Fallout - Twin Cities (Apocalypse World) (Inactive)

Game Master DM Mooshybooshy, "the Foolish"


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Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

2-harm, reduced to 1 by the armor; let's make a harm roll.

Harm: 2d6 + 1 ⇒ (5, 2) + 1 = 8


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

MC chooses one:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

"Damn it! Ok, hold on!", yells Dust as she swerves to line up the rig with the parking ramp easing off the gas just a little to avoid crashing into the top of the garage on the way down.

Not sure whether this is a roll but will need the rig's stats first anyhow (speed, handling, massive and armour).


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

wooo! First vault discovery!


Derp, Runner stabbed himself, not Pallor. Sorry guys, realized my mistake too late to correct the post!


Thanks for reminding me that I hadn't provided your War Rig or Old Bessie with vehicle stats, Dust! I'll be putting these spoilers into the campaign info tab for future reference.

By default, your vehicle has speed=0, handling=0, 0-armor, and massive according to its frame.

WAR RIG:
Choose its frame:
Bike (massive 0, 1 battle option)
Compact, buggy (massive 1, 2 battle options)
Coupe, sedan, jeep, pickup, van, limo, 4x4, tractor
(massive 2, 2 battle options)

Semi, bus, ambulance, construction/utility
(massive 3, 2 battle options)

Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road, responsive, uncomplaining, capacious, workhorse, easily repaired.

Looks (choose 1 or 2): Sleek, vintage, pristine, powerful,
luxe, flashy, muscular, quirky, pretty, handcrafted,
spikes & plates, garish.

Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler, unreliable, rabbity.

Battle options (choose according to frame): +1speed,
+1handling, +1massive, +1armor.
You can double up if you choose.

FINAL STATS: speed=2, handling=1, armor=2, and massive=3. TAGS: Powerful, spiky, loud (gives away position), lazy (slow to accelerate), rugged, and easily repaired.

Ol' Bessie:
Choose its frame:
Bike (massive 0, 1 battle option)
Compact, buggy (massive 1, 2 battle options)

Coupe, sedan, jeep, pickup, van, limo, 4x4, tractor
(massive 2, 2 battle options)

Semi, bus, ambulance, construction/utility
(massive 3, 2 battle options)

Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road, responsive, uncomplaining, capacious, workhorse, easily repaired.

Looks (choose 1 or 2): Sleek, vintage, pristine, powerful,
luxe, flashy, muscular, quirky, pretty,
handcrafted, spikes & plates, garish.

Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler, unreliable, rabbity.

Battle options (choose according to frame): +1speed,
+1handling,
+1massive, +1 armor.
You can double up if you choose.

FINAL STATS: speed=1, handling=2, armor=3, and massive=2. TAGS: Garishly handcrafted, slow, an off-road workhorse.


Chief, as a result of the ghoul bite, a big hunk of your armor has been torn off your left side. You'll need to scavenge some more miscellaneous crap to make armor out of, or buy some, before you can reach 1 armor again.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

His side of the cab now clear of ghouls, Chief leans across to cover Dust.

Lay Down Fire (+Hard): 2d6 + 1 ⇒ (2, 4) + 1 = 7


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

That's a choose 2; I'll pick allow Dust to move or act freely and give Dust +1 choice to her battle move.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

What immediate sitch can I deal with right now? I assume i've picked off all our unwelcome boarders


You'll have a threat approaching as a result of Dust veering to the side into the parking garage. I just haven't had time to post an update to this campaign yet because I spent part of my free time earlier today statting up the vehicles. Update coming tonight!


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Vonya desperately clings to the railings on the war tractor, yelling loudly. "What a f*ckin amazing day! THRILLS! DEATH! SLAUGHTEEEEER!!"


AT THE WABASHA STREET CAVES:

The loud banging noise created by the false wall receding into the ground has echoed throughout the caves, and you hear snarling sounds from awakened Ferals coming from the direction of the crack in the wall. You hear the sounds of naked feet slapping on stone, and claws cracking as they begin to gather and seek the source of the sound - you.

IN THE RUINS OF MINNEAPOLIS:

BANG - and Dust's ears fill with a ringing tinnitus sound as Chief's gun goes off less than a foot away from her head. The blast sound gives her an instant, piercing headache, but she can feel the ghoul's claw that had been grasping her sleeve loosen and fall away, so she guesses that the ear pain is probably worth it. Focusing on the road, the hocus jerks the semi to the right and veers off in the direction of the parking garage.

Seth is just clambering back inside the cabin of the War Rig when the semi-truck slams into the parking garage entrance. Unfortunately for you all, the parking garage is too short to fully accommodate a Semi. The War Rig is too tall.

With a screaming and squealing of metal, the roof of the cabin is torn completely off by the concrete roof of the parking garage. Everything a foot above the dashboard of the semi truck is basically gone, and Dust, Seth and Chief are being forced to duck far down in order to avoid being creamed.

Dust, give me a handling roll (2d6+1) to see how you keep control of the rig as it squeezes down this parking garage ramp.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

As the roof shears off the top of the rig Dust fights with the steering to keep the vehicle on track.

Handling: 2d6 + 1 ⇒ (6, 3) + 1 = 10


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

As the roof tears away, Chief, ducking, finds himself crouching on the bench seat face to face with Seth at dashboard level, and starts cackling madly. I guess we don't have to worry about the ghoul that was on the roof, anyway.

The pain in his bitten arm, the ringing in his ears, and the full-body jolt of the rig smashing into the garage are taking their toll on his nerves. His vision starts to swim, concrete dust becoming cigar smoke, the shards of glass and metal blurring into poker chips scattered across the stained pleather table, screeching metal revealing itself as loud music.

Momma is seated at his right, Rolfball to his left, Seth straight ahead. Rolf swears, lays down his cards -- Jack high. Seth shakes his head, lays down a hand of s&$*, nothing better than a nine. Momma already folded. Chief looks at his own cards: a two of guns, a fish of spades, a tragedy of diamonds, a two of corpses, and a joker.

"Rolf, baby," says Chief, rearranging his cards idly. "Remember that time we were coming back to Walker's and got cut off by that raiding party? Had to hole up in an old garage on tenth? We hid in the trunk of the Great Beast and just made out for, like, two hours, 'cause we thought it might be the last time. Remember? How'd we get out of there, anyway? I can't remember. What was the deal with that place?"

Open Your Brain (+Sharp): 2d6 + 1 ⇒ (2, 6) + 1 = 9


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Seth shrieks in dismay as the roof of the cabin is torn off.

"I SPENT SO MUCH BLOODY TIME ON THAT ROOF!"


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Vonya roars with a gut-ripping laugh as he watches this unfold, after dodging a sheet of metal that nearly tore him in half. When Seth began shouting, Vonya howls, clutching at his ribcage and slapping the machinegun.

"BEST ... DAY... EVERRRR!!!" Vonya yells between wheezes.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

"Antibodies... come to attack us. Hide." Pallor intones, cryptically as always, before spreading himself away from the group.

pallor will attempt to put bodies of expendable gang people between him and the sound of ferals.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner will keep an eye out: 2d6 + 1 ⇒ (3, 5) + 1 = 9 for what’s coming.


IN THE PARKING GARAGE:

The War Rig's engine screams and protests as Dust heaves on the enormous steering wheel, keeping the forward momentum up with her foot pushing the gas pedal all the way down. Bits of the concrete ceiling and parts from the war rig are flying every which way as the massive semi hauls Ol' Bessie down into the blackness.

There was a mechanized gate that allowed cars to enter or not to enter this private parking garage; your war rig bulldozes right on through that, sending the metal scattering in every direction. Careening down the ramp takes you into a wider-open area with old, delapidated cars dotted here and there. Your rig is in a slightly taller space now, so you aren't forced to hunker down in the cabin in order to not get brained.

Chief's mind is elsewhere, though. Partly, he's accessing memories; time he spent downtown with Rolfball when they got into a scrape together. However, his memories are interacting with the psychic maelstrom that's omnipresent in the Twin Cities, affecting his perception of time. He recalls...unexpected allies. External help that allowed you both to escape with your skins. But who...

You're brought back to reality by Seth and Vonya's screaming - as Seth wails about the damage to the rig, and Vonya is still riding the adrenaline high.

You hear a third voice cutting through the din. "Don't move!"

Dust lifts her head up to look over the steering wheel, past the ruined windshield. She looks down at the ground, and sees...a missile launcher, aimed squarely at her. It's being supported on the shoulders of two children, wearing warpaint and rugged clothing, and there's a girl standing next to them armed with a PPK handgun. The children look to be about aged 8 or 9, and the girl can't be more than twelve.

"This missile is enough to blow up your whole truck, so I'd advise against trying anything funny! What the hell are you doing breaking our gate for?" the girl, who appears to be the ringleader, has an accusatory tone in her high voice.

Vonya, you look to either side and see other kids, similarly covered in war-paint, emerging from the windows of the parked cars on either side and armed with rifles and SMGs that they have aimed at you. Despite their ages, their hands holding their weapons aren't shaking. What do you do?

AT THE WABASHA GHOUL CAVES:

At the sound of the encroaching ghouls, Pallor immediately withdraws, backing up to the mine-cart tracks. However, he's in for an unpleasant surprise. While they were inside the tomb room, activating the techno-pillar, the door leading up to the cave entrance has closed off. You don't see a panel to open it on this side like there was on the other side. If you don't have a light source of your own, it's completely black down here.

Runner keeps an eye out:

KEEP AN EYE OUT:
When you keep an eye out for what’s coming, roll+sharp. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the MC what’s coming and choose 1:
• Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, they get +1choice to their move.
• Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they make in the effort.
• Direct any ally’s attention to an enemy. If they attack that enemy, they inflict +1harm.
• Direct any ally’s attention to a danger. They take -1harm from that danger

and gains 2 hold. Gripping his 9mm, he takes square aim at the crack in the wall. The sound of the ghouls' feet slapping against the stone floor grows closer at an irregular pace. There's a small size gang with you, as only part of Dog's gang followed you down the mine shaft on foot. Shiner scowls as she hefts a nail-bat. "Trapped like rats and about to be ghoul food. Thanks a lot, Runner." she spits.

A few tense moments go by as the sound of approaching ferals grows louder and louder. You can't see through the crack in the wall in the blackness. Suddenly, everything goes quiet...


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Shaking his head as he comes out of his trance like a soap bubble popping, Chief chuckles, raises his hands, and slowly stands, a winning smile on his face.

"Hey, little lady! Don't I know you?"


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Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Tom immediately tries to calm Vonya down, assuring him that if he started to f*ck around right now these little sh*ts would fill him full of holes without hesitation. Vonya grumbles but is inclined to agree.

"'ello there you lot, you're a scary bunch aintcha? We didn't mean to come screeching down into your territory but we were going super f*ckin' fast and there was a load of mines so we detoured to avoid 'em and ... that's the long and short of it really. You all doin' okay? Lovely day ain't it?"


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

As the rig comes to a stop Dust is only partially aware of the children emerging over the pounding of adrenaline in her head. Chief and Vonya's voices sound distant and muffled. The rush intensifies and her vision blurs as her hands slip from the steering wheel.

Open my brain: 2d6 + 2 ⇒ (5, 1) + 2 = 8


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Awww, Vonya's a charmer!


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

I'm certainly not a looker! Besides, they're kids. Scary kids. Scary kids with guns.


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Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

Shoulda said, KIDS WITH GUNS


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

Tune.


AT THE PARKING GARAGE:

Dust is afflicted by the psychic maelstrom as the war rig slowly rolls to a stop. Her forehead touches the steering wheel as bits from the ceiling that have fallen into the cabin of the truck fall off of her body in various places. She's covered in concrete dust, and she coughs a painful cough that hurts her lungs. She breathes deeply and finds herself in the same garage as before, but it feels different. Newer. There's no rubble or signs of devastation anywhere.

Dust's vision:
She sees a couple - a well-dressed man with a tall brunette hanging on his arm. They're a little tipsy, both of them, and the man is talking loudly. "It'ss a new model Turner S, babe, it's the fastest on the market," the well-dressed man slurs as he makes his way to his fancy red car.

Giggling, the two climb into the car and start it up. "It'sss powered by nuclear fusion. But don't worry, it's safe. Keeps its power through till the end of the world!" the man laughs at the absurdity of the idea of the world ending. "Can't let this baby get into an accident though! She's fit to pop!" He starts the engine and the car begins to smoothly glide away...but the driver, being a little sh*tfaced, crashes the car into a pillar to the immediate right of the exit. The world outside the garage begins to burn from the ending of the world suddenly arriving, and your vision ends.

Dust, you come to and you find yourself staring to your left and behind you, at the exit you came in from, and you see the same car - decades and decades older, and with a skeleton lying on the ground on either side. One skeleton is wearing a fancy suit, the other, a dress.

Vonya doesn't get any grins from the kids that are keeping a bead drawn on him from his joking demeanor; however, he does notice a particularly young child, can't be more than 5, staring at your massive frame in open wonder. The kid is real shrimpy; you could probably eat him without even having to open your lips.

Chief stands up in the cabin and opens his arms wide in a friendly gesture. The girl points her Walther PPK at him at first, untrustingly, but recognition soon sets in. "Chief?" she asks, lowering the weapon. "Is that you? Well, it looks like my advice was right after all," she says, smugly crossing her arms.

"The rest of these jokers are with you then?" she continues, gesturing at Seth, Dust, and Vonya collectively with a toss of her head. You'd recognize that cocky, haughty attitude and her pretty young face anywhere; she goes by the name of General Annie, and she's the leader of a colony of children that live in the heart of downtown Minneapolis. She and all the kids under her command are orphans, and they are held together by a kind of military discipline. Nobody in her crew is over the age of 15.

Despite their age, the Power Army (as they childishly call themselves) is actually a credible threat to any that break their rules in their territory. They're no use in a short-range brawl, but they're quick and clever, and they know the passageways that penetrate downtown Minneapolis like no one else. Luckily, unlike many other raider groups, they can be convinced to help you if it's in their best interest. Somehow, Chief, you made it worth it for them to help you and Rolfball back in the day - but you owe them. How did you convince General Annie and her Army to help you?


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Rolfball and I had been coming back from a run. We'd managed to find a not-previously-ransacked tech company office: vending machines full of snacks and wacky toys on half the desks. The candy would have made the deal by itself, but when we introduced General Annie to the magic of Nerf guns? mind BLOWN.

"Good to see you, Annie, sweetheart. Yeah, uh, everyone, meet General Annie and the Power Army! Annie, this is Miz Dust, and Seth, that big fella back in the thing is Vonya... and we might have some ghouls following us, not really sure what the situation is there, but the ghouls aren't with us, so feel free to, uh, you know..."


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Seth coughs as he rights himself and jumps down to join the others.

"Note te self: Never climb on a war rig's hood with a bum leg. No guzzoline's worth that kind of indignity," he grouses.

When Chief introduces them to the Power Army, he makes a little bow.

"Seth Hafner, though friends call me "Volcano." Thank ye kindly fer askin' questions before ya shot."


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

Pallor tries to sense, with his mind, any of the ghouls that might be intelligent.

weird: 2d6 + 3 ⇒ (1, 6) + 3 = 10

If he finds one, he attempts to mentally speak to them.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○

As the main conversation continues, Vonya takes an interest in the tiny scampi. He waves nonchalantly, grinning underneath his mask.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

"General Annie is it. Pleased to meet you, and sorry about the door. I'm sure we can make right but for now I think we may have a more immediate problem."


AT THE PARKING GARAGE:

At first the Power Army's eyes are generally mistrustful as they size you up. However, there are a number of the slightly-older kids that recognize Chief from the last time he was here, and they're nudging the others to lighten up in their assessments. A few of them even still have Nerf guns dangling from their hips or hanging from a chest bandolier. The youngest one, the one staring at Vonya, seems the most eager to accept you all, waving back to Vonya enthusiastically. The kid's superior officer, a young girl with football facepaint and an ancient-looking AK-74, nudges the shrimp a little, and he lowers his hand, but still keeps grinning.

Just as Dust was finishing her sentence, the trouble they were referring to can be heard behind them. Dimly, from outside the garage, the small horde of ferals that you just drove through can be heard approaching. They moan, growl, or just scream hoarsely through deadened, irradiated lungs as they stumble over the ripped-up streets outside.

General Annie whistles and makes a whirling overhead hand motion to a pair of twins behind her, and they wordlessly run deeper into the garage. Bike bells can be heard, along with children's voices shouting, and Annie gestures another one of her aides to a nearby car's trunk. Popping it up, the kid reaches inside and grabs what look to be road flares.

Just then, four kids on souped-up mountain bikes modded with light armor and spikes ride up, grabbing the flares out of the aide's outstretched hands like relay racers. The four kids expertly swerve and weave through the twisted metal of the gate that you destroyed, riding straight up toward the swarm.

The General looks slightly apprehensive, but she quickly covers it up with bravado, as is her custom, you remember, Chief. "Wait for it..." she says, with a slight grin, and you needn't wait long. You hear a whoop from above and the sound of several explosions as ferals are baited away from the garage entrance and toward the minefield in the street. The Power Army cheer in response, and Annie keeps smiling as she listens on. "Those four are our best, the Blue Angels. Been keeping us safe for over three months now, since we found 'em up in the old shopping centre in Maple Grove. They'll defend us from those stupid Ferals."

Her expression turns to a businesslike frown. "Still, in the meantime, our gate's been busted! We can't rely on those four every time a threat comes calling, and that means we need to rebuild it! C'mon everyone, get to work! Cheering helps nothing!" Some older kids that carry themselves like lieutenants take up her fervor, verbally whipping their subordinates into moving some of the car wrecks. There are jacks on wheels and miniature levitation dollies that the kids are wrenching underneath some of the decrepit old cars, preparing to haul them to the gateway area.


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Runner starts backing up towards the exit.
-
"Pallor, can you get that door back open?
I thinks we need to leave, Now!"

-
He keeps a wary eye out for any ghouls that pop their head thru the crevice and will shoot at the first one that does.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

i'll react to that once i see what's up with my current weird.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Seth nods understandingly at the General's words. He approaches and taps her gently on the shoulder.

"Beggin' yer pardon, General, but I'd like to help ya. As Chief can personally attest, I'm damn good at fixin' things. A veritable wizard, you might say!"


AT THE WABASHA STREET CAVES:

The caves have become so quiet that Runner instinctively lowers his voice to a whisper as he asks Pallor to get the door open. The cocking of the hammer of his gun seems to echo noisily in the huge chamber. Pallor, however, is not available. Behind the opaque lenses of the mask he always wears, his eyes are vacant and staring.

Mentally interfacing with ghouls is always risky. There have been tales told of brainers losing their minds and going completely crazy when exposing themselves to a Feral's irradiated mind. To Pallor, it feels like the mind he connects to when he exposes himself to the psychic maelstrom is filled with a buzzing static, making coherent thoughts difficult.

You don't communicate with the Feral whose mind you touch with words, exactly. Instead, you get a jumbled mess of images and memories, all that is left of the ghoul's human personality. You see the memories of the ghoul from a first person perspective, through her eyes. The memory of the sacrifice, withdrawing the bleeding knife from the victim of her friend. Shouting "it's done!" into the microphone built into the techno-pillar. Pounding at the wall that is supposed to have withdrawn into the floor with growing desperation, scratching deep clawmarks into the stone futilely. Then, the apocalypse - the world outside the caves darkening with the coming of the "end." And one word, a name, that is endlessly repeated within the Feral's mind like a litany of rage. Trudy Belafonte.

From deeper within the crack, you can hear the scratching of claws, but no ferals emerge yet...

AT THE PARKING GARAGE:

The young girl sizes you up a moment, noting the various technological tools that you have hanging from various belts on your person. "You don't get by in this world by turning down honest help when it's offered," she says, wisely. She points in the direction of the ramp that you came down on. "Some of the parts from your rig's roof getting scraped off have been scattered around here. There's also a pair of minigun turrets that we used to have, before they malfunctioned. They still look menacing but can't fire anything at anybody. Maybe you could take a look at those?" Sure enough, there are two nonviable minigun turrets, flanking the bottom of the ramp so that anyone who entered the larger space would be within their firing range.


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

"I'll have those miniguns up an' runnin' in a matter of minutes, lass. May need some help gettin' up there, though. I'm a crippled old man."


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

before i continue, i just want to clarify: these ghoul steps are audible, and the vault door is closed? I want to make sure i am getting the imagery right and that these ghouls were left outside the door so long ago as those within the vault hid.


Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

"I'm guessing you and the Power Army know this part of town well. Don't suppose you'd know anything about a Crane building around here?"


AT THE WABASHA STREET CAVES:

Pallor: the crack in the wall is inside the "tomb room" with the techno-pillar, so if the false wall were to close, the ghouls would have no way to reach you.

A ghoul's curious and snarling face pokes its way out of the crack in the wall. It sees you all and begins scrambling through - right as Shiner swings her nail-bat down in a vicious overhead arc, smashing the ghoul's skull. She positions herself directly in front of the crack, and tries to wedge the ghoul's body inside it so that the other ghouls are bottlenecked. "They're on the other side of this dead 'un! They're trying to get through! There's a F*CKING LOT OF THEM!" she says with difficulty, struggling to hang on to the dead Feral's body as the other ghouls scrabble to reach the tomb room. The silence of before was shattered when Shiner cracked open the ghoul's cranium, and now you can hear a chorus of snarling and vicousness coming from the far side of the crack. What do you do?

AT THE GARAGES:

The sounds of the feral pack are diminishing up on the street level as Seth gets to work by taking out his tools. A Power Army soldier wearing a hat with a Private's chevron on it and overalls accompanies you, helping you climb up to where you need to go. He has a nametag on his overalls, which look far too large for him, that reads BUBBA. Popping open the chassis of the first machinegun turret, Seth gets to work. It resembles this in appearance. Immediately he finds several bullet holes inside the controls, but thankfully none appear to be too critical...let's get a Things Speak roll from you, Volcano.

Dust is more focused on asking the General questions. Annie looks at her quizzically when she's asked her question.

"The one off 14th Street?" she asks, holstering her PPK. "Yeah, it's a major landmark downtown because it's one of the few buildings aside from that creepy Scientology building that are still in pre-disaster condition. We've actually sent over teams to that building before, trying to get in, but it's locked up tight. What about it?"


COOL+3 | Hard=0 | Hot+1 | Sharp+1 | WEIRD-1 | Armor 0 | Harm 2/6 | EXP 2

Using up my Keep and Eye out points before doing something crazy...
-
"Awe sh!t here they come, thru that crack.
Aim for their heads!"

• Direct any ally’s attention to an enemy.
If they attack that enemy, they inflict +1harm.

-
"Hey Squeek, why downcha make that flamer useful and light up them ghouls?
• Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls they make in the effort.


RETIRED PC | Quarantine | COOL+3 | Hard+1 | Hot+1 | Sharp+1 | WEIRD+1 | Armor 0 | Harm 2/6 (6:00) | Exp ●●●●○

Runner opens the doors at Scarlet’s request, moving past them to investigate the tomb room. Francis walks up to the pair of gas canisters, and carefully squats down to inspect each one, picking them up and swishing them around while trying to peer through the gloom to check if they’re sealed.

If these are airtight, there might still be something other than fumes in them. Hard to believe that they’ve just been sitting here for all these years… These people talk as if there are still large parts of the city ruins unexplored. Are there so few survivors to search? Or do they just not care? All this talk of ‘ghouls’ seems like more superstition and nonsense -

Just then the doors swing shut behind him while a loud metallic banging noise rings out from the adjacent room. Francis snaps back to attention and turns to point his flamer at the room’s doorway while keeping the gas canisters behind him, waiting in the sudden silence for his eyes to adjust to the darkness as much as they can…

Someone shuffles through the darkness ahead of him as Runner whispers for Pallor to open the door, but there is no reply until one of the bikers shouts as some sort of assault begins. As Runner begins shouting orders, Francis grabs the heavier of the two cans in his left hand and gives the flamer a small squeeze with his right to try and light his way as he runs forward into the fray.

Jesus Christ!!!

In the flickering light of his unevenly spurting flamer Francis sees the crack full of squirming corpses, hissing and howling as they fight against Shiner’s makeshift barricade.

”Get clear!” Without missing a step, Francis swings the gascan up with his left hand and releases, aiming for the crack above the heads of the loathsome figures. He then stops just short of arm’s reach from the narrow opening, kneeling down and steadying the flamer in both hands before squeezing hard on the trigger, sending a torrent of flame up into the pushing bodies.

Single combat? Chaotic Free For All? Something else entirely?: 2d6 + 1 ⇒ (6, 3) + 1 = 10 with bonus from Runner.
If this is a chaotic free for all it’s another +3 Cool for a total of 13; if it’s pretty much any other “raw combat” move it’s just another +1 Hard for a total of 11.


Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

sorry to do nothing, but that is sorta Pallor for ya. So this false wall is where in relation to the vault door? I'd like to get in that vault, but i would also like to close off the ghouls. but if closing the false wall also bars us from the vault door, i wouldn't do it.


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Cool +1 | Hard -1 | »Hot +1« | Sharp 0 | »Weird +2« | Armor : 1 | Harm: 2/6 | Exp: ●○○○○

"There's someone there needs our help but it sounds like we won't just be able to just walk in and get the job done. How would the Power Army feel about helping us out on this one? Make a distraction loud enough to keep them occupied while we do our work and I'm sure Atreides won't forget it."

Manipulate (charismatic): 2d6 + 2 ⇒ (4, 4) + 2 = 10


Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Seth closes his eyes and focuses on the miniguns.

"Talk to me...sons of steel...how do I help you..." he drones.

Things Speak: 2d6 + 2 ⇒ (4, 3) + 2 = 9


Hey, sorry for not posting on Friday, had a tough week at work.

AT THE PARKING GARAGE OF THE POWER ARMY:

With Things Speak on a 7-9 you get to ask 1 - contextually, I know that the question you'd be asking of me would be:

What’s wrong with this, and how might I fix it?

Volcano immediately sets to work laying out his tools, ordering "Bubba" about, and sending other young children scattering in search of parts. In the end, it's a situation where the fix itself was pretty simple, you just had to get there first. With "Bubba"'s help, Seth is able to pry back a panel that had been shot up and reconnect some of the wiring behind it. When he's finished, two operational machine gun turrets sweep the ramp that leads to this garage area.

General Annie is watching Seth complete his work, with satisfaction evident on her face, when Dust approaches her with her request. It seems that the Savvyhead fixing their exterior defenses helped to put her in a good mood - plus, the Hocus had a natural charm about her that made others want to help her out.

Annie turns to you, a wild grin on her face. "Consider it done," she said. "I'll get the Blue Angels to run interference on the surrounding streets, deflecting any roving swarms of Ferals, and me and some of my best soldiers will keep anyone else off you while you find a way inside the Crane building. Just remember your friends outside when you're splitting up the loot in there, eh?" she cocks her PPK and winks.

DOWN IN THE WABASHA STREET CAVES:

Francis was walking around the tomb room in a daze, thinking to himself, until the threat of the ghouls became immediately apparent. Shouldering Shiner aside with his flamer, and with Runner's advice guiding him, the Soldier Out of Time unleashes a torrent of flames through the crack. The ghouls that were first in line to try and squeeze into the tomb room are immediately roasted alive, their irradiated flesh melting off their very bones like pork fat in a fryer. The smell of burning ghoul stench is awful and disgusting with a small underlying scent of appealing. The alluring smell of roasting meat underneath all the other disgusting materials being burned makes the overall aroma that much worse, nearly turning all of your stomachs.

Francis is an experienced soldier who has used a flamethrower before. He knows that using the most advanced, top-of-the-line flamers is still a risky proposition, and this isn't a top-of-the-line model. To be safe, he cranks the flames off after 45 seconds of unleashing fiery hell through the cracks. There are a few smoking bodies wedged in still, but the bulk of the ghoul horde is driven back away from the crack. You can hear them, shuffling about and snarling, but you can't see them. For now, your flamer seems to be keeping the creatures at bay! You count at least 5 of them that you killed outright.

Pallor, meanwhile, is investigating the doorway mechanisms. The brainer isn't sure what the button next to the vault door itself does, but he knows that he can open and close the false wall blocking off the vault door with the techno-pillar in the center of the tombs. The big, red button next to the vault door flashes hints of memories-that-are-not-memories within Pallor, reminding him of a past life that was not his own. He has a good idea that the button next to the vault door will open the vault itself, possibly closing the false cave wall in the process, but he won't know for sure unless he tries.


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Cool+1 | Hard+1 | Hot-2 | Sharp+2 | Weird+3 | Armor: 1 | Harm: 2/6 | Exp: ●●●○○ / ●

Pallor presses THE BIG RED BUTTON.


Cool+0 | »Hard+1« | Hot+2 | »Sharp+1« | Weird-1 | Armor: 0 | Harm: 2/6 | Exp: ●●○○○

Chief will look over the big rig and see if we're going to be able to drive back out the way we came in, or whether we'll have to work out another strategy.

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