Title: Fuse Box's Inventory Author: ArtieStroke Pastebin link: http://pastebin.com/J5L2Qw2z First Edit: Monday 16th of November 2015 09:01:43 PM CDT Last Edit: Last edit on: Monday 4th of April 2016 07:46:05 PM CDT Hunger: Sated Thirst: Sated Fatigue: Rested Sanity: 90%   90 caps   APPAREL Stable Jumpsuit Pinstripe Suit (Speech +10) Leather Armor (Light DR)   WEAPONS Tommygun and 2 drums of ammo (50 each) (2 rounds per shot) Scoped Hunting Rifle (Winona) and 15 rounds 10mm pistol with 18 rounds   AID A MedKit (1 syringe of Med-X, Pill bottle of RadSafe (20 pills), 3 Health Potions, 2 packets of RadAway) canteen of water (100% full) box of cereal 3 pieces of mutfruit 3 bottles of water 2 snack cakes 1 bottle of fine spirits   MISC screwdriver and 37 bobby pins 2 rolls of duct tape wallet with ID PlayPony magazine 1 issue of Sword Mares 2 books on science and mechanics business files from the Dodge Junction saloon/train station Gidget's Journal   TRAITS Night Person- Used to late nights, you gain a bonus to Intelligence, Perception, and Charisma at night, at the cost of easier fatigue and being harder to wake up, with an early morning penalty to Charisma Good Natured- You're just so damn nice. Ponies are inclined to believe you and help you if they're at least neutral to you. But you don't have the stomach for causing harm, and take a hit to your sanity whenever you do something that causes grievous harm to others.   SPECIAL Strength- 5 Perception- 5 (6) Endurance- 6 Charisma- 6 (7) Intelligence- 8 (9) Agility- 5 Luck- 5   SKILL >Barter >Energy Weapons >Explosives >Guns (+15 bonus) >Lockpick (Rank I, +20 bonus) >Medicine >Melee >Mechanics (+15 bonus) >Science (Rank I, +20 bonus) >Sneak >Speech (Rank I, +20 bonus) >Survival >Unarmed   PERKS Binary: Robots are much more likely to turn out friendly to you, and those that aren't you are much more effective at fighting