Fallout: The Savage Wasteland

Game Master thegreenteagamer

A Savage Worlds conversion of Fallout set in post-apocalyptic Florida
Map

Extra Rules


101 to 150 of 1,910 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.
Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Yeah, didn't think I'd hit with that, but I really didn’t want to blow another benny either. Probably going to need it soon. Loyalty is a dangerous hindrance.


Hm. I think my character has the same conflict as I do right now.

Fitz wars with himself, caught between three conflicting priorities: Self-preservation pulling one way HARD, but his curiosity as to the capabilities of the Protectron and not wanting Mickey to die alone pulling the other.

Eventually, the lure of knowledge wins out, and Fitz sprints off.

"Wait! I can't let you fight it alone! It'll kill you! Probably, anyway." he calls (and mutters that last part), and runs over next to Mickey.

Running: 1d6 ⇒ 4

That just barely gets me to 10, I believe.

Fitz lashes out with his new brass knuckles, using the momentum from his rush to lend him some extra strength.

Pawnch: 1d6 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 - 1 ⇒ (4) - 1 = 3

I think I calculated that right. -2 Multi-action, +1 Gang-Up, which means it barely hits?

Damage: 1d8 + 1d4 ⇒ (5) + (3) = 8

Now we can die together.


Male Human Survivor

Spaulding is once again overcome with fear. "We can't beat that thing. It has guns. Run away! Run away!. He then finds somewhere to take cover hoping that the others will do the sensible thing and flee.

I didn't take persuasion because I pictured Spaulding as the kid who everything came easy for. Good looks, popularity, athletic, so he never had to learn social skills. I have a feeling life in the world outside the vault however may force him to develop some... if we live through this encounter.


Spaulding high tails it back and ducks behind cover, (I'll let your defense give you +4 instead of +2 since you basically wasted a Joker on it). Mickey charges at the robot with his iron, but the slow moving robot somehow blocks it with his arm. (I was right, his parry is 4.)

"Assaulting a State Officer of the Law is a felony. Priority target acquired."

The robot's glass head begins to glow with light, and a laser flashes out of the bulb of his head towards Mickey.

Laser vs Parry due to point blank range: 1d6 ⇒ 3

The beam shoots past Mickey and hits the wall, scorching it.

As Fitz rushes up and connects with a vicious blow on the robot's metallic chest, a huge gong is heard, but unfortunately it doesn't so much as leave a dent.

Round 2 - Fitz 3 Hearts, Mickey 4 Spades, Spaulding Queen Hearts, Spencer 9 Diamonds, Robot 6 Clubs.

Spaulding and Spencer go before Protectron, then Mickey and Fitz last.

Btw yes the 9mm was 2d6, 12/24/48, 1.5lbs, 17 bullets per clip


Fitz takes the time to look incredulously in Spaulding's direction "Spaulding! YOU have a gun!"

Posting my action in advance so you can just roll over to the next round when the 11 posts roll in early this morning.

Fitz, seeing his attack was ineffective, decides to try a new tactic.

"Okay! We've seen what it can do! I'm going to knock it over, then we leg it! Sound like a plan?"

With that said, Fitz tries to sweep the legs out from under the Protectron.

Strength: 1d8 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (6) + 1 = 7
Ace!: 1d6 ⇒ 4

So if I'm correct that's a total of an 11, opposed by the Protectron's own Strength check?


That is correct. I'll resolve it after the other actions, but it is likely that will drop him prone. Good roll. Don't forget you also have skill tricks, taunts, intimidating, wild attacks, rapid attacks, called shots, and other such stuff. Not all will be useful on a robot, but basically I just want you to know all the versatility you have when one tactic doesn't work against an enemy. It's not just a numbers game like d20...figured I'd let you know since you're the new one to SW. Tactics and superior numbers matter as much as your stats (in some cases more, in some cases less).


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer glances over the wall at the robot and sees that Mickey and Fitz have both moved in close to attack the thing. He draws the gun from his pocket and tries to work the slide, arming it to fire, but in his excitement and anxiety his finger slides across the magazine release. Cursing under his breath, he picks up the magazine and loads it back into the pistol, then arms it, ready to fire shortly thereafter.

All for effect, basically just drawing the pistol. Firing this round would add the multi-action penalty on top of the Phobia, and I'd be as likely to hit Mickey or Fitz as the robot. So yeah, probably legging it once Fitz drops the thing.


Male Human Survivor

Spaulding looks quizzically at Fitz, as he quickly retreats looking for somewhere safe to hide.

"Spencer's got the gun. All I've got is a knife, and an uneven hunk of concrete. I don't like my odds. Live to fight another day and all".


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Round 2, 4 of Spades

Mickey decides to take one more shot.

Gonna do a wild attack and hope for the best. The robot should have its parry and fighting reduced by 2 for being prone.

Fighting, wild attack: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Wild : 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6; Total = 7

So close to a raise. Granted, if the robot goes prone it will raise, so please add a d6 to my damage, GM, if that occurs.

Damage: 1d6 + 1d4 + 1 + 2 ⇒ (3) + (3) + 1 + 2 = 9


As Spaulding continues to cower behind a wall, and Spencer battles his own phobias to ready the gun, the robot recognizes two threats now, and activates his rapid fire mode. The glass head glows again, and two lasers fire out towards Mickey and Fitz.

vs Mickey: 1d6 - 2 ⇒ (4) - 2 = 2
vs Fitz: 1d6 - 2 ⇒ (6) - 2 = 4
Ace vs Fitz: 1d6 ⇒ 5

It is firing against his parry as he's in point blank range, but sadly it's still a raise]

Fortunately, because the wild attack happens AFTER the laser attack and he still has his original parry (geeze, could we have made this setup more complicated?!),Mickey ducks out of the way, but Fitz catches one squarely in the chest...

Damage with Raise: 3d6 + 1 ⇒ (6, 6, 4) + 1 = 17
Speak of the devil, we were just talking about crazy lucky damage rolls...
Two aces: 2d6 ⇒ (5, 5) = 10

Total 27 damage vs Fitz's toughness of 5...shaken with five raises. Fortunately you can never accumulate more than three wounds and a knockout hit, so...Instant incapacitation if he doesn't soak at least one wound...and this is resolved before the trip attack and Mickey's hit. SO we need to know if Fitz manages to soak before we continue. Also, all wounds he has left if he DOES soak will affect his trip, which will affect the damage Mickey does. *sigh* worst possible time to go out of order.


Just as a note, I didn't go out of order. I posted the action I WOULD take when my turn came up. Everybody else still goes before me.

Benny Soak: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5

Gonna spend another to re-roll because pretty sure that's still bad.

Benny Soak: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5
Ace!: 1d6 ⇒ 4

Well, a total of 10 is still better at least. Unsure of proper results, but I think that leaves me with a Wound, but alive and conscious?.

Fitz coughs.

"Owwwwwwww..."


Fitz Two wounds and shaken. You soaked the knockout blow with success and one of three wounds with raise. You are also shaken, and all your rolls are modified by wounds, and you couldn't have taken an action if you didn't Un-Shake with a Spirit roll. All rolls except damage are now modified by your two wounds, including breaking out of Shaken (a free action to attempt)...you can still move when Shaken, but that's about it...and backing up from the Protectron can provoke a free hit. I'll let you retcon your action with this new information if you wish.

Mickey, I'll let you retcon your action too in light of this new information if you want...but from now on if someone acts out of turn I'm just gonna roll with it. I understand wanting to speed it along, and I want to do the same in the future. If you keep the same action the robot was Shaken by your hit.
Please let me know ASAP guys and I'll try to respond accordingly.


Spirit: 1d4 ⇒ 4
Wild?: 1d6 ⇒ 5
On the off chance an Ace matters: 1d4 ⇒ 3

Hot dog, don't need to spend my last Benny.

The general action still seems sound, but the success is...iffy. I'll risk doing a Wild Attack to cancel out the Wound penalty, leaving the total still at 11 for the Push Prone attempt.


Opposed Strength: 1d6 ⇒ 6
ace: 1d6 ⇒ 3

Good thing you did. Total 9 vs 11.

The robot pushes back against Nathan's attempt to trip it, but in the end Nathan shifts to unbalance his own stance and offs it's center of gravity.

again I'm gonna give Mickey a chance to retcon if he wants, or roll his extra damage from the raise now that it's prone if he doesn't, since I already said I would

The robot falls backwards with a thud.


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

I'll keep my action.

Damage : 1d6 ⇒ 5; Total = 14


And with a smash, just after it falls Mickey's tire iron busts through the chest plate of the Protectron, and circuitry and wires are exposed...the curved head of the tire iron catches a chunk of wire, and sparks fly as he pulls it out roughly, and the light in its head fades out. Ah, extras. Even the best of you fall to a single wound.

The alarm in the security booth continues to howl for a bit, but once one of you swipes the badge in the scanner outside of the door, it stops.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer hears the twin crashes, and stands up warily, pointing the pistol--in a proper form Weaver stance--towards the Protectron. Upon seeing that it is fully down and the others are standing by, though, he drops the weapon and runs a hand through his hair. "Damn. Uh, sorry about that. I didn't want to get shot, and, uh, I don't like robots."

As if suddenly hearing the alarm, he springs over to the scanner and swipes the badge, figuring it must work similarly to security in the Vault. Once the alarm goes away, he flips the pistol's safety on and slides it back into his pocket, then turns to face Fitz. "Speaking of getting shot, Fitz. I can try and patch you up there if you want. If nobody else knows how." Spencer glances to the Protectron's "body" and taps his fingers on his thigh. "But we should do it outside. Or in one of the other rooms?"


Fitz nods and coughs again. Once inside he lifts up his shirt.

"I think I may have a bruised rib." he manages, revealing an angry red burn on his side.

"On the plus side now I can honestly say I've body slammed a robot."


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

"Yeah, no problem." Spencer looks to Mickey. "Mind if I use that kit your cousins gave you? This looks nasty."

Assuming that Mickey agrees, Spencer ushers Nathan into a different room, out of view of the robot, and begins applying some of the ointments and medication in the kit.

Taking a -2 penalty since the patient's Wounds also apply to the roll.
Healing: 1d4 - 2 ⇒ (4) - 2 = 2 Ace: 1d4 ⇒ 4 Ace: 1d4 ⇒ 1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Total of 7, just shy of a Raise. At least that's one Wound healed on you, Fitz.

Spencer applies some ointment to the wound and wraps it in some gauze, and pulls out a couple of pills for Fitz to take. "That should take off some of the sting, and these should fix some of the pain and keep any swelling down." He cracks a small smile as he packs the kit back up. "Hope you can dry swallow."


"I think I can manage. Thanks, I feel much better already." he says, and weakly smiles back.

Reluctantly, he levers himself back onto his feet, wincing all the while.

"Unfortunately, I don't think we can afford to delay on my account. We should probably find what we can here, perhaps stay the night depending on how long that takes, and trudge forward as soon as possible. Hopefully we'll find some water."

Assuming nobody holds him down to the bed, Fitz slowly makes his way to and searches the security room first.

Notice: 1d8 ⇒ 5

Is there a security terminal in here that could deactivate this supposed turret in the break room?


Well, the security bot told you the turret was activated when the alarm went off, and the alarm stopped when the badge was swiped, so...

As Fitz searches the booth he doesn't really see much else new that wasn't noticed before, but he's pretty sure the alarms are all turned off.

So the snack alcove and men's restroom remain unsearched out of the rest stop.


And to ease things along, I'm gonna hit fast forward on this scene, as the men's room has a first aid kit (two uses left) and not much else to challenge you, while the snack alcove has some vending machines with two bottles of clean water, three Nuka colas, a Sunset Sarsparilla, five bags of potato chips, and a couple bags of Cheesy Poofs.

And since I totally didn't suspect you to actually fight the Protectron, and you dominated it with only half your party, I'm gonna call that a scene. Normally I'd make that scene 3xp, since I would say it was "moving far towards your goals" as Spaulding figured out where you were, and you all gathered some basic supplies, and you pretty much did as good as possible during the drop off with your luck, stealth, and interactions....

But I'm feeling generous, and my in-person group just hit their third level, so imma just make it five and let you guys level up. (Plus I want to throw some bigger stuff at you than radroaches.)

...and the party finishes exploring the rest stop. There does seem to be benches to sleep on here, but it's only about 3pm by your collective reasoning. Still, it's late enough to see where the sun will set and attempt to figure north. (Survival at +1)


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer assists in searching the rest of the stop with the others, but while they go through, he spends some time getting used to the feel of his new weapons. Most of this is spent trying to quickly pull them from his pockets, and although it takes a while at first--and he once drops the switchblade outright, jumping back as it clicks open and bounces on the ground--he eventually gets the hang of it. By the time the group heads out, supplies in hand, he's able to draw the pistol and raise it to firing position in the blink of an eye.

Survival: 1d6 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 + 1 ⇒ (6) + 1 = 7 Ace: 1d6 ⇒ 3
Total of 10.

Shielding his eyes as he looks at the sun and their surroundings, Spencer nods to himself and points. "Looks like it'll set over that way. Which makes north up here... and south, and so on." He gestures to each of the cardinal points and turns to the others. "So, they said there's a town north and a city to the west, right? Where do we want to go? I'm thinking a smaller town might be good to start. Who knows what a city would be like."


"Agreed. Small town people might be more welcoming of strangers, and wiling to accommodate our ignorance better."

"Unless of course they've grown tired of Vault refugees."


Male Human Survivor

Spaulding comes out from his hiding spot behind a concrete barrier of some sort, his mouth hanging open in amazement. "What happened? Did you actually kill it? Then he sees the gruesomeness of the injury to his comrade, and almost pukes.

Helping search and gather items, Spaulding is a bit ashamed that he had so little faith in his party's abilities, but still keeps looking at the robot in fear.

"Do you think that thing has any parts, or maybe a power supply we could salvage"?

1d4 ⇒ 4 Knowledge: Geography Total of 6
1d4 ⇒ 2 XD
1d6 ⇒ 5 WD

He tries to remember anything he can about either the town or city.


Male Human Survivor

As the party gathers their meager supplies, Spaulding shyly begins to speak.

"Hey everybody. I'm sorry about the way I acted earlier today. I'm really not a chicken... and I know I didn't contribute much... but I'll do better. I guess my injury, and being thrust into this situation just got me a little off balance.


Spaulding remembers, based on the maps he studied from before the war, that Orlando was the biggest city west of where he estimates this rest stop to be. The east coast of Florida had many cities along the coast, so the small town could be anywhere, but he did remember reading a lot about a tourist attraction nearby...a space station, named after former president Kennedy...


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer nods to Fitz. "That's what I was thinking. As for other refugees... I wonder if we'll meet any. And how that'll go."

When Spaulding apologizes, Spencer shakes his head. "There's nothing to be sorry for, Spaulding. I panicked too, and I'm sure we'll all hit moments out here where we don't know what to do. Hiding is survival more than cowardice. This is a dangerous world, and nobody can be faulted for wanting to live."


"Spencer is right. Fighting the Protectron was a reckless move on our part. It would have been better for us all to flee at once, you did nothing wrong."

"That said, we should all practice fighting whenever we can. I know I'll be going over forms for boxing and those old "Kung Fu" tapes I found a few years ago every night."


"Well, we have food and water, such as it is. Should we eat a meal and see how far we can get before nightfall, or wait until the morning? It'll be dark in about three hours, I believe."


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey watched the Protectron, weary that at any moment it might start back up again.

"We have food and shelter, we might as well stay here for now and get an early start. The smaller town sounds like the better bet to me, too."


Okay, so you all already drank to your fill with Fitz's temporary water filter. Eating the minimum for the night goes through but one of the potato chip bags, leaving you the two bags of Cheesy poofs. This means you have the Nuka Colas (ignore fatigue for an hour, and potentially but not likely addictive, because I used Fallout 1&2 rules also :-D), the sunset sarsparilla (pretty much just calories to keep from starving), and the fresh water. Should fit into Mickey's bag, but it's getting pretty full.

Random encounter card draw = number card, no encounter.

You all manage to have a decent night's rest, albeit considerably less comfortable than the bunks in the vault.

With the night over, as the sun rises you all start to make your way north.

You notice as you travel, many of the old street signs are toppled, but a handful remain. You can see grafitti c overing many of them. Many of them seem to have the word "Kingdom" spray painted over, with what looks like three overlapping circles (almost...mouse ear like?) next to it...Almost every sign that indicates heading west from your position on a major road does.

Almost all of the buildings seem to have rotted away with age, and few, if any of the previous cities of a bygone generation remain. You see few skeletons of cars, most stripped of major components already with rotten rubber, and little left even to scavenge. As you pass closer to some of the towns, you think you might be able to scavenge some of the buildings for supplies, but the ones that don't already look picked clean seem to be in dubious condition (I have some scavenging rules I converted from D20 Apocalypse to SW, but there is risk involved).

The signs that remain do start to point out Kennedy, but they don't say space station, or town...The rest seems blacked out, and much neater than the grafitti of other signs. "MUTANTS AND GHOULS SHOT ON SIGHT" seems to be added in white, almost as an afterthought... The sun is blazing, and you're all starting to get thirsty. You think you're getting close to Kennedy, but you're not sure how long it will be. No Random encounter card again. the broken road seems oddly deserted...


Exactly how much risk? Potential enemies are a given, but are we talking like "The building collapses and you die instantly" or something milder? If the latter:

"What say we search one of these buildings? It would be good to have something to barter with when we got to the town, in case we have to pay for passage inside."


Buildings collapsing is a possibility, but you'd have to roll rather unlucky. It's based on Survival rolls as you explore, depending on the quality of the building's remaining structures. It might not translate as well to PbP as it did live, but it was a success live, although a bit thrilling as people made it out. Monsters are always a possibility, and monsters IN fragile buildings is not common, but...all that is luck of the draw. I can just go with something more traditional if you like, but I designed this is some non-combat exploration attempts for skilled characters to shine a bit more.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

We can see how it works out. Spencer can shine as the survivalist.

Generally speaking though, streamlining is key. If it calls for a Survival check every round, it's best if you ask Spencer to roll like 10 Survival checks in advance so it doesn't take us 10+ days to explore a single building. And it kinda slows things down waiting for the one poster who has the skill to agree to explore and then do it already.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer eyes the buildings suspiciously, but nods. "You're probably right, Fitz. Good thinking. Having something to trade or offer in good faith would get us a long way. But I don't like those big ones..." He shakes his head. "Too easy to get lost, or find someone who's taken up residence. Best to start small."

Spencer's willing to check out a house or too, but nothing too big or risky looking. I'll roll Survival once here, and then if you want to have me roll more for higher risk and suspense, that's fine, just let me know. Also, are both magazines for the 9mm pistol full? Just so I can accurately track how much ammo I've got.

Survival: 1d6 ⇒ 5
Wild: 1d6 ⇒ 5


Okay, both clips are full, and I'll roll the charts to find what you come across when I get home to the notes again, but I'll keep your preferences in mind.

In an effort to escape the oppressive heat, the party ventures off the highway as it passes the ruins of a little town off the highway. As they take some time to look through the different buildings before checking, they find...like I said, I'll tell you when I get home.


Male Human Survivor

Spaulding is good with that plan. Was he able to scavenge anything useful off the robot?

1d4 ⇒ 3 Science?
1d6 ⇒ 3 WD


Fitz would have helped him.

1d4 ⇒ 2
Wild: 1d6 ⇒ 1

Or not.


Nope, not with those scores. Anyway, random building condition determination...

First Hour searching the town: 1d100 ⇒ 9...all collapsed...
Second Hour searching the town: 1d100 ⇒ 42...severely damaged...
Third Hour searching the town...: 1d100 ⇒ 38...severely damaged...
Fourth Hour: 1d100 ⇒ 71...minor damage!

After about four hours of searching the town, you all finall come across a building small enough and in good enough condition that doesn't look pocked clean. It's a...
Random Building Type: 1d20 ⇒ 7

...hardware store, it appears. "ACE o'Spades Overpriced Hardware!"

The group empties the backpack and the others sit back as Spencer moves in to explore the hardware store. (Spencer gets no penalty from the condition of the building, so) he makes it through, picking through the various crashed remains.

In about ten minutes of exploration he manages to find a box with five fission batteries. (6lbs each)

You can roll as many as you want to, given ten minutes per attempt; just remember about two hours passed to get to the town, and you guys combed through for four hours to find a decent structure. Stuff might happen as time passes, and you haven't found any clean water here.


"Well, that does seem to be a decent enough find. I'm sure I can think of something to do with them."

"Still, it's time to move on, I believe. More...consumable supplies are what we need right now."


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

"Agreed," Spencer says, shifting the batteries in the bag or to his pockets so the group can get everything ready to carry on their way. "If we see anywhere that might have food, may be worth taking a look... Quietly." He glances back to the town as he starts walking down the road again. "Didn't see or hear anything this time, but I'm sure there's other people and things out there."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So that's two votes for "move on". Fast forward to Kennedy?


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

"Yeah, we should get going," Mickey said as he wiped off a large lather of sweat from his brow.

"You know, I used to read poetry about the sun and its majestic, life-giving splendor and what not. But so far, I'm not a fan. I feel like I'm patrolling next to the steam valves."


"Why did you have to mention the steam valves?" Fitz asks, despairingly.


The group leaves the ghost town behind and heads back on the road. The thirst is hitting them again, hard, but with no potable water in sight and only enough to satiate two people in their bags, they press on, following the exit for Kennedy. More ravaged ruins of buildings lay here, but these seem...utterly and completely collapsed, strangely. Absolute ruin, in fact. As you move closer to investigate, you can hear the distinct sound of gunfire and energy weapons firing, rapidly. There's a some roaring, and an explosion, and out of the smoke walks a humanoid figure, covered head to toe with metal, and helmet over it's head covering it's face. It is carrying what looks like a massive minigun with way more wiring moving into the individual's armor, which it levels at you, yelling, "Four more ghouls over he...whoa..." He (you can tell by the voice, although it seems to have a radio-like quality as it comes through the helmet) pauses for a minute and taps the side of his helmet.

"Wait up...we got humans, Sir. Yes sir, four males. Huh? Oh, yeah, I think that was all the ghouls. Hmm? Yes, sir, I'll find out."

The armored figure puts both arms back on the weapon, and you can hear the sounds of hydraulics as every joint moves, and he nods towards you all, and speaks up. "What are you doing here?"


Stats:
AGL d8 SMA d4 SPI d8 STR d8 VIG d8 | Parry 5, Tough 10 (+3 armor), Cha (-2) | h. shotgun (1-3d6) AP 1; .556 Pistol (2d6+2) AP 1
Skills:
Climb d6, Explosives d8, Fighting d6, Guns d10, Healing d4, Intimidation d6, Notice d4, Repair d4, Survival d4
Bennies 3 | Seasoned XP 34 | 445 caps | Effects: None

Mickey raised his hands in the air, trying to appear as non-threatening as possible.

"We're just trying to survive out here. We've been told there's a small town up these ways. We were hoping to trade for food and water."


The armored man again raises a handful to his helmet. "They say they're looking to trade, sir. Food and water, sir. Yes. No, sir. No arms drawn. They were carrying crude implements, one has small arms, but no, no threats sir. No...No sir, they don't appear to be jetted out scrubs, sir, on account of they're talking to me, sir. No, sir, I'm not being smart with you, I am being the model of imbecilic obedience the brotherhood requires sir, it's how I made paladin, sir. No sir, that wasn't a smart@ss quip in front of company, I stopped that after you ordered me, sir, it's only dumb@ss quips these days. Well, they look like vaulties, sir, so maybe they have something good? No...No I don't see any PipBoys. Well I'm no genius, sir, but I'd say it's the big blue suits with the number 2 that give it away, sir."

The armored man slings the massive weapon over his back and removes the hand from the side of his helmet, and you can hear him chuckling. "Okay, so my boss is coming. I recognize a set of vaultie vomits when I see them. My wife was a vaultie vomit. Listen up, if you have anything remotely technological, don't show it until they offer you some food and water. Play it up like it's pure gold. Name's McMillan..." he extends a huge gauntlet covered hand, and reaches to his pack, pulling out a handful of MFC cells and tossing it in the direction of whoever has an empty hand besides the one he is shaking. "That's in case you don't have anything. And my boss is a dick, so kiss his @ss, drop 'sir', like it's a comma, and pretend he's a genius. I only get away with this $#it cause he's f***ing my sister. Also, if you know tech, we've got some broken power armor he's been pissed about, so drop in anything you know about power armor."

At that four more armored troops start to climb over some of the rubble, each carrying various heavy munitions and wearing the same power armor as McMillian.


Male Human | 3/3 Bennies | Parry 6, Toughness 9 (2) | Wounds 0 | Pace 5, Charisma 0

Spencer steps forward to shake the man's hand, grinning. He isn't entirely sure what to make of this situation--the sudden stumbling upon a battle disoriented him some--but he thinks he likes this McMillan. "Spencer. Good call on the Vault thing."

He steps back as the other power armor units begin climbing up out of the rubble. "Thanks for the cells, but we do have some salvage. But as far as power armor? Fitz, maybe you know more than I do, engineering and all..."


"Keep it. Least I can do for one of Maria's fellow vaulties. Maybe you knew her? Maria Espinosa? Short, dark hair, liked to sing a lot, cursed like a sailor to adults, but a sweetheart and clean as a whistle around kids? She said she was a teacher in the vault."

You guys can do another d6 luck roll modified by charisma, like with the drop off. I'm gonna give it a -1 modifier since this is one person instead of three, so the odds are a little lower you knew one another. A raise is a genuine friend or mentor or whatnot. Two or more raises is blood family.

Right then the others arrive, and the leader, whose armor seems to have a digferent design and helmet, speaks up. His voice is straight out of every drill sergeant parody you've ever heard.

"Godd@mnit, McMillian, what in the fiery hell of Miami did I tell you about running off without permission? We could've picked those ghouls off later! And what the hell are you doing picking up strays! I told you about that! We ain't a babysitting service, and we ain't got time for your tomfoolery!"

"What about some Jimfoolery, sir, or maybe some Stevefoolery? I'm just not clear on what name's foolery are allowed, sir."

Behind their helmets you can hear the other three trying desperately not to laugh. The leader whips around to stare the others down, who quickly quiet up.

"I haven't got time for this. We're supposed to get a caravan in from Kingdom soon, and those worthless scribes wait until after they're halfway here to tell me we don't have what we need to get the 53b we dug up in Mayport running, and you know that means another run out to that flooded cesspool of a town. Well, what have the pukes here got? Show me!

151 to 200 of 1,910 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Fallout - The Savage Wasteland All Messageboards

Want to post a reply? Sign in.