» Mon Jul 04, 2011 1:17 am
New Armor Accessories: Most armors can support one to three upgrades, some more, others none at all.
* Insulation: From stuffing newspapers in your coat to down packets.
* Radiation Shielding: rad resistance and even complete rad elimination in certain circumstances… though those often times require some rather serious measures to accomplish.
* Armor Plating: Add extra armor to a suit of armor
* Armor dyes: That urban camo clash with those blue jeans? Make em all pink and make a fashion statement!
* Power Generators: allows the armor to be made into powered armor, or if it already is powered, hook energy weapons up to the generator for unlimited ammo… with a recharge.
* ECM Shielding: adds an energy field to protect against damage.
* Cloaking field: Just like your standard stealth boy. Has a recharge rate. Upgradeable with batteries for continual use.
* Rebreather/Air Tanks: allows one to swim underwater. Just as a hint… best you get insulation too.
* Camouflage: This comes in urban, forest and arctic variants, each has their own paint styles. They allow for added Sneak skill in their respective environments, but reduces sneak skill in the other environments.
* Ghillie Shroud: Same as Camouflage, only made of objects needed to break the eye and keep one from identifying parts that could be human. But likewise, in the wrong environment it actually hurts your ability to Sneak.
New Armor:
* Royal Army Power Armored Suits: Similar to the power armor we know and love, with a few modifications.
* Winter Suit: It’s white, complete with matching backpack. Provides excellent armor, an improvement to insulation and a bonus to Sneak skill.
* RAF flight Suit: Designed to be Rad-resistant… enclosed air tanks for a short amount of air.
* Frog Man Suit: Hey… what’s a frog? Is that the thing that ate my cousin in the swamp? Royal navy frogman suit, gives bonuses to swim speed. Complete with a Rebreather, great insulation, little armor.
* Frame: Technically a walker vehicle, this is Great Britain’s land superiority weapon. From a large chair with arms and legs to a fully enclosed sleeks as a fighter jet mobile weapons platform, the United Kingdoms would’ve provided a real threat to China with these suits.
New Chems:
* Smokes!: One thing you should be able to do is smoke all those cigarettes you keep picking up. Sure it looks cool, but there should be a benefit for it. +1 Charisma and +5 Speech while smoking… unless of course there’s the rare person who doesn’t like being around cigarettes. They’ll tell you if they are.
* Cannabis: Puff-puff-pass [censored]es! Cannabis is found in the swamps most often, really, it’s the only place left where it can grow. Not exactly illegal anymore, so you can smoke it fine. Perception +1 but AP -5 and INT -1. Stats are one thing, but seeing that little Columbian Sauna rise from the end of that blunt makes you feel cool.
* Amp: Meth-Amphetamine. Chem used most by the Neo Germans. A little history lesson, did you know that Hitler’s Regime came up with Meth? Sleep -100, Perception +1, AP +10, CHA -1
* Jolt: A psychedelic drug made from the backs of giant toads. Allows one to see into the Umbra.
* Surge: Causes a brief mutation of enhanced strength and speed, allows a user to go above 10 for SPECIAL attributes for a short time.
* Nuke: Nuke actually fills you with radiation! Why would you do that? Ever? I mean really… why?! Well… if you’re a magic user, you have to have mana (radiation) to cast your spells, or if you’re a Super Mutant or a Ghoul, then rads actually heal you!
* Splice Chems: These are chemicals that give prolonged attribute enhancements at the cost of temporary mutation. If you have the new perk Muto, there’s a chance these chems become permanent. Even without those chems there’s still a chance it becomes permanent, but it’s less than 1%
New Foods:
* Tea: A fundamental center point of British society is tea. It strikes one that even in the depths of horrible frozen wasteland that the British would still find a way to grow and brew teas of various sorts. Where they get the lemon and cream from is in itself a mystery.
* Haggis: Nothing so good as stuffed sheep bladders.
* Spotted dike: QUIT LAUGHING!
Proposed Vehicles/Mounts:
* Ram: no… not the sort made by dodge. These are mutated wooly rams, similar to Long Horns in New Vegas.
* Wooly Horses: Same thing as a horse, only it’s covered in lots of hair. They’re big and strong, very much like Clydesdales.
* Nightmare: To find one of these nasties and tame it is a quest in and of itself.
* Worg: Worgs are those really big wolves
* Two-Stroke: When we talk about “Little” bikes, we’re talking about Harley Davidson V-Twin motorcycles. The thing is that the V-engine is A LOT larger than the once tiny moped two-stroke engines.
* Jet Cycle: A hover bike with a jet engine. Enough said.
* ATV: I bet when they considered “All Terrain Vehicle” they didn’t consider this wasteland. Not necessarily the fastest thing in the world, but it’ll definitely get you there.
* Jeep: A larger faster ATV
* Truck: Largely should stick to the roads, though the 4WD versions or those with the 4WD upgrade can off-road quite well. Let’s go mudding!
* Frame: These extremely rare pre-war automatons come in various types and complexities. The weakest are trundling walkers with arms and an open or semi-open cockpit. The most powerful are like flying tanks.
New Perks:
* Dual-handed: Allows Dual weapons (there’s no words that say how awesome this man is). Increased levels of this perk allows one to offset the weapon weight and carry heavier weapons one-handed. Again, while doing this, don’t expect to aim. Combined with Ambidextrous and Weapon Carrying (introduced with Vegas) one can carry two heavy weapons in either hand.
* Ambidextrous: allows you to hold weapons in either hand. Helpful for working around corners.
* Cold Resistance: Similar to RAD Resistance, only it provides more natural resistance. Combined with the Polar Bear Perk, this largely makes the character not to have to care about Exposure.
* Archmage: Reduces Fallout from using magic, and enhances the ratio of magic use. This Perk is required for the most powerful spells in the game.
* Survivalist: Adds Insulation and Rad resistance of +1, Water, Food and Sleep increase more slowly, and you can unlock Cooking and Camp Equipment creation at the workbenches not otherwise available
* I am NEO!: Unlocks Matrix abilities when working in AR/VR
* Rambo: You do 10% extra damage and have additional AP in VATS when using Bow, Melee and Pistol weapons. Light armor has +2 DT and +1 IT… and you have the overwhelming desire to say: “Yo…”
* BOND: Bond. James Bond. You are like the famed double-oh operatives of her Majesty’s MI-6 operatives complete with Q-branch. CHA+1, +10 speech, sneak, science, lock pick, and opens additional knick knacks that can be made at a workbench.
* Jack/Jill of all trades: You do a little of everything. Each purchase of this rank gives a +5 to all your skills. Can be purchased 3 times
* Mechanic: Allows for the upgrading and maintenance of your own vehicles and the creation of vehicle repair kits at workbenches.
* Armorer: Allows for the upgrade and the removal of upgrades of armor. Make your own powered armor even! (with a high enough of a repair skill… and the right parts)
* Weaponsmith: Allows for the upgrade and the removal of upgrades on weapons.
* New Starting Perks: The one-time only game-changing perks that are chosen at the very beginning of the game. There will be more, but these listed below are the special ones for the game.
* Enhanced-FEV: The Master’s work is never done. Achieving newer grades of radiation (maxing the rad bar) opens one up for the next stage of super mutant transformation… but this is an improved strand. You aren’t big green and scaly, but each time you advance in radiation your STR and END get +1! Only in the extreme levels do you lose INT and PER by -1. You control your growth, and loosing Rads is actually a bad thing… but it is possible to return to human again. (before leaving the Bunker, you are injected with an Green fluid)
* Ghoul’s Delight!: You can’t get rid of rads. They just sort of stockpile inside you and won’t go away save for the most extreme measures. Each time you advance through your Rad levels (fill the rad bar) you advance to a new stage of Ghoul. You suffer a Charisma deficiency whenever you face non-Ghoul/mutants, but feral Ghouls don’t attack you (usually), and radiation actually heals you! For those of you working as a mage, not being effected by the after effects of spells is always a plus, and those after effects actually advancing your condition, eventually you can even turn into a glowing one. But… some people don’t really like glowing ones, and will shoot you on sight. Neo Germans may mistake you as one of their own… (Before leaving Bunker, you are injected with an orange fluid)
* Cyborg: Cybernetics comes easy to you. Medicine and Science skill increased by 10, and you effectively start the game with one permanent free Cybernetic upgrade, but your Rad-threshold and Insulation Threshold are each reduced by 1 (You are given a Silver injection when you leave Bunker).
* Royalty: You’re in line for the throne. The monarchy may be dead… and forgotten… but those who still remember that there was a king or queen, will give you favor. Also, your blood status will gain you access to places and favors your normally wouldn’t be able to get to. As such, your CHA is increased by 1 and your Speech is increased by 10, and you gain access to dialog not otherwise available, but at the same time you’re also a target. Expect random enemies to spawn after you more often. Remember… luck favors the prepared. (When leaving Bunker you are given a coat of arms)
* Polar Bear: You have a clear and concise resistance to the cold. Your IT (insulation threshold) is increased by 2. Also, your END is increased by 1, but your AGI is decreased by 2 (When leaving Bunker you have a exposure-resistance armor upgrade)
* Rad Resistant: Radiation doesn’t affect you as much as it does the average person. On the one side you get +1 END, but you also get -20 Magic skill (this can place you negative). (When leaving Bunker you are given an rad-resistance armor upgrade)
* Muto: Eating the raw meat of a kill has the chance of granting you attribute, skill or ability bonuses from that creature. Using Splice chems have a higher percent of causing permanent bonuses, and splice medicine has a no possible chance of rejection in you. (When you leave Bunker you are injected with a Blue Chemical)
* Dwarf: You’re smaller than most, weaker than most, but guess what! Don’t underestimate those with a low center of gravity! Character height is several feet than most. Super mutants can carry you and you can control the super mutant who fights automatically. Your STR, END is -2, you can never be higher than an 8 for these attributes, but you gain +1 to CHA, PER, AGIL and +25 to Sneak when running around by yourself. Yes, a Dwarf can still get the Enhanced FEV trait… you just won’t be as tall as most. Not Compatible with Amazon.
* Amazon: You’re taller than most, due to a genetic abnormality, you are stronger and more enduring than most, but sadly you have this damnable intelligence problem. Your CHA, STR, END are +1, INT, PER are -2, and you have a +10 to Melee skill. Not Compatible with Dwarf.
*Pariah: You just svck at communication. Alright… fine! That’s the way they want it, that’s how they’re going to get it! CHA-2 Speech -10 (can never be greater than 90) but get +10 AP and +10% critical and +10% accuracy.
* Color Blind: You play the entire game in black and white, or until you get that corrected somehow. The good news is that seeing only in contrast, darkness and color variations don’t really phase you, and you can see clearly in dark or light, and likewise you can see objects stick out better.
Changes to Existing Perks:
* Jury Rigging: This does more than allow one to repair a thing with nearly anything, this will also allow the user to break down equipment more than just ammo into constituent parts and put them together again. It expands – vastly – the number of gadgets and equipment you can make with the repair skill… including your own power armor. Original Iron Man Suit anyone?
* Junk Rounds: The only skill that allows you to make the Aluminum (tin can, bent tin cant, pop can) round.