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.
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
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.
After 5-7 visits, I FINALLY SAW WHITESHADOW WITH MY OWN TWO EYES!
Now I shall not so patiently wait for his memento. 😤
PS: Whiteshadow and Tubbs are the only cats that do not get kicked off when you change the remodels. However, they can get kicked off when you change the furniture or refill the food (ditto for Tubbs). Thanks to the awesome people over at the Neko Atsume subreddit for providing these insights! 😊
(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!
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!
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.
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.
Born: March 21st, 2097 (Age:
193; became a ghoul in 2137)
Siblings: Bastion Edmund Graham,
Michael Desmond Graham, Gabrielle Hadley Graham, and the
twins (I forgot to get their names oops)
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
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.