The Lone Wanderer

The Lone Wanderer is the player characterand main protagonist in Fallout 3.
 Name: The Lone Wanderer
First Appearance: Fallout 3 (2008)
Species: Human with several mutations, potential cyborg Feats:
-Killed countless mutants, raiders, and creatures of the Waste
-Killed the 5 Super Mutant Behemoths of the Capital Wasteland
-Survived the Wasteland straight out of Vault 101
-Visited numerous vaults across the Wasteland
-Killed/saved Harold
-Blew up/saved Megaton
-Found the Bill of Rights, the Magna Carta, and Declaration of Independence
-Found and rescued his dad
-Became a Brotherhood of Steel knight
-Infiltrated Vault 87
-Destroyed Raven Rock
-Destroyed the Enclave Mobile Crawler
-Destroyed the BoS Citadel
-Wiped out the Enclave
-Survived Point Lookout
-Bested the aliens of Mothership Zeta
-Liberated the Pitt
-Survived a simulation of the battle of Anchorage
-Saved/Destroyed the Capital Wasteland Strength:
-Can carry the weight of hundreds of pounds and not be slowed
--If he carries enough, he can be slowed
-Can walk around with Power Armor on like it's nothing
--Power Armor weighs 44 pounds
-Wields heavy weapons easily
-Can destroy robots with his fists if he has to 
-Can beat down Super Mutants, which are monsters that can tank bullets, lasers, and plasma
-Can cripple/punch off limbsSpeed/Agility:
-Peak human, possibly above
-Can shoot grenades out of the air with V.A.T.S.
-In V.A.T.S. is able to pull his gun's trigger faster than bullets/missiles move
-Is able to deactivate mines before they explode
-Can run across the Wasteland for days straight without getting tired
Durability:
-Tanks getting stabbed, getting beaten, getting bitten, bullets, lasers, plasma, and radiation regularly
-Can tank getting poisoned
-Can tank being on fire
-Tanks being electrocuted
-Tanks claw slashes from Deathclaws
-Can tank hits from a Super Mutant Behemoth
--Super Mutant Behemoths are the size of a small building
-Can survive a deadly amount of radiation
--Was unconsious for several weeks afterwords though
-Survived having some of his brain removed without any side effects
-Can tank having his limbs crippled
-If he's wearing good armor, can tank explosions, as long as he's a reasonable distance away from one 
-Somehow, he can regain hp by eating/drinking
--He can even drink irradiated water from a sink or toilet and regain healthIntelligence/Mentality:
-Extremely skilled with many weapon types straight out of Vault 101 
-Can hack computers/terminals easily
-Can repair weapons/items in general on the fly
-Can create weapons from junk
-Can hack/disable robots
-Can create Nuka Cola Quantums from regular Nuka Colas on the fly
-Charismatic
-Can either be good, neutral, or evil 
--In the possibly canon epilogue, "Afterword" was described as having been a Hero of the Wastes
V.A.T.S.:
-Vault-tec Assisted Targeting System
-Basically slows down time
-Gives the Wanderer the ability to target body parts and even weapons
--Unless he's using explosives/melee weapons
-Shows chances of hitting
--No attack can reach beyond 95%
-15% chance to crit, which does extra damage
-Runs on AP
--AP regens over time
-Damage done to the Wanderer in this mode is reduced by 90%
= Equipment: =
== Apparel: ==
Pip-Boy 3000:
-Monitors the Wanderer's hp and limbs
-Has a built in map, a geiger counter, a flashlight, and a radioChinese Stealth Armor:
-Provides good protection
-When crouching, makes the Wanderer go nigh invisible, having an effect like that of a Stealth Boy
-People can still see the Wanderer, though they're more or less a shimmer to the naked eye
T-51b Power Armor:
-Makes the Wanderer almost immune to rads
-Turns him into a tank, being able to soak up a lot of damageEnclave Hellfire Power Armor:
-Offers as much protection as the T-51b, plus also gives a large bonus to fire resistance
-Slightly less resistant to rads
-Increases his strength while he wears it
Prototype Medic Power Armor:
-A modified T 45d Power Armor set
-Administers Med X when the Wanderer's low on health
--Obviously it can't do this if the Wanderer is out of Med X
-Has a built in voice that sounds like that of a gruff drill Sargent
--Said voice can completely give away the Wanderer's position if he's sneaking
-Vocally alerts to nearby enemies
-Not as defensive as the T-51b or Hellfire Armor
== Melee Weapons: ==
=== Unarmed Weapons: ===
Plunkett's Valid Points:
-Spiked knuckles
Deathclaw Gauntlet:
-Armor piercing
-Made from a Deathclaw's Hand
Fisto!:
-Power Fist
=== Sharp Weapons: ===
One Handed:
Ant's Sting:
-Kitchen Knife
-Applies poison damage
Jack:
-Ripper (ya get it?)
-Is more or less a miniature chainsaw
-Though it's able to be swung around like a knife, or held out, allowing it to carve into foes
Trench Knife:
-Combat knife
-Has a spiked grip that could possible be used as knuckle dusters
Shishkebab:
-Makeshift flaming sword
-Lights targets on fire 
-Has a large motorcycle gas tank as a backpack to store fuelTwo Handed:
Jingwei's Shocksword:
-Chinese Officer's Sword
-Does electrical damage
Samurai's Sword:
-Katana
The Dismemberer:
-Axe
The Mauler:
-Auto Axe
=== Blunt Weapons: ===
Fertillizer Shovel:
-Shovel
-Inflicts poison damage
Shock Baton:
-Deals electrical damage
Fawkes' Super Sledge
-Super Sledge
== Ranged Weapons: ==
=== Handguns: ===
Revolvers:
Blackhawk:
-Scoped 44. Magnum
-6 rounds
-Uses 44. rounds
Paulson's Revolver:
-6 rounds
-Fires several pellets per shot
-Uses 44. rounds
Wild Bill's Sidearm:
-.32 Pistol
-5 shots
-Possibly the fastest firing pistol he has
-Uses .32 caliber bullets
Magazine Based Pistols:
10mm Pistol:
-12 shots
-Can be silenced, though this makes it do less damage
Zhu-Rong v418 Chinese Pistol:
-Chinese Pistol
-10 shots
-Fires incendiary rounds that light the target on fire
-Enemies killed by it often explode into flaming chunks
--Both use 10mm bulletsDart Gun:
-1 shot
-Deals poison damage
-Immediately cripples organic targets' legs
-Silent
-Functions like a pistol, despite being reloaded and fired like a mini crossbow
-Uses poison dipped darts as ammo
=== Rifles: ===
Lever/Bolt Action Rifles:
Backwater Rifle:
-Lever action rifle
-10 shots
-Uses 10mm rounds
Ol' Painless:
-Hunting rifle
-5 shots
-Is very accurate, with no bullet spread
-Uses .32 caliber bullets
Lincoln's Repeater: 
-Lever Action Rifle
-15 shots
-Is extremely accurate, with no bullet spread
-Uses .44 magnum rounds
Magazine Fed Rifles:
Perforator:
-24 shots
-Scoped and silenced assault rifle
-Uses 5.56mm rounds
Xuanlong Assault Rifle:
-Chinese Assault Rifle
-36 rounds
-Uses 5.56mm rounds
Reservist's Rifle:
-3 shots
-Has a high critical hit chance
-Uses .308 caliber roundsRailway Rifle:
-8 shots
-Able to cripple enemy limbs in a single shot
-Uses railway spikes as ammo 
--Given that it fires spikes, is able to pin body parts to walls, floors, and the like
=== Shotguns: ===
The Kneecapper:
-Sawed-off Shotgun
-Holds 2 shells
-Fires several pellets per shot
Double Barreled Shotgun:
-2 shells
-Fires several pellets per shot
The Terrible Shotgun: 
-Combat Shotgun
-12 shells
-Fires several pellets
-Deals just as much damage as a Fat Man at close range
--A Fat Man launches a mini nuke, which can bring down a Super Mutant Behemoth
--All use 12 gauge shells
=== Sub Machine Gun: ===
Sydney's 10mm "Ultra" SMG:
-Sub-machine gun 
-50 rounds
-Uses 10mm rounds
=== Energy Weapons: ===
=== Energy Pistols: ===
Normal Energy Pistols:
Protectron's Gaze:
-Laser pistol
-Holds 20 cells
-Fires like a shotgun, unleashing several lasers at once in a tight spread
-Disintegrates enemies
-Uses Small Energy Cells
MPLX Novasurge:
-Plasma Pistol
-8 shots
-Melts enemies into goo
-Uses Small Energy Cells
Microwave Emitter:
-Modified Mesmetron
-5 shots
-Ignores armor
-Disintegrates enemies
-As in the name, fires weaponized microwave radiation
-Uses Micro Fusion Cells
Alien Energy Pistols:
Alien Blaster:
-10 shots
-Deals electrical damage 
-Disintegrates enemies
-Uses Alien Power Cells
Firelance:
-Visually identical to the alien blaster
-10 shots
-Sets target on fire  
-Deals electrical damage as well
-Disintegrates enemies
-Uses Alien Power Cells
Captain's Sidearm:
-Alien blaster
-Holds 30 Power Modules, but uses 3 per blast, only having 10 shots
-Fires off like that of a shotgun
-Deals electrical damage
-Disintegrates enemies
-Uses Alien Power Modules
Atomic Pulverizer:
-Alien Atomizer
-20 shots
-Disintegrates enemies
-Is dead on accurate, firing exactly where the user aims it without any form of spread
-Uses Alien Power Modules
=== Energy Rifles: ===
Tri Beam Laser Rifle:
-Holds 24 cells, but given it uses 3 per shot, only has 8 shots before reloading
-Fires three, high damaging lasers
-Disintegrates enemies
-Uses Microfusion Cells
A3-21's Plasma Rifle:
-Plasma rifle
-12 shots
-Melts enemies into goo
-Uses Microfusion Cells
Destabilizer:
-Alien Disintegrator 
-100 shots
-Fully automatic
-Disintegrates enemies
-Uses Alien Power Modules
Gauss Rifle:
-1 shot
-Scoped
-Doesn't actually fire energy projectiles, instead uses the "ammo" to fire off 2mm bullets at extreme speeds
-Has a very slow reload time
-Uses Microfusion Cells
=== Heavy Weapons: ===
Rapid Fire Heavy Weapons:
Eugene:
-Minigun
-240 shots
-Uses 5mm rounds
Vengeance: 
-Gatling Laser
-240 shots
-Disintegrates enemies
-Uses Electron Charge Packs
Incendiary:
Burnmaster:
-Flamer
-Stores 60 fuel
-As shone above, the fuel is stored in the backpack of the weapon
-Given that it's a flamethrower, it obviously sets enemies aflame
Heavy Incinerator:
-24 shots
-Rapidly launches flammable fuel in an arc that explodes in an AOE, dealing splash damage
-Sets enemies on fire
--Both use Flamer FuelRock-It Launcher:
-1 shot
-Fires junk, which is everything from tin cans to teddy bearsArea of Effect Heavy Weapons:
Tesla Cannon:
-1 shot
-Anti tank weapon that fires powerful blasts of electricity that explode in an AOE attack
-Deals electric damage
-Uses Electron Charge Packs
Miss Launcher:
-1 shot
-Doesn't use the rocket's fuel and, instead fires in an arc, much like a grenade launcher
--This makes a bigger explosion from the un-detonated fuel
-Uses missiles
Drone Cannon Ex-B:
-1 shot
-Fires spheres of energy in an arc that explode on impacting with an enemy
--If it hits a wall or a floor, it bounces once before detonating
-Uses Alien Power Modules
Experimental MIRV:
-Fatman
-1 shot
-Fires 8 mini nukes at once
--HOLY SHIT!
-The blast from all eight is enough to launch opponents (or their corpses) several dozen meters into the air
-Uses Mini Nukes
=== Explosives: ===
=== Grenades: ===
Frag Grenades:
-Self explanatory
Plasma Grenades:
-Unleashes a massive blast of plasma in an AOE
Pulse Grenades
-Unleashes a pulse that disables robots
Cryo Grenades:
-Freezes targets solid 
Nuka Grenades:
-Explodes into a blue and orange fire ball
-Leaves lingering fire for a few seconds
--Fire is also radioactive
=== Mines: ===
Frag Mines:
-Works like a regular mine
Plasma Mines:
-Much like the grenade, but in mine form
Pulse Mine:
-Works the same as a pulse grenade, except it's in mine form
Cryo Mines:
-Also freezes enemies
Bottlecap Mine:
-Has a larger explosion than a frag mine
-Takes longer to arm than a frag mine
== Consumables: ==
Healing Items:
Stimpaks:
-Heals the user from anything from bullet wounds to being lit on fire
-Can heal a crippled limb with just one of them
Adapted Biogel:
-Taken from the alien spaceship, Mothership Zeta
-Can't be applied to individual limbs, however it heals much more than Stimpaks
-The down side is with each use, there's a 50% chance a random effect is applied:
--Their intelligence, perception, endurance, or agility can be lowered
--Radiation can either be removed or gained
--Strength, agility, or AP can be raised, or the gel heals the user even moreChems:
Buffout:
-Increases total hp, as well as boosts strength and endurance for 4 minutes
-Takes away the bonus hp when it wears off, though it won't kill the Wanderer no matter how damaged he is
-Is taken as a tablet
Jet:
-Gives more AP in VATS for 4 minutes
-Inhaled
Ultrajet:
-Merely a buffed version of normal Jet, as such it has no physical differences
-Gives even more AP for 4 minutes
-As with normal Jet, inhaled
Psycho:
-User deals more damage with weapons, including firearms
--HOW!?
-Injected
Med-X:
-Decreases damage intake for 6 minutes
-InjectedRadiation Centeric Consumables:
Radaway:
-Decreases rads by 150
-The max amount of rads the Wanderer can get is 999 before dying
--Though this is despite the fact that he was probably hit with way more than that amount and somehow survived, but fuck logic amirite?
Rad-X:
-Increases rad resistance by an extreme amount
Refined Punga Fruit:
-Decreases rads by a fair bit
-Gives a decent amount of hp
Ant Necters:
-Regular raises strength but lowers intelligence 
-Fire raises agility and gives fire resistance at the cost of intelligence 
-Both last 4 minutes
Stealth Boy:
-Makes the person using it almost invisible for 2 minutes 
Food Sanitizer:
-Snack foods and drink heal the Wanderer more
-Doesn't negate radsSnack Foods:
-All (somehow) slightly restore hp
-Give a few radsMeats:
Mirelurk Meat:
-Gives the most amount of hp from any type of food
-Also gives a small amount of rads
Yao Guai Meat:
-Heals the Wanderer a fair amount
-Gives a moderate amount of rads
-Allows him to do more damage, somehow
Nuka Cola Variations:
Normal/Ice Cold:
-Heals the Wanderer more than other snack foods, especially if Ice Cold
-Gives a few rads
Quantum:
-Gives more AP for 4 minutes
-Gives a few rads
-Can make one of them if he has 10 regular Nuka Colas
-Counted as a chemAlcohol:
-All have the same effects, making the Wanderer less intelligent, while increasing their strength/charisma
-Moonshine is more potentPurified Water:
-Heals him more than any other drink 
-Unaffected by the Food Sanitizer 
== Perks: ==
Lady Killer/Black Widow:
-The Wanderer does more damage to females (if male) or males (if female) 
Entomologist:
-The Wanderer does more damage to insects
Bloody Mess:
-The Wanderer deals more damage and enemies die more violently
Lead Belly:
-Less radiation when drinking from an irradiated water source
Toughness:
-Makes the Wanderer more durable
Gunslinger:
-Higher chance to hit in VATS with a one handed weapon
Demolition Expert:
-More damage with explosives
Commando:
-Higher accuracy in VATS with two handed weapons
Rad Resistance:
-Makes him more resistant to radiation intake
Animal Friend:
-Animals don't attack them and instead come to the Wanderer's aid (Brahmin, Mole rats, Dogs, Yao Guai)
Mysterious Stranger:
-The Stranger has a 10% chance to appear and finish off someone in VATS 
NERD RAGE!:
-The Wanderer gains excessive damage resistance and his strength is increased if his health is 20% or lower
Pyromaniac:
-Deals more damage with fire based weapons
Robotics Expert:
-Does more more damage to robots
--He also gains the ability to sneak up on them and shut them offSniper:
-Higher chance to hit a target's head in VATS
Cannibal:
-The Wanderer can feast on corpses of humans
-This takes several seconds and restores a fair amount of HPFast Metabolism:
-+20% health bonus when using Stimpaks or Alien Biogel
Chemist:
-Chems last twice as long
Cyborg:
-Becomes more resistant to damage, rads, and poison
-The perk implies that the Wanderer literally made theirself into a cyborg, take this as you willLight Step:
-Trip wires, pressure plates, bear traps, and mines won't be activated when the Wanderer steps on them
Adamantium Skeleton:
-The Wanderer's limbs become much more resistant to damage Better Criticals:
-More damage for every critical hitChem Resistant:
-The Wanderer is much less likely to get addicted to chems
Concentrated Fire:
-Every time the Wanderer targets a body par multiple times, the percent to hit in VATS is raised by 5% (i.e. 40% becomes 45%, and so on)
Paralyzing Palm:
-Has a 30% chance to paralyze an enemy for 30 seconds in VATS
--Can be used with unarmed weapons (Fisto!, Deathclaw Gauntlet, etc) or his bare fistsGrim Reaper's Sprint:
-A kill in VATS restores all AP immediately
Rad Tolerance:
-Minor rad poisoning does nothing to the Wanderer
Nerves of Steel:
-APs regenerate much quicker
Dream Crusher:
-Reduces an enemy's chance to critically hit the Wanderer by 50%
Survival Guru:
-Gains an increase to damage, poison and radiation resistances
Ant Might:
-Gains +1 strength and makes the Wanderer more fire resistance
Barkskin:
-Hardens the Wanderers skin to that of tree bark, making him more resistant to damage
Rad Regeneration:
-The Wanderer heals crippled limbs if he is inflicted with radiation sickness, though it doesn't heal his health
Wire Reflexes:
-Higher chance to hit in VATS
Pitt Fighter:
-Gives a small increase to radiation and damage resistances 
Auto Axpert:
-Deals damage with Auto Axes, including the Mauler
Xenotech Expert:
-More damage with alien weapons
Superior Defender:
-Raises the Wanderer's damage output and reduces his damage intake, so long as they stay still
Rad Absorption:
-Removes rads every few seconds 
Solar Powered: 
-The Wanderer becomes stronger, and can regenerate his health if it is day and he's not inside
Nuclear Anomaly:
-When the Wanderer is badly injured (Reaches 0 hp), all of his rads are expelled from his body in a mininuke sized explosion
--He also is boosted back to full healthWeaknesses:
-Still human... kinda
-Has to reload (obviously)
-If he carries enough, he can be slowed
--This probably won't matter in a battle though
-VATS is not always accurate
-Limited AP
--Though it regenerates
-Weapons/armor will eventually break
--Though this might not matter in a fight, due to their slow degration
-Radiation poisoning makes him slow
-Chems are addictive
-Not that skilled in CQC
-No formal training
--Though he's done well even without it