Fallout Character End Status
Vault Scion David Assaf, IV
Victory #2
May 4, 2003
A Fallout End Status
FALLOUT
VAULT-13 PERSONNEL RECORD
02 October 2162 1603 hours
Name: Enki Age: 30 Gender: Female
Level: 17 Exp: 144,634 Next Level: 153,000
::: Statistics :::
Strength: 08 Hit Points: 094/099 Sequence: 08
Perception: 07 Armor Class: 035 Healing Rate: 02
Endurance: 06 Action Points: 10 Critical Chance: 029%
Charisma: 05 Melee Damage: 03 Carry Weight: 225 lbs.
Intelligence: 10 Damage Res.: 050%
Agility: 10 Radiation Res.: 042%
Luck: 09 Poison Res.: 030%
::: Traits ::: ::: Perks ::: ::: Karma :::
Finesse Bonus Rate of Fire Reputation (General) 84
Gifted More Criticals-2 Champion
Swift Learner
Tag!
::: Skills ::: ::: Kills :::
Small Guns ..... 059% Men ............ 097
Big Guns ....... 010% Women .......... 026
Energy Weapons . 200% Children ....... 001
Unarmed ........ 064% Super Mutants .. 077
Melee Weapons .. 064% Ghouls ......... 005
Throwing ....... 113% Radscorpions ... 015
First aid ...... 102% Rats ........... 109
Doctor ......... 013% Floaters ....... 003
Sneak .......... 030% Centaurs ....... 002
Lockpick ....... 090% Robots ......... 037
Steal .......... 020% Manti .......... 018
Traps .......... 067% DeathClaws ..... 008
Science ........ 097%
Repair ......... 078%
Speech ......... 101%
Barter ......... 020%
Gambling ....... 037%
Outdoorsman .... 041%
::: Inventory :::
147x Stimpak 28,156x Bottle Caps 7x Grenade (Pulse)
18x Grenade (Plasma) 6x Micro Fusion Cell 2x Plastic Explosives
1x Motion Sensor 1x Tape 1x Security Card
1x Key 1x Psychic Nullifier 1x Back Pack
1x Turbo Plasma Rifle 1x Stealth Boy 1x Hardened Power Armor
Total Weight: 220 lbs.
And now, some commentary:
My first game I made the mistake of not loading up on
Intelligence and choosing the Quick Shot trait, in
which you cannot target your shots. I missed out on
many side mission-enabling dialog options and
combat-ending criticals, as a result.
This time (#2) was different; I also made energy
weapons a tag skill and put a little in at each level,
ignoring other gun skills in anticipation of landing a
turbo plasma rifle (which for a long while, Enki
couldn't reliably fire until she gained Power Armor to
get the minimum strength).
Enki managed to keep Tycho, Ian and Katja all the way
through the game (disbanding at times to keep them
safe), though Dogmeat exploded like a blood sausage in
Mariposa (the military base). With her high stats and
critical percentage, Enki had 3 shots (or 2 targeted +
a reload) every round from her turbo plasma rifle
going into Mariposa, and so paved over Super Mutants
like ants, critcaling them nearly every time. The
only she time died after that was at the hands of the
Master---rather spectacularly, of course---but on
redo, I tried the "sterility" thing to avoid the
firefight.
Enki's best 2 moments were fighting Deathclaws.
That's when she connected Harold's hint ("Poke 'em in
the eye, or something! Hell if I know." or similar)
with targeting their eyes. Imagine her surprise when
she leveled one all by her lonesome with a targeted
shot from her handgun. She also discovered that you
can squeeze out a few more exp in the lair outside of
Shady Sands by sealing off the cave with a well-placed
dynamite charge. That was unexpected icing on the
cake.
Most memorable experience: critical hitting the
Lieutenant and watching the gore fly. They spent some
time programming that one!
It was also memorable to pickpocket the head water
merchant and steal her Vault 13 canteen (no doubt
extorted from Enki's subterranean comrades).
Note to self: Tycho ROCKS with the Red Ryder LE.
Don't bother giving him the combat shotgun; he can
fire the RRLE twice per round, and reloading is a
non-issue. Ian is best with Erwin's rifle-handgun.