Fallout: The Savage Wasteland

Game Master thegreenteagamer

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


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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

"Just some micro-fusion cells we scrounged up from an ornery Protectron. We also have some repair skills we were hoping to barter as well."

Luck: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2


McMillian facepalms as Mickey spills the goods right after he just told them to try and make his boss think they had more. I about spit my drink out laughing when I read that.

The captain starts to turn around.

"Ugh, Mac, I swear to god one of these days I'm gonna put a bolt of plasma so far up your behind you'll be $#itting green for a week..." muttering to himself, the other three armored men start to walk away.

McMillian shrugs. "Kennedy takes trades in at the base, but pretty much for caps only. Ask for Scribe Jamison. I figured we could escort you guys there and get you a nice meal if he thought you had something more valuable. Don't get me wrong, cells are always in demand, but...Well...I got to catch up with the others, sorry. Sometimes you'll find a caravanor some merchants dropping off tech, so theres a few tents set up with basic supplies outside the base. Good luck! " He jogs off after the others, hydraulic legs firing. "Hold up Head Paladin, I'm coming..."

They're not moving too fast in the power armor, so you think you can catch up.


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 sighs.

"For the better, I think. Not sure I want to lie to a fella in power armor, an itchy trigger finger and no regard for humanity other than what we can do for them. That Captain guy rubbed me the wrong way."


Just a small RETCON due to reading the article on BoS titles on the wiki...McMillian is still a Paladin, and the captain is a Senior Paladin NOT Head Paladin. The rest of the interaction can be taken the same. Apparently Senior Paladins lead squadrons, and Head Paladins are like generals. I knew I had something wrong. Its confusing because the usual ranks differ depending on location, (in DC paladin is a rank of knight, for example, but in NV they're totally different sections) but the west coast seems to be the standard, so it's what I'm trying to work with.


Okay you're going to slow down a little bit if you ever want me to be able to talk to someone. They can't be running off before I have a chance to post every time. =/

Luck: 1d6 + 1 ⇒ (5) + 1 = 6
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

"Hey, I think I remember Maria. A bit after my time in school, but she always seemed good with the kids."

"And, yes, as my companions have said I'm handy at repairing things. I'd have to see the power armor in person to tell if I could fix it, though."

About halfway through his first sentence he realizes the men are ignoring him, and stubbornly trots along beside them to finish his spiel. Power armor or no, rude is rude.

Should I roll Science or Kn. Machinery to see what I know?

Science or Kn. Machinery: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5


Male Human Survivor

I agree about slowing things down a bit. At least wait a day to see if we're going to respond... After all Spaulding just spent a d4 on persuasion just for these situations :-)

Spaulding stares googly eyed at the warriors in powered armor. I'd like to own a set of that someday. Wouldn't be scared of no robots in that.

1d6 + 1 ⇒ (4) + 1 = 5 Luck
1d6 + 1 ⇒ (2) + 1 = 3 WD


Either one would have been fine. Sorry, just trying to respond to everything as it comes up when I have free time.

The men stop, and one of the extra guards speaks up.

"Sir, I think the guy in the glasses mentioned being good at fixing stuff. Maybe it wouldn't be a bad idea to let him take a look at them? It's not like we're hurting for supplies back at base, and he only asked for food."

McMillian speaks up as well, his voice taking a suddenly less joking tone. "Come on, he said he knew Maria, sir. Please...our kids don't know anything about where she came from besides what she told me."

The Senior Paladin stops in his tracks and turns around. "I told you, Mac, we do not babysit...but...Johnson forgot to sign the log on the way out, so we new to go back anyway, and they can come with us."

The other guard who spoke up nods, "Right, clumsy me, always messing up paperwork. No sir, we are not disobeying Protherhood protocol and playing babysitter to wasters, but Dangit, the scribes will be pissed if we don't sign the paperwork."

Handed a suitable scapegoat for his wrath, the Senior Paladin nods and changes direction. "Right. Scribes. Always screwing things up and worrying about paperwork...and needing help from wasters and vault vomit to fix stuff. Yes. Come along civilians.

McMillian chuckles and waves them over. "Stick with us. Nobody with half a brain attacks a Steel patrol."


Here, have an obvious joke set-up!

"What about these "Ghoul" people you mentioned earlier?"


The Head Paladin seems to ignore them, but another speaks up. "Holy moly, you are fresh vault vomit, ain't ya? Must've been fresh puked out if you never heard of a ghoul! Some folks, after too much time in the hot zones...radiation that is...well, instead of dying they turn into ghouls. They're like zombies in the movies, all rotten looking and trying to eat your brains and whatnot."

"I met a few that can talk and are nice," McMillian offers up, "But usually it's a feral scream and they rush at you like a raider on a bad batch of Psycho. Because of that, the official Brotherhood policy is to kill on site. Since we're not totally heartless, we put the signs up to warn outsiders, but if they press on, that's their own fault. Every now and then we try to clean the area out a nest, as they tend to congregate in ruins. We usually flood them out and collapse the building after it's clear. Keeps trade routes from Kingdom safer, which gives us a steady income of tech."


"I...see. I assume they're not contagious, like movie zombies? It's merely radiation mutating them?"


McMillian nods. "As far as we can tell, yeah, and not all humans get turned. Some just die. All the radaway we can get our hands on doesn't seem to fix it, either. It's a shame, cause I've seen men turn, and usually their head is okay for a while...but...I mean, most I've run across are just mad."

One of the other Paladins chimes in, "But they make great moving target practice!"

The Senior Paladin speaks up, much quieter than his previous interactions, "Johnson, that's enough out of you. When we get to base, report to Head Paladin Barrett for disciplinary action for violations of code 3794 and 3795, disrespectful conduct in reference to a fallen Paladin and disrespectful reference to a fallen Knight. We do our duty. We do not relish it. You know we've lost members to the turning when their armor failed."

The other three Paladins edge away from the one called Johnson.


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

Charisma: 1d6 ⇒ 5
Wild: 1d6 ⇒ 5
So I also know Maria, though not particularly well.

Spencer tags along with the group, wondering whether or not he should mention the fusion batteries they found. Mickey had spoken up right quick about the cells--and after McMillian suggested they didn't--but hadn't mentioned their other salvage. Midway through the conversation, he decides it can wait. We'll see who these people are and if we can actually trade them for anything.

When the discussion turns sour and leads to a moment of silence, he trudges along a few more steps and then clears his throat. "So. While us pukes are learning about the area, what's this 'Kingdom' place? Sounds important."


"I'm sorry for your loss. I can't imagine how hard it must be for one of your comrades to turn into an enemy because of failed equipment."


The Senior Paladin gives an almost imperceptible nod, and they march on silently.

Eventually, about a half hour later they lead you to a massively fenced off area, with signs all over that show the classic signs of electricity. Patrols of three power armored guards rome around the gates. Many buildings are visible behind the fence, but walls seem to have been erected as well obscuring the view.

In front there seems to be some large military style tents, with guards standing outside. Three guards stand at the fence with a fourth man wearing bright red robes.

The Paladins, except for McMillian, head off to the base. McMillian takes off his helmet and reveals he's a pale skinned, redheaded man in his late 20s.

"That's the base. Unfortunately outsiders are not allowed in. The tent outside is for resting merchants. You can sell stuff to Scribe Jamison, the guy in the red robes. I'm gonna go get my kids. They're gonna flip when they hear someone can tell them about their momma's home!" McMillian nods and runs off...well...jogs, given the power armor.


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

Is this the same Scribe Jamison from Fallout 3?


Haha, no, I totally forgot about him. Common last name.


Fitz shrugs and moves over there.

"Hello...Scribe Jamison? We heard you were the person to come to for trade?"

The actual negotiating will probably be more Spauding's bailiwick, but introductions can't hurt.


Jameson doesn't really look up from a clipboard he's writing on while the other two guards eye you...as best as you can tell through the helmets...

"Yes, that's me. Caravan or freelance? Do you know your registration number, or are you new applicants? Dropping off or placing an order? Remember, if placing an order we need your clearance level holotags, and no, I will not totally trust you have A-Type clearance to purchase 'just one' gauss rifle without it."

Jameson is a dark skinned man with close cropped hair, and his build is hidden by the Scribe robes. You can see a ripper hanging casually at his belt. He has a stern, but not unfriendly look, and as he speaks, it almost sounds as if he's reciting something he's memorized long, long ago.

Meanwhile two men wearing Combat Armor come out of the base carrying a large crate, Jameson nods in a general direction, they drop it, pick up another box and start to haul it into the building.


Fitz is a bit overwhelmed by all the questions, but rallies as best he can.

"Ehhhh, no, no registration number. We're new here. We just have some salvage we wanted to trade with you here, perhaps in exchange for some food and water? Maybe other supplies, if it takes us that far."


McMillian comes running back out trailing two kids, a boy and a girl, no older than four behind him. He leads them to the more silent members of the party, and they start asking them dozens upon dozens of questions about the vault. "You lived with mama's town! Tell me, tell me!" You don't have to RP all that, I'm just figuring you guys are being berated by a pair of kids with endless questions that only a four-year old can ask.

McMillian catches the tail end of Fitz's question and he smiles a bright smile, slaps Jameson on the back, and the scribe stumbles forward a bit. "Get your head out of the paperwork, Jammy, they're vaulties puked from the same vault as Maria. Fresh out the bowels, as it were."

Jameson looks up and nods. "Sorry. It gets busy here sometimes. Yes, okay, so we buy tech here, almost anything really, but we pay premium caps for energy weaponry, high-end explosives, stuff like that...we also like anything that looks unique, or really...well, fancy. If you had a PipBoy, for example, we'd pay full value for it. But since we do have an outpost outside, we will buy almost anything and haul it back to Kingdom, where they'll buy it at wholesale and resell...but, yes, we don't really pay premium cap for most junk here.

You can register as a caravan if you plan to regularly make trips...it costs a one-time fee of a thousand caps, but it will give you an escort past the highway borders by armed Paladins, and a few other perks that we can go over if you're interested. If not, we just need you to register as a freelance group. It only costs about ten caps per person to pay for printing out your holotags. We don't want strangers running through the outskirts of Kennedy, you know? Security issues. You start with security level C, and it lets you stay in the tent areas and the main roads, and it even gives you basic scavenging rights in the buildings that remain, but you can't hold us responsible for your safety if you stumble onto a ghoul's nest or a swarm of fire ants, or something like that. We only guarantee safety here at the tents.

With Security level C we'll sell you basic slug throwers, melee weapons and basic wastelander armor, like leather, football pads, or some metal armor we've thrown together with scrap metal, you know? If you want to get to level B, you'll need to make a name for yourself, but that opens you up to low end energy weapons, explosives, and heavy slug throwers. Usually registered caravans are the only folks to get Security B, but...well, Maria got level B when Mac over there vouched for her, for example. Level A is pretty rare for outsiders to get, so...yeah...that's a case by case thing, so...no need to get into that, right now. Anyway, if you bring in at least 100 caps worth of tech...actual tech, not junk...then we throw a good hearty meal in and a cot to nap in so you're fresh to head out in the morning. It's only good for once a month, though, because we don't have the manpower to start a whole town here, but it keeps people wandering by with fresh supplies on the regular. You can buy to-go food at the tents, too, but we don't carry enough to feed an army or anything. Mostly what people bring in with the tech, to be honest, since it's cheaper to feed you guys with it than to haul it back to Kingdom and hope it doesn't rot by then. I think today they got some Fire Ant Fricassee cooking up. Any questions?"

Meanwhile McMillian is smiling quietly as his kids tug on your vault suits asking question after question after question...."But where does the poopie go? You do WHAT?! EWWWW! Why is your suit blue? Why is it number 2? I know numbers! I can count to 17. Watch me! One, two...um...three...."


"I have...so many questions. Perhaps the three most relevant, first."

"What do you mean by 'caps'? How do you feed multiple people with just little Fire Ants? And how much are batteries worth? We found a few."


"Okay, okay...caps...bottlecaps...are the de facto currency around here. Fire ants are....not little, and here's a price listing of most standard items."

He hands you a clipboard full of prices to look through.

Meanwhile you can hear the kids still quizzing the others, especially Mickey. (Of all the characters, he seems like he'd be good with kids.) "You mean you never heard of a brahmin? You're silly! I can do a headstand, watch me! I once saw a butterfly this big! Daddy shot it and it blew'd up, and we ate caz-dar eggs for five days, until daddy said he was gonna puke, and my sister, she likes peanuts but I like brahmin burgers! What do you like? Daddy can shoot a wall and it goes BOOM! Why is it called a vault?" ...and on...and on...and on..


"Any specific bottlecaps, or any kind? And why bottlecaps?"

"Regardless, it appears batteries like these are worth 75 'caps' apiece? Hm. It seems we hit a fairly good haul our first attempt. We found six of them."

Unless we're retconning that they're either worth more, or we found more to make the 200 caps apiece number (we'd have needed to find 11 of them).


The miscellaneous amount of Microfusion cells that McMillian gave you makes up the difference.

"Seems like any bottlecaps, really. I think they got popular cause they don't weigh much, they're a distinct shape that's not easy to counterfeit and the effort required is really not profitable to do so if you try. Oh, and the old bottling companies are shut down, so you can't really flood the market with new ones. I mean...I guess you could haul up to Atlanta, where they say the old Nuka Cola headquarters was, see if you can scrounge a press together up there, but...well...It's rough getting north of Tallahassee and Jacksonville. Mutants all along the border. We probably could punch through with some paladins, but really, caps are a means to an ends. We have sufficient to buy what people bring, and what we care about is tech."


"Interesting. Makes me wish I'd brought some Nuka Cola bottles from the Vault. Of course, if I had that luxury, we probably wouldn't be here at all. C'est la vie."

"What are 'Super Mutants'? And why are you so focused on gathering tech? Sheer curiosity, or a greater goal?"


Male Human Survivor

Whoops! Made a post in the discussion thread that should have been in the gameplay thread... but I rolled so good I'm afraid to copy / past / delete it. So I'll leave it there for now.


Jameson nods. McMillian speaks up. "Yeah, Maria told us about the lottery. That's cold. I mean, it's better than everyone starving, and you can't open up with Miami being a hot zone, so it's not like you can expand, but still. No Overseer worth their salt would kick out grade A top choice sexy like my woman!"

"You said she was two Ds, not an A, daddy!"

"No, precious, I said she had an excellent pair of D sized canons..."

"Like Senior Paladin Morgan's Tesla Cannon that goes brrrrrzzzzzrrk!! Cool! Mommy had two of them! Wow!"

"Look, Daddy's talking, right now. Anyway, yeah, I met her on the way back from a run south to dig around in Miami, and...well, she had taken cover on top of a upturned truck and was picking off some fire ants that pretty much surrounded her. They were piling up as she picked them off with a rifle, but, she was clearly outnumbered. I was in charge of that squad, and I figured we could use some food to bring home, and more importantly, she looked damn good killing those bugs, so, we picked them off, and I picked her up, and dropped her off at Kingdom, because it was the safest place I could think of for an outsider. We have an outpost outside of Kingdom, and I kept volunteering for escort duty...so I got to make the caravan run a few times a month, and...well...when the blood tests proved these two here were mine, the Brotherhood let me take them home when Maria...well..."

He sighs and shakes his head.

"So yeah, that's why I'm a sucker for vaulties, and that's why Senior Paladin Morgan is always on me about not babysitting...because he was in that squad with me, and he knows its why I'm not a SP anymore, and I think he doesn't want me to get booted to the Scribes or Knights, because he knows I want to be able to go out to bring the outside home to my kids, and if I keep breaking code, that might happen."


Jameson replies to Fitz "We collect tech because it's our way of connecting to the past, of ensuring our safety, and of preventing another war from happening the likes of the Great War. If we have it, we can make sure nobody else uses it. Mutants are big, horrible human looking monsters. No one knows where they come from, but they're all over, and the order from above...all the way up the chain to the Brotherhood Senior Elder is kill them all without mercy. They constantly ambush our patrols everywhere, and take prisoners, and we never find what happens to them..."

He then responds to Spaulding's amazing persuasion.
"You know, these are fully charged! We might actually get some serious use out of these batteries. Tell you what, I'll give you an extra 30 per battery. So +180 caps so +45 per player


The Green Tea Overseer wrote:

the Brotherhood let me take them home when Maria...well..."

He sighs and shakes his head.

"Pardon for asking, but...did something happen to Maria? You keep talking about her in the past tense."

After his response, and a respectful period of silence/further response:

The Green Tea Overseer wrote:
Jameson replies to Fitz "We collect tech because it's our way of connecting to the past, of ensuring our safety, and of preventing another war from happening the likes of the Great War. If we have it, we can make sure nobody else uses it. Mutants are big, horrible human looking monsters. No one knows where they come from, but they're all over, and the order from above...all the way up the chain to the Brotherhood Senior Elder is kill them all without mercy. They constantly ambush our patrols everywhere, and take prisoners, and we never find what happens to them..."

"A noble goal indeed. I was never sure if anyone up here was still working towards a better future, or simply trying to survive."

"Out of curiosity, is there any way we could join your Brotherhood? Or must you be born into it?"


Mac gives a grim smile. "She kept trying to find her way home. Did a lot of adventuring. Kept combing Miami when she could. She even got a class A with us, and was running around in a suit of t45d. We found a hole clear through it big enough to fit two arms. I didn't see any burn marks when she went missing, so it wasn't any of our weapons. At least they let me bury her right outside the fence..."

He sighs and gathers the kids up, muttering something about getting them to bed before the SP gets angry about the delay, and says his goodbyes, hoping he'll see you all again.

After McMillian leaves, Jameson speaks up. "Sorry, outsiders usually can't join. Maria got a class A status, which is kind of like an official ally, but even when she married Mac she wasn't allowed to join. There's been a few exceptions...one girl in DC helped the branch there pretty much win a war, and they let her in, and I hear a guy or two was let in on the West Coast, but usually it's birth only. I don't think they were gonna let Mac's kids in, until he raised hell about it, on account of their mother being an outsider. Nah, it's possible, I guess, but the only instances on record are direct Elder order, and frankly, our Elder doesn't bother with anyone but the Head Scribe, Head Paladin, and Head Knight."


"Disappointing, though not surprising. I worked as an engineer back home, so I was hoping a similar position would be available here."

"I suppose I only have one more question for now in that case: Are there any places we should avoid in our travels? Places that are particularly dangerous, irradiated, or otherwise not advisable to set foot in."


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

Spencer stands by while the others go over more technical information, although he soaks in everything he can about the new world the group is facing. He looks up at Mac's statements on what happened to Maria, and offers a smile of condolence, and pats Spaulding on the shoulder when he speaks up and wins the group some extra money for their haul.

Mostly, though, he pores over the equipment on display, what little of it there may be, and eagerly looks over the list on the clipboard. Most of it speaks to random mundane items or familiar foodstuffs he had in the Vault. Another reminder that things are very different out here. But the tables that pique his interest the most are the lists of armor and weaponry, especially the firearms. Many of the weapons had names or descriptions with which he was at least vaguely familiar, but a few of them seemed... new.

"What are these, the 'Pipe Rifle' and 'Varmint Rifle?' They're functional?" He looks to the others. "A good long-range rifle would go a long way for us getting by out there."


"You're probably going to want to avoid going South; Miami is a really hot zone, and without a rad suit or Power Armor it's pretty dangerous. Even with a rad suit there's some nasty critters down there. The glades, also...not so hot, but there's something that keeps even the Deathclaws out, and we aren't sure what it is. Nothing in the glades worth scavenging, and the tribals that do hang out there, really don't like strangers. There was a vault we found the coordinates of by Gainesville, but there seems to be a Deathclaw nest there, and we just don't want to risk the men to clear it out for what could be a bust. Deathclaws are...well...pray to whatever you believe in you don't find one. They're huge monstrous things with hands that can tear through power armor like it's paper and a bad attitude. Usually it takes a small squadron to take one out. I've heard Paladins tell they saw one take a missile to the chest and shake it off, and then rip half a squad apart before finally dropping from all the shots it took after."

Jameson smiles. Product talk immediately perks him up.

"A pipe rifle is a hand made gun. We sell them cheap because they're...kind of weak. It fires a single 10mm round, but it's light, easy to throw together, and better than nothing, not to mention 10mm ammo is pretty easy to find, since it was law enforcement standard for sidearms before the war. We really have almost no use for them personally, and only even have them on the list in case someone wants to drop a few caps before we haul rit west and wholesale it to Kingdom. A varmint rifle is a sturdy, lightweight, bolt action small caliber weapon that uses 5.56 rounds. It's range is excellent, and it's steady and easy for even a beginner with not much muscle to use, but I just doesn't put out much power. A skilled marksman could probably make use of it with steady aim, maybe pop a head or two, but it just doesn't have...oomph, you know? I suppose with some hollow points and a good headshot you could stretch it's capabilities, if you're looking for a bargain weapon."

"If you guys are looking for some credit, I could use a message taken up to Palatka. It's north of here, where Daytona used to be. It's not important enough to send a squad, but they placed an order a while back and haven't really come to pick it up. We already have their caps, so the Head Scribe doesn't really care, but I like to keep all my affairs in order, and that's about two cases of equipment that I don't officially have anymore, and no place to put it. I can't offer you anything now, but if you have nothing else to do, it's north of here...little town kind of out of the way of the highway. It's two six foot cubes filled with heavy farming machinery, so I can't just assign a transport, you know? We budget a few low tech items for vendor perks, so I can probably throw in some better weaponry. Nothing outrageous, but enough to make a raider think twice before attacking you; maybe a laser rifle, or some light helmets, or a shotgun...you know...sturdy, reliable stuff. I haven't been to Palatka, but I hear they're nice. Just be careful, it's outside Jacksonville, so you may cross mutants. Jax itself is pretty hot, too, but there's tons to scavenge there if you feel lucky. We send patrols regularly, because of the two military bases that were there...but I don't know if you're up to that yet."


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

Uh, I'm a little lost. How many caps per player?

Mickey does his best to answer all of the children's questions. And when it's finally time for them to leave he waves goodbye with a goofy smile on his face.

***

Mickey perks up at the thought of a job.

"How much you offering?"


245 per player

"I think I can squeeze about a thousand caps worth of gear total without raising any eyebrows... if they come pick this junk up."


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

"Sounds fair. I'm in, if my compatriots are."


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

Spencer nods, both to the info about the guns and the job offer. "Sounds good to me. Just to clarify, we're talking some gear to keep us safe on the way, and hauling the equipment boxes up there? Or leaving the boxes themselves here and just figuring out what the situation is? And if they don't come back to pick it up, we return all the equipment. Or we don't get it 'til after?"

Just a little confused on the exact timing of the gear being offered. Would we get it for this mission, to better increase our chance of survival, or after we return with folks to pick up their gear?


"Leave the boxes. There's no way you can haul them, they're far too heavy.6x6x6 cubes full of machine parts I just need someone to run up there and find out what's going on. The pay is for when you get back. You make a good point though, it's not the safest run, but it's not like you'd need a squad of Paladins. Frankly I'd send a couple Knights, but they're so busy with all the caravans scheduled to arrive this week."

Jameson scratches his chin as he thinks. "The best I can do for now is give you a map with the safest roads and a decent compass. No offense, but I can't just go dropping charity, you understand."


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

"Well..." Spencer glances at the clipboard again and sighs, then slowly pulls out his pistol to show it. "Right now this is the best defense we've got out there, and you and I both know it's not enough. Small caliber aside, the muzzle velocity just isn't enough to get the range we'd need, plus there isn't enough rifling down this barrel for accuracy at distance. Maybe good enough for some idiot with a knife, but not much more, you know?"

He points at the listings on the clipboard again. "But these rifles I asked about? Sounds like they're pretty simple stuff, basics. And with those calibers--10-mil was standard for sidearms and cops, yeah, and 5.56 was military rifle standard--I'm sure you get more from just selling or using the ammo than using this stuff yourself. And you can always find more pretty easy. And this pipe rifle--looks like a real basic assembly, just a firing pin, simple trigger mechanism, probably breech load which isn't great for anybody anywhere, but it's better than nothing for us..."

Spencer trails off for a moment, then looks up at the scribe. "Bottom line, think you could cut us a deal here? A pipe rifle, or even just a discount on the, er, varmint rifle would be great. After all, you don't need it, and it'll make sure you get this stuff off your hands. Win-win, right?"

Guns: 1d8 ⇒ 3
Wild: 1d6 ⇒ 5


"You're right. The pipe rifles are pretty much scrap, so I can let you each take one, since you're registering as freelancers anyway. Oh, by the way, here are your holotags that list you as Class C vendors."

He hands you each some computerized dogtags.

"The bullets are still going to cost you, though. I am gonna hold back on the varment rifle, but I'll throw in a case of 50 rounds if you decide to buy one."


Fitz turns the Pipe Rifle over and over in his hands, examining it.

"Hm. I could make these, if we ever had a need. Very crude."

"Mr. Jamison, how urgent is this? I had hoped to spend some time in a safe place armoring our group. I think I could slap together armor more protective than some of your cheaper options given the materials and perhaps a day's time."


"It's not a huge rush, but after tonight you're going to have to find somewhere else to rest. Strict policy, nobody less than a Class A can stay here for more than a day. The Elder doesn't want a legit city forming around us inviting raiders, straining our resources. The Dome is the nearest settlement on the way north to Palatka. It's off the highway, you can't miss it. Giant stadium...you...well, you'll notice it. It isn't the safest place in the waste, but it's got walls, and beds, and guards. Just...don't walk anywhere alone. Slavery is legal there, and stragglers can end up in chains when guards aren't watching, and they don't bother to learn faces of most strangers, so lone tourists can be picked off if slavers act quick enough. A group is likely not worth the risk of trying, though, since they can hold people off long enough for the guards to show up. The penalty for attempting to make someone a slave, if you're caught there is, ironically, slavery. It's...a weird system. Basically the Dome will let you bring them in, but them, sell them...just not...You know, make them."


"I...see." Fitz says, nose wrinkling in distaste at the idea of slavery.

"It appears my first thoughts about what civilization in the wastes would be like weren't as far off the mark as I'd hoped."


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 thinks it over, and then nods.

"In that case, I'll take a varmint rifle with the free 50 rounds. A pair of leather armor. And two bottles of purified water."

Shopping:

• Varmint Rifle - 175 caps
• Leather armor - 6 caps
• x2 Purified water - 20 caps each

Total spent: 221 caps

Is the basic leather armor really 6 caps? Or is that a typo?


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

The ammo isn't free.


Male Something similar to human, but one can never be sure without a DNA test Multiclass Slacker/Gamer...I'm trying to get into Eldrich Napper

It is since he bought the varmint rifle. Didn't you see after Spencer talked him down?

Yeah, leather is a typo. I see I mixed up the DT with the value when I was looking stuff up on the wiki. 80 would be a more accurate value, I think, given the price of similar items, since Mark 2 is 100, and leather duster is 70.

Don't forget SOMEONE has the leather jacket from the corpse, by the way.


The Green Tea Overseer wrote:
"I am gonna hold back on the varment rifle, but I'll throw in a case of 50 rounds if you decide to buy one."

The bullets he was referring to costing were the 10mm for the free pipe rifle. A case of 50 5.56s came with a varmint rifle, he said, since Spencer talked him down.


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

Ah, I see. "The bullets are still going to cost you" threw me off. Missed the part where he was throwing in bullets with the Varmint Rifle instead.


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

So it doesn't look like anybody claimed the jacket. Spencer probably would've suggested it go to anyone else, seeing as he doesn't like being in close combat to begin with, and it's already hot out. And as nice as the armor upgrade from Fitz would be, it takes time, and a nice gun with free armor is too nice an offer to pass up.

Spencer spends a little more time flipping through the lists, trying to decide what to get, and finally settles on a few choice items. "Alright, I'll take you up on that offer for the ammo with the varmint rifle, yeah. Also take a hat, something with a wide brim, if you've got it? Then a backpack, seems useful, and a bit of food and drink. Say, a can of Pork n' Beans, and a Sunset Sarsaparilla? And one of these 'bitter drinks,' they're not all that bad, are they?" He looks up, hopeful that he isn't making a bad choice.

By my math that comes out to 242 caps.


"Yes. Before we set out I'd like to armor my suit. It seems more comfortable and well made than the clothes many of the others are wearing out here. No offense. And a backpack and some food as well for me."

"I believe I'll take some of the pork and beans as well, though my wallet is getting slim now so I'll pass on the Sarsparilla, and just take some of those Bitter Drinks as well. Wish I could afford the water."

So 167 for the armor, 50 for the backpack, 3 cans of pork and beans for 15, and 5 Bitter Drinks for 5 is 237 caps of 245.

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