The Savage Wasteland of Fallout

Game Master thegreenteagamer

Vault 2 had so many births that a second group has been exiled shortly after the first. This is their story.

Map

Additional Rules


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Bennies 2 Wounds 0 Parry 6 Toughness 8

No, and why are we doing this again? Kris says flatly, giving Badger and Tom a hard look Look, thanks for the booze, but I ain't really keen on dying so I think its best if we just parted ways right f+@+ing now.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

"Do what you want, big guy. It's not your people. Your friend asked. Nearest towns I know of are Dome to the northeast, just past Kennedy, our base, and Kingdom to the northwest, which is probably the safest place in the area, but it ain't cheap. Be careful out west near Tampa - it's run by gangs. In either case we're heading out."

He places his helmet back on, slings up his pack, and starts radioing in to base through the helmet. "MIA squad leader and half team. No radio contact 48 hours. In route to trace beacon. Request backup. Turning our beacon to rescue mode. Yes? Negative. Paladin James and myself. Non-hostile wastelander encounter. No, not a threat. No. One aggressive but no engagement. No! No, damnit. We're heading out. Over."

James slings the missile launcher over his shoulder and the two start to head for the exit, whether you accompany them or not.

Dark Archive

Tom scratches his head and takes a swig of water, swishing it around in his mouth, trying to get the taste of still-sleepy out of his mouth. He staggers in to the conversation, trying to get his brain to parse what's going on. Oh, yeah, that's right. Rescue mission. Is...is that a good idea? The way he's describing it, no, no it is not. High, filthy water and monsters they can't handle. But with a promise of citizenship? That would ensure a base. Somewhere they belong.

"Kris, we're doing it because we need someone's goodwill. And right now we don't have enough, um, "caps", to buy goodwill, so we'll need to earn it somehow. We can either spends months eeking out menial tasks as can find them, or we can hope for one lucky break. This kinda seems to be it. The biggest, baddest dudes in town lost some of their own and need whatever help they can find, which is only us. No, it doesn't look like the best situation, but I doubt it'll take long. They're not gonna chase their tails for two months. They're gonna home in on a beacon and grab whatever is left of their SP. Boom. We might not even see any 'gators, and if we do, wouldn't you rather have a pair of space marines with rocket launchers with us to find them? And they won't even pick up loot that we'll think is treasure beyond counting.

But it may be dangerous and I don't wanna force you. If you've got another plan; if you wanna wander in to Dome and hope that things might somehow go better than this, by all means. We've also got a hospital to go to that may or may not be run by hundreds of gangers, so that's certainly more safe, right?

Jus' sayin'. It's not safe here.

Also, I can totes talk them in to giving us more booze if we're successful. You call."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Blehhh. Whatever Overseer. F&!+ it. Let's go. But I'm not f~~+ing listening to those metal covered f!!#ers. Kris doesn't need much convincing, he's just exceptionally self conscious around people who are much more badass than he.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5
Kristophe Kristophson wrote:
Blehhh. Whatever Overseer. F!!# it. Let's go. But I'm not f!@@ing listening to those metal covered f++$ers. Kris doesn't need much convincing, he's just exceptionally self conscious around people who are much more badass than he.

Timmy tugs on Kristophe's arm when the Paladins are out of range. "You'd be cool in that armor, K, and be in charge like 'what you want some discipline' with a super sledge! I want one of those missile launchers!"

The missile launcher itself is at least as big as Timmy is tall.

Jimmy chimes in, "He didn't claim citizenship. Mom and dad had a class C trading pass with the Brotherhood. They're...preferred customers. They're...less mean to you than other people. They're not really mean in general, but, they aren't nice. They're rather insular, actually, and usually don't ask outsiders for help. This guy must be different than the rest to risk it."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe does think the armor looks cool....but he is much too proud to admit it out loud.

That f+!*ing missile launcher is bigger than you. Kristophe mutters.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Poor Kris, he found a bigger d**k than his. Also, I want one of the gators. Also also, would Deathclaws be counted as an animal for me? Also also also, surprised nobody commented on Harper's sudden absence.

Aeryicka yawned as she stretched awake, the aches and pains of poor rest racking her young body. Cray cawed and shook his wings, glad that the storm was finally over. At least this time he had decent shelter for a while. Wandering over to see the others, she listened to the measuring contest as the other girls called it. Really, were all males like that? Still, the thoughts of the new animals were intriguing, and in her mind worth the trip all on its own. "Cray and me want to go, see new things. Pip-boy all us to keep from getting lost," Aeryicka said, nodding towards Badger's new toy. As she thought about the journey, a sudden thought occured to her. "Where Harper? Not see her since yesterday."


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

"What do you- isn't she...? Oh s&#!, between the geckos and the hurricane I lost track of her."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris made a comment about losing her earlier.

-Posted with Wayfinder


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

As I recently told the other group when Spencer asked if the Hunter edge counted towards Deathclaws, Deathclaws are abominations created by FEV pre-war. They are not animals that evolved from radiation alone, like Geckos or Yao Guai. If it is covered by the Purifier edge (centaurs, deathclaws, etc), then it is not an animal. The Leatherbacks (the mutated gators) are pretty far beyond the scope of your free animal. Maybe when you're a a higher rank - probably Heroic.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Honestly, I already figured that, just thought I'd ask anyway. Be freaking sweet to have a pet 'claw to slaughter all my hapless enemies. Also, didn't catch your comment about Harper, Kris, sorry.


2 people marked this as a favorite.
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

It was moving, warm-hearted and inspirational, as all interactions between Kristophe and Harper were.

Dark Archive

LolZ!!!. That was great, Badger. Take a benny. ;-D


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5
Thomas Roland wrote:
LolZ!!!. That was great, Badger. Take a benny. ;-D

'

I was about to give him one, and then you said that, and now, I'm not so sure...ah, get one.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe trudges along behind the power armored a++~!$&s from the BoS.

How long till we get there?


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Mac checks his own Pipboy on his wrist. "Hm. Well, by my calculations, about 48 hours by walk to the border town. Geeze but they chased them far."

And wouldn't you know I drew a random encounter before night even hits. Let's see...
Random: 1d4 ⇒ 4
1=Special,2=Friendly,3=Neutral,4=Hostile
Random: 1d20 ⇒ 19 HAHAHA! Couldn't have planned this better...

As you're wandering towards the tribal lands, which by the way, is past your school you encountered before, nearing night time you see a group of figures walking up towards you.

Notice at +1:
You see in the distance three Super Mutants. One looks considerably larger than the rest, and has a huge sack slung over one shoulder, and you can see metallic equipment shining inside, but can't place it. The other hand slings the biggest damn hammer you've ever seen over his shoulder. The other two mutants seem to be dragging unconscious naked figures in each hand by their ankles - two men and two women, each mutant carrying one of each gender. Each mutant also has weapons strapped to their back. Unlike Miles, all of these mutants seem to be wearing armor, though you can't make it out from this distance.

Notice Raise at +1:
They're breathing - every single human. The mutants' armor seems to be leather, except for the one with the hammer and sack, which is metal. They seem to have leather kilts, and their armor seems...archaically fashioned.

MacNotice: 1d6 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 + 1 ⇒ (1) + 1 = 2
JamesNotice: 1d6 + 1 ⇒ (5) + 1 = 6
Minion1Notice: 1d6 + 1 ⇒ (4) + 1 = 5
Minion2Notice: 1d6 + 1 ⇒ (4) + 1 = 5
Leader: 1d6 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (3) + 1 = 4

James suddenly screams out to the crowd as you're walking..."MUTANTS! They have humans with them! Can't tell if they're alive or dead!"

The mutants all seem to notice you immediately as well from across the distance.

Everyone who gets a notice roll success at least gets dealt into this surprise round. So no Mac this round. Below is your initiative IF you make your Notice roll for this round.

Initiative:
Aeryicka and Cray 10spades
Badger 5spades
Kristophe and Timmy 7diamonds
Thomas and Company 9spades
James Qhearts
Mutants 8spades

So - James, Aeryicka, Thomas and Company, then the Mutants, then Kristophe and Timmy and Badger.

James takes time to aim his missile launcher.

"S&#%, Mac...there's people. I can't tell if they're ours. Do I engage? S@&@! S@**!!!"

"F$@%, man, I can't tell if they're alive or not. We can't blow our people up, man. Can any of you tell?!"
Map updated - badguys are far - clustered around BA70. This is pretty much open field, otherwise.

Dark Archive

Thomas Notice: 1d6 + 1 ⇒ (6) + 1 = 7
Thomas Notice ACE!: 1d6 ⇒ 6
Thomas Notice ACE! ACE!!: 1d6 ⇒ 5 = 18

Jimmy Notice: 1d6 + 1 ⇒ (5) + 1 = 6

Warhammer Notice: 1d6 ⇒ 6
Warhammer Notice ACE!: 1d6 ⇒ 4

Thomas squints in the distance, and his eyes are drawn involuntarily to a mighty fine pair of knockers on one of the captives. He notices a jiggle that can only be achieved with the slow rise and fall of their attached ribcage. He calls out.

"Belay launch, belay launch! Confirm breathers. They're alive, guys. We gotta do this the hard way."

After his warning, he gives a look to the boy and the robot. As one, the two humans drop prone and take aim on the lead mutant. The robot simply stops fighting gravity and plummets with a hollow thump. Using one arm to balance, he aims his other arm downrange. "Dash it all! This is no dignified way to conduct conflict! Would that I might challenge them to some fisticuffs and settle this robot to mutant! You know, the old fashioned way!"

All three: Drop prone and Aim at X. I don't see anything saying that handys can't go prone, but I might be missing something. :p


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Common sense. No. I'll give you a bonus as if crouching for dropping low: +1, not +2


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Notice: 1d6 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6

"More of these f~~@s. Quick, Tom- talk Latin at them! Mutants eat that s*%~ up!"


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Notice: 1d6 + 1 ⇒ (3) + 1 = 4
Wild Notice: 1d6 + 1 ⇒ (1) + 1 = 2
Cray Notice: 1d12 + 5 ⇒ (3) + 5 = 8

The trip was unremarkable for Aeryicka and Cray for the most part, though Cray did have a bit of sport chasing smaller birds across the sky. She was a bit surprised, though, when they ended up passing by the school they had claimed as their own. As the sun started falling across the sky -'How do they change the lightbulb up there?' she remembered thinking to herself in amusement upon her first sight of the glowing orb- their group spotted another coming their way. Upon closer look, it turned out to be mutants, and she doubted that they were as friendly as Miles had been. "Cray, keep watch for others in area!" she ordered as she moved forward in a defensive stance.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Notice: 1d4 + 1 ⇒ (2) + 1 = 3 Wild: 1d6 + 1 ⇒ (2) + 1 = 3
Timmy: 1d4 ⇒ 3

Neither Kris nor Timmy notices anything...but when the BoS Knights move into action Kris says Aw for f#$+s sake.

There's NO cover or concealment? Like not even tall grass?


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Nope. You're heading to the swamp by means of the road. This isn't so much a challenge in terms of them being hard - mutants aren't easy but they're not terribly difficult and you have two paladins with you - it's the fact they have hostages.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

The mutant wearing metal drops his two sacks and nods to the other two.

Notice at -3 to hear him talk:
"Lucius, watch the captives. Keep them alive. We need conscripts, and the Steel are fine warriors when their wills are broken."

He yells across the distance at you all. "Did you come to join our prey, Paladins? Or are you offering us a trade? I see you brought more. We will give you these four of your friends for those six!"

Probably Fails: 1d4 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (1) - 4 = -3

Mac growls and yells back at the mutant. "I will blow you all to s!!* before I give you more victims you sick f##~!"

James, on the other hand doesn't seem convinced. "Mac, we don't know these people! Those are our friends - our family!"

"I'm not one to pull rank, but I have seniority temporarily, and it's a g!+%&*n order, James, you do not trade humans to mutants, you don't make deals, and you f#+~ing take his head clean off his head if he shoots me, you got that?!"

James nods. "Yes...sir."

One of the other mutants pulls up a rifle and starts to aim, and the leader draws out a long arm as well and aims. "Turn around and walk away then, humans! Four captives is enough. We shoot to kill if you don't!"

And now, on the Mexican Standoff, Kristophe, master of diplomacy and delicacy in extreme social situations, is up.

Sorry about the delay guys - busy weekend, and another fun festival - one more next weekend FYI early.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Notice: 1d6 - 3 ⇒ (6) - 3 = 31d6 - 3 ⇒ (3) - 3 = 0
Ace: 1d6 ⇒ 3

Badger whispers just loud enough,"Listen- they're gonna keep the captives alive. I overheard them, they want 'constricts' or whatever that is. We could... walk away now, then Aeryicka and I can sneak in on them later and grab those guns or free the captives."

Dark Archive

Thomas' looks askance at Badger, his mouth agape on honest confusion. "Talk...Latin...at the...muties? I don't....when did that ever...? Um, are you sure you're not thinking of the ghoul-nuns? Because...."

Thaomas WISHES he knew enough Latin to impress a mutant. That would certainly have to be a lot of Latin. Or...or is that a secret attack plan?


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris draws his pistol and says Go f@!! yourself f#%!ie muties, I'll pop you f&#+s like I did your f%~&ing yellow friend.

Kris moves forward and then drops prone.

Timmy fishes out a smoke grenade and does the same


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
Thomas Roland wrote:

Thomas' looks askance at Badger, his mouth agape on honest confusion. "Talk...Latin...at the...muties? I don't....when did that ever...? Um, are you sure you're not thinking of the ghoul-nuns? Because...."

Thaomas WISHES he knew enough Latin to impress a mutant. That would certainly have to be a lot of Latin. Or...or is that a secret attack plan?

"Miles said like 'ave' or something like that and you say Latin s+!@ sometimes, like you could get on the same page and get 'em to back down."

And he whispers "... and then we can sneak up on them later when it's to our advantage. They ain't gonna kill the hostages, so we might be able to afford to wait until their guard is down."


Wild Card Bennies Left: 1/2 (Deathclaw) Common Pool Bennies Left: 5/5

Persuading Mac to back down will be a simple success, as he is likely to like the idea of a sneak attack, but James will take a raise, as he doesn't trust you all yet (He'll back down if Mac does, but he'll probably be pissed at you if you pass Mac, but not James); the mutants will not require a roll, as backing away was their idea.

Dark Archive

Thomas inwardly groans. They had wanted to sneak-attack the group of slavers that brought Miles that first time, and that just didn't happen. So he's pessimistic. Still, they have BoS with them now, and no base to be tied to right, so maybe it'll go better. Alright.

Thomas nods and tactical-walks over to the paladins. "Hey, guys, Badger has an idea. We can just walk away now, but then trail them until nightfall--dragging that many humans, they should be easy to track. Then we fall upon them. Worst case scenario, it's as hard a fight as it would be right now. Best case means we get maybe two of the three of them without a wound against us."

Persuasion: 1d10 + 3 ⇒ (6) + 3 = 9
wiLLLLLd Persuashun: 1d6 + 3 ⇒ (2) + 3 = 5


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

"Good call," Mac remarks. "We can actually act with some smarts instead of just superior equipment. I like it."

James nods slowly. "How do get them to think we're not planning something? Or track them without us knowing? Their signal beacon is coming from the middle of the swamp, so they must've detached it long ago."

The mutants, who by the way unlike Miles, are green, meanwhile seem to be talking among themselves.

Notice at -3:
"Cyrene, they talked about killing a yellow one. That's from vat three. Are we missing anyone notable from batch three?"

"We have the five recruits lost to the humans from Tampa, the boy that escaped near Dome, and the frumentarii that hasn't checked in yet last seen near the Vault."

"Hmmm...if it is the boy they are not of consequence. If not... get to the nearest camp and warn the others. Take an indirect route."

One of the three mutants, the one that was aiming and isn't a leader, breaks off from the others and starts to head southwest, while the one guarding the humans points his gun at one of the females just in case the party tries something, or possibly, for appearances.

"Well humans, what is your decision?"


Bennies 2 Wounds 0 Parry 6 Toughness 8

Please don't make Kristophe make the decision or speak for the group...I fear it might not go well for the captives.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Notice: 1d6 - 3 ⇒ (6) - 3 = 31d6 - 3 ⇒ (4) - 3 = 1
Ace: 1d6 ⇒ 3

"There's another camp- they're sending that guy off. Kristophe clued them in about Miles... I'm gonna pretend to be scared s#%%less okay, and you guys will decide to drag me out because I'm panicking and a liability."

Badger shakes his head, pushing a degree of panic into his voice.
"No way, man! I ain't fightin' any more mutants! F*+!! We gotta get outta here, I swear so help me...! I ain't gonna be no mutant's gimp, man!!"

Do I need to roll to make that convincing? If so, what should I roll?


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

I take it that the gun is pointed at one of the captive females?

Aeryicka frowned, though she understood the advantages of a stealth attack. "Cray follow them to camp then lead us there," she whispered to the others, one eye looking up at her companion. "Cray have good eyes and is fast on wing."

Dark Archive

Thomas jumps up and starts wrestling with Badger. "It okai! It okai! We's jus' gonna git! We's ain't not never gonna un-no don't ain't goota un-do not never no never ain't gotta fight dem mutties no wayz!"


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

I know he's putting it on, but I love the idea that Tom would revert to a very Deep South hillbilly accent under stress. Cool and collected, using big words all the rest of the time but his Southern comes out when the s@@& hits the fan.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Are we waiting on something?


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Not that I know of- we're backing off for now.


Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

Training people at work this week. I have been very busy. Admittedly I should've given a good reply when I got home yesterday, but I am flying by the seat of my pants improvising this based on a few earlier random rolls, and I hit a minor writer's block. I should have stuff good tonight. Sorry.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

The mutants all mutter to one another, but those of you who made your earlier notice rolls can figure out they're skeptical, but pretty arrogant, so they figure your fear is justified. The leader uses his gun to motion another direction towards the east. "Alright then... you all move along that way. Don't follow us. We won't warn you again."

Eventually, as you head off, they turn and head west by northwest.

Tracking them from a distance, since it's fresh, will only be at -1 (it is still a swampy area)


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger breathes a sigh of momentary relief.
"Alright, let's follow them at a good distance and when we see a campfire or it starts getting late, we sneak up and take 'em unawares. We gotta watch the direction the other one ran off in, though."

Fatigue is a -1 penalty, right? I'll drink a nuka cola to ignore it for half an hour.
Spirit (addiction) w/fatigue penalty: 1d6 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (4) + 1 = 5

Survival: 1d6 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (1) - 1 = 0


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe grunts in irritation F~&*ing muties is all he says, shouldering his shotgun.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Whistling sharply, Aeryicka points at Cray before pointing at the moving Super Mutants. Cray, designating the large green creatures as the prey of his human, cawed before following behind them high in the air. Meanwhile, Aeryicka did her best to follow the tracks left by the mutants.

Aeryicka Survival: 1d8 - 1 ⇒ (1) - 1 = 0
Wild Survival: 1d6 - 1 ⇒ (1) - 1 = 0
Cray Notice: 1d12 + 3 ⇒ (1) + 3 = 4

Just...wow...I give up. That was completely horrendous...

Dark Archive

Tom mutters. "Um, who is gonna track the other mutant?"

Wouldn't the swampy area make it easier to track? Footprints sticking in the mud, etc? =)


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

"Eh, let's focus on the guys that have captives right now. I'm more concerned that the other guy'll come back with reinforcements to make like an ambush daisy chain, you know?"


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

It doesn't take long for the party to realize that they completely lost track of the mutants. They're far too far off for even Cray too pick up (too far to use Notice - it's survival now).

I guess it would make it easier, but even if I changed it from -1 to +1 they failed - HARD.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

I got a 4 on my survival roll, though- just barely a success.

Dark Archive

Do the paladins get a roll?


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe says Alright then. Give it up, those poor f%#$s are screwed. Best we just f#+~ing kill all the muties we see yeah?


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Yep, but they suck at it.

survival mac: 1d4 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (2) - 2 = 0
james: 1d4 - 2 ⇒ (1) - 2 = -1

mac ace: 1d4 ⇒ 2 = total 4

Seems like Mac and Badger just barely pick up the trail, and Mac and James eye Kristophe with some fire beneath their helmets. He can't see it, but he CAN see the gaze linger on him for quite a while before moving on.

Quite a few hours later, it seems like you track them to what seems to be a lone gas station, the pumps boarded up, the building's sole entrance seeming to be ripped off the hinges. The entire building only seems to be 20' by 30', far too small to hold an entire raiding party, by appearances. In fact, even with the mutants and humans together, it would have been a tight squeeze...


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

"There must be more going on here... I'll sneak around back and see how things look. Aeryicka, you wanna come along?"

My soda wore off, I assume, so fatigue is factored in.
Sneak: 1d8 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (3) - 1 = 2
Notice: 1d6 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (2) - 1 = 1

I'll use a benny on that notice roll.
Notice: 1d6 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (6) - 1 = 5
Ace: 1d6 ⇒ 2

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