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Aint that a kick in the head fallout
Aint that a kick in the head fallout








There is also a broken 9mm SMG laying on a crate near the bed in which the Courier woke up, which can be repaired and taken if their Repair skill is at least 25. The chemistry set in the room the Courier awoke in can be used by a character with a Science skill of at least 25 to produce either five stimpaks or a small assortment of chems (Psycho, Jet, Steady, Buffout, Rebound, and Mentats).

aint that a kick in the head fallout

The doctor has a fair amount of medical equipment, as well as a laser pistol and ammunition in a metal box. There is no theft penalty for anything in the Doc's house. Once character creation is complete, the doctor will guide the Courier to a door that leads out into the town of Goodsprings, where he will give them a Vault 21 jumpsuit as well as a Pip-Boy 3000 and any pre-order bonus items. The doctor will then ask them to have a seat on his couch, where the Courier can tag three skills after word-association, personality profile, and Rorschach blot tests, and also select up to two traits. The Courier will then have the opportunity to assign their SPECIAL points through the Vit-o-matic Vigor Tester after walking across the room. The doctor will ask the Courier their name and hand them a Reflectron to examine (and customize) their appearance.

aint that a kick in the head fallout

As the Courier's head begins to clear, they sit up to see Doc Mitchell, the man who fixed them up and is the owner of the aforementioned shack as well as the town's only doctor. The Courier finds themself inside Doc Mitchell's house.

aint that a kick in the head fallout

It has been a particularly bad evening, and the Courier has been rescued by Victor the Securitron. After the intro cinematic, the Courier wakes up with blurred vision in a small town called Goodsprings.










Aint that a kick in the head fallout