Fallout - Twin Cities (Apocalypse World) (Inactive)

Game Master DM Mooshybooshy, "the Foolish"


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

Chief comes up the ladder and looks Dust and Vonya up and down. "Whoof. Tunnel down there goes a ways. Machine bored. Not sure why no one heard anything; they must have been working at it for a while."

Chief's eyes flick back and forth between the other two. He nods at the masked man. "Vonya, I gotta hand it to you, you really turned the tide down here. We'd have been in deep sewers without you. Come by Wolf's tonight, we'll take good care of you. ...and you too, Miz Dust, always welcome, if you can break away from your obligations."

Assuming there aren't any more threats active inside the building, I think Chief would tell Hugo to go report everything we know to Paul Atreides, with the recommendation that Paul send a squad of his men into the tunnel to secure it.


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

Vonya woops and hollers loudly at the news that he's getting some good care tonight. Ahh, we're gonna have some fun. Tom says. Better make sure we're not gonna get interrupted by these f*ckers any more though.

"Chief, what's the next move? We gonna get some payback? They ruined a perfectly nice floor." Vonya asks, cracking his neck, back, knuckles and any other bone he possibly could to stretch. He could feel his joints locking up, and Tom chided him for forgetting to stretch before the fight. This always happened when he forgot. You're not getting any younger. Vonya eyed up the seer to see if she'd taken much of a beating. He already could see that Chief was looking a little worse for wear, but the guy could handle himself.

"You two need doc to look at ya." Vonya echoes the words that Tom whispers to him. "He still around?"


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

"I think Doc left with the others. I'm all right, it's not as bad as it looks. Partridge can do amazing things with a couple of bar towels and safety pins, bandage-wise."


ON THE MISSISSIPPI RIVER BRIDGE:

Sparkplug speaks up again once Doc's finished. "Boss," she says to Dog, "we got a choice to make once we reach the other side of this bridge here."

She holds up a map that everyone can see, and stabs her finger down on the Highway 494 bridge, where you are.

"Way I see it, we can stick to the highway and risk more roadblocks on the high road, or we can get off the highway on the other end of this bridge here, and take Old University Way, which leads right to the Caves in Saint Paul. They go the same direction, one's just the high road and one's the low road. What's the call?"

Anyone can answer, since it seems like we may have (unfortunately) lost Dog.

BACK AT WALKER'S:

Hugo nods quickly and breaks out a walkie-talkie instead of running off to deliver the news in person. "Attack's over," he says into it, "you can cancel the alarms, Paul."

You hear an indistinct voice shouting orders at him as he holds the walkie to his ear, listening and nodding. He begins walking off and gathering up the gawkers that had appeared to watch the battle from within the Hold, immediately putting them to work repairing the Gallery. Three of them - Felix, Kali, and Charm, all from Dust's flock, volunteer to explore the empty tunnel and set up a guard post at the outside end.

Now that the shooting's stopped and people are issuing orders, the bottleneckers are out in force. A crowd had been gathering at a safe distance to watch the fireworks and listen to the explosions; now that it's safe, they're pressing in closer to gawk at the enormous dead body of the Super Ghoul.


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

Seeing the crowd gathering around the huge, dead beast he'd fell, Vonya quickly moves to clear some room around it. "Hey, no one touches! This is mine! I killed it, all it's sh*t is mine" he yells over the growing murmurs in the crowd.


The crowd will definitely back away when you approach, you're scary as f*ck. "You killed it?" "How?" "Look at its eyes, then look at his forearms, you idjit! Whatcher think?" the crowd breaks into excited talking among themselves, as they speculate about this recent attack on their Hold.


Off in the distance, you hear the sound of an old engine, followed by a whoop. "Ol Bessie still runs!" you hear an distant old coot's voice calling, from down in the residential district where the Super Ghoul punted the war tractor.


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

Tom immediately nudges Vonya into claiming some more credit, and he swaggers through the crowd (that parts to let him by) towards the running vehicle. He extends a bloody finger towards ol' bessie, "You can thank me for that! I saved her from the ravages of those green f*ckers."


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

Dust sets down the looted rifle onto a pile now forming in the room as the inhabitants of Walker's, never ones to waste anything, gather up anything of value the mutants had brought in with them.

Currently all she can feel of her injuries is a dull ache but she knows that won't last forever.

"Sure I'll drop by. I could do with a patch up myself while Doc's out. A nice hot drink, or maybe something stronger, wouldn't go amiss either after this mess."


Do you folks at Walker's Hold stick around to see what's at the end of the tunnel, or do you head back to Wolf's to await their report there?

At the bridge, need someone to step in to Dog's shoes as the de-facto leader of the gang.


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

Ehhhhh, I guess I'll wait.


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

Seth shakes his head to clear it in the aftermath of the fight and glares at the damage his new Sledge has taken.

"Just got it too. Ah well, if I can't fix it, no one can."

He lumbers over to Dust, Vonya and Chief, and when Dust offers the headset to him, he snatches it out of her hands and starts pawing over it hurriedly. Even if whoever was talkin' through it wasn't anymore, it could probably lead them to him or her. He could feel it in his bones.

I believe Bonefeel will get us the most information. That's 2d6 plus Weird, right? And again, apologies for the lateness. Somewhat erratic work schedule coupled with union committee meetings means less time to post from a computer...


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

"Sure, Sparkplug, low road sounds best.
Gives us all more room to maneuver.
-
Who usually rides point these days, is it still Meeks?
Let's shoot for the caves Lost Boys, head out."

-
Runner lets a few bikers move out before setting Brando into gear and driving on.


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

I reckon I'd stick around if we can get a report from the others in the tunnel. Might shed some light on what's been going on in the various visions.


Cool+1 | Hard+3 | Hot-1 | Sharp+1 | Weird+1 | Armour: 2(3) Weapons: Magnum (3h), Steel Pipe Warhammer (3h) | Harm: 3/6 | XP: ●●●○○
Dust the Hocus wrote:
I reckon I'd stick around if we can get a report from the others in the tunnel. Might shed some light on what's been going on in the various visions.

I agree. Vonya would stick around to wallow in the glory of the victory, but would be interested to hear what's going on down in the tunnel.


ON THE ROAD:

Led by Runner, the gang of Lost Boys hop on their motorcycles and tear off. Doc climbs back into the trunk with his whiskey bottle, and Pallor and Francis ride in the back of Brando, Runner's truck. Scarlet climbs in front. Riding past the remainder of the South Side Kings' roadblock, the gang gets off the 394 highway and onto Old University Way.

It's a hellish warzone around here. Old skeletons and debris litter the area, and as you make your way toward the Wabasha Street caves, you pass by:

A dilapidated bookstore,
A burned-out pet store called Twin Cities Reptiles,
A Russian tea shop,
A Wendy's,
A Hardware Store,
the Turf Club, which is a combination bar and nightclub,
A Big Top Liquor Store,
A Target,
A Jimmy John's too destroyed to even enter,
A glasses shop,
and a Little Caesar's Pizza.

There were other buildings along this street, far more, but those have fallen down or have been destroyed since the apocalypse began. Wreckage is all around you. Because of the savage maelstrom affecting the planet's weather, only the hardiest of plants can survive to retake the space left behind by the vanishing buildings. This has the result of creating many thickets of dead plants between the various buildings that you see.

Many of the remaining buildings I've listed are inhabited, and scavengers, raiders, Super Mutants and Ghouls still visit this area for loot and roam the area, but today, nobody harasses your armed convoy as you travel along the low road. You feel like you're being watched at times, but that's not all that uncommon in the Twin Cities Wasteland, honestly.

Do you stop and investigate any of these locations on the way, or press on to the Caves?

MEANWHILE, BACK AT WALKER'S HOLD:

Seth, you roll for your Bonefeel at the start of each session. I thought you already had rolled it, but I looked back through your posts and couldn't find it; so go ahead and roll +Weird now. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why.

As Seth studies the headset piece and tries to get a feel for it, Hugo approaches the emergence hole. There's still a good amount of burning, choking gas down in there, so he digs around in a nearby chest from the Armory (the chest has a few new bullet holes in it that weren't there before) and produces a pair of gas masks. Screwing on some disposable filters, he passes the two gas masks out to some tough guys that work directly for Paul Atreides.

Having donned the masks, the two men jump down into the hole and begin exploring the tunnel. They're gone for a good 15 minutes before they return; you can do whatever you want in the interim, except Hugo hands his headset to Chief.

"Paul wants a sit-rep," he tells you as he passes over the headset and mic.

Chief, you put the headset on and hear Paul's familiar, calm voice. "What's the deal down there?" he asks.

After you tell him what happened, or tell him to piss off, or whatever you decide to do, you wait for the explorers to return. Eventually, they do, climbing the ladder out of the emergence hole.

"Professionally done," one of the scouts, a tough guy named Hash, reports. "Solidly reinforced. Groove marks along the walls and ceiling. Whatever made that tunnel was sophisticated technology. We found this massive cage on wheels at the outside end. It had chains attached to it but the door was open. Looked big enough to hold that," he says, gesturing at the Super Ghoul with his head. "I had to guess, I'd say that's how they transported it here. Then they dragged it down the tunnel and set it loose." He shakes his head in amazement.


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

Runner makes no move to even slow down as he passes the many ramshackle establishments along the route but he does take particular note of the bookstore and Target.
Books hold a particular fascination with Runner and Target; he is not sure why he likes Target but he does (it has that itch at the back of his mind like he should know but his amnesia prevents any recollection).
-
God, look at her!!! Scarlet is so HOT.
A dozen other gang riders would have gladly given her a lift and she sits here?
Not that I'm complaining; Hell I can't even look her straight in the eye let alone talk to her.
Why can't I just chill and be normal?
Who IS she that she makes me so awkward?
Do I know her? I can't.
She is too young for me to have known her from before.
And she has made no effort that would indicate she knows me from anywhere but Wolf's.
What then?
No one else makes me act like such a clod when I'm around them?

-
Runner does not take his eyes off the road but does manage to blurt out a little too loudly to Scarlet,
"Um.... some fight huh?"


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Runner's COOL stat is +2 except when he's dealing with Scarlet, then it's a -1. ;)


1 person marked this as a favorite.
Cool+1 | Hard+1 | Hot-1 | Sharp=0 | Weird+2

Weird: 2d6 + 2 ⇒ (6, 1) + 2 = 9

Seth's eyes widen at the description they provide of the tunnel.

"Nothin' does a job that good except Old World tech, and only if it's been kept safe and maintained fer the century or so since the War! Whoever's commandin' these brutes...if they can dig like that an' throw a Super Super Mutant at us, they're probably really friggin' dangerous!"

He turns back to the headset Dust found.

"Come on...come on...speak to me," he says, half muttering, half droning...


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

"Eyes on the road boyo. If we don't crash I'll give you a kiss later."


He's at a 9, within Aid range, if Dust or Chief want to intervene. Or hell, even Vonya.


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

Pallor remains silent, from time to time looking at Francis in his typical unsubtle manner.


AT WALKER'S HOLD:

DM Mooshybooshy, "the Foolish" wrote:
He's at a 9, within Aid range, if Dust or Chief want to intervene. Or hell, even Vonya.

Going once, going twice...nope!

Seth, you gain 1 Hold - and immediately spend it, to have weird knowledge of this earpiece somehow. This is always how you've interacted with the psychic maelstrom, Seth. Pre-war technology just seems to click with you. You can almost feel the earpiece's personality, as crazy as that sounds. You sense that it's cantankerous from the loose wiring on the inside, probably as a result of being forced onto the cranium of a Super Mutant.

After a moment's muttering and staring down at the earpiece in his rough and calloused hands, Seth looks up. Anyone that looks upon him will see that his pupils and irises have rolled up into his head, leaving only the whites of his eyes visible in his craggy face. For his part, Volcano can see the connections that the earpiece had, glowing as if marked with a barely-visible halo of electric currents. The invisible radio frequencies that flow around us all the time become visible to Seth.

You see that all the Super Mutant attackers wore similar earpieces that were all networked together. Furthermore, there's technology in the helmet of the Super Ghoul that Vonya punched through.

Seth holds out one hand, and his fingers intersect with an invisible wave of radio signals moving through the air. Closing his all-white eyes, Seth experiences a vision. He's in a facility with new-looking metallic walls on every side. It's dark, except for the operating table in the center of the room. There's a persistent clickclickclickclick sound coming from somewhere. He sees Super Mutants...Super Mutants in lab coats, carrying clipboards. Screams of terrible pain from human and animal test subjects as they're experimented on. The screaming blends together.

The vision shifts. Seth feels like he's being lifted up at dizzying speeds, rocketing skyward until his vision shows the top of a ruined skyscraper. Minneapolis is spread out below him. A voice speaks... "Walker's Hold." Whirling around, the Savvyhead sees a radio tower. There's someone in the shack at its base, speaking to you. You can't see his face.

The Savvyhead comes back to himself, shaking from the vivid imagery. The last afterimage that he sees as he blinks back to reality is a logo...a logo of a Crane.

BACK ON THE ROAD:

There are no more ambushes on the road between the start of Old University Way. You are stopped after about a half-hour's steady driving by Meeks as he signals for everyone to halt behind him. To your left is the History Theater and the College of Art, and to your right is the Church of Scientology. Meeks is staring at the Church of Scientology building, which looks completely untouched by any devastation but neglect. Somehow it escaped taking massive structural damage like most of the surrounding buildings; even the lettering is still fully there. Many Twin Cities residents are highly superstitious about the Church of Scientology building, and Meeks appears to be one of them.

"Heard something," he mutters to Runner when he pulls up alongside him in his Jeep. He looks nervous, glancing all around him.


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

"Meeks, lets keep moving and get across at Raspberry Island.
We need to hit the Caves and the Zoo today before nightfall.
-
By the way, what did you hear?"


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

"War...War never changes, my Golden Children," he says gravely.

"We're dealing with more than just Super Mutants here. We're dealing with Super Mutant SCIENTISTS!"

He pauses to let the sheer insanity of that last sentence sink in.

Come on, it's a Fallout game, SOMEONE'S gotta say it! :P


Sorry for posting so late in teh afternoon, work was busy today.

ON THE ROAD:

Meeks shakes his head and revs his motorcycle a bit. You recall the gesture from a long time ago, when you ran with the gang...it's something that Meeks does to reassure himself when he's nervous. When the engine's roaring dies down, he shakes his head again.

"Dunno, Rufio. Some kind of voice, and a beeping. It's gone now. Let's keep moving."

With that, he's off again. Leading the way and with Brando following right behind, the gang makes its way to the Wabasha Street Caves. This is the exterior. The front of the castle is mostly collapsed, blocking off the entrance, but it left a hole open to the sky up higher on the wall. You think you might be able to climb up to the hole and gain entrance to the visiting hall that way, or you could try to find another entrance. What do you do?

BACK AT WALKER'S HOLD:

Seth, as you're talking, you see that wretch, Camo! The "reformed" raider, one of Chief's worst regulars, is top of your sh*t list at the moment for fiddling with your tech without permission. Now he's getting himself into trouble again! He's managed to sneak past Vonya as the big Faceless was addressing the crowd, and he's fiddling with the back of the Super Ghoul's helmet! What do you do?

(You're also awarded 1 XP for being the first person to say War Never Changes, I reserve the right to award XP on MC fiat!)


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

"EY!" Volcano barks as he spots Camo.

"WHAT DID I TELL YOU THE LAST TIME, BOY?!"

He scrambles towards the man and draws himself up. He spent so much time hunched over people forgot the old man could be quite tall when the need arose...though nowhere near as big as Vonya...


As Camo sees you coming after him, you see him mouthing "crap" to himself, and he turns back to focus entirely on the helmet! You see him opening a panel and preparing to cut a wire, what do you do?


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

Seth charges as fast as his bad legs will let him to slam into Camo, knocking him away!

"NO YOU F@CKING DON'T!"


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

"I'll be right back. Unless I find something worth shooting." There is a reason why her other nickname is Squirrel, and she scrambles straight up towards the opening, glaive strapped to her back and shotgun available for use as a prop.


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

ON THE ROAD:

"Ah, the rectum of the dying beast that is this world."


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

Hearing the commotion, Vonya turns and sees the weird f*cker Camo fiddling with someone as the old greasehead yelled and charged him down. Running over, Vonya helps pin the ex-raider down.

"What's he done now, Seth?"


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

ON THE ROAD

Francis spends the ride with his flamer at the ready, keeping an eye out his side of the Jeep for any hostiles and doing his best to ignore the helmet sitting next to him, though he keeps an ear open to the leather man's exchange with one of the bikers.

When they reach the "Caves," the helmet speaks up.

"Yeah," Francis replies without turning to look at Pallor, "it looks like a real sh!thole."

Just like the rest of this city.

The teeny-bopper scrambles out onto the pile of broken masonry and Francis hops from the Jeep to move up behind and cover her, trying to get an angle that will allow him to torch anything coming out of that hole without turning Scarlet into cooked meat as well.

"Miss, you just let me know what you want set on fire."


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

After Runner sets a few triggers and traps in the electrical system of Brando so no one can just start 'er up and drive away, he follows after the cave hunters.
-
"Meeks, Switchbalde, Grandview; we need a three-person rear guard.
I promise to bring you out somenthing cool if we find anything."

-
tryin' out my old dusty Chopper move...
Pack Alpha move to get the 3 to stay with the bikes...: 2d6 ⇒ (2, 1) = 3
O.K. well shoot?!?!?...


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

Excellent. I love it when this stuff happens.


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

Dust had been sitting on a supply crate readjusting her robes after the battle and mulling over the bizarre revelation of the super mutant scientists when the commotion breaks out. She turns to see what's going on and her blood boils as soon as she catches sight of Camo. On instinct she jumps up from the crate and stalks furiously towards the scene.

Since Seth and Vonya are the focus of this I'll roll to assist whoever acts next and fill in the details of what I do when we get there. I have Hx+1 with both so the roll can apply to whoever acts first.

Assist: 2d6 + 1 ⇒ (1, 1) + 1 = 3


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

Or, you know, I could just roll snake eyes to make things even more interesting.


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

As Runner attempts to wrangle his gang, Pallor goes still, then his uneven and angular body jerks as a dreaming dog would as he thrusts his consciousness forward into the yawning black maw before them.

opening mind; weird: 2d6 + 3 ⇒ (1, 4) + 3 = 8


AT WALKER'S HOLD:

Volcano: I'd say you're definitely trying to Seize by Force:

SEIZE BY FORCE
When you try to seize something by force, or to secure your hold on
something, roll+hard. On a hit, choose options. On a 10+, choose 3.
On a 7–9, choose 2:
• you take definite hold of it
• you suffer little harm
• you inflict terrible harm
• you impress, dismay or frighten your enemy

That will affect the fiction for what Vonya does as well, and if Camo succeeds at whatever mischief he's up to. Also, Volcano, Camo turns in your direction briefly and shouts "look behind you!" pointing at Dust, and you're briefly distracted in your charge - you take a -1 on your roll due to Dust's failed roll.

AT THE CAVES:

Scarlet takes it upon herself to scout out ahead, and rushes up to the rubble of the front facade. It looks like there was fighting that took place here a long time ago; there's old bullet holes in the castle's exterior, as well as scorch marks and bits of rubble that have been blown completely to pieces. Francis follows her cautiously, lugging the awkwardly big flamer along with him as he climbs up the rubble.

When she reaches the top, she peers over the broken masonry carefully, looking inside. The entrace to the Wabasha Street Caves was basically a big gift shop, left mostly untouched due to the blockage of the front entrance. It's a tight squeeze to get through the hole at the top of the rubble pile, and you'd have to be careful not to injure yourself on the exposed stone and rebar as you went through. There's a foul smell coming from the inside that makes her recoil slightly when she first puts her face to the entrance. Ugh. Smells like refuse, human excrement, and decades of body odor.

It's hard to see much beyond the entrance due to lack of light, but you can see some glass counters that have been broken into on the interior, an old cash register, and some posters on the walls. No sign of any hostiles.

Outside, Runner is trying to impose some authority on the gang. He's not Dog, however, and furthermore Runner has some bad history with the gang. Without Dog's iron will to lead them, the disciplined gang is getting unruly. The gang gains the Savage tag.

"F##+ you, Runner!" one of them replies, sneering at you. She's a hard-ass b*tch named Shiner, and she never liked you much. "You aren't the boss of us no more, Dog is, and he was too injured to lead us!" Dog is still recuperating inside Runner's car.

The other gang members aren't as openly hostile, but they're firm in their support for Shiner's sentiments. They stand behind her with their arms crossed, staring stonily at you. "She's right," they're saying. "How do we know you won't just run off on us with whatever loot you find? No, we're coming with you." the other 28 or 30 or so gang members nod in agreement, and begin to stow their vehicles off in a secluded spot nearby, if they can find one.

Pallor doesn't pay attention to any of this interpersonal nonsense. He reaches out with his mind, seeking information from the Weird. He gets a vision...a vision from just before the war, when the Caves was still a thriving tourist attraction. The weird brainer hears the air-raid sirens that herald the coming of the end. Distant explosions from years and years past touch the brainer's mind. He sees a woman - a cashier, working the Caves' gift shop - kneeling beneath the cash register and opening up a safe with a combination lock. Looking down on this woman from the past over her shoulder, Pallor sees that the combination is 21-14-30. She shoves a holotape, some money, and a few documents inside the safe and locks it before running to find shelter.


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

"Hells Shiner, I never said you ALL should stay behind, just 3 or 4 to watch the bikes.
Besides why would I sneak off on you with a few crumby loots and leave my Jeep behind?
Dog ain't stupid and I ain't stupid,
Hell, I ran you lot well enough for many years, remember?
But if you wanna try and run yerselvz, go ahead.

-
-
-
Shiner? What super awesome plan do you have? huh?
Same thing?...
Leave a few as guards?...
I thought so!

-
I am doing all this while 'Under Fire' from the gang's stares, grumbling and hostile attitude to see what happens...
Act under Fire: 2d6 + 2 ⇒ (6, 6) + 2 = 14


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

Pallor attempts to get up to the old gift shop to look for an old safe to see if it can be found and if it still works.


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

Seize By Force: 2d6 ⇒ (5, 4) = 9

The -1 from the distraction negates my +1 from Hard, right?


AT THE WABASHA CAVES ENTRANCE:

Runner crosses his arms as he calls Shiner out. Some of his old confidence seems to be coming back in Dog's absence. Where he lacks the pure force of personality that Dog uses to keep the rowdy cusses under control, Runner has another advantage; cold, hard, logic.

Shiner falters as Runner stares her down, glancing around herself for support from the other gang members. Instead of support, she gets quizzical looks from the others; it seems that Runner's argument gave them pause. Murmurs begin to spring up from the 30-man gang; people muttering to each other. Much of it doesn't seem that positive, and aimed at Shiner.

She crosses her own arms, looking far less impressive than the Driver does when he makes the same gesture. "Fine. I'll stay out here myself," she says, nudging two or three of the gang members closest to her. They nod in agreement, even flashing a smile or two in Runner's direction. Further back in the small crowd of bikers, Runner thinks he sees Isaac's approving nod.

As usual, though, Pallor could give two sh*ts about the social bickering of the other scavengers. Following his intuition, the strange brainer crawls past Scarlet and over the threshold of the pile of rubble, into the reception area of the Wabasha Street Caves. Again following his intuition, Pallor begins moving some rubble aside, clearing away a space to kneel behind one of the reception desks. He finds the safe, just as his vision showed him. 21-14-30...the numbers feel natural and right to him, so he puts them in to the combination lock.

Creeeeeeak. The ancient safe opens for the brainer, and he finds a holotape, some pre-war money worth 1 barter, and some technical-looking documents. When he withdraws them, he uncovers another item that the paperwork had been covering up - an inactive but still functional fragmentation mine.

MEANWHILE, BACK AT WALKER'S HOLD:

Volcano charges at Camo, but the Savvyhead's stumpy legs work against him somewhat. He knocks the raider away, but not before one of the wires gets cut, and the helmet starts sparking and jolting electricity a little bit. You two are wrestling around on the ground, fighting for control that neither of you have at the moment.

The wrestling match comes to an abrupt end with the loud, distinct sound of a pistol's hammer being cocked. Seth and Camo look up from their struggling, and find themselves staring down the barrel of Dust's .44. Vonya is right behind her, and the big brute reaches down to grab Camo by the scruff of his shirt, lifting him up off of Volcano as the former raider is pacified by Dust's gun in his face.

Seth, you climb to your feet and glance over at the helmet. You notice something immediately - C4 charges. The damn helmet's rigged to explode. And judging from the amount of C4, it would've taken all of you with it, and maybe have caused the roof to cave in. The helmet's sparking and obviously damaged, but you seem to have prevented a major tragedy from occurring. And you reckon you could fix whatever Camo tried to sabotage. What do you do now?


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

Seth stares at the helmet and then closes his eyes. He'd figure out how to undo what Camo did, and then get some answers from him as to why.

Things Speak: 2d6 + 2 ⇒ (4, 1) + 2 = 7


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

Scarlet zips over as soon as Pallor starts messing around with the safe, and peers over his shoulder. "Whatcha found there sparky? Anything g- oooooh... That looks dangerous. And fun."


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

With things seemingly settled outside (for now), Runner lets several other gang members scramble inside the entrance tube before he also enters the dilapidated tourist spot.
-
Once inside, he surveys the scene and heads deeper into the establishment looking for anything salvageable; gun drawn.
-
"We only got a couple hours to snoop around here if we are gonna make it to the Zoo and back to Walker's before dark", he warns everyone.
With that he suddenly remembers Abbott the young Cultist/Drugist and quickly looks around to be sure he made it here with the rest...


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

"special surprise from the past, speaking to me. Echoes of that day. I feel i will need this. Can we play this tape?", Pallor asks Scarlet, though his eyes are busy scanning the technical documents to see if they will be of any help in their tunnel navigation.

"this safe is still good... food and coffee man may have use. Can we haul this back?"


Cool+3 | Hard-2 | Hot+1 | Sharp+1 | Weird+1 | Armor: 1 | Harm: 1/6 | XP: 3/5

"Just what I was thinking." She turns around and calls out to the gang members entering the hallway. "Hey! Any of you want to prove how strong and manly you are, feel free to carry this back for me."


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

Dust scowls as she points the .44 at Camo, silently daring him to make a move while Seth works on the busted helmet.


I failed yesterday, said I would post an update and I didn't get around to it. *self-flagellates* Anyway, on to the action!

AT WALKER'S HOLD:

Seth, the machinery and electricity of the helmet feels familiar somehow, as if you worked on it in a past life. Your eyes are closed, but you can feel the thrum of electricity flowing through the helmet on your eyelids. There were...comms wires, power wiring, and...there. The trigger wire for the C4. It was a centimeter below the wire that was cut, and it's partially lacerated in the insulation by the knife that Camo was using. You shake your head when you realize how close you all came to being blown up. You would need to bring this big helmet to your workshop in order to find out more.

While you're performing your analysis, Vonya is holding Camo about a foot off the ground and away from him, keeping the shot clear for Dust's .44 if she should decide to use it. The former raider is staring at you as you work on the helmet, his expression dripping with malice. Dust, you see his hand moving ever so slightly toward the gun at Vonya's waist...

MEANWHILE, AT THE CAVES:

You all search through the entryway of the Caves, scrounging for anything useful. Besides some ammo that gets distributed among you, not much for pickings. However, there's a pair of mine carts on the start of some tracks that lead down into the darkness of the caves at the far end of the reception area. Next to the mine carts is an old, pre-war control booth, with levers and switches. There's a generator next to the control booth. What do you do?

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