Fallout Game Merchant 2.0 - Chapter 1: World Info

Chapter 1: World Info

Words : 1520 Author : WarmHoney

Chapter 1 of "Fallout Game Merchant 2.0" kicks off with action-packed scenes: Chapter 1 - World InfoGamer Merchant System:System Store Category:NORMAL-White grade items= 1-99 MSPRARE- Silver grade... Discover more!

Chapter 1 - World Info

Gamer Merchant System:

System Store Category:

NORMAL-White grade items= 1-99 MSP

RARE- Silver grade items= 100-9,999 MSP

SUPER RARE- Gold grade items= 10,000-999,999 MSP

ULTRA RARE- Violet grade items= 1,000,000- ∞

Story

The game's story takes place in 2281, 204 years after the Great War, 120 years after the events ofFallout, 40 years after the events ofFallout 2, 4 years after the events ofFallout 3, and 6 years before the events ofFallout 4.

It is set in the area of the Mojave Desert, now called the Mojave Wasteland, where three major entities are vying for control of the city of New Vegas and the power generated by the Hoover Dam: the military forces of the New California Republic from the west, Vegas' mysterious ruler Mr. House and the slaver army Caesar's Legion from the east.

Main story:

The player character is the Courier, who was originally hired to deliver a package to New Vegas but is intercepted by a man in a checkered suit and a group of thugs. They steal the package, the checker-suited man shoots the Courier twice in the head and then leaves them for dead in a shallow grave. But that's not the end.

The Courier is rescued by a robot named Victor, who brings them to Doc Mitchell in the town of Goodsprings, who saves their life and nurses them to health. Once the Courier completes their medical checkup, they're sent out into the open world of the Mojave to track down their would-be killer and in doing so, decide the future of the wasteland and its inhabitants.

Primary statistics:

The S.P.E.C.I.A.L. system has remained mostly consistent throughout theFalloutseries. As has been the case sinceFallout, the character's S.P.E.C.I.A.L. attributes default to 5 points per attribute, with an additional 5 points to be distributed during character creation, for a total of 40 points.

As in previous games, individual attributes can be adjusted upward and downward so long as the total equals exactly 40. Also as in previous games, individual attributes cannot go lower than 1 or higher than 10; any bonuses or penalties beyond those are simply ignored.

SPECIAL:

Strength:

Strength slightly increases melee damage and carrying capacity. Melee damage is at 1 damage for every 2 Strength (+5 damage at 10) and carrying capacity is an added 10 lbs for every point (+100 lbs at 10 Strength). Strength does not affect unarmed damage, even though Iron Fist requires 4 Strength. Unlike previousFalloutgames, none of the weapons have a minimum Strength requirement, and a character with 1 Strength can use a minigun without penalties.

High Strength can sometimes be used to intimidate others when in a conversation.

While at first glance the damage bonus seems minor at best, the damage bonus is applied after a weapon's base damage has been adjusted by the Melee Weapons skill and weapon condition, making this a very significant increase for much of the game. Moreover, even with maximum Melee Weapons skill and weapon condition, high Strength can still amount to a 10% or better increase in the weapon's damage (see specific weapon pages for specifics). This is basically equivalent to, or better than, a free perk. Moreover, multipliers on damage (from perks like Entomologist) also affect the bonus damage.

Weapons strength requirement:

Not meeting the Strength requirement of a weapon will decrease accuracy (for ranged weapons), or slower swings (for melee/unarmed weapons). The Strength requirement of weapons can be lowered by taking the Weapon Handling perk.

Perception:

Modifies: Sequence, ranged combat distance modifiers, and the First Aid, Doctor, Lockpick, Traps and Pilot skills. A player character with higher Perception may notice things that allow them to open up new dialogue options on occasion. It also determines how far away they start from hostilities in random encounters. A combination of the Traps skill and Perception is used to detect traps on the ground. Having a high Perception can yield dialogue options with some NPCs

Endurance:

Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional Hit Points per level.

Charisma:

Charisma inNew Vegasmodifies Barter, Speech and Companion Nerve. Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.

Regardless of Barter or Speech level, some interactions will not be available with a too low Charisma (e.g. Corporal Betsy). These ultimately do not have any significant effect on gameplay, nor do they provide any special bonuses.

Intelligence:

Modifies: Medicine, Repair, and Science skills, as well as skill rate.

Intelligence affects skill points differently from how it did inFallout 3. The number of skill points gained each level is based on the formula 10 + (0.5 * IN) per level, including level 1, where IN is the Courier's Intelligence. If one gets a non-whole number of skill points per level (e.g. 10.5 for INT 1) it will be saved for the next even level up (see Skill Rate).

Agility:

Modifies: Action Points available for V.A.T.S., draw and holster speed, reload speed, and the Guns and Sneak skills.

Agility determines the number of action points available for use in V.A.T.S. (base AP determined by 65 + (Agility x3), and can be raised by perks and some items).

The holster/reload time is modified in percentage by 10*(Agility-5)% from 100% base value. Agility below 5 makes reloading slower and above 5 makes it faster, by 10 percentage points per point of Agility, as a modifier to the character's speed. Speed is the inverse of time: at Agility 1, the character is at 60% of baseline speed, which means the time it takes to reload is multiplied by 1.67 (taking 5/3 as long to reload), while at Agility 10 the character is at 150% baseline speed, so the amount of time it takes to reload is multiplied by 0.67 (taking 2/3 as long to reload).

reload speed modifier=Agility−510=Agility10−12reload time in seconds=WeaponReloadTime((0.5+Agility∗0.1)∗modifier)

Modifier Rapid Reload = 1.25

Luck:

Luck functions in the same manner asFallout 3. It raises the value of every skill +1 for every 2 points in Luck (see chart below Level names and statistics) and affects Critical Chance. It also improves the odds of winning at any casino game; the higher the Luck, the more likely favorable outcomes on bets will be. If having won a casino bet through the influence of Luck, the "You feel lucky" message is displayed. A Luck of 6 will begin to influence Roulette and Slot machines, though rarely. A Luck of 7 is required to win with any regularity or to begin to influence Blackjack outcomes.

CombatMain article: Fallout: New Vegas combat

Gameplay includes a combat system that allows for both first and third person view and features the ability to use weapon iron sights. The game also made a change from the true bullet flight paths inFallout 3to simulated bullet flight paths, which means the bullets, when fired, originate from the center of the screen's crosshairs, rather than the tip of the gun's barrel.

Fallout: New Vegasutilizes the Damage Threshold (DT) mechanic. If an enemy has a high DT, some weapons may be ineffective. This is indicated by a red shield near the enemy's health bar when attacking it, both in and out of V.A.T.S. The damage threshold will be due to high armor or a built-in mechanic to that character, and will require the Courier to either retreat or attack with a more powerful weapon.

The Vault-Tec Assisted Targeting System, or V.A.T.S., is an active pause combat system implemented in the game. While using V.A.T.S., the otherwise real-time combat is paused. Use of one's weapon can be seen in slow motion and greater detail.

Attacks in V.A.T.S. cost Action Points and one can target specific body areas for attacks to inflict specific injuries. Melee weapons now have special moves in V.A.T.S., such as "Fore!" for golf clubs, along with special Unarmed moves such as Ranger Takedown.

The player character will take more damage in V.A.T.S. than inFallout 3(75%, up from 10%). One can choose to activate or deactivate a dynamic "Kill Cam," which shows one's success in combat in slow motion. The setting can also be changed to only show this cinematic viewpoint for the last enemy of a group.

Character system Fallout: New Vegas SPECIAL:

The SPECIAL system returns and directly influences speech options and quests. Traits can be chosen and perks are gained every two levels.

Gambling Main

The city of New Vegas, as well as other smaller settlements in the game, have a variety of colorful casinos or other forms of gambling to explore. InFallout: New Vegas, several gambling mini-games have been added, including Blackjack, Roulette, and slots.

Outside the casinos, many people across the Mojave play Caravan, a card game designed by Obsidian specifically for the game. One's Luck contributes to the outcome of gambling games. One will receive money for winning, and casino floor managers will congratulate the player character with food, drink, or a comped suite at the hotel.

Winning too much money after that, however, will result in the floor manager letting them know they will not be able to earn any more winnings. Although one can no longer gamble in that casino, they are still able to enter and buy items or food.

📖 Contents

1 Chapter 1: World Info 2 Chapter 2: New Start 3 Chapter 3: Cyberpunked 4 Chapter 4: Nuka Break! 5 Chapter 5: Vault 69. Nice! 6 Chapter 6: The deserts "fucking" hot, cactus are prickly. Oh "Dear God!" this just escalated quickly! 7 Chapter 7: Rebecca takes her shot 8 Chapter 8: When life gives you lemons make an A-bomb 9 Chapter 9: Ed-e My Love 10 Chapter 10: Avengers Assemble! 11 Chapter 11: Psyker Powers Are Bullshit! 12 Chapter 12: Return of Nuka Break 13 Chapter 13: Minefield 14 Chapter 14: Mass Release! 15 Chapter 15: Such foul language from such a pretty mouth 16 Chapter 16: A Perfect World 17 Chapter 17: A Certain Item 18 Chapter 18: You’re a seven-foot walking tank wielding a 20mm anti-tank rifle 19 Chapter 19: C.a.m.p. 20 Chapter 20: Exodus 21 Chapter 21: Her 22 Chapter 22: Ron and Done 23 Chapter 23: Now I am become Death, the destroyer of worlds 24 Chapter 24: Buried under a mountain of his own ambition 25 Chapter 25: Return to Goodsprings 26 Chapter 26: Beauveria mordicana fungus 27 Chapter 27: Battle Bus 28 Chapter 28: Invasion 29 Chapter 29: Invader Slain! 30 Chapter 30: Reincarnators 31 Chapter 31: Craig Boone 32 Chapter 32: If you’re good at something, never do it for free 33 Chapter 33: Plot Armor 34 Chapter 34: Showdown 35 Chapter 35: Ncr Correctional Facility 36 Chapter 36: Powder Gangers go Boom! 37 Chapter 37: Tanya the Evil 38 Chapter 38: Gatta Catch Them All! 39 Chapter 39: I Want To Be, The Very Best. 40 Chapter 40: In The Vikki and Vance Casino At Gunpoint 41 Chapter 41: Deputy Beagle 42 Chapter 42: Binding Contract Maker 43 Chapter 43: The Deal 44 Chapter 44: Can You Find it in Your Heart? 45 Chapter 45: Ranger Ghost 46 Chapter 46: Sexy Cowboy Man 47 Chapter 47: Bimannan! 48 Chapter 48: The Prydwen 49 Chapter 49: Breaker of Chains 50 Chapter 50: Ambush 51 Chapter 51: Never argue with a chibi 52 Chapter 52: The Vi Children 53 Chapter 53: Personal time 54 Chapter 54: Picnics and Plans 55 Chapter 55: Final Invasion 56 Chapter 56: If I can’t win, no one can! 57 Chapter 57 - 5th and Last Invasion 58 Chapter 58: Fallout in the Mohave 59 Chapter 59: Revenge Invasion 60 Chapter 60: Ancher Set 61 Chapter 61: Patrolling the Mojave almost makes you wish for a nuclear winter 62 Chapter 62: The Earl of Pudding! 63 Chapter 63: Hungry for More 64 Chapter 64: New Wildlife 65 Chapter 65: Dinky the Dinosaur 66 Chapter 66: A Viper never changes 67 Chapter 67: None shall pass! 68 Chapter 68: The Screams of Brahmin 69 Chapter 69: Nightkin 70 Chapter 70: Deal with the Devil 71 Chapter 71: Nice!!! 72 Chapter 72: Batch Job 73 Chapter 73: Power Transfer 74 Chapter 74: I’ll be back 75 Chapter 75: Power changer 76 Chapter 76: Kidnapped 77 Chapter 77: Playing clue 78 Chapter 78: The Butler did it! No, I mean Jeannie May! 79 Chapter 79: Buzz! 80 Chapter 80: The truth will set you free 81 Chapter 81: Vi Family Brotherhood of Steel 82 Chapter 82: Tanya’s way or the highway 83 Chapter 83: Here we go again... 84 Chapter 84: Oh boy! Chaos. 85 Chapter 85: The Meeting 86 Chapter 86: Announcement 87 Chapter 87: Invasion Continues 88 Chapter 88: Morale Booster 89 Chapter 89: Re-beginning the battle 90 Chapter 90: "Praise the Blood God!" 91 Chapter 91: Identity revealed 92 Chapter 92: Secure! 93 Chapter 93: Contain! 94 Chapter 94: Protect! 95 Chapter 95: The Beast of Caerbannog 96 Chapter 96: Path of Destruction 97 Chapter 97: Luna Tijeras 98 Chapter 98: Six, trust me. Get us as far as fucking possible 99 Chapter 99: Hell’s Grannies 100 Chapter 100: The truth comes out 101 Chapter 101: Bond 102 Chapter 102: The vein of my existence 103 Chapter 103: Gol D. Roger 104 Chapter 104: Psychopath 105 Chapter 105: You’re not becoming a monster, we were always monsters from the beginning 106 Chapter 106: Protege 107 Chapter 107: Factsphere Sensor 108 Chapter 108: I’m a Swordsman? 109 Chapter 109: No, I’m a goddamn Marksman 110 Chapter 110: Mojave Provide Obstacles 111 Chapter 111: Don’t touch my Bus! 112 Chapter 112: Interlude: The Rabbit Hero 113 Chapter 113: Interlude: Never give up 114 Chapter 114: Interlude: Climax 115 Chapter 115: Interlude: Conclusion 116 Chapter 116: Interlude: Epilogue 117 Chapter 117: The Lonesome Drifter

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