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


1,351 to 1,400 of 1,414 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

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

If Aeyricka or Kristophe want to approach the scene or join in, they can act on Thomas's turn.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Nah, Kris is covering a door.


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

Run: 1d6 ⇒ 4

Seeing that their cover was, at least partially, blown, Aeryicka rushed over to where Tom was still standing. "What happened?" she asked quietly.

Dark Archive

Tom is about to answer Aeryicka when Badger runs into melee and exchanges some blows. Neither side seem to get an edge. "This could've gone worse, but I'm not really sure how," he says to Aeryicka, spending a moment to aim.

aiming. sry. was sick. still am.


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

The guard caught by Badger by surprise decides to throw caution to the wind and wild attack, erratically stabbing at Badger with his spear, and then, when Badger attempts to dodge, following up with a dirty headbutt.

Multiaction -2, gangup +1, wild attack +2, "off hand" for not having ambidextrous on second attack -2
Spear: 1d8 + 1 ⇒ (8) + 1 = 9
Unarmed: 1d8 - 1 ⇒ (8) - 1 = 7
Holy craps! Legion training, son! They don't f~+& around!!
Ace Spear: 1d8 ⇒ 5 = Total 14 = Raise
Ace Unarmed: 1d8 ⇒ 2 = Total 9 = Hit
Spear damage: 1d8 + 2d6 + 2 ⇒ (6) + (2, 4) + 2 = 14 = Hit with raise
Unarmed damage: 1d8 + 2 ⇒ (3) + 2 = 5 = No damage

Initiative is now: Thomas, bad guys, Everyone else (no Jokers)

Dark Archive

Figuring that the long odds of Badger handling this himself are just to...long, Thomas hefts the heavy rifle and decides to go hot and blasts the guard that thinks he's such hot s&&~.

E Weapons: 1d8 - 1 - 1 + 2 ⇒ (2) - 1 - 1 + 2 = 2
WILD E weapons: 1d6 - 1 - 1 + 2 ⇒ (6) - 1 - 1 + 2 = 6
WILD E Weapons ACE!: 1d6 ⇒ 4 = 10, raise

E Weapons DAMage, AP3: 4d6 + 2 ⇒ (6, 2, 4, 1) + 2 = 15
E Weapons DAMage, AP3 ACE!!: 1d6 ⇒ 6
E Weapons DAMage, AP3 ACE!! ACE!!: 1d6 ⇒ 3 = 24


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris keeps his shotgun trained on the other door...

Agility to interrupt: 1d6 ⇒ 5 Wild?: 1d6 ⇒ 4

Guns: 1d8 + 1 ⇒ (5) + 1 = 6 1d6 + 1 ⇒ (3) + 1 = 4 Buffout

Damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7

Currently under the effects of Psycho, Buffout AND Jet (2 init cards)


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

That's shaken and a wound?

Spirit: 1d6 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (2) - 1 = 1

Benny to soak: 1d8 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (1) - 1 = 0

Badger is momentarily stunned by the onslaught.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Err, you soaked Bro you should be good to go...


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

Oh, right, shaken is gone.

Badger swings wildly at the remaining legionnaire!

Wild attack: 1d8 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 6
Ace 2!: 1d6 ⇒ 3
16 total!

Damage: 3d6 + 2 ⇒ (6, 4, 1) + 2 = 13
Ace: 1d6 ⇒ 4
17 total damage!

"Latin's dead and so are you!", Badger shouts- now that the plasma weapon's gone off, there's no point in keeping that one to himself.

Dark Archive

Thomas just shakes his head at Badger. "No. Just...just no."

You couldn't encourage jokes that bad.


Bennies 2 Wounds 0 Parry 6 Toughness 8

What are we waiting on??

Dark Archive

1 person marked this as a favorite.

I assumed redbeard had got some high-quality single-barrel malted beverage with the signing bonus he got after finding a new job that paid him to test-drive fighter jets and he would post again after he was done helping that bus full of Swedish cheerleaders that he found on the side of the road. =)


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

The remaining legionnaire guard drops like a sack of potatoes, and the people inside the cage blink. There's two women and a man, filthy, absolutely covered in bruises, and nearly nude - they seem to have been left the equivalent of a loincloth for what amounts to modesty, but even those are ragged.

The man is in his early 50s, grey haired, but extremely fit, with a close-cropped haircut and a mustache that would make Sam Elliot proud - and a voice to match. "What in the hell?" He seems more confused than anything, but seems to be trying to hold his composure.

The women seem more proactive in the moment - neither of them had any illusions what was going to happen to them. One is short, slim, and a redhead, very fair skinned, appearing in her early 20s, the other, tall, more amazonian in build, and a brunette, possibly in her mid 30s. The redhead reaches through the bars. "Don't just stand there! One of them has to have keys! Let us out and we can help you!"

"April, we have no idea who these people are!"

"They're the people who just killed the ones who were going to rape us. As far as I'm concerned, they're my new best friends! Hurry, they had to have heard those blasts and this guy yelling."

The man nods and gains his composure. "Right you ladies are. The enemy of our enemy is our ally. Senior Paladin Phillip Morgan. These are paladins Sanders and O'Hare...I'd love to make more introductions, but O'Hare is right, time is of the essence and there were more people in this bunker." He nods his head towards the dead bodies.


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 goes through the fallen legionnaire's pockets.

"Sure, sure. We don't need any more mutants over here... Mac and James are up top, they were too fat for the elevator. You guys can run, right?"


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

Sure enough, one of the legionaries has a ring of keys, some with key cards dangling, and there's a solid iron key that fits the prison cells...it's strange how the mixture of tech levels is adapted here. It almost seems as if this bunker was retrofitted with more available supplies that are not nearly as high tech as that which existed. In fact, upon examination, you can see that the bars are a crudely added addition.

The three of them nod, and the man grimly smiles. "Mac and James? They're damn good soldiers. Never give up on a fallen man...even if Mac is a silly bastard sometimes. Yes. We can run...and we can fight. We're paladins. It takes more than a good beating and dragging through the swamp to keep us down."

The shorter woman shakes her head. "Seriously, SP? Is this the time for bravado? Let's get the hell out of here!"

"You're speaking to a superior officer, O'Hare."

"A superior officer who's in a loincloth, in a bunker underground, with mutants and crazed humans who think it's thousands of years ago, oh, yeah, and f&*~ing power armored leaders, talking about turning me into a brood mother. That's insanity if I ever heard it, so consider this your relief of duty...look, whoever you people are, please let us out!"

She reaches through the bars towards Badger, desperately trying to get to the keys on the body. Clearly the stress of the situation has snapped the poor woman. The taller one simply clasps her arms around herself and is shaking quietly to herself, while the man stands silently watching, waiting to see what the party will do.


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, clearly not used to consoling anybody, just nods quickly, putting the key into the lock and opening the door before pocketing the keyring.

"Sure, sure, come on, let's get outta here! You might want their clothes, but that's your call...."


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

Meanwhile, outside, Aeryicka notices Kristophe starts to get twitchy from the lack of stimulus, and the drugs he had taken earlier start to overcome any self-restraint he had left. At the sound of the guns, he jams a needle of psycho into himself and everyone in the prison room can hear him scream. As two mutants come out the door to the bunker, Kristophe fires his pistol into the chest of one and hops over his hiding spot and comes running with Discipliner in hand. "F@*%ING MUTIE PIECES OF S*##!"

"What the hell is that?!" Phillip barks out, but the ladies waste no time - as soon as the door is open, O'Hare bolts past Badger and everyone else like a bat out of hell towards the elevator, not wasting any time getting dressed, asking questions, or doing anything that could slow down her escape. Sanders kisses Badger's forehead "Thanks," she whispers, puts on one of the two dead legion outfits, and then proceeds after her friend. Phillip starts to unclothe the Legionnaire's gear, shaking his head and muttering about the impatience of youth...still, time being a factor, he only has enough time more or less to throw on the armor and grab a blade.

Aeryicka sees the first mutant stumble back from the shot (just gonna go theatric for Kristophe's exit, instead of rolling dice here guys) and suddenly Kristophe is leaping at it with an overhead chop from the hand-carved cricket bat, breaking the huge thing's neck before it even knows what hit 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

Run: 1d6 ⇒ 1

Running into the room after hearing the fighting stops, Aeryicka saw Badger talking to a few people in cages. The sight of the metal bars both scared and angered her, and she said, "Badger, let people out! Not good to be in cage!"


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, I am! Jeez, cool it kid!"

Badger nods when Sanders kisses his forehead, a bit of a blush rising on his cheeks.

When Kris starts berserking on the mutants, his eyes go a bit wide.
"That's Kris... doing Kris stuff. We gotta get you all on the elevator! Go!"
He books it for the door, after Sanders and Phillip. I believe Tom has the PipBoy, right?

Run: 1d6 ⇒ 5


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

Didn't see your post, Redbeard! You sniped me as I was writing my post and didn't catch it lol.

Racing after the others, Aeryicka couldn't help but watch the frenzied attacks of Kristophe. And though she wasn't fond of the man, she couldn't help the small bit of respect at his actions.

Dark Archive

Tom was busy checking over the corpses, looking for anything else of immediate usage or value, when suddenly events exploded into action.

As the room clears of both Badgers and captives, Tom takes to his heals and follows everyone else out.

Run!: 1d6 ⇒ 6

As he passes O'Hare, he gives her a nod and says, "I borrowed this to come down here. I trust you know how to use this," and passes the half-naked paladin the plasma rifle. He follows this up with a wink, completing a routine that is both professional and playful.

Tom preps the Pipboy, ready to answer yes to "Are you absolutely clear from blurry photographs?" as fast as he can.

He spares a look at the sudden noise, seeing Kris wade into the thick of it in a clearly Kris-like manner. "I told you I'd take care of Timmy," he whispers. "Die with honor."


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

A flurry of machine gun bullets flies into Kristophe as the power armored man comes out of the other building wielding a minigun, and he ragdolls around for a moment, before looking up, glaring through bloodshot eyes. A massive grin forms on his head as he jabs the med-x needle in his neck, and runs towards the leader, while two mutants move to block his way. Kris kicks one swiftly in the groin, moves the cricket bat over it's neck, pulls it in, and delivers an intense headbutt. Even from the other side of the clearing you can hear the crack.

Thomas catches a view as two more of them leap on the big man, though, and the light on his eyes starts to go out as the drugs fade, but he shakes his head and tries to press on. Still the sheer numbers are too much for him, and the members of the Horde don't seem to be paying attention to you running as they hold up Kristophe's semi-limp body, more bullet holes than actual flesh at this point. The power armored man hands his minigun to one of the humans, and he is handed a much smaller pistol by a subordinate.

"How did you get in here?!" he yells at Kristophe, who barely seems conscious at this point.

Kristophe's reply is barely a whisper, but perchance you may read his lips...

Notice at -2:
"Your mom...let me in...she said your sisters were done with...the mutants...and ready...for...ready...for...a real...man."

The bullet pierces clear through his forehead, and the man known as Kristophe Kristopherson is no more.

The party manages to clear through down the hallway. O'Hare takes the gun from Thomas and nods. "You're darn right I do. Okay, least I can do...get that damn elevator running, I'll cover our six." She kneels on the ground and takes aim at the hallway in case you're being followed. "Hurry the hell up! I'm eager to make a pile of crazy goo, but not as eager as I am to get out of here!" The others show up and the Senior Paladin shakes his head, grabs the rifle from her, and waves. "It's my responsibility as Senior. Get the hell up. I'll be up after the rest of you are clear. Just send it back down. I'll blow the controls if they get too close." Morgan grimly nods towards the photo booth elevator. O'Hare doesn't seem to need to be told twice, and Sanders reluctantly looks to the rest of the party for affirmation.

Dark Archive

Notice-2: 1d6 ⇒ 2
WILD Notice: 1d6 - 2 ⇒ (6) - 2 = 4
WILD Notice ACE! : 1d6 ⇒ 6
WILD Notice ACE! ACE!!: 1d6 ⇒ 4

The odd acoustics deliver Kris' words to Tom's ears as if they were said next to him, rather than a dozen meters away through blood-flecked lips. "Heh. Ya. You would say that."

Tom turns away from the execution and starts to get in the photo booth when the senior paladin speaks up. Tom wants to say something, but, alas, there probably is not room.

"Alright, Morgan. But we've already had one blaze of glory today. We don't need another."

Tom sits down in to the cramped booth and hooks up the Pipboy. He looks back at the others and realizes that now is a bad time to try flirting...but he can't entirely stop himself. "What are you waiting for? Those mutants are all out of tea an' crumpets. You can stay out there or you can get friendly in here."

Purrrrrswayshun: 1d10 + 2 + 1 ⇒ (1) + 2 + 1 = 4
WILD Persuasion: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


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 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (2) - 2 = 0

Badger looks shocked as Kristophe is executed.
"F#+*! You crazy m+$$@#*!%%+%!"

He ushers Aeryicka onto the photobooth elevator.
"That's four! Hurry up, I don't wanna die here!", he says, taking a position next to the senior paladin.

Dark Archive

Tom seems forlorn as he looks at Badger. "I'll come back down as soon as I can. Just don't die."


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

Group Notice: 2d6 ⇒ (2, 2) = 4

Sufficiently distracted by the craziness of Kristophe's acts, the mutants, the humans, and the power armored leader don't seem to notice anything.

"You two" he points to a single legionnaire and a mutant. [/b]"Check on the prisoners. I don't like this. One drugged out idiot couldn't have made it down here by himself. You three..."[/b] he points to another mutant and two more legionaires, "Reset the entrance, and make sure we're not compromised. The rest of you clean this mess up, chop up the bodies, and get ready to chute them over to the swamp for the leatherbacks to take care of. I'm going to radio this to base."

The mutant and the legionnaire pull out weapons and start to sneak towards the prison, completely unaware that nobody is inside, as the other mutant and his two legionnaire companions take out blades, a huge bumper sword, and dual machetes respectably, and start to move towards Badger and Phillip's post.

Thomas and the women start to ascend...

NoticeScoutingGroup: 2d6 ⇒ (2, 2) = 4
You lucky bastards


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

Sitting down on Tom's lap, Aeryicka had enough presence to say "Keep hands to self," as the elevator started rising back to ground floor. "Kris crazy, but die hero. Sort of. Also, die with chem stash if not take it all before attack."


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

The elevator makes it to the top, and as the ladies all scramble out, James is waiting eagerly by the top. Mac seems to be outside, and you can hear him radioing continuously.

The two brotherhood women run up and hug James, and he grins at Thomas and Aeryicka. "Mac is trying to radio base - seems like we're still getting interference from the storm out there. Sounds like the 'cane took out an antennae at the base. Anyway, I guess I was wrong about you guys...what happened down there? The others coming up? Is everyone okay?"

Dark Archive

Thomas' iron will allows him to give no sign of the enormous sigh he mentally takes as Aeryicka's bony rump takes the place that he was wishing O'Hare's nubile buttocks might occupy. 'Ah well. Since I'm going to marry her someday I guess there's no need to hurry.'

As the doors open Thomas takes direct action to get the Pipboy ready to head back down the -instant- everyone else is out. "GottagorescueBadgernownownow!" is all he gets out before working the passcode to get the phone booth back down.


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

The elevator makes it's slow transit back down, and meanwhile Badger and Phillip sweat as the three guards make it ever closer, hoping to wait as long as possible to pull the trigger.

Just as the elevator makes it down, Phillip nods to Badger, and starts slooowly backing up towards it stealthily, eyes on the approaching scouts.

Stealth: 1d8 ⇒ 6

One finger comes up to his lip, and he motions Badger to follow.

The scouts, meanwhile are trying to sneak up themselves towards the hallway, having no idea eyes were on them in the first place.

RollingStealthforBadgertoExpidite: 1d8 + 1d6 ⇒ (7) + (2) = 9

As the two get to the elevator, they all climb inside, and instantly bro-face. Phillip waves Badger in, and hover-squats over the two, quadriceps of steel and arms bracing walls to prevent the actual lap sitting.

At almost the second the doors close the first scout makes it within sight, and yells, "HEY! raising up his blades.

Phillip lets go of bracing the wall, falls back onto the laps of Thomas and Badger, but the plasma rifle fires true and burns a hole in the chest of the scout before the other two come running...but it's too late, the door shuts, and as the elevator rises the three can hear blades chopping at the outside.

When the door opens, Phillip climbs out ahead of the others, and looks around. Once again, the grey haired muscular man totally bro-facing the other two with a look of that never happened and we shall never speak of it. Before anyone can reply, as soon as he sees James, he speaks up. "Paladin, your launcher - quick! Put all the ordinance you have inside this elevator before they send it back down. Do any of you have a tool kit? Brace the doors open - we can send them down a present courtesy of the launcher's missile supply, this plasma rifle's microfusion cells rigged to blow, and a spark."


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 breathlessly jumps from the photobooth.
"Tool kit? F~!& no. Can't we just hold it open?!"

He wedges his boot against one side, pressing his back against the other before the photo booth doors close.
"C'monc'monc'mon!"


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

"I meant some tools to make some MFC grenades out of these cells - holding the booth isn't the issue - it's making sure our present is ready for them!"

Phillip is holding open the other side of the door, looking to the others, you can see it's struggling to close, as if it's been called down from the other side.

"If not we can at least have James blow the living s$*~ out of the booth so they can't follow up this route...although it might be a decoy for all I know. I didn't exactly have a great view to find out if they had other ways in and out."

I thought you guys had something left from when Warhammer was reprogrammed - I guess not...

"Screw it. Everyone head back as far as we can. James, blow this thing to hell and back!"

Phillip nods to Badger, lets go of the other side of the door, and starts to bolt out of the room, followed by the rest of the Brotherhood paladins... as soon as the whole party is clear, James fires one straight at the roof above where the booth was (as by then it had descended below), and drops a ton of rubble on the place from the explosion. He refills his ordinance, and launches another just for good measure, blowing the little shack to hell and back again.

James walks up, takes his helmet off, and inhales the smoke. "G*%-D%!NIT, this is why I love being a paladin!"

Mac looks around at the others, wide eyed, and blinks. "What...the...heck...happened?!"


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

"That was...loud," Aeryicka said as she rubbed her ears. Perched on her shoulder, Cray gave a loud squawk and flapped his wings as though in agreement. "Strange men down there, make people into mutants. Kristophe die, take chems with him."


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. There's an old Army bunker or something down there, with mutants and guys dressed like those guys you see in the Easter movies putting Christ on the cross and stuff. Kris flipped... he took too many chems or just really wanted to kill some mutants and their commander took him down. Got out by the skin of our teeth, man."

He shakes his head.
"F$~&in' psycho, that guy. But he was our psycho."


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

Mac stops and scratches his chin, as Phillip raises an eyebrow. "We need to report this to base. Also, why weren't you two down there helping us instead of a bunch of outsiders?"

"I was radioing for help. Seems like the antennae at Kennedy is down from the storm. We stayed topside because heavy explosive munitions aren't exactly tactically sound in an underground facility."

Phillip frowns, and crosses his arms. "We need to get back to base and debrief."

"How do we know they don't have another exit back here and won't be following us? They ambushed you once, you know..."

"Now we're ready for them. I'm in charge here, McMillian, in case you haven't forgotten!"

"My mistake, Senior Paladin. I couldn't hear you over the sound of you being an ungrateful bastard."

The older man furrows his brow and crosses his arms.

"Give me your armor, soldier. You're being relieved of your position as second in command. Paladin Sanders is taking your position. We're going back to Kennedy, and now!"

Mac growls and grumbles, but gets out of his power armor anyway, and the SP suits up in it. The other Brotherhood members just look on quietly. "I've had enough of your insubordination, McMillian. I'm putting in to transfer you to the scribes - let them deal with your idiocy for a while."

"What about my friends? The people that actually saved your ass?

Phillip pauses, and is quiet for a moment.

"Give them a B-Class trader's permit and 20,000 caps of credit at Kennedy or the Kingdom Outpost. Authorize it in my name."

The other Brotherhood members all look stunned. Mac nods and replies quietly. "Okay...um...never mind my comment about being ungrateful. You're still a bastard, though...sir." He walks over to Thomas and starts to input some numbers on his PipBoy. A position on it's overhead map of Florida pops up indicating the locations of two places - one called "Kingdom" and one called "Kennedy". An indicator pops up for your reputation with the Brotherhood of Steel and it says Accepted and has a note that you have 20,000 caps of credit with them.

"So...ahem...sir...what now?"

The Senior Paladin stops to think for a moment.


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

"How far to Kingdom and Kennedy?" Aeryicka asked, her head cocked to the side. Next to her, Cray did the same, as though he also wanted to know.

Dark Archive

Thomas waits for the answer to Aeryicka's question, but in the meantime, after the Paladin has entered the data, he hands the Pipboy back to Badger. "Seems that this was yours."

Thomas chews his lip and is uncharacteristically silent. He looks at the two brothers and his robot. He's got to make them safe, build up the school, become an enormously successful trader, and marry O'Hare. He's got a lot on his plate.


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

Kingdom is where Disney World would be today; Kennedy is where you'd find the Kennedy Space Center. You guys are right now on the edge of the Everglades, not deep in the swamp, but near Big Cypress National Preserve. Here's a map. You would be probably in the southeast of Collier County, just west of Hollywood. Kennedy Space Center is on the east coast, north of Cocoa and south of Daytona. You've come a long way from the school, which was in north Okeechobee County (right next to the "A" in "Florida" on the map. Disney is in the Orlando/Kissimmee area. Either of them would be a pretty long trip.

"About three days walking, if you don't sleep, to either of them." O'Hare mutters under her breath. "Kingdom is a city - they welcome visitors, as long as you've got caps to spend. Kennedy doesn't let people stay more than one night per month in the visitors tents, and even then, it's only if you're selling tech you scavenged or buying old stuff we don't need; we don't want a city springing up around our base we have to protect. Still, it's got regular Paladin patrols and about the safest place in the waste. If you can afford to stay there, Kingdom is a close second. They have tech even we want to get our hands on, but they've also got an army of Mousears and robots that even we have to respect."


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 go wide at the sum of caps they're getting out of the rescue mission. This would be a f!+~ing prime time to tell Kris I told him so... f%#@.

He takes the Pipboy back from Tom.
"Thanks man."

"If you're inclined to take suggestions, Senior Paladin, I'd say we start with getting outta here. And I think the five of us and our robot pal will be heading to Kennedy to take advantage of your gratitude."


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

Timmy seems to be following the whole scenario blankly, but when it's mentioned that Kristophe died his eyes start to fill with tears, and he screams, "YOU LIAR! and runs to his brother for consoling.

Jimmy shakes his head and pats his brother's back. "It's okay, T...I'm sure he killed like...ten or fifteen of them before they got him...right, guys?" He looks to the party quickly for affirmation.

Warhammer floats silently and then speaks up. "Based on the tone of voice and the lack of reverberation in his cadence, I would say they were not lying."

Timmy screams, picks up a rock, and throws it at the robot. "I say, what is that beastly little rodent's problem?!"


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

Phillip nods to Badger. "Indeed. We appreciate your help. Your Class-B trading status will get you free meals and a stay in the visitors tents when you pass by Kennedy, and access to some heavier equipment than basic outsiders with a Class-C. Essentially, if it isn't power armor or extremely heavy weaponry, like a missile launcher or the like, you can buy it. We have an outpost in Kingdom's Island of Nations...you can't miss it. We will be heading to Kennedy now ourselves. Be safe."

The gruff older man nods to the others and starts to head off. The two women smile at Badger and Thomas. "Owe you one!" O'Hare yells to them, and Thomas thinks it's directed at him. Sanders just blushes slightly and smiles. James simply smiles, hefts his huge launcher and waves.

Mac lingers a bit. It seems weird to see him without his armor. He's wearing a green jumpsuit underneath that looks like a mechanic's outfit. "Listen...if you're out and about, I ran into some other guys from your vault. I have a friend from the Hood that's been traveling around with them, good guy, Marcus is his name, one of our Knights. I can give you his ID number and you might be able to find him on the radio."

He gives you all a seemingly random string of numbers and letters. "If you call this out on the radio, he should answer something like 'this is the Big Papa' or some garbage like that. He is a bit silly, but he'll know. It was Fitz, Mickey, and Spencer. They also had a kid with them - Spaulding, but..." Mac shakes his head with a frown. "They can tell you. I gotta go before I get demoted again! Besides, I'm sure my kids are wondering why I'm not home yet." He smiles and starts to jog off after the others.

Whether you know any of them or not (which is up to you guys), you recognize the names. How could you not? Those were the last four people to be booted before your group, only couple weeks earlier! You thought their announcement meant your safety for at least another year...boy were you wrong...


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

While Timmy is upset:
"He took out two mutants, hell of a thing. All on his own. But the rest of the soldiers overwhelmed him..."
Badger bows his head solemnly.
"Kris just couldn't shake 'em loose. I could only think... that maybe... if he had a little more strength training, like lifting weights or- oh, if only I had insisted he help me push that van back from the rest stop! He might still be here today!"
Vindictive flaw- I couldn't settle with Kris and Timmy, so this will have to do.


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
Redbeard the High Elder wrote:

Phillip nods to Badger. "Indeed. We appreciate your help. Your Class-B trading status will get you free meals and a stay in the visitors tents when you pass by Kennedy, and access to some heavier equipment than basic outsiders with a Class-C. Essentially, if it isn't power armor or extremely heavy weaponry, like a missile launcher or the like, you can buy it. We have an outpost in Kingdom's Island of Nations...you can't miss it. We will be heading to Kennedy now ourselves. Be safe."

The gruff older man nods to the others and starts to head off. The two women smile at Badger and Thomas. "Owe you one!" O'Hare yells to them, and Thomas thinks it's directed at him. Sanders just blushes slightly and smiles. James simply smiles, hefts his huge launcher and waves.

Mac lingers a bit. It seems weird to see him without his armor. He's wearing a green jumpsuit underneath that looks like a mechanic's outfit. "Listen...if you're out and about, I ran into some other guys from your vault. I have a friend from the Hood that's been traveling around with them, good guy, Marcus is his name, one of our Knights. I can give you his ID number and you might be able to find him on the radio."

He gives you all a seemingly random string of numbers and letters. "If you call this out on the radio, he should answer something like 'this is the Big Papa' or some garbage like that. He is a bit silly, but he'll know. It was Fitz, Mickey, and Spencer. They also had a kid with them - Spaulding, but..." Mac shakes his head with a frown. "They can tell you. I gotta go before I get demoted again! Besides, I'm sure my kids are wondering why I'm not home yet." He smiles and starts to jog off after the others.

Whether you know any of them or not (which is up to you guys), you recognize the names. How could you not? Those were the last four people to be booted before your group, only couple weeks earlier! You thought their announcement meant your safety for at least another...

Badger waves at the departing BoS, favoring Sanders with a grin.

"Thanks again, Mac. Sorry Phil busted your chops, man. Drinks on us when we make it to Kennedy."


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

Waving to the retreating figures, Aeryicka looked at her group. "So, to Kennedy now? Also, should have asked what mousears are, not heard of them before." Scratching the back of Cray's head in thought, she added, "Should find place to shop, need to get more healing supplies, keep you all alive. Hopefully."


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

Jimmy speaks up. "Didn't he say something about contacting others? Weren't...wouldn't more people be good?

Timmy pouts and kicks a rock. "Kristophe would be like 'I don't need nobody else, get me a beer BBT, this is some b#+*%+$!' if you suggested that, and then Overseer Tom is gonna talk a lot, and K would be like 'Fine, whatever, I'm gonna go kill a mutant' so I guess we should, but maybe kill a mutant while we are at it."

Jimmy stares at his brother blankly. Mom and dad die and he's totally holding it together, fine, bully with an attitude that takes him under his wing he's known for...a week? And now he's suddenly got issues. Must have been the last straw...

"I guess...if we find a town, we'll find a transmitter? Unless that PipBoy can send out signals? There's...there's always the NeoSems near these parts. They...well, they have towns. They don't usually have much in the way of tech, though."

Science no penalty:
It can naturally take incoming radio signals and homing beacons that have been programmed into it. You could, with a Science roll at -2 and a Repair roll at -2 rig it to seek out and show you other PipBoys...but you're going to need tools. .Improvising tools will add another -2 to your Repair roll (not the Science though, because that represents software)


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

Science, untrained: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2
Ace: 1d4 ⇒ 4
Ace 2: 1d4 ⇒ 1

"I mean, we could rig this thing up to find other PipBoys, right? But Estelle had the tools... And she knew how to mess with it... So I guess we just start looking for a tower."

"What do you mean 'NeoSems' Jimmy? Are they people or like a religious thing, or a tribe?"

Dark Archive

"Timmy!" Thomas says, his voice full of iron. "While I'm sure it was nice listening to Kris' bravado, you need to remember something: For all his talk of killing mutants, he was killed -by- a mutant.

He was irrational unto -delusion-. Understand? The things he said...they weren't real. Mutants can only be taken down by overwhelming odds and a concentrated battleplan. When you take them on alone, you die.

Like Kris did.

Honor his memory, but stop trying to emulate him."

That done, he nods at Badger. "Yeah. We should try to find a tower."


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 studies the map on the PipBoy, updating the physical map of Florida he found in the library.

"Daaaamn. We are way south of Kennedy and Kingdom. Gonna have to cover a lot of ground before we get to use any of that Brotherhood credit."

"We gotta go north for either of 'em- so we might as well stop off at the school again and sleep in real beds and sort out what we wanna sell. Keep an eye out for radio towers on the way, maybe we'll get lucky and we can radio the last crop of exiles. Small world, isn't it? At least Mickey won't be able to hand me any more citations out here..."


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

Timmy frowns, crosses his arms, and glares at Thomas. Jimmy replies to Badger while trying to calm his brother.

"The NeoSems are tribals in the Everglades. They say they're inheritors if the Seminole spirit - they were a prewar tribe from around here. Fierce folks, they fought armies far larger than them with much less tech. The NeoSems certainly have their ideals...mom said she saw them decimate a group of raiders with primitive bows and spears, from the shadows, like the arrows came out of nowhere! NeoSems don't like people deep in their territory, and they only ask nicely once. If they catch you deep in the swamp, they either take you out themselves or rile up the leatherbacks in the area somehow. Leatherbacks are...like...like...really big geckos."

He shakes his head. "That being said, they sometimes run caravans up to Kingdom to trade, and the villages on the edge of the swamp sometimes let outsiders trade. I'm pretty sure there should be one too far from here, but it wouldn't be going north."

Timmy sticks his tongue out at Thomas. "I wanna go there and be a ninja and kill mutants Jimmy! Leave stupid Mr. Overseer and Badger thinks he's so much better than Kris. Aeryicka can come. I like her bird."

Jimmy shrugs. "I'm sure we're close enough to a village that your PipBoy can detect the building clusters in a scan (like the triangles that locate towns in some of the games). Those things are really useful when you tool around with them. Who knows - maybe they'll at least have tools if they don't have a radio."

1,351 to 1,400 of 1,414 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Savage Wasteland of Fallout All Messageboards

Want to post a reply? Sign in.