This excruciating experience tinued fod knows how long. Time even seemed to slow down just to extend what I was going through. Despite that, it thankfully ended, and I mao not let out even a peep throughout the entire experience.
Fuck, that pain was out of this world. I wonder how long it went on for.
Curious, I looked up at a digital clock I had set up on the wall and saw only 15 minutes passed by while I was going through hell.
Damn, I thought, hours had passed. I suppose the way I perceive time slows to a crawl when going through that sort of pain. That entire experience could have been a hell of a lot worse had I not had the fht to give myself two healthy doses of P-Dex.
Ding!Ding!Din...
Oh, here e the skill perks. Let's see what I got.
Opening up my system quickly, I navigated to the perks se and resented with a load of new perks.
| Bulletstorm | Requirements Ballistic ons 101: All your ons that fall uhe ballistic ons category now deal 0.50% more damage for every skill point you have in your ballistic ons skill instead of the previous 0.25%. Other than that, the velocity of all projectiles fired from your ballistic ons increases by the same pertage without any additional increase in recoil. Besides getting a damage and projectile increase, you ow trol how much damage your ballistic ons do on the fly via your will. You also do the same with your ballistic ons' accuracy as well as their fire rate. Lastly, this ability ot be used to raise your accuracy, damage, and fire rate above what you are normally capable of.
| Overcharged | Requirements Energy ons 101: All energy ons you use now deal 0.50% more damage for every 1 skill point you have in your energy ons skill instead of the previous 0.25%. Their projectile speed is also increased by the same pertage, with no additional recoil, the only exceptions to this bonus are ser ons and other simirly fast energy ons. Besides getting a damage and projectile increase, you also trol how much damage your energy ons do on the fly via your will. You also do the same for your energy ons' accuracy as well as their fire rate. Lastly, this ability ot be used to raise your accuracy, damage, and fire rate above what you are normally capable of.
| The Power Of Atom | Requirements Explosives 101: Your fasation and skill with explosives has earned you the ability to increase both the amount of damage all your explosives you use do and their radius by 0.50% for every 1 skill point you have in your explosive skill instead of just increasing their damage by 0.25%. Other than that, you also trol how much damage your explosives will do and he the explosion will be on the fly via your will. However, you 't use this ability to increase either of those two things beyond what you are normally capable of.
Not bad, they're all basically the same as the heavy ons skill perk Devastator minus The Power Of Atom, which gives a bonus to explosion radius. Depending on what kind of heavy on I decided to main, I could be being from two on skill perks at the same time and if I want, I could use a ballistic heavy on loaded with explosive rounds, thereby utilizing three of the perks.
I don't know if I want to go that route, si would take quite a bit of carry capacity to lug around the kinds of rounds I could load with explosives. On top of that, I don't even have an idea what kind of on I would even use... Yeah, I'll throw the idea of utilizing those three different perks till a ter date and stick with my inal pn of either using a gatling ser or minigun as my primary on in the meantime.
| The Great Leader | Requirements Leadership 101: Those under your leadership are more effit and effective, so for every 100 points you have in leadership, those under you will gain 1% in effid performance. Additionally, when you gain the loyalty of your people anytime their loyalty increases, it will increase by twice the rate.
This won't be all that useful to me initially, but wheablish my own fa out there in the wastend and begin amassing troops, it'll be a whole different story.
| Skeleton Key | Requirements Lockpick 101: You've unlocked the unique ability to gain an immediate uanding of any lock you enter, no matter how plicated or difficult it may seem. Also, any new lock you unlock from here on out that isn't reted to you in some way will now grant 10 exp that will increase by 1 additional exp for every 10 skill points in your lockpig skill beyond 100.
Hmm, Skeleton Key seems kind of redundant. I already open any modern lock I think of... Hold up, now that I'm giving it some thought, it should e in handy. I'm pnning on going against the Zetans iure, meaning when I'm eventually raiding their ships, bases, and what have you, I should e across at least a few alien locks, thus it should be of use then.
There also exists some magies out on the East Coast, so maybe I'll e across a magic lock or some other kind of mystical locks that 't be solved with ventional means. Other than those sorts of locks, I don't see where else this perk could shine.
The exp it gives is ckluster as well, so I don't see myself putting more skill points into it when there is no real positive besides increasing the negligible amount of exp I receive for opening new locks. It would be ohing if I could cheese it, but that's not possible going by the perk's description.
Pretty much writing that perk off for the moment, I tio the skill perk.
| Medical Genius | Requirements Medie 101: You've gaihe ability to magically regrow body parts and heal perma injuries and marks of others as well as yourself once a day stupidly fast. The number of times you use this ability in a day will increase by 1 for every additional 100 skill points in medie after 100.
Nice, I get rid of the faint scar I gave myself when I tested the defenses of my skin however long ago. That aside, I don't believe I'll be getting any use out of this perk besides that, at least for the rest of my stay here in the uy. It may be a different story when I begin expl the wastes.
However, I'll actively try to avoid putting myself in a situatiohere is a good possibility of something like that . I 't guarah absolute certainty that it won't occur sihis is the Wastender world after all, but if it does, I'll be more than happy that I got this perk in my back pocket to fall ba.
| Martial on Master | Requirements Melee ons 101: Your skill with handling all melee ons has surpassed normal human limitations, allowing you to ehe realms of a martial masters. Due to that, you are now able to emit an energy from your melee ons that be used to increase their durability. Additionally, the energy be swung out for a ratack simir to on qi, although the energy is entirely different from qi and has nothing to do with it. tinuing on, the range of your energy emission starts at 10 meters and will increase in range by 1 meter for every 10 additional skill points in melee ons beyond 100. Also, the more skill points you have in melee ons, the strohis ability will bee. Lastly, your melee on damage will increase by 0.50% for every skill point you have in your melee on skill instead of the previous 0.25%.
Well, this is ued. This perk will let me pose as an immortal master. I already picture myself sending waves of death at swarms of mutants and shredding them into pieces with blood and guts flying everywhere. Thoughts of sughter aside the system is mentioning qi, I wonder if it exists here in this world. I mean, there are already magical tomes and aliens, so it's out of the realm of possibilities. I'll have to keep my eyes and ears open, don't want to miss out on the possibility of actually being an immortal master instead of just a poser.
| Certified Forklift Operator | Requirements Piloting 101: Your skill and knowledge in driving and piloting numerous craft is something to behold. Whenever you are behind the wheel or in the pilot seat, the vehicle's performance is increased by 0.25% for every skill point in piloting. The performance amount be trolled by your will and ged on the fly. In addition to the previous effects, your rea speed is raised by the same pertage and you ow also pull off unreal maneuvers.
Of course, it would be hat.
Despite the funny his perk could be very busted, depending on what vehicle performance affects. It could be something as simple as only increasing the speed of the vehiaybe a bination of speed and handling, and if not those two, it could even be an increase for all parameters. Obviously, I want it to be the tter but I would be tent with a simple speed boost too.
| Restorer | Requirements Repair 101: You are now able to emit a field of energy that repair any and all desired objects around you in a 10-meter radius over time at a rate of 10% per hour. + 1 meter and +1% repair rate per 10 skill points above 100. This ability be trolled via your will.
A repair field will be great for repairing my robots and equipment whehey get damaged and feneral maintenance. Furthermore, it will be a huge asset to have when it es time for me to take over that cyberdynamics facility and start repairing all the robot manufacturing maery and equipment there. I'm not gonna lie, I kind of wish I put my skill points into repair instead now. But 't go bad ge the past, so it is what it is.
| Meical Domination | Requirements Sce 101: Your skill and knowledge of the sces have led to you gaining the unique ability of intuitive uanding of meical systems and their numerous funs. Besides that, you ow exert your will onto any and all meical structs and take full trol of them. This ability grows in strength and power the more skill points you have in sce.
Scratch that, I should have split my points between repair and sce. Man, this perk is something else. The ability to exert your will onto any meical struct is a wild power to possess. Any hostile robot I enter on my journey, I simply take over. On top of that, this perk in bination with Skeleton Key should let me figure out how to open absolutely any alien locks in no time at all.
| Shadow Lurker | Requirements Stealth 101: Your propensity for stealth and other reted things has resulted in your stealth attacks dealing 0.5% more damage for every skill point you have ih. You've also gaihe ability to emit a sort of presence hiding field with a range of 10 meters that grows by 1 meter for every 10 additional skill points you have ih beyond 100. Additionally, your new presence hiding field grows in power the higher your stealth skill is.
Hmm, I do a lot with this perk such as using it to sneak up on unsuspeg enemies with my robots, and depending on how effective it is, I could use it to travel the wastend without being bothered. Going to o test the extent of the field's capabilities and if it's any good, I'll for sure be utilizing this for my upiermination mission.
| Language Master | Requirements Speech 101: Your way with speed the number of nguages you've learned over the years has given you the ability to quickly gain an uanding of any new nguage you see or hear. Together with that, for every 100 additional speech beyond 100 gain 1 point in charisma.
I already have a good uanding of most human nguages at this time, so this perk isn't all that great as pared to the other ones I just got. That said, this perk will be of use any time I enter a new nguage which, given my goals, is something that will most definitely occur when I go on the offensive against the Zetans. I also have that cross neckce with the unknown nguage inscribed on the back I received from Aliy birthday. Thus, the perk will at the very least see one instance of use until I e across an alien nguage.
| Wild Man | Requirements Survival 101: For every 10 additional skill points in survival beyond 100, you reduce your necessary food and drink requirements by 1%. You also gain the ability to determihe general dire of things you sider valuable when out and about in the wild, such as the dire of food, herbs, water, etc.
A good survival perk that is worth its weight in gold if I ever get stu a pinch, with no food and water. I don't foresee myself ever getting into that type of situation, but if I ever do, I'll be gd I'll have this perk because it will be instrumental to my survival. The added redu of my food and water needs will also help greatly in those kinds of sarios.
While I'm on this line of thinking, I wonder if it reduces the amount of food and other nutrients I o e to recover and grow from my workouts. I'll o do some research there too, and allocate a number of skill points to survival to see how it funs.
Making pns to do more experimentation i-so-distant future, I set my eyes on the remaining two skill perks.
| Currency Maker | Requirements Trade 101: You've gaihe magical ability to turn s, the wastend's number one currento gold and silver at these rates when your trade skill finally reached 101. 10,000 dolrs worth of s be transmuted into 1 pound of gold and 1,000 dolrs worth of s be transmuted into 1 pound of silver. Also, the return on version increases by 1 pound for every 100 additional skill points in trade after 100.
| Unarmed Master | Requirements Unarmed 101: Your skill in unarmed bat has granted you the ability to emit an energy that you use to cover your body to increase its durability. Besides that, you are also able to unch this energy from your arms ao use as a ratack simir to what one would call qi. The initial range of this ability is 10 meters and will increase in range by 1 meter for every 10 additional skill points you have in this skill beyond 100. Additionally, the power and strength of the energy will increase in strength the higher your unarmed skill. Lastly, your unarmed damage will increase by 0.50% for every skill point you have in your unarmed skill instead of the previous 0.25%.
Currency Maker will make it so much easier to get my hands on tons of gold and silver. And seeing how I need a lot of stuff for all the eleics, high-tepos, and parts I produce regurly, this perk will be essential to keep my many maes alrodug.
The perk also gives me another aveo make mohrough the sale of gold, which still retains its value to this day as one of the most highly sought-after metals. Silver does too; it's just not as valuable as pared to gold.
As for Unarmed Master, it's pretty much a carbon copy of Martial on Master just with fists and unarmed ons instead of swords and shit. So I guess I officially pass off as a fake immortal master now, or a transdent who unleash and direergy from ons as an attack. I haven't seen anyone ihree games with that kind of power, but I could see it existing.