Algernon

Algernon is a savant living underneath the New Reno Arms weapon shop in the city of New Reno.

A Strange Lot in Life
A very curious man, Algernon's prowess with all things mechanical is not to be underestimated, although his ability to deal with other people lags behind his ability to repair and upgrade the devices around him. A conversation with Algernon is practically one-sided. Only capable of expressing himself verbally via battle sound onomatopoeia, he nevertheless seems to understand what is said to him. But Algernon is not kept around for scintillating conversation.

Upon sighting any stock weapons, Algernon becomes extremely excited. If he can get his hands upon an unmodified weapon, Algernon appears to find true happiness - at least for a few hours - tinkering with the weapon and vastly improving it. The process is not a quick one. Improvements on any weapon will take several hours, but with two distinct advantages over any other wasteland weaponsmiths:


 * He does not require any special parts, aside from the weapon itself.
 * He also does not take money for the service.

As such, characters with time to spare can improve whole arsenals of scavenged and looted weapons, selling the more valuable improved versions for tremendous profit.

In addition to the more mundane pistols, rifles, and plasma weapons, Algernon can also improve both flamethrowers and the fuel they consume, making the weapons much more powerful. (See Below)

Complete Upgrade List
Algernon can upgrade the following:

Small Guns

44. Magnum, fitting it with a speed loader & enhanced iron sights (costs 1AP per reload and has increased range)

Assault Rifle, fitting it with a drum magazine (24 shots to 100)

Desert Eagle, fitting it with an extended clip (8 shots to 20)

FN FAL, fitting it with a night vision capable scope (increases your perception for the purpose of determinging range by 1, night only)

Hunting Rifle, fitting it with a 20x scope (increases your perception for the purpose of determining range by 1, daytime only)

Energy Weapons

Plasma Pistol, fitting it with an extended clip (16 shots to 32)

Plasma Rifle, fitting it with a turbo generator (increases damage)

Laser Pistol, fitting it with a magnetic field targeting system (increases penetration power)

Laser Rifle, fitting it with an extended clip (12 shots to 24)

Big Guns

Flamer, fitting it with a fire generator mkII (increases damage)

Unarmed

Power Fist, fitting it with an enhanced piston drive (increases damage)

Melee Weapons

Cattle Prod, fitting it with an enhanced energy generator (increases damage)

Ammunition

Flamethrower fuel, improving it to Flamethrower Fuel MKII

Bring Flowers
Algernon's focused brilliance, and his name, pay homage to the book and later play Flowers for Algernon, by Daniel Keyes. The book has received much criticism and compliment, and has been the focus of several controversies regarding its inclusion in school reading curricula. Charlie Gordon, the main character, is a 32 year-old mentally challenged janitor who briefly becomes a genius as the result of an experimental medical procedure.