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Somethingguy912 — You're SPECIAL (FO4): Tanks

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Published: 2018-09-07 15:49:17 +0000 UTC; Views: 2272; Favourites: 32; Downloads: 0
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Description Back on the meat grinder of text we go.

Here is the third You're SPECIAL in the format of FO4 that I promised, after having to coincide with the fact that the base special I made 4 years ago was inconsistent with the base specials of the other characters I made for said series. Even though I was able to get this one out in less than a month compared to Saboteurs, it actually took me more time to make it simply because I had to make cuts to their base attributes. In hindsight, I could've maintained them and still manage the Level 75 base that I was doing with the main protagonists, but THEN said characters would have even less perk points to use for PERKS than said Saboteurs! Anyhow, If you are curious about how I came about my conclusions for the original base special of the 'Unstoppable Forces', here is the link for you: www.deviantart.com/somethinggu…

As for what has differed from then and now, below:

STEELHOOVES SPECIAL THEN: Strength - 7 / Perception - 10 / Endurance - 8 / Charisma - 6 / Intelligence - 7 / Agility - 7 / Luck - 5

STEELHOOVES SPECIAL NOW: Strength - 6 / Perception - 9 / Endurance - 7 / Charisma - 3 / Intelligence - 7 / Agility - 6 / Luck - 2

RAMPAGE SPECIAL THEN: Strength - 7 / Perception - 6 / Endurance - 10 / Charisma - 7 / Intelligence - 5 / Agility - 9 / Luck - 6

RAMPAGE SPECIAL NOW: Strength - 5 / Perception - 4 / Endurance - 10 / Charisma - 6 / Intelligence - 3 / Agility - 8 / Luck - 4

I'm certain that the cuts I made won't effect how I came to my conclusions for how I attributed their points those years ago. Steelhooves still generally has a high Perception with good Endurance and Intelligence, while Rampage is still high on Endurance and Agility with less than average points across the board. As for the vectors, well, I literally had no choice but to cave in and use the Rampage vector from Vector-Brony and the Steelhooves vector from Brisineo , two artists that I borrowed heavily way back then. It's really fucking hard too when no other compatible vectors work, and barely any are available since it depends on their relative popularity. So with that all out of the way, the explanations for the perks

STRENGTH

Strong Back

Steelhooves - Seeing that Steelhooves is encased in Power Armor, it only makes sense that his overall capacity would increase, and he'd be more inclined to take a heavy load.

Heavy Gunner

Steelhooves - Being a stereotypical BoS Paladin, Steelhooves likes his guns big and lanky. Grenade Launchers, Rocket Launchers, heavy plasma guns, Steelhooves prefers guns with impact.

Blacksmith

Rampage - While Rampage isn't exactly interested into making melee weapons, making weapons for her more unarmed opinion do fall in line with her up in your face attitude with combat.

Armorer

Steelhooves - Steelhooves has managed to maintain his Power Armor relatively functioning for over 200 years, especially considering how he's incapable of taking it off! You can't accomplish that without having a vast knowledge of maintaining all the pieces together!

Rampage - Rampage's armor is a bit imposing, but does have it's faults considering that it only functions to hurts enemies if they make a retaliation. Still, it does take some handiwork to jut spikes all over yourself to turn yourself into Sonic straight out of hell.

Iron Fist

Rampage - Rampage is all about being personal with her combat, far beyond just using melee weapons. Her hooves are her greatest weapon, equally as manic and psychotic as she is.

PERCEPTION

Penetrator

Steelhooves - While Steelhooves hasn't necessarily blown your cover, his heavy ordinance of weapons usually helps to ensure you can't turtle in one place forever. Steelhooves is keen on flushing out any cowering opponents in battle.

Refractor

Steelhooves - Steelhooves not only is a pony encased in power armor, Steelhooves is a pony GHOUL encased in power armor, so energy weapons and otherwise radiation based weapons won't have much impact on him, if any!

Demo Expert

Steelhooves - May I repeat myself? Steelhooves grenades and rockets know where they are going, not nearly as clever as P-21, but still effective nonetheless.

Locksmith

Rampage - While Rampage isn't a master of the lock as P-21 is, when Rampage happens to become one of her multiple peronalities (Twist specifically), she can easily get herself out of a lockpick pinch.

Awareness

Steelhooves - Seeing that Steelhooves know every rock turned and every plain walked in his lifetime, it would make sense that Steelhooves would have an idea how to deal with certain enemies, especially of Alicorns. This requires the Nuka-World DLC, and if you don't have it, than Demolition Expert will be Three Stars.

Rampage - Rampage doesn't have as much steely observation that Steelhooves has, but she is capable of managing her opponents if she can control her psychotic nature. 

Rifleman

Steelhooves - Seeing that most of Steelhooves weapons are two handed, he would most certainly have a hand at holding a weapon even if strapped to his side like a saddle.

Pickpocket

Rampage - Rampage, if she happens to take the personality of Twist, also knows her way into stealing some things out of people's possessions, even if she isn't nearly as subtle as P-21 is.

ENDURANCE

Solar Powered

Rampage - Rampage's healing talisman makes her regenerate almost infinitely, no matter in what gruesome way she dies. So of course, during the Daylight, what little daylight there is in the Hoof, Rampage will regenerate herself constantly regardless of damage.

Cannibal

Rampage - In the rare circumstance that Rampage is in the need to eat some 'strange meat', she'll do it, as she has no convention of norms or civility.

Adamantium Skeleton

Rampage - her Healing Talisman recovers broken bones, lacerations, addictions, almost anything that would hurt Rampage, so Rampage has a inner Adamantium Skeleton beyond just perks!

Steelhooves - While Steelhooves is a ghoul and can recover some damage, and his power armor does blast back most small arms damage, Steelhooves is still vulnerable to more aggressive attacks from Deathclaws for example.

Rad Resistant

Steelhooves - Steelhooves has the best of both worlds when it comes to rad resistance. Not only is Steelhooves wearing armor that makes him resistant to it, him also being a ghoul makes him not only resist it, but HEAL HIM too! This requires the Far Harbor DLC to do, and if you don't have it, Adamantium Skeleton will have 2 stars.

Rampage - While Rampage is still susceptible to radiation literally destroying her body at a constant pace, through mere attrition Rampage is able to overcome what most would succumb to.

Chem Resistant

Rampage - While Rampage can resist any negative addictions, her desire for Psycho with a bit of Peppermint Twists also give her more of a tolerance to it specifically.

Lifegiver

Steelhooves - Steelhooves ghoulish condition giving him healing from radiation, his power armor automatically inducing Stimpaks where needed, and of his hardy nature after 200 years of being encased, Steelhooves can take a lot of consistent damage without nudging.

Rampage - Rampage is quite a open target for enemies, seeing how blunt and CQC she is, but that doesn't necessarily make her resistant to sustained damage. Simply cutting her head off can merely slow her down with consistency, for example. Still, Rampage is damn stubborn with actually dying.

Lead Belly

Rampage - Seeing that her healing talisman can make her disregard her own life, it only makes sense that Rampage could drink literally anything without fear of poison or intolerance to it.

Toughness

Steelhooves - A half zombified pony encased in solid steel would make anyone wary of trying to topple him, through lead or bone. Steelhooves can take the most of any damage you can throw at him.

Rampage - While Rampage can be slowed down given the right firepower, Rampage's temperance for pain with her constant regeneration make her battle scars almost eternal in combat.

CHARISMA

Animal Friend

Rampage - Rampage's personality of Twist, the most dominant of the four or so personalities, has a sort of reverence for animals and beasts, probably because they fight as primal as she does, so it makes sense that Rampage would have some knowledge of convening with the fauna.

Lone Wanderer

Steelhooves - Steelhooves is the ultimate stoic being. Even though he was re-recruited into the Post-War BoS as a Blue Star Paladin, seeing that Steelhooves cannot remove his armor as it is wedged into his skin as a result of the 'megaspells' makes him ultimately detached from everyone else, making this perk ideal for his lonely nature. You need the Far Harbor DLC to get four stars, and if you don't have it, Steelhooves gets one star in Cap Collector.

Rampage - While Rampage is definitely more dependent on her Arena job to keep her celebrity going, Rampage's inability to actually die makes her off putting to Blackjack and company, as she hopes that Blackjack will find a way to 'kill' her, often leading her to either leave the group or even betray her to get her sweet end.

Lady Killer/Black Widow

Rampage - Rampage's personality as the Proditor makes her both a interpretor for the Zebra language and a cunning linguist for certain enemies, even if said Proditor is mostly stuck in the past. Rampage is also sort of conniving with the fact that her personalities are unpredictable.

INTELLIGENCE

Science!

Steelhooves - BoS Paladins have a penchant for energy weapons, so it makes sense that Steelhooves knows how his own weapons work, particularly of said energy quality.

Gun Nut

Steelhooves - Being alive for 200 years gives you an opportunity to have a feel for your weapons, again, I keep repeating myself, but Steelhooves knows how to use a fucking gun already!

Medic

Rampage - One of Rampage's personalities, Trottenheimer, gives her some ample knowledge in medicine, as Trottenheimer was med-bay pony for the Ministry of Peace. While limited in said use, given the length of the personality, Trottenheimer knows her anatomy.

Steelhooves - Other than Steelhooves' automated stimpak injection, Steelhooves doesn't have a vast knowledge of medicine other than the simple and ordinary. It also doesn't help that being a ghoul makes it so that typical hygenics can be overlooked.

VANS

Rampage - Rampage's desire to kill herself have given her opportunity to know the lay of the land, in a sort of ways. From the borders of the Hoof to other notably dangerous areas. This will require the Nuka-World DLC to get, and if you don't have that, Rampage gets Four Stars in Medicine.

AGILITY

Ninja

Rampage - Another of Rampage's personalities, Angel, is a criminal who was tortured constantly and brought back to life with a healing talisman in order to further interrogate her. Angel was also a bit of a sociopath, which would make sense Rampage's core personality, and knew her way out of escaping dangerous situations, so Angel taking over Rampage makes her a bit more sneaky and subtle than what Rampage normally is.

Moving Target

Rampage - Rampage is manic, crazy, and most importantly, all over the place. While a big and open target, Rampage is a ball of frenzy that is nearly impossible to track properly.

Steelhooves - While Steelhooves can keep himself on the go, his bulky armor does not necessarily make him as hard to aim for. 

Action Boy/ Action Girl

Steelhooves - Precise action is necessary for a win, as Steelhooves would go by. His Enhanced HUD also makes it a bit easier for him to track just how much AP he has to spare, and uses them carefully. You need the Far Harbor DLC to get 3 stars in this, and if you don't have it, Steelhooves gets one star in Gunslinger.

Rampage - While Rampage is active and constantly pined for combat, Rampage is too reckless to properly manage her own stamina, even if it means very little to her.

Mister Sandman

Rampage - When Rampage is able to channel the personality of Angel, she is more than capable of quietly dealing with enemies before they even know what has happened. But only when, and it may very well backfire on her friends...

Sneak

Rampage - Again, if Rampage is able to become Angel, she can help others to get out of hard situations with no alarms set, even if it may mean that she is doing it merely for her own good. 

Commando

Steelhooves - Steelhooves can use almost any automatic weapon you throw at him, because he's seen them all in his lifetime. There isn't anything he can't possibly use, in his prior combat work before the great war.

LUCK

Mysterious Stranger

Rampage - You might find it strange that I would put this perk on Rampage, but considering how unpredictable her behavior is already, it only makes sense that she'd have a unpredictable companion to help out in desperate times.

Bloody Mess

Rampage - Rampage takes pride in all things blood and gorey. Nothing satisfies her more than just being literally covered in her enemies blood, including her own armor. She doesn't like killing her opponents clean or quickly for that matter!

Scrounger

Steelhooves - Seeing that Steelhooves had to keep his power armor even functioning in 200 years less than trying to make it combat the dangerous environment, Steelhooves knows where to pick his hooves around, seeing that he lived through it all to know where everything is.

Fortune Finder

Rampage - Rampage is keen at times to find some caps around, given her fame at the Arena and her prowess for having a target painted on her back.

And that is all for the explanations! Medics will be up next, which is Velvet Remedy VS. Morning Glory if you aren't aware. Might take longer given that I have to prepare myself to move out very soon, and trying to do other things like make a video with this new pc (assuming it doesn't go down again!), and writing journals and whatnot!
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Comments: 5

lanceblazer17 [2018-09-08 04:38:57 +0000 UTC]

I think rampage would win a fight since her stamina is larger and every hit at her she just get back up and keep finding like it's nothing

👍: 0 ⏩: 2

Somethingguy912 In reply to lanceblazer17 [2018-09-09 02:12:28 +0000 UTC]

Not necessarily. Steelhooves has the hardier firepower, so if Rampage was to come at him wide, it would merely be a matter of just turning her into paste or merely decapitating her to 'incapacitate' her. Still, it also depends on how capable Rampage is able to close the distance.

👍: 0 ⏩: 0

GlacierFrostclaw In reply to lanceblazer17 [2018-09-08 12:48:15 +0000 UTC]

she is literally unkillable thanks to her talisman. Gordon-Weedman pointed out Steelhooves' automatic repair talisman and being a ghoul (Canterlot ghoul, specifically), but even Canterlot Ghouls can be killed (obviously). If you rip Rampage's head off, she'll just grow another one. She even survives complete vaporization. So yeah, you're right. Rampage would win EASILY.

👍: 0 ⏩: 0

Gordon-Weedman [2018-09-07 18:21:39 +0000 UTC]

If I recall correctly, the Steel Ranger power armour has an automatic repair talisman, so I believe you're overestimating Steelhooves' skill as an armourer a tad. Not quite as sure about this but I also think he used combat drugs, and quite a bit too since his ghoul nature made him rather resistant to them.

👍: 0 ⏩: 1

Somethingguy912 In reply to Gordon-Weedman [2018-09-09 02:14:32 +0000 UTC]

I haven't read the stories in almost 4 years, so I'm going off of what I can remember. Seeing that his armor is literally fused to his skin, I don't see exactly 'how' he could even repair it to begin with, but I needed something to base off the 63 perk point levels I had going for it. This is also taking into account the way Fallout 4 works when in regards to the armorer perk, since it is almost a necessity if you are going to be running a PowerArmor heavy build like Steelhooves would be.

👍: 0 ⏩: 0