Fallout: Homecoming

Last time on our adventures in Fallout, Athena was a marriage counselor, a career counselor, and a health inspector. She’s a multi-talented one, that Athena. Where will she be using those talents next? Let’s find out.

So Athena has been out in the wastes for a couple of weeks now. All her best friends are already dead. Maybe she’s feeling a little homesick. Wants to go back, chat with everyone, remind herself why she’s doing this. I mean, it’s one thing to know she’s going to save the 2000 people she’s known for as long as she’s been alive. But it’s another thing entirely to see their smiling faces. So what if she hasn’t actually saved them, yet? Athena needs her good juju!

So we head back home. Back to Vault 13. The journey takes us several days in completely the opposite direction from where we’re likely to find the water chip our vault desperately needs, but… I’m sure it’s for the best. It’s not like it’ll doom everybody. Right?

So we take Tycho and Dogmeat back to the mountain Vault 13 is built into. If Ian were still alive, he’d have some stuff to say about this place, but he’s not. Dogmeat’s not doing a great job of keeping the conversation going in his stead.

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At the entrance of the vault, we remember to loot Ed’s body this time, although everything he has is plenty outdated by now. Athena punches her code into the keypad, and the door actually works this time! Vault dwellers! For the first time, your hero has returned! Give her your adulation!

The vault is largely unimpressed. Athena responds by looting a bunch of flares from an emergency locker near the entrance of the vault. Then she talks to the doctor, who says she’s doing just fine and tries to shoo her on her way. Nobody else cares.

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In fact, everyone just complains about how late it is, and refuse to talk to her.

Woman is out there, risking her life so that they can all enjoy a crisp, cool glass of water, and they don’t have the basic decency to absolutely adore her. Maybe these jerks don’t get their water chip.

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Throwdown in Junktown. Fallout Chapter 7!

Last time on Fallout, y’all decided to side with the good, handsome lawman that asked kindly for our help over the evil fat jerk that threatened us. I know it was a hard choice for you all. But one that I’m happy to see through.

So, we head on over to Killian, and let him know the good news. We got Gizmo’s confession, courtesy of the recorder we were wearing when he hired us to kill the mayor/shopkeeper. For that, Killian offers us our choice from a number of different rewards. Not quite the ‘anything in the store’ he promised. In fact, outside of the stimpaks, everything he offers is something that we already have and couldn’t get any more use out of. So yeah, for finally breaking the stalemate that has locked Junktown down for who knows how long, he gives us like five of the most basic healing item in the game. Woo.

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He follows by asking us if we’d like a piece of the action in taking down Gizmo, to which we respond that we’d love the chance to see the fat guy try to walk. With that, we head out.

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Unfortunately, we never get the chance to see that through. Killian gathers the guard, storms into Gizmo’s office, and announces that Gizmo is going for a long trip downtown. Gizmo decides that he’d rather not, so he pulls out a gun and fires a shot into Killian. All from behind his desk. The guy in fact never leaves that desk at all, so no walking for him.

In any case, Killian and his guards return fire on Gizmo. Athena takes aim at Gizmo’s bodyguard, Izo, and nails him in the head. Izo is a pretty simple combatant, no weapons, no items, nothing special, just pure physicality to him. He might be dangerous, if we didn’t find metal armor long before we’d be able to get it if we hadn’t taken on the raiders. As is, he strikes at us twice in his turn, neither of which break past our armor class.

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The guards and Killian continue the firefight with Gizmo while Dogmeat and Athena take on Izo. Athena knocks him down with a critical hit, and Dogmeat closes in and finishes Izo off herself. Next turn, a shotgun blast blows Gizmo’s chest out of him, and the crime lord is down.

This gains us the good well of most of the justice-styled folks in the town, as well as enough experience points for another level. We’ll be waiting until it’s night to level up, for the extra skill points that come as Athena’s intelligence rises. We’ve got some business in town before then, however.

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So hey, you remember Tycho, the desert ranger at the bar who taught us some stuff about survival? We check in with him, and tell him that Killian has asked us to clean up the town, and he’s all to happy to join up. He suggests we start by taking down Gizmo. Yeah… I guess we could have picked him up after turning in Gizmo’s recording, but I’ve always remembered his recruiting criteria as being after we take down the plus-sized crimelord.

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Who run Junktown? Fallout Chapter 6

Last time around, we watched as Athena tried to be the big hero, succeeded in saving two people, but lost her best ever friend in the process. Funny how that keeps happening to her. And me. Best friends dying all over the place, reminds me of the Dark Souls run we did. Maybe she can make a new best friend though! Is it possible? Is Athena as shallow as Exodus was, to be making best friends at the drop of a hat? Find out today!

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So, we’re done with Shady Sands. Done. Never going back. Until Fallout 2, at the very least, but that’s not for what, 90 more years? Never. Going. Back. We’re no closer to getting a water chip than we were when we left the vault, so it’s time to go onward for more information. Our next target is one of the places Ian, rest his poor soul, clued us into, Junktown. It takes us a good couple days walking to reach.

We get there, and first thing is the guard complaining about the gun we’re carrying around. Athena’s pretty nice, so she puts it in her pocket and chats with the guard. Local law is that you don’t draw a weapon except in self defense, in which case, it’s frontier justice. Seems fair to me. After we appease the guard as such, we start to walk in through the town gate made of wrecked cars. It’s a pretty cool gate, really.

The guard stops us. Again. Apparently, they don’t let people in at night, for no real reason. There’s no curfew or anything, they’re totally fine with you walking around at night, they just don’t want you walking around town. Luckily, Athena, the woman who approached them with a high caliber gun in hand wearing bloodstained spiky metal armor and who just recently lost the only friend she made on the wastes and might be a little unhinged due to that manages to convince the guard that she’s totally harmless, so he lets her in.

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This would be really cool if there were anything at all to do in Junktown at night. But there isn’t so we just wander around.

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Raider Time in Fallout Chapter 5!

Last time, on our adventures through the world of Fallout, you guys decided to take our dear, innocent Athena, who has never faced off against anything more fearsome than a giant bug, who has never even fired her weapon at another person, who knows next to nothing about the world outside her Vault, and throw her against a gang of amoral killers and plunderers, each of whom would just as soon slit her throat as talk to her. I hope you all are proud of yourselves.

I know I am! So let’s talk tactics, first. No, not Fallout Tactics. Please, let’s not talk about that one. Battlefield tactics. No, not the EA series. Just… look at this.

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That how the Khan’s base is set up. Most of those tents hold one to two raiders apiece. There’s one raider guarding the front entrance, and two guarding the rear. There’s another seven raiders inside, including Garl, by far the toughest of the lot. Also inside are the two enslaved women we’re coming here to rescue. Most of the raiders are armed with spears, but there’s plenty of gunslingers in their crew. The weapon of choice for the distance combatants is the .44 caliber Desert Eagle, a weapon with more range and punch than the 10mm guns Ian and Athena are wielding. All the raiders are wearing leather armor, the next step up from the leather jackets we’re bearing, save for Garl who’s outfitted in the positively daunting metal armor.

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So in other words, we are desperately outnumbered, completely outgunned, and totally out-armored.

First order of business is preparation. I split the stimpaks we have between Ian and I. Honestly, I’m more worried about Ian’s chances of survival more than I am my own or the two slaves. Dude’s a good shot, but he’s a tactical doofus. I really hope we’re not going to need six stimpaks each, because if it gets to the point that Ian’s spending all his turns healing instead of fighting, we’re pretty doomed, but we have them, just in case. Going in, I’m expecting that we’ll be relying pretty heavily on Athena’s SMG. Using burst fire is a great way to make things dead quick, although it only works well at close range and will eat through ammo like crazy. Getting mobbed is an absolute no go, we need to be able to keep the amount of people within firing range to a reasonable level in order to make it through.

We arrive there at night, by design. Everyone’s going to be missing more in the dark, but as Athena’s perception rises at night, she’s going to fare better than most. Garl had said in no uncertain terms not to come back after last time. I’m not sure if that means the Khans are going to be aggressive on sight, but we don’t risk it, in any case. Athena moves along the edges of the camp, and circles around to the rear entrance of the building. If possible, I want to take out remote groups a few at a time, and the people in the back are the most vulnerable. Athena sneaks around the corner, tucks in between the building and the nearby outhouse, then takes careful aim with her weapon. Knowing that this is the last moment in which she’ll be in control before the shots fired draw the entire horde upon them, devolving the camp into a maelstrom of complete madness, she carefully draws a bead on the nearest guard, slows her breathing, calms her mind, and…

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freaking. Misses. Ian, who I’m sure scoffs at her a little bit, steps up to the plate and nails the guard with two shots in a row like a freakin’ pro. The two raiders approach, and two of the raiders inside hear the sounds of fighting and come out, but Athena and Ian gun down the first two before they come near. One of the new raiders has a gun and fires on our duo, but misses. Athena misses her return fire. Ian aims at the gunwoman and scores a critical hit to the groin, taking her out of the fight for the moment. Athena continues her missing spree, but Ian scores hits on both of the raiders and ends them.

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How about you and I… Play Fallout Chapter 4?

Hey, we’re back. With this thing. You know, where we’re out in that whole post-apocalypse deal. Let’s pick up where we left off. You might recall, we just cleared out Vault 15, and found that the only hope for salvation that we knew about was completely obliterated and everyone we love was probably going to die of thirst. So what do we do now? A whole bunch of unrelated milling about in the middle of nowhere? That sounds like a great idea!

In any case, after plumbing the depths of Vault 15 for largely naught, we stump our depressed little heads back to the village of Shady Sands. I figure, if we can’t help our people, why not make the Wasteland a friendlier place by helping someone else’s?

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First things first, we head to the farm side of town. After gawking a bit at the Brahmin, the big, unwieldy, two headed cows that make up livestock in the wasteland, we find ourselves chatting with a farmer. As with most of the NPCs we deal with, there’s nothing visually to tell he’s anything special, but if you’re meticulous about looking at all the villagers, well, a few of them do stand out in description.

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In any case, we had pointedly avoided this guy before, because we have to do this sidequest the first time we talk to him, and it requires us to have a certain scientific capability that Athena didn’t have until she leveled up. You remember how school always made you dissect rats? I guess Athena’s been doing that. With bullets. And that taught her more about crop rotation, which she tells this guy about. This improves Shady Sands architecture and sets in motion events that will see the community grow and foster and give relative stability to the lives of thousands and build a single beacon of order in a world that truly lacks for it, but more importantly, it gives us a few hundred experience points.

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Second, we head to the town doctor, Razlo, and give him the radscorpion tails Ian’s been carrying around in his pants. The doctor can synthesize an antivenom from the poison sacs therein, and gives us a free dose of antidote for every tail we bring him. We walk into the back of the doctor’s home, where he has Jarvis, Seth’s brother, resting there in treatment for the bad case of radscorpion poisoning he’s got. We administer one of our doses of antidote to him because Razlo apparently couldn’t be arsed, and Jarvis starts feeling better. Not well enough to be like jumping around and dancing or anything, but at least his life is out of danger. Again, we don’t get much of a concrete reward for this, but we do get a bunch of experience points for it. Enough to put us at level 3, in fact! We wait until night to take advantage of Athena’s Night Person nature, then level up. You know what time it is now? Time for some more audience participation! So every three levels, we’re going to get a new perk, and I need you guys to… oh hey. Already taken care of. Glad I remembered to get something done before my life turned all to crap.

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A Fallout Intermission

Hey guys, guess what?  We’re going to be at Level 3 in our Fallout run pretty soon!  That means we’re going to be getting our first perk.  And guess what else?  I’m going to be needing some audience participation for that, too.

So here’s the deal.  Every three levels, we’ll get to add a perk to our character.  Perks are, basically, permanent bonuses.  We have to meet prerequisites for them, so we don’t get to just choose any of the ones the game has to offer, but we should always have a decent selection to pick from.  Our potential list will grow every time we get a new one, as well.

In any case, our little Athena’s growing up.  She’s starting to learn things out in the wasteland.  As this is part of the character creation, I’d like your help in figuring out how Athena is going to better herself.

Our choices this next level up are going to be:

Awareness, which lets us see a targets hit points, equipped weapon, and remaining ammo just by looking at them.  It’s a really handy utility perk, and I like having it to help with decision making in battles.

Earlier Sequence, which is a really hokey way of saying that our turn will come up earlier.  Athena’s really perceptive, so her sequence is really early anyways and this would have limited overall utility, but picking this would ensure that outside of the combat initiator, almost nobody gets to move before Athena does.

Night Vision.  So this is an interesting one.  By description, this just brightens up the screen when we’re in dark areas, and I have never in my life chosen this perk, because I know where the brightness knob is on my monitor.  However, as I’m reading up on it now, the Fallout wiki reports that it also provides an increase to accuracy to counteract the ranged penalty for fighting in a dark area.  Don’t know why the game doesn’t bother to mention that.  Given that Athena’s a Night Person, and as such, I’m going to be fighting at night whenever I get the option, that bonus is pretty attractive, if true.

With Presence, NPCs will be more slightly more inclined to like Athena even before she starts talking to them.  So it will make our Athena even more like the real Athena.

Quick Pockets reduces the cost for accessing our inventory in the middle of combat by 1.  I believe it usually costs 4 AP, so this will drop it from there.  Accessing our inventory lets us change our equipment, reload, heal as much as we want, and use things we don’t have at the ready.  The further we go in the game, the more I’ll be opening up the inventory to pop a couple of stimpaks at a time.  Frankly, I’ve always found this to be the most useful of the perks you have access to at level 3.

Right now, our world map is largely black, because Athena doesn’t know where much of anything is. It’s revealed as we travel. If we picked Scout as our perk, we’d be able to reveal more of the map as we travel, as Athena would be able to say farther in the distance.  Could be useful if you find yourself getting lost on the map, but I’ve played the game enough that I know my way around.  This would have a minimal impact on my play.

Smooth Talker would allow Athena to use dialogue options that require a little more intelligence than she has.  However, Athena already has a genius level intellect.  Her intelligence does go down during the day, so this could keep people from realizing that she only truly wakes up after she has a cup or eight of coffee, but even at her worst, she’s smarter than your average wastelander.

So yeah, there’s our options!  In what ways shall Athena improve?  Her destiny is in your hands!  Vote in the comments!

 

You See Ed. Fallout Chapter 2!

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So when all’s said and done, here’s our guy. Well, girl. See, I really like the idea of naming the character after my fellow webcrawlers, and Athena both called dibs and did a pretty good job of selling me on the glory that is Athena. So we’ll we’re going to be Athena. Sorry, LightningEllen. I am going to do my best not to drag her name through the mud. But, then again, that’s really going to be up to you guys, isn’t it?

I took the liberty of setting her stats based largely on the skills you folk chose. Since you guys made the strong tactical decision of just being born better than everyone else, we ended up with a lot of stat points to play with, here. Yes, we’re Gifted. That’s going to make us slightly weaker at the very beginning of the game, as our increase in stats doesn’t make up for the decrease in skills, but we’ll catch up.

Red Metal had a great idea of maxing out her Agility. Agility’s one of the most useful stats in the game, determining how many action points you get per turn, and your natural armor class i.e. how hard it is for Athena here to end up pummeled. I only set it to 9, however, rather than the max of 10. There’s a reason for this. A reason that’s not going to come to fruition for a long time, at which point I am going to forget to mention that’s why I did this so you won’t know how smart I am, but there’s a reason for it nonetheless. How about you guys just go ahead and think I’m really smart right now.

We’re pumping Intelligence so that we can say smart things about videogames boost our skill points per level back up to normal levels and compensate for the lowered rate we see from being gifted. It also plays into our good talking to people skills, as a higher intelligence opens up more dialogue options. Fun fact, if you have an intelligence of 3 or less, you are not smart enough to hold a normal conversation with people. Makes playing the game a totally different experience. Perception, we’re boosting because I took Mishka’s ‘combat skills’ suggestion as a seconding of Athena’s ‘small guns’ suggestion, so we’re rolling with that. Perception impacts a lot of things, but the most important is our accuracy with ranged weapons, so we’ll need that to, you know, actually hit our enemies. Of course, we’re a Night Person, so our Perception and Intelligence are never actually going to be at 8. They’ll be at 7 during the day, and 9 at night. So when we have the choice, we’re going to want to wait to fight and level up at night, because we’ll get better bonuses then.

Strength theoretically isn’t all that useful since we’re never going to not be shooting people in a fight, but all weapons have a minimum strength requirement or else Athena will be shooting like a stormtrooper.  For small guns, it hits out at 5. Otherwise, the only thing it will impact is how much we can carry. Charisma doesn’t have very many impacts this game, vaguely affecting disposition and prices, but I still figured that since we’re going to be using our speech quite a bit, it’s still handy to have high. I couldn’t bear to have a third stat at 8, so I left it one point short. I left our Endurance subpar, because we need a weakness somewhere to give enemies a chance, and shunted it into Luck. Endurance determines your rate of healing over time, but since we’re a skilled doctor, it’s not so important, your resistances to things you’ll only see a few times in the game, and your hit points. Luck does exactly what it always does every single game it comes up.

So where does this leave us? Athena’s going to be walking out into the wild, rabid wasteland (seriously, they don’t even have Dragon Age out there) able to handle conflicts in a variety of ways. It’s not always going to be the case that we’ll have to the option both to fight and talk our way through, but one of those two will almost always come into play. With our doctor skills, we’ll be able to recover from anything we find on the wastes that doesn’t kill us outright. This is a solid set of skills you’ve started us out with.

And here I was worried that everyone was going to jerk me around by picking Gambling, Outdoorsman, and Throwing for your tagged skills and leaving me with nothing viable to do.

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