
thegreenteagamer |

Hey guys, I'm sorry but life has gotten to the point where I cannot consistently post, and I don't have time for my online games anymore. This includes both as a player and as a GM. I've enjoyed playing with most of you for almost a year now, but I just can't go on. I'm sorry. I hope you understand. If someone else wants to take over I have no qualms with that.

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Hey, life happens. I just hope everythings is for the best on your life and that someday you can return and enjoy nerd things with us or whomever is lucky enough to share a group or ride under your hand.
I sincerely wish you the best of lucks.

Rufus Atherton, Cowpoke |

I totally understand. Life happens, usually when it's least convenient. I had a good time playing an alcoholic whore-mongering ghoul with desperately poor social skills. Now I guess I'll just have to go back to living that dream in real life.
Take care of yourself, man. I hope the changes are all for the best and you find yourself blessing the day the sh!t hit the fan.
Rufus

Mickey Rios |

I've had a wonderful time, GM, and am sad to see you go. Sometimes we need to reassess, and really that's okay. Wish you the best of luck.

thegreenteagamer |

This is all the GM rules I haven't shared with you guys in the main document.
The rest I've mentioned the details of at least once or twice in-thread.
Oh, unless you meant like my faction and city notes:
Located and based in the Canaveral area in the former Kennedy Space Center. A relatively new branch of the BoS, this faction regularly patrols the area around KSS. They send caravans to the Kingdom for food and supplies, performing occasional maintenance on the Kingdom’s machinery in exchange for resources the smaller faction cannot self-produce.
The BoS also offers caps in exchange for technology, especially war related. They have a presence in the Island of Nations, although they do not sell high tech to non-members or those who have not earned their trust, they will pay higher price than any other group when buying.
The Brotherhood has established themselves as a premier trade organization. All caravans and freelancers who trade with them are given different classes that represent both their merchant status and their official regard in the eyes of the Brotherhood. Class C is introductory, and allows purchase of non-military or police grade pre-war weaponry and armor, and allows a free meal and night's stay in the tents outside of Kennedy once per month as long as you bring in 200 caps worth of tech. Class B is more trusted, and allows you to join the caravans that move between Kennedy and Kingdom, and allows purchasing of low-military and high-police grade weaponry...combat armor and equivalent level weaponry. Class A is an official ally of the Brotherhood, and it allows all the benefits of the previous classes, plus access to Kennedy itself, although not any of the high class areas. Class As can petition for Brotherhood membership, but it takes an act of great use to the Brotherhood to actually join (such as wiping out all of the Van Graffs in FO:NV).
Average Attitude for Humans: Indifferent
Average Attitude for Ghouls or Mutants with Humans: Disliked/Hated
Average Attitude for Unaccompanied Mutants or Ghouls: Attacked on Sight
Daytona
Most of Daytona has been abandoned, but the remains of the Daytona 500 Speedway course has been converted into a Colosseum, "The Dome", now used to entertain Wastelanders who can afford it's prices. Slaves are forced to battle each other or captured creatures to the death on some days; on others, heavily modded Mad Max style vehicles are raced around the former speedway (now with many chunks of road noticeably broken or missing). Some particularly brave free men and women actually complete on purpose for the fame and fortune that can be made in it's walls.
Gainesville
I still need to flesh this one out, but I'm thinking that Gainesville has become a nest of Deathclaws. Something about jocks and college football teams that makes me think this is appropriate.
(Note - in game improvised that a Vault was found in Gainesville and taken over by the Horde as an advance base)
Jacksonville
Jacksonville is absolutely overrun with Super Mutants who have headquartered themselves in the NAS Jax base. The Brotherhood of Steel has maintained an outpost in the Mayport base. Due to the sheer overwhelming numbers of the Super Mutant population, however, they spend more of their time defending their resources than exploring the area. Occasional patrols are sent out, but it is usually more Knights in Recon Armor sneaking around than Paladins in Power Armor bringing the pain. The background radiation for the area is pretty moderate.
The Keys
When the nukes fell on Miami, the bridge to the Keys was utterly ruined. Most of the Keys have become overrun with Mirelurks (or Lakelurks, or whatever - sealurks?), forming enigmatic colonies that harass and attack boat goers that attempt to reach any of the islands.
Key West, however, has oddly enough formed a small, isolated community that continues to live on as if the bombs never dropped...sort of. They're running off a desalinization and fusion plant that has been powering the rest of the keys in automation in Key Largo for hundreds of years. Debris from the explosions has left an artificial barrier reef rising twenty feet above sea level separating Key West from the rest of the keys Nobody on the island knows where or how the fresh water and power are coming, and nobody dares leave the island due to the, you know, deadly creatures on the other side of the barrier. The barrier only blocks the north and eastern sides of the island, protecting them from the Lurks, and nobody dares to sail out west or south into the deep ocean. The last time anyone tried, the islanders saw some...thing...come out of the sea and swallow the craft whole at the edge of the horizon.
(note - jokingly stated everyone here is descended from Rufus after one crazy party a couple hundred years ago)
The Kingdom (“Mouse Ears”)
Located in the ruins of Disney World, “The Kingdom” is a human supremacist city-state similar in attitude to Vault City of Fallout 2.
The inner sanctum, “The Kingdom” itself, is centered in the former Magic Kingdom theme park. Only human citizens of the kingdom are allowed in this area, within which a custom-build vault-like escape center was created by none other than Disney himself (little do the heroes know, ol’ Walt himself has been thawed out to run things here).
The former Epcot center has been revamped into the “Island of Nations”, where other factions, cities, etc, have been permitted to set up shop. Non-citizens my purchase day-passes, or be issued merchants’ passes to this premier resort area, where water is clean and potable, Mouse-eared guards walk the streets regularly, and a wastelander can get the closest thing to safety in the former Sunshine State.
The water parks have been sealed off from the public, converted through hardcore research into suppliers of potable, radiation free water, which has given the Kingdom their wealth.
The Animal Kingdom has been turned into a prison of sorts. Those who commit crimes against the kingdom are stripped naked and thrown in there with some of the worst creatures in the waste. Should they survive a week, any offenders are offered pardon. So far, none have survived. It is rumored there is a passage to the Kingdom itself somewhere within…
The remnants of Pleasure Island have been turned into a land of debauchery that would give New Vegas a run for its money. Like the Island of Nations, Pleasure Island has a day-pass cost, but it’s negligible. One can also find equipment for sale here from some of the less desirable factions, such as various raiders. It’s rumored the Enclave remnants occasionally fence black market energy weapons through this area. Ghouls and the like are officially not allowed, but most merchants in this area turn a blind eye, replying “I thought he/she was just really ugly” when officials bother to ask.
The parking lot of the area has turned into a mass shanty-town of tents, lean-tos, and other temporary structures. Though guards patrol the area, they are less vigilant, paying more attention to outside threats than those within short of murder. Ghouls and other “less desirables” are permitted in this area, though they are charged an entry fee and made to unarm. Even Super Mutants are occasionally permitted, though not without hassling.
Average Attitude:
Human Non-Citizens: Indifferent
Human Citizens: Liked
Ghouls in company of Humans: Disliked
Ghouls without Humans: Hated
Mutants in company of Humans: Hated
Mutants without Humans: Attacked on Sight
The Mongrel Horde
A militaristic society formed from mostly remnants of the Enclave and Caesar’s legion.
Octavius, a heretofore unknown nephew of Caesar, was the catalyst that caused this creation. At the young age of 14, he was considered the “heir” to the legion, and was moved to the empire’s easternmost point to keep his safety in the event the invasion of the dam failed. Octavius was raised to believe in strength, power, and the other tenants of the Legion’s philosophy.
Meanwhile, with the downfall of the Enclave at the hands of the Vault 101 escapee, the surviving remnant of the Enclave, (previously known as the United States government) scattered to various states. The destruction of President John Henry Eden did leave a power vacuum, whereupon the military leadership took over, but many people forgot about the Enclave’s Vice President, Mark Hammer. Kept in a secluded location (a military base outside of Jackson, Mississippi) powered down, Vice President Hammer was a subsequent AI designed by the Eden program as a form of backup (with occasional changes in programming; Eden assumed his failure would mean a necessity for redesign). Hammer’s AI was inactive at the time of Eden’s disabling, and thus not active at the fall of the main Enclave to the Brotherhood.
Octavius and his guards, some fifty strong, had realized by this point the failure of Caesar’s invasion at the hands of the Courier, and had come across the military base holding Hammer. At sight of its Sentry-bot guards and advanced turret defenses, Octavius’s men assumed it was a cache pile of Pre-War technology. In a way, he was right, but when his men broke into the base, they discovered more than they expected. They cut power to the facility in an attempt to avoid the majority of the defenses, such as turrets and laser traps. However, when the backup generators activated, the Hammer program was rebooted in a safe mode, a sort of proto read-only mode (this being because Eden did not want a rival AI in his network; he designed the Hammer program to be more ruthless to come for his own programmed shortcomings, but did not want a hostile takeover from his own creation). Hammer’s systems could access the Enclave’s data files, and in the minutes it took Octavius’s men to invade his complex, Hammer had learned the fate of the Enclave, and much more of what was going on in the waste by hacking the NCR’s and Brotherhood’s networks.
Unable to alter, take over, or influence these rival organizations’ networks, Hammer was left crippled in taking revenge and reestablishing the Enclave to the power force it once was. However, by analyzing the visual scans of Octavius before he cut the base’s power and comparing his features with those on record of the one known as Caesar, he was able to deduce this was a man related to one who had great influence. It was then he used his limited manipulation to activate the base’s comm link and communicate with Octavius.
Hours later Octavius and Hammer had an agreement, a new vision for America. Using the Enclave’s data and the leftover remnants of the legion’s manpower and discipline, they forged a plan. Octavius would use his uncle’s ruthless tactics for establishing loyalty among those they could gather from the legion and enclave’s men still loyal to either leader. They would then use Caesar’s “join or die” movement among tribals they conquer. Hammer did not have Eden’s same understanding of humanity; he considered that since a sentient computer program could be a President, anything capable of sentience was a viable citizen.
With the Enclave’s knowledge of the FEV, newly named Vice President Octavius was able to see just how powerful Super Mutants could be, and decided that the apex of his people would be such. He idolized the Super Mutants before the people, and showed in single combat just how they were the ideal of Neo-Roman society. Their sterility was a problem, however. Thus, only those who had both proven themselves in battle as well as having fathered both a male and female child would be permitted the honor of the vats. The base where Hammer’s programming was stored contained a few base vats of FEV to work with, but the raw materials were low, and only allowed for a few limited creations to begin with…
…but the Mongrel Horde, as they’ve taken to calling themselves, has begun the search. Octavius believes Super Mutants are the key to this Neo-Legion’s taking back the West, and through them Hammer believes the Enclave.
The Mongrel Horde has taken to basing itself out of Niceville, between Panama City and Tallahassee, having found the hard drive for Hammer's programming and a set of FEV Vats there.
Neo-Seminoles
The Neo-Seminoles are Tribals living within the Everglades. Claiming to be descended from the legendary tribe that defied a nation, they are proud, fiercely territorial, and moderately xenophobic. Neo-Seminoles have a place in the island of nations, sending caravans to the Kingdom for supplies, usually offering food, drink, and excellent condition equipment, if primitive in design, for a fair price. Neo-Sems, as they’re like to be called, do not give quarter to raiders, and even protect travelers on the outskirts of their lands when patrolling, but are quick to exile foreigners. The first time a traveler enters their land, if the crazed beasts of the everglades don’t kill them, they are kindly asked to surrender weaponry and escorted swiftly out. Should the travelers resist, or be foolhardy enough to return, the NeoSems attack swiftly, stealthily, and without mercy.
Average Attitude (any species): Disliked
Palatka
The former middle-of-nowhere town has become a haven for ghouls, due to its medium background radiation and inconvenient access, making it a less desirable location for raiders. Broken hovels and remains of burned down houses have been taken up by equally broken and burned out residents, and the little community has managed to survive. Occasionally Palatka has a presence in the Island of Nations, but they are more apt to trade with NeoSems than the Mouse Ears due to the latters’ distrust of ghouls. Most of their equipment is “country” in nature, such as shotguns, moonshine, or the engine for a trans am.
Average Attitude for Humans and Super Mutants: Indifferent
Average Attitude for Ghouls: Liked
Saint Augustine
The explosions and radiation in Jacksonville to the north completely wiped out all of the population of Saint Augustine, and seawater has since flooded the city to one to two feet deep. The city remains a ghost town, without even ghouls to inhabit it, but otherwise seems in eerily pristine condition...the massive gators that escaped the gator farm the day the bombs dropped, and have since mutated into Leatherbacks. The Leatherbacks are the most common occupants of the former city, and tend to congregate former lakes and rivers now invisible beneath the flooded surface.
Tampa
A din of inequity, vice, and filth, Tampa has turned into a barely stable hub of raiders, slavers, and other players of villainy. There is no official law, no official ruler, and the streets are anything but safe. Various gangs constantly vie for power, and visitors have their limits tested by residents constantly. There is an uneasy truce between the major families, but covert operations between them trying to take out heads occurs constantly. The only thing that has prevented an outside force from taking over is the gangs have agreed to ally at the sign of any outside threat in a meeting known as the Five Families' Function. These functions occur once per year, and new agreements are rarely agreed to and passed, as a unanimous decision is required for a deal to be binding.
Average Attitude (any species): Disliked
Vault 2
A vault based somewhere in the former region of Miami (a center of rubble, desolation, and more than a little radiation), Vault 2 was not supplied with any means of birth control in it's systems, nor is there any education regarding prevention of reproduction provided in its vids - the designers went through painstaking efforts to prevent the knowledge of it as part of the social experiment to see how long the society could survive on increasingly limited resources. The citizens were crafty, however, and when the radiation levels lowered sufficiently to risk occasional opening to the world (once a year, to be precise, with a mass cleansing afterward), they devised a method to maintain a zero population growth once capacity was close. As a result, every year the Vault exiles a number of people equal to those born minus those who die, chosen entirely via lottery. Should their number in the lottery come up, the exiles are driven to a different location each time, so that they cannot return and previous “deliverers” are equally perplexed if chosen the next year. Exiles are clothed in a radiation suit as they pass through the high background radiation area of Miami, but it is taken back afterward, and they are left with little to no equipment; after all, their gear is precious to those who remain. Fortunate exiles may be given information by their escorts as to nearby settlements, or even in rare cases equipment from the escort's personal inventory (as the exiles are searched and audited before exiting the vault), but this generosity is not always the case.

thegreenteagamer |

Hey guys - I...
Well, I haven't had a job for a while. I have free time. It's a long story I can tell later, but it doesn't look like it's going to change for a while.
I feel like I want to play again, but I think you all deserve me as a GM more than I deserve to find a spot as a player. I want to get back to the game, if you all still want to. If you don't, I understand. It's been over a month. But if you're up for it, I can get right back on the rails...er...in the sandbox...with you where we were.

Mickey Rios |

I'm up for it.

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As Sundy has voiced, I wish it would be under much better circumstances... but I'm totally in!

thegreenteagamer |

That's 3/5 of you. There's been some interest in the other thread as well, but not as much. They were mid-combat when I dropped, so I have a thought - if I get a mixed reply from them as well (not everyone responded there yet either) I can eventually merge threads by having you guys follow the trail and go looking for other vault survivors you heard rumor of.
Heck, they're with Mac, who radioed in his situation to the BoS, so if we get Papas armor's radio working (I.e. the storm ends and Fitz jury rigs a temp power source to make sure it's working), you can hop on the channel and find out that way.
Speaking of temporary power, Fallout 4 wrecked my rules for power armor! I'm eventually gonna need a rewrite. Ugh. Too much work, lol, we'll stick with original for now.

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Fallout 4 *more text* power armor *more text*
Don't you mean Fallout 4's Warhammer 40k Terminator Dreadnaught Annihilator Power Killing Machine Mk "Nu-uh, you can't kill me"?
And I'd be okey with merging with the others! More people equals more fun.

Mickey Rios |

If we merge threads that's not a problem for me. On a separate note, I'll need to reread the last pages or so of this adventure to refresh myself. I remember implausibly taking out a Deathclaw.

thegreenteagamer |
1 person marked this as a favorite. |

Scruffy wrote:Fallout 4 *more text* power armor *more text*Don't you mean Fallout 4's Warhammer 40k Terminator Dreadnaught Annihilator Power Killing Machine Mk "Nu-uh, you can't kill me"
I meant I'd have to come up with rules for limited run fusion cores that constantly need to be changed, hopping in and out of power armor like it's a mech suit as you walk around, stuff like that.
Too many rules for SW - maybe if I was working with D20 or something like that, but the beauty of SW is it's simplicity.

Lil Papa the Protectbro |

If we merge threads that's not a problem for me. On a separate note, I'll need to reread the last pages or so of this adventure to refresh myself. I remember implausibly taking out a Deathclaw.
"We did take out the 'Claw. I finished it with a big bad headshot. That's how I earned my own alias... and Papa's heart"

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1 person marked this as a favorite. |

I meant I'd have to come up with rules for limited run fusion cores that constantly need to be changed, hopping in and out of power armor like it's a mech suit as you walk around, stuff like that.
Too many rules for SW - maybe if I was working with D20 or something like that, but the beauty of SW is it's simplicity.
Well, my home DM does the ol trick in such cases: no rules about changing batteries or ammunition or such... until it's dramatically appropiate.
I would be okay with that.

thegreenteagamer |

It may take me a bit to get all my ducks in a row for both games. With no response from Spencer or Rufus, which is totally understandable, I'll have to figure a way to write them out where they can come back if they feel like it. I disconnected cognitively from it for so long I haven't been in the zone - but I think I can put something to get us back on track.
I think for my own peace of mind I do want to end up merging the games if the plot allows...even though it's potentially just as many players to cover (with Spencer and Rufus not replying it likely wouldn't be), a single plot will be easier for me to focus on.
Considering you both had similar goals with your characters as teams, it really will likely work with few hiccups.

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As far as I know, both tables are/were good aligned savioues of the waste -except Rufus. Rufus was Rufus- so we shouldn't have much problems teaming up, I think.
So take your time, plan the things, remember I'm totally buying a bumper sword and chainsaw to build Excaripbur and count on us.

Rufus Atherton, Cowpoke |
1 person marked this as a favorite. |

I'd love to rejoin, but realistically I don't think I have enough time to devote to it. Feel free to write poor Rufus off in any way thematically appropriate. Mutant gonorrhea might be appropriate...

thegreenteagamer |

Stupid boards go down right as I hit submit...
Anyway, condensed version: Rufus being the consummate mercenary since we encountered him could probably just take his cash and go off a-whorin'; it totally fits the character. I totally understand, though. You were only in the group briefly before I had my issues. You'll be missed. You always made me laugh a lot!
I'm gonna try to get the main thread going for you guys. You're going to take a lot less work to get back on track than the other group.

Mickey Rios |

Okay, so our team had five members. We had just found 50,000 caps of pre war bills. The bounty on the claw was 6,000 caps.
That's a total of 11,200 caps for each team member. I have no idea how to spend that yet. I know we had to fix the van though. And that was going to cost us 1,500 caps.

thegreenteagamer |

Hmm - well, it basically eliminates a flaw, so that's the equivalent of a perk or stat raise, as usually you need a level up to eliminate a psychological flaw. I'm gonna go with 4,000 caps to get one surgically installed, parts and labor combined, since that's about the average price for an implant. On the plus side, that arm will have +3 armor vs called shots even when you're unclothed. On the negative side, pulse weapons are not going to be your friend, and will result in a temporary power down of your new arm similarly to when a robot gets hit.
They can do it in Dome, since there's gladiatorial combat there, it's not an unknown procedure to replace body parts - but it would probably be an extra 10% since you're not a gladiator, so 4,400 caps.

thegreenteagamer |

I'd probably say as a shot in the dark, just like 1.5x whatever the object is you're getting installed, but that would include adding the item. That's what I'm doing for robots right now.

thegreenteagamer |

I'm still waiting another day at least on Spencer for a reply to the PM, to be fair - I don't want to write him out permanently, but as the only one to get injuries, an infected wound would be a pretty appropriate storyline way to go.
Unless you guys would have another idea? I'd like to give him a way back in if he wants.

Mickey Rios |

He could meet someone at Dome that he knew from the Vault. And he could decide to stick around for a while. Gives him an easy way back in, if he needs it.

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Adding the Fusion Core I have to spend 5600 caps, so I will trade the Ripper at half value for another 750 caps and the Sledgehammer for 90, if GM allows it. If not, I'll buy everything but the breeder and spare parts, which amounts to 5000 caps.
Three questions: Are we leaving tonight or we'll wait till dawn? If yes, could Marcus stay overnight to try and build the Chainsword even if it means I get or risk being fatigued next day? And finally, if I can sell the Ripper and Sledge I'll buy a Stimm in which case I have 35 caps which I'll use to pay the 29 caps somebody undetermined lended me to buy stuff back before the Mongrel Horde adventure.
P.s.- Could I roll Persuasion to try and get a discount on my buys/a raise on how much I get from the prewar cash/both?
P.p.s.- Seriously Scruffy, you don't even imagine how happy I am this is rolling again. Like, real happy.

thegreenteagamer |

When you leave is up to you guys - fatigue happens if you don't rest. Everyone but the driver can sleep in the van, but it's honestly only a few hours drive, so it won't make enough of a difference to remove a fatigue (though you could rest 3 hours and sleep the other 3 if you're not the driver).
Dome is not really the town for haggling. It's mid-size, and most of the merchants don't like dealing with outsiders. Also...in a PbP that tends to bog stuff down a lot more than it would in an in-person game.

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Being rich is not one of Marcus goals, so he "haggled" as I said -telling them of the Deathclaw and Deathcubs- but to no avail.
And then I will do as you said, work overnight, sleep 3 hours and then sleep during van time.

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If none other can drive, I will and eat the fatigue. No biggie -I hope-

Mickey Rios |

Nuka-cola lets you ignore fatigue, so whoever's driving just needs to stock up on that. It's like 20 caps a pop. Problem solved. :-)

Sundakan |

Okay, so our team had five members. We had just found 50,000 caps of pre war bills. The bounty on the claw was 6,000 caps.
That's a total of 11,200 caps for each team member. I have no idea how to spend that yet. I know we had to fix the van though. And that was going to cost us 1,500 caps.
Is the above payout correct? I need to know how much I have to work with.

thegreenteagamer |

Hey guys, nilesr, who played Kristophe in the other game, is going to be putting his new character up in this thread to prepare for the merger.
The other group is just not in a city or anything where they might meet new players, and since he put the Kristophe alias in another thread while I was gone, we had him die a glorious Boromir-style death...
He's playing an assaultron-style robot. We figured he's going to think Marcus is a former commanding officer from the war as an easy hook to the party, since he's got power armor and already faked the role once. He should be popping in sometime soon. He just needs to upgrade his exp to your level - I told the other group after their scene ends they're gonna bump up to your level for uniformity's sake.
So he should be running into you before you leave Dome.

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Mickey Rios wrote:Is the above payout correct? I need to know how much I have to work with.Okay, so our team had five members. We had just found 50,000 caps of pre war bills. The bounty on the claw was 6,000 caps.
That's a total of 11,200 caps for each team member. I have no idea how to spend that yet. I know we had to fix the van though. And that was going to cost us 1,500 caps.
I... I thought it was less. Much much less. Wow. What the hell do I do with my remaining 5.600 caps plus what I got from the Ripper and Sledgehammer? Like... we could do stupid crazy s$$@. Or we could weaponize, armor up and even add ammo and meds to the Van.
@TheGreenTeaGammer: Oh, Nilus sure is a fine fella! And with an Assaultron to boot? Groovy.

Mickey Rios |

Bought
• gas mask, 100 caps, 5 lbs
• duffel bag, 20 caps, 2 lbs
• duct tape, 10 caps, 1 lbs (x2)
• MRE, 50 caps, 0.2 lbs (x20)
• radAway, 500 caps, n/a (x2)
• rad-x, 200 caps, n/a (x4)
• stimpak, 175 caps, n/a (x5)
• stimpak, auto-inject, 275 caps, 0.2 lbs
• grenade launcher, 5,000 caps, 12 lbs
• 40mm grenades, 12 caps, 0.5 lbs (x20)
• Fix Van, 1,500 caps
Total Spent = 10,830 caps
I'll cover the basic repairs.