WARNING: SPOILERS FOR THE STORY I STRONGLY SUGGEST YOU ONLY READ THIS AFTER YOU READ UP TO CHAPTER 39. PROCEED AT YOUR DISCRETION.
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Name: Rio
Species: Alicorno Hybridis
Alignment: Neutral Good
Class: Stealth Sniper/Mage
Level: 50
Hit Points: 734
Action Points: 255
Mana: 150
Damage Resistance: 774
Energy Resistance: 814
Radiation Resistance: Immune
SPECIAL Stats:
Strength = 6
Perception = 16
Endurance = 16
Charisma = 15
Intelligence = 15
Agility = 16
Luck = 15
Skills:
Cracking: 100
Barter: 100
Energy Guns: 1
Explosives: 58
Guns: 1
Magic: 100
Medicine: 100
Melee Weapons: 1
Science: 100
Sneak: 100
Survival: 100
Unarmed: 16
Perks:
Archmage Legacy Rank 3
You apprenticed under the father of modern magic and the pillar of arcane knowledge.
Rank 1: Spell cost reduced by 25%. You learn new things 15% faster.
Rank 2: You can now dual-cast spells. Low-medium weight telekinesis is now free. (Up to 25 lbs)
Rank 3: You gain +25% effectiveness on all magic spells. (X)
Rank 4: You radiate ambient arcane energy. Passive mana regen is doubled, quadrupled when standing still.
Rank 5: Once per day, activate Temporal Seal — freeze time for 5 seconds to reposition, recover health/mana, or cast free spells. (Spells enact once Time resumes)
Griffon's Eye Rank 4
Old, grouchy, and wiser than he lets on. You've learned from him and have inherited his eye for a good deal and the debts owed to him.
Rank 1: Vendors carry +25% more caps and rare loot.
Rank 2: Bartering grants a 10% chance to receive extra loot or a rare item.
Rank 3: You can call in favors from old "debts": once per 10 in-game days, summon a griffon mercenary for free. (Mercenary despawns on death and is loyal)
Rank 4: You gain Gilded Legacy: Once per week, A random hidden vault cache appears on your map. Summoned mercenaries will come with their own gear and will never run out of ammo for their weapons. You become a respected and close friend of the griffon species. (X)
Forest Sovereign Rank 4
As ruler of Thicket, you draw strength from nature itself and lead with ancient wisdom.
Rank 1: Regenerate Mana and AP 25% faster when standing on natural ground or near plant life.
Rank 2: Forest-dwelling creatures are no longer hostile and may randomly come to your aid.
Rank 3: Environmental hazards (poison gas, spores, roots) no longer affect you; instead, you gain a small buff when exposed.
Rank 4: Once per day, automatically activate Gaia's Protection — If you would take lethal damage, you are instantly replaced by a wooden body double, and you are transported away from the danger. (X)
Hive Mind Rank 4
You feed off emotion — but it's strategy, not hunger, that makes you a predator.
Rank 1: When near allies, gain +10% damage and AP regen.
Rank 2: Enemies affected by charm or confusion take +30% damage from all sources.
Rank 3: You can now clone yourself briefly: a green illusion attacks for 10 seconds.
Rank 4: Once per day, activate Changeling Shift: change your appearance to any known person, gain a unique buff, and confuse enemies. (Lasts for 4 hours) (X)
Siren's Voice Rank 4
Your voice bends minds. Your song draws crowds. And you can sound like anyone.
Rank 1: Your voice is powerful: You can change your voice at will, and it increases the effectiveness of disguises by 50%.
Rank 2: You no longer need instruments: When singing, the perfect music matching the song will automatically start playing.
Rank 3: Singing can charm those around you, making them unwilling to harm you, and will also increase the odds of them paying the user for singing.
Rank 4: You are the perfect musician: You cannot fail or mess up during performances, and you always know the perfect pitch and tone needed when singing. (X)
Adamantium Skeleton Rank 3
Rank 1: Your skeleton has been infused with indestructible metal, reducing limb damage by 30%.
Rank 2: Your limb damage is now reduced by 60%.
Rank 3: Your limb damage is completely eliminated. (X)
Lead Belly Rank 3
Rank 1: Your digestive tract has been adjusted to the weirdness of the Wasteland. Take less radiation from eating or drinking.
Rank 2: Take even less radiation from eating or drinking.
Rank 3: You take no radiation from eating or drinking. (X)
Traveler Rank 2
Rank 1: Hold your V.A.T.S key to see the path to your closest quest target. You also move 15% faster with your weapon holstered.
Rank 2: You gain 50% more XP from exploration, and have all map locations revealed on your Pip-Boy. (X)
Master Tinker Rank 3
Rank 1: You can salvage uncommon components when scrapping weapons and armor. You can also craft Tinker's Receivers for pipe weapons.
Rank 2: You can salvage rare components when scrapping weapons and armor. Items with favorited components are highlighted while your weapon is wielded.
Rank 3: You gain 50% more components when scrapping items in your settlements. Additionally, you can create and sell specialized toolboxes for profit. (X)
Inspirational Rank 3
Rank 1: Because you lead by example, your companions do 25% more damage in combat, cannot hurt you, and are much stealthier.
Rank 2: Your companions have +50 Damage and Energy Resistance, can't be harmed by your attacks, and can't trigger enemy mines.
Rank 3: Your companions take 30% less damage, carry 50 additional weight, and do not consume ammunition. (X)
Quick Hands Rank 3
Rank 1: You reload guns 35% faster and swing melee weapons 7% faster.
Rank 2: Reloading guns costs 50% less Action Points in V.A.T.S., and you now swing melee weapons 15% faster.
Rank 3: You reload guns and swing melee weapons twice as fast while under effects that slow time. (X)
Idiot Savant Rank 3
Rank 1: You're not stupid! Just... different. Randomly receive 3x XP from any action, and the lower your intelligence, the greater the chance.
Rank 2: You now randomly receive 5x XP from any action, and the lower your intelligence, the greater the chance.
Rank 3: Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower the intelligence, the greater the chance (X)
Acrobatics Rank 3
Rank 1: While not wearing power armor, you have a 7% chance to dodge any incoming attack, and your equipped apparel weighs 3% less per Agility.
Rank 2: While not wearing power armor, you now have a 15% chance to dodge any incoming attack, and your equipped apparel weighs 5% less per Agility.
Rank 3: While not wearing power armor, you now have a 20% chance to dodge any incoming attack or explosion, and your equipped apparel weighs 7% less per Agility. (X)
Ascension Perks:
In Umbra Glacies
"Darkness is not always the enemy. Sometimes, it's the shield that protects others."
Effect:
Gain permanent Crystal Armor:
+100% damage and energy resistance
When you take a fatal hit, instead shatter into crystal, becoming invulnerable for 4 seconds and healing 50% HP (once per combat).
Shadowstep:
Teleport behind enemies within 25 meters (5s cooldown)
When an ally falls below 30% health, you can teleport to them and cast a free shield spell (60s cooldown)
Once per day, Unleash a shadowy crystal form:
For 15 seconds, your entire body becomes pure living crystal:
+300% damage resistance
Spells reflect back at casters
Melee attacks trigger staggering shockwaves
At the end, your form explodes into radiant shards:
Heals all allies to 100%
Stuns and silences all enemies
Regenerates all spent mana and AP
The Hive King
"You've learned to lead not through fear but connection. The Hive still answers your call. But now, they follow out of loyalty."
Effect:
Gain 4 elite changeling companions: each has a unique combat specialization (sniper, assassin, medic, mage, warrior, heavy, etc.) (User chooses what type when summoned.)
You and your summons gain passive awareness of all enemies within 100m, even through walls, barriers, and obstacles.
+100% stealth detection reduction for you and your allies.
When a faction member disguises themself as someone or something else, they instantly gain information on how they should act to make the disguise more realistic.
Once per week, you can summon 1 normal changeling.
Once per day – Metamorphic Ascension
All changelings transform into mythical beasts (griffon, manticore, dragon, etc) for 60 seconds and gain the full benefits of the creature with no drawbacks.
Their attacks now cause elemental damage (fire, acid, psychic, etc) and knockback.
Current Equipment:
Weapons -
The General's Ghost:
Model = M107 Barrett Sniper Rifle
Caliber = .50 HEIAP (High-explosive incendiary/armor-piercing)
Legendary = 33% more accurate in VATS and costs 25% less AP to shoot in VATS.
Notes = This sniper is used in a long and extreme range silent elimination role. It has a highly specialized silencer that makes the rifle nearly whisper-quiet. Its recoil is far below what would be expected for a rifle of this caliber, with almost no noticeable recoil.
Quiet:
Model = Steyr AUG A1
Caliber = 5.56 Incendiary
Legendary = + 25 Bleed Damage over 5 seconds, stacks infinitely.
Notes = This weapon was named Quiet by Rio due to it being used for one thing and one thing only, the elimination of enemies in medium to long ranges quietly. It boasts both a high fire rate and excellent range, enabling it to fulfill its role perfectly. It can be used for close-range combat, but that is saved for another weapon in Rio's arsenal.
FOXHOUND:
Model = M1911
Caliber = .45
Legendary = N/A
Notes = The only non-legendary/unique weapon in Rio's arsenal, this weapon is used for CQC and close-range combat. Its purpose is to be used in environments that require the silent elimination of targets. Despite not having any special abilities, this gun has been heavily modified by Rio to make the best a M1911 could perform. This weapon was named FOXHOUND by Rio because of his memories of playing Metal Gear Solid when he was younger. This gun was the first ever firearm he found in the Fallout Universe, which makes it special to him. It performs its job very well and has taken the lives of many a scum and villain.
Russian Winter:
Model = PPSh 41
Caliber = .38
Legendary = + 10 Cryo Damage, slows struck enemies with each additional hit, and critical damage freezes targets.
Notes = This weapon fires extremely fast and is used by Rio in a mostly short-range role, but can be used up to medium range if needed. This weapon is also meant to be used when things get loud, as it has no silencer equipped. It can also be used for suppressive fire due to its high magazine capacity and slowing debuff. It is also weak enough to be used by Rio's telekinesis in a pinch, at the cost of almost 0% accuracy.
The Iron Cross:
Model = StG 44
Caliber = 7.92
Legendary = + 25% Damage and Limb Damage, No Recoil.
Notes = This weapon is Rio's choice for an assault rifle due to its high damage, good fire rate, great range, and best of all, zero recoil. Rio's uses it in medium to long range, and like the Russian Winter, it is meant to be used when things get loud, as it has no silencer. This weapon has the strange ability of having zero recoil, as in there is no kickback, which makes it highly lethal and dangerously accurate.
Armor-
Armored Minutemen Fatigues:
Model = Fatigues
Type = Underarmor
Effects = + 1 STR and AGI
Resistances = 110 DMG, 110 ENG (ENG stands for Energy Resistance)
Militia Hat:
Model = Head Piece
Type = Hat
Effects = + 1 CHR
Resistances = 110 DMG, 110 ENG
Black Ops Left Armguard:
Model = Shadowed Left Arm
Type = Combat Armor
Effects = Slows Time when 20% or less Health for a short time.
Resistances = 20 DMG, 20 ENG
Black Ops Right Armguard:
Model = Shadowed Right Arm
Type = Combat Armor
Effects = Slows Time when 20% or less Health for a short time.
Resistances = 20 DMG, 20 ENG
Black Ops Chestpiece:
Model = Shadowed Chestpiece
Type = Combat Armor
Effects = + 1 STR and END
Resistances = 39 DMG, 39 ENG
Black Ops Left Shinguard:
Model = Shadowed Left Leg
Type = Combat Armor
Effects = + 20% Stealth and become transparent while Sneaking and Not Moving.
Resistances = 19 DMG, 19 ENG
Black Ops Right Shinguard:
Model = Shadowed Right Leg
Type = Combat Armor
Effects = + 20% Stealth and become transparent while Sneaking and Not Moving.
Resistances = 19 DMG, 19 ENG
Spells: (All Spell costs are already reduced due to max Magic Skill; for the original cost, just double the numbers.)
Telekinesis = Telekinesis is free up to 25 lbs and up to 2 objects. Telekinesis above 25lbs will cost more mana, the heavier the object is. Telekinesis is limited to the player's Intelligence Stat times 15 in terms of the maximum weight that can be lifted. Mana cost is per second.
Shield = Creates a shield of magic that is stronger the more Mana that is inputted and the higher the Magic skill.
Locking Spell = Creates a magical lock that requires a greater Cracking Skill to bypass compared to the caster's Magic Skill. Costs 2 Mana.
Ward = Creates a 1 x 1 foot magical ward that creates a magical barrier on a stationary object or surface. Wards make scrying, unauthorized entry, and attacks more difficult. It can also be used to alert the caster to intrusion near or past the ward. It can also trigger another spell upon deactivation or activation. A ward is a very versatile spell for anyone looking to make a magic base. Additional effects added to the ward cost more Mana, but they can be added one at a time as long as the caster has the Mana. However, once the ward has been triggered, it will usually be dispelled. Base Mana cost is 10 Mana.
Clean = Casts a wave of cleaning magic that cleans a room and up to 3 people for 5 Mana. The spell makes the targets perfectly clean enough to be eaten off of.
Minor Heal = Casts a weak healing spell, healing the target by 25 points. Costs 7 Mana.
Mole's Diggin' Spell = Move the soil or dirt around you to create a hole or tunnel through the Earth. Costs 1 Mana per second.
Greater Capacity = Increases the casters maximum carry weight by a number equal to double the Mana spent on the spell. Can be cast on others.
Traumalocation = Casts a spell that locates the injuries or physical problems afflicting the target. It will give the user the info on where it is located and what it is affecting. Costs 10 Mana.
Runecraft = The knowledge of how to use various magic runes in crafts, enchantments, or traps. Runes must be carved into an object or place and cannot be damaged, or they will cease working. Runes must be carved perfectly, or they will not work, or worse, explode. Runes cost nothing to carve but require the carver to imbue magic to activate the runes. Imbuing cost varies depending on the choice of the caster and what the runes are meant to do.
Roost = The caster regains 50% HP. Using this spell disables the use of flight for 30 seconds. Can only be used or learned by flying beings. Costs 20 Mana.
Shocking Touch = The caster touches the target and sends a small electrical shock into them, stunning them for a few moments and inflicting minor damage. Can be resisted by large enough foes or those that are resistant to electricity. Costs 5 Mana.
Faction Size:
Faction = Minutemen
Bases = Total 19 (This isn't the full list, but rather the places that have some Minutemen presence, garrison, equipment, etc. This isn't the area where the Minutemen have control over, as that is more the Northern Commonwealth, excluding the Eastern third and a few places in the Malden area, but it gives you a general idea as to what territory they may control. )
Abernathy Farm
The Castle
Finch Farm
Graygarden
Greentop Nursery
Nordhagen Beach
Oberland Station
Outpost Zimonja
Red Rocket Truck Stop
Sanctuary Hills
The Slog
Somerville Place
Starlight Drive In
Sunshine Tidings Co-Op
Tenpines Bluff
Warwick Homestead
USAF Satellite Station Olivia
Concord
Vault 111
Members = Total 147/Full Members 145 (Slight spoiler, but many joined from Goodneighbor after getting to The Slog)
Allies: Atom Cats, Vault 81, Goodneighbor(technically)
Companions:
Cait
Codsworth (Affinity Perk Unlocked)
Curie
Delta Squad
Dogmeat
MacCready
Preston Garvey (Affinity Perk Unlocked)
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Author's Note:
Whew, this chapter took me 2 days and some change to finish. I probably won't make another character sheet chapter for quite a while, maybe until at least level 100 or perhaps 150. If I missed anything, let me know, and I will fix it. I'm not perfect, so I might have forgotten some minor detail or mixed up my notes and didn't add some bit of lore. Until next time, Ciao.