Fallout Intermission, Round 2

Hey boys and girls, it’s that time again.  Our Athena just reached level 5, which, if you’ve passed your calculus, you know as just one less than level 6.  Level 6 means she’ll have a new perk to choose from.  And that means I need your help once again!

So, same deal as last time.  Democracy rules.  Vote for whatever you want, and as long as other people agree with you, you get your way.  You get your choice of anything we had last time, but we’ve got some new ones to add to the list.

Heave Ho!

Increases how far Athena can throw grenades and stuff.  Athena’s never used a throwing weapon in her life.  Maybe she will someday.  I mean, she won’t, but maybe!  Hope springs eternal!

Empathy

Empathy is kind of a cheat sheet for speech checks.  It basically color codes our dialogue options, so we can see which ones will cause positive or negative reactions.  I remember this not working in the original version of the game, and I don’t think I’ve tried it since more updated versions came out, so if you pick it, this will be new for me as well.

Friendly Foe

If you’re the type that keeps accidentally shooting your friends, this can help you out.  It’ll highlight allies in green instead of the usual red when you’re aiming your weapon.  I don’t have any problem keeping track of my peeps, so this would be absolutely no gameplay change for us, but I wish we could give it to Ian when he’s got his hands on a burst-fire… oh, I made myself sad.

Bonus HtH Attacks

This perks lets us punch and swing faster, making melee attacks cost less AP to perform.  But Athena’s got a gun.  Hmmmm…..  I suppose it could be useful if we ran out of ammo*, or if we got captured and had our equipment stolen**, or wore out our guns***.  Aside from that, I wouldn’t expect it to see much use.

*will never happen

**nor this

***nope

Bonus Ranged Damage

Now we’re talking.  This gives us an extra two points of gun damage.  Per bullet.  So if we bring out our SMG, which fires 10 rounds in a go, well, I don’t know if the phrase ludicrous gibs is appropriate, but it’s close.

Educated

2 more skill points every time we level.  We get better at stuff faster.  I like being good at stuff.  This one makes me happy.

Bonus Move

This one is honestly my favorite perk at this level.  Right now Athena gets 9 AP per turn.  Which is enough to shoot a fool, reload, then walk a few paces.  Or shoot a goon then rummage through her pack.  Or shoot a mook in the groin, then do a little dance.  If we pick this perk, we’ll get two free AP that can only be used for movement.  It makes us a lot more maneuverable in combat.

Ranger

You would think Tycho would come equipped with this one already.  This perk reduces our chances of running into a fight out in the wastes.  Helpful for ironman pacifist runs, not so much for gobsmacked badasses that nobody messes with.  Guess which group Athena falls into.

More Criticals

Criticals in this game are devastating.  This perk lets us have more of them.

Simple enough.

Snakeeater

What a thrill, with darkness and silence through the night.

What a thriiiilll, I’m searching and I’ll melt into you.

What a fear in my heeeeaaaaart!

But yoouu’re soooooo supreeeeeeeeeeeeeeeeeeeme!

I give my life, not for honor, but fooooooor yooouuuuuuuuuuuu.

In my tiiiiime, there’ll be nooooo oooooone eeeeeelse!

Criiiime! It’s the way that, I flyyyyy to yoooooouuuu,

You’re stiiiiiiiiiiill in a dreeeeeeeeeaaaaaaam, +25% to poison resistaaaaaaaaaaaaaaaance!

Sharpshooter

Will reliably make opponents tap out in the middle of the ring.  Also increases Athena’s accuracy at long distances.  We’ve already gotten some use out of her being able to shoot farther than anyone else, so could be handy.

So you’ve got all that?  Remember, if these don’t strike your fancy, you can choose anything from last time except Awareness.  Vote in the comments!

 

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