicist | (Ranks 5) Requirements Level 80, Intelligence 10, Energy Weapon 100, Science 100: All things nuclear that you use or own will be improved by 20% in all parameters.

| Fertile | Requirements Level 80: Your seed is now more fertile and is more likely to make someone of the opposite sex pregnant. On top of that, you will also gain the ability to fully control the fertility of your seed, thereby granting you full control over whether or not you want to make a member of the opposite sex pregnant.

Level 82 Perks

| Brick Shit House | Requirements Level 82, Endurance 9, Strength 9: Your physique and strength will get upgraded and go up in spades. +1,000 to carry weight, +10 to DT, +2 to endurance, +2 to strength.

| Crash Landing | Requirements Level 82, Endurance 10: Negate 100% of fall damage as long as your landing kills something and +500% damage dealt to whatever target you land on.

| Matrix | Requirements Level 82, 1,000 Health: Acquire the ability to increase all your parameters by 3x for 10 seconds. Unfortunately, this ability can't be used for free, so it'll cost you 100 health and a 'not-so-mild' amount of pain that will last until your health refills back up to 100%.

| Part Cat | Requirements Level 82, Agility 7: You always land the way you intended, whether that's upright on your feet like a cat or on your ass... Regardless, you always land the way you intended.

Level 84 Perks

| Bestower Of Knowledge | Requirements Level 84, Intelligence 10: Obtain the ability to bestow your knowledge onto others by placing your hand on their head and thinking about what information you wish to transfer to them. [ Warning ] Caution is advised when using this ability, since you have the ability to overload the target's brain if they can't support the amount of information you're attempting to transfer to them. Meaning if that targeted individual is unable to handle the amount of knowledge, there is a great possibility that they will become brain dead.

| Hibernation | Requirements Level 84: Ever wanted to sleep for as long as you like? Well now, you will be able to with this perk. Gain the ability to enter a state of hibernation to reduce energy and hydration expenditure. While in hibernation, if you detect any threats and are waking up to deal with them, you will gain a damage boost of 100% for a period of 5 minutes.

| Tag! All | Requirements Level 84, Tag!: All current skills are now tagged and any new skills unlocked in the future are also tagged.

| Wastelander | Requirements Level 84, Perception 7: Become accustomed to the wasteland environment and obtain the ability to notice when something isn't quite right. +3 to perception when walking in a wasteland.

Level 86 Perks

| Boom Headshot! | Requirements Level 86: +30% to headshot damage.

| Charm | Requirements Level 86, Charisma: Gain innate charm that draws people's attention to you and your attractiveness in the eyes of others is raised. This ability will not affect your stealth abilities and can be controlled via your will.

| Frontliner | Requirements Level 86: When you stand at the frontline of a fight, your DT is increased by 10% and your damage output is increased by just as much.

| Solo | Requirements Level 86: When you're venturing solo, gain 25% more experience and take 10% less damage.

Level 88 Perks

| Crushing Blow | Requirements Level 88, Strength 7: Acquire the ability to perform a special move with heavy melee weapons that will deal 250% damage plus a 25% chance to inflict an additional 100% damage. Performing this move has an increased stamina cost compared to swinging your weapon normally.

| Death Grip | Requirements Level 88, Strength 10: Your grip strength is doubled and +2 to strength.

| Marathoner | Requirements Level 88, Agility 8, Endurance 8: Marathons are of no challenge to you. +10% to movement speed, +100% to stamina, and +20% to stamina regeneration.

| Researcher | Requirements Level 88, 10 Intelligence, Science 100: Your ability to discover breakthroughs in your research is increased by 25% as well as the speed at which you perform your research.

Level 90 Perks

| Alpha Predator | Requirements Level 90: You can feel where the strongest beasts lurk when they're nearby. +1 to perception.

| Demolitionist | (Ranks 5) Requirements Level 90, Explosives 95: +20% to all explosive damage and the speed at which explosive projectiles move.

| High Regeneration | Requirements Level 90, Regeneration, Endurance 10: Your regeneration ability will undergo another transformation, increasing its restorative powers by another level. Additionally, you will gain the ability to regenerate parts of your head as long as your brain hasn't been entirely destroyed. +1000% to healing rate, +10 health regeneration, and +2 to endurance.

| Speed Demon | Requirements level 90, Agility 10: Your speed will be doubled from here on out along with your jump height and for every 10 points reached in Agility gain a +2. (Example: 19 Agility + 1 Agility = 20 + 2 = 22 Agility)

Damn, that's a lot of new perks!

Taking a few moments to look through their descriptions, I couldn't help but become increasingly pumped.

Man, there are some really strong ones in this bunch… I'm gonna have a hard time narrowing down which of them I should take over others.

Well, I best get to it since I don't have time to waste, not that that's possible with my Pip-Boy freezing time and everything, but still.

Hmm, where to begin... There are several perks that are must-haves, so let's start off by grabbing those first before I go looking over the entire perk list... Alright there I got | Brainiac | for the significant intelligence boost it provides and its ability to almost double the amount of skill points I'll receive when leveling up, | Matrix | simply for the 10 second 200% boost to all S.P.E.C.I.A.L.s, which can easily turn a life and death situation around, | Tag! All | because of the many positive benefits that come along with tagging all skills like being a genius in every single skill category, and | Tag! | simply for the reason that I needed it to unlock the former.

In addition to those, I selected | High Regeneration | for the insane regeneration speed, which will massively upgrade my survivability, assist me in the working out department, and the ability to avoid death as long as my brain hasn't been completely destroyed, and | Speed Demon | because it'll grant a similar boost to | Brainiac | but for my agility S.P.E.C.I.A.L.

And there goes 6 perk points in less than a couple of seconds. Man I never have enough perk points.

Although saddened by the fact that my available points were plummeting in no more than mere moments, I nevertheless continued my perk selecting. I ran through the available list of perks a few times and eventually settled on picking up | Concentrated Fire | for increased accuracy, | Paralyzing Palm | for its unique 30 second paralyzing knockout effect, | Grim Reaper Sprint | to keep me going in fights for extended periods of time, | Nerves Of Steel | to remain calm under stressful situations, though I didn't believe I really needed it, and the remaining 4 ranks of | Armor Smith | to boost my and Amata's defenses mainly.

Besides those I picked up, | Inspirational | because I could use it to pull off some attacks that would normally be impossible such as locking down the movements of a powerful opponent whilst my companions rained down attacks without having to worry about my safety, | Moving Target | for the 25% damage resistance when running and sprinting, | Penetrator | because I could see it coming in clutch if I ever got caught or found myself stuck in a situation without a weapon, and | V.A.N.S. |, so I can find what I'm looking for when I'm out and about questing.

When I was finished taking those perks, I chose | Health Factor | next to up my body's natural regeneration just that slight bit more, | Brick Shit House | to increase my general durability and carrying capacity, | Crash Landing | in case I ever needed to jump off from a massive height, | Bestower Of Knowledge | so I could assist in raising my increasing number of followers' knowledge bases, | Researcher | for its ability to make scientific breakthroughs easier, and finally 3 ranks of | Bob The Builder | so I could accelerate my construction timeline.

And I'm out of points again. Guess I'll have to get out there and go on a rampage throughout the wasteland... Maybe it's time I've paid those raiders at the Fairfax Ruins another visit. I'm sure they could use the company.

Playing around with the idea of stirring up trouble downtown with that huge group of bandits, I locked in my perk selection and transitioned to the skill point distribution segment of my mass level up.

[ Skills ]

Skill Points Left: 754

Barter: 233

Energy Weapons: 376

Explosives: 363

Guns: 626

Lockpick: 250

Medicine: 362

Melee Weapons: 264

Repair: 770

Science: 769

Sneak: 343

Speech: 248

Survival: 248

Unarmed: 250

That's the most amount of skill points I've seen in one bulk level up before.

After making that mental comment, I looked through my skills to see where I wanted to spend my points.

I'm not really lacking in the Science and Repair department, so those can be skipped. Having said that, my Medicine skill is falling behind by quite a lot, hence it wouldn't be too bad of an idea to give it a helping hand... 400 points should be enough. 

Alright, who else needs a boost… Well, I didn't get much in the way of damage increases this level up, so why don't I give my damage skills a helping hand... Yeah, I'll do that, as for which ones, I think my melee weapons and unarmed skills are in need of some love.

Spreading out the remaining 354 skills points I had left into those 2 skills, I completed the distribution and was returned to the main Pip-Boy screen and shown my increasingly absurd stats.

[ Pip-Boy ]

Name: Harold Todd Woods

Age: 16

Height: 6 Feet 6 Inches

Body Weight: 307 lbs

Race: High Human

Level: 90

Experience Points: 14,746/27,100

Total Experience Points Earned: 1,225,146

Experience Rate: 450% ⇮

Health: 4,350 ⇮

Healing Rate: 304.2 + 780 [1,084.2] Health a minute ⇮

Carry Weight: 1,373.5/18,270 + 2,100 [20,370] ⇮

Critical Chance: 92% ⇮

| Effects |

Annihilator Power Armor (Modded): Radiation Resistance 100, +6 Agility, +8 Strength, +2 Perception, +50 Energy Weapons, +50 Explosives, +50 Guns, +25 Medicine, +150 Sneak, +50 Survival

Shadow Armor: +1 Agility, +150 Sneak

|Moving Target| +25DR when running and sprinting.

|Penetrator| -15DT

|Solar Powered| +2 strength and +1 HP per second while outside.

|Tank Commander| +25% to armor, maximum speed, and damage output while wearing heavy armor

| Armor |

Total Damage Threshold 1,402 + 25% [1,753]

Body Damage Threshold 172 ⇮

Armor Damage Threshold 550 + 100%

Weapon Damage Threshold 130

| Resistances |

Cold Resistance: 25%

Corrosion Resistance: 25%

Critical: Immunity

Fire Resistance: 25%

Lightning Resistance: 25%

Poison Resistance: 305% ⇮

Radiation Resistance: 149% + 100% [249%] ⇮

| S.P.E.C.I.A.L. |

Strength: 62 + 8 + 2 [72] ⇮

Perception: 49 + 2 [51] ⇮

Endurance: 64 ⇮

Charisma: 38 ⇮

Intelligence: 52 ⇮

Agility: 44 + 1 + 6 [51] ⇮

Luck: 46 ⇮

| Skills |

Barter: 241 ⇮

Energy Weapons: 384 + 50 [434] ⇮

Explosives: 367 + 50 [317] ⇮

Guns: 640 + 50 [690] ⇮

Lockpick: 258 ⇮

Medicine: 372 + 25 [397]

Melee Weapons: 451 ⇮

Repair: 780 ⇮

Science: 779 ⇮

Sneak: 353 + 300 [653] ⇮

Speech: 256 ⇮

Survival: 258 + 50 [308] ⇮

Unarmed: 437 ⇮

Skill Points Per Level Up: 64 ⇮

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

| Perks |

S.P.E.C.I.A.L. Perks: | All Seeing | - | Gotta Go Fast | - | Herculean Strength | - | Human Supercomputer | - | Monstrous Physique | - | Silver Tongue | - | Walking Treasure Detector |

Skill Perks: | Adeptus Mechanicus | - | Bulletstorm | - | Currency Maker | - | Energy Weapon Fanatic | - | Human Skeleton Key | - | Human Weapon | - | Language Master | - | Lurking In The Shadows | - | Martial Weapon Master | - | Mechu-deru | - | Medical Genius | - | The Power Of Atom | - | Wild Man |

Active Perks: | Bestower Of Knowledge | - | Ghost | - | Matrix | - | Paralyzing Palm | - | Target Acquired |

Passive Perks: | Adamantium Skeleton | - | Ain't Like That Now | - | Ambidextrous | - | Ammo Depot | - | Animal Friend Rank 3 | - | Aqua Boy | - | Armor Smith Rank 5 | - | Beast Master | - | Beginner Miner | - | Berserker | - | Bob The Builder Rank 3 | - | Bone Head | - | Brainiac | - | Brick Shit House | - | Charismatic Aura | - | Cold Resistant | - | Commander | - | Commando | - | Comprehension | - | Concentrated Fire | - | Corrosion Resistance | - | Crash Landing | - | Daddy's Boy Rank 1 | - | Death Sense | - | Demolition Expert Rank 1 | - | Dense Muscles Rank 1 | - | Double-Edged Sword | - | Educated | - | Eagle Eye | - | Entomologist | - | Explorer | - | Ferocious Loyalty | - | Flame Resistant | - | Fortune Finder | - | Friend Of The Night | - | Gatling Gun Specialist | - | Gray Matters | - | Grim Reaper Sprint | - | Grounded | - | Hand Of God | - | Health Factor | - | Heavy Weight | - | High Human | - | High Regeneration | - | Home On The Range | - | Human Warehouse | - | Inspirational | - | Intense Training Rank 6 | - | Iron Fist | - | Junk Rounds | - | Just Lucky I'm Alive | - | Lady Killer | - | Lessons Learned | - | Light Step | - | Mad Bomber | - | Math Wrath | - | Meat Head | - | Mobile Armory | - | Moving Target | - | Nerves Of Steel | - | Observant | - | Pack Rat | - | Pain Resistance | - | Parkour | - | Penetrator | - | Photosynthesis | - | Plasma Spaz | - | Puppies! | - | Quick Draw | - | Quick Hands | - | Rabbit's Feet | - | Rad Resistance | - | Rapid Reload | - | Regeneration | - | Researcher | - | Resource Hoarder | - | RobCo Certified | - | Robotics Expert | - | Rooted | - | Run 'n Gun | - | Second Wind | - | Size Matters Rank 1 | - | Sniper | - | Solar Powered | - | Space Man | - | Speed Demon | - | Splash Damage | - | Stimpak Addict | - | Strategist | - | Strong Body | - | Swift Learner | - | Tag! | - | Tag! All | - | Tank Commander | - | Tech Junkie | - | The Professional | - | Thought You Died | - | Tunneler | - | Unstoppable Force | - | Vampire | - | Vigilant Recycler | - | Walking Drugstore | - | Water Collector | - | Weapon Smith Rank 1 |

Combo Perks: | Black Mamba | - | Bloodletter | - | Burn It With Fire | - | Distortion | - | Explosive Rounds | - | Human Smelter | - | Iron Will | - | Leap Frog | - | Living Anatomy | - | Meltdown | - | Metal Detector | - | Power Armor Modder | - | Shocker | - | Silent Running | - | Slaughterer | - | Stonewall | - | Sub Zero | - | V.A.N.S. | - | Weight Management |

Mutations: 

[ Gear ]

Weapons: 12G Laser Pistol (1) - A-22 Anti-Material Rifle (1) - AER 29 LMG (1) - C-4 Plastic Explosive Bundles (10) - Commando Knives (2) - Lancer (1) - Meltdown (1) - MFC Grenades (20) - Mulcher (1) - Plasma Grenades (20) - Pulse Grenades (20) - Purge (1) - Ravenger (1) - Serrated Spears (5) - Severance (1) - Y-1 Anti-Armor Rifle (1)

Weapon Magazines: Anti-Material Rifle 10 Round Magazines (10) - Lancer 450 Round Magazines (5) - Mulcher Armored Backpack Magazines (3) - Ravenger Armored Backpack Magazine (1) - Y-1 Anti-Armor Rifle 10 Round Magazines (10)

Armor: Annihilator Power Armor (1) - Shadow Armor (1)

Aid: Bottles of Buffout T-1 (10) - Food Stuffs (50) - Med-x Syringes (100) - RadAway (100) - Stimpaks (100)

Miscellaneous: 

Ammo: .50 MG Rounds (100) - 2mm Gauss Rounds (32,250) - 20mm Rounds (100) - 7.62 Rounds (30,000) - Mini Nukes (10)

[ Loot ]

| Weapons |

Pistols: .32 Revolvers (16) - AEP7 Laser Pistols (118) - N99 10mm Pistols (416) - Plasma Defenders (10) - Plasma Pistols (50) - Type 17 Chinese Pistols (3)

Submachine Guns: CSG10 Submachine Guns (14)

Rifles: 7.62 Scoped Combat Rifle (1) - 7.62 Sniper Rifles (21) - .32 Hunting Rifles (7) - AER9 Laser Rifles (160) - AER10 Laser Rifles (500) - Anti-Material Rifles (30) - Gauss Rifles (300) - R91 Assault Rifles (174) - Tri-Beam Laser Rifle (11) - Type 93 Chinese Assault Rifles (138) - Urban Plasma Rifles (100)

Shotguns: CA12 Combat Shotguns (137) - Sawed-Off Double-Barreled Shotguns (3)

Big Guns: 5mm Miniguns (14) - AEGG9 Gatling Lasers (13) - AER 29 LMGs (200) - Flamers (11) - Lancers (100) - Light Machine Guns (22) - M2 Browning Machine Guns (101) - Partial Gatling Lasers (5) - Partial 5mm Miniguns (5) - Purge Gatling Lasers (11) - Y-1 Anti-Armor Rifles (10)

Explosives: C4 Plastic Explosives (60) - Fat Man Mini Nuke Launchers (50) - Frag Grenades (1,245) - Frag Mines (1,073) - Grenade Machineguns (11) - M79 Grenade Launchers (20) - MFC Grenades (1,000) - Missile Launchers (50) - Molotov Cocktails (11) - Plasma Grenades (1,085) - Plasma Mines (600) - Pulse Grenades (660) - Pulse Mines (600)

Melee Weapons: Chinese Officer Swords (11) - Combat Knives (661) - Jingwei's Shocksword (1) - Rippers (25) - Sledge Hammers (2) - Super Sledge (4)

Unarmed Weapons: 

| Weapon Magazines |

Pistol Magazines: N99 10mm Pistol 12 Round Magazines (2,033)

Submachine Gun Magazines: CSG10 Submachine Gun 30 Round Magazines (146) - CSG10 Submachine Gun 65 Round Drum Magazines (3)

Rifle Magazines: 7.62 Combat Rifle 20 Round Magazines (5) - 7.62 Sniper Rifle 10 Round Magazines (1,000) - Anti-Material Rifle 8 Round Magazines (50) - Anti-Material Rifle 10 Round Magazines (200) - Gauss Rifle 10 Round Magazines (2,000) - R91 Assault Rifle 30 Round Magazines (764) - R91 Assault Rifle 75 Round Drum Magazines (100) - Type 93 Chinese Assault Rifle 30 Round Magazines (608) - Type 93 Chinese Assault Rifle 75 Round Drum Magazines (1,000)

Shotgun Magazines: CA12 Combat Shotgun 12 Round Drum Magazines (1,022)

Big Gun Weapon Magazines: 5mm Minigun 500 Round Drum Magazines (200) - 5mm Minigun 1,000 Round Backpack Magazines (400) - Lancer 450 Round Magazines (2,050) - Light Machine Gun 100 Round Box Magazines (1,000) - M2 Browning Machine Gun 100 Round Magazines (1,005) - Mulcher Armored Backpack Magazines (100) - Ravenger Armored Backpack Magazines (5) - Y-1 Anti-Armor Rifle 10 Round Magazines (200)

Explosive Weapon Magazines: Grenade Machinegun 30 Round Magazines (1,000)

| Apparel |

Belts: War Belt (1)

Clothing: Clothing Sets (25) - Neural Interface Suits (20) - Radiation Suits (5)

Light Armor: Advanced Radiation Suits (10) - Enclave Scientist Suits (10) - Enclave Officer Uniforms (9) - Light Combat Armor Sets (5)

Medium Armor: Chinese Stealth Suits (11) - Shadow Armor (1)

Heavy Armor: Black Altyn Helmet (1) - Black Hardened Metal Armor (1) - Exterminator Armor (1) - Exterminator Helmet (1) - Heavy Combat Armor Sets (50) - Marine Armor Sets (50) - Phoenix Power Armor Suit (1) - Power Armor Frames (14) - T-45 Power Armor Sets (10) - T-51 Power Armor Sets (5) - T-60 Power Armor Set (1) - X-02 Power Armor Sets (100)

Other: (...)

| Aid |

Bottles of Buffout (1,037) - Bottles of Buffout T-1 (9,990) - Food Stuffs (31,000) - Jet (13) - Med-x Syringes (12,818) - Mentat Boxes (27) - Psycho Syringes (1,230) - Bags of RadAway (13,416) - Stimpaks (104,718)

| Skill Books|

Big Books of Science (10) - Chinese Army: Special Ops Training Manuals (3) - D.C. Journals of Internal Medicine (7) - Dean's Electronics (12) - Duck and Cover! (1) - Grognak the Barbarian (1) - Guns and Bullets (7) - Lying Congressional Style (2) - Nikola Tesla and You (4) - Pugilism Illustrated (2) - Scout Handbooks (3) - Tumblers Today (1)

| Miscellaneous |

Manufacturing: Small Arc Furnace (1) - Small Arc Kiln (1) - Automated Ammo Manufacturing Machines (10) - Automated Bottle Cap Manufacturing Machine (1) - Automated Capacitor Manufacturing Machines (10) - Automated Robot Manufacturing Machines (10) - Automated Turret Manufacturing Machine (1) - Automated Weapon Manufacturing Machine (1) - Automated Weapon Magazine Manufacturing Machine (1) - Other Automated Manufacturing and Processing Machines (...)

Gadgets: Stealth Boys (124) - (...)

Other Items & Resources: Metal (10,503,332) - Ore (6,698,165) - Other Miscellaneous Items (25,404,001)

Tech: Force Field Generators (30) - Virtual Simulation Pods (20) - (...)

| Ammo |

Ballistic Ammunition: .32 Rounds (217) - .50 MG Rounds (1,508,340) - 10mm Rounds (102,657) - 12 Gauge Shotgun Shells (231,030) - 2mm Gauss Rounds (7,003,824) - 20mm Rounds (400,000) - 5.56 Rounds (1,010,739) - 5mm Rounds (1,001,868) - 7.62 Rounds (3,009,777)

Energy Weapon Ammunition: Flamer Fuel (15,749) - Fusion Cores (529) - Microfusion Breeder Cells (1,000,254) - Microfusion Cells (154,739) - Small Energy Cells (31,936)

Explosive Munitions: 25mm Grenades (5,200) - 40mm Grenades (1,191) - Mini Nukes (96) - Missiles (607)

| Money |

Bottle Caps (4,811,177) - Gold (105) - Silver (1,525)

| Turrets |

Gatling Laser Turrets (600) - Laser Turrets (90) - Quad Laser Cannon Turrets (50) - Ravenger Turrets (130)

| Vehicles |

Chimera Tank (1) - Hauler (1) - Vertibirds (3)

[ Forces ]

Ghouls: Bessie Carol Lynn(Beginner Pharmaceutical Student), Don King Hill(Soldier/Sniper), Hector Dennis Hughes (Handy Man), Hugo Dean Hill(Robotic Expert), Kevin Watts Hill(Mechanic), Michael William Masters(Electronics & Biological Engineer), Romona Dana Clayman(Accountant), Roy Rodney Phillips(Cop)

Humans: Officer Manning (Former Enclave Officer/Scientist) - Martin Anthony Woods/Marty (Former Enclave Soldier/Scientist) - Former Enclave Combat Medics (5) - Former Enclave Doctors (5) - Former Enclave Vertibird Pilots (6) - Former Enclave Scientists (10) - Former Enclave Soldiers (68)

Robots: Assaultrons (20) - Goliath (1) - Hauling Bots (29) - Mammoth Walker - Mining Bots (100) - Mister Handys Maintenance Variants (8) - Power Armor Compatible Assaultrons (10) - Protectrons (459) - Sentry Bot Mk IIs (12) - Worker Bots (680)

Orbitals: ARCHIMEDES II Orbital Laser (1) - Bradley-Hercules Orbital Weapons Platforms (19) (106 Salvos Remaining) - N-201 Enduring Surveillance Satellites (275) - PC-63 Experimental Orbital Particle Cannon (1)

[ Production Capacity ]

Aid: -

Ammo: 1,000,000

Apparel: -

Bottle Caps: 1,000,000

Metal: 1,300,000

Miscellaneous: 3,700,000

Ore & Minerals: 6,000,000

Robots: 100

Turrets: 100

Vehicles: -

Weapons: 100

Weapon Magazines: 1,000

[ Controlled Locations ]

Rockland Car Tunnel

Rockland Satellite Relay Station

Warrington Station

Warrington Trainyard

Washington D.C. RobCo Facility

Quests: 0 Ready to turn in, Many in progress, 14 Completed

Quests In Progress:

| Anchorage Simulation | Objectives: Complete the anchorage training simulation without dying. Rewards: Perk One Man Army, 7,500 exp.

| Enclave Begone | Objectives: Eliminate the last surviving members of the Enclave from the capital wasteland. Rewards: Perk Faction Killer, 10 S.P.E.C.I.A.L. points, 25 skill points, 200,000 exp.

✩ | Expanding The Line | Objectives: Link the RobCO facility and Vault 101 together via metro rail. Rewards: Perk | Civil Engineer |, 10 Repair Points, 10,500 Exp.

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

| Metro Connection | Objectives: Connect the nearby metro rails with your facility/home and modify your elevators so they can reach your 3rd underground floor. Rewards: +5 to Repair, 5,000 exp.

| Rescue Operation | Objectives: Save the Hill brothers' friends from their Enclave takers. Rewards: 10,000 exp.

✩ | Rising From The Ashes | Objectives: Establish a new nation of 100,000 strong and conquer one of the 50 former U.S. states. Rewards: Perks | Founder |, | Human Ingenuity |, | Natural Born Leader |, 100 S.P.E.C.I.A.L. Points, 1,000 Skill Points, 10,000,000 Exp.

| Save dad | Objectives: Prevent the death of your father James Watson Woods by eliminating Augustus Autumn. Rewards: New Perk? and 5,000 exp.

✩ | Scientific Advancement | Objectives: Construct a research laboratory with all the bells and whistles and produce 10 new technological advancements and or inventions of significant value. Rewards: Perk | Talent For Invention |, 10 Intelligence Points, 30 Medicine Points, 30 Repair Points, 30 Science Points, 62,500 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 control of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Enclave Secrets 100,000 exp.

| The Butcher | Objectives: Reach a kill count total of 10,000 kills. Rewards: Perk Slaughterer Rank 2, 10,000 exp.

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

| To The Void | Objectives: …

| Yer A Wizard …

Other Statistics:

Kill Counter: 3,976

Abominations: 21

Animals Killed: 656

Humans Killed: 2,190

Insects Killed: 1,029

Super Mutants: 83

That's quite the power up.

I thought to myself as I examined my holographic Pip-Boy screen in detail. Once I had enough, I prepared myself mentally for what was to come and exited it. As soon as time resumed, I expected an ocean of information to rush into my head and rampage about in my noggin as it caused me mind numbing pain that was nearly indescribable. However, after sitting there looking stupid for a minute or two, nothing of the sort came pass besides a languid flow of information that my many old and new thought processes were handling with ease.

Where the hell is the pain???

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