
GM Armadillephant |

Hey, sorry guys, I've been kind of busy and, frankly, going to the house and statue was an unexpected development. +1 to the party for already screwing over my plans! I do honestly love it when that happens, guys. Keep it up :)
Sorry if you feel disappointed Spugly. It's failure on my end, not on you guys'.

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When I hear a whole family's gone missing, my first thought is "Sweet, that means nobody's at their house!"
I mean, my first thought is "We should check their house for clues and to make sure they haven't come back." Yeah, that's it.

GM Armadillephant |

So, I realized that I want to do lockpicking a little different from straight PF rules, to be more in keeping with Fallout.
BOBBY PINS!!!
Now, doing a quick survey, it looks like Gergg is the only member who purchased a set of thieves' tools. As such, Gergg, I shall award you with 15 bobby pins, my good man! Use them wisely.
Also, if you've put a rank in Disable Device, you get 1d10 bobby pins; roll that number right here.
You can pick a lock as long as you have bobby pins (the screwdriver, meh). If you fail to beat the DC by less than 5, roll a 1d100; on a 75 or lower, you've broken your bobby pin. HOWEVER, you subtract your Disable Device rank from this number; so, for example, if you have 5 ranks in Disable Device, you only break the pin on a 70 or lower. Make sense?
If you miss the DC by 5 or more, you've broken the bobby pin, no roll. In addition, on a 10 or lower, you've jammed the lock in addition to breaking your pin. You will not be able to unjam that lock unless you pick up a perk that allows it.
And, yes, I will be doing something with perks, starting when you get to 2nd level. Converting them to this ruleset is going to be fun.

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Do my thieves' tools work as described in the PRD (wipe out the -2 penalty for improvised tools on Disable Device checks) or are we using something different?
I'm pretty confident I beat the DC on the lock at the Halls' house, unless it's meant to be unpickable at this point.

Fitzgerald Hawtrey |

See, I've never played a rogue before, and so I keep forgetting that thieves tools are needed.
1d10 ⇒ 10
Ah, but apparently atom is shining upon me today.
Your doing a great job GM. You seem to be putting in a lot of work (more than I ever do) and for that I say hurrah!

Anderlorn |

pick locks¿?¿?
the brotherhood doesn't understand the concept of picking locks. we have grenades....
untechnological savages....
Pfft, amateur BHS Paladins, you'll blow up the "sh$t" on the other side! Sometimes that is good and other times, very bad! We wouldn't want to mess up the pretty MEC Gauss Minigun, would we?! I prefer C-4 myself, that way you can shape and adjust your explosion.

Winter MacAllister |

See, I've never played a rogue before, and so I keep forgetting that thieves tools are needed.
1d10
Ah, but apparently atom is shining upon me today.
Your doing a great job GM. You seem to be putting in a lot of work (more than I ever do) and for that I say hurrah!
+1
+10!
1d10 ⇒ 10
Ha ha! It worked!

Knight Apprentice S. Morrow |

Talking about Fallout, did you see the message by Feargus Urquhart that Obsidian Entertainment has been given the go ahead for Fallout 4 and/or Fallout New Vegas 2 which I think is a good move by Bethesda. In addition, they should give them the go ahead for Fallout Online. Feargus Urquhart was the lead developer for Fallout 2 and his company developed New Vegas.

GM Armadillephant |

So, just realized I should probably bring up (again? I have trouble remembering what I have and haven't told you guys already sometimes) how food works in this game. Food is food, not health packs. You can't eat some Fancy Lads Snack Cakes to heal yourself in this, sadly; but they're still important for your survival.
I'll also be putting up a slot in the Campaign Info tab for how chems work relatively shortly.

Kora Kirion - Junior Paladin |

I was thinking of changing up my characters traits a little and maybe going for some more fallout set traits/perks. Are there any restrictions or is it cool so long as it balances out with the game/gm's opinion?
Because honestly if Kora gets to the level where he gets a 'mount' that'll be interesting to make work in game. Now a Clockwork/Robotic horse would be rad~ :) But getting a dog companion wouldn't be a bad idea either :) I have always loved dogmeat but I don't want to step on Campers toes~ ;)
If the mount idea isn't possible I may have to look into an archetype that allows him to bond to a weapon or armor and make it work like he customized his gear~

GM Armadillephant |

Sagittarii: I'll do that.
Kora: What exactly are you thinking? I'm going to be introducing perks starting at 2nd level, modified for PF rules, but close to the stuff from Fallout (mostly 3 and NV, but I may do some from others as well). Also, paladins no longer HAVE to choose a mount; you can always pick a weapon, as far as I know. But a mechanical horse would be completely possible, as would even a robotic motorcycle or something else that we can work out when the time comes.

Knight Apprentice S. Morrow |

Because honestly if Kora gets to the level where he gets a 'mount' that'll be interesting to make work in game. Now a Clockwork/Robotic horse would be rad~ :) But getting a dog companion wouldn't be a bad idea either :) I have always loved dogmeat but I don't want to step on Campers toes~ ;)
Don't know about you but Sagittarii is confident that he will capture a Vertibird ... lol ... ;-) And remember there are always the Corvegas.

GM Armadillephant |

I doubt the Enclave will be big on anybody "borrowing" anything. Especially the Brotherhood.
Now, I'm assuming that the group is heading back to town--as in, Fitz and Winter from their excursion, as well as the bunch that went to check the house? Feel free to just wind up in town, talk to each other, let what you found out be known; I feel like posting an "OK, you're all in town!" post is kind of pointless.
As for 9mm vs. 10 mm: they will both exist in this game. Looking through the list, they're both there... and I'm seeing some weird stuff as well, especially with pricing. Maybe I'll do something with that at some point, but for now, just leave as is. 9mils and 10mils are both available; it just so happens that the Halls family has a gun that uses 10mm ammo.
ALSO, just a note: you guys know that the .38 revolver was in a HIDDEN compartment in what was apparently the grandfather's bedroom, right? It seems like you guys are acting like the gun was just laying around in open view, and you're wondering why the family didn't take it. It belongs to the dead man, and it was hidden.

Darius Darkblade aka Legionare |

Yes but how are we to know the son didnt inow about it. To darius with his very military way of looking at the world it was a hold out stashed for home defense. More than one person shouldhave known about it . Its just the way things are done. Also when your going somewhere outside of a patroled area you dont go lightly armed. Remember hes a bit cracked from the experiments that let him live this long...

Deidre Rose |

Deidre would notice it was supposed to be hidden, so perhaps not a primary weapon, but still, she wouldn't know it was grandpa's room, and so thought that the Hall's left it because they were unable to take it with them, considering the dangers of the waste.

Darius Darkblade aka Legionare |

Yeah but heres the thing it was obviously not the couples room but why would grandfather tellthem about or perhaps it was hid there so there was a weapon in that part of the house that the kids couldnt get too . Why would the husband and wife not know about it.... see the logic

Knight Apprentice S. Morrow |

Question about power armor, are we doing this so we are or I am not surprised or perhaps later as the home brew rules are ironed out?
The first version of power armor successfully deployed in combat was the T-45d model, which originally ran on small energy cells, burning through them at an alarming rate. In response, later versions were manufactured with built-in Microfusion Packs.
The most advanced pre-War model, T-51b power armor is fitted with a back-mounted TX-28 MicroFusion Pack which generates 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit.
In other words, did/do we need to purchase Small Energy Cells to power our armor and how often? In addition, are we doing ammunition weight?

GM Armadillephant |

Power Armor we'll assume is a relatively new model, one that doesn't need to have power sources changed out all that often. As for ammo weight, I'm not too worried about it--at least not at this point--but don't be ridiculous.
What is ridiculous, you ask?
In my current Fallout 3 file, I'm walking around with around 1000 rounds of 556, upwards of 450 10mm rounds, something like 150 .308s, 300 shotgun shells, and 450ish microfusion cells, just for my main guns. Plus probably 20-30 missiles, at least 10 Mini Nukes... THAT is ridiculous.