The Lone Wanderer is the player character and main protagonist of Fallout 3.
The Lone Wanderer was born on July 13, 2258 to James and Catherine at the Jefferson Memorial, where they worked on Project Purity. Catherine died shortly after giving birth, due to cardiac arrest of an unknown cause. James suspended the project and traveled to Vault 101 via Megaton (with the help of Star Paladin Cross). The Lone Wanderer's origin was kept a secret in order to shelter the child from the outside world, and to keep up the pretense of the Vault-Tec Corporation's social experiment. The Lone Wanderer lived in Vault 101 without incident for nineteen years, but in 2277, 200 years after the Great War, James disappeared without any explanation. The young Lone Wanderer leaves the safety of the Vault to go look for his father in the ruins of the vast wasteland.
Powers and Stats
Tier: 9-B | 9-A | 8-B
Name: Player's Choice, The Lone Wanderer (Title In The Capital Wasteland)
Gender: Chosen by the player at the start of the game (Iconic appears to be male)
Classification: Human, Former Citizen of Vault 101, can become a Cyborg with the cyborg perk
Powers and Abilities: Superhuman strength, speed, reflexes, durability and endurance, Very charismatic, Extreme Luck, Resistance to radiation and radiation-based attacks, Lockpicking, Science, Stealth, Medicine, Explosives and Survival expert, Weapon Mastery (proficient with melee weapons as well as firearms), Expert Hand-to-Hand Fighter, Ingenious intelligence, Limited Time manipulation (With V.A.T.S.), Regeneration (Low, Mid-Low when exposed to sunlight or when afflicted with radiation sickness), Summoning (Can randomly ending up summoning The Mysterious Stranger), Invisibility (with the Stealth Boy device), Hacking, Adaptation (can adapt to most environments), Cyborgization (can become cyborg if the player wish so), can generate nuclear explosions
Attack Potency: Wall level (Far tougher than a normal human, can fight large monsters in hand-to-hand combat) | Small Building level (Many of his weapons are capable of this level of destruction) | City Block level (Massive barrages of miniature nuclear missiles are capable of inflicting this sort of destruction, can enhance his attack power via consumables), radiation-based attacks ignore durability to some degree and plasma weapons deal damage on a molecular level
Speed: Peak Human with at least Superhuman reflexes and combat speed, Supersonic+ reflexes and combat speed with V.A.T.S. (The player can pull the trigger faster than a bullet)
Lifting Strength: At least Athletic human (The players maximum carry weight is 300 lbs) | Likely at least Class 1 (Can physically stand up to Deathclaws and similarly giant monsters) | Likely at least Class 1
Striking Strength: Wall Class | Wall Class unarmed, Small Building Class with weapons | Wall Class unarmed, Building Class with weapons
Durability: Wall level (Even unarmored, can withstand numerous bullets and explosions, and hits from large monsters) | Small Building level (Can withstand far more attacks than normal, including hits that can instantly vaporize ordinary people) | City Block level (Can withstand multiple missile explosions at point-blank range, can enhance his durability significantly via consumables)
Stamina: Peak Human
Range: Standard mlee range unarmed, extended melee range with melee weapons, several meters to several hundreds of meters with firearms and explosives
Standard Equipment: None notable | A 10 mm pistol, a laser pistol, his Pip-boy, bobby pins and a screwdriver (for lockpicking), a few stimpaks, his Vault 101 jumpsuit | a .44 magnum, as well as a wide variety of additional weapons including various pistols, rifles, shotguns, sniper rifles, submachine guns, miniguns, laser weapons, gauss rifles, flamethrowers, grenades of all sorts, knives, razors, swords, auto-axes, katanas, axes, spears, hammers gauntlets, brass knuckles, bladed gauntlets, baseball bats, etc. Additionally has a wide variety of armor including stealth suits and power armor, and various consumables such as stimpaks and natural items/drinks/chems that enhance his stats. Also possesses venom that can be applied to weapons, stealth boys that render him invisible, and other miscellaneous items.
Intelligence: Genius (Even more intelligent than his dad, can craft all types of weaponry, can cure most diseases and mutations known to man, can upgrade/create and repair pretty much any gun there is, can be very cunning and persuasive)
Weaknesses: The Lone Wanderer has standard human weaknesses, and is still subject to ordinary metabolic hazards such as radiation poison and drowning, Action points used to power V.A.T.S. must recharge over time if depleted.
- V.A.T.S.: Short for "Vault-Tec-Assisted Targeting System". While using V.A.T.S., the otherwise real-time combat is paused. Various actions cost Action Points, and the user can target specific body areas for attacks, inflicting specific injuries. When using V.A.T.S. against enemies, seven different areas can be targeted: the head, torso, left arm, right arm, currently held weapon, left leg, and right leg. However, there may be other points available when facing off non-humanoid creatures (e.g. robot combat inhibitors, ant antennae). When targeting a part, the screen displays a percentage of how likely the attack will hit the targeted area based on distance from the target, visibility of the targeted body part, and combat skill. The percentage of a hit cannot be any higher than 95%, so there is a small 5% chance to actually miss.
- Paralyzing Palm: Consumes some action points to perform an unarmed strike with a chance to paralyze an enemy for 30 seconds.
- Nuclear Anomaly: The Lone Wanderer turns his body into a catalyst for nuclear energy, causing his body to erupt into a nuclear explosion. This attack can only be used when low on health and on his/her last legs.
Key: No Equipment | Standard Equipment | All/Best Equipment