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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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 ⇒ (4) - 1 = 3
Wild Notice: 1d6 - 1 ⇒ (6) - 1 = 5
Wild Ace: 1d6 ⇒ 5 Total of 10

Stealth: 1d6 - 1 ⇒ (6) - 1 = 5
Wild Stealth: 1d6 - 1 ⇒ (2) - 1 = 1
Stealth Ace: 1d6 ⇒ 2 Total of 7

Cray Notice: 1d12 + 3 ⇒ (5) + 3 = 8

Nodding her head while Cray flew overhead to watch for approaching prey, Aeryicka crouched down and crept forward towards the building.

Dark Archive

Thomas motions for Jimmy and Warhammer to hunker down in front, waiting for the scouts of Badger and Aeryicka to return.


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

As Badger and Aeyricka comb the outside of the small building it seems clear there's only the one entrance, and both can clearly see into one of the boarded windows through a few inches of opening; nobody is inside. Yet, they're certain the tracks lead here. Assuming someone checks it out

The old building has a strange, moldy odor in the air of its cramped quarters. It seems like a simple small gas station convenience store, barely big enough to hold a few snacks, with an old register.

If you take the time to scrounge about you find 2 beers, 9 junk foods, and in the register, 17 pre war bills.

There's also, oddly enough, one of those photo booths that was popular (in our timeline) in the 80s. Where the rest of the building seems to be made of dilapidated wood, this is clearly steel, and not nearly as rusty as you'd expect centuries old steel in a random gas station off the road near the borders of the everglades, near the middle of nowhere. The price seems exorbitant as well...twenty dollars a photo, and an OUT OF ORDER sign is sitting on the outside.


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 = 2
Wild Notice: 1d6 - 1 ⇒ (1) - 1 = 0

Aeryicka examined the strange device before her, but she just couldn't find anything unusual except for its appearance. "Something strange with it, but not sure what," she whispered to Badger as she grabbed 3 of the junk foods and the cash left in the register.


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

"The tracks lead here... so something has to come of this photo thing..."

Badger looks at the photo booth, checking for scratch marks on the floor to indicate it had been moved, hidden panels, Pipboy interface ports, anything.

Notice: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (5) - 1 = 4
Survival: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (1) - 1 = 0

Notice ace: 1d6 ⇒ 3
Survival ace: 1d6 ⇒ 5

8 and 10, so both raises on a normal test.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris grunts in annoyance. He'd rather be somewhere else certainly...

C'mon Timmy, lets make sure no f&@~ing muties sneak up on us.

Kris and Timmy keep watch


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

Badger notices there does seem to be heavier, thicker flooring on the ground of this building than expected...possibly concrete foundation way deeper than such a place would need. A skeleton near the register that previously seemed useless has an old, worn, rotten wallet with a solid steel card on it that upon closer examination seems to be a chip for a computer invoice. It's...not quite Pipboy design.

Science at -2:
It seems an interface for a prewar Chinese military equivalent to a Pipboy. A raise can hack it to work on a standard Pipboy.

The stink of mold is much worse in the booth, but you do see an earring on the floor and you point it out, Mac recognizes it as belonging to one of his squad mates, Lydia. The booth has a Pipboy integration it seems, but the only message you get is out of order.

Mac and James, outside the building and watching for trouble, seem distraught at the mystery.


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 don't think any of us have Science...

Badger pulls out the odd metal card.
"Hey- Jimmy, Mac, James? Do any of you know what this thing is?"


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

You'd think the guy who's backstory is mortician assistant might have learned a little science or medicine... :-P.

Group roll for every extra: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Mac: 1d4 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (3) - 2 = 1

Ace for group wild: 1d6 ⇒ 4

James gasps and takes off his helmet. You see he's a man of Asian descent in his early 20s. He snatches the chip and turns it over and stares at it. "S+*@, it's Chinese prewar ID tech!"

Mac blinks and stares at James. "Here?! That doesn't make any sense. Can you make heads or tails of it?"

James nods and begins to program Badger's Pipboy for a bit and then slides the chip in where a holocard would go. "Well, uh, looks like your name is Lieutenant Lee, and you have access level 2, whatever that is."

The photo booth only seems to hold 2 people regularly, but you think if you sit on laps you can fit four. Cray will absolutely not approach the fungus smell, and Warhammer would roast you alive flying in there.

"If this is a Chinese prewar...whatever it is...American prewar uniforms like our armor might throw off it's scanning protocols."

Mac grunts and growls. "Damnit. This could be a great lead or an ambush. I don't like this."


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's eyes light up for a second at the thought of a secret passage! Pre-war espionage!

And then he remembers the mutants. Waiting down there.

S*~&.

"Damn. We came this far... I'm willing to go down.", he says approaching the photo booth.
"I mean, I have the Pipboy, so I figure I probably have to anyways, but... you guys wanna back me up? Save the day?"


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris sneers at the "Paladins"

C'mon, f+@~ing chickens. Kris sets his backpack down and hops into the booth. Watch my s&!$ Timmy. I'll be back in a jiff, gotta f+*! up some muties.

Then he says to Badger, Well, what the f*%+'r you waiting for Bloom. Do the thing!


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

"Yeah, yeah...", he says, before turning to Tom and Aeryicka. "If either of you feel anything in my lap, it's just the hatchet, alright? This is weird enough as it is without, like, making it weird."

Once the four of them are piled into the photo booth, Badger connects the Pip-Boy to the interface port.

Dark Archive

As each clue is brought to light, the whole situation just starts to feel more and more surreal. A batman-esque hidden-passageway in a gas station hidden in a photo booth...and all they were trying to get were a couple mutties drunk around a camp fire.

Thomas enters the booth, crouching down and trying his hardest not to actually sit on Badger's lap.

Estelle had the science.


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

Why do I feel like Kristophe would say "and if you feel something in my lap, its definitely not just a hatchet"?

As the four protagonists climb into the small booth, Mac passes over his plasma rifle and a full round of ammunition. "Be careful. We'll keep the two boys safe and make sure nothing comes up behind you. I've got our signal beacon on high, but I'm getting some kind of radio scramble interference." He nods to James, who has put his helmet back on, slings the mighty missile launcher over his shoulder, and starts to patrol the building.

Badger links up the Pipboy and you hear, "Are you absolutely clear from blurry photographs?"

Assuming he presses yes, the booth rotates clockwise ninety degrees and encases itself in further steel and starts to descend. You begin hearing some kind of briefing in Mandarin which you can't make out, at all, but eventually it's overcome with "...pretty sure I can hack this old recorder so we don't have to hear that Chinese gobbledygook every time we take the passage, but you need to be careful, because I only have enough tape to do this once. Damnit, Marcus, what the hell man?! This was my chance to impress the vice president! You dirty mother fuc..."

The voice cuts off and florescent lights keen on, dim, and flickering, and you arrive at a tunnel.

It looks wide enough for two to walk abreast, and the walls seem painted with Chinese characters, but it seems like someone grafitti'd over it with blood, of all things. There's a flag, and it looks like the United States prewar flag, but the 13 stars in the fallout universe the 50 states were divided into 13 districts are surrounding a bull's image. Below the flag it says "The Horde Will Manifest Destiny for the Glory of Augustus and America!"

The smell of mold is palpable, and you can see there's a few inches of waste on the ground, seeping in through the walls over the centuries. In fact, it's actually rough to breathe, not impossible, but you can feel I affecting you. Vigor roll at +1 or get a fatigue

There seem to be no guards in the tunnel, and it opens up into a small underground tunnel. Theres a toppled statue of a Chinese military leader who seems to have had his head used as a toilet recently, and three buildings, along with a clear underground pool.

Each building has identifying characters, but given the foreign language, it's impossible to identify them. All are red, and you can hear talking coming from the one on the left.

Notice and/or stealth rolls at this point if you enter the clearing


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

Sighing at the strangeness that was the male thought process, and telling Cray to keep a look out for any approaching large prey, as well as an eye on the two they came here with, Aeyricka just matter-of-factly climbed into the booth and say down on Kristoph's lap, raising an eyebrow as if to say, 'You got a problem with me being here?'

Vigor: 1d6 ⇒ 3

Unfortunately, the strong concentration of mold was too much for her, especially combined with the poor night's rest, and she could feel it sapping her strength. Aeryicka watched as the strange mechanism brought them further down into the earth. 'Almost like entering Vault,' she thought to herself. Finally, they seemed to have reached the end of the trip, and a small enclave was revealed to them. Immediately, she jumped down from the booth and crouched, her eyes scanning wildly for any kind of prey that may be trying to hunt them.

Notice: 1d6 - 2 ⇒ (4) - 2 = 2
Wild Notice: 1d6 - 2 ⇒ (2) - 2 = 0
Stealth: 1d6 - 2 ⇒ (5) - 2 = 3
Wild Stealth: 1d6 - 2 ⇒ (6) - 2 = 4
Wild Stealth Ace: 1d6 ⇒ 5
A Notice of 2 and a Stealth of 9.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Vigor: 1d10 + 1 ⇒ (6) + 1 = 7 Wild: 1d6 + 1 ⇒ (2) + 1 = 3

Kristophe gives Aeryicka a weird grin as they descend into..well whatever it is.

F~$%ing mutie a$#~@+~s don't even speak the same language as us.. Kris mutters, not realizing that Mandarin is a prewar language, it wouldn't matter much to Kris though. Out here everyone not him is an a$+~#+& to some extent.

He coughs a bit from the mold, but he's too tough of a m~#@*!%#!%#% to be put down by some damn spores.

Alright then, lets go f+#& some s*+* up.


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

Vigor: 1d8 ⇒ 41d6 ⇒ 6
Ace: 1d6 ⇒ 2
A raise on the vigor.

Badger makes a face at the moldy smell. Seeing Aeryicka start to drowse, he pulls a nuka-cola from his backpack.
"Little pick-me-up?"

Badger creeps into the clearing, toward the leftmost building- this is a serious find, but the thought that there may be more mutants than they had planned for is more than a little disconcerting.

Notice: 1d6 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (1) - 1 = 0
Stealth: 1d8 - 1 ⇒ (8) - 1 = 71d6 - 1 ⇒ (5) - 1 = 4
Stealth ace: 1d8 ⇒ 7

I should save my bennies for when I get hurt... but I think I want to know what they're saying in there. Or if there's a mine or cameras.
Notice reroll: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (1) - 1 = 0
Notice ace: 1d6 ⇒ 3

8 on Notice, 14 on Stealth


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

Assuming anyone who doesn't roll stealth and notice is hanging back while others scout.

Badger and Aeyricka creep up on the building with the voices and see the metal decked mutant leader, but Badger also notices not the two mutant grunts, but clearly humans in what looks like football gear carrying machetes and a single human in armor very similar to the Brotherhood Paladins, but it seems to be sagging on his frame, and Badger can tell it has no power to it. The mutant in metal seems to be giving a report to the human in power armor.

"...sent him to the vault to warn the beta base. At this point the Brotherhood cowards went their way. I assume to gather reinforcements, but we left their signal beacon in the swamp so they won't find their way here. We believe the captives armor can remain functional, and the power core from one may even be able to power that suit in the armory. The women are strong and will breed powerful new soldiers and may even be worthy of conscription after a few children are born, but the man is defiant and will not make a good conscript. I would petition an uncleansed dip to make him canon fodder."

The human nods. "Good. The president will be pleased...especially to hear you overcoming the outdated gender limitations your people had before you were annexed into our great nation. Well done, soldier. Dismissed."

The mutant gives a salute, replies "Ave" and turns to leave.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Some cool meta plot stuff there man..


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

Overcoming outdated gender limitations! Through rape! Vote Augustus in 2258!

Okay, maybe this is a lot. This is a whole... freaky military base down here. This is a rescue mission, keep in mind it's a rescue mission... we don't have to kill all of them, or even any if we're super lucky...

How much space is there around these buildings? Would we be able to sneak around the perimeter and take a headcount, maybe get a really rough idea of the layout? If there's a back way besides the photo booth, maybe we can get our friends upstairs in here...


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

The "Buildings" are sort of carved into the wall. Walled off alcove may have been a better description. This is basically a small prewar spy bunker that was discovered by the Horde and retrofit for their needs. You count four humans in legion gear, the mutant in metal, the man in salvaged power armor, and have no idea where the other two mutants and prisoners are, but there are two buildings unaccounted for. If there's is a back way in, you haven't found it in the main clearing.

The mutant in metal turns to head to the center building, which Badger quickly glances is some kind of small barracks up opening, and the door shuts behind him.


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

Game over, man, game over!

Not really noticing much, Aeryicka is caught off guard when she overheard the conversation. An almost uncontrollable rage grips her mind and her vision went red as she listened to their plans for the female captives. Briefly, her mind went back to Miles and she realized that he probably would have taken her and the other two women to these...people given half a chance. Making a note to grudgingly give her thanks to Kristophe, she looked over at Badger and mimed making their way back to the others to report.


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 nods.

Once back with Tom and Kristophe he explains the situation.

"Alright, we got four guys- humans- in football pads, a guy in powered down power armor, the mutants. I'd guess the building on the left is command? The center might be barracks? The one on the right... maybe that's where the prisoners are. I'd say it may be smart to start with the right side, see if we can sneak in there and hope the BoS people are in there. Maybe we can give one of them the plasma rifle and try to take these guys out. I mean, the elevator's getting four of us at a time, tops, so we gotta start thinning these guys out once we secure the captives."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Right. So...you want me to f&~$ some s$+# up while you and lil bit here go find those people? Might be I can do it...might be I get myself f~$!ing killed. Ah well. F+%$ it.

Kris reaches down into his pouch and grabs some drugs This'll make it so it don't matter either way.

Psycho: 1d6 ⇒ 3 1d6 ⇒ 4
Jet: 1d6 ⇒ 4 1d6 ⇒ 5
Buffout: 1d6 ⇒ 1 1d6 ⇒ 5

That I'm still not addicted to something is kinda impressive...

Psycho +1 Damage, Buffout +1AGI/STR, Jet +1d6pace and 2x cards for init

Kris grabs a smoke grenade in one hand and his shotgun in the other. The Discipliner is still on a loop connected to his waist, the .44 Mag is in his belt.

The idea is to toss the Smoke Grenade at the barracks door and hopefully kill a m+&+%@!&*!#+ with the shotgun on turn one. Then...well Kris hasn't thought that far.


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

As I told the other group - I'll be able to get to combat related stuff this evening, about 6pm EST. You can assume a drugged up Kristophe is going on an Archer style RAMPAGE if there's nothing else commented upon by then. I can interact with noncombat stuff before then.


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 was thinking we'd try to *all* sneak over to the building on the right and...", Badger trails off as Kristophe starts shooting up.

"... distraction it is! Tom, Aeryicka, follow me!", Badger says, breaking toward the building on the right.

Stealth: 1d8 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (3) - 1 = 2

Gonna save my bennies and not reroll that one.

Who's least likely to get killed here? Tom? Maybe he should wear the Pipboy for the time being, since it's our way out.

Dark Archive

I should also carry the plasma rifle because I've the best Energy weapons. =)

Tom is a bout to open his mouth and council some kind of laid-out ambush/infiltration thing when half a pharmacy wuddenly goes into Kris's various body/orifaces. Just before Kris leaves to go bravely sacrifice himself to the yawning jaws of nasty death, Tom places a hand on his shoulder. "I'll take care of Timmy."

There doesn't seem like anything else to say.

As everyone else seems to fumbling with where the 'on' button is the for rifle, Tom carefully holds it up, charges it, articulates the safety off, and holds it.

Tom tries to push off the pipboy, but looking at Badger's hatchet reminds him that, yes, if a distraction is needed, the guy named after an animal is going to rush in and mess 'em up. He places it on his wrist.

He carefully sneaks after Badger, following his lead.

Stealth: 1d4 - 1 ⇒ (4) - 1 = 3
WILD Stealth: 1d6 - 1 ⇒ (6) - 1 = 5
Well...s*$*.
Stealth ACE!: 1d4 ⇒ 3
WILD Stealth ACE!: 1d6 ⇒ 6
WILD Stealth ACE! ACE!!: 1d6 ⇒ 1 = 12
I am one with the shadows!

Vigor: 1d6 - 1 + 1 ⇒ (4) - 1 + 1 = 4
WILD Vigor: 1d6 - 1 + 1 ⇒ (4) - 1 + 1 = 4

Thomas feels a mold-induced sneeze coming on but manages to stifle it, and all the wacky hijinks that would ensue.


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's a d6 strength minimum for the plasma rifle, though. :(


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

That means a -1 penalty to the attack roll for a d4 str character - unless Kristophe shares some buffout

Dark Archive

Blargh. Still worth it, tho. Mental note for the first perk at next level!


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

Ah, good to know. I thought you couldn't use it at all- otherwise I would have kept the hunting shotgun. Oh, well. I should have asked earlier.


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

Core SW rules says you take a penalty on attack rolls equal to the difference in die types with ranged weapons you don't make the minimum for; I added the caveat of my own that you can two hand a pistol or other one handed weapon to count one die type higher for prerequisites.


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

Okay! Map up - put yourselves where you want at line 14 or lower. For this first round you all have The Drop on the enemy (+4 attack and damage!) and will go before them, as there is NO WAY they expected you to be coming. The blue boxes are unlocked doors, but they are still doors; you can wait and assume ONE of them opens and plan your attack for when that happens, but understand the rest will be shut at the same time until someone runs through it. You ALL go before the enemy.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Ok....there's not much cover here to work with and that's a serious problem once the bullets start flying. Kris is one guy with one gun(not even a good one in this situation really). K is impulsive and reckless, but he isn't suicidal. Honestly, he'd take one look at the situation and say "F!%@ this" and turn right around. But in the interest of being a team player, K will watch the doors and cover you guys...but he ain't serving as a distraction.

F&@% this. Kris says, seeing the wide open cave with nearly no cover. I ain't f&%!ing dying in here for those Paladin f%%#ers. They can do their own f+#~ing dying. He gets against some cover?? I think that Grey square is cover? and sights on one of the doors. The center one


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

Well, to be fair, I said it was a wide open area leading to three buildings, and I said Badger SAW the guys in the building on the left. I didn't alter anything from what I said, but yeah, this isn't tactically a great situation and I was really surprised when you went all kamikazee earlier; all the grey squares are cover, as are the pink if you go prone.


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

Placed myself approaching the door on the right. Part of me thought Niles was angling for a new character after taking his Potions of Suicidal Bravery, but this is a more sensible option.


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

Moving quietly, Aeryicka made her way forward and ducked down low behind a small pile of rubble.

Dark Archive

Sorry. I was going to update the map last night, but we had (still have, actually, it's kind of a thing) houseguests. Since all I'm doing is following Badger, can someone just put me near him? And, yeah, this place is a hot mess. I have no idea what we're gonna do. Certainly not shoot our way in. Maybe if someone was really good at talking there might be a tiny chance of oh s$+$ I just volunteered myself didn't I? Ugh I hate it when that happens."


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

You also have two sneaky people and only a pair of lame guards on the right. You also have a bottleneck to escape. You also have The Drop. You also have a plasma rifle - did you see the damage those do? You also have creative minds. I believe in you. The other group is fighting a deathclaw wild card. Possibly a mother if they one shot the thing, damn Marcus and his exploding dice.


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 put Tom next to me, both of us are facing the door with Tom against the wall.

"Remember, man- we just have to get those captives out... assuming they're in here, but they are. They have to be. Then, we run for the elevator. We can send you and the captives up while Kris, Aeryicka and me fend 'em off- then we get outta dodge. Let's stay cool, keep in mind why we're here."

Badger hefts hatchet... best to try and stay quiet while we can.


Bennies 2 Wounds 0 Parry 6 Toughness 8

If a door opens, Kris is gonna waste a m*~@+%+!$#!*. Rolls below.

Guns: 1d8 + 5 ⇒ (8) + 5 = 13 +4Drop +1Buffout Wild: 1d6 + 5 ⇒ (6) + 5 = 11 Raise
Damage: 2d6 + 4 + 1 + 1d6 ⇒ (6, 4) + 4 + 1 + (4) = 19 +4Drop+1Psycho
Exploding: 1d6 ⇒ 4 Total = 23 Damage. Eat it suckers.


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

Anyone who's sneaking in the building, I need stealth rolls. I'll go depending on how many sneak in, rolls, 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

Sneaking!: 1d8 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (1) - 1 = 0

Badger creeps into the building on the right, hatchet and garbage can lid at the ready.

Dark Archive

Stealth: 1d4 - 1 ⇒ (3) - 1 = 2
Wild Shhhh Stealth Shhhh: 1d6 - 1 ⇒ (5) - 1 = 4

Thomas holds his breath and surprises himself by at least making as little noise as Badger. He holds the rifle at the ready and hopes they're as quiet as the pistols.


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

Big update this afternoon but FYI energy weapons are loud and cannot be silenced. Don't know about FO4, but such the case in 1-3 and NV. It's one of the advantages of traditional guns I you can get silencers for many.

Dark Archive

Can I Aim first? Or is that not a good idea?


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

You can aim, yeah, that won't make noise. If you want to retcon whether you sneak or stay with Kris given this new information, that's fine.


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

Moved Badger up to the door, because it won't be opening from teh inside for hours.
Random Chance, High is Good: 1d100 ⇒ 49 Hm. Neutral.

Badger creeeeeeeps open the door, and Thomas is close behind. It seems that both individuals were facing the cell, currently taunting the prisoners, making lewd comments about how they're going to enjoy "testing the wares" before the women are sent to breeding pits, essentially trying to psychologically break them down.

Notice1: 1d6 ⇒ 4
Notice2: 1d6 ⇒ 3

Suddenly, as Thomas walks along with his guy up to his shoulder SoCom style, the ever-so-slight green glare of the plasma rifle catches the eye of the guard furthest north (AX3 location).

Badger gets to act before initiative. Then it'll be the one badguy who noticed Thomas (the one furthest away is the only one with line of site so it makes sense) inside, and then Thomas, then the last guard. The people outside on both sides have not yet been alerted to the danger, as no guns have been fired and no one has yelled, set off an alarm, 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

Once Badger twigs that they're made, he runs at the guard that isn't paying attention, seeking to plant his hatchet in his back!

Run: 1d6 ⇒ 1
If diagonals don't cost extra, that should get me to just within range.
Fighting w/multiaction and fatigue: 1d8 - 3 ⇒ (7) - 3 = 41d6 - 3 ⇒ (3) - 3 = 0
So close.

Damage: 2d6 ⇒ (1, 3) = 4

Unless that armor is papier-mache, that's probably not gonna do it.


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

That barely shakes a d4 vigor without armor. These are legion trained men. You can definitely assume they don't have a d4 in anything except Smarts. Plus it didn't beat their parry. 7 with spears, 6 without. You didn't have The Drop, so...

"Look out behind you!"
The guard that spotted Tom sees Badger rush in, and the other turns in time to parry Badger's attack with his spear. "Go tell the others!" "How the hell am I supposed to do that, there's another at the door!"

The guard who spotted Thomas and warned his ally moves up and stabs over his companion's shoulder with his spear at Badger, taking advantage of it's reach.

Fighting w/gang up: 1d8 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 + 1d6 ⇒ (2) + (4) = 6

He connects solidly with Badger's chest, but the point of the spear fails to pierce his armor.

Thomas is up.

Random Chance of people wandering out of another room: 1d100 ⇒ 54

Kristophe and Aeyricka see Badger open the door and then suddenly rush in, but nothing else happens. They can...just barely...hear some muffled calls, but not much else.

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