Inspired by the weapon from the game of the same name, a jar that not only protects the user but empowers them as well.
Materials:
☁️ Jar
☁️ Red Garnet- protection, inner strength, emotional stability
☁️ Lapis Lazuli- truth, reduces stress and anxiety
☁️ Turquoise- strength, takes on owner’s characteristics, good fortune
☁️ Ground Acorn- personal power, protection, wisdom
☁️ Mint- protection, revival, ‘get up and go’ energy
☁️ Bay Leaf OR Eucalyptus- protection
☁️ Black and Red Candles
☁️ Optional: Transistor soundtrack to play in the background
() Layer the bottom of the jar with the ground acorn.
() Add in the turquoise and eucalyptus.
() Add garnet in a way that it’s in the center/middle layer of the jar.
() Add the mint on top of the garnet.
() Add in the lapis lazuli and bay leaf/leaves.
() Seal the jar with black and red candle wax.
() Meditate with the jar. Visualise the energy from it forming into a large Transistor-like (see gif) sword. Visualise the sword absorbing negativity and transmuting it into not only protective energy, but power as well. Picture yourself wielding this sword and feel its power run through you.
Keep on your person, in an area that you frequent, or somewhere you feel needs a bit of protection or empowerment.
Considering how to start or wondering why the radscorpions have an unfair advantage over you? Here’s a couple of tips to get your started:
1. This is not a balanced game. We all love Fallout for the story and the atmosphere, but system-wise, the game isn’t quite balanced (we blame the haphazard conversion to SPECIAL from GURPS). If you want a character build that can experience most of the game without any glaring flaws, here’s a pretty much foolproof build:
* Gifted is the god of traits all pay fealty to. The penalty to skills is negligible and you get 7 free SPECIAL points in return.
* Charisma is a dump stat and can be lowered to 1 without repercussions. Focus on Intelligence (8 or 9; 10 is overkill and only enables a single dialogue line with ZAX), at least 6 Perception (for Awareness, the god of perks), and 9 or 10 agility for the action points. Strength is best left at 5 or 6. Luck is a matter of taste and lowering it to 1 reduces your critical rate, but has no major repercussions. Endurance is good for leftovers.
* Tag Small Guns, Speech, and a skill of your liking. Lockpick comes in handy here and there, while Energy Weapons are good for endgame super mutant killing sprees.
* Don’t bother with tagging skills beyond that. Repair has marginal uses and can be boosted with Deans Electronics and tools. First Aid and Doctor are strictly inferior to Stimpaks, while Unarmed, Melee, Throwing, and Big Guns do what Small Guns and Energy Weapons do, except worse. Gambling and Outdoorsman are functionally useless.
When playing, focus on small guns. Your starting 10mm pistol is good enough until you find the 10mm SMG at the bottom of Vault 15 (buy rope from Seth or loot Shady Sands to find one, in order to access the lower levels). Then you can upgrade to a shotgun at Junktown and sniper rifle/combat shotgun at the Hub.
Grab your NPCs where you find them. Ian is available at Shady Sands and can carry any bit of loot you can carry, provided you use Steal on him (from the skilldex to the right or by pressing 3). Party members don’t go hostile when you fail to plant or retrieve an item, making them excellent pack mules.
Most importantly, listen to what people have to say and explore every nook and cranny.
For everything else, there’s our Fallout category:
https://fallout.gamepedia.com/Category:Fallout
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