
GM Niles |

Eh, sure. I'll edit the loot log. Also, Ian is so weighed down he took like -5 to all his STR/AGI rolls. Jack you need to figure that out because it kinda might have made a difference in those last set of rolls to get into town. I'm trusting you guys to keep yourselves honest when it comes to things like this.

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WhaaAha?? Alright, yeah, I've been mixed up on his kit since they were combined. One sec.
**time passes***
Alright, I split up the two NPCs gear, and Ian is just gonna drop the axe. With a d4 str he has no business using that thing anyway.
I'll just advance E weapons and Science because I'm boring.

GM Niles |

RE: Group rolling in PbP
My idea is the following, anytime I need a roll for the entire group I'll make the roll using the average Trait of the party with someone unskilled counting as a 3.
Example Stealth
Jack d3
Ian d3
Roland d3
Brand d4
Vulture d8
Gloria d8
Roll for the party =(3+3+3+4+8+8) 4.88 or 5, so d4+1 (With a wild die of normal d6 as usual) or about a 50% shot at beating a TN4

Warrior of the White Wolf |

You could also treat it as a Dramatic Task, working towards a certain number of successes (usually 5) with a small penalty on our rolls (-2) to represent the challenge presented. It's a nice subsystem for stuff like this. I do like your idea too, though.

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@Vulture. Hey, I just now noticed (because I'm not that bright) that you have that way-cool Ambidex and two-weapon fighting, but then only have a d4 in Fighting. Is that some high-level build, or do you have a long-term character arc planned, or...?

Two-Headed-Vulture |

I'm more of a shooter. I only wielded the machetes to be silent. And last time to save bullets. .45 auto bullets are bloody expensive. Note the d8 shooting. I only took d4 fighting instead of ignoring it entirely for two reasons: 1) parry doubles from 2 to 4 with a single point investment and 2) if I change my mind and invest in it later it's way cheaper to level up than start new.
I wanted to eventually grab rock n roll and dual-wield SMGs to open up rains of bullets on enemies, but...well, that's a lot of edges to go through to get there.

GM Niles |

The loot log is updated, add whatever you want to your tab. And Jack please don't forget that Ian is weighed down like a pack mule

GM Niles |

Oh sorry, you didn't ask any questions when it happened so I was assuming you didn't read what I had posted.
Basically a raise meant that you could "hack" its original programming (clean the restaurant) and give it one additional simple command (attack that raider, patrol this place, use your laser). 2 Raises were to completely turn it to your will and make it an extra under your command.

Sundakan |

Sorry, but I guess I'm not seeing the distinction. I can give it commands...but I can't give it commands?
I want it to attack the bad guys. How do you want me to word that?
Have you ever played one of the newer Fallout games? With the hacking of the robot terminals and such? They basically just kinda wander around and do whatever their original programming was by default.
So, essentially what he was saying is here's how it works:
Success: It does whatever it was originally programmed to do.
Raise: You can change its programming slightly and give it a SINGLE new order, which it then carries out to the best of its abilities (in this case "Kill the Raiders", which it will do however it feels best...it'll attack whichever target it pleases in whichever order it wants to).
Two Raises: It becomes your loyal follower and you can give it specific orders in the moment-to-moment.

GM Niles |

I couldn't have said it better, thank you Sundakan.
That's exactly what I was thinking when I wrote it...but I obviously did a poor job of communicating that.
Basically a success would have turned it on and it would have started moving into the restautrant (possibly getting shot at by the Raiders)
A raise and it could have been told to attack those raiders in the restaurant.
2 Raises and it becomes an extra and follows you around.
So, with the rolls from before its still at the restaurant doing whatever it is that Jack told it to do, plus its original programming.

GM Niles |

Taking ym wife out for "Valentines" tonight so don't expect much until tomorrow morning.

Two-Headed-Vulture |

If Vulture were still standing he'd press on.
He's kind of that guy.
Maybe I should've named him Honey Badger, or Wolverine, or something of the like. Too late.
Given that he's unconscious, his vote doesn't really matter :-P

Redbeard the Scruffy |

If Vulture dies, it's a Martial Arist with a pair of bladed gauntlets and a silent disposition.
Not saying I want it to happen. Just think it will....
How do you feel about Super Mutants, GM? You said this is around the first generation time period...

Two-Headed-Vulture |

Fair enough.
The armor for them rule is rough, anyway.
By the way, I need to edit that document so its a repair at -2, not a raise on repair. Still...four suits to make one is rough.
Still, if Vulture survives, I'm thinking about Quick for my next edge. Extra cards means more Jokers and going first as a crazed kamikaze warrior means fewer people to kill me.
I do also qualify for Assassin, though...decisions, decisions.

Two-Headed-Vulture |

Phone access has been limited due to the website traffic. Only can get one the computer sometimes. Don't know why computer access is working perfectly when phone seems to be logged up from the traffic from the massive amounts of people downloading the bundle....
Anyway, still waiting to hear if there was any call back from upstairs at V'shout and head toss.

Two-Headed-Vulture |

As for loot, I'd like two of the 9mms and some ammo, if nobody minds. Haven't found any ammo for my .45 autos yet, and need a backup if that runs out. I'd like to split the stims between me and Brand, if that's okay. I can then try lockpicking the doors after my wound penalties are gone/lessened.

Two-Headed-Vulture |

You can add the pipe rifle and bullets Vulture had (8 more .32) to the group loot; my .45s and 9mm are more than enough.
I'm also going to put on a set of Legion Armor and so you can take the Leather Armor and put that in the group loot, too.

GM Niles |

The loot log is updated and the column labeled Unclaimed or Unsure is full of stuff for you to take. Please tend to your own accounting and place accurate (or close to accurate) weights in the WT column so encumbrance is calculated correctly.

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Some stuff:
111) OOC, you could always Aid Another just by being there and helping to talk them out. i.e. "I think I wanna go two left then three right." "Nah, going two right on a Fizzburn NarcoLock will make the tumblers go all wonky. Do one right, one left, then three right." Or somesuch.
222) I'm starting to see that for some reason SW makes one allergic to proper bookkeeping. I do it, (or, rather, don't do it) you do it, we all do it. I don't know why that is. Maybe there's so much mundane stuff it keeps to analysis paralysis? Whatever. I've updated my guys somewhat. Also, for sake of simplicity, I'm giving them some stuff they might not fight for tooth and nail, like all of the drugs. Unlike certain other psychos we know, if you see a drug and want to have it, but it's on Jack or Ian, just take it and update that. No big whoop. Other than their guns and their pants (and some would say not even those) there's nothing that the characters need that they won't let you have.
333) There is a LOT of Legion armor. I thought it was heavier than leather. It ain't. If you don't have Legion armor, go get some now. Leather is 15 lbs, 1 T. Legion is 10 lbs, 2 T. Win-win.
444) Vulture, you might be able to wear metal armor. Look in to it.
555) I'm dropping the Repair Suit to pick up the tool kit.

GM Niles |

Basically when equipping the bad guys I was looking for an armor that was a little better than leather to reflect that they
A) Are organized
B) have standardized equipment
Basically in my head they were wearing some hard metal breastplates that have the emblem of the Green Empire on them so I settled on Legion armor as the statistically close enough armor.
The two metalheads I settled on them being covered in metal and rebar ala F4 metal armor. So, that was easy.
Fixit and some of the others only had leather armor because they were more "scouts" than soldiers.
Also, Grognak the Barbarian will give one person a special bonus!
Edge: Grognak's Swing: When using a two handed melee weapon and Wild Fighting, you may choose to damage two adjacent enemies. Damage is divided equally among the two enemies and the fighting roll must beat each enemy's parry.
Example: Kristophe wielding a super sledge attacks! Fighting: 1d8 + 2 ⇒ (1) + 2 = 3 Wild Fighting: 1d6 + 2 ⇒ (2) + 2 = 4 Damage: 1d8 + 1d8 + 2 + 2 ⇒ (5) + (1) + 2 + 2 = 10 Kristophe wildly swings and does 5 damage to each of the two Raiders in front of him, shaking them both.
Does that seem like a fair enough little bonus? It seems situational but still useful.

GM Niles |

Okay, so lets tone that down a bit...what about if it only worked on a Raise?
It's actually a little different than imp sweep. Imp sweep lets you hit ALL adjacent enemies, this one is only 2.
Edge: Grognak's Swing: When using a two handed melee weapon and Wild Fighting, on a raise to hit you may choose to damage two adjacent enemies. Damage is divided equally among the two enemies and the fighting roll must beat each enemy's parry.
So now its only a benefit if 1) You are fighting wild 2) Your Fighting roll is a raise on the first enemies parry 3) The drawback is that you only deal 1/2 damage to the enemies instead of 100% of your damage roll.

thegreenteagamer |

That seems almost not worth it. Half is weak. I'd do if you raise on a wild attack you can trade your extra d6 for a free attack at no penalty against one adjacent enemy, limit once per turn.

GM Niles |

Well, its a free perk. I had kinda planned on designing one for all the different magazines.
Wasteland Survival Guide: When you spend a benny to reroll a Survival roll, roll your wild dice as d8.
Huh, I might be on to something. What if all the comic "Perks" worked that way and only had a benefit if you used a benny.
Example:
Grognak the Barbarian: When using two handed melee weapons, when you spend a benny to reroll a Fighting roll, roll your wild dice as d8.

Gloria Newsom |

I have a lockpick, so I won't take any bobby pins. I will take food and water, some frag grenades since I have a halfway decent explosives skill and a combat knife.
Edit: well, I'm trained with explosives, which is a start. I also have repair at a d8, so I grabbed the scrap electronics.

Gloria Newsom |

There's a lockpick on the equipment tables- I assumed we could buy anything we had the caps for. If not, I'll exchange it for the cash equivalent in bobby pins.

GM Niles |

Hmm. If that's the case I'll stop leaving bobby pins as loot...since you can just buy a lockpick and never need the damn things.
Either case is fine with me.

Redbeard the Scruffy |

Lockpick were in fallout 1&2, including an expanded kit that gave a bonus and electronic that let you pick science terminals. I made them cost more but be reusable to balance.

GM Niles |

Sounds fine with me.
What do you guys think about the comic book based perks being set off by using a benny?

GM Niles |

Ok, well you guys got a Grognak the Barbarian Comic! (only one person can benefit from it)
It bestows the Grognak the Barbarian edge
Grognak: When using two handed melee weapons, when you spend a benny to reroll a Fighting roll, roll your wild dice as d8.
Be on the lookout for more comics!

Warrior of the White Wolf |

Man, I was gonna have Brand jump on the mag to begin with, since I figured it'd be kinda funny for the big tough guy to be way into comics. If everyone's okay with it, I'd definitely take it now.
Of course, two questions arise: 1, Brand is illiterate, which shouldn't be a big problem cause he'll ask his brother to read it to him, and he can admire the art. And 2, I'm pretty sure the room with Grognak is still locked.