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Fallout: Sole Survivor Ability additions

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so now that that Courier revision has passed, our Fallout 4 protag is looking pretty lame in comparison. lets fix that.

=====CHANGES TO ALREADY LISTED ABILITIES======================
First off, I think we can just change Superhuman strength, speed, reflexes, durability, and endurance to simply Superhuman Physical Characteristics .

Social Influencing already on his profile, but it should be noted that he can use this temporary force weaker humans to fight for him with theIntimidatio perk. with theWasteland Whisperer perk, he can force weaker mutated creatures and humanoids to fight for him (such as Super Mutants and Gen 1 synths). With the Animal Friend perk he can do the same as above, except with animals. The Sole Survivor is also even better at Social influencing if the target is the opposite gender with the Black Widow/Lady Killer perk.

Stealth Mastery (like the courier, the Sole Survivor can sneak past creatures like Deathclaws who have enhanced senses, his movements do not trigger floor-based traps and mines, and going into sneak mode causes distant characters to lose sight of him (Sneak) he is also stealthy enough to silently pickpocket equipped items, and even the clothing off there backs and the guns in their hands, with the Pickpocket perk. His stealth is further amplified with Chameleo or Cloaking armor effect or when using a Stealth Boy to grant him invisibility. The Sole Survivor is also completely undetectable by others while underwater due to the Aquaboy perk.

Summoning not only can he summon the Mysterious Stranger, but he can also Summon Institute Synths with the Institute beaco and the Synth relay grenade

Supernatural Luck . the Sole Survivor is so lucky that bullets occasionally bounce off of them and hit the opponent, with the Ricochet perk.

More justification for Genius Intelligence. The Sole Survivor can build, operate, and hack complex machinery and futuristic weaponery , can craft a variety of potent drugs and explosives using the right materials, can create powerful robotic companions using the robot workbench.

================================NEW ABILITIES===================
Animal Manipulation (as mentioned above, the animal friend perk allows the Sole Survivor to pacify and command weaker animals)

Energy Projection . The Sole Survivor possesses many energy-based weapons.

Acid Manipulation via the Acid Soaker

Poison Manipulation via any weapon with the "Poisoner's" Legendary Weapon effect, and Kremvhs Tooth

Plasma Manipulation . The Sole Survivor possesses plasma weapons, along with Legendary weapons with the "Plasma-Infused" Legendary weapon effect

Fire Manipulation via the Flamer and other fire-based weapons along with weapons with the "Incendiary" Legendary effect and armors with the "Incendiary" legendary armor effect.

Ice Manipulation via Cryolator and other ice based weapons along with any Legendary Weapon with the Freezing or Frigid effect, and any armor with the Cryogenic effect.

Radiation Manipulation via weapons like the Gamma Gun, along with any weapon with the "Irradiated" Legendary effect.

Electricity Manipulation via the Tesla rifle along with other weapons through modification.

Rage Power via Nerd Rage! perk, which increases the Sole Survivors durability and attack potency when at low health, along with temporarily slowing time around them.

Mind Manipulation (can cause enemies to go into a frenzy with HalluciGen gas grenade, Fury Grenade and with the Berserk Syringe. Critical hits with weapons that have the "Enraging" Legendary effect will also cause enemies to go into a frenzy. The Sole Survior can cause targets to become non violent with the Pax Syringe, and can force targets to flee with the Yellow Belly syringe. The Persuasion grenade makes the target easier to persuade in dialogue.

Light Manipulation via his many laser based weapons, and his Pipboy which can emit light.

Explosion Manipulation via the many explosive weapons and grenades found in game. Along with any weapon with the "Explosive" Legendary Effect.

Resistance Negation via Sword Of Wonders which negates a portion of the targets defenses when dealing damage. the "Penetrating" Legendary weapon effect does the same thing. the Riflema perk allows Rifles to ignore a portion of the target's defenses. Bloody Mess can (rarely) cause nearby enemies to explode into blood and guts. Hunters Wisdom reduces the damage resistance of animals and sea creatures by 25%.

Water Manipulation via the Thirst Zapper

Duplication via Weapons with the "Two Shot" legendary effect, which shoots two (or double) projectiles while only costing one ammo.

Statistic Amplification (Can increase his stats with many different consumables, perks, and Legendary effects) deals over 2.5x regular damage when hitting a target with a critical hit with Better Criticals. Hitting a target while sneaking results in a sneak critical hit, which does 3.5x normal damage on ranged attacks, and up to 10x normal damage with melee attacks, using the Ninja perk.

Empowerment via the Solar Powered perk, which increases his strength and durability during the day time, and the Night Perso perk, which increases his intelligence, perception, and durability at night. Guns with the "Nocturnal" Legendary effect deal more damage at night, but less during the day. Isodoped allows the Sole Survivor to fill up there critical meter quicker while under the effects of radiation, and the Durable sludgepak increases the users durability the higher the more irradiated they are. Crusader of Atom and Inquisitor of Atom increases weapon attack potency while under the effects of radiation. The Legendary armor effect "Rad Powered" increases strength the higher the user's radiation levels are.

possible Longevity via the Mysterious Serum which temporarily halts aging.

Paralysis Inducement via Unarmed Critical hits in V.A.T.S with the Iron Fist Perk and with the Lock Joint Syringe.

Information Analysis via Awareness which allows the Sole Survivor to see what the target is weak against and what they are resistant to.

Damage Reduction via Toughness which increases the Sole Survivors Damage resistance. takes less damage from Humans,bugs, ghouls, animals and robots, with various Legendary Armor effects. Takes less damage while standing still with the Rooted perk and the Sentinel Legendary armor effect. Takes less damage while running with the "Cavalier's" Legendary armor effect, and with the Moving Target perk. Takes less damage from falling with the "FreeFall" Legendary armor effect, and takes no fall damage while in power armor.

Cyborgization via Adamantium Skeleto which states that your bones have been infused with metal.

Power Bestowal via the Inspirational perk, which increases the durability and carrying capacity of companions. the Live & Love Magazines provide various buffs to companions that travel with the Sole Survivor.

Hacking, can bolster his hacking ability with the Hacker perk. with the Robotics Expert perk, the Sole Survivor can hack into robots, even during combat, and force them to self destruct, shut down, or follow commands.

Teleportation (Can teleport to and from the Institute)

Healing via various consumables like Stimpacks. can heal himself by cannibalizing corpses.

Attack Reflection via the "Punishing" Legendary armor effect, which reflects 10% of melee damage back onto the attacker, and Reactive plates, a power armor mod that reflects 50% of melee damage back onto the attacker.

Preparation . With prep time, the Sole Survivor can set up mines and traps in advance, or modify there weapons and armors to better suit there situation. With enough prep time they could presumably build entire bases, complete with turrets to guard against incoming threats.

Immense Pain Tolerance- he can walk around and perform basic tasks while having various limbs broken.

Minor Creation (?) Via Fortune Finder which occasionally causes enemies to explode into a shower of bottle caps on death, and Scrounger which occasionally causes the Sole Survivor to gain more ammo after using the last round in there clip.

=====================REISTANCES=================================
Radiation via the Rad_Resistant, Aquaboy/Aquagirl and Lead_Belly perks, along with various items and armors that provide resistance to rads.

Ice Manipulation, Electrcitity manipulation, Plasma Manipulation and Energy Projection via Refractor, which increases energy resistance (electricity, ice, and plasma-based weapons all deal energy damage in Fallout 4, so perks that resist energy damage reduce damage from these elements as well) as well as armors that increase Energy resistance.

Fire Manipulation. Armors with the Asbestos Lining mod are immune to being set on fire.

Explosion Manipulation Armors with the Dense armor mod take less damage from explosions

Poison Manipulation. Astoundingly Awesome Tales reduces the damage the sole survivor takes from poison.


=====================Things IDK how to classify========================
The Homing_beaco allows the Sole Survivor to signal Zao, who will launch a missile at the location where the beacon was thrown, this would likely be considered Outside help.

Pickman Blade, along with many other weapons, can cause the target to bleed overtime. Status Effect Inducement

Deals more damage against Humans/animals/bugs and Mirlurks/Ghouls/Super Mutants/Robots with various different Legendary effects.

Melee weapons have a chance of crippling the Targets limbs with the Big Leagues perk. Any item with the Legendary effect "Kneecapper" has a chance of crippling the target's legs, and many items have modifications that give them a chance of crippling a target's limb.

Heavy Gunner and many other perks and items have a chance of staggering the opponent on hit. (Status Effect Inducement)

Rooted and some other items and perks have a chance of disarming an enemy on contact.

With the Party_Boy perk, the effects of alcohol are doubled.

Blitz seems to be some kind of Speed amplification, as it allows the user to travel toward targets before they can react. Statistics Amplification

Unstoppables give the Sole Survivor up to 5% to take no damage from any attack.
 
Removed "Limited" from energy projectile, plasma, acid, poison, fire, electricity, radiation, mind, light, durability negation, water, power bestowal. Nothing seem "limited" about them

Causing enemy to go into a frenzy also count for Status Effect Inducement

Mister Sandman is more like stealth kill rather than actual power so remove it

Remove Limited Duplication because it's doesn't really help much in-combat

Teleport only work via the Institute help

Damage Transferal seem more like Attack Reflection but either are fine with me

Fortune Finder seem more like minor Creation but i don't see how that could help him in-combat, same thing about Scrounger but i'm not against adding them

Heavy Gunner and perks that can staggering the opponent would be Status Effect Inducement

Unstoppables and Blitz would be Statistics Amplification

Others is just game mechanic or skill feats and so on. Beside all thing above, i agree with this.
 
I agree with most of what you said, but I do have a few things to say.

"Remove Limited Duplication because it's doesn't really help much in-combat"

I don't think duplication should be removed because of this. its a minor power that only applies to certain guns, but its still something that should be listed. Some of the strongest weapons in the game make use of the Two-Shot duplication abilility, such as the Big Boy, which shoots two mini nukes (which can be upped to 12, with the MIRV Launcher mod)

"Teleport only work via the Institute help"

It uses institute technology, but due to tech they installed into the Sole Survivors pip-boy, they can freely travel to and from the institute after the Institutionalized quest is completed, as long as they arent banished.

"Fortune Finder seem more like minor Creation but i don't see how that could help him in-combat, same thing about Scrounger but i'm not against adding them"

I agree It wouldn't help in combat, but it should still be listed as an ability they have imo. Scrounger actually is reasonably in a fight though, since it has a chance to generate more ammo for the Sole Survivor, and most of his weapons have limited ammunition.

Other then that, I'm fine with removing "limited" from his powers, removing Mr. Sandman, and reclassifying some of the powers.
 
Alright then, it's seem like you have update the OP, it look nice now.

Teleportation still need Institute help, so we need to clearly explain that, otherwise it would be confused for others people who don't know about Fallout.

I have nothing to complain for now, you might want to ask some mods or knowledgeble members to came. The forum lockdown is about to begin and you might want to make this quick or wait until forum been transited to continue.
 
What are the summarised conclusions here?
 
You can ask the following members to comment here:

ThePerpetual

ZacharyGrossman273

LordGriffin1000

Anttron224

Yomi Schwarz

You can also ask some discussion moderators: VS Battles Staff
 
I think everything but Durability Negation looks alright at a glance. As a note, in general any % based thing is a gameplay mechanic but the buff they gave can be used for classification. Like Damage Reduction is fine but not "5% damage reduction".
 
Okay. That is probably fine then. Thanks for helping out.
 
This looks fine.

I think Pickman's Blade probably counts as status effect inducement, since if I remember correctly it causes them to take bleed damage, and every time they bleed they take more bleed damage because of its modifications.
 
You only have a little over 6 hours until the partial wiki lockdown, so it is probably best if you hurry up with the revisions, as long as you make sure to handle them properly.
 
Do you need his help Anttron?
 
Okay. Feel free to do so then.
 
Thank you. It seems good to me, although maybe somebody could separate the abilities into a few types place in tabbers, to turn the section more organised?
 
Maybe the equipment or preparation abilities as well?
 
Okay. Thank you. Is there anything left to do here, or should I close this thread?
 
Wait before we close this.

The Sole Survivor can possess a Fat Man (Fallout) with the Experimental MIRV launcher, which we rate as Large Building level, so can I change the Sole Survivors Attack Potency description to

Wall level physically (Far tougher than a normal human, can fight large monsters in hand-to-hand combat), weapons range from Street level to Building level (Arsenal ranges from small handguns to large caliber weapons. The laser rifle is capable of turning people to ash and the Fat Man fires miniature nuclear missiles are capable of inflicting this sort of destruction, can enhance his/her attack power via consumables and Critical Hits), Large Building level with the Big Boy (can fire up to 12 mini nukes at once with the Experimental MIRV Launcher) radiation-based attacks ignore durability to some degree and plasma weapons deal damage on a molecular level.
 
You can ask a staff member to apply it now that the wiki is in partial lockdown. Maybe Qawsedf234 is willing to help out?
 
Thank you for helping out. Is there anything left to do here, or should we close this thread?
 
Okay. Thanks. I will close this then.
 
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