Tell me, how affected is the local militia by Sodom. He has them in his pocket, I believe?Not quite. He pays them off to let his operations be, but they still have their limits. The guards don't discriminate when it comes to actual gunfire. But they let the chem trade go on, right under their noses. What would they pay me for releasing that hold over them.They'd likely pay you in lead. They rather like this little deal they have going on, although some of them are against it. You can't know which ones you can trust, and they like to talk amongst eachother. Still, they won't go out of their way to stop you. Alright then. That's out the damned window. Well, I'll get back to you later, I've got some guns that need fixing. The first thing you do after getting up, though, is pulling out one of your stimpacks and slamming it right next to your wound. The fluid inside, like magic, fixes you up right quick. The remaining pains fade, and feel quite a bit better. Man, that stuff is like magic in a syringe. Of course, it doesn't outright close a wound in and of itself, just cleans up whatever gets inside and hardens up where things are leaking. You think that people with more experience in medicine know better ways to apply it than slamming it down, but it works well enough. You FEEL good, and that's all that matters. You walk to the workbench that fatass is so kindly providing to you.
You open your pack and get to work on the different firearms you collected. Three 3 Shoddy 9mm pistols ,varmint rifle, 2 Basically broken 9mm SMG's...
The pistols looks like they work well enough, nothing a quick cleaning can't fix. They're still crappy models, of course, and one of them has a handle made out of old tubing and duct tape. Still, they should fire. Again, you wouldn't take them over Blitz' gun, so best to leave it at that. The SMG's are a bit more complicated, however...
You can disassemble a pistol just fine, but it's quite a bit harder to work with a submachine gun. Not to mention, one of them had a catastrophic failure, and the magazine must have exploded. The metal is so warped that this thing will obviously never fire again. It can't even hold a bullet in there! Still, there are a few other parts that are fine.... You take the broken submachine gun apart, sometimes by bashing it against the workbench or prying it open with a screwdriver, and take out a few working pieces. The barrel looks better than the (barely) functioning one, with the rifling still intact. You take the time to clean it up a little, and attach the thing. The receiver is messed up in both cases, but you apply some of the smaller bits to the other. You effectively jury rig one functioning submachine gun out of it, and are forced to just dump the remains of the broken one entirely. It's nothing but scrap metal and splintered wood. The submachine gun you made out of it will fire, but for how long is kind of a difficult question. You're a gun guy, sure, but not THAT amazing. You just liked Milsurp review!
You'd probably need a better idea of repairing things, too. Still, it's entirely functional. You probably don't need that much to REALLY get it going.
The varmint rifle, true to what you'd expect, is in very good shape. It desperately needed a cleaning, sure, but the bolt still cycled and the magazine isn't about to explode. Cleaning out some sand will fix it right up to how it should be. Of course, you don't have the time or patience to put it back into absolutely perfect state or anything. The barrel is still a bit rusty, the wood is old and discoloured and the sight's ironsights have very faded signs of glowing. Just the iron pieces are fine, sure, but the glow really helps out in aiming. Still, it's just some glowy stuff, plenty of that around. The trick is putting it in without growing a third hand. You've also decided that this rifle is likely a good choice for Blitz. She's been too trigger happy, having to cycle a bolt will slow that down. Not to mention, longer ranges are always useful when you're fragile like that. But you DO have the problem that you have no bullets for it. It uses .22 rounds, which are cheap and readily available, but that doesn't mean you have it on you. You'll have to buy a few of those, and you need to keep in mind that those rounds are generally used for small animals. Doesn't mean that stuff won't hurt when it hits you or anything, but it'll have trouble piercing some types of armor. Matter of fact, most armor.
Ah, well. You return to Bartholemew, who happily takes on your selection of guns. He pays you 60 caps for the pistols, and 80 for both submachine guns. You decided to sell the micro-uzi, considering you're not really rolling the bullets right now. You keep the varmint rifle, though. Obviously.
Well, that's money taken care of. You take a closer look at the merchant's wares, and get another offer on the bullets, if you accept the job. You get some advances in the way of bullets, after all.
100 .22 bullets: Nobody ever buys these, so please, feel free.20 9mm bullets: Yes, it's less than last time. I can't give away my ENTIRE stock, you know.18 .357 bullets:You've proven to be reliable, so I'll give you a little bonus. But I'm cuttin' my own throat with this!30 12gauge shells:You've been a fan of that sawed-off, I can tell. I'll give you a little bonus, shall I?If you want to buy your ammo, the prices are simple. It's about
One cap for every two .22 bullets (350 in stock)
One cap per 9mm (178 in stock)
Three caps for every .357 bullets (50 in stock)
Two caps per shotgun shell (88 in stock)
He has other bullets, but these are the ones relevant to you. His weaponry selection is looking pretty lean, too. Apart from what you just sold him, he has a copy of the gun Blitz currently has on her, a strange, home-made contraption that may or may not explode upon pulling the trigger, three molotov cocktails and a single fragmentation grenade. He's got a crap-load of random junk, too, but you don't see the point. You also see that he's got a machete available, though not quite on the level of Tenderloin's. Probably lighter, though. You can't see the price tags on his chems, though.
Take the job? And if so, what ammo freebie?
Statistics and inventory.
Combat Stats
HP: 140/215 (You won't be taking more damage from that wound, but you should take a stimpack to really feel better)
Limb health: No issues
Weapons: .357 revolver (Five shots) (requires 0.3 second to fire, 0.7 to cock the hammer for the next shot) (reloading takes 0.7 seconds per bullet) (Can be "aimed" for a bonus to hit and allowing you to hit specific parts of the body) (Loses accuracy beyond 10 meters, by 5 percent per meter) (60 percent chance to hit, not modified for range) (does 36 damage)
Sawed-off 12gauge (2 shots) (requires 0.2 seconds to fire) (Reloading takes 2,5 seconds) (Cannot be aimed with precision, but you can still get a bonus to hit if you take care to aim) (Loses DAMAGE, not chance to hit, beyond three meters. 10 dmg per meter) (Does 70 damage) (70 percent chance to hit
Ammo:
0 .357 bullets
9 12-gauge shotgun shells
41 9mm bullets
Inventory
Comfy Bloodstained Raider Rags (1 DT) (equipped) (Light armor)
Scrap armguard (1 DT) (low quality) (equipped)
Scrap Leg armor. (1 DT) (low quality) (equipped)
Six Water bottles
Two empty water bottles
Five doses of Jet
two doses of Psycho
One dose of Buffout
three doses of Mentats
1 Bread
Two stimpacks (Heal 30 HP)
Two units of Nuts and Bolts
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
343 caps
S.P.E.C.I.A.L.
STRENGTH 7
PERCEPTION 5
ENDURANCE 6
CHARISMA 7
INTELLIGENCE 4
AGILITY 5
LUCK 6
Skills
Barter: 33
Energy Weapons: 15
Explosives: 15
Guns:35
Lockpick: 30
Medicine:13
Melee weapons: 19
Repair: 30
Science: 13
Sneak:35
Speech:21
Survival: 27
Unarmed: 19
Perks (Permanent buff! You gained a perk through your very rash and very dangerous outburst)
Iron Stomach: Your extended life as an outcast left you with a strong stomach. Radiation and general filth does not affect you nearly as much
Weird Wasteland: Maybe it's that blow to the head, but things seem a little more loopy and funny. Some things seem to happen that shouldn't. Well, it's nothing bad, at least.
Cold as Ice: You're not exactly the pinnacle of romance, and why would you be? You easily see through people trying to manipulate you, but you suffer a -15 to all convincing checks.
Berserker blood: Upon successfully critting, you have the ability to carry that momentum into a very lethal, all-out assault. This will empty all the guns that are accessible and keep you fighting for an extended period. Of course, that doesn't mean you'll WIN the fight, you'll just be a serious handful regardless!
Party membersTenderloin: Wields two machetes.
Heavy Machetes: Onehanded. Takes 0.2 seconds to swing from a readied position, almost a full second to swing again.
Does 25 damage on a successful strike. Dual-wielding allows for attacks to be twice as fast, although the basic swing will not speed up.
10mm submachine gun. (0 shots, empty magazine!) (fully automatic, fires at 15 rounds per second.)(reloading takes
4 seconds (Insufficient Guns skill!)) (can be aimed with precision) (burst causes 5 rolls to be done for damage, with an accuracy debuff of 2 percent per shot) (Effective range is 14 meters, loses acc by 5 percent per meter beyond that) (15 dmg per shot) (70 percent base chance to hit.)
Status: Healthy.
Blitz: wields 9mm pistol. Has 65 total bullets remaining. Magazine is 12 bullets. 13 with the chambered round.
9mm pistol (kind of alright) (
bullets remaining)
Requires 0.2 seconds to fire. (Reloading takes 1.5 seconds) (Can be aimed to a specific body part) (Loses accuracy beyond 12 meters) (70 percent chance to hit, not modified for range) (
15 DMG) (Blitz' chance to hit is 60 percent)
Status: Healthy.
Quest logAddiction status: Ready for action! You get a 30 percent hit bonus!
EXP 'till next Level-up: 360/400 (Armed opponent 20XP) (Nomad Crusher 40XP) (Melee opponent: 10XP) (Bark scorpion: 10 XP) (Critical convince: 15 XP)