| Marcel the Wise |
An eyebrow rises as the spellpack is pulled out; Marcel offers to help Edward don it, strapping it onto his back and connecting the wires and nozzles. His eyes roam carefully over it inspecting it constantly, taking in and remembering as much as he can, looking for innovations or changes.
Bending over the crate himself, Marcel pulls out a heavy bag with a red cross on the side. Unzipping it, he finds a veritable treasure trove of vials, bottles, jars and other contains full to the brim with untainted chemicals and medicines. "Excellent, I haven't been able to find basic supplies for some months, or-" the trader's eyes are drawn short cylindrical metal box coloured army-green with TOX-419 stencilled on the side. Pulling it out of the bag, he carefully twists and detached, revealing a clean dark metal attachment, a thick circle with odd dark tubes at each end. Stretching out an arm and pulling up his sleeve, Marcel reveals a thick chemical shunt in his arm. With his other hand he carefully fits the new attachment as it slots in perfectly. He nods in satisfaction.
"A new jackplug! Still clean after all this time. I wonder if-" Rooting around in the bag, he finds and pulls out a long tube-shaped rod of metal with a hollow cavity and a nozzle at the top. He experimentally slots in a tube of chemicals from the bag, nods and stows everything away in his backpack. "And a hyperspray too... quite a find."
Alchemist now! GM hope you don't mind my writing in a way for me to receive and administer extracts
| The Nameless GM |
skitter skitter What was that? chitter chatter Uh oh....
Something nips at Scab's leg. Hard. Large Damage: 1d8 ⇒ 3
That giant radroach from before is back, and it's done looking for garbage. It wants meat.
Initiative! I'll roll to keep it going for us.
Edward Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Marcel Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Scab Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Crispy Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Annabell and Tandan Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Init Order:
Crispy: 22
Marcel: 21
Annabell: 12
Scab: 8
Edward: 5
Roach: Last
| Annabell Trinity |
Annabell will take a shot at the roach with her backwater rifle.
to hit: 1d20 + 5 ⇒ (20) + 5 = 25
confirm crit?: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 2d6 ⇒ (4, 1) = 5
crit damage: 2d6 ⇒ (6, 4) = 10
The bear will charge and try to bite it.
to hit: 1d20 + 7 ⇒ (20) + 7 = 27
crit?: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d4 + 4 ⇒ (3) + 4 = 7
crit damage: 1d4 + 4 ⇒ (3) + 4 = 7
| Vincent "Scab" |
Scab attempts to break away from it and draws his pistol on the move. Then, he will roll one of his homemade bombs under the beast. "I thought we were friends you little bastard!"
Called Shot to the Vitals, -2 thanks to VATS
ranged touch: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
large: 2d8 + 4 ⇒ (3, 5) + 4 = 12
| Marcel the Wise |
Hold until after Annabell
Sprinting forward, his switchblade leaping into his hand, Marcel shifts behind the roach, cornering it between him and the bear, and aims a knife for its kidneys... well, roach-kidneys.
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d4 + 7 ⇒ (4) + 7 = 11 Sneak attack: 2d6 ⇒ (2, 3) = 5
| The Nameless GM |
I'm gonna put Edward in Full Defense so that he doesn't get hurt.
Marcel's able to get a good hit, but it's armor is to tough for a simple switchblade to crack.
Annabell and Tanden are able to break the exoskeleton and expose the soft, squishy parts of this beast.
Scab's bomb is placed just right. BOOM!! The roach is blown sky high! But after it lands, it's still rarin to go!
Edward, you have control again.
| Vincent "Scab" |
"Oh shiiiii..." Scab trails off, bringing his plasma pistol to bear and taking a shot.
1d20 + 6 ⇒ (10) + 6 = 16
plasma: 5d8 ⇒ (6, 5, 3, 2, 2) = 18
| Marcel the Wise |
Marcel works to keep the roach still and hemmed in, a perfect target for his companions, feinting and lightly nicking the roach before going in for a deadly blow himself.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14 Damage: 1d4 + 7 ⇒ (3) + 7 = 10 Sneak Attack: 2d6 ⇒ (6, 4) = 10
| The Nameless GM |
They are doing a great job. The roach falls. But the moment it does, something starts happening to the roach's exoskeleton. It starts to expand...
BOOM!
Everybody reflex save, DC 15. On fail, take 2d8 ⇒ (2, 3) = 5 Large damage and deafened for the next few posts. On save, no deafen and half damage(2). I'll let you know when the deafness is done.
| Marcel the Wise |
1d20 + 4 ⇒ (20) + 4 = 24
Marcel nimbly dodges the worst of the explosion, clamping his hands over his ears the second he sees the roach begin to bulge. Bending over to a crouch, he raises a finger to his lips to call for silence as he listens hard for anything that may have heard the explosion.
| The Nameless GM |
Annabell can't hear anything except the sound of a squishy explosion.
Everyone sees that the roach's exoskeleton turned into shrapnel and cut their armor. Sorry Marcel, you lost your Evasion when you decided to join the alchemist train. And speaking of trains...
Marcel's Perception: 1d20 + 8 ⇒ (8) + 8 = 16
There might be some skittering in the halls, but nothing that bad...probably...
| Vincent "Scab" |
"Hm. Must have been nothing."
Edward sheathes the bastard sword and stands ready for further exploration.
what are you, a Skyrim NPC?? hahaha
| Marcel the Wise |
Marcel relaxes slightly and sheathes his weapon. "Something heard us; it didn't come after us, just ran away. I think that means another person is in these railways; radroaches would have either run at us or run away, not headed towards for a few moments then further away. Or I'm utterly wrong."
| The Nameless GM |
Edward, you're a Brotherhood Knight, not a Whiterun guard. I thought that headband I gave you would work better than this.
Well whatever it was, it's gone now. Question is now what?
To recap, the radioactive room is locked and you've got a good idea where the engine is. You just need to determine who's gonna get it. And no, there's nothing wrong with setting multiple beacons, but it will affect the "story" line.
| Knight-Brother Edward Monroe |
"Do we have any Rad-X? Should the device require physical strength to retrieve it, I may be the best suited for such a task. My resistance to radiation, however may prevent my return from just such a mission."
Edward nods his big helmeted head.
"But if that is what it takes, I am willing to make just such a sacrifice."
Needless to say, if Ed bites it to grab the engine, the Brotherhood is getting the beacon for sures!
| Vincent "Scab" |
"I can go too. Maybe with some Rad-X and my natural resistance, I might even come back to work on it! On the other hand, those ferals seem to have all the fun, heh. Edward, i thought your suit helped against rads?"
| The Nameless GM |
One thing I should probably clarify is Ghoul's radiation resistance compared to that of normal creatures.
Speaking of radiation suits, Edwards armor will protect him up to a certain level of radiation. Think of it as Energy Resistance to Radiation. In this case, we'll call it Radiation Resistance 10. Where you're walking into is going to be Radiation Damage 25/round
Next up we've got the Ghouls. In their case, they born of and/or into radiation. For all intents and purposes, they are immune to radiation sickness, but not death by radiation.
Above them are the Radiation Beasts such as Tandon the Yao Guai, Feral Ghouls, and Centaurs. They are completely immune to the effects of radiation as they have been soaking it up since they first started life. Some even are radioactive!
At the top tier of the list of radiation is the Super Mutants. These guys thrive on radiation. So much so that they are not only immune to radiation, if given enough time they will actually gain bonuses due to over radiation!
Hope this has been insightful.
| The Nameless GM |
Pretty close Arkwright.
| Vincent "Scab" |
"I'll just go. I probably know what I'm doing in there, I can last longer than the smoothskins, just gimme a minute to consider my loadout."
Scab sets down his pack, entrusting the remains to his brother's care should anything go foul.
i dont want to have to have it made easier for me, i'd rather take the challenge as presented. Scab will prepare his open extracts and imbibe the following: Ant Haul, Expeditious Retreat, and one of the following:
| The Nameless GM |
Good concepts Scab. In that order:
Delay Poison: This will prevent you from suffering the effects of radiation poison for a little while longer, so this is useful for humans, not a Ghoul.
Resist Energy: This can be used to resist radiation since I've called Radiation a form of Energy.
Animal Aspect: This will not work since the animal aspects you want won't give you Rad resist. You'll get things like fire resistance and natural armor, but not rad resist.
| Vincent "Scab" |
OK so i will go with resist energy for the last one. so i can carry/move more stuff if need be, i move faster (hopefully maximizing what i can do in the 8 rounds) and then resist energy should stretch my 8 rounds a bit further?? i cant think of anything else i can do to prepare.
Scab will go over the door controls with whoever will watch to make sure they are understood.
"So, any last words? Or is that your line? heh."