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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Given all the fighting, bandaging, and searching thoroughly through each room, it has been a couple hours. Those of you who didn't drink from the sink or another source earlier are definitely getting thirsty. The dogs are panting.

Notice Success:
You find a carton of cigarettes in a hidden drawer in the desk, along with two lighters, and a tin with four uses of chew (see Coyote Tobacco Chew for stats)

This requires a Raise on Notice to read:
You hear footsteps on the floor above from where you're standing. Definitely footsteps.

I've decided cigarettes are gonna have the same effects as coyote tobacco chew, but a shorter duration due to being so cheap. So next time you smoke up, there's a benefit....and a spirit roll vs addiction.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe eyes Harper askance The hell you talking about... course there's people up here. Towns too. Heard all about em back in the Vault.

Notice: 1d4 - 2 ⇒ (4) - 2 = 2 Wild: 1d6 - 2 ⇒ (4) - 2 = 2 Ace: 1d4 ⇒ 2

Hey hey, lookee what I found.

Kristophe tosses the carton, lighters and tin of chew into his backpack.

Just FYI, Kristoph did chug that bottle of Vodka, so he's pretty lit right now...


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 attempts to get the cage open:
Lock picking: 1d6 - 3 ⇒ (4) - 3 = 11d6 - 3 ⇒ (5) - 3 = 2

"Crap.", he says as he pulls out another bobby pin.

Lock picking: 1d6 - 3 ⇒ (6) - 3 = 31d6 - 3 ⇒ (5) - 3 = 2
Ace: 1d6 ⇒ 1

"There we go!", he says, popping the cage open. "Sporting goods for all!"


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 = 31d6 - 1 ⇒ (2) - 1 = 1


Bennies 2 Wounds 0 Parry 6 Toughness 8

Hell yeah Bloom. *burp* I'll look f#$*ing awesome in this...

Kristophe grabs a football helmet and pads...not realizing how ridiculous he actually looks.


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 wipes some sweat off his brow before pulling the dead man's leather jacket off.
"Thirsty as hell. You guys have enough water?", he roots around in his pack and pulls out two bottles of purified water, handing one to Aeryicka. "I got two more, if any of you don't have some. I figure we'll drink the filtered stuff first and then we can fill the bottles again at the sink, maybe pour out the sink water for the dogs... they're probably more used to it than we are, right?"

He drinks a bottle of water, then pulls on some football pads and a helmet, collecting the used bottles and filling them up at the sink in the restroom and giving the dogs drinks- then refilling them again.

"Those hockey sticks'll be useful, you won't have to get too close to smack a bug."

Leather jacket up for grabs.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Notice: 1d8 ⇒ 1
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 4

Estelle nods to Badger, opening a bottle of water herself and drinking from it. She tosses one to Kristophe as well. "Specially with you drinkin', you'll need to keep hydrated. Won't do havin' you pass out."

As the others begin going through the football equipment, Estelle looks around the room, before hearing something odd. Cocking her head to the side, she pauses for a moment, before turning a shade of pale. Making sure that Kristophe is busy with the equipment, she turns the other men. "Mr. Roland, Mr. Badger, can I speak to you outside for a moment?"

When the trio get just beyond the doors, her voice drops to a whisper. "Footsteps. Upstairs. Not sure how many."


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

While the trio leaves the room, Harper rifles through her backpack and pulls a bottle of purified water out of it. Without a second thought, she opens the bottle and gulps down its contents, quenching her thirst for the next few hours, at least.

She pulls the second bottle out of the backpack and holds it up.

"Anyone else getting thirsty?"


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 looks up at the ceiling.

"How do you all wanna play this? We could try sneaking up there, maybe get the drop on whoever it is... doesn't hurt to start a friendly chat off on our own terms."

He hefts the hatchet, testing its weight.
"And just Badger. Please. Don't need to be formal, given that we're all each of us has in the world at this point."

If sneaking is the plan:
I Am the Night: 1d8 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (2) - 1 = 1
I am broad daylight.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe is busy smacking himself in the helmet and enjoying the feeling of false invulnerability the armor provides while guzzling down the water that Estelle gave him. After a moment he notices everyone has left the room.

The f*@* you all went... he mumbles, and then once Harper speaks up he notices her

I'm getting hungry. Who has the vittles?


Kristophe, I think I forgot to get an addiction roll (spirit) from you for the alcohol. I believe it is at +1, but check the document to be sure. Edit - darn, not QUITE snakeyes from Badger. Him knocking over stuff like a klutz and making a ton of noise would've been fun.

Dark Archive

Tom looks at the cage with a smile smile growing on his face. "Hey! Sweet! It looks like we ca--AARGUMMPH!" His sentence is cut short be a deflated Frisbee-ball hitting him in the guts. Picking up the deflated ball he looks at Harper. "Oh, that's the way you wanna play, aye?"
He throws the thing back, but it goes high. This is intentional. With her attention going up at the ball, he rushes in down low, arms outstretched and executes a flawless TACKLING TUMMY TICKLE aTTACK!

He laughs and tickles her mercilessly for a full 4.5 seconds until her puppy dog, reacting to obvious aggression, pounces in him, knocking him to the floor and holding him down. Despite himself he's still laughing, and only calms down once the dog gets called off and lets him up.

True story. This once happened with an ex-girlfriend. I tried tickling her while her pet cat was in the room. I swear I heard the cat say "Aw HELLZ no" and launch itself at my upper quadriceps, latching unerringly to my jeans. So, ya, srsly, don't do it. =)

As the equipment gets looked over and the talk turns to bumps heard upstairs, Thomas turns serious. "Alright, guys, looks like company arrived so may as well get dressed up. Go ahead and put on everything you can. And don't care about how utterly ridiculous you may look. See, Kris doesn't care! Good job setting the example, Kris."

Thomas takes the last football helmet and the set of hockey pads and a hockey stick and hands them to Harper. "I know you can do this," he says, comfortingly, looking into her eyes. He stares a moment longer, then moves away.

Thomas takes hockey stick and the jacket for himself, and hands a hockey mask and baseball bat to Estelle, and just a bat to Aeryicka.

"Either all of us should stealth, or none of us. And since most of us can't stealth, I think a united front might be best here. Kris, Badger, if you two could take the front rank as our 'Hamer und Amboss!' then I can follow close. If they let us talk, I think I can be a help there."

I've updated the loot doc, but feel free to makes changes as you like. I gave the buffout to Kris because yeah like that's ever not gonna happen. ;)


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'm back, people! Resound and rejoice!

Aeryicka gladly took an offered bottle of water, taking a few drinks before giving the rest to Rex. As the pit noisily drank down the water, she watched with a small smile as the others played around, laughing as Kris started hitting his now-helmitted head. As the three left the room for a moment, she shrugged and went back to paying attention to her friend. Petting his head and stroking his short fur, she got lost in the moment before jarring back to the present when a bat was placed in front of her face. "What? What's going on? Company?" she asked nervously as she took the bat. She stood up, Rex rising to attention with her, as the others finished kitting themselves out for battle. "Can't we, I dunno, just leave?"


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe just stares dumbfounded at Thomas

What. The. F%~@. Are. You. Doing.

he shakes his head You people are all going to die out here.

Spirit: 1d4 + 1 ⇒ (2) + 1 = 3 Wild: 1d6 ⇒ 6 Success Should I keep rolling?

Kristophe looks around dumbly What are you talking about, united front? Speak f#+@ing english please.

Kristophe turns to Badger Bloom what the f+!% is he talking about? Do you understand what the hell he's saying?


Nah, it's a simple pass/fail for addiction. So no plans from here? Lots of areas left to explore, or you can leave, like Aeryicka suggested.


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

"He means we're all going to go up there together and act like a team- like a bunch of people in matching sports equipment should. With you and me in front."

He turns to Tom, Aeryicka and Harper.
"And if we're doing that, I expect that when the s$$@ hits the fan, those dogs are going to help out. If they're eating our food, drinking our water and we ain't planning to eat 'em, they need to start contributing besides making y'all feel better, all right?"

"I don't want to leave until we've picked the place clean and I'm curious to see who's walking around up there..."

I'm for heading up the stairs after the footsteps Estelle heard.


You'll note on the map there's four staircases; gonna need to be more specific.


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

We'll go for the staircase next to the kitchen, upper left corner of the map.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Harper quickly raised a hand.

"Hey, keep your voices down. We don't want whoever is upstairs to know that we're here. Anyway, if we want to scout this place out a bit, I can go on ahead and report back. Being quiet is one of the few things that I'm good at." Harper looked awkwardly towards the ground. "And Aeryicka, do you really want to leave this place?" She attempted to stutter out the next word. D-dy-dying of thirst and having the open sky over my head doesn't sound very nice right now. Really, the sky just goes up and up and up for miles. It's really unnerving. Where would we go, anyway?"

Dark Archive

Rejoices and does Kermit-dance that Aeryicka is back. =)

Thomas nods at Harper's words. "Yes, Aeryicka, where would we go? Here we have water, and a roof, and right now a decent supply of food...if we include the radroaches. Given time we could secure this place further. But right now it's all we have. Of course we'll go out and explore the towns further, but wouldn't it be nice to have some place familiar to return to?"

"And, yes, Badger, that's -exactly- what I mean. If it's people up there...although, given the state of things, that actually seems unlikely...but if it is, they'll at least know the area, be able to tell us about the towns around and such. But if it's...ewsh, ghouls or something, then, yeah, of course cut them down quick. I mean, we wouldn't want them to bite us and turns us into ghouls, would we?"


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris just shrugs at Thomas How about I just bash its f&!@ing head in.

Kristophe starts to head up the stairs and then stops. Someone hold up a f~@$ing light. Can't be smashing s@~~ if I can't see.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Harper stares both nervously and indignantly at Kristophe. "Cold blooded murder may come naturally to you, but I don't want anyone hurt. I can seriously just go on ahead. We don't need anyone's skull broken in if they could help us out here." She pauses, and another sentiment tumbles out of her mouth without thought. "And really, you should have your mouth washed out with soap."


The upstairs hallway seems much better lit than downstairs. It seems like a lot of the walls are starting to go rotten up here, and there are holes eaten through much of it. It's not perfect, but given it's still not even going dim outside, you have plenty of night for now. Strangely, having gone upstairs, you don't really hear much right now.

Where do you guys go?

Dark Archive

Thomas grabs a handful of unlit candles from the hall and puts them in his bag. He lights one and sets it down at the top of the stairs.
He just rolls his eyes as Kris heads off. Apparently all he can do is follow the bull's wake and try to mitigate things.
Thomas thinks that if they encounter something capable of speech, he can just naturally deflate the situation. Of course, if it isn't capable of speech, then Kris is completely justified. So without further data, arguing the ephemeral doesn't seem likely to produce a good outcome.
Of course, nothing today has made sense, so why should it start now?


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

"Okay- let's hold up in the hall over here by the girls' dorms since the doors ain't locked. Harper, why don't you sneak in there and see if there's anything waiting for us and then we can make a plan."


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 takes a look at the hallway directly near the stairs and locked doors to see if there are any signs of passage.

Survival: 1d6 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (3) - 1 = 2
Nope!


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Carefully, Harper creeps toward the doors leading to the ex-dormitory and places a hand on the doorknob. Seconds feel like hours as she works to open it silently and peek into the dormitory.

Stealth: 1d12 ⇒ 3
Wild Stealth: 1d6 ⇒ 2

Aww shoot. As we actually heard something moving around up here, I'm rolling once more.

Benny Stealth: 1d12 ⇒ 5


Do you mean past the rubble? No, not from where you are on the map (I moved you all..Half party upstairs, half at bottom who hasn't said they want to go up yet). I thought you wanted Harper to scout ahead. If you're all just heading out and that isn't the plan, let me know.


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 that we would wait just back from the corner- Z50-AA50 and Harper would take a look in the unlocked girl's quarters.


Group Notice: 1d4 ⇒ 1
Wild: 1d6 ⇒ 2

Huh, well, even lower...

As Harper peeks around the corner, she sees people in...is that, a nun's habit? It's really hard to tell, as they have their backs turned to her, and seem to just be staring at the rubble collapsed in the east. They're standing slightly hunched.

Notice at -2 success:

Their hands seem...strange. You can't place it, but they seem to have long, sharp fingernails.

Notice Raise at -2:

You can see their faces reflected off some metal debris. They look like zombies!


Any closer than I put you and you're rolling your own stealths, too.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Notice: 1d4 - 2 ⇒ (4) - 2 = 2
Wild Notice: 1d6 - 2 ⇒ (6) - 2 = 4

Wild Notice Ace: 1d6 - 2 ⇒ (5) - 2 = 3

Based on these rolls, would you mind telling me which spoilers to open? I'm not entirely sure what to do about raises when I'm at -2.


Well, both aced, not just the wild die, so you reroll both and still take the better. You also don't have -2 to the aced rolls, only the total amount.

So, your wild got 9 (6+5-2), so you can see both!


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

I'll keep the double re roll in mind for the future; thanks!

Harper clasped her hand over her mouth in attempt not to scream and quickly let the door slide shut again. Utter terror wracking her mind, she tiptoed down the hall in long, shaky steps until she finally reached the stairs again. She relayed the news in a voice urgent yet barely above a hoarse whisper.

"Mother of god! I swear to high heavens that I'm going to lose my mind if I can't get back to our Vault..." She shivered. "ZOMBIES! There were ZOMBIES! Nun zombies! They're going to kill us all!"


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

"Nun zombies, eh?... sh- uh, crap. That sounds serious... Let's go downstairs and have a group huddle...

Badger will reassemble the rest of the Vault 2 exiles. Would we have heard about ghouls in the Vault?

"All right, Harper says there's a buncha nun zombies down there. I'd say that this is a good time as any to start using those guns. We should all get up there, and you guys that have pistols and lasers should open fire as they get close- then me and Kristophe and the dogs can start laying into them hand-to-hand and you start smacking them with hockey sticks. If we're gonna stay put here overnight, we should put 'em down so we can rest easy."


No you have not heard of ghouls. I'll tell you what a raise on a common knowledge roll will give you rumors of them as flesh eaters, etc. Two raises to know there are some that are mentally cognizant and not feral monsters.


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

Common knowledge: 1d6 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (5) - 1 = 4


No, you have not heard of them.

The Green Tea Overseer wrote:
a raise on a common knowledge roll will give you rumors of them as flesh eaters, etc. Two raises to know there are some that are mentally cognizant and not feral monsters.

basically, there's a -4 to even know about them for a vault dweller (would be an easy check for most wastelanders, or had you actually interacted with anyone yet). I imagine, though, your reaction would be much the same anyway...


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 Green Tea Overseer wrote:

No, you have not heard of them.

The Green Tea Overseer wrote:
a raise on a common knowledge roll will give you rumors of them as flesh eaters, etc. Two raises to know there are some that are mentally cognizant and not feral monsters.
basically, there's a -4 to even know about them for a vault dweller (would be an easy check for most wastelanders, or had you actually interacted with anyone yet). I imagine, though, your reaction would be much the same anyway...

Edited to just have the roll.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Common Knowledge: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3

Estelle pulls off her hockey mask and raises an eyebrow at Kristophe.

"Nun zombies." she repeats slowly, wondering if it sounds as ludicrous to him when she says it aloud. "Don't be ridiculous, they're probably just starved and feral people." She pauses, thinking back. "Actually, thinking about it, I have heard of some people eating flesh. We should be careful."


Well, nine is a Raise, so you've heard of ghouls, but only the feral kind. You have no idea there are sane ones.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Oh balls. Post edit incoming.


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, careful. With guns. After the bombs drop, the dead devour the living- that's science. So we take them out before they have a chance to bite us."


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Estelle looks incredulously at Badger. "In what way is that science? It's far more likely that the living are killing and devouring the dead. That's Occam's Razor." She looks to Thomas. "Don't tell me you believe this, too?"


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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 shrugs.
"I don't know who Occam is and I'm glad because a crazy guy that eats people with a razor is a little too much right now. But nun zombies are two dangerous things that I don't want to take chances on. So you guys should load your weapons, because we're taking Florida back for the living! Right?!"

He holds a hand up for a high-five.
"Don't leave me hanging, guys!"


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

"Occam didn't eat people, he... Oh, nevermind." She says. Pulling the gun out from her bag, she cocks it. "Look, I'm all for protecting ourselves, and I'm fine with destroying those bugs, but let's not kill people unless we have to, yeah?"


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 hand is still in the air.

"Fine. You can confirm that they're zombies before we shoot them."


Bennies 2 Wounds 0 Parry 6 Toughness 8

You people talk too f#**ing much. Kristoph says before standing and saying If your gonna shoot. Better do it now, cuz I'm about to smash faces.

OY! UGLIES! YOU EAT PEOPLE? COME EAT SOME OF THIS!


Yeah, that'll start initiative. I put you all at the bottom of the stairs, since this where your meeting was. Climbing the stairs is four squares of movement.

Initiative -
Aeryicka, Badger, Harper: over 9
Ghouls: 9
Thomas, Estelle, Kristophe: Under 9


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 think this is my most frequently-posted game lol

Aerycicka had to cover her mouth when it was revealed that zombies were in the room upstairs. Real zombies! What did she do to start living in a horror vid?? Trying to keep herself together, she placed her hand on Rex's head and started making their way up the stairs, her hand gripping her baseball bat.

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