cap collector

Cap Collector Spell

Originally posted by gamerbby

This is a money spell inspired by fallout and the Cap Collector perk. In the wasteland bottle caps are used as money and each time you drink a Nuka Cola you keep the bottle cap and add it to your money stash, so I used that to base this spell off of.

You’ll need-

  • A drink in a bottle with a cap (anything will work, though a glass bottle of coke is cool because it looks similar to a Nuka Cola bottle)
  • A sharpie or permanent marker
  • Intention

Start by gathering your drink and marker. Draw a symbol for attracting money on the cap, you can look up or make your own sigil, or you can use something simple like a dollar symbol $ (or whatever your currency is if you aren’t in the United States). Each time you take a sip set your intention of it attracting money to you, and then carry around the cap after you finish it.

Sooo don’t mind the Piper booty in the picture above buuuut you may have noticed the pretty 100% Happiness thing in the top right….FUCK YEAH!!! Took me like 4 hours (I’m not crazy, I only did it to get 100% achievement completion) but for those of you who might want a crack at doing it for yourself, I’ve compiled a mini guide both from my own in-game experience and also from scouring different websites and threads trying to find the steps that actually work and believe or not it is easier than it sounds.

So here ya go guys – a step by step guide to getting the “Benevolent Leader” achievement for those keen enough to go for it who haven’t already:

  • First off, you’ll need to have at least level 10 Charisma (level 11 would make things go much quicker and is obtained when you nab the Speech Bobblehead after reaching level 10);
  • Subsequently, you’ll need 20 settlers which are NOT companions or robots;
  • Level 2 in both Local Leader AND Cap Collector perks are a must – you’ll need at least 40,000 caps also (I’ll explain why in a moment);
  • You’ll also need a sizeable settlement, Spectacle Island is the one I used because you’ll be needing a lot of space to build quite a bit – places like Hangman’s Alley might not be as suitable
  • As such, plenty of building material is advisable;
  • Providing enough food and water for your settlers is quite obviously a must, along with beds that should preferably be indoors and undercover (its best also to keep everyone close together and not spread out like crap in field so a giant room full of everyone’s beds is ideal);
  • Furthermore, you’ll need to dedicate four settlers to working the crops that’ll provide enough food for everyone, leaving 16 other settlers free to assign to work;
  • Such work is 16 level three mood improving shops that’ll cost around 40,000 caps in total (NOTE: weapons and armour stores DO NOT improve happiness, only the general store, clinic, bar and clothing stores improve happiness), again it is best to keep these stores relatively close together;
  • High defence is a must, so just go bloody nuts with missile turrets and the like until you get well over 100 defence;
  • Also having the presence of pet cats or junkyard dogs help greatly (either buy the dog from a random encounter or catch a few kitties using the cages).
  • Once you’ve got the above in order and while you’re waiting for their happiness to rise, it is recommended that you keep building decorations until the size bar is ¾ full (you can tell when it is because it goes yellow), as it is said that this is what classifies the settlement as ‘large’;
  • The reason why I say you should keep your settlers close together is because their happiness also increases with your presence, so once you’ve committed to try and reach 100% happiness, you shouldn’t leave the settlement because happiness does go down even though you’ve fulfilled the above;
  • Sleeping for hours or days doesn’t do much to speed up the process, it only really rises once you’re out and about and doing stuff or just idly standing by.

So there you have it folks! It really is easier than it sounds (despite the measly 1% of gamers who’ve achieved it according to Xbox) but the satisfying “ching!” when the achievement finally pops is so damn satisfying.

Here’s an interesting fact.

In general, episodes have an average of 10 - 12k caps, but The Collector surprises me with 20k caps, and now Gigantitan reveals that it’s 20k caps.

Is there a pattern where the caps increase in number when The Papillon has more screentime than his usual ‘I appear, I disappear, I appear, I disappear, I just tap my cane expressing my ‘next time I’ll do better’’ scenes?


Meet the second of my four OCs!!

Name: Francisco Swan

Nicknames: Frankie, Crank

Age: 19

Height: 5'8"

Weight: 135lbs

Body Type: Skinny, lanky

Gender: Male

Sexuality: Gay

Eyes: Brown

Hair: Black

Status/Occupation: scavver/junker, weapons mod specialist

Family: father unknown (presumed deceased), mother unknown (presumed deceased), adopted daughter Violet (2 years old)

Scars: various burns and cuts on his hands, arms, torso, and legs from experimenting with guns and mods

Physical Traits: long arms, legs, fingers; always marked with grease or dirt; sometimes bruised from clumsiness or carelessness

Clothing: t-shirt or tank top with jeans, sometimes with his Atom Cats jacket when he’s not working on weapons

Weapons: Frankie kind of has sticky fingers when it comes to picking up weapons he finds/salvages and is good with pretty much anything that isn’t heavy. He picks up and drops guns all the time, but his favorite - and the one he always keeps with him - is a double barrel shotgun he’s had since he was ten.

Affiliation: Atom Cats

Former Affiliation: Goodneighbor (still welcome/on good terms, but he no longer lives there)

Friends: Rin, Atom Cats, Hancock, Fahrenheit, Magnolia, Irma, Cricket, Bunker Hill residents/workers

Enemies: none

Neutral: Brotherhood of Steel, Minutemen, Institute, Raiders, Children of Atom

Skills/Perks: Rifleman, Locksmith, Sniper, Cap Collector, Party Boy, Gun Nut, Scrapper, Gunslinger, Quick Hands, Scrounger, Idiot Savant

Strengths: good with his hands, quick and light on his feet, good eyesight, good reflexes, easygoing, amiable nature, adaptable

Weaknesses: optimism to the point of idealism, naïve, a little too trusting, impulsive (especially when it comes to offering his help), no strength/melee skills, immature

Likes: music, dancing, alcohol, having fun in general, regular/repeat customers (means his work is keeping them safe), meeting new people, his daughter (just everything about her), flirting with guys and making them flustered

Dislikes: people who are rude/prejudices/unnecessarily violent, insects, being treated like a kid (especially by Rin)

Personality: Frankie is very outgoing. He loves being around people, helping out wherever needed, participating in anything and everything. He likes being able to not worry and just have a good time, especially when he’s with his friends. It takes him a lot to get him angry, but when he reaches that point, there’s only a very slim chance to earn his forgiveness. Frankie likes being included and craves that sense of belonging; from what he’s heard about the Railroad, he thinks they’re awesome and would love to walk the Freedom Trail to find them someday.

Violet: Frankie found Violet as an infant when he was 17. He had been dumpster diving for scrap when he heard her weak cried; she was tucked away in the corner of an alleyway next to the Water Street apartments. Knowing that the building was a popular Raider hideout, Frankie figured the baby must have been abandoned, and he decided that he would take care of her. He knew what it was like to be an orphan and also what it was like to be loved by people who had no obligation to take care of him, yet did so out of genuine desire. He named her Violet because that was the color of the blanket she was wrapped in. Everyone expected him to give up on parenting after a few weeks - he was so young, still a kid himself, and had a tendency to act immaturely - but he shocked everyone when his love and devotion to Violet never wavered. He loves her fiercely and always introduces her as his daughter though there is no biological connection and they don’t look remotely alike. He’ll always make time for her and likes to make toys for her (he brings her toys he finds around as well).

((Profile Layout inspired by @madddraws))

Reading about Fallout 4

*cums in pants *

*throws up*


SPECIAL (lvl 29). S: 5| P: 8 | E: 8 | C: 7 | I: 5 | A: 4* | L: 7

Iron Fist (1), Rifleman (2),  Awareness (2), Refractor (1), Cannibal (1), Cap Collector (1), Animal Friend (1), Party Boy (1), Sneak (1), Fortune Finder (2), Bloody Mess (2), Idiot Savant (1)

*Agility: Permanently stunted at 4

anonymous asked:

Here's a funny Christmas story. I asked for the collector's edition of Undertale for the PC. I was sure that my family would fuck it up somehow if I wasn't really specific about it, so I wrote it out in all caps like this: "UNDERTALE COLLECTOR'S EDITION PC". I figured there was no way they could fuck that up, right? I was wrong. I ended up getting Undertale for the PS4 from my aunt. It wasn't even collector's edition. I don't even have a PS4. /: - Sanzy Boi

Perks we got to see in the video:


  • Strength Training (Rank 3/10): Strength is the measure of your raw physical power. It affects how much you can carry, and the damage of all your melee attacks. Now you instantly gain 1 point! 
  • STR 2:  Big Leagues (Rank 1/5): Swing for the fences! Do 20% more melee weapon damage.


  • Perception Training (Rank 7/10): Perception is your environmental awareness and your “sixth sense,” and affects weapon accuracy in V.A.T.S. Now you instantly gain 1 point!
  • PER 2: Rifleman (Rank 1/5): Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.


  • Endurance Training (Rank 4/10): Endurance if a measure of your overall physical fitness. It affects your total health and the Action Point drain from sprinting.  Now you instantly gain 1 point!
  • END 1: Toughness (Rank 1/5): If nothing else, you can take a beating! Instantly gain 10+ Damage Resistance.


  • Charisma Training (Rank 2/10): Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter. Now you instantly gain 1 point!
  • CHA 1: Cap Collector (Rank 2/3): You’ve mastered the art of the deal! Buying and selling prices at vendors are better. 
  • CHA 2: Lady Killer (Rank 2/3): You’re charming… and dangerous. Women suffer +5% damage in combat, and are easier to persuade in dialogue. 
  • CHA 3: Lone Wanderer (Rank 1/3): Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. 
  • CHA 4: Attack Dog (Rank 1/3): Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. 
  • CHA 5: Animal Friend (Rank 1/3): Commune with beasts! With your gun, aim at any level below your level and gain a chance to pacify it. 
  • CHA 6: Local Leader (Rank ½): As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements.
  • CHA 7: Party Boy (Rank 1/3): Nobody has a good time like you! There’s no chance you’ll get addicted to alcohol. 
  • CHA 8: Inspirational (Rank 1/3): Because you lead by example, your companions do more damage in combat and cannot hurt you.
  • CHA 9: Wasteland Whisperer (Rank 1/3): Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.
  • CHA 10: Intimidation (Rank 1/3): Time to show everyone who’s boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them. 
  • CHA 10: Intimidation (Rank 3/3): When you successfully pacify someone, you can give them specific commands. Req level 50.


  • Intelligence Training (Rank 6/10): Intelligence is the measure of your overall mental acuity, and affects the number of Experience Points earned. Now you instantly gain 1 point!
  • INT 1: V.A.N.S (Rank 1/1): Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S.
  • INT 2: Medic (Rank ¼): Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.
  • INT 3: Gun Nut (Rank 2/4): You get access to Rank 2 gun mods.
  • INT 3: Gun Nut (Rank ¾): You get access to Rank 3 gun mods. Req level 25.
  • INT 6: Science (Rank ¼): Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods.


  • Agility Training (Rank 5/10): Agility is the measure of your overall finesse and reflexes. It affects the number of Ability Points in V.A.T.S. and your ability to sneak. Now you instantly gain 1 point!
  • AGI 2: Commando (Rank 1/5): Rigorous combat training means automatic weapons do 20% more damage.
  • AGI 3: Sneak (Rank 1/5): Become whisper, become shadow. You are 20% harder to detect while sneaking.  


  • Luck Training (Rank 6/10): Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits. Now you instantly gain 1 point!
  • LCK 3: Bloody Mess (Rank ¼): +5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs! 
  • LCK 6: Better Criticals (Rank 1/3): Advanced training for enhanced combat effectivness! Criticals do 50% more extra damage.
Hello to my newest OC...

(about time I posted his profile lol)

Meet Elliott Sebastian Graham

Born: March 21st, 2097 (Age: 193; became a ghoul in 2137)

Height: 6'2”

Weight: 170lbs

Siblings: Bastion Edmund Graham, Michael Desmond Graham, Gabrielle Hadley Graham, and the twins (I forgot to get their names oops)

Appearance: Fit and trim, muscled but not bulky. Clean shaven, doesn’t like anything more than a five o'clock shadow. Hair is kept trim. He has a nasty scar running down his right arm. Wears a cowboy hat, leather duster, jeans, flannel shirt, boots.

Occupation: A self-employed scavenger. Takes odd jobs here and there for extra caps: repair work, bodyguard, caravan guard. Sometimes bounty hunter, in rare or special circumstances.

Background: Second eldest of the Graham siblings. He was close to them growing up, and very protective. Together the three of them became involved in Commonwealth affairs, wanting to help restore order to the world. When Bastion and Michael decided to join a small, then unknown group called the Minutemen he followed, eager to look out for his brothers. However, things didn’t go too well. He had trouble adopting the soldier life, especially when it came to following orders. He had many disagreements or even full-on fights with his superiors. They kept giving him chances to get in line (mostly thanks to his brothers), but he finally just gave up and left camp in the middle of the night. He refused to come back, leading to a rift between him and Bastion and Michael. (Many, many years later when he heard about Quincy he made sure to find out if his brothers were still alive, but didn’t reach out to them nor offer his services to help rebuild the Minutemen.)

After leaving the Minutemen he decided not to return to his homestead; instead he became a wanderer, taking work wherever he could find it. During that time he met a man, a former Brotherhood member from the Capital. They became scavving partners, then lovers. Together they took on a risky salvage venture in the Glowing Sea. Elliott’s suit was faulty, but by the time they realized and got him help the ghoulification process started. While going through this painful transformation his partner left him, refusing to stay with him now that he was a ghoul. One night he returned, only to try and kill Elliott in his sleep, which is what gave Elliott the scar on his arm. He fought him off, wounding his ex but couldn’t bring himself to kill him. Because of this Elliott is very guarded with his feelings, and refuses to get romantically tangled with anyone ever again. He’s also more gruff with humans and absolutely despises anyone associated with the Brotherhood.

Personality: Guarded, stern, loner-type. Comes off as cold, but he’s usually polite to strangers unless antagonized. Sometimes he can get flirty, if he’s looking for a distraction. Drinks, swears, smokes, but no chems. Not usually one for joking around but he’s been known to crack a smile. Absolutely hates being bossed around, and isn’t afraid to let people know that. Still highly protective of the Graham clan, in his own way.

Weapons: Serrated hunting knife; pipe bolt-action rifle (.308 calibre); .44 pistol


S- 6

P- 8

E- 6

C- 3

I- 3

A- 6

L- 3

Perks: Strong Back; Rifleman; Locksmith; Toughness; Cap Collector; Lone Wanderer; Moving Target; Scrounger

And here he is in his Minuteman days: