Alright, I'm in. I'll take the shotgun shells, too.Ahhh, of course. Anything else I might be able to do for you?You start counting up your caps, and shove them on the counter. The biggest advantage about NCR (or even Legion) territory is that you don't have to work with friggin' caps. It's a miracle people keep finding ways to keep them on their person. At least it's easier than an outright barter system, but caps can be sharp. It's a pain. Either way, you place down 64 caps before your employer, and ask for your extra bullets. 20 varmint rifle bullets, and 18 ludicrously expensive .357 bullets. Well, hopefully you'll be able to make your money back on that. You also ask about his molotov cocktails. He sells them for 50 caps per bottle. You decide to just buy one, while you're at it. You never know when you might wanna hear somebody die screaming.
Right. So, first step?You have to intercept Sodom's men before they arrive at the deal and take their clothing. Whenever Sodom's dealing, he likes to have his men bear his special flag. Kill them, but keep their clothing intact. So try to go for headshots for the best effect, but people aren't going to care about some bloodstains or bulletholes. Avoid the molotovs, though. Obviously. Also, the child? Try to keep her a distance away. Sodom doesn't deal in children, so they might know something's up. Right, easy enough.The deal itself will happen at an old quarry, not to far south of here. Plenty of cover, and even a sniping position. But, again, if you can find some way to poison the chems, that'd be perfect. It would fit Sodom's MO perfectly. What?Err, how he usually operates. But if you can't find anything, you can make do with just shooting them. Leave at least one survivor, though. They need to know that Sodom's men didn't feel like paying... The ones taking the deal aren't really fighters. Give them the option of running, and they likely will. Shoot them in the arm to make sure, of course. Maybe cut off a trigger finger, that sort of thing. And don't forget to steal the chems. Right. Simple enough. Doesn't mean it will be easy, but simple enough. Where can I find our future dead men?At the edge of town. I currently have one of my men holding them up with a free hit of Med-X to make them a little more sluggish. They won't think anything of it, I have to suck up to Sodom a lot... Right. We'll follow them until they're out of sight from the guards. Excellent. Move along now, they could leave at any moment.You get up from the booth, and move back to your party.
Alright. That went well. We've got another job, a false-flag operation. Shit, for real? Who are we fucking over?Sodom. And some other party, I suppose. Main point is we're getting Sodom in hot water.Dangerous. I like it.What's a false flag?We pretend to be people we're not. Anyhow, kiddo, I have a gift for you.You sling your varmint rifle off your shoulder, and hand it over to Blitz. She starts rapidly blinking in surprise as she stands there, the gun being about as long as she is. Then you get down on her level, meaning you get on your knee. You just take her 9mm pistol from her, though, no father-y bullshit going on here. You stand back up and start talking.
That's a low-recoil, high-accurace rifle. I want you to keep your distance from the fighting, and to get used to firing this thing. Before you do anything stupid, though, let's go over the basics. You start walking as you talk. After a short pause, she realizes this, makes a little surprised noise, and then runs after you.
First mistake. Stop muzzle sweeping everywhere. Aim that thing up in the sky. If it goes off, you might even hit something. Might as well make it that, if it does, you've got a bird to eat. She quickly adapts, and place the butt of the gun on her hands and has the barrel pointing straight up. She's kind of hugging it, clearly unfamiliar with rifles.
Second, you're going to need a good stance to shoot. That counts for pistols as well, but rifles make it more important. Kneel or lie down if you're gonna fire. Aiming's just like the pistol, use the ironsights. Now, final point!She jumps a little. You said the last part a bit louder, to make sure she's paying attention. Considering she hasn't said a word and is looking up at you with eyes the size of dinner plates, you figure you have her fullest of attentions.
You need to stabilize that thing against your shoulder, but don't press it against your collar bone. I've seen an idiot break it that way. Your collarbone is this you push against the jutting piece of bone for emphasis
piece right here. Keep that in mind and you aught to be fine. O-okay!Tenderloin laughs a bit at the sight of you two. You give her a sideways stare in response, and she shuts up. Doesn't lose the smirk, though, but whatever.
It doesn't take long before you find the future dead men. Two guys, one big and one small are currently walking out of town. A guy with some leather armor is pointing you the way, clearly the merchant's guy. You quickly get moving.
After only a short while, you're out of sight from the town. The two guys are just talking to eachother, sounding just a tad slurred from the Med-X.
You've got the drop on them, how are you going to play this?
Statistics and inventory.
Combat Stats
HP: 140/215
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
9mm pistol (kind of alright) (13 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)
Grenades
Molotov Cocktail
Ammo:
18 .357 bullets
39 12-gauge shotgun shells
36 9mm bullets
17 .22 rounds
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
Purple items are in Blitz' inventory. The box has been upgraded to "awkward backpack"
Five doses of Jet
two doses of Psycho
One dose of Buffout
three doses of Mentats
Seven leather arm scraps
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)
229 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
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. Magazine is 12 bullets. 13 with the chambered round.
Varmint Rifle (5 shots) (Requires 1 second to fire) (Reloading takes 7 seconds to fire) (Can be aimed with extreme precision) (Effective range is 60 meters, Loses accuracy at 1 percent per meter beyond that) (Does 28 damage per shot) (80 percent chance to hit) (Blitz' chance is 70 percent)
Status: Healthy.
Quest logFalse-flag
Kill Sodom's men (Optional: Keep the clothing as intact as possible)
Addiction 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)
If the Molotov was too pricy, I'll just retcon it out of your inventory.